MARINE
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Weapons Specialist
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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.
You can serve a variety of roles, so choose carefully. |__________|
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"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.
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.
Equipment:
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Description:
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M4RA Custom Battle Rifle
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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.
Stats:
Recoil Wielded: 1
Recoil Unwielded: 4
Scatter Wielded: 0.1
Scatter Unwielded: 7
Burst Scatter Multiplier: 3
Burst Amount:2
Effective Range: N/A
Firerate: 120 RPM
Burst Firerate: 141 RPM
Accuracy Wielded: 20
Accuracy Unwielded: 10.4
Minimum Accuracy: 4
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Ammunition:
A19 High Velocity Magazine
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Capacity: 18
Damage: 60
Max Range: 22
Fall off: 0
Penetration: 35
Punch: 0.5
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Holds eighteen (18) 10x24mm high velocity rounds.
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A19 High Velocity Incendiary Magazine
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Capacity: 18
Damage: 44
Max Range: 22
Fall off: 0
Penetration: 25
Punch: 0.5
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Holds eighteen (18) 10x24mm high velocity Incendiary rounds. Will set ablaze any and all targets hit with this round.
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A19 High Velocity Impact Magazine
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Capacity: 18
Damage: 44
Max Range: 22
Fall off: 0
Penetration: 50
Punch: 0.5
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Holds eighteen (18) 10x24mm high velocity Impact rounds. Will knockback and stun most targets hit with this round or staggering them.
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M4RA Magazine
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Capacity: 25
Damage: 44
Max Range: 24
Fall off: 0
Penetration: 5
Punch: 0.5
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A magazine of standard 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm rifle rounds.
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M4RA Extended Magazine
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Capacity: 35
Damage: 44
Max Range: 24
Fall off: 0
Penetration: 5
Punch: 0.5
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An extended magazine of 10x24mm rounds for use in the M4RA battle rifle. Holds thirty five (35) 10x24mm rifle rounds. Available through the black market crates.
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M4RA AP Magazine
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Capacity: 25
Damage: 33
Max Range: 24
Fall off: 0
Penetration: 40
Punch: 0.5
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A magazine of armour-piercing 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm armour piercing rifle rounds.
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M4RA Incendiary Magazine
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Capacity: 25
Damage: 33
Max Range: 22
Fall off: 0
Penetration: 5
Punch: 0.5
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A magazine of incendiary 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
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Damage versus Armor:
Armor Value |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50
|
High Velocity |
60 |
60 |
60 |
60 |
60 |
60 |
60 |
60 |
55 |
50 |
45
|
A19 Incendiary |
44 |
44 |
44 |
44 |
44 |
44 |
40 |
36 |
33 |
25 |
21
|
Impact |
44 |
44 |
44 |
44 |
44 |
44 |
44 |
44 |
44 |
44 |
44
|
Regular |
44 |
44 |
40 |
36 |
33 |
25 |
21 |
17 |
13 |
10 |
7
|
Armor Piercing |
33 |
33 |
33 |
33 |
33 |
33 |
33 |
33 |
33 |
30 |
27
|
Incendiary |
33 |
33 |
30 |
27 |
21 |
17 |
14 |
11 |
8 |
5 |
2
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High Explosive Armor Piercing |
60 |
60 |
60 |
60 |
60 |
60 |
60 |
60 |
60 |
55 |
50
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VP78 Pistol
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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.
Stats:
Recoil Wielded: 1
Recoil Unwielded: 2
Scatter Wielded: 4
Scatter Unwielded: 3
Burst Scatter Multiplier: 5
Burst Amount: 3
Effective Range: 4
Firerate: 85 RPM
Burst Firerate: 124 RPM
Accuracy Wielded: 6
Accuracy Unwielded: 6
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Ammunition:
VP78 Magazine
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Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
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Holds eighteen (18) 9mm squash-head pistol rounds.
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VP78 Incendiary Magazine
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Capacity: 18
Damage: 35
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
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Holds eighteen (18) 9mm Incendiary squash-head pistol rounds. Will set ablaze any and all targets hit with this round.
Not currently obtainable.
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VP78 Cluster Magazine
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Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
Cluster stack: 2
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Holds eighteen (18)) 9mm cluster squash-head pistol rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.
