m (→Logistics: Added a little tip to help with moving stuff, and moved a thing to make it easier to read. Why was it like that in the first place anyways?)
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|jobtitle = Rifleman
|jobtitle = Rifleman
|difficulty = Easy
|difficulty = Easy
|rank = Private (9:59 hours of playtime and below) / Private First Class (10 hours+)
|rank = Private / Private First Class / Lance Corporal
|superior = Squad Leader
|superior = [[Squad Leader]]
|duties = Follow orders. Don't get yourself killed. Don't shoot your squadmates.
|duties = Follow orders. Don't get yourself killed. Don't shoot your squadmates.
|unlock = Starting role, ten hours on squad role for PFC.
|unlock = Starting role, ten hours on squad role for PFC.
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== In the field ==
== In the field ==
You have superior firepower and can fire across the screen, the limiting factors are lighting, vision, weather, and terrain.
You have superior firepower and can fire across the screen, the limiting factors are lighting, vision, weather, and terrain.
=== Lighting ===
=== Lighting ===
[[File:Shoulder_light_range.png|thumb|left|''Shoulder Lamp Range'']][[File:Rail_flashlight_range.png|thumb|''Rail Flashlight Range'']]To overcome low visibility of the battlefield, you need a rail flashlight and flares.
To overcome low visibility of the battlefield, you need a rail flashlight and flares. Flares burn out after some time, but all flashlights have a battery life so long that it won't run out during the operation. Flares are better for general use as they have better storage options. Flashlights are better suited to lighting up defendable areas due to their bulkier nature. Flares and flashlights both still continue to emit light in any weather condition a marine might face. Use them wisely to illuminate the battlefield!
[[File:What_to_strip.png|thumb|left|''What to recover from a dead marine'']]
<div style="clear: both"></div>
Notable items to recover are:
* [[Squad Leader]]: Laser Designator[[File:Tactical_Binoculars.png|32px]], Motion Detector[[File:Motion_Detector.gif|32px]], Whistle[[File:Whistle.png|32px]], B12 armor and M11 helmet. All useful in their own way.
* [[Fireteam Leader]]: Laser Designator[[File:Tactical_Binoculars.png|32px]], Motion Detector[[File:Motion_Detector.gif|32px]], Whistle[[File:Whistle.png|32px]], M4 armor and M12 helmet. Gear similar to the squad leader.
* [[Combat Technician]]: Building materials[[File:Metal.png|32px]][[File:Plasteel.png|32px]][[File:Sandbag_Empty.png|32px]] and explosives[[File:M20_mine_box.png|32px]][[File:M20_claymore.png|32px]][[File:Incingrenade.png|32px]]. Materials are scarce in the battlefield!
* [[Hospital Corpsman]]: Roller Bed, Medkits, Autoinjectors, and Stasis bags for the unfortunate facehugged teamates.
* [[Weapons Specialist]]: Battle Sights[[File:M42scoutsight.png|32px]]as they have full night vision capacity and the M3G4 Helmet due to its face hugger blocking capabilities
* Recover empty AP magazines[[File:M41A-AP-mag.png|32px]], they can be refilled with AP ammo box[[File:Big_Ammo_Box_AP_M41A.png|32px]] (click the ammo box with the magazine in hand on {{Intent|Help}} intent).
=== Logistics ===
Everyone who outranks you has their own tasks to handle, leaving only riflemen free enough to handle supplies. It is faster to push crates than to pull them, but you can both push and pull crates at the same time! Remember '''''"Infantry wins battles, logistics win wars"''.'''
=== Inventory management===
==== The flow of supplies ====
[[File:What_to_strip.png|thumb|''What to recover from a dead marine'']] Notable items to recover are:
Move supplies (supply crates, ammo bags, etc.) onto the dropship, and transport them to the FOB upon landing at the LZ. Or wait for requisitions to launch them after coordinates have been given to them over the telephone (as comms won't be up yet during this initial phase).
* [[Combat Technician]]: Building materials[[File:Metal.png|32px]][[File:Plasteel.png|32px]][[File:Sandbag_Empty.png|32px]], explosives[[File:M20_mine_box.png|32px]][[File:M20_claymore.png|32px]][[File:Incingrenade.png|32px]], just take them out from backpack/pouches and give/drop them to other engineers
* [[Hospital Corpsman]]: Roller Bed, first aid kit (keep one or two advanced kit[[File:Advtraumakit.png|32px]][[File:Advburnkit.png|32px]], standards can use them)
* [[Weapons Specialist]]: Battle Sights[[File:M42scoutsight.png|32px]], they have limited night vision capacity, M3G4 Helmet due to its facehugger blocking capabilities
* Recover empty AP magazines[[File:M41A-AP-mag.png|32px]], they can be refilled with AP ammo box[[File:Big_Ammo_Box_AP_M41A.png|32px]] (click the ammo box with the magazine in hand).
