Topic: KRolling's Off-Line Hobbies  (Read 27359 times)

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KRolling

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #140 on: May 03, 2003, 09:06:47 am »
<whack on Mike>

Goose

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #141 on: May 03, 2003, 09:54:11 am »
Quote:


ducks incoming MARP.... "I wished those things weren't self returning like the old aussie boomerang......I wonder if that one got me??!!!...    




The new prototype for the Boomarang Action Rolling Pin?

B.A.R.P.

oops, excuse me.

KRolling

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #142 on: May 03, 2003, 10:18:15 am »
ROFL!!

mbday

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #143 on: May 04, 2003, 12:29:47 am »
I see this has fallen out of the top 5 again.   Time to bump......

Ravenstar

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #144 on: May 04, 2003, 02:21:01 am »
KRolling you feel bad! Just think of the crazy dreams I am going to have tonight after you just whacked me with that MARP KRolling Pin!!  .........ducks another MARP or would that be BARP........

Ravenstar
aka Ch'nau  

Ravenstar

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #145 on: May 06, 2003, 09:34:44 am »
Sorry but this had fallen all the way to page 2! Let's see what of these Krolling Pins have really come out of the famous Krolling Pin Laboratories:

1) Standard Krolling Pin
2) EARP Krolling Pin (...shudder...)
3) WYATT EARP Krolling Pin (...double shudder...)
4) MARP Krolling Pin (......triple shudder....)
5) BARP Krolling Pin (......Quadruple shudder.....)

All with critical technical help from the Krouching Krolling, Hidden JINN Casino and Consulting Company.

If there are others I have missed please add to the inventory because the safety of the Universe depends on an accurate accounting of these insidious weapons.

Ravenstar
aka
Commander Ch'nau  

KRolling

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #146 on: May 06, 2003, 09:37:03 am »
SFIRP

Maxillius

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #147 on: May 06, 2003, 09:57:18 am »
1) Standard Krolling Pin
    able to be loaded in A-racks only, does same damage as type 1 missiles, limited target tracking ability (turn mode F), speed 18, duration 2 turns

2) EARP Krolling Pin (...shudder...)
    Electronically Augmented Rolling Pin: also only A-rack compatible, damage equivalent to a type 1 missile, improved target tracking (turn mode C), speed 18, duration 2 turns

3) WYATT EARP Krolling Pin (...double shudder...)
    A-rack-compatible, damage equivalent to type 4 missile, improved target tracking (turn mode B), HET-capable (breakdown 2), speed 24, duration 2 turns

4) MARP Krolling Pin (......triple shudder....)
    Multiple Activation Rolling Pin: A- and G-rack compatible, single missile carries 6 fighter-pins (FARPs), cannot track target, speed 12, duration 1/2 turn

5) BARP Krolling Pin (......Quadruple shudder.....)
    Boomerang Action Rolling Pin: A- and G-rack compatible, damage equivalent to 2 type 4 missiles, speed 28, duration 4 turns (tracks target for 3 then tries to return for the remaining turn, cannot be reclaimed once duration expires), standard missile turn mode

6) FARP Krolling Pin (... eep...)
    Fighter Activated Rolling Pin: Fighter rack and MARP only, all characteristics except duration equal to late era fighter missile, duration 3 turns.

7) SFIRP Krolling Pin (errm)
    See Krolling's avatar.  Mostly harmless, does not resemble in any way a missile, but does hurt when thwacked over the head.  Special bonus for boarding parties equipped with SFIRPs

Have a nice day
« Last Edit: May 06, 2003, 09:59:38 am by Commander Maxillius »

Ravenstar

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #148 on: May 06, 2003, 12:40:08 pm »
Quote:

1) Standard Krolling Pin
    able to be loaded in A-racks only, does same damage as type 1 missiles, limited target tracking ability (turn mode F), speed 18, duration 2 turns

2) EARP Krolling Pin (...shudder...)
    Electronically Augmented Rolling Pin: also only A-rack compatible, damage equivalent to a type 1 missile, improved target tracking (turn mode C), speed 18, duration 2 turns

