“802 Maria Limanskaya” is a fictional maritime attack variant of the Zubr class LCAC, currently the world’s largest.
Inspired by the huge and epic G.I. Joe playsets of old, it is fictionally deployed to provide transport and defensive support of remote Russian research outposts in FtD’s theatre of operations. The Zubr II has significantly greater armor protection and offensive firepower than the actual vessel, at the cost of anti-aircraft coverage.
2x Gsh-47-6 Gatling guns optimized for horizontal direct fire
6x bow mounted IR homing lightweight attack missiles in 3 round http://www.besttramadolonlinestore.com retractable launch rails
16x broadside mounted, laser-guided mediumweight antiship missiles in 8 round retractable pods
Constructed for FtD Weekly Contest No.4, the competition lore involved the Zubr II being deployed to rescue endangered miniature giant space hamsters from lambspeeder prosecution.
However, the giant hamsters were too large to fit in the cargo bay…
It thus serves as an alternate reality guided missile hovercraft to accompany other conventional LCAC design submissions.
– What direction to face the vehicle relative to the opponent (Head-On, Broadside, away, etc)
– Spawn height Surface
– RP Cost 1,050,933
– The Vehicles name “Zubr II LCAC”
– Your name (If nessesary) Carmen
– Blueprint (Please put it in the post, not via dropbox,etc) Attached to post
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The darn things launch themselves after the enemy missiles hit my plane then dive into the sea and make me look like an idiot in front of everyone sorry i cant attach it like a normal human being it says my entity is too large it is here Drifter &t
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Hi. I made a boat that has jet engines on it. Two of them, that are placed near the front, tell me that there is something behind them, even though there is nothing. Oil Runner.blueprint (Size: 108.31 KB / Downloads: 9)
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A big problem with these forms of damage, is that once a certain amount spawns, they despawn all other fragments/spalling which are on the way to hitting something. A pretty easy fix would be to make fragments get 'consumed' when they hit armour like a hollowpoint, instead of bouncing around, then removing the fragment cap, […]