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|imagebgcolor = lightgrey
|imagebgcolor = lightgrey
|img = SL.png
|img = SL.png
|jobtitle = Squad Leader
|jobtitle = Squad Leader [[File:Squad_leader_icon.png]]
|difficulty = Hard
|difficulty = Hard
|superior = Commander, XO, Staff Officers (Overwatch)
|rank = Sergeant / Staff Sergeant / Gunnery Sergeant
|superior = Command Staff
|unlock = Ten hours as any squad role and Three hours as [[Fireteam Leader]].
|duties = Lead your team. Follow orders from command.
|duties = Lead your team. Follow orders from command.
|guides = [[Leadership]]
|guides = None
|description=
You are responsible for the men and women of your squad. Make sure they are on task, working together, and communicating.<br>
You are also in charge of communicating with command and letting them know about the situation first hand. Keep out of harm's way.
}}
}}


''All right, sweethearts, what are you waiting for? Breakfast in bed? It's another glorious day in the Corps. A day in the Marine Corps is like a day on the farm: Every meal's a banquet. Every paycheck a fortune! Every formation's a parade! I love the Corps!'' - Master Sergeant Apone, ''Aliens''
''"All right, sweethearts, what are you waiting for? Breakfast in bed? It's another glorious day in the Corps. A day in the Marine Corps is like a day on the farm: Every meal's a banquet. Every paycheck a fortune! Every formation's a parade! I love the Corps!"'' - Gunnery Sergeant Apone, ''Aliens''


You are the '''Squad Leader''' of one of the main squads aboard the [[USS Almayer]]. You are entrusted with the lives of your soldiers, the men and women you will be fighting with on the frontiers of space, and the battlefields on various stations and colonies. You're the one '''keeping your squad together''', so do it right. Your role is primarily '''Leadership''' and only secondarily combat. You're practically the only one with a brain down there, so you should do most of the thinking, and let your marines do most of the shooting. Don't leave your squad leaderless by ramboing into combat and becoming a casualty. It's important to know when to fall back. Ensure that your squad makes it back in one piece.  
You are the '''Squad Leader (SL)''' of one of the main squads aboard the [[USS Almayer]]. You are entrusted with the lives of your soldiers, the men and women you will be fighting with on the frontiers of space, and the battlefields on various stations and colonies. You're the one '''keeping your squad together''', so do it right. Your role is primarily '''Leadership''' and only secondarily combat. You're practically the only one with a brain down there, so you should do most of the thinking, and let your marines do most of the shooting. Don't leave your squad leaderless by ramboing into combat and becoming a casualty. It's important to know when to fall back. Ensure that your squad makes it back in one piece.  
[[File:Apone.png|200px|thumb|right|Master Sergeant Apone. A very model of a USCM Squad Leader]]
[[File:Apone.png|200px|thumb|right|Gunnery Sergeant Apone. The very definition of a USCM Squad Leader (From ''Aliens'')]]


Should a Squad Leader go AWOL, KIA, MIA or simply not awake, a member of the squad (usually Specialists or other high-ranking combat marines) can be an Acting Squad Leader that is chosen by Command. They almost have the same abilities as a normal Squad Leader, albeit of their standard-issued equipment.
Should a Squad Leader go AWOL, KIA, MIA or just not wake up, a member of the squad (usually Specialists or other high-ranking marines) will be chosen by Command to become the '''Acting Squad Leader (aSL)'''. They almost have the same abilities as an ordinary Squad Leader; however, the acting squad leaders issue orders ability will be weaker.


<br><br />
==== Duties ====
----
As the Squad Leader, you need a robust and sophisticated knowledge of fighting a war and protecting your squad, as well as fighting. Manage your squad's supply lines and make sure your marines make it back in one piece. No one wants another folded flag being sent home so keep as many of them alive.
<br><br />
===== Know the Map =====
----
For you to survive, you need to know the ins and outs of the battlefield. There are maps of the Area of Operation (AO) located in your Squad Leader vendor. They can be a useful asset when you’re new to the role. A warning: Only one half of the map is revealed and the rest is unknown territory.
<br><br />
===== Communicate =====
----
Use ; for your squad channel and :v for the command channel. Please communicate with command to relay any and all information. Your '''[[Staff Officer]]''' should be able to give you a lot of useful information about your squad's composition and whereabouts, along with what's happening with the other squads or aboard the Almayer. You must follow the chain of command, meaning you follow orders from your superiors, meaning the [[Commander]], [[Executive Officer]], and the SOs all outrank you. You should always follow their orders. This also means that if you're denied supply from the [[Requisitions Officer]], then you're denied. If a lieutenant gives you an order, they expect you to follow it.
<br><br />
==== Squad Leader Equipment ====
----


The squad leader ranks as a very important soldier on the field. The equipment they are issued includes:
= Duties =
<br><br />
As the Squad Leader, you need a robust and sophisticated knowledge of fighting a war and protecting your squad, as well as fighting. Manage your squad's supply lines and make sure your marines make it back in one piece. No one wants another folded flag being sent home so keep as many of them alive as possible.
{| style="border: 2px solid black;
 
  ! style="background-color:#A9A9A9;"|'''Equipment:'''
== Know the Map ==
For you to survive, you need to know the ins and outs of the battlefield. There are maps of the Area of Operation (AO) located in your Squad Leader vendor. They can be a useful asset when you’re new to the role. It can also be helpful to use the online version of the map.
 
= Communication =
Use ''';''' for your squad channel and ''':v''' for the command channel. Please communicate with command to relay any information. Your '''[[Staff Officer]]''' should be able to give you a lot of useful information about your squad's composition and whereabouts, along with what's happening with the other squads or aboard the Almayer. Additionally, you'll have access to the JTAC channel ''':j''', use this to co-ordinate close air support as well as other supporting elements. You must follow the chain of command, meaning you follow orders from your superiors, meaning the [[Commanding Officer]], [[Executive Officer]], and the SOs all outrank you. You should always follow their orders. This also means that if you're denied supply from the [[Requisitions Officer]], then you're denied. If a lieutenant gives you an order, they expect you to follow it.
 
 
<center>
 
=[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]=
</center>
 
<tabs>
<tab name="Standard Equipment">
 
{| 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:jumpsuit.png|64px]]
 
'''USCM Marine Uniform'''
|style="border: 2px solid black; padding: 5px;" |A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Boots.png|64px]]
 
'''USCM Combat Boots'''
|style="border: 2px solid black; padding: 5px;"| Standard issue combat boots used by the USCM for combat situations.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M11Helm.png|64px]]
 
'''M11 Pattern Leader Helmet'''
|style="border: 2px solid black; padding: 5px;"|A highly durable helmet reserved for squad leaders in the USCM, has a built in camera like all other standard issue Colonial Marine helmets.
 
 
'''Addendum:''' "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:B12_Pattern_Personal_Armour.png|64px]]
 
'''B12 Pattern Leader Armor'''
|style="border: 2px solid black; padding: 5px;"|{{B12 Armor}}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Squad_Gloves.gif|64px]]
 
'''USCM Combat Gloves'''
|style="border: 2px solid black; padding: 5px;"| Standard issue marine tactical gloves.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Headset.png|64px]]
 
'''USCM Leader Headset'''
|style="border: 2px solid black; padding: 5px;"| Standard issue USCM Leader headset which has an inbuilt HUD for the user that displays marine roles.
|}
</tab>
<tab name="Backpacks">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Backpack:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
 
|style="border: 2px solid black; padding: 5px;" |[[File:USCM_satchel.png]]
 
'''USCM Satchel'''
|style="border: 2px solid black; padding: 5px;" |A heavy-duty satchel carried by most USCM soldiers.
 
It is standard gear for most of the USCM. Holds 5 normal size items.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:USCM_infantry_backpack.png]]
 
'''USCM Lightweight IMP Backpack'''
|style="border: 2px solid black; padding: 5px;"| The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.
 
