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KeiAgo

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  1. KeiAgo

    Is this Alice?

    Shit how did you get this
  2. KeiAgo

    Marauder News

    Shit, you’re damn right I meant /report 😂😂 tbf I’m impressed it’s the only typo I made with this cold 😂😂
  3. 13th Marauder Detachment ____________________________________________________________________________________________________ General Information ____________________________________________________________________________________________________ As an elite task force Marauders are Mobile Infantrymen specially trained in the use of heavy armor and weapon platforms. There are many variations of Marauders in canon, though on the server we have two distinct types; The Aegis Mark II, a personal suit which can be equipped with an arsenal of heavy weaponry; and the Bipedal Walker, a large mech loaded with an entire arsenal of weaponry and sensors. Due to their specialized training and equipment costs Marauders are expensive assets to any battalion. These men and women have served a minimum of two years in the Mobile Infantry, and have also been picked and selected for the training program based on their performance and adequacy for the role. A single Marauder is able to turn the tide of a fight, taking and dealing back a substantial amount of damage compared to normal Infantry. As such they are more likely granted biotech limbs and should be supported and protected when on the field. ____________________________________________________________________________________________________ Chain of Command ____________________________________________________________________________________________________ On Ship: Marauder ranks up to 'Master Specialist' are considered as 'enlisted'. Only the division's Lieutenant and Technical Sergeant have power (Technical Sergeant being equal to a Staff Sergeant). Marauder promotions up to 'Specialist' rank, NJPs or otherwise by MI NCOs can be carried out as normal, but these changes should be forwarded to the XO and/or CO of the division A.S.A.P. During A Mission: Marauders can lead and give orders as long as they are in command of a squad. Marauders can hold NCO ranks up to Sergeant. Marauders may not surpass Sergeant, if offered a Staff Sergeant position or higher the Marauder must relinquish their spot on the Marauder Roster and join the Infantry. If the Marauder is not in command of a squad, the only command Marauders have is over their suit, and ensuring it returns home in one piece. Despite whatever rank they may have all should follow the command of whoever is placed in charge. This means that even the Tech Sergeant should follow a Corporal, if said Corporal was assigned as their drop or squad leader. The only exception to this is when the most senior Marauder on the drop exercises their right to call their other Marauders back or belay an order. However, this should only be done when the need for it arises. I.E. The highest ranking Marauder may recall their comrades to take an alternative route from the Infantry, around otherwise impassable terrain, such as a swamp, or a path that is too narrow / belay an order which may needlessly endanger their Marauder or render their suit irretrievable. ____________________________________________________________________________________________________ Additional Notes ____________________________________________________________________________________________________ Support Role: Although a Marauder unit can be equipped with a large arsenal of heavy weapons, often used as sentry guns to hold the line and deliver firepower, at the end of the day they are primarily a support faction for the standard MI trooper. As such Marauders should focus on thinking up ways to aid the mission effort, from simply carrying heavy equipment to providing assistance with mobility and shielding. Repairing / Replacing Equipment: It must be noted that Marauder equipment is expensive and made to order, so when a piece of equipment is damaged it is often very difficult or outright impossible to 'just replace it' on the fly. Unless specifically requested no supply drops ever will just 'happen to contain' a replacement minigun, part, belts, Y-Racks or even armoured plates. If a Marauder does somehow happen to get replacement parts it would also take time to disassemble and repair the suit. Scuttling suits: Needless to say a lot of money goes into the suits and mechs, which is why the Marauder is trained and tasked with not only being in charge of them but also bringing them back in one piece. This means the decision to scuttle a suit should not be made lightly. If it can be picked up by friendly units and returned, even in pieces or heavily damaged, Marauders should simply remove the power pack and secure the suit for pickup. If it is absolutely unable to be retrieved the power pack (or alternative) should be used to detonate it and deny