=== Logistics ===
Remember to also move wounded marines, empty crates, empty Smart gunner power packs onto the dropship whenever possible. When you set off from the FOB, bring some supplies with you, be it an ammo/flare bag, a roller bed/stasis bag.
Everyone who outranks you has their own tasks to handle, leaving only riflemen free enough to handle supplies. It is faster to push crates than to pull them, but you can both push and pull crates at the same time!
Enemies typically ambush supply routes, so ensure they are well guarded, lit, and have sufficient cover and space to engage any possible hostiles!
==== The flow of supplies ====
Medical supplies are hard to come by, so use them sparingly and leave the medical work to medics and synthetics unless the situation calls for it.
Move supplies (supply crates, ammo bags, etc.) onto the dropship, and transport them to the FOB upon landing at the LZ. Remember to also move wounded marines, empty crates, empty Smartgunner powerpacks onto the dropship whenever possible. When you set off from the FOB, bring some supplies with you, be it an ammo/flare bag, a roller bed/stasis bag or pull a crate of supplies (if the front is established and you have few marines protecting the transport route).
Lastly! Never throw away your magazines willy-nilly once you're done with it! Put them back in the pouch where they came from so you can resupply your ammo at the FOB. This may seem obvious now, but the battlefield usually is littered with empty magazines!
==== Organization ====
==== Organization ====
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==== Recover empty crates ====
==== Recover empty crates ====
Bring crates back to the FOB and load them onto the dropship. You'll want to load any crates you find as the RO can send them down the elevator for supply points. Use [[File:Intercoms.png|32px]] (''':i''') to tell RO there are crates in hanger.
Bring crates back to the FOB and load them onto the dropship. You'll want to load any crates you find as the requisition team can send them down the elevator for extra cash which can be used to purchase additional supplies. Use your radio (;) to tell requisitions there are crates in the hangar, they won't automatically check it every time you bring them in!
== First aid ==
== First aid ==
==== Medical supplies and where to find them ====
So begins your foray into basic medical training! Medical supplies are most commonly found in vendors. There are splints and other medical supplies are in limited amounts. NanoMeds [[File:NanoMed.png]] such as those in the dropship or standing powered Weymeds typically hold medical supplies for you to use. As you've noticed, these vendors also have a reagent bar which only refills if they're attached to the ground at specific spots on the ship. Movable vendors like Weymeds need to be attached to these spots to refill the reagent bar and **only** the reagent bar. Single use medical supplies like splints, gauze, ointment, and pill bottles cannot be restocked at these stations. Only autoinjectors, and not their emergency variants. Putting items with incomplete stacks in these vendors puts an "*" next to the stock number.
==== How should I be carrying them? ====
The best thing you can do is to carry the basic medical supplies given to you by the vendors. Such as the first aid pouches [[File:Aid-pouch.png|32px]]. It is best to carry them somewhere always accessible like in the pouch slots in the pouches they come in or the colored webbings due to their increased space[[File:Brown webbing vest.png|32px]], as you wouldn't want to bleed out before getting to your gauze deep in your backpack. The helmet can also fit your usual medical supplies, bar the splints of course.
==== Helping others ====
==== Helping others ====
Before pulling a downed marine back in the front, use point at (shift + middle click) to show your intention of going in or to urge the nearer marines to pull them. As you are pulling the downed marine back, shift + click to check the marine, bandage the bleeding wounds when it's safe. If the marine is conscious (not <span style="color: red;">''seems to be asleep''</span>), shake them with {{Intent|Help}} intent to get them up, get them to a medic if he doesn't get up. If the marine has no pulse, get them to a medic then remove their armor (drag their sprites onto yours to open their equipment window, click ExoSuit: M3 armor) so that medic can immediately revive them (can't revive with armor on).
Before pulling a downed marine back in the front, use point at (shift + middle click) to show your intention of going in or to urge the nearer marines to pull them. As you are pulling the downed marine back, shift + click to check the marine, bandage the bleeding wounds when it's safe. If the marine is conscious (not <span style="color: red;">''seems to be asleep''</span>), shake them with {{Intent|Help}} intent to get them up, get them to a medic if he doesn't get up. If the marine has no pulse, get them to a medic then remove their armor (drag their sprites onto yours to open their equipment window, click ExoSuit: M3 armor) so that medic can immediately revive them (can't revive with armor on).