Has to be held in one hand to access items inside. Holds 7 normal size items.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:L44_M37A2_scabbard.png]]
 
'''L44 M37A2 Scabbard '''
|style="border: 2px solid black; padding: 5px;"| A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:H5_pattern_M2132_machete_scabbard.png|64px]]
 
'''H5 Pattern M2132 Machete Scabbard'''
|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.
It is one of the scabbards inside '''USCM Cargo Vendors or Some Marine Prep Vendors'''. They all start with machetes inside.
|}
</tab>
<tab name="Belts">
{| style="border: 2px solid black; class="mw-collapsible"
  ! style="background-color:#A9A9A9; width:130px;"|'''Belt:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
|-
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Flamethrower.png|64px]]<br>'''M240 Incinerators'''
|style="border: 2px solid black; padding: 5px;"| [[File:M276_Pattern_Ammo_Load_Rig.png|64px]]<br>'''M276 Pattern Ammo Load Rig'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | The ultra-deadly M240 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240 often find themselves refilling their tanks with whatever flammable material is available, with welding fuel being an effective and popular choice. A big drawback to the M240 is that due to the nature of the tanks, they cannot be refilled unless they are completely empty. The Squad Leader can vend two of these to give out amongst their squad.
|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:Shotgun_belt.png|64px]]<br>'''Shotgun Shell Load Rig'''
|style="border: 2px solid black; padding: 5px;"| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M39_holster_rig.png|64px]]


'''M276 Pattern M39 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 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.
|-
|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_M4A3_holster_rig.png|64px]]<br>'''M276 Pattern M4A3 Holster Rig'''
|style="border: 2px solid black; padding: 5px;"| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3 or the MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M44_holster_rig.png|64px]]<br>'''M276 Pattern M44 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 is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.
|}
</tab>
<tab name="Pouches">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Pouch:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Autoinjector-pouch.png|64px]]<br>'''Autoinjector Pouch'''
|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 the following:


{| border="1" class="mw-collapsible mw-collapsed"
{| border="1" class="wikitable style="width: 70%;"
|+ style="text-align:left;"|'''Ammunition:'''
|[[File:Bicaridine.png|48px]]
  |[[File:IncineratorTanks.png]]<br>'''Incinerator Tank'''
[[#Bicaridine Auto injector|2 '''Bicaridine Auto injector''']]
  |Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
|[[File:Kelotane.png|48px]]
[[#Kelotane Auto injector|2 '''Kelotane Auto injector''']]
|[[File:Tramadol_Injector.png|48px]]
[[#Tramadol Auto injector|2 '''Tramadol Auto injector''']]
|[[File:Emergency_Auto_injector.png|48px]]
[[#Emergency Auto injector|1 '''Emergency Auto injector''']]
|}
Holds 7 Autoinjectors.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch'''
|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.
 
Contains the following:
{| border="1" class="wikitable style="width: 30%;"
|[[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'''
  |}
  |}


{| border="1" class="mw-collapsible mw-collapsed"
|-
  |+ style="text-align:left;"|'''Attachments:'''
|style="border: 2px solid black; padding: 5px;"| [[File:Flare-pouch.png|64px]]<br>'''Flare Pouch'''
  |'''[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]'''
|style="border: 2px solid black; padding: 5px;"| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
|None
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:flame-pouch.png|64px]]
|'''[[Marine_Equipment#Rail_Attachments | Rail Attachments]]'''
'''Fuel tank strap pouch'''
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]<br>[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]
|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.
|'''[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]'''
|-
  |None
|style="border: 2px solid black; padding: 5px;"|[[File:Large-gen-pouch.png|64px]]
  |-
'''Large General Pouch'''
  |'''[[Marine_Equipment#Stock_Attachments | Stock Attachments]]'''
|style="border: 2px solid black; padding: 5px;"|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.
  |None
|-
|style="border: 2px solid black; padding: 5px;"|[[File:sling_pouch.png|64px]]
'''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.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:largemag-pouch.png|64px]]
'''Large Magazine Pouch'''
|style="border: 2px solid black; padding: 5px;"|{{Large Magazine Pouch Description}}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:largeshell-pouch.png|64px]]
'''Large Shotgun Shell Pouch'''
|style="border: 2px solid black; padding: 5px;"|{{Large Shotgun Shell Pouch Description}}
|-
 
|style="border: 2px solid black; padding: 5px;"|[[File:pistol-mag-pouch-large.png|64px]]
 
'''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:Pistol-pouch.png|64px]]
 
'''Sidearm Pouch'''
|style="border: 2px solid black; padding: 5px;"| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
|}
</tab>
<tab name="Accessories">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Accessories:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Shoulder_Holster.png|64px]]
 
'''Shoulder Holster'''
|style="border: 2px solid black; padding: 5px;"|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
|-
|style="border: 2px solid black; padding: 5px;" | [[File: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;" | [[File:Brown_webbing_vest.png|64px]]<br>'''Brown Webbing Vest'''
|style="border: 2px solid black; padding: 5px;" | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
|-
|style="border: 2px solid black; padding: 5px;" | [[File:Black_webbing_vest.png|64px]]<br>'''Black Webbing Vest'''
|style="border: 2px solid black; padding: 5px;" | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.
</tab>
<tab name="Masks">
{| style="border: 2px solid black; class="mw-collapsible"
  ! style="background-color:#A9A9A9; width:150px;"|'''Mask:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Gasmask.png|64px]]<br>'''Gas Mask'''
|style="border: 2px solid black; padding: 5px;" |{{Gas Mask}}
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Heat_absorbent_coif.png|64px]]<br>'''Heat Absorbent Coif'''
|style="border: 2px solid black; padding: 5px;" |{{Heat Absorbent Coif Description}}
|}
</tab>
</tabs>
 
 
 
<center>
 
=[[File:Tactical_Binoculars.png|64px]] Automated Equipment Rack[[File:SL.png|64px]]=
 
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.</center>
 
<tabs>
<tab name="Essential Squad Leader Kit">
{| 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:Operations_Map.png|64px]]
'''Operations Map'''
|style="border: 2px solid black; padding: 5px;"| A map of the current operation area so you and other squad leaders can coordinate effectively with the command staff. For you to survive, you need to know the ins and outs of the battlefield. The maps can be a useful asset when you’re new to the role.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Mini_Extinguisher.png|64px]]
'''Mini Extinguisher'''
|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:ZipTie_Box.png]][[File:ZipTies.png]]
'''Box of Zip-ties'''
|style="border: 2px solid black; padding: 5px;"| A box containing 14 one use zip-ties for apprehending disgruntled colonists and loose cannon marines. Found in the Squad Leader Vendor.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Tactical_Binoculars.png|64px]]
'''Laser Designators'''
|style="border: 2px solid black; padding: 5px;"|
{{Tactical Binoculars Description}}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:c4.png|64px]]
'''C4 Explosive Charge'''
|style="border: 2px solid black; padding: 5px;"|C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.<br>'''Combat Technician''' and '''Squad Leaders''' start with 1 in their vendor though they can buy additional blocks for 5 points, '''Demolition Specialists''' and '''Scout Specialists''' start with 2 in their crate. Anyone with [http://cm-ss13.com/wiki/The_Skill_System '''Trained'''] level of engineering can plant C4.
|}
</tab>
<tab name="Squad Kit">
{| 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:M4RA.png |64px]]
'''[[Marine_Equipment#M4RA_Battle_Rifle|M4RA Sniper Kit]]'''<br>
|style="border: 2px solid black; padding: 5px;"|
A marine kit that gives you an M4RA, along with attachments to go alongside it. Contains the following -
* M4RA Battle Rifle
* S8 4x Telescopic Scope
* Suppressor
* Extended Barrel
* 2 M4RA Armor Piercing magazines
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Flamethrower.png]]
<br>'''[[Marine_Equipment#M240A1_Incinerator_Unit|Mini Pyro Kit]]'''
|style="border: 2px solid black; padding: 5px;" |A marine kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. Contains the following -
* USCM Pyrotechnician G4-1 Fuel Tank
* M240A1 Incinerator Unit
* 2 Incinerator Fuel Tank
* 1 Large incinerator Fuel Tank (Gel)
* Pocket Extinguisher
* Underbarrel Extinguisher
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M2C_HMG.png|64px]]
'''[[Marine_Equipment#M2C_Heavy_Machine_Gun|M2C Heavy Machinegun Kit]]'''<br>
|style="border: 2px solid black; padding: 5px;"|
A gun case containing the M2C heavy machine gun. It doesn't come loaded, but it does have spare ammunition. You'll have to order extras from requisitions. Contains the following -
* Machinegun Instructional Pamphlet
* M2C Heavy Machinegun
* 4 M2C Box Magazines
* M2C Magazine Storage Belt
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M41ae2.png|64px]]
'''[[Marine_Equipment#M41AE2_Heavy_Pulse_Rifle|M41AE2 Heavy Pulse Rifle Kit]]'''<br>
|style="border: 2px solid black; padding: 5px;"|
A gun case containing the M41AE2 heavy pulse rifle. You can get additional ammunition at requisitions. Contains the following -
* M41AE2 Heavy Pulse Rifle
* M41AE2 Box Magazine
* M41AE2 Holotarget Box Magazine
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M56D.png|64px]]
'''[[Marine_Equipment#M56D_Mounted_Smartgun|M56D Heavy Machinegun Kit]]'''<br>
|style="border: 2px solid black; padding: 5px;"|
A gun case containing the M56D heavy machine gun. You'll need to order resupplies from requisitions or scavenge them on the field. How do they fit all this into a case? Wouldn't you need a crate? Contains the following -
* M56D Heavy Machinegun
* 2 M56D drum magazines
* M56D Tripod
* Wrench
* Screwdriver
* Machinegun Instructional Pamphlet
* M56D Drum Storage Belt
 
