Tinkerer's Thread

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AGM: Captain Marks

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Tinkerer's Thread

Postby Tyrannosapiens Rex » Sun Feb 06, 2011 9:34 am

THIS IS NOT A CHAT THREAD.

This has been lightly edited by T-Rex.


My quick guidelines for Operator work
1.) Only the GM knows just what modifiers are in place (+5%, -25%, etc.)
2.) The PC Operator only knows the roleplaying factors of which he's aware (not at his shop, not working with full tool set, working under pressure, etc.)
3.) The Operator will receive a number of attempts per day equal to his Experience Level.

Indicates that an item has been destroyed due to gross incompetence; impossible to salvage.
Indicates that an item has been disabled/broken due to some mistakes; it's repairable though.
Indicates that an item has not been successfully altered, no harm done though.
Indicates that an item has been successfully altered to the desired effect.
Indicates that an item has been miraculously altered beyond the expected results.
Neither T-Rex nor Ecks will be altering your stats, do that yourself and check back here periodically for updates.

Players will be prompted to post rolls to cover a specific time-frame periodically which the GM will use to determine the results of the character's labors.

Quick Guidelines for TW device creation
1.) Only the GM knows just what modifiers are in place (+5%, -25%, etc.)
2.) The PC Techno-Wizard only knows the roleplaying factors of which he's aware (not at his shop, not working with full tool set, working under pressure, etc.)
3.) The Techno-Wizard will receive a number of attempts per day equal to his Experience Level.
4.) Must Supply Form of Device, Intended Functions of the Device, Level of device (no higher than Level of the Techno-Wizard), whether it is a Ley Line Device or not, and Intended P.P.E. storage if any.

The GM will then PM the following to you.
1.) Number of spell chains and spells needed.
2.) Required Gems.
3.) Base P.P.E. Construction Cost.
4.) Activation Cost.
5.) Construction Time.
6.) Extra Components if any.
7.) List of skill rolls needed in addition to Techno-Wizard Construction Skill.

Building of the device should then be role-played.

Indicates that, due to gross incompetence, the spells misfired and destroyed all components used.
Indicates that device does something, though maybe not what was intended.
Indicates that the device was not successfully created, something went wrong procedurally, no harm done aside from wasted P.P.E.
Indicates that the device has the intended function, though it may have quirks.
Indicates that the device works exactly as planned, perhaps even better.
Neither the GM nor the Worker/s will be altering your stats, do that yourself and check back here periodically for updates.

Guidelines for assessing attempts per day

Assistant types & Limitations on type of work
Operators and other tinkerers receive a number of attempts per day equal to their experience level.
Assistants are assessed at the highest level of skill possessed.

Unskilled assistants (possess no applicable technical skills) can only assist in basic repairs. (+1 attempt per day)
Basically skilled assistants (possess limited technical skills) can only assist in basic repairs. (+2 attempts per day)
Skilled assistants (possess an engineering skill) can assist in technical jobs within their area of expertise. (+3 attempts per day)
Highly skilled assistants (engineers in more than one field) can assist knowledgeably in any endeavor. (+4 attempts per day)

Basic Technical Skills
☞ Aircraft Mechanics
☞ Automotive Mechanics
☞ Basic Electronics
☞ Basic Mechanics
☞ Computer Repair
☞ Cybernetics: Basic
☞ General Repair & Maintenance
☞ Jury-Rig
☞ Salvage

Skilled Technical Skills
☞ Bioware Mechanics
☞ Electricity Generation
☞ Field Armorer & Munitions Expert
☞ Vehicle Armorer

Engineering Skills
☞ Electrical Engineer
☞ Mechanical Engineer
☞ Robot Electronics
☞ Robot Mechanics
☞ Weapons Engineer

Other Useful Skills (Added by T-Rex)
Gemology (TW items)
Lore: Magic (TW items)
Recognize Weapon Quality (weaponry)
Appraise Goods
Rope Works (large vehicle work)
Leatherworking
Chemistry: Analytical
Computer Programming
Computer Hacking
Archaeology (lostech)
Of all the things encountered in the Megaverse, the most vile and evil are not the demons, or Alien Intelligences. No, even the Old Ones pale in vileness to the Human Tyrant King. For, only he treats his own kind, every day of his life, with the kind of careless attitude the Old Ones treated the so-called lesser races.
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Re: Tinkerer's Thread

Postby Tyrannosapiens Rex » Sun Feb 06, 2011 10:08 am

The Operator's Assistants

Beanpole
A generally skilled assistant, knowledgable with tools, and capable of assisting in a variety of basic tasks. (+2 attempts per day, +3 for armor repair and jury-rigged repairs)
Basic Electronics 55%
Basic Mechanics 60%
General Repair & Maintenance 60%
Armorer/Field Armorer 60%
Jury-Rig 35%

