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Sam's Exploding and Shooting Stuff

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Sam's Exploding and Shooting Stuff

Post by Dai on Fri Apr 05, 2013 11:25 am


...........................................................................
CASE FILE: Custom Weapon

Samuel Hartmann III
...........................................................................
NAME:
→ Huld
→ Jarl
→ Brynhildr
→ Freyja

TYPE:
→ Explosives
→ Firearm
→ Aircraft
→ Explosive Firearm

FORM:
→ Different kinds of dynamite
→ Barrett 50 cal. rifle
→ Supermarine Spitfire Mk XIV
→ Heckler & Koch GMG

...........................................................................

BRIEFING:
→ Out of all of the weapons at his disposal, Samuel's dynamite is likely his most varied and dangerous to behold. It is easy to use, mobile, and he carries such a great number on his body that one would almost consider them infinite--it's unlikely that he'll run out in a single skirmish at least. Each dynamite stick has its own individual wick that can be lit in any weather--he simply needs to flick a small flint and the stick will light. He carries eight different types of dynamite, each of different sizes and with a different fuse length. They're generally recognized by the colored bands that wrap around them. (It should be noted that these aren't the ONLY uses, just the most common.)

  • Double Red Band - The double red band has a two second fuse, and contains approximately 190gm of explosive material. These are his basic throwing dynamite, and can be lobbed a good distance before exploding. The wick will light in any condition and burn even under extreme circumstances.
  • Single Red Band - The single red band has a one second fuse, and contains approximately 190gm of explosive material. Unlike the DRB, these are primarily used for quick manoeuvring, being thrown up between Sam and his opponent as a diversion in order to push them apart.
  • Quadruple Blue Band - The quadruple blue band has a four second fuse, containing approximately 380gm of explosive material. They're designed to be dropped behind Sam in order to repel pursuers, and because of this almost appear completely unobtrusive.
  • Single Blue Band - For when the SRB is not enough, the SBB and its one second fuse is capable of pushing Sam and his opponent apart even further, though this comes at risk of injuring Sam more than its worth. This is usually used as a last ditch attempt at saving his own life, or taking his enemy's at the expense of his own.
  • Double Pink Band - With a one second fuse and only 60gm of explosive material, it doesn't appear that this type of dynamite would do much damage to its target. What it lacks in damage it makes up for in numbers, each stick being interlinked with another five before being activated. When the flint is struck, the dynamite sticks then split apart for throwing. One of the interesting uses of this type of dynamite is to fool the opponent's perspective into thinking that they're further away than they are, which is why the pink on the sticks is extremely close to red.
  • Yellow Band - Now we're getting to the more complex dynamite sticks. The Yellow Band sticks are unique in that they have a secondary charge at their base. This charge isn't large enough to damage the slightly thicker metal that separates it from the larger section, but when this two-second charge fires, it causes an explosion that is enough to propel the dynamite forwards at a higher rate of speed, making it go further and cause impact damage before actually exploding. Other than that, it is no different to a DRB.
  • Green Band - Coined the 'Rockenyte' by Sam, the Green Band are similar to the Yellow Band in that they include a secondary propulsion system. However, the Green Band's major difference is that it is closer to 'rocket propulsion', allowing them to go even further than Yellow Band. The reason that Sam doesn't use these over the Yellow Bands completely is that due to the need for more precise aiming, it's actually a lot easier to miss moving targets with the Green Bands.
  • Orange Band - The Orange Band is probably, according to Sam, the most annoying type of dynamite he can carry. As such, he tries to limit himself to having five sticks of it maximum--any more would potentially make fights not worth the fight. Containing a particularly potent and condensed concoction of N2O, Nitrous Oxide, or Laughing Gas, he can effectively cause a small group of mercenaries to burst into laughter, unconscious within thirty seconds of inhalation. This is his true last resort, as he doesn't believe that battles should ever be won this way. They have a three second fuse, as Sam doesn't want to be there when the dynamite goes off.


