Colonial Marine Rank 40Loadout 1Primary WeaponBattle RifleAlternate Fire: Armat Pro-Mine Launcher (Great way for a marksman to cover his flanks, even if it doesn't kill a Xenomorph, the explosion will warn you of their presence. They can also stick anywhere you place them, furthering it's usefulness. = D )
Attachment: Armat A14 Barrel Extension
Scope: Armat Smart Targeting Scope (Being able to see where your enemies are no matter what is a good thing. ^^ )
Skin: Jungle Boogie
Fire Mode: A19 High Velocity Ammunition (Being a marksman, you can worry less about your rate of fire because you'll want to be as far away from Xenomorphs as possible. = D )
Secondary WeaponAssault RifleAlternate Fire: W-Y ID23 Incineration Unit (AKA: A Flamethrower attachment, I will confess to being slightly more of a Thing fan than I am an ALIENS and Predator fan, so i'm kinda hardwired to grab a flamethrower whenever I can. Only aliens that a flamethrower likely won't work well on is the Mars Demons from DOOM 3. xD )
Attachment: W-Y RE93 Absorbing Stock (Suppressing a rifle against an enemy that is more stealthy than you is pointless, making sure your bursts all hit a charging alien is far more important. xD )
Sights: W-Y S91 Dot Reflex Sight (Jesus Weyland-Yutani makes everything. = P )
Skin: Mean Green (AKA: Woodland Army Camo like the old BDUs the US Army used to wear.)
Fire Mode: Three Round Burst (I see the five round burst as a waste of ammunition and a quick way to run out of ammunition in a close encounter with the Xenomorphs.... = P )
SidearmService Pistol Attachment: Nothing (it's again. Kinda pointless to suppress a weapon because the enemy is far more stealthy than you, another reason is because you WANT your teammates to hear your shots so they know where the attack is coming from, you either want them to be able to help you in time, or at least know the attack came in that direction so they can get ready for it to come to them. XD )
Sights: Armat Laser Targeting System (Might as well, it's the only upgrade for the pistol in that category. XD )
Skin: Urban Jungle (Pretty sure there is no orange in any urban camo I know of.... Eh.. XD )
Fire Mode: A27 High Velocity Ammunition ( It's lowers your rate of fire, but not too badly. This also makes it the most powerful pistol you can carry, even more powerful than Vasquez's Pistol. )
Tactical WeaponTactical: Firebomb. (I love fire. xD )
ArmorArmor= Standard Issue Armor (I have not unlocked any armor at all yet. >_> )
TraitTrait= None (Haven't unlocked any. DX )
Xenomorph Rank 16Xenomorph Spitter LoudoutPrimary AttackPrimary Attack= Spit ( I like playing the Marksman role when being a spitter. = D )
Secondary AttackSecondary Attack= Flurry (Because it's effective if you get caught in close combat or surprised, also it's kinda funny to watch your xenomorph flail around like a psychopath. xD )
AbilityAbility= Adrenaline Rush (Being able to run and regenerate health is a good thing for a Spitter, you wanna get to a good high place as quickly as possible or to flee and also to be able to recover your health as quickly as possible so you can go back to harassing Marines. = D )
CarapaceCarapace= Heavy Chitin (Your a spitter, you need all the health you can get. It also strengthens your chances of surviving a counterattack by Marines armed with Battle Rifles. = D )
TraitTrait= Heightened Senses (Like with the smart scope of a Marine Battle Rifle. Being able to see everything for the most part is a good thing for a marksman..... Well, Marksmorph, but you know what I mean. = D )
FatalityFatality= Acid Rain (I have not seen what happens to a Marine if they caught with this yet. DX xD )
(Oh wow, that took a good while to type all down. I was planning on putting all 5 of my Marine Loadouts and the Loudouts of my Soldier and Lurker Xenomorph, but now seeing the length of this post I'm thinking better of that. Plus it would also be a pain to read it all.... DX )
Also here is my Marine, not really impressive looking I know, but I still love him nonetheless. xD