Not currently obtainable.
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VP78 Wall Piercing Magazine
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Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 50
Punch: 0.5
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Holds eighteen (18) 9mm Wall Piercing squash-head pistol rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
Not Currently Obtainable.
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VP78 Toxin Magazine
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Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
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Holds eighteen (18) 9mm Toxin squash-head pistol 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.
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Damage versus Armor:
Armor Value |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50
|
Regular |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Incendiary |
35 |
35 |
35 |
35 |
35 |
35 |
35 |
31 |
28 |
22 |
18
|
Toxin |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Cluster |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Wall Piercing |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45
|
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Scout Tactical Binoculars
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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.
Tactical Binocular Different Modes:
- Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tiles Longitude and Latitude coordinates will be displayed in chat. 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.
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M68 Thermal Cloak
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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
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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.
Stats:
Armor Melee = 25
Armor Bullet = 20
Armor Bomb = 15
Armor Internal Damage = 20
Armor Bio = 20
Armor Slowdown = 0.35
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M3-S Helmet
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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.
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M4RA Battle Sight
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A headset and night vision goggles system for the M4RA Battle Rifle. Allows highlighted imaging of surroundings. Click it to toggle.
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C4 Explosive Charge
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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.
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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 the standard M3 sniper smock, ghillie suit, ghillie coif, scoutsight and face paint.
Equipment:
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Description:
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M42A Scoped Rifle
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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.
Abilities:
Aimed Shot
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A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.
To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you'll be able to fire it.
The time to lock on is cut in half by aiming at a spotted target or using a laser, and with both it will be 65% faster.
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Toggle Laser
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A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 50% faster without a spotter, and 15% faster with a spotter mark.
Once activated, it will automatically trigger when you use Aimed Shot on a target.
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Stats:
Recoil Wielded: 1
Recoil Unwielded: N/A
Scatter Wielded: 0.1
Scatter Unwielded: N/A
Burst Scatter Multiplier: N/A
Burst Amount: N/A
Firerate: 37 RPM
Burst Firerate: N/A
Accuracy Multiplier Wielded: 3.08
Accuracy Multiplier Unwielded: 0.63
Base Accuracy: 44
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Ammunition:
M42A Marksman Magazine
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Capacity: 15
Damage: 70
Max Range: 32
Fall off: 0
Penetration: 50
Punch: 0.5
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Holds fifteen (15) 10x28mm Caseless sniper rounds.
Aimed Shot: 210 Damage.
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M42A Flak Magazine
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Capacity: 15
Damage: 54
AOE Damage:54
Max Range: 32
Fall off: 0
Penetration: 0
Punch: 0.5
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Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will have an Area of Effect, hitting other nearby targets near the original.
Aimed Shot: 108 Damage, slow down and no flak AOE.
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M42A Incendiary Magazine
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Capacity: 15
Damage: 61
Max Range: 32
Fall off: 0
Penetration: 23
Punch: 0.5
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Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.
Aimed Shot: 61 Damage and Maximum Fire Stack.
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Damage versus Armor:
Armor Value |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50
|
Marksman |
70 |
70 |
70 |
70 |
70 |
70 |
70 |
70 |
70 |
70 |
70
|
Incendiary |
60 |
60 |
60 |
60 |
60 |
54 |
49 |
45 |
40 |
31 |
26
|
Flak |
55 |
50 |
45 |
41 |
32 |
27 |
23 |
19 |
15 |
12 |
8
|
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VP78 Pistol
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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.
Stats:
Recoil Wielded: 1
Recoil Unwielded: 2
Scatter Wielded: 4
Scatter Unwielded: 3
Burst Scatter Multiplier: 5
Burst Amount: 3
Effective Range: 4
Firerate: 85 RPM
Burst Firerate: 124 RPM
Accuracy Wielded: 6
Accuracy Unwielded: 6
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Ammunition:
VP78 Magazine
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Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
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Holds eighteen (18) 9mm squash-head pistol rounds.
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VP78 Incendiary Magazine
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Capacity: 18
Damage: 35
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
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Holds eighteen (18) 9mm Incendiary squash-head pistol rounds. Will set ablaze any and all targets hit with this round.
