Тут у нас начинается рубрика ЭЭЭКСПЕРЕМЕНТЫ [[Форма и дополнительное снаряжение]]
Тут у нас начинается рубрика ЭЭЭКСПЕРЕМЕНТЫ [[Форма и дополнительное снаряжение]]
Еще убийство [[Еще какое то OPS вооружение]]
=Basic Weapon Parameters=
=Basic Weapon Parameters=
The following are parameters most weapons have in some combination:
The following are parameters most weapons have in some combination:
Версия от 12:47, 5 апреля 2025
"Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks..." - Private Hudson, Aliens
"I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher." ―Corporal Hicks, Aliens
The Colonial Marines are equipped with the best equipment around, well with what a couple thousand dollars can buy, at least. They have a load-out of a lot of equipment.
The following are parameters most weapons have in some combination:
Accuracy: Determines the probability of a ranged weapon hitting a target when its projectiles enter the target's space. Melee weapons do not use this parameter and always hit their target if it's in range barring special exceptions, like shields and weapons that can deflect melee blows. Tends to decrease when a weapon is in burst mode. A projectile's accuracy normally decays with each tile travelled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance travelled by a projectile.
Burst Count: Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.
Damage: Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. Their values can be seen under the weapon's Ammunition section.
Damage Falloff: Determines how much stopping power the bullet will lose for every tile it travels by. This starts immediately after the bullet has left the effective range of the weapon. The closer you are to the target, the more damage you can inflict upon them. Certain weapons have no damage fall off, which means at any range, they bullet will always deal its maximum damage.
Effective Range: Determines the effective range of a weapon where the bullets will deal maximum damage. If it reaches beyond effective range, the damage falloff will start to take effect.
Fire/Attack Rate: Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. A higher fire rate means a reduced delay between attacks.
Recoil: Determines the amount of screen shake that happens when a ranged weapon is fired. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks.
Spread: Not to be confused with Accuracy; determines how much a projectile from a firearm can deviate from the intended target tile; higher spread equals more deviation. Tends to increase when a weapon is in burst mode.
Weapon Size: Determines what kind of container the weapon can fit into. Most weapons are 'bulky' in size and thus cannot fit into boxes or backpacks normally.
Служебный пистолет M4A3, который когда-то был стандартным оружием колониальных морпехов, но недавно был заменен на боевой пистолет 88-й модели 4. Стреляет пистолетными патронами калибра 9 мм.
Стандартное огнестрельное оружие USCM. Также находится в руках команд ЧВК "Вейланд-Ютани". Стреляет 9-миллиметровыми пулями, пробивающими броню, и может производить 3 выстрела очередью.
Громоздкий револьвер, который иногда носят штурмовики и офицеры колониальных морпехов , а также гражданские правоохранительные органы. Стреляет патронами "Магнум" 44-го калибра.
The Armat Battlefield Systems M10 Auto Pistol, a compact, rapid-firing sidearm designed for close-quarters defense. With a 40-round magazine, it emphasizes fire rate over precision, providing effective suppressive fire in short-range engagements.
Пистолет-пулемет Armat Battlefield Systems M-39. Иногда используется легкой пехотой, разведчиками, инженерами и медиками. В качестве легкой и малокалиберной альтернативы различным видам импульсного оружия используется USCM. Стреляет патронами размером 10х20 мм из магазина на 48 патронов.
The M4RA battle rifle is a designated marksman rifle in service with the USCM. Sporting a bullpup configuration, the M4RA battle rifle is perfect for reconnaissance and fire support teams.
Takes *only* non-high-velocity M4RA magazines.
Модель M37A2, выполненная в классическом стиле Armat Battlefield Systems, сочетает в себе огневую мощь на ближней дистанции и надежность в течение длительного времени. Для работы требуется передёрнуть помпу, что является уникальным свойством.
The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.
Latest issue of the USCM Machete. Unlike the Survival Knife, this can not slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.
Commonly found in requisitions and the Automated closets of most marines.
A heavy sniper rifle manufactured by Armat Systems. It has a scope system and fires armor penetrating rounds out of a 15-round magazine.
'Peace Through Superior Firepower'
A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.
To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you'll be able to fire it.
The time to lock on is cut in half by aiming at a spotted target or using a laser, and with both it will be 65% faster.
Toggle Laser
A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 50% faster without a spotter, and 15% faster with a spotter mark.
Once activated, it will automatically trigger when you use Aimed Shot on a target.
An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless.
This weapon can punch through thin metal plating and walls, though it'll lose most of its lethality in the process. It can even work for demolitions, with experienced users known to disassemble segments of solid, reinforced walls in the field with just a single standard magazine of 10x99mm. In lieu of explosives or an engineer, they instead use each of the 8 shots to break down vital structural supports, taking the wall apart in the process.
A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.
To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you'll be able to fire it.
The time to lock on is cut in half by aiming at a spotted target or using a laser, and with both it will be 65% faster.
Toggle Laser
A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 50% faster without a spotter, and 15% faster with a spotter mark.
Once activated, it will automatically trigger when you use Aimed Shot on a target.
Unique Mechanics
Unlike the standard M42A sniper rifle, the XM43E1 does not have unique ammunition types. In exchange, it has unique aimed shot and ammunition mechanics.
XM43E1 rounds are capable of penetrating through targets and through cover such as walls or resin. Over distance, the maximum penetration power decreases, alongside losing damage through targets penetrated - 20% for smaller xenomorphs, and 60% for all walls or large xenomorph castes hit by the round.
