Introduction to Marine Roles
CM-SS13 features a robust class system for Colonial Marines, where each role contributes uniquely to the success of the mission against the Xenomorph threat. There isn't a concept of 'best characters' in the traditional sense, but rather roles that, when played effectively, can significantly impact the outcome of a round. This guide explores some of the most impactful marine roles, their duties, and strategic tips for success.
Leadership Roles
Effective leadership is paramount for marine operations. These roles are responsible for coordination, tactical decisions, and maintaining squad cohesion.
Squad Leader (SL)
The Squad Leader is entrusted with the lives of their soldiers, serving as the primary leader and secondarily as a combatant. This role requires a robust understanding of warfare, squad protection, and managing supply lines to ensure marines return safely.
Difficulty: Hard.
Duties: Lead your squad, follow orders from Command, and keep your squad cohesive. Your role is primarily leadership and secondarily combat. You are expected to do most of the thinking, letting your marines handle the shooting.
Key Strategies:
* Situational Awareness: Constantly use binoculars to scan ahead; knowledge is power. Relay clear, short updates to Command.
* Lead by Example: Be the first to charge and the first to retreat to encourage your squad to follow. Use quickbinds for commands like "GO GO GO!" or "RETREAT!".
* Adaptability: Plans often go awry, so stay flexible and adapt to the situation. Recognize when to pull back before it's too late; a dead squad is a useless squad.
* Resource Management: Manage your squad's supply lines to ensure they have ammo and medical aid.
Unlock Requirements: Ten hours as any squad role and three hours as Fireteam Leader.
Fireteam Leader (TL)
As a Corporal, the Fireteam Leader leads a smaller, more granular element of a squad. They are crucial for executing maneuvers and carrying out actions independently within the squad's objectives.
Duties: Expected to have an above-average knowledge of the Area of Operation (AO). Responsible for tactical decisions (e.g., retreat, securing flanks, counter-attacks) based on the status of marines and enemy capabilities (DRAW-D acronym). Disseminate intel quickly and arrange frontline resupplies.
Key Strategies:
* Initiative: Take initiative to accomplish the mission within command's boundaries, potentially acting as Squad Leader if needed.
* Information Relay: Continuously report observations to the chain of command using your radio.
Combat and Specialist Roles
These roles are at the forefront of engagement, focusing on direct combat and specialized offensive capabilities.
Standard Marine (Rifleman / Private First Class - PFC)
The Rifleman forms the foundation of any squad, serving as the main fighting body against the aliens.
General Tips:
* Stick Together: Never be alone; it makes you an easy target. Always have at least two people ahead of you.
* Movement: Don't stand still near an active front. Avoid staying in chokepoints; push or back up. If you can't move quickly, get healed.
* Fire Discipline: Never use burst mode next to marines to avoid friendly fire; use semi-auto instead. Friendly fire is statistically one of the worst things that can happen.
* Survival: Always have painkillers and medical aid. Try to get at least one oxycodone injector. If someone is dead, remove their armor for quicker defibrillation. If on fire, roll on the ground and remove armor after the fire is out.
Specialist (Weapons Specialist)
Specialists are powerful assets with access to unique kits and squad-supporting heavy weapons, capable of quickly changing the tide of battle. They possess higher skills than standard grunts and smartgunners.
Duties: Utilize heavy weaponry to provide significant firepower and tactical advantage. Can also assist in construction work, such as building metal barricades.
Key Strategies:
* Grenadier Pack: The grenadier pack is often recommended for its utility. HEDP grenades are very effective for stunning most xenos and controlling areas where they group up. M15 grenades, a combination of HEDP and HEFA, are even stronger and can stun Queens and Crushers.
* Flamethrower: The flamethrower is very good for killing many xenos, especially Crushers. However, Ravagers and Queens are fire immune. Be cautious of friendly fire, as burn damage is a quick way for a marine to die and flames can slow down marine pushes.
* Teamwork: Stick with your squad. Specialists are not 'rambos' and should not be treated as such.
Smartgunner
The Smartgunner provides consistent damage and is useful for deterring overextending xenomorphs, as well as protecting corpsmen and wounded marines in the backline.
Equipment: Can utilize the M56 handheld Smartgun, which features IFF tracking.
Role in Combat: Acts as a deterrent and provides sustained fire support. Avoid being forced into the front lines where they may die quickly.
Military Police (MP)
MPs are a core component of the Command Department, enforcing Marine Law and Standard Operating Procedure onboard the ship and, when necessary, planetside.
Duties: Punish rogue marines, protect command and the Almayer from mutiny or boarding parties. They are expected to uphold and enforce Marine Law, guard the brig, and assist in processing unruly marines.
Restrictions: Generally cannot leave the Almayer unless tracking a rogue marine or escorting/piloting a dropship, and are expected to return promptly.
Support Roles
Support roles are essential for maintaining the marine force's health, equipment, and strategic advantage.
Hospital Corpsman / Medical Doctor (MD) / Chief Medical Officer (CMO)
The Medical Department is critical for marine success, providing healing and performing surgeries. Losing all corpsmen can signify a lost fight.
Duties: Treat all patients in medbay, transfer injured marines, and perform surgery for severe cases. The Chief Medical Officer oversees the department and advises Command on marine health.
Expertise: Medical Doctors and Chief Medical Officers are masters in medical services, including knowledge of pills and surgery. Combat Medics and Researchers do not know how to perform surgery.
Combat Technician (ComTech)
Combat Technicians are vital for construction, fortification, and defense, especially regarding the Forward Operating Base (FOB).
Duties: Responsible for setting up the engine, repairing Almayer damage. On planetside, they construct and demolish structures, and are often pulled to assist in FOB setup.
Squad Selection: Bravo squad is almost always designated as the 'FOB' squad, focusing on construction and defense. ComTechs in Alpha, Charlie, or Delta squads can expect more frontline engineering tasks.
Equipment: Comes with a standard set of engineering tools for repairs and construction.
Intelligence Officer (IO)
The Intelligence Officer can be one of the most impactful roles for marines by gathering crucial intelligence.
Duties: Scour the combat zone for 'intel,' collect it, return it to the Almayer, and process it. Accrued 'Intel' can be spent by the CIC on special assets like requisitions, marine reinforcements, or even a nuclear warhead.
Equipment: Needs to carry a standard set of engineering tools for repairing APCs, comms towers, and power generators. Requires a Document Pouch and gear for speed, detection, and evasion/destruction of backline xenos.
General Marine Gameplay Tips
Regardless of the chosen role, several universal tips can improve a marine's survivability and effectiveness:
Never Go Alone: Operating solo significantly increases your vulnerability to xenomorphs.
Maintain Situational Awareness: Constantly be aware of your surroundings, especially for traps and enemy movements. Use motion detectors.
Communicate: Effective communication with your squad and command is crucial for coordinated efforts and sharing vital information.
Utilize Cover: Always use cover whenever possible. If no cover is available, try to create it.
Don't Unga Off: Avoid reckless charges unless you are a