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Post by shiivster on Apr 8, 2008 0:28:04 GMT -5
k .. first thing i'm thinking of .. is a belt mounted static transmitter along the lines of 'electronic counter measures' for the base start.
it would be a 'next to skin' type of harness to protect the wires. while NOT super highteck and pretty, it should do the job for short bursts. i'm thinking about a 10 second burst when near cameras. run on the large rechargable batteries for the hand drills. each person will carry a spare with them.
[basic unit in a nutshell in plain terms. i'm sure that i can think of other things IF i get the request for them now .. otherwise i'll just have some of her various items. [[ will send a list when i get it figured out. sorry, brain is not fully working yet .. but thats life i guess
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Apr 9, 2008 6:27:58 GMT -5
Stats: fills area with lead. The amount is often poisonous.
I'll get to work. Though, technically, I'm not sure I need stats until the weapon is fired.
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Apr 12, 2008 6:16:25 GMT -5
Tiger's equipment and other items in the plane.
Harrier PBY-5A Catalina
The plane has a sonar suite, black box capabilities, chaff-flare decoys, and is armed with rail guns.
*Sonar Suite
*Black Box Abilities: +3 Init. +1 strike, +2 dodge in addition to any other bonus. Identical to the Wild Weasel New West SAMAS Radar & Computer Tracking System Directional, narrow and wide band radio & laser communication Radio Scrambler & Encryption system Targeting Uplink - 24 ground troops or aircraft within 50 miles +1 on initiative, +1 to dodge Full Jamming Suite Communication Jamming Missile Jamming (two kinds) Must have skills: basic electronics, weapons systems, read sensory instruments, and radio scrambler (or electronic countermeasures instead of scrambler) Must roll at -10% to use.
*Chaff-Flare Decoys (24) each adds a cumulative 15% chance to decoying missles, ie 3 chaff equals 45% decoy.
Equipment in the plane:
SLR-60 Spike Launch Rods. Four launchers, 48 spikes, four 400ft spools. Grappling Hook & Line Parachutes - twelve Life raft Medical bag
Vibro knives - 12 (new) Custom Battle Armor and Armored Clothing - 5 (male or female) (new) Custom Battle Armor and Armored Clothing - 5 female NG "Range Rider"
Two Nose Guns: Twin Synchronized TX-50 Rail Guns 6D6 MD/6D6x10SDC per 20 rd burst, 1D6MD/1D6x10SDC per round. 4,000 feet. Twin 600 round drums can fire 30 twin bursts. These drums must be changed on the ground. The pilot is +1 to strike. There are 2 drums in the cargo bay. One Tail Gun: TX-50 Rail Gun 4D6MD/4D6X10SDC per 20 rd burst, 1D4MD/1D4x10SDC per round. 4,000ft. 200 round drum can fire 10 bursts. The tail gunner can change a drum in 30 sec if trained (3min) The tail gunner is +1 to strike. This gun cannot be operated from anywhere but the tail. There are 4 drums in the cargo bay.
Two Waist Blister Guns: Right and Left TX-500 Rail Guns 6D6MD/6D6x10SDC per 30 rd burst, 3D6ND/3D6x10SDC per 15 rd burst, 1D4MD/1D4x10SDC per round. 4,000ft. 390 round belt (13 long bursts) The blister gunners can change a belt in 30 sec if trained (3min) These guns cannot be operated from anywhere else on the plane and each gun requires an operator. There are 6 belts in the cargo bay.
Cargo: 500lbs of booze. Wine casks, beer kegs, whiskey barrels.
