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Rifleman

From CM-SS13 - Wiki
Revision as of 17:48, 5 August 2015 by Steelpoint (talk | contribs)
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:
|__________|
Not defined
|__________|


You are expendable.

You are a grunt marine of the United States Colonial Marine Corps, you follow your superiors orders and don't ask too many questions.

Cog In The Machine

As a Standard Marine you will be assigned to one of four squads, alpha through to delta teams. You start the round having just woken up from cyro sleep, you'll need to get something to eat before going to gear up.

This is my rifle

Once you've geared up your next task will be to suit up and prepare for the mission. Go down to your team's locker room (GET PICTURE) and open any locker. Once you've suited up go find a free weapon vendor and start getting your weapons ready.

As a standard marine you have access to five firearms, two primary, one secondary and two sidearms. You can only easily carry one primary weapon but can carry multiple secondary and sidearm's. Your primary weapons are two-handed meaning you must carry them in both hands in order to fire them, but the secondary and sidearms are one handed, in addition your primary weapons will only fit in your armour slot, you cannot put them in your backpack.

  • M4a3.png Pistol -- Sidearm. Easily carryable sidearm (pockets) 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 Magnum -- Sidearm Powerful pistol capable of dealing a lot of damage, but suffers from having similar weight to the SMG. Meaning it cannot fit in pockets or other small containers. Consider getting a holster webbing to carry this on your jumpsuit if you take one. 7 Bullets
  • M39.png SMG -- Secondary 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 -- Primary 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
  • M41a.png Pulse Rifle -- Primary Overall robust and effective long arm. Deals good damage against most targets and is overall a reliable gun. 30 Rounds.

Your Squad

As a Marine your squad is your lifeblood, if you go at it alone you will die alone and 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.

Centre 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 a annoyance.

Only aim for the head if you encounter hostile Human survivors or PMC's.


You’re the not-so-intelligent grunt of the group, knowing a wide variety of run and gun tactics! Your job is simple, shoot and kill. You bring the trusty arsenal of a full range of weapons. Not to mention that stylish M41A rifle and the M37 shotgun. Just follow orders from your Squad Leader and you’ll get the job done, and likely be awarded a medal.