the enemy a valuable asset. ____________________________________________________________________________________________________ Aegis Mark II - Overview ____________________________________________________________________________________________________ The Aegis Mark II is an air-tight and heavily protected exoframe capable of allowing the user to survive in both space, and underwater for a limited time. The suit is made as one unit, except for the helmet, which can be unlocked and removed. The user enters and exits the suit via the chest plate, which opens up as a hatch. Heavy plates are mounted around the collar, breast, shoulders, and thighs. A winch is also present on the chest plate for dragging/lifting objects, other suits, or providing infantry with a line. Armour The Aegis MK II is well armoured and doesn’t have to worry much about light fire/light arms, (a few people, side arms, etc.) medium fire/medium arms however will pierce the suit given the opportunity. Sustained fire should be avoided at all cost, and cover should be taken from the likes of the Morita, or the Separatist equivalent, as this will damage the suit and user. Heavy fire/heavy arms should be avoided entirely, the likes of gun emplacements, armour piercing rounds, or in fact any weapon that the marauders themselves use will damage and potentially kill the user with only one or two rounds. As such, the Aegis can offer up cover for light fire, but must find or create cover (feel free to move things around to create cover rather than become the cover yourself) for large groups of assailants, or large weaponry. Explosives should be avoided where possible. Small explosions, such as hand grenades, can and will damage the suit and/or injure the user in close quarters, but Marauders can be closer to these explosions than the MI. Anything bigger than this will damage the suit and injure the user. Suit Weight: 1 tonne / 1000kg / 2200lbs (About a pallet of bricks or a sports car) Strength: Can -directly lift- up to their own weight. Can push or pull slightly heavier weights. Oxygen Supply: 2 Hours Power Supply: 2-6 days (Useage dependant) Winch Length: 100 feet ____________________________________________________________________________________________________ Aegis Mark II - Equipment ____________________________________________________________________________________________________ Weaponry Minigun Rank: Third Specialist Damage: 35 ROF: 660 RPM Magazine: 240 7.62×51mm round belt. Automatically swapped and fed via the Suit. A standard six-barrel rotary machine gun with a high rate of fire. It features Gatling-style rotating barrels, wired to the suit's power source, and is belt-fed from the ammunition pack with a spin-up and spin-down time of roughly one second. The weapon is carried separately from the suit, allowing easier maintenance and the ability for the Marauder to switch should the need arise. Each barrel and component can be individually removed and replaced. SW-226-F ‘Hel’ Infantry Flamer Rank: Third Specialist Damage: 472 damage per second of holding the trigger. Tank: 90 seconds without reloading. A standard support flamethrower. When triggered it creates a 30 foot cone of fire, or alternatively a wall of fire directly in front of the user, 10 feet thick and 30 feet wide. It expels is a flammable viscous, gel-like substance that sticks, which being an oxygenated mix can burn for roughly 5 seconds in a vacuum, and because of the gel property can float and burn on water much like Napalm. For maximum effectiveness against the Arachnids, burn them from above. The top of their body is less resistant to fire, making for a quicker kill that requires less fuel. The ‘Atlas’ Heavy Machine Gun Rank: Second Specialist Damage: 32 RPM: 732 Magazine: 100 12.7mm Caseless (.50) belt-fed magazine Manufactured by the Brunham Ballistics Incorporated, the minds behind the Twin 50. Machine gun, bring a new and improved Heavy Machine Gun for the Marauders to use. Designed to replace the Spitfire, this Rifle boasts a larger magazine as well as multiple rails to attach various attachments to the weapon, including a self loading 3 round 40MM Grenade Launcher, various scopes and sights, laser sights and grips, stocks, barrels and even suppressors. As to be expected with any weapon firing rounds of this size, recoil is high. However, using this weapon in a Marauder suit makes the recoil almost non-existent. The name, 'Atlas', was coined during the pitching of this weapon. It was said that the weapon would be good enough to "Single-handedly hold the safety of the infantry on the shoulders of one Marauder." Much like the Titan, Atlas, who held up the sky. EVA-8 Rank: Specialist Damage: 75x8 ROF: 103 RPM. Magazine: Six shell drum magazine. Fires 000 .36” buckshot rounds. A pump action/semi-automatic shotgun. The EVA-8 does high damage, the buckshot able to tear through most lower caste Arachnids. This is due to the size of the buckshot, 000, which holds