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Arabian Nights OOC

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Arabian Nights OOC Empty Arabian Nights OOC

Post by Gunneh Mon Jan 10, 2011 4:43 pm

-Incoming File-
-File Number: 43566794-
-Priority: ALPHA-
-Final audio transmissions of the U.S. Army fire team designated TANGO ONE-
-Text transcript included-
-TASK FORCE: VALKYRIE USE ONLY-


[1400 hours – 1410 hours]

“Tango One, do you read?”

“Roger, Command.”

“Change of plans. An APC is en route to your position for pick-up.”

“We’re in the middle of patrol, Command.”

“Understood, Sergeant, but this matter is of greater importance than walking around and chatting with the locals.”

”And what matter might this be?”

”Simple recon mission at a village about 40 clicks off. The rest is on a need-to-know basis.”

“Roger, Command. What’s the ETA on that APC?”

“Five minutes. Hold your position until it arrives.”

“Roger that, Command. Will report after a basic sweep.”


**************

[1500 hours – 1507 hours]

“Command, do you copy?!”

“Roger, Tango One. Report.”

“We need a med evac at the village on the double!”

“What happened, Tango One. What happened in that village?”

“We got ambushed! We need that evac now!”

“Ambushed by what, Sergeant?”

“The Sergeant is dead, Command! We’ve got one more dead and several more that are wounded! Get us that chopper now!"

**************

“I’d feel a lot better going in with an experienced team, boss,” Deacon said sternly, his eyes focused on the face of the suited man that sat being the dark wood of the desk in front of him. “Don’t get me wrong, they’ve completed their training almost flawlessly, but I think it might be a little too soon to expect them to go back to the place where they were almost slaughtered.”

“That’s the thing, Deacon,” the boss replied. “You said it yourself just now: ‘They were almost slaughtered.’ These men and women, these average Joe soldiers, came across an entire village that was crawling with ENEs and came out alive. Hell, they even managed to kill a couple of those lupine bastards on their way out.”

“Dumb. Fucking. Luck,” Deacon spat. “That’s all it was, boss. Everyone gets lucky every once in a goddamn blue moon.” The boss leaned his seat back and laced his fingers together, inspecting Deacon’s face as if he were looking for some sort of hole in the man’s armour, some sort of weakness that would finally sway him.

He found nothing.

“This isn’t your call, Deacon,” the boss finally replied. “It’s mine. That C-130 is leaving Langley at 2400 hours tomorrow, and you’re going to be on it with what’s left of Tango One. Your mission is to return to Kabul, talk to some of the locals to figure out where some of this bullshit is coming from, visit that village and then you’re going to go clean up this mess before all of the Allied forces and all of the civilians in the area are wiped clean off the face of the goddamn earth. Is that understood?”

**************

Anyone that could recall what happened on the night that you guys were ambushed in that little village outside of Kabul, Afghanistan doesn’t even remember what they had for breakfast that morning. How could they when Task Force: VALKYRIE agents showed up and started dosing everyone up with that shit that they use to wipe people’s memories?

Oh, you didn’t know about that? Well get ready to have your mind fucked: Remember that movie Men In Black with Will Smith and Tommy Lee Jones? Good flick, right? Well, those people exist, and you’ve just been drafted into their ranks seeing as how you just survived a heinous ambush from all sorts of ENEs, or Extra Natural Entities for you greenies. There are just a few things we need you to understand before you move on, though:

  • We are Task Force: VALKYRIE, not MiB.


  • You do not get one of those little memory wiper things: What you use is nicknamed Brain-O and comes in a syringe.


  • You do not exist.


Here’s the deal: You’ve all just finished your training with TF:V and now it’s time for your first test. We’ve got orders straight from the White House that say that whatever caused whatever the hell happened to you on that night needs to die, so guess what you’re going to do? You’re gonna head over there with Sergeant Deacon, you’re gonna go back to that village and then you’re gonna wipe those motherfuckers out of existence.

Oh, and there’s one more thing I forgot to mention: This situation is just a tad bit different than any other cases we’ve seen. This time it looks like those fucking ENEs have teamed up. Seems like it’s more of a survival kind of thing, but the higher-ups have a feeling that there might be something bigger at work.

Got it? Good. Now get your asses to the armory and load up.
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Post by Gunneh Mon Jan 10, 2011 5:37 pm

-Incoming File-
-Priority: ALPHA-
-Subject: TASK FORCE: VALKYRIE ADVANCED ARMORY-
-ATTN: INCOMING TF:V OPERATIVES-


Etheric Rounds (Renewable):

Produced in top-secret, experimental laboratories around the country, these bullets have been bombarded with a cocktail of exotic, high-energy particles that infuse peculiar pseudophysical properties into the lead. Etheric Rounds are delivered to field operatives in clear, plastic magazines (Task Force: VALKYRIE manufactures versions in every caliber and magazine style currently on the market) and emit a faint blue light from their tips. When fi red, this light becomes as bright as a tracer round, making concealment all but impossible. The bullet is actually consumed by this light, which converts the metal into a pseudo-etheric state that VALKYRIE scientists believe to be a heretofore undiscovered “fifth state” of matter.