The XM43E1 also does percentage damage, rather than flat damage - visible on the chart below for different types of xenomorph. The damage is based off of current health rather than off of total maximum health, alongside a per-shot scaling system that is dependant on how many times a target has been aimed shot prior. For the first aimed shot against a target, it will do only 50% damage - with the second doing 75% total damage, and the third shot doing 100% damage. Once the third shot multiplier has been reached, it will not be reset unless an aimed shot is used on another target - normal shots are fine.
A custom chemical grenade with an M40 casing. This one is made to fit into underslung grenade launchers, but can also be thrown by hand.
Icon
Name
Description
large custom grenade
A custom chemical grenade with an M15 casing. This casing has a higher explosive capacity than the M40 variant.
Icon
Name
Description
M15-F flare grenade
Chemical flare in a grenade form, expanded variant. The casing is too large to fit most launchers.
Icon
Name
Description
metal-foam grenade
Used for emergency sealing of air breaches.
Icon
Name
Description
incendiary grenade
Used for clearing rooms of living things.
Icon
Name
Description
M40-F flare grenade
Chemical flare in a grenade form, designed for compatibility with most standard issue launchers.
Icon
Name
Description
weedkiller grenade
Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents.
Icon
Name
Description
cleaner grenade
BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas.
Icon
Name
Description
M66 teargas grenade
Tear gas grenade used for nonlethal riot control. Please wear adequate gas protection.
Icon
Name
Description
improvised explosive device
An improvised chemical explosive grenade. Designed to kill through fragmentation.
Icon
Name
Description
improvised explosive device (incendiary)
An improvised chemical explosive grenade. Designed to spray incendiary shrapnel across a wide area.
Icon
Name
Description
classic emp grenade
Wide area EMP grenade.
Icon
Name
Description
Dutch's Concoction
Wide area EMP grenade. The label reads, 'CLOAKER DESTROYER - EXTREMELY STRONG'.
Icon
Name
Description
M40 HEDP grenade
High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has been phasing out the M15 HE grenades alongside the M40 HEFA. Capable of being loaded in the M92 Launcher, or thrown by hand.
Icon
Name
Description
M40/2 HEDP grenade
High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has been phasing out the M15 HE grenades alongside the M40 HEFA. This version is stronger.
Icon
Name
Description
M12 blast grenade
A high-explosive grenade produced for private security firms. It explodes around 3 seconds after the pin has been pulled.
Icon
Name
Description
Webley Mk15 stick grenade
A blast grenade produced in the colonies, most commonly using old designs and schematics. It explodes 3 seconds after the pin has been pulled.
Icon
Name
Description
M40 HEFA grenade
High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Capable of being loaded in the M92 Launcher, or thrown by hand.
Icon
Name
Description
M15 fragmentation grenade
An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced by the slightly safer M40-series grenades. It is set to detonate in 4 seconds.
Icon
Name
Description
M15 rubber pellet grenade
A relatively harmless version of the M15 grenade designed for riot control and combat exercises.
Icon
Name
Description
Type 6 shrapnel grenade
A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes 3 seconds after the pin has been pulled.
Icon
Name
Description
M74 AGM-F 40mm Grenade
M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses jagged shrapnel in a cone in front of itself, tearing through sinews and armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.
Icon
Name
Description
M74 AGM-H 40mm Hornet Shell
Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the hornet shell shoots off holo-targeting .22lr rounds. The equivalent to buckshot at-range.
Icon
Name
Description
M74 AGM-S Star Shell
Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the star shells bursts into burning phosphor that illuminates the area.
Icon
Name
Description
40mm Buckshot Shell
A classic of grenade launchers everywhere, this is a 40mm shell loaded with buckshot; very dangerous, watch your fire.
Icon
Name
Description
40mm HE grenade
This is a 40mm grenade, designed to be launched by a grenade launcher and detonate on impact. This one is marked as a High-Explosive grenade, watch your fire.
Icon
Name
Description
M07 training grenade
A harmless reusable version of the M40 HEDP, used for training. Capable of being loaded in the M92 Launcher, or thrown by hand.
Icon
Name
Description
R2175/A HEDP grenade
High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has recently been added to the arsenal of the RMC.
Icon
Name
Description
M40 HIDP incendiary grenade
The M40 HIDP is a small, but deceptively strong incendiary grenade designed to disrupt enemy mobility with long-lasting Type B napalm. It is set to detonate in 4 seconds.
Icon
Name
Description
40mm incendiary grenade
This is a 40mm grenade, designed to be launched by a grenade launcher and detonate on impact. This one is marked as a incendiary grenade, watch your fire.
Icon
Name
Description
M74 AGM-I 40mm Grenade
M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.
Icon
Name
Description
R2175/B HIDP grenade
The R2175/B HIDP is a small, but deceptively strong incendiary grenade designed to rapidly clear areas with fast-acting potent fire. It is set to detonate in 4 seconds.
Icon
Name
Description
M40 HSDP smoke grenade
The M40 HSDP is a small, but powerful smoke grenade. Based off the same platform as the M40 HEDP. It is set to detonate in 2 seconds.
Icon
Name
Description
M74 AGM-S 40mm Grenade
M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. Upon detonation, instantly combines multiple chemicals inside its casing to form a smoke cloud.
Icon
Name
Description
M40 CCDP grenade
The M40 CCDP is a small, but powerful chemical compound grenade, similar in effect to WPDP. Word on the block says that the CCDP doesn't actually release White Phosphorus, but some other chemical developed in W-Y labs.
