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Argon

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Everything posted by Argon

  1. Pretty simple my Engineering lot. If you want to hang onto your Engineer post below. If you fail to post and come back later down the line with a valid reason you can gain your engineer back with only a drop to rank at worst.
  2. Argon

    John York

    Theme: Face Claim: General Info: Name: John York Race: Caucasian Gender: Male Age: 26 Height: 6'0" Weight: 170 lbs Hair Colour: Brown Eye Colour: Green P.O.B: Queens, New York, Terra Accent: American, Non-specific. Economic Status: Middle Class Sexual Orientation: Hetrosexual Relationship Status: In a relationship Quote: Family: (Mother) Amy York: Citizen, 41, Deceased (Father) Nathan York: Citizen, 39, Deceased (Sister) Jennifer York: Citizen, 21, Alive Personality (Onship): Curious, Comedic Personality (On-Mission): Alert, Calm General Info: York usually hangs around the bar acting as a bartender, why? Well it's a good way to get to know people and if York likes one thing its people. Although if you can't find York there he is in one of two places; tinkering with something in the engineering bay or in his bunk either sleeping or drawing. with that said he finds himself to be quite the sketch artist and he's not half bad either. Other than that John is quite the curious cat poking his nose into places it shouldn't be (This has got him into more that one spot of trouble). Sketchbook: Professional Information Current Status: Battalion/Faction: 112th / Engineer Current Assignment: Ulysses S. Grant Rank: 2Lt. Drop Gear: York wears the generic engineer standards only with a few added decals mainly consisting of a few patches "Meme team 6" and "I can't hear you over the explosions". He also has a little golden sticker on his body armour saying "You tried". Off Duty Gear: Black T-shirt, Grey scarf and Combat Pants with a small sketchbook just sticking out of his back pocket. Health & Status Status: Active Mental Illnesses: N/A Physical Disabilities: N/A Alignment: Chaotic Good Relationships:
  3. Approved, Please speak to a Specialist or above for Induction lessons. -2Lt. John York
  4. _____________________________________________________________________________________________________________________________________________________________ _____________________________________________________________________________________________________________________________________________________________ Division Commanding Officer Lt. John York @Argon (GMT) Division Executive Officer And Training Staff Master Specialist [N/A] Senior Specialist Kyril Layland @Cipher (GMT) Troy Hughes @Troy Hughes (GMT -5) Specialist Charles Timms @Wewai (GMT +1) Second Specialist Kyle O'Reilly @alright sassy (N/A) Third Specialist Frank Esposito @Centrix (N/A) Serq Amenhotep @malutukilo (N/A) James K. Anderson @Lalatina (GMT -5) Samantha Ruse @Marcus(GMT -5) LOA Ottilie Kittel @Derpytoast (GMT -5) David Ondřej @Ansty (N/A) Devin Saiphan @saiphun987 (GMT +6) Lawrence Chandler @Zeppy (GMT -5) Sam Carter @Tridon (N/A) _____________________________________________________________________________________________________________________________________________________________ If your name, rank, certifications, timezone or forum name are incorrect or not given. Please respond bellow. Thank you - Argon. _____________________________________________________________________________________________________________________________________________________________
  5. Approved, Please speak to a Specialist or above for Induction lessons. -2Lt. John York
  6. Two notes sit on the doors of Engineering and Marauders. They read as follows: Engineering Bay Doors Note: Marauder Bay Doors Notes: (OOC: Hi, this is to be being held at around 1:00pm to 2:00pm EST, which is around 6:00 BST/GMT. It is a mandatory thing and we do want as many people for this as we can, hope to see you all there. )
  7. Approved, Please speak to a Specialist or above for Induction lessons. -2Lt. John York
  8. Approved, Please speak to a Specialist or above for Induction lessons. -2Lt. John York
  9. Approved, I'm feeling nice and you did show some potential, so you have one final shot. Please speak to a Specialist or above for Induction lessons. -2Lt. John York
  10. For the people who will now be finding themselves in a position where they have to train. All of the guides needed for training are located within the engineering detachment subpage although do not limit yourself to this. You will be rewarded for thinking outside the box and training on things that require reading between the lines. Sapper logs: Munitions Logs: EOD logs: Systems logs: MEC Logs:
  11. Argon

    John York

