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Smartgunner

From CM-SS13 - Wiki
MARINE
USCM SG.png
Smartgunner Smartgunner icon.png
Difficulty: Medium
Supervisors: Squad Leader
Rank: Lance Corporal / Corporal / Sergeant
Duties: Stay behind marines, fire past friendlies and into the enemy.
Guides: Bullet Paths and Friendly Fire
Unlock Requirements: Five hours as any squad role.
Detailed Description:
|__________|
Your job is to provide heavy weapons support.
|__________|


"LET'S ROCK!" ―Pvt. Vasquez, Aliens

While most of the Marines can put their Pulse Rifles on burst and keep shooting, that may not be enough. You are the Smartgunner, filling the futuristic role of the automatic rifleman, using your heavy machinegun to provide suppression, overwatch, fire support and turn your enemies into swiss cheese.

Smartgunner

Like the Weapons Specialist, you'll have access to a heavy weapon -- in your case, it's the M56 Smart Gun. Smartgunners are expected to not only employ their special gear but also their greater understanding of tactics. Smartgunners hold the rank of Corporal, putting them a cut above the typical Rifleman and other of their support members. Like all marines, the Smartgunner's weapon is treated as an extension of themselves, and as such, Smartgunners know their firearm, inside and out.


Surplus Vendor.png Automated Closet Surplus Vendor.png


Equipment: Description:
Jumpsuit.png
USCM Marine Uniform
A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.
Boots.png
USCM Combat Boots
Standard issue combat boots used by the USCM for combat situations.
M10 pattern marine helmet.png
M10 Pattern Marine Helmet
Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad's actions from aboard the Almayer.


Addendum: "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20

Squad Gloves.gif
USCM Combat Gloves
Standard issue marine tactical gloves.
Headset.png
USCM Headset
Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles.
MRE.png
MRE
Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.
Belt: Description:
M802 Pattern Smartgunner rig.png
M802 Pattern Smartgunner Sidearm Belt
The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.

Contains 2 smartgun drums, 1 M4A3 Pistol and 1 M4A3 Hollow Point magazine.

M280 Smartgunner Drum Belt.png
M280 Pattern Smartgunner Drum Belt
The M280 is a more specialized version of the M802 belt, Being able to carry only smartgunner drums however, able to carry more of them than the M802.

Contains 2 smartgun drums.


Pouch: Description:
Medmag-pouch.png
Magazine Pouch
Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots.
Medium-gen-pouch.png
Medium General Pouch
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.
Flare-pouch.png
Flare Pouch
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
Aid-pouch.png
First-Aid Pouch
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.


Ointment.png

Ointment

Tramadol Injector.png

Pain-stop autoinjector

Tricord.png

First-aid autoinjector

Gauze.png

Gauze

Pistol-mag-pouch-large.png
Large Pistol Magazine Pouch
Holds 6 pistol magazines.
Pistol-pouch.png
Sidearm Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Machete pouch.png
Machete Pouch
A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.
Sling pouch.png
Sling Pouch
Keeps a single item attached to a strap, Can contain either an etool or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.
Accessories: Description:
Shoulder Holster.png

Shoulder Holster

A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
Webbing.png
Webbing
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
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
Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.
Mask: Description:
Gasmask.png
Gas Mask
Gas masks are available in ColMarTech Automated Closets for all marines. Does not protect the head in anyway.


SmartGun.png Automated Equipment RackSpec.png

Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.
Equipment: Description:
SmartGun.png
M56 Smartgun

The most complicated weapon available to a marine. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with full auto capabilities. The coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to lift.


To reload the smartgun you must first open the top cover by clicking the ALT key on your keyboard while clicking on the smartgun and then replacing the magazine. You must then close the cover to be able to shoot it again.


Very few marines have training in the M56 Smartgun system. Among them are you, the Commanding Officer, and the Corporate Smartgunners.


Smartgun Modes: Description:
Accuracy Improvement Modifies the smartgun to fire more accurately at targets.

Power usage: Low

Ammo Type Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.

Power usage: None

Auto Fire Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.

Power usage: High

Lethal Mode Toggles the ability for the smartgun's bullets to hit friendlies or not.

Forces it to use High Precision rounds. Power usage: None

Motion Detector Toggles the inbuilt motion detector that scans the area for hostiles.

Power usage: Low

Recoil Compensation Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.

Power usage: Low

Stats:

Recoil Wielded: 1

Recoil Unwielded: N/A

Scatter Minimum": 3

"Scatter Maximum": 8

Firerate: 400 RPM

Accuracy Multiplier Wielded: 1.05

Accuracy Multiplier Unwielded: 1

Base Accuracy: 5


The smartgun has ramping scatter, and will reach its maximum scatter after 80 rounds are fired.

