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#squad designated marksman rifle
attackcopterblog · 26 days
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LANGDON TACTICAL INTRODUCES THE LTT HK USP
Langdon Tactical has introduced their latest in custom firearms with the LTT HK USP. Langdon Tactical states ” Langdon Tactical Technology (LTT) known for their best-in-class custom gunsmithing, is proud to announce the addition of the HK USP to their custom firearm offerings.LTT has partnered with HK to bring another LTT’d HK platform to the market with LTT’s Trigger Job and low Red Dot Optic…
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emptyheadgamer · 9 days
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I object to the term "assault weapon" because its poorly defined, intentionally chosen because it will be confused with "assault rifle" by non gun enthusiasts, and has inconsistent and arbitrary legal definitions across each state (and outside of US law its also just not a term that is used).
I object to calling civilian AR15's in the US assault rifles because that is a specific role of weapon within military applications (in the same vein as squad support weapon or designated marksman rifle) and filling that requires full auto capability.
how is anyone supposed to have any form of meaningful communication about anything if even the basic meanings of words just get ignored.
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barkablebehaviour · 6 months
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Tell me more about Yelena. now. this is a threat. /j
BITCH. That’s like, idfk re-asking because you already know everything. But okay fine, I’ll talk about miss gurl. /h /af
Blake Clarke = Yelena Krasnova. (Yes, her name was changed).
The CIA agentry and psychological file curated for Blake’s activities at the E-9 CIA Safehouse, and of which are de-classified amongst E-9 personnel consists of the following information;
Blake was born on September 2nd 1953, as of 1981 she is 28 years old.
Blake was born in Hastings, a town close to London.
Her primary association is within SIS (MI6) in the role of Squad Leader, or more commonly; foreign agent. Operation involvement and squad activities are classified. But it is cited that she once worked alongside Helen Park, in whom recommended her for toleration.
Blake is near unmatched in the field of marksmanship, her skills also follow into near unrivalled sniper and field training. Proving herself useful in guerrilla warfare tactics. Seemingly able to make anything a viable weapon, or aide. Thus, it is recommended E-9 personnel make use of this advantage during their OP. Blake’s primary carrying weapon is a the designated marksman rifle: the Russian Dragunov SVD. The methods in how she obtained the Soviet weapon are unknown. Blake has also excelled in engineering, though the classification of her time in the military is on an immediate need-to-know basis and personal involvement. Blake is also adept in QCB/CQC and her skills of being an active intelligence officer are more inclined towards keeping her head low and blending in, taking time to learn an areas customs where she can. Which usually goes swimmingly.
Blake is a highly combative and paranoid agent. Keeping to herself is common. Engaging in conversation may seem empty or coarse as Blake commonly interacts with blunt and dry humour. But she has a sense of wit. It is cited that she is a highly unstable asset on the field, endangering herself to get the job done to an almost entirely lethal degree. She has a loose trigger finger. And tends to interpret the actions of others as hostile or invective. While professional, she is almost incapable of getting along with her peers. And in the case that she does, the bond is unbreakable. She is reliable, but it would be advisable to keep her on a very short leash. Blake may be quick to irate, but her loyalty is sung for.(paranoid—violent tendencies skills).
Blake’s appearance is a touchy subject, her usual attire, is often adorned with a balaclava with an eye slit. On the baseline, Blake is a highly athletic individual, if a bit underweight. Agile and stable on her feet; likely the fastest runner within the E-9 CIA TF. In the terms of extremely baseline identifiers. Her eyes are an olive drab green, skin is sickly pale. It is not anyones guess that her hair may be a diluted wheat blonde, maybe sandy with somewhat darker roots. And the Balaclava doesn’t cover up the scars over her right eye, it’s anyones guess how far those scars truly go. But it doesn’t take a genius to realise they’re also on her hands; continently covered with a pair of gloves.
(Other) skills are as following; Bilingual; English and Russian, Basic Cryptology, Sniper and Marksmanship adeptness, High Levels of Fitness, Advanced QCB/CQC training, Guerrilla Warfare tactics, Advsnced Weapons Maintenance knowledge, Intermediate Engineering skills.
It is 5am. I am going to calm the feck down. Some things are subject to change but it should only be very minor things. Anyways, I’m soo fancy! 🫡
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funshoot-com · 1 year
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Squad Designated Marksman Training
Squad Designated Marksman Training was intended to train better use of current issue rifles. Learn what effect starting with iron sights has when SDM trainees later receive optics.
