NationStates Jolt Archive


Ground based wargames (FT OOC thread)

Nova Boozia
13-03-2006, 20:50
IC thread can be fouud at http://forums.jolt.co.uk/showthread.php?t=472884
Crazed Marines
14-03-2006, 17:11
Count me in. And since the atmosphere's non-breathable we'll only be sending in one company of our finest soldiers. The Blood Rangers are basically a mech suited soldier with the arms and armament of a medium capital ship. I'll post a link to the thread talking about them.
Nova Boozia
14-03-2006, 18:26
Most medium capital ships are about one to two miles long, so I sugest you tone it down a little. Also, the atmospheres not terrible, standard modern NBC equipment is more than sufficient.
Thrashia
14-03-2006, 18:40
What do I do about my Clone Troopers...I mean...they are bred for combat so they're in no way just grunts. More like all between elites-regular. What do you think Boozia?
Ham-fisted thugs
14-03-2006, 18:41
I'm intrigued by what I read both here and in the IC thread but I'm not sure I quite understand what this is all about. I would like to participate but not having a clear understanding would put me at a disadvantage, not to mention ruining the experience for everyone else. What is "FT" exactly? Are these wargames by invitation only?
Thrashia
14-03-2006, 18:45
Not to mention that we need to create a map. One that has land features to be exploited and to designate starting positions...if we're going to get technical about this that is. Or we can just use our imaginations and say we're in fairy land and that I just blasted you with a heavy-power laser cannon.
Nova Boozia
14-03-2006, 19:34
I anyone can draw up a map for me, cos I know I certainly can't make a good one. Few points: Rugged, mountainous, some alpine forests and swamps, full of methane breathing life, one main continent, not much sea compared to earth, but plenty.

As to thugs, FT is future tech, meaning you roleplay in a science fiction setting, and no invitation is required, but no entries after we start. This is essentially a mock up war, for practice and sport, like when NATO invavded the west coast of Scotland.

Thrashia, armies made up of clones and such was largely my intention for the elites category, but they do probably qualify as a step up from a Boozian Shokie. I dunno...just submit a number and I'll give it a think.
Ham-fisted thugs
14-03-2006, 20:44
I see. Is the technology being described in the IC thread coming from the imaginations of those participating or is it based on some kind of system you guys are using? Either way, I like what I see more and more. I think I would like to join in.
Mini Miehm
14-03-2006, 20:49
My tech comes from my favorite authors, and ACS may need to be used in low numbers, since I generally don't deploy them in anything larger than a Regiment, but with 40,000 opponents out there....
Nova Boozia
14-03-2006, 21:32
Yep, and as a note, Boozian structure is based very closely on the Wehrmacht. As such, I have stuck fairly rigidly to an army corps make up, but have toned it down slightly by removing one of the Panzerdivision, and kept the regulars at a minimum.
Ham, yes, we are all using seperate tech, much of which comes from popular culture (I personally use a blend of 40K imperial guard and my own insanity).
Ham-fisted thugs
14-03-2006, 21:36
I am sorry to keep pestering you all with questions but I am fascinated by this whole thread. I am new to the whole NationStates thing and so my experience is limited but I would like to get in on the action. How do I get involved in some FT storylines considering I am new to the forum and no real contacts yet? Can I just jump in with this one and go with the flow? Is it that simple?
Nova Boozia
14-03-2006, 21:39
Morlock basicly opened galactic comunications and said "Hey guys, I'm bored, care for a wargame?", so it seems like a good way for a new power to test their strength without risking anything.
Crazed Marines
15-03-2006, 04:37
Most medium capital ships are about one to two miles long, so I sugest you tone it down a little. Also, the atmospheres not terrible, standard modern NBC equipment is more than sufficient.

What we did is take the same material we use for our medium cap ships, power it, and turn in into a mech. Those who know me will tell you I have a fascination for excessive firepower.

