Leicester Repeater
|
The gun that won the west or so they say. But space is a very different kind of frontier all together, chambered for .45-70 Governemnt.
Ammo:
.45-70 magnum bullets
|
Holds fourteen(14) .45-70 revolver rounds. 70 damage with 20 AP and 1.25 Sunder
|
Attachments:
|
Rail
|
|
|
|
|
|
|
Muzzle
|
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
</tab>
<tab name="Machine Guns">
Weapon:
|
Description:
|
T-42 light machine gun
|
The T-42 LMG is the TGMC's current standard non-IFF-capable LMG. 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 or provide fire support, but remains flexible due to is wide range of available attachments. Suffers from high movement and rate of fire penalties when using aim mode.
Attachments:
|
Rail
|
|
|
|
|
|
Muzzle
|
|
|
|
|
|
Underbarrel
|
|
|
|
|
|
|
|
|
|
Stock
|
Fixed
|
|
T-60 general purpose machine gun
|
The T-60 general purpose machine gun is the TGMC's current standard GPMG. Though usually seen mounted on vehicles, it is sometimes used by infantry to hold choke-points or suppress enemies. Extremely cumbersome and unwieldy to use on the move, it nevertheless provides excellent static fire support.
Ammo:
T-60 box magazine
|
Holds two hundred and fifty(250) 10x26 caseless rounds. 20 damage with 10 AP.
|
Attachments:
|
Rail
|
|
|
|
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
Stock
|
Fixed
|
|
T-27 medium machine gun
|
The T-27 is the T-29s aging IFF-less cousin, made for rapid accurate machine gun fire in a short amount of time, you could use it while standing, not a great idea. Use the tripod for actual combat.
Ammo:
T-27 box magazine
|
Holds one hundred(100) 10x27m Caseless rounds. 30 damage with 10 AP, and 1.25 Sunder.
|
Attachments:
|
Rail
|
|
|
|
|
Muzzle
|
|
|
Underbarrel
|
|
Stock
|
Fixed
|
|
MG-08/495 heavy machine gun
|
An absolute monster of a weapon, this is a water-cooled heavy machine gun modernized by some crazy armorer. The pinnacle at holding a choke-point. Holds 500 rounds of 10x28mm caseless in a box case. IS NOT IFF CAPABLE. Aiming carefully recommended. Can be repaired with a blowtorch once deployed.
Attachments:
|
Rail
|
MG-08/495 Iron Sights
|
Muzzle
|
Nothing
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
</tab>
<tab name="Energy Weapons">
Unlike ballistic weapons, energy weapons use a hit-scan fire registration system. A standard rifle fires a projectile that takes a short duration to strike it's target. An energy weapon will fire an instantaneous beam, immediately striking its target area. This comes at the cost of slightly lower overall damage. Many energy weapons feature unique firing modes, which allow each weapon to cover multiple niches. These are accessed using the unique-action hotkey on the weapon.
</tab>
<tab name="Precision Rifles">
Weapon:
|
Description:
|
Terra Experimental Laser Rifle
|
A Terra Experimental laser rifle, abbreviated as the TE-R. It has an integrated charge selector for normal and high settings. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts.
Attachments:
|
Rail
|
|
|
|
|
|
|
|
Muzzle
|
|
Underbarrel
|
|
|
Stock
|
Fixed
|
Fire Modes:
|
Standard
|
Standard firing mode. Allows for 50 shots. 20 Damage with 10 AP and 1 Sunder.
|
Overcharge
|
Overcharged firing mode. Allow for 20 shots. 40 Damage with 20 AP and 2 Sunder. 0.25 extra firing delay
|
|
Terra Experimental Laser Pistol
|
A TerraGov standard issue laser pistol abbreviated as TE-P. It has an integrated charge selector for normal, heat and disabler settings. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts.
Attachments:
|
Rail
|
|
|
|
|
Muzzle
|
|
|
Underbarrel
|
|
|
Stock
|
Fixed
|
Fire Modes:
|
Standard
|
Standard firing mode. Allows for 30 shots. 20 Damage with 5 AP.
|
Disabler
|
Disabler firing mode. Allows for 7 shots. 70 Stamina Damage.
|
Heat
|
Heat firing mode. Allows for 5 shots. 20 Damage with 10 AP and 0.5 Sunder. Sets target on fire.
|
|
Terra Experimental Laser Carbine
|
A TerraGov standard issue laser carbine, otherwise known as TE-C for short. It has an integrated charge selector for burst and scatter settings. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts.
Attachments:
|
Rail
|
|
|
|
|
|
|
|
Muzzle
|
|
Underbarrel
|
|
|
Stock
|
Fixed
|
Fire Modes:
|
Standard
|
Standard firing mode. Allows for 40 shots. 20 Damage with 5 AP.
|
Spread
|
Spread firing mode. Allows for 10 shots. 35x3 (105) Damage with 20 AP and 1x3(3) Sunder
|
|
Terra Experimental Laser Machine Gun
|
A Terra Experimental standard issue machine laser gun, often called as the TE-M by marines. It has a fire switch for normal and efficiency modes. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts.
Attachments:
|
Rail
|
|
|
|
|
|
|
|
Muzzle
|
|
Underbarrel
|
|
|
Stock
|
Fixed
|
Fire Modes:
|
Standard
|
Standard firing mode. Allows for 150 shots. 15 Damage with 15 AP.
|
Efficient
|
Efficient firing mode. Allow for 200 shots. 8.5 Damage.
|
|
Terra Experimental Laser Sniper
|
The T-ES, a Terra Experimental standard issue laser sniper rifle, it has an integrated charge selector for normal and heat settings. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts.
Attachments:
|
Rail
|
|
|
|
|
|
|
|
Muzzle
|
|
Underbarrel
|
|
|
Stock
|
Fixed
|
Fire Modes:
|
Standard
|
Standard firing mode. Allows for 12 shots. 60 Damage with 30 AP and 4 Sunder.
|
Heat
|
Heat firing mode. Allow for 4 shots. 40 Damage with 1 Sunder. Sets targets on fire.
|
|
Weapon:
|
Description:
|
T-64 battle rifle
|
The T-64 BR is the TerraGov Marine Corps' one and only battle rifle, designed to be a versatile option that can perform well at any range. It boasts a rather high rate of fire. Comes with a mini scope.
Ammo:
T-64 battle rifle magazine
|
Holds twenty five(25) 10x26.5mm caseless light marksman rounds. 32.5 Damage with 15 AP and 1.25 Sunder.
|
Attachments:
|
Rail
|
|
|
|
|
|
Muzzle
|
|
|
|
|
|
Underbarrel
|
|
|
|
|
|
|
|
|
Stock
|
Fixed
|
|
T-37 designated marksman rifle
|
The T-37 DMR is the TerraGov Marine Corps designated marksman rifle. It is rather well-known for it's very consistent target placement at longer than usual range, it however lacks a burst fire mode. It is mostly used by people who prefer to do more careful shooting than most. Comes with its own special mini scope.
Attachments:
|
Rail
|
|
|
|
|
|
Muzzle
|
|
|
|
|
|
Underbarrel
|
|
|
|
|
|
|
|
|
|
Stock
|
Fixed
|
|
TL-127 bolt action rifle
|
The TL-127 is the standard issue bolt action rifle used by the TGMC. Known for its long range accuracy and use by marksmen despite its age and lack of IFF. It has an irremovable scope. Chambered in 8.6x70mm.
