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TropicalFlak (talk | contribs) (→64px Automated Closet 64px: hoo boy here we go. time to dispell the myth that gasmasks are useless. thanks diegoflores for pointing that one out.) |
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==Your Skillset== | ==Your Skillset== | ||
{{MarineSkills | |||
|firearms=1 | |||
|smartgun=1 | |||
|endurance=1 | |||
|jtac=1 | |||
}} | |||
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. | To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. |
Revision as of 04:27, 23 October 2022
Difficulty: Medium Supervisors: Squad Leader Rank: Lance Corporal Duties: Stay behind marines, fire past friendlies and into the enemy. Guides: Bullet Paths and Friendly Fire Unlock Requirements: Five hours as any squad role. Detailed Description: Your job is to provide heavy weapons support. |__________| |
"LET'S ROCK!" ―Pvt. Vasquez, Aliens
While most of the Marines can put their Pulse Rifles on burst and keep shooting, that may not be enough. You are the Squad Smartgunner, filling the futuristic role of the automatic rifleman, using your heavy machinegun to provide suppression, overwatch, fire support and turn your enemies into swiss cheese.
Squad Smartgunner
Like the Squad Specialist, you'll have access to a heavy weapon -- in your case, it's the M56 Smart Gun. Squad Smartgunners are expected to not only employ their special gear but also their greater understanding of tactics. Squad Smartgunners hold the rank of Corporal, putting them a cut above the typical Squad Marine and other of his support members. Like all marines, the Smartgunner's weapon is treated as an extension of themselves, and as such, Smartgunners know their firearm, inside and out.
Automated Closet
Pouch: | Description: | ||||
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Magazine Pouch |
Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots. | ||||
Medium General Pouch |
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. | ||||
Flare Pouch |
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. | ||||
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 on the Almayer and Dropships.
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Large Pistol Magazine Pouch |
Holds 6 pistol magazines. | ||||
Sidearm Pouch |
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol. | ||||
Machete Pouch |
A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot. | ||||
Sling Pouch |
Keeps a single item attached to a strap, Can contain either an etool or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch. |
Mask: | Description: |
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File:Gas mask.png Gas Mask |
A face-covering mask that can be connected to an air supply. It provides a small amount of head and face resistance against melee and explosive damage. With a fairly high degree of protection against biohazards. |
Automated Equipment Rack
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.Equipment: | Description: | ||||||||
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M56 Smartgun |
The most complicated weapon available to a marine. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire and full auto capabilities. The coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to lift.
To reload the smartgun you must first open the top cover by clicking the ALT key on your keyboard while clicking on the smartgun and then replacing the magazine, You must then close the cover to be able to shoot it again.
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M56 Head Mounted Sight |
A headset and goggles system for the M56 Smartgun. Has a low-res short range imager, allowing for view of terrain. Note that you have to wear the powerpack first then you can equip the head mounted sight in your eye slot. | ||||||||
M56 Combat Harness |
A M56 Combat Harness is especially made for Smartgunners, and is required for use of the M56 Smartgun system.
This armor is worn by Squad Smartgunners. | ||||||||
M56 Power Pack |
Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself. |
Attachment: | Benefits: | Drawbacks: | |||
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Burst Fire Adapter |
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Attachment: | Benefits: | Drawbacks: | ||||
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Laser Sight |
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Red Dot Sight |
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S6 Reflex Sight |
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Weapon: | Description: |
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Contains three HEDP high explosive grenades.
Costs 30 points. | |
Contains three HIDP incendiary grenades.
Costs 30 points. | |
Contains three HPDP white phosphorus grenades.
Costs 30 points. | |
Contains three HSDP smoke grenades.
Costs 15 points. | |
Contains three AGM-F airburst grenades.
Costs 20 points. | |
Contains three AGM-I incendiary grenades.
Costs 20 points. | |
Contains four AGM-H hornet grenades.
Costs 20 points. | |
Contains three claymores. Can also be acquired via Requisitions or asking a Squad Engineer if they have spare.
Costs 20 points. |
Extra Items: | Description: | |
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Roller Bed |
Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.
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Fulton Device |
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack. | |
Range Finder |
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 | |
Laser Designator |
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.
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Large General Pouch |
A general purpose pouch used to carry more small items and also magazines. Contains 3 slots. | |
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. | |
Fuel Tank Strap Pouch |
Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks | |
Mini Extinguisher |
A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher. | |
Whistle |
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. | |
JTAC Pamphlet |
A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars. | |
Engineering Pamphlet |
A pamphlet that grants +1 to the engineering and construction skills, allowing you to build barricades, dismantle walls, and more. | |
Powerloader Certification |
A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader. | |
Large Shotgun Shell Pouch |
It can contain more handfuls of shells, or bullets if you choose to for some reason.
A large shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason. Contains 7 slots. |
Using your Smartgun
To be able to use your smartgun, you must equip all the necessary components in the kit.
- Your armor allows you to equip your smartgun.
- The powerpack contains all of your power, wear it on the backpack slot.
- The M56 eye piece allows for low level night vision, allowing you to see into the dark.
- Your smartgun requires Smartgun Drums in order to fire.
The powerpack contains the power for the smartgun. The gun needs power in order to function and for you to be able to fire it. The smartgun has in-built abilities that enhance the smartgun's overall performance. Each ability listed below shows exactly what they do, but each one requires power to be able to function properly. Each ability that is toggled on, stacks in power consumption. The powerpack only uses power when the smartgun has fired. In the case of the motion tracker and auto fire ability, power is used when it is activated. Your ammunition comes from your Smartgun Drums.
Smartgun Modes: | Description: |
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Accuracy Improvement | Modifies the smartgun to fire more accurately at targets.
Power usage: Low |
Ammo Type | Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.
Power usage: Low |
Auto Fire | Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.
Power usage: High |
Lethal Mode | Toggles the ability for the smartgun's bullets to hit friendlies or not.
Power usage: None |
Motion Detector | Toggles the inbuilt motion detector that scans the area for hostiles.
Power usage: Low |
Recoil Compensation | Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.
Power usage: Low |
Tactics
As a verified badass in the USCM, you'll want to employ tactics in combat which may end up saving your life, or the life of others. The tactics you use as a smartgunner boil down to use the Smartgun's IFF tracking to your advantage. What is meant by this is that you shouldn't enter any room as the point man, You should always be behind the point man, and potentially riflemen as you can fire past them and into the enemy if they try and attack. Your rank as the Smartgunner is Corporal [Cpl] this means that you can order the standards and lance corporals around and pull rank in certain situations, keep in mind that your orders can be overturned by the Specialist/Squad Leader.
Being a Smartgunner is a crucial support role due to how you fundamentally can't friendly fire meaning that if your squadmate gets pounced or tackled two marines in front of you, you can still fire directly at the aliens attacking. This is mostly how smartgunner should be played, and you're a support role, not a point man. Your sole purpose is to fire past friendlies and into the enemy.
Your Skillset
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To find out about how the skill system works head over to the skills system page.