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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.<br><br>
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.<br><br>
| style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;" |The PB-12 is ostensibly riot control device used by the TGMC in spiffy colors, working through a SAN ball that sends a short acting neutralizing chemical to knock out it's target, or weaken them. Guranteed to work on just about everything. Uses SAN Ball Holders as magazines.
| style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;" |The PB-12 is ostensibly riot control device used by the TGMC in spiffy colors, working through a SAN ball that sends a short acting neutralizing chemical to knock out it's target, or weaken them. Guranteed to work on just about everything. Uses SAN Ball Holders as magazines.
<br> '''The main use of the PB-12 is it ability to drain xeno's plasma.'''
| style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;" |The PL-38 Plasma Rifle is an experimental addition to the TerraGov Marine Corps arsenal, rumoured to be the child of some back door contract deals, it is a versatile weapon if you mind the rather cheap cooling systems. It has a normal beam mode similar to a rifle, a hipower mode that easily pierces through soft targets, and a blast mode that will easily melt through the armor of anything hit by it.
| style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;" |The PL-38 Plasma Rifle is an experimental addition to the TerraGov Marine Corps arsenal, rumoured to be the child of some back door contract deals, it is a versatile weapon if you mind the rather cheap cooling systems. It has a normal beam mode similar to a rifle, a hipower mode that easily pierces through soft targets, and a blast mode that will easily melt through the armor of anything hit by it.
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{|border="2"
{|border="2"
|+ style="text-align:left;" |'''Ammo:'''
|+ style="text-align:left;" |'''Ammo:'''
| width="150" |[[File:WML plasma energy cell.png|64px|link=Special:FilePath/WML plasma energy cell.png]]
| width="150" |[[File:WML plasma energy cell.png|64px|]]
[[#WML plasma energy cell|'''WML plasma energy cell''']]
[[#WML plasma energy cell|'''WML plasma energy cell''']]
|A plasma containment cell used by the TerraGov Marine Corps for plasma guns. It doesn't seem to have an expiry date on it.
|A plasma containment cell used by the TerraGov Marine Corps for plasma guns. It doesn't seem to have an expiry date on it.
| style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;" |The PL-96 Plasma Cannon is an experimental addition to the TerraGov Marine Corps arsenal, rumored to be the child of some back door contract deals, is an absolutely incredibly devastating weapon to behold... if you mind the incredibly poor cooling mechanisms and unwieldiness of the whole package. It has a normal beam mode similar to a machinegun, a fire glob mode that leaves devastating flames in the aftermath, and a Charge mode nicknamed the 'Femur breaker' due to its incredible armor shattering potiential upon hitting a target.
Wield Delay: 1.7s<br> Slowdown while aiming: 1.2<br>
{| border="2"
|+ style="text-align:left;" |'''Ammo:'''
| width="150" |[[File:WML plasma energy cell.png|64px|]]
[[#WML plasma energy cell|'''WML plasma energy cell''']]
|A plasma containment cell used by the TerraGov Marine Corps for plasma guns. It doesn't seem to have an expiry date on it.
| The plasma cannon's standard firing mode, a heavy hitting projectile that stagger and stun target. (Note that the standard mode has a damage multiplier that has not been factored in.)
Damages: 60<br> AP: 40<br> Sunder: 0.75
|-
! Shatter
| The plasma cannon's shatter firing mode, that produce an explosion upon impact and cause the target's armour to be shattered!
Damages: 40<br> AP: 10<br> Sunder: 3
|-
! Incendiary
| The pasma cannon's incendiary firing mode. Powerful and burning hot plasma upon impact!
| style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;" |The PL-51 Plasma SMG is another experimental addition to the TGMC plasma weapon lineup, speculated by some to be part of a scheme to have '''AI design and generate weapon schematics and profiles'''. It shares the same cooling system as other plasma weapons, preventing sustained fire. In contrast to others in it's lineup, it is much lighter, easier to handle and can be fired one handed. Has two fire modes, Standard which is capable of ricochetting off walls and solid objects and Overcharge which is slower firing, but causes a small moderately damaging explosion on contact with a target.