Icon
Name
Description
M40 WPDP grenade
The M40 WPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.
Icon
Name
Description
Type 8 WP grenade
A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosphorus on the target. It explodes 2 seconds after the pin has been pulled.
Icon
Name
Description
improvised phosphorus bomb
An improvised version of gas grenade designed to spill white phosphorus on the target. It explodes 2 seconds after the pin has been pulled.
Icon
Name
Description
G2 Electroshock grenade
This is a G2 Electroshock Grenade. Produced by Armat Battlefield Systems, it's sometimes referred to as the Sonic Electric Ball Breaker, after a rash of incidents where the intense 1.2 gV sonic payload caused... rupturing. A bounding landmine mode is available for this weapon which activates a small drill to self-bury itself when planted. Simply plant it at your feet and walk away.
Icon
Name
Description
slug shell
It doesn't actually explode. Fancy that.
Icon
Name
Description
HIRR baton slug
Cousin to the M15 Rubber pellet, the HIRR baton slug was recalled from military and civilian police forces due to over-packed propellant in the sabot casing. Now it is utilized as a less-than-lethal option in engagements with human, and sometimes non-human, forces. Historically, the HIRR was incredibly popular during the Arcturus conflict, as the impact force was found to reliably incapacitate Arcturian resistance forces by breaking their ribs into their lungs.
Icon
Name
Description
M40 MFHS grenade
A Metal-Foam Hull-Sealant grenade originally used for emergency repairs but have found other practical applications on the field. Based off the same platform as the M40 HEDP. Has a 2 second fuse.
The M5 RPG is the primary anti-armor weapon of the USCM. Used to take out light-tanks and enemy structures, the M5 RPG is a dangerous weapon with a variety of combat uses.
This is a further improvement upon the already rock-solid M4RA. Made by the USCM armorers on Chinook station - This variant of the M4RA has a specifically milled magazine well to accept A19 rounds. It sports a light-weight titantium-alloy frame, better responsive to the heavy kick of the tailor-made A19 rounds.
The .454 Mateba 6 Unica autorevolver is a semi-automatic handcannon that uses its own recoil to rotate the cylinders. Extremely rare, prohibitively costly, and unyieldingly powerful, it's found in the hands of a select few high-ranking USCM officials. Stylish, sophisticated, and above all, extremely deadly.
Отдача с двух рук: 4
Отдача с одной руки: 4
Разброс с двух рук: 4
Разброс с одной руки: 10
Разброс стрельбы очередями: 5
Выстрелов за очередь: 3
Скорострельность: 66
Спад урона: 1
Скорострельность очередями: 83
Точность с двух рук: 7.5
Точность с одной руки: 4.5
Максимальная дальность: 22
Характеристика оружия
Тип патрона
Таблица урона
Icon
Name
Mateba speed loader (.454)
Icon
Name
High Impact Mateba speed loader (.454)
Icon
Name
High Impact Armor-Piercing Mateba speed loader (.454)
Icon
Name
Mateba explosive speed loader (.454)
Mateba speed loader (.454)
Значение брони:
0
5
10
15
20
25
30
35
40
45
50
Урон:
90
90
90
90
90
81
74
67
61
55
43
High Impact Mateba speed loader (.454)
Значение брони:
0
5
10
15
20
25
30
35
40
45
50
Урон:
90
90
81
74
67
61
55
43
37
31
26
High Impact Armor-Piercing Mateba speed loader (.454)
The handcannon that needs no introduction, the .50-caliber Desert Eagle is expensive, unwieldy, and extremely heavy for a pistol. However, it makes up for it with its powerful shots capable of stopping a bear dead in its tracks. Iconic, glamorous, and above all, extremely deadly.
Отдача с двух рук: 3
Отдача с одной руки: 4
Разброс с двух рук: 5
Разброс с одной руки: 8
Разброс стрельбы очередями: 7
Выстрелов за очередь: 2
Скорострельность: 85
Спад урона: 1
Скорострельность очередями: 82
Точность с двух рук: 7.2
Точность с одной руки: 3.9
Максимальная дальность: 22
Характеристика оружия
Тип патрона
Таблица урона
Icon
Name
Desert Eagle magazine (.50)
Icon
Name
Heavy Desert Eagle magazine (.50)
Icon
Name
High Impact Desert Eagle magazine (.50)
Icon
Name
High Impact Armor-Piercing Desert Eagle magazine (.50)
Desert Eagle magazine (.50)
Значение брони:
0
5
10
15
20
25
30
35
40
45
50
Урон:
63
63
63
63
63
63
63
57
52
47
43
Heavy Desert Eagle magazine (.50)
Значение брони:
0
5
10
15
20
25
30
35
40
45
50
Урон:
84
84
84
84
84
76
69
63
57
52
39
High Impact Desert Eagle magazine (.50)
Значение брони:
0
5
10
15
20
25
30
35
40
45
50
Урон:
84
84
76
69
63
57
52
39
34
29
24
High Impact Armor-Piercing Desert Eagle magazine (.50)
A massive, formidable semi-automatic handgun chambered in 9mm squash-head rounds. A common sight throughout both UA and 3WE space, often held by both Weyland-Yutani PMC units and corporate executives. This weapon is also undergoing limited field testing as part of the USCM's next generation pistol program. The slide is engraved with the Weyland-Yutani logo reminding you who's really in charge.
