(4) GATE! (Inactive)

Game Master mdt

When Los Angeles is invaded, not by another country, but by another world, political upheaval and world politics prevent the US from simply invading the new world, and it is left to the State of California to secure themselves against the invaders. The California Civil Defense Force is now ready to take the fight to the invaders!

Hit Charts | Squad Equipment | Weapon Chart | Auxiliary Squads

Gate Continent | Gate Valley | Drakon's Breath Inn


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Dawn's Character Sheet

I'm thinking some extended rations, water filtration units, lots of bullets, a mortar, more bullets, more rations, fishing gear, more bullets, extra uniforms in case we get more volunteers, bullets, camo netting for the vehicles, etc.


Male
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Human GM

What sort of gear are you wanting? They have opened up requisitions. Both personal gear and squad gear. So far, I've only seen some weapons questions.

EDIT : Pesky sniper posts.

You have half a cargo container you can put equipment in. They'll be sending along lots of ammo for you, depending on what weapons everyone requests for their personal weapons, plus extra ammo for the vehicle weapons. Lots of rations as well, although they expect you might be able to get some extra food from the locals too. Your kits always contain those water purification tablets, my assumption is you've been using them. Mortars will require a Soldier or Beuracracy check. Fishing gear you can requisition. Same with Camo and extra uniforms.


Inactive

My voice as the party's medic - we should take a lot of medicine. Antihistamines, anti-inflammatories, antibiotics, antihemorrhagics, anticoagulants, analgesics, nose/eye drops, gels, ointments - anything that doesn't require special storage conditions. Bandages (usual and adhesive), cotton pads/rolls, skin glue. Many-many vitamins. Spare medical instruments - surgical staplers, scalpels, syringes, needles, gloves, tubes and stuff.

Basically double and triple up on the field medic kit and bring something extra.


Dawn's Character Sheet

How much cargo space do we have to work with?

I'd want some of the more likely to fail replacement parts for the vehicles (belts, hoses, etc), basic mechanic tools as well. In addition to the fuel, oil and other fluids for the vehicles.

Several shovels, axes, and pick axes.
A few machete's and a chain saw.
Case of duct tape.
The normal combat load is 300 rounds of ammo (5.56). I'd like to have at least a thousand per person.

A few extra weapons (spares).

At least a couple of the vehicles should have winches.

A few hundred feet of rope.

A few dozen feet of heavy duty chain or cable.

A couple of handheld inertial compasses.

A couple spools of paracord.

Camo net kits for the vehicles.

Several sets of binoculars.

A couple more with night vision.

A box of bells and several spools of fishing line.

Several fishing poles, fishing nets, and tackle boxes.

A couple of stretchers and extra medical supplies.

A couple of laptops and a portable projector and screen.

Portable power generator, solar rechargers.

Can they upgrade the mufflers?


Male
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Human GM

What you can have (you have half a standard cargo container, like on a cargo ship).

Basic Mechanics tools are already part of the vehicles kit.
1 barrel of oil for vehicles
1 case of brake fluid
5 gallons of coolant
2 spare tires per vehicle (in addition to the spares already on the vehicles)
2 sets of hoses, belts, and one extra battery per vehicle.
4 folding shovels
12 machettes
2 pick axes
4 fireman's axes
4 camp hatchets
1 Chainsaw (with extra chain)
Case (20 rolls) of duct tape
500 ft of 1000lb synhetic rope in 100 ft rolls
500 ft of 10000lb steel cable
1 spool (1000 ft) of 250lb paracord
Camo Nets to cover all vehicles
6 field binocular units (no night sight)
Night Vision headsets for squad (8)
Fishing Supplies (6 rods and reels, one tackle box, with extra line)
10 bells
Four army medical field kits (roughly same as EMT trauma kit)
Two folding stretchers
Four solar rechargers
Two Panasonic Toughbook 31's
Two low res projectors
1 tripod mounted portable screen
Two 250 hp diesel generators

There are no hand held inertial compasses. Your normal compasses will point north. The vehicles all have inertial compasses (each costs about $80,000 so they don't come in man portable versions).

