Wednesday 21 August 2013

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Hive is a faction-led Live Action Role Play based in a Post-cataclysm Colony on a far-away planet. It is a desolate place where loyalties, skills and firepower are put to the test.



Hundreds of years after a great catastrophe struck the colony, the remaining coherent factions of “The Hive” re-emerged and have been fighting against the odds to survive and expand.


It is a fight for resources left after the catastrophe, a fight for territory held by both aggressive and reclusive Renegades and the other factions and, most importantly, a fight to survive whatever lurks in the shadows.


Fighting may not be the only option, however. A sharp mind and a silver tongue may prevail where a quick trigger finger would only get you killed. 


Do you have what it takes to make it in the Hive??







Faction: Alley Kings

Skill listings

Weapon Index

The Campaign maps so far



Hive is the intelectual property of Hive Mentality Productions


All work of Hive is entirely fictitious and should not be considered

the views or beliefs of its crew. The Hive crew is made up of a 

multicultural group of developers of various faiths and beliefs.


Tuesday 20 August 2013

Weapon Chart: Standard Issue

Weapons Chart: "Standard Issue" Level


Here is a list of the weapons you can use at Standard Issue level, put into the relevant "Type" categories, including what can be done to them at this level and how they should be used. (Please note that these lists aren't set in stone and will be updated as new guns come out or are brought to our attention. Modding a gun's performance may result in us upping the level which you can use it at)

Upgrades are available through The I/C Traders and through Armstech. Standard Issue weapons can use up to 2 upgrades. This can be modified with augments.

Some wepons may require different cards, these may be more expensive in-game. Disc wepons are different to standard guns, they require slightly more skill points than their dart counterparts though all discs hits call DOUBLE


Melee: 


One Handed


Any Larp-safe weapon up to 44 Inches/110cm in length. Swords, axes, hammers




Two Handed


Any Larp-safe weapon up to 72 Inches/180cm. Polearms, Spears, Prods, Greatswords. We will allow thrust-safe




Ranged:


One handed:




Stockade
8 shot automatic




Stryfe
6 shot clips as standard. Automatic



Two Handed:


Vulcan/Havoc: Requires "LMG" weapon card
Standard belt feed. Extended Feeds and Bipod are upgrades.


Stampede/ Rapidstrike: Requires "Assault rifle" weapon card
6 shot standard clips. Gunshield, extended mags and foregrips are Armstech Upgrades.






Stryfe
Stock, barrel optional. 6 shot clips as standard



Rayven
6 shot clips as standard



Barricade/stockade
Stock required. Full auto firing available





Photos with great thanks from Ian Bland, Project Nerf

Weapon chart: Worn Level

Weapons Chart: "Worn" Level


Here is a list of the weapons you can use at crude level, put into the relevant "Type" categories, including what can be done to them at this level and how they should be used. (Please note that these lists aren't set in stone and will be updated as new guns come out or are brought to our attention. Modding a gun's performance may result in us upping the level which you can use it at)

Upgrades are available through The I/C Traders and through Armstech. Worn Level can take One Armstech upgrade as standard, this can be modified through further modification.


Disc wepons are different to standard guns, they require slightly more skill points than their dart counterparts though all discs hits call DOUBLE


Melee: 


One Handed


Any Larp-safe weapon up to 32 Inches/80cm in length. Machetes, shortswords, hatchets




Two Handed


Any Larp-safe weapon up to 51 Inches/130cm. Sledge hammer, Fire-axes, Longswords




Ranged:


One handed:



Retaliator/Recon
6 shot clips as standard. Can use barrel for aesthetic purposes.


Maverick/ Strongarm
6 shot, Chamber loading.







Two Handed:



Retaliator/Recon
Gun, stock and barrel. 6 shot clips as standard.




Alpha Trooper
6 shot clips as standard. Stock Optional





Roughcut 2x4
Loads 8 bullets, independantly fire two bullets each time the weapon is cocked. Can be upgraded to call DOUBLE upon hit by firing both barrels simulatneously regardless of wether both shots hit or only one.








