TGMC:Marine Equipment

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The reason for this is: "The project is actively being developed, some information is bound to be out of date."



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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 assault rifle was once the TerraGov Marine Corps standard issue rifle before the AR-18 carbine replaced it. The AR-12 is a flexible platform that can carry a large selection of different attachments while being effective in most situations and roles. Despite the AR-12s versatility, it's best suited for mid ranged engagements as it lacks long ranged accuracy and is a bit too bulky and slow for close quarters combat. Features a 3-round burst.

Ammo:

AR-12 assault rifle magazine

Holds fifty(50) 10x24mm caseless rifle rounds per magazine. Deals 25 damage with 5 AP and 0.5 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

AR-18 Kauser carbine

The AR-18 Kauser carbine is the standard issue rifle of the Terragov Marine Corps. The AR-18 is the little brother of the AR-12 and trades magazine capacity and effectiveness at range for improved movement speed and yield time, making it preferable for marines interested in maximizing their mobility without sacrificing close-mid ranged effectiveness. It features a fast firing four round burst fire mode.

Ammo:

AR-18 carbine magazine

Holds thirty-six(36) 10x24mm caseless rifle rounds. Deals 25 damage with 5 AP and 0.5 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

AR-11 K&H combat rifle

The AR-11 K&H combat rifle is the former standard issue rifle of the Terragov Marine Corps. The AR-11 boasts a large magazine capacity and a highly effective 3-round burst fire option, but is most notable for having much greater armor penetration and sundering capabilities than its peers. All of these advantages come at the cost of slowing the user down significantly, being slower to wield, and being compatible with less attachments than its peers. The AR-11 is best utilized by providing supporting gunfire against more heavily armored targets in order to weaken them for your allies to finish off. Comes with it's own removable mini rail scope.

Ammo:

AR-11 combat rifle magazine

Holds seventy(70) 4.92×34mm rifle rounds. Deals 20 damage with 20 AP and 1.25 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

AR-21 Kauser skirmish rifle

The AR-21 Kauser skirmish rifle was developed to bridge the gap between higher caliber marksman weaponry and other standard rifles. The AR-21 deals greater damage per shot than its peers with respectable armor-penetration and sundering capabilities, but at a significant cost to magazine capacity, mobility, wield delay, and the ability to burst fire, making it ill suited for close ranged engagements. It is best used in the hands of a skilled marine that can make the most out of its high damage-per-second, especially against armored targets.

Ammo:

AR-21 skirmish rifle magazine

Holds thirty(30) 10×25mm rifle rounds. Deals 30 damage with 10 AP and 1.25 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

Leicester Repeater

The gun that won the west or so they say. But space is a very different kind of frontier all together, chambered for .45-70 Governemnt.

Ammo:

.45-70 magnum bullets

Holds fourteen(14) .45-70 revolver rounds. 70 damage with 20 AP and 1.25 Sunder
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed
Weapon: Description:

MG-42 Kauser light machine gun

The MG-42 Kauser light machine gun is the Terragov Marine Corps standard non-IFF-capable LMG. The MG-42 is the big brother of the AR-12, sacrificing a lot of mobility for raw firepower. The platform is best used as for providing suppressive fire and supplemental damage to enemies as it's too heavy to use aggressively, but it remains flexible due to the wide variety of attachments it supports. It suffers from high movement speed and fire rate penalties while using aim mode, so it's best to either clear a firing lane, or utilize a bipod, which improves aim mode performance significantly.

Ammo:

MG-42 light machine gun drum magazine

Holds one hundred and twenty(120) 10x24mm caseless rifle rounds. Deals 25 damage with 5 AP and 0.5 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

MG-60 Raummetall general purpose machine gun

The MG-60 Raummetall general purpose machine gun is the Terragov Marine Corps standard GPMG. The MG-60 is an excellent platform for providing mobile suppressive fire, but it is far too heavy and unwieldy to be effective outside of that dedicate role, especially due to its relatively low damage per shot and inability to sunder targets. The MG-60 also has pretty low accuracy, so attachments which improve it are highly recommended, and a bipod is practically a must.

Ammo:

MG-60 box magazine

Holds two hundred and fifty(250) 10x26 caseless rounds. Deals 20 damage with 10 AP.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

MG-27 medium machinegun

The MG-27 medium machinegun is the SG-29s aging IFF-less cousin designed to ensure anything trying to get past it does not succeed. The MG-27 is an excellent point defense tool capable of dealing a ton of damage in a short amount of time. All this firepower comes at the cost of being practically unusable unless mounted on a tripod, and chewing through drums fast.

Ammo:

MG-27 box magazine

Holds one hundred(100) 10x27m Caseless rounds. Deals 30 damage with 10 AP and 1.25 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

HMG-08 heavy machinegun

The HMG-08 heavy machinegun is the king of machine guns, a water-cooled heavy machine gun modernized by some crazy armorer. While the MG-27 may be excellent at point holds, the HMG-08 is the crown king of filling that role. It holds a whopping 500 rounds of 10x28mm caseless in a single box case and has a devastating damage output, but suffers from taking much longer to deploy and undeploy than the MG-27, and is not IFF capable. Can be repaired with a blowtorch once deployed.