eight .36” pellets. These pellets being launched with such intensity that they can tear through a Warrior’s chitin and kill the creature in one shot. (Two shots to kill a Tiger.) However, the low rate of fire and small magazine size means that its effectiveness is nullified when taking on large numbers of Arachnids. Best used as a support weapon, focusing fire on any Arachnids that get too close to the Infantry. Spitfire Heavy Machine Gun Rank: Specialist Damage: 80 ROF: 429 RPM. Magazine: 200 14.5x114mm belt-fed magazine. The Spitfire Heavy Machine gun is a large hulking weapon, big enough to put strain onto even the Aegis suit in terms of size and weight. This monster of a weapon fires gigantic rounds, capable of tearing apart an Arachnid Warrior in a mere handful of shots, and killing a human combatant in a single shot. Because of its devastating capabilities, no Marauder under the rank of Specialist should be given this weapon, and Specialists themselves should undergo heavy training to minimize possibilities of Friendly fire. Sidewinder Rank: Senior Specialist Damage: 83 ROF: 360 RPM Magazine: Twenty-Five round, belt fed magazine of 20mm Micro-missiles. Due to the high fire rate, the Sidewinder is has poor accuracy. However, this also means that the 25 Micro-missiles can wipe out a squad of soldiers quickly. The size of the missiles makes this weapon next to ineffective against Arachnids, meaning this weapon is to only be used against human combatants. Typically killing a human in one or two shots, the explosive radius can also deal grievous bodily harm to anyone caught inside the small explosion. This means that extreme caution is to be held when using this weapon, meaning it should only be trusted to the more elite of the Marauders, due to its ability to, if used poorly, wipe out multiple friendlies in quick succession. Helmet The Aegis Mark II has an integrated helmet and display sight system, complete with air filters for when the suit's internal oxygen tanks are not in use. The visor's HUD provides information such as: - Temperature (Both internally and externally). - Range finding for Y-Rack usage. - Supply levels, such as power, air, and ammunition. - Vital signs. - Thermal Imaging** - Night vision capabilities*** Additionally the helmet has an in-built camera and blackbox for recording engagements, which at the end of each mission are removed and securely archived in the Marauder databanks for future review. Unauthorized tampering with this equipment is strictly prohibited, and will be taken as a criminal offense under Destruction Of Federal Property and possibly Spoliation of Evidence. ** When activated thermal imaging can give a rough bearing of an assailant (i.e Sniper) although buildings, populated areas, and the climate can reduce the effectiveness and make it more difficult (Ultimately this is at the event runner's discretion). Range: 50km ***Flash bangs do not have any effects on the HUD while Night vision is activated or otherwise. The HUD visor processes faster than human eyes, and corrects the flash prior to the Marauder seeing it. Power Cell Mounted just above the shoulder blades, tucked safely within the suit itself, the power cell of an Aegis Mark II suit provides enough power to the exoframe, helmet, weapons and boots to run anywhere between two and six days (depending on usage). The Meta-Stable Isomer - Americium-241 Multi-Source Nuclear Power Cell is the standardized power cell used by every piece of portable equipment large enough to require more power than an internal battery could provide. As such, the MSI-AM241 and practically all portable military equipment has the same FED-STD connection port, meaning that any power cell is compatible with practically every piece of portable equipment, such as; the AEGIS MKII Marauder suit, the MA-96 Gargoyle Main Battle Tank, the GK-22 Gecko Armoured Personnel Carrier, and the standard issue Long-Range-Radio pack. The MSI-AM241 is technically a miniature reactor and not a traditional battery. The main bulk of the power is generated by a series of cold fusion reactions in the 36 chambers in the center of the cell using Palladium and Deuterium as reactants. A metastable isomer lattice of Americium sits atop a device at the top of the power cell with adjacent layers of P-type and N-type silicon where ionizing radiation penetrates the junctions and creates electron-hole pairs. This relatively small amount of energy generated is enough to be able to trigger decay as needed, effectively acting as an on/off switch for the cold fusion reactions going on elsewhere in the cell. It should also be noted that the MSI-AM241 is 100% safe and it is impossible for any of the reactants to enter a critical state due to the nature of the reaction taking place. Jetpack Mounted just above the shoulder blades jump jets provide Marauders with a means of scaling 1-story heights or softening high falls. Due to the weight of an Aegis Mark II suit, however, they