* Whenever you have shrapnel injuring you, take out your [[File:knife.png]] from your [[File:Boots.png]] and press the Z key on key on your Keyboard to remove the shrapnel from your person.
* Whenever you have shrapnel injuring you, take out your [[File:knife.png|32px]] from your [[File:Boots.png|32px]] and press the Z key on key on your keyboard to remove the shrapnel from your person. Knife substitutes such as PICTs, screwdrivers, and shards of broken glass also work.
* Get splints [[File:Splint.png]], you can split the stack by holding it in the active hand then click it with another hand, restock the new stack (one splint) to a NanoMed [[File:NanoMed.png]] then you keep the rest.
* Get splints [[File:Splint.png|32px]], you can split the stack by holding it in the active hand then click it with another hand.
* Keep a roller bed in your bag so you can quickly transport wounded out in an emergency (being overrun/no Medic/no CASevac).
* Keep a roller bed in your bag so you can quickly transport wounded out in an emergency (being overrun/no Medic/no CASevac).
* Marines whose revive timer ran out, without a head, chestbursted and turned gray (aka husked, too much burn damage) are unrevivable.
* Marines whose revive timer ran out (indicated by a skull if you have a medhud on your helmet) , without a head, and chest bursted are unrevivable.
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== Tips ==
== Tips ==
* Only take what you need. You're going to need atleast one to two armor piercing magazines in the field for [[Crusher|heavily]] [[Ravager|armored]] [[Queen|enemies]]. For everything else, soft point, hollowpoint and incendiary ammunition is superior.
* Only take what you need. You're going to need at least one to two armor piercing magazines in the field for [[Crusher|heavily]] [[Ravager|armored]] [[Queen|enemies]]. For everything else, standard ammo will have to do. Budget cuts are always a pain.
* Stick with your squad at all times, [[Marine Quickstart Guide#Dead|a lone Marine is a dead Marine]].
* Stick with your squad at all times, [[Marine Quickstart Guide#Dead|a lone Marine is a dead Marine]].
Latest revision as of 05:57, 9 August 2024
MARINE
Rifleman
Difficulty: Easy Supervisors:Squad Leader Rank: Private / Private First Class / Lance Corporal Duties: Follow orders. Don't get yourself killed. Don't shoot your squadmates. Guides: This one Unlock Requirements: Starting role, ten hours on squad role for PFC. Detailed Description:
|__________| Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad's prep room. You are a rank-and-file soldier of the USCM, and that is your strength. What you lack alone, you gain standing shoulder to shoulder with the men and women of the corps. Ooh-rah! |__________|
"How do I get out of this chickenshit outfit?"- Hudson, Aliens
You're in the United States Colonial Marine Corps. Follow your sergeant's orders and don't ask too many questions. Whether you've been to Hell and back or you're fresh out of Boot, you're expected to maintain a level of professionalism. Do your job, follow orders, and maybe you'll go home in one piece.
This guide assumes you have finished the Marine Quickstart Guide and will hopefully help you transit out from being a baldie.
Your Squad
Once you have your earpiece on, you will see the Squad HUD. Your squad is led by its Squad Leader, also known as the SL. Listen for his and your Squad Overwatch's instructions over the radio. Don't be afraid to ask for help. Try to stay where you can see Squad Leader so he can see you. The Fireteam Leader, or FL, is your team leader if you are put in a fire team who also has the capabilities in coordinating with aerial and orbital fire support. They are the first in line to take command of the squad should the SL perish. Listen to your FLs, the SL, and command for warnings about fire support close to you. The Weapons Specialist, also known as the Spec has a unique weapon. Try to stay behind him so as not to get in his line of fire. The Smartgunner has a powerful smartgun that can fire past marines without causing friendly fire. Try to stay in front of him so he can support you. Remind him not to be in the front! The Hospital Corpsman, also known as medics, treat the wounded and revive the dead. Try to keep them safe so they can help you later. Similarly, the Combat Technicians, also known as engineers or engies, construct defensive structures and fix colony equipment to support your squad. Try to keep them safe as well.
Note: When you first start playing as a rifleman you will be a Private ( PVT ). Once you have played rifleman for 10 hours, you will be playing as a Private First Class ( PFC ).
Automated Closet
Equipment:
Description:
USCM Combat Boots
Standard issue combat boots used by the USCM for combat situations. Comes pre-loaded with a combat knife inside.
USCM Marine Uniform
A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.