    @Admyral Joe - Updated the red head @Maple Leaf Moosefucker - Updated the red shirt @Lalatina - Added the token asian Psychic @StevieJr - Added a final not to Chev @HazyDay - Added Archer and a final note for Bailey Drop a note if you wish to be added
  12. Approved, Please speak to a Specialist or above for Induction lessons. -2Lt. John York Approved, Please speak to a Specialist or above for Induction lessons. -2Lt. John York
  13. The method and structure of Engineering from here on out Hi so today is the day we move to step two of my previous engineer related post. So time to give the specific details of how engineering has changed. First let me rip the bandaid off, if you are above the rank of specialist you are now a specialist again. Now, what does that mean now. Well ranks are now based on RP quality, not how many certifications you have. Certifications will now designate that you have shown you can RP certain fields of being an engineer well, AKA NCOs can rely on someone with certain certs to do their jobs with next to zero issue. Loadouts, certain pieces of equipment and the basic entry level knowledge to be an engineer will also be changing. Your roles on drops should not be, other than it is now your job to deal with any wire puzzles that are put before you. Ranks, their meanings and their responsibilities: Certification additions and their Responsibilities: The general loadout of an engineer: On field jobs: The new entry level knowledge required to be a Third Specialist: TL;DR: Added notes: -Systems documents are not all finished so for now systems work is mostly the same as before.
  14. Argon

    Engineering Evolution

    @Hicks @Cipher @Silent @Cody Howard @Odin @Troy Hughes @Tridon @Zeppy @Mr. Wolf @alright sassy @Soaps @Wewai @Soapy Soap @redneckrOadkill @Coleision @saiphun987 @Ansty You lot are the important ones that should read.
  15. [MEC] The KN-1 “Gecko” and You The KN-1 "Gecko" is an armored personnel carrier (APC), a type of armored fighting vehicle designed to transport infantry to the battlefield. APCs are colloquially referred to as 'battle taxis' or 'battle buses', among other things. Armored personnel carriers are distinguished from infantry fighting vehicles by the weaponry they carry. In this case, the KN-1 "Gecko" does not have any armaments as standard but comes with a mounting position for a Morita MKIII SAW. KN-1 "Gecko" Armored Personnel Carrier specifications and features Dimensions Weight - 13.5 tonnes (13.3 long tons; 14.9 short tons) Length - 7.5m (25ft) Width - 2.9m (9ft 6in) Height - 2.77m (9ft 1in) Crew Capacity: One driver - drives the APC, which requires simple vehicle training Nine passengers - One (1) passenger seat next to the driver and eight (8) seats in the rear of the vehicle. The tank can hold more passengers within the main body if required but this could cause issues with deployment times due to spacing. Armament: None. Attachment point for pintle-mounted Morita MKIII SAW. Mobility: XA-840 engine - - 8 in-line cylinders. - Turbo-charged. - Charge-air cooler. - Multi-fuel system. - XA-840 statistics; 451 hp (336.311 kW) at 2300 rpm, max torque 3430 Nm at 1700 rpm Power/weight ratio: 33.40 hp/tonne Suspension: Individual wheel suspension system featuring parabolic leaf-springs with hydraulic shock absorbers Speed: 100+ km/h on land, 10 km/h in water Armor: Nano-lattice reinforced, ceramic composite, titanium-[REDACTED] alloy armor plating. At least 10mm thick. Recent technological advancement allows the fitting of relatively thick armor plating while still maintaining low overall vehicle weight. This high level of armor allows the vehicle to withstand fire from most Federal standard infantry armaments, not including dedicated anti-armor weaponry. The entirety of the vehicle is covered in armor plating of at least 10mm of thickness. The front is further reinforced with an additional 3mm of armor. The windows are reinforced, bulletproof, clear ceramic blocks. The underside of the vehicle is mine-strengthened and, as such, features a very high survival rate against anti-vehicle, armor piercing mines, reaching as high as 98% crew survivability. Usually, however, it is often the case that after being hit by such munitions the vehicle will require repairs as these kinds of explosions inflict moderate to severe damage to the vehicle's underside and therefore its steering and drivetrains. Operation of the KN-1 "Gecko" Armored Personnel Carrier: The KN-1 "Gecko", like most APCs, is handled the same as the majority of regular manual transmission heavy goods vehicles. In regular circumstances, the vehicle should not be operated by anyone without a license, however, it may occur during field operations and deployments that license holding personnel are not always available, therefore necessitating the need for unlicensed personnel to command the vehicle.
