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| {{Under construction
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| |reason = Elsa is still coping about the loss of T-25
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| }}
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| {{TGMC}} | | {{TGMC}} |
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| |access = Squad Smartgunner Equipment Room, Squad Room | | |access = Squad Smartgunner Equipment Room, Squad Room |
| |difficulty = Easy | | |difficulty = Easy |
| |Rank = Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours) | | |Rank = Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours), Staff Sergeant (300 hours), Sergeant Major (1000 hours) |
| |Class = Marines | | |Class = Marines |
| |superior = [[TGMC:Squad Leader|Squad Leader]] | | |superior = [[TGMC:Squad Leader|Squad Leader]] |
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| [[File:TGMC_sg_dream.gif]] | | [[File:TGMC_sg_dream.gif]] |
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| Though it may seem powerful with this profound built-in IFF, '''you are not built to be a front-line combatant'''. Your strength is '''covering''' your team and putting yourself in the best position to lay down lots of fire on the enemy. Xenomorphs will target you if you act as pointman for marines; they want to remove you from laying down superior firepower for marines. Treat yourself as a mobile sentry gun, stay behind your teammates, lead your shots, and pay attention to where you can best bring your firepower to bear. | | Though it may seem powerful with this profound built-in IFF, '''you are not built to be a front-line combatant. Stay behind marines.''' Your strength is '''covering''' your team and putting yourself in the best position to lay down lots of fire on the enemy. |
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| | '''Xenomorphs will target you if you act as pointman for marines'''; they want to remove you from laying down superior firepower for marines. Treat yourself as a mobile sentry gun, stay behind your teammates, lead your shots, and pay attention to where you can best bring your firepower to bear. The reason for why xenomorphs fear you is the smart weapon you have. |
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| * If you are using the SG-85, you cannot run fast with your weapon since wielding the weapon while running with it wielded is pretty slow.
| | '''The smart weapon's feature is its built-in IFF, giving the smart weapon superior firepower, faster movement speed, and higher rate of fire over many aim mode weapons.''' The built-in IFF is on by default, and when it is on you will not hit any other friendly marines equipped with IFF transmitters. Whereby other weapons have aim mode that reduce their rate of fire and movement speed, you on the other hand have superior rate of fire and movement speed given your SG. You can freely shoot through any marine and your bullets will safely bypass them to hit targets beyond. Note that your bullets will still hit anyone or anything without marine IFF, meaning survivors, FRE ERT, and other civilians, so be careful. |
| * If you are using the SG-29, you will run dry fast if you incorrectly use it too soon, and now you have to reload fast before xenomorphs capitalize on you or your marines while you're reloading.
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| * If you are using the SG-62, you
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| Don't forget the most powerful aspect of your weapon: the '''built-in IFF'''. It's turned on by default, and when it is on you will not hit any other friendly marines equipped with IFF transmitters. '''The smart gun's strengths over many aim mode weapons are in superior firepower, faster movement speed, and higher rate of fire.''' Whereby other weapons have aim mode that reduce their rate of fire and movement speed, you on the other hand have superior rate of fire and movement speed given your SG. You can freely shoot through any marine and your bullets will safely bypass them to hit targets beyond. Note that your bullets will still hit anyone or anything without marine IFF, meaning survivors, FRE ERT, and other civilians, so be careful.
| | Due to the fact that you can't get infinite ammunition for free, you need to communicate with requisition far more often for your ammunition compared to squad marines. Always inspect the amount of ammunition you have on you before a huge engagement happens since the last thing you want is chasing xenomorphs with a dry SG. |
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| Due to the fact that you can't get infinite ammunition for free, you need to communicate with requisition far more often for your ammunition compared to squad marines. Always inspect the amount of ammunition you have on you before a huge engagement happens since the last thing you want is chasing xenomorphs with a dry SG. If you have 2/5 of the total ammunition you can carry, it is the best time to get requisition to order more ammunition. Ensure that requisition verbally receives your order and ships out your orders otherwise you will head to a FOB with no ammunition for you.
