EMP Jammer – Generator für elektromagnetische Impulse

slot machine jammer emp

slot machine jammer emp - win

2017 emp generator jammer slot machine with remote ctonrol for sale

2017 emp generator jammer slot machine with remote ctonrol for sale submitted by cts2001 to videos [link] [comments]

DIY How To Make EMP Jammer 2015 Tutorial To Hack Any Slot Machine and Vending Machine

DIY How To Make EMP Jammer 2015 Tutorial To Hack Any Slot Machine and Vending Machine submitted by MentalRental to nyc2600 [link] [comments]

Does anyone have complete plans for the "EMP slot machine jammer"? (Video)

Hi guys,
http://www.youtube.com/watch?v=bgYO-P8_p5s
I'm wanting to build a few, but can't find anywhere reliable with full diagrams, the video shows the main board, but he also connects it to the "jammer as usual", and I can't find the schematic for that. For some reason the purpose built versions of these things are about $200, which seems totally crazy.
Please note I have pretty limited understanding of circuits, but this one looks like it would be easy to make.
Thanks.
submitted by GoogleOpenLetter to AskElectronics [link] [comments]

emp jammer slot machine demostration nr 2/2 - YouTube

emp jammer slot machine demostration nr 2/2 - YouTube submitted by bangel to NSL [link] [comments]

Patch Notes for the new upcoming update!

Link: https://www.residentevil.com/re3/uk/update/
New features:
Maps
・Added the new Uptown map.
・Added the new Bemusement Park map.
Equipment
・Added 12 new equipment items for Survivors.
・Added 13 new equipment items for the Mastermind.
Cosmetics
・Added 21 new Survivor skins (including 7 available for purchase).
・Added 5 new Survivor gestures.
・Added 15 new sprays.
・Added 5 new creature skins.
・Added 2 new zombie gestures.
Skill Cards
・Added the Converter Mod - Creatures skill card. While in hand, using Creature Cards will lower the cost of this mod. Using this mod will add an Ivy card to your hand.
・Added the Converter Mod - Traps skill card. While in hand, using Trap Cards will lower the cost of this mod. Using this mod will add a Teleportation Trap card to your hand.
・Added the Converter Mod - Firearms skill card. While in hand, using Firearm Cards will lower the cost of this mod. Using this mod will add a Grenade Launcher card to your hand.
Adjustments and Fixes:
Time Bonuses
・Reduced the amount of time added to the timer when Survivors defeat zombie dogs.
System Changes
・Adjusted the rules that determine Supply Zombie spawn location, making it less likely to spawn close to the Survivors' locations.
・Adjusted the items dropped by the Supply Zombie such that it can no longer drop multiple special weapons.
・Changed some items granted to Survivors from the slot machine in the Casino map.
・Added a guide message when Survivors are defeated near the exit to clarify the conditions needed for their revival.
・Reduced the difficulty of daily missions overall.
・Resolved an issue where the upper-left Bio Core in area 3 of the Abandoned Park could be attacked from the entrance using a Rocket Launcher or ATM-4.
・Addressed an issue were the Signal Jammer's effective range was not displayed on area 3 lifts.
・Added the ability to check daily mission progress while waiting for matchmaking to complete.
・Adjusted the formula for RP reward calculations when the Mastermind wins in area 1.
・Resolved an issue where moving to the next area while a Survivor was incapacitated by Yateveo's Devour ability could leave that Survivor unable to move in the following area.
・Resolved an issue where Samuel could not complete the requirements for "Omae Wa Mou Shindeiru" with certain passive skill variants equipped.
・Resolved an issue where sound would occasionally stop playing during extended gameplay sessions.
Survivors
・Adjusted maximum ranks for all Survivor characters, and changed skill unlock requirements such that all skill variants are obtained by rank 16.
・Increased the amount of Ammo held at the start of the match for Valerie, Jan, Martin, Becca, and Jill.
・Enabled the purchase of Ammo x 50 from the Armory in area 1.
・Either MQ 11 or W-870 (determined at random) will be available in area 1.
・Increased the base damage of the MUP.
・Increased the base damage of the Matilda.
・Increased the base damage of the Quickdraw Army.
・Adjusted the hit detection for the W-870, making it less likely to deal extremely small amounts of damage when attacking creatures.
・Adjusted the effects of the Batting Glove and High-Grade Ammo series equipment.
・Adjusted the lines spoken by the Mastermind on the Survivors' result screen in the event of a match ending due to the Mastermind disconnecting.
Mastermind
・Adjusted maximum ranks for all Mastermind characters, and changed skill unlock requirements such that all skill variants are obtained by rank 15.
・Adjusted ranks at which additional skill cards are unlocked such that all skill cards are obtained by rank 14.
・When releasing control of a creature, there will now be a 5-second cooldown before that same creature can be controlled again. (Other creatures may be controlled immediately.)
・Reduced the health of the Supply Zombie.
・Reduced the amount of time it takes for zombie dogs to become mobile after being spawned.
・Improved pathing for zombie dogs such that they should not repeatedly run into walls as often.
・Turret - Rifle and Turret - High Caliber Rifle will now take time to reacquire targets after firing.
・Reduced the base damage of Turret - Rifle, Turret - High Caliber Rifle, and Turret - Machine Gun.
・Added a cooldown to the E.I.S. when turning off the lights.
・The Imposter Zombie's claw attack will now perform a three-hit combo.
・Hits to Ivy will no longer increase its stagger value unless they strike its head or its buds.
・Adjusted the amount by which Sturdy Materials, High-Tech Materials, and Steel Pressure Plate series equipment affects Martin's trap disarm speed.
・Reduced the maximum range of camera-mounted firearms.
Martin
・Updated the description of Makeshift Mine's "Signal Jammer" skill variant to include its 15-second duration.
・Reduced the effects of Life Hacks' "Bulletproof" skill variant.
・To address the issue where flash effects did not always work correctly at certain low angles, Flash Baton will now emanate from the center of the character model for the purposes of hit detection.
・Disarming traps with Martin's fever skill and interacting with traps will now always award RP.
・Reduced the base amount of time required to disarm traps. (Time require with the Nimble skill variant equipped remains unchanged.)
January
・EMP effects are no longer disabled by Electromagnetic Shield.
Jill
・Unlocking doors with Master Key will now always award RP.
・The effect of Delta Force's "Marksman" skill variant will now also apply to Bio Cores.
Daniel
・Increased the duration of the invincibility effect granted by Puppeteer's "Invincible" skill variant.
・The effects of Puppeteer's "Invincible" skill variant are now removed immediately upon releasing control of a creature.
・Reduced the time it takes for the Tyrant to become active when spawned.
・Made it more difficult to accidentally end the Tyrant's Bull Rush ability immediately after activation.
・Increased the Tyrant's movement speed.
Alex
・Increased the base damage of the Machine Gun - Infection area 3 exclusive card.
・Reduced the amount of time for which Yateveo cannot take new commands after performing Slime Shot.
・Adjusted the effects of Residence of Evil's "Mechanic" skill variant on Martin's trap-disarming abilities.
Spencer
・Reduced the speed at which Disintegration Field is deployed when using the "Refract" skill variant.
submitted by Reeeceh28 to REResistanceGame [link] [comments]

Cogmind Beta 10 "Warlord Forever!"

BETA 10: WARLORD FOREVER!
The full ambient soundscape is here, and it's not alone! Beta 10 also comes with expanded bothacking abilities, two more alternate endings, many more types of drones, and of course lots of other features to improve the overall experience.
Diving right in here...
(Note: Beta 10 is far too large to fit the entire release notes in a Reddit post, so I've had to share the changelog here as an image rather than text. For a normal view of the full release notes, see this same announcement on the forums!)
Saves from earlier versions are incompatible with Beta 10, but even if you're on Steam and Cogmind automatically updates, Beta 9.6 is still available via its own legacy branch and you can roll back to finish a run in progress first if you like.

Ambient Soundscape

You can now fully hear the world of Cogmind!
Cogmind has always had a ton of sound effects that help bring the world to life, but as far as continuous tracks go, for many years we've only had a few ambient sounds emitted by special machines and sample mapwide tracks in a couple maps as a test. Now all named machines have their own audio, as do all the maps!
Hear an array of Construction Platforms at work in the Factory, the rumble of a Megafabricator in the distance, Plasma Injectors down in the Mines, the hum of Power Conduits, busy Mainframes echoing throughout the Research branches, and so much more.
Aside from thematic mapwide drones that meld everything together, when you're not blasting robots and using the interface the audio experience is primarily defined by environmental factors, yet another new facet of Cogmind's emphasis on immersion.
I wrote an in-depth article about the content and process behind Building Cogmind’s Ambient Soundscape (visual overview).
Related to the expansion of Cogmind's audio content we have an important new advanced option, muteAudioOnFocusLoss, which you might want to turn on if you do a lot of Alt-Tabbing and prefer that Cogmind not continue playing its audio while you're in some other window. We might want that to be on by default, but it's off for now since I need to make sure it doesn't mess anything up first :P (it seems okay so far, anyway--I've been using it for a while now, but that's just me).
The soundscape is also fully accessible in text form as well, a new feature that will benefit both those who can't turn up the volume or simply want the extra visual reinforcement enabled by being able to also "read" all the audio sources. This is made possible via a new Audio Log, off by default but toggled in the options menu.
There's a summary of Audio Log features and behavior in the manual, or if you want an even more in-depth look at how the system was built you can check out the article I wrote on the topic: Audio Accessibility Features for Roguelikes (visual overview).
The install size of the game has definitely gone up as a result of all the new audio, by a whopping 50%! It wasn't exactly huge to begin with, but with Beta 10 we're going from 30MB to 45MB.

New Endings

We have two new endings, bringing us to a total of nine different ways to win! I won't spoil the new ones here except to say that they're both a part of the extended game, and to point out the obvious, that yes the "expanded Warlord arc" indicated in the changelog is what you've been waiting for if you're one of us Warlord fans. Warlord forever! (Hopefully...)
Each of the new endings presents new challenges beyond what was already in the game, and of course as with the other seven, they each come with their own unique animated ending sequence. A ton of work went into these endings as a whole, and based on initial feedback from patrons they seem to have turned out pretty well. I even had to add a whole new type of UI window to enable you to trigger access to one of the new endings--you'll know it when you see it ;)
On a related note, I've also expanded some NPC interactions that people have wanted to see over the years. Under the right circumstances it's been possible to get certain major NPCs to meet each other, but in the past they wouldn't take notice or otherwise react in any way. Now they do, usually with consequences :P

