User Tools

Site Tools


games:sc13:crew_positions:solarian_liberation_front

Solarian Restoration Front

Introduction

As the Solarians, you stand as the primary human resistance to SolGov expansion. While lacking in the raw military mass that the government of Sol can bring to bear, the SRF 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 SolGov Marines 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.

Enlisted Personnel

The ranks and squad distribution in the SRF closely mirror those in the Marines. As such, the guides to each respective role can be effectively used interchangeably between the SRF and their SolGov counterparts. Note that the SRF 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 Role Rank Difficulty
Squad Leader 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). Sergeant Very Hard
Squad Veteran 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 devastate grouped enemies, but unlike TGMC smartgunners they entirely lack any form of IFF. Corporal Easy
Squad Engineer Secure positions by building defenses, mounting emplacements, deploying turrets, and otherwise securing territory. Lance Corporal Medium
Squad Medic Keep your squad alive. Uniquely more valuable than their Marine counterpart, as the SRF rarely have access to surgical treatment. Do the best field medicine you can. Lance Corporal Medium
Squad Marine Stay with your squad and gun down everything against you. Listen to your Squad Leader. Leave nothing but smoldering remains of SolGov aggressors. Private Very Easy

Equipment

As mentioned above, the SRF 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 SRF view the Marines as their primary foe, most of the SRF arsenal is designed to specifically combat human hostiles, via the use of deflagration munitions or chemical warfare.

Additionally, the Combat Patrol SRF 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 SRF receive default loadouts.

Firearms

Weapon Description
V-31 assault rifle

Attachments: Rail TGMC Magnetic Harness.png TGMC RDS.png TGMC scope.png TGMC scope mini.png TGMC flashlight.gif TGMC attachment motion detector.png Muzzle TGMC Suppressor.png TGMC Extended Barrel.png TGMC heavy barrel.gif TGMC compensator.png TGMC bayonet.png Underbarrel TGMC Attachment Microrail.png TGMC Laser Sight.png TGMC Vertical Grip.png TGMC bipod.gif TGMC gyro.png Stock Fixed TGMC SOM V21.png V-21 submachinegun

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: TGMC SOM V21 Ammo.png V-21 submachinegun magazine

A 10mm smg magazine designed for the V-21. Holds 50 rounds, dealing 20 damage with 3 AP and 0.5 Sunder. TGMC SOM V21 Ammo Incendiary.png V-21 submachinegun incendiary magazine

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. TGMC SOM V21 Ammo AP.png V-21 submachinegun armor piercing magazine

A 10mm smg armor piercing magazine designed for the V-21. Holds 50 rounds, dealing 15 damage with 30 AP and 3 Sunder. TGMC SOM V21 Ammo Extended.png V-21 submachinegun extended magazine

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. Attachments: Rail TGMC Magnetic Harness.png TGMC RDS.png TGMC scope mini.png TGMC flashlight.gif TGMC attachment motion detector.png Muzzle TGMC Suppressor.png TGMC Extended Barrel.png TGMC heavy barrel.gif TGMC compensator.png Underbarrel TGMC Laser Sight.png TGMC Vertical Grip.png Stock Fixed TGMC SOM V51.png V-51 combat shotgun

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: TGMC Buckshot.png Buckshot shells

Close range ammunition, capable of shredding unarmored/lightly armored opponents. Close range, 40×6 (240) damage with no AP. Stuns/staggers T1/T2. TGMC Slug.png Slug Shells

Long range ammunition, used for stunning and staggering enemies. Medium range, 100 Damage with 20 AP and 15 Sunder. Stuns/staggers T1/T2. TGMC Flechette.png Flechette Shells

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. TGMC Incendiary Slug.png Incendiary Slug Shells

Akin to normal slug shells, but sets enemies on fire. Medium range, 70 Damage, 15 AP and 2 Sunder. Cannot stun/stagger. Attachments: Rail TGMC Magnetic Harness.png TGMC RDS.png TGMC flashlight.gif TGMC attachment motion detector.png Muzzle TGMC compensator.png TGMC bayonet.png Underbarrel Fixed Stock Fixed TGMC SOM Charger.png VX-32 Charger

