PFCs get 45 points to spend on stuff in their vendor inside prep, the price of the item varies and will be listed next to them.
Almost all of the items listed are available from requisitions as well, albeit some are in very limited amounts.
RESTRICTED FIREARMS
These are various non-standard guns, most of them are niche and or their use might be specific than the general weapons.
-VP78 PISTOL (10 POINTS):
Comes with 1 VP78 pistol (preloaded) and 2 magazines (14 bullets each) for it.
Pricey, a pistol that hits like a revolver, has decent AP, firerate too, and can burst fire.
The amount of ammo that comes from this kit really makes it too limiting to use, so get more from the req vendors if you really insist on using it.
-SU-6 SMARTPISTOL (15 POINTS):
Comes with 1 SU-6 smartpistol (preloaded) and 2 magazines (15 bullets each) for it.
Niche, a pistol that has IFF which means you can shoot through other people with it, it shoots really quick too but that just leads to people who use it running out of ammo instantly, mostly missing too.
Saying that, it's actually rather weak, although it does have some AP to help against armored xenos.
-M41AE2 HEAVY PULSE RIFLE (30 POINTS):
Comes with the titular heavy pulse rifle (preloaded) and two magazines, one regular, one holo-rounds. The holo-rounds do less damage and only have 200 ammo in a magazine but debuffs xenos, making them take more damage while they glow.
Meh, the HPR has 300 ammo magazines, but other than that it's strictly regular ammo M41.
Its particular niche comes in being able to shoot through other marines when deployed with a bipod, sounds useful but there are a lot of things to consider:
Deploy time of bipod (if not using rack/portacades), someone pushing you thus undeploying the bipod, and damage falloff.
These drawbacks hinders its use in offensive ways, but you can always just use it without a bipod and treat it like a less accurate fat M41 with really space efficient ammo storage and less damage per hit.
-M79 GRENADE LAUNCHER (30 POINTS):
Only used to shoot baton slugs.
Comes with the grenade launcher, and 3 grenade boxes of 3 variety, each containing 3 nades.
Said grenades being:
=Baton slug: A weaker version of the shotgun slug that inflicts temporary slowdown and stuns smaller xenos that it hits and is reusable. The damage is marginal at best and so is the stun, only useful for annoying xenos.
=Star shell: Shoots out a spread of flares when it lands. Lighting up a wide area for shorter time than actual flares. Useful, but not something that would go amiss.
=Hornet shell: Meh, like the AGM-F except a bit weaker, and inflicts a holo-targeting debuff that increases damage taken by a xeno by negligible amount.
The grenade launcher itself can only shoot 1 grenade at a time and over other marines and xenos like the UGL.
It can also load regular M40 grenades.
Other than shooting the baton slug, it doesn't do anything an UGL M41A can't.
EXPLOSIVES
These comes in a box containing three grenades, the boxes are normal-sized which means you can put the box inside your satchel instead for better storage efficiency instead of taking the nades out.
-M40 AND ITS VARIATIONS (20 POINTS):
These grenades are generally used with the UGL, throwing them by hand gives a 5s fuze, whereas the UGL sets the fuze as 2s in addition of being able to launch it over mobs.
=HEDP: Decent, 5x5 explosion that stuns anything that get caught, not for much damage and for shorter stun the farther it is from the center.
=HIDP: Meh, diamond shaped 5x5 green fire (weak), generally only used to clear up resin, eggs, etc. than any serious area denial.
=HPDP: Meh, a rather large 9x9 smoke that disperses in a second that sets anything on (weak) fire that gets caught in it. Being set on fire denies a xeno of any heal and lits them up though, so usually they'll back off even if the fire is weak.
=HSDP: Niche, 9x9 smoke that persists for about ten seconds, its only actual use is against human enemies as xenos are practically unimpeded by the smoke. Costs 5 points instead.
-M74-AGM AND ITS VARIATIONS (15 POINTS):
These grenades are only usable with the UGL or the M79 grenade launcher and bursts in the direction they are launched into. Potentially into your own face if it bounces off a wall.
=FRAG: Good, if hard to use, launches shrapnels into said general direction, potentially doing more damage than buckshot if it lands straight in front of a xeno, but not if it lands right over them.
=INCENDIARY: Decent, launches less shrapnels but they're flaming shrapnels, also leaves a small cone of fire.