  16. [MEC] The MA-102 “Legionnaire” Main Battle Tank and You The MA-102 "Legionnaire" Main Battle Tank, designed in 2297 for use against the Arachnids, was put into production in 2298 by the Sanctuary forces during the civil war against the Coalition. By the end of the civil war, they had built a total of 153 Legionnaire tanks which the newly reestablished Federation then obtained and put into service. The new design proved themselves vastly superior to the MA-96 "Gargoyle" Main Battle Tanks, in terms of firepower, speed, and armor. The MA-102s designs are a well-kept secret within Military Intelligence and only those with the correct clearance are allowed to work on these machines. MA-102 "Legionnaire" Main Battle Tank specifications and features Dimensions Weight - 65 tonnes (63.9 long tons; 71.6 short tons) Length - rear to muzzle: 9.04m (29ft 8in) / without gun: 7.60m (24ft 11in) Width - 3.72m (12ft 2in) (without skirts) Height - 2.66m (8 8inft) (turret roof) Crew Capacity One driver/gunner - drives and operates the turret at the same time. Requires training to multitask. One auxiliary gunner - spots targets and has access to a pintle-mounted Spitfire HMG. Armament 120mm A-98 ETC (Electrothermal-chemical) smoothbore autoloading cannon The rounds fired by this gun can penetrate practically any armor found on the field, including armor found on the MA-96 and MA-102 themselves. The rounds are rocket assisted to ensure there is less drop and speed loss over range, allowing for more penetration and accuracy. Each of the ninety shells carried in the vehicle is secured in its own fire-proof canister, ensuring there is no chance of a cookoff should a fire break out inside the tank. - HEAT (High-Explosive-Anti-Tank) - APFSDS (Armour Piercing Fin Stabilized Discarding SABOT) - LAHAT (Laser Homing Anti-Tank) Pintle Mounted Spitfire The Spitfire Heavy Machine Gun is a larger caliber machine gun, firing 12.7 mm caseless (.50 Cal) from a 400 round box magazine. This weapon, because of its higher caliber, is extremely effective against Arachnids, the rounds capable of penetrating straight through their armored chitin. Mobility Fedwell Triple-Core Cold Fusion Engine (1500hp - 1119kW) Allows for 63mph at max throttle. Very high torque generation means that this vehicle is almost capable of its top speed even climbing a 20° incline. Extremely reliable with a very low fuel usage compared to designs of previous eras. Low heat and space requirement. Mounted in the rear beneath the crew compartment. Power/weight ratio: 23hp/tonne Suspension: Helical springs Speed: 63mph top speed Armor: Nano-lattice reinforced, ceramic composite laminated, titanium-[REDACTED] alloy armor plating. Other features: The commander is in an armored compartment within the center of the vehicle. 360°-degree sensors interface with the driver's helmet and visor, allowing him a seamless view of the outside world as if he was seeing through the walls of the vehicle itself. The auxiliary gunner's seat is located just in front of the commander's compartment in its own armored space within the turret. This space allows the gunner to be able to traverse out of the top hatch on the turret at any time. The auxiliary gunner's station also allows them to view the same information that the commander sees, ensuring two pairs of eyes are able to view the information simultaneously, allowing the auxiliary gunner to effectively spot for the commander. Communications suites are fitted onto the MA-102, a long-range radio pack able to transmit orbital communications. Automated fire extinguishers are located throughout the vehicle, ready to dispense a non-harmful fire retardant in the event of a fire. Also includes several handheld extinguishers of a similar model. Entry and exit hatches are automatically locked when the engine is started. Spring-assisted hatches allow for easy exit in the event the vehicle has been penetrated fatally. A smokescreen dispenser mounted on the top of the turret, capable of dispersing a 20m smokescreen ahead of the vehicle which lasts around 15-20 seconds. The HAUBERK active protection system is a hard-kill measure system designed to destroy incoming kinetic energy penetrators and tandem-charges. The current maximum speed of the interceptable target is 4,700m/s (13.8 mach). The HAUBERK provides a 360° bubble of protection. An automated loading system on the rear