TGMC:Marine Equipment: различия между версиями

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==ERT Weapons==
==ERT Weapons==
* This only includes starting attachments to weapons.
* This only includes starting attachments to weapons.
* Many jobs start with pistols and other sidearms and tools that won't be listed, this is only the jobs primary weapon. See more at [[TGMC:ERT|the ERT page]].
* Many jobs start with pistols and other sidearms and tools that won't be listed, this is only the jobs primary weapon. To see more or figure out which roles get which weapons check [[TGMC:ERT|the ERT page]].
* All weapons with damage multipliers are given with their stats post multiplying.
* All weapons with damage multipliers are given with their stats post multiplying.
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Версия от 13:42, 7 ноября 2023

This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "The project is actively being developed, some information is bound to be out of date."



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

Weapon: Description:

AR-12 K&H assault rifle

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

Automatic fire rate: 300 RPM
Burst fire rate: 360 RPM
Time to wield: 0.7 seconds
Slowdown while wielding: 0.4

Ammo:

AR-12 magazine (10x24mm)

A 50-round box magazine containing 10x24mm caseless rounds for the AR-12 assault rifle.

Damage: 25
Armor Penetration: 5
Armor Sundering: 0.5

Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

AR-18 Kauser carbine

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

Automatic fire rate: 300 RPM
Burst fire rate: 480 RPM
Time to wield: 0.6 seconds
Slowdown while wielding: 0.3

Ammo:

AR-18 magazine (10x24mm)

A 36-round box magazine containing 10x24mm caseless rounds for the AR-18 carbine.

Damage: 25
Armor Penetration: 5
Armor Sundering: 0.5

Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

AR-11 K&H combat rifle

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

Automatic fire rate: 240 RPM
Burst fire rate: 360 RPM
Time to wield: 0.65 seconds
Slowdown while wielding: 0.45

Ammo:

AR-11 magazine (4.92x34mm)

A 70-round box magazine containing 4.92×34mm caseless rounds for the AR-11 combat rifle.

Damage: 20
Armor Penetration: 20
Armor Sundering: 1.25

Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

AR-21 Kauser skirmish rifle

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

Automatic fire rate: 240 RPM
Time to wield: 0.6 seconds
Slowdown while wielding: 0.5

Ammo:

AR-21 magazine (10x25mm)

A 30-round box magazine containing 10x25mm caseless rounds for the AR-21 skirmish rifle.

Damage: 30
Armor Penetration: 10
Armor Sundering: 1.25

Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

Leicester Repeater

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

Capacity: 14 rounds
Lever-action fire rate: 60 RPM
Time to wield: 0.6 seconds
Slowdown while wielding: 0.6

Ammo:

.45-70 Government rounds

Individually loaded .45-70 Government rounds for the Leicester Repeater.

Damage: 70
Armor Penetration: 20
Armor Sundering: 1.25

Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed
Weapon: Description:

MG-42 Kauser light machine gun

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

Automatic fire rate: 300 RPM
Time to wield: 1 second
Slowdown while wielding: 0.8

Ammo:

MG-42 drum magazine (10x24mm)

A 120-round drum magazine containing 10x24mm caseless rounds for the MG-42 light machine gun.

Damage: 25
Armor Penetration: 5
Armor Sundering: 0.5

Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

MG-60 Raummetall general purpose machine gun

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

Automatic fire rate: 400 RPM
Time to wield: 1.5 seconds
Slowdown while wielding: 1.2

Ammo:

MG-60 box magazine (10x26mm)

A 250-round box magazine containing 10x26mm caseless rounds for the MG-60 general purpose machine gun.

Damage: 20
Armor Penetration: 10
Armor Sundering: 0.5

Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

MG-27 medium machine gun

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

Automatic fire rate: 400 RPM
Time to wield: 2 seconds
Slowdown while wielding: 1.2

Ammo:

MG-27 box magazine (10x27mm)

A 100-round box magazine containing 10x27mm caseless rounds for the MG-27 medium machine gun.

Damage: 30
Armor Penetration: 10
Armor Sundering: 1.25

Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

HMG-08 heavy machine gun

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

Automatic fire rate: 400 RPM

Ammo:

HMG-08 drum magazine (10x28mm)

A 500-round drum magazine containing 10x28mm caseless rounds for the MG-27 medium machine gun.

Damage: 40
Armor Penetration: 40
Armor Sundering: 5

Attachments:
Rail MG-08/495 Iron Sights
Muzzle Nothing
Underbarrel Nothing
Stock Fixed
Unlike ballistic weapons, energy weapons use a hit-scan registration system. A standard rifle fires a projectile that must travel to its target and can be dodged. An energy weapon will fire an instantaneous beam, immediately striking its target. This comes at a cost to damage output, compatibility with attachments, and the inability to aim carefully.
Many energy weapons feature unique firing modes, which allow each weapon to cover multiple niches. These are accessed using the unique-action hotkey on the weapon.
Weapon: Description:

Terra Experimental laser rifle (TE-R)

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. Has four firemodes: Standard, Overcharge, Weakening, and Microwave.

Time to wield: 0.5 seconds
Slowdown while wielding: 0.4

Ammo:

Terra Experimental standard battery

A standard high-density battery used across all Terra Experimental weapons. Performance depends on the chosen fire mode.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Fire Modes:
Standard Fires standard lasers with slightly improved armor penetration and sundering over ballistic options, but less direct damage.

Fire Rate: 300 RPM
Capacity: 50 shots
Damage: 20
Armor Penetration: 10
Armor Sundering: 1.5

Overcharge Fires a powerful overcharged laser pulse. Deals heavy damage with superior penetration at the cost of slower fire rate.

Fire Rate: 133 RPM
Capacity: 20 shots
Damage: 40
Armor Penetration: 20
Armor Sundering: 2

Weakening Fires a pulse of energy that inflicts slowdown, and deals stamina damage to humans, or drains plasma from xenomorphs.

Fire Rate: 133 RPM
Capacity: 25 shots
Damage: 30
Armor Penetration: 10
Armor Sundering: 0
Plasma drained per hit: 25

Microwave Fires a deadly pulse of microwave radiation, dealing moderate damage but applying a 'microwave' effect that deals strong damage over time.

Fire Rate: 133 RPM
Capacity: 20 shots
Damage: 20
Armor Penetration: 20
Armor Sundering: 2
Microwave effect: 5 max stacks, 4 damage per stack for 5 seconds.

Terra Experimental laser carbine (TE-C)

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. Has four firing modes: Auto Burst Standard, Spread, Impact, and Cripple.

Time to wield: 0.3 seconds
Slowdown while wielding: 0.2

Ammo:

Terra Experimental standard battery

A standard high-density battery used across all Terra Experimental weapons. Performance depends on the chosen fire mode.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Fire Modes:
Auto Burst Fires standard lasers with slightly improved armor penetration and sundering over ballistic options, but less direct damage in a 4-round burst.

Fire Rate: 276 RPM
Capacity: 40 shots
Damage: 20
Armor Penetration: 10
Armor Sundering: 1

Spread Fire a 3 strong laser pulse dealing heavy damage with good penetration, but with a very slow rate of fire.

Fire Rate: 40 RPM
Capacity: 10 shots
Damage: 35*3 (105)
Armor Penetration: 20
Armor Sundering: 1

Impact Fires an experimental laser pulse designed to apply significant kinetic force on a target, applying strong knockback, but modest direct damage.

Fire Rate: 60 RPM
Capacity: 12 shots
Damage: 35
Armor Penetration: 10
Armor Sundering: 0

Cripple Fires a laser pulse dealing moderate damage and slowdown.

Fire Rate: 300 RPM
Capacity: 40 shots
Damage: 20
Armor Penetration: 10
Armor Sundering: 0
Slowdown Amount: 1.5

Terra Experimental laser machine gun (TE-M)

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.

Time to wield: 1.5 seconds
Slowdown while wielding: 1

Ammo:

Terra Experimental standard battery

A standard high-density battery used across all Terra Experimental weapons. Performance depends on the chosen fire mode.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Fire Modes:
Standard Fires a rapid laser pulse with slightly reduced damage, but improved penetration and vastly improved energy efficiency.

Fire Rate: 300 RPM
Capacity: 150 shots
Damage: 18
Armor Penetration: 15
Armor Sundering: 1

Burst Fires a series of laser pulses in quick succession(4 shots). Each pulse in a burst is more powerful than the last.

Fire Rate: 400 RPM
Capacity: 75 shots
Damage: 12/24/36/48
Armor Penetration: 15
Armor Sundering: 1

Charge Fires a powerful laser pulse after a brief charge up.

Fire Rate: 400 RPM
Capacity: 40 shots
Damage: 50
Armor Penetration: 30
Armor Sundering: 3

Melting Fires an unusual laser pulse that applies a melting effect which severely sunders xenomorph armor over time, as well as applying further damage.

Fire Rate: 400 RPM
Capacity: 33 shots
Damage: 15
Armor Penetration: 20
Armor Sundering: 0
Melt Stacks pet hit: 2
Max Melt stacks: 30
Melting Damage per Second(per stack): 5
Melting Sunder per Second(per stack): 3

Terra Experimental laser sniper (TE-S)

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.

Time to wield: 0.7 seconds
Slowdown while wielding: 0.7

Ammo:

Terra Experimental standard battery

A standard high-density battery used across all Terra Experimental weapons. Performance depends on the chosen fire mode.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Fire Modes:
Standard Fires a single strong laser pulse, with good damage and penetration, and no falloff.

Fire Rate: 60 RPM
Capacity: 20 shots
Damage: 60
Armor Penetration: 30
Armor Sundering: 5

Heat Fires an incendiary laser pulse, designed to ignite victims at range.

