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In addition, this loadout also contains the '''B18 Experimental Personal Armor'''. This armor consists of the chestpiece and auxillary protectors, a helmet, and gauntlets. This armor has the best personal protection of any armor the Marines can get; it has a very high armor value and three tricordrazine auto injectors. In addition, the helmet is incredibly ballistic-resistant, and it does provide some heat-proofing as well. | In addition, this loadout also contains the '''B18 Experimental Personal Armor'''. This armor consists of the chestpiece and auxillary protectors, a helmet, and gauntlets. This armor has the best personal protection of any armor the Marines can get; it has a very high armor value and three tricordrazine auto injectors. In addition, the helmet is incredibly ballistic-resistant, and it does provide some heat-proofing as well. | ||
{| style="border: 2px solid black; | |||
! style="background-color:#A9A9A9;"|'''Equipment:''' | |||
! style="background-color:#A9A9A9;"|'''Description:''' | |||
|- | |||
|style="border: 2px solid black; padding: 5px;" |[[File:GrenadeLauncher.png|64px]]<br>'''M92 Grenade Launcher''' | |||
|style="border: 2px solid black; padding: 5px;" | The grenade launcher is a two-handed weapon that can hold and fire up to six grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of a Xenomorph. Comes loaded with four HE grenades, and a HIDP grenade. One extra spot is avaliable for grenades. | |||
'''Ammunition:''' <div id="mw-customcollapsible-grenade" class="mw-collapsible mw-collapsed"> | |||
{| border="1" | |||
|[[File:Grenade.png|64px]]<br>'''M15 Fragmentation Grenade''' | |||
|An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Slightly better radius than the M40 HEDP.<br>They're only available in by ordering '''Explosives crates''' from Cargo. | |||
|- | |||
|[[File:M40 HEDP.png|64px]]<br>'''M40 HEDP Grenade''' | |||
|Exploding in a 5x5 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!<br>Both the '''Demolition Specialist''' and '''Heavy Grenadier Specialist''' have these grenades in their vendors at round start. More can be ordered in Cargo. | |||
|- | |||
|[[File:incingrenade.png|64px]]<br>'''M40 HIDP Incendiary Grenade''' | |||
|Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.<br>'''Combat Engineers''' start with 2 of these in their vendors at round start. '''W-Y Commando Units''' start with one as well. | |||
|- | |||
|[[File:Smoke_grenade.png|64px]]<br>'''M40 HSDP Smoke Grenade''' | |||
|Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders. <br>'''[[Squad Leader|Squad Leaders]]''' start with 2 smoke grenades in their vendors at round start. | |||
|} | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:B18_Experimental_Personal_Armour.png|64px]]<br>'''B18 Experimental Personal Armour''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|This Armour has the best personal protection of any armour the Marines can get, as it has a very high damage soak value and two tricordrazine auto injectors built into the wristguards, accessible with the verb "Create-Injector". Comes with heavily armoured defensive gauntlets, as well as a heavily armoured B18 helmet. | |||
|- | |||
|style="border: 2px solid black; padding: 5px;" |[[File:grenadebeltofmagic.png|64px]]<br>'''M276 pattern M40 HEDP 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 to carry bulk quantities of M40 HEDP Grenades. You spawn with two of these inside your heavy grenadier case. These fit on your belt slot if you wish to carry grenades like that. | |||
'''Contents:''' <div id="mw-customcollapsible-grenade" class="mw-collapsible mw-collapsed"> | |||
{| border="1" | |||
|[[File:M40 HEDP.png|64px]]<br>'''M40 HEDP Grenade''' | |||
|Exploding in a 5x5 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!<br>You get four of these in a rig, two rigs for a total of eight extra HE grenades. More can be ordered in Cargo. | |||
|- | |||
|[[File:incingrenade.png|64px]]<br>'''M40 HIDP Incendiary Grenade''' | |||
|Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.<br> You get four of these in a rig, two rigs for a total of eight extra HIDP grenades. Order more via cargo. | |||
|} | |||
|- | |||
|} | |||
=====Demolitionist Loadout===== | =====Demolitionist Loadout===== |
Revision as of 01:48, 7 October 2017
"Independently targeting particle beam phalanx. Vwap! Fry half a city with this puppy. We got tactical smart missiles, phased plasma pulse rifles, RPGs, we got sonic electronic ball breakers! We got nukes, we got knives, sharp sticks... " ―Pvt. Hudson, Aliens
Some drops, you kick in the door and find out that the distress call was a false alarm. Other days you drop in and clear the problem and move on. Some drops, you gotta kill the whole damn planet. That's where you (the Specialist) come in. Each squad is deployed with a single specialist trained in the use of a squad support weapon. These range from the M42A Scoped Rifle to the devastating SADAR.
The Person with the Big Guns (Intro)
As the Squad's Specialist, you have access to a variety of heavier weapons than your squadmates, and are expected to understand when and when not to deploy them. Specialists are expected to not rely on their special gear but his or her greater understanding of tactics. Squad Specialists are generally promoted during boot camp from marines who show an aptitude for leadership and tactical skills. Like all marines, the specialist's weapon is treated like an extension of themselves and as such, specialists know their chosen firearm, inside and out.