<br>Wield Delays: 0.2s<br> Slowdown while aiming: 0.25 <br>
{|border="2"
|+ style="text-align:left;" |'''Ammo:'''
| width="150" |[[File:WML plasma energy cell.png|64px|]]
[[#WML plasma energy cell|'''WML plasma energy cell''']]
|A plasma containment cell used by the TerraGov Marine Corps for plasma guns. It doesn't seem to have an expiry date on it.
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: "TGMC has regular weapons changes, some information is bound to be out of date. If you notice anything that looks wrong mention it in #wiki on the discord."
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 S
Time to wield: 0.7 seconds
Slowdown while wielding: 0.4
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
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
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
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
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
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
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
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.
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.
</tab>
<tab name="Precision Rifles">
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
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
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
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
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)
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
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
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
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
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
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
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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
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.
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.
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.
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.
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
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
The SMG-45 is a heavier than usual subgun used by the TerraGov Marine Corps. Best known for carrying a punch within a small package. It's usually carried by troops who want a lightweight firearm to rush with while beating a mean punch, however it struggles at range. It uses .41 AE caseless rounds. Wield Delay: 0.6s RPM: 240
A 40-rounds magazine, .41 AE caseless submachinegun magazine that does a minituare explosion upon contact, will shred the armor off of basically anything. Damage: 15 AP: 0 Sunder: 1 Special effect: Armour shatter
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
The PB-12 is ostensibly riot control device used by the TGMC in spiffy colors, working through a SAN ball that sends a short acting neutralizing chemical to knock out it's target, or weaken them. Guranteed to work on just about everything. Uses SAN Ball Holders as magazines.
The main use of the PB-12 is it ability to drain xeno's plasma. Wield Delay: 0.7 seconds.
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
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
The Kauser-KT SG-62 is a IFF-capable rifle used by the TerraGov Marine Corps, coupled with a spotting rifle that is also IFF capable of applying various bullets with specialized ordnance, this is a gun with many answers to many situations... if you have the right ammo loaded. Requires special training and it cannot turn off IFF. It uses high velocity 10x27mm for the rifle and 12x66mm ammunition for the underslung rifle.
Fire rate: 120 RPM
Time to wield: 0.85 seconds
Slowdown while wielding: 1.5
SG-62 Ammo:
Holds 40 10x27mm HV rounds. 40 Damage with 30 AP and 5 Sunder.
Attachments:
Rail
Muzzle
Nothing
Underbarrel
Nothing (SG-153 takes up slot and is unremovable)
Stock
Nothing
The SG-62 also comes with an underbarrel SG-153 spotting rifle that is unremovable. The attachment can be used to fire specialist rounds. These rounds also have IFF.
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
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."
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
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
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.
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.
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.
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.
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
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.
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.
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.
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!
The PL-38 Plasma Rifle is an experimental addition to the TerraGov Marine Corps arsenal, rumoured to be the child of some back door contract deals, it is a versatile weapon if you mind the rather cheap cooling systems. It has a normal beam mode similar to a rifle, a hipower mode that easily pierces through soft targets, and a blast mode that will easily melt through the armor of anything hit by it.
The PL-96 Plasma Cannon is an experimental addition to the TerraGov Marine Corps arsenal, rumored to be the child of some back door contract deals, is an absolutely incredibly devastating weapon to behold... if you mind the incredibly poor cooling mechanisms and unwieldiness of the whole package. It has a normal beam mode similar to a machinegun, a fire glob mode that leaves devastating flames in the aftermath, and a Charge mode nicknamed the 'Femur breaker' due to its incredible armor shattering potiential upon hitting a target.
A plasma containment cell used by the TerraGov Marine Corps for plasma guns. It doesn't seem to have an expiry date on it.