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thetoxicgamer · 1 year
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BattleBit 2.0.0 makes levelling up and healing a whole lot easier
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BattleBit has graduated to version 2.0.0, bringing with it a plethora of small and big modifications to the FPS game, including extensive reworks of maps and weapons, as well as new vehicles and basic gameplay adjustments. We've broken down the most significant BattleBit changes, but you can also read the entire patch notes below. “In short, you can expect faster progression, an additional healing method available to all classes, two new map reworks, and further polish/bug fixes,” the BattleBit team writes. “We’ve also made major progress with our Community Server API and will expand our testing as we lead up to a larger rollout of access.” You’ll also be glad to hear that leveling up just got a whole lot easier, as the progression curve after level 15 has been changed to give you consistent time to level up, making the level 200 grind much simpler. The team also noticed that only the medic could survive multiple firefights in a row on average, so now bandages apply a self-heal of 40 HP per bandage used for all classes. Both the District and Wine Paradise maps have seen reworks too. You can also see a slew of weapon, class, and vehicle reworks in the patch below. BattleBit v2.0.0 Patch Notes General Player UI / UX - The game will no longer auto-lock squads when a party member reserves a squad for their party to join, instead, a non-party member will be forced to change squad (with their role) if the reserved party squad is full while a party member is joining server. - Improved detection for targeting downed players to bandage/revive.A bug where the player’s armors & body does not sync when the player is standing still and the client loads their object for the first time until they move – fixed. - When a player shoots at a mine/C4/claymore, the shooter will take ownership of the explosion, as if they owned the mine/C4/claymore. Previously, ownership remained with the person who deployed the mine, even when someone else shot at it. This led to instances where shooting a friend’s claymore/mine would kill them. - Players will no longer be allowed to place mine/claymore underwater Progression / XP improvements - The progression curve will ease after level 15 to keep consistent time to level up. - This is intended to decrease the time commitment and XP required to reach level 200 on average. - Empty transport/boat vehicles will no longer give points when destroyed. - XP Score Event added: Destroying enemy c4/mine/claymore will give a hit marker and additional XP Clans - Clan submissions will open with requirements of minimum Prestige 1. - Used clan invites persisting once used from the clan invite list have been fixed. - The issue where the 100 clan invite limitation included expired invites has been fixed. Universal Healing After a long discussion, it’s apparent that the medic is the only class capable of enduring more than one fight. Other classes cannot survive a second fight after being shot. Consequently, making other classes very unpleasant to use, in response, the following change has been implemented: - Bandages now apply self-heal, even when bleeding, gaining +40 HP for each bandage used. This applies to all classes. - You cannot heal other players by bandaging, it remains the same as before, you can only stop bleeding or revive them, but it will not heal them, only the Medic can heal OTHER players with their Medkit Gadget. Class Adjustments Assault - Access to Ranger Armors. - Access to the Personal Defense Weapon and Designated Marksman Rifle weapon types: Honey Badger – Groza – P90 – AsVal – MK20 – M110 – MK14 – SVD. Engineer and Support - New barbed wires deployable available for use Engineer - 2.5x XP bonus for vehicle destruction. - XP with Engineer Bonus - Transport vehicles: 1000xp - APC: 2,000xp - Tank: 4,000xp - Helicopter: 4,000xp - Boat: 1,000xp Other Classes - Transport vehicles: 400xp - APC: 800xp - Tank: 1,600xp - Helicopter: 1,600xp - Boat: 400xp WEAPON ADJUSTMENTS Weapon attachments wouldn’t affect player speed – fixed.Aim punch/flinch will exponentially scale down based on damage received, instead of pistol on leg and sniper on chest having the same effect for example. Kriss Vector - Damage per bullet was adjusted to 22, down from 24. - Damage drop-off now starts at 10 meters, down from 50. - Standard/Quick magazine now holds 36 bullets, down from 40. ACR - ACR aim downtime buffed from 0.25 seconds to 0.21 seconds. - ACR player running speed buffed from 1.01 to 1.05 x. - ACR control increased from 100% to 105%. - ACR damage increased from 25 to 27. AK5C - AK5C damage increased from 30 to 34. - AK5C vertical recoil increased from 1.4 to 1.6 - AK5C horizontal recoil increased from 1.2 to 1.4 - AK5C’s first shot recoil reduced from 1.5 to 1.0 - AK5C’s reload speed increased by 12.5%. SG550 - SG550’s muzzle flash size was reduced from 100% to 85%. Vehicles - New Sea Vehicle: RCB90 added - Destroying enemy vehicles will give different XP rewards based on the type - Improved road kill detection - Littlebird minigun’s light vehicle damage increased from 2 to 4 - APC receives 2x damage from the rear - Tanks & APCs – Upon firing, the resupply cooldown will reset to 60 seconds to avoid the player supplying & firing same time. - When players return to the base for repair, the driver/pilot will also be healed. Exiting the vehicle is no longer necessary, which should reduce cases of vehicle hijacking - The helicopter’s sensitivity will no longer be affected by FPS (it used to be more sensitive as you had less FPS, less sensitive as you have more FPS) - Stutters while piloting a helicopter should be improved (need to be tested) - Helicopter inflicting self-damage when the game lags (i.e. opening scoreboard, etc) – fixed. - The player would not be able to see blood screen while inside some vehicles – fixed. - Turret/minigun shots do not count as ‘bullets fired’ in stats – fixed. - https://www.youtube.com/watch?v=AO8cokSpALA Maps - District Rework integration - Wine Paradise – Rework + Expansion to support CONQ 254p game mode - MultuIslands – CONQ Ultra downscaled twice until there are more options for mobility for players - MultuIslands – 32v32 Rush added. New POI was added East from the middle of the map to make use of the Rush layout. - Wakistan – Objective F was shifted to the East by 222 meters with some additional ways to enter in the middle of the map. - TensaTown – RUSH block silo position for Defender team to avoid spawn camping of Attacker team. - Namak – Potential fix of an issue causing an inability to spawn on Objective B - Further GPU optimization on 3D models of map objects - Salhan – removed an OP tank spot at USA side and added some of Hesco walls on the long line road. - Salhan – Tanks removed until exploit with tanks will be fixed to not let them climb on the cliffs. - Bricks not spawning when walls are destroyed – fixed. CTF Quality of Life - District and Sandy Sunset now support CTF - Added safe zones for teams. - Moving the flag to the safe zone will no longer teleport it back to the enemy base, but will instead teleport it next to the safe zone border. - When a flag carrier gets killed while swimming, players cannot recapture the flag fixed. - Successfully capturing the enemy flag will award more XP. - Killing the enemy flag carrier will award an additional bonus. Community Server API - Community server API core finished. - Community servers, ability to set map rotation, game mode rotation added. (for admins) (Community Server API – Example)The server option to host voxel game mode (Voxel Mode) for community servers added/ - Community API – get/save stats. - Community API – control over player roles added (if you want to restrict roles per team/squad or have other intentions) - Community API – Read Access from official stats, the admin can choose to ignore, replace, or use the stats. - Community API – the ability to manipulate player’s weapon, attachments, skins, spawn position, and armors added. - Community API – admin will also get a callback when a player reports another player in their server. - Community API – callbacks when a player is alive/dead and access if they are alive or not. - Backend client API fix where the backend becomes unresponsive from time to time. You can find the full BattleBit patch notes for update 2.0.0 over on Steam. While this hefty patch will alter your experience a fair bit, you’ll still want to get the lowdown on BattleBit codes and BattleBit gadgets, as they’re a big part of your games. Read the full article
