M41A Pulse Rifle MK2

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This is my rifle. There are many like it, but this one is mine. - Rifleman's Creed

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M41A Pulse Rifle MK2

This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 40 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has 3-round burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with grenades (ask RO for grenades). Chances are, the M41A MK2 might jam and will fail to fire for a second, though very rare.


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The M41A Pulse Rifle MK 2 is the most versatile firearm available to the USCM and is one of the most common weapons found on the battlefields across the known systems. Where ever the marines go, the M41A will follow along.

Tactics and Strategies

The M41A MK2 is a mid to long ranged engagement weapon. It's not bad when it's up close and personal, assuming you can hit the moving target.

It's best to keep your distance from the enemy by at least 4-5 tiles. Though you can obviously shoot at the 7 tile maximum view distance

Due to its rather, jack of all trades nature, it can be used for most combat situations. Though the lacklustre single fire rate of 150 RPM and burst fire rate of 180 RPM is to be desired.

Generally speak, keep shooting at them, keep your distance and eventually the aliens will die.

Stock Rifle

The base rifle, is pretty lacklustre in performance. Other weapons will outperform it in a one to one comparison.

You get the standard issued one grenade capacity UGL which, with grenades, is quite useful. Since it will fire over everything that isn't a wall or a glass window. More on that in the Grenade Launcher build.

It is highly recommended to modify the weapon as the base rifle, is mediocre.

Improved Overall Rifle

Attaching the Quickfire Adapter, Bayonet and flashlight grip to the rifle will improve the MK2 Pulse rifle drastically. In addition to having a larger light view, rather than the standard shoulder lamp light, the fire rate increases to much more acceptable levels. With a single fire rate of 300 RPM and the burst fire rate to 240 RPM. Though you will lose one bullet per burst but it makes up for it in single fire.

The bayonet is an added bonus to the gun, allowing you to clear purple sacs in two hits making it easier for other marines to advance up and denying the aliens the chance to build/heal on it once the other weeds have deteriorated.

Overall a massive improvement to the gun, making it a straight upgrade.

LMG Conversion

Attaching the Bipod and Quickfire Adapter to the Pulse Rifle will turn this into a pocket LMG. The fire rate will be increased to the maximum allowed single fire rate of 600 RPM and a burst fire rate of 342 RPM. Since you can deploy the bipod anywhere (with a 2 second delay), you're able to to unleash a hail of bullets at anyone that isn't beyond 90 degrees of where you are facing.


Even though you lost the one extra bullet in the burst fire, 342 RPM is not a joke. Emptying a magazine on single fire will take roughly 10 to 11 seconds. Compared to burst fire which will empty it in roughly 9 seconds. Burst fire with this is more preferable as you'll be firing two very fast bullets at the enemy, giving them no time to react until the second volley or maybe third volley. Though if you want to keep to the single fire more, it is entirely your choice.


A great tool for Fobbits defending territory, as long as the enemy doesn't have much space to manoeuvre. But, when you undeploy the bipod, you'll be slowed down for 3 seconds, making you easy pickings if they aliens are closing in fast.

Designated Marksman Conversion

Attaching either a mini or normal rail scope will allow you to fire at targets outside of your normal 7 tile range. Usually for keeping any Boilers in check, as they often are harassing marine pushes or whittling down the barricade's health. The scopes also reduce the bullet fall off to 0.6 or 0.8 rather than 1 respectively. This means your bullets will retain some of their damage a bit more when they reach targets that are at the end of your bullets maximum reach.

Adding a bipod into the mix boosts the fire rate back to the original 150 RPM and 180 RPM for single and burst fire rates. This gives it a better damage output, allowing you to deal more damage quicker.

Another great tool for Fobbits defending territory, annoying boilers and making aliens fear areas with no cover. Until a drone, hivelord or the Queen starts building resin walls, blocking bullets and making your long ranged advantage, useless. That's not even considering the second most important enemy while using this build, other marines standing in your line of fire.

"Satanizer" Loadout

Attaching a Barrel Charger, Burst Fire Assembly and S6 Reflex sight or Quickfire Adapter will turn your rifle into a powerhouse in dealing damage. Switch it to burst fire and anything that gets in your way will receive 250 (without the Quickfire Adapter) or 200 damage (with the Quickfire Adapter) if they have no armour and using normal rifle ammunition. Anything at or under 500 health, is gonna die.

Using armour piercing ammunition will deal 187.5 damage or 150 damage, respective to the burst amount. A good few bursts with these and anything with armour will cease to exist. Even a fully fortified normal Defender will go into critical with 4 bursts of this bad boy and they have the highest amount of armour when fortified.

The only problem is, it only has a burst fire rate of 176 RPM or 200 RPM with the Quickfire Adapter. Not entirely the downside, but you're more than likely to hit at most, 3 or 4 out of the entire burst and probably less. Since nobody likes to stand around waiting to receive a volley of bullets for breakfast. You're also gonna need to be in close range for all of the shots to land, meaning you're more likely to take damage and die horribly in the process.