| | * If you are using the SG-85, you cannot run fast with your weapon since wielding the weapon while running with it wielded is pretty slow. |
| | * If you are using the SG-29, you will run dry fast if you incorrectly use it too soon, and you have to reload fast before xenomorphs capitalize on you or your marines while you're reloading. |
| | * If you are using the SG-62, you have the lowest ammo capacity out of all the smart weapons, so you must be more accurate and not spray and pray. |
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| =Vendors, Equipment, and Weapons= | | =Vendors, Equipment, and Weapons= |
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| The Smartgunner has their own prep room within their squad prep area (hover your mouse over the doors if you can't find it.) Inside are your GHMME Automated Closet and NEXUS Smartgunner Equipment Rack. | | The Smartgunner has their own prep room within their squad prep area (hover your mouse over the doors if you can't find it.) Inside are your GHMME Automated Closet and NEXUS Smartgunner Equipment Rack. |
| *The closet contains your uniform, standard equipment, webbing, belts, pouches, and any masks you may want. | | *The closet contains your uniform, standard equipment, webbing, belts, pouches, and any masks you may want. |
| *The equipment rack contains two choices for smartgunner kits, but you can only choose one!, and gun attachments.
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| *When you wake up, you get '''either''' 1000 ammo for your T-29 '''or''' . Obtain more from requisition; SG-29 drums cost 5 req points whereby
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| <center> | | <center> |
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| </tabs> | | </tabs> |
| <br> | | <br> |
| | </center> |
| | <center> |
| | ==[[File:TGMC_Smartgunner_Vendor.png|64px]] NEXUS Automated Equipment Rack [[File:TGMC_Smartgunner_Vendor.png|64px]]== |
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| ==[[File:TGMC_Smartgunner_Vendor.png|64px]] NEXUS Automated Equipment Rack [[File:TGMC_Smartgunner_Vendor.png|64px]]==
| | The Automated Equipment Rack contains your Smartgunner needs, which consists of 45 points to purchase one out of three weapons and their respective ammo. Choose wisely. You can get: |
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| | a total of 1000 ammo from 5 SG-29 drums for your SG-29 |
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| | a total of 1000 ammo from 2 SG-85 ammo bin for your SG-85 or |
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| | at least a total of 240 ammo from 6 SG-62 magazines for SG-62 and 5 ammo from 1 SG-153 magazine for SG-153 (can change proportion of SG-62 and SG-153 mag). |
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| The Automated Equipment Rack contains your Smartgunner needs, which consists of 45 points to purchase one weapon and its ammo. Choose wisely.
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| '''GET EITHER A MAGNET HARNESS OR A BELT HARNESS!!!! DO NOT LOSE YOUR SMART WEAPON!!!!''' | | '''GET EITHER A MAGNET HARNESS OR A BELT HARNESS!!!! DO NOT LOSE YOUR SMART WEAPON!!!!''' |
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| ! scope="col" style="background-color:#407bbf;" |Point Cost | | ! scope="col" style="background-color:#407bbf;" |Point Cost |
| ! scope="col" class="unsortable" style="background-color:#407bbf;" | Description | | ! scope="col" class="unsortable" style="background-color:#407bbf;" | Description |
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| |- | | |- |
| ![[file:TGMC_M56_Sight.png|64px]]<br>KTLD head mounted sight | | ![[file:TGMC_M56_Sight.png|64px]]<br>KTLD head mounted sight |
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| ![[file:TGMC_tl29.png|128px]]<br>T-29 smart machine gun | | ![[file:TGMC_tl29.png|128px]]<br>T-29 smart machine gun |
| !29 | | !29 |
| |A heavy machine gun that uses IFF to bypass friendlies, allowing you to fire through them if they have a marine ID. | | |The SG-29 smart machine gun is the premier standard IFF-capable armament. A heavy machine gun that uses IFF to bypass friendlies, allowing you to fire through them if they have a marine ID. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition. |
| {| border=2 class="mw-collapsible mw-collapsed wikitable;" | | {| border=2 class="mw-collapsible mw-collapsed wikitable;" |
| !Attachments: | | !Attachments: |
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| ![[File:Minigun_sg.png|128px]]<br>SG-62 Smart Handheld Minigun | | ![[File:Minigun_sg.png|128px]]<br>SG-85 Smart Handheld Minigun |
| !30 | | !30 |
| |The SG-85 is a recent addition to TGMC's standard IFF-capable armament, allowing you to fire through them if they have a marine ID. It's known for its ability to lay down quick fire support very well through sheer volume. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition. | | |The SG-85 is a kin to TGMC's minigun with the added bonus to fire through allies if they have a marine ID. It's known for its ability to lay down quick fire support very well through sheer volume. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition. |
| {| border=2 class="mw-collapsible mw-collapsed wikitable;" | | {| border=2 class="mw-collapsible mw-collapsed wikitable;" |
| !Attachments: | | !Attachments: |
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| ![[File:Minigun_powerpack_sg.png|64px]]<br>SG-85 Powerpack | | ![[File:Minigun_powerpack_sg.png|64px]]<br>SG-85 Powerpack |
| !5 | | !5 |
| |Holds thousand(1000) 10x26mm rounds | | |The powerpack that POWER the SG-85; can only hold 1 ammo bin. |
