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Topics - Mr. Hurricane

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1
Games / HELLDIVERS Megathread
« on: February 19, 2016, 07:46:47 PM »

Spread Managed Democracy throughout the galaxy! Liberate the enemies of Super Earth from life!
QUESTIONS REGARDING THE FEDERATION OR GOVERNMENT OF SUPER EARTH SHALL BE SENT TO THE APPROPRIATE QUADRANT
IT IS ILLEGAL TO EXPRESS ONESELF OPENLY ABOUT THE FEDERATION OR GOVERNMENT OF SUPER EARTH IN A NEGATIVE MANNER AND SERIOUS CASES MAY RESULT IN ARREST OR TERMNINATION




What is Helldivers?
Helldivers is a  futuristic dystopian co-op twin-stick shoot'em up originally for the Playstation. Platforms have expanded to include PC.
You are an elite soldier, a Helldiver, you helldive in Hellpods, in which you fall from space and smash into the completely inhospitable subjugated planet below.
 The game is played on a massive scale, and Helldivers complete missions in different combat theaters to influence the ongoing war, called the Galactic Campaign.
All players' influence aid the war effort.



The Galactic Campaign
In the Galactic Campaign, you spread Managed Democracy across the galaxy and liberate dirty aliens from life. The war is fought on three fronts, against three enemies.

The Bugs are colossal shrimp-like locusts that infest Super Earth's loyal citizens, and murder them and their families. They deserve to die.

The Cyborgs are technologically-geared cowards who have turned their backs on humanity and have allowed themselves to be subjugated by technology and continue to oppress Super Earth's worlds and citizens.
They deserve to die.

The Illuminate have WMD's that can wipe out Super Earth's worlds, and we need to find them. They are also aliens. They deserve to die.

By doing missions you generate community influence, this influences everybody's war.



WHO AMONGST YOU CITIZENS HAS SHOWN THE COURAGE TO LIVE FREE?

OP - Mr. Hurricane PC
Qwepir PC
Comr4de PC
xxxxkill PC
Tayasaurus PC
Operator PC
tikitai
Skip PC
Glass Joe
Bears (AyleeyenReborn) PSN


2
Forum Games / Hurricane's Space Nation RP Development
« on: December 15, 2015, 10:50:46 PM »
Hurricane's Space Nation RP [WIP]
,or how I learned to stop worrying and love hard-ish sci-fi

[This is a rough sketch, please share your interest/ideas]


TALES OF FUTURE PAST

Welcome to the development thread for Hurricane's Space RP[trademark pending], a nation rp dealing with the politics of smallish nations. These nations lie in a small region of 52 stars divided into a few constellations. Future history tells us that once upon a time there was a wormhole and people from Sol went through it. After a few decades, the wormhole collapsed and left the colonies to themselves, cut off from Holy Terra. The colonies, being reasonably built up, survived and had a provisional government for a while, then started breaking away peacefully.



FLUFF TECH
We make four handwaves-
Alderson Tramdrives between stars, can only be used on Alderson tramlines for point-to-point travel
Alcubierre Drives for interplanetary travel (Speeds measured in fractions of an AU/Day, new technology)
Microscopic wormholes, serve as the basis for FTL communication, you CANNOT push ships through
A substance that somehow breaks the third law of thermodynamics and can vent heat into a vacuum with reasonable efficiency.

There are none of these-
Artificial gravity/gravity manipulation
Antimatter
Nanobots
Shielding systems
'Inertial Dampeners'
Stealth in space

These are common-
Massive orbital colonies
Colossal SSTO's
Space Ships
Habitat Domes
Slow terraforming



Map So Far

We're using a simple node map system. Stars that are linked share Alderson Tramlines, of course, this will be complete tomorrow.






Resources

A few resources will drive conflict trade. Here's what I have as an idea so far.

-Helium 3 (Military constraint)
-Fissile Isotopes (Uranium, Thorium)
-Naturally found Technetium
-Superheavy Stable Elements(?)
-Truely Habitable Planets




Research

There will be a research tree.




Conflict

Players can construct ships at a cost to their economy, this is regulated by an economic regulating system. Each system will have a basic economic rating that can be increased by building up the system, simply by role playing posts. Points are deducted from the economic rating system for each ship/squadron. The percentage of unused economic points will judge how good the player's economy is doing. Points will be added to a players economy rating if they take actions towards trading.

The player's ships will have the same basic stats, but can be augmented through research in a similar manner to how OGame's combat research system works.
Battles will be fought in a similar manner to Ogame's battles, or conflicts.

I will keep track of fleets, colonies, resources, and bases in a spreadsheet, doing math and checking the tolls taken on a player's economy. This is a measure to prevent asspulling.

3
Off Topic / Black Friday Death Count Dot Com
« on: November 26, 2015, 06:39:20 PM »
As we observe our national holiday of shameless American consumerism and hypercapitalism, and watch as us Americans abandon basic human dignity to spend our riches on rags, you may now watch the blood spill and count how many heads roll with this neat website.

I present you you BlackFridayDeathCount, where you can watch the deathcount climb this Black Friday.

Website here: http://blackfridaydeathcount.com

Discuss shameless American exceptionalism

4
Forum Games / Space Station 14 - Disaster Adventure
« on: September 16, 2015, 12:47:52 PM »
Welcome aboard the NSS Phoron, a top notch space oil research facility in orbit of a planet made entirely out of new age space oil. You are employed by the hypermassive corporation NanoTracing.

You are a station engineer this shift. What is your name? Are you a traitor?!

