Wargame Sign Up, VERY OPEN! (FT, OOC)
So, I've been inactive for a long while and I need to get my hand back into the game. I figure the best way is to jump right in and test my skills against one or more good players in a small wargame, it's not worth it to start a proper war just to see if I've got the skill still.
So, here's what I'm thinking: The wargame will take place on an unclaimed desert world in a large valley. At the centre of the valley will be a small city to simulate urban operations. Also, the bases of operations would be small townships done in the "native style". Otherwise the terrain will be sculpted by Padmasan Engineering Korps to the preference of the participants. Exiting the valley is prohibited of course. Each nation may send their own engineers naturally, and it is somewhat encouraged.
I'm thinking of this being small (say 5 thousand soldiers maximum. No more than say 50-100 may be from elite regiments (Space marines or their equivalent) with an overall small number of vehicles. I'm not sure on the exact number, but not much. Air units would be limited to helicopters (or their equivalent). I dunno, exact numbers would be something to figure out here. Indeed, all the numbers here are subject to change. Small is just to keep it easy and to allow young nations to join up.
EDIT: Just remembered. Orbital drops during the wargame (despite being a preferred tactic of mine and probably any WH40K player with space marines) are going to be prohibited. Or at least they won't be allowed within a certain distance of an enemy base of operations. If you have a thought either way, let me know. By the same token, orbital munitions are out of the question.
Questions, concerns, thoughts are all welcome. If you'd like to join up, could you include a brief overview of your tech, please. (I'm only looking for one sentence, something like "WH40K Empire inspired, Star wars inspired, etc. etc")
Thank you and I look forward to working with you.
Maldorians
24-03-2007, 20:31
Star Wars inspired...*Is that it*?
That's all you have to tell me to sign up. Once I get a feel for how many people will be joining we'll get down to the grit and discuss how it's going to go, the rules,etc. etc. If there's anything you want to comment on, please do. And start working on your army list. You don't need to post it, but before we start fighting I'm going to want to be sure everyone is on the level.
Welcome to the Wargame, I look forward to meeting you on the altar of the Blood God!
Joethesandwich
24-03-2007, 23:23
I would like to join. My army is wh40k (tau) inspired. when will this start?
United Law
25-03-2007, 00:40
Thing-thing inspired.
The Cerberus Alliance
25-03-2007, 01:04
I'm new, and my schedule has been hectic lately, so I don't know if I'll be able to join and do too well. However, if I do decide to join, the ground forces I've got are mostly inspired by Warhammer 40k Eldar (the bits of them I've been able to see from the internet and the Dawn of War games, anyway. College sucks.), with some extra inspiration from various mecha anime.
Expanding this into having a fleet wargame might help, as well, considering that a majority of the battles that I've seen on these forums have consisted mostly of fleets duking it out in space, with only a handful of small land battles.
Confederacy of Niord. Star Trek Inspired. Post Nemisis. :mp5:
Joethesandwich, Niord, I welcome you both to the wargame!
United Law, I have no idea what thing-thing is. If you could give me any links to some info I'd much appreciate it. As of right now I'm counting you as in but I really want to see some info before we begin
The Cerberus Alliance, I am going to let this sign up run until say, 12:00 Hundred hours(EST) tomorrow. Please, decide if you want to join by then. Don't worry about being new, this is being kept small and easy so that new players and old hands alike can join up and have roughly equal chances of victory.
As to the issue of expanding this to a fleet battle... I'd personally prefer not to. I am just getting back into the game and have yet to re-make my fleet. Now I can handle it the way Melkor (Not having exact stats but knowing strengths and weaknesses) does and we could have a small fleet engagement, but again, I'd rather not.
We have a choice here, we can either have a free-for-all wargame or a team wargame (at least two teams, max of 4). I would probably opt for teams so it doesn't get too confusing but I want everyone else's thoughts. (As of right now it would be 3v3 or 2v2v2). Teams would be randomly selected (I have a hat, I have scrap paper, I'm honest).
Final thing guys; we need to be using non-lethal gear here as it's only a wargame. So you can either modify your energy weapons to a "stun" setting, and get gel rounds for your conventional weapons, OR I will have Thundercorp Arms Division sponsor this wargame and provide non-lethal weapons and conventional arms with gel rounds. What do you all want to go with?
