#A-4E
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A-4E-1154211-BA5 by Michel Klaveren
#A4D-1#A-4B#A-4C#A-4E#A-4F#TA-4#NAVY#MARINES#NARU#LEMOORE#WILLOW-GROVE#MIRAMAR#EL-TORO#MEMPHIS#JACKSONVILLE#ALAMEDA#flickr
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A sunset view of the McDonnell Douglas F-4 Phantom II
#military#aircraft#air force#us air force#usaf#fighter jet#aviation#fighter plane#us navy#plane#jet plane#jet#fighter aircraft#f 4 phantom ii#f 4 phantom#f 4e#sunset#photography#sunset view
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Been meaning to do a proper portrait of Dana for a while!
Dana was my very first D&D character who became my first Tav as well! She was a 4e Fey pact warlock whose patron was Sehanine Moonbow, so it was an easy switch to Selune.
Her mother was an Elven warrior who was sworn to protect sacred forests of Sehanine/Selune, but she was raised by her father, a wizard, in Baldur's Gate. Despite having no memories of her mother, and her father discouraging her from getting mixed up with deities and magic, Dana was naturally drawn to the moon. After her father's death, she set out to find herself.
She was the perfect Tav for a Shadowheart redemption/romance campaign!
#dnd art#dnd character#selunite tav#selune#dnd 4e#bg3 tav#ttrpg character#fantasy art#fantasy character#moon#character art#my art#my oc
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it's her birthday 🥺
#art#digital art#bosmer#the elder scrolls#Arrow Queen of Thieves#9th of Second Seed 4E 174 ← for anyone wondering#i like drawing in greyscale but colouring it after is 100 times harder 😔
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Qu'on aime ou pas la nouvelle adaptation du Comte de Monte Cristo, la plus belle chose qui en soit ressorti, c'est l'excitation générale des ADOS autour du LIVRE ! J'ai jamais vu autant d'élèves venir me voir au collège pour me parler d'un "super classique qu'ils ont commencé pendant les vacances, je sais pas si vous connaissez madame, ça parle de VENGEANCE" avec des étoiles dans les yeux comme ça. Donc merci le cinéma français et merci Pierre Niney
#wolfie made a statement#le comte de monte cristo#the count of monte cristo#J'ai jamais vu ça c'est hallucinant#books#classics#movies#pierre niney#children#prof doc clichée#JAMAIS un 4e va vous dire qu'il aime un classique JAMAIS
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Ermengard Helvithra, Bane of Serpents
#my art#digital art#fantasy art#art#oc#fantasy#dnd art#high elf#eldritch knight#serpent#dungeons and dragons art#dnd#dungeons and dragon#4e
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despite it all, i still think a large contingent of ttrpg players would be served well by playing a skirmish wargame
#it literally has everything one could want!#like its d&d 4e but unashamed!#mordheim#rangers of shadowdeep#gloomhaven#endless fantasy tactics#frosthaven#frostgrave#jaws of the lion
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✒️Inktober2024 Day15 to 18 Guidebook/Grungy/Journal/Drive(I skipped day14🤪)
#inktober#the elder scrolls#skyrim#esofam#teldryn sero#miraak#dovakhiin oc#eso oc crux#lyranth#Journal is cicero's#I called 4E morag tong is grungy-teldryn sero
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pacing the room. Orsimer using the suffix "-wife" as a gender-neutral community title indicating one's functional social position rather than an exclusively marital term. ex: "forgewife" meaning a master blacksmith, under whom aspiring blacksmiths train; these are the people overseeing your most important smithing jobs and making sure your up-and-coming smiths are just as well-versed in fine detailing as they are in practicality and function. a community wife is therefore an authority figure of a kind, yes, but also one who has chosen to give as much of themselves as they can to the community IRT their specific skills; community members who hold a level of authority necessarily have a corresponding responsibility to their people.
orcish communal living requires a level of bracing yourself against your neighbors/allowing your neighbors to brace themselves against you that differs from more individualistic societies, which necessitates that the nuclear family be less of a rigid structure. children are the responsibility of every adult - you get just as much instruction and discipline and love from your fifty not-blood-related aunts and uncles as you do from your mom and dad. who you go home to at night is your individual thread in the many-stranded rope that makes up the community; if someone in your household needs help, then, you're their most immediate line of support. taking on the role of a wife (again, used as a gender-neutral term) in the context of a marriage therefore is saying "I choose to share first responsibility for your wellbeing."
this distinction leads to some interesting intercultural miscommunication - an outsider unfamiliar with orcish culture hearing about the existence of a forgewife, huntwife, herdwife, etc., assumes the title is being used in the way they're familiar with and that the chieftain has several wives by marriage; an orc unfamiliar with outside cultures learns the word "housewife" and assumes the title is being used in the way they're familiar with.
