Equipment and
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Weapons Structures  
 
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Combat Tech Tree Marine HUD   Commander HUD
      Classic Tech Tree

Marine Weapons

The weapons of the TSA have no recoil and do not suffer from accuracy deterioration due to movement. However, each gun has its own strengths and weaknesses, and as such are best used in combination.

In the following table costs, the classic cost is always in resource points, and the combat costs are always in experience points.

Slot 1

Name Light Machine Gun
Prerequisites N/A
Cost N/A
Damage: Base/Weapon 1/ Weapon 2/ Weapon 3 Upgrades 10/11/12/13
Optimal Range mid to mid-long range
Rate of Fire 10 rounds/sec
Clip Size 50
Max Storage 250
Strengths Free, full damage versus structures, moderate range
Weaknesses Used singly, not effective versus higher lifeforms
Use Versatile weapon of the TSA, best for taking down lower lifeforms (skulks, gorges, and lerks), or effective in large groups of focussed fire.
AKA lmg

Name

Shotgun

Prerequisites Combat: Weapon 1
Classic: Armory
Cost Combat: 1
Classic: 10
Damage: Base/Weapon 1/ Weapon 2/ Weapon 3 Upgrades

170(10 pellets at 17 hp each)/187/204/221

Optimal Range close range
Rate of Fire 0.77 rounds/sec
Clip Size 8
Max Storage 40
Strengths Massive, immediate damage. Full damage versus structures.
Weaknesses Slow reload time, low ammo clip size. Requires to be within melee range of aliens.
Use The workhorse of the Marine arsenal. Devastating at close range to structures and lifeforms.
AKA shottie, sg, shotty

Name Heavy Machine Gun
Prerequisites Combat: Weapon 1, Shotgun
Classic: Advanced Armory
Cost Combat: 1
Classic: 15
Damage: Base/Weapon 1/ Weapon 2/ Weapon 3 Upgrades 20/22/24/26
Optimal Range short to short mid-range
Rate of Fire 10 rounds/sec
Clip Size 125
Max Storage 250
Strengths Massive clip size, high rate of fire, excellent versus higher lifeforms.
Weaknesses Large spread at long range, long reload time. Half damage versus structures.
Use Primarily used to kill aliens, especially higher lifeforms such as oni and fades.
AKA hmg, hamgee

Name Grenade Launcher
Prerequisites Combat: Weapon 1, Shotgun
Classic: Advanced Armory
Cost Combat: 1
Classic: 15
Damage: Base/Weapon 1/ Weapon 2/ Weapon 3 Upgrades 125/137.5/150/162.5
Optimal Range mid-range, around corners
Rate of Fire 0.83 grenades/sec
Clip Size 4
Max Storage 30
Strengths Does splash damage and double damage versus structures. Grenades from it can be banked around corners for indirect fire. Counter to lerk umbra.
Weaknesses Very long reload time, does damage to shooter if shot at too close a range. Very difficult to hit and kill aliens. Need to have other marines to cover you.
Use To clear out large cluster of structures, clear out vents of aliens, or lay suppression fire around corners for a squad to advance. Area suppression against lower lifeforms
AKA gl, grenade gun

 

Slot 2

Name Pistol
Prerequisites N/A
Cost N/A
Damage: Base/Weapon 1/ Weapon 2/ Weapon 3 Upgrades 20/22/24/26
Optimal Range long range
Rate of Fire 5 rounds/sec
Clip Size 10
Max Storage 30
Strengths Longest range of any weapon. Pinpoint accuracy.
Weaknesses Very small clip, semi-automatic fire.
Use Used often when the primary weapon has run out of ammo and you need a few extra shots to take down that alien. Also used to snipe anything from any distance.
AKA hand gun

 

Slot 3

Name Knife
Prerequisites N/A
Cost N/A
Damage: Base/Weapon 1/ Weapon 2/ Weapon 3 Upgrades 30
Optimal Range melee range
Rate of Fire 1.54 swipes/sec
Clip Size N/A
Max Storage N/A
Strengths Unlimited ammo, quite high ROF, slight pushback on contact. Useful for taking down non defended alien structures.
Weaknesses Must be within melee range to use it. Very bad at killing aliens, unless you are finishing them off. Their high ROF can be useful for finishing off a skulk which has taken much fire.
Use Mainly used for taking down undefended structures.
AKA  

 

Slot 4

Slot 4 can hold up to 3 items.

Name Hand Grenade
Prerequisites Combat: N/A
Classic: Armory, Hand Grenade researched at Armory
Cost Combat: 1
Classic: 20 to upgrade once, each marine gets one free when they spawn
Damage: Base/Weapon 1/ Weapon 2/ Weapon 3 Upgrades 100
Optimal Range short to short mid range
Rate of Fire 1 second to prime
Max Storage 1
Strengths Indirect fire, useful for vents and around corners.
Weaknesses Relatively short range, fairly long prime time.
Use Not used that much in regular play. Can be useful for a marine if he is going through a Phase Gate with many skulks on the other end.
AKA nade, hg

Name Mine
Prerequisites Combat: N/A
Classic: Armory
Cost Combat: 1
Classic: 10
Damage: Base/Weapon 1/ Weapon 2/ Weapon 3 Upgrades 125
Optimal Range close
Rate of Fire N/A
Clip Size Dropped in packs of 4
Max Storage 1 pack (if selected in Combat, one mine is equipped per spawn)
Strengths Immediate, area damage. Cheap and effective defense of bases. Deploys very quickly.
Weaknesses Can be detonated by alien projectile attacks.
Use Base defense, defending phase gates and RTs, forward position defense, mining the hive.
AKA  

Name

Welder

Prerequisites Combat: N/A
Classic: Armory
Cost Combat: 1
Classic: 5
Damage: Base/Weapon 1/ Weapon 2/ Weapon 3 Upgrades 4 hp/hit,
Optimal Range melee
Rate of Fire 2.5 hits/sec
Clip Size N/A
Max Storage N/A
Strengths Used for repairing armor of all marines, light armor and heavy armored alike. Also great for saving damaged structures.
Weaknesses Is not very effective as a weapon.
Use Repairing structures and marine armor. Also necessary for welder specific points in the map to open up doors or seal vents.
AKA