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くまとは 配信状況 配信内容 用語・登場人物 BOT くまとは 2ndchecker wikiとアスカchの管理人をしている アスカchでの配信についてはこちらを参照 コメントが付きにくい チャ民「くまさんの配信は見て満足しちゃうわw」 トロフィー厨 整地厨 ザンギおじさん 配信状況 配信所 Ustream 主 kuma-ch アドレス http //www.ustream.tv/channel/kuma-ch 外部player 1333778 Justin 主 kuma_ch アドレス http //ja.justin.tv/kuma_ch2 checker 主 くま アドレス http //revinx.net/ustream/page/152 チャンネル #kuma-ch Twitter https //twitter.com/kuma_ch ニコ動活動 http //www.nicovideo.jp/mylist/10960338 便利な視聴用ページ 配信内容 ゲーム配信 好きなゲームジャンルはアクションRPG ICO、ワンダは至高 苦手なジャンルはスポーツ系、プレイ経験は皆無 RPGなどは詰むのが嫌いなのかLv上げや武器、防具集めを異様にがんばる 俺TUEEEプレイが好み +未打開 ライブアライブ ドラゴンクエスト1 ドラゴンクエスト2 FF6 FF10-2 バイオハザード2 バイオハザード3 ボンバーマンランド ゼルダの伝説風のタクト クロノクロス 天地創造 3Dドットゲームヒーローズ ゼルダの伝説 スカイウォーソード +打開 FF4 FF5 FF7 FF8 FF9 FF10 FF12 バイオハザード0 バイオハザード1 バイオハザード4 ICO ワンダと巨像 ピクミン2 ゼルダの伝説トワイライトプリンセス デモンズソウル スカイリム webカメラ配信 絵師修行(お絵かき配信) 料理配信 用語・登場人物 用語 管理人(笑) アスカchの名ばかり管理人 スターターキット 棍棒、青銅安定 おつおつ 配信終わる時は大体これを言って終わる FF強化期間 FF4~FF12までクリアするという強化期間 H21.9~H23.1.23 BOT Salmon-san URL解析、-m、-Uなどをこなす
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THE IDOLM@STER LIVE THE@TER DREAMERS 02 THE IDOLM@STER LIVE THE@TER DREAMERS 02 発売日 2015年10月28日 レーベル ランティス デイリー最高順位 1位(2015年10月28日) 週間最高順位 4位(2015年11月3日) 月間最高順位 4位(2015年10月) 年間最高順位 55位(2015年) 初動売上 12038 累計売上 14392 週間1位 収録内容 曲名 アーティスト タイアップ 視聴 2 Dreaming! 天海春香(中村繪里子),春日未来(山崎はるか),高槻やよい(仁後真耶子),矢吹可奈(木戸衣吹),ジュリア(愛美),所恵美(藤井ゆきよ),北上麗花(平山笑美),北沢志保(雨宮天),望月杏奈(夏川椎菜),七尾百合子(伊藤美来) THE IDOLM@STER ミリオンライブ! キャラソン 4 ハルカナミライ 天海春香(中村繪里子)×春日未来(山崎はるか) 5 成長Chu→LOVER!! 望月杏奈(夏川椎菜)×七尾百合子(伊藤美来) 6 エスケープ ジュリア(愛美)×所恵美(藤井ゆきよ) 7 Eternal Spiral 高槻やよい(仁後真耶子)×矢吹可奈(木戸衣吹) 8 piece of cake 北上麗花(平山笑美)×北沢志保(雨宮天) ランキング 週 月日 順位 変動 週/月間枚数 累計枚数 1 11/3 1 新 12038 12038 2015年10月 4 新 12038 12038 2 11/10 4 ↓ 1040 13078 3 11/17 12 ↓ 680 13758 4 11/24 ↓ 336 14094 2015年11月 22 ↓ 2056 14094 5 12/8 298 14392 関連CD Dreaming! THE IDOLM@STER LIVE THE@TER DREAMERS 03 THE IDOLM@STER キャラソンシリーズ
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9102835Tyranids drain worlds of life. They do not burn them. 9102836The alien witch escaped! 9102837She laughs at us while our worlds die! 9102838Commander, I share your sergeant s frustration, but I have far graver news. 9102839I have finally obtained the master control codes for Angel Forge and have transmitted them to your ship, and to Captain Angelos fleet. 9102840I fear it may be too late to do you any good, however. 9102841Another Tyranid swarm is driving into the forge area. 9102842Massive defensive walls guard the approach to the forge, but the Imperial Guard forces stationed there are being overrun. 9102843Your delaying and politicking has doomed us all, Derosa! 9102844If so, I m sure my end will be suitably horrific, sergeant. 9102845I only wish I could say the same of Governor Vandis. 9102846What do you mean? 9102847I make no excuses for my mistakes, but I have been fighting to get those codes for you for days. 9102848The governor simply ordered me to continue delaying you and then stopped answering me altogether. 9102849When I finally dealt with the House Vandis soldiers guarding his residence, I found he had left the Meridian system for some private retreat three sectors away. 9102850I did find the codes for Angel Forge, however. 9102851You took a real risk, Administrator. They could hang you for treason if the governor returns. 9102852Treason, Sergeant Tarkus? 9102853Governor Vandis turned tail and left the entire sector to die. Your commander is here fighting to save it. 9102854If anything, I was far too slow to see where my loyalties belonged. 9102855Commander, the situation on Meridian is dire, but the Emperor did not create his Space Marines to fight battles that were easy. 9102856Administrator Derosa has given us the keys to Angel Forge. 9102857We must repel the aliens attacking it. 9102858Angel Forge is our only hope of saving the sector. 9102859Commander, the major gate in the Angel Forge defensive wall is open. 9102860The Tyranid swarm is pouring through and we also have reports that Ork looters are operating in the area. 9102861Unless the gate is closed and the enemy driven back, Angel Forge is doomed. 9102862What of the gates guarding the forge? 9102863Angel Gate must be closed, or the forge will fall. 9102864And with it any hopes of saving the sector. 9102865The Eldar must have transported them from Typhon or Calderis. 9102866The Imperial Guard can deal with holding the wall and eliminating any aliens remaining behind it. 9102867Angel Forge is yours. 9102868With your permission I will oversee the mop up operations. 9102869I do not want to leave anything to chance. 9102870Commander - a signal from Angel Forge. It is Sergeant Tarkus. 9102871Commander, we have spotted Orks making for storehouses north of Angel Gate. 9102872I think this may have been their goal all along. 9102873Commander, those are the private storehouses of House Vandis. 9102874Before his flight, the Governor destroyed the records of what they contained. 9102875I can only imagine what weaponry he may have been hoarding - or the damage they could do in Ork hands. 9102876Now we can get at da best bitz! 9102877I luv bein a Loota! 9102878The Orks are already at the storehouses, Commander. 9102879We need to move up quickly. 9102880Secure them immediately and await extraction. 9102881The Eldar! 9102882The witch Idranel! It must be! 9102883Make for the forge works! 9102884Let nothing stop you, Eldar! 9102885This warehouse is full of relics stolen from our Chapter. 9102886Your governor is a thief as well as a coward. 9102887I couldn t agree more, Sergeant. 9102888Come, humans! It is the day of your deaths! 9102889And I am your executioner! 9102890Nemerian was the best of us. 9102891You will pay dearly for his loss. 9102892Yes, the plans were correct. The forge s power supply is unstable. 9102893A simple chain reaction will wreath this world in fire. 9102894See to the humans, and I will enact our final gambit to protect the Craftworld. 9102895My retinue s wards will keep me safe long enough. 9102896Of course, Idranel. 9102897Eldar Our Farseer prepares to strike against the enemy! 9102898You will not reach Idranel in time to stop the detonation. 9102899Detonation? They mean to destroy the forge! 9102900The forge and this entire world, human! 9102901There is the witch at last! 9102902They were the centerpiece of Vandis s collection. 9102903I wonder if the Bloody-Handed God … will teach you anything in turn … 9102904Why, witch?! 9102905Why seek to doom these worlds?! 9102906You never asked yourself… where this Hive Fleet was bound for next… 9102907Unless we stopped it here… it would next feed upon Eldar… 9102908Surely even you can see… three human worlds … was a small price to pay to save a Craftworld… 9102909Save your excuses, witch. 9102910Angel Forge is secure and your life is at its end. 9102911And the death of Idranel has finally put an end to Eldar operations in the sector. 9102912I hope it has, Captain, but I am not so certain. 9102913We would not be on this chase if the Techpriests had simply shared the location of this array. 9102914Commander, you must hurry. Gorwazza is already at the base camp. 9102915Quickly, before we are too late! 9102916Youz jus as weak as da rest of da umies ere! 9102917There is Gorwazza. 9102918The Ork is dead, but the damage is done. 9102919The base camp is in ruins and the Techpriests dead. 9102920We must get Rippa-Splitta s location from him! 9102921Rippa-Splitta? 9102922E stole me favorite kan! I hates im! 9102923Plus he made dat git, Deff Driva, is favorite! 9102924Deff Driva better not ear about dis. 9102925That prattling is the only reason we still have a hope of finding the array. 9102926You must get Rippa-Splitta s location from him. 9102927There is Rippa-Splitta s lieutenant! 9102928I ll bring yer eads ta Greentoof Gorge meself. Rippa-Splitta ll love em! 9102929Dead at last. 9102930Search the tank to confirm it, but he placed Rippa-Splitta in Greentooth Gorge. 9102932This is why he seeks the astronomic array so desperately. 9102933I have determined the location of the astronomic array and uploaded it onto the planetary map display. 9102934Commander, we finally have the location of the astronomic array. 9102935It must, however be recalibrated after each use, and cannot be reset in the field. 9102936We are currently reviewing the full extent of the Tyranid threat, Sergeant. 9102937We have yet to find evidence that Meridian is in any real danger. 9102938Meridian is once again in your debt. 9102939And there is no end to its horrors, it seems. 9102940I think she missed her calling. She should have been a Sister of Battle. 9102941Commander, I think I have uncovered the Eldar’s true plan. 9102942The Eldar somehow lured large parts of the hive fleet to Meridian. They also sabotaged our ability to detect and defend against the infestation. 9102943Now, a large part of the hive is here. I believe they plan to detonate Angel Forge and destroy the entire planet. 9102944Detonating Angel Forge would destroy the planet? 9102945A hundred times over, Sergeant. The shockwave would also annihilate any ships in the system. Including the Armageddon. 9102946We have to stop them. 9102947And thank you for saving Meridian, Commander. 9102948I have issued a warrant for the former governor s arrest and confiscated all of House Vandis holdings. We will conduct a thorough search for any additional stolen Blood Raven relics. 9102949You should find my administration to be much more cooperative. 9102959Sprint 9102960Move at increased speed for a brief period. 9102967Focus Fire 9102968Greatly enhance the damage output of any ranged weapon, bringing ruination to the enemy. 9102979Load this campaign save. 9102986Tyraniformation Tower (Large) 9102987Capillary Towers terraform the area, providing bonuses for nearby Tyranids. 9102988Tyraniformation Tower (Medium) 9102989Capillary Towers terraform the area, providing bonsues for nearby Tyranids. 9102990Tyraniformation Tower (Small) 9102991Capillary Towers terraform the area, providing bonsues for nearby Tyranids. 9102992Equipped Weapons 9102993Equipped Armor 9102994Equipped Accessories 9102995Equipped Commander Item 9102996Game Name 9102997Please enter a name for your game 9102998Your game name is invalid, probably because it contains offensive text. Please enter another name for your game. 9102999The fear he inspires has been driving the Ork invasion. 9103000I fear we are in no state to enjoy it. 9103001Victory should always be cherished, Sergeant, even in the face of extermination. 9103002The fleet is drawing close. Stay strong. 9103003I think the time has finally come to savor all of the victories you have been holding back. 9103004Not just yet, Thaddeus. But you are right, the time is drawing close. 9103005This will be one of the deadliest opponents you ever face, Commander, but we cannot allow Typhon to be reduced to ash. 9103006Destroy the Avatar. 9103007A legendary victory, Commander. Few could have brought this monstrosity down, and lived to tell the tale. 9103008It still seems madness that the Eldar would strike at us in the midst of this infestation. 9103009From what we can gather, the Eldar s plan was to have the Avatar reduce Typhon to ashes, leaving nothing for the Tyranids to feed upon. 9103010Agreed. But the Eldar have a deeper purpose in the sector. They would not have sacrificed so much just to give the Tyranids one less world to feed on. 9103011I fear you may be right, Davian. The Eldar may continue to be a thorn in our side after this conflict is over. 9103012But we cannot take our focus away from the Tyranid threat. Our very survival depends on stopping them. 9103013Well done, Commander. Losing the foundry would have been a devastating blow to our supply lines. 9103014These Tyranids were a vanguard. They targeted the foundry specifically. 9103015Our scans have shown several vanguards targeting weak points in our supply lines and communications networks. 