Ammo:
TL-127 magazine
|
Holds ten(10) 8.6x70mm rounds. 80 Damage with 60 AP and 15 Sunder.
|
Attachments:
|
Rail
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
|
Mosin Nagant
|
The Mosin Nagant, a bolt action rifle form a bygone age, still used today by dedicated snipers due to it's high caliber, being capable of sending both xeno and human targets into crit with a couple of shots. Its bolt action design comes with the usual drawbacks, slow rate of fire and the finicky reload process, along with a limited magazine capacity. Holds 5 rounds in the internal magazine plus 1 in the chamber, the bolt can be cycled with unique-action . Comes with a rail scope.
Ammo:
box of 7.62x54mmR rifle rounds
|
Holds 4 sets of five(5) 7.62x54mmR rifle rounds. The rounds need to be manually taken out of the box. 75 Damage with 35 AP.
|
Attachments:
|
Rail
|
|
|
|
|
Muzzle
|
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
|
Martini Henry lever action rifle
|
A lever action with room for a single round of .557/440 ball. Perfect for any kind of hunt, be it elephant or xeno.
Ammo:
box of .557/440 rifle rounds
|
Holds 4 sets of five(5) .557/440 rifle rounds. The rounds need to be manually taken out of the box. 120 Damage with 20 AP, and 10 Sundering.
|
Attachments:
|
Rail
|
|
|
|
|
|
|
|
Muzzle
|
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
</tab>
<tab name="Shotguns">
Weapon:
|
Description:
|
T-35 pump shotgun
|
Used as a close quarters tool when someone wants something more suited for close range than most people, or as an odd sidearm on your back for emergencies. Uses 12 gauge shells. Must be pumped after each shot using Unique Action.
Ammo:
Buckshot shells
|
Close range ammunition, capable of shredding unarmored/lightly armored opponents. Close range, 40x6 (240) damage with no AP. Stuns/staggers T1/T2.
|
Slug Shells
|
Long range ammunition, used for stunning and staggering enemies. Medium range, 100 Damage with 20 AP and 15 Sunder. Stuns/staggers T1/T2.
|
Flechette Shells
|
Metal shards used for punching through armor. Close range, 50 damage with 15 AP, 3 Sunder and 2 additional projectiles that deal 40 Damage with 25 AP and 2.5 Sunder each. Cannot stun/stagger.
|
Incendiary Slug Shells
|
Akin to normal slug shells, but sets enemies on fire. Medium range, 70 Damage, 15 AP and 2 Sunder. Cannot stun/stagger.
|
Attachments:
|
Rail
|
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
|
|
|
Stock
|
|
|
T-39 Combat Shotgun
|
The T-39 is the middleground between the T-35's ability to use buckshot and a tube magazine and the TX-15's semi-automatic fire. Slower rate of fire than the TX-15, but can load buckshot and doesn't require manual chambering of each shell. Comes with all the advantages and disadvantages of having to load individual shells. Does 30% less damage.
Ammo:
Buckshot Shells
|
Close range ammunition, capable of shredding unarmored/lightly armored opponents. Close range, 28x6(168) Damage with no AP. Stuns/staggers T1/T2.
|
Slug Shells
|
Long range ammunition, used for stunning and staggering enemies. Medium range, 70 Damage with 20 AP and 15 Sunder. Stuns/staggers T1/T2.
|
Flechette Shells
|
Metal shards used for punching through armor. Close range, 35 damage with 15 AP, 3 Sunder and 2 additional projectiles that deal 28 Damage with 25 AP and 2.5 Sunder each. Cannot stun/stagger.
|
Incendiary Slug Shells
|
Akin to normal slug shells, but sets enemies on fire. Medium range, 49 Damage with 15 AP and 2 Sunder. Cannot stun/stagger.
|
Attachments:
|
Rail
|
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
|
|
|
|
Stock
|
Fixed
|
|
TX-15 automatic shotgun
|
Another iteration of the ZX series of firearms, taking over the SX as the semi-automatic shotgun provided to the TGMC. Compared to the SX, this Shotgun is rifled, and loads primarily longer ranged munitions, being incompatible with buckshot shells. Takes 12-round 16 gauge magazines.
Ammo:
TX-15 flechette magazine
|
Holds twelve(12) 16 gauge flechette shells, good for if you suck at aiming. 17 Damage with 15 AP, 1.5 Sunder and 4 additional projectiles that deal 17 Damage and 15 AP each.
|
TX-15 slug magazine
|
Holds twelve(12) 16 gauge slug shells for longer range, accurate shots. 60 Damage, 30 AP and 3.5 Sunder.
|
Attachments:
|
Rail
|
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
|
|
|
Stock
|
Fixed
|
|
Paladin-12 pump shotgun
|
A nine-round pump action shotgun. A sporterized version of a classic shotgun used for hunting, home defense and police work, modified and used by Nanotrasen security. Holds 8 shells in the magazine, plus 1 in the chamber.
Ammo:
Buckshot Shells
|
Close range ammunition, capable of shredding unarmored/lightly armored opponents. 30x6(180) Damage with no AP. Stuns/staggers T1/T2.
|
Slug Shells
|
Long range ammunition, used for stunning and staggering enemies. Medium range, 75 Damage, 20 AP and 15 Sunder. Stuns/staggers T1/T2.
|
Flechette Shells
|
Metal shards used for punching through armor. Close range, 37.5 Damage with 15 AP, 3 Sunder and 4 additional projectiles that deal 30 Damage, 25 AP and 2.5 Sunder each. Cannot stun/stagger.
|
Incendiary Slug Shells
|
Akin to normal slug shells, but sets enemies on fire. Medium range, 52.5 Damage with 15 AP and 2 Sunder. Cannot stun/stagger.
|
Attachments:
|
Rail
|
|
|
|
|
Muzzle
|
|
Underbarrel
|
|
Stock
|
Fixed
|
|
TS-34 double barreled shotgun
|
A double barreled shotgun of archaic, but sturdy design used by the TGMC. Due to balancing reports of barrel bursting, the ability to fire both barrels has been disabled. Uses 12 gauge shells, but can only hold 2 at a time. Come in its M276 pattern holster rig by default.
Ammo:
Buckshot shells
|
Close range ammunition, capable of shredding unarmored/lightly armored opponents. Close range, 40x6 (240) damage with no AP. Stuns/staggers T1/T2.
|
Slug Shells
|
Long range ammunition, used for stunning and staggering enemies. Medium range, 100 Damage with 20 AP and 15 Sunder. Stuns/staggers T1/T2.
|
Flechette Shells
|
Metal shards used for punching through armor. Close range, 50 damage with 15 AP, 3 Sunder and 2 additional projectiles that deal 40 Damage with 25 AP and 2.5 Sunder each. Cannot stun/stagger.
|
Incendiary Slug Shells
|
Akin to normal slug shells, but sets enemies on fire. Medium range, 70 Damage, 15 AP and 2 Sunder. Cannot stun/stagger.
|
Attachments:
|
Rail
|
|
|
|
Muzzle
|
|
Underbarrel
|
|
|
Stock
|
Fixed
|
|
</tab>
<tab name="SMGs">
</tab>
<tab name="Standard Sidearms">
Weapon:
|
Description:
|
TP-14 service pistol
|
The TP-14, produced by Terran Armories. A reliable sidearm that loads 9mm Parabellum. Capable of mounting a limited amount of attachments, while sporting only semi-auto, its rate of fire is only limited by how quickly you can pull the trigger.