This M4A3 sports a nickel finish and faux ivory grips. This one is a slightly customized variant produced by a well known gunsmith on Gateway Station. These are commonly purchased by low level enlisted men and junior officers who have nothing better to spend their salary on. Chambered in 9mm.
The SU-6 Smartpistol is an IFF-based sidearm currently undergoing field testing in the Colonial Marines. Uses modified .45 ACP IFF bullets. Capable of firing in bursts.
The actual firearm in the 4-piece M56B Smartgun System. Essentially a heavy, mobile machinegun.
You may toggle firing restrictions by using a special action.
Alt-click it to open the feed cover and allow for reloading.
A limited production Kerchner MOU53 triple break action classic. Respectable damage output at medium ranges, while the ARMAT M37 is the king of CQC, the Kerchner MOU53 is what hits the broadside of that barn. This specific model cannot safely fire buckshot shells.
A lightweight, single-shot low-angle grenade launcher designed to launch non-lethal or concussive ammunition. Used by the Colonial Marines Military Police during riots.
Отдача с двух рук: 2
Отдача с одной руки: 0.1
Разброс с двух рук: 5
Разброс с одной руки: 5
Разброс стрельбы очередями: 4
Выстрелов за очередь: 1
Скорострельность: 50
Спад урона: 0
Скорострельность очередями: 33
Точность с двух рук: 0
Точность с одной руки: 0
Максимальная дальность: 0
Характеристика оружия
Тип патрона
Таблица урона
Боеприпасы & Урон
Grenades:
Icon
Name
Description
M74 AGM-S 40mm Grenade
M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. Upon detonation, instantly combines multiple chemicals inside its casing to form a smoke cloud.
Icon
Name
Description
G2 Electroshock grenade
A G2 Electroshock Grenade, looks like it's quite angry! Oh shit!
Icon
Name
Description
cluster flashbang
Use of this weapon may be considered a war crime in your area, consult your local commanding officer.
Icon
Name
Description
cluster flashbang segment
A smaller segment of a clusterbang. Better run.
Icon
Name
Description
flashbang
A hand-held grenade, with an adjustable timer.
Icon
Name
Description
M40 stun grenade
A less-lethal explosive device used to temporarily disorient an enemy by producing a flash of light and an intensely loud "bang", which cause temporary blindness and deafness. More commonly referred to as a "flashbang". Still dangerous if it explodes nearby.
A heavy, low-angle 40mm grenade launcher. It's been in use since the Vietnam War, though this version has been modernized with an IFF enabled micro-computer. The wooden furniture is, in fact, made of painted hardened polykevlon.
A custom chemical grenade with an M40 casing. This one is made to fit into underslung grenade launchers, but can also be thrown by hand.
Icon
Name
Description
large custom grenade
A custom chemical grenade with an M15 casing. This casing has a higher explosive capacity than the M40 variant.
Icon
Name
Description
M15-F flare grenade
Chemical flare in a grenade form, expanded variant. The casing is too large to fit most launchers.
Icon
Name
Description
metal-foam grenade
Used for emergency sealing of air breaches.
Icon
Name
Description
incendiary grenade
Used for clearing rooms of living things.
Icon
Name
Description
M40-F flare grenade
Chemical flare in a grenade form, designed for compatibility with most standard issue launchers.
Icon
Name
Description
weedkiller grenade
Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents.
Icon
Name
Description
cleaner grenade
BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas.
Icon
Name
Description
M66 teargas grenade
Tear gas grenade used for nonlethal riot control. Please wear adequate gas protection.
Icon
Name
Description
improvised explosive device
An improvised chemical explosive grenade. Designed to kill through fragmentation.
Icon
Name
Description
improvised explosive device (incendiary)
An improvised chemical explosive grenade. Designed to spray incendiary shrapnel across a wide area.
Icon
Name
Description
classic emp grenade
Wide area EMP grenade.
Icon
Name
Description
Dutch's Concoction
Wide area EMP grenade. The label reads, 'CLOAKER DESTROYER - EXTREMELY STRONG'.
Icon
Name
Description
M40 HEDP grenade
High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has been phasing out the M15 HE grenades alongside the M40 HEFA. Capable of being loaded in the M92 Launcher, or thrown by hand.
Icon
Name
Description
M40/2 HEDP grenade
High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has been phasing out the M15 HE grenades alongside the M40 HEFA. This version is stronger.
Icon
Name
Description
M12 blast grenade
A high-explosive grenade produced for private security firms. It explodes around 3 seconds after the pin has been pulled.
Icon
Name
Description
Webley Mk15 stick grenade
A blast grenade produced in the colonies, most commonly using old designs and schematics. It explodes 3 seconds after the pin has been pulled.
Icon
Name
Description
M40 HEFA grenade
High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Capable of being loaded in the M92 Launcher, or thrown by hand.
Icon
Name
Description
M15 fragmentation grenade
An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced by the slightly safer M40-series grenades. It is set to detonate in 4 seconds.
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M15 rubber pellet grenade
A relatively harmless version of the M15 grenade designed for riot control and combat exercises.
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Type 6 shrapnel grenade
A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes 3 seconds after the pin has been pulled.
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M74 AGM-F 40mm Grenade
M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses jagged shrapnel in a cone in front of itself, tearing through sinews and armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.
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M74 AGM-H 40mm Hornet Shell
Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the hornet shell shoots off holo-targeting .22lr rounds. The equivalent to buckshot at-range.
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M74 AGM-S Star Shell
Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the star shells bursts into burning phosphor that illuminates the area.