Fire Rate: 60 RPM
Capacity: 6 shots
Damage: 40
Armor Penetration: 10
Armor Sundering: 1

Shatter Fires a devestating laser pulse that significantly degrades the victims armor, at the cost of lower direct damage.

Fire Rate: 60 RPM
Capacity: 6 shots
Damage: 40
Armor Penetration: 30
Armor Sundering: 10
Shatter: Removes .2% armor per second for 10 seconds.

Ricochet Fires an experiment laser pulse capable of bouncing off many wall surfaces. The laser increases in potency when bouncing, before collapsing entirely after exceeding its threshold.

Fire Rate: 60 RPM
Capacity: 13 shots
Damage: 40
Armor Penetration: 30
Armor Sundering: 1
Damage increase per bounce: 40(no bounce) -> 50 -> 65 -> 80 -> 100(last bounce must hit enemy)

Terra Experimental laser pistol (TE-P)

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

Time to wield: 0.6 seconds
Slowdown while wielding: 0

Ammo:

Terra Experimental standard battery

A standard high-density battery used across all Terra Experimental weapons. Performance depends on the chosen fire mode.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Fire Modes:
Standard Fires standard lasers.

Fire Rate: 400 RPM
Capacity: 30 shots
Damage: 20
Armor Penetration: 5
Armor Sundering: 1

Disabler Fires non-lethal lasers which stagger opponents, and deal stamina damage to human targets.

Fire Rate: 120 RPM
Capacity: 7 shots
Stamina Damage: 70
Armor Penetration: 0
Armor Sundering: 1

Heat Fires lasers which set the target on fire.

Fire Rate: 120 RPM
Capacity: 5 shots
Damage: 20
Armor Penetration: 10
Armor Sundering: 0.5

Weapon: Description:

BR-64 SCA battle rifle

The BR-64 is a flexible precision rifle built to perform well against almost any target at any range. The BR-64 comes pre-equipped with a mini scope and an under barrel grenade launcher. Features a relatively inaccurate 3-round burst fire for close range and automatic fire for longer ranges. The BR-64 eats through ammo fairly quickly, so carrying spare 10x26.5mm packets is a good idea.

Automatic fire rate: 200 RPM
Burst Fire Rate: 240 RPM
Time to wield: 0.7 seconds
Slowdown while wielding: 0.55

Ammo:

BR-64 magazine (10x26.5mm)

A 36-round box magazine containing 10x26.5mm caseless rounds for the BR-64 battle rifle.

Damage: 32.5
Armor Penetration: 15
Armor Sundering: 1.25

Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

DMR-37 SCA designated marksman rifle

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

Semi automatic fire rate: 92 RPM
Time to wield: 0.8 seconds
Slowdown while wielding: 0.75

Ammo:

DMR-37 magazine (10x27mm)

A 20-round box magazine containing 10x27mm caseless rounds for the DMR-37 designated marksman rifle.

Damage: 65
Armor Penetration: 15
Armor Sundering: 2

Attachments:
Rail 64pxlink=#Red Dot Sight
Muzzle
Underbarrel
Stock Fixed

SR-127 Bauer bolt action rifle

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

Bolt action fire rate: 44 RPM
Time to wield: 1.3 seconds
Slowdown while wielding: 1

Ammo:

SR-127 bolt action rifle magazine (8.6x70mm)

A 7-round box magazine containing 8.6x70mm rounds for the SR-127 bolt action rifle magazine.

Damage: 80
Armor Penetration: 30
Armor Sundering: 7.5

Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

Mosin Nagant rifle

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

Capacity: 5 rounds
Bolt action fire rate: 34 RPM
Time to wield: 1.2 seconds
Slowdown while wielding: 1

Ammo:

7.62x54mmR rifle rounds

Individually loaded 7.62x54mmR rifle rounds for the Mosin Nagant. Up to 5 can be loaded at a time.

Damage: 75
Armor Penetration: 35
Armor Sundering: 15

Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

Martini Henry lever action rifle

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

Capacity: 1 round
Lever action fire rate: 60 RPM (Not counting reload time)
Time to wield: 1 second
Slowdown while wielding: 1

Ammo:

.557/440 rifle rounds

Individually loaded .557/440 rifle rounds for the Martini Henry.

Damage: 120
Armor Penetration: 20
Armor Sundering: 10

Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed


Weapon: Description:

SH-35 pump shotgun

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

Capacity: 9 rounds
Pump action fire rate: 30 RPM
Time to wield: 0.6 seconds
Slowdown while wielding: 0.45

Ammo:

Buckshot shells (12 gauge)

Close range shells which fire six projectiles in a cone towards the target. Capable of massive damage at close range, though with no anti-armor capabilities. Capable of staggering weaker targets.

Damage: 40x6 (240)
Armor Penetration: 0
Armor Sundering: 0

Slug Shells (12 gauge)

Medium range shells which fire a single high damage slug towards the target. Capable of high damage up to medium range. Capable of staggering weaker targets.

Damage: 100
Armor Penetration: 20
Armor Sundering: 7.5

Flechette Shells (12 gauge)

Short to medium range shells which fire 3 metal armor-piercing shards towards the target. Excellent at shredding armor. The outer shards do slightly less damage than the center shard. Not capable of staggering.

Damage: 50+[40x2] (130)
Armor Penetration: 15
Armor Sundering: 7+[5x2] (17)

Incendiary Slug Shells (12 gauge)

Medium range shells which fire a single incendiary slug towards the target. Capable of high damage up to medium range and setting the target on fire. Capable of staggering weaker targets. Not found in standard vendors.

Damage: 70
Armor Penetration: 20
Armor Sundering: 2

Attachments:
Rail
Muzzle
Underbarrel

SH-39 combat shotgun

The SH-39 is an easier to use semi-automatic alternative to the SH-35 that trades burst capabilities for a more constant damage output with a higher fire rate. Performance greatly depends on the type of shell loaded. Comes with a detachable stock that does much the same things as the SH-35 stock.

Capacity: 10 rounds
Semi automatic fire rate: 43 RPM
Time to wield: 1 second
Slowdown while wielding: 0.4

Ammo:

Buckshot shells (12 gauge)

Close range shells which fire six projectiles in a cone towards the target. Capable of massive damage at close range, though with no anti-armor capabilities. Capable of staggering weaker targets.

Damage: 28x6 (160)
Armor Penetration: 0
Armor Sundering: 0

Slug Shells (12 gauge)

Medium range shells which fire a single high damage slug towards the target. Capable of high damage up to medium range. Capable of staggering weaker targets.

Damage: 70
Armor Penetration: 20
Armor Sundering: 5.25

Flechette Shells (12 gauge)

Short to medium range shells which fire 3 metal armor-piercing shards towards the target. Excellent at shredding armor. The outer shards do slightly less damage than the center shard. Not capable of staggering.

Damage: 35+[28x2] (91)
Armor Penetration: 15
Armor Sundering: 5+[3.5x2] (12)

Incendiary Slug Shells (12 gauge)

Medium range shells which fire a single incendiary slug towards the target. Capable of high damage up to medium range and setting the target on fire. Capable of staggering weaker targets. Not found in standard vendors.

Damage: 50
Armor Penetration: 20
Armor Sundering: 1.5

Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

Zauer SH-15 automatic shotgun

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

Automatic fire rate: 60 RPM
Time to wield: 0.6 seconds
Slowdown while wielding: 0.35

Ammo:

SH-15 flechette magazine (16 gauge)

Holds 12 16 gauge flechette shells that fire 5 metal shards towards the target. Effective at close to medium range. Not capable of staggering targets.

Damage: 17*5 (85)
Armor Penetration: 15
Armor Sundering: 1.5*5 (7.5)

TX-15 slug magazine (16 gauge)

Holds 12 16 gauge slug shells that fire a single slug towards the target. Effective at close to medium range with high armor penetration. Capable of staggering weak targets.

Damage: 60
Armor Penetration: 30
Armor Sundering: 3.5

Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

SH-34 double barreled shotgun

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

Capacity: 2 rounds
Semi automatic fire rate: 92 RPM (Not counting reload time)
Time to wield: 0.6 seconds
Slowdown while wielding: 0.6

Ammo:

Buckshot shells (12 gauge)

Close range shells which fire six projectiles in a cone towards the target. Capable of massive damage at close range, though with no anti-armor capabilities. Capable of staggering weaker targets.

Damage: 40x6 (240)
Armor Penetration: 0
Armor Sundering: 0

Slug Shells (12 gauge)

Medium range shells which fire a single high damage slug towards the target. Capable of high damage up to medium range. Capable of staggering weaker targets.

Damage: 100
Armor Penetration: 20
Armor Sundering: 7.5

Flechette Shells (12 gauge)

Short to medium range shells which fire 3 metal armor-piercing shards towards the target. Excellent at shredding armor. The outer shards do slightly less damage than the center shard. Not capable of staggering.

Damage: 50+[40x2] (130)
Armor Penetration: 15
Armor Sundering: 7+[5x2] (17)

Incendiary Slug Shells (12 gauge)

Medium range shells which fire a single incendiary slug towards the target. Capable of high damage up to medium range and setting the target on fire. Capable of staggering weaker targets. Not found in standard vendors.

Damage: 70
Armor Penetration: 20
Armor Sundering: 2

Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Weapon: Description:

SMG-90 submachinegun

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

Automatic fire rate: 400 RPM
Time to wield: 0.5 seconds
Slowdown while wielding: 0.2

Ammo:

SMG-90 submachinegun magazine (10x20mm)

A 50-round magazine containing 10x20mm caseless rounds for the SMG-90 submachinegun.