Drones and AI

There was a decent list of optional features to consider for Beta 10, and this time patrons voted to prioritize a drone mechanics rework together with a significant expansion of the types of drones available. It's turned out pretty nicely, resolving what I saw as some longstanding issues while adding fun new options at the same time.
Importantly, the new additions are not simply "drone with guns A, drone with guns B, etc.", or even drones using just standard tech, but instead come with unique features or behavior that can enable special strategies, or at least just be really fun to use--launch decoys, self-guided bombs, your own posse of thieves, drones that do your hacking for you, and more!
Drone Bay Basics
The most fundamental change with respect to drones is that you must have an attached and functional matching type of bay in order to use them. The bay does not actually need to be active, however (activating a bay is simply a way to launch drones). There are a number of implied changes connected to this one, including:
If you remove the necessary drone bay (or it's destroyed xD), all related drones will take on the new "Unconnected" status and shut down. You lose the FOV info, but can gain it back again immediately by attaching an appropriate bay.
This requirement really opened up the drone space for more possibilities and was pivotal in making the new drones much more interesting since the bay becomes a part of the requirement for using them, meaning we can get more powerful/numerous drones because the bay itself can be huge or heavy as a balancing factor to compensate :)
One surely welcome QoL under this new system is that if you have multiple matching drone bays and the attached one is full, drones can actually return to those which are currently in your inventory, as long as one has sufficient space.
Less Micro
Overall there'll be less micromanagement involved with drones, and in some cases other allies as well, with the biggest change being the complete removal of the GOTO order! That feature just encouraged a lot of micromanagement to get the most out of allies, especially drones which could then be carefully moved around to explore manually in some cases, and would often be optimal but tedious (i.e. not good). (Even after the removal you can technically still get them generally where you want by using a combination of movement, waiting, and STAY orders, though this incurs a time cost which can be prohibitive except when very important.)
This encouraged me to make some improvements to the AI as well, most importantly that unarmed followers will slightly trail behind rather than gathering around your current location. And they'll be smart about retreating ahead of you if you're retreating, too, generally keeping them out of the line of fire (unless you're suddenly ambushed from behind, or surrounded, in which case good luck :P).
Drones and all allies will also really do their best to avoid stepping on known traps now. It turns out that although they would never path through traps, they might sometimes decide to stand on one if you were hanging around near it long enough.
Fleeing drones will now always RETURN automatically, rather than running around wildly, so it'll be easier to get them back and they'll be much more likely to survive longer. By extension, any disarmed combat drones will also automatically return, possibly improving their lifespan as well. The potential drawback here is that they might lead enemies right back to your position! Of course if you're not there when the enemies finally arrive then it's all good anyway... (or you can choose to sacrifice the drone by removing the bay to disconnect it and then you'll be fine, too)
Drone QoL
One long-requested new feature is the ability to have the map view follow a drone as it moves. You can easily cycle through your drones using the normal Enter key (or center mouse button), which highlights them and their FOV. You can just use this to more easily check where they are, or even pass turns while focused on them and watch as they explore even distant areas.
The allies menu system got some upgrades, too:
Acquiring Drones
A majority of the new drone bays are available in the early game, although every single type except for one is a unique part, so you won't be seeing all of them in the same run. Less unique drones with similar mechanics might be available in the future (for example via Merchants!), but there's currently no good place to add them yet so I decided it would be better to make the bays unique so they could be especially useful or fun.
Many are available in the Mines via a new prefab encounter, and the rest are scattered about in other plot areas. One is a regular 0b10 prototype bay.

RIF Expansion

For all the Botlord builds out there, the pool of potential robot hacking abilities has been expanded from 9 to 15. Half of the new ones can be obtained multiple times to increase their effectiveness.
(Skip this section if you want to discover them on your own!)
Here's an overview of what's new...

Mechanics

You can ram walls and machines now! Doing this is will mess you up pretty bad and there are warnings against it, of course, to help prevent you from smashing your face into that adjacent nuclear reactor, although if you're getting really desperate and squads are gathering around, this might actually be a good idea ;)
So it's there if you need it. This also provides a last ditch way out of escaping situations in which you've accidentally allowed Engineers to entomb you without any weapons to escape :P
Ramming like this uses the same old force melee commands.
We also have a more controversial mechanical adjustment in terms of using melee weapons in dug out spaces. For a number of reasons being able to safely dig winding tunnels could be pretty cheesy, even more so using them to fight pursuers. Projectile weapons could cause instant cave-ins when used like this from within unstable areas, but not melee weapons. Now all weapons are treated the same in this regard. The chance of melee attacks causing a cave-in are lower than, say, a kinetic cannon, but it is no longer completely safe to do so.
In terms of tunnel combat I imagine the effect of this change is less of an issue for players since that practice probably wasn't as widespread, though this does also affect the ability to dig consecutively through multiple spaces with a melee weapon, which will no doubt cause concern for some stealth builds which will need to consider alternative options if they can't risk a cave-in.
In any case, we'll see how things turn out, but stealth is already super effective and melee digging in particular was only one small part of that effectiveness.

Balance

Trackers have been nerfed. See the multiple changelog lines regarding them :P
The changes essentially mean they'll be a bit slower to catch up to you, and also have to be within view before they can open fire. Technically this is also an indirect nerf to builds that liked to farm Trackers and take their OP gear to turn it agaist 0b10, but players who could do that were few and far in between (in Rogue mode, at least xD).
We also have some OP weapon nerfs, specifically the Firepult and Guided EMP Blaster. Both are still good, but were definitely way too good earlier. The Firepult nerf in particular was planned to happen eventually, but don't worry, it's still quite good, just can't be used indefinitely because the idea behind most EX-tech was that it's stuff which is fun and effective to play with through the early/mid-game rather than become something you stash away to help crush the extended game :P. Some other Exiles parts will likely be revisited in the next release for updating as well (they were intentionally made OP when first introduced basically just for fun, since you can't get them every run anyway).
Impact weapons got a situational buff across the board, since all walls and reinforced barriers are now weaker against them.
I made some changes to the Access garrison situation, namely removing the original extremely deadly result of visiting one, a nasty surprise for anyone doing it their first time that was probably not survivable for most builds. The origial effect (instant Max Security!), was my first reaction to Pimski trying to loop indefinitely since it was an easy way to use the game's existing content to mostly discourage or outright block that possibility. Now there's a much less deadly result specifically for that situation.
Going inside that garrison itself has gotten more dangerous, however--I mean it's Access, right?! :)

QoL

Our favorite three-letter combo around here!
We've got some useful new protective warnings, including most importantly a warning if you're attempting to attack from a position that might cause a cave-in as a result, since it can be easy to that accidentally in the heat of battle. (This warning also includes melee attacks, as per the earlier mechanical change mentioned earlier.) There's also a warning if your attempted line of fire is blocked by another robot, since a fair number of people don't seem to notice that as readily, especially if the situation is changing as a lot of bots are moving around during combat (note that the LOF indicator also changes color).
Previously used guided waypoints can now be recalled even if some were outside FOV (demo).
By request, as long as you have Tactical HUD mode active, parts that have been damaged for whatever reason (like... being shot :P) now retain a box around their integrity display in your parts list until your next action, so that you can more easily recall what has just taken damage (demo).
I've activated this behavior by default, but if it bothers you you can deactivate it in advanced.cfg using partDamageIndicatorsRetained.
Also by request, we now have the ability to add custom log notes!
Log notes could later be expanded in a number of ways depending on player needs, but the primary purpose behind its current form is to allow you to leave in-game notes about what you were doing at the end of a play session, making it easier to pick up where you left off next time.
This feature is currently only accessible via Shift-Alt-z, but we'll be later getting a new menu system for easier access to all Shift-Alt key combo features, including mouse accessibility.
And no, your notes do not appear in the final scoresheet at this time (they're excluded from log output and only appear in game).
I've updated any Mines reward encounters that required randomly visiting a hidden location, which encouraged the optimal tactic of scouring every inch of the Mines in search of them, especally in the hope of uncovering the famous early Exp. Sensor Array.
As you can see, the event is now triggered by rifling through some visible Scrap. The original behavior was meant as a placeholder until there was a better solution--now we have one :)
We've got a couple little special mode updates as well. First of all a dedicated indicator for when your built-in sensors are being jammed, since the normal indicator was attached to sensor parts, which you may not even need in RPGLIKE mode :P
Player 2 now displays their parts with raw integrity values rather than as percentages.

Community

I've been doing a lot of streaming over the past months, about half of it Cogmind-related. In fact, we'll be starting a new run today, not long after Beta 10 is officially released here :)
Past streams are archived on my YouTube channel, including the relatively recent Magneto run where we go for that achievement, some RIF runs, and others checking out the new ambient audio, including one dev testing stream.
Many others have been streaming lately as well, including MTF, Tone, Valguris and other top players. The Discord is a good place to get a heads up on streams and when people are planning to go live.
For those of you out there interested in the latest flavor of cheese, Pimski has put together an Exiles Kill Guide demonstrating a new pastime among Cogmind's more brazen and greedy (and evil!) players.
As per the announcement last month, the leaderboards are back in action and better than ever. I'll be continuing to expand their features down the line.
The next leaderboard reset will come tomorrow now that Beta 10 is out! All the current scores are from the Beta 9 builds (although the separate patron leaderboards include some Beta 10 and prerelease runs).

The Road to More

Thanks to all patrons and players for your support!
We've still got that OP rating, so the next goal still stands. Keep the reviews coming :D
Reminder: There will eventually be a big free expansion happening that adds Merchants (in fact there are a growing number of references in the game foreshadowing their arrival, including more in this release ;)), though I haven't yet decided for sure whether it will be before or after 1.0.
Regardless, we've got lots and lots of plans, both small and large, still out there just waiting for some attention...
submitted by Kyzrati to Cogmind [link] [comments]

[Guide Request] Vending machine jammer

Hi friends,

I saw a couple days ago a video of jamming device that messes up vending machines etc.
I wanted to ask
  1. are these vids genuine or just youtobe junk?
  2. in case such device is real can someone please get me a link or guide for making this kind of jammer - I looked up the internet but couldn't find a proper guide.
thanks
submitted by mv9944 to Hacking_Tutorials [link] [comments]

Those Who Remain (continued 5 chapters) (PART 2)