#Mouse talks!#something like 'fishwife' at least is mutually understandable interculturally (though the nuance is different)#ESO giving that one pamphlet author the title 'Immigration-Wife'... validating me#more specialized governmental roles like that are likely only found in 4E in like. Orsinium itself.#okay NOW going to bed. just thinking aloud as it were!!
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Yeah this isn't part of the tournament this is just for my sake. IMPROMPTU BATTLE FOR MOST SEXY ORC
5e Gray
5e PC
5e Claw of Luthic
4e
3e
2e
1e
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A-4L-145128-VC2-OCEANA-APR76 by Michel Klaveren
#A-4A#A-4B#A-4C#A-4E#TA-4J#FA-4#A-4F#NARU#NFWS#LEMOORE#ALAMEDA#EL-TORO#NAVY#MARINES#JACKSOVILLE#NEW-ORLEANS#PATUXENT-RIVER#flickr
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🇹🇷🔥 Turkish Air Force - F-4E 2020 Terminator
The F-4E 2020 Terminator represents a significant leap forward in the capabilities of the Turkish Air Force. This comprehensive upgrade enhances the venerable F-4E Phantom II with modern Turkish-made weapons systems, showcasing Türkiye’s commitment to self-reliance and advanced military technology.
Background
With a storied history dating back to the 1960s, the F-4E Phantom II has been a pivotal player on the global stage of air combat. Serving multiple nations and seeing numerous conflicts, the Phantom carved out its place in aviation history as a versatile and rugged aircraft. Türkiye’s decision to upgrade this aircraft stems from a strategic imperative to leverage existing assets while infusing them with cutting-edge technology to maintain relevance in modern aerial warfare. The 2020 Terminator program is the Turkish Air Force’s ambitious initiative to retrofit these fighters with state-of-the-art systems.
Strategic Importance
The ability to exert air superiority and conduct precision strikes is paramount in a region marked by dynamic security challenges. The F-4E 2020 Terminator’s enhanced capabilities contribute significantly to deterrence, and the demonstration of Türkiye’s advancing aerospace industry serves both a strategic and diplomatic purpose.
Upgrade Overview
The 2020 Terminator upgrade, realized by Turkish Aerospace Industries in collaboration with ASELSAN, constitutes a multifaceted improvement over the aircraft’s original design. It touches every aspect of the aircraft’s systems, bringing its avionics, armaments, and electronic warfare systems into the 21st century.
Avionics:
The modernized multi-mode pulse Doppler radar extends the aircraft’s detection range, allowing it to lock onto and engage targets from greater distances. Integrating a Hands-On Throttle-And-Stick (HOTAS) system enhances pilot control, minimizing response time during high-stakes manoeuvres. Color Multifunctional Displays (MFDs) replace outdated gauges, providing pilots with real-time data visualization for improved situational awareness.
Armament:
The Terminator’s weapons suite has been revolutionized with a mixture of Western and indigenous munitions. Long-standing armaments like the AIM-9X Sidewinder are joined by Türkiye’s own precision-guided munitions, such as the SOM cruise missile, capable of striking strategic land and sea targets with formidable accuracy. The UAV-230, a domestic innovation, represents the pinnacle of Türkiye’s missile development, offering supersonic ballistic delivery of a range of warhead types over substantial distances. The BOZOK, MAM-C, MAM-L, and Cirit missiles exemplify Türkiye’s expertise in laser guidance and smart munition technology, enabling the Terminator to engage and defeat a broad spectrum of target profiles with unerring precision.