Not currently obtainable.
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VP78 Cluster Magazine
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Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
Cluster stack: 2
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Holds eighteen (18)) 9mm cluster squash-head pistol rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.
Not currently obtainable.
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VP78 Wall Piercing Magazine
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Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 50
Punch: 0.5
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Holds eighteen (18) 9mm Wall Piercing squash-head pistol rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
Not Currently Obtainable.
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VP78 Toxin Magazine
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Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
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Holds eighteen (18) 9mm Toxin squash-head pistol 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.
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Damage versus Armor:
Armor Value |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50
|
Regular |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Incendiary |
35 |
35 |
35 |
35 |
35 |
35 |
35 |
31 |
28 |
22 |
18
|
Toxin |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Cluster |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Wall Piercing |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45
|
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M3 Sniper's Smock
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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.
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M45 Ghillie Helmet
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A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.
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M45 Pattern Ghillie Armor
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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.
Abilities:
Prepare Position
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An activatable ability that allows the user to camouflage themselves. After 4 seconds uninterrupted by anything, enter a cloak-like state. You will be granted IFF protection against friendly bullets as well as allowing anyone to walkthrough you. The user becomes near-invisible when activated. Moving breaks the cloak entirely, and shooting make you more slightly visible for 5 seconds. The shooting visibility debuffs stack and only resets once you stop firing for 5 seconds to slowly fade back into near-invisibility.
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Stats:
Armor Melee = 20
Armor Bullet = 20
Armor Bomb = 15
Armor Internal Damage = 20
Armor Bio = 25
Armor Slowdown = 0.35
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M42 Scout sight
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A headset and night vision goggles system for the M42 Scoped Rifle. Allows highlighted imaging of surroundings. Click it to toggle.
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Spotter Kit
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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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Anti-Material Sniper Loadout
The Anti Material Sniper Loadout contains the XM43E1 Anti-Material Rifle, an Anti-Material rifle with two marksman magazine, as well as the VP78 Pistol, with two magazines. Lastly the sniper loadout comes with the standard M3 sniper smock, ghillie suit, ghillie coif, scoutsight and face paint.
Equipment:
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Description:
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XM43E1 Anti-Material Rifle
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An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless.
This weapon can punch through thin metal plating and walls, though it'll lose most of its lethality in the process. It can even work for demolitions, with experienced users known to disassemble segments of solid, reinforced walls in the field with just a single standard magazine of 10x99mm. In lieu of explosives or an engineer, they instead use each of the 8 shots to break down vital structural supports, taking the wall apart in the process.
This is only available for Specialists using the Anti-Material Sniper Loadout.
Abilities:
Aimed Shot
|
A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.
To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you'll be able to fire it.
The time to lock on is cut in half by aiming at a spotted target or using a laser, and with both it will be 65% faster.
|
Toggle Laser
|
A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 50% faster without a spotter, and 15% faster with a spotter mark.
Once activated, it will automatically trigger when you use Aimed Shot on a target.
|
Stats:
Recoil Wielded: 6
Recoil Unwielded: N/A
Scatter Wielded: 0.1
Scatter Unwielded: N/A
Burst Scatter Multiplier: N/A
Burst Amount: N/A
Firerate: 18 RPM
Burst Firerate: N/A
Accuracy Multiplier Wielded: 3.08
Accuracy Multiplier Unwielded: 0.63
Base Accuracy: 44
|
Ammunition:
XM43E1 Marksman Magazine
|
Capacity: 8
Damage: 125
Max Range: 32
Fall off: 0
Penetration: 50
Punch: 0.5
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A magazine of caseless 10x99mm anti-materiel rounds, capable of penetrating through most infantry-level materiel. Depending on what you hit, it might even have enough energy to wound anything behind the target.
Aimed Shot: 210 Damage.
|
Damage versus Armor:
Armor Value |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50
|
Anti-Material Sniper Bullet |
125 |
125 |
125 |
125 |
125 |
125 |
125 |
125 |
125 |
125 |
125
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Unique Mechanics
Unlike the standard M42A sniper rifle, the XM43E1 does not have unique ammunition types. In exchange, it has unique aimed shot and ammunition mechanics.