Ecks
Ecks is an operator, but may be called on by others to assist with their own projects. (+1 attempt per level per 8 hour period (currently 8 ) and can work two periods a day)

Computer Repair--83% (+5%)
Electrical Engineer --93% (+5%)
Jury-Rig--88% (+5%)
Mechanical Engineer--88% (+5)
Weapons Engineer--83% (+5%)
Robot Electronics--73% (+5%)
Aircraft Mechanics--78% (+5%)
Automotive Mechanics--88% (+5%)
Robot Mechanics--73% (+5%)
Vehicle Armorer--83% (+5%)
Basic Mechanics--73% (+5%)
Computer Programming--73% (+5%)

Brianna
Brianna has some basic experience with electronics, even if it is behind the times. (+1attempt per day, +2 involving electronics work.)
Basic Electronics

Drake
Drake is skilled... (+3 attempts per day)

Field Armorer 60% (+5%)
*Basic Mechanics 45% (+5%)
Automotive Mechanics 45% (+5%)
General Repair & Maintenance 55% (+5%)
Mathematics: Basic 60% (+5%)
Computer Operation 55% (+5%)

Victor
Victor is skilled.... (+1 Attempts per day)

Math: Basic 60%+5%
Basic Electronics 40%+5%
General Repair & Maintenance 50%+5%
Computer Operation 60%+5%

Noth
Noth isn't skilled in the area of repair. +1 Attempt per day)

Mathematics: Basic: 78% (+5%)
Of all the things encountered in the Megaverse, the most vile and evil are not the demons, or Alien Intelligences. No, even the Old Ones pale in vileness to the Human Tyrant King. For, only he treats his own kind, every day of his life, with the kind of careless attitude the Old Ones treated the so-called lesser races.
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Re: Tinkerer's Thread

Postby Tyrannosapiens Rex » Sun Feb 06, 2011 5:21 pm

Permissions:
Beanpole: The Glitter Boy is off-limits for upgrades. Anything else may be upgraded, and anything may be repaired.
Molo: Happy to dissect or improve any technological item. Generally touchy about magical items, which he has a fair understanding of.
Drake: ??
Brianna: ??
Nio: ??
Christopher: ??

Ecks' Sense of Craftsmanship

He will work on multiple projects concurrently, though usually not more than 3-4. However, that is in reference to projects. So if someone had armor they wanted Ecks to add armor to and add a built-in weapon, that would be two projects not one.

He KNOWS he can fix anything. It may just take time. He will also likely revisit finished projects to improve, if given the chance. If he does make an error and messes anything up, he will fix it before moving onto anything else.

Also maybe prone to fixing things that aren't broke by definition, though to his mind may be inefficient and poorly designed.

He is also a little bit of a stress junkie and enjoys working under pressure, turning on the spot to work on an urgent project. He views it as a skill challenge. Urgent projects will often lack his "custom" add-ons however. The difference between an artist belting out an illustration to fill a need, and the careful masterpiece which speaks to their heart.

Any project that is not time sensitive may take a little longer than average, but often exhibits the best of his capabilities and his pride as an operator.

Completed Tasks



Ecks' To-Do List



Salvage Parts & Useful Material



Jury-Rig Repairs



Repair and Soup-Up Machines & Vehicles
Of all the things encountered in the Megaverse, the most vile and evil are not the demons, or Alien Intelligences. No, even the Old Ones pale in vileness to the Human Tyrant King. For, only he treats his own kind, every day of his life, with the kind of careless attitude the Old Ones treated the so-called lesser races.
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Re: Tinkerer's Thread

Postby Augur » Sat Aug 18, 2012 6:46 am

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(This is used as an archive to record spells studied.)

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Re: Tinkerer's Thread

Postby Ecks » Wed Jan 14, 2015 6:17 am

This will be for me to keep track of things.

