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Old 07-30-2009, 09:21 AM   #3
Icelander
 
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Join Date: Mar 2006
Location: Iceland*
Default Re: Imperial Marines

Military Trade


Armourer
Perks: Armourer‘s Gift (LMG, SMG, Rifle or MG) [1].
Skills: Armoury/TL10 (Battlesuit) (IQ/A) IQ+1 [4] -13; Armoury/TL10 (Body Armour) (IQ/A) IQ+1 [4] -13; Armoury/TL10 (Heavy Weapons) (IQ/A) IQ+1 [4] -13; Armoury/TL10 (Smallarms) (IQ/A) IQ+1 [+3] -13; Machinist/TL10 (IQ/A) IQ [2] -12; Mechanic/TL10 (Walkbots) (IQ/A) IQ [2] -12.

Cost: 20 CPs.

Artificer (Eletrician)
Skills: Electrician/TL10 (IQ/A) IQ+1 [4] -13; Electronic Repair/TL10 (Communications) (IQ/A) IQ+1 [4] -13; Electronic Repair/TL10 (Computers) (IQ/A) IQ-1 [1] -11; Electronic Repair/TL10 (Security) (IQ/A) IQ [2] -12; Electronic Repair/TL10 (Sensors) (IQ/A) IQ+1 [4] -13; Engineering/TL10 (Eletrical) (IQ/H) IQ-2 [1] -10; Engineering/TL10 (Electronics) (IQ/H) IQ-2 [1] -10; Machinist/TL10 (IQ/A) IQ [2] -12; Mathematics/TL10 (Applied) (IQ/H) IQ-2 [1] -10.

Cost: 20 CPs.

Artificer (Mechanic)
Perk: Efficient (Mechanic: Fuel Cell Engines) [1].
Skills: Armoury/TL10 (Vehicular Armour) (IQ/A) IQ [2] -12; Engineering/TL10 (Walkers) (IQ/H) IQ-2 [1] -10; Machinist/TL10 (IQ/A) IQ+1 [4] -13; Mathematics/TL10 (Applied) (IQ/H) IQ-2 [1] -10; Mechanic/TL10 (Fuel Cell Engines) (IQ/A) IQ+1 [4] -13; Mechanic/TL10 (Fusion Engines) (IQ/A) IQ [2] -12; Mechanic/TL10 (Legged Motive System) (IQ/A) IQ+1 [2] -12; Mechanic/TL10 (Thrusters Motive System) (IQ/A) IQ [2] -12. Scrounging (Per/E) IQ [+1] -14.

Cost: 20 CPs.

Assault Pioneer
Perk: One-Task Wonder (Architecture defaults to full IQ when planting explosives) [1].
Skills: Engineering/TL10 (Combat) (IQ/H) IQ [4] -12; Explosives/TL10 (Demolitions) (IQ/A) IQ+2 [+7] -14; Explosives/TL10 (EOD) (IQ/A) IQ [2] -12; Forced Entry (DX/E) DX+1 [+2] -15; Guns (LAW) (DX/E) DX [1] -13; Traps (IQ/A) IQ+1 [+3] -13.

Cost: 20 CPs.

Explosive Ordnance Disposal
Advantage: Fearlessness 2 [+2]; High Manual Dexterity [5].
Perk: Efficient (EOD) [1].
Skills: Explosives/TL10 (EOD) (IQ/A) IQ+2 [+6] -14; Hazardous Materials/TL10 (Chemical) (IQ/A) IQ-1 [1] -11; Search (Per/A) Per [+1] -13; Traps (IQ/A) IQ+2 [+4] -14.

Cost: 20 CPs.
Saboteur

Perk: Efficient (Demolitions); Efficient (Traps); One Task Wonder (Mechanic defaults to full IQ when planting explosives) [3].
Skills: Electrician/TL10 (Optional Speciality: Sabotage) (IQ/A) IQ [1] -12/10; Explosives/TL10 (Demolitions) (IQ/A) IQ+3 [+4] -15; Holdout (IQ/A) IQ [2] -12; Machinist/TL10 (IQ/A) IQ-1 [1] -11; Smuggling (IQ/A) IQ [2] -12; Traps (IQ/A) IQ+2 [+4] -14.
Technique: Set Traps (Explosives: Demolition) (A) [3] -15.

Cost: 20 CPs.
Marksman
Advantage: Acute Vision 1 [2].
Perks: Eye for Distance; Patience of Job [2].
Skills: Camouflage (IQ/E) IQ+2 [+2] -14; Forward Observer/TL10 (Per/A) Per+1 [+2] -14; Guns (Rifle) (DX/E) DX+3 [+4] -16; Observation (Per/A) Per+1 [+2] -14; Stealth (DX/A) DX+1 [+2] -14; Tactics (IQ/H) IQ [+2] -12.
Technique: Precision Aiming (IQ-based Guns: Rifle-2) (A) [3] -13.

Cost: 20 CPs.

Advanced Marksman

Advantage: Night Vision 1 [1].
Perks: Deadeye; Armourer‘s Gift (Rifle) [2].
Skills: Guns (Rifle) (DX/E) DX+5 [+8] -18.
Technique: Precision Aiming (IQ-based Guns: Rifle-1) (A) [+1] -16; Targeted Attack (Rifle Shot/Skull) (Guns: Rifle-3) (A) [5] -13; Targeted Attack (Rifle Shot/Vitals) (Guns: Rifle-1) (A) [3] -17.

Cost: 20 CPs.
Medic
Perks: Efficient (First Aid); Efficient (Surgery) [2].
Skills: Diagnosis (Optional Speciality: Trauma) (IQ/A) IQ [2] -12/10; Diplomacy (Upgrade from Optional Specialisation) (IQ/H) IQ-1 [+1] -11; Electronic Operation (Medical) (IQ/A) IQ [2] -12; Electronic Repair (Medical) (IQ/A) IQ-1 [1] -11; First Aid (IQ/E) IQ+3 [+6] -15; Physician (IQ/H) IQ-2 [1] -10; Physiology (Human) (IQ/H) IQ-2 [1] -10; Surgery (Optional Speciality: Trauma) (IQ/H) IQ [4] -12.

Cost: 20 CPs.

Hospital Orderly

Perks: Cross-Trained (Electronic Operation: Medical); Efficient (Electronic Operation: Medical); Efficient (Physician); Good With (Patients) [4].
Skills: Diagnosis (Upgrade from Optional Speciality) (IQ/H) IQ [+2] -12; Diplomacy (IQ/H) IQ [+2] -12; Electronic Operation (Medical) (IQ/A) IQ [+2] -13; Electronic Repair (Medical) (IQ/A) IQ [+1] -12; Lifting (HT/A) HT [2] -12; Physician (IQ/H) IQ [+3] -12; Pharmacy (Synthetic) (IQ/H) IQ [4] -12.

Cost: 20 CPs.
Advanced Surgery

Perks: Focused (Surgery) [1].
Skills: Diagnosis (Optional Speciality: Trauma) (IQ/A) IQ+1 [+2] -13/11; First Aid (IQ/E) IQ+4 [+4] -16; Physiology (Human) (IQ/H) IQ [+3] -12; Surgery (Optional Speciality: Trauma) (IQ/H) IQ [+8] -14/12.

Cost: 20 CPs.
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Last edited by Icelander; 07-31-2009 at 04:50 PM.
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