9103016We are not facing a mindless wave. The hive mind seems to fully understand where to strike us. 9103017This is going to make our defense of the sector nearly impossible. 9103018If we were not up against impossible odds, Thaddeus, we would not be Space Marines. 9103019Excellent work, Commander. The communications array is still in our hands. 9103020I shudder to think what the Eldar would have done with one of our Communications Arrays. 9103021Falsified distress signals, troop movement orders… the results could have been devastating. 9103022You give the prancing fools too much credit. 9103023They probably would have made it into a garden, or used it to broadcast their future-telling nonsense. 9103024I have not known many to underestimate the Eldar and live, Avitus. 9103025Then consider me the first. 9103026Excellent work, Commander. Losing that array would have been a devastating blow in our fight to save the sector. 9103027Losing it to the Orks would have been particularly painful since their plan was to loot it for parts. 9103028That would have been a blow. No arrays of this type have been made in two millennia. 9103029That is correct, Sergeant. We no longer have the technology to make these arrays. Losing one is a blow the Imperium never fully recovers from. 9103030Well done, Commander. Losing that communications array would have been devastating to our sector defense. 9103031I thought the Tyranids were simple beasts. I did not think they were smart enough to target our communications network. 9103032That was not my experience in the Victoria Primus campaign. 9103033The Tyranids were constantly targeting weak spots, and vital locations. 9103034The Hive Mind seems to have a very intuitive understanding of tactics and strategy. 9103035I have noticed this in battle as well. We are dealing with a savvy opponent. 9103036Whose numbers blot out the sun. 9103037The recruits and I will remain here and hold this position. 9103038So long as these Eldar remain loose, they undermine our ability to resist the Tyranid invasion. 9103039Commander, this is Techmarine Martellus. I am in charge of the maintenance and resupply of your equipment. 9103040I also provide additional operational support during your deployments. 9103041Tarkus, you fought the Necrons on Kronus, did you not? 9103042Yes, Avitus and I both did. 9103043How do they compare to the Tyranids? 9103044Necrons are far deadlier opponents on the battlefield. Their weaponry is like nothing I have ever seen. 9103045But I think the Tyranids pose a much greater threat to the Imperium. 9103046Necrons have been known to wipe out individual systems. But I have never seen them wipe out multiple sectors like the hive fleet we are facing. 9103047It is worse than that, Tarkus. The Tyranids come from beyond the galaxy s edge. 9103048We have no way of knowing how many more Hive Fleets may be on their way. 9103049So far, each fleet has claimed world upon world. Every one - including this one - has been a threat to the entire Imperium. 9103050The worst could still be out there. 9103051The surviving Imperial Guard forces are powerless to stop it. 9103052So they can flee in terror again the next time they meet resistance? 9103053They should just go cower in a hole somewhere, and save us the trouble of rescuing them. 9103054You are too hard on them, Avitus. The Guard don’t have our training. 9103055They are ordinary men fighting terrors they’ve never dreamed of. 9103056Thaddeus is right, Avitus. The Imperial Guard are more courageous than you give them credit for. 9103057You are too quick to forget the Kronus Campaign, Tarkus. You of all people should know better. 9103058These creatures require large amounts of biomass to create, and killing it will slow the Tyranid infestation considerably. 9103059The Imperial Guard are no match for this horror, and have withdrawn from the region. 9103060The Imperial Guard have renewed their fight against the Tyranids. 9103061As if that makes a difference. 9103062Every gun matters in this fight, Avitus. 9103063Only if the people holding them have the courage to aim them and fire. 9103064Eliminating this Tyrant would cause the Hive Fleet to recoil, and would leave legions of lesser creatures without leadership. 9103065Targeting the major creatures does buy us time, Commander. We learned this too late when we fought the Tyranids at Victoria Primus. 9103066Hopefully it will be the difference in this fight. 9103067The Tyranids prevailed at Victoria Primus? 9103068They were defeated. But Victoria Primus was destroyed, and two entire fleets were lost. 9103069Never send a scout to do a Space Marine’s job. 9103070We have located the ruling creature of a major hive, Commander. 9103071The hive will eventually produce another Hive Tyrant, but it will take time. 9103072That it will, Sergeant, and we can make good use of the time before it does. 9103073I suggest we use that time to find a primary hive, Commander. 9103074We should use that time to find the astronomic array, Commander. 9103075We can use this time to secure Angel Forge, Commander. 9103076How much time did we gain by killing this Hive Tyrant? 9103077Our Librarians sensed a massive tremor in the hive consciousness, and scans indicate that the swarm has gone into disarray. 9103078The Hive Mind is attempting to infest more regions, and this beast is likely trying to form a new hive. 9103079This will temporarily leave the swarm in disarray. 9103080Hope is a scarce thing these days. We could use more of it. 9103081Hope is for fools, Thaddeus. The sooner you realize that, the sooner you will be worthy of your rank. 9103082Enough, Avitus. Thaddeus carries his weight on the battlefield as well as any of us. 9103083I fear we are going to run out of ammunition long before we run out of Tyranids to kill. 9103084One of the many reasons why I prefer using a chainsword, Tarkus. They never run out of ammunition. 9103085It has been a few centuries since I wielded a chainsword in battle, but I may take your advice on that. 9103086The enemy continues to press forward. 9103087Difficult to say, Sergeant. The Hive Mind has the ability to disrupt warp travel in its vicinity. 9103088The closer we get to the sector, the more resistance we encounter from the Hive Mind. 9103089But the Hive Mind’s efforts to slow us down are costing it dearly, just as your victories against the major hive creatures are. 9103090Between us, we have slowed the Tyranid infestation considerably. We must continue to press our advantage. 9103091I’ve never seen a creature with such powerful Psyker abilities. Not even the Eldar are so powerful. 9103092Our studies suggest that Zoanthropes are created from the DNA the Tyranids collect from Eldar. 9103093So Zoanthropes are Eldar remade as Tyranids? 9103094I’m sure a similar fate awaits us if we fail. 9103095Burn my corpse if I go down. 9103096I’m not sure the Tyranids could digest DNA as stubborn and mean-spirited as yours! 9103097Emperor protect us if they find a way. I doubt the Imperium could survive Avitus in Tyranid form. 9103098The Zoanthrope’s death had a visible effect on the swarm, Commander. 9103099Thousands of the smaller Tyranids have gone feral, and are attacking each other. 9103100It will be some time before the Hive Mind regains control of them. 9103101Our librarians have also sensed a noticeable weakening of the Hive Mind’s warp signature. 9103102We should use this respite to continue our plan to destroy the hive fleet. 9103103Thaddeus is right, Tarkus. We cannot keep this up forever. 9103104We will only make real progress if we find the primary hive. 9103105Our true path to victory is finding the astronomic array. 9103106We need to secure Angel Forge or all of this is for naught. 9103107We cannot be certain how long before another Hive Tyrant is created. But we are making for you at all speed, and every moment counts. 9103108Move in and exterminate this initial wave before the larger organisms follow. 9103109Yes. The initial samples provided valuable data, but we still need more samples to complete our search. 9103110Yes. We gathered valuable genetic data from the Ravener s corpse. 9103111We were not able to trace it to a primary hive, but we are getting closer. 9103112Why must we find a primary hive? 9103113Tyranids mutate rapidly, Sergeant. This is what makes them such deadly opponents-they are constantly evolving to counter our weaponry. 9103114A primary hive contains the original genetic template for a hive fleet. If you can find that, you can predict several generations of mutations. 9103115Yes, finding a primary hive will allow us to develop a poison that will kill all Tyranid variants quickly. 9103116They will not have time to adapt a resistance. 9103117We also suspect that this Zoanthrope may have come from a primary hive. 9103118We will also gain valuable information that could help us locate a primary hive. 9103119And we are even closer to obtaining the bio toxin we need to execute our plan of attack. 9103120This Zoanthrope was frustratingly close to giving us a pure genetic sample, but it has undergone small mutations. 9103121We did gather valuable data, though. And we are getting close to isolating the primary hive s genetic template. 9103122And be on guard, Commander. Lictors are ferocious predators. Do not underestimate this opponent. 9103123The Lictor s corpse also helped us isolate more genetic information on the Tyranid swarm. We are very close to finding a hive with a pure genetic sample. 9103124Good to hear that it actually served a purpose in death. It served none in life. 9103125We believe this Carnifex was spawned by a primary hive, and may give us the final pieces of information we need. 9103126More importantly, this Carnifex has provided the final clues we need to locate the primary hive. 9103127Yes, we were able to isolate the final pieces of genetic information we needed. We should be able to locate a primary hive now. 9103128Preliminary scans show a hive on Typhon that could be an exact match. 9103129We ll know for certain when we are directly centered in orbit. 9103130I ve uploaded the hive s location to your map display. 9103131Find that hive, Commander. It is one of the keys to destroying the Tyranids. 9103132Angelos out. 9103133Captain Thule s return could be the difference in our fight to save the sector. 9103134It is good to see such a close friend and such a fierce warrior back from the dead … even if he is confined to a Dreadnought. 9103137Requires this upgrade in order to unlock the ability 9103138Requires this upgrade in order to unlock the ability 9103139The vile intelligence at the heart of the Hive Fleet has made itself vulnerable. 9103140It feeds from the biomass of Planet Typhon. 9103141Strike as its tendrils tap into the planet below. 9103142Feed it the poison we have developed. 9103143No matter the cost, you must bring it low. 9103144Below, the Tyrant beast lies dead. 9103145Above, the Hive Fleet is in disarray. 9103146This is your work, Commander. 9103147With only a handful of Space Marines, you held back the unstoppable. 9103148And you drove a poisoned blade into the heart of the devouring swarm. 9103149But this is no time to relax our guard. 9103150The hive fleet is already splintering. Our vessels can kill many, but some splinters will escape. 9103151Sub-Sector Aurelia is saved, but she is hardly unscathed. 9103152You and your Space Marines are those warriors, Commander. 9103153Thanks to you, human life still thrives in Aurelia. 9103154The Blood Ravens still have their recruiting worlds and the Imperium still thrives in the Aurelia sector. 9103155Your deeds will never be forgotten. 9103156The terrible hive mind has died. 9103157That is a victory greater than almost any other, Commander. 9103158But the cost has been great. 9103159Billions have died and continents still teem with feral alien beasts abandoned by the hive fleet. 