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games:sc13:objects:military

Military Objects

While NovusCorp prides itself on being a leader in biotechnology, it also has a large arsenal of methods for combating hostile influences. Nowhere is this more clear than in ships, stations, and outposts with an official Military department on staff, where corporate interests and government-level military might coexist. Graduates of the Marine Bioroid Programming System are fully capable of operating advanced military hardware and using it to turn planets of warlike hostiles into peaceful uncontested zones. Or glass.

The complete NovusCorp soldier contains not only designer genes that make them the ideal supersoldier but the equipment to get the job done. Syndicate outposts dread the full military might of a well-armed and armored NovusCorp warship, as they are to your average Syndicate Battlecruiser what Nuclear Ops is to your average SS13 space station - an armored, well-supplied, well-armed nightmare that will not be stopped by casualties. As such, challenges to the NovusCorp military are often extreme extraterrestrial threats that no vomit-stained clown could hope to survive.

Weapons Database

This is a listing of all known purpose-built weapons known to NovusCorp's military VR simulation systems, allowing for the full training of soldiers in their use and allowing them to practice in a VR killing field with limited long-term consequences. Some VR equipment is seldom seen in the combat theater - for example, weapons based on popular fiction - yet are included because the Military Education department also has a sense of humor.

For information on weapon parameters and mechanics, click here.

Melee Weapons

Most items inflict 3 Brute damage when used to hit someone, with the exception of certain relatively useless items like ID cards that inflict a mere point of damage when striking a target. Throw distance for items is (Str / 10) tiles, with a falloff damage of 5, if not otherwise defined.

Ranged Weapons

Firearms

Rifles

AR-12 K&H Assault Rifle: The AR-12 is a multirole assault rifle that offers great flexibility thanks to the weapon's balanced traits and ability to support a wide range of attachments. While the AR-12 is not the most effective at any particular range, it excels in its versatility, being a reliable option in nearly any situation. The simplicity and versatility of the AR-12 makes it an excellent option for new recruits and skilled veterans alike. Capable of firing in 3-round bursts.

  • Automatic fire rate: 300 RPM
  • Burst fire rate: 360 RPM
  • Time to wield: 0.7 seconds
  • Slowdown while wielding: 0.4
  • Ammo: AR-12 Magazine (10x24mm)
    • A 50-round box magazine containing 10x24mm caseless rounds for the AR-12 assault rifle.
    • Damage: 25
    • Armor Penetration: 5
    • Armor Sundering: 0.5
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini-Scope, Flashlight, Build-a-Sentry Kit, Tactical Sensor
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Compensator, Bayonet
    • Underbarrel: Laser Sight, Vertical Grip, Angled Grip, Bipod, Gyro, Burstfire Assembly, Attached Flamer, Attached Shotgun, Attached Grenade Launcher, Attached Pepperball, Attached Plasma Pistol
    • Stock: Fixed

AR-18 Kauser Carbine: The AR-18 is the little brother of the AR-12, sacrificing magazine capacity and effectiveness at range for improved performance in close to medium range engagements. The AR-18 is best used aggressively while taking advantage of the high damage output that the fast-firing 4-round burst fire option offers.

  • Automatic fire rate: 300 RPM
  • Burst fire rate: 480 RPM
  • Time to wield: 0.6 seconds
  • Slowdown while wielding: 0.3
  • Ammo: AR-18 Magazine (10x24mm)
    • A 36-round box magazine containing 10x24mm caseless rounds for the AR-18 carbine.
    • Damage: 25
    • Armor Penetration: 5
    • Armor Sundering: 0.5
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini-Scope, Flashlight, Tactical Sensor
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Compensator, Bayonet
    • Underbarrel: Laser Sight, Vertical Grip, Angled Grip, Bipod, Gyro, Burstfire Assembly, Attached Flamer, Attached Shotgun, Attached Grenade Launcher, Attached Pepperball, Attached Plasma Pistol
    • Stock: Fixed

AR-11 K&H Combat Rifle: The AR-11 is a bulky high-capacity rifle that comes pre-equipped with a mini-scope and supports only a limited range of attachments. What the AR-11 lacks in versatility and mobility, it makes up for in raw firepower, particularly against armored opponents. Using the 3-round burst fire mode on the AR-11 is a must in order to get the most out of the weapon.

  • Automatic fire rate: 240 RPM
  • Burst fire rate: 360 RPM
  • Time to wield: 0.65 seconds
  • Slowdown while wielding: 0.45
  • Ammo: AR-11 magazine (4.92x34mm)
    • A 70-round box magazine containing 4.92×34mm caseless rounds for the AR-11 combat rifle.
    • Damage: 20
    • Armor Penetration: 20
    • Armor Sundering: 1.25
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Mini Scope, Flashlight, Tactical Sensor
    • Muzzle: Bayonet
    • Underbarrel: Laser Sight
    • Stock: Fixed

AR-21 Kauser Skirmish Rifle: The AR-21 is a high-powered automatic rifle that serves to bridge the gap between assault rifles and marksman rifles. Each individual bullet fired from the AR-21 has more power behind it than other AR rifles, but this comes out at a cost to fire rate, magazine capacity, and user mobility. Make every shot count.

  • Automatic fire rate: 240 RPM
  • Time to wield: 0.6 seconds
  • Slowdown while wielding: 0.5
  • Ammo: AR-21 magazine (10x25mm)
    • A 30-round box magazine containing 10x25mm caseless rounds for the AR-21 skirmish rifle.
    • Damage: 30
    • Armor Penetration: 10
    • Armor Sundering: 1.25
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight, Tactical Sensor
    • Muzzle: Suppressor, Extended Barrel, Compensator, Bayonet
    • Underbarrel: Laser Sight, Vertical Grip, Angled Grip, Bipod, Gyro, Attached Flamer, Attached Shotgun, Attached Grenade Launcher, Attached Pepperball, Attached Plasma Pistol
    • Stock: Fixed

Leicester Repeater: The Leicester Repeater is an unwieldy rapid-fire lever action rifle that fires powerful .45-70 Government rounds. Compared to other rifles, the Leicester is quite slow and punishing to use, and requires a skilled marksman to be effective. Bullets need to be loaded individually and can be stored in packets or piles. Piles can be stored inside shotgun shell loading rigs for easy access.

  • Capacity: 14 rounds
  • Lever-action fire rate: 60 RPM
  • Time to wield: 0.6 seconds
  • Slowdown while wielding: 0.6
  • Ammo: .45-70 Government rounds
    • Individually loaded .45-70 Government rounds for the Leicester Repeater.
    • Damage: 70
    • Armor Penetration: 20
    • Armor Sundering: 1.25
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight, Tactical Sensor
    • Muzzle: Bayonet
    • Underbarrel: Nothing
    • Stock: Fixed

FAMAS Assault Rifle: A light, versatile fast firing assault rifle with a 24 round magazine, chambered to fire the 5.56x45mm NATO cartridge in 24 round magazines. With increased damage for it's caliber, and an extremely fast fire rate, this rifle can output serious amounts of damage. Limited by prohibitive cost and small magazine size.

  • Automatic firing rate: 400 RPM
  • Burst firing rate: 400 RPM
  • Time to wield: 0.6 Seconds
  • Slowdown while wielding: 0.4
  • Ammo: FAMAS magazine
    • Holds twenty-four(24) 5.56x45mm rifle rounds. 30 damage, 5 penetration, 0.5 sunder.
  • Attachments:
    • Rail: Magnetic Harness, Flashlight
    • Muzzle: Suppressor, Extended Barrel, Compensator, Bayonet
    • Underbarrel: Laser Sight, Vertical Grip, Angled Grip, Bipod, Gyro, Burstfire Assembly, Attached Flamer, Attached Shotgun, Attached Grenade Launcher, Attached Plasma Pistol
    • Stock: Fixed

MHK-98 Storm Rifle: A certified classic, this design was hailed as the first successful assault rifle concept, generally termed a 'storm rifle'. Has a higher than usual firerate for its class, but suffers in capacity. This version of it chambers 7.62x39mm.

  • Automatic firing rate: 300 RPM
  • Time to wield: 0.5 Seconds
  • Slowdown while wielding: 0.35
  • Ammo: MHK-98 magazine
    • Holds thirty(30) 7.62x39mm rifle rounds. 30 damage, 10 penetration, 1.25 sunder.
  • Attachments:
    • Rail: Magnetic Harness, Flashlight, Mini Scope
    • Muzzle: Suppressor, Bayonet, Barrel Charger
    • Underbarrel: Vertical Grip, Bipod
    • Stock: Fixed

MPi-KM Assault Rifle: A cheap and robust rifle, sometimes better known as an 'AK'. Chambers 7.62x39mm. Despite lacking attachment points beyond its underbarrel, remains a popular product on the black market with its cheap cost and higher than usual caliber rounds.

  • Automatic firing rate: 240 RPM
  • Time to wield: 0.7 Seconds
  • Slowdown while wielding: 0.5
  • Ammo: MPi-KM magazine
    • Holds fourty(40) 7.62x39mm rifle rounds. 30 damage, 15 penetration, 1.75 sunder.
  • Attachments:
    • Rail: Magnetic Harness, Flashlight
    • Muzzle: Bayonet
    • Underbarrel: Attached Flamer, Attached Shotgun, Attached Grenade Launcher, Attached Plasma Pistol, Vertical Grip
    • Stock: Fixed

M16A4 Assault Rifle: A light, versatile assault rifle with a 30 round magazine, chambered to fire the 5.56x45mm NATO cartridge. The 4th generation in the M16 platform, this FN variant has added automatic fire selection and retains relevance among mercenaries and militias thanks to its high customizability. It is incredibly good at rapid burst fire, but must be paced correctly. Has more damage than other rifles of its caliber.

  • Automatic firing rate: 300 RPM
  • Burst firing rate: 400 RPM
  • Time to wield: 0.5 Seconds
  • Slowdown while wielding: 0.4
  • Ammo: M16 magazine
    • Holds thirty(30) 5.56x45mm rifle rounds. 30 damage, 5 penetration, 0.5 sunder.
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight, Tracking Sensor
    • Muzzle: Suppressor, Extended Barrel, Compensator, Barrel Charger, Bayonet
    • Underbarrel: Laser Sight, Vertical Grip, Angled Grip, Bipod, Gyro, Burstfire Assembly, Attached Flamer, Attached Shotgun, Attached Grenade Launcher, Attached Plasma Pistol
    • Stock: Fixed

PR-412 Pulse Rifle: The PR-412 rifle is a Pulse Industries rifle, billed as a pulse rifle due to its use of electronic firing for faster velocity. A rather common sight in most systems. Uses 10x24mm caseless ammunition.

  • Automatic firing rate: 300 RPM
  • Burst firing rate: 400 RPM
  • Time to wield: 0.7 Seconds
  • Slowdown while wielding: 0.4
  • Ammo:
    • PR-412 magazine: Holds forty (40) 10x24mm rifle rounds. 26.25 damage, 5 penetration, 0.5 sunder.
    • PR-412 magazine: Holds forty (40) 10x24mm armor piercing rifle rounds. 21 damage, 25 penetration, 3 sunder.
    • PR-412 Extended magazine: Holds sixty (60) 10x24mm rifle rounds. 26.25 damage, 5 penetration, 0.5 sunder.
    • PR-412 Incendiary magazine: Holds forty (40) 10x24mm incendiary rifle rounds. 26.25 damage, 5 penetration, 0.5 sunder. Less accurate, starts fire.
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight, Tracking Sensor
    • Muzzle: Suppressor, Extended Barrel, Compensator, Barrel Charger, Bayonet
    • Underbarrel: Laser Sight, Vertical Grip, Angled Grip, Bipod, Gyro, Burstfire Assembly, Attached Flamer, Attached Shotgun, Attached Grenade Launcher, Attached Plasma Pistol
    • Stock: Fixed

Type 71 Pulse Rifle: The primary rifle of the USL pirates, the Type 71 is a reliable rifle chambered in 7.62x39mm, firing in three round bursts to conserve ammunition. A newer model for suppression roles to comply with overmatch doctrines is in development and only issued to a limited number of privates in the USL.

  • Burst firing rate: 240 RPM
  • Time to wield: 0.7 Seconds
  • Slowdown while wielding: 0.6
  • Ammo: Type 71 magazine
    • Holds forty-two (42) 7.62x39mm rifle rounds. 30 damage, 15 penetration, 1.75 sunder.
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight, Tracking Sensor
    • Muzzle: Suppressor, Extended Barrel, Compensator, Barrel Charger, Bayonet
    • Underbarrel: Laser Sight, Vertical Grip, Angled Grip, Bipod, Gyro, Burstfire Assembly, Attached Flamer, Attached Shotgun, Attached Grenade Launcher, Attached Plasma Pistol
    • Stock: Fixed

BR-8 Scout Rifle: The BR-8 is a light specialized scout rifle, mostly used by light infantry and scouts. It's designed to be useable at all ranges by being very adaptable to different situations due to the ability to use different ammo types. Has IFF. Takes specialized overpressured 10x28mm rounds.

  • Automatic firing rate: 150 RPM
  • Time to wield: 0.4 Seconds
  • Slowdown while wielding: 0.45
  • Ammo:
    • BR-8 Magazine: Contains twenty-five(25) rounds of overpressure 10x28mm rifle cartridges. 40 damage, 20 AP, 10 sunder.
    • BR-8 Incendiary Magazine: Contains twenty-five(25) rounds of incendiary 10x28mm rifle cartridges. 25 damage, 20 AP, 2.5 sunder. Will light your target on fire.
    • BR-8 Impact Magazine: Contains twenty-five(25) rounds of penetrating 10x28mm rifle cartridges. 25 damage, ignores armor, 5 sunder. Tired of defenders tanking hits for other xenos? With impact rounds, you can shoot right through them!
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight, Tracking Sensor
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Compensator, Bayonet
    • Underbarrel: Laser Sight, Vertical Grip, Angled Grip, Bipod, Gyro, Burstfire Assembly, Attached Flamer, Attached Shotgun, Attached Grenade Launcher, Attached Plasma Pistol
    • Stock: Fixed

M41A Pulse Rifle: An older design of the pulse rifle made by Pulse Industries. A rather unknown weapon of its time. It invented the use of electronic firing in the modern era though. Comes with a removable 2-shot underslung grenade launcher. Uses 10x24mm caseless ammunition.

  • Ammo: M41A magazine
    • Holds 95(ninety-five) 10x24mm caseless rounds. 25 Damage with 5 AP and 0.5 Sunder.
  • Attachments:
    • Rail: Red Dot Sight, Scope, Mini Scope, Flashlight
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Compensator, Bayonet
    • Underbarrel: Laser Sight, Vertical Grip, Angled Grip, Bipod, Gyro, Attached Flamer, Attached Shotgun, Attached Grenade Launcher
    • Stock: Fixed

M412 Pulse Rifle: The M412 rifle is a Pulse Industries rifle, billed as a pulse rifle due to its use of electronic firing for faster velocity. A rather common sight in most systems. Uses 10x24mm caseless ammunition.

  • Ammo: M412 Magazine
    • Holds 40(forty) 10×24 caseless rounds. 26.25 Damage with 5 AP and 0.5 Sunder.
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Quick Fire Assembly, Scope, Mini Scope, Flashlight
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Compensator, Bayonet
    • Underbarrel: Laser Sight, Vertical Grip, Angled Grip, Bipod, Gyro, Burstfire Assembly, Attached Flamer, Attached Shotgun, Attached Grenade Launcher
    • Stock: Fixed

M412L1 Heavy Pulse Rifle: A large weapon capable of laying down suppressive fire, based on the M412 pulse rifle platform. Uses 10x24mm caseless ammunition.

  • Ammo: M412L1 box magazine
    • Holds 200 (two hundred) 10x24mm caseless rounds. 25 Damage with 5 AP and 0.5 Sunder.
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Flashlight
    • Muzzle: Extended Barrel, Compensator
    • Underbarrel: Vertical Grip, Angled Grip, Bipod
    • Stock: Fixed

Type 71 Pulse Rifle: The primary rifle of the USL forces, the Type 71 is a reliable rifle chambered in 7.62x39mm, firing in two round bursts to conserve ammunition.

  • Ammo: Type 71 magazine
    • Holds 40(forty) 7.62x39mm rounds.
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Compensator, Bayonet
    • Underbarrel: Laser Sight, Vertical Grip, Angled Grip, Bipod, Gyro, Burstfire Assembly, Attached Flamer, Attached Shotgun, Attached Grenade
    • Stock: Fixed

Machine Guns

MG-42 Kauser Light Machine Gun: The MG-42 is the big brother of the AR-12, sacrificing mobility and accuracy for magazine capacity. The MG-42 is a poor choice for chasing down targets, but excels at providing suppressing fire and at dealing with groups of enemies. Thanks to the wide array of attachments that the MG-42 supports, the MG-42 is capable of being effective in a multitude of roles.

  • Automatic fire rate: 300 RPM
  • Time to wield: 1 second
  • Slowdown while wielding: 0.8
  • Ammo: MG-42 drum magazine (10x24mm)
    • A 120-round drum magazine containing 10x24mm caseless rounds for the MG-42 light machine gun.
    • Damage: 25
    • Armor Penetration: 5
    • Armor Sundering: 0.5
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Compensator, Bayonet
    • Underbarrel: Laser Sight, Vertical Grip, Angled Grip, Bipod, Gyro, Attached Flamer, Attached Shotgun, Attached Grenade Launcher, Attached Pepperball, Attached Plasma Pistol
    • Stock: Fixed

MG-60 Raummetall General Purpose Machine Gun: The MG-60 is the heaviest machine gun in the TGMC arsenal that can comfortably be wielded without a mount, and excels at providing suppressing fire thanks to its large 250-round box magazines and high fire rate. Using the MG-60 outside its intended role as a suppressive fire weapon is ill advised due to how heavy and inaccurate the gun is. Aiming carefully is usually advised with the MG-60, using the bipod for static support and/or the red dot sight for mobile support.

  • Automatic fire rate: 400 RPM
  • Time to wield: 1.5 seconds
  • Slowdown while wielding: 1.2
  • Ammo: MG-60 box magazine (10x26mm)
    • A 250-round box magazine containing 10x26mm caseless rounds for the MG-60 general purpose machine gun.
    • Damage: 20
    • Armor Penetration: 10
    • Armor Sundering: 0.5
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight, Tactical Sensor
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Bayonet
    • Underbarrel: Laser Sight, Bipod
    • Stock: Fixed

MG-27 Medium Machine Gun: The MG-27 is a deployable machine gun with an integrated tripod that is designed to provide suppressing fire, or defend a static position. Thanks to how quickly the MG-27 can be deployed and undeployed, it is practical to carry around in a mobile setting. Can be used without the tripod, but with extremely poor accuracy that makes using the MG-27 in this manner impractical.

  • Automatic fire rate: 400 RPM
  • Time to wield: 2 seconds
  • Slowdown while wielding: 1.2
  • Ammo: MG-27 box magazine (10x27mm)
    • A 100-round box magazine containing 10x27mm caseless rounds for the MG-27 medium machine gun.
    • Damage: 30
    • Armor Penetration: 10
    • Armor Sundering: 1.25
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Mini Scope, Flashlight
    • Muzzle: Suppressor, Bayonet, Barrel Charger
    • Underbarrel: Laser Sight
    • Stock: Fixed

HMG-08 Heavy Machine Gun: The HMG-08 is a deployable high-capacity machine gun that excels at defending a position thanks to the HMGs incredible damage output and armor shredding capabilities. This immense power comes at the cost of mobility, as the gun takes a very long time to deploy and undeploy, making it only practical as a static point defense tool.

  • Automatic fire rate: 400 RPM
  • Ammo: HMG-08 drum magazine (10x28mm)
    • A 500-round drum magazine containing 10x28mm caseless rounds for the HMG-08 medium machine gun.
    • Damage: 40
    • Armor Penetration: 40
    • Armor Sundering: 5
  • Rail: MG-08/495 Iron Sights
  • Muzzle: Nothing
  • Underbarrel: Nothing
  • Stock: Fixed

Precision Rifles

BR-64 SCA Battle Rifle: The BR-64 is a flexible precision rifle built to perform well against almost any target at any range. The BR-64 comes pre-equipped with a mini scope and an under barrel grenade launcher. Features a relatively inaccurate 3-round burst fire for close range and automatic fire for longer ranges. The BR-64 eats through ammo fairly quickly, so carrying spare 10×26.5mm packets is a good idea.

  • Automatic fire rate: 200 RPM
  • Burst Fire Rate: 327 RPM
  • Time to wield: 0.7 seconds
  • Slowdown while wielding: 0.55
  • Ammo: BR-64 magazine (10×26.5mm)
    • A 36-round box magazine containing 10×26.5mm caseless rounds for the BR-64 battle rifle.
    • Damage: 32.5
    • Armor Penetration: 15
    • Armor Sundering: 1.25
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Compensator, Bayonet
    • Underbarrel: Laser Sight, Vertical Grip, Bipod, Gyro, Burstfire Assembly, Attached Flamer, Attached Shotgun, Attached Grenade Launcher
    • Stock: Fixed

DMR-37 SCA Designated Marksman Rifle: The DMR-37 is a long-range precision rifle that has the effective range of a sniper rifle while remaining flexible at closer ranges. Great for providing supplemental damage from long range, but unlikely to secure kills on its own. Comes with a pre-equipped mini scope.

  • Semi automatic fire rate: 92 RPM
  • Time to wield: 0.8 seconds
  • Slowdown while wielding: 0.75
  • Ammo: DMR-37 magazine (10x27mm)
    • A 20-round box magazine containing 10x27mm caseless rounds for the DMR-37 designated marksman rifle.
    • Damage: 65
    • Armor Penetration: 15
    • Armor Sundering: 2
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Compensator, Bayonet
    • Underbarrel: Laser Sight, Vertical Grip, Angled Grip, Bipod, Gyro, Burstfire Assembly, Attached Flamer, Attached Shotgun, Attached Grenade Launcher
    • Stock: Fixed

SR-127 Bauer Bolt Action Rifle: The SR-127 is a armor-piercing bolt-action sniper rifle with excellent performance against heavily armored targets. A small magazine capacity and low fire rate make it inefficient against less armored targets however, and it is nearly useless at close range so no-scopes are not recommended. Comes with an integrated scope.

  • Bolt action fire rate: 44 RPM
  • Time to wield: 1.3 seconds
  • Slowdown while wielding: 1
  • Ammo: SR-127 bolt action rifle magazine (8.6x70mm)
    • A 7-round box magazine containing 8.6x70mm rounds for the SR-127 bolt action rifle magazine.
    • Damage: 80
    • Armor Penetration: 30
    • Armor Sundering: 7.5
  • Attachments:
    • Rail: Scope
    • Muzzle: Suppressor, Extended Barrel, Compensator, Bayonet
    • Underbarrel: Nothing
    • Stock: Fixed

Mosin Nagant Rifle: The Mosin Nagant is an old armor-piercing bolt-action sniper rifle with better performance against armored targets than the SR-127, though at a cost to capacity and fire rate. Comes with a pre-equipped scope, and like the SR-127 is practically useless at close range. Bullets need to be loaded individually and can be stored in packets or piles. Piles can be stored inside shotgun shell loading rigs for easy access.

  • Capacity: 5 rounds
  • Bolt action fire rate: 34 RPM
  • Time to wield: 1.2 seconds
  • Slowdown while wielding: 1
  • Ammo: 7.62x54mmR rifle rounds
    • Individually loaded 7.62x54mmR rifle rounds for the Mosin Nagant. Up to 5 can be loaded at a time.
    • Damage: 75
    • Armor Penetration: 35
    • Armor Sundering: 15
  • Attachments:
    • Rail: Red Dot Sight, Scope, Mini Scope, Flashlight
    • Muzzle: Bayonet
    • Underbarrel: Nothing
    • Stock: Fixed

Martini Henry Lever Action Rifle: The Martini Henry is a long-range lever action rifle that can only hold a single bullet at a time, requiring manual reload after each shot. While manual reloads after each shot make the Martini Henry unwieldy, it fires powerful projectiles that can devastate targets with weak and moderate armor. Bullets need to be loaded individually and can be stored in packets or piles. Piles can be stored inside shotgun shell loading rigs for easy access.

  • Capacity: 1 round
  • Lever action fire rate: 60 RPM (Not counting reload time)
  • Time to wield: 1 second
  • Slowdown while wielding: 1
  • Ammo: .557/440 rifle rounds
    • Individually loaded .557/440 rifle rounds for the Martini Henry.
    • Damage: 120
    • Armor Penetration: 20
    • Armor Sundering: 10
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight, Build-a-Sentry, Tactical Sensor
    • Muzzle: Bayonet
    • Underbarrel: Nothing
    • Stock: Fixed

CAU C1 Garand Self-Loading Rifle: The Carlford-1 is a remastered classic made by Carlford Armories, made to fit in the modern day. Most of the noticeable differences are minor rail modifications, other than that. It is a faithful recreation with the trademark ping sound and all. Uses .30-06 enbloc clips.

  • Semi automatic firing rate: 75 RPM
  • Time to wield: 1 Second
  • Slowdown while wielding: 0.75
  • Ammo: C1 Garand enbloc clip
    • Holds eight (8) .30-06 rifle rounds. 75 damage, 25 penetration, 1.25 sunder.
  • Attachments:
    • Rail: Magnetic Harness
    • Muzzle: Suppressor, Extended Barrel, Compensator, Barrel Charger, Bayonet
    • Underbarrel: Bipod
    • Stock: Fixed

SR-33 Dragunov Sniper Rifle: A semiautomatic sniper rifle, famed for it's marksmanship, and is built from the ground up for it. Fires 7.62x54mmR rounds.

  • Semi automatic firing rate: 50 RPM
  • Time to wield: 1.8 Second
  • Slowdown while wielding: 1
  • Ammo: SR-33 magazine
    • Holds ten (10) 7.62x54mmR rifle rounds. 75 damage, 35 penetration, 15 sunder.
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight
    • Muzzle: Nothing
    • Underbarrel: Bipod, Gyro, Vertical Grip
    • Stock: Fixed

SR-81 Automatic Sniper Rifle: The SR-81 is an automatic sniper rifle well-known for its night vision scope and IFF ammo; it however lacks a burst fire mode. It is mostly used by people who keep shooting their buddies in the back with a full power rifle round.

  • Automatic Fire Rate: 110 RPM
  • Time To Wield: 1.3 Seconds
  • Slowdown while wielding: 1
  • Ammo: 8.6x70mm caseless IFF
    • Holds twenty(20) 8.6x70mm caseless, IFF capable ammunition you can shoot straight over your buddies without worry! 50 Damage with 30 AP and 2 Sunder.
  • Attachments:
    • Rail: Night Vision Scope
    • Muzzle: Suppressor, Extended Barrel, Bayonet, Compensator
    • Underbarrel: Nothing
    • Stock: Fixed

SR-26 Scoped Rifle: The SR-26 is an IFF capable sniper rifle which is mostly used by long range marksmen. It excels in long-range combat situations and support sniping. It has a laser designator installed, and the scope itself has IFF integrated into it. Uses specialized 10×28 caseless rounds made to work with the guns odd IFF-scope system. It has an integrated Target Marker and a Laser Targeting system.

  • Semi-automatic fire rate: 24 RPM
  • Time to wield: 1.6 Seconds
  • Slowdown while wielding: 1
  • Ammo:
  • Attachments:
    • Rail: Build-a-Sentry Kit
    • Muzzle: Fixed
    • Underbarrel: Bipod, Laser Sight
    • Stock: Fixed

Shotguns

SH-35 Pump Shotgun: The SH-35 pump action shotgun is capable of devastating damage at close to medium range, but must be manually pumped after each shot. Has a foldable stock which allows it to be wielded faster when folded, or be more accurate when unfolded with greater melee force. Performance greatly depends on the type of shell loaded.

  • Capacity: 9 rounds
  • Pump action fire rate: 30 RPM
  • Time to wield: 0.6 seconds
  • Slowdown while wielding: 0.45
  • Ammo:
    • Buckshot shells (12 gauge): Close range shells which fire six projectiles in a cone towards the target. Capable of massive damage at close range, though with no anti-armor capabilities. Capable of staggering weaker targets.
      • Damage: 40×6 (240)
      • Armor Penetration: 0
      • Armor Sundering: 0
    • Slug Shells (12 gauge): Medium range shells which fire a single high damage slug towards the target. Capable of high damage up to medium range. Capable of staggering weaker targets.
      • Damage: 100
      • Armor Penetration: 20
      • Armor Sundering: 7.5
    • Flechette Shells (12 gauge): Short to medium range shells which fire 3 metal armor-piercing shards towards the target. Excellent at shredding armor. The outer shards do slightly less damage than the center shard. Not capable of staggering.
      • Damage: 50+[40×2] (130)
      • Armor Penetration: 15
      • Armor Sundering: 7+[5×2] (17)
    • Incendiary Slug Shells (12 gauge): Medium range shells which fire a single incendiary slug towards the target. Capable of high damage up to medium range and setting the target on fire. Capable of staggering weaker targets. Not found in standard vendors.
      • Damage: 70
      • Armor Penetration: 20
      • Armor Sundering: 2
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Flashlight
    • Muzzle: Extended Barrel, Barrel Charger, Compensator, Bayonet
    • Underbarrel: Vertical Grip, Angled Grip, Gyro, Attached Flamer, Attached Shotgun

SH-39 Combat Shotgun: The SH-39 is an easier to use semi-automatic alternative to the SH-35 that trades burst capabilities for a more constant damage output with a higher fire rate. Performance greatly depends on the type of shell loaded.

  • Capacity: 10 rounds
  • Semi automatic fire rate: 43 RPM
  • Time to wield: 1 second
  • Slowdown while wielding: 0.4
  • Ammo:
    • Buckshot shells (12 gauge): Close range shells which fire six projectiles in a cone towards the target. Capable of massive damage at close range, though with no anti-armor capabilities. Capable of staggering weaker targets.
      • Damage: 28×6 (160)
      • Armor Penetration: 0
      • Armor Sundering: 0
    • Slug Shells (12 gauge): Medium range shells which fire a single high damage slug towards the target. Capable of high damage up to medium range. Capable of staggering weaker targets.
      • Damage: 70
      • Armor Penetration: 20
      • Armor Sundering: 7.5
    • Flechette Shells (12 gauge): Short to medium range shells which fire 3 metal armor-piercing shards towards the target. Excellent at shredding armor. The outer shards do slightly less damage than the center shard. Not capable of staggering.
      • Damage: 35+[28×2] (91)
      • Armor Penetration: 15
      • Armor Sundering: 7+[5×2] (17)
    • Incendiary Slug Shells (12 gauge): Medium range shells which fire a single incendiary slug towards the target. Capable of high damage up to medium range and setting the target on fire. Capable of staggering weaker targets. Not found in standard vendors.
      • Damage: 49
      • Armor Penetration: 20
      • Armor Sundering: 2
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Flashlight
    • Muzzle: Extended Barrel, Barrel Charger, Compensator, Bayonet
    • Underbarrel: Laser Sight, Vertical Grip, Angled Grip, Gyro, Attached Flamer, Attached Shotgun
    • Stock: Fixed

Zauer SH-15 Automatic Shotgun: The SH-15 is a lightweight magazine fed shotgun that sacrifices the close range firepower of other shotguns for more consistent automatic fire at close to medium range, and greater mobility.

  • Automatic fire rate: 60 RPM
  • Time to wield: 0.6 seconds
  • Slowdown while wielding: 0.35
  • Ammo:
    • SH-15 flechette magazine (16 gauge): Holds 12 16 gauge flechette shells that fire 5 metal shards towards the target. Effective at close to medium range. Not capable of staggering targets.
      • Damage: 17*5 (85)
      • Armor Penetration: 15
      • Armor Sundering: 1.5*5 (7.5)
    • TX-15 slug magazine (16 gauge): Holds 12 16 gauge slug shells that fire a single slug towards the target. Effective at close to medium range with high armor penetration. Capable of staggering weak targets.
      • Damage: 60
      • Armor Penetration: 30
      • Armor Sundering: 3.5
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Flashlight
    • Muzzle: Bayonet, Compensator, Extended Barrel, Barrel Charger
    • Underbarrel: Vertical Grip, Angled Grip, Gyro, Attached Flamer, Attached Shotgun
    • Stock: Fixed

SH-34 Double Barreled Shotgun: The SH-34 is a simple double barreled shotgun that can rapidly fire two shots in quick succession before needing to reload. Capable of incredible burst damage, but the constant downtime that comes after firing can leave the user vulnerable if not used with another weapon. Comes in the M276 pattern SH-34 shotgun holster rig by default, which can hold a SH-34 and two boxes of shells.

  • Capacity: 2 rounds
  • Semi automatic fire rate: 120 RPM (Not counting reload time)
  • Time to wield: 0.6 seconds
  • Slowdown while wielding: 0.6
    • Buckshot shells (12 gauge): Close range shells which fire six projectiles in a cone towards the target. Capable of massive damage at close range, though with no anti-armor capabilities. Capable of staggering weaker targets.
      • Damage: 40×6 (240)
      • Armor Penetration: 0
      • Armor Sundering: 0
    • Slug Shells (12 gauge): Medium range shells which fire a single high damage slug towards the target. Capable of high damage up to medium range. Capable of staggering weaker targets.
      • Damage: 100
      • Armor Penetration: 20
      • Armor Sundering: 7.5
    • Flechette Shells (12 gauge): Short to medium range shells which fire 3 metal armor-piercing shards towards the target. Excellent at shredding armor. The outer shards do slightly less damage than the center shard. Not capable of staggering.
      • Damage: 50+[40×2] (130)
      • Armor Penetration: 15
      • Armor Sundering: 7+[5×2] (17)
    • Incendiary Slug Shells (12 gauge): Medium range shells which fire a single incendiary slug towards the target. Capable of high damage up to medium range and setting the target on fire. Capable of staggering weaker targets. Not found in standard vendors.
      • Damage: 70
      • Armor Penetration: 20
      • Armor Sundering: 2
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Flashlight
    • Muzzle: Bayonet
    • Underbarrel: Vertical Grip, Gyro
    • Stock: Fixed

SMGs

SMG-90 Submachinegun: The SMG-90 is a lightweight submachine gun that's designed to be a more compact package than a rifle, using magazines that can fit in the same storage that pistol magazines can. The SMG-90 serves as an excellent tool for aggressive close quarters combat and personal defense.

  • Automatic fire rate: 400 RPM
  • Time to wield: 0.5 seconds
  • Slowdown while wielding: 0.2
  • Ammo: SMG-90 submachinegun magazine (10x20mm)
    • A 50-round magazine containing 10x20mm caseless rounds for the SMG-90 submachinegun.
    • Damage: 20
    • Armor Penetration: 5
    • Armor Sundering: 0.5
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Mini Scope, Flashlight
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Compensator
    • Underbarrel: Laser Sight
    • Stock: Fixed

MP-19 Machine Pistol: The MP-19 is a compact and lightweight alternative to the SMG-90 that can fit anywhere a sidearm can fit. The MP-19 can comfortably be used one-handed with a penalty to accuracy, or dual wielded for a much more severe penalty. The MP-19 also features a “burst fire” mode which increases fire rate at the cost of accuracy. All these features combine to make the MP-19 useful as a sidearm, as an aggressive close quarters weapon, and as a handy personal defense weapon for support roles. Has a foldable stock which allows it to be wielded faster when folded, or be more accurate when unfolded with greater melee force.

  • Automatic fire rate: 400 RPM
  • Fuller auto fire rate: 600 RPM
  • Time to wield: 0.4 seconds
  • Slowdown while wielding: 0.15
  • Ammo: MP-19 machinepistol magazine (10x20mm)
    • A 30-round magazine containing 10x20mm caseless rounds for the MP-19 machinepistol.
    • Damage: 20
    • Armor Penetration: 5
    • Armor Sundering: 0.5
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Mini Scope, Flashlight
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Compensator
    • Underbarrel: Laser Sight, Vertical Grip, Gyro
    • Stock: T19 Stock

SMG-25 Submachinegun: The RivArms SMG-25 submachinegun, an update to a classic design. A light firearm capable of effective one-handed use that is ideal for close to medium range engagements. Uses 10x20mm rounds in a high capacity magazine.

  • Automatic firing rate: 300 RPM
  • Burst firing rate: 400 RPM
  • Time to wield: 0.4 Seconds
  • Slowdown while wielding: 0.2
  • Ammo:
    • SMG-25 magazine: Holds sixty(60) 10x20mm pistol rounds. 20 damage, 5 penetration, 0.5 sunder.
    • SMG-25 AP magazine: Holds sixty(60) 10x20mm armor piercing pistol rounds. 15 damage, 30 penetration, 5 sunder.
    • SMG-25 Extended magazine: Holds ninety(90) 10x20mm pistol rounds. 20 damage, 5 penetration, 0.5 sunder.
  • Attachments:
    • Rail: Magnetic Harness, Flashlight, Red Dot Sight, Mini Scope, Tracking Sensor
    • Muzzle: Suppressor, Barrel Charger, Compensator, Extended Barrel
    • Underbarrel: Laser Sight, Vertical Grip, Gyro, Flashlight
    • Stock: Fixed

SMG-2 Submachinegun: A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age.

