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PVE:Rifleman

From CM-SS13 - Wiki
FIELD FORCES
USCM Standard Marine.png
Rifleman
Difficulty: Easy
Supervisors: Squad Leader
Rank: Private / Private First Class
Duties: Fight the enemy, listen to the officers, stay alive.
Guides: This one.
Unlock Requirements: Starting role.
Detailed Description:
|__________|
Wake up, grab your personal effects, get something to eat, talk with your buddies.
PVE13's about the characters, at the end of the day. After all, you get extra points on death if people remember your name and who you were.
|__________|


"How do I get out of this chickenshit outfit?"- Hudson, Aliens

The USCMC couldn't do without the rifleman. At the end of the day, someone's gotta kick the other guy's ass outta their hole and put the flag up. You've got the weapons, knowhow, and kit to get it done, but only with the help of your unit.

Overview

Lower responsibilities, more RP opportunities. Rifleman's good for learning the spirit of the game and it's got a little more fun factor than command if the pressure of some thirteen other people plus however many ghosts watching... uh, is a little overwhelming.

PVE13 Changes

Unit Structure

Standard Issue Gear


Equipment: Description:
Boots.png

Combat Boots

Standard issue combat boots. Water resistant, prevents sharp objects from embedding in the feet. Has a holster for a boot knife.
Jumpsuit.png

USCMC Marine BDU

Standard combat fatigues, incorporating venlar inserts to resist fragmentation or light ballistics.
Squad Gloves.gif

USCM Combat Gloves

Standard issue marine tactical gloves.
Headset.png

Radio Headset

Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles.
MRE.png

MRE

Military ration package. Waterproof, dustproof, contains a day's worth or so of nutrition.
Armor: Description:
M10 pattern marine helmet.png

M10 Pattern Marine Helmet

A combat helmet used by the USCMC. Provides light protection from shrapnel and small arms. Incorporates HUD system and tactical telemetry complex.
M3 light armor.png

M3-L Pattern Armor

A variant of the M3 Personal Armor System with only the core chestplate for additional mobility.
M3 Pattern Personal Armor.png

M3 Pattern Marine Armor

Standard issue composite body armor, providing protection from small arms fire and battlefield hazards. Includes shoulder lamp system and biomonitoring.
M3 heavy armor.png

M3-H Pattern Heavy Armor

Enhanced coverage and protection class variant of the M3 armor system. Reduces mobility.
Backpack: Description:
USCM satchel.png

USCM Satchel

A heavy-duty satchel carried by most USCM soldiers.

It is standard gear for most of the USCM. Holds 5 normal size items.

USCM infantry backpack.png

USCM Lightweight IMP Backpack

The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.

Has to be held in one hand to access items inside. Holds 7 normal size items.

Belt: Description:
M276 Pattern Ammo Load Rig.png
M276 Pattern Ammo Load Rig
Service issue LBE. Carries five magazines of most types.
M276 pattern M4A3 holster rig.png
M276 Pattern General Pistol Holster Rig
Pistol belt with room for handgun and six box magazines.
M276 pattern M44 holster rig.png
M276 Pattern M44 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.
M276 pattern M82F flare gun holster rig.png
M276 Pattern M82F Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.
G18-Utility-Pouch.png
G8-A General Utility Pouch
Large pouch that can be attached to the waist or armor slot. Useful for some kits or for specific aesthetics.
M276 pattern M40 HEDP.png
M276 Pattern M40 HEDP Rig
For grenades. Holds twelve of them.
Pouch: Description:
Knife-pouch.png
Bayonet Pouch
A pouch that can hold up to 3 knives. A very uncommon sight on the battlefield. It is one of the pouch options of the ColMarTech Automated Closet or are usually found in the pockets of the UPP Soldiers.
Aid-pouch.png
First-Aid Pouch(Refillable Injectors)
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a medical vendor on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.

It contains the following:

Bicaridine.png

Bicaridine

Kelotane.png

Kelotane

Tramadol.png

Tramadol

Emergency Injector.png

Emergency Autoinjector

Aid-pouch.png
First-Aid Pouch(Splints, Gauze, Ointment)
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed NanoMed.png on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.It contains the following:
Ointment.png

Ointment

Tricord.png

First-aid autoinjector

Gauze.png

Gauze

Splint.png

Splints

Aid-pouch.png
First-Aid Pouch(Pill Packets)
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Comes with two packets of 4 pills. One containing Tricordazine and the other with Tramadol. It is one of the pouch options of the ColMarTech Automated Closet.