M10 Pattern Marine Helmet
Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad's actions from aboard the Almayer.
Addendum: "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.
Stats:
Armor Melee = 20
Armor Bullet = 20
Armor Bomb = 10
Armor Internal Damage = 20
Armor Bio = 20
USCM Combat Gloves
Standard issue marine tactical gloves.
USCM Headset
Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles.
MRE
Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.
Armor:
Description:
M3-L Pattern Armor
A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.
Stats:
Armor Melee = 15
Armor Bullet = 15
Armor Bomb = 20
Armor Internal Damage = 10
Armor Bio = 25
Armor Slowdown = 0.35
M3 Pattern Marine Armor
Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.
Addendum: "Donator" Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.
Stats:
Armor Melee = 20
Armor Bullet = 20
Armor Bomb = 15
Armor Internal Damage = 20
Armor Bio = 20
Armor Slowdown = 0.55
M3 EOD Pattern Heavy Armor
A heavier version of the standard M3 pattern armor, the armor is primarily designed to withstand ballistic, explosive, and internal damage, with the drawback of increased bulk and thus reduced movement speed, alongside little additional protection from standard blunt force impacts and none from biological threats.
Extended Lore:
This configuration of the iconic armor was developed during the Canton War in 2160 between the UPP and USCM - Designed in response to a need for higher protection for ComTechs assigned as EODs during the conflict, this is the pinnacle of protection for your average marine. The shoulders and kneepads have both been expanded upon heavily, covering up the arteries on each limb. A special spall liner was developed for this suit, with the same technology being used in the M70 Flak Jacket being developed at the same time.
Stats:
Armor Melee = 25
Armor Bullet = 35
Armor Bomb = 35
Armor Internal Damage = 25
Armor Bio = 20
Armor Slowdown = 0.75
Backpack:
Description:
USCM Satchel
A heavy-duty satchel carried by most USCM soldiers.
It is standard gear for most of the USCM. Holds 5 normal size items.
USCM Lightweight IMP Backpack
The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.
Has to be held in one hand to access items inside. Holds 7 normal size items.
L44 M37A2 Scabbard
A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.
Belt:
Description:
M276 Pattern Ammo Load Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.
M276 Pattern General Pistol Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the Executive Officer.
M276 Pattern Knife Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. Holds up to 6 throwing knives.
M276 Pattern M39 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight and is only specially issued.
M276 Pattern M44 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.
M276 Pattern M82F Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.
Shotgun Shell Load Rig
An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.
G8-A General Utility Pouch
A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the ColMarTech automated armaments vendor in Requisitions. They can hold 3 items.
M276 Pattern M40 HEDP Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 series of Grenades.
It is one of the belt options of the ColMarTech Automated Closet.
Pouch:
Description:
Bayonet Pouch
A pouch that can hold up to 3 knives. A very uncommon sight on the battlefield. It is one of the pouch options of the ColMarTech Automated Closet or are usually found in the pockets of the UPP Soldiers.
First-Aid Pouch(Refillable Injectors)
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a medical vendor on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.It contains the following:
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Comes with two packets of 4 pills. One containing Tricordazine and the other with Tramadol. It is one of the pouch options of the ColMarTech Automated Closet.
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
Small Document Pouch
A smaller version of the document pouch. Can hold papers, folders, disks, technical manuals and clipboards.
Magazine Pouch
Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots.
Shotgun Shell Pouch
A shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason.
It is one of the pouch options of the ColMarTech Automated Closet.
Contains 5 slots.
Medium General Pouch
A general purpose pouch used to carry small items and also magazines. Contains 2 slot.
Pistol Magazine Pouch
Pouch able to hold 3 pistol magazines.
Sidearm Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Mask:
Description:
Gas Mask
Gas masks are available in ColMarTech Automated Closets for all marines. Does not protect the head in anyway.
Heat Absorbent Coif
A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.
Part of the marine uniform on snow planets.
Rebreather
A close fitting device that instantly heats or cools down air when you inhale it so it doesn't damage your lungs.
Note:You have 45 points to spend on additional items.
A restricted weapon case containing the M41AE2 Heavy Pulse Rifle, A large squad support weapon capable of laying down sustained supressing fire from a mounted position.
A restricted weapon case containing the M79 Grenade Launcher, A heavy, low-angle 40mm grenade launcher. It's been in use since the Vietnam War, though this version has been modernized with an IFF enabled micro-computer. The wooden furniture is, in fact, made of painted hardened polykevlon.
Note:You have 45 points to spend on additional items.
Ammunition:
Description:
M4RA Armor Piercing Magazine Costs:10 points
Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.