TIGER'S Equipment:
She will bring a small duffle bag filled with chinese military uniforms. She will carry cheap sunglasses, a AAA mini-maglite and spare battery, a pre-paid cell phone, a hundred dollars, and a couple credit cards and her chinese military id and security clearance. She wears the magic silver necklace her father gave her which enables her disguise. (as Captain Hua Ling)
In the Catalina:
CFT Ruger Old Army Twin Revolvers CFT E-6 .45 Long Colt 300rds .45 AP/HX Armor Piercing High-Explosive – 44rds .45 standard – 56rds
The Pilgrim's Harrier Custom Revolver .454 Casull, five speedloaders with 6 AP/HX rounds each on bandoleer- 30rds .454 Casull AP/HX Armor Piercing High-Explosive – 72rds .454 Casull standard – 24rds
Incendiary Hand Grenades AN-M14 TH3 - 48
Robinson Arms VEPR II “Double Dealer” six 7.62mm VEPR II 30 rd magazines six double dealer grenade magazines hold 6 each (36) 48 silver shotgun buckshot rounds 12 silver shotgun slug rounds
Vibro-Arm Claws (two pairs) Battle Armor Fatigues Armored Black Coat Gerber Utility Knife Toolbelt with six Gizmoteer Adaptable Tools.
Expensive Sunglasses Tactical Rappelling Harness Black Special Operations, H-Gear Shoulder Harness Six Belts with Holsters Weapon Cleaning Kit Small suitcase toolkit $120,000 cash
Ruger Twin Old Army Survivors spare cylinders Colt 1860 Army Custom Twin Revolvers spare cylinders Smith and Wesson Twin Custom Classic 9mm
Twin Heckler & Kock MP7s, eight 20rd mags 4.6 x 30
Dragunov Sniper 7.62mm Longshot (4 total) - 12 magazines
L-6 Super Tool Katana
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Apr 12, 2008 6:41:14 GMT -5
AA12 Automatic Shotgun:
Military Police System, out of Piney Flats, Tennessee, has come out with a unique select-fire 12-gauge combat/tactical shotgun called the "Auto Assault 12 Automatic Shotgun", or "AA12 Automatic Shotgun". The full-auto-only Auto Assault 12 Automatic Shotgun fires at a relatively slow rate of 300 rpm (rounds-per-minute) and employs the "Constant-Recoil" principle, which is a recoil attenuation/mitigation system that was first invented and patented for utilization in a gas-operated weapon by legendary small arms designer/developer L. James Sullivan for the Ultimax 100 LMG (Light Machine Gun), back in the late 1970's. "Constant-Recoil" allows a lightweight gun to outhit a heavier gun on full-auto. Since it utilizes "Constant-Recoil", the bolt group of the AA12 Automatic Shotgun never impacts the rear of the receiver, but rather runs out on the long 2-stage recoil/operating spring. This action eliminates the majority of felt-recoil, and thus greatly enhances controllability on full-auto. The result is more hits on target.
The Auto Assault 12 (AA-12) Automatic Shotgun is manufactured from "corrosion resistant, high impact, heat-treated stainless steels and high-impact plastics". Supposedly, the Auto Assault 12 shotgun...
requires no lubrication (unconfirmed/unverified). Rounds are fed from an 8-round box magazine, 20-round drum mag, or 32-round drum mag. That's a lot of 12-gauge firepower in a fully controllable package. Since the AA-12 shotgun fires at the relatively slow rate of 300 rpm, there's no need for a semi-auto setting on the AA-12's selector switch. Any skilled operator can easily control the round output via trigger control, including singe shots and double taps. In other words, the operator's trigger finger IS the selector switch. The Auto Assault 12 (AA12) Automatic Shotgun also features a quick-change barrel system. Barrel lengths are from 13" to 18". The 13” barrel version weighs 10 lbs empty/dry.
The developer of the AA-12, Military Police Systems, Inc., a.k.a. MPS, Inc. , had to modify the AA-12 Machine Shotgun to fire and cycle 3-inch (3") shells (12 Ga.) so it would function reliably (i.e. fire and cycle reliably) with the FRAG-12 Grenade/Munition Family, which are in 3" format. The FRAG-12 12-gauge grenades/munitions were designed and developed by Experimental Cartridge Company Ltd. of England/Great Britain/United Kingdom (UK), and are currently being manufactured by Action Manufacturing Company (AMC), located in Philadelphia, PA. The FRAG-12 munition family includes High Explosive (HE), High Explosive Fragmenting Antipersonnel (HE-FA), and High Explosive Armor-Piercing (HE-AP) rounds. The FRAG-12 grenade rounds/munitions utilize fin stabilization for accuracy on target.