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updatecrazy · 1 year
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BattleBit update 2.0 is available to download on PC players. According to the official BattleBit 2.0 patch notes, the latest update brings universal healing, map reworks, and a new vehicle. Additionally, BattleBit patch 2.0.0 also includes progression improvements, class adjustments, weapon changes, and optimizations for vehicles and maps. Previously. a minor BattleBit update 1.5 was released with tweaks and changes. Unfortunetly, since the BattleBit Remastered day one patch, players are experiencing various bug fixes and errors. Today's BattleBit update 2.0.0 will fix a few of these issues. Read more details below. BattleBit Remastered 2.0 Patch Notes - August 6, 2023 GENERAL PLAYER UI / UX Game will no longer auto lock squads when a party member reserves a squad for their party to join, instead, a non party member will be forced change squad (with their role) if the reserved party squad is full while a party member is joining to server. Improved detection for targeting downed players to bandage/revive. A bug where player's armors & body does not sync when player is standing still and client loads their object for first time until they move - fixed. When a player shoots at a mine/C4/claymore, the shooter will take ownership for the explosion, as if they owned the mine/C4/claymore. Previously, ownership remained with the person who deployed the mine, even when someone else shot at it. This led to instances where shooting a friend's claymore/mine would kill them. Players will no longer be allowed to place mine/claymore under water PROGRESSION/XP IMPROVEMENTS Progression curve will ease after level 15 to keep consistent time to level up. This is intended to decrease the time commitment and XP required to reach level 200 on average. Empty transport/boat vehicles will no longer give points when destroyed. XP Score Event added: Destroying enemy c4/mine/claymore will give a hitmarker and additional XP CLANS Clan submissions will open with requirements of minimum Prestige 1. Used clan invites persisting once used from clan invite list has been fixed. The issue where the 100 clan invite limitation included expired invites has been fixed. UNIVERSAL HEALING After a long discussion, it's apparent that the medic is the only class capable of enduring more than one fight. Other classes cannot survive a second fight after being shot. Consequently, making other classes very unpleasant to use, in response, the following change has been implemented: Bandages now apply self-heal, even when bleeding, gaining +40 HP for each bandage used. This applies to all classes. You cannot heal other players by bandaging, it remains the same as before, you can only stop bleeding or revive, but it will not heal them, only the Medic can heal OTHER players with their Medkit Gadget. CLASS ADJUSTMENTS ASSAULT Access to Ranger Armors. Access to the Personal Defense Weapon and Designated Marksman Rifle weapon types: Honey Badger - Groza - P90 - AsVal - MK20 - M110 - MK14 - SVD. ENGINEER & SUPPORT New barbed wires deployable available for use ENGINEER 2.5x XP bonus for vehicle destruction. XP with Engineer Bonus Transport vehicles: 1000xp APC: 2,000xp Tank: 4,000xp Helicopter: 4,000xp Boat: 1,000xp Other Classes Transport vehicles: 400xp APC: 800xp Tank: 1,600xp Helicopter: 1,600xp Boat: 400xp WEAPON ADJUSTMENTS Weapon attachments wouldn't affect player speed - fixed. Aim punch/flinch will exponentially scale down based on damage received, instead of pistol on leg and sniper on chest having the same effect for example. Kriss Vector Damage per bullet adjusted to 22, down from 24. Damage drop-off now starts at 10 meters, down from 50. Standard/Quick magazine now holds 36 bullets, down from 40. ACR ACR aim down time buffed from 0.25 seconds to 0.21 seconds. ACR player running speed buffed from 1.01 to 1.05 x.
ACR control reduced from 100% to 105%. ACR damage increased from 25 to 27. AK5C AK5C damage increased from 30 to 34. AK5C vertical recoil increased from 1.4 to 1.6 AK5C horizontal recoil increased from 1.2 to 1.4 AK5C's first shot recoil reduced from 1.5 to 1.0 AK5C's reload speed increased by 12.5%. SG550 SG550's muzzle flash size reduced from 100% to 85%. VEHICLES New Sea Vehicle: RCB90 added Destroying enemy vehicles will give different XP rewards based on type BattleBit patch 2.0 improved road kill detection Littlebird minigun's light vehicle damage increased from 2 to 4 APC receives 2x damage from the rear Tanks & APCs - Upon firing, resupply cooldown will reset to 60 seconds to avoid player supplying & firing same time. When players return to base for repair, the driver/pilot will also be healed. Exiting the vehicle is no longer neccesary, which should reduce cases of vehicle hijacking Helicopter's sensitivity will no longer be affected by FPS (it used to be more sensitive as you had less FPS, less sensitive as you have more FPS) Stutters while piloting helicopter should be improved (need to be tested) Helicopter inflicting self-damage when game lags (i.e. opening scoreboard, etc) - fixed. Player would not able to see blood screen while inside some vehicles - fixed. Turret/minigun shots does not count as 'bullets fired' in stats - fixed. MAPS District Rework integration Wine Paradise - Rework + Expansion to support CONQ 254p gamemode MultuIslands - CONQ Ultra downscaled twice until there are more options of mobility for players MultuIslands - 32v32 Rush added. New POI was added East from middle of map to make use of Rush layout. Wakistan - Objective F was shifted to the East by 222 meters with some additional ways to enter in the middle of map. TensaTown - RUSH block silo position for Defender team to avoid spawn camping of Attacker team. Namak - Potential fix of an issue causing an inability to spawn on Objective B Further GPU optimization on 3D models of map objects Salhan - removed a OP tank spot at USA side and added some of hesco walls on long line road. Salhan - Tanks removed until exploit with tanks will be fixed to not let them climb on the cliffs. Bricks not spawning when walls are destroyed - fixed. CTF Quality of Life District and Sandy Sunset now support CTF BattleBit update 2.0.0 added safe zones for teams. Moving the flag to the safe zone will no longer teleport it back to the enemy base, but will instead teleport it next to the safe zone border. When flag carrier gets killed while swimming, players cannot recapture the flag fixed. Successfully capturing the enemy flag will award more XP. Killing the enemy flag carrier will award an additional bonus. Download the free BattleBit Remastered update 2.0 on PC.