M39 Armor Piercing Magazine Costs:15 points
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M39 Extended Magazine Costs:15 points
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M41A Armor Piercing Magazine Costs:15 points
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A Extended Magazine Costs:15 points
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M44 Heavy speed Loader Costs:15 points
Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
Note:You have 45 points to spend on additional items.
Extra Items:
Description:
Webbing Costs:10 points
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
Brown Webbing Vest Costs:15 points
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Black Webbing Vest Costs:15 points
Robust black synthcotton vest with lots of pockets. Has five slots.
SensorMate Medical HUD Costs:15 points
When worn, allows you to see marines and other personnel's health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar's empty, the patient's dead - yet if they still have a little thunderbolt icon next to the bar, they can still be brought back to life with a defibrillator. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as 'wanted' with security HUD glasses).
Roller Bed Costs:5 points
Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.
You can attach a body bag or a stasis bag onto a roller bed for faster transportation
To fold it, drag it to yourself when not occupied
Fulton Device Costs:5 points
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.
B12 Pattern Armor Costs:30 points
A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.
Stats:
Armor Melee = 25
Armor Bullet = 20
Armor Bomb = 20
Armor Internal Damage = 25
Armor Bio = 25
Armor Slowdown = 0.55
Range Finder Costs:10 points
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile's Longitude and Latitude coordinates will be displayed in a pop up menu
Laser Designator Costs:15 points
A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.
Laser Designators Different Modes:
Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tile's Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for Mortars and Orbital Bombardments
CAS Mode: After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target.
Large General Pouch Costs:15 points
A general purpose pouch used to carry more small items and also magazines. Contains 3 slots.
Large Magazine Pouch Costs:15 points
Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.
Contains 4 slots.
Fuel Tank Strap Pouch Costs:5 points
Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks
Shoulder Holster Costs:15 points
A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
H5 Pattern M2132 Machete Scabbard Costs:15 points
A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.
Mini Extinguisher Costs:5 points
A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
Motion Detector Costs:15 points
The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode).
Motion Tracker Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the motion detector and then clicking on Toggle Range Mode.
Long Range: The motion detector will detect movement on your whole screen and further at a slow rate.
Short Range: The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
Data Detector Costs:15 points
The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). This item is used by Intelligence Officers to provide intelligence points which can be spent on various things. You can switch modes with Alt+Click.
Data Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the Data Detector and then clicking on Toggle Range Mode.
Long Range: The Data Detector will detect movement on your whole screen and further at a slow rate.
Short Range: The Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.
Whistle Costs:5 points
A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it's in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.
Welding Goggles Costs:5 points
A pair of Welding Goggles. Goes on the eyes slot.
JTAC Pamphlet Costs:15 points
A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.
Engineering Pamphlet Costs:15 points
A pamphlet that grants +1 to the engineering and construction skills, allowing you to build barricades, dismantle walls, and more.
Powerloader Certification Costs:45 points
A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.
Large Shotgun Shell Pouch Costs:10 points
It can contain more handfuls of shells, or bullets if you choose to for some reason.
A large shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason.
Contains 7 slots.
USCM Radio Telephone Pack Costs:15 points
A heavy-duty pack, used for telecommunications between central command. Normally issued to Fireteam Leaders.
Note:You have 45 points to spend on additional items.
Radio Keys:
Description:
Engineering Radio Encryption Key Costs:5 points
An encryption key for a radio headset, Allowing you to access the engineering channel with :n.
Intel Radio Encryption Key Costs:5 points
An encryption key for a radio headset, Allowing you to access the intel channel with :t.
JTAC Radio Encryption Key Costs:5 points
An encryption key for a radio headset, Allowing you to access the JTAC channel with :j.
Supply Radio Encryption Key Costs:5 points
An encryption key for a radio headset, Allowing you to access the supply channel with :u.
The Weapons
In Marine Quickstart Guide, M41A is recommended as the weapon of choice due to its versatility and ease of use. However, you may find other firearms more appealing to use. Below is a list of standard weapons to choose from, just click expand.
Basic Weapon List:
M4A3 Service Pistol
High Supply Ammunition:
A reliable fallback weapon that uses 9mm handgun ammunition in a 12 round magazine.
Reloading:
If you have just vended the M4A3 Service Pistol, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.
After the magazine has either been auto-ejected or you have manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M4A3 Service Pistol to load the magazine in.
Attachments:
The attachments for this weapon can be viewed here.
M4A3 Magazine:
Single Projectile. Average damage. Use on low armored targets for maximum effect.
M4A3 Armor Piercing Magazine:
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.
