Difficulty: Very Hard Supervisors: UA High Command Rank: Not defined Duties: Carry out your standing orders. Guides: This one Unlock Requirements: Not available. Detailed Description:
|__________| ... Follow any orders directly from UA High Command. |__________|
Overview
Marine Special Operations Command, or MARSOC for short, is the black-ops division of the USCM responsible for carrying out clandestine tasks that never make their way to the press. They're armed and equipped to the teeth with the best and most advanced equipment the USCM can throw at them, and, in ideal circumstances, are formidable to deal against.
Armed to the teeth with the best weapons ever put into circulation, a competent and well-trained MARSOC operative is near unstoppable.
Weaponry
MARSOC operatives are issued limited-spec firearms developed in-house by the MARSOC weapons development group. They are far stronger (and far more expensive) than standard-issue equipment used by Marines, and are only made in limited production.
One of the experimental predecessors to the M41A line that never saw widespread adoption beyond elite marine units. Of the rifles in the USCM inventory that are still in production, this is the only one to feature an integrated suppressor. It can accept M41A MK2 magazines, but also features its own proprietary magazine system. Extremely lethal in burst-fire mode.
A stubby and wide, high capacity double stack magazine used in the M40-SD pulse rifle. Fires 10x24mm Armor Piercing rounds, holding up to 60 + 1 in the chamber.
Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Obtainable through modifying Surplus supply crate in Requisitions.
Holds forty (40) 10x24mm Toxin rifle rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.
Way back in 2168, W-Y began testing the MK221. The USCM picked up an early prototype, and later adopted it with a limited military contract. But the USCM MARSOC division wasn't satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the MK210, a lightweight folding shotgun that snaps to the belt. And to boot, it's fully automatic and made of stamped medal. Truly an engineering marvel.
Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.