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The T-12 assault rifle used to be the TerraGov Marine Corps standard issue rifle before the T-18 carbine replaced it. It's however still used widely despite that. The gun itself is very good at being used in most situations however it suffers in engagements at close quarters and is relatively hard to shoulder than some others.
The T-18 carbine is one of the standard rifles used by the TerraGov Marine Corps. It's commonly used by people who prefer greater mobility in combat, like scouts and other light infantry. Lacks an automatic fire mode, but has a burst fire mode to improve damage output.
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.
The T-64 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 or an automatic mode. It is mostly used by people who prefer to do more careful shooting than most.
It shoots bad guys. Big owie, don't get hit by it. Lasers hurt.
Has two modes available, Normal and Overcharge, which can be swapped with Unique-Action.
Normal fires normal power shots, while Overcharge has higher damage, AP, slower firerate, and consumes more ammo.
A pump action shotgun. Effective mostly at close range, though this is changed with ammo types.
Needs a shell pumped into the chamber using Unique-Action, default Spacebar, upon a fresh load and after each shot.
Holds eight shells in reserve, and one shell in the chamber.
Provides better protection against bullets and explosions, with less against melee..
Has a shoulder lamp and a suit storage for guns
Has two internal slots for storing items.
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.
Provides better protection against cuts and slashes, but provides little against bullets and explosions.
Has a shoulder lamp and a suit storage for guns
Has two internal slots for storing items.
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.
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 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.
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.
A pouch used to hold first aid supplies. 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 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 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 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.
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.
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.
Armat Battlefield Systems M39 submachinegun. 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.
Ammo:
M39 magazine
Holds 60 rounds.
M39 AP magazine
Holds 60 rounds. Has better armor penetration, but lower overall damage.
An Armat Battlefield Systems classic design, the M37A2 combines close-range firepower with long term reliability. Requires a pump, which is a Unique Action.
Ammo:
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.
Buckshot Shells
Fires multiple small projectiles. Deals massive damage, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Holds 25 shells.
Incendiary Slug Shells
Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the Surplus Ammo Crate. Holds 25 shells.
Flechette Shells
Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.
Bean Bag Shells
Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
The M5 RPG is the primary anti-armor weapon of the TGMC. Used to take out light-tanks and enemy structures, the M5 RPG is a dangerous weapon with a variety of combat uses.
Ammo:
84mm high-explosive rocket
Standard rocket for the M5.
84mm anti-armor rocket
A tube for an AP rocket, the warhead of which is extremely dense and turns molten on impact.
84mm white-phosphorus rocket
A highly destructive warhead that bursts into deadly flames on impact.
A heavy sniper rifle manufactured by Armat Systems. It has a scope system and fires armor penetrating rounds out of a 15-round magazine.
It has an integrated Target Marker and a Laser Targeting system.
'Peace Through Superior Firepower'
Ammo:
M42A marksman magazine
Holds 15 rounds. A magazine of sniper rifle ammo.
M42A incendiary magazine
Holds 15 rounds. Will set targets ablaze.
M42A Flak Magazine
Holds 15 rounds. Upon impact with the target, the round will split into multiple small projectiles which hit adjacent targets as well as the original target.
The M4RA battle rifle is a designated marksman rifle in service with the TGMC. Only fielded in small numbers, and sporting a bullpup configuration, the M4RA battle rifle is perfect for reconnaissance and fire support teams.
It is equipped with rail scope and takes 10x24mm A19 high velocity magazines.
Ammo:
A19 high velocity magazine
Holds 15 high velocity rounds. Lower magazine size, but better damage.
A19 high velocity incendiary magazine
Holds 15 high velocity rounds. Will set ablaze any and all targets hit with this round.
A19 high velocity impact magazine
Holds 15 high velocity rounds. Will knockback and stun any targets hit with this round.
The MIC ZX-76 Assault Shotgun, a dobule barreled semi-automatic combat shotgun with a twin shot mode. Has a 9 round internal magazine.
Ammo:
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.
Buckshot Shells
Fires multiple small projectiles. Deals massive damage, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Holds 25 shells.
Incendiary Slug Shells
Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the Surplus Ammo Crate. Holds 25 shells.
Flechette Shells
Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.
Bean Bag Shells
Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
An improved version of the M240A1 incinerator unit, the M240-T model is capable of dispersing a larger variety of fuel types.
Ammo:
Large incinerator tank
Holds 100 units. A large fuel tank of Ultra Thick Napthal Fuel,a sticky combustable liquid chemical, for use in the M240-T incinerator unit. Handle with care.
Large incinerator tank (B)
Holds 100 units. A large fuel tank of Ultra Thick Napthal Fuel type B,a wide-spreading sticky combustable liquid chemical, for use in the M240-T incinerator unit. Handle with care.
Large incinerator tank (X)
Holds 100 units. A large fuel tank of Ultra Thick Napthal Fuel type X,a sticky combustable liquid chemical that burns extremely hot, for use in the M240-T incinerator unit. Handle with care.
A heavy, 6-shot grenade launcher used by the TerraGov Marine Corps for area denial and big explosions.
Ammo:
M40 HEDP grenade
A small, but deceptively strong fragmentation grenade that has been phasing out the M15 Fragmentation Grenades. Capable of being loaded in the M92 Launcher, or thrown by hand. It is set to detonate in 4 seconds.
M40 HIDP incendiary grenade
The M40 HIDP is a small, but deceptively strong incendiary grenade. It is set to detonate in 4 seconds.
M40 FLDP grenade
A TGMC standard issue flare utilizing the standard DP canister chassis. Capable of being loaded in the M92 Launcher, or thrown by hand.
M40 HSDP smoke grenade
The M40 HSDP is a small, but powerful smoke grenade. Based off the same platform as the M40 HEDP. It is set to detonate in 2 seconds.
M40-2 SCDP smoke grenade
A sophisticated version of the M40 HSDP with a slighty improved smoke screen payload. It's set to detonate in 2 seconds.
It's a damn minigun! The ultimate in man-portable firepower, spraying countless high velocity armor piercing rounds with a rotary action, this thing will no doubt pack a punch.
Ammo:
Rotating ammo drum
Holds 300 rounds. A huge ammo drum for a huge gun.
A backpack item that allows you to carry more things in bulk.
Holds less than a backpack, but can be opened on your back.
Can carry five normal sized items at once.
A backpack item that allows you to carry more things in bulk.
Holds more than a satchel, but cannot be opened while on your back.
Can carry ten normal sized items at once.
A scabbard fitted to your back to hold a shotgun.
Cannot hold shotguns with stocks or grips.
Mostly a cosmetic choice, as marine shotguns can go your back without it.
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.
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 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.
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.
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.
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 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 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.
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.
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.