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the-nomadicone · 2 years
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1st Marine Division // United States Marine Corps
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doc-alister · 2 years
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The Cloud Meadow Mercs
Not ever person that leaves the Union ends up becoming a poacher or pirate.  Some simply leave to do some good in the world, without all the red tape.
Ollie [Catboy]
Scrapper/Tracker/Chatterbox
Ollie is the closest thing the squad has to a “Front Line” a scrappy feline scrapper who is just as likely to talk your ear off as he is to scratch at it.  He particularly enjoys getting into fights with other cats, and keeps their scarves as trophies whenever he wins.  Ollie is flirtatious towards Eva (female protagonists), but will also accept advances from Evan (male protagonists) as well. 
“My scarves? Do you like ‘em? I get ‘em off of ferals cats! Do you like ‘em? Woops, asked that already. Doc says the look cute on me!”
‘Doc’ [Avian]
Mage/Medic/Generally Creepy Guy
Doc was once part of the Mage collective, but became annoyed at their excessive caution and inaction towards the evils of the world.  Adept at binding spells and healing, Doc is typically found behind Ollie in a fight, and is often nowhere to be found outside of one.  Many sleepless nights and overly aggressive study habits have all but killed his libido.  As such he will decline advances from both Eva and Evan.  Despite this, both Ollie and Llia will both drop hints in conversations that they have spent a night with the good doctor.
“If you’re looking for someone to “bale the hay” with you, I suggest you consult with Ollie or Llia.  I am busy well beyond any calculable measure...”
Llia [Rabbit]
Negotiator/Assassin/Spear Enthusiast
Llia is simultaneously the first and last option for the group.  A shy yet enthusiastic rabbit who prefers to handle issues peacefully, but isn’t afraid to end things with violent efficiency should the need arise. Llia is whatever he needs to be at any given time.  In peaceful talks he’s the center of attention.  In a battle, he’s utterly impossible to locate.  The one thing he isn’t, is good with women.  Which is fine by him.  He’s not interested in them anyway. If you’re his friend, be sure to watch your front side, if you’re his enemy, watch your back.
“I can see why Ollie likes you [female-protagonist].  You’re cute, and smart, best of both.  Me? I’m more of a ‘spear enthusiast.’”
Paieon [Arachnid]
Marksman/Support/Team Dad
Paieon was a member of the Society back in its early incarnation.  But decided to leave in order to pursuit a passion of research into cells.  Extremely-Unsanctioned research...Paieon is fascinated with the idea of weaponizing cells.  His specially designed rifle holds both cells and darts, and is capable of extracting the magic from the cells in question to achieve various effects.  These can range wildly from making someone sick, to making them go berserk, to even increasing “size” and “stamina,” and everything in between.  Paieon isn’t above flirting with Eva to convince her to part with some “research materials” but on the other hand shows a complete disinterest in Evan.
“That’s kind of you to offer [male-protagonist].  But the thing is...I just don’t swing that way...heh...”
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jace-the-writer-guy · 4 years
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M.I.A. Part One
The sounds of gunfire filled the night as a lone woman fought against a squad of Sentinel operatives that guarded a special facility. The facility in question experimented with portal technology, which would make transporting supplies all across the Auroa Archipelago simple and quick for Sentinel. The company had taken Skell Tech hostage, which was the company that they were forcing to make their drones, weapons, and now these portals. And numerous private operatives were hired to stop it.
One such operative was a lavender-eyed woman codenamed "Viper", and she was currently fighting her way into the main facility where the portal experimentation was taking place. She was a very fit woman that stood at five feet and eight inches tall. Her hair was semi-bright red, drawn up in a tight ponytail with a bit of her bangs hanging down over the right side of her face and eye. She wore a black half face mask covering her mouth and nose, with some black face paint over her eyes and forehead but not completely covering her skin. She wore gear that was all black, with a black magazine harness that held a few spare dual-magazines for the gun she was using which was a mainly matte black, classic MP5A4 chambered in 9mm. The gun was complete with a red dot sight, a flashlight integrated in the front of the handguard under the barrel, and a folding stock that could fold to the left side of the gun. The barrel, flashlight, magazines and sight were all a dark purple color. On the right side of her harness were three spare magazines for her DMR on her back. Under the harness she wore a simple black combat jacket, and along with that she wore black military cargo pants with armored thighs and knees that led into black combat boots. Over her hands she wore a pair of armored gloves, with black metal over the tops of them and along the knuckles.
