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Weapons Specialist

From CM-SS13 - Wiki
Revision as of 16:43, 4 October 2016 by Monkeysfist101 (talk | contribs)
MARINE
Spec.png
Specialist
Difficulty: Hard
Supervisors: Squad Leader
Rank: Not defined
Duties: Employ special weapons, explosives and equipment.
Guides: This is your guide.
Unlock Requirements: Not available.
Detailed Description:
|__________|
Not defined
|__________|


"LET'S ROCK!" ―Pvt. Vasquez, Aliens

Sometimes, you need a heavier tool to do the job, however, not anybody have the skills and trying to use them. Each squad has one Specialist specially trained for the use of special equipment, ranging from sniper rifles to missile launchers.

Introduction

The specialist is a squad's assigned support role. They have access to a variety of heavier weapons than your squadmates, and they are expected to understand when -and when not to- deploy them. Specialists are also expected not to rely on their special gear - a squad's Specialist should have a greater understanding of tactics and should be able to act somewhat autonomously without command or a Squad Leader. Specialists also undergo special training, and are generally promoted from marines who show exemplary leadership and tactical skills, as well as at some aptitude for mechanics: each specialist is expected to maintain 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, it has a specific token: This gives the specialist access to a single weapon of their choice. The vendor contains the following:

Normal equipment

  • 1 Specialist Token
  • 1 Webbing
  • 2 Plastic Explosives
  • 2 Frag Grenades
  • 2 Incendiary Grenades
  • 1 M240 Incinerator Unit
  • 3 M240 Fuel Tanks
  • 1 M56 Power Pack
  • 1 Riot Shield


Restricted token equipment

  • ScoutRifle.png M42C Scout Rifle

The M42C is a high-power, precision, scoped rifle, generally employed in both scouting and sniping use. The box contains firearm itself, a set of scout-sights, and three seven-round magazines, in addition to one in the rifle. The firearm supports muzzle and underbarrel attachments, as well as the magnetic harness. The rounds are traditional rifle rounds -they do not avoid marines like the Smartgun's- so clearly-defined lanes of fire are necessary with this weapon.

  • GrenadeLauncher.png M92 Grenade Launcher

A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five 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.

A reloadable, single shot rocket launcher. This weapon carries the most powerful -and dangerous- ordnance available to marine infantry in the form of either high explosive or armor piercing 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. Unlike the grenade launcher, SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. Note: The SADAR has a safety system which prevents it's activation on space-stations or ships.

  • Spec.png M56 Smart Gun

The model of 'Smartgun' issued to the Sulaco is different from the more popular auto-targeting model. The M56 'Smartgun' is actually a four-part system, consisting of a combat harness, ammunition and power pack, Heads-Up Display, and the Smartgun itself. The backpack contains five belts of fifty rounds each, in addition to the weapon's inexhaustible power supply. The HUD functions similarly to meson scanners and night vision goggles, allowing target acquisition in complete darkness, and easy Identification- Friend or Foe in combat situations. Unlike the more traditional Smartgun, this one fires high-caliber, self-guiding rounds that avoid marines, making it an ideal support weapon.

  • B18 Experimental Armor

The final option in your vendor, 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 three tricordrazine auto injectors. In addition, the helmet can block three facehuggers before breaking. It also is incredibly ballistic-resistant, and it does provide some heat-proofing as well.