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Fireteam Leader: Difference between revisions

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{{WiP}}
{{JobPageHeader
{{JobPageHeader
|headerbgcolor = grey
|headerbgcolor = grey
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|imagebgcolor = lightgrey
|imagebgcolor = lightgrey
|img = IntelOfficer.png
|img = IntelOfficer.png
|jobtitle = Radio Transmission Operator
|jobtitle = Fireteam Leader
|difficulty = Medium
|difficulty = Medium
|rank = Sergeant and Corporal
|rank = Lance Corporal / Corporal / Sergeant
|superior = [[Squad Leader]]
|superior = [[Squad Leader]]
|unlock = N/A
|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.
}}
}}


<center>
 
= Overview =
= Overview =
</center>
 
Blah
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.


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


<tabs>
<tabs>
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  ! style="background-color:#A9A9A9; width:130px;"|'''Equipment:'''
  ! style="background-color:#A9A9A9; width:130px;"|'''Equipment:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
 
|-
|-  
|style="border: 2px solid black; padding: 5px;"| [[File:Boots.png|64px]]<br>'''USCM Combat Boots'''
|style="border: 2px solid black; padding: 5px;"|[[File:Insulated_Gloves.png|64px]]
|style="border: 2px solid black; padding: 5px;"| Standard issue combat boots used by the USCM for combat situations.
'''Insulated Gloves'''
|-
|style="border: 2px solid black; padding: 5px;"|Protects users against electrical shocks.
|style="border: 2px solid black; padding: 5px;" |[[File:jumpsuit.png|64px]]<br>'''USCM Fatigues'''
 
|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;"| Standard issue insulated marine tactical gloves.
|-  
|-  
|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. Required for carrying a Radio Telephone Pack
|style="border: 2px solid black; padding: 5px;"|{{M4 Armor}}
|-
|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;"| [[File:M10_pattern_marine_helmet.png|64px]]


{{XM4 Pattern Intel Armor Stats}}
'''M12 Pattern Marine Helmet'''
|-
|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.
|style="border: 2px solid black; padding: 5px;"| [[File:Headset.png|64px]]
'''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 one is a command variant which has access to all channels.


|-
|style="border: 2px solid black; padding: 5px;"| [[File:rtobackpack.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.


|-
|-
Line 56: Line 56:
'''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.
|}
|-  
</tab>
|style="border: 2px solid black; padding: 5px;"| [[File:Tactical_Binoculars.png|64px]] [[File:M89_Signal_FlarePack.png|64px]]
<tab name="Personal Sidearms">
'''Essential Fireteam Leader Utilities'''
<center> '''Pick One''' </center>
|style="border: 2px solid black; padding: 5px;"|
{| style="border: 2px solid black; class="mw-collapsible"
{{Tactical Binoculars Description}}
! style="background-color:#A9A9A9; width:130px;"|'''Sidearms:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:M4a3Commander.png|64px]]<br>'''M4A3 Custom Pistol'''
 
|style="border: 2px solid black; padding: 5px;" |This special variant of the M4A3 Pistol has an ivory-colored grip and has a slide carefully polished yearly by a team of orphan children. Looks like it belongs to a low-ranking officer. It is slightly better than the M4A3 Service Pistol in terms of statistics, in terms of damage and accuracy.
Standard issue to '''[[Staff Officer|Staff Officers]]''', '''[[Pilot_Officer|Pilot Officers]]''', '''[[Intelligence Officer|Intelligence Officer]]''' and '''[[Vehicle_Crewman|Vehicle Crewmen]]'''.
 
 
{{M4A3 Custom Pistol Stats}}
 
{{M4A3 Ammunition SD}}
 
{{M4A3 Attachments}}
 
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Vp78.png|64px]]<br>'''VP-78 Pistol'''
|style="border: 2px solid black; padding: 5px;" |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the '''Personal Self Defense''' kits in the '''ColMarTech Automated Closets.'''
It is the standard sidearm for '''Corporate PMC Officers''', '''[[Squad_Specialist|Squad Specialists]]''', [[Intelligence_Officer|'''Intelligence Officers''']] and the '''[[Executive_Officer|Executive Officer]]'''
 