  • Automatic firing rate: 400 RPM
  • Burst firing rate: 400 RPM
  • Time to wield: 0.2 Seconds
  • Slowdown while wielding: 0.15
  • Ammo:
    • SMG-2 magazine: Holds thirty-two(32) 9×19 pistol rounds. 20 damage, 5 penetration, 0.5 sunder.
    • SMG-2 extended magazine: Holds fifty(50) 9x19mm pistol rounds. 20 damage, 5 penetration, 0.5 sunder.
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight
    • Muzzle: Suppressor
    • Underbarrel: None
    • Stock: Fixed

PPSh-17b Submachinegun: The PPSh-17b or “Papasha” is replica of a 20th century USSR model submachinegun that many terrorist organizations have copied through the years. Despite its small-hitting firepower, its reliablity, extreme longevity and high firepower rate proves useful for the hands of the user.

  • Automatic firing rate: 400 RPM
  • Burst firing rate: 400 RPM
  • Time to wield: 0.35 Seconds
  • Slowdown while wielding: 0.3
  • Ammo:
    • PPSh-17b magazine: Holds Fourty-two(42) 7.62x25mm pistol rounds. 20 damage, 5 penetration, 0.5 sunder.
    • PPSh-17b drum: Holds seventy-eight(78) 7.62x25mm pistol rounds. 20 damage, 5 penetration, 0.5 sunder. Increases scatter and wield delay by a noticeable chunk.
  • Attachments:
    • Rail: Magnetic Harness, Flashlight, Red Dot Sight, Tracking Sensor
    • Muzzle: Suppressor, Compensator, Extended Barrel
    • Underbarrel: Laser Sight, Vertical Grip, Angled Grip, Bipod, Gyro
    • Stock: Fixed

SMG-27: An archaic design going back hundreds of years, the SMG-27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms, though it somehow got into the hands of colonial rebels. Has a slow firing rate, but high armor penetration.

  • Automatic firing rate: 200 RPM
  • Burst firing rate: 300 RPM
  • Time to wield: 0.4 Seconds
  • Slowdown while wielding: 0.3
  • Ammo: SMG-27 magazine
    • Holds thirty (30) armor piercing 4.6x30mm rounds. 18 damage, 30 penetration, 3 sunder.
  • Attachments:
    • Rail: Magnetic Harness, Flashlight, Red Dot Sight, Mini Scope
    • Muzzle: Suppressor
    • Underbarrel: None
    • Stock: Fixed

CZ-81 Submachinegun: A robust, 20th-century firearm that's a combination of pistol and submachinegun. Has an extremely fast firing rate, but has an extremely low magazine capacity.

  • Automatic firing rate: 600 RPM
  • Burst firing rate: 600 RPM
  • Time to wield: 0.3 Seconds
  • Slowdown while wielding: 0.3
  • Ammo: CZ-81 magazine
    • Holds twenty (20) .32ACP rounds. 20 damage, 5 penetration, 0.5 sunder.
  • Attachments:
    • Rail: Magnetic Harness, Flashlight, Red Dot Sight
    • Muzzle: Suppressor
    • Underbarrel: None
    • Stock: Foldable

Sidearms

P-14 Service Pistol: The P-14 is a rapid-fire semi-automatic pistol suitable for one-handed use. Due to the P-14s large magazine, high fire-rate, and relative accuracy while one-handed, the P-14 is a useful panic sidearm to rapidly dump damage towards a threat when your primary weapon is dropped or out of ammo.

  • Semi automatic fire rate: 400 RPM
  • Time to wield: 0.15 seconds
  • Slowdown while wielding: 0
  • Ammo: P-14 magazine (9mm)
    • A 21-round magazine containing 9mm rounds for the P-14 pistol.
    • Damage: 20
    • Armor Penetration: 5
    • Armor Sundering: 1
  • Attachments:
    • Rail: Red Dot Sight, Flashlight
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger
    • Underbarrel: Laser Sight, Gyro, Burstfire Assembly
    • Stock: Nothing

P-23 Service Pistol: The P-23 is similar to the P-14, but trades magazine capacity and fire rate for improved damage per shot. Like the P-14 the P-23 performs well one-handed, though it punishes misses more than the P-14 does. Has an integrated laser sight.

  • Semi automatic fire rate: 300 RPM
  • Time to wield: 0.2 seconds
  • Slowdown while wielding: 0
  • Ammo: P-23 magazine (.45)
    • A 14-round magazine containing .45 rounds for the P-23 service pistol.
    • Damage: 30
    • Armor Penetration: 5
    • Armor Sundering: 2.15
  • Attachments:
    • Rail: Red Dot Sight, Flashlight
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Compensator
    • Underbarrel: Laser Sight
    • Stock: Nothing

88 Mod 4 Combat Pistol: The 88 Mod 4 is an automatic pistol capable of a 3-round burst fire mode. The 88 Mod 4 is a bit heavier than other pistols and slows the user down slightly, but the rounds it fires are more effective against armor than other pistols on offer. Like other pistols, it can be used one-handed, though not as well.

  • Automatic fire rate: 300 RPM
  • Burst fire rate: 360 RPM
  • Time to wield: 0.2 seconds
  • Slowdown while wielding: 0.2
  • Ammo:
    • 88M4 AP magazine (9mm): Holds eighteen (18) armour piercing rounds. Has better armour 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.
      • Capacity: 18
      • Damage: 30
      • Max Range: 22
      • Fall off: 7
      • Armor Penetration: 40
      • Armor Sundering: 0.5
    • 88M4 Incendiary magazine (9mm): Holds eighteen (18) incendiary rounds. Will set ablaze any and all targets hit with this round. Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an Incendiary M4A3 Magazine.
      • Capacity: 18
      • Damage: 24
      • Max Range: 22
      • Fall off: 7
      • Armor Penetration: 40
      • Armor Sundering: 0.5
    • 88M4 Cluster Magazine (9mm): 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. Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an cluster M4A3 Magazine.
      • Capacity: 18
      • Damage: 30
      • Max Range: 22
      • Fall off: 7
      • Armor Penetration: 40
      • Armor Sundering: 0.5
      • Cluster Stack: 1.5
    • 88M4 Wall Piercing Magazine (9mm): Holds eighteen (18) Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike. Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an Wall Piercing M4A3 Magazine.
      • Capacity: 18
      • Damage: 36
      • Max Range: 22
      • Fall off: 7
      • Armor Penetration: 50
      • Armor Sundering: 0.5
    • 88M4 Toxin Magazine (9mm): Holds eighteen (18) Toxin rounds. Temporarily lowers alien armor through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armor, they will receive full damage from all sources. Applies 10 toxin per hit. Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an Toxin M4A3 Magazine.
      • Capacity: 18
      • Damage: 30
      • Max Range: 22
      • Fall off: 7
      • Armor Penetration: 40
      • Armor Sundering: 0.5
  • Attachments:
    • Rail: Red Dot Sight, Flashlight, Reflex Sight
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Compensator
    • Underbarrel: Laser Sight, Burstfire Assembly
    • Stock: VP70 Stock

R-44 Combat Revolver: The R-44 is a powerful revolver that can do devastating damage in a short period of time, but requires the small amount of spent ammunition that it can hold to be dumped before it is reloaded. Careful aim and a careful trigger finger are necessary to be effective with the revolver, but skilled users can be very dangerous. Can be used one-handed or while dual-wielding, but at a significant cost to accuracy and recoil.

  • Semi automatic fire rate: 400 RPM
  • Time to wield: 0.2 seconds
  • Slowdown while wielding: 0
  • Ammo: R-44 magnum speed loader (.44)
    • A 7-round speed loader containing .44 magnum rounds for the R-44 magnum.
    • Damage: 45
    • Armor Penetration: 10
    • Armor Sundering: 3
  • Attachments:
    • Rail: Red Dot Sight, Flashlight
    • Muzzle: Extended Barrel, Barrel Charger, Compensator, Bayonet
    • Underbarrel: Laser Sight, Gyro
    • Stock: Nothing

P-17 Pocket Pistol: The P-17 is a tiny rapid-fire pistol that can fit pretty much anywhere, including in boots. Designed as an emergency pistol, it has a terrible capacity for the amount of damage it can output, but the ability to store it nearly anywhere allows for it to fit in nearly any loadout. Can be used effectively with one hand.

  • Semi automatic fire rate: 400 RPM
  • Time to wield: 0.2 seconds
  • Slowdown while wielding: 0
  • Ammo: P-17 pocket pistol AP magazine (.380)
    • An 8-round magazine containing .380 rounds for the P-17 pocket pistol.
    • Damage: 22.5
    • Armor Penetration: 15
    • Armor Sundering: 0.5

Desert Eagle Pistol: A magnum chambered in .50AE that comes with a serious kick. This one is engraved, “Peace through superior firepower”.

  • Semi automatic firing rate: 86 RPM
  • Time to wield: 0.2 Seconds
  • Slowdown while wielding: 0
  • Ammo: Desert Eagle magazine
    • Holds seven(7) .50AE rounds. 45 damage, 15 penetration, 3.5 sunder.
  • Attachments:
    • Rail: Flashlight, Red Dot Sight
    • Muzzle: Extended Barrel, Barrel Charger, Compensator
    • Underbarrel: Laser Sight
    • Stock: None

P-22 Pistol: A popular police firearm in the modern day. Chambered in 9x19mm.

  • Semi automatic firing rate: 300 RPM
  • Burst firing rate: 300 RPM
  • Time to wield: 0.2 Seconds
  • Slowdown while wielding: 0.2
  • Ammo: P-22 magazine
    • Holds fifteen(15) 9x19mm parabellum rounds. 20 damage, 5 penetration, 1 sunder.
  • Attachments:
    • Rail: Red Dot Sight, Flashlight
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger
    • Underbarrel: Laser Sight, Gyro, Burstfire Assembly
    • Stock: None

Highpower Automag: A powerful semi-automatic pistol chambered in the devastating .50 AE caliber rounds. Used for centuries by law enforcement and criminals alike, recently recreated with this new model.

  • Semi automatic firing rate: 60 RPM
  • Time to wield: 0.2 Seconds
  • Slowdown while wielding: 0
  • Ammo: Highpower magazine
    • Holds thirteen(13) .50 AE rounds. 45 damage, 15 penetration, 3.5 sunder.
  • Attachments:
    • Rail: Red Dot Sight, Flashlight
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Compensator
    • Underbarrel: Laser Sight, Gyro, Burstfire Assembly
    • Stock: None

VP78 Combat Pistol: A massive, formidable automatic handgun chambered in 9mm squash-head rounds. Commonly seen in the hands of wealthy Nanotrasen members.

  • Semi automatic firing rate: 200 RPM
  • Burst firing rate: 300 RPM
  • Time to wield: 0.2 Seconds
  • Slowdown while wielding: 0.2
  • Ammo: VP78 magazine
    • Holds fifteen(18) 9x19mm parabellum squash-head rounds. 32 damage, 10 penetration, 2 sunder. Has an increased chance to cause shrapnel.
  • Attachments:
    • Rail: Red Dot Sight, Flashlight
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Compensator
    • Underbarrel: Laser Sight, Gyro, Burstfire Assembly
    • Stock: None

RT-3 Target Pistol: An RT-3 Target pistol, a common sight throughout the bubble. Chambered in 9x19mm, has a variety of different ammo types.

  • Semi automatic firing rate: 300 RPM
  • Time to wield: 0.2 Seconds
  • Slowdown while wielding: 0
  • Ammo:
    • RT-3 magazine: Holds fourteen(14) 9x19mm parabellum rounds. 20 damage, 5 penetration, 1 sunder.
    • RT-3 armor piercing magazine: Holds fourteen(14) 9x19mm parabellum rounds. 20 damage, 12.5 penetration, 2 sunder.
    • RT-3 hollow point magazine: Holds fourteen(14) 9x19mm parabellum rounds. 20 damage, 5 penetration, 2 sunder. Heavily increased shrapnel chance, less accuracy. Applies knockback, stagger, and slow to mobs.
    • RT-3 incendiary magazine: Holds fourteen(14) 9x19mm parabellum rounds. 20 damage, 5 penetration, 0.5 sunder. Sets fire to mobs.
    • RT-3 extended magazine: Holds twenty-four(24) 9x19mm parabellum rounds. 20 damage, 5 penetration, 0.5 sunder.
  • Attachments:
    • Rail: Red Dot Sight, Flashlight
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger
    • Underbarrel: Laser Sight, Gyro, Burstfire Assembly
    • Stock: None

Korovin PK-9 Pistol: An updated variant of an old handgun design, features an integrated silencer, and chambered in the razor small .22 rounds. This one is loaded with the more common .22 hollowpoint rounds and appears to be a mercenary version.

  • Semi automatic firing rate: 300 RPM
  • Time to wield: 0.2 Seconds
  • Slowdown while wielding: 0.1
  • Ammo:
    • PK-9 hollowpoint magazine: Holds twelve(12) .22 hollow point rounds. 26 damage, 5 penetration, 2 sunder. Heavily increased shrapnel chance, less accuracy. Applies knockback, stagger, and slow to mobs.
    • Pk-9 tranq magazine: Holds eight(8) tranquilizer darts. Deals 25 stamina damage, and injects your target with a small amount of sleepy juice.
  • Attachments:
    • Rail: Red Dot Sight, Flashlight
    • Muzzle: Fixed
    • Underbarrel: Laser Sight, Gyro, Burstfire Assembly
    • Stock: None

N-Y 7.62mm revolver: The Nagant-Yamasaki 7.62 is an effective killing machine designed by a consortium of shady Not-Americans. It is frequently found in the hands of criminals or mercenaries.

  • Semi automatic firing rate: 240 RPM
  • Time to wield: 0.2 Seconds
  • Slowdown while wielding: 0.1
  • Ammo: N-Y speed loader (7.62x38mmR)
    • Holds seven(7) 7.62x38mmR rounds. 31.5 Damage, 10 AP, 3 Sunder
  • Attachments:
    • Rail: Flashlight
    • Muzzle: Suppressor, Extended Barrel, Compensator
    • Underbarrel: None
    • Stock: None

FFA 'Rebota' revolver: A lean .357 made by Falffearmeria. A timeless design, from antiquity to the future. This one is well known for its strange ammo, which ricochets off walls constantly - which went from being a defect to a feature.

  • Semi automatic firing rate: 240 RPM
  • Time to wield: 0.2 Seconds
  • Slowdown while wielding: 0.1
  • Ammo: “Bote” speed loader (.357)
    • Holds six(6) .357 bouncy rounds. 30 Damage, 10 AP, 3 Sunder. Ricochets up to four times.
  • Attachments:
    • Rail: Flashlight, Scope, Mini Scope, Red Dot Sight
    • Muzzle: Extended Barrel, Compensator
    • Underbarrel: Laser Sight
    • Stock: None

CMB Autorevolver: An automatic revolver chambered in .357 magnum. Commonly issued to corporate security. It has a burst mode. Currently in trial with other revolvers across Terra and other colonies.

  • Semi automatic firing rate: 400 RPM
  • Burst firing rate: 600 RPM
  • Time to wield: 0.2 Seconds
  • Slowdown while wielding: 0
  • Ammo: CMB revolver speed loader (.357)
    • Holds six(6) .357 rounds. 30 Damage, 10 AP, 3 Sunder.
  • Attachments:
    • Rail: Flashlight, Red Dot Sight
    • Muzzle: Extended Barrel, Compensator, Barrel Charger
    • Underbarrel: None
    • Stock: None

'Judge' Revolver: An incredibly uncommon revolver utilizing a oversized chamber to be able to fire .45L and .410 rounds at the cost of firing speed. Normal rounds have no falloff, and next to no scatter. Due to the short barrel, buckshot out of it has high spread.

  • Semi automatic firing rate: 171 RPM
  • Time to wield: 0.2 Seconds
  • Slowdown while wielding: 0
  • Ammo:
    • Judge speed loader: Holds five(5) .45L pistol rounds. 30 damage, 10 penetration, 3 sunder. Has no damage falloff, and increased accuracy.
    • Judge buckshot speed loader: Holds five(5) .410 gauge buckshot shells. 50+[40×2] (130) damage, 0 penetration, 0 sunder. Has poor accuracy.
  • Attachments:
    • Rail: Red Dot Sight, Flashlight, Scope, Mini Scope
    • Muzzle: Extended Barrel, Barrel Charger, Bayonet, Compensator
    • Underbarrel: Laser Sight
    • Stock: None

M44 Revolver: An uncommon revolver occasionally carried by civilian law enforcement that's very clearly based off a modernized Single Action Army. Has to be manually primed with each shot. Uses .44 Magnum rounds.

  • Single action firing rate: 400 RPM
  • Time to wield: 0.2 Seconds
  • Slowdown while wielding: 0
  • Ammo:
    • M44 magnum speed loader (.357): Holds six(6) .44 magnum rounds. 45 Damage, 10 AP, 3 Sunder. Causes stagger, slowdown, and knockback.
    • M44 marksman speed loader (.357): Holds six(6) .44 marksman rounds. 30 Damage, 10 AP, 3 Sunder. Has no damage falloff, and increased accuracy.
    • M44 PW-MX speed loader (.357): Holds six(6) .44 POWER MAXIMUM rounds. 50 Damage, 5 AP, 3 Sunder. Has slightly reduced accuracy.
  • Attachments:
    • Rail: Flashlight, Red Dot Sight, Scope, Mini Scope
    • Muzzle: Extended Barrel, Compensator, Barrel Charger, Bayonet
    • Underbarrel: Laser Sight
    • Stock: None

R-24 Mateba Autorevolver: The R-24 is a rather rare autorevolver issued in rather small numbers to backline personnel and officers. It uses recoil to spin the cylinder. Uses heavy .454 rounds. Its heavy bullet stuns and knocks back anything you hit with it, making it a great defensive tool if you're in a pinch. Orderable from Requisitions.

  • Semi Automatic Fire Rate: 300 RPM
  • Time to wield: 0.2 seconds
  • Slowdown while wielding: 0
  • Ammo: Mateba speed loader
    • Holds 6 rounds of .454 Casull heavy pistol rounds. 50 Damage with 20 AP and 3 Sunder.
  • Attachments:
    • Rail: Red Dot Sight, Mini Scope, Flashlight
    • Muzzle: Barrel Charger, Compensator
    • Underbarrel: Laser Sight
    • Stock: None

SP13 Smartpistol: The SP-13 is a latest solution for personal officer defense produced by Terran Armories. Unique design feature high-capacity mag on top of the barrel, with integrated sight. As with all smartgun systems, requires special training.

  • Semi automatic fire rate: 300 RPM
  • Time to wield: 0.2 seconds
  • Slowdown while wielding: 0.2
  • Ammo: SP13 Magazine
    • Holds twenty-five(25) rounds of 9x19mm parabellum pistol rounds. 20 Damage with 5 AP and 1 Sunder.
  • Attachments:
    • Rail: Red Dot Sight, Tracking Sensor, Flashlight
    • Muzzle: Suppressor
    • Underbarrel: Laser Sight, Vertical Grip, Gyro
    • Stock: None

R-76 Magnum: The R-76 magnum is an absolute beast of a handgun that hits extremely hard and will send your targets flying. It has a lengthy trigger pull however, and should probably be used with its stock attached. Chambered in 12.7mm magnum cartridges.

  • Double action firing rate (including windup) 48 RPM
  • Time to wield: 0.2 seconds
  • Slowdown while wielding: 0.1
  • Windup: 0.5 seconds
  • Ammo: R-76 speedloader
    • Holds five(5) rounds of 12.7mm magnum rounds. 100 Damage with 40 AP and 0.5 Sunder.
  • Attachments:
    • Rail: Red Dot Sight, Flashlight
    • Muzzle: Bayonet, Extended Barrel, Barrel Charger
    • Underbarrel: Laser Sight
    • Stock: R76 Stock

Energy Weaponry

Unlike ballistic weapons, energy weapons use a hit-scan registration system. A standard rifle fires a projectile that must travel to its target and can be dodged. An energy weapon will fire an instantaneous beam, immediately striking its target. This comes at a cost to damage output, compatibility with attachments, and the inability to aim carefully.

Many energy weapons feature unique firing modes, which allow each weapon to cover multiple niches. These are accessed using the unique-action hotkey on the weapon.

Terra Experimental Laser Rifle (TE-R): The TE-R is a versatile laser rifle that fills a similar role to the AR-12, though it does not support the same suite of attachments. The TE-R features a standard fire mode with similar performance to the AR-12, and an overcharged fire mode that deals twice the damage at a significantly reduced fire rate. In general, overcharged performs better against heavily armored threats, and standard performs against less armored threats.

  • Time to wield: 0.5 seconds
  • Slowdown while wielding: 0.4
  • Ammo: Terra Experimental standard battery
    • A standard high-density battery used across all Terra Experimental weapons. Performance depends on the chosen fire mode.
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight, Build-a-Sentry, Tactical Sensor
    • Muzzle: Bayonet
    • Underbarrel: Laser Sight, Attached Flamer
    • Stock: Fixed
  • Fire Modes:
    • Standard: Fires standard lasers with slightly improved armor penetration and sundering over ballistic options, but less direct damage.
      • Fire Rate: 300 RPM
      • Capacity: 50 shots
      • Damage: 20
      • Armor Penetration: 10
      • Armor Sundering: 1
    • Overcharge: Fires powerful lasers with high armor penetration.
      • Fire Rate: 133 RPM
      • Capacity: 20 shots
      • Damage: 40
      • Armor Penetration: 20
      • Armor Sundering: 2

Terra Experimental Laser Carbine (TE-C): The TE-C is a lightweight variant of the TE-R which excels in close ranged combat as an aggressive weapon. The TE-C has a standard fire mode that is similar in performance to the AR-18, a burst fire alternative, and a powerful spread fire mode that performs similarly to flechette shells.

  • Time to wield: 0.3 seconds
  • Slowdown while wielding: 0.2
  • Ammo: Terra Experimental standard battery
    • A standard high-density battery used across all Terra Experimental weapons. Performance depends on the chosen fire mode.
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight, Build-a-Sentry, Tactical Sensor
    • Muzzle: Bayonet
    • Underbarrel: Laser Sight, Attached Flamer
    • Stock: Fixed
  • Fire Modes:
    • Automatic: Fires standard lasers with slightly improved armor penetration and sundering over ballistic options, but less direct damage.
      • Fire Rate: 300 RPM
      • Capacity: 40 shots
      • Damage: 20
      • Armor Penetration: 10
      • Armor Sundering: 1
    • Auto Burst: Fires standard lasers with slightly improved armor penetration and sundering over ballistic options, but less direct damage in a 4-round burst.
      • Fire Rate: 276 RPM
      • Capacity: 40 shots
      • Damage: 20
      • Armor Penetration: 10
      • Armor Sundering: 1
    • Spread: Fire three powerful lasers in a cone.
      • Fire Rate: 40 RPM
      • Capacity: 10 shots
      • Damage: 35*3 (105)
      • Armor Penetration: 20
      • Armor Sundering: 1

Terra Experimental Laser Machine Gun (TE-M): The TE-M is a bulky machine gun that is most practical for frontline use in pushing entrenched positions or holding a point. The TE-M has a standard fire mode for normal use, an efficiency mode which trades damage for fire-rate and better sunder per second, and a swarm mode for providing suppressing fire.

  • Time to wield: 1.5 seconds
  • Slowdown while wielding: 1
  • Ammo: Terra Experimental standard battery
    • A standard high-density battery used across all Terra Experimental weapons. Performance depends on the chosen fire mode.
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight, Build-a-Sentry, Tactical Sensor
    • Muzzle: Bayonet
    • Underbarrel: Laser Sight, Attached Flamer
    • Stock: Fixed
  • Fire Modes:
    • Standard: Fires standard lasers with slightly improved armor penetration and sundering over ballistic options, but less direct damage.
      • Fire Rate: 300 RPM
      • Capacity: 150 shots
      • Damage: 15
      • Armor Penetration: 15
      • Armor Sundering: 1
    • Efficient: Fires efficient lasers with slightly improved armor penetration and sundering over ballistic options, but less direct damage. This mode does less damage, but has an increased fire rate and can fire more shots before draining the battery.
      • Fire Rate: 400 RPM
      • Capacity: 200 shots
      • Damage: 8.5
      • Armor Penetration: 15
      • Armor Sundering: 1
    • Swarm: Fires slow moving energy balls instead of lasers.
      • Fire Rate: 400 RPM
      • Capacity: 150 shots
      • Damage: 15
      • Armor Penetration: 15
      • Armor Sundering: 1

Terra Experimental Laser Sniper (TE-S): The TE-S is an accurate sniper rifle which benefits greatly from the instant travel of its lasers, but lacks the ability to aim carefully like the SR-127. The inability to aim carefully means the sniper must be used as a frontline weapon, giving it a very unique niche when compared to similar weapons which tend to be used from the backline. The TE-S has a standard fire mode for most applications, and a heat fire mode for setting targets alight.

  • Time to wield: 0.7 seconds
  • Slowdown while wielding: 0.7
  • Ammo: Terra Experimental standard battery
    • A standard high-density battery used across all Terra Experimental weapons. Performance depends on the chosen fire mode.
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight, Build-a-Sentry, Tactical Sensor
    • Muzzle: Bayonet
    • Underbarrel: Laser Sight, Attached Flamer
    • Stock: Fixed
  • Fire Modes:
    • Standard: Fires powerful lasers that are effective at long range.
      • Fire Rate: 60 RPM
      • Capacity: 12 shots
      • Damage: 60
      • Armor Penetration: 30
      • Armor Sundering: 4
    • Heat: Fires powerful lasers which also set the target on fire.
      • Fire Rate: 60 RPM
      • Capacity: 4 shots
      • Damage: 40
      • Armor Penetration: 0
      • Armor Sundering: 1

Terra Experimental Laser Pistol (TE-P): The TE-P is a lightweight pistol with utility oriented alternative fire modes. The TE-P has a standard fire mode similar in performance to the P-14, a disabler fire mode for non-lethal takedowns, and a heat fire mode for setting targets on fire.

  • Time to wield: 0.6 seconds
  • Slowdown while wielding: 0
  • Ammo: Terra Experimental standard battery
    • A standard high-density battery used across all Terra Experimental weapons. Performance depends on the chosen fire mode.
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Mini Scope, Flashlight
    • Muzzle: Bayonet, Pistol Lace
    • Underbarrel: Laser Sight, Attached Flamer
    • Stock: Fixed
  • Fire Modes:
    • Standard: Fires standard lasers.
      • Fire Rate: 400 RPM
      • Capacity: 30 shots
      • Damage: 20
      • Armor Penetration: 5
      • Armor Sundering: 1
    • Disabler: Fires non-lethal lasers which stagger opponents, and deal stamina damage to human targets.
      • Fire Rate: 120 RPM
      • Capacity: 7 shots
      • Stamina Damage: 70
      • Armor Penetration: 0
      • Armor Sundering: 1
    • Heat: Fires lasers which set the target on fire.
      • Fire Rate: 120 RPM
      • Capacity: 5 shots
      • Damage: 20
      • Armor Penetration: 10
      • Armor Sundering: 0.5

Terra Experimental X-ray laser rifle (TE-X): A Terra Experimental X-Ray laser rifle, abbreviated as the TE-X. It has an integrated charge selector for normal and high settings. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy that decreases their weight and aiming speed compared to their ballistic counterparts.

  • Time to wield: 0.5 seconds
  • Slowdown while wielding: 0.4
  • Ammo: Terra Experimental standard battery
    • A standard high-density battery used across all Terra Experimental weapons. Performance depends on the chosen fire mode.
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight, Build-a-Sentry Kit, Tracking Sensor
    • Muzzle: Bayonet
    • Underbarrel: Laser Sight, Attached Flamer, Attached Pepperball
    • Stock: Fixed
  • Fire Modes:
    • Standard: Fires standard lasers with slightly improved armor penetration and sundering over ballistic options, but less direct damage.
      • Fire Rate: 120 RPM
      • Capacity: 40 shots
      • Damage: 25
      • Armor Penetration: 5
      • Armor Sundering: 1
    • Piercing: Fires powerful lasers that go through xenos and walls.
      • Fire Rate: 100 RPM
      • Capacity: 20 shots
      • Damage: 25
      • Armor Penetration: 100
      • Armor Sundering: 0

Specialist Weapons

FL-84 Flamethrower: The FL-84 flamethrower is a powerful area denial and resin clearing tool that can inflict damage over time on anyone who walks over it. Comes pre-equipped with a hydro cannon for putting out allies and clearing paths through the flames. The FL-84 can be equipped with various nozzles to change its function and fuel consumption. The default standard nozzle shoots flames in a straight line, the extended nozzle shoots a single ball of flame over a long distance, and the spray nozzle shoots a cone of flames in front of the user. Can be fueled by individual tanks or by a large backpack tank for more dedicated use.

  • Time to wield: 0.4 seconds
  • Slowdown while wielding: 1.75
  • Ammo: Large flamethrower tank
    • An 75-unit tank containing fuel for the FL-84 flamethrower.
  • Attachments:
    • Rail: Magnetic Harness, Flashlight
    • Muzzle: Nothing
    • Underbarrel: Nothing
    • Stock: Fixed

RL-160 Recoilless Rifle: The RL-160 is a recoilless delivery device for heavy 67mm ordinance, generally giving whatever is hit by it a very bad day. The RL-160's performance is entirely dependent on the loaded shell, and shells should be used wisely due to their limited supply and the need to reload after every shot. Comes in a rocket bag which also serves as one of the only ways to store shells.

  • Time to wield: 1 seconds
  • Slowdown while wielding: 1
  • Ammo:
    • RL-160 High Explosive shell: An armor shattering high explosive shell for the RL-160 that detonates into a small, focused explosion.
      • Direct Damage: 100
      • Explosive Damage: 160-200 up to 3 tiles. 80-100 up to 4 tiles.
      • Armor Penetration: 50
      • Armor Sundering: 50
    • RL-160 Light Explosive shell: An fast travelling explosive shell for the RL-160 that detonates into a large, weak explosion that covers a wide area.
      • Direct Damage: 75
      • Explosive Damage: 160-200 up to 1 tile. 80-100 up to 8 tiles.
      • Armor Penetration: 50
      • Armor Sundering: 25
    • RL-160 High Explosive Anti Tank shell: A powerful armor-penetrating shell that does devastating damage on impact, but without an explosion.
      • Direct Damage: 200
      • Armor Penetration: 100
      • Armor Sundering: 0
  • Attachments:
    • Rail: Magnetic Harness, Mini Scope
    • Muzzle: Nothing
    • Underbarrel: Nothing
    • Stock: Nothing

GL-70 Grenade Launcher: The GL-70 is a rotary grenade launcher that can hold up to six grenades of nearly any type and fire them towards a target. Great for frontline area denial, resin clearing, and providing light with flares. Most grenades have a shorter fuse when shot from the GL-70 than when thrown manually. Grenades must be loaded manually.

  • Capacity: 6 grenades. Semi automatic fire rate: 50 RPM
  • Time to wield: 1 seconds
  • Slowdown while wielding: 1.2
  • Ammo: Any grenade that you can get your hands on.
  • Attachments:
    • Rail: Magnetic Harness, Mini Scope, Flashlight
    • Muzzle: Nothing
    • Underbarrel: Nothing
    • Stock: Fixed

GL-54 Grenade Launcher: The GL-54 is an advanced magazine fed grenade launcher which uses airburst grenades designed to minimize friendly fire and allow for backline support that other grenade launchers are not capable of. Projectiles explode upon impact or upon hitting the targeted location. Comes pre-equipped with a special scope with low-light optics that allows for shots to be taken while aiming carefully.

  • Semi automatic fire rate: 50 RPM
  • Time to wield: 0.8 seconds
  • Slowdown while wielding: 0.8
  • Ammo:
    • 20mm Airburst Grenade Magazine: An 8-round magazine containing 20mm airburst grenades for the GL-54 grenade launcher which splits into 7 projectiles of shrapnel upon detonation. Capable of staggering weaker targets on impact, with a more powerful effect on direct hit.
      • Bonus direct damage (No armor penetration or sunder): 12
      • Shrapnel damage: 20*7 (140)
      • Armor Penetration: 20
      • Armor Sundering: 3
    • 20mm Incendiary Grenade Magazine: An 8-round magazine containing 20mm incendiary grenades for the GL-54 grenade launcher which splits into 7 projectiles of shrapnel upon detonation. Does less damage than airburst grenades, but sets anything hit on fire while also igniting everything in a cone in front of the point of detonation. Capable of staggering weaker targets on impact, with a more powerful effect on direct hit.
      • Bonus direct damage (No armor penetration or sunder): 12
      • Shrapnel damage: 15*7 (105)
      • Armor Penetration: 10
      • Armor Sundering: 1.5
    • 20mm HE Grenade Magazine: An 8-round magazine containing 20mm high-explosive grenades for the GL-54 grenade launcher which simply explodes on impact. Does less damage than the other two magazine types on offer, but allows for more consistent damage against groups. Capable of staggering weaker targets on impact, with a more powerful effect on direct hit.
      • Bonus direct damage (No armor penetration or sunder): 12
      • Explosive damage: 80-100 up to 2 tiles.
      • Armor Penetration: 0
      • Armor Sundering: 0
  • Attachments:
    • Rail: Magnetic Harness, Red Dot Sight, Scope, Mini Scope, Flashlight, Tracking Sensor
    • Muzzle: Nothing
    • Underbarrel: Laser Sight, Bipod
    • Stock: Fixed

GL-81 grenade launcher: The GL-81 is a breech-loaded grenade launcher that can hold a single grenade of nearly any type and fire them towards a target. Great as a sidearm for area denial, resin clearing, or lighting an area with flares. Most grenades have a shorter fuse when shot from the GL-81 than when thrown manually. Grenades must be loaded manually.

  • Capacity: 1 grenade.
  • Time to wield: 0.2 seconds
  • Slowdown while wielding: 1
  • Ammo: Any grenade that you can get your hands on.
  • Attachments:
    • Rail: Nothing
    • Muzzle: Nothing
    • Underbarrel: Nothing
    • Stock: Fixed

Powerfist: A metal gauntlet with a energy-powered fist to throw back enemies. Alt-click to clamp it around your hand, use it to change power settings and screwdriver to pop out the cell. Has 3 power settings.

  • Ammo: Any powercell.

TL-172 Defensive Shield: A heavy shield adept at blocking blunt or sharp objects from connecting with the shield wielder. Looks very robust. Alt click to tighten the strap. Weld it to repair it.

  • Melee = 40, Bullet = 50, Laser = 20, Energy = 70, Bomb = 15, Bio = 50, Fire = 0, Acid = 30
  • Has 400 health
  • Slowdown = 0.5

T-100 Minigun: A six barreled rotary machine gun, The ultimate in man-portable firepower, capable of laying down high velocity armor piercing rounds this thing will no doubt pack a punch. Must go through a short “spin up” period before firing.

  • Automatic fire rate: 400 RPM
  • Time to wield: 1
  • Slowdown while wielding: 0.8
  • Ammo: T-100 powerpack
    • A heavy reinforced backpack with support equipment, power cells, and spare rounds for the T-100 Minigun System. 25 Damage with 15 AP and 2.5 Sunder.
  • Attachments:
    • Rail: Flashlight, Magnetic Harness
    • Muzzle: Nothing
    • Underbarrel: Nothing
    • Stock: Fixed

RL-152 Rocket Launcher: The RL-152 (AKA Sadar) is the primary anti-armor weapon available to NCMOs. Used to take out light-tanks and enemy structures, the T-152 rocket launcher is a dangerous weapon with a variety of combat uses. Uses actual rockets rather than the T-160's recoilless shells, making it more powerful.

  • Ammo:
    • 84mm High-Explosive Rocket: High-Explosive Rocket with a wide blast radius. 200 Damage, 100 AP and 100 Sunder.
    • Unguided 84mm High-Explosive Rocket: High-Explosive Rocket with a wide blast radius. The rocket does not explode until it directly hits something, be it a wall, xenomorph, or an unfortunate marine. 200 Damage, 100 AP and 100 Sunder, has increased explosion radius.
    • 84mm Armor Piercing Rocket: Rocket with a high density warhead designed to pierce armor. Let's see those defenders try to tank THIS! 325 Damage with 150 AP 100 Sunder.
    • 84mm White Phosphorus Rocket: Incendiary rocket that bursts into flames on impact. Geneva Convention? more like Geneva Suggestion! 200 Damage, 75 AP and 100 Sunder.
    • Unguided 84mm White Phosphorus Rocket: Incendiary rocket that bursts into flames on impact. The rocket does not explode until it hits a wall, xenomorph, or marine. Please don't friendly fire with this. 200 Damage, 75 AP and 100 Sunder, has increased explosion radius.
  • Attachments:
    • Rail: Magnetic Harness
    • Muzzle: None
    • Underbarrel: None
    • Stock: None

RL-57 Quad Thermobaric Launcher: The RL-57 is possibly the most awful man portable weapon. It is a 4-barreled missile launcher capable of burst-firing 4 thermobaric missiles with nearly no force to the rocket. Enough said.