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40mm Buckshot Shell
A classic of grenade launchers everywhere, this is a 40mm shell loaded with buckshot; very dangerous, watch your fire.
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40mm HE grenade
This is a 40mm grenade, designed to be launched by a grenade launcher and detonate on impact. This one is marked as a High-Explosive grenade, watch your fire.
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M07 training grenade
A harmless reusable version of the M40 HEDP, used for training. Capable of being loaded in the M92 Launcher, or thrown by hand.
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R2175/A HEDP grenade
High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has recently been added to the arsenal of the RMC.
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M40 HIDP incendiary grenade
The M40 HIDP is a small, but deceptively strong incendiary grenade designed to disrupt enemy mobility with long-lasting Type B napalm. It is set to detonate in 4 seconds.
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40mm incendiary grenade
This is a 40mm grenade, designed to be launched by a grenade launcher and detonate on impact. This one is marked as a incendiary grenade, watch your fire.
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M74 AGM-I 40mm Grenade
M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.
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R2175/B HIDP grenade
The R2175/B HIDP is a small, but deceptively strong incendiary grenade designed to rapidly clear areas with fast-acting potent fire. It is set to detonate in 4 seconds.
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M40 HSDP smoke grenade
The M40 HSDP is a small, but powerful smoke grenade. Based off the same platform as the M40 HEDP. It is set to detonate in 2 seconds.
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M74 AGM-S 40mm Grenade
M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. Upon detonation, instantly combines multiple chemicals inside its casing to form a smoke cloud.
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M40 CCDP grenade
The M40 CCDP is a small, but powerful chemical compound grenade, similar in effect to WPDP. Word on the block says that the CCDP doesn't actually release White Phosphorus, but some other chemical developed in W-Y labs.
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M40 WPDP grenade
The M40 WPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.
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Type 8 WP grenade
A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosphorus on the target. It explodes 2 seconds after the pin has been pulled.
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improvised phosphorus bomb
An improvised version of gas grenade designed to spill white phosphorus on the target. It explodes 2 seconds after the pin has been pulled.
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G2 Electroshock grenade
This is a G2 Electroshock Grenade. Produced by Armat Battlefield Systems, it's sometimes referred to as the Sonic Electric Ball Breaker, after a rash of incidents where the intense 1.2 gV sonic payload caused... rupturing. A bounding landmine mode is available for this weapon which activates a small drill to self-bury itself when planted. Simply plant it at your feet and walk away.
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slug shell
It doesn't actually explode. Fancy that.
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HIRR baton slug
Cousin to the M15 Rubber pellet, the HIRR baton slug was recalled from military and civilian police forces due to over-packed propellant in the sabot casing. Now it is utilized as a less-than-lethal option in engagements with human, and sometimes non-human, forces. Historically, the HIRR was incredibly popular during the Arcturus conflict, as the impact force was found to reliably incapacitate Arcturian resistance forces by breaking their ribs into their lungs.
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M40 MFHS grenade
A Metal-Foam Hull-Sealant grenade originally used for emergency repairs but have found other practical applications on the field. Based off the same platform as the M40 HEDP. Has a 2 second fuse.
M240A1 incinerator unit has proven to be one of the most effective weapons at clearing out soft-targets. This is a weapon to be feared and respected as it is quite deadly.
A large squad support weapon capable of laying down sustained suppressing fire from a mounted position. While unstable and less accurate, it can be lugged and shot with two hands. Like it's smaller brothers, the M41A MK2 and M4RA, the M41AE2 is chambered in 10mm.
Отдача с двух рук: 1
Отдача с одной руки: N/A
Разброс с двух рук: 8
Разброс с одной руки: N/A
Разброс стрельбы очередями: 6
Выстрелов за очередь: 5
Скорострельность: 133
Спад урона: 4
Скорострельность очередями: 203
Точность с двух рук: 12
Точность с одной руки: N/A
Максимальная дальность: 24
Характеристика оружия
Тип патрона
Таблица урона
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M41AE2 ammo box (10x24mm)
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M41AE2 ammo box (10x24mm holo-target)
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M41AE2 ammo box (10x24mm armor-piercing)
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M41AE2 ammo box (10x24mm high-explosive armor-piercing)
M41AE2 ammo box (10x24mm)
Значение брони:
0
5
10
15
20
25
30
35
40
45
50
Урон:
40
40
36
33
30
22
18
15
11
8
5
M41AE2 ammo box (10x24mm holo-target)
Значение брони:
0
5
10
15
20
25
30
35
40
45
50
Урон:
30
30
27
24
18
15
12
9
6
3
1
M41AE2 ammo box (10x24mm armor-piercing)
Значение брони:
0
5
10
15
20
25
30
35
40
45
50
Урон:
30
30
30
30
30
30
30
30
30
27
24
M41AE2 ammo box (10x24mm high-explosive armor-piercing)
The actual firearm in the 4-piece M56C Smartgun system. Back order only. Besides a more robust weapons casing, an ID lock system and a fancy paintjob, the gun's performance is identical to the standard-issue M56B.
Alt-click it to open the feed cover and allow for reloading.
An experimental man-portable anti-material rifle chambered in .458 SOCOM. It must be manually chambered for every shot.
It has a special property - when you obtain multiple direct hits in a row, its armor penetration and damage will increase.
An experimental shotgun model going through testing trials in the USCM. Based on the original civilian and CMB version, the XM51 is a mag-fed, pump-action shotgun. It utilizes special 16-gauge breaching rounds which are effective at breaching walls and doors. Users are advised not to employ the weapon against soft or armored targets due to low performance of the shells.