=HORNET: Meh, like the frag variation except a bit weaker, and inflicts a holo-targeting debuff that increases damage taken by a xeno by negligible amount.
-M20 CLAYMORE BOX (20 POINTS):
Niche, comes inside a normal-sized box of four claymores.
Each claymore needs to be placed in a direction, you can also disarm them with a security access tuner, and xenos can slash them to detonate them harmlessly.
You need to place them in narrow areas and/or hide them, and actually watch over them, as when a xeno triggers it, the claymore would explode in a directional shrapnel and doing a small explosion stun which is most useful when actually watched over as it won't kill xenos by itself generally.
AMMUNITION
Ammo magazine for various guns. All of these costs 10 points.
L42A AP: Meh, 25/magazine, these uses the same ammo as M41A AP, which means you can refill them with loose ammo from them.
M41A AP: Good, 40/magazine, they're your best way to damage armored bigger xenos, you can also refill these with loose ammo from Mk1 M41A magazines available from req.
M41A EXT: Meh, 60/magazine, regular ammo, you can also refill them with loose ammo from regular magazines if you'd like to reuse them once empty.
M39 AP: Good, 48/magazine, the SMG's fast firerate and low wield slowdown allows them to chase down bigger xenos and these allows them to do a lot of damage against them.
M39 EXT: Meh, 72/magazine, but they're regular ammo, useful if you hate reloading for some reason. Refillable with ammo from regular magazine if you want to reuse them once empty.
M44 HEAVY: Niche, 7/speed loader, they do less damage than regular revolver ammo and can stun smaller xenos, but you do need to be accurate.
UTILITIES
Variety of items with a lot of specific usage, most of them can also be acquired from req proper.
They'll be grouped according to the price range.
5 POINTS:
-ROLLER BED: Used to strap a corpse/living people, including dead smaller xenos which you can then drag at a faster rate than by hand, useful if niche, available on medical lobby.
-FULTON DEVICE: Used to strap balloons into a crate/corpses which can then be picked up by a dropship with fulton module. Mostly useless, as dropships would rather have more points/use the attachment point for something else. Make sure to yell at radio for the PO to pick up the body as they only stay in air for 5 minutes.
-FUEL TANK STRAP POUCH: Stores two flamer tanks/extinguishers, just ask for them from req.
-PORTABLE EXTINGUISHER: Easily acquired from medical MarineMed vendors, has 6 uses with 30u of water in a small size item. Convenient.
-WHISTLE: Makes noise. UNAVAILABLE ON REQ
-WELDING GOOGLES: Allows you to use blowtorches without eventually going blind, not much reason to get these as the only thing you can weld are vents, portacades, and walls unless you take an engineering pamphlet.
Alternatively, you can just get technician helmets from requisitions.
-RADIO KEYS: Insert them into your headset, you can only fit three keys. Individual channels can be turned off by clicking on the headset while it is worn to open its menu.
=ENGINEERING: Used to talk to engis and shipside roles, you could talk about which part of the FoB needs more cades here.
=TACTICS: An unused deprecated channel, if you have some friends who takes them then you can consider it a private channel.
=JTAC: Used to talk to POs/CIC to coordinate for CAS/OBs, also to requisitions, the best key to pick and practically mandatory with laser designator/rangefinder.
=SUPPLY: Used to talk to requisition crew and CIC in a pinch, you could ask for a supply drop right on the frontline with these. Obsolete due to the JTAC key doing the same thing and more.
10 POINTS:
-WEBBING: Good, holds three magazines or small items, goes into your uniform.
-RANGEFINDER: Decent, a binocular where you can laze for coordinates with. Make sure to get JTAC or supply radio key to coordinate OB, mortar, and supply drops with it. You can move while locking your facing while zooming without unzooming. LIMITED ON REQ
-LARGE SHOTGUN SHELL POUCH: Decent, holds 7 handful of shells instead of 5 of the regular variation.
15 POINTS:
-BLACK/BROWN WEBBING: Great, like the webbing but holds only five small items, no magazines.
-LOGISTICS IMP BACKPACK: Good, the storage size of a backpack with the usage convenience of a satchel. REMOVED FOR NON-SYNTHS.
