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The driving times you've given are so interesting to me because for the same distance in the uk, using all motorways so 70 mph speed limit, is 5 hours for 300 miles and 9 hours for 500 miles without traffic which is absolutely impossible.
I regularly drive 70 miles (1 way) and that still takes me around 2 hours even being 95% dual carriageway (70 limit) and 5% country roads (60 limit) with decent traffic I am exhausted by the end. I couldn't imagine ever doing that as a commute!
But I'd love to do a long drive on american roads at least once to see how it differs
Sometimes I drive like an absolute asshole so the drive from LA to Vegas (about 250 miles from my departure/arrival points) takes under 3 hours when I'm driving in the middle of the night and there's no traffic. That kind of thing is pretty easy when you leave at 1am and show up around 4am and you can do 80-90 easy for most of the drive when there's no one around on a tuesday night. 90 also doesn't feel all that fast on a wide, straight, well-maintained highway. I don't think I'd ever do 90 on, like, the 10 through Pomona where there's always traffic and lots of construction and the road is full of potholes, but on the 15 between Barstow and Vegas? For sure.
But also my 30 mile one way commute to the office takes a minimum of 45 minutes in good traffic and took 2 hours the last time I drove in. It averages about an hour on an eight lane freeway with a speed limit of 65mph. THAT is exhausting. But that's traffic, which is different than just driving, which is relaxing.
When I was taking my trip from LA to Texas, I ended up driving through large parts of Arizona and all of New Mexico; it was mid-week and we were on one of the main interstate highways (40) and there were stretches where I wouldn't see another car on my side of the highway for a good ten minutes at a time. I just looked it up and the population density of New Mexico is 17 people per square mile. The population density of the UK is 740 people per square mile. The population density of LA county is 2467 people per square mile (though California as a whole is about 250 people per square mile - the drive from LA to San Francisco takes me around 5.5 hours and is about 400 miles because a lot of the area between those two huge metro areas is extremely sparsely populated! But also I once drove from Sacramento to LA and it took me around 4.5 hours to get from Sacramento to Canyon Country (330 miles), then another 3 hours to get from Canyon Country to Culver City to the area I live in (60 miles) because I hit morning rush hour traffic).
One of the things about the US is that it's HUGE. But another thing about the US is that there are many parts of it that are very, very empty. I live in an area that is VERY very crowded, but it's relatively easy for me to get to someplace that is very empty, and really I think that's the thing that makes it different in terms of driving.
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1970 Plymouth GTX
The 1970 Plymouth GTX: A Muscle Car Powerhouse
The 1970 Plymouth GTX was a high-performance muscle car that epitomized the era's love for power and style. As part of the B-body platform, it shared its underpinnings with other Mopar heavy hitters like the Road Runner and Charger.
A Focus on Performance
Powerful Engines: The GTX was available with a range of potent V8 engines, including the 383, 440, and the legendary 426 Hemi. These engines, coupled with performance-oriented transmissions, delivered exhilarating acceleration.
Suspension and Handling: While primarily focused on straight-line speed, the GTX benefited from improvements in suspension and handling over previous years, making it a more capable car on the road.
Distinctive Styling
Bold Appearance: The 1970 GTX featured a muscular and aggressive stance, with a prominent grille and hidden headlights.
Performance Cues: Visual cues like the hood scoop and dual exhaust tips hinted at the car's performance capabilities.
A Collector's Dream
Due to its limited production and impressive performance, the 1970 Plymouth GTX has become a highly sought-after collector car. Well-preserved examples command substantial values.
#plymouth gtx#plymouth#gtx#car#cars#muscle car#american muscle#mopar#moparperformance#moparnation#moparworld
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If a character carries two long knives/daggers, is there a good reason to exclusively fight with a single blade (with the other as a spare/different design) instead of dual-wielding? The knives are backup weapons, not their main.
A couple things come to mind. One is that you might want to keep your other hand free, for balance, or to be able to manipulate objects. It's a lot harder to grab someone by the scruff of their collar and run a blade through their kidneys eight times, when you have a blade in the hand going for their collar.
Ironically, dual-wielding slows you down a bit. This might not make a lot of sense at first glance, but you're splitting your attention between both of your weapons, and as a result it takes just a little bit longer to manipulate them. This isn't always a meaningful loss, and you can still do things like parry with one while riposting with the other, and if you're just going to slash away wildly, their combined speed will be significantly faster than you would with a single blade, but there is some speed loss to the individual blades.
Less of an issue in this specific case, but you also lose some precision. This has more to do with not having a free hand to stabilize the weapon, but that's less of an issue when using a dagger.
Proving that “technically” is not always the best kind of correct, if a weapon became snagged in a downed foe's armor, would be a pretty compelling reason. It also makes a surprisingly decent argument for having extra daggers, “just in case.” Odds are that they'd never become trapped, but they're light enough that, if the finances are agreeable, there's no reason to limit yourself to a single backup dagger.
-Starke
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𝐒𝐩𝐢𝐝𝐞𝐫-𝐖𝐨𝐦𝐚𝐧 𝟐𝟎𝟗𝟗 Pt. 1
Miguel O'Hara x Spider!Reader
Sinopsis: The year is 2106. By day, you work as the head of the Genetic Engineering and Biotechnology division at Alchemax. By night, you are the one and only Spider-Woman, fighting tirelessly to protect New York from the tyrannical clutches of crime and delinquency. Your days are spent in an ordinary, organized routine: it's just you, the only barrier between your city and oblivion, dealing with the violence and pain that comes with being a superhero.
Everything is just normal. Then your dead husband appears in front of you, talking about alternate universes, spider societies and canonical disasters, and you discover that all your sorrows, losses and failures were possibly always meant to happen.
What the fuck.
Notes: You can keep track of this little fic on our Ao3 page. In our profile you can also find the Spanish version.
Warnings: Angst, violence, sad reader.
Word count: 2K.
Pt 1 - Pt 2 - Pt 3 - Pt 4
Dusk painted the city red. The last rays of evening flashed against the lenses of your mask as you gazed, crouched on the edge of the Chrysler Building, at the bustling streets of the City That Never Sleeps.
The afternoon had been running smoothly, as usual. Minor crimes, a couple of robberys, a botched assault and a small fire that was quickly put out. For the city, it was just another, ordinary afternoon.
