Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Weapons Specialist

From CM-SS13 - Wiki
MARINE
B18.png
Specialist Squad specialist icon.png
Difficulty: Medium
Supervisors: Squad Leader
Rank: Not defined
Duties: Employ special weapons, explosives and equipment.
Guides: No External Guides.
Unlock Requirements: Not available.
Detailed Description:
|__________|
Not defined
|__________|


"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 M5 RPG.


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 the ability to vend a single specialist kit of your choice. It also contains a webbing and pouches to carry more ammo and pocket-sized equipment on the move. Keep in mind you can only use the specialist kit you choose.

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.
Gloves.png

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.
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.
G18-Utility-Pouch.png
G8 A General Utility Pouch
A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. They can hold 3 items.
Pouch: Description:
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.
Largemag-pouch.png

Large Magazine Pouch

Pouch able to hold 3 rifle magazines.
Pistol-mag-pouch-large.png

Large Pistol Magazine Pouch

Pouch able to hold 6 pistol magazines.
Medium-gen-pouch.png

Medium General Pouch

A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.
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. Filters harmful gases from the air. Impairs the vision of the user to only see a few tiles in each direction.


'Note: Only 1 kit may be chosen. All kit selections are shared among all Specialist players, if Alpha Specialist selects the 'Scout' kit, then no other Specialist can select that kit.
Kit: Description:
Scout spec.png

Scout Set

Contains:
  • M4RA Battle Rifle
  • 88 Mod 4
  • Scout Tactical Binoculars
  • M68 Thermal Cloak
  • M3-S Light Armour
  • M3-S Helmet
  • M42 Scout Sight
  • C4 Explosive Charge
Recon spec.png

Sniper Set

Contains:
  • M42A Scoped Rifle
  • 88 Mod 4
  • M3 Sniper's Smock
  • Durag
  • M3 Pattern Recon Armor
  • Binoculars
  • M42 Scout Sight
Gl spec.png

Heavy Grenadier Set

Contains:
  • M92 Grenade Launcher
  • M3-G4 Helmet
  • M3-G4 Personal Armor
  • M276 Pattern M40 HEDP Rig
Demolitionist.png

Demolition Set

Contains:
  • M5 RPG
  • M3-T Light Armor
  • C4 Explosive Charge
  • M20 Claymore Anti-Personnel Mine
Pyrotechnican.png

Pyro Set

Contains:
  • M240-T Incinerator
  • M35 Helmet
  • M35 Armor
  • M240-T Fuel Pack


Note: You will have 45 points to spend on these items.
Extra Scout Ammunition.
Specialist Ammo/Misc Items: Description: Point Cost:
M41Amag.png

A19 High Velocity Magazine

Holds fifteen (15) high velocity rounds. Lower magazine size, but better damage. 15 Points
M41A-Incen-mag.png

A19 High Velocity Incendiary Magazine

Holds fifteen (15) High velocity Incendiary rounds. Will set ablaze any and all targets hit with this round. 15 Points
M4RA Impact mag.png

A19 High Velocity Impact Magazine

Holds fifteen (15) high velocity Impact rounds. Will knockback and stun any targets hit with this round. 15 Points
Extra Sniper Ammunition.
Specialist Ammo/Misc Items: Description: Point Cost:
M42Amag.png

M42A Marksman Magazine

Holds fifteen (15) 10x28mm Caseless sniper rounds. 15 Points
M42A Flak mag.png

M42A Flak Magazine

Holds fifteen (15) flak rounds. Upon impact with the target, the round will split into multiple small projectiles which hit adjacent targets as well as the original target. 15 Points
M42A Incendiary mag.png

M42A Incendiary Magazine

Holds fifteen (15) incendiary rounds. Will set ablaze any and all targets hit with this round. 15 Points
Extra Demolitionist Ammunition.
Specialist Ammo/Misc Items: Description: Point Cost:
M5 RPG HE.png

High Explosive (HE) Rocket

Deals damage and stuns in a 4-meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armored targets. 15 Points
M5 RPG AP.png

Anti-Armor (AA or AP) Rocket

Deals massive damage to any target hit directly by the rocket. Deals very little to no splash damage. Rocket MUST hit a target directly to do damage. Very effective against heavily armored targets. 15 Points
M5 RPG PHS.png

