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Fireteam Leader: Difference between revisions

From CM-SS13 - Wiki
(RTO guide added)
 
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Line 5: Line 5:
|imagebgcolor = lightgrey
|imagebgcolor = lightgrey
|img = IntelOfficer.png
|img = IntelOfficer.png
|jobtitle = Radio Telephone Operator
|jobtitle = Fireteam Leader
|difficulty = Medium
|difficulty = Medium
|rank = Sergeant and Corporal
|rank = Lance Corporal / Corporal / Sergeant
|superior = [[Squad Leader]]
|superior = [[Squad Leader]]
|unlock = 8 hours of squad marine
|unlock = 8 hours as any squad roles.
|duties = Deploy orbital drop pods containing advanced munitions and supplies, relay information to CIC, be the backup communications operator.
|duties = Relay information to CIC, be the backup communications operator.
|guides = None
|guides = None
|description= Your job is to assist the marines by calling down drop pods containing advanced munitions and supplies. You're also meant to relay information on the battlefield to command and update them on the tactical situation.
|description= Your job is to lead your fireteam which is designated by your squad leader. You're also meant to relay information on the battlefield to command and update them on the tactical situation.
}}
}}


Line 18: Line 18:
= Overview =
= Overview =


The Squad Radio Telephone Operator is a role dedicated to people who are willing to communicate with command and the squad, making the perfect bridge of information and communication from command the ground-side personal and vice versa.
The Fireteam Leader (FL) is a role dedicated to commanding fireteams that the squad leader has made. They also have the capabilities to coordinate fire support just like a squad leader would.
Currently, every squad has two RTO, the assistant RTO, and the RTO.
The FL is a Corporal (CPL) who is second in command of the current squad or a fireteam, if there's no SL you will be the next squad leader due to the importance of your job.  
The aRTO is a Corporal (CPL) who is to mostly assist the RTO and the Staff Sergeant Squad Leader.
The RTO is a Sergeant (SGT) who is second in command of the current squad, if there's no SL you will be the next squad leader due to the importance of your job.


<center>
<center>
== Radio Telephone Operator Equipment Rack==
== Fireteam Leader Equipment Rack==


<tabs>
<tabs>
Line 35: Line 33:
|style="border: 2px solid black; padding: 5px;"| Standard issue combat boots used by the USCM for combat situations.
|style="border: 2px solid black; padding: 5px;"| Standard issue combat boots used by the USCM for combat situations.
|-
|-
|style="border: 2px solid black; padding: 5px;" |[[File:jumpsuit.png|64px]]<br>'''USCM RTO Fatigues'''
|style="border: 2px solid black; padding: 5px;" |[[File:jumpsuit.png|64px]]<br>'''USCM Fatigues'''
|style="border: 2px solid black; padding: 5px;" |Standard-issue RTO fatigues, only worn by USCM RTOs.
|style="border: 2px solid black; padding: 5px;" |Standard-issue fatigues.
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Squad_Gloves.gif|64px]]<br>'''USCM Combat Gloves'''
|style="border: 2px solid black; padding: 5px;"| [[File:Squad_Gloves.gif|64px]]<br>'''USCM Combat Gloves'''
Line 42: Line 40:
|-  
|-  
|style="border: 2px solid black; padding: 5px;"|[[File:XM4_Pattern_Intel_Armor.png|64px]]
|style="border: 2px solid black; padding: 5px;"|[[File:XM4_Pattern_Intel_Armor.png|64px]]
'''XM4 pattern radio operator plate armour'''
'''M4 Pattern Armor'''
|style="border: 2px solid black; padding: 5px;"| well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches.
|style="border: 2px solid black; padding: 5px;"|{{M4 Armor}}
 
{{XM4 Pattern Intel Armor Stats}}
 
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Headset.png|64px]]<br>'''USCM Headset'''
|style="border: 2px solid black; padding: 5px;"| [[File:Headset.png|64px]]<br>'''USCM Headset'''
|style="border: 2px solid black; padding: 5px;"| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This headset also has access to the JTAC and Requisition comms channel.
|style="border: 2px solid black; padding: 5px;"| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This headset also has access to the JTAC and Requisition comms channel.
|-  
|-
|style="border: 2px solid black; padding: 5px;"| [[File:rtobackpack.png|64px]]
|style="border: 2px solid black; padding: 5px;"| [[File:M10_pattern_marine_helmet.png|64px]]
'''USCM Radio Telephone Pack'''
|style="border: 2px solid black; padding: 5px;"|A heavy-duty pack, used for telecommunications between central command. Commonly carried by RTOs.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Tactical_Binoculars.png|64px]]
'''Laser Designator'''
|style="border: 2px solid black; padding: 5px;"|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.


{| border="1"
'''M12 Pattern Marine Helmet'''
|+ style="text-align:left;"|'''Tactical Binocular Different Modes:'''
|style="border: 2px solid black; padding: 5px;"| An experimental brain-bucket. A dust ruffle hangs from back instead of the standard lobster shell design. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you'll be busy getting medals for your fantastic leadership.
|