Damage: 20
Armor Penetration: 5
Armor Sundering: 0.5

Attachments:
Rail 64pxlink=#Red Dot Sight
Muzzle
Underbarrel
Stock Fixed

MP-19 machinepistol

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

Automatic fire rate: 400 RPM
Fuller auto fire rate: 600 RPM
Time to wield: 0.4 seconds
Slowdown while wielding: 0.15

Ammo:

MP-19 machinepistol magazine (10x20mm)

A 30-round magazine containing 10x20mm caseless rounds for the MP-19 machinepistol.

Damage: 20
Armor Penetration: 5
Armor Sundering: 0.5

Attachments:
Rail
Muzzle
Underbarrel
Stock
Weapon: Description:

P-14 pistol

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

Semi automatic fire rate: 400 RPM
Time to wield: 0.15 seconds
Slowdown while wielding: 0

Ammo:

P-14 magazine (9mm)

A 21-round magazine containing 9mm rounds for the P-14 pistol.

Damage: 20
Armor Penetration: 5
Armor Sundering: 1

Attachments:
Rail
Muzzle
Undderbarrel
Stock Nothing

P-23 service pistol

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

Semi automatic fire rate: 300 RPM
Time to wield: 0.2 seconds
Slowdown while wielding: 0

Ammo:

P-23 magazine (.45)

A 14-round magazine containing .45 rounds for the P-23 service pistol.

Damage: 30
Armor Penetration: 5
Armor Sundering: 2.15

Attachments:
Rail
Muzzle
Underbarrel
Stock Nothing

88 Mod 4 combat pistol

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

Automatic fire rate: 300 RPM
Burst fire rate: 360 RPM
Time to wield: 0.2 seconds
Slowdown while wielding: 0.2

Ammo:

88M4 AP magazine (9mm)

A 18-round magazine containing 9mm AP rounds for the 88 Mod 4 combat pistol.

Damage: 20
Armor Penetration: 12.5
Armor Sundering: 2

Attachments:
Rail
Muzzle
Underbarrel
Stock

R-44 combat revolver

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

Semi automatic fire rate: 400 RPM
Time to wield: 0.2 seconds
Slowdown while wielding: 0

Ammo:

R-44 magnum speed loader (.44)

A 7-round speed loader containing .44 magnum rounds for the R-44 magnum.

Damage: 45
Armor Penetration: 10
Armor Sundering: 3

Attachments:
Rail
Muzzle
Underbarrel
Stock Nothing

P-17 pocket pistol

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

Semi automatic fire rate: 400 RPM
Time to wield: 0.2 seconds
Slowdown while wielding: 0

Ammo:

P-17 pocket pistol AP magazine (.380)

An 8-round magazine containing .380 rounds for the P-17 pocket pistol.

Damage: 22.5
Armor Penetration: 15
Armor Sundering: 0.5

Weapon: Description:

FL-84 flamethrower

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

Time to wield: 0.4 seconds
Slowdown while wielding: 1.75

Ammo:

Large flamethrower tank

An 75-unit tank containing fuel for the FL-84 flamethrower.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock Fixed

RL-160 recoilless rifle

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

Time to wield: 1 seconds
Slowdown while wielding: 1

Ammo:

RL-160 high explosive shell

An armor shattering high explosive shell for the RL-160 that detonates into a small, focused explosion.

Direct Damage: 100
Explosive Damage: 140-160 up to 3 tiles. 90-11 4 tiles away. Armor Penetration: 50
Armor Sundering: 50

RL-160 light explosive shell

An fast travelling explosive shell for the RL-160 that detonates into a large, weak explosion that covers a wide area.

Direct Damage: 75
Explosive Damage: 140-160 up to 1 tile. 90-110 up to 8 tiles away. Armor Penetration: 50
Armor Sundering: 25

RL-160 high explosive anti tank shell

A powerful armor-penetrating shell that does devastating damage on impact, but without an explosion.

Damage: 200
Armor Penetration: 100
Armor Sundering: 0

Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock Nothing

GL-70 grenade launcher

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

Capacity: 6 grenades. Semi automatic fire rate: 50 RPM
Time to wield: 1 seconds
Slowdown while wielding: 1.2

Ammo:

Any grenade

Any grenade that you can get your hands on.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock Fixed

GL-54 grenade launcher

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

Semi automatic fire rate: 50 RPM
Time to wield: 0.8 seconds
Slowdown while wielding: 0.8

Ammo:

20mm airburst grenade magazine

An 8-round magazine containing 20mm airburst grenades for the GL-54 grenade launcher which splits into 7 projectiles of shrapnel upon detonation. Capable of staggering weaker targets on impact, with a more powerful effect on direct hit.

Bonus direct damage (No armor penetration or sunder): 12
Shrapnel damage: 20*7 (140) Armor Penetration: 20
Armor Sundering: 3

20mm incendiary grenade magazine

An 8-round magazine containing 20mm incendiary grenades for the GL-54 grenade launcher which splits into 7 projectiles of shrapnel upon detonation. Does less damage than airburst grenades, but sets anything hit on fire while also igniting everything in a cone in front of the point of detonation. Capable of staggering weaker targets on impact, with a more powerful effect on direct hit.

Bonus direct damage (No armor penetration or sunder): 12
Shrapnel damage: 15*7 (105) Armor Penetration: 10
Armor Sundering: 1.5

20mm HE grenade magazine

An 8-round magazine containing 20mm high-explosive grenades for the GL-54 grenade launcher which simply explodes on impact. Does less damage than the other two magazine types on offer, but allows for more consistent damage against groups. Capable of staggering weaker targets on impact, with a more powerful effect on direct hit.

Bonus direct damage (No armor penetration or sunder): 12
Explosive damage: 80-100 up to 2 tiles. Armor Penetration: 0 Armor Sundering: 0

Attachments:
Rail
Muzzle Nothing
Underbarrel
Stock Fixed

GL-81 grenade launcher

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

Capacity: 1 grenade. Time to wield: 0.2 seconds
Slowdown while wielding: 1 Slodwon

Ammo:

Any grenade

Any grenade that you can get your hands on.
Attachments:
Rail Nothing
Muzzle Nothing
Underbarrel Nothing
Stock Fixed

Powerfist

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

Ammo:

Any powercell

Any shiny box with angry pixies inside.

TL-172 Defensive Shield

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

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

Smartgunner

Weapon: Desc:

SG-29 smart machine gun

The SG-29 is the second of TGMC's current standard IFF-capable weapon, replacing the M56B smart gun. 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 a special variant of 10x26mm ammunition that can be factoried by Requisitions.

Automatic fire rate: 300 RPM
Time to wield: 1.3 seconds
Slowdown while wielding: 0.95

Ammo:

SG-29 drum magazine

Holds two-hundred fifty (250) 10x26mm rounds. 20 Damage with 15 AP and 2 Sunder.
Attachments:
Rail
Muzzle Fixed
Underbarrel
Stock Fixed

SG-85 Smart Handheld Minigun

A true monster of providing supportive suppresing fire, the SG-85 is the TGMC's newest IFF-capable weapon. Boasting a higher firerate than any other handheld weapon. It is chambered in 10x26 caseless. Requires special training and it cannot turn off IFF. Click drag the powerpack onto the minigun in order to attach ammo belt.

Automatic fire rate: 600 RPM
Time to wield: 1.5 seconds
Slowdown while wielding: 1.5
Windup delay: 0.7 seconds

Ammo:

SG-85 Powerpack

Holds thousand(1000) 10x26mm rounds. 10 Damage with 25 AP and 1 Sunder.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock Nothing


REQ buyable weapons

Weapon: Desc:

BR-8 Scout Rifle

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

Automatic firing rate: 150 RPM
Time to wield: 0.4 Seconds
Slowdown while wielding: 0.45

Ammo:

BR-8 Magazine

Contains twenty-five(25) rounds of overpressure 10x28mm rifle cartridges. 40 damage, 20 AP, 10 sunder.

BR-8 Incendiary Magazine

Contains twenty-five(25) rounds of incendiary 10x28mm rifle cartridges. 25 damage, 20 AP, 2.5 sunder. Will light your target on fire.

BR-8 Impact Magazine

Contains twenty-five(25) rounds of penetrating 10x28mm rifle cartridges. 25 damage, 30 AP, 5 sunder. Tired of defenders tanking hits for other xenos? With impact rounds, you can shoot right through them! Why do these rounds only have 30 AP? they penetrate right through their targets."
Attachments:
Rail
Muzzle
Underbarrel
Stock fixed

Terra Experimental X-ray laser rifle (TE-X)

A Terra Experimental X-Ray laser rifle, abbreviated as the TE-X. It has an integrated charge selector for normal and high settings. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts.

Time to wield: 0.5 seconds
Slowdown while wielding: 0.4

Ammo:

Terra Experimental standard battery

A standard high-density battery used across all Terra Experimental weapons. Performance depends on the chosen fire mode.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Fire Modes:
Standard Fires standard lasers with slightly improved armor penetration and sundering over ballistic options, but less direct damage.

Fire Rate: 120 RPM
Capacity: 40 shots
Damage: 25
Armor Penetration: 5
Armor Sundering: 1

Piercing Fires powerful lasers that go through xenos and walls.

Fire Rate: 100 RPM
Capacity: 20 shots
Damage: 25
Armor Penetration: 100

Weapon: Desc:

T-100 minigun

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

Automatic fire rate: 400 RPM
Time to wield: 1
Slowdown while wielding: 0.8

Ammo:

T-100 powerpack

A heavy reinforced backpack with support equipment, power cells, and spare rounds for the T-100 Minigun System. 25 Damage with 15 AP and 2.5 Sunder.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock Fixed

RL-152 Rocket Launcher

The RL-152 (AKA Sadar) 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.
Ammo:

84mm High-Explosive Rocket

High-Explosive Rocket with a wide blast radius. 200 Damage, 100 AP and 100 Sunder. Explosion does 140-160 damage up to 4 tiles away, and 90-110 5 to 6 tiles away.

Unguided 84mm High-Explosive Rocket

High-Explosive Rocket with a wide blast radius. The rocket does not explode until it directly hits something, be it a wall, xenomorph, or an unfortunate marine. 100 Damage, 100 AP and 100 Sunder. Explosion does 140-160 damage up to 7 tiles away.

84mm Armor Piercing Rocket

Rocket with a high density warhead designed to pierce armor. Let's see those defenders try to tank THIS! 340 Damage with 200 AP 0 Sunder.

84mm White Phosphorus Rocket

Incendiary rocket that bursts into flames on impact. Geneva convention? more like geneva suggestion! 200 Damage, 75 AP and 100 Sunder.

Unguided 84mm White Phosphorus Rocket

Incendiary rocket that bursts into flames on impact. The rocket does not explode until it hits a wall, xenomorph, or marine. Please don't friendly fire with this. 100 Damage, 75 AP and 100 Sunder, has increased explosion radius.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock What stock?

RL-57 quad thermobaric launcher

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

Semi automatic fire rate: 100 RPM
Burst fire rate: 150 RPM (Burst fires all 4 shots)
Time to wield: 1 Second
Slowdown while wielding: 2.75

Ammo:

84mm Thermobaric Rocket Array

Contains 4 Incendiary rockets with a small payload, spreads fire and white phosphorus gas in a 3 tile radius on impact. Quantity over quality! 40 Damage, 25 AP and 2 Sunder.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock What stock?

RG-220 railgun

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

Railgun Canister (Armor Piercing Discarding Sabot)

A canister holding a tungsten projectile to be used inside a railgun. 150 Damage with 100 AP and 20 Sunder. This round will cause moderate knockback, stagger and slowdown to xenos.

Railgun Canister (High Velocity Armor Piercing)

A canister holding a projectile to be used inside a railgun. 100 Damage with 30 AP and 100 Sunder. This round will cause moderate stagger and knockback to xenos.

Railgun Canister (Smart Armor Piercing)

A canister holding a projectile to be used inside a railgun. 75 Damage with 20 AP and 50 Sunder. This round will cause heavy stagger and slowdown, and also has IFF, meaning you can shoot through your buddies with no fear of hurting them!
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock Nothing
Note: This is currently under development!
Weapon: Desc:

SR-81 Automatic Sniper Rifle

The SR-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.

Automatic Fire Rate: 110 RPM
Time To Wield: 1.3 Seconds
Slowdown while wielding: 1

Ammo:

8.6x70mm caseless IFF

Holds twenty(20) 8.6x70mm caseless, IFF capable ammunition you can shoot straight over your buddies without worry! 50 Damage with 30 AP and 2 Sunder.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

SR-26 scoped rifle

The SR-26 is an IFF capable sniper rifle which is mostly used by long range marksmen. It excels in long-range combat situations and support sniping. It has a laser designator installed, and the scope itself has IFF integrated into it. Uses specialized 10x28 caseless rounds made to work with the guns odd IFF-scope system. It has an integrated Target Marker and a Laser Targeting system.

Semi-automatic fire rate: 24 RPM
Time to wield: 1.6 Seconds
Slowdown while wielding: 1

Ammo:

T-26 scoped rifle magazine

Holds fifteen(15) 10x28mm rounds. 90 Damage with 50 AP and 15 Sunder.

T-26 scoped rifle incendiary magazine

Holds fifteen(15) incendiary 10x28mm rounds. 50 Damage with 20 AP and 5 Sunder.

T-26 scoped rifle flak magazine

Holds fifteen(15) flak 10x28mm rounds. 90 Damage with 0 AP and 25 Sunder.
Attachments:
Rail
Muzzle Fixed
Underbarrel
Stock Fixed
Note: This is currently under development!
Weapon: Desc:

R-24 autorevolver

The R-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. It's heavy bullet stuns and knocks back anything you hit with it, making it a great defensive tool if you're in a pinch. Orderable from Requisitions.

Semi Automatic Fire Rate: 300 RPM
Time to wield: 0.2 seconds
Slowdown while wielding: 0

Ammo:

Mateba speed loader

Holds 6 rounds of .454 Casull heavy pistol rounds. 50 Damage with 20 AP and 3 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock What stock?

SP13 Smartpistol

The SP-13 is a latest solution for personal officer defence produced by Terran Armories. Unique design feature high-capacity mag on top of the barrel, with integrated sight. As with all smartgun systems, requires special training. Why would you ever buy this?

Semi automatic fire rate: 300 RPM
Time to wield: 0.2 seconds
Slowdown while wielding: 0.2

Ammo:

SP13 Magazine

Holds twenty-five(25) rounds of 9x19mm parabellum pistol rounds. 20 Damage with 5 AP and 1 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock What stock?

R-76 Magnum

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

Double action firing rate (including windup) 48 RPM
Time to wield: 0.2 seconds
Slowdown while wielding: 0.1
Windup: 0.5 seconds

Ammo:

R-76 speedloader

Holds five(5) rounds of 12.7mm magnum rounds. 100 Damage with 40 AP and 0.5 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock
Weapon: Desc:

M41A pulse rifle

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

M41A magazine

Holds 95(ninety-five) 10x24mm caseless rounds. 25 Damage with 5 AP and 0.5 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

M412 pulse rifle

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

M412 Magazine

Holds 40(forty) 10x24 caseless rounds. 26.25 Damage with 5 AP and 0.5 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

M412L1 heavy pulse rifle

A large weapon capable of laying down supressing fire, based on the M412 pulse rifle platform. Uses 10x24mm caseless ammunition.
Ammo:

M412L1 box magazine

holds 200 (two hundred) 10x24mm caseless rounds. 25 Damage with 5 AP and 0.5 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

Type 71 pulse rifle

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

Type 71 magazine

Holds 40(forty) 7.62x39mm rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

Imported weaponry/Seasonal weapons

!!! UNDER CONSTRUCTION !!!
Should be mostly accurate as of May 4, 2023

Weapon: Description:

CAU C1 Garand self loading rifle

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

Semi automatic firing rate: 75 RPM
Time to wield: 1 Second
Slowdown while wielding: 0.75

Ammo:

C1 Garand enbloc clip

Holds eight (8) .30-06 rifle rounds. 75 damage, 25 penetration, 1.25 sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

SR-33 Dragunov sniper rifle

A semiautomatic sniper rifle, famed for it's marksmanship, and is built from the ground up for it. Fires 7.62x54mmR rounds.

Semi automatic firing rate: 50 RPM
Time to wield: 1.8 Second
Slowdown while wielding: 1

Ammo:

SR-33 magazine

Holds ten (10) 7.62x54mmR rifle rounds. 75 damage, 35 penetration, 15 sunder.
Attachments:
Rail
Muzzle Nothing
Underbarrel
Stock Fixed
Weapon: Description:

FAMAS assault rifle

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

Automatic firing rate: 400 RPM
Burst firing rate: 400 RPM
Time to wield: 0.6 Seconds
Slowdown while wielding: 0.4

Ammo:

FAMAS magazine

Holds twenty-four(24) 5.56x45mm rifle rounds. 30 damage, 5 penetration, 0.5 sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

MHK-98 storm rifle

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

Automatic firing rate: 300 RPM
Time to wield: 0.5 Seconds
Slowdown while wielding: 0.35

Ammo:

MHK-98 magazine

Holds thirty(30) 7.62x39mm rifle rounds. 30 damage, 10 penetration, 1.25 sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

MPi-KM assault rifle

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

Automatic firing rate: 240 RPM
Time to wield: 0.7 Seconds
Slowdown while wielding: 0.5

Ammo:

MPi-KM magazine

Holds fourty(40) 7.62x39mm rifle rounds. 30 damage, 15 penetration, 1.75 sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

M16A4 assault rifle

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

Automatic firing rate: 300 RPM
Burst firing rate: 400 RPM
Time to wield: 0.5 Seconds
Slowdown while wielding: 0.4

Ammo:

M16 magazine

Holds thirty(30) 5.56x45mm rifle rounds. 30 damage, 5 penetration, 0.5 sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

PR-412 pulse rifle

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

Automatic firing rate: 300 RPM
Burst firing rate: 400 RPM
Time to wield: 0.7 Seconds
Slowdown while wielding: 0.4

Ammo:

PR-412 magazine

Holds fourty(40) 10x24mm rifle rounds. 26.25 damage, 5 penetration, 0.5 sunder.

PR-412 magazine

Holds fourty(40) 10x24mm armor piercing rifle rounds. 21 damage, 25 penetration, 3 sunder.

PR-412 Extended magazine

Holds sixty(60) 10x24mm rifle rounds. 26.25 damage, 5 penetration, 0.5 sunder.