→ The Jarl is a modified Barret M170CQ, a recoil-operated, semi-automatic anti-materiel rifle developed by the American Barrett Firearms Manufacturing company. The M107CQ is specifically designed where the firepower of a .50 caliber rifle is required, but the bulk of the M82/M107 series prevents the weapon from being used. The M107CQ is 9" shorter in overall length (all in the barrel) and 5 pounds lighter than the M107. When the gun is fired, the barrel initially recoils for a short distance (about 1 in/25 mm), being securely locked by the rotating bolt. After the short travel, a post on the bolt engaged in the curved cam track in the receiver turns the bolt to unlock it from the barrel. As soon as the bolt unlocks, the accelerator arm strikes it back, transferring part of the recoil energy of the barrel to the bolt to achieve reliable cycling. Then the barrel is stopped and the bolt continues back, to extract and eject a spent case. On its return stroke, the bolt strips the fresh cartridge from the box magazine and feeds it into the chamber and finally locks itself to the barrel. The striker is also cocked on the return stroke of the bolt. Samuel carries both a glass and iron sight on the weapon, switching between them when necessary.

→ Brynhildr is a World War II model Spitfire Mk XIV, that has been preserved and cared for, and eventually passed on to Sam himself. It has been modified to carry a few bombs, as well as upgraded to more modern aircraft speeds and power. It has no army-specific coloring. Its specifications are as follow:

General characteristics
Crew: one pilot
Length: 30 ft (9.14 m)
Wingspan: 36 ft 10 in (11.23 m)
Height: 10 ft (3.05 m)
Wing area: 242.1 ft2 (22.48 m2)
Airfoil: NACA 2209.4(tip)
Empty weight: 6,578 lb (2,984 kg)
Loaded weight: 7,923 lb (3,593 kg)
Max. takeoff weight: 8,488 lb (3,850 kg)
Powerplant: 1 × Rolls-Royce Griffon 65, supercharged V12 engine , 5-bladed Jablo-Rotol propeller, 2,050 hp (1,528 kW) at 8,000 ft (2,438 m)

Performance
Maximum speed: 448 mph, (391 kn, 717 km/h)
Combat radius: 400 nmi (459 mi, 740 km)
Ferry range: 950 nmi (1,090 mi, 1,815 km)
Service ceiling: 43,500 ft (13,258 m)
Rate of climb: 3,650 ft/min (18.5 m/s)
Wing loading: 32.72 lb/ft2 (159.8 kg/m2)
Power/mass: 0.24 hp/lb (0.42 kW/kg)

Armament
Guns:
2 × 20 mm (0.787-in) Hispano Mk II cannon, 120 rpg.
4 × 0.303 in (7.7 mm) Browning machine guns, 350 rpg.
Bombs:
2 × 250 lb (113 kg) bombs


→ The Freyja is an exported Heckler & Koch GMG, originating from Amestris. He could just as easily have used Vektor's Y3 AGL, but he figured that this one would work far better for his needs. The GMG (Granatmaschinengewehr or "grenade machine gun") is an automatic grenade launcher. It fires 40 mm grenades at a rate of about 350 rounds per minute. The GMG is belt-fed, and can be loaded from either side, making it ambidextrous. With a variety of sights available (including night-vision and infrared types) the GMG can be used for accurate, long range bombardments in a large number and types of situations.
The weapon itself is 1.09 m long, the barrel is 415 mm, and the ammunition box has dimensions of 470x160x250 mm. The gun operates on a recoil operated blow back basis. It weighs 29 kg. He doesn't use a tripod, instead the weapon has a smaller tripod for use when Sam has cover and needs stability. Samuel can carry a number of different types of ammunition, depending on the situation. In battle with it, however, he will rarely carry more than two types. They are listed below:

  • High Explosive Dual Purpose - Grenades that have been designed to both pierce armor and explode into shrapnel--they are Samuel's basic explosive rounds.
  • Tear Gas - Primarily used for crowd control.
  • Smoke Canopy - In three different colors: Red, Green, White.
  • Sponge Grenade - Non-lethal.


PICTURE:
Jarl:

Brynhildr:
Freyja:

...........................................................................


Last edited by Samuel Hartmann III on Mon Apr 15, 2013 9:46 pm; edited 4 times in total
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Re: Sam's Exploding and Shooting Stuff

Post by Reila Tsukino on Mon Apr 08, 2013 2:33 pm

19th <3

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Re: Sam's Exploding and Shooting Stuff

Post by Dai on Mon Apr 15, 2013 9:45 pm

I now announce this ready for checking!
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Re: Sam's Exploding and Shooting Stuff

Post by Csilla Angelis on Tue Apr 16, 2013 5:50 pm

{APPROVED}

Oh man, Dai. Ridiculous XD

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