Photos with great thanks from Ian Bland, Project Nerf

Weapons: Crude level

Weapons Chart: "Crude" Level

Here is a list of the weapons you can use at crude level, put into the relevant "Type" categories, including what can be done to them at this level and how they should be used. (Please note that these lists aren't set in stone and will be updated as new guns come out or are brought to our attention. Modding a gun's performance may result in us upping the level which you can use it at)

Upgrades are available through The I/C Traders. Crude level weapons cannot take any armstech upgrades other than Tactical Light.


Melee: 


One Handed


Any Larp-safe weapon up to 20 Inches/48cm in length. Daggers, wrenches, short hammers




Two Handed


Any Larp-safe weapon up to 36 Inches/92cm. Pool Cue, Bat, Fire Axe, used in Two hands




Ranged:


One handed:


Nerf Jolt. 
Single shot



Buzzbee Shotgun, Sawn-off. 
Please take care to catch shells when ejected. Fire darts independently, can be upgraded to call DOUBLE when both darts fire simultaneously



Barrel Break
Double barrel. Fire darts independently, can be upgraded to call DOUBLE when both darts fire simultaneously


Nitee Finder/Firestorm. 
Single shot. Laser sight is Armstech upgrade, do not use or cover where appropriate.


Speedshot. 
Single shot




Two Handed:


Barrel Break. 
Hold with two hands. Fire darts independently, can be upgraded to call DOUBLE when both darts fire simultaneously.



Retaliator/Recon
Gun and stock only. Load 4 bullets into the magazine at a time. No spare magazines are useable. No ability to slam fire, hand must be off reload mechanism before firing.



Roughcut 2x4
Load 4 darts down one side, pump action, single shot








Photos with great thanks from Ian Bland, Project Nerf

Weapon Index

Weapon charts


Weapons require certain skills in order to be used. This is due to the complexity of the High-tech guns in question. Guns in Hive use a type of never before seen element called "Tetracite". Tetracite granules are encased in a round or slug and when fired, the Tetracite is subject to a micro-electric charge. The properties of Tetracite accelerate and multiply the charge 100 fold which vaporises the casing and casts the charge out of the gun. The round starts to dissipate after leaving the gun however, meaning ranges have never been good. This was experimental technology even before the Cataclysm. This level of technology means that it isn't quite as simple as loading the bullet nowadays, put it in wrong and the gun may explode.  Other types of guns exist, some using discs made of Tetracite crystal and some using larger rounds containing more granule amounts, but the Tetracite bullets remain the mainstay of what was left in Hive.

Melee weapons and certain tools were edged in Tetracite crystal, this made them much more durable and able to penetrate ore rock and Rig shields easier.

All weapons and tool were fabricated using a Nano-forge, a large device which constructs things on the cellular level, so as to leave no manufacturing flaws. This does mean, however, guns cannot be dismantled for parts in game. 

Weapons are broken down into categories depending on their performance. In game, this represents how complex, heavy or unwieldy they are and requires more experience to wield effectively. Your character would be able to lift the weapon, just not use it in combat without dropping it, blowing it up or accidentally shooting himself/others. The weapons are categorised as follows:




"Crude" level weapons


"Worn" level weapons


"Standard Issue" Level Weapons










Skill listings

Skills Listing


Combat skills:


One handed Ranged:

1 point: Allows use of “Crude” level weapons. These must be pre-loaded by someone else and you cannot reload them yourself. You may still cock/prime weapons, just not load the bullets
2 points: Allows you to reload one-handed ranged weapons. Allows use of 2 throwing knives/axes.
3 points: Allows the use of “Worn” level one handed weapons. May now use 4 throwing knives/axes.
4 points: Allows the use of disc weaponry “Rail tech”. Also allows the use of non-standard clips or “Strapped mags” Allows the use of small shields or bucklers
5 points: Allows the use of “Standard Issue” one handed weapons. May now use 6 throwing knives/axes.
6 points: Allows the use of a targe Small shield strapped to arm
7 points: Allows the use of “Prototype” one handed weapons. Allows use of “Armour piercers” critical rounds
8 points: Allows the use of a Riot shield (Also requires Heavy Rigs 3)
9 points: Allows the use of “Arbiter” one handed weapons  *Requires access to Arbiter mainframe
10 points: *Unknown