Attachments:
Rail
Magentic Harness
Red Dot
Muzzle
Fixed
Underbarrel
Fixed
Stock
Fixed
Fire Modes:
Standard
The plasma cannon's standard firing mode, a heavy hitting projectile that stagger and stun target. (Note that the standard mode has a damage multiplier that has not been factored in.)
Damages: 60 AP: 40 Sunder: 0.75
Shatter
The plasma cannon's shatter firing mode, that produce an explosion upon impact and cause the target's armour to be shattered!
Damages: 40 AP: 10 Sunder: 3
Incendiary
The pasma cannon's incendiary firing mode. Powerful and burning hot plasma upon impact!
The PL-51 Plasma SMG is another experimental addition to the TGMC plasma weapon lineup, speculated by some to be part of a scheme to have AI design and generate weapon schematics and profiles. It shares the same cooling system as other plasma weapons, preventing sustained fire. In contrast to others in it's lineup, it is much lighter, easier to handle and can be fired one handed. Has two fire modes, Standard which is capable of ricochetting off walls and solid objects and Overcharge which is slower firing, but causes a small moderately damaging explosion on contact with a target.
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
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
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
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
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
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.
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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Holds six(6) .44 POWER MAXIMUM rounds. 50 Damage, 5 AP, 3 Sunder. Has slightly reduced accuracy.
Attachments:
Rail
Muzzle
Underbarrel
Stock
None
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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.
Not all attatchments for every variation are listed
To see which ERT roles get which weapons, click here
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
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
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
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)
Unlike all nearly all other weapons, the M16A4's burst fire is non-automatic, meaning you have to click per each burst.
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
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
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
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
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
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
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)
Unlike all nearly all other weapons, the M16A4's burst fire is non-automatic, meaning you have to click per each burst.
Automatic fire rate: 300 RPM
Burst fire rate: 400 RPM
Time to wield: 0.5 seconds
Slowdown while wielding: 0.4
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
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
The V-31 was the primary rifle of the Sons of Mars until the introduction of more advanced energy weapons. Nevertheless the V-31 continues to see common use due to it's comparative ease of production and maintenance, and due to the inbuilt low velocity railgun designed for so called 'micro' grenades. Has good handling due to its compact bullpup design, and is generally effective at all ranges. Uses 10x25mm caseless ammunition.
Automatic fire rate: 300 RPM
Burst fire rate: 360 RPM
Time to wield: 0.8 seconds
Slowdown while wielding: 0.35
A 10x25mm incendiary rifle magazine designed for the V-31. Holds 50 rounds, dealing 25 damage with 5 AP and 0.5 Sunder. Ignites enemies. Less accurate.
A 10x25mm armor piercing rifle magazine designed for the V-31. Holds 50 rounds, dealing 20 damage with 30 AP and 3 Sunder. Deadly against armored targets, but overall damage drops quicker at range.
Volkite weapons are the pride of Martian weapons manufacturing, their construction being a tightly guarded secret. Infamous for its ability to deflagrate organic targets with its tremendous thermal energy, explosively burning flesh in a fiery blast that can be deadly to anyone unfortunate enough to be nearby. The charger is a lightweight weapon with a high rate of fire, essentially filling the role of an SMG in the volkite family.
Shots from volkite weaponry have a chance to 'deflagrate' any mob hit, based upon the damage caused after armor is taken into account. Deflagration causes the victim and anyone directly around them to burst into flame and suffer additional damage. Additionally, deflagration is strong enough to cause stagger and slowdown within 5 tiles of the firer.
The VX-32 Charger has a 12% chance to deflagrate a target (Assuming the target has 50 armor, and no damage falloff), which causes 15 damage, alongside other deflagration effects.
Automatic fire rate: 300 RPM
Time to wield: 0.6 Seconds
Slowdown while wielding: 0.35
The caliver is the primary rifle of the volkite family, and effective at most ranges and situations. Click the powerpack with the gun to use that instead of magazines.
