SONS OF MARS
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Sons of Mars
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Access: Sons of Mars Territory, or wherever application of force can take them. Difficulty: Variable Rank: Variable Class: Sons of Mars Military Supervisors: N/A Duties: Prevent the expansion of TerraGov's territory, through any means necessary. Guides: TBD
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SoSl William Cover говорит: "Who's going to feast on Earth's sky and drink their rivers dry?! Who's going to stomp their mountains into fine Martian dust?! Till the rains fall hard on Olympus Mons, who are we?! SOM!"
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As the Sons of Mars, you stand as the primary human resistance to TerraGov expansion. While lacking in the raw military mass that the government of Earth can bring to bear, the Sons of Mars fight to make up the disadvantage by the use of slightly more advanced weaponry, armor, and tactics.
In almost all circumstances, you will be hostile to the TGMC and other associated operatives; only by administrator discretion should this change. When facing Xenomorphs, you may use any force necessary to guarantee your safety - just make sure to remember who the true enemy is.
Currently, the Sons of Mars are only available during Combat Patrol, Sensor Capture, or spawned as an emergency response team during distress beacons.
The ranks and squad distribution in the SoM closely mirror those in the TGMC. As such, the guides to each respective role can be effectively used interchangeably between the SoM and their TGMC counterparts.
Note that the SoM will not have access to a flagship in most gameplay situations, eliminating their ability to use Fire Support, Vehicles, and most support granted by shipside roles.
Job
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Role
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Rank
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Difficulty
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Squad Leader
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Attempt to lead a group of (wo)man-children to victory. Follow the Chain of Command. Relay information to and from Command often so that they don't blindly send your 3-man squad against a 20-man marine team alone (sometimes).
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aSergeant
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Very Hard
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Squad Veteran
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Better armed and armored than their peers, veterans are tasked with with spearheading operations. They have access to the most powerful weaponry available to the SOM which can easily devestate grouped enemies, but unlike TGMC smartgunners they entirely lack any form of IFF.
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aCorporal
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Easy
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Squad Engineer
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Secure positions by building defenses, mounting emplacements, deploying turrets, and otherwise securing territory.
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aLance Corporal
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Medium
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Squad Corpsman
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Keep your squad alive. Uniquely more valuable than their TGMC counterpart, as the SoM rarely have access to surgical treatment. Do the best field medicine you can.
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aLance Corporal
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Medium
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Squad Marine
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Stay with your squad and gun down everything against you. Listen to your Squad Leader. Leave nothing but smoldering remains of TerraGov aggressors.
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aPrivate
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Very Easy
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As mentioned above, the SoM arsenal is limited due to lacking regular mainship access. However, they have several unique weapons and ordinance to make up for this disparity.
Notably, as the SOM view the TGMC as their primary foe, most of the SOM arsenal is designed to specifically combat human hostiles, via the use of deflagration munitions or chemical warfare.
Additionally, the Combat Patrol SOM come with pre-set loadouts that may be selected upon reaching their loadout vendor. These will determine your primary weapon and equipment, and are variable based on class. ERT SOM receive default loadouts.
Weapon:
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Description:
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V-31 assault rifle
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The V-31 was the primary rifle of the Sons of Mars until the introduction of more advanced energy weapons. Nevertheless the V-31 continues to see common use due to it's comparative ease of production and maintenance, and due to the inbuilt low velocity railgun designed for so called 'micro' grenades. Has good handling due to its compact bullpup design, and is generally effective at all ranges. Uses 10x25mm caseless ammunition.
Ammo:
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V-31 assault rifle magazine
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A 10mm rifle magazine designed for the V-31. Holds 50 rounds, dealing 25 damage with 5 AP and 0.5 Sunder.
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V-31 assault rifle incendiary magazine
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A 10mm incendiary rifle magazine designed for the V-31. Holds 50 rounds, dealing 25 damage with 5 AP and 0.5 Sunder. Ignites enemies. Less accurate.
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V-31 assault rifle armor piercing magazine
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A 10mm armor piercing rifle magazine designed for the V-31. Holds 50 rounds, dealing 20 damage with 30 AP and 3 Sunder. Deadly against armored targets, but overall damage drops quicker at range.