5
Modification Help / Hurricane's Concepts and Projects
« on: June 02, 2015, 08:22:08 PM »
Well, after a long time of hoping and wishing for a good raycast weapons pack to come out, similar to T+T, and being only somewhat satisfied by GCat's Default Weapons pack, and waiting for a good pack of military vehicles to come out, I've decided to take matters into my own hands.

However, I don't have anything to show. I don't know how to code, nor do I know how to model. Learning is part of the fun though. I've been looking through tutorials in the coding help and code discussion sections too. Perhaps posting this topic will put my foot in the door, so that I'll actually do this.

There are two projects that I wish to complete, the first is Automata, a working title for a sort of T+T of vehicles, featuring full sets of vehicles that come in three flavors, each with advantages and disadvantages. This project draws a lot of inspiration from Tom Clancy's Endwar. The second project is an unnamed weapons project, akin to T+T, however the weapons will use raycast instead of projectiles. This second project is in its very earliest conception, literally only existing in my head. I haven't decided on realism, styling, weapons types, etc. The only thing that is for certain is that the weapons will be in Blocko style, however, as previously stated, I'm not sure if I want things like sights or a complete ammo system yet.

Imagine Rock Paper Scissors, but instead it's Armor, Speed, Firepower. Armor beats firepower, firepower beats speed, speed beats armor. I don't know whether or not a set should carry two of these traits though. Example below.

Here's a mockup of Automata's "Imperial Collection" -a firepower/HP centric set.



Design stylings for this set are on the fence between WH40k-alikes, with inspirations from Interwar tanks, and using the clusterforgetery of WWII's tank classes and vehicles purposes (ie Heavy Tank, Medium Tank, Light Tank, Assault Gun, Self Propelled Gun, Tank Destroyer, etc) or resembling a more modern military vehicles, but still having the look and feel of being ponderous, slow, heavy, bruising vehicles. The latter would be more akin to the Russians in Tom Clancy's Endwar. The dual trait version, which is Armor-Firepower, is an idea derived from the British tanks in the Wargame series.

The second set, which will either be a Firepower centric, or a Armor-Speed set will be rooted in ultramodern or near-future concepts. This single trait version can be seen in Tom Clancy's Endwars' JSF faction. The dual traits can be seen in the Russian tanks in the Wargame series.

The third set is a speed-centric, or speed-firepower set, with a sleek and lightweight look, incorporating ultramodern or futuristic details into their designs. Many of these vehicles will actually have wheels. Their guns may or may not been highly accurate, and small caliber compared to the other sets. This can be seen in the Endwar European Enforcer Corp's vehicles, with the addition of high ROF guns. The Wargame dual trait version is derived from either Americans or the French/Eurocorps. Can't remember.


Anyway, discuss, critique, and forgive me for the clusterforgetery of text, and the jumping from subject to subject. I'll refine this thread more when I get on my computer.


6
Forum Games / Red Marsh - Basically A Black Lagoon Simulator
« on: May 06, 2015, 10:36:39 PM »
REDMARSH
Lol here we go again



WHAT
    
     Hello, and welcome to REDMARSH, a Black Lagoon inspired mercenary, protection racketeering, pirating, smuggling, black market, and general mayhem RP. Think Black Lagoon. In the water world of the South China Sea and Coral Sea, there's profit to be made in numerous ways, mostly involving acts of piracy. You are apart of the "[You guys have to decide on a name]" Company, a cooperative mercenary company that is contracted to carry out such actions. You all work aboard your faux Higgens 80-footer PT boat, and must cooperated to complete contracts.

     There's diversity in the South China Seas, criminals of all backgrounds and origins, of all walks of life, from white collar criminals to pickpockets. Everybody's got a reason for being here. Mostly to avoid prison though. That's why you're here, right?

     I (Mr. Hurricane) am Jaakko Kissinger-Adler, your company's pseudo-controller, or even a comptroller. I'm a white collar criminal from Europe. I've found my way down here to continue to conduct my "business" -securities fraud, money laundering, embezzlement, you name a 'professional' business crime, I've probably commit it. I handle strategic details, setups, and present you with contracts. This company being a cooperative, collective enterprise, I don't actually hold any more authority than you do.

Corporate Cooperative Policy

     This is a rules section. The obvious applies, don't be a jackass. Don't make me have to actually write a rules list.


Encyclopedia Protection Racketeeria
Or, how I learned to stop worrying and love money.

Your vessel in this corporate venture is a Higgens PT Boat, newly acquired and yet to be christened. Some stuff has been moved around, and it doesn't carry the torcreepes it used to, but the launchers are still there.

Each crew member brings with them a set of skills to the table. There are no hard stats but your character's skills should be in line with their position. They also shouldn't have too wide of a skill set. There are several positions to be filled.

Captain- Coordinator and Quartermaster, this is the person the ship-members are most willing to follow. They should have general skills, with knowledge of boating, navigation, and radar systems.

Technician - A tech-smart guy who works with electronics and electrical systems. They will operate the radar and other ship-board electronics functions. Somewhat "specialized," and can repair such systems. He works with communications mainly. This position overlaps with Captain and Engineer to ensure that someone is able to RP at any time. Usually an Adjutant to the Captain.

Engineer(s) - A machine-smart guy, intuitive and resourceful. Can tinker in weapons too, but probably not as good at working with weapons as an armorer. This guy can fix the engines and has a variety of technical skills, such as welding, and probably has diving skills too. Can do machining work.

Armorers - Weapons techs, overlaps with engineers, but can be very useful with working with weapons and weapons systems. Know machining and welding. Can work with a massive variety of weapons.

Strong-Arms - Basically "soldiers" that can have some sort of other skills, usually having good weapons skills, they can maintain their weapons of choice as well. These guys generally don't have a specialized skill set though.