part 2 cuz its over 40K characters

CHAPTER IV: French Spree
I woke up in my bed around 5 am by knocking at my door, I look up at the door and step out of my cot, the cold metal floor waking me by sending a shiver up my body. I half stumble towards the door and open it, standing outside was a crew member by the name of Amanda. “Follow me, we have to make a stop at Cap d’ Adge in France to try and get the metal, it might get hairy and you can pilot well so get dressed. I put on my uniform and boots then brush my teeth. After that I follow her down the hallway and onto the flight deck, waiting for me is Chad and Jaidyn, inspecting the Akula stealth helicopter that we are about to fly in.
I say morning and Chad looks at the sun which hasn’t risen yet. “Morning. Pff.” he mumbles, getting into the side passenger hold with Jaidyn. Amanda climbs into the copilot seat and I get into the pilot's seat to start the rotors, I get call over the radio that we are to fly above the supply ship in stealth mode until something happens, than we have full permission to fire our arsenal of weapons. I get clearance and take off, activating stealth mode by retracting weapons systems and using the radar jammer. Climbing to 5000 feet we still couldn’t see the sunrise, but we could see the land, Chad using his thermal scope sniper to scout out the land.
He calls to me and reports a group of red eyes on the port that he can destroy with the side mounted minigun. I radio the supply ship and they give me the okay to open fire, after a minute I lower the chopper to 400 feet above sea level and disengage the radar jammer. Jaidyn grabs ahold of the left ones handle and Chad does the same thing with the right one. After a short burst of bullets, there is just a pile of the undead laying on the ground, with blood splattered 10 feet away. I lower the landing gear and we touch down onto the parking lot next to the supply ship, sailboats swaying in the wind from the helicopter. I turn off the rotors and get out of the Akula along with everyone else. Jaidyn walks up with Chad, his AA-12 over his shoulder. “Mission brief:” I say, “we have to find metal, food, useful parts, and if possible, survivors.”
We break up into groups, Jaidyn with Amanda and Chad with I. The J group will head to the nearby sheet metal factory meanwhile Chad and I will explore the nearby Electronic Shop for supplies. While walking I reach in my pocket and take out my M9, the trusty glowing pistol I've had since I woke up in that prison months ago. I take out its original magazine and put in the new one I found in my uniform pocket, examining the fine print, it read ‘explosive extended clip.’ I slipped it in and cocked it, the glowing wood seemed to shine brighter with the new ammunition. We walk for about a mile down the road, cars were on the sides of the road, some burnt, some with their windows smashed.
Chad lowers his P90 as we reach the electronic store, grabbing the handle to find it locked. Without any thought he proceeds to take the butt of his gun and smash the window to unlock the door from the inside to let us in. Once inside I walk to the processor section and smash the glass guarding the AMD thread-rippers and core I9s, something that could probably be used in a space-grade computer. I take about 8 of them and put the packages into my duffel bag, meanwhile Chad breaks open the storage section and takes terabytes and terabytes of hard drives and solid-state drives.
I take out my pocketknife and pick the lock on the memory section, easily unlocking and sliding aside for me to grab 32 gig sticks of ram to stuff into my bag. While waiting for Chad to get the graphics cards, I go to the front of the store to get cables, mice, keyboards, and five 2000 watt power supplies. “Let me guess, raiding this French electronics shop is part of adaptation and change?” I question as I look at the aged packaging of a MacBook, Chad snorts and responds, “Affirmative Julian, with these I can make one of the most powerful machines on this carrier. this is for science, not porn.”
We both chuckle at that remark and prepare to leave. Fully loaded this bag weighed about 60 pounds, so Chad and I would have to lower our pace. We meet at the front of the store and walk out together, an undead woman with those glowing red eyes came crawling at me. I raised my M9 and shot her out of instinct. A small explosion splattered blood everywhere, leaving dust and fragments of clothing flying up into the air. Coughing I lower my gun and look at it again. “I should’ve tested this before…” I think in a more annoyed way. We hurry up and head back to the Akula, placing our bags in the backseat, we get a radio call from the supply ship that Jaidyn and Amanda had made It on board a powerboat with a large amount of metal and are heading back to the fleet.
I fiddle with the radio controller and message back with, “roger, flying back to Carrier one immediately.” and I turn on the rotors, lifting the stick the rotor takes off with ease. Once seeing the ship leaving port, I raise the landing gear and fly back to the carrier to unload the electronics. Once touched down, the ground crew straps down the helicopter. “Storms coming” one of the ground crew members say, strapping the landing gear down with nylon rope, “It's going to be a bad one.” I grab one of the duffel bags and Chad grabs the other one, while walking back to the cabin on the deck, I look west to see a massive anvil cloud coming our direction.
After staring for a minute, Chad nudges my arm and opens the door for us to enter. I reply with “thank you” and walk inside to the stairwell, climbing the stairwell I thought about the storm and its effects on our fleet and the ocean. Once we reached the bridge door, Ross opened it and greeted us in, Chad seemed more excited than ever now that he was back on the bridge. I put the bag next to his on a small table, immediately he goes to it, takes out all the processors and starts to unbox them. Placing each one on a designated spot on the metal thing he was working on the day before, looking at the window that was exploded I noticed it was fixed.
“Hey Dr. Forge” I ask, keeping my eyes on the window, “What does this thing do?” He grabs one of the power supplies and responds, “don’t worry, you will see soon” I raise my eyebrows in wonder when Chad calls me over to help him install the ram into special slots on his machine. Reaching into the duffel bag I grab four of them and press them into their channels with an audible click. Alex took all the storage drives and hooked them to long cables attached to the metal stand filled with trays. Once everything was in place, Chad pressed a button with a white light on it. It made a clicking noise and turned green, the monitor nearby also turned on, lines of code running across it as the fans began to whir. Ross walks over to the keyboard and presses some letters forming the word ‘VIRUS.’
Immediately the fans start blasting out air and a large and detailed 3D render of the earth slowly loaded up on the monitors screen, with red spread across it. “The virus, it is mappable.” Ross exclaims, using the mouse to examine the earth's surface. “After the outbreak, only a few satellites survived, and with this computer we are able to hack into the system to view the global spread of zombies.” I lean in and look at the major cities glowing bright red, to the outskirts of the country where there was little to no red.
The system was blowing out hot air now, my legs beginning to feel uncomfortable. The sound was quite loud in the solid room as we zoomed into the port by our ships and saw the real-time location of the virus and land. When Ross clicked on the carrier fleet a small menu came up, with only two options: report, or save. After staring at this option for a while, he clicked on save and an arrow popped up on the screen. Confused, the arrow turns red and a timer appears on the top of the screen: revealing 16 seconds and counting down. Suddenly, an alarm in the cabin starts to blare warning messages, I run over to the radar and see a dot coming closer to the fleet at high speeds. Chad looks out the window facing the south and yells, I hear the buzzing of multiple C-RAMs and I twist my head around and look up just in time to see something hit the water.
A bright flash fills the room with light; Dazed, I cover my eyes with my arm and try to face away from the glowing mass, crawling backwards on the metal floor using my legs and my other arm. The ship begins to shake, and a sonic explosion makes the entire boat rock back in fourth violently. The supply ship suddenly crashes into the rear of the boat, causing everyone to lurch forward as a giant wave pushes us towards the French port. I grab ahold of the ceiling railing and scream as the ship is brought closer and closer to the land, all I could hear was the screeching of metal when I passed out.
After a while, I opened my eyes, my head throbbing with pain and alarms and warning light beeping and flashing. I look up from my position on the floor to find Chad next to the virus tracker, unconscious. Ross was on the window ledge laying on cracked glass, and Alex’s legs facing upwards on the radar station. I put my arms on the ground in front of me and push myself up to a kneeling position, sitting at a slight angle I look out onto the deck, the helicopters were still strapped in but one of them was laying sideways, entangled on a sailboat’s sail. I slowly stand up, using my shaking arms to support my body, I look to the bridge's exit door and find it wide open and my neon rifle laying on the ground in front of it.
I limp over and pick it up, holding the muzzle I use it as a cane to walk down the stairs and onto the flight deck. I open the doors hatch to find the evening sun filling the dark hallway with bright light. I poke my head out and look south, the mushroom cloud was fading but still visible, about 5 miles away from us. I step outside and look at the port, the supply ship was upside-down laying on a small restaurant. I look to the left and see the Dutch cruiser laying at a steep angle on a group of luxury sailboats, its wooden additions falling off and into the water. I see some of the crew exiting the ships and I wave over, Claire runs up on the ships deck, her hair matted on her confused face.
“What just happened?” she asks me, bewildered, “I was sleeping and suddenly I get launched out of my bed and I'm on the floor. I looked at my alarm clock and it wasn’t working, signaling an EMP blast.” I use my free arm to point south at the cloud, and say, “mushroom cloud, we were attacked by a nuclear missile. I think someone doesn’t want us hacking the satellite system.” Claire nods and begins to tear up, "we've lost a lot of crew. I just hear reports that about 3,500 of us died in the explosion or the aftermath.” Aftermath... I begin to panic, “What about the radiation? That’s dangerous! We have to get out of here if we want to live.”
Claire puts her hand on my shoulder and shakes me slightly, “Don't worry” she says, with a slight voice crack, “the radiation was blown away by the cold front, but the shockwave blew away the anvil cloud.” I sit down on the angled deck and breath, trying to concentrate on the situation. Chad suddenly bursts out the door leading onto the flight deck and trips onto the ground. “Our ships nuclear reactor is gone,” he breaths in deeply, “We have to build that fusion reactor, or die trying. We need the power that much.” He reaches out his hand and I grab it; we slowly lift each other up from the ground. I use the rifle as support and help Chad sit on the outside stairwell leading up to the balcony.
Putting both my hands on the sniper I stand up straight, cracking my back and sending a spike of pain down my spine. Ignoring it I walk sluggishly and with a limp down the carrier deck and onto the French dock, sliding onto the wooden panels with a quick thump. I hear the bursts of guns as I see some infected approach our wreckage, looking around I see some of the grew on the other ships nailing wood and metal to the sides of the upturned ships to make advantage platforms. I look up at the carrier's bridge to see Ross talking to Alex and Jaidyn, in a worried manner.
I pick up the rifle and strap it over my back, pulling out the M9 from my pocket and start to walk over to some boxes stacked on the ground, guarded by crew-members with injuries on their heads and bodies. I make sure that it is the correct box and thank the soldiers for making sure its safe. After closing the lid again I went to look around the wreckage. Walking over to a nearby ice cream shop, I looked up at the rusted sign creaking softly as the voices of the crew are carried over the wind. Opening the door, the hinges squeaking after being rusted and not maintained.
