#black ops 4 specialists
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ianisin · 18 days ago
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SHIELD MACHINE | Call of Duty Black Ops 4 (Specialists HQ) - Part 1
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writer-of-various · 1 year ago
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Firebreak, looking at his resume: I can't believe they marked me as a "pyromaniac"!
Crash, looking up from the burnt corpse of their enemies: ...Yeah, unbelievable
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fizzygator420 · 1 year ago
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FIREBREAK POSTING
because
They are my little shmoopsie 🫶
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f1zzy-z0mb13-935 · 6 months ago
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First non zombies post ‼️‼️
My life-long favorite cod character Firebreak 🫶
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shegetsburned · 2 years ago
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Firebreak's eyes - COD Black Ops
isn’t he so hot
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perry-the-platypus-f1cs · 2 months ago
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Some of my AU ideas!
(feel free to use any of these just credit or tag me!)
Scientist!soap x experiment!ghost AU, Think of an au where soap is an unhinged scientist who kidnaps soldiers for experiment but it gains the attention of 141 (instead of soap in 141 roach is in 141.) Tf141 hunt soap down but the mission goes sideways and ghost gets taken by soap.
2. Terrorist AU! where Soap is an arms dealer, Ghost is a cartel leader that took control over Robas cartel after he died. Gaz in a hacker/information specialist that deals in money and information and Price is the ringleader that they all work for.
3. (includes an oc. kinda) AU where Price has a child from a short marriage and Prices child/reader/OC is a common criminal that ends up getting involved is some big scale crime that somehow gets him arrested by the US military which doesn't go over well with his father. 
4. religion ghoap AU cultist Ghost and catholic church Soap meet each other and realize their both gay. 
5. Dadler and Graveson AU. where Adler is incharge of 141 because of shepard's betrayal/court case. Adler quickly finds about their hate for his son/graves and does some detective work but after trying to resolve the tension between 141 and Phillip shenanigans ensue
6. Black ops 6 AU! Adler finds out that bell is alive and is leading perseus but is also battling the pantheon Alder then goes out on a whim and contacts Bell to kinda form an alliance.
what my reaction will be if anyone actually uses these:
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radioactive-metal · 1 month ago
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AL Warship classes
ok I reckon this will be my last long pure conjecture post for the AL. But here we go! Ship classes (Tyler isn’t even a real person and I can tell he is salivating over reading this list lol)
Struck through vessel classes indicate they are out of service.
Terran Cutter Class picket ship: the original 6 man AL vessel. Huge amounts of these were mothballed after the end of the Terra-Trask war due to a radical shift in TDF doctrine away from Quantity over quality. The AL were effectively given the ships, as the mothball maintenance costs on the TDF were huge. These ships were taken to shipyards orbiting Trask, and given full refits to A: better accommodate their beretreskan crews, and B: receive modernization packages. This vessels had a prodigious service history, with the last one only being removed from frontline service in AL:75. Further Aurora labs upgrade packages means that some hulls still see use as specialist SIGINT, Reconnaissance, and repair craft. 2 base models still in service with the Aurora Legion Memorial Flight.
Kysshakk Class frigate: One of two classes of non AL frigates to serve with the legion, these ships hailed from Trask’s Orbital dockyards, where they had been sitting due to the end of naval conscription. These ships would operate in pairs, and would very rarely not fly with Cutter class vessels, or even later Longbow MK.1s. One remains in service with the ALMF, one is a parts hulk, and the other 4 vessels were lost in the line of duty.
Terran Indomitable Class Destroyer: These were the heavy weapons of the early legion. They exclusively operated Anti-Piracy missions, and even after the introduction of the Stream System, did not carry brains or faces aboard. These were warships, and were the spearpoint of the legion. Multiple times, pirate fleets were noticed fleeing immediately upon the appearance of an Indomitable class in AL colors, due to the reputation these vessels carried. Last vessel retired in AL:90 after a policy ship away from military might.
Terran Dreadnaught Class light Cruiser: These were the weapons of last resort for the legion, only being deployed to combat upstart pirate kings or large scale terrorist organizations. These were officially the only vessels to ever use nuclear warheads while flying under AL colors, during the Centarian succession crisis of AL:80. These vessels remained in service until the Battle of Orion, where the last vessel was destroyed by a Warbreed vessel ID’d as the Andarael.
Titan Class Battleship: The Original flagship of the legion, the Titan class, known as the Indefatigable, was 1.2km of weapons and fighters, but also of Medbays and machine shops and refugee accommodation. She was retrofitted through AL:10, retaining her punching power but also adding facilities for humanitarian aid. She became a Hospital Ship, a Refugee Transport, A battleship, and a Symbol. She was lost in Black ‘63 along with admiral Nari Kim while responding to a Terran colony distress call. Later review of the data after The battle of Orion ID’d the fleet she fought as a Syldrathi Hunter killer fleet.
Long Bow MK.1: The first internally produced AL vessel, the Long Bow MK.1 took all the lessons learn from the Cutter Class and made them into a truely formidable foe. Widely considered to be one of the greatest Naval craft of its Era, the longbow MK.1 was versatile, easy to repair, cheap to produce, punchy, and survivable. In the few outright wars the AL participated in, 9 times out of ten, a total loss of a longbow would have 0 casualties. Quite often downed squads would be issued a new vessel within the week, and the shortest turnaround was Squad 926, who were downed, and flew their next combat sortie 1.5 hours later, a record that stands to this day. Depending on the mission, Longbows were fitted with extra medical equipment, extra armor, more weapons, external cargo pods, and even on rare occasions, a Orbital drop pod for Spec ops. Multiple serving with the ALMF, Aurora Labs as test beds, and Several serving with [DATA REDACTED].