Depending upon the interests of the players, I may add complexities in a manner similar to that of ABS FIESTA in regards to armaments of your boat.


Employee Registration

Some rules: Bring skills to the table, but stuff that falls in line with your character's pseudo-class. You can have one or so odd skills without punishment. Just don't make your skill sets too wide, m'kay?

This enterprise has employees of varying ethnicity and backgrounds. You all speak English, but you can add a second or even third language without punishment.

A note on mental illness, psychopaths/sociopaths are forbidden. Sadists are borderline okay, you just better play it well. Your character must be loyal to the company, no loving around.

Update: 5/7, I'm adding an inactivity clause to the RP. Basically, allowing me clearance to RP as your character in the event that you are gone, or have reported yourself as being unable to participate for a length of time.

Also, a "Sudden Death" Clause, think of it as a sort of hard mode. It's completely voluntary, and would strip away the plot armor. You mess up, you die. Not sure how to work out character death for those who don't submit though.

Here's the form;

Code: [Select]
[b]Name:[/b] (A nickname will be assigned to you by your fellow crewmen)
[b]Age:[/b]
[b]Position:[/b]
[b]Skill Sets:[/b] [i.e. Welding, Diving, Electronics, Programming, Machining, etc.]
[b]Spoken Languages:[/b]
[b]Country of Origin:[/b]
[b]Physical Description/Mental Dispositions:[/b]
[b]Backstory:[/b] [Not required, but preferable,]
[b]Possessions:[/b] [stuff you own or brought with you, including weapons, nothing larger than an assault rifle, and no more than two weapons]
[b]Other Notes:[/b]
[b][u]Sudden Death?[/u][/b] [COMPLETELY VOLUNTARY, SEE SUDDEN DEATH CLAUSE]



Das Boot

Faux Higgins 80' PT Boat "[No Name]"

2x Twin .50 Caliber Machine Guns
1x Aft Mount Orleikon 20mm
1x Fore Mount 37mm AT Gun, old, jury rigged, and can be a piece of stuff
4x Torcreep Tubes, not loaded
2x Depth Charge/Mine launchers, not loaded

Wooden Hull Contruction
Armor Plating in Critical Areas

3x V12 Marine Diesels, Turbocharged
Max Speed of ~40 Knots

Search Radar
Radar Receiver

Das Kapital (Name your company)

Roster:

Quote
Name: Jaakko Marko Kissinger-Adler
Age: 29
Position: On-shore controller/comptroller
Skill Sets: Programming, Electronics
Spoken Languages: Finnish, Chinese, Basic German
Country of Origin: Finland
Physical Description/Mental Dispositions: Physically Jaakko is tall and lanky. He has dark hair and heterochromia, one eye silvery-blue, one eye a bold hazel. Scruffy looking face, but clean-shaven. Mentally he is cool and collected, and he enjoys his position as it stands. Jaakko loves technology, and combines it with an interest in economics to preform white-collar crime. His voice carries a peculiar accent.
Backstory: Born to a German expat and Finnish native. Jaakko had a relatively mundane childhood. He yearned for something more, and now he feel's he's got that something.
Possessions: USP .45, the deed to the company's safe house in the safe house.
Other Notes:

Name: Ralph Johnson
Age: 25
Position: Armorer
Skill Sets: Welding, Machining, and Basic Diving ability.
Spoken Languages: English, Chinese, and alittle bit of German.
Country of Origin: America.
Physical Description/Mental Dispositions: Strong. Extremely Strong. 6'2", 200lb. Short, brown hair. Almost southern accent. Strong willed, too. Serious. Sometimes likes to joke, but mostly serious. Always tries to help or cheer people up.
Backstory:  Grew up on a small farm in Ohio.
Possessions:
Code: [Select]
AR-15
Drum Mag he found at a gun show
EOTech holographic sight

Utility Vest
5x AR-15 magazines
First Aid Kit
Some other stuff like MRE's and stuff.
Other Notes: Knows how to fish in case anyone gets hungry.

Name: Pedro Martinez
Age: 25
Position: Helmsman
Skill Sets: Welding, mathematics, skilled helmsman
Spoken Languages: Spanish (native), English
Country of Origin: Mexico
Physical Description/Mental Dispositions: 5'6, 226 lbs. Extremely muscular. Get swole. Brown, curly hair. Brown eyes. Mustache.
Backstory: Lived a life of poverty in Mexico. Stumbled across a entrepreneur 's cash stash, and used it to leave Cuba.
Possessions: Crappy .357 magnum found in the cash stash. Otherwise, he has the remaining cash from the, well, stash. Also, a high quality purple luchador's mask.
Other Notes: HE'S A LUCHADOR

Name: Yashairuauaruroai Mushaihgairuiasushu (he has a lisp)
Age: 31
Position: Strong-arm
Skill Sets: Bisecting humans
Spoken Languages: Mandarin, Japanese, Engrish
Country of Origin: JAPAN
Physical Description/Mental Dispositions: 5'9, 160 pounds. Wiry. Medically insane.
Backstory: Stole antique samurai gear from a museum after escaping a mental facility. Convinced Pedro is his shogun.
Possessions: Two katanas, full suit of historical samurai armor
Other Notes: He is literally useless in all respects other than the fact that he is really good at sword fighting.

