[ 2][CQ Pistol Maneuver ][Officer ]
[ 2][Physical Fitness (+15) ][Officer ]
[ 3][High Velocity Rounds ][Field Marshall]
[ 3][Physical Fitness (+25) ][Field Marshall]
[ 3][Adv. CQC Training (+10%)][Field Marshall]
Tier 1: Soldier
Heavy Armor: Allows use of a heavily plated set of M4 combat armor, custom fit with titanium covers.
Pack Rat: Allows one to carry 3 longarm guns (instead of 2). Also slightly boosts the amount of weight you can carry.
Infiltrate: Allows a Marine to move while in cover. Because it
costs movement points per use, it can sap MV very quickly, often
leaving careless Marines drained of stamina. Obviously, you must be in
cover to use this ability.
Syntax: infiltrate <direction>
Tier 2: Officer
Close-Quarters Pistol Maneuver: This highly risky maneuver involves a
marine rolling onto the ground, pulling out his or her pistol, and
firing a burst at an enemy's head. Although he or she has a chance for
three headshots, the marine is vulnerable
hile lying prone.
Syntax: CQM <target>.
You must be locked in melee with your target before you can attempt to use this ability.
Armor-Piercing (AP) Ammunition: AP rounds halve the armor effectiveness
of a target. It is most useful against heavily armored Xenomorphs or
against hostile soldiers.
You must buy AP rounds at the MEQ ammo dealer.
Physical Fitness: Constant training has paid off. You are considerably
tougher than the average soldier. The first rank adds 15 to your total
Tier 3: Field Marshall
High Velocity (HV) Rounds: High velocity bullets are inherently more accurate due to their design.
You must buy HV rounds at the MEQ ammo dealer.
Physical Fitness: Constant training has paid off. Your incredible
endurance and toughness adds 25 to your total MV. This stacks with the
+15 MV gained from the first rank.
Advanced Close Quarters Combat Training: Through experience and training, you have become a master of close-quarters tactics.
Fleeing works 10% more often.