Ammo:

HMG-08 drum magazine

Holds five hundred(500) 10x28m Caseless rounds. 40 damage with 40 AP, and 5 Sunder.
Attachments:
Rail MG-08/495 Iron Sights
Muzzle Nothing
Underbarrel Nothing
Stock Fixed
Unlike ballistic weapons, energy weapons use a hit-scan fire registration system. A standard rifle fires a projectile that takes a short duration to strike it's target. An energy weapon will fire an instantaneous beam, immediately striking its target area. This comes at the cost of slightly lower overall damage.
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

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.

Ammo:

Terra Experimental standard battery

A specialized high density battery used to power most standard marine laser guns. It is simply known as the TE power cell.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Fire Modes:
Standard Standard firing mode. Allows for 50 shots. 20 Damage with 10 AP and 1 Sunder.
Overcharge Overcharged firing mode. Allow for 20 shots. 40 Damage with 20 AP and 2 Sunder. 0.25 extra firing delay

Terra Experimental Laser Pistol

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

Ammo:

Terra Experimental standard battery

A specialized high density battery used to power most standard marine laser guns. It is simply known as the TE power cell.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Fire Modes:
Standard Standard firing mode. Allows for 30 shots. 20 Damage with 5 AP.
Disabler Disabler firing mode. Allows for 7 shots. 70 Stamina Damage.
Heat Heat firing mode. Allows for 5 shots. 20 Damage with 10 AP and 0.5 Sunder. Sets target on fire.

Terra Experimental Laser Carbine

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.

Ammo:

Terra Experimental standard battery

A specialized high density battery used to power most standard marine laser guns. It is simply known as the TE power cell.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Fire Modes:
Standard Standard firing mode. Allows for 40 shots. 20 Damage with 5 AP.
Spread Spread firing mode. Allows for 10 shots. 35x3 (105) Damage with 20 AP and 1x3(3) Sunder

Terra Experimental Laser Machine Gun

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.

Ammo:

Terra Experimental standard battery

A specialized high density battery used to power most standard marine laser guns. It is simply known as the TE power cell.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Fire Modes:
Standard Standard firing mode. Allows for 150 shots. 15 Damage with 15 AP.
Efficient Efficient firing mode. Allow for 200 shots. 8.5 Damage.
Swarm Swarm firing mode. Allows for 200 shots, fires slow moving balls. 15 Damage.

Terra Experimental Laser Sniper

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.

Ammo:

Terra Experimental standard battery

A specialized high density battery used to power most standard marine laser guns. It is simply known as the TE power cell.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Fire Modes:
Standard Standard firing mode. Allows for 12 shots. 60 Damage with 30 AP and 4 Sunder.
Heat Heat firing mode. Allow for 4 shots. 40 Damage with 1 Sunder. Sets targets on fire.
Weapon: Description:

BR-64 SCA battle rifle

The BR-64 SCA battle rifle is the TerraGov Marine Corps signature battle rifle. Despite being a marksman rifle, the BR-64 is quite versatile and effective at almost any range. It boasts a relatively high rate of fire and a powerful 3-round burst option. It is relatively inaccurate by default, so attachments which improves accuracy are recommended for use at longer ranges. Comes with a mini scope.

Ammo:

BR-64 battle rifle magazine

Holds thirty six(36) 10x26.5mm caseless light marksman rounds. Deals 32.5 Damage with 15 AP and 1.25 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

DMR-37 SCA designated marksman rifle

The DMR-37 SCA designated marksman rifle is the TerraGov Marine Corps DMR. The DMR-37 is an excellent long-ranged platform that still retains some degree of versatility that more dedicated long-ranged options lack. Comes with its own special mini scope.

Ammo:

DMR-37 designated marksman rifle magazine

Holds twenty(20) 10x27mm caseless marksman rounds. Deals 65 Damage with 15 AP and 2 Sunder.
Attachments:
Rail 64pxlink=#Red Dot Sight
Muzzle
Underbarrel
Stock Fixed

SR-127 Bauer bolt action rifle

The SR-127 Bauer bolt action rifle is the standard issue bolt action rifle used by the Terragov Marine Corps. The SR-127 is a dedicated long ranged weapon that has strong armor-penetration and sundering. It is best used against high priority and heavily armored targets, as it is very ammo inefficient against less armored targets when compared to the DMR-37. It has an irremovable scope. Chambered in 8.6x70mm.

Ammo:

SR-127 magazine

Holds seven(7) 8.6x70mm rounds. Deals 80 Damage with 60 AP and 15 Sunder.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

Mosin Nagant

The Mosin Nagant, a bolt action rifle form a bygone age, still used today by dedicated snipers due to it's high caliber, being capable of sending both xeno and human targets into crit with a couple of shots. Its bolt action design comes with the usual drawbacks, slow rate of fire and the finicky reload process, along with a limited magazine capacity. Holds 5 rounds in the internal magazine plus 1 in the chamber, the bolt can be cycled with unique-action . Comes with a rail scope.