For a list of all available ammo types for this weapon head here.
M44 Combat Revolver
High Supply Ammunition:
Deals significantly more damage per round than the M4A3 at the cost of ammo capacity and recoil. It uses .44 rounds, usually held in speed loaders, and holds a maximum of 7 bullets. You can duel wield them but your accuracy will be heavily decreased.
Reloading:
Click the revolver with an empty hand to open the revolving cylinder, vend a fresh speed loader, click the revolver with the speed loader in your active hand, click the revolver again with an empty hand to close the revolving cylinder.
Attachments:
The attachments for this weapon can be viewed here.
M44 Speed Loader:
Single Projectile. Average damage. Use on low armored targets for maximum effect.
M44 Marksman Speed Loader:
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.
For a list of all available ammo types for this weapon head here.
M39 Submachine Gun
High Supply Ammunition:
Allows you to have high mobility but lacks raw power and armor penetration. Good for chasing down fleeing enemies. You can duel wield them but your accuracy will be heavily decreased. The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 4-round burst fire mode.
Reloading:
If you have just vended the M39 Submachine gun, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.
After the magazine has either been auto-ejected or you have manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M39 Submachine Gun to load the magazine in.
Attachments:
The attachments for this weapon can be viewed here.
M39 Magazine:
Single Projectile. Average damage. Use on low armored targets for maximum effect.
M39 Armor Piercing Magazine:
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.
For a list of all available ammo types for this weapon head here.
M41A Pulse Rifle MK2
High Supply Ammunition:
A reliable, robust and overall effective standard issue weapon, comes with a 3-round burstfire capability as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with HEDP grenades (ask RO for grenades).
Reloading:
If you have just vended the M41A Pulse Rifle MK2, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.
After the magazine has either been auto-ejected or you have manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M41A Pulse Rifle MK2 to load the magazine in.
Attachments:
The attachments for this weapon can be viewed here.
M41A Magazine:
Single Projectile. Average damage. Use on low armored targets for maximum effect.
M41A Armor Piercing Magazine:
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.
For a list of all available ammo types for this weapon head here.
M4RA Battle Rifle
High Supply Ammunition:
An accurate battle rifle meant for fire support. It uses the same ammo as the M41A, but it does not come with burstfire capabilities nor compatible with most underbarrel attachments. It has a few unique attachments to enhance the rifle even further.
Reloading:
If you have just vended the M4RA Battle rifle, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.
After the magazine has either been auto-ejected or you have manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M4RA Battle Rifle to load the magazine in.
Attachments:
The attachments for this weapon can be viewed here.
M4RA Magazine:
Single Projectile. Average damage. Use on low armored targets for maximum effect.
M4RA Armor Piercing Magazine:
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.
For a list of all available ammo types for this weapon head here.
M37A2 Shotgun
High Supply Ammunition:
This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Alien when fired from close range, though users should still keep in mind that the M37A2 must be pumped after every shot. You can duel wield them but your accuracy will be heavily decreased.
Reloading:
Hold the shotgun shell box with one hand, then swap to your other hand and click the shell box to take out a handful of shells. Drop the shell box and pick up your shotgun and load it with the shells one by one (M37 can hold eight shells plus one in the chamber). Pump the shotgun with Unique Action Button , you need to pump it after each firing. Using Macros to bind a hotkey for it is a must to use shotgun effectively.
Attachments:
The attachments for this weapon can be viewed here.
Slug shells:
Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range.
Buckshot shells:
Fires multiple small projectiles. Powerful in close range. Massive damage, with a rapid damage fall-off at range. Fires in a 15-degree radius.
If you're looking to use the most effective ammo variant as deemed by the community, see the latest replies to this thread: Buckshot vs Slug: The final debate.
For a list of all available ammo types for this weapon head here.
M240 Incinerator Unit
High Supply Ammunition:
The incinerator is good at incinerating hostiles and clearing unwanted vegetation with a moderate range of 5 tiles. Squad Leaders may hand out the two incinerators that are in their vendor (with 8 fuel tanks in total). Welder fuel is weaker than the original thick sticky napthal fuel that the incinerators start with. More incinerators can be ordered from requisitions.
Reloading:
Incinerator Units can only be refuelled once a tank is completely out of fuel. Once emptied, pull out the Incinerator Tankby either unloading the weapon or clicking the incinerator unit with an empty hand, then clicking on a fuel tank, welder pack or welding tank with the tank in your hand. Once refuelled just click on the incinerator unit with the fresh tank.
Attachments:
The attachments for this weapon can be viewed here.