High-Explosive 1D4 x 10 SDC High-Explosive Fragmenting Antipersonnel 6D6 SDC, 10ft High-Explosive Armor Piercing 1D6 x 10 SDC
Rate of fire: aimed, burst or wild Effective range for most rounds is 100ft, 150ft using the 18” barrel with slugs.
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on May 10, 2008 6:38:21 GMT -5
Two Nose Guns: Twin Synchronized TX-50 Rail Guns 6D6x10SDC per 20 rd burst, 1D6x10SDC per round. 4,000 feet. Twin 600 round drums can fire 30 twin bursts. These drums must be changed on the ground. The pilot is +1 to strike. There are 2 drums in the cargo bay. One Tail Gun: TX-50 Rail Gun 4D6X10SDC per 20 rd burst, 1D4x10SDC per round. 4,000ft. 200 round drum can fire 10 bursts. The tail gunner can change a drum in 30 sec if trained (3min) The tail gunner is +1 to strike. This gun cannot be operated from anywhere but the tail. There are 4 drums in the cargo bay.
Two Waist Blister Guns: Right and Left TX-500 Rail Guns 6D6x10SDC per 30 rd burst, 3D6x10SDC per 15 rd burst, 1D4x10SDC per round. 4,000ft. 390 round belt (13 long bursts) The blister gunners can change a belt in 30 sec if trained (3min) These guns cannot be operated from anywhere else on the plane and each gun requires an operator. There are 6 belts in the cargo bay.
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Post by dakota on May 23, 2008 9:35:12 GMT -5
Are we on a break?
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Post by Renekin Skywalker on May 23, 2008 12:41:53 GMT -5
*sneaks in* Rachel?
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Post by dakota on May 23, 2008 22:21:58 GMT -5
Shaddup Ross
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Post by Marcethus on Aug 3, 2008 7:30:36 GMT -5
what are the chances that this game has an opening? granted I don't own Century station book.
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Aug 3, 2008 8:38:09 GMT -5
Technically, we aren't located in Century Station at present. So the book shouldn't be a problem.
We are on a small island in the Pacific right now.
There are several good options for new players: there is one available non-player character (Strongbow), one inactive player character currently run as an npc (Ionic), and there are potential player characters on the base located on the island.
The Chinese armored military unit on the island is Tiger's old unit and is an elite group of combat veterans which definitely include martial artists (several of Tiger's students) and could include other kinds of heroes as well. Megas aren't likely, however - more likely to be characters who would still use a tank, anti-aircraft gun, or missile launcher.
Does that sound like anything you can work with? I may have other openings in the future, but those are all of the seamless fits I can think of right now. It isn't really a good point for reinforcements from Omega Shield, yet...
Send me a message or post if you have any further questions!
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Post by Marcethus on Aug 3, 2008 19:26:48 GMT -5
Well I have a Full Bionic Character, he's Military trained so yeah he would pick up and use any sort of Hardware.
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Post by dakota on Aug 6, 2008 1:00:06 GMT -5
Yay! someone spread Shroud's abuse on!
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Post by Marcethus on Aug 6, 2008 1:56:31 GMT -5
*arches a brow* eh?
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Post by Marcethus on Aug 27, 2008 2:11:22 GMT -5
*bounces up and down Waiting in the wings for his intro*
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Sept 2, 2008 20:02:15 GMT -5
"There is a thing that nothing is, and yet it has a name; 'tis sometimes tall and sometimes short; It joins our walks, it joins our sport; and plays at every game." - Riddle
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