Ammo:

box of 7.62x54mmR rifle rounds

Holds 4 sets of five(5) 7.62x54mmR rifle rounds. The rounds need to be manually taken out of the box. 75 Damage with 35 AP.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

Martini Henry lever action rifle

A lever action with room for a single round of .557/440 ball. Perfect for any kind of hunt, be it elephant or xeno.

Ammo:

box of .557/440 rifle rounds

Holds 4 sets of five(5) .557/440 rifle rounds. The rounds need to be manually taken out of the box. 120 Damage with 20 AP, and 10 Sundering.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed


Weapon: Description:

SH-35 pump shotgun

The SH-35 pump shotgun is a dedicated close-ranged powerhouse capable of extremely high damage output at the cost of ranged capabilities and mobility relative to some of the lighter firearms on offer. Can also be held on the back as an emergency backup weapon. Uses 12 gauge shells. Must be pumped after each shot using Unique Action.
Ammo:

Buckshot shells

Close range ammunition, capable of shredding unarmored/lightly armored opponents should all pellets hit. Close range, 40x6 (240) damage with no AP. Stuns/staggers T1/T2.

Slug Shells

Medium range ammunition, used for stunning and staggering enemies. Medium range, 100 Damage with 20 AP and 15 Sunder. Stuns/staggers T1/T2.

Flechette Shells

Metal shards used for punching through armor. Close range, 50 damage with 15 AP, 3 Sunder and 2 additional projectiles that deal 40 Damage with 25 AP and 2.5 Sunder each. Cannot stun/stagger.

Incendiary Slug Shells

Akin to normal slug shells, but sets enemies on fire. Medium range, 70 Damage, 15 AP and 2 Sunder. Cannot stun/stagger.
Attachments:
Rail
Muzzle
Underbarrel
Stock

SH-39 combat shotgun

The SH-39 combat shotgun is the middle ground between the SH-35's ability to use buckshot and a tube magazine and the TX-15's semi-automatic fire. The SH-39 has a slower fire rate than the TX-15, but is capable of loading buckshot and doesn't require manual chambering of each shell. Comes with all the advantages and disadvantages of having to load individual shells. Deals 30% less damage per shot than the SH-35.

Ammo:

Buckshot Shells

Close range ammunition, capable of shredding unarmored/lightly armored opponents. Close range, deals 28x6(168) Damage with no AP. Stuns/staggers T1/T2.

Slug Shells

Long range ammunition, used for stunning and staggering enemies. Medium range, deals 70 Damage with 20 AP and 15 Sunder. Stuns/staggers T1/T2.

Flechette Shells

Metal shards used for punching through armor. Close range, deals 35 damage with 15 AP, 3 Sunder and 2 additional projectiles that deal 28 Damage with 25 AP and 2.5 Sunder each. Cannot stun/stagger.

Incendiary Slug Shells

Akin to normal slug shells, but sets enemies on fire. Medium range, deals 49 Damage with 15 AP and 2 Sunder. Cannot stun/stagger.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

Zauer SH-15 automatic shotgun

The Zauer SH-15 automatic shotgun is a magazine fed alternative to other shotguns on offer. Compared to the SH-39, the SH-15 is rifled, loads primarily longer ranged munitions, and is unable to use buckshot rounds. Takes 12-round 16 gauge magazines.

Ammo:

TX-15 flechette magazine

Holds twelve(12) 16 gauge flechette shells, good for if you suck at aiming. Deals 17 Damage with 15 AP, 1.5 Sunder and 4 additional projectiles that deal 17 Damage and 15 AP each.

TX-15 slug magazine

Holds twelve(12) 16 gauge slug shells for longer range, accurate shots. Deals 60 Damage, 30 AP and 3.5 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

Paladin-12 pump shotgun

A nine-round pump action shotgun. A sporterized version of a classic shotgun used for hunting, home defense and police work, modified and used by Nanotrasen security. Holds 8 shells in the magazine, plus 1 in the chamber.

Ammo:

Buckshot Shells

Close range ammunition, capable of shredding unarmored/lightly armored opponents. 30x6(180) Damage with no AP. Stuns/staggers T1/T2.

Slug Shells

Long range ammunition, used for stunning and staggering enemies. Medium range, 75 Damage, 20 AP and 15 Sunder. Stuns/staggers T1/T2.

Flechette Shells

Metal shards used for punching through armor. Close range, 37.5 Damage with 15 AP, 3 Sunder and 4 additional projectiles that deal 30 Damage, 25 AP and 2.5 Sunder each. Cannot stun/stagger.