of the vehicle provides a swift method for reloading shells, especially when in the midst of battle. It takes roughly 2 seconds for each shell to be taken from the cradle on the outside of the tank to its own individual canister. Operation of the MA-102 "Legionnaire" Main Battle Tank: Driven with a yoke, the commander sits in the center of the tank, beneath the turret. The commander seat is equipped with a helmet that projects an image onto its visor, allowing the wearer to view an uninterrupted, seamless picture from outside of the vehicle, seemingly through the metalwork. There are eight backup screens showing all angles from the sensors around the vehicle, damage, and other statistics. The main focus screens (the three largest screens in front of the commander) show camera angles from the front of the vehicle, main turret, and the back of the vehicle. The second person within the vehicle, known as the auxiliary gunner, sits in the main turret controlling the pintle mounted spitfire. Their job also doubles as a spotter and, if needed, the engineer. Current 112th service and callsigns: - GLADIUS: 112th Platoon Standby Armour Destroyed - PILUM: 112th Platoon Standby Armour DISCLAIMER: THOSE WITHOUT LICENSE TO COMMAND THE MA-102 FOUND COMMANDING THE MA-102 WILL BE LIABLE TO SEVERE PUNISHMENT.
  17. Marauder "Aegis" MKII suits and you [Image of "Aegis" MKII frame] The Marauder "Aegis" MKII is a heavyweight powered armor suit designed for use as a miniature, man-sized tank of sorts. Weighing in at just over a tonne it can stand up to most enemies of the Federation with ease. Its humanoid design also adds considerably to its adaptability and relative ease of use. The suit, whilst simple in concept, is difficult in practice to use correctly due to its method of converting its pilot's movement into suit movement by taking the pilot's movement and amplifying it. This can mean an untrained pilot could accidentally move too much or too quickly, potentially injuring the pilot considerably. Recent developments by FFRL researchers have led to a prototype device integrating the suit operator's nervous system with the control scheme of the suit itself. This technology is highly experimental, however, and has not been deployed past alpha stages. The inner workings of the suit mostly rely on the titanium alloy frame. This frame houses and supports everything, from the internal wiring to the servo motors, hydraulic cylinders and gas struts of the joints. The frame, as shown above, acts as the skeleton of the suit, on which the armor plates are mounted. Two oxygen cylinders are mounted on the rear of the suit, as well as the connection port for the power cell. Also mounted on the rear is the fuel containment for the jump-jet system and the onboard electronic control system. The only other notable features are the emergency release levers, one mounted externally on the lower back of the suit just underneath the ammunition pack, and the other mounted internally, in the groin. The emergency release levers are both protected by coverings to ensure accidental activation. The external lever is covered by a secured metal plate to prevent activation by hostile combatants in close quarters combat. Repairing the Aegis MKII suit: Hydraulics: The hydraulics are under high amounts of pressure, so if damage is sustained to the system the suit will automatically close the release valves, limiting the effect. If the damage is a simple leak on either the pipes or reservoirs it can be temporarily fixed by fitting contraction matrix over the damaged area, ensuring that the issue can be properly repaired later upon return to the ship. In the case of a full cylinder loss or destruction, detach the cylinder from the system, block the open-ended pipe off with a blank fitting, and then replace it on the ship later. Servos: Servos can be, despite their appearances, delicate and fickle. The unfortunate reality is that if one of these motors is damaged while on the field then unless you have an exact like for like replacement on hand you will not be able to repair the damage. Remove the damaged servo and then either replace it if you have a replacement available or inform the suit pilot they will be working on hydraulics only in the damaged area. This will mean that the area will be slower and more sluggish. WARNING: Be aware that every servo on the "Aegis" is a different