MARSOC

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SPECIAL EMERGENCY RESPONSE TEAM
MARSOC.png
MARSOC
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:
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Follow any orders directly from UA High Command.
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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.

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 medal. 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

MARSOC Roles

Role Description
MARSOC.png
Marine Special Operations Command Operatives
A heavily armed and armoured marine commando equipped with the venerable M40-SD Pulse Rifle and fearsome MK210 tactical shotgun.