Inside, I look around for anything that might be useful. Garbage and personal belongings were scattered across the interior of the store, purses, bags, phones, laptops, everything just left in a hurry. I place my hand onto the table and reach with my other one to grab a fluffy white bag, digging around in its interior, I find a small notepad. I flip through the pages and find it to be a diary of sorts, a daily entry for some biochemist at a science lab in French which I didn’t know the name of. Each entry was about testing a chemical that can alter a mammal's brain to do whatever the human says using electrical impulses, interested, i sit down in the empty booth and continue reading. The notebook seemed to take my concentration and thoughts and sucked me into reading, while interestingly being written in English. “Entry 152: today at the lab we used the neuron activation method on subject 26, and subject 63. We got what we wanted and managed to make them both complete the tasks in level 4.”
What were the two subjects species? What was the test? Before I could continue reading the notepad was snatched out of my hand. Chad was standing there with a foolish smile on his face and while holding up the notepad, spoke: “guess what they got working.” Following him outside I audibly yelled “shit” as I saw the reactor completed and running diagnostics and tests. The surrounding harbor had been transformed too, wooden and metal structures seeming to be used as housing for supplies and people.
The reactor was sitting on top of a metal base, the huge metal sphere with wires poking out of it was shuddering and humming. Walking closer to it I could feel the intense heat of the reactor as it powered up and down in some sort of test. Looking over to Alex, I could see her messing with a box attached with a large main wire to the entry point on the sphere. I walk over with a slight drag in my leg, to face the same way Alex was so I could see what the box is. Turns out it’s just a power adjuster and monitor where someone could adjust the dials and levers to minimize or maximize power flow and reroute if necessary. I congratulate her on this insane accomplishment and go walk off to a tent with a big Red Cross on it. I needed someone to help assist my leg.
Chapter V: Settlement Alpha.
For the past couple of days, we expanding on the base, groups of soldiers and crew going out deeper and deeper into France for supplies to expand out current area. A vote was held and Ross announced that the majority of the vote agreed to stay in the harbor as a settlement, salvaging the ships and rescuing what we can. Everyone was contributing with building houses, armories, medical areas, and laboratories.
At the end of each day, Chad, Jaidyn, Claire, Amanda, Alex, and I would go to end of the carrier and just relax. Since the carrier was crashed into the main harbor, the end of the ship was angled up steeply and we could see the entire settlement and the surrounding area.
We had put up makeshift walls on the peninsula our ships crashed on. Using metal, wood, cars, and parts of the ships, we blocked off the part of the island next to a bus stop and crossing through some houses and ending in a beach. We broke into houses to use the furniture to board up windows and make walls.
I woke up to a chilly breeze, sitting up on my hammock I hear the chattering of people and the noise of construction in the distance. I get out of my hanging bed and walk over to a small table with my clothes on top of them. Putting on my battle uniform I walk outside to start working on stripping the supply ship’s hull for armor plating. While walking over, I notice a commotion over by the carrier. People were climbing up on the deck and shielding their eyes from the sun, looking at something in the distance.
This was enough to grab my attention, so I walk back to my shack and take out my rifle, which I have now learned, is a Steyr scout. Moving the wooden pallet over my door hole, I continue to walk back to the carriers grave. Approaching, I spot Chad waving me up from the top of the carrier I place my boot onto the slanted surface and began walking up the surface to the top. Reaching the top I could feel the cold wind much stronger, I could see my breath in the air as I reached Chad. “Whats going on?” I say, winded from the cold. “Someone noticed something moving in the distance, like a large mass.” Chad remarks, “I think it might be another mutant. We are hoping it’s just a hoard of infected instead.”
I raise my scout from the deck to see what it could be. Looking through my scope I only see houses and stores, but a large black mass shuffles quickly in an alleyway. I concentrate on the scope, the air has a lot of mist in it and anything moving can only be roughly detected. After looking for 30 seconds without any conclusion, Chad shakes my shoulder and reminds me to breathe. I hadn’t even realized I wasn’t breathing the entire time I looked through the scope.
I exhale loudly and lower my rifle again, the sun was starting to rise higher into the sky as noon approached. With this realization, I headed back down the carrier deck to get ready for a scavenging mission. The goal was simple: drive out a couple of miles into the city of Adge with a truck, go to the shopping center, and loot anything useful we can find. Before leaving, Jaidyn walked up to me carrying a large machine gun and another duffle bag. “You won’t be able to use your sniper that well on the streets.” He says, handing over the weapon and bag, “So I’ve decided to go all out and give you an M60 with a couple hundred rounds of ammunition just in case.”
Impressed, I strap belts of ammo across my chest and shoulders like people do in movies and I thank Jaidyn for his gift for me to use. Walking over to the main gate I already see a truck parked and idling, approaching the vehicle I see Amanda in the drivers seat and a solider that I haven’t met yet driving. Sticking out my hand I introduce myself as Julian, and he introduces himself as Dave. Walking back over to the back, I Place my gun and bag into the bed of the truck, using both hands to heave myself into the back. I sit down on the raised edges and turn around to face the front, the guards at the gate already pushing the wheeled sheet metal fence out of the way for us to drive through.
Feeling the truck accelerate, I pick up the m60 and cock it with the pull off the lever on the right side. Houses and an unfamiliar ghost town pass by as we drive down the cobblestone road to find a main road into the town. I see a couple infected as I pass by and end their misery with a couple bullets in the skull. The drive wasn’t very long, the infected seemed at an all time minimum, with my only having to use my m60 a couple times. Pulling into the mall area I look around to find windows broken, cars abandoned, papers and litter strewn across the parking lot, and even a couple French police cars blockading the other street perpendicular to ours.
We stop in front of a store called La Mode à Petits Prix, and get out of the car. Wielding my MG, I walk across the street to check the surrounding area for infected or mutants. The absence of life gave me an eery and sinister feeling, the tension in the air as everything was silent made our group uncomfortable and put Amanda on edge. The only sound I heard was the crunching of boots on gravel and asphalt, the quiet clanking of a recently used engine, and the wind; it’s soft blowing only adding to the suspense. I snuck up on the restaurant and peeked around the corner, MG in hand and finger on the trigger. Swiftly, I open the door and walk inside: the roof was caved in and the place was a disaster. The once organized and well kept Lidl was in a wreck, half the products already stolen and the rubble of the roof crushing shelving and displays.
I lower the gun and begin roaming around the store to find canned goods. I was surprised to find that most of the canned stuff was still in its original shelves, some knocked over and other strewn across the floor. Reaching down I pick up a can of corn, cracking open the lid with the included pin and peeling off the cover, I see that its still fresh and hasn’t rotted or spoiled. Without skipping a beat, I raise the corn to my mouth and consume the entire thing. The feeling of eating something that wasn’t freeze-dried helped partially with relieving my uneasiness in the store. Taking my bag off my shoulder, I pick up cans and place them inside in a partially organized manner It didn’t take long for the bag to be full. A couple 500 milligram cans of beans, corn, peaches, and other vegetables were enough to fill the bag entirely. Walking back out the store, I see Amanda talking on a handheld radio, AR-15 in her other hand.
Placing my bag in the truck I wander around to the cars to see if I can find anything interesting. Approaching a Fiat, I reach for the door handle and interestingly enough find it unlocked opening the door, I find the interior parched and cracked. Placing my m60 up against the car, I reach inside and open the center console. Before I could do anything else, I hear the firing of guns from right behind me. Turning around and grabbing my m60 I see one of the strangest yet horrifying creatures, worse than the mutant I encountered at the old military base.
This thing was tall and lanky, almost 14 feet tall and its frame as skinny as a power line, or light pole. Its veins pulsed along its bruised skin as it screamed, its head was the worst part, extended and covered with scabs and scars. Its eyes were black and its mouth was red and seemed to unhinge. I almost fall over in terror as it grabs onto the roof next to it and starts to bend over backwards the crackling of joints louder than the firing of an AR.
The bullets only seemed to anger it more, once it bent over, its head snapped up underneath it and it began crawling towards the truck with an unnatural speed. As it sped towards Amanda, I loss my shock and pressed the trigger, the loud banging of the m60 woke me up and I grabbed the handle to aim it towards the creature as it unloaded over 600 rounds a minute. The screams was all I heard while staring this thing as I filled its body with NATO 7.62 rounds. I saw Dave take out his pump shotgun and blow a chunk out of its side, before any of us could react, the thing stopped and its lanky arm shot out and grabbed Dave by the leg.
As it shrieked, I could only watch as Dave was dragged towards its head and bitten in half, the crunching and snapping of his bones and femur and his pleads for mercy made me realize I ran out of ammo in my gun. The creature finished its meal and spat out a sloppy pile of meat and clothes, it stared at my next, with a look of death in its eyes. Before it could start moving, I heard a loud thunk and the creature howl in pain. A second later its head explodes splattering the street and buildings with blood and bits of brain matter.
Dropping my gun I shakily look over at Amanda, she was standing in a defensive position in front of the truck with a smoking m79 thumper in hand, another grenade in her other hand while the AR sat on the hood of the truck. I feel sick and nauseous, vomiting on the sidewalk, wrenching over in pain as I hear the mourning cries of Amanda. I shakily put my hand on my knees and stare at the ground, my vision doubles and spinning, looking at Amanda I could see her in the fetal position on the ground shivering and weeping. I stand up fully and stumble towards the truck I open the passenger door and clutch my stomach again, the pain almost unbearable now.
Half stumbling over to Amanda, I pick her up and carry her over to the passenger side, placing her in the seat and shutting the door. Walking to the driver side, I vomit again, but it looked like blood. Wiping my mouth on my sleeve I turn on the vehicle and shift the gear into drive. Swerving around cars on the drive back didn’t help with my nausea and I almost crashed into a tipped over Amazon Prime truck. As I pull up to the settlement, the gate opens and I see some crew running over to help. We are let inside and park next to a dock holding yachts and powerboats.
Getting out of the truck I hear Chad ask, “Julian, where’s Dave?” I just look at him, the weary pain in my eyes as I collapse onto the ground. I get picked up by two soldiers and we walk over to one of the medical buildings, laying on the bed in shocked I hear Ross ask, “What happened Julian? You have to tell us, please.” The scene of Dave being eaten flashes across my mind and I tremble, barely a whisper comes out as I talk, “A mutant. It was so. tall. Daves gone. the crunching, oh god the crunching.” I feel myself start to nod off as the others discuss amongst themselves of my message.
Waking up the next day, I could still remember all the horrors, but I didn’t feel nauseous. Matter of fact I felt nothing. The past nights events had wiped myself of emotion and I couldn’t react to anything. All I know is that there are horrors beyond comprehension in this virus.