model and is unique to that position. THEY ARE NOT INTERCHANGEABLE IN ANY WAY. Wiring: If possible, wait for a rest in combat or get the pilot moved into cover before looking at the damaged area. Deal with damaged wiring as per the basic electronics guide. Frame: If the frame's structure is damaged it is almost certain that the damage is catastrophic enough to wound the pilot as well. If this is the case and the damage leaves a pilot unable to move or use a limb, the suit is to be labeled for collection as it is classed as no longer combat effective. Once back on the ship, the broken frame is to be stripped and damaged parts replaced. Armor: There is no way of repairing armor on the field. Only replaced on the ship. HUD damage: If the suit HUD is damaged, either the helmet has taken a direct hit from an armor piercing round and the pilot is likely dead, or the wiring loom has been damaged. Ask the pilot to get out of the suit so that you can get access to the wiring. Pipe damage: If piping is split or damaged, try to find a break in combat or get the suit and pilot back to cover. You can then attempt to fit contraction matrix to the damaged pipe. If this is impossible the suit may not have long left to function due to loss of fluids so advise the pilot of this and to use it as best as possible before it turns combat ineffective and requires extraction. Power cell damage: Do not attempt to fix power cell damage. Extract the pilot and label the suit as combat ineffective.
  18. Render Safe Procedure (RSP), types of explosives and You The Render Safe Procedure is the most dangerous method of defusing explosives as it deals with direct, hands-on disposal of hostile explosives such as IEDs and landmines. This should only be attempted if you are 100% confident in your ability to remain calm, follow the procedure and keep within the safety guidelines as much as possible. Render Safe should only be attempted by one individual to minimize potential risk. Individuals not pertinent to the Render Safe Procedure should immediately relocate to a safe location, ideally behind cover outside of the blast radius. The first step to any kind of RSP is to determine what the explosive is so you can figure out the best way to deal with it. Plastic Explosives: Plastic Explosives are stable, mouldable compounds, meaning they require an electrical spark to be set off and can be made into different shapes. This means that they will usually have a simple blasting cap or two wires connecting to the explosive. Simply remove the wires or blasting cap from the PE and the explosive will be defused. Improvised Explosive Devices (IEDs): IEDs are explosive devices created outside of conventional methods, often by separatists or terrorists who lack access to conventional explosives, or simply have to use the resources available to them. They are usually wired with ‘angel wire’ - - very thin copper wire that is easy to disguise or bury. This angel wire will run from the bomb to the spotter’s ignition site. This means that IEDs can be varied, however usually involve an artillery or mortar shell, bags of fertilizer, or other easily obtainable/purchasable equipment available to civilians. Typically, an IED will involve the main explosive payload (anything listed above, alongside any imaginable substitute) alongside some sort of primer (the device that will ignite or explode, and thus cause the main payload to detonate, which could be a blasting cap or any other small explosive) with some sort of source of ignition for that primer (such as an electrical source hooked to a house light switch, or a crude pressure plate system coupled with a PP3 battery). To defuse, you can disable the source of ignition or the primer, though removing the primer FIRST and then cutting the wire connected to it will be your safest option. Dirty bombs: Dirty bombs are explosives that have a radiological, chemical, or biological contaminant on board, coupled with traditional explosives. They are designed to contaminate an area, or otherwise make it inaccessible. A “dirty bomb” is a classifying terminology, and normally have physical components similar to other devices described in this section. Fission explosives: Fission explosives are a type of nuclear weapon, also classed as a Weapon of Mass Destruction or WMD. Fission bombs create a single nuclear fission and can be configured in one of