*'''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.
|}
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:MRE.png|64px]]
|style="border: 2px solid black; padding: 5px;"| [[File:MRE.png|64px]]
'''MRE'''
'''MRE'''
|style="border: 2px solid black; padding: 5px;"| 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.
|style="border: 2px solid black; padding: 5px;"| 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.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Tactical_Binoculars.png|64px]] [[File:M89_Signal_FlarePack.png|64px]]
'''Essential Fireteam Leader Utilities'''
|style="border: 2px solid black; padding: 5px;"|
{{Tactical Binoculars Description}}
Two packets of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.
|}
|}
</tab>
</tab>
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|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 the standard variant designed for bulk ammunition-carrying operations. Holds 5 various 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 is the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.
|-  
|-  
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M4A3_holster_rig.png|64px]]<br>'''M276 Pattern M4A3 Holster Rig'''
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M4A3_holster_rig.png|64px]]<br>'''M276 General Pistol Holster Rig'''
|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 M4A3 or the MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.  
|-
|-
Line 102: Line 95:
|style="border: 2px solid black; padding: 5px;"| [[File:M276_Pattern_Toolbelt_Rig.png|64px]]<br>'''M276 Pattern Toolbelt Rig'''
|style="border: 2px solid black; padding: 5px;"| [[File:M276_Pattern_Toolbelt_Rig.png|64px]]<br>'''M276 Pattern Toolbelt Rig'''
|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 lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work.
|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 lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M40_HEDP.png|64px]]<br>'''M276 Pattern M40 HEDP Rig'''
|style="border: 2px solid black; padding: 5px;"| {{M276 Pattern M40 HEDP Rig Description}}
|}
|}
</tab>
</tab>
Line 110: Line 108:
  ! style="background-color:#A9A9A9;"|'''Description:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
|-  
|-  
|style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch(Injector)'''
|style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch(Refillable Injectors)'''
|style="border: 2px solid black; padding: 5px;"|{{aid-pouch}}
|style="border: 2px solid black; padding: 5px;"|{{aid-pouch-refil}}
|-  
|-  
|style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch(Pills)'''
|style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch(Splints, Gauze, Ointment)'''
|style="border: 2px solid black; padding: 5px;"|{{aid-pouch-splints}}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch(Pill Packets)'''
|style="border: 2px solid black; padding: 5px;"|{{aid-pouch-packet}}
|style="border: 2px solid black; padding: 5px;"|{{aid-pouch-packet}}
|-
|-
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|style="border: 2px solid black; padding: 5px;"| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
|style="border: 2px solid black; padding: 5px;"| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:flame-pouch.png|64px]]<br>'''Fuel tank strap pouch'''
|style="border: 2px solid black; padding: 5px;"| [[File:flame-pouch.png|64px]]<br>'''Fuel Pouch'''
|style="border: 2px solid black; padding: 5px;"|Two rings straps that loop around M240 variety napalm tanks. Handle with care.
|style="border: 2px solid black; padding: 5px;"| Two rings straps that loop around M240 variety napalm tanks. Handle with care.
|-
Can be worn by attaching it to a pocket.
|style="border: 2px solid black; padding: 5px;"|[[File:Large-gen-pouch.png|64px]]
|-
'''Large General Pouch'''
|style="border: 2px solid black; padding: 5px;"|[[File:Large-gen-pouch.png|64px]]<br>'''Large General Pouch'''
|style="border: 2px solid black; padding: 5px;"|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.  
|style="border: 2px solid black; padding: 5px;"|A general purpose pouch used to carry small items and also magazines. Contains 3 slot.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:sling_pouch.png|64px]]<br>'''Sling Pouch'''
|style="border: 2px solid black; padding: 5px;"|Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:pistol-mag-pouch-large.png|64px]]<br>'''Large Pistol Magazine Pouch'''
|style="border: 2px solid black; padding: 5px;"|{{Large Pistol Magazine Pouch Description}}
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:pistol-mag-pouch-large.png|64px]]
|style="border: 2px solid black; padding: 5px;"| [[File:medmag-pouch.png|64px]]<br>'''Magazine Pouch'''
 
'''Large Pistol Magazine Pouch'''
|style="border: 2px solid black; padding: 5px;"|Pouch able to 6 hold pistol magazines. It is one of the uncommon pouches inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].
|-
|style="border: 2px solid black; padding: 5px;"|[[File:medmag-pouch.png|64px]]<br>'''Magazine Pouch'''
|style="border: 2px solid black; padding: 5px;"|{{Magazine Pouch Description}}
|style="border: 2px solid black; padding: 5px;"|{{Magazine Pouch Description}}
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:shell-pouch.png|64px]]
|style="border: 2px solid black; padding: 5px;"|[[File:shell-pouch.png|64px]]<br>'''Shotgun Shell Pouch'''
'''Shotgun Shell Pouch'''
|style="border: 2px solid black; padding: 5px;"|{{Shotgun Shell Pouch Description}}
|style="border: 2px solid black; padding: 5px;"|{{Shotgun Shell Pouch Description}}
|-
|-
Line 189: Line 190:
|style="border: 2px solid black; padding: 5px;" | [[File:Webbing.png|64px]]<br>'''Webbing'''
|style="border: 2px solid black; padding: 5px;" | [[File:Webbing.png|64px]]<br>'''Webbing'''
|style="border: 2px solid black; padding: 5px;" | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
|style="border: 2px solid black; padding: 5px;" | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
|-
|style="border: 2px solid black; padding: 5px;" | [[File:Drop_Pouch.png|64px]]<br>'''Drop Pouch'''
|style="border: 2px solid black; padding: 5px;" | {{Drop Pouch Description}}
|}
</tab>
<tab name="Masks">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Mask:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Gasmask.png|64px]]<br>'''Gas Mask'''
|style="border: 2px solid black; padding: 5px;" |{{Gas Mask}}
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Heat_absorbent_coif.png|64px]]<br>'''Heat Absorbent Coif'''
|style="border: 2px solid black; padding: 5px;" |{{Heat Absorbent Coif Description}}
|}
|}
</tab>
</tab>
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==Radio Telephone Operator Gear Rack ==
==Radio Telephone Operator Gear Rack ==
<tabs>
<tabs>
<tab name="RTO Essentials VP78 Kit">
<tab name="Ammunition">
<center> '''Pick One''' </center>
{| style="border: 2px solid black; class="mw-collapsible"
{| style="border: 2px solid black; class="mw-collapsible"
  ! style="background-color:#A9A9A9; width:130px;"|'''Sidearms:'''
  ! style="background-color:#A9A9A9; width:130px;"|'''Magazine:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
  ! style="background-color:#A9A9A9; width:800px;"|'''Description:'''  
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M4RA-AP-mag.png|64px]]<br>'''M4RA Armor Piercing Magazine'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"| Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.<br>Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M39-AP-mag.png|64px]]<br>'''M39 Armor Piercing Magazine'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
|-
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Vp78.png|64px]]<br>'''VP78 Pistol'''
|style="border: 2px solid black; padding: 5px;"| [[File:M39-extended-mag.png|64px]]<br>'''M39 Extended Magazine'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;" |
|style="border: 2px solid black; padding: 5px;"| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
 