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M79_grenade_launcher.png|64px]]
'''[[Marine_Equipment#M79_Grenade_Launcher|M79 Grenade Launcher Kit]]'''<br>
|style="border: 2px solid black; padding: 5px;"|
A gun case containing the modernized M79 grenade launcher. Comes with 3 baton slugs, 3 hornet shells and 3 star shell grenades. Contains the following -
* M79 Grenade Launcher
* 3 Starshell Grenades
* 3 HIRR Baton Slugs
* 3 AGM Hornets
 
|-
|style="border: 2px solid black; padding: 5px;"|[[File:MOU53.png|64px]]
'''[[Marine_Equipment#MOU53_break_action_shotgun|MOU-53 Shotgun Kit]]'''<br>
|style="border: 2px solid black; padding: 5px;"|
A gun case containing the MOU53 shotgun. It does come loaded, but you'll still have to find ammunition as you go. Contains the following -
* MOU-53 Shotgun
* MOU-53 Stock
 
|-
|style="border: 2px solid black; padding: 5px;"|[[File:XM88.png|64px]]
'''[[Marine_Equipment#XM88_Heavy_Rifle|XM88 Heavy Rifle Kit]]'''<br>
|style="border: 2px solid black; padding: 5px;"|
A gun case containing the XM88 Heavy Rifle, a prototype weapon designed for use against heavily armored infantry targets and light vehicles. Contains an ammunition belt, two boxes of ammunition, the XS-9 Targeting Relay attachment, and the stock for the rifle.
* XM88 Heavy Rifle
* XM88 Stock
* XS-9 Targeting Relay
* 2 Boxes of .458 SOCOM
* XM88 Ammunition Belt
 
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Const-pouch.png|64px]]
'''Basic Engineering Supplies Kit'''<br>
|style="border: 2px solid black; padding: 5px;"|
Basic engineering supplies to allow you to construct fortifications and restore power to areas. Contains the following -
* Construction Pouch
* 50 Metal
* 30 Plasteel
* 15 Barbed Wire
* Electronics Pouch
* 3 High Capacity Batteries
* 3 APC Circuit Boards
* Welding Goggles
 
|-
</tab>
<tab name="Utilities">
{| 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:Whistle.png|64px]]
 
'''Whistle'''<br> Costs:3 points
|style="border: 2px solid black; padding: 5px;"|A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it's in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Range_Finders.png|64px]]
 
'''Range Finder'''<br> Costs:3 points
|style="border: 2px solid black; padding: 5px;"|A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile's Longitude and Latitude coordinates will be displayed in a pop up menu
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Night_Vision_Goggles.png|64px]]
 
'''M2 Night Vision Goggles'''<br> Costs:20 points
|style="border: 2px solid black; padding: 5px;"|{{M2_Night_Vision_Goggle_Description}}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:H5_pattern_M2132_machete_scabbard.png|64px]]
 
'''H5 Pattern M2132 Machete Scabbard'''<br> Costs:4 points
|style="border: 2px solid black; padding: 5px;"|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Machete_pouch.png|64px]]
 
'''H6B pattern M2132 machete scabbard'''<br> Costs:4 points
|style="border: 2px solid black; padding: 5px;"|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Mini_Extinguisher.png|64px]]
 
'''Mini Extinguisher'''<br> Costs:3 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:Motion_Detector.gif|64px]]
 
'''Motion Detector'''<br> Costs:5 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 {{Key press|Z}} (in hotkey mode).
 
 
{| border="1"
|+ style="text-align:left;"|'''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.
|}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:XM4 Pattern Intel Armor.png|64px]]
 
'''M4 Pattern Armor'''<br> Costs:30 points
|style="border: 2px solid black; padding: 5px;"|A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches.
{{XM4 Pattern Intel Armor Stats}}
|-
|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;"|A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Largeshell-pouch.png|64px]]
 
'''Large Shotgun Shell Pouch'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|{{Large Shotgun Shell Pouch Description}}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Fulton_Device.png|64px]]
 
'''Fulton Device'''<br> Costs:5 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.
 
|}
</tab>
<tab name="Engineering Supplies">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Equipment:'''
  ! style="background-color:#A9A9A9; width:800px;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Insulated_Gloves.png]]<br>'''Insulated Gloves'''<br>Costs: 3 Points
|style="border: 2px solid black; padding: 5px;"| Protects users against electrical shocks.
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Metal.png|64px]]<br>'''Metal x10'''<br>Cost: 5 Points
|style="border: 2px solid black; padding: 5px;" |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Plasteel.png|64px]]<br>'''Plasteel x10'''<br>Cost:7 Points
|style="border: 2px solid black; padding: 5px;"| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades.
|-
|style="border: 2px solid black; padding: 5px;" |[[File:C4.png]]<br>'''Plastique Explosive'''<br>Cost:5 Points
|style="border: 2px solid black; padding: 5px;" |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Breaching Charge.png]]<br>'''Breaching Charge'''<br>Cost: 7 Points
|style="border: 2px solid black; padding: 5px;" |{{Breaching Charge Description}}  
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Sandbag_Empty.png|64px]]<br>'''Sandbags x25'''<br>Cost:10 Points
|style="border: 2px solid black; padding: 5px;"| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M89_Signal_FlarePack.png|64px]]
'''M89 Signal Flare Pacl'''<br>Costs:15 points
|style="border: 2px solid black; padding: 5px;"| A packet of five M89-S Signal Marking Flares. Used for signaling close air support dropships to strafe an area.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Tool_Pouch.png|64px]]<br>'''Tools Pouch'''<br>Cost:10 Points
|style="border: 2px solid black; padding: 5px;"|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.
Holds the following items below:
{| border="1" class="wikitable style="width: 80%;"
  |[[File:Screwdriver.png|48px]]
[[#Screwdriver|'''Screwdriver''']]
||[[File:Wirecutters.png|48px]]
[[#Wirecutters|'''Wirecutters''']]
||[[File:Multitool.png|48px]]
[[#Security Access Tuner|'''Security Access Tuner''']]
  ||[[File:Wrench.png|48px]]
[[#Wrench|'''Wrench''']]
  |}
  |}
|-
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:SquadHeadset.png|64px]]<br>'''Squad Leader Headset'''
|style="border: 2px solid black; padding: 5px;"| [[File:Goggles.png|64px]]<br>'''Welding Goggles'''<br>Costs:5 Points
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|This headset allows the squad lead to communicate with the marines in their squad and the command staff during an active operation. Acting Squad Leaders can use this headset for as long as they're aSLs.
|style="border: 2px solid black; padding: 5px;"| A pair of Welding Goggles. Goes on the eyes slot.
|}
</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="background-color:#A9A9A9; width:150px;"|'''Weapon:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:M11Helm.png|64px]]<br>'''M11 Helmet'''
{{TabsItem
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A highly durable helmet reserved for squad leaders in the USCM, has a built in camera like all other standard issue Colonial Marine helmets.
|Description = Contains three [[Marine Equipment#USCM Weapons|HEDP]] high explosive grenades.
 
'''Costs 18 points.'''
|Icon = hedp_packet
|Title = M40 HEDP High Explosive Packet
}}
|-
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:B12Armour.png|64px]]<br>'''B12 Armour'''
{{TabsItem
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A highly protected set of armour reserved for squad leaders in the USCM.
|Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades.
 
'''Costs 18 points.'''
|Icon = hidp_packet
|Title = M40 HIDP Incendiary Packet
}}
|-
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Smoke_grenade.png|64px]]<br>'''M40 HSDP Smoke Grenade'''
{{TabsItem
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.
|Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades.
 
'''Costs 18 points.'''
|Icon = hpdp_packet
|Title = M40 HPDP White Phosphorus Packet
}}
|-
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tactical_Binoculars.png|64px]]<br>'''Tactical Binoculars'''
{{TabsItem
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A pair of binoculars, with a laser targeting function. It is used to send a CAS mission or a mortar target to the targeted location. Ctrl + Middle Click to target something.
|Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades.
 
'''Costs 9 points.'''
|Icon = hsdp_packet
|Title = M40 HSDP Smoke Packet
}}
|-
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Squad_Supply_Beacon.png|64px]]<br>'''Squad Supply Beacon'''
{{TabsItem
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A rugged, glorified laser pointer capable of sending a beam into space. Activate and throw this to call for a supply drop.
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades.
 
'''Costs 20 points.'''
|Icon = agm_airburst_packet
|Title = M74 AGM-Frag Airburst Packet
}}
|-
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Orbital_Beacon.png|64px]]<br>'''Orbital Beacon'''
{{TabsItem
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A bulky device that fires a beam up to an orbiting vessel to send local coordinates for a fire mission.
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-I]] incendiary grenades.
 
'''Costs 20 points.'''
|Icon = agm_incendiary_airburst_packet
|Title = M74 AGM-Incendiary Airburst Packet
}}
|-
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:webbing.png|64px]]<br>'''Webbing'''
{{TabsItem
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items. Squad Leaders start with one per vendor.
|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; border-bottom: 2px solid black; padding: 5px;" |[[File:c4.png|64px]]<br>'''C4 Explosive Charge'''
{{TabsItem
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.<br>'''Combat Engineers''' start with 4 per vendor, '''Demolition Specialists''' start with 2 in their crate and '''Squad Leaders''' start with 1 per vendor.
|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="Medical Supplies">
{| 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:Advburnkit.png|64px]]<br>'''Adv Burn Kit'''<br>Costs:2 points
|style="border: 2px solid black; padding: 5px;"| Used to treat moderate to high burn damage.
|-
 
|style="border: 2px solid black; padding: 5px;"| [[File:Advtraumakit.png|64px]]<br>'''Adv Trauma Kit'''<br>Costs:2 points
|style="border: 2px solid black; padding: 5px;"| Used to treat moderate to high brute damage. Also treats mild infections.
|-
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Motion_Detector.gif|64px]]<br>'''Motion Detector'''
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | The Motion Detector highlights anything not wearing an ID that is on your screen. For example, if a xenomorph is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound.