EDIT: Signups close once there are 6 participating nations and 2 alternates. As of right now, only those two alternate slots are left!
The Cerberus Alliance
25-03-2007, 01:52
Okay, I've decided to join. Let's have a little fun.
Skeletor the Great
25-03-2007, 01:53
I can fill one of those there alternate spots!
Military inspiration: Heavy Gear
The Northern Units (http://www.dp9.com/Worlds/HG_page3a.htm) and the Southern Units (http://www.dp9.com/Worlds/HG_page3b.htm) will be used in conjunction with each other. If you're curious to see what they look like, click the links!
Good choice mate! Welcome to the games.
Combatants:
Padmasa
The Cerberus Alliance
Niord
United Law
Joethesandwich
Maldorians
Alternates:
Skeletor the Great
6 is a fair number and should add just the right amount of chaos. I need at least 3 people to say yes or no to teams (and include if you want 3v3 or 2v2v2).
As of right now nations are allowed:
5000 soldiers, 100 of whom may be elite units (IE: space marines)
300 Vehicles (and their crews) Distribute those 300 however you like amongst your army and use whatever you like (keep in mind they have to stay in the valley. For Air vehicles I recommend nothing more than helicopter equivalent. Also, you must have some variety. You may not bring 300 main battle tanks.
These numbers are subject to change, any thoughts or does this seem fair?
EDIT: Still looking for one good alternate!
Skeletor, welcome to the wargame, you're an alternate and if anyone drops before the action starts you're getting their slot!
Skeletor the Great
25-03-2007, 02:18
No problem.
I'd love to set my gears to work!
SUIT UP, BOYS!:sniper:
PS: (OOC): Padmasa, can He-Man, Skeletor, and co. count as some of my super soldiers if I do participate? PUH-LEEZ?
I'm fine with teams. I guess our Runabouts would work for air units. We will set our weapons to stun. The only question is light or heavy stun? :D
PS: (OOC): Padmasa, can He-Man, Skeletor, and co. count as some of my super soldiers if I do participate? PUH-LEEZ?
Yes, naturally, but I'd say there has to be some penalty or something, like each hero-unit counts as 3-5 regular elites. Or something, we'll burn that bridge when we come to it.
Light or heavy is up to you mate, but if you're using heavy and my boys catch wind of it... well one gel round is enough to put a soldier out of commission a 5 round burst... yeah.
Craftworld Ra-Ithen
25-03-2007, 02:52
Ho ho! I am interested in this. Yes indeed.
And our second alternate was found... An Eldar based nation methinks.
Craftworld Ra-Ithen
25-03-2007, 02:56
Yes indeed.
Oh, and I really only request one "hero" unit. And that's my Farseer >.>
Yes indeed.
Oh, and I really only request one "hero" unit. And that's my Farseer >.>
If it comes to it and you're in. You'll get the same deal as Skeletor.
Actually, I'll say it right now. A hero unit (an elite but better, if your commander is just an elite he's not a hero. If he's just a man, he's not a hero) will be worth 5 regular elite choices. So if I were to bring Warmaster Typhus to command my forces I'd have him and 95 other elite warriors.
Sound fair?
Skeletor the Great
25-03-2007, 03:04
By the Power of Greyskull, He-Man has the Power! (of five men)
Buddha C
25-03-2007, 03:04
4,000 Imperial Troops (Rifle, Machine Guns)
900 Imperial Troops (Anti-Tank/Heavily Armoured Units)
100 Imperial Elite Vanick War Droids (Eight-metered mechanical giants)
200 Polar AHVA (Howitzer)
40 Fiefdom War Horse PM (Troop Carrier)
50 Chancellor (Strike/Attack Helicopters)
Pretty much my set up if I could join...
WK40 inspired...
Craftworld Ra-Ithen
25-03-2007, 03:06
If it comes to it and you're in. You'll get the same deal as Skeletor.
Actually, I'll say it right now. A hero unit (an elite but better, if your commander is just an elite he's not a hero. If he's just a man, he's not a hero) will be worth 5 regular elite choices. So if I were to bring Warmaster Typhus to command my forces I'd have him and 95 other elite warriors.
Sound fair?
Yes indeed.
