Requisitions

From CM-SS13 - Wiki

The Elevator

Requisitions obtain new supplies primarily from the Automated Storage and Retrieval System. This system consists of a few Supply Consoles in which supply crates are ordered using Money, and a Supply Elevator that retrieves ordered crates from the sublevel cargo hold and delivers them to the requisitions bay.

Elevator.gif


However, there are some events that can happen! For example: A spider nest could come up the elevator. Or a trapped CLF crate from the Black Market!



There are four sources of Money:

  • The department begins the mission with several thousand dollars. This scales with marine population, with a formula of (marine population / 30) * 12,000
  • Money is gained over time passively, at around 300 dollars per minute.
  • Any crates sent down on the elevator reward 200 dollars.
  • Supply manifests from ordered crates, stamped with the RO's stamp and sent down on the elevator in a crate, reward 100 dollars each.

Weapons rack.png Armaments, Ammunition and Surplus Uniform Vendors Weapons rack.png

Located next to the attachments vendor there is a surplus armaments and ammunition vendor. The room to the south houses the spare uniforms vendor. These contain all the spare weapons and ammo the USCM may require during an operation. They hold various kinds of weapons and ammunition such armor-piercing rounds or various kinds of grenades for the marines to use, if they request any.



Primary Firearms: Description:
M37 Variants.gif

M37A2 pump shotgun

An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Alien when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot. By default this is Unique-Action, bound to Space. You can change this in the Hotkeys menu, however.


Stats:
Recoil Wielded: 2

Recoil Unwielded: 4

Scatter Wielded: 5

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 30 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1.13

Accuracy Multiplier Unwielded: 0.89

Base Accuracy: 11

Capacity: 10

Ammunition:
Slugbox.png

Slug Shells

Damage: 70

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Buckbox.png

Buckshot Shells

Damage: 65 x 4

Max Range: 4

Fall off: 3

Penetration: 5

Punch: 0

Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 55

Max Range: 12

Fall off: 1

Penetration: 5

Punch: 0.5

Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Incinbox.png

Incendiary Buckshot Shells

Damage: 65x4

Max Range: 4

Fall off: 3

Penetration: 5

Punch: 0.5

Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.

Not currently obtainable.

Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 30 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

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.
Attachments:
Muzzle Attachments Knife.pngBayonet


Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Underflame.pngMini Flamethrower

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments M37 stock.pngM37 Wooden Stock
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Buckshot 65 65 59 53 48 44 34 29 24 20 16
Slugs 70 70 70 70 70 63 57 52 47 37 32
Flechette 30 30 30 30 30 30 30 30 27 24 18
Incendiary 55 55 50 45 41 32 27 23 19 15 12
Incendiary Buckshot 65 65 59 53 48 44 34 29 24 20 16
M39 Variants.gif

M39 sub machine gun

The Armat Battlefield Systems M-39 submachinegun. Occasionally carried by light-infantry, scouts, engineers and medics. A lightweight, lower calibre alternative to the various Pulse weapons used the USCM. Fires 10x20mm rounds out of 48 round magazines. No movement speed penalty while wielded.

The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 3-round burst fire mode.


Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 3

Scatter Wielded: 9

Scatter Unwielded: 13

Burst Scatter Multiplier: 7

Burst Amount: 3

Effective Range: 5 Tiles

Firerate: 461 RPM

Burst Firerate: 395RPM

Accuracy Wielded: 4.6

Accuracy Unwielded: 2.4

Ammunition:
M39mag.png

M39 HV Magazine

Capacity: 48

Damage: 34

Max Range: 22

Fall off: 6

Penetration: 5

Punch: 0.5

A 10x20mm caseless high-velocity submachinegun magazine. Powerful propellant allows the bullet increased velocity and minor penetration capabilities, noticeably improving its efficacy at medium ranges, although it still suffers significantly compared to a rifle bullet.


Holds forty eight (48) 10x20mm high-velocity rounds.

M39-extended-mag.png

M39 HV Extended Magazine

Capacity: 72

Damage: 34

Max Range: 22

Fall off: 6

Penetration: 5

Punch: 0.5

A 10x20mm caseless HV extended submachinegun magazine. Powerful propellant allows the bullet increased travel speed and minor penetration capabilities, noticeably improving its efficacy at long ranges, although it still suffers significantly compared to a rifle bullet.


Holds seventy two (72) 10x20mm high-velocity rounds. Holds more ammunition than the standard magazines.

M39-AP-mag.png

M39 Armor Piercing Magazine

Capacity: 48

Damage: 26

Max Range: 22

Fall off: 6

Penetration: 30

Punch: 0.5

A 10x20mm caseless armour-piercing submachinegun magazine. The bullet tips are made out of high-density material, allowing them to pierce straight through armour, but also reducing the raw stopping power and velocity of the ammunition.


Holds forty eight (48) 10x20mm AP rounds. Has better armour penetration, but lower overall damage.

M39-Incen-mag.png

M39 Incendiary Magazine

Capacity: 48

Damage: 25

Max Range: 22

Fall off: 10

Penetration: 5

Punch: 0.5

A 10x20mm caseless incendiary submachinegun magazine. Incendiary payload sets targets ablaze, but causes the gun to have low stopping power and strongly decreased accuracy.


Obtainable through the Surplus supply crate in Requisitions.
M39-Cluster-mag.png

M39 Cluster Magazine

Capacity: 48

Damage: 30

Max Range: 22

Fall off: 10

Penetration: 50

Punch: 0.5

Cluster stack: 0.8

A 10x20mm caseless cluster bullet submachinegun magazine, containing cluster bullets. Designed to attach tiny explosives to targets, to detonate all at once if 15 hit.


Not currently obtainable.

M39-Wall-Piercing-mag.png

M39 Wall Piercing Magazine

Capacity: 48

Damage: 30

Max Range: 22

Fall off: 10

Penetration: 50

Punch: 0.5

A 10x20mm caseless wall-piercing bullet submachinegun magazine, containing wall-piercing bullets. Designed to penetrate straight through objects and walls.


Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike. 


Not Currently Obtainable.

M39-Toxin-mag.png

M39 Toxin Magazine

Capacity: 48

Damage: 26

Max Range: 22

Fall off: 10

Penetration: 30

Punch: 0.5

A 10x20mm caseless toxin bullet submachinegun magazine, containing toxin bullets. Great at stripping away armour and destroying biological structures.


Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable, applying 5 per hit. Once the toxin level is above their armour, they will receive full damage from all sources.


Not currently obtainable.

M39-Light Explosive-mag.png

M39 Light Explosive Magazine

Capacity: 48

Damage: 20

Max Range: 22

Fall off: 1

Penetration: 20

Punch: 0.5

A 10x20mm caseless light-explosive submachinegun magazine containing special light explosive rounds, designed to rapidly decimate armor, at the cost of vastly reduced damage and penetration.


Removes five armor per hit. 


Not currently obtainable.

HEAPM39.png

M39 HEAP Magazine

Capacity: 48

Damage: 45

Max Range: 22

Fall off: 1

Penetration: 30

Punch: 0.5

A 10x20mm caseless armor-piercing high-explosive submachinegun magazine. The bullet tips are made out of a special explosive, designed to penetrate armor then detonate for maximum soft-tissue damage.


Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Laser sight.pngLaser Sight

Stock Attachments Smg Stock.pngSubmachinegun Stock

Collapsible Smg Stock.pngCollapsible Submachinegun Stock (Default)

Smg Arm Brace.pngSubmachinegun Arm Brace

Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 34 34 30 28 21 18 14 11 8 5 3
Armor Piercing 26 26 26 26 26 26 26 23 21 15 12
Incendiary 25 25 22 20 15 12 9 6 4 1 0
Cluster 30 30 30 30 30 30 30 30 30 30 30
Wall Piercing 30 30 30 30 30 30 30 30 30 30 30
Toxin 26 26 26 26 26 26 26 23 21 15 12
Light Explosive 20 20 20 20 20 18 14 11 8 6 3
HEAP 45 45 45 45 45 45 45 40 37 33 25
M41A Variants.gif

M41A pulse rifle MK2

This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust, and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 40 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has 3-round burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with grenades (ask RO for grenades). Chances are, the M41A MK2 might jam and will fail to fire for a second, though very rare.


Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 4

Scatter Wielded: 4

Scatter Unwielded: 11

Burst Scatter Multiplier: 1

Burst Amount: 3

Effective Range: 7 Tiles

Firerate: 240 RPM

Burst Firerate: 205 RPM

Accuracy Wielded: 20.8

Accuracy Unwielded: 10.4

Ammunition:
M41Amag.png

M41A Magazine

Capacity: 40

Damage: 44

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm rifle rounds.
M41A-extended-mag.png

M41A Extended Magazine

Capacity: 60

Damage: 44

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png

M41A Armor Piercing Magazine

Capacity: 40

Damage: 33

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-Incen-mag.png

M41A Incendiary Magazine

Capacity: 40

Damage: 33

Max Range: 22

Fall off: 5

Penetration: 0

Punch: 0.5

Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M41A-Cluster-mag.png

M41A Cluster Magazine

Capacity: 40

Damage: 38.5

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Cluster stack: 1

Holds forty (40) 10x24mm cluster rifle rounds. Will set ablaze any and all targets hit with this round.

Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M41A-wall-piercing-mag.png

M41A Wall Piercing Magazine

Capacity: 40

Damage: 38.5

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Holds forty (40) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

M41A-toxin-mag.png

M41A Toxin Magazine

Capacity: 40

Damage: 33

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm Toxin rifle rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

M41A Mk2 Light Explosive Mag.png

M41A Mk2 Light Explosive Magazine

Capacity: 40

Damage: 22

Max Range: 22

Fall off: 4

Penetration: 20

Punch: 0.5

Holds forty (40) 10x24mm Light Explosive rounds, made for armor penetration. Removes five armor per hit.

Not currently obtainable.

M41A Mk2 Explosive Mag.png

M41A Mk2 Explosive Magazine

Capacity: 40

Damage: 27.5

Max Range: 22

Fall off: 2

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm Explosive rounds, will cause an explosion on the tile that the enemy is on.

Not currently obtainable.

HEAPm41a.png

M41A Mk2 HEAP Magazine

Capacity: 40

Damage: 60.5

Max Range: 22

Fall off: 2

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm high-explosive armor piercing rounds. Has better armour penetration and damage.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Magnetic harness.pngMagnetic Harness

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Bipod.pngBipod

Undernade.pngUnderslung Grenade Launcher (Default) | Holds 3 Grenades.

Underflame.pngMini Flamethrower

Undershot.pngU7 Underbarrel Shotgun

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments M41astock.pngM41A Solid Stock
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 44 44 40 36 33 25 21 17 13 10 7
Armor Piercing 33 33 33 33 33 33 33 33 33 30 27
Incendiary 33 33 30 27 21 17 14 11 8 5 2
Cluster 38 38 38 38 38 38 38 38 38 38 38
Wall Piercing 38 38 38 38 38 38 38 38 38 38 38
Toxin 33 33 33 33 33 33 33 33 33 30 27
Light Explosive 22 22 22 22 22 20 15 12 10 7 4
Explosive 27 27 25 22 16 13 10 8 5 2 0
HEAP 60 60 60 60 60 60 60 60 60 50
M4RA.png

M4RA Battle rifle

The M4RA battle rifle is a designated marksman rifle in service with the USCM. Sporting a bullpup configuration, the M4RA battle rifle is perfect for reconnaissance and fire support teams. Takes *only* non-high-velocity M4RA magazines.


Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 2

Scatter Wielded: 4

Scatter Unwielded: 11

Effective Range: N/A

Firerate: 200 RPM

Accuracy Wielded: 20

Accuracy Unwielded: 12.8

Ammunition:
M4RAmag.png

M4RA Magazine

Capacity: 25

Damage: 52

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

A magazine of standard 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm rifle rounds.
M4RA-Extended-mag.png

M4RA Extended Magazine

Capacity: 35

Damage: 52

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

An extended magazine of 10x24mm rounds for use in the M4RA battle rifle. Holds thirty five (35) 10x24mm rifle rounds. Available through the black market crates.
M4RA-AP-mag.png

M4RA AP Magazine

Capacity: 25

Damage: 39

Max Range: 24

Fall off: 0

Penetration: 40

Punch: 0.5

A magazine of armour-piercing 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm armour piercing rifle rounds.
M4RA-Incen-mag.png

M4RA Incendiary Magazine

Capacity: 25

Damage: 39

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

A magazine of incendiary 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
M4RA-HEAP-mag.png

M4RA High Explosive Armor Piercing Magazine

Capacity: 25

Damage: 71

Max Range: 24

Fall off: 0

Penetration: 40

Punch: 0.5

A magazine of high explosive armor piercing 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm high explosive armor piercing rifle rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Rail Attachments Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Ifts Scope.pngB8 Smart Scope

Underbarrel Attachments Laser sight.pngLaser Sight

Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Bipod.pngBipod

Flash Grip.pngFlashlight Grip

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 52 52 47 42 39 30 26 21 17 14 10
Armor Piercing 39 39 39 39 39 39 39 39 39 35 32
Incendiary 39 39 35 32 25 21 17 14 11 8 5
High Explosive Armor Piercing 71 71 71 71 71 71 71 71 71 65 59


Sidearms: Description:
88m4.png

88 Mod 4

A rapid-fire sidearm issued mainly to company response teams, but also issued to the USCM in small numbers. The handgun is based on the original VP70, from a century ago. It fires 9mm armor piercing pistol rounds, and is capable of 3-round burst. It is significantly better than the M4A3 service pistol in capacity, armor penetrating properties and has built in burst fire mode, but lacks raw damage. It is one of the only weapons that have armor piercing ammo available to it in the vendors. This is one of the three handguns that the marines have stocked in their combat prep vendors and is issued to the Corporate Liaison for self defense. It is also a standard sidearm for Weyland Yutani's PMCs.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 4

Scatter Unwielded: 4

Burst Scatter: 4

Burst Amount: 3

Effective Range: 4 tiles

Firerate: 240 RPM

Burst Firerate: 205 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
88M4AP Magazine.png

88M4 AP Magazine

Capacity: 18

Damage: 30

Max Range: 22

Fall off: 7

Penetration: 40

Punch: 0.5

Holds eighteen (18) armour piercing rounds. Has better armour penetration, but lower overall damage.

Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.

88M4-Incen-Magazine.png

88M4 Incendiary Magazine

Capacity: 18

Damage: 24

Max Range: 22

Fall off: 7

Penetration: 40

Punch: 0.5

Holds eighteen (18) incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.

Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an Incendiary M4A3 Magazine.

88M4-Cluster-Magazine.png

88M4 Cluster Magazine

Capacity: 18

Damage: 30

Max Range: 22

Fall off: 7

Penetration: 40

Punch: 0.5

Cluster stack: 1.5

Holds eighteen (18) cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an cluster M4A3 Magazine.

Not currently obtainable.

88M4-Wall-Piercing-Magazine.png

88M4 Wall Piercing Magazine

Capacity: 18

Damage: 36

Max Range: 22

Fall off: 7

Penetration: 50

Punch: 0.5

Holds eighteen (18) Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an Wall Piercing M4A3 Magazine.

Not currently obtainable

88M4-ToxinMagazine.png

88M4 Toxin Magazine

Capacity: 18

Damage: 30

Max Range: 22

Fall off: 7

Penetration: 40

Punch: 0.5

Holds eighteen (18) Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an Toxin M4A3 Magazine.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Armor Piercing 30 30 30 30 30 30 30 30 30 27 24
Toxin 30 30 30 30 30 30 30 30 30 27 24
Wall Piercing 36 36 36 36 36 36 36 36 36 36 36
Incendiary 24 21 17 14 11 8 6 3 1 0 0
Cluster 30 30 30 30 30 30 30 30 30 27 24
44magnum.png

M44 combat revolver

A bulky revolver, occasionally carried by assault troops and officers in the Colonial Marines, as well civilian law enforcement. Fires .44 Magnum rounds. It's usually held in speed-loaders, and holds a maximum of 7 bullets. This is one of the three handguns that the marines have stocked in their combat prep vendors.


Stats:
Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 3

Scatter Unwielded: 7

Burst Scatter: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 150 RPM

Burst Firerate: N/A

Accuracy Wielded: 6

Accuracy Unwielded: 5.1

Ammunition:
M44SL.png

M44 Speed Loader

Capacity: 7

Damage: 56

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds seven (7) .44 rounds.
M44-MM-SL.png

M44 Marksman Speed Loader

Capacity: 7

Damage: 54

Max Range: 22

Fall off: 1

Penetration: 36

Punch: 0.5

Accuracy mod: + 6

Holds seven (7) .44 rounds. Has better armor penetration and accuracy but slightly lower damage.
M44-HR-SL.png

M44 heavy speed Loader

Capacity: 7

Damage: 37

Max Range: 22

Fall off: 1

Penetration: 23

Punch: 0.5

Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
M44-Incen-SL.png

M44 Incendiary speed Loader

Capacity: 7

Damage: 40

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds seven (7) Incendiary .44 rounds. Will set ablaze any and all targets hit with this round.

Not currently obtainable.

M44-Cluster-SL.png

M44 Cluster speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Cluster stack: 4

Holds seven (7) cluster.44 rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M44-Wall-Piercing-SL.png

M44 Wall Piercing speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Holds seven (7) Wall Piercing .44 rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

M44-Toxin-SL.png

M44 Toxin speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 35

Punch: 0.5

Holds seven (7) Toxin .44 rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Not currently obtainable.

Attachments:
Muzzle Attachments Knife.pngBayonet


Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Railscope.pngS8 4x Telescopic Sscope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Ifts Scope.pngB8 Smart Scope

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments Magnum stock.pngM44 Magnum Sharpshooter Stock
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 55 55 50 45 41 32 27 23 19 15 12
Heavy 35 35 35 35 35 31 28 22 18 15 12
Marksman 55 55 55 55 55 55 55 55 50 45 41
Toxin 55 55 55 55 55 55 55 55 50 45 41
Cluster 55 55 55 55 55 55 55 55 55 55 55
Wall Piercing 55 55 55 55 55 55 55 55 55 55 55
Incendiary 40 40 36 33 30 22 18 15 11 8 5
M4A3 Variants.gif

M4A3 service pistol

An M4A3 Service Pistol, once the standard issue sidearm of the Colonial Marines but has recently been replaced with the 88 Mod 4 combat pistol. While it is reliable in the arms of a crewmember, it is best used as a fall-back weapon in case one doesn't have any more ammo. Fires 9mm pistol rounds. This is one of the three handguns that the marines have stocked in their combat prep vendors. All Cargo Technicians start with one.


Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter: N/A

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Wielded: 7.2

Accuracy Unwielded: 6

Ammunition:
M4A3mag.png

M4A3 Magazine

Capacity: 9

Damage: 41

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Holds twelve (12) 9mm heavy pistol rounds.
M4A3-AP-mag.png

M4A3 Armor Piercing Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 31

Punch: 0.5

Holds twelve (12) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
M4A3-Hollow-Point-mag.png

M4A3 Hollow Point

Capacity: 9

Damage: 54

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds twelve (12) 9mm pistol rounds. Has lower overall penetration but better damage. Smartgunner belts come with one magazine. More can be obtained through the Surplus Ammo Crate which can be ordered by Requisitions.
M4A3-Incen-mag.png

M4A3 Incendiary Magazine

Capacity: 9

Damage: 20

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds twelve (12)) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M4A3-Cluster-mag.png

M4A3 Cluster Magazine

Capacity: 9

Damage: 40

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Cluster Stack: 1.5

Holds twelve (12) 9mm pistol cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M4A3-wall-piercing-mag.png

M4A3 Wall Piercing Magazine

Capacity: 9

Damage: 30

Max Range: 22

Fall off: 7

Penetration: 30

Punch: 0.5

Holds twelve (12) 9mm pistol Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable

M4A3-toxin-mag.png

M4A3 Toxin Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds twelve (12) 9mm pistol Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 40 40 40 36 33 30 22 18 15 11 8
Armor Piercing 25 25 25 25 25 25 25 25 25 22 20
Hollow Point 55 50 45 41 32 27 23 19 15 12 8
Incendiary 20 18 14 11 8 6 3 1 0 0 0
Cluster 40 40 40 36 33 30 22 18 15 11 8
Toxin 25 25 25 25 25 25 25 25 25 22 20
Wall Piercing 30 30 30 30 30 30 30 30 30 30 30
Flare Gun.png

M82-F flare gun

A limited flare gun issued to JTAC operators to use with standard flares. Operators used flare guns since the 20th century for signal flares or SOS signals from a large distance. Comes with a miniscope pre-attached to the weapon. One shot, one... life saved? A hit to a xenomorph will ignite them, causing burns for roughly 10 seconds.

It additionally has IFF capabilities.


Restricted Firearms: Description:
Vp78.png

VP-78 Pistol

A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the Personal Self Defense kits in the ColMarTech Automated Closets. It is the standard sidearm for Corporate PMC Officers, Weapons Specialists, Fireteam Leaders and the Executive Officer


Stats:
Recoil Wielded: 1

Recoil Unwielded: 2

Scatter Wielded: 4

Scatter Unwielded: 3

Burst Scatter Multiplier: 5

Burst Amount: 3

Effective Range: 4

Firerate: 85 RPM

Burst Firerate: 124 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
VP78 Magazine.png

VP78 Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm squash-head pistol rounds.
VP78-Incendiary-Magazine.png

VP78 Incendiary Magazine

Capacity: 18

Damage: 35

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm Incendiary squash-head pistol rounds. Will set ablaze any and all targets hit with this round.

Not currently obtainable.