Longbow MK.2: If the MK.1 was one of the best of its time, the MK.2 was THE best. The already famous ease of repair was augmented by auto repair systems, the reactor was uprated, and engine output was increased by 25%. A Longbow MK.2 currently holds the all time speed record (with out gravity assists) of a production vessel at 16% the speed of light. Currently still in active frontline service, though being phased out for the MK.3
Polearm MK.1: the first Frigate to come out of Aurora Yards, the Polearms are designed to fill the roles of the Kysshakk class Frigates, the Indomitable Class destroyers, and Mercy class Hospital ships (not discussed here). Manned by 6 squads, they are stuffed to the gills with the finest tech Aurora Yards could “Borrow” from Aurora Labs. Most of the ship is designed to be swapped out depending on the mission, so everything from fleet defense to hauling is possible. One vessel during the Terra-Syldra War scored a total of 50 victories against Other vessels, and was officially bestowed the honor of the Flagship of AL Group 4.
Blockhouse MK.1 Carrier: Aurora Yards first foray into Capital class ships, The Blockhouse is designed to remain at the back of fleets and provide overwhelming fighter support. Capable of carrying no less than 50 Wraith class Fleet defense fighters, it is the spaceborne equivalent of a wasp nest. And Like any good wasps nest, it has a Queen. Generally a heavily modified cutter class, though recently some have been deployed with Longbow MK.3s with Speical equipment packages, the queen acts as a traffic controller, shuttle, and SWACS (Spaceborne warning and control ship) all in one. On more peaceful missions, the phantom bays are swapped out for launch tube for Hospitaller class aid shuttles and Kindness class orbital supply pods.
Longbow MK.3: the Pinnacle of Aurora yards shipbuilding, the MK.3 is stronger, faster, and hardier than the MK.2. Most electronics have been hardened against electromagnetic interference, hauling capacity has been increased, and fuel burn has been reduced. The auto repair systems have been upgraded to the level where anything besides the reactor can be repaired given enough time. Most functions can be swapped by mission modules, allowing for extra hauling capacity, increased firepower, or even extra speed. Production halted after AL:150 due to resource constraints. Next vessel expected AL:156.
Iron Cannon Class cruisers: a much rarer ship, built from the same basic design as the Blockhouses, but with the fighter wings and control craft replaced with anti vessel railguns and torpedo launchers. These craft are mean lean killing machines, and do not carry faces or brains aboard. They are the spiritual successor to the Dreadnaughts, and inherit the same naming scheme of their ancestors. First three were the Dreadnaught, the Inflexible, and the Formidable. Having seen service at the tail end of the Terra-Syldra war, they maintained a kill ratio of 5:1. Notably, no one of these vessels was seized by the Rahaam, though 3 were lost when their captains overloaded their reactors rather than risk capture and assimilation.
Gladius Class Gunboat: Built from the stripped down hulls of Longbow MK.1s, the Gladius class is the first new class of vessel commissioned by the legion since AL:150. Due to manpower shortages across the legion, these vessels are designed to operate with only 4 crew, with empty positions filled with advanced automated systems. Due to these limitations, these vessels only serve humanitarian missions, and are never used on the front lines unless desperately needed. Due to glaring shortfalls in overall effectiveness, the class is slated for retirement by AL:160.
[Admin Credentials Accepted, Welcome Founder_03]
Longbow MK.4: Equipped with experimental AL manufacture Pulse Cannons, Beretreskan plasma drives, and the finest ballistic grade titanium composite plating the Legion can build, the MK.4 is the crème de la crème of legion ship building. In simulated combat, 3 MK.4s can defeat Iron cannon class Cruisers, 50x their displacement. When these vessels reach mass production and issue, it will represent the largest jump in AL fleet capabilities since the introduction of the MK.1. Current low rate production estimates suggest it will be AL:158 before non spec ops squads are issued the MK.4.
Special Project 274, Codename “Brannock”: The Hulk of TDF carrier Kusanagi was recovered in exceptional condition after it was found in late AL:181. The hulk was then towed to site 00 and gutted. It was decided in AL:183 that the ship was to be converted into the newest flagship for the legion, the Brannock. Currently under development, most hangar bays are being replaced with railgun mounts, torpedo tubes, and in one case, the largest pulse cannon ever manufactured. She will be the red right hand of the legion, and instill a warning into the pirate fleets that ravage the galaxy: “We are coming. Run”
Special Project 275, Codename “Madran”: much like project 274, The Madran is built from a recovered ship hulk, this time the wreck of the original Indefatigable, recovered from an Unbroken salvage fleet circa AL:154. Currently undergoing extensive repair and upgrade, the Madran with be the kind smile of the legion. Almost all weaponry is being stripped, and replaced with further humanitarian facilities, to in effect become the single largest aid vessel in the galaxy. She is designed to be the sister ship to the Brannock, and will, when deployed alongside her, act as a huge Signal jamming and targeting vessel. Giving free rain for rail guns and pulse cannons to shred renegade syldrathi and pirate fleets
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theangrycomet-art · 2 years ago
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Project Water Tower: The Maniacs
Former Anvilanian Black Ops designed to address the planet’s more dangerous missions ranging from anywhere to infiltration to eliminating targets.