Here's the link so you know what you're up against, here's a pic and a quick synopsis.
http://img.photobucket.com/albums/v169/futureMARINE/war/merc.jpg
*3 meters of powered Quatranium/Durasteel mix (approximately the same as 300 meters of steel unpowered, 3km powered)
*3, M3 machine guns, each shooting a tank-killing bullet mounted in a triangle around the head
*Flamethrowers on each arm
*Vibrosword on each wrist
*16 Laser cannons on various places
*Sensor package capable of detecting lifesigns and their location
*Pocket M/AM reactor on the back that can be ejected and remotely exploded with a backup nuclear reactor
*20x power assist on the arms, 50x on the legs
*Powered force shield similar to that from Halo
*25 rocket pods, 5 rockets each, each can be nuclear tipped
*Suit can self-destruct, operator teleported to a destination ofh is choice when the suit is about to go



So yeah, I've used that for about a year now with no problems. Mind you each suit costs close to a half trillion a year just to maintain and only one guy has ever been killed in battle, none in training. I guess I should take it down to 50 men (1/2 company or 2 platoons)
Nova Boozia
15-03-2006, 08:07
Maybe you should, those things are like super-heavy tanks, but with more flexibility. Ouch.
Since no-one seems to be volunteering any aircraft or wet-ships, they are no longer an option.
The Exodians
15-03-2006, 16:58
Could everybody post some sort of description of what they're using? (or a link to one.) And then I don't really mean a list of statistics, but more of a description of looks and things like that. Such things will make it easier for everyone to RP better as we know what we're fighting with/against.

Oh, and NB, I'll take a 'Hold' objective, thank you ;)
Mini Miehm
15-03-2006, 20:56
Ok... Stats can be found HERE: http://forums.jolt.co.uk/showpost.php?p=10493641&postcount=3 The only thing to consider is the ACS entires.

http://www.scifidimensions.com/Mar01/gustfront.jpg This is ONE concept of the ACS trooper armor, I use that for the Grim Reaper Suits.

http://www.unixgen.com/~erik/books/hells_faire_cd/Hell's%20Faire/HF_6.jpg This is a second concept, I generally treat this as the Marauder suit.

http://www.3dactionplanet.com/hlp/staff/sticks/pics/acs-sketch-17.jpg A THIRD Concept, and my personal preference for the Marauder and Scout Troopers. It's also acceptable as a concept for the Command Suit.

It's pretty much immune to non-railgun and non-energy based weapons, due to its Armor, and the personal defense screen, which stops anything not going at reasonable Fractional c velocities.
The Xeno
15-03-2006, 21:59
This is basic Xeno battle armor. More information can be found at http://forums.jolt.co.uk/showthread.php?p=10112115#post10112115

Xeno Battle Armor <LINK> (http://img147.imageshack.us/img147/9187/marine9ad.jpg)

Helmet
The Xeno battle armor is a full spectrum combat system designed for the survivability and augmentation of its user. The helmet is a cushioned, full-coverage piece with a one-way, heavy, mirrored and polarised blast shield/visor that will seal when closed. It is designed to absorb the kinetic impact of high caliber bullets as well as shield the eyes of the user from harmful UV and laser array.

When wearing the visor, the user can see out as though looking through glass, while someone trying to look in sees only the mirrored surface, thus entirely concealing the identity of the user, as well as where they are looking or their expression. The visor will darken automaticly when exposed to extreme lighting, thus enabling the user to still look around even under harsh lighting conditions.

The visor provides a spectrum of viewing options, from normal visual, to night vision, to thermal, to movement. This can be toggled with a voice command.

A tiny laser mounted on the side of the helmet allows for range-finding and spotting, and a visual cue projected on the inside of the visor will show where the user's weapon is pointed as well as the range. Other visual cues can be placed through an integrated command network by squad members and commanders.

Thus when a Xeno is ordered to "Capture Hill 773", a visual cue can be transmitted to units, which will project the hill's location into the helmet. This is also used in combination with a map projection, in which low-amp lasers give a direct holographic representation of terrain directly before the user's eyes.