two ways. The gun method involves a traditional explosive detonation which shoots one supercritical mass (typically uranium) into another (plutonium) which causes a sort of nuclear chain reaction which can yield an impressive payload, although not quite up to snuff in terms of post-space-age weaponry. These types of nuclear devices are the most primitive, the type that has been in use since the very beginning of nuclear warfare. The implosion method involves a spherical arrangement of inward facing explosives that when fired, compress a single subcritical spherical and strictly plutonium core many times its original density. This also yields a devastating nuclear chain reaction, much more complicated and more powerful than the gun method. Removing the conventional explosives that initiate the chain reaction will render the explosive inert; alternatively, the subcritical plutonium could be removed, thus preventing the two elements from interacting. The key elements of this bomb are radioactive, and protective measures should be made if possible. Thermonuclear Hydrogen Fusion bombs: Thermonuclear Hydrogen Fusion bombs are a type of nuclear weapon, also classed as a weapon of mass destruction or WMD. Thermonuclear bombs are devices that create two separate nuclear fissions, one feeding off the other, yielding a much more dangerous payload than a regular single fission nuclear bomb. The thermonuclear bomb will use energy from the two nuclear fissions to heat and compress a fusion fuel rod. By dismantling the fuel rod and removing it you can render the weapon inert. Dismantling the outer shell of the weapon if it has any will be necessary to reach the fuel rod itself. The key elements of this bomb are radioactive, and protective measures should be made if possible. Chemical explosives: Chemical explosives vary in form, TNT or Trinitrotoluene is an example of a common traditional chemical explosive with a simple fuse that needs to be lit, after the flame reaches the chemical mixture the explosive will detonate. Disarming something like this is as simple as removing the fuse, however, you should note that the explosive is relatively unstable and could be detonated by small arms fire or other high force impacts or potentially open flame. Liquid chemical bombs typically rely on two chemicals mixing, an explosion or toxic gas being generated when mixed. In order to defuse these, you will need to separate the physical containers of the chemicals, ensuring they do not mix. Notify troopers to take precautions in the case of toxic gas or other chemical dangers. Gas masks and protective suits are suggested in this case. Once an explosive is defused any explosive compounds should be secured and disposed of appropriately. ---------------------------------------------------------------------------------------------------------------------------------------------- OOC Note: -Credit to ShiftKnife's old manual
  19. Explosive Ordnance Disposal procedure and You Explosive Ordnance Disposal is the method of neutralizing hostile or unsafe ordnance by means of detonation from a safe distance. EOD procedure is characterized by the method of clearing explosives by intentionally setting them off. It’s often the fastest and the easiest way of dealing with hostile explosives but may not be appropriate in certain circumstances if it unnecessarily puts a civilian or citizen's life at risk, makes a primary mission objective uncompletable, or it in some way puts any Federal Military assets at an unnecessary disadvantage. EOD can range from using simple det-cord to trigger an IED to using a TON or possibly a DOTON to clear an expansive minefield. When implementing the EOD procedure it is required to thoroughly plan out the task beforehand so that you can inform the drop-leader and other superiors so that they may plan accordingly. To do this there are two terms within EOD that should be used: High Order: Using a method of EOD that would set the hostile device off with it’s full explosive yield or going above its yield to detonate it. If this method is used any friendlies should clear the area to minimize any possible injuries. Low Order: Using a method of EOD that would render the hostile device inoperable through a controlled burn that would lessen, redirect or neutralise the explosives yield. If this method is used the area should still be cleared of friendlies.
