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Posts posted by Paxon
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1 hour ago, dalamb said:
I had originally created Tanya to be a Commander but I thought Alex had claimed that role and Tanya was to be a floater - though, she's not the best since she's too weak to be loader and is yet ready to be a backup engineer unless I invest some of her last 4 talents in the Tech sphere. In any case, sharing Commander with Alex makes sense.
I had Tanya take Barrage talents to use with her assault rifle, but perhaps Sniper talents are more appropriate if she's to be a better backup gunner?
Also, I see in the Tank description of Gunner actions:
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Fire the main cannon as a standard action. (using the PCs own BAB, may use Int or Dex mod) This counts as an attack action.
What does "may use int or dex mod" mean? In place of BAB?
You don't really need any tech talents to run the Engineer position, just good modifiers in Knowledge: Engineering and Craft (mechanical). Characters who have tech sphere just have a nice little add-on with modifications they can bring to the party.
And DJ is correct with his answer on siege engines. Furthermore, the Technician Siege Engine independent invention (which is technically what the main cannon is) also specifies Int mod + BAB for your attack (and I added the Siege Gunner feat in to take away the size penalty on firing it). So as my custom/house rule for the Tank, I'm allowing you to also use Dex. I'm doing this so I didn't end up with all applicants using Int as their primary mental stat 🙂 Looking at your quote there, I see I worded that in a confusing way, and I'll go and adjust it in that thread.
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Great. And yeah 99 is about right — I had set it as "about 100" and don't really need to specify much beyond that, so it could easily be closer to 110 years to have a little wiggle room with your generations.
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48 minutes ago, Djacob91 said:
Quick question, would it be alright if I spent the 'random item fund' money on crafting materials, or maybe just have a crafting fund as an alternative? I have a smidge left over and wouldn't mind dumping most of it into a crafting fund for later with only a bit leftover for random purchases when we get to places. Not that I have enough to actually make anything at the moment, but having it already set aside could help later on when we start getting things.
Yeah, I'm fine with that. Goes for everyone else too.
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55 minutes ago, Djacob91 said:
Ah, might have missed the point about moving a person's martial focus up to the Crew Martial Focus, instead of only down. That would generally make it easier. Perhaps Breaking Blast(full damage to objects) or maybe Athletics Sphere for the movement speed increasing option?
The main cannon is a siege engine so it already does full damage to objects (I actually had breaking blast slotted in at first instead of Targeted Assault before I realized that)
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The Nomad Bazaar
Somewhere in the wastes
OOC
The drunk mutant that arrived isn't particularly important to the narrative. His name is Earl, if you ask, and you are free to puppet him if you want to interact. He's a wanderer, sometimes finding his way to the bazaar to exchange some salvage for necessities and booze. His life is spent on the fringes of even wasteland society, on account of his obviously mutant appearance, which some of your characters can relate to. He's heard the tales, and wandered/stumbled on over to see for himself.
(It doesn't take any kind of roll to actually notice him, though you are welcome to try one out; I'll let you decide if your character can make him out or if they need to move a little closer for a clear look)
Scene / Map
The Nomad Bazaar was a regular stop for the crew of 1A-X B3, at least whenever they could find it. It was mostly located by word of mouth, a very loosely held schedule, and general reckoning. Perhaps a small bit of luck. The component members of the bazaar were an eclectic and often changing bunch. Lead by a small clan of survivors who quickly learned the knack of adapting to the new post-apocalyptic world, they have passed knowledge and traditions down to successive generations who carry on the fluid nature of the camp. Oddball tinkers and entrepreneurs tend to latch on and travel with the nomads for stretches of time. Visitors to the bazaar need to be keen barterers and mindful of the deals they make with the traders within, but they can usually find interesting components for trade, good enough grub, and various forms of entertainment. A modest amount of protection as well, especially when it comes to safety in numbers, but the bazaar is no fortress (not even close), and is much inclined to break apart and run for it rather than stay and fight..
Mechanics
This space will have combat mechanics, if relevant
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17 minutes ago, Djacob91 said:
That all being said, double checking the count of talents that the Tank should have (listed as 4 from Martial Tradition + 7 from levels) puts us at 10 selected talents out of 11, which means we could just drop it in.
