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* [[Marine Quickstart Guide#Lighting|Stay in the light]]. There ain't many things out there scarier than marines and they all like the dark. Keep your shoulder lamp on and pop a flare whenever you're stopped for more than a moment.
* [[Marine Quickstart Guide#Lighting|Stay in the light]]. There ain't many things out there scarier than marines and they all like the dark. Keep your shoulder lamp on and pop a flare whenever you're stopped for more than a moment.


* Use single fire for long to medium ranges and burstfire for CQC and close range engagements. By doing this you conserve ammo but can still dish out the pain to incoming hostiles.
* Use single fire for long to medium ranges and burst-fire for CQC and close range engagements. By doing this you conserve ammo but can still dish out the pain to incoming hostiles.
 
* When entering xenomorph infested territory, it's recommended that you clear the purple sacs as they will automatically clear out the weeds if there is no other purple sac connected to it. This will allow you to walk at normal pace rather than be slowed down by the weeds and it denies the xenomorphs places to build on.

Revision as of 20:42, 3 April 2020

MARINE
USCM Standard Marine.png
Standard Marine
Difficulty: Easy
Supervisors: Squad Leader
Rank: Private / Private First Class
Duties: Follow orders. Don't get yourself killed. Don't shoot your squadmates.
Guides: Bullet Paths and Friendly Fire, What to buy as PFC
Unlock Requirements: Not available.
Detailed Description:
|__________|
Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad's prep room.
You are a rank-and-file soldier of the USCM, and that is your strength.
What you lack alone, you gain standing shoulder to shoulder with the men and women of the corps. Ooh-rah!
|__________|


"How do I get out of this chickenshit outfit?"- Hudson, Aliens

You're in the United States Colonial Marine Corps. Follow your sergeant's orders and don't ask too many questions. Whether you've been to Hell and back or you're fresh out of Boot, you're expected to maintain a level of professionalism. Do your job, follow orders, and maybe you'll go home in one piece.

This guide assumes you have finished the Marine Quickstart Guide and will hopefully help you transit out from being a baldie.


Your Squad

Once you have your earpiece on, you will see the Squad HUD. Your squad is led by Squad Leader Squad leader icon.png, try to stay in his vision so SL can see you too. Second in command is Squad Specialist Squad specialist icon.png, try to distant yourself a few tiles away from the Spec and don't be in front of them, as they tend to be too focused on the targets in sight and friendly fire the marines in front. Squad Medic Squad medic icon.png are prime targets for the enemies, stay near them to guard them (and the wounded) when you are not pushing the enemy, same goes to Squad Engineer Squad engineer icon.png. Squad Smartgunner Smartgunner icon.png can shoot pass marines so try to be in front of them to protect them during an assault. If they are ahead of everyone, point at them (shift + middle click) to remind them they are out of position.


Note: When you first start playing as a squad marine you will be a Private ( PVT ). Once you have played squad marine for 9 hours, you will be playing as a Private First Class ( PFC ).


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. Comes pre-loaded with a combat knife inside.
M10 pattern marine helmet.png

M10 Pattern Marine Helmet

Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad's actions from aboard the Almayer.


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

Squad Gloves.gif

USCM Combat Gloves

Standard issue marine tactical gloves.
Headset.png

USCM Headset

Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles.
MRE.png

MRE

Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.
Armor: Description:
M3 light armor.png

M3 Light Armor

A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.
M3 Pattern Personal Armor.png

M3 Pattern Marine Armor

Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.
M3 heavy armor.png

M3 Heavy Armor

Specialized Heavy Armor used by the USCM, complete with a shoulder-mounted flashlight. It further protects the user by covering more areas of the body and has tougher material which makes the user withstand more hits, but it takes out most of the user's mobility.
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.
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 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.
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.
Pouch: Description:
Knife-pouch.png
Bayonet Pouch
A pouch that can hold up to 3 knives. A very uncommon sight on the battlefield. It is one of the pouch options of the ColMarTech Automated Closet or are usually found in the pockets of the UPP Soldiers.
Document-pouch.png
Document Pouch
A pouch used to hold documents for safe keeping. Can hold 21 items.
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.
Ointment.png

Ointment

Tramadol Injector.png

Pain-stop autoinjector

Tricord.png

First-aid autoinjector

Gauze.png

Gauze

Flare-pouch.png
Flare Pouch
Can hold 5 flares (including activated flare). Refillable with a M94 Flare Pack.
Medium-gen-pouch.png
Medium General Pouch
A general purpose pouch used to carry small items and also magazines. Contains 2 slot.
Pistol-mag-pouch.png

Pistol Magazine Pouch

Pouch able to hold 3 pistol magazines.
Pistol-pouch.png

Sidearm Pouch

A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Mask: Description:
File:Gas mask.png
Gas Mask
A face-covering mask that can be connected to an air supply. It is currently purely cosmetic.