Ammo:
TP-14 magazine
|
Holds fourteen(14) 9x19mm Parabellum rounds. 20 Damage with 5 AP and 1 Sunder
|
Attachments:
|
Rail
|
|
|
Muzzle
|
|
|
|
Undderbarrel
|
|
|
|
Stock
|
Nothing
|
|
T-19 machinepistol
|
The T-19 machinepistol is known for it's ability to be one of the few automatic firearms functional in one handed operation. It's compact size gives those that do not have the space to spare the ability to go without being unarmed.
Ammo:
T-19 magazine
|
Holds twentyfive(25) 10x20mm caseless rounds. 20 Damage with 5 AP and 0.5 Sunder.
|
T-19 incendiary magazine
|
Holds twentyfive(25) 10x20mm caseless extra special spicy rounds.
|
Attachments:
|
Rail
|
|
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
|
Stock
|
|
|
TP-23 service pistol
|
The TP-23 is similar to it's 9mm cousin, however in .45 ACP. This mainly translates to lower magazine capacity but better damage. Has a built-in, irremovable laser sight.
Ammo:
TP-23 magazine
|
Holds eleven(11) .45 ACP rounds. 30 Damage with 5 AP and 2.15 Sunder.
|
Attachments:
|
Rail
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
Stock
|
Nothing
|
|
88 Mod 4 combat pistol
|
A powerful sidearm issued mainly to Nanotrasen private contractors, but issued to the TGMC in small numbers, based on the original VP70 more than a century ago. Fires 9mm armor piercing rounds and is capable of 3-round burst or automatic fire.
Ammo:
88 Mod 4 magazine
|
Holds eighteen(18) 9mm AP rounds. 20 Damage with 12.5 AP and 2 Sunder.
|
Attachments:
|
Rail
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
Stock
|
|
|
TP-44 combat revolver
|
Produced by Terran Armories. A sturdy and hard hitting firearm that loads .44 Magnum rounds. Holds 7 rounds in the cylinder. Due to the nature of the weapon, it’s rate of fire doesn’t quite match the output of other guns, but does hit much harder.
Attachments:
|
Rail
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
Stock
|
Nothing
|
|
TP-17 pocket pistol
|
The TP-17, a tiny pistol used by the TGMC as an emergency handgun meant to be stored about anywhere. Fits in boots. You can chamber a bullet then load a mag for extra capacity.
Ammo:
TP-17 magazine
|
Holds eight(8) .380 ACP rounds. 15 Damage with 5 AP and 0.5 Sunder.
|
</tab>
<tab name="Specialist">
Weapon:
|
Description:
|
TL-84 flamethrower
|
The TL-84 flamethrower is the current standard issue flamethrower of the TGMC, and is used for area control and urban combat. Has hydro cannon mounted underneath to put out your fires and friendlies that walked into your fire (their fault, naturally). Uses large flamethrower cans to fuel itself.
Attachments:
|
Rail
|
|
|
Muzzle
|
Nothing
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
|
T-160 Recoilless Rifle
|
The T-160 recoil-less rifle is a long range explosive ordnance device used by the TGMC used to fire explosive shells at far distances. Uses a variety of 67mm shells designed for various purposes. Definitely, not an RPG, don't let anyone tell you otherwise.
Ammo:
T-160 High Explosive shell
|
67mm high explosive shell. Causes a heavy explosion in a small area. 100 Damage with 50 AP and 50 Sunder.
|
T-160 Light Explosive shell
|
67mm light explosive shell. Causes a light explosion in a large area. Able to travel a greater distance due to the light payload. 75 Damage, 50 AP and 25 Sunder.
|
T-160 High Explosive Anti Tank shell
|
67mm high explosive-anti tank. Causes a medium explosion in a small area. 175 Damage, 100 AP and 100 Sunder.
|
Attachments:
|
Rail
|
|
|
Muzzle
|
Nothing
|
Underbarrel
|
Nothing
|
Stock
|
Nothing
|
|
T-70 grenade launcher
|
The T-70 is the standard grenade launcher used by the TerraGov Marine Corps for area denial and big explosions. Fired rounds DO NOT PASS THROUGH FRIENDLIES OR ENEMIES. The rotary cylinder holds 6 rounds.
Ammo:
Any nade
|
Any nade that you can get your hands on.
|
Attachments:
|
Rail
|
|
|
|
Muzzle
|
Nothing
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
|
TX-54 grenade launcher
|
The TX-54 is an advanced magazine fed grenade launcher developed from the TX-55 program. Its 20mm grenade are configured to air-burst with a directional blast to hit groups of packed enemies while (hopefully) minimizing friendly fire. Is slow and unwieldy to use due to it's weight. This gun also features a special scope with low light optics and also allows for the use of aim mode when attached.
Ammo:
Airburst
|
Holds 8 20mm grenades. Explodes into a cloud of 7 shrapnel projectiles in a cone shape on impact or upon hitting the targeted turf. Projectiles pierce mobs. 20x7 (140) damage with 20 AP and 3 sunder per projectile. Knocks back and slows smaller targets on direct hit, with a very small stagger and slow on secondary hits.
|
Incendiary airburst
|
Holds 8 20mm grenades. Explodes into a cloud of 7 shrapnel projectiles in a cone shape on impact or upon hitting the targeted turf. Projectiles pierce mobs, igniting them and leaving fire on the turfs the pass for a short period of time 15x7 (105) damage with 10 AP and 1.5 sunder per projectile. Knocks back and slows smaller targets on direct hit, with a very small stagger and slow on secondary hits.
|
High explosive
|
Holds 8 20mm grenades. A more conventional explosive payload, has a 2 tile radius.
|
Attachments:
|
Rail
|
|
|
|
|
|
|
Muzzle
|
Nothing
|
Underbarrel
|
|
|
Stock
|
Fixed
|
|
T-81 grenade launcher
|
A lightweight, single-shot grenade launcher used by the TerraGov Marine Corps for area denial and traumatizing allies. Fired rounds DO NOT PASS THROUGH FRIENDLIES OR ENEMIES.
Ammo:
Any nade
|
Any nade that you can get your hands on.
|
Attachments:
|
Rail
|
Nothing
|
Muzzle
|
Nothing
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
|
Powerfist
|
A metal gauntlet with a energy-powered fist to throw back enemies. Alt-click to clamp it around your hand, use it to change power settings and screwdriver to pop out the cell. Has 3 power settings.
|
TL-172 Defensive Shield
|
A heavy shield adept at blocking blunt or sharp objects from connecting with the shield wielder. Looks very robust. Alt click to tighten the strap. Weld it to repair it.
|
</tab>
</tabs>
Smartgunner
Planetside Finds
Here are some of the items you can find down on the planet.
<tabs>
<tab name="Rifles">
Note: Weapons found here usually can only be found planetside on some maps, use the webmap if you want to know what can be found on which map and where.
Weapon:
|
Description:
|
AK-47
|
Of all the weapons in the vast Soviet arsenal nothing was more profitable than Avtomat Kalashnikova model of 1947, more commonly known as the AK-47, or Kalashnikov. It's the world's most popular assault rifle, a weapon all fighters love. An elegantly simple nine pound amalgamation of forged steel and plywood, it doesn't break, jam, or overheat. It will shoot whether it's covered in mud or filled with sand. Still used today due to it's good armor piercing properties. Fires 7.62x39mm.
Attachments:
|
Rail
|
|
Muzzle
|
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
|
AK-47U
|
A crude, cheaply produced battle carbine copy capable of automatic fire, a shortened version of the Kalashnikov rifle. Commonly found in the hands of criminals or mercenaries. Fires 7.62x39mm, uses the same magazines as the Ak-47.