more coming soon <3 thanks for reading
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Cybernetic Parts and Upgrades

Cybernetic Augmentations:
Parts and upgrades that can be installed on a cyborg (human / fantasy or sci-fi race)
Most of these could also be installed on an android, a robot, a mecha, or powered armor
Body Parts: (full cybernetic replacement or addition)
1. Skull - skull is reconstructed around the brain
2. Torso - chest and abdomen, possibly shoulders and hips
3. Arm(s) - shoulder to hand
4. Fore Arms(s) - elbow to hand
5. Hand(s) - hand and part of forearm
6. Leg(s) - hip to foot
7. Lower Leg - knee to foot
8. Foot / Feet - foot and part of lower leg
9. Tail (lightweight) - tail and part of spine. Improved balance and prehensile. (cat, dog, monkey)
10. Tail (heavy) - tail and part of spine. Bludgeon and swimming tool. (alligator, dolphin, shark)
11. Tentacle
12. Wings - wings and back muscles. May allow gliding; likely too heavy to fly, unless original creature could fly
Sensory / Communication / Information Related Augmentations:
1. 360° Vision - cyborg has tiny cameras all around its body allowing it to see in all directions simultaneously
2. Altimeter - height above ground
3. Auto Mapping System - generates a 3d map of any terrain the cyborg can see or detect with sensors. Uses orienteering software to determine the cyborgs current position on the map. Cyborg can set waypoints on the map. Map can store up to 100 square miles (10 x 10 block) of terrain.
4. Bomb Detector - Special chemical sensor designed to detect explosive compounds
5. Bullet Tracker - Detects and tracks fast moving objects; display path of bullets
6. Calculator
7. Clock - alarm clock / clock / calendar / stop watch / timer
8. Communication System - wireless phone / radio / sat phone
9. Communication Encryption System - Encrypt and decrypt communications
10. Compass (GPS / Gyro / Magnetic) - Determines what direction you are facing
11. Computer - onboard computer that can run various programs or applications. Mods: processing power / memory / programs / isolated or integrated with cybernetic systems
12. Computer Cable + retractable cord - Universal jack with a retractable cord. Plug into any computer or electronic system that has a universal port. Send and receive data / power small devices
13. Computer Cable + (non-standard) plug - computer cord designed to access a specific type of (non-standard, alien, foreign, obsolete, prototype) computer or electronic device
14. Database - Gives cyborg encyclopedic knowledge of a subject. Possible subjects: (city / companies / creatures / criminals / medical / military / police / races / vehicles / weapons / worlds)
15. Depth Gauge - Determines the depth underwater
16. Electromagnetic Sensor - Detects electric lines and electronic equipment
17. External Display Screen - Small screen about the size of a cell phone. It can display (anything on the cyborg’s HUD / anything the cyborg has recorded / cyborg’s medical biometrics / text messages), so others can see it.
18. Eye Camera (wireless) - Eye camera functions even if removed; wireless data transfer
19. Eye Retina Recorder - Record, store, and display eye retina patterns
20. Facial Recognition System - automatically scans faces and compares to (criminal database / personal database)
21. Flash Compensators - resistance to being blinded by bright light
22. Forward Observer System - receive targeting data from drones, cameras at a known location, or other forward observer systems. Allows the cyborg to accurately target something, that they have no direct line of sight on. Cyborg can make accurate indirect (artillery, bounced or lobbed grenade, high arc bow shots, missile) attacks on the target. If the cyborgs weapons can penetrate intervening barriers, the cyborg can accurately shoot through walls or other intervening barriers to hit the target
23. GPS Navigation System - Global positioning system; map + location + desired location + directions. Requires map download of current (country / world) & access to local GPS satellites
24. Ground Penetrating Radar - Radar emitter in the cyborg’s feet. Can detect object or voids in the ground to a depth of 3ft to 100ft depending on density and radar (absorbing, refracting) qualities of the ground or intervening material
25. Gyro Stabilizer - Improved balance
26. Hearing Enhancement - ability to hear (infrasound / ultrasound) frequencies
27. Laser Communication System - send and receive communications via laser beam (to / from) any device equipped with a laser communications system. Requires direct line of sight. Very difficult to block or intercept
28. Laser Vibration Sensor - projects a laser onto a surface which reads vibrations passing through surface. Can be used to covertly overhear distant conversations by projecting the laser onto a surface near those who are talking
29. Lie Detector - Checks voice stress, body temp, behavior; detect when someone lies
30. Low Light Vision - see in very dim lighting as if it was daylight. While low-light is active, bright lights cause blindness unless also using flash compensators or sensory filters
31. Media Reader - cyborg can access, read & write to a type of electronic media (memory stick / removable hard drive / memory crystals / etc) whatever the current technology has available
32. Media Reader (non-standard) - cyborg can access, read & write to a type of non-standard storage media (alien, foreign, high security, prototype)
33. Media Reader (obsolete / outdated) - cyborg can access, read & write to a type of outdated storage media (magnetic reel tape / cassette tape / 5 ½ floppy disk / 3 ¼ disk / CDs / SD card, ROM cartridge, etc)
34. Metal Detector
35. Neural Pain Filter - Cyborg will know when it’s being damage but will be unaffected by the pain
36. Projector - Project images or video onto a surface. Often placed in the eye for looks, but could be installed anywhere
37. Projector (holographic) - Project a 3d image or video in the air. Often placed in the eye for looks, but could be installed anywhere
38. Proximity Alarm - triggers an alarm inside the cyborgs head when any (creature above “x” size, drone, robot, vehicle, known threat) comes within “x” distance of the cyborg. System can use any of the cyborg’s senses for detection and can wake the cyborg from deep sleep
39. Radar - Cyborg can send out radar pulses to detect objects up to “x” miles away. Cyborg can also detect other active radar systems within its range
40. Radiation Sensor (Dosimeter) - Detects radiation. Gives alert if (dangerously high level / lethal level / current prolonged exposure is reaching dangerous levels)
41. Range Finder - Uses small laser to measure distance to target
42. Recorder (full sensory) - cyborg can record and playback anything is senses (sight, hearing, touch, taste, smell, extra cybernetic senses)
43. Recorder (sound) - cyborg can record and playback anything it hears
44. Recorder (visual) - cyborg can record and playback anything it sees
45. Remote Control System - remotely operate any device (android / drone / mecha / turret / vehicle) you have the security codes to or a device that you have hacked. Requires that the device have wireless access or the cyborg to be connected by a control line
46. Sensory Filter (sound) - filter out unwanted sound frequencies & sound sources until you are left with the sound source you are trying to hear / bonus hearing perception + resistance vs. deafen
47. Sensory Filter (vision) - filter out unwanted light frequencies & dim light sources until you are left with the source you are trying to see / bonus vision perception + resistance vs. blinding
48. Signal Repeater / Booster - cyborg can receive signals an rebroadcast them. Radios and wireless communication devices get increased range when near the cyborg
49. Signal Jammer - Jam radio, wireless, and cell phone signals, within “x” radius / may also jam active sensors such as radar
50. Social Enhancer - sensors read the targets biometrics data (blood pressure, heart rate, voice stress) and involuntary responses (blushing, eye twitching, nervous tells). It then compares all the data against a social database of known behavioral patterns. Bonus to (perceive the targets emotional state, tell if the subject is lying) / Bonus to sway the target for or against an proposed (action, idea, plan). Bonus to intimidate the target. The system also learns from the target subject. Improved bonuses after prolonged exposure to the target
51. Sonar - see using sound waves
52. Sound Dampeners - resistance to being deafened by loud noises
53. Spider Eye - Removable eye has small legs, allowing it to crawl around. It has a wireless transmitter allowing it to send information back
54. Tentacle Sensor - Sensor on the end of a thin flexible tentacle. view through holes, cracks, and small spaces / look around corners without exposing yourself
55. Translator - Translates “x” number of written, spoken, and gestured languages
56. Universal Remote - Control remote devices; ex: TV or garage door; copy signal & broadcast
57. Vision Enhancement - ability to see (infrared / ultraviolet) wavelengths of light
58. Vision Enhancement - microscopic
59. Vision Enhancement - telescopic
60. Voice Recognition System - automatically scans voices and compares to (criminal database / personal database)
61. Wire Tap - Allows cyborg to tap into a communications land line. Cyborg can covertly listen in to communications being transmitted through the line
Body Augmentations:
1. Blood Filtration - Filters harmful chemicals & pathogens out of the blood stream
2. Camera Blind System - tiny laser pointer turrets, that automatically target and track any cameras that the cyborg can perceive. When activated the system temporarily blinds any camera(s) pointed at the cyborg
3. Cat Fall Reflex - fall more than “x” feet; computer triggers cat fall; always land on feet
4. Chameleon Skin - Change color like a chameleon; cyborg can choose to (blend in with the background / stand out from the background / alter skin color)
5. Cloaking System - Cyborg can project an energy field that makes it invisible to most sensors / At higher tech the cyborg can project an energy field that make it invisible to visible light
6. Cosmetic Change - permanent change to the cyborg’s appearance (cybernetic look / realistic lifelike look / different nationality / different sentient species look / alien look / furry look / super model look / intimidating look / innocuous look).
7. Disguise System - cyborg can alter: (height, apparent weight, apparent build, facial structure, breast size, skin tone, freckles, wrinkles, hair length, hair color, eye color); proficiency in disguise / bonus to disguise
8. DNA Spoofer - Small pocket of different DNA blood in finger tips & arm veins; genetic chimera saliva glands produce different DNA in mouth.
9. Emergency Distress Beacon
10. Enhanced Neural Transmitters - give the cyborg faster reaction times
11. Evasion System - small jets located at various points on the body and a sensor suit connected to a micro-computer allow the cyborg to dodge and evade incredibly fast. Bonus to dodge, evasion, and dive for cover
12. Extra Set of Cybernetic Arms
13. External Cyborg Control System - Allows someone else with the correct passcode to (control / influence) the cyborg. (activate limiter / activate return command / inflict pain / remote access senses / remote control / remote shutdown / self-destruct / sleep mode / tracking device / etc)
14. Fake Death System - Slows heart beat, gives the appearance of organic part death, may even leak out fake blood where injured.
15. Flight System - jet pack / jet boots / anti-grav system
16. Float System - Inflate external air bladders; brings the cyborg to surface & keeps it afloat
17. Forged Part ID's - Fake ID numbers or codes on cybernetic parts; “I’m not the cyborg your looking for”
18. Gas Filtration System - filters in the nose and lungs. Filters out allergens, dust, pollen, smoke, many air borne pathogens & harmful gaseous chemicals
19. Gill System - allows cyborg to breath underwater
20. Glider System - glider wings unfold from back / flying squirrel membranes stretch out from the cyborgs sides
21. Heating & Cooling System - The cyborg can function normally in a temperature range of (-30°F to 150°F / -34.4°C to 65.5°C), while suffering no ill effects. x4 time increase between intervals of temperature based damage over time effects
22. IV drug system - Built in system for delivering drugs to cyborg's organic parts; ex: (adrenaline / antidote / antifreeze / anti-radiation / general antibiotics / pain killers / stimulants)
23. Kip Up System - Small jets in back; throw cyborg back onto feet from a prone position / go from prone to standing without costing an action
24. Light(s) - light (visual spectrum / infrared / ultraviolet) can be placed anywhere on body
25. Live Wire Tap - Clamp onto a live power cable or electric (fence, rail, weapon) and draw power from it; without frying
26. Medical Injector - same as injector (weapons). Hypo injector or hypodermic needle designed to inject drugs into a patient. Ammo: drug (type) / nanite (type)
27. Medical Nanites (antibiotic) - microscopic machines that seek out and attack harmful micro-organisms and viruses
28 Medical Nanites (antitoxin) - microscopic machines that seek out toxins. (capture & contain / neutralize / remove from body)
29 Medical Nanites (healer) - microscopic machines that repair tissue damage of the host
30. Med-Scanner (internal) - Monitors biological systems; diagnose problems with cyborg's organic parts. Gives efficiency bonus to (IV system, medical nanites)
31. Nanite Cleaning System - nanites clean any dirt, grime, or blood off the cyborg. Cyborg also dries 50% faster. Reduce duration of any damage over time chemicals sprayed onto the cyborg.
32. Parachute - Parachute built into back or back pack
33. Plastic Printer - Chems mix together & heated to form plastic; layer by layer they form into a 3d object (tool, weapon)
34. Power Cable + retractable cord – power cable with “x” feet of retractable power cord. Ability to power or recharge external devices / Ability to power or recharge the cyborg’s systems from an external power source / Might also be used to jump start a vehicle
35. Power Cell / Battery Charger - External port; Holds and recharges external power cells or batteries / may also draw power from power cell to power or recharge cybernetic systems
36. Re-Breather System - Filters air in lungs; separates O2 from CO2; hold breath for “x” hours
37. Redundant Systems - 50% chance that critical hit to a vital (organ, system) only counts as a normal hit
38. Reinforced Skeleton
39. Safety Limit Override (biological) - Cyborg can increase the strength and speed of its organic muscles at the risk of damaging itself. Risk of hp damage / risk of crippled limb (torn muscles or broken bones), until healed
40. Safety Limit Override (cybernetic) - Cyborg can increase the power of one of its cybernetic sytems (strength, speed, energy weapon damage, force field HP or regeneration, communications range) at the risk of damaging itself. Risk of HP damage / Risk of burning out system being used, until repaired
41. Sensor Spoofer System - system detects active sensors such as radar and sends back a signal that causes the sensor to miscalculate the exact (nature, location) of the cyborg.