{{VP78 Description}}
 
{{VP78 Stats}}
 
{{VP78 Ammunition}}
 
{{VP78 Attachments}}
|-
|-
|style="border: 2px solid black; padding: 5px;" | [[File:VP78_Magazine.png|64px]] <br>'''4 x VP78 Magazines
|style="border: 2px solid black; padding: 5px;"| [[File:M41A-AP-mag.png|64px]]<br>'''M41A Armor Piercing Magazine'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;" | Holds fourteen (14) 9mm squash-head pistol rounds.
|style="border: 2px solid black; padding: 5px;"| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.  
|-  
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M4A3_holster_rig.png|64px]]<br>'''M276 Pattern M4A3 Holster Rig'''
|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;"|[[File:M89 Signal FlarePack.png|64px]]<br>'''2 x M89-S Signal Flare Pack'''
|style="border: 2px solid black; padding: 5px;"|A packet of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Tactical_Binoculars.png|64px]]<br>'''Tactical Binoculars'''
|style="border: 2px solid black; padding: 5px;"| [[File:M41A-extended-mag.png|64px]]<br>'''M41A Extended Magazine'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|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.
|style="border: 2px solid black; padding: 5px;"| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M44-HR-SL.png]]<br>'''M44 heavy speed Loader'''<br>Costs:10 points
|style="border: 2px solid black; padding: 5px;"|Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M4A3-Hollow-Point-mag.png]] <br>'''M4A3 Hollow Point Magazines<br>Costs:5 points
|style="border: 2px solid black; padding: 5px;"|Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage. Smartgunner belts come with one magazine. More can be obtained through the Surplus Ammo Crate which can be ordered by [[Requisitions]].
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M4A3-AP-mag.png]] <br>'''M4A3 Armour Piercing Magazines<br>Costs:5 points
|style="border: 2px solid black; padding: 5px;"|Holds nine (9) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
|}
</tab>


{| border="1"
<tab name="Explosives">
|+ style="text-align:left;"|'''Tactical Binocular 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'''
<center><big>'''Note:You have 45 points to spend on additional items.'''</big></center>


*'''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.
|}
|}
</tab>
<tab name="RTO Essentials Custom M4A3 Kit">
<center> '''Pick One''' </center>
{| style="border: 2px solid black; class="mw-collapsible"
{| style="border: 2px solid black; class="mw-collapsible"
  ! style="background-color:#A9A9A9; width:130px;"|'''Sidearms:'''
  ! style="background-color:#A9A9A9; width:150px;"|'''Weapon:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
  ! style="background-color:#A9A9A9; width:1000px"|'''Description:'''
|-
|-
{{TabsItem
|Description = Contains three [[Marine Equipment#USCM Weapons|HEDP]] high explosive grenades.


|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:M4a3Commander.png|64px]]<br>'''M4A3 Custom Pistol'''
'''Costs 18 points.'''
|Icon = hedp_packet
|Title = M40 HEDP High Explosive Packet
}}
|-
{{TabsItem
|Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades.


|style="border: 2px solid black; padding: 5px;" |
'''Costs 18 points.'''
|Icon = hidp_packet
|Title = M40 HIDP Incendiary Packet
}}
|-
{{TabsItem
|Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades.


{{M4A3 Custom Pistol Description}}
'''Costs 18 points.'''
|Icon = hpdp_packet
|Title = M40 HPDP White Phosphorus Packet
}}
|-
{{TabsItem
|Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades.


{{M4A3 Custom Pistol Stats}}
'''Costs 9 points.'''
|Icon = hsdp_packet
|Title = M40 HSDP Smoke Packet
}}
|-
{{TabsItem
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades.


{{M4A3 Ammunition SD}}
'''Costs 20 points.'''
|Icon = agm_airburst_packet
|Title = M74 AGM-Frag Airburst Packet
}}
|-
{{TabsItem
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-I]] incendiary grenades.


{{M4A3 Attachments}}
'''Costs 20 points.'''
|Icon = agm_incendiary_airburst_packet
|Title = M74 AGM-Incendiary Airburst Packet
}}
|-
{{TabsItem
|Description = Contains four [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.


'''Costs 20 points.'''
|Icon = hornet_packet
|Title = M74 AGM-Hornet Airburst Packet
}}
|-
|-
|style="border: 2px solid black; padding: 5px;" | [[File:M4A3-AP-mag.png]] <br> '''2 x M4A3 AP Magazine'''
{{TabsItem
|style="border: 2px solid black; padding: 5px;" | Holds nine (9) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
|Description = Contains five [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[Combat Technician]] if they have spare.
 
'''Costs 20 points.'''
|Icon = M20_mine_box
|Title = M20 Mine Box
}}
|-
|-
|style="border: 2px solid black; padding: 5px;" | [[File:M4A3-Hollow-Point-mag.png]] <br> '''2 x M4A3 Hollowpoint Magazine'''
|}
|style="border: 2px solid black; padding: 5px;" | Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage. Smartgunner belts come with one magazine. More can be obtained through the Surplus Ammo Crate which can be ordered by [[Requisitions]].
</tab>
|-  
<tab name="Restricted Firearms">
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M4A3_holster_rig.png|64px]]<br>'''M276 Pattern M4A3 Holster Rig'''
 
|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.
<center><big>'''Note:You have 45 points to spend on additional items.'''</big></center>
|-
 
|style="border: 2px solid black; padding: 5px;"|[[File:M89 Signal FlarePack.png|64px]]<br>'''2 x M89-S Signal Flare Pack'''
{| style="border: 2px solid black; class="mw-collapsible"
|style="border: 2px solid black; padding: 5px;"|A packet of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.
! style="background-color:#A9A9A9; width:100px;"|'''Weapon:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Tactical_Binoculars.png|64px]]<br>'''Tactical Binoculars'''
{{TabsItem
|style="border: 2px solid black; padding: 5px;"|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.
|Description = {{VP78 Guncase}}