Oh, and just a recommendation. When it comes to hero units, why not have people fill out a biography/information sheet, detailing their weapons, powers and such so people don't sneak God-Emperors in there. >.>
Skeletor the Great
25-03-2007, 03:11
HE-MAN
His physical prowess is not limited to strength, however, but he is also depicted as being extremely fast and even acrobatic for a person of his build.
On the other hand, He-Man as a character is largely non-violent and usually only resorts to combat as a last resort, usually preferring to outsmart his adversaries. He-Man is also depicted as a leader-character.
He-Man's primary weapon is his sword, but he also uses other weapons and equipment while battling his foes. His sword is able to deflect bolts of energy both magical and laser. << HA! HE CAN DEFLECT STUNNERS!
Due to his costume he can rarely carry large items with him. He-Man sometimes carries items in his chest-plate and in some cases in his belt.
He-Man being able to blow, using the full-capacity of his lungs, a gust of wind powerful enough to knock over most opponents.
An inexplicable ability to fix a broken chain by merely connecting its both ends (in Evil-Lyn's Plot)
He-Man waves his sword fast enough to create a small tornado (in Evilseed)
SKELETOR
He is usually armed with a magical weapon called the Havoc Staff; a long pole crowned with a small replica of a ram's skull and a crystal ball embedded within. He can discharge bolts of mystic force from the head of the staff, or use it as a focus for more powerful forms of magic. Sometimes Skeletor has displayed the ability to discharge energy from his own body, as is seen in the original animated series where he projected energy from his fingertips and even his eye sockets. His inate powers seemed much more limited; though his abilities when in conjunction with his Havoc Staff seemed nearly unlimited in scope and highly potent in raw power.
Skeletor sometimes possessed one of the halves of the power sword. From this weapon he could also project magic energies. He has displayed many other skills also, such as the ability to teleport himself and others over vast distances, send telepathic commands to his minions, open gateways between dimensions or perform remote viewing. He has also shown himself to be a gifted swordsman. As a master of the mystic arts he is also privy to much secret knowledge about the universe.
Despite his occasionally bungling actions and personality, all versions portray Skeletor as being extremely cunning and intelligent but with a lack of common sense and an arrogance that invariably lead to his downfall.
That's all you need to know.
Yes indeed.
Oh, and just a recommendation. When it comes to hero units, why not have people fill out a biography/information sheet, detailing their weapons, powers and such so people don't sneak God-Emperors in there. >.>
I'm relying on human decency... also Ignore cannons work pretty well on gods. Basically, if someone wants to turn this into a duel of the titans (ie hero battle with the rest of the army as a side-show) they can get the feth out. I picture a hero unit as being like Gaunt to a normal Iguard general or Honsou to a normal Iron Warrior. Not Horus to a normal Space marine.
Craftworld Ra-Ithen
25-03-2007, 03:29
Very well then. Hope everything works out.
Skeletor the Great
25-03-2007, 03:30
(OOC) Well, He-Man and Skeletor pwnz all lolz mad haxorz FTW!
(IC) Our gears have large quantities of nonlethal ammuntion. Our substitutions at the moment:
Light Autocannon: .45 caliber low-velocity gel rounds
Medium Autocannon: .45 caliber HV gel rounds
Heavy Autocannon: .50 caliber HV gel rounds.
All rockets and missiles are replaced with guided flares.
Paricle Cannon: Stun Cannon
Machineguns: HV Rubber bullets
Grenades: EMP Flares (disable electronics in grenade-sized location)
The Cerberus Alliance
25-03-2007, 03:36
I'm fine with teams. 3v3 would be prefered.
I'm fine with teams. 3v3 would be prefered.
KK one more and that has the majority and I'll do that hat draw bit to assign teams.
Skeletor, if you end up participating you get to tone down those heroes. I'm sure they can be taken out, in fact it wouldn't be too hard, but still. That or I can turn up the amount it costs to field them. This is a light battle (which is why if I field a hero unit it'll be one and he'll be doing it for fun) not a major conflict.
Joethesandwich
25-03-2007, 18:28
3v3 sounds good
Army list
Troops 4900 in all
2500 GCWs (General Combat Warriors) All purpose soldiers
2400 CCWs (Close Combat Warriors) Savage warriors from the far side of the Empire. Use stun swords swords very fast
Commander
Mat Johnson- First time large scale commander. Encased in experimental battle suit.
