|style="border: 2px solid black; padding: 5px;"| 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.
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|style="border: 2px solid black; padding: 5px;"| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.
|style="border: 2px solid black; padding: 5px;"| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.
|style="border: 2px solid black; padding: 5px;"| 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.
|style="border: 2px solid black; padding: 5px;"| 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.
|style="border: 2px solid black; padding: 5px;"| 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 or the MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.
|style="border: 2px solid black; padding: 5px;"| 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 most common pistols. It also contains side pouches that can store most pistol magazines.
|style="border: 2px solid black; padding: 5px;"| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
|style="border: 2px solid black; padding: 5px;"| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
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Revision as of 23:25, 9 February 2022
MARINE
Weapons Specialist
Difficulty: Medium Supervisors:Squad Leader Rank: Lance Corporal Duties: Employ special weapons, explosives and equipment. Guides: None Unlock Requirements: Five hours as any squad role. 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 the very rare and valuable weapon expert, trained to use special equipment.
You can serve a variety of roles, so choose carefully. |__________|
"Independently targeting particle beam phalanx. Vwap! Fry half a city with this puppy. We got tactical smart missiles, phased plasma pulse rifles, RPGs, we got sonic electronic ball breakers! We got nukes, we got knives, sharp sticks... "
―Pvt. Hudson, Aliens
Some drops, you kick in the door and find out that the distress call was a false alarm. Other days you drop in and clear the problem and move on. Some drops, you gotta kill the whole damn planet. That's where you (the Specialist) come in. Each squad is deployed with a single specialist trained in the use of a squad support weapon. These range from the M42A Scoped Rifle to the devastating M5 RPG.
The Person with the Big Guns (Intro)
As the Squad's Weapon Specialist, you have access to a variety of heavier weapons than your squadmates, and are expected to understand when and when not to deploy them. Specialists are expected to not rely on their special gear but his or her greater understanding of tactics. Squad Specialists are generally promoted during boot camp from marines who show an aptitude for leadership and tactical skills. Like all marines, the specialist's weapon is treated like an extension of themselves and as such, specialists know their chosen firearm, inside and out.
Equipment
The Weapons Specialist has their own ready-room within their squad's larger bay. It contains a single locker and vendor. The locker contains the same gear as any other marine's, however the Weapons Vendor is specific to the Specialist; it will not work without proper access. Among the other supplies it vends is the ability to vend a single specialist kit of your choice. It also contains a webbing and pouches to carry more ammo and pocket-sized equipment on the move. Keep in mind you can only use the specialist kit you choose.
Automated Closet
Equipment:
Description:
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.
USCM Combat Boots
Standard issue combat boots used by the USCM for combat situations.
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.
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.
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.
Shotgun Shell Load Rig
An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.
M276 pattern M82F flare gun 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.
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 most common pistols. It also contains side pouches that can store most pistol magazines.
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 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.
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. They can hold 3 items.
Pouch:
Description:
First-Aid Pouch (Injectors)
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.
Ointment
Pain-stop autoinjector
First-aid autoinjector
Gauze
First-Aid Pouch (Pills)
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.
Large Magazine Pouch
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.
Large Shotgun Shell Pouch
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.
Large Pistol Magazine Pouch
Pouch able to hold 6 pistol magazines.
Medium General Pouch
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.
Pistol Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Accessories:
Description:
Brown Webbing Vest
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Black Webbing Vest
Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.
Shoulder Holster
A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
Webbing
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
A face-covering mask that can be connected to an air supply. It is currently purely cosmetic.
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. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It's a good idea to bring down a few spares in a backpack for those that might've forgot theirs.
Spawns at the Automated Closet as Standard Equipment if the map is Sorokyne Strata or Corsat. Otherwise available at the Surplus Uniform Vendor.
'Note: Only 1 kit may be chosen. All kit selections are shared among all Weapons Specialist players, if Alpha Specialist selects the 'Scout' kit, then no other Specialist can select that kit.