{| border="1"
'''Costs 10 points.'''
|+ style="text-align:left;"|'''Tactical Binocular Different Modes:'''
|Icon = weaponcase
|
|Title = VP78 Pistol
}}
|-
{{TabsItem
|Description = {{Smartpistol Guncase}}


*'''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'''
'''Costs 15 Points.'''
|Icon = weaponcase
|Title = SU-6 Smartpistol
}}
|-
{{TabsItem
|Description = {{HPR Guncase}}


*'''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.
'''Costs 30 points.'''
|}
|Icon = weaponcase
|Title = M41AE2 Heavy Pulse Rifle
}}
|-
{{TabsItem
|Description = {{M79 Guncase}}


'''Costs 30 points.'''
|Icon = weaponcase
|Title = M79 Grenade Launcher
}}
|}
|}
</tab>
</tab>
<tab name="Supplies">
 
<tab name="Utilities">
{| style="border: 2px solid black; class="mw-collapsible"
{| style="border: 2px solid black; class="mw-collapsible"
  ! style="background-color:#A9A9A9; width:150px;"|'''Supplies:'''
  ! style="background-color:#A9A9A9; width:150px;"|'''Supplies:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
|-
|-  
|style="border: 2px solid black; padding: 5px;"|[[File:autoinjector-pouch.png|64px]]<br>'''Autoinjector Pouch'''<br>Costs: 15 Points
|style="border: 2px solid black; padding: 5px;"| [[File:rtobackpack.png|64px]]<br>'''USCM Radio Telephone Pack'''
|style="border: 2px solid black; padding: 5px;"|A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.
Costs: 5 Points
Contains:
|style="border: 2px solid black; padding: 5px;"|A heavy-duty pack, used for telecommunications between central command.
{| border="1" class="wikitable style="width: 100%;"
|[[File:Bicaridine.png|64px]]
[[Chemistry#Bicaridine|'''2x Bicaridine  Auto-injectors''']]
|[[File:Kelotane.png|64px]]
[[Chemistry#Kelotane|'''2x Kelotane Auto-injectors''']]
|[[File:Tramadol_Injector.png|64px]]
[[Chemistry#Tramadol|'''2x Tramadol Auto-injectors''']]
|[[File:Emergency_Auto_injector.png|64px]]
[[#Emergency Auto-Injector|'''Emergency Auto-injector''']]
|}
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Binoculars.png|64px]]<br>'''Binoculars'''<br>Costs: 5 Points
|style="border: 2px solid black; padding: 5px;"|[[File:Binoculars.png|64px]]<br>'''Binoculars'''<br>Costs: 5 Points
|style="border: 2px solid black; padding: 5px;"|A military-issued pair of binoculars. There is nothing special about this pair of binoculars.
|style="border: 2px solid black; padding: 5px;"|A military-issued pair of binoculars. There is nothing special about this pair of binoculars.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Mini_Extinguisher.png|64px]]
'''Mini Extinguisher'''<br> Costs:5 points
|style="border: 2px solid black; padding: 5px;"|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Fulton_Device.png|64px]]
|style="border: 2px solid black; padding: 5px;"|[[File:Fulton_Device.png|64px]]
'''Fulton Device'''<br>Costs: 10 Points
'''Fulton Device'''<br>Costs: 10 Points
|style="border: 2px solid black; padding: 5px;"|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.
|style="border: 2px solid black; padding: 5px;"|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.  
|-  
|-  
|style="border: 2px solid black; padding: 5px;"|[[File:largemag-pouch.png|64px]]
|style="border: 2px solid black; padding: 5px;"|[[File:largemag-pouch.png|64px]]
'''Large Magazine Pouch'''<br>Costs:10 points
'''Large Magazine Pouch'''<br>Costs:10 points
|style="border: 2px solid black; padding: 5px;"|{{Large Magazine Pouch Description}}
|style="border: 2px solid black; padding: 5px;"|{{Large Magazine Pouch Description}}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:largeshell-pouch.png|64px]]
'''Large Shotgun Shell Pouch'''<br> Costs: 10 points
|style="border: 2px solid black; padding: 5px;"|{{Large Shotgun Shell Pouch Description}}
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Motion_Detector.gif|64px]]
|style="border: 2px solid black; padding: 5px;"|[[File:Motion_Detector.gif|64px]]
'''Motion Detector'''<br> Costs:15 points
'''Motion Detector'''<br> Costs:15 points
|style="border: 2px solid black; padding: 5px;"| 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).
|style="border: 2px solid black; padding: 5px;"| 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 {{Key press|Z}} (in hotkey mode).




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|}
|}
|-
|-
|style="border: 2px solid black; padding: 5px;" |[[File:C4.png]]<br>'''Plastique Explosive'''<br>Costs:10 points
|style="border: 2px solid black; padding: 5px;" |[[File:C4.png]]<br>'''Plastique Explosive'''<br>Costs:10 points
|style="border: 2px solid black; padding: 5px;" |{{C4 Description}}
|style="border: 2px solid black; padding: 5px;" |{{C4 Description}}
|-
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Breaching Charge.png]]<br>'''Breaching Charge'''<br>Costs:10 points
|style="border: 2px solid black; padding: 5px;" |{{Breaching Charge Description}}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:SensorMate.png]]
'''Sensor Mate medical Hud'''<br>Costs:15 points
|style="border: 2px solid black; padding: 5px;"| {{Sensormate_Description}}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Night_Vision_Goggles.png|64px]]