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| | |- |
| | ![[File:Sg85ammobin.png|64px]]<br>SG-85 ammo bin |
| | !5 |
| | |A hefty container stuffed to the absolute brim with 500 rounds for the SG-85 powerpack. |
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| |- | | |- |
| ![[File:Minigun_sg.png|128px]]<br>SG-85 Smart Handheld Minigun | | ![[File:Sg-62.png|128px]]<br>SG-62 Smart Target Rifle |
| !30 | | !25 |
| |The SG-85 is a recent addition to TGMC's standard IFF-capable armament, allowing you to fire through them if they have a marine ID. It's known for its ability to lay down quick fire support very well through sheer volume. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition. | | |The SG-62 is a recent addition to TGMC's standard IFF-capable armament, allowing you to fire through them if they have a marine ID. It's known for its ability to suppress xenomorphs from afar at the expense of ROF and ammo. The SG-62 also has a unbarreled spotting rifle called the SR-153 Spotting Rifle that applies bullets with status effect or normal bullets that deal a lot of damage. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition. |
| {| border=2 class="mw-collapsible mw-collapsed wikitable;" | | {| border=2 class="mw-collapsible mw-collapsed wikitable;" |
| !Attachments: | | !Attachments: |
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| |- | | |- |
| |} | | |} |
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| | ![[File:SG-62_Target_Rifle_Magazine.png|64px]]<br>SG-62 Target Rifle Magazine |
| | !3 |
| | |A magazine filled with fourty (40) 10x27mm specialized smart rounds. |
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| | |- |
| | ![[File:SG-62_Target_Rifle_Magazine.png|64px]]<br>SR-153 Spotting Rifle Magazine |
| | !2 |
| | |A magazine filled with five (5) 12x7mm lethal smart rounds, these will do nothing other than pack a big punch. |
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| | ![[File:SG-62_Target_Rifle_Magazine.png|64px]]<br>SR-153 Spotting Rifle High Impact Magazine |
| | !2 |
| | |A magazine filled with five (5) 12x7mm high impact smart rounds, these will likely stagger and slow anything they hit. |
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| | |- |
| | ![[File:SG-62_Target_Rifle_Magazine.png|64px]]<br>SR-153 Spotting Rifle Heavy Rubber Magazine |
| | !2 |
| | |A magazine filled with five (5) 12x7mm high impact smart rounds, these will likely stagger and slow anything they hit. |
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| | |- |
| | ![[File:SG-62_Target_Rifle_Magazine.png|64px]]<br>SSR-153 Spotting Rifle Tungsten Magazine |
| | !2 |
| | |A magazine filled with 12x7mm tungsten smart rounds, these rounds will massively knock back any target it hits. |
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| | |- |
| | ![[File:SG-62_Target_Rifle_Magazine.png|64px]]<br>SR-153 Spotting Rifle Flak Magazine |
| | !2 |
| | |A magazine filled with 12x7mm flak smart rounds, these rounds will airburst on contact with an organic target, causing damage in a small area near the target. |
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| | |- |
| | ![[File:SG-62_Target_Rifle_Magazine.png|64px]]<br>SR-153 Spotting Rifle Tanglefoot Magazine |
| | !3 |
| | |A magazine filled with 12x7mm smart rounds tipped with 'Tanglefoot' poison, these rounds will drain the energy out of targets they hit. |
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| | |- |
| | ![[File:SG-62_Target_Rifle_Magazine.png|64px]]<br>SR-153 Spotting Rifle Incendiary Magazine |
| | !3 |
| | |A magazine filled with 12x7mm incendiary smart rounds, these rounds will set alight anything they hit. |
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| |} | | |} |
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| =Tactics for Squad Smartgunner= | | =Tactics for Squad Smartgunner= |
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| | '''You are the first to detect xenomorphs.''' Since you can see xenomorphs in the dark, you can engage xenomorphs first before your peers. To increase your reaction time against xenomorphs, a '''tactical sensor''' can be attached onto your smart weapon. That said, you must have a belt harness if you have a tactical sensor since you cannot have both a tactical sensor and a magnetic harness at a same time, removing the belt slot for storage. |
| | |
| | '''Stick with your squad and follow the Squad Leader's (SL's) orders.''' If this isn't possible, stay with any marines you can find. You will not survive on your own if you are caught out of position, and your weapon is a very important support tool for the entire marine force—don't waste it by running around alone. |
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| | When you kill xenomorphs, you should sell them via fulton or ARSR bluespace to supply requisition more points. The more you sell xenomorphs, the more that requisition will give you ammo. |
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| | '''You have limited ammo, so do not waste it on walls.''' If you have 2/5 of the total ammunition you can carry, it is the best time to get requisition to order more ammunition; calling requisition when you are out of ammo is the surest way to wait on requisition to give you ammo. Ensure that requisition verbally receives your order and ships out your orders otherwise you will have no ammunition for you. |
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| =Tips= | | =Tips= |
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| * Kill xenos, get more ammo. Use ammo to kill more xenos, then get more ammo. Make req happy.
