Difficulty: Easy Supervisors: Squad Leader Rank: Not defined Duties: Follow orders. Don't get yourself killed. Don't shoot your squadmates. Guides:Bullet Paths and Friendly Fire Unlock Requirements: Not available. Detailed Description:
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"How do I get out of this chickenshit outfit?"- Hudson, Aliens
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.
This guide assumes you have finished the Marine Quickstart Guide and will hopefully help you transit out from being a baldie.
Your Squad
Once you have your earpiece on, you will see the Squad HUD. Your squad is led by Squad Leader, try to stay in his vision so SL can see you too. Second in command is Squad Specialist, try to distant yourself a few tiles away from the Spec and don't be in front of them, as they tend to be too focused on the targets in sight and friendly fire the marines in front. Squad Medic are prime targets for the enemies, stay near them to guard them (and the wounded) when you are not pushing the enemy, same goes to Squad Engineer. Squad Smartgunner can shoot pass marines so try to be in front of them to protect them during an assault. If they are ahead of everyone, point at them (shift + middle click) to remind them they are out of position.
Automated Closet
Equipment:
Description:
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.
USCM Combat Boots
Standard issue combat boots used by the USCM for combat situations.
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.
USCM Combat Gloves
Standard issue marine tactical gloves.
USCM Headset
Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles.
MRE
Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.
Armor:
Description:
M3 Light Armor
Specialized Light Armor used by the USCM, complete with a shoulder-mounted flashlight. While it provides less protection from physical trauma, it provides more mobility to the user.
M3 Pattern Marine Armor
Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat.
M3 Heavy Armor
Specialized Heavy Armor used by the USCM, complete with a shoulder-mounted flashlight. It further protects the user by covering more areas of the body and has tougher material which makes the user withstand more hits, but it takes out most of the user's mobility.
Backpack:
Description:
USCM Satchel
A heavy-duty satchel carried by most USCM soldiers.
It is standard gear for most of the USCM. Holds 5 normal size items.
USCM Lightweight IMP Backpack
The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.
Has to be held in one hand to access items inside. Holds 7 normal size items.
L44 M37A2 Scabbard
A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.
Belt:
Description:
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 Shell Load Rig
An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.
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
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
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.
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.
Pouch:
Description:
Bayonet Pouch
A pouch that can hold up to 3 knives. A very uncommon sight on the battlefield. It is one of the pouch options of the ColMarTech Automated Closet or are usually found in the pockets of the UPP Soldiers.
Document Pouch
A pouch used to hold documents for safe keeping. Can hold 21 items.
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 on the Almayer and Dropships.
Ointment
Pain-stop autoinjector
First-aid autoinjector
Gauze
Flare Pouch
Can hold 5 flares (including activated flare). Refillable with a M94 Flare Pack.
Medium General Pouch
A general purpose pouch used to carry small items and also magazines. Contains 2 slot.
Pistol Magazine Pouch
Pouch able to hold 3 pistol magazines.
Sidearm Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
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.
Note: Only 1 kit may be chosen.
The miniature kits allows a marine use all of their points to specialize in an area of expertise. This versatility allows marines to customize their play style to suit them in combat or in support roles. Although this does not make them equal to those who properly specialize in said fields, it gives them some knowledge to aid in their work.
Note: A Pamphlet is an unique one time consumable item that gives anyone who uses it a skill point directed at a specific area. To learn more about pamphlets and skills, click here
Note:You have 45 points to spend on an extra item.
Extra Items:
Description:
Large General Pouch Costs:15 points
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.
Webbing Costs:15 points
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.
H5 Pattern M2132 Machete Scabbard Costs:15 points
A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
Mini Extinguisher Costs:5 points
A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
M39 Armor Piercing Magazine Costs:15 points
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M39 Extended Magazine Costs:15 points
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
L41A Extended Magazine Costs:10 points
Holds thirty five (35) 10x20mm rounds. Holds more ammunition than the standard magazines.
L41A Armor Piercing Magazine Costs:10 points
Holds twenty (20) 10x20mm 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.