Incinerator Tank:
Ultra-Thick Nepathal fuel that can stick to anyone. Effective in Area Denial situations. Has a chance of burning anyone on contact with the flames on each tic. Holds one hundred (100) units worth of napthal fuel.
Large Incinerator Tank (Gel):
A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds two hundred (200) units worth of gel fuel.
Loadouts
Your playstyle will be determined by the weapons you carry, the attachments on them and the items you have in your bag. Everyone's got their favorite loadouts but it all boils down to what you prefer. Trial and error is the best way to know what you like and don't like.
Attachment
The RO may hand out two or more attachments, a webbing, a holster/scabbard and two grenades. Some RO's may hand out more equipment/attachments if they are feeling generous.
Secondary weapon
You should have a secondary weapon in your suit storage, ideally with a Rail Flashlight and Bayonet attached, be it a M41A, M37 or a flamer. The Rail Flashlight has no drawback while vastly improving your light range so it's always good to take. Additionally a angled grip is a good compliment for a secondary weapon as it reduces the wield delay.
Adjust your loadouts
Reflect what limitations you faced in the previous rounds. Ran out of ammo? Get a webbing from requisitions, and use a backpack . Ran out of flares? Use a backpack and fill it with 7 flare packs.
In the field
You have superior firepower and can fire across the screen, the limiting factors are lighting, vision, weather, and terrain.
Lighting
To overcome low visibility of the battlefield, you need a rail flashlight and flares. Flares burn out after some time, but all flashlights have a battery life so long that it won't run out during the operation. Flares are better for general use as they have better storage options. Flashlights are better suited to lighting up defendable areas due to their bulkier nature. Flares and flashlights both still continue to emit light in any weather condition a marine might face. Use them wisely to illuminate the battlefield!
Shoulder Lamp Range
Rail Flashlight Range
Inventory management
What to recover from a dead marine
Notable items to recover are:
Squad Leader: Laser Designator, Motion Detector, Whistle, B12 armor and M11 helmet. All useful in their own way.
Fireteam Leader: Laser Designator, Motion Detector, Whistle, M4 armor and M12 helmet. Gear similar to the squad leader.
Combat Technician: Building materials and explosives. Materials are scarce in the battlefield!
Hospital Corpsman: Roller Bed, Medkits, Autoinjectors, and Stasis bags for the unfortunate facehugged teamates.
Weapons Specialist: Battle Sightsas they have full night vision capacity and the M3G4 Helmet due to its face hugger blocking capabilities
Recover empty AP magazines, they can be refilled with AP ammo box (click the ammo box with the magazine in hand on
Help intent).
Logistics
Everyone who outranks you has their own tasks to handle, leaving only riflemen free enough to handle supplies. It is faster to push crates than to pull them, but you can both push and pull crates at the same time! Remember "Infantry wins battles, logistics win wars".
The flow of supplies
Move supplies (supply crates, ammo bags, etc.) onto the dropship, and transport them to the FOB upon landing at the LZ. Or wait for requisitions to launch them after coordinates have been given to them over the telephone (as comms won't be up yet during this initial phase).
Remember to also move wounded marines, empty crates, empty Smart gunner power packs onto the dropship whenever possible. When you set off from the FOB, bring some supplies with you, be it an ammo/flare bag, a roller bed/stasis bag.
Enemies typically ambush supply routes, so ensure they are well guarded, lit, and have sufficient cover and space to engage any possible hostiles!
Medical supplies are hard to come by, so use them sparingly and leave the medical work to medics and synthetics unless the situation calls for it.
Lastly! Never throw away your magazines willy-nilly once you're done with it! Put them back in the pouch where they came from so you can resupply your ammo at the FOB. This may seem obvious now, but the battlefield usually is littered with empty magazines!
Organization
To make sense of all the bags lying around, take one item from the bag then drop it on top to signify what the bag contains, alternately you could label them with a labeler. Stockpile the empty bags out of the way to reduce clutter.
When placing down ammo, supplies, and other gear make sure to try and keep them all localized in one area. Shotgun shells and rifle ammo in one part of FOB, and down the line its engineering gear like the power cells box and the metal bag. This will help make finding things much easier.
Additionally, ensure to dispose of or fold up any used up ammo/supply boxes to make space for supplies. Space at the FOB is limited, and a sprawling ammo stockpile is just waiting for a cookoff. Try to make sure used up flares, half eaten MREs, empty un-refillable magazines, and other miscellaneous garbage is chucked underneath the dropship as it lands where it can be crushed and disposed of. Be warned however! Items placed under the dropship when it lands are destroyed permanently! Only do this with items you know have no use in any meaningful capacity.
