Leicester Repeater
|
The Leicester Repeater is an unwieldy rapid-fire lever action rifle that fires powerful .45-70 Government rounds. Compared to other rifles, the Leicester is quite slow and punishing to use, and requires a skilled marksman to be effective. Bullets need to be loaded individually and can be stored in packets or piles. Piles can be stored inside shotgun shell loading rigs for easy access.
Capacity: 14 rounds
Lever-action fire rate: 60 RPM
Time to wield: 0.6 seconds
Slowdown while wielding: 0.6
Ammo:
.45-70 Government rounds
|
Individually loaded .45-70 Government rounds for the Leicester Repeater.
Damage: 70
Armor Penetration: 20
Armor Sundering: 1.25
|
Attachments:
|
Rail
|
Magnetic Harness
|
Red Dot
|
T47 Scope
|
Mini Rail Scope
|
Rail Flashlight
|
Tactical Sensor
|
Muzzle
|
Bayonet
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
</tab>
<tab name="Machine Guns">
Weapon:
|
Description:
|
MG-42 Kauser light machine gun
|
The MG-42 is the big brother of the AR-12, sacrificing mobility and accuracy for magazine capacity. The MG-42 is a poor choice for chasing down targets, but excels at providing suppressing fire and at dealing with groups of enemies. Thanks to the wide array of attachments that the MG-42 supports, the MG-42 is capable of being effective in a multitude of roles.
Automatic fire rate: 300 RPM
Time to wield: 1 second
Slowdown while wielding: 0.8
Ammo:
MG-42 drum magazine (10x24mm)
|
A 120-round drum magazine containing 10x24mm caseless rounds for the MG-42 light machine gun.
Damage: 25
Armor Penetration: 5
Armor Sundering: 0.5
|
Attachments:
|
Rail
|
Magnetic Harness
|
Red Dot
|
T47 Scope
|
Mini Rail Scope
|
Rail Flashlight
|
Muzzle
|
Suppressor
|
Extended Barrel
|
Barrel Charger
|
Recoil Compensator
|
Bayonet
|
Underbarrel
|
Laser Sight
|
Vertical Grip
|
Bipod
|
Angled Grip
|
Mini Flamethrower
|
Masterkey Shotgun
|
Underslung Grenade Launcher
|
Mini Pepperball Gun
|
PP-7 Plasma Pistol
|
Stock
|
Fixed
|
|
MG-60 Raummetall general purpose machine gun
|
The MG-60 is the heaviest machine gun in the TGMC arsenal that can comfortably be wielded without a mount, and excels at providing suppressing fire thanks to its large 250-round box magazines and high fire rate. Using the MG-60 outside its intended role as a suppressive fire weapon is ill advised due to how heavy and inaccurate the gun is. Aiming carefully is usually advised with the MG-60, using the bipod for static support and/or the red dot sight for mobile support.
Automatic fire rate: 400 RPM
Time to wield: 1.5 seconds
Slowdown while wielding: 1.2
Ammo:
MG-60 box magazine (10x26mm)
|
A 250-round box magazine containing 10x26mm caseless rounds for the MG-60 general purpose machine gun.
Damage: 20
Armor Penetration: 10
Armor Sundering: 0.5
|
Attachments:
|
Rail
|
Magnetic Harness
|
T47 Scope
|
Mini Rail Scope
|
Mini Rail Scope
|
Tactical Sensor
|
Muzzle
|
Suppressor
|
Extended Barrel
|
Barrel Charger
|
Bayonet
|
Underbarrel
|
Laser Sight
|
Bipod
|
Stock
|
Fixed
|
|
MG-27 medium machine gun
|
The MG-27 is a deployable machine gun with an integrated tripod that is designed to provide suppressing fire, or defend a static position. Thanks to how quickly the MG-27 can be deployed and undeployed, it is practical to carry around in a mobile setting. Can be used without the tripod, but with extremely poor accuracy that makes using the MG-27 in this manner impractical.
Automatic fire rate: 400 RPM
Time to wield: 2 seconds
Slowdown while wielding: 1.2
Ammo:
MG-27 box magazine (10x27mm)
|
A 100-round box magazine containing 10x27mm caseless rounds for the MG-27 medium machine gun.