42. Skill System - Micro-computer that runs skill programs allowing the cyborg to perform skills the cyborg hasn’t learned. Rating: Max level of skill the Skill System can run / Rating: Max number of skills the Skill System can run at one time
43. Solar Recharge - photoelectric cells in the skin or armor slowly recharge the cyborg’s power cells over time, when exposed to light (30% to 46% efficiency). Can act as a weak emergency power source if the cyborg’s power cells are damaged or removed
44. Speed Enhancement (biological) - upgrades to the nerve fibers and muscle fiber
45. Speed Enhancement (cybernetic) - high speed cybernetics / high speed communication between cybernetics and brain. Level: (civilian / law enforcement or security / military)
46. Stealth Materials - Cybernetics are made from materials that absorb energy from certain types of sensors, making the cyborg more difficult to detect with active sensors
47. Stealthy Movement System - quiet cybernetics, sound absorbing pads built into soles of feet. Sensor array tells you how much noise your emitting, if shadows are sufficient to hide you from normal vision, if a particular surface will make noise when you put weight on it. Micro-computer adjust the cyborgs gait (walking, running, sprinting), tumbling, and jumping (jumping, landing) so that it is nearly silent
48. Storage Compartments - place to store things
49. Storage Compartments (concealed) - concealed compartments with sensor spoofing tech that conceals compartment & contents from most sensors
50. Strength Enhancement (biological) - upgrades to the muscle fibers and skeletal structure
51. Strength Enhancement (cybernetic) - Level: (civilian / law enforcement or security / military) +100 to 500 lbs / + 500 to 1000 lbs / + 1000 lbs to 20,000 lbs. Note anything past 1000 lbs is unmistakable as cybernetic body and limbs
52. Tattoo System - Skin can display, add, remove, or move a set of preprogrammed tattoos. Upgrade: Bioluminescent tattoos
53. Thermoelectric Generator - If the cyborg is exposed to hot and cold at the same time it can produce electricity (5% to 8% efficiency). This system can slowly recharge the cyborg’s power cells over time
54. Underwater Jets - Water jets; propel cyborg through water
55. Underwater Operations Mod - Nictitating membranes cover the eyes, nose can seal shut like a seal, webbing stretches between fingers, webbing stretches between toes, submarine style ballast tanks
56. Voice Augmentation - (commanding, intimidating, singing) voice
57. Voice Synthesizer - cyborg can disguise it’s voice / cyborg can copy & mimic other people’s voices
58. Walker Pack - a set of robotic (spider legs / tentacles) attaches to the back of the cyborg. The limbs fold up when not in use. When in use, they can be used for movement, manipulating objects, or combat (credit: Marvel - Dr Octopus)
59. Water Recycling System - recycles waste water. A mostly organic cyborg reduces its water consumption by 50% / 90% if combined with a heating & cooling system / 99% if full body cyborg
60. White Noise Generator - increases difficulty of someone trying to eavesdrop on anyone within “x” radius of the cyborg
Limb Augmentations:
1. Cable Trolley Hand - panel opens in the palm to reveal small motorized wheels, panels in the fingers open to reveal a slick non-stick surface. With one hand the cyborg can grab onto any (cable, rope, rail) that they can fit their hand around and the wheels will propel the cyborg along the line. The trolley can also reel in any line that weighs less than the cyborg (more is cyborg is anchored). The trolley can also do a controlled lowering of any line the cyborg is holding.
2. Drone Hand - Hand can detach and be operated remotely. It contains basic visual and auditory sensors. It may also contain hand or finger based weapons
3. Drone Tail or Tentacle (snake) - Limb can detach and be operated remotely. It moves in the manner of a snake. It contains basic visual and auditory sensors. It may also contain weapons
4. Enhanced Joint Rotation - Ability to turn joint 180º or 360º; finger, wrist, elbow, shoulder, neck
5. Fast Draw Reflex - cyber-limb can draw a weapon from its holster faster than most people can see
6. Finger Camera - Mini-camera built into finger tip. Covertly look at things, look around corners without exposing yourself. Bonus to pick pockets
7. Finger Lighter - cigarette lighter built into one of the fingers
8. Fire Extinguisher - able to put out small fires
9. Fishing Line and Reel - line, hook, & motorized reel built in an (arm, tentacle, or tail). May also have an extendable / retractable rod
10. Jump Assist - (hydraulic spring / short burst jump jets) in legs; increase jump distance
11. Key (electronic) - an electronic key / Key for specific lock(s), device(s), vehicle(s), or computer program(s). May have a connector that plugs into a port or may be wireless. May be combine with a mechanical key for additional security
12. Key (mechanical) - a physical key extends or retracts out of a finger. Key for specific lock(s), device(s), or vehicle(s). May be combined with an electronic key for additional security
13. Laser Pointer - typically installed in a finger or the eye
14. Light(s) - light (visual spectrum / infrared / ultraviolet) built into back hand, finger tip, palm, tail tip, tentacle tip, or wrist
15. Limb Stabilizer - limb remains steady despite cyborg’s other movement. If it is physically possible for the limb to remain on target it will do so. Reduce penalties to aim (cameras, guns, laser pointers, etc) while moving, even at a full run / Reduce penalties when doing delicate work in a moving or unstable environment
16. Magnetic Grip - Electromagnets in hands, feet, and knees. Cling to and climb metal surfaces
17. Med-Scanner (external) - Med-Scanner equipment in hands. Used on other people
18. Micro Manipulators - Small articulated robotic arms; used for delicate work
19. Nanite Trackers - cyborg can leave nanites on any surface that they touch. The nanites will broadcast a tracking signal that is detectable within “x” range. The nanites can also be set to quiet mode, where they wont broadcast until they receive a specific signal. Power is good for “y” hours of active broadcasting
20. Omni-Limb(s) - Easily detachable limb that can be easily replace with any other omni-limb(s), even one with different capabilities
21. Palm Print Recorder - Records palm and finger prints when you shake hands; alter your finger prints to match
22. Prehensile Feet - Cyborg’s feet are more like that of a gorilla. Cyborg can manipulate objects with his or her feet as if they were hands.
23. Restraint Cutters - small retractable disc cutters, built into the wrist and ankles
24. Roller Blades (motorized) - Powered roller blades; much faster running on smooth surfaces
25. Running Legs - Legs purpose built for running. A spring system transfers more energy on each stride. High speed hip & knee actuators allow the cyborg to move its legs faster. Note these legs make no attempt at looking like real biological limbs. Allows running speeds up to 40+ mph
26. Speed Enhancement (single cybernetic limb) - Level: (civilian / law enforcement or security / military)
27. Strength Enhancement (single cybernetic limb) - Level: (civilian / law enforcement or security / military)
28. Task Optimized Limbs - gain bonus when performing specific tasks or using specific skills
29. Telescoping Arm or Leg - Extend arm or leg “x” feet beyond normal
30. Tentacle Hair - long braids or ponytail is actually a mechanical prehensile tentacle
31. Toe Camera - camera on the foot or shoe of the cyborg. View the world from floor level, see things you might have otherwise missed.
32. Utility Arm - Arm with set of smaller arms, tools, & power tools. Tool sets:
Weapons, Offensive, & Defensive Systems:
1. Ammo Factory - Cyborg can create “x” number of rounds for guns per day; automatically reloads internal weapons; If used for an external weapon, the ammo is stored in a concealed compartment and the gun or clip has to be reloaded manually
2. Arm Cannon - arm that terminates in a large (energy, projectile) gun instead of a hand. Essentially the arm is just an aiming mechanism for a very large gun
3. Armor - Armored exoskeleton, detachable armor plates / fiber weave, impact reactive hardening gel, nanite-weave, subdermal plates. Armor Level: (civilian / law enforcement or security / military)
4. Armor (concealed) - Fiber weave, impact reactive hardening gel, nanite-weave, subdermal plates. Armor Level: (civilian / law enforcement or security / military)
5. Blades - sword, scythe, or claw like blade(s). Typically installed on the forearms, but could be installed in other locations.
6. Blade (energy) - (force blade, light blade, plasma blade, etc). Typically installed on the forearms, but could be installed in other locations
7. Blinding Flash - Light that flashes or strobes incredibly bright; Blinds opponents
8. Bolt Cutter Teeth - Bite through hardened steel bars
9. Breath Weapon (Gas) - Cyborg can breath out (drug / toxic) gas
10. Claws - claws on fingers or toes.
11. Clip Reloader - external clip plugs into a port. Ammo stored inside the cyborg is loaded into the clip. Works with one size (caliber) ammo / Works with multiple ammo sizes
12. Cloaking Field Disruptor - projects an energy field that disrupts cloaking fields within “x” ft of the cyborg
13. Cutter / Welder (arc / laser / oxi-fuel / plasma)
14. Detachable Body Part Bomb - eye, finger joint, hand, arm, toe, etc. larger the part the bigger the bang. Type: (EMP / explosive / flash bang / fragmentation / incendiary)
15. EMP Shielding - Cyberware is resistant to electromagnetic pulses; reduce effect of EMP
16. Energy Clip Charger - External port; Holds and recharges external energy clips / may also draw power from energy clip to power or recharge cybernetic systems
17. Explosive Armor Plates - Shaped charges in armor; destroys armor; fragmentation bomb
18. Finger Garrote - Finger or finger joint comes off; retractable garrote inside.
19. Force Field - energy barrier that surround the cyborg like a second skin
20. Force Field Disruptor - projects an energy field that disrupts force fields within “x” ft of the cyborg
21. Force Shield - creates an energy barrier in the shape of a shield attached to the (palm, backhand, forearm)
22. Folding Shield - Armor plates on arm fold out into a small shield
23. Forearm Folding Crossbow - crossbow mounted to the forearm. Folds up when not in use.
24. Grapple Hand - Launches a drone hand attached to line and reel; hand acts as grappling hook
25. Grappling Hook Launcher
26. Grenade Launcher / Mortar - fire grenades or mortar shells
27. Gun (Air Gun) - gun that uses compressed air to fire a projectile. Typically installed in forearm or shoulder turret but small versions could be installed anywhere
28. Gun (Chemical Sprayer) - gun that shoots a chemical spray. Typically installed in forearm or shoulder turret but small versions could be installed anywhere
29. Gun (Energy) - gun that shoots (ion beam / laser / maser / neural stunner / particle beam / plasma / non-visible laser / tachyon beam) Typically installed in forearm or shoulder turret but small versions could be installed anywhere
30. Gun (Projectile) - gun (small caliber / large caliber / shotgun / needler / magnetic rail gun / gravitic rail gun) Typically installed in forearm or shoulder turret but small versions could be installed anywhere
31. Hacking System - micro computer with code breaking, counter-cryptography, and hacking features. Auto hack weak systems, bonus to hack more difficult systems. Requires access to a terminal, or connection via (cable, network, wireless). Contains programs for quick: data (download, erase, upload) / install backdoor / security (alarm override, camera loop, door override, lockout, shutdown, turret override) / system (crash, shutdown)
32. Hand Taser - taser built into the palm or knuckles
33. Holographic Decoy Emitter - Small device designed to adhere to nearly any surface. Can be placed or thrown. Projects 3d image and audio designed to attract an opponents attention
34. Hydraulic Ram Fist - hydraulics in the cybernetic arm allow the cyborg to punch much harder. Possibly extending the arm up to 6 inches at the moment of impact
35. Injector - hypo-injector or retractable needle, built into the (fingertips, palm, elbow, big toe, tail end, tentacle end, tongue).
36. Knuckle Spikes - Small blades or spikes on knuckles.
37. Leg Weapon Holster - leg panels open to reveal a holster (Robo Cop style). Can hold a large pistol, knife, energy blade, etc
38. Micro-Drone(s) - insect size drone(s) that detach from the cyborg. Crawling drones / Flying drones.
39. Micro-Missle Launcher
40. Micro-Torpedo Launcher
41. Monowire Web - spinneret for mono-filament wire built into the (finger tip, tail tip, tentacle tip). Creates a small sticky glob as an anchor point and creates monowire between two points as a trap
42. Nanites (defensive) - microscopic robots that protect cyborg from (hostile / unauthorized) nanites
43. Nanites (hacking) - microscopic robots that invade computers & electronic devices. They attempt to bypass the normal control systems and give the cyborg direct wireless control of the device.
44. Nanites (offensive) - microscopic robots that invade an opponent. Types: (disassemble / attack biological / attack electronics / attack nervous system). Can be delivered by touch, melee weapon, thrown weapon, or projectile weapon
45. Omni-External Weapon Clamp - holds an external weapon, powers said weapon, gives cyborg targeting data and ammo count of weapon. Allows the cyborg to fire the weapon hands free. Can attach any weapon that is designed for omni-clamps. Usually located on the forearms or shoulder
46. Palm Secretion (drugs) - Tiny pores in fingers & palm secrete a drug. Mods: drug type, drug selector
47. Palm Secretion (nanites) - Tiny pores in fingers & palm release nanites.
48. Psionic Amplifier - activate latent psionic abilities / increase effect and range of psionic abilities. *if game or story contains psionics
49. Psionic Disruption Field - disrupts psionic abilities within “x” ft of the cyborg. Increase difficulty of using psionics / weaken effect and range of psionic abilities. *if game or story contains psionics
50. Psionic Shielding - Shields the cyborg’s mind from telepathy and mental attacks. *if game or story contains psionics
51. Porcupine Spikes - Small retractable needles / spikes extend out; covers most of body.
52. Recoil Compensators - specialized hydraulics in arm compensate for weapon recoil
53. Sensor Lock-on Jammer - automatically detects sensor lock-ons from automated weapons and guided weapons and jams the signal.
54. Sleeve Weapon - hold-out pistol or knife held in a concealed compartment in the arm. When activated the weapon springs into the cyborgs hand. Once ejected it acts like a normal weapon.
55. Smoke Screen
56. Sonic Emitter - Infrasound: induce feeling of uneasiness, dread. May cause panic attack / Loud: deafening, disorienting, painful / Resonance Frequency: cause some objects to shatter
57. Thrust from flight or jump system - heat, wind, and knock back from jet pack or jet boots
58. Weapon Smart Link - Link for external smart weapons; aim, track ammo, friend or foe ID, etc
59. Whip - a whip extends or retracts out of the (finger, forearm).
60. Whip (energy) - a whip made of energy extends or retracts out of the forearm
submitted by World_of_Ideas to d100 [link] [comments]