offer no horizontal movement. They are not strong enough to propel them on top of entire buildings or over chasms. Excessive and continuous use of the jump jets will quickly deplete the power pack, shortening it’s life span. Storage Compartment An air-tight storage unit mounted on the back just below the bulk of the Jump Jets. These storage units typically contain a Morita Mark 3, a set of Mobile Infantry armor, and standard helmet should the operator be forced to abandon their suit (ie. It becomes immobile). Other items may also be stored here, such as extra ammunition, repair tools, or survival supplies. Magnetic Boots Fitted with magnetic stabilizers an Aegis Mark II suit can anchor down on any metal surface when needed. This can provide stabilization during combat, increased resistance to knock-backs, or can enable them to stick to a metal surface in zero-gravity environments. Extended use of the Magnetic stabilizers however can and will deplete the power pack more quickly. Emergency Release Two emergency release levers can be found both internally, at the groin, and externally, underneath the ammunition pack. Once pulled it irreversibly forces the chest piece to detach and the power pack to shut down, immobilizing the suit and freeing the operator. For safety and security the internal lever is guarded by a slider which must be removed for it to be pulled, while the external requires a secure metal panel to be opened in order to reveal it. ____________________________________________________________________________________________________ M9 ‘ChickenHawk’ - Overview ____________________________________________________________________________________________________ ( Reference: https://prnt.sc/g5y3y3 ) Operating on a newly developed chassis the M9 ‘ChickenHawk’ is designed as a lightly armoured weapons platform, with four standard hardpoints capable of mounting different weapons, configurable for various mission roles from all-out-assaults to support and reconnaissance. A polar-opposite of the heavier M8 ‘Ape’ with a longer-ranged punch and greater agility, though being unable to stand up to lot of punishment in comparison. Like other Marauder exoframes the M9 ‘ChickenHawk’ is environmentally sealed and can survive the vacuum of space for a limited duration. As one of the newer Marauder projects, the M9 ‘ChickenHawk’ is also outfitted with more up-to-date surveillance technology and a longer-lasting power pack. Armour Being a light weapons platform the M9 ‘ChickenHawk’ is under-armoured compared to its brethren. Although it can still brush off light-to-medium, any sustained and/or or heavy weapon fire (i.e. emplacements or anti-material) will damage it. Likewise, anti-personnel grenades and mines will brush off the M9 ‘ChickenHawk’ and heavier anti-armour weapons will damage and possibly destroy it outright. The same occurs when facing arachnids; Attacks from Cliffmites and Blasters can dent, though Elite's acid and a Tanker's flames will most certainly destroy it. If brought in close combat no amount of armour the M9 ‘ChickenHawk’ possess will stop an Arachnid’s talons. Suit Weight: 8 tonne / 8,000kg / 17,600lbs (About an unloaded, car-sized excavator) Strength: Can lift an additional 0.75 tonne / 750kg / 1,650lbs Oxygen Supply: 4 Hours Power Supply: 8-12 days (Usage dependant) Winch Length: 100 feet ____________________________________________________________________________________________________ M9 ‘ChickenHawk’ - Equipment ____________________________________________________________________________________________________ Sixgun Rotary Cannon T.B.F. Y-Rack Missile Launcher T.B.F. Hel Flamer T.B.F. Jump Jets T.B.F. Sensors, Radars & Equipment T.B.F. ____________________________________________________________________________________________________ (Non-Player / Event Only) M8 ‘Ape’ Marauder – Overview ____________________________________________________________________________________________________ (Reference: https://prnt.sc/g5y3ty ) As a precursor of the Aegis Mark II the M8 ‘Ape’ is one of the oldest and most well-known Marauder projects, deriving its nickname from its elongated arms and slightly hunched hull - One that is both environmentally sealed, able to survive the vacuum of space for a limited duration, and very well armoured. It contains a variety of weapons and systems designed specifically to combat Warrior bugs and related sub-species, though lacks the range and hard-hitting power to deal with larger Arachnid classes. Another drawback is mobility: Tougher than the Aegis Mark II, and equipped with much larger weaponry, the combined weight and size of such puts stress on its older exoframe making it less mobile and unable to lift as much. Armour Being a hardened walker the M8 ‘Ape’ is exceptionally armoured, so nothing short of repeated sustained fire from heavy weapons (i.e. emplacements or anti-material) would dent. Likewise light anti-personnel grenades and mines can be