Note: Only 1 kit may be chosen.
The miniature kits allows a marine use all of their points to specialize in an area of expertise. This versatility allows marines to customize their play style to suit for combat or in support roles. Although this does not make them equal to those who properly specialize in said fields, it gives them some knowledge to aid in their work.


Note: A Pamphlet is an unique one time consumable item that gives anyone who uses it a skill point directed at a specific area. To learn more about pamphlets and skills, click here

Kit: Description:
Mini Engie kit.png

Combat Technician kit
Costs:45 points

Contains:
  • USCM Technician Welderpack
  • Engineering Pamphlet
  • Construction Pouch
  • Insulated Gloves
  • Crowbar
  • Entrenching Tool
  • Welding Goggles
  • Tools Pouch containing the following:
Screwdriver.png

Screwdriver

Wirecutters.png

Wirecutters

Welder.gif

Welder

Wrench.png

Wrench

Mini Medic kit.png

First Response Medical Support kit
Costs:45 points

Contains:
  • Medical Pamphlet
  • First Responder Technical Pouch containing the following:
Healthanalyzer.png

Health Analyzer

Splint.png

Splint

Advburnkit.png

Advanced Burn Kit

Advtraumakit.png

Advanced Trauma Kit

  • Auto-Injector Pouch containing 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

  • SensorHud Mate
  • Roller bed
Grenadier kit.png

Frontline M40 Grenadier kit
Costs:45 points

Contains:
  • M276 pattern M40 HEDP rig containing the following:
M40 HEDP.png

3 M40 HEDP Grenades

M50 HEFA.png

3 M40 HEFA Grenades

Incingrenade.png

2 M40 HIDP Incendiary Grenades

  • Explosive pouch
  • 3 HEFA grenades
Mini Sniper kit.png
L42A-MK1 Sniper Kit
Costs:30 points
Contains:
  • L42 MK1 Battle Rifle, comes pre-loaded with standard rifle munitions
  • Scope
  • Synthetic Stock
  • Extended Barrel
  • Suppressor
  • 2 AP magazines
Mini Pyro kit.png

M240 Pyrotechnician Support kit
Costs:45 points

Contains:
  • USCM Pyrotechnician G4-1 Fuel Tank
  • M240A1 Incinerator Unit
  • 2 Incinerator Fuel Tank
  • 1 Large incinerator Fuel Tank (Gel)
  • Pocket Extinguisher
Personal Def kit.png
Personal Defense Kit
Costs:45 points
Contains:
  • VP78 Pistol, comes pre-loaded
  • 5 magazines
  • Red Dot Sight
  • Laser Sight
  • M276 pattern M4A3 holster rig
Veteran kit.png
Veteran Kit
Costs:30 points
Contains:
  • M41A MK1 Pulse Rifle, comes pre-loaded
  • 5 MK1 Magazines
  • Mini Flamer
  • U7 under barrel shotgun


Note:You have 45 points to spend on additional items.
Attachment: Benefits: Drawbacks:
Supressor.png
Suppresor
Costs:15 points
Wielded:
  • Slightly increases accuracy
Both:
  • Greatly decreases firing sound
  • Removes muzzle flashes
  • Removes firing messages
  • Slightly decreases recoil
  • Slightly decreases bullet spread
Both:
  • Slightly decreases damage
Extended barrel.png
Extended Barrel
Costs:15 Points
Wielded:
  • Moderately increases accuracy
Both:
  • Slightly decreases damage
Recoil compensator.png
Recoil Compensator
Costs:15 Points
Wielded:
  • Greatly reduces recoil
One Handed:
  • Moderately reduces recoil
Both:
  • Moderately increases accuracy


