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eraser

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Posts posted by eraser

  1. i think i'll just stick with the gear as is, then buy/steal/loot what we need in country afterwards.

     

    also, the 6.5mm is supose to be a fairly new caliber, designed as part of militechs new weapons family. now i only have the 3rd corp book so i'm not shure, but i think it was designed for lazerus corp and when militech saw how good it worked they made it available to the open market (well, the market for those allowed to own asault weapons at least. probably wont find them in big 5 or wallmart.) acording to shockwave militech fields it as their standard round, so between militech and lazerus using it, there's a big market for the ammo. militech would, i think, be pushing this round through its mass marketing machine as well.  if we get there and find no ammo avalible then when our stocks run out we can switch to local stuff.

  2. "well yessr massa" shrap quipped in a passable southern slave voice. with that shrap hoisted the crate onto his shoulder and started back to the van. time was starting to catch up to him, he thought. he'd spent too long puntching the 9-5 clock at gambino's and not enough time pulling all nighters in the past month or so, and his internal clock was telling him to sleep already. he shook it off and reached the van, slid the crate into the back and then took a seat inside. he knew they had a few houres before the exchange and decided now was as good a time as any for a cat nap. he leaned up against the vans sidewall to rest.

  3. hey thumper, can i please get a short extention on that deadline for characters? i've got a 6 page paper due on monday and my last final exam (in cis 111 btw) the same day. i'll get the char done quickly, but this weekend belongs to that paper and studying for the final (as do theese evenings leading up to it). come monday afternoon i will shift my full efforts to turning out that char asap.

     

     

    on another note:

    lucky, the more fixers there are the better. you can never have too many of them, they do so many usefull things (like attract fire away from the solo's and soaking up fire when used as human shields :)  )  if we're going to multi task with raiding and trading then we'll need your guy, as well as psycho, and Golgotha too if he's still in on it.

  4. hey thumper, can i please get a short extention on that deadline for characters? i've got a 6 page paper due on monday and my last final exam (in cis 111 btw) the same day. i'll get the char done quickly, but this weekend belongs to that paper and studying for the final (as do theese evenings leading up to it). come monday afternoon i will shift my full efforts to turning out that char asap.

     

     

    on another note:

    lucky, the more fixers there are the better. you can never have too many of them, they do so many usefull things (like attract fire away from the solo's and soaking up fire when used as human shields :)  )  if we're going to multi task with raiding and trading then we'll need your guy, as well as psycho, and Golgotha too if he's still in on it.

  5. it would be awsome to have you aboard psycho! (i knew you'd come around eventualy)

    if you did an ex-kgb type that would cover for the mil-intell guy i was going to make (i dident want to, i'll have my hands full handling combat as it is, but un-informed soilders are dead ones so i figured i'd have to. if you do your kgb guy it would be great for the team.) and with your sick mind i'm shure you can do a better job with it.  :)

     

    ps. thumper, if psycho takes this spot (hope, hope,hope) then i'm going to roll up another heavy weapons type for the second boat and leave it at that. thinking maby a cyber grunt type since the rest are bio boys. thats it, i shall chrome him out and give him low int. his name will be ugg "ugg smash, ugg kill, ugg smash" and he'll do all the dumb stuff no seal would touch. me:ugg, charge that machinegun bunker; ugg: ugg smash bunker *the sound of machinegun fire, followed by shreeks of pain and the sight of flying limbs dressed in enemy uniforms* ugg: boss, ugg smashed, ugg smashed good; me:yes ugg, you smashed them good, now get back in your cage...thats a good little psycho.

  6. it would be awsome to have you aboard psycho! (i knew you'd come around eventualy)

    if you did an ex-kgb type that would cover for the mil-intell guy i was going to make (i dident want to, i'll have my hands full handling combat as it is, but un-informed soilders are dead ones so i figured i'd have to. if you do your kgb guy it would be great for the team.) and with your sick mind i'm shure you can do a better job with it.  :)

     

    ps. thumper, if psycho takes this spot (hope, hope,hope) then i'm going to roll up another heavy weapons type for the second boat and leave it at that. thinking maby a cyber grunt type since the rest are bio boys. thats it, i shall chrome him out and give him low int. his name will be ugg "ugg smash, ugg kill, ugg smash" and he'll do all the dumb stuff no seal would touch. me:ugg, charge that machinegun bunker; ugg: ugg smash bunker *the sound of machinegun fire, followed by shreeks of pain and the sight of flying limbs dressed in enemy uniforms* ugg: boss, ugg smashed, ugg smashed good; me:yes ugg, you smashed them good, now get back in your cage...thats a good little psycho.