Elites 95 in all
25 HWTs (Heavy Weapons Team) armed with non lethal photon ordannace
10 ARC troopers (Advanced Recon Commandos) Stealth unit
10 Snipers
10 Elite GCWs
10 Elite CCWs
5 Dreadnought Battle suits
25 Combat Engineers (Jet pack equipped)
Vehicles 300 in all
100 Jet bikes with sidecar
100 Manta Ray Skimmers (Transport)
50 Angler tanks (Light tank)
40 Coungeur Tanks (Heavy tank)
10 Hammerhead Artillery units armed with non lethal photon ordanace
Ghost Tigers Rise
25-03-2007, 18:34
This closed already?
If not, I'd like in. Sounds fun.
Orthodox Gnosticism
25-03-2007, 19:10
This sounds very interesting, and if possible I would like to join. Do not laugh please but my army is inspired by Battlestar Galactica/ Serenity(Firefly)
Kyle Black
25-03-2007, 21:26
Is there still time to join? I'd like to actually start RPing rather than lurking.
Ghost Tigers Rise, Orthodox Gnosticism, Kyle Black
Sorry gents, but the sign ups are over. However, I at least am getting back into RPing and I always want to meet and work with new people. Look for more open RPs by me soon. Also, if I need any more alternates, because people aren't showing, you guys will get TGs and will be in. I don't want to get your hopes up, in fact I hope to hell I don't have to bring any of the alternates in, but hey. It could happen.
Orthodox, I wouldn't laugh, I like BSG (or I like the original I haven't had time to sit down and watch the new. Still good stuff) and firefly rocked. I'd really like to see more of your nation because that could turn out cool as hell.
Kyle, if you'd like to start RPing proper and stop lurking, start an RP! Don't wait around. I had that problem too. I'll make you this deal, TG me and I'll not only help you set up an RP but unless you do something off as hell I'll be the first to join in. I've always offered my services as a sounding board, bounce some ideas off of me and I'm sure you could run something cool.
To the rest of you!
I'd like everyone participating to post here by monday afternoon with the wargame beginning monday night. If you have not posted here by then I will give your slot to one of the alternates.
Teams are as follows
Team Alpha:
The Cerberus Alliance
Maldorians
Niord
Team Beta:
Padmasa
United Law
Joethesandwich
Team Alpha will start at the Northern end of the valley, team Beta the southern. Both teams will have near identical towns to modify and turn into base camps. They will have 2 days to turn the townships into a proper base of operations and set up defenses. (You do not have to. I stress this, but... my team can be assured I'm bringing elements of a crack Combat Engineer Regiment to dig in and make sure no frontal assaults will take out our COs.) After that the rest of the forces will be flown in, and as of that night the 20:00 that night (game time!, it will be 20:00 once everyone has made a post about arriving and deploying. We wait until everyone has had a "turn" before advancing. It's courtesy and common sense.) the Wargame has begun and you may start troop movements. Final thing: this is a desert world, during the night it will be VERY GODDAMN COLD, during the day VERY GODDAMN HOT. 20:00 will be just after sunset, while it is still warm. This is a good time to move. Also, it is predicted that during day 2 of the wargame proper there will be a rain storm. Be prepared and roleplay accordingly. A man in heavy armour running around at high noon is going to be fatigued and dehydration is very possible.
The goal: In addition to eliminating enemy forces in the centre of the ruined city that resides in the centre of the valley (10 block by 10 blocks of ruins, construction zones, rubble, and slag.) is a relatively undamaged catherdral and square. The team that holds this complex at the end of the wargame (say, 72 hours?) is the winner. The complex MUST still be standing. If the complex is contested at that time, the winner will be determined by the number of units still on the field and "alive"
More on the valley in the starting post of the Games.
Teams, I'd TG each other and figure out who should be doing what when the games start. Again, you do not have to, but that little bit of extra organization can mean a lot.
Good luck and let's spill some Blood for the Blood God.
Joe: Only thing I'd change is the LRWs, even in the tau empire a single man cannot carry an HMG. Either all of those men are in 2 or even 3 man teams OR those are SAWs and not HMGS (SAW = squad automatic weapon. A light machine gun at best). Either way, I wouldn't field that many. Think of this at a squad level, you'd want say 9 GCWs and one LRW to provide support. With a few extra LRWs to man outposts and any MG nests you build. Also, 100 pieces of arty? Overkill much? Unless you plan on shelling the city into non-existance I'd cut back to maybe a battery of 20-30 (which is still overkill). Detailing troops to guard that many pieces of arty... there's half your army gone. Because those guns to me are just a big target, either infiltrating units with "grenades" and other explosives or by Aircraft. A helicopter could probably rip those thing apart. You've got the general idea, but it needs to be refined. Good work so far and good luck.