For ammo, it depends on the individual kit layout of everyone (IE: you gotta ll pick which weapons you want).

Sovereign Court

Male Human Barbarian 2

Force recon happens today but much more technology based. Still "boots" on the ground can always tell you more. Google and satellites only do so much. This is why ground intell is always so vital. The terrain and high ground still determine battles. Its why unit tactics and hammer and anvil and Pythagoras are still taught in leadership courses. Being on a new world with little in world resources would be a tactical jungle hump. Yeah hump is the nice word...


Character sheet Human police sniper HP 11/11. FP 10/10

Well I was thinking to stick with the weapons I have now, unless someone are recommending I change one of them.
Is it possible to request a scope with nightvision in it to use if we need to scout at night?


Male
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Human GM

What I have right now :

Scott : M4A1, Sig Sauer P320 (5.56 NATO and 9x19mm)

Genie : Weapon tables are at the top now. Basically, if you want to have ammo, just pick a rifle that you like the stats for that's 5.56 NATO and a pistol that fires 9x19mm and you should be good. Most people will likely end up with one of those two ammo types, with a possible few one offs.

Laine : TBD (more sniper rifles opened up, some of them are semi-auto)

Jacob : TBD

Daniel : TBD (SMG is your best skill)

Dawn : TBD

Some thoughts :

The pistols are good for close quarters, it's easier to shoot in a building interior with a pistol than a rifle. They have worse range though. Submachine guns are much better for crowd control and suppression. Shotguns give a good combination of room control and close quarters (if you use a collapsible stock model or have it switched over to a pistol grip). Underbarrel grenade launchers can be mounted on assault rifles and shotguns that have bottom rails.

Bolt action sniper rifles have massive take down, but also require setup and readying (the Barrett requires full on assembly, which takes a couple of minutes, given it's massive size). Semi-auto sniper rifles don't have as much stopping power, but are much more portable and designed for use 'on the move' and are less prone to breaking down.


Male
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Human GM
Laine Horatio wrote:

Well I was thinking to stick with the weapons I have now, unless someone are recommending I change one of them.

Is it possible to request a scope with nightvision in it to use if we need to scout at night?

With the default sniper rifle, yes, it's a 4x Power, Night Vision 5 scope that weighs 4.5 lbs (-1 bulk). Weapons Accuracy changes to 7+2 with the scope on it.


Character sheet Human police sniper HP 11/11. FP 10/10

I like to try and use the Knight Armament M110 SASS and keep the colt.


Dawn's Character Sheet

Can we get the milspec 550 paracord? the 250 stuff is for kids.

That list looks great!

Dawn will select the:

Baretta M9 with two silencers
Colt M4Al Mk 18 Mod 0 with four baffles, IR laser, ACOG scope and AN/PVS-22.

You don't have it on your weapon list. What about an M203?

I'll also take a Kukri with an over shoulder sheath and a good ole ka-bar in a waist sheath.


Male
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Human GM

@Dawn
Hmm, sure, the 550 is fine.

And sorry, no, no M203. You can get the new M320 though. The M203's have been phased out as of 2008.

Grenade Launchers added to firearm sheet.

I'll get Kukri's and Ka-Bar's added over the next week or so.

@Laine
Actually you're using the Remington currently (I typo'd it when I first made your character, same stats, different name). So you want both sniper rifles? And a pistol of some type for close in stuff? Can't exactly use a sniper rifle indoors.


Character sheet

OK, I'll take the Sig Sauer M 17 compact for a pistol and the H&K HK416 for a rifle.

What about a drone? Could we bring along and RQ-7b Shadow? If that's too big, how about a RQ-11b-Raven? Would it be electronics operation to pilot it?


Character sheet Human police sniper HP 11/11. FP 10/10

Well if I'm already using the Remington I think I'll stick with just the one. I'm no good with a pistol but I'll bring a Beretta for the close combat situation, I'd like to have a silencer for it if stealth is required at some point.

Sovereign Court

Male Human Barbarian 2

4x HK mark 23 socom .45 acp

2x M4A1 colt 5.56 Nato spec 1 w M26 Remington 870 shotgun, 1 w mounted M320 grenade launcher.