Both:
  • Slightly decreases damage
M37 stock.png
Shotgun Stock
Costs:15 points
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage
Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
  • Slightly decreases firing speed
Smg Stock.png
Submachinegun Stock
Costs:15 points
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage
Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
M41astock.png

M41A Skeleton Stock
Costs:15 points

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage



Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
  • Slightly decreases firing speed
Reddot.png
Red-Dot Sight
Costs:15 points
Wielded:
  • Moderately increases accuracy
One Handed:
  • Slightly increases accuracy
Both:
  • Slight increase of the accuracy penalty when moving
Reflex.png
Reflex Sight
Costs:15 points
Wielded:
  • Slightly increases accuracy
  • Moderately decreases bullet spread
One Handed:
  • Slightly increases accuracy
Both:
  • Moderately increases the accuracy penalty when moving
Quickfire.png
Quickfire Adapter
Costs:15 points
Both:
  • Moderately increases firing speed
One Handed:
  • Greatly increases spread.
Wielded:
  • Slightly increases spread.
Both:
  • Moderately decreases accuracy
  • Decreases burst-fire shots by 1 (from 3 or 4)
Laser sight.png
Laser Sight
Costs:15 points
Wielded:
  • Slightly increases accuracy
One Handed:
  • Slightly increases accuracy
  • Moderately reduces bullet spread
  • Slight reduction of accuracy penalty when moving
Both:
  • None
Undershot.png
Underbarrel Shotgun
Costs: 15 Points
Both:
  • Adds the ability to fire three semi-auto buckshot rounds
  • Reloadable with additional buckshot
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png


Both:
  • The short barrel reduces the ammo's effectiveness
  • Slightly reduced accuracy compared to an actual shotgun
  • Slightly reduced knockdown/stun effect compared to an actual shotgun
  • Slightly reduced accuracy when firing compared to an actual shotgun
  • Moderately reduced damage compared to an actual shotgun
  • Can only be loaded with buckshot
Forwardgrip.png

Vertical Grip
Costs:15 points


Wielded:
  • Moderately increases accuracy
  • Slightly decreases recoil
  • Slightly decreased bullet spread
Both:
  • Moderately reduces burst spread
Wielded:
  • Slightly decreases movement speed
One Handed:
  • Moderately decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
  • Slight increase of the accuracy penalty when moving
Angled Grip.png

Angled Grip
Costs:15 points


Wielded:
  • Majorly decreased wield delay
  • Slightly decreased recoil
  • Slightly increases accuracy
  • Slightly decreased bullet spread


One Handed:
  • Slightly decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
Gyro.png

Gyroscopic Stabilizer
Costs:15 points


Wielded:
  • Slightly reduces bullet spread
One Handed:
  • Majorly reduces bullet spread
  • Moderately increases accuracy
  • Greatly reduces the accuracy penalty for moving.
Both:
  • Moderately reduces burst spread


Both:
  • Moderately decreased firing speed


Note:You have 45 points to spend on additional items.
Ammunition: Description:
M39-AP-mag.png
M39 Armor Piercing Magazine
Costs:15 points
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M39-extended-mag.png
M39 Extended Magazine
Costs:15 points
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M40 HEDP.png

M40 HEDP Grenade
Costs:10 points

Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds.

Both the Demolition Specialist and Heavy Grenadier Specialist has these grenades in their vendors at round start. More can be ordered in Cargo.

M50 HEFA.png

M40 HEFA Grenade
Costs:10 points

Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Capable being loaded in the M92 launcher, or thrown by hand.
M41A-AP-mag.png

M41A Armor Piercing Magazine
Costs:15 points

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

M41A Extended Magazine
Costs:15 points

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
SU6 Smart Pistol Magazine.png

SU6 Smart Pistol Magazine
Costs:15 points

Holds fifteen (15) rounds. Has specially made bullets for IFF capabilities.
L41A AP mag.png
L42A Armor Piercing Magazine
Costs:10 points
Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.
M44-HR-SL.png
M44 Heavy speed Loader
Costs:15 points
Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.