Free Weekend FAQ + Quickstart and Buyer's Guide | June 2019

Hello there new players and welcome to Rainbow6! This post will help guide you in the right direction during the start of your Siege experience by providing you with useful information, answering common questions, and directing you to other helpful resources.
Below the general Free Weekend FAQ, you will be able to find a shortened version of our New Player's Guide and our Buyer's Guide.
Are you looking for other players to play with? Join the official Rainbow 6 Discord server!
If you have any question, make sure to ask in the comments below as other will likely have similar questions!

Free Weekend FAQ

At what times will the Free Weekend be accessible?
PC: June 6th, 05:00 PM UTC - June 9th, 08:00 PM UTC
PS4: June 6th, 01:00 PM UTC - June 10th, 01:00 PM UTC
XB1: June 6th, 08:01 AM UTC - June 10th, 07:59 AM UTC
Note: click times to convert to your timezone.
How do I access the Free Weekend?
PC: Go to your Uplay PC Launcher.
PS4: Join the Free Weekend by visiting the Rainbow Six Siege product page on the PlayStation Network. PlayStation Plus membership is required to play online.
XB1: The Free Weekend will be available to Xbox Live Gold users. To join in, visit the Rainbow Six Siege product page on the Xbox Store.
Can I play with friends?
You can play with anyone who already owns the game or other Free Weekend players.
Will there be special offers during the Free Weekend?
Siege will be available at a discount for a limited time.
PC (Ubisoft Store): June 5th - June 17th
PC (Steam): June 6th - June 10th
PS4: June 7th - June 17th
XB1: June 7th - June 17th
Will my progress from the Free Weekend carry over if I buy the full game?
All progress will carry over if you upgrade to the full game.
What content is available?
The free version of Rainbow Six Siege offers access to all of the maps, modes, and Operators present in the full version.

New Player's Guide

This is a shortened version of our full New Player's. If you're looking for more detailed information, check out our subreddit wiki!
Getting Started
1. Watch all three tutorials
The tutorial videos provide a quick overview of the important details of the game and provide you with 200 renown (the currency that you will need to unlock things in the game) for each that you watch. They are short, well made, and explain the basics of the gameplay.
2. Play through the first 5 or so Situations
Focus on learning the controls and paying attention to the map layouts as these are the same maps as multiplayer. Do not stress if you cannot complete all three stars in each situation the first try, you can always come back to them. The difficulty for these situations also does not matter, but normal is suggested so you can get familiar to the controls. You may want to do more than five of the situations, but you likely should not do any less.
3. Buy Operators and prepare loadouts
Use the Renown earned from the tutorials and Situations to buy some Operators. Ideally, you would want to buy at least one for Attack and one for Defence. Scroll down for some suggestions on who to pick.
Don't forget to set up your attachments for your newly owned Operators, they will be available to you for free.
4. Accept weekly challenges
These are found by first clicking the Daily Challenges tab then clicking "More Challenges" under the Daily Challenge pop up. After you complete the challenge, open the challenge window back up and click "Complete". You must do this to receive your reward.
5. Play Terrorist Hunt to try out your Operators
Most of the Terrorist Hunt modes only use Attackers. You can change your Terrorist Hunt matchmaking settings by going to Settings > Matching making preferences and turning off whatever Terrorist Hunt modes you don't want to play.
6. Go into Casual
You're likely not going to do very well -- that's completely okay. Siege has a pretty significant learning curve to it, especially during the first few matches. During your early matches, you should focus on learning maps, getting familiar with the controls, and understanding the flow of the game. Use your drones often, don't forget to destroy defender cameras if you spot any, try to communicate with your teammates to the best of your ability, learn from your deaths, and don't sweat misplays.

Operators Great for New Players
Play through some situations first as they are easy ways to gain renown try out operators' abilities. For new players, set-and-forget abilities or abilities that are less complicated are usually better, as well as guns with lower recoil.
Attackers
Defenders
New players should avoid defenders such as Tachanka, Pulse, and Castle; their abilities require outstanding map knowledge to use effectively.

Quick Tips

Buyer's Guide

How do seasons and Operations work?
Each year is divided into four seasons with each season being roughly 3 months long. Each season introduces a new Operation which includes two new Operators, a new or reworked map, and new cosmetic items. At the start of each season, ranks reset and placements must be completed again. Year Pass owners get the new Operators the when the Operation starts while everyone else will have to wait a week to purchase them for 25,000 Renown or 600 R6 Credits.
The current Operation is Burnt Horizon which is the first season of Year 4 (Y4S1).
What is included in the Year 4 Pass?
Here's an image of what is included with the Year 4 Pass
- All 8 Year 4 Operators at no additional cost as they are launched
- One-week early access to the new Operators as they are launched
- 600 R6 Credits
- Lava Six Weapon Charm
- 8 new uniforms and headgears for the new Operators (as they are added)
- 5% Renown bonus (expires January 31st, 2020)
- 10% Store discount on purchases with Renown or R6 Credits (expires January 31st, 2020)
- 2 extra slots to hold daily challenges (expires Jan 31st, 2020)
- +0.3% Alpha Pack boost (expires Jan 31st, 2020)
The Year 4 roadmap will be revealed this upcoming Sunday.
Is the Year 4 Pass mandatory for a full Siege experience?
No, all content is still accessible without it. The main reason to buy the Year 4 Pass is the free access to new Operators instead of saving up to buy them with Renown.
Does the Year 3 Pass also include Year 1, Year 2 or Year 3 Operators?
No. They can either be bought with Renown or R6 Credits.
How do I buy new maps?
Maps are completely free and everyone will have access to them at the same time.
How can I get all the Operators from Year 1, Year 2, and Year 3?
Older DLC Operators can be bought in separate bundles for 2400 R6 Credits each ($20 USD, discounts when buying larger amounts). Each bundle includes the respective eight Operators from that Year.
Alternatively, you can buy Year 1 Operators for 15,000 Renown (approximately 22 hours of game time) or 360 R6 Credits ($3 USD, discounts when buying larger amounts) as they are on a temporary sale until March 4th, 2019. Year 2 & 3 DLC Operators can be bought for 25,000 Renown (approximately 30 hours of game time) or 600 R6 Credits ($5 USD, discounts when buying larger amounts).
Does it matter where I buy the game from (Steam/Ubisoft Store)? PC only
No. For PC, all purchasers through Steam/Ubisoft Store will still all play against each other. You must install and run Uplay no matter where you buy the game from on PC.
Can I buy the Year 3 pass (or other DLC) from Steam if I own the game through UPlay? PC only
No, if you own the game through Uplay, you cannot buy any DLC from Steam as it will not provide you with a key for the DLC.

Information about the Game Editions

Note: Year 3 Editions will be replaced with Year 4 equivalents within the next few weeks.
Comparison chart for the different editions
Standard Edition
Deluxe Edition
Gold Edition (Year 4)
Ultimate Edition

Team Finding

Looking for people to group up and play with or maybe just talk about Siege and ask questions? Come join the official Rainbow Six: Siege Discord!
There are dedicated channels for helping new players (#training-ground), serious Siege talk (#serious-game-discussion), looking-for-group-channels for each region and platform, as well as channels to stay up to date on Siege news.
submitted by jeypiti to Rainbow6 [link] [comments]

Free Weekend FAQ + Quickstart and Buyer's Guide | August 2018

Hello new players and welcome to /Rainbow6! This post will help guide you in the right direction during the start of your Siege experience by providing you with useful information, answering common questions, and directing you to other helpful resources.
Below the general Free Weekend FAQ, you will be able to find a shortened version of the New Player's Guide and the Buyer's Guide.
If you have any question, make sure to ask in the comments below as other will likely have similar questions!

Free Weekend FAQ

At what times will the Free Weekend be accessible?
PC: August 16th, 05:00 PM UTC - August 19th, 08:00 PM UTC
PS4: August 16th, 01:00 PM UTC - August 20th, 01:00 PM UTC
XB1: August 16th, 07:01 AM UTC - August 20th, 06:59 AM UTC
Note: click times to convert to your timezone.
How to I access the Free Weekend?
PC: Go to your Uplay PC Launcher.
XB1: The Free Weekend will be available to both Xbox Live Gold and Xbox Live Silver users. To join in, visit the Rainbow Six Siege product page on the Xbox Store.
PS4: Join the Free Weekend by visiting the Rainbow Six Siege product page on the PlayStation Network. PlayStation Plus membership is required to play online.
Is the game available for preload?
Preload is available for this Free Weekend only on PS4 & PC (Uplay). You can preload the game starting August 14th. Xbox One and PC (Steam) will be available at the start of the Free Weekend.
Can I play with friends?
You can play with anyone who already own the game or other Free Weekend players.
Will there be special offers during the Free Weekend?
Siege will be available at a discount for a limited time.
PC (Uplay): August 16th - August 27th
PC (Steam): August 16th - August 20th
XB1: August 16th - August 27th
PS4: August 14th - August 25th
Will my progress from the Free Weekend carry over if I buy the full game?
All progress will carry over if you upgrade to the full game.
Note: If you purchase the Starter Edition on PC, progress will not transfer over.