2x HK MP5 submachine guns

1x tripod mounted FN M240 7.62 Nato spec machine gun (mmmm chocolate goodness in 950 rounds a minute)

That is what I personally want with enough ammo that I never think about it.


Male
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Human GM
"Genie" Debbs wrote:

OK, I'll take the Sig Sauer M 17 compact for a pistol and the H&K HK416 for a rifle.

What about a drone? Could we bring along and RQ-7b Shadow? If that's too big, how about a RQ-11b-Raven? Would it be electronics operation to pilot it?

You could probably fit the smaller one in. It would take two people to operate it, one for electronics operation (communications) and one to Pilot it.


Male
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Human GM
Jacob David wrote:

4x HK mark 23 socom .45 acp

2x M4A1 colt 5.56 Nato spec 1 w M26 Remington 870 shotgun, 1 w mounted M320 grenade launcher.

2x HK MP5 submachine guns

1x tripod mounted FN M240 7.62 Nato spec machine gun (mmmm chocolate goodness in 950 rounds a minute)

That is what I personally want with enough ammo that I never think about it.

I'll have to look around and dig up stats on a M23, if I can find them, you can have it.


Male
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Human GM

OK, M23 stats found online. Added to sheet


Dawn's Character Sheet

It's like kids in a candy store with fists full of $10 bills.

Can we get an M224A1 60mm mortar?


Male
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Human GM

Are you wanting some of these heavy weapons to replace the ma dueces on the vehicles? If not, you're going to be filling up your ammo requirements pretty quickly. Think about it.


Dawn's Character Sheet

The M224A1 is an infantry weapon. Taking the conventional version, we have 31.7 lbs.

Rounds weigh between 3 and 4ish lbs.

At 4 lbs per round, 200 lbs of cargo space would net us one tube and 42 rounds of ammo, each additional 100 lbs is another 25 rounds, but let's call it 20 rounds for packaging.

Finding curb vs combat weight was difficult, but for the LAV-25 I found one reference that said the curb weight was 24100 while the combat weight was 28200. That's two tons of fuel, ammo, and people.

It's designed for a crew of 3 and 6 riders in full combat gear.

Since we won't have that many riding in the LAV, we can fill some of that space with our gear. This doesn't include the many pictures showing gear strapped on top or to the sides.

Our HMMWV's have a gross vehicle weight of 7700, curb weight of 5200 for a cargo capacity of 2500 lbs.

The Avenger looks like it doesn't have room even for spare missiles.

The other hummer should be able to carry close to a ton of cargo and still have room for a driver, operator, and gunner with their gear.

Sneaking a few hundred lbs of gear on to a PLS should be just fine until we get to the last drop point.

I expect that we are supposed to range out, then return as the fuel depot's are pushed out further and further. So having a supply of reloads at the last supply point would be okay with me. You also said one of the PLS's would be half empty to carry supplies out. That's 8 tons.

I also want to be taking some sealed cases with guns, ammo, medical supplies, etc, and burying them at each fuel depot.


Male
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Human GM

I'm not worried about weight, I doubt you'll hit a weight limit with the trucks you have. It's the volume I'm concerned about.

Your cargo container has an external size of 40ft x 8ft x 8.5ft. You only get half of it, so that's 20ft x 8ft x 8.5ft. You can't fill it up completely, or you'll have to unload it all to get at the stuff in the back. So you have to leave about 1.5 ft in the center for an aisle to reach everything, and put shelves in it on each side and the back.

The interior of the cargo container is 39' 4" x 7' 8" x 7' 10". That's hard to do math on though, so let's just call it 39.5 x 7.5 x 8 to make math easier. Take off the 1.5 ft for the aisle, and you get 20ft x 6ft x 8ft. Or, 20x6x8 = 960 cubic ft.

Lav Wheels are about 5ft high and 2ft thick, so volume on those is 5x5x2 = 50cubic ft. Tires on the HumVee are about 2.5 ft high and half a foot thick, so about 5 cubic ft each, call the truck 3 ft high and a foot thick, so 3x3x1=9cubic ft.

