Weapons Specialist: Difference between revisions

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==Introduction==
==Introduction==
-----
As the squad's 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.
As the squad's 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==
==Equipment==
-----
The 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 a token that allows the specialist to requisition to a single weapon of their choice. The vendor contains the following:
The 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 a token that allows the specialist to requisition to a single weapon of their choice. The vendor contains the following:


====Normal equipment====
====Normal equipment====
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* 1 Riot Shield
* 1 Riot Shield


====Restricted token equipment====
====Restricted token equipment====
-----


*[[File:marksman_spec.png|64px]][[File:recon_spec.png|64px]] M42A Scoped Rifle
* '''M42A Scoped Rifle'''
[[File:marksman_spec.png|64px]][[File:recon_spec.png|64px]]  


The M42A Scoped Rifle comes in two primary variants: the recon configuration and the marksman configuration.  
The M42A Scoped Rifle comes in two primary variants: the recon configuration and the marksman configuration.  


The marksman configuration relies more on stealth and guile over mobility. In this configuration, the rifle is often paired with a thermal dampening tarp to act as a modern day ghillie suit.  
* The '''marksman''' configuration relies more on stealth and guile over mobility. In this configuration, the rifle is often paired with a thermal dampening tarp to act as a modern day ghillie suit.  


The recon configuration employs high mobility, squad support, and a powerful sidearm. This configuration favors staying with the squad and calling targets before they come in range.
* The '''recon''' configuration employs high mobility, squad support, and a powerful sidearm. This configuration favors staying with the squad and calling targets before they come in range.


The box contains firearm itself, a set of scout-sights, and three seven-round magazines, in addition to one in the rifle. The firearm supports muzzle and underbarrel attachments, as well as the magnetic harness. The rounds are traditional rifle rounds -they do not avoid marines like the Smartgun's- so clearly-defined lanes of fire are necessary with this weapon.
The box contains firearm itself, a set of scout-sights, and three seven-round magazines, in addition to one in the rifle. The firearm supports muzzle and underbarrel attachments, as well as the magnetic harness. The rounds are traditional rifle rounds -they do not avoid marines like the Smartgun's- so clearly-defined lanes of fire are necessary with this weapon.


* [[File:GrenadeLauncher.png|64px]] [[File:gl_spec.png|64px]]M92 Grenade Launcher
 
* '''M92 Grenade Launcher'''
[[File:GrenadeLauncher.png|64px]] [[File:gl_spec.png|64px]]
 
A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five 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.  
A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five 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.  


* [[File:SADAR.png|64px]] M83 SADAR
A reloadable, single shot rocket launcher. This weapon carries the most powerful -and dangerous- ordnance available to marine infantry in the form of either high explosive or armor piercing 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. Unlike the grenade launcher, SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ.  Note:  The SADAR has a safety system which prevents it's activation on space-stations or ships.


* [[File:Spec.png|64px]]  M56 Smart Gun
* '''M83 SADAR'''
The model of 'Smartgun' issued to the Sulaco is different from the more popular auto-targeting model. The M56 'Smartgun' is actually a four-part system, consisting of a combat harness, ammunition and power pack, Heads-Up Display, and the Smartgun itself. The backpack contains five belts of fifty rounds each, in addition to the weapon's inexhaustible power supply. The HUD functions similarly to meson scanners and night vision goggles, allowing target acquisition in complete darkness, and easy Identification- Friend or Foe in combat situations. Unlike the more traditional Smartgun, this one fires high-caliber, self-guiding rounds that avoid marines, making it an ideal support weapon.
[[File:SADAR.png|64px]]  
 
A reloadable, single shot rocket launcher. 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, SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ.  
Note:  The SADAR has a safety system which prevents it's activation on space-stations or ships.
 