Note:You have 45 points to spend on additional items.
Extra Items: Description:
Large-gen-pouch.png

Large General Pouch
Costs:15 points

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

Fuel Tank Strap Pouch
Costs:15 points

Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks
Webbing.png

Webbing
Costs:15 points

Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
Shoulder Holster.png

Shoulder Holster
Costs:15 points

A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
H5 pattern M2132 machete scabbard.png

H5 Pattern M2132 Machete Scabbard
Costs:15 points

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

Mini Extinguisher
Costs:5 points

A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
Motion Detector.gif

Motion Detector
Costs:15 points

The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if a xenomorph 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.

The Weapons

In Marine Quickstart Guide, M41A is recommended as the weapon of choice due to its versatility and ease of use. However, you may find other firearms more appealing to use. Below is a list of standard weapons to choose from, just click expand.

Basic Weapon List:
M4A3 Variants.gif M4A3 Service Pistol M4A3 Variants.gif M4A3mag.png High Supply Ammunition: M4A3-AP-mag.png
A reliable fallback weapon that uses 9mm handgun ammunition in a 12 round magazine.


Reloading:

If you have just vended the M4A3 Service Pistol, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.


After the magazine has either been auto-ejected or you have Eject-Magazine.png manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M4A3 Service Pistol to load the magazine in.


Attachments:

The attachments for this weapon can be viewed here.

M4A3mag.png

M4A3 Magazine:

Single Projectile. Average damage. Use on low armored targets for maximum effect.


M4A3-AP-mag.png

M4A3 Armor Piercing Magazine:

Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.


  • For a list of all available ammo types for this weapon head here.


44magnum.png M44 Combat Revolver 44magnum.png M44SL.png High Supply Ammunition: M44-MM-SL.png
Deals significantly more damage per round than the M4A3 at the cost of ammo capacity and recoil. It uses .44 rounds, usually held in speed loaders, and holds a maximum of 7 bullets. You can duel wield them but your accuracy will be heavily decreased.


Reloading:

Click the revolver with an empty hand to open the revolving cylinder, vend a fresh speed loader, click the revolver with the speed loader in your active hand, click the revolver again with an empty hand to close the revolving cylinder.


Attachments:

The attachments for this weapon can be viewed here.

M44SL.png

M44 Speed Loader:

Single Projectile. Average damage. Use on low armored targets for maximum effect.


M44-MM-SL.png

M44 Marksman Speed Loader:

Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.


  • For a list of all available ammo types for this weapon head here.


M39 Variants.gif M39 Submachine Gun M39 Variants.gif M39 Variants.gif High Supply Ammunition: M39-AP-mag.png
Allows you to have high mobility but lacks raw power and armor penetration. Good for chasing down fleeing enemies. You can duel wield them but your accuracy will be heavily decreased. The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 4-round burst fire mode.


Reloading:

If you have just vended the M39 Submachine gun, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.


After the magazine has either been auto-ejected or you have Eject-Magazine.png manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M39 Submachine Gun to load the magazine in.


Attachments:

The attachments for this weapon can be viewed here.

M39mag.png

M39 Magazine:

Single Projectile. Average damage. Use on low armored targets for maximum effect.


M39-AP-mag.png

M39 Armor Piercing Magazine:

Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.


  • For a list of all available ammo types for this weapon head here.


M41A Variants.gif M41A Pulse Rifle MK2 M41A Variants.gif M41Amag.png High Supply Ammunition: M41A-AP-mag.png
A reliable, robust and overall effective standard issue weapon, comes with a 3-round burstfire capability as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with HEDP grenades (ask RO for grenades).


Reloading:

If you have just vended the M41A Pulse Rifle MK2, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.


After the magazine has either been auto-ejected or you have Eject-Magazine.png manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M41A Pulse Rifle MK2 to load the magazine in.


Attachments:

The attachments for this weapon can be viewed here.

M41Amag.png

M41A Magazine:

Single Projectile. Average damage. Use on low armored targets for maximum effect.


M41A-AP-mag.png

M41A Armor Piercing Magazine:

Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.


  • For a list of all available ammo types for this weapon head here.
L42.png L42 Pulse Carbine MK1 L42.png L42mag.png High Supply Ammunition: L42 AP mag.png
An accurate battle rifle meant for fire support. It uses the same ammo as the M41A, but it does not come with burstfire capabilities nor compatible with any underbarrel attachments. It has a few unique attachments to enhance the rifle even further.


Reloading:

If you have just vended the L42 Pulse Carbine MK1, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.


