Weapons Specialist

From CM-SS13 - Wiki
MARINE
B18.png
Specialist
Difficulty: Medium
Supervisors: Squad Leader
Rank: Not defined
Duties: Employ special weapons, explosives and equipment.
Guides: This is your guide.
Unlock Requirements: Not available.
Detailed Description:
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Not defined
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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 (the Specialist) come in. Each squad is deployed with a single specialist trained in the use of a squad support weapon. These range from the M42A Scoped Rifle to the devastating SADAR.


The Person with the Big Guns (Intro)


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. It also contains a webbing to carry more ammo and pocket-sized equipment on the move.

Note that the Specialist may no longer use the M56 Smart Gun, a weapon exclusive to the Squad Smartgunner and the Commander.


Specialist Loadouts


Scout Loadout

M42A Scoped rifle.png Recon spec.png

The Scout Loadout contains M42A Scoped Rifle, a high powered sniper rifle. And the 88 Mod 4, a powerful 3-Burst Pistol, loaded with AP rounds. Not only that, it also contains 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.

Sniper Loadout

Marksman spec.png

Like the Scout Loadout, the Sniper Loadout also contains the M42A Scoped Rifle. The only difference with this loadout contains a thermal dampening tarp to act as a modern day ghillie suit. They also recieve Night Vision Goggles, which one can see through the dark. But they don't contain 88 Mod 4 in the scout Loadout. But they still contain 3 clips and the scout sights for the weapon.


Heavy Grenadier Loadout

GrenadeLauncher.png Gl spec.png

This Loadout contains both the M92 Grenade Launcher and it's grenade belt. The M92 is 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.

In addition, this loadout also contains the B18 Experimental Personal Armor. 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.

Demolitionist Loadout

File:SADAR.png

This Loadout contains some grenades, mines, and a devistating, reloadable, single shot rocket launcher known as the SADAR. 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.