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The Squad Designated Marksman, played

Enlisted
Skill order
Skill1234567891011121314151617181920
Soldier Skills1234
Marksman Skills123
Marksmanship1234
Rapid Fire1234
Monomolecular Wire1234
Marksmanship ×4, Rapid Fire ×4, Marksman Skills ×3, Soldier Skills ×4, Monomolecular Wire ×4 · the mark is the rank the point brings the skill to

The Squad Designated Marksman's game, top to bottom. One rifle, 190 to 210 a shot at range 22, a toggle that fires it up to 3.5 times faster while you stand still, and a wire that cuts a 13-unit line through whatever stands in front of you. Enlisted only, 11,000 XP or any prestige, one per game.

first

One point each in Marksmanship, Rapid Fire, Marksman Skills

The community's page calls the first three points interchangeable. Marksmanship for the 12.5 % crit, Rapid Fire to clear the early packs, Marksman Skills for Binoculars and the first +4 range.

then

Fill Marksman Skills, then Marksmanship

Marksman Skills is level-gated: its second point opens at level 3, its third at level 5. The third point brings Opportuned Shot. After that Marksmanship to 4 for the 5x crit: the page's row 8 reads "MW 4", which this guide takes as Marksmanship 4 because the column only adds up to 19 points that way. Then Rapid Fire to 4, Soldier Skills, and the Wire last.

always

Watch the bar and the magazine

Rapid Fire drains 3 energy a second on top of its cost and switches itself off at 0. A 35-round magazine is gone in about 11 s at Rapid Fire 4 with Marksman Skills 3 and an IDMR-2, and the reload is 5 s base, a second over the 4 s default.

Rapid Fire

LevelEnergy to switch onFire rateRange
135x2-7
232x2.5-6
328x3-5
424x3.5-4

At every level: 9 s cooldown on the toggle, 3 energy a second while it runs, move speed capped at 1 (you walk at 2.91), and switching it on also gives you a hold-position order. Switch it off yourself to move; it switches itself off when the energy bar hits 0.

Feeding it

  • From a full bar of 205 energy, Rapid Fire 4 runs about a minute before it drops (24 to start, then 3 a second against a base regen of 0.26).
  • A Kinetic Integrator gives 1.25 a second back and roughly doubles that; Energetic adds 0.5 a second; an Energy Cell is 190 over 20 s.
  • The jam roll is per shot, so Rapid Fire brings the jams closer together too. For the marksman the first roll is 1 in 36 on each shot, then a second roll decides whether it lands: 1 in 31 within 50 s of your last jam, 1 in 6 once 100 s have passed. Quick Thinking cuts the reload to 0.7 of its time and the unjam by 20 %; each Soldier Skills level takes another 15 % off both.

Prone under it

  • Prone's 45 % move speed cut costs nothing under Rapid Fire, which caps you at 1 anyway; its damage and attack speed bonuses multiply with Rapid Fire's.
  • Prone also turns Sprint off.

Monomolecular Wire

LevelEnergyCooldownDamageHolds for
19530 s6002 s
29030 s9002 s
39027 s1,2003 s
48525 s1,5003 s

The wire is a line 13 units long from where you stand toward the point you click, 0.75 wide on each side. Everything it crosses is hit once, then held in place and unable to take orders for the time in the table. It fires at once and holds you for 0.3 s after. It needs the target area to be visible, hits air, and hits allies as readily as the undead, so nobody in front of you when you cast it.

Its damage is ranged, not spell, so Whiz Kid does not touch it and the wiki's Whiz Kid wire build adds nothing to the wire here. Monomolecular Wire has no level gate and learns up to 4 points.

Eyes

Binoculars

LevelEnergyCooldown
11319 s
21117 s
3914 s

Binoculars reaches 46 from you at every level, further than the rifle reaches with both skills full, and detects the invisible.

Field Camera

  • Field Camera · Marksman Skills 2 · 55 energy · 180 s cooldown. Placed within 1.5 of you, so walk to the spot.
  • The Field Camera has 80 life and sight 15 and is permanently cloaked; the 5 minutes and the friendly-fire warning are on the tooltip.

Opportuned Shot

  • Marksman Skills 3. Every 3 s a 30 % roll; when it lands you get 1.2 s at double attack speed. Under Rapid Fire 4 with Marksman Skills 3 that window is about 6 or 7 shots.

Where the range comes from

SourceRange
The rifle22
Marksmanship+1 a level, +4 at 4
Marksman Skills+4 a level, +12 at 3
Scope / Improved Scope+2 / +2.5
Hawk Eye+2
Prone with Soldier Skills 3+1
Muscle Relaxant+5 for 90 s
Rapid Fire-7 / -6 / -5 / -4

With both skills full the rifle reaches 38, or 34 under Rapid Fire 4, before any item. Marksman Skills also adds 9 % attack speed a level (x1.27 at 3), and that multiplies with Rapid Fire and the IDMR-2.

The two rifles

IDMR-2

  • IDMR-2 · only the marksman can use it · +18 % attack speed.
  • It is on both regular item tables (a 1-in-9 roll on the first, which rolls 30 s in and then every 380 s; a 1-in-2 roll on the second) and on the Competitive table, and weapon cache 2 holds 0 or 1.
  • It will not go on with an M92 Torrent equipped.

M92 Torrent

  • M92 Torrent · +30 % damage, a 50-round magazine, -5 % move speed. No attack speed change in the map's data.
  • Only the second item table rolls it, 1 in 2 every 370 s. That table starts with Chapter 2's Miserere part (the Umbra fight ends, the chapter card shows, the table rolls at once) or with Defend Thalim, the evacuation or the convoy, at 30 minutes in Survival and at 15 in Infested. Competitive runs its own table, which has the IDMR-2 and no Torrent.
  • The wiki lists a much bigger damage bonus and an attack speed penalty; neither is in the map, so they are not written here.

The Specimen

In the SSpecimen fight, the moment a shot from a marksman in Rapid Fire lands on SXSpecimen XRT-49, it raises Energetic Armor: 15 s of a 10,000-point shield with 30 shield armor and 10 shields a second, and it can do it again 55 s later. An Automatic Rifleman's Suppressive Fire sets it off the same way. Switch Rapid Fire off before you shoot it, and keep it off.

What the community recommends

Skill Identifiers

  • Quick Thinking first. The wiki's reason is the 5 s reload and how often Rapid Fire asks for one; the script backs it, the reload is 0.7 of its time with it.
  • Veteran second for the damage, on the reasoning that you shoot from behind the squad and the life does not matter as much. Hawk Eye is the alternative the page offers, with its own note that the range is already large and Binoculars detect.
  • Energetic as the second pick of the standard build, for Rapid Fire's drain.
  • The page's Whiz Kid wire build is left out: see the Wire section.

Items and role

  • For damage the page lists the IDMR-2 or M92 Torrent, Aim Assist, AP Rounds or DU Rounds, an Ammo Case and a Muscle Relaxant; a Scope for range and sight.
  • The role as the page puts it: damage, and cover for the squad and the objectives. It picks off priority targets before they reach the line, and it is weaker against packs than the other damage classes.
  • The page calls the marksman close to necessary in PMC, for taking down PMCs from outside their reach. Enemy squads of the marksman type carry 2 Infantry SDM in any mode and 3 in PMC.

Numbers are read from the map file: its ability, behaviour and effect data and its trigger script. The community's page is quoted where it says so.

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