TGMC:Marine Equipment: различия между версиями
imported>Tupinambis м (Damage correction for combat revolver.) |
imported>Crystal9156 |
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[[#Slug Shells|'''Slug Shells''']] | [[#Slug Shells|'''Slug Shells''']] | ||
|Medium range ammunition, used for stunning and staggering enemies. Medium range, 100 Damage with 20 AP and | |Medium range ammunition, used for stunning and staggering enemies. Medium range, 100 Damage with 20 AP and 7.5 Sunder. Stuns/staggers T1/T2. | ||
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|[[File:TGMC_Flechette.png|64px]] | |[[File:TGMC_Flechette.png|64px]] | ||
[[#Flechette Shells|'''Flechette Shells''']] | [[#Flechette Shells|'''Flechette Shells''']] | ||
|Metal shards used for punching through armor. Close range, 50 damage with 15 AP, | |Metal shards used for punching through armor. Close range, 50 damage with 15 AP, 7 Sunder and 2 additional projectiles that deal 40 Damage with 25 AP and 5 Sunder each and have a damage falloff of 1. Cannot stun/stagger. | ||
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|[[File:TGMC_Incendiary_Slug.png|64px]] | |[[File:TGMC_Incendiary_Slug.png|64px]] |
Версия от 12:14, 31 декабря 2022
Файл:DMCA Logo.png | This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
Weapons
Standard Marine Weapons
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The MG-42 Kauser light machine gun is the Terragov Marine Corps standard non-IFF-capable LMG. The MG-42 is the big brother of the AR-12, sacrificing a lot of mobility for raw firepower. The platform is best used as for providing suppressive fire and supplemental damage to enemies as it's too heavy to use aggressively, but it remains flexible due to the wide variety of attachments it supports. It suffers from high movement speed and fire rate penalties while using aim mode, so it's best to either clear a firing lane, or utilize a bipod, which improves aim mode performance significantly.
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The MG-60 Raummetall general purpose machine gun is the Terragov Marine Corps standard GPMG. The MG-60 is an excellent platform for providing mobile suppressive fire, but it is far too heavy and unwieldy to be effective outside of that dedicate role, especially due to its relatively low damage per shot and inability to sunder targets. The MG-60 also has pretty low accuracy, so attachments which improve it are highly recommended, and a bipod is practically a must.
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The MG-27 medium machinegun is the SG-29s aging IFF-less cousin designed to ensure anything trying to get past it does not succeed. The MG-27 is an excellent point defense tool capable of dealing a ton of damage in a short amount of time. All this firepower comes at the cost of being practically unusable unless mounted on a tripod, and chewing through drums fast.
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The HMG-08 heavy machinegun is the king of machine guns, a water-cooled heavy machine gun modernized by some crazy armorer. While the MG-27 may be excellent at point holds, the HMG-08 is the crown king of filling that role. It holds a whopping 500 rounds of 10x28mm caseless in a single box case and has a devastating damage output, but suffers from taking much longer to deploy and undeploy than the MG-27, and is not IFF capable. Can be repaired with a blowtorch once deployed.
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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.
Weapon: | Description: | |||||||||||||||||||||||||
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A Terra Experimental laser rifle, abbreviated as the TE-R. 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 combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts.
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A TerraGov standard issue laser pistol abbreviated as TE-P. It has an integrated charge selector for normal, heat and disabler settings. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts.
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A TerraGov standard issue laser carbine, otherwise known as TE-C for short. It has an integrated charge selector for burst and scatter settings. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts.
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A Terra Experimental standard issue machine laser gun, often called as the TE-M by marines. It has a fire switch for normal and efficiency modes. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts.
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The T-ES, a Terra Experimental standard issue laser sniper rifle, it has an integrated charge selector for normal and heat settings. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts.
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Weapon: | Description: | |||||||||||||||||||||||||||
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The BR-64 SCA battle rifle is the TerraGov Marine Corps signature battle rifle. Despite being a marksman rifle, the BR-64 is quite versatile and effective at almost any range. It boasts a relatively high rate of fire and a powerful 3-round burst option. It is relatively inaccurate by default, so attachments which improves accuracy are recommended for use at longer ranges. Comes with a mini scope.