'''M2 Night Vision Goggles'''<br> Costs:30 points
|style="border: 2px solid black; padding: 5px;"|{{M2_Night_Vision_Goggle_Description}}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:RollerBed.png|64px]]
'''Roller Bed'''<br> Costs:5 points
|style="border: 2px solid black; padding: 5px;"|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
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Large-gen-pouch.png|64px]]
'''Large General Pouch'''<br> Costs:15 points
|style="border: 2px solid black; padding: 5px;"|A general purpose pouch used to carry more small items and also magazines. Contains 3 slots.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Shoulder_Holster.png|64px]]
'''Shoulder Holster'''<br> Costs:15 points
|style="border: 2px solid black; padding: 5px;"|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:H5_pattern_M2132_machete_scabbard.png|64px]]
'''H5 Pattern M2132 Machete Scabbard'''<br> Costs:5 points
|style="border: 2px solid black; padding: 5px;"|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Machete_pouch.png|64px]]
'''H6B pattern M2132 machete scabbard'''<br> Costs:15 points
|style="border: 2px solid black; padding: 5px;"|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Mini_Extinguisher.png|64px]]'''Mini Extinguisher'''<br> Costs:5 points
|style="border: 2px solid black; padding: 5px;"|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Whistle.png|64px]]'''Whistle'''<br> Costs:5 points
|style="border: 2px solid black; padding: 5px;"|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.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Goggles.png|64px]]<br>'''Welding Goggles'''<br>Costs:5 Points
|style="border: 2px solid black; padding: 5px;"| [[File:Goggles.png|64px]]<br>'''Welding Goggles'''<br>Costs:5 Points
|style="border: 2px solid black; padding: 5px;"| A pair of Welding Goggles. Goes on the eyes slot.
|style="border: 2px solid black; padding: 5px;"| A pair of Welding Goggles. Goes on the eyes slot.
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:SensorMate.png]]
|style="border: 2px solid black; padding: 5px;"|[[File:Powerloader-Pamphlet.png|64px]]'''Powerloader Certification'''<br> Costs:45 points
'''Sensor Mate Glasses'''<br>Costs:5 points
|style="border: 2px solid black; padding: 5px;"|A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.
|style="border: 2px solid black; padding: 5px;"| A much older heads-up display that displays the last known biometric data from suit sensors of any given individual. 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 green heart rate icon next to the bar, they can still be brought back to life with a defibrillator.
|-
 
|style="border: 2px solid black; padding: 5px;"|[[File:largeshell-pouch.png|64px]]
'''Large Shotgun Shell Pouch'''<br> Costs: 10 points
|style="border: 2px solid black; padding: 5px;"|{{Large Shotgun Shell Pouch Description}}
|}
|}


</tab>
</tab>
<tab name="Special Ammunition">
<tab name="Radio Keys">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Magazine:'''
! style="background-color:#A9A9A9; width:800px;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"| [[File:L42 AP mag.png|64px]]<br>'''L42A Armor Piercing Magazine'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"| Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.<br>Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines.
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Stats:'''
|width=100|
'''Capacity''': 25


'''Damage''': 32
<center><big>'''Note:You have 45 points to spend on additional items.'''</big></center>


'''Max Range''': 22
{| style="border: 2px solid black; class="mw-collapsible"
 
! style="background-color:#A9A9A9; width:150px;"|'''Radio Keys:'''
'''Fall off''': 0
! style="background-color:#A9A9A9;width:1000px;"|'''Description:'''
 
'''Penetration''': 31
 
'''Punch:''' 0.5
|}
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M39-AP-mag.png|64px]]<br>'''M39 Armor Piercing Magazine'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.


{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed"
|style="border: 2px solid black; padding: 5px;"| [[File:Engineering_key.png|64px]]<br>'''Engineering Radio Encryption Key'''<br> Costs:5 points
|+ style="text-align:left;"|'''Stats:'''
|style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the engineering channel with :n.
|width=100|
'''Capacity''': 48
 
'''Damage''': 34
 
'''Max Range''': 22
 
'''Fall off''': 3
 
'''Penetration:''' 31
 
'''Punch:''' 0.5
|}
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M39-extended-mag.png|64px]]<br>'''M39 Extended Magazine'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"| [[File:tactics_key.png|64px]]<br>'''Tactics Radio Encryption Key'''<br> Costs:5 points
|style="border: 2px solid black; padding: 5px;"| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
|style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the tactics channel with :t.
 
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Stats:'''
|width=100|
'''Capacity''': 72
 
'''Damage''': 41
 
'''Max Range''': 22
 
'''Fall off''': 2
 
'''Penetration:''' 5
 
'''Punch:''' 0.5
|}
|-
|-
 
|style="border: 2px solid black; padding: 5px;"| [[File:JTAC_key.png|64px]]<br>'''JTAC Radio Encryption Key'''<br> Costs:5 points
|style="border: 2px solid black; padding: 5px;"| [[File:M41A-AP-mag.png|64px]]<br>'''M41A Armor Piercing Magazine'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the JTAC channel with :j.
|style="border: 2px solid black; padding: 5px;"| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
 
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Stats:'''
|width=100|
'''Capacity''': 40
 
'''Damage''': 33
 
'''Max Range''': 22
 
'''Fall off''': 0.8
 
'''Penetration''': 31
 
'''Punch:''' 0.5
|}
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M41A-extended-mag.png|64px]]<br>'''M41A Extended Magazine'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"| [[File:Supply_key.png|64px]]<br>'''Supply Radio Encryption Key'''<br> Costs:5 points
|style="border: 2px solid black; padding: 5px;"| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
|style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the supply channel with :u.
 
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Stats:'''
|width=100|
'''Capacity''': 60
 