  • Semi automatic fire rate: 100 RPM
  • Burst fire rate: 150 RPM (Burst fires all 4 shots)
  • Time to wield: 1 Second
  • Slowdown while wielding: 2.75
  • Ammo: 84mm Thermobaric Rocket Array
    • Contains 4 Incendiary rockets with a small payload, spreads fire and white phosphorus gas in a 3 tile radius on impact. Quantity over quality! 40 Damage, 25 AP and 2 Sunder.
  • Attachments:
    • Rail: Magnetic Harness
    • Muzzle: Nothing
    • Underbarrel: Nothing
    • Stock: None

RG-220 Railgun: The RG-220 is a specialized heavy duty railgun made to shred through hard armor to allow for follow up attacks. Uses specialized canisters to reload.

  • Ammo:
    • Railgun Canister (Armor Piercing Discarding Sabot): A canister holding a tungsten projectile to be used inside a railgun. 150 Damage with 100 AP and 20 Sunder. This round will cause moderate knockback, stagger and slowdown to xenos.
    • Railgun Canister (High Velocity Armor Piercing): A canister holding a projectile to be used inside a railgun. 100 Damage with 30 AP and 100 Sunder. This round will cause moderate stagger and knockback to xenos.
    • Railgun Canister (Smart Armor Piercing): A canister holding a projectile to be used inside a railgun. 75 Damage with 20 AP and 50 Sunder. This round will cause heavy stagger and slowdown, and also has IFF, meaning you can shoot through your buddies with no fear of hurting them!
  • Attachments:
    • Rail: Magnetic Harness
    • Muzzle: Nothing
    • Underbarrel: Nothing
    • Stock: Nothing

Attachments

Rail Attachments

Magnetic Harness: A magnetically attached harness kit that attaches to the rail mount of a weapon. When dropped, the weapon will sling to TGMC armor or your back. Does not slow you down if attached to a weapon and equipped. but why don't you just use a pick up macro? they disabled pickup macros for guns. Use these to keep your gun on you instead.

  • Exact stats: -9999% frustration when pounced on

Red Dot Sight: A red-dot sight for short to medium range. Does not have a zoom feature, but increases weapon accuracy by a good amount and makes aiming easier. No drawbacks.

  • Exact stats:
  • Wielded: +15% accuracy, -50% aim mode firing penalty
  • Unwielded: +10% accuracy

Mini Rail Scope: A small rail mounted zoom sight scope. Increases wield delay, and slows down movement speed when wielded. Allows short range zoom by activating the attachment.

  • Exact stats: +0.2s wield delay, +20% movement speed penalty when aiming
  • Wielded: +5% accuracy, modest slowdown
  • Unwielded: -5% accuracy

T-47 Rail Scope: A marine standard mounted zoom sight scope. Allows long range zoom by activating the attachment.

  • Exact stats: +0.4s wield delay, +50% movement speed penalty when aiming
  • Wielded: +10% accuracy, modest slowdown
  • Unwielded: -5% accuracy

Rail Flashlight: A simple flashlight used for mounting on a firearm. Has no drawbacks, but isn't particularly useful outside of providing an extra light source. Works well with armors that have less than 6 tile light radius, such as Jaeger armor without a Baldur module.

  • Exact stats: 6 tile light radius

Build-A-Sentry Kit: When attached to a gun, the Build-A-Sentry Kit allows the weapon to be deployed as an autonomous sentry gun. Standard ammo for the attached weapon is still used, and power cells are needed if the sentry runs out of charge. Control+click on a tile to deploy the sentry, or control+click on the gun to deploy it in front of you. Note that the kit does not provide IFF, even though it targets past marines. Unless the attached weapon has IFF, be aware of friendly fire.

  • Exact stats: 130% increase in friendly fire instances.

Tactical Sensor: When activated, detects anything moving in your vicinity through motion pings. Green pings are friendlies, red pings are not. Extends beyond your screen range, however you'll still get the audio cue.

Barrel Attachments

Suppressor: A small tube with exhaust ports to expel noise and gas. Does not completely silence a weapon, but does make it much quieter and a little more accurate and stable at the cost of bullet speed.

  • Exact stats: +10% damage falloff, halves bullet speed
  • Wielded: +10% accuracy, -2 scatter, -2 recoil
  • Unwielded: -2 scatter, -3 recoil

Extended Barrel: A lengthened barrel allows for lessened scatter, greater accuracy and muzzle velocity due to increased stabilization and shockwave exposure. Makes your weapon longer (obviously), making it unlikely to fit in a holster.

  • Exact Stats: doubles bullet speed, +1 item size
  • Wielded: +15% accuracy, -1 scatter
  • Unwielded: +10% accuracy

Recoil Compensator: A muzzle attachment that reduces recoil and scatter by diverting expelled gasses upwards. Makes you look like you're overcompensating for something.

  • Exact stats:
  • Wielded: -3 scatter, -2 recoil
  • Unwielded: -3 scatter, -2 recoil

Barrel Charger: A fitted barrel extender that goes on the muzzle, with a small shaped charge that propels a bullet much faster. Greatly increases projectile speed and reduces damage dropoff at the cost of a small amount of accuracy.

  • Exact stats: triples bullet speed, reduces damage dropoff by 20%
  • Wielded: -5% accuracy

Bayonet: A knife you can attach to the muzzle of your gun to increase melee damage. Comes in 2 types, regular and M22 (your standard knife). The difference is only cosmetic. Makes your weapon longer.

  • Exact stats: +25 melee damage, +1 item size
  • Wielded: -5% accuracy
  • Unwielded: -10% accuracy

Pistol Lace: A lace you can put on your pistol to cinch it to your wrist. You must activate the pistol lace before it holds your gun in place.

  • Exact stats: -999% pistol dropped on floor and melted

Underbarrel Attachments

Laser Sight: A laser sight placed under the barrel. Significantly increases one-handed accuracy and significantly reduces movement penalties to accuracy.

  • Exact stats:
  • Wielded: +10% accuracy
  • Unwielded: +15% accuracy

Vertical Grip: A custom-built improved foregrip for better accuracy, less recoil, easier aiming, and less scatter when wielded especially during burst fire. However, it also slightly increases wield delay and makes unwielded fire more cumbersome. Makes your gun slightly bigger, possibly making it not fit in holsters.

  • Exact stats: +1 item size, +0.2s wield delay, -20% aim mode movement speed penalty
  • Wielded: +10% accuracy, -3 scatter, -2 recoil
  • Unwielded: -5% accuracy, +1 scatter

Angled Grip: A custom-built improved foregrip for less recoil, and faster wielding time. However, it also increases weapon size, and slightly hinders unwielded firing.

  • Exact stats: +1 item size, -0.3s wield delay
  • Wielded: -1 recoil, -2 scatter
  • Unwielded: -10% accuracy, +1 scatter

Gyroscopic Stabilizer: A set of weights and balances to stabilize the weapon when burst firing or moving, especially while shooting one-handed. Greatly reduces movement penalties to accuracy. Greatly decreases aim mode slowdown. Significantly reduces burst scatter, recoil and general scatter.

  • Exact stats: -50% running accuracy penalty, -50% aim mode movement speed penalty, -10% damage falloff.
  • Wielded: -1 scatter, -2 recoil
  • Unwielded: -2 scatter, -1 recoil, +10% accuracy

Bipod: A simple set of telescopic poles to keep a weapon stabilized during firing. Greatly increases accuracy and reduces recoil when properly placed, but also increases weapon size. Must be activated to stabilize. Can be deployed anywhere, not just behind barricades or next to a wall.

  • Exact stats: +2 item size, -10 melee damage
  • When active: -50% aiming fire rate penalty, -2 scatter, +30% accuracy, -2 recoil

Mini Flamethrower: A weapon-mounted refillable flamethrower attachment. It is designed for short bursts. Holds 20 units of fuel. Does not immediately set xenos on fire. Best used for area denial in a pinch. When active, right click to fire. To refill it from a welderpack, grab the welderpack in one hand and the weapon+miniflamer on the other, then click the gun with the welderpack.

  • Exact stats: 4 tile range, 25 unit capacity

Masterkey Shotgun: A weapon-mounted, three-shot shotgun usually used for breaching actions, hence the name. Reloadable with 12 gauge buckshot. The short barrel reduces the ammo's effectiveness. When active, right click to fire. Reload by right clicking your firearm with shotgun shells.

  • Exact stats: 3 shell ammo capacity, shotgun shells do -40% damage.

Underslung Grenade Launcher: A weapon-mounted, reloadable, two-shot grenade launcher. Also called the noob tube by salty mercs. It might look like it can only hold one grenade, but it does in fact hold two. when active, right click to fire. Can only be reloaded while active.

  • Exact stats: 2 grenade ammo capacity, 7 tile range

TX-7 plasma pistol: This sidearm can uniquely be attached to other weapons as an underbarrel attachment. A popular addition due to its support potential, able to quickly destroy weeds, and remove facehuggers from marines. when active, right click to fire. Can only be reloaded while active.

  • Exact stats: 10 shot capacity, 7 tile range

Mini pepperball gun: An unusual weapon attachment intended more for riot control purposes. Has some value against xenomorphs due to its ability to drain their plasma. More commonly used to shoot naked marines in prep due to a lack of military police. when active, middle click to fire. Can only be reloaded while active.

  • Exact stats: 20 shot capacity

Stock Attachments

MP-19 machinepistol folding stock: A folding stock that is integrated into the MP-19. Activate it to fold/unfold the stock.

  • Exact stats: +1 item size, +5 melee damage, +0.1s wield delay
  • Wielded: +30% accuracy, -8 scatter, -2 recoil
  • Unwielded: -10% accuracy, +4 scatter.

SH-35 folding stock: A folding stock that is integrated into the SH-35. Activate it to fold/unfold the stock.

  • Exact Stats: +0.2s wield delay
  • Wielded: +15% accuracy, -2 scatter, -3 recoil
  • Unwielded: n/a

MK221 tactical stock: A stock for the outdated MK221 tactical shotgun. Should've been phased out a while ago, but looks like the RO forgot to remove them from inventory.

  • Exact stats: +2 item size, +5 melee damage, +0.2s wield delay
  • Wielded: +10% accuracy, -15% scatter, -2 recoil
  • Unwielded: n/a

Apparel

Jaeger XM-02 Combat Exoskeleton

Armor Plates

Designed to mount a variety of modular armor components and support systems. It comes installed with light-plating and a shoulder lamp. Now available in both pre-assembled and modular options through the armor vendor. Use alt+click to remove armor attachments or if modular, armor pieces. Use face paint on individual armor pieces to color them before placing them on the exoskeleton, or face paints on pre-assembled armor sets.

NOTE: The arm and leg plates all have the same stats. Only the chest plates have differing armor stats. Examine the exosuit with the pieces attached and click the “relevant information” prompt to view exact statistics.

Jaeger Leg Soft Armor: This soft armor equips to the legs and provides extra padding against injury.

  • All = 10
  • Slowdown = 0.1

Jaeger Body Soft Armor: This soft armor equips to the body and arms and provides extra padding against injury.

  • All = 10
  • Slowdown = 0.1

Light Skirmisher: Provides minor protection and encumbrance when attached. This one is marked as a light skirmisher piece, used by those who prefer faster movement speed over protection, such as scouts.

  • With armor and leg armor: melee = 35, bullet = 55, laser = 55, energy = 50, bomb = 45, bio = 45, fire = 45, acid = 45, Slowdown 0.3
  • Without arm and leg armor: melee = 15, bullet = 35, laser = 35, energy = 30, bomb = 25, bio = 25, fire = 25, acid = 25, Slowdown 0.1

Light Scout: Provides minor protection and encumbrance when attached. This one is marked as a light scout piece, used by those who prefer faster movement speed for better reconnaissance.

  • With armor and leg armor: melee = 35, bullet = 55, laser = 55, energy = 50, bomb = 45, bio = 45, fire = 45, acid = 45, Slowdown 0.3

Medium Infantry: Provides moderate protection and encumbrance when attached. This one is marked as a medium infantry piece, used by frontline troops that need a good balance of mobility and protection.

  • With armor and leg armor: melee = 45, bullet = 65, laser = 65, energy = 55, bomb = 50, bio = 50, fire = 50, acid = 55, Slowdown 0.5

Medium Helljumper: Provides moderate protection and encumbrance when attached and is fairly easy to attach and remove from armor. This armor appears to be marked as a Helljumper armor piece. Seems purpose-built for orbital drop missions.

  • With armor and leg armor: melee = 45, bullet = 65, laser = 65, energy = 55, bomb = 50, bio = 50, fire = 50, acid = 55, Slowdown 0.5

Medium EVA: Provides moderate protection and encumbrance when attached. This one is marked as an EVA armor piece, used for extravehicular operations in the vacuum of space. The gaps in the armor seem to say otherwise, however. NOTE: does not actually provide protection against space by itself.

  • With armor and leg armor: melee = 45, bullet = 65, laser = 65, energy = 55, bomb = 50, bio = 50, fire = 50, acid = 55, Slowdown 0.5

Heavy Assault: Provides high protection and encumbrance when attached. This one is marked as a heavy assault piece, with extra padding and plate thickness which provides excellent protection against all manners of dangers.

  • With armor and leg armor: melee = 50, bullet = 70, laser = 70, energy = 60, bomb = 55, bio = 55, fire = 55, acid = 60, Slowdown 0.7

Gungir Heavy: Provides high protection and encumbrance when attached. This one is marked as a gungir heavy exoskeleton; heavy armor surrounds the entirety of the marine. It's a wonder they are able to see out of the helmet.

  • With armor and leg armor: melee = 50, bullet = 70, laser = 70, energy = 60, bomb = 55, bio = 55, fire = 55, acid = 60, Slowdown 0.7

Heavy EOD: Provides high protection and encumbrance when attached. This one is marked as an EOD armor piece, used by specialized Explosive Ordnance Disposal units to disarm explosives safely. NOTE: does not actually provide extra protection against explosive damage.

  • With armor and leg armor: melee = 50, bullet = 70, laser = 70, energy = 60, bomb = 55, bio = 55, fire = 55, acid = 60, Slowdown 0.7

Storage Modules

NOTE: The exoskeleton can mount 1 storage module.

General purpose storage module: Certainly not as specialised as any other storage modules, but definitely able to hold some larger things, like binoculars, maps, magazines, and motion detectors.

Engineering storage module: Can hold about as much as a tool belt, and sometimes small spools of things like barbed wire, or an entrenching tool.

Medical storage module: Can hold a substantial variety of medical supplies and apparatus, but cannot hold much more than a medkit could.

Injector storage module: Can hold a substantial variety of injectors.

Armor Modules

These modules augment your armor, increasing its abilities and resistances. Only one can be attached at a time.

Baldur light amplification system: Designed for mounting on modular armor. Substantially increases the power output of your modular armor's mounted flashlight. Be the light in the darkness. Does not slow down.

  • Light Boost = 4

Mark 1 Tyr armor reinforcement: Designed for mounting on modular armor. A substantial amount of additional armor plating designed to grant the user extra protection against threats, ranging from xeno slashes to friendly fire incidents. This older version has worse protection. Will greatly impact mobility.

  • Soft Armor
  • all = 10
  • Slowdown = 0.4

Mark 2 Tyr armor reinforcement: Designed for mounting on modular armor. A substantial amount of additional armor plating designed to grant the user extra protection against threats, ranging from xeno slashes to friendly fire incidents. This newer version has improved protection. Will definitely impact mobility.

  • Soft Armor
  • all = 15
  • Slowdown = 0.3

Mark 1 Mimir environmental resistance system: Designed for mounting on modular armor. This older model provides minor resistance to acid, biological, and radiological attacks. Pairing this with a Mimir helmet module and mask will make the user impervious to xeno gas clouds. Will impact mobility.

  • Soft Armor
  • bio = 15 | rad = 10 | acid = 15
  • Slowdown = 0.2

Mark 2 Mimir environmental resistance system: Designed for mounting on modular armor. This newer model provides great resistance to acid, biological, and radiological attacks. Pairing this with a Mimir helmet module and mask will make the user impervious to xeno gas clouds. Will impact mobility.

  • Soft Armor
  • bio = 40 | rad = 50 | acid = 30
  • Slowdown = 0.2

Hod Accident Prevention Plating: Designed for mounting on modular armor. A substantial amount of additional reflective ballistic armor plating designed to reduce the impact of friendly fire incidents, will lessen the effects of bullets and lasers. Will impact mobility.

  • Soft Armor
  • bullet = 40 | laser = 40
  • Slowdown = 0.2

Valkyrie automedical armor system: Designed for mounting on modular armor. This module has advanced medical systems that inject tricordrazine and tramadol based on the user's needs, as well as automatically securing the bones and body of the wearer, effectively splinting them until professional medical attention can be administered. Will definitely impact mobility.

  • Medicine injectors take 4 minutes to recharge after injection.
  • Automatically “splints” fractures for as long as the armor is on.
  • Slowdown = 0.3

Surt pyrotechnical insulation system: Designed for mounting on modular armor. Providing a near immunity to being bathed in flames, and amazing flame retardant qualities, this is every pyromaniacs' first stop to survival. Will impact mobility.

  • fire = 40
  • Cannot be set on fire
  • Slowdown = 0.4

Hlin explosive compensation module: Designed for mounting on modular armor. Uses a complex set of armor plating and compensation to lessen the effect of explosions. Will impact mobility.

  • Soft Armor
  • bomb = 40
  • Slowdown = 0.2

Vali chemical enhancement module: A module that enhances the strength of reagents in the body. Requires a special substance, gathered from xenomorph lifeforms, to function. This substance needs to be gathered using an applicable weapon or tool.

  • Vali Details:
  • Vali is a chemical module, it comes with a sword, spear, and knife called harvester and a module that you put in your armor.
  • When you link your sword/spear (harvester) to the suit, it cannot be dropped. You can bump slash and when you will slash a xeno you extract 20u of greenblood into your suit module storage, up to 200u.
  • The suit can also be loaded with 60u of any custom chemical storage. There are also modes, x1 and x2.
  • When you activate the module, it will drain 30u of your custom mix and also consume 4 or 12u of greenblood according to your mode and will heal 6u or 12u of brute and burns per tick. After 10 seconds you get a weird screen warning and if you continue using the suit beyond 10 additional seconds you will have necrotized limbs after you turn off the suit. Last thing. You can load your sword with kelotane to burn xenos, tramadol to slow them, bica to heal yourself, Load by using Unique Action.

Arrowhead Energy Shield System: Creates a shield around the user that is capable of negating all damage. If it sustains too much it will deactivate, and leave the user vulnerable.

  • Soft Armor
  • melee = -10 | bullet = -5 | bio = -5 | acid = -5
  • Slowdown = 0.2
  • Shield Health = 40
  • Recharge Rate = 10 points every 2 seconds

Helmet Modules

These modules attach to jaeger armor helmets, which go directly on your head like any normal helmet.

Binocular helmet module: Designed for mounting on a modular helmet. Can be flipped down to view into the distance.

Welding helmet module: Designed for mounting on a modular helmet. This module can be toggled on or off to function as welding protection for your delicate eyes.

Antenna helmet module: Designed for mounting on a modular Helmet. This module is able to provide a readout of the user's coordinates and connect to the shipside supply console.

Mark 1 Mimir Environmental Helmet system: Designed for mounting on a modular helmet. This older model provides minor resistance to acid and biological attacks. Pairing this with a Mimir suit module and mask will make the user impervious to xeno gas clouds.

  • Soft Armor
  • bio = 15, acid = 15

Mark 2 Mimir Environmental Helmet system: Designed for mounting on a modular helmet. This newer model provides great resistance to acid, biological, and even radiological attacks. Pairing this with a Mimir suit module and mask will make the user impervious to xeno gas clouds.

  • Soft Armor
  • bio = 40, rad = 50, acid = 30

Tyr Helmet system: Designed for mounting on a modular helmet. When attached, this system provides substantial resistance to most damaging hazards, ranging from xeno slashes to friendly fire incidents.

  • Soft Armor
  • melee = 15, bullet = 10, laser = 10, energy = 10, bomb = 30, bio = 10, rad = 10, fire = 10, acid = 10

Xenonauten Armor

Xenonauten-L pattern armored vest: A XN-L vest, also known as Xenonauten, a set vest with modular attachments made to work in many environments.

Light variant. Allows any Jaeger attachment. Alt-Click to remove attached items. Use it to toggle the built-in flashlight. Has a shoulder lamp and a suit storage for guns.

  • melee = 35, bullet = 55, laser = 55, energy = 50, bomb = 45, bio = 45, fire = 45, acid = 45, Slowdown = 0.3
  • Suit Storage:
    • Any Gun
    • Emergency Oxygen Tank
    • The Bible
    • G8 Storage Pouch
    • M4A3 Belt
    • M44 Belt

Xenonauten-M pattern armored vest: A XN-M vest, also known as Xenonauten, a set vest with modular attachments made to work in many environments.

Medium variant. Allows any Jaeger attachment. Alt-Click to remove attached items. Use it to toggle the built-in flashlight. Has a shoulder lamp and a suit storage for guns.

  • melee = 45, bullet = 65, laser = 65, energy = 55, bomb = 50, bio = 50, fire = 50, acid = 55, Slowdown = 0.5
  • Suit Storage:
    • Any Gun
    • Emergency Oxygen Tank
    • The Bible
    • G8 Storage Pouch
    • M4A3 Belt
    • M44 Belt

Xenonauten-H pattern armored vest: A XN-H vest, also known as Xenonauten, a set vest with modular attachments made to work in many environments.

Heavy variant. Allows any Jaeger attachment. Alt-Click to remove attached items. Use it to toggle the built-in flashlight. Has a shoulder lamp and a suit storage for guns.

  • melee = 50, bullet = 70, laser = 70, energy = 60, bomb = 55, bio = 55, fire = 55, acid = 60, Slowdown = 0.7

Suit Storage:

  • Any Gun
  • Emergency Oxygen Tank
  • The Bible
  • G8 Storage Pouch
  • M4A3 Belt
  • M44 Belt

M10X pattern marine helmet: A standard M10X Pattern Helmet with attach points. It reads on the label, 'The difference between an open-casket and closed-casket funeral.' Similarly available is the m10XE, a modified version offering an enclosed visor apparatus. Wear on head for best results. Allows any Jaeger helmet module. Alt-Click to remove attached items. Has a tiny storage spot for all your MRE snacks and injectors.

  • melee = 50, bullet = 70, laser = 70, energy = 60, bomb = 55, bio = 55, fire = 55, acid = 60, No Slowdown

Clothing

Uniform Accessories

Webbing: Extra pouches that you can clip to your uniform. Only one thing may be clipped to your uniform. Has three slots for storing items.

  • Storage:
  • Any tiny item
  • Any small item
  • Any type of magazines
  • Any type of grenade
  • Any type of power cell

Black Webbing: Extra pouches that you can clip to your uniform. Only one thing may be clipped to your uniform. Has five slots for storing tiny or small items.

  • Storage:
  • Any tiny item
  • Any small item

Shoulder Holster: Pistol Holster that you can clip to your uniform. Only one thing may be clipped to your uniform. Capable of storing one pistol and three small magazines in it. Can also hold machinepistols.

  • Storage:
  • Any Pistol
  • Tazer

Armor

Standard flak jacket: A flak jacket used by dropship pilots to protect themselves while flying in the cockpit. Excels in protecting the wearer against high-velocity solid projectiles. Provides slightly more melee protection and movement capability than XN-L, however suffers majorly from a lack of bomb, fire, and acid protection, making it inefficient in any scenarios with neurotoxin or fire. Can be worn by synthetics.

  • melee = 40 | bullet = 50 | laser = 50 | energy = 25 | bomb = 30 | bio = 5 | fire = 25 | acid = 30, Slowdown = 0.25
  • Suit Storage:
  • Any Gun
  • Emergency Oxygen Tank
  • The Bible
  • G8 Storage Pouch
  • M4A3 Belt
  • M44 Belt
  • Armor Storage:
  • Any tiny item
  • Any small item

Tactical Explosive Vest: Has no protection, but it lets you commit warcrimes. Lacks a shoulder lamp, but still comes with suit storage and extra pockets. THE SUIT LIGHT BUTTON IS THE SUIT TRIGGER, DO NOT PRESS UNLESS YOU WANT TO DIE! Will cause extremely high damage to anything you are standing beside/on top of, while causing fire in an area around you. Takes 2 seconds to detonate, will render you nearly unrevivable.

  • Suit Storage:
  • Any Gun
  • Emergency Oxygen Tank
  • The Bible
  • G8 Storage Pouch
  • M4A3 Belt
  • M44 Belt
  • Armor Storage:
  • Any tiny item
  • Any small item
  • M41A MK2 Magazines
  • M39 Magazines
  • M42C Magazines
  • Sunfury Lasgun Cells

Belts

Ammo Load Rig: A belt for your uniform, intended for holding magazines. Has six slots for storing items.

  • Storage:
  • Combat Knife
  • Shells or handfuls of bullets
  • Any kind of flare/flare grenade
  • M41A MK2 Magazines
  • M39 Magazines
  • M42C Magazines
  • Sunfury Lasgun Cells
  • M4A3 Magazines
  • M44 Speedloaders
  • Any grenade
  • Claymores

General Utility Pouch: A small, lightweight pouch that can be clipped onto armor or your belt to provide additional storage for miscellaneous gear or box and drum magazines. And it is in fact a belt, not a pouch. Don't get confused now. Can switch drawing modes by right clicking. Capable of storing various items. Has 3 slots.

  • Storage: Assorted.

Shotgun Shell Belt: A belt with 14 slots to hold almost 3 boxes of shotgun shells (or other handfuls of ammo, such as mosin bullets), can hold up to 70 shells (or mosin bullets)). Has two drawing methods, left click to open, and right click to draw shells.

  • What it can store:
  • Buckshot shells
  • Slug Shells
  • Flechette Shells
  • Incendiary Shells

T457 pattern pistol holster rig: A pistol holster that goes on your belt. Has seven slots, and draws pistols on click. Capable of storing only one pistol in it.

  • Storage:
  • Any Pistol, not revolvers.
  • Any Pistol Magazines

T457 pattern revolver holster rig: A revolver holster that goes on your belt. Has seven slots, and draws a revolver on click. Capable of storing only one revolver in it.

  • Storage:
  • Any revolver
  • Revolver speedloaders

TS-34 Shotgun Holster rig: Specialised holster for the TS-34 double barreled shotgun. Comes with the shotgun. Has three slots, and draws shotgun on click. Capable of storing the shotgun, and either one shell box or 2 shell handfuls.

  • Storage:
  • TS-34 double barrel shotgun
  • Loose shells
  • Shotgun shell box

Belt Harness: A shoulder worn strap with clamps that can be attached to a gun. Acts as a mag harness, but on your belt. Attaches guns to your back if your suit storage is full. Lacks any form of storage on its own.

Knife Rig: A knife rig that goes on your belt. Can draw knives with left click or right click. Capable of storing six throwing knives within.

  • Storage:
  • M11 Throwing Knives.

M40 HEDP rig: Designed to carry bulk quantities of M40 HEDP grenades, but can naturally store any grenade. Can hold up to 9 grenades. Right click to draw a grenade, left click to open.

  • Storage:
  • 9 Grenades.

M40 HEDP rig Mk. II: An upgraded version of the standard rig designed to carry even greater quantities of M40 HEDP grenades, but can naturally store tons of any grenade. Orderable from Requisitions. Can hold up to 16 grenades. Right click to draw a grenade, left click to open.

  • Storage:
  • 16 Grenades.

Lifesaver Medic Bag: A specialized belt that mounts a duffel bag filled with a range of pill bottles and light medical supplies. Can heal most injuries sustained on the battlefield. Cannot hold medical equipment, such as roller beds and defibrillators. Generally used by those who want extra medical supplies. Has 21 slots. Capable of storing medical supplies.

  • Storage:
  • Medical supplies.

Medical Storage rig: This version is a less common configuration of the M276 pattern belts, designed to transport medical supplies. Can hold medical equipment, such as roller beds and defibrillators. Generally used by those who need storage for other things, such as extra ammunition. Has 16 slots. Capable of storing medical supplies and some medical equipment.

  • Storage:
  • Medical supplies. TGMC fix.png
  • Medical equipment. TGMC fix.png

Toolbelt: It's a toolbelt. It holds tools, obviously. need we say more? Can switch drawing modes by right clicking. Capable of storing tools and stuff.

  • Storage:
  • Tools.

Pouches

Shotgun Shell Pouch: A pouch used to hold shotgun shells. Has four slots. Has two drawing methods, click to open, and draw last stored upon click. Defaults to click to open, you can right click on it and change the drawing method.

  • What it can store:
  • Buckshot shells
  • Slug Shells
  • Flechette Shells
  • Incendiary Shells

Magazine Pouch: A pouch used to hold magazines. Has three slots. Has two drawing methods, click to open, and draw last stored upon click. Defaults to click to open, you can right click on it and change the drawing method.

  • What it can store:
  • Shells or handfuls of bullets
  • M41A MK2 Magazines
  • M39 Magazines
  • M42C Magazines
  • Sunfury Lasgun Cells
  • M4A3 Magazines
  • M44 Speedloaders

Flare Pouch: A pouch used to flares. Holds one flare pistol and 26 flares. Has two drawing methods, click to open, and draw last stored upon click. Defaults to click to open, you can right click on it to automatically draw a flare.

  • What it can store:
  • Flare Grenades
  • M30E2 Flare Gun

First Aid Pouch: A pouch used to hold medical supplies. Has seven slots. Comes with bicardine pills, kelotane pills, tricordazine pills, tramadol pills, dylovene pills, splints, and an inaprovaline autoinjector. Has less storage space than the medkit pouch, so this should only be taken for the supplies.

  • What it can store:
  • Tramadol Injectors
  • Tricordazine Injectors
  • Gauze
  • Ointment
  • Medical Splints

Tool Pouch: A pouch used to hold tools. Has five slots. Has two drawing methods, click to open, and draw last stored upon click. Defaults to click to open, you can right click on it and change the drawing method.

  • What it can store:
  • Wirecutters
  • Entrenching Tools
  • Screwdrivers
  • Cable Coil
  • Crowbars
  • Blowtorches
  • Multi Tool
  • Wrenches
  • Mini Extinguishers

Construction Pouch: A pouch used to hold construction materials. Has four slots. Comes with 25 sandbags, 5 barbed wires, and a shovel. Enough to make 5 wired barricades. Can also hold filled sandbags.

  • What it can store:
  • Stacks of Material
  • Entrenching Tools
  • Empty Sandbags
  • Cable Coil
  • Metal Rods
  • Barbed Wire

Pistol Magazine Pouch: A pouch used to hold pistol magazines. Has six slots. Has two drawing methods, click to open, and draw last stored upon click. Defaults to click to open, you can right click on it and change the drawing method.

  • What it can store:
  • Pistol & Machinepistol Magazines
  • Revolver Speedloaders

Sidearm Pouch: A pouch used for sidearms. Has one slot. Click on the holster to draw your sidearm.

  • What it can store:
  • Any Revolvers
  • Any Pistols

Explosive Pouch: A pouch used to hold explosive materials. Has four slots. Has two drawing methods, click to open, and draw last stored upon click. Defaults to click to open, you can right click on it and change the drawing method.

  • What it can store:
  • Any RPG Rockets
  • C4
  • Any Grenades
  • Claymore Boxes
  • Claymores
  • Detpacks
  • Signaler

Grenade Pouch: A pouch used to hold grenades, go figure. Has six slots. Has two drawing methods, click to open, and draw last stored upon click. Defaults to click to open, you can right click on it and change the drawing method.

  • What it can store:
  • Any Grenades

Masks

Transparent gas mask: A face-covering mask that can be connected to an air supply. Reduces the amount of harmful xeno gas you breathe in by 50%.

Thermal coif: A coif that protects you from extreme cold conditions.

Rebreather: Heats or cools down air as you breathe it, protecting you from extreme conditions.

Tactical gas mask: A face-covering mask that can be connected to an air supply. Reduces the amount of harmful xeno gas you breathe in by 50%. Looks reasonably cooler than the standard variants.

Tactical coifed gas mask: A face-covering coifed mask that can be connected to an air supply. Reduces the amount of harmful xeno gas you breathe in by 50%. Looks reasonably cooler than the standard variants, and features a thermal coif.

SWAT Mask: A close-fitting tactical mask that can be connected to an air supply. Protects from a single hugger attack before falling off, and needing to be re-equipped. Reduces the amount of harmful xeno gas you breathe in by 50%. Orderable from Requisitions.

Bandanna: A colored, resilient, and insulating cloth to cover your face from the elements.

Munitions

M40 HEDP grenade: A small, but deceptively strong high explosive grenade that has been phasing out the M15 fragmentation grenades. Capable of being loaded in the any grenade launcher, or thrown by hand. It is set to detonate in 4 seconds.

M40 HIDP incendiary grenade: The M40 HIDP is a small, but deceptively strong incendiary grenade. It is set to detonate in 4 seconds.

M40 IMDP grenade: A high explosive contact detonation munition utilizing the standard DP canister chassis. Has a focused blast specialized for door breaching and combating emplacements and light armored vehicles. WARNING: Hand-throwing does not result in sufficient force to trigger impact detonators.

M15 fragmentation grenade: An outdated TGMC fragmentation grenade. With decades of service in the TGMC, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds.

M40 HPDP grenade: The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.

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.

M40-2 SCDP smoke grenade: A sophisticated version of the M40 HSDP with a slightly improved smoke screen payload. It's set to detonate in 2 seconds. Conceals humans in the smoke cloud, but leaves the area and nonhumans visible.

M40-T smoke grenade: The M40-T is a small, but powerful Tanglefoot grenade, designed to remove plasma with minimal side effects. Based off the same platform as the M40 HEDP. It is set to detonate in 6 seconds.

M40 FLDP grenade: A TGMC standard issue flare utilizing the standard DP canister chassis. Capable of being loaded in any grenade launcher, or thrown by hand.

M50 CFDP signal flare: A TGMC signal flare utilizing the standard DP canister chassis. Capable of being loaded in any grenade launcher, or thrown by hand. When activated, provides a target for CAS pilots.

Razorburn Grenade: Contains construction nanites ready to turn a small area into razorwire after a few seconds. DO NOT ENTER AREA WHILE ACTIVE. Sprays in a 1-tile radius.

Razorburn Canister: Contains construction nanites ready to turn a small area into razorwire after a few seconds. DO NOT ENTER AREA WHILE ACTIVE. Sprays in a 3-tile radius.

M21 APRDS “Minelayer”: Anti-Personnel Rapid Deploy System, APRDS for short, is a device designed to quickly deploy M20 mines in large quantities. WARNING: Operating in tight places or existing mine fields will result in reduced efficiency. Mines must be loaded prior to deployment.

M20 Claymore anti-personnel mine: The M20 Claymore is a directional proximity triggered anti-personnel mine designed by Armat Systems for use by the TerraGov Marine Corps. Can be disarmed using a multitool.

M40 Adhesive Charge grenade: Designed for use against various fast moving drones, this grenade will adhere to its target before detonating. Its fuse is set to 5 seconds.

M40-A Acid smoke grenade: A grenade set to release a cloud of extremely acidic smoke developed by Nanotrasen, supposedly derived from xenomorphs. Has a shiny acid resistant shell. Its use is considered a warcrime under several treaties, none of which NovusCorp is a signatory to. It is set to detonate in 4 seconds.

M40-N Neurotoxin smoke grenade: A smoke grenade containing a concentrated neurotoxin developed by Nanotrasen, supposedly derived from xenomorphs. Banned in some sectors as a chemical weapon, but classed as a less lethal riot control tool by NovusCorp. It is set to detonate in 4 seconds.

Stun grenade: A grenade designed to disorientate the senses of anyone caught in the blast radius with a blinding flash of light and viciously loud noise. Repeated use can cause deafness. It is set to detonate in 3 seconds.

Defensive Equipment

ST-571 Sentry Gun: A deployable, semi-automated turret with AI targeting capabilities. Armed with a M30 autocannon and a 500-round drum magazine. It features two firing modes, automatic and auto-burst, as well as a radial targeting mode for increased firing arc in exchange for higher energy usage. Can be repaired with a welder. Control+Click on a tile to deploy the sentry on it, or on the gun in-hand to deploy in front of you.

  • Automatic fire rate: 240 RPM
  • Normal Range: 8 Tiles
  • Radial Range: 6 Tiles
  • Ammo: M30 box magazine (10x28mm Caseless)
    • A drum of 50 10x28mm caseless rounds for the ST-571 sentry gun. Just feed it into the sentry gun's ammo port when its ammo is depleted.
    • Damage: 25
    • Armor Penetration: 20
    • Armor Sundering: 0

ST-580 Point Defense Sentry: A deployable, automated turret with AI targeting capabilities. This is a lightweight portable model meant for rapid deployment and point defense. Armed with an light, high velocity machine gun and a 300-round drum magazine. It features two firing modes, automatic and auto-burst, as well as a radial targeting mode for increased firing arc in exchange for higher energy usage. Can be repaired with a welder. Control+Click on a tile to deploy the sentry on it, or on the gun in-hand to deploy in front of you.