Disbanded due to Experiments revolt.
TLDR: my interpretations on how Animaniacs descendants/reincarnations would fit into Loonatics Unleashed: Government Experiment gone Wrong
FILE: Head, Heart, Guts
Experiment G-1aC: Dubbed Giacomo by Dr.VonScritch
DNA Ratio: 20% Rabbit, 14% Cat, 11% Canine, 9% Eel, 6% Flea, 40% Unknown
Abilities: Living Database
eidetic memory
able DOWNLOAD information from digital formats
ex. swallowed a flashdrive of confidential files only to recite the contents of said files to Dr. VonScritch through song the next morning
can download from a cloud database with Ethernet cable extensions, though complains extensively through out the process
has an odd preference for books, despite not being able download the material
electrokinesis
overuse leads to subject G-1aC to short circuit or “bluescreen”
“Bluescreening” can be stimulated through high voltage electroshocks
Notes: Sept. 29, 2051 Despite being able to “download” any information he pleases, Giacomo has shown much more interest in learning as well as bringing in his siblings interest up as well. Request for more reading materials and more stimulating toys. -Dr. VonScritch
Request: Denied. Subject G-1aC will download any information it needs.
Location: Watertower
Update: July 4, 2770: Maniacs Captured and Detained
Current Location: High Security Solitary Confinement Cell, Anvilanian Detention Center for the Criminally Insane
Update: Jan. 23, 2771
Subject G-1aC reported missing.
Update: Feb. 13, 2771
Subject G-1aC located and detained. Reprogram security program. Guard Change.
Update: May. 3, 2771
Subject G-1aC reported missing.
Update: August. 24, 2771
Subject G-1aC located and detained. Reprogram security program. Guard Change.
Update: Dec. 24, 2771
Subject G-1aC reported missing.
Update: Jun. 2771
Subject G-1aC located and detained by Acmetropolis-Terranium Protectorate, returned to Anvilania. Reprogram security program. Guard Change. Replace lock with deadbolt.
Update: Nov. 5, 2772
Subject G-1aC reported missing.
Update: Dec. 24, 2772
Subject G-1aC located and detained by Merrie Melody Galactic Force. Replace security program and increase deadbolts. Guard Change.
Update: Jan. 1, 2773.
Subject G-1aC transferred to Martian Detainment Center for examination and integration into the Ele-Computing System M.4.
FILE: Head, Heart, Guts
Experiment L-0773: Dubbed Loretta “Lottie” by Dr. VonScritch- 2044
DNA Ratio: 24% Cat, 17% Rabbit, 12% Canine, 7% Skunk. 40% Unknown
Abilities: Cute Charm
can cause instant adoration upon contact (74% of humans exposed to weak to it, while only 32% of Anthromorphs affected)
Increased exposure to affected parties leads to decrease in cognitive thinking and rational decision making skills
45% of humans with no initial reaction began to show signs of the “Charmed Effect” with continuous exposure
58% of Anthromorph with no initial reaction began to show signs of the “Charmed Effect” with continuous exposure
Charmed Effect cancels out, however, once the subject is no longer exposed to Subject (takes anywhere from seconds to an hour)
Source still uncertain: requires more testing
Notes: Mar. 30, 2051. Lottie decided to take matters into her own hands. Their entire room has been scribbled on to show some waxy semblance of color. She’d traded Doc a years worth of her deserts and Giacomo her beloved stuffed Kitty for their crayons to complete the task, and based upon her rather pleased features I can safely say she has little regrets. Requesting more coloring materials and crafting supplies. -Dr. VonScritch
Request: Denied. Room cleansing scheduled.
Weapons Specialist: Scan any and all Objects that will be in Subject L-0773′s possession before allowing it to handle them under supervision.
Location: Watertower
Update: July 4, 2770: Maniacs Captured and Detained
Current Location: High Security Solitary Confinement Cell, Blanc Detention Center, Sector 3v of Planet Blanc
Update: Nov. 12, 2773
Subject L-0773 removed from Solitary Confinement for Good Behavior
Update: Nov. 17, 2773
Supject L-0773 reported missing.
FILE: Head, Heart, Guts
Experiment D-0oC: Dubbed Doc, or Docko by Dr.VonScritch
DNA Ratio: 22% Canine, 11% Cat, 11% Rabbit, 10% Salamander, 6% Tasmanian Devil, 40% Unknown
Abilities: Matter Transmogrification, “Matter Recycling”
anything material, organic or inorganic, Subject D-0oC eats, it can take the properties of
ex: consumption of steel bed frame -> increased density and luster, cells might as well be made of steel
the more matter it consumes the longer the effects last
complete control over its mass has led to limited shape shifting
higher molecular density than subjects G-1aC and subject L-0773
Update: Anvilite Coating Experiment successful, though recovery is taking longer than expected. Subject D-0oC collapsing randomly during training. Cancel surgeries for Subject G-1aC and Subject L-0773 until Subject D-0oC if further stabilized.
Notes: May 16, 2052  Doc’s shyer, quieter disposition makes it challenging to get him to open up about any issues he’s been having. I suspect that due to his abilities, he needs a significantly higher calorie intake than his siblings. Additionally, I have found numerous indicators that the boy is developing poor vision. Request for a discussion in change in diet as well as an optometrist visit- Dr. VonScritch:
Request Denied: Dietary needs are being met and Subject D-0oC physical displayed no need for vision aids.