'''Damage''': 44


'''Max Range''': 22
'''Fall off''': 0.8
'''Penetration:''' 0
'''Punch:''' 0.5
|}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M44-HR-SL.png]]<br>'''M44 heavy speed Loader'''<br>Costs:10 points
|style="border: 2px solid black; padding: 5px;"|Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Stats:'''
|width=100|
'''Capacity''': 7
'''Damage''': 37
'''Max Range''': 22
'''Fall off''': 1
'''Penetration:''' 23
'''Punch:''' 0.5
|}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:VP78_Magazine.png|64px]] <br>'''VP78 Magazines<br>Costs:5 points
|style="border: 2px solid black; padding: 5px;"|Holds fourteen (14) 9mm squash-head pistol rounds.
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Stats:'''
|width=100|
'''Capacity''': 14
'''Damage''': 45
'''Max Range''': 22
'''Fall off''': 1
'''Penetration''': 30
'''Punch''': 0.5
|}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M4A3-Hollow-Point-mag.png]] <br>'''M4A3 Hollow Point Magazines<br>Costs:5 points
|style="border: 2px solid black; padding: 5px;"|Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage. Smartgunner belts come with one magazine. More can be obtained through the Surplus Ammo Crate which can be ordered by [[Requisitions]].
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Stats:'''
|width=100|
'''Capacity''': 9
'''Damage''': 54
'''Max Range''': 22
'''Fall off''': 2
'''Penetration:''' 0
'''Punch:''' 0.5
|}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M4A3-AP-mag.png]] <br>'''M4A3 Armour Piercing Magazines<br>Costs:5 points
|style="border: 2px solid black; padding: 5px;"|Holds nine (9) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Stats:'''
|width=100|
'''Capacity''': 9
'''Damage''': 25
'''Max Range''': 22
'''Fall off''': 1
'''Penetration:''' 31
'''Punch:''' 0.5
|}
|}
</tab>
</tab>
<tab name="Attachments">
</tabs>
{| style="border: 2px solid black; class="mw-collapsible"
</center>
! style="background-color:#A9A9A9; width:150px;"|'''Attachment:'''
! style="background-color:#A9A9A9;"|'''Benefits:'''
! style="background-color:#A9A9A9;"|'''Drawbacks:'''
! style="background-color:#A9A9A9; width:175px;"|'''Point Cost:'''


<!--Angled Grip-->
<!-- == Calling in Drop Pods [[File:Call-Droppod-Ability.png]] ==
{{Angled Grip Stats}}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| <div style='text-align: center;'>'''Costs 10 points'''</div>


<!--Extended Barrel-->
<big>'''Techwebs are currently disabled, so this no longer works.'''</big>
{{Extended Barrel Stats}}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| <div style='text-align: center;'>'''Costs 10 points'''</div>


<!--Gyroscopic Stabilizer-->
One of the previous tasks of this job task was to call down a drop pod to a nearby location, to will allow marines to get techs from them.
{{Gyroscopic Stabilizer Stats}}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| <div style='text-align: center;'>'''Costs 10 points'''</div>
 
<!--Laser Sight-->
{{Laser_Sight_Stats}}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| <div style='text-align: center;'>'''Costs 10 points'''</div>
 
<!--U7 Underbarrel Shotgun-->
{{Underbarrel_Shotgun_Stats}}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| <div style='text-align: center;'>'''Costs 6 points'''</div>
 
<!--M37 Wooden Stock-->
{{M37 Wooden Stock Stats}}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| <div style='text-align: center;'>'''Costs 10 points'''</div>
 
<!--Submachinegun Stock-->
{{Submachinegun Stock Stats}}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| <div style='text-align: center;'>'''Costs 10 points'''</div>
 
<!--m41astock-->
{{M41A Stock Stats}}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| <div style='text-align: center;'>'''Costs 10 points'''</div>
 
<!--Recoil Compensator-->
{{Recoil Compensator Stats}}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| <div style='text-align: center;'>'''Costs 10 points'''</div>
 
<!--RDS-->
{{Red Dot Sight Stats}}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| <div style='text-align: center;'>'''Costs 10 points'''</div>
 
<!--S6 Reflex Sight-->
{{Reflex Sight}}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| <div style='text-align: center;'>'''Costs 10 points'''</div>
 
{{Suppressor Stats Positives}}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| <div style='text-align: center;'>'''Costs 10 points'''</div>
 
<!--Vertical Grip-->
{{Vertical Grip}}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| <div style='text-align: center;'>'''Costs 10 points'''</div>
|}
 
|}
</tab>
</tabs>
</center>
 
== Calling in Drop Pods [[File:Call-Droppod-Ability.png]] ==
Your main task is to call down a drop pod to a nearby location which will allow marines to get techs from them.
To do this, click on the Call Droppod ability in the top left of the screen. You'll be prompted to select any available techs the marines have unlocked and once selected, a red impact circle will be seen on where it will land.
To do this, click on the Call Droppod ability in the top left of the screen. You'll be prompted to select any available techs the marines have unlocked and once selected, a red impact circle will be seen on where it will land.


Line 600: Line 487:
Once it has landed, simply click on the drop pod to take out what you've sent down.
Once it has landed, simply click on the drop pod to take out what you've sent down.


You can recall the drop pod manually by middle clicking again. Or if you wait long enough, it'll go up on its own.
You can recall the drop pod manually by middle clicking again. Or if you wait long enough, it'll go up on its own. -->


== Relaying Information ==
= Coordinating Your Fireteam =
Since you have access to all communications, its recommended that you relay information directly to the CIC. With a constant update on the battlefield, they'll be able to make better informed decisions.
If the squad leader puts you and other marines in a fire team. You are expected to follow the orders they give you. You'll need to have your team follow you to accomplish the squad leader's orders. Remember to communicate with your squad leader and use fire support elements when available to you.


You'll also be able to coordinate with other support elements like CAS and Requisitons.
= Abilities: Orders =
'''You will only gain the ability to use these orders once you have been set as the Acting Squad Leader, when your Squad Leader perishes.'''


= Abilities: Orders =
{{Issue-Orders}}
{{Issue-Orders}}


= Your Skillset =
= Your Skillset =
[[File:RTO_skill_set.png]]
{{MarineSkills
|firearms=1
|endurance=1
|engineering=2
|construction=2
|jtac=3
|fireman=1
}}


To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].


=Further Reading=
=Further Reading=
[https://cm-ss13.com/forums/showthread.php?8451-Guide-to-the-Radio-Telephone-Operator-Communications-Expert&p=74334 Guide to the Radio Telephone Operator: Communications Expert ] - By Nihad7
[https://cm-ss13.com/forums/showthread.php?8451-Guide-to-the-Radio-Telephone-Operator-Communications-Expert&p=74334 Guide to the Radio Telephone Operator: Communications Expert ] - By Nihad7 (Still somewhat relevant)

Latest revision as of 21:31, 10 September 2024

MARINE
IntelOfficer.png
Fireteam Leader
Difficulty: Medium
Supervisors: Squad Leader
Rank: Lance Corporal / Corporal / Sergeant
Duties: Relay information to CIC, be the backup communications operator.
Guides: None
Unlock Requirements: 8 hours as any squad roles.
Detailed Description:
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Your job is to lead your fireteam which is designated by your squad leader. You're also meant to relay information on the battlefield to command and update them on the tactical situation.
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Overview

The Fireteam Leader (FL) is a role dedicated to commanding fireteams that the squad leader has made. They also have the capabilities to coordinate fire support just like a squad leader would. The FL is a Corporal (CPL) who is second in command of the current squad or a fireteam, if there's no SL you will be the next squad leader due to the importance of your job.