Electronic Warfare:
To contend with the contemporary battlefield’s electronic warfare environment, the F-4E 2020 Terminator incorporates an advanced Electronic Support Measures (ESM) system for rapid threat identification and an Electronic Countermeasures (ECM) suite to confound hostile tracking systems. Moreover, chaff and flare dispensers have been integrated to provide decoys against incoming missile threats, enhancing the aircraft’s survivability in hostile airspace.
Operational Capability:
The F-4E Phantom II, transformed by these integrated systems, emerges as a multirole platform capable of dominating beyond-visual-range air-to-air engagements and precision ground-attack missions. It can operate in complex electronic warfare environments and deliver various ordnances based on mission requirements, making it a flexible asset in the Türkiye Air Force’s inventory.
Significance:
The F-4E 2020 Terminator project is a hallmark of Türkiye’s aerospace ambition and its push toward defence autonomy. By retrofitting and modernizing its Phantoms, Türkiye maximizes the value of its existing fleet while also establishing a foundation for future indigenous aircraft development projects.
Munitions Details:
The advanced, indigenous Turkish weaponry integrated into the F-4E 2020 Terminator underlines a significant shift toward self-reliance in defence technologies. Each munition type brings unique capabilities that enhance the platform’s lethality:
UAV-230: A domestically-developed ballistic missile, this supersonic weapon delivers high-precision strikes at long ranges, challenging enemy defences with its speed and reduced radar cross-section.
BOZOK: The versatility of this laser-guided munition makes it ideal for engaging both stationary and moving targets with high precision, ideal for close air support.
MAM-C/L: These smart micro munitions are designed for tactical flexibility, allowing for precision targeting in complex engagement scenarios, from anti-armour operations to counter-insurgency roles.
Cirit: A highly accurate laser-guided missile system designed for low collateral damage, Cirit is adept at striking soft and lightly armoured targets with pinpoint accuracy.
SAGE Munitions: TUBITAK SAGE, Türkiye’s leading defence research and development institute, has contributed a range of munitions enhancing the Terminator’s operational capabilities across various domains.
Conclusion:
The upgraded F-4E 2020 Terminator is a testament to Türkiye’s determination to retain a competitive edge in aerospace and defence technologies. The integration of modern avionics, armaments, and electronic warfare capabilities ensures the aircraft’s continued relevance in modern air combat, and its presence in the skies serves as a deterrent in a strategically complex region.
#turkish army#turkish armed forces#turkish air force#turkishnavy#turkish navy#turkish#military#aircraft#air force#fighter jet#aviation#fighter plane#plane#airplane#military aviation#military aircraft#f 4 phantom ii#f 4 phantom#f 4e
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I love this new age of d&d where wotc can't go three months without committing some new act of cartoonish, corporate evil.
Like WHAT is happening over there?
#dnd#d&d#i thought the 4e times were dark#but “save the current rules as homebrew well delete it soon if you don't” is out of left field
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I keep reminding myself that not everyone has read every possible githyanki/githzerai related source going back to the Advanced Dungeons & Dragons Fiend Folio. Not everyone has this level of Special Interest. Not everyone is actively trying to track down good hard copies of most of these books. Nor is anyone obligated to do so.
So here you go: I'm going to explain why "githzerai good/githyanki evil" is completely reductive, not in line with the lore, and would be ridiculous to add to BG3.
The githzerai are far, far, FAR from saints, and including them in BG3 would just muddy the waters further. They aren't just running around being the good to the githyanki's evil. And never have been. They've been chaotic neutral since the Fiend Folio, and they did not become Chaotic Good in the years since. In fact, I'd make the argument that, based on their canonical behavior right up to the present, "chaotic evil" would be an appropriate alignment.
Back in second-edition D&D, in the Planescape Book of Chaos, there's an entire section on a credible rumor that the githzerai are working on a ritual that will allow them to pull githyanki out of the Astral Plane into their city so they can "punish them for their evil." (Page 76, if you're curious.) Dragon magazine #306 (an official source), there's an article entitled "Killing Cousins." It details the gith-attala, or...cousin hunters, githzerai who specialize in hunting down and killing githyanki. They go after githyanki anywhere, but in particular strongholds on the Material Plane. As of Mordenkainen's Tome of Foes (again, official source), it's explicitly stated on page 305 that the githzerai are "always on the lookout for githyanki plots to foil and creches to exterminate."