Two handed Ranged:

1 point: Allows use of “Crude” level weapons. These must be pre-loaded by someone else and you cannot reload them yourself. You may still cock/prime weapons, just not load the bullets
2 points: Allows you to reload two-handed ranged weapons.
3 points: Allows the use of “Worn” level two handed weapons. Also allows the use of grenades
4 points: Allows the use of disc weaponry “Rail tech”. Also allows the use of non-standard clips or “Strapped mags”
5 points: Allows the use of “Standard Issue” two handed weapons.
6 points: Allows the use of a targe Small shield strapped to arm
7 points: Allows the use of “Prototype” two handed weapons. Allows use of “Armour piercers” critical rounds
8 points: Allows the use of a Riot shield (Also requires heavy Rigs 3)
9 points: Allows the use of “Arbiter” two handed weapons  *Requires access to Arbiter mainframe
10 points: *Unknown

One handed Melee:

1 point: Allows the use of “Crude” level one handed melee weapons
2 points: Allows the use of grenades
3 points: Allows the use of “Worn” level one handed melee weapons
4 points: Allows you to use a small buckler or shield in one hand
5 points: Allows the use of “Standard Issue” one handed melee weapons.
6 points: Allows the use of a targe Small shield strapped to arm or a Medium Sized Shield
7 points: Allows the use of “Prototype” one handed melee weapons.
8 points: Allows the use of a Riot shield (Also requires heavy Rigs 3) OR Allows the use of a fully powered arm guard on one of the forward arms. See special rules below
9 points: Allows the use of “Arbiter” one handed melee weapons *Requires access to Arbiter mainframe
10 points: *Unknown


Two handed Melee:

1 point: Allows the use of “Crude” level two handed melee weapons
2 points: Allows the use of Lvl 1 grenades
3 points: Allows the use of “Worn” level two handed melee weapons
4 points: Allows the use of a targe Small shield strapped to arm
5 points: Allows the use of “Standard Issue” two handed weapons.
6 points: Allows the use of powered weapons. These may call other types of damage
7 points: Allows the use of “Prototype” two handed weapons.
8 points: Allows the use of a fully powered arm guard on the forward arm. See special rule on powered armguard below
9 points: Allows the use of “Arbiter” two handed weapons  *Requires access to Arbiter mainframe
10 points: *Unknown



Light Rigs:

1 point: Allows the use of “Crude” level Light Rigs
2 points: Allows the use of Custom/special rigs
3 points: Allows the use of “Worn” level Light Rigs
4 points: Allows the use of Armstech rig augments
5 points: Allows the use of “Standard Issue” level Light Rigs
6 points: Allows the use of Rigs labelled HAZMAT. HAZMAT rigs have special rules detailed on the card
7 points: Allows the use of “Prototype” level Light Rigs
8 points: Allows the use of rigs labelled INFIL. Infil rigs have special rules detailed on the card
9 points: Allows the use of “Arbiter” Level Light Rigs
10 points: *Unknown


Heavy Rigs:

1 point: Allows the use of “Crude” level Heavy Rigs
2 points: Allows the use of Custom/special rigs
3 points: Allows the use of “Worn” level Heavy Rigs (Prequisite skill for Riot Shields)
4 points: Allows the use of Armstech rig augments
5 points: Allows the use of “Standard Issue” level Heavy Rigs
6 points: Allows the use of Rigs labelled CONSTRUCTION. Construction rigs have special rules detailed on the card
7 points: Allows the use of “Prototype” level Heavy Rigs
8 points: Allows the use of rigs labelled ATMOS. ATMOS rigs have special rules detailed on the card
9 points: Allows the use of “Arbiter” Level Heavy Rigs
10 points: *Unknown



Career skills:




Biotech:

1 point: Allows you to Use “Crude” level components to craft augments
2 points: Allows you to use the “Appraise” skill to analyse components or biotech-related aspect to find their uses/purpose. Your appraise level is one
3 points: Allows you to Use “Worn” level components to craft augments. You may also use the “Diagnose” skill on anything relating to biotech. Eg Enemies, mutants. Your diagnose level is one
4 points: Your “Appraise” level is now 2. You now have a small chance of recovering a component when you craft using a recipe. You have a small chance of recovering a Quickstim when you fail a craft
5 points: Allows the use of “Standard Issue” level components to craft augments.
6 points: Your Diagnose skill is now 2. You now have a chance of crafting a random stim per Downtime
7 points: Allows the use of “Prototype” level components to craft augments
8 points:  Your Appraise skill is now 3. You may now perform surgeries on participants using surgery upgrades unassisted.
9 points: Allows the crafting of Hidden Tech tree recipes. Experimentation is only way of discovery. Diagnose skill is now 3
10 points: *Unknown

Armstech:

1 point: Allows you to Use “Crude” level components to craft augments
2 points: Allows you to use the “Appraise” skill to analyse components or Armstech-related aspect to find their uses/purpose. Your appraise level is one
3 points: Allows you to Use “Worn” level components to craft augments. You may also use the “Tinker” skill on anything Armstech, eg sentry turrets or Mines. Your Tinker level is one
4 points: Your “Appraise” level is now 2. You now have a small chance of recovering a component when you craft using a recipe. You have a small chance of recovering rounds when you fail a craft
5 points: Allows the use of “Standard Issue” level components to craft augments.
6 points: Your Tinker skill is now 2. You now have a chance of crafting a random grenade or mine per Downtime
7 points: Allows the use of “Prototype” level components to craft augments
8 points:  Your Appraise skill is now 3. You may now create armstech surgery mods using diagrams.
9 points: Allows the crafting of Hidden Tech tree recipes. Experimentation is only way of discovery. Tinker skill is now 3
10 points: *Unknown

Cybertech:

1 point: Allows you to Use “Crude” level components to craft augments
2 points: Allows you to use the “Appraise” skill to analyse components or cybertech-related aspect to find their uses/purpose. Your appraise level is one
3 points: Allows you to Use “Worn” level components to craft augments. You may also use the “Hack” skill on certain objectives. Your Hack level is one
4 points: Your “Appraise” level is now 2. You now have a small chance of recovering a component when you craft using a recipe. You have a small chance of recovering a Computer spike when you fail a craft
5 points: Allows the use of “Standard Issue” level components to craft augments.
6 points: Your Hack skill is now 2. You now have a chance of crafting a random virus per Downtime
7 points: Allows the use of “Prototype” level components to craft augments
8 points:  Your Appraise skill is now 3. You may now create Cybertech surgery mods using diagrams.
9 points: Allows the crafting of Hidden Tech tree. Experimentation is only way of discovery. Hack skill is now 3
10 points: *Unknown

Medic:

1 point: Allows you to “Staunch” the wounds of a downed party member, allowing them a greater chance of survival after a fight. You have a staunch level of one, lowering chances of injury.
2 points: Roleplaying for 20 seconds to a friendly who is still active will restore 1 hit.
3 points: Allows you to apply a Quickstim. Quickstims are available from the merchant or Biotech crafting and are used to instantly pick-up a fallen member, restoring them to 2 hitpoints. You can carry two
4 points: Shaves 5 seconds from a staunch and allows you to carry extra Quickstim
5 Points: Shaves 5 seconds from a heal. Also allows the use of Hyper-stims, These act as Quick-stims but heal onto 4
6 Points: During Surgeries, having you on standby decreases the chances of rejection by the host. You get a repick of the beadpull when carrying out surgeries
7 Points: Allows you to apply biotech upgrades such as radiation medicine and injury packs during an engagement, this takes 30 seconds of roleplay to do.
8 points: Allows you to apply a quickstim to yourself once per event if downed
9 points: Shaves a further 5 points off of both Staunch and Heal
10 points: *Unknown