{{VP78 Stats}}
 
{{VP78 Ammunition}}
 
{{VP78 Attachments}}


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


|}
|}
</tab>
</tab>
<tab name="Belts">
<tab name="Belts">
<center> '''Pick One''' </center>
<center> '''Pick One''' </center>
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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.  
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_knife.png|64px]]<br>'''M276 Pattern Knife 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 is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. Holds up to 6 throwing knives.
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M39_holster_rig.png|64px]]
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M39_holster_rig.png|64px]]
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|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>
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  ! style="background-color:#A9A9A9;"|'''Description:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
|-  
|-  
|style="border: 2px solid black; padding: 5px;"|[[File:Document-pouch.png|64px]]
|style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch(Refillable Injectors)'''
'''Document Pouch'''
|style="border: 2px solid black; padding: 5px;"|{{aid-pouch-refil}}
|style="border: 2px solid black; padding: 5px;"|A pouch used to hold documents for safe keeping. Can hold 21 items.
|-  
|-
|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;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch'''
|style="border: 2px solid black; padding: 5px;"|{{aid-pouch-splints}}
|style="border: 2px solid black; padding: 5px;"| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.
|-
 
|style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch(Pill Packets)'''
{| border="1" class="wikitable style="width: 30%;"
|style="border: 2px solid black; padding: 5px;"|{{aid-pouch-packet}}
|[[File:Ointment.png|48px]]
'''Ointment'''
||[[File:Tramadol_Injector.png|48px]]
'''Pain-stop autoinjector'''
||[[File:Tricord.png|48px]]
'''First-aid autoinjector'''
||[[File:Gauze.png|56px]]
'''Gauze'''
|}
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Flare-pouch.png|64px]]<br>'''Flare Pouch'''
|style="border: 2px solid black; padding: 5px;"| [[File:Flare-pouch.png|64px]]<br>'''Flare Pouch'''
|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:medmag-pouch.png|64px]]<br>'''Magazine Pouch'''
|style="border: 2px solid black; padding: 5px;"|{{Magazine Pouch Description}}
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:largemag-pouch.png|64px]]
|style="border: 2px solid black; padding: 5px;"|[[File:shell-pouch.png|64px]]<br>'''Shotgun Shell Pouch'''
'''Large Magazine Pouch'''
|style="border: 2px solid black; padding: 5px;"|{{Shotgun Shell Pouch Description}}
|style="border: 2px solid black; padding: 5px;"|{{Large 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:Medic-pouch.png|64px]]<br>'''Medical Pouch'''
 
|style="border: 2px solid black; padding: 5px;" | Large pouch able to hold a wide array of medical supplies.
'''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;"| [[File:Medkit-pouch.png|64px]]<br>'''Medkit Pouch'''
|style="border: 2px solid black; padding: 5px;"|{{Magazine Pouch Description}}
|style="border: 2px solid black; padding: 5px;"| Special issue pouch, able to hold a medkit.
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Pistol-pouch.png|64px]]<br>'''Sidearm Pouch'''
|style="border: 2px solid black; padding: 5px;"| [[File:Pistol-pouch.png|64px]]<br>'''Sidearm Pouch'''
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|}
|}
</tab>
</tab>
<tab name="Accessories">
<tab name="Accessories">
<center> '''Pick One''' </center>
<center> '''Pick One''' </center>
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|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.
|}
</tab>
<tab name="Helmets">
<center> '''Pick One''' </center>
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Equipment:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:XM12_Pattern_Intel_Helmet.png|64px]]
''XM12 pattern radio operator helmet''
|style="border: 2px solid black; padding: 5px;"|An experimental brain-bucket. A dust ruffle hangs from back. 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 intel work.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Beret green.png|64px]]
'''Standard Beret'''
|style="border: 2px solid black; padding: 5px;"|A hat typically worn by the field-officers of the USCM. Occasionally they find their way down the ranks into the hands of squad-leaders and decorated grunts. This one is green
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Beret tan.png|64px]]
'''Tan Beret'''
|style="border: 2px solid black; padding: 5px;"|A hat typically worn by the field-officers of the USCM. Occasionally they find their way down the ranks into the hands of squad-leaders and decorated grunts. This one is tan.
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Officer Cap.png|64px]]
|style="border: 2px solid black; padding: 5px;" | [[File:Drop_Pouch.png|64px]]<br>'''Drop Pouch'''
'''USCM Officer Cap'''
|style="border: 2px solid black; padding: 5px;" | {{Drop Pouch Description}}
|style="border: 2px solid black; padding: 5px;"|A hat usually worn by officers in the USCM. While it has limited combat functionality, some prefer to wear it instead of the standard issue helmet.
|}
|}
</tab>
</tab>
<tab name="Masks">
<tab name="Masks">
<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:150px;"|'''Mask:'''
  ! style="background-color:#A9A9A9; width:150px;"|'''Mask:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
|-
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Gas_mask.png|64px]]<br>'''Gas Mask'''
|style="border: 2px solid black; padding: 5px;" |[[File:Gasmask.png|64px]]<br>'''Gas Mask'''
|style="border: 2px solid black; padding: 5px;" |A face-covering mask that can be connected to an air supply.
|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;" |[[File:Heat_absorbent_coif.png|64px]]<br>'''Heat Absorbent Coif'''
|style="border: 2px solid black; padding: 5px;" |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.
|style="border: 2px solid black; padding: 5px;" |{{Heat Absorbent Coif Description}}
 
Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It's a good idea to bring down a few spares in a backpack for those that might've forgot theirs.
Spawns at the ''Automated Closet'' as Standard Equipment if the map is '''Sorokyne Strata''' or '''Corsat'''. Otherwise available at the '''Surplus Uniform Vendor'''.
|}
|}
</tab>
</tab>
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<center>
<center>


==Radio Transmission Operator Gear Rack ==
==Radio Telephone Operator Gear Rack ==
<tabs>
<tabs>
<tab name="Essential Equipment">
<tab name="Ammunition">
{| 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: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:M39-extended-mag.png|64px]]<br>'''M39 Extended Magazine'''<br> Costs:10 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;"| [[File:M41A-AP-mag.png|64px]]<br>'''M41A Armor Piercing Magazine'''<br> Costs:10 points
|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:M41A-extended-mag.png|64px]]<br>'''M41A Extended Magazine'''<br> Costs:10 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;"| [[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>
 
<tab name="Explosives">
 
<center><big>'''Note:You have 45 points to spend on additional items.'''</big></center>


{| style="border: 2px solid black; class="mw-collapsible"
{| style="border: 2px solid black; class="mw-collapsible"
  ! style="background-color:#A9A9A9; width:150px;"|'''Equipment:'''
  ! 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; padding: 5px;"|[[File:Crowbar.png|64px]]
'''Costs 18 points.'''
'''Crowbar'''
|Icon = hedp_packet
|style="border: 2px solid black; padding: 5px;"|Used for Opening unpowered doors and displacing girders so you can move them.
|Title = M40 HEDP High Explosive Packet
|-  
}}
|-
{{TabsItem
|Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades.


|style="border: 2px solid black; padding: 5px;"|[[File:Fulton_Device.png|64px]]
'''Costs 18 points.'''
'''Fulton Device'''
|Icon = hidp_packet
|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.
|Title = M40 HIDP Incendiary Packet
|-
}}
|-
{{TabsItem
|Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades.


|style="border: 2px solid black; padding: 5px;"|[[File:Data_Detector.png|64px]]
'''Costs 18 points.'''
'''Data Detector'''
|Icon = hpdp_packet
|style="border: 2px solid black; padding: 5px;"|The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.
|Title = M40 HPDP White Phosphorus Packet
}}
|-
{{TabsItem
|Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades.


{| border="1"
'''Costs 9 points.'''
|+ style="text-align:left;"|'''Data Detector Range Modes:'''
|Icon = hsdp_packet
| You can cycle through two different range modes, '''Long Range''' and '''Short Range''' by right clicking the Data Detector and then clicking on ''Toggle Range Mode''.
|Title = M40 HSDP Smoke Packet
}}
|-
{{TabsItem
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades.


*'''Long Range:''' The Data Detector will detect Intel on your whole screen and further at a slow rate.
'''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.


