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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: You are the smartgunner. 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
Mask: | Description: |
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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. |
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 with burst fire 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.
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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. |
Magazine: | Description: |
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M56 Power Pack Costs:15 points |
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. |
Smartgun drum Costs:15 points |
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. |
M4A3 Armor Piercing Magazine Costs:10 points |
Holds nine (9) 9mm pistol rounds. Has better armor penetration, but lower overall damage. |
M41A Armor Piercing Magazine Costs:15 points |
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. |
M41A Extended Magazine Costs:15 points |
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. |
M39 Armor Piercing Magazine Costs:13 points |
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage. |
M39 Light Explosive Magazine Costs:15 points |
Holds forty eight (48) 10x20mm light explosive rounds. Designed to rapidly shred armor but has lower overall damage. |
M39 Extended Magazine Costs:13 points |
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. |
Attachment: | Benefits: | Drawbacks: | |||||
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Submachinegun Stock |
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M41A Skeleton Stock |
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Red Dot Sight |
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Quickfire Adapater |
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Equrpment: | Description: | |
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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.
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Attachment: | Benefits: | Drawbacks: | ||||
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Barrel Charger |
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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
To find out about how the skill system works head over to the skills system page.