Recover empty crates
Bring crates back to the FOB and load them onto the dropship. You'll want to load any crates you find as the requisition team can send them down the elevator for extra cash which can be used to purchase additional supplies. Use your radio (;) to tell requisitions there are crates in the hangar, they won't automatically check it every time you bring them in!
First aid
Medical supplies and where to find them
So begins your foray into basic medical training! Medical supplies are most commonly found in vendors. There are splints and other medical supplies are in limited amounts. NanoMeds such as those in the dropship or standing powered Weymeds typically hold medical supplies for you to use. As you've noticed, these vendors also have a reagent bar which only refills if they're attached to the ground at specific spots on the ship. Movable vendors like Weymeds need to be attached to these spots to refill the reagent bar and **only** the reagent bar. Single use medical supplies like splints, gauze, ointment, and pill bottles cannot be restocked at these stations. Only autoinjectors, and not their emergency variants. Putting items with incomplete stacks in these vendors puts an "*" next to the stock number.
How should I be carrying them?
The best thing you can do is to carry the basic medical supplies given to you by the vendors. Such as the first aid pouches . It is best to carry them somewhere always accessible like in the pouch slots in the pouches they come in or the colored webbings due to their increased space, as you wouldn't want to bleed out before getting to your gauze deep in your backpack. The helmet can also fit your usual medical supplies, bar the splints of course.
Helping others
Before pulling a downed marine back in the front, use point at (shift + middle click) to show your intention of going in or to urge the nearer marines to pull them. As you are pulling the downed marine back, shift + click to check the marine, bandage the bleeding wounds when it's safe. If the marine is conscious (not seems to be asleep), shake them with
Help intent to get them up, get them to a medic if he doesn't get up. If the marine has no pulse, get them to a medic then remove their armor (drag their sprites onto yours to open their equipment window, click ExoSuit: M3 armor) so that medic can immediately revive them (can't revive with armor on).
Whenever you have shrapnel injuring you, take out your from your and press the Z key on key on your keyboard to remove the shrapnel from your person. Knife substitutes such as PICTs, screwdrivers, and shards of broken glass also work.
Get splints , you can split the stack by holding it in the active hand then click it with another hand.
Keep a roller bed in your bag so you can quickly transport wounded out in an emergency (being overrun/no Medic/no CASevac).
Marines whose revive timer ran out (indicated by a skull if you have a medhud on your helmet) , without a head, and chest bursted are unrevivable.
Your Skillset
Master
Elite
Expert
Specially Trained
Trained
CQC
Endurance
Fireman Carry
Elite
Expert
Specially Trained
Trained
Medical
JTAC
Expert
Specially Trained
Trained
Construction
Engineering
Surgery
Leadership
Vehicles
Specially Trained
Trained
Firearms
Police
Powerloader
Melee
Piloting
Domestic
Intel
Trained
Research
Trained
Smartgun
M5-RPG
M4RA Battle Rifle
M42A Scoped Rifle
M92 Grenade Launcher
M240-T Incinerator
To find out about how the skill system works head over to the skills system page.
Tips
Only take what you need. You're going to need at least one to two armor piercing magazines in the field for heavilyarmoredenemies. For everything else, standard ammo will have to do. Budget cuts are always a pain.
Follow the chain of command. If someone tells you jump, you'd better ask how high on the way up.
Use appropriate titles. Your Squad Leader is Sergeant, or Squad Leader. He's not an officer so don't call him "Sir" and he's not in the Army so don't call him "Sarge."
Be useful. Offer to carry extra engineering, medical, or some specialist/smartgunner supplies. Those guys are already carrying more weight than you'll ever be able to.
Keep your superiors informed. Stay on the radio and keep the squad and command up to date on what's going on. Do you see movement outside the perimeter? Let your fireteam know. Did Private McFuckface blow his hand off playing catch with a grenade? Let your squad leader know. Did your staff sergeant just get his head taken off by incoming artillery? Let command know.
Stay in the light. There ain't many things out there scarier than marines and they all like the dark. Keep your shoulder lamp on and pop a flare whenever you're stopped for more than a moment.
Use single fire for long to medium ranges and burst-fire for CQC and close range engagements. By doing this you conserve ammo but can still dish out the pain to incoming hostiles.
When entering alien infested territory, it's recommended that you clear the resin nodes as they will automatically clear out the weeds if there is no other resin nodes connected to it. This will allow you to walk at normal pace rather than be slowed down by the weeds and it denies the alien places to build on.