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.
</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 recoilless 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.
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
|
|
T-81 grenade launcher
|
A lightweight, single-shot grenade launcher used by the TerraGov Marine Corps for area denial and traumatising 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. Altclick 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
[click to show/hide]
Here are some of the stuff 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 customizability.
Attachments:
|
Rail
|
|
|
|
|
|
Muzzle
|
|
|
|
Underbarrel
|
|
|
|
|
|
|
|
|
|
Stock
|
Fixed
|
|
M41AE2 heavy pulse rifle
|
A large weapon capable of laying down supressing 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 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
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
|
Nothinh
|
|
Beretta 92FS pistol
|
A popular police firearm in the 20th century, often employed by hardboiled 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">
</tab>
<tab name="Imports">
</tab>
</tabs>
Attachments
[Click to show/hide]
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 does increase weapon accuracy by a good amount.
No drawbacks.
Exact stats: Wielded: +15% accuracy 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
|
</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
|
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
|
</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: -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
|
</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
|
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 a crowbar to remove armor pieces, use a screwdriver to remove armor attachments. Use face paint on armor pieces to color them.
|
<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.
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
</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. Looks like it might slow you down a bit.
|
Medical storage module
|
Can hold a substantial variety of medical supplies and apparatus, but cannot hold much more than a medkit could. Looks like it might slow you down a bit.
|
</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:
|
Mark 1 Baldur light amplification system
|
Increases the power output of the Jaeger Combat Exoskeleton's mounted flashlight. Slows you down slightly.
|
Mark 2 Baldur light amplification system
|
Substantially increases the power output of the Jaeger Combat Exoskeleton's mounted flashlight. Slows you down slightly.
|
Mark 1 Tyr armor reinforcement
|
A large amount of additional armor plating designed to fit inside some of the vulnerable portions of the Jaeger Combat Exoskeleton conventional armor patterns. This older version has worse protection. Will definitely impact mobility.
|
Mark 2 Tyr armor reinforcement
|
A substantial amount of additional armor plating designed to fit inside some of the vulnerable portions of the Jaeger Combat Exoskeleton conventional armor patterns. Will definitely impact mobility.
|
Mark 1 Mimir environmental resistance system
|
When activated, this system provides resistance to environmental hazards, such as gases and radiological exposure. This older version provides no protection to acid. Best paired with the Mimir Environmental Helmet System. Will impact mobility.
|
Mark 2 Mimir environmental resistance system
|
When activated, this system provides substantial resistance to environmental hazards, such as gases and radiological exposure. This newer version provides resistance to acid. Best paired with the Mimir Environmental Helmet System and a gas mask. Will impact mobility.
|
Valkyrie automedical armor system
|
When activated, it can inject a variety of chemicals, as well as automatically securing the bones and body of the wearer, to minimize the impact of broken bones or mangled limbs in the field. Also comes with a health analysis function. Will definitely impact mobility.
|
Surt pyrotechnical insulation system
|
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 somewhat.
|
Hlin explosive compensation module
|
Uses a complex set of armor plating and compensation to lessen the effect of explosions, at the cost of making the user slower.
|
</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
|
When attached, can be flipped down to view into the distance.
|
Welding helmet module
|
When attached, this module can be flipped up or down to function as a welding mask.
|
Antenna helmet module
|
When attached, this module is able to provide quick readuts of the users coordinates.
|
Mark 1 Mimir environmental helmet system
|
When attached, this system provides substantial resistance to environmental hazards, such as gases and radiological exposure. This older version has no acidic resistance. Best paired with the Mimir Environmental Resistance System and a gas mask.
|
Mark 2 Mimir environmental helmet system
|
When attached, this system provides substantial resistance to environmental hazards, such as gases, acidic elements, and radiological exposure. Best paired with the Mimir Environmental Resistance System. Will impact mobility when attached.
|
</tabs>
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
|
M41A MK2 Magazines
|
M39 Magazines
|
M42C Magazines
|
Sunfury Lasgun Cells
|
|
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:
|
PAS-11 pattern armored vest
|
Regular armour, with all round stats and drawbacks.
Has a shoulder lamp and a suit storage for guns
Has two internal slots for storing items.
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
|
|
Integrated Storage
|
Similar to regular armour, besides increased storage capacity and slowdown.
Has a shoulder lamp and a suit storage for guns
Has a storage area which can hold several items, akin to a bag.
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 five 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.
Storage
|
stuff.(placeholder, please define)
|
|
Shotgun Shell Belt
|
A belt used to hold up to 50 shotgun shells, two boxes worth.
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 revolvers 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 revolvers 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 two 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 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:
|
Flare Grenades
|
Manual Flares
|
|
First Aid Pouch
|
A pouch used to hold construction materials. 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:
|
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.
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:
|
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
|
</tab>
<tab name="Masks">
Item:
|
Desc.:
|
TGMC Gas Mask
|
A gas mask that restricts your vision, but filters out harmful gasses.
|
TGMC 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.
|
</tabs>
Munitions
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Defensive Equipment
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Guns
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