Not for you. For you, it was a day of regret. Because that day was the seventh anniversary of the day you became the one and only Spider-Woman.
That day was the seventh anniversary of your husband's death.
🕷 🕷 🕷 🕷 🕷 🕷 🕷 🕷
Your name is (T/N). You were the victim of an 'accident' that caused an alteration of your genetic code. The machine caused your DNA to mutate, fusing 50% with the DNA of a spider.
As a result of the incident, you acquired superhuman strength; speed and flexibility far beyond the physical limits of the most gifted human athlete. You had an extraordinary durability, very acute reflexes, ultra-sharp vision and an accelerated healing factor.
You were also 'gifted' with sharp, venomous fangs which produced a non-toxic substance that paralyzed your enemies, as well as retractable claws on your fingertips that allowed you to easily attach to any surface.
Your eyes, once glowing (E/C) orbs, had become tinted with a reddish hue that you covered with dark glasses (which served the dual purpose of deterring curious civilians and protecting you from sensory overstimulation).
The world knew you as a heroine. Selfless, courageous and capable. A fitting antithesis to your civilian identity. An acclaimed geneticist of few words and a fleeting smile. With few close friends, a quiet, cold, almost impersonal apartment. Your only companion was a fat, lazy cat who, like you, fended for himself and appreciated your silent company while taking long naps on your stomach.
Your days consisted of a long shift at Alchemax, as head of the Genetic Engineering and Biotechnology division, and grueling night patrols as New York's most famous Spider.
You didn't sleep very much. After your long days (with and without the suit), you would finally drop off exhausted and look forward to a short, dreamless rest. Your routine was such. The days finally blurred into one another, and you concentrated on living them one at a time.
That day, however, something changed.
🕷 🕷 🕷 🕷 🕷 🕷 🕷 🕷
A commotion was heard in the distance. You watched the smoke column rising near the 5th Avenue, and you quickly changed the direction of your swing to deal with the emerging threat.
You gazed at the strange creature as you glided on the air currents with the aid of the anti-gravity particles emitted by your suit of unstable molecules. Holding on to a streetlight as you analyzed the individual before you, you frowned at his anomalous appearance; the elongated mask, the green suit and the archaic glider. His maniacal laughter filled the street, and the fire reflected in his orange glasses as he turned his head in your direction.
The smile carved into his mask would have caused you to shudder with revulsion had it not been for your sour mood. You were already late to leave the arrangement of carnations on your husband's grave. You were hoping to get it over with that lunatic quickly so you could spend the rest of your night in your bed, marinating in your loneliness.
"Well, well. What do we have here? You're not the spider I'm used to playing with."
"I'm the spider that will put an end to your fun". You replied. "What do you want?"
The creature laughed, and... flickered? Like a failing hologram, his own form superimposed upon itself in a kaleidoscope of colors and shapes that took a second to return to its place.
You frowned, suddenly feeling more alert, and braced yourself when the creature threw two orange spheres in your direction as it laughed:
"Never mind! After all... This will be another world to conquer."
Catching the spheres with your webs, you threw them into the sky, accurately predicting the great explosion that lit up the night sky, away from the terrified crowd running away from the scene.
You dodged the projectiles hurled in your direction, and somersaulted through the air as the individual lunged at you, clawed hands outstretched in your direction.
You aimed your webs again; the gleaming golden ribbons wrapped around your wrists, and used a manhole cover to spin around and propel yourself into the air, crashing the hard metal into the glider and ducking behind a smoking van across the street.
The creature jumped, and his ruined glider crashed into a streetlight, causing an explosion of sparks to rain down around you.
"You may not be my spider. But you're just as sneaky. Come here!"
And he leapt forward, lashing out with his claws aimed at your throat. You deflected the blow, but he was quick and turned around to throw a punch that landed on above your eyebrow. Your vision blurred, and you blinked in surprise as you had to take a couple of steps back from the shock. This creature... it seemed to have an idea of your range of motion, as well as a brief notion of the range of your reflexes.
Not the spider you're used to playing with....
Before you could give the idea any more thought, you caught a movement out of the corner of your eye, and you reflexively spun around with a kick that hit the creature squarely in the chest, throwing him back a few feet and drawing a pained laugh from him.
"You're strong... just like him." The creature coughed. "You're fast... just like him." He took a couple of slow steps around you, and scanned you up and down. Your dark suit, your upright posture, and the evident claws in your hands. "You even look like him... but you're not Peter Parker, are you?"
You hid a shudder by crouching against the ground in a battle stance. This creature...
You had no time to ramble. He came at you once more, and you used your webs to leap away from his thrusts. You jumped over a streetlight, and watched him rip the door off a pickup truck to throw it in your direction. You kicked it out of the way, a second too late to notice the small orange orb stuck to the side of the door.
His mocking laughter was lost in the roar of the explosion. Your body was hurled toward the concrete, and you barely had time to cover your head before you hit the ground, hard.
Your ears were ringing, and you tasted blood where your fangs scratched the inside of your lips. You remained motionless, listening to the crunch of his footsteps approaching to your collapsed form. You counted the seconds, watching the creature's fluctuating reflection against the cracked windows around you.
In other circumstances, against any other opponent, you would have jumped up at once and taken the battle elsewhere, away from the street. But in this situation, you didn't want to give the anomalous creature a chance to escape, or else... to see more of your world. You didn't like the way his mask swiveled, taking note of the towering buildings and iridescent lights. The lenses of his mask paused an extra second on the giant letters above the OSCORP tower, and you heard his curious humming just as his hand reached out to grab you by the neck.
You finally moved, and twisted his arm, breaking the archaic armor with your claws as you summoned your superhuman strength to smash your other elbow into his mask.
The impact shook his head, and you briefly glimpsed a small glowing eye through a broken lens before feeling the air against your chin as your suit retracted to allow you to plunge your venom into the creature's exposed forearm.
You watched his breathing quicken. Finally, you released him, and you exchanged a couple of blows that rapidly decreased in intensity and force. When he stopped flailing, and you finally beheld his stiff muscles and slumped figure, you threw him against a parked vehicle, mentally apologizing to the poor owner, and wrapped several webs around it, forming a golden cocoon that covered him almost completely.
You watched his perpetually smiling expression, and lifted your arm to wipe your lips, ready to shred the rest of the mask and find out the identity of that you were taking to the authorities that night. You could already hear the sirens in the distance.