-SENSORMATE MEDICAL HUD: Meh, lets you see health percentage of people wearing uniforms and their defib status. It's not that informative on its own, but still lets you gauge conditions and what to do with a body at a glance without having to right click and check status while standing next to them.
The health bar percentage only tells bodily damage up to 100 damage and tells nothing else such as fractures. UNAVAILABLE FROM REQ.
-LASER DESIGNATOR: Binoculars for lazing CAS and coordinates, if you're only planning to get coordinates for mortar/OBs instead, the rangefinder will do just fine. LIMITED ON REQ.
-LARGE GENERAL POUCH: Meh, holds 3 small items/6 tiny items, alternatively one normal size and 3 tiny items/1 small+1 tiny. You can't store more than one normal-size items inside, and it excludes first-aid kit boxes.
-LARGE MAGAZINE POUCH: Good, holds 4 magazines in a pouch slot, doesn't do something unique though, consider getting the regular magazine pouch from the req vendors.
-SHOULDER HOLSTER: Niche, holds a pistol+2 magazines in your uniform, occupies same slot as the webbing. Get a drop pouch from req instead unless you really need this thing's quickdraw/1 extra magazine.
-MACHETE SCABBARD: Easily acquired from requisitions, the machete itself does more damage against resin structures than knife, don't really try fighting xenos with it though. Fits on suit storage, belt, and back.
-MACHETE POUCH: Easily acquired from requisitions, goes only to a pouch slot and cannot be quickdrawed. Right click and switch drawing method for convenience.
-DATA DETECTOR: Niche, detects items for the DEFCON intel system, bring the items detected into the intel room shipside to process them, or just leave them at the LZ for IOs to bring and process themself. I recommend bringing an empty backpack to collect intel with.
-MOTION DETECTOR: Generally useful, lets you detect whether or not there is a suspicious person/xeno within the range of 7 (short range mode, faster update) or 14 (long range mode, default) tiles.
-JTAC PAMPHLET: Lets you laze quicker using the rangefinder or laser designator. Without these, it could take up to 12 seconds to laze, with them it would only take about 9s instead. LIMITED ON REQ.
-ENGINEERING PAMPHLET: Allows you to use tools (comes separately, print them from an autolathe) to move/dismantle metal (and only metal) cades, also allows you to build and repair metal cades, but not construct folding metal cade. LIMITED ON REQ, YOU CAN ONLY READ ONE PAMPHLET PER LIFE.
30 POINTS:
-B12 ARMOR: Overpriced, marginally better protection than medium armor against acid, slashes, and fractures (same as medium armor against bullets) with 3 item slots for magazines/small items. UNAVAILABLE FROM REQ.
45 POINTS:
-POWERLOADER CERTIFICATION: Pamphlet, allows you to use powerloaders normally and move around with them slowly. Almost no reason to take these unless you want to stay shipside and pretend to be hangar crew. UNAVAILABLE FROM REQ, DOES NOT COUNT AGAINST PAMPHLET READ LIMIT.
WEAPONS VENDOR
These are free.
Firearms have the following attributes which you can check through examining them:
=DAMAGE: How much damage the projectile does on a hit, depends on the ammo. In practice they'll often do less than listed due to various factors such as the target's armor, and bullet falloff.
=RECOIL: How much the screen would shake while you shoot. A non-issue outside of certain guns.
=ACCURACY: How likely it is for the bullet to hit the target if they pass through the tile they are occupying. Non-issue outside of certain guns or builds. Anything under 5 generally can't hit beyond 4 tiles and 20 can't hit well beyond 16 tiles.
=SCATTER: How likely it is for the bullet to deviate from the intended trajectory. Anything above 5 is noticeable.
=RANGE: The maximum tile distance a bullet can travel.
=FALLOFF: How much damage does the projectile loses over each tile they travel through.
=FIRERATE: How fast the gun can shoot.
=ARMOR PENETRATION: How much unit of armor can the bullet ignore.
=ARMOR PUNCH: Deprecated stat, used to determine the amount of damage the projectile does against breakable xeno armor which isn't a thing anymore.
-M41A PULSE RIFLE: Basic, also known as the Mk2, does average everything. The regular ammo has 44 damage and 5 AP, making it do better than the AP ammo except against T3s and defenders. Regular magazine carries 40 bullets, anything more than 3 shots have a good chance to break bones on armored humans, no such effect on xenos though, even runners need more than 10 hits often to kill.
