Marine outline
[Go to Species: Predator][Go to Species: Alien][Discuss in Forums]Marine
Andrew Harrison- your USCM unit is coming back from a tough mission where you lost some good people, a synthetic, and plenty of equipment. Weyland Yutani has suffered a slight "problem" and your crew is ordered to visit LV1201. Will the USCM elite be able to surive the lovely planet?? Its all up to you.
Weapons:Combat Knife
Good for opening cans and killing insects.
Primary Fire: slash
Secondary Fire:
M4A4 Pistol
Ammo Type: Armour Piercing or Anti-Personnel
Ammo Capacity: 12 rounds
Primary Fire: fire
Secondary Fire: change ammo type
Shotgun
Ammo Type: slug or buckshot [thx Sammer for correction].
Ammo Capacity: 6 rounds.
Primary Fire: Fire
Secondary Fire: change ammo type.
M-41A Pulse Rifle
Ammo Type: M309 10mm x 24 AP rounds.
Ammo Capacity: 99 rounds per clip [why not 100?]
Primary Fire: Standard Armour Piercing [AP] round fire
Secondary Fire: Underslung M40 grenade launcher. 8 grenades per clip.
M-56 Smart Gun
Ammo Type: M250 10mm x 28 caseless rounds
Ammo Capacity: 500 rounds per clip.
Primary Fire: Auto-track mode
Secondary Fire: Free-fire mode [auto-track disabled]
M240 Flamethrower
Ammo Type: Napalm canisters
Ammo Capacity: 100 units [per canister]
Primary Fire: Standard fire
Secondary Fire : NONE
M92 Grenade Launcher [independent]
Ammo Type: Proximity, Timed, EMP, Smart mines.
Ammo Capacity: 6 per each grenade type
Primary Fire: Standard fire
Secondary Fire: Switch grenade type
M6B Rocket Launcher
Ammo Type: normal rockets, tracking rockets
Ammo Capacity: 3 per tube
Primary Fire: Standard fire
Secondary Fire: change ammo types
M90 Minigun
Ammo Type: Specifications unknown
Ammo Capacity:
Primary Fire: Standard fire
Secondary Fire: pre-spins barrels for faster response
WY102 Sniper Rifle
Ammo Type:
Ammo Capacity:
Primary Fire: fire
Secondary Fire: scope. Hold down for magnification.
Equipment:Hacking device
A cool tool to override electronic security systems.
Welding Torch
Used for opening blocked doors.
Medkit
Ahh, if only real medicine was as good. Each gives you 100 health. As a Marine you WILL need plenty of them...
NOTE: you pick up ENOUGH health to take you back to FULL- rest stays in kit for later pickups. [thx Vesuvius for info]
Armour
That heavy thing which protects you from...death. Not always available.
NOTE: you pick up ENOUGH armour to take you back to FULL- rest stays in kit for later pickups. [thx Vesuvius for info]
Best moment? Yes. You and the alien meet over YOUR armour. You need it. It... doesn't...
Motion Detector
Taken directly from the movie "Aliens", this little gizmo warns you of impending danger. Covering 180 degrees [left, forward and right of you] it will 'inform' you about any movement.
Drawbacks? Yes. Limited to a range of 30 meters. Doen't tell you the vertical positioning. Can only be used in 'normal' vision mode. Forces you to spin around, checking your soft 'rear' for dangers... making you expose the very same 'rear' to the front, which is now your back, which is where the enemy is...
Shoulder Lamp
Casting a beam of light wherever you look, it will provide enough light to see death...fast approaching death.
Drains battery [once switched off battery recharges itself]
Image Intensifier
Boosts light levels. Watch out in well-lit places- blinding.
Flares
Those boring thingys used to light up the environment.
20 max. Can be picked up in 10 flare packs.
Ammo
Throughout you'll be able to pick up additional ammo for those 'close encounters'....
Battery
The thing needed for powering of your lamp and intensifier. Drops volts QUICKLY. watch it.
And then.... there is [my new love]
Alice
Comments?? I didn't think so....
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