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The DMR-37 SCA designated marksman rifle is the TerraGov Marine Corps DMR. The DMR-37 is an excellent long-ranged platform that still retains some degree of versatility that more dedicated long-ranged options lack. Comes with its own special mini scope.
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The SR-127 Bauer bolt action rifle is the standard issue bolt action rifle used by the Terragov Marine Corps. The SR-127 is a dedicated long ranged weapon that has strong armor-penetration and sundering. It is best used against high priority and heavily armored targets, as it is very ammo inefficient against less armored targets when compared to the DMR-37. It has an irremovable scope. Chambered in 8.6x70mm.
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The Mosin Nagant, a bolt action rifle form a bygone age, still used today by dedicated snipers due to it's high caliber, being capable of sending both xeno and human targets into crit with a couple of shots. Its bolt action design comes with the usual drawbacks, slow rate of fire and the finicky reload process, along with a limited magazine capacity. Holds 5 rounds in the internal magazine plus 1 in the chamber, the bolt can be cycled with
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A lever action with room for a single round of .557/440 ball. Perfect for any kind of hunt, be it elephant or xeno.
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Weapon: | Description: | |||||||||||||||||||||||||||
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The SH-35 pump shotgun is a dedicated close-ranged powerhouse capable of extremely high damage output at the cost of ranged capabilities and mobility relative to some of the lighter firearms on offer. Can also be held on the back as an emergency backup weapon. Uses 12 gauge shells. Must be pumped after each shot using Unique Action.
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The SH-39 combat shotgun is the middle ground between the SH-35's ability to use buckshot and a tube magazine and the TX-15's semi-automatic fire. The SH-39 has a slower fire rate than the TX-15, but is capable of loading buckshot and doesn't require manual chambering of each shell. Comes with all the advantages and disadvantages of having to load individual shells. Deals 30% less damage per shot than the SH-35.
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The Zauer SH-15 automatic shotgun is a magazine fed alternative to other shotguns on offer. Compared to the SH-39, the SH-15 is rifled, loads primarily longer ranged munitions, and is unable to use buckshot rounds. Takes 12-round 16 gauge magazines.
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A nine-round pump action shotgun. A sporterized version of a classic shotgun used for hunting, home defense and police work, modified and used by Nanotrasen security. Holds 8 shells in the magazine, plus 1 in the chamber.
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A double barreled shotgun of archaic, but sturdy design used by the TGMC. Due to
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Weapon: | Description: | |||||||||||||||||
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The SMG-90 submachinegun sacrifices the the firepower of rifles for a more lightweight package that is well suited for close ranged combat and support roles due to its high mobility and how quickly it can be wielded. The SMG-90 features a high rate of fire and a fairly large magazine for how lightweight the weapon is, and has more compact magazines than those of rifles, allowing more to be carried.
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Weapon: | Description: | |||||||||||||||||||||
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The Terran Armories P-14 pistol is a compact sidearm capable of mounting a limited amount of attachments. While its damage output is pretty low compared to most other weapons, it can make for a good sidearm in a pinch. Its rate of fire is only limited by how quickly you can pull the trigger.
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The MP-19 machinepistol is one of the few automatic firearms that can be reliably fired one handed. The MP-19 benefits from being compact enough to fit where the SMG-90 would not, but at the cost of magazine size. The MP-19 is best used as a sidearm or as a weapon of last resort, but some have found success in carrying more than one at a time as a primary weapon.
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The P-23 service pistol is similar to it's 9mm cousin, but is chambered in .45 ACP. The P-23 trades the magazine capacity of the P-14 for extra damage. It has as a built-in, unremovable laser sight.
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The 88 Mod 4 combat pistol is effectively an armor-piercing alternative to the MP-19 that sacrifices magazine capacity for greater effectiveness against armored targets. It Fires 9mm armor piercing rounds and is capable of 3-round burst or automatic fire modes.
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The Terran Armories R-44 combat revolver is a sturdy and hard hitting firearm that loads 7 .44 Magnum rounds in a cylinder. The R-44 sacrifices fire rate and capacity for devastating high damage magnum rounds. The R-44 is a high risk high reward sidearm that heavily punishes missed shots, but in the hands of a skilled marine can be an absolute menace.