  • Automatic fire rate: 300 RPM
  • Burst fire rate: 200 RPM
  • Normal Range: 7 Tiles
  • Radial Range: 5 Tiles
  • Ammo: M30 box magazine (10x20mm Caseless)
    • A box of 100 10x20mm caseless rounds for the ST-580 point defense sentry. Just feed it into the sentry gun's ammo port when its ammo is depleted.
    • Damage: 20
    • Armor Penetration: 20
    • Armor Sundering: 0

HSG-102 Heavy Machine Gun: A deployed and mounted heavy smartgun, ready to rock. While it is capable of taking the same rounds as the smartmachinegun, it fires specialized tungsten rounds for increased armor penetration. It's basically a stationary smartgun, with an added scope ability that permit you to see 3 tiles ahead, 300 ammunition, and superior damage. Control+Click on a tile to deploy the sentry on it, or on the gun in-hand to deploy in front of you.

  • Automatic fire rate: 240 RPM
  • Burst fire rate: 140 RPM
  • Ammo: HSG-102 drum magazine (10x30mm Caseless)
    • A box of 300, 10x30mm caseless tungsten rounds for the HSG-102 mounted heavy smartgun.
    • Damage: 40
    • Armor Penetration: 40
    • Armor Sundering: 5

#MG-27 Medium Machinegun: An honorary defensive emplacement. Starts with 4 free in marine vendors, after which it can be ordered for 10 points in Req. Control+Click on a tile to deploy the sentry on it, or on the gun in-hand to deploy in front of you.

  • Automatic fire rate: 400 RPM
  • Ammo: MG-27 box magazine (10x27m Caseless)
    • A box of 100 10x27mm caseless rounds for the MG-27 medium machinegun.
    • Damage: 30
    • Armor Penetration: 10
    • Armor Sundering: 1.25

Armoured Floodlight: A structure capable of providing light to a wide area. Must be wrenched down in a powered area to function and can be clicked to toggle their light. Note that this comes in a crate when ordered from requisitions; don't open this crate until it is sent, as the floodlight can't be put back inside. Has a light radius of 15 tiles.

Unsorted

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.

Armor Punch: Determines the probability of a weapon breaking the target's armor.

Armor Penetration: Determines the probability of a weapon bypassing the target's armor.

Burst Count: Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.

Damage: Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. 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 barrel. 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.

SFMC Weapons

All of these weapons have been tested by the SolGov Fleet Marine Corps for use in planetary and ship-based engagements, with review notes as noted. SFMC fields a broad range of munitions types to meet varying tactical needs, from standard bullets to AP and hollow point rounds to specialized rounds for hostile terminations.

M4A3 Service Pistol: The M4A3 Service Pistol, the standard issue sidearm of the SolGov Fleet Marine Corps. While it is reliable in the arms of a crewmember, it is best used as a fallback weapon in case the primary weapon is out of ammo. Fires 9mm pistol rounds.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 0.1
    • Scatter Wielded: 5
    • Scatter Unwielded: 5
    • Burst Scatter: N/A
    • Burst Amount: N/A
    • Effective Range: 4 Tiles
    • Firerate: 600 RPM
    • Burst Firerate: N/A
    • Accuracy Multiplier Wielded: 1.19
    • Accuracy Multiplier Unwielded: 1
    • Base Accuracy: 5
  • Ammunition:
    • M4A3 Magazine: Holds nine (9) 9mm heavy pistol rounds.
      • Capacity: 9
      • Damage: 41
      • Max Range: 22
      • Fall off: 7
      • Penetration: 10
      • Sunder: 0.5
    • M4A3 Armor Piercing Magazine: Holds nine (9) 9mm pistol rounds. Has better armor penetration, but lower overall damage.
      • Capacity: 9
      • Damage: 25
      • Max Range: 22
      • Fall off: 7
      • Penetration: 31
      • Sunder: 0.5
    • M4A3 Hollow Point: Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage.
      • Capacity: 9
      • Damage: 54
      • Max Range: 22
      • Fall off: 7
      • Penetration: 0
      • Punch: 0.5
    • M4A3 Incendiary Magazine: Holds nine (9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.
      • Capacity: 9
      • Damage: 20
      • Max Range: 22
      • Fall off: 7
      • Penetration: 0
      • Punch: 0.5
    • M4A3 Cluster Magazine: 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.
      • Capacity: 9
      • Damage: 40
      • Max Range: 22
      • Fall off: 7
      • Penetration: 10
      • Punch: 0.5
      • Cluster Stack: 1.5
    • M4A3 Wall Piercing Magazine: Holds nine (9) 9mm pistol Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
      • Capacity: 9
      • Damage: 30
      • Max Range: 22
      • Fall off: 7
      • Penetration: 30
      • Punch: 0.5
    • M4A3 Toxin Magazine: Holds nine (9) 9mm pistol Toxin rounds. Temporarily lowers alien armor through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armor, they will receive full damage from all sources. Applies 10 toxin per hit.
      • Capacity: 9
      • Damage: 25
      • Max Range: 22
      • Fall off: 7
      • Penetration: 0
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight
    • Underbarrel: Burst Fire Adapter, Laser Sight
    • Stock: None
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Regular 40 40 40 36 33 30 22 18 15 11 8
    • Armor Piercing 25 25 25 25 25 25 25 25 25 22 20
    • Hollow Point 55 50 45 41 32 27 23 19 15 12 8
    • Incendiary 20 18 14 11 8 6 3 1 0 0 0
    • Cluster 40 40 40 36 33 30 22 18 15 11 8
    • Toxin 25 25 25 25 25 25 25 25 25 22 20
    • Wall Piercing 30 30 30 30 30 30 30 30 30 30 30

88 Mod 4: A rapid-fire sidearm issued mainly to company response teams, but also issued to the SFMC 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 has 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
    • Effective Range: 4 tiles
    • Firerate: 300 RPM
    • Burst Firerate: 257 RPM
    • Accuracy Wielded: 6
    • Accuracy Unwielded: 6
  • Ammunition:
    • 88M4 AP Magazine: Holds eighteen (18) armour piercing rounds. Has better armour 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.
      • Capacity: 18
      • Damage: 30
      • Max Range: 22
      • Fall off: 7
      • Penetration: 40
      • Punch: 0.5
    • 88M4 Incendiary Magazine: Holds eighteen (18) incendiary rounds. Will set ablaze any and all targets hit with this round. Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an Incendiary M4A3 Magazine.
      • Capacity: 18
      • Damage: 24
      • Max Range: 22
      • Fall off: 7
      • Penetration: 40
      • Punch: 0.5
    • 88M4 Cluster Magazine: 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. Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an cluster M4A3 Magazine.
      • Capacity: 18
      • Damage: 30
      • Max Range: 22
      • Fall off: 7
      • Penetration: 40
      • Punch: 0.5
      • Cluster stack: 1.5
    • 88M4 Wall Piercing Magazine: Holds eighteen (18) Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike. Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an Wall Piercing M4A3 Magazine.
      • Capacity: 18
      • Damage: 36
      • Max Range: 22
      • Fall off: 7
      • Penetration: 50
      • Punch: 0.5
    • 88M4 Toxin Magazine: 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. Applies 10 toxin per hit. Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an Toxin M4A3 Magazine.
      • Capacity: 18
      • Damage: 30
      • Max Range: 22
      • Fall off: 7
      • Penetration: 40
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight
    • Underbarrel: Burst Fire Adapter, Laser Sight
    • Stock: None
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Armor Piercing 30 30 30 30 30 30 30 30 30 27 24
    • Toxin 30 30 30 30 30 30 30 30 30 27 24
    • Wall Piercing 36 36 36 36 36 36 36 36 36 36 36
    • Incendiary 24 21 17 14 11 8 6 3 1 0 0
    • Cluster 30 30 30 30 30 30 30 30 30 27 24

M44 Combat Revolver: A bulky revolver, occasionally carried by assault troops and officers in the SolGov Fleet Marine Corps, as well as civilian law enforcement. Fires .44 Magnum rounds. It's 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
    • Effective Range: N/A
    • Firerate: 150 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 6
    • Accuracy Unwielded: 5.1
  • Ammunition:
    • M44 Speed Loader: Holds seven (7) .44 rounds.
      • Capacity: 7
      • Damage: 56
      • Max Range: 22
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
    • M44 Marksman Speed Loader: Holds seven (7) .44 rounds. Has better armor penetration and accuracy but slightly lower damage.
      • Capacity: 7
      • Damage: 54
      • Max Range: 22
      • Fall off: 1
      • Penetration: 36
      • Punch: 0.5
      • Accuracy mod: + 6
    • 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.
      • Capacity: 7
      • Damage: 37
      • Max Range: 22
      • Fall off: 1
      • Penetration: 23
      • Punch: 0.5
    • M44 Incendiary speed Loader: Holds seven (7) Incendiary .44 rounds. Will set ablaze any and all targets hit with this round.
      • Capacity: 7
      • Damage: 40
      • Max Range: 22
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
    • M44 Cluster Speed Loader: 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.
      • Capacity: 7
      • Damage: 55
      • Max Range: 22
      • Fall off: 1
      • Penetration: 50
      • Punch: 0.5
      • Cluster stack: 4
    • M44 Wall Piercing Speed Loader: Holds seven (7) Wall Piercing .44 rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
      • Capacity: 7
      • Damage: 55
      • Max Range: 22
      • Fall off: 1
      • Penetration: 50
      • Punch: 0.5
    • M44 Toxin Speed Loader: Holds seven (7) Toxin .44 rounds. Temporarily lowers alien armor through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armor, they will receive full damage from all sources.
      • Capacity: 7
      • Damage: 55
      • Max Range: 22
      • Fall off: 1
      • Penetration: 35
      • Punch: 0.5
  • Attachments:
    • Muzzle: Bayonet, Extended Barrel, Barrel Charger, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight, 4x Telescopic Scope, 2x Telescopic Mini-Scope, Smart Scope
    • Underbarrel: Laser Sight
    • Stock: M44 Magnum Sharpshooter Stock
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Regular 55 55 50 45 41 32 27 23 19 15 12
    • Heavy 35 35 35 35 35 31 28 22 18 15 12
    • Marksman 55 55 55 55 55 55 55 55 50 45 41
    • Toxin 55 55 55 55 55 55 55 55 50 45 41
    • Cluster 55 55 55 55 55 55 55 55 55 55 55
    • Wall Piercing 55 55 55 55 55 55 55 55 55 55 55
    • Incendiary 40 40 36 33 30 22 18 15 11 8 5

M39 Submachine Gun: 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 by the SFMC. Fires 10x20mm rounds out of 48 round magazines with an optional 3-round burst fire mode. No movement speed penalty while wielded.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 3
    • Scatter Wielded: 9
    • Scatter Unwielded: 13
    • Burst Scatter Multiplier: 7
    • Burst Amount: 3
    • Effective Range: 5 Tiles
    • Firerate: 461 RPM
    • Burst Firerate: 395RPM
    • Accuracy Wielded: 4.6
    • Accuracy Unwielded: 2.4
  • Ammunition:
    • M39 HV Magazine: 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.
      • Capacity: 48
      • Damage: 34
      • Max Range: 22
      • Fall off: 6
      • Penetration: 5
      • Punch: 0.5
    • M39 HV Extended Magazine: A 10x20mm caseless high-velocity extended submachinegun magazine. Holds seventy two (72) 10x20mm high-velocity rounds. Holds more ammunition than the standard magazines.
      • Capacity: 72
      • Damage: 34
      • Max Range: 22
      • Fall off: 6
      • Penetration: 5
      • Punch: 0.5
    • M39 Armor Piercing Magazine: A 10x20mm caseless armor-piercing submachinegun magazine. The bullet tips are made out of high-density material, allowing them to pierce straight through armor, but also reducing the raw stopping power and velocity of the ammunition. Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
      • Capacity: 48
      • Damage: 26
      • Max Range: 22
      • Fall off: 6
      • Penetration: 30
      • Punch: 0.5
    • M39 Incendiary Magazine: A 10x20mm caseless incendiary submachinegun magazine. Holds forty eight (48) 10x20mm Incendiary rounds.
      • Capacity: 48
      • Damage: 25
      • Max Range: 22
      • Fall off: 10
      • Penetration: 5
      • Punch: 0.5
    • M39 Cluster Magazine: 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.
      • Capacity: 48
      • Damage: 30
      • Max Range: 22
      • Fall off: 10
      • Penetration: 50
      • Punch: 0.5
      • Cluster stack: 0.8
    • M39 Wall Piercing Magazine: 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.
      • Capacity: 48
      • Damage: 30
      • Max Range: 22
      • Fall off: 10
      • Penetration: 50
      • Punch: 0.5
    • M39 Toxin Magazine: A 10x20mm caseless Toxin submachinegun magazine. Holds forty eight (48) 10x20mm Toxin rounds. Temporarily lowers alien armor through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armor, they will receive full damage from all sources. Applies 5 toxin per hit.
      • Capacity: 48
      • Damage: 35
      • Max Range: 22
      • Fall off: 10
      • Penetration: 30
      • Punch: 0.5
    • M39 Light Explosive Magazine: A 10x20mm caseless Light Explosive submachinegun magazine. Holds forty eight (48) 10x20mm Light explosive rounds, made for armor penetration. Removes five armor per hit.
      • Capacity: 48
      • Damage: 20
      • Max Range: 22
      • Fall off: 1
      • Penetration: 20
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Compensator, Extended Barrel, Barrel Charger
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight, Magnetic Harness, 2x Telescopic Mini-Scope
    • Underbarrel: Angled Grip, Flashlight Grip, Gyroscopic Stabilizer, Laser Sight
    • Stock: Submachinegun Stock, Collapsible Submachinegun Stock (Default), Submachinegun Arm Brace
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Regular 34 34 30 28 21 `18 14 11 8 5 3
    • Extended 34 34 30 28 21 `18 14 11 8 5 3
    • Armor Piercing 26 26 26 26 26 26 26 23 21 15 12
    • Incendiary 25 25 22 20 15 12 9 6 4 1 0
    • Cluster 30 30 30 30 30 30 30 30 30 30 30
    • Wall Piercing 30 30 30 30 30 30 30 30 30 30 30
    • Toxin 28 28 28 28 28 28 28 25 23 17 14
    • Light Explosive 20 20 20 20 20 18 14 11 8 6 3

M41A Pulse Rifle MK2: This is the standard issue pulse rifle used by the SolGov Fleet Marine Corps. 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. Chances are, the M41A MK2 might jam and will fail to fire for a second, though very rare.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 4
    • Scatter Wielded: 4
    • Scatter Unwielded: 11
    • Burst Scatter Multiplier: 1
    • Burst Amount: 3
    • Effective Range: 7 Tiles
    • Firerate: 300 RPM
    • Burst Firerate: 257 RPM
    • Accuracy Wielded: 20.8
    • Accuracy Unwielded: 10.4
  • Ammunition:
    • M41A Magazine: Holds forty (40) 10x24mm rifle rounds.
      • Capacity: 40
      • Damage: 44
      • Max Range: 22
      • Fall off: 5
      • Penetration: 5
      • Punch: 0.5
    • M41A Extended Magazine: Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
      • Capacity: 60
      • Damage: 44
      • Max Range: 22
      • Fall off: 5
      • Penetration: 5
      • Punch: 0.5
    • M41A Armor Piercing Magazine: Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
      • Capacity: 40
      • Damage: 33
      • Max Range: 22
      • Fall off: 5
      • Penetration: 40
      • Punch: 0.5
    • M41A Incendiary Magazine: Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
      • Capacity: 40
      • Damage: 33
      • Max Range: 22
      • Fall off: 5
      • Penetration: 0
      • Punch: 0.5
    • M41A Cluster Magazine: Holds forty (40) 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.
      • Capacity: 40
      • Damage: 38.5
      • Max Range: 22
      • Fall off: 5
      • Penetration: 50
      • Punch: 0.5
      • Cluster stack: 1
    • M41A Wall Piercing Magazine: Holds forty (40) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
      • Capacity: 40
      • Damage: 38.5
      • Max Range: 22
      • Fall off: 5
      • Penetration: 50
      • Punch: 0.5
    • M41A Toxin Magazine: Holds forty (40) 10x24mm Toxin rifle rounds. Temporarily lowers alien armor through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armor, they will receive full damage from all sources. Applies 10 toxin per hit.
      • Capacity: 40
      • Damage: 33
      • Max Range: 22
      • Fall off: 5
      • Penetration: 40
      • Punch: 0.5
    • M41A Mk2 Light Explosive Magazine: Holds forty (40) 10x24mm Light Explosive rounds, made for armor penetration. Removes five armor per hit.
      • Capacity: 40
      • Damage: 22
      • Max Range: 22
      • Fall off: 4
      • Penetration: 20
      • Punch: 0.5
    • M41A Mk2 Explosive Magazine: Holds forty (40) 10x24mm Explosive rounds, will cause an explosion on the tile that the enemy is on.
      • Capacity: 40
      • Damage: 27.5
      • Max Range: 22
      • Fall off: 2
      • Penetration: 5
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Bayonet, Extended Barrel, Barrel Charger
    • Rail: Flashlight, Red-Dot Sight, Reflex Sight, Magnetic Harness, 4x Telescopic Scope, 2x Telescopic Mini-Scope
    • Underbarrel: Vertical Grip, Angled Grip, Flashlight Grip, Laser Sight, Bipod, Underslung Grenade Launcher (Default), Underslung Flamer, Underslung Shotgun, Underbarrel Extinguisher
    • Stock: M41A Solid Stock
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Regular 44 44 40 36 33 25 21 17 13 10 7
    • Armor Piercing 33 33 33 33 33 33 33 33 33 30 27
    • Incendiary 33 33 30 27 21 17 14 11 8 5 2
    • Cluster 38 38 38 38 38 38 38 38 38 38 38
    • Wall Piercing 38 38 38 38 38 38 38 38 38 38 38
    • Toxin 33 33 33 33 33 33 33 33 33 30 27
    • Light Explosive 22 22 22 22 22 20 15 12 10 7 4
    • Explosive 27 27 25 22 16 13 10 8 5 2 0

L42A Battle Rifle: A non-standard alternative to the standard issue M41A-MK2 available to the jarheads of the SFMC. The L42A is known for its higher lethality, due primarily to the significant increase in barrel length over the M41A. It can quickly change barrel attachments because it features a larger muzzle ring quick detach than the M41A. The increased barrel length increases muzzle velocity which leads to significantly better ballistic coefficients, drastically increasing the accuracy of the weapon. The L42 holds significantly less ammunition in each magazines, only 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
    • Effective Range: N/A
    • Firerate: 200 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 24.8
    • Accuracy Unwielded: 10.4
  • Ammunition:
    • 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.
      • Capacity: 25
      • Damage: 52
      • Max Range: 22
      • Fall off: 0
      • Penetration: 5
      • Punch: 0.2
    • L42A Armor Piercing Magazine: Holds twenty five (25) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage. Uses the same caliber bullets as armour piercing M41A magazines, so it can be refilled using bullets from armour piercing M41A magazines.
      • Capacity: 25
      • Damage: 39
      • Max Range: 22
      • Fall off: 0
      • Penetration: 31
      • Punch: 0.5
    • L42A Incendiary Magazine: Holds twenty five (25) 10x24mm incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Uses the same caliber bullets as incendiary M41A magazines, so it can be refilled using bullets from incendiary M41A magazines.
      • Capacity: 25
      • Damage: 39
      • Max Range: 22
      • Fall off: 0
      • Penetration: 0
      • Punch: 0.5
    • L42A Cluster Magazine: 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.
      • Capacity: 25
      • Damage: 45.5
      • Max Range: 22
      • Fall off: 0
      • Penetration: 50
      • Punch: 0.5
      • Cluster stack: 1
    • L42A Wall Piercing Magazine: 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 caliber bullets as Wall Piercing M41A magazines, so it can be refilled using bullets from Wall Piercing M41A magazines.
      • Capacity: 25
      • Damage: 45.5
      • Max Range: 22
      • Fall off: 0
      • Penetration: 50
      • Punch: 0.5
    • L42A Toxin Magazine: Holds twenty five (25) 10x24mm Toxin rifle rounds. Temporarily lowers alien armor through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armor, they will receive full damage from all sources. Uses the same caliber bullets as Toxin M41A magazines, so it can be refilled using bullets from Toxin M41A magazines. Applies 10 toxin per hit.
      • Capacity: 25
      • Damage: 39
      • Max Range: 22
      • Fall off: 0
      • Penetration: 40
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Bayonet, Extended Barrel
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight, Magnetic Harness, 4x Telescopic Scope, 2x Telescopic Mini-Scope, Smart Scope
    • Underbarrel: Laser Sight, Flashlight Grip, Bipod
    • Stock: L42A Synthetic Stock (Default)
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Regular 52 52 47 42 39 30 26 21 17 14 10
    • Armor Piercing 39 39 39 39 39 39 39 39 39 35 32
    • Incendiary 39 35 32 25 21 17 14 11 8 5 2
    • Toxin 39 39 39 39 39 39 39 39 39 35 32
    • Cluster 45 45 45 45 45 45 45 45 45 45 45
    • Wall Piercing 45 45 45 45 45 45 45 45 45 45 45

M37A2 Pump Shotgun

An Armat Battlefield Systems Shotgun utilized by SFMC Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Xenomorph when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot.

  • Stats:
    • Recoil Wielded: 2
    • Recoil Unwielded: 4
    • Scatter Wielded: 5
    • Scatter Unwielded: 10
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: 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:
    • Slug Shells: Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
      • Damage: 70
      • Max Range: 8
      • Fall off: 1
      • Penetration: 20
      • Punch: 2
    • Buckshot Shells: 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.
      • Damage: 60 x 4
      • Max Range: 4
      • Fall off: 3
      • Penetration: 0
      • Punch: 0
    • Incendiary Slug Shells: Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries. Holds 25 shells.
      • Damage: 55
      • Max Range: 12
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
    • Incendiary Buckshot Shells: Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.
      • Damage: 60×4
      • Max Range: 4
      • Fall off: 3
      • Penetration: 0
      • Punch: 0.5
    • Beanbag Slugs: 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.
      • Damage: 0
      • Max Range: 11
      • Fall off: 1
      • Penetration: 0
      • Punch: 0.5
    • 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.
      • Damage: 30 x 4
      • Max Range: 12
      • Fall off: 1
      • Penetration: 35
      • Punch: 0.5
  • Attachments:
    • Muzzle: Bayonet, Extended Barrel, Barrel Charger, Compensator
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight, Magnetic Harness
    • Underbarrel: Vertical Grip, Angled Grip, Flashlight Grip, Gyroscopic Stabilizer, Mini Flamethrower, Underbarrel Extinguisher
    • Stock: M37 Wooden Stock
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Buckshot 60 54 49 45 40 31 26 22 17 14 10
    • Slugs 70 70 70 70 70 63 57 52 47 37 32
    • Flechette 30 30 30 30 30 30 30 30 27 24 18
    • Incendiary 55 55 50 45 41 32 27 23 19 15 12
    • Incendiary Buckshot 60 54 49 45 40 31 26 22 17 14 10

M5 'Night Raider' bayonet: The standard issue bayonet knife issued to SolGov Fleet Marine Corps. 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.

  • Stats:
    • Damage: 25
    • Throwing Damage: 25

M11 Throwing Knife: A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.

  • Stats:
    • Damage: 5
    • Throwing Damage: 55

M2132 Machete: Latest issue of the SFMC 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.

  • Stats:
    • Damage: 35
    • Throwing Damage: 10

M42A Scoped Rifle: A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past SFMC and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: N/A
    • Scatter Wielded: 0.1
    • Scatter Unwielded: N/A
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Firerate: 37 RPM
    • Burst Firerate: N/A
    • Accuracy Multiplier Wielded: 3.08
    • Accuracy Multiplier Unwielded: 0.63
    • Base Accuracy: 44
  • Ammunition:
    • M42A Marksman Magazine: Holds fifteen (15) 10x28mm Caseless sniper rounds. Aimed Shot: 210 Damage.
      • Capacity: 15
      • Damage: 70
      • Max Range: 32
      • Fall off: 0
      • Penetration: 50
      • Punch: 0.5
    • M42A Flak Magazine: Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will have an Area of Effect, hitting other nearby targets near the original. Aimed Shot: 108 Damage, slow down and no flak AOE.
      • Capacity: 15
      • Damage: 54
      • AOE Damage: 54
      • Max Range: 32
      • Fall off: 0
      • Penetration: 0
      • Punch: 0.5
    • M42A Incendiary Magazine: Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze. Aimed Shot: 61 Damage and Maximum Fire Stack.
      • Capacity: 15
      • Damage: 61
      • Max Range: 32
      • Fall off: 0
      • Penetration: 23
      • Punch: 0.5
  • Attachments:
    • Muzzle: None
    • Rail: Rail Scope (Default - Cannot be removed)
    • Underbarrel: Bipod
    • Stock: None
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Marksman 70 70 70 70 70 70 70 70 70 70 70
    • Incendiary 60 60 60 60 60 54 49 45 40 31 26
    • Flak 55 50 45 41 32 27 23 19 15 12 8

XM42B Anti Materiel Rifle: 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.

  • Stats:
    • Recoil Wielded: 5
    • Recoil Unwielded: N/A
    • Scatter Wielded: 0.1
    • Scatter Unwielded: N/A
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Firerate: 19 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 67.2
  • Ammunition:
    • XM42B Anti Materiel Magazine: Holds eight (8) 10x99mm Caseless Anti Materiel rounds. Able to penetrate through up to 7 solid non-indestructible walls and people/aliens alike. Aimed Shot: 375 Damage for large targets, 225 Damage for normal targets.
      • Capacity: 8
      • Damage: 125
      • Max Range: 32
      • Fall off: 0
      • Penetration: 50
      • Punch: 0.5
  • Attachments:
    • Muzzle: None
    • Rail: Rail Scope (Default - Cannot be removed)
    • Underbarrel: Bipod
    • Stock: None
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Normal 125 125 125 125 125 125 125 125 125 125 125

M92 Grenade Launcher: The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien. This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy. This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.

  • Ammunition:
    • M15 Fragmentation Grenade: An outdated SFMC Fragmentation Grenade. With decades of service in the SFMC, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Slightly better radius than the M40 HEDP.
    • M40 HEDP Grenade: Exploding in a 5×5 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!
    • M40 HEFA Grenade: Explodes in a 5×5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Capable being loaded in the M92 launcher, or thrown by hand.
    • M40 HIDP Incendiary Grenade: Exploding in a 5×5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it's caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.
    • M74 AGM-F 40mm Grenade: Exploding in a 30 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses jagged shrapnel in a cone in front of itself, tearing through sinews and armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.
    • M74 AGM-I 40mm Grenade: Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.
    • M40 HSDP Smoke Grenade: Standard issue SFMC smoke grenade does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.
    • Custom Grenade: A custom grenade developed by the Ordnance Technicians. Explosive power varies depending on the payload they made.
    • Custom Large Grenade: A large custom grenade developed by the Ordnance Technicians. Explosive power varies depending on the payload they made. Maximum explosive potential is larger than the standard issue M15s the casing is modelled from.
  • Attachments:
    • Muzzle: None
    • Rail: Magnetic Harness
    • Underbarrel: None
    • Stock: None

M5 RPG: A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position.

  • Stats:
    • Recoil Wielded: 3
    • Recoil Unwielded: N/A
    • Scatter Wielded: 5
    • Scatter Unwielded: N/A
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Firerate: 60 RPM
    • Burst Firerate: N/A
    • Accuracy Multiplier Wielded: 1
    • Accuracy Multiplier Unwielded: 1
    • Base Accuracy: N/A
  • Ammunition:
    • High Explosive (HE) Rocket: Deals high damage to soft targets on direct hit and stuns most targets in a 5-meter wide area for a short time. Has decreased effect on heavily armored targets.
      • Maximum Range: 7 Tiles
    • Anti-Armor (AA or AP) Rocket: Deals average damage to target on direct hit. Affects most of armoured targets due to increased penetration characteristics. Deals very little to no splash damage. Inflicts guaranteed stun to most targets. Has high accuracy within 7 meters, that drastically drops beyond that range.
      • Maximum Range: 6 Tiles
    • White Phosphorous (PHS) Rocket: Has two damaging factors. On hit disperses X-Variant Napthal (blue flames) in a 4-meter radius circle, ignoring cover, while simultaneously bursting into highly heated shrapnel that ignites targets within slightly bigger area.
      • Maximum Range: 8 Tiles
    • Custom Rocket: A custom made rocket developed by the Ordnance Technicians. Payload depends on what they put in. Assume it's very powerful and dangerous.
      • Maximum Range: 7 Tiles
  • Attachments:
    • Muzzle: None
    • Rail: Magnetic Harness
    • Underbarrel: None
    • Stock: None

M4RA Battle Rifle: An experimental designated marksman rifle of the SFMC. Has a relatively slow rate of fire but deals slightly more damage per round while also possessing a functional burst fire mode. Uses special A19 high velocity rounds.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 6
    • Scatter Wielded: 0.1
    • Scatter Unwielded: 10
    • Burst Scatter Multiplier: 3
    • Burst Amount: 2
    • Effective Range: N/A
    • Firerate: 120 RPM
    • Burst Firerate: 141 RPM
    • Accuracy Wielded: 19.2
    • Accuracy Unwielded: 8
    • Minimum Accuracy: 4
  • Ammunition:
    • A19 High Velocity Magazine: Holds eighteen (18) 10x24mm high velocity rounds.
      • Capacity: 18
      • Damage: 55
      • Max Range: 22
      • Fall off: 0
      • Penetration: 35
      • Punch: 0.5
    • A19 High Velocity Incendiary Magazine: Holds eighteen (18) 10x24mm high velocity Incendiary rounds. Will set ablaze any and all targets hit with this round.
      • Capacity: 18
      • Damage: 40
      • Max Range: 22
      • Fall off: 0
      • Penetration: 25
      • Punch: 0.5
    • A19 High Velocity Impact Magazine: Holds eighteen (18) 10x24mm high velocity Impact rounds. Will knockback and stun most targets hit with this round or staggering them.
      • Capacity: 18
      • Damage: 40
      • Max Range: 22
      • Fall off: 0
      • Penetration: 50
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Bayonet, Recoil Compensator
    • Rail: Red-Dot Sight, Reflex Sight, Rail Scope, 2x Telescopic Mini-Scope
    • Underbarrel: Vertical Grip, Angled Grip, Bipod, Flashlight Grip, Underbarrel Shotgun
    • Stock: None
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • High Velocity 55 55 55 55 55 55 55 55 50 45 41
    • Incendiary 40 40 40 40 40 40 36 33 30 22 18
    • Impact 40 40 40 40 40 40 40 40 40 40 40

M240-T Incinerator: A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it's compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240's Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refuelling system equipped in order to use it. Otherwise you can load it like a normal flamethrower. Using Unique-Action swaps between the fuel tanks as long as you have them in the Boiler-T.

It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Broiler-T when dropped.

  • Ammunition:
    • Large Incinerator Tank: Holds two hundred and fifty units (250) worth of ultra thick napthal. This will set ablaze any and all targets hit. Has a range of five (5) tiles and will deal thirty (30) damage a second.
    • Incinerator Tank: B Variant: Holds two hundred and fifty (250) units of Napthal Fuel type B. A large fuel tank of Ultra Thick Napthal Fuel type B, a wide-spreading sticky combustable liquid chemical that burns up fast with a low temperature, for use in the M240-T incinerator unit. Handle with care. Will deal fifteen (15) damage a second.
    • Incinerator Tank: X Variant: Holds two hundred and fifty (250) units of Napthal Fuel type X. Utilises X-Variant Napthal which is a lot stronger than its counterparts and has a longer range. Has a range of six (6) tiles and will deal forty (40) damage a second.
    • Large Incinerator Tank (Gel): A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds two hundred (200) units worth of gel fuel. Will deal (15) damage a second before instantly extinguishing.
  • Attachments:
    • Muzzle: None
    • Rail: Flashlight, Magnetic Harness
    • Underbarrel: Underbarrel Extinguisher (Default)
    • Stock: None

Mateba Autorevolver Custom: This version of the Mateba revolver is a limited edition produced for the SFMC, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special execution attack that can be achieved by firing point blank into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 3
    • Scatter Wielded: 5
    • Scatter Unwielded: 5
    • Burst Scatter Multiplier: 5
    • Burst Amount: 2
    • Effective Range: N/A
    • Firerate: 85 RPM
    • Burst Firerate: 82 RPM
    • Accuracy Wielded: 6.9
    • Accuracy Unwielded: 4.5
  • Ammunition:
    • Mateba Speed loader: A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This standard-variant is optimized for anti-armour. Will knock down anyone it hits. Holds six (6) rounds.
      • Capacity: 6
      • Damage: 63
      • Max Range: 22
      • Fall off: 1
      • Penetration: 20
      • Punch: 0.5
    • Mateba High Impact Speed loader: A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This high impact variant is optimized for anti-personnel. Don't fire this at anyone you want to stay alive. Will knock down anyone it hits. Holds six (6) rounds.
      • Capacity: 6
      • Damage: 63
      • Max Range: 22
      • Fall off: 1
      • Penetration: 10
      • Punch: 0.5
    • Mateba Explosive Speed loader: A formidable .454 speedloader, made exclusively for the Mateba autorevolver. There's an impact charge built into the bullet tip. Firing this at anything will result in a powerful explosion. Use with EXTREME caution. Holds six (6) rounds.
      • Capacity: 6
      • Damage: 104
      • Max Range: 22
      • Fall off: 1
      • Penetration: 50
      • Punch: 0.5
  • Attachments:
    • Barrel: Mateba Standard Barrel (Default), Mateba Short Barrel, Mateba Marksman Barrel
    • Muzzle: Barrel Charger, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red Dot Sight
    • Underbarrel: None
    • Stock: None
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Regular 62 62 62 62 62 57 52 47 43 32 28
    • Impact 62 62 62 57 52 47 43 32 28 23 19
    • Explosive 104 104 104 104 104 104 104 104 104 104 104

Vintage Desert Eagle: A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it's hella classy.