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Attachments:
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Rail
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Muzzle
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Underbarrel
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Stock
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Fixed
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V-21 submachinegun
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The V-21 is the principal submachinegun used by the Sons of Mars, designed to be used effectively one or two handed with a variable rate of fire. When fired at full speed it's performance is severely degraded unless used properly wielded, while the lower rate of fire can still be effectively used one handed when necessary. It uses 10x20mm caseless rounds.
Ammo:
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V-21 submachinegun magazine
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A 10mm smg magazine designed for the V-21. Holds 50 rounds, dealing 20 damage with 3 AP and 0.5 Sunder.
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V-21 submachinegun incendiary magazine
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A 10mm smg incendiary magazine designed for the V-21. Holds 50 rounds, dealing 20 damage with 3 AP and 0.5 Sunder. Ignites enemies. Less accurate.
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V-21 submachinegun armor piercing magazine
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A 10mm smg armor piercing magazine designed for the V-21. Holds 50 rounds, dealing 15 damage with 30 AP and 3 Sunder. Deadly against armored targets, quickly loses effectiveness at longer range.
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V-21 submachinegun extended magazine
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A 10mm armor piercing rifle magazine designed for the V-31. Holds 75 rounds, dealing 20 damage with 30 AP and 3 Sunder. Takes longer to aim.
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Attachments:
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Rail
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Muzzle
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Underbarrel
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Stock
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Fixed
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V-51 combat shotgun
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The V-51 is the main shotgun utilised by the Sons of Mars. Slower firing than some other semi automatic shotguns, but packs more of a kick.
Ammo:
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Buckshot shells
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Close range ammunition, capable of shredding unarmored/lightly armored opponents. Close range, 40x6 (240) damage with no AP. Stuns/staggers T1/T2.
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Slug Shells
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Long range ammunition, used for stunning and staggering enemies. Medium range, 100 Damage with 20 AP and 15 Sunder. Stuns/staggers T1/T2.
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Flechette Shells
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Metal shards used for punching through armor. Close range, 50 damage with 15 AP, 3 Sunder and 2 additional projectiles that deal 40 Damage with 25 AP and 2.5 Sunder each. Cannot stun/stagger.
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Incendiary Slug Shells
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Akin to normal slug shells, but sets enemies on fire. Medium range, 70 Damage, 15 AP and 2 Sunder. Cannot stun/stagger.
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Attachments:
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Rail
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Muzzle
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Underbarrel
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Fixed
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Stock
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Fixed
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VX-32 Charger
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Volkite weapons are the pride of Martian weapons manufacturing, their construction being a tightly guarded secret. Infamous for its ability to deflagrate organic targets with its tremendous thermal energy, explosively burning flesh in a fiery blast that can be deadly to anyone unfortunate enough to be nearby. The charger is a light weight weapon with a high rate of fire, designed for high mobility and easy handling. Ineffective at longer ranges.
Shots from volkite weaponry have a chance to 'deflagrate' any mob hit, based upon the damage caused after armor is taken into account. Deflagration causes the victim and anyone directly around them to burst into flame and suffer additional damage. Additionally, deflagration is strong enough to cause stagger and slowdown within 5 tiles of the firer.
Ammo:
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Volkite Energy Cell
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An energy cell for volkite weapons. Holds 1440 charge, enough for 45 shots, dealing 20 damage with 10 AP and 2 Sunder.
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Attachments:
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Rail
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Muzzle
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Fixed
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Underbarrel
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Stock
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Fixed
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VX-33 Caliver
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The caliver is the primary rifle of the volkite family, and effective at most ranges and situations. Drag click the powerpack to the gun to use that instead of magazines.
Shots from volkite weaponry have a chance to 'deflagrate' any mob hit, based upon the damage caused after armor is taken into account. Deflagration causes the victim and anyone directly around them to burst into flame and suffer additional damage. Additionally, deflagration is strong enough to cause stagger and slowdown within 5 tiles of the firer.
Ammo:
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Volkite Energy Cell
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An energy cell for volkite weapons. Holds 1440 charge, enough for 40 shots, dealing 30 damage with 10 AP and 2 Sunder.
