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RiflesShots (max.)Blast RadiusDamageArmor PierceRate of fireRange (feet)
Pulse Rifle12nonelowmedhigh350
Auto Rifle180nonelowlowvery high250
Flame Thrower120specialmedlowconstant100
Flechette16nonemedmedmed180
Guass12nonehighhighlow500

Grenades
Fragmentation165highmedlow425
Napalm6specialmedlowlow400
Cluster6speciallowmedlow200
ECM12nonespecialnonelow800

Missiles
Rocket Pod206medmedmed600
Guided84medlowlow700
Swarm52medlowlow800
Fuel Bonding8nonespecialnonelow800

Mines
Proximity1210highmediumlow0
Timed650extremehighlow0
Remote Detonation625very highhighlow0

 


M-81 Pulse Rifle
Classification: Standard Combat Rifle

This is the standard firearm for all combat personnel in the Colonial Marine Corps. It fires an amplified high-energy radiation pulse, which is accurate at up to 500 feet. This energy bolt experiences no measurable drop due to gravity or decrease in velocity in any atmosphere. These characteristics are critical for marines who find themselves fighting in a wide variety of environments at a moment's notice.

The M-81's capacitor is capable of holding enough power for a sustained burst of 12 shots. It is recharged from a steady energy source, either the TPS-51 Energy Pack or the micro-fusion generator of a standard battlesuit. This means that the marine has an almost inexhaustable supply of ammunition for his primary weapon and never needs to be distracted from the fight on hand in order to reload his rifle.

Blast Radius: None
Damage: Low
Armor Pierce: Medium
Rate of Fire: High
Effective Range: 350 feet
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M-215 Autorifle
Classification: Rifle Attachment

This rifle fires 3.5mm microplasma-propelled composite projectiles at an extremely high rate-of-fire. The highly compressed ammunition cartridge contains 180 rounds of ammunition, including a purple tracer for every 5-round burst. While each round does little damage (especially through armor), the unbelievable fire rate and high ammunition capacity make this a popular secondary weapon.

Blast Radius: None
Damage: Low
Armor Pierce: Low
Rate of Fire: Very High
Effective Range: 250 feet
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M-90 Flame Thrower
Classification: Rifle Attachment

This weapon mixes a highly flammable gas with pure oxygen just before ignition, ensuring that this weapon is usable in almost any atmosphere (or none at all). The weapon does not contain enough gas for prolonged use, but the extremely high temperature blast from this weapon is enough to destroy any lightly armored creature or vehicle at close range within moments.

Blast Radius: Special
Damage: Medium
Armor Pierce: Low
Rate of Fire: Constant
Effective Range: 100 feet
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M-72 Flechette Cannon
Classification: Rifle Attachment

Firing literally hundreds of tiny, needle-like armor-piercing shards in a deadly cone, this weapon is lethal at close ranges. It should not be used in circumstances requiring precise aim. However, against clusters of enemy forces, it can be devastating since the shard burst is capable of hitting multiple opponents in a single blast.

Blast Radius: None
Damage: Medium
Armor Pierce: Medium
Rate of Fire: Medium
Effective Range: 180 feet
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M-90 Gauss Cannon
Classification: Rifle Attachment

Nicknamed the "Whisper Cannon," this powerful weapon is still only in the prototype stages, but it should be entering production before the end of the year. Using extremely powerful, localized magnetic fields, it can project an armor-piercing round over significant distance almost silently. This makes it a perfect sniper's weapon since it is nearly imperceptible to modern tracking systems.

Blast Radius: None
Damage: High
Armor Pierce: High
Rate of Fire: Low
Effective Range: 500 feet
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FG-20 Fragmentation Grenade
Classification: Grenade

This is the baseline grenade weapon. It is fired in a parabolic arc and so must be aimed above the intended target. The weapon is very useful in attacking targets behind cover, as the grenade can be lobbed over many obstacles.

Blast Radius: 5 feet
Damage: High
Armor Pierce: Medium
Rate of Fire: Low
Effective Range: 425 Feet
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CG-55 Cluster Grenade
Classification: Grenade

This weapon is designed to explode in mid-air, releasing several small explosive "bomblets" that fall over a wide area. This weapon is frequently employed over small groups of enemy forces, especially those hiding behind cover. Due to the spread of the bomblets, it is usually not very effective against individual targets, although a direct hit at close range can be deadly (if somewhat of an overkill). Supplies of this weapon are as yet somewhat limited.

Blast Radius: Special
Damage: Special
Armor Pierce: Medium
Rate of Fire: Low
Effective Range: 200 feet
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NG-90 Napalm Grenade
Classification: Grenade

This weapon creates a field of flame that lasts for several seconds, damaging anything within its radius. It is often used to suppress an enemy charge by creating a "wall of flame."