VP78-Cluster-Magazine.png

VP78 Cluster Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Cluster stack: 2

Holds eighteen (18)) 9mm cluster squash-head pistol rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

VP78-Wall-Piercing-Magazine.png

VP78 Wall Piercing Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Holds eighteen (18) 9mm Wall Piercing squash-head pistol rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

VP78-Toxin-Magazine.png

VP78 Toxin Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm Toxin squash-head pistol rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments

Laser sight.pngLaser Sight (Default)

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 45 45 45 45 45 45 45 40 37 33 25
Incendiary 35 35 35 35 35 35 35 31 28 22 18
Toxin 45 45 45 45 45 45 45 40 37 33 25
Cluster 45 45 45 45 45 45 45 40 37 33 25
Wall Piercing 45 45 45 45 45 45 45 45 45 45 45
Smartpistol.png

SU-6 Smart Pistol

The SU-6 Smartpistol is an IFF-based sidearm currently undergoing field testing in the Colonial Marines. Uses modified .45 ACP IFF bullets. Capable of firing in bursts. Found in the Experimental Trooper Kits located in squad requisitions or requisitions itself.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 2

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: 5

Burst Amount: 3

Effective Range: 4

Firerate: 600 RPM

Burst Firerate: 327 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
SU6 Smart Pistol Magazine.png

Smart Pistol Magazine

Capacity: 15

Damage: 30

Max Range: 22

Fall off: 1

Penetration: 20

Punch: 0.5

Holds fifteen (15) smartpistol rounds. Has specially made bullets for IFF capabilities.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 30 30 30 30 30 27 24 18 15 12 9
MOU53.png

MOU53 break action shotgun

A limited production Kerchner MOU53 triple break action classic shotgun. Respectable damage output at medium ranges, while the ARMAT M37 is the king of CQC, the Kerchner MOU53 is what hits the broadside of that barn. Fires quite quickly. This specific model cannot safely fire buckshot shells. Holds three shells inside three different chambers.


Stats:

Recoil Wielded: 3

Recoil Unwielded: 4

Scatter Wielded: 1

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 200 RPM

Burst Firerate: N/A

Accuracy Wielded: 6

Accuracy Unwielded: 3

Ammunition:
Slugbox.png

Slug Shells

Damage: 70

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. High damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 37

Max Range: 11

Fall off: 1

Penetration: 5

Punch: 0.5

Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armouries such as the Armory on Solaris Ridge and in the Surplus Ammo Crate. Holds 25 shells.
Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armoury. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 30 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

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.
Attachments:
Muzzle Attachments Knife.pngBayonet
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope
Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Gyro.pngGyroscopic Stabilizer

Stock Attachments MOU53 Stock.pngMOU53 Tactical Stock
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Slugs 70 70 70 70 70 63 57 52 47 37 32
Flechette 30 30 30 30 30 30 30 30 27 24 18
Incendiary Slugs 55 55 50 45 41 32 27 23 19 15 12
M41ae2.png

M41AE2 Heavy Pulse Rifle

A large squad support weapon capable of laying down sustained suppressing fire from a mounted position. While unstable and less accurate, it can be lugged and shot with two hands. Like its smaller brothers, the M41A MK2 and M4RA, the M41AE2 is chambered in 10x24mm. This can use M41A/M4RA ammo, however the bullets must be transferred manually from the M41A/M4RA mags into the M41AE2 Mags or by refilling it with an ammo box.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0

Scatter Wielded: 6

Scatter Unwielded: N/A

Burst Scatter Multiplier: 6

Burst Amount: 5

Effective Range: 7 Tiles

Firerate: 300 RPM

Burst Firerate: 272 RPM

Accuracy Wielded: 16

Accuracy Unwielded: N/A

Ammunition:
M41AE2 Magazine.png

M41AE2 Ammo Box

Capacity: 300

Damage: 40

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds three hundred (300) 10x24mm rounds.

Uses the same calibre bullets as standard M41A magazines, so can be refilled using bullets from standard M41A magazines or an ammo box.

M41AE2 holo magazine.png

M41AE2 Holo-Targeting Ammo Box

Capacity: 200

Damage: 30

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds two hundred (200) 10x24mm rounds.

Holo-targeting rounds apply a stack of 1% increased damage to the target from all sources, up to 10%. After 5 seconds of not being hit by a holo-targeting round, This effect starts wearing off. For more magazines you'll need to ask requisitions.

HEAPHPR.png

M41AE2 HEAP Ammo Box

Capacity: 300

Damage: 55

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. This one contains the standard Armor-Piercing explosive tipped round of the USCM.

Not usually obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Bipod.pngBipod

Burstfire.pngBurst Fire Adapter

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 40 40 36 33 30 22 18 15 11 8 5
Holo Rounds 30 30 27 24 18 15 12 9 6 3 1
HEAP 55 55 55 55 55 55 55 55 55 50 45
M41amk1.png

M41A Mk1 Pulse Rifle

An older design of the Pulse Rifle commonly used by Colonial Marines. Uses 10x24mm caseless ammunition. Holds 95 rifle rounds per magazine. Slightly less accurate than the standard MK2 but fires in 4 round bursts instead of 3. It's also less modular than the MK2 but makes up for it in its high capacity magazines. Armour piercing magazines are also available for the MK1 and benefit from the substantially higher capacity magazines. The MK1 cannot use MK2 magazines in spite of them being similar.


Four rifles can be found in the command armory on the Almayer and they're available from requsitions where they're dispensed from their Armament Vendors. It is also one of the possible rifles for the Freelancer Mercenaries.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 4

Scatter Wielded: 3

Scatter Unwielded: 11

Burst Scatter Multiplier: 2

Burst Amount: 4

Effective Range: 7 Tiles

Firerate: 240 RPM

Burst Firerate: 213 RPM

Accuracy Wielded: 18.4

Accuracy Unwielded: 10.4

Ammunition:
M41AMK1mag.png

M41A MK1 Magazine

Capacity: 95

Damage: 44

Max Range: 22

Fall off: 4

Penetration: 5

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions.
M41AMK1-AP-mag.png

M41A MK1 AP Magazine

Capacity: 95

Damage: 33

Max Range: 22

Fall off: 4

Penetration: 40

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 armour piercing rounds plus 1 in the chamber. Uses the same armour piercing calibre as the new versions.
M41AMK1-Incendiary-mag.png

M41A MK1 Incendiary Magazine

Capacity: 95

Damage: 33

Max Range: 22

Fall off: 4

Penetration: 5

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same Incendiary calibre as the new versions. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M41AMK1-Cluster-mag.png

M41A MK1 Cluster Magazine

Capacity: 95

Damage: 33

Max Range: 22

Fall off: 4

Penetration: 40

Punch: 0.5

Cluster stack: 1

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same cluster calibre as the new versions. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M41AMK1-Wall-Piercing-mag.png

M41A MK1 Wall Piercing Magazine

Capacity: 95

Damage: 38.5

Max Range: 22

Fall off: 4

Penetration: 50

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

M41AMK1-Toxin-mag.png

M41A MK1 Toxin Magazine

Capacity: 95

Damage: 33

Max Range: 22

Fall off: 4

Penetration: 40

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions.

Applies 10 toxin per hit.

Not currently obtainable.

HEAPMK1.png

M41A MK1 HEAP Magazine

Capacity: 95

Damage: 60

Max Range: 22

Fall off: 4

Penetration: 40

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions.

Fires high explosive armor piercing rounds for maximum damage to targets.

Not currently obtainable.

Attachments:
Muzzle Attachments Knife.pngBayonet


Supressor.pngSuppressor

Rail Attachments Magnetic harness.pngMagnetic Harness

Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight
Underbarrel Attachments UndernadeMK1.pngMK 1 Underslung Grenade Launcher (Default) | Holds 5 Grenades.

Undershot.pngU7 Underbarrel Shotgun

Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular MK1 44 44 40 36 33 25 21 17 13 10 7
Regular MK1 Armor Piercing 33 33 33 33 33 33 33 33 33 30 27
Incendiary 33 33 30 27 21 17 14 11 8 5 2
Toxin 33 33 33 33 33 33 33 33 33 30 27
Cluster 38.5 38.5 38.5 38.5 38.5 38.5 38.5 38.5 38.5 38.5 38.5
Wall Piercing 38 38 38 38 38 38 38 38 38 38 38
HEAP 60 60 60 60 60 60 60 60 60 55 50
M56D.png

M56D Heavy Machine Gun

These mounted machineguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armor penetration. They can be acquired from Requisitions. You will need to attach the gun to its tripod and load a magazine before firing. The M56D has a built-in IFF.


Stats:

Firerate: 300 RPM

Base Accuracy: 13

Ammunition:
M56D Drum Magazine.png

M56D Drum Magazine

Capacity: 700

Damage: 35

Max Range: 12

Fall off: 1

Penetration: 50

Punch: 0.5

A box of 700(Seven Hundred), 10x28mm caseless tungsten rounds for the M56D heavy machine gun system. Just click the M56D with this to reload it.
Construction and Maintenance:
How To Set It Up:
  • Click on the mount once it's in your hand to deploy it,
  • Screwdriver.png Screwdriver it,
  • Mount the Gun,
  • Screwdriver.png Screwdriver it,
  • Apply Ammo Drum.
  • Drag the gun on yourself to man it

Maintenance:

  • Screwdriver.png Screwdriver to pack up the gun for easy carrying.
  • Wrench.png Wrench for rotating.
  • Welder.gif Welder for repairing.

Deconstruct:

  • Crowbar.png Crowbar it to remove the gun
  • Screwdriver.png Screwdriver mount
  • Drag mount on yourself to pick it up
M2C HMG.png

M2C Heavy Machine Gun

A deployable, heavy machine gun. The M2C 'Chimp' HB is a modified M2 HB reconfigured to fire 10x28 Caseless Tungsten rounds for USCM use. It is capable of recoilless fire and fast-rotating. However it has a debilitating overheating issue due to the poor quality of metals used in the parts, forcing it to be used in decisive, crushing engagements as a squad support weapon.

Video Demonstration

Click its sprite while behind it without holding anything to man it. Click-drag on NON-GRAB intent to disassemble the gun. Click drag on GRAB INTENT to remove ammo magazines.


Stats:

Health: 230

Firerate:500 RPM

Base Accuracy: 40

Ammunition:
M2C Ammunition Box.png

M2C Ammunition Box

Capacity: 125

Damage: 50

Max Range: 15

Effective Range: 7 Tiles

Fall off: 3

Penetration: 30

Punch: 0.5

A box of 125, 10x28mm tungsten rounds for the M2 Heavy Machinegun System. Click the heavy machinegun while there's no ammo box loaded to reload the M2C.
Deployment and Maintenance:
How To Deploy It:
  • Deploy the Gun by activating it in your active hand.
  • Clicking on a tile 180 degrees or more will rotate it to that direction.

Maintenance:

  • Welder.gif Welder for repairing it if partially damaged or if destroyed.
Flamethrower.png

M240A1 Incinerator Unit

The ultra-deadly M240A1 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240A1 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240A1 often find themselves refilling their tanks with whatever flammable material is available, usually from the G-41 fuel tanks. Welding fuel is an alternate choice, readily available though not as effective. Additionally, one can ask the Pyrotechnician to refill your empty fuel tanks. To turn on the pilot light, go to the Weapon Tab and click Toggle Gun Safety or Alt+Click the Flamethrower. There is no default hotkey for activating the incinerator unit, though you can set up one as a Macro.


Ammunition:
IncineratorTanks.png

Incinerator Tank

Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit. Has a range of five (5) tiles, And will deal thirty (30) damage a second.
IncineratorTanks Gel.png

Large Incinerator Tank (Gel)

A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far and burns slowly, but it reduces the armor of anyone lingering in the flames and speed of any targets hit due to its chemical composition. Handle with exceptional care. Holds ninety (90) units worth of gel fuel. Has a range of seven (7) and will deal fifteen (15) damage but very easy to put out..
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Underbarrel Extinguisher.pngUnderbarrel Extinguisher

XM-VESG-1 Flamer Nozzle.pngXM-VESG-1 Flamer Nozzle

Stock Attachments None
M79 grenade launcher.png

M79 Grenade Launcher

A heavy, low-angle 40mm grenade launcher. It's been in use since the Vietnam War, though this version has been modernized with an IFF enabled micro-computer. The wooden furniture is, in fact, made of painted hardened polykevlon.