Function:
Etheric Rounds allow the hunter to inflict normal firearm damage against manifested ghosts, spirits and other incorporeal entities. Can be used on corporeal entities as well.

Witch Buster

Many of the creatures Task Force: VALKYRIE hunts display an unusual degree of sensitivity to psychic phenomena. Witches seem to be the most adept at this sort of thing, displaying an uncanny knack for poking their noses into supernatural affairs that should be invisible to mere mortals. As witches are also among the most diffi cult antagonists to identify, VALKYRIE scientists developed a sort of psychic booby
trap to identify potential hostiles. Official rules of engagement state that the “witch buster” is to be used to flush out known quarry that has gone to ground, but field teams often engage in a game variously referred to as “wizard baiting,” or “fishing for Potters,” in which a witch buster is set up in a public but discreet location and anyone who drops by to have a look is tagged and monitored. Ever since a Glaswegian cell went a little off the reservation back in ’98 and just started killing everyone that poked around the witch buster, this tactic is expressly forbidden by VALKYRIE doctrine.

Function:
The witch buster is roughly the size and shape of a hockey puck, with a sticky adhesive backing that allows it to be mounted on walls or ceilings. Powered by an ordinary lithium-ion battery, the kind that can be purchased at any cell phone store, the witch buster slowly but persistently leaks a small amount of etheric energy — theoretically, not enough to be harmful (although quite a few fi eld agents swear otherwise), but enough to register on a witch’s psychic radar.

Etheric Goggles:

Ghosts, demons, and witches all have the ability to pass unseen by mortal senses. Even vampires, according to some stories, have the ability to send their minds out of their cold, dead bodies and explore the world in secret. With etheric goggles, Task Force: VALKYRIE can bring the fight to them. Etheric goggles operate on the same principle as the etheric tracker, utilizing chemically treated lenses to detect entities in Twilight. Until recently, they were standard kit for field agents, but since a rash of psychosis among agents who used them extensively in the early 2000s, top brass has restricted their use.

Function:
Etheric goggles look like slightly bulkier, more complicated versions of the night-vision goggles employed by the United States Armed Forces. In fact, etheric goggles serve as perfectly functional night-vision goggles, allowing the wearer to see perfectly — albeit in monochrome — in pitch darkness. Their primary use comes into play when the hunter flips a pair of oddly purplish lenses down over the infrared light source on the goggles’ brow, allowing the wearer to see objects in Twilight as clearly as if they were manifested physically. The process required to treat the lenses to render Twilight visible
creates weird distortions of the physical world.

The Bleeder:
Resembling nothing so much as a jackhammer with a small satellite dish in place of the drill bit, the Bleeder is one of Task Force: VALKYRIE’s newest developments. The Bleeder is the latest in what VALKYRIE’s scientists refer to as “crowd-safe” weaponry, designed to target and eliminate supernatural threats, specifi cally vampires and their servants, while presenting little threat to potential victims or bystanders. Only recently moved out of the laboratory, the Bleeder has begun fi eld-testing with a number of field ops teams around the globe.

The Bleeder fires a focused microburst of energy in a tightly constrained beam. Through processes not fully understood even by the scientists who discovered them, this energy reacts violently with the quasi-biological functions of the vampire’s blood, with the net result that it evacuates the creature’s body, usually in a violent manner. Laboratory tests have recorded results ranging from a minor leakage of the tear ducts to vomiting. In some test cases, the blood actually shot out of the subject’s pores in a fi ne red mist. While not entirely eliminated, the weapon presents a minimal threat level to humans and natural animals, as they lack the critical metabiology of vampire blood.

Equalizer Grenade (Renewable):

The old phrase “monsters in human skin” has its element of truth, but there are things out there in the dark that hide behind only the thinnest veneer of humanity. Sometimes, when a Task Force: VALKYRIE strike
team storms some unholy nightmare’s den, what looks like a few hillbillies and drifters turns into a wall of fur and muscle and savage sharp teeth. The Equalizer grenade helps to level the playing field. Studies performed on captured monsters of various classifications have revealed a commonality amongst many: When a living creature changes its shape, no matter the method behind it, a surge of erratic brain activity buried deep in the sensory cortex immediately precedes the change. VALKYRIE scientists
have speculated that this is the brain trying to process the sensory overload of radical body morphism, but the truth is countless vivisections have been unable to give any conclusive answers. Nevertheless, VALKYRIE munitions experts were able to engineer the equalizer grenade from the test data.

Function:
Operating on the same principles that cause certain patterns of brightly fl ashing lights to induce epileptic seizures, the equalizer grenade pulses in a pattern that causes focused microseizures in that portion of the brain that seems to govern shapeshifting. The grenade is harmless to humans, and in fact to anything not attempting to alter its form, but the microseizures fl ood neural channels with “white noise” that effectively blocks shapeshifting.

Gungnir Multi-Function Targeting System:

The Gungnir System, named for Odin’s never-missing spear, is the boon and the curse of many Task Force: VALKYRIE field teams. Integrated directly into the latest generation of standard armament, the Gungnir System is VALKYRIE top brass’ new initiative for the future of the agency, in one fell swoop improving target identification and all but eliminating collateral damage. The truth, according to cynical agents who have field tested the device, is that target identification and guy who’s about to kill me identification aren’t necessarily the same thing, and the only way the Gungnir System is going to prevent
collateral damage is by ensuring that bystanders are only accidentally killed by the bad guys.

