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 Humans

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Posts : 18
Join date : 2009-04-13

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PostSubject: Humans   Humans EmptyMon Apr 13, 2009 5:43 pm

The humans: as a sniper was scouting the area he saw a group of
human like creatures jumping from tree to tree. as the group stops he
saw the creatures that have been taking men. he put his finger on the
trigger and prepared to fire when he felt a cut on himself as if a big
hot blade was going through him. then all went black and the sniper was
never seen again.

types:

CommTech

Description
The
CommTech (USCM slang for Communications Officer/Technician) is the
support core of every USCM deployment force. His responsibilities
include calling in dropships


and repairing field equipment
and robotic support systems - including those that provide alternate
revenue streams for the USCM. Because he is the primary and therefore
likely to be written off as an operational casualty. Also, it remains
all too common for CommTechs to forget at critical moments that the
AURORA is blocked from firing on indoor targets.

Medic

Description
One
or more USCM Medics are typically attached to each platoon as a way of
ensuring that Colonial Marines get prompt medical attention during
engagements. A given Medic can tend to the wounds of a single soldier
at a time.
Default Weapon - M4A3 Pistol
The default weapon of the
Medic is the M4A3 pistol. It is something of a weapon of last resort,
as it is largely ineffective at stopping most Aliens and Predators.
Characteristics - Triage
The
Medic is the only Marine that can heal that all-important organic
component of the USCM - the soldiers themselves. He can be commanded to
heal a specific soldier directly, or he can be left to prioritize
triage tasks on nearby troops himself.
Upgrade - Counterxenology
The
veteran Medic receives counterxenology training, which improves his
overall restorative skills and gives him the ability to counteract many
of the hideous side effects experienced by human soldiers fighting
inhuman enemies. An upgraded Medic can cure a soldier of the
semi-permanent wounds caused by acid scarring, the cystic tumors caused
by Drones, the body-wrenching nausea caused by Runners, and the repeat
hemorrhaging caused by the Stalker's bleeder spears.
Strengths
Without
the Medic, the Marines have no ability to heal the wounds they sustain
during engagements. The upgraded Medic is often particularly necessary
for surviving combat with the Aliens, as their otherwise untreatable
acid burns become a critical mechanism by which Aliens wear down their
opponents. Against Predators, the upgraded Medic is often necessary to
save Marine detachments from the severe blood loss that accompanies a
Predator Stalker ambush.
Weaknesses
The Medic is a support
soldier, not a primary combatant. As such, he requires the protection
of other troop types and cannot be counted on to engage enemies
successfully on his own. Also, a Medic cannot typically heal his own
wounds, so it is usually wise to have at least two or more on any drop.