Armor System
The Xeno battle armor augments the strength, speed and endurance of the user. It also enhances the jump ability slightly, although boosters can be installed for limited jetpack usage. It feeds off of 10 lithium-carbon batteries about the size of a cigarette package. While the user provides the motion, the suit flows with the warrior. The batteries last about 24 hours before recharge is required.

The suit recharges by lying idle, and will directly absorb sunlight and heat. The suit may also be recharged by placing water into a special compartment on the back of the suit, which has a hydro transmission converter. Energy from the hydrogen is converted and used to recharge batteries. Batteries may also be stripped out and simply replaced with fresh ones in the field in a matter of minutes by a trained operator.

Typically, a Xeno will enter battle with 2 full sets of spare battery packs and the normal ration of water, which in an emergency may be used for recharges.

The armor is a unique alloy which although rigid, has a limited ability to flex under impact, thus robbing ballistics of most of their power. Mixed into the alloy is a special fiber for laser ablasion, and thermal protection that allows for operation in extreme heat and cold.

Xeno battle armor is entirely sealed off from enviornmental conditions, shielded against radiation, UV, EMP and pressure waves.


Medical System
The inside of the Xeno suit is designed to keep its user alive. Bio sensors evaluate the stress level, injury and condition of the warrior and takes steps to resolve any undue situation. Injuries are treated by a projection system inside the suit which will spray the wounded area with disinfectant and a coagulant to halt bleeding. Pain medications and stimulants can also be applied according to the suit's evaluation.

The suit packs antibiotics and viral injections, and an auxillary medical kit is carried by all warriors.

The bio system includes a feed, through which bio waste can be collected, nicknamed 'the relief tube' by some users. It connects directly to genitalia and allows the user to relieve themselves in the field without getting out of their armor.
Nova Boozia
16-03-2006, 08:12
Looking good. Would anyone care to draw up a map?
Crazed Marines
16-03-2006, 17:32
We're gonna also have to draw sides and a theoretical situation for the battle to take place and thusly affect how we fight it. Standard of all wargames, really.

Also, we need topo maps instead of that. The map I have is a place I used to hike all the time and I know the terrain's flat in some areas, rough in others, and plenty of water. The link is an interactive map, if you can't use it go to the other link I provide. Its aptly named Stone Door and Savage Gulf.

http://terraserver-usa.com/image.aspx?t=2&s=15&x=97&y=612&z=16&w=1


http://www.montesano.com/hikeweb/svgulf.htm
Nova Boozia
16-03-2006, 17:39
Well, if you want a battle thats fine, but I was thinking more in the context of a war, where the players strategy determines the tactical condition of the battles.
Crazed Marines
16-03-2006, 18:00
yeah, but all wars have reasons. that's all I'm asking for so I know how to accurately fight, within the context of battle.
The Xeno
16-03-2006, 19:30
*burps*
Nova Boozia
17-03-2006, 08:19
If you don't have anything to say Xeno, don't. And Crazed, this war (or battle, depending on what people want) doesn't need a reason because it isn't real. I really don't understand what your asking for, what we do is ours to choose, within the constraints of the rules.
Berrion
17-03-2006, 16:24
I already posted my forces in the IC thread. And by the way I can't post on most weekends so fogive my slow posts. Thanks.
Crazed Marines
17-03-2006, 17:22
And Crazed, this war (or battle, depending on what people want) doesn't need a reason because it isn't real. I really don't understand what your asking for, what we do is ours to choose, within the constraints of the rules.

I know its only a wargame. However, every wargame in the Real world has a scenario behind it that dictates how the war is fought. That is what I was asking for. Its part of how I enter in my guys. If you don't want a reason behind it, just a readyness exercise instead of a real wargame, just tell me so I know how to RP it.