Function:
The integrated scope built into a weapon outfitted with the Gungnir System is a marvelous thing. A combination night vision scope, thermal imager, and Kirlian camera, it allows a soldier to engage targets in pitch blackness and easily distinguishes most monsters from humans: vampires, of course, are well below human body temperature, while werewolves and their ilk run hot as a byproduct of their increased metabolism. Witches, psychics and the possessed demonstrate an unusual Kirlian aura that identifies them as extra-normal. An LED overlay tags any known supernatural entity with its Task Force: VALKYRIE designation.

VDSB:

Ever since Murnau’s Nosferatu, the knowledge that vampires are destroyed by the light of the sun has entered the pop culture lexicon, along with wooden stakes, crosses and garlic (never mind that, as far as Task Force: VALKYRIE has been able to determine, two of those are complete nonsense). While VALKYRIE’s scientists have not yet found the key component of sunlight that causes such deleterious effects on the bloodsuckers, they have developed the next best thing.

Function:
The VDSB (Victim-Detonated Sun Bomb) is an explosive device that is rigged to trigger via an infrared
sensor and thermal imager; when an object with a core temperature of less than 94ºF breaks the infrared beam, the device is triggered. Instead of an explosion, the VDSB (which looks like a generic satchel charge but contains far more complex innards) uses a combination of full-spectrum phosphorescent lights and focusing mirrors to create a blinding flash that is, from an electromagnetic standpoint, identical to sunlight. While the light doesn’t actually harm vampires, it can cause a
surge of panic that overwhelms their rational mind and leads them to make tactical errors.

Etheric Tracker:

Monsters, whatever their stripe, tend to be elusive. Whether it’s a vampire’s ability to cloud men’s minds, a witch’s teleportation spell, or a werewolf’s really damn disconcerting way of just disappearing sometimes, if Task Force: VALKYRIE can’t fi nd it, they can’t very well tag it or kill it. The etheric tracker is one step toward nullifying that advantage. By marking a target with a small “tag” that has been bombarded with exotic, high-energy particles similar to those underlying the creation of etheric rounds, Task Force: VALKYRIE can track its quarry even through realms beyond mortal ken.

Function:
The etheric tracker consists of two parts: the main unit is roughly the size and shape of a large pistol, which uses precisely aligned electromagnets to fi re a tracking pellet at considerable velocity, embedding it below the target’s skin. The pellets themselves are roughly the size of a grain of sand. If it is noticed, the sensation is comparable to the bite of a small insect. A handheld scanner, the second part of the tracker, picks up the pseudo-etheric radiation given off by the pellet and displays a location on an LCD screen. Earlier models only showed approximate distance and direction; current field models integrate a GPS locator and street maps of the area, allowing the team to pinpoint the precise location of its quarry.

Munin Serum (Renewable):

No matter how black the black ops or how covert the covert strike team, on occasion, witnesses to Task Force: VALKYRIE operations survive the initial fracas. Sometimes it’s a bystander in the wrong place at the wrong time, sometimes it’s the newly freed victim of a possessing entity or the liberated thrall of a warlock. Sometimes, those witnesses start to ask awkward questions. Since secrecy is one of the organization’s paramount directives, the silence of these witnesses must be guaranteed. In the old days, that meant a couple of ounces of lead in the back of the head; nowadays, VALKYRIE operatives prefer to use less messy alternatives.

Munin serum — or, as it’s more colloquially known, “memory cleanser” or “Brain-O” — is a cocktail of narcotics, psychedelics and memory-inhibitor drugs that can completely suppress the last six hours of a subject’s memory. Extensive application of the drug can lead to addiction, illness and even death. New VALKYRIE recruits are frightened with campfire tales of agents who injected themselves with Munin serum to forget the horrific things they’d seen, only to end up wasted, cancer-ravaged addicts desperately jonesing for a taste of the high they can never quite remember.

Function:
Munin serum must be administered by injection directly into the spinal column just below the cervical vertebrae. The process is excruciatingly painful and subjects are usually sedated before being treated. If an agent wishes to administer Munin serum to an aware and unwilling target, he must first successfully grapple his target.

Mjolnir Cannon:

When facing off against the unnamed horrors of the night, Task Force: VALKYRIE agents find it comforting to know they are armed with such stalwarts of high technology as “ray guns.” The Mjolnir Cannon may not be quite on par with Hollywood’s offerings, but it packs a wallop that can put down rioting humans and fanged monstrosities with equal ease. This weapon, which resembles an exceptionally bulky assault
rifle), operates by firing an intense, high-frequency laser beam that ionizes the air, creating a channel of extremely conductive plasma. The gun then sends an electrical charge into this channel, and the ionized air carries the charge to its target and delivers a long-range, high-impact shock.
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Post by Gunneh Mon Jan 10, 2011 6:03 pm

Name:

Callsign: (Not necessary to fill out but it's here just in case)

Age: (Keep it realistic)

Rank: (U.S. Army Enlisted Ranks. Stay -BELOW- the rank of Master Sergeant, please.)

Gender:

Appearance: (A picture and a small description will suffice. Or just a picture. Either way.)

Personality: (Doesn't have to be terribly long.)


LOAD-OUT

  • PRIMARY WEAPON - (This is modern day, so pick a weapon that fits the bill. Your primary weapon come loaded with one magazine of etheric rounds and you can choose six extra magazines altogether from the following)

    GUNGNIR EPQUIPPED - (Yes or no.)

    ETHERIC MAGAZINES -
    SILVER NITRATE MAGAZINES -
    ORDINARY MAGAZINES -


  • SECONDARY WEAPON - (Can include shotguns and pistols. Comes loaded with one magazine, and four more are available for load-out)

    ETHERIC MAGAZINES -
    SILVER NITRATE MAGAZINES -
    ORDINARY MAGAZINES -


  • EQUALIZER GRENADES - (Two are available for load-out)


  • LETHAL GRENADES - (Frag or Symtex. Please specify. Two are available for load-out)


  • TACTICAL GREANADES - (Flash, concussion, smoke, etc. Please specify. Three are available for load-out)


  • EQUIPMENT - (VDSB, claymore, C-4. One is available for load-out)


  • MISCELLANEOUS EQUIPMENT - (Make it believable. Etheric trackers ALSO go here.)



Last edited by Gunneh on Tue Jan 11, 2011 4:47 pm; edited 2 times in total
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Post by Digital Muse Mon Jan 10, 2011 6:20 pm

WOw...nice toys...with lots of glitches/problems. I love it!
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Post by Deadpan Tue Jan 11, 2011 3:19 pm

Name: Joseph Wells

Callsign: Madcap

Age: 24

Rank: SPC

Gender: Male

Appearance: Slouching at 6' 1" with less muscle than most enlisted men, Joe looks like the kind of guy who might have gotten pushed around by his unit a little. He always looks tired, and if he's just sitting around you can bet he's got his eyes closed. Even the drill sergeant couldn't cure his laziness; although, when he does stand at attention he is a full two inches taller than normal. His dark green eyes peer at people uncertainly, as if he's not entirely sure he should tell you what he's thinking.

Personality: Quiet, reserved, lazy. Although when the adrenaline gets pumping, his demeanor completely changes. Even his posture fixes itself in the midst of panic. That's how he got his callsign - because in the heat of battle, he often turns into a madman, laughing and smiling the whole time. He's had more than a few psyche-evals, but all the shrinks keep pronouncing him perfectly healthy, just with a penchant for danger. Get talking to him though, and you'll realize that he's an incredibly intelligent person - graduated from college and that whole mess. But he was too lazy that he didn't know what to do with himself. What a better place for him then, than the Army?

LOAD-OUT

* PRIMARY WEAPON - M4 w/ M203 Launcher attatched

GUNGNIR EPQUIPPED - No.

ETHERIC MAGAZINES - 1
SILVER NITRATE MAGAZINES - 2
ORDINARY MAGAZINES - 3



* SECONDARY WEAPON - Desert Eagle XIX .44

ETHERIC MAGAZINES - 1
SILVER NITRATE MAGAZINES - 2
ORDINARY MAGAZINES - 1



* EQUALIZER GRENADES - 1



* LETHAL GRENADES - 2 Frag.



* TACTICAL GREANADES - 2 Flash.



* EQUIPMENT - 1 Claymore.



* MISCELLANEOUS EQUIPMENT - Etheric Tracker, Etheric goggles, Witch buster, 2x vials of Serum, and a pack of cigarettes and a worn zippo lighter with the Mad Hatter's hat designed in the corner.


Last edited by Deadpan on Wed Jan 12, 2011 4:18 pm; edited 4 times in total
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Post by Digital Muse Tue Jan 11, 2011 10:48 pm

Name: Mina Romero

Callsign: Minnie Mouse or Mini
Age: 24

Rank: Corporal

Gender: Female

Appearance: Mina is a lightly muscled dark-haired girl of no more than 5’ 5” tall. She has deep dimples in her cheeks and they flash frequently when she smiles. Her hark hair is almost always in a pony tail under her hat, but wisps of hair are forever escaping her best efforts to keep them under control. Her eyes are a light brown with long lashes and her nose is slightly upturned above a full-lipped mouth.
Arabian Nights OOC Mina

Personality: Mina is from a large family which she only refers to in vague terms. She is always talking about sending money home, needing more money for her family, but never gives any details. She always jokingly complains that she has to work harder than the rest of the group because she’s smaller, has to go further afield, often has to work alone, etc. She is generally easy-going and loose. But once into a battle situation, it’s as if a switch is flipped and she becomes someone completely different. She focuses to a hyper degree and can become testy if forced to wait for extended periods.