Fireteam Leader Equipment Rack

Equipment: Description:
Boots.png
USCM Combat Boots
Standard issue combat boots used by the USCM for combat situations.
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USCM Fatigues
Standard-issue fatigues.
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USCM Combat Gloves
Standard issue insulated marine tactical gloves.
XM4 Pattern Intel Armor.png

M4 Pattern Armor

A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches. This armor is worn by Fireteam Leaders and Intelligence Officers.
Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 25

Armor Slowdown = 0.55

Headset.png
USCM Headset
Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This headset also has access to the JTAC and Requisition comms channel.
M10 pattern marine helmet.png

M12 Pattern Marine Helmet

An experimental brain-bucket. A dust ruffle hangs from back instead of the standard lobster shell design. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you'll be busy getting medals for your fantastic leadership.


MRE.png

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.
Tactical Binoculars.png M89 Signal FlarePack.png

Essential Fireteam Leader Utilities

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.


Two packets of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.

Pick One
Belt: Description:
G18-Utility-Pouch.png
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 Ammo Load Rig.png
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 M4A3 holster rig.png
M276 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 or the MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.
M276 pattern M39 holster rig.png

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.png
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.
Shotgun belt.png
Shotgun Shell Load Rig
An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.
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M276 Pattern Toolbelt Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work.
M276 pattern M40 HEDP.png
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.


Pick Two
Pouch: Description:
Aid-pouch.png
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.

It contains the following:

Bicaridine.png

Bicaridine

Kelotane.png

Kelotane

Tramadol.png

Tramadol

Emergency Injector.png

Emergency Autoinjector

Aid-pouch.png
First-Aid Pouch(Splints, Gauze, Ointment)
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed NanoMed.png 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:
Ointment.png

Ointment

Tricord.png

First-aid autoinjector

Gauze.png

Gauze

Splint.png

Splints

Aid-pouch.png
First-Aid Pouch(Pill Packets)
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.

It contains the following:

Ointment.png

Ointment

Tramadol Packet.png

Tramadol pill packet

Tricord Packet.png

Tricordazine pill packet

Gauze.png

Gauze

Flare-pouch.png
Flare Pouch
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
Flame-pouch.png
Fuel Pouch
Two rings straps that loop around M240 variety napalm tanks. Handle with care.

Can be worn by attaching it to a pocket.

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Large General Pouch
A general purpose pouch used to carry small items and also magazines. Contains 3 slot.
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Sling Pouch
Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.
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Large Pistol Magazine Pouch
Pouch able to hold 6 pistol magazines. It is one of the pouch options of the ColMarTech Automated Closet and is found in Requisitions.


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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.
Shell-pouch.png
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.

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Medical Pouch
Large pouch able to hold a wide array of medical supplies.
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Medkit Pouch
Special issue pouch, able to hold a medkit.
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Sidearm Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Tool Pouch.png
Tools Pouch
Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the ColMarTech automated armaments vendor in Requisitions.

Contains 4 slots. Can hold the following items below:

Screwdriver.png

Screwdriver

Welder.gif

Blowtorch

Crowbar.png

Crowbar

Wrench.png

Wrench

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Cable Coil

Multitool.png

Security Access Tuner

Wirecutters.png

Wirecutters

Entrenching Tool Unfolded.png

Entrenching Tool

Pick One
Accessories: Description:
Black webbing vest.png
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.
Brown webbing vest.png
Brown Webbing Vest
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
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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.png
Webbing
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
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Drop Pouch
A convenient pouch to carry loose items around. Able to hold 2 large items.


Mask: Description:
Gasmask.png
Gas Mask
Gas masks are available in ColMarTech Automated Closets for all marines. Does not protect the head in anyway.
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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.

Radio Telephone Operator Gear Rack

Magazine: Description:
M4RA-AP-mag.png
M4RA Armor Piercing Magazine
Costs:10 points
Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines.
M39-AP-mag.png
M39 Armor Piercing Magazine
Costs:10 points
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M39-extended-mag.png
M39 Extended Magazine
Costs:10 points
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png
M41A Armor Piercing Magazine
Costs:10 points
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-extended-mag.png
M41A Extended Magazine
Costs:10 points
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M44-HR-SL.png
M44 heavy speed Loader
Costs:10 points
Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
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M4A3 Hollow Point Magazines
Costs:5 points
Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage. Smartgunner belts come with one magazine. More can be obtained through the Surplus Ammo Crate which can be ordered by Requisitions.
M4A3-AP-mag.png
M4A3 Armour Piercing Magazines
Costs:5 points
Holds nine (9) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
Note:You have 45 points to spend on additional items.
Weapon: Description:
Hedp packet.png

M40 HEDP High Explosive Packet

Contains three HEDP high explosive grenades.

Costs 18 points.

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M40 HIDP Incendiary Packet

Contains three HIDP incendiary grenades.

Costs 18 points.

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M40 HPDP White Phosphorus Packet

Contains three HPDP white phosphorus grenades.

Costs 18 points.

Hsdp packet.png

M40 HSDP Smoke Packet

Contains three HSDP smoke grenades.

Costs 9 points.

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M74 AGM-Frag Airburst Packet

Contains three AGM-F airburst grenades.

Costs 20 points.

Agm incendiary airburst packet.png

M74 AGM-Incendiary Airburst Packet

Contains three AGM-I incendiary grenades.

Costs 20 points.

Hornet packet.png

M74 AGM-Hornet Airburst Packet

Contains four AGM-H hornet grenades.

Costs 20 points.