3) WYATT EARP Krolling Pin (...double shudder...)
    A-rack-compatible, damage equivalent to type 4 missile, improved target tracking (turn mode B), HET-capable (breakdown 2), speed 24, duration 2 turns

4) MARP Krolling Pin (......triple shudder....)
    Mind Altering Rolling Pin: A- and G-rack compatible, single missile carries 6 fighter-pins (FARPs), cannot track target, speed 12, duration 1/2 turn

5) BARP Krolling Pin (......Quadruple shudder.....)
    Boomerang Action Rolling Pin: A- and G-rack compatible, damage equivalent to 2 type 4 missiles, speed 28, duration 4 turns (tracks target for 3 then tries to return for the remaining turn, cannot be reclaimed once duration expires), standard missile turn mode

6) FARP Krolling Pin (... eep...)
    Fighter Activated Rolling Pin: Fighter rack and MARP only, all characteristics except duration equal to late era fighter missile, duration 3 turns.

7) SFIRP Krolling Pin (errm)
    See Krolling's avatar.  Mostly harmless, does not resemble in any way a missile, but does hurt when thwacked over the head.  Special bonus for boarding parties equipped with SFIRPs

Have a nice day  




See above and note change made from previous post to correct terminology for number Four. Also 5 is just a Boomerang version of 4 that is why it is so bad. See earlier posts particularly ones from the Krolling Pin Scientist and Starship Captain herself!

Ravenstar
aka
Commander Ch'nau

P.S.  SFIRP????!!?? explain acronym please Captain Krolling  

Maxillius

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #149 on: May 06, 2003, 12:41:52 pm »
oops, SFIRP: StarFleet Issued Rolling Pin : Mostly Harmless

Daew Anahos

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #150 on: May 06, 2003, 03:42:25 pm »
Quote:

1) Standard Krolling Pin
    able to be loaded in A-racks only, does same damage as type 1 missiles, limited target tracking ability (turn mode F), speed 18, duration 2 turns

2) EARP Krolling Pin (...shudder...)
    Electronically Augmented Rolling Pin: also only A-rack compatible, damage equivalent to a type 1 missile, improved target tracking (turn mode C), speed 18, duration 2 turns

3) WYATT EARP Krolling Pin (...double shudder...)
    A-rack-compatible, damage equivalent to type 4 missile, improved target tracking (turn mode B), HET-capable (breakdown 2), speed 24, duration 2 turns

4) MARP Krolling Pin (......triple shudder....)
    Multiple Activation Rolling Pin: A- and G-rack compatible, single missile carries 6 fighter-pins (FARPs), cannot track target, speed 12, duration 1/2 turn

5) BARP Krolling Pin (......Quadruple shudder.....)
    Boomerang Action Rolling Pin: A- and G-rack compatible, damage equivalent to 2 type 4 missiles, speed 28, duration 4 turns (tracks target for 3 then tries to return for the remaining turn, cannot be reclaimed once duration expires), standard missile turn mode

6) FARP Krolling Pin (... eep...)
    Fighter Activated Rolling Pin: Fighter rack and MARP only, all characteristics except duration equal to late era fighter missile, duration 3 turns.

7) SFIRP Krolling Pin (errm)
    See Krolling's avatar.  Mostly harmless, does not resemble in any way a missile, but does hurt when thwacked over the head.  Special bonus for boarding parties equipped with SFIRPs

Have a nice day  





What about the ecm/eccm effects?

Are they effected by WW's?

ESG's?

If a ship cloaks do the pins lose lock on?

What is the rolling pin limit for the fire control?

Can t-bombs destroy them?

Can AMD's lock on to them?