Kit:
Description:
Scout Set
Contains:
M4RA Battle Rifle
4 Standard A19 Magazines
2 Incendiary A19 Magazines
2 Impact A19 Magazines
VP78 Pistol
2 VP78 Magazines
JTAC Encryption Key
Scout Tactical Binoculars
M68 Thermal Cloak
M3-S Light Armour
M3-S Helmet
M42 Scout Sight
C4 Explosive Charge
Sniper Set
Contains:
M42A Scoped Rifle
One of each M42A Sniper Magazine (Standard, Incendiary, Flak)
VP78 Pistol
2 VP78 Magazines
M3 Sniper's Smock
Ghillie Coif
M45 Pattern Ghillie Suit
Binoculars
M42 Scout Sight
Heavy Grenadier Set
Contains:
M92 Grenade Launcher
M3-G4 Helmet
M3-G4 Personal Armor
M276 Pattern M40 HEDP Rig MK 2
VP78 Pistol
2 VP78 Magazines
Demolition Set
Contains:
M5 RPG
2 High Explosive Rockets
2 Armor Piercing Rockets
1 White Phosphorus Rocket
M3-T Light Armor
2 M22 Rocket Bags
2 C4 Explosive Charge
M20 Claymore Anti-Personnel Mine
VP78 Pistol
2 VP78 Magazines
Pyro Set
Contains:
M240-T Incinerator
1 Large Incinerator Tank
M35 Helmet
M35 Armor
Broiler-T flexible refueling system
Fuel Tank Pouch
Fire Extinguisher
Mini Fire Extinguisher
VP78 Pistol
2 VP78 Magazines
Note: You will have 45 points to spend on these items.
Extra Scout Ammunition.
Specialist Ammo/Misc Items:
Description:
Point Cost:
A19 High Velocity Magazine
Holds eighteen (18) 10x24mm high velocity rounds. Lower magazine size, but better damage.
15 Points
A19 High Velocity Incendiary Magazine
Holds eighteen (18) 10x24mm high velocity Incendiary rounds. Will set ablaze any and all targets hit with this round.
15 Points
A19 High Velocity Impact Magazine
Holds eighteen (18) 10x24mm high velocity Impact rounds. Will knockback and stun any targets hit with this round.
Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will have an Area of Effect, hitting other nearby targets near the original.
Aimed Shot: 108 Damage, slow down and no flak AOE.
15 Points
M42A Incendiary Magazine
Holds fifteen (15) 10x28mm incendiary rounds. Will set ablaze any and all targets hit with this round.
Aimed Shot: 61 Damage and Maximum Fire Stack.
15 Points
Extra Demolitionist Ammunition.
Specialist Ammo/Misc Items:
Description:
Point Cost:
High Explosive (HE) Rocket
Deals high damage to soft targets on direct hit and stuns most targets in a 5-meter wide area for a short time. Has decreased effect on heavily armored targets.
15 Points
Anti-Armor (AA or AP) Rocket
Deals average damage to target on direct hit. Affects most of armored targets due to increased penetration characteristics. Deals very little to no splash damage. Inflicts guaranteed stun to most targets. Has high accuracy within 7 meters, that drastically drops beyond that range.
15 Points
White Phosphorous (PHS) Rocket
Has two damaging factors. On hit disperses X-Variant Napthal (blue flames) in a 4-meter radius circle, ignoring cover, while simultaneously bursting into highly heated shrapnel that ignites targets within slightly bigger area.
15 Points
Extra Grenades.
Specialist Ammo/Misc Items:
Description:
Point Cost:
M40 HEDP Grenades x6
Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Very lethal near the epicenter of the explosion.
15 Points
M40 HIDP Incendiary Grenade x6
Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it's caught in the fire.
15 Points
M74 AGM-F 40mm Grenade x6
Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit
15 Points
M74 AGM-I 40mm Grenade x6
Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.
15 Points
Extra Flamethrower Tanks.
Specialist Ammo/Misc Items:
Description:
Point Cost:
Large Incinerator Tank
Holds one hundred units (100) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
15 Points
Incinerator Tank: B Variant
Holds one hundred units (100) units. Utilises B-Variant Napthal which is weaker than its counterparts but can cover a larger area and lasts longer.
30 Points
Incinerator Tank: X Variant
Holds one hundred units (100) units. Utilises X-Variant Napthal which is a lot stronger than its counterparts and has a longer range.
30 Points
Note: You will have 45 points to spend on these items.
Utilities.
Utility Items:
Description:
Point Cost:
Mini Extinguisher
A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
5 Points
Fuel tank strap pouch
Two rings straps that loop around M240 variety napalm tanks. Handle with care.
Can be worn by attaching it to a pocket.
15 Points
Large General Pouch
A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.
15 Points
Autoinjector Pouch
A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.
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).
15 Points
Specialist Loadouts
Scout Loadout
The Scout Loadout contains the M4RA Battle Rifle, a mid powered battle rifle with 4 A19 magazines, 2 Incendiary magazines, 2 Impact magazines and an 88 mod 4 sidearm with three 88M4 AP magazines. The loadout also comes equipped with a set of custom armor that allows better movement speed. Finally the loadout is equipped with two sticks of C4 and a prototype backworn Cloak that can render the user nearly invisible for an indefintine period of time. You are unable to use weapons while cloaked.
