Author Topic: Twilight Tech Thread: Weapons and Packs  (Read 2033 times)

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Comack

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Twilight Tech Thread: Weapons and Packs
« on: October 28, 2010, 12:54:34 PM »
New Weapons
MPk-Auto Magnum: The MPk-Auto Magnum is the standard issue sidearm of UEF personnel. Featuring a range of about 250 yards, a clip that holds twelve .380 rounds. The mix of power, accuracy, and range, makes it a dependable and popular weapon.

G3 Commando Submachine gun: The G3 Commando Submachine gun is 45. Cal submachine gun used as a CQB (Close-Quarters Battle Weapon). It has a max range of 120 yards, but it tends to be inaccurate, as the bullets tend to spread. The weapon has a clip of 35 round. It is usually known if one is nearby by the high-pitched laser-like sound it makes when it fires

GK366 Grumbar Assault Rifle: The Grumbar Assault Rifle is a standard issue rifle of all UEF forces. It has 30.06 cartridge, which has decent range and penetration capabilities. This being said, with a steady rate of 750 RPM, it is a rugged and reliable weapon that requires minimum maintenance. Has a 30 round clip.

MG-38 Heavy Machine Gun: The MG-38 Heavy Machine Gun is deadly infantry support weapon. Having a high rate of fire(1000 RPM), a deadly round(7.62mm) and high ammo capacity(250 Round Box) making this the perfect heavy machine gun for those troublesome peltasts.
PK-38 Enforcer Tactical Combat Shotgun: The PK-38 Enforcer is deadly close quatrters weapon: it “shell” is actually a specially made short tube of admantine slugs. The slugs are forced out of the barrel by an explosive that lines the back end of it. This wepon is extremely deadly in close quarters combat, but its effectiveness is somewhat diminished at longer ranges. Holds 8 shells

Gauss Rifle: The C-141 Impaler Gauss rifle is weapon of a long forgotten technology. Capable of firing up to 60 Rounds per secound, this weapon is considered one the best infantry assault rifle out there. Capable of firing full auto, three round burst, and a powerful semi-auto shot that has increased recoil. It also featured a bayonet that is hidden within the weapon’s frame that can be used in times of need. The rounds are sent along a series of electrically charged magnets: The result is that the round is accelerated to hypersonic velocities. This weapon is increadibly popular with many of the troops who are infantry marines and apollo armors. Holds 500 Rounds

Ion Rifle: The Ion Rifle is a high powered energy weapon. While it inflicts some damage against tribal armors, it really shines against vehicles, which are slown by the bolt. Has medium range.

AT-10 Anti-Armor/Anti-Air Shoulder Fired Missile Launcher: This is a devistating long-range missile laucher employed by the UEF troops operating in the area. It has an infrared tracking system, which is nearly impossible to jam. It can also use a traditional laser guidence system or a radar lock to take down targets. Radar lock can be jammed. Single Shot

M79-MKII 40mm Grenade Launcher: The M79-mkII is an upgraded version of a classic weapon: It uses the principles of a gattiling style weapon: Three barrels are capable of firing a grenade: When a barrel is fired, it automatically cycled to be reloaded by a feeder mounted at the top of the weapon, while next barrel is cycled down, which is loaded with the next round. The result: A weapon that fires faster, not mention the lighter round out distances, the Crader-Dudek 62mm launcher preferred by tribes, although this weapon does not ave the firepower of the tribal weapon, its speed more than makes up for this weakness. It can hold 24 rounds within the weapon.

M8 Silenced Sinper: The M8 Silenced Sinper uses a 7.26 subsonic round, pared with a silencer, has proven in the past a silent killer. Although a little underpowered and having a range of only 300 yards, the up side is the weapon is qiuet, accurate and does not produce a muzzle flash. 15 round clip

Barret M2 Sniper: The Barret M2 Sniper is a huge, fifty caliber weapon that had been in use for over one hundred years by the UEF. With round capable of puching through 6 inches of reinforced steel-or the armor of a tribesman-this weapon is umatched as a projectile sinper rifle, save for the Artemis Laser Rifle. 8 Round Clip

Canister Rife: This weapon is used exclusively by the Preditor Class. Utilizing an electircally charged 20mm canister, which is propelled out of the barrel via a small explosive charge. When the shell hits, its stored energy liberates itsself into the target with explosive force. The round also relies on kinetic punch, although the electrical effect is somewhat diminished when used against the heavier armors, it is an effective weapon none the less. Has 5 Round Clip

Preditor Railgun: The Preditor Railgun is essentally a high-powered cannon more than a gun. Using a variety of rounds ranging from conventional anti-personell rounds to explosive shells, few weapons in the UEF aresnal can match its raw power and range. Many troops often use this weapon as a sniper rifle or cannon. Single Shot, must be reloaded between shots.

