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==Equipment==
==Equipment==
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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. 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.'''
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 a single specialist kit of their 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.'''


==Specialist Loadouts==
==Specialist Loadouts==

Revision as of 07:35, 6 April 2018

MARINE
B18.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
|__________|


"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 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 a single specialist kit of their 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.

Specialist Loadouts


Scout Loadout

M4RA.png Scout spec.png

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 armour 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 a short period of time. You are unable to use shotguns with the scout loadout.

Equipment: Description:
M4RA.png
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.


Ammunition:
M41Amag.png
A19 High Velocity Magazine
Holds fifteen (15) rounds. The standard magazine for the M4RA.
M41A-Incen-mag.png
A19 High Velocity Incendiary Magazine
Holds fifteen (15) rounds. High velocity Incendiary rounds.
M4RA Impact mag.png
A19 High Velocity Impact Magazine
Holds fifteen (15) rounds. High velocity Impact rounds that can stun enemies.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Recoil compensator.pngRecoil Compensator
Rail Attachments None
Underbarrel Attachments Forwardgrip.pngForward Grip
Bipod.pngBipod
Stock Attachments None
88m4.png
88 Mod 4
A powerful sidearm issued mainly to Weyland-Yutani response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armour piercing pistol rounds and is capable of 3-round burst.
It is typically used by Specialists employing the usage of the Scout Loadout, or the Corporate Liaison, Executive Officer and the Pilot Officer for self defence. It is also a standard sidearm for Weyland-Yutani PMC soldiers.


Ammunition:
88M4AP Magazine.png
88M4 AP Magazine
Holds eighteen (18) rounds. Has better armor penetration, but lower overall damage.
Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Extended barrel.pngExtended Barrel
Barrel charger.pngBarrel Charger
Rail Attachments Mountedflash.pngRail Flashlight
Reddot.pngRed Dot Sight
Quickfire.pngQuickfire Adapter
Underbarrel Attachments Burstfire.pngBurst Fire Adapter
Stock Attachments None
Tactical Binoculars.png
Tactical Binoculars
A pair of binoculars, with a laser targeting function. It is used to send a CAS mission to the targeted location. Ctrl + Click to target something.
M68 Thermal Cloak.png
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 a short period of time. Required to be worn over the M3-S Light Armor. To cloak yourself, go to the Scout tab and click Toggle M68 Thermal Camouflage, you may also assign a Marcro to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel.
M3-S light armor.png
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.png
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.
M42scoutsight.png
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.png
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. You start with two of these.
Sniper Loadout

Recon spec.png

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 88 Mod 4 pistol, with two magazines. Lastly the sniper loadout comes with binoculars, along with the standard M3 sniper smock, recon armour, durag, scoutsight and face paint.

Equipment: Description:
M42A Scoped rifle.png
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. 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.


Ammunition:
M42Amag.png
M42A Marksmen Magazine
Holds fifteen (15) 10x28mm Caseless sniper rounds.
M42Amag.png
M42A Flak Magazine
Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will split into multiple small projectiles which hit adjacent targets as well as the original target.
M42Amag.png
M42A Incendiary Magazine
Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.
Attachments:
Muzzle Attachments None
Rail Attachments Railscope.pngRail Scope, Attached by Default
Underbarrel Attachments Bipod.pngBipod
Stock Attachments None
88m4.png
88 Mod 4
A powerful sidearm issued mainly to Weyland-Yutani response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armour piercing pistol rounds and is capable of 3-round burst.
It is typically used by Specialists employing the usage of the Sniper/Scout Loadout, or the Corporate Liaison, Executive Officer and the Pilot Officer for self defence. It is also a standard sidearm for Weyland-Yutani PMC soldiers.


Ammunition:
88M4AP Magazine.png
88M4 AP Magazine
Holds eighteen (18) rounds. Has better armor penetration, but lower overall damage.
Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Extended barrel.pngExtended Barrel
Barrel charger.pngBarrel Charger
Rail Attachments Mountedflash.pngRail Flashlight
Reddot.pngRed Dot Sight
Quickfire.pngQuickfire Adapter
Underbarrel Attachments Burstfire.pngBurst Fire Adapter
Stock Attachments None
M3snipersmock.png
M3 Sniper's Smock
A specially designed smock with pockets for all your sniper needs. Has the capacity of the backpack, but works like a satchel. Wear on back.
File:Durag.png
Durag
Good for keeping sweat out of your eyes. Provides minor protection.
M3reconarmour.png
M3 Pattern Recon Armour
A custom modified set of M3 Armor designed for recon missions. Allows more mobility to the wearer.
Binoculars.png
Binoculars
A pair of binoculars. There is nothing special about this pair of binoculars.
M42scoutsight.png
M42 Scout sight
A headset and night vision goggles system for the M42 Scout Rifle. Allows highlighted imaging of surroundings. Click it to toggle.
Heavy Grenadier Loadout

GrenadeLauncher.png Gl spec.png

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 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.

