TGMC:Squad Marine
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TGMC is a project based on the CM-SS13 codebase. |
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! |
Introduction
(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 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.
Vendors, Equipment, and Weapons
Item: | Desc.: | ||||
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A backpack item that allows you to carry more things in bulk.
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A backpack item that allows you to carry more things in bulk.
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A scabbard fitted to your back to hold a shotgun.
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Item: | Desc.: | |||||||
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Extra pouches that you can clip to your uniform.
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Extra pouches that you can clip to your uniform.
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Pistol Holster that you can clip to your uniform.
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Item: | Desc.: | ||||||||||||
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A belt for your uniform, intended for holding magazines.
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A belt used to hold up to 50 shotgun shells, two boxes worth.
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Pistol Holster that goes on your belt.
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Revolver Holster that goes on your belt.
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A knife rig that goes on your belt
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Pouch: | Desc: | ||||||||||
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A pouch used to hold shotgun shells. Has four slots.
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A pouch used to hold magazines. Has two slots.
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A pouch used to flares. Has five slots.
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A pouch used to hold construction materials. Has five slots.
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A pouch used to hold tools. Has five slots.
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A pouch used to hold construction materials. Has three slots.
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A pouch used to hold pistol magazines. Has three slots.
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A pouch used to sidearms. Has one slot.
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A pouch used to hold explosive materials. Has four slots.
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Item: | Desc.: |
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A gas mask that restricts your vision, but filters out harmful gasses. | |
A coif that protects you from extreme cold conditions. | |
Heats or cools down air as you breath it, protecting you from extreme conditions. |
Item: | Desc.: |
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A barrel attachment that makes shots quieter, and reduces damage. Also other stats. Wee. | |
A barrel attachment that makes shots more accurate, and reduces damage. Other stats. Wee. | |
A barrel attachment that makes recoil less of a problem, apparently. Other stats. Wee. | |
A rail attachment that makes your gun snap back to your suit storage if you drop it. Makes you less accurate. Other stats. Wee. | |
A rail attachment that makes your shots more accurate. Other stats. Wee. | |
Reduces the delay on single fire shots, reduces your burst count by one, and reduces your accuracy. Other stats. Wee. | |
Underbarrel attachment that makes your gun better for certain things. Other stats, wee. | |
Underbarrel grip that makes your bursts more accurate. Other stats. Wee. | |
Underbarrel grip that allows you to wield faster. Other stats. Wee. | |
A stock. Other stats, wee. | |
A stock. Other stats, wee. | |
A stock. Other stats, wee. |
Weapon Overview
THIS SECTION IS EXTREMELY OUTDATED DO NOT PAY ATTENTION TO IT
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.
M44 Combat Revolver
Файл:TGMC M39.pngM39 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.
Файл:Example.pngM41A Pulse Rifle MK2
M37A2 Shotgun
M43 'Sunfury' Lasgun MK1
- Can fire 50 regular shots, or 12 overcharged shots.
- You can toggle weapon overcharge with the Space key.
M5 'Night Raider' Survival Knife
M11 Throwing Knife
Tips
Summary
TGMC Roles | ||
TerraGov Marines | Command | Captain, Field Commander, Staff Officer, Pilot Officer |
Engineering and Supply | Chief Ship Engineer, Requisitions Officer, Ship Technician | |
Medical | Chief Medical Officer, Medical Officer, Researcher | |
Marines | Squad Leader, Mech Pilot, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine | |
Civilians | Corporate Liaison | |
Silicon-Based | Combat robots, Synthetic, AI | |
Xenomorphs | Tier 0 | Larva, Minions |
Tier 1 | Drone, Runner, Defender, Baneling, Sentinel | |
Tier 2 | Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter | |
Tier 3 | Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler | |
Tier 4 | Shrike, Queen, King, Hivemind | |
Others | Zombie, Emergency Response Teams, Sons of Mars, |