9103160For every hive ship our vessels purge in fire, three more slip away into the void. 9103161You stand victorious, yes. 9103162But the future of the sector - and of the chapter - remain uncertain. 9103163Commander, the Eldar continue to undermine our defense of the sector. 9103164We have located another alien war host. They may be linked to a series of breakdowns in the local communications infrastructure. 9103165We cannot defend against the Tyranids if such a sabotage campaign continues. 9103166Deploy and eliminate these Eldar before they slip away. 9103167Commander, the Greenskins continue to take advantage of the chaos in the sector. 9103168Whether they are receiving support from the Eldar or simply following an especially dangerous Warboss, they excel at striking at vulnerable targets. 9103169Our supply lines are being crippled by these raiders, and that puts the whole sector at risk. 9103170Eliminate this Ork band with extreme prejudice, Commander. 9103171Another infestation on the planet s surface, Commander. 9103172A small hive may be growing nearby, as no large spore drops seems to have preceded this particular outbreak. 9103173The infesting force is centered around a large and dangerous creature, but it would be best to eradicate every Tyranid in the immediate area. 9103174If we allow some to escape, they will only return stronger and more deadly. 9103175Secure the Storehouse 9103192This ancient Astronomic Array holds one of the keys to victory against the Tyranids. 9103193With its data we can uncover weaknesses of the Hive Fleet. 9103194We must secure the array-- 9103195--before others do. 9103196At the heart of the Tyranid hive lies the reclamation pool. 9103197Here is the toxic biomass that feeds the hive. 9103198We must have a sample of this purified essence. 9103199With it, we may revive Captain Thule. 9103200With it, we may develop weapons against the Hive Fleet itself. 9103204Well done, Commander. Fortunately the Orks did not manage to damage the foundry itself. 9103205These foundries are based on ancient technology that we do not fully understand. 9103206If they are damaged too badly, we cannot repair them and they are lost forever. 9103207The foundry is secure now, Commander. 9103208We are uncertain why the Eldar wanted the foundry. Usually they do not care to use our technology. 9103209It may involve their plans for Angel Forge. Perhaps they need to learn more about how our foundries work. 9103210You may be right, Cyrus. 9103211We should make an effort to keep all automated foundries out of Eldar hands. 9103212We cannot allow Angel Forge to be jeopardized. 9103213We taught those Greenskins to kneel in the Emperor s presence. 9103214We did better than that. 9103215We taught them to lie face down in the dirt and bleed in his presence. 9103216Why would the Eldar have any interest in one of our shrines? 9103217Like all the enemies of humanity, the Eldar fear the Emperor s might and seek to stem its conduits. 9103218They should try building their own shrines to the Emperor, instead. Perhaps he would forgive them for being xenos. 9103219Being a xeno is one thing the Emperor does not forgive, Thaddeus. 9103220With good reason. 9103221Dual Shuriken Catapult 9103222Dual Shuriken Catapult 9103224Powerblades 9103225Powerblades 9103226What was it like serving under Captain Thule in the Kronus Campaign? 9103227Captain Thule was probably the best tactician I have seen. 9103228Victory was usually a certainty when he was in charge, and very few Blood Ravens died under his command. 9103229Agreed. There were no fool s errands or pointless suicide missions when Captain Thule was in command. 9103230And few others could have brought together such a strong defense on Calderis with what he had to work with. 9103231It weighs heavy on my conscience that we failed him on Calderis. 9103232It weighs on all of us, Thaddeus. More heavily than you can know. 9103233This cut is deep…any deeper and I would have lost an eye like Captain Thule. 9103234How did Captain Thule lose his eye? He would never answer when we asked him. 9103235Modesty on his part. He lost it on Kronus when he destroyed the Necron Lord. 9103236The blow should have killed him. Sheer stubbornness was the only thing that could explain how he survived. 9103237He never did take credit for destroying the Necron Lord. He always attributed it to Mikelus. 9103238But those of us close to the fight saw that Mikelus had already gone down to wounds. 9103239Captain Thule liked to see his men succeed. I think that was what he liked most about command. 9103240Tarkus… Avitus… there is something I wanted to ask you but I have always been reluctant. 9103241Go ahead, Cyrus. 9103242I served under Captain Thule before the Kronus Campaign, and once again after it was over. 9103243He was not the same man after Kronus. He was more distant… like a man who carried a heavy burden. 9103244There was a… falling out with Chapter Command. ..as far as I understand it. 9103245Do not skulk around it, Tarkus. He deserves the truth. 9103246There were records found on Kronus. Records some said contained information about our Chapter s history. 9103247Captain Thule was the only one to read them. 9103248What happened to the records? 9103249Captain Thule destroyed them. 9103250I am not surprised. 9103251Why are you not surprised? 9103252Those who wish to know who they truly are should be more careful with their wishes. 9103253I have been studying chapter records, and these look to be the same Tyranids the Ultramarines defeated on Tarsis. 9103254They may very well be from that hive fleet, Thaddeus. This is what makes the Tyranids so deadly. 9103255Only a few hive ships need to escape a battle for the hive fleet to survive. These few ships will go on to devour a few poorly defended worlds. 9103256This provides the biomass needed to replenish the hive fleet, and make it even larger given enough time. 9103257Every hive fleet we have encountered has had the potential to topple the Imperium. And each one has the potential to spawn any number of splinter fleets if they escape to weaker sectors. 9103258Mark my words, Thaddeus The Imperium has no shortage of deadly enemies, but they all pale in comparison to the Tyranids. 9103259Avitus and Tarkus served on Kronus, but not you Cyrus. 9103260No. I was assigned to train scouts for Captain Boreale s campaign in the Kaurava System. 9103261Why so? Obviously you all know something. What happened to Captain Boreale? 9103262The Kaurava Campaign did not go well. 9103263Kaurava left the chapter dangerously undermanned. 9103264A blight on our history. 9103265Kaurava was a huge mistake. I will not speak of it again. 9103266Screaming Death Spinner 9103268Boreale and many others died there including most of my Scouts. 9103269If we lose our recruiting worlds now, the Blood Ravens will not survive. 9103270Twin Deathspinner 9103271Twin Deathspinner 9103272Deathspinner 9103273Power Sword 9103274The descendants of traitors are not always traitors, themselves. 9103275The secrets of Kronus shall not pass my lips. 9103276How dark are the halls of the chapter Librarium? As dark as the secrets kept there. 9103277Sons must atone for the sins of their fathers. 9103278Capturing the majority of the victory points causes your enemies strategic points to degrade. 9103279Angel Forge 9103280Victory Point 9103281Capturing the majority of the victory points causes your enemies strategic points to degrade. 9103282Requisition Point 9103283Power Node 9103284Gives the Power resource when captured. 9103285Gives the Requisition resource. 9103286Communications Array Under Attack 9103287New Defend Mission on Tangier High Pass 9103288Orks Attack Tangier High Pass 9103289An Ork horde is preparing to attack the Communications Array at Tangier High Pass on Calderis. Defend the array or it will be lost. 9103290Eldar Attack Tangier High Pass 9103291An Eldar war host is preparing to attack the Communications Array at Tangier High Pass on Calderis. Defend the array or it will be lost. 9103292Tyranids Attack Tangier High Pass 9103293A Tyranid swarm is headed for the Communications Array at Tangier High Pass on Calderis. Defend the array or it will be lost. 9103294Level 2 Stronghold 9103295Level 2 Stronghold 9103296Level 2 Stronghold 9103297%1RACE% Attack %2MAP% 9103298%1STRAT% Under Attack 9103299%1ENEMY% is headed for the %2STRAT% at %3MAP% on %4PLANET%. Defend it, or it will be lost. 9103300New Defend Mission 9103301Level 2 Teleporta Platform 9103302Level 2 Teleporta Platform 9103303Level 2 Teleporta Platform 9103304Level 2 Teleporta Platform 9103305Level 2 Teleporta Platform 9103307Ork Attack 9103308Eldar Attack 9103309Tyranid Attack 9103310An Ork horde is preparing to attack one of our strategic assets. Defend it, or it will be lost. 9103311An Eldar war host is preparing to attack one of our strategic assets. Defend it, or it will be lost. 9103312A Tyranid swarm is headed for one of our strategic assets. Defend it, or it will be lost. 9103314Communications Array Under Attack 9103315Automated Foundry Under Attack 9103316Imperial Shrine Under Attack 9103320Collapse the Mine Entrance 9103321The orks are using the Mine Entrance to invade the area. Explosives used in the mining process are scattered around the cave mouth, throw a Frag Grenade to seal the Orks inside. 9103335Wraithlord Anti-Building 9103336Creates a large psychic storm, disrupting and damaging enemies in a large radius 9103337Send a shockwave at the enemy, knocking them down and dealing damage in a line 9103342Shockwave attack 9103343Use this to fire an 8 second fuse bomb 9103344The boss s timed explosive attack 9103345Hive Fleet Pushed Back 9103346Calderis Infestation Reduced 9103347Your actions have reduced the Tyanid infestation and bought the sector more time. Well done. 9103348Planetary Infestation - 1 9103349Typhon Infestation Reduced 9103350Meridian Infestation Reduced 9103351Planetary Infestation - 2 9103352Planetary Infestation - 3 9103357Our Ravener is now Level 11. 9103358Our Ravener is now Level 12. 9103359Our Ravener is now Level 13. 9103360Our Ravener is now Level 14. 9103361Our Ravener is now Level 15. 9103362Our Ravener has gained a level. 9103363Tyranoformation underway. 9103364The hive is ready to Tyranoform the battlefield. 9103365Enemy Apothecary spotted. 9103366Enemy Farseer spotted. 9103367Enemy Force Commander spotted. 9103368Enemy Hive Tyrant spotted. 9103369Enemy Kommando spotted. 9103370Enemy Lictor spotted. 9103371Enemy Mekboy spotted. 9103372Enemy Ravener spotted. 9103373Enemy Techmarine spotted. 9103374Enemy Warboss spotted. 9103375Enemy Warlock spotted. 9103376Enemy Warp Spider Exarch spotted. 9103377Enemy Apothecary destroyed. 9103378Enemy Farseer destroyed. 9103379Enemy Force Commander destroyed. 9103380We have lost a hive node. 9103381Enemy Hive Tyrant destroyed. 9103382Our hive has been destroyed. 9103383Enemy Kommando destroyed. 9103384Enemy Lictor destroyed. 9103385Enemy Mekboy destroyed. 9103386Enemy Ravener destroyed. 9103387We have lost a structure to the enemy. 9103388Structure lost. 9103389Enemy Techmarine destroyed. 9103390Enemy Warboss destroyed. 9103391Enemy Warlock destroyed. 9103392Enemy Warp Spider Exarch destroyed. 9103393Our hive is under enemy attack. 9103394New organisms can now be grown from the hive. 9103395Acid Splatter biomorph underway. 9103396Acid Splatter biomorph complete. 9103397Plasma biomorph underway. 9103398Plasma biomorph complete. 9103399Burrow Trap biomorph underway. 9103400Burrow Trap biomorph complete. 9103401Cause Retreat biomorph underway. 9103402Cause Retreat biomorph complete. 9103403Corrosive Claws biomorph underway. 9103404Corrosive Claws biomorph complete. 9103405Corrosive Devourer biomorph underway. 9103406Corrosive Devourer biomorph complete. 9103407Crippling Devourer biomorph underway. 9103408Crippling Devourer biomorph complete. 9103409Crippling Talons biomorph underway. 