It contains the following:

Ointment.png

Ointment

Tramadol Packet.png

Tramadol pill packet

Tricord Packet.png

Tricordazine pill packet

Gauze.png

Gauze

Flare-pouch.png
Flare Pouch
Can hold an entire M94 flare pack's worth of flares. Refillable with a M94 Flare Pack.
Document-pouch.png
Small Document Pouch
A smaller version of the document pouch. Can hold papers, folders, disks, technical manuals and clipboards.
Medmag-pouch.png
Magazine Pouch
Three mag placard. Holds rifle mags or pistol mags.
Shell-pouch.png
Shotgun Shell Pouch
Holds five handfuls of shotgun shells.
Medium-gen-pouch.png
Medium General Pouch
A general purpose pouch used to carry small items and also magazines. Contains 2 slot.
Pistol-mag-pouch.png

Pistol Magazine Pouch

Pouch able to hold 4 pistol magazines.
Pistol-pouch.png

Sidearm Pouch

Holds one handgun of any kind.
Mask: Description:
Gasmask.png
Gas Mask
Gas masks are available in ColMarTech Automated Closets for all marines. Does not protect the head in anyway.
Heat absorbent coif.png
Heat Absorbent Coif
A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.

Part of the marine uniform on snow planets.

Rebreather.png
Rebreather
A close fitting device that instantly heats or cools down air when you inhale it so it doesn't damage your lungs.

-->

Note:You have 45 points to spend on additional items.
Weapon: Description:
Weaponcase.png

VP78 Pistol

A restricted weapon case containing the VP-78, A massive, formidable automatic handgun chambered in 9mm squash-head rounds.
Vp78.png

VP-78 Pistol

VP78 Magazine.png

VP-78 Magazine (9mm)

VP78 Magazine.png

VP-78 Magazine (9mm)

Costs 15 points.

Weaponcase.png

SU-6 Smartpistol

A restricted weapon case containing the SU-6 Smartpistol, an IFF-based sidearm currently undergoing field testing in the Colonial Marines.
Smartpistol.png

SU-6 Smartpistol

SU6 Smart Pistol Magazine.png

SU-6 Smartpistol Magazine

SU6 Smart Pistol Magazine.png

SU-6 Smartpistol Magazine

M276 pattern SU-6 Smart pistol holster rig.png

M276 Pattern SU-6 Smart Pistol Holster Rig

Costs 15 Points.

Weaponcase.png

M79 Grenade Launcher

A restricted weapon case containing the M79 Grenade Launcher, A heavy, low-angle 40mm grenade launcher. It's been in use since the Vietnam War, though this version has been modernized with an IFF enabled micro-computer. The wooden furniture is, in fact, made of painted hardened polykevlon.
M79 grenade launcher.png

M79 Grenade Launcher

Star shell packet.png

Star Shell Packet

Hornet packet.png

Hornet Shell Packet

Hirr baton packet.png

HIRR Baton Slug Packet

Costs 30 points.

Note:You have 45 points to spend on additional items.
Weapon: Description:
Hedp packet.png

M40 HEDP High Explosive Packet

Contains three HEDP high explosive grenades.

Costs 20 points.

Hidp packet.png

M40 HIDP Incendiary Packet

Contains three HIDP incendiary grenades.

Costs 20 points.

Hpdp packet.png

M40 HPDP White Phosphorus Packet

Contains three HPDP white phosphorus grenades.

Costs 20 points.

Hsdp packet.png

M40 HSDP Smoke Packet

Contains three HSDP smoke grenades.

Costs 10 points.

Agm airburst packet.png

M74 AGM-Frag Airburst Packet

Contains three AGM-F airburst grenades.

Costs 15 points.

Agm incendiary airburst packet.png

M74 AGM-Incendiary Airburst Packet

Contains three AGM-I incendiary grenades.

Costs 15 points.

Agm smoke airburst packet.png

M74 AGM-Smoke Airburst Packet

Contains three AGM-S Smoke grenades.

Costs 15 points.

Hornet packet.png

M74 AGM-Hornet Airburst Packet

Contains four AGM-H hornet grenades.

Costs 15 points.

M20 mine box.png

M20 Mine Box

Contains three claymores. Can also be acquired via Requisitions or asking a Combat Technician if they have spare.

Costs 20 points.

Note:You have 45 points to spend on additional items.
Ammunition: Description:
M4RA-AP-mag.png
M4RA Armor Piercing Magazine
Costs:10 points
Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.
M39-AP-mag.png
M39 Armor Piercing Magazine
Costs:15 points
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M39-extended-mag.png
M39 Extended Magazine
Costs:15 points
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png

M41A Armor Piercing Magazine
Costs:15 points

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

M41A Extended Magazine
Costs:15 points

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M44-HR-SL.png
M44 Heavy speed Loader
Costs:15 points
Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
Note:You have 45 points to spend on additional items.
Extra Items: Description:
Webbing.png

Webbing
Costs:10 points

Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
Brown webbing vest.png

Brown Webbing Vest
Costs:15 points

Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Black webbing vest.png

Black Webbing Vest
Costs:15 points

Robust black synthcotton vest with lots of pockets. Has five slots.
MedicHud.png

SensorMate Medical HUD
Costs:15 points

When worn, allows you to see marines and other personnel's health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar's empty, the patient's dead - yet if they still have a little thunderbolt icon next to the bar, they can still be brought back to life with a defibrillator. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as 'wanted' with security HUD glasses).
RollerBed.png

Roller Bed
Costs:5 points

Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.
  • You can attach a body bag or a stasis bag onto a roller bed for faster transportation
  • To fold it, drag it to yourself when not occupied
Fulton Device.png

Fulton Device
Costs:5 points

A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.
B12 Pattern Personal Armour.png

B12 Pattern Armor
Costs:30 points

A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.
Stats:

Armor Melee = 25

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 25

Armor Bio = 25

Armor Slowdown = 0.55

Range Finders.png

Range Finder
Costs:10 points

A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile's Longitude and Latitude coordinates will be displayed in a pop up menu
Tactical Binoculars.png

Laser Designator
Costs:15 points

A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.

Laser Designators Different Modes:
  • Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tile's Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for Mortars and Orbital Bombardments
  • CAS Mode: After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target.


Large-gen-pouch.png

Large General Pouch
Costs:15 points

A general purpose pouch used to carry more small items and also magazines. Contains 3 slots.
Largemag-pouch.png

Large Magazine Pouch
Costs:15 points

Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.

Contains 4 slots.

Flame-pouch.png

Fuel Tank Strap Pouch
Costs:5 points

Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks
Shoulder Holster.png

Shoulder Holster
Costs:15 points

A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
H5 pattern M2132 machete scabbard.png

H5 Pattern M2132 Machete Scabbard
Costs:15 points

A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
Machete pouch.png

H6B pattern M2132 machete scabbard
Costs:15 points

A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.
Mini Extinguisher.png

Mini Extinguisher
Costs:5 points

A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
Motion Detector.gif

Motion Detector
Costs:15 points

The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode).


Motion Tracker Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the motion detector and then clicking on Toggle Range Mode.
  • Long Range: The motion detector will detect movement on your whole screen and further at a slow rate.
  • Short Range: The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
Data Detector.png

Data Detector
Costs:15 points

The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). This item is used by Intelligence Officers to provide intelligence points which can be spent on various things. You can switch modes with Alt+Click.
Data Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the Data Detector and then clicking on Toggle Range Mode.
  • Long Range: The Data Detector will detect movement on your whole screen and further at a slow rate.
  • Short Range: The Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.
Whistle.png

Whistle
Costs:5 points

A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it's in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.
Goggles.png

Welding Goggles
Costs:5 points

A pair of Welding Goggles. Goes on the eyes slot.
JTAC-Pamphlet.png

JTAC Pamphlet
Costs:15 points

A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.
Engineering-Pamphlet.png

Engineering Pamphlet
Costs:15 points

A pamphlet that grants +1 to the engineering and construction skills, allowing you to build barricades, dismantle walls, and more.
Powerloader-Pamphlet.png

Powerloader Certification
Costs:45 points

A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.
Largeshell-pouch.png

Large Shotgun Shell Pouch
Costs:10 points

It can contain more handfuls of shells, or bullets if you choose to for some reason.

A large shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason.

Contains 7 slots.

Rtobackpack.png

USCM Radio Telephone Pack
Costs:15 points

A heavy-duty pack, used for telecommunications between central command. Normally issued to Fireteam Leaders.
Note:You have 45 points to spend on additional items.
Radio Keys: Description:
Engineering key.png
Engineering Radio Encryption Key
Costs:5 points
An encryption key for a radio headset, Allowing you to access the engineering channel with :n.
Tactics key.png
Intel Radio Encryption Key
Costs:5 points
An encryption key for a radio headset, Allowing you to access the intel channel with :t.
JTAC key.png
JTAC Radio Encryption Key
Costs:5 points
An encryption key for a radio headset, Allowing you to access the JTAC channel with :j.
Supply key.png
Supply Radio Encryption Key
Costs:5 points
An encryption key for a radio headset, Allowing you to access the supply channel with :u.


Service Weapons

In Marine Quickstart Guide, M41A is recommended as the weapon of choice due to its versatility and ease of use. However, you may find other firearms more appealing to use. Below is a list of standard weapons to choose from, just click expand.

Basic Weapon List:
M4a3.png M4A3 Service Pistol M4a3.png M4A3mag.png High Supply Ammunition: M4A3-AP-mag.png
A reliable fallback weapon that uses 9mm handgun ammunition in a 12 round magazine.