Attachments:
|
Rail
|
|
Muzzle
|
|
Underbarrel
|
style="padding:5px" | Nothing
|
Stock
|
style="padding:5px" | Fixed
|
|
FN M16A4 assault rifle
|
A light, versatile assault rifle with a 30 round magazine, chambered to fire the 5.56x45mm NATO cartridge. The 4th generation in the M16 platform, this FN variant has added automatic fire selection and retains relevance among mercenaries and militias thanks to its high customization.
Attachments:
|
Rail
|
|
|
|
|
|
Muzzle
|
|
|
|
Underbarrel
|
|
|
|
|
|
|
|
|
|
Stock
|
Fixed
|
|
M41AE2 heavy pulse rifle
|
A large weapon capable of laying down suppressing fire, based on the M41A pulse rifle platform. Went under field testing, however it failed to surpass its trials and was replaced by the T-42 light machine gun.
Attachments:
|
Rail
|
|
|
|
|
Muzzle
|
|
|
Underbarrel
|
|
|
|
|
|
|
Stock
|
|
|
Mare's leg lever action rifle
|
A .44 magnum lever action rifle with side loading port. It has a low fire rate, but it packs quite a punch in hunting. Uses the same caliber bullets as the T-44 revolver.
Attachments:
|
Rail
|
|
|
|
|
Muzzle
|
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
|
SVD Dragunov-033 sniper rifle
|
A sniper variant of the AK-47 service rifle, with a new stock, barrel, and scope. It doesn't have the punch of modern sniper rifles, but it's finely crafted in 2133 by someone probably illiterate. Fires 7.62x54mmR rounds.
Ammo:
SVD magazine
|
Holds ten(10) 7.62x54mmR (rimmed) rounds.
|
Attachments:
|
Rail
|
|
|
|
|
Muzzle
|
Nothing
|
Underbarrel
|
|
|
|
Stock
|
Fixed
|
</tab>
<tab name="SMGs">
</tab>
<tab name="Shotguns">
Weapon:
|
Desc:
|
Double barrel shotgun
|
A double barreled shotgun of archaic, but sturdy design, as the name suggest capable of holding a shell in each of its barrels. Rarely seen on the field due to better alternatives, capable of firing both barrels near instantaneously. The barrels can be opened with unique-action .
Ammo:
Buckshot Shells
|
Close range ammunition, capable of shredding unarmoured/lightly armoured opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.
|
Slug Shells
|
Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.
|
Flechette Shells
|
Metal shards used for punching through armour. Close range, high AP, medium damage. Cannot stun/stagger.
|
Incendiary Slug Shells
|
Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
|
Attachments:
|
Rail
|
|
|
|
Muzzle
|
|
Underbarrel
|
|
Stock
|
Fixed
|
|
Sawn-off shotgun
|
A double barreled shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. +50% unga power, +100% yelling over comms to be rescued.
Ammo:
Buckshot Shells
|
Close range ammunition, capable of shredding unarmoured/lightly armoured opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.
|
Slug Shells
|
Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.
|
Flechette Shells
|
Metal shards used for punching through armour. Close range, high AP, medium damage. Cannot stun/stagger.
|
Incendiary Slug Shells
|
Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
|
Attachments:
|
style="padding:5px" | Nothing
|
Muzzle
|
Nothing
|
Underbarrel
|
Nothing
|
Stock
|
Sawn off
|
|
Kronos pump action shotgun
|
The Kronos shotgun is typically found in the hands of counter-terrorist units and unlicensed military contractors. It offers a massive magazine well capable of holding 8 shells +1 in the chamber, and great compatibility with a variety of attachments. Downside comes form the pump action design, rather limiting the rate of fire. Can be pumped with unique-action .
Ammo:
Buckshot Shells
|
Close range ammunition, capable of shredding unarmored/lightly armored opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.
|
Slug Shells
|
Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.
|
Flechette Shells
|
Metal shards used for punching through armor. Close range, high AP, medium damage. Cannot stun/stagger.
|
Incendiary Slug Shells
|
Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
|
Attachments:
|
Rail
|
|
|
|
Muzzle
|
|
|
Underbarrel
|
|
|
|
|
|
Stock
style="padding:5px" | Fixed
|
</tab>
<tab name="Sidearms">
Weapon:
|
Desc:
|
Highpower automag
|
A Colonial Marshals issued, powerful semi-automatic pistol chambered in armor piercing 9mm caliber rounds. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Undoubtedly he most badass sounding pistol a marine can get his/her hand on.
Attachments:
|
Rail
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
|
Stock
|
Nothing
|
|
Beretta 92FS pistol
|
A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered in 9x19mm.
Attachments:
|
Rail
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
|
Stock
|
Nothing
|
|
CMB autorevolver
|
An automatic revolver chambered in .357 magnum. Commonly issued to Nanotrasen security. It has a burst mode. Currently in trial with other revolvers across Terra and other colonies. Holds 6 rounds in the cylinder. Fires .357 magnum.
Attachments:
|
Rail
|
|
|
|
Muzzle
|
|
|
|
Underbarrel
|
Nothing
|
Stock
|
Nothing
|
</tab>
</tabs>
REQ buyable weapons
<tabs>
<tab name="Specialist">
Weapon:
|
Desc:
|
T-100 minigun
|
A six barreled rotary machine gun, The ultimate in man-portable firepower, capable of laying down high velocity armor piercing rounds this thing will no doubt pack a punch. Must go through a short "spin up" period before firing.
Ammo:
T-100 powerpack
|
A heavy reinforced backpack with support equipment, power cells, and spare rounds for the T-100 Minigun System. 25 Damage with 15 AP and 2.5 Sunder.
|
Attachments:
|
Rail
|
|
|
Muzzle
|
Nothing
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
|
T-81 Automatic Sniper Rifle
|
The T-81 is the TerraGov Marine Corps's automatic sniper rifle. It is rather well-known for it's night vision scope and IFF ammo, it however lacks a burst fire mode. It is mostly used by people who keep shooting their buddies in the back with a full power rifle round.
Ammo:
8.6x70mm caseless IFF
|
Holds twelve(12) 8.6x70mm caseless, IFF capable ammunition you can shoot straight over your buddies without worry! 50 Damage with 20 AP and 2 Sunder.
|
Attachments:
|
Rail
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
|
T-152 Rocket Launcher
|
The T-152 is the primary anti-armor weapon of the TGMC. Used to take out light-tanks and enemy structures, the T-152 rocket launcher is a dangerous weapon with a variety of combat uses. Uses actual rockets rather than the T-160's recoilless shells, making it more powerful.
Ammo:
84mm High-Explosive Rocket
|
High-Explosive Rocket with a wide blast radius. 200 Damage, 100 AP and 100 Sunder.
|
84mm Armor Piercing Rocket
|
Rocket with a high density warhead designed to pierce armor. Let's see those defenders try to tank THIS! 325 Damage with 150 AP 100 Sunder.
|
84mm White Phosphorus Rocket
|
Incendiary rocket that bursts into flames on impact. Geneva convention? more like geneva suggestion! 200 Damage, 75 AP and 100 Sunder.
|
Attachments:
|
Rail
|
|
|
Muzzle
|
Nothing
|
Underbarrel
|
Nothing
|
Stock
|
What stock?
|
|
TL-24 autorevolver
|
The TL-24 is the rather rare autorevolver used by the TGMC issued in rather small numbers to backline personnel and officers. It uses recoil to spin the cylinder. Uses heavy .454 rounds. Orderable from Requisitions.