Huh, good point. Im must have miscounted, or what is more likely, had assigning that last talent on the back-burner so long I just forgot to do it before posting all this. Guess there is one more talent to add. I did add a couple special position actions that will give the tank back martial focus, and also there is the following around Martial Focus:
"Stronger Together
When operating the Tank, members of the Crew (the PCs) may use the features and talents of the Crew when interfacing with the Tank, or when interfacing with the Crew while members are operating the Tank. They may use gadgets, they may create or modify inventions, they can use the sniper sphere talents when firing the gun, etc. In some circumstances they may also use the saves of the Tank if doing so makes sense.
In addition, the Tank Crew has a Martial Focus. Members of the Crew may use the Crew's Martial Focus when operating the tank, or they may use their own Martial Focus. They may not use the Crew's Martial Focus when taking their own independent action (i.e. standing on top of the tank and making an attack roll against a creature trying to get in). Actions they take which restore Martial Focus may also be used to restore the Crew's Martial Focus while operating it, if applicable in some way (subject to DM discretion)."
It was was hidden a bit in the description of the "Crew" class. So you can use your own MF on behalf of the tank, and you can also use your own actions which restore martial focus to restore the Crew's MF. Between those two additional abilities, you may not need to worry much about the Crew MF.
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44 minutes ago, dalamb said:
My head is spinning with respect to tank properties. I has assumed the commander (and backup commander) would need to take Scout with Advisory Scout, Find Gap, and Identify Rhythms; is the idea that if everyone with scouting abilities is taken out, you still want others to have these basic scouting abilities?
I wonder if that is a general principle for tank talents. They are there to let non-specialists fill in if the specialist is taken out?
In a way. It is a mix of what made sense for me, in how the tank would operate, and yeah abilities that exist on it such that anyone acting as gunner would be able to use Sniper Sphere, anyone acting as commander would be able to use some basic Scout and Warleader abilities, anyone driving would be able to use Brute sphere for some extra combat maneuver goodness. So if Tanya has Scout, Advisory Scout, Find Gap, ID Rhythms, that's fine she has them for her own use even away from the tank. But if you have some of those with a plan to primarily use them from the commander position, you could always take a few different talents knowing you'll have access to 3 of those when operating the tank. Think of them as things all of the crew cross-trains on as being one of Tia's Tankers.
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Great, seems like folks are mostly happy with name situation. @dalamb I'm pretty sure nothing I put there really contradicts your history writeup, so that should pretty much stand as-is (well, maybe a small edit on the last sentence).
Onto mechanics: I'm going to reproduce below the relevant section from Tank/Crew rules section. These show what the "Crew" character based on a non-gestalt level 10 technician has in terms of feats, talents, and inventions class feature. As a reminder, when your character is driving, shooting, commanding, loading, engineering the tank, you are able to use these abilities as if your character possessed them, as well as your own abilities if they make sense.
First: anyone have strong feelings about making changes here? I'm also going to make these adaptable, basically allowing you to retrain/recraft these with some time and effort put in. I came up with the talents and feats as likely useful for the tank and for the crew to use, but you may have some different ideas. A few of you I think already have scout sphere and find gap, for instance. Though I think find gap is always useful for the gunner and advisory scout would be nice for the commander. Anyway, we can make changes if people want. Or we can roll with it now and modify later.
The inventions can be mod-able (and definitely are by the rules), but the independent invention part is pretty much set, and I think the x3 Machine Gun grand gadget is also an important part of the tank armaments. Though I could see you reducing number of uses possibly and adding something else. The other grand gadget is probably the most modable, which is basically 4 free uses of a launcher (launching detonators and/or alchemical splashies) and the Hook and Pully, which I thought might be nice for grapple-lining enemies and other utility uses. It also includes the top mount combining this whole thing with another provided weapon. If you want to come up with a different invention to be here, that is okay. You could still use launchers and hook pullies at the cost of a gadget.
