TGMC:Squad Marine: Difference between revisions
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The [[TGMC:Marine Quickstart Guide|Marine Quickstart Guide]] recommends the '''M41A Pulse Rifle MK2''' as a starting weapon, and while it is a solid choice, there are other weapons that can be used. | The [[TGMC:Marine Quickstart Guide|Marine Quickstart Guide]] recommends the '''M41A Pulse Rifle MK2''' as a starting weapon, and while it is a solid choice, there are other weapons that can be used. | ||
===M4A3 Service Pistol=== | ===[[File:TGMC M4A3.png|64px]]M4A3 Service Pistol=== | ||
===M44 Combat Revolver=== | ===[[File:TGMC M44.png|64px]]M44 Combat Revolver=== | ||
===M39 Submachine Gun=== | ===[[File:TGMC M39.png|64px]]M39 Submachine Gun=== | ||
The Armat Battlefield Systems M39 submachinegun is a light firearm capable of effective one-handed use that is ideal for close to medium range engagements. Uses 10x20mm rounds in a high capacity magazine and has single-fire and burst modes. | |||
===M41A Pulse Rifle MK2=== | ===[[File:Example.png|64px]]M41A Pulse Rifle MK2=== | ||
===M37A2 Shotgun=== | ===[[File:TGMC M37.png|64px]] M37A2 Shotgun=== | ||
===M43 'Sunfury' Lasgun MK1=== | ===[[File:TGMC LASGUN.png|64px]] M43 'Sunfury' Lasgun MK1=== | ||
* Can fire 50 regular shots, or 12 overcharged shots. | * Can fire 50 regular shots, or 12 overcharged shots. |
Revision as of 15:00, 12 April 2019
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
MARINE STAFF | |
Squad Marine |
Access: Squad Room Difficulty: Easy Supervisors: Squad Leader Duties: Stick with your squad, follow your Squad Leader's orders. Guides: N/A Quote: Semper Fi! |
Introduction
(Note - This guide assumes that you have read the Marine Quickstart Guide and wish to know how to be a better Marine.)
Playing the Marine
Your Squad
- The Squad Leader is your normal highest rank in the field that gives you orders. It's generally your number one priority to drag them to safety at all costs with Grab intent if they are knocked down, since they can get you some fun toys to play with (e.g. guns, explosives, airstrikes).
- The Squad Specialist carries heavy weaponry and acts as second in command to the Squad Leader. If they go down, drag them back immediately unless the Squad Leader is also down, or your squad will likely lose access to the Specialist's weapon FOREVER. (such as from being melted by xeno scum)
- The Squad Smartgunner acts as third in command. Listen to them if both the Squad Leader and Squad Specialist go down, and make sure that they stay behind you at all times (they can shoot through you safely thanks to IFF).
- The Squad Engineer is one step above you and typically plays a role in building defences and sentry guns. Listen to their advice, don't block their way when they're trying to build, and cover them with your life: you'll thank them later when you have to hold the Forward Operating Base (FoB) from a few dozen xenomorphs.
- The Squad Medic is one step above you as well, with their goal being to keep the squad healed up. Try to lighten their load by running corpses/wounded back to the FoB/the triage area for them and trying not to be too reckless in battle, or they might be too overwhelmed by 12+ marines needing a fix to help you.
- Your comrades-in-arms are the Squad Marines. Use them as meat shields, never move in a group less than yourself and another Marine, and try to stay out of a marine's line of fire if you like living a long life.
Vendors, Equipment, and Weapons
<tabs>
<tab name="Standard Kit">
</tab> <tab name="Armor">
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Regular armour, with all round stats and drawbacks.
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Protects more than other armor types, but slows you down.
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Grants you extra mobility at the cost of less protection.
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Provides better protection against bullets and explosions, with less against melee..
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Similar to regular armour, besides increased storage capacity and slowdown.
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Provides better protection against cuts and slashes, but provides little against bullets and explosions.
</tab> <tab name="Backpacks"> </tab> <tab name="Webbing">
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