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M-70 powerpack
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A heavy reinforced backpack with an array of ultradensity energy cells, linked to a miniature radioisotope thermoelectric generator for continuous power generation. Used to power the largest man portable volkite weaponry. Click drag cells to the powerpack to recharge. Contains 4800 charge, or enough for 133 rifle shots, but recharges over time.
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Attachments:
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Rail
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Muzzle
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Fixed
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Underbarrel
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Stock
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Fixed
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VX-42 Culverin
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The culverin is the largest man portable example of volkite weaponry, and can lay down a staggering torrent of fire due to its linked back-mounted powerpack. Drag click the powerpack to the gun to load. Effective at any range, although it's poor scatter especially when used on the move means it has poor single target accuracy at range.
Shots from volkite weaponry have a chance to 'deflagrate' any mob hit, based upon the damage caused after armor is taken into account. Deflagration causes the victim and anyone directly around them to burst into flame and suffer additional damage. Additionally, deflagration is strong enough to cause stagger and slowdown within 5 tiles of the firer.
Ammo:
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M-70 powerpack
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A heavy reinforced backpack with an array of ultradensity energy cells, linked to a miniature radioisotope thermoelectric generator for continuous power generation. Used to power the largest man portable volkite weaponry. Click drag cells to the powerpack to recharge. Contains 4800 charge, or enough for 160 culverin shots, dealing 25 damage with 10 AP and 2 Sunder
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Attachments:
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Rail
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Muzzle
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Fixed
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Underbarrel
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Fixed
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Stock
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Fixed
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V-11 pistol
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The standard sidearm used by the Sons of Mars. A reliable and simple weapon that is often seen on the export market on the outer colonies. Typically chambered in 9mm armor piercing rounds.
Ammo:
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V-11 pistol magazine
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A 9mm pistol magazine designed for the V-11. Holds 18 rounds, dealing 20 damage with 12.5 AP and 2 Sunder.
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V-11 pistol incendiary magazine
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A 9mm pistol incendiary magazine designed for the V-31. Holds 18 rounds, dealing 20 damage with 3 AP and 0.5 Sunder. Ignites enemies. Less accurate.
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V-11 pistol extended magazine
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A 9mm pistol extended magazine designed for the V-31. Holds 30 rounds, dealing 20 damage with 12.5 AP and 2 Sunder.
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Attachments:
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Rail
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Muzzle
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Underbarrel
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Stock
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Fixed
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VX-12 Serpenta
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The 'serpenta' is pistol typically seen in the hands of SOM officers and some NCOs, and is quite dangerous for it's size. Uses volkite ammunition.
Shots from volkite weaponry have a chance to 'deflagrate' any mob hit, based upon the damage caused after armor is taken into account. Deflagration causes the victim and anyone directly around them to burst into flame and suffer additional damage. Additionally, deflagration is strong enough to cause stagger and slowdown within 5 tiles of the firer.
Ammo:
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Compact Volkite Energy Cell
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A specialized compact battery used to power the smallest volkite weaponry. Holds 540 charge, enough for 15 shots, dealing 30 damage with 10 AP and 2 Sunder.
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Attachments:
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Rail
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Fixed
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Muzzle
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Fixed
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Underbarrel
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Fixed
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Stock
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Fixed
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Ordinance:
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Description:
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Micro Grenades
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Unique to the SOM's V-31 assault rifle is the built-in VA-61 micro rail launcher, an in-built railgun designed to fire so called "micro grenades". By using railgun technology, the projectile does not need any propellant, helping greatly increase usable space for the payload.
Note that unlike a normal grenade launcher, microgrenades must arm mid flight, detonating after travelling 3 tiles and releasing their payload. This means they are entirely ineffective at targets at very close range, although you may give someone a black eye from the impact damage.
The "micro grenades" used by the system come in 4 variants, as follows:
Grenades:
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Cluster Micro Grenades
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A 10g micro grenade designed for the VA-61 micro rail launcher attachment. Comes in handfuls of 3 grenades, which each release 7 bomblets that themselves detonate over a wide area unless they impact something first. Each bomblet does 20 explosive damage and applies moderate slowdown and stagger over a small area.