9103410Crippling Talons biomorph complete. 9103411Deadly Jump biomorph underway. 9103412Deadly Jump biomorph complete. 9103413Adrenal Glands biomorph underway. 9103414Adrenal Glands biomorph complete. 9103415Extended Carapace biomorph underway. 9103416Extended Carapace biomorph complete. 9103417Feeder Tendrils biomorph underway. 9103418Feeder Tendrils biomorph complete. 9103419Flesh Hooks biomorph underway. 9103420Flesh Hooks biomorph complete. 9103421New biomorphs are available for brood leaders. 9103422biomorph underway. 9103423Biomorph complete. 9103424Crushing Claws biomorph underway. 9103425Crushing Claws biomorph complete. 9103426Bonded Exoskeleton biomorph underway. 9103427Bonded Exoskeleton complete. 9103428Loner biomorph underway. 9103429Loner biomorph complete. 9103430Pheremone biomorph underway. 9103431Pheremone biomorph complete. 9103432Poison Carapace biomorph underway. 9103433Poison Carapace biomorph complete. 9103434Toxic Miasma biomorph underway. 9103435Toxic Miasma biomorph complete. 9103436Psychic Scream biomorph underway. 9103437Psychic Scream biomorph complete. 9103438Rending Talons biomorph underway. 9103439Rending Talons biomorph complete. 9103440Reinforced Chitin biomorph underway. 9103441Reinforced Chitin biomorph complete. 9103442Regenerate biomorph underway. 9103443Regenerate biomorph complete. 9103444Scything Talons biomorph underway. 9103445Scything Talons biomorph complete. 9103446Synapse Aura biomorph underway. 9103447Synapse Aura biomorph complete. 9103448Toxin Sacs biomorph underway. 9103449Toxin Sacs biomorph complete. 9103450Venom Cannon biomorph underway. 9103451Venom Cannon biomorph complete. 9103452Warp Field biomorph underway. 9103453Warp Field biomorph complete. 9103454Roks 9103455Order a massive Rokk strike on a targeted position. Costs Waaagh to use. 9103456The Eldar are mysterious and powerful aliens not usually seen in the sector. While they also are battling against the Orks, all Xenos must be cleansed. 9103457Click and target area 9103458Toggle On/Off 9103459Warlock Boss 9103460In the name of the Emperor! 9103461Space Marine Tactical Bolter Squad 9103462Warlock 9103463Eldar Psyker and Troop Leader 9103464Incendiary Strike 9103465Call down a fiery artillery strike from allied Imperial Guard positions. Burning areas do damage to all infantry. 9103467Terminator Power Fist 9103468Can Only be Replaced, Not Removed 9103469Can Only be Replaced, Not Removed 9103470DEFAULT Terminator Assault Weapon 9103471Can Only be Replaced, Not Removed 9103472Can Only be Replaced, Not Removed 9103477Ancient Teleporter 9103478Terminator Teleport Pack 9103481Wide Gain Teleporter 9103482Terminator Teleport Pack 9103485Stormrider Teleporter 9103486Terminator Teleport Pack 9103489High Precision Teleporter 9103490Terminator Teleport Pack 9103493Combat Teleporter 9103494Terminator Teleport Pack 9103497Warp Shield Teleporter 9103498Terminator Teleport Pack 9103501Stop the Eldar Attack 9103502Orks are pushing through our defenses, Commander! Drive them back! 9103503The Greenskins are close to the gate! 9103504The Orks are at the Gate! 9103505Eliminate the rest of the Orks before they attack again, Commander. 9103506The Orks have breached the wall! 9103507Drive them back before they move into the city! 9103509Level 2 Webway Assembly 9103510Level 2 Webway Assembly 9103511Level 2 Webway Assembly 9103512Level 2 Webway Assembly 9103513Pathfinder Gear 9103514Equips Rangers with camouflage and the Suppressive Volley ability 9103516Unlock gear 9103517Level 2 Webway Assembly 9103518Aspect of Banshee 9103519Increases Banshee movement speed and gives the Exarch the Executioner weapon (good vs vehicles) 9103521Banshee Upgrade 9103522Aspect of Warp Spider 9103523Increases the energy regeneration of Warp Spiders and gives Exarchs Dual Deathspinners/Powerblades 9103525Upgrade Exarchs 9103526Wraithsong 9103527Grants weapon upgrades and regenerating ability to the Eldar Wraithlord 9103529Upgrade Exarchs 9103531Generators Destroyed 9103532Mission Expired 9103533Communications Array Lost 9103534Reduced Mission Intelligence on 9103545Imperial Shrine Lost 9103546Reduced Resistance to Infestation on 9103547Foundry Lost 9103548Reduce Deployment Bonus on 9103552Wraithbone Synergy 9103553Increase Wraithlord s Health Regeneration but temporarily disable the unit. 9103558Ranger Troupe 9103559Scouting/Sniper unit. 9103561Unlock Rangers 9103563Focus Fire 9103564Increase weapon damage but no longer cause suppression for the ability s duration. 9103573Level 2 Stronghold 9103574Heavy Bolter Rounds 9103575Devastators gain the Focus Fire ability - deals more damage but no suppression damage. 9103577Unlocks Focus Fire ability 9103578Level 3 Stronghold 9103579Dark Age of Technology 9103580Grants extra health, improved inspired melee and weapon upgrades to your Dreadnought. 9103581Upgrade Dreadnought 9103595Power Sword 9103596Mix it up 9103597Try different combinations of troops. You will begin to learn which mixes are good for what situations and which are lacking. You can also upgrade your units to deal with different kinds of threats. 9103598Spend your money 9103599You should never have extra resources unless you are saving for something. Put those extra resources to use! Build more units or buy more upgrades. 9103600Space Marines 9103601Space Marines have some of the strongest and most expensive units in the game. Be careful to protect your army, since each loss is that much more expensive to replace. 9103602Drop Pod 9103603All Space Marine commanders have access to the Drop Pod ability. Calling in a drop pod will reinforce any nearby squads that have lost members. Just be careful not to drop one directly on your own troops! 9103604Orbital Bombardment 9103605Orbital Bombardment will call down a massive strike from the orbiting Battle Barge. Any infantry trapped in the targeting beams will get pulled into the air and will be unable to move. Properly targeted, this attack can devastate even the largest assembled armies. 9103606Terminator Squads 9103607Terminators are the most powerful infantry available to the Imperium. When upgraded with their heavy weapons, they can deal with almost any opponent. They move slowly, but are equipped with teleporters that let them move short distances instantly. Their armor is so thick they don t need to rely on cover for protection. 9103608Devastator Marine Squads 9103609Devastator squads are available with both Heavy Bolters and Plasma Cannons. Heavy Bolters can suppress large groups of infantry and Plasma Cannons are effective at dislodging units from cover. Devastators need to set up their weapons before firing, and are vulnerable to melee units. 9103610Force Commander 9103611You ve selected the Force Commander. You can purchase wargear that makes him more effective at melee and armor that makes him more durable. The Force Commander can permanently upgrade to Terminator armor, which will give him powerful ranged attacks. 9103612Orks 9103613Orks strength comes from their numbers. Be sure to build several Ork squads before attacking your enemies. 9103614Ork Waaagh! 9103615The Orks have a special resource called Waaagh! Earn Waaagh! points by fighting, killing, and dying. Waaagh! points are spent on special Ork abilities. 9103616Roks 9103617The Orks can drop large asteroids from orbit that devastate large parts of the battlefield. Just be careful not to drop them on your own army! 9103618Ork Mekboy likes to fix stuff 9103619The Ork Mekboy can repair allied vehicles. If your teammates build vehicles, send your Mekboy along with them into combat. 9103620Eldar Units 9103621Eldar have swift and deadly warriors. You can use their superior speed to outmaneuver your enemies. Activate the Fleet of Foot ability at the right time and you can either avoid or confront your enemies that much faster. 9103622Eldar Farseer 9103623You have selected the Farseer commander. Her Levitate spell can lift entire squads and hold them in the air while other squads attack them. You will find this ability on the Levitation Blade 9103624Eldar Warlock 9103625You have selected the Warlock Commander. He is a hand-to-hand combat specialist that can extend his attacks from a distance. His spells knock enemies back or pull them towards him. The Warlock is also capable of cloaking nearby allies. 9103626Warp Spider Commander 9103627You have chosen the Warp Spider Commander. His ranged weapons are effective against infantry. He is also capable of equipping a powerful teleporter that can move allied units along with him. Coordinate with your teammates and you can quickly move your armies into a more advantageous position. 9103628Synapse 9103629Warriors and the larger Tyranid units emanate synapse auras. Synapse auras cause nearby Termagants and Hormagaunts to be far more effective in combat. Be careful, though -- a synapse creature sends out a psychic shockwave when it dies, causing nearby lesser tyranids to temporarily go into shock. 9103630!9103630 9103631!9103631 9103632Tyranid Units 9103633Tyranids can overrun their enemies by sheer numbers. Build several gaunt squads to attack your enemies from all sides. Use the more expensive Tyranid units to deal with specialized threats. 9103634They don t love their children like the rest of us. 9103635Tyranid Hormagaunt and Termagant squads can not retreat. You can replace the fallen squads, or reinforce them on the battlefield. Mycetic Spores, Brood Nests, and Pheromone Clouds will reinforce any nearby gaunt squads. 9103636Hormagaunts 9103637Hormagaunts are fast, fragile melee units. Their maneuverability allows them to easily close the distance with enemy ranged units. Build more than one squad and use them to outflank entrenched enemies. 9103638Hive Tyrant 9103639You have selected the Hive Tyrant commander. The Hive Tyrant has powerful synapse abilities and is capable at both melee and ranged combat. You can use the Hive Tyrant s Psychic Scream ability to weaken enemy units. 9103640Hive Tyrant Brood Nest 9103641Build a Brood Nest near your forward lines. This will allow you to fall back, reinforce, and get back into the fight quickly. 9103642Hive Tyrant Bio-Plasma 9103643Upgrade your Hive Tyrant with the bio-plasma biomorph. It has a large area of effect attack perfect for disrupting large amounts of infantry. 9103644Warp Field 9103645The Warp field ability drains energy instead of health when activated. This can drastically extend the life of your Hive Tyrant in combat. 9103646Lictor Alpha 9103647You have chosen the Lictor Alpha commander. The Lictor Alpha has access to the Flesh hook ability, which lets him pull a targeted unit closer. Use the Lictor Alpha for hit and run melee attacks. 9103648Lictors are scary 9103649Use the Lictor Alpha s Force Retreat bio-morph to force powerful enemy infantry to fall back, and then finish off the rest of his army. 9103650I mostly work alone 9103651If you equip the Lictor with the Loner bio-morph, he will receive a bonus when he is away from allies. This will make him more effective behind enemy lines. 9103652Lictor Infiltration 9103653Use the Lictor s Infiltrate ability to ambush enemy troops. Lictor commanders need to be infiltrated to take full advantage of their weapon biomorphs. 9103654Ravener Alpha 9103655You have chosen the Ravener Alpha commander. The Ravener can burrow, which will conceal it from enemy units. You can also build tunnels which will allow friendly units to travel across the map. Use the Ravener s burrow ability to disrupt entrenched enemy units. 9103656Ravener Poison Cloud 9103657The Ravener s Poison Cloud biomorph is great for taking out concentrated groups of infantry. 9103658Tyranids 9103659The Tyranids are a nomadic alien race comprised of several genetically-engineered warrior creatures, all grown from harvested bio-mass. They have come from beyond the galaxy s edge and are by far the deadliest threat to the Imperium. 