brushed off, with only heavier anti-armour weapons able to damage it. The same occurs when facing arachnids to a degree; While the armour can brush off fire from Cliffmites and Blasters, an Elite's acid or Tanker's flames will still damage the 'Ape' and endanger the operator, albeit more slowly. Finally, although the M8 ‘Ape’ armour can survive one or two brief encounters with an Arachnid’s talons, it will eventually give out under prolonged and/or repeated assaults. Suit Weight: 10 tonne / 10,000kg / 22,000lbs (About a small truck that’s fully loaded) Strength: Can -directly lift- up to 0.5 tonne (About a metal safe or a small boulder). Oxygen Supply: 4 Hours Power Supply: 2-4 days (Usage dependant) Winch Length: 100 feet ____________________________________________________________________________________________________ M8 ‘Ape’ Marauder – Equipment ____________________________________________________________________________________________________ Claws & Ape Special T.B.F. (Reference: https://prnt.sc/g7695f ) Derringer Light Rotary Cannon T.B.F. Hellseed Y-Rack T.B.F. Jump Jets T.B.F. Sensors, Radars & Equipment T.B.F. ____________________________________________________________________________________________________ M11 BarBar Mark 2 - Overview ____________________________________________________________________________________________________ The M11 BarBar was the first ever introduced suit of armour in the federations arsenal and with the assistants of then Colonel Rico push the marauder programme into full swing for further development. The mark two variation twenty years later (Currently) aims to bring the M11 Back into a more versatile role for the current generation of marauders. The new suit features upgrades and designs commonly found in the Aegis mark two variation of suits while also retaining the Barbars main goal and purpose, sheer firepower over the enemy force. Situational and HUD Upgrades The first of these upgrades is a reduction in the M11's size which allows the mark two variant to traverse in areas the larger counter-part could not. Urban environments now becoming open to the M11 Though many interiors to the various buildings will still be locked off due to it's larger bulk to compensate pilot size. Another upgrade to the M11 is the new HUD display unit. Information present in the aegis mark two's such as thermals, night vision, Quicker refreshing images are present in the new design along with ammo counts for all three weapons and of course the pilot and suit vitals. Power And Emergency Procedure. The M11 power supply system is located behind a padded back inside the pilot cockpit, the battery allows the BarBar to operate for ten days maximum without a required recharge, if equipment is all in use the suit may only last four days maximum (This includes constant usage of all systems). This keeps the firepower in full swing on field without threat or worry of consumption. In the event the suit does suffer failure of power or disabling damage that will require the pilot to emerge, there are two release systems in place to get them out with ease. Inside the cockpit there is a lever located on the Pilots left side with a safety cap upon it, simply remove the cap and pull the handle up to quickly detach the front plate on the main body and allow the pilot out. The secondary latch is located within a plate behind the main body, simply unlock the plate via the four latches holding it in place and pull the lever inside. Within the same compartment should rest the pilots mark three rifle, ammo and kevlar. Armour and Pilot With the downsize of the M11 comes with a draw back to the original design. With much struggle it was decided the M11 Mark two would feature less armour than it's large variant to better value cost and resources, along with allowing the M11 a weight limit of just over One tonne. The arms and legs holding the weaker armour plating able to withstand a barrage of warrior attacks before crippling under stress and battle damage. With the pilot chassis (The main centre point) being the most reinforce to protect those within the suit from suffering fatal wounds early on under heavy assaults. The pilot cabin itself features an easy to move closed space to give the pilot full control over each limb with ease and keeping them in a state to operate long hours without much fatigue strained over them. This cockpit features a full seal design with an oxygen tank worthy of supplying two hours of air to the pilot upon activation which keeps them breathing under water and in zero-g situations such as space walks. Weaponry The mark two features similar weaponry to it's earlier model, the lack of functioning arms allows the BarBar to sport all three weapons under it's arsenal into battle for better situational desire. These include the following: ChainGun ROF: 750 Magazine: 240 .50 BMG round belt. fed via the Suit's right shoulder plate. A heavy six barrel rotary weapon that offers