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Airburst Micro Grenades
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A 10g micro grenade designed for the VA-61 micro rail launcher attachment. Comes in handfuls of 3 grenades, which each release 5 piercing projectiles. Each projectile deals 20 damage with 20 AP and 3 sunder, along with mild slowdown and stagger.
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Dragons Breath Micro Grenades
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A 10g micro grenade designed for the VA-61 micro rail launcher attachment. Comes in handfuls of 3 grenades, which each release 5 incendiary piercing projectiles.Each projectile deals 15 damage, 5 AP and 1.5 sunder, in addition to igniting the target, igniting some tiles passed and causing very slight amounts of slowdown and stagger.
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Smoke Micro Grenades
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A 10g micro grenade designed for the VA-61 micro rail launcher attachment. Comes in handfuls of 3 grenades, which each release 5 smoke bomblets that themselves detonate in a curved row unless they impact something first. each bomblet creates a small smoke cloud, which together create a literal smokescreen.
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Grenades
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Alongside a selection of standard grenades, the SOM utilize several chemical smoke grenades as part of their standard armament. The full SOM grenade loadout is listed below.
Grenades:
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Satrapine Smoke Grenade
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A smoke grenade containing a nerve agent that can debilitate victims with severe pain, while purging common painkillers. If left in the system, with causes increasing amount of pain, oxyloss and coughing blood. It is set to detonate in 4 seconds, with a radius of 6 tiles.
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M40 HSDP smoke grenade
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The M40 HSDP is a small, but powerful smoke grenade. Based off the same platform as the M40 HEDP. It is set to detonate in 2 seconds, with a radius of 7 tiles.
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Stun Grenade
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A grenade designed to disorientate the senses of anyone caught in the blast radius with a blinding flash of light and viciously loud noise. The effects of this grenade are proportional to the distance from the epicentre, temporarily blinding victims as well inflicting significant slowdown and stagger. Repeated use can cause deafness.
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M15 fragmentation grenade
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An outdated TGMC fragmentation grenade. With decades of service in the TGMC, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds.
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Molotov Cocktail
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A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.
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M40 HIDP incendiary grenade
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The M40 HIDP is a small, but deceptively strong incendiary grenade. It is set to detonate in 4 seconds.
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Webley Mk15 stick grenade
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A fragmentation grenade produced in the colonies, most commonly using old designs and schematics. It explodes 3 seconds after the pin has been pulled.
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Emplacement:
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Description:
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COPE Sentry
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The Centurion Omnidirectional Point-defense Energy sentry is a man portable, automated weapon system utilised by the SOM. It is activated in hand then thrown into place before it deploys, where its ground hugging profile makes it a difficult target to accurately hit. Equipped with a compact volkite weapon system and a recharging battery to allow for prolonged use, it can also take other volkite cells in a pinch.
Has a fire delay of 0.2 seconds, with each shot dealing 20 damage.
Ammo:
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Volkite Nuclear Energy Cell
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A nuclear powered battery designed for certain heavy SOM machinery like sentries. Slowly charges over time.
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Volkite Energy Cell
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An energy cell for volkite weapons. Holds 1440 charge, enough for 120 shots.
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Compact Volkite Energy Cell
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A specialized compact battery used to power the smallest volkite weaponry. Holds 540 charge, enough for 45 shots.
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Sometimes, not everyone remembers the basic of battle drills from boot camp and why cover is important.
Always make sure you find cover against marine's wall of lead. Walking into an open field will put you in harm's way and potentially end you. Barricade can be of value, but they will get destroyed.
Get familiar with the map so that you can get cover and flank marines.
Shrapnel is your worse enemy.
Salvage around!
TGMC Roles
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TerraGov Marines
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Command
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Captain, Field Commander, Staff Officer, Pilot Officer
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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 Officer, Researcher
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Marines
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Squad Leader, Mech Pilot, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
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Civilians
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Corporate Liaison
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Silicon-Based
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Combat robots, Synthetic, AI
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Xenomorphs
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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, Baneling, Sentinel
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Tier 2
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Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter
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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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