Oil barrel is 3x2x2 = 12 cubic ft

MRE's are a little over a cft per case (1.125). Each case has 12 in it. You have 8 in your squad, plus a second squad (only counting your long term people). So one day of MRE's requires 16x2=32 meals (3 cases). To have 3 weeks of food is 3x7x16 = 336, or 28 cases (31.5 cf)

All told, you've got about 240 cubic ft already in the above equipment.

spreadsheet worksheet

That's not counting the extra uniforms or ammo or extra weapons. Weight isn't a concern, just volume. You're not necessarily running up against a limit yet, just making sure we're all on the same page about what the limitation is (bulk, not weight).

I'm guessing you'll lose some of that 960cft to shelving and packing reality. Maybe 15%? So let's say you can go up to 816 cu ft realistically?

And you don't have to worry about the fuel depots, the army is putting in supplies at each one (MREs, ammo, etc). But they're only putting in 9x19mm and 5.56mm and 0.50 M2HB rounds. So if you want specialty ammo you'll need to allocate that too.


Male Navaho 75 points

Wow. I go away for a couple days to watch an eclipse and get behind here.

OK Daniel's armament:

Side Arm: Sig Saeur M17

SMGs: Two MP5s, one with 4 100-round twin drums, and two Colt RO635s with 32 round clips

Rifle: H&K HK416 with grenade launcher.

Daniel has a local bow. Can he get one better from supply? He will look at a take down model is one is available. Perhaps there are even special arrows? Not looking to be Green Arrow or anything but something that adds fire damage or a bang would be nice. And perhaps composite shafts with broad heads are a little more advanced (accuracy and damage) than local arrows?

Daniel has a local sword. He will get Calia to compare it to those available for requisition and take the one she recommends.

And it likely would take up top much storage room but what about a dirt bike?


Male
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Human GM

Ok, finally got all the weapons in the sheet (see link at top)


Dawn's Character Sheet

Daniel,

You're best bet is to google what you want. You can probably get just about any bow that is currently available online. Bear and PSE are the two biggest manufacturers. I lean towards PSE as I worked for them for a while. I believe most military special forces units that use bows are using crossbows though, shorter learning curve.

Ditto with arrows, though you're probably going to want broadhead for hunting and standard for armor piercing.

AP vs the local armor will probably need to be locally acquired.

MDT, I gotcha on that, are we considering that if it's bulk, we can strap stuff to the outside/top?

I'm okay with using cargo straps to lock up stuff in the back that won't need to be accessed quickly (extra food, water, camo, netting, Right at the doors would be ammo and guns.

I expect that the special weapons we'd want to keep in the vehicles. At least the 50 cal. The mortar I'm thinking would be more for base defense and planned attacks.

I welcome opinions other than my own as well.


Male
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Human GM

The army is recommending against strapping things on the outside of the vehicles considering that the local flying wildlife breaths acidic fire. :) The container offers at least some protection against fire/acid.

What I have right now :

Scott : M4A1, Sig Sauer P320 (5.56 NATO and 9x19mm)

Genie : Sig Sauer M17 compact for a pistol and the H&K HK416 (5.56 NATO and 9x19mm)

Laine : Remington MK21 MSR, and Beretta M9 w Silencer (.338 Lapua and 9x19mm)

Jacob : x4 HK mark 23 SOCOM, M4A1 w M26, M4A1 w M320, x2 H&K MP5, FN M240 (0.45 ACP or 0.45 Super, 5.56mm NATO, 12guage, 40mm grenades, 7.62mm NATO)

Daniel : Sig Saeur M17 Carry, x2 H&K MP5N, x2 Colt RO635, H&K HK416 w M320 (9x19mm, 5.56mm NATO, 40mm grenades)

Dawn : Baretta M9 with two silencers , Colt M4A1 Mk 18 Mod 0 w 4 Baffles, IR Laser, ACOG scope, and Colt M4Al Mk 18 Mod 0 with four baffles, IR laser, ACOG scope and AN/PVS-22 (Nightvision 4) and M320, Kukri, Ka-Bar. (9x19mm, 5.56mm NATO, 40mm grenades)

@Dawn - You have no squad member qualified on the M224A1 (Artillery skill), so they won't allow you to requisition one.