  • Stats:
    • Recoil Wielded: 2
    • Recoil Unwielded: 4
    • Scatter Wielded: 5
    • Scatter Unwielded: 7
    • Burst Scatter Multiplier: N/A
    • Burst Amount: NA
    • Effective Range: 4 Tiles
    • Firerate: 85 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 7.2
    • Accuracy Unwielded: 3.9
  • Ammunition:
    • Desert Eagle Magazine: Holds seven (7) .50AE heavy pistol rounds.
      • Capacity: 7
      • Damage: 60
      • Max Range: 22
      • Fall off: 7
      • Penetration: 10
      • Punch: 0.5
    • High Impact Desert Eagle Magazine: A heavy variant of Desert Eagle magazines specially-tuned to fit a high-ranking officer. This variant is optimized for anti-personnel. Don't fire it at anyone you'd like to stay alive. Holds seven (7) .50AE high impact pistol rounds.
      • Capacity: 7
      • Damage: 75
      • Max Range: 22
      • Fall off: 7
      • Penetration: 10
      • Punch: 0.5
    • Heavy Desert Eagle Magazine: A heavy variant of Desert Eagle magazines specially-tuned to fit a high-ranking officer. This variant is optimized for anti-armour. Holds seven (7) .50AE heavy pistol rounds.
      • Capacity: 7
      • Damage: 75
      • Max Range: 22
      • Fall off: 7
      • Penetration: 20
      • Punch: 0.5
  • Attachments:
    • Muzzle: Barrel Charger, Extended Barrel, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red Dot Sight
    • Underbarrel: Laser Sight
    • Stock: None
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Regular 60 60 60 54 49 45 40 31 26 22 17
    • Heavy 75 75 75 75 75 68 61 56 51 40 34
    • Impact 75 75 75 68 61 56 51 40 34 29 24

M44 Custom Combat Revolver: A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Overall, a slightly better version of the standard issue revolver in terms of damage and accuracy. Fires .44 Magnum rounds.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 3
    • Scatter Wielded: 3
    • Scatter Unwielded: 7
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Firerate: 100 RPM
    • Burst Firerate: N/A
    • Accuracy Multiplier Wielded: 1.19
    • Accuracy Multiplier Unwielded: 1
    • Base Accuracy: 5
    • Damage Mod: 1.12
  • Ammunition:
    • M44 Speed Loader: Holds seven (7) .44 rounds.
      • Capacity: 7
      • Damage: 56
      • Max Range: 22
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
    • M44 Marksman Speed Loader: Holds seven (7) .44 rounds. Has better armor penetration and accuracy but slightly lower damage.
      • Capacity: 7
      • Damage: 54
      • Max Range: 22
      • Fall off: 1
      • Penetration: 36
      • Punch: 0.5
      • Accuracy mod: + 6
    • 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.
      • Capacity: 7
      • Damage: 37
      • Max Range: 22
      • Fall off: 1
      • Penetration: 23
      • Punch: 0.5
    • M44 Incendiary speed Loader: Holds seven (7) Incendiary .44 rounds. Will set ablaze any and all targets hit with this round.
      • Capacity: 7
      • Damage: 40
      • Max Range: 22
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
    • M44 Cluster Speed Loader: 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.
      • Capacity: 7
      • Damage: 55
      • Max Range: 22
      • Fall off: 1
      • Penetration: 50
      • Punch: 0.5
      • Cluster stack: 4
    • M44 Wall Piercing Speed Loader: Holds seven (7) Wall Piercing .44 rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
      • Capacity: 7
      • Damage: 55
      • Max Range: 22
      • Fall off: 1
      • Penetration: 50
      • Punch: 0.5
    • M44 Toxin Speed Loader: Holds seven (7) Toxin .44 rounds. Temporarily lowers alien armor through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armor, they will receive full damage from all sources.
      • Capacity: 7
      • Damage: 55
      • Max Range: 22
      • Fall off: 1
      • Penetration: 35
      • Punch: 0.5
  • Attachments:
    • Muzzle: Bayonet, Extended Barrel, Barrel Charger, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight, 4x Telescopic Scope, 2x Telescopic Mini-Scope, Smart Scope
    • Underbarrel: Laser Sight
    • Stock: M44 Magnum Sharpshooter Stock
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Regular 60 60 55 50 45 41 31 26 22 18 15
    • Heavy 38 38 38 38 38 35 31 25 21 17 14
    • Marksman 60 60 60 60 60 60 60 60 55 50 45

VP-78 Pistol: A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 2
    • Scatter Wielded: 5
    • Scatter Unwielded: 5
    • Burst Scatter Multiplier: 5
    • Burst Amount: 3
    • Effective Range: 4
    • Firerate: 85 RPM
    • Burst Firerate: 124 RPM
    • Accuracy Wielded: 6
    • Accuracy Unwielded: 6
  • Ammunition:
    • VP78 Magazine: Holds fourteen (14) 9mm squash-head pistol rounds.
      • Capacity: 14
      • Damage: 45
      • Max Range: 22
      • Fall off: 7
      • Penetration: 30
      • Punch: 0.5
    • VP78 Incendiary Magazine: Holds fourteen (14) 9mm Incendiary squash-head pistol rounds. Will set ablaze any and all targets hit with this round.
      • Capacity: 14
      • Damage: 35
      • Max Range: 22
      • Fall off: 7
      • Penetration: 30
      • Punch: 0.5
    • VP78 Cluster Magazine: Holds fourteen (14) 9mm cluster squash-head pistol rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.
      • Capacity: 14
      • Damage: 45
      • Max Range: 22
      • Fall off: 7
      • Penetration: 30
      • Punch: 0.5
      • Cluster stack: 2
    • VP78 Wall Piercing Magazine: Holds fourteen (14) 9mm Wall Piercing squash-head pistol rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
      • Capacity: 14
      • Damage: 45
      • Max Range: 22
      • Fall off: 7
      • Penetration: 50
      • Punch: 0.5
    • VP78 Toxin Magazine: Holds fourteen (14) 9mm Toxin squash-head pistol rounds. Temporarily lowers alien armor through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armor, they will receive full damage from all sources. Applies 10 toxin per hit.
      • Capacity: 14
      • Damage: 45
      • Max Range: 22
      • Fall off: 7
      • Penetration: 30
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Recoil Compensator, Extended Barrel, Barrel Charger
    • Rail: Flashlight, Reflex Sight, Red Dot Sight
    • Underbarrel: Laser Sight
    • Stock: None
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Regular 45 45 45 45 45 45 45 40 37 33 25
    • Incendiary 35 35 35 35 35 35 35 31 28 22 18
    • Toxin 45 45 45 45 45 45 45 40 37 33 25
    • Cluster 45 45 45 45 45 45 45 40 37 33 25
    • Wall Piercing 45 45 45 45 45 45 45 45 45 45 45

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

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 1
    • Scatter Wielded: 3
    • Scatter Unwielded: 5
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: 4 Tiles
    • Firerate: 600 RPM
    • Burst Firerate: N/A
    • Accuracy Multiplier Wielded: 1.19
    • Accuracy Multiplier Unwielded: 1
    • Base Accuracy: 5
    • Damage Mod: 1.1
  • Ammunition:
    • M4A3 Magazine: Holds nine (9) 9mm heavy pistol rounds.
      • Capacity: 9
      • Damage: 41
      • Max Range: 22
      • Fall off: 7
      • Penetration: 10
      • Punch: 0.5
    • M4A3 Armor Piercing Magazine: Holds nine (9) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
      • Capacity: 9
      • Damage: 25
      • Max Range: 22
      • Fall off: 7
      • Penetration: 31
      • Punch: 0.5
    • M4A3 Hollow Point: Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage.
      • Capacity: 9
      • Damage: 54
      • Max Range: 22
      • Fall off: 7
      • Penetration: 0
      • Punch: 0.5
    • M4A3 Incendiary Magazine: Holds nine (9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.
      • Capacity: 9
      • Damage: 20
      • Max Range: 22
      • Fall off: 7
      • Penetration: 0
      • Punch: 0.5
    • M4A3 Cluster Magazine: 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.
      • Capacity: 9
      • Damage: 40
      • Max Range: 22
      • Fall off: 7
      • Penetration: 10
      • Punch: 0.5
      • Cluster Stack: 1.5
    • M4A3 Wall Piercing Magazine: Holds nine (9) 9mm pistol Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
      • Capacity: 9
      • Damage: 30
      • Max Range: 22
      • Fall off: 7
      • Penetration: 30
      • Punch: 0.5
    • M4A3 Toxin Magazine: Holds nine (9) 9mm pistol Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources. Applies 10 toxin per hit.
      • Capacity: 9
      • Damage: 25
      • Max Range: 22
      • Fall off: 7
      • Penetration: 0
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight
    • Underbarrel: Burst Fire Adapter, Laser Sight
    • Stock: None
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Regular 44 44 44 40 36 33 25 21 17 13 10
    • Armor Piercing 27 27 27 27 27 27 27 27 27 25 22
    • Hollow Point 60 55 50 45 41 31 26 22 18 14 10
    • Incendiary 22 20 15 12 10 7 4 2 0 0 0
    • Toxin 27 27 27 27 27 27 27 27 27 25 22
    • Cluster 44 44 44 40 36 33 25 21 17 13 10
    • Wall Piercing 33 33 33 33 33 33 33 33 33 33 33

SU-6 Smart Pistol: The SU-6 Smartpistol is an IFF-based sidearm currently undergoing field testing in the SolGov Fleet Marine Corps. Uses modified .45 ACP IFF bullets. Capable of firing in bursts.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 2
    • Scatter Wielded: 5
    • Scatter Unwielded: 5
    • Burst Scatter Multiplier: 5
    • Burst Amount: 3
    • Effective Range: 4
    • Firerate: 600 RPM
    • Burst Firerate: 327 RPM
    • Accuracy Wielded: 6
    • Accuracy Unwielded: 6
  • Ammunition:
    • Smart Pistol Magazine: Holds fifteen (15) smartpistol rounds. Has specially made bullets for IFF capabilities.
      • Capacity: 15
      • Damage: 25
      • Max Range: 22
      • Fall off: 7
      • Penetration: 25
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight
    • Underbarrel: Burst Fire Adapter, Laser Sight
    • Stock: None
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Regular 25 25 25 25 25 25 22 20 15 12 9

M82-F flare gun: A limited flare gun issued to JTAC operators to use with standard flares. Operators used flare guns since the 20th century for signal flares or SOS signals from a large distance. Comes with a miniscope pre-attached to the weapon. One shot, one… life saved? A hit to a xenomorph will ignite them, causing burns for roughly 10 seconds. It additionally has IFF capabilities.

  • Ammunition:
    • Flares: A red SFMC issued flare. There are instructions on the side, it reads 'pull cord, make light'. But in this case, load it into the flare gun. This cannot load lit or dead flares. It can be used to light up enemies.
    • Signal Flares: A green SFMC issued signal flare. The telemetry computer works on chemical reaction that releases smoke and light and thus works only while the flare is burning. Used to signal for CAS.
  • Attachments:
    • Muzzle: None
    • Rail: 2x Telescopic Mini-Scope (Default - Cannot be removed)
    • Underbarrel: None
    • Stock: None

M56 Smartgun: The most complicated weapon available to a marine. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with full auto capabilities. The coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to lift.

The Smartgun has several different options for the operator to configure:

Smartgun Modes Description
Accuracy Improvement Modifies the smartgun to fire more accurately at targets.
Power usage: Low
Ammo Type Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.
Power usage: None
Auto Fire Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.
Power usage: High
Lethal Mode Toggles the ability for the smartgun's bullets to hit friendlies or not.
Forces it to use High Precision rounds.
Power usage: None
Motion Detector Toggles the inbuilt motion detector that scans the area for hostiles.
Power usage: Low
Recoil Compensation Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.
Power usage: Low

* Stats:

  • Recoil Wielded: 1
  • Recoil Unwielded: N/A
  • Scatter Wielded: 5
  • Scatter Unwielded: N/A
  • Burst Scatter Multiplier: 3
  • Burst Amount: 3
  • Firerate: 600 RPM
  • Burst Firerate: 257 RPM
  • Accuracy Multiplier Wielded: 1.05
  • Accuracy Multiplier Unwielded: 1
  • Base Accuracy: 5
  • Ammunition:
  • M56 Power Pack: Comes with a high capacity power cell (10000). Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself.
  • Smartgun Drum: 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.
    • Capacity: 500
    • Damage: 30 or 20
    • Max Range: 12
    • Fall off: 0.8
    • Penetration: 0 or 40
    • Punch: 0.5 or 1
  • Attachments:
  • Muzzle: None
  • Rail: Magnetic Harness (Default - Cannot be removed), Flashlight
  • Underbarrel: Burst Fire Adapter
  • Stock: None
  • Damage versus Armor:
  • Armor Value 0 5 10 15 20 25 30 35 40 45 50
  • Regular 30 27 24 18 15 12 9 6 3 1 0
  • Armor Piercing 20 20 20 20 20 20 20 20 20 18 14

Mk221 Tactical Shotgun: A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber. Can be found in the Military Police armory and each department's Red Alert armory. A few can be found in various planetside armories as well.

  • Stats:
    • Recoil Wielded: 2
    • Recoil Unwielded: 4
    • Scatter Wielded: 5
    • Scatter Unwielded: 10
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Firerate: 50 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 6.9
    • Accuracy Unwielded: 3
  • Ammunition:
    • Slug Shells: Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
      • Damage: 70
      • Max Range: 8
      • Fall off: 1
      • Penetration: 20
      • Punch: 2
    • Buckshot Shells: 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.
      • Damage: 60 x 4
      • Max Range: 4
      • Fall off: 3
      • Penetration: 0
      • Punch: 0
    • Incendiary Slug Shells: Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries. Holds 25 shells.
      • Damage: 55
      • Max Range: 12
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
    • Incendiary Buckshot Shells: Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.
      • Damage: 60×4
      • Max Range: 4
      • Fall off: 3
      • Penetration: 0
      • Punch: 0.5
    • Beanbag Slugs: 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.
      • Damage: 0
      • Max Range: 11
      • Fall off: 1
      • Penetration: 0
      • Punch: 0.5
    • 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.
      • Damage: 30 x 4
      • Max Range: 12
      • Fall off: 1
      • Penetration: 35
      • Punch: 0.5
  • Attachments:
    • Muzzle: Bayonet, Extended Barrel, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight, Magnetic Harness
    • Underbarrel: Underslung Grenade Launcher (Default - Cannot be removed)
    • Stock: MK221 Tactical Stock
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Buckshot 60 54 49 45 40 31 26 22 17 14 10
    • Slugs 70 70 70 70 70 63 57 52 47 37 32
    • Flechette 30 30 30 30 30 30 30 30 27 24 18
    • Incendiary 55 55 50 45 41 32 27 23 19 15 12
    • Incendiary Buckshot 60 54 49 45 40 31 26 22 17 14 10

MOU53 Break Action Shotgun: A limited production Kerchner MOU53 triple break action classic shotgun. Respectable damage output at medium ranges, while the Armat M37 is the king of CQC, the Kerchner MOU53 is what hits the broadside of that barn. Fires quite quickly. This specific model cannot safely fire buckshot shells. Holds three shells inside three different chambers.

  • Stats:
    • Recoil Wielded: 3
    • Recoil Unwielded: 4
    • Scatter Wielded: 1
    • Scatter Unwielded: 10
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: N/A
    • Firerate: 200 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 6
    • Accuracy Unwielded: 3
  • Ammunition:
    • Slug Shells: Single Slug Projectile. Effective in ranged combat. Armor Piercing. High damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.
      • Damage: 70
      • Max Range: 8
      • Fall off: 1
      • Penetration: 20
      • Punch: 2
    • Incendiary Slug Shells: Single Slug Projectile. Will set ablaze any targets it hits. Rare find in certain planetside armouries. Holds 25 shells.
      • Damage: 37
      • Max Range: 11
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
    • Beanbag Slugs: 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. Found in the brig armoury. Holds 25 shells.
      • Damage: 0
      • Max Range: 11
      • Fall off: 1
      • Penetration: 0
      • Punch: 0.5
    • 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.
      • Damage: 30 x 4
      • Max Range: 12
      • Fall off: 1
      • Penetration: 35
      • Punch: 0.5
  • Attachments:
    • Muzzle: Bayonet
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight, Magnetic Harness, 2x Telescopic Mini-Scope
    • Underbarrel: Vertical Grip, Angled Grip, Flashlight Grip, Laser Sight, Gyroscopic Stabilizer
    • Stock: MOU53 Tactical Stock
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Slugs 70 70 70 70 70 63 57 52 47 37 32
    • Flechette 30 30 30 30 30 30 30 30 27 24 18
    • Incendiary 55 55 50 45 41 32 27 23 19 15 12

M81 Riot Grenade Launcher: A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew. Can be found in the Military Police armory.

  • Ammunition:
    • M66 Tear Gas Grenade: Forms a rough 7×7 area of pepperspray smoke. Effective against humans.
  • Attachments:
    • Muzzle: None
    • Rail: None
    • Underbarrel: None
    • Stock: None

M79 Grenade Launcher: 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.

  • Ammunition:
    • AMG-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. Holds 3 shells.
      • Damage: 30
      • Max Range: 7
      • Fall off: 0
      • Penetration: 0
      • Punch: 0
    • AGM-H 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. Holds 3 shells.
      • Damage: 100
      • Max Range: 7
      • Fall off: 0
      • Penetration: 25
      • Punch: 0
    • 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. Holds 3 shells.
      • Damage: 45
      • Max Range: 7
      • Fall off: 0
      • Penetration: 0
      • Punch: 0
  • Attachments:
    • Muzzle: None
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight, Magnetic Harness
    • Underbarrel: None
    • Stock: None (Comes with an unremovable M79 stock)

M240A1 Incinerator Unit: The ultra-deadly M240A1 is one of the most fearsome and savage weapons in the arsenal of the SolGov Fleet Marine Corps. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240A1 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240A1 often find themselves refilling their tanks with whatever flammable material is available, usually from the G-41 fuel tanks. Welding fuel is an alternate choice, readily available though not as effective. To turn on the pilot light, go to the Weapon Tab and click Toggle Gun Safety or Alt+Click the Flamethrower. There is no default hotkey for activating the incinerator unit, though you can set up one as a Macro.

  • Ammunition:
    • Incinerator Tank: Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit. Has a range of five (5) tiles, And will deal thirty (30) damage a second.
    • Large Incinerator Tank (Gel): A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast, but it doesn't burn anywhere near as hot. Handle with exceptional care. Holds ninety (90) units worth of gel fuel. Has a range of seven (7) and will deal fifteen (15) damage before instantly extinguishing.
  • Attachments:
    • Muzzle: None
    • Rail: Flashlight, Magnetic Harness
    • Underbarrel: Underbarrel Extinguisher
    • Stock: None

M41AE2 Heavy Pulse Rifle: A large squad support weapon capable of laying down sustained suppressing fire from a mounted position. While unstable and less accurate, it can be lugged and shot with two hands, additionally, has IFF when deployed on a bipod . Like its smaller brothers, the M41A MK2 and L42, the M41AE2 is chambered in 10mm. This can use M41A/L42 ammo, however the bullets must be transferred manually from the M41A/L42 mags into the M41AE2 Mags or by refilling it with an ammo box.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: N/A
    • Scatter Wielded: 6
    • Scatter Unwielded: N/A
    • Burst Scatter Multiplier: 6
    • Burst Amount: 4
    • Effective Range: 7 Tiles
    • Firerate: 300 RPM
    • Burst Firerate: 240 RPM
    • Accuracy Wielded: 16
    • Accuracy Unwielded: N/A
  • Ammunition:
    • M41AE2 Ammo Box: A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds three hundred (300) 10x24mm rounds. Uses the same caliber bullets as standard M41A magazines, so can be refilled using bullets from standard M41A magazines or an ammo box.
      • Capacity: 300
      • Damage: 40
      • Max Range: 22
      • Fall off: 5
      • Penetration: 5
      • Punch: 0.5
    • M41AE2 Holo-Targeting Ammo Box: A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds two hundred (200) 10x24mm rounds. Holo-targeting rounds apply a stack of 1% increased damage to the target from all sources, up to 10%. After 5 seconds of not being hit by a holo-targeting round, this effect starts wearing off.
      • Capacity: 200
      • Damage: 30
      • Max Range: 22
      • Fall off: 5
      • Penetration: 5
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Barrel Charger, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight, Magnetic Harness
    • Underbarrel: Vertical Grip, Angled Grip, Flashlight Grip, Bipod, Burst Fire Adapter
    • Stock: None
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Regular 40 40 36 33 30 22 18 15 11 8 5
    • Holo Rounds 30 30 27 24 18 15 12 9 6 3 1

M41A Mk1 Pulse Rifle: An older design of the Pulse Rifle commonly used by SolGov Fleet Marine Corps. Uses 10x24mm caseless ammunition. Holds 95 rifle rounds per magazine. Slightly less accurate than the standard MK2 but fires in 4 round bursts instead of 3. It's also less modular than the MK2 but makes up for it in its high capacity magazines. Armour piercing magazines are also available for the MK1 and benefit from the substantially higher capacity magazines. The MK1 cannot use MK2 magazines in spite of them being similar.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 4
    • Scatter Wielded: 3
    • Scatter Unwielded: 11
    • Burst Scatter Multiplier: 2
    • Burst Amount: 4
    • Effective Range: 7 Tiles
    • Firerate: 300 RPM
    • Burst Firerate: 266 RPM
    • Accuracy Wielded: 18.4
    • Accuracy Unwielded: 10.4
  • Ammunition:
    • M41A MK1 Magazine: A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same caliber as the new versions.
      • Capacity: 95
      • Damage: 44
      • Max Range: 22
      • Fall off: 4
      • Penetration: 5
      • Punch: 0.5
    • M41A MK1 Armor Piercing Magazine: A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 armour piercing rounds plus 1 in the chamber. Uses the same armour piercing caliber as the new versions.
      • Capacity: 95
      • Damage: 33
      • Max Range: 22
      • Fall off: 4
      • Penetration: 40
      • Punch: 0.5
    • M41A MK1 Incendiary Magazine: A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same Incendiary caliber as the new versions. Will set ablaze any and all targets hit with this round.
      • Capacity: 95
      • Damage: 33
      • Max Range: 22
      • Fall off: 4
      • Penetration: 5
      • Punch: 0.5
    • M41A MK1 Cluster Magazine: A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same cluster caliber as the new versions. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.
      • Capacity: 95
      • Damage: 33
      • Max Range: 22
      • Fall off: 4
      • Penetration: 40
      • Punch: 0.5
      • Cluster stack: 1
    • M41A MK1 Wall Piercing Magazine: A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same caliber as the new versions. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
      • Capacity: 95
      • Damage: 38.5
      • Max Range: 22
      • Fall off: 4
      • Penetration: 50
      • Punch: 0.5
    • M41A MK1 Toxin Magazine: A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same caliber as the new versions. Applies 10 toxin per hit.
      • Capacity: 95
      • Damage: 33
      • Max Range: 22
      • Fall off: 4
      • Penetration: 40
      • Punch: 0.5
  • Attachments: Bayonet, Suppressor
  • Rail: Magnetic Harness, Flashlight, Reflex Sight, Red-Dot Sight
  • Underbarrel: Underslung Grenade Launcher (Default) | Holds 5 Grenades, Underbarrel Shotgun
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Regular MK1/Armor Piercing 33 33 33 33 33 33 33 33 33 30 27
    • Regular MK2 44 44 40 36 33 25 21 17 13 10 7
    • Incendiary 33 33 30 27 21 17 14 11 8 5 2
    • Toxin 33 33 33 33 33 33 33 33 33 30 27
    • Cluster 38.5 38.5 38.5 38.5 38.5 38.5 38.5 38.5 38.5 38.5 38.5
    • Wall Piercing 38 38 38 38 38 38 38 38 38 38 38

M46C Pulse Rifle: A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. This rifle is capable of firing 5-rounds in one burst. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon's single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the Toggle Lethal mode. It is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 6
    • Scatter Wielded: 1
    • Scatter Unwielded: 14
    • Burst Scatter Multiplier: 3
    • Burst Amount: 5
    • Firerate: 200 RPM
    • Burst Firerate: 375 RPM
    • Accuracy Multiplier Wielded: 1.43
    • Accuracy Multiplier Unwielded: 0.5
    • Base Accuracy: 16
  • Ammunition:
    • M41A MK1 Magazine: A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same armor piercing caliber as the new versions.
      • Capacity: 95
      • Damage: 34.5
      • Max Range: 22
      • Fall off: 5
      • Penetration: 30
      • Punch: 0.5
    • M41A MK1 Incendiary Magazine: A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same Incendiary caliber as the new versions. Will set ablaze any and all targets hit with this round.
      • Capacity: 95
      • Damage: 34.5
      • Max Range: 22
      • Fall off: 5
      • Penetration: 5
      • Punch: 0.5
    • M41A MK1 Wall Piercing Magazine: A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same caliber as the new versions. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
      • Capacity: 95
      • Damage: 40.25
      • Max Range: 22
      • Fall off: 5
      • Penetration: 50
      • Punch: 0.5
    • M41A MK1 Toxin Magazine: A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same caliber as the new versions. Applies 10 toxin per hit.
      • Capacity: 95
      • Damage: 34.5
      • Max Range: 22
      • Fall off: 5
      • Penetration: 40
      • Punch: 0.5
    • M41A Magazine: Holds forty (40) 10x24mm rifle rounds.
      • Capacity: 40
      • Damage: 46
      • Max Range: 22
      • Fall off: 5
      • Penetration: 5
      • Punch: 0.5
    • M41A Extended Magazine: Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
      • Capacity: 60
      • Damage: 46
      • Max Range: 22
      • Fall off: 5
      • Penetration: 5
      • Punch: 0.5
    • M41A Armor Piercing Magazine: Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
      • Capacity: 40
      • Damage: 34.5
      • Max Range: 22
      • Fall off: 5
      • Penetration: 40
      • Punch: 0.5
    • M41A Incendiary Magazine: Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
      • Capacity: 40
      • Damage: 34.5
      • Max Range: 22
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
    • M41A Wall Piercing Magazine: Holds forty (40) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
      • Capacity: 40
      • Damage: 40.25
      • Max Range: 22
      • Fall off: 5
      • Penetration: 50
      • Punch: 0.5
    • M41A Toxin Magazine: Holds forty (40) 10x24mm Toxin rifle rounds. Temporarily lowers alien armor through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armor, they will receive full damage from all sources. Applies 10 toxin per hit.
      • Capacity: 40
      • Damage: 34.5
      • Max Range: 22
      • Fall off: 5
      • Penetration: 40
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Bayonet, Extended Barrel, Barrel Charger
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight, Magnetic Harness (Integrated into weapon), 2x Telescopic Mini-Scope
    • Underbarrel: Vertical Grip, Angled Grip, Flashlight Grip, Laser Sight, Bipod, Underslung Grenade Launcher, Underbarrel Extinguisher
    • Stock: M41A Skeleton Stock (Default - Cannot be removed)
  • Damage versus Armor:
    • Armor Value 0 5 10 15 20 25 30 35 40 45 50
    • Regular 46 46 41 38 34 26 22 18 14 11 8
    • Armor Piercing 34 34 34 34 34 34 34 34 34 31 28
    • Incendiary 34 34 31 28 22 18 15 11 8 6 2
    • Toxin 34 34 34 34 34 34 34 34 34 31 28
    • Cluster 40 40 40 40 40 40 40 40 40 40 40
    • Wall Piercing 40 40 40 40 40 40 40 40 40 40 40

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

  • Damage: 35
  • Throwing Damage 10

M56D Mounted Heavy Machine Gun: These engineer-only mounted machineguns are the heavy lifters of the SolGov Fleet Marine Corps. 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 come pre-assembled. The M56D has a built-in IFF.

  • Stats:
    • Burst Scatter Multiplier: 4
    • Burst Amount: 3
    • Firerate: 300 RPM
    • Burst Firerate: ?
    • Base Accuracy: 13
  • Ammunition:
    • M56D Drum Magazine: A box of 700(Seven Hundred), 10x28mm caseless tungsten rounds for the M56D heavy machine gun system. Just click the M56D with this to reload it.
      • Capacity: 700
      • Damage: 35
      • Max Range: 12
      • Fall off: 1
      • Penetration: 50
      • Punch: 0.5
  • Construction and Maintenance:
    • How To Construct It:
      • Click on the mount once it's in your hand to deploy it,
      • Screwdriver it,
      • Mount the Gun,
      • Screwdriver it,
      • Apply Ammo Drum.
      • Drag the gun on yourself to man it
    • Tripod Construction
      • Make 5 plasteel rods.
      • Click on the 5 plasteel rods with 10 metal.
      • Weld the Tripod to finish construction.
    • Maintenance:
      • To toggle burst fire, Ctrl-click the M56D while you are manning it
      • Screwdriver for disassembling.
      • Wrench for rotating.
      • Welder for repairing.

M2C Heavy Machine Gun: A deployable, heavy machine gun. The M2C 'Chimp' HB is a modified M2 HB reconfigured to fire 10×28 Caseless Tungsten rounds for SFMC 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.

  • Stats:
    • Health: 230
    • Firerate:500 RPM
    • Base Accuracy: 40
  • Ammunition:
    • M2C Ammunition Box: 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.
      • Capacity: 125
      • Damage: 50
      • Max Range: 15
      • Effective Range: 7 Tiles
      • Fall off: 3
      • Penetration: 30
      • Punch: 0.5
  • 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.

M20 Mine Box: A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box. They cost $3000 to order two boxes, totaling 10, from Requisitions.

  • Deployment and Deactivation:
    • How To Deploy A Mine:
      • Take an M20 mine out of the box with an empty hand,
      • Stand on top of the tile you want to place the mine on,
      • Face the tile you want the mine to detect enemies on,
      • Click on the mine in your active hand.
      • Keep in mind that any living mob that enters the mine's tile, or the tile it's facing, will cause the mine to detonate unless they have an appropriate SFMC/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.

UA 571-C Sentry: The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the ship'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): Contains five hundred (500) 10×28 caseless rounds. Ammunition for the UA 571-C Sentry.
      • Capacity: 500
      • Damage: 30
      • Max Range: 22
      • Fall off: 0
      • Penetration: 36
      • Punch: 0
  • 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 ship'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:
    • 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 Tuner (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 defense 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 Tuner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).

R-1NG Bell Tower: A tactical advanced version of a normal alarm. Designed to trigger an old instinct ingrained in humans when they hear a wake-up alarm, for fast response. It has a 1 tile range, meaning anything next to it will trigger the alarm. Once triggered, the hostile that triggers it will be slowed down for a short duration. Though if the same hostile enters the range again, they won't trigger it. It will only trigger when a different hostile entity enters the bell tower's range.

  • 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 Tuner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).

JIMA Planted Flag: A planted flag with the iconic SFMC 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 5×5 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 Tuner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).

Sentry Upgrade Kit: Can be bought by Requisitions. Allows the engineer to upgrade their chosen handheld defense into the below upgrades:

  • Handheld Defense Upgrades:
    • UA 512-M Mini-Sentry: The Mini-Sentry Gun is the smaller brother of the normal one. It automatically tracks and fires upon any target that is wearing an ID not hooked up to the ship'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.
    • UA 12 Shotgun Sentry: The Shotgun Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the ship'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.

  • UA 725-D Sniper Sentry: The Sniper Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the ship's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. Its longer range allows it to cover long flanks without the need for marine presence to back it up. The sniper sentry has a 135 degree firing arc, 20 tile range and a low fire rate. Has 500 bullets.
  • 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 ship'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.
  • 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 ship'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.
  • 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 ship's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the phosphorus that lingers doesn't. The flamethrower sentry has a 135 degree firing arc, 14 tile range and a very slow fire rate. Has 100 units of fuel.
  • 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 defense 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.
  • 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 defense 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.
  • R-1NG motion detector bell tower: A tactical advanced version of a normal alarm. Designed with a motion tracker that pings every time someone steps into range of it. It has a 14 tile range, meaning anything near to it will trigger a motion ping. Once triggered, the hostile that triggers it will be slowed down for a short duration.
  • R-1NG cloaked detector bell tower: A tactical advanced version of a normal alarm. Designed to trigger an old instinct ingrained in humans when they hear a wake-up alarm, for fast response. It has a 7 tile range, meaning anything near to it will trigger the alarm. Once triggered, the hostile that triggers it will be slowed down for a short duration. Though if the same hostile enters the range again, they won't trigger it. It will only trigger when a different hostile entity enters the bell tower's range. This version is cloaked and will allow anyone to walk over it.
  • Extended JIMA Planted Flag: A planted flag with the iconic SFMC 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 11×11 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
  • Warbanner JIMA Planted Flag A planted flag with the iconic SFMC 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 5×5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.

M402 Mortar: Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it's aimed at. Has a minimum range of 10 tiles. Can only be obtained via Requisitions.

  • Ammunition:
    • 80mm Custom Shell: A custom made mortar shell. Developed by the Ordnance Technicians. Payload depends on what they put in there. Let's hope there's fuel in it…
    • 80mm Flare Shell: Deploys a flare to the target area which can't be melted or destroyed however it doesn't last as long as traditional flares.
    • 80mm Flash Powder Shell: Causes direct impact damage upon the tile hit after which it releases a blinding flash confusing any nearby foes.
    • 80mm Smoke Shell: Causes direct impact damage upon the tile hit after which it releases a large plume of smoke.
    • 80mm High Explosive Shell: Deals additional damage upon direct hits and provides a moderate explosion radius larger than standard grenades.
    • 80mm Napalm Shell: Deals additional damage upon direct hits and provides a moderate napalm coverage of the surrounding area, additionally causes a small explosion upon impact.
    • 80mm Fragmentation Shell: 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.

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 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.

Breaching Charge: 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. Anyone with Trained level of engineering can plant a Breaching Charge. Cannot: Break reinforced walls, break burrower tunnels, be planted on mobs. Timer: Minimum Timer: 10 seconds. Maximum Timer: 60 seconds.

Type 5 Shrapnel Grenade: A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled. It is used by UPP Personnel.

Type 8 White Phosphorus Grenade: A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosphorus on the target. It explodes 2 seconds after the pin has been pulled.

Webley Mk15 Stick Grenade: 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.

Improvised Fire Bomb: A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face. It is used by the Colonial Liberation Front and Survivors.

M12 Blast Grenade: A high-explosive grenade produced for private security firms. It is used by the PMCs.

M15 Fragmentation Grenade: Explodes in a 6×6 blast radius with a large shrapnel range. An outdated SFMC Fragmentation Grenade. With decades of service in the SFMC, 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.

M40 HPDP Grenade: The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds. Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.

M40 HEDP Grenade: Exploding in a 5×5 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.

M40 HEFA Grenade: Explodes in a 5×5 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.

M74 AGM-F 40mm Grenade: 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. Must be loaded into a Grenade Launcher.

M74 AGM-I 40mm Grenade: Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It 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. Must be loaded into a Grenade Launcher.

M40 HIDP Incendiary Grenade: Exploding in a 5 tile diameter and a 3×3 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.

M40 HSDP Smoke Grenade: Standard issue SFMC smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.

M40 HEDP 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 coloured stripe indicating which type of grenade is in the box at a glance.

M40 HEFA Box: 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.

M74 AGM-F Grenade Box: 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.

M07 Training Grenade Box: Contains 25 Training Grenades. A secure box holding 25 M07 training grenades. Harmless and reusable.

Magazine Box (M4A3 x 16): Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

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.

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.

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.

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.

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.

Magazine Box (VP78 x 16): Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

M41A Magazine Box: 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.

L42A Magazine Box: 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: 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 Extended Magazine Box: 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.

L42A Extended Magazine Box: 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 L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available. Not available during normal gameplay.

M39 Extended Magazine Box: 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.

M4A3 Armor Piercing Magazine Box: Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

M41A Armor Piercing Magazine Box: 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.

L42A AP Magazine Box: 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 L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.

M39 Armor Piercing Magazine Box: 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.

M41A Incendiary Magazine Box: 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.

L42A Incendiary Magazine Box: 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 L42AArmor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.

M39 Light Explosive Magazine Box: 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.

Slug Shell Box: Contains 100 slug shells, 20 handfuls.

Note: 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 back up from the ground after it's been opened you'll need to click drag the shell box onto your character.

Buckshot Shell Box: Contains 100 buckshot shells, 20 handfuls.

Flechette Shell Box: Contains 100 flechette shells, 20 handfuls.

Beanbag Shell Box: Contains 100 Beanbag shells, 20 handfuls.

Incendiary Shell Box: Contains 100 Incendiary shells, 20 handfuls.

Rifle Ammunition Box (M41A): 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 L42A 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.

AP Rifle Ammunition Box (M41A): 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.

LE Rifle Ammunition Box (M41A): 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 L42A light explosive magazines.

Incendiary Rifle Ammunition Box (M41A): 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 L42A incendiary magazines.

SMG Ammunition Box (M39): 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.

AP SMG Ammunition Box (M39): 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.

LE SMG Ammunition Box (M39): 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.

Incendiary SMG Ammunition Box (M39): 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.

M42C Anti-Tank Rifle: A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges and through walls. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non corporate personnel from using it. The IFF features for this weapon only work for the PMC team. This weapon is limited to six supersonic rifle rounds per magazine, combined with a slow rate of fire, a very obvious and loud firing noise and the fact that it is ineffective in close range combat as bullets fired too close to the user will miss. However, despite these drawbacks, the M42C is an exceptionally effective weapon when properly utilized.