Shots from volkite weaponry have a chance to 'deflagrate' any mob hit, based upon the damage caused after armor is taken into account. Deflagration causes the victim and anyone directly around them to burst into flame and suffer additional damage. Additionally, deflagration is strong enough to cause stagger and slowdown within 5 tiles of the firer.
The VX-33 Caliver has a 16.2% chance to deflagrate a target (Assuming the target has 50 armor, and no damage falloff), which causes 20 damage, alongside other deflagration effects.
Automatic fire rate: 240 RPM
Time to wield: 0.9 seconds
Slowdown while wielding: 0.65
A heavy reinforced backpack with an array of ultradensity energy cells, linked to a miniature radioisotope thermoelectric generator for continuous power generation. Used to power the largest man portable volkite weaponry. Click drag cells to the powerpack to recharge. Contains 4800 charge, or enough for 133 rifle shots, but recharges over time.
The V-71 is a man portable rocket propelled grenade launcher employed by the SOM. It's design has changed little over centuries and is light weight and cheap to manufacture, while capable of firing a wide variety of 84mm rockets to provide excellent tactical flexibility
Windup delay: 0.6 seconds
Time to wield: 1.0 seconds
Slowdown while wielding: 1.0
A high explosive anti armor warhead for the V-71 rocket launcher. Designed to punch through the toughest armor, but has reduced accuracy against human targets. Does 3x damage to mechs.
The V-62 is a deadly weapon employed in close quarter combat, favoured as much for the terror it inspires as the actual damage it inflicts. It has good range for a flamer, but lacks the integrated extinguisher of its TGMC equivalent.
Firerate: 30 RPM
Time to wield: 0.4 seconds
Slowdown while wielding: 1.75
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.
The culverin is the largest man portable example of volkite weaponry, and can lay down a staggering torrent of fire due to its linked back-mounted powerpack. Click the powerpack with the gun to load. Effective at any range, although it's poor scatter especially when used on the move means it has poor single target accuracy at range.
Shots from volkite weaponry have a chance to 'deflagrate' any mob hit, based upon the damage caused after armor is taken into account. Deflagration causes the victim and anyone directly around them to burst into flame and suffer additional damage. Additionally, deflagration is strong enough to cause stagger and slowdown within 5 tiles of the firer.
The VX-42 Culverin has a 13.5% chance to deflagrate a target (Assuming the target has 50 armor, and no damage falloff), which causes 20 damage, alongside other deflagration effects.
Automatic fire rate: 400 RPM
Time to wield: 1.4 seconds
Slowdown while wielding: 1
A heavy reinforced backpack with an array of ultradensity energy cells, linked to a miniature radioisotope thermoelectric generator for continuous power generation. Used to power the largest man portable volkite weaponry. Click drag cells to the powerpack to recharge. Contains 4800 charge, or enough for 160 culverin shots, dealing 25 damage with 10 AP and 2 Sunder
The V-21 is the principal submachinegun used by the Sons of Mars, designed to be used effectively one or two handed with a variable rate of fire. When fired at full speed it's performance is severely degraded unless used properly wielded, while the lower rate of fire can still be effectively used one handed when necessary. It uses 10x20mm caseless rounds.
Automatic fire rate: 400 RPM
Fuller auto fire rate: 600 RPM
Time to wield: 0.6 seconds
Slowdown while wielding: 0.15
A 10x20mm smg armor piercing magazine designed for the V-21. Holds 50 rounds, dealing 15 damage with 30 AP and 3 Sunder. Deadly against armored targets, quickly loses effectiveness at longer range.
A 10x20mm smg radioactive magazine designed for the V-21. Don't get captured with these on you, won't bode well in court. Holds 50 rounds, dealing 15 damage with 15 AP and 1 Sunder. Has a 9.75% chance of irradiating the target for 2 ticks.
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.
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.
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.
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)
Unlike all nearly all other weapons, the M16A4's burst fire is non-automatic, meaning you have to click per each burst.