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The P-17 pocket pistol is a tiny pistol used by the Terragov Marine Corps as an emergency handgun that can be be stored about anywhere. Fits in boots. You can chamber a bullet then load a mag for extra capacity.
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Weapon: | Description: | |||||||||||||||||||||
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The FL-84 flamethrower flamethrower is the current standard issue flamethrower of the Terragov Marine Corps, and is excellent for area denial and destroying hive structures and weeds. Has hydro cannon mounted underneath to put out your fires and friendlies that walked into your fire (their fault, naturally). Uses flamethrower canisters to fuel itself.
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The RL-160 recoil-less rifle is a essentially just a tube for delivering heavy ordinance to a given target at medium-long ranges. Can fire a variety of 67mm shells designed for various purposes. Definitely, not an RPG, don't let anyone tell you otherwise.
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The GL-70 is the standard grenade launcher used by the TerraGov Marine Corps for area denial and blowing things up. Fired rounds DO NOT PASS THROUGH FRIENDLIES OR ENEMIES. The rotary cylinder holds 6 rounds and can carry any grenade.
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The GL-54 is an advanced magazine fed grenade launcher developed from the GL-55 program. Its 20mm grenade are configured to air-burst with a directional blast to hit groups of packed enemies while (hopefully) minimizing friendly fire. Is slow and unwieldy to use due to it's weight. This gun also features a special scope with low light optics and also allows for the use of aim mode when attached.
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The GL-81 grenade launcher is a lightweight, single-shot grenade launcher used by the TerraGov Marine Corps for area denial and traumatizing allies. Fired rounds DO NOT PASS THROUGH FRIENDLIES OR ENEMIES. Unlike the GL-70 with is geared towards dedicated grenade launching, the GL-81 is better suited as a sidearm stored on the back or belt.
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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.
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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. |
Smartgunner
Weapon: | Desc: | |||||||||||||||||||
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The T-29 is the first of TGMC's current standard IFF-capable weapon. It's known for its ability to lay down heavy fire support very well. It is generally used when someone wants to hold a position, advance pushes with lead, or provide fire support. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
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The T-25 is the TGMC's newest standard IFF-capable weapon. It's known for its ability to burst and chase down xenomorphs very well. It is generally used when someone wants to front-line. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
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REQ buyable weapons
Weapon: | Desc: | ||||||||||||||||
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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.
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The T-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 10x28 caseless rounds made to work with the guns odd IFF-scope system. It has an integrated Target Marker and a Laser Targeting system.
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The T-81 is the TerraGov Marine Corps's automatic sniper rifle. It is rather well-known for it's 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.
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The T-152 is the primary anti-armor weapon of the TGMC. 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.
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The TL-24 is the rather rare autorevolver used by the TGMC issued in rather small numbers to backline personnel and officers. It uses recoil to spin the cylinder. Uses heavy .454 rounds. Orderable from Requisitions.
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The TX-220 is a specialized heavy duty railgun made to shred through hard armor to allow for follow up attacks. Uses specialized canisters to reload.
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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.
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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.
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A large weapon capable of laying down supressing fire, based on the M412 pulse rifle platform. Uses 10x24mm caseless ammunition.
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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.
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Planetside Finds
Here are some of the items you can find down on the planet.
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Of all the weapons in the vast Soviet arsenal nothing was more profitable than Avtomat Kalashnikova model of 1947, more commonly known as the AK-47, or Kalashnikov. It's the world's most popular assault rifle, a weapon all fighters love. An elegantly simple nine pound amalgamation of forged steel and plywood, it doesn't break, jam, or overheat. It will shoot whether it's covered in mud or filled with sand. Still used today due to it's good armor piercing properties. Fires 7.62x39mm.
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A crude, cheaply produced battle carbine copy capable of automatic fire, a shortened version of the Kalashnikov rifle. Commonly found in the hands of criminals or mercenaries. Fires 7.62x39mm, uses the same magazines as the Ak-47.
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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 customization.
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A large weapon capable of laying down suppressing fire, based on the M41A pulse rifle platform. Went under field testing, however it failed to surpass its trials and was replaced by the T-42 light machine gun.
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A .44 magnum lever action rifle with side loading port. It has a low fire rate, but it packs quite a punch in hunting. Uses the same caliber bullets as the T-44 revolver.
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A sniper variant of the AK-47 service rifle, with a new stock, barrel, and scope. It doesn't have the punch of modern sniper rifles, but it's finely crafted in 2133 by someone probably illiterate. Fires 7.62x54mmR rounds.
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Weapon: | Desc: | |||||||||||||||
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Often better known by its nickname the Skorpion, the CZ-81 is a robust, 20th century firearm that's a combination of pistol and submachinegun, in its time found in the hands of support personnel who needed a weapon in the dimensions of a pistol but with a bit more firepower. Few use it nowadays due to it's low caliber and difficulty in handling. Fires .32 ACP.
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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, though it somehow got into the hands of colonial rebels. Fires 4.6x30mm rounds.
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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. Fires 9mm rounds.
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Often referred to as the Uzi ,the GAL9 is a cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Put the fire mode to full auto for maximum firepower. Fires 9mm rounds.
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Weapon: | Desc: | |||||||||||||||||||||||
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A double barreled shotgun of archaic, but sturdy design, as the name suggest capable of holding a shell in each of its barrels. Rarely seen on the field due to better alternatives, capable of firing both barrels near instantaneously. The barrels can be opened with
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A double barreled shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. +50% unga power, +100% yelling over comms to be rescued.
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The Kronos shotgun is typically found in the hands of counter-terrorist units and unlicensed military contractors. It offers a massive magazine well capable of holding 8 shells +1 in the chamber, and great compatibility with a variety of attachments. Downside comes form the pump action design, rather limiting the rate of fire. Can be pumped with
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Weapon: | Desc: | |||||||||||||||||
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A Colonial Marshals issued, powerful semi-automatic pistol chambered in armor piercing 9mm caliber rounds. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Undoubtedly he most badass sounding pistol a marine can get his/her hand on.
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A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered in 9x19mm.
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An automatic revolver chambered in .357 magnum. Commonly issued to Nanotrasen security. It has a burst mode. Currently in trial with other revolvers across Terra and other colonies. Holds 6 rounds in the cylinder. Fires .357 magnum.
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Attachments
Stuff you slap on to your gun to make it better. Or worse, in some aspects.
Item: | Desc.: |
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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 | |
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: | |
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. use F12 if your HUD doesn't come back Exact stats: +0.2s wield delay | |
A marine standard mounted zoom sight scope. Allows long range zoom by activating the attachment. use F12 if your HUD doesn't come back Exact stats: +0.4s wield delay | |
A simple flashlight used for mounting on a firearm. Has no drawbacks, but isn't particuraly 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 | |
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. | |
When activated, detects anything moving in your vicinitythrough motion pings. Green pings are friendlies, red pings are not. Extends beyond your screen range, however you'll still get the audio cue |
Item: | Desc.: |
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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 | |
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 | |
A muzzle attachment that reduces recoil and scatter by diverting expelled gasses upwards. Makes you look like you're overcompensating for something. Exact stats: | |
A fitted barrel extender that goes on the muzzle, with a small shaped charge that propels a bullet much faster. Greatly increases projectile speed at the cost of a small amount of accuracy. Exact stats: triples bullet speed | |
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 | |
A lace you can put on your pistol to cinch it to your wrist. Exact stats: -999% pistol dropped on floor and melted |
Item: | Desc.: |
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Fookin' laser soights. A laser sight placed under the barrel. Significantly increases one-handed accuracy and significantly reduces movement penalties to accuracy. Exact stats: | |
A custom-built improved foregrip for better accuracy, less recoil, 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: -100% scatter, +1 item size, +0.2s wield delay | |
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 | |
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. Significantly reduces burst scatter, recoil and general scatter. Exact stats: -50% running accuracy penalty | |
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 | |
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, middle 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, 20 unit capacity | |
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, the weapon now acts similarly to the T-35 pump shotgun. Click normally to fire, use Unique Action to pump it after each shot. Can only be reloaded while active Exact stats: 3 shell ammo capacity | |
A weapon-mounted, reloadable, two-shot grenade launcher. Also called the noob tube by salty xenos. Or at least, that's what the synth says they call it. It might look like it can only hold one grenade, but it does in fact hold two. Chalk it up to bluespace magic or some shit. when active, middle click to fire. Can only be reloaded while active Exact stats: 2 grenade ammo capacity, 7 tile range | |
This sidearm can uniquely be attached to other weapons as an underbarrel attachment. A popular addition due to it's great damage, incendiary and area denial capability and respectable capacity when active, middle click to fire. Can only be reloaded while active Exact stats: 10 shot capacity, 7 tile range | |
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 |
Item: | Desc.: |
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A submachinegun stock distributed in "small" numbers to TGMC forces. Compatible with the T-19, this stock reduces recoil and improves accuracy, but at a reduction to handling and agility. Seemingly a bit more effective in a brawl. Use this if you plan on using the T-19 as your primary weapon. Exact stats: +1 item size, +5 melee damage, +0.1s wield delay | |
A non-standard heavy stock for the T-35 Shotgun. Less quick and more cumbersome than the standard issue stakeout, but reduces recoil and improves accuracy. Allegedly makes a pretty good club in a fight too. Exact Stats: +2 item size, +5 melee damage, +0.4s wield delay | |
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 |
Apparel
These are the things you wear on your body to either carry all your junk, or stop yourself from getting decapitated.
Jaeger XM-02 Combat Exoskeleton
Designed to mount a variety of modular armor components and support systems. It comes installed with light-plating and a shoulder lamp. Mount armor pieces to it by clicking on the frame with the components. Use alt+click to remove armor attachments. Use face paint on armor pieces to color them, before placing them on the exoskeleton. |
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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.
Arm/Leg Soft Armor
all = 10
Arm/Leg Slowdown = 0.1
Type: | Desc: | |||
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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 = 40 | bullet = 60 | laser = 60 | energy = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 50 Slowdown 0.3
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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 | rad = 50 | fire = 50 | acid = 55 Slowdown 0.5
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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 | rad = 50 | fire = 50 | acid = 55 Slowdown 0.5
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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 = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 60 Slowdown 0.7
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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. With armor and leg armor melee = 45 | bullet = 65 | laser = 65 | energy = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 55 Slowdown 0.5
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Provides moderate protection and encumbrance when attached. This one is marked as an EVA armor piece, but the helmet has a skull engraved on it. NOTE: does not actually provide protection against space. With armor and leg armor melee = 45 | bullet = 65 | laser = 65 | energy = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 55 Slowdown 0.5
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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. And no, that is not a skirt. NOTE: does not actually provide extra protection against explosive damage. With armor and leg armor melee = 50 | bullet = 70 | laser = 70 | energy = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 60 Slowdown 0.7
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NOTE: The exoskeleton can mount 1 storage module.
Module: | Desc: |
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Certainly not as specialised as any other storage modules, but definitely able to hold some larger things, like binoculars, maps, magazines, and motion detectors. | |
Can hold about as much as a tool belt, and sometimes small spools of things like barbed wire, or an entrenching tool. | |
Can hold a substantial variety of medical supplies and apparatus, but cannot hold much more than a medkit could. | |
Can hold a substantial variety of injectors. |
These modules augment your armor, increasing its abilities and resistances. Only one can be attached at a time.
Module | Desc: | ||||||||
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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 | |||||||||
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 | |||||||||
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 | |||||||||
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 | |||||||||
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 | |||||||||
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 affects of bullets and lasers. Will impact mobility.
Soft Armor | |||||||||
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 admistered. Will definitely impact mobility.
Medicine injectors take 4 minutes to recharge after injection | |||||||||
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.
Slowdown = 0.4 | |||||||||
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 | |||||||||
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.
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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 Shield Health = 40 |
These modules attach to jaeger armor helmets, which go directly on your head like any normal helmet.
Module | Desc: |
---|---|
Designed for mounting on a modular helmet. Can be flipped down to view into the distance. | |
WDesigned for mounting on a modular helmet. This module can be toggled on or off to function as welding protection for your delicate eyes. | |
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. | |
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 | |
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 | |
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 |
Xenonauten Armor
Armor: | Desc: | |||||||
---|---|---|---|---|---|---|---|---|
A XN-M vest, also known as Xenonauten, a set vest with modular attachments made to work in many enviroments. Soft Armor melee = 45 | bullet = 65 | laser = 65 | energy = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 55 Slowdown = 0.5
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A XN-H vest, also known as Xenonauten, a set vest with modular attachments made to work in many enviroments. Soft Armor melee = 50 | bullet = 70 | laser = 70 | energy = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 60 Slowdown = 0.7
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A XN-L vest, also known as Xenonauten, a set vest with modular attachments made to work in many enviroments. Soft Armor melee = 40 | bullet = 60 | laser = 60 | energy = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 50 Slowdown = 0.3
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Clothing
Item: | Desc.: | ||||||
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Extra pouches that you can clip to your uniform.