LAV Weapons : M242 Chaingun, M240C Machine Gun (Both turret), and 1 Pintle Mount M240G Machine Gun (25x137mm, 7.62mm NATO)

HUMVEE : GD FIM-92C Stinger missiles, FN-Browning M296 HMG (FIM-92 Missiles, .50 Browning)

9x19mm : 13 weapons and 8 squad members with it, plus 8 auxiliary squad members with 9mm pistols, making it 21 weapons and 16 squad members.

25x137mm : 1 weapon, 1 vehicle.

5.56mm NATO : 6 weapons, 5 squad members, plus 8 auxiliary squad members with M4A1's for 14 weapons and 13 squad members.

7.26mm NATO : 3 weapons, 1 squad member, 1 vehicle.

.45 ACP or Super : 1 weapon, 1 squad member

.50 Browning : 1 weapon, 1 vehicle.

12 guage rounds : 1 weapon, 1 squad member

40mm grenades : 3 weapons, 3 squad members

LAV has the following Ammo in it by default :
25x137mm (half APDS-T, half HEI-T): 210 in gun, 150 from one stowage bin, 60 from another, and the other 210 are stored in ammo boxes in the vehicle's internal storage.
7.62mm NATO : 1300 rounds stored in 100 round belts linked together (800 feeding the turret, the other 500 feeding the pintle mount).

HUMVEE has :
Two Racks of Missiles (4 launcher's each)
250round belt of .50 Browning for M296 HMG, plus 2 additional 250round belts for 750 rounds total.

You can get authorization for :

5000 rounds of 9x19mm
6500 rounds of 5.56mm NATO
1500 rounds of 25x137mm
10 100 round belts of 7.62mm NATO
400 rounds of loose 7.62mm NATO
250 rounds of loose 0.45 ACP (Or 0.45 Super)
5 100 round belts of 0.50 Browning
150 12 guage rounds
75 40mm grenades (mix to be determined)

I'm going to assume you all want at least 4 clips for each gun.


Male
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Human GM

If you want extra missiles, you'll want to get those (they are bulky though!). Also, a motorcyle you can do, it'll take up a good bit of space though, especially as you'll need to bring along gas for it (I already added 5 20 gallon jerry cans for the chainsaw).

For the compound bow, stats are in the spreadsheet now. Basically you can get any regular bow as a compound bow. It does damage as if your str was 2 higher, and has a range based on the effective str (yours +2).


Male
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Human GM

Looks like you have about 500 cubic ft, so if there's anything else you want, let me know. There's a limit to how much ammo you can take (the army needs to keep some for other people!).

I'd also assume you want a lockable weapon locker in the cargo container for the extra weapons you're taking if any don't go in the LAV?

Also, I think you asked for C4, blasting caps, and Det Cord? Cutting Cord? And some claymores right?

You can get authorization for :

10 lbs of C4
200 ft of Det Cord
50 blasting caps with timers (they decided no radio detonators after they found out the Bisharan's use radio waves for communications!)
100 ft of Cutting Cord
20 Stingmores (Claymores with plastic pellets instead of ball bearings)
10 Claymores
24 M67 Standard Handgrenades
12 M34 Grenades (White Phospherous)

40mm grenades (not in 75 above) :
12 Cameras (parchute camera, transmits for up to 5 minutes, one mile)
24 Illumination Rounds (parachute flare illuminates 185 yard radius for 40 seconds)
24 Net rounds (fires a net)
36 Rubber Shot Rounds
36 Smoke Grenades
24 Tear Gas Grenades

75 HE rounds (standard rounds, from above)


Male
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Human GM

Updated spreadsheet and put it in the link above under squad equipment.

I'll give 24 hours for anyone to think of anything else they want, or make requests/suggestions/arguments for things they didn't include.

Genie, if you want the drone, let me know, it looks like you have room for it (although you'll need fuel as well).


Character sheet
mdt wrote:
Genie, if you want the drone, let me know, it looks like you have room for it (although you'll need fuel as well).