XM43E1 rounds are capable of penetrating through targets and through cover such as walls or resin. Over distance, the maximum penetration power decreases, alongside losing damage through targets penetrated - 20% for smaller xenomorphs, and 60% for all walls or large xenomorph castes hit by the round.
The XM43E1 also does percentage damage, rather than flat damage - visible on the chart below for different types of xenomorph. The damage is based off of current health rather than off of total maximum health, alongside a per-shot scaling system that is dependant on how many times a target has been aimed shot prior. For the first aimed shot against a target, it will do only 50% damage - with the second doing 75% total damage, and the third shot doing 100% damage. Once the third shot multiplier has been reached, it will not be reset unless an aimed shot is used on another target - normal shots are fine.
|
Damage Against Xenomorphs |
Runner and Defender |
Standard Xenomorph |
Large Xenomorph
|
Aimed Shot Damage |
200 + 10% of current health |
200 + 20% of current health |
125 + 30% of current health
|
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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.
Stats:
Recoil Wielded: 1
Recoil Unwielded: 2
Scatter Wielded: 4
Scatter Unwielded: 3
Burst Scatter Multiplier: 5
Burst Amount: 3
Effective Range: 4
Firerate: 85 RPM
Burst Firerate: 124 RPM
Accuracy Wielded: 6
Accuracy Unwielded: 6
|
Ammunition:
VP78 Magazine
|
Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
|
Holds eighteen (18) 9mm squash-head pistol rounds.
|
VP78 Incendiary Magazine
|
Capacity: 18
Damage: 35
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
|
Holds eighteen (18) 9mm Incendiary squash-head pistol rounds. Will set ablaze any and all targets hit with this round.
Not currently obtainable.
|
VP78 Cluster Magazine
|
Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
Cluster stack: 2
|
Holds eighteen (18)) 9mm cluster squash-head pistol rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.
Not currently obtainable.
|
VP78 Wall Piercing Magazine
|
Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 50
Punch: 0.5
|
Holds eighteen (18) 9mm Wall Piercing squash-head pistol rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
Not Currently Obtainable.
|
VP78 Toxin Magazine
|
Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
|
Holds eighteen (18) 9mm Toxin squash-head pistol 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.
|
Damage versus Armor:
Armor Value |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50
|
Regular |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Incendiary |
35 |
35 |
35 |
35 |
35 |
35 |
35 |
31 |
28 |
22 |
18
|
Toxin |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Cluster |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Wall Piercing |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45
|
|
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.
Abilities:
Prepare Position
|
An activatable ability that allows the user to camouflage themselves. After 4 seconds uninterrupted by anything, enter a cloak-like state. You will be granted IFF protection against friendly bullets as well as allowing anyone to walkthrough you. The user becomes near-invisible when activated. Moving breaks the cloak entirely, and shooting make you more slightly visible for 5 seconds. The shooting visibility debuffs stack and only resets once you stop firing for 5 seconds to slowly fade back into near-invisibility.
|
Stats:
Armor Melee = 20
Armor Bullet = 20
Armor Bomb = 15
Armor Internal Damage = 20
Armor Bio = 25
Armor Slowdown = 0.35
|
|
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:
|
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.
Equipment:
|
Description:
|
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.
- This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.
- This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.
Ammunition:
M15 Fragmentation Grenade
|
An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Slightly better radius than the M40 HEDP.
They're only available in by ordering Explosives crates from Cargo.
|
M40 HEDP Grenade
|
Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines!
Both the Demolition Specialist and Heavy Grenadier Specialist have these grenades in their vendors at round start. More can be ordered in Cargo.
|
M40 HEFA Grenade
|
Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Capable being loaded in the M92 launcher, or thrown by hand.
|
M40 HIDP Incendiary Grenade
|
Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it's caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.
Combat Engineers start with 2 of these in their vendors at round start. Corporate Commando Units start with one as well.
|
M74 AGM-F 40mm Grenade
|
Exploding in a 30 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses jagged shrapnel in a cone in front of itself, tearing through sinews and armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.
You get six of these in a rig. Order more via cargo or your vendor.
|
M74 AGM-I 40mm Grenade
|
Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.