9103660+%1VALUE%%% Sight Range 9103661+%1VALUE%%% Sight Range to all nearby allies 9103662%1VALUE%%% Sight Range 9103663-%1VALUE%%% Sight Range to all nearby allies 9103673Terminator Teleport Pack 9103674Terminator Teleport Pack 9103675DEFAULT Wargear for Assault Terminators 9103701Level 2 Teleporta Platform 9103702Kommandos Upgrade 9103703Increases Kommando Damage and unlocks Infilration ability 9103704Upgrades Kommandos 9103711Big Shoota 9103713Level 3 Hive 9103714Bomma Boyz Upgrade 9103715Improves energy regen on stikkbombaz and unlocks stun grenade upgrade 9103716Unlock Stikkbombaz 9103717Level 2 Stronghold 9103719Bommba Boyz 9103720Jump 9103721Soar through the air and land at targeted location. 9103723Stormboyz Jump Upgrade 9103724Improves jump range on stormboyz and unlocks suicide bomba ability 9103725Upgrades Stormboyz 9103726Pile of Gunz 9103728Access the Ancient Ruins 9103729Make your way through the jungle to the main entrance of the Ancient Ruins. 9103731Khaine s Wrath 9103732Unlocks the Avatar of Khaine 9103734Upgrade Exarchs 9103737Slugga Boyz Upgrade 9103738Improves health regen on slugga boyz and unlocks Recklessness ability 9103739Upgrades Slugga Boyz 9103742Find and activate the generator 9103743Defeat the Deff Dread 9103744Re-activate the generator 9103745Follow the cabling from the gate to locate its generator. 9103746Defeat the Deff Dread 9103747Re-activate the generator to lower the gate so that your squads may continue. 9103748Level 2 Teleporta Platform 9103749Tougher Armor 9103750Increases health on all ork vehicles 9103751Upgrades ork vehicles 9103756Level 3 Teleporta Platform 9103757Nob squads Upgrade 9103758Improves Nob health and unlocks frenzy ability 9103759Upgrades Nobz 9103761Click and target area 9103762Activate aura 9103763Activate aura 9103764Activate aura 9103768Click and target ally 9103771Toggle on/off 9103774Click and target area 9103775Click and target enemy 9103776Click and target area 9103777Return to the Gate 9103778Click to activate 9103779Click and target enemy 9103780Click to activate 9103781Click to deploy squad 9103782Click and target area 9103783Click to activate 9103784Click to activate 9103786Click to activate 9103787Click and then choose direction 9103788Click and target ally 9103789Click and target area 9103790Click and target ally 9103792Tier 3 9103793Click and target enemy vehicle 9103794Click to activate 9103795Toggle on/off 9103796Toggle on/off 9103797tyr_a25_high_powered_shot (torrent of warp blasts) 9103798Fire a high-powered round at a target. 9103799Fires a high-powered round at a target. 9103800tyr_a25_high_powered_shot (torrent of warp blasts) 9103801Fire a high-powered round at a target. 9103802Fires a high-powered round at a target. 9103803tyr_a25_high_powered_shot (torrent of warp blasts) 9103804Fire a high-powered round at a target. 9103805Fires a high-powered round at a target. 9103815Click and target area 9103816Click and target area 9103819Click to activate 9103821+%1VALUE% Health Regeneration to user and all nearby allies 9103822Neutralizes wearer s health regeneration. 9103823Neutralizes wearer s and allies health regeneration within %2RANGE% meters. 9103824Click and target ally 9103825Neutralizes allies health regeneration within %2RANGE% meters. 9103832Click and target enemy 9103834Click to activate 9103836Click and target area 9103837Click to activate 9103839Click and target enemy 9103841Toggle on/off 9103843Click and target area 9103845Click to activate 9103846Toggle on/off 9103847Click and target area 9103848+%1VALUE%%% Accuracy 9103849+%1VALUE%%% Accuracy to user and all nearby allies 9103850+%1VALUE%%% Accuracy to all nearby allies 9103851Plant Booby Trap 9103852Plant an explosive which can be triggered remotely, deals large damage to all targets in blast radius. 9103856Click to activate 9103858Click and target ally 9103859Click and target ally 9103860Click to activate 9103862Click and target ally 9103864Click and target area 9103865Click to activate 9103866Click to activate 9103868Click and target ally 9103869Activate aura 9103872Click and target enemy 9103873-%1VALUE%%% Accuracy 9103874-%1VALUE%%% Accuracy to user and all nearby allies 9103875-%1VALUE%%% Accuracy to all nearby allies 9103876Click to activate 9103879Click to activate 9103894Mission 9103895Reward 9103896Continue 9103897Experience Reward 9103898Total Performance 9103899MISSION SUCCESS 9103900WEAKENED 9103901Emergency Extraction! 9103902Mission Complete! 9103903Additional mission deployment available! 91039042 additional mission deployments available! 9103905Smoke Bomb 9103906Throw a smoke bomb that grants a cover bonus to the units within the affected area. 9103908Smoke Bomb 9103909Throw a smoke bomb that grants a cover bonus to the units within the affected area. 9103915Big Shoota 9103916Use Frag Grenades on the explosives 9103917He is targeting us! Get close to him to ruin his aim! 9103918Get right up to him and he will not be able to fire! 9103919Now! While he is distracted! Press the attack! 9103920He has lost his aim! Make him pay for his failure! 9103921Field generators are deploying now, Commander. 9103922Additional generators will not be available until your next deployment. 9103923Commander, we do not yet have additional field generators ready. 9103924You need to wait until your next deployment to secure another strategic asset. 9103925Thunderhawk 2 to Strike Team! We are going down! 9103926Finish our mission, Blood Ravens! 9103927Martellus! Come in! 9103928Emergen… drop active… 9103929The Armageddon… is no more… 9103930Gordian s sacrifice… must not be in vain… 9103931Recover %1ENERGY% Energy on hit 9103932All nearby allies recover %1ENERGY% Energy per hit 9103933User and all nearby allies recover %1ENERGY% Energy per hit 9103934Expend %1ENERGY% Energy per hit 9103935All nearby allies expend %1ENERGY% Energy per hit 9103936User and all nearby allies expend %1ENERGY% Energy per hit 9103937Toggle on/off 9103938Click and target an area 9103939Click and target an area 9103940Click and target ally 9103941Click and target an area 9103945Click to activate 9103946Click and target building 9103947Click to activate 9103948Click and target ally 9103949Passive heal 9103950Toggle on/off 9103951Click and target area 9103955Passive heal 9103956Passive heal 9103957Passive heal 9103958Toggle on/off 9103959Click and target area 9103960Click to activate 9103961Click to activate 9103962Click and target area 9103963Click and target enemy vehicle 9103964Click and target area 9103965Click to activate 9103966Click and target enemy squad 9103967Limited Use 9103969Click and target allied vehicle 9103973Click and target area 9103974Click to activate 9104006Boss Helm 9104007ALL 9104008TEAM 9104009Prepare for the second Wave 9104010Prepare for enemy assault 9104011Place defenses to eliminate the first wave of Ork attackers 9104012Prepare for the next wave of attackers 9104013Prepare for the next wave of attackers 9104014Prepare for the final assault 9104015Eliminate the third wave of Ork attackers. 9104016Destroy the final wave of Ork attackers 9104017Eliminate the first wave of Tyranid attackers. A second and third wave will follow. 9104018Eliminate the second wave of Tyranid attackers. A third wave will follow. 9104019Eliminate the third wave of Tyranid attackers. 9104020Destroy the Wartrukk to end the threat 9104021Eliminate the first wave of Ork attackers. A second and third wave will follow. 9104022Eliminate the second wave of Ork attackers. A third wave will follow. 9104023Eliminate the final wave of Ork attackers. 9104024Destroy the Wartrukk to end the threat 9104025Toggle on/off 9104026Click and target an area 9104027Click and target an area 9104028Defend the power generators 9104029Protect the generators placed around the strategic asset. At least one generator must remain or you will lose control of the asset. Use the defensive abilities provided to help. 9104030Toggle on/off 9104031Click and target ally 9104032Click to activate 9104033Click to activate 9104034Click and target ally 9104035Click and target area 9104036Click to activate 9104037Click and target ally 9104038Toggle on/off 9104039Click to activate 9104040Click to activate 9104050-%1VALUE%%% Melee Damage Resistance 9104051-%1VALUE%%% Melee Damage Resistance to user and all nearby allies 9104052-%1VALUE%%% Ranged Damage Resistance 9104053-%1VALUE%%% Ranged Damage Resistance to user and all nearby allies 9104054-%1VALUE%%% Damage Resistance 9104055-%1VALUE%%% Damage Resistance to user and all nearby allies 9104056+%1VALUE%%% Melee Damage Resistance 9104057+%1VALUE%%% Melee Damage Resistance to user and all nearby allies 9104058+%1VALUE%%% Ranged Damage Resistance 9104059+%1VALUE%%% Ranged Damage Resistance to user and all nearby allies 9104060+%1VALUE%%% Damage Resistance 9104061+%1VALUE%%% Damage Resistance to user and all nearby allies 9104062SM Power Node 9104063Secures Power Node and allows the construction of Power Generators. 9104064Secures Power Node and allows the construction of Power Generators. 9104065Power Node 9104066Activated Power Node 9104076Improved Rokkit Packs 9104077Improves jump range and unlocks Bommaboyz ability, which sends one of the Stormboyz loaded with explosives to their death amidst the enemy. 9104078Improve jump range 9104079Stormboy Improved Jump packs 9104082Ork Power Generator 9104083Build this for additional power resource. 9104084Power Generator 9104085Power Add-on 9104086SM Power Generator 9104087Build this for additional power resource. 9104088Increase power resource rate 9104089Power Generator 9104090Power Add-on 9104131Click and target area 9104133Click and target area 9104134Click and target area 9104135Click and target enemy 9104136Click and target area 9104137Click and target area 9104138Click and target area 9104139Click and target area 9104140Click and target area 9104141Click and target area 9104142Click to activate 9104143Click and target area 9104144Click and target area 9104154Consume mass quantities! 9104155Tyranid Ripper 9104156Ripper 9104157Minoris Omniphagea 9104158Level 2 Webway Assembly 9104159Aspect of Banshee 9104160Grants the War Shout ability, unlocks the Fleet of Foot ability, and gives the Exarch an Executioner weapon, which is effective against vehicles. 9104162Upgrade squad 9104163Aspect of Banshee 9104166Aspect of Warp Spider 9104167Grants Haywire Grenades to the squad and gives the Exarch Dual Deathspinners and Powerblades. 9104169Upgrade squad 9104170Aspect of Warp Spider 9104171Battle Equipment 9104172Guardians receive plasma grenades that do damage, and cause knockback. They also receive deployable energy shields that protect troops from fire, and the Fleet of Foot ability is unlocked. 9104174Unlock Plasma Grenades and Energy Shields 9104175Battle Equipment 9104178Level 2 Webway Assembly 9104179Pathfinder Gear 9104180Grants the Infiltrate ability, and allows Rangers to deploy Holo-fields to conceal others. Also unlocks the Fleet of Foot ability. 9104182Add stealth gear 9104184Pathfinder Gear 9104186Wraithbone 9104187Grants the Wraithbone ability, allowing Wraithlord to regenerate health. 9104189Upgrade Wraithlord 9104193This is grave news, Commander. We cannot stop the Tyranids without the scans from the astronomic array. 9104194Do we have any leads on what happened to the Techpriests’ reports? 9104195Do we have Rippa-Splitta’s location? 9104196Find and eliminate that Ork, Commander. We cannot let him escape. 9104197Captain, I have completed my search of the remains of the Techpriests base camp. 9104198It seems the array has attracted the attention of an Ork named Rippa-Splitta. 9104199Regenerate bone 9104200Not yet, but we have found one of his lieutenants. I am uploading his last known position to your map display. 9104209Scout Sergeant 9104210Level 2 Stronghold 9104211Thunder and Lightning 9104212Equip the Assault Squad with melta bombs (good against vehicles) and blind grenades (effective against units in buildings). 9104214Unlock Melta Bombs and Blind Grenades 9104215Thunder and Lightning 9104216Thunder and Lightning 9104217Level 2 Stronghold 9104218Advanced Targeting 9104219Grants the Vengeance Rounds ability that deals additional damage but no suppression damage. Vengeance Rounds can also do light damage to vehicles. 9104221Unlocks the Vengeance Rounds ability 9104222Improved Stabilizers 9104223Level 3 Stronghold 9104224Dark Age of Technology 9104225Grants extra health and improved inspired melee. 9104226Upgrade Dreadnought 9104228Dark Age of Technology 9104229Dark Age of Technology 9104234Level 2 Stronghold 9104235Reinforced Armor Plating 9104236Grants extra health to the Razorback. 9104237Upgrade Razorback 9104245Improved Rokkit Packs
