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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: Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad's prep room. You are the very rare and valuable weapon expert, trained to use special equipment. |__________| |
"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.
Automated Closet
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Specialist Loadouts
Scout Loadout
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: | ||||||||||||||
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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.
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VP78 |
A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.
It is typically used by Specialists employing the usage of the Sniper/Scout Loadout along with other users.
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Scout Tactical Binoculars |
A modified version of tactical binoculars with an advanced laser targeting function. Ctrl+Click to target something. Alt + Click to switch modes. This one acquires targets and co-ordinates much faster than the normal ones.
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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.
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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 |
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. | ||||||||||||||
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 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
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: | ||||||||||||||
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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.
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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.
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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 Armor |
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 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: | ||||||||||||||||
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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.
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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. | ||||||||||||||||
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 rig MK. II |
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.
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Demolitionist Loadout
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: | ||||||||||||||
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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.
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M3-T Light Armor |
A custom set of M3 armor designed for users of long ranged explosive weaponry. | ||||||||||||||
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 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. | ||||||||||||||
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
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: | ||||||||||||||||
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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 is directly connected to the Broiler-T flexible refueling system, so you can toggle between fuel types on the go with a new Hud icon in the top left hand corner. You must have the Broiler-T flexible refueling system equipped in order to use it. This is only available for Specialists using the Pyrotechnician Loadout.
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M35 Helmet |
A custom helmet from the M3 series designed to be highly flame retardant. | ||||||||||||||||
M35 Armor |
A custom piece of M3 armor designed to be highly flame retardant. | ||||||||||||||||
Broiler-T flexible refueling system |
A specialized back harness that carries the Broiler-T flexible refueling system. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. |
Your Skillset
To find out about how the skill system works head over to the skills system page.
Guides
Guide to being Special (AKA a Spec Guide) - by Grentex