Equipment:
Description:
M4RA Battle Rifle
An experimental designated marksman rifle of the USCM. Has a relatively slow rate of fire but deals slightly more damage per round while also possessing a functional burst fire mode and scope mode. Uses special A19 high velocity rounds.
An extended magazine of 10x24mm rounds for use in the M4RA battle rifle. Holds thirty five (35) 10x24mm rifle rounds. Available through the black market crates.
A magazine of incendiary 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
A magazine of high explosive armor piercing 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm high explosive armor piercing rifle rounds.
A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.
A modified version of tactical binoculars with an advanced laser targeting function. 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. This one acquires targets and co-ordinates much faster than the normal ones.
Tactical Binocular Different Modes:
Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tiles Longitude and Latitude coordinates will be displayed in chat. 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.
M68 Thermal Cloak
The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefininte amount of time. A fire extinguisher or acid sprayed at you will make you visible. Required to be worn over the M3-S Light Armor and Helmet and equipped like a backpack in your inventory. To cloak yourself, go to the Scout tab and click Activate-Cloak, you may also assign a Macro to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. While cloaked, the user is unable to use their weapons of any kind.
M3-S Light Armor
A custom modified set of M3 Armor designed for recon missions. Allows more mobility to the wearer. Must be worn to put on the M68 Thermal Cloak. As a Scout Specialist, you can wear this armor.
M3-S Helmet
A custom helmet from the M3 series designed to be light weight and used for recon missions. Provides some head protection and two small inventory slots.
M4RA Battle Sight
A headset and night vision goggles system for the M4RA Battle Rifle. Allows highlighted imaging of surroundings. Click it to toggle.
C4 Explosive Charge
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius. Combat Engineers and Squad Leaders start with 1 in their vendor though they can buy additional blocks for 5 points, Demolition Specialists and Scout Specialists start with 2 in their crate. Anyone with Trained level of engineering can plant C4.
Sniper Loadout
The Sniper Loadout contains the M42A Scoped Rifle, a high powered sniper rifle with one marksman magazine, one Incendiary magazine and one flak magazine as well as the VP78 Pistol, with two magazines. Lastly the sniper loadout comes with standard binoculars, along with the standard M3 sniper smock, ghillie suit, ghillie coif, scoutsight and face paint.
Equipment:
Description:
M42A Scoped Rifle
A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.
This is only available for Specialists using the Sniper Loadout.
Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will have an Area of Effect, hitting other nearby targets near the original.
Aimed Shot: 108 Damage, slow down and no flak AOE.
A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.
An activatable ability that allows the user to camouflage themselves. After 4 seconds uninterrupted by anything, enter a cloak-like state. You will be granted IFF protection against friendly bullets as well as allowing anyone to walkthrough you. The user becomes near-invisible when activated. Moving breaks the cloak entirely, and shooting make you more slightly visible for 5 seconds. The shooting visibility debuffs stack and only resets once you stop firing for 5 seconds to slowly fade back into near-invisibility.
Stats:
Armor Melee = 20
Armor Bullet = 20
Armor Bomb = 15
Armor Internal Damage = 20
Armor Bio = 25
Armor Slowdown = 0.35
Binoculars
A military-issued pair of binoculars. There is nothing special about this pair of binoculars.
M42 Scout sight
A headset and night vision goggles system for the M42 Scoped Rifle. Allows highlighted imaging of surroundings. Click it to toggle.
Heavy Grenadier Loadout
This Loadout contains both the M92 Grenade Launcher and it's grenade belt. The M92 is a midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to six grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler.
In addition, this loadout also contains the M3-G4 Personal Armor. This armor consists of the chestpiece and auxillary protectors, a helmet, and gauntlets. This armor has the best personal protection of any armor the Marines can get; it has a very high armor value and explosion resistance. In addition, the helmet is incredibly ballistic-resistant, and it does provide some heat-proofing as well.
Equipment:
Description:
M92 Grenade Launcher
The grenade launcher is a two-handed weapon that can hold and fire up to six grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien. Comes loaded with five HE grenades. One extra spot is available for grenades.
This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.
This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.
An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Slightly better radius than the M40 HEDP.
They're only available in by ordering Explosives crates from Cargo.
Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines!
Both the Demolition Specialist and Heavy Grenadier Specialist have these grenades in their vendors at round start. More can be ordered in Cargo.
Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Capable being loaded in the M92 launcher, or thrown by hand.
Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it's caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.