Ammunition:
Star shell packet.png

AMG-S Star Shell

Damage: 30

Max Range: 7

Fall off: 0

Penetration: 0

Punch: 0

Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the star shells bursts into burning phosphor that illuminates the area. Holds 3 shells.
Hornet packet.png

AGM-H Hornet Shell

Damage: 100

Max Range: 7

Fall off: 0

Penetration: 25

Punch: 0

Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the hornet shell shoots off holo-targetting .22lr rounds. The equivalent to buckshot at-range. Holds 3 shells.
Hirr baton packet.png

HIRR Baton Slug

Damage: 45

Max Range: 7

Fall off: 0

Penetration: 0

Punch: 0

Cousin to the M15 Rubber pellet, the HIRR baton slug was recalled from military and civilian police forces due to over-packed propellant in the sabot casing. Now it is utilized as a less-than-lethal option in engagements with human, and sometimes non-human, forces. Historically, the HIRR was incredibly popular during the Arcturus conflict, as the impact force was found to reliably incapacitate Arcturian resistance forces by breaking their ribs into their lungs. Holds 3 shells.
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments None
Stock Attachments None (Comes with an unremovable m79 stock)
XM51 breaching scattergun.png

XM51 Breaching Scattergun

An experimental shotgun model going through testing trials in the USCM. Based on the original civilian and CMB version, the XM51 is a mag-fed, pump-action shotgun. It utilizes special 16-gauge breaching rounds which are effective at breaching walls and doors. Users are advised not to employ the weapon against soft or armored targets due to low performance of the shells.

Available at Requisitions Armament Vendors.

Stats:

Recoil Wielded: 2

Recoil Unwielded: 4

Scatter Wielded: 5

Scatter Unwielded: 10

Burst Scatter Multiplier: 4

Burst Amount: N/A

Effective Range: N/A

Firerate: 37 RPM

Automatic Firerate: N/A RPM

Accuracy Wielded: 10.8

Accuracy Unwielded: 3.6

Capacity: 12

Ammunition:
XM51 magazine (16g).png

XM51 Magazine

Capacity: 12

Damage: 55

Max Range: 5

Fall off: 1

Penetration: 5

Punch: 0.5

A 16 gauge pump-action shotgun magazine. Holds twelve(12) light breaching shells.
Attachments:
Muzzle Attachments

Knife.pngBayonet

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Stock Attachments

XM51 Stock.pngXM51 Stock

Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 55 55 50 45 41 32 27 23 19 15 12
XM88.png

XM88 Heavy Rifle

An experimental man-portable anti-material rifle chambered in .458 SOCOM. It must be manually chambered for every shot. It can be ordered from requisitions.


Originally developed by ARMAT Battlefield Systems for the government of the state of Greater Brazil for use in the Favela Wars (2161 - Ongoing) against mechanized infantry. The platform features an onboard computerized targeting system, sensor array, and an electronic autoloader; these features work in tandem to reduce and render inert armor on the users target with successive hits. The Almayer was issued a small amount of XM88s while preparing for Operation Swamp Hopper with the USS Nan-Shan.


It has a special property - when you obtain multiple direct hits in a row, its armour penetration will increase by 10. At maximum stacks, this will give each XM88 round 50 AP.

Stats:
Recoil Wielded: 3

Recoil Unwielded: 5

Scatter Wielded: 3

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 60 RPM

Burst Firerate: N/A

Accuracy Wielded: 17.2

Accuracy Unwielded: 7

Ammunition:
458box.png

.458 SOCOM Rounds

Capacity: 9

Damage: 80

Max Range: 22

Fall off: 1

Penetration: 0

Punch: 0.5

Holds eight (8) 10x99mm Caseless Anti Materiel rounds.

A box filled with handfuls of .458 SOCOM rounds, designed for use with the XM88 heavy rifle.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

XM88Scope.pngXS-9 Targeting Relay

Underbarrel Attachments Laser sight.pngLaser Sight

Gyro.pngGyroscopic Stabilizer

Stock Attachments XM88Stock.pngXM88 Padded Stock
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Normal 80 72 66 60 54 43 37 32 27 22 18


Explosives: Description:
Grenade.png

M15 fragmentation grenade

Explodes in a 5x5 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius than the M40 HEDP.
M20Claymore.png

M20 Claymore anti-personnel mine

The M20 Claymore is a directional proximity triggered anti-personnel mine designed by Armat Systems for use by the United States Colonial Marines. Used for killing or heavily wounding any would be trouble makers who dare attempt to invade your base.
M40 HEDP box.png

M40 HEDP grenade box

Contains 25 Grenades. A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don't store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance.

Incingrenade.png

M40 HIDP incendiary grenade

Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it's caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.
M40 HPDP.png

M40 HPDP White Phosphorus Grenade

The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.

Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.

Smoke grenade.png

M40 HSDP smoke grenade

Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.
M74 Airburst Grenade.png

M74 AGM-F 40mm Grenade

Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.

Video Demonstration

Must be loaded into a Grenade Launcher

M74 Incen Airburst Grenade.png

M74 AGM-I 40mm Grenade

Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.

Video Demonstration

Must be loaded into a Grenade Launcher

M74 Smoke Airburst Grenade.png

M74 AGM-S 40mm Grenade

Exploding in a cloud of smoke that covers vision. M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a large cloud of smoke that obscures vision and makes it difficult to breath within, making opponents drop whatever they may be holding.

Must be loaded into a Grenade Launcher

M74 Star Shell.png

M74 AGM-Star Shell

Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the star shells bursts into burning phosphor that illuminates the area.
M74 Hornet Shell.png

M74 AGM-Hornet Shell

Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the hornet shell shoots off holo-targetting .22lr rounds. The equivalent to buckshot at-range.
M74 Baton Shell.png

M74 AGM-Baton Shell

Cousin to the M15 Rubber pellet, the HIRR baton slug was recalled from military and civilian police forces due to over-packed propellant in the sabot casing. Now it is utilized as a less-than-lethal option in engagements with human, and sometimes non-human, forces. Historically, the HIRR was incredibly popular during the Arcturus conflict, as the impact force was found to reliably incapacitate Arcturian resistance forces by breaking their ribs into their lungs.
M40 Metal Foam Grenade.png

M40 MFHS Metal Foam Grenade

A grenade that will detonate and spread metal foam surrounding it's ground zero. Useful for retreats to slow down an enemy advance.
C4.png

C4 Explosive Charge

C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it's also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius. Anyone with Trained level of engineering can plant C4.


Webbing: Description:
Black webbing vest.png
Black Webbing Vest
Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.
Brown webbing vest.png

Brown Webbing vest

Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.

Can be ordered via crate in Requisitions, but not carried typically.

Shoulder Holster.png

Shoulder Holster

A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
Webbing.png

Webbing

Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.

It is the standard webbing for most of the USCM support personnel. Standard Marines can acquire them through their ColMarTech Automated Closet. Can be issued out by Requisitions.

Knife-Webbing.png

Knife Webbing

A vest that can hold five throwing knives.
Drop Pouch.png

Drop Pouch

A convenient pouch to carry loose items around. Able to hold 2 large items.



Backpacks: Description:
USCM infantry backpack.png

Lightweight IMP backpack

The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.

Has to be held in one hand to access items inside. Holds 7 normal size items.

L44 M37A2 scabbard.png

L44 M37A2 Scabbard

A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.
G4-1 FuelTank.png

USCM Pyrotechnician G4-1 Fuel Tank

A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you'll be refilling.

Holds 350 units of fuel.

Welderpack.png

USCM technician welderpack

A specialized backpack worn by USCM technicians. It carries a fuel tank for quick welder refuelling and use.

Has to be held in one hand to access items inside.

Holds 7 normal size items and 260 units of welder fuel.

USCM mortar shell backpack.png

USCM mortar shell backpack

|A backpack specifically designed to carry ammunition for the M402 mortar.
Weldersatchel.png

USCM Technician Welder-Satchel

A specialized satchel worn by USCM technicians and engineers. It carries two small fuel tanks for quick welder refueling and use.

Holds 4 normal sized items. Contains 100 units of fuel.

IO Pack.png

USCM Logistics IMP Backpack

A standard-issue backpack worn by logistics personnel. It is occasionally issued to combat personnel for longer term expeditions and deep space incursions.
Belts: Description:
G18-Utility-Pouch.png

G8-A general utility pouch

A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. They can hold 3 items.
M276 Pattern Ammo Load Rig.png

M276 pattern ammo load rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.

It is the standard rig for most of the USCM combat personnel, excluding Engineers and Medics. It is one of the belt options of the ColMarTech Automated Closet.

M276 pattern M4A3 holster rig.png

M276 Pattern General Pistol Holster Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.
M276 pattern knife.png

M276 Pattern Knife Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM's more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.
M276 pattern M39 holster rig.png

M276 pattern M39 holster rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight and is only specially issued.

It is one of the uncommon rigs inside USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialized squad role vendors..

M276 pattern M40 HEDP.png

M276 Pattern M40 Grenade Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 series of Grenades. It is one of the belt options of the ColMarTech Automated Closet.


M276 pattern M44 holster rig.png

M276 pattern M44 holster rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.

It is one of the uncommon rigs inside USCM Cargo Vendors or Some Marine Prep Vendors, and is standard issue for the Requisitions Officer.

M276 pattern M82F flare gun holster rig.png

M276 pattern M82F holster rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.
Shotgun belt.png

Shotgun shell load rig

An ammunition belt designed to hold shotgun shells or individual bullets. This holds 10 handfuls of shells. It is one of the belt options of the ColMarTech Automated Closet.
M276 pattern mortar operator belt.png

M276 pattern mortar operator belt

A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm.

Holds 4 mortar shells of any kind and reserves a slot for a pistol.

Rappel Harness.png

Rappel Harness

A belt designed to allow the wearer to rappel from a dropship at low altitude.


Pouches: Description:
Autoinjector-pouch.png

Autoinjector Pouch

A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.
Const-pouch.png

Construction pouch

Designed to holster construction materials. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.

Metal.png

Metal Sheets

Plasteel.png

Plasteel Sheets

Sandbag Empty.png

Empty Sandbags

Planks.png

Wooden Planks

Rods.png

Metal Rods

CableCoils.png

Cable Coil

Barbed Wire.png

Barbed Wire

Entrenching Tool Unfolded.png

Entrenching Tool

Explarge-pouch.png

Explosive pouch

Container designed to hold up to three grenades or other explosives. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
Aid-pouch.png

First-Aid Pouch (Injector)

Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed NanoMed.png on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.

It contains the following:

Ointment.png

Ointment

Gauze.png

Gauze

Tricord.png

Tricordrazine autoinjector

Splint.png

Splints (x5)

Flare-pouch.png

Flare pouch

Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for lighting the way for your comrades. It is one of the pouch options of the ColMarTech Automated Closet.
Flame-pouch.png

Fuel tank strap pouch

Two rings straps that loop around M240 variety napalm tanks. Handle with care.

Can be worn by attaching it to a pocket.

Pistol-mag-pouch-large.png

Large pistol magazine pouch

Pouch able to hold 6 pistol magazines. It is one of the uncommon pouches inside the ColMarTech automated armaments vendor in Requisitions.
Medmag-pouch.png

Magazine pouch

Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots.
Shell-pouch.png

Shotgun Shell pouch

A shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason.

