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MARINE
Squad Marine
Access: Squad Room Difficulty: Easy Rank: Private First Class Class: Marines Supervisors:Squad Leader Duties: Stick with your squad, follow your Squad Leader's orders, destroy the enemy! Guides: N/A Quote:Semper Fi!
(This guide assumes that you have read the Marine Quickstart Guide and wish to know how to be a better Marine.)
The Squad Marine is the grunt, the tip of the spear, the first boots on the ground, kicking in the door. Your objective: follow orders and destroy the enemy without getting yourself or your fellow marines killed in the process. The concept is simple, but executing it successfully is not.
Playing the Marine
The Squad Marine is the lowest rank and, technically, most basic combat role you can do. This doesn't mean, however, that every marine is not critically important to the battle and your actions cannot make or break the operation. The Marine PFC is both simple yet flexible, with enough options for weapons and gear to fill many types of role once you gain some experience, but first you need to understand your most important priorities:
Stay with your squad and listen to your Squad Leader/Acting Squad Leader/whoever the hell is in charge.
Follow orders and help however you can.
Do not shoot or blow up other marines.
Do shoot and blow up the enemy.
Maintain a high level of awareness of yourself, your squad, and how you can position yourself best to fight the enemy.
Don't abandon another marine to die, and never run in the face of the enemy.
Stay alive, but never at the expense of your comrades or the mission.
Understanding Your Squad
It's important to understand the roles of your fellow marines so that you have a better grasp of unit operations, your position in the battle, and what you may be asked to help with. Remember that you are the lowest-ranking marine, but that doesn't make you any less important.
Squad Leader Rank - Staff Sergeant
The leader of your squad and your direct superior in the field, relaying orders from command. Live and die by every word that comes out of their mouth. You can find them by following the beacon on your HUD, and an acting squad leader will typically be appointed if yours is SSD, MIA, or KIA. SL's an also direct close-air support, orbital bombardment, mortars, and request a resupply.
Squad Specialist Rank - (Not actually a Specialist in rank) Sergeant
The Specialist carries special or heavy weaponry and may act as second in command to the Squad Leader, but will sometimes operate independently and is the only marine capable of doing this. They can outfit themselves with six different weapons kits, such as a scout or sniper with an invisibility cloak, a demolitionist with an RPG or grenade launcher, a pyrotechnician, or even a minigun! If they give you orders, you'd better follow them, but physically following them around is not recommended.
Squad Smartgunner Rank - Corporal
The support lynchpin of your squad, SG's can act as a third in command or second fireteam leader, and their position in the squad is usually somewhere in the center or right behind YOU so they can make best use of their weapon. You need to be in front of these marines, not behind them.
Squad Engineer Rank - Lance Corporal
Your engineers typically build defences and sentry guns, but may accompany you to a forward position to repair objectives and use hacking and explosives for entry and demolition. Listen to their advice, don't block their way when they're trying to build, help them fill sandbags and place barbed wire, and cover them with your life: you'll thank them later when you have to hold the Forward Operating Base (FoB) from an army of rampaging Xenomorphs.
Squad Medic Rank - Corporal
Your medics are concerned with one thing: keeping the squad healed up and alive. 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.
Squad Marines Rank - Meatshield
Your comrades-in-arms are the Squad Marines, the churning blood and guts of the Corps. Never move out without them, don't accidentally shoot them in the back, and try to stay out of their line of fire if you like living a long life.
Provides better protection against bullets and explosions, with less against melee..
Has a shoulder lamp and a suit storage for guns
Has two internal slots for storing items.
Similar to regular armour, besides increased storage capacity and slowdown.
Has a shoulder lamp and a suit storage for guns
Has a storage area which can hold several items, akin to a bag.
Provides better protection against cuts and slashes, but provides little against bullets and explosions.
Has a shoulder lamp and a suit storage for guns
Has two internal slots for storing items.
A backpack item that allows you to carry more things in bulk.
Holds less than a backpack, but can be opened on your back.
Can carry five normal sized items at once.
A backpack item that allows you to carry more things in bulk.
Holds more than a satchel, but cannot be opened while on your back.
Can carry ten normal sized items at once.
A scabbard fitted to your back to hold a shotgun.
Cannot hold shotguns with stocks or grips.
Mostly a cosmetic choice, as marine shotguns can go your back without it.
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.
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.
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.
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.
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.
A pouch used to hold tools. 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.
A pouch used to hold construction materials. 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.
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.
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.
A pouch used to hold explosive materials. 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.
The 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
An M4A3 Colt Service Pistol, the standard issue sidearm of the TerraGov Marine Corps. Uses 9mm pistol rounds.
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.