  • Stats:
    • Recoil Wielded: 5
    • Recoil Unwielded: N/A
    • Scatter Wielded: 0.1
    • Scatter Unwielded: N/A
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: N/A
    • Firerate: 23 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 51.2
    • Accuracy Unwielded: N/A
  • Ammunition:
    • M42C Marksman Magazine: Holds six (6) 10x99mm supersonic rifle rounds.
      • Capacity: 6
      • Damage: 150
      • Max Range: 32
      • Fall off: 0
      • Penetration: 50
      • Punch: 0.5
  • Attachments:
    • Muzzle: None
    • Rail: S8 Telescopic sight (Default - Cannot be removed)
    • Underbarrel: None
    • Stock: None

M56 Dirty Smartgun: A special variant of the M56 Smartgun only issued to PMC Gunners. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift. The PMC variant has the nickname of Dirty because of the irradiated bullets they fire.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: N/A
    • Scatter Wielded: 5
    • Scatter Unwielded: N/A
    • Burst Scatter Multiplier: 3
    • Burst Amount: 3
    • Firerate: 600 RPM
    • Burst Firerate: 327 RPM
    • Accuracy Multiplier Wielded: 1.05
    • Accuracy Multiplier Unwielded: 1
    • Base Accuracy: 33
  • Ammunition:
    • M56 Power Pack: Comes with a high capacity power cell (10000). Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself.
    • Smartgun Drum: 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.
      • Capacity: 500
      • Damage: 40 or 30
      • Max Range: 13
      • Fall off: 0.8
      • Penetration: 0 or 35
      • Punch: 0.5 or 3
    • Smartgun Drum Dirty: 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. This is a special variant that is much more lethal than the standard issue Smartgun drums.
      • Capacity: 500
      • Damage: 40 or 30
      • Max Range: 13
      • Fall off: 0.8
      • Penetration: 0 or 35
      • Punch: 0.5 or 3
  • Attachments:
    • Muzzle: None
    • Rail: Magnetic Harness (Default - Cannot be removed), Flashlight
    • Underbarrel: Burst Fire Adapter
    • Stock: None

M56T Terminator Smartgun: A special variant of the M56T Terminator Smartgun only issued to Death Squad Terminators. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: N/A
    • Scatter Wielded: 3
    • Scatter Unwielded: N/A
    • Burst Scatter Multiplier: 1
    • Burst Amount: 3
    • Firerate: 600 RPM
    • Burst Firerate: 499 RPM
    • Accuracy Multiplier Wielded: 1.05
    • Accuracy Multiplier Unwielded: 1
    • Base Accuracy: 34
  • Ammunition:
    • M56 Power Pack: Comes with a high capacity power cell (10000) Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself.
    • Smartgun Drum: 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.
      • Capacity: 500
      • Damage: 40 or 30
      • Max Range: 13
      • Fall off: 0.8
      • Penetration: 0 or 35
      • Punch: 0.5 or 3
    • Smartgun Drum Dirty: 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. This is a special variant that is much more lethal than the standard issue Smartgun drums.
      • Capacity: 500
      • Damage: 40 or 30
      • Max Range: 13
      • Fall off: 0.8
      • Penetration: 0 or 35
      • Punch: 0.5 or 3
  • Attachments:
    • Muzzle: None
    • Rail: Magnetic Harness (Default - Cannot be removed), Flashlight
    • Underbarrel: Burst Fire Adapter
    • Stock: None

M41A/2 Battle Rifle: Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. Fires much faster than the standard issued marine M41A MK2 Pulse Rifle, though it fires 2 round bursts instead of 3. It is the standard rifle for Corporate PMC Standards and Black Ops Commando Units.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 4
    • Scatter Wielded: 2
    • Scatter Unwielded: 8
    • Burst Scatter Multiplier: 1
    • Burst Amount: 2
    • Effective Range: 7 Tiles
    • Firerate: 300 RPM
    • Burst Firerate: 300 RPM
    • Accuracy Multiplier Wielded: 1.5
    • Accuracy Multiplier Unwielded: 0.81
    • Base Accuracy: 16
    • Damage Mod: 1.1
  • Ammunition:
    • M41A Magazine: Holds forty (40) 10x24mm rifle rounds.
      • Capacity: 40
      • Damage: 44
      • Max Range: 22
      • Fall off: 5
      • Penetration: 5
      • Punch: 0.5
    • M41A Extended Magazine: Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
      • Capacity: 60
      • Damage: 44
      • Max Range: 22
      • Fall off: 5
      • Penetration: 5
      • Punch: 0.5
    • M41A Armor Piercing Magazine: Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
      • Capacity: 40
      • Damage: 33
      • Max Range: 22
      • Fall off: 5
      • Penetration: 40
      • Punch: 0.5
    • M41A Incendiary Magazine: Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
      • Capacity: 40
      • Damage: 33
      • Max Range: 22
      • Fall off: 5
      • Penetration: 0
      • Punch: 0.5
    • M41A Cluster Magazine: 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.
      • Capacity: 40
      • Damage: 38.5
      • Max Range: 22
      • Fall off: 5
      • Penetration: 50
      • Punch: 0.5
      • Cluster stack: 1
    • M41A Wall Piercing Magazine: Holds forty (40) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
      • Capacity: 40
      • Damage: 38.5
      • Max Range: 22
      • Fall off: 5
      • Penetration: 50
      • Punch: 0.5
    • M41A Toxin Magazine: Holds forty (40) 10x24mm Toxin rifle rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources. Applies 10 toxin per hit.
      • Capacity: 40
      • Damage: 33
      • Max Range: 22
      • Fall off: 5
      • Penetration: 40
      • Punch: 0.5
    • M41A Mk2 Light Explosive Magazine: Holds forty (40) 10x24mm Light Explosive rounds, made for armor penetration. Removes five armor per hit.
      • Capacity: 40
      • Damage: 22
      • Max Range: 22
      • Fall off: 4
      • Penetration: 20
      • Punch: 0.5
    • M41A Mk2 Explosive Magazine: Holds forty (40) 10x24mm Explosive rounds, will cause an explosion on the tile that the enemy is on.
      • Capacity: 40
      • Damage: 27.5
      • Max Range: 22
      • Fall off: 2
      • Penetration: 5
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Bayonet, Extended Barrel, Barrel Charger
    • Rail: Flashlight, Red-Dot Sight, Reflex Sight, Magnetic Harness, 4x Telescopic Scope, 2x Telescopic Mini-Scope
    • Underbarrel: Vertical Grip, Angled Grip, Flashlight Grip, Laser Sight, Bipod, Underslung Grenade Launcher (Default) | Holds 3 Grenades, Mini Flamethrower, Underbarrel Shotgun, Underbarrel Extinguisher
    • Stock: M41A Solid Stock

NSG 23 Assault Rifle

A rare sight, this rifle is seen most commonly in the hands of 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. Can only be fired in bursts. It is one of the standard rifles for Corporate PMC Standards.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 4
    • Scatter Wielded: 3
    • Scatter Unwielded: 11
    • Burst Scatter Multiplier: 1
    • Burst Amount: 3
    • Effective Range: 7
    • Firerate: N/A
    • Burst Firerate: 150 RPM
    • Accuracy Wielded: 23.2
    • Accuracy Unwielded: 10.4
  • Ammunition:
    • NSG 23 Magazine: Holds thirty (30) 10x24mm rifle rounds. Uses the same ammunition as the M41A pulse rifles.
      • Capacity: 30
      • Damage: 56
      • Max Range: 22
      • Fall off: 0
      • Penetration: 5
      • Punch: 0.5
    • NSG 23 Extended Magazine: Holds forty five (45) 10x24mm rifle rounds. A larger magazine holding more ammunition. Uses the same ammunition as the M41A pusle rifles.
      • Capacity: 45
      • Damage: 56
      • Max Range: 22
      • Fall off: 0
      • Penetration: 5
      • Punch: 0.5
    • NSG 23 AP Magazine: Holds thirty (30) 10x24mm armor piercing rifle rounds. Uses the same armor piercing ammunition as the M41A pulse rifles.
      • Capacity: 30
      • Damage: 20
      • Max Range: 22
      • Fall off: 5
      • Penetration: 40
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Bayonet, Extended Barrel
    • Rail: Red-Dot Sight, Reflex Sight, 2x Telescopic Mini-Scope (Default)
    • Underbarrel: Vertical Grip, Angled Grip, Laser Sight, Underslung Grenade Launcher | Holds 3 Grenades, Mini Flamethrower (Default)
    • Stock: NSG 23 Stock (Default - Cannot be removed)

M39B/2 SMG: A more versatile SMG variant and an upgraded M39 variant. This SMG uses specially issued 48 round armor piercing SMG magazines, making the SMG far more viable to use against armored hostile targets. It has an ID tracker to prevent non corporate personnel from using it. It is the standard SMG for Corporate PMC Standards.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 3
    • Scatter Wielded: 4
    • Scatter Unwielded: 11
    • Burst Scatter Multiplier: 1
    • Burst Amount: 3
    • Effective Range: 4 Tiles
    • Firerate: 461 RPM
    • Burst Firerate: 395 RPM
    • Accuracy Multiplier Wielded: 6.2
    • Accuracy Multiplier Unwielded: 3.2
    • Damage Mod: 1.35
  • Ammunition:
    • M39 HV Magazine: 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.
      • Capacity: 48
      • Damage: 34
      • Max Range: 22
      • Fall off: 6
      • Penetration: 5
      • Punch: 0.5
    • M39 HV Extended Magazine: A 10x20mm caseless high-velocity extended submachinegun magazine. Holds seventy two (72) 10x20mm high-velocity rounds. Holds more ammunition than the standard magazines.
      • Capacity: 72
      • Damage: 34
      • Max Range: 22
      • Fall off: 6
      • Penetration: 5
      • Punch: 0.5
    • M39 Armor Piercing Magazine: 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.
      • Capacity: 48
      • Damage: 26
      • Max Range: 22
      • Fall off: 6
      • Penetration: 30
      • Punch: 0.5
    • M39 Incendiary Magazine: A 10x20mm caseless incendiary submachinegun magazine. Holds forty eight (48) 10x20mm Incendiary rounds.
      • Capacity: 48
      • Damage: 25
      • Max Range: 22
      • Fall off: 10
      • Penetration: 5
      • Punch: 0.5
    • M39 Cluster Magazine: 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.
      • Capacity: 48
      • Damage: 30
      • Max Range: 22
      • Fall off: 10
      • Penetration: 50
      • Punch: 0.5
      • Cluster stack: 0.8
    • M39 Wall Piercing Magazine: 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.
      • Capacity: 48
      • Damage: 30
      • Max Range: 22
      • Fall off: 10
      • Penetration: 50
      • Punch: 0.5
    • M39 Toxin Magazine: 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. Applies 5 toxin per hit.
      • Capacity: 48
      • Damage: 35
      • Max Range: 22
      • Fall off: 10
      • Penetration: 30
      • Punch: 0.5
    • M39 Light Explosive Magazine: A 10x20mm caseless Light Explosive submachinegun magazine. Holds forty eight (48) 10x20mm Light explosive rounds. Holds forty (40) 10x24mm Light Explosive rounds, made for armor penetration. Removes five armor per hit.
      • Capacity: 48
      • Damage: 20
      • Max Range: 22
      • Fall off: 1
      • Penetration: 20
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Recoil Compensator, Extended Barrel, Barrel Charger
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight, Magnetic Harness, 2x Telescopic Mini-Scope
    • Underbarrel: Angled Grip, Flashlight Grip, Gyroscopic Stabilizer, Laser Sight
    • Stock: Submachinegun Stock, Collapsible Submachinegun Stock (Default), Submachinegun Arm Brace

Mateba Autorevolver: Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The standard Mateba revolver is a very powerful revolver capable of knocking down any human it hits and uses its own recoil to rotate the cylinders. It also has burst-fire capabilities. It is available to the Black Ops Commando Units as their standard sidearm.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 3
    • Scatter Wielded: 5
    • Scatter Unwielded: 5
    • Burst Scatter Multiplier: 5
    • Burst Amount: 2
    • Effective Range: N/A
    • Firerate: 85 RPM
    • Burst Firerate: 82 RPM
    • Accuracy Wielded: 6.9
    • Accuracy Unwielded: 4.5
  • Ammunition:
    • Mateba Speed loader: A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This standard variant is optimized for anti-armour. Will knock down anyone it hits. Holds six (6) rounds.
      • Capacity: 6
      • Damage: 63
      • Max Range: 22
      • Fall off: 1
      • Penetration: 20
      • Punch: 0.5
    • Mateba High Impact Speed loader: A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This high impact variant is optimized for anti-personnel. Don't fire this at anyone you want to stay alive. Will knock down anyone it hits. Holds six (6) rounds.
      • Capacity: 6
      • Damage: 63
      • Max Range: 22
      • Fall off: 1
      • Penetration: 10
      • Punch: 0.5
    • Mateba Explosive Speed loader: A formidable .454 speedloader, made exclusively for the Mateba autorevolver. There's an impact charge built into the bullet tip. Firing this at anything will result in a powerful explosion. Use with EXTREME caution. Holds six (6) rounds.
      • Capacity: 6
      • Damage: 104
      • Max Range: 22
      • Fall off: 1
      • Penetration: 50
      • Punch: 0.5
    • Attachments:
    • Barrel: Mateba Standard Barrel (Default), Mateba Short Barrel, Mateba Marksman Barrel
    • Muzzle: Barrel Charger, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red Dot Sight
    • Underbarrel: None
    • Stock: None

FN FP9000 Submachine Gun: A variant of the FP9000 SMG that appears to feature some special modifications for elite forces. It is one of the standard SMGs available to Corporate PMC Standards.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 1
    • Scatter Wielded: 2
    • Scatter Unwielded: 6
    • Burst Scatter Multiplier: 1
    • Burst Amount: 3
    • Effective Range: 4 tiles
    • Firerate: 200 RPM
    • Burst Firerate: 300 RPM
    • Accuracy Wielded: 5.4
    • Accuracy Unwielded: 4.6
  • Ammunition:
    • FN Magazine: Holds fifty (50) 5.7x28mm SMG Amour-Piercing rounds.
      • Capacity: 50
      • Damage: 27
      • Max Range: 22
      • Fall off: 10
      • Penetration: 26
      • Punch: 0.5
  • Attachments:
    • Muzzle: Extended Barrel, Barrel Charger, Recoil Compensator
    • Rail: Telescopic Sight, 2x Telescopic Mini-Scope (Default - Cannot be removed)
    • Underbarrel: Laser Sight (Default)
    • Stock: None

Type 71 Pulse Rifle: 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. This is the standard rifle for UPP soldiers, with their improved variant only given to UPP Officers.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 3
    • Scatter Wielded: 6
    • Scatter Unwielded: 8
    • Burst Scatter Multiplier: 1
    • Burst Amount: 4
    • Effective Range: 7
    • Firerate: 300 RPM
    • Burst Firerate: 200 RPM
    • Accuracy Wielded: 19.2
    • Accuracy Unwielded: 10.4
  • Ammunition:
    • Type 71 Magazine: Holds sixty (60) 5.45x39mm rifle rounds. Can share ammo between Type 71 variants.
      • Capacity: 60
      • Damage: 35
      • Max Range: 22
      • Fall off: 5
      • Penetration: 10
      • Punch: 0.5
    • Type 71 AP Magazine: Holds sixty (60) 5.45x39mm armour piercing rifle rounds. Can share ammo between Type 71 variants.
      • Capacity: 60
      • Damage: 20
      • Max Range: 22
      • Fall off: 5
      • Penetration: 50
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Bayonet, Extended Barrel
    • Rail: Red-Dot Sight, Reflex Sight
    • Underbarrel: Vertical Grip, Angled Grip, Laser Sight, Mini Flamethrower (Improved Variant - Cannot be removed)
    • Stock: None

Type 71 Pulse Carbine: A carbine variant of the Type 71, intended for use by frontline support roles. A reduced length makes the gun lighter and easier to handle at the cost of muzzle velocity. It's issued for Scouts, Medics and other UPP combat personnel.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 2
    • Scatter Wielded: 6
    • Scatter Unwielded: 7
    • Burst Scatter Multiplier: 1
    • Burst Amount: 4
    • Effective Range: 7
    • Firerate: 300 RPM
    • Burst Firerate: 240 RPM
    • Accuracy Wielded: 19.2
    • Accuracy Unwielded: 10.4
    • Damage Mod: 0.88
  • Ammunition:
    • Type 71 Magazine: Holds sixty (60) 5.45x39mm rifle rounds. Can share ammo between Type 71 variants.
      • Capacity: 60
      • Damage: 35
      • Max Range: 22
      • Fall off: 5
      • Penetration: 10
      • Punch: 0.5
    • Type 71 AP Magazine: Holds sixty (60) 5.45x39mm armour piercing rifle rounds. Can share ammo between Type 71 variants.
      • Capacity: 60
      • Damage: 20
      • Max Range: 22
      • Fall off: 5
      • Penetration: 50
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Bayonet, Extended Barrel
    • Rail: Red-Dot Sight, Reflex Sight
    • Underbarrel: Vertical Grip, Angled Grip, Laser Sight
    • Stock: None

Type 71 Flamethrower Pulse Rifle: 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. This appears to be a less common variant of the Type 71 with an integrated undermounted flamethrower. This is the standard rifle for UPP Officers.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 3
    • Scatter Wielded: 6
    • Scatter Unwielded: 8
    • Burst Scatter Multiplier: 1
    • Burst Amount: 4
    • Effective Range: 7
    • Firerate: 300 RPM
    • Burst Firerate: 200 RPM
    • Accuracy Wielded: 19.2
    • Accuracy Unwielded: 10.4
  • Ammunition:
    • Type 71 Magazine: Holds sixty (60) 5.45x39mm rifle rounds. Can share ammo between Type 71 variants.
      • Capacity: 60
      • Damage: 35
      • Max Range: 22
      • Fall off: 5
      • Penetration: 10
      • Punch: 0.5
    • Type 71 AP Magazine: Holds sixty (60) 5.45x39mm armour piercing rifle rounds. Can share ammo between Type 71 variants.
      • Capacity: 60
      • Damage: 20
      • Max Range: 22
      • Fall off: 5
      • Penetration: 50
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Extended Barrel
    • Rail: Red-Dot Sight, Reflex Sight
    • Underbarrel: Mini Flamethrower (Default - Cannot be removed)
    • Stock: None

Type 71 Commando Pulse Carbine: 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. This is the standard rifle for UPP Commandos.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 1
    • Scatter Wielded: 3
    • Scatter Unwielded: 6
    • Burst Scatter Multiplier: 1
    • Burst Amount: 4
    • Effective Range: 7
    • Firerate: 200 RPM
    • Burst Firerate: 342
    • Accuracy Wielded: 23.2
    • Accuracy Unwielded: 12.8
  • Ammunition:
    • Type 71 Magazine: Holds sixty (60) 5.45x39mm rifle rounds. Can share ammo between Type 71 variants.
      • Capacity: 60
      • Damage: 29.75
      • Max Range: 22
      • Fall off: 7
      • Penetration: 10
      • Punch: 0.5
    • Type 71 AP Magazine: Holds sixty (60) 5.45x39mm armour piercing rifle rounds. Can share ammo between Type 71 variants.
      • Capacity: 60
      • Damage: 17
      • Max Range: 22
      • Fall off: 7
      • Penetration: 50
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor (Default - Cannot be removed)
    • Rail: 2X Telescopic sight (Default - Cannot be removed)
    • Underbarrel: Vertical Grip, Angled Grip, Laser Sight
    • Stock: None

Type 23 Riot Shotgun: 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. This is one of the standard firearms for UPP Heavies.

  • Stats:
    • Recoil Wielded: 3
    • Recoil Unwielded: 4
    • Scatter Wielded: 4
    • Scatter Unwielded: 14
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: N/A
    • Firerate: 24 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 7
    • Accuracy Unwielded: 3
    • Capacity: 4
  • Ammunition:
    • 8 gauge Slug Shells: Single Slug Projectile. Effective in ranged combat. Armor Piercing. Extreme 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. Comes in handfuls of 4.
      • Damage: 100
      • Max Range: 8
      • Fall off: 1
      • Penetration: 30
      • Punch: 2
    • 8 gauge Buckshot Shells: 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. Comes in handfuls of 4.
      • Damage: 90 x 4
      • Max Range: 3
      • Fall off: 3
      • Penetration: 0
      • Punch: 0
    • 8 gauge Dragon's Breath Shells: These shells fire magnesium (rather than the usual lead) pellets that ignite on contact with the air, setting anything it hits on fire. Its custom design also increases maximum range. Comes in handfuls of 4.
      • Damage: 70 x 4
      • Max Range: 4
      • Fall off: 3
      • Penetration: 0
      • Punch: 0.5
    • 8 gauge Beanbag Slugs: 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. Comes in handfuls of 4.
      • Damage: 0
      • Max Range: 11
      • Fall off: 1
      • Penetration: 0
      • Punch: 0.5
    • 8 gauge 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. Comes in handfuls of 4.
      • Damage: 50 x 3
      • Max Range: 12
      • Fall off: 1
      • Penetration: 50
      • Punch: 0.5
  • Attachments:
    • Muzzle: Bayonet, Barrel Charger
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight, Magnetic Harness
    • Underbarrel: Vertical Grip, Flashlight Grip, Mini Flamethrower, Underbarrel Extinguisher, Burst Fire Adapter
    • Stock: Type 23 Standard Stock (Default)

GSh-7.62 Rotary Machine Gun

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 to control its recoil. This is one of the standard firearms for UPP Heavies.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: N/A
    • Scatter Wielded:
    • Scatter Unwielded: N/A
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: N/A
    • Firerate: 600 RPM
    • Automatic Firerate: 600 RPM
    • Accuracy Wielded: 13.2
    • Accuracy Unwielded: N/A
  • Ammunition:
    • Rotating Ammo Drum: Holds three hundred (300) 7.62x51mm minigun rounds.
      • Capacity: 300
      • Damage: 35
      • Max Range: 22
      • Fall off: 1
      • Penetration: 35
      • Punch: 0.5
  • Attachments:
    • Muzzle: None
    • Rail: Magnetic Harness (Default - Cannot be removed)
    • Underbarrel: None
    • Stock: None

CZ-81 Submachinegun: A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine. Can be ordered via Cargo or found in hands of Freelancer Mercenaries, Colonial Liberation Front and UPP medics.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 0.1
    • Scatter Wielded: 5
    • Scatter Unwielded: 5
    • Burst Scatter Multiplier: 3
    • Burst Amount: 3
    • Effective Range: 4 Tiles
    • Firerate: 600 RPM
    • Burst Firerate: 514 RPM
    • Fully Automatic: Yes
    • Accuracy Wielded: 6.3
    • Accuracy Unwielded: 6
  • Ammunition:
    • CZ-81 Magazine: Holds twenty (20) .32 ACP SMG rounds.
      • Capacity: 20
      • Damage: 40
      • Max Range: 22
      • Fall off: 7
      • Penetration: 10
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor
    • Rail: Reflex Sight
    • Underbarrel: Laser Sight
    • Stock: None

Korovin PK-9 Pistol: An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds or .22 tranquilizer inside the magazine and appears to either be a UPP or mercenary model. It is one of the standard sidearms for UPP Officers and UPP Commandos.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 0.1
    • Scatter Wielded: 4
    • Scatter Unwielded: 4
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Firerate: 600 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 8.1
    • Accuracy Unwielded: 6
  • Ammunition:
    • PK-9 Magazine: Holds eight (8) .380 rounds.
      • Capacity: 8
      • Damage: 43.75
      • Max Range: 22
      • Fall off: 1.4
      • Penetration: 0
      • Punch: 0.5
    • PK-9 Tranquilizer (Tranq) Magazine: Holds eight (8) .22 tranq rounds. Will stun and cause pain to any human targets it hits, used for non-lethal takedowns. Only found in Commando variants.
      • Capacity: 8
      • Damage: 43.75
      • Max Range: 22
      • Fall off: 1.4
      • Penetration: 0
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor (Default - Cannot be removed)
    • Rail: Flashlight, Reflex Sight, Red Dot Sight
    • Underbarrel: Burst Fire Adapter, Laser Sight
    • Stock: None

Nagant-Yamasaki Revolver: The Nagant-Yamasaki 7.62 is an effective killing machine designed by a consortium of shady Not-Americans. It is frequently found in the hands of criminals or mercenaries.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 0.1
    • Scatter Wielded: 5
    • Scatter Unwielded: 7
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: N/A
    • Firerate: 200 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 6
    • Accuracy Unwielded: 5.1
  • Ammunition:
    • N-Y Speed Loader: Holds seven (7) 7.62x38mmR shrapnel shot revolver rounds.
      • Capacity: 7
      • Damage: 26.25 x 4
      • Max Range: 6
      • Fall off: 4
      • Penetration: 30
      • Punch: 0.5
  • Attachments:
    • Muzzle: Bayonet, Extended Barrel, Barrel Charger, Recoil Compensator
    • Rail: Flashlight, Red-Dot Sight, Reflex Sight, 4x Telescopic Scope, 2x Telescopic Mini-Scope
    • Underbarrel: Laser Sight
    • Stock: None

MAR-50 Light Machine Gun: A cheap, reliable LMG chambered in 7.62x39mm. Commonly found in the hands of slightly better funded criminals.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: N/A
    • Scatter Wielded: 3
    • Scatter Unwielded: N/A
    • Burst Scatter Multiplier: 3
    • Burst Amount: 5
    • Effective Range: 5
    • Firerate: 200 RPM
    • Burst Firerate: 240 RPM
    • Accuracy Wielded: 18.4
    • Accuracy Unwielded: N/A
  • Ammunition:
    • MAR 50 Drum Magazine: Holds one hundred (100) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.
      • Capacity: 100
      • Damage: 55
      • Max Range: 22
      • Fall off: 4
      • Penetration: 5
      • Punch: 0.5
    • MAR Magazine: Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.
      • Capacity: 40
      • Damage: 55
      • Max Range: 22
      • Fall off: 4
      • Penetration: 5
      • Punch: 0.5
    • MAR Extended Magazine: Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.
      • Capacity: 60
      • Damage: 55
      • Max Range: 22
      • Fall off: 4
      • Penetration: 5
      • Punch: 0.5
  • Attachments:
    • Muzzle: None
    • Rail: Flashlight, Reflex Sight, Red Dot Sight, Magnetic Harness, Slavic Scope
    • Underbarrel: Bipod
    • Stock: None

MAR-40 Battle Rifle: While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 40 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the UPP as a quickly deployable rifle in any type of environment, it gained a positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance. It is one of the standard rifles for the Freelancer Mercenaries and the Colonial Liberation Front.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 4
    • Scatter Wielded: 6
    • Scatter Unwielded: 11
    • Burst Scatter Multiplier: 3
    • Burst Amount: 4
    • Effective Range: 5
    • Firerate: 150 RPM
    • Burst Firerate: 200 RPM
    • Accuracy Wielded: 16
    • Accuracy Unwielded: 10.4
  • Ammunition:
    • MAR Magazine: Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.
      • Capacity: 40
      • Damage: 55
      • Max Range: 22
      • Fall off: 5
      • Penetration: 5
      • Punch: 0.5
    • MAR Extended Magazine: Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.
      • Capacity: 60
      • Damage: 55
      • Max Range: 22
      • Fall off: 5
      • Penetration: 5
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Bayonet, Extended Barrel, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red Dot Sight, Magnetic Harness
    • Underbarrel: Gyroscopic Stabilizer, Bipod, Burst Fire Adapter, Underslung Grenade Launcher, Mini Flamethrower, Underbarrel Shotgun, Underbarrel Extinguisher
    • Stock: None

MAR-30 Battle Carbine: A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40. Is more customizable than the MAR-40 in exchange for losing its burst capabilities. It is one of the standard rifles for the Freelancer Mercenaries and the Colonial Liberation Front.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 3
    • Scatter Wielded: 6
    • Scatter Unwielded: 8
    • Burst Scatter Multiplier: 3
    • Burst Amount: 4
    • Effective Range: 5
    • Firerate: 200 RPM
    • Burst Firerate: 218 RPM
    • Accuracy Wielded: 16
    • Accuracy Unwielded: 12.8
  • Ammunition:
    • MAR Magazine: Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.
      • Capacity: 40
      • Damage: 49.5
      • Max Range: 22
      • Fall off: 5
      • Penetration: 5
      • Punch: 0.5
    • MAR Extended Magazine: Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.
      • Capacity: 60
      • Damage: 49.5
      • Max Range: 22
      • Fall off: 5
      • Penetration: 5
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Bayonet, Extended Barrel, Barrel Charger
    • Rail: Flashlight, Red-Dot Sight, Reflex Sight, Magnetic Harness, 4x Telescopic Scope, 2x Telescopic Mini-Scope
    • Underbarrel: Vertical Grip, Angled Grip, Laser Sight, Bipod, Underslung Grenade Launcher, Mini Flamethrower, Underbarrel Shotgun, Underbarrel Extinguisher
    • Stock: None

R4T-Lever Action: 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. This gun is levered via Unique-Action, but it has a bonus feature: Hitting a target directly will grant you a fire-rate and damage buff for your next shot during a short interval. Combo precision hits for massive damage. These weapons can be found in the hands of the Colonial Liberation Front.

  • Stats:
    • Recoil Wielded: 3
    • Recoil Unwielded: 5
    • Scatter Wielded: 3
    • Scatter Unwielded: 10
    • Burst Scatter: N/A
    • Burst Amount: N/A
    • Firerate: 54 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 7.5
    • Accuracy Unwielded: 3
  • Ammunition:
    • 45-70 Bullets: Heavy hitting 45-70 lever action bullets. The box holds 90 rounds.
      • Damage: 90
      • Max Range: 22
      • Fall off: 1
      • Penetration: 15
      • Punch: 0.5
    • 45-70 Blank Bullets: 45-70 lever action blank bullets. Used for training, not much damage from it unless you point blank shoot your enemies with these. The box holds 90 rounds.
      • Damage: 75
      • Max Range: 22
      • Fall off: 30
      • Penetration: 0
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Bayonet, Extended Barrel, Barrel Charger, Recoil Compensator
    • Rail: Flashlight, Red-Dot Sight, Reflex Sight, Magnetic Harness, 2x Telescopic Mini-Scope
    • Underbarrel: Vertical Grip, Angled Grip, Flashlight Grip, Laser Sight, R4T Magnetic Sling
    • Stock: R4T Scouting Stock
  • Damage versus Armour:
    • Armour Value 0 5 10 15 20 25 30 35 40 45 50
    • Regular 90 90 90 90 81 74 67 61 55 43 37
    • Blank 75 68 61 56 51 40 34 29 24 20 16

M16 Assault Rifle: The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military's standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M16A2 and later the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need. It can be found around prison colonies and it is one of the standard rifles for the Freelancer Mercenaries and the Colonial Liberation Front.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 4
    • Scatter Wielded: 2
    • Scatter Unwielded: 11
    • Burst Scatter Multiplier: 1
    • Burst Amount: 3
    • Effective Range: 7 Tiles
    • Firerate: 300 RPM
    • Burst Firerate: 257RPM
    • Accuracy Wielded: 21.6
    • Accuracy Unwielded: 10.4
  • Ammunition:
    • M16 Magazine: Holds twenty (20) 5.56x45mm rifle rounds.
      • Capacity: 20
      • Damage: 49.61
      • Max Range: 22
      • Fall off: 5
      • Penetration: 0
      • Punch: 0.5
    • M16 AP Magazine: Holds twenty (20) 5.56x45mm AP rifle rounds. Has better armour penetration, but lower overall damage.
      • Capacity: 20
      • Damage: 30.25
      • Max Range: 22
      • Fall off: 5
      • Penetration: 31
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Bayonet, Extended Barrel, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red Dot Sight, 2x Telescopic Mini-Scope
    • Underbarrel: Vertical Grip, Angled Grip, Flashlight Grip, Gyroscopic Stabilizer, Bipod, Burst Fire Adapter, Underslung Grenade Launcher, Mini Flamethrower, Masterkey Shotgun, Underbarrel Extinguisher
    • Stock: None

MP27 SMG: An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. Holds 30 SMG rounds, uses 4.6x30mm. This weapon can fire in bursts. It is one of the standard SMGs for the Colonial Liberation Front.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 1
    • Scatter Wielded: 6
    • Scatter Unwielded: 8
    • Burst Scatter Multiplier: 2
    • Burst Amount: 4
    • Firerate: 300 RPM
    • Burst Firerate: 400 RPM
    • Accuracy Multiplier Wielded: 4.2
    • Accuracy Multiplier Unwielded: 3.2
  • Ammunition:
    • MP27 Magazine: Holds twenty (30) 4.6x30mm Amour-Piercing SMG rounds.
      • Capacity: 30
      • Damage: 30.8
      • Max Range: 22
      • Fall off: 10
      • Penetration: 30
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor
    • Rail: Flashlight, Red Dot Sight, Magnetic Harness, 2x Telescopic Mini-Scope
    • Underbarrel: Laser Sight
    • Stock: None

Basira-Strongarm Rifle: The Basira-Strongarm rifle is a civilian grade hunting rifle named after it's eccentric creator. It's lightweight and legendary accuracy made it popular in the outer colonies, despite it's mandated magazine capacity. Comes pre-equipped with a wooden stock and 2x Scope. It can be found in the hands of the Colonial Liberation Front.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 4
    • Scatter Wielded: 0.1
    • Scatter Unwielded: 14
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: N/A
    • Firerate: 120 RPM
    • Burst Firerate: N/A
    • Accuracy Multiplier Wielded: 1.64
    • Accuracy Multiplier Unwielded: 0.68
    • Base Accuracy: 16
  • Ammunition:
    • Basira-Strongarm Magazine: Holds ten (10) 6.5mm rifle rounds.
      • Capacity: 10
      • Damage: 52.48
      • Max Range: 22
      • Fall off: 0
      • Penetration: 0
      • Punch: 0.5
  • Attachments:
    • Muzzle: None
    • Rail: 2x Telescopic Mini-Scope (Default)
    • Underbarrel: None
    • Stock: None

MP5 SMG: A German design, this was one of the most widely used submachine guns in the world. It's still possible to find this firearm in the hands of collectors or gun fanatics.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 1
    • Scatter Wielded: 9
    • Scatter Unwielded: 11
    • Burst Scatter Multiplier: 3
    • Burst Amount: 4
    • Effective Range: 4
    • Firerate: 300 RPM
    • Burst Firerate: 400 RPM
    • Accuracy Wielded: 4.2
    • Accuracy Unwielded: 3.2
  • Ammunition:
    • MP5 Magazine: Holds thirty (30) 9mm SMG rounds.
      • Capacity: 30
      • Damage: 48
      • Max Range: 22
      • Fall off: 10
      • Penetration: 5
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Extended Barrel
    • Rail: Flashlight, Reflex Sight, Red Dot Sight, Magnetic Harness, 2x Telescopic Mini-Scope
    • Underbarrel: Angled Grip, Laser Sight
    • Stock: None

FN FP9000 Submachine Gun

An archaic design, but one that's stood the test of time. The FP9000 features significantly higher armor piercing attributes compaired to similar designs due to the extreme muzzle velocity of the bullet. The extra muzzle velocity is from the lengthened barrel, and the ammunition design. It features a burst fire mode. It is one of the standard SMGs for Freelancer Mercenaries and Corporate PMC Standards.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 1
    • Scatter Wielded: 2
    • Scatter Unwielded: 6
    • Burst Scatter Multiplier: 1
    • Burst Amount: 3
    • Effective Range: 4 Tiles
    • Firerate: 200 RPM
    • Burst Firerate: 300 RPM
    • Accuracy Wielded: 6.2
    • Accuracy Unwielded: 4.6
    • Base Accuracy: 9
  • Ammunition:
    • FN Magazine: Holds fifty (50) 5.7x28mm SMG Amour-Piercing rounds.
      • Capacity: 50
      • Damage: 27
      • Max Range: 22
      • Fall off: 10
      • Penetration: 26
      • Punch: 0.5
  • Attachments:
    • Muzzle: Extended Barrel, Barrel Charger, Recoil Compensator
    • Rail: Telescopic sight, Telescopic Mini-Scope (Default - Cannot be removed)
    • Underbarrel: Laser Sight (Default)
    • Stock: None

MAC-15 Machine Pistol: A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower at the very cost of accuracy. Fires 9mm and carries 32 machine pistol bullets inside the magazine. This weapon is found in hands of Freelancer Mercenaries and Colonial Liberation Front.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 1
    • Scatter Wielded: 11
    • Scatter Unwielded: 12
    • Burst Scatter Multiplier: 3
    • Burst Amount: 4
    • Effective Range: 4 Tiles
    • Firerate: 600 RPM
    • Burst Firerate: 480 RPM
    • Accuracy Wielded: 4
    • Accuracy Unwielded: 3
  • Ammunition:
    • MAC15 Magazine: Holds thirty-two (32) 9mm SMG rounds.
      • Capacity: 32
      • Damage: 32.56
      • Max Range: 22
      • Fall off: 10
      • Penetration: 0
      • Punch: 0.5
    • MAC15 Extended Magazine: Holds fifty (50) 9mm SMG rounds. Holds more ammunition than the standard magazines.
      • Capacity: 50
      • Damage: 32.56
      • Max Range: 22
      • Fall off: 10
      • Penetration: 0
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor
    • Rail: Reflex Sight
    • Underbarrel: Laser Sight
    • Stock: None

Custom Built Shotgun: A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a 2-burst fire feature, as if this gun needs it. It is one of the standard shotguns for Freelancer Mercenaries, Colonial Liberation Front.

  • Stats:
    • Capacity: 6
    • Recoil Wielded: 2
    • Recoil Unwielded: 4
    • Scatter Wielded: 5
    • Scatter Unwielded: 10
    • Burst Scatter Multiplier: 7
    • Burst Amount: 2
    • Firerate: 60 RPM
    • Burst Firerate: 85 RPM
    • Accuracy Multiplier Wielded: 0.81
    • Accuracy Multiplier Unwielded: 0.57
    • Base Accuracy: 9
  • Ammunition:
    • Slug Shells: Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
      • Damage: 70
      • Max Range: 8
      • Fall off: 1
      • Penetration: 20
      • Punch: 2
    • Buckshot Shells: 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.
      • Damage: 60 x 4
      • Max Range: 4
      • Fall off: 3
      • Penetration: 0
      • Punch: 0
    • Incendiary Slug Shells: Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries and in the Surplus Ammo Crate. Holds 25 shells.
      • Damage: 55
      • Max Range: 12
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
    • Incendiary Buckshot Shells: Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.
      • Damage: 60×4
      • Max Range: 4
      • Fall off: 3
      • Penetration: 0
      • Punch: 0.5
    • Beanbag Slugs: 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.
      • Damage: 0
      • Max Range: 11
      • Fall off: 1
      • Penetration: 0
      • Punch: 0.5
    • 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.
      • Damage: 30 x 4
      • Max Range: 12
      • Fall off: 1
      • Penetration: 35
      • Punch: 0.5
  • Attachments:
    • Muzzle: Recoil Compensator
    • Rail: None
    • Underbarrel: None
    • Stock: None

HG 37-12 Pump Shotgun

A nine-round pump action shotgun with internal tube magazine allowing for quick reloads, typically used by Colonial Marshals and similar security forces. Can be found in armories on all maps. More can be ordered by the Blackmarket crate or it is found in hands of Freelancer Mercenaries, Colonial Liberation Front Militia and Colonists.

  • Stats:
    • Recoil Wielded: 2
    • Recoil Unwielded: 4
    • Scatter Wielded: 5
    • Scatter Unwielded: 10
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: N/A
    • Firerate: 37 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 1.13
    • Accuracy Unwielded: 0.89
    • Base Accuracy: 11
    • Capacity: 10
  • Ammunition:
    • Slug Shells: Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
      • Damage: 70
      • Max Range: 8
      • Fall off: 1
      • Penetration: 20
      • Punch: 2
    • Buckshot Shells: 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.
      • Damage: 60 x 4
      • Max Range: 4
      • Fall off: 3
      • Penetration: 0
      • Punch: 0
    • Incendiary Slug Shells: Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries and in the Surplus Ammo Crate. Holds 25 shells.
      • Damage: 55
      • Max Range: 12
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
    • Incendiary Buckshot Shells: Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.
      • Damage: 60×4
      • Max Range: 4
      • Fall off: 3
      • Penetration: 0
      • Punch: 0.5
    • Beanbag Slugs: 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.
      • Damage: 0
      • Max Range: 11
      • Fall off: 1
      • Penetration: 0
      • Punch: 0.5
    • 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.
      • Damage: 30 x 4
      • Max Range: 12
      • Fall off: 1
      • Penetration: 35
      • Punch: 0.5
  • Attachments:
    • Muzzle: Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red Dot Sight, Magnetic Harness
    • Underbarrel: Gyroscopic Stabilizer, Mini Flamethrower, Underbarrel Extinguisher
    • Stock: None

Double Barrel Shotgun: A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession. Additionally, both barrels can be fired for devastating effect. Can be found in the hands of Freelancer Mercenaries and the Colonial Liberation Front.