It is one of the pouch options of the ColMarTech Automated Closet.

Contains 5 slots.

Machete pouch.png

Machete pouch

A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.
Medic-pouch.png

Medical pouch

Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.

Contains 4 slots.

Dexalin.png

Autoinjectors

Ointment.png

Ointment

Gauze.png

Gauze

Advtraumakit.pngAdvburnkit.png

Advanced Kits

Healthanalyzer.png

Health Analyzer

PillBottle.png

Pill Bottles

Hypospray.png

Hyposprays

Medium-gen-pouch.png

Medium general pouch

A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the ColMarTech Automated Closet and can be found inside the ColMarTech automated armaments vendor in Requisitions.
Medkit-pouch.png

Medkit pouch

Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.
First-aid kit.png

Medkits

Pistol-pouch.png

Sidearm pouch

A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol. It is one of the common pouches inside the ColMarTech automated armaments vendor in Requisitions.
Syringe-pouch.png

Syringe pouch

Uncommon issue pouch, able to hold an array of syringes. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions. Contains 6 slots.
Tool Pouch.png

Tools Pouch

Designed to hold all your different types of tools. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.

Screwdriver.png

Screwdriver

Welder.gif

Blowtorch

Crowbar.png

Crowbar

Wrench.png

Wrench

CableCoils.png

Cable Coil

Multitool.png

Security Access Tuner

Wirecutters.png

Wirecutters

Entrenching Tool Unfolded.png

Entrenching Tool

Sling pouch.png

Sling pouch

Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.
Largemag-pouch.png

Large Magazine pouch

Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.

Contains 4 slots.

Largeshell-pouch.png

Large Shotgun Shell pouch

It can contain more handfuls of shells, or bullets if you choose to for some reason.

A large shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason.

Contains 7 slots.


Miscellaneous: Description:
Flashlight.png

Combat flashlight

It's a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.
Entrenching Tool Unfolded.png

Entrenching Tool

Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack or certain pouches.
Gasmask.png

Gas Mask

Gas masks are available in ColMarTech Automated Closets for all marines. Does not protect the head in anyway.
M89 Signal FlarePack.png

M89-S signal flare pack

A packet of five M89-S Signal Marking Flares. Used for signaling close air support dropships to strafe an area.
M94FlarePack.png

M94 marking flare pack

A packet of five M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.
H5 pattern M2132 machete scabbard.png

H5 Pattern M2132 Machete Scabbard

A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
MB-6 Folding Barricade.png

MB-6 Folding Barricade

A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot once folded.
Motion Detector.gif

Motion Detector

A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a alien on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.


Motion Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the motion detector and then clicking on Toggle Range Mode.
  • Long Range: The motion detector will detect movement on your whole screen and further at a slow rate.
  • Short Range: The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
Binoculars.png

Binoculars

A military-issued pair of binoculars. There is nothing special about this pair of binoculars.
Range Finders.png

Rangefinders

A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile's Longitude and Latitude coordinates will be displayed in a pop up menu
Tactical Binoculars.png

Laser Designator

A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.
Tactical Binocular Different Modes:
  • Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tile's Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for Mortars and Orbital Bombardments
  • CAS Mode: After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target.
Goggles.png

Welding Goggles

A pair of Welding Goggles. Goes on the eyes slot.
Mini Extinguisher.png

Mini Fire Extinguisher

A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
Fulton Device.png

Fulton Recovery Device

A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air.

There are 20 uses in the stack.

JTAC-Pamphlet.png

JTAC Pamphlet

A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.
Engineering-Pamphlet.png

Engineering Pamphlet

A pamphlet that grants +1 to the engineering and construction skills, allowing you to build barricades, dismantle walls, and more.
Powerloader-Pamphlet.png

Powerloader Certification

A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.


Regular Ammunition: Description:
Buckbox.png

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.
Box of flechette shells.png

Flechette 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.
Slugbox.png

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.
M4RAmag.png

M4RA Magazine

A magazine of standard 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm rifle rounds.

M41Amag.png

M41A Magazine

Holds forty (40) 10x24mm rifle rounds.
M39mag.png

M39 HV Magazine

Holds forty eight (48) 10x20mm rounds.
M44SL.png

M44 Speed Loader

Holds seven (7) .44 rounds.
M4A3mag.png

M4A3 Magazine

Holds nine (9) 9mm pistol rounds.
Armor-Piercing Ammunition: Description:
88M4AP Magazine.png

88M4 AP Magazine

Holds eighteen (18) rounds. Has better armor penetration, but lower overall damage.

Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.

M4RA-AP-mag.png

M4RA Armor Piercing Magazine

Holds twenty five (25) AP rifle rounds. Has better armor penetration, but lower overall damage.
M39-AP-mag.png

M39 Armor Piercing Magazine

Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M41A-AP-mag.png

M41A MK2 Armor Piercing Magazine

Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M4A3-AP-mag.png

M4A3 Armor Piercing Magazine

Holds nine (9) 9mm pistol rounds. Has better armor penetration, but lower overall damage.
Extended Ammunition: Description:
M39-extended-mag.png

M39 Extended Magazine

Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M41A-extended-mag.png

M41A MK2 Extended Magazine

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M4RA-Extended-mag.png

M4RA Extended Magazine

An extended magazine of 10x24mm rounds for use in the M4RA battle rifle. Holds thirty five (35) 10x24mm rifle rounds. Available through the black market crates.
Special Ammunition: Description:
PowerPack.png

M56 Power Pack

Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself.
Smartgun Drum.png

Smartgun Drum

Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. Click on the smartgun with the Drum magazine. Once loaded in you'll be able to fire five hundred rounds (500) without stopping.
M44-HR-SL.png

M44 Heavy Speed Loader

Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
M44-MM-SL.png

M44 Marksman Speed Loader

Holds seven (7) .44 rounds. Has better armor penetration with no damage fall off but lower overall damage.
M4A3-Hollow-Point-mag.png

M4A3 Hollow Point Magazine

Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage.
M41AE2 holo magazine.png

M41AE2 Hollo Target Magazine

A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds two hundred (200) 10x24mm rounds.

Holo-targeting rounds apply a stack of 1% increased damage to the target from all sources, up to 10%. After 5 seconds of not being hit by a holo-targeting round, This effect starts wearing off. For more magazines you'll need to ask requisitions.


Restricted Firearm Ammunition: Description:
VP78 Magazine.png

VP 78 Pistol Magazine

Holds fourteen (14) 9mm squash-head pistol rounds.
SU6 Smart Pistol Magazine.png

SU-6 Smart Pistol Magazine

Holds fifteen (15) .45 pistol rounds. Has specially made bullets for IFF capabilities.
IncineratorTanks.png

Incinerator Tank

Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit
M41AE2 Magazine.png

M41AE2 Magazine

A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds three hundred (300) 10x24mm rounds.

Uses the same calibre bullets as standard M41A magazines, so can be refilled using bullets from standard M41A magazines or an ammo box.

M41AMK1mag.png

M41A MK1 Magazine

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same armor piercing calibre as the new versions.
M56D Drum Magazine.png

M56D Drum Magazine

A box of 700(Seven Hundred), 10x28mm caseless tungsten rounds for the M56D heavy machine gun system.
M2C Ammunition Box.png

M2C Box Magazine

A box of 125, 10x28mm tungsten rounds for the M2 Heavy Machinegun System. Click the heavy machinegun while there's no ammo box loaded to reload the M2C.
XM51 magazine (16g).png

XM51 Magazine

A 16 gauge pump-action shotgun magazine for the XM51 breaching scattergun. Holds twelve(12) light breaching shells.
458box.png

.458 SOCOM Rounds

Holds eight (8) 10x99mm Caseless Anti Materiel rounds. A box filled with handfuls of .458 SOCOM rounds, designed for use with the XM88 heavy rifle.


Ammunition boxes: Description:
Big Ammo Box 10mm.png

Rifle Ammunition Box (10x24mm)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, M41A MK1 magazines, and M4RA magazines.
Big Ammo Box AP Rifle.png

Rifle Ammunition Box (10x24mm AP)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor-piercing magazines, and M4RA armor-piercing magazines.
Big Ammo Box 9mm.png

SMG Ammunition Box (10x20mm)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.
Big Ammo Box 9mm AP.png

SMG Ammunition Box (10x20mm AP)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor-piercing M39 magazines.
Magazine boxes: Description:
88Mod4 AP Magazine Box.png

Magazine Box (88 Mod 4 AP x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the 88 Mod 4 Combat Pistol.
M39 Armor Piercing Magazine Box.png

Magazine Box (AP M39 x 12)

Contains 12 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
M41A Armor Piercing Magazine Box.png

Magazine Box (AP M41A x 10)

Contains 10 armor piercing magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
M39 Extended Magazine Box.png

Magazine Box (Ext M39 x 10)

Contains 10 extended magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
M41A Extended Magazine Box.png

Magazine Box (Ext M41A x 8)

Contains 8 extended magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
M39 Magazine Box.png

Magazine Box (M39 x 12)

Contains 12 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
M41A Magazine Box.png

Magazine Box (M41A x 10)

Contains 10 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
M4A3 Magazine Box.png

Magazine Box (M4A3 x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the M4A3 Pistol.
SU-6 Magazine Box.png

Magazine Box (SU-6 x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the SU-6 Smart Pistol.
VP78 Magazine Box.png

Magazine Box (VP78 x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the VP78 Pistol.
Buckshot Shell Box.png

Buckshot Shell Box X100

Contains 100 buckshot shells, 20 handfuls.
File:Breaching Shell Box.png

Light Breaching Shell Box X100

Contains 100, 16 gauge light breaching shells, 20 handfuls.
Flechette Shell Box.png

Flechette Shell Box X100

Contains 100 Flechette shells, 20 handfuls.
Slug Shell Box.png

Slug Shell Box X100

Contains 100 slug shells, 20 handfuls.
SpeedLoader Box.png

Magazine Box (M44 x 16)

Contains 16 speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Marksman SpeedLoader Box.png

Magazine Box (Marksman M44 x 16)

Contains 16 marksman speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Heavy SpeedLoader Box.png

Magazine Box (Heavy M44 x 16)

Contains 16 heavy speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Miscellaneous: Description:
USCM infantry backpack.png

Lightweight IMP backpack

The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.

Has to be held in one hand to access items inside. Holds 7 normal size items.

Boots.png

USCM Combat Boots

Standard issue combat boots used by the USCM for combat situations.
M276 Pattern Ammo Load Rig.png

M276 Pattern Ammo Load Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.
Shotgun belt.png

M276 Pattern Shotgun Shell Load Rig

This holds 14 handfuls of shells. It is one of the belt options of the ColMarTech Automated Closet.
USCM satchel.png

USCM Satchel

A heavy-duty satchel carried by most USCM soldiers.

It is standard gear for most of the USCM. Holds 5 normal size items.

Jumpsuit.png

USCM uniform

A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.
Armor: Description:
M3 Pattern Personal Armor.png

M3 Pattern Personal Armor

Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.