Location: Watertower
Update: July 4, 2770: Maniacs Captured and Detained
Current Location: High Security Solitary Confinement Cell, Acmetropolis Subterranean Prison
Update: June 13, 2770
Subject D-0oC attempted to break out, minor damage to interior structures, minimal injuries to staff and prisoners.
Increased security, Change in Diet. No more silverware allowed.
Update: April 1, 2071
Subject D-0oC attempted to break out, severe injuries of the guards stationed by its cell.
Increased Security, transferred to “the Pit”. Strictly IV nutrients and Fluids. Muzzle is to be kept on at all times.
Update: Nov. 5, 2072
Subject D-0oC’s cell damaged with comet strike. Severe structural damage, Sever injuries amongst Staff and Prisoners. 18 casualties caused by subject D-0oC.
To be placed under sedation until further notice.
Update: Mar. 24, 2774
Subject D-0oC is scheduled to be transferred to Anvilanian Detention Center for the Criminally Insane. To be escorted with Armed Guard until transferred to Loonatics for transport.
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corpocyborg · 9 months ago
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| Arasaka Database | | Employee ID# NC770416 | | Director of Counter Intel | | Valerie "V" Locke | Name: Valerie Locke Alias: V Sex: Female Height: 170 cm / 5'7" Place of Birth: Charter Hill, Westbrook, NC Date of Birth: Nov 12, 2050 Position: Director of Counter Intel Former Positions: Assistant Director, Field Agent (Counter Intel); Field Agent (Spec Ops) Primary Personality Traits 95% Energetic 73% Diligent 62% Suspicious 38% Rude 65% Ruthless 97% Optimistic Vehicle: Rayfield Excalibur Cyberdeck: Arasaka Mk. 4 Weapons: Cyberdeck, Silenced Pistol, Gorilla Arms (w/ Realskinn) Combat Style: Stealth Takedowns, Quickhacking, Crowd Control Hair: Dark Red (Dyed), Black (Natural) Eyes: Gray, Kiroshi "Sentry" Optics Skills Body 3/7 Intelligence 7/7 Reflexes 4/7 Technical 5/7 Stealth 6/7 Survival 2/7 Background: Born to Arasaka employees Daniel Locke (technical and security specialist, deceased as of 2063) and Charlotte Locke (diplomatic representative, deceased as of 2063). Attended Arasaka Academy (2064 - 2068), paid for via fund set up by parents. Started career at Arasaka in 2069 in Spec Ops as a field agent. Excelled at building large networks of contacts and informants. Transferred to Counter Intel in 2072. Promoted to Director after termination of former director Arthur Jenkins. Involvement in leaking information leading to former superior’s termination (as well as that of Susan Abernathy, Director of Spec Ops) suspected but never proven. [original template by @fiangrey]
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drunkenskunk · 7 months ago
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Meanwhile, in the Tuera Dossier...
I'm satisfied with the next file I want to put in the Tuera Dossier. I was initially going to redact it, dirty up the images, make them all look like they were scanned by an ancient government photocopier built in the 70's... and maybe I will later.
But for the moment, enjoy these scans of printed pages that I'm going to put in a physical folder lmao
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Transcript (of the transcript) below the break.
RADIO TRANSMISSIONS AND INTERCOM
Compiled chat log from OpCent Black Box
DICE01: Special Agent White, Operation Command DICE02: Special Agent Huntington, Operation Vice Command Obelisk: Technical Specialist Kirk, Mission Control Wolf: Infantry elements Rhino: Armored vehicle element Vulture04: Helo Air Weapons Team
DICE02: Look, I know what you're trying to do. Just tell me honestly, alright? Is the intel on this op good?
DICE01: The intel is good.
DICE02: ...are we sure? The last thing any of us wants is a repeat of last time.
DICE01: Last time our division wasn't involved. That shitshow was entirely the fault of those mentals in the Arcane Division. They thought they could overpower her in a straight fight, and they paid the price for it. We've been tracking her signature for the last six subjective months. Based on her movements so far, this is the most likely location where she's going to strike next. And besides, thanks to those idiots and their fuck up, we now know how to nullify her energy projection.
DICE02: I hope you're right.
Obelisk: Agents! I've just received the signal from the ground teams. They're entering the area of operations and are almost ready to begin.
DICE01: Excellent. Patch us in. Game faces, people. It's time to go to work.
[click]
Obelisk: Ground team leader, this is Obelisk. How copy? Over.
Wolf 6: Obelisk, this is Wolf Six Actual. Solid copy. Company has reached the AO. Standing by. Over.
Obelisk: Sat-Recon Overseer is currently tracking vitals and positions of the ground team. Requesting verbal confirmation. Over.
Wolf 6: Copy that. All callsigns, sound off!
Wolf 1: Six, this is one-zero. Standing by.
Wolf 2: Six Actual, Two-zero. Standing by.
Wolf 3: Three-zero here. Ready to rock.
Wolf 4: Six, this is four-zero. In position and sanding by.
Rhino: Six Actual, Rhino. Foxtrot-victor-four-two-zero-one in position. Sixty four – that is six-four – HEAT rounds readied for the hundred and twenty milimeter.