<br>
|style="border: 2px solid black; padding: 5px;"| [[File:Advanced_first-aid_kit.png|64px]]<br>'''Advanced First Aid Kit'''<br>Costs:12 points
{| border="1" class="mw-collapsible mw-collapsed"
|style="border: 2px solid black; padding: 5px;"| Advanced first aid kit with more complicated medical supplies.
|+ style="text-align:left;"|'''How To Use:'''
|-
| Hold the motion tracker in your hand, and use it either by clicking on it, hitting z (whilst in hotkey mode), or activating your held item.


You can also cycle through two different range modes, '''Long Range''' and '''Short Range''' by right clicking the motion detector and then clicking on ''Toggle Range Mode''.
|style="border: 2px solid black; padding: 5px;" |[[File:Splint.png|64px]]<br>'''Medical Splints'''<br>Costs:1 point
|style="border: 2px solid black; padding: 5px;" | Used to hold that broken/fractured bone of yours in place so you don't die.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Bicaridine.png|64px]]<br>'''Autoinjector'''<br>Costs:1 point each
|style="border: 2px solid black; padding: 5px;"| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.
{| border="1" class="wikitable style="width: 100%;"
|[[File:Bicaridine.png]]
[[#Bicaridine|Bicaridine]]


|[[File:Dexalin.png]]
[[#Dexalin+|'''Dexalin+''']]
|[[File:Dylovene.png]]
[[#Dylovene|Dylovene]]
|[[File:Inaprovaline.png]]
[[#Inaprovaline|Inaprovaline]]
|[[File:Kelotane.png]]
[[#Kelotane|Kelotane]]
|[[File:Oxycodone.png]]
[[#Oxycodone|'''Oxycodone''' <br> Costs:2 Points]]
|[[File:Tricord.png]]
[[#Tricord|'''Tricord''']]


'''Long Range:''' The motion detector will detect movement on your whole screen and more at a slow rate.
<br>
'''Short Range:''' The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
  |}
  |}
|-
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Largemag-pouch.png|64px]]<br>'''Large Magazine Pouch'''
|style="border: 2px solid black; padding: 5px;"| [[File:Healthanalyzer.png|64px]]<br>'''Health Analyzer'''<br>Costs:4 points
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Special issue pouch that can hold up to three magazines. Issued to Squad Leaders. Contains 3 slots.
|style="border: 2px solid black; padding: 5px;"| Basic tool of every single medic - this miraculous item allows you to see the patient's status, showing the damage, bleeding, internal bleeding and broken bones.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:SensorMediHud.png|64px]]<br>'''Sensor Medical Hud'''<br>Costs:4 points
|style="border: 2px solid black; padding: 5px;"| A much older heads-up display that displays the last known biometric data from suit sensors of any given individual. Functions nearly exactly the same as the standard issue Medical Hud except it only works if either you or the other person is wearing a jumpsuit.
 
Requires at least 1 level in medical.
|}
 
</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: 825px;"|'''Description:'''
|-
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Large-gen-pouch.png|64px]]<br>'''Large General Pouch'''
 
| style="border: 2px solid black; border-bottom: 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;"| [[File:M41A-AP-mag.png|64px]]
'''M41A Armor Piercing Magazine'''<br>Costs:6 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; border-bottom: 2px solid black; padding: 5px;" |[[File:Pistol-pouch.png|64px]]<br>'''Pistol Pouch'''
|style="border: 2px solid black; padding: 5px;"| [[File:M41A-extended-mag.png|64px]]
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
'''M41A Extended Magazine'''<br>Costs:6 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; border-bottom: 2px solid black; padding: 5px;" |[[File:M4A3-AP-mag.png]]<br>'''M4A3 Armour Piercing Magazine'''
|style="border: 2px solid black; padding: 5px;"| [[File:M39-AP-mag.png|64px]]
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Holds twelve (12) 9mm pistol rounds. Has better armour penetration, but lower overall damage. The Squad lead can vend one mag.
'''M39 Armor Piercing Magazine'''<br>Costs:5 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; border-bottom: 2px solid black; padding: 5px;" |[[File:M4A3mag.png]]<br>'''M4A3 Hollow Point'''
 
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Holds twelve (12) 9mm pistol rounds. Has lower overall penetration but better damage. The Squad lead can vend two mags.
|style="border: 2px solid black; padding: 5px;"| [[File:M4RA-AP-mag.png|64px]]<br>'''M4RA Armor Piercing Magazine'''<br> Costs:4 points
|style="border: 2px solid black; padding: 5px;"| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.
|-
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |'''Operation Maps'''
|style="border: 2px solid black; padding: 5px;"| [[File:M39-extended-mag.png|64px]]
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A map of the operation area so squad leaders can coordinate effectively with the command staff.
'''M39 Extended Magazine'''<br>Costs:5 points
|style="border: 2px solid black; padding: 5px;"| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.  
|}
|}
</tab>
<tab name="Radio Keys">


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


==== Support Equipment ====
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Radio Keys:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|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:tactics_key.png|64px]]<br>'''Tactics 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 tactics channel with :t.
|-
|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;"| An encryption key for a radio headset, Allowing you to access the JTAC channel with :j.
|-
|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;"| An encryption key for a radio headset, Allowing you to access the supply channel with :u.
|}
</tab>
 
</tabs>
 
= Support Equipment/Abilties =
== Supply Drops and Orbital Bombardment ==
Squad Leaders have the authorization to call in Supply Drops and Orbital Strikes. Both of these functions can be called in via the usage of '''Tactical Binoculars'''. Supply drops allow the squad to resupply in the field by airdropping supply crates, and Orbital strikes enable the Almayers heavy cannons to lock on and fire at the designated position.
 
===Supply Drop===
[[File:Supply_Drop_Ready.png|thumb]]
# Squad Leader uses the Tactical Binoculars to find out the coordinates of a suitable drop site and relay it to the Staff Officer
# Staff Officer input the coordinates
# Requisitions Officer moves the crate full of supplies onto the squad's launch pad, the overwatch '''Launch Pad Status''' will then update
# Staff Officer launches the crate
# The crate will then be dropped near the coordinates so it's best to make sure the squad leader set the beacon in an open area
* Supply drops can penetrate up to glass ceilings (examine the floor tile to see the ceiling type).
* 5 minute cooldown between launches
 
===Orbital Bombardment===
[[File:Orbital_Bombardment_ready.png|thumb]]
[[File:Ob_blast.png|thumb]]
# Squad Leader uses the Tactical Binoculars to find out the coordinates for bombardment and relay it to the Staff Officer
# Staff Officer input the coordinates
# Staff Officer fires upon the Squad Leader's request
* Orbital Beacon can penetrate up to underground (but not deep underground) ceilings (examine the floor tile to see the ceiling type).
 
When triggered, the Almayer will fire its orbital cannon, after a short delay and target roughly the position of the beacon. It's very dangerous in roughly a 6 tile radius (13x13) around the beacon itself, depending on the munition in the cannon. It is advised to '''STAND CLEAR OF THE SIGHT OF IMPACT'''. The Orbital Cannon will then need to be reloaded by the maintenance technicians with a cooldown so it won't always be available.
 
=== Close Air Support ===
Squad leaders have access to the JTAC channel to co-ordinate with pilots and other support available to them. The pilots have the unique ability to launch fire missions that allow you to co-ordinate a devastating strike against your enemies. To do so, you'll need to utilize your tactical binoculars on the '''CAS MARKING MODE''' (the red laser) and lase a tile (zoom in by using the binoculars and ctrl+click a tile). The pilot will take off and target your laser. You should co-ordinate with your pilot to give a specific direction and offset of the airstrike. Once you confirm the offsets and directions (if any), the pilot will commence bombardment shortly afterwards.
It is '''VERY IMPORTANT''' to keep the laser up for as long as possible in order for the dropship to fully launch the airstrike. Stopping the laser will cancel the airstrike and aborting the fire mission.
----
----
In any situation, the Squad Leader comes in prepared in the battlefield with 3 supply beacons, a pair of binoculars and only 1 issued orbital bombardment beacon. This a must-have for every Squad Leader. And here are the uses of each equipment available.
<br><br />
Does your squad have enough ammo, has your [[Specialist]] run out of rockets/sniper magazines/grenades? Your squad depends on ammunition from the Almayer if they are away from any supply point. This is where your '''Supply Beacon''' comes in. Co-ordinate with the Overwatch officer in launching supplies onto the supply beacon. This will take time as requisitions needs to load the crate onto the supply pad and have the Overwatch officer launch it so do keep in touch with your officers to organise supplies.
<br><br />
Sometimes, the enemy breached into your defenses, or maybe your squad want to breach their defenses. But of course, your squad also relies on firepower to destroy those defenses, usually explosives or something bigger. This is where your '''Orbital Bombardment Beacon''' and your '''Tactical Binoculars''' does it's purpose. It's just like a Supply Beacon, but instead of sending crates containing supplies, the Orbital Bombardment Beacon sends loads of heavy shells that are shot from orbit. While Tactical Binoculars designates a laser which allows your [[Pilot Officer]] to perform a Flyby Fire Mission on the designated zone located outside. Of course, while the AUD-25 Dropship does not fire heavy shells, it does have a variety of arsenal, from rockets to the 30mm cannon. The Tactical Binoculars can also send mortar coordinates to the laser, so tell your Squad Engineers the coordinates and get ready to fire.
<br><br />
You must activate the beacons for overwatch to either issue you supplies or fire rounds at the designated location. They must be placed on an organic tile (dirt, foot path, outside) to be active. This will NOT work in the caves as the signal will be too weak to be sent to the ship. They can be offset up to about 5 tiles in any direction, upon request. Be warned, once active, the beacons cannot be de-activated. Once dropped, it’s anchored to the floor with no way of picking back up again. Use them wisely.
<br><br />
Using the Tactical Binoculars is just like placing an Orbital Beacon, you need to lase it at open ground and not on caves or inside of buildings. To designate a target for Fire Mission, you need to stand still and double click the area while using the Binoculars. It takes a few seconds to appear. But remember to stay still while designating a target, otherwise the laser will disappear.
<br><br />