Incendiary Slug Shells

Akin to normal slug shells, but sets enemies on fire. Medium range, 52.5 Damage with 15 AP and 2 Sunder. Cannot stun/stagger.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

TS-34 double barreled shotgun

A double barreled shotgun of archaic, but sturdy design used by the TGMC. Due to balancing reports of barrel bursting, the ability to fire both barrels has been disabled. Uses 12 gauge shells, but can only hold 2 at a time. Come in its M276 pattern holster rig by default.
Ammo:

Buckshot shells

Close range ammunition, capable of shredding unarmored/lightly armored opponents. Close range, 40x6 (240) damage with no AP. Stuns/staggers T1/T2.

Slug Shells

Long range ammunition, used for stunning and staggering enemies. Medium range, 100 Damage with 20 AP and 15 Sunder. Stuns/staggers T1/T2.

Flechette Shells

Metal shards used for punching through armor. Close range, 50 damage with 15 AP, 3 Sunder and 2 additional projectiles that deal 40 Damage with 25 AP and 2.5 Sunder each. Cannot stun/stagger.

Incendiary Slug Shells

Akin to normal slug shells, but sets enemies on fire. Medium range, 70 Damage, 15 AP and 2 Sunder. Cannot stun/stagger.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Weapon: Description:

SMG-90 submachinegun

The SMG-90 submachinegun sacrifices the the firepower of rifles for a more lightweight package that is well suited for close ranged combat and support roles due to its high mobility and how quickly it can be wielded. The SMG-90 features a high rate of fire and a fairly large magazine for how lightweight the weapon is, and has more compact magazines than those of rifles, allowing more to be carried.
Ammo:

SMG-90 submachine gun magazine

Holds fifty(50) 10x20mm caseless rounds in a unique tubular magazine. Deals 20 Damage with 5 AP and 0.5 Sunder.
Attachments:
Rail 64pxlink=#Red Dot Sight
Muzzle
Underbarrel
Stock Fixed
Weapon: Description:

P-14 pistol

The Terran Armories P-14 pistol is a compact sidearm capable of mounting a limited amount of attachments. While its damage output is pretty low compared to most other weapons, it can make for a good sidearm in a pinch. Its rate of fire is only limited by how quickly you can pull the trigger.
Ammo:

P-14 magazine

Holds twenty-one(21) 9x19mm Parabellum rounds. Deals 20 Damage with 5 AP and 1 Sunder
Attachments:
Rail
Muzzle
Undderbarrel
Stock Nothing

MP-19 machinepistol

The MP-19 machinepistol is one of the few automatic firearms that can be reliably fired one handed. The MP-19 benefits from being compact enough to fit where the SMG-90 would not, but at the cost of magazine size. The MP-19 is best used as a sidearm or as a weapon of last resort, but some have found success in carrying more than one at a time as a primary weapon.
Ammo:

MP-19 magazine

Holds thirty(30) 10x20mm caseless rounds. Deals 20 Damage with 5 AP and 0.5 Sunder.

MP-19 incendiary magazine

Holds thirty(30) 10x20mm caseless extra special spicy rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock

P-23 service pistol

The P-23 service pistol is similar to it's 9mm cousin, but is chambered in .45 ACP. The P-23 trades the magazine capacity of the P-14 for extra damage. It has as a built-in, unremovable laser sight.
Ammo:

P-23 magazine

Holds fourteen(14) .45 ACP rounds. Deals 30 Damage with 5 AP and 2.15 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Nothing

88 Mod 4 combat pistol

The 88 Mod 4 combat pistol is effectively an armor-piercing alternative to the MP-19 that sacrifices magazine capacity for greater effectiveness against armored targets. It Fires 9mm armor piercing rounds and is capable of 3-round burst or automatic fire modes.
Ammo:

88 Mod 4 magazine

Holds eighteen(18) 9mm AP rounds. Deals 20 Damage with 12.5 AP and 2 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock

R-44 combat revolver

The Terran Armories R-44 combat revolver is a sturdy and hard hitting firearm that loads 7 .44 Magnum rounds in a cylinder. The R-44 sacrifices fire rate and capacity for devastating high damage magnum rounds. The R-44 is a high risk high reward sidearm that heavily punishes missed shots, but in the hands of a skilled marine can be an absolute menace.
Ammo:

R-44 combat revolver

Holds seven(7) .44 Magnum rounds. Deals 40 Damage, 15 AP and 1 Sunder
Attachments:
Rail
Muzzle
Underbarrel
Stock Nothing

P-17 pocket pistol

The P-17 pocket pistol is a tiny pistol used by the Terragov Marine Corps as an emergency handgun that can be be stored about anywhere. Fits in boots. You can chamber a bullet then load a mag for extra capacity.
Ammo:

P-17 magazine

Holds eight(8) .380 ACP rounds. Deals 22.5 Damage with 15 AP and 0.5 Sunder.
Weapon: Description:

FL-84 flamethrower

The FL-84 flamethrower flamethrower is the current standard issue flamethrower of the Terragov Marine Corps, and is excellent for area denial and destroying hive structures and weeds. Has hydro cannon mounted underneath to put out your fires and friendlies that walked into your fire (their fault, naturally). Uses flamethrower canisters to fuel itself.