Damage: 30
Armor Penetration: 10
Armor Sundering: 1.25
|
Attachments:
|
Rail
|
Magnetic Harness
|
Red Dot
|
Mini Rail Scope
|
Rail Flashlight
|
Muzzle
|
Suppressor
|
Bayonet
|
Barrel Charger
|
Underbarrel
|
Laser Sight
|
Stock
|
Fixed
|
|
HMG-08 heavy machine gun
|
The HMG-08 is a deployable high-capacity machine gun that excels at defending a position thanks to the HMGs incredible damage output and armor shredding capabilities. This immense power comes at the cost of mobility, as the gun takes a very long time to deploy and undeploy, making it only practical as a static point defense tool.
Automatic fire rate: 400 RPM
Ammo:
HMG-08 drum magazine (10x28mm)
|
A 500-round drum magazine containing 10x28mm caseless rounds for the MG-27 medium machine gun.
Damage: 40
Armor Penetration: 40
Armor Sundering: 5
|
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 registration system. A standard rifle fires a projectile that must travel to its target and can be dodged. An energy weapon will fire an instantaneous beam, immediately striking its target. This comes at a cost to damage output, compatibility with attachments, and the inability to aim carefully. Many energy weapons feature unique firing modes, which allow each weapon to cover multiple niches. These are accessed using the unique-action hotkey on the weapon.
</tab>
<tab name="Precision Rifles">
Weapon:
|
Description:
|
Terra Experimental laser rifle (TE-R)
|
A Terra Experimental laser rifle, abbreviated as the TE-R. It has an integrated charge selector for normal and high settings. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts. Has four firemodes: Standard, Overcharge, Weakening, and Microwave.
Time to wield: 0.5 seconds
Slowdown while wielding: 0.4
Attachments:
|
Rail
|
Magnetic Harness
|
Red Dot
|
T47 Scope
|
Mini Rail Scope
|
Rail Flashlight
|
Build A Sentry
|
Tactical Sensor
|
Muzzle
|
Bayonet
|
Underbarrel
|
Laser Sight
|
Mini Flamethrower
|
Stock
|
Fixed
|
Fire Modes:
|
Standard
|
Fires standard lasers with slightly improved armor penetration and sundering over ballistic options, but less direct damage.
Fire Rate: 300 RPM
Capacity: 50 shots
Damage: 20
Armor Penetration: 10
Armor Sundering: 1.5
|
Overcharge
|
Fires a powerful overcharged laser pulse. Deals heavy damage with superior penetration at the cost of slower fire rate.
Fire Rate: 133 RPM
Capacity: 20 shots
Damage: 40
Armor Penetration: 20
Armor Sundering: 2
|
Weakening
|
Fires a pulse of energy that inflicts slowdown, and deals stamina damage to humans, or drains plasma from xenomorphs.
Fire Rate: 133 RPM
Capacity: 25 shots
Damage: 30
Armor Penetration: 10
Armor Sundering: 0
Plasma drained per hit: 25
|
Microwave
|
Fires a deadly pulse of microwave radiation, dealing moderate damage but applying a 'microwave' effect that deals strong damage over time.
Fire Rate: 133 RPM
Capacity: 20 shots
Damage: 20
Armor Penetration: 20
Armor Sundering: 2
Microwave effect: 5 max stacks, 4 damage per stack for 5 seconds.
|
|
Terra Experimental laser carbine (TE-C)
|
A TerraGov standard issue laser carbine, otherwise known as TE-C for short. It has an integrated charge selector for burst and scatter settings. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts. Has four firing modes: Auto Burst Standard, Spread, Impact, and Cripple.
Time to wield: 0.3 seconds
Slowdown while wielding: 0.2
Attachments:
|
Rail
|
Magnetic Harness
|
Red Dot
|
T47 Scope
|
Mini Rail Scope
|
Rail Flashlight
|
Build A Sentry
|
Tactical Sensor
|
Muzzle
|
Bayonet
|
Underbarrel
|
Laser Sight
|
Mini Flamethrower
|
Underslung Grenade Launcher
|
Mini Peppperball Gun
|
Gyroscopic Stabilizer
|
Angeled Grip
|
Vertical Grip
|
Stock
|
Fixed
|
Fire Modes:
|
Auto Burst
|
Fires standard lasers with slightly improved armor penetration and sundering over ballistic options, but less direct damage in a 4-round burst.
Fire Rate: 276 RPM
Capacity: 40 shots
Damage: 20
Armor Penetration: 10
Armor Sundering: 1
|
Spread
|
Fire a 3 strong laser pulse dealing heavy damage with good penetration, but with a very slow rate of fire.