immense damage and impact at close to medium ranges to better weaken or subdue foes. Each barrel can be removed but highly recommended to do so under care and handling of the large tubing. This is required for periodic cleaning. SW-226-F ‘Hel’ Infantry Flamer Damage: 472 damage per second of holding the trigger. Tank: 90 seconds without reloading. A standard support flamethrower located in the left arm of the suit. When triggered it creates a 30 foot cone of fire, or alternatively a wall of fire directly in front of the user, 10 feet thick and 30 feet wide. It expels is a flammable viscous, gel-like substance that sticks, which being an oxygenated mix can burn for roughly 5 seconds in a vacuum, and because of the gel property can float and burn on water much like Napalm. For maximum effectiveness against the Arachnids, burn them from above. The top of their body is less resistant to fire, making for a quicker kill that requires less fuel. M233 Heavy Cannons Ammo: Fires HEDP and HEAT Shells. Loaded from the shoulder plates. Stores a total of ten shells of each variation Usage: Design around crowd control and hole sealing. The Heavy cannons are able to perform tasks from ease of ranges, with the use of the HUD Range finding system similar to the Y-RACK system found in the Aegis mark two, you can bet the Cannons never miss their targets (They are not capable of lock on however). Jump pack and Mag boots The final two features that are brought over to the the M11 from the Aegis series of suits is the Jump-pack and Mag lock boots that are commonly found on all Aegis mark two marauder suits. These boots and packs function similar to the counter series as they thrust and power extruded allow the Barbar a total of one story in height upon usage, along with the mag lock boots sealing and securing the metal frame to any and all metal surfaces, allowing for easier movement in zero-g environments where applicable Deployment The M11 Deployment is much different in procedure than the standard Aegis line. To depart the M11 Needs to be drop-podded into the AO via the Upham's launch. If upon field and requiring to move to another location, the Barbar's can be attached to the dropship and moved with ease across large distances
  4. KeiAgo

    Marauder News

    I will post the newest updates on here. I will still then change them on the other posts, but it should make it easier for you guys to know which bits are new when I edit stuff. Please make sure you keep an eye on this thread. 29/12/2018 New fact sheet It's basically the same as the last one, not a whole lot as changed about it. The major changes are this; - Basic grammar fixes - Where the thickest plating is located since the fact sheet had been updated from my original to suggest 'Everywhere' was the answer to that question. - Where the winch is located; I've moved it slightly from the waist to the chest. Makes sense to put it on the thickest plating of the torso imo. - The armour section has been redone to explain what their armour can and cannot withstand, since the last one seemed to be kind of contradictory imo. - Side winder is now available to SSpc instead of just MSpc. Expectations thread - LRR is no longer a part of a Marauders kit. You can be asked to carry it, but they do not automatically have one in their suit. - There is a limit on how many times a Marauder can use their Jump jets on a mission. You must /report if you use your jump jets to let an Admin know you're using them, but do keep track of your usage yourself. Anyone knowingly going over the limit multiple times will be warned and if it continues, removed. 11/01/19 New weapon I've asked to have the new weapon, known as the Atlas, added to the server in time for the campaign. Any marauder above 2spc can use it, as it is replacing the spitfire. You can customize it however you want with the attachments listed on the weapon when you have it in game. Please make sure you use it instead of the Spitfire from the campaign onward, provided it all goes ahead and gets mounted properly. 20/02/19 Engineers & You As more Engineers are being trained to work on the Marauder suits, they will be doing just that. I'm not putting in any rule that says they have to speak to the highest ranking Marauder/the Marauder who own's the suit as this will just stunt RP, so don't be surprised to find an Engineer in the suit bay. By the same token, please feel free to contact Engineers and ask them to work on your suit any time you like (provided they are free). Even if you didn't take damage in a mission, you're welcome to ask an Engineer to look at something, even if you make up a reason (E.G The joints felt stiff on the last drop). Please note though; If you're suit is damaged ICly on a drop, the rules haven't changed, you'll still be able to drop again just fine (unless stated otherwise). You don't -have- to get an Engineer in to be able to use your suit again. But it'd be nice if you did call one in, if you wanted too.