M40 HEDP Grenade Costs:10 points
Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds.
Both the Demolition Specialist and Heavy Grenadier Specialist has these grenades in their vendors at round start. More can be ordered in Cargo.
M40 HEFA Grenade Costs:10 points
Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Capable being loaded in the M92 launcher, or thrown by hand.
Attachment:
Benefits:
Drawbacks:
Shotgun Stock Costs:15 points
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
Slightly decreases firing speed
Submachinegun Stock Costs:15 points
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
M41A Skeleton Stock Costs:15 points
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
Slightly decreases firing speed
Red-Dot Sight Costs:15 points
Wielded:
Moderately increases accuracy
One Handed:
Slightly increases accuracy
Both:
Slight increase of the accuracy penalty when moving
Laser Sight Costs:15 points
Wielded:
Slightly increases accuracy
One Handed:
Slightly increases accuracy
Moderately reduces bullet spread
Slight reduction of accuracy penalty when moving
Both:
None
Vertical Grip Costs:15 points
Wielded:
Moderately increases accuracy
Slightly decreases recoil
Slightly decreased bullet spread
Both:
Moderately reduces burst spread
Wielded:
Majorly increases wield delay
One Handed:
Moderately decreases accuracy
Slightly increased bullet spread
Both:
Increased weapon size
Slight increase of the accuracy penalty when moving
Angled Grip Costs:15 points
Wielded:
Majorly decreased wield delay
Slightly decreased recoil
Slightly increases accuracy
Slightly decreased bullet spread
One Handed:
Slightly decreases accuracy
Slightly increased bullet spread
Both:
Increased weapon size
Gyroscopic Stabilizer Costs:15 points
Wielded:
Slightly reduces bullet spread
One Handed:
Majorly reduces bullet spread
Moderately increases accuracy
Greatly reduces the accuracy penalty for moving.
Both:
Moderately reduces burst spread
Both:
Moderately decreased firing speed
The Weapons
In Marine Quickstart Guide, M41A is recommended as the weapon of choice due to its versatility and ease of use. However, you may find other firearms more appealing to use. Below is a list of standard weapons to choose from, just click expand.
Basic Weapon List:
M4A3 Service Pistol
High Supply Ammunition:
A reliable fallback weapon that uses 9mm handgun ammunition in a 12 round magazine.
Reloading:
If you have just vended the M4A3 Service Pistol, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.
After the magazine has either been auto-ejected or you have manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M4A3 Service Pistol to load the magazine in.
Attachments:
The attachments for this weapon can be viewed here.
M4A3 Magazine:
Single Projectile. Average damage. Use on low armored targets for maximum effect.
M4A3 Armor Piercing Magazine:
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.
For a list of all available ammo types for this weapon head here.
M44 Combat Revolver
High Supply Ammunition:
Deals significantly more damage per round than the M4A3 at the cost of ammo capacity and recoil. It uses .44 rounds, usually held in speed loaders, and holds a maximum of 7 bullets. You can duel wield them but your accuracy will be heavily decreased.
Reloading:
Click the revolver with an empty hand to open the revolving cylinder, vend a fresh speed loader, click the revolver with the speed loader in your active hand, click the revolver again with an empty hand to close the revolving cylinder.
Attachments:
The attachments for this weapon can be viewed here.
M44 Speed Loader:
Single Projectile. Average damage. Use on low armored targets for maximum effect.
M44 Marksman Speed Loader:
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.
For a list of all available ammo types for this weapon head here.
M39 Submachine Gun
High Supply Ammunition:
Allows you to have high mobility but lacks raw power and armor penetration. Good for chasing down fleeing enemies. You can duel wield them but your accuracy will be heavily decreased. The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 4-round burst fire mode.
Reloading:
If you have just vended the M39 Submachine gun, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.
After the magazine has either been auto-ejected or you have manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M39 Submachine Gun to load the magazine in.
Attachments:
The attachments for this weapon can be viewed here.