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: TGMC SOM ammo volkite.png Volkite Energy Cell

An energy cell for volkite weapons. Holds 960 charge, enough for 40 shots, dealing 20 damage with 10 AP and 2 Sunder. Attachments: Rail TGMC Magnetic Harness.png TGMC RDS.png TGMC attachment build-a-sentry.png TGMC flashlight.gif TGMC attachment motion detector.png Muzzle Fixed Underbarrel TGMC Laser Sight.png TGMC gyro.png Stock Fixed TGMC SOM Caliver.png VX-33 Caliver

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: TGMC SOM ammo volkite big.png High Capacity Volkite Energy Cell

A high capacity energy cell for volkite weapons. Holds 1440 charge, enough for 40 shots, dealing 30 damage with 10 AP and 2 Sunder. TGMC SOM powerpack.png M-70 powerpack

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. Attachments: Rail TGMC Magnetic Harness.png TGMC RDS.png TGMC attachment build-a-sentry.png TGMC flashlight.gif TGMC attachment motion detector.png TGMC scope.png TGMC scope mini.png Muzzle Fixed Underbarrel TGMC Laser Sight.png TGMC gyro.png Stock Fixed TGMC SOM Culverin.png VX-42 Culverin

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: TGMC SOM powerpack.png M-70 powerpack

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 Attachments: Rail TGMC Magnetic Harness.png Muzzle Fixed Underbarrel Fixed Stock Fixed TGMC SOM V11.png V-11 pistol

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: TGMC SOM V11 Ammo.png V-11 pistol magazine

A 9mm pistol magazine designed for the V-11. Holds 18 rounds, dealing 20 damage with 12.5 AP and 2 Sunder. TGMC SOM V11 Ammo Incendiary.png V-11 pistol incendiary magazine

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. TGMC SOM V11 Ammo Extended.png V-11 pistol extended magazine

A 9mm pistol extended magazine designed for the V-31. Holds 30 rounds, dealing 20 damage with 12.5 AP and 2 Sunder. Attachments: Rail TGMC RDS.png Muzzle TGMC Suppressor.png TGMC heavy barrel.gif TGMC pistol lace.png Underbarrel TGMC Laser Sight.png TGMC burstfire assembly.png Stock Fixed TGMC SOM VX12.png VX-12 Serpenta

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: TGMC SOM volkite small.png Compact Volkite Energy Cell

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. Attachments: Rail Fixed Muzzle Fixed Underbarrel Fixed Stock Fixed Ordinance Ordinance: Description: TGMC SOM micro grenade cluster.png Micro Grenades

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: TGMC SOM micro grenade cluster.png Cluster Micro Grenades

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. TGMC SOM micro grenade airburst.png Airburst Micro Grenades

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. TGMC SOM micro grenade incendiary.png Dragons Breath Micro Grenades

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. TGMC SOM micro grenade smoke.png Smoke Micro Grenades

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. TGMC SOM grenade satrapine.png Grenades

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: Emplacements Emplacement: Description: TGMC sentry cope.png COPE Sentry

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: TGMC ammo volkite sentry.png Volkite Nuclear Energy Cell

A nuclear powered battery designed for certain heavy SOM machinery like sentries. Slowly charges over time. TGMC SOM ammo volkite big.png High Capacity Volkite Energy Cell

A high capacity energy cell for volkite weapons. Holds 1440 charge, enough for 120 shots. TGMC SOM ammo volkite.png Volkite Energy Cell

An energy cell for volkite weapons. Holds 960 charge, enough for 80 shots. TGMC SOM volkite small.png Compact Volkite Energy Cell

A specialized compact battery used to power the smallest volkite weaponry. Holds 540 charge, enough for 45 shots. Tips

games/sc13/crew_positions/solarian_liberation_front.txt · Last modified: 2023/06/15 00:40 by wizardofaus_doku

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki