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Description:
Used
for capturing most Xenomorph species. Shoots out
a powerful net that has been designed with special
materials to prevent the subject from escaping
as quickly as they have with other models. However
with persistence the net can be destroyed by the
xenomorph so you must move in fast once ensnared
for the device to be effective. |
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Primary
Fire: Launch's
Net |
Secondary
Fire: N/A |
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Description:
Heavier
than a standard issued M4 Pulse Rifle, using armor
piercing rounds and larger tubing under the barrel
for secondary firing of special impact grenades.
The M5 grenade launcher uses a heavier projectile
causing an arc and larger blast radius than the
standard rifle. A very reliable piece, the Rifleman's
choice weapon in combat.
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Primary
Fire: Rapid
Fire |
Secondary
Fire: Grenade
Launcher |
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Description:
The
M41-A rifle is currently being phased out as the
Corps' primary assault rifle, in favor of the
more powerful M5. However, the M41 is still issued
to more mobile classes in need of a lighter and
shorter weapon. Though it doesn't pack the same
punch as the M5, the M4 is still a powerful rifle
on its own and supported by a more precise underslung
grenade launcher. |
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Primary
Fire: Rapid
Fire |
Secondary
Fire: Grenade
Launcher |
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Description:
Compact
but reliable, the pistol is fully automatic, accurate
at long ranges, and versatile - firing either
.50 caliber standard or Armor Piercing rounds.
The standard rounds are moderately effective against
most xenos and are stopped by marine armor, making
a friendly kill impossible. The AP rounds are
in shorter supply, but will punch through the
marine and xeno armor that the standard rounds
can't. |
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Primary
Fire: Fire
(.50 / armor) |
Secondary
Fire: Switches
Rounds |
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Description:
A
strong weapon for close range work, the shotgun
fires a 12-gauge shell with a moderate spread.
It can shred most xenos at close range, and is
stopped completely by marine armor, making this
another "safe" weapon to use around
friendlies. The shotgun can alternately fire heavy
iron slugs which require pinpoint accuracy but
can tear through marine and xeno armor, making
the weapon an effective backup against all xeno
types. |
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Primary
Fire: Fire
(spread / single) |
Secondary
Fire: Switches
Rounds |
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Description:
A
brutal squad support weapon, capable of tracking
and locking onto the motion of xenos in view.
The smartgun carries 600 armor-piercing rounds,
and through an integrated eyepiece, highlights
moving enemies and auto-targets them. At long
range, the smartgun practically can't miss, but
the extreme length of the gun makes it all but
useless at close range and against mobile foes.
The operator has the option to disable its tracking
and "free-fire," though this is usually
not recommended. |
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Primary
Fire: Rapid
Fire |
Secondary
Fire: Toggles
Tracking |
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Description:
Compact
and self-contained, the flamethrower is an excellent
support weapon capable of spraying napalm for
about 10 seconds of sustained fire. The weapon
jets flames forward in a descending arc, which
can be "painted" around an area to ignite
hidden enemies. The napalm sticks to the target
and burns for several seconds after initial contact,
causing massive sustained damage. Be careful though,
as xenos can't see well while on fire, but can
still put up a respectable fight. |
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Primary
Fire: Short
Burst |
Secondary
Fire: N/A |
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Description:
An
advanced electromagnetic weapon, the rifle fires
uranium slugs into targets at nearly the speed
of light. The slugs are shaped for maximum expansion
upon pentration, and can clear all known forms
of human and xeno armor for extreme damage. The
downside is a powerful sonic blowback that causes
severe recoil after each shot. The rifle is fitted
with an electric scope, and operates best at long
range. The recoil is far too great to allow the
rifle to be effectively fired from the hip or
used at shorter ranges. |
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Primary
Fire: Fire |
Secondary
Fire: Zoom |
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