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Marine


He's your average Joe Sixpack; comes with two legs, two arms, and a head. He's a human trained by the US government to become the "perfect killing machine". The United States Colonial Marine is well-equipped with a wide variety of weaponry to blow his enemies out of the water.

Without technology, the Marine is slow, physically weak, and pathetic. You'll take damage from dropping from almost any height. No wonder Aliens eat them for supper. On the other hand, a Marine equipped with powerful weapons and a radar can make for quite the opposition.

The Marine comes with a large array of weaponry. The Mini-gun can completely decimate Aliens before they can get too close. One quick blast from your SADAR and that Predator is history. The Smartgun aims for you, so all you have to do is lean back and fire away. With the help of your Skeeter you can kill other Marines. Pistols, Flamethrowers, Grenade Launchers, Pulse Rifles.. the Marine is a walking armoury! And he has even more weapons in AvP2!

But that's not all the marine comes equipped with. An infinite supply of flares can help reveal hiding enemies, plus make it easier for you to see. If that doesn't work, just whip out your Image Intensifier for great night-vision. Body Armour protects you well from certain attacks, and the Motion Tracker will help you see enemies from a long distance off, as long as they're moving. In AvP2, you also have a hacking device and a welding torch, plus a shoulder lamp for helping you see down those dark corridors.

Weapons
Knife (AvP2)


Pretty much, this weapon is worthless unless you have nothing else. Against Aliens it is horrible, as it puts you close to the spray of their acidic blood.

Shotgun (AvP2)


This is one of my personal favorite Marine weapons! The Shotgun will fire a slug that breaks apart into about eight projectiles. It's great against large groups of enemies, but be careful as it tends to tear Aliens apart in an explosion of acid blood. The secondary fire will switch to firing a single bullet instead of the slug.

Minigun (AvP & AvP2)



This gun is the preferred weapon of most Marine players. It is extremely powerful and can mow down Aliens in seconds, and Predators quickly as well. The bullets pierce armor. In AvP, you must remain stationary while shooting the Minigun or it will recoil and you won't be able to aim. In AvP2, you can move while firing the Minigun, but you will go slower, and the barrel must spin before you can fire it. Use the secondary fire button to get the barrel spinning without firing any bullets.

Smartgun (AvP & AvP2)



The Smartgun is a favourite weapon of new players. It is not very strong, but it aims for you, which makes it easy for you to avoid your enemy's attack and hurt them at the same time. The secondary fire will allow you to fire without the help of the auto-aim.

Skeeter Launcher (AvP)


This is the most powerful weapon of the Marine. It launches a disc that chases after your enemy then explodes. You only get one to fire, so use it well.

Pistol (AvP & AvP2)



The Pistol is a very weak weapon, but it will do in a pinch, if you have nothing else. In AvP2, pressing the secondary fire button will switch the Pistol to armor piercing bullets.

Pistols (AvP)



This is the same as the Pistol, you just carry two.

Flamethrower (AvP & AvP2)



This is a fun weapon, but is rarely very good, unless against many enemies. You can set your enemies on fire! Sometimes, in AvP, the flames sweep back and catch you as well, though. It's always funny to see a Flamethrower-user run past, swathed in his own fire!

Grenade Launcher (AvP & AvP2)



In AvP, the Grenade Launcher comes in three parts. The first part launches a grenade that bounces away a bit before it explodes. The second part is the far more explosive frag grenades, which send fragments flying when they detonates. The third portion is the proximity mines, which leaves small mines behind that blow up when they detect motion near them. In AvP2 the Grenade Launcher is a bit different, and has four kinds of grenades to shoot. Timed Grenades fire, wait for about a second, then blow up. Proximity Mines will fire and will not explode until they detect something nearby. EMP Grenades knock out all electrical devices nearby, a great weapon against Predators. Spider Grenades work like Proximity Mines, except when they detect someone near them, they run after the target on the floor like a spider until they touch it and detonate. Secondary fire alternates between types of grenades. Grenades always make good weapons, but the risk of hurting yourself is there as well.

Pulse Rifle (AvP & AvP2)



The Pulse Rifle is not as weak as the Smartgun, nor as strong as the Minigun. It should be your staple weapon. Its secondary fire launches grenades. The Pulse Rifle works better on Aliens, as you should be able to take them down if you spot them.

SADAR/Rocket Launcher (AvP & AvP2)



Many people chalk up lag to SADAR-users. It essentially launches rockets that explode upon impact. In AvP2, your secondary fire switches the ammo to guided missiles.


Sniper Rifle (AvP2)


This weapon is devastating, when it comes to its power, however, its ammo supply is limited. The secondary fire switches to the zoom mode, which lets you sniper far off enemies.



Specialites
Jet Pack (AvP)
The Jet Pack can only be used in certain Bonus Missions. It allows you to fly up to high ledges and to also safely drop down a long distance without taking damage.

Image Intensifier (AvP & AvP2)



This is the vision mode for the Marine. It is extremely helpful in dark places, but be careful, as you can't use your motion detector. Very bright lights will blind you and make it impossible to see with the intensifier. In AvP2 using the Image Intensifier drains your battery quickly.

Hacking Device (AvP2)


This device lets you hack into computers and security systems.

Welding Torch (AvP2)


This lets you burn off locks to go through doors.

Flares (AvP & AvP2)


Flares are a Marine's best friend. You have an infinite supply in AvP, a limited supply in AvP2, and can have up to four out burning at a time. These light up the area quite nicely, making it easier for you to see. They can also distract enemies into running towards your lights. However, they can also give away your position.

Shoulder Lamp (AvP2)


The shoulder lamp illuminates the area ahead of you. It drains your battery, but it will take a long time for it to fully drain it.

Motion Detector



This handy little device will tell you if anyone or anything is moving directly ahead of you with little dots. This is helpful for tracking Predators, but not so well against Aliens, as by the time you see them on the radar, they'll be right up next to you. Note that it detects ANY moving object, including flares and explosions.

Accessories
Armour (AvP & AvP2)


Use this to replenish your armour.

Ammo Box (AvP2)


This contains various types of ammo and sometimes flares.

Medikit (AvP & AvP2)


Use this to heal yourself.

Exosuit (AvP2)


This is a VERY cool accessory you'll only find in one level of the Marine campaign, and in multiplayer games that allow it. The Exosuit acts not only as armor and a weapon, but also allows you to jump higher. It comes equipped with a Flamethrower on the left arm and a rail gun with a grenade launcher on the right arm.

Alien | Predator | Marine
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