  5. 13th Marauder Detachment Applications ATTENTION: All applicants must have passed their two year term of service within any branch of the Mobile Infantry. Please Note!! You apply with the format below. You will then be sent a private message on the forums with three questions based on the Marauder fact sheet. PLEASE DO NOT COPY AND PASTE FROM THE SHEET. Give a brief answer based on the information in the fact sheet. If you get one or two wrong, you will get ONE final chance to give a correct answer to any you got wrong. If you get all three wrong, you will have to wait until applications open again. If you are chosen for a Marauder and you are not active on your Marauder for one week without prior notification of LOA to @Kris you will be removed from the roster and not allowed to return to it unless it was an extenuating circumstance. You should have every intention to be active on your Marauder if accepted into the detachment. No pre-existing characters will be approved (Except in VERY specific circumstances, these must be discussed with Kris) All applications must be made with a new character, unless otherwise specified. Marauder applications are currently: CLOSED MARAUDER DESIGNATION APPLICATION IC: Name: Age: Gender: Eye Color: Hair Color: Height: Weight: Employment & Background Current Rank: Educational History: (Don't feel obligated to include a large background of knowledge, as a trooper in the MI you likely wouldn't have much experience.) Employment History: Service Record: (Previous ranks, positions, specializations or commendations or other notable marks.) OOC: Steam name: Steam ID: Length of time on Server: Time zone: Current characters on server: Roleplay History: (Brief)
  6. Okay that is a LOT to read so i'm not going to lie and say I read every post, but I have skimmed through and read the initial post. I haven't been on yet, and sure that is something I need to answer. The reason is work, and since I've been lead to believe that Kris has a handle on the server side, I have focused on cramming getting document revamps done in the time I have at home. My site closes on the 19th. From this point on, I will have the time to put into being on server as well as getting the text done. I don't want to nip on for an hour here and there because it feels fleeting, and I will be cutting RP with people short all the time. Likewise, Missions have not coincided well with my schedule and as such I haven't managed to catch one yet. When it comes to the inactivity on the roster, I literally haven't done anything but change who they have to go to if they're absent. That's it. It was a rule before, this hasn't changed. I've been talking with the necessary people to try and work out if can get hold of the data on who logs on and when, and how long for so I can keep up with the inactivity around the roster. I'm working on it, It will be followed to the best of my ability, but you have to remember, Scar was GMT, and I am GMT. I don't ever want to just assume someone hasn't been on because I personally didn't see them, given most of the players are different time zones. Niki changed the way the marauders were supposed to function because she was butt hurt over whatever it was she was butt hurt over at that time. The armour and health changes don't stop you doing any of the tasks listed. You can still build cover etc. This hasn't changed, and i'm more than happy for you to do it. The ONLY stipulation I have on Marauders is not to take RP away from other divisions. E.G Let an Engineer breach if there's one on. I may not have been on much recently, but I do speak to people on the server ALL the time, and I do my absolute best to get as clear a picture as I can on what people are doing and thinking. Even before taking over, and even now, i'm good friends with Scar, I do know what was happening and what has been happening.
  7. I'll be reevaluating what weapons are given to what ranks in the coming weeks. At the moment Y-Racks are for SPC and above.
  8. Expectations for all marauders PAC HP/AP Y Racks Jump Jets LRR PAC Out of your suit, I’m not overly fussy. Nothing extreme, please remember you are a member of a division that is supposed to be elite, and even without that fact, you are in the military, not high school. In your suit, a few decals/stickers/SMALL stickers are permitted. Please do not go OTT with decorating your suit, bear in mind it’s a very expensive bit of kit. I’m happy to promote a view that you have a personality even in your suit, but be professional. If you’re -desperate- to do something more extensive to your suit then it needs to be brought to me IC. Either my LT or my TSgt (Charlotte Byrd) is fine. I’ll treat queries on more than stickers and decals on a case by case basis. HP/AP HP/ARMOUR WILL NO LONGER BE RAISED ABOVE THE DEFAULT AMOUNT. From now on, Marauders will be expected to work with the same amount of health and armour as they spawn with when they enter the server. The idea behind this is marauders should not be standing and tanking damage, and you should be absolutely fine with the same health and armour as you spawn in with. You shouldn’t be letting arachnids close enough to do enough damage to kill you with default health and armour, since their talons WILL puncture a marauder suit if allowed too. Even small arms fire will damage a suit if it’s sustained long enough without being dealt with. The rough guide for this (and this should be on a case by case basis) is if you die once, depending on the circumstances, then you would be awarded damage to your suit. This could be a small thing that requires some RP with an Engineer to patch until you can get back to the ship, or damaged to the extent of needing to dump the suit. If your suit gets a patch job, this will require you to (if you can) rp with an Engineer back on the ship to get it fixed properly now the tools and parts are available. If you die a second time however, (or of the circumstances of the first death are such that an injury is given then) then you must rp whatever injury the admin running the mission deems fit, however they choose to do it. Y Racks For the Y Racks we will be using the M9K M202 swep. You will be limited to four rockets, which is the same amount you’ll get with the swep anyway. Admins are not to give Marauders any more ammunition for this weapon. If you miss four shots, then tough. The rounds will be similar to the HEDP, in that they will be high explosive rounds with armour piercing capabilities. These will be able to permanently close bug holes, but they actually kind of OP for this so only do this as a last resort. They’re best used for taking out buildings, armoured vehicles (e.g tanks), and have locking on abilities so can be used for things like drop ships and enemy aircraft. Y-Racks can be used by Spc and above. Jump jets The Jump jets have a four use limit for each drop. Typically this would be a couple of jumps and a couple of soft landings, but they can all be used for one or the other. The IC reasoning for this is simple; your battery pack would not be able to withstand you jump jetting all over the shop near constantly. OOCly this allows for more rp E.G having to use different methods to gain access to places, being able to place things out of easy reach of the MI on missions. LRR From now on, Marauders will not have the LRR equipped. ICly this will be down to power for the suits. The suits themselves are not the fanciest in the Federation's arsenal, and therefore some limitations to what tech we can have on them at one time will work ICly. OOCly, it gives mission runners more flexibility. This is not to say that Marauders can't carry an LRR for troopers if asked to, or even use that LRR if asked to, they just will not automatically have one equipped any more.
