Login or register. (You can now login/register with your social networks.)

Items
Armor
Non-Magical
 
Public Draft
0
0 Votes

3xp


Hits: 510
Comments: 3
Ideas: 0
Rating: 0
Condition: In Work (public)
ID: 5717

Submitted:

Updated:
April 9, 2011, 6:41 pm

Vote Hall of Honour
Author Status

Options


Print Friendly and PDF

Chevallier Mk 3 Fronteersman

By:

Chevallier Mk 3 Fronteersman

Full Item Description

History

 

The system was produced by the E-Terr Corporation, one of the major munition conglomerates employed by the Terran Armed Forces.  It was intended to provide isolated outposts with heavy law-enforcement capability.  A fronteersman is not expected to deal with minor infractions that can easily be handled between setters, but intended to combat brigands, pirates and deal with civil unrest.

Operating far from any backup, this duty is very hazardous and this combat system was designed to produce the maximum local support and mission flexibility.

 

 

In the vast expanse of the Thousand Worlds, the TWN cannot be everywhere, and so on many a lonely outpost, a single Fronteersman is often the sole bastion of law and order.

For long range transport, the Fronteersmen employ an assortment of military and civialian (though modified) vehicals, but on normal patrol, they employ their wonderful mount.

The Horse is both transport and logistics. This creature is an engineered lifeform combining both genetic engineering and cybernetic systems.  It is as heavily armored as the Fronteersman himself, and contains a variety of offensive and support systems:

Parts Replicator: Capable of assembling small items from resources either already carried or obtained locally.  Device complexity can be quite high depending on the capability of the purpose-built Quantum CPU. 

"Lance" laser:  The pommel of the Horse’s saddle includes a hookup for the T80 light laser - a model normally employed on light armored vehicals and combat robots.  When not in use the weapon is slung along side the horse.  When emplaced, the weapon uses the horse’s own integral fusion powerplan to provide excellent capacity.

Magic/Cursed Properties
Actually a small combat team.

Horse, Hawk, Hound and Trooper

The Horse provides primary locomotion, power and logistics.

The Hawk provides reconnasiance and minor harrasment capabilites.  It can also function as an anti-tank missle, though this of course destroys the hawk.

The Hound also provides scouting capability, but is also useful for capturing criminals and tracking.  In extremis, it can also self destruct, with a sub-nuclear yield.

 

 



Additional Ideas (0)

Please register to add an idea. It only takes a moment.

Join Now!!



Gain the ability to:
Vote and add your ideas to submissions.
Upvote and give XP to useful comments.
Work on submissions in private or flag them for assistance.
Earn XP and gain levels that give you more site abilities.
Join a Guild in the forums or complete a Quest and level-up your experience.
Comments ( 3 )
Commenters gain extra XP from Author votes.

valadaar
April 9, 2011, 18:40
0xp

Does anyone care if this is finished? It smells a bit anime to me.

EchoMirage
April 10, 2011, 3:45
0xp
From what I understood - a trooper with a cyber-horse, -dog nad -hawk? Anime-ish, but kinda stylish :)
valadaar
April 10, 2011, 12:05
0xp
Yes. Basically inspired by "The Witch of the Westmoreland" - Stan Rogers. Also somewhat by Sabreriders.

"
He said "Lie down me brindled hound, and rest ye me good grey hawk,
And thee, my steed, may graze thy fill, for I must dismount and walk.
But come when you hear my horn, and answer swift the call!
For I fear ere the sun will rise this morn ye will serve me best of all."





Random Idea Seed View All Idea Seeds

       By: ephemeralstability

The Forest of Throck:

Throck forest is divided into three parts: a region of twisted black magic, which is dark and hemmed in with the legions of sable pine. This is Spindel, and is occupied by the hideous Ettercaps and their spider-pets. The second area is the chaotic elfin-wood, where the druids work their wyrd magic amongst the oaks. The last part is Udnalor, the home of the gnomes. Finding themselves surrounded by these chaotic forces they dwell as quietly as possible beneath the surface. Their culture is a fascinating one to visit, and in the next few miscellaneous ideas, I shall examine the ways and customs of THE GNOMES OF UDNALOR, with a view to role-playing them.

Ideas  ( Locations ) | May 4, 2002 | View | UpVote 1xp


Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment when you use an idea!
PayPal
Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.
0.0217