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Difficulty: Medium Supervisors: Squad Leader Rank: Lance Corporal [Under 10hrs] / Corporal [10hrs] / Sergeant [70hrs] Duties: Employ special weapons, explosives and equipment. Guides: None Unlock Requirements: Five hours as any squad role. Detailed Description: Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad's prep room. You are the very rare and valuable weapon expert, trained to use special equipment. |__________| |
"Independently targeting particle beam phalanx. Vwap! Fry half a city with this puppy. We got tactical smart missiles, phased plasma pulse rifles, RPGs, we got sonic electronic ball breakers! We got nukes, we got knives, sharp sticks... " ―Pvt. Hudson, Aliens
Some drops, you kick in the door and find out that the distress call was a false alarm. Other days you drop in and clear the problem and move on. Some drops, you gotta kill the whole damn planet. That's where you (the Specialist) come in. Each squad is deployed with a single specialist trained in the use of a squad support weapon. These range from the M42A Scoped Rifle to the devastating M5 RPG.
The Person with the Big Guns (Intro)
As the Squad's Weapon Specialist, you have access to a variety of heavier weapons than your squadmates, and are expected to understand when and when not to deploy them. Specialists are expected to not rely on their special gear but his or her greater understanding of tactics. Specialists are generally promoted during boot camp from marines who show an aptitude for leadership and tactical skills. Like all marines, the specialist's weapon is treated like an extension of themselves and as such, specialists know their chosen firearm, inside and out.
Equipment
The Weapons Specialist has their own ready-room within their squad's larger bay. It contains a single locker and vendor. The locker contains the same gear as any other marine's, however the Weapons Vendor is specific to the Specialist; it will not work without proper access. Among the other supplies it vends is the ability to vend a single specialist kit of your choice. It also contains a webbing and pouches to carry more ammo and pocket-sized equipment on the move. Keep in mind you can only use the specialist kit you choose.
Automated Closet
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Specialist Loadouts
Scout Loadout
The Scout Loadout contains the M4RA Custom Battle Rifle, a mid powered battle rifle with 4 A19 magazines, 2 Incendiary magazines, 2 Impact magazines and a VP78 sidearm with three magazines. The loadout also comes equipped with a set of custom armor that allows better movement speed. Finally the loadout is equipped with two sticks of C4 and a prototype backworn Cloak that can render the user nearly invisible for an indefinite period of time. You are unable to use weapons while cloaked.
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M4RA Custom Battle Rifle |
This is a further improvement upon the already rock-solid M4RA. Made by the USCM armourers on Chinook station - This variant of the M4RA has a specifically milled magazine well to accept A19 rounds. It sports a light-weight titanium-alloy frame, better responsive to the heavy kick of the tailor-made A19 rounds. Though compatible with the standard M4RA magazines and rounds, they do less damage than its regular counterpart.
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VP78 Pistol |
A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.
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Scout Tactical Binoculars |
A modified version of tactical binoculars with an advanced laser targeting function. 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. This one acquires targets and co-ordinates much faster than the normal ones.
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M68 Thermal Cloak |
The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefinite amount of time. A fire extinguisher or acid sprayed at you will make you visible. Required to be worn over the M3-S Light Armor and Helmet and equipped like a backpack in your inventory. To cloak yourself, go to the Scout tab and click Activate-Cloak , you may also assign a Macro to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. While cloaked, the user is unable to use their weapons of any kind.
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M3-S Light Armor |
A custom modified set of M3 Armor designed for recon missions. Allows more mobility for the wearer. Must be worn to put on the M68 Thermal Cloak.
This armor is worn by the Scout Specialist.
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M3-S Helmet |
A custom helmet from the M3 series designed to be light weight and used for recon missions. Provides some head protection and two small inventory slots. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
M4RA Battle Sight |
A headset and night vision goggles system for the M4RA Battle Rifle. Allows highlighted imaging of surroundings. Click it to toggle. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
C4 Explosive Charge |
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Combat Technicians and Responders. C4 is primarily used for quickly breaking into secure buildings, but its 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. Combat Engineers and Squad Leaders start with 1 in their vendor though they can buy additional blocks for 5 points, Demolition Specialists and Scout Specialists start with 2 in their crate. Anyone with Trained level of engineering can plant C4. |
Sniper Loadout
The Sniper Loadout contains the M42A Scoped Rifle, a high powered sniper rifle with one marksman magazine, one Incendiary magazine and one flak magazine as well as the VP78 Pistol, with two magazines. Lastly the sniper loadout comes with standard binoculars, along with the standard M3 sniper smock, ghillie suit, ghillie coif, scoutsight and face paint.
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M42A Scoped Rifle |
A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.
This is only available for Specialists using the Sniper Loadout.
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VP78 Pistol |
A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.