LOAD-OUT
PRIMARY WEAPON – M4A1 with M203A1 grenade launcher

GUNGNIR EPQUIPPED - Yes

ETHERIC MAGAZINES - 2

SILVER NITRATE MAGAZINES - 2

ORDINARY MAGAZINES - 3

SECONDARY WEAPON – M9A1 Beretta 9mm

ETHERIC MAGAZINES -1

SILVER NITRATE MAGAZINES -2

ORDINARY MAGAZINES – 2

EQUALIZER GRENADES – 2

LETHAL GRENADES – 2 Frag

TACTICAL GREANADES – 1 Flash, 2 Concussion

EQUIPMENT – 1 VDSB, 1 Witch buster, 3 vials if Brain-O

MISCELLANEOUS EQUIPMENT – Etheric Tracker, Etheric Goggles, Escrima sticks made of hollow aluminum tubes. A small silver crucifix on a silver chain. Pack of gum and a length of string she is always playing ‘cat’s cradle’ with when her hands are empty. She also has steel-toed boots and the standard issue desert supplies in her pack.

Notes - hand to hand expert, Aikido and Kendo trained prior to entering the military. Mina specializes in Reconnaissance; Scout; traps; infiltration; marksman rating; melee and hand to hand; light weapons.


Last edited by Digital Muse on Wed Jan 12, 2011 11:53 am; edited 2 times in total
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Post by Chainlinc3 Tue Jan 11, 2011 11:04 pm

Name: Josiah Philips

Callsign: Blackjack

Age: 27

Rank: Specialist

Gender: Male

Appearance:
Arabian Nights OOC 2119hunter
About 5 feet 10 inches. Blue eyes, shaved head, and a youthful, innocent face. Average build, average muscles.

Personality:
Blackjack has two personalities-- scoped and un-scoped. When he has his eye down his sights, lining up a shot, he's deadly serious, and so much as talking to him will earn you an angry glare. When he's not… He has a tendency to wisecrack, seemingly impervious to any horrific circumstances that unfold around him. He has a notably dark sense of humor, and often hides behind a misanthropic facade to garner a few laughs. The prospect of having command responsibilities terrifies him, so much so that he has turned down any promotion that put him on track for a command position. He has a profound understanding of the importance of morale when combatting terrors such as Task Force: VALKYRIE does, and will occasionally organize small events, like a poker night or the like, to try and keep spirits up when time allows.


LOAD-OUT

  • PRIMARY WEAPON - PSG-1 w/ variable power scope

    GUNGNIR EPQUIPPED - Yes

    ETHERIC MAGAZINES - 3
    SILVER NITRATE MAGAZINES - 3
    ORDINARY MAGAZINES - 0


  • SECONDARY WEAPON - P90 w/ scope

    ETHERIC MAGAZINES - 1
    SILVER NITRATE MAGAZINES - 1
    ORDINARY MAGAZINES - 2


  • EQUALIZER GRENADES - Two


  • LETHAL GRENADES - Two Frags


  • TACTICAL GRENADES - Three Smoke


  • EQUIPMENT - C4


  • MISCELLANEOUS EQUIPMENT - Silencers for his PSG-1 and P90, Munin serum, and a tactical knife treated with silver nitrate "just in case". Non-military equipment would be a deck of playing cards, a flashlight, and some rope.


Last edited by Chainlinc3 on Wed Jan 12, 2011 7:16 pm; edited 4 times in total
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Post by Digital Muse Tue Jan 11, 2011 11:34 pm

Just a request, guys. I know RP-ing, but don't know a damned thing about proper military tactics. I hope you don't mind helping me along with the finer points.
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Post by Gunneh Wed Jan 12, 2011 2:57 am

Name: Marcus Deacon

Callsign: Reaper

Age: 40

Rank: Master Sergeant

Gender: Male

Appearance:

Arabian Nights OOC Ron-perlman

Personality: Deacon's entire being screams "military," even though he frequently butts heads with Task Force: VALKYRIE brass. He's up at six a.m. every morning to run a mile, do several other exercises and meditate. He's cold, meticulous and calculated. He keeps his cool in the heat of battle, and he has never lost a squad member in any mission.


LOAD-OUT

  • PRIMARY WEAPON - KAC Stoner 96 LMG

    GUNGNIR EPQUIPPED - No

    ETHERIC BELTS - 3
    SILVER NITRATE BELTS - 3
    ORDINARY BELTS - 0


  • SECONDARY WEAPON - SPAS-12

    ETHERIC MAGAZINES - 2
    SILVER NITRATE MAGAZINES - 1
    ORDINARY MAGAZINES - 1


  • EQUALIZER GRENADES - 2


  • LETHAL GRENADES - Symtex (2)


  • TACTICAL GREANADES - Flash (1), Smoke (1)


  • EQUIPMENT - VDSB


  • MISCELLANEOUS EQUIPMENT -
    - Munin Serum (4 syringes)
    - Etheric Tracker
    - Witch Buster
    - Etheric Goggles
    - Bleeder
    - Mjlonir Cannon
    - Cuban Cigars (4)
    - Zippo Lighter

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Post by Guest Wed Jan 12, 2011 3:28 am

Name: Felix Marcus

Callsign: Guardian

Age: 26, turning 27 in the next month

Rank: Staff Sergeant

Gender: Male

Appearance: Arabian Nights OOC Images%3Fq%3Dsharlto%2Bcopley%26hl%3Den%26client%3Dfirefox-a%26hs%3DH1u%26sa%3DX%26rls%3Dorg
Felix has a slightly aquiline, but square jaw. He remains clean shaven unless field circumstances dictate otherwise. He stands a firm 6' 4'' with a ramrod straight bearing. He has light green eyes, and his right eye is slightly darker than his left. Felix has slightly bushy eyebrows that go along with his muddy brown and unruly hair. Keeping it regulation length both tames this and presents the proper bearing to the soldiers under his command. He has high cheekbones and looks like he has a trace of Danish ancestry. Felix's nose has been broken at least one, with a slight bend across the bridge.