Ammunition:
SGPowerCell.png

DV9 Battery

Capacity: 10000

Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself.
Smartgun Drum.png

Smartgun Drum

Capacity: 500

Damage: 30 or 20

Max Range: 12

Fall off: 0.8

Penetration: 0 or 40

Punch: 0.5 or 1

Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. Click on the smartgun with the Drum magazine. Once loaded in you'll be able to fire five hundred rounds (500) without stopping.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness (Default - Cannot be removed)

Mountedflash.pngRail Flashlight

Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 30 27 24 18 15 12 9 6 3 1 0
Armor Piercing 20 20 20 20 20 20 20 20 20 18 14
M42scoutsight.png
M56 Head Mounted Sight
A headset and goggles system for the M56 Smartgun. Has a low-res short range imager, allowing for view of terrain. Note that you have the smartgun in your inventory first then you can equip the head mounted sight in your eye slot.
SGPowerCell.png
DV9 Battery
A standard-issue 9-volt lithium dry-cell battery, most commonly used within the USCMC to power smartguns. Per the manual, one battery is good for up to 50000 rounds and plugs directly into the smartgun's power receptacle, which is only compatible with this type of battery. Various auxiliary modes usually bring the round count far lower. While this cell is incompatible with most standard electrical system, it can be charged by common rechargers in a pinch. USCMC smartgunners often guard them jealously.


Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself.

M56 Combat Harness.png
M56 Combat Harness
An M56 Combat Harness is specially made for Smartgunners and is required for use of the M56 Smartgun system. Takes up the suit slot and the backpack slot.

This armor is worn by Smartgunners.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.35

Magazine: Description:
Smartgun Drum.png
Smartgun drum
Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. First you must toggle the reload mode in the Smartgun tab and click on the smartgun with the Drum magazine. You must have an empty belt slot in order to use the drum magazine. Once done, you'll be able to fire five hundred rounds (500) without stopping.

Three are provided for free in the M56 Smartgun kit when vended, and more are available from Requisitions.

Attachment: Benefits: Drawbacks:
Laser Sight

Laser sight.png

Wielded:
  • Decreases scatter by 1
One Handed:
  • Decreases scatter by 2
  • Decreases the accuracy penalty when moving by 1
Both:
  • Increases accuracy by 5%
Both:
  • None.
Red Dot Sight

Reddot.png

Wielded:
  • Increases accuracy by 20%
One Handed:
  • Increases accuracy by 5%
One Handed:
  • Increases the accuracy penalty when moving by 1
S6 Reflex Sight

Reflex.png

Wielded:
  • Increases accuracy by 15%
One Handed:
  • Increases accuracy by 5%
Both:
  • Decreases scatter by 1
  • Decreases burst scatter by 1
One Handed:
  • Increases the accuracy penalty when moving by 1
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 30 points.

Hidp packet.png

M40 HIDP Incendiary Packet

Contains three HIDP incendiary grenades.

Costs 30 points.

Hpdp packet.png

M40 HPDP White Phosphorus Packet

Contains three HPDP white phosphorus grenades.

Costs 30 points.

Hsdp packet.png

M40 HSDP Smoke Packet

Contains three HSDP smoke grenades.

Costs 15 points.

Agm airburst packet.png

M74 AGM-Frag Airburst Packet

Contains three AGM-F airburst grenades.

Costs 20 points.

Agm incendiary airburst packet.png

M74 AGM-Incendiary Airburst Packet

Contains three AGM-I incendiary grenades.

Costs 20 points.

Hornet packet.png

M74 AGM-Hornet Airburst Packet

Contains four AGM-H hornet grenades.

Costs 20 points.

M20 mine box.png

M20 Mine Box

Contains five 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.
Extra Items: Description:
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.
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
Mini Extinguisher.png

Mini Extinguisher
Costs:5 points

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

Using your Smartgun

To be able to use your smartgun, you must equip all the necessary components in the kit.

  • Your armor allows you to equip your smartgun.
  • The battery contains all of your power, your smartgun comes with one fully powered with a spare for you.
  • The M56 eye piece allows for low level night vision, allowing you to see into the dark.
  • Your smartgun requires Smartgun Drums in order to fire.

The battery contains the power for the smartgun. The gun needs power in order to function and for you to be able to fire it. The smartgun has in-built abilities that enhance the smartgun's overall performance. Each ability listed below shows exactly what they do, but each one requires power to be able to function properly. Each ability that is toggled on, stacks in power consumption. The powerpack only uses power when the smartgun has fired. In the case of the motion tracker and auto fire ability, power is used when it is activated. Your ammunition comes from your Smartgun Drums.

Smartgun Modes: Description:
Accuracy Improvement Modifies the smartgun to fire more accurately at targets.

Power usage: Low

Ammo Type Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.

Power usage: Low

Auto Fire Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.

Power usage: High

Lethal Mode Toggles the ability for the smartgun's bullets to hit friendlies or not.

Power usage: None

Motion Detector Toggles the inbuilt motion detector that scans the area for hostiles.

Power usage: Low

Recoil Compensation Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.

Power usage: Low

Tactics

As a verified badass in the USCM, you'll want to employ tactics in combat which may end up saving your life, or the life of others. The tactics you use as a smartgunner boil down to use the Smartgun's IFF tracking to your advantage. What is meant by this is that you shouldn't enter any room as the point man, You should always be behind the point man, and potentially riflemen as you can fire past them and into the enemy if they try and attack. Your rank as the Smartgunner is Lance Corporal [LCPL] this means that you can order the standards around and pull rank in certain situations, keep in mind that your orders can be overturned by the Specialist/Squad Leader.


Being a Smartgunner is a crucial support role due to how you fundamentally can't friendly fire meaning that if your squadmate gets pounced or tackled two marines in front of you, you can still fire directly at the aliens attacking. This is mostly how smartgunner should be played, and you're a support role, not a point man. Your sole purpose is to fire past friendlies and into the enemy.

Your Skillset

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.