These mounted machineguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armor penetration. They can be acquired from Requisitions. You will need to attach the gun to its tripod and load a magazine before firing. The M56D has a built-in IFF.
A deployable, heavy machine gun. The M2C 'Chimp' HB is a modified M2 HB reconfigured to fire 10x28 Caseless Tungsten rounds for USCM use. It is capable of recoilless fire and fast-rotating. However it has a debilitating overheating issue due to the poor quality of metals used in the parts, forcing it to be used in decisive, crushing engagements as a squad support weapon.
Click its sprite while behind it without holding anything to man it. Click-drag on NON-GRAB intent to disassemble the gun. Click drag on GRAB INTENT to remove ammo magazines.
A box of 125, 10x28mm tungsten rounds for the M2 Heavy Machinegun System. Click the heavy machinegun while there's no ammo box loaded to reload the M2C.
Deployment and Maintenance:
How To Deploy It:
Deploy the Gun by activating it in your active hand.
Clicking on a tile 180 degrees or more will rotate it to that direction.
Maintenance:
Welder for repairing it if partially damaged or if destroyed.
A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box. They cost $3000 to order two boxes, totaling 10, from Requisitions.
Deployment and Deactivation:
How To Deploy A Mine:
Take an M20 mine out of the box with an empty hand,
Stand on top of the tile you want to place the mine on,
Face the tile you want the mine to detect enemies on,
Click on the mine in your active hand.
Keep in mind that any living mob that enters the mine's tile, or the tile it's facing, will cause the mine to detonate unless they have an appropriate USCM/Corporate Dog-tag/ID.
How To Deactivate Mines:
Use a security access tuner (multitool) on the deployed mine.
Tactics:
Deploy the mines where Marines will likely be present/guarding (and within view range), thus more likely to result in a kill.
The trigger area is two tiles, the mine's tile and the tile it's facing. Cover the whole two tiles corridor instead of leaving one tile open.
Conceal the mines with (lit) flare, empty flare box, wood plank, unfolded roller bed, empty backpacks, etc.
Deploy the mines facing north or west, because they can easily be concealed with a lit flare.
The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.
Stats:
Firerate: 150 RPM
Base Accuracy: 27
Range: 5 Tiles
Ammunition:
M30 Ammo Drum (10x28mm Caseless)
Capacity: 500
Damage: 30
Max Range: 22
Fall off: 0
Penetration: 36
Punch: 0
Contains five hundred (500) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.
Deployment and Maintenance:
How To Deploy It:
Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
Simply click on the sentry gun to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
UA 42-F Sentry Flamer
The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.
Stats:
Firerate: 20 RPM
Base Accuracy: 27
Range: 5 Tiles
Ammunition:
Sentry Incinerator Fuel Tank
A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.
Deployment and Maintenance:
How To Deploy It:
Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
Simply click on the sentry gun to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
21S Tesla Coil
A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled.
Deployment and Maintenance:
How To Deploy It:
Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
JIMA Planted Flag
A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
Deployment and Maintenance:
How To Deploy It:
Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Sentry Upgrade Kit
Can be bought for 30 points. Allows the engineer to upgrade their chosen handheld defense into the below upgrades:
The Mini-Sentry Gun is the smaller brother of the normal one. It automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire.
The mini-sentry has a 135 degree firing arc, 5 tile range and a rapid fire rate. Has 500 bullets.
Stats:
Firerate: 400 RPM
Base Accuracy: 27
Range: 5 Tiles
Ammunition:
M30 Ammo Drum (10x28mm Caseless)
Capacity: 500
Damage: 12
Max Range: 22
Fall off: 0
Penetration: 36
Punch: 0
Contains five hundred (500) 10x28 caseless rounds.
Deployment and Maintenance:
How To Deploy It:
Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
Simply click on the sentry gun to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
The Shotgun Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. Its short range however leads to it being a very close range sentry gun.
The shotgun sentry has a 135 degree firing arc, 2 tile range and a low fire rate. Has 50 buckshot shells.
Stats:
Firerate: 24 RPM
Base Accuracy: 27
Range: 2 Tiles
Ammunition:
12G Buckshot Drum
Capacity: 50
Damage: 60 x 4
Max Range: 4
Fall off: 3
Penetration: 0
Punch: 0
Contains fifty (50) buckshot shells.
Deployment and Maintenance:
How To Deploy It:
Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
Simply click on the sentry gun to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
The Sniper Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. Its longer range allows it to cover long flanks without the need for marine presence to back it up.
The sniper sentry has a 135 degree firing arc, 10 tile range and a low fire rate. Has 500 bullets.
Stats:
Firerate: 48 RPM
Base Accuracy: 21.6
Range: 10 Tiles
Ammunition:
M30 Ammo Drum (10x28mm Caseless)
Capacity: 500
Damage: 60
Max Range: 22
Fall off: 0
Penetration: 36
Punch: 0
Contains five hundred (500) 10x28 caseless rounds.
Deployment and Maintenance:
How To Deploy It:
Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
Simply click on the sentry gun to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
UA 55-FA Assault Sentry Flamer
The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't.
The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel but burns up faster.
Stats:
Firerate: 20 RPM
Base Accuracy: 27
Range: 5 Tiles
Ammunition:
Sentry Incinerator Fuel Tank
A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.
This one burns up faster.
Deployment and Maintenance:
How To Deploy It:
Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
Simply click on the sentry gun to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
UA 45-FM mini sentry
The Mini Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't.