Vulture04: Vulture is on station above the AO and standing by. Adhesive cannon loaded and ready to provide air cover.
Wolf 6: Wolf Six copies all. Obelisk, all callsigns ready and in position. Over.
Obelisk: Roger that. Commence operation. Secure the exterior of the target building and set up roadblock checkpoints to prevent civilian interference. Out.
Wolf 6: Alright you apes, you heard 'em! Fan out and secure the area! MOVE!
[click]
DICE01: And now, we wait.
DICE02: Did they really need to bring all that hardware? I mean, if we really can nullify her powers, it just... seems like it might be overkill.
DICE01: Overkill is underrated. Besides, you know what mercs are like. They're probably just looking to bump up their operational costs, so they can bill us more after all is said and done.
DICE02: Don't they prefer the term “private military contractors,” or something?
DICE01: Only when trying to avoid international regulations.
[click]
Wolf 3: Obelisk, this is Wolf three-zero. How copy? Over.
Obelisk: Wolf three-zero, your signal is weak. Try switching to the backup channel, try again.
Wolf 3: Obelisk, this is Wolf three-zero. How you read me now?
Obelisk: Obelisk has you loud and clear, three-zero. Send your traffic.
Wolf 3: Obelisk, we are currently setting up roadblock checkpoints, but some of the civvies are getting nosy. We have three – that's zero-three – foot-mobiles approaching from a charlie victor. Interrogative: do we have permission to engage? Over.
Obelisk: Negative, three-zero. Lethal force is only authorized as a last resort. Maintain an aggressive posture, but only engage if they attempt to cross your perimeter. We'll be tracking with Overseer.
Wolf 3: Copy that, Obelisk. These guys are – whoa! HEY!
[muffled gunfire]
DICE02: What the hell?
Obelisk: Wolf three-zero, do you read? Gimmie a SITREP. Over.
[muffled gunfire]
Obelisk: Wolf three-zero, respond! What the fuck is going on?
Wolf 3: Obelisk, we're... uh... we're status green over here. Three tangos down. One of them went for a concealed sidearm. Had to grease 'em. Over.
Obelisk: ...solid copy, Wolf three-zero. Recommit to the mission. Overseer indicates you have less than five mikes before target is in the AO. How copy? Over.
Wolf 3: Three-zero copies. We're oscar-mike. Out.
[click]
DICE02: Where in the hell did you find these clowns?
DICE01: Hey, don't blame me. Impact Security Solutions came highly recommended. It'll be messy, sure, but if they're even half as good as I've been told, they'll get the job done.
DICE02: Bullshit. Why are we even relying on these fucking mercs anyway? We should be using our own forces for an operation like this.
DICE01: You know damn well why we can't. Protocol demands the use of locals in operations wherever possible, to minimize an excessive dimensional footprint and to prevent further timeline contamination. You don't like it? Take it up with The Director.
DICE02: …hmph.
DICE01: Yeah, that's what I thought.
DICE02: Don't give me that.
DICE01: Hey, look on the bright side. This'll all be over soon.
[beep-beep]
Obelisk: Agents, it looks like Overseer is reporting a large energy spike in the AO.
DICE01: … wait, is that-
DICE02: She's early.
DICE01: Fuck.
[click]
Wolf 6: Obelisk, this is Wolf Six Actual. How copy? Over.
Obelisk: Wolf Six, Obelisk reads you. Go ahead.
Wolf 6: Obelisk, my teams are all reporting in. Perimeter of the AO is secure, ahead of schedule. Break. However, I've got marksman units with eyes on the target building. There's some kind of, uh... disturbance on the top floor. I can see it, too. Interrogative: is this what we're waiting for? Over.
Obelisk: Wolf Six, Obelisk. Can you describe the disturbance? We need confirmation before we can proceed. Over.
Wolf 6: Roger that, Obelisk. Uh... looks like some flashing lights, and fast moving shadows. Definitely signs of a struggle. And, uh... hang on... is that... oh yeah, that's definitely some blood on the window. Looks like someone is gettin' carved up real bad in there.
Obelisk: Wolf Six, affirmative. Overseer confirms: target is now in the AO. Say again: target is now in the AO. Stay frosty, and do NOT underestimate her, under ANY circumstances. Over.
Wolf 6: Copy that, Obelisk. Wolf Six Actual out. Ramirez! Get those heavy floods in position!
[click]
Obelisk: Obelisk to Vulture. What's your status? Over.
Vulture04: This is Vulture. Currently maintaining position above the AO. Ready for tasking.
Obelisk: Vulture, the target is now confirmed in the AO. Soon as she's in sight, you are cleared to engage with the adhesive cannon. Be advised: the target's hands must be immobilized before she can be subdued and brought in. Do not hesitate to fire, I say again, do NOT hesitate to fire. Do you copy? Over.
Vulture04: Copy that, Obelisk. We'll make sure the bitch stays put. Vulture out.
[click]
DICE02: Can we increase the gain on the image from Overseer?
Obelisk: What? Why?
DICE01: Just be patient.
DICE02: You be patient. We can see that she's in the building, but we can't tell exactly where yet. For all we know, she could-
[click]
Wolf 1: Sir! Got a return on the motion tracker! Looks like our Tango is approaching the entrance!
Wolf 6: Roger that. All squads, eyes front! Ramirez, hit the floods!
[clunk]
Wolf 6: Obelisk, Wolf Six Actual. Engagement imminent. Over.
