The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved. The reason for this is: "The project is actively being developed, some information is bound to be out of date."
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. Its burst fire mode fires at a faster rate than the T-12.
The TX-11 is the former standard issue rifle of the TGMC. Most of them have been mothballed into storage long ago, but some still pop up in marine or mercenary hands. It is known for its large magazine size and great burst fire, but rather awkward to use, especially during combat. Comes with it's own removable mini rail scope.
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-60 general purpose machinegun is the TGMC's current standard GPMG. Though usually seen mounted on vehicles, it is sometimes used by infantry to hold chokepoints or suppress enemies.
Holds twohundred and fifty(250) 10x26 caseless rounds. 20 damage with 10 AP.
Attachments:
Rail
Muzzle
Underbarrel
Stock
Fixed
Unlike ballistic weapons, energy weapons use a hitscan 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.
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.
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.
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.
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.
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.
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, however that is balanced out by a -50% damage modifier to the caliber. Comes with a mini scope.
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.
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 irremoveable scope. Chambered in 8.6x70mm.
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.
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.
Metal shards used for punching through armour. Close range, 50 damage with 15 AP, 3 Sunder and 2 additional projectiles that deal 40 Damage with 25 AP and 2.5 Sunder each. Cannot stun/stagger.
The 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.
Metal shards used for punching through armour. 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.
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.
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.
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.
Metal shards used for punching through armour. 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.
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.
Metal shards used for punching through armour. 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.
High rate of fire with a magazine to pair with, all in a compact package. The T-90 offers great performance in CQC or reconissance operations; also ideal for supporting roles looking for a weapon to fall back upon in case of an ambush as it can be weilded near instantly.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
The T-29 is the first of TGMC's current standard IFF-capable weapon. It's known for its ability to lay down heavy fire support very well. It is generally used when someone wants to hold a position, advance pushes with lead, or provide fire support. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
The T-25 is the TGMC's newest standard IFF-capable weapon. It's known for its ability to burst and chase down xenomorphs very well. It is generally used when someone wants to frontline. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
Holds eighty(80) 10x26mm rounds. 20 Damage with 10 AP and 1.5 Sunder.
Attachments:
Rail
Muzzle
Underbarrel
Stock
Fixed
Planetside Finds
Here are some of the items you can find down on the planet.
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.
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.
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.
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.
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.
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.
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.
Often better known by its nickname the Skorpion, the CZ-81 is a robust, 20th century firearm that's a combination of pistol and submachinegun, in its time found in the hands of support personnel who needed a weapon in the dimensions of a pistol but with a bit more firepower. Few use it nowadays due to it's low caliber and difficulty in handling. Fires .32 ACP.
An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms, though it somehow got into the hands of colonial rebels. Fires 4.6x30mm rounds.
A German design, this was one of the most widely used submachine guns in the world. It's still possible to find this firearm in the hands of collectors or gun fanatics. Fires 9mm rounds.
Often reffered to as the Uzi ,the GAL9 is a cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Put the fire mode to full auto for maximum firepower. Fires 9mm rounds.
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 .
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.
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 .
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.
A popular police firearm in the 20th century, often employed by hardboiled cops while confronting terrorists. A classic of its time, chambered in 9x19mm.
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.
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.
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.
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.
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.
An older design of the pulse rifle made by Pulse Industries. A rather unknown weapon of its time. It invented the use of electronic firing in the modern era though. Comes with a removable 2-shot underslung grenade launcher. Uses 10x24mm caseless ammunition.
The M412 rifle is a Pulse Industries rifle, billed as a pulse rifle due to its use of electronic firing for faster velocity. A rather common sight in most systems. Uses 10x24mm caseless ammunition.
A magnetically attached harness kit that attaches to the rail mount of a weapon. When dropped, the weapon will sling to TGMC armor or your back. Does not slow you down if attached to a weapon and equipped. but why don't you just use a pick up macro? they disabled pickup macros for guns. Use these to keep your gun on you instead.
A red-dot sight for short to medium range. Does not have a zoom feature, but increases weapon accuracy by a good amount and makes aiming easier.
No drawbacks.
A small rail mounted zoom sight scope. Increases wield delay, and slows down movement speed when wielded. Allows short range zoom by activating the attachment.
When attached to a gun, the Build-A-Sentry Kit allows the weapon to be deployed as an autonomous sentry gun. Standard ammo for the attached weapon is still used, and power cells are needed if the sentry runs out of charge. Control+click on a tile to deploy the sentry, or control+click on the gun to deploy it in front of you.
