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MARSOC

From CM-SS13 - Wiki
SPECIAL OPERATIONS
MARSOC.png
MARSOC
Difficulty: Very Hard
Supervisors: UA Allied Command
Rank: Classified
Duties: Carry out your standing orders.
Guides: This one
Unlock Requirements: Not available.
Detailed Description:
|__________|
...
You are an elite MARSOC Operative, the best of the best.
You are absolutely loyal to High Command and must follow their directives.
Execute the mission assigned to you with extreme prejudice!
|__________|

Overview

Marine Special Operations Command, or MARSOC for short, is the ultra-elite special operations division of the USCM and UA responsible for carrying out clandestine tasks operating above the law, above ethics, and above standard definitions of morality. Formed of the absolute best of the best the Marine Corps has to offer, they're armed to the teeth with the best weapons and equipment that money can buy. A competent and well-trained MARSOC operative is nearly unstoppable, capable of besting even the most formidable adversaries.

Equipment

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.

MARSOC operatives are one of the very few USCM groups to be issued highly expensive Night Vision Goggles (NVGs), capable of letting them see perfectly in the dark.

Backing up a MARSOC operative's arsenal is their support equipment, a curated selection of items to give them the edge in combat. A medical pouch containing advanced medical equipment and a generous helping of medication provides their first-aid, while a tactical tools pouch provides everything they need to breach and clear an area.

Two C4 explosives, an HPDP grenade, M12 grenades, stimulant injectors, and spare ammunition make up the rest of what an operative carries. Next to no space is spared for packing operatives full of almost everything they need for a majority of their missions.

Operators are given codenames according to the phonetic alphabet; every trace of their personal data and real names is wiped from all military records. Nobody remembers them by face or by name. The only one who truly knows a MARSOC operative is themself, and themself only.

Weapon: Description:
M40-SD-Pulse-Rifle.png

M40-SD Pulse Rifle

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.

Found in the hands of MARSOC Operators.


Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 3

Scatter Wielded: 1

Scatter Unwielded: 7

Burst Scatter Multiplier: 1

Burst Amount: 3

Effective Range: 7 Tiles

Firerate: 300 RPM

Burst Firerate: 360 RPM

Accuracy Wielded: 25.6

Accuracy Unwielded: 12

Ammunition:
M40-SD-Mag.png

M40-SD Magazine

Capacity: 60

Damage: 31.5

Max Range: 22

Fall off: 5.5

Penetration: 40

Punch: 0.5

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 sixty (60) 10x24mm armour piercing rifle rounds.

M41Amag.png

M41A Magazine

Capacity: 40

Damage: 44

Max Range: 22

Fall off: 5.5

Penetration: 0

Punch: 0.5

Holds forty (40) 10x24mm rifle rounds.
M41A-extended-mag.png

M41A Extended Magazine

Capacity: 60

Damage: 44

Max Range: 22

Fall off: 5.5

Penetration: 0

Punch: 0.5

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png

M41A Armor Piercing Magazine

Capacity: 40

Damage: 33

Max Range: 22

Fall off: 5.5

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-Incen-mag.png

M41A Incendiary Magazine

Capacity: 40

Damage: 33

Max Range: 22

Fall off: 5.5

Penetration: 0

Punch: 0.5

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.
M41A-wall-piercing-mag.png

M41A Wall Piercing Magazine

Capacity: 40

Damage: 38.5

Max Range: 22

Fall off: 5.5

Penetration: 50

Punch: 0.5

Holds forty (40) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not currently obtainable.

M41A-toxin-mag.png

M41A Toxin Magazine

Capacity: 40

Damage: 33

Max Range: 22

Fall off: 5.5

Penetration: 40

Punch: 0.5

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.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor (Default - Can not be removed)
Rail Attachments Magnetic harness.pngMagnetic Harness (Default - Can not be removed)
Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Bipod.pngBipod

Underflame.pngMini Flamethrower

Undershot.pngU7 Underbarrel Shotgun

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Burstfire.pngBurst Fire Adapter

Stock Attachments None
MK210-Tactical-Shotgun.png

MK210 Tactical Shotgun

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 metal. Truly an engineering marvel.