Ammo:
Mateba speed loader
|
Holds 6 rounds of .454 Casull heavy pistol rounds. 50 Damage with 20 AP and 3 Sunder.
|
Attachments:
|
Rail
|
|
|
|
Muzzle
|
|
|
Underbarrel
|
|
Stock
|
What stock?
|
|
</tab>
<tab name="Imports">
</tab>
</tabs>
Attachments
Stuff you slap on to your gun to make it better. Or worse, in some aspects.
<tabs>
<tab name="Rail Attachments">
Item:
|
Desc.:
|
Magnetic Harness
|
A magnetically attached harness kit that attaches to the rail mount of a weapon. When dropped, the weapon will sling to TGMC armor or your back. Does not slow you down if attached to a weapon and equipped. but why don't you just use a pick up macro? they disabled pickup macros for guns. Use these to keep your gun on you instead.
Exact stats: -9999% frustration when pounced on
|
Red Dot Sight
|
A red-dot sight for short to medium range. Does not have a zoom feature, but increases weapon accuracy by a good amount and makes aiming easier.
No drawbacks.
Exact stats: Wielded: +15% accuracy, -50% aim mode firing penalty Unwielded: +10% accuracy
|
Mini Rail Scope
|
A small rail mounted zoom sight scope. Increases wield delay, and slows down movement speed when wielded. Allows short range zoom by activating the attachment.
use F12 if your HUD doesn't come back
Exact stats: +0.2s wield delay Wielded: +5% accuracy, modest slowdown Unwielded: -5% accuracy
|
T-47 Rail Scope
|
A marine standard mounted zoom sight scope. Allows long range zoom by activating the attachment.
use F12 if your HUD doesn't come back
Exact stats: +0.4s wield delay Wielded: +10% accuracy, modest slowdown Unwielded: -5% accuracy
|
Rail Flashlight
|
A simple flashlight used for mounting on a firearm. Has no drawbacks, but isn't particuraly useful outside of providing an extra light source.
works well with armors that have less than 6 tile light radius, such as Jaeger armor without a Baldur module
Exact stats: 6 tile light radius
|
Build-A-Sentry Kit
|
When attached to a gun, the Build-A-Sentry Kit allows the weapon to be deployed as an autonomous sentry gun. Standard ammo for the attached weapon is still used, and power cells are needed if the sentry runs out of charge. Control+click on a tile to deploy the sentry, or control+click on the gun to deploy it in front of you.
Note that the kit does not provide IFF, even though it targets past marines. Unless the attached weapon has IFF, be aware of friendly fire.
Exact stats: 130% increase in friendly fire instances.
|
Tactical sensor
|
When activated, detects anything moving in your vicinitythrough motion pings.
Green pings are friendlies, red pings are not. Extends beyond your screen range, however you'll still get the audio cue
|
</tab>
<tab name="Barrel Attachments">
Item:
|
Desc.:
|
Suppressor
|
A small tube with exhaust ports to expel noise and gas.
Does not completely silence a weapon, but does make it much quieter and a little more accurate and stable at the cost of bullet speed.
Exact stats: +10% damage falloff, halves bullet speed Wielded: +10% accuracy,-5% scatter,-2 recoil Unwielded: -5% scatter, -3 recoil
|
Extended Barrel
|
A lengthened barrel allows for lessened scatter, greater accuracy and muzzle velocity due to increased stabilization and shockwave exposure. Makes your weapon longer(obviously), making it unlikely to fit in a holster.
Exact Stats: doubles bullet speed, +1 item size Wielded: +15% accuracy, -5% scatter Unwielded: +10% accuracy
|
Recoil Compensator
|
A muzzle attachment that reduces recoil and scatter by diverting expelled gasses upwards. Makes you look like you're overcompensating for something.
Exact stats: Wielded: -15% scatter, -2 recoil Unwielded: -15% scatter, -2 recoil
|
Barrel Charger
|
A fitted barrel extender that goes on the muzzle, with a small shaped charge that propels a bullet much faster. Greatly increases projectile speed at the cost of a small amount of accuracy.
Exact stats: triples bullet speed Wielded: -10% accuracy Unwielded: -10% accuracy
|
Bayonet
|
A knife you can attach to the muzzle of your gun to increase melee damage. Comes in 2 types, regular and M22(your standard knife). The difference is only cosmetic. Makes your weapon longer.
Exact stats: +25 melee damage, +1 item size Wielded: -5% accuracy Unwielded: -10% accuracy
|
Pistol Lace
|
A lace you can put on your pistol to cinch it to your wrist.
Exact stats: -999% pistol dropped on floor and melted
|
</tab>
<tab name="Underbarrel Attachments">
Item:
|
Desc.:
|
Laser Sight
|
Fookin' laser soights. A laser sight placed under the barrel. Significantly increases one-handed accuracy and significantly reduces movement penalties to accuracy.
Exact stats: Wielded: +10% accuracy Unwielded: +15% accuracy
|
Vertical Grip
|
A custom-built improved foregrip for better accuracy, less recoil, and less scatter when wielded especially during burst fire. However, it also slightly increases wield delay and makes unwielded fire more cumbersome. Makes your gun slightly bigger, possibly making it not fit in holsters.
Exact stats: -100% scatter, +1 item size, +0.2s wield delay Wielded: +10% accuracy, -10% scatter, -2 recoil Unwielded: -5 accuracy, +5% scatter
|
Angled Grip
|
A custom-built improved foregrip for less recoil, and faster wielding time. However, it also increases weapon size, and slightly hinders unwielded firing.
Exact stats: +1 item size, -0.3s wield delay Wielded: -1 recoil Unwielded: -10% accuracy, +5% scatter
|
Gyroscopic Stabilizer
|
A set of weights and balances to stabilize the weapon when burst firing or moving, especially while shooting one-handed. Greatly reduces movement penalties to accuracy. Significantly reduces burst scatter, recoil and general scatter.
Exact stats: -50% running accuracy penalty Wielded: -5% scatter, -2 recoil Unwielded: -10% scatter, -1 recoil
|
Bipod
|
A simple set of telescopic poles to keep a weapon stabilized during firing. Greatly increases accuracy and reduces recoil when properly placed, but also increases weapon size.
must be activated to stabilize. Can be deployed anywhere, not just behind barricades or next to a wall
Exact stats: +2 item size, -10 melee damage When active: -50% aiming fire rate penalty, -30% scatter, +30% accuracy
|
Mini Flamethrower
|
A weapon-mounted refillable flamethrower attachment. It is designed for short bursts. Holds 20 units of fuel. Does not immediately set xenos on fire. Best used for area denial in a pinch.
when active, middle click to fire. to refill it from a welderpack, grab the welderpack in one hand and the weapon+miniflamer on the other, then click the gun with the welderpack
Exact stats: 4 tile range, 20 unit capacity
|
Masterkey Shotgun
|
A weapon-mounted, three-shot shotgun usually used for breaching actions, hence the name. Reloadable with 12 gauge buckshot. The short barrel reduces the ammo's effectiveness.
when active, the weapon now acts similarly to the T-35 pump shotgun. Click normally to fire, use Unique Action to pump it after each shot. Can only be reloaded while active
Exact stats: 3 shell ammo capacity
|
Underslung Grenade Launcher
|
A weapon-mounted, reloadable, two-shot grenade launcher. Also called the noob tube by salty xenos. Or at least, that's what the synth says they call it. It might look like it can only hold one grenade, but it does in fact hold two. Chalk it up to bluespace magic or some shit.
