Jump to content

Weapon Certifications


Silly goose

Recommended Posts

Weapon Certifications

 

Upon choosing a role to specialize into, riflemen will be given training in their initial equipment, (should they not already be trained) and will be informed on their new duties and receive their specialist role training.

 

Most troopers who first choose a weapon specialization will start at the first level of that specialization, and will be given access to more expensive equipment as they are deemed competent and responsible enough to handle it by the NCO team.

 

Each trooper can choose TWO specialization to go into.

 

NCOs are expected to understand these roles. Corporals and Sergeants are expected to be able to conduct initial equipment training and role training, while Sergeants are expected to be able to conduct role training and train troopers in any of the following weapons.

 

NCOs themselves can only act as a weapon specialist if they are not in a position of leadership, or in the case of special circumstances.

 

 

 

The Support Troopers

 

Support Troopers act as the backbone to an Infantry Platoon. Usually seen packing heavier weaponry, you’ll often see these Troopers laying down suppressing fire with the SAW, setting hordes of Arachnids ablaze or handing out ammunition for other Infantrymen. 

 

Unlike most other Specializations, the Support Troopers act as three distinct roles instead of being different levels of Progression. 

These roles are the following:

- SAW Gunners

- Flamers

- Ammo Bearers.

 

SAW Gunners are used to deliver suppressing fire against Humanoid hostiles or ripping apart swarms of bugs with their large magazines. Each SAW Gunner is also given a roll of 20 Sandbags and an Entrenchment Tool, giving them the opportunity to create small, temporary MG Nests or minor cover from rifle fire.

IldWPkN.jpg

Loadout:

  • Mark Three SAW
  • Roll of 20 Sandbags
  • Entrenchment Tool
  • Peacekeeper Sidearm or Sawn-Off Shotgun
  • Frag Grenades
  • Smoke Grenades

 

 

Flame Troopers specialize in using the ‘Hel’ Flamer, the use of this weapon being exclusive to Non-Human combatants. For Arachnids, the Flamer is ideal in setting Bug holes on fire, halting the bug assaults for M55 Users to accurately fire at a hole without the fear of being attacked.

The weapon is also useful in making a wall of fire to halt Bugs from attacking a certain direction, perfect for creating choke points to funnel Arachnids into a line of SAW Gunners or Marauders. 

 

The flame-trooper’s tank will not blow up if shot, however direct hits from Tanker and Progenitor Plasma will cause the gel inside to heat up and explode. The tank may also be detonated by severing the linkage and lighting the gel directly. Training in how to do this is not part of official MI doctrine, but should be sought before attempting to do so.

 

A Flame Trooper also carries a canister of extremely rapid-action flame retardant foam, able to put out accidental fires in the blink of an eye. Application of this foam is similar to that of a Fire Extinguisher, simply pointing the nozzle of the canister in the direction of the fire and putting it out in an instant. 

nq9taVK.jpg

 

Loadout:

  • The 'Hel' Flamer
  • The Morita Mark Four.
  • A canister of fast acting Flame Retardant Foam

 

 

 

Ammo Bearers are, unlike their other Support counterparts, often seen using lighter weaponry like the Morita Carbine, the bulk of their gear not being for themselves, but for their Squad. Carrying grenades, 40 and 30 mikes and magazines for the Morita Mark 1, 3, SAW or Shotguns, their job is to run from Trooper to Trooper, being sure everyone is fully stocked on ammunition.

upDRnOe.jpg

Loadout:

  • Standard Mark Three
  • Box full of 40/30mm Grenades
  • Mark Three Magazines
  • SAW Drums
  • Mark Four Magazines
  • Boxes of standard Buckshot
  • Frag, Smoke and Flash Grenades

 


The Grenadiers

Grenadiers have a simple task in comparison to other Specialisations. Their job is to blow up anything that gets in the way of the Mobile Infantry or causes a threat that simple bullets can not solve.

 

Progression for this Specialisation is far more linear than, say, the Support Class.

Upon joining this Specialisation, you will be trained to use the 3GL. Soon after that, you’ll be upgraded to a 6 Cylinder Grenade Launcher. Once you have mastered both Grenade Launchers you will then unlock and be able to use the M55 Rocket Launcher.