Note that the kit does not provide IFF, even though it targets past marines. Unless the attached weapon has IFF, be aware of friendly fire.
Exact stats: 130% increase in friendly fire instances.
A small tube with exhaust ports to expel noise and gas.
Does not completely silence a weapon, but does make it much quieter and a little more accurate and stable at the cost of bullet speed.
A lengthened barrel allows for lessened scatter, greater accuracy and muzzle velocity due to increased stabilization and shockwave exposure. Makes your weapon longer(obviously), making it unlikely to fit in a holster.
A fitted barrel extender that goes on the muzzle, with a small shaped charge that propels a bullet much faster. Greatly increases projectile speed at the cost of a small amount of accuracy.
A knife you can attach to the muzzle of your gun to increase melee damage. Comes in 2 types, regular and M22(your standard knife). The difference is only cosmetic. Makes your weapon longer.
Fookin' laser soights. A laser sight placed under the barrel. Significantly increases one-handed accuracy and significantly reduces movement penalties to accuracy.
A custom-built improved foregrip for better accuracy, less recoil, and less scatter when wielded especially during burst fire. However, it also slightly increases wield delay and makes unwielded fire more cumbersome. Makes your gun slightly bigger, possibly making it not fit in holsters.
A custom-built improved foregrip for less recoil, and faster wielding time. However, it also increases weapon size, and slightly hinders unwielded firing.
A set of weights and balances to stabilize the weapon when burst firing or moving, especially while shooting one-handed. Greatly reduces movement penalties to accuracy. Significantly reduces burst scatter, recoil and general scatter.
A simple set of telescopic poles to keep a weapon stabilized during firing. Greatly increases accuracy and reduces recoil when properly placed, but also increases weapon size.
must be activated to stabilize. Can be deployed anywhere, not just behind barricades or next to a wall
Exact stats: +2 item size, -10 melee damage When active: -50% aiming fire rate penalty, -30% scatter, +30% accuracy
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
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
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
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.
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.
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 alt+click to remove armor attachments. Use face paint on armor pieces to color them, before placing them on the exoskeleton.
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.
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.
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.
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.
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.
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.
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.
Certainly not as specialised as any other storage modules, but definitely able to hold some larger things, like binoculars, maps, magazines, and motion detectors.
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.
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.
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.
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.
A substantial amount of additional armor plating designed to fit inside some of the vulnerable portions of the Jaeger Combat Exoskeleton conventional armor patterns against bullets and nothing else. Will definitely impact mobility.
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.
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.
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 called harvester and a module that you put in your armor.
When you link your sword (harvester) to the suit, it cannot be dropped. You can bump slash and when you will slash a xeno you extract 20u of greenblood on 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.
These modules attach to jaeger armor helmets, which go directly on your head like any normal helmet.
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.
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.
A XN-M vest, also known as Xenonauten, a set vest with modular attachments made to work in many enviroments.
Medium variant. Allows any Jaeger attachment. Alt-Click to remove attached items. Use it to toggle the built-in flashlight.
Has a shoulder lamp and a suit storage for guns.
A XN-H vest, also known as Xenonauten, a set vest with modular attachments made to work in many enviroments.
Heavy variant. Allows any Jaeger attachment. Alt-Click to remove attached items. Use it to toggle the built-in flashlight.
Has a shoulder lamp and a suit storage for guns.
A XN-L vest, also known as Xenonauten, a set vest with modular attachments made to work in many enviroments.
Light variant. Allows any Jaeger attachment. Alt-Click to remove attached items. Use it to toggle the built-in flashlight.
Has a shoulder lamp and a suit storage for guns.
A 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.
A belt used to hold up to 70 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.
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.
A shoulder worn strap with clamps that can be attached to a gun. Acts as a mag harness, but on your belt. Attaches guns to your back if your suit storage is full. Lacks any form of storage on its own.
Designed to carry bulk quantities of M40 HEDP grenades, but can naturally store any grenade.
Can switch drawing modes by right clicking.
Capable of storing any nade.
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.
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.
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.
A pouch used to hold shotgun shells. Has four slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
A pouch used to hold magazines. Has three slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
A pouch used to flares. 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.
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.
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.
Comes with 25 sandbags, 5 barbed wires, and a shovel. Enough to make 5 wired barricades.
Can also hold filled sandbags.
A pouch used to hold pistol magazines. Has 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.
A pouch used to hold grenades, go figure. Has six slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
A face-covering 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.
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.
What you use to grenade your buddy in the back of the head.
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.