  9. How do i flag this as graphic content???
  10. Name: Charlotte Byrd Aliases: Call sign Morrígan, those close to her get away with Lottie. Rank: TSgt. Age: 27 Sexual Orientation: Pansexual Blood type: O Place of Birth: Wick, Scotland Status: Alive Marital Status: Engaged Family: Valentine Byrd (Mother), Russell Byrd (Father), William Byrd (Younger brother) Known languages: English, British and American Sign Language, tiny amount of French and German. Mental Illnesses: N/a Physical Disabilities: Two biotech legs, right leg is biotech just above the knee down, and the left mid thigh down. Personality: She's hot headed, and quick to insult. It's difficult to get onto her good side, but when you're there she's a friend for life. She's loyal to a fault when you're on her good side, and quick to defend those she has decided are worth the effort. This isn't to say she's cold hearted, she's got a great, if not a little dark, sense of humour, and she's rarely vicious. Just... Brash. Maybe don't approach her if you're easy to offend. Height: 5'3” Weight: 120lbs Hair colour: Brunette. Short cut, cropped at the back to no more than a couple of inches, front tends to be a little longer. Usually looks like she's suffering major bed-head. Eye colour: Blue Other physical traits: Her left arm holds a sleeve tattoo, the top of which extends across her shoulder blade at the back, and a little over her chest at the front. It's a mish mash of various designs, zodiac's, myths from her home, animals and a few quotes laced in. Brief History: Relationships: Love|Close Friends|Friends|Acquaintance|Dislike|Hate| Jacqueline Melodie The light of my damn life. I've loved nothing more than watchin' her grow and smile. She's overcome all kinds of difficult times, and I'd like to hope I helped at least a lil' bit. Plus she can bench press me, which is pretty hot. Sebastian Bently I like him. He doesn't get all prissy when I ain't to serious around the place, and he has a nifty as fuck bandicoot, that wee thing is pretty sweet. Makes me wonder what kind of weird beastie I can get away with smuggling in... William 'Bunny' Saint-Claire This guy is awesome. He makes the -best- milkshakes, like holy -shit- the milkshakes. He's fast as a damn bunny, and he darts all over the fuckin' ship like no ones business. He's about the only person I'd believe can be in two damn places at once. He's a good guy and I definitely have his back. -Especially- if he keeps making those milkshakes. James 'Smurf' Wilkins Smurfy is great. Guy actually has a sense of humour, which up until I came back for good seems to have been severely fuckin' lackin' around the place. He's a hard workin' lad with a decent head on his shoulders. He agreed to help me in my grape soda war with Triggsy.. Even if I have caught the sneaky smurf tryin' to drink the stuff under my nose. I'm.. gonna miss him. I've got to get his things sorted out.. get his stuff sent out to his family, get his suit sorted out... He was one of the most heroic Marauders I've ever had the privilege of workin' alongside. He was an absolute pleasure to hang out with, to work with... to just have in the team. He made simple things like workin' on suits or even jus' planning on drops.. He helped make it fun. I'm going to miss him. Blake 'Nyx' Triggs I missed Triggsy so much. It's great having her back on the ship, someone for me to goof around with. I will win the grape soda war, but I think she already knows that. Deep down. Really deep down. Deep down under a place where she still keeps fightin' me for the purple elixir.. What the -fuck-. Triggs has a fella! And -kids-. -Triggsy- has -kids-. I feel like I've gotta have some credit in this; there's no way she'd be any good at lookin' after kids without the practice I gave her durin' our years fightin' together. I deserve chocolates. Or more grape soda. Patrick Stevenson Damn fine 'rauder. Knows their job and knows it well. I know I can trust their advice when they come to me over anythin' regardin' our detachment. He has a damn good head on his shoulders, helps me keep the guys in line.
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