《dreadnaught: scifi apocalypses space marine》b2c12: skills

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David had to admit it was a lot to take in. The first thing that caught his attention was his stupidly high endurance. In fact, all his stats look like they were higher than they should be. Add in the fact he had no spare stat points nor attribute points.

He dimmed his menu to look at The Blind One, but she started mumbling to herself as she had three clear green screens in front of her. He had no doubt she was not too busy to answer mundane questions, but he can take a hint sometimes you just should not ask. Instead, he moved on to the bulk of the changes.

{Juggernauts stay together} lvl 5- Increase stats for each other who has the Juggernaut class on your side of the battle. Stat increase decreases for each additional Juggernaut, but will always increase as the number of Juggernaut increases. {Field Repairs} lvl 1- The ability to enact basic field repairs to armor or equipment. Will add temporary durability to items. {Field station} lvl 1- Create a rudimentary workstation to conduct field repairs or simple crafting of consumables. Can be linked to a supply warehouse. {Active scan} lvl 1- Adds a simple radar function to hud. Higher levels add size and detail to radar. {Call for support} lvl 3- Mark targets for long range attacks. Increase accuracy and damage of attack. {Design: Heavy Armor}- The ability to design, repair and craft heavy armor. A prerequisite skill before more specialized heavy armor crafting. {Fortification}- A passive skill that increases the defensive bonus rating of any fortification you are in or near. (automatically disabled when attacking an enemy fortification) {Hold the Line}- A passive skill that makes it harder for friendly moral to drop against overwhelming odds. {Resist Scan}- A passive ability that reduces scans and detection abilities used against you. Resistance matches own scan abilities. {Elite Decor Symbolism}- Clothing makes the man. Symbolism makes a religion. Prestige makes a knight order. Increases mental abilities by 5 points each when dressed appropriately. {Heavy Power Armor Mastery}- Heavy power armor no longer grants a dexterity penalty. Fine motor control becomes equal to that outside of heavy power armor.

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{Dreadnaught Insult}- Combo skill after {dreadnaught stand} is used. Make yourself a target by forcing all attacks in a wide area focus on you. Spartans will take extra insult to this as they will see the defensive specialist doing their job.

{Special Delivery}- Charge a special meter during combat that will allow you to use {Armory of the Lost World: Heavy Strike} Which will be either a long range artillery strike, (affected by {Call for Support}summoning 5 volleys of 5 120mm artillery strikes) summon a CAS-120 support aircraft (lasts 30 seconds and will cycle between quad M-134 autoguns, 20mm autocannon or 120mm artillery strike, or a precision orbital strike called Phoenix Strike. The fullness of the bar determines which is used.

{Armory of the Lost World}- Summon a temporary version of any weapon you have a blueprint for. You have three preselect slots and there is a twenty four hour cooldown between using any slot and changing out any slot. Weapon compatible with {Ammo Depo}.

Immediately, David activated {Armory of the Lost World} and slotted his M-134 into the first slot. Which appeared for a second before it’s name changed to Phoenix Screech

Phoenix Screech (D)- named version of the M-134 that is soul bound to Grand Master Dreadnaught David Warright. Highly recognizable by the unique screech sound it makes when winding up. Weapon is immune to fire and heat related damage and adds 1 point of fire damage that causes [burn] and [wildfire] effects. Burn causes fire damage based on the number of stacks on the afflicted. Wildfire causes burn stacks to spread when target afflicted dies due to burn damage. (Attacks from Phoenix Screech count as burn damage) Stacks spread to each nearby target as the same amount as burn stacks there were.

Next, David decided to have a long-range option. The M-134 was a good anti-personnel and suppression weapon but it did absolutely nothing against someone with more than a little armor. Thinking about armor and how his Stargazer had anti-armor properties, he thought of one of the classic well-known American anti-material rifles, the Barrett M107. To his luck, it was among the blueprints that he got when he made his deal with the National Guard. He also got the blueprints for its ammo as well.

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Barrett M107 anti-material rifle (altered)- A long-range weapon that has high anti-armor properties. Originally designed to take out targets with the shooter in a crouched or prone position, this version has been system altered to be shoulder mounted to power armor. Allowing the shooter to stand while shooting. In addition, the Warden hud allows for accurate shots without user calculation. The longer the shooter targets a spot, the more accurate the shot becomes. (Sniper, shooting, and targeting skills boost accuracy even further) Base damage of 2500 and 90% armor piercing.

With antiarmor out of the way, David considers anti-air. At first, he thinks of some kind of flack gun but after looking at the options decides on a shoulder launcher. Unfortunately, his knowledge of such things is more limited and he decides on one called the FIM-92 stinger.

With his choices out of the way and a desire to talk to Jake later, David begins to focus on The Blind One again and she seems busy still but less so as she notices him looking at her.

“ I guess it is question time. So what is it you want to know? I can not speak of everything but I will try all I can.”

David nods and catches her off guard with his first question.

“ What can you do outside of power suits?”

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