*'''Short Range:''' The Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.
'''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:Binoculars.png|64px]]<br>'''Binoculars'''
{{TabsItem
|style="border: 2px solid black; padding: 5px;"|A military-issued pair of binoculars. There is nothing special about this pair of binoculars.  
|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
}}
|-
|}
|}
</tab>
<tab name="Restricted Firearms">
<center><big>'''Note:You have 45 points to spend on additional items.'''</big></center>


</tab>
<tab name="Weapons">
{| style="border: 2px solid black; class="mw-collapsible"
{| style="border: 2px solid black; class="mw-collapsible"
  ! style="background-color:#A9A9A9; width:150px;"|'''Weapons:'''
  ! style="background-color:#A9A9A9; width:100px;"|'''Weapon:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
|-
|-
|style="border: 2px solid black; padding: 5px;" |[[File:m41amk1.png|64px]]
{{TabsItem
'''M41A Mk1 Pulse Rifle'''<br>'''Costs:''' 30 Points
|Description = {{VP78 Guncase}}
|style="border: 2px solid black; padding: 5px;" |An older design of the Pulse Rifle commonly used by Colonial Marines. Uses 10x24mm caseless ammunition. Holds 95 armour piercing rifle rounds per magazine. Slightly less accurate than the standard MK2 but fires in 4 round bursts instead of 3. It's also less modular than the MK2 but makes up for it in its high capacity armour piercing magazines.


'''Costs 10 points.'''
|Icon = weaponcase
|Title = VP78 Pistol
}}
|-
{{TabsItem
|Description = {{Smartpistol Guncase}}


{{M41A MK1 Stats}}
'''Costs 15 Points.'''
|Icon = weaponcase
|Title = SU-6 Smartpistol
}}
|-
{{TabsItem
|Description = {{HPR Guncase}}


{{M41A MK1 Ammunition}}
'''Costs 30 points.'''
|Icon = weaponcase
|Title = M41AE2 Heavy Pulse Rifle
}}
|-
{{TabsItem
|Description = {{M79 Guncase}}


{{M41A MK1 Attachments}}
'''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:rtobackpack.png|64px]]<br>'''USCM Radio Telephone Pack'''
Costs: 5 Points
|style="border: 2px solid black; padding: 5px;"|A heavy-duty pack, used for telecommunications between central command.
|-
|-
|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;"|A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.
Contains:
{| 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:Data_Detector.png]]<br>'''Data Detector'''<br>Costs: 15 Points
|style="border: 2px solid black; padding: 5px;"|The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.
 
{| border="1"
|+ style="text-align:left;"|'''Data Detector Range Modes:'''
| You can cycle through two different range modes, '''Long Range''' and '''Short Range''' by right clicking the Data Detector and then clicking on ''Toggle Range Mode''.
 
*'''Long Range:''' The Data Detector will detect Intel on your whole screen and further at a slow rate.
 
*'''Short Range:''' The Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.
|}
|-
 
|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: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: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).




Line 395: Line 395:
|}
|}
|-
|-
|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;"| [[File:Goggles.png|64px]]<br>'''Welding Goggles'''<br>Costs:5 Points
|style="border: 2px solid black; padding: 5px;" |{{Breaching Charge Description}}
|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]]
'''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}}
 
</tab>
<tab name="Special Ammunition">
{| 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;"|[[File:RollerBed.png|64px]]
|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.
'''Roller Bed'''<br> Costs:5 points
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed"
|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.
|+ style="text-align:left;"|'''Stats:'''
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation
|width=100|
*To fold it, drag it to yourself when not occupied
'''Capacity''': 25
 
'''Damage''': 32
 
'''Max Range''': 22
 
'''Fall off''': 0
 
'''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;"|[[File:Large-gen-pouch.png|64px]]
|style="border: 2px solid black; padding: 5px;"| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
'''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="width: 20%;" border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Stats:'''
|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:Shoulder_Holster.png|64px]]
|style="border: 2px solid black; padding: 5px;"| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
'''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="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:H5_pattern_M2132_machete_scabbard.png|64px]]
|style="border: 2px solid black; padding: 5px;"| [[File:M41A-AP-mag.png|64px]]<br>'''M41A Armor Piercing Magazine'''<br> Costs:10 points
'''H5 Pattern M2132 Machete Scabbard'''<br> Costs:5 points
|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;"|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
 