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うぽって!!のG3先輩見てから使ってみたかった銃。出来ればBF4で出してほしかった - 2015-05-26 20 47 24 どこからみてもG3 - 2015-03-27 18 54 45 意外と使いやすいですね - 2015-03-25 10 01 55 精度が低いのが難点だな~ - 2015-02-05 23 43 43 PTR-91がBTR-90に見えたのは束の間 - 2015-01-08 20 31 51 装甲車ww - 2015-03-22 08 40 42
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Amulet Treasure/アミュレット・宝物 カードタイプ:Dungeon Feature Treasure/ダンジョンの特色 宝物 エキスパンション:Doomgate Legion/宿命の軍団 英語版 Card Name Number Class Text GREED AMULET 2 AMULET TREASURE TREASUREVILLAGE Destroy Greed Amulet to gain 4 Gold. NATURE S AMULET 2 TREASUREDUNGEON Destroy Nature s Amulet to gain MAGIC ATTACK +3. STRENGTH AMULET 2 TREASUREDUNGEON Destroy Strength Amulet to gain ATTACK +3. 日本語版 カード名 枚数 分類 テキスト 貪欲のアミュレット 2 アミュレット・宝物 宝物村:「貪欲のアミュレット」を廃棄することで4金貨値を得る。 自然のアミュレット 2 宝物ダンジョン:「自然のアミュレット」を廃棄することで魔法攻撃+3を得る。 剛力のアミュレット 2 宝物ダンジョン:「剛力のアミュレット」を廃棄することで攻撃+3を得る。 カード解説/CARD GLOSSARY エラッタ カード分析 所感 首飾りの宝物。とてもシンプルで扱いやすい。 自然のアミュレット、剛力のアミュレットの攻撃値増加は分かりやすく有り難い。ここぞという大物狩りに備えて温存する選択もあるが、使用して中堅モンスター(経験点2点以上が望ましい)を狩れる局面ならさっさと使ってしまった方が安定するだろう。 貪欲のアミュレットは上記2枚に比べると村のサプライによって有効度が左右される分、微妙な感がある。序盤で手に入ると有り難いが中盤以降だとあまり美味しくないことが多い。高コストだが高性能なLV2の英雄がいるようなら、これによる購入を狙ってみるのもいいだろう。
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Pacific Coliseum, Vancouver, British Columbia, Canada, June 3, 1972 ■Vancouver First Night (2CD) Off Beat Records XXCD20 ■Vancouver 72 (2CD) Idol Mind Productions IMP-CD 022-23 ■Vancouver First Night (2CD) SODD 038/39■Touring Party Vol. 1 (2CD) DAC-079 Seattle Center Coliseum, Seattle, Washington, June 4, 1972 (1st show) ■A Fair to Remember Revisited (4CD/disc 1, 2) VGP-141 Seattle Center Coliseum, Seattle, Washington, June 4, 1972 (2nd show) ■The Loveliest Night of Seattle 72 (2CD) Idol Mind Productions IMP-CD 034-35 (source 1) ■A Fair to Remember Revisited (4CD/disc 3, 4) VGP-141 (source 1) ■Seattle Superfonic 1972 (2CD) DAC-013 (source 2) ■Germany 1973 (2CD/disc 2/10 tracks) DAC-072 (source 3) Winterland Palace, San Francisco, California, June 6, 1972 (1st show)■Winterland Stars (2CD/disc 1) VGP-338 Winterland Palace, San Francisco, California, June 8, 1972 (2nd show) ■Midnight Magic (2CD) VGP-188 ■Juiced Up Sloppy (1CDR) Coast 2 Coast C2C 04 Hollywood Palladium, San Francisco, California, June 9, 1972 ■Hollywood 1972 (1CD) Shaved Disc Trash-02, A copy of LP Burning at the Hollywood Palladium 1972 ■Live at the Hollywood Palladium (1CD) LATHP 1972, A copy of LP Burning at the Hollywood Palladium 1972 ■Two Great Albums Cheap (2CD/disc 2) VGP-348 Pacific Terrace Center, Long Beach, California, June 10, 1972 ■Long Bitch (1CD) Risk Disc RD-010 Inglewood Forum, Los Angeles, California, June 11, 1972 (1st show) ■Welcome to the Breakfast Show (2CD/disc 2) VGP-337 ■The Great Western Show (2CD/disc 1) Exile Original Masters EXM-012AB ■Kickin the Forum All Night (1CDR) Pignose Records PGN 030 Inglewood Forum, Los Angeles, California, June 11, 1972 (2nd show) ■Get Your Rocks Off (2CD) King Snake Records KS-002-2CD (vinyl) ■Live at the L.A. Forum 1972 (2CD) Idol Mind Productions IMP-CD 038-39 ■Get Your Rocks Off (2CD) VGP-242 ■The Great Western Show (2CD/disc 2) Exile Original Masters EXM-012AB Community Center, Tucson, Arizona, June 14, 1972 ■Ain t Touched a Drink All Night (1CD) Weeping Goat WG-007 (source 1) ■Exile on Tuscon St. (1CD) Risk Disc RD-009 ■You Know What These Are (2CD) Cannonball CA-2003013/4 (source 2) ■Winterland Stars (2CD/disc 2), VGP-338 (source 2) Univercity Of New Mexico, Albuquerque, New Mexico, June 15, 1972 ■1972 US Tour (2CD/disc 2) Stones of Fire SOF 9010A/B ■Sweet Home Chicago (2CD/disc 2) VGP-256 International Amphitheater, Chicago, Illinois, June 19, 1972 ■Chicago 72 (1CD) Contra Band Music CMB-19 International Amphitheater, Chicago, Illinois, June 20, 1972 (2nd show) ■Sweet Home Chicago (2CD/disc 1) VGP-256 ■She Liked the Way I Held the Microphone (1CDR) Coast 2 Coast C2C 15 Tarrant County Convention Center, Fort Worth, Texas, June 24, 1972 (1st show) ■Ain t No Angel on Main Street (4CD/disc 1, 2) VGP-133 remastered gold CD limited edition ■Sweet Black Angel (4CD/disc 1, 2) no credit ■A Few Hearts Broken, A Few Strings Busted (2CD/disc 1) no credit ■Fort Worth 1972 (2CDR/disc 1) Sound of Satisfaction SOS-720624 Tarrant County Convention Center, Fort Worth, Texas, June 24, 1972 (2nd show) ■Mick Taylor We Miss You (2CD) VGP-092 (source 1) ■Ain t No Angel on Main Street (4CD/disc 3, 4) VGP-133 remastered gold CD limited edition (source 2) ■Sweet Black Angel (4CD/disc 3, 4) no credit (source 2) ■A Few Hearts Broken, A Few Strings Busted (2CD/disc 2) no credit ■Ahmet Ertegun, Thank You Kindly (1CDR) Coast 2 Coast C2C 01 ■Fort Worth 1972 (2CDR/disc 2) Sound of Satisfaction SOS-720624 (source 2) Municipal Auditorium, Mobile, Alabama, June 27, 1972 ■Mobile 1972 (1CD) Morganfield MG-003 (source 1) ■Kangaroo Mobile (2CD/disc 2) Risk Disc RD-005 ■Alabama Jubilee (2CD/disc 1) VGP-306 (source 2) ■Stick Inside of Mobile (1CDR) Mainstreet CDR 003 ■Touring Party Vol. 2 (DAC-080) (2CD/disc 1) Robert F.Kennedy Memorial Stadium, Washington D.C., July 4, 1972■Washington 72 (2CD) Idol Mind Productions IMP-CD-043-4 ■Grass Widow (1CD) Black n Blue RSBB-1006 ■Jack Daniel s on Tour (1CD) VGP-111 Scorp, Norfork, Virginia, July 5, 1972 ■Goin Back to the Roots American Tour-July 1972 (1CD) GBTTR 72001 (vinyl) ■Drive Me Crackers (1CDR) Black n Blue RSBB-1001 ■Going Back to the Roots (2CD/disc 1) VGP-062 (source 2) Coliseum, Carlotte, North Carolina, July 6, 1972 ■Back to 1972 (1CD) Power Stick POW-901502 ■Going Back to the Roots (1CD) ■Bring it Back Alive (1CD) VGP-054 ■Drippin Honey (2CD/disc 1) VGP-294 Civic Arena, Knoxville, Tennessee, July 7, 1972 ■Drippin Honey (2CD/disc 2) VGP-294 ■Touring Party Vol. 2 (DAC-080) (2CD/disc 2) Rubber Bowl, Akron, Ohio, July 11, 1972 ■Akron-Rubber Bowl 72 (1CD) Idol Mind Productions IMP-CD-029 ■Alabama Jubilee (2CD/disc 2) VGP-306 Convention Center, Indianapolis, Indiana, July 12, 1972 ■Indianapolis 1972 (1CD) Shaved Disc Trash-04 ■Going Back to the Roots (2CD/disc 2) VGP-062 Maple Leaf Gardens, Toronto, Ontario, Canada, July 15, 1972 (1st show) ■Standing at the Kitchendoor (2CD/disc 1) VGP-304 Maple Leaf Gardens, Toronto, Ontario, Canada, July 15, 1972 (2nd show) ■Street Fighting Men in Toronto 1972 (1CD) VGP-042 ■Standing at the Kitchendoor (2CD/disc 2) VGP-304 Forum, Montreal, Quebec, Canada, July 17, 1972 ■1972 US Tour (2CD/disc 1) Stones of Fire SOF 9010A/B Boston Garden, Boston, Massachusetts, July 18, 1972 ■They re Really Rockin Boston (1CD) VGP-020source 1 ■They re Really Rockin Boston (1CD) VGP-020source 2 ■Midnight Gamblers (2CD/disc 1) Exile Original Masters EXM-009AB ■Jailhouse Rock (2CD/disc 1) DAC-026 Boston Garden, Boston, Massachusetts, July 19, 1972 ■Ginsoaked Barroom Queen in Boston (1CD) Weeping Goat WG-008 (source 1) ■Midnight Gamblers (2CD/disc 2) Exile Original Masters EXM-009AB (source 2) ■Jailhouse Rock (2CD/disc 2) DAC-026 (source 2) Civic Arena, Pittsburgh, Pennsylvania, July 22, 1972 (Soundboard Recording) ■An American Affair (1CD) VGP-083 1st-issue ■Plane Sex on the Way to Pittsburgh (1CD) Montserrat Records BRCD 1911 ■The Royal Dragon (1CD) VGP-083 remastered Madison Square Garden, New York City, New York, July 24, 1972 ■M.S.G. 72 (2CD) Idol Mind Productions IMP-CD-024-025 ■M.S.G 72 Revisited (2CD) Exile EXCD-011/012 ■A Slice of Rock n Roll (2CD) VGP-244 Madison Square Garden, New York City, New York, July 25, 1972 (1st show) ■New York Garden (3CD/disc 1) Darthdisc DD-029/30/31 ■New York New York (3CD/disc 1) Exile EXCD-033/035 ■(Five English Gentlemen Spend a Day in a) New York Garden (3CD/disc 1) Futher Along FAP-007/008/009 ■Cold English Blood Runs Hot (3CD/disc 1) VGP-372 Madison Square Garden, New York City, New York, July 25, 1972 (2nd show) ■New York Garden (3CD/disc 2, 3) Darthdisc DD-029/30/31 ■New York New York (3CD/disc 2, 3) Exile EXCD-033/035 ■(Five English Gentlemen Spend a Day in a) New York Garden (3CD/disc 2, 3) Futher Along FAP-007/008/009 ■Cold English Blood Runs Hot (3CD/disc 2, 3) VGP-372 ■Cold English Blood Runs Hot (2CDR) Sister Morphine Records MORPH 09 ■The Great Lost Live Album (2CD) DAC-047 Madison Square Garden, New York City, New York, July 26, 1972 (Soundboard Recording) ■Welcome to New York (1CD) The Swingin Pig TSP-CD-038 ■Jumpin Jack Flash (1CD) RSC 012 CD ■Happy Birthday Mick! (1CD) Montserrat Records BRCD 1918 ■Welcome to New York (1CD) TMOQ-02/003 ■Welcome to New York (2CD) VGP-312 ■Welcome to New York (2CD/disc 1) SODD 022 ■Nasty Songs (2CD/disc 2) DAC-065 Ladies Gentlemen Soundtrack (Soundboard Recording) ■Dragon Slayers (1CD) S.B.R. 003 (VGP-001) ■Dragon Slayers (1CD) VGP-001 ■Ladies Gentlemen (1CD) TMOQ-02/006 ■Ladies Gentlemen (1CD) Mighty Diamonds MD 2002 ■Ladies Gentlemen (2CDR) Pignose Records PGN 011 ■Ladies Gentlemen...The Rolling Stones (2CDR) Sister Morphine Records MORPH 25 ■Lonestar Shooters (1CDR) Sister Morphine Records MORPH 34 ■You Can t Do That Baby (2CD) VGP-314 1st edition ■You Can t Do That Baby (2CD) VGP-314 2nd edition ■Ladies Gentlemen (2CD) Halcyon Cocksucker Blues Soundtrack (Soundboard Recording) ■Cocksucker Blues (2CD) Exile EXCD-001/2 The Greatest Lost Live Album (Soundboard Recording)■Philadelphia Special (2CD) The Swingin Pig TSP-CD-050 ■Philadelphia SpecialⅡ(2CD) The Swingin Pig TSP-CD-060 ■Philadelphia Special (1CD) VGP-260 1st-issue ■Philadelphia Special (1CD) VGP-260 remastered ■Philadelphia Special (2CD) SODD 004 ■How s Your Lungs (1CD) Stones of Fire SOF 8002 ■Ft. Worth Express (1CDR) Turd on the Run TOTR-006 ■Fort Worth Express (1CD) VGP-205 ■A Hard Shot to the Body (1CD) Super Sonic SS 200016 ■The Return of the Exiles (1CD) Halcyon ■Keep Your Motor Runnin (1CD) King Snake Records KS-004-CD (vinyl) ■Keep Your Motor Runnin (1CD) VGP-243 1st edition ■Keep Your Motor Runnin (1CD) VGP-243 2nd edition ■Keep Your Motor Running / The Lost Album (1CDR) Sister Morphine Records MORPH 45 ■The Greatest Lost 1972 Live Album (2CD) SODD 016 ■Plug in Flush Out (4CD) VGP-259 1st edition ■American Tour 1972 (5CD) VGP-259 2nd edition ■Touring Party 1972 (7CD) Rattle Snake RS 048/054 ■Plug in Flush Out (3CD+1CDR) SODD 056/057/058 Compilation ■From the Vault (1CD) VGP-100 ■Very Ancient, Thank You Kindly (1CD) Scorpio ■Love in Vain (1CD) Great Dane Records GDR CD 9007 ■Unreleased Decca Live Album 1972 (1CD) Stonehenge STO 003 ■Turn the Heat Up! Stones Touring History Vol. 3 (2CD) Bad Wizard BW6-24/25/27-72 ■Deuces Still Wild (2CDR) Sister Morphine Records MORPH 33 ■Gonna Bust Another Bottle (2CDR) Sister Morphine Records MORPH 35 ■Best of Live in Concert (1CD) Living Legend Records LLRCD 070, 1972-1979 ■Honky Tonk Women (1CD) Starlite CDS 51148, American Tour 1969 1972 ■Live USA (1CD) Imtrat imt 900.033, 1964-1972 ■Hell s Stones (3CD) Lobster Records CD 033/3, 1963-1972 BACK / NEXT
