In-Game
Classes
Weapons
Equipment
Levels
Concept Art
Miscellaneous




Ensnare Device (NEW)
 

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

M5 Pulse Rifle (NEW)
 

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

Pulse Rifle (Modified)
 

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.
Images:
Primary Fire: Rapid Fire Secondary Fire: Grenade Launcher

Pistol
 

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

Shotgun
 

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.
Images:
Primary Fire: Fire (spread / single) Secondary Fire: Switches Rounds

Smartgun (Modified)
 

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

Flame Thrower (Modified)
 

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

Sniper Rifle (Modified)
 

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.
Images:
Primary Fire: Fire Secondary Fire: Zoom



 
 
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