Combat Engineers start with 2 of these in their vendors at round start. Corporate Commando Units start with one as well.
Exploding in a 30 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses jagged shrapnel in a cone in front of itself, tearing through sinews and armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.
You get six of these in a rig. Order more via cargo or your vendor.
Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.
You get three of these in a rig. Order more via cargo or your vendor.
A large custom grenade developed by the Ordnance Technicians. Explosive power varies depending on the payload they made. Maximum explosive potential is larger than the standard issue M15s the casing is modelled from.
A heavy, reinforced helmet from the M3 series of armor which protects more of the face, as well as enduring some facehugger latches.
M3-G4 Personal Armor
This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value. Comes with heavily armored defensive gauntlets, as well as a heavily armored M3-G4 helmet. Being much heavier than the other armor types, it's able to allow the wearer to stand and counter against alien pounce attempts.
M276 pattern M40 Grenade rig MK. II
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 18 M40 Grenades. You spawn with one of these inside your heavy grenadier case. These fit on your belt slot if you wish to carry grenades like that.
Contents:
M40 HEDP Grenade
Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! You get six of these in a rig. More can be ordered in Cargo or your vendor.
M40 HIDP Incendiary Grenade
Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Alien back. You get three of these in a rig. Order more via cargo or your vendor.
M74 AGM-F 40mm Grenade
Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit. You get six of these in a rig. Order more via cargo or your vendor.
Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.
You get three of these in a rig. Order more via cargo or your vendor.
VP78 Pistol
A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.
A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.
Demolitionist Loadout
This Loadout contains mines, and a devastating, reloadable, single shot rocket launcher known as the M5 RPG. This weapon carries the most powerful -and dangerous- ordnance available to marine infantry in the form of either high explosive, armor piercing or white phosphorus rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Whereas the WP rockets will ignite the tile it hits, turning that tile and the tiles surrounding into extremely hot areas that can kill quickly. Unlike the grenade launcher, M5 RPG ammo is more scarce, as well as the M5 RPG being more unwieldy to employ.
Equipment:
Description:
M5 RPG
A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer's M5 RPG model is reusable, but lacks an auto-tracking feature. By default, the M5 RPG comes loaded with an HE rocket. This is only available for Specialists using the Demolitionist Loadout.
Deals high damage to soft targets on direct hit and stuns most targets in a 5-meter wide area for a short time. Has decreased effect on heavily armoured targets.
Deals average damage to target on direct hit. Affects most of armoured targets due to increased penetration characteristics. Deals very little to no splash damage. Inflicts guaranteed stun to most targets. Has high accuracy within 7 meters, that drastically drops beyond that range.
Has two damaging factors. On hit disperses X-Variant Napthal (blue flames) in a 4-meter radius circle, ignoring cover, while simultaneously bursting into highly heated shrapnel that ignites targets within slightly bigger area.
A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.
A custom set of M3 armor designed for users of long ranged explosive weaponry.
M22 Rocket Bags
Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.
C4 Explosive Charge
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius. Combat Engineers and Squad Leaders start with 1 in their vendor though they can buy additional blocks for 5 points, Demolition Specialists and Scout Specialists start with 2 in their crate. Anyone with Trained level of engineering can plant C4.
Pyrotechnician Loadout
This loadout contains the M240-T Incinerator which utilises two experimental fuel types to give it an edge over any foe the user encounters. The Pyrotechnician also comes in with highly flame-retardant armor that can brave through flames more than any armor that the user can offer. The loadout is best either for AoD (Area of Denial) or for slow pushes.
Equipment:
Description:
M240-T Incinerator
A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it's compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240's Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refueling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.
This is only available for Specialists using the Pyrotechnician Loadout.
It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.
Holds two hundred and fifty units (250) worth of ultra thick napthal. This will set ablaze any and all targets hit. Has a range of five (5) tiles and will deal thirty (30) damage a second.
Holds two hundred and fifty (250) units of Napthal Fuel type B.
A large fuel tank of Ultra Thick Napthal Fuel type B, a wide-spreading sticky combustable liquid chemical that burns up fast with a low temperature, for use in the M240-T incinerator unit. Handle with care. Will deal fifteen (15) damage a second.
Holds two hundred and fifty (250) units of Napthal Fuel type X. Utilises X-Variant Napthal which is a lot stronger than its counterparts and has a longer range. Has a range of six (6) tiles and will deal forty (40) damage a second.
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. Will deal (15) damage a second before instantly extinguishing.
A specialized back harness that carries the Broiler-T flexible refueling system. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator.
VP78 Pistol
A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.