And then you heard the clattering of stones all around you.
Debris and stones rose a foot in the air. You watched in morbid bewilderment at the flickering lights, the creature, slack against the hood of the vehicle, and you briefly averted your gaze only to behold a blue hand tearing the air, the fabric of reality stretching into a luminous hexagon, edged in orange, pink, and yellow colors. A blue silhouette appeared from the center of the hexagon, and you watched in horror as a person sprang into existence right under your nose.
Your mask quickly returned to its place. You fell into a defensive position. With one hand against the pavement and another poised in the air. The man, whom you now recognized as such, wore a piercing blue suit with red lines that seemed to converge in a spider design... a design eerily similar to yours. Even his mask, with lenses edged with sharp red lines, resembled your own dark mask.
"Thank you for your support. We'll take it from here." He said, and motioned to the creature as he ordered, "Ben."
Distantly, through the sumptuous flow of blood you felt ringing in your ears, you became aware of the arrival of another hooded figure, wearing a red suit, blue vest, and a mask that matched the popular spider theme.
For the first time in almost 6 years, you had difficulty articulating your words. Your tongue felt heavy, your fangs were once again too big for your mouth, and you dug your claws into the concrete to keep yourself upright in the face of the flood of anguish that completely overtook you.
His voice...
"I don't think so." You took a step in the direction of the Spider... Man, the one with the blue vest. "Who are you, and what do you have to do with that creature?"
"It's classified." Replied the tall, broad-shouldered man in the blue suit. At his response, you held your ground in front of the creature, though you watched... Ben? Analyzing the individual slumped over the car.
"He's alive. He's not unconscious, he's..."
"Paralyzed." Said the man and you at the same time. And Ben jumped on his toes with his hands covering both sides of his mouth.
"Could you be...?" He started. But the mistery man wouldn't let him continue.
"That's the Green Goblin over there. In his world, he's Norman Osborn, previous CEO and ex-president of OSCORP. He became the Green Goblin after experimenting with a serum that drove him insane."
You frowned, but grudgingly allowed Ben to restrain the newly named Green Goblin as you took a close look at the burly man in front of you.
His broad back. His big arms, his lean waist.
His firm pose. His beautiful voice.
"We are Spider people. Just like you. Our job is to deal with anomalies like him, who threaten other worlds by slipping through the cracks between realities. The fate of the multiverse depends on it. "
You had difficulty wrapping your mind around the idea, but you didn't let your hesitation show in your posture.
"If you come with us, we can show you. You did a good job containing this anomaly. We could make good use of your support."
"Who are you?"
His mask retracted. An invisible hand wrapped around your throat, and you felt the ghost of your own venom paralyzing your body; perhaps finally your DNA had destabilized, and you were suffering a biological rupture. It had to be a manifestation of your delirium: his dark curls, his high cheekbones, his strong jaw.
"My name is Miguel O'Hara, and I am the leader of the Spider society."
You closed your eyes.
He held out his hand, looked at you, and you thought you saw his eyes softening a little.
Then you dug your claws into his throat.
#miguel x reader#atvs#marvel#miguel o'hara#miguel o'hara x reader#miguel o'hara x y/n#miguel o'hara x oc#miles morales#peter parker#peter b. parker#jessica drew#spiderman#spider man: across the spider verse#spiderman 2099
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Obscure Media: Encore VFX Article
Brought to us courtesy of @widowswinter, who's been working hard to dredge up these gems from the past.
We've all seen this cover by now, but in case you didn't know, Encore was an Australian film trade magazine. It switched to an online format and then seems to have ceased publication around 2013. Some of their articles can be found at https://mumbrella.com.au/, but none going back to 2006. Widowswinter accessed this article via the National Library of Australia, which houses physical copies of the magazine and will make copies/scans of some of their collection.
Full Article and a plain text version below the break:
ENCORE I 22 I V24 ISSUE 2, FEBRUARY, 2006
Digital effects were integral to writer/director Gregory Read's Like Minds, the UK/Australian psychological thriller starring Toni Collette, Richard Roxburgh, Eddie Redmayne and Tom Sturridge.
With production split evenly between Australia and England, where the story is set, the dual role of the DFX was to heighten the in camera drama, and to solve problems created by on-set limitations and impracticalities. This was especially true for the film's opening train sequence during which schoolboys hang outside the door of a train travelling at 80 km/h, playing 'chicken' with the rapidly advancing stanchions (posts that support the overhead electric wires).
"Even if we could shoot the whole scene on a live train travelling at speed, getting the angles in and out of the train with the presence of real stanchions isn't realistic, not to mention the danger of attempting such a live sequence," said Read, who consulted with DOP Nigel Bluck and VFX supervisor Dave Morley, of Sydney-based VFX house Fuel International, to determine the best way to shoot this scene. "The upshot was to have two shoots; the first being the boys on a live train minus stanchions, travelling at its top speed of 20km/h. We used a wind cannon and lighting rig to emulate speed. The boys were cabled into the train, which gave them the opportunity to hang out, feel the 'rush' and give me the performance I wanted . The rest of the scene was shot in a shed with two very big guys rocking the train."
Like Minds features Collette in the role of a forensic psychologist appointed by police to determine whether there's enough evidence to lay murder charges against 17-year old Alex (Redmayne), accused in the shotgun death of his schoolmate Nigel (Sturridge).
The train scenes were initially earmarked to be shot in Adelaide but the unavailability of a suitable 1970s-style electric train meant the production shifted to a train museum located in Cessnock, NSW. Fresh stumbling blocks at the new location included a train carriage without a front engine and the absence of on location electricity; factors which necessitated the deployment of a bright yellow ex-BHP locomotive to propel the 'electric' carriage backwards and forwards at a maximum travelling speed of just 20km/h.
Fuel's task included the creation of the CG stanchions, which Read wanted to "crash into frame very close to the carriage then vanish into shadow".
"The shot required the stanchion to race towards the boys, barely missing one of them. However, when the stanchion was put in it just didn't look right so David [Morley] gradually scaled up the stanchion to 300 percent as it raced towards us so that it worked, visually and dynamically. As an added effect, when this stanchion slams past it actually hits the camera on which David introduced shudder."
Morley's team rigged up a series of par cans (stage lights) attached to a programmable lighting desk that enabled them to set the speed of lights turning on and off in series to simulate the feel of the stanchions travelling past the carriage at the desired speed of 80 km/h.