After the magazine has either been auto-ejected or you have Eject-Magazine.png manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the L42 Pulse Carbine MK1 to load the magazine in.


Attachments:

The attachments for this weapon can be viewed here.

L42mag.png

L42 Magazine:

Single Projectile. Average damage. Use on low armored targets for maximum effect.


L42 AP mag.png

L42 Armor Piercing Magazine:

Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.


  • For a list of all available ammo types for this weapon head here.


M37 Variants.gif M37A2 Shotgun M37 Variants.gif Slugbox.png High Supply Ammunition: Buckbox.png
This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Xenomorph when fired from close range, though users should still keep in mind that the M37A2 must be pumped after every shot. You can duel wield them but your accuracy will be heavily decreased.


Reloading:

Hold the shotgun shell box with one hand, then swap to your other hand and click the shell box to take out a handful of shells. Drop the shell box and pick up your shotgun and load it with the shells one by one (M37 can hold eight shells plus one in the chamber). Pump the shotgun with Unique Action Button Use-Unique-Action.png, you need to pump it after each firing. Using Macros to bind a hotkey for it is a must to use shotgun effectively.


Attachments:

The attachments for this weapon can be viewed here.

Slugbox.png

Slug shells:

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range.

Buckbox.png

Buckshot shells:

Fires multiple small projectiles. Powerful in close range. Massive damage, with a rapid damage fall-off at range. Fires in a 15-degree radius.


  • For a list of all available ammo types for this weapon head here.


Flamethrower.png M240 Incinerator Unit Flamethrower.png IncineratorTanks.png High Supply Ammunition: IncineratorTanks.png
The incinerator is good at incinerating hostiles and clearing unwanted vegetation with a moderate range of 5 tiles. Squad Leaders may hand out the two incinerators that are in their vendor (with 8 fuel tanks in total). Welder fuel is weaker than the original thick sticky napthal fuel that the incinerators start with. More incinerators can be ordered from requisitions.


Reloading:

Incinerator Units can only be refuelled once a tank is completely out of fuel. Once emptied, pull out the Incinerator TankIncineratorTanks.pngby either unloading the weapon or clicking the incinerator unit with an empty hand, then clicking on a fuel tank, welder pack or welding tank with the tank in your hand. Once refuelled just click on the incinerator unit with the fresh tank.


Attachments:

The attachments for this weapon can be viewed here.

IncineratorTanks.png

Incinerator Tank:

Ultra-Thick Nepathal fuel that can stick to anyone. Effective in Area Denial situations. Has a chance of burning anyone on contact with the flames on each tic.

IncineratorTanks Gel.png

Large Incinerator Tank (Gel):

A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds ninety (140) units worth of gel fuel.

Loadouts

Your playstyle will be determined by the weapons you carry, the attachments on them and the items you have in your bag. Everyone's got their favorite loadouts but it all boils down to what you prefer. Trial and error is the best way to know what you like and don't like.


Attachment

The RO may hand out two or more attachments, a webbing, a holster/scabbard and two grenades. Some RO's may hand out more equipment/attachments if they are feeling generous.


Secondary weapon

You should have a secondary weapon in your suit storage, ideally with a Rail Flashlight and Bayonet attached, be it a M41A, M37 or a flamer. The Rail Flashlight has no drawback while vastly improving your light range so it's always good to take. Additionally a angled grip is a good compliment for a secondary weapon as it reduces the wield delay.

Adjust your loadouts

Reflect what limitations you faced in the previous rounds. Ran out of ammo? Get a webbingWebbing.png from requisitions, and use a backpack USCM infantry backpack.png. Ran out of flares? Use a backpack USCM infantry backpack.png and fill it with 7 flare packs.

In the field

You have superior firepower and can fire across the screen, the limiting factors are lighting, vision, and terrain.

Lighting

Shoulder Lamp Range
Rail Flashlight Range

To overcome low visibility of the battlefield, you need a rail flashlight and flares.