Automatic fire rate: 300 RPM
Burst fire rate: 400 RPM
Time to wield: 0.5 seconds
Slowdown while wielding: 0.4
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 fire rate: 240 RPM
Burst fire rate: N/A RPM
Time to wield: 0.7 seconds
Slowdown while wielding: 0.5
The V-31 was the primary rifle of the Sons of Mars until the introduction of more advanced energy weapons. Nevertheless, the V-31 continues to see common use due to its comparative ease of production and maintenance, and due to the inbuilt low velocity railgun designed for so called 'micro' grenades. Has good handling due to its compact bullpup design, and is generally effective at all ranges. Uses 10x25mm caseless ammunition.
Automatic fire rate: 300 RPM
Burst fire rate: 450 RPM
Time to wield: 0.6 seconds
Slowdown while wielding: 0.35
A cheap and robust machinegun, sometimes better known as an 'RPD'. Chambers 7.62x39mm. Despite lacking attachment points beyond its underbarrel, remains a popular product on the black market with its cheap cost, high capacity and higher than usual caliber rounds.
Automatic fire rate: 240 RPM
Burst fire rate: N/A RPM
Time to wield: 1.2 seconds
Slowdown while wielding: 0.95
A cheap and robust machine gun seen commonly in the fringes of the bubble. Fires high caliber rounds to accommodate for its sluggish rate of fire, it is generally found being called 'The Record Player' due to the resemblance. Fires 7.62x39mm AP rounds.
Automatic fire rate: 240 RPM
Burst fire rate: N/A RPM
Time to wield: 0.9 seconds
Slowdown while wielding: 0.85
The PTR-41/1785 is a bottom shelf solution modernized for dealing with armor, while one could use it while standing it is obviously not a great idea. It is recommended to be used while the bipod is deployed. It uses 14.5mm high velocity rounds that will certainly leave a hole in whatever unfortunate soul is hit by it
Single fire rate: 44 RPM
Deploy time: 1 seconds
Undeploy time: 0.25 seconds
A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Put the fire selector to full auto for maximum firepower. Use two if you really want to go ham
Automatic fire rate: 400 RPM
Burst fire rate: 533 RPM
Time to wield: 0.2 seconds
Slowdown while wielding: 0.15
A nine-round pump action shotgun. A shotgun used for hunting, home defence and police work, many versions of it exist and are used by just about anyone
The Paladin has a 0.75 damage modifier effecting it's its damage and sunder. (stats given are post damage mod)
Single fire rate: 40 RPM
Time to wield: 0.6 seconds
Slowdown while wielding: 0.4
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.
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.
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.
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.
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.
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.
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.
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.
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.
The V-21 is the principal submachinegun used by the Sons of Mars, designed to be used effectively one or two handed with a variable rate of fire. When fired at full speed it's performance is severely degraded unless used properly wielded, while the lower rate of fire can still be effectively used one handed when necessary. It uses 10x20mm caseless rounds.
Automatic fire rate: 400 RPM
Burst fire rate: 600
Time to wield: 0.4 seconds
Slowdown while wielding: 0.15
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.
Single fire rate: 75 RPM
Time to wield: 1.0 seconds
Slowdown while wielding: 0.75
A six-round pump action shotgun. A shotgun used for hunting, home defence and police work, many versions of it exist and are used by just about anyone.
The L-4034 trenchgun has a 0.75 damage modifier effecting it's its damage and sunder. (stats given are post damage mod)
Single fire rate: 50 RPM
Time to wield: 0.6 seconds
Slowdown while wielding: 0.55
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.
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.
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.
The ML-12 confrontation rifle is an absolute beast of a weapon used by the ICCAF. Featuring a high caliber round in a short package, it will absolutely shred enemy targets at close quarters, a operator must mind the incredible recoil.
Automatic fire rate: 133 RPM
Burst fire rate: N/A
Time to wield: 0.65 seconds
Slowdown while wielding: 0.55
The ML-120 coilgun is the most commonly seen coilgun in ICCAF use, firing magnetic projecitles at a incredibly high velocity. It requires some windup but will penetrate walls, your foes, and your friendlies too. So watch out... Uses specialized canisters to reload.