M39 Magazine:
Single Projectile. Average damage. Use on low armored targets for maximum effect.
M39 Armor Piercing Magazine:
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.
For a list of all available ammo types for this weapon head here.
M41A Mk2 Pulse Rifle
High Supply Ammunition:
A reliable, robust and overall effective standard issue weapon, comes with a 3-round burstfire capability as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with HEDP grenades (ask RO for grenades).
Reloading:
If you have just vended the M41A Mk2 Pulse Rifle, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.
After the magazine has either been auto-ejected or you have manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M41A Mk2 Pulse Rifle to load the magazine in.
Attachments:
The attachments for this weapon can be viewed here.
M41A Magazine:
Single Projectile. Average damage. Use on low armored targets for maximum effect.
M41A Armor Piercing Magazine:
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.
For a list of all available ammo types for this weapon head here.
An accurate battle rifle meant for fire support. It uses the same ammo as the M41A, but it does not come with burstfire capabilities nor compatible with any underbarrel attachments. It has a few unique attachments to enhance the rifle even further.
Reloading:
If you have just vended the L4A1 Battle Rifle, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine. Picking up the Battle Rifle from the mini-sniper kit will come preloaded.
After the magazine has either been auto-ejected or you have manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the L4A1 Battle Rifle to load the magazine in.
Attachments:
The attachments for this weapon can be viewed here.
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.
For a list of all available ammo types for this weapon head here.
M37A2 Shotgun
High Supply Ammunition:
This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Xenomorph when fired from close range, though users should still keep in mind that the M37A2 must be pumped after every shot. You can duel wield them but your accuracy will be heavily decreased.
Reloading:
Hold the shotgun shell box with one hand, then swap to your other hand and click the shell box to take out a handful of shells. Drop the shell box and pick up your shotgun and load it with the shells one by one (M37 can hold eight shells plus one in the chamber). Pump the shotgun with Unique Action Button , you need to pump it after each firing. Using Macros to bind a hotkey for it is a must to use shotgun effectively.
Attachments:
The attachments for this weapon can be viewed here.
Slug shells:
Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range.
Buckshot shells:
Fires multiple small projectiles. Powerful in close range. Massive damage, with a rapid damage fall-off at range. Fires in a 15-degree radius.
If you're looking to use the most effective ammo variant as deemed by the community, see the latest replies to this thread: Buckshot vs Slug: The final debate.
For a list of all available ammo types for this weapon head here.
M240 Incinerator Unit
High Supply Ammunition:
The incinerator is good at incinerating hostiles and clearing unwanted vegetation with a moderate range of 5 tiles. Squad Leaders may hand out the two incinerators that are in their vendor (with 8 fuel tanks in total). Welder fuel is weaker than the original thick sticky napthal fuel that the incinerators start with. More incinerators can be ordered from requisitions.
Reloading:
Incinerator Units can only be refuelled once a tank is completely out of fuel. Once emptied, pull out the Incinerator Tankby either unloading the weapon or clicking the incinerator unit with an empty hand, then clicking on a fuel tank, welder pack or welding tank with the tank in your hand. Once refuelled just click on the incinerator unit with the fresh tank.
Attachments:
The attachments for this weapon can be viewed here.
Incinerator Tank:
Ultra-Thick Nepathal fuel that can stick to anyone. Effective in Area Denial situations. Has a chance of burning anyone on contact with the flames on each tic.
Loadouts
Your playstyle will be determined by the weapons you carry, the attachments on them and the items you have in your bag. Everyone's got their favorite loadouts but it all boils down to what you prefer. Trial and error is the best way to know what you like and don't like.
Attachment
The RO may hand out two or more attachments, a webbing, a holster/scabbard and two grenades. Some RO's may hand out more equipment/attachments if they are feeling generous.
Secondary weapon
You should have a secondary weapon in your suit storage, ideally with a Rail Flashlight and Bayonet attached, be it a M41A, M37 or a flamer. The Rail Flashlight has no drawback while vastly improving your light range so it's always good to take. Additionally a angled grip is a good compliment for a secondary weapon as it reduces the wield delay.