Addendum: "Donator" Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.55

Has multiple variants of the standard armor, mainly for decoration:

  • Padded
  • Padless
  • Ridged
  • Carrier
  • Skull
  • Smooth
M3 light armor.png

M3-L-Pattern Light Armor

A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.
Stats:

Armor Melee = 15

Armor Bullet = 15

Armor Bomb = 20

Armor Internal Damage = 10

Armor Bio = 25

Armor Slowdown = 0.35

M3 heavy armor.png

M3 EOD Pattern Heavy Armor

A heavier version of the standard M3 pattern armor, the armor is primarily designed to withstand ballistic, explosive, and internal damage, with the drawback of increased bulk and thus reduced movement speed, alongside little additional protection from standard blunt force impacts and none from biological threats.
Extended Lore:

This configuration of the iconic armor was developed during the Canton War in 2160 between the UPP and USCM - Designed in response to a need for higher protection for ComTechs assigned as EODs during the conflict, this is the pinnacle of protection for your average marine. The shoulders and kneepads have both been expanded upon heavily, covering up the arteries on each limb. A special spall liner was developed for this suit, with the same technology being used in the M70 Flak Jacket being developed at the same time.

Stats:

Armor Melee = 25

Armor Bullet = 35

Armor Bomb = 35

Armor Internal Damage = 25

Armor Bio = 20

Armor Slowdown = 0.75

M10 pattern marine helmet.png

M10 pattern marine helmet

Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad's actions from aboard the Almayer.


Addendum: "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20

Gloves: Description:
Generic Gloves.png

Various Marine Combat Gloves

Various marine combat gloves

Contains:

  • Marine Combat Gloves.
Radios: Description:
Generic Headset.png

Marine radio headset

Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. Doesn't come with any encryption keys.
E-Key.png

Various Encryption Keys

Various Encryption keys that allow you to have access to other departments or squads when inserted into a headset.

Contains:

  • Alpha Squad radio encryption key.
  • Bravo Squad radio encryption key.
  • Charlie Squad radio encryption key.
  • Delta Squad radio encryption key.
  • Supply radio encryption key.
  • JTAC radio encryption key.
  • Engineering radio encryption key.


Masks: Description:
Gasmask.png

Gas Mask

Gas masks are available in ColMarTech Automated Closets for all marines. Does not protect the head in anyway.
Heat absorbent coif.png

Heat absorbent coif

A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.

Automatic Supply Retrieval System

The ship comes with an Automatic Supply Retrieval System that occasionally puts random supply crates on the elevator. This can range from sandbags and ammunition to spare Mortar Ammo and Heavy Machine Guns. The crates are spawned periodically, with a maximum of 20 crates. For the first 5 times you call the elevator, there will always be 5 crates of various supplies.

Supply Drops

The requisitions bay are armed with 5 trans-atmospheric launch tubes, one per squad and your own one through which supplies can be quickly and efficiently delivered to the planet. They must be operated with the following steps:

  • A squad must relay coordinates to their Overwatch Officer with the Squad's Range Finders or the Squad Leader's Tactical Binoculars.
  • A crate of supplies is loaded onto the same squad's launch pad in the requisitions bay.
  • An officer fires the crate through the launch tubes using the relevant squad's Overwatch Console. They may optionally adjust an offset for the landing.
  • After a short amount of time, the crate lands on the planet.

Alternatively you can launch supplies down yourself.

  • A squad must relay co-ordinates to the requisitions officer via the Squad's Range Finders or the Squad Leader's Tactical Binoculars.
  • A crate of supplies is loaded onto the Green E supply pad.
  • You must launch the crate via the supply drop console with the co-ordinates.
  • After a short amount of time, the crate lands on the planet.
  • A 5 minute cooldown will then begin.

Supply Crates

Every time you buy the same crate it will increase in price by 8%

Mortar

Crate: Cost: Contents:
Gun Crate.png
M402 mortar crate(Mortar x1, Mortar Shell Backpack x1)
6000 Dollars.
Mortar Ammo Crate.png
M402 mortar ammo crate (x6 HE)
2000 Dollars.
Mortar Ammo Crate.png
M402 mortar ammo crate (x6 Incendiary)
2000 Dollars.
Mortar Ammo Crate.png
M402 mortar ammo crate (x6 Flare/Camera)
2000 Dollars.

Food

Crate: Cost: Contents:
Supply Crate.png
USCM MRE crate (x2)
1000 Dollars.
  • 2 Boxes of MRES
Fridge Crate.png
Potatoes crate (x20)
1000 Dollars.
  • 20 Potatoes
Fridge Crate.png
Tomatoes crate (x20)
1000 Dollars.
  • 20 Tomatoes
Fridge Crate.png
Wheat crate (x20)
1000 Dollars.
  • 20 wheat


Fridge Crate.png
Meat crate (x5)
1000 Dollars.
  • 5 meat


Fridge Crate.png
Carp Fillet crate (x5)
1000 Dollars.
  • 5 crap fillet
Fridge Crate.png
Crate of condiments
1000 Dollars.
  • 1 Cholula bottle
  • 1 Frank's Red Hot Bottle
  • 1 Tabasco Bottle
  • 1 Sriracha Bottle
  • 1 Sugar
  • 1 Salt Shaker
  • 1 Universal Enzyme
  • 1 Pepper Mill
Fridge Crate.png
Boxes of Donuts(x5)
1000 Dollars.
  • 5 Boxes of Donuts
Crate.png
Secret Ingredients crate
1000 Dollars.

Note that this crate chooses 6 items from a selection of the below possibilities: Requires the supply console to have black market access.

  • 1 enzyme packet
  • 3 salt shakers
  • 3 pepper mills
  • 2 sugar packets
  • 5 potatoes
  • 1 mint packet
  • 2 tomatoes
  • 2 carrots
  • 2 lemons
  • 2 oranges
  • 2 limes,
  • 1 bottle of whiskey
  • 1 bottle of tequila,
  • 1 bottle of rum
  • 3 bottles of wine
Fridge Crate.png
Pizza ready-to-eat Crate(x3)
3000 Dollars.
  • 3 Boxes of pizza

Gear

Crate: Cost: Contents:
Crate.png
Motion Detector crate (x2)
4000 Dollars.
Supply Crate.png
Flare packs crate (x20)
4000 Dollars.
Supply Crate.png
Signal flare packs crate (x4)
6000 Dollars.
Crate.png
Fulton Recovery Device crate (x4)
2000 Dollars.
Supply Crate.png
M2 Night Vision Goggles Crate (x3)
6000 Dollars

Explosives

Crate: Cost: Contents:
Explosives crate.png
Surplus explosives crate (claymore mine x5, M40 HIDP x2, M40 HEDP x2, M15 HE x2, M40 HEFA x2, M12 Blast x2)
4000 Dollars.
Explosives crate.png
Claymore mines crate (x10)
3000 Dollars.
Explosives crate.png
M15 high explosive grenades crate (x6)
4000 Dollars.
Explosives crate.png
Plastic explosives crate (x3)
2000 Dollars.
Explosives crate.png
Breaching Charge crate (x4)
4000 Dollars.
Explosives crate.png
M40 HPDP white phosphorus grenades crate (x6)
3000 Dollars.
Explosives crate.png
M40 HPDP white phosphorus grenades crate (x25)
10000 Dollars.
Explosives crate.png
M40 HEDP high explosive grenade box crate (x6)
3000 Dollars.
Explosives crate.png
M40 HEDP high explosive grenade box crate (x25)
10000 Dollars.
Explosives crate.png
M40 HEFA grenades crate (x6)
3000 Dollars.
Explosives crate.png
M40 HEFA fragmentation grenade box crate (x25)
10000 Dollars.
Explosives crate.png
M74 Airburst grenades crate (x6)
4000 Dollars.
Explosives crate.png
M74 Airburst grenade Munition fragmentation grenade box crate (x25)
10000 Dollars.
Explosives crate.png
M74 Airburst Grenade Munition incediary grenades crate (x6)
3000 Dollars.
Explosives crate.png
M74 Airburst Grenade Munition smoke grenades crate (x6)
3000 Dollars.
Explosives crate.png
M74 AGM-Hornet Grenade Crate (x6)
4000 Dollars.
Explosives crate.png
M74 AMG-S Star Shell Grenade Crate (x6)
4000 Dollars.
Explosives crate.png
M74 HIRR Baton Slug Crate (x6)
1000 Dollars.

Operation

Crate: Cost: Contents:
Supply Crate.png
Contraband crate
4000 Dollars.

Note that this crate chooses 5 items from a selection of the below possibilities:

  • Blood Tomato Seeds
  • Warlock's Velvet
  • Happy Pills, Pill bottle
  • Zoom Pills, Pill bottle

Weapons

Note all weapons start with a magazine already loaded into them.

Crate: Cost: Contents:
Gun Crate.png
M41A MK1 Rifle Crate(x2 MK1, x2 Magazines)
4000 Dollars.
Gun Crate.png
SU-6 Smart Pistol Crate(x2)
3000 Dollars.
Gun Crate.png
MOU53 Break Action Shotgun Crate(x2)
4000 Dollars.
Gun Crate.png
XM88 Heavy Rifle Crate (XM88 x2)
4000 Dollars.
Gun Crate.png
M41AE2 HPR crate (HPR x2, HPR ammo boxes x2)
4000 Dollars.
Gun Crate.png
M56D Machine Gun Crate
6000 Dollars.
Gun Crate.png
M56 System System Package
10000 Dollars.
Flammable Crate.png
M240 Flamethrower crate (M240 x2)
6000 Dollars.
Gun Crate.png
M79 Grenade Launcher Crate (x2 Guncases)
4000 Dollars.
Gun Crate.png
M2C Heavy Machine Gun (x1)
6000 Dollars.
Gun Crate.png
VP-78 Hand Cannon Crate (x2)
3000 Dollars.
Large Crate.png
Black market firearms (x1)
4000 Dollars.

Note that this crate chooses 1 Weapon and it's corresponding ammo from the selection of the below possibilities:

Vehicle Ammo

Crate: Cost: Contents:
Ammo Crate.png
LTB Cannon Magazines (x6)
3000 Dollars.
  • 6 LTB Cannon Magazines
Ammo Crate.png
LTAA AP Minigun Magazines (x3)
3000 Dollars.
  • 3 LTAA AP Minigun Magazines
Ammo Crate.png
AC3-E autocannon magazines (x5)
3000 Dollars.
  • 5 ACE Autocannon magazines
Ammo Crate.png
DRG-N offensive flamer unit fuel tanks (x3)
3000 Dollars.
  • 3 DRG-N Fuel tanks
Ammo Crate.png
PARS-159 Boyars dualcannon magazines (x5)
3000 Dollars.
  • 5 PARS-159 Dualcannon IFF Magazine
Ammo Crate.png
M92T grenade launcher magazines (x5)
2000 Dollars.
  • 5 M92T grenade launcher magazines
Ammo Crate.png
Tank turret smoke screen magazines (x4)
2000 Dollars.
  • 3 Tank Turret Smoke Screen Magazines (Note discrepancy between listed and actual contents)
Ammo Crate.png
TOW launcher magazines (x3)
3000 Dollars.
  • 3 TOW launcher magazines
Ammo Crate.png
M56 Cupola Magazines (x2)
2000 Dollars.
  • 2 M56 Cupola Magazines
Ammo Crate.png
LZR-N flamer unit fuel tanks (x2)
3000 Dollars.
  • 2 LZR-N flamer unit fuel tanks
Ammo Crate.png
Bleihagel RE-RE700 frontal cannon magazines (x2)
2000 Dollars.
  • 2 RE-RE700 Frontal Cannon magazine
Ammo Crate.png
M-87 flare launcher magazines (x4)
2000 Dollars.
  • 4 M-87F Flare Launcher Magazines