Lastly on her back, she wore a black military backpack with clips on both sides of it for her two longer-range guns. One was a designated marksman rifle for medium to long range firing, which was an MK14 EBR that was fully matte black with a dual-range sight, and a foldable grip on the bottom rail. It was custom chambered in .458 Socom rounds to deliver a massive punch when needed. On the opposite side was her sniper rifle, a Barrett MRAD bolt-action sniper rifle chambered in .338 Lapua Magnum. On the bottom rail of her sniper rifle was a bipod, and on the right rail was a range finder that was linked to her rifle's large scope which told her the exact range of her targets in her crosshairs The stocks of both her rifles were folded against the bases of them to make them a bit more compact for carrying. Lastly on her right hip was the holster that held her custom .50 AE Desert Eagle, which had a black frame and slide with black grips and silver barrel. Being trained as she was, she can carry all of these weapons easily with little restrictions, but her ammunition stores for each weapon on her person was limited.
Viper brought down two of her target in the facility before she ran inside, taking a few grazes from bullets fired after her along her arms and her sides. She ran into a door that led to lower levels and closed it behind her, locking it with a hacking device she held up to the digital lock of the door. She quickly began to walk down the stairs and descended deeper into the facility, and she eventually found her target.
She quickly attached her silencer back onto her MP5, and she began to go to work in the shadows of the large room. Thanks to her taking out the alarm system before her move on the facility, no one was alerted to her presence this deep underground. Viper worked through the room she was in and put down all the guards she saw, each being taken down with a bullet right to their heads. One by one their bodies slumped to the metal floor, and Viper was soon left as the only one in the room with the experimental technology.
"I'm in," She spoke quietly into her earpiece to her commanding officer, "Time to take this thing out."
"Good work, Viper. Report back to me once you're clear." Came her commander's reply, and she took her finger from her earpiece.
Viper then plugged her hacking device up to the console in the middle of the room, and she began to upload the program that she was given that would make the experimental portal self destruct, along with the entire facility. But, things had not gone exactly to plan. When Viper began to run that program, the portal activated and lit up the room in a bright light. Viper shielded her eyes from it with one hand, and she went to contact her commander once more.
"Commander, something with the program activated the portal!" She was met with static, which turned into a high-pitched sound that began to turn painful before she pulled the earpiece out.
"Attention Personnel. Facility will self destruct in one minute. Please vacate the premises."
The automated voice came through the speakers of the facility, and then the portal's light began to pulsate and the entire thing started to shake wildly. The entire facility began to shake with tremors as well, and many of the shelves and walkways hanging above the edges of the room began to fall down to the ground. Viper began to feel herself being pulled toward the portal soon after, and she began to try to run and escape the area. But, the pull only got stronger and stronger and she found herself unable to resist being sucked toward the portal. Soon, she was pulled off her feet, and with a final scream she disappeared into the portal, just before the self destruct sequence completed and the facility, and the portal, were destroyed.
Officially, Viper had been declared M.I.A. by her commanding officer. Eventually after that, after search parties had been sent out for days, weeks, and months and even up to five years later after Sentinel's downfall, she had been declared K.I.A..
But she wasn't killed.
Almost as soon as Viper had been pulled into the portal, she had ended up in a forest she didn't recognize. She fell to her knees, feeling her stomach lurching within her, and she pulled her mask down just before she began to vomit profusely after she had been pulled through God-knows-what, all the way to what she assumed was some remote part of Auroa. She soon stopped vomiting, and she folded her MP5's stock to put on her left hip, and she took her backpack and rifles off her body so she could lean her back against a tree, breathing deeply as she stared up into the... bright blue sky.
It was nighttime when she last checked. She checked her watch and saw that it said it should have been just past midnight, and she began to grow extremely confused. She put her earpiece back into the ear and pressed her finger against the button. "Commander Black, respond. This is Viper. The portal sucked me into it, and it transported me to some... unknown location during the daytime."
After several moments of radio silence, Viper tried again. "Commander Black, respond. I'm stranded in a forest and I have no idea where I am. I-"
Viper began to hear a growl behind the tree she was leaned up against, and she stopped talking immediately. She slowly glanced around the tree to where the growl came from, and her eyes went wide as she saw some... black-furred werewolf covered in bone plating, and it had glowing red eyes. She jumped to her feet and rolled away from the tree just before it struck, and she pulled her MP5 from her waist and opened fire on the creature's head. In a few shots, the strange beast went down and began to evaporate into the air, and that just confused her even more.
Before she knew it, she noticed more of the creatures surrounding her from all sides. She had no idea what they were at all, but she did her best to fight them off as they came. The 9mm rounds tore into the hide of the beasts but with their attacks, reloading was hard even with dual mags like she had. She ducked out of the way of a strike from one and fired into its face with the last rounds of one magazine before she was struck in the side, knocking her MP5 out of her hands and sending her to the ground with a gash in her arm.
She rolled to her back and quickly pulled out her Desert Eagle, and she blasted one of the beasts in the head. One powerful shot put it down, and then another came at her and she shot and killed it as well. As its evaporating body came down on her, she began to hear gunfire from another source, and she could tell it was a very big gun that was being used. When the beast evaporated fully, she could see each of the others that surrounded her were going down with their heads being blown to bits or their chests were blown out. She glanced around to see who had come to her rescue, and her eyes widened even further when she saw a huge man dressed like someone from a western movie.
She aimed her pistol at him at him trying to determine whether he was friend or foe, and he just looked at her in shock. She soon lowered her gun and nodded to him, and then she saw another of the beasts appear from the bushes behind the man. Before she could give him a warning, the man's weapon transformed into a claymore right before her eyes and with one hard swing and a pull of the trigger, the recoil of the gunshot send the blade straight through the beast's body.
