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Frozen In Flames

PostPosted: Thu Jan 29, 2009 8:10 am


Rocket Launchers

AT4 Medium Anti Tank Weapon: The AT4 replaced the LAW as the US Military's primary crew served Anti Tank weapon. Like the LAW it is a throw away weapon but it has a larger 84mm HEAT round with a longer range and better accuracy and damage capability. Though unguided the AT4 is a decent anti tank weapon and capable of taking out much heavier targets than the smaller LAW. The AT4 has become quite easy to aqcuire in the black market and considering the current global situation, demand for this popular weapon has increased considerably.
Damage: Extreme/Radius/Long Range* $4000
Ammunition: $1500 per subsequently purchased launcher
Note: First purchase of an AT4 will cost $4000 but every subsequent purchase as long as the weapon hasn't been sold since then will cost $1500. Each AT4 can only be used once.
Slots: 10


Shoulder-Launched Multipurpose Assault Weapon (SMAW - L): The SMAW ' L is the laser-guided variant of the SMAW series. It is an anti tank missile launcher capable of defeating current main battle tank armor packages with the possible exception of the US M1A2 Abrams and the British Challenger 2. It uses 84mm dual mode encapsulated rockets with a maximum effective range of 500 meters. The laser projector is effective even in adverse weather conditions. Though powerful, it is quite heavy weighing at nearly 30 pounds and being laser guided, the firer must keep the laser pointed at the target in order to score an accurate hit. When the laser is deactivated, the missile reverts to dead on mode: continuing towards its original course.
Damage: Extreme/Radius/Long Range* $5000
Ammunition: $1000 per round
Slots: 15


Rocket Propelled Grenade Launcher- 7 (RPG-7): The most popular recoilless launcher in the world following the American WW2 Bazooka, the Russian-made RPG-7 has been used in several world conflicts since its conception during the 1960�s until today in recent times. It is very simple to operate with very few moving parts and ruggedized construction. It is technically more of a grenade launcher than a rocket launcher given the flight characteristics of its ammunition. Its primary ammunition is the HEAT round which is capable of taking out light armored vehicles and wrecking small fortified positions. Though not very accurate, it is very reliable, compact, simple to use and has adequate damage capability.
Damage: Very Heavy/Radius/Long Range/Inaccurate* $3500
Ammunition: $750 per round
Slots: 8


M72 Light Anti-Tank Weapon (LAW): The smallest rocket launcher in the US Military Inventory. Though it is not as powerful as the other rocket launchers in the market such as the AT-4 or the SMAW it is compact, simple to operate and with good range, allowing a soldier to carry more than one. The launcher weighs 5.5 pounds complete with the 66mm rocket. The LAW has a maximum effective range of 150 meters and has less than satisfactory accuracy compared to the newer anti tank weapons being fielded by the Military thus the user must be within relatively close proximity to the target and preferably stationary in order to attain some degree of accuracy. Unlike HE or Fragmentation grenades, the LAW�s missile was designed to punch through armor rather than cause a large explosion thus the weapon has a limited explosive blast effect radius. The only other shortcoming of the LAW is that it is a throw away weapon. Once the launcher has been used, it cannot be used again. Practical uses for this weapon would be for eliminating or incapacitating BOWs, bunkers or armored vehicles and taking down reinforced doors.
Damage: Heavy/Radius/Armor Piercing/Inaccurate [Knockback + Critical Strike (75%)]* $1200
Ammunition: Not Applicable
Note: Weapon gains a Knockback and Critical Strike rating of +75% when used against any Bio Organic Weapon otherwise it is nothing more than a direct fire, rocket propelled grenade launcher. Each LAW can only be used once.
Slots: 5
PostPosted: Thu Jan 29, 2009 8:11 am


Machine Guns

M249 Machine Gun: The M249 Machine gun is commonly used by airborne infantry as a light support weapon; providing supressive fire. It fires 5.56mm NATO rounds at a rate of 700-1000 rounds per minute. It is ideal for mowing down large masses of enemies, but being a machine gun, it is not especially accurate. Also, it tends to overheat rather fast, so try not to fire for an extended period of time. A standard bandolier holds 200 rounds.
Damage: Low Medium/Advanced Rapid Fire/Inaccurate* $4000
Ammunition: $300 per 100 round box
Slots: 7

M240 Medium Machine Gun: The M240 MMG was developed to replace the aging and somewhat unreliable M60 machine gun. Though the M240 may be new, it is nothing more than the classic World War II Browning BAR turned upside down and adopted for belt feed action. The result was a high powered, rugged and versatile machine gun working on the very reliable Browning action. The M240 is chambered for the 7.62mmNATO round, has a selectable rate of fire of 650-750 rpm (Slow) to 950-1000 rpm (Fast) and easily weighs 11kgs complete with bipod and a 100 round belt. It is an air cooled machine gun and is less prone to overheating than most other machine guns. It is designed with a quick change barrel to reduce the waiting time in between overheating and cool off periods.
Damage: Medium/Advanced Rapid Fire/Inaccurate + Critical Strike (75%)* $5000
Ammunition: $375 per 100 rounds
Slots: 10

Frozen In Flames


Frozen In Flames

PostPosted: Thu Jan 29, 2009 8:12 am


NOTE: If an item has a star next to the cost (*), it can not be picked as a starting item. Some small items can be grouped into the same slot for no additional space (ie. batteries) if specified.

