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Messages - m1895

Pages: 1 ... 46 47 [48] 49 50 ... 87
706
Forum Games and Roleplaying / Re: [IC] Arknights - Twilit Dawn
« on: December 25, 2020, 02:30:22 pm »
A.

707
Roll To Dodge / Re: MOOK: Present Lottery
« on: December 24, 2020, 07:26:57 pm »
Red Wrenches

708
Forum Games and Roleplaying / Re: [IC] Arknights - Twilit Dawn
« on: December 24, 2020, 03:21:20 pm »
A.

709
Forum Games and Roleplaying / Re: [IC] Arknights - Twilit Dawn
« on: December 24, 2020, 12:49:46 pm »
B.

710
Forum Games and Roleplaying / Re: [IC] Arknights - Twilit Dawn
« on: December 22, 2020, 03:58:20 pm »
No strings attached seems the best boon.
I vote C.
some good points were raised, so I'll go for B

711
Forum Games and Roleplaying / Re: [IC] Arknights - Twilit Dawn
« on: December 22, 2020, 01:51:47 am »
"Voting for C as well" as well.

712
Quote from: Rolandbox
Whip Whap Bitch Slap: (1) m1895
Vivalas’ Unnamed Plan: (2) Powder Miner, Kashyyk

713
The lethal radius is just a sacrifice to not have the 130m "casualty radius" (presumably minor shrapnel wounds) typical of standard 40m HEDP and HE rounds.

714
(if you're in CQB why are you using the launcher instead of just throwing the things?)
because grenade launchers don't use hand grenades. Like the write up clearly refers to them as rounds as well.

715
Quote from: Votebox
HR-01 Heavy Energy Rifle: (1) Powder Miner
VR-01 Variable Energy Rifle: (1) m1895
Hyper Thermal Charge: (2) Powder Miner, m1895
Rho Aias after market Mods: (0)
Duck Fup Additional Ammo: (0)

716
VR-01 Variable Energy Rifle
The VR is a variant of the CR-00 that has a small dial on the side. This dial sets the VR's firepower, and inversely its fire rate. At the highest setting it can function as a sniper or impromptu anti-material rifle, but takes a very long time to recharge between shots, and at the lowest it has pistol-grade firepower, but can dump out an ungodly amount of shots. This is accomplished through a minor modification to the capacitor bank's control chip, allowing it to alter how much of the capacitor bank is activated per shot.

Hyper Thermal Charge
The Small Thermal Charge is certainly useful, but it's limited capacity to remove obstacles is a big stumbling block, so we've made a new charge that can burn through anything short of a reinforced bulkhead. Naturally, the easiest way to do this is to just make it bigger, and while that is trivially simple, it also costs an ungodly amount of resources and would be far to large to reasonably carry. Next, we looked at using a more powerful incendiary, but getting one powerful enough to meet our requirements in the same package size was extraordinarily difficult.
Eventually, we settled on the HTC, a medium sized charge with two modes; the first is the same as the small charge. The second, however, is a "radial" mode that covers the general area in a spray of incendiary, allowing the HTC to be used as an improvised grenade, should the need arise. (On the station, care must be taken to avoid a "Cuban Pete" scenario."

Rho Aias aftermarket Mods
The basic Rho Aias is a very good set of kit, but we'd be foolish not to milk aftermarket modding. The simplest mod is an integrated datapad with innate biometric capabilities which, due to it's integrated nature, is notably cheaper than getting a forearm datapad and biometric datastick. Next up we've nabbed some cheap security grade hudglasses which we've worked a modified V. sight into, allowing them to assist aiming with any calibrated weapon. Finally, We've got some EX-400 Ultralight exoskeletons. These exoskeletons, in line with the TALOS design of old, are built to fit under standard BDUs and as such, don't exactly provide the user with super strength, but they do notably increase endurance and have a stabilizing effect on aim, allowing reasonable accuracy even at a decent clip, and with a bit of hacking things together, we can get it to interface with the V. Sight, increasing target tracking speed.

Duck Fup Additional Ammo Acquirement
The Duck Fup is a brilliant little system, but it's lacking some ammo types that standard on the market, so we've picked up some of them for our boys in blue.
- Concussion: the simple fact is, you don't wanna use frag rounds in close-quarters, unless you want to catch your own shrapnel, so we've grabbed these relatively low power HE rounds. They can reliably kill targets within 4 meters while merely incapacitating those within 7.
- AP-Flechette: Sometimes even Concussion grenades are too dangerous, or maybe you just really wanna fuckup someone's day the way only 115 Flechettes can. Based on an old classic, these babies are made from modern alloys and can semireliably penetrate modern body armor even, though at only two inches long they bounce off the real heavy stuff.
- Flare: this is less a new design and more a modification to our flash rounds. It switches modes similarly to the frag rounds and has modes for solid light or flashing for signalling.

717
Forum Games and Roleplaying / Re: Armories of Valturia: Behrens Thread
« on: December 05, 2020, 12:09:20 pm »
Quote
Comet Mk. III (1): m1895
8mm Behrens Cartridge FMJ (1): m1895
--Call it 8-15 Behrens (1): m1895

718
Forum Games and Roleplaying / Re: Fight for the Woods - Bookbinders
« on: December 02, 2020, 03:06:45 pm »
Quote from: Votebox
Strategy
NUKE's slightly better plan: (2) NUKE9.13, Taricus

Design
Witch Hunter Initiates: (2) NUKE9.13, Taricus

Bonus Revision
Kobold Stealth: (2) NUKE9.13, Taricus

Bonus Recruitment
Ogres: (2) NUKE9.13, Taricus
+1

719
Quote from: Votebox
Melee Combat! (1): m1895

720
Forum Games and Roleplaying / Re: Fight for the Woods - Bookbinders
« on: November 27, 2020, 01:21:25 pm »
M's super awesome definitely well thought out plan
Jaunt Jolie

Send Grenda's Heavy Squad to capture and interrogate that Tavernkeeper alongside the local recon squad. Any other goons with them are considered acceptable casualties, though if some happen to live we'll interrogate them as well

Borna Coric
send two combat squads to set up traps and ambush whoever is moving through our territory with the recon squad.

Avalon
have the recon squad's kobold's setup traps at the armory to catch any would-be thieves while the humans provide any muscle they need.

Kingdom Kyrgios Raid
Rafal and his guards will seize the assets of any merchant who has a history not paying taxes, any excess assets not used to cover their unpaid taxes will be given first to sympathetic merchants in the area and secondly to orphanages and other local charity assets. In the event a merchant does not have enough assets to pay for their taxes, they will be sent to the mines to work off their debts.

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