PR-412 Incendiary magazine

Holds fourty(40) 10x24mm incendiary rifle rounds. 26.25 damage, 5 penetration, 0.5 sunder. Less accurate, starts fire.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

Type 71 pulse rifle

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

Burst firing rate: 240 RPM
Time to wield: 0.7 Seconds
Slowdown while wielding: 0.6

Ammo:

Type 71 magazine

Holds fourty-two (42) 7.62x39mm rifle rounds. 30 damage, 15 penetration, 1.75 sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Weapon: Description:

SMG-25 submachinegun

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

Automatic firing rate: 300 RPM
Burst firing rate: 400 RPM
Time to wield: 0.4 Seconds
Slowdown while wielding: 0.2

Ammo:

SMG-25 magazine

Holds sixty(60) 10x20mm pistol rounds. 20 damage, 5 penetration, 0.5 sunder.

SMG-25 AP magazine

Holds sixty(60) 10x20mm armor piercing pistol rounds. 15 damage, 30 penetration, 5 sunder.

SMG-25 Extended magazine

Holds ninety(90) 10x20mm pistol rounds. 20 damage, 5 penetration, 0.5 sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

SMG-2 submachinegun

A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age.

Automatic firing rate: 400 RPM
Burst firing rate: 400 RPM
Time to wield: 0.2 Seconds
Slowdown while wielding: 0.15

Ammo:

SMG-2 magazine

Holds thirty-two(32) 9x19 pistol rounds. 20 damage, 5 penetration, 0.5 sunder.

SMG-2 extended magazine

Holds fifty(50) 9x19mm pistol rounds. 20 damage, 5 penetration, 0.5 sunder.
Attachments:
Rail
Muzzle
Underbarrel None
Stock Fixed

PPSh-17b submachinegun

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

Automatic firing rate: 400 RPM
Burst firing rate: 400 RPM
Time to wield: 0.35 Seconds
Slowdown while wielding: 0.3

Ammo:

PPSh-17b magazine

Holds Fourty-two(42) 7.62x25mm pistol rounds. 20 damage, 5 penetration, 0.5 sunder.

PPSh-17b drum

Holds seventy-eight(78) 7.62x25mm pistol rounds. 20 damage, 5 penetration, 0.5 sunder. Increases scatter and wield delay by a noticable chunk.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

SMG-27

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

Automatic firing rate: 200 RPM
Burst firing rate: 300 RPM
Time to wield: 0.4 Seconds
Slowdown while wielding: 0.3

Ammo:

SMG-27 magazine

Holds thirty (30) armor piercing 4.6x30mm rounds. 18 damage, 30 penetration, 3 sunder.
Attachments:
Rail
Muzzle
Underbarrel None
Stock Fixed

CZ-81 submachinegun

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

Automatic firing rate: 600 RPM
Burst firing rate: 600 RPM
Time to wield: 0.3 Seconds
Slowdown while wielding: 0.3

Ammo:

CZ-81 magazine

Holds twenty (20) .32ACP rounds. 20 damage, 5 penetration, 0.5 sunder.
Attachments:
Rail
Muzzle
Underbarrel None
Stock Foldable
Weapon: Description:

Desert Eagle Pistol

A magnum chambered in .50AE that comes with a serious kick. This one is engraved, "Peace through superior firepower".

Semi automatic firing rate: 86 RPM
Time to wield: 0.2 Seconds
Slowdown while wielding: 0

Ammo:

Desert Eagle magazine

Holds seven(7) .50AE rounds. 45 damage, 15 penetration, 3.5 sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock None

P-22 Pistol

A popular police firearm in the modern day. Chambered in 9x19mm.

Semi automatic firing rate: 300 RPM
Burst firing rate: 300 RPM
Time to wield: 0.2 Seconds
Slowdown while wielding: 0.2

Ammo:

P-22 magazine

Holds fifteen(15) 9x19mm parabellum rounds. 20 damage, 5 penetration, 1 sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock None

Highpower Automag

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

Semi automatic firing rate: 60 RPM
Time to wield: 0.2 Seconds
Slowdown while wielding: 0

Ammo:

Highpower magazine

Holds thirteen(13) .50 AE rounds. 45 damage, 15 penetration, 3.5 sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock None

VP78 combat pistol

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

Semi automatic firing rate: 200 RPM
Burst firing rate: 300 RPM
Time to wield: 0.2 Seconds
Slowdown while wielding: 0.2

Ammo:

VP78 magazine

Holds fifteen(18) 9x19mm parabellum squash-head rounds. 32 damage, 10 penetration, 2 sunder. Has an increased chance to cause shrapnel.
Attachments:
Rail
Muzzle
Underbarrel
Stock None

RT-3 Target Pistol

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

Semi automatic firing rate: 300 RPM
Time to wield: 0.2 Seconds
Slowdown while wielding: 0

Ammo:

RT-3 magazine

Holds fourteen(14) 9x19mm parabellum rounds. 20 damage, 5 penetration, 1 sunder.

RT-3 armor piercing magazine

Holds fourteen(14) 9x19mm parabellum rounds. 20 damage, 12.5 penetration, 2 sunder.

RT-3 hollow point magazine

Holds fourteen(14) 9x19mm parabellum rounds. 20 damage, 5 penetration, 2 sunder. Heavily increased shrapnel chance, less accuracy. Applies knockback, stagger, and slow to mobs.

RT-3 incendiary magazine

Holdsfourteen(14) 9x19mm parabellum rounds.. 20 damage, 5 penetration, 0.5 sunder. Sets fire to mobs.

RT-3 extended magazine

Holds twenty-four(24) 9x19mm parabellum rounds. 20 damage, 5 penetration, 0.5 sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock None

Korovin PK-9 Pistol

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

Semi automatic firing rate: 300 RPM
Time to wield: 0.2 Seconds
Slowdown while wielding: 0.1

Ammo:

PK-9 hollowpoint magazine

Holds twelve(12) .22 hollow point rounds. 26 damage, 5 penetration, 2 sunder. Heavily increased shrapnel chance, less accuracy. Applies knockback, stagger, and slow to mobs.

Pk-9 tranq magazine

Holds eight(8) tranquilizer darts. Deals 25 stamina damage, and injects your target with a small amount of sleepy juice.
Attachments:
Rail
Muzzle Fixed
Underbarrel
Stock None
Weapon: Description:

N-Y 7.62mm revolver

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

Semi automatic firing rate: 240 RPM
Time to wield: 0.2 Seconds
Slowdown while wielding: 0.1

Ammo:

N-Y speed loader (7.62x38mmR)

Holds seven(7) 7.62x38mmR rounds. 31.5 Damage, 10 AP, 3 Sunder
Attachments:
Rail
Muzzle
Underbarrel None
Stock None

FFA 'Rebota' revolver

A lean .357 made by Falffearmeria. A timeless design, from antiquity to the future. This one is well known for it's strange ammo, which ricochets off walls constantly. Which went from being a defect to a feature.

Semi automatic firing rate: 240 RPM
Time to wield: 0.2 Seconds
Slowdown while wielding: 0.1

Ammo:

"Bote" speed loader (.357)

Holds six(6) .357 bouncy rounds. 30 Damage, 10 AP, 3 Sunder. Ricochets up to four times.
Attachments:
Rail
Muzzle
Underbarrel
Stock None

CMB autorevolver

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.

Semi automatic firing rate: 400 RPM
Burst firing rate: 600 RPM
Time to wield: 0.2 Seconds
Slowdown while wielding: 0

Ammo:

CMB revolver speed loader (.357)

Holds six(6) .357 rounds. 30 Damage, 10 AP, 3 Sunder.
Attachments:
Rail
Muzzle
Underbarrel None
Stock None

'Judge' Revolver

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

Semi automatic firing rate: 171 RPM
Time to wield: 0.2 Seconds
Slowdown while wielding: 0

Ammo:

Judge speed loader

Holds five(5) .45L pistol rounds. 30 damage, 10 penetration, 3 sunder. Has no damage falloff, and increased accuracy.

Judge buckshot speed loader

Holds five(5) .410 gauge buckshot shells. 50+[40x2] (130) damage, 0 penetration, 0 sunder. Has poor accuracy.
Attachments:
Rail
Muzzle
Underbarrel
Stock None

M44 revolver

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

Single action firing rate: 400 RPM
Time to wield: 0.2 Seconds
Slowdown while wielding: 0

Ammo:

M44 magnum speed loader (.357)

Holds six(6) .44 magnum rounds. 45 Damage, 10 AP, 3 Sunder. Causes stagger, slowdown, and knockback.

M44 marksman speed loader (.357)

Holds six(6) .44 marksmanrounds. 30 Damage, 10 AP, 3 Sunder. Has no damage falloff, and increased accuracy.

M44 PW-MX speed loader (.357)

Holds six(6) .44 POWER MAXIMUM rounds. 50 Damage, 5 AP, 3 Sunder. Has slightly reduced accuracy.
Attachments:
Rail
Muzzle
Underbarrel
Stock None

ERT Weapons

  • This only includes starting attachments to weapons.
  • Many jobs start with pistols and other sidearms and tools that won't be listed, this is only the jobs primary weapon. To see more or figure out which roles get which weapons check the ERT page.
  • All weapons with damage multipliers are given with their stats post multiplying.


Weapon: Description:

PR-412E battle rifle

An Elite modification of the PR-412 pulse rifle series, given to special operation units. It has been given a stock and a longer barrel with an integrated barrel charger, with a red skull stenciled on the body for some reason.

The PR-412E has a 1.5 damage modifier effecting it's its damage and sunder. (stats given are post damage mod)

Automatic fire rate: 300 RPM
Burst fire rate: N/A
Time to wield: 0.7 seconds
Slowdown while wielding: 0.4

Ammo:

PR-412E AP magazine (10x24mm)

A 40-round box magazine containing 10x24mm AP caseless rounds for the PR-412E.