You get three of these in a rig. Order more via cargo or your vendor.
|
M40 HSDP Smoke Grenade
|
Standard issue USCM smoke grenade does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.
Squad Leaders start with smoke grenades available in their vendors at round start.
|
Custom Grenade
|
A custom grenade developed by the Ordnance Technicians. Explosive power varies depending on the payload they made.
|
Custom Large Grenade
|
A large custom grenade developed by the Ordnance Technicians. Explosive power varies depending on the payload they made. Maximum explosive potential is larger than the standard issue M15s the casing is modelled from.
|
|
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
Stats:
Armor Melee = 25
Armor Bullet = 25
Armor Bomb = 40
Armor Internal Damage = 25
Armor Bio = 15
Armor Slowdown = 1
|
|
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.
|
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.
Stats:
Recoil Wielded: 1
Recoil Unwielded: 2
Scatter Wielded: 4
Scatter Unwielded: 3
Burst Scatter Multiplier: 5
Burst Amount: 3
Effective Range: 4
Firerate: 85 RPM
Burst Firerate: 124 RPM
Accuracy Wielded: 6
Accuracy Unwielded: 6
|
Ammunition:
VP78 Magazine
|
Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
|
Holds eighteen (18) 9mm squash-head pistol rounds.
|
VP78 Incendiary Magazine
|
Capacity: 18
Damage: 35
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
|
Holds eighteen (18) 9mm Incendiary squash-head pistol rounds. Will set ablaze any and all targets hit with this round.
Not currently obtainable.
|
VP78 Cluster Magazine
|
Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
Cluster stack: 2
|
Holds eighteen (18)) 9mm cluster squash-head pistol rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.
Not currently obtainable.
|
VP78 Wall Piercing Magazine
|
Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 50
Punch: 0.5
|
Holds eighteen (18) 9mm Wall Piercing squash-head pistol rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
Not Currently Obtainable.
|
VP78 Toxin Magazine
|
Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
|
Holds eighteen (18) 9mm Toxin squash-head pistol 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.
|
Damage versus Armor:
Armor Value |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50
|
Regular |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Incendiary |
35 |
35 |
35 |
35 |
35 |
35 |
35 |
31 |
28 |
22 |
18
|
Toxin |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Cluster |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Wall Piercing |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45
|
|
USCM IMP M63A1 Grenade Satchel
|
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.
Equipment:
|
Description:
|
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.
Stats:
Recoil Wielded: 3
Recoil Unwielded: N/A
Scatter Wielded: 5
Scatter Unwielded: N/A
Burst Scatter Multiplier: N/A
Burst Amount: N/A
Firerate: 60 RPM
Burst Firerate: N/A
Accuracy Multiplier Wielded: 1
Accuracy Multiplier Unwielded: 1
Base Accuracy: N/A
|
Ammunition:
High Explosive (HE) Rocket
|
Deals high damage to soft targets on direct hit and stuns most targets in a 5-meter wide area for a short time. Has decreased effect on heavily armoured targets.
Maximum Range: 7 Tiles
|
Anti-Armor (AA or AP) Rocket
|
Deals average damage to target on direct hit. Affects most of armoured targets due to increased penetration characteristics. Deals very little to no splash damage. Inflicts guaranteed stun to most targets. Has high accuracy within 7 meters, that drastically drops beyond that range.
Maximum Range: 6 Tiles
|
White Phosphorous (PHS) Rocket
|
Has two damaging factors. On hit disperses X-Variant Napthal (blue flames) in a 4-meter radius circle, ignoring cover, while simultaneously bursting into highly heated shrapnel that ignites targets within slightly bigger area.
Maximum Range: 8 Tiles
|
Custom Rocket
|
A custom made rocket developed by the Ordnance Technicians. Payload depends on what they put in. Assume it's very powerful and dangerous.
Maximum Range: 7 Tiles
|
|
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.
Stats:
Recoil Wielded: 1
Recoil Unwielded: 2
Scatter Wielded: 4
Scatter Unwielded: 3
Burst Scatter Multiplier: 5
Burst Amount: 3
Effective Range: 4
Firerate: 85 RPM
Burst Firerate: 124 RPM
Accuracy Wielded: 6
Accuracy Unwielded: 6
|
Ammunition:
VP78 Magazine
|
Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
|
Holds eighteen (18) 9mm squash-head pistol rounds.
|
VP78 Incendiary Magazine
|
Capacity: 18
Damage: 35
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
|
Holds eighteen (18) 9mm Incendiary squash-head pistol rounds. Will set ablaze any and all targets hit with this round.