White Phosphorous (PHS) Rocket

Generates very high heat levels on target. High heat will generally kill any target if hit directly, as well as dealing burn damage to anyone nearby for a extended period, human or otherwise. Effective against heavily armored targets. Disperses X-Variant Napthal (blue flames) around the area hit, ignores cover. 15 Points
Extra Grenades.
Specialist Ammo/Misc Items: Description: Point Cost:
M40 HEDP.png

M40 HEDP Grenades x6

Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Very lethal near the epicenter of the explosion. 15 Points
M50 HEFA.png

M40 HEFA Grenades x6'

Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmentation-Antipersonnel. Extremely lethal near the epicenter of the explosion. Shrapnel from grenade has major potential to cause injury to any Humans within a large radius. 15 Points
Incingrenade.png

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 it's caught in the fire. 15 Points
Extra Flamethrower Tanks.
Specialist Ammo/Misc Items: Description: Point Cost:
LargeIncineratorTank.png

Large Incinerator Tank

Holds one hundred units (100) units worth of ultra thick napthal. This will set ablaze any and all targets hit. 15 Points
IncineratorTanks B Variant.png

Incinerator Tank: B Variant

Holds one hundred units (100) units. Utilises B-Variant Napthal which is weaker than its counterparts but can cover a larger area and lasts longer. 30 Points
IncineratorTanks X Variant.png

Incinerator Tank: X Variant

Holds one hundred units (100) units. Utilises X-Variant Napthal which is a lot stronger than its counterparts and has a longer range. 30 Points
Special Ammunition.
Specialist Ammo/Misc Items: Description: Point Cost:
M4A3-AP-mag.png
M4A3 Armor Piercing Magazine
Holds twelve (12) 9mm pistol rounds. Has better armor penetration, but lower overall damage. 10 Points
M4A3 extended mag.png
M4A3 Extended Magazine
Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines. 10 Points
88M4AP Magazine.png
88M4 AP Magazine
Holds eighteen (18) rounds. Has better armor penetration, but lower overall damage. 15 Points
M44-MM-SL.png
M44 Marksman Speed Loader
Holds seven (7) .44 rounds. Has better armor penetration, but lower overall damage. 15 Points
M41A-AP-mag.png
M41A Armor Piercing Magazine
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. 15 Points
M41A-extended-mag.png
M41A Extended Magazine
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. 15 Points
M39-AP-mag.png
M39 Armor Piercing Magazine
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage. 13 Points
M39-extended-mag.png
M39 Extended Magazine
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. 13 Points

Specialist Loadouts


Scout Loadout

M4RA.png Scout spec.png

The Scout Loadout contains the M4RA Battle Rifle, a mid powered battle rifle with 4 A19 magazines, 2 Incendiary magazines, 2 Impact magazines and an 88 mod 4 sidearm with three 88M4 AP magazines. The loadout also comes equipped with a set of custom armor that allows better movement speed. Finally the loadout is equipped with two sticks of C4 and a prototype backworn Cloak that can render the user nearly invisible for a short period of time. You are unable to use shotguns with the scout loadout.

Equipment: Description:
M4RA.png
M4RA Battle Rifle
An experimental designated marksman rifle of the USCM. Has a relatively slow rate of fire but deals slightly more damage per round while also possessing a functional burst fire mode and scope mode. Uses special A19 high velocity rounds.


Ammunition:
M41Amag.png
A19 High Velocity Magazine
Holds fifteen (15) rounds. The standard magazine for the M4RA.
M41A-Incen-mag.png
A19 High Velocity Incendiary Magazine
Holds fifteen (15) rounds. High velocity Incendiary rounds.
M4RA Impact mag.png
A19 High Velocity Impact Magazine
Holds fifteen (15) rounds. High velocity Impact rounds that can stun enemies.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Rail Attachments Railscope.pngRail Scope (Default - Cannot be removed)
Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Bipod.pngBipod

Stock Attachments None
88m4.png
88 Mod 4
A powerful sidearm issued mainly to company response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armor piercing pistol rounds and is capable of 3-round burst.

It is typically used by Specialists employing the usage of the Sniper/Scout Loadout along with other users.


Ammunition:
88M4AP Magazine.png
88M4 AP Magazine
Holds eighteen (18) rounds. Has better armor penetration, but lower overall damage.
Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Extended barrel.pngExtended Barrel
Barrel charger.pngBarrel Charger
Rail Attachments Mountedflash.pngRail Flashlight
Reddot.pngRed Dot Sight
Quickfire.pngQuickfire Adapter
Underbarrel Attachments Burstfire.pngBurst Fire Adapter
Stock Attachments None
Tactical Binoculars.png
Tactical Binoculars
A pair of binoculars, with a laser targeting function. It is used to send a CAS mission to the targeted location. Ctrl + Click to target something.
M68 Thermal Cloak.png
M68 Thermal Cloak
The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for a short period of time. Required to be worn over the M3-S Light Armor. To cloak yourself, go to the Scout tab and click Toggle M68 Thermal Camouflage, you may also assign a Macro to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel.
M3-S light armor.png
M3-S Light Armor
A custom modified set of M3 Armor designed for recon missions. Allows more mobility to the wearer. Must be worn to put on the M68 Thermal Cloak. As a Scout Specialist, you can wear this armor.
M3-S helmet.png
M3-S Helmet
A custom helmet from the M3 series designed to be light weight and used for recon missions. Provides some head protection and two small inventory slots.
M42scoutsight.png
M4RA Battle Sight
A headset and night vision goggles system for the M4RA Battle Rifle. Allows highlighted imaging of surroundings. Click it to toggle.
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 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.
Sniper Loadout

Recon spec.png

The Sniper Loadout 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 armor, durag, scoutsight and face paint.

Equipment: Description:
M42A Scoped rifle.png
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 and an integrated IFF targeting system to prevent friendly fire. 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.


Ammunition:
M42Amag.png
M42A Marksmen Magazine
Holds fifteen (15) 10x28mm Caseless sniper rounds.
M42A Flak mag.png
M42A Flak Magazine
Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will split into multiple small projectiles which hit adjacent targets as well as the original target.
M42A Incendiary mag.png
M42A Incendiary Magazine
Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.
Attachments:
Muzzle Attachments None
Rail Attachments Railscope.pngRail Scope (Default - Cannot be removed)
Underbarrel Attachments Bipod.pngBipod
Stock Attachments None
88m4.png
88 Mod 4
A powerful sidearm issued mainly to company response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armor piercing pistol rounds and is capable of 3-round burst.

It is typically used by Specialists employing the usage of the Sniper/Scout Loadout along with other users.


Ammunition:
88M4AP Magazine.png
88M4 AP Magazine
Holds eighteen (18) rounds. Has better armor penetration, but lower overall damage.
Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Extended barrel.pngExtended Barrel
Barrel charger.pngBarrel Charger
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Quickfire.pngQuickfire Adapter

Underbarrel Attachments Burstfire.pngBurst Fire Adapter
Stock Attachments None
M3snipersmock.png
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.
M3reconarmour.png
M3 Pattern Recon Armor
A custom modified set of M3 Armor designed for recon missions. Allows more mobility to the wearer.
Binoculars.png
Binoculars
A pair of binoculars. There is nothing special about this pair of binoculars.
M42scoutsight.png
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

GrenadeLauncher.png Gl spec.png

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 six 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 M3-G4 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 explosion resistance. In addition, the helmet is incredibly ballistic-resistant, and it does provide some heat-proofing as well.

Equipment: Description:
GrenadeLauncher.png
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 five HE grenades. One extra spot is available for grenades.

If Equipped with the S4 Telescopic Sight, it will allow you to fire further when using the scope.

  • This weapon is able to fire through marines and xenomorphs alike, allowing it to bombard the enemy.
  • This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.


Ammunition:
Grenade.png
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.
They're only available in by ordering Explosives crates from Cargo.
M40 HEDP.png
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!
Both the Demolition Specialist and Heavy Grenadier Specialist have these grenades in their vendors at round start. More can be ordered in Cargo.
Incingrenade.png
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.
Combat Engineers start with 2 of these in their vendors at round start. Corporate Commando Units start with one as well.
Smoke grenade.png
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.
Squad Leaders start with 2 smoke grenades in their vendors at round start.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 Telescopic Sight

Underbarrel Attachments None
Stock Attachments None
B-18 helmet, 2.png

M3-G4 Helmet

A heavy, reinforced helmet from the M3 series of armor which protects more of the face, as well as enduring some facehugger latches.
M3G4 Grenadier Armour.png

M3-G4 Personal Armor

This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value. Comes with heavily armored defensive gauntlets, as well as a heavily armored M3-G4 helmet.
M276 pattern M40 HEDP.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 18 M40 HEDP Grenades. You spawn with one of these inside your heavy grenadier case. These fit on your belt slot if you wish to carry grenades like that.


Contents:
M40 HEDP.png
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!
You get four of these in a rig, two rigs for a total of eight extra HE grenades. More can be ordered in Cargo.
Incingrenade.png
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.
You get four of these in a rig, two rigs for a total of eight extra HIDP grenades. Order more via cargo.
Demolitionist Loadout

M5 RPG.png Demolitionist.png

This Loadout contains mines, and a devastating, reloadable, single shot rocket launcher known as the M5 RPG. 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, M5 RPG ammo is more scarce, as well as the M5 RPG being more unwieldy to employ.

Equipment: Description:
M5 RPG.png
M5 RPG
A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer's M5 RPG model is reusable, but lacks an auto-tracking feature.
By default, the M5 RPG comes loaded with an HE rocket.
This is only available for Specialists using the Demolitionist Loadout.


Ammunition:
M5 RPG HE.png
High Explosive (HE) Rocket
Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armored targets.
M5 RPG AP.png
Anti-Armor (AA or AP) Rocket
Deals massive damage to any target hit directly by the rocket. Deals very little to no splash damage. Rocket MUST hit a target directly to do damage. Very effective against heavily armored targets.
M5 RPG PHS.png
White Phosphorous (PHS) Rocket
Generates very high heat levels on target. High heat will generally kill any target if hit directly, as well as dealing burn damage to anyone nearby for a extended period, human or otherwise. Effective against heavily armored targets. Disperses X-Variant Napthal (blue flames) around the area hit, ignores cover.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 Telescopic Sight

Underbarrel Attachments None
Stock Attachments None
M3-T Light Armour.png
M3-T Light Armor
A custom set of M3 armor designed for users of long ranged explosive weaponry.
M22 rocket bag.png
M22 Rocket Bags
Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.
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 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.
M20Claymore.png
M20 Claymore anti-personnel mine
The M20 Claymore is a directional proximity triggered anti-personnel mine designed by Armat Systems for use by the United States Colonial Marines. Used for exploding aliens who run over it. Mostly used for killing survivors and exploding dead aliens. You start with two of these.
Pyrotechnician Loadout

M240-T Incinerator.png Pyrotechnican.png This loadout contains the M240-T Incinerator which utilises two experimental fuel types to give it an edge over any foe the user encounters. The Pyrotechnician also comes in with highly flame-retardant armor that can brave through flames more than any armor that the user can offer. The loadout is best either for AoD (Area of Denial) or for slow pushes.

Equipment: Description:
M240-T Incinerator.png
M240-T Incinerator
A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it's compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240's Incinerator tanks, so you never have to worry about running out of fuel during an operation.
This is only available for Specialists using the Pyrotechnician Loadout.


Ammunition:
IncineratorTanks.png
Incinerator Tank
Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
LargeIncineratorTank.png
Large Incinerator Tank
Holds 100 units (100) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
IncineratorTanks B Variant.png
Incinerator Tank: B Variant
Holds 100 units (100) units. Utilises B-Variant Napthal which is weaker then it's counterparts but can cover a larger area.
IncineratorTanks X Variant.png
Incinerator Tank: X Variant
Holds 100 units (100) units. Utilises X-Variant Napthal which is a lot stronger then it's counterparts and has a longer range.
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments None
Stock Attachments None
M35 Helmet.png
M35 Helmet
A custom helmet from the M3 series designed to be highly flame retardant.
M35 Armour.png
M35 Armor
A custom piece of M3 armor designed to be highly flame retardant.
M240-T Fuel Pack.png
M240-T Fuel Pack
A specialized fueltank worn by USCM Pyrotechnicians for use with the M240-T incinerator unit. A small general storage compartment is installed. Holds 500 units of fuel. Can additionally be used to store and refuel empty incinerator tanks.

Your Skillset

Spec skill set.png

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