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| * Xenomorphs will get punished when they push '''if you do your job'''. The SG's job is to ensure that xenomorphs eat more lead when they try to come to CQC range, not to mention the sunder that the SG provides. | | * Xenomorphs will get punished when they push '''if you do your job'''. The SG's job is to ensure that xenomorphs eat more lead when they try to come to CQC range, not to mention the sunder that the SG provides. |
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| * Given that you have IFF, you can save marines from resin traps. These traps make facehuggers jump on marines if they step on the traps. Always be wary of objects on weed as many objects can hide resin traps, so keep your cursor near objects. When a marine triggers a resin trap, they will get stun and have a few second to be saved before the facehugger grabs onto their face. | | * Given that you have IFF, you can save marines from resin traps. These traps make facehuggers jump on marines if they step on the traps. Always be wary of objects on weed as many objects can hide resin traps, so keep your cursor near objects. When a marine triggers a resin trap, they will get stun and have a few second to be saved before the facehugger grabs onto their face. |
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| * Stick with your squad and follow the Squad Leader's (SL's) orders. If this isn't possible, stay with any marines you can find. You will not survive on your own if you are caught out of position, and your weapon is a very important support tool for the entire marine force—don't waste it by running around alone.
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| * Aim for the chest. You're less likely to hit a target by aiming for the head. | | * Aim for the chest. You're less likely to hit a target by aiming for the head. |
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This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase.
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SUPPORT MARINE
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Squad Smartgunner
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Access: Squad Smartgunner Equipment Room, Squad Room Difficulty: Easy Rank: Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours), Staff Sergeant (300 hours), Sergeant Major (1000 hours) Class: Marines Supervisors: Squad Leader Duties: Use built-in IFF weapons to help keep your squad intact and finish off xenomorphs. Guides: If you need a guide to SG you have bigger issues Quote:"RO! I NEED MORE AMMO! WHERE IS IT!?"
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Introduction
You are specially-trained to operate one of TerraGov Marine Corps' most effective weapons systems: the SG-29 smart machine gun, the SG-85 smart handheld gatling gun, or the SG-62 Target Rifle. Realizing that you suck at not shooting your battle buddies perform well at TerraGov Marine Corps School of Infantry and score high in the ASVAB's electronic, the TerraGov Marine Corps put you in an additional 5 weeks course on operating these weapon systems. These technologically advanced but limited weapon systems can shoot through other marines without sacrificing firing rate.
In TGMC, the main role of the Squad Smartgunner is a second-line support unit.
Playing the Smartgunner
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aspiring smartgunner says: ""LETS ROCK!!!!""
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Though it may seem powerful with this profound built-in IFF, you are not built to be a front-line combatant. Stay behind marines. Your strength is covering your team and putting yourself in the best position to lay down lots of fire on the enemy.
Xenomorphs will target you if you act as pointman for marines; they want to remove you from laying down superior firepower for marines. Treat yourself as a mobile sentry gun, stay behind your teammates, lead your shots, and pay attention to where you can best bring your firepower to bear. The reason for why xenomorphs fear you is the smart weapon you have.