Basic Items

Lighter: Used to brighten up dark areas. Infected bats and crows will not touch you if you have it on. Also used to burn things... heheh. Burns two packs of lighter fluid per mission.
Cost: $200.
Slots: 1

Lighter Fluid: Comes in 500ml canister. Used to refill lighter. One is expended for every mission in which a lighter is used.
Cost: $50 each.
Slots: 1 (unlimited)

Batteries: Single battery, used in basic electronic devices. One is expended for every mission in which an electronic device is used.
Cost: $50 each.
Slots: 1 (unlimited)

Lockpick: Become the "Master of Unlocking". Used to open locked doors/safes etc. Not much use against modern locks.
Cost: $450.
Slots: 1

Flares: Standard emergency flares. When ignited, creates a brilliant red light that illuminates the area for up to 10 minutes and can burn underwater. Has a wider illumination radius than a flashlight.
Cost: $100 each.
Slots: 1 (unlimited)

Battery-Operated

Radio: Used to communicate with fellow soldiers. Two-way receiver. Uses batteries. Radio transmissions may be intercepted...
Cost: $200.
Slots: 1

Headset Adaptor: Plugs into your radio, allowing you to use your radio while keeping your hands free to kick some zombie a**. Has no effect on battery consumption.
Cost: $250.
Slots: 1

Skeleton Lockpick: Advanced, complex lockpick. Opens virtually any door. Uses an advanced micro-processor to unlock even the toughest locks. May only be used by non-civilians as it requires some skill. Uses three batteries per mission.
Cost: $850.*
Slots: 1

Laptop Computer: Fully outfitted computer. Internet access, top-of-the-line processor, everything you could possibly need. It even plays DVDs! Highly useful for gaining intelligence on new threats, talking to helpful contacts and anything else you like. The supreme information gatherer! Batteries required.
Cost: $700.*
Slots: 2

Nightvision/Infared Goggles: Strap this onto your head and it provides night-vision and infared capabilities. Also has an additional zoom function. Battery operated. Available to all character classes, but rare and expensive!
Cost: $1500.*
Slots: 2

Battery Recharger: Technically not battery operated, this device actually recharges batteries (hence the name). Pop in empty batteries, hook it up to a power source, and there you go. If you buy this, you will never need to buy batteries.
Cost: $2500.*
Slots: 2
PostPosted: Thu Jan 29, 2009 8:15 am


Weapon Attachments

Laser Sight: This small pen-like device projects pin-point red dot. Popular item. Can be attached to pretty much any weapon.
NOTE: Addition of a laser sight to a weapon increases it's damage rating by one.
Cost: $750.*
Slots: n/a

Silencer: An device that can be attached to most low-power guns that muffles the blast of the gun being fired, allowing for a silent shot whenever you need.
NOTE: Addition of a silencer to a weapon decreases it's damage rating by one.
Cost: $250.
Slots: n/a

Scope: This telescopic lens allows the user to increase accuracy with chosen weapon. Can be attached to existing weapons, except shotguns and other non-compatible guns. Can also be used on its own as a long-distance monocular.
Cost: $500.
Slots: 1 (n/a when attached)

Flashlight: Well duh! Used to search dark areas. The batteries won't last forever, though. Can also be used on its own.
Cost: $500.
Slots: 1 (n/a when attached)

Armor & Gear

Gas Mask: Pretty simple device. A mask that, when attached to your face, filters the air you breathe to prevent any harmful chemicals from reaching your lungs. For example, knockout gas, or hazardous chemicals.
Cost: $700*
Slots: 1

Level II Kevlar Vest: Provides protection to the torso from pistol ball and hollowpoint rounds up to .357 magnum and rifle rounds up to 5.56mmNATO while still allowing good manouverability to the user. Can be worn under the clothing.
Cost: $1250*
Slots: 2

Level III Kevlar Vest: The bulky vest worn by the Trinity City Police SWAT Team. Provides protection from pistol ball and hollowpoint rounds up to .44 Magnum, armor piercing rounds up to .38 caliber and rifle rounds up to 7.62mmNATO. The drawback is its size and weight which will considerably slow down the user and limit manouverability. Has pockets for storage of clips and grenades. Cannot be worn under the clothing.
Cost: $2000*
Slots: 3

Tactical Helmet: A kevlar helmet with a built in polycarbonate face shield to protect the user's face from debris. Provides protection from pistol ball and hollowpoint ammunition up to .357 Magnum and rifle rounds up to 5.56mmNATO. The helmet entails a lot of stress on the neck muscles due to its weight and prolonged use is not recommended.
Cost: $850*
Slots: 1