Fire Rate: 40 RPM
Capacity: 10 shots
Damage: 35*3 (105)
Armor Penetration: 20
Armor Sundering: 1
|
Impact
|
Fires an experimental laser pulse designed to apply significant kinetic force on a target, applying strong knockback, but modest direct damage.
Fire Rate: 60 RPM
Capacity: 12 shots
Damage: 35
Armor Penetration: 10
Armor Sundering: 0
|
Cripple
|
Fires a laser pulse dealing moderate damage and slowdown.
Fire Rate: 300 RPM
Capacity: 40 shots
Damage: 20
Armor Penetration: 10
Armor Sundering: 0
Slowdown Amount: 1.5
|
|
Terra Experimental laser machine gun (TE-M)
|
A Terra Experimental standard issue machine laser gun, often called as the TE-M by marines. It has a fire switch for normal and efficiency modes. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts.
Time to wield: 1.5 seconds
Slowdown while wielding: 1
Attachments:
|
Rail
|
Magnetic Harness
|
Red Dot
|
T47 Scope
|
Mini Rail Scope
|
Rail Flashlight
|
Build A Sentry
|
Tactical Sensor
|
Muzzle
|
Bayonet
|
Underbarrel
|
Laser Sight
|
Mini Flamethrower
|
Stock
|
Fixed
|
Fire Modes:
|
Standard
|
Fires a rapid laser pulse with slightly reduced damage, but improved penetration and vastly improved energy efficiency.
Fire Rate: 300 RPM
Capacity: 150 shots
Damage: 18
Armor Penetration: 15
Armor Sundering: 1
|
Burst
|
Fires a series of laser pulses in quick succession(4 shots). Each pulse in a burst is more powerful than the last.
Fire Rate: 400 RPM
Capacity: 75 shots
Damage: 12/24/36/48
Armor Penetration: 15
Armor Sundering: 1
|
Charge
|
Fires a powerful laser pulse after a brief charge up.
Fire Rate: 400 RPM
Capacity: 40 shots
Damage: 50
Armor Penetration: 30
Armor Sundering: 3
|
Melting
|
Fires an unusual laser pulse that applies a melting effect which severely sunders xenomorph armor over time, as well as applying further damage.
Fire Rate: 200 RPM
Capacity: 33 shots
Damage: 15
Armor Penetration: 20
Armor Sundering: 0
Melt Stacks pet hit: 2
Max Melt stacks: 30
Melting Damage per Second(per stack): 5
Melting Sunder per Second(per stack): 3
|
|
Terra Experimental laser sniper (TE-S)
|
The T-ES, a Terra Experimental standard issue laser sniper rifle, it has an integrated charge selector for normal and heat settings. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts.
Time to wield: 0.7 seconds
Slowdown while wielding: 0.7
Attachments:
|
Rail
|
Magnetic Harness
|
Red Dot
|
T47 Scope
|
Mini Rail Scope
|
Rail Flashlight
|
Build A Sentry
|
Tactical Sensor
|
Muzzle
|
Bayonet
|
Underbarrel
|
Laser Sight
|
Mini Flamethrower
|
Stock
|
Fixed
|
Fire Modes:
|
Standard
|
Fires a single strong laser pulse, with good damage and penetration, and no falloff.
Fire Rate: 60 RPM
Capacity: 20 shots
Damage: 60
Armor Penetration: 30
Armor Sundering: 5
|
Heat
|
Fires an incendiary laser pulse, designed to ignite victims at range.
Fire Rate: 60 RPM
Capacity: 6 shots
Damage: 40
Armor Penetration: 10
Armor Sundering: 1
|
Shatter
|
Fires a devestating laser pulse that significantly degrades the victims armor, at the cost of lower direct damage.
Fire Rate: 60 RPM
Capacity: 6 shots
Damage: 40
Armor Penetration: 30
Armor Sundering: 10
Shatter: Removes .2% armor per second for 10 seconds.
|
Ricochet
|
Fires an experiment laser pulse capable of bouncing off many wall surfaces. The laser increases in potency when bouncing, before collapsing entirely after exceeding its threshold.