Sled Investment
Ecks: 500,000 universal credits
Beanpole: 500,000 universal credits


12/20/2014

Projects:

Salvage
Repair damaged personal armor
Repair damaged weapons
Repair damage vehicles
• Repair Terrain Hopper for sale or use
• Repair Mysterious Glitterboy
Repair Sled Pylon
Repair Hover Jets

Armor mods only

• Add Armor (NG-EX10)
• Increase Strength on (NG-EX10)

Weapon mods only
• Mantooth BB-6 Silvered, with silver studs on butt of the grip.
Vehicle mods only
• Add Armor NG-V7
• Repurpose another couple hoverbikes for stabilization on NG-V7
• Add winch to the back of NG-V7



Custom
• Contact Mage's guild or other regarding TK rounds for BB-6
• Shotgun shels for BB-6, Silver 00 Buckshot



Future Custom (not priority - notes only)
• Winch (NG-V7)
• Forcefield (NG-V7)
• Additional Armor (NG-V7)
• Increased mini-missile payload (NG-V7)
• Stabilizers (NG-V7) for jumping (Jets?)
• Handheld shield (NG-V7)
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Re: Tinkerer's Thread

Postby Drake » Mon Jun 15, 2015 7:20 pm

Permissions: Ecks has Drakes permission to perform maintenance and modifications to his equipment.



Drake is going to build himself an M.D.C. version of a Heavy shield (Aiming for 40 M.D.C.) (Slightly smaller than a Tower Shield). He also would like to make a one handed M.D. Sword/Machete (will be made of M.D.C. Materials, but do S.D.C. because of strength). These will likely be a rough looking pieces of equipment as Drake is more of a function over looks kind of individual.

Field Armorer (Shield 1st 4 hours) 1d100 = 29/60% Pass (Can be used for basic Blacksmithing)
Field Armorer (Shield 2nd 4 hours) 1d100 = 19/60% Pass
Field Armorer (Sword 1st 4 hours) 1d100 = 27/60% Pass (Can be used for basic Blacksmithing)
Field Armorer (Sword 2nd 4 hours) 1d100 = 97/60% Fail
Field Armorer (Sword 3rd 4 hours) 1d100 = 55/60% Pass
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Re: Tinkerer's Thread

Postby Shane » Tue Dec 15, 2015 11:26 pm

First Project:
Modification of Shane's JA-12 Grenade Launcher to accept the same grenades as the NG-GL10 Grenade Launcher (Standard rifle grenades) on page 92/93 of Merc Ops.
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Re: Tinkerer's Thread

Postby Victor Singer » Wed Jan 25, 2017 9:57 pm

Here are a couple of ideas I had for TW devices, sorry that I don't have the first one 100%, I will finish it off and edit this later on.

Emergency Teleport System (for body armor, power armor, robot vehicles, & other vehicles)
Device Level: 15
Primary: TP Superior; PPE: 600, Spell Level: 15, Gem: 50 carat Lapis Lazuli worth
Secondary: Locate; PPE: 30, Spell Level: 8, Gem: 10 carat White Pearl
[(600+30)x150]/50 = Base PPE Cons. Cost 1,890
Activation Cost: 95

Completed device should read something like this;

Emergency Teleportation System; Duration: Instant, PPE: 200, Spell: Superior Teleport; Range: 13,000 miles, Target: TBD by & installed during build, but CANNOT be changed later on unless the entire thing is rebuilt, Contingency Parameters: system will automatically activated under these conditions only; pilot is rendered unconscious, pilot is paralyzed for more than 1 minute, MDC is reduced to 25% or less, if armor is breached in anyway AND the environment is hostile (too little or no oxygen, vacuum, underwater, etc.), Override: If the pilot is conscious and can speak, an override command can be given to stop the teleport, but there is only a 5 second lag, so you only have 1 or 2 actions to do this in.
PPE Battery; PPE: 200, Note: Linked directly to the emergency teleport system and only this TW feature, cannot be used to power any other TW modifications.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Device Level: 5th

Form: Tube (8" long x 1.5" diameter)

Function: Silences all sound/audio aspects and completely hides the muzzle flash (if any) of the weapon it is attached to.

Spell Chain 1 (Silencer): Globe of Silence (lvl 7, PPE: 20), Distant Voice (lvl 5, PPE: 10)

Spell Chain 2 (Flash-hider): Invisibility: Simple (lvl 3, PPE: 6), Impervious to Fire (lvl 3, PPE: 5)

Gems:
Spell Chain 1; Garnet 5ct & Garnet 1ct
Spell Chain 2; Green Emerald 2.5ct & Smoky Quartz 1ct

Base PPE Construction Cost:
Spell Chain 1; [(20+10)x50]/5= 300 PPE
Spell Chain 2; [(6+5)x50]/5= 110 PPE
Total: 430 PPE

Activation Cost: 430/20= 22 PPE (ISP: 44)

Construction Time: (430/10)x5= 215 hours

Construction Cost: [(430x10)x5]= 21,500+X

*X is the total cost of all the gems used

Duration: 1 hour

Notes:
5th lvl Globe of Silece lasts for 7.5 minutes
12,000 cubic inches for Globe of Silence
354 cubic inches for typical sniper rifle

Completed device should read something like this;

TW Suppressor; Duration: 1 hour, ISP: 44, Effects: Totally silences the entire weapon (mechanicals and all) as well as completely hides the muzzle flash.