Synthetic

Description
A
Synthetic accompanies each USCM platoon to provide combat support for
its fellow soldiers. Current combat doctrine has the Synthetic carrying
the detachment's motion tracker, since it defeats cloaking fields, and
Predators seem less interested in killing artificial life forms. The
Synthetic is also equipped with industrial muscular systems, so it can
offload "heavy lifting" tasks from other Marines. These same systems
enable the Synthetic to run faster than humans and therefore excel at
battlefield recon.
Default Weapon - M4A3 Pistol
The default
weapon of the Synthetic is the M4A3 pistol. It is something of a weapon
of last resort, as it is largely ineffective at stopping most Aliens
and Predators.
Characteristics - Augmented Detection
The
Synthetic carries an advanced motion detector that relays its feedback
directly into the Synthetic's occular system. This device provides two
functions: 1) it serves as an early warning system by highlighting
enemy movements far beyond normal visual range and 2) it defeats the
cloaking field used by Predators, enabling Marine forces to pinpoint
and target otherwise cloaked Predators.
Characteristics - "Pack Mule" Bionics
The
Synthetic is the only Marine combatant strong enough to carry the
current generation of redeployable Sentry Guns without severe
performance degredation. This ability to "do the heavy lifting" often
comes in hand in a variety of operational situations, as various
mission frequently demand any number of difficult-to-carry objects be
delivered to and from contentious areas.
Upgrade - Combat Modifications
Given
its various better-than-human abilities, the Synthetic's combat
suitability is not lost on the USCM. Unfortunately, bureaucratic
inertia and cultural factors have so far limited combat modified
Synthetics to serving as hardened scouts. As such, the Combat Synthetic
has enhanced locomotion subsystems, better ocular implants, and
subcutaneous armor. Moreover, its modular construction often enables an
upgraded Synthetic to be "brought back from the dead" if repaired in
time.
Strengths
The Synthetic is best utilized as a scout and an
anti-stealth operative. Its cloak detection capabilities, speed, visual
range, and toughness allow it to survive dangerous scouting missions
against non-human species. And its upgrade often enables the Synthetic
to be recovered after fatal recon missions - even if the Synthetic has
been beheaded. Seasoned commanders also rely on its robotic
construction, which renders it immune to many effects that would
cripple of kill organics.
Weaknesses
Though its upgrade gives it
a combat shotgun capable of knocking back lighter enemies, the
Synthetic is not capable of inflicting enough damage overall to make it
a serious danger. Also, attacks that destroy their targets completely
(typically via flame or acid), prevent a downed Combat Synthetic from
being able to be restored to an operational state.
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Humans Empty
PostSubject: Re: Humans   Humans EmptyMon Apr 13, 2009 5:44 pm

Infantry

Description
Equipped
with the standard issue M41 pulse rifle and M3 personal armor, the
Infantry Marine is the basic foot soldier of the USCM. He is typically
seen in larger numbers than other Marines and often forms the backbone
of most platoons. His weapon fires armor-piercing rounds which makes
him a good all-around fighter, able to attack lighter and heavier
enemies alike.
Default Weapon - M41 Pulse Rifle
The default
weapon of the Infantry Marine is the M41 pulse rifle. This weapon fires
bursts of light armor-piercing rounds at targets, making it an
excellent performer in a variety of circumstances.
Characteristics - Close Assault
When
enemies are far away, the Infantry Marine takes aimed shots. When
enemies are close, he has the opportunity to "let loose" on full auto,
effectively doubling his overall attack damage. This makes the Infantry
Marine more effective than most other troops when enemy melee attacks
are loose among the ranks.
Upgrade - Heavy Assault Kit
When
upgraded, the Infantry Marine replaces the M41 pulse rifle with the
M41A and M3 personal armor with M4X armor. The M41A possesses an
underslung grenade launcher capable of damaging multiple opponents
simultaneously. While still undergoing field testing, M4X armor has
improved ability to stop kinetic and acid attacks. The armor is
attached to a lightweight body frame that assists the Infantry Marine
in staying on his feet when struck by the powerful attacks of inhuman
enemies.
Strengths
Infantry are useful in almost any situation,
particularly in numbers. Their armor piercing rounds are successful
against heavily armored enemies and their grenade launcher is useful
for damaging multiple targets simultaneously. They have excellent
staying power, as far as human soldiers go, and this, combined with
their close assault ability, makes them adept at defending their
compatriots when the enemy has gotten a little too close....
Weaknesses
While
Infantry are useful in almost all situations, they are a victim of the
old adage, "a jack of all trades and master of none". Flamethrower
Marines are better at attacking multiple enemies, Smartgunners are
better at attacking lightly armored targets, and Snipers and SADAR
Troopers are better at attacking hard targets.