Also, what do you think of the map?
Nova Boozia
17-03-2006, 21:20
About the map, lets just kind of use it as a rough guide, since the scale will be off, but still good.
The scenario is why we're asking you to pick an objective.
Crazed Marines
18-03-2006, 22:26
Let's say this is a trade war's end phase trying to take the main opponent's final base. Then we need to pick sides. I'll be on the defensive side as an aggressor force.
Nova Boozia
18-03-2006, 22:33
So we're going with tactical, not strategic?
Mini Miehm
18-03-2006, 23:04
So we're going with tactical, not strategic?

I prefer Tactical for a small-scale wargame like this.
Nova Boozia
19-03-2006, 08:54
Battle it is then. Are you asking for some type of siege, Crazed? Cos since Fortress is my army HQ, there are plenty of good sized keeps and towers.
The Exodians
19-03-2006, 12:12
About time I did this:

Contestants:
17500 ECS-02(Grunts)
2500 ECS-03(Grunts)
2500 ECS-04(Grunts)
2500 ECS-05(Grunts)
1000 ECS-06(Elites)
1000 ECS-07(Elites)
500 ECS-08(Elites)
Total:27500 Contestants, 25000 Grunts, 2500 Elites

ECS-02 Basic Exodian Combat Suit

The ECS-02 is a modification of the suits all Exodians wear to allow them to live 'normally', the most noticable difference being the size. 2 meter tall suits are the standard, and none smaller are made. Because of the added bulk of the weaponry and armour, these Suits aren't anywhere near the speed and agility of the civilian ones, although they are a lost stronger and tougher.

Although they lack real specialisation, the suits are the most common in the Exodian army, mainly because of their simplicity in use.(Point-Fire, and Aim-Smash) As the users of these suits are usually not the greatest fighters yet, the extra support the suit gives in aiming and similar tasks is a great help to them.

External Description:
The closest resemblance of the suits - to Terran norms - would be that of a Gorilla. Because of the need to put the actual legs of the wearer inside, the legs of the suit are relatively short and thick when compared to the suit. With the arms there is no such problem, as the wearer doesn't need to atcually reach the fists of the suit, but rather a set of controls halfway up the arms. The arms themselves are large and strong, each ending in a big fist. Around the lower arms are two gauntlets with weapons inside them, sticking out a bit at both sides. From these ammunition belts run to the back of the suit.

In between the four limbs is a more or less hexagonal torso, starting in a point at the bottom, and growing wider until shoulder-height. There it starts narrowing again with a slight tilt forward to form the 'head' of the suit. A black visor encloses the wearer's head, and makes the torso look like a single smooth piece. At the back of the suit are the batteries, the ammunition storage, and most importantly the life-support systems. These allow the wearer of the suit to operate anywhere at any time, apart from the vacuum of space, and the crushing depths of deep oceans.

Crew:
-1 Wearer
Power:
-Iridium Batteries(96H)
-Solar Recharger(0-2H/H)
These systems are fairly self-explanatory. The Iridium Batteries can store large amounts of power, on which the suit can run while the Rechargers are inactive or destroyed. The Rechargers are patches of Solar Cells located on the back and shoulders of the suit, regenerating energy fast, but being vulnerable to most attacks.
Propulsion:
-Heavy Electrical Muscles
To make the wearer of the suit able to actually move around, all joints are powered. This makes the suit a lot stronger than civilian suits. They are also slightly faster, although that is still slow to terran norms.
Supportive Systems:
-Full Life Support System
This includes air filters, temperature control, and a nutrient injector, all of which has sufficient supplies for 4 days. Because of this, a soldier does not have to take of his suit during that time. After that he has to exchange the 'backpack' of the suit for one which is filled with new supplies.
-Thermal Vision
-Mk I Projectile Tracker
-Shortranged lifesign scanners
The three of these are built-in functions of the HUD. The first one is obvious, and allows the wearer to see heat rather than light, meaning he can detect enemies where he normally couldn't see them.
Secondly there is a device, which can roughly calculate where the suit's attacks will hit and show that to the wearer. This allows for a slight increase in accuracy when firing.
Finally there is a motion-scanner, showing unidentified moving things around the suit as small dots on the HUD's radar. This prevents enemies from easily sneaking up to the back of the suit, where it can't properly defend itself.
Protection:
-Personal Protection Field
A field which will put out more power when hit by stronger attacks. This increase is exponentional, and starts out very low, meaning that against weaker hits it won't have any effect at all. The downside of this system is that against high-powered attacks, the field will drain the suit's power rapidly.
-5cm Tritanium
Melee Weaponry:
2X Mauler
Maulers are large fist-shaped weapons with a magnetic disruption field around them. They are slow weapons, and actually hitting a moving enemy with them proves to be difficult. On the other hand, the sheer power of the Maulers means that whatever they do hit, will be unlikely to survive the blow. This even works against small vehicles, although that will require multiple hits.
Ranged Weaponry:
2X Gauntlet Mounted Mini-Reaper Cannons
These 'Cannons' are miniature Gauss weapons, using the same magnetic power from the Maulers. They are slow-firing, high-powered weapons, getting one shot every three seconds. For obvious reasons, these weapons and the Maulers can't be used at the same time.