The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slightly faster fire rate. Has 100 units of fuel.
Stats:
Firerate: 60 RPM
Base Accuracy: 27
Range: 5 Tiles
Ammunition:
Sentry Incinerator Fuel Tank
A fuel tank of Ultra Thick Napthal Fuel, used in the UA 45-FM. Contains 100 units of fuel.
Deployment and Maintenance:
How To Deploy It:
Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
Simply click on the sentry gun to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
UA 60-FP Plasma Sentry
The Plasma Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the phosphorus that lingers doesn't.
The flamethrower sentry has a 135 degree firing arc, 10 tile range and a very slow fire rate. Has 100 units of fuel.
Stats:
Firerate: 8.5 RPM
Base Accuracy: 21.6
Range: 10 Tiles
Ammunition:
Sentry Incinerator Fuel Tank
A fuel tank of compressed Ultra Thick Napthal Fuel, used in the UA 60-FP. Contains 100 units of fuel.
Deployment and Maintenance:
How To Deploy It:
Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
Simply click on the sentry gun to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
21S Overclocked Tesla Coil
A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled.
This one is overclocked, which will deliver a much stronger zap, stunning as well as temporarily disabling their actions and abilities.
Deployment and Maintenance:
How To Deploy It:
Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
25S Mini Tesla Coil
A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled.
This one is weaker which will deliver a much weaker zap but recharges faster and only slows down the targets.
Deployment and Maintenance:
How To Deploy It:
Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Extended JIMA Planted Flag
A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 11x11 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
Deployment and Maintenance:
How To Deploy It:
Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Warbanner JIMA Planted Flag
A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Move, Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
Deployment and Maintenance:
How To Deploy It:
Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it's aimed at. Has a minimum range of 10 tiles. Can only be obtained via Requisitions.
Deals additional damage upon direct hits and provides a moderate napalm coverage of the surrounding area, additionally causes a small explosion upon impact.
Causes direct impact damage upon the tile hit after which it releases shrapnel in all directions.
Usage:
Anyone with a Trained level of engineering (Level 1 in engineering) can deploy and use the Mortar.
Recruit a squad member to be your spotter and make sure they have tactical binoculars.
Send your newly recruited spotter to ascertain coordinates of enemy positions. Once in your active hand click on the binoculars then Ctrl Click an enemy position and wait, once the binoculars beep you'll be given coordinates in chat.
Upon receiving the longitude and latitude coordinates, enter them into the Target section.
Note: After entering in a target the mortar will fire upon being loaded.
Load a flare shell by clicking the mortar with a shell in hand and after it has fired notify your spotter to inform you of any corrections that need to be given.
Once the spotter has relayed any corrections to you, enter them into the Dial section.
Note: The further away your target is the less accurate the mortar becomes so you will have to correctly offset it more.
Keep firing on that position until new coordinates are given or until the spotter tells you to stop.
Example: The flare lands and the spotter notices that it missed the targeted area by 4 tiles east and 3 tiles south and relays that to you. You would then dial the offset as -4 Longitude and 3 Latitude.
Dialling Graph:
Weapon:
Description:
To use a grenade, simply prime it by clicking it (or pressing Z if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do NOT toggle throw mode after priming as priming a grenade automatically activates throw mode.
Do NOT throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can't and will bounce back to you.
There are two kinds of explosive grenades:
Blast: Standard explosive grenades that deal damage once they detonate.
Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.
WARNING: Many explosives are amplified in small and condensed rooms.
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it's also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius. Combat Technicians and Squad Leaders start with 1 in their vendor though they can buy additional blocks for 5 points, Demolition Specialists and Scout Specialists start with 2 in their crate. Additionally can be vended from the armaments vendor in requisitions. Anyone with Trained level of engineering can plant C4.
Breaching charges are primarily used for tactical entry into a room or building. The breaching charge explodes inwards towards the room it has been planted against. This means that when the charge has exploded it launches shrapnel inside the room, and can be swiftly followed up by a room entry. Unlike C4 you can stand next to the breaching charge when it explodes to take full advantage of the shrapnel launched out and push straight away.
Available to Squad Engineers and Squad Leaders Additionally can be vended from the armaments vendor in requisitions and ordered via ASRS. Anyone with Trained level of engineering can plant a Breaching Charge
A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.
A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.
A fragmentation grenade produced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.
It is used by the Freelancer Mercenaries and the Colonial Liberation Front.
A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.
It is used by the Colonial Liberation Front and Survivors.
Explodes in a 6x6 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius and explosive power than the M40 HEDP.
They're available in the ColMarTech Automated Armament Vendor or by ordering Explosives crates from Cargo.
This is a G2 Electroshock Grenade. Produced by Armat Battlefield Systems, it's sometimes referred to as the Sonic Electric Ball Breaker, after a rash of incidents where the intense 1.2 gV sonic payload caused... rupturing. A bounding landmine mode is available for this weapon which activates a small drill to self-bury itself when planted. Simply plant it at your feet and walk away.
They're available in the ColMarTech Automated Armament Vendor or by ordering Explosives crates from Cargo.
Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 5 seconds.
Both the Demolition Specialist and Heavy Grenadier Specialist has these grenades in their vendors at round start. More can be ordered in Cargo.
Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicentre of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.
Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armour alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.
Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.
Exploding in a cloud of smoke that covers vision. M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a large cloud of smoke that obscures vision and makes it difficult to breath within, making opponents drop whatever they may be holding.
Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it's caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.
Combat Technicians are able to buy them in their vendors at round start. Corporate Commando Units start with one as well.