Equipment
The Specialist has their own ready-room within their squad's larger bay. It contains a single locker and vendor. The locker contains the same gear as any other marine's, however the Weapons Vendor is specific to the Specialist; it will not work without proper access. Among the other supplies it vends is a token that allows the specialist to requisition to a single weapon of their choice. It also contains a webbing to carry more ammo and pocket-sized equipment on the move.
Specialist Loadouts
Scout Loadout
The Scout Loadout contains the M42A Scoped Rifle, a high powered sniper rifle with one marksman magazine, one Incendiary magazine and one flak magazine. The scout loadout also includes the 88 Mod 4 pistol, with two magazines. Lastly the scout loadout comes with tactical binoculars for marking air strikes, along with the standard M3 sniper smock, recon armour, durag, scoutsight and face paint.
Equipment: | Description: |
---|---|
M42A Scoped Rifle |
A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.
|
88 Mod 4 |
A powerful sidearm issued mainly to Weyland-Yutani response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armour piercing pistol rounds and is capable of 3-round burst. Ammunition: |
M3 Sniper's Smock |
A specially designed smock with pockets for all your sniper needs. Has the capacity of the backpack, but works like a satchel. Wear on back. |
File:Durag.png Durag |
Good for keeping sweat out of your eyes. Provides minor protection. |
M3 Pattern Recon Armour |
A custom modified set of M3 Armor designed for recon missions. Allows more mobility to the wearer. |
Tactical Binoculars |
A pair of binoculars, with a laser targeting function. It is used to send a CAS mission to the targeted location. Double click to target something. |
M42 Scout sight |
A headset and night vision goggles system for the M42 Scout Rifle. Allows highlighted imaging of surroundings. Click it to toggle. |
Sniper Loadout
Like the Scout Loadout, the Sniper Loadout also contains the M42A Scoped Rifle, a high powered sniper rifle with one marksman magazine, one Incendiary magazine and one flak magazine as well as the 88 Mod 4 pistol, with two magazines. Lastly the sniper loadout comes with binoculars, along with the standard M3 sniper smock, recon armour, durag, scoutsight and face paint.
Equipment: | Description: |
---|---|
M42A Scoped Rifle |
A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.
|
88 Mod 4 |
A powerful sidearm issued mainly to Weyland-Yutani response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armour piercing pistol rounds and is capable of 3-round burst. Ammunition: |
M3 Sniper's Smock |
A specially designed smock with pockets for all your sniper needs. Has the capacity of the backpack, but works like a satchel. Wear on back. |
File:Durag.png Durag |
Good for keeping sweat out of your eyes. Provides minor protection. |
M3 Pattern Recon Armour |
A custom modified set of M3 Armor designed for recon missions. Allows more mobility to the wearer. |
Binoculars |
A pair of binoculars. There is nothing special about this pair of binoculars. |
M42 Scout sight |
A headset and night vision goggles system for the M42 Scout Rifle. Allows highlighted imaging of surroundings. Click it to toggle. |
Heavy Grenadier Loadout
This Loadout contains both the M92 Grenade Launcher and it's grenade belt. The M92 is a midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler.
In addition, this loadout also contains the B18 Experimental Personal Armor. This armor consists of the chestpiece and auxillary protectors, a helmet, and gauntlets. This armor has the best personal protection of any armor the Marines can get; it has a very high armor value and three tricordrazine auto injectors. In addition, the helmet is incredibly ballistic-resistant, and it does provide some heat-proofing as well.
Equipment: | Description: | ||||||||
---|---|---|---|---|---|---|---|---|---|
M92 Grenade Launcher |
The grenade launcher is a two-handed weapon that can hold and fire up to six grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of a Xenomorph. Comes loaded with four HE grenades, and a HIDP grenade. One extra spot is avaliable for grenades.
Ammunition:
| ||||||||
B18 Experimental Personal Armour |
This Armour has the best personal protection of any armour the Marines can get, as it has a very high damage soak value and two tricordrazine auto injectors built into the wristguards, accessible with the verb "Create-Injector". Comes with heavily armoured defensive gauntlets, as well as a heavily armoured B18 helmet. | ||||||||
File:Grenadebeltofmagic.png M276 pattern M40 HEDP rig |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 HEDP Grenades. You spawn with two of these inside your heavy grenadier case. These fit on your belt slot if you wish to carry grenades like that.
Contents: |
Demolitionist Loadout
This Loadout contains some grenades, mines, and a devistating, reloadable, single shot rocket launcher known as the SADAR. This weapon carries the most powerful -and dangerous- ordnance available to marine infantry in the form of either high explosive, armor piercing or white phosphorus rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Whereas the WP rockets will ignite the tile it hits, turning that tile and the tiles surrounding into extremely hot areas that can kill quickly. Unlike the grenade launcher, SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. Note: The SADAR has a safety system which prevents it's activation on space-stations or ships.
Your Skillset
To find out about how the skill system works head over to the skills system page.