Hellion Flamethrower: The Hellion Flamethrower is a heavy, plasma based flamethrower used by most UEF Troops. There are two variations: A hand-held version, which fed via canister mounted under the weapon, and a full-size version that has tanks mounted on to its back. The full-size version is incredibly dangerous to operate, as the tank's magnetic fields, which keep its volitile contents at bay, can collapse if shot, resulting in an explosion. This makes troops using this weapon very enticing targets.

Flak Cannon: The Flak Cannon acts like a bigger, badder shotgun. Spewing jagged bits of metal out of its barrel, this weapon is formidible at close range. It has an alternative fire where it fires one of its shells as a 70 mm grenade, which is prefragmented and explodes, spewing shards all over the place when it explodes. Holds 6 Shots.
Hellbore Ion Cannon: The Hellbore Ion Cannon is one of the most deadly weapon available to a UEF grunt. When activiated, a laser-compressed thermonuclear explosion is voided by a slug of ions. Because the shot has no where to go, it is voided by the breech of the barrel. The resulting shot can chew up mountains at surface level and split rocks from a distant orbit. The round fired is a deturium shot. Has three round cappacity. Nothin can hope to match its firepower, save for maybe the Longtom.

B3 Minigun: Designed by the General Electric Company in the 1970's for the U.S. Army, the minigun has remained a reliable weapon throughout the centuries. The B3, although technically a recent development, has proven to outclass, at least in sheer number of bullets, the Rolling Thunder Chaingun used by the tribes. Utilizing a backpack full of ammo and an electrical charge to fire, it has proven a potent, and somewhat annoying wepon. It fires a 20mm round and fires up to 3000rpm. The backpack holds about 950 rounds. A larger version is used as a deployable turret.

Longtom Artillery Cannon: Essentally an answer to the Tribal mortar, this weapon has proven a serious threat, being able to outrange the mortar. While it doesn't back as quite as much punch, as tribal weapondry has been modified and designed for mobility, not to mention firepower, the Longtom's main advantage is the different types of chemical and explosive warheads used.

Krak Grenade: Although technically not a weapon, this grenade used by the Apollo and Skirmisher Armors isn't really grenade: its actually a rocket propelled shape charge. The round is activated and then thrown like a dart. 3 seconds after activation, the grenade's thrusters ignite and it streams towards its target. The concentrated explosion, which has the radius of a plascannon round, has extreme armor piercing capabilities. It can be outfitted with an infrared, motion, or radar sensors. Anything hit by this can kiss its ass goodbye, as most times its fatal.

Combat Knife: The combat knife is backup weapon. It does moderate damage and can be used by all armor.

---------- Post added at 12:54 PM ---------- Previous post was at 12:50 PM ----------

I am sorry for the Double post, but unforutnatly I can only have a 300000 character(letter and spaces) limit. This will not happen again.
 
New Packs
EMP Pack: The EMP Pack is the most widely used. The user can open up a .03 microsecond window and release an electromagnetic pulse wave on missiles, tribal armors, vehicles, and turrets. The missiles and tribal armor's thrusters loose power, the armor's jets rendered useless for several moments, the powercells shorted out and unable to power energy based equipment. Vehicles become utterly useless, and turrets have their circutry fried, thus rendering them useless. A repair back can offset this though.

Nano-Forge: The Nano-Forge is the UEF equivilant of the Repair Pack. The user releases the nano-bots and they begin repairing whatever damage there may be. Engineers often prefere to use a combination of the nano forge and traditional tools. This is capable of repairing entire sections at once. But: The nano-bots take three posts to come back to their pack. THIS CANNOT HEAL!!!

Nano-Swarm: A modified version of the nano-forge: this is used to fight rather than fix. It quickly chews through an enemy wall, vehicle, device, or even a person! This weapon however, is somewhat indescriminate. Most soldiers use these as last resort. They swarm for 4 posts, then come back in 3.

