Difference between revisions of "Squad Specialist"

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Revision as of 03:16, 8 February 2020

MARINE
B18.png
Specialist Squad specialist icon.png
Difficulty: Medium
Supervisors: Squad Leader
Rank: Not defined
Duties: Employ special weapons, explosives and equipment.
Guides: Guide to being Special (AKA a Spec Guide)
Unlock Requirements: Not available.
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 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. Squad 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 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.

L44 M37A2 scabbard.png

L44 M37A2 Scabbard

A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.
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 knife.png
M276 Pattern Knife Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. Holds up to 6 throwing knives.
M276 pattern M4A3 holster rig.png
M276 Pattern M4A3 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 M4A3 or the MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 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
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

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

Large Magazine Pouch

Pouch able to hold 3 rifle magazines.
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

Sidearm Pouch

A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Accessories: Description:
Shoulder Holster.png

Shoulder Holster

A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
Webbing.png
Webbing
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
Brown webbing vest.png
Brown Webbing Vest
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Black webbing vest.png
Black Webbing Vest
Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.
Mask: Description:
Gas mask.png
Gas Mask
A face-covering mask that can be connected to an air supply. It is currently purely cosmetic.


'Note: Only 1 kit may be chosen. All kit selections are shared among all 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 Tactical Binoculars
  • M68 Thermal Cloak
  • M3-S Light Armour
  • M3-S Helmet
  • M42 Scout Sight
  • C4 Explosive Charge
Sniper spec.png

Sniper Set

Contains:
  • M42A Scoped Rifle
  • One of each M42A Sniper Magazine (Standard, Incendiary, Flak)
  • VP78 Pistol
  • 2 VP78 Magazines
  • M3 Sniper's Smock
  • Ghillie Coif
  • M45 Pattern Ghillie Suit
  • Binoculars
  • M42 Scout Sight
Gl spec.png

Heavy Grenadier Set

Contains:
  • M92 Grenade Launcher
  • M3-G4 Helmet
  • M3-G4 Personal Armor
  • M276 Pattern M40 HEDP Rig MK 2
  • VP78 Pistol
  • 2 VP78 Magazines
Demolitionist.png

Demolition Set

Contains:
  • M5 RPG
  • 2 High Explosive Rockets
  • 2 Armor Piercing Rockets
  • 1 White Phosphorus Rocket
  • M3-T Light Armor
  • 2 M22 Rocket Bags
  • 2 C4 Explosive Charge
  • M20 Claymore Anti-Personnel Mine
  • 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


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 fifteen (15) high velocity rounds. Lower magazine size, but better damage. 15 Points
M4RA-Incen-mag.png

A19 High Velocity Incendiary Magazine

Holds fifteen (15) 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 fifteen (15) 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. 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. 15 Points
M42A Incendiary mag.png

M42A Incendiary Magazine

Holds fifteen (15) incendiary rounds. Will set ablaze any and all targets hit with this round. 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
M40 HEFA.png

M40 HEFA Grenades x6

Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmentation-Antipersonnel. Extremely lethal near the epicenter of the explosion. Shrapnel from grenade has major potential to cause injury to any Humans within a large radius. 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
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. 30 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. 30 Points
Special Ammunition.
Specialist Ammo/Misc Items: Description: Point Cost:
VP78 Magazine.png
VP78 Magazine
Holds fourteen (14) 9mm squash-head pistol rounds. 10 Points
M41A-AP-mag.png
M41A Armor Piercing Magazine
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. 15 Points
M41A-extended-mag.png
M41A Extended Magazine
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. 15 Points
M39-AP-mag.png
M39 Armor Piercing Magazine
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage. 13 Points
M39-extended-mag.png
M39 Extended Magazine
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. 13 Points
L42 AP mag.png
L42 Armor Piercing Magazine
Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. 13 Points
M44-HR-SL.png
M44 Heavy Speedloader
Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect. 15 Points


Note: You will have 45 points to spend on these items.
Attachment: Benefits: Drawbacks:
Supressor.png
Suppresor
Costs:6 points
Wielded:
  • Slightly increases accuracy
Both:
  • Greatly decreases firing sound
  • Removes muzzle flashes
  • Removes firing messages
  • Slightly decreases recoil
  • Slightly decreases bullet spread
Both:
  • Slightly decreases damage
Extended barrel.png
Extended Barrel
Costs:6 Points
Wielded:
  • Moderately increases accuracy
Both:
  • Slightly decreases damage
Recoil compensator.png
Recoil Compensator
Costs:6 Points
Wielded:
  • Greatly reduces recoil
One Handed:
  • Moderately reduces recoil
Both:
  • Moderately increases accuracy
Both:
  • Slightly decreases damage
M37 stock.png
M37 Shotgun Stock
Costs:6 points
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage
Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
  • Slightly decreases firing speed
Collapsible Smg Stock.png
Folding Submachinegun Stock
Costs:6 points
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage
  • When collapsed it can fit into a holster.