==== Tactics and Fighting: ====
= Tactics and Fighting =
----
== On the frontlines: ==
===== On the frontlines: =====
Whether it’d be on small skirmishes, large-scale offensives or just the random encounters of hostiles in the AO, you and your squad will need to fend off the invaders or if you’re attacking, eliminating the hostile that is present. Be sure to put your fireman carry training to use, in order to save squad members in perilous situations. To perform a fireman carry you need to be on grab intent (yellow), then grab your target and upgrade the grab (aggressive grab) and drag their sprite onto yours while on grab intent.
Whether it’d be on small skirmishes, large scale offensives or just the random encounters of hostiles in the AO, you and your squad will need to fend off the invaders or if you’re attacking, eliminating the hostile that is present.
 
 
* '''Squad organisation'''
 
You are the man that can lead from the front when ever you’re going out on patrol or moving to another location, everyone is going to follow the SL since you are the person leading them so where ever you are going, they better support you.
 
 
Your squad consists of the two to four engineers, two to four medics, one specialist, one smart-gunner and an endless swarm of grunts.
Where you are the man on the ground giving orders, they will need to follow. You may want some men to cover the rear or the sides of your squad, preventing the enemy from attacking weak points.
 
=== Fire Teams ===
 
With the ability to assign fireteams, your squad can be split up into smaller teams to cover more objectives.
'''There are currently 2 ways of selecting Fireteams:'''
 
<big>'''1)'''</big>  Examine a marine and at the bottom of the examine tab, click on '''Manage Fireteams'''. This menu will pop up:


* '''Squad organisation:'''
(You can Shift + Click to examine, if you have hotkeys enabled)


You are the man that can lead from the front, when ever you’re going out on patrol or moving to another location, everyone is going to follow the SL since you are the person leading them so where ever you are going, they better follow you.
[[File:FT1.png|400px]]


Your squad consists of the 2 to 4 engineers, 2 to 4 medics, 1 specialist, 1 smart-gunner and an endless swarm of grunts.
Once someone is already in a Fireteam, you can either Promote him to Team Leader, or remove him from the Fireteam, simply by examining the player again, click on '''Manage Fireteams''', and those new options will pop up.
Where you are the man on the ground giving orders, they will need to follow.


You may want some men to cover the rear or the sides of your squad, preventing the enemy from attacking weak points.
<big>'''2)'''</big>  There is another option where you can manage Fireteams simply by clicking in the Squad Leader's indicator, and once again, a menu will pop up which will show a status for each marine, that you can manually input to individual marines saying if they are MIA / KIA, etc, so that may help command with the logistics.


With the ability to assign fire teams, your squad can split up into smaller teams to cover objectives.
[[File:FT2.png|400px]]


Fireteams are extremely important to give the squad more maneuverability and organization if you are tasked with multiple objectives.
For example:
For example:


Fire Team 1 will patrol around the F.O.B,


Fire Team 2 will help repair the power plant.
Fireteam 1 will patrol around the F.O.B.
 
Fireteam 2 will help repair the power plant.
 
 
Teamleaders are essential when it comes to spliting your squad. They are the ones that lead your fireteams but keep you informed on their location, casualties, status reports, etc and are highly usefull for flanking and supporting maneuvers.


* '''Situational analysis:'''
* '''Situational analysis:'''


When in the heat of battle, you’ll need to assess the current situation, how many hostiles are in the area, who’s injured and who isn’t and how much control of the battlefield you have.
When in the heat of battle, you’ll need to assess the current situation, how many hostiles are in the area, who are injured and who isn’t and how much control of the battlefield you have.


Certain situations will require quick judgement and others, a more calculated choice.
Certain situations will require quick judgment and others, a more calculated choice.
While the marines are fighting for control of the frontlines, you will need to support them in their offensive and make the call on when to push or when to retreat.
While the marines are fighting for control of the frontlines, you will need to support them in their offensive and make the call on when to push or when to retreat.


Other times will be defending at certain locations, whether it’d be in entrances or at the FOB, you’ll need to devise a plan of action. Will you flank from a different location and fight your way from another angle, possibly forcing the enemy away from the defender’s location?
Other times will be defending at specific locations, and whether it’d be in entrances or at the FOB, you’ll need to devise a plan of action. Will your squad flank from a different location and fight your way from another angle, possibly forcing the enemy away from the defender’s position?
Or will you gather your men to hold your ground until a relief force arrives?
Or will you gather your men to hold your ground until a relief force arrives?


Every decision you make has a cost to it, whether it’s lives or time, you will have casualties.
Every decision you make has a cost to it; whether it’s lives or time, you will have casualties.
 
 
* '''Corridors and tight spaces:'''
 
Every so often your commanding officer will task you with searching areas where you may find it challenging to retreat from. This is especially evident in tight spaces. Cave systems and narrow corridors are a gamble to investigate. This is due to possible guerrilla fighters lurking in the darkness or behind corners and suddenly BAM, it’s an ambush, and your entire squad is wiped off the face of the sector.
 
To deal with situations like these, there are very few practical solutions to use. You can’t predict an ambush from occurring, but you can send scouts ahead of your position to “test the waters.”  Squad leaders will know this is suicide, but you must protect the lives of your squad members and to bring as many of them home.
 
Although a cowardly way of preventing an ambush is to run at the first sight of danger. This only applies to patrolling and scouting objectives. You’ll have most of your marines hopefully back in one piece, but the downside is that the enemy might reinforce the unsecured position and you’ve gathered little to no intelligence on the sector you were tasked with scouting.
 


* '''Assaulting the enemy:'''
* '''Assaulting the enemy:'''


With the possibility of having your squad, accompanied with other troops, to bring the battle to the enemy’s door step, you will need to fight along side your marines. Although how you will fight is primarily up to you, many squad leaders prefer a more aggressive stance with an active role in combat as to some passive squad leaders, directing the battle behind the frontlines and supporting them with supplies and other essentials.
With the possibility of having your squad, accompanied by other troops, to bring the battle to the enemy’s doorstep, you will need to fight alongside your marines. Although how you will fight is primarily up to you, many squad leaders prefer a more aggressive stance with an active role in combat as to some passive squad leaders, directing the battle behind the frontlines and supporting them with supplies and other essentials.
 


'''An Aggressive stance:'''
'''An Aggressive stance:'''


What many squad leaders tend to do is join the marines in the fighting at the frontlines, although there’s nothing wrong with it, you’re more likely to die from direct conflict with an enemy. Although your firepower of issuing orbital strikes and inspiring leadership will bolster the marines to act, you are putting yourself in harms way.
What many squad leaders tend to do is join the marines in the fighting at the frontlines, although there’s nothing wrong with it, you’re more likely to die from direct conflict with an enemy. Although your firepower of issuing orbital strikes and inspiring leadership will bolster the marines to act, you are putting yourself in harm's way.
 
You’ll be fighting with the main force of the marines, gunning down enemy contacts as well as directly supporting your squad. Exploit weak points in the enemies defenses and advance with your men to push the enemy to eliminate the threat.


You’ll be fighting with the main force of the marines, gunning down enemy contacts as well as directly supporting your squad. Exploit weak points in the enemies defences and advance with your men to push the enemy to eliminate the threat.


'''A Passive stance:'''
'''A Passive stance:'''


With your marines on the frontlines, you are behind them or close to them to observer the battle and issue orders when necessary.  You will primarily deploy supply beacons to re-supply the marines and mainly your support class marines. Although this means that you’ll need to rely on one of your marines to issue an orbital strike as well as the loss of another gun on the field.
With your marines on the frontlines, you are behind them or close to them to observe the battle and issue orders when necessary.  You will primarily deploy supply beacons to re-supply the marines and mainly your support class marines. Although this means that you’ll need to rely on one of your marines to issue an orbital strike as well as the loss of another gun on the field.