Single fire rate: 40 RPM (including windup)
Windup Delay: 0.5 seconds
Time to wield: 0.5 seconds
Slowdown while wielding: 0.35
The Man Portable-Infantry Rocket Launcher is a man portable warhead launcher employed by the ICC. Being capable of firing a wide variety of 83m rear-mounted rockets to provide excellent tactical flexibility in a compact package
Windup delay: 0.6 seconds
Time to wield: 1.0 seconds
Slowdown while wielding: 1.0
The ML-41 Automatic Shotgun is used by the ICCAF in fast paced boarding assaults, fielding a wide variety of ammo for all situations. Takes 16-round 12 gauge drums.
The ML-41 has a 0.5 damage modifier effecting it's its damage and sunder. (stats given are post damage mod)
Automatic fire rate: 66 RPM
Time to wield: 0.55 seconds
Slowdown while wielding: 0.6
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.
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.
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.
The PL-38 is a machinepistol used by rearline ICCAF personnel, it presents solid performance at longer ranges in a compact package, although suffers due to a slow rate of fire for its class. It uses 10x20mm caseless rounds.
The V-31 has both hollow point and AP rounds, the ICCAF medic receives both
Automatic fire rate: 300 RPM
Burst fire rate: 600 (verify) RPM
Time to wield: 0.35 seconds
Slowdown while wielding: 0.2
The L-11 is a venerable and battle-tested rifle used by the ICCAF. Although rather heavy, long and unwieldy compared to most ICCAF rifles, which focus on getting up close and personal, it easily makes up with excellent long-range potential when compared to most of its peers, mostly seen in use by reserve troops who expect to fight at distance, rather than up close. Uses 10x27mm magazines.
Automatic fire rate: 86 RPM
Burst fire rate: N/A
Time to wield: 0.85 seconds
Slowdown while wielding: 0.8
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 fire rate: 240 RPM
Burst fire rate: N/A RPM
Time to wield: 0.7 seconds
Slowdown while wielding: 0.5
The L-40 is the primer ICCAF submachinegun, generally termed as a 'PDW' due to its armor-piercing high velocity round, while it has adequate ranged performance, it is mostly tuned for at close quarters combat. It uses 4.6mm high velocity caseless rounds.
Automatic fire rate: 400 RPM
Burst fire rate: N/A RPM
Time to wield: 0.4 seconds
Slowdown while wielding: 0.25
The L-15 battlecarbine is the standard rifle of the ICCAF, boasting a high caliber round and a menacing profile, it presents an excellent CQC firearm. However it struggles at range due to high dropoff from the short barrel, units that use it say that you need to close the gap at any cost to see the true efficacy of this weapon. Uses 10x25mm caseless ammunition.
Automatic fire rate: 240 RPM
Burst fire rate: N/A RPM
Time to wield: 0.35 seconds
Slowdown while wielding: 0.35
An aged, reliable but outdated bullpup rifle used by ICCAF reserve personnel it is best used in close quarters when you need to quickly clear corners at rapid pace, has an integral foregrip and unmagnified scope to increase accuracy and reduce drag. Chambered in 5.56x45mm NATO.
The L-88 has a 1.2 damage modifier effecting it's its damage and sunder. (stats given are post damage mod)
Automatic fire rate: 240 RPM
Burst fire rate: 327 RPM
Time to wield: 0.65 seconds
Slowdown while wielding: 0.2
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.
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.
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
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.
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.
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.
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.
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.
Fookin' laser soights. A laser sight placed under the barrel. Significantly increases one-handed accuracy and significantly reduces movement penalties to accuracy.
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.
A custom-built improved foregrip for less recoil, and faster wielding time. However, it also increases weapon size, and slightly hinders unwielded firing.
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.
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
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
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.
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
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
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
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.