  20. Landmines and You A landmine is an explosive device concealed under or on the ground and designed to destroy or disable enemy targets, ranging from combatants to vehicles and tanks, as they pass over or near it. Such a device is typically detonated automatically by way of pressure when a target steps on it or drives over it, although other detonation mechanisms are also sometimes used. A landmine may cause damage by direct blast effect, by fragmentation that is thrown by the blast, or by both. The general premise for landmines is oftentimes the same, meaning disposal is usually the same and can as simple as lifting the mine to open in and removing the blasting cap from inside. There are currently three types of landmines within use by the combat engineers: The MA-14-1 ‘Manmine’ anti-personnel landmine: The MA-14-1 is a small, more traditional landmine intended for use against humans. It’s designed to be hidden under dirt and be set off by pressure in the same fashion as practically all anti-personnel landmines. The MA-14-2 ‘Bugmine’ anti-Arachnid landmine: The MA-14-2 are proximity sensor based mines intended for use against Arachnids. They’re smaller than their counterparts as they are meant for the removal of an Arachnid's legs rather than killing them outright, making them combat ineffective. They use the IFF tags stored on a Mobile Infantry trooper's BDUs to not be set off by accident. The MA-14-3 ‘Tankermine’ anti-tank landmine: The MA-14-3 is the larger of the three variants and is designed for taking out larger targets such as armored vehicles and Tankers. Due to its size it is harder to hide.
  21. DOTONs and you The Detonator Operated Tactical Oxygen Nuke: The Detonator Operated Tactical Oxygen Nuke packs the same yield as a Pee-Wee warhead, and is essentially a nuclear bomb scaled down to the size of a M-905S Shaped Charge. Typically used in ambushes, or for taking out multiple bug tunnels within the same network at the same time. Can be set on a timer, which is clearly visible and is designed to instil fear in the enemy as the charge is practically impossible to defuse; some engineers rig the timer to a vocoder to further outline the effect. The remote detonator that comes with the charge has a 1 mile range once. Careless operation or misuse of atomics will get the user court-martialed.
  22. [Munitions] M55 Launcher, ammunition and you The M55 ‘Longbow’ Launcher, ammunition and firing procedure: The Mobile Infantry primary grenade launching device is the M55. It is a front loading 74mm rocket launcher, capable of firing HEAT, HEDP, and tactical nuke ordnance at an approximate range of two kilometers. The ammo and weapon are quite heavy; you will be required to carry a carbine when also using the M55 Rocket Launcher. Most engineers can carry up to twelve M55 rockets per drop. M-714A2 'Firecracker' HEDP Missile: One of the warheads that are compatible with the Longbow, the Firecracker was designed to blast apart targets in a wide area. The force of the explosion is big enough to collapse a small bughole entrance temporarily. M-766A1 'Holepunch' HEAT Missile: Designed as an anti-tank rocket, the Holepunch was found to be excelling at destroying larger Arachnids such as tanker bugs. The warhead tears open armor, afterwards a secondary explosive goes off inside, achieving maximum destruction effect. However, due to the tankers' thick carapace, more than one rocket may be required to bring the bug down for good. M-998A1 'TON' Tactical Oxygen Nuke Missile: Less commonly known as 'atomics', the TON packs the greatest punch available to the MI squad. It's designed to unleash a nuclear inferno akin to the older nuclear weapon designs, but without the long term effects such as the radiation fallouts that they were dreaded for. The PW has advanced guidance systems (geo navigation) to help it navigate the arachnid tunnels. Atomic weaponry is a very expensive and dangerous resource, misuse or careless operation of atomics can and will get the trooper court-martialed. Firing Procedure: Upon being told to fire the M55 load the rocket in the front of the launcher and twist it into position. If you’re loading a TON turn it’s geo navigation on if it’s needed. Now the launcher is loaded lift it onto your shoulder and aim it at the target. Yell “CLEAR BACKBLAST!” at the top of your lungs and wait for a reply. If they reply with “CLEAR!” you are free to fire the M55. If they reply with “NOT CLEAR!” you are to hold off on firing until further orders. DISCLAIMER: CARELESS OPERATION OR MISUSE OF THE M55 'LONGBOW' WILL GET COURT-MARTIALED. --------------------------------------------------------------------------------------------------------------------------------------------------------------- (OOC notes: Remember after firing to /report the shell if you want it to have an effect. Unless an admin tells you to never use the nuke attachment. The admin will deal with the explosion and an event.)