 
* '''M56 Smart Gun'''
[[File:Spec.png|64px]] 
 
The model of 'Smartgun' issued to the Sulaco is different from the more popular auto-targeting model. The M56 'Smartgun' is actually a four-part system, consisting of a combat harness, ammunition and power pack, Heads-Up Display, and the Smartgun itself. The backpack contains five belts of fifty rounds each, in addition to the weapon's inexhaustible power supply.  
 
The HUD functions similarly to meson scanners and night vision goggles, allowing target acquisition in complete darkness, and easy Identification- Friend or Foe in combat situations. Unlike the more traditional Smartgun, this one fires high-caliber, self-guiding rounds that avoid marines, making it an ideal support weapon.
 
 
* '''B18 Experimental Armor'''
[[File:B18.png|64px]]


*B18 Experimental Armor
The final option in your vendor, 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 three tricordrazine auto injectors. In addition, the helmet can block three facehuggers before breaking. It also is incredibly ballistic-resistant, and it does provide some heat-proofing as well.
The final option in your vendor, 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 three tricordrazine auto injectors. In addition, the helmet can block three facehuggers before breaking. It also is incredibly ballistic-resistant, and it does provide some heat-proofing as well.

Revision as of 10:15, 5 April 2017

MARINE
Spec.png
Specialist
Difficulty: Medium
Supervisors: Squad Leader
Rank: Not defined
Duties: Employ special weapons, explosives and equipment.
Guides: This is your guide.
Unlock Requirements: Not available.
Detailed Description:
|__________|
Not defined
|__________|


"LET'S ROCK!" ―Pvt. Vasquez, 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 come in. Each squad is deployed with a single specialist trained in the use of a squad support weapon. These range from the versatile smartgun to the devastating SADAR.

Introduction


As the squad's 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 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 a token that allows the specialist to requisition to a single weapon of their choice. The vendor contains the following:


Normal equipment

  • 1 Specialist Token
  • 1 Webbing
  • 2 Plastic Explosives
  • 2 Frag Grenades
  • 2 Incendiary Grenades
  • 1 M56 Power Pack
  • 1 Riot Shield


Restricted token equipment


  • M42A Scoped Rifle

Marksman spec.pngRecon spec.png

The M42A Scoped Rifle comes in two primary variants: the recon configuration and the marksman configuration.

  • The marksman configuration relies more on stealth and guile over mobility. In this configuration, the rifle is often paired with a thermal dampening tarp to act as a modern day ghillie suit.
  • The recon configuration employs high mobility, squad support, and a powerful sidearm. This configuration favors staying with the squad and calling targets before they come in range.

The box contains firearm itself, a set of scout-sights, and three seven-round magazines, in addition to one in the rifle. The firearm supports muzzle and underbarrel attachments, as well as the magnetic harness. The rounds are traditional rifle rounds -they do not avoid marines like the Smartgun's- so clearly-defined lanes of fire are necessary with this weapon.


  • M92 Grenade Launcher

GrenadeLauncher.png Gl spec.png

A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five 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.


  • M83 SADAR

File:SADAR.png

A reloadable, single shot rocket launcher. 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, SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. Note: The SADAR has a safety system which prevents it's activation on space-stations or ships.


  • M56 Smart Gun

Spec.png

The model of 'Smartgun' issued to the Sulaco is different from the more popular auto-targeting model. The M56 'Smartgun' is actually a four-part system, consisting of a combat harness, ammunition and power pack, Heads-Up Display, and the Smartgun itself. The backpack contains five belts of fifty rounds each, in addition to the weapon's inexhaustible power supply.

The HUD functions similarly to meson scanners and night vision goggles, allowing target acquisition in complete darkness, and easy Identification- Friend or Foe in combat situations. Unlike the more traditional Smartgun, this one fires high-caliber, self-guiding rounds that avoid marines, making it an ideal support weapon.


  • B18 Experimental Armor

B18.png

The final option in your vendor, 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 three tricordrazine auto injectors. In addition, the helmet can block three facehuggers before breaking. It also is incredibly ballistic-resistant, and it does provide some heat-proofing as well.