M20 mine box.png

M20 Mine Box

Contains five claymores. Can also be acquired via Requisitions or asking a Combat Technician if they have spare.

Costs 20 points.

Note:You have 45 points to spend on additional items.
Weapon: Description:
Weaponcase.png

VP78 Pistol

A restricted weapon case containing the VP-78, A massive, formidable automatic handgun chambered in 9mm squash-head rounds.
Vp78.png

VP-78 Pistol

VP78 Magazine.png

VP-78 Magazine (9mm)

VP78 Magazine.png

VP-78 Magazine (9mm)

Costs 10 points.

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SU-6 Smartpistol

A restricted weapon case containing the SU-6 Smartpistol, an IFF-based sidearm currently undergoing field testing in the Colonial Marines.
Smartpistol.png

SU-6 Smartpistol

SU6 Smart Pistol Magazine.png

SU-6 Smartpistol Magazine

SU6 Smart Pistol Magazine.png

SU-6 Smartpistol Magazine

M276 pattern SU-6 Smart pistol holster rig.png

M276 Pattern SU-6 Smart Pistol Holster Rig

Costs 15 Points.

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M41AE2 Heavy Pulse Rifle

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.
M41ae2.png

M41AE2 Heavy Pulse Riflel

M41AE2 Magazine.png

M41AE2 Ammo Box

M41AE2 holo magazine.png

M41AE2 Holo-Targeting Ammo Box

Costs 30 points.

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M79 Grenade Launcher

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.
M79 grenade launcher.png

M79 Grenade Launcher

Star shell packet.png

Star Shell Packet

Hornet packet.png

Hornet Shell Packet

Hirr baton packet.png

HIRR Baton Slug Packet

Costs 30 points.

Supplies: Description:
Rtobackpack.png
USCM Radio Telephone Pack

Costs: 5 Points

A heavy-duty pack, used for telecommunications between central command.
Binoculars.png
Binoculars
Costs: 5 Points
A military-issued pair of binoculars. There is nothing special about this pair of binoculars.
Fulton Device.png

Fulton Device
Costs: 10 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.
Largemag-pouch.png

Large Magazine Pouch
Costs:10 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.

Motion Detector.gif

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.
C4.png
Plastique Explosive
Costs:10 points
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 5 meter radius.


Requires the Trained level of engineering to plant C4.

Breaching Charge.png
Breaching Charge
Costs:10 points
Breaching charges are primarily used for tactical entry into a room or building. The breaching charge explodes inwards towards the room it has been planted against. This means that when the charge has exploded it launches shrapnel inside the room, and can be swiftly followed up by a room entry. Unlike C4 you can stand next to the breaching charge when it explodes to take full advantage of the shrapnel launched out and push straight away.


Available to Squad Engineers and Squad Leaders Additionally can be vended from the armaments vendor in requisitions and ordered via ASRS. Anyone with Trained level of engineering can plant a Breaching Charge

Cannot:

  • Break reinforced walls.
  • Break burrower tunnels.
  • Be planted on mobs.


Timer:

  • Minimum Timer: 10 seconds.
  • Maximum Timer: 60 seconds.
SensorMate.png

Sensor Mate 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.
Night Vision Goggles.png

M2 Night Vision Goggles
Costs:30 points

Grants you the ability to see in the dark at the expense of battery power.This item is fragile and can break if you are slashed in the head. If broken you will need an engineer to repair it using a screwdriver.
RollerBed.png

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
Large-gen-pouch.png

Large General Pouch
Costs:15 points

A general purpose pouch used to carry more small items and also magazines. Contains 3 slots.
Shoulder Holster.png

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.png

H5 Pattern M2132 Machete Scabbard
Costs:5 points

A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
Machete pouch.png

H6B pattern M2132 machete scabbard
Costs:15 points

A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.
Mini Extinguisher.pngMini Extinguisher
Costs:5 points
A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
Whistle.pngWhistle
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.
Goggles.png
Welding Goggles
Costs:5 Points
A pair of Welding Goggles. Goes on the eyes slot.
Powerloader-Pamphlet.pngPowerloader Certification
Costs:45 points
A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.
Largeshell-pouch.png

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.

Note:You have 45 points to spend on additional items.
Radio Keys: Description:
Engineering key.png
Engineering Radio Encryption Key
Costs:5 points
An encryption key for a radio headset, Allowing you to access the engineering channel with :n.
Tactics key.png
Tactics Radio Encryption Key
Costs:5 points
An encryption key for a radio headset, Allowing you to access the tactics channel with :t.
JTAC key.png
JTAC Radio Encryption Key
Costs:5 points
An encryption key for a radio headset, Allowing you to access the JTAC channel with :j.
Supply key.png
Supply Radio Encryption Key
Costs:5 points
An encryption key for a radio headset, Allowing you to access the supply channel with :u.



Coordinating Your Fireteam

If the squad leader puts you and other marines in a fire team. You are expected to follow the orders they give you. You'll need to have your team follow you to accomplish the squad leader's orders. Remember to communicate with your squad leader and use fire support elements when available to you.

Abilities: Orders

You will only gain the ability to use these orders once you have been set as the Acting Squad Leader, when your Squad Leader perishes.


Orders are a timed active ability that characters trained in leadership can activate. The duration of the ability is related to how high the character's leadership skill is, an example being that the Commanding Officer's order will last longer than a Squad leader's order. The leadership skill also determines the intensification of the ability, the higher it is, the more intense the effects of the order are on surrounding players. Note that these abilities do not stack and that the abilities cover your visual view range and no further.

Orders: Description:
Issue Orders-Move.png
Move!
Increased mobility and chance to dodge projectiles.
Issue Orders-Hold.png
Hold!
Increased resistance to pain and combat wounds.
Issue Orders-Focus.png
Focus!
Increased gun accuracy and effective range.


Your Skillset

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Master
Expert
Specially Trained
Trained
Medical Surgery
Master
Expert
Specially Trained
Trained
Construction Engineering JTAC Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research Navigation Execution
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.

Further Reading

Guide to the Radio Telephone Operator: Communications Expert - By Nihad7 (Still somewhat relevant)