Flamethrower

Description
The
Flamethrower Marine is a close assault trooper that excels at attacking
multiple enemies simultaneously at short range. His unique "ape suit"
provides excellent protection against heat and acid-based attacks and
partial immunity to facehugging.
Default Weapon - M240B Flamethrower
Offering
fire control superior to that of its predecessor, the Flamethrower
Marine's next-generation flamethrower excels at simultaneously searing
multiple enemies in its fiery blast cone. The weapon performs better
against closer targets, since its flame is more concentrated at the
launch nozzle. The weapon's fuel is somewhat adhesive and therefore
continues to heat even non-flammable targets after the flamethrower
itself has ceased firing.
Characteristics - Ape Suit
The
Flamethrower Marine's hi-tech "ape suit" provides protection from
extreme heat (particularly from the backdrafts of his own weapon) and
from hazardous materials - even Alien acid. The suit's unique design
includes a molded helmet Facehuggers find almost impossible to grasp,
let alone burn through, given its acid resistance. As such, the
Flamethrower Marine cannot be facehugged unless he is first rendered
unconscious, thus giving a Facehugger time to pry off his helmet.
Upgrade - Cobalt Thermogel
Most
Terran governments consider "dirty" weapons acceptable for use against
Predators and Aliens - species that hunt humans for sport or
exterminate them through parasitization do not deserve the protections
of the Geneva Convention. Cobalt thermogel is a dirty, slow burn
flamethrower fuel that releases incandescent filaments of radioactive
cobalt-60 into the air. These filaments severely poison nearby living
things, causing substantial and continuous long-term damage.
Strengths
The
Flamethrower Marine is excellent against melee attackers, since they
must close to attack, and closing means exposure to the flamethrower's
area of effect. Flame is useful against Aliens, since it prevents
several Alien species from exploding on death or recovering from
grievous wounds. The ape suit protects the Flamethrower Marine from
thermal attacks, making him an ideal spotter against enemies that
employ them. Finally, he excels at hive assaults, given his
semi-immunity to Facehuggers.
Weaknesses
Several enemies are
quite resistant to heat attacks, including Predaliens, Spear Masters,
and military Predators. Accordingly, these enemies are to be avoided by
the Flamethrower Marine. The Alien Runner's tendency to explode in a
hail of organic shrapnel when ignited makes it a particularly dangerous
enemy to attack as well.

Smartgunner

Description
The
Smartgunner sacrifices penetrating power for extraordinary fire rates
and exceptional accuracy. His weapon is capable of inflicting more
damage per unit time against unarmored of lightly armored opponents
than most other weapons systems in the USCM arsenal.
Default Weapon - M57 Smartgun
The
M57 is the "sequel" to the M56 Smartgun used for the better part of the
last two decades. Unlike the M56, the M57's gun barrel does not
autonomously track targets; instead, the gun coordinates multiple
guided projectiles. This increases fire rate significantly, reduces
operator combat fatigue, and sidesteps lengthy training requirements.
It also means than an M57 round can dynamically retarget mid-flight,
should the firing M57 determine that the round's initial target has
already been defeated.
Upgrade - M57D "Dirty" Smartgun
The M57D
is an utterly vicious weapon that is sanctioned for extreme
circumstances only. It fires rounds that shatter into hundreds of
radioactive splinters inside their target, causing human survivors of
this weapon to develop all manner of debilitating long-term health
problems. It can create truly astounding radiation levels in larger
targets, forcing these enemies to lose health for extended periods of
time. Naturally, the upgraded Smartgunner wears radiation shielder
armor as a safety precaution.
Strengths
The Smartgunner is best
used against large numbers of unarmored targets - particularly
Facehuggers. When upgraded, the Smartgunner improves at damaging
heavier targets and the radiation levels it causes can often kill
enemies long after a battle is over. Radiation also prevents the
"roaming regeneration" possessed by some Aliens. It also prevents
Predators from cloaking effectively by making them detectable with the
radiation monitor included in the standard USCM battlefield safety kit.
Weaknesses
The
Smartgunner's shots cannot penetrate tougher armors particularly well.
As such, heavily armored opponents such as Praetorians and Vanguards
tend to make short work on the Smartgunner if he is not protected by
troops with better penetrating power. Also, the Smartgunner is fairly
expensive to deploy, so he is best kept to the rear of any combat
detachment, where he can be shielded from melee attackers.