I definitely think that the drone would be very useful for reconnaissance if we have the room for the extra fuel. We wouldn't have to use it every day.


Male Navaho 75 points

I think it will be struck by lightning its first mission out. :)

Sovereign Court

Male Human Barbarian 2

2x flare guns with six rounds eaas well please


Dawn's Character Sheet

The drone would actually be a pretty hard target to hit, it's small, flying high, and kinda fast too.

I'll add an extra rifle as a back up, I saw others doing that and it makes sense.

Add a half dozen tazers with two sets of reloads each.

So the M2 SLAMs weren't available?

I'm gonna have to learn how to use a mortar!


Male Navaho 75 points

Not sure there would even be a roll with that lightning attack that hit the vehicle.

I like the tazer idea. :)

What about that larger grenade launcher?


Dawn's Character Sheet

As far as lightning is concerned...

We should rig a physical disconnect for the antenna's on all the vehicles.

Next would be to add an insulated grounding cable that runs from the antenna (or purpose mounted rod) to the underside of the vehicle. A short length of chain/steel cable then drags on the ground.

Since everything we have is rubber wheeled, we're grounded. The antenna's then become natural lightning rods that provide a grounding path.

So long as the grounding antenna/rod is larger/longer than the radio antenna, a lightning bolt shouldn't fry anything on or in the vehicles.


Male Navaho 75 points

We have already discussed and agreed to do this one.


Male Navaho 75 points

What about a few cases of M18A1 Claymore mines for perimeter defense?


Character sheet Human police sniper HP 11/11. FP 10/10

Think we should also leave room for bringing stuff back if we find anything interresting.


Male
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Human GM

@Jacob
Added

@Dawn
6 tazers with additional charges are good

The only M2 SLAMS I can find are from a video game...

@Daniel
Which larger grenade launcher?

There's already a case of Claymores in the container, and another case of Stingmores (claymores that have plastic beads instead of ball bearings, slightly less lethal).

@Laine
Half the cargo container is marked for retrieval


Male Navaho 75 points

Its the last entry in your weapon table: General Dynamics M307 Grenade Launcher. Much longer range and higher rate of fire with a better accuracy. Seems to use the Gunnery skill and not the guns skill.


Male
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Human GM

Oh, the vehicle/tripod mount gun that's autofire grenade launcher? You could get one, it's not exactly easily man portable. Are you wanting to put it on a vehicle?


Male Navaho 75 points

It seemed like a good substitute for a mortar. Thoughts?


Character sheet

You guys are so far beyond my technical knowledge of combat weapons that I will leave it up to you. Genie will be happy as long as she can fly her little surveillance drone.


Male
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Human GM

I just watch a lot of action movies. :) And have a bunch of players over the years that were in the military and had it rub off on me. :)

If you want a M302 you can requisition one certainly. Given the size and nastyness of some of the local fauna, the brass is not being too begrudging. THey'd authorize one.

I added the M307 to the squad equipment and some cannisters of ammo.


Dawn's Character Sheet

Hey, I'm just googling the crap out of stuff.

Yeah wiki!

M2 SLAM
wiki entry
not just a battlefield weapon

That last one led me to this baby!


Dawn's Character Sheet

I requested access to the squad equipment file.

Can you add the vehicles and NPC's with their primary skills? (driver/radio/rifleman/mechanic/etc)


Character sheet Human police sniper HP 11/11. FP 10/10
"Genie" Debbs wrote:
You guys are so far beyond my technical knowledge of combat weapons that I will leave it up to you. Genie will be happy as long as she can fly her little surveillance drone.

I can't follow them either, most I know is the name of weapons I've encountered in games like Resident Evil.


Male
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Human GM

Vehicles added to campaign tab.

Link to NPC (short form) list.


Male
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Human GM

Jacob is the only member of the squad fully trained on Heavy Wheeled Vehicles. Skills of the squad with regards to driving :

Jacob : 13-
Daniel : 11-
Everyone Else : 7-

Spending some time driving around at 7- in the wilderness would be excuses to put 1 point into it next time you get exp.


Inactive

Requested access to the squad equipment file too.

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