Generally you don't need to care about the accuracy status with it as long as you're wielding it as you fire it.
You can point-blank fire in melee with burstfire to do slightly more damage, though not as much as the M37.
-L42A BATTLE RIFLE: Niche, does more damage per hit than the M41 and has no bullet falloff meaning it'll do more damage than it on distant targets. The magazines however are smaller, being limited to 25 bullets each, and its inability to burst which cannot be adressed with the BFA.
Good as a chase weapon if you remove the stock, as it would slow you down while wielded otherwise. The M41 is better if you want to snipe with, as you can't really chase with scope guns to finish off wounded xenos and the best you can do is scare xenos by hitting them, although if you do want damage while scoping the L42 is still the superior option.
The L42 can also attach the smart-scope which allows it to shoot through other marines as its unique trait though. You can also refill the L42 magazines with the same bullets as M41.
-M39 SUBMACHINE GUN: Meh, shoots faster than the M41, but less damage per hit and shorter range, along with noticeable inaccuracy and scatter even while wielded. Used as a glorified melee weapon as it does shoot significantly faster in burst.
-M37A2 PUMP SHOTGUN: The best, defined by its ammo, the gun itself mainly matters in what attachment it is used with.
=SLUG: The weakest option, turning the shotgun into a slow-firing rifle, the slug itself isn't that bad as it does do good damage and has AP but it's not why you are using the shotgun.
=BUCKSHOT The reason why people use the shotgun, doing good damage and stunning non-T3 xenos on a hit, the main way to use it is to shoot point-blank on a xeno, to point-blank fire you need to be on harm intent and be clicking on the target's sprite. The main drawback of the buckshot however is its lack of AP which greatly neuter its damage against armored xenos.
=FLECHETTE: Niche, having more range than the buckshot while doing less damage and no stun. It is an interesting alternative, although in the end, it doesn't do more damage against most armored xenos in melee due to its lower damage, it does do more damage against the heaviest armored xenos (crusher, defender) than buckshot though.
SIDEARMS:
You can store them in various storage spaces, most of them can also be shot accurately one-handed, though they do have significantly shorter range and more falloff, making them only good in melee for the most part.
-M4A3 SERVICE PISTOL: Good, shoots really fast and does good damage with decent AP. The main shortcoming being the small magazine. The regular ammo is the best for it generally.
-88 MOD 4 COMBAT PISTOL: Usable, large magazine, decent damage with AP, and burst capability, you can consider it direct upgrade than shooting with the M41 with regular bullets against armored xenos as it does comparable damage to M41 with AP, though keep in mind that it still has smaller magazine and less range. Excellent for killing yourself with its burst and AP ammo.
-M44 COMBAT REVOLVER: Niche, it does good damage per hit even with regular ammo, though the main draw being the marksman ammo which has no falloff, increased accuracy, and AP which makes it rather lethal against either xenos or humans alike. Other uses include knocking xenos down with the heavy ammo which could knock down even T2s, and using the smartscope/scopes or attaching a bayonet, but even with zoomed in scopes you can only reliably hit targets 5-7 tiles away unless you use marksman ammo.
-M82-F FLARE GUN: Niche, can be loaded with a regular or signal flare, comes with a built-in miniscope. You can load and shoot it one-handed which is the quickest way to light up an area as flares shot through this are brighter than hand lit ones. The miniscope is a good bonus, you can use the scope without a flare though you still need to wield it. You can also shoot a human/xeno point blank with flare to set them on fire, though it's only as strong as welder fire.
UTILITIES:
-M5 BAYONET: Essential, mainly used for cutting weeds, damaging resin structures, and taking out shrapnel from your body (activate the knife while it is on your active hand to do this), can also be attached to the gun to do more melee damage when whacking with said guns, though the knife attacks faster while it is used by itself than it does while attached to a gun. If you aren't shooting at anything, cutting down resin structures and weeds is always useful, go for the resin nodes as weeds would die off by itself without them.
-FLARE PACK: Good, eight flares in a normal-sized pack, each flare lasts for 30 minutes until they burn out once they are lit. Load them into flare gun instead for better effect as flares shot using the flare gun emit more light than ones activated by hand. Each flare pack can lit up one screen worth of area, even more if used with the flare gun.