"Each of the CG stanchions has its own light pointing down towards the train and we used the par cans to give us the motion of the light travelling past," Morley said. "We built CG stanchions to match the style of what they have over in England, and from reference gathered off the web and footage Greg shot in England, then tracked them in and composited them all together."
When working on shots looking down the length of the train, the ground plane was sped up 400 percent. This was done to disguise the fact that the train was actually only travelling at 20 km/h.
"That would get put back in and then we'd have the CG stanchions over the top of that," said Morley. 'There was normally only one extra carriage behind the one that we were working on, so we ended up having to extend extra carriages as well. Because we only had one train rigged with the lights we ended up shifting the camera up one carriage length then duplicating this carriage for the two missing carriages."
The variance in visible rainfall during the Cessnock shoot presented another problem to be solved.
"We'd set up to get the master shot, which was a very large crane shot moving down onto the railway tracks from about 30 feet up," Read explained. "In this environment we had two large rain towers with rotating heads which produced heavy rainfall, however when we swung around to shoot reverse shots there was very little backlight and the rainfall was barely visible. We knew we didn't have time to move lights - let alone the travelling train in the background where the lights would need to stand. It was a matter of placing CG rain into the background of those shots so they matched the master."
Like Minds is set in the middle of the English winter. Obviously, Cessnock's 45-degree temperatures created obstacles. Among the challenges were short night shoot hours, actors having to wear heavy fur-lined clothing and the need to frame out all 'summer' foliage - especially gum trees.
In addition, while the English shoot took place in wintertime, Read was keen to include a shot of the school location in summertime. Fuel was called upon to make shots filmed in winter appear as though it was summer. This was done with sky replacements, adding leaves to trees and replacing snow with grass. Among these was an interior shot of the exterior through a window.
Fuel worked on 89 shots in total including the opening title sequence, which sees a camera move along a darkened surface before rising to show raindrops falling on this surface, which is revealed to be a train track.
"Suddenly a train rushes over the track and we cut out to a wide shot and there's the boy hanging out of the train," said Read. "I thought we could use a motion control rig and then put in the CG later but then practicality and cost came into it and I faced with the reality that this shot was too much of an indulgence; we didn't have the budget and so I turned to David and said 'Help! This is the shot I want to do'.
Armed with Read's storyboards and a second unit, Morley directed the title sequence himself, opting to use a live train to give it authenticity.
"We had to carefully choreograph the timing of both the camera tracking back and the train barrelling down the track straight for us with quite a few dry runs separately with both train and crew until we were confident we had the positions the camera needed to be in relation to the train," explained Morley. "We still had several safety people standing by to quickly rip crew out of the way of the impending train if they had not reached the agreed ‘point of no return' position. In the end we got exactly what we wanted."
Once the shot had been captured, Fuel scanned the image at 4K, smoothed the camera move and retimed the sequence. In addition to the titles CG sparks were added to the undercarriage as the train passed by.
[Like Minds Masterpost]
#real title of this article “A Love Story: Gregory J Read and his Train”#they picked the funniest frames of Alex to use as illustration i love it#like minds#like minds media#murderous intent#like minds 2006#alex forbes#eddie redmayne#tom sturridge#nigel colbie
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Daihatsu Charade DeTomaso 926R concept car from the 26th Tokyo Motor Show
An Optimum 1-Liter Midship-designed Car
Charade DETOMASO 926R
The ultimate in liter car driving. Equipped with a 926ccDOHC turbo engine mid-ship.
Charade DETOMASO 926R.
Charade DETOMASO 926R, a liter car Pioneer, pursues the ultimate in driving.
This is a 2BOX mid-engine model with the engine mounted in the rear seat, and a 50:50 front/rear weight balance for improved driving performance. This is a car that was completely tuned by the Italian company DeTomaso with the aim of making it a faster 2BOX car, rather than just a styling tune-up.
Of course, this is a first for a Japanese 2BOX car. The engine is based on the Charade 926 Turbo engine, which was produced in a limited number of 200 units last year with motorsports in mind, and is armed with a 4-valve DOHC.
The body is designed to enhance aerodynamic performance and cooling effects for the engine and suspension.
It is also equipped with top-notch Italian parts such as Pirelli's latest P700 and newly designed Campagnolo.
The Charade DETOMASO 926R is fully tuned by DeTomaso while retaining the basic Charade identity.
This machine is truly a little monster.
It is a Japanese-Italian hybrid prototype unique to Daihatsu.
Main specifications and equipment
●Total length 3,850×total width 1,640×total height 1,360mm
●Wheelbase 2,320mm
●Tread front 1,380 x rear 1,410mm
●Roading capacity: 2 people
●Engine: Water-cooled 4-stroke inline 3-cylinder DOHC (4 valves) with turbocharger
●Total displacement: 926cc
●Maximum output: 120PS (gross)
●Mission: 5 speed manual
●Brake: 4 wheel disc
●Suspension: Front strut type coil spring + stabilizer, rear strut type coil spring
●Tires: PIRELLI P700 (front 205/50VR15, rear 225/50VR15)
●Wheel: CAMPAGNOLO (magnesium alloy. Front 6J x 15, rear 7J x 15)
●Muffler: ANSA (dual exhaust)
●Steering: MOMO (350$ leather wrapped)
●Meter: VEGLIA (independent round type)
●Fog lamp: CARELLO
●Door mirror: VITALONI
●Horn: FIAMM (air horn)
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I'm not sure if you've thought about this yet, but what are all of the Gems' weapons?
I have a feeling that Knuckles' weapon is somewhat similar to Garnet's dual-wielding gauntlets, but what about the others?
Okay so my answer is going to be kind of limited atm, I haven't doodled any of the others, but I'll do my best to answer you!
---
Knuckles
So first off, yes, Knuckles uses his gloves just like Garnet's dual gauntlets. It's perfect for him, and I couldn't picture him using any other weapon.
Shadow
don't drool over him in the first doodle pls, i already did enough of that-- ahem
also GOD y'all love jacket shad, we'll keep it, we'll keep it. sheesh- i'll even put a star on the back to mirror sonic's gem and it'll be really gay and cute ANYWAY, read my stuff
Shadow's is still in the works, but I'm REALLY liking the scythe idea. With his game motif as well of course. I'm still not entirely sold on it, part of me is contemplating a spear for a nod to 'Chaos Spear'. The handle in the first sketch will remain the same for sure, but I may fiddle with the spear thought. I contemplated giving him a gun of course, but I don't think it really fits in the SU world.