Inventory management

What to recover from a dead marine

Notable items to recover are:

  • Squad Leader: Tactical BinocularsTactical Binoculars.png, Motion DetectorMotion Detector.gif, WhistleWhistle.png, B12 armor and M11 helmet
  • Squad Engineer: Building materialsMetal.pngPlasteel.pngSandbag Empty.png, explosivesM20 mine box.pngM20 claymore.pngIncingrenade.png, just take them out from backpack/pouches and give/drop them to other engineers
  • Squad Medic: Roller Bed, first aid kit (keep one or two advanced kitAdvtraumakit.pngAdvburnkit.png, standards can use them)
  • Squad Specialist: Battle SightsM42scoutsight.png, they have limited night vision capacity, M3G4 Helmet due to it's facehugger blocking capabilites
  • Recover empty AP magazinesM41A-AP-mag.png, they can be refilled with AP ammo boxBig Ammo Box AP M41A.png (click the ammo box with the magazine in hand).

Logistics

Everyone who outranks you has their own tasks to handle, leaving only standards free enough to handle supplies.


The flow of supplies

Move supplies (supply crates, ammo bags, etc) onto the dropship, and transport them to the FOB upon landing at the LZ. Remember to also move wounded marines, empty crates, empty Smartgunner powerpacks onto the dropship whenever possible. When you set off from the FOB, bring some supplies with you, be it an ammo/flare bag, a roller bed/stasis bag or pull a crate of supplies (if the front is established and you have few marines protecting the transport route).


Organization

To make sense of all the bags lying around, take one item from the bag then drop it on top to signify what the bag contains, alternately you could label them with a labeller. Stockpile the empty bags out of the way to reduce clutter.


Recover empty crates

Bring crates back to the FOB and load them onto the dropship. You'll want to load any crates you find as the RO can send them down the elevator for supply points. Use Intercoms.png (:i) to tell RO there are crates in hanger.


First aid

Helping others

Before pulling a downed marine back in the front, use point at (shift + middle click) to show your intention of going in or to urge the nearer marines to pull them. As you are pulling the downed marine back, shift + click to check the marine, bandage the bleeding wounds when it's safe. If the marine is conscious (not seems to be asleep), shake them with Help intent to get them up, get them to a medic if he doesn't get up. If the marine has no pulse, get them to a medic then remove their armor (drag their sprites onto yours to open their equipment window, click ExoSuit: M3 armor) so that medic can immediately revive them (can't revive with armor on).

  • Whenever you have shrapnel injuring you, take out your Knife.png from your Boots.png and press the Z key on key on your Keyboard to remove the shrapnel from your person.
  • Get splints Splint.png, you can split the stack by holding it in the active hand then click it with another hand, restock the new stack (one splint) to a NanoMed NanoMed.png then you keep the rest.
  • Get a roller bed in your bag so you can quickly transport wounded out in an emergency (being overrun/no Medic/no CASevac).
  • Marines whose revive timer ran out, without a head, chestbursted and turned gray (aka husked, too much burn damage) are unrevivable.


Your Skillset

Standard Skill set.png

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


Tips

  • Only take what you need. You're going to need atleast one to two armor piercing magazines in the field for heavily armored enemies. For everything else, soft point, hollowpoint and incendiary ammunition is superior.
  • Follow the chain of command. If someone tells you jump, you'd better ask how high on the way up.
  • Use appropriate titles. Your Squad Leader is Staff Sergeant, or Squad Leader. He's not an officer so don't call him "Sir" and he's not in the Army so don't call him "Sarge."
  • Be useful. Offer to carry extra engineering, medical, or some specialist/smartgunner supplies. Those guys are already carrying more weight than you'll ever be able to.
  • Keep your superiors informed. Stay on the radio and keep the squad and command up to date on what's going on. Do you see movement outside the perimeter? Let your fireteam know. Did Private McFuckface blow his hand off playing catch with a grenade? Let your squad leader know. Did your staff sergeant just get his head taken off by incoming artillery? Let command know.
  • Stay in the light. There ain't many things out there scarier than marines and they all like the dark. Keep your shoulder lamp on and pop a flare whenever you're stopped for more than a moment.
  • Use single fire for long to medium ranges and burst-fire for CQC and close range engagements. By doing this you conserve ammo but can still dish out the pain to incoming hostiles.
  • When entering xenomorph infested territory, it's recommended that you clear the purple sacs as they will automatically clear out the weeds if there is no other purple sac connected to it. This will allow you to walk at normal pace rather than be slowed down by the weeds and it denies the xenomorphs places to build on.