Attachments

Crate: Cost: Contents:
Crate.png
Red-dot sight attachment crate (x8)
3000 Dollars.
Crate.png
Railscope attachment crate (x2)
3000 Dollars.
Crate.png
Mini Railscope attachment crate (x2)
3000 Dollars.
Crate.png
Magnetic harness attachment crate (x6)
3000 Dollars.
Crate.png
Suppressor attachment crate (x8)
3000 Dollars.
Crate.png
Bayonet attachment crate (x8)
3000 Dollars.
Crate.png
Extended barrel attachment crate (x6)
3000 Dollars.
Crate.png
Compensator attachment crate (x6)
3000 Dollars.
Crate.png
Foregrip attachment crate (x8)
3000 Dollars.
Crate.png
Gyroscopic stabilizer attachment crate (x2)
3000 Dollars.
Crate.png
Bipod attachment crate (x6)
3000 Dollars.
Crate.png
Underbarrel shotgun attachment crate (x4)
3000 Dollars.
Crate.png
Underbarrel flamer attachment crate (x4)
3000 Dollars.
Crate.png
Burstfire assembly attachment crate (x2)
3000 Dollars.
Crate.png
Stock attachments crate (x3 each + 1 paratrooper stock)
6000 Dollars.
Crate.png
Revolver stock attachment crate (x4)
3000 Dollars.
Crate.png
Rifle stock attachment crate (x4)
3000 Dollars.
Crate.png
Shotgun stock attachment crate (x4)
3000 Dollars.
Crate.png
Submachinegun stock attachment crate (x4)
3000 Dollars.

Ammo

Crate: Cost: Contents:
Ammo Crate.png
SMG ammo box crate (x600 rounds)
2000 Dollars.
Ammo Crate.png
SMG AP ammo box crate (x600 rounds)
4000 Dollars.
Ammo Crate.png
Rifle ammo box crate (x600 rounds)
2000 Dollars.
Ammo Crate.png
Rifle ammo box crate (x600 AP rounds)
4000 Dollars.
Ammo Crate.png
.458 SOCOM box crate
4000 Dollars.
Ammo Crate.png
Magazine Box (M4A3, 16x regular mags)
2000 Dollars.
Ammo Crate.png
Magazine Box (M4A3, 16x AP mags)
3000 Dollars.
Ammo Crate.png
Magazine Box (M4A3, 16x HP mags)
3000 Dollars.
Ammo Crate.png
Magazine Box (88 Mod 4 AP, 16x mags)
2000 Dollars.
Ammo Crate.png
Speed loader Box (M44, 16x)
2000 Dollars.
Ammo Crate.png
Speed loader Box (Marskman M44, 16x)
3000 Dollars.
Ammo Crate.png
Speed loader Box (Heavy M44, 16x)
4000 Dollars.
Ammo Crate.png
Magazine Box (12 x M39 Mags)
2000 Dollars.
Ammo Crate.png
Magazine Box (12 x M39 AP Mags)
4000 Dollars.
Ammo Crate.png
Magazine Box (10 x M41A Mags)
2000 Dollars.
Ammo Crate.png
Magazine Box (10 x M41A Ap Mags)
4000 Dollars.
Ammo Crate.png
Magazine Box (16 x M4RA Mags)
2000 Dollars.
Ammo Crate.png
Magazine Box (16 x M4RA AP Mags)
4000 Dollars.
Ammo Crate.png
Shell Box (100 x Slug Shells)
3000 Dollars.
Ammo Crate.png
Shell Box (100 x Buckshot Shells)
3000 Dollars.
Ammo Crate.png
Shell Box (100 x Flechette Shells)
3000 Dollars.
Ammo Crate.png
M56 smartgun drum crate (x2)
3000 Dollars.
Ammo Crate.png
UA 571-C sentry ammunition (x2)
4000 Dollars.
Ammo Crate.png
UA 42F sentry flamer ammunition (x2)
4000 Dollars.
Ammo Crate.png
UA 12G sentry shotgun ammunition (x2)
4000 Dollars.
Flammable Crate.png
M240 UT-Napthal Fuel (x4)
4000 Dollars.
Flammable Crate.png
M240 Napalm B-Gel (x4)
4000 Dollars.
Flammable Crate.png
M240 Fuel Crate (x2 normal, x2 B-Gel)
4000 Dollars.
Ammo Crate.png
Magazine Box (VP78, 16 x Mags)
4000 Dollars.
Ammo Crate.png
Magazine Box (SU-6, 16 x Mags)
4000 Dollars.
Ammo Crate.png
Magazine Box (10 x M39 Extended Mags)
3000 Dollars.
Ammo Crate.png
Magazine Box (8 x M41A Extended Mags)
3000 Dollars.
Ammo Crate.png
M41AE2 HPR Magazines crate (HPR ammo box x2)
2000 Dollars.
Ammo Crate.png
M41AE2 HPR Holo-Target Magazines crate (HPR HT ammo box x2)
3000 Dollars.
Ammo Crate.png
M56 smartgun powerpack crate (x2)
3000 Dollars.
Ammo Crate.png
Surplus ammo crate (x10)
6000 Dollars.

Note that this crate chooses 10 items from a selection of the below possibilities:


1 M41A Magazine | 1 M41A Extended Magazine | 1 M41A Armor Piercing Magazine | 1 M41A MK1 Magazine | 1 A19 High Velocity Magazine | 1 M41AE2 Ammo Box


1 M4A3 Magazine | 1 M4A3 Extended Magazine | 1 M4A3 Armor Piercing Magazine | 1 M4A3 Hollow Point Magazine | 1 M4A3 Incendiary Magazine | 1 M4A3 Magazine .45


1 M39 Magazine | 1 M39 Extended Magazine | 1 M39 Armor Piercing Magazine


1 M44 Speed Loader | 1 M44 Marksman Speed Loader | 1 M44 PW-MX speed Loader

1 Box of Slug Shells | 1 Box of Buckshot Shells | 1 Box of Incendiary Slug Shells

Weapons Specialist Ammo

Crate: Cost: Contents:
Explosives crate.png
M5 RPG rockets crate (HE x1, AP x1, WP x1)
3000 Dollars.
Explosives crate.png
M5 RPG HE rockets crate (x3)
3000 Dollars.
Explosives crate.png
M5 RPG AP rockets crate (x3)
3000 Dollars.
Explosives crate.png
M5 RPG WP rockets crate (x3)
3000 Dollars.
Ammo Crate.png
M42A mixed magazines crate (marksman x2, flak x2, incendiary x2)
4000 Dollars.
Ammo Crate.png
M42A sniper magazines crate (x5)
3000 Dollars.
Ammo Crate.png
M42A sniper flak magazines crate (x5)
3000 Dollars.
Ammo Crate.png
M42A sniper incendiary magazines crate (x5)
3000 Dollars.
Ammo Crate.png
M4RA scout mixed magazines crate (regular x2, incendiary x2, impact x2)
4000 Dollars.
Ammo Crate.png
M4RA A19 high velocity magazines crate (x5)
4000 Dollars.
Ammo Crate.png
M4RA A19 high velocity incendiary magazines crate (x5)
4000 Dollars.
Ammo Crate.png
M4RA A19 high velocity impact magazines crate (x5)
5000 Dollars.
Ammo Crate.png
M240-T fuel crate (extended x1, A Gel x1, type-B x1, type-X x1)
6000 Dollars.
Flammable Crate.png
M240-T fuel crate (extended x3)
3000 Dollars.
Flammable Crate.png
M240-T fuel crate (type-B x1)
3000 Dollars.
Flammable Crate.png
M240-T fuel crate (type-X x1)
4000 Dollars.

Restricted Equipment

Crate: Cost: Contents:
Crate.png
B12 pattern armor crate (x1 helmet, x1 armor)
2000 Dollars.
Crate.png
M4 pattern marine armor crate (x1 helmet, x1 armor)
2000 Dollars.

Clothing

Crate: Cost: Contents:
Crate.png
Officer outfit closet
3000 Dollars.
Crate.png
Webbing Crate(x4)
2000 Dollars.
Crate.png
Brown and Black Webbing Crate(x2 of Each)
2000 Dollars.
Crate.png
Drop Pocuh Crate (x4)
2000 Dollars.
Crate.png
Knife Vest Crate (x3)
3000 Dollars.
Crate.png
Medical pouches crate (1x firstaid, medical, syringe, medkit)
2000 Dollars.
Crate.png
Large pouches crate (2x Pistol, Magazine, General)
2000 Dollars.

Medical

Crate: Cost: Contents:
Medical Crate.png
Medical crate
2000 Dollars.
Medical Crate.png
First aid kit crate (2x each)
2000 Dollars.
Medical Crate.png
Body bag crate (x28)
2000 Dollars.
  • 5 Boxes of Body Bags
Medical Crate.png
Stasis bag crate (x3)
4000 Dollars.
Surgery Crate.png
Surgery crate (x2 surgical trays)
3000 Dollars.
  • 2 Surgery Trays, each containing a set of surgical tools.

Engineering

Crate: Cost: Contents:
Crate.png
Flashlights (x8)
1000 Dollars.
  • A crate containing a placable box that holds eight flashlights
Crate.png
High-Capacity Power Cells (x8)
1000 Dollars.
  • A crate containing a placable box that holds eight High-Capacity Power Cells
Crate.png
Empty sandbags crate (x50)
2000 Dollars.
  • A stack of 50 empty sandbags.
Supply Crate.png
Metal sheets (x50)
2000 Dollars.
  • 50 Metal Sheets
Supply Crate.png
Plasteel sheets (x40)
3000 Dollars.
  • 40 Plasteel Sheets
Supply Crate.png
Glass sheets (x50)
2000 Dollars.
  • 50 Glass Sheets
Supply Crate.png
Wooden planks (x50)
2000 Dollars.
  • 50 Wooden Planks
Crate.png
Folding Barricades (x3)
2000 Dollars.
  • 3 Folding Barricades
Construction Crate.png
Superconducting magnetic coil crate (x1)
3000 Dollars.
  • 1 Superconducting Magnetic Coil
Construction Crate.png
Electrical maintenance crate (toolbox x2, insulated x2, cell x2, hi-cap cell x2)
2000 Dollars.
  • 2 Electrical Toolboxes
  • 2 Insulated Gloves
  • 2 Power Cells
  • 2 High-Capacity Power Cells
Construction Crate.png
Mechanical maintenance crate (utility belt x3, hazard vest x3, welding helmet x2, hard hat x1)
2000 Dollars.
  • 3 Hazard Vests
  • 2 Welding Helmets
  • 1 Hard Hat
Construction Crate.png
Inflatable barriers (x9 doors, x12 walls)
2000 Dollars.
  • 3 Inflatable Barrier Boxes
Construction Crate.png
Replacement lights (x42 tube, x21 bulb)
2000 Dollars.
  • 3 Boxes of Replacement Lights
Secure Crate.png
P.A.C.M.A.N. portable generator parts
3000 Dollars.
  • 1 Micro-Laser
  • 1 Capacitor
  • 1 Matter Bin
  • 1 Circuit Board (PACMAN-type Generator)
Secure Crate.png
Super P.A.C.M.A.N. portable generator parts
4000 Dollars.
  • 1 Micro-Laser
  • 1 Capacitor
  • 1 Matter Bin
  • 1 Circuit Board (SUPERPACMAN-type Generator)