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Research Analysis The market research report profiles well-balanced information with previous as well as future results with an aim to offer a better understanding of the global Mercury Control market. The market report further offers an in-depth view of the leading factors that are related to increasing the demand growth for Mercury Control s. Not only this but also in this study the readers can get an in-depth report of the possibilities in combination with the latest trends in the targeted market. It is also a detailed combination of 10 years old qualitative and quantitative analysis of the industry that has been presented in the report with an aim to help the market players to increase maximum profit in the sector. The market research report also provides information on the record of individual sales records that are made with the expected revenue over the forecast period. This research report provides an extensive examination of all the related segments present in the industry. Moreover, it throws light on the recent development as well as the opportunity is that is going on in the Mercury Control Market. Get a Sample PDF File@ https //www.quincemarketinsights.com/request-sample-88276?pu Impact Of COVID 19 On Mercury Control Market The market research report provides an overview of the future impact of the global coronavirus outbreak on the supply chain, regional government policy, export and import control in the global market. The study also provides a detailed description of how this pandemic has affected the global market and also stop the enhancement of the sector in the wake of covid-19. The coronavirus pandemic has infiltrated each and every aspect of life. Not only this but also in terms of business environment it has created various differentiation. the continuously changing business setup, as well as the initial and the future impact of the market, is also analyzed in this market research report. Market Report Features Overview Of The Market Report The market research report offers a detailed quantitative as well as qualitative overview of the market for Mercury Control Market on the basis of area, category, product, competitors, and application. In terms of expanded coverage, the market report is further extended in terms of end-user market analysis and the comprehensive producer profile. Market Segmentation Of Mercury Control Market The market segmentation of the Mercury Control Market is done on the basis of technology, product type, application, distribution channel, and end-user. Geographical segmentation is also being done to get valuable insights into the Mercury Control Market . Geographical Analysis Doing the geographical analysis is very important to know about the broad feature of the market. In this section, the readers can get a comprehensive analysis of the Mercury Control Market based on the geographical location. This section throws light on the demand and sales output for the Mercury Control Market at the national and international levels. The study is being done taking into account some of the major geographic regions such as North America, Europe, Asia Pacific, South America, Middle East, and Africa. Make an Enquiry for purchasing this Report @ https //www.quincemarketinsights.com/enquiry-before-buying/enquiry-before-buying-88276?pu Market Highlights The market report on the Mercury Control Market is a summary of the current market situation for the Mercury Control Market . Moreover, the analysis provides information regarding the newly launched product and also the products that are to be launched during the forecast period. The study also includes minute details regarding market share, segment, trends, growth and forecast Carbotech, Albemarle, ADA Carbon Solutions, Calgon Carbon Corporation, Alstom S.A., Clarimex Group, Babcock Power Inc,. Company overview, latest trends, financials, R D expenditures. Quince Market Insights Top Trending Research Report* https //qmi189135117.wordpress.com/2022/09/16/disulfurous-acid-sales-market-latest-trends-size-key-players-revenue-and-forecast-2032/ https //qmi189135117.wordpress.com/2022/09/16/electrical-film-market-size-industry-growth-rate-global-share-upcoming-trends-leading-players-products-and-services-overview-forecast-to-2032/ https //qmi189135117.wordpress.com/2022/09/16/vanadyl-acetylacetonate-market-key-findings-growth-prospects-and-size-by-country-top-manufacturer-expansion-plans-and-business-strategy-forecast-to-2032/ Details Contained In The Mercury Control Market Report 2021 Market Overview 1.1 Market Introduction 1.2 Market Analysis By Type 1.2.1 Type 1 1.2.2 Type 2 1.3 Market Analysis By Applications 1.3.1 Application 1 1.3.2 Application 2 1.4 Market Analysis by Regions 1.4.1 North America 1.4.2 Europe 1.4.3 Asia Pacific 1.4.4 South America 1.4.5 the Middle East and Africa Market Scope Market Segmentation by type, application, end-users and regions Market Size estimation Market Competition Key Market Leaders Conclusions The market research report offers a detailed study of the Mercury Control Market which include market shares, size and growth opportunities by applications, product types and geographic regions. Not only this but also the report also contains a detailed summary of the leading market players. The experts have also mentioned the market growth, threats, opportunities and risks. About Us QMI has the most comprehensive collection of market research products and services available on the web. We deliver reports from virtually all major publications and refresh our list regularly to provide you with immediate online access to the world’s most extensive and up-to-date archive of professional insights into global markets, companies, goods, and patterns. Contact us Quince Market Insights Phone +1 208 405 2835 Email sales@quincemarketinsights.com Website https //www.quincemarketinsights.com/
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名器チューブスクリーマーの復刻版。 マーシャルと組み合わせて使うときはブースターとして使用おります。 分厚いサウンド。中音域のなんともいえないウォームな感じは60年~70年代サウンド好きにはたまらない一品。 まさにSRV!ジミヘン! 一押しはこれ! Ibanez TS-9 安っ! Ibanez TS-9【中古】/ IBANEZ アイバニーズ TS9DX Maxon ST-9 (#J051226) 【中古】 話題のCRYO処理を施し抜群のサウンドクオリティを実現!!Kagetsu Rock J/S MOD TS-9 CRYO+ MAXON OD-9 Ibanez TUBE SCREAMER TS808 Ibanez エフェクター。Ibanez TS-808
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からっぽdaydreamer【登録タグ GUMI か らんちゃん 曲】 作詞:らんちゃん 作曲:らんちゃん 編曲:らんちゃん 唄:GUMI 曲紹介 らんちゃん氏の3作目 絵はごちわさん担当 歌詞 あくびする朝 湿った目で今日を濡らして ふあふあの雲 瞳をそっと塞いで なにもしたくない訳じゃないけど何かをするのはまた面倒で 考えるだけ考えてまたポッケに押し込んでさ どこかではみ出した光がぐるりと回って僕に当たる そんな風にいつか空っぽの僕を理想に変えるかな あいつが築いてる夢を眺めてみては 「自分なら」なんてそんなこと浮かべている僕は 何もしてないくせにいつも何も出来ないと嘆いてた どこかではみ出した光が僕をふいに寂しくさせた 空想に浸って、なのにどうして僕が見えてくるの? 僕が描いた世界の主人公はどこか僕に似てて でも僕に足りない強さをちゃんと持ってさ 僕が作り出す自分をどうでもいいやなんて謳えない 向こう側の僕が笑う どこかで誤魔化した思いが理想にぶつかって僕に見せる 本当の自分と空想の僕を繋ぐ今日が来る コメント 名前 コメント
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Constraining Camera Position and Motion Sometimes you may already know some or all of the path of the camera, for example, · it may be available from a motion controlled camera, · the camera motion may be mechanically constrained by a camera dolly, · you may have measured some on-set camera data to determine overall scene sizing, or · you may have already solved the camera path, then hand-edited it for cleanup. SynthEyes lets you take advantage of this information to improve a solution or help set up the coordinate system, using the trajectory lock controls at the bottom of theSolver Control Panel, theHard and Soft Lock Controldialog, and the camera s seed path information. Warning using camera position, orientation, and field of view locks is avery advanced topic. You need to thoroughly understand SynthEyes and the coordinate system setup process, and have excellent mental visualization skills, before you are ready to consider camera locks. Under no circumstances should they be considered a way to compensate for inadequate basic tracking skills. Concept and Terminology SynthEyes allows you to create locks on path (X, Y, and/or Z translation), rotation (pan, tilt, and roll), and field of view. You can lock one or more channels, and locks are animated, so they might apply to an entire shot, a range of frames, or one frame. Each lock forces the camera to, or towards, the camera s seed path. The seed path is what you see before solving, or after clearing the solution. You can see the seed path at any time using theView/Show seed pathmenu control, or the button on the Hard and Soft Lock Control dialog. Locks may be hard or soft. Hard locks force the camera to the specified values exactly (except if Constrain is off), similar to pegged trackers. Soft locks force the camera towards the specified value, but with a strength determined by a weight value. Locks are affected by theConstraincheckbox on the solver panel, similar to what happens with trackers. With Constrain off, locks are appliedaftersolving, anddo notwarp the solution. All soft locks are treated as hard locks. With Constrain on, locks are applied before and during solving, soft locks are treated as such, and locksdowarp the solution. Field of view locks are not affected by Constrain, and are always applied. Camera position locks are more useful than orientation locks; we’ll consider position locks separately to start with. You can also constrain objects, but this is even more complex. Basic Operation Set up generally proceeds as follows 1. If you have not already attempted to solve the scene, go to step 5. 2. Go to the Solver Control Panel. Click themorebutton to bring up theHard and Soft Lock Controlpanel. 3. Position and animate the camera as desired, creating a key on each frame where you want the position to be constrained. The Get buttons can help with this. 4. Turn on the L/R, F/B, and/or U/D buttons as appropriate depending on the axes to be constrained — these stand for left/right, front/back, and up/down respectively. 5. Adjust the Constrain checkbox as needed. The camera position constraints behave similarly to constraints on the trackers if the Constrain checkbox on, they are enforced exactly during the solve, but if the Constrain checkbox is off, they are enforced only loosely after the completion of the solve. Loosely means that they are satisfied as best as can be, without modifying the trajectory or overall RMS error of the solution. The result of this process is to make the camera match the X, Y, and/or Z coordinates of the seed path at each key. This basic setup can be used to accomplish a variety of effects, as described above and covered in more detail below. At the end of the section, we’ll show some even more exotic possibilities. Using a Camera Height Measurement Suppose the camera is sitting on a moving dolly in a studio, and you measured the camera (lens s) height above the floor, and you have some trackers that are (exactly) on that floor. You can use the height measurement to set up the scene size as follows 1. Show the seed path View/Show Seed Path menu item 2. At frame 0, position the camera at the desired height above the ground plane 2 meters, 48 inches, whatever. 3. Turn on the U/D button on frame 0,turn it back off at frame 1. 