Sniper

Description
The Sniper hits targets at extreme range with powerful armor-piercing rounds.
Default Weapon - M42C Sniper Rifle
The
M42C sniper rifle has almost double the range of standard USCM
weaponry. It also has the power to penetrate even armored vehicles; it
can put a three inch hole in APC armor from several miles away.
Unsurprisingly, there are no Predators or Aliens with armor sufficient
to stop this weapon's rounds. With this power comes a price, however -
the weapon has a poor rate of fire and is almost useless in close
combat situations.
Upgrade - The Sledgehammer
The M44
Sledgehammer represents the current pinnacle of human achievement with
respect to infantry-scale weapons technology. It is a personal rail gun
that fires hyperkinetic slugs that use a controlled fusion reaction to
melt a channel through obstacles. The result is a weapon that can
strike enemies through walls of almost arbitrary thickness or penetrate
multiple enemies one after the other. Solid materials slow the slug
down, however, causing it to inflict less damage on subsequent targets.
Strengths
The
Sniper is best used to degrade heavily armored targets from a distance.
This way, her tremendous range and excellent hitting power can be used
to maximum effect. When upgraded, the Sniper ironically becomes an
excellent tunnel fighter, since the Sledgehammer enables her to strike
at targets from behind walls and deny the enemy the ability to
retaliate. She is also useful for attacking targets that exploit
terrain features to shield themselves from attackers at lower altitudes.
Weaknesses
The
Sniper has a slow firing rate, since she must precisely aim each one of
her shots. As such, she is almost helpless when facing nearby melee
attackers. The Sniper is about striking enemies from standoff range or
from behind a protective screen of tougher troops, not engaging targets
up close. Her complete lack of armor only underscores this fact.

SADAR

Description
The
SADAR Trooper is the heavy artillery of the USCM. He fires a guided
missile capable of heavily damaging whatever it hits and sending
anything light nearby hurtling into the air. Given the tremendous
collateral damage this weapon can cause, the SADAR Trooper is trained
to fire only at targets beyond a minimum safety distance.
Default Weapon - M83 SADAR
The
M83 SADAR (Shoulder-launched Active-homing Disposable Anti-tank Rocket)
is the premier anti-armor weapon available to a USCM light platoon. It
has a long range and a reasonable firing rate, especially considering
the damage the weapon can inflict. It can lock on to most targets and
seek them unerringly, making it a devastating weapon when repeatedly
fired from a protected position.
Upgrade - M83AM SADAR AMAG
Once
is became clear that individually armored tank crews could survive a
SADAR his, the USCM redesigned the weapon to ensure the destruction of
both tank AND crew. The result is the SADAR AMAG (Aerosol MAGnesium), a
weapon that penetrates heavy armor and discharges multiple megathermal
payloads in its interior. Naturally, it works quite well against
Predators and Aliens, since it delivers a high impact detonation that
exposes numerous targets to blast furnace temperatures.
Strengths
The
SADAR Trooper is an excellent support choice. When properly protected,
he can cause massive damage and significant disruption among the ranks
of the enemy, preventing many from even being able to counterattack.
The SADAR AMAG is even more powerful, since it also saturates its
targets with white-hot fires. This makes the SADAR Trooper the premier
counter to purebreed Aliens, provided he is protected long enough to
deliver multiple payloads.
Weaknesses
The SADAR Trooper has light
armor and a fairly long minimum range. As a result, any enemy that
closes on him has the ability to inflict severe damage without fear of
retribution. The SADAR should be particularly wary of the Spear Master
and Runner. The Spear Master shrugs off flame-based damage and is agile
enough to remain standing in the face of such firepower, while the
Runner is fast enough to close before the SADAR Trooper can even fire.


you could be any other moddern soldeir. you could also pick you're weapons, gear, and so forth.

character creation: name
weapon:
Gear:
appearance:
likes: dislikes:
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