Ammo:

FL-84 flamethrower canister

Holds 60 units of ultra thick napalm.

FL-84 large flamethrower canister

Holds 100 units of ultra thick napalm.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock Fixed

RL-160 recoilless rifle

The RL-160 recoil-less rifle is a essentially just a tube for delivering heavy ordinance to a given target at medium-long ranges. Can fire a variety of 67mm shells designed for various purposes. Definitely, not an RPG, don't let anyone tell you otherwise.

Ammo:

RL-160 High Explosive shell

67mm high explosive shell. Causes a heavy explosion in a small area and devastates armor. Deals 100 Damage with 50 AP and 50 Sunder.

RL-160 Light Explosive shell

67mm light explosive shell. Causes a light explosion in a large area. Able to travel a greater distance due to the light payload. Deals 75 Damage, 50 AP and 25 Sunder.

RL-160 High Explosive Anti Tank shell

67mm high explosive-anti tank. Does not actually cause an explosion. Devastating if you can get a direct hit. Deals 200 Damage, 100 AP and 0 Sunder.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock Nothing

GL-70 grenade launcher

The GL-70 is the standard grenade launcher used by the TerraGov Marine Corps for area denial and blowing things up. Fired rounds DO NOT PASS THROUGH FRIENDLIES OR ENEMIES. The rotary cylinder holds 6 rounds and can carry any grenade.

Ammo:

Any nade

Any nade 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 developed from the GL-55 program. Its 20mm grenade are configured to air-burst with a directional blast to hit groups of packed enemies while (hopefully) minimizing friendly fire. Is slow and unwieldy to use due to it's weight. This gun also features a special scope with low light optics and also allows for the use of aim mode when attached.

Ammo:

Airburst

Holds 8 20mm grenades. Explodes into a cloud of 7 shrapnel projectiles in a cone shape on impact or upon hitting the targeted turf. Projectiles pierce mobs. 20x7 (140) damage with 20 AP and 3 sunder per projectile. Knocks back and slows smaller targets on direct hit, with a very small stagger and slow on secondary hits.

Incendiary airburst

Holds 8 20mm grenades. Explodes into a cloud of 7 shrapnel projectiles in a cone shape on impact or upon hitting the targeted turf. Projectiles pierce mobs, igniting them and leaving fire on the turfs the pass for a short period of time 15x7 (105) damage with 10 AP and 1.5 sunder per projectile. Knocks back and slows smaller targets on direct hit, with a very small stagger and slow on secondary hits.

High explosive

Holds 8 20mm grenades. A more conventional explosive payload, has a 2 tile radius.
Attachments:
Rail
Muzzle Nothing
Underbarrel
Stock Fixed

GL-81 grenade launcher

The GL-81 grenade launcher is a lightweight, single-shot grenade launcher used by the TerraGov Marine Corps for area denial and traumatizing allies. Fired rounds DO NOT PASS THROUGH FRIENDLIES OR ENEMIES. Unlike the GL-70 with is geared towards dedicated grenade launching, the GL-81 is better suited as a sidearm stored on the back or belt.

Ammo:

Any nade

Any nade 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.

Smartgunner

Weapon: Desc:

T-29 smart machine gun

The T-29 is the first of TGMC's current standard IFF-capable weapon. It's known for its ability to lay down heavy fire support very well. It is generally used when someone wants to hold a position, advance pushes with lead, or provide fire support. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.

Ammo:

T-29 drum magazine

Holds two-hundred(200) 10x26mm rounds. 20 Damage with 15 AP and 2 Sunder.
Attachments:
Rail
Muzzle Fixed
Underbarrel
Stock Fixed

T-25 smartrifle

The T-25 is the TGMC's newest standard IFF-capable weapon. It's known for its ability to burst and chase down xenomorphs very well. It is generally used when someone wants to front-line. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.

Ammo:

T-25 magazine

Holds hundred(100) 10x26mm rounds. 20 Damage with 15 AP and 2 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed


REQ buyable weapons

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.
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

T-26 scoped rifle

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

T-26 scoped rifle magazine

Holds fifteen(15) 10x28mm rounds. 80 Damage with 60 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 Fixed
Muzzle Fixed
Underbarrel
Stock Fixed

T-81 Automatic Sniper Rifle

The T-81 is the TerraGov Marine Corps's automatic sniper rifle. It is rather well-known for it's night vision scope and IFF ammo, it however lacks a burst fire mode. It is mostly used by people who keep shooting their buddies in the back with a full power rifle round.
Ammo:

8.6x70mm caseless IFF

Holds twelve(12) 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

T-152 Rocket Launcher

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

84mm High-Explosive Rocket

High-Explosive Rocket with a wide blast radius. 200 Damage, 100 AP and 100 Sunder.

84mm Armor Piercing Rocket

Rocket with a high density warhead designed to pierce armor. Let's see those defenders try to tank THIS! 325 Damage with 150 AP 100 Sunder.