Obelisk: Copy that, Wolf Six. Stay frosty.
DICE01: Here we go.
Wolf 1: Contact front!
Wolf 6: Light her up!
Vulture04: Target in sight. Shot.
[thud]
Vulture04: Good hit. Reloading.
Wolf 6: Vulture, repeat! She's still up!
Vulture04: Roger. Firing.
[thud]
Vulture04: It's shot.
Wolf 6: Repeat! Hit her again!
Vulture04: This should stop her.
[thud]
Vulture04: Reloading.
Wolf 6: Okay, okay, I think that last one got her. Good hits on all. Obelisk, Target is immobilized. Moving in to subdue. Over.
Obelisk: Roger that. Bring her in. Out
Wolf 6: Wolf Two! Move up, on me! Ramirez, get those restraints ready!
[click]
DICE01: There, you see? You were worried for nothing.
DICE02: Hmph.
[click]
Wolf6: Alright, make it easy on yourself and stop your struggling. You come quietly, and we won't have to hurt you.
[???]: I'm sorry, I think you're confused. What do you think is happening?
Wolf 6: Give up the act. That adhesive you're stuck in has already hardened. You won't be able to pull your hands free, so we know you can't do any of that mystical hocus-pocus shit. So like I said: stop struggling and cooperate.
[???]: Oh, I see. You think I need to snap my fingers to cast my spells, don't you?
Wolf 6: What ar-
[intense feedback]
Wolf 2: WHAT THE FUCK!
Wolf 1: HOLY SHIT! OPEN FIRE!
[gunfire]
DICE01: What the fuck?
DICE02: Oh no. No no no no!
[indistinct shouting]
[gunfire]
Rhino: Engaging!
[thud]
[muffled explosion]
[gunfire, indistinct shouting]
DICE02: SITREP! Now!
[feedback]
Rhino: Traverse right! Fire!
[thud]
[muffled explosion]
Rhino: Reverse! Back us up now!
[gunfire]
Obelisk: Wolf Six Actual, this is Obelisk. Do you read?
[gunfire, indistinct shouting]
Wolf 1: Fall back! Fall back now!
Obelisk: Wolf Six Actual, respond!
Wolf 1: Obelisk, this is –
[feedback]
Wolf 1: FUCK! Wolf Six is KIA! Say again, Wolf Six is... he... he just exploded, man!
Wolf 4: Contact left! Contact left!
[gunfire]
[click]
Vulture04: Obelisk, this is Vulture. Uh... things are, uh, looking kinda' bad down there. We cleared for the heavier ordnance?
DICE02: Get them out of there! Get them out NOW!
Obelisk: Negative, Vulture. Mission is a failure. Exfil is now your top priority.
Vulture04: Roger that, Obelisk. Exiting the – wait. What is -
[feedback]
[stall warning]
Vulture04: Obelisk, I've got a problem. She hit us with... some... kind of... uh, I dunno what, my controls are unresponsive.
[altitude warning]
Vulture04: Mayday, mayday, mayday. We're going dow-
[static]
[muffled explosion]
Wolf 2: Fuck! Look out!
[feedback]
[gunfire]
Wolf 4: Fuck sake! Fall back! Jackson, rocket launcher!
[gunfire, indistinct shouting]
Rhino: What are you waiting for? She's RIGHT THERE! Hit her aga-
[feedback]
[muffled explosion]
Wolf 3: Where are the fucking snipers?
[gunfire]
DICE02: Oh my god, they're... they're dropping like flies!
[indistinct screams]
DICE01: Fucking hell...
[gunfire]
Wolf 4: Quick, get out of the open!
[feedback]
Wolf 4: In here! Go, go, go!
[muffled gunfire]
[thud]
[footsteps]
Wolf 4: [whispering] Obelisk, do - do you copy?
Obelisk: We're reading you. Go ahead.
Wolf 4: [whispering] Uh, this is... fuck... this is, uh, Wolf Four Echo Four Juliett. Wolf Four Actual is KIA. There... there's only three of us left, I think. How copy? Over.
Obelisk: Solid copy, Wolf Four. Confirm your current position.
Wolf 4: [whispering] We're, uh, holed up in a building, uh, two blocks south of one of the barricades.
Obelisk: Understood. Mission is a wash. All air and armor support in the AO is down. Displace to a more secure location outside of the AO, and await further instructions. Out.
Wolf 4: [whispering] I don't -
[crash]
Wolf 4: FUCK! Fall back!
[gunfire]
[feedback]
[indistinct screams]
[gunfire stops]
DICE01: Fuck.
Obelisk: Uh... Agents, it looks like... uh... Overseer is reporting, uh, no more life signs.
DICE02: Oh my god... they're all dead...
[echoing footsteps]
DICE01: Wait, what is...
[???]: I must say, I don't know if I should be disappointed or insulted. Did you really think these idiot jarheads with their little toy pop-guns could bring me down? After everything else you tried? I sent every single one of your pet sorcerers back in bodybags the last time, so why did you think this would work? I suppose it doesn't matter, now. I was willing to ignore you after the last time, thinking that your... organization... would be smart enough to get the message, and leave me alone. But that's no longer an option. I hope you're prepared. Because you've sown the wind. Now reap the whirlwind. I'll be seeing you soon.
[feedback]
Obelisk: I, uh, think she's... gone. Overseer has lost track of the energy signature.
