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MOS 0369, Infantry Unit Leader

The Infantry Unit Leader assists commanders and operations officers in the training, deployment and tactical employment of rifle, weapons, LAR, and antitank platoons/companies and infantry, and LAR battalions, and are proficient in all the infantry weapons systems. They supervise and coordinate the preparation of personnel, weapons and equipment for movement and combat, the establishment and operation of unit command posts, the fire and movement between tactical units, the fire of supporting arms, and the unit resupply and casualty evacuation effort.

Prerequisite Rank : Staff Sergeant
Difficulty : Moderate
Quantity Available : 1
Last Update : 26 December 2007, by Azazel

Critical Strike
Gives a chance to do more damage on an attack.
Level 1 - 10% chance to deal 200% damage
Level 2 - 10% chance to deal 375% damage
Level 3 - 10% chance to deal 450% damage
Level 4 - 10% chance to deal 525% damage
Level 5 - 10% chance to deal 600% damage
Level 6 - 10% chance to deal 650% damage
Level 7 - 10% chance to deal 700% damage

Rifle Grenade
Cooldown 8 seconds
M320 generally refers to the United States Marines designation for a single shot 40 mm grenade launcher that attaches to the M16 assault rifle or the M4 Carbine. Stand-alone variants exist as do versions capable of being used on many other rifles. The device attaches under the barrel and forward of the magazine, the trigger for it being just forward of the magazine.
Level 1 - 600 damage in a 300 radius
Level 2 - 900 damage in a 300 radius
Level 3 - 1200 damage in a 300 radius
Level 4 - 1500 damage in a 300 radius
Level 5 - 1800 damage in a 300 radius

Saline IV
Cooldown 18 seconds
Provides compensating nutrients to the marine's bloodstream. Requires 0.75 seconds to administer. With Level 3 training, Open Wounds are cured. Minor poisonings are cured at Level 5.
Level 1 - Heals 40 Hit Points
Level 2 - Heals 55 Hit Points
Level 3 - Heals 70 Hit Points. Cures Open Wounds.
Level 4 - Heals 85 Hit Points. Cures Open Wounds.
Level 5 - Heals 100 Hit Points. Cures Open Wounds and minor poisonings.
Level 6 - Heals 110 Hit Points. Cures Open Wounds and minor poisonings.
Level 7 - Heals 120 Hit Points. Cures Open Wounds and most poisonings.

Light Weapons Training
Marines are taught to load, unload, break down and fire their primary weapon, building a familiarity which improves combat effectiveness with their weapons.
Level 1 - 3 additional damage. 0.65 second quicker reload time.
Level 2 - 6 additional damage. 1.30 second quicker reload time.
Level 3 - 9 additional damage. 1.95 second quicker reload time.
Level 4 - 12 additional damage. 2.60 second quicker reload time.
Level 5 - 15 additional damage. 3.25 second quicker reload time.

Laser Designator
Reduces target unit's armor by 5 and grants you vision of that unit for 3 minutes. 20 second cooldown.

Tactical Stance
Reduces target's attack speed by 25% and increases movement speed by 12%. Lasts 60 seconds.

Defensive Stance
Increases attack speed and damage by 20% and reduces movement speed by 35%. Lasts 60 seconds.

Energy Transfer
Cooldown 3 minutes
Transfers 100 energy to a target friendly Hero over 3 seconds.

Request Gunship Support
Cooldown 3 minutes
Calls in Gunship Support to target location. Three Gunships will soften the area for one minute. Available on Chapter 2.

Fire Mission
Cooldown 5 seconds
Energy Cost 10
Transmits the coordinates of target to the Fire Direction Control (FDC). Artillery rounds are fired based on shells per barrage, set by the -shells command. Available at Chapter 2.
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