when active, middle click to fire. Can only be reloaded while active
Exact stats: 2 grenade ammo capacity, 7 tile range
|
TX-7 plasma pistol
|
This sidearm can uniquely be attached to other weapons as an underbarrel attachment. A popular addition due to it's great damage, incendiary and area denial capability and respectable capacity
when active, middle click to fire. Can only be reloaded while active
Exact stats: 10 shot capacity, 7 tile range
|
Mini pepperball gun
|
An unusual weapon attachment intended more for riot control purposes. Has some value against xenomorphs due to its ability to drain their plasma. More commonly used to shoot naked marines in prep due to a lack of military police.
when active, middle click to fire. Can only be reloaded while active
Exact stats: 20 shot capacity
|
</tab>
<tab name="Stock Attachments">
Item:
|
Desc.:
|
T-19 machinepistol stock
|
A submachinegun stock distributed in "small" numbers to TGMC forces. Compatible with the T-19, this stock reduces recoil and improves accuracy, but at a reduction to handling and agility. Seemingly a bit more effective in a brawl. Use this if you plan on using the T-19 as your primary weapon.
Exact stats: +1 item size, +5 melee damage, +0.1s wield delay Wielded: +10% accuracy, -10% scatter, -2 recoil Unwielded: -10% scatter
|
T-35 stock
|
A non-standard heavy stock for the T-35 Shotgun. Less quick and more cumbersome than the standard issue stakeout, but reduces recoil and improves accuracy. Allegedly makes a pretty good club in a fight too.
Exact Stats: +2 item size, +5 melee damage, +0.4s wield delay Wielded: +15% accuracy, -20% scatter, -3 recoil Unwielded: n/a
|
MK221 tactical stock
|
A stock for the outdated MK221 tactical shotgun. Should've been phased out a while ago, but looks like the RO forgot to remove them from inventory.
Exact stats: +2 item size, +5 melee damage, +0.2s wield delay Wielded: +10% accuracy, -15% scatter, -2 recoil Unwielded: n/a
|
</tab>
</tabs>
Apparel
These are the things you wear on your body to either carry all your junk, or stop yourself from getting decapitated.
Jaeger XM-02 Combat Exoskeleton
![](/tgwiki2/images/c/c5/TGMC_jaeger.png) |
Designed to mount a variety of modular armor components and support systems. It comes installed with light-plating and a shoulder lamp. Mount armor pieces to it by clicking on the frame with the components. Use alt+click to remove armor attachments. Use face paint on armor pieces to color them, before placing them on the exoskeleton.
|
<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
Type:
|
Desc:
|
Light Skirmisher
|
Provides minor protection and encumbrance when attached. This one is marked as a light skirmisher piece, used by those who prefer faster movement speed over protection, such as scouts.
With armor and leg armor
melee = 40 | bullet = 60 | laser = 60 | energy = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 50
Slowdown 0.3
Without arm and leg armor:
|
melee = 20 / bullet = 40 / laser = 40 / energy = 35 / bomb = 30 / bio = 30 / rad = 30 / fire = 30 / acid = 30
|
Slowdown 0.2
|
|
Medium Infantry
|
Provides moderate protection and encumbrance when attached. This one is marked as a medium infantry piece, used by frontline troops that need a good balance of mobility and protection.
With armor and leg armor
melee = 45 | bullet = 65 | laser = 65 | energy = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 55
Slowdown 0.5
Without arm and leg armor:
|
melee = 25 / bullet = 45 / laser = 45 / energy = 35 / bomb = 30 / bio = 30 / rad = 30 / fire = 30 / acid = 35
|
Slowdown 0.3
|
|
Heavy Assault
|
Provides high protection and encumbrance when attached. This one is marked as a heavy assault piece, with extra padding and plate thickness which provides excellent protection against all manners of dangers.
With armor and leg armor
melee = 50 | bullet = 70 | laser = 70 | energy = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 60
Slowdown 0.7
Without arm and leg armor:
|
melee = 30 / bullet = 50 / laser = 50 / energy = 35 / bomb = 30 / bio = 30 / rad = 30 / fire = 30 / acid = 40
|
Slowdown 0.5
|
|
Medium EVA
|
Provides moderate protection and encumbrance when attached. This one is marked as an EVA armor piece, used for extravehicular operations in the vacuum of space. The gaps in the armor seem to say otherwise, however. NOTE: does not actually provide protection against space.
With armor and leg armor
melee = 45 | bullet = 65 | laser = 65 | energy = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 55
Slowdown 0.5
Without arm and leg armor:
|
melee = 25 / bullet = 45 / laser = 45 / energy = 35 / bomb = 30 / bio = 30 / rad = 30 / fire = 30 / acid = 35
|
Slowdown 0.3
|
|
Medium EVA w/ skull
|
Provides moderate protection and encumbrance when attached. This one is marked as an EVA armor piece, but the helmet has a skull engraved on it. NOTE: does not actually provide protection against space.
With armor and leg armor
melee = 45 | bullet = 65 | laser = 65 | energy = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 55
Slowdown 0.5
Without arm and leg armor:
|
melee = 25 / bullet = 45 / laser = 45 / energy = 35 / bomb = 30 / bio = 30 / rad = 30 / fire = 30 / acid = 35
|
Slowdown 0.3
|
|
Heavy EOD
|
Provides high protection and encumbrance when attached. This one is marked as an EOD armor piece, used by specialized Explosive Ordnance Disposal units to disarm explosives safely. And no, that is not a skirt. NOTE: does not actually provide extra protection against explosive damage.
With armor and leg armor
melee = 50 | bullet = 70 | laser = 70 | energy = 55 | bomb = 50 | bio = 50 | rad = 50 | fire = 50 | acid = 60
Slowdown 0.7
Without arm and leg armor:
|
melee = 30 / bullet = 50 / laser = 50 / energy = 35 / bomb = 30 / bio = 30 / rad = 30 / fire = 30 / acid = 40
|
Slowdown 0.5
|
|
</tab>
<tab name="Storage modules">
NOTE: The exoskeleton can mount 1 storage module.
Module:
|
Desc:
|
General purpose storage module
|
Certainly not as specialised as any other storage modules, but definitely able to hold some larger things, like binoculars, maps, magazines, and motion detectors.
|
Engineering storage module
|
Can hold about as much as a tool belt, and sometimes small spools of things like barbed wire, or an entrenching tool.
|
Medical storage module
|
Can hold a substantial variety of medical supplies and apparatus, but cannot hold much more than a medkit could.
|
</tab>
<tab name="Armor modules">
These modules augment your armor, increasing its abilities and resistances. Only one can be attached at a time.
Module
|
Desc:
|
Baldur light amplification system
|
Designed for mounting on modular armor. Substantially increases the power output of your modular armor's mounted flashlight. Be the light in the darkness. Does not slow down
Light Boost = 4
|
Mark 1 Tyr armor reinforcement
|
Designed for mounting on modular armor. A substantial amount of additional armor plating designed to grant the user extra protection against threats, ranging from xeno slashes to friendly fire incidents. This older version has worse protection. Will greatly impact mobility.
Soft Armor
all = 10
Slowdown = 0.4
|
Mark 2 Tyr armor reinforcement
|
Designed for mounting on modular armor. A substantial amount of additional armor plating designed to grant the user extra protection against threats, ranging from xeno slashes to friendly fire incidents. This newer version has improved protection. Will definitely impact mobility.