Stim Pack: This pack increases the speed and reflexes of its users utilizing a special mixture of endorphines and adrenaline. However, it does cause some damage to the user. You pay for what you get.

MARS Pack: The Multi-Aplication Rocket System fires a plasma based warhead. It is far more powerful than the standard AT-10. This being said, it has proven a menace to both land and air tribespeople, and many have tried to duplicate it, but with little or no result. Sometimes one might get captured, though most of these have been boobytrapped to backfire and explode on their user. Many tribespeople often attack soldiers carring these in hopes of getting an operational one.

Scrambler Pack: This is serious annyoance to many commanders: Rather than jam a sensor in traditional fashion, it makes it look like their are multiple friendly and hostile anomalies on radar. This has led to a tribal base going full moblilzation, allowing a sqaud of a few able to slip in and do some damage and get out. Unlike the other packs, this can be used by all armors.

Snake Cam Pack: This is simply a camera linked on the end of long tube. It is used for reconissance and artillery spotting, and occasionally for peering into the women's lockeroom at the gym....

Det Pack: Taking the Krak Grenade and placing it into a deployable charge, it has found exstensive use against the Jericho Mobile Base and Beowulf Grav Tank. Its even been used for breaking walls, doors, emplacements, and the occaional unlucky Tribesman...

Sensor Pack: This essentally turns the soldier into a miniture sensor. It has a range of 120 meters.

New Deployables

B3 Minigun Turret: This is essentally a turret version of the minigun. The only addition is a blast sheild to protect the user


Deployable Probe: This deploys a flying probe used in reconnisance. It has the same cloaking technology as the Preditor, and can also be armed with two ATS/ATA missiles. It can be on auto pilot or manual, depending on who you are.

Blast Turret: This is an unusal weapon, for rather than use a standard shell or energy blast, it uses a focused blast of air riddled with ions. The resulting blast produces a "flashbang" effect along with concussive and energy damage: the target is blinded and deaf, allowing easy dispatchment. It has both infrared and motion sensors, which are difficult to fool and impossible to jam.

Rocket Pod: The Hellfire Rocket Pod Turret releases a swarm of ungiuded missles on anyone foolish enough to go near it. The missles have a range of sixty yards and are release in swarms of 12. It uses a motion sensor.

EMP Turret: This Releases an EMP Shell, which causes minimal damage but has the same effect as a EMP Pack

Infared Sensors: This scans the area using heat. Sources such as jets or people can be seen. Better yet: it works best on both artic and desert climes.

Larger, perminant versions of the turrets listed above, along with an Ion, Hellion Flamethrower, and Pop-up Railgun Turret can be found, which are fully automatied, sensors also are found.
War...war never changes. It\'s sad, that we as people cannot learn to benefit from its lessons, that our history inevitably repeates itself.

Si

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Twilight Tech Thread: Weapons and Packs
« Reply #1 on: October 28, 2010, 05:35:32 PM »
holy shit man
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What happened to the friendly game I used to know

Anti

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Twilight Tech Thread: Weapons and Packs
« Reply #2 on: October 28, 2010, 06:24:04 PM »
this is more crazy than heady's shit. :lol

Si

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Twilight Tech Thread: Weapons and Packs
« Reply #3 on: October 28, 2010, 08:55:52 PM »
It's time to close the forums. Sorry everyone, it just went too far.

Anti

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Twilight Tech Thread: Weapons and Packs
« Reply #4 on: October 28, 2010, 09:25:30 PM »
Quote from: Comack;330114
I am sorry for the Double post, but unforutnatly I can only have a 300000 character(letter and spaces) limit. This will not happen again.

Si

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Twilight Tech Thread: Weapons and Packs
« Reply #5 on: October 28, 2010, 09:42:07 PM »
yes, how unfortunate


dude you need some pictures. Like just add one picture at least, give me some eye candy baby

Anti

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Twilight Tech Thread: Weapons and Packs
« Reply #6 on: October 28, 2010, 10:03:13 PM »
and post YOUR picture, you're now like the only person on this thread who hasn't posted a pic of themself.

Sunfire

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Twilight Tech Thread: Weapons and Packs
« Reply #7 on: October 29, 2010, 01:54:36 AM »
What is this guy describing...twilight tech? Whaaaatttt? I'm dumb, fill me in AntiSimon.

Comack

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Twilight Tech Thread: Weapons and Packs
« Reply #8 on: November 02, 2010, 09:43:52 AM »
Its the gear that you can use. Simple enough. And I'll find an image, just to make you happy Si.
 
OH shit: I forgot the Armors:
 
Sorry everyone, here you go:
Light Armors
Security Marines
Security Marines form the backbone of UEF defensive forces. All though lacking powered armor and jump jets, the Security Marine makes up for this weakness through a number of low to high-powered armerments and a varitey of packs and devices to increase survivablilty in combat


Gear: Armor Vest, Helmet w/ mask: Protects against harmful gases. lacking in lower body protection save for Armored Boots, High Moblilty.

Weapons Allowed: MPk-92 Auto-Magnum, MG-38 Heavy Machine Gun, G3 Commando Sub-machine gun, AT-10 Anti-Armor/Anti-Air Shoulder Fired Missle LAuncher, GK366 Grumbar Assault Rifle, M79-MKII 40mm Grenade Launcher, PK-38 Enforcer Tactical Combat Shotgun, Combat Knife, Barret M4 Sniper

Packs Allowed: EMP Pack, Stim Pack, Satchel Charge, Jammer Pack, B3 Minigun Delployable Turret(Must be manned), Nano-Swarm Pack, Nano-Forge Pack, Blast Turret(Automated) Pack, MARS(Multi-Application Rocket System) Pack

Vehicles able to Pilot: All

Max weapons: 3
Max Grenades: 5
Max Mines: 3

No Ablilties

Predator Armor
Preditor Armors are the "Eyes and Ears" of the UEF armies. Equiped with Thermoctic Camoflauge technology, these soldiers are all but a whisper on the wind to the enemy. Many tribesmen have scoffed at the thought of technology that can render a foe invisible, but have found out-often fatally-that such technology exsits in the hands of their new foes. This has led to Predators being called "wind-demons" by the majority of the tribes, however, they have earned the respect of the the Starwolves, who favor fluid, gurella-style tactics. They have tried to duplicate the cloaking with limited success.


Gear: A lightweight mesh suit is worn. The torso, lower legs, and arms are armored. The mesh suit is what activates the cloaking. Anything on the person or being held is also rendered invisible

Weapons Allowed: MPk-92 Auto-Magnum, G3 Commando Submachine gun, Preditor Railgun, Barret M4 Sinper, M8 Silenced Sinper, C-15 Canister RIfle
Packs Allowed: EMP Pack, Sactchel Charge, Remote Jammer Unit, Deployable Probe Pack, Snake Cam Pack, Sensor Pack
Max Weapons:2
Max Greneades: 3
Max Mines 5


Note: Only two preditors are allowed. They are only able to use the Vertigo Jetbike. They can cloak for about 8 posts before having to recharge.
Skirmishers

The Skirmishers are the "In-and-Out" type: they move in using jet pack mounted on the back of their suits, wreak havoc, and get the hell out as fast as they can. Out of any UEF infantry unit, these soldiers have the highest casualty rate. This is due to their lack of armor and the fact a well placed shot can destroy their packs. However, only they and the Apollos receive the special Krak Grenades, and the skirnishers are able to use Det Packs.


Gear: Powered Body Armor, Helmet, Jet Pack

Weapons Allowed: MPk-Auto Magunm, GK366 Grumbar Assault Rifle, G3 Commando Submachine gun, M79-MKII 40mm Grenade Launcher, PK-38 Enforcer Tactical Combat Shotgun

Packs Allowed: Det Pack, Stim Pack, EMP Pack

Max Weapons: 4
Max Grenades: 8
Max Mines: 6


Note: Skirmishers are the most manuverable of the armors. Their packs allow them to mave quickly, but can be killed instantly if struck directly in the pack. Unless you're a serious risk-taker, I don't expect many of these. The bulk of their packs leaves them unable to drive vehicles.

Medium Armors

Infantry Marine
If the Security Marine is the defensive backbone, the Infantry Marine is the offensive. Equipped in full powered armor, these soldiers do most of the fighting in the field, especially in these troubled times. Many toopes often prefer the basic infantry role, for it gives quite a bit of flexibilty.