He maintains his musculature and is considered well built with dense slabs of lean muscle. His hands and feet are heavily callused from work and hand to hand combat. His knuckles are continuing to transform under harsh training and are both larger than normal, and it appears that the front two on both hands are beginning to fuse together. His feet, shins and arms are heavily scarred and trained to withstand blunt force over years of training. When fighting he tends to exude an effortless and almost unnoticeable grace. He has a penchant for wearing a variety of cheap polarized sunglasses, which change randomly as they are lost (and sometimes found) or break.

Personality: Felix tends to normally project absolute discipline and professionalism. He usually succeeds at portraying a confident capable man that inspires others to follow his work ethic in order to maintain a high level or readiness and skills. However, he is scarred with intermittent survivor's guilt from being one of the few 'heroes' to come out of several fubar missions alive. He tends to be distant to his men, and good with small talk that goes no where serious.


LOAD-OUT

[list][*]PRIMARY WEAPON – Felix uses the improved M4 that is customized to use both the 5.56 x45mm standard NATO rounds, or .45 caliber rounds with a switch out of the basic firing systems and barrel between the two. The M203 is capable to be attached to either set-up, and usually is. He usually keeps it loaded with normal rounds in the initial magazine.

GUNGNIR EPQUIPPED – No, the standard assault scope is attached instead.

ETHERIC MAGAZINES - 3
SILVER NITRATE MAGAZINES -2
ORDINARY MAGAZINES – 1, hollowpoint

[list][*]SECONDARY WEAPON – AA-12, Atchisson Assault Shotgun.

ETHERIC MAGAZINES - 1
SILVER NITRATE MAGAZINES - 1
ORDINARY MAGAZINES -2, 1 Frag-12, 1 Slug

  • EQUALIZER GRENADES -1


  • LETHAL GRENADES – 2, frag


  • TACTICAL GREANADES – 2 concussion, 1 smoke, red


  • EQUIPMENT – C-4, subdivided into 6 mostly precut segments


  • MISCELLANEOUS EQUIPMENT –
    -2 K-Bar knives, one hundred foot climbing rope
    -4 carabiners attached to the small of the back, one set of fingerless firing gloves, studded
    -1 pair of broken in steel toed combat boots
    -1 etheric tracker
    -6 syringes of munin syrum
    -1 small, foldable cloth sun hat
    -1 liter canteen, 1 half liter rollable camel back style canteen
    -1 gallon's worth of gatorade powder
    -1 small bottle of iodine, three pairs of cheap durable sunglasses
    -1 roll of high tensile fishing twine
    -7 rolled up ziplock bags with 3 rubber bands keeping them together
    - 1 folded up roll of toilet paper
    -one old and broken in desert pattern backpack
    - one leatherman
    -1 roll of rigging tape
    -1 quarter, and 1 deck of worn bicycle cards.
    -If the combat op is in the forest, 1 ghillie suit replaces the hat.


-Notes: Felix has been the last found or sole survivor on three separate combat ops. Highly trained in soft-hard karate, jujitsu and northern (crane) style kung fu. Does not have a social life and family members are unknown or classified (witness protection). Adept at a few sleight of hand tricks, and uses a one trick quite frequently to get the heads or tails correct.

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Post by Guest Wed Jan 12, 2011 3:32 am

How do I link the picture?

Arabian Nights OOC Images%3Fq%3Dsharlto%2Bcopley%26hl%3Den%26client%3Dfirefox-a%26hs%3D1bG%26sa%3DX%26rls%3Dorg


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Post by Digital Muse Wed Jan 12, 2011 11:50 am

type [image]URL[/img]
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Post by Chainlinc3 Wed Jan 12, 2011 1:41 pm

Wait... You can have a mjlonir cannon as miscellaneous equipment? Because I was torn between a sniper and a mjlonir, but if I can have BOTH...
>.>
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Post by Gunneh Wed Jan 12, 2011 3:39 pm

The Mjlonir would be more of a one-per-fireteam thing.
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Post by Guest Wed Jan 12, 2011 5:21 pm

If this is a squad, that is two fire teams typically, right? Also, a sniper only carries a sniper's equipment, which is their own force multiplier. Plus those rifles are quite heavy. Heavy weapons guy should probably have one though.

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Post by Chainlinc3 Wed Jan 12, 2011 7:21 pm

Do we have a heavy weapons guy?

Also, the Mjolnir was said to be accurate and long range (well, unless I'm hallucinating) so, I figured it wouldn't be out of place on a sniper. Regardless, if Gunneh meant what I suspect he intended, then I'm fine without one.

