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|jobtitle = Fireteam Leader | |jobtitle = Fireteam Leader | ||
|difficulty = Medium | |difficulty = Medium | ||
|rank = Corporal | |rank = Lance Corporal / Corporal / Sergeant | ||
|superior = [[Squad Leader]] | |superior = [[Squad Leader]] | ||
|unlock = 8 hours as any squad roles. | |unlock = 8 hours as any squad roles. | ||
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|construction=2 | |construction=2 | ||
|jtac=3 | |jtac=3 | ||
|fireman=1 | |||
}} | }} | ||
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. | To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. | ||
=Further Reading= | =Further Reading= | ||
[https://cm-ss13.com/forums/showthread.php?8451-Guide-to-the-Radio-Telephone-Operator-Communications-Expert&p=74334 Guide to the Radio Telephone Operator: Communications Expert ] - By Nihad7 (Still somewhat relevant) | [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
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: | |
---|---|---|
USCM Combat Boots |
Standard issue combat boots used by the USCM for combat situations. | |
USCM Fatigues |
Standard-issue fatigues. | |
USCM Combat Gloves |
Standard issue insulated marine tactical gloves. | |
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.
| |
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. | |
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 |
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. | |
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.
Two packets of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area. |
Belt: | Description: |
---|---|
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 |
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 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 |
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 |
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 Shell Load Rig |
An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells. |
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 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.
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Pouch: | Description: | ||||||||
---|---|---|---|---|---|---|---|---|---|
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: | ||||||||
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 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:
| ||||||||
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: | ||||||||
Flare Pouch |
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. | ||||||||
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 General Pouch |
A general purpose pouch used to carry small items and also magazines. Contains 3 slot. | ||||||||
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. | ||||||||
Large Pistol Magazine Pouch |
Pouch able to hold 6 pistol magazines. It is one of the pouch options of the ColMarTech Automated Closet and is found in Requisitions.
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Magazine Pouch |
Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots. | ||||||||
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. | ||||||||
Medical Pouch |
Large pouch able to hold a wide array of medical supplies. | ||||||||
Medkit Pouch |
Special issue pouch, able to hold a medkit. | ||||||||
Sidearm Pouch |
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol. | ||||||||
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: |
Radio Telephone Operator Gear Rack
Magazine: | Description: |
---|---|
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 Armor Piercing Magazine Costs:10 points |
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage. |
M39 Extended Magazine Costs:10 points |
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. |
M41A Armor Piercing Magazine Costs:10 points |
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. |
M41A Extended Magazine Costs:10 points |
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. |
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 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 Armour Piercing Magazines Costs:5 points |
Holds nine (9) 9mm pistol rounds. Has better armour penetration, but lower overall damage. |
Weapon: | Description: |
---|---|
Contains three HEDP high explosive grenades.
Costs 18 points. | |
Contains three HIDP incendiary grenades.
Costs 18 points. | |
Contains three HPDP white phosphorus grenades.
Costs 18 points. | |
Contains three HSDP smoke grenades.
Costs 9 points. | |
Contains three AGM-F airburst grenades.
Costs 20 points. | |
Contains three AGM-I incendiary grenades.
Costs 20 points. | |
Contains four AGM-H hornet grenades.
Costs 20 points. | |
Contains five claymores. Can also be acquired via Requisitions or asking a Combat Technician if they have spare.
Costs 20 points. |
Supplies: | Description: | |
---|---|---|
USCM Radio Telephone Pack Costs: 5 Points |
A heavy-duty pack, used for telecommunications between central command. | |
Binoculars Costs: 5 Points |
A military-issued pair of binoculars. There is nothing special about this pair of binoculars. | |
Fulton Device |
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. | |
Large Magazine Pouch |
Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.
Contains 4 slots. | |
Motion Detector |
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).
| |
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.
| |
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.
Cannot:
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Sensor Mate medical Hud |
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. | |
M2 Night Vision Goggles |
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. | |
Roller Bed |
Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.
| |
Large General Pouch |
A general purpose pouch used to carry more small items and also magazines. Contains 3 slots. | |
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. | |
H5 Pattern M2132 Machete Scabbard |
A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor. | |
H6B pattern M2132 machete scabbard |
A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot. | |
Mini Extinguisher Costs:5 points |
A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher. | |
Whistle 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. | |
Welding Goggles Costs:5 Points |
A pair of Welding Goggles. Goes on the eyes slot. | |
Powerloader Certification Costs:45 points |
A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader. | |
Large Shotgun Shell Pouch |
It can contain more handfuls of shells, or bullets if you choose to for some reason.
A large shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason. Contains 7 slots. |
Radio Keys: | Description: |
---|---|
Engineering Radio Encryption Key Costs:5 points |
An encryption key for a radio headset, Allowing you to access the engineering channel with :n. |
Tactics Radio Encryption Key Costs:5 points |
An encryption key for a radio headset, Allowing you to access the tactics channel with :t. |
JTAC Radio Encryption Key Costs:5 points |
An encryption key for a radio headset, Allowing you to access the JTAC channel with :j. |
Supply Radio Encryption Key Costs:5 points |
An encryption key for a radio headset, Allowing you to access the supply channel with :u.
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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: |
---|---|
Move! |
Increased mobility and chance to dodge projectiles. |
Hold! |
Increased resistance to pain and combat wounds. |
Focus! |
Increased gun accuracy and effective range. |
Your Skillset
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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)