A Metal-Foam Hull-Sealant grenade originally used for emergency repairs but have found other practical applications on the field. Creates a field of liquid metal that quickly solidfies into foamed metal that acts like a temporary wall, said metal foam is easy to destroy.
Contains 25 Grenades. A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don't store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.
Contains 25 Grenades. A secure box holding 25 M40 HPDP grenades. Contains White Phosphorus that when detonated, releases a cloud of smoke that ignites anyone within. Don't store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.
Contains 25 Grenades. A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don't store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.
Contains 25 Grenades. A secure box holding 25 M74 AGM Fragmentation grenades. Explosive, don't store near the flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. Can only be loaded into a grenade launcher.
Contains 16 speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Contains 16 marksman speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Contains 16 heavy speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Contains 10 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
Note:
Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.
After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.
To pick the mag box backup from the ground after it's been opened you'll need to click drag the mag box onto your character.
Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.
Contains 12 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
Contains 8 extended magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
Contains 10 extended magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
Contains 10 armor piercing magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.
Contains 12 armor piercing magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
Contains 10 incendiary magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
Contains 16 incendiary magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RAmagazine box if a space is available.
Contains 12 light explosive magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available.
Not available during normal gameplay.
Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.
After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.
To pick the shell box backup from the ground after it's been opened you'll need to click drag the shell box onto your character.
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, and M4RA magazines.
Note:
To reload an M41A mag just click on the ammo box with the mag in your hand and it'll fill it up if there is ammo left.
To transfer bullets from a magazine into the ammo box, switch to HARM intent and click the ammo box.
Keep in mind you can't fill Armor piercing mags with this ammo box.
Can be worn on the backpack slot for convenience of carrying.
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and M4RA armor piercing magazines.
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and M4RA light explosive magazines.
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and M4RA incendiary magazines.
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.
Not available during normal gameplay.
Unobtainable Weapons and Equipment
The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.
Boasting a gold-plated frame and grips made of a critically-endangered rosewood tree, this heavily-customized Mateba revolver's pretentious design rivals only the power of its wielder. Fit for a king. Or a general.
Отдача с двух рук: 4
Отдача с одной руки: 4
Разброс с двух рук: 0.1
Разброс с одной руки: 10
Разброс стрельбы очередями: 5
Выстрелов за очередь: 3
Скорострельность: 42
Спад урона: 1
Скорострельность очередями: 62
Точность с двух рук: 7.8
Точность с одной руки: 4.5
Максимальная дальность: 22
Характеристика оружия
Тип патрона
Таблица урона
Icon
Name
Mateba speed loader (.454)
Icon
Name
High Impact Mateba speed loader (.454)
Icon
Name
High Impact Armor-Piercing Mateba speed loader (.454)
Icon
Name
Mateba explosive speed loader (.454)
Mateba speed loader (.454)
Значение брони:
0
5
10
15
20
25
30
35
40
45
50
Урон:
90
90
90
90
90
81
74
67
61
55
43
High Impact Mateba speed loader (.454)
Значение брони:
0
5
10
15
20
25
30
35
40
45
50
Урон:
90
90
81
74
67
61
55
43
37
31
26
High Impact Armor-Piercing Mateba speed loader (.454)
The M57-A4 'Lightning Bolt' is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 thermobaric missiles. Enough said.
Properly known as the Pflager Katsumata Series-D Blaster, the M2019 is a relic of a handgun used by detectives and blade runners, having replaced the snub nose .38 detective special in 2019. Fires .44 custom packed sabot magnum rounds. Legally a revolver, the unconventional but robust internal design has made this model incredibly popular amongst collectors and enthusiasts.
Sold to civilians and private corporations, the Pflager Katsumata Series-L Blaster is a premium double barrel sidearm that can fire two rounds at the same time. Usually found in the hands of combat synths and replicants, this hand cannon is worth more than the combined price of three Emanators. Originally commissioned by the Wallace Corporation, it has since been released onto public market as a luxury firearm.
In service since 2049, the LAPD 2049 .44 special has been used to retire more replicants than there are colonists in the American Corridor. The top mounted picatinny rail allows this revised version to mount a wide variety of optics for the aspiring detective. Although replicants aren't permitted past the outer core systems, this piece occasionally finds its way to the rim in the hand of defects, collectors, and thieves.
A high power focusing laser pistol designed for Extra-Vehicular Activity, though it works just about anywhere really. Derived from the same technology as laser welders. Issued by the Weyland-Yutani Corporation, but also available on the civilian market.
Ingame Description: That's it. I'm sick of all this "Masterwork Bastard Sword" bullshit that's going on in CM-SS13 right now. Katanas deserve much better than that. Much, much better than that. I should know what I'm talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that's about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.
Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I'm pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.
Ever wonder why medieval Europe never bothered conquering Japan? That's right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.
Not available during normal gameplay. Only available during admin events.
An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.
Not available during normal gameplay. Only available during admin events.
Stats:
Wielded Damage:
45
One handed Damage:
25
Weapon Attachments
Marines can acquire attachments for weapons. Most attachments must be acquired via the Requisitions Officer or the vendors located in your squad's main prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.
Most guns have three attachment locations: the rail, underbarrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.
Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they're attached to, and don't inherit their effects.
Requires 2 seconds of setup time if there's no surface to put the bipod on or on flipped tables and barricades by Activating Weapon Attachment while facing the object before you get the benefits
When undeploying the bipod, the user is slowed down for a bit