The smart weapon's feature is its built-in IFF, giving the smart weapon superior firepower, faster movement speed, and higher rate of fire over many aim mode weapons. The built-in IFF is on by default, and when it is on you will not hit any other friendly marines equipped with IFF transmitters. Whereby other weapons have aim mode that reduce their rate of fire and movement speed, you on the other hand have superior rate of fire and movement speed given your SG. You can freely shoot through any marine and your bullets will safely bypass them to hit targets beyond. Note that your bullets will still hit anyone or anything without marine IFF, meaning survivors, FRE ERT, and other civilians, so be careful.
Due to the fact that you can't get infinite ammunition for free, you need to communicate with requisition far more often for your ammunition compared to squad marines. Always inspect the amount of ammunition you have on you before a huge engagement happens since the last thing you want is chasing xenomorphs with a dry SG.
- If you are using the SG-85, you cannot run fast with your weapon since wielding the weapon while running with it wielded is pretty slow.
- If you are using the SG-29, you will run dry fast if you incorrectly use it too soon, and you have to reload fast before xenomorphs capitalize on you or your marines while you're reloading.
- If you are using the SG-62, you have the lowest ammo capacity out of all the smart weapons, so you must be more accurate and not spray and pray.
Vendors, Equipment, and Weapons
The Smartgunner has their own prep room within their squad prep area (hover your mouse over the doors if you can't find it.) Inside are your GHMME Automated Closet and NEXUS Smartgunner Equipment Rack.
- The closet contains your uniform, standard equipment, webbing, belts, pouches, and any masks you may want.
GHMME Automated Closet
<tabs>
<tab name="Standard Kit">
Item:
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Desc.:
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TGMC Radio
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This is used by squad members. Default channels are ; for your squad, and :h for common.
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TGMC Uniform
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A standard-issue, kevlar-weaved, hazmat-tested, EMF-augmented marine uniform.
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Combat Boots
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Standard issue combat boots for combat scenarios or combat situations. All combat, all the time.
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Marine Gloves
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Standard issue marine tactical gloves. It reads: 'knit by Marine Widows Association'.
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M10 Helmet
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A helmet which keeps your head on your shoulders, and not lying ten feet away.
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</tab>
<tab name="Webbing">
Item:
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Desc.:
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Webbing
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Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform
Has three slots for storing items.
Storage
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Any tiny item
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Any small item
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M41A MK2 Magazines
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M39 Magazines
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M42C Magazines
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Sunfury Lasgun Cells
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Black Webbing
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Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform
Has five slots for storing tiny or small items.
Storage
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Any tiny item
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Any small item
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Shoulder Holster
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Pistol Holster that you can clip to your uniform.
Only one thing may be clipped to your uniform
Capable of storing one pistol in it.
</tab>
<tab name="Belts">
Item:
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Desc.:
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M39 Belt Holster
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SMG Holster that goes on your belt.
Has only one slot, and draws revolvers on click.
Capable of storing an M39 without increased weight (Grips/Stock)
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Ammo Load Rig
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A belt for your uniform, intended for holding magazines.
You can right click it to change the drawing mode.
Has five slots for storing items.
Storage
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Combat Knife
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Shells or handfuls of bullets
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Any kind of flare/flare nade
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M41A MK2 Magazines
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M39 Magazines
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M42C Magazines
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Sunfury Lasgun Cells
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M4A3 Magazines
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M44 Speedloaders
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Any grenade
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Claymores
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Shotgun Shell Belt
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A belt used to hold up to 50 shotgun shells, two boxes worth.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
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Buckshot shells
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Slug Shells
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Flechette Shells
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Incendiary Shells
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M4A3 Belt Holster
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Pistol Holster that goes on your belt.
Has five slots, and draws pistols on click.
Capable of storing only one pistol in it.
Storage
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Any Pistol, not revolvers.
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Any Pistol Magazines
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M44 Belt Holster
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Revolver Holster that goes on your belt.
Has five slots, and draws revolvers on click.
Capable of storing only one revolver in it.
Storage
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M44 Revolvers
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M44 Speedloaders
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Knife Rig
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A knife rig that goes on your belt
Can switch drawing modes by right clicking.
Capable of storing six throwing knives within.
Storage
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M11 Throwing Knives.