  7. hey thumper, i'm still working on that mil intell replacement, should be done soon.

     

    fix: another thing to keep in mind is thumpers requested power level. if you recall he asked it be kept below the rpg-a, which does 6D10 heat. a 20mm comes in below that using normal/ap ammo, but the recoiless does not.

     

    btw. what ever happened to the 2 fixers that were in the works? did they drop out or are they still being made? could you clue the rest of us in, guys.

  8. hey thumper, i'm still working on that mil intell replacement, should be done soon.

     

    fix: another thing to keep in mind is thumpers requested power level. if you recall he asked it be kept below the rpg-a, which does 6D10 heat. a 20mm comes in below that using normal/ap ammo, but the recoiless does not.

     

    btw. what ever happened to the 2 fixers that were in the works? did they drop out or are they still being made? could you clue the rest of us in, guys.

  9. actualy i am still working on the militaty intell guy to replace the med tech, the real road-block for me is special ability. after looking at the netrunning rules closly (in 5 years i never even looked at it, wierd.) i decided not to deal with  netrunning.  i'll give him some library search skill so he can dig up stuff on net based databases or bbs systems, but the whole net combat thing is so complicated and hard to do in a board based game i'll skip it. i'm debating between street deal and credibility for a SA since nothing else is close to information based.

     

    as for the med tech situation, i was planning on droping leckna kim since she would infringe on your area. i am planning on keeping the first responder on the entry team though. he's basicly there just to stick them with trauma drugs so they dont die immeaditly and get them out of the line of fire so you can do your thing. about the med room, it would be difficult to do on the ship. we can set up shop at the resort home so if sombody takes a bad hit they have a place to heal. my guys are also going to form a pool with their existing pay to cover nessicary expendatures, so if your med tech needs some med gear you can probably squeze some cash out of the LT, in game of course, to cover it.

  10. you could dump swiming at level 4, and switch that for cybertech. then work dive school into the background and gain the swiming 4 back for free, plus get 3 other skills for free (endurance 3, underwatter survival 2, nuscuba 3).

  11. like the title says, i have a question reguarding issue 3 of punk 21. i ran across the stats for the Samson Marine Tech "Hunter" ship on node's sight, but all thats there is stats. could sombody please give what info is avalible from the supplement reguarding this ship? it would help a lot. thanks

  12. question, would any of you by chance own a copy of punk 21, issue 3? from what i've seen it was a magazine style supplement issued in the uk a while back. i only ask because upon browsing node 16 i happened across the stats for the Samson Marine Tech "Hunter" craft, and it looks like it could meet out insertion craft needs, but all there are is stats. if sombody owns it could you please hook us up with the info? thanks.

  13. question, would any of you by chance own a copy of punk 21, issue 3? from what i've seen it was a magazine style supplement issued in the uk a while back. i only ask because upon browsing node 16 i happened across the stats for the Samson Marine Tech "Hunter" craft, and it looks like it could meet out insertion craft needs, but all there are is stats. if sombody owns it could you please hook us up with the info? thanks.

  14. actualy fix there's no real reason to go with a recoiless rifle, since it deals 8D10 heat dammage at a cost of 750eb a shot (for the man portable version), when the 20mm cannon does 8D10 dammage as well with a higher rof, same range, and less expensive ammo (15eb a shot for standard).  also the unit cost is prohibitive, 15,000 for the recoiless vs 3,000 for the autocannon. for the same price we can allocate 5 cannons in place of 1 recoiless, and if we concentrate fire 50 8D10 projectiles going tward the same target will do a lot more dammage and have a higher hit probability than 1.however, the moarter is a cool idea, as well as possibly a high velocity 40mm auto GL (1600m range lets us reach out and touch someone, and i would assume the mortar is even farther.)

    since the anti ship missiles were mounted up front (i belive, the diagram is hard to make out) it should be possible for the techs to rig up a locking turn table on which to mount the mortar where the asm's would be mounted. with help of a mil-spec targeting computer we can aim it with some degree of accuracy, and make stuff thats far away go BOOM.