Name:  Awiti Imamu
Age: 30
Position: Electrician
Skill Sets: Electronics, Welding, Basic Leadership, Small Arms
Spoken Languages: English, French
Country of Origin: Madagascar
Physical Description/Mental Dispositions: 6'1, 176 lbs.
Backstory: Born in the port city of Toamasina, to a French sailor and a native Malagasian woman, Awiti wasn't born off well. His father left when he was young, and the woman faced scrutiny for having a baby out of wedlock. Awiti befriended a soldier that handled electronics for the navy. This bred a passion that continues to this day. He taught Awiti how to use the electronics on the ship. After growing to the age of 22, Awiti's mother was killed by a native gang. In her will, she left Awiti 10,000 dollars, and a revolver. Both were from his father, who left it for Awiti. Seeing nothing left in Toamasina for him, Awiti caught a ship to the South China Seas. He decided to finally put his skills to use.
Possessions:
S&W Model 586
18 Bullets
Combat Knife
Batteries
$64
Other Notes: Prefers to see things out, is patient and waits to see plans develop.

Name: Rutger Howher
Age: 19
Position: Gunsmith
Skill Sets: Engineering, Gunsmithing, Welding
Spoken Languages: Russian, German, English
Country of Origin: America
Physical Description/Mental Dispositions: Wears a gas mask at all time, Constantly wearing a flannel shirt and combat gloves, Brown Hair
Backstory:
Possessions: 2 Boxes of .700 Nitro Express, Sawn-Off Elephant Gun, Leather Police jacket, a engraved lighter, a seal box of cigars, a bag of misc reloading parts
Other Notes: He doesn't talk about his family much, also hates getting questions about the past or the future.
Sudden Death? [COMPLETELY VOLUNTARY, SEE SUDDEN DEATH CLAUSE]

Is it too late to join?

if not here's my Char.

Name: Artyom Plaskovich
Age: 25
Position: Strong-Arms
Skill Sets: Diving, shooting.
Spoken Languages: Russian, English
Country of Origin: Russia
Physical Description/Mental Dispositions: about your classic Russian build.
Backstory: N/A
Possessions:
Code: [Select]
Weapons - Spas-12 [Due to the massive range of ammunition] APS Underwater Rifle [For protection in diving missions]
Foldable Spotlight [For underwater] A lot of shotgun shells and 5.66×39mm bullets [Over 50 each, but under 100]
Other Notes: Artyom here will tend to get pissed off at a lot of things.
Sudden Death? N/A

Name: Alex Keatings
Age: 17
Position: Technician
Skill Sets: Programing, Hacker
Spoken Languages: English
Country of Origin: America
Physical Description/Mental Dispositions: Blonde hair, weak, but intelligent
Backstory: Grew up in Illinois, was very addicted to video games.  Practiced hacking and programing.  Started to hack into banks and steal money.  Once the police had him on the most wanted list, he got a job at SI Logistics Services to avoid arrest.
Possessions: Double barrel Remmington shotgun and a desert eagle
Other Notes: Can have sudden bursts of energy
Sudden Death? No






Assets:

Company Assets: $25,000


Jaakko Marko Kissinger-Adler: $3125

Ralph Johnson: $3125

Pedro Martinez $3125

Yashairuauaruroai Mushaihgairuiasushu $3125

Awiti Imamu $3125

Rutger Howher $3125

Artyom Plaskovich $3125

Alex Keatings $3125

7
Forum Games / Operation Substance Dependance [GMOD]
« on: February 17, 2015, 05:47:05 PM »
///!:Run STRATNETLINK
>Initialize
>Loading
>Authenticating
>CREDENTIALS
///user: argentmonarch
>accepted
///pass:*********************
>accepted
>Authenticate
///*****************************************************
>accepted



Well, the invasion's underway.

The Ministry of Intelligence has charged you with undermining this insurgency piss-state as well.

This is to be accomplished by any means necessary, at any cost to you. The Ministry is generous and will allow you to keep any spoils you find, guns, cocaine, anything. You're practically a psychopath and you love dangerous work.

Do this for the Ministry, and they will excuse you of more charges. Fail, and there will be no person to charge.



Ah, the Ministry has given you a some points of interest.

There is a radiological alarm around that train.

Either way, a platoon of Merkevas and two squads of marines are landing now, do you wish to commandeer them?



Engaged




STATUS

Health: 100/100
Armor: Light Ballistic
Weapons:
AK47, COMPM4 Sight
Glock 20
Machete
6 Grenades

Inventory:
Canteen - Full, Water
Mason Jar - Full, Moonshine
Matches
Lockpick
3700 Currents (Money), about ~37USD

8
Forum Games / TACTICOOL - Act I [4 spots left!]
« on: January 06, 2015, 08:20:08 PM »

Awesome banner by NoZoner

Standard Issue Map
Less stuff map later.
Gold lines define area owned by the Saxon Imperial Republic.



GENERAL ORDERS
To: 505th Battalion B Company (Class 34)
4/12/42


     To Class 34 of the Armor Command Course,
Deployment in two weeks to Fort Schwartz near the Naroda Border.
Political situation unstable. The Naroda Government has been extorting Hiemat for extensions of the Mutual Nonaggression Pact, which expires in 3 months.

Political Allies the Saxon Imperial-Republic and Columbia are fighting Xing and the Eastern Countries.

Naroda continues to spread its communist ideals to the northern countries. It is estimated that Naroda will have conquered the northern countries by the end of summer.

Saxon and Columbia are proposing a win-hold-win strategy. The Northern Countries plea for our support. We will not receive support until they end the war in Xing. Peace talks are underway, however whistle blowers in Xing and from Naroda claim that there is a political non aggression pact in the works.



Rules Of Engagement:
The obvious should apply. Don't make me have to state rules.