Sonic
Now Sonic... I have NO idea to be honest with you. I'm going back and forth on whether he even has a weapon or not.. he has his speed and could fight like his normal game self. Then I get the idea of maybe he uses a sword? And I just now got the idea of spikes along his body, so when he runs fast/spins into someone it just shreds them. Adding on the thought of lightning abilities, don't know where that one came from but I like it-- I don't know, what do you guys think?
Amy
Amy uses her signature hammer, I'll definitely play with the design more. But yep, she gets to keep her weapon.
Tails
Tails is going to use gadgets/inventions to help in battles, and is the designated medic. He's not a frontline fighter.
Rouge
So I have two ideas for our stupid bat bitch; One, I dress her and equip her like a rogue, which would be sick I think. And two, dress and equip her like a paladin, sword and shield style. I'll play with both ideas, but I am leaning a bit more towards the rogue.
Silver
Gonna be real? Zero idea. I mean I COULD give him a sword.. or ice powers because he's a sapphire. But in SU we've never seen a sapphire fight, so we don't really know a thing about their abilities in combat. But yeah, could be cringe and have him be the ice to blaze's fire.
Blaze
Speaking of Blaze; She uses her fire abilities to fight, encasing her fists or feet in flames, she uses martial arts in combat. Hers was simple and easy to come up with, lmao.
#sonic#sonic the hedgehog#shadow the hedgehog#amy sonic the hedgehog#amy the hedgehog#amy rose#tails the fox#miles tails prower#knuckles the echidna#rouge the bat#silver the hedgehog#blaze the cat#sonadow#sonic fandom#sth#shadonic#shadow#sonic au#sonic crossover#steven universe#crystal gems#my art#sketches#answered asks
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A hero Hiro and his party
My cringe rambles below the cut- because I can never be short winded!
Hi welcome to the cringe rambles
Okay okay, stupid things I headcannoned:
Hiro
Class: Paladin
Weapon: Gamma sword
Stats: Balanced
Magic: Fire, wind, electric, light, dark (mid level spells)
I want some cool way to incorporate the whole Gammamon thing. Was thinking his sword at least would be cursed and be something only he can control. Maybe the sword can have different modes like the Monado to represent the other evolutions? There's some clever way to incorporate the Gamma gimmick, I just can't fully think of it....
Ruli
Class: Theif/Assassin if that's not too dark
Weapon: Dual daggers
Stats: High attack and speed, low sp. attack and HP
Magic: Wind (low level spells)
The mysterious masked Lirurun!
I know typically the theif class has terrible defense but while I was making these designs I kept going between if she should be a berserker tank like Lamortmon or be a speed type attacker like SymbareAngoramon and Diarbbitmon. Ultimately, I think it'd be cool if she was kind of a blend between the two classes
Kiyoshiro
Class: Cleric
Weapon: Staff (not pictured)
Stats: High sp. attack and HP, low attack and defense
Magic: Healing, electric (high level spells)
Church of Thetis' youngest priest!
Yes this is a fantasy setting, but his wrapped hand still has to hold no significance
His silly little integer overflow/limit break is perfect for an rpg gimmick, but I wouldn't want him to have a special gauge or anything if the others don't. Maybe he can have high healing/low spells initially and then flip to low healing/high spells if his HP is half or less to represent that? Oh that'd be so annoying.... (Also Ruli needs a gimmick)
Digimon-wise, I initially liked the idea of the partners also joining the party for a full team of 6 but I think they'd be too similar to the humans, plus I borrowed too much of the digimon's design for the overall aesthetic of the party not to look boring with digimon included.
My friend came up with the idea that the Digimon could be like spirits, that only certain humans have the ability to perceive, kinda like....
Ghosts.
Ha.
Anyway, if I go with that idea, the digimon could either bless their human with power or they could just be silly little guys that accompany the party.
Wouldn't it be funny if the digimon were the ones that sit back while the humans fight? Okay moving on...
I think Airdramon would be the first form of travel, then Ginryumon to get to other locations. (Then, maybe possibly HoverEspimon for the final form of travel, if I must incorporate them)
Also, clearly Blacktailmon Uver. Acts as a traveling merchant for items and such
And there's gotta be sidequests to add more members of the digimon gang (which means Labramon sidequest!!)
OKAY I'LL ACTUALLY SHUT UP NOW
I'm sorry to put you through that ^^" would love to hear if others have any neat ideas of incorporating stuff from the show into an rpg setting, I am s u c h a sucker for that kinda thing
#alt title: Digimon Ghost Game the Game#Also I've been fixating over GG for like a year and this is somehow the first time I've drawn Hiro???#His hair is dumb#tezuze scribbles#digimon#digimon ghost game#ghost game#GG sort#ruli tsukiyono#hiro amanokawa#kiyoshiro higashimitarai#digimon fanart#digimon art#fantasy au
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Hello, it is I once again, here with a weird meme build. How would you go about building a hacker Swallowtail at LL6? Standard or Ranger, it doesn't matter which
As it happens, Hacktail isn't a meme build at all - due to the Swallowtail's expansive 20 Sensors and innate +1 tech attack, it's an extremely viable Support pick.
-- SSC Swallowtail @ LL6 -- [ LICENSES ] SSC Swallowtail 2, SSC Dusk Wing 1, HORUS Goblin 1, HORUS Minotaur 2 [ CORE BONUSES ] The Lesson of the Held Image, Full Subjectivity Sync [ TALENTS ] Hacker 3, Spotter 2, Skirmisher 2, Field Analyst 1, Nuclear Cavalier 1 [ STATS ] HULL:2 AGI:2 SYS:2 ENGI:2 STRUCTURE:4 HP:15 ARMOR:0 STRESS:4 HEATCAP:6 REPAIR:6 TECH ATK:+3 LIMITED:+1 SPD:7 EVA:14 EDEF:12 SENSE:20 SAVE:13 [ WEAPONS ] FLEX MOUNT: Assault Rifle AUX/AUX MOUNT: Nexus (Light) / Nexus (Light) [ SYSTEMS ] H0R_OS System Upgrade I, Neurospike, Metafold Carver, Personalizations, Lotus Projector, Manipulators
I call this one Hacking The Omninet.