4. Set up a main coordinate system using 3 or more trackers on the floor. Make sure tonotcreate a size constraint in the process if using the *3 button on the Coordinate system panel or the Coord button on the Summary panel, select the 2nd(on-axis) tracker, and in the Coordinate panel, change it from Lock Point (at 20,0,0) to On X Axis or On Y Axis. 5. Solve with Go! on the Solver panel Note that you can use whatever more complex setup you like in step 4, as long as it completely constrains both the translation and rotation, but not the size. WARNING You might be tempted to think “Hmmm, the camera is on a dolly, so the entire path must be exactly 43 inches off the floor, let me set that up!” (by not turning U/D back off). But this is almost alwaysa bad idea! The obvious problem is that the dolly track is never really completely flat and free of bumps. If the vertical field of view is 2 meters, and you are shooting 1080i/p HDTV, then roughly your track must beperfectly flat to 1 millimeteror so to have a sub-pixel impact. If your track is that flat, congratulations. The conceptually more subtle, but bigger impact problem is this a normal tripod head puts the camera lens very far from the center of rotation of the head—roughly 1 foot or 0.25 meter. As you tilt the head, the position of the camera increases and decreases up to that much in height! Unless your camera does not tilt during the shot, or you have an extra-special nodal-pan head, the camera height will change dramatically during the shot. A Straight Dolly Track Setup If your camera rides a straight dolly track, you can use the length of that track to set the scale, and almost the entire coordinates system if desired. While the camera height measurement setup discussed above is simpler, it is appropriate mainly for a studio environment with a flat floor. The dolly track setup here is useful when a dolly track is set up outdoors in an environment with no clearly-defined ground plane—in front of a hillside, say. For this setup, you should measure the distance traveled by the camera head down the track, by a consistent point on the camera or tripod. For example, if you have a 20’ track, the camera might travel only 16’ or so because there will be a 2’ dead zone at each end due to the width of the tripod and dolly. Measure the starting/ending position of the right front wheel, say. Next, clear any solved path (or click View/Show seed path), and animate the camera motion, for example moving from 0,0,0 at the beginning of the shot to 16,0,0 at the end (or wherever it reaches the maximum, if it comes back). You now have two main options A) mostly tracker-based coordinate setup, or B) mostly dolly-based coordinate setup, for side-of-hillside shots. For setup A, turn on only the L/R camera axis constraint checkbox on the first and last frames (only). The X values you have set up for the camera have set up an X positioning for the scene, so when you set up constraints on the trackers, they should constrain rotation fully, plus the front/back and up/down directions—but not the L/R direction since that would duplicate and conflict with the camera constraint (unless you are careful and lucky). For setup B, turn on L/R, F/B, and U/D on the first and last frames (only). You should take some more care in deciding exactly what coordinate values you want to use for each axis of the animated camera path, because those will be defining the coordinate system. [By setting keys only at the beginning and end of the shot, you largely avoid problems with the camera tilting up and down—at most it tilts the overall coordinate system from end to end, without causing conflicting constraints.] If the track is not level from end to end, you can adjust the beginning or ending height coordinate of the tracker as appropriate. But usually we expect the track to have been leveled from end to end. With X, Y, and Z coordinates keyed at the beginning and end of the shot, you have already completely constrained translation and scale, and have constrained 2 of the 3 rotation axes. The only remaining unconstrained rotation axis is a rotation around the dolly. To constrain this remaining rotation requires only a single additional tracker, and only its height measurement! On the set, you should measure the relative height of a trackable feature compared to the track (usually this will be to the base of the track, so you should also measure the height of the camera versus the base). You can measure this height using a level line (a string and a clip-on bubble level) and a ruler. On theCoordinate System Control Panel, select the tracker and set it toAny XY Planeand set the Z coordinate (for Z-up mode), or selectAny XZ Planeand set the Y coordinate (for Y-up mode). Now you’re ready to go! This setup is a valuable one for outdoor shots where a true vertical reference is required, but the features being tracked are not structured (rocks, bushes, etc). Again, we recommendnot trying to constrain the camera to be exactly linear, though you can easily set this up by locking Y and Z to be fixed for the duration of the shot, with single-frame locks on X at the beginning and end of the shot. This setup forces the camera motion to be exactly straight, but moving in an unknown fashion in X. Although the motion will be constrained, the setup willnotallow you to use fewer trackers for the solve. Using a Supplied Camera Path This section addresses the case where you have been supplied with an existing camera translation path, either from a motion-controlled camera rig, or as a result of hand-editing a previous camera solution, which can be useful in marginal tracks where you have a good idea what the desired camera motion is. After editing the path, you want to find the best orientation data for the given path. If you have an existing camera path in an external application (either from a rig, or after editing in maya or max, for example), typically you will import it using a standard or custom camera-path import script. Be sure that the solved camera path is cleared first, so that the seed path is loaded. If you have a solved camera path in SynthEyes, you can edit it directly. First, select the camera, and hit the Blast button on the 3-D panel. This transfers the path data from the solved path store into the seed path store. Clear the solved path and edit the seed path. Rewind and turn on all 3 camera axis locks L/R, F/B, and U/D. Next, configure the solver s seeding method. This requires some care. You can use the Path Seeding methodonly if your existing path includes correct orientation and field of view data. Otherwise, you can use the Automatic method or maybe Seed Points. The Refine mode is not an option since you have already cleared the solution to load the seed path, and don’t have orientation data anyway or you’d use Path Seeding. You can use Seed Points mode if you are editing the path in SynthEyes—but be sure to hit theSet Allbutton on the Coordinate System Setup Control panelbeforeclearing the prior solution, so that the points are set up properly as seeds. You should probablynotmake them locks, unless you are confident of the positions already. With the camera path locked to a complex path (other than a straight line), no further coordinate system setup is required, or it will be redundant. You can solve the scene first with the Constrain checkbox off, then switch to Refine mode, turn on Constrain, and solve again. This will make it apparent during the second solve whether or not you have any problems in your constraint setup, instead of having a solution fail unexpectedly due to conflicting constraints the first time. Camera-based Coordinate System Setup The camera axis constraints can be used in small doses to set up the coordinate system, as we’ve seen in the prior sections. Typically you will want to use only 1 or 2 keys on the seed path; 3 or more keys will usually heavily constrain the path and require exact knowledge of the camera move timing. Roughly, each keyed frame is equivalent in effect to a constrained tracker located at the same spot. You should keep that in mind as you plan your setup, to avoid under- or over-constraining the coordinate system. Soft Locks So far we have described hard locks, which force the camera exactly to the specified values. Soft locks pull more gently on the camera path, for example, to add stability to a section of the track with marginal tracking. In either case, for a lock to be active, the corresponding lock button (U/D, L/R, pan, etc) must be on. The weight values on the Hard and Soft Lock dialog controls whether locks are hard or soft. If the weight is zero (the default), it is a hard lock. A non-zero weight value specifies a soft lock. Weight values range from 1 to 120, with 60 a nominal neutral value. However, we recommend that when creating soft locks, you start with a weight of 10, and work upwards through 20, 30, etc until the desired effect is obtained. Weight values are in decibels, a logarithmic scale where 20 decibels is a factor of 10, and 6 decibels is a factor of two. So 40 is 10 times stronger than 20, and 26 is twice as strong as a weight of 20. (Decibels are commonly used for sound level measurements.) A lock can switch from hard to soft on a frame-by-frame basis, ie frames 0-9 can be hard, and 10-14 soft. You may need to key the weight track carefully to avoid slow transitions from 20 down to 0, for example. Soft locks are treated as such only when the Constrain check box is on it is the solver that distinguishes between hard and soft locks. If Constrain is off, the locks will be applied during the final alignment, when they do not affect the path at all, just re-orient it, so soft locks are treated the same as hard locks. Note that the soft lock weight isnota path blending control. You might naively be tempted to set up a nominal locked path, and try to animate the soft lock weights expecting a smooth blend between the solved path and your animated locked path. But that is not what will happen. The weight changes how seriously SynthEyes takes your request that the camera should be located at the specified position—but it will affect the tracker positions and everything else as well. Orientation Locks You can apply Pan, Tilt, and Roll rotation locks as well as translational locks. They can be used for path editing and, to a lesser extent, for coordinate system setup. For example, a roll-angle constraint can be used to keep the camera forced upright. That can be handy on tripod shots with large pans small amounts of lens distortion can bend the path into a banana shape; the roll constraint can flatten that back out. If the camera looks in two different directions with the roll locked, it constrainstwodegrees of freedom only a single pan angle is undetermined! For example, if looks along the X axis then along the Y axis, both with roll=0. You might want to think about that for a minute. The perspective window s local-coordinate-system and path-relative handles can help make specific adjustments to the camera path. Inherently, SynthEyes is not susceptible to “gimbal-lock” problems. However, when you have orientation locks, you are using pan, tilt, and roll axes that do define overall north and south poles, and you may encounter some problems if you are trying to lock the camera almost straight up or down. If this is the case, you may want to change your coordinate system so those views are along the +Y and –Y axes, for example. Object Tracking You can also use locks on moving objects, in addition to cameras. However, there are several restrictions on this, because moving objects are solved relative their hosting camera path, but the locks are world coordinate system values. If a moving object has path locks, then 1. the host camera must have been previously solved, pre-loaded, or pre-keyed, and the camera solving mode set to Disabled, 2. the translation axis locks must either all be on, or all off, and 3. the rotation axis locks must either all be on, or all off. Normally, when SynthEyes handles shots with a moving camera and moving object, it solves camera and object simultaneously, optimizing them both for the best overall solution. However, when object locks are present, SynthEyes must be able to access the camera solution first, in order to be able to apply the object locks. With the camera path, SynthEyes changes the translation and rotation axis lock values into a form usable for the object, but the individual axes are no longer available, and either all must be constrained, or none. SynthEyes will automatically turn all the enables on or off together if a moving object is active. Object locks have very hard-to-think-about impacts on the local coordinate system of the trackers within the object. Most object locks will wind up over-constraining the object coordinate system. We recommend that object locking be used only to work on the object path, not to try to set up the object coordinate system.