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Extra pouches that you can clip to your uniform.
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Pistol Holster that you can clip to your uniform.
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OUTDATED, TO BE UPDATED
Armor: | Desc: | ||||||||||||||
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Has no protection, but it lets you commit warcrimes.
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Item: | Desc.: | ||||||||||||
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A belt for your uniform, intended for holding magazines.
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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.
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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 ;)).
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Pistol Holster that goes on your belt.
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Revolver Holster that goes on your belt.
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Specialised holster for the TS-34 double barreled shotgun. Comes with the shotgun.
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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. | |||||||||||||
A knife rig that goes on your belt
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Designed to carry bulk quantities of M40 HEDP grenades, but can naturally store any grenade.
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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.
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A specialised belt that mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics.
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This version is a less common configuration of the M276 pattern belts, designed to transport medical supplies, and light ammunitions.
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It's a toolbelt. It holds tools, obviously. need we say more?
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Pouch: | Desc: | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
A pouch used to hold shotgun shells. Has four slots.
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A pouch used to hold magazines. Has three slots.
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A pouch used to flares. Has seven slots.
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A pouch used to hold medical supplies. Has five slots.
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A pouch used to hold tools. Has five slots.
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A pouch used to hold construction materials. Has three slots.
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A pouch used to hold pistol magazines. Has three slots.
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A pouch used to sidearms. Has one slot.
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A pouch used to hold explosive materials. Has four slots.
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A pouch used to hold grenades, go figure. Has six slots.
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Item: | Desc.: |
---|---|
A face-covering mask that can be connected to an air supply. Filters harmful gases from the air. | |
A coif that protects you from extreme cold conditions. | |
Heats or cools down air as you breath it, protecting you from extreme conditions. | |
A face-covering mask that can be connected to an air supply. Filters harmful gases from the air. Looks reasonably cooler than the standard variants. | |
A face-covering coifed mask that can be connected to an air supply. Filters harmful gases from the air. Looks reasonably cooler than the standard variants, and features a thermal coif. | |
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. Orderable from Requisitions. | |
A colored, resilient, and insulating cloth to cover your face from the elements. |
Munitions
Item: | Desc: |
---|---|
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. | |
The M40 HIDP is a small, but deceptively strong incendiary grenade. It is set to detonate in 4 seconds. | |
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. | |
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. | |
The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds. | |
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. | |
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. | |
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. | |
A TGMC standard issue flare utilizing the standard DP canister chassis. Capable of being loaded in any grenade launcher, or thrown by hand. | |
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. | |
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. | |
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. | |
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. | |
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. | |
Designed for use against various fast moving drones, this grenade will adhere to its target before detonating. It's fuse is set to 5 seconds. |
Defensive Equipment
Item: | Description: |
---|---|
UA-571-C Sentry Gun |
A deployable, semi-automated turret with AI targeting capabilities. Armed with a M30 autocannon and a 500-round drum magazine. Costs 40 points at Requisitions. 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. |
UA-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 500-round drum magazine. Costs 40 points at Requisitions. 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. |
TL 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. Ammo can be ordered from requisitions for 10 points each. Control+Click on a tile to deploy the sentry on it, or on the gun in-hand to deploy in front of you. |
T-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. |
Combat Grade Floodlight |
A structure capable of providing light to a wide area. Must be wrench down in a powered area to function, click to toggle lights. 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. |
[Show/hide] TEMPLATES
Guns
Weapon: | Desc: | ||||||||||||||||||||||||||||||||||||||||||
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Файл:Your gun here!.png | Pew pew. Pew pew pew. Pew pew.
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Munitions
Weapon: | Desc: |
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Файл:Your gun here!.png | What you use to grenade your buddy in the back of the head. |
Defensive Equipment
Pouch: | Desc: | |||||
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Файл:ExampleTGMC.png |
A thing you slap down to hurt bad guys, or maybe not.
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