Second: Other armament concerns. I have that the PCs are to provide the mounted weapon up top. This is in addition to the technician machine guns, which have a very different way of attacking than, say, the LMG and HMG listed in the firearms section. Upon further inspection of all the related costs, it would be quite a big buy to ask even you all collectively to come up with the funds for putting a machine gun up there. So I'm going to gift a 4000gp discount for a weapon to mount on top of the cupola, which the commander has primary access to, but could be used (a bit awkwardly) by someone else atop the tank. That'll get you a free LMG, or some of the way toward an HMG. Or you can make it something else. You can combine any other spare funds you all have for the difference. (If I don't get a decision or we can't agree by game's beginning, I'm just going to make it an LMG).
Likewise, the tank can make its own basic rounds. I'm also going to give you two each of the specialty tank rounds (HE, AP, Canister). Any beyond that, you'll have to buy, acquire, or craft.
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No worries those who haven't posted there. It's not even a requirement to do so before we begin, more an opportunity.
I'm not going to rush to get up the real "Opening" scene up, with Piglick out for the rest of the week. I'll still likely get it up in the next fews days, but everyone can take the chance to finish up character mechanics, and get a little more character posting up IC.
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Looks like you all have most of your information up. I know maybe some are still finishing the last bits. Overall, everyone looks reasonably balanced, at least in terms of my ability to make encounters that aren't weighted too far one way or another.
Packer has a pretty high AC, but he is the Tank's tank, and has the ability to boost allies AC, so I'm not worried about that skewing anything. On Saves, Tanya's weak save looked a bit on the low end, but I think you might not be including the Inhuman Resilience bonus in there @dalamb if I'm not mistaken, and if you do she's easily in the mix.
Offense looks fine, and I expect some of you are going to be unleashing some serious damage and riders.
With skills, craft is unsurprisingly well-represented. No one is really doing criminal-type skills, and that's fine. I think everyone ended up with the Tanker's Creed oath, so you all are honorable types for sure (and there will be little disagreement when it comes to actions that are for/against the code). Doc is busting the curve on the high end for some of those skills, but they're within his specialty area mostly, so I'm not that concerned with unbalancing. Mostly it's going to mean better healing for everyone else (I think), and probably a lot of inconveniencelike not being see, hear, act, while they get riddled with bullets from the rest of the team for the enemies. Maybe income as well, via a mobile pharmacy and leatherworks.
Speak up if anyone has concerns or are wanting to make other updates/tweaks based on what they see so far.
Tank Roles
This is what it looks like to me, but you all can work this out situationally.
Commander: Alex (Duende) and Tanya - Probably both will be up top during normal travel, and as combat is engaged Alex will either take the position, or freelance based on tactical situation.
Driver: Doc primary. Tanya, Det, Martin as backup. Doc may be called upon to get some healing done, or might rotate out if ramming/squishing might endanger sentients.
Gunner: Det/Martin primary, with the other filling Engineer. Alex, Tanya as backup.
Loader: Packer primary, for sure. Martin can back up reasonably well.
Engineer: Det/Martin primary, with the other working the main cannon. Alex, Doc, Packer can all back up here decently.
Floater: Nice to see several of the PCs can perform multiple roles reasonably well, and I can see different configurations for different tasks and situations. Martin or Alex may be good choices to flex around, with Martin able to fill almost any role decently and Alex very ready to hop on his bike as an outrider. I could see the other crew manning the tank while Tanya and perhaps Doc hop out and handle a face-to-face diplomatic situation. I could see Martin slotting in at loader while Packer heads up top to an otherwise buttoned up tank as the crew with the most survivability. It'll be interesting to see the permutations of how it goes.
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Here is what I'm thinking:
The discussion and disagreement here is the same kind that has followed The Tank through the years. Names were given early on, none of them became 100% official, many of them stuck in one form or another..
It is an Indomitable Class tank. The original name was Defiant, before the world broke. In the weeks and months that followed, "Tia" was scrawled in bright white letters right next to the 1-AX B3 designation, in homage to Tia Gonzalez, beloved leader, general, and auntie of Indomitables (the series of tanks that initially survived, and those who served them). That name is continually refreshed in that spot, and many tankers through the years refer to The Tank affectionately as Tia, both with each other and when talking with outsiders (or many variations. Tiny Tia. Tia Muerto. Terrible Tia. Auntie Boom Boom. Tia Furiosa. Even "Aunt Tia" in one of those redundant translations that just just seem to stick, kind of like "PIN Number"). This tends to come up a lot when tankers are talking to it directly ("Come on Tia old girl, a little longer..."), or talking about it in a way with each other that personifies it.