Overall, the Satanizer Loadout is a very expensive but heavy hitting rifle. Assuming all the shots land, it will deal a fair amount of damage.

Grenadier Loadout

Obviously, you'll be keeping the Underslung Grenade Launcher, loaded with tube or airburst grenades. I advise you attach the Quickfire Adapter for you to follow up on your grenade shots.

There are 4 main grenades for your grenade launcher, each with their own specific quirk:

HEDP: The grenade allows you to stun the aliens, allowing you to swap off of the grenade launcher mode and pour lead onto them while they are stunned.

Common enough if you ask requisitions for grenades.

HIDP: Firing the incendiary grenade behind the aliens will cut off their retreat, meaning there's more time for you too shoot them while they find another way to escape. Though if they are overconfident in their abilities to survive running though fire while take bullets, they might survive or they might perish.

An uncommon grenade unless you ask requisitions or the Grenadier Specialist gives them to you.

M74 AGM-F: The best way to describe this grenade, is a long range buckshot shell. Firing these into the aliens will deal a moderate amount of damage, assuming most of the shrapnel hits. They detonate instantly upon landing releasing the shrapnel in a 45 degrees directional cone away from where the grenade was launched from, so do be careful not to have it bounce back facing you.

It's rare to see these grenades, unless you get the grenadier kit or the Grenadier Specialist gives them to you.

M74 AGM-I: The best way to describe this grenade, rare, long range mini-flamethrower. It doesn't do a whole lot of damage but the shrapnel from it will set anything ablaze as well as leave a short trail of fire in its directional cone.

Unless you get a grenadier kit or ask the Grenadier Specialist for them, you're not gonna see them at all.

Pros and Cons

The M41A Pulse Rifle MK2 is very versatile with the right attachments. On its own, without any grenades, every other weapon outshines it in terms of damage and overall firepower.

Still, it is a widely used rifle by the marines. Wherever the marines are, you'll always see the MK2 in the hands of them.

Technical and Lore Info

The ARMAT Mark Two M41A Pulse Rifle, colloquially known as the M41A MK2, is the standard issue combat rifle utilized by the United States Colonial Marine Corps. Since it replaced the Mark One in the early 2170s, this rifle has found its ways into the hands of the United America's finest from Earth to the furthest corners of the Network. This sturdy rifle makes up the backbone of nearly all USCMC fighting forces, and with good reason - it is reliable, cheap, and deadly. Chambered in 10x24mm caseless and boasting a large amount of customization, most marines wouldn't be caught dead without their rifle. The stock version comes equipped with potent Armat U1 Underslung Grenade Launcher and forty round magazines. For those who find themselves faced with difficult situations, the M41A MK2 also possesses a fire selector, allowing for single fire or three round burst operation. Whether it's a backwater shake n' bake in the mud and rain or a CLF hotspot in an urban centre, the trusty M41A MK2 can be found in the hands of the marines.

Anecdotes

Report from Sergeant X:
The Rifle by itself is fine on its own. It really is just a jack of all trades and the USCM has a lot of the MK2s in stock. 40 rounds of 10x28mm caseless is pretty damn good all things considered. But what really makes the gun shine is how modifiable you can make it. I recall one of my PFCs turned this thing into a makeshift LMG. That gun chewed through all the ammunition he could feed it and surprisingly the gun was steady enough that all the bullets were on target and could hit.


Another time me and the squad were out on patrol on LV-113. Pretty much the most barren of planets that had a barely breathable atmosphere and the tiniest USCM outpost on it. Where in every direction, it was just hills and rocks everyone. Lance Corporal X modified her MK2 into one of those designated marksman rifles. Scope, extended barrel, stock and bipod, the whole shebang. 2 seconds later, some CLF boogie man started taking pot-shots at us from god knows how far out. We all hit the dirt and started trying to find the point of origin. It took a minute or two before we could find the bastard but once we did, Lance Corporal X got to work. She fired 3 rounds in his direction and all she could see next was a fine red mist in the far distance. Man this these guns are versatile.


Though I do have a few complaints about it. The fire rate of the gun isn't really up to scratch. I'm pretty sure the ones we were handed got left in the most damp and crumbling shack the one poor Cargo Technician who was stuck in there, called an armoury. Sure the gun still works, but I get the feeling it ain't firing as fast as it used to be.


Report from Private X:
You know, these guns are alright. I haven't really fired mine outside of basic since I've either been placed in the least combat worthy system known to the frontier or I'm just lucky. I do recall one time, we weren't doing anything in the outpost so me and the boys started fiddling with our guns for a bit. Did you know you can put nearly anything small and tubular into those underslung grenade launchers and it will fire it out? I didn't till one of the other marines jokingly put a crayon in there and shot it over a fence. It went pretty fast and far too. About a minute later, the platoon Sergeant found us and started screaming his head off that he nearly got stabbed in the neck by a high velocity stick. Man my buddy got NJPed for a week. Guess we're not allowed to mess around with the guns anymore.