Reloading:

If you have just vended the M4A3 Service Pistol, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.


After the magazine has either been auto-ejected or you have Eject-Magazine.png manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M4A3 Service Pistol to load the magazine in.


Attachments:

The attachments for this weapon can be viewed here.

M4A3mag.png

M4A3 Magazine:

Single Projectile. Average damage. Use on low armored targets for maximum effect.


M4A3-AP-mag.png

M4A3 Armor Piercing Magazine:

Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.


  • For a list of all available ammo types for this weapon head here.


44magnum.png M44 Combat Revolver 44magnum.png M44SL.png High Supply Ammunition: M44-MM-SL.png
Deals significantly more damage per round than the M4A3 at the cost of ammo capacity and recoil. It uses .44 rounds, usually held in speed loaders, and holds a maximum of 7 bullets. You can duel wield them but your accuracy will be heavily decreased.


Reloading:

Click the revolver with an empty hand to open the revolving cylinder, vend a fresh speed loader, click the revolver with the speed loader in your active hand, click the revolver again with an empty hand to close the revolving cylinder.


Attachments:

The attachments for this weapon can be viewed here.

M44SL.png

M44 Speed Loader:

Single Projectile. Average damage. Use on low armored targets for maximum effect.


M44-MM-SL.png

M44 Marksman Speed Loader:

Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.


  • For a list of all available ammo types for this weapon head here.



M41A Variants.gif M41A Pulse Rifle M41A Variants.gif M41Amag.png High Supply Ammunition: M41A-AP-mag.png
The USCMC's standard issue assault rifle. 99+1 capacity, safe/semi/4rb/auto firegroup, and integral USGL with 4+1 capacity. It might not be the fanciest hardware, but it'll kick outrageous amounts of ass if you know how.

Protip: Friendly fire hurts. Fold out the stock for less scatter.

M41Amag.png

M41A Magazine:

Single Projectile. Average damage. Use on low armored targets for maximum effect.


M41A-AP-mag.png

M41A Armor Piercing Magazine:

Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.


  • For a list of all available ammo types for this weapon head here.
M4RA.png M4RA Battle Rifle M4RA.png M4RAmag.png High Supply Ammunition: M4RA-AP-mag.png
An accurate battle rifle meant for fire support. It uses the same ammo as the M41A, but it does not come with burstfire capabilities nor compatible with most underbarrel attachments. It has a few unique attachments to enhance the rifle even further.


Reloading:

If you have just vended the M4RA Battle rifle, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.


After the magazine has either been auto-ejected or you have Eject-Magazine.png manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M4RA Battle Rifle to load the magazine in.


Attachments:

The attachments for this weapon can be viewed here.

M4RAmag.png

M4RA Magazine:

Single Projectile. Average damage. Use on low armored targets for maximum effect.


M4RA-AP-mag.png

M4RA Armor Piercing Magazine:

Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.


  • For a list of all available ammo types for this weapon head here.



Flamethrower.png M240A Incinerator Unit Flamethrower.png IncineratorTanks.png High Supply Ammunition: IncineratorTanks.png
The incinerator is good at incinerating hostiles and clearing unwanted vegetation with a moderate range of 5 tiles. Squad Leaders may hand out the two incinerators that are in their vendor (with 8 fuel tanks in total). Welder fuel is weaker than the original thick sticky napthal fuel that the incinerators start with. More incinerators can be ordered from requisitions.


Reloading:

Incinerator Units can only be refuelled once a tank is completely out of fuel. Once emptied, pull out the Incinerator TankIncineratorTanks.pngby either unloading the weapon or clicking the incinerator unit with an empty hand, then clicking on a fuel tank, welder pack or welding tank with the tank in your hand. Once refuelled just click on the incinerator unit with the fresh tank.


Attachments:

The attachments for this weapon can be viewed here.

IncineratorTanks.png

Incinerator Tank:

Ultra-Thick Nepathal fuel that can stick to anyone. Effective in Area Denial situations. Has a chance of burning anyone on contact with the flames on each tic. Holds one hundred (100) units worth of napthal fuel.

IncineratorTanks Gel.png

Large Incinerator Tank (Gel):

A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds two hundred (200) units worth of gel fuel.


Your Skills

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Master
Expert
Specially Trained
Trained
Medical Surgery
Master
Expert
Specially Trained
Trained
Construction Engineering JTAC Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research Navigation Execution
Trained
Smartgun M5-RPG M4RA Battle Rifle M42A Scoped Rifle M92 Grenade Launcher M240-T Incinerator



To find out about how the skill system works head over to the skills system page.


Tips