DICE01: Fuck me.
DICE02: The Director needs to know about this. We have no choice.
[END OF TRANSCRIPTION]
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writer-of-various · 7 months ago
Text
Another one.
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eveandtheturtles · 2 years ago
Note
Aaah you did the 4+1 request from me!!!
It was lovely!!!!!
Thank you, I'm looking forward to more of your stuff.
I gotta say, you nailed your own version of the tactical universe AU beautifully. If you ever decide to write more on it, I'm definitely cheering on you (and in general. You really made my day. It's been a tough one and this made me squee and wiggle in my seat)
Also, I kinda feel sorry for the Kenneth dude.
-Toodles😘
Lol! Kenneth is fiiine. He just needed a bit convincing:P glad I could be of help!!! Always makes me happy to make other happy with my writing!
I see only Leo to be a divergent from what others assign him but only in weapons section. He is specialist in hand to hand (Raph only second to him, they often spar together), devil with the knives (has collection of big, military ones, small throwing ones and various other types) and short barrel guns.
Here is, as a bonus, a very rough idea of how I see Tactical AU to happen.
(as a reminder Tactical AU belongs to @/donathan)
April's dad didn't blow up the lab unfortunately. The turtles and Splints mutated in the lab it was shock enough that pushed the bioweapon plans back a little. Splinter still took care of the boys giving them semblance of childhood while the doctors were running experiments on them and Sacks began training them as his future supersoldiers. 
Until some scientist went O'Neal again and ratted everything to the army. They were again taken in. The soldiers were sure stunned to discover a talking rat and baby turtles. The men had enough heart though to listen to Splinter's pleas. They hid the kids while Splinter was taken in. 
Turtles grew raised by the unit, learning ABCs alongside…. more combat. Ofc it wasn't long until they were discovered again but they became a bit of an open secret.  The brass still wanted to make use of the brothers and were moved to black ops training. There they received more specialized training. 
It all paid off as the Foot clan started rising to power and New York became a test field for how the turtles check out in actual combat. 
As for Splinter... He is out there.
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truecrimepromiseversion2 · 2 years ago
Text
Disappearance of Carol Batterman
Tumblr media Tumblr media
Images of Carol Batterman circa 1958 (The Doe Network)
Carol Batterman
Physical Description
Full Name: Carol Ann Batterman
Date of Birth: circa 1939
Race/Ethnicity: White/Caucasian
Sex: Female
Height: 5′4″ - 5′5″ (64 inches - 65 inches) (162.56 cm - 165.1 cm)
Weight: 115 lbs (52.16 kg)
Hair Color: Brown
Eye Color: Brown
Nicknames/Alias: Carol Ann Hlavac
Distinguishing Characteristics
Long Hair, usually worn loose
Olive Complexion and tanned
Freckles of nose and forehead
Heavy eyebrows
Oval-shaped scar on her wrist, about one inch by one inch in size
Family
Husband: Dennis E. Batterman
Mother
Father
Misc. Info
Her maiden name is Hlavac
She and her husband were high school sweethearts and married just two weeks prior to her disappearance.
She and her husband grew up in Weschester, Illinois
She had written to her parents that she was happy in her marriage
She was staying in the Crown Motel with her husband
Case Information
Age at Disappearance: 19 (84 if still alive as of April 18, 2023)
Missing Since: May 31, 1958 (Missing for 64 years as of April 18, 2023)
Location Last Seen: Oklahoma City/Moore, Cleveland County, Oklahoma, USA
Location Last Seen on Google Maps: https://www.google.com/maps/place/35%C2%B020'22.2%22N+97%C2%B029'12.1%22W/@35.3395079,-97.4867028,17z/data=!3m1!4b1!4m4!3m3!8m2!3d35.3395079!4d-97.4867028
Case Classification: Endangered Missing
Dentals: Available
Fingerprints: Not Available
DNA: Available   
Clothing & Personal Effects
Beige Suit
High-heeled shoes
Yellow Proviso Township High School class of 1956 ring with a black stone on her right hand
Wedding band with thirteen engraved stars and "DB to CH -5/17/58" engraved on the inside of the band.
