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Smartgunner

From CM-SS13 - Wiki
MARINE
Spec.png
Smartgunner Smartgunner icon.png
Difficulty: Medium
Supervisors: Squad Leader
Rank: Not defined
Duties: Stay behind marines, fire past friendlies and into the enemy.
Guides: Bullet Paths and Friendly Fire
Unlock Requirements: Not available.
Detailed Description:
|__________|
Not defined
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"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.


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.
M10 pattern marine helmet.png
M10 Pattern Marine Helmet
Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad's actions from aboard the Almayer.


Addendum: "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.

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.
Belt: Description:
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.
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.
Pouch: Description:
Medmag-pouch.png
Magazine Pouch
Uncommon issue pouch that can hold two magazines and/or handfuls of shotgun shells. Contains 2 slots.
Medium-gen-pouch.png
Medium General Pouch
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.
Flare-pouch.png
Flare Pouch
Can hold 5 flares (including activated flare). Refillable with a M94 Flare Pack.
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

Pistol-mag-pouch-large.png
Large Pistol Magazine Pouch
Holds 6 pistol magazines.
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.


SmartGun.png Automated Equipment RackSpec.png

Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.
Equipment: Description:
SmartGun.png
M56 Smartgun
The most complicated weapon available to a marine. Sadly, the Smartgun lacks any auto-tracking capabilities. It does, however, have an impressive 500 round ammo pool to draw from the ammo pack with an additional 50 rounds pre-loaded into the smartgun, and has an inbuilt infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with a high rate of fire, has burst fire capabilities. Also has an automatic reloading system, and 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 and will automatically retract to the harness suit storage when the user is knocked down or else loses hold of the weapon. Like the M5 RPG, the user must stand still while reloading though this doesn't mean you can't carry on firing.


Very few marines have training in the M56 Smartgun system. Among them are You, the Squad Specialists, the Commanding Officer, and the Corporate Smartgunners.


Ammunition:
PowerPack.png
M56 Power Pack
Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system. Click the icon in the top left to reload your M56 and be sure to stand still while reloading. Also contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities. Notably can be refilled by restocking into the Requisition's Automated Munitions Vendor.
Smartgun Drum.png

Smartgun Drum

Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. First you must toggle the reload mode in the Smartgun tab and click on the smartgun with the Drum magazine. You must have an empty belt slot in order to use the drum magazine. Once done, you'll be able to fire five hundred rounds (500) without stopping.
Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger
Rail Attachments Magnetic harness.pngMagnetic Harness (Default - Cannot be removed)
Underbarrel Attachments Burstfire.pngBurst Fire Adapter
Stock Attachments None
M42scoutsight.png
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.png
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.

Magazine: Description:
PowerPack.png
M56 Power Pack
Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system. Click the icon in the top left to reload your M56 and be sure to stand still while reloading. Notably can be refilled by restocking into the Requisition's Automated Munitions Vendor.
M4A3-AP-mag.png
M4A3 Armor Piercing Magazine
Holds twelve (12) 9mm pistol rounds. Has better armor penetration, but lower overall damage.
M4A3 extended mag.png
M4A3 Extended Magazine
Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png
M41A Armor Piercing Magazine
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-extended-mag.png
M41A Extended Magazine
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M39-AP-mag.png
M39 Armor Piercing Magazine
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M39-extended-mag.png
M39 Extended Magazine
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
Attachment: Benefits: Drawbacks:
Smg Stock.png
Submachinegun Stock
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage
Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
M41astock.png
M41A Skeleton Stock
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage
Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size


Reddot.png
Red Dot Sight
Wielded:
  • Greatly increases accuracy
One Handed:
  • Slightly increases accuracy
One Handed:
  • Slight decrease in accuracy for moving.
Quickfire.png
Quickfire Adapater
Both:
  • Moderately increases firing speed
Both:
  • Moderately decreases accuracy
  • Decreases burst-fire shots by 1 (from 3 or 4)
  • Moderately increases spread
Equrpment: Description:
Motion Detector.gif
Motion Detector
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a xenomorph is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.


Motion Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the motion detector and then clicking on Toggle Range Mode.
  • Long Range: The motion detector will detect movement on your whole screen and further at a slow rate.
  • Short Range: The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.

Attachment: Benefits: Drawbacks:
Barrel charger.png
Barrel Charger
Both:
  • Greatly increases damage
Wielded:
  • Greatly decreases accuracy
One Handed:
  • Majorly decreases accuracy
Both:
  • Greatly decreases firing speed

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 ammunition, wear it on the backpack slot.
  • The M56 eye piece allows for low level night vision, allowing you to see into the dark.

The powerpack contains the power and 500 rounds of ammunition 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.

Smartgun Modes: Description:
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

Reload Mode. Modifies how your smartgun will reload. Whether you'll be reloading from the power pack or from Smartgun drums.

Power usage: None

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

Smartgunner skill set.png

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