EDIT: Mate, just noticed, the elites come out of your normal troops budget, if you want to field the 95 elites and specialized kommander, you can only field 4,900 troops.
Joethesandwich
25-03-2007, 22:55
i fixed it
when is 20:00?
and real 72 hours or game 72 hours?
forgot about the elite thing
i ll go fix the list
i made a bunch of mistakes cause i was in a hurry
It's okay mate, take your time and don't rush it. IF ANYONE NEEDS MORE TIME, TG ME and the start of the games will be delayed. I can't promise much time (a day max) but I want people who signed up to be able to play and I don't want poeple making mistakes because they were rushed. This is a higher order of RPing than in some games.
My army list is as follows (minor edits to come, this the preliminary)
300 Combat Engineers from the 109th combat Engineers (the iron horses)
3,600 troopers from the 365th heavy infantry (the iron wolves) and the 782nd light infantry, (The Phantoms)
600 Heavy weapon personnel (50 2 man rocket launcher teams, 100 2 man HMG teams, 300 assorted squad level weapons (SAW, and otherwise)
100 scout-snipers
300 assorted support and command personnel (officers, and others)
Elites: Still working on this, fielding multiple hero-level units and such.
Vehicles:
35 Heavy grav tanks
10 Tank Destroyers
10 Light Grav tanks
10 Artillery
23 Anti Air Batteries
100 APCs
40 Gunships (Modified dropship chassis, heavily armed to both support and independant combat.
30 scout cars (grav based, Humvee equiv with a few more mounted guns)
10 dropships (a few mounted weapons, ability to deliver 2 squads into the fight
20 assorted construction vehicles (to clear rubble, assemble field fortifications, etc.)
10 grav bikes for rapid response.
3v3 sounds good
Army list
Troops 4000 in all
2000 GCWs (General Combat Warriors) All purpose soldiers
2000 CCWs (Close Combat Warriors) Savage warriors from the far side of the Empire. Use stun swords swords very fast
Commander
Arkantos- mounted on an armored horse, wears heavy armor, equipped with a sword and a specially made plasma pistol. Uses psychic power to temporarily disable the minds of his enemies, however he can only once per day and is incredibly exhausted after using it
Elites 995 in all
25 HWTs (Heavy Weapons Team) armed with non lethal photon ordannace
50 ARC troopers (Advanced Recon Commandos) Stealth unit
20 Snipers
50 Elite GCWs
50 Elite CCWs
50 Dreadnought Battle suits
250 Combat Engineers (Jet pack equipped)
Vehicles 300 in all
100 Jet bikes with sidecar
100 Manta Ray Skimmers (Transport)
50 Angler tanks (Light tank)
40 Coungeur Tanks (Heavy tank)
10 Hammerhead Artillery units armed with non lethal photon ordanace
Mate, 100 elites total, that's the limit. not 1000....
Joethesandwich
25-03-2007, 23:15
wow man
soory
time to go fix again
i fixed it
when is 20:00?
and real 72 hours or game 72 hours?
Game, naturally.
20:00 is also in game time. Check my post over again, should have the details. Basically tomorrow afternoon, I'll make the introductory post, then each player can make 1 post of changes to the area that their engineers make (3 players sharing one town. So division of labor is important.) to the town. You can add landing fields, dig trenches, fortify a building or two, or demolish the whole place. Whatever, that post is for two days worth of content. Then everyone makes another post of the troops arriving, settling in, etc. etc. After that second post I will declare the wargame open, in game it will be 20:00 just after sunset. Ideal time for troop movement because of the temp. From there we'll all have 72 hours worth of time in game to take the cathedral, hold it, and eliminate as much of the enemy as possible.
The Cerberus Alliance
26-03-2007, 01:15
Team Alpha, I need to TG you all to find out some particulars before I decide on the force that I need to be packing. As of right now, what has been decided on is:
Troops:
300 x Rangers, assigned to Guardian squads as more experienced individuals/snipers/scouts.
