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Rifleman

From CM-SS13 - Wiki
MARINE
Standard.png
Standard Marine
Difficulty: Medium
Supervisors: Squad Leader
Rank: Not defined
Duties: Follow your superior's orders, don't die.
Guides: N/A
Unlock Requirements: Not available.
Detailed Description:
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Not defined
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"How do I get out of this chickenshit outfit?"- Hudson, Aliens I don't know who you pissed off to get transferred to this unit, Grunt, but remember, you're in the United States Colonial Marine Corps. Follow your sergeant's orders and don't ask too many questions. Whether you've been to Hell and back or you're fresh out of Boot, you're expected to maintain a level of professionalism. Do your job, follow orders, and maybe you'll go home in one piece.

Cog In The Machine


If you haven't read the Marine Quickstart Guide, read that first.

As a Standard Marine you will be assigned to one of four squads. Each squad has a color so you new guys won't get lost: Alpha is RED, Bravo is YELLOW, Charlie is PURPLE, Delta is BLUE. Got that? Good. You've just been kicked out of the deep freeze after a solid three weeks of sleep so don't go bitching about how you're tired. Your body will be stiff and you'll be hungry so head to the mess for a hearty meal courtesy of the USCM. Just don't ask what animal it came from. To eat and drink, hold food or drink in an active hand and click yourself in the center of the screen.

This is my rifle

Did you git some food in your tummy? Good. Now move your ass and put on your damn pants, Grunt! Double time it to your team's locker room at the far end of the mess and open any locker and put on your uniform. Are you wearing your pants now? Check again because I swear if you aren't I'll shove my boot so far up your ass you'll have to shine it by gargling shoe polish, Grunt! Now what the Hell are you standing around for? Get your ass to the gear vendors!

Now, as a the marine equivalent of whale shit at the bottom of the ocean, you have access to five firearms of your choosing, two primary, one secondary and two sidearms. In an ideal world, you'll be smart enough not to grab the whole arsenal so those jackasses you call squad mates don't have to deploy with rocks and the stapler from Requisitions. That means try to limit yourself to your M41 and your sidearm. Stop slapping the armor piercing ammo button and pay attention. There's two ways this can play out. Either you keep your mags in that backpack you woke up with and grab a holster for your sidearm or you ditch the ruck, carry your ammo in a bandolier, and pack a little more firepower on your back. Now, you're probably asking, "But, Sir! Why do you want me to carry the M41? Can't I carry the M37 or M39?" To that I say, "Don't call me 'Sir;' I work for a living." You should be carrying the M41A Mk.2 Pulse Rifle because it's a Hell of a lot easier to use than the M37 shotgun and packs more punch than the M39 submachine gun. The shotgun is better used as a secondary on your back and the SMG is best left for the people who need a free hand. Stop eyeballing the specialist's weapon, Grunt! You think you're Carlos Hathcock? You want a big shooty shooty too? well you shouldn't have joined the Marines! You want logistics, join the Army.

  • M41a.png M41A Mk.2 Pulse Rifle : This baby's the workhorse and backbone of the USCM. It holds forty 10X24mm caseless rounds, takes a slew of attachment, has a live ammo counter, and sports an over-and-under 30 millimeter pump action grenade launcher. Take care of it and it'll take care of you.
  • M4a3.png M4A3 Pistol : Easily carryable sidearm this weapon has a slow rate of fire and deals mediocre damage, but is a reliable fallback weapon in a worst case scenario can can be placed in your pockets or other small containers. 12 Bullets
  • 44magnum.png .44 Magnum : Powerful pistol capable of dealing a lot of damage, but suffers from having similar weight to the SMG. Consider getting a holster webbing to carry this on your jumpsuit if you take one, however this weapon is oft used by Specialists wielding very heavy weapons. 7 Bullets
  • M39.png M39 Submachine Gun : Usually used as a primary weapon for Specialists, this can make a acceptable fallback weapon in a pinch. Suffers from dealing low damage to targets and being ineffective against high tier aliens. 35 Rounds
  • Shotgun.png Shotgun : Good for close encounters. Powerful weapon that can deal a lot of damage to any target. Suffers from having to reload each shell individually as well as having to cock the gun after each shot. 8 Shells



Your Squad

As a Marine your squad is your lifeblood. If you go out alone, you will die quickly. You may not like it, but do whatever you can to stick togther with your team's Squad Leader at all times. Your Squad Leader can communicate directly with high command, allowing him to quickly relay orders to you. In addition he can order in orbital supply drops and orbital artillery strikes.

Attachments

As a Standard Marine you are given the privilege of having access to two attachments from Cargo, to get these attachments you must go to the Cargo bay, located to the east of the mess hall, AFTER you have suited up in your gear, Cargo will not serve you if you rock up in your pyjamas.

Again, because you're a Standard Marine you have the LOWEST priority in weapon attachments, this means virtually everyone above you in roll has priority access to more valuable attachments. Do not expect to get the good stuff, items such as the Barrel Charger or Red Dot Sight are all but out of your reach.

Listed below are some simple attachment set-ups to start you off. These are for the M41A Rifle, but you can customise virtually any weapon.

  • Bayonet/Rail Light - This loadout is free, in that you do not need to order these attachments from cargo. The Bayonet can be made by attaching some wires to a Combat Knife, while the Rail Light can be made be using a screwdriver on a stock Flashlight (check the briefing room for these).
  • Bayonet/Red Dot sight/Forward Magazine Grip - While it might take a hard dice roll to squeeze a Red Dot Sight from the RO, this loadout is a stock and simple loadout that maximizes your accuracy, thus allowing you to accurately hit even the smallest of Xenos at the longest of ranges, while allowing you to deal a respectable amount of melee damage.
  • Extended Barrel/Rail Light/Gyroscopic Stabilizer- This loadout allows you to fire your M41A with one hand instead of two, thus granting you a massive tactical advantage. For example, you can still fire you weapon even if you lose a arm. The Gyro Stabilizer serves to make the weapon one handed while the Extended Barrel cancels out the accuracy penalty of the Stabilizer.



Be sure to examine the attachments page to get a overview of all the attachments in the game. When you feel comfortable (and you promote yourself to a more difficult role), experiment with weapon attachments for your guns.

Center Mass For Fuck's Sake


When engaging hostile targets ALWAYS AIM FOR THE CHEST. Your marine armour is designed to block incoming bullets, meaning if accidently fire on a friendly (which will happen a lot versus Aliens) you'll deal little to no damage against fellow marines. However if you aim for the head you'll deal significant damage as a marine's helmet offers little protection against ballistic attacks.

Being shot in the head usually forces the victim to be pulled of the battlefield and be sent off for a surgical operation to correct the wound. Whereas being shot in the chest is usually just an annoyance, you can still break bones and cause organ damage however...

Aliens DO take additional damage from head shots, but you should still try to aim to the chest instead of head

Standard Marine Tactics


  1. Stick with your squad at all times, a lone Marine is a easily ambushed Marine. Your first priority is to stay alive.
  2. Consider offering to help out other more specialized marines, such as offering to carry extra engineering, medical, or specialist supplies.
  3. Talk a lot! The more you communicate with your squad, the more information your squad AND command gets. Command has a hard time understanding the situation on the ground. Help those eggheads out.
  4. Consider taking a Tricordazine Injector to help you get on your feet if you get attacked and swiped/shot.
  5. In combat, avoid getting stuck in tight quarters or darkness. Use your weapon to shoot away resin walls and open up the combat area. Aliens are less deadly if they're forced to fight in open ground or bright light. Fighting in a open arena gives you more room to dodge.