  23. Det Cord and you Det Cord: Detcord is a line of what looks like rope but is actually compact moldable plastic explosives. The cord itself is not very sensitive meaning you can tear it, crush it, stamp on it, set fire to it and it will not detonate. To detonate det cord you require a detonator AKA an electrical spark. Det cord detonates at around 6000 meters per second. Det Cord is used in EOD as a method of clearing explosives from a safe distance since it can be thrown out onto things like minefields and then reeled out to a safe distance. It is not a quick tool like you may think it may take a few seconds to set up. Operation of det cord: Through whatever means get one end of the detcord within a few feet of the device you wish to EOD. Reel out the spool getting a sufficient distance from the device and cut the line from the spool. Apply the small detonating device to the now cut end and then get around fifteen feet away from the cord and detonate. (OOC Note: Only RP Det cord. Do not use any explosives of your own the admin should do the rest.)
  24. 40mm UGLs and you The 40mm Underbarrel Grenade Launcher: A short-ranged grenade launcher mounted on Morita 1 GL rifles. Can be loaded with M-291-S Smoke Rounds and M-291 Fragmentation Rounds. The HE grenade has a kill radius of 5 meters, and a potential wound radius up to 15. 40mm grenades do not detonate until they travel over 10 meters to prevent premature detonation. M-298 High Explosive Launched Round / M-291-S Smoke Launched Round: sed with the XW-110-G1 underslung grenade launcher, this round is similar to operation and purpose to the standard Hi-Ex grenades; can also be fired in a small arc similar to mortars. Despite its decent range, accuracy can suffer and the effect can vary when applied to armored targets such as warriors and tigers - unless the user scores a direct hit. A built-in safety system makes sure the round will not arm or explode if fired at a target less than 15 meters away from the shooter. Smoke launched rounds acts in a similar fashion to M909-S Fog Grenades, creating a smokescreen that will shield the user from the enemy. M-295 'Bugshot' Launched Round: A standard shotgun round for the XW-103-S7 Underslung Shotgun. It has a large propellant load and its heavy weight of steel allows it to blast through the carapace of warriors, taking them down in just a few shots.
  25. Fortifications and you Engineering and fortifications: Setting up fortifications is one of the most important jobs of a Combat engineer. Engineers should be quick and efficient at building outpost FOBs and more. They should often be able to do it even when under gunfire bug attacks and more granted they have sufficient protection. In the past engineers have had to build bases whilst under threat of many differing obstacles and it should be trusted that they can overcome said obstacles. The most common building materials used within the Combat engineers are sandbags and prefabs. These are usually set up to work well with a variety of enemies. Forward Operating Base (FOB) Requirements: Communications post - A small area for radio contact with other platoons and MOBCOMM. Should have a generator and it’s own small amount of defences. Command station - Small area for NCOs and Officers to discuss plans. Should be walled off and have some small area for NCO briefing. Triage center/tents - Either an area or tents for Medical to treat injuries. Should be space for at least one surgery to go on. Sleeping quarters/ tents - Weather these be just a couple tents with sleeping bags or a set up with bunk beds. It should provide shelter so the MI can sleep. Perimeter defining walls - Walls that define the outer perimeter of the FOB. They should be suited to deal with the compatants the MI are dealing with. So don’t set up just sandbags for bugs or just prefabs for separatists. At least one tower for overwatch - This can be anything from a local high point on the map (Does not need to be within the walls) to a tower in the center. It should for all intensive purposes provide overwatch and allow for the MI to get a heads up on incoming enemies. Outpost (OP) Requirements: Communications post - A small area for radio contact with other platoons and MOBCOMM. Should have a generator and it’s own small amount of defences. Medical post/tents - Either an area or tents for Medical to treat injuries. Should be space for at least one surgery to go on. Sleeping quarters/ Tents - Weather these be just a couple tents with sleeping bags or a set up with bunk beds. It should provide shelter so the MI can sleep. Perimeter defining walls - Walls that define the perimeter of the FOB. They should be suited to deal with the compatants the MI are dealing with. So don’t set up just sandbags for bugs.
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