On a related note, how the hell do you spell that? Mjolnir is in the official list, but everyone's spelling it Mjlonir, and I'm just getting a headache.
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Post by Gunneh Wed Jan 12, 2011 7:35 pm

Whichever spelling is fine by me, Chainy, just so long as everyone knows what everyone else is talking about. Also, from the looks of it, Deacon is the Heavy Weapons guy (what with the LMG and all). We are a fireteam, only five people involved, one Cannon per group and...yeah...That work?
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Post by Guest Wed Jan 12, 2011 9:00 pm

Ahh, that makes sense. We are a bit light on regular soldiers it appears. Should I make up another profile for a plain corporal?

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Post by Gunneh Thu Jan 13, 2011 4:38 am

TheGhostWriter still needs to make his character, so we'll hold off on that one for a while.
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Post by Guest Thu Jan 13, 2011 5:03 am

K. This is definitely an abnormal fire team. Do we get a medic? Might as well have all the possible specialists at the point.

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Post by Chainlinc3 Thu Jan 13, 2011 10:55 am

Well, in a situation like this, we need all the specialists. I mean, when a special forces team deploys, they all have a basic (er... very good, but RELATIVELY basic) grasp of all skills, but each person is also specializing. They have a sniper, a demolitions expert, and infiltration expert, etc. An average soldier would be practically deadweight without a specialty. I mean, specialists double as plain soldiers, so 6 specialists is better than 6 plain soldiers any day of the week. Unless you pick horrible specialists. Like 6 signalers. That'd just suck.

But yeah. A medic would be useful, even more so if things like lycanthropy are contagious.
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Post by Guest Thu Jan 13, 2011 4:05 pm

Well, actually, most special ops teams do not have every specialist in a fire team. The sniper is usually set up in advance with his spotter and they are generally linked to the squad level or above, but not apart of the fire team.

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Post by The Ghost Writer Thu Jan 13, 2011 6:15 pm

Elric Vhaan wrote:If this is a squad, that is two fire teams typically, right? Also, a sniper only carries a sniper's equipment, which is their own force multiplier. Plus those rifles are quite heavy. Heavy weapons guy should probably have one though.

Hmmm... I'm not Army, but I am Air Force. If my understanding of Joint Warfare is correct, all squads nowadays should have three fire teams, each consisting of four legal combatants. Nowadays, there is no more "specialist" bull; everyone has more than basic comprehension of all skill sets required before going into combat. Everyone knows SABC (Self-Aid Buddy Care, or "is a med") and everyone knows how to handle explosives.

Digital Muse wrote:Just a request, guys. I know RP-ing, but don't know a damned thing about proper military tactics. I hope you don't mind helping me along with the finer points.

I'm glad I did join this RP. This is my specialty. Razz

Now, I hope you find some humor in this character profile.


Name: Nathan Sinclair

Callsign: Firebird

Age: 30

Rank: SFC

Gender: Male

Appearance: Picture (the sergeant in front)

Personality: Since it doesn't have to be terribly long, it won't be... I'm a classic American bad-ass toting around my M4... and I hate being the freaking desert. My character demands discipline. Sgt Sinclair doesn't give a damn if you don't like him, but if you forget your Army P's & Q's he'll ram his boot up your ass so fast you'll barely know what hit you.


LOAD-OUT

  • PRIMARY WEAPON - M4

    GUNGNIR EPQUIPPED - No. Its a piece of shit and he doesn't need a bitching Betty system to tell him what the fuck he can and can't shoot.

    ETHERIC MAGAZINES - 3... Though Sinclair thinks they're pretty colors are for fags.
    SILVER NITRATE MAGAZINES - 0... Those are for pussies.
    ORDINARY MAGAZINES - 3 Holopoint, 30 round magazines... for that extra thrill of the kill.


  • SECONDARY WEAPON - H&K .45 Pistol

    ETHERIC MAGAZINES - 1
    SILVER NITRATE MAGAZINES -
    ORDINARY MAGAZINES - 2 Holopoint Match .45 clips of 20 rounds; and 1 clip of Match fletche rounds... for ripping the shit out things.


  • EQUALIZER GRENADES - 2


  • LETHAL GRENADES - 2 Frag... He likes to cook them; watch out.


  • TACTICAL GREANADES - None. Too much extra weight and they don't do a damn thing in the desert. Its the desert; it ain't fucking urban warfare god damn it. A flash grenade in the desert? Please, if you want to blind them just knock them on their ass and make them stare at the sun.


  • EQUIPMENT - C-4... Boom.


  • MISCELLANEOUS EQUIPMENT - A cell phone to tell his wife he's fine (and stop complaining about over-cooking the damn turkey) and to surf the web on the go... He loves Facebook.


I'll probably expand on his misc. equipment later. I have to match Gunneh's fine list. Wink


Last edited by The Ghost Writer on Thu Jan 13, 2011 7:00 pm; edited 1 time in total
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Post by Digital Muse Thu Jan 13, 2011 6:43 pm

Your picture link didn't work, Ghost
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Post by The Ghost Writer Thu Jan 13, 2011 7:01 pm

I moved the pic to my own image host; try it now.
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Post by Guest Thu Jan 13, 2011 7:23 pm

Three fire teams? Damn, I thought it was two teams of six. Also, I know sniper is still a specialist position. I know any trained personnel can use one. but snipers do go through specialized training for spotting, scouting and all that other shit. Same thing with combat engineers, although I guess that is kind of a different argument.