   

mbday

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #151 on: May 06, 2003, 06:31:26 pm »
Quote:

Quote:

1) Standard Krolling Pin
    able to be loaded in A-racks only, does same damage as type 1 missiles, limited target tracking ability (turn mode F), speed 18, duration 2 turns

2) EARP Krolling Pin (...shudder...)
    Electronically Augmented Rolling Pin: also only A-rack compatible, damage equivalent to a type 1 missile, improved target tracking (turn mode C), speed 18, duration 2 turns

3) WYATT EARP Krolling Pin (...double shudder...)
    A-rack-compatible, damage equivalent to type 4 missile, improved target tracking (turn mode B), HET-capable (breakdown 2), speed 24, duration 2 turns

4) MARP Krolling Pin (......triple shudder....)
    Multiple Activation Rolling Pin: A- and G-rack compatible, single missile carries 6 fighter-pins (FARPs), cannot track target, speed 12, duration 1/2 turn

5) BARP Krolling Pin (......Quadruple shudder.....)
    Boomerang Action Rolling Pin: A- and G-rack compatible, damage equivalent to 2 type 4 missiles, speed 28, duration 4 turns (tracks target for 3 then tries to return for the remaining turn, cannot be reclaimed once duration expires), standard missile turn mode

6) FARP Krolling Pin (... eep...)
    Fighter Activated Rolling Pin: Fighter rack and MARP only, all characteristics except duration equal to late era fighter missile, duration 3 turns.

7) SFIRP Krolling Pin (errm)
    See Krolling's avatar.  Mostly harmless, does not resemble in any way a missile, but does hurt when thwacked over the head.  Special bonus for boarding parties equipped with SFIRPs

Have a nice day  





What about the ecm/eccm effects?

Are they effected by WW's?

ESG's?

If a ship cloaks do the pins lose lock on?

What is the rolling pin limit for the fire control?

Can t-bombs destroy them?

Can AMD's lock on to them?

     



No to all the above.
And do not forget the MOAB KRolling Pin.
  Multiple Activation Rolling Pin: A- and G-rack compatible, Has a kill radious of about 2000 Killkads., speed 45, duration 10 turns
 

SBOGuardianZeRo

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #152 on: May 06, 2003, 06:33:38 pm »
geesh, i don't want my head anywhere near that rolling pin

(love this thread btw)

Ravenstar

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #153 on: May 08, 2003, 01:17:15 pm »
In Honor of the esteemed Captain feeling better I hereby bump this thread to the top.....Ducks Mind Altering Rolling Pin........
Oh those dreams.....those dreams.....

Ravenstar
aka
Commander Ch'nau  

Maxillius

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #154 on: May 08, 2003, 01:23:25 pm »
Quote:

In Honor of the esteemed Captain feeling better I hereby bump this thread to the top.....Ducks Mind Altering Rolling Pin........
Oh those dreams.....those dreams.....

Ravenstar
aka
Commander Ch'nau  




I didn't know the SSCF recruits from the ISC...
« Last Edit: May 08, 2003, 01:24:44 pm by Commander Maxillius »

Ravenstar

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #155 on: May 08, 2003, 02:14:40 pm »
Quote:

Quote:

In Honor of the esteemed Captain feeling better I hereby bump this thread to the top.....Ducks Mind Altering Rolling Pin........
Oh those dreams.....those dreams.....

Ravenstar
aka
Commander Ch'nau  




I didn't know the SSCF recruits from the ISC...  



 
Uh.....I must be missing the point here as My character is Mirakzinti??? ......Please enlighten......

Ravenstar
aka
Commander Ch'nau
 

Maxillius

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #156 on: May 09, 2003, 12:30:55 am »
SSCF KRolling

Mind Altering Rolling Pin

ISC Mind control

see the connection?

Ravenstar

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #157 on: May 09, 2003, 09:54:09 am »
Quote:

SSCF KRolling

Mind Altering Rolling Pin

ISC Mind control

see the connection?  




Uh....oh yeah of course......yeah that's it.....

Thanks, if you scroll back in this thread you will see Krolling's continuation of a certain story that is where I got it from

Sometimes I am just a little slow.

Ravenstar  

Tommy20

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #158 on: May 11, 2003, 01:57:42 pm »
i was told not to do this

BUMP



mwahahahahahahaha  

Ravenstar

  • Guest
Re: KRolling's Off-Line Hobbies
« Reply #159 on: May 12, 2003, 09:00:00 am »
Absolutely, It is part of your initiation,

Ravenstar
aka
Commander Ch'nau