84mm White Phosphorus Rocket

Incendiary rocket that bursts into flames on impact. Geneva convention? more like geneva suggestion! 200 Damage, 75 AP and 100 Sunder.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock What stock?

TL-24 autorevolver

The TL-24 is the rather rare autorevolver used by the TGMC issued in rather small numbers to backline personnel and officers. It uses recoil to spin the cylinder. Uses heavy .454 rounds. Orderable from Requisitions.
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?

TX-220 railgun

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

Railgun Canister

A canister holding a projectile to be used inside a railgun. 150 Damage with 70 AP and 90 Sunder.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock Nothing
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

Planetside Finds

Here are some of the items you can find down on the planet.

Note: Weapons found here usually can only be found planetside on some maps, use the webmap if you want to know what can be found on which map and where.
Weapon: Description:

AK-47

Of all the weapons in the vast Soviet arsenal nothing was more profitable than Avtomat Kalashnikova model of 1947, more commonly known as the AK-47, or Kalashnikov. It's the world's most popular assault rifle, a weapon all fighters love. An elegantly simple nine pound amalgamation of forged steel and plywood, it doesn't break, jam, or overheat. It will shoot whether it's covered in mud or filled with sand. Still used today due to it's good armor piercing properties. Fires 7.62x39mm.

Ammo:

AK-47 magazine

Holds fourty(40) 7.62x39mm rifle rounds.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

AK-47U

A crude, cheaply produced battle carbine copy capable of automatic fire, a shortened version of the Kalashnikov rifle. Commonly found in the hands of criminals or mercenaries. Fires 7.62x39mm, uses the same magazines as the Ak-47.

Ammo:

AK-47 magazine

Holds fourty(40) 7.62x39mm rifle rounds.
Attachments:
Rail
Muzzle
Underbarrel style="padding:5px" | Nothing
Stock style="padding:5px" | Fixed

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 customization.

Ammo:

M16 magazine

Holds thirty(30) 5.56x45mm NATO rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

M41AE2 heavy pulse rifle

A large weapon capable of laying down suppressing fire, based on the M41A pulse rifle platform. Went under field testing, however it failed to surpass its trials and was replaced by the T-42 light machine gun.

Ammo:

M41AE2 box magazine

Holds two hundred(200) 10x24mm caseless rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock

Mare's leg lever action rifle

A .44 magnum lever action rifle with side loading port. It has a low fire rate, but it packs quite a punch in hunting. Uses the same caliber bullets as the T-44 revolver.

Ammo:

.44 magnum bullets

.44 magnum bullets that need to be individually loaded.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

SVD Dragunov-033 sniper rifle

A sniper variant of the AK-47 service rifle, with a new stock, barrel, and scope. It doesn't have the punch of modern sniper rifles, but it's finely crafted in 2133 by someone probably illiterate. Fires 7.62x54mmR rounds.

Ammo:

SVD magazine

Holds ten(10) 7.62x54mmR (rimmed) rounds.
Attachments:
Rail
Muzzle Nothing
Underbarrel
Stock Fixed
Weapon: Desc:

CZ-81 submachine gun!

Often better known by its nickname the Skorpion, the CZ-81 is a robust, 20th century firearm that's a combination of pistol and submachinegun, in its time found in the hands of support personnel who needed a weapon in the dimensions of a pistol but with a bit more firepower. Few use it nowadays due to it's low caliber and difficulty in handling. Fires .32 ACP.

Ammo:

CZ-81 magazine

Holds twenty(20) .32 APC bullets.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

MP27 submachinegun

An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms, though it somehow got into the hands of colonial rebels. Fires 4.6x30mm rounds.

Ammo:

MP27 magazine

Holds thirety(30) 4.6x30mm rounds.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

MP5 submachine gun

A German design, this was one of the most widely used submachine guns in the world. It's still possible to find this firearm in the hands of collectors or gun fanatics. Fires 9mm rounds.

Ammo:

MP5 magazine

Holds thirty(30) 9mm rounds.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

GAL9 submachine gun

Often referred to as the Uzi ,the GAL9 is a cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Put the fire mode to full auto for maximum firepower. Fires 9mm rounds.

Ammo:

GAL9 magazine

Holds thirty(30) 9mm rounds.

GAL9 extended magazine

Holds fifty(50) 9mm rounds.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed
Weapon: Desc:

Double barrel shotgun

A double barreled shotgun of archaic, but sturdy design, as the name suggest capable of holding a shell in each of its barrels. Rarely seen on the field due to better alternatives, capable of firing both barrels near instantaneously. The barrels can be opened with unique-action .

Ammo:

Buckshot Shells

Close range ammunition, capable of shredding unarmoured/lightly armoured opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.

Slug Shells

Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.

Flechette Shells

Metal shards used for punching through armour. Close range, high AP, medium damage. Cannot stun/stagger.

Incendiary Slug Shells

Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

Sawn-off shotgun

A double barreled shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. +50% unga power, +100% yelling over comms to be rescued.