In addition, this loadout also contains the B18 Experimental 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 three tricordrazine auto injectors. In addition, the helmet is incredibly ballistic-resistant, and it does provide some heat-proofing as well.

Equipment: Description:
GrenadeLauncher.png
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 a Xenomorph. Comes loaded with four HE grenades, and a HIDP grenade. One extra spot is avaliable for grenades.


Ammunition:
Grenade.png
M15 Fragmentation Grenade
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.
M40 HEDP.png
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!
Both the Demolition Specialist and Heavy Grenadier Specialist have these grenades in their vendors at round start. More can be ordered in Cargo.
Incingrenade.png
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 Xenomorphs back.
Combat Engineers start with 2 of these in their vendors at round start. W-Y Commando Units start with one as well.
Smoke grenade.png
M40 HSDP Smoke Grenade
Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.
Squad Leaders start with 2 smoke grenades in their vendors at round start.
B18 Experimental Personal Armour.png
B18 Experimental Personal Armour
This Armour has the best personal protection of any armour the Marines can get, as it has a very high damage soak value and two tricordrazine auto injectors built into the wristguards, accessible with the verb "Create-Injector". Comes with heavily armoured defensive gauntlets, as well as a heavily armoured B18 helmet.
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 HEDP Grenades. You spawn with two of these inside your heavy grenadier case. These fit on your belt slot if you wish to carry grenades like that.


Contents:
M40 HEDP.png
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 four of these in a rig, two rigs for a total of eight extra HE grenades. More can be ordered in Cargo.
Incingrenade.png
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 Xenomorphs back.
You get four of these in a rig, two rigs for a total of eight extra HIDP grenades. Order more via cargo.
Demolitionist Loadout

M5 RPG.png Demolitionist.png

This Loadout contains some grenades, 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. Note: The M5 RPG has a safety system which prevents it's activation on ships.

Equipment: Description:
M5 RPG.png
M5 RPG Rocket Launcher
A reloadable, single shot rocket launcher. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armour 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.


Ammunition:
M5 RPG HE.png
High Explosive (HE) Rocket
Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armoured targets.
M5 RPG AP.png
Anti-Armor (AA or AP) Rocket
Deals massive damage to any target hit directly by the rocket. Deals very little to no splash damage. Rocket MUST hit a target directly to do damage. Very effective against heavily armoured targets.
M5 RPG PHS.png
Phosphorous (PHS) Rocket
Generates very high heat levels on target. High heat will generally kill any Alien hit directly, as well as deal heat damage to anyone nearby for a extended period, human or otherwise. Effective against heavily armoured targets. Spawns fire around the area hit.
M3-T Light Armour.png
M3-T Light Armour
A custom set of M3 armour designed for users of long ranged explosive weaponry.
C4.png
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. You start with two of these.
M20Claymore.png
M20 Claymore anti-personnel mine
The M20 Claymore is a directional proximity triggered anti-personnel mine designed by Armat Systems for use by the United States Colonial Marines. Used for exploding aliens who run over it. Mostly used for killing survivors and exploding dead aliens. You start with two of these.
Pyrotechnician Loadout

Flamethrower.png Pyrotechnican.png 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:
Flamethrower.png
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.
This is only available for Specialists using the Pyrotechnician Loadout.


Ammunition:
IncineratorTanks.png
Incinerator Tank
Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
LargeIncineratorTank.png
Large Incinerator Tank
Holds 100 units (100) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
IncineratorTanks B Variant.png
Incinerator Tank: B Variant
Holds 100 units (100) units. Utilises B-Variant Napthal which is weaker then it's counterparts but can cover a larger area.
IncineratorTanks X Variant.png
Incinerator Tank: X Variant
Holds 100 units (100) units. Utilises X-Variant Napthal which is a lot stronger then it's counterparts and has a longer range.
M35 Helmet.png
M35 Helmet
A custom helmet from the M3 series designed to be highly flame retardant.
M35 Armour.png
M35 Armour
A custom piece of M3 armour designed to be highly flame retardant.
M240-T Fuel Pack.png
M240-T Fuel Pack
A specialized fueltank worn by USCM Pyrotechnicians for use with the M240-T incinerator unit. A small general storage compartment is installed. Holds 500 units of fuel. Can additionally be used to store and refuel empty incinerator tanks.

Your Skillset

Spec skill set.png

To find out about how the skill system works head over to the skills system page.