Weapons allowed: MPk-Auto Magnum, GK366 Grumbar Assualt Rifle, G3 Commando Submachine gun, Hellion Flamethrower, Predaitor Railgun, PK-38 Enforcer Tactical Combat Shotgun, AT-10 Anti-Armor/Anti-Air Shoulder Fired Missle Launcher, M79-MKII 40mm Grenade Launcher, Barret M4 Sinper, Gauss Rifle, MG-38 Heavy Machine Gun

Packs Allowed: Nano-Forge, Nano Swarm, EMP Pack, Satchel Charge, B3 Minigun Turret, MARS Pack, Senor Pack, Jammer Pack, Deployable Senosor Pack, Deployable Jammer, Blast Turret
Pack, Stim Pack

Max Weapons: 5
Max Grenades: 11
Max Mines: 6


The Infantry Marine is able to drive the Vertigo Jetbike, Baslisk Light Tank, Rothgar Transport 'Copter, Herculean Dropship, and the Jericho Acceleration Suit. They can operation weapons on vehicles that have them

Engineer
The engineer is responsible for the mantenince of vehicles and base defenses. Combat Engineers have these skills and are able to put them to use in the middle of a battle, such as dropping in(often unwelcome) via a blown down wall or the like.

Weapons Allowed: MPk-Auto Magnum. GK366 Grumbar Assault Rifle, Hellion Flamethrower,
Preditor Railgun, Ion Rifle, AT-10 Anti-Armor/Anti-Air Shoulder Fired Missle Launcher.

Packs: All Deployables allowed, Nano-Forge, EMP pack, MARS Pack

Max Weapons: 3
Max Grenades: 7
Max Mines: 7


The engineer is able to pilot the Jericho Acceleration Suit and the T-120 Constuction Suit

Medic
Medics are responsible for keeping the troops healthy. Equipped with nothing more than an Ballistic Alloy Shield, these selfless men and women march into battle unarmed to help their wounded brethren. Recently though even they have had to take up arms to hold back the tribal scorge.
 
Weapon Allowed: MPk-Auto Magnum, G3 Comando Submachine Gun, PK-38 Enforcer Tactical Combat Shotgun


Packs: EMP Pack, Sensor Jammer Pack
Max Weapons Allowed: 2
Max Grenades: 3
Max Mines: 2


The Medics recive a ballistic alloy shield, which is used to protect them from enemy attacks. They are also equpped with a nanocoveyer, which acts as something as a repair pack to treat injuries.

They can pilot the Vertigo Jetbike and Argus APC

Heavy Armor:
 Apollo Armor
The Apollo Armor is assualt armor used by the UEF to crack open even the most fortified position. Capable of withstanding even more punishment than the Mymerdon Heavy Armor of the Tribes, the Apollo has earned the reputaton for being a tough, fast, and dependeble armor. Many troops actually prefer the Apollo simply for the durability it offers. While faster than the Mymerdon, it has one major weakness: The Polycarbinite faceplate used for the visor. A well placed laser bolt can kill a soldier instantly if caught unaweres her.


Weapons Allowed: Longtom Portable Artillery Cannon, Gauss Rifle, MPk-Auto Magnum, Flak Cannon, MG-38 Heavy Machine Gun, Hellion Flamethrower, GK366 Grumbar Assault Rifle, PK-38 Enforcer Tactical Combat Shotgun, B3 Minigun, Hellbore Ion Cannon, Preditor Railgun

Packs Allowed: EMP Pack, Stim Pack, Nano Swarm, B3 Minigun Deployable Turret

Max Weapons: 6
Max Grenades: 15
Max MInes: 8


While unable to pilot vehicles, the Apollo is able to man the various weapons mounted on vehicles

Anti

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Twilight Tech Thread: Weapons and Packs
« Reply #9 on: November 02, 2010, 11:25:04 AM »
omfg

Si

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Twilight Tech Thread: Weapons and Packs
« Reply #10 on: November 02, 2010, 03:23:07 PM »
help

Comack

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Twilight Tech Thread: Weapons and Packs
« Reply #11 on: November 04, 2010, 10:48:35 AM »
You choose your armor: The kind you want your character to have, then you create said character, then post in the RP. Very. simple.

Conspiracy

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Twilight Tech Thread: Weapons and Packs
« Reply #12 on: January 18, 2012, 03:21:34 PM »
Level 85 Human Paladin with max equip rating. All items epic. Let do this you horde scum
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what do you mean exactly? like.... give me example i am not cleary understand



 

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