You’ll primarily watch the battle unfold, seeing from a safe distance and calling them back when your marines are either too deep in the hot zone or pointing out gaps in the offensive.
You’ll primarily watch the battle unfold, seeing from a safe distance and calling them back when your marines are either too deep in the hot zone or pointing out gaps in the offensive.


===== Defending the F.O.B: =====
 
If hostile forces defeat your offensive and launches a counter attack against your defences, prepare for the worst.  Expect most of the enemies forces to invade, this is the battle that determines the outcome of the next few moments, whether it’d be retreating to the ship or another marine offensive. Expect siege units and other supporting enemies to attack as well as the bulk of the enemies forces.
* '''Sacrifices'''
No one wants to sacrifice good men and women for a cause that may be unjust and fruitless. But sacrifices must be made to save the lives of the many. As a leader, the decision weighs on your shoulders for quick decision making, and some of them will cost lives. The needs of the many outweigh the needs of the few. You will have to make the tough calls that will leave some of your marines to their doom to save the rest of the squad.
 
 
*''' Defending the F.O.B:'''
If hostile forces defeat your offensive and launch a counterattack against your defenses, prepare for the worst.  Expect most of the enemies forces to invade, this is the battle that determines the outcome of the next few moments, whether it’d be retreating to the ship or another marine offensive. Expect siege units and other supporting enemies to attack as well as the bulk of the enemies forces.


Depending if your engineers and other squad engineers have fortified the F.O.B or not, it will either hinder or help you defend the area.
Depending if your engineers and other squad engineers have fortified the F.O.B or not, it will either hinder or help you defend the area.
Line 204: Line 808:
And you will need to respond to these dangers in an appropriate way.
And you will need to respond to these dangers in an appropriate way.


Good luck, your squad depends on your decisions during the course of the mission.
= Abilities: Orders =
 
Orders are a timed active ability that characters trained in leadership can activate. The duration of the ability is related to how high the characters leadership skill is, an example being that the commanders order will last longer than a squad leads. The intensification of the ability is also determined by the leadership skill, the higher it is the more intense the orders effects are on surrounding players. Note that these abilities do not stack and that the abilities cover your visual view range and no further. To choose an order to activate go into the IC tab in the top right then select "Issue Order".
 
=Abilities: Orders=
Orders are a timed active ability that characters trained in leadership can activate. The duration of the ability is related to how high the characters leadership skill is, an example being that the commanders order will last longer then a squad leads. The intensification of the ability is also determined by the leadership skill, the higher it is the more intense the orders effects are on surrounding players. Note that these abilities do not stack and that the abilities cover your visual view range and no further. To choose an order to activate go into the IC tab in the top right then select "Issue Order".


{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
! style="background-color:#A9A9A9;" width=150|Orders:
! style="background-color:#A9A9A9;" width=100|Orders:
! style="background-color:#A9A9A9;" |Description:
! style="background-color:#A9A9A9;" |Description:
|-
|-
!'''Move!'''
!<center>[[File:Issue_Orders-Move.png]]<br>'''Move!'''</center>
|Increased mobility and chance to dodge projectiles.
|Increased mobility and chance to dodge projectiles.
|-
|-
!'''Hold!'''
!<center>[[File:Issue_Orders-Hold.png]]<br>'''Hold!'''</center>
|Increased resistance to pain and combat wounds.
|Increased resistance to pain and combat wounds.
|-
|-
!'''Focus!'''
!<center>[[File:Issue_Orders-Focus.png]]<br>'''Focus!'''</center>
|Increased gun accuracy and effective range.
|Increased gun accuracy and effective range.
|}
|}


= Your Skillset =
{{MarineSkills
|cqc=1
|firearms=1
|endurance=2
|engineering=2
|construction=2
|leadership=1
|medical=1
|vehicles=1
|jtac=2
|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].


=Your Skillset=
= Guides =
[[File:SL_skill_set.png]]
----


To find out about how the skill system works head over to the [http://www.colonial-marines.com/wiki/The_Skill_System skills system page].
Good luck, your squad depends on your decisions during the mission.
 
= Guides =
* [http://www.colonial-marines.com/viewtopic.php?f=135&t=16154 Leadership phenomenon : Squad Cohesion] by Kesserline
* [http://www.colonial-marines.com/viewtopic.php?f=135&t=16264 Some Psychology and Management as a SL] by Kesserline
* [http://www.colonial-marines.com/viewtopic.php?f=135&t=16424 Tactics on the field : some tips] by Kesserline

Latest revision as of 16:13, 20 August 2024

MARINE
SL.png
Squad Leader Squad leader icon.png
Difficulty: Hard
Supervisors: Command Staff
Rank: Sergeant / Staff Sergeant / Gunnery Sergeant
Duties: Lead your team. Follow orders from command.
Guides: None
Unlock Requirements: Ten hours as any squad role and Three hours as Fireteam Leader.
Detailed Description:
|__________|
You are responsible for the men and women of your squad. Make sure they are on task, working together, and communicating.
You are also in charge of communicating with command and letting them know about the situation first hand. Keep out of harm's way.
|__________|


"All right, sweethearts, what are you waiting for? Breakfast in bed? It's another glorious day in the Corps. A day in the Marine Corps is like a day on the farm: Every meal's a banquet. Every paycheck a fortune! Every formation's a parade! I love the Corps!" - Gunnery Sergeant Apone, Aliens

You are the Squad Leader (SL) of one of the main squads aboard the USS Almayer. You are entrusted with the lives of your soldiers, the men and women you will be fighting with on the frontiers of space, and the battlefields on various stations and colonies. You're the one keeping your squad together, so do it right. Your role is primarily Leadership and only secondarily combat. You're practically the only one with a brain down there, so you should do most of the thinking, and let your marines do most of the shooting. Don't leave your squad leaderless by ramboing into combat and becoming a casualty. It's important to know when to fall back. Ensure that your squad makes it back in one piece.

Gunnery Sergeant Apone. The very definition of a USCM Squad Leader (From Aliens)

Should a Squad Leader go AWOL, KIA, MIA or just not wake up, a member of the squad (usually Specialists or other high-ranking marines) will be chosen by Command to become the Acting Squad Leader (aSL). They almost have the same abilities as an ordinary Squad Leader; however, the acting squad leaders issue orders ability will be weaker.


Duties

As the Squad Leader, you need a robust and sophisticated knowledge of fighting a war and protecting your squad, as well as fighting. Manage your squad's supply lines and make sure your marines make it back in one piece. No one wants another folded flag being sent home so keep as many of them alive as possible.

Know the Map

For you to survive, you need to know the ins and outs of the battlefield. There are maps of the Area of Operation (AO) located in your Squad Leader vendor. They can be a useful asset when you’re new to the role. It can also be helpful to use the online version of the map.

Communication

Use ; for your squad channel and :v for the command channel. Please communicate with command to relay any information. Your Staff Officer should be able to give you a lot of useful information about your squad's composition and whereabouts, along with what's happening with the other squads or aboard the Almayer. Additionally, you'll have access to the JTAC channel :j, use this to co-ordinate close air support as well as other supporting elements. You must follow the chain of command, meaning you follow orders from your superiors, meaning the Commanding Officer, Executive Officer, and the SOs all outrank you. You should always follow their orders. This also means that if you're denied supply from the Requisitions Officer, then you're denied. If a lieutenant gives you an order, they expect you to follow it.


Surplus Vendor.png Automated Closet Surplus Vendor.png

Equipment: Description:
Jumpsuit.png

USCM Marine Uniform

A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.
Boots.png

USCM Combat Boots

Standard issue combat boots used by the USCM for combat situations.
M11Helm.png

M11 Pattern Leader Helmet

A highly durable helmet reserved for squad leaders in the USCM, has a built in camera like all other standard issue Colonial Marine helmets.


Addendum: "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.

B12 Pattern Personal Armour.png

B12 Pattern Leader Armor

A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.
Stats:

Armor Melee = 25

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 25

Armor Bio = 25

Armor Slowdown = 0.55

Squad Gloves.gif

USCM Combat Gloves

Standard issue marine tactical gloves.
Headset.png

USCM Leader Headset

Standard issue USCM Leader headset which has an inbuilt HUD for the user that displays marine roles.
Backpack: Description:
USCM satchel.png

USCM Satchel

A heavy-duty satchel carried by most USCM soldiers.

It is standard gear for most of the USCM. Holds 5 normal size items.

USCM infantry backpack.png

USCM Lightweight IMP Backpack

The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.

Has to be held in one hand to access items inside. Holds 7 normal size items.

L44 M37A2 scabbard.png

L44 M37A2 Scabbard

A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.
H5 pattern M2132 machete scabbard.png

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.

It is one of the scabbards inside USCM Cargo Vendors or Some Marine Prep Vendors. They all start with machetes inside.

Belt: Description:
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.
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 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 knife.png
M276 Pattern Knife Rig
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.
M276 pattern M4A3 holster rig.png
M276 Pattern M4A3 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 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.
Pouch: Description:
Autoinjector-pouch.png
Autoinjector Pouch
A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.