Company Structure
1st Platoon - 6 Heavy Tanks (Tiger I)
2nd/3rd Platoon - 6 Medium Tanks each (Panzer IV)
4th Platoon - 3 Light Tanks/3 Assault Guns or TDs(Pz II or something better/StuG III)


ROSTER:
1st Platoon Commander: First Lieutenant Lucas Steele, Tank 101 [Gojira]
1st Platoon SGT: Armor Sergeant Ralph Johnson, Tank 104 [Blockguy]
2nd PLT Com: Second Lieutenant Annaleisa Laring, Tank 201 [Comatose]
2nd PLT SGT:
3rd PLT Com:
3rd PLT SGT: Armor Sergeant Jordan Carmichael, Tank 304 [NoZoner]
4th PLT Light Com:
4th PLT TD Com: Second Lieutenant Monty Gilbert Ralph, Vehicle 411 [Juncoph]

Command Element:
Company Commander: Captain William Michael Aust, Tank 000
Company Sergeant:

FILL OUT THIS FORM
Code: [Select]
[b]Name:[/b]
[b]Role:[/b]
[b]Age:[/b]
[b]Appearance/Mannerisms:[/b]

[hr]
Your Crew: (Names/SHORT Description)


Your Section: (Names Required Only)
Tank Commander 1:
Tank Commander 2:



In Memoriam
To those who gave all for all.
None.

9
Games / Mr. Hurricane's OpenTTD Server [Offline]
« on: October 19, 2014, 02:07:55 PM »
Yes I stole the last OpenTTD Thread from Munk. Everything you see here is his writing.


What is OpenTTD?

 OpenTTD is an open source simulation game based upon Transport Tycoon Deluxe.

Where to Download?

Download it here.


How to join?

Either:

Search, "BLF"on the server list
Add the server using this IP : [Hold on]

The password is :
Code: [Select]
hurricane

Some Server Information

Vehicle Breakdowns: Off
Vehicle Acceleration Model: Realistic
Plane Speed: 1 (default is 4)
Max Train Length: 10 (I'm running this on my own PC, for now)

Very Smooth, Temperate.
The map resets at year 2250 whenever
Company shares are enabled.


Need help on how to play?

Read this tutorial, it will give you the most on how to play. Feel free to ask us for help, too!
https://wiki.openttd.org/Tutorial


Rules

Don't rejoin to often, the game pauses everytime someone joins.
Don't be an idiot.

Have fun and good luck!




shorpz made a cool image

10
Forum Games / The Liquidators
« on: June 27, 2014, 12:34:58 AM »
Background
In 2002, the Ecclesiarchy, declared war and subsequently attacked the Eastern Union in what they labeled as a "crusade". Following a short, defensive-offensive minded nuclear exchange from both nations, the Zone of Exclusion was created. The zone, was an area bracketed by the nuclear exchange, not so much directly effected by blasts, but rather forsaken with radiation. The Zone quickly became a no-man's land of sorts. Famine, disease, and civil unrest quickly followed as the Eastern Union lost the Vual District, which is set in the Zone. After a standoff of about two years, with periodic battles in the zone, as armies attempted to cross the 30-mile wide tract of land that connected the two nations, the Ecclesiarchy finally threw about a fourth of its population, almost seventy-five million people, over the border mountains and over the land bridge, snuffing out any resistance.

In the time since the Isolation, as the survivors gathered, they began to rebuild the fragmented society.

The Zone is a remarkably inhospitable region. Much of it is radioactive, especially cities in places. The zone also suffers from the use of chemical weapons and depleted uranium ammunition. Even the Ecclesiarch forces dare not patrol the entire area.

Subject: Nikolai "Nick" Ulysses
Location: Suburbs of Khem, Vual District
Zone of Exclusion, Former Eastern Union
Date: November 12th, 2019
12 Years after Capitulation, 17 After Isolation

Inventory:
Code: [Select]
"Scrap Gun" 7.62x51mm
6x 20rd Frame Mag

Service Pistol 9x19mm
2x +1 15rd Mag

Telescopic Baton

CBNR Suit
Civilian Gas Mask 2+ 1 80mm Filter
ALICE Chest Rig
Military Boots

Canteen
Compass & Map
GPS
Gauze Bandages
Watch
Flashlight


[Nick]

The inside of the BTR was dark, hot and humid. After a night of three refugees sleeping in an enclosed, pretty much airtight compartment, it was no wonder. You checked your watch. It is 5:49 in the morning. The others are still sleeping. It was decided that you would get up at 7 or so, so that you could all go down into Khem and collect precious metals, valuable items, or anything of value.

The other two in the BTR were Landon Malone, a 25 year old refugee with welding and machining skills. He came for a mid sized town in Vual District. The other was Jake Hewlett, a 19 year old medical student/apprentice from one of the refugee towns in the Zone, who was alienated from his town after a hostile takeover.

You make a living by recovering valuable metals such as copper or valued commodities such as electronics from the derelict cities of rubble in the Zone of Exclusion.

As stated before, you are planning on going into the city of Khem to look for these commodities.



You have the option of waking everybody up, probably pissing them off, and getting moving earlier, or waiting.

Feel free to request information on background details.

11
Forum Games / Wasteland - Post Apoc in Tanks? What a novel idea.
« on: June 22, 2014, 11:33:29 PM »
Who knew it wouldn't be oil?

After almost a decade of the world trying to survive one ecological disaster after another, the drying up of one of our most precious resources caused a nuclear war. This resource, was water. Simple H2O. Not oil like everybody and their mother said. It started in Pakistan and India, and then before anyone knew it the whole world was engulfed in nuclear fire. I know rhe rumors fondly. Three billion people, all gone is less than two days. Six billion total by the end of the year. Now the Earth is left in ruin. What was it that lead to our demise? I can't say what the intial action was. All that we focus on now is all we have left, in the wasteland.

