Weapons Specialist

From CM-SS13 - Wiki
MARINE
Gl spec.png
Weapons Specialist Squad specialist icon.png
Difficulty: Medium
Supervisors: Squad Leader
Rank: Lance Corporal
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.
|__________|


"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.

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.
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.
Backpack: Description:
USCM satchel.png

USCM Satchel

A heavy-duty satchel carried by most USCM soldiers.

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

USCM infantry backpack.png

USCM Lightweight IMP Backpack

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

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

Belt: Description:
M276 Pattern Ammo Load Rig.png
M276 Pattern Ammo Load Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.
Shotgun belt.png
Shotgun Shell Load Rig
An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.
M276 pattern M82F flare gun holster rig.png
M276 pattern M82F flare gun holster rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.
M276 pattern M4A3 holster rig.png
M276 Pattern General Pistol Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the most common pistols. It also contains side pouches that can store most pistol magazines.
M276 pattern M44 holster rig.png
M276 Pattern M44 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.
M276 pattern M39 holster rig.png
M276 Pattern M39 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight and is only specially issued.
G18-Utility-Pouch.png
G8 A General Utility Pouch
A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. They can hold 3 items.
Pouch: Description:
Aid-pouch.png
First-Aid Pouch (Injectors)
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

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

It contains the following:

Ointment.png

Ointment

Tramadol Packet.png

Tramadol pill packet

Tricord Packet.png

Tricordazine pill packet

Gauze.png

Gauze

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

Ointment

Tricord.png

First-aid autoinjector

Gauze.png

Gauze

Splint.png

Splints

Flare-pouch.png
Flare Pouch
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
Largemag-pouch.png

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.

Largeshell-pouch.png

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.

Pistol-mag-pouch-large.png

Large Pistol Magazine Pouch

Pouch able to hold 6 pistol magazines.
Medium-gen-pouch.png

Medium General Pouch

A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.
Pistol-pouch.png

Pistol Pouch

A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Accessories: Description:
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.
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.
Drop Pouch.png
Drop Pouch
A convenient pouch to carry loose items around. Able to hold 2 large 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.
Heat absorbent coif.png
Heat absorbent coif
A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.

Part of the marine uniform on snow planets.


'Note: Only 1 kit may be chosen. All kit selections are shared among all Weapons Specialist players, if Alpha Specialist selects the 'Scout' kit, then no other Specialist can select that kit.
Kit: Description:
Scout spec.png

Scout Set

Contains:
  • M4RA Battle Rifle
  • 4 Standard A19 Magazines
  • 2 Incendiary A19 Magazines
  • 2 Impact A19 Magazines
  • VP78 Pistol
  • 2 VP78 Magazines
  • JTAC Encryption Key
  • Scout Laser Designator
  • M68 Thermal Cloak
  • M3-S Light Armour
  • M3-S Helmet
  • M4RA Battle Sight
  • 2 C4 Explosive Charge
  • V3 Reactive Thermal Tarp
Recon spec.png

Sniper Set

Contains:
  • M42A Scoped Rifle
  • M42A Marksman Magazine
  • 2 M42A Incendiary Magazine
  • 2 M42A Flak Magazine
  • VP78 Pistol
  • 2 VP78 Magazines
  • M3 Sniper's Smock
  • M45 Ghillie Helmet
  • M45 Pattern Ghillie Armor
  • M42 Scout Sight
  • Fullbody Paint
Gl spec.png

Heavy Grenadier Set

Contains:
  • M92 Grenade Launcher
  • M3-G4 Grenadier Helmet
  • M3-G4 Grenadier Armor
  • M276 Pattern M40 Grenade Rig MK 2
  • VP78 Pistol
  • 2 VP78 Magazines
  • Binoculars
  • M3-G4 Grenadier Gloves
  • 2 USCM IMP M63A1 Grenade Satchel
Demolitionist.png

Demolition Set

Contains:
  • M5 RPG
  • 2 High Explosive Rockets
  • 2 Anti-Armor Rockets
  • 1 White Phosphorus Rocket
  • M3-T Light Armor
  • 2 M22 Rocket Bags
  • 2 C4 Explosive Charge
  • VP78 Pistol
  • 2 VP78 Magazines
Pyrotechnican.png

