{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) }
Warhead.org.uk Ltd
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) admin(0) }
Warhead.org.uk Administrative Subtree
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) admin(0) assignments(0) }
List of OID assignments in ASN.1
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) publications(1) }
Warhead.org.uk Publications Subtree
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) publications(1) contact(0) }
ASN.1 types for contact details
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) publications(1) rpg-xml(1) }
XML namespace for RPG elements
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) publications(1) civilisation-fail(2) }
SNMP trap OID for failure of civilisation as a whole
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) private(2) }
Warhead.org.uk Private Subtree
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) private(2) al-mobile(0) }
Alaric's mobile phone
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) private(2) alaric(1) }
Alaric himself
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) }
Crisis Project Object Types. Assignments in this subtree are provisional and likely to change.
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) }
Movable objects
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) human(1) }
Human being in combat harness with standard pistol that does 10+1D10 damage, 100 armour, 100 health
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) powerups(2) }
Powerup objects that plug into the pistol.
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) powerups(2) autopistol(0) }
Upgrade standard pistol to full auto firing (5 rounds/sec while trigger held). One can be fitted per pistol.
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) powerups(2) blaster(1) }
Increase damage level of pistol by 5 units. Two can be fitted per pistol (each side of the barrel)
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) powerups(2) disruptor(2) }
Upgrade forcefield penetration of pistol, by effectively subtracting 10% from the forcefield absorption factor when this shot hits. Two can be fitted per pistol (above and below barrel)
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) powerups(2) grenade-launcher(3) }
Grenade launcher upgrade for pistol, provides secondary fire to launch grenades from a seperate grenade magazine. One can be fitted per pistol.
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) powerups(2) widebeam(4) }
Widebeam upgrade for pistol. Makes damage into a 10 degree cone instead of a ray.
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) defences(3) }
Shield generator, power armour fuel cell, or health pack. The harness will have, say, three sockets for shield modules; armour and health modules both plug into a single socket and instanteously repair armour or health, then the module is spent until recharged.
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) defences(3) armour10(0) }
Ten-unit armour power module
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) defences(3) armour50(1) }
Fifty-unit armour power module
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) defences(3) armour100(2) }
Hundred-unit armour power module
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) defences(3) shield10(3) }
10% absorption energy shield (absorbs explosion and pistol damage only, not smartgun)
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) defences(3) shield20(4) }
20% absorption energy shield (absorbs explosion and pistol damage only, not smartgun)
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) defences(3) health10(5) }
10 health units
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) defences(3) health30(6) }
30 health units
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) smartgun(4) }
Heavy support weapon, full auto machinegun with integral scanner and HUD when plugged into combat harness. 10 rounds/second, doing 10+1D10 damage each, shots penetrate humans and scenery, but not walls.
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) scanner(5) }
Hand held overhead-view map scanner
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) hud(6) }
HUD scanner module
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) magazines(7) }
Ammo modules
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) magazines(7) power10(0) }
Ten shot powercell magazine used by pistol
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) magazines(7) power30(1) }
Thirty shot powercell magazine used by pistol
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) magazines(7) grenade(2) }
Five mini-grenades for the grenade launcher powerup, do 50 damage to something 0 metres away, zero damage to something 4 metres away, linear between.
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) magazines(7) super-grenade(3) }
Five larger grenades for the grenade launcher powerup, do 100 damage to something 0 metres away down to zero damage at 6 metres away.
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) magazines(7) smartgun(4) }
Smartgun ammunition drum, 500 rounds, weighs a few kilos
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) explosives(8) }
Explosives
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) explosives(8) conc-grenade(0) }
The standard concussion hand grenade, same damage as 1.2.826.1.4062548.3.0.7.2
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) explosives(8) heavy-grenade(1) }
Heavy hand grenade, same damage as 1.2.826.1.4062548.3.0.7.3
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) explosives(8) tripmine(2) }
Trip mine (once activated, explodes if anyone comes within 1m); damage as per 1.2.826.1.4062548.3.0.7.3
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) props(9) }
Scenario props
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) props(9) module(0) }
The Module, a briefcase-sized awkward heavy bit of gadgetry with flashing lights that can be a bomb, a computer, or whatever
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) props(9) artifact(1) }
Moisture-oozing organic alien artifact
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) props(9) keys(2) }
Keycards
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) props(9) keys(2) red(0) }
Red keycard
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) props(9) keys(2) green(1) }
Green keycard
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) props(9) keys(2) blue(2) }
Blue keycard
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) props(9) keys(2) black(3) }
Black keycard
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) portable(0) props(9) keys(2) white(4) }
White keycard
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) fixed(1) }
Fixed objects
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) fixed(1) scenery(0) }
Static scenery (such as pillars) that smartguns can fire through
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) fixed(1) charger(1) }
Recharger for magazines and defence modules of all types
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) fixed(1) controls(2) }
Controls of various types
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) fixed(1) controls(2) cardlock(0) }
Where a keycard is "swiped"
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) fixed(1) controls(2) comport(1) }
Computer port (where The Module can be plugged in)
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) fixed(1) controls(2) switch(2) }
A switch
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) fixed(1) controls(2) button(3) }
A button
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) fixed(1) controls(2) console(4) }
A console (monitor with buttons down the sides to select menu options)
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) fixed(1) lights(3) }
Controllable lighting
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) fixed(1) lights(3) onoff(0) }
Light that turns on and off
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) fixed(1) lights(3) orgy(1) }
ORGY light: can be off, red, green, or yellow (bicolor LED) - the team colours; or useful as a traffic light, maybe.
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) fixed(1) lights(3) matrix(2) }
Alphanumeric LED or LCD matrix display
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) fixed(1) wall(4) }
Walls; the only type of object that smartgun rounds cannot penetrate.
{ iso(1) member-body(2) gb(826) national(0) eng-ltd(1) warhead(4062548) crisis(3) fixed(1) door(5) }
Sliding doors, motorised, controlled by integral open button, can refuse to operate.