He then put the blade on his back and turned back toward her. "Hey there. You don't look like you're from around here." His deep voice came to her a moment later.
"Where am I? Who are you?" Viper replied, her hands still gripping her pistol.
"Well first off, I should be askin' you that since you brought some Grimm near my property," The man replied to her, crossing his arms over his chest, "My name's Auron. Auron Karmine. What about you?"
"My... codename is Viper. Thank you for helping me."
Auron stepped forward and reached his hand down to her. "I get the feelin' you got a story to tell about why you're here on Remnant. You seem like you're like my daughter's fiance."
"...Rem...nant?" Viper replied in confusion before slowly taking his hand.
Auron chuckled a bit and pulled her to her feet. "That tells me all I need to know. Get your gear, an' I'll take you to my home an' you can explain everything."
"Oh god, this has to be a weird dream..." Viper remarked and went to gather her backpack and her Vector, "What you're suggesting is fucking crazy."
"I wish I could tell ya it was an' you could wake up in your own world, but..." Auron shook his head, "It's as real as that cut on your arm. I know a few more people that came from another universe or world or whatever, an' one of 'em is set to marry my oldest daughter. You got a lot to learn about Remnant here, an' the Grimm. We need to see if we can get your aura unlocked."
"My fucking what?"
Auron took in a deep breath and let it out evenly. "This is gonna be a long day."
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lord-kallig · 4 years
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Nifthman Fusiliers
Homeworld: Nifthla Regiment Type: Infantry Specialisation: Marksmen
The Nifthman Fusiliers are the primary regiments from the world of Nifthla and its inhabited natural satellites. They have become famous for their disciplined marksmen and infamous for their pride and resolve. 
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Recruitment 
The Nifthman Fusiliers are raised from the noble classes from Nifthla. Specifically it is customary for the second born child of a family to be trained to become a member of the Fusiliers. A degree of equality is applied to all individuals recruited into the Sentinels and Fusiliers. All distinction present is wholly of one’s own action and little note is given to the prestige of their family. 
The Call of the Colours is the coming of age practice where the passing classes of the Fusiliers are raised into the Sentinel Regiments. These become the new family for the members and deployments are wholly internal for security and policing action for the world. 
The Call of the Aquila is induced by Imperial representatives to compose the regiments. While normally taking a whole Sentinel Regiment some Imperial Regiments can be composed from selected elements of multiple regiments. 
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Organisation
The Fusiliers Regiments are composed along the same lines as the standard Astra Militarum Infantry Regiments. Abhuman auxilia is often looked down upon but proper consideration by the Commissariate Attaches can prevent issues from arising. 
The only notable variation is that veteran regiments attempt to fully mechanise the command elements, due to the value of mobile command and the expanded vox suites. This has sometimes been taken from shattered elements of allied regiments, in which case they would attempt to preserve the original colours in respect of their allies. 
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Equipment
Despite the noble heritage of the formations, the standard uniform of the Fusiliers is a simple set of fatigues which are coloured to fit their deployment. 
Their most distinctive element of their uniform is the fez they wear. For the standard field infantry this matches the rest of their uniform and those for the officers are composed of a white material. 
Unlike other regiments, there is little consideration for the use of armoured plates. This is in part to the perceived inadicuatecies of available flak armour, outside of confined operation areas, but also due to the 
The primary arms for the regiment is the Model 81** Frankish Las Rifle. More comparable to a designated marksman weapon for any other regiment, the M81 brings a greater priority to methodical and focused fire. Automatic fire is available but only in short bursts. 
The Model 10 Long Arm Grenade sees great value for squads. Some units have also organised themselves in such a way that the squad support teams forgo a primary weapon in place of carrying bandoliers of grenades. 
Other support weapons, such as flamers and meltas, also have local variations but are condensed within special weapon units with a disapproval to dispersing the power of the weapons. 
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Notable Regiments
2nd and 105th Regiments
Commandeered by Lord Inquisitor Orphillius Caz, the regiments were deployed in support of the Praesidium steel Bloods to relieve loyalist forces which were ambushed by the Chaos Knight House Hak’Nax and traitoris in the 22nd Imperial Annihilation Army. 
Due to the nature of the engagement and allies, the remaining members of the regiments were refined into the 1st Luciferian Stormtroopers Regiment. They have mainly been used in security roles for the Ordo Luciferian but they have seen secondary deployment for the collection of Chaos Artifacts in relation to the Everchosen Title. 
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tactical-weapons · 5 years
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The M110 Semi Automatic Sniper System (M110 SASS) is an American semi-automatic sniper rifle/designated marksman rifle that is chambered for the 7.62×51mm NATO round, developed by U.S. firearm manufacturer Knight's Armament Company. The SDMR is based on the Heckler and Koch G28E-110 Compact Semi-Automatic Sniper System, or CSASS. The M110 is to be replaced by the lighter and more compact M110A1 CSASS.