Pyro Set

Contains:
  • M240-T Incinerator
  • 1 Large Incinerator Tank
  • M35 Helmet
  • M35 Armor
  • Broiler-T flexible refueling system
  • Fuel Tank Pouch
  • Fire Extinguisher
  • Mini Fire Extinguisher
  • VP78 Pistol
  • 2 VP78 Magazines
  • Binoculars
Note: You will have 45 points to spend on these items.
Extra Scout Ammunition.
Specialist Ammo/Misc Items: Description: Point Cost:
M4RAmag.png

A19 High Velocity Magazine

Holds eighteen (18) 10x24mm high velocity rounds. Lower magazine size, but better damage. 15 Points
M4RA-Incen-mag.png

A19 High Velocity Incendiary Magazine

Holds eighteen (18) 10x24mm high velocity Incendiary rounds. Will set ablaze any and all targets hit with this round. 15 Points
M4RA Impact mag.png

A19 High Velocity Impact Magazine

Holds eighteen (18) 10x24mm high velocity Impact rounds. Will knockback and stun any targets hit with this round. 15 Points
Extra Sniper Ammunition.
Specialist Ammo/Misc Items: Description: Point Cost:
M42Amag.png

M42A Marksman Magazine

Holds fifteen (15) 10x28mm Caseless sniper rounds.

Aimed Shot: 210 Damage.

15 Points
M42A Flak mag.png

M42A Flak Magazine

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.

15 Points
M42A Incendiary mag.png

M42A Incendiary Magazine

Holds fifteen (15) 10x28mm incendiary rounds. Will set ablaze any and all targets hit with this round.

Aimed Shot: 61 Damage and Maximum Fire Stack.

15 Points
Extra Demolitionist Ammunition.
Specialist Ammo/Misc Items: Description: Point Cost:
M5 RPG HE.png

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 armored targets. 15 Points
M5 RPG AP.png

Anti-Armor (AA or AP) Rocket

Deals average damage to target on direct hit. Affects most of armored 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. 15 Points
M5 RPG PHS.png

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. 15 Points
Extra Grenades.
Specialist Ammo/Misc Items: Description: Point Cost:
M40 HEDP.png

M40 HEDP Grenades x6

Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Very lethal near the epicenter of the explosion. 15 Points
Incingrenade.png

M40 HIDP Incendiary Grenade x6

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. 15 Points
M40 HPDP.png

M40 HPDP Grenade x6

The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.

Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.

15 Points
M74 Airburst Grenade.png

M74 AGM-F 40mm Grenade x6

Exploding in a 60 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 disperse 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 15 Points
M74 Incen Airburst Grenade.png

M74 AGM-I 40mm Grenade x6

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. 15 Points
Extra Flamethrower Tanks.
Specialist Ammo/Misc Items: Description: Point Cost:
LargeIncineratorTank.png

Large Incinerator Tank

Holds one hundred units (100) units worth of ultra thick napthal. This will set ablaze any and all targets hit. 15 Points
IncineratorTanks B Variant.png

Incinerator Tank: B Variant

Holds one hundred units (100) units. Utilises B-Variant Napthal which is weaker than its counterparts but can cover a larger area and lasts longer. 15 Points
IncineratorTanks X Variant.png

Incinerator Tank: X Variant

Holds one hundred units (100) units. Utilises X-Variant Napthal which is a lot stronger than its counterparts and has a longer range. 15 Points
Note: You will have 45 points to spend on these items.
Utilities.
Utility Items: Description: Point Cost:
Mini Extinguisher.png

Mini Extinguisher

A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher. 5 Points
Flame-pouch.png

Fuel tank strap pouch

Two rings straps that loop around M240 variety napalm tanks. Handle with care.

Can be worn by attaching it to a pocket.

15 Points
Large-gen-pouch.png

Large General Pouch

A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. 15 Points
SensorMate.png

Sensor Mate Glasses

A much older heads-up display that displays the last known biometric data from suit sensors of any given individual. When worn, allows you to see marines and other personnel's health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar's empty, the patient's dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. 15 Points
RollerBed.png

Roller Bed

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
5 Points
Fulton Device.png

Fulton Device Stack

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.