Ammo:

Buckshot Shells

Close range ammunition, capable of shredding unarmoured/lightly armoured opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.

Slug Shells

Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.

Flechette Shells

Metal shards used for punching through armour. Close range, high AP, medium damage. Cannot stun/stagger.

Incendiary Slug Shells

Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
Attachments:
style="padding:5px" | Nothing
Muzzle Nothing
Underbarrel Nothing
Stock Sawn off

Kronos pump action shotgun

The Kronos shotgun is typically found in the hands of counter-terrorist units and unlicensed military contractors. It offers a massive magazine well capable of holding 8 shells +1 in the chamber, and great compatibility with a variety of attachments. Downside comes form the pump action design, rather limiting the rate of fire. Can be pumped with unique-action .

Ammo:

Buckshot Shells

Close range ammunition, capable of shredding unarmored/lightly armored opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.

Slug Shells

Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.

Flechette Shells

Metal shards used for punching through armor. Close range, high AP, medium damage. Cannot stun/stagger.

Incendiary Slug Shells

Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
Attachments:
Rail
Muzzle
Underbarrel
Stock
style="padding:5px" | Fixed


Weapon: Desc:

Highpower automag

A Colonial Marshals issued, powerful semi-automatic pistol chambered in armor piercing 9mm caliber rounds. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Undoubtedly he most badass sounding pistol a marine can get his/her hand on.

Ammo:

Highpower magazine

Holds twelve(12) 9mm rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Nothing

Beretta 92FS pistol

A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered in 9x19mm.

Ammo:

Beretta 92FS magazine

Holds fourteen(14) 9x19mm rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Nothing

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. Holds 6 rounds in the cylinder. Fires .357 magnum.

Ammo:

CMB revolver speed loader

Holds six(6) .357 magnum rounds.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Nothing

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
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
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 vicinitythrough motion pings.

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

Item: Desc.:

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,-5% scatter,-2 recoil
Unwielded: -5% 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, -5% 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: -15% scatter, -2 recoil
Unwielded: -15% 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 at the cost of a small amount of accuracy.

Exact stats: triples bullet speed
Wielded: -10% accuracy
Unwielded: -10% 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.

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, and less scatter when wielded especially during burst fire. However, it also slightly increases wield delay and makes unwielded fire more cumbersome. Makes your gun slightly bigger, possibly making it not fit in holsters.

Exact stats: -100% scatter, +1 item size, +0.2s wield delay
Wielded: +10% accuracy, -10% scatter, -2 recoil
Unwielded: -5 accuracy, +5% 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
Unwielded: -10% accuracy, +5% 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. Significantly reduces burst scatter, recoil and general scatter.

Exact stats: -50% running accuracy penalty
Wielded: -5% scatter, -2 recoil
Unwielded: -10% scatter, -1 recoil

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, -30% scatter, +30% accuracy

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

Exact stats: 4 tile range, 20 unit capacity

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, the weapon now acts similarly to the T-35 pump shotgun. Click normally to fire, use Unique Action to pump it after each shot. Can only be reloaded while active

Exact stats: 3 shell ammo capacity

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, middle 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 great damage, incendiary and area denial capability and respectable capacity

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

Exact stats: 10 shot capacity, 7 tile range

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.:

T-19 machinepistol stock

A submachinegun stock distributed in "small" numbers to TGMC forces. Compatible with the T-19, this stock reduces recoil and improves accuracy, but at a reduction to handling and agility. Seemingly a bit more effective in a brawl. Use this if you plan on using the T-19 as your primary weapon.

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

T-35 stock

A non-standard heavy stock for the T-35 Shotgun. Less quick and more cumbersome than the standard issue stakeout, but reduces recoil and improves accuracy. Allegedly makes a pretty good club in a fight too.

Exact Stats: +2 item size, +5 melee damage, +0.4s wield delay
Wielded: +15% accuracy, -20% 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. Mount armor pieces to it by clicking on the frame with the components. Use alt+click to remove armor attachments. Use face paint on armor pieces to color them, before placing them on the exoskeleton.

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 = 40 | bullet = 60 | laser = 60 | energy = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 50
Slowdown 0.3
Without arm and leg armor:
melee = 20 / bullet = 40 / laser = 40 / energy = 35 / bomb = 30 / bio = 30 / rad = 30 / fire = 30 / acid = 30
Slowdown 0.2

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 | rad = 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 / rad = 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 | rad = 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 / rad = 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 = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 60
Slowdown 0.7
Without arm and leg armor:
melee = 30 / bullet = 50 / laser = 50 / energy = 35 / bomb = 30 / bio = 30 / rad = 30 / fire = 30 / acid = 40
Slowdown 0.5

Medium EVA

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

Medium EVA w/ skull

Provides moderate protection and encumbrance when attached. This one is marked as an EVA armor piece, but the helmet has a skull engraved on it.
NOTE: does not actually provide protection against space.
With armor and leg armor
melee = 45 | bullet = 65 | laser = 65 | energy = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 55
Slowdown 0.5
Without arm and leg armor:
melee = 25 / bullet = 45 / laser = 45 / energy = 35 / bomb = 30 / bio = 30 / rad = 30 / fire = 30 / acid = 35
Slowdown 0.3

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 = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 60
Slowdown 0.7
Without arm and leg armor:
melee = 30 / bullet = 50 / laser = 50 / energy = 35 / bomb = 30 / bio = 30 / rad = 30 / fire = 30 / 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 and spear 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.