<tabs>
<tab name="Armor plates">
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
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
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
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
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
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
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
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
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
Certainly not as specialised as any other storage modules, but definitely able to hold some larger things, like binoculars, maps, magazines, and motion detectors.
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
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.
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.
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
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
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
A reused design of a old body armor system from the 21st century. Crasher armor sports lower slowdown and higher melee protection than light armor, but it can't take Jaeger modules, and it has worse acid protection.
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.
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 enough space to store 3 normal-sized items, comparable to 3/5ths as much as a satchel can carry.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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, and has an explosive radius of 4 light.
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, and has an explosive radius of 5 light.
The M40 HPDP is an extremely dangerous grenade, covering a large area in toxic gas and intense flame. It is set to detonate in 2 seconds, has a radius of 4 fire, and spews toxic white phosphorus gas in a radius of 6 tiles. Don't hit friendly marines with this
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, and emits vision obscuring smoke in a 6 tile radius.
A sophisticated version of the M40 HSDP with a slightly improved smoke screen payload. It's set to detonate in 2 seconds, and emits concealing smoke in a 7 tile radius. Conceals humans in the smoke cloud, but leaves the area and nonhumans visible.
The M40-T is a small, but powerful Tanglefoot grenade, designed to remove plasma with minimal side effects. Based off the same platform as the M40 HEDP. It is set to detonate in 6 seconds, and emits tanglefoot gas in a 7 tile radius. No longer standard issue.
A gas grenade originally designed to remove any contaminants in the air for the purpose of cleaning, now repurposed to remove hostile gases. It is set to detonate in 3 seconds, and emits anti-gas gas in a 7 tile radius. Will remove clouds of smoke, be it acid, neurotoxin, etc.
A grenade that emits a burst of laser beams, damaging anything in the area. It is set to detonate in 4 seconds, and it shoots 20 laser beams around itself upon detonation. Each laser beam deals 40 damage, with 5 AP.
A TGMC signal flare utilizing the standard DP canister chassis. Capable of being loaded in any grenade launcher, or thrown by hand. When activated, provides a target for CAS pilots.
Contains construction nanites ready to turn a small area into razorwire after a few seconds. DO NOT ENTER AREA WHILE ACTIVE. Sprays in a 1-tile radius.
Contains construction nanites ready to turn a small area into razorwire after a few seconds. DO NOT ENTER AREA WHILE ACTIVE. Sprays in a 3-tile radius.
Anti-Personnel Rapid Deploy System, APRDS for short, is a device designed to quickly deploy M20 mines in large quantities. WARNING: Operating in tight places or existing mine fields will result in reduced efficiency. Mines must be loaded prior to deployment.
The M20 Claymore is a directional proximity triggered anti-personnel mine designed by Armat Systems for use by the TerraGov Marine Corps. Can be disarmed using a multitool.
Designed for use against various fast moving drones, this grenade will adhere to its target before detonating. It's fuse is set to 5 seconds, and has an explosive radius of 2 light and 3 weak.
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.
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.
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, and causes a high amount of stagger and slowdown to anyone in the vicinity.
A deployable, semi-automated turret with AI targeting capabilities. Armed with a M30 autocannon and a 500-round drum magazine. Costs 400 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 lower range. 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.
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 400 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 lower range. 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.
A deployable, automated turret with AI targeting capabilities. This is a marksman model meant for engaging targets at long range. Armed with a heavy caliber AM-5 anti material rifle and a 75-round drum magazine. Costs 600 points at Requisitions. 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.
A deployable, automated turret with AI targeting capabilities. This particular model is armed with a heavy caliber SM-10 shotgun and a 100-round drum magazine. Costs 400 points at Requisitions. 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.
A box of 100 specialized telescopic 12G rounds for the SHT-573 sentry gun. Just feed it into the sentry gun's ammo port when its ammo is depleted. Will stun just like regular buckshot does.
Damage: 20x7(140)
Armor Penetration: 40
Damage falloff: 1 per tile. Damage at 8 tiles is 12x7(84)
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.
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.
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.