3000 x Guardians, organized into 200 squads of 10.
300 x Warlocks assigned as Guardian squad leaders.
800 x Warp Spiders
500 x Dire Avengers
100 x Engineers
Vehicles:
100 x "Spartan"-class customizable configuration combat walker (Wraithlord + Battletech. You'll see what I mean.)
40 x Raider-class atmospheric-use swarmer. (an extension of my Homeworld Kadesh-inspired fleet)
60 x Falcon Grav Tank
20 x Fire Prism Grav Tank
80 x Jet Bike
Elites:
1 x "Observer" Ra Icarus (Modified Farseer. Hero unit. Teleport-capable)
5 x Warlock bodyguards.
50 x Fire Dragons
40 x Howling Banshees
As you can see, I've still got some room in my forces.
Also, I'm somewhat concerned about the use of emp-related weaponry against vehicles. Deaths could be caused if an emp hit a manned flyer, or an unmanned one if the timing is just right.
Also, I'm somewhat concerned about the use of emp-related weaponry against vehicles. Deaths could be caused if an emp hit a manned flyer, or an unmanned one if the timing is just right.
Good point, good point. EMP weapons will definately have to be banned from use in the wargame. While they are a safe and effective way to remove ground based targets (especially powered armour) we can't take the risk that it would hit a flyer of some kind.
Joethesandwich
26-03-2007, 23:25
wqasnt this supposed to start today?
Did youi make a new thread?
No orbital insertions. So I guess beaming into the enemy camp is forbidden. :gundge:
4,865 Starfleet Security Personnel
100 Starfleet Marines
10 Combat Medics
25 Cobat Engineers. SF Eng. Corps Trained.
Weapons used:
Type II hand phaser, compression phaser rifle, type 3 phaser rifle, tetryon Pulse Launcher, photon grenades(Flash Bang only).
Marine Weapons:
100 Type II hand phaser, 50 Marine Phaser Assault Rifle, 37 Marine CQB Carbine Phaser, 3 Type IV Phaser Sniper Weapon, 10 Tetryon Pulse Launcher, 4 M-2240 Mortar, Breeching Charges, Projected Line Charges, Photon Grenades (Flash Bang only),
Medics:
Type II hand phaser, advanced med kit, extra field rations and thermal blankets.
Miscellaneous Equipment (Marine):
BDU, Tactical Helmet, Level 1 & 2 Combat Armor, Shovel.
Miscellaneous Equipment (All):
Backpack, Canteen, Compass/GPS, Flashlight, Thermal Blanket, Med kit, Field Rations, Two man tent, Extra Power Cells, Tactical Display Unit All items except for canteen, TDU and possibly flashlight are carried in backpack.
Ground Vehicle Specs
T-101 scorpion Main battle tank
Technical Specifications for the T-101 “scorpion” Main battle tank
Classification: Heavy artillery platform
Crew: 6: 1 Vehicle Commander, 1 driver, 3 gunners, 1 Ammo management officer
Structure: 18 CM thick standard Duranium armor plating, Ionic structural compound, and Ablative Armor Matrix.
Length: 24 meters
Height: 10 meters
Width: 8 meters
Operates on two fusion reactor
Maximum rated speed: 120 KPH
Tactical Systems:
Phasers:
4 type U+ Pulse Phasers
5 photonic missile tubes [storage for 60 missiles]
1 Pulse Rifle
1 Type II Energy cannon with triple fire function
2 Point defense projectile intercept phasers [type VI]
Photon/Quantum Micro-Torpedoes Type: N/A
Shields: N/A
Transporters: N/A
LR-171-A “Puma” Light Reconnaissance Vehicle
Technical Specifications for the LR-171-A “Puma” Light Reconnaissance Vehicle:
[Well in basic configuration]
Classification: Multi purpose mission platform/Light Reconnaissance vehicle
Crew: 2: 1 driver, 1 Navigation officer [Can hold 1 additional occupant or Cargo]
Structure: 4 CM thick standard Duranium armor plating, Ionic structural compound, and Ablative Armor Matrix.