Note: I used the Distant Voice spell in the 1st chain because originally I had planned to have a setting on the device where the user could cause his weapon report (the big bang sound you hear from a gun) to come from a completely different area then where he was at. Basically, use it to further confuse the enemy if/when they came looking for the shooters location. Just never finished that bit.
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Re: Tinkerer's Thread

Postby Selenidaria » Thu Jan 26, 2017 12:38 am

Victor Singer wrote:Here are a couple of ideas I had for TW devices, sorry that I don't have the first one 100%, I will finish it off and edit this later on.

Emergency Teleport System (for body armor, power armor, robot vehicles, & other vehicles)
Device Level: 15
Primary: TP Superior; PPE: 600, Spell Level: 15, Gem: 50 carat Lapis Lazuli worth
Secondary: Locate; PPE: 30, Spell Level: 8, Gem: 10 carat White Pearl
[(600+30)x150]/50 = Base PPE Cons. Cost 1,890
Activation Cost: 95

Completed device should read something like this;

Emergency Teleportation System; Duration: Instant, PPE: 200, Spell: Superior Teleport; Range: 13,000 miles, Target: TBD by & installed during build, but CANNOT be changed later on unless the entire thing is rebuilt, Contingency Parameters: system will automatically activated under these conditions only; pilot is rendered unconscious, pilot is paralyzed for more than 1 minute, MDC is reduced to 25% or less, if armor is breached in anyway AND the environment is hostile (too little or no oxygen, vacuum, underwater, etc.), Override: If the pilot is conscious and can speak, an override command can be given to stop the teleport, but there is only a 5 second lag, so you only have 1 or 2 actions to do this in.
PPE Battery; PPE: 200, Note: Linked directly to the emergency teleport system and only this TW feature, cannot be used to power any other TW modifications.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Device Level: 5th

Form: Tube (8" long x 1.5" diameter)

Function: Silences all sound/audio aspects and completely hides the muzzle flash (if any) of the weapon it is attached to.

Spell Chain 1 (Silencer): Globe of Silence (lvl 7, PPE: 20), Distant Voice (lvl 5, PPE: 10)

Spell Chain 2 (Flash-hider): Invisibility: Simple (lvl 3, PPE: 6), Impervious to Fire (lvl 3, PPE: 5)

Gems:
Spell Chain 1; Garnet 5ct & Garnet 1ct
Spell Chain 2; Green Emerald 2.5ct & Smoky Quartz 1ct

Base PPE Construction Cost:
Spell Chain 1; [(20+10)x50]/5= 300 PPE
Spell Chain 2; [(6+5)x50]/5= 110 PPE
Total: 430 PPE

Activation Cost: 430/20= 22 PPE (ISP: 44)

Construction Time: (430/10)x5= 215 hours

Construction Cost: [(430x10)x5]= 21,500+X

*X is the total cost of all the gems used

Duration: 1 hour

Notes:
5th lvl Globe of Silece lasts for 7.5 minutes
12,000 cubic inches for Globe of Silence
354 cubic inches for typical sniper rifle

Completed device should read something like this;

TW Suppressor; Duration: 1 hour, ISP: 44, Effects: Totally silences the entire weapon (mechanicals and all) as well as completely hides the muzzle flash.


Note: I used the Distant Voice spell in the 1st chain because originally I had planned to have a setting on the device where the user could cause his weapon report (the big bang sound you hear from a gun) to come from a completely different area then where he was at. Basically, use it to further confuse the enemy if/when they came looking for the shooters location. Just never finished that bit.


Um, not to knock your design or anything, because they are both really cool ideas, but as far as TW mods go, I think all we are allowed to do is post what we want to accomplish and ML/CM figure out the spell chain from there (although if they need a little motivation, I suppose we could submit what we think would be a good spell chain as a foundation)

Also, another thing to keep in mind is that you only need 1 karat of a gem that is needed by a secondary spell (although two secondary spells of level 5 or lower could share a gem if they both used the same gem).

Something else is that your concept may also work as a single shot (or one use, like a grenade) device, which would reduce construction costs and allow for non-magic/psi characters to be able to use it (or set it for an automatic activation).

And for the device to detect when the power armor is at or under 25%, you are going to need either Armor Bane or Mend the Broken as secondary spells, or a whole new spell chain for it. Same goes for the unconscious portion as well (just with different spells).