Variants:
ECS-03: Guardian
-Modifications:
--All weaponry removed
--Higher energy reserve
--Gauntlets replaced by Mk III Field Generators(Same idea as the Mk I, but for a group of soldiers.)

ECS-04: Crusher
-Modifications:
--Ranged Weaponry removed
--Maulers changed to Heavy Maulers

ECS-05: Annihalator
-Modifactions
--Standard Weaponry removed
--Gauntlets replaced by MRM-10 Missile Pods

ECS-06: Knight
-Modifications
--Left Gauntlet replaced by personal Mk III Field Generator
--Right Mauler replaced by normal 'hand'
--Maulermace can be wielded in the 'hand'

ECS-07: Executioner
-Modifications
--Both Maulers replaced by normal 'hands'
--Mini-Reaper Cannons replaced by Reaper Cannons
--Maulermace can be wielded in either 'hand'

ECS-08: Devastator
-Modifications
--Standard Weaponry removed
--Left Gauntlet replaced by SRM-20 Missile Pod
--Right Mauler replaced by Heavy Mauler
Crazed Marines
19-03-2006, 23:54
I was thinking of asiege and I am on the defender's side, raiding their rear areas and killing the siege from behind.
Berrion
20-03-2006, 16:47
Ya know crazed no offence but it seems like your trying to get it so you have all of the advantages. I think it should be random teams with a random objective for each side. Kinda like a big paintball game. Just a thought.
Mini Miehm
20-03-2006, 17:46
If there's a siege type combat I could be the besieged. It's what ACS are best at, that and making semi-suicidal attacks at several million to one odds...
Nova Boozia
20-03-2006, 17:55
I don't think the teams should be wholey random, but I think Crazed is taking all the good and not enough bad.
Crazed Marines
20-03-2006, 18:00
of course I'm trying to get as many advantages as I can, I'M ONLY USING 30 FRIGGIN GUYS against hundreds of thousands, and have no outside support.

However, all I have requested is to be on the defense and act a major nuisance to the aggressors. I'm perfectly fine with a random drop off.

Also, the jamming frequencies I'm asking are only for the emergency transporter and for the TV Box. It'd be different if it were a breathable enviroment. However the only frequencies I am asking be unjammed are those I use for transporters and I am offering emergency transport to any contestant as I use Asguard beaming technology so it can pick off a flea from a deer.
Mini Miehm
20-03-2006, 18:02
of course I'm trying to get as many advantages as I can, I'M ONLY USING 30 FRIGGIN GUYS against hundreds of thousands, and have no outside support.

However, all I have requested is to be on the defense and act a major nuisance to the aggressors. I'm perfectly fine with a random drop off.

Also, the jamming frequencies I'm asking are only for the emergency transporter and for the TV Box. It'd be different if it were a breathable enviroment. However the only frequencies I am asking be unjammed are those I use for transporters and I am offering emergency transport to any contestant as I use Asguard beaming technology so it can pick off a flea from a deer.