-Anonymous

Welcome to the Wasteland

In 2059, the Earth's ecological crCIA hit it's breaking point turning over into the next decade. There wasn't enough anything to satisfy the world's population, but one resource would be the key to our demise, water.

The world fell into nuclear conflict, killing off all but about a seventh of the population. Now to world is left in ruin, all of it, due to the lack of fresh water. It started between India and Pakistan, two nuclear armed states who have been at each other's throats for what might as well be all eternity. When militants detonated a stolen nuclear device in northern India, it was all that was needed to destabilize the region. After that, the conflict spilled other into so many other continents so quickly that nobody had time to process what was happening.

Now, due to both ecological disasters and nuclear warfare, Saharan Africa is completely devoid of all life. Temperatures of upwards of 140°F annually prevent standing water from forming. India is now mostly desert. The Middle East is highly irradiated, and only a few small pockets can people still live. Europe is stricken with radiation from multiple nuclear exchanges, but or what's left of the global economy and population, it's the most highly populated area, and also the world's gluttonous consumer of everything. They still live a stuff post-apoc life though.

In America, a few pockets of the east coast are still inhabited, and the Midwest is sparsely inhabited, sprinkled here and there with a few farming communities and minor trade centers. A few large trade centers still reside along the Mississippi River, although it's tried up in some places, it's riverbed still goes south, and it has become a highway of trade.

It is not uncommon to see Wasteland Drifters, whom usually do odd jobs and contracts for money. The cornerstone of all Drifters are their vehicles. Tanks are for the most part the mainstay way of transportation, for their mobility and protection.

You are one of these drifters, along with your fellow forumers, you will attempt to make a living. There is no victory per se, but there is a chance of loosing.




-Starter tanks to select from-

T41 "Puma" - Light Tank
Hull Armor: 2/1/1
Turret 1/1/1
Top Speed: 45mph
Fuel Cap: 250Gal
Ammo Cap: 55 45mm
7.62mm Automated Pintle

Track Health: 2
Engine Health: 3 | Fire Chance : 20%
Transmission Health: 2
Fuel Health: 3 | Fire Chance: 10%
Fire Control Health: 2
Ammo Health: 1
Crew Protection 4/10


T41/43 - Medium Tank
Hull Armor: 2/2/1
Turret 2/1/1
Top Speed: 40mph
Fuel Cap: 350Gal +2x 50Gal External
Ammo Cap: 55 76mm
7.62mm Automated Pintle

Track Health: 3
Engine Health: 3 | Fire Chance : 20%
Transmission Health: 3
Fuel Health: 3 | Fire Chance: 10%
Fire Control Health: 2
Ammo Health: 3
Crew Protection 6/10


T130 - Heavy Tank
Hull Armor: 3/2/1
Turret 2/2/1
Top Speed: 45mph
Fuel Cap: 450Gal +250Gal External
Ammo Cap: 40 120mm
7.62mm Automated Pintle

Track Health: 2
Engine Health: 3 | Fire Chance : 20%
Transmission Health: 2
Fuel Health: 3 | Fire Chance: 10%
Fire Control Health: 2
Ammo Health: 3
Crew Protection 4/10



Character Submission Rules:
You should start out with low quality items, but all that you would require to survive in an irradiated wasteland. You should start out with commonly found firearms, nothing military. There is nothing hyper futuristic in this world either.

There are no mutant humans either.

General Rules:
No Power gaming, you can't start up natural events out of your control of save your character's ass. This also includes acting for/as others.

No unrealistic events.

Work together as a team to accomplish the goals set by the contracts you take as a team.

No exploitation of rules that aren't listed. Ignorance does not excuse.

Character submission:

 
Code: [Select]
[b]Name:[/b]
[b]DOB/Location:[/b]
[b]Physical Appearance:[/b
[b]Radio Callsign:[/b]
[b]Tank:[/b]
[b]Your Inventory:[/b]
[b]Tank Inventory:[/b]
[b]Noteworthy Experience: (Medical,Technical,Combat,etc.)
[b]Background: *Required[/b]

12
Forum Games / Wasteland
« on: June 06, 2014, 11:57:24 PM »
You wake up in your tank, and poke your head out the top hatch on the turret. It is morning. Your tank sits in the desert rocks and sand. What do you call yourself?



Tank Status

T41 Puma [Light Tank]
50/50 Health
No Damaged Parts

76mm Cannon | 45/45 AP Shells
7.62mm Automated Pintle Mount | 250/250 +2 Boxes

500/500 Fuel

No Augments

Character Status
10/10 Health
No Injuries

"Defender" .357 Revolver, 6/ +3 Mags

Tank Commander Neural Implant


Tank Inventory

Primitive Repair Tools
$250
GPS
Map
Hatchet/Crowbar
Trench Shovel
Log

13
Forum Games / Fleet - Lets give this one last shot.
« on: April 21, 2014, 07:40:21 PM »


Backstory

The year is 8947. The galaxy is alive with life. Humanity if firmly in its place amongst the stars.

The zealous and aggressive ultranationalist Northern Empire is putting increasing pressure on the Union of Federalist Socialist Republics. After millennia of off and on conflict, it seems as if one, final confrontation is inevitable. The Northern Empire had been running its malevolent and barbaric crusades against the nations of the northwest, west, and southwest regions for hundreds of years. They now own over a third of the galactic space. They now seek to finally smite their long and stubborn enemy, the UFSR.