If we encountered githzerai in BG3, the most likely place to do so would be outside the creche, planning an attack that would have targeted eggs, hatchlings, and children.
The githyanki aren't coming from a place of moral good. But neither are the githzerai. Simplifying it down to good vs evil does the entire story of the species a disservice.
#nork rants#githyanki#githzerai#fight me i have the books to back it up#and this is without getting into the whole#'the githyanki want to conquer everything'#no that's the gul'othran who haven't been seen since 4e#the githyanki treat the various worlds as ~gardens~#for plunder not conquest#again see mordenkainen for the present state of affairs#and for the gul'othran#that's d+d 4th edition secrets of the astral sea p 97
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Heavy Gear, the 4th edition RPG book, by Dream Pod 9, is set on the world of Terra Nova and beyond where mini-mek known as Gears roam the battlefield, play as an inhabitant of Terra Nova, or as members of the Invaders from Earth and its subjugated worlds, and decide the fate of Terra Nova itself!
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Why Is Druid?
Say that like ‘where is Wizard Hut?‘
I love the 4e Druid. This is a marked change from how much I liked the 3e druid, or how often you might see me playing a druid in a Baldur’s Gate game. Back in 3rd edition, the druid, despite being very powerful, never really engaged me, in part perhaps because I was always trying to find something exploitative and powerful rather than merely accepting the juggernaut of a toolkit the game just left in the Player’s Handbook. You couldn’t get clever with the Druid, you just had to pick it up and use it, like some sort of society of creative anachronisms where one of the anachronisms available to the players was has gun. Valid, but hardly sporting.
The Druid in 4th edition is different. Wildly different. Weirdly different, and different in one of those ways that shows what I think of as a seam in the design between 4th and 3rd editions of D&D.
The Druid was one of 3rd edition’s great mistakes, a full spellcasting class with healer capacity to serve as a pinch-hitter healer in a group that wanted things a little more varied, addressing an enormously complex potential build from its earlier edition, 2e, and all in the process, resulting in some deeply confused mash up of abilities that attempted to address confusion with volume. The druid of 2e had a special unique set of rules compared to the Cleric — for example, at a certain level, you passed into a specific category of Druidic ability and now you were technically a Hierophant, and Hierophants had seven extra spells of every level. Of course there was a limited supply of Hierophants in the world, so there was a question of if you could level up if another one existed, and maybe there’s a one-in, one-out policy? First in, first fired?
Anyway, I can’t speak to how it played, but I am at least aware, on the edges of it, that the 2e druid was odd. It had a lot of things it could do, but much of how it worked, reading the books, seemed to be interesting but challenging to manage. You could wild shape, you could heal, you could cast utility spells, you could even fight with some melee weapons — personally, I didn’t see any of it worth it, because none of the things it could do it could do very well.
3e addressed this seeming difficulty by instead taking all those different options and bringing them all up to the same level. Wild Shape worked by checking traits of monster units, which meant that you weren’t limited to specific reinterpretations of animals and instead could do what a druid feels like it should do — you know, turn into an animal. The spells were rebalanced and shared across different classes, which meant that they tended to work in a more standardised way. Armour rules were aggregated, and weapons were made less terrible.
The result was that the 3e druid went from being ‘decent’ at a bunch of things to ‘good’ at everything it wanted to do. The problem of the druid then became about picking the thing you wanted to at every opportunity, and doing a good job of it — you’d have druids carrying wands of healing so they could dedicate their spell slots to more important tasks, like Flame Striking opponents, or messing up the battlefield with roots. You’d also see druids keeping the ‘best’ list of animals on hand, and every new monster book presented a new chance for druids to develop a new best form.
It also created the strange question of What does the druid do?
The answer was ‘everything.’
The 4e Druid, in comparison and contrast to these designs is something very different that touches, at best, on the periphery of what the 3e Druid could be. I mean it stands to reason, you can only ever touch on doing everything when something you’re working from is so powerful. 4e with its role system of Defender, Striker, Leader and Controller, and its reliable, reusable balance math suddenly was confronted with fitting an elephant into a shoebox.