 

The Grenadiers are a Branch of Weapon Specialists, the focus of their tasking being in explosive weaponry. They use an array of weapons to blow up anything between the Infantry and their objective, or take down targets that a simple Morita can not kill. This includes, but is not exclusive to, Tankers, Royals, APCs, Jeeps, Tanks and Marauders. 

 

There are three main weapons that a Grenadier are trained to use, those being:

- The Triple Grenade Launcher (3GL)

- The 'Troglodyte' Six Cylinder Grenade Launcher

- The M55 Rocket Launcher

 

Upon joining the Grenadiers, an Infantryman will be taught how to use the 3GL, a Three round 40 millimeter firing Grenade Launcher. 

This weapon's main purpose is weakening large clumps of Arachnids, taking out squads of Humanoid targets or temporarily closing up Bugs holes. However, it can also be used to stop Cars, trucks, Jeeps and sometimes APCs. It can also, with multiple shots, kill a Tanker bug, but is not advised to be used against Royals as the 40mm shells have little effect to their thick armour. The same goes for Marauders, several 40mm rounds would be needed to kill one, meaning it is more effective to use the Troglodyte, dropping a Marauder in one magazine. 

RkjIdzX.jpg

 

Loadout:

  • The Triple Grenade Launcher
  • The Morita Mark Three
  • Frag Grenades

 

 

Once a Trooper has learned and shown great skill in using the Triple Grenade Launcher, they will then move on to the Troglodyte. The Troglodyte is very similar to the 3GL, however its main difference being this weapon carries Six shots instead of Three. 

However, because of the additional size and weight of the Troglodyte, a Trooper's loadout is restricted to just using the Mark One Carbine instead of the Standard Mark One or the Mark Three.

N3iGPrv.jpg

 

Loadout:

  • The Troglodyte Six Cylinder Grenade Launcher
  • The Morita Mark Three
  • Frag Grenades

 

Once a Trooper has shown their mastery of the Grenade Launcher, they are then allowed to learn the M55 Rocket Launcher. 

Usually a weapon seen carried by Engineers, the M55 is a single shot Rocket Launcher designed to permanently seal holes, destroy Tanks, APCs, Jeeps, Marauders, Tankers and Royals.

The M55 comes with various missile types, these being the HEAT (High Explosive Anti-Tank) rounds, HEDP (High-Explosive Dual Purpose) Rounds and smoke rockets. 

- HEAT rounds are used for, as the name implies, Anti-Tank and armor piercing purposes, used to take down enemy Armour or larger bug castes like Royals and Tankers. 

- HEDP Rounds are used to either seal up a Bug hole or wipe out large clusters of unarmored Hostile troopers like a squad of Progenitors or a horde of Arachnids. 

- Smoke rounds are used to conceal a Platoon or blind enemy armor like Tanks and Marauders. 

9eNzu4b.jpg

 

Loadout:

  • M55 Rocket Launcher
  • Morita Mark Four
  • 6 HEDP Rounds
  • 4 HEAT Rounds
  • 1 Smoke Round

 

Because of the various uses and complexity of the M55, this weapon is the final thing taught to a Grenadier Trooper.

 


The Marksmen

 

Arguably one of the more skill dependent Certifications, the Marksmen are long range Infantry with the purposes of Counter Sniping, long range engagements, Recon and covering advancing Squads or Platoons from a safe distance. 

 

Marksmen have a list of weaponry at their disposal, and unlock them as they show dedication and skill in their role. 

 

First, a Marksmen will be trained to use the DMR, a Thirty round semi-automatic rifle designed for long range combat. Due to the ability to use this weapon automatically, a sidearm is not needed when deploying with this weapon and will not be handed out unless the Drop lead states otherwise. 

A DMR Trooper also carries Smoke grenades and a set of Binoculars. 

tLTqhAr.jpg

 

Loadout:

  • The E-44 Pulse Rifle
  • Smoke Grenades
  • Binoculars

 

Once a Trooper has proved their merit with a DMR they are able to learn how to use to Long Rifle, a high powered, blow action Sniper rifle with a five round magazine. This weapon is capable of dropping a soldier in a single shot to the center mass and can even, if used right, sever a human limb. Due to the unreliability of this weapon in close range, anyone carrying this weapon is also allowed to use either a Peacekeeper Sidearm or the Sawn-Off shotgun.

