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Specializations Empty Specializations

Post by Vasiil Sat Jul 21, 2018 11:05 am

Specializations QZYv4pi
Weapon Specialist(2/2): The Weapons Specialist is a Recon Marine trained in the use of all UNSC heavy and advanced weaponry. This category includes everything from Crew served weapons to orbital strike designators to EMP grenades. In addition to their knowledge of UNSC Weaponry, these specialists are trained on the theory and operation of Covenant Energy weapons that have been recovered to date.

-Special Equipment/Skills-


  • Covenant Weapon Use - Able to use covenant weaponry with full effectiveness, meaning, no roll penalties for operation. Range of weapons varies from small arms to turrets and light vehicles(Non Lekgolo Operated).
  • Specialized Ammunition - Possesses limited magazines of Electromagnetic Tipped Rounds for a bonus against shielded enemies and SLAP-T rounds as a bonus against armored enemies or vehicles. (Electromagnetic Rounds Grant +10 Bonus against shielded enemies for two rounds, SLAP-T Grants +10 against armored enemies or vehicles for two rounds of combat)
  • EMP Grenades - Possesses a kit of EMP grenades, four maximum per mission. Special grenade that disrupts enemy shields in a small radius. (Instantly disrupts electronics inside of the detonation zone and causes plasma weapons to overheat and not function for 2 rounds. Will disrupt ODST armor functions if friendlies are caught in the blast.)
  • Heavy Equipment Use - Knowledge and ability to operate light, medium and heavy crew served weapons on your own with no penalty.

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Specializations 3MMvlDs
Scout/Sniper:(0/2) Scout Snipers are the Recon Marines trained to perfection in their craft. These marines are experts in stealth and camouflage and exceed in long range recon/infiltration tasks. Scout Snipers always work in pairs of two as Sniper and Spotter utilizing a heavy anti material rifle. When not assigned as a Sniper team, these marines fulfill the role as marksmen.


-Special Equipment/Skills -

  • Long Range Efficiency- The Scout/Sniper have the ability and have the equipment to engage in long distant engagements without penalty including the S2 series sniper rifle, however given the power of the weapon, they may only carry 24 shots. (These shots can be consumed either in PVP or PVE fights, players are asked to track their own ammo, otherwise an event team member or admin will for them.)
  • Yardage 7000 Rangefinder/Designator - Able to use to see further distances to scan and collect intel on enemy forces. Also used to call in local fire support across the B-net at a quick speed for Marine Team.
  • Specialized Ammunition- The Scout/Sniper have access to AP (Armor Piercing) ammunition. These rounds are effective against unshield, armored enemies. (Grants a +10 bonus to rolls for two rounds)
  • Increase Agility- The Scout/Sniper have the the ability to manuver the battlefield in a greater capacity than their lesser experienced Marine comrades.


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Specializations BrL4HP3
Engineer Specialist:(2/2) Engineer Specialists are the premier assault engineer forces in the UNSC. In addition to combat training, they are fully trained in all things explosive and EOD. They also have limited welding capabilities and know rudimentary maintenance and operation of UNSC vehicles. These marines are also entrusted with the huge responsibility of operating tactical nuclear weapons and when authorized, employing them.


-Special Equipment/Skills -

  • Go Big or Go Home- The Engineer Specialist is trained in and enthused by explosives, increasing their chance of successfully destroying and sabotaging enemy equipment.
  • Mechanical Expert- The Engineer Specialist is skilled in operating vehicles, both UNSC and Covenant.
  • Nuclear- The Engineer Specialist is trained to arm a Fury Tactical Nuke when authorized by a Commanding Officer.
  • Mine Sweeper- The Engineer Specialist is equipped with a mine detector and in turn is able to lay mines efficiently.
  • Explosive Kit- The Engineer Specialist is equipped with C7, C12 Plastic Explosives, Fragmentation Grenades, AP Grenades, Magnetic Mines and a detonation fuse kit. (Grants a +10 bonus to use grenades and other handheld explosives in PVP fights, allows the use of C7, C12 and mines in PVE/PVP actions)
  • Sticky Bombs - The Engineer Specialist can use his explosive materials to create sticky bombs or other similar apparatus. Can be used as long as they are created and prepared.



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Specializations MgZkfGE
Pointman:(1/2) The Pointman is the poor, wild, crazy marine of any outfit. These marines are well trained in CQC techniques are in Close Quarters are always the first ones in. Because of this they are trained to fight close up with aliens much physically stronger than them. They are also outfitted with the heaviest armor to defend themselves.


