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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.
Automated Closet
Belt: | Description: |
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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 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.
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Pouch: | Description: | ||||
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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 General Pouch |
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. | ||||
Flare Pouch |
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. | ||||
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 on the Almayer and Dropships.
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Large Pistol Magazine Pouch |
Holds 6 pistol magazines. | ||||
Sidearm Pouch |
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol. | ||||
Machete Pouch |
A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot. | ||||
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: |
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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 |
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines. |
Brown Webbing Vest |
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. |
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. |
Automated Equipment Rack
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.Equipment: | Description: | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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.
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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. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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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.
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Magazine: | Description: |
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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: | ||||
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Laser Sight |
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Red Dot Sight |
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S6 Reflex Sight |
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Weapon: | Description: |
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Contains three HEDP high explosive grenades.
Costs 30 points. | |
Contains three HIDP incendiary grenades.
Costs 30 points. | |
Contains three HPDP white phosphorus grenades.
Costs 30 points. | |
Contains three HSDP smoke grenades.
Costs 15 points. | |
Contains three AGM-F airburst grenades.
Costs 20 points. | |
Contains three AGM-I incendiary grenades.
Costs 20 points. | |
Contains four AGM-H hornet grenades.
Costs 20 points. | |
Contains five claymores. Can also be acquired via Requisitions or asking a Combat Technician if they have spare.
Costs 20 points. |
Extra Items: | Description: | |
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Roller Bed |
Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.
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Fulton Device |
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 Finder |
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 | |
Laser Designator |
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.
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Large General Pouch |
A general purpose pouch used to carry more small items and also magazines. Contains 3 slots. | |
Large Magazine Pouch |
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. | |
Fuel Tank Strap Pouch |
Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks | |
Mini Extinguisher |
A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher. | |
Whistle |
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 |
A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars. | |
Engineering Pamphlet |
A pamphlet that grants +1 to the engineering and construction skills, allowing you to build barricades, dismantle walls, and more. | |
Powerloader Certification |
A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader. | |
Large Shotgun Shell Pouch |
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: |
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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
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To find out about how the skill system works head over to the skills system page.