{|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:Machete_pouch.png|64px]]
|style="border: 2px solid black; padding: 5px;"| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
'''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="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
|}
 
|}
</tab>
<tab name="Attachments">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9;"|'''Attachment:'''
! style="background-color:#A9A9A9;"|'''Benefits:'''
! style="background-color:#A9A9A9;"|'''Drawbacks:'''
 
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Angled_Grip.png|64px]]<br>'''Angled Grip'''<br> Costs:10 points
|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;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Majorly decreased wield delay
*Slightly decreased recoil
*Slightly increases accuracy
*Slightly decreased bullet spread
|}
 
 
|style="border: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly decreases accuracy
*Slightly increased bullet spread
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increased weapon size
|}
 
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Extended_barrel.png|64px]]<br>'''Extended Barrel'''<br> Costs:10 points
|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;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Moderately increases accuracy
|}
 
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly decreases damage
|}
 
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Gyro.png|64px]]'''<br>Gryoscopic Stabilizer'''<br> Costs:10 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; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly reduces bullet spread
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Majorly reduces bullet spread
*Moderately increases accuracy
*Greatly reduces the accuracy penalty for moving.
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Moderately reduces burst spread
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Moderately decreased firing speed
|}
 
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Laser_sight.png|64px]]<br>'''Laser Sight'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|[[File:Powerloader-Pamphlet.png|64px]]'''Powerloader Certification'''<br> Costs:45 points
|style="border: 2px solid black; padding: 5px;"|
|style="border: 2px solid black; padding: 5px;"|A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly increases accuracy
|}
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly increases accuracy
*Moderately reduces bullet spread
*Slight reduction of accuracy penalty when moving
|}
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* None
|}
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Undershot.png]]<br>'''U7 Underbarrel Shotgun'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|[[File:largeshell-pouch.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
'''Large Shotgun Shell Pouch'''<br> Costs: 10 points
{| border="1"
|style="border: 2px solid black; padding: 5px;"|{{Large Shotgun Shell Pouch Description}}
|+ style="text-align:left;"|'''Both:'''
|
* Adds the ability to fire three semi-auto buckshot rounds
* Reloadable with additional buckshot
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]
|}
|}


</tab>
<tab name="Radio Keys">


|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
<center><big>'''Note:You have 45 points to spend on additional items.'''</big></center>


{| border="1"
{| style="border: 2px solid black; class="mw-collapsible"
|+ style="text-align:left;"|'''Both:'''
  ! style="background-color:#A9A9A9; width:150px;"|'''Radio Keys:'''
|
  ! style="background-color:#A9A9A9;width:1000px;"|'''Description:'''
* The short barrel reduces the ammo's effectiveness
* Slightly reduced accuracy compared to an actual shotgun
* Slightly reduced knockdown/stun effect compared to an actual shotgun
* Slightly reduced accuracy when firing compared to an actual shotgun
* Moderately reduced damage compared to an actual shotgun
* Can only be loaded with buckshot
|}
 
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M37_stock.png|64px]]<br>'''Shotgun Stock'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Moderately reduces recoil
*Greatly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}
 
 
{| border="1"
  |+ style="text-align:left;"|'''Both:'''
|
*Slightly increases weapon melee damage
|}
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
  |
*Major wield delay
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Greatly increases bullet spread
*Moderately increases recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increases weapon size
*Slightly decreases firing speed
 
|}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Smg_Stock.png|64px]]<br>'''Submachinegun Stock'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Moderately reduces recoil
*Greatly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}
 
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly increases weapon melee damage
|}
 
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Greatly increases bullet spread
*Moderately increases recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increases weapon size
|}
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:m41astock.png|64px]]<br>'''M41A Solid Stock'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Moderately reduces recoil
*Greatly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly increases weapon melee damage
|}
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Greatly increases bullet spread
*Moderately increases recoil
|}
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increases weapon size
*Slightly decreases firing speed
|}


|style="border: 2px solid black; padding: 5px;"| [[File:Engineering_key.png|64px]]<br>'''Engineering Radio Encryption Key'''<br> Costs:5 points
|style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the engineering channel with :n.
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:quickfire.png|64px]]<br>'''Quickfire Adapater'''<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;"|
|style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the tactics channel with :t.
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderately increases firing speed
|}
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderately decreases accuracy
* Decreases burst-fire shots by 1 (from 3 or 4)
* Moderately increases spread
|}
 