-Special Equipment/Skills -

  • Up Close- The Pointman is trained in CQC and thus gains a bonus to close quarters combat. (+15 to offensive actions)
  • And Personal- The Pointman is equipped with a machette that deals considerable damage to unarmored targets. (May instantly kill wounded PVP enemies such as Brutes or Elites, and may also be used to instantly kill PVP grunts/jackals.
  • Heavily Armored- The Pointman is equipped with heavy armor, granting increase damage resistance. (+10 to defensive rolls for first two hits, then bonus is removed)
  • Specialized Ammunition- The Pointman has access to incendiary shotgun shells, granting decreased damage initally but deals additional damage per turn. (Ignites unarmored/unshielded enemies, causing panic that may cause an enemy to skip their turn or attack recklessly or violently.)


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Specializations CQLKQCT
Tech Specialist:(0/2) The Tech Specialist the Recon Marine who contributes the know how and brains to the recon mission. They are the compilers of all gathered intelligence but serve much more important roles. All Tech Specs are trained as far as a marine can be trained in covenant field technology. They are also well versed in all UNSC technology as well.

-Special Equipment/Skills -

  • Covenant Control - The Tech is trained in the limited knowledge of covenant technology they can be. Rudimentary matrices of most field equipment commonly seen on the ground that is controlled by the covenant can also be manipulated or disabled by a Tech Specialist.
  • Misriah Gen 7 N/TVGs - Nightvision and Thermal goggles allows this specialist the ability to scan for cloaked hostiles that from a distance are usually unseen.
  • UNSC Control - The Tech specialist is able to access the most advanced UNSC equipment and technology. Can flawlessly access B-net advantages such as city infrastructure or other local AIs to gain advantage on the battlefield. Also capable of using long range radio equipment.
  • Experimental Grenade(EG) Mk2- Access to the experimental hand grenade program. Uses cryo technology to create a small radius of frozen material that can slow or outright freeze some enemies. (In PVP, has more effectiveness against unshielded enemies, and may freeze them solid. Shielded enemies are only slowed by the grenade and suffer a -10 to defensive rolls for two rounds)


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Specializations COWlmjA
Special Amphibious Reconnaissance Corpsman(2/3) The Corpsman administers medical treatments, drugs, and other procedures authorized by the UNSC to units on the battlefield. They are specialized in utilizing medical equipment to stablize and save life on the field. They also have a array of gadgets to support their fellow marines as well as offensive capabilities.


-Special Equipment/Skills -

  • Medical Scanner - Allows the Corpsman to make an instant evaluation of an injury. This device assists greatly in the treating process, giving corpsmen a bonus for medical actions.
  • Medical Knowledge - Allows the Corpsman to treat injuries that would be otherwise untreatable for an average combatant.
  • Stimulation Pack - Special equipment that can be implemented to marines to give them a small bonus to physical activities and combat prowess. (Grants a +10 bonus to the marine injected and nullifies any crippling injuries for 2 rounds after injection)
  • Adrenaline Rush - Seeing a fellow marine under your care or command in an extremely life threatening situation kicks an adrenaline run inside of you. Your next series of actions have a bonus as long as you are actively trying to save the life of the marine. (+20 bonus, however next three actions have a -10 to them due to exhaustion)


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Specializations Gkaw3dB
Battlemaster: Battlemaster is the nickname given to experienced Force Recon and ODST Marine NCOs. This nickname derives from their extensive work training colonial militias as advisors but is also attributed to their ability to lead Marines in combat. Most so called Battlemasters have seen combat on other planets and have the right to say they survived at least one covenant invasion and have survived long enough to lead other marines.

-Special Equipment/Skills -

  • Combat Coordination - Use past experiences to coordinate the marines under your command or your vicinity to work together in a series of actions that will give a bonus to the overall outcome. (+10 bonus to assigned team's next action that round, if used by squad leader, it affects all marines in the squad. Does not stack with other Combat coordination bonuses)
  • Adrenaline Rush - Seeing a fellow marine under your care or command in an extremely life threatening situation kicks an adrenaline run inside of you. Your next series of actions have a bonus as long as you are actively trying to save the life of the marine. (+20 bonus, however next three actions have a -10 to them due to exhaustion)
  • Choose a trait from past specialization
  • Choose a trait from past specialization


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Last edited by Vasiil on Sun Jun 23, 2019 2:47 pm; edited 12 times in total
Vasiil
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Specializations Empty Re: Specializations

Post by Vasiil Sun Jul 22, 2018 12:51 am

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Vasiil
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