Damage: 30
Armor Penetration: 25
Armor Sundering: 4.5

Starting Attachments:
Rail
Muzzle None
Underbarrel
Stock Fixed

SG-29 smart machine gun

The SG-29 is the second of TGMC's current standard IFF-capable weapon, replacing the M56B smart gun. 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.

Automatic fire rate: 300 RPM
Time to wield: 1.3 seconds
Slowdown while wielding: 0.95

Ammo:

SG-29 drum magazine

Holds two-hundred fifty (250) 10x26mm rounds. 20 Damage with 15 AP and 2 Sunder.
Starting Attachments:
Rail
Muzzle None
Underbarrel
Stock Fixed

SR-42 anti-tank sniper rifle

A high end mag-rail heavy sniper rifle from Nanotrasen chambered in the heaviest ammo available, 10x99mm Caseless

Automatic fire rate: 40 RPM
Burst fire rate: N/A
Time to wield: 0.6 seconds
Slowdown while wielding: 1.0

Ammo:

SR-42 marksman magazine (10x99mm))

A 6-round magazine containing 10x99mm supersonic rounds for the SR-42

Damage: 100
Armor Penetration: 60
Armor Sundering: 50

Starting Attachments:
Rail
Muzzle Fixed
Underbarrel None
Stock Fixed

SMG-25B2 submachinegun

The RivArms SMG-25 submachinegun, B2 variant. Has an integrated barrel charger. This reliable weapon fires armor piercing 10x20mm rounds and is used by elite troops.

The SMG-25B2 has a 1.2 damage modifier effecting it's its damage and sunder. (stats given are post damage mod)

Automatic fire rate: 300 RPM
Burst fire rate: 480
Time to wield: 0.4 seconds
Slowdown while wielding: 0.2

Ammo:

SMG-25 AP magazine (10x20mm)

A 60-round magazine containing 10x20mm AP caseless rounds for the SMG-25B2.

Damage: 18
Armor Penetration: 30
Armor Sundering: 3.6

Starting Attachments:
Rail
Muzzle None
Underbarrel Underbarrel Flashlight
Stock Fixed
Weapon: Description:

FN M16A4 assault rifle

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

The M16A4 has a 1.2 damage modifier effecting it's its damage and sunder. (stats given are post damage mod)

THE M16A4 has 2 underbarrel options, with leaders receiving a masterkey shotgun and standards receiving either a masterkey shotgun or underbarrel grenade launcher

Automatic fire rate: 300 RPM
Burst fire rate: 400 RPM
Time to wield: 0.5 seconds
Slowdown while wielding: 0.4

Ammo:

M16 magazine (5.56x45mm)

A 30-round 5.56x45mm magazine for the M16 assault rifle platform

Damage: 30
Armor Penetration: 5
Armor Sundering: 0.6

Starting Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

AR-11 K&H combat rifle

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

The AR-11 has 2 attachment variations, with leaders receiving a motion detector and standards receiving a magnetic harness

Automatic fire rate: 240 RPM
Burst fire rate: 360 RPM
Time to wield: 0.65 seconds
Slowdown while wielding: 0.45

Ammo:

AR-11 magazine (4.92x34mm)

A 70-round box magazine containing 4.92×34mm caseless rounds for the AR-11 combat rifle.

Damage: 20
Armor Penetration: 20
Armor Sundering: 1.25

Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

AR-55 assault rifle

Officially designated an Objective Individual Combat Weapon, the AR-55 features an upper bullpup 20mm grenade launcher designed to fire a variety of specialised rounds, and an underslung assault rifle using 10x24mm caseless ammunition. Somewhat cumbersome to use due to its size and weight. Requires a T49 scope for precision aiming

THE AR-55 has secondary ammo with leaders receiving 4x 20mm airburst grenade magazines and 4x 20mm incendiary grenade magazines.

Automatic fire rate: 40 RPM
Burst fire rate: N/A
Time to wield: 1.0 seconds
Slowdown while wielding: 1.0

Ammo:

AR-18 magazine (10x24mm)

The non-airburst section of the weapon uses 36 round AR-18 magazines (10x24mm)

Damage: 25
Armor Penetration: 5
Armor Sundering: 0.5

Starting Attachments:
Rail T-49 Optical imaging scope
Muzzle
Underbarrel
Stock Fixed

ALF-51B Kauser machinecarbine

The Kauser ALF-51B is an unoffical modification of a ALF-51, or better known as the AR-18 carbine, modified to SMG length of barrel, rechambered for a stronger round, and belt based. Truly the peak of CQC. Useless past that. Aiming is impossible. Uses 10x25mm caseless ammunition.

Automatic fire rate: 300 RPM
Burst fire rate: 266 RPM
Time to wield: 0.4 seconds
Slowdown while wielding: 0.3

Ammo:

ALF-51B box magazine (10x25mm)

A 80-round box magazine of 10x25mm caseless for the ALF-51B machinecarbine.

Damage: 28
Armor Penetration: 12.5
Armor Sundering: 1

Starting Attachments:
Rail
Muzzle
Underbarrel None
Stock Fixed

PR-412L1 heavy pulse rifle

A large weapon capable of laying down suppressing fire, based on the PR-412 pulse rifle platform. Effective in burst fire. Uses 10x24mm caseless ammunition.

Automatic fire rate: 200 RPM
Burst fire rate: 266 RPM
Time to wield: 2.0 seconds
Slowdown while wielding: 0.8

Ammo:

PR-412L1 box magazine (10x24mm)

"A semi-rectangular box of 200 rounds for the PR-412L1 heavy pulse rifle."

Damage: 25
Armor Penetration: 5
Armor Sundering: 0.5

Starting Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

FAMAS assault rifle

A light, versatile fast firing assault rifle with a 24 round magazine and short range scope, chambered to fire the 5.56x45mm NATO cartridge within a short amount of time.

The FAMAS has a 1.2 damage modifier effecting it's its damage and sunder. (stats given are post damage mod)

Automatic fire rate: 400 RPM
Burst fire rate: 400 RPM
Time to wield: 0.5 seconds
Slowdown while wielding: 0.4

Ammo:

FAMAS magazine (5.56x45mm)

A 24 round 5.56x45mm magazine for the FAMAS assault rifle.

Damage: 30
Armor Penetration: 5
Armor Sundering: 0.6

Starting Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Weapon: Description:

FN M16A4 assault rifle

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

The M16A4 has a 1.2 damage modifier effecting it's its damage and sunder. (stats given are post damage mod)

Automatic fire rate: 300 RPM
Burst fire rate: 400 RPM
Time to wield: 0.5 seconds
Slowdown while wielding: 0.4

Ammo:

M16 magazine (5.56x45mm)

A 30-round 5.56x45mm magazine for the M16 assault rifle platform

Damage: 30
Armor Penetration: 5
Armor Sundering: 0.6

Starting Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

SMG-25B2 submachinegun

The RivArms SMG-25 submachinegun, B2 variant. Has an integrated barrel charger. This reliable weapon fires armor piercing 10x20mm rounds and is used by elite troops.

The SMG-25B2 has a 1.2 damage modifier effecting it's its damage and sunder. (stats given are post damage mod)

The SMG-25B2 has a 2 underbarrel attachment variants, the Spec Ops Breacher receives a gyroscopic stabilizer while everyone else gets a vertical grip.

Automatic fire rate: 300 RPM
Burst fire rate: 480
Time to wield: 0.4 seconds
Slowdown while wielding: 0.2

Ammo:

SMG-25 AP magazine (10x20mm)

A 60-round magazine containing 10x20mm AP caseless rounds for the SMG-25B2.

Damage: 18
Armor Penetration: 30
Armor Sundering: 3.6

Starting Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

TL-172 riot shield

A heavy shield adept at blocking blunt or sharp objects from connecting with the shield wielder. Looks very robust. Alt click to tighten the strap. Reminder that hard armor reduces AP, and that shields can still be used with low integrity, however at 0 health they will fall apart. The TL-172 has 5 bullet hard armor.

Health: 400HP
Loses integrity: 100HP
Slowdown while wielding: 0.5

Soft Armor:
melee = 15 / bullet = 35 / laser = 35 / energy = 30 / bomb = 25 / bio = 25 / fire = 25 / acid = 25

Attachments

Stuff you slap on to your gun to make it better. Or worse, in some aspects.

Item: Desc.:

Magnetic Harness

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

Exact stats: -9999% frustration when pounced on

Red Dot Sight

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

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

Mini Rail Scope

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

use F12 if your HUD doesn't come back

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

T-47 Rail Scope

A marine standard mounted zoom sight scope. Allows long range zoom by activating the attachment.

use F12 if your HUD doesn't come back

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

Rail Flashlight

A simple flashlight used for mounting on a firearm. Has no drawbacks, but isn't 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

Build-A-Sentry Kit

When attached to a gun, the Build-A-Sentry Kit allows the weapon to be deployed as an autonomous sentry gun. Standard ammo for the attached weapon is still used, and power cells are needed if the sentry runs out of charge. Control+click on a tile to deploy the sentry, or control+click on the gun to deploy it in front of you.

Note that the kit does not provide IFF, even though it targets past marines. Unless the attached weapon has IFF, be aware of friendly fire.

Exact stats: 130% increase in friendly fire instances.

Tactical sensor

When activated, detects anything moving in your vicinity through motion pings.

Green pings are friendlies, red pings are not. Extends beyond your screen range, however you'll still get the audio cue

Item: Desc.:

Suppressor

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

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

Extended Barrel

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

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

Recoil Compensator

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

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

Barrel Charger

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

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

Bayonet

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

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

Pistol Lace

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

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

Item: Desc.:

Laser Sight

Fookin' laser soights. A laser sight placed under the barrel. Significantly increases one-handed accuracy and significantly reduces movement penalties to accuracy.

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

Vertical Grip

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

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

Angled Grip

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

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

Gyroscopic Stabilizer

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

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

Bipod

A simple set of telescopic poles to keep a weapon stabilized during firing. Greatly increases accuracy and reduces recoil when properly placed, but also increases weapon size.

must be activated to stabilize. Can be deployed anywhere, not just behind barricades or next to a wall

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

Mini Flamethrower

A weapon-mounted refillable flamethrower attachment. It is designed for short bursts. Holds 20 units of fuel. Does not immediately set xenos on fire. Best used for area denial in a pinch.

when active, right click to fire. to refill it from a welderpack, grab the welderpack in one hand and the weapon+miniflamer on the other, then click the gun with the welderpack

Exact stats: 4 tile range, 25 unit capacity

Masterkey Shotgun

A weapon-mounted, three-shot shotgun usually used for breaching actions, hence the name. Reloadable with 12 gauge buckshot. The short barrel reduces the ammo's effectiveness.

when active, right click to fire. Reload by right clicking your firearm with shotgun shells.

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

Underslung Grenade Launcher

A weapon-mounted, reloadable, two-shot grenade launcher. Also called the noob tube by salty 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, right click to fire. Can only be reloaded while active

Exact stats: 2 grenade ammo capacity, 7 tile range

TX-7 plasma pistol

This sidearm can uniquely be attached to other weapons as an underbarrel attachment. A popular addition due to it's support potential, able to quickly destroy weeds, and remove facehuggers from marines.

when active, right click to fire. Can only be reloaded while active

Exact stats: 10 shot capacity, 7 tile range

Mini pepperball gun

An unusual weapon attachment intended more for riot control purposes. Has some value against xenomorphs due to its ability to drain their plasma. More commonly used to shoot naked marines in prep due to a lack of military police.

when active, middle click to fire. Can only be reloaded while active

Exact stats: 20 shot capacity

Item: Desc.:

MP-19 machinepistol folding stock

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

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

SH-35 folding stock

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

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

MK221 tactical stock

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

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

Apparel

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. Now available in both pre-assembled and modular options through the armor vendor. Use alt+click to remove armor attachments or if modular, armor pieces. Use face paint on individual armor pieces to color them before placing them on the exoskeleton, or face paints on pre-assembled armor sets.

NOTE: The arm and leg plates all have the same stats. Only the chest plates have differing armor stats. Examine the exosuit with the pieces attached and click the "relevant information" prompt to view exact statistics.
Arm/Leg Soft Armor
all = 10
Arm/Leg Slowdown = 0.1

Type: Desc:

Light Skirmisher

Provides minor protection and encumbrance when attached. This one is marked as a light skirmisher piece, used by those who prefer faster movement speed over protection, such as scouts.
With armor and leg armor
melee = 35 | bullet = 55 | laser = 55 | energy = 50 | bomb = 45 | bio = 45 | fire = 45 | acid = 45
Slowdown 0.3
Without arm and leg armor:
melee = 15 / bullet = 35 / laser = 35 / energy = 30 / bomb = 25 / bio = 25 / fire = 25 / acid = 25
Slowdown 0.1

Light Scout

Provides minor protection and encumbrance when attached. This one is marked as a light scout piece, used by those who prefer faster movement speed for better reconnaissance
With armor and leg armor
melee = 35 | bullet = 55 | laser = 55 | energy = 50 | bomb = 45 | bio = 45 | fire = 45 | acid = 45
Slowdown 0.3
Without arm and leg armor:
melee = 15 / bullet = 35 / laser = 35 / energy = 30 / bomb = 25 / bio = 25 / fire = 25 / acid = 25
Slowdown 0.1

Medium Infantry

Provides moderate protection and encumbrance when attached. This one is marked as a medium infantry piece, used by frontline troops that need a good balance of mobility and protection.
With armor and leg armor
melee = 45 | bullet = 65 | laser = 65 | energy = 55 | bomb = 50 | bio = 50 | fire = 50 | acid = 55
Slowdown 0.5
Without arm and leg armor:
melee = 25 / bullet = 45 / laser = 45 / energy = 35 / bomb = 30 / bio = 30 / fire = 30 / acid = 35
Slowdown 0.3

Medium Helljumper

Provides moderate protection and encumbrance when attached and is fairly easy to attach and remove from armor. This armor appears to be marked as a Helljumper armor piece. Seems purpose-built for orbital drop missions.
With armor and leg armor
melee = 45 | bullet = 65 | laser = 65 | energy = 55 | bomb = 50 | bio = 50 |fire = 50 | acid = 55
Slowdown 0.5
Without arm and leg armor:
melee = 25 / bullet = 45 / laser = 45 / energy = 35 / bomb = 30 / bio = 30 / fire = 30 / acid = 35
Slowdown 0.3

Medium EVA

Provides moderate protection and encumbrance when attached. This one is marked as an EVA armor piece, used for extravehicular operations in the vacuum of space. The gaps in the armor seem to say otherwise, however.
NOTE: does not actually provide protection against space.
With armor and leg armor
melee = 45 | bullet = 65 | laser = 65 | energy = 55 | bomb = 50 | bio = 50 | fire = 50 | acid = 55
Slowdown 0.5
Without arm and leg armor:
melee = 25 / bullet = 45 / laser = 45 / energy = 35 / bomb = 30 / bio = 30 / fire = 30 / acid = 35
Slowdown 0.3

Heavy Assault

Provides high protection and encumbrance when attached. This one is marked as a heavy assault piece, with extra padding and plate thickness which provides excellent protection against all manners of dangers.
With armor and leg armor
melee = 50 | bullet = 70 | laser = 70 | energy = 60 | bomb = 55 | bio = 55 | fire = 55 | acid = 60
Slowdown 0.7
Without arm and leg armor:
melee = 30 / bullet = 50 / laser = 50 / energy = 35 / bomb = 30 / bio = 35 / fire = 35 / acid = 40
Slowdown 0.5

Heavy Gungnir

Provides high protection and encumbrance when attached. This one is marked as a heavy gungnir exoskeleton, heavy armor surrounds the entirety of the marine, it's a wonder they are able to see out of the helmet.
With armor and leg armor
melee = 50 | bullet = 70 | laser = 70 | energy = 60 | bomb = 55 | bio = 55 | fire = 55 | acid = 60
Slowdown 0.7
Without arm and leg armor:
melee = 30 / bullet = 50 / laser = 50 / energy = 35 / bomb = 30 / bio = 35 / fire = 35 / acid = 40
Slowdown 0.5

Heavy EOD

Provides high protection and encumbrance when attached. This one is marked as an EOD armor piece, used by specialized Explosive Ordnance Disposal units to disarm explosives safely. 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 = 60 | bomb = 55 | bio = 55 | fire = 55 | acid = 60
Slowdown 0.7
Without arm and leg armor:
melee = 30 / bullet = 50 / laser = 50 / energy = 40 / bomb = 35 / bio = 35 / fire = 35 / acid = 40
Slowdown 0.5

NOTE: The exoskeleton can mount 1 storage module.

Module: Desc:

General purpose storage module

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

Engineering storage module

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

Medical storage module

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

Injector storage module

Can hold a substantial variety of injectors.

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

Module Desc:

Baldur light amplification system

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

Light Boost = 4

Mark 1 Tyr armor reinforcement

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

Soft Armor
all = 10
Slowdown = 0.4

Mark 2 Tyr armor reinforcement

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

Soft Armor
all = 15
Slowdown = 0.3

Mark 1 Mimir environmental resistance system

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

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

Mark 2 Mimir environmental resistance system

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

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

Hod Accident Prevention Plating

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

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

Valkyrie automedical armor system

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

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

Surt pyrotechnical insulation system

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

Slowdown = 0.4

Hlin explosive compensation module

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

Soft Armor
bomb = 40
Slowdown = 0.2

Vali chemical enhancement module

A module that enhances the strength of reagents in the body. Requires a special substance, gathered from xenomorph lifeforms, to function.This substance needs to be gathered using an applicable weapon or tool.
Vali Details:
Nobody actually knows how the Vali works. We're all guessing.
Vali is a chemical module, it comes with a sword, spear, and knife called harvester and a module that you put in your armor. When you link your sword/spear (harvester) to the suit, it cannot be dropped. You can bump slash and when you will slash a xeno you extract 20u of greenblood into your suit module storage, up to 200u. The suit can also be loaded with 60u of any custom chemical storage. There are also modes, x1 and x2. When you activate the module, it will drain 30u of your custom mix and also consume 4 or 12u of greenblood according to your mode and will heal 6u or 12u of brute and burns per tick. After 10 seconds you get a weird screen warning and if you continue using the suit beyond 10 additional seconds you will have necrotized limbs after you turn off the suit. Last thing. You can load your sword with kelotane to burn benos, tramadol to slow them, bica to heal yourself, Load by using Unique Action.

Arrowhead Energy Shield System

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

Soft Armor
melee = -10 | bullet = -5 | bio = -5 | acid = -5
Slowdown = 0.2

Shield Health = 40
Recharge Rate = 10 points every 2 seconds

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

Module Desc:

Binocular helmet module

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

Welding helmet module

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

Antenna helmet module

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

Mark 1 Mimir Environmental Helmet system

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

Soft Armor
bio = 15 | acid = 15

Mark 2 Mimir Environmental Helmet system

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

Soft Armor
bio = 40 | rad = 50 | acid = 30

Tyr Helmet system

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

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

Xenonauten Armor

Armor: Desc:

Xenonauten-L pattern armored vest

A XN-L vest, also known as Xenonauten, a set vest with modular attachments made to work in many enviroments.
Light variant. Allows any Jaeger attachment. Alt-Click to remove attached items. Use it to toggle the built-in flashlight.
Has a shoulder lamp and a suit storage for guns.

melee = 35 | bullet = 55 | laser = 55 | energy = 50 | bomb = 45 | bio = 45 | fire = 45 | acid = 45

Slowdown = 0.3

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

Xenonauten-M pattern armored vest

A XN-M vest, also known as Xenonauten, a set vest with modular attachments made to work in many enviroments.
Medium variant. Allows any Jaeger attachment. Alt-Click to remove attached items. Use it to toggle the built-in flashlight.
Has a shoulder lamp and a suit storage for guns.

melee = 45 | bullet = 65 | laser = 65 | energy = 55 | bomb = 50 | bio = 50 | fire = 50 | acid = 55

Slowdown = 0.5

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

Xenonauten-H pattern armored vest

A XN-H vest, also known as Xenonauten, a set vest with modular attachments made to work in many enviroments.
Heavy variant. Allows any Jaeger attachment. Alt-Click to remove attached items. Use it to toggle the built-in flashlight.
Has a shoulder lamp and a suit storage for guns.

melee = 50 | bullet = 70 | laser = 70 | energy = 60 | bomb = 55 | bio = 55 | fire = 55 | acid = 60

Slowdown = 0.7

Suit Storage:
Any Gun
Emergency Oxygen Tank
The Bible
G8 Storage Pouch
M4A3 Belt
M44 Belt
|

M10X pattern marine helmet

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

melee = 50 | bullet = 70 | laser = 70 | energy = 60 | bomb = 55 | bio = 55 | fire = 55 | acid = 60

No Slowdown

Clothing

Item: Desc.:

Webbing

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

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

Black Webbing

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

Storage
Any tiny item
Any small item

Shoulder Holster

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

Storage
Any Pistol
Tazer
Armor: Desc:

TerraGov standard flak jacket

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

melee = 40 | bullet = 50 | laser = 50 | energy = 25 | bomb = 30 | bio = 5 | fire = 25 | acid = 30

Slowdown = 0.25

Suit Storage:
Any Gun
Emergency Oxygen Tank
The Bible
G8 Storage Pouch
M4A3 Belt
M44 Belt
Armor Storage
Any tiny item
Any small item

Tactical Explosive Vest

OUTDATED, TO BE UPDATED

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

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


Item: Desc.:

Ammo Load Rig

A belt for your uniform, intended for holding magazines.
Has six slots for storing items.

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

General Utility Pouch

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

Storage
stuff.(placeholder, please define)

Shotgun Shell Belt

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

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

T457 pattern pistol holster rig

Pistol Holster that goes on your belt.
Has seven slots, and draws pistols on click.
Capable of storing only one pistol in it.

Storage
Any Pistol, not revolvers.
Any Pistol Magazines

T457 pattern revolver holster rig

Revolver Holster that goes on your belt.
Has seven slots, and draws a revolver on click.
Capable of storing only one revolver in it.

Storage
Any revolver
Revolver speedloaders

TS-34 Shotgun Holster rig

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

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

Belt Harness

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

Knife Rig

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

Storage
M11 Throwing Knives.

M40 HEDP rig

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

Storage
9 Grenades.

M40 HEDP rig Mk. II

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

Storage
16 Grenades.

Lifesaver medic bag

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

Storage
Medical supplies.

Medical Storage rig

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

Storage
Medical supplies.
Medical equipment.

Toolbelt

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

Storage
Tools. Файл:TGMC Wrench.png


Pouch: Desc:

Shotgun Shell Pouch

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

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

Magazine Pouch

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

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

Flare Pouch

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

What it can store:
Flare Grenades
M30E2 Flare Gun

First Aid Pouch

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

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

Tool Pouch

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

What it can store:
Wirecutters Файл:TGMC Wirecutters.png
Entrenching Tools
Screwdrivers Файл:TGMC Screwdriver.png
Cable Coil Файл:TGMC Cable Coil.png
Crowbars Файл:TGMC Crowbar.png
Blowtorches Файл:TGMC Blowtorch.gif
Multi Tool Файл:TGMC Multitool.png
Wrenches Файл:TGMC Wrench.png
Mini Extinguishers

Construction Pouch

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

What it can store:
Stacks of Material
Entrenching Tools
Empty Sandbags
Cable Coil Файл:TGMC Cable Coil.png
Metal Rods
Barbed Wire

Pistol Magazine Pouch

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

What it can store:
Pistol & Machinepistol Magazines
Revolver Speedloaders

Sidearm Pouch

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

What it can store:
Any Revolvers
Any Pistols

Explosive Pouch

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

What it can store:
Any RPG Rockets
C4
Any Grenades
Claymore Boxes
Claymores
Detpacks
Signaler Файл:Signaler.png

Grenade Pouch

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

What it can store:
Any Grenades
Item: Desc.:

Transparent gas mask

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

Thermal coif

A coif that protects you from extreme cold conditions.

Rebreather

Heats or cools down air as you breath it, protecting you from extreme conditions.

Tactical gas mask

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

Tactical coifed gas mask

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

SWAT Mask

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

Bandanna

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

Munitions

Item: Desc:

M40 HEDP grenade

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

M40 HIDP incendiary grenade

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

M15 fragmentation grenade

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

M40 HPDP grenade

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

M40 HSDP smoke grenade

The M40 HSDP is a small, but powerful smoke grenade. Based off the same platform as the M40 HEDP. It is set to detonate in 2 seconds.

M40-2 SCDP smoke grenade

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

M40-T smoke grenade

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

M40 FLDP grenade

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

M50 CFDP signal flare

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

Razorburn Grenade

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

Razorburn Canister

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

M21 APRDS "Minelayer"

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

M20 Claymore anti-personnel mine

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

M40 Adhesive Charge grenade

Designed for use against various fast moving drones, this grenade will adhere to its target before detonating. It's fuse is set to 5 seconds.

M45 Trailblazer grenade

Capsule based grenade that sticks to sufficiently hard surfaces, causing a trail of air combustible gel to form. It is set to detonate in 5 seconds.
Item: Desc:

M40-A Acid smoke grenade

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

M40-N Neurotoxin smoke grenade

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

Stun grenade

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

Defensive Equipment

Item: Description:

ST-571 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.


Automatic fire rate: 240 RPM

Normal Range: 8 Tiles

Radial Range: 6 Tiles

Ammo:

M30 box magazine (10x28mm Caseless)

A drum of 50 10x28mm caseless rounds for the ST-571 sentry gun. Just feed it into the sentry gun's ammo port when its ammo is depleted.

Damage: 25
Armor Penetration: 20
Armor Sundering: 0

ST-580 Point Defense Sentry

A deployable, automated turret with AI targeting capabilities. This is a lightweight portable model meant for rapid deployment and point defense. Armed with an light, high velocity machine gun and a 300-round drum magazine. 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.


Automatic fire rate: 300 RPM

Burst fire rate: 200 RPM

Normal Range: 7 Tiles

Radial Range: 5 Tiles

Ammo:

M30 box magazine (10x20mm Caseless)

A box of 100 10x20mm caseless rounds for the ST-580 point defense sentry. Just feed it into the sentry gun's ammo port when its ammo is depleted.

Damage: 20
Armor Penetration: 20
Armor Sundering: 0

HSG-102 Heavy Machine Gun

A deployed and mounted heavy smartgun, ready to rock. While it is capable of taking the same rounds as the smartmachinegun, it fires specialized tungsten rounds for increased armor penetration. It's basically a stationary smartgun, with an added scope ability that permit you to see 3 tiles ahead, 300 ammunition, and superior damage. 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.

Automatic fire rate: 240 RPM

Burst fire rate: 140 RPM

Ammo:

HSG-102 drum magazine (10x30mm Caseless)

A box of 300, 10x30mm caseless tungsten rounds for the HSG-102 mounted heavy smartgun.

Damage: 40
Armor Penetration: 40
Armor Sundering: 5

#MG-27 Medium Machinegun

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

Automatic fire rate: 400 RPM

Ammo:

MG-27 box magazine (10x27m Caseless)

A box of 100 10x27mm caseless rounds for the MG-27 medium machinegun.

Damage: 30
Armor Penetration: 10
Armor Sundering: 1.25

Armoured Floodlight

A structure capable of providing light to a wide area. The round starts with 4 of these on the ship. Must be wrench down in a powered area to function and can be clicked to toggle their light. Note that this comes in a crate when ordered from requisitions; don't open this crate until it is sent, as the floodlight can't be put back inside. Has a light radius of 15 tiles.

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Guns

Weapon: Desc:
Файл:Your gun here!.png

Your gun name here!

Pew pew. Pew pew pew. Pew pew.
Ammo:
Файл:Your ammo file here!

Your ammo name here!

Holds bullets, which hurt. Ow!
Attachments:
Rail
Muzzle
Underbarrel style="padding:5px" | Nothing
Stock style="padding:5px" | Fixed

Munitions

Weapon: Desc:
Файл:Your gun here!.png

Your munition here!

What you use to grenade your buddy in the back of the head.

Defensive Equipment

Pouch: Desc:
Файл:ExampleTGMC.png

Defensive Equipment Name Here!

A thing you slap down to hurt bad guys, or maybe not.

Construction steps:
Step one. Файл:TGMC TOOL.png
Step two. Файл:TGMC TOOL.png
Step three. Файл:TGMC TOOL.png
Step four. Файл:TGMC TOOL.png