The M110 Semi-Automatic Sniper System is intended to replace the M24 Sniper Weapon System used by snipers, spotters, designated marksman, or squad advanced marksmen in the United States Army. However, the U.S. Army still acquired M24s from Remington until February 2010. After witnessing the effects of USSOCOM snipers and extensive after-action reports from SOF snipers throughout the Iraqi theater of operations, the U.S. Army ran a competition involving several designs, including rifles from Knight's Armament Company, Remington, and DPMS Panther Arms.] On September 28, 2005, the Knight's Armament Co. rifle won the competition and was selected to be the supplier of the M110 Semi-Automatic Sniper System. The XM110 underwent final operational testing in May and June 2007 at Fort Drum, New York by a mix of Special Forces troops and Sniper trained soldiers from the 10th Mountain Division. In April 2008, U.S. Army soldiers from Task Force Fury in Afghanistan were the first in a combat zone to receive the M110. The troops rated the weapon very highly, noting the quality of the weapon and its semi-automatic capabilities compared to the bolt-action M24. The United States Marine Corps will also be adopting the M110 to replace some M39 and all Mk 11 as a complement to the M40A5. It is manufactured by Knight's Armament Company in Titusville, Florida, though the complete system incorporates a Leupold 3.5–10× variable power daytime optic, Harris swivel bipod, AN/PVS-26 or AN/PVS-10 night sight and PALs magazine pouches of yet unpublished origin. The rifle has ambidextrous features such as a double-sided magazine release, safety selector switch, and bolt catch.
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The rifle is similar to the SR-25/Mk 11 Mod 0, but differs significantly in buttstock and rail system design. The SR-25, Mk 11 Mod 0, and M110 are based loosely on the original AR-10 developed by Eugene Stoner but feature additional refinements instituted by KAC to maximize parts commonality with the AR-15 design, improve weapon reliability, and increase accuracy.
The main differences between the Mk 11 and M110 are improvements suggested by a user group meeting between NAVSPECWAR, USASOC and USA in 2007:
The rail system used: the KAC Free Floated RAS on     the Mk 11 is replaced by a URX modular rail system with integral folding     front 600-meter backup iron sight.
The M110 buttstock: fixed, though the buttplate is     adjustable for length of pull to match user preferences. Adjustment can be     made without tools via a notched hand-tightened knob on the right-hand     side of the stock. This feature was added during the change from XM110 to     M110. The fixed buttstock also features integral quick-detachable sling     swivel sockets located on each side of the stock near the rear of the     lower receiver.
The addition of a flash hider to the barrel of the     M110, which also necessitates a modified QD Suppressor unit similar to     that on the Mk 11.
The M110's use of KAC's one-piece 30 mm scope     mount instead of two separate scope rings.
On June 12, 2008, the M110 was ranked #2 on the U.S. Army's top ten inventions of 2007.
According to performance specification (MIL-PRF-32316 (AR) w/AMENDMENT 1, 5 October 2009):
3.4.1.1.1 Accuracy. The distance between the mean point of impact of each shot group, both unsuppressed and suppressed, shall be not greater than 1.1 inches at 300 feet.
3.4.1.1.2 Dispersion. The average mean radius (AMR) (see 6.11), of each shot group shall be not greater than to 0.68 inches at 300 feet. All targets shall be fired on using M118LR ammunition or equivalent, using five (5) round groups.
In April 2011, the U.S. Army issued a request to the private sector to reconfigure or replace the current Knight Armament M110 sniper rifle as the current version of the M110 was not functioning well in the field requiring significant maintenance and replacement of parts. The U.S. Army responded to the referenced article clarifying that the rifle was functioning perfectly and they are just looking for a smaller, lighter version of M110 for the spotter in a sniper team, providing the sniper is equipped with the new XM2010. "The spotter will have an urban sniper support weapon which will be the M110. … Now you've increased the lethality of the team…"—Program Manager LTC Chris Lehner.
The specifications the U.S. Army has issued are as follows:
Operation: Semi-automatic
Caliber: Compatible with 7.62×51mm     NATO cartridges
Accuracy: Capable of 1.3 minute of     angle dispersion or better with match ammunition
Size: Overall length shall be     reduced using a shorter barrel and/or collapsible buttstock. Maximum     length not to exceed 39 without suppressor. Desired minimum length is less     than 36 with stock collapsed.
Weight: Weight shall be under     9.0 lb for unloaded rifle without optics and accessories
Grip: A modular, adjustable     pistol grip.
Trigger: A non-adjustable match     style trigger.
Hand     guard: A     forend that includes a fixed 12 o’ clock rail with configurable 3, 6, and     9 o’ clock rails.
Sound     suppressor: A     muzzle mounted, detachable sound suppressor.
Muzzle     device: A     compensator/muzzle brake compatible with the sound suppressor.
Bipod: Tool-less detachment     featuring cant and pan/track capability.
Day     optic: An     Army specified variable power day optic and compatible rings.
Back     up sights: Iron     sights offset 45 deg from the DOS.
Sling     attachment:     Flush cup, quick detach sling attachment points.
Other: The upgraded M110 must meet     the operational and environmental requirements that were fulfilled by the     original M110 SASS.
CSASS
In July 2012, the U.S. Army requested sources to remanufacture the current M110 rifle into the Compact Semi-Automatic Sniper System (CSASS). The CSASS will be a shorter and lighter version of the M110 with a collapsible stock and removable flash suppressor, giving it an overall length of 36 inches (910 mm) and a weight of 9 pounds (4.1 kg) unloaded. The Army wants a capability to convert 125 rifles per month, with the ability to increase to 325 per month. The Army formally requested proposals for the CSASS in June 2014.
On 1 April 2016, the Army announced it had awarded Heckler and Koch a contract with a maximum value of $44.5 million as winner of the competition to replace the KAC M110. The weapon selected was not specified, but was likely the H&K G28; H&K is to produce 3,643 rifles. A goal of the effort was to give snipers a weapon that didn't "stick out" as a sniper rifle; with a suppressor, the M110 is 46.5 in (1,180 mm), 13 in (330 mm) longer than the M4 carbine and 7 in (180 mm) longer than the M16A4 rifle. A minimum of 30 CSASS units will be used for production qualification testing and operational testing over 24 months. H&K later confirmed that a modified G28 had indeed been selected as the CSASS rifle. The G28 is nearly 6 cm (2.5 in) shorter and 1.3 kg (3 lb) lighter than the M110 (unloaded and without a suppressor) and will cost about $12,000 per rifle. In May 2018, the U.S. Marine Corps will begin receiving the CSASS, also to replace the M110.