Like many legendary figures and vessels, The Tank is known by many names. One tanker with a sense of humor, upon installing the huge speakers that still adorn the vehicle, spray painted "Boom Box" on the turret. It has remained, and specifically when speaking of the turret, many in The Crew will refer to it as such ("Raiders at 11-o'clock. Jones, get your ass in the Boom Box and give 'em a present"). The words are so prominent, the turret such an important part of the tank, that the name carries its own weight. Observers sometimes think it's the tank's name, and crew who like the attitude of the moniker sometimes use it with outsiders. The original name "Defiant" is still stenciled on one side of the barrel *While La Chancla is scribbled on the other by someone with a sense of humor, faded over the years and then re-stenciled at times to keep up traditions and remember origins. Sometimes The Crew will still use it as a call sign when interacting with unknown parties over a wider band radio, for it carries a certain heroic gravitas. Crew tend to develop their own pet names and nicknames for it as well. Some call it Beast, Tyrant, Boomer, Aegis, Big Growly, or Thrice-Damned-Hunk-of-Junk followed by less polite expletives.
Most of these names, and others it has carried over the years, are well-chronicled in the archives the crew maintains. However, on the cover of that archive are two simple words. The Tank. The words themselves have become synonymous — at least in all the wastelands of what was once North America — with the vehicle driven by this crew. When someone talks about "The Tank," people know which tank they are referring to. They know which crew they are referring to. The Crew. Tia's Tankers, to those who know it as Tia, and the designation in the log of past crew who have signed the Tanker's Creed. People in the great lakes region and most of the north still refer to them as "The Breakers" for an extended period they spent in the area demolishing slave pens and freeing their occupants. While the Indomitable tanks still operated under Gonzalez, and for a time after in her honor, they all operated as "Primos" (or Los Primos), though last contact with any of these other "cousins" was a long time ago. Either way, The Crew, like The Tank, stands on its own when people talk about those who ride the metal monster that has survived all this time in the wasteland.
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8 hours ago, dalamb said:
This seems like the right place to include the story...
Love it, thanks for putting that together. Whatever we end up with, I could see this or some variation of it becoming canon (not to mention painted on the cannon).
2 hours ago, M3mentoMori said:Looks like everyone's weighed in on the names; here's the votes (sans Tank names that got 1 or 2 votes):
Tank Name:
Boom Box: 5
Defiant: 5
Tia: 5Aegis: 4
Indomitable: 3
Crew Name:
The Breakers: 3
Tia's Tankers (if Tia wins): 3The Crew: 2
Valkyries: 2Looks like a tie between Boom Box, Defiant, and Tia. Everyone who voted Tia's Tankers had a rider specifying only if Tia won, so the Tank vote will decide the crew vote.
Nice, thanks for tabulating this. I was about to go and do so earlier today when I saw this pop up.
Alright everyone, I added a poll this topic, just look at the top of the thread. Let's have one more vote on the final 3 tank names, and see if we end up with a winner. Voters are not public, if that makes a difference to you.
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I was certainly hoping the copy paste would work a little better. When I try to paste from OneNote, it literally pastes it as an image file. Not even an option to do text only. I need to to 2-step it and drop it into gdocs first.
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It looks like I can set up a poll, but I'd need something to populate it with. So I think I like Mori's suggestion of an approval vote at this point is a good one. I already see a few semi-votes, but let's just have everyone make one more official "vote" post from each of you.
@Arklytte @M3mentoMori @dalamb @bcool999 @Djacob91 @PigLickJF please make a post and include each name you like for the Tank, and each name you like for The Crew (which can include "The Tank" and "The Crew" as choices of course). You may vote for as many choices as you want, you don't have to limit it to one (though you can). It is not ranked, just list them out. We'll see which names get the most votes and go from there. Reference Mori's post above with the collected names for everything mentioned so far.
The Tank
- Choice A
- Choice B
- Choice C
- etc...
The Crew
- Choice A
- Choice B
- etc...
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@PigLickJF I'm not seeing which Oaths Alex has sworn on his sheet or in the thread. If I missed them (entirely possible) can you point me to them, or otherwise make sure to record them on your sheet?