Contains the following:

Bicaridine.png

2 Bicaridine Auto injector

Kelotane.png

2 Kelotane Auto injector

Tramadol Injector.png

2 Tramadol Auto injector

Emergency Auto injector.png

1 Emergency Auto injector

Holds 7 Autoinjectors.

Aid-pouch.png
First-Aid Pouch
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.

Contains the following:

Ointment.png

Ointment

Tramadol Injector.png

Pain-stop autoinjector

Tricord.png

First-aid autoinjector

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 tank strap 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 even more small items and also magazines. Contains 3 slots.
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.
Largemag-pouch.png

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.

Largeshell-pouch.png

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.

Pistol-mag-pouch-large.png

Large Pistol Magazine Pouch

Pouch able to 6 hold pistol magazines. It is one of the uncommon pouches inside the ColMarTech automated armaments vendor in Requisitions.
Pistol-pouch.png

Sidearm Pouch

A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Accessories: Description:
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.
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.
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.
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.


Tactical Binoculars.png Automated Equipment RackSL.png

Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.
Equipment: Description:
Operations Map.png

Operations Map

A map of the current operation area so you and other squad leaders can coordinate effectively with the command staff. For you to survive, you need to know the ins and outs of the battlefield. The maps can be a useful asset when you’re new to the role.
Mini Extinguisher.png

Mini Extinguisher

A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
ZipTie Box.pngZipTies.png

Box of Zip-ties

A box containing 14 one use zip-ties for apprehending disgruntled colonists and loose cannon marines. Found in the Squad Leader Vendor.
Tactical Binoculars.png

Laser Designators

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.


C4.png

C4 Explosive Charge

C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.
Combat Technician and Squad Leaders start with 1 in their vendor though they can buy additional blocks for 5 points, Demolition Specialists and Scout Specialists start with 2 in their crate. Anyone with Trained level of engineering can plant C4.
Equipment: Description:
M4RA.png

M4RA Sniper Kit

A marine kit that gives you an M4RA, along with attachments to go alongside it. Contains the following -

  • M4RA Battle Rifle
  • S8 4x Telescopic Scope
  • Suppressor
  • Extended Barrel
  • 2 M4RA Armor Piercing magazines
Flamethrower.png


Mini Pyro Kit

A marine kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. Contains the following -
  • USCM Pyrotechnician G4-1 Fuel Tank
  • M240A1 Incinerator Unit
  • 2 Incinerator Fuel Tank
  • 1 Large incinerator Fuel Tank (Gel)
  • Pocket Extinguisher
  • Underbarrel Extinguisher
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M2C Heavy Machinegun Kit

A gun case containing the M2C heavy machine gun. It doesn't come loaded, but it does have spare ammunition. You'll have to order extras from requisitions. Contains the following -

  • Machinegun Instructional Pamphlet
  • M2C Heavy Machinegun
  • 4 M2C Box Magazines
  • M2C Magazine Storage Belt
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M41AE2 Heavy Pulse Rifle Kit

A gun case containing the M41AE2 heavy pulse rifle. You can get additional ammunition at requisitions. Contains the following -

  • M41AE2 Heavy Pulse Rifle
  • M41AE2 Box Magazine
  • M41AE2 Holotarget Box Magazine
M56D.png

M56D Heavy Machinegun Kit

A gun case containing the M56D heavy machine gun. You'll need to order resupplies from requisitions or scavenge them on the field. How do they fit all this into a case? Wouldn't you need a crate? Contains the following -

  • M56D Heavy Machinegun
  • 2 M56D drum magazines
  • M56D Tripod
  • Wrench
  • Screwdriver
  • Machinegun Instructional Pamphlet
  • M56D Drum Storage Belt
M79 grenade launcher.png

M79 Grenade Launcher Kit

A gun case containing the modernized M79 grenade launcher. Comes with 3 baton slugs, 3 hornet shells and 3 star shell grenades. Contains the following -

  • M79 Grenade Launcher
  • 3 Starshell Grenades
  • 3 HIRR Baton Slugs
  • 3 AGM Hornets
MOU53.png

MOU-53 Shotgun Kit

A gun case containing the MOU53 shotgun. It does come loaded, but you'll still have to find ammunition as you go. Contains the following -

  • MOU-53 Shotgun
  • MOU-53 Stock
XM88.png

XM88 Heavy Rifle Kit

A gun case containing the XM88 Heavy Rifle, a prototype weapon designed for use against heavily armored infantry targets and light vehicles. Contains an ammunition belt, two boxes of ammunition, the XS-9 Targeting Relay attachment, and the stock for the rifle.

  • XM88 Heavy Rifle
  • XM88 Stock
  • XS-9 Targeting Relay
  • 2 Boxes of .458 SOCOM
  • XM88 Ammunition Belt
Const-pouch.png

Basic Engineering Supplies Kit

Basic engineering supplies to allow you to construct fortifications and restore power to areas. Contains the following -

  • Construction Pouch
  • 50 Metal
  • 30 Plasteel
  • 15 Barbed Wire
  • Electronics Pouch
  • 3 High Capacity Batteries
  • 3 APC Circuit Boards
  • Welding Goggles
Equipment: Description:
Whistle.png

Whistle
Costs:3 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.
Range Finders.png

Range Finder
Costs:3 points

A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile's Longitude and Latitude coordinates will be displayed in a pop up menu
Night Vision Goggles.png

M2 Night Vision Goggles
Costs:20 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.
H5 pattern M2132 machete scabbard.png

H5 Pattern M2132 Machete Scabbard
Costs:4 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:4 points

A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.
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Mini Extinguisher
Costs:3 points

A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
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Motion Detector
Costs:5 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.
XM4 Pattern Intel Armor.png

M4 Pattern Armor
Costs:30 points

A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches.
Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 25

Armor Slowdown = 0.55

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Powerloader Certification
Costs:45 points

A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.
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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.

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Fulton Device
Costs:5 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.
Equipment: Description:
Insulated Gloves.png
Insulated Gloves
Costs: 3 Points
Protects users against electrical shocks.
Metal.png
Metal x10
Cost: 5 Points
Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items.
Plasteel.png
Plasteel x10
Cost:7 Points
A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades.
C4.png
Plastique Explosive
Cost:5 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 1.5 meter radius.
Breaching Charge.png
Breaching Charge
Cost: 7 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.
Sandbag Empty.png
Sandbags x25
Cost:10 Points
Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.
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M89 Signal Flare Pacl
Costs:15 points

A packet of five M89-S Signal Marking Flares. Used for signaling close air support dropships to strafe an area.
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Tools Pouch
Cost:10 Points
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. Holds the following items below:

Screwdriver.png

Screwdriver

Wirecutters.png

Wirecutters

Multitool.png

Security Access Tuner

Wrench.png

Wrench

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Welding Goggles
Costs:5 Points
A pair of Welding Goggles. Goes on the eyes slot.
Note:You have 45 points to spend on additional items.
Weapon: Description:
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M40 HEDP High Explosive Packet

Contains three HEDP high explosive grenades.

Costs 18 points.

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M40 HIDP Incendiary Packet

Contains three HIDP incendiary grenades.

Costs 18 points.

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M40 HPDP White Phosphorus Packet

Contains three HPDP white phosphorus grenades.

Costs 18 points.

Hsdp packet.png

M40 HSDP Smoke Packet

Contains three HSDP smoke grenades.

Costs 9 points.

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M74 AGM-Frag Airburst Packet

Contains three AGM-F airburst grenades.

Costs 20 points.

Agm incendiary airburst packet.png

M74 AGM-Incendiary Airburst Packet

Contains three AGM-I incendiary grenades.

Costs 20 points.

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M74 AGM-Hornet Airburst Packet

Contains four AGM-H hornet grenades.

Costs 20 points.

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M20 Mine Box

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

Costs 20 points.

Equipment: Description:
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Adv Burn Kit
Costs:2 points
Used to treat moderate to high burn damage.
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Adv Trauma Kit
Costs:2 points
Used to treat moderate to high brute damage. Also treats mild infections.
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Advanced First Aid Kit
Costs:12 points
Advanced first aid kit with more complicated medical supplies.
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Medical Splints
Costs:1 point
Used to hold that broken/fractured bone of yours in place so you don't die.
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Autoinjector
Costs:1 point each
Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.
Bicaridine.png

Bicaridine

Dexalin.png

Dexalin+

Dylovene.png

Dylovene

Inaprovaline.png

Inaprovaline

Kelotane.png

Kelotane

Oxycodone.png

Oxycodone
Costs:2 Points

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Tricord

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Health Analyzer
Costs:4 points
Basic tool of every single medic - this miraculous item allows you to see the patient's status, showing the damage, bleeding, internal bleeding and broken bones.
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Sensor Medical Hud
Costs:4 points
A much older heads-up display that displays the last known biometric data from suit sensors of any given individual. Functions nearly exactly the same as the standard issue Medical Hud except it only works if either you or the other person is wearing a jumpsuit.

Requires at least 1 level in medical.