Soft Armor
all = 15
Slowdown = 0.3
|
Mark 1 Mimir environmental resistance system
|
Designed for mounting on modular armor. This older model provides minor resistance to acid, biological, and radiological attacks. Pairing this with a Mimir helmet module and mask will make the user impervious to xeno gas clouds. Will impact mobility.
Soft Armor
bio = 15 | rad = 10 | acid = 15
Slowdown = 0.2
|
Mark 2 Mimir environmental resistance system
|
Designed for mounting on modular armor. This newer model provides great resistance to acid, biological, and radiological attacks. Pairing this with a Mimir helmet module and mask will make the user impervious to xeno gas clouds. Will impact mobility.
Soft Armor
bio = 40 | rad = 50 | acid = 30
Slowdown = 0.2
|
Hod Accident Prevention Plating
|
Designed for mounting on modular armor. A substantial amount of additional reflective ballistic armor plating designed to reduce the impact of friendly fire incidents, will lessen the affects of bullets and lasers. Will impact mobility.
Soft Armor
bullet = 40 | laser = 40
Slowdown = 0.2
|
Valkyrie automedical armor system
|
Designed for mounting on modular armor. This module has advanced medical systems that inject tricordrazine and tramadol based on the user's needs, as well as automatically securing the bones and body of the wearer, effectively splinting them until professional medical attention can be admistered. Will definitely impact mobility.
Medicine injectors take 4 minutes to recharge after injection
Automatically "splints" fractures for as long as the armor is on.
Slowdown = 0.3
|
Surt pyrotechnical insulation system
|
Designed for mounting on modular armor. Providing a near immunity to being bathed in flames, and amazing flame retardant qualities, this is every pyromaniacs' first stop to survival. Will impact mobility.
Slowdown = 0.4
|
Hlin explosive compensation module
|
Designed for mounting on modular armor. Uses a complex set of armor plating and compensation to lessen the effect of explosions. Will impact mobility.
Soft Armor
bomb = 40
Slowdown = 0.2
|
Vali chemical enhancement module
|
A module that enhances the strength of reagents in the body. Requires a special substance, gathered from xenomorph lifeforms, to function.This substance needs to be gathered using an applicable weapon or tool.
Vali Details:
|
Nobody actually knows how the Vali works. We're all guessing.
|
Vali is a chemical module, it comes with a sword and spear called harvester and a module that you put in your armor.
|
When you link your sword/spear (harvester) to the suit, it cannot be dropped. You can bump slash and when you will slash a xeno you extract 20u of greenblood into your suit module storage, up to 200u.
|
The suit can also be loaded with 60u of any custom chemical storage.
|
There are also modes, x1 and x2.
|
When you activate the module, it will drain 30u of your custom mix and also consume 4 or 12u of greenblood according to your mode and will heal 6u or 12u of brute and burns per tick. After 10 seconds you get a weird screen warning and if you continue using the suit beyond 10 additional seconds you will have necrotized limbs after you turn off the suit.
|
Last thing. You can load your sword with kelotane to burn benos, tramadol to slow them, bica to heal yourself.
|
|
</tab>
<tab name="Helmet modules">
These modules attach to jaeger armor helmets, which go directly on your head like any normal helmet.
Module
|
Desc:
|
Binocular helmet module
|
Designed for mounting on a modular helmet. Can be flipped down to view into the distance.
|
Welding helmet module
|
WDesigned for mounting on a modular helmet. This module can be toggled on or off to function as welding protection for your delicate eyes.
|
Antenna helmet module
|
Designed for mounting on a modular Helmet. This module is able to provide a readout of the user's coordinates and connect to the shipside supply console.|-
|
Mark 1 Mimir Environmental Helmet system
|
Designed for mounting on a modular helmet. This older model provides minor resistance to acid and biological attacks. Pairing this with a Mimir suit module and mask will make the user impervious to xeno gas clouds.
Soft Armor
bio = 15 | acid = 15
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Mark 2 Mimir Environmental Helmet system
|
Designed for mounting on a modular helmet. This newer model provides great resistance to acid, biological, and even radiological attacks. Pairing this with a Mimir suit module and mask will make the user impervious to xeno gas clouds.
Soft Armor
bio = 40 | rad = 50 | acid = 30
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Tyr Helmet system
|
Designed for mounting on a modular Helmet. When attached, this system provides substantial resistance to most damaging hazards, ranging from xeno slashes to friendly fire incidents.
Soft Armor
melee = 15 | bullet = 10 | laser = 10 | energy = 10 | bomb = 30 | bio = 10 | rad = 10 | fire = 10 | acid = 10
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</tab>
</tabs>
Xenonauten Armor
Other stuff
<tabs>
<tab name="Uniform Accessories">
Item:
|
Desc.:
|
Webbing
|
Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform
Has three slots for storing items.
Storage
|
Any tiny item
|
Any small item
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Any type of magazines
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Any type of grenade
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Any type of power cell
|
|
Black Webbing
|
Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform
Has five slots for storing tiny or small items.
Storage
|
Any tiny item
|
Any small item
|
|
Shoulder Holster
|
Pistol Holster that you can clip to your uniform.
Only one thing may be clipped to your uniform
Capable of storing one pistol in it.
</tab>
<tab name="Armor">
OUTDATED, TO BE UPDATED
Armor:
|
Desc:
|
Tactical Explosive Vest
|
Has no protection, but it lets you commit warcrimes.
Lacks a shoulder lamp, but still comes with
suit storage and extra pockets.
THE SUIT LIGHT BUTTON IS THE SUIT TRIGGER, DO NOT PRESS UNLESS YOU WANT TO DIE!
Suit Storage:
|
Any Gun
|
Emergency Oxygen Tank
|
The Bible
|
G8 Storage Pouch
|
M4A3 Belt
|
M44 Belt
|
Armor Storage
|
Any tiny item
|
Any small item
|
M41A MK2 Magazines
|
M39 Magazines
|
M42C Magazines
|
Sunfury Lasgun Cells
|
</tab>
<tab name="Belts">
Item:
|
Desc.:
|
Ammo Load Rig
|
A belt for your uniform, intended for holding magazines.
You can right click it to change the drawing mode.
Has six slots for storing items.
Storage
|
Combat Knife
|
Shells or handfuls of bullets
|
Any kind of flare/flare nade
|
M41A MK2 Magazines
|
M39 Magazines
|
M42C Magazines
|
Sunfury Lasgun Cells
|
M4A3 Magazines
|
M44 Speedloaders
|
Any grenade
|
Claymores
|
|
General Utility Pouch
|
A small, lightweight pouch that can be clipped onto armor or your belt to provide additional storage for miscellaneous gear or box and drum magazines. And it is in fact a belt, not a pouch. Don't get confused now.
Can switch drawing modes by right clicking.
Capable of storing various items.
Has 3 slots
Storage
|
stuff.(placeholder, please define)
|
|
Shotgun Shell Belt
|
A belt with 14 slots to hold almost 3 boxes of shotgun shells (or other handfuls of ammo, such as mosin bullets), can hold up to 70 shells (or mosin bullets ;)).
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Buckshot shells
|
Slug Shells
|
Flechette Shells
|
Incendiary Shells
|
|
T457 pattern pistol holster rig
|
Pistol Holster that goes on your belt.
Has five slots, and draws pistols on click.
Capable of storing only one pistol in it.
Storage
|
Any Pistol, not revolvers.
|
Any Pistol Magazines
|
|
T457 pattern revolver holster rig
|
Revolver Holster that goes on your belt.
Has five slots, and draws a shotgun on click.