I thought that there are still people who get more into the paramedic level of training, given who I learning from in my basic EMT class. The guy was named Jeremy, and was an Iraq vet (two tours) as what I thought was a combat medic, on the other hand you are probably right about that. He had more the advanced life support training that was equivalent to firefighters. Oh well, I don't remember.

Also, I know that the guy carrying the SAW isn't a specialist per se, but is usually the same guy most of the time. Therefore you could say he specializes in firing the SAW, as it is his normal weapon choice?

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Post by Chainlinc3 Thu Jan 13, 2011 8:24 pm

While I absolutely love being corrected about fire teams and what not, the conversation is inherently pointless. Suggesting that we subdivide our already small group of player characters into even smaller fire teams-- a premise that, as far as I can derive from Elric's post, is based on a squad of twelve-- doesn't make much sense, especially when dealing with a superhuman threat. Unless Gunneh intends on actively handling a large number of NPC squadmates, I'm pretty sure we'll be sticking together.

Ghost Writer, I have to yield to you on the specialists issue, but I'm not sure I understood what you were saying. There are *no* specialists in a modern squad? Everyone just receives well-rounded training to be at competent at each task, but with no expectation of expertise in any field? I'm just a civilian throwing out my two cents, but that doesn't make a whole lot of sense.
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Post by The Ghost Writer Thu Jan 13, 2011 8:34 pm

Yes, there are sniper career fields, combat medics, and even "combat engineers" (which is a loose term applied to any Mechanical MOS field in the military, since everyone is "combat certified"). And like I said, I'm Air Force, not Army, so their fire team organization may possibly be different; though it wouldn't make much sense to me if it was.

As far as the SAW goes (or the M249), I was stuck with that damn gun during my training at the Camp Bullis Army Reservation outside San Antonio. Believe me, there's no particular person that owns the gun, you're randomly picked. Well, actually, its partially random. They pick the guy that looks to be the least capable of handling it (usually someone short or someone without a lot of upper body build) and give the whimpy M4 rifles to those capable of easily handling the M240 Bravo. Its ass-backwards, but whatever. They clearly underestimated me though when they gave me that gun. .... I mowed down the competition during the exercises. xD

Our instructor then was former Security Forces and former Special Forces. He carried his own gear (weighing more than ours), his own rifle, had on his own camo, and even applied his own face paint. All the other instructors were too busy on their cell phones and drinking sodas, telling us what to do, rather than getting down in the dirt with us like my instructor. Mr. "A" was freaking awesome. He took us wading through a creek for a mile and and half, telling us that he wouldn't make us do anything he couldn't do himself.... The guy's pushing sixty years.

And yes, I was carrying that damn 240 SAW with me the entire time, with two assault packs of .556 ball-type ammunition. -____-

In response to the recent comment about this conversation being "pointless"; I actually find it quite point-full. The more you know about joint warfare, the more efficiently you can write about it.
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Post by Guest Thu Jan 13, 2011 9:13 pm

I am talking about combat ops. It seems a bit weird to change everything around every mission if someone else is carrying the damn SAW. Also, I know why they do it. It's called building character! Actually it is to prove to said 'weakest' person that anyone can use the damn thing. It could be worse though, you could try and lug around a couple LAWs at the same time.

The two special forces people I know are ridiculous. They simply are insane. Insanely awesome. I am also somewhat confident that my grandfather was doing something in that line in WWII. He is getting old, and wouldn't tell anyone what that second silver star was for anyway.

Also, for combat engineers, I was thinking specifically about what we used to call sappers. Guys who handle the explosives and know how to demolish things based on engineering principles. Although, I think I might be thinking simply about the engineering branch of the army that is simply trained for combat in particular.

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Post by Chainlinc3 Fri Jan 14, 2011 1:30 am

The Ghost Writer wrote:In response to the recent comment about this conversation being "pointless"; I actually find it quite point-full. The more you know about joint warfare, the more efficiently you can write about it.

With all due respect, I didn't address the conversation as a whole, more so the discussion of fire teams and how they do and don't function. Unless Gunneh is planning on running a bunch of NPCs (I'm assuming he's not) then they aren't implementable with any degree of accuracy in the RP, at which point we could just as easily fabricate our own rules-- which might actually be more "accurate," because rules tend to bend and break when dealing with a nonconventional threat. I don't know a huge amount about joint warfare, but from what I've from your posts, it is-- from a broad perspective-- worth discussing. It was more specifically the discussion of how many fire teams are in a squad, what weapons per fire team, what weapons per squad, etc that I was getting sick of. I mean, we don't have a full squad. Realistically implementing fire teams (again, assuming Gunneh isn't running NPCs) just isn't going to happen due to the shortage of people.

Anyway. This conversation has (by and large) moved far above my head. I just felt the need to defend/elaborate. >.>
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