Fire Rate: 60 RPM
Capacity: 13 shots
Damage: 40
Armor Penetration: 30
Armor Sundering: 1
Damage increase per bounce: 40(no bounce) -> 50 -> 65 -> 80 -> 100(last bounce must hit enemy)
|
|
Terra Experimental laser pistol (TE-P)
|
The TE-P is a lightweight pistol with utility oriented alternative fire modes. The TE-P has a standard fire mode similar in performance to the P-14, a disabler fire mode for non-lethal takedowns, and a heat fire mode for setting targets on fire.
Time to wield: 0.6 seconds
Slowdown while wielding: 0
Attachments:
|
Rail
|
Magnetic Harness
|
Red Dot
|
Mini Rail Scope
|
Rail Flashlight
|
Muzzle
|
Bayonet
|
Pistol Lace
|
Underbarrel
|
Laser Sight
|
Mini Flamethrower
|
Stock
|
Fixed
|
Fire Modes:
|
Standard
|
Fires standard lasers.
Fire Rate: 400 RPM
Capacity: 30 shots
Damage: 20
Armor Penetration: 5
Armor Sundering: 1
|
Disabler
|
Fires non-lethal lasers which stagger opponents, and deal stamina damage to human targets.
Fire Rate: 120 RPM
Capacity: 7 shots
Stamina Damage: 70
Armor Penetration: 0
Armor Sundering: 1
|
Heat
|
Fires lasers which set the target on fire.
Fire Rate: 120 RPM
Capacity: 5 shots
Damage: 20
Armor Penetration: 10
Armor Sundering: 0.5
|
|
Weapon:
|
Description:
|
BR-64 SCA battle rifle
|
The BR-64 is a flexible precision rifle built to perform well against almost any target at any range. The BR-64 comes pre-equipped with a mini scope and an under barrel grenade launcher. Features a relatively inaccurate 3-round burst fire for close range and automatic fire for longer ranges. The BR-64 eats through ammo fairly quickly, so carrying spare 10x26.5mm packets is a good idea.
Automatic fire rate: 200 RPM
Burst Fire Rate: 240 RPM
Time to wield: 0.7 seconds
Slowdown while wielding: 0.55
Ammo:
BR-64 magazine (10x26.5mm)
|
A 36-round box magazine containing 10x26.5mm caseless rounds for the BR-64 battle rifle.
Damage: 32.5
Armor Penetration: 15
Armor Sundering: 1.25
|
Attachments:
|
Rail
|
Magnetic Harness
|
Red Dot
|
T47 Scope
|
Mini Rail Scope
|
|
|
Muzzle
|
|
|
|
|
|
Underbarrel
|
|
|
|
|
|
Stock
|
Fixed
|
|
DMR-37 SCA designated marksman rifle
|
The DMR-37 is a long-range precision rifle that has the effective range of a sniper rifle while remaining flexible at closer ranges. Great for providing supplemental damage from long range, but unlikely to secure kills on its own. Comes with a pre-equipped mini scope.
Semi automatic fire rate: 92 RPM
Time to wield: 0.8 seconds
Slowdown while wielding: 0.75
Ammo:
DMR-37 magazine (10x27mm)
|
A 20-round box magazine containing 10x27mm caseless rounds for the DMR-37 designated marksman rifle.
Damage: 65
Armor Penetration: 15
Armor Sundering: 2
|
Attachments:
|
Rail
|
|
|
|
|
|
Muzzle
|
|
|
|
|
|
Underbarrel
|
|
|
|
|
|
|
|
|
|
Stock
|
Fixed
|
|
SR-127 Bauer bolt action rifle
|
The SR-127 is a armor-piercing bolt-action sniper rifle with excellent performance against heavily armored targets. A small magazine capacity and low fire rate make it inefficient against less armored targets however, and it is nearly useless at close range so no-scopes are not recommended. Comes with an integrated scope.
Bolt action fire rate: 44 RPM
Time to wield: 1.3 seconds
Slowdown while wielding: 1
Attachments:
|
Rail
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
|
Mosin Nagant rifle
|
The Mosin Nagant is an old armor-piercing bolt-action sniper rifle with better performance against armored targets than the SR-127, though at a cost to capacity and fire rate. Comes with a pre-equipped scope, and like the SR-127 is practically useless at close range. Bullets need to be loaded individually and can be stored in packets or piles. Piles can be stored inside shotgun shell loading rigs for easy access.
Capacity: 5 rounds
Bolt action fire rate: 34 RPM
Time to wield: 1.2 seconds
Slowdown while wielding: 1
Ammo:
7.62x54mmR rifle rounds
|
Individually loaded 7.62x54mmR rifle rounds for the Mosin Nagant. Up to 5 can be loaded at a time.
