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Rifleman

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The rifleman is the most common, versatile and basic MOS of the United States Marine Corps (USMC). Platoons mainly consist of Riflemen and they can function as just about anything from scouts to support units. Their standard issue weapon is a service rifle with occasional attachments (such as a laser or front grip).


Contents

Unit Information

Image:BTNMarine.JPG

Rifleman

Deployment Information

Required RankUnlocked by Default
- Experience0
Deployment Cap11

Basic Stats

Health455
- Rank Modifier-4 per rank
Energy180
Base Move Speed240 ms

Starting Equipment

Magazines15
- Magazine Ratio2 to 1
- Rounds per Magazine65
Starting ItemsSmoke Grenades

Weaponry

Weapon TypeRifle
- Upgrades AvailableXM35 MAR, PTR-5
Range2200
Rate of FireAverage
- ModifierFire Modes
Base Damage52-79
- Rank Bonus+1 per rank
- Damage TypeBullet

Defense

Armor Points2
Armor TypeMedium
Can RiflebuttYes
SpecialNone


Skills and Abilities

Frag Grenade

The rifleman tosses a fragmentation grenade at the target point. This is generally used for damaging and killing clusters of enemy hostiles and is a very important tool for the Rifleman. For beginners, this skill should be practiced thoroughly so you can get used to its radius and learn when to use it. Frag grenades will also kill allied marines in the vicinity, so exercise caution when using them.

Critical Shot

Critical shot gives a 15% chance to deal extra damage when firing your weapon. This skill is essential to ensure maximum damage can be dealt to moderate and large hostiles. Additional points increase the damage multiplier.

Basic Combat Training

Marines go through rigorous training while in boot camp. While there they the basics and begin mastering the art of shooting, reloading, aiming and maneuvering with their weapons. Basic Combat Training adds damage and reduces the reloading time with each successive level.

  • Level 2 enables burst fire.
  • Level 3 enables rifle-butting (must be turned on to take effect).
  • Level 4 adds a bonus of 10ms to movement speed.
  • Level 5 enables automatic fire (must be turned on to take effect).

Saline Syringe

Saline restores hit points and, in higher levels, cures your soldier's ailments. Although not completely necessary when there is a field medic in your platoon, this skill is very useful when deployed in the field.

  • Level 3 cures wounds and removes toxins.