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Weapons Specialist

From CM-SS13 - Wiki
MARINE
B18.png
Specialist
Difficulty: Medium
Supervisors: Squad Leader
Rank: Not defined
Duties: Employ special weapons, explosives and equipment.
Guides: This is your guide.
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 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

M42A Scoped rifle.png Recon spec.png

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.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. 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.
M42Amag.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.
M42Amag.png
M42A Incendiary Magazine
Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.
88m4.png
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:
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.
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 Armour
A custom modified set of M3 Armor designed for recon missions. Allows more mobility to the wearer.
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. Double click to target something.
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.
Sniper Loadout

Recon spec.png

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.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. 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.
M42Amag.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.
M42Amag.png
M42A Incendiary Magazine
Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.
88m4.png
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:
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.
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 Armour
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 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:
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 four HE grenades, and a HIDP grenade. One extra spot is avaliable for grenades. 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. W-Y 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.
B18 Experimental Personal Armour.png
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.
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 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:
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

File:SADAR.png

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.

Equipment: Description:
File:SADAR.png
SADAR Rocket Launcher
A reloadable, single shot rocket launcher. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armour Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that SADAR 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 SADAR model is reusable, but lacks an auto-tracking feature.
By default, the SADAR comes loaded with an HE rocket. It cannot be fired on the Almayer.
This is only available for Specialists using the Demolitionist Loadout.


Ammunition:
File:SADAR 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 armoured targets.
File:SADAR 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 armoured targets.
File:SADAR PHS.png
Phosphorous (PHS) Rocket
Generates very high heat levels on target. High heat will generally kill any Alien hit directly, as well as deal heat damage to anyone nearby for a extended period, human or otherwise. Effective against heavily armoured targets. Spawns fire around the area hit.
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.You start with two of these.
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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.

Your Skillset

Spec skill set.png

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