5 Points
Sling pouch.png

Sling Pouch

Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch. 10 Points
JTAC-Pamphlet.png

JTAC Pamphlet

A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars. 15 Points
Engineering-Pamphlet.png

Engineering Pamphlet

A pamphlet that grants +1 to the engineering and construction skills, allowing you to build barricades, dismantle walls, and more. 15 Points
Powerloader-Pamphlet.png

Powerloader Certifcation

A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader. 45 Points
Largeshell-pouch.png

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.

10 Points
Autoinjector-pouch.png

Autoinjector Pouch

A Large pouch dedicated to holding autoinjectors. Issued to corpsman, doctors and can also be found in First Responses Medical Support kits.

Contains the following:

Bicaridine.png

2 Bicaridine Auto injector

Kelotane.png

2 Kelotane Auto injector

Tramadol Injector.png

2 Tramadol Auto injector

Emergency Auto injector.png

1 Emergency Auto injector

Holds 7 Autoinjectors.

15 Points
Motion Detector.gif

Motion Detector

The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). 15 Points
Note: You will have 45 points to spend on these items.
Radio Keys.
Utility Items: Description: Point Cost:
Engineering key.png

Engineering Radio Encryption Key

An encryption key for a radio headset, Allowing you to access the engineering channel with :n. 5 Points
Tactics key.png

Tactics Radio Encryption Key

An encryption key for a radio headset, Allowing you to access the tactics channel with :t. 5 Points
JTAC key.png

JTAC Radio Encryption Key

An encryption key for a radio headset, Allowing you to access the JTAC channel with :j. 5 Points
Supply key.png

Supply Radio Encryption Key

An encryption key for a radio headset, Allowing you to access the supply channel with :u. 5 Points

Specialist Loadouts


Scout Loadout

M4RA Custom.png Scout spec.png

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: Description:
M4RA Custom.png
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.


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

Ammunition:
M4RAmag.png

A19 High Velocity Magazine

Capacity: 18

Damage: 60

Max Range: 22

Fall off: 0

Penetration: 35

Punch: 0.5

Holds eighteen (18) 10x24mm high velocity rounds.
M4RA-Incen-mag.png

A19 High Velocity Incendiary Magazine

Capacity: 18

Damage: 44

Max Range: 22

Fall off: 0

Penetration: 25

Punch: 0.5

Holds eighteen (18) 10x24mm high velocity Incendiary rounds. Will set ablaze any and all targets hit with this round.
M4RA Impact mag.png

A19 High Velocity Impact Magazine

Capacity: 18

Damage: 44

Max Range: 22

Fall off: 0

Penetration: 50

Punch: 0.5

Holds eighteen (18) 10x24mm high velocity Impact rounds. Will knockback and stun most targets hit with this round or staggering them.
M4RAmag.png

M4RA Magazine

Capacity: 25

Damage: 44

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

A magazine of standard 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm rifle rounds.
M4RA-Extended-mag.png

M4RA Extended Magazine

Capacity: 35

Damage: 44

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

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.
M4RA-AP-mag.png

M4RA AP Magazine

Capacity: 25

Damage: 33

Max Range: 24

Fall off: 0

Penetration: 40

Punch: 0.5

A magazine of armour-piercing 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm armour piercing rifle rounds.
M4RA-Incen-mag.png

M4RA Incendiary Magazine

Capacity: 25

Damage: 33

Max Range: 22

Fall off: 0

Penetration: 5

Punch: 0.5

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.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Rail Attachments Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Mountedflash.pngRail Flashlight

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Laser sight.pngLaser Sight

Bipod.pngBipod

Flash Grip.pngFlashlight Grip

Undershot.pngU7 Underbarrel Shotgun

Stock Attachments None
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
High Explosive Armor Piercing 60 60 60 60 60 60 60 60 60 55 50
Vp78.png
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.png

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.png

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.png

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.png

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.png

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.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments

Laser sight.pngLaser Sight (Default)

Stock Attachments None
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
Tactical Binoculars.png
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.
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.
M68 Thermal Cloak.png
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.
M3-S light armor.png
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.

Stats:

Armor Melee = 25

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.35

M3-S helmet.png
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.
M42scoutsight.png
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.png
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

Recon spec.png

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.

Equipment: Description:
M42A Scoped rifle.png
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.


Abilities:
Aimed Shot.png
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.

SniperLaser.gif
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: 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

Ammunition:
M42Amag.png

M42A Marksman Magazine

Capacity: 15

Damage: 70

Max Range: 32

Fall off: 0

Penetration: 50

Punch: 0.5

Holds fifteen (15) 10x28mm Caseless sniper rounds.