Warleader:

1 point: You have an “Intel” level of one.
2 points: You start with one “Reinforcement” order per event. Reinforcements will be volunteers from the safe-zone. These can be used during territory missions
3 points: You have an “Intel” level of two.
4 points: You now start an event with a “Recovery” order. This will be an Arbiter recovery squad. These can be used during Territory missions
5 points: You may now swap either of the orders per event for the other. Meaning you can either reinforce or recover twice per event
6 points: You have an Intel level of three. You may now “Intel gather” to find out small amounts of information about enemy movements. Ask the ref in charge
7 points: You now start with 3 orders per event. You may now also sent in a scout through the door before combat begins to find out information.
8 points: You gain a single Faction-specific Order you can use on the map per event.
9 points: You start with an Intel level of 4. Instead of the scout, you may send two attackers in through a different entrance.
10 points: *Unknown





Active Skills:


Certain skills are used actively in the game according to your skills. These are listed here.

"Appraise": By appraising a component, you may look into what the component is, what it does and with what tech it is used. If it is of a tech you do not have any skill in, you only find out its description. Take the component to the tech-bench and wait till a ref appears. Tell the ref your appraise skill is and in what tech it is, hand over the lammy and they will tell you what you have found out.

“Diagnose”: Diagnose is a skill you use whilst in the arena. Go to whatever you are trying to diagnose and motion over a ref or shout “Diagnosing”. Role-play for 60 seconds and then tell the ref your diagnosing level. He will either tell you there or back in the briefing room depending on complexity. You cannot make any other actions whilst diagnosing, moving, using a skill or using a weapon will reset the diagnosis.

“Tinker”: Tinker is a skill you use whilst in the arena. Go to whatever you are trying to tinker with and motion over a ref or shout “Tinkering”. Role-play for 60 seconds and then tell the ref your Tinkering level. He will either tell you there or back in the briefing room depending on complexity. You cannot make any other actions whilst tinkering, moving, using a skill or using a weapon will reset the tinker.

“Hack”: Hack is a skill you use whilst in the arena. Go to whatever you are trying to Hack and motion over a ref or shout “Hacking”. Role-play for 60 seconds and then tell the ref your hacking level. He will either tell you there or back in the briefing room depending on complexity. You cannot make any other actions whilst hacking, moving, using a skill or using a weapon will reset the hack.

“Staunch”: In order to staunch a downed friendly, go over to them and roleplay for 20 seconds staunching, or applying pressure to, a wound. Then, when the match is finished, point out to the ref in the briefing room which ones have been staunched. This allows modifiers to be applied to the draw

“Quick-stim”: To apply a quickstim, simply go over to a downed friendly and roleplay administering a stim for 10 seconds. This will pick him up and give him 2 hitpoints back. If he takes two further his, he will be downed again. If you do a staunch prior to the quickstim and he is downed again, you will be required to reapply the staunch or it will not take effect. Other stims are available

Shields:


All Shields used in Hive must be of LARPsafe quality, basic foam and latex construction. Consult with the skill chart above to see which shields you are able to use. The Measurements for shields relative to skill are listed below.

If a shield is hit by any darts, you take no Damage. However, if a shield is hit by either a CRITICAL or a RAVAGE call, you dont take the effects but the shield is temporarily damaged and cannot be used, it must be immediately discarded until the end of the fight. It can then be repaired by an Armstech character using the Tinker skill for 3 minutes.

  • Small Shield/ Targe: 15 Inches/ 40 cm
  • Medium Shield: 40 Inches/100 cm Diameter
  • Riot Shield: 48 Inches by 24 Inches
Powered armguard. This is a special piece of equipment that can be used in-game but must be acquired to do so. It allows one arm to be equipped to be able to take no damage if hit by a melee weapon. Bullets still take effect on the user as normal. This cannot be used in tandem with a shield, it must be one or the other. The Phys rep Must come up to past the elbow and must look sufficiently armoured, Tactical gear or otherwise are acceptable