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</tab>
<tab name="Pouches">
Pouch:
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Desc:
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Shotgun Shell Pouch
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A pouch used to hold shotgun shells. Has four slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
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Buckshot shells
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Slug Shells
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Flechette Shells
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Incendiary Shells
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Magazine Pouch
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A pouch used to hold magazines. Has two slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
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Shells or handfuls of bullets
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M41A MK2 Magazines
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M39 Magazines
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M42C Magazines
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Sunfury Lasgun Cells
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M4A3 Magazines
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M44 Speedloaders
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Medium General Pouch
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A medium general pouch that goes into your pocket. Holds small and tiny items.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
Storage
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Any tiny item
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Any small item
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Flare Pouch
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A pouch used to flares. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
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Flare Grenades
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Manual Flares
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First Aid Pouch
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A pouch used to hold construction materials. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
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Tramadol Injectors
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Tricordazine Injectors
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Gauze
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Ointment
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Medical Splints
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Pistol Magazine Pouch
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A pouch used to hold pistol magazines. Has three slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
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M4A3 Magazines
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M44 Speedloaders
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Sidearm Pouch
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A pouch used to sidearms. Has one slot.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
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Any Revolvers
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Any Pistols
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</tab>
<tab name="Masks">
Item:
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Desc.:
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TGMC Gas Mask
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A gas mask that restricts your vision, but filters out harmful gasses.
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TGMC Coif
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A coif that protects you from extreme cold conditions.
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Rebreather
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Heats or cools down air as you breath it, protecting you from extreme conditions.
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</tab>
</tabs>
NEXUS Automated Equipment Rack
The Automated Equipment Rack contains your Smartgunner needs, which consists of 45 points to purchase one out of three weapons and their respective ammo. Choose wisely. You can get:
a total of 1000 ammo from 5 SG-29 drums for your SG-29
a total of 1000 ammo from 2 SG-85 ammo bin for your SG-85 or
at least a total of 240 ammo from 6 SG-62 magazines for SG-62 and 5 ammo from 1 SG-153 magazine for SG-153 (can change proportion of SG-62 and SG-153 mag).
GET EITHER A MAGNET HARNESS OR A BELT HARNESS!!!! DO NOT LOSE YOUR SMART WEAPON!!!!
Module
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Point Cost
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Description
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KTLD head mounted sight
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0
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A headset and goggles system made to pair with any KTLD weapon, such as the SG type weapons. Has a low-res short range imager, allowing for a better view of terrain. Yes, you get this for free!
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T-29 smart machine gun
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29
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The SG-29 smart machine gun is the premier standard IFF-capable armament. A heavy machine gun that uses IFF to bypass friendlies, allowing you to fire through them if they have a marine ID. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
Attachments:
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Rail
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|
|
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Muzzle
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Fixed
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Underbarrel
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|
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Stock
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Fixed
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T-29 drum magazine
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4
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Supplies your T-29 Smartgun with ammunition and power. 200 ammo per drum.
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SG-85 Smart Handheld Minigun
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30
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The SG-85 is a kin to TGMC's minigun with the added bonus to fire through allies if they have a marine ID. It's known for its ability to lay down quick fire support very well through sheer volume. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
Attachments:
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Rail
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|
|
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Muzzle
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Nothing
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Underbarrel
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Nothing
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Stock
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Nothing
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SG-85 Powerpack
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5
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The powerpack that POWER the SG-85; can only hold 1 ammo bin.
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SG-85 ammo bin
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5
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A hefty container stuffed to the absolute brim with 500 rounds for the SG-85 powerpack.
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SG-62 Smart Target Rifle
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25
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The SG-62 is a recent addition to TGMC's standard IFF-capable armament, allowing you to fire through them if they have a marine ID. It's known for its ability to suppress xenomorphs from afar at the expense of ROF and ammo. The SG-62 also has a unbarreled spotting rifle called the SR-153 Spotting Rifle that applies bullets with status effect or normal bullets that deal a lot of damage. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
Attachments:
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Rail
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|
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Muzzle
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Nothing
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Underbarrel
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Nothing
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Stock
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Nothing
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SG-62 Target Rifle Magazine
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3
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A magazine filled with fourty (40) 10x27mm specialized smart rounds.
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SR-153 Spotting Rifle Magazine
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2
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A magazine filled with five (5) 12x7mm lethal smart rounds, these will do nothing other than pack a big punch.
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SR-153 Spotting Rifle High Impact Magazine
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2
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A magazine filled with five (5) 12x7mm high impact smart rounds, these will likely stagger and slow anything they hit.
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SR-153 Spotting Rifle Heavy Rubber Magazine
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2
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A magazine filled with five (5) 12x7mm high impact smart rounds, these will likely stagger and slow anything they hit.
