Name: Fist........................................................................................LOL
Role: Personal CQC fist
Dual-wield: Yes
Fires underwater: Y E S (c a p t a i n o b v i o u s)
Description: Your old trusty fist, when out of ammo or for conservative purposes the old way may be a good choice for some baddies, especially if you gain enough momentum to strike your enemies, dealing extra damage in the process.
Manual: "it's your fist...Lmao"
Name: .44 Magnum Mega Class A1
Role: All ranges small firearm
Dual-wield: Yes
Fires underwater: No
Description: Your everyday pistol, except that this ones packs a punch against unarmored targets and can be dual-wielded, Also it's optical lenses gives a very good accuracy over extreme distances and it's one of the only true sniping weapons you are going to have.
PS.: the optical lenses are for decorative purposes only. *insert complaint to bungie here*
Manual:"The new standard issue sidearm for all field personnel doesn't look much like your old .45 MMC, does it? That is because it has been built for a single purpose, by a dedicated people and not by underpaid laborers toiling for a thinly-veiled government-owned arms manufacturing machine (oiled with the blood of the underclasses, by the way) which exists solely to line the pockets of the greedy bureaucrats who run the military/industrial complex."
Name: WSTE-M5 Combat Shotgun
Role: Close range shotgun
Dual-wield: Yes
Fires underwater: No
Description: An FPS ins't and FPS without the all-mighty shotgun...ins't it? This one fella causes havoc even against armored targets, but as one would expect it's functionality impedes it from working at long ranges, still, just be mindful of it's firerate as it can eat through your stock in just a few seconds.
Manual:"While going through some data I appropriated from the Marathon (looking for design notes, of course) I stumbled across a reference to a weapon used by Imperialist forces against the insurrectionists during the Ares Raid; July 14, 2444. (Never heard of it? I’m not surprised!) Many years of loving craftsmanship went into the design and construction of this brutal tool of mayhem, I hope you can appreciate that. I won’t waste my time trying to explain the loading mechanism to you -- your primitive mind could never grasp its complex nature."
Name: MA-75B Assault Rifle/Grenade Launcher
Role: Medium range multipurpose crowd control firearm
Dual-wield: No
Fires underwater: No
Description: The Assault rifle primary fire is not that great compared to it's "sister" secondary function, the grenade launcher, which can clear groups of low tier enemies and can even cause some extra damage to those bulky hunters and enforcers...nevertheless, it's primary function can still help in those cases of accidental splash damage from the grenades and for some crowd control.Just beware, as it's accuracy is very poor at medium to long distances.
PS.: although it's an "assault rifle" don't keep up the hype, it's bullets causes less damage than the pistol and can't penetrate armored enemies very well.
Manual:"The original M. 75 was a ridiculous toy designed to impress aging pompous generals. Gone are the preposterously short barrel and the prodigious recoil that made firing the weapon akin to wrestling a greased pig. Still here is the oxygen hungry ammunition that makes it impossible to fire in vacuum."
Name: Zeus Class Fusion Pistol
Role: Projectile energy Weapon
Dual-wield: No
Fires underwater: Yes (but as one would expect, it's electrical nature will hurt you if fired underwater)
Description: Due to the cybernetic and robotic nature of most of your enemies, the majority of the weapons you are going to find won't be helping you against these, so, our old friends developed an energy projectile weapon capable of solving this issue, use it wisely, as ammo dosen't come as often as your low tier weapons.
Manual:"The S'pht have done their best to create an infinite supply of fusion batteries out of the finite number you were transported on board with. If it were not for their ingenuity and industrious nature you wouldn't be able to run around firing with reckless abandon at everything that moves as you are wont to do. But, like the hundredth copy of a third generation duplication of a substandard bootleg -- they're a little fuzzy. One might even say unstable."
Name: SPNKR-XP SSM Launcher
Role: SSM Launcher/explosive ordnance
Dual-wield: No
Fires underwater: No
Description: As usual, there is a NECESSITY TO HAVE A ROCKET LAUNCHER, but don't expect an ultimate overpowered experimental weapon as most games have, this one is the best you gonna have...And for a very good reason, since this weapon annihilates most enemies with one rocket, especially the minor types.Just be careful as it's splash damage is in the ton level of mini nuclear explosions.
Manual:"A self-important human once said "...sometimes a cigar is just a cigar." This may be so, but in the case of the <<rocket launcher>> you've got one majorly explosive cigar."
Name: TOZT-7 Backpack Napalm Unit
Role: Flamethrower/Close range crowd control
Dual-wield: No
Fires underwater: No
Description: Well, it's a flamethrower that sprays hell upon "thee" foes and allies alike and toasts them with agony screams...need a more detailed description? Well, jokes aside this weapon mows down all organic enemies in just mere seconds, and as one would expect, it rips through them beautifully. It's a complete garbage against mechanical and armored foes like the hunters, unless you use the overload secondary function which causes the flames to combustion even more wasting more ammo in the process but solving the issue.
Manual:"I don't believe it is necessary for me to state the personality disorders evident in an individual who enjoys, or more accurately revels, in spraying their enemies with flaming napalm aerosol."
Name: KKV-7 10mm SMG Flechette
Role: SMG/All ranges submachinegun
Dual-wield: No
Fires underwater: Yes
Description: Similar to the assault rifle, except that this one is very accurate, fires alarmingly fast and has a lower ammo capacity. Very effective against organic enemies, especially against the "Yeti".
Manual:"...the flechette, with its small cross-section (4mm), longer body and pointed nose experiences far less wind resistance and thus retains more muzzle velocity over a greater distance with a flatter trajectory that its less advanced "slug-thrower" counterparts. Its armor piercing capabilities rival those of the mighty M1A2 .75 BR and the bio-organic trauma it inflicts is terrifying (being somewhat less effective against mechanical targets)."
Name: Alien Weapon
Role: ???
Dual-wield: No
Fires underwater: No
Description: An unknown alien device that fires the same projectiles as those of the enforcers, but with limited ammo and an alternate fire that fires projectiles at 45º degree on both sides of the weapon. Try both fire types and unleash a barrage of plasma upon your enemies if you want.
Manual:" The original marathon game didn't have one since it's lore based and most descriptions were made by the AI's in both game terminals so...I will try my best. Here it goes: I T ' S A N A L I E n W e A P o n !!!!! :O
PS.: Thank you."