  • Stats:
    • Recoil Wielded: 2
    • Recoil Unwielded: 4
    • Scatter Wielded: 5
    • Scatter Unwielded: 10
    • Burst Scatter Multiplier: 1
    • Burst Amount: 2
    • Effective Range: N/A
    • Firerate: 300 RPM
    • Burst Firerate: 400 RPM
    • Accuracy Multiplier Wielded: 1.13
    • Accuracy Multiplier Unwielded: 0.89
    • Base Accuracy: 4
    • Capacity: 2
  • Ammunition:
    • Slug Shells: Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
      • Damage: 70
      • Max Range: 8
      • Fall off: 1
      • Penetration: 20
      • Punch: 2
    • Buckshot Shells: 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.
      • Damage: 60 x 4
      • Max Range: 4
      • Fall off: 3
      • Penetration: 0
      • Punch: 0
    • Incendiary Slug Shells: Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries and in the Surplus Ammo Crate. Holds 25 shells.
      • Damage: 55
      • Max Range: 12
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
    • Incendiary Buckshot Shells: Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.
      • Damage: 60×4
      • Max Range: 4
      • Fall off: 3
      • Penetration: 0
      • Punch: 0.5
    • Beanbag Slugs: 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.
      • Damage: 0
      • Max Range: 11
      • Fall off: 1
      • Penetration: 0
      • Punch: 0.5
    • 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.
      • Damage: 30 x 4
      • Max Range: 12
      • Fall off: 1
      • Penetration: 35
      • Punch: 0.5
  • Attachments:
    • Muzzle: Bayonet
    • Rail: Flashlight, Reflex Sight, Red Dot Sight, Magnetic Harness
    • Underbarrel: Gyroscopic Stabilizer
    • Stock: None

Sawn-Off Shotgun: A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. Can be burst fired for devastating effect. It is found in the hands of Freelancer Mercenaries and Colonial Liberation Front.

  • Stats:
    • Recoil Wielded: 3
    • Recoil Unwielded: 5
    • Scatter Wielded: 5
    • Scatter Unwielded: 10
    • Burst Scatter Multiplier: 1
    • Burst Amount: 2
    • Effective Range: N/A
    • Firerate: 300 RPM
    • Burst Firerate: 600 RPM
    • Accuracy Multiplier Wielded: 0.89
    • Accuracy Multiplier Unwielded: 0.89
    • Base Accuracy: 4
    • Capacity: 2
    • Damage Mod: 1.35
  • Ammunition:
    • Slug Shells: Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
      • Damage: 70
      • Max Range: 8
      • Fall off: 1
      • Penetration: 20
      • Punch: 2
    • Buckshot Shells: 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.
      • Damage: 60 x 4
      • Max Range: 4
      • Fall off: 3
      • Penetration: 0
      • Punch: 0
    • Incendiary Slug Shells: Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries and in the Surplus Ammo Crate. Holds 25 shells.
      • Damage: 55
      • Max Range: 12
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
    • Incendiary Buckshot Shells: Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.
      • Damage: 60×4
      • Max Range: 4
      • Fall off: 3
      • Penetration: 0
      • Punch: 0.5
    • Beanbag Slugs: 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.
      • Damage: 0
      • Max Range: 11
      • Fall off: 1
      • Penetration: 0
      • Punch: 0.5
    • 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.
      • Damage: 30 x 4
      • Max Range: 12
      • Fall off: 1
      • Penetration: 35
      • Punch: 0.5
  • Attachments:
    • Muzzle: Bayonet
    • Rail: Flashlight, Reflex Sight, Red Dot Sight, Magnetic Harness
    • Underbarrel: Gyroscopic Stabilizer
    • Stock: None

Korovin PK-9 Pistol: An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds for mercenary models. It is one of the standard sidearms for Colonial Liberation Front.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 0.1
    • Scatter Wielded: 4
    • Scatter Unwielded: 4
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Firerate: 600 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 8.1
    • Accuracy Unwielded: 6
  • Ammunition:
    • PK-9 Magazine: Holds eight (8) .380 rounds.
      • Capacity: 8
      • Damage: 43.75
      • Max Range: 22
      • Fall off: 1.4
      • Penetration: 0
      • Punch: 0.5
    • PK-9 Tranquilizer (Tranq) Magazine: Holds eight (8) .22 tranq rounds. Will stun and cause pain to any human targets it hits, used for non-lethal takedowns. Only found in Commando variants.
      • Capacity: 8
      • Damage: 43.75
      • Max Range: 22
      • Fall off: 1.4
      • Penetration: 0
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor (Default - Cannot be removed)
    • Rail: Flashlight, Reflex Sight, Red Dot Sight
    • Underbarrel: Burst Fire Adapter, Laser Sight
    • Stock: None

M1911 Service Pistol: A timeless classic since the first World War. Once standard issue for the SFMC, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is NOT compatible with the SU-6 smartpistol. It is one of the available sidearms for the Freelancer Mercenaries.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 0.1
    • Scatter Wielded: 5
    • Scatter Unwielded: 5
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: 4 Tiles
    • Firerate: 100 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 6
    • Accuracy Unwielded: 6
  • Ammunition:
    • M1911 Magazine: Holds nine (9) .45 ACP pistol rounds. Better damage but difficult to come by.
      • Capacity: 9
      • Damage: 40
      • Max Range: 22
      • Fall off: 7
      • Penetration: 10
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight
    • Underbarrel: Burst Fire Adapter, Laser Sight
    • Stock: None

Vintage Desert Eagle: A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, “Peace Through Superior Firepower.” Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants. It is one of the available sidearms for the Freelancer Mercenaries.

  • Stats:
    • Recoil Wielded: 2
    • Recoil Unwielded: 4
    • Scatter Wielded: 5
    • Scatter Unwielded: 7
    • Burst Scatter Multiplier: N/A
    • Burst Amount: NA
    • Effective Range: 4 Tiles
    • Firerate: 85 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 7.2
    • Accuracy Unwielded: 3.9
  • Ammunition:
    • Desert Eagle Magazine: Holds seven (7) .50AE heavy pistol rounds.
      • Capacity: 7
      • Damage: 60
      • Max Range: 22
      • Fall off: 7
      • Penetration: 10
      • Punch: 0.5
    • High Impact Desert Eagle Magazine: A heavy variant of Desert Eagle magazines specially-tuned to fit a high-ranking officer. This variant is optimized for anti-personnel. Don't fire it at anyone you'd like to stay alive. Holds seven (7) .50AE high impact pistol rounds.
      • Capacity: 7
      • Damage: 75
      • Max Range: 22
      • Fall off: 7
      • Penetration: 10
      • Punch: 0.5
    • Heavy Desert Eagle Magazine: A heavy variant of Desert Eagle magazines specially-tuned to fit a high-ranking officer. This variant is optimized for anti-armour. Holds seven (7) .50AE heavy pistol rounds.
      • Capacity: 7
      • Damage: 75
      • Max Range: 22
      • Fall off: 7
      • Penetration: 20
      • Punch: 0.5
  • Attachments:
    • Muzzle: Barrel Charger, Extended Barrel, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red Dot Sight
    • Underbarrel: Laser Sight
    • Stock: None

KT-42 Automag: The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can't go wrong with this handcannon. It is one of the standard sidearms for Colonial Liberation Front. It can also be found in the hands of Survivors.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 3
    • Scatter Wielded: 5
    • Scatter Unwielded: 5
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: 4 Tiles
    • Firerate: 60 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 6
    • Accuracy Unwielded: 6
  • Ammunition:
    • KT-42 Magazine: Holds seven (7) .44 pistol rounds.
      • Capacity: 7
      • Damage: 40
      • Max Range: 22
      • Fall off: 7
      • Penetration: 10
      • Punch: 0.5
  • Attachments:
    • Muzzle: Barrel Charger, Suppressor, Extended Barrel, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red Dot Sight
    • Underbarrel: Burst Fire Adapter, Laser Sight
    • Stock Attachments: None

Smith & Wesson Revolver: A lean .357 revolver made by Smith & Wesson. A timeless classic, from antiquity to the future. Uses .357 rounds and carries 6 revolver rounds in the chamber. Using unique action will spin it or flip it. It is one of the standard sidearms for Freelancer Mercenaries.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 0.1
    • Scatter Wielded: 5
    • Scatter Unwielded: 5
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: N/A
    • Firerate: 200 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 1
    • Accuracy Unwielded: 6
    • Base Accuracy: 5.1
  • Ammunition:
    • S&W Speed Loader: Holds six (6) .357 pistol rounds.
      • Capacity: 6
      • Damage: 30
      • Max Range: 22
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
  • Attachments:
    • Muzzle: None
    • Rail: None
    • Underbarrel: None
    • Stock: None

CMB Spearhead AutoRevolver: A revolver chambered in .357. Commonly issued to Colonial Marshals. It has three select fire options, safe, single, and burst. It is found in hands of Freelancer Mercenaries and Colonial Liberation Front.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 3
    • Scatter Wielded: 5
    • Scatter Unwielded: 5
    • Burst Scatter Multiplier: 4
    • Burst Amount: 3
    • Effective Range: N/A
    • Firerate: 50 RPM
    • Burst Firerate: 64 RPM
    • Accuracy Wielded: 6
    • Accuracy Unwielded: 4.8
  • Ammunition:
    • Spearhead Speed Loader: Holds six (6) .357 pistol rounds.
      • Capacity: 6
      • Damage: 31.5
      • Max Range: 22
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
  • Attachments:
    • Muzzle: Barrel Charger, Extended Barrel, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red Dot Sight
    • Underbarrel: None
    • Stock: None

Holdout Pistol: Easily concealable pistol, a tiny weapon that can fit in small containers, pockets and even combat boots. Fires weak .22 rounds in a five light pistol round magazine. Can be found in the hands of Survivors, Freelancer Mercenaries and Colonial Liberation Front.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 0.1
    • Scatter Wielded: 5
    • Scatter Unwielded: 5
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: 4 Tiles
    • Firerate: 300 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 6
    • Accuracy Unwielded: 6
  • Ammunition:
    • Tiny Pistol Magazine: Holds five (5) .22 light pistol rounds.
      • Capacity: 5
      • Damage: 35
      • Max Range: 22
      • Fall off: 7
      • Penetration: 0
      • Punch: 0.5
  • Attachments:
    • Muzzle: Barrel Charger, Suppressor
    • Rail: Flashlight
    • Underbarrel: Burst Fire Adapter, Laser Sight
    • Stock: None

Highpower Automag: A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine. Can be commonly found in colonies, space stations and in the hands of Freelancer Mercenaries and Colonial Liberation Front.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 3
    • Scatter Wielded: 5
    • Scatter Unwielded: 5
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: 4 Tiles
    • Firerate: 100 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 6
    • Accuracy Unwielded: 6
  • Ammunition:
    • Highpower Magazine: Holds thirteen (13) 9mm Amour-Piercing pistol rounds.
      • Capacity: 13
      • Damage: 27.5
      • Max Range: 22
      • Fall off: 7
      • Penetration: 40
      • Punch: 0.5
  • Attachments:
    • Muzzle: Barrel Charger, Extended Barrel, Suppressor, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red Dot Sight
    • Underbarrel: Burst Fire Adapter, Laser Sight
    • Stock: None

Beretta 92FS Pistol: A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered with 9mm. Normally found in the hands of Survivors and the Colonial Liberation Front.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 0.1
    • Scatter Wielded: 5
    • Scatter Unwielded: 5
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: 4 tiles
    • Firerate: 200 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 6
    • Accuracy Unwielded: 6
  • Ammunition:
    • Beretta 92FS Magazine: Holds fifteen (15) 9mm pistol rounds.
      • Capacity: 15
      • Damage: 35
      • Max Range: 22
      • Fall off: 7
      • Penetration: 0
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red Dot Sight
    • Underbarrel: Burst Fire Adapter, Laser Sight
    • Stock: None

Lunge Mine: 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, as the shaped charge theoretically pushes the explosive's force in one direction. A true hero's weapon. Uncommonly found in the hands of very brave (or stupid) Colonial Liberation Front soldiers.

Combat Sword: 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.

  • Stats:
    • Damage: 35
    • Throwing Damage: 10

Katana: 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.

  • Stats:
    • Damage: 45
    • Throwing Damage: 10

Two Bore Rifle: An enormously heavy double-barrelled 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-One, you won't get a second shot.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 0.1
    • Scatter Wielded: 3
    • Scatter Unwielded: 10
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: N/A
    • Firerate: 30 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 10
    • Accuracy Unwielded: 4
  • Ammunition:
    • 2 Bore Shell Box: A box filled with enormous slug shells, for hunting only the most dangerous game. 2 Bore. These slugs are able to knock down and stun even the largest creatures in the galaxy. Holds 15 shotgun slugs (2 Bore).
      • Damage: 300
      • Max Range: 14
      • Fall off: 30
      • Penetration: 15
      • Punch: 0.5
  • Attachments:
    • Muzzle: None
    • Rail: None
    • Underbarrel: None
    • Stock: Heavy Wooden Stock (Default - Cannot be removed)

Webley MK VI: 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 SolGov Fleet Marine Corps and xenomorphs as well.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 1
    • Scatter Wielded: 3
    • Scatter Unwielded: 7
    • Burst Scatter: N/A
    • Burst Amount: N/A
    • Effective Range: N/A
    • Firerate: 150 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: 7.2
    • Accuracy Unwielded: 5.1
  • Ammunition:
    • Webley speed loader: .455 Webley, the last decent pistol caliber. Loaded with Mk III dum-dum bullets, because Marines are not human and the Hague Conventions do not apply to them. Holds six (6) .445 Webley Bullets.
      • Capacity: 6
      • Damage: 66
      • Max Range: 22
      • Fall off: 1
      • Penetration: 10
      • Punch: 0.5
  • Attachments:
    • Muzzle: Bayonet
    • Rail: None
    • Underbarrel: None
    • Stock: None

SVD Dragunov-033 Sniper Rifle: A sniper variant of the MAR-40 rifle, with a new stock, barrel and scope. It doesn't have the punch of modern sniper rifles, but remains a finely crafted weapon. Uses 7.62x54mm rounds and holds 10 sniper bullets in the clip. It comes with a rail scope, sniper barrel and wooden stock attached.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: N/A
    • Scatter Wielded: 0.1
    • Scatter Unwielded: N/A
    • Burst Scatter Multiplier: 4
    • Burst Amount: 2
    • Effective Range: N/A
    • Firerate: 35 RPM
    • Burst Firerate: 57 RPM
    • Accuracy Wielded: 97.6
    • Accuracy Unwielded: N/A
    • Minimum Accuracy: 4
  • Ammunition:
    • SVD Magazine: Holds ten (10) 7.62x54mmR caliber sniper rifle rounds.
    • Capacity: 10
    • Damage: 70
    • Max Range: 32
    • Fall off: 0
    • Penetration: 50
    • Punch: 0.5
  • Attachments:
    • Muzzle: None
    • Rail: Telescopic sight (Default - Cannot be removed)
    • Underbarrel: Vertical Grip, Gyroscopic Stabilizer, Bipod
    • Stock: Wooden Stock(Default - Cannot be removed)

PPSh-17b SMG: Was a very outdated, but classic USSR weapon, commonly used by known terrorist organizations. Now a replica that has been illegally copied somewhere, for some reason. While old, the weapon is reliable and can hold a large magazine size of 35 or 71 7.62x25mm SMG rounds.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 1
    • Scatter Wielded: 11
    • Scatter Unwielded: 13
    • Burst Scatter Multiplier: 3
    • Burst Amount: 3
    • Effective Range: 4
    • Firerate: 300 RPM
    • Burst Firerate: 360 RPM
    • Accuracy Wielded: 3.8
    • Accuracy Unwielded: 2.8
  • Ammunition:
    • PPSh Drum Magazine: Holds thirty-five (35) 7.62x25mm SMG rounds.
      • Capacity: 35
      • Damage: 40
      • Max Range: 22
      • Fall off: 10
      • Penetration: 0
      • Punch: 0.5
    • PPSh Extended Drum Magazine: Holds seventy-one (71) 7.62x25mm SMG rounds. Holds more ammunition than the standard magazines.
      • Capacity: 71
      • Damage: 40
      • Max Range: 22
      • Fall off: 10
      • Penetration: 0
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor
    • Rail: Flashlight, Reflex Sight, Red Dot Sight, Magnetic Harness
    • Underbarrel: None
    • Stock: None

M16A2 Assault Rifle: The M16A2 is an American-made assault rifle chambered with 5.56×45mm NATO rifle rounds, this is an improved version of the older M16 assault rifle. With better and refined features than the M16, this rifle is still used in some UA-based mercenary corporations. This particular version of this rifle is extensively modified for the Dutch's Dozens. It is one of the standard firearms for Dutch's Mercenary Team.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 4
    • Scatter Wielded: 2
    • Scatter Unwielded: 11
    • Burst Scatter Multiplier: 1
    • Burst Amount: 3
    • Effective Range: 7 Tiles
    • Firerate: 300 RPM
    • Burst Firerate: 257RPM
    • Accuracy Wielded: 21.6
    • Accuracy Unwielded: 10.4
  • Ammunition:
    • M16 Magazine: Holds twenty (20) 5.56x45mm rifle rounds.
      • Capacity: 20
      • Damage: 49.61
      • Max Range: 22
      • Fall off: 5
      • Penetration: 0
      • Punch: 0.5
    • M16 AP Magazine: Holds twenty (20) 5.56x45mm AP rifle rounds. Has better armour penetration, but lower overall damage.
      • Capacity: 20
      • Damage: 30.25
      • Max Range: 22
      • Fall off: 5
      • Penetration: 31
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Bayonet, Extended Barrel, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red Dot Sight
    • Underbarrel: Vertical Grip, Angled Grip, Flashlight Grip, Gyroscopic Stabilizer, Bipod, Burst Fire Adapter, Underslung Grenade Launcher, Mini Flamethrower, Masterkey Shotgun, Underbarrel Extinguisher
    • Stock: None

Nailgun: 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. The nailgun has the ability to repair holes in walls and increase the integrity of barricades that are below the repair threshold (crumbling apart). Must have the appropriate material in the off hand to fix it. Commonly found in the Area of Operations, usually in the engineering department.

Utility:

The nailgun fires armor-piercing nails with stats similar to the M39 AP rounds, with a similar ROF, though with no burst. It has slightly higher falloff and has poor accuracy further than 4 tiles out, but can be used as a weapon in a pinch. It slows target on hit for one second (The duration stacks!)

Hitting a enemy that is directly perpendicular to a wall (Projectile → Target → Wall) or an obstacle that would've blocked it with the nailgun does bonus damage (50%) and cause a larger slow for a short duration. To clarify, obstacle here refers to object (doors, barricade, windows, etc).

Hitting a T1 xeno or a human with a point-blank hit with the nailgun while there's a wall or an obstacle that would've blocked it behind them immobilize the target for 3 seconds. You cannot have your frozen duration reset while already immobilized.

Using the nailgun on a wall or reinforced wall sporting a hole will fix it after 6 seconds at the cost of three sheet of wood/metal/plasteel, and 12 nails and a 6s channel. It also restores 5% integrity.

Using the nailgun on a damaged wall or reinforced wall will repair integrity at the cost of 1 sheet of material and 4 nails, 2 second channel. Wood repairs 5%, metal repairs 10% and plasteel repairs 20%.

The above applies to wooden barricade, folding barricade, barricade and plasteel barricade. This can be used to fix barricade below the welder threshold. Wood on wood: 100%, Metal on folding, metal barricade: 20%, plasteel on folding, metal barricade: 25%. Plasteel on plasteel barricade: 20%. This consumes 4 nails and 1 unit of material and takes 2 seconds.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 1
    • Scatter Wielded: 9
    • Scatter Unwielded: 11
    • Firerate: 300 RPM
    • Accuracy Multiplier Wielded: 1.25
    • Accuracy Multiplier Unwielded: 1.2
    • Base Accuracy: 5
  • Ammunition:
    • Nailgun Magazine: A large magazine of oversized plasteel nails. Unfortunately, the production cost of those nail makes them ill-affordable for most military projects, and only some specific construction projects requires them.
      • Capacity: 50
      • Damage: 25
      • Max Range: 22
      • Fall off: 5
      • Penetration: 40
      • Punch: 0.5

M2019 Blaster: 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.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 3
    • Scatter Wielded: 3
    • Scatter Unwielded: 7
    • Burst Scatter Multiplier: 4
    • Burst Amount: 2
    • Effective Range: N/A
    • Firerate: 300 RPM
    • Burst Firerate: 300 RPM
    • Accuracy Wielded: 7.2
    • Accuracy Unwielded: 5.1
  • Ammunition:
    • Plfager Katsuma stripper clip (.44): Flip up the two side latches (three on PKL) and push after aligning with feed lips on blaster. Clip can be re-used. Holds seven (7) rounds.
      • Capacity: 7
      • Damage: 60.5
      • Max Range: 22
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
  • Attachments:
    • Muzzle: None
    • Rail: Flashlight
    • Underbarrel: Laser Sight
    • Stock: None

PKL 'Double' Blaster: 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.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 3
    • Scatter Wielded: 3
    • Scatter Unwielded: 7
    • Burst Scatter Multiplier: 4
    • Burst Amount: 2
    • Effective Range: N/A
    • Firerate: 300 RPM
    • Burst Firerate: 300 RPM
    • Accuracy Wielded: 7.2
    • Accuracy Unwielded: 5.1
  • Ammunition:
    • Plfager Katsuma stripper clip (.44): Flip up the two side latches (three on PKL) and push after aligning with feed lips on blaster. Clip can be re-used. Holds seven (7) rounds.
      • Capacity: 7
      • Damage: 60.5
      • Max Range: 22
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
  • Attachments:
    • Muzzle: None
    • Rail: Flashlight
    • Underbarrel: Laser Sight
    • Stock: None

M2049 Blaster: 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 the outer core systems, this piece occasionally finds its way to the rim in the hand of defects, collectors, and thieves.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 3
    • Scatter Wielded: 3
    • Scatter Unwielded: 7
    • Burst Scatter Multiplier: 4
    • Burst Amount: 2
    • Effective Range: N/A
    • Firerate: 300 RPM
    • Burst Firerate: 300 RPM
    • Accuracy Wielded: 7.2
    • Accuracy Unwielded: 5.1
  • Ammunition:
    • Plfager Katsuma stripper clip (.44): Flip up the two side latches (three on PKL) and push after aligning with feed lips on blaster. Clip can be re-used. Holds seven (7) rounds.
      • Capacity: 7
      • Damage: 60.5
      • Max Range: 22
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
  • Attachments:
    • Muzzle: None
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight, 4x Telescopic Scope, 2x Telescopic Mini-Scope, Smart Scope
    • Underbarrel: Laser Sight
    • Stock: None

Claymore: What are you standing around staring at this for? Get to killing!

  • Stats:
    • Damage: 35
    • Throwing Damage: 10

Fireaxe: What are you standing around staring at this for? Get to killing!

  • Stats:
    • Wielded Damage: 45
    • One handed Damage: 25

Baseball Bat: A large wooden baseball bat. Commonly used in colony recreation, but also used as a means of self defense. Often carried by thugs and ruffians.

  • Stats:
    • Damage: 25
    • Throwing Damage: 7

Metal Baseball Bat: A large metal baseball bat. Compared to its wooden cousin, the metal bat offers a bit more more force. Often carried by thugs and ruffians.

  • Stats:
    • Damage: 35
    • Throwing Damage: 7

Makeshift Spear: A haphazardly-constructed yet still deadly weapon of ancient design.

  • Stats:
    • Wielded Damage: 45
    • One Handed Damage: 25
    • Throwing Damage: 35

M40-SD Pulse Rifle: One of the experimental predecessors to the M41A line that never saw widespread adoption beyond elite marine units. Of the rifles in the SFMC 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 burst-fire mode. Found in the hands of MARSOC Operators.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: 3
    • Scatter Wielded: 1
    • Scatter Unwielded: 7
    • Burst Scatter Multiplier: 1
    • Burst Amount: 3
    • Effective Range: 7 Tiles
    • Firerate: 300 RPM
    • Burst Firerate: 360 RPM
    • Accuracy Wielded: 25.6
    • Accuracy Unwielded: 12
  • Ammunition:
    • M40-SD Magazine: A stubby and wide, high capacity double stack magazine used in the M40-SD pulse rifle. Fires 10x24mm Armor Piercing rounds, holding up to 60 + 1 in the chamber. Holds sixty (60) 10x24mm armour piercing rifle rounds.
      • Capacity: 60
      • Damage: 31.5
      • Max Range: 22
      • Fall off: 5.5
      • Penetration: 40
      • Punch: 0.5
    • M41A Magazine: Holds forty (40) 10x24mm rifle rounds.
      • Capacity: 40
      • Damage: 44
      • Max Range: 22
      • Fall off: 5.5
      • Penetration: 0
      • Punch: 0.5
    • M41A Extended Magazine: Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
      • Capacity: 60
      • Damage: 44
      • Max Range: 22
      • Fall off: 5.5
      • Penetration: 0
      • Punch: 0.5
    • M41A Armor Piercing Magazine: Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
      • Capacity: 40
      • Damage: 33
      • Max Range: 22
      • Fall off: 5.5
      • Penetration: 40
      • Punch: 0.5
    • M41A Incendiary Magazine: Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
      • Capacity: 40
      • Damage: 33
      • Max Range: 22
      • Fall off: 5.5
      • Penetration: 0
      • Punch: 0.5
    • M41A Wall Piercing Magazine: Holds forty (40) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
      • Capacity: 40
      • Damage: 38.5
      • Max Range: 22
      • Fall off: 5.5
      • Penetration: 50
      • Punch: 0.5
    • M41A Toxin Magazine: Holds forty (40) 10x24mm Toxin rifle rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources. Applies 10 toxin per hit.
      • Capacity: 40
      • Damage: 33
      • Max Range: 22
      • Fall off: 5.5
      • Penetration: 40
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor (Default - Can not be removed)
    • Rail: Magnetic Harness (Default - Can not be removed)
    • Underbarrel: Vertical Grip, Angled Grip, Flashlight Grip, Laser Sight, Bipod, Mini Flamethrower, Underbarrel Shotgun, Underbarrel Extinguisher, Burst Fire Adapter
    • Stock: None

MK210 Tactical Shotgun: Way back in 2168, W-Y began testing the MK221. The SFMC picked up an early prototype, and later adopted it with a limited military contract. But the SFMC MARSOC division wasn't satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the MK210, a lightweight folding shotgun that snaps to the belt. And to boot, it's fully automatic and made of stamped metal. Truly an engineering marvel. Found in the hands of MARSOC Operators.

  • Stats:
    • Recoil Wielded: 2
    • Recoil Unwielded: 4
    • Scatter Wielded: 5
    • Scatter Unwielded: 10
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Effective Range: N/A
    • Firerate: 50 RPM
    • Automatic Firerate: N/A RPM
    • Accuracy Wielded: 4.6
    • Accuracy Unwielded: 3.6
    • Capacity: 10
  • Ammunition:
    • Slug Shells: Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
      • Damage: 70
      • Max Range: 8
      • Fall off: 1
      • Penetration: 20
      • Punch: 2
    • Buckshot Shells: 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.
      • Damage: 60 x 4
      • Max Range: 4
      • Fall off: 3
      • Penetration: 0
      • Punch: 0
    • Incendiary Slug Shells: 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.
      • Damage: 55
      • Max Range: 12
      • Fall off: 1
      • Penetration: 5
      • Punch: 0.5
    • Incendiary Buckshot Shells: Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.
      • Damage: 60×4
      • Max Range: 4
      • Fall off: 3
      • Penetration: 0
      • Punch: 0.5
    • Beanbag Slugs: 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.
      • Damage: 0
      • Max Range: 11
      • Fall off: 1
      • Penetration: 0
      • Punch: 0.5
    • 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.
      • Damage: 30 x 4
      • Max Range: 12
      • Fall off: 1
      • Penetration: 35
      • Punch: 0.5
  • Attachments:
    • Muzzle: Bayonet, Extended Barrel, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight, Magnetic Harness
    • Underbarrel: None
    • Stock: MK221 Tactical Stock

RXF-M5 EVA Pistol: A high power focusing blue laser pistol for use in space. Though it works just about anywhere really. Derived from the same technology as laser welders. Issued by the Tritech Corporation, but also available on the civilian market. Reloaded at recharger stations.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: N/A
    • Scatter Wielded: 0.1
    • Scatter Unwielded: N/A
    • Burst Scatter Multiplier: N/A
    • Burst Amount: N/A
    • Firerate: 100 RPM
    • Burst Firerate: N/A
    • Accuracy Wielded: N/A
    • Accuracy Unwielded: N/A
  • Ammunition:
    • Internal Battery: Fires energy bolts that can phase through windows. Each shot takes 20 PU of the 1000 PU internal battery.
      • Capacity: 50
      • Damage: 25
      • Max Range: 14
      • Fall off: 1
      • Penetration: 0
      • Punch: 0.5
  • Attachments:
    • Muzzle: None
    • Rail: None
    • Underbarrel: None
    • Stock: None

Auto-9 Machine Pistol: An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 3
    • Scatter Wielded: 5
    • Scatter Unwielded: 5
    • Burst Scatter Multiplier: 5
    • Burst Amount: 5
    • Effective Range: 4 Tiles
    • Firerate: 150 RPM
    • Burst Firerate: 225 RPM
    • Accuracy Wielded: 6
    • Accuracy Unwielded: 6
  • Ammunition:
    • Auto 9 Magazine: Holds fifty (50) 9mm squash-head pistol rounds.
      • Capacity: 50
      • Damage: 45
      • Max Range: 22
      • Fall off: 7
      • Penetration: 30
      • Punch: 0.5
  • Attachments:
    • Muzzle: Suppressor, Extended Barrel, Barrel Charger, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red-Dot Sight
    • Underbarrel: Burst Fire Adapter, Laser Sight
    • Stock: None

Ol' Painless: It's a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don't stand in front of it. Don't stand beside it. Just don't stand anywhere close to one and you've got a chance to survive. Possibly.

  • Stats:
    • Recoil Wielded: 0.1
    • Recoil Unwielded: N/A
    • Scatter Wielded: 2
    • Scatter Unwielded: N/A
    • Automatic Scatter Multiplier: N/A
    • Effective Range: N/A
    • Firerate: 600 RPM
    • Automatic Firerate: 600 RPM
    • Accuracy Wielded: 13.8
    • Accuracy Unwielded: N/A
  • Ammunition:
    • Rotating Ammo Drum: Holds three hundred (300) 7.62x51mm minigun rounds.
      • Capacity: 300
      • Damage: 35
      • Max Range: 22
      • Fall off: 1
      • Penetration: 35
      • Punch: 0.5
  • Attachments:
    • Muzzle: None
    • Rail: None
    • Underbarrel: None
    • Stock: None

Mateba Autorevolver Custom++: This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifically made for an admiral. In other functions, it remains similar to the standard Mateba.

  • Stats:
    • Recoil Wielded: 1
    • Recoil Unwielded: 3
    • Scatter Wielded: 5
    • Scatter Unwielded: 5
    • Burst Scatter Multiplier: 5
    • Burst Amount: 2
    • Effective Range: N/A
    • Firerate: 85 RPM
    • Burst Firerate: 82 RPM
    • Accuracy Wielded: 6.9
    • Accuracy Unwielded: 4.5
  • Ammunition:
    • Mateba Speed Loader: A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This standard-variant is optimized for anti-armour. Will knock down anyone it hits. Holds six (6) rounds.
      • Capacity: 6
      • Damage: 63
      • Max Range: 22
      • Fall off: 1
      • Penetration: 20
      • Punch: 0.5
    • Mateba High Impact Speed Loader: A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This high impact variant is optimized for anti-personnel. Don't fire this at anyone you want to stay alive. Will knock down anyone it hits. Holds six (6) rounds.
      • Capacity: 6
      • Damage: 63
      • Max Range: 22
      • Fall off: 1
      • Penetration: 10
      • Punch: 0.5
    • Mateba Explosive Speed Loader: A formidable .454 speedloader, made exclusively for the Mateba autorevolver. There's an impact charge built into the bullet tip. Firing this at anything will result in a powerful explosion. Use with EXTREME caution. Holds six (6) rounds.
      • Capacity: 6
      • Damage: 104
      • Max Range: 22
      • Fall off: 1
      • Penetration: 50
      • Punch: 0.5
  • Attachments:
    • Barrel: Mateba Standard Barrel (Default), Mateba Short Barrel, Mateba Marksman Barrel
    • Muzzle: Barrel Charger, Recoil Compensator
    • Rail: Flashlight, Reflex Sight, Red Dot Sight
    • Underbarrel: None
    • Stock: None

M57-A4: The M57-A4 'Lightning Bolt' is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles, which should speak for itself. Don't point it in the general direction of anything you want to survive.

  • Ammunition:
    • 84mm Thermobaric Rocket Array: Holds four (4) HE 84mm thermobaric rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. It also generates high heat on impact. Activate in hand to receive some metal when it's used up.
  • Attachments:
    • Muzzle: None
    • Rail: None
    • Underbarrel: None
    • Stock: None

M60 General Purpose Machine Gun: The M60. The Pig. The Action Hero's wet dream. This is chambered in 7.62X51mm NATO.

  • Stats:
    • Recoil Wielded: 2
    • Recoil Unwielded: N/A
    • Scatter Wielded: 0.1
    • Scatter Unwielded: N/A
    • Burst Scatter Multiplier: 3
    • Burst Amount: 5
    • Effective Range: N/A
    • Firerate: 300 RPM
    • Burst Firerate: 428 RPM
    • Accuracy Wielded: 10.8
    • Accuracy Unwielded: N/A
  • Ammunition:
    • M60 Ammo Box (7.62X51mm): Holds one hundred (100) 7.62X51mm NATO M60 rounds.
      • Capacity: 100
      • Damage: 25
      • Max Range: 22
      • Fall off: 1
      • Penetration: 30
      • Punch: 0.5
  • Attachments:
    • Muzzle: None
    • Rail: None
    • Underbarrel: Bipod (Default - Cannot be removed)
    • Stock Attachments None

Breacher B5: An extremely heavy sledgehammer, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.

  • Stats:
    • Wielded Damage: 45
    • One handed Damage: 25
Attachment Benefits Drawbacks
Suppressor Wielded:
Increases accuracy by 15%
Both:
Greatly decreases firing sound
Removes muzzle flashes
Removes firing messages
Decreases recoil by 1
Decreases scatter by 1
Both:
Decreases damage by 5%
Increases falloff by 0.4
Bayonet Both:
Increases melee damage by 20
When removed from weapons acts like a regular knife
One handed:
Decreases accuracy by 5%
Extended Barrel Wielded:
Increases accuracy by 20%
Increases bullet velocity by 10 tiles per second
Both:
None
Barrel Charger Both: \\For shotguns:
Increases damage by 5%
For everything else:
Increases damage by 30%
Wielded:
Decreases accuracy by 15%
One Handed:
Decreases accuracy by 35%
Both:
Decreases firing speed by 2
Recoil Compensator Wielded:
Reduces recoil by 3
One Handed:
Reduces recoil by 2
Both:
Increases accuracy by 20%
Both:
Decreases damage by 10%
Increases falloff by 0.1
Rail Flashlight Both:
Generates a Light Source (greater radius than shoulder lamp, flare and flashlight)
Using a screwdriver on a normal flashlight will instantly modify it to a Rail Flashlight.

None (but useless if you forgot to Toggle Rail Flashlight Toggle-Rail-Flashlight.png) |

Red Dot Sight

Increases accuracy by 5% | Both:
Increases the accuracy penalty when moving by 1 |

S6 Reflex Sight

Decreases burst scatter by 1 | Both:
Increases the accuracy penalty when moving by 1 |

Magnetic Harness Both:
Dropped weapon goes to suit slot
Both:
Decreases accuracy by 5%
S8 Telescopic sight

Allows the user to 'zoom' in to see sixteen tiles farther in a zoomed out view (Toggle Rail Flashlight or Activate Weapon Attachment to zoom) | Wielded:
Decreases accuracy by 5%
Majorly increased wield delay
Both:
Increases the accuracy penalty when moving by 2
Decreases firing speed by 1
When scoped decreases firing speed by a further 2 |

S4 Telescopic Sight Wielded:
When scoped increases accuracy by 40% (35% net gain)
When scoped decreases falloff by 0.2
Allows the user to 'zoom' in to see five tiles farther (Toggle Rail Flashlight or Activate Weapon Attachment to zoom).
Allows for slow movement when zoomed in.

