Wraith Squadron
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What do I do?

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What do I do? Empty What do I do?

Post by Garik Loran Tue Oct 13, 2020 12:32 am

So, you’re a brand new member of The Wraiths and it’s your first time on our forum. You’re probably wondering what your role with us is going to be, right? Well, here’s an as comprehensive as possible list of things we do. You can take any of the jobs listed below, and pick which of the suburbs we’re active in you want to deploy to.

Medics: These are probably the most important members of our tactical teams, because they keep the rest of us alive. That’s the medic’s job: healing and reviving. That’s it. What you’ll need: Free Running, Lab Experience, First Aid, Diagnosis and Ankle Grab skills, weapon(s) of choice, DNA extractor (ALWAYS extract, and read profiles carefully, before reviving), flak jacket, mobile phone, radio, GPS unit and as many syringes and FAKs as you can carry.

Mechanics: Also extremely important. Mechanics are responsible for maintaining barricades in accordance with the suburb they’re deployed to’s barricade plan, including dismantling of barricades on overbarricaded buildings, and also are responsible for installing and/or refueling generators in buildings that need them. Due to their close quarters combat skills, mechanics might also be called upon to take their axes to zombies’ skulls every once in a while. What you’ll need: Hand To Hand Combat, Axe Proficiency, Free Running, Construction, Memories Of Life and Ankle Grab skills, fire axe, toolbox, crowbar, portable generator, fuel can, flak jacket, radio, mobile phone, GPS unit, and an FAK to use on yourself should you become infected.

Scouts: Scouts are specialized Wraith operatives who range out away from their team to look for signs of incoming danger (more wounded survivors, higher zombie numbers, lower barricades, ransacked or ruined buildings, increased bloodstains/graffiti damage) and then report back what they find. It’s best to either make a radio transmission yourself or mobile phone your team’s communications officer, AND post a detailed report here on the forum. You’ll need: Free Running, Necrotech Employment, Diagnosis, Scent Death and Ankle Grab skills, binoculars, mobile phone, GPS unit, flak jacket, radio, FAK, weapon(s) of choice, flare guns as often as you can find them. DNA extractor optional, but go for it if you have the inventory space.

Zombie hunters: Pretty straightforward. You take this job, you’ll mostly be keeping the enemy horizontal. Kill, kill, kill. What you’ll need: All combat skills, Free Running, Headshot, Ankle Grab. Zombie combat skills are optional but encouraged, especially if you’ve contacts listed a bunch of low-levels without Ankle Grab as ZKing them can really slow down a horde. You’ll mostly be carrying weapons and ammo but will also need a flak jacket, mobile phone, radio, FAK and GPS unit, as well as a DNA extractor and syringes if you have the skills for them as precision combat revives are a big part of our psychological warfare doctrine.

Communications officers: These specialized operatives are responsible for messaging to other groups, and have a great amount of input into how we present ourselves to the rest of the city. Wraith graffiti and radio broadcasts are usually from them. They can also optionally take an interest in our Wiki page. Additional duties include making sure the phone masts in the theater of operations are secured and powered, which is often done in conjunction with mechanics. What you’ll need: Free Running, Tagging, Construction, Radio Operation, Death Rattle and Ankle Grab skills, mobile phone, radio, radio transmitter, portable generator, fuel can, toolbox, a couple of spray cans, FAK, GPS unit, flak jacket, if there’s space left over weapons. Additional specialized training could include fluency in zamgrh.

Science officers: Another specialized, optional role. Wraith science officers work to extract as many DNA samples as possible, use Necronet to review the data, and extrapolate hypotheses and conclusions from that data, which helps our leaders have as detailed a tactical picture of city — and battle plan based on that information — as possible. When not working at their main job, their revivification skills make our science officers useful in backing up medics and helping them with potential overflow customers at revive points. What you’ll need: Free Running, Necronet Access, Scent Death and Ankle Grab skills, DNA extractor, FAK, portable generator, fuel can, mobile phone, radio, GPS unit, 2-3 syringes, weapon(s) of choice.

Psychological warfare experts: These specialized operatives figure out ways to mess with enemies’ heads. They’re consummate griefers and trolls, but working for the good guys employing [url= http://wiki.urbandead.com/index.php/Jihad_tactics]jihad tactics[/url] now. Due to the likelihood there are ways to exploit literally every skill in the game for these purposes, maxed out characters are preferred. But the basic building blocks for this position would be: Firearms skills, Free Running, Lab Experience (combat revives), Tagging, Construction, Radio Operation, Headshot, Zombie combat skills, Feeding Groan, Ankle Grab, guns and ammo, DNA extractor, syringes, FAK, portable generator, fuel can, flak jacket, mobile phone, radio, GPS unit, newspaper (randomly slapping enemies with newspapers is fun, and throws them off their game), flare gun, and spray cans.

Enforcers: The Wraiths have always engaged in combat with PKers and griefers wherever we find them, and some of our teams field specialized operatives specifically for hunting their fellow humans and keeping bad actors in zombie form (in fact, at one point we fielded a team of almost entirely enforcers in Yagoton). What you’ll need: All combat skills (including zombie, including Infectious Bite), Body Building, Free Running and Ankle Grab, flak jacket, FAK, portable generator, fuel can, mobile phone, radio, GPS unit, guns and ammo, melee weapon(s) of choice.

Undercover operatives: Zombie agents recruited to infiltrate enemy groups. Mostly they’ll be observing and reporting horde affiliations, numbers, movements, tactics, general experience levels, etc. and contacts listing zombies without Ankle Grab as targets of opportunity for later ZKing. Also responsible for closing as many open doors as possible, forcing hordes to waste action points reopening buildings and checking for nonexistent survivors inside. What you’ll need: Digestion, Zombie combat skills, Death Rattle, Ankle Grab, Flesh Rot. Proficiency in zamgrh preferred.

Garik Loran
Admin

Posts : 9
Join date : 2020-09-14
Age : 45
Location : Coruscant

https://maltonwraiths.forumotion.com

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