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8 minutes ago, M3mentoMori said:
I was more talking about the critical hit vulnerability if it's integrated into the tank-as-drone; taking the talent twice removes that weakness, though if you're still willing to allow it to remove the stable requirement, that'd be amazing. I'm already cannibalizing the talents and feats I can justify losing to pull this off, not much else to throw at it lol.
Oh yes, the talent squeeze and shuffle. Yeah, I think spending two talents on this is worthy of allowing it operate on the tank. I may have it occupy one of the passenger spots if you have it standalone (not integrated into a "drone") but you have one or two to spare in the tank (technically it has a capacity of 8). If it becomes simply silly down the line what y'all can do with nearly UNLIMITED POWAHHH! then we might need to make some adjustments (and I would let you reshuffle talents accordingly).
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On 5/29/2022 at 12:05 AM, Arklytte said:
Beanbag Rounds (aka Flexible Baton rounds): Beanbag rounds consists of a small fabric "pillow" filled with #9 lead shot weighing about 40 grams. They are intended to be a non-lethal or more specifically a less lethal alternative to metal projectiles, similar to rubber bullets. Beanbags, however, are specifically intended to stun their target by causing intense and painful muscle spasms at the point of impact, that render the target momentarily immobile. Targets hit by a beanbag round are Stunned for 1d3-1 rounds. On a successful FORT save, they are instead Staggered.
Beanbag rounds count as Slugs for damage/attack purposes (20/x4 on a crit, Touch AC for the first range increment), but all damage is nonlethal. They can be used to do lethal damage, at the normal -4 penalty. Additionally they have a max range of 2 range increments. Any target struck in the 2nd range increment by a beanbag ONLY takes the nonlethal damage and is not subject to the Stun/Stagger effect.
@Arklytte Let's roll with beanbag rounds mostly as you described, but we'll downgrade to the Staggered or Sickened condition (sickened over shaken so it doesn't get upgraded to frightened, etc.) So:
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17 minutes ago, M3mentoMori said:
I'll probably take the talent twice to remove those weaknesses.
The actual wording doesn't quite say it removes the stable surface requirement, but I would allow that anyway. Moot point if you are also using Technical Compatibility.
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The Nomad Bazaar
OOC
OOC comments here
Scene / Map
The Nomad Bazaar was a regular stop for the crew of 1A-X B3, at least whenever they could find it. It was mostly located by word of mouth, a very loosely held schedule, and general reckoning. Perhaps a small bit of luck. The component members of the bazaar were an eclectic and often changing bunch. Lead by a small clan of survivors who quickly learned the knack of adapting to the new post-apocalyptic world, they have passed knowledge and traditions down to successive generations who carry on the fluid nature of the camp. Oddball tinkers and entrepreneurs tend to latch on and travel with the nomads for stretches of time. Visitors to the bazaar need to be keen barterers and mindful of the deals they make with the traders within, but they can usually find interesting components for trade, good enough grub, and various forms of entertainment. A modest amount of protection as well, especially when it comes to safety in numbers, but the bazaar is no fortress (not even close), and is much inclined to break apart and run for it rather than stay and fight..
Mechanics
Nothing to see here
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19 minutes ago, M3mentoMori said:
Would the Generator and Wireless Charge Legendary Talents be allowed? I want to use then to supply power to appliances and contraptions that'll be sticking with the tank, though there is a side-effect of the combination of both meaning that - while we're near the tank - charges are basically unlimited. Most gadgets consume charges every minute or longer, though, so it doesn't seem too gamebreaking.
I believe I approved those for another applicant, so yes. That'll give you a nice power supply. Important note though: the Tank will not be considered a "stable surface" much of the time it is in motion, and certainly not in combat. If you are traveling along a smooth road, I would allow that. If you make the tank count as a drone (for instance through the Technical Compatibility feat you've referenced) then it could work in the tank under all circumstances, though at that point you risk it being destroyed by a crit to the tank.
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1 hour ago, PigLickJF said:
@Paxon As you've probably seen in the Discord, I'm considering some class/archetype swaps. Especially is Tanya picks up some levels of Commander, I would like to swap out my Commander levels for Technician[Rigger] levels, and switch my Battlefield Tinker archetype to Stancemