Pylons

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Ishmael
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Unread post by Ishmael »

In Chaos Earth it actually gives damage. It says 1d6MD but it also says not very useful in combat.
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Display-Name-Alpha
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Unread post by Display-Name-Alpha »

Depending on where the pylon is deployed... instant kill.
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Larsen
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Unread post by Larsen »

Well if he can take a gb on top of him he better have the gb on like his legs or other limb or non-critical area if he wants to live. That would be my opinion on it.

EDIT: I was writing too fast and skipped a section of my thought.
Last edited by Larsen on Sun Dec 12, 2004 3:37 pm, edited 1 time in total.
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Unread post by cornholioprime »

Zachary The First wrote:
Godly Cheese wrote:Depending on where the pylon is deployed... instant kill.


see, i was thinking the same thing..but I guess if a guy is tough enough to have GB on him w/out dying, he can probly take some MDC.
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Unread post by sinestus »

i would say the GB's stablizer program wouldn't let the pylons deploy, and thus prevent the weapon from firing,
unless the pilot took a melee running a manual overr-de routine.
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Unread post by Killer Cyborg »

Vagrant Storm wrote:I always had this idea of a GB doing a kick and fire ing the pylon at the same time for some extra damage...


You're not the only one to think of that.
For a long time, I used to alternate between thinking that would be really cool and thinking that it would just be cheesey.

These days I lean a lot more towards the cheesey view.

seeing as how a GB is not that great in close combat...well, no better than any other relitively slow moving PA or robot


The only way in which a GB suit is slow moving is that it can "only" run 60 mph. Other than that, it's as fully verasitle in combat as a human being is.
Remember, one of the abilites that you get from Robot Combat Elite (while piloting) is Leap Kick...

Besides, if you want your GB to be better in HTH combat, just give them a large vibro-sword and add in their punch damage.
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Zer0 Kay
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Unread post by Zer0 Kay »

Vagrant Storm wrote:I think mutants in orbit has some thing on this too

GB's in space that anchor to a hull of a space ship to fire the boom gun

and I think I remember it saying some thing like it did 1 MD to the hull each time the 4.5 foot pylons were punched into it
a little low on the damage in my opinion

I always had this idea of a GB doing a kick and fire ing the pylon at the same time for some extra damage...seeing as how a GB is not that great in close combat...well, no better than any other relitively slow moving PA or robot

Like the crazy in the rifts novel carving a peace symbol intothe armor of the GB with his vibro-knife


Beleive they determined that 1MD would be enough damage to create a hole big enough for the pylon to anchor into.
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Unread post by (SHIFTY) »

I would say at least for the pylons 2d6 MD. It just seems to me like they would do more damage.
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Zer0 Kay
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Unread post by Zer0 Kay »

(SHIFTY) wrote:I would say at least for the pylons 2d6 MD. It just seems to me like they would do more damage.


You don't think 2d6MD would be able to make a (approx.) 3 inch hole?
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Unread post by (SHIFTY) »

Zer0 Kay wrote:
(SHIFTY) wrote:I would say at least for the pylons 2d6 MD. It just seems to me like they would do more damage.


You don't think 2d6MD would be able to make a (approx.) 3 inch hole?



yes, I do think that 2da6 MD would be able make 3 inch hole or larger quite easily. This is not what I am talking about though I am saying that 1d6 is a little low for the damage of the pylons. Unless they combined this with the strength of the GB punches.
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Unread post by NoJack »

They are laser drills, at least they were in the main book, Free Quebec (I know, I know) and Chaos Earth. It also says that they can punch into MDC stone and rock. Mutants in Orbit has them attaching to Spaceship hulls. (I'd prefer to fire them through someone's space-suit, let explosive decompression do your work for you.)

I have always wanted to use the pylons as a close combat weapon, a sort of humiliation weapon if you will. Place foot on GBK chest, aim Boom Gun at head, fire and forget.
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Unread post by TechnoGothic »

>shakes head not believing what he is hearing<

Havent yall read FREE QUEBEC.
It goes into the problems on using the Pylons as weapons and against MDC structures such as Ship Hulls, MDC Body Armors and the like.

My book is packed away right now, so cant quote from it right now.
But i believe it said something like this :
The Pylons do either 1d6 or 2d6 to the target.
It takes 3 to 6 impacts before the Pylons penerate a Ship Hull or Armor.

If you want an Instant kill, use the BG on the person's HEAD/Helmet at point blank range.
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Unread post by TechnoGothic »

yeah its in FQ
They use the Pylons against Ships in the rivers to sink them.

When i first read it, it stuck.

My Silverwolf GB didnt have pylons so he actually could fire his weapon way before the other onboard could while they were trying to ground themselves to attack back...the GG from that battle on used the Explosive bullet/grenade launcher shoulder weapon instead of a BG...The GM wouldnt let her use a PB cannon from a silverwolf though.

Our unit of GBs and Sidekicks pounded enemies hard.
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Unread post by Zer0 Kay »

TechnoGothic wrote:>shakes head not believing what he is hearing<

Havent yall read FREE QUEBEC.
It goes into the problems on using the Pylons as weapons and against MDC structures such as Ship Hulls, MDC Body Armors and the like.

My book is packed away right now, so cant quote from it right now.
But i believe it said something like this :
The Pylons do either 1d6 or 2d6 to the target.
It takes 3 to 6 impacts before the Pylons penerate a Ship Hull or Armor.

If you want an Instant kill, use the BG on the person's HEAD/Helmet at point blank range.


That would suggest that the pylons can be activated without firing the BG. Never been suggested before as a matter of text it has only been described as firing before the BG fires.

Editing afterwards to try to make continuity/sense sucks.
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Unread post by Josh Sinsapaugh »

Shinjo wrote:In my group we decided it was 2d4...A glitterboy dug into a samas and fired...good times...


Ummm...no...we decided it was 1D6, just like it stipulates in the Chaos Earth main book.
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Unread post by Rimmer »

One thing i have never understood, was the need for the GB's in MiO to have to use pylons, usually on the ship they just hopped out of ? :eek:

lets see, 10 GB's, average 5 APM each, 1D6MDC per pylon, 2 pylons per GB equals about 1D6x100 MDC per melee as freindly fire :eek:
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gimme a break, my pc is a playa, not me.
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Unread post by Zer0 Kay »

Rimmer wrote:One thing i have never understood, was the need for the GB's in MiO to have to use pylons, usually on the ship they just hopped out of ? :eek:

lets see, 10 GB's, average 5 APM each, 1D6MDC per pylon, 2 pylons per GB equals about 1D6x100 MDC per melee as freindly fire :eek:


Good Point maybe on the GB carriers they have sections on the hull that are made of "self-healing" SDC material the GBs walk to and mount themselves into. Ships designed like this could essentially go from unarmed to bristling with GB turrets. Maybe the GB specific carriers would have elevators made of this stuff so the GBs could premount themselves to it then it raises them to the hull already placed. Even worse the elevator also incorporates a turntable which receives remote commands from the GB allowing the GB to turn while anchored.

Funny question, how many GBs does it take to fire in the same direction in order to halt/move a ship?
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Unread post by Josh Sinsapaugh »

The GB Carrier in the Free Quebec book has specialized slots for the GBs to lock into place with their pylons.
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Unread post by R Ditto »

Makes sense that ships expected to carry GBs would have such slots.

To add my op views, the pylons and foot "claws" probably have a secondary setting to lock down onto such special anchor points. Since the pylons are meant to simply keep the GB's feet in place, the pylons wouldn't need to fully extend their full length, just enough to lock down into the special anchor points.

Another possible option is to set the pylons to not retract automatically, so a GB remains anchored.
I estimate a GB could simply swivel at the hips and the gun mount enough to get a nice 90 degree cone of fire even if anchored, perhaps even as wide as 180 degrees depending on how "flexible" the BG mount and GB's hips/waist/joints are.
A ship could probably use them as a sort of limited turret.

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Firing the boom gun shouldn't slow a ship much if at all since the thrusters on the GB are meant to counter most of the recoil.
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Unread post by Josh Sinsapaugh »

Zachary The First wrote:
R Ditto wrote:Makes sense that ships expected to carry GBs would have such slots.

To add my op views, the pylons and foot "claws" probably have a secondary setting to lock down onto such special anchor points. Since the pylons are meant to simply keep the GB's feet in place, the pylons wouldn't need to fully extend their full length, just enough to lock down into the special anchor points.

Another possible option is to set the pylons to not retract automatically, so a GB remains anchored.
I estimate a GB could simply swivel at the hips and the gun mount enough to get a nice 90 degree cone of fire even if anchored, perhaps even as wide as 180 degrees depending on how "flexible" the BG mount and GB's hips/waist/joints are.
A ship could probably use them as a sort of limited turret.

Zer0 Kay
Firing the boom gun shouldn't slow a ship much if at all since the thrusters on the GB are meant to counter most of the recoil.


I think this is a pretty sensible view. I mean, common sense takes over at a point, and if someone is advanced enough for space combat, I'm sure they've considered out these sort of ramifications to the ship.


I'm pretty sure it mentions them in the discription and you can easily see them in the illustration, too.
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