Length: 12 meters
Height: 8 meters
Width: 5 meters
Operates on a fusion reactor
Maximum rated speed: 160 KPH
Tactical Systems:
Phasers:
1 type VI phaser strip located on leading edge
Photon/Quantum Micro-Torpedoes Type: N/A
Shields: N/A
Transporters: N/A
LE-322-T Argo Light exploratory vehicle
Technical Specifications for the LE-322-T “Argo” Light exploratory vehicle
Classification: Light exploratory vehicle
Crew: 3 1 Drive, 1 Gunner, 1 Navigator
Structure: Duranium structure with section of tritanium plating
Length: 18 meters
Height: 8 meters
Width: 4 meters
Operates on a Ionic power system
Maximum rated speed: 100 KPH
Tactical Systems:
Phasers:
1 Type V Phaser rifle
Photon/Quantum Micro-Torpedoes Type: N/A
Shields: N/A
Transporters: N/A
IVA-381 Striker armored personnel transport
Technical Specifications for the IVA-381 “Striker” armored personnel transport:
Classification: Multi purpose mission platform/Armored personnel transport
Crew: 6: 1 driver, 2 gunners, 1 ops officer [Supports up to 30 additional personnel when completely enclosed]
Structure: 4 CM thick standard Duranium armor plating, Ionic structural compound, and Ablative Armor Matrix.
Length: 34 meters
Height: 12 meters
Width: 10 meters
Operates on a fusion reactor
Maximum rated speed: 140 KPH
Tactical Systems:
Phasers:
3 Light rapid fire mounted phaser rifles
1 type VII Phaser strip on leading edge
Photon/Quantum Micro-Torpedoes Type: N/A
Shields: N/A
Transporters: 1x 2 personnel 1x 1 cargo.
Technical Specifications for Delta Flyer class Runabouts
classification: Advanced Runabout
expected duration: 20 years
time between resupply: 1 months
time between refit: 6 months
Structure:
tetraburnium alloys with parametallic plating
length: 30 meters
height: 9 meters
width: 6 meters
Warp Systems:
power: Matter/Antimatter Reactor (dilithium mediated)
nacelles: 2
cruising speed: Warp 5
maximum speed: Warp 8.2
Impulse Systems:
power: Fusion
engines: 2, with 2 boosters
Tactical Systems:
shields: Unimatrix shielding.
weapons: 2 Type-VIII phaser banks, photonic missiles
Crew and Auxiliary Systems:
crew: 1 (maximum 8)
transporters: 1x2 personnel/cargo
Argo Class Runabout
classification: Runabout
decks: 1
Structure:
Duranium with added Ablative Armor Matrix.
length: 25 meters
width: 7 meters
height: 4.5 meters
Warp Systems:
power: Matter/Antimatter Reactor (dilithium mediated)
nacelles: 2
cruising speed: Warp 3
maximum speed: Warp 6.1 for 4 hours
Impulse Systems:
power: Fusion
engines: 2
Tactical Systems:
micro quantum torpedoes: Type: Mk II Quantum, variable yield
location: forward (1), aft (1)
casings: 20
main phasers: 2 Type-VIII phaser banks.
shields: Grid-projected (TDS)/Distance-projected
Crew and Auxiliary Systems:
crew: 2 (maximum 6)
transporters: 1×3 personnel/cargo
Quantity Vehicle # of Passengers
112 Striker 3,360
50 Delta Flyer 300
57 Scorpion 0
57 Puma 57
12 Argo LEV 0
12 Argo Runabout 48
300 3,765
http://www.bravofleet.com/bravofleet/database/weapons_security.html
http://www.bravofleet.com/bravofleet/database/weapons_marine.html
http://ussrelentless.expeditionfleet.net/sms/index.php?pageref=database&entry=12
http://ussvendetta.profusehost.net/SMS/index.php?pageref=database&entry=120&uid=347041688#XI
Well ladies and gents, it has begun.
http://forums.jolt.co.uk/showthread.php?p=12477960#post12477960
I'll see you there.
No orbital insertions. So I guess beaming into the enemy camp is forbidden. :gundge:
Expressly forbidden. Well... if you really want to you can teleport into my commander's personal chambers but it'll really just be a warm up for him and the command staff.
The Cerberus Alliance
27-03-2007, 23:20
I won't be able to post in the thread until late tonight (after 10 PM central). I hope my teammates at least get started with preparations.
If anyone wants further info on ST related topics Memory-Alpha is a good site.
http://memory-alpha.org/en/wiki/Portal:Main
Kyle Black
29-03-2007, 00:00
What's the new rule concerning what time people must post by?