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M3 Sniper's Smock |
A specially designed smock with pockets for all your sniper needs. Has the capacity of the backpack, but works like a satchel. Wear on back. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
M45 Ghillie Helmet |
A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
M45 Pattern Ghillie Armor |
A lightweight ghillie camouflage suit, used by USCM snipers on recon missions. Very lightweight and surprisingly very protective.
Can allow the user to blend in with their surroundings and give more precise and lethal shots. This armour is worn by the Sniper Specialist and their spotter.
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M42 Scout sight |
A headset and night vision goggles system for the M42 Scoped Rifle. Allows highlighted imaging of surroundings. Click it to toggle. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Spotter Kit |
A spotter kit that allows a regular rifleman to be able to spot targets for you. They get night vision goggles that are the same as yours, and special binoculars that can only be used by them. These binoculars function as laser designators, but can also be used to mark a target for Aimed Shot. A marked target will have a circle appear around them, and using Aimed Shot on a marked target will take half as long.
Contains the following:
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Heavy Grenadier Loadout
This Loadout contains both the M92 Grenade Launcher and it's grenade belt. The M92 is a midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to six grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler.
In addition, this loadout also contains the M3-G4 Personal Armor. This armor consists of the chestpiece and auxillary protectors, a helmet, and gauntlets. This armor has the best personal protection of any armor the Marines can get; it has a very high armor value and explosion resistance. In addition, the helmet is incredibly ballistic-resistant, and it does provide some heat-proofing as well.
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M92 Grenade Launcher |
The grenade launcher is a two-handed weapon that can hold and fire up to six grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien. Comes loaded with five HE grenades. One extra spot is available for grenades.
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M3-G4 Helmet |
A heavy, reinforced helmet from the M3 series of armor which protects more of the face, as well as enduring some facehugger latches. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
M3-G4 Grenadier Armor |
A custom set of M3 armour packed to the brim with padding, plating, and every other form of ballistic protection under the sun. Being much heavier than the other armour types, it's able to allow the wearer to stand and counter against alien pounce attempts from the front. This armour is worn by Heavy Grenadier Specialists
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M276 pattern M40 Grenade rig MK. II |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry 18 M40 Grenades. You spawn with one of these inside your heavy grenadier case. These fit on your belt slot if you wish to carry grenades like that.
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VP78 Pistol |
A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.
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A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. |
Demolitionist Loadout
This Loadout contains plastic explosive, and a devastatingly powerful rocket launcher known as the M5 RPG, capable of loading the most powerful -and dangerous - pieces of ordnance available to marine infantry in the form of either high explosive, armor piercing or white phosphorus rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target, with the WP rockets igniting the tile it hits, turning that tile and the tiles surrounding into all-consuming blue fire that can kill quickly. Unlike the grenade launcher, M5 RPG ammo is more scarce, as well as the M5 RPG being more unwieldy and only holding a single rocket at a time, needing to be reloaded in-between each shot.
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M5 RPG |
A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer's M5 RPG model is reusable, but lacks an auto-tracking feature. By default, the M5 RPG comes loaded with an HE rocket. This is only available for Specialists using the Demolitionist Loadout.
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VP78 Pistol |
A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.
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M3-T Light Armor |
A custom set of M3 armor designed for users of long ranged explosive weaponry.
This armor is worn by the Demolitionist Specialist
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M22 Rocket Bags |
Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 its 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. Combat Engineers and Squad Leaders start with 1 in their vendor though they can buy additional blocks for 5 points, Demolition Specialists and Scout Specialists start with 2 in their crate. Anyone with Trained level of engineering can plant C4. |
Pyrotechnician Loadout
This loadout contains the M240-T Incinerator which utilises two experimental fuel types to give it an edge over any foe the user encounters. The Pyrotechnician also comes in with highly flame-retardant armor that can brave through flames more than any armor that the user can offer. The loadout is best either for AoD (Area of Denial) or for slow pushes.
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M240-T Incinerator |
A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it's compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240's Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refueling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.
It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.
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M35 Helmet |
A custom helmet from the M3 series designed to be highly flame retardant. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
M35 Armor |
A custom piece of M3 armor designed to be highly flame retardant. Has an activate-able ability called "Fire Walk" which allows the user to walk through flames unharmed for 6 seconds with a 15 second cooldown. In order to activate fire walk yourself, go to the Pyro tab and click Activate-Fire-Shield , you may also assign a Macro to toggle the ability as well.
Allows the user to also walk through fire without being set on fire even when Fire Walk is not activated. Though you'll still take damage from the fire. This armor is worn by the Pyrotechnician Specialist.
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Broiler-T flexible refueling system |
A specialized back harness that carries the Broiler-T flexible refueling system. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
VP78 Pistol |
A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.
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Your Skillset
Which Specialist Weapon You Have Training For Depends On Which Set You Select.
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To find out about how the skill system works head over to the skills system page.
Guides
Guide to being Special (AKA a Spec Guide) Somewhat Outdated - by Grentex
Muffin's Specialist Sniper Guide - By Sargeantmuffinman