We have adapted ourselves for decades preparing for the defense of our nation. Our combat doctrines, modeled for systematic defense, offense, and destruction. The loss of our Union is unacceptable. A war with the Northern Empire could last decades, if not centuries. They have impossible numbers, but we have adapted ourselves for millennia for this fight.

It is no longer if, but when.




SIGOCOM
Sigma Operations Command

Subject: Introduction

SIGOCOM

Welcome to the Sigma Black Operations Force.

We are the black operations force en masse of the Union of Federalist Socialist Republics. Our mission, is to protect the Union of Federalist Socialist Republics, and more importantly, it's billions of inhabitants. You have been commissioned, and assigned to the supreme command of the UFS BBCVAS-156 Arbitor. Please refer to the "resources" section for information. From now on, nothing you hear, say or do, will have ever been heard, said, or done.

Our gratitude,
Sigma Operations Command




Introduction[/
b]

In this roleplay, you command the actions of the crew of the Sigma Black Operations Force's BBCVAS-156 Arbitor and it's crew, across the section of the galaxy that is owned by the UFSR. We are in space.

Some basic information, Sigma is the en masse black operations force of the UFSR, or the Union of Federalist Socialist Republics. While rumored to exist, they generally work behind the scenes. Most units act alone, unless consolidated by higher powers.

The BBCVAS-156 Arbitor, is your ship. She is a massive battleship/carrier/assault ship. The ship has the combat power of a small squadron of lighter ships, and a formidable space and planetary contingent. The ship, also abides by the UFSR's design philosophy, of armor and firepower over speed and numbers. This only gives it greater advantage. The ship itself is well over one hundred years old, and has just come out of her latest overhaul.

Profiles of the crew are provided in the personnel section of the resources page. We are currently accepting crew. More information will be provided in the "Characters" section.




The Universe as We Know It


Key
Blood Red: Union of Federalist Socialist Republics
Yellow: Northern Empire
Orange: Organized Trade Conglomerate
Cyan: Southern Mutual Protection Pact
Dark Green: Esotech Space
Light Green: Esotech Occupied Space
Purple: Free Esotech Space





Characters


We are currently accepting characters.

Positions - Primary

Captain: William Edwin MacMillan
First Mate: Vassily Baronov
Commissar: Cassius Findlay Grom
Ground Forces Commander (Colonel): Maxwell George MacArthur
Air Wing Commander (Captain): Douglas John Doolittle
Head Engineer: Ulysses Victor Grad


Positions - Secondary
(Characters not required for role play to start, extras)

Bridge Weapons Officer: OPEN
Bridge Communications Officer: Vincent Harry "Vince" Darren
CIC Officer: OPEN
Bridge Helmsmen: OPEN

Positions - Tertiary
(Characters to advance prospective, such as company commanders, major Sigma figures, ace pilots, tank crews, infantry, etc, not required)

OPEN
OPEN
OPEN
OPEN


RULES
Characters should be realistic, and have some sort of flaws. There are no god like characters. Social types and thought process such as optimistic are appreciated. Don't go overboard. All characters for the time being must be human.


Character Applications

Code: [Select]
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Race:[/b]
[b]Physical Traits/Appearance:[/b]
[b]Personality:[/b] (Social type/thought processes, such as pragmatic/pessimist/optimist highly appreciated)
[b]Other Notes:[/b] (Not required)
[b]CHARACTER TYPE:[/b] (Primary/Secondary/Tertiary, Important)
[b]Position:[/b]

Character Sprites


Example Sprites

14
ARMOR




Welcome, Platoon Commander

You have been assigned the command of the 1st Battalion Armor's A-Company. You make the tactical decisions and control A-Company's advance under the UFSR and the Crimson Charge. Fulfill your objectives as quickly and efficiently as possible, and reap the benefits.




Overview
[/b]

The year is 8947. The galaxy is alive with life. Humanity if firmly in its place amongst the stars.

The zealous and aggressive ultranationalist Northern Empire is putting increasing pressure on the Union of Federalist Socialist Republics. After millennia of off and on conflict, it seems as if one, final confrontation is inevitable. The Northern Empire had been running its malevolent and barbaric crusades against the nations of the northwest, west, and southwest regions for hundreds of years. They now own over a third of the galactic space. They now seek to finally smite their long and stubborn enemy, the UFSR.

We have adapted ourselves for decades preparing for the defense of our nation. Our combat doctrines, modeled for systematic defense, offense, and destruction. The loss of our Union is unacceptable. A war with the Northern Empire could last decades, if not centuries. They have impossible numbers, but we have and will capitalize on their mistakes.

It is no longer if, but when.
 

You take command of the 1st Battalion Armor's A-Company, in an effort to shield our glorious nation from the barbaric and zealous Norther Empire. This is still under some development, but the core battle mechanics are ready. I will add an info database soon.




News

-4/13 Topic created.