A small white purse (6″ x 3-4″) that most likely contains $35
Circumstances of Disappearance
Carol Batterman was last seen waiting for a bus outside of the Crown Motel at 3:35 p.m. She was going to take the bus to meet up with her husband at the nearby navel air technical training center where her husband worked. They were planing to head to Norman to hunt for an apartment there. She never got on the bus and has been never heard from again
Person of Interest
Unknown Male
Age Approximation: 40
Height Approximation: 6′ (72 inches) (182.88 cm)
Physical Description
Slender Build
Clothing & Personal Effects
Khaki Clothes
Large Western-type straw hat
Vehicle Description
Model: Ford
Year: 1953
Color: Gray
Misc.Info
Pickup Truck
A witness reported seeing Carol standing beside the open door of the truck talking to the driver. The witness got distracted for a moment and when he looked back, Carol and the truck was gone. As Carol wasn’t seen entering it it s actually unknown if it is connected to her disappearance
Unidentified Person Exclusions (NamUs)
https://www.namus.gov/MissingPersons/Case#/21701/investigations (18)
Misc. Info
Dennis is not considered a suspect in Carol’s disappearance and in an interview in 1961 he still oped that Carol might return and they could begin their life together
Contact Information/Contact Agencies/Investigating Agencies
Cleveland County Sheriff Office
Agency Case Number: 2013-02235
Agency Contact Personal: Captain Scott Singer
Agency Phone Number
405-701-8888
Oklahoma State Bureau of Investigation - South Central Investigative Regional Office Headquarters
Agency Case Number: 02862
Agency Phone Number: 405-848-6742
NamUs
Agency Case Number: #MP21701
Agency Contact Personal: Regional Program Specialist Joseph Welsch
Agency Phone Number: 984-327-5731
Agency Email Number: [email protected]
Sources/Further Information/Places of Interest
https://charleyproject.org/case/carol-ann-batterman
https://www.namus.gov/MissingPersons/Case#/21701/details
https://www.doenetwork.org/cases/3407dfok.html
https://www.websleuths.com/forums/threads/ok-carol-batterman-19-oklahoma-city-31-may-1958.230153/
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ianisin · 4 days ago
Video
youtube
FULLY CHARGED! | Call of Duty Black Ops 4 (Specialists HQ) - Part 2
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lumin-au · 2 months ago
Text
Call of Duty Multiplayer Basic Builds
I want to share with you guys something I have softly tweaked\made over the past few Call of Duty games. This is my general custom loadout template I use for each game. I've cleaned up a little yesterday in hopes that it's relevant for COD Black Ops 6. The idea for them is the below:
Each loadout is tailored for very different playstyles. You can't just be running and gunning the same way with all of them. Keeps the game interesting and makes it easier to switch to what your team might need given the objective.
Each loadout is focuses on type of guns, not individual guns themselves. That way you can constantly be leveling up and getting camo challenges for each gun, and then swap them out with the same type while still sticking to the general premise of the loadout.
I do have quite a few other loadouts that I've played around with, slight tweaks and more focus on versatility. I might post them in the future if I find any more particularly unique. 1. Navy SEALs (Commando)
Primary: Assault Rifle (suggested: Suppressor, Reflex Sight, Tactical Foregrip)
Secondary: Silenced Handgun
Perks: Stealth Abilities
Equipment: Smoke Grenade
Lethal: Frag Grenade
Playstyle: Focus on covert ops. Moving through maps slowly and silently taking alternative paths to your teammates, taking out enemies without revealing your position. Ideal for flanking and surprise attacks.
2. Delta Force (Assault and Recon)
Primary: Battle Rifle (suggested: Red Dot Sight, Laser, Extended Mags)
Secondary: Launcher
Perks: Protection and Ammo focused
Equipment: Flashbang (for breaching)
Lethal: C4 (for objectives or vehicles)
Playstyle: Front-line fighter, pushing objectives and clearing paths for your team. This loadout can handle both close-quarters and mid-range combat with the ability to disable enemy air support.
3. Spetsnaz (Support & Suppression)
Primary: Light Machine Gun (Suggested: Bipod, Extended Mags, Compensator)
Secondary: Shotgun (for close-quarters protection)
Perks: That assist in camping.
Equipment: Trophy System (to protect from enemy grenades)
Lethal: Proximity Mine\Claymore (for securing areas)
Playstyle: Focus on immobile area suppression and control. Hold down key positions with sustained fire, providing cover for teammates or denying enemy access to objectives.
4. British SAS (CQC Specialist)
Primary: SMG (suggested: Suppressor, Quickdraw, Laser Sight)
Secondary: Combat Knife (for fast takedowns)
Perks: Movement Primary, Stealth Secondary
Equipment: Flashbang (to disorient enemies)
Lethal: Throwing Knife (silent kills)
Playstyle: Ideal for fast-paced, indoor and tight corridor combat. Push hard into enemy territory, disorient with flashbangs, and eliminate targets in close-range encounters with speed and precision.
5. Army Rangers (Assault)
Primary: Assault Rifle (suggested: ACOG Scope, Foregrip, Flash Hider)
Secondary: Handgun
Perks: Protection and Equipment buff
Equipment: Stim Shot (for quick healing)
Lethal: Frag Grenade
Playstyle: Balanced across all combat scenarios, excelling in holding objectives, engaging at mid-range, and providing steady support to your team.
6. Canadian Joint Task Force 2 (Special Ops)
Primary: Marksman Rifle (suggested: Variable Zoom Scope, Bipod, Extended Mags)
Secondary: Compact SMG
Perks: Stealth & 2 Primary Weapons
Equipment: Smoke Grenade (conceal movement or sniping spots)
Lethal: Proximity Mine\Claymore (for protecting your sniping location)
Playstyle: Focus on overwatch and long-range engagements while remaining mobile enough to relocate when necessary. The compact SMG ensures you aren’t defenseless in close quarters.
7. Australian SASR (Special Air Service Regiment)
Primary: Battle Rifle (suggested: ACOG Scope, Extended Barrel, Foregrip)
Secondary: Shotgun
Perks: Mobility\Visibility\Stealth
Equipment: Concussion Grenade
Lethal: Semtex (sticky grenade for tactical destruction)
Playstyle: Great for methodical, precise engagements. Use your battle rifle to dominate medium- to long-range combat, while keeping your shotgun ready for room-clearing or surprise close-range fights.
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multi-muse-transect · 5 months ago
Text
If there is ever gonna be a Black Ops 7 set in the future then I hope Treyarch reuses the specialist stories that was cut from Black Ops 4. The specialist backstories were interesting as hell.
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