New Player's Guide

This is a shortened version of our full New Player's. If you're looking for more detailed information, check out our subreddit wiki!
Getting Started
1. Watch all three tutorials
The tutorial videos provide a quick overview of the important details of the game and provide you with 200 renown (the currency that you will need to unlock things in the game) for each that you watch. They are short, well made, and explain the basics of the gameplay.
2. Play through the first 5 or so situations
Focus on learning the controls and paying attention to the map layouts as these are the same maps as multiplayer. Do not stress if you cannot complete all three stars in each situation the first try, you can always come back to them. The difficulty for these situations also does not matter, but normal is suggested so you can get familiar to the controls. You may want to do more than five of the situations, but you likely should not do any less.
3. Prepare loadouts for your operators
The base game operators are all unlocked for your use. Scroll down to the "Operators Great for New Players" section to get an overview of loadouts that work well for new players.
4. Accept weekly challenges
These are found by first clicking the Daily Challenges tab then clicking "More Challenges" under the Daily Challenge pop up. After you complete the challenge, open the challenge window back up and click "Complete". You must do this to receive your reward.
5. Play Terrorist Hunt to try out your Operators
Most of the Terrorist Hunt modes only use Attackers. You can change your Terrorist Hunt matchmaking settings by going to Settings > Matching making preferences and turning off whatever Terrorist Hunt modes you don't want to play.
6. Go into Casual
You're likely not going to do very well -- that's completely okay. Siege has a pretty significant learning curve to it, especially during the first few matches. During your early matches you should focus on learning maps, getting familiar with the controls, and understanding the flow of the game. Use your drones often, don't forget to destroy defender cameras if you spot any, try to communicate with your teammates to the best of your ability, learn from your deaths, and don't sweat misplays.
Operators Great for New Players
Play through some situations first as they are easy ways to gain renown try out operators' abilities. For new players, set-and-forget abilities or abilities that are less complicated are usually better, as well as guns with lower recoil.
Attackers
Defenders
New players should avoid defenders such as Tachanka, Pulse, and Castle; their abilities require outstanding map knowledge to use effectively.
Quick Tips

Buyer's Guide

How do seasons and Operations work?
Each year is divided into four seasons with each season being roughly 3 months long. Each season introduces a new Operation which includes two new Operators, a new or reworked map, and new cosmetic items. At the start of each season, ranks reset and placements must be completed again. Year 3 Pass owners get the new Operators the when the Operation starts while everyone else will have to wait a week to purchase them for 25,000 Renown or 600 R6 Credits.The current Operation is Para Bellum which is the second season of Year 3 (Y3S2).
What is included in the Year 3 Pass?
Here's an image of what you will get in the Year 3 Pass
- All 8 Year 3 Operators at no additional cost as they are launched
- One-week early access to the new Operators as they are launched
- 600 R6 Credits
- Meteorite R6 Weapon Charm
- 8 new headgears for the new Operators (as they are added)
- 8 new uniforms (as they are added)
- 5% Renown bonus (expires January 31st, 2019)
- 10% Store discount on purchases with Renown or R6 Credits (expires January 31st, 2019)
- 2 extra slots to hold daily challenges (expires Jan 31st, 2019)
- +0.3% Alpha Pack boost
Here's an image of the Year 3 roadmap for an overview of the upcoming (and past) content.
Is the Year 3 Pass mandatory for a full Siege experience?
No, all content is still accessible without it. The main reason to buy the Year 3 Pass is the free access to new Operators instead of saving up to buy them with Renown.
Does the Year 3 Pass also include Year 1 and Year 2 Operators?
No. They can either be bought with Renown or R6 Credits.
How do I buy new maps?
Maps are completely free and everyone will have access to them at the same time.
How can I get all the Operators from Year 1 or Year 2?
Year 1 and Year 2 Operators can be bought in separate bundles for 2400 R6 Credits each ($20 USD, discounts when buying larger amounts). Each bundle includes the respective eight Operators from that Year.Alternatively, you can buy each Operator for 25,000 Renown (approximately 30 hours of game time) or 600 R6 Credits ($5 USD, discounts when buying larger amounts).
Does it matter where I buy the game from (Steam/Uplay)? PC only
No. For PC, all purchasers through Steam/Uplay will still all play against each other. You must install and run Uplay no matter where you buy the game from on PC.
Can I buy the Year 3 pass (or other DLC) from Steam if I own the game through UPlay? PC only
No, if you own the game through Uplay, you cannot buy any DLC from Steam as it will not provide you with a key for the DLC.

Information about the Game Editions

Comparison chart for the different editions
Starter edition
Standard Edition
Advanced Edition
Gold Edition (Year 3)
Complete Edition

Teamfinding

Looking for people to group up and play with or maybe just talk about Siege and ask questions? Come join the official Rainbow Six: Siege Discord!
There are dedicated channels for helping new players (training-ground), serious Siege talk (serious game discussion), looking-for-group-channels for each region and platform, as well as channels to stay up to date on Siege news.
submitted by jeypiti to Rainbow6 [link] [comments]

Free Weekend FAQ + Quickstart and Buyer's Guide | February 2019

Hello there new players and welcome to /Rainbow6! This post will help guide you in the right direction during the start of your Siege experience by providing you with useful information, answering common questions, and directing you to other helpful resources.
Below the general Free Weekend FAQ, you will be able to find a shortened version of our New Player's Guide and our Buyer's Guide.
Are you looking for other players to play with? Join the official Rainbow 6 Discord server!
If you have any question, make sure to ask in the comments below as other will likely have similar questions!

Free Weekend FAQ

At what times will the Free Weekend be accessible?
PC: February 14th, 05:00 PM UTC - February 17th, 08:00 PM UTC
PS4: February 14th, 01:00 PM UTC - February 18th, 01:00 PM UTC
XB1: February 14th, 08:01 AM UTC - February 18th, 07:59 AM UTC
Note: click times to convert to your timezone.
How do I access the Free Weekend?
PC: Go to your Uplay PC Launcher.
PS4: Join the Free Weekend by visiting the Rainbow Six Siege product page on the PlayStation Network. PlayStation Plus membership is required to play online.
XB1: The Free Weekend will be available to Xbox Live Gold users. To join in, visit the Rainbow Six Siege product page on the Xbox Store.
Can I play with friends?
You can play with anyone who already owns the game or other Free Weekend players.
Will there be special offers during the Free Weekend?
Siege will be available at a discount for a limited time.
PC (Ubisoft Store): February 12th - February 25th
PC (Steam): February 12th - February 18th
PS4: February 12th - March 12th
XB1: February 12th - March 4th
Will my progress from the Free Weekend carry over if I buy the full game?
All progress will carry over if you upgrade to the full game.

New Player's Guide

This is a shortened version of our full New Player's. If you're looking for more detailed information, check out our subreddit wiki!
Getting Started
1. Watch all three tutorials
The tutorial videos provide a quick overview of the important details of the game and provide you with 200 renown (the currency that you will need to unlock things in the game) for each that you watch. They are short, well made, and explain the basics of the gameplay.
2. Play through the first 5 or so Situations
Focus on learning the controls and paying attention to the map layouts as these are the same maps as multiplayer. Do not stress if you cannot complete all three stars in each situation the first try, you can always come back to them. The difficulty for these situations also does not matter, but normal is suggested so you can get familiar to the controls. You may want to do more than five of the situations, but you likely should not do any less.
3. Buy Operators and prepare loadouts
Use the Renown earned from the tutorials and Situations to buy some Operators. Ideally, you would want to buy at least one for Attack and one for Defence. Scroll down for some suggestions on who to pick.
Don't forget to set up your attachments for your newly owned Operators, they will be available to you for free.
4. Accept weekly challenges
These are found by first clicking the Daily Challenges tab then clicking "More Challenges" under the Daily Challenge pop up. After you complete the challenge, open the challenge window back up and click "Complete". You must do this to receive your reward.
5. Play Terrorist Hunt to try out your Operators
Most of the Terrorist Hunt modes only use Attackers. You can change your Terrorist Hunt matchmaking settings by going to Settings > Matching making preferences and turning off whatever Terrorist Hunt modes you don't want to play.
6. Go into Casual
You're likely not going to do very well -- that's completely okay. Siege has a pretty significant learning curve to it, especially during the first few matches. During your early matches, you should focus on learning maps, getting familiar with the controls, and understanding the flow of the game. Use your drones often, don't forget to destroy defender cameras if you spot any, try to communicate with your teammates to the best of your ability, learn from your deaths, and don't sweat misplays.

Operators Great for New Players
Play through some situations first as they are easy ways to gain renown try out operators' abilities. For new players, set-and-forget abilities or abilities that are less complicated are usually better, as well as guns with lower recoil.
Attackers
Defenders
New players should avoid defenders such as Tachanka, Pulse, and Castle; their abilities require outstanding map knowledge to use effectively.

Quick Tips

Buyer's Guide

How do seasons and Operations work?
Each year is divided into four seasons with each season being roughly 3 months long. Each season introduces a new Operation which includes two new Operators, a new or reworked map, and new cosmetic items. At the start of each season, ranks reset and placements must be completed again. Year Pass owners get the new Operators the when the Operation starts while everyone else will have to wait a week to purchase them for 25,000 Renown or 600 R6 Credits.
The current Operation is Wind Bastion which is the fourth season of Year 3 (Y3S4). Year 4 will be coming up in the next few weeks.
What is included in the Year 4 Pass?
Here's an image of what is included with the Year 4 Pass
- All 8 Year 4 Operators at no additional cost as they are launched
- One-week early access to the new Operators as they are launched
- 600 R6 Credits
- Volcano Signature Weapon Skin (available until March 4th, 2019)
- Lava Six Weapon Charm
- 8 new uniforms and headgears for the new Operators (as they are added)
- 5% Renown bonus (expires January 31st, 2020)
- 10% Store discount on purchases with Renown or R6 Credits (expires January 31st, 2020)
- 2 extra slots to hold daily challenges (expires Jan 31st, 2020)
- +0.3% Alpha Pack boost (expires Jan 31st, 2020)
The Year 4 roadmap will be revealed this upcoming Sunday.
Is the Year 4 Pass mandatory for a full Siege experience?
No, all content is still accessible without it. The main reason to buy the Year 4 Pass is the free access to new Operators instead of saving up to buy them with Renown.
Does the Year 3 Pass also include Year 1, Year 2 or Year 3 Operators?
No. They can either be bought with Renown or R6 Credits.
How do I buy new maps?
Maps are completely free and everyone will have access to them at the same time.
How can I get all the Operators from Year 1, Year 2, and Year 3?
Older DLC Operators can be bought in separate bundles for 2400 R6 Credits each ($20 USD, discounts when buying larger amounts). Each bundle includes the respective eight Operators from that Year.
Alternatively, you can buy Year 1 Operators for 15,000 Renown (approximately 22 hours of game time) or 360 R6 Credits ($3 USD, discounts when buying larger amounts) as they are on a temporary sale until March 4th, 2019. Year 2 & 3 DLC Operators can be bought for 25,000 Renown (approximately 30 hours of game time) or 600 R6 Credits ($5 USD, discounts when buying larger amounts).
Does it matter where I buy the game from (Steam/Ubisoft Store)? PC only
No. For PC, all purchasers through Steam/Ubisoft Store will still all play against each other. You must install and run Uplay no matter where you buy the game from on PC.
Can I buy the Year 3 pass (or other DLC) from Steam if I own the game through UPlay? PC only
No, if you own the game through Uplay, you cannot buy any DLC from Steam as it will not provide you with a key for the DLC.

Information about the Game Editions

Note: Year 3 Editions will be replaced with Year 4 equivalents within the next few weeks.
Comparison chart for the different editions
Standard Edition
Deluxe Edition
Gold Edition (Year 4)
Ultimate Edition

Team Finding

Looking for people to group up and play with or maybe just talk about Siege and ask questions? Come join the official Rainbow Six: Siege Discord!
There are dedicated channels for helping new players (#training-ground), serious Siege talk (#serious-game-discussion), looking-for-group-channels for each region and platform, as well as channels to stay up to date on Siege news.
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