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Official Move Approval III
Flash Bang (Requires Ranged, Area Attack, and Debuff Proficiency) 300 OM
Another grenade shaped object, differentiated by its blue coloring. When primed and thrown, after roughly five seconds the Flash Bang will explode in a 10 foot radius. But rather damage through shrapnel or concussive blast, the explosive lets out a bright light and a loud bang that's designed to cripple the senses of those nearby. Blinding, deafening, and nauseating those caught in the blast (as well as blinding those who stared at it when it went off), but the only way you could be wound by it is if you were sitting on it. The blast is indiscriminate, and DG has blinded himself using one before...

Grapple Gun (Requires Ranged and Debuff Proficiency) 300? OM
Designed by the UNSMC to get their soldiers to where they need to be, it naturally didn't take long for the more sadistic marines to realize the other potential use of a grapple gun. Firing a spike tipped rope at a max range of fifty yards horizontally, it sticks into anything and a motor attached to the second end of the bundle tightens the slack and pulls the marine towards his destination. Alternatively, it can fire a second shot attached to the same rope to create an instant zipline at a max of 100 yards. The rope itself is a steel cable, designed to be able to withstand the weight of a space marine in full gear, and the motor can similarly carry them to their destination and snap tight near instantly

In combat, rather than a wall the hook is fired into a person. The first fire mode is too unwieldy to use as it would prevent a marine from firing his weapon and anyone with two brain cells to rub together will just pull the weapon out of their hands. Instead they fire the first shot into the target then will fire the second into something else. While the projectile is slow in flight, if the target does not dig the hook out or cut the cable in quickly then the rope tightens and physics naturally ensue.

Heavy or strong foes can keep themselves from being dragged, but the grapple motor is strong enough to prevent them from moving away from it. Otherwise, the target is comically pulled off their feet and dragged towards the second anchor. Any additional effect, such as as the target getting tethered to another person, explosive barrel, moving vehicle or dragged off a cliff is determined by the other player.

Heavy Assault Rifle (Requires Ranged Proficiency) 900 OM
The more standard weapon of the USSMC, while it lacks the raw DPS of the chaingun or the burst of the shotgun, it provides a stable and accurate platform to fire at long range. Normally fired automatically, it can go into scoped mode that lets the firer make pin point hits at the cost of being fired at a slower semi auto rate. But it's not a space marine weapon if it didn't have a punch to it, attached to the sides are two missile pods that, after a few seconds charging, unleashes a storm of mini rockets. Although individually weak and lacks any blast, multiple hits can wreck whatever finds itself on the other side of DG's aim.

Mega Armor (Tier 1 Powered Up Form) 1000 OM
Bulkier than the more iconic security armor and pained in a brilliant (and obnoxious) peacock blue, Doomguy summons this armor in place of his green one and becomes able to weather almost any attack. Made of advanced metal alloys and incorporates a force field around the torso, it's twice as tough as the normal armor at the cost of degrading rapidly as it takes the blunt force to save the soldier wearing it. Doomguy has had a run in numerous times

STR: 3
DEF: 8
SPD: 2
TEC: 4


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