Wielded:
Decreases accuracy by 5%
Majorly increased wield delay
Both:
Increases the accuracy penalty when moving by 2
Decreases firing speed by 1
When scoped decreases firing speed by a further 2 |

B8 Smart-Scope

When scoped increases accuracy by 5% (0% net gain)
Allows the user to 'zoom' in to see five tiles farther (Toggle Rail Flashlight or Activate Weapon Attachment to zoom)
Allows for slow movement when zoomed in. | Wielded:
Decreases accuracy by 5%
Majorly increased wield delay
Both:
Decreases damage by 20%
Decreases firing speed by 1 |

Vertical Grip Wielded:
Increases accuracy by 15%
Decreases recoil by 1
Decreases scatter by 1
Both:
Decreases burst scatter by 2
Wielded:
Slightly decreases movement speed.
One Handed:
Decreases accuracy by 15%
Increases scatter by 1
Both:
Increased weapon size
Increases the accuracy penalty when moving by 1
Angled Grip Wielded:
Majorly decreased wield delay
Decreases recoil by 2
Increases accuracy by 5%
Decreases scatter by 1

Increased weapon size |

Flashlight Grip Wielded:
Increases accuracy by 5%
Decreases recoil by 1
Decreases scatter by 1
Both:
Generates a light source akin to the rail light.
Both:
None (but useless if you forgot to Toggle Rail Flashlight)
Gyroscopic Stabilizer Wielded:
Decreases scatter by 1
One Handed:
Decreases scatter by 5
Increases accuracy by 15% (105% for shotguns)
Both:
Decreases burst spread by 2
Decreases the accuracy penalty when moving by 2
Both:
Decreases firing speed by 2
Bipod Both:
These benefits will only take place once the bipod is deployed.
Increases accuracy by 25%
Decreases burst scatter by 3
Increases firing speed by 1 (4 for spec sniper rifle)
Wielded:
These benefits will only take place once the bipod is deployed.
Decreases scatter by 1
Decreases recoil by 2
Wielded:
Increases wield delay.
When undeployed:
Decreases accuracy by 25%
Increases scatter by 2
Increases recoil by 1
Both:
Increased weapon size
When undeployed decreases firing speed by 2
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.
Underslung Grenade Launcher

Toggled by using Activate Weapon Attachment | Both:
Starts unloaded
Grenades cannot be unloaded once loaded into the launcher.
Firing delay is 21 ticks (about 2 seconds) |

MK1 Underslung Grenade Launcher Both:
Adds the ability to fire five M40 or AGM grenades of any kind.
Reloadable with any M40 or AGM grenades
Default M41A Pulse Rifle MK1 attachment
Fires over objects
Toggled by using Activate Weapon Attachment
Both:
Starts unloaded
Grenades cannot be unloaded once loaded into the launcher.
Firing delay is 21 ticks (about 2 seconds)
Mini Flamethrower Both:
Adds the ability to fire several short flame bursts
Refillable with standard flamer fuel tanks or SFMC Technician Welderpacks
Toggled by using Activate Weapon Attachment

Fires welder fuel REGARDLESS of what you fill it with.
Maximum range is 4 tiles.
Firing delay is 35 ticks (about 3.5 seconds)
Cannot be refilled using B or X Variant fuel tanks. |

U7 Underbarrel Shotgun Both:
Adds the ability to fire five semi-auto buckshot rounds
Reloadable with additional buckshot
Does 80 damage per Point Blank
Toggled by using Activate Weapon Attachment
Firing delay is 18 ticks (about 2 seconds)
Specialized in destroying pylons and structures (walls, doors etc)

Slightly reduced knockdown/stun effect compared to an actual shotgun
Slightly reduced accuracy when firing compared to an actual shotgun
Moderately reduced damage compared to an actual shotgun
Can only be loaded with buckshot |

Burst Fire Adapter Both:
Enables burst-fire on a weapon or enhances burst-fire capability
Increases burst-fire shots by 2

Decreases accuracy by 15%
One Handed:
Decreases accuracy by 20% |

Laser Sight Wielded:
Decreases scatter by 1
One Handed: Decreases scatter by 2
Both:
Increases accuracy by 5%
Decreases the accuracy penalty when moving by 1
Both:
None.
Underbarrel Extinguisher Both:
Allows you to fire a 3 tile wide blast of water to quickly extinguish flames.
Can be refilled from water tanks.
Holds 60 units of water.
Decloaks preds and scouts.

None. Unless it's empty. |

M41A Solid Stock Wielded:
Increases accuracy by 20%
Decreases recoil by 2
Decreases scatter by 3
Both:
Reduces the accuracy penalty when moving by 1
Increases melee damage by 5
Wielded:
Increases wield delay
Decreases movement speed.
One Handed:
Decreases accuracy by 15%
Increases scatter by 3
Increases recoil by 2
Both:
Increases weapon size
L42A Synthetic Stock Wielded:
Increases accuracy by 30%
Decreases recoil by 2
Decreases scatter by 3
Both:
Decreases the accuracy penalty when moving by 1
Increases melee damage by 5
Wielded:
Increases wield delay
One Handed:
Decreases accuracy by 15%
Increases recoil by 2
Increases scatter by 3
Both:
Increases weapon size
M44 Magnum Sharpshooter Stock Wielded:
Increases accuracy by 35%
Decreases recoil by 2
Decreases scatter by 3
Both:
When collapsed it can fit into a holster.
Wielded:
Increases wield delay
Decreases movement speed
One Handed:
Decreases accuracy by 15%
Increases recoil by 2
Increases scatter by 3
Both:
Increases weapon size when extended
Decreases melee damage by 5
Can't fire the weapon when the stock is collapsed.
M37 Wooden Stock Wielded:
Increases accuracy by 20%
Decreases recoil by 2
Decreases scatter by 3
Both: Decreases the accuracy penalty when moving by 1
Increases melee damage by 5
Wielded:
Increases wield delay
Decreases movement speed
One Handed:
Decreases accuracy by 15%
Increases scatter by 3
Increases recoil by 2
Both:
Increases weapon size
MK221 Tactical Stock Both:
Increases accuracy by 5%
Decreases scatter by 1
Decreases recoil by 1
Decreases the accuracy penalty when moving by 1
Increases melee damage by 5
Wielded:
Increases wield delay
Both:
Increases weapon size
Submachinegun Stock Wielded:
Increases accuracy by 35%
Decreases recoil by 3
Decreases scatter by 5
Both:
Decreases the accuracy penalty when moving by 1
Increases melee damage by 15
Wielded:
Increases wield delay
Decreases movement speed
Both:
Increases weapon size
Collapsible Submachinegun Stock Wielded:
When extended:
Increases accuracy by 15%
Decreases recoil by 2
Decreases scatter by 3
Both:
Increases melee damage by 10
When collapsed it can fit into a holster.
When extended decreases the accuracy penalty when moving by 1
Wielded:
Increases wield delay
Decreases movement speed
One Handed:
Decreases accuracy by 15%
Increases scatter by 1
Increases recoil by 2
When collapsed:
Decreases accuracy by 5%
Increases recoil by 1
Increases scatter by 1
Both:
Increases weapon size when extended.
Moderately increases bullet spread if collapsed.
Submachinegun Arm Brace One Handed:
When active:
Increases accuracy by 20%
Decreases recoil by 2
Both:
Increases melee damage by 10
When active:
Decreases the accuracy penalty when moving by 2
Stays attached to the hand even when rested/disarmed.
Wielded:
Increases wield delay
When active:
Decreases accuracy by 15%
Increases scatter by 3
Increases recoil by 4
Both:
Reduces burst amount by 3
M-OU53 Tactical Stock Both:
Increases accuracy by 5%
Decreases recoil by 1
Decreases scatter by 1
Increases melee damage by 5
Wielded:
Increases wield delay
Both:
Increases weapon size
Mateba standard barrel Wielded: Increases accuracy by 15% Both: None.
Mateba marksman barrel Wielded:
Increases accuracy by 20%
Decreases scatter by 5
Both:
Increases firing delay by 4
Mateba short barrel Both:
Decreases firing delay by 4

Decreases accuracy by 20%
Increases scatter by 5 |

Pouches

Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the pouch. The first option is the default one for all single-slot pouches.

Equipment Description
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. It is one of the rarer pouches inside the ColMarTech automated armaments vendor in Requisitions. They can hold 3 items.
Light General Pouch 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.
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.
Large General Pouch 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.
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.
Large Magazine Pouch 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 but is also a part of the Veteran Enlist Kit. Can be ordered by Requisitions. Contains 4 slots.
Shotgun Shell Pouch A shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason. It is one of the pouch options of the ColMarTech Automated Closet. Contains 5 slots.
Large Shotgun Shell Pouch A large shotgun shell pouch. It can contain more handfuls of shells, or bullets if you choose to for some reason. Contains 7 slots.
Explosive Pouch 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.
Pistol Magazine Pouch Pouch able to hold 3 pistol magazines. It is one of the pouch options of the ColMarTech Automated Closet. Can be ordered by Requisitions.
Large Pistol Magazine Pouch Pouch able to hold 6 pistol magazines. It is one of the pouch options of the ColMarTech Automated Closet and is found in Requisitions.
Sidearm Pouch 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.
Flare Pouch 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.
Radio Pouch Used to hold 2 sets of radio headsets. Why would you use this?
Bayonet Pouch A pouch that can hold up to 3 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.
Survival Pouch 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.
Document Pouch A pouch used to hold documents for safe keeping.
Field Intelligence Support Kit pouch variant can hold 7 items.
Intelligence Officers have one that holds 21 items.
Tools Pouch 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:

Screwdriver
Blowtorch
Crowbar
Wrench
Cable Coil
Multitool / Security Access Tuner
Wirecutters
Entrenching Tool
Electronics Pouch 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:

Circuitboards
Powercells
Construction Pouch Designed to holster construction materials. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
Contains 3 slots. Can hold the following items below:

Metal Sheets
Plasteel Sheets
Empty Sandbags
Wooden Planks
Metal Rods
Cable Coil
Barbed Wire
Entrenching Tool
First-Aid Pouch (Splints/Gauze/Ointment) Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a functional NanoMed. It is one of the pouch options of the ColMarTech Automated Closet.
It contains the following:

Ointment
Gauze
Tricordrazine autoinjector
Splints (x5)
First-Aid Pouch (Refillable Injectors) Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a functional NanoMed. It is one of the pouch options of the ColMarTech Automated Closet.
It contains the following:

Bicaridine
Kelotane
Tramadol
Emergency Autoinjector
First-Aid Pouch (Pills) 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.
It contains the following:

Ointment
Tramadol pill packet
Tricordazine pill packet
Gauze
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 3 slots.

Autoinjectors
Ointment
Gauze
Advanced Kits
Health Analyzer
Pill Bottles
Hyposprays
Autoinjector Pouch A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.
Holds 7 Autoinjectors.
Medkit Pouch Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.
Medkits
First Responder Tactical Pouch 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.
Holds 4 medical items.

Health Analyzer
Splint
Advanced Burn Kit
Advanced Trauma Kit
Syringe Pouch 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.
Chemist Pouch A pouch for carrying glass beakers. It's filled with an empty regular and large beaker. Can be found in the medical doctor's lockers in medbay. Contains 2 slots.
Vial Pouch A pouch for carrying glass vials. Can be found in the medical doctor's lockers in medbay. Contains 6 slots.
Pressurized Pouch 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 Squad Medic's ColMarTech automated equipment vendors. Contains 1 slot for an Auto-injector.
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.
Tactical Medical Pouch A heavy pouch containing everything one needs to get themselves back on their feet. Quite the selection. Worn by MARSOC Operators. Can be worn by attaching it to a pocket.

Holds the following:

Health Analyzer
Nano Splints
Upgraded Advanced Trauma Kit
Upgraded Advanced Burn Kit
Bicaridine Injector
Bicaridine Injector
Kelotane Injector
2 x Emergency AutoInjector
Mini Fire Extinguisher
Redemption Stimulant
Brain Stimulant
Speed Stimulant
Tactical Tool Pouch 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:

Screwdriver
Wirecutters
Crowbar
Cable Coils
Multitool / Security Access Tuner
Wrench
C4 x 2
Sling Pouch 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.
Machete 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.

Equipment Description
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 SFMC support personnel. Standard Marines can acquire them through their ColMarTech Automated Closet. Can be issued out by Requisitions.
Black Webbing Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by Requisitions.
Brown Webbing Vest Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by Requisitions.
Drop Pouch A convenient pouch to carry loose items around. Able to hold 1 medium item and 2 small items.
M276 Pattern Ammo Load Rig

It is the standard rig for most of the SFMC combat personnel, excluding Engineers and Medics. It is one of the belt options of the ColMarTech Automated Closet. |

Shotgun Shell Load Rig 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.
M276 Pattern Knife Rig

It is one of the belt options of the ColMarTech Automated Closet. |

M276 Pattern M40 Grenade Rig The M276 is the standard load-bearing equipment of the SFMC. 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.
M276 Pattern M40 Grenade Rig MK.II The M276 Mk. II is is an upgraded version of the M276 Grenade rig, with more storage capacity. It consists of a modular belt with various clips. It is the standard rig for SFMC Heavy Grenadier Specialists.
M276 Pattern Toolbelt Rig The M276 is the standard load-bearing equipment of the SFMC. 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 Squad Engineers and Maintenance Technicians to do their work. It is the standard rig for Squad Engineers.
M276 Pattern Medical Storage Rig The M276 is the standard load-bearing equipment of the SFMC. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can also hold folding medical beds and defibrillators. It is one of the standard rigs for Combat Medics.
M276 Pattern Lifesaver Bag The M276 is the standard load-bearing equipment of the SFMC. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use. It is one of the standard rigs for Combat Medics.
M804 Heavy Gunner Rig The M804 Heavygunner Storage Rig is a modified M276 Pattern Toolbelt Rig modified to store the ammunition for the M2C Heavy Machinegun System and other engineering tools for the gunner. It is found in the M2C Heavy Gunner kit and can only be obtained through Requisitions.
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.
M280 Smartgunner Drum Belt 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 SFMC 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?
M276 pattern 45-70 loading rig An ammunition belt designed to hold the large 45-70 Govt. caliber bullets for the R4T lever-action rifle. Can attach a revolver holster attachment to it but reduces its maximum capacity slightly.
Holds 28 handfuls of 45-70 bullets.
SFMC mortar shell backpack A backpack specifically designed to carry ammunition for the M402 mortar. Holds 7 mortar shells of any kind.
SFMC Lightweight IMP Backpack The standard-issue backpack of the SFMC. Designed to slug gear into the battlefield. Has to be held in one hand to access items inside. Holds 7 normal size items.
SFMC Technician Welderpack

Has to be held in one hand to access items inside. Holds 7 normal size items and 260 units of welder fuel. |

SFMC Technician Welder-Satchel A specialized satchel worn by SFMC 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.
SFMC Satchel A heavy-duty satchel carried by most SFMC soldiers. It is standard gear for most of the SFMC. Holds 5 normal size items.
Light Weight Combat Pack 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 SFMC satchel. It's a standard pack for non-SFMC Combat Personnel, like the Colonial Liberation Front and UPP Soldiers.
SFMC logistics IMP backpack 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 SFMC Synthetic Units.
M68 Thermal Cloak The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard SFMC 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 SFMC Scout Specialists.
M3 Sniper's Smock 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 SFMC Sniper Specialists.
Broiler-T flexible refueling system

You can assign a Macro for the Broiler in order to switch fuel types. |

M22 Rocket Bags 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 SFMC Demolition Specialists.
SFMC IMP M63A1 Grenade Satchel A satchel with dedicated grenade 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. Worn by SFMC Heavy Grenadier Specialists.
SFMC Radio Telephone Pack A heavy-duty pack, used for telecommunications between central command. Issued to Squad Radio Telephone Operators.
Marine Commanding Officer Backpack A backpack specially made for the Marine Commanding Officer. Can be found in the Commander's Locker at round start. Holds more items then a regular backpack.
M103 pattern Tank-Ammo rig The M103 is the standard load-bearing equipment of the SFMC. It consists of a modular belt with various clips. Made specially for Tank Crewmen for storing their ammunition. Holds 2 items.
SFMC 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.
UCP3 combat pack A UPP military standard-issue Union Combat Pack MK3. Standard issue for soldiers from the Union of Progressive Peoples.

Holsters and Scabbards

This is a list of Holsters and Scabbards. Some holsters can carry magazines with their respective firearm.

Equipment Description
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. 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.
M276 Pattern General Pistol Holster Rig The M276 is the standard load-bearing equipment of the SFMC. 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 SFMC Vendors. It is also the standard rig for Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the Executive Officer.
M276 Pattern SU-6 Smart Pistol Holster Rig The M276 is the standard load-bearing equipment of the SFMC. It consists of a modular belt with various clips. This version is for the SU-6 smartpistol. Available only in the Experimental Trooper Kit.
M276 Pattern M44 Holster Rig The M276 is the standard load-bearing equipment of the SFMC. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It is one of the uncommon rigs inside SFMC Cargo Vendors, in the Marine Prep Vendors, or standard issue for the Requisitions Officer.
M802 Pattern Smartgunner Rig The M802 is the standard load-bearing equipment of the SFMC. 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 SFMC Squad Smartgunners and can be found in their vendors.
M276 Pattern M82F flare gun holster rig The M276 is the standard load-bearing equipment of the SFMC. It consists of a modular belt with various clips. This version is for the M82F flare gun.
Type 41 Pistol Holster Rig A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers. It is the standard rig for UPP Officers.
M276 Pattern M39 Holster Rig The M276 is the standard load-bearing equipment of the SFMC. 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 SFMC Cargo Vendors and can also be found in the standard marine prep, and some of the specialized squad role vendors.
L44 M37A2 Scabbard A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage. It is one of the scabbards inside SFMC Cargo Vendors, or in the Marine Prep Vendors.
H5 Pattern M2132 Machete Scabbard A large leather scabbard used to carry an M2132 machete. It can be strapped to the back, the armor, and/or the belt slot(s). It is one of the scabbards inside SFMC Cargo Vendors, or in the Marine Prep Vendors. They all start with machetes inside.

Support Equipment

This is a list of equipment to aid Marines during the operation.

Equipment Description
Tactical Binoculars 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.

Tactical Binocular 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.
Range Finders 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.
M2 Night Vision Goggles 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.
M94 Marking Flare Pack A packet of eight M94 Marking Flares. Carried by SFMC soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.
M89-S Signal Flare Pack A packet of eight M89-S Signal Marking Flares. Used for signaling close air support dropships to strafe an area.
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.
Data Detector 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). 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.
Whistle 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.
Fulton Device A system used by the SFMC 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.
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 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 character.
Gas Mask Gas masks are available in ColMarTech Automated Closets for all marines.
Command Tablet A special device used by the Captain of the ship. The Command Tablet acts as a portable communications console for issuing announcements on the go.

SFMC Military Clothing

This is a list of clothing available for SFMC personnel. Clothing design changes depending on the operation.

Clothing Description
SFMC Hypersleep Underwear A simple outfit worn by SFMC personnel during hypersleep. Makes you feel drowsy and slower while wearing. Find an actual uniform and change out.
SFMC Marine Uniform A standard-issue Marine uniform, only worn by SFMC combat personnel. There are also variants of this uniform issued to other Marine personnel. Compatible with M3-L Pattern Light Armor (Light Standard), M3 Pattern Personal Armor (Medium Standard), M3-H Pattern Heavy Armor (Heavy Standard), B12 Pattern Personal Armor (Squad Leader), M3-S Light Armor (Scout), M3-T Light Armor (Demolitionist), M45 Pattern Ghillie Armor (Sniper), M35 Armor (Pyrotechnic), M3-G4 Grenadier Armor (Grenadier), and M56 Combat Harness (Squad Gunner).
MARSOC Tactical Operator Uniform A black uniform for elite Marine operators. So this is where all their money goes. Compatible with MARSOC M3 Pattern Armor, M3-L Pattern Light Armor (Light Standard), M3 Pattern Personal Armor (Medium Standard), M3-H Pattern Heavy Armor (Heavy Standard), B12 Pattern Personal Armor (Squad Leader), M3-S Light Armor (Scout), M3-T Light Armor (Demolitionist), M45 Pattern Ghillie Armor (Sniper), M35 Armor (Pyrotechnic), M3-G4 Grenadier Armor (Grenadier), and M56 Combat Harness (Squad Gunner).
Requisitions Officer Uniform A nicely-fitting military suit for any Requisitions Officer on their supply job. Compatible with M2 Pattern Officer Armor.
Marine Intelligence Officer Uniform 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 ship… probably. Compatible with M4 Pattern Intel Armor.
Staff Officer Uniform A uniform worn by commissioned officers of the SFMC. Do the corps proud. Compatible with M2 Pattern Officer Armor.
Chief Engineer Uniform A uniform for a veteran military engineer. Often found covered in oil or engine grease. Compatible with M2 Pattern Officer Armor.
Executive Officer Uniform A uniform typically worn by a first-lieutenant Executive Officer in the SFMC. Compatible with M2 Pattern Officer Armor.
Commander Uniform

Compatible with M2 Pattern Officer Armor. |

Vehicle Crewman Officer Uniform A uniform worn by commissioned officers of the SFMC. Do the corps proud. Compatible with M3 Pattern Tanker Armor.

Miscellaneous Clothing

Other pieces of clothing that may or may not be found elsewhere.

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. Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It's a good idea to bring down a few spares in a backpack for those that might've forgot theirs. Spawns at the Automated Closet as Standard Equipment on snow planets. Otherwise available at the Surplus Uniform Vendor.

Combat Boots: Standard issue combat boots used by the SFMC for combat situations. Worn by SFMC Marines.

SWAT Mask: A close-fitting tactical mask that can be connected to an air supply.

M8 pattern armored balaclava: An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. Worn by Corporate PMCs.

M8 pattern armored balaclava: 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. Worn by Corporate PMCs.

UPP armored commando balaclava: An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. Worn by UPP Commandos.

Military Helmets

A list of helmets which are paired with Military Armor.

M10 Pattern Marine Helmet: Standard Issue Helmet used by SFMC. 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 ship. Addendum: “Donator” Helmets, while looking unique are essentially a custom M10 Helmet.

  • Stats: Melee = 20, Bullet = 20, Bomb = 10, Internal Damage = 20, Bio = 25

M10 Technician Helmet: A modified M10 marine helmet for squad engineers. Features a toggleable welding screen for eye protection. Given to Squad Engineers.

  • Stats: Melee = 20, Bullet = 20, Bomb = 10, Internal Damage = 20, Bio = 25

M11 Pattern Leader Helmet: A slightly fancier helmet for marine leaders. This one contains a small built-in camera and has cushioning to project your fragile brain.

  • Stats: Melee = 20, Bullet = 20, Bomb = 10, Internal Damage = 20, Bio = 25

M3-S Helmet: A custom helmet from the M3 series designed to be lightweight and used for recon missions. This helmet is worn by the Scout Specialist.

  • Stats: Melee = 20, Bullet = 20, Bomb = 10, Internal Damage = 20, Bio = 25

M45 Ghillie Helmet: A lightweight M45 helmet with ghillie coif used by SFMC snipers on recon missions. This helmet is worn by the Sniper Specialist.

  • Stats: Melee = 20, Bullet = 20, Bomb = 20, Internal Damage = 15, Bio = 10

M35 Helmet: A custom helmet from the M3 series designed to be highly flame retardant. This helmet is worn by the Pyrotechnician Specialist.

  • Stats: Melee = 20, Bullet = 20, Bomb = 10, Internal Damage = 20, Bio = 25

M3-G4 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. This helmet is worn by the Heavy Grenadier Specialist.

  • Stats: Melee = 25, Bullet = 25, Bomb = 50, Internal Damage = 30, Bio = 25

Riot Helmet: It's a helmet specifically designed to protect against close range attacks. It covers your ears. It's worn by the Military Police during riot situations.

  • Stats: Melee = 30, Bullet = 10, Bomb = 0, Internal Damage = 25, Bio = 0

M50 Tanker Helmet: The lightweight M50 tanker helmet is designed for use by armored crewmen in the SFMC. 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.

  • Stats: Melee = 15, Bullet = 20, Bomb = 25, Internal Damage = 15, Bio = 20

M30 Tactical Helmet: The M30 tactical helmet has an left eyepiece filter used to filter tactical data. It is issued to Pilot Officers.

  • Stats: Melee = 15, Bullet = 20, Bomb = 15, Internal Damage = 15, Bio = 20

B18 Helmet: A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.

  • Stats: Melee = 30, Bullet = 30, Bomb = 50, Internal Damage = 30, Bio = 30

XM12 Pattern Radio Operator Helmet: 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. Issued to Squad Radio Telephone Operators.

  • Stats: Melee = 25, Bullet = 20, Bomb = 10, Internal Damage = 20, Bio = 20

M10 Pattern MARSOC Helmet: A special variant of the M10 Pattern Helmet worn by MARSOC operators. Fitted for quad NODs. This helmet is worn by the MARSOC Operators.

  • Stats: Melee = 25, Bullet = 30, Bomb = 10, Internal Damage = 20, Bio = 25

PMC Tactical Cap: A protective cap made from flexible Kevlar. Standard issue for most security forms in the place of a helmet. Worn by PMC Standards and PMC Medics

  • Stats: Melee = 20, Bullet = 20, Bomb = 20, Internal Damage = 10, Bio = 10

PMC Sniper Helmet: A helmet worn by PMC Marksmen.

  • Stats: Melee = 20, Bullet = 25, Bomb = 20, Internal Damage = 15, Bio = 15

PMC Beret: The pinnacle of fashion for any aspiring mercenary leader. Designed to protect the head from light impacts. Worn by PMC Team Leaders.

  • Stats: Melee = 20, Bullet = 20, Bomb = 20, Internal Damage = 10, Bio = 10

PMC Gunner Helmet: A helmet designed for PMC Smartgunners. This one is tailored for the PMC Smartgunners.

  • Stats: Melee = 20, Bullet = 25, Bomb = 20, Internal Damage = 15, Bio = 15

M5X Helmet: A fully enclosed, armored helmet made to complete the M5X exoskeleton armor.

  • Stats: Melee = 40, Bullet = 50, Bomb = 50, Internal Damage = 30, Bio = 30

UM4 Helmet: 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 SFMC's M10 Pattern Marine Helmet. This armor is worn by the UPP soldiers.

  • Stats: Melee = 20, Bullet = 30, Bomb = 20, Internal Damage = 30, Bio = 15

Armored UPP Cap: Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. This armor is worn by the UPP Medics and UPP Covert Operatives.

  • Stats: Melee = 25, Bullet = 25, Bomb = 10, Internal Damage = 20, Bio = 20

UH7 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. This armor is worn by the UPP Minigunner.

  • Stats: Melee = 25, Bullet = 35, Bomb = 30, Internal Damage = 35, Bio = 20

UPP Beret: Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. This armor is worn by the UPP Squad Leaders and UPP Covert Operative Squad Leaders.

  • Stats: Melee = 25, Bullet = 25, Bomb = 10, Internal Damage = 20, Bio = 20

Armored Freelancer Cap: A sturdy freelancer's cap. More protective than it seems. This armor is worn by the Freelancer Mercenaries, if they can afford it.

  • Stats: Melee = 25, Bullet = 25, Bomb = 10, Internal Damage = 20, Bio = 20

Freelancer Armored Beret: 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.

  • Stats: Melee = 25, Bullet = 25, Bomb = 10, Internal Damage = 20, Bio = 20

Armored Militia Cowl: A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production. This armor is worn by the Colonial Liberation Front.

  • Stats: Melee = 25, Bullet = 15, Bomb = 10, Internal Damage = 20, Bio = 20

Bucket Helmet: 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.

  • Stats: Melee = 25, Bullet = 15, Bomb = 10, Internal Damage = 20, Bio = 20

Dutch's Dozen Helmet: A protective helmet worn by some seriously experienced mercs. This helmet is worn by the Dutch's Dozen's Mercenaries.

  • Stats: Melee = 30, Bullet = 30, Bomb = 15, Internal Damage = 15, Bio = 15

Dutch's Dozen Cap: A protective cap worn by some seriously experienced mercs. Worn by Dutch himself. This cap is worn by the Dutch's Dozen's Mercenaries.

  • Stats: Melee = 30, Bullet = 30, Bomb = 15, Internal Damage = 15, Bio = 15

HEFA Helmet: 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.

  • Stats: Melee = 0, Bullet = 0, Bomb = 100, Internal Damage = 0, 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.

Slowdown: How much the armor slows you down, Lower values mean less slowdown and vice versa.

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.

  • Stats: Melee = 15, Bullet = 15, Bomb = 20, Internal Damage = 10, Bio = 25, Slowdown = 0.35

M3 Pattern Personal Armor: Standard Issue Armor used by SFMC. 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.

  • Stats: Melee = 20, Bullet = 20, Bomb = 15, Internal Damage = 20, Bio = 20, Slowdown = 0.55

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.

  • Stats: Melee = 25, Bullet = 30, Bomb = 25, Internal Damage = 25, Bio = 30, Slowdown = 0.75

B12 Pattern Personal Armor: A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.

  • Stats: Melee = 25, Bullet = 20, Bomb = 20, Internal Damage = 25, Bio = 25, Slowdown = 0.55

M3-S Light Armor: A custom modified set of M3 Armor designed for recon missions. Allows more mobility for the wearer. Must be worn to put on the M68 Thermal Cloak. This armor is worn by the Scout Specialist.

  • Stats: Melee = 25, Bullet = 20, Bomb = 15, Internal Damage = 20, Bio = 20, Slowdown = 0.35

M3-T Light Armor: A custom set of M3 armor designed for users of long ranged explosive weaponry. This armor is worn by the Demolitionist Specialist.

  • Stats: Melee = 20, Bullet = 20, Bomb = 30, Internal Damage = 20, Bio = 20, Slowdown = 0.35

M45 Pattern Ghillie Armor: A lightweight ghillie camouflage suit, used by SFMC snipers on recon missions. Very lightweight and surprisingly very protective. Can allow the user to blend in with their surroundings and give more precise and lethal shots. This armour is worn by the Sniper Specialist.

Abilities:

  • Stats: Melee = 20, Bullet = 20, Bomb = 15, Internal Damage = 20, Bio = 25, Slowdown = 0.35

M35 Armor: 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. This armor is worn by the Pyrotechnician Specialist.

  • Stats: Melee = 20, Bullet = 20, Bomb = 20, Internal Damage = 25, Bio = 25, Slowdown = 0.55

M3-G4 Grenadier Armor: A custom set of M3 armor packed to the brim with padding, plating, and every other form of ballistic protection under the sun. Being much heavier than the other armor types, it's able to allow the wearer to stand and counter against alien pounce attempts from the front. This armor is worn by Heavy Grenadier Specialists.

  • Stats: Melee = 25, Bullet = 25, Bomb = 40, Internal Damage = 25, Bio = 15, Slowdown = 1

M2 Pattern MP Armor: Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks. This armor is worn by the Military Police.

  • Stats: Melee = 25, Bullet = 10, Bomb = 20, Internal Damage = 15, Bio = 15, Slowdown = 0.35

M3 Pattern Warden Armor: A well-crafted suit of M3 Pattern Armor typically distributed to Wardens. This armor is worn by the Warden.

  • Stats: Melee = 25, Bullet = 10, Bomb = 20, Internal Damage = 15, Bio = 15, Slowdown = 0.35

M3 Pattern Chief MP Armor: A well-crafted suit of M3 Pattern Armor typically distributed to Chief MPs. Useful for letting your men know who is in charge. This armor is worn by the Chief MP.

  • Stats: Melee = 25, Bullet = 10, Bomb = 20, Internal Damage = 15, Bio = 15, Slowdown = 0.35

Riot Armor: A heavily modified suit of M2 MP Armor used to suppress riots from buckethead marines. Slows you down a lot but can tank a lot of hits. Does not have a shoulder light. Cannot hold items. This armor is worn by the Military Police in riot situations. Also found in the Marshall's Office armory of Solaris Ridge and Prison Station.

  • Stats: Melee = 30, Bullet = 30, Bomb = 10, Internal Damage = 20, Bio = 0, Slowdown = 0.2

M56 Combat Harness: An M56 Combat Harness is specially made for Smartgunners and is required for use of the M56 Smartgun system. This armor is worn by Squad Smartgunners.

  • Stats: Melee = 20, Bullet = 20, Bomb = 20, Internal Damage = 20, Bio = 20, Slowdown = 0.35

M2 Pattern Officer Armor: 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. This armor is worn by Staff Officers and the Executive Officer.

  • Stats: Melee = 25, Bullet = 10, Bomb = 20, Internal Damage = 15, Bio = 15, Slowdown = 0.55

M3 Pattern Tanker Armor: A modified and refashioned suit of M3 Pattern armor designed to be worn by the loader of a SFMC 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 armour is worn by Vehicle Crewmen.

  • Stats: Melee = 20, Bullet = 20, Bomb = 15, Internal Damage = 20, Bio = 20, Slowdown = 0.55

B18 Experimental Personal Armor: 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 wristguards, 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.

  • Stats: Melee = 30, Bullet = 30, Bomb = 40, Internal Damage = 25, Bio = 15, Slowdown = 1

XM4 Pattern Radio Operator Armor: 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 Squad Radio Telephone Operators

  • Stats: Melee = 20, Bullet = 20, Bomb = 15, Internal Damage = 20, Bio = 25, Slowdown = 0.55

M3-VL Pattern Vest Armor: Up until 2189 SFMC 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 SFMC non-combat personnel. This armor is worn by civilian personnel aboard the ship and is available through the red alert armories.

  • Stats: Melee = 15, Bullet = 30, Bomb = 10, Internal Damage = 20, Bio = 0, Slowdown = 0.35

MARSOC M3 Pattern Armor: A heavily customized suit of M3 armor. Used by MARSOC operators.

  • Stats: Melee = 30, Bullet = 30, Bomb = 40, Internal Damage = 25, Bio = 15, Slowdown = 0.35

M4 Pattern PMC Armor: 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.

  • Stats: Melee = 20, Bullet = 25, Bomb = 20, Internal Damage = 20, Bio = 20, Slowdown = 0.35

M4 Pattern PMC Sniper Armor: 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.

  • Stats: Melee = 20, Bullet = 25, Bomb = 20, Internal Damage = 20, Bio = 20, Slowdown = 0.55

PMC M56 Combat Harness: A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun.

  • Stats: Melee = 20, Bullet = 25, Bomb = 20, Internal Damage = 20, Bio = 20, Slowdown = 0.35

M4 Pattern PMC Leader Armor: 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.

  • Stats: Melee = 20, Bullet = 25, Bomb = 20, Internal Damage = 20, Bio = 20, Slowdown = 0.55

M5X Exoskeleton Armor: 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.

  • Stats: Melee = 40, Bullet = 50, Bomb = 40, Internal Damage = 25, Bio = 15, Slowdown = 0.55

UM5 Personal Armor: The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the SFMC. 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 to UPP soldiers as 'tin men'. A stealth modification of the UM5 is only available to selected operatives. This armor is worn by the UPP soldiers.

  • Stats: Melee = 20, Bullet = 25, Bomb = 20, Internal Damage = 25, Bio = 20, Slowdown = 0.55

UH7 Heavy Plated Armor: An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn't protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production. This armor is worn by the UPP Officers and UPP Minigunner.

  • Stats: Melee = 30, Bullet = 30, Bomb = 30, Internal Damage = 25, Bio = 20, Slowdown = 1

Freelancer Cuirass: 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 SFMC. The many skilled craftsmen in the freelancer's ranks produce these vests at about one a month. This armor is worn by the Freelancer Mercenaries.

  • Stats: Melee = 25, Bullet = 25, Bomb = 20, Internal Damage = 25, Bio = 20, Slowdown = 0.35

Colonial Militia Hauberk: The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This armor is worn by the Colonial Liberation Front.

  • Stats: Melee = 20, Bullet = 15, Bomb = 20, Internal Damage = 20, Bio = 15, Slowdown = 0.2

Colonial Militia Partial Hauberk: The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed. This armor is worn by the Colonial Liberation Front.

  • Stats: Melee = 20, Bullet = 15, Bomb = 20, Internal Damage = 20, Bio = 15, Slowdown = 0.2

Colonial Militia Brace: 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.

  • Stats: Melee = 20, Bullet = 15, Bomb = 20, Internal Damage = 20, Bio = 15, Slowdown = 0.2

Colonial Militia Vest: 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.

  • Stats: Melee = 20, Bullet = 15, Bomb = 20, Internal Damage = 20, Bio = 15, Slowdown = 0.2

Bulletproof Vest: 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.

  • Stats: Melee = 15, Bullet = 30, Bomb = 10, Internal Damage = 20, Bio = 0, Slowdown = 0.35

D2 Armored Vest: A protective vest worn by some seriously experienced mercs. This armor is worn by the Dutch's Dozen's Mercenaries.

  • Stats: Melee = 20, Bullet = 20, Bomb = 20, Internal Damage = 20, Bio = 20, Slowdown = 0.2

HEFA Knight Armor: A thick piece of armor adorning a HEFA and usually seen on a HEFA Knight.

  • Stats: Melee = 25, Bullet = 25, Bomb = 20, Internal Damage = 25, Bio = 20, Slowdown = 0.55
games/sc13/objects/military.txt · Last modified: 2023/06/17 22:20 by wizardofaus_doku

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