Damage: 75
Armor Penetration: 35
Armor Sundering: 15
|
Attachments:
|
Rail
|
|
|
|
|
Muzzle
|
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
|
Martini Henry lever action rifle
|
The Martini Henry is a long-range lever action rifle that can only hold a single bullet at a time, requiring manual reload after each shot. While manual reloads after each shot make the Martini Henry unwieldy, it fires powerful projectiles that can devastate targets with weak and moderate armor. Bullets need to be loaded individually and can be stored in packets or piles. Piles can be stored inside shotgun shell loading rigs for easy access.
Capacity: 1 round
Lever action fire rate: 60 RPM (Not counting reload time)
Time to wield: 1 second
Slowdown while wielding: 1
Ammo:
.557/440 rifle rounds
|
Individually loaded .557/440 rifle rounds for the Martini Henry.
Damage: 120
Armor Penetration: 20
Armor Sundering: 10
|
Attachments:
|
Rail
|
|
|
|
|
|
|
|
Muzzle
|
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
</tab>
<tab name="Shotguns">
</tab>
<tab name="SMGs">
Weapon:
|
Description:
|
SMG-90 submachinegun
|
The SMG-90 is a lightweight submachine gun that's designed to be a more compact package than a rifle, using magazines that can fit in the same storage that pistol magazines can. The SMG-90 serves as an excellent tool for aggressive close quarters combat and personal defense.
Automatic fire rate: 400 RPM
Time to wield: 0.5 seconds
Slowdown while wielding: 0.2
Attachments:
|
Rail
|
|
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
Stock
|
Fixed
|
|
MP-19 machinepistol
|
The MP-19 is a compact and lightweight alternative to the SMG-90 that can fit anywhere a sidearm can fit. The MP-19 can comfortably be used one-handed with a penalty to accuracy, or dual wielded for a much more severe penalty. The MP-19 also features a "burst fire" mode which increases fire rate at the cost of accuracy. All these features combine to make the MP-19 useful as a sidearm, as an aggressive close quarters weapon, and as a handy personal defense weapon for support roles. Has a foldable stock which allows it to be wielded faster when folded, or be more accurate when unfolded with greater melee force.
Automatic fire rate: 400 RPM
Fuller auto fire rate: 600 RPM
Time to wield: 0.4 seconds
Slowdown while wielding: 0.15
Attachments:
|
Rail
|
|
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
|
Stock
|
|
|
SMG-45 Submachinegun
|
The SMG-45 is a heavier than usual subgun used by the TerraGov Marine Corps. Best known for carrying a punch within a small package. It's usually carried by troops who want a lightweight firearm to rush with while beating a mean punch, however it struggles at range. It uses .41 AE caseless rounds. Wield Delay: 0.6s RPM: 240
Ammo:
SMG-45 submachinegun magazine (.41 AE)
|
A 40-rounds magazine, a mean punch, however it struggles at range. It uses .41 AE caseless rounds. Damage: 27.5 AP: 10 Sunder: 1
|
SMG-45 submachinegun magazine (.41AE Squash Head)
|
A 40-rounds magazine, .41 AE caseless submachinegun magazine that does a minituare explosion upon contact, will shred the armor off of basically anything. Damage: 15 AP: 0 Sunder: 1 Special effect: Armour shatter
|
Attachments:
|
Rail
|
|
|
|
|
Muzzle
|
|
|
|
|
|
Underbarrel
|
|
|
|
|
|
|
|
Stock
|
Fixed
|
|
</tab>
<tab name="Standard Sidearms">
Weapon:
|
Description:
|
P-14 pistol
|
The P-14 is a rapid-fire semi-automatic pistol suitable for one-handed use. Due to the P-14s large magazine, high fire-rate, and relative accuracy while one-handed, the P-14 is a useful panic sidearm to rapidly dump damage towards a threat when your primary weapon is dropped or out of ammo.
Semi automatic fire rate: 400 RPM
Time to wield: 0.15 seconds
Slowdown while wielding: 0
Ammo:
P-14 magazine (9mm)
|
A 21-round magazine containing 9mm rounds for the P-14 pistol.