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courtneytincher · 5 years
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U.S. Army orders more new sniper rifles
Famed gunmaker Heckler & Koch has been awarded a $33,5 million U.S. Army contract modification for new sniper rifles.
The U.S. Department of Defense said Wednesday that Heckler & Koch Defense Inc., Ashburn, Virginia, was awarded a $33,5 modification to contract W15QKN-16-D-0051 for the Compact Semi-Automatic Sniper Systems and the Squad Designated Marksman Rifle.
Bids were solicited via the internet with one received. Work locations and funding will be determined with each order, with an estimated completion date of March 16, 2022.
Under terms of the award, HK Defense will produce new rifles, includes the new Army’s Compact Semi-Automatic Sniper System (CSASS). The new HK rifle is a lightweight variant of the 7.62 mm G28 in use by the German Army. The HK CSASS capitalizes on the proven G28 design, meeting the Army’s requirements for accuracy, reliability, and size. Heckler & Koch will also provide spare parts, support, and training to the Army.
from Defence Blog
Famed gunmaker Heckler & Koch has been awarded a $33,5 million U.S. Army contract modification for new sniper rifles.
The U.S. Department of Defense said Wednesday that Heckler & Koch Defense Inc., Ashburn, Virginia, was awarded a $33,5 modification to contract W15QKN-16-D-0051 for the Compact Semi-Automatic Sniper Systems and the Squad Designated Marksman Rifle.
Bids were solicited via the internet with one received. Work locations and funding will be determined with each order, with an estimated completion date of March 16, 2022.
Under terms of the award, HK Defense will produce new rifles, includes the new Army’s Compact Semi-Automatic Sniper System (CSASS). The new HK rifle is a lightweight variant of the 7.62 mm G28 in use by the German Army. The HK CSASS capitalizes on the proven G28 design, meeting the Army’s requirements for accuracy, reliability, and size. Heckler & Koch will also provide spare parts, support, and training to the Army.
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spikeybits · 5 years
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Designated Marksman, Primaris Eliminators: LORE Come and learn about how deadly a sniper rifle can be in the hands of a Primaris Space Marine as we take a look at the Eliminators Squad. Read More The post Designated Marksman, Primaris Eliminators: LORE appeared first on Spikey Bits . https://spikeybits.com/2020/02/designated-marksman-primaris-eliminators-lore.html
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valravnocs · 5 years
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continuing my bad habit of posting abt New Boys late @ night... this is Lance Corporal Matsson (first name Isak). [x]
Part of a special division of soldiers, LCpl. Matsson is a telepath who’s been specially trained to pilot a genetically engineered clone in a fight against insectoid aliens. Think a system similar to the avatars (from James Cameron’s Avatar); when the humans disconnect the mental link, their alien bodies just collapse— same system here, though these links are telepathic (all soldiers have some telepathic affinity, and Matsson’s is pyrokinesis) and the clones are simply stronger, more durable humans.
Matsson specializes in marksmanship, and is the deadliest gunner in his squad of five soldiers; he prefers handling a VX-80 laser rifle, since it’s much quieter than the standard marine assault rifle. He has a strong bond with the squad’s heavy weapons’ specialist, though none of their other squad-mates are sure if they’re dating or not, even though they can often be found lounging together when not in the middle of combat. While most clones are engineered for strength, Matsson’s clone body was designed to be on the slender side of things, taking into consideration his training as a marksman and his need to stay out of sight moreso than marines trained in other fields. He uses hearing aids, since the shock of his first clone body dying ruptured his eardrums; it’s rare that he gets taken by surprise, and the stress from trying to quick-disconnect the psychic link nearly ruptured his heart as well. He considers himself lucky, in the long run; many of his squad-mates have slipped into comas or choked to death from quick-disconnects, not even beginning to mention the trauma for those who survive the process.
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funshoot-com · 1 year
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Squad Designated Marksman Training
Squad Designated Marksman Training was intended to train better use of current issue rifles. Learn what effect starting with iron sights has when SDM trainees later receive optics.
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britfireshooting · 5 years
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From @graphica.mechanica: “Here we have the British Army's rifle section organization approximately from 2004 to 2008. ⚔️ Much like it is now, the section consists of 8 men divided into 2 roughly equal 4-man teams (Charlie and Delta). Charlie is commanded by the Section Commander, while the Delta Team is commanded by the Section 2IC. ⚔️ By this time, the L86 LSW had been replaced in the squad automatic weapon role for the FN Minimi Para, designated the L110A2. The L86 was relegated to a pseudo-designated marksman rifle role, although it would be replaced in this capacity by the L129A1 SS in 2008. ⚔️ The remainder of the squad were armed with the L85A2 IW, which replaced the L85A1 this year. The L85A2 was a Heckler & Koch-contracted upgrade programme that fixed many of the reliability shortcomings of the original L85A1, which produced a fairly competent service rifle—although its reputation may not been have recovered among those who haven't served with it. ⚔️ Each fire team had a Grenadier, armed with an H&K AG-35 40mm grenade launcher (designated L123A1). The total integral weapons of the section amounted to 4 L85A2 rifles, 2 L86A2 light support weapons, 2 L110A2 light machine guns, and 2 L123A1 grenade launchers.” From @graphica.mechanica https://www.instagram.com/p/BzDZxF7D4Jq/?igshid=14ymdl7uk7o68
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