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Recoil_compensator.png|64px]]<br>'''Recoil Compensator'''<br> Costs:10 points
|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;"|
|style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the JTAC channel with :j.
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Greatly reduces recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately reduces recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderately increases accuracy
|}
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderately decreases damage
|}
 
|-
|style="border: 2px solid black; padding: 5px;"| [[File:reddot.png|64px]]<br>'''Red Dot Sight'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Greatly increases accuracy
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly increases accuracy
|}
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
* Slight decrease in accuracy for moving.
|}
 
|-
|-
|style="border: 2px solid black; solid black; padding: 5px;"| [[File:Reflex.png|60px]]<br>'''Reflex Sight'''<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;"|
|style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the supply channel with :u.
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly increases accuracy
*Moderately decreases bullet spread


|}
</tab>
</tabs>
</center>


{| border="1"
<!-- == Calling in Drop Pods [[File:Call-Droppod-Ability.png]] ==
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly increases accuracy
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Moderately increases the accuracy penalty when moving


|}
<big>'''Techwebs are currently disabled, so this no longer works.'''</big>


|-
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.
|style="border: 2px solid black; padding: 5px;"| [[File:supressor.png]]<br>'''Suppressor'''<br> Costs:10 points
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.
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Slightly increases accuracy
|}


{| border="1"
Please stand clear of it as it will gib anything under it.
|+ style="text-align:left;"|'''Both:'''
The time till impact is dependent on the ceiling type.
|
* Greatly decreases firing sound
* Removes muzzle flashes
* Removes firing messages
* Slightly decreases recoil
* Slightly decreases bullet spread
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slightly decreases damage
|}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:forwardgrip.png|64px]]'''<br>Vertical Grip'''<br> Costs:10 points


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


|style="border: 2px solid black; padding: 5px;"|
You can recall the drop pod manually by middle clicking again. Or if you wait long enough, it'll go up on its own. -->
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Slightly decreases recoil
*Slightly decreased bullet spread
|}


{| border="1"
= Coordinating Your Fireteam =
|+ style="text-align:left;"|'''Both:'''
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.
|
*Moderately reduces burst spread
|}


|style="border: 2px solid black; padding: 5px;"|
= Abilities: Orders =
{| border="1"
'''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.'''
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly decreases movement speed
|}


{| border="1"
{{Issue-Orders}}
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Slightly increased bullet spread
|}


{| border="1"
= Your Skillset =
|+ style="text-align:left;"|'''Both:'''
{{MarineSkills
|
|firearms=1
*Increased weapon size
|endurance=1
*Slight increase of the accuracy penalty when moving
|engineering=2
|}
|construction=2
 
|jtac=3
|}
|fireman=1
</tab>
}}
</tabs>
</center>


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


== Relaying Information ==
=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 (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:
|__________|
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.
|__________|



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.
Jumpsuit.png
USCM Fatigues
Standard-issue fatigues.
Squad Gloves.gif
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.
M276 Pattern Toolbelt Rig.png
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.

Large-gen-pouch.png
Large General Pouch
A general purpose pouch used to carry small items and also magazines. Contains 3 slot.
Sling pouch.png
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.
Pistol-mag-pouch-large.png
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.


Medmag-pouch.png
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.

Medic-pouch.png
Medical Pouch
Large pouch able to hold a wide array of medical supplies.
Medkit-pouch.png
Medkit Pouch
Special issue pouch, able to hold a medkit.
Pistol-pouch.png
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

CableCoils.png

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.
Shoulder Holster.png
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.
Drop Pouch.png
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.
Heat absorbent coif.png
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.
M4A3-Hollow-Point-mag.png
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.

Hidp packet.png

M40 HIDP Incendiary Packet

Contains three HIDP incendiary grenades.

Costs 18 points.

Hpdp packet.png

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.

Agm airburst packet.png

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.

Weaponcase.png

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.

Weaponcase.png

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.

Weaponcase.png

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)