|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 it's 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>'''Squad Engineers''' 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 [[The Skill System|Trained]] level of engineering can plant C4.
|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 it's 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>'''Squad Engineers''' 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 [[The Skill System|Trained]] level of engineering can plant C4.
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!{{Anchor|Tactical Medical Pouch}}[[File:Tactical-med-pouch.png|64px]]
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Tactical Medical Pouch}}[[File:Tactical-med-pouch.png|64px]]
[[#Tactical Medical Pouch|'''Tactical Medical Pouch''']]
[[#Tactical Medical Pouch|'''Tactical Medical Pouch''']]
|A heavy pouch containing everything one needs to get themselves back on their feet. Quite the selection.
|A heavy pouch containing everything one needs to get themselves back on their feet. Quite the selection.
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[[#Mini Fire Extinguisher|'''Mini Fire Extinguisher''']]
[[#Mini Fire Extinguisher|'''Mini Fire Extinguisher''']]
|This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.
|This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.
Revision as of 08:23, 29 April 2021
SPECIAL OPERATIONS
MARSOC
Difficulty: Very Hard Supervisors: UA High Command Rank: Classified Duties: Carry out your standing orders. Guides: This one Unlock Requirements: Not available. Detailed Description:
|__________| ... You are an elite MARSOC Operative, the best of the best. You are absolutely loyal to High Command and must follow their directives. Execute the mission assigned to you with extreme prejudice! |__________|
Overview
Marine Special Operations Command, or MARSOC for short, is the ultra-elite special operations division of the USCM responsible for carrying out clandestine tasks operating above the law, above ethics, and above standard definitions of morality. Formed of the absolute best of the best the Marine Corps has to offer, they're armed to the teeth with the best weapons and equipment that money can buy. A competent and well-trained MARSOC operative is nearly unstoppable, capable of besting even the most formidableadversaries.
Equipment
MARSOC operatives are issued limited-spec firearms developed in-house by the MARSOC weapons development group. They are far stronger (and far more expensive) than standard-issue equipment used by Marines and are only made in limited production.
MARSOC operatives are one of the very few USCM groups to be issued highly expensive Night Vision Goggles (NVGs), capable of letting them see perfectly in the dark.
Backing up a MARSOC operative's arsenal is their support equipment, a curated selection of items to give them the edge in combat. A medical pouch containing advanced medical equipment and a generous helping of medication provides their first-aid, while a tactical tools pouch provides everything they need to breach and clear an area.
Two C4 explosives, an HPDP grenade, a flashbang, stimulant injectors, and spare ammunition make up the rest of what an operative carries. Next to no space is spared for packing operatives full of almost everything they need for a majority of their missions.
Operators are given codenames according to the phonetic alphabet; every trace of their personal data and real names is wiped from all military records. Nobody remembers them by face or by name. The only one who truly knows a MARSOC operative is themself, and themself only.
One of the experimental predecessors to the M41A line that never saw widespread adoption beyond elite marine units. Of the rifles in the USCM inventory that are still in production, this is the only one to feature an integrated suppressor. It can accept M41A MK2 magazines, but also features its own proprietary magazine system. Extremely lethal in burst-fire mode.
A stubby and wide, high capacity double stack magazine used in the M40-SD pulse rifle. Fires 10x24mm Armor Piercing rounds, holding up to 60 + 1 in the chamber.
Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Obtainable through modifying Surplus supply crate in Requisitions.
Holds forty (40) 10x24mm Toxin rifle rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.
Way back in 2168, W-Y began testing the MK221. The USCM picked up an early prototype, and later adopted it with a limited military contract. But the USCM MARSOC division wasn't satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the MK210, a lightweight folding shotgun that snaps to the belt. And to boot, it's fully automatic and made of stamped medal. Truly an engineering marvel.
Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
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 it's 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. Squad Engineers 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.
This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.
Worn by MARSOC Operators.
Can be worn by attaching it to a pocket.
Contains 4 slots.
Holds the following items below:
Very few MARSOC missions are ever the same, and High Command only calls them for very specific, very risky situations.
In any case, it is up to the briefing officer - or High Command - to disclose to you what your goals are and your ultimate mission. Be it hostage retrieval, VIP escort, threat elimination, or even ridding a place of witnesses, your goal is to take your orders, protect those you are ordered to, and eliminate everyone and everything that stands in your way.
Standing Orders
As a MARSOC operative, the only superiors you have are High Command staff and any other personnel High Command instructs you to take orders from. Nothing else gets in your way; not the law, not the Commanding Officer, and not your fellow Marines. Drive them away if they become a problem, and drop them if they become a threat.
In some circumstances, even the Marines might be your enemies - and your targets.
MARSOC Roles
Role
Description
MARSOC Operative
A heavily armed and armoured marine commando equipped with the venerable M40-SD Pulse Rifle and fearsome MK210 tactical shotgun.