Found in the hands of MARSOC Operators.


Stats:

Recoil Wielded: 2

Recoil Unwielded: 4

Scatter Wielded: 5

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 50 RPM

Automatic Firerate: N/A RPM

Accuracy Wielded: 4.6

Accuracy Unwielded: 3.6

Capacity: 10

Ammunition:
Slugbox.png

Slug Shells

Damage: 70

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

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.
Buckbox.png

Buckshot Shells

Damage: 65 x 4

Max Range: 4

Fall off: 3

Penetration: 5

Punch: 0

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.
Incinbox.png

Incendiary Slug Shells

Damage: 55

Max Range: 12

Fall off: 1

Penetration: 5

Punch: 0.5

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.
Incinbox.png

Incendiary Buckshot Shells

Damage: 60x4

Max Range: 4

Fall off: 3

Penetration: 0

Punch: 0.5

Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.

Not currently obtainable.

Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

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.
Box of flechette shells.png

Flechette Shells

Damage: 30 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

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.
Attachments:
Muzzle Attachments Knife.pngBayonet


Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments None
Stock Attachments MK221 Tactical Stock.pngMK221 Tactical Stock
Weapon: Description:
2x M12 Blast grenade.png

M40/2 HEDP grenade

High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has been phasing out the M15 HE grenades alongside the M40 HEFA. This version is stronger than the regular issue M40.
M40 HPDP.png

M40 HPDP Grenade

The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.

Sets ablaze whoever enters the phosphorus cloud with intense burning smoke. Throw with caution.

2x C4.png

C4 Explosive Charge

C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it's also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.
Tactical-med-pouch.png

Tactical Medical Pouch

A heavy pouch containing everything one needs to get themselves back on their feet. Quite the selection.

Worn by MARSOC Operators. Can be worn by attaching it to a pocket.

Holds the following:

Healthanalyzer.png

Health Analyzer

Nano-Splint.png

Nano Splints

UpgradedAdvtraumakit.png

Upgraded Advanced Trauma Kit

UpgradedAdvburnkit.png

UpgradedAdvanced Burn Kit

Bicaridine.png

Bicaridine Injector

Bicaridine.png

Bicaridine Injector

Kelotane.png

Kelotane Injector

Emergency Auto injector.png

2 x Emergency AutoInjector

Mini Extinguisher.png

Mini Fire Extinguisher

File:Brain stim.png

Brain Stimulant Stimpack

File:Redemp stim.png

Redemption Stimulant

File:Speed stim.png

Speed Stimulant Stimpack

Tactical-tool-pouch.png

Tactical Tool Pouch

This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.

Worn by MARSOC Operators. Can be worn by attaching it to a pocket.

Contains 8 slots. Holds the following items below:

Screwdriver.png

Screwdriver

Wirecutters.png

Wirecutters

Crowbar.png

Crowbar

CableCoils.png

Cable Coils

Multitool.png

Security Access Tuner

Wrench.png

Wrench

C4.png

C4 x 2

Objectives

Very few MARSOC missions are ever the same, and High Command only calls them for very specific, very risky situations.

In any case, it is up to the briefing officer - or High Command - to disclose to you what your goals are and your ultimate mission. Be it hostage retrieval, VIP escort, threat elimination, or even ridding a place of witnesses, your goal is to take your orders, protect those you are ordered to, and eliminate everyone and everything that stands in your way.

Standing Orders

As a MARSOC operative, the only superiors you have are High Command staff and any other personnel High Command instructs you to take orders from. Nothing else gets in your way; not the law, not the Commanding Officer, and not your fellow Marines. Drive them away if they become a problem, and drop them if they become a threat.

In some circumstances, even the Marines might be your enemies - and your targets.

MARSOC Roles

Role Description
MARSOC.png
MARSOC Operative
A heavily armed and armoured marine commando equipped with the venerable M40-SD Pulse Rifle and fearsome MK210 tactical shotgun. Rank of SSgt.
MARSOC.pngMARSOC Team Leader Team leader marine commando, holds the rank of 2ndLt.
MARSOC.pngMARSOC Officer A MARSOC Captain.