Adjust your loadouts
Reflect what limitations you faced in the previous rounds. Ran out of ammo? Get a webbing from requisitions, and use a backpack . Ran out of flares? Use a backpack and fill it with 7 flare packs.
In the field
You have superior firepower and can fire across the screen, the limiting factors are lighting, vision, and terrain.
Lighting
Shoulder Lamp Range
Rail Flashlight Range
To overcome low visibility of the battlefield, you need a rail flashlight and flares.
Squad Engineer: Building materials, explosives, just take them out from backpack/pouches and give/drop them to other engineers
Squad Medic: Roller Bed, first aid kit (keep one or two advanced kit, standards can use them)
Squad Specialist: Battle Sights, they have limited night vision capacity
Recover empty AP magazines, they can be refilled with AP ammo box (click the ammo box with the magazine in hand).
Logistics
Everyone who outranks you has their own tasks to handle, leaving only standards free enough to handle supplies.
The flow of supplies
Move supplies (supply crates, ammo bags, etc) onto the dropship, and transport them to the FOB upon landing at the LZ. Remember to also move wounded marines, empty crates, empty Smartgunner powerpacks onto the dropship whenever possible. When you set off from the FOB, bring some supplies with you, be it an ammo/flare bag, a roller bed/stasis bag or pull a crate of supplies (if the front is established and you have few marines protecting the transport route).
Organization
To make sense of all the bags lying around, take one item from the bag then drop it on top to signify what the bag contains, alternately you could label them with a labeller. Stockpile the empty bags out of the way to reduce clutter.
Recover empty crates
Bring crates back to the FOB and load them onto the dropship. You'll want to load any crates you find as the RO can send them down the elevator for supply points. Use (:i) to tell RO there are crates in hanger.
First aid
Helping others
Before pulling a downed marine back in the front, use point at (shift + middle click) to show your intention of going in or to urge the nearer marines to pull them. As you are pulling the downed marine back, shift + click to check the marine, bandage the bleeding wounds when it's safe. If the marine is conscious (not seems to be asleep), shake them with Help intent to get them up, get them to a medic if he doesn't get up. If the marine has no pulse, get them to a medic then remove their armor (drag their sprites onto yours to open their equipment window, click ExoSuit: M3 armor) so that medic can immediately revive them (can't revive with armor on).
Get splints , you can split the stack by holding it in the active hand then click it with another hand, restock the new stack (one splint) to a NanoMed then you keep the rest.
Get a roller bed in your bag so you can quickly transport wounded out in an emergency (being overrun/no Medic/no CASevac).
Marines whose revive timer ran out, without a head, chestbursted and turned gray (aka husked, too much burn damage) are unrevivable.
Your Skillset
To find out about how the skill system works head over to the skills system page.
Tips
Only take what you need. You're going to need atleast one to two armor piercing magazines in the field for heavilyarmoredenemies. For everything else, soft point, hollowpoint and incendiary ammunition is superior.
Follow the chain of command. If someone tells you jump, you'd better ask how high on the way up.
Use appropriate titles. Your Squad Leader is Staff Sergeant, or Squad Leader. He's not an officer so don't call him "Sir" and he's not in the Army so don't call him "Sarge."
Be useful. Offer to carry extra engineering, medical, or some specialist/smartgunner supplies. Those guys are already carrying more weight than you'll ever be able to.
Keep your superiors informed. Stay on the radio and keep the squad and command up to date on what's going on. Do you see movement outside the perimeter? Let your fireteam know. Did Private McFuckface blow his hand off playing catch with a grenade? Let your squad leader know. Did your staff sergeant just get his head taken off by incoming artillery? Let command know.
Stay in the light. There ain't many things out there scarier than marines and they all like the dark. Keep your shoulder lamp on and pop a flare whenever you're stopped for more than a moment.
Use single fire for long to medium ranges and burstfire for CQC and close range engagements. By doing this you conserve ammo but can still dish out the pain to incoming hostiles.