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CONFLICT - Mercenaries

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CapRex213 is not online. CapRex213
Joined: 14 Mar 2009
Total Posts: 15981
26 Nov 2012 04:12 PM
CONFLICT - Mercenaries

NOTE - CONFLICT is a series of roleplays I am making, set in different universes, time periods, all that. Some will be modern military, some will focus on the Terran clans, etc.

[INTRODUCTION]

Everyone has a story. This is yours. You may or may not know how you got here, but you are a mercenary in the service of various corporations. You kill for the money and the thrill. You fight for a cause that isn't your own. But the pay is good and the world you live on is sinister and corrupt. You're probably doing the world a favor. Congratulations, agent. Your new life starts now.

[THE BASICS]

You are a mercenary soldier on a planet known as the Coreworld and you kill the bad guys. It's my definition of an ISRP, where you post the action and me and the dice decide the outcome. You are in the service of one of multiple corporations, each one varying in difficulty. You also get to choose your weaponry, starting armour, and specialization.

[THE COREWORLD]

The Coreworld is not actually a planet, it is a huge space station the size of Earth's sun. It is largely made up of small wings and areas, although there are large areas filled with towering structures known as the Citystates. Most corporations and companies have their own Citystates, although the four largest are controlled by the Tarkev Cross System Military Republic, the fair, democratic government of the Coreworld. The Citystates are capable of detaching from the Coreworld and rejoining at other areas, which is handy when corporate wars spring out. It is crossed with monorail lines and vehicle tunnels for transport, and star ports for space travel.

[THE CORPORATIONS]

[EASY] Sirius Arms; Sirius Arms is a weapons company, which supplies various private militaries and police groups arround the Coreworld. They do not have many enemies, other than their main competitor NanoTech, who they are in a state of corporate war with.

[MEDIUM] AetherCorp Technologies; AetherCorp Technologies develops aircraft and land vehicles for the Coreworld military factions, and the monorails and public transit vehicles that transport people across the Coreworld. Where as no other corporation conflicts with them, multiple rebellious groups and factions would like to see them shut down for various reasons.

[MEDIUM] SATYR Industrial; SATYR Industrial is the lead and only producer of space vessels, and was one of the founders and designers of the Coreworld. They do not fight with any other corporations due to their various contracts with the TCSMR, but their vessels are assembled off the Coreworld and are often preyed on by pirates before they can be fully crewed at the Coreworld's star ports.

[HARD] Tarkev Cross System Military Republic; The TCSMR is the democratic government which controls the Coreworld, and the Tarkev system. They are a strong military force, and the main protectors of the Coreworld. While they have no reason to fight with any corporations, they are targeted by the mysterious terrorist group known as the Bastion of Rayle.

[STARTING WEAPONS AND ARMOR]

Your starting weapons and armour are based upon the faction of your choosing; They will supply you with weapons and armour suitable for dealing with their enemies. You are not limited to these weapons and armour for long, as enemies will drop their weapons and ammunition, and your faction will provide you with more supplies if they see it is in their best interests.

Sirius Arms / AetherCorp Technologies Weapons;

SA-1 Tactical Assault Rifle - Primary assault rifle. The SA-1 has a thirty round magazine, and automatic and semi automatic firing modes.

SA-9 Designated Marksman Rifle - Primary combat rifle. The SA-9 has a twelve round magazine, and a semi automatic firing mode only.

SA-2 Light Handgun - Secondary handgun. The SA-2 has a ten round magazine, and a semi automatic firing mode only.

XSA-8 Combat Knife - Secondary melee weapon. The XSA-8 is an energy charged combat knife with a long blade.

Sirius Arms/AetherCorp Technologies Armour;

SAH - Helmet. The SAH covers the entire head, with only a small visor to view out of. 6 armour, reduced accuracy.

SATH - Helmet. The SATH covers the entire head, with a full face visor and HUD. 3 armour, increased accuracy, increased hacking.

SATV - Combat vest. The SATV tactical vest is light weight while still remaining tough. 10 armour.

SACLB - Leg armour. The SACLB is light weight, but can still stop bullets if needed. 6 armour.

SATYR Industrial Weapons;

Jakobs 9-19 - Primary assault rifle. The Jakobs 9-19 has a thirty round magazine, and automatic and semi automatic firing modes.

Spitzer - Primary combat rifle. The Spitzer has a twenty round magazine, and is bolt action.

Jakobs 9-14 - Secondary handgun. The Jakobs 2-19 has a twelve round magazine, and a semi automatic firing mode only.

Engineer's Axe - Secondary melee weapon. The Engineer's Axe is a fire axe used for engineering purposes.

SATYR Industrial Armour;

Exo-Helmet - Helmet. The Exo-Helmet covers the entire head, with a full face visor. It is cleared for use in space. 4 armour.

Jakobs 4-11-M - Modified combat vest. The Jakobs 4-11 is a combat vest with modified parts, and as such is cleared for use in space. 8 armour.

Exo-Plate - Chestplate. The Exo-Plate is an engineer's chestplate with weak generators modified for use in combat. It is cleared for use in space. 3 armour, weak shield.

Engineering Leggings - Leg armour. The Engineering Leggings are part of an engineer's gear, modified for use in combat. They are cleared for use in space. 6 armour.

TCSMR Weapons;

Mark 86 - Primary assault rifle. The Mark 86 has a twenty eight round magazine, and automatic and semi automatic firing modes.

Mark 19 - Primary combat rifle. The Mark 19 has a twenty round magazine, and a three round burst firing mode only.

Mark 8 - Secondary handgun. The Mark 8 has a twenty round magazine, and a four round burst firing mode only.

Mark 71-K - Secondary melee weapon. The Mark 71-K is an electrically charged combat knife with a short blade.

TCSMR Armour;

Mark 3-H - Helmet. The Mark 3-H helmet is heavy with a small visor, providing more protection than average at the cost of reduced visibility. 6 armour, reduced accuracy.

Mark 91-C - Chestplate. The Mark 91-C chestplate is medium in weight and protection, but is covered by a tactical vest. 12 armour. Reduced athletics

Mark 18-L - Leggings. The Mark 18-L leggings are heavy, providing more protection than average. 7 armour, reduced run speed.

Mark X7-L - Experimental leg armour. The Mark X7-L leg armour provides little protection, but increases run speed and jump height. 3 armour, increased athletics, increased run speed.

[CONCLUSION]

So, are you interested? I'll be able to do three of these at a time, but no more.
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