Firstly, let's discuss the basics. This build is fragile, as all systems-first Swallowtail builds are going to be. This mech needs heavy co-ordination with your team to focus down threats. Employ cover rigorously, stay behind the lines and make liberal use of the Invisibility from Integrated Cloak. Low survivability is the price you pay for being able to turn an enemy comp inside out.
Your armament is not going to be used very much, and so is very simple - an Assault Rifle for Reliable damage, and dual Light Nexi for enemies with high Evasion. Oracle LMG-Is consume 1 SP a pop and we're not going to sacrifice system space for guns we might never fire.
We have Personalizations on there for a tiny bit of extra HP, and Manipulators for one simple reason: sacrificial system. We don't want to lose our hacking systems, and so if we take Structure damage and lose a system, we dump the robo-hands.
With all that out of the way, let's get to the meat and potatoes of this build: the hacking tools.
We start with H0R_OS System Upgrade I, possibly the best control tool in the game, definitely the best hacking tool in the game. Puppet System lets you reposition enemies in a straight line equal to their Speed any number of times, and unlike every other form of involuntary movement in the game, it triggers reactions, meaning you can open enemies up to Overwatch attacks from your allies. Meanwhile, Eject Power Cores inflicts Jammed, shutting down an enemy's weapons and tech attacks. It isn't repeatable on the same enemy, but this often doesn't matter - shutting down a heavy hitter's weapons for a single turn often buys enough time for your team to kill them outright.
Moving on to Neurospike, a much slept-on Invade system from the Dusk Wing. We're mostly in this for Shrike Code, which is a very powerful control tool in Lancer's mid-to-late game. At Tiers 2 and 3, a lot of enemy NPC classes get multiattacks, allowing them to use their weapon twice or even thrice every time they attack with it (including during Overwatch). But Shrike Code applies 2 heat per attack, not per action, meaning that a multiattacker who attacks twice will accrue 4 heat in addition to the (at least) 2 heat you put on them with Invade, which can put them close to or at their heat cap. Neurospike also provides the more situational but still useful Mirage, which allows you to make a member of your team (including you) Invisible to a member of the enemy team.
The third and final Invade suite, Metafold Carver, is the weirdest and most difficult to use correctly, but once you master it, it becomes one of the most effective support tools in the game. The biggest trick here is that the primary targets for both of its options are not your enemies - they're your allies. Your allies can choose to accept an Invade from you without taking heat and without it counting as an attack. Once you understand this, your third eye will open and the absurd power of Metafold Carver will be unlocked.
Ophidian Trek allows you to teleport your target a minimum of 2 and a maximum of seven spaces directly towards you. This is impossibly useful for yanking your allies out of melee combat or dangerous terrain, or summoning help if you're getting flanked. You generally don't want to use this on enemies who are already close to you, but pulling hostile backliners towards your team's melee specialist is exceptionally cool and funny.
Fold Space completely removes its target from the battlefield until they start their next turn. The problem with using this on enemies is that they can decide when their turn starts, and if they have an activation remaining, it will often be "immediately after your turn ends," wasting this power - although if they've already taken their turn, you can use it to ruin enemies that rely on reactions to be useful, such as the Sentinel or Archer.
The primary utility of Fold Space, however, is that it's without a doubt the most powerful ally-focused Invade in the game. This ability can quite literally be a lifesaver. Ally went too hard on their reactor and became Exposed? Fold Space. Ally took a bad structure roll and became Stunned? Fold Space. Ally being swarmed by melee NPCs? Fold Space. Ally messing up the shot of your team's artillery? Fold Space. Ally talking too much? Fold Space. You make them completely invulnerable at the "cost" of removing them from the battlefield, which they only even care about if they're a reaction-focused build, and they decide how long they want to stay on vacation, because they can return to the battlefield at any time by starting their turn.
In terms of other support abilities, we have a beautiful SSC/HORUS combo: at the start of an ally's turn, you can Lock On to an enemy as a reaction with Lesson of the Held Image and use your Prophetic Scanners frame trait to inflict Shredded as well. This lets you strip all damage reduction off an enemy just before your ally winds up to hit them, with no chance to react or clear it.
You also have Lotus Projector to help your allies deal with Invisible enemies - standard Swallowtail stuff.
As for talents, we have Hacker to give you even more Invade options (mostly Hack./Slash for shutting down enemy tech attackers) and help with heatgunning (Nuclear Cavalier 1 is in there too, just for kicks), Spotter to provide aim assist and hand out free Lock Ons and Field Analyst to help avoid "missed it by that much" situations.
As previously stated, this is a heavily team-focused build. You are a Support/Controller to the maximum here. Expect to go entire fights without doing a single point of damage. Coordinate heavily with your team to focus targets down and ensure that you stay safe while lighting targets up for them.
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Game of Survival
Pairing: Darklina x Star Summoner!Reader
Inspired by the Hunger Games
⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅
“You know who we are?”
Despite the swaying of the carriage as it speeds down the Vy, you manage to remain seated as you look at the two people in front of you. Staring at the man who had spoken, you nod.
“Aleksander Morozova and Alina Starkov. The first, and only, joint victors of the Grisha Games.”
Each year, a region of Ravka is selected and its people are tested for Grisha power. A member of each of the seven Grisha orders are brought to the capital of Os Alta where they will be trained by a victor Grisha of the same order, before they are entered into the Grisha Games for the entertainment of the nation and beyond.
The Games are incredibly popular amongst the otkazat’sya, with the governments of Fjerda and Shu Han offering their own Grisha as tributes.
As Ravka’s only shadow summoner, Aleksander had won his first Games at thirteen, the first year that had eight tributes competing instead of the traditional seven. His victory has allowed him to live in the capital as a mentor ever since, though no other shadow summoners have been discovered yet.
Considered far too young to watch the Games by your mother, you hadn’t seen Aleksander’s power on display as he emerged victorious after a vicious fight to the death with a tidemaker the same age as him.
But the year Alina had been discovered as the sun summoner, you were old enough to watch as she wielded her light ferociously against her opponents. As another unique summoner, Aleksander had been assigned as her mentor.