Damage: 20
Armor Penetration: 5
Armor Sundering: 1
|
Attachments:
|
Rail
|
|
|
Muzzle
|
|
|
|
Undderbarrel
|
|
|
|
Stock
|
Nothing
|
|
P-23 service pistol
|
The P-23 is similar to the P-14, but trades magazine capacity and fire rate for improved damage per shot. Like the P-14 the P-23 performs well one-handed, though it punishes misses more than the P-14 does. Has an integrated laser sight.
Semi automatic fire rate: 300 RPM
Time to wield: 0.2 seconds
Slowdown while wielding: 0
Ammo:
P-23 magazine (.45)
|
A 14-round magazine containing .45 rounds for the P-23 service pistol.
Damage: 30
Armor Penetration: 5
Armor Sundering: 2.15
|
Attachments:
|
Rail
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
Stock
|
Nothing
|
|
88 Mod 4 combat pistol
|
The 88 Mod 4 is an automatic pistol capable of a 3-round burst fire mode. The 88 Mod 4 is a bit heavier than other pistols and slows the user down slightly, but the rounds it fires are more effective against armor than other pistols on offer. Like other pistols, is can be used one-handed, though not as well.
Automatic fire rate: 300 RPM
Burst fire rate: 360 RPM
Time to wield: 0.2 seconds
Slowdown while wielding: 0.2
Ammo:
88M4 AP magazine (9mm)
|
A 18-round magazine containing 9mm AP rounds for the 88 Mod 4 combat pistol.
Damage: 20
Armor Penetration: 12.5
Armor Sundering: 2
|
Attachments:
|
Rail
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
Stock
|
|
|
R-44 combat revolver
|
The R-44 is a powerful revolver that can do devastating damage in a short period of time, but requires the small amount of spent ammunition that it can hold to be dumped before it is reloaded. Careful aim and a careful trigger finger are necessary to be effective with the revolver, but skilled users can be very dangerous. Can be used one-handed or while dual-wielding, but at a significant cost to accuracy and recoil.
Semi automatic fire rate: 400 RPM
Time to wield: 0.2 seconds
Slowdown while wielding: 0
Ammo:
R-44 magnum speed loader (.44)
|
A 7-round speed loader containing .44 magnum rounds for the R-44 magnum.
Damage: 45
Armor Penetration: 10
Armor Sundering: 3
|
Attachments:
|
Rail
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
Stock
|
Nothing
|
|
P-17 pocket pistol
|
The P-17 is a tiny rapid-fire pistol that can fit pretty much anywhere, including in boots. Designed as an emergency pistol, it has a terrible capacity for the amount of damage it can output, but the ability to store it nearly anywhere allows for it to fit in nearly any loadout. Can be used effectively with one hand.
Semi automatic fire rate: 400 RPM
Time to wield: 0.2 seconds
Slowdown while wielding: 0
</tab>
<tab name="Specialist">
Weapon:
|
Description:
|
FL-84 flamethrower
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The FL-84 flamethrower is a powerful area denial and resin clearing tool that can inflict damage over time on anyone who walks over it. Comes pre-equipped with a hydro cannon for putting out allies and clearing paths through the flames. The FL-84 can be equipped with various nozzles to change its function and fuel consumption. The default standard nozzle shoots flames in a straight line, the extended nozzle shoots a single ball of flame over a long distance, and the spray nozzle shoots a cone of flames in front of the user. Can be fueled by individual tanks or by a large backpack tank for more dedicated use.
Time to wield: 0.4 seconds
Slowdown while wielding: 1.75
Attachments:
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Rail
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Muzzle
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Nothing
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Underbarrel
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Nothing
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Stock
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Fixed
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RL-160 recoilless rifle
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The RL-160 is a recoilless delivery device for heavy 67mm ordinance, generally giving whatever is hit by it a very bad day. The RL-160's performance is entirely dependent on the loaded shell, and shells should be used wisely due to their limited supply and the need to reload after every shot. Comes in a rocket bag which also serves as one of the only ways to store shells.
Time to wield: 1 seconds
Slowdown while wielding: 1
Ammo:
RL-160 high explosive shell
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An armor shattering high explosive shell for the RL-160 that detonates into a small, focused explosion.
Direct Damage: 100
Explosive Damage: 140-160 up to 3 tiles. 90-11 4 tiles away.
Armor Penetration: 50
Armor Sundering: 50
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RL-160 light explosive shell
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An fast travelling explosive shell for the RL-160 that detonates into a large, weak explosion that covers a wide area.
Direct Damage: 75
Explosive Damage: 140-160 up to 1 tile. 90-110 up to 8 tiles away.
