| | Humans | |
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Posts : 18 Join date : 2009-04-13
| Subject: Humans Mon 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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Posts : 18 Join date : 2009-04-13
| Subject: Re: Humans Mon 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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