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-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.

Soft Armor

melee = 45 | bullet = 65 | laser = 65 | energy = 55 | bomb = 50 | bio = 50 | rad = 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.

Soft Armor

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

Slowdown = 0.7

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

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.

Soft Armor

melee = 40 | bullet = 60 | laser = 60 | energy = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 50

Slowdown = 0.3

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

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 in it.

Storage
Any Pistol
Tazer

OUTDATED, TO BE UPDATED

Armor: Desc:

Tactical Explosive Vest

Has no protection, but it lets you commit warcrimes.
Lacks a shoulder lamp, but still comes with
suit storage and extra pockets. THE SUIT LIGHT BUTTON IS THE SUIT TRIGGER, DO NOT PRESS UNLESS YOU WANT TO DIE!

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.
You can right click it to change the drawing mode.
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, 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

T457 pattern pistol holster rig

Pistol Holster that goes on your belt.
Has five 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 five slots, and draws a shotgun 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 five 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 switch drawing modes by right clicking.
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 switch drawing modes by right clicking.
Capable of storing any nade.

Storage
Any nade.

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 switch drawing modes by right clicking.
Capable of storing any nade.

Storage
Any nade.

Lifesaver medic bag

A specialised belt that mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics.
Can switch drawing modes by right clicking.
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, and light ammunitions.
Can switch drawing modes by right clicking.
Capable of storing medical supplies and some ammunition.

Storage
Medical supplies.
Loose shells.
Pistol magazines.

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. Has seven 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:
Flare Grenades
Manual Flares

First Aid Pouch

A pouch used to hold medical supplies. Has five slots.
Comes with ointment, gauze, splints, tramadol injector, and a tricordrazine pill pack.
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 three 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 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:
M4A3 Magazines
M44 Speedloaders

Sidearm Pouch

A pouch used to sidearms. Has one slot.
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 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. Filters harmful gases from the air.

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. Filters harmful gases from the air. Looks reasonably cooler than the standard variants.

Tactical coifed gas mask

A face-covering coifed mask that can be connected to an air supply. Filters harmful gases from the air. Looks reasonably cooler than the standard variants, and features a thermal coif.

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. 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.

M40 IMDP grenade

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

M15 fragmentation grenade

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

M40 HPDP grenade

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

M40 HSDP smoke grenade

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

M40-2 SCDP smoke grenade

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

M40-T smoke grenade

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

M40 FLDP grenade

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

M50 CFDP signal flare

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

Razorburn Grenade

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

Razorburn Canister

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

M21 APRDS "Minelayer"

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

M20 Claymore anti-personnel mine

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

M40 Adhesive Charge grenade

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

Defensive Equipment

Item: Description:

UA-571-C Sentry Gun

A deployable, semi-automated turret with AI targeting capabilities. Armed with a M30 autocannon and a 500-round drum magazine. Costs 40 points at Requisitions. It features two firing modes, automatic and auto-burst, as well as a radial targeting mode for increased firing arc in exchange for higher energy usage. Can be repaired with a welder. Control+Click on a tile to deploy the sentry on it, or on the gun in-hand to deploy in front of you.

UA-580 Point Defense Sentry

A deployable, automated turret with AI targeting capabilities. This is a lightweight portable model meant for rapid deployment and point defense. Armed with an light, high velocity machine gun and a 500-round drum magazine. Costs 40 points at Requisitions. It features two firing modes, automatic and auto-burst, as well as a radial targeting mode for increased firing arc in exchange for higher energy usage. Can be repaired with a welder. Control+Click on a tile to deploy the sentry on it, or on the gun in-hand to deploy in front of you.

TL 102 Heavy Machine Gun

A deployed and mounted heavy smartgun, ready to rock. While it is capable of taking the same rounds as the smartmachinegun, it fires specialized tungsten rounds for increased armor penetration. It's basically a stationary smartgun, with an added scope ability that permit you to see 3 tiles ahead, 300 ammunition, and superior damage. Ammo can be ordered from requisitions for 10 points each. Control+Click on a tile to deploy the sentry on it, or on the gun in-hand to deploy in front of you.

T-27 Medium Machinegun

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

Combat Grade Floodlight

A structure capable of providing light to a wide area. Must be wrench down in a powered area to function, click to toggle lights. Note that this comes in a crate when ordered from requisitions; don't open this crate until it is sent, as the floodlight can't be put back inside.

[Show/hide] TEMPLATES

Guns

Weapon: Desc:
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