Your Company Structure
[/b]

1st Platoon
-T100A1 (Commander, 1-0)
-T100A1 (1-1)
-T100A1 (1-2)
-T100A1 (1-3)

2nd Platoon
-T100A1 (Commander, 2-0)
-T100A1 (2-1)
-T100A1 (2-2)
-T100A1 (2-3)

3rd Platoon
-T100A1 (Commander, 3-0)
-T100A1 (3-1)
-T100A1 (3-2)
-T100A1 (3-3)

4th Platoon
-T100C/A3 (Company/Platoon Commander, Actual) (You)

-T100S/A2 (Commander of Demolitions Section, Siegebreaker)
-T100S/A2
-T100S/A2

-T100F/A1E2 Mod III (Commander of Flame Tank Section, Montag) (Famous tank number 451)
-T100F/A1E2 Mod III (452)
-T100F/A1E2 Mod III (453)




The Universe As We Know It

-Soon-




Information

-T100A1 Bulwark


Model: T100
Role: Main Battle Tank
In Service: 8940
Armor: Heavy Composite, NERA/NxRA Equipped
Armament: 152mm Main Gun, Coaxial 20mm Rotary Cannon, .50cal Remote Pintle Mount
Speed: 40mph Road/Off-Road
Equipment: "Colosseum" Active Defense System, "Magician" ECM System, Autoloader

Crew:
Commander
Gunner
Driver

15
Forum Games / Battalion: Ground Forces Commander
« on: April 06, 2014, 10:29:57 PM »
BATTALION
Ground Forces Commander




Info & How It Works

In Battalion, you command a battalion (oh stuff who would've guessed?) of the UFSR military, in its missions, campaigns, etc. to secure the Union of Federalist Socialist Republics. Perspectives can shift however, you may find that you control the actions, of a tank or squad, all to way up to your brigade. Decisions by players affect the battalion itself. The only plot armor there is, is the armor provided by the dice. (The UFSR prioritizes armor and firepower over speed and maneuverability.) Initially you will command of a rather inexperienced battalion, whoever over time they'll receive veteran bonuses.

The forums will chose a battalion to play as. It will be guided by your decisions, however, the specific type of battalion will determine the type of missions you get. Certain battalions will have different strengths and weaknesses.




Battalions

Select One.

-Sigma Black Operations Force Battalion En Masse
Space-borne assault, black operations, en masse.

Sigma BOF is the more secretive military arm of the UFDR. They operate anywhere from a squad to a division in size. All soldiers in Sigma are special forces.

Their advantages come from their superior training and technology. Sigma also benefits from their mother ship and crown jewel, the BBCVAS, a massive battleship-carrier-assault ship. This battalion can receive a wide variety of missions. They will always have the luxury of orbital support.

However, they are countered by their limited numbers, no reinforcements, and most of the time lack the support of other battalions. Their soldiers and technology are hard to replace. These battalions have no room for heavy losses. Retreates inflict heavy losses upon this battalion, having to leave the planetary surface and return to their mother ship.

One battalion consists of:
1x Elite Infantry Company
2x Assault Infantry Company
3x Tactical Infantry Company
1x Armor Company
1x Transport Company
1x Engineering Company
1x Command Company

-Sigma Black Operations Force Special Composite Task Force Battalion
(SBOF COMTAF)

This battalion is made up exclusively of free companies depending on the situation at hand. This task force is created and specializes in whatever mission it is to fulfil.

The advantages of this are that there is a lot of flexibility here. Companies are chosen specifically for the mission at hand.

The disadvantages are that, like any Sigma force, is that they cannot afford losses. Companies may or may not be available to you, will come with varying experience levels, and will come with varying strength. This battalion is generally limited to only a sufficient number of soldiers to accomplish a task. They may or may not have the luxury of orbital support. Retreat may or may not be an option.

This battalion consists of:
1x Command Platoon
2x Free Support Platoons
9x Chosen Companies



Crimson Union Army Battalion

The Crimson Union Army of the UFSR is the main planetary war-fighting body. The average battalions is your run-of-the-mill military unit. There are multiple variations.

The advantages of a battalion under the Crimson Army is that you will have support from orbit, support of other military units, and (realitively) plentiful replacements.

Unfortunately these battalions do not share the same level of expertise with Sigma. Their troops are not as well equipped or trained as Sigma soldier, but there is more room for failure. They do not share as much flexibility with Sigma, however certain variations of this general type of battalion are specialized for certain things.

The average battalion consists of:

6x Tactical Infantry Companies
2x Heavy Weapons Companies
1x Support Weapons Company
1x Command and Support Company
+ Possible attached company to fulfill specific mission

There are several variations

-Hazardous Enviroment Battalions fight in otherwise toxic, radioactive, harsh, or atmosphere-lacking environments. They get the ability to survive in such environments, however, lose the ability to take as many losses and have more limited replacements. Casualties run especially high do to wounds recieved in hazardous environments being more lethal.

-Mechanized Armor Battalions have more tanks and IFVs, exchanging some infantry of more firepower. They gain the mobility of tracked units as well. The numbers of soldiers per squad diminishes due to some of the men having to be spared to operate IFVs. Tanks struggle to fight masses of infantry on their own as well. Tanks can also be lost and require offer shipments of supplies and fuel to keep them going.

-Assault Engineer Battalions

Heavily ruggedized units, they have a good mixture of armor support, and are especially adept at sieges and breaking fortifications. They cannot sustain toe-to-toe combat with other infantry units, but are adept at helping uproot them from cities, fortifications, installations, etc. Engineers require lots of supplies, for demolitions, constructions, for their vehicles, and equipment.


Crimson Marines Assault Battalion

First to go, last to know. The Crimson Marines generally spearhead any planetary assault and take the higher priority missions over the army. They lack the shear expendability of the army, but are more trained and better equipped. Like the army, they nearly always have the luxury of orbital support. This Marine battalion is more flexible than your regular Army battalion. They will suffer less loses during planetary landings, being specialized for the task. It's not uncommon to have them taken back up into orbit just to have them dropped back on the planet again to gain ground.

The standard battlaion consists of:

5x Assault Infantry Companies
2x Free IFV Companies
2x Tank Companies
1x Command Company




Select a battalion to play as to proceed. I will report the battalion's specific numbers and capabilities upon selection of the two most popular choices.




News

-4/6/14: Topic created.




More information to come soon. I should have maps and such after a battalion is selected.

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