Not currently obtainable.
|
VP78 Cluster Magazine
|
Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
Cluster stack: 2
|
Holds eighteen (18)) 9mm cluster squash-head pistol rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.
Not currently obtainable.
|
VP78 Wall Piercing Magazine
|
Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 50
Punch: 0.5
|
Holds eighteen (18) 9mm Wall Piercing squash-head pistol rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
Not Currently Obtainable.
|
VP78 Toxin Magazine
|
Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
|
Holds eighteen (18) 9mm Toxin squash-head pistol 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.
|
Damage versus Armor:
Armor Value |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50
|
Regular |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Incendiary |
35 |
35 |
35 |
35 |
35 |
35 |
35 |
31 |
28 |
22 |
18
|
Toxin |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Cluster |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Wall Piercing |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45
|
|
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
Stats:
Armor Melee = 20
Armor Bullet = 20
Armor Bomb = 30
Armor Internal Damage = 20
Armor Bio = 20
Armor Slowdown = 0.35
|
|
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.
Equipment:
|
Description:
|
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.
This is only available for Specialists using the Pyrotechnician Loadout.
It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.
Ammunition:
Large Incinerator Tank
|
Holds two hundred and fifty units (250) worth of ultra thick napthal. This will set ablaze any and all targets hit. Has a range of five (5) tiles and will deal thirty (30) damage a second.
|
Incinerator Tank: B Variant
|
Holds two hundred and fifty (250) units of Napthal Fuel type B.
A large fuel tank of Ultra Thick Napthal Fuel type B, this stuff shoots far and wide, burning up quickly but reducing the armor and speed of any targets hit due to its chemical composition. Handle with care. Will deal fifteen (15) damage a second.
|
Incinerator Tank: X Variant
|
Holds two hundred and fifty (250) units of Napthal Fuel type X. Utilises X-Variant Napthal which is a lot stronger than its counterparts and has a longer range. Has a range of six (6) tiles and will deal forty (40) damage a second.
|
|
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.
Stats:
Armor Melee = 20
Armor Bullet = 20
Armor Bomb = 20
Armor Internal Damage = 25
Armor Bio = 25
Armor Slowdown = 0.55
|
|
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.
Stats:
Recoil Wielded: 1
Recoil Unwielded: 2
Scatter Wielded: 4
Scatter Unwielded: 3
Burst Scatter Multiplier: 5
Burst Amount: 3
Effective Range: 4
Firerate: 85 RPM
Burst Firerate: 124 RPM
Accuracy Wielded: 6
Accuracy Unwielded: 6
|
Ammunition:
VP78 Magazine
|
Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
|
Holds eighteen (18) 9mm squash-head pistol rounds.
|
VP78 Incendiary Magazine
|
Capacity: 18
Damage: 35
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
|
Holds eighteen (18) 9mm Incendiary squash-head pistol rounds. Will set ablaze any and all targets hit with this round.
Not currently obtainable.
|
VP78 Cluster Magazine
|
Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
Cluster stack: 2
|
Holds eighteen (18)) 9mm cluster squash-head pistol rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.
Not currently obtainable.
|
VP78 Wall Piercing Magazine
|
Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 50
Punch: 0.5
|
Holds eighteen (18) 9mm Wall Piercing squash-head pistol rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
Not Currently Obtainable.
|
VP78 Toxin Magazine
|
Capacity: 18
Damage: 45
Max Range: 22
Fall off: 5
Penetration: 30
Punch: 0.5
|
Holds eighteen (18) 9mm Toxin squash-head pistol 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.
|
Damage versus Armor:
Armor Value |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50
|
Regular |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Incendiary |
35 |
35 |
35 |
35 |
35 |
35 |
35 |
31 |
28 |
22 |
18
|
Toxin |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Cluster |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
40 |
37 |
33 |
25
|
Wall Piercing |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45
|
|