And another thing to consider are other spells that do similar things, such as Teleport: Superior and Circle of Travel. Just because Circle of Travel is point to point with points that may or may not be able to be moved (GM's call there, although there is canon examples where a Circle of Travel can be installed inside say a wagon), that doesn't mean that has to be the case for a TW device (or rather the "end point" can be the immobile circle while the device installed on the power armor can have a "miniturized" circle inscribe upon it).

But to give you an example of what I think is what the GM's/AGM's want on this thread is something like this:

TW Power Armor Cutter:

This TW modified Laser Torch allows its user to target vital critical points in an power armor's or robot vehicle's design that, while are all but impossible to hit from a range or even in a furious melee combat, are still technically exposed. This device paralyzes and shuts down robots and power armors with out doing a lot of damage to them, making it easier to resell them for more moeny.

TW Laser Torch:

This TW modified Laser Torch makes repair work a snap as it fills in pits, pockets, cracks, edges, and seams while repairing the armor and repainting the paint job that was on the outside.
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Re: Tinkerer's Thread

Postby Selenidaria » Thu Mar 02, 2017 12:02 am

Sketch up plans for a TW Mystic Mapping Drone

Form of Device: an octocopter (custom made if needed)

Intended Functions of the Device: to create a map of the physical world with mystical information overlaying it (major sources of PPE such as ley lines and ley line nexi, invisible land features, fly, and a central computer to store the data, and a real time link to the drone so that it can be operated remotely with a first person perspective.

Level of Device: 2

Ley Line Device: for the first prototype, no.

PPE Storage: for the first prototype, no.

I know it says that we are suppose to wait for a PM with the spell chains and all that, but I figure for the central computer portion, the computer could be enchated with the Level 6 spell Memory Bank, the drone itself could power it's flight although converting it to a TW power source would be ideal.
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Re: Tinkerer's Thread

Postby Selenidaria » Thu Apr 27, 2017 9:06 am

Spells Learned through Study
Green text indicates a spell learned through individual study of a scroll.
Blue text indicates a spell learned through individual study of a spell book, or other type of study material.
Purple text indicates a spell learned through tutelage at the Collegiate Arcane or another brotherhood/guildhall.
(This is used as an archive to record spells studied.)

Spell Scrolls on-hand


Spell Books on-hand
Implosion Neutralizer
Mental Blast

Name of Spell Being Actively Studied: Mental Blast
Length of Study Required: 12 hours
Date Started: September 8, 110 PA
Date of Expected Completion: September 19, 110 PA
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Re: Tinkerer's Thread

Postby Selenidaria » Sun Oct 22, 2017 9:21 pm

As long as Ecks gives her the go ahead.

1 Mechanical Engineering Roll Normal Skill 52%
1d100 = 90
Mechanical Engineering Re-Roll + 30 mins
1d100 = 45

3 Electrical Engineering Rolls Normal Skill 57%
1d100 = 63
1d100 = 5
1d100 = 25
Electrical Engineering Re-roll + 30 mins
1d100 = 52

2 Hours + 30 mins + 30 mins = 3 hours
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Re: Tinkerer's Thread

Postby Victor Singer » Tue Nov 21, 2017 8:31 pm

Ok, so I have it in mind for Victor to eventually build a multi-weapon rifle, the end result is going to look something like a Warhammer 40K Bolter (just cuz I think they look cool) but with an under-barrel grenade launcher. Here are the items being use to build it;

Combi-Weapon

TX-17 assault rifle w/clip or drum
Wt: 15 lbs. + 20 lbs.
Range: 1,200'
Damage: 4d6 MD or 1d4x10+4 MD
RoF: semi-auto or 3 round burst
Payload: 30 rounds (clip) or 105 rounds (drum)

WI-GL8 Shotgun/Grenade Launcher
Wt: 7 lbs.
Range: 800'
Damage: Frag; 4d6 MD or 8d6 MD / AP; 1d4x10 MD or 2d4x10 MD / Shotgun; 6d6 SD or 1d6x10+6 SD
BR: 12' or 18' / 3' or 5'
RoF: semi-auto (see if it can be modified for 2 round burst?)
Payload: 10 grenade & 60 shotgun shell round custom dual drum (can switch between grenade & shotgun)

Features:
Wilk's Aimer Gun Site; +1 strike aimed & initiative (2 lbs.)
Wilk's LRD-10 Laser Rangefinder/Designator/Recorder; +3 strike w/I.F. (4lbs.)
Retractable NE-RV02 Bayonet (1 lb.)

Total Weight: approx. 50 lbs. fully loaded (this weight is figured with the drum for the TX-17)
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