The year Alina had entered was an event for the history books. In a dramatic twist, the Gamemaster sent Aleksander into the arena and the audience had watched with morbid delight as he had slayed countless tributes to find a wounded Alina.
It was all the people could talk about, whether he would be able to find her in time.
When it came down to them as the final two in the arena, an announcement was made, and they became the first ever dual winners of the Grisha Games. People had been elated, celebrating in the streets, and the parties had lasted all night long.
Some people still believe they should have fought to the death. There can only be one victor of the Games. But looking at the two of them now, their hands clasped together as they sit with their shoulders touching, you cannot imagine either one of them killing the other.
“How long have you known that you’re Grisha?” Alina asks you.
“Since I was ten. My mother always knew I was different, so she made sure I was never tested. I don’t think she ever knew exactly how different I was.”
“You can summon at will?” Aleksander asks.
Briefly, you glance down at the silver cuffs that encircle each of your wrists, you’re allowed normal movement wearing them but they prevent you from using your power. Then you look back at Aleksander and nod.
He studies your expression for a moment, before he nods slowly in acknowledgement.
“Keep that to yourself for the moment. We’ll use it to our advantage.”
The months before Alina had entered the arena, support for her had been mixed. Some people thought her unique power of sunlight was a blessing that would carry her to instantaneous victory.
However, the footage from training sessions and interviews with her had many people convinced that she was a naive young woman with a limited grasp of her abilities.
Now, you wonder how much of that had been a manipulation technique crafted by the man in front of you, who had been subjected to the cruelty of the Games at a young age and has been dealing with the whims of the nobility ever since.
“You’ll be living with us for the next six months,” Alina informs you, though you already knew that.
“Next week, you’re to meet the King,” Aleksander adds.
Nerves bloom in your stomach at the thought of displaying your power to the Court and Aleksander seems to notice your apprehension as he settles his free hand over yours.
“We shall be right by your side.”
“Until it’s time for me to fight to the death against seven other people.”
“Until then,” he agrees. “We will do all we can to ensure that you are prepared for the Games.”
The sound of people gathered on the streets, clamouring for a look at the couple’s first ever tribute, reaches your ears and you’re tempted to cower away from the windows even though the decorative layer of lace acts as a curtain to shield you from their view.
“What do you want me to be?” you ask quietly.
They both stare questioningly at you.
In response, you nod in the direction of Aleksander and begin to explain.
“Before your Games you were small and unassuming, an intentional underdog. Afterwards you’re mysterious and aloof.”
Glancing at Alina, you observe the curious tilt of her head and the intrigued spark in her eyes.
“Before, everyone thought you were innocent and helpless, then strong and brave during the Games, and now you’re Os Alta’s darling.”
Nervously, you look down at your tattered clothing that had been torn during the struggle after your power had been revealed - when you had tried to escape.
Aleksander leans closer, hooking a finger beneath your chin so that you meet his dark eyes. His gaze flickers over your features as if he is attempting to memorise every inch.
“You are going to be undeniable in your power. You will show them that you are bright and beautiful and something remarkable.”
Alina brushes a few strands of hair from your face, smoothing it gently back into place as Aleksander traces a delicate line along your jaw to keep your eyes on the two of them as he continues to speak.
“They will all want you by their side, and not a single one of them will be deserving as your equal.”
His words have you spellbound by his casual confidence, as if he is speaking this all into existence.
“You are going to be our little star,” Alina says softly with a smile that has warmth blooming in your chest. “You’ll never have to hide yourself, ever again.”
Then the carriage jerks to a stop at the gates of the Morozova estate. A crowd has formed by the entrance, otkazat’sya commoners all eager to catch a glimpse of you.
Aleksander steps out of the carriage first, smoothing down the front of his black kefta as his dark eyes skim over the crowd.
He then extends his hand for Alina and the sound of the crowd intensifies at the sight of the sun summoner glistening in her black and gold kefta.
Inhaling shakily, you close your eyes and attempt to draw some strength from Aleksander’s words. You are going to be undeniable.
Head held high, you take Aleksander and Alina’s waiting hands as you step down onto the cobbled path. Some people in the crowd openly weep, whilst others make the symbol of the saints with their hand.
The reverent whispers of your name send a shiver down your spine and as you step through the gates Aleksander ducks his head down to murmur against your ear,
“We are going to change the world, little star.”
⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅
marvelmusing Tag List: @dreamlandcreations @blanchedelioncourt @idaofinfinity @slytherheign @ellooo0ooo @vixenofcourse @dumb-fawkin-bitch @jane-arthur @ilikefictionmen @budugu @watersquirtpewpewboomm @mysweetlittledesire @dhampiravidi
S&B Tag List: @motheroffae
Aleksander M Tag List: @nyctophiliiiiaaa @jazmin2211 @wooya1224 @seronsalk @veescorneroftheworld
BB Characters Tag List: @rachlovesactors @noortsshift @aikeia @weallhaveadestiny @two-unbeatable-beaters
#darklina x reader#aleksander morozova x reader x alina starkov#aleksander morozova x reader#alina starkov x reader#darklina moodboard#shadow and bone au#shadow and bone x reader
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A Speed Limiter Certificate Dubai is an essential validation document that confirms the installation of a Speed Limiter device in a vehicle. This certificate is mandatory for the annual vehicle inspection process to comply with regulations established by the UAE government. Resolute Dynamics provides Speed Limiter Certificates through its network of authorized dealers.
For more - https://resolute-dynamics.com/speed-limiter-speed-governor.php
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Computational imaging empowers laser material processing with snapshot compressive microscopy
A team of researchers has developed a novel computational imaging system designed to address the challenges of real-time monitoring in ultrafast laser material processing. The new system, known as Dual-Path Snapshot Compressive Microscopy (DP-SCM), represents a significant advancement in the field, offering unprecedented capabilities for high-speed, high-resolution imaging. The team was led by Yuan Xin from Westlake University and Shi Liping from Xidian University. The paper is published in the journal Light: Advanced Manufacturing. Traditional microscopy techniques often struggle to meet the demands of real-time monitoring in laser processing due to their limited imaging speed, restricted field of view, and insufficient resolution. These limitations, coupled with the vast amount of data generated during high-speed imaging, have made it difficult to achieve precise monitoring in dynamic, fast-changing scenarios.
Read more.
