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"LET'S ROCK!" ―Pvt. Vasquez, Aliens
Some drops, you kick in the door and find out that the distress call was a false alarm. Other days you drop in and clear the problem and move on. Some drops, you gotta kill the whole damn planet. That's where you come in. Each squad is deployed with a single specialist trained in the use of a squad support weapon. These range from the sniper to the devastating SADAR.
Introduction
As the squad's specialist, you have access to a variety of heavier weapons than your squadmates, and are expected to understand when and when not to deploy them. Specialists are expected to not rely on their special gear but his or her greater understanding of tactics. Squad specialists are generally promoted during boot camp from marines who show an aptitude for leadership and tactical skills. Like all marines, the specialist's weapon is treated like an extension of themselves and as such, specialists know 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 is a token that allows the specialist to requisition to a single weapon of their choice.
Note that the Specialist may no longer use the M56 Smart Gun, a weapon exclusive to the Squad Smartgunner and the Commander.
Normal equipment
- 1 Specialist Token
- 1 Webbing
- 2 Plastic Explosives
- 2 M40 HEDP Grenades
- 2 M40 HIDP Incendiary Grenades
- 1 M56 Power Pack
- 1 Riot Shield
Specialist Loadouts
Scout Loadout
The M42A Scoped Rifle comes in two primary variants: the recon configuration and the marksman configuration.
- The marksman configuration relies more on stealth and guile over mobility. In this configuration, the rifle is often paired with a thermal dampening tarp to act as a modern day ghillie suit.
- The recon configuration employs high mobility, squad support, and a powerful sidearm. This configuration favors staying with the squad and calling targets before they come in range.
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, incendiary rounds and flak rounds, -they all do not avoid marines like the Smartgun's- so clearly-defined lanes of fire are necessary with this weapon.
Heavy Grenadier Loadout
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.
Demolitionist Loadout
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, armor piercing or white phosphorus 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. Whereas the WP rockets will ignite the tile it hits, turning that tile and the tiles surrounding into extremely hot areas that can kill quickly. . 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.
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 is incredibly ballistic-resistant, and it does provide some heat-proofing as well.