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Only applies benefits when the stock is extended.
  • Increases weapon size when extended.
  • Moderately increases bullet spread if collapsed.
Both:
  • Increases weapon size
L42Sstock.png
L42A Synthetic Stock
Costs:6 points
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving
Wielded:
  • Major wield delay
One Handed:
  • Moderately decreases accuracy
  • Moderately increases recoil
  • Greatly increases bullet spread
M41astock.png

M41A Skeleton Stock
Costs:6 points

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage



Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
  • Slightly decreases firing speed
Reddot.png
Red-Dot Sight
Costs:6 points
Wielded:
  • Moderately increases accuracy
One Handed:
  • Slightly increases accuracy
Both:
  • Slight increase of the accuracy penalty when moving
Reflex.png
Reflex Sight
Costs:6 points
Wielded:
  • Slightly increases accuracy
  • Moderately decreases bullet spread
One Handed:
  • Slightly increases accuracy
Both:
  • Moderately increases the accuracy penalty when moving
Quickfire.png
Quickfire Adapter
Costs:6 points
Both:
  • Moderately increases firing speed
One Handed:
  • Greatly increases spread.
Wielded:
  • Slightly increases spread.
Both:
  • Moderately decreases accuracy
  • Decreases burst-fire shots by 1 (from 3 or 4)
Magnetic harness.png
Magnetic Harness
Costs:6 points
Both:
  • Dropped weapon goes to suit slot
Both:
  • Slightly decreases accuracy
Mini Scope.png
S4 Telescoping Sight
Costs:6 points
Wielded:
  • Majorly increases accuracy
  • Allows the user to 'zoom' in to see five tiles farther (Toggle Rail Flashlight Toggle-Rail-Flashlight.png or Activate Weapon Attachment Activate-Weapon-Attachment.png to zoom)
  • Allows for slow movement when zoomed in.
Wielded:
  • Slightly decreases accuracy when not in use.
  • Majorly increased wield delay
One Handed:
  • Moderately decreases accuracy.
Both:
  • Moderate increase of the accuracy penalty when moving
Laser sight.png
Laser Sight
Costs:6 points
Wielded:
  • Slightly increases accuracy
One Handed:
  • Slightly increases accuracy
  • Moderately reduces bullet spread
  • Slight reduction of accuracy penalty when moving
Both:
  • None
Undershot.png
Masterkey Shotgun
Costs: 6 Points
Both:
  • Adds the ability to fire three semi-auto buckshot rounds
  • Reloadable with additional buckshot
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png


Both:
  • The short barrel reduces the ammo's effectiveness
  • Slightly reduced accuracy compared to an actual shotgun
  • Slightly reduced knockdown/stun effect compared to an actual shotgun
  • Slightly reduced accuracy when firing compared to an actual shotgun
  • Moderately reduced damage compared to an actual shotgun
  • Can only be loaded with buckshot
Forwardgrip.png

Vertical Grip
Costs:6 points


Wielded:
  • Moderately increases accuracy
  • Slightly decreases recoil
  • Slightly decreased bullet spread
Both:
  • Moderately reduces burst spread
Wielded:
  • Slightly decreases movement speed
One Handed:
  • Moderately decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
  • Slight increase of the accuracy penalty when moving
Angled Grip.png

Angled Grip
Costs:6 points


Wielded:
  • Majorly decreased wield delay
  • Slightly decreased recoil
  • Slightly increases accuracy
  • Slightly decreased bullet spread


One Handed:
  • Slightly decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
Gyro.png

Gyroscopic Stabilizer
Costs:6 points


Wielded:
  • Slightly reduces bullet spread
One Handed:
  • Majorly reduces bullet spread
  • Moderately increases accuracy
  • Greatly reduces the accuracy penalty for moving.
Both:
  • Moderately reduces burst spread


Both:
  • Moderately decreased firing speed

Specialist Loadouts


Scout Loadout

M4RA.png Scout spec.png

The Scout Loadout contains the M4RA Battle Rifle, a mid powered battle rifle with 4 A19 magazines, 2 Incendiary magazines, 2 Impact magazines and an 88 mod 4 sidearm with three 88M4 AP 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 a short period of time. You are unable to use shotguns while cloaked.

Equipment: Description:
M4RA.png
M4RA Battle Rifle
An experimental designated marksman rifle of the USCM. Has a relatively slow rate of fire but deals slightly more damage per round while also possessing a functional burst fire mode and scope mode. Uses special A19 high velocity rounds.