#Materials Science#Science#Microscopy#Computational materials science#Materials characterization#Optics#Westlake University
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1972 Hurst/Olds
How about some interesting facts about 1972 Oldsmobile Hurst:
Indy Pace Car: The 1972 Hurst/Olds was the official pace car for the Indianapolis 500. Hurst Performance stepped in to sponsor the pace car after major auto manufacturers were reluctant to provide one due to a tragic accident involving the 1971 Dodge Challenger.
Performance: It featured a 455 cubic inch (7.5-liter) V8 engine producing around 300 horsepower. The engine was paired with a 3-speed Turbo-Hydramatic 400 transmission and Hurst Dual-Gate shifter.
Exterior Design: The car had a unique Firefrost gold on white paint scheme, black pinstripes, and chrome accents. It also featured a functional hood scoop and rear spoiler for improved performance.
Interior: The interior was luxuriously appointed with black leather upholstery, wood trim, and special H/O emblems. The car also had power windows and climate control for added comfort.
Limited Production: Only 3,508 units of the 1972 Hurst/Olds were produced, making it a rare and sought-after model among collectors.
#Hurst/Olds#hurst#oldsmobile#Olds#car#cars#muscle car#american muscle#Indy Pace Car#indianapolis 500
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Ferrari - La Ferrari
F1 (and cars) MASTERLIST
Italians just do it better…
The car is equipped with a version of the F140 engine, a 65° V12 Otto cycle, direct injection and atmospheric fuel, mounted in a central position, of 6262 cm³ delivering 800 HP at 9000 rpm, 700 N m of torque at 6750 rpm, with compression ratio of 13.5:1; in addition, the HY-KERS energy recovery system, with the additional 163 HP developed by the relevant electric engine, brings the combined power and torque values to, respectively, 963 HP and over 900 N·m. Thanks to the hybrid scheme, combined fuel consumption is 14.2 l/100 km (7.2 km/l), also managing to limit CO2 emissions to 330 g/km.
The chassis and bodywork, with a dry weight of 1255 kg, are entirely made of four different types of carbon fiber and Kevlar, differentiating themselves in the various areas, adapting to the specific rigidity and shock absorption needs of each. The aerodynamic drag coefficient (Cx) is 0.299 in the minimum drag configuration; but it can vary, increasing, depending on the configuration assumed by the active aerodynamics with which the car is equipped. The suspensions are overlapping wishbones at the front and multilink at the rear. The brakes are made of carbon-ceramic composite material by Brembo, and power to the rear wheels is managed through a 7-speed dual-clutch F1 gearbox.
The data that the company provides regarding acceleration are the following: 0-100 km/h in less than 3 seconds, 0-200 km/h in less than 7 seconds and 0-300 km/h in 15 seconds; the maximum speed indicated is over 350 km/h. This made it the most high-performance and fastest road Ferrari ever produced up to that point.
#italy#italian#italia#ferrari#la ferrari#classic cars#fast cars#cars#formula uno#formula 1#formula racing#formula one#f1#ferrari f1#ferrari formula 1#ferrari formula one#enzo ferrari#dino Ferrari
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Paizo put out the playtest for the two new classes in the upcoming Warcry supplement for Pathfinder 2e, the Commander and the Defender.
Commander is an Intelligence based martial tactician that is characterized by carrying a banner with them into battle that they use to signal to allies and provide support. The main gimmick is they have a Folio, which is essential a Martial Spellbook, in which they keep strategies and tactics, then have a limited number of those tactics prepped and ready to be deployed at a time. These Tactics are limited in that any given ally can only gain the benefit of a single Tactic each round, so the Commander needs to carefully keep track of who has done what and what is most needed in a given situation.
The Defender is a Strength focused martial that works like an archetypical MMO tank, featuring higher than normal AC and the ability to taunt enemies into attacking them as well as intercepting attacks meant for their allies. The issue is that right now, Defender as it exists in the playtest is kind of bad. It lags behind other martials for attack proficiency, it requires adjacency to allies to use its defensive reaction, taunting an enemy gives them +2 to hit against the taunting Defender effectively nullifying their improved AC, and they have very little in terms of self healing or mitigation beyond armor specialization. It has a number of redundant feats and at least conceptually seems like a just worse Fighter.
I had the idea that maybe Defender could use Charisma as a secondary stat and their Taunt is instead flavored based on one of the four Charisma skills. Like Intimidation Taunt applies Frightened on top of the regular Taunt penalties to really debilitate an enemy's attacks. Diplomacy Taunt is like a challenge to dual and gives the Defender a bonus to attacking or damaging their taunted foe. Deception Taunt sort of tricks the enemy into going all in, making them Off Guard to the Defender's allies. Performance Taunt could be distracting and disruptive, limiting the ability of the taunted foe to take actions with Concentrate tag or something to that effect.
The other thing is that their signature reaction, Intercept is way too limited out the gate. Requires adjacency to an ally, and only blocks melee attacks, only redirects physical damage, and the damage roll is based on the attack made against the ally's AC. So if your squishy wizard gets critted, you'll be eating the crit damage instead of using your naturally high AC. It needs to be put on par with a Champion's reaction out the gate, since that has range, an attack, and resistance for the ally built in baseline. So Intercept should work on ANY Strike made against the ally, and be used at range provided you move in a straight line to them. Like, as a reaction, stride up to your speed toward the attacked ally, then use your AC against the attack instead of theirs, and if it hits, it hits you instead of the ally.
With that baseline, then feats can be allowed to just do more stuff. Like a feat that lets you Taunt with a Strike instead of having the enemy make a save, one that gives you a Speed bonus when using Intercept, one to be able to use Shield Block as part of the Intercept reaction, one to give lingering resistance to an ally or letting them quickly reposition after Intercepting to them, a feat to apply Taunt to multiple targets, inflict debuffs to Taunted targets, gain bonuses to different skill actions when a target is taunted, a feat to let Intercept be used to tank single target spells that require a save instead of just Strikes.
The other kind of weak aspect is it gets the Diehard general feat baseline, which helps it recover from Dying but doesn't prevent it from Dying in the first place. Given the feature is called "Hard to Kill" it should be about mitigation, so maybe something like an improved Orc Ferocity or gaining Resistance to damage under a given health threshold, which in turn could be augmented with Feats to give self healing or remove status effects.
In any case, I hope Defender gets some attention because I love the heavy armor protector aesthetic and I'd like for this class to be as good as it could be.
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