Aimed Shot: 210 Damage.

M42A Flak mag.png

M42A Flak Magazine

Capacity: 15

Damage: 54

AOE Damage:54

Max Range: 32

Fall off: 0

Penetration: 0

Punch: 0.5

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.

M42A Incendiary mag.png

M42A Incendiary Magazine

Capacity: 15

Damage: 61

Max Range: 32

Fall off: 0

Penetration: 23

Punch: 0.5

Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.

Aimed Shot: 61 Damage and Maximum Fire Stack.

Attachments:
Muzzle Attachments None
Rail Attachments Railscope.pngRail Scope (Default - Cannot be removed)
Underbarrel Attachments Bipod.pngBipod
Stock Attachments None
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
Vp78.png
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.png

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.png

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.png

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.png

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.png

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.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments

Laser sight.pngLaser Sight (Default)

Stock Attachments None
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
M3snipersmock.png
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.
Ghillie-Coif.png
M45 Ghillie Helmet
A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.
M3-Sniper-Armor.png
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.png
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

M42scoutsight.png
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.png
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:

Ghillie-Coif.png

Ghillie Coif

M3-Sniper-Armor.png

M45 Pattern Ghillie Armor

M3snipersmock.png

M3 Sniper Smock

M42scoutsight.png

M42 Scout sight

Tactical Binoculars.png

Spotter Binoculars

Instructional Pamphlet.png

Spotter Pamphlet


Heavy Grenadier Loadout

GrenadeLauncher.png Gl spec.png

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:
GrenadeLauncher.png
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:
Grenade.png

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.png

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.

M50 HEFA.png

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.
Incingrenade.png

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 Airburst Grenade.png

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 Incen Airburst Grenade.png

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.

Smoke grenade.png

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.

CustomGrenade.png

Custom Grenade

A custom grenade developed by the Ordnance Technicians. Explosive power varies depending on the payload they made.
CustomLargeGrenade.png

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.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness
Underbarrel Attachments None
Stock Attachments None
B-18 helmet, 2.png

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.
M3G4 Grenadier Armour.png

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 HEDP.png
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.


Contents:
M40 HEDP.png
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!
You get six of these in a rig. More can be ordered in Cargo or your vendor.
Incingrenade.png
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 its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Alien back.
You get three of these in a rig. Order more via cargo or your vendor.
M74 Airburst Grenade.png
M74 AGM-F 40mm Grenade
Exploding in a 60 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 disperse 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 Incen Airburst Grenade.png

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.

Vp78.png
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.png

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.png

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.png

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.png

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.png

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.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments

Laser sight.pngLaser Sight (Default)

Stock Attachments None
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
Grenade Satchel.png


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

M5 RPG.png Demolitionist.png

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.png
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:
M5 RPG HE.png

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

M5 RPG AP.png

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

M5 RPG PHS.png

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

CustomRocket.png

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

Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness
Underbarrel Attachments None
Stock Attachments None
Vp78.png
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.png

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.png

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.png

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.png

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.png

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.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments

Laser sight.pngLaser Sight (Default)

Stock Attachments None
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 Armour.png
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 bag.png
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.png
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

M240-T Incinerator.png Pyrotechnican.png

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.png
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:
LargeIncineratorTank.png

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.
IncineratorTanks B Variant.png

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.

IncineratorTanks X Variant.png

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.
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Underbarrel Extinguisher.pngUnderbarrel Extinguisher (Default)
Stock Attachments None
M35 Helmet.png
M35 Helmet
A custom helmet from the M3 series designed to be highly flame retardant.
M35 Armour.png
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

M240-T Fuel Pack.png
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.png
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.png

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.png

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.png

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.png

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.png

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.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments

Laser sight.pngLaser Sight (Default)

Stock Attachments None
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

Your Skillset

Which Specialist Weapon You Have Training For Depends On Which Set You Select.

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Elite
Expert
Specially Trained
Trained
Medical JTAC
Expert
Specially Trained
Trained
Construction Engineering Surgery Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research
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.

Guides

Guide to being Special (AKA a Spec Guide) Somewhat Outdated - by Grentex

Muffin's Specialist Sniper Guide - By Sargeantmuffinman