How do you represent something busted that could do everything in the context of a new system that sought to explicitly prevent that? I joked when the game was new that the four roles were Defender, Striker, Leader and Miscellaneous. That any class too powerful, with too much stuff it could potentially do, got thrown to the Controller role as suggested by the first Controller we ever saw being the Wizard. Oh and back in Player’s Handbook 1, the Wizard had a few builds that were pretty ridiculously pushed — the pinball wizard, I’ll talk about it sometime — and that meant that it was easy to feel like the Controller Does Everything.
That impression diluted through experience, of course, and eventually it came to that while yes, the Controller sure has some Miscellaneous vibes, the core of what the Controller was there to do was to attack the enemy action economy. Nice and obvious to a non giga-nerd, right? Okay, how about this: The leader lets you do more things, the controller stops them from doing more things?
And into this space, they poured the druid.
It works beautifully, for my tastes; the druid needs to do lots of things to feel properly druidy, but you need to make sure the doing lots of things doesn’t unbalance the game. Controllers have the widest variety of things they can do and ways they can do them – inflicting status conditions, changing enemy position, preventing specific action types, making areas on the battlefield inaccessible, these are all ‘controllery’ things, and that means there’s a lot of different ways you can flavour them. The Invoker is most famous for making zones in the play space hard to deal with, the Wizard has a build that slides things all over the place, and the psion controls people with immense penalties to their damage rolls.
Obligatory pause where, while reading this aloud, for either Fox or I to comment on how amazing it is that Dishearten is an AOE power.
Anyway, the druid was designed to be a mode switcher class. That is, there are two ways a druid can do things. One is a melee controller that makes a single target’s life harder, the other is a ranged controller that makes a large group of enemies’ lives harder. This mode switching then adds a new element to the class that your powers can interact with, where you now have control powers that can add a mode switching element to them as well. This is your Wild Shape – you transform into some kind of nonspecific beast, which can use your Wild Shape powers. Each form has fewer powers to manage, and you can build your druid to specialise in one or the other or do a mix.
This lets the druid do the ‘a lot’ without letting them actually do everything. You have a lot of choices and a lot of ways to play with those pieces, but even just how often you use the mode switch is part of what the druid does to control the battlefield. When I first played a druid, it was not uncommon to start a fight out of wild shape, use the first turn to make some kind of area control power, then shift into wild shape for the rest of the fight kicking people into that area control power. There are druids builds that work like wizards and only ever shapeshift to get away from problems, and make a hit while scuttling away, or to sit on a specific type of problem. There were druids who focused on summoning monsters and using them as kind of turrets on the battlefield, positioning allies in a way that benefitted them around those summons.
Lone artillery combat encounters, where you have a bunch of stuff in front of a long-ranged attacker? Druids love those. Even at level 1, that artillery is spending their days completely stuck underneath a Fire Hawk power.
Problem is, of course, that if you want to do Everything doing a Lot is going to miss something. That was what led to the subclasses of the druid, the ones that added healer elements to the druid, because the druid back in 3e could do that. It added animal companions, because the druid back in 3e could do that. Now I don’t worry too much about these things because if I wanted an animal companion on my Druid, I’d take a theme for that, but also because these changes were introduced in an Essentials book.
Which is to say, they’re crap.
They’re not crap crap, like I try to defend Essentials as giving players a choice for simplified character builds, but in the specific case of the Essentials Druids, in order to work with the simplified choices, these Essentials druids with their animal companions and their healing powers have to look at all other Druid powers and not use them. The only use they get out of their animal companion is using the specific subset of powers that make them work, and that makes combat more samey. But again: That’s a thing you probably want if you want a simplified build.
Still, it gives rise to my favourite joke – I mean like, funny thing, not really a joke, there’s no subversion of reality or anything here – about the Healer Druid. See, every Leader in the game gets an encounter power, usable twice a combat at level 1, that heals an ally with a bonus. Every class gets their own version that lets them distinguish their class specifically and add some interesting detail that shows how this Leader differs from other Leaders.
The Healer druid build gets Healing Word.
The Cleric power.
Literally, the same power, same name, listed as a Cleric power.
Check it out on PRESS.exe to see it with images and links!
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