Ballistic Shield: A device used by riot police as protection during civil disturbance control situations and by the SWAT team for tactical entries. The shield is made from Level III Kevlar and a Polycarbonate Viewport and provides protection from all pistol rounds up to .44 Magnum and rifle rounds up to 7.62mmNATO. Quite cubersome thus impractical for prolonged combat but unlike the vest and the helmet the shield can withstand more serious punishment for very long periods of time. Must be replaced only if penetrated by the aforementioned ammunition..
Cost: $1000*
Slots: 4

Frozen In Flames


Frozen In Flames

PostPosted: Thu Jan 29, 2009 8:17 am


Healing Items

Note: First Aid Sprays have the ability to cure an infection caused by the T-Virus, but poison can only be cured with a blue herb. All other injuries (i.e. bullet wounds, burns, etc) must be treated using the Med Kit.

Med Kit: A fully stocked Medical Kit with the latest in first aid supplies and emergency medical equipment. The Med Kit can be used by all character classes for all types of non BOW inflicted injuries however doctors are better trained to use this item effectively. Only one Med Kit per character since it is non expendable.
Cost: $1250*
Slots: 2

First Aid Spray: Heals all BOW inflicted wounds completely. Recovers from even the worst BOW inflicted injuries. Not effective against poison.
Cost: $500.
Slots: 2

Blue Herb: Special plant that grows in Raccoon City. Cures poison.
Cost: $250.
Slots: 1
PostPosted: Thu Jan 29, 2009 8:20 am


Hunter
A hunter is a bio-weapon created by modifying the genetic structure of a human by combining genetic information from reptiles with injections of the T-virus. It is named "Hunter" because of the quick, accurate movements it makes, and the efficient methods it uses to subdue its prey. Because they are still partly human, Hunters have enough intelligence to understand and execute simple orders. About four feet tall, muscular, and capable of powerful leaps and quick slashes with its sharp claws.

Licker
Lickers are humans that have been double-dosed with T-virus and radically altered so that they don't resemble anything remotely human. Anatomically, they are weaker than one would expect, with soft spongy skin, exposed muscle tissue and a fully exposed brain. Its real power lies in its sharp claws and its "lance-like" tongue capable of cutting a person in half, which explains its namesake. They are capable of moving in relative silence, and are able to climb walls and ceilings, making them rather versatile in terms of mobility.

Bandersnatch
A new type of Bio-Weapon created by the researchers at Umbrella Corporation. The Bandersnatch is over seven feet tall and can give off a menacing appearance as one of the larger enemies you will face. It's standout quality is its enormous elongated arm which can stretch to several times its original length, giving it the ability to pull itself across areas and up to other levels and also serves as its main form of attack. It's elastic-like skin is not impervious to bullets, however.

Tyrant
The best the T-Virus has to offer. Tyrants are immensely powerful, eight foot tall killing machines with a protruding heart and a massive, razor sharp claw. Traditionally, such a monster cannot be created without a team of surgeons, but it has been reported that every one out of 1,000,000 humans infected with the T-Virus can mutate into a Tyrant form. The best thing you can say about Tyrants is that they usually work solo. The most effective method of dealing with a Tyrant is total bodily dismemberment.

Nemesis
The result of extensive G-Virus experimentation, Nemesis is relentless and lethal once it has been 'programmed' with a target. Umbrella mainly uses Nemesis-type bioweapons to track down specific prey. The G-Virus allows it to regenerate its wounds, so that if badly damaged, it can retreat and allow itself time to heal. Every time it heals, it mutates further, so that by the end, it doesn't even resemble what it once was. Like Tyrants, they usually work alone. Complete chemical breakdown may be the only thing that will stop this monster.

Frozen In Flames


Frozen In Flames

PostPosted: Thu Jan 29, 2009 8:22 am


Mission 0: Prologue
Date: September 22nd (2 days before outbreak)
Time: 9:00am
Location: Raccoon City
Weather: Clear, Sunny

The cannibal murders that have terrorized the citizens of Raccoon City have grown more frequent in recent months. Reports originate from the north-east areas of town, bordering the Arklay forest and water treatment plant, but there have been attacks as far in as the Raccoon Hospital. The townspeople are nervous, and some have talked about leaving town. For most, they're just waiting to see what happens next.
Unbeknownst to the citizens, dark times are approaching. The destruction of the Spencer mansion and underground lab only slowed the progress of Umbrella's research. Even as you go on about your daily life, a disaster is happening right under your feet, in a secret lab beneath the city. The T-Virus is about to be released, creating countless monsters that will wreak havoc upon the city. Enjoy this day, this time of peace. You may never see another.

Mission 1:
Date:
Time:
Location:
Weather:

Mission 2:
Date:
Time:
Location:
Weather:

Mission 3:
Date:
Time:
Location:
Weather:
PostPosted: Tue Feb 17, 2009 5:34 pm


woah are all those instructions

narutoxhot

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Ashes of Old

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