Armor Penetration: 50
Armor Sundering: 25
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RL-160 high explosive anti tank shell
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A powerful armor-penetrating shell that does devastating damage on impact, but without an explosion.
Damage: 200
Armor Penetration: 100
Armor Sundering: 0
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Attachments:
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Rail
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Muzzle
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Nothing
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Underbarrel
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Nothing
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Stock
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Nothing
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GL-70 grenade launcher
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The GL-70 is a rotary grenade launcher that can hold up to six grenades of nearly any type and fire them towards a target. Great for frontline area denial, resin clearing, and providing light with flares. Most grenades have a shorter fuse when shot from the GL-70 than when thrown manually. Grenades must be loaded manually.
Capacity: 6 grenades.
Semi automatic fire rate: 50 RPM
Time to wield: 1 seconds
Slowdown while wielding: 1.2
Ammo:
Any grenade
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Any grenade that you can get your hands on.
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Attachments:
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Rail
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Muzzle
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Nothing
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Underbarrel
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Nothing
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Stock
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Fixed
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GL-54 grenade launcher
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The GL-54 is an advanced magazine fed grenade launcher which uses airburst grenades designed to minimize friendly fire and allow for backline support that other grenade launchers are not capable of. Projectiles explode upon impact or upon hitting the targeted location. Comes pre-equipped with a special scope with low-light optics that allows for shots to be taken while aiming carefully.
Semi automatic fire rate: 50 RPM
Time to wield: 0.8 seconds
Slowdown while wielding: 0.8
Ammo:
20mm airburst grenade magazine
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An 8-round magazine containing 20mm airburst grenades for the GL-54 grenade launcher which splits into 7 projectiles of shrapnel upon detonation. Capable of staggering weaker targets on impact, with a more powerful effect on direct hit.
Bonus direct damage (No armor penetration or sunder): 12
Shrapnel damage: 20*7 (140)
Armor Penetration: 20
Armor Sundering: 3
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20mm incendiary grenade magazine
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An 8-round magazine containing 20mm incendiary grenades for the GL-54 grenade launcher which splits into 7 projectiles of shrapnel upon detonation. Does less damage than airburst grenades, but sets anything hit on fire while also igniting everything in a cone in front of the point of detonation. Capable of staggering weaker targets on impact, with a more powerful effect on direct hit.
Bonus direct damage (No armor penetration or sunder): 12
Shrapnel damage: 15*7 (105)
Armor Penetration: 10
Armor Sundering: 1.5
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20mm HE grenade magazine
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An 8-round magazine containing 20mm high-explosive grenades for the GL-54 grenade launcher which simply explodes on impact. Does less damage than the other two magazine types on offer, but allows for more consistent damage against groups. Capable of staggering weaker targets on impact, with a more powerful effect on direct hit.
Bonus direct damage (No armor penetration or sunder): 12
Explosive damage: 80-100 up to 2 tiles.
Armor Penetration: 0
Armor Sundering: 0
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Attachments:
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Rail
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Muzzle
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Nothing
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Underbarrel
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Stock
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Fixed
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GL-81 grenade launcher
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The GL-81 is a breach-loaded grenade launcher that can hold a single grenade of nearly any type and fire them towards a target. Great as a sidearm for area denial, resin clearing, or lighting an area with flares. Most grenades have a shorter fuse when shot from the GL-81 than when thrown manually. Grenades must be loaded manually.
Capacity: 1 grenade.
Time to wield: 0.2 seconds
Slowdown while wielding: 1
Slodwon
Ammo:
Any grenade
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Any grenade that you can get your hands on.
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Attachments:
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Rail
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Nothing
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Muzzle
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Nothing
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Underbarrel
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Nothing
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Stock
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Fixed
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Powerfist
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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.
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PB-12 Pepperball Gun
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The PB-12 is ostensibly riot control device used by the TGMC in spiffy colors, working through a SAN ball that sends a short acting neutralizing chemical to knock out it's target, or weaken them. Guranteed to work on just about everything. Uses SAN Ball Holders as magazines.
The main use of the PB-12 is it ability to drain xeno's plasma.
Wield Delay: 0.7 seconds.
Ammo:
Pepperball Magazine
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Hold 100 SANS pepperballs.
Plasma Drain: 25 Damage: 70 (Stamina) AP:0 Sunder:0
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Attachments:
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Rail
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Stock
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Fixed
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Guns
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Defensive Equipment
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