Umm... Yeah, that may be an issue. NB won't jam everything you have, but I certainly will, and if your ears start bleeding as a result, don't blame me.
Nova Boozia
20-03-2006, 18:03
I don't quite get your jamming issue, and well, to be frank, ten of your guys could probably make mince out of a division of mine. I apreciate that you kept the numbers reasonable.
Mini Miehm
20-03-2006, 18:09
I don't quite get your jamming issue, and well, to be frank, ten of your guys could probably make mince out of a division of mine. I apreciate that you kept the numbers reasonable.

I deployed a division because that's effectively my entire army.

I'd also appreciate it if everyone would at least make some reaction to the ear-bleeding loud music I have a tendency to play as jamming. It could be as little as turning off your comms gear, to having all of your troopers disabled with shattered eardrums(not really expecting that, unless you're like me and have comms directly into the ear). I feel that all topo often jamming goes ignored through simple explanations, but when someone just played a powercord in your ear at something like 120db*, you're gonna react a bit.

*120db is the accepted lowest point for extreme physical discomfort caused by music or other sound. It would likely be more like 12-130, which is what I call "ear-bleeding" range.
The Exodians
20-03-2006, 19:29
*Most likely reaction to Mini's 'jamming'*
"Ok, which of you fools is using his comms for a stereo?! Turn it off for xxx's* sake!"
(*Insert appropriate being.)

But as I said, I'd like a role as defender, saves me all that effort of slowly walking around...
Mini Miehm
20-03-2006, 19:34
*Most likely reaction to Mini's 'jamming'*
"Ok, which of you fools is using his comms for a stereo?! Turn it off for xxx's* sake!"
(*Insert appropriate being.)

But as I said, I'd like a role as defender, saves me all that effort of slowly walking around...

It'd be more like "OH MY GOD! I CAN'T HEAR ANYTHING, AND MY EARS ARE BLEEDING HORRIBLY!" Assuming you're humanoid or better in hearing. If you're hard of hearing It won't be such an issue.
The Exodians
20-03-2006, 19:41
Don't worry, after the training they will most certainly be. But the physical capabilities of the race are below average to human standards to begin with (Hence these big suits needed for fighting.) so everything more than a big headache and an even bigger annoyance wouldn't be too common. (Not to mention that if we're both defenders there would be a small problem of "Why on earth did you do that?!")
Mini Miehm
20-03-2006, 19:45
Don't worry, after the training they will most certainly be. But the physical capabilities of the race are below average to human standards to begin with (Hence these big suits needed for fighting.) so everything more than a big headache and an even bigger annoyance wouldn't be too common. (Not to mention that if we're both defenders there would be a small problem of "Why on earth did you do that?!")

I did it because it's hard to JUST jam the enemy frequencies, and loud music is fun when you turn down the volume on your ear piece to something that won't make you deaf.

Are you like the Skedar from Perfect Dark? Or something different?
The Exodians
20-03-2006, 19:51
Skewhat? My race is just what you get if you leave a humanoid race in zero-gravity for many generations. Sounded like a good way of making them physically weak, without damaging their mental capabilities.

And in that case you should have warned them to turn down the volume. Or even better, just turn it off alltogether because there won't be much communicating over loud music to begin with.
Mini Miehm
20-03-2006, 19:55
Skewhat? My race is just what you get if you leave a humanoid race in zero-gravity for many generations. Sounded like a good way of making them physically weak, without damaging their mental capabilities.

And in that case you should have warned them to turn down the volume. Or even better, just turn it off alltogether because there won't be much communicating over loud music to begin with.