     

    for an insertion craft, i was thinking the swift ship riverine craft or something simmilar. lots of space for crew and cargo and i would assume reasonably quiet (if not the techs have another project, mufflers/sound dampening). load it with a defensive weapons suite of 7.62 and 50 cal machine guns on the sides and i was thinking a 7.62 gatling up front to lay supressive fire close up (weight permitting), and the included auto GL taking up the rear.

  15. actualy fix there's no real reason to go with a recoiless rifle, since it deals 8D10 heat dammage at a cost of 750eb a shot (for the man portable version), when the 20mm cannon does 8D10 dammage as well with a higher rof, same range, and less expensive ammo (15eb a shot for standard).  also the unit cost is prohibitive, 15,000 for the recoiless vs 3,000 for the autocannon. for the same price we can allocate 5 cannons in place of 1 recoiless, and if we concentrate fire 50 8D10 projectiles going tward the same target will do a lot more dammage and have a higher hit probability than 1.however, the moarter is a cool idea, as well as possibly a high velocity 40mm auto GL (1600m range lets us reach out and touch someone, and i would assume the mortar is even farther.)

    since the anti ship missiles were mounted up front (i belive, the diagram is hard to make out) it should be possible for the techs to rig up a locking turn table on which to mount the mortar where the asm's would be mounted. with help of a mil-spec targeting computer we can aim it with some degree of accuracy, and make stuff thats far away go BOOM.

     

    for an insertion craft, i was thinking the swift ship riverine craft or something simmilar. lots of space for crew and cargo and i would assume reasonably quiet (if not the techs have another project, mufflers/sound dampening). load it with a defensive weapons suite of 7.62 and 50 cal machine guns on the sides and i was thinking a 7.62 gatling up front to lay supressive fire close up (weight permitting), and the included auto GL taking up the rear.

  16. that svd is perfect bookwyrm, thank you mutch. plus its easily replaced in country if the need arises, and doesent scream foerign merc to all who see.

     

    come to think of it, using old sov gear is an excelent idea. i'll leave the asault rifles as is, but does EOTS list any sov machine guns in 7.62? i know they made several different versions, rpk, rpd, etc.? if you can throw up the stats for them that would be an excelent replacement for the 60's.

  17. actualy syris, after looking at the situation more carefully, this is a 2 boat deal anyways (dont put all your eggs in one basket :)  ). if we'll be doing raids on drill platforms and sutch we need a gun boat and an insertion craft. the avenger will make a perfect gun boat to suport the raid team, and with 50keb a pice we can dig up a decent insertion craft from the local black market. by the way syris, whats your watter vehicles rating again? we'll moast likely need sombody controling the nighthawk since hawkins will take the insertion craft. we'll just have to operate at night to compensate for the slower speed of the insertion craft.

  18. actualy syris, after looking at the situation more carefully, this is a 2 boat deal anyways (dont put all your eggs in one basket :)  ). if we'll be doing raids on drill platforms and sutch we need a gun boat and an insertion craft. the avenger will make a perfect gun boat to suport the raid team, and with 50keb a pice we can dig up a decent insertion craft from the local black market. by the way syris, whats your watter vehicles rating again? we'll moast likely need sombody controling the nighthawk since hawkins will take the insertion craft. we'll just have to operate at night to compensate for the slower speed of the insertion craft.

  19. just wondering, but why are you guys applying the IP modifier to marine tech? the IP modifier only applies when the skill is improved in game, not when the character is made, unless thumper runs it different or i mis-understood the book. also isn't automotive tech encumpased by basic tech? all the source books seem to treat it that way.

     

    as for smuggling, i dont think our profit will be that high especialy if we unload them in that region. plus our cost will be a bit higher, gas to get there, ammo expended, repairs due to said action (mechanical and medical), plus living expenses will cut into it. still, we'd be there anyway, so whatever we can get for the loot is better than nothing.

     

    finaly, thumper, can we please get some info about the vessel that will be provided to us? we're trying to think up a wish list as to how we arm it but the thing is the size of the ship is a limiting factor (they sit lower in the watter due to weight, so if its a zodiac raft and we mount a 30mm cannon we go straight to the bottom, ect.). also deck space and general design play into it as well. so if you could hook us up with the 411 it'd be great.

  20. just wondering, but why are you guys applying the IP modifier to marine tech? the IP modifier only applies when the skill is improved in game, not when the character is made, unless thumper runs it different or i mis-understood the book. also isn't automotive tech encumpased by basic tech? all the source books seem to treat it that way.