Long Rifle users are also expected to use the IR/UV Laser Designated Rangefinders. These are used to paint a target for TAC fighters, Artillery or Fleet Orbital support as per the request of the Droplead. 

Long Rifle and Morita X users can also carry a Flare gun with them so that in the scenario that they are captured while performing Recon or providing Overwatch they can alert the rest of the Platoon

SDNPA4A.jpg

 

Loadout:

  • The Morita Long Rifle
  • The Peacekeeper Sidearm/Sawn-Off Shotgun or Morita Mark Four
  • Smoke Grenades
  • A Set of IR/UV Laser Designated Rangefinders. 
  • A Flare Gun

 

Finally, a Marksmen can be trained to use the Morita X Anti-Material Sniper Rifle, a large, high powered rifle capable of killing Arachnid Warriors in one shot and even Tigers with a well placed round. This weapon is limited in availability and can only be taken on a Drop if specifically requested by the Droplead. 

The Morita X can also provide damage to a Tanker or Royal if firing at the eyes. They can also do immense damage to a Marauder suit. 

Due to the risk of Friendly Fire with the Morita X, which will kill any human in one shot to any part of the body, this weapon REQUIRES a Spotter who can call out and identify targets to lessen the risk of accidental deaths of friendly Infantry. 

QnnSEQ2.jpg

 

Loadout: 

  • The Morita X Anti-Material Rifle 
  • The Peacekeeper Sidearm/Sawn-Off Shotgun or Morita Mark Four
  • Smoke Grenades
  • A Set of IR-UV Laser Designated Rangefinders
  • A Flare Gun

The Point Men

 

Point Men are experts in Close Quarter Combat and short range firefights, specializing in Shotguns, room breaching and Urban combat, the Pointman will always be at the front of the Squad. 

 

Upon joining the Pointmen, a Trooper will be taught how to use the CD-95 Ventilator Shotgun, a 10 round Pump action shotgun designed to be used in Close Quarter combat. Boasting a tight pellet spread and high damage, this weapon is ideal for taking out Human targets at close range. 

The Pointmen also come equipped with Morita Mark 1 Carbine, which is used when not engaged in close quarter firefights, or when under attack by large swarms of Arachnids.

JtN72Gi.jpg

 

Loadout:

  • The CD-95 Ventilator Shotgun
  • The Morita Mark Three or Mark Four
  • Frag Grenades
  • Smoke Grenades
  • Flash Grenades

 

Once a Pointman has spent enough time proving their mastery of CQC combat, they will then be taught how to properly breach rooms. This means that Breaching charges are added to their loadout, used to knock down wooden doors or blast holes in plaster walls. On top of this, they are also given the Fully-Automatic Belcher Shotgun.

OrwZORj.jpg

Loadout:

  • The CD-95 Ventilator Shotgun or the Belcher Auto-Shotgun
  • The Morita Mark Four
  • Frag Grenades
  • Smoke Grenades
  • Flash Grenades
  • Breaching Charges
  • Like 1
Link to comment

Updated to put everything in one place.

 

OOC Notices for each faction are found here:

 

OOC Notices for Pointmen:

 

When breaching walls or doors, be sure to do the /me of doing so and then /report it for admins to do the /event of this. If you don't /report it, Admins will not know what you are doing/be able to help. 

 

OOC Grenadiers:

 

M55 Troopers, always remeber to /report when you're HEDPing a hole so admins know to stop spawning bugs from it. 

 

3/6GL Troopers, always remember to /report if you're trying to temporarily close up a bug hole. It WILL require multiple 40mm rounds and is down to the admin on if it actually closes up the hole properly and for how long it closes it. 

 

OOC Notices for Support Troopers:

 

Ammo Bearers, you are able to spawn in boxes of CW Ammo, Grenades and 40mm with out admin help now. To do so, use Advanced Duplicator 2, go to public folder, the go to Specialization Dupes and select the desired ammo to put down for people. 

M9K like the 3GL and 6GL can't be given ammo like this, that must still be done by an admin unfortunately.) 

 

SAW Gunners, you can also slap down sandbag piles by going to Advanced Duplicator 2, go to public folder, the go to Specialization Dupes and select the Sandbags. Anyone who wants to create their own premade Sandbag piles, run them by me first and then feel free to add them yourself. 

Link to comment
×
×
  • Create New...