Research

Crate: Cost: Contents:
Secure Crate.png
Assembly crate
2000 Dollars.
  • 5 Igniters
  • 5 Proximity Sensors
  • 5 Timers
Secure Crate.png
Pyrotechnics crate
1000 Dollars.
  • 180 units of sulfuric acid in beakers
  • 180 units of ethanol in beakers
  • 360 units of phosphorus in beakers
  • 240 units of lithium in beakers
  • 240 units of salt in beakers
  • 240 units of potassium chloride in beakers
Secure Crate.png
Phoron crate
3000 Dollars.
  • 60 sheets of Solid Phoron
Secure Crate.png
Plastics crate
2000 Dollars.
  • 20 sheets of Plastic
Secure Crate.png
Precious Metals crate
2000 Dollars.
  • 5 sheets of gold
  • 10 sheets of silver
  • 10 sheets of uranium
Secure Crate.png
Explosive Production crate
2000 Dollars.
  • 2 hydrogen canisters
  • 2 ammonia canisters
  • 2 methane canisters
  • 2 oxygen canisters
  • 2 polytrinic acid canisters
WY Secure Crate.png
Xenomorph IFF Tag Case(x7 tags)
6000 Dollars.
  • Case that has x7 IFF Tags to put on Xenomorphs

Supplies

Crate: Cost: Contents:
OxygenCrate.png
Oxygen internals crate (x3 masks, x3 tanks)
2000 Dollars.
  • 3 Gas Masks
  • 3 Oxygen Tanks
OxygenCrate.png
Emergency equipment (x2 toolbox, x2 hazard vest, x5 oxygen tank, x5 masks)
2000 Dollars.
  • 2 Emergency Toolboxes
  • 2 Hazard Vests
  • 5 Emergency Oxygen Tanks
  • 5 Gas Masks
Supply Crate.png
Empty boxes (x10)
1000 Dollars.
  • 10 Empty Boxes
Supply Crate.png
Assorted janitorial supplies
1000 Dollars.
  • 3 Buckets
  • 1 Mop
  • 3 Caution Signs
  • 1 Rubbish Bag
  • 1 Spray Bottle
  • 1 Rag
  • 3 Cleaner Grenades
  • 1 Mop Bucket
Crate.png
Posters crate (x5)
1000 Dollars.
  • 5 random posters
Supply Crate.png
Boxes of crayons
2000 Dollars.
  • 5 Crayon Boxes
Supply Crate.png
Assorted Presents
2000 Dollars.
  • 5 Gifts
Supply Crate.png
Wrapping Supplies
2000 Dollars.
  • 3 Wrapping Paper
  • 2 Wire cutters

Reagent Tanks

Crate: Cost: Contents:
Large Crate.png
Fuel Tank Crate (x1)
2000 Dollars.
  • 1 Fuel Tank


The Black Market

Within the ASRS Console lies the Black market system, filled with various goods ranging from questionable surplus goods, to illegal contraband that will land you in hot water. The black market system doesn't use the same money pool as the ASRS budget, instead using it's own unique W-Y Dollars. The price of items that you purchase will not increase in price unlike the regular ASRS items.


To access the black market crates you'll want to ask an engineer to Use a screwdriver, crowbar, wire cutters, screwdriver, crowbar to get the Supply Console circuit board out, then use a Modified Security Access Tuner on the circuitboard, put the circuit back, screwdriver it, use cable coil, use glass and use screwdriver again to finalize it. Congratulations, you have access to the black market. However, neither the RO nor CT's have the ability to do so as they do not have high enough engineering skill.


The Black market's money pool does not regenerate over time like the ASRS budget. Instead you will be required to send various goods down the elevator to increase the budget that you have for the black market. The first thing you will want to buy is the suspcious scanner, it costs exactly the initial budget that you begin with. The scanner will allow you to check how much anything you scan with it is worth to the black market. Once you find something valuable, send it down the elevator and your funds for the Black market will increase.


Seized Items

Crate: Cost: Contents:
Trash Cart.png
Black Market Scanner Crate
5 W-Y Dollars
  • 1 Suspicious Device
Large Crate.png
Seized Foreign Equipment
70 W-Y Dollars.

Note that this crate chooses a single set from a selection of the below possibilities:

  • 1 Red Cap | 1 Pizza Uniform
Large Crate.png
Seized Foreign Weaponry
45 W-Y Dollars.

Note that this crate chooses two sets from a selection of the below possibilities:

Large Crate.png
M16 Rifle crate (x4 magazines included)
40 W-Y Dollars.
Large Crate.png
AR10 Rifle crate (x5 magazines included)
35 W-Y Dollars.
Large Crate.png
MAR-30 Battle Carbine crate (x5 magazines included)
30 W-Y Dollars.
Large Crate.png
Basira-Armstrong bolt-action hunting rifle crate (x5 magazines included)
5 W-Y Dollars.
Large Crate.png
Sawn-off Spearhead Rival 78 crate (x1 ammo box included)
45 W-Y Dollars.
Large Crate.png
Custom-Built Shotgun crate (x1 ammo box included)
50 W-Y Dollars.
Large Crate.png
FN FP9000 submachinegun crate (x5 magazines included)
25 W-Y Dollars.
Large Crate.png
MP-27 submachinegun crate (x5 magazines included)
20 W-Y Dollars.
Large Crate.png
MP5 submachinegun crate (x5 magazines included)
25 W-Y Dollars.
Large Crate.png
UZI submachinegun crate (x5 magazines included)
10 W-Y Dollars.
Large Crate.png
MAC-15 submachinegun crate (x5 magazines included)
5 W-Y Dollars.
Large Crate.png
PPSh-17b submachinegun crate (x5 magazines included)
15 W-Y Dollars.
Large Crate.png
Beretta pistol crate (x6 magazines included)
10 W-Y Dollars.
Large Crate.png
Desert Eagle crate (x4 magazines included)
45 W-Y Dollars.
Large Crate.png
Korovin PK-9 pistol crate (x6 magazines included)
5 W-Y Dollars.
Large Crate.png
KT-42 Automag pistol crate (x5 magazines included)
15 W-Y Dollars.
Large Crate.png
Holdout pistol crate (x7 magazines included)
5 W-Y Dollars.
Large Crate.png
CZ-81 machine pistol crate (x4 magazines included)
15 W-Y Dollars.
Large Crate.png
CMB Spearhead revolver crate (x5 magazines included)
20 W-Y Dollars.
Large Crate.png
S&W revolver crate (x6 magazines included)
15 W-Y Dollars.
Large Crate.png
N-Y 7.6mm revolver crate (x6 magazines included)
10 W-Y Dollars.
Large Crate.png
R4T hunting rifle crate (x3 ammo boxes included)
75 W-Y Dollars.

Shipside Contraband

Crate: Cost: Contents:
Large Crate.png
Confiscated alcohol crate
35 W-Y Dollars.
  • 5 Random alcoholic drinks from the alcohol vendors that can be found groundside
Large Crate.png
Confiscated medicinal supplies crate
25 W-Y Dollars.
  • 5 Random drugs, including pill bottles of happy pills, russian red, and Jugs of Hippie water
Large Crate.png
Confiscated medicinal supplies crate
25 W-Y Dollars.
  • 5 Random drugs, including pill bottles of happy pills, russian red, and Jugs of Hippie water
Large Crate.png
Confiscated cuisine supplies crate
15 W-Y Dollars.
  • 5 Random Prepared Food items, including Stew, UPP Rations, and Animal Cubes
Large Crate.png
Confiscated nicotime items crate
45 W-Y Dollars.
  • 2 Random Cigar or Cigarette packs
Large Crate.png
Confiscated miscellaneous items crate
30 W-Y Dollars.
  • 5 Random fun objects including maintence jacks, Language Phamplets, and Powerloader Phamplets

Surplus Equipment

Crate: Cost: Contents:
Large Crate.png
Surplus USCM ponchos crate
15 W-Y Dollars.
  • 2 Imaginary USCM Ponchos
  • 1 Dissapointment
Large Crate.png
Surplus high-explosive armor-piercing M41A Magazine crate (x3)
40 W-Y Dollars.
Large Crate.png
Surplus riot control equipment crate
55 W-Y Dollars.

Note that this crate chooses three items from the following list:

Large Crate.png
Surplus non lethal ammunition crate
50 W-Y Dollars.

Note that this crate chooses two items from the following list:

  • 1 Box of Beanbag Slugs
  • 1 M41A Rubber Magazine
  • 1 M4RA Rubber Magazine
  • 1 M39 Rubber Magazine
  • 1 M4A3 Rubber Magazine
  • 1 88M4 Rubber Magazine
Large Crate.png
Surplus magazine box (Ext M4RA x12)
45 W-Y Dollars.
Large Crate.png
Surplus MK 45 automagnum case
35 W-Y Dollars.
Large Crate.png
Surplus NSG-23 assault rifle case
45 W-Y Dollars.
Large Crate.png
Surplus M37-17 pump shotgun case
80 W-Y Dollars.
Large Crate.png
Surplus M1911 service pistol case
10 W-Y Dollars.
Large Crate.png
Surplus SOCOM M1911 service pistol case
15 W-Y Dollars.

Deep Storage

Crate: Cost: Contents:
Large Crate.png
Various Decorative Items crate
5 W-Y Dollars.

Note that this list is a consalidated list of decorative items in this price range, you may buy a single item at this range:

  • 1 Tickets to Space Jam
  • 1 Frozen Lime
Large Crate.png
More Various Decorative Items crate
10 W-Y Dollars.

Note that this list is a consalidated list of decorative items in this price range, you may buy a single item at this range:

  • 1 Broken Night Vision Goggles
  • 1 10x99 XM42B Casing
  • 1 Trimmed Barbed Wire
  • 1 Lucky Feather
  • 1 Rosary
  • 1 Rabbit's Foot
  • 1 Tactical Mask
  • 1 Skull Balaclava
  • 1 Skull Facepaint
  • 1 Aviator Shades
  • 1 Ballistic Goggles
  • 1 USCM Bandana
  • 1 USCM Earpiece
  • 1 USCM Headband
  • 1 USCM Boonie Hat
  • 1 PDT/L Kit
  • 1 Uno Reverse Card
  • 1 Jungle Pattern Combat Boots
  • 1 Type 80 Bayonet Replica
  • 1 M8 Cartridge Bayonet Kit
Large Crate.png
BiMex Personal Shades crate
15 W-Y Dollars.
  • 1 BiMex Personal Shades
Large Crate.png
D18 Holdout pistol crate
10 W-Y Dollars.
Large Crate.png
M4A3 custom pistol crate
35 W-Y Dollars.
Large Crate.png
M44 custom revolver crate
70 W-Y Dollars.

Miscellaneous

Crate: Cost: Contents:
Large Crate.png
Secured Wildlife Container
45 W-Y Dollars.
  • 1 Random Animal
Large Crate.png
Potted Plant Crate
50 W-Y Dollars.
  • 1 Potted Plant
Large Crate.png
Cargo Tug crate
50 W-Y Dollars.
  • 1 Cargo Tug with Tugs
Large Crate.png
unmarked CLF supply crate
50 W-Y Dollars.
  • 1 Surprise CLF Gift