Ammunition:
M4RAmag.png
A19 High Velocity Magazine
Holds fifteen (15) rounds. The standard magazine for the M4RA.
M4RA-Incen-mag.png
A19 High Velocity Incendiary Magazine
Holds fifteen (15) rounds. High velocity Incendiary rounds.
M4RA Impact mag.png
A19 High Velocity Impact Magazine
Holds fifteen (15) rounds. High velocity Impact rounds that can stun enemies.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Rail Attachments Railscope.pngRail Scope (Default - Cannot be removed)
Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Bipod.pngBipod

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.
Ammunition:
VP78 Magazine.png

VP78 Magazine

Holds fourteen (14) 9mm squash-head pistol rounds.
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 Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
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 a short period of time. Required to be worn over the M3-S Light Armor. To cloak yourself, go to the weapon tab and click Specialist-Activation, 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.
M3-S light armor.png
M3-S Light Armor
A custom modified set of M3 Armor designed for recon missions. Allows more mobility to the wearer. Must be worn to put on the M68 Thermal Cloak. As a Scout Specialist, you can wear this armor.
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), 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.
Sniper Loadout

Sniper 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. It comes equipped with a high power scope allowing the user a wide range of vision and an integrated IFF targeting system to prevent friendly fire. 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.


Ammunition:
M42Amag.png
M42A Marksmen Magazine
Holds fifteen (15) 10x28mm Caseless sniper rounds.
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.
M42A Incendiary mag.png
M42A Incendiary Magazine
Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.
Attachments:
Muzzle Attachments None
Rail Attachments Railscope.pngRail Scope (Default - Cannot be removed)
Underbarrel Attachments Bipod.pngBipod
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.


Ammunition:
VP78 Magazine.png

VP78 Magazine

Holds fourteen (14) 9mm squash-head pistol rounds.
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 Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
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
Ghillie Coif
A lightweight, armored 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, but doesn't protect much.
Binoculars.png
Binoculars
A military-issued pair of binoculars. There is nothing special about this pair of binoculars.
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.
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 a Xenomorph. Comes loaded with five HE grenades. One extra spot is available for grenades.

If Equipped with the S4 Telescopic Sight, it will allow you to fire further when using the scope.

  • This weapon is able to fire through marines and xenomorphs 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.
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 Xenomorphs back.
Combat Engineers start with 2 of these in their vendors at round start. Corporate Commando Units start with one as well.
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 2 smoke grenades in their vendors at round start.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 Telescopic Sight

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 Personal Armor

This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value. Comes with heavily armored defensive gauntlets, as well as a heavily armored M3-G4 helmet.
M276 pattern M40 HEDP.png
M276 pattern M40 HEDP 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 HEDP 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 four of these in a rig, two rigs for a total of eight extra HE grenades. More can be ordered in Cargo.
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 Xenomorphs back.
You get four of these in a rig, two rigs for a total of eight extra HIDP grenades. Order more via cargo.
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.


Ammunition:
VP78 Magazine.png

VP78 Magazine

Holds fourteen (14) 9mm squash-head pistol rounds.
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 Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Demolitionist Loadout

M5 RPG.png Demolitionist.png

This Loadout contains mines, and a devastating, reloadable, single shot rocket launcher known as the M5 RPG. This weapon carries the most powerful -and dangerous- 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. Whereas the WP rockets will ignite the tile it hits, turning that tile and the tiles surrounding into extremely hot areas that can kill quickly. Unlike the grenade launcher, M5 RPG ammo is more scarce, as well as the M5 RPG being more unwieldy to employ.

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.


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 armored targets.
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.
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.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 Telescopic Sight

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.


Ammunition:
VP78 Magazine.png

VP78 Magazine

Holds fourteen (14) 9mm squash-head pistol rounds.
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 Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
M3-T Light Armour.png
M3-T Light Armor
A custom set of M3 armor designed for users of long ranged explosive weaponry.
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.
M20Claymore.png
M20 Claymore anti-personnel mine
The M20 Claymore is a directional proximity triggered anti-personnel mine designed by Armat Systems for use by the United States Colonial Marines. Used for exploding aliens who run over it. Mostly used for killing survivors and exploding dead aliens. You start with two of these.
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 is directly connected to the Broiler-T flexible refueling system, so you can toggle between fuel types on the go with a new Hud icon in the top left hand corner. You must have the Broiler-T flexible refueling system equipped in order to use it.
This is only available for Specialists using the Pyrotechnician Loadout.


Ammunition:
IncineratorTanks.png
Incinerator Tank
Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
LargeIncineratorTank.png
Large Incinerator Tank
Holds 100 units (100) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
IncineratorTanks B Variant.png
Incinerator Tank: B Variant
Holds 100 units (100) units. Utilises B-Variant Napthal which is weaker then it's counterparts but can cover a larger area.
IncineratorTanks X Variant.png
Incinerator Tank: X Variant
Holds 100 units (100) units. Utilises X-Variant Napthal which is a lot stronger then it's counterparts and has a longer range.
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments None
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.
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.


Ammunition:
VP78 Magazine.png

VP78 Magazine

Holds fourteen (14) 9mm squash-head pistol rounds.
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 Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None

Your Skillset

Spec skill set.png

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) - by Grentex