Magazine: Description:
M41A-AP-mag.png

M41A Armor Piercing Magazine
Costs:6 points

Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-extended-mag.png

M41A Extended Magazine
Costs:6 points

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M39-AP-mag.png

M39 Armor Piercing Magazine
Costs:5 points

Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M4RA-AP-mag.png
M4RA Armor Piercing Magazine
Costs:4 points
Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.
M39-extended-mag.png

M39 Extended Magazine
Costs:5 points

Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
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.
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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.

Support Equipment/Abilties

Supply Drops and Orbital Bombardment

Squad Leaders have the authorization to call in Supply Drops and Orbital Strikes. Both of these functions can be called in via the usage of Tactical Binoculars. Supply drops allow the squad to resupply in the field by airdropping supply crates, and Orbital strikes enable the Almayers heavy cannons to lock on and fire at the designated position.

Supply Drop

Supply Drop Ready.png
  1. Squad Leader uses the Tactical Binoculars to find out the coordinates of a suitable drop site and relay it to the Staff Officer
  2. Staff Officer input the coordinates
  3. Requisitions Officer moves the crate full of supplies onto the squad's launch pad, the overwatch Launch Pad Status will then update
  4. Staff Officer launches the crate
  5. The crate will then be dropped near the coordinates so it's best to make sure the squad leader set the beacon in an open area
  • Supply drops can penetrate up to glass ceilings (examine the floor tile to see the ceiling type).
  • 5 minute cooldown between launches

Orbital Bombardment

Orbital Bombardment ready.png
Ob blast.png
  1. Squad Leader uses the Tactical Binoculars to find out the coordinates for bombardment and relay it to the Staff Officer
  2. Staff Officer input the coordinates
  3. Staff Officer fires upon the Squad Leader's request
  • Orbital Beacon can penetrate up to underground (but not deep underground) ceilings (examine the floor tile to see the ceiling type).

When triggered, the Almayer will fire its orbital cannon, after a short delay and target roughly the position of the beacon. It's very dangerous in roughly a 6 tile radius (13x13) around the beacon itself, depending on the munition in the cannon. It is advised to STAND CLEAR OF THE SIGHT OF IMPACT. The Orbital Cannon will then need to be reloaded by the maintenance technicians with a cooldown so it won't always be available.

Close Air Support

Squad leaders have access to the JTAC channel to co-ordinate with pilots and other support available to them. The pilots have the unique ability to launch fire missions that allow you to co-ordinate a devastating strike against your enemies. To do so, you'll need to utilize your tactical binoculars on the CAS MARKING MODE (the red laser) and lase a tile (zoom in by using the binoculars and ctrl+click a tile). The pilot will take off and target your laser. You should co-ordinate with your pilot to give a specific direction and offset of the airstrike. Once you confirm the offsets and directions (if any), the pilot will commence bombardment shortly afterwards. It is VERY IMPORTANT to keep the laser up for as long as possible in order for the dropship to fully launch the airstrike. Stopping the laser will cancel the airstrike and aborting the fire mission.


Tactics and Fighting

On the frontlines:

Whether it’d be on small skirmishes, large-scale offensives or just the random encounters of hostiles in the AO, you and your squad will need to fend off the invaders or if you’re attacking, eliminating the hostile that is present. Be sure to put your fireman carry training to use, in order to save squad members in perilous situations. To perform a fireman carry you need to be on grab intent (yellow), then grab your target and upgrade the grab (aggressive grab) and drag their sprite onto yours while on grab intent.


  • Squad organisation

You are the man that can lead from the front when ever you’re going out on patrol or moving to another location, everyone is going to follow the SL since you are the person leading them so where ever you are going, they better support you.


Your squad consists of the two to four engineers, two to four medics, one specialist, one smart-gunner and an endless swarm of grunts. Where you are the man on the ground giving orders, they will need to follow. You may want some men to cover the rear or the sides of your squad, preventing the enemy from attacking weak points.

Fire Teams

With the ability to assign fireteams, your squad can be split up into smaller teams to cover more objectives. There are currently 2 ways of selecting Fireteams:

1) Examine a marine and at the bottom of the examine tab, click on Manage Fireteams. This menu will pop up:

(You can Shift + Click to examine, if you have hotkeys enabled)

FT1.png

Once someone is already in a Fireteam, you can either Promote him to Team Leader, or remove him from the Fireteam, simply by examining the player again, click on Manage Fireteams, and those new options will pop up.

2) There is another option where you can manage Fireteams simply by clicking in the Squad Leader's indicator, and once again, a menu will pop up which will show a status for each marine, that you can manually input to individual marines saying if they are MIA / KIA, etc, so that may help command with the logistics.

FT2.png

Fireteams are extremely important to give the squad more maneuverability and organization if you are tasked with multiple objectives. For example:


Fireteam 1 will patrol around the F.O.B.

Fireteam 2 will help repair the power plant.


Teamleaders are essential when it comes to spliting your squad. They are the ones that lead your fireteams but keep you informed on their location, casualties, status reports, etc and are highly usefull for flanking and supporting maneuvers.

  • Situational analysis:

When in the heat of battle, you’ll need to assess the current situation, how many hostiles are in the area, who are injured and who isn’t and how much control of the battlefield you have.

Certain situations will require quick judgment and others, a more calculated choice. While the marines are fighting for control of the frontlines, you will need to support them in their offensive and make the call on when to push or when to retreat.

Other times will be defending at specific locations, and whether it’d be in entrances or at the FOB, you’ll need to devise a plan of action. Will your squad flank from a different location and fight your way from another angle, possibly forcing the enemy away from the defender’s position? Or will you gather your men to hold your ground until a relief force arrives?

Every decision you make has a cost to it; whether it’s lives or time, you will have casualties.


  • Corridors and tight spaces:

Every so often your commanding officer will task you with searching areas where you may find it challenging to retreat from. This is especially evident in tight spaces. Cave systems and narrow corridors are a gamble to investigate. This is due to possible guerrilla fighters lurking in the darkness or behind corners and suddenly BAM, it’s an ambush, and your entire squad is wiped off the face of the sector.

To deal with situations like these, there are very few practical solutions to use. You can’t predict an ambush from occurring, but you can send scouts ahead of your position to “test the waters.” Squad leaders will know this is suicide, but you must protect the lives of your squad members and to bring as many of them home.

Although a cowardly way of preventing an ambush is to run at the first sight of danger. This only applies to patrolling and scouting objectives. You’ll have most of your marines hopefully back in one piece, but the downside is that the enemy might reinforce the unsecured position and you’ve gathered little to no intelligence on the sector you were tasked with scouting.


  • Assaulting the enemy:

With the possibility of having your squad, accompanied by other troops, to bring the battle to the enemy’s doorstep, you will need to fight alongside your marines. Although how you will fight is primarily up to you, many squad leaders prefer a more aggressive stance with an active role in combat as to some passive squad leaders, directing the battle behind the frontlines and supporting them with supplies and other essentials.


An Aggressive stance:

What many squad leaders tend to do is join the marines in the fighting at the frontlines, although there’s nothing wrong with it, you’re more likely to die from direct conflict with an enemy. Although your firepower of issuing orbital strikes and inspiring leadership will bolster the marines to act, you are putting yourself in harm's way.

You’ll be fighting with the main force of the marines, gunning down enemy contacts as well as directly supporting your squad. Exploit weak points in the enemies defenses and advance with your men to push the enemy to eliminate the threat.


A Passive stance:

With your marines on the frontlines, you are behind them or close to them to observe the battle and issue orders when necessary. You will primarily deploy supply beacons to re-supply the marines and mainly your support class marines. Although this means that you’ll need to rely on one of your marines to issue an orbital strike as well as the loss of another gun on the field.

You’ll primarily watch the battle unfold, seeing from a safe distance and calling them back when your marines are either too deep in the hot zone or pointing out gaps in the offensive.


  • Sacrifices

No one wants to sacrifice good men and women for a cause that may be unjust and fruitless. But sacrifices must be made to save the lives of the many. As a leader, the decision weighs on your shoulders for quick decision making, and some of them will cost lives. The needs of the many outweigh the needs of the few. You will have to make the tough calls that will leave some of your marines to their doom to save the rest of the squad.


  • Defending the F.O.B:

If hostile forces defeat your offensive and launch a counterattack against your defenses, prepare for the worst. Expect most of the enemies forces to invade, this is the battle that determines the outcome of the next few moments, whether it’d be retreating to the ship or another marine offensive. Expect siege units and other supporting enemies to attack as well as the bulk of the enemies forces.

Depending if your engineers and other squad engineers have fortified the F.O.B or not, it will either hinder or help you defend the area.

How the enemy will fight depends on what siege units they have.

They will either bombard you or directly attack through hit and run means. And you will need to respond to these dangers in an appropriate way.

Abilities: Orders

Orders are a timed active ability that characters trained in leadership can activate. The duration of the ability is related to how high the characters leadership skill is, an example being that the commanders order will last longer than a squad leads. The intensification of the ability is also determined by the leadership skill, the higher it is the more intense the orders effects are on surrounding players. Note that these abilities do not stack and that the abilities cover your visual view range and no further. To choose an order to activate go into the IC tab in the top right then select "Issue Order".

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.

Guides


Good luck, your squad depends on your decisions during the mission.