     

    as for smuggling, i dont think our profit will be that high especialy if we unload them in that region. plus our cost will be a bit higher, gas to get there, ammo expended, repairs due to said action (mechanical and medical), plus living expenses will cut into it. still, we'd be there anyway, so whatever we can get for the loot is better than nothing.

     

    finaly, thumper, can we please get some info about the vessel that will be provided to us? we're trying to think up a wish list as to how we arm it but the thing is the size of the ship is a limiting factor (they sit lower in the watter due to weight, so if its a zodiac raft and we mount a 30mm cannon we go straight to the bottom, ect.). also deck space and general design play into it as well. so if you could hook us up with the 411 it'd be great.

  21. hey guys, after checking out the site fix pointed out, i think i found some stuff i can work with.

     

    the galil would be perfect...except for the fact that taking it into an islamic country is an instant death sentance.  but, could you please check edge of the sword for info on the knights sr25 sniper rifle.  its built on the stoner ar-10 design and improved for dedicated sniper use (1" groups at 600m).

     

    as for machineguns, i guse i'll just go with the same caliber offering from militech for land warefare, and buy some nice heavy machine guns for ship-board use. (maby 7.62 gatlings or auto cannons. btw, i dont have max metal, how mutch do they cost?)

     

    thanks again guys for your help

  22. "shure thing boss" shrap answers back before opening the sliding door and steping out. he scans the street quickly, paying close attention to roof-tops and fire escapes. finished with said scan, he waits for rat and temper to joine him.

  23. Quote (FIX @ Dec. 08 2001,09:59)
    The SF team looks good, however I would make a few changes.  

    Why are the Assault Rifles and machineguns of diffrent caliber?

    Shouldn't one of them (at least) have instruction?

    Why was the sniper equiped with an anti-material rifle as opposed to a traditioal sniper rifle?

    Why is everyone equiped with a 25mm gernade launcher?  

    Thats about it.  But they still look good as a team.

    The SF team looks good, however I would make a few changes.  

     

    Why are the Assault Rifles and machineguns of diffrent caliber?

     

    because i was mot impressed with militech's offering in for a same caliber saw, i felt its st reliability was a liability and the use of drum mags would make it harder for spare ammunition to be carried as oposed to the 60's belt mags.

     

    Shouldn't one of them (at least) have instruction?

     

    i'm not shure whiich area you are refering to  but bolth the lt and the sarge have leadership skill (the LT's is 9, his men will follow him to hell and back). the lt also has teaching ability and the seals all have tactics skill allowing them to undertake missions autonomously without needing direct oversight. i belive this is the area you were adressing, if not please clarify.

     

     

    Why was the sniper equiped with an anti-material rifle as opposed to a traditioal sniper rifle?

     

    the lack of said sniper systems in official supplements cuppled with the broad range of targets the sniper will hit led me to adopt the barret. also, the barret is listed as an anti material weapon with the weapon due to a clause in a military treaty i belive. it is fully capable of engaging human targets, although over-penetration can lessen its effectiveness. just like the mk19 heavy machine gun, ita an automatic 40mm GL but those are not allowed under some convention, thus its a machine gun. and shotguns are close asault weapon systems because shotguns cause "needles pain and suffering", or so geneva says. moast of its just polotical dubble talk.

     

    Why is everyone equiped with a 25mm gernade launcher?  

     

    for several reasons. first, they hold more rounds in the magazine. second, the rounds are smaller and lighter, thus more can be carried. third, they are capable of firing leagle 10 gagus shot shell ammo, and thus are leagle to own. this also allows them to do dubble duty for lock picking and close quarted fighting, buck shot is hell in confined spaces.  last, the burst radius is smaller for offensive frag rounds, which will be the prefered round, is smaller. while in open combat this would be a disadvantage, in cqb its a good thing so my boys dont get caught in their own shrap. also the larger 30/40mm gl's would risk damaging the hull of a ship with a wider and more destructive area of effect (blowing a ship out from under yourself is generaly a bad thing to do).

     

    Thats about it.  But they still look good as a team.

     

    good questions, and i really apreaciate your input, but there is a method to my madness, that method just happens to defy all logic :confused:

     

    if you think of anything else please bring it up. btw, did you ever run across a deecent 7.62 cal sniper rifle in one of the books? i'd use one but all the ones i saw had short range, or were et enhanced (et weapon +watter= bad stuff happens). what the heck, maby i'll just ask the gm to draw up stats for one.

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