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SSR-153 Spotting Rifle Tungsten Magazine
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2
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A magazine filled with 12x7mm tungsten smart rounds, these rounds will massively knock back any target it hits.
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SR-153 Spotting Rifle Flak Magazine
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2
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A magazine filled with 12x7mm flak smart rounds, these rounds will airburst on contact with an organic target, causing damage in a small area near the target.
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SR-153 Spotting Rifle Tanglefoot Magazine
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3
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A magazine filled with 12x7mm smart rounds tipped with 'Tanglefoot' poison, these rounds will drain the energy out of targets they hit.
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SR-153 Spotting Rifle Incendiary Magazine
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3
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A magazine filled with 12x7mm incendiary smart rounds, these rounds will set alight anything they hit.
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Tactics for Squad Smartgunner
You are the first to detect xenomorphs. Since you can see xenomorphs in the dark, you can engage xenomorphs first before your peers. To increase your reaction time against xenomorphs, a tactical sensor can be attached onto your smart weapon. That said, you must have a belt harness if you have a tactical sensor since you cannot have both a tactical sensor and a magnetic harness at a same time, removing the belt slot for storage.
Stick with your squad and follow the Squad Leader's (SL's) orders. If this isn't possible, stay with any marines you can find. You will not survive on your own if you are caught out of position, and your weapon is a very important support tool for the entire marine force—don't waste it by running around alone.
When you kill xenomorphs, you should sell them via fulton or ARSR bluespace to supply requisition more points. The more you sell xenomorphs, the more that requisition will give you ammo.
You have limited ammo, so do not waste it on walls. If you have 2/5 of the total ammunition you can carry, it is the best time to get requisition to order more ammunition; calling requisition when you are out of ammo is the surest way to wait on requisition to give you ammo. Ensure that requisition verbally receives your order and ships out your orders otherwise you will have no ammunition for you.
Tips
- Xenomorphs will get punished when they push if you do your job. The SG's job is to ensure that xenomorphs eat more lead when they try to come to CQC range, not to mention the sunder that the SG provides.
- Given that you have IFF, you can save marines from resin traps. These traps make facehuggers jump on marines if they step on the traps. Always be wary of objects on weed as many objects can hide resin traps, so keep your cursor near objects. When a marine triggers a resin trap, they will get stun and have a few second to be saved before the facehugger grabs onto their face.
- Aim for the chest. You're less likely to hit a target by aiming for the head.
- Aim at the tile behind a target if they're standing still. If you click right on the tile, it might not hit as likely compared to clicking straight behind your target, or the bullet might hit a nearby wall.
- For moving targets, try to lead your shots. Bullets have travel time, so depending on how fast a target is moving you may have to put your cursor 1-5 tiles ahead of a target to hit them.
- If an ally is pounced on, shoot over whoever's in the way behind the tile of the pouncer. You will either drive the pouncer off and make them hesitant to get into range, or you'll fill them with enough lead to drop them for you and your allies. This goes for warrior's lunge, too. Pump lead into that warrior since they have to grab a marine for like 2 seconds, enough to mag dump them.
- A Shotgunner synergizes well with this role: have the PFC as the point-man and stay behind them and their friends. In case they get pounced on or knocked down, you can then blast the offender and either drive them away (giving your team/the PFC time to move back and regroup), or kill them if they remain in the area for too long. It essentially gives you the ability to act as both an anti-flank/harassment force and as area-denial to all.
- STOP CHARGING IN FRONT DAMMIT
TGMC Roles
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TerraGov Marines
Ranks
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Command
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Captain, Field Commander, Staff Officer, Pilot Officer, Transport Officer, Mech Pilot
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Vehicle Crew
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Assault Crewman, Transport Crewman
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Engineering and Supply
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Chief Ship Engineer, Requisitions Officer, Ship Technician
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Medical
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Chief Medical Officer, Medical Doctor, Researcher
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Marines
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Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
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Civilians
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Corporate Liaison
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Silicon
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Combat robots, Synthetic, AI
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Xenomorphs
Playtime
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Tier 0
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Larva, Minions
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Tier 1
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Drone, Runner, Defender, Sentinel
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Tier 2
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Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter, Pyrogen
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Tier 3
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Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler
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Tier 4
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Shrike, Queen, King, Hivemind
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Others
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Zombie, Emergency Response Teams, Sons of Mars, Survivor
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