Jester

Items

26 posts in this topic

I am going to add to this list as time goes, things may be removed, changed, or added.
                                                                                    



gun.gif.cd581307b49ed1d97d16cff5f5719b0e.gif


Weapons 
Attachments will be consistent with the individual weapons.

Rifles/Sub Guns

  • M16A4
  • Kriss Vector
  • AR-15
  • G36c
  • AK-47 (Black)
  • M4
  • P-90
  • UMP-45


Shotties

  • Mossberg 500
  • M1014


Handguns

  • Glock 22
  • M9A1
  • S&W Model 629 Stealth
  • Flare Gun
  • TASER X2 Defender


Snipers

  • Barett M82
  • Sako 85


Throwables

  • MK3 Grenade
  • Tear gas
  • Bricks/Rocks


Melee

  • Batons (stun / deployable impact)
  • Various map objects like pipes and glass
  • Knives

                                                                                                                              


Gear
 

  • SCRAMBLE Gear
    • Detects faces and scrambles them
  • ZIp ties & Rope
  • Ballistic shields
    • Bullet resistant shield (can withstand most high calibers) / Attachments such as floodlights
    • Dolley Shield (basically like the first, but on wheels)
    • "Riot" shield (can handle most melee attacks, mainly for crowd control and so on)
  • Night/ Thermal Vision
  • Deployable Hex Shield
    • Throwable object to hold anomalies/humans. It also withholds bullets since it can literally hold most things.
  • Environment scanner (scans a grid of the environment)
  • Hume level analyzer (Better name TBD)
  • S-Nav
    • Basically, a mini-map that shows nearing anomalies.
  • SAW (Scranton-Applied Weaponry) 
    • A specific weapon (usually a hand cannon of sorts) would be preset to either shoot lower than baseline or higher than baseline hume fields along a given vector (with the direction of the vector is the direction the weapon was aimed). If the entity shot has a much higher hume field than the "bullet" the entity will usually be slightly disabled for a short period of time. If the entity shot has a lower hume field than the "bullet" then the entity will have severe damage similar to burning with accompanying lacerations and the like. This weapon would be the preferred weapon against SCP-106.
  • EMP Device (Electro-Magnetic Pulse)
  • Deployable TESLA Gate
    • Can be deployed on specific door frames with a limited amount of uses
  • Portable Surveillance Camera (PSC)

PSC100.jpg

  • Humanoid Restriction Collar


...will list more pretty shortly.

 

itemsandweapons.gif.fbd7393c14eeee45a1d2eca22e418ef5.gif

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Posted (edited)

This looks and sounds like an awesome list! From the sounds of it, you're going with character classes, where you can choose what you can begin with?

 

Hmmm... at least for MTF, I can't imagine Dr's running around with uzi's to be fairly common?

Edited by V1NC3NT 501st

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Posted (edited)

love the idea of having a taser in there, and the list as a whole looks great to.

question: how many zip ties will a MTF guard have?

Edited by Zeus1337

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4 hours ago, D-Class Personnel said:

Juuuust gonna take a guess here, But will the scramble gear be like an upgrade from the one in lore?

More than likely.

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6 hours ago, Zeus1337 said:

love the idea of having a taser in there, and the list as a whole looks great to.

question: how many zip ties will a MTF guard have?

Probably around 5.

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Just now, Jester said:

More than likely.

I mean we wouldn't want an accident like the one in lore *Wink Wink*. (Hinting at a setting where you can make the scramble gear not work yet the MTF don't know that and try to contain 096 normally and then they get torn apart).

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2 hours ago, D-Class Personnel said:

Anyway, What guns can we expect the already on-site security personnel to be armed with?

 

Normal ASO (Area Security Officers) will be armed with a taser and a glock (maybe batons, as well). The long guns/sub guns will be mainly for specialized teams.


 

 

2 hours ago, RadReed said:

Wasn't the SCRAMBLE gear a huge failure?

We are going to have an "in-game" major upgrade so to speak.

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4 minutes ago, Spaghetti said:

Do y'all have all of the models for these items?

These are models. ?

We will be showing more item models once they get finished.

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Just now, Jester said:

These are models. ?

But do you have every in game model for the items listed

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2 minutes ago, Spaghetti said:

But do you have every in game model for the items listed

We will be showing more item models once they get finished. - Not everything is complete quite yet.

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3 minutes ago, Jester said:

We will be showing more item models once they get finished. - Not everything is complete quite yet.

I could help with the models if you wanted me to

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11 minutes ago, Spaghetti said:

I could help with the models if you wanted me to

Add me on Discord

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Posted (edited)
6 minutes ago, Jester said:

Add me on Discord

done, I'm @MoccasinX

 

Edited by Spaghetti
change

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Sure zipties are a good idea? They only tighten, they never loosen… Or is that the point? I assume that's the point and i'm a dumb dumb.

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Posted (edited)

I've got a question:
 

Quote

AK-47 (Black)

Why would the Foundation, or any GOI use the oldest version of AK instead of better and more modern versions such as AK-74 or AK-12?

Edited by Asriel

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You could Add Weapon CZ-805 Bren, it is assault military grade weapon.

 

Edited by VildaCZ

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I presume there will be lore-friendly keycards and fingerprint scanners, yes?

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On 8/24/2018 at 6:26 PM, Asriel said:

I've got a question:
 

Why would the Foundation, or any GOI use the oldest version of AK instead of better and more modern versions such as AK-74 or AK-12?

I could see the C.I. which has a lot of its power in third-world countries using it. I would like to see some AK-wielding skirmishers instead of a copy-paste of an MTF operative. You know, adding more variety.

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