Not Skedar then, similar, but not... Comms lasers are my preference for talking over frequency jamming. Look at the obscenely loud music! And now look at the perfectly coordinated ACS Troopers! How are they doing it!?
The Exodians
20-03-2006, 19:58
Hmm, it must be really loud then if you can actually see it. (Bad joke, but whatever.)
And communication by sound isn't that necessary. Just point in the general direction of the enemy and they will understand to shoot there...eventually.
Mini Miehm
20-03-2006, 20:04
Hmm, it must be really loud then if you can actually see it. (Bad joke, but whatever.)
And communication by sound isn't that necessary. Just point in the general direction of the enemy and they will understand to shoot there...eventually.

You can see things shaking at about 100 odd db. This is ALOT louder, as in, the comms equipment should be shaking itself apart with sustained use(ever seen a Car shake itself apart from music? I have, funnby as all hell. I've also made someone parked next to me move their car before.) But yeah, I wanna see a Guard Trooper start shaking as he listens to his radio.
The Exodians
20-03-2006, 20:10
*Suddenly picturing the suits shaking apart and leaving a group of astonished looking Exodians standing unarmed.*

Hmm, perhaps I'd better keep those things switched off completely and rely on the ancient point and shoot as I said earlier. Would probably be the safest idea.
(And no, I haven't seen such a thing, sounds amusing though.)
Mini Miehm
20-03-2006, 20:12
*Suddenly picturing the suits shaking apart and leaving a group of astonished looking Exodians standing unarmed.*

Hmm, perhaps I'd better keep those things switched off completely and rely on the ancient point and shoot as I said earlier. Would probably be the safest idea.
(And no, I haven't seen such a thing, sounds amusing though.)

Hilarious it is. And point and shoot oughta work. Or, better yet, just shoot where they're shooting.
The Exodians
20-03-2006, 20:17
Ah, I'll figure out some way, even if it means having to draw a big arrow on the ground pointing towards the approaching enemy. But perhaps we should stop clogging this thread now, I think other people have more serious business in here;)
Nova Boozia
20-03-2006, 21:57
I'll go with offence, since no one else is. About how big do you want the object of the siege to be?
Mini Miehm
20-03-2006, 22:00
Something the size of a decent city. And they have to take and hold the position, not just break the lines.
Crazed Marines
20-03-2006, 22:28
The only frequency I don't want jammed is my transporter signal so I can save the guy I plan on destroying his suit. He's kinda needed in another, future RP
Mini Miehm
20-03-2006, 22:32
The only frequency I don't want jammed is my transporter signal so I can save the guy I plan on destroying his suit. He's kinda needed in another, future RP

If it's a radio frequency, tough. It's gonna be flooded wityh interference.
Crazed Marines
20-03-2006, 23:50
it'll be good as long as nodoby directly jams it. It was designed as a mix between pure energy transfer and radio so as long as nobody directly jams it it will be fine. I could be told they can't and take an extra three days to get into the fight while they reconfig their suits giving it more time for the battle lines to develop and more realistic that I was called in for help. that would allow them to go to the pure energy transporters and then also deliver the pods that way. I was just using the radio as a way people could track my guys and force them into a losing battle.
Nova Boozia
21-03-2006, 08:15
Well, I don't see why you're worried about your guys needing to evacuate, the wargame rules don't allow anything that could kill a Boozetrooper, and their armour is basicly an upgraded flak-jacket and a trenchcoat.
We can fight the battle at Schmaldtsburg, it's about the only city-sizesd place (or city) on Fortress.
Berrion
21-03-2006, 16:19
I'll alos take offence. I mean what else could be more fun then blasting away at walls? Or burning them.... yes fire good... *smiles with joy*
Crazed Marines
21-03-2006, 20:08
ok, then I'll rp the next part of my guys getting the news. And my guy's gonna lose his suit as a system malfunction.
Crazed Marines
23-03-2006, 03:30
waiting for the games to start
Crazed Marines
31-03-2006, 17:10
waiting for everyone to go two days into the fight
Nova Boozia
31-03-2006, 17:41
There is activity over in IC right now, go and check.
Crazed Marines
01-04-2006, 03:47
I know, I was posting what I was waiting for so people wouldn't wait on me.