Capable of storing only one revolver in it.
Storage
|
Any revolver
|
Revolver speedloaders
|
|
TS-34 Shotgun Holster rig
|
Specialised holster for the TS-34 double barreled shotgun. Comes with the shotgun.
Has five slots, and draws shotgun on click.
Capable of storing the shotgun, and either one shell box or 2 shell handfuls.
Storage
|
TS-34 double barrel shotgun
|
Loose shells
|
Shotgun shell box
|
|
Belt Harness
|
A shoulder worn strap with clamps that can be attached to a gun. Acts as a mag harness, but on your belt. Attaches guns to your back if your suit storage is full. Lacks any form of storage on its own.
|
Knife Rig
|
A knife rig that goes on your belt
Can switch drawing modes by right clicking.
Capable of storing six throwing knives within.
Storage
|
M11 Throwing Knives.
|
|
M40 HEDP rig
|
Designed to carry bulk quantities of M40 HEDP grenades, but can naturally store any grenade.
Can switch drawing modes by right clicking.
Capable of storing any nade.
Storage
|
Any nade.
|
|
M40 HEDP rig Mk. II
|
An upgraded version of the standard rig designed to carry even greater quantities of M40 HEDP grenades, but can naturally store tons of any grenade. Orderable from Requisitions.
Can switch drawing modes by right clicking.
Capable of storing any nade.
Storage
|
Any nade.
|
|
Lifesaver medic bag
|
A specialised belt that mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics.
Can switch drawing modes by right clicking.
Capable of storing medical supplies.
Storage
|
Medical supplies.
|
|
Medical Storage rig
|
This version is a less common configuration of the M276 pattern belts, designed to transport medical supplies, and light ammunitions.
Can switch drawing modes by right clicking.
Capable of storing medical supplies and some ammunition.
Storage
|
Medical supplies.
|
Loose shells.
|
Pistol magazines.
|
|
Toolbelt
|
It's a toolbelt. It holds tools, obviously. need we say more?
Can switch drawing modes by right clicking.
Capable of storing tools and stuff.
Storage
|
Tools.
|
</tab>
<tab name="Pouches">
Pouch:
|
Desc:
|
Shotgun Shell Pouch
|
A pouch used to hold shotgun shells. Has four slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Buckshot shells
|
Slug Shells
|
Flechette Shells
|
Incendiary Shells
|
|
Magazine Pouch
|
A pouch used to hold magazines. Has three slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Shells or handfuls of bullets
|
M41A MK2 Magazines
|
M39 Magazines
|
M42C Magazines
|
Sunfury Lasgun Cells
|
M4A3 Magazines
|
M44 Speedloaders
|
|
Flare Pouch
|
A pouch used to flares. Has seven slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Flare Grenades
|
Manual Flares
|
|
First Aid Pouch
|
A pouch used to hold medical supplies. Has five slots.
Comes with ointment, gauze, splints, tramadol injector, and a tricordrazine pill pack.
Has less storage space than the medkit pouch, so this should only be taken for the supplies.
What it can store:
|
Tramadol Injectors
|
Tricordazine Injectors
|
Gauze
|
Ointment
|
Medical Splints
|
|
Tool Pouch
|
A pouch used to hold tools. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Wirecutters
|
Entrenching Tools
|
Screwdrivers
|
Cable Coil
|
Crowbars
|
Blowtorches
|
Multi Tool
|
Wrenches
|
Mini Extinguishers
|
|
Construction Pouch
|
A pouch used to hold construction materials. Has three slots.
Comes with 25 sandbags, 5 barbed wires, and a shovel. Enough to make 5 wired barricades.
Can also hold filled sandbags.
What it can store:
|
Stacks of Material
|
Entrenching Tools
|
Empty Sandbags
|
Cable Coil
|
Metal Rods
|
Barbed Wire
|
|
Pistol Magazine Pouch
|
A pouch used to hold pistol magazines. Has three slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
M4A3 Magazines
|
M44 Speedloaders
|
|
Sidearm Pouch
|
A pouch used to sidearms. Has one slot.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Any Revolvers
|
Any Pistols
|
|
Explosive Pouch
|
A pouch used to hold explosive materials. Has four slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Any RPG Rockets
|
C4
|
Any Grenades
|
Claymore Boxes
|
Claymores
|
Detpacks
|
Signaler
|
|
Grenade Pouch
|
A pouch used to hold grenades, go figure. Has six slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Any Grenades
|
</tab>
<tab name="Masks">
Item:
|
Desc.:
|
Transparent gas mask
|
A face-covering mask that can be connected to an air supply. Filters harmful gases from the air.
|
Thermal coif
|
A coif that protects you from extreme cold conditions.
|
Rebreather
|
Heats or cools down air as you breath it, protecting you from extreme conditions.
|
Tactical gas mask
|
A face-covering mask that can be connected to an air supply. Filters harmful gases from the air. Looks reasonably cooler than the standard variants.
|
Tactical coifed gas mask
|
A face-covering coifed mask that can be connected to an air supply. Filters harmful gases from the air. Looks reasonably cooler than the standard variants, and features a thermal coif.
|
SWAT Mask
|
A close-fitting tactical mask that can be connected to an air supply. Protects from a single hugger attack before falling off, and needing to be re-equipped. Orderable from Requisitions.
|
Bandanna
|
A colored, resilient, and insulating cloth to cover your face from the elements.
|
</tab>
</tabs>
Munitions
This section is currently empty. You can help fix that!
Defensive Equipment
Item:
|
Description:
|
UA-571-C Sentry Gun
|
A deployable, semi-automated turret with AI targeting capabilities. Armed with a M30 autocannon and a 500-round drum magazine. Costs 40 points at Requisitions. It features two firing modes, automatic and auto-burst, as well as a radial targeting mode for increased firing arc in exchange for higher energy usage. Can be repaired with a welder. Control+Click on a tile to deploy the sentry on it, or on the gun in-hand to deploy in front of you.
|
UA-580 Point Defense Sentry
|
A deployable, automated turret with AI targeting capabilities. This is a lightweight portable model meant for rapid deployment and point defense. Armed with an light, high velocity machine gun and a 500-round drum magazine. Costs 40 points at Requisitions. It features two firing modes, automatic and auto-burst, as well as a radial targeting mode for increased firing arc in exchange for higher energy usage. Can be repaired with a welder. Control+Click on a tile to deploy the sentry on it, or on the gun in-hand to deploy in front of you.
|
TL 102 Heavy Machine Gun
|
A deployed and mounted heavy smartgun, ready to rock. While it is capable of taking the same rounds as the smartmachinegun, it fires specialized tungsten rounds for increased armor penetration. It's basically a stationary smartgun, with an added scope ability that permit you to see 3 tiles ahead, 300 ammunition, and superior damage. Ammo can be ordered from requisitions for 10 points each. Control+Click on a tile to deploy the sentry on it, or on the gun in-hand to deploy in front of you.
|
T-27 Medium Machinegun
|
An honorary defensive emplacement. Starts with 4 free in marine vendors, after which it can be ordered for 10 points in Req. Control+Click on a tile to deploy the sentry on it, or on the gun in-hand to deploy in front of you.
|
Combat Grade Floodlight
|
A structure capable of providing light to a wide area. Must be wrench down in a powered area to function, click to toggle lights. Note that this comes in a crate when ordered from requisitions; don't open this crate until it is sent, as the floodlight can't be put back inside.
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[Show/hide] TEMPLATES
Guns
Munitions
Defensive Equipment
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