Blast Radius: Special
Damage: Medium
Armor Pierce: Low
Rate of Fire: Low
Effective Range: 400 feet
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EG-28 ECM Grenade
Classification: Grenade

This is a special defensive weapon. It acts as a decoy for most forms of homing projectiles. Homing weapons within the vicinity of an active ECM grenade will deflect from their course to pursue the grenade. The ECM grenade does not discriminate between forces - it effects friendly as well as enemy weaponry.

Blast Radius: None
Damage: Special
Armor Pierce: None
Rate of Fire: Low
Effective Range: 800 feet
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RM-13 Rocket Pod
Classification: Missile

Rockets are unguided, long-range, line-of-sight weapons. Their long range makes them very useful for an airborne jump trooper.

 

Blast Radius: 6 feet
Damage: Medium
Armor Pierce: Medium
Rate of Fire: Medium
Effective Range: 600 feet
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HM-22 Guided Missile
Classification: Missile

Homing Missiles are not extremely damaging against other battle-armored combatants, but their ability to visually home in on a target selected from the tracking system makes up for this deficiency. The homing ability of the missile is subject to environmental conditions, as is the battlesuit's tracking-system. Once in flight, however, the homing missile rarely loses it's lock unless subjected to countermeasures (such as the ECM grenade) and is difficult to evade unless the target can find cover.

Blast Radius: 4 feet
Damage: Medium
Armor Pierce: Low
Rate of Fire: Low
Effective Range: 700 feet
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SM-66 Swarm Missile
Classification: Missile

A new and improved version of the homing missile, swarm missiles have reduced homing ability and damage potential, but are fired in clusters of four. This makes them very difficult to evade and makes them more deadly against groups of targets. This weapon is just entering production and should be available to front-line forces soon.

Blast Radius: 2 feet
Damage: Medium
Armor Pierce: Low
Rate of Fire: Low
Effective Range: 800 feet
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FBM-47 Fuel Bonding Missile
Classification: Missile

This weapon is only issued to troops expected to combat other rocket-pack-equipped units. This missile causes a chemical reaction within the plasma chamber of a rocket-pack, causing the molecules to bond differently and become inert. The net result is that for several seconds the rocket-pack looses usable fuel.

Blast Radius: None
Damage: Special
Armor Pierce: None
Rate of Fire: Low
Effective Range: 800 feet
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DM-5 Proximity Mine
Classification: Mine

This mine, launched by the M-17, has a proximity fuse that detonates whenever it detects nearby movement without the correct corresponding IFF signal. This prevents it from detonating on friendly targets. It is not foolproof, however, it can still be detonated by the presence of another signal, even if a designated "friendly" is within the detection or blast radius.

CDF doctrine calls for DM-5s being laid across false retreat zones. Friendly units pretend to flee across a field mined with DM-5, far enough in advance of enemy units. The pursuing enemy, not transmitting the proper IFF codes, will detonate the mines and sustain heavy damage.

The Jump Corps have determined an additional way to use the DM-5s. Flying high over a target via rocket pack, the dreadnaut drops a mine on top of concentrations of enemy units. The explosive radius will generally eliminate a number of soft targets. Always be sure to be at least 30 feet from a target before dispensing the mine.

Blast Radius: 10 feet
Damage: High
Armor Pierce: Medium
Rate of Fire: Low
Effective Range: 0 feet
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DM-9 Remote Detonation Mine
Classification: Mine

With almost twice the explosive force of the DM-5, the DM-9 is another "boobytrap" weapon. Once dropped, the weapon is armed to detonate by remote signal from the soldier. All DM-9s are pre-coded to accept the detonation signal only from the soldier who deployed it. These mines are not intended as a long-term threat and will self-destruct after approximately one minute.

Blast Radius: 25 feet
Damage: Very High
Armor Pierce: High
Rate of Fire: Low
Effective Range: 0 feet
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DM-13 Timed Mine
Classification: Mine

This weapon is intended for demolitions of enemy structures. This mine has an explosive force greater than any other man-portable weapon and must be used with caution. After it is dropped, the mine will self-destruct after a short period of time (usually 10 seconds). Jump Corps doctrine strongly recommends dispensing this mine only while in full flight.

Blast Radius: 50 feet
Damage: Extreme
Armor Pierce: High
Rate of Fire: Low
Effective Range: 0 feet
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Rifle Pickups

This pickup will recharge your current rifle to 100% capacity.

 

 

 

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Grenade Pickups

This pickup will fully reload your current grenade. If you have two types of grenades loaded onto your battlesuit, it will load each one with 50% of maximum capacity.

 

 

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Missile Pickups

This pickup will fully reload your current missiles. If you have two types of missiles loaded onto your battlesuit, It will load each one with 50% of maximum capacity.

 

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Mine Pickups

This pickup will fully reload your current mines. If you have two types of mines loaded onto your battlesuit, It will load each one with 50% of maximum capacity.

 

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