The Cerberus Alliance
30-03-2007, 02:20
TG me when I need to post again. I'm kinda waiting for Niord to head over to my commander and all that. By all means, my troops are a bit too preoccupied with base and army preparations to be escorting a pair of ST-tech-equipped meat-shiel- er... officers to a guy whose likely going to have a long line of people needing to speak with him.
Oh, and no one should get too attached to the forces I'm bringing in. This is going to be the first and last time that I use Eldar tech as a primary basis for my army. I've got some ideas that'll go into use after this is over.
Interesting and fun. Yeah, yeah, that's the one thing I don't like about RPing, if one person slows down or doesn't post the entire thing can fall apart.
Niord has until tomorrow to respond etc. etc. etc. I'm going to TG him tonight.
If he doesn't... You can take care of his forces for a post or two Cerberus.
I did not realize we were moving at such a fast pace. I will do my best to keep up. Cerberus perhaps we should do a JP?
There have been some good questions raised about the cloaking devices. I do not have the answer so I have appealed to other Trekkies for assistance. When I have the answer I will pass it along.
I wasn't sure the length of the valley or where the artillery was striking so I shall edit my post to reflect that. :mp5: :mp5: :mp5:
The consensus is that thermal imaging will not work, however the rain storm could possibly reveal the cloaked vehicles if one were to look carefully.
The Scorpion Tanks are fully traked vehicles while the Striker's orignal specs have them as wheeled vehicles I have modified them to be a half-track Infantry Fighting Vehicle.
It should be noted that Starfleet genearlly does not use cloaking devices hence the reason I had the Klingons giving us some for the war game. As such In Character information on them is proably quite limited for the other players.
As for what my troops are carrying;
Weapons used:
Type II hand phaser, compression phaser rifle, type 3 phaser rifle, tetryon Pulse Launcher, photon grenades(Flash Bang only).
Marine Weapons:
Type II hand phaser,Marine Phaser Assault Rifle, Marine CQB Carbine Phaser, Type IV Phaser Sniper Weapon,Tetryon Pulse Launcher, M-2240 Mortar, Breeching Charges, Projected Line Charges, Photon Grenades (Flash Bang only),
Medics:
Type II hand phaser, advanced med kit, extra field rations and thermal blankets.
Miscellaneous Equipment (Marine):
-Helmet
-Level 2 Armor
-Infantry Backpack (It should be noted that when an infantry backpack is dropped, it drops nonessential gear. Additional power cells, grenades, and other combat equipment remain on the marine.)
-Canteen
-Compass/Geo-Positioning Display
- TDU-interfaceable Tricoder
-Shovel
-Flashlight
-Medical Kit
-Thermal Blanket
-Field Rations
* The Marine Armor is equipped with;ACS (Automated Camouflage System):
Although the camouflage scheme on a marine automatically changes schemes as the marine travels from different environments, he is capable of manually setting camouflage schemes via the controls on the forearm.
&
TSS (Tactical Stealth System):
Other electronics are located in each variation of the armored vest and on certain points on the body (one on each limb in the uniform, one part of the helmet system, one in the vest). These small electronic devices (size of a checker), are used to block enemy sensors from clearly picking up lifeforms. Similar to stealth-type aircraft in principle, the enemy signal does not relay back to the enemy. However, this is only useful when the enemy is in a normal status, because once they have specifically dedicated their sensors to quickly scan the area for lifeforms (Therefore going to a "Red Alert" of some sort) , they will be able to overload the stealth electronic systems and receive a signal back of marine positions.
Miscellaneous Equipment (Starfleet):
BDU. Level 1 Combat Armor, Tactical Helmet.* Backpack, Canteen, Compass/GPS, Flashlight, Thermal Blanket, Med kit, Field Rations, Two man tent, Extra Power Cells, Tactical Display Unit. Tricorder
*I see no reason why all ground troops should go into battle with at least some kind of protection even if it was designed for the Marines. The regular BDU's is standard desert camo that does not change.
We also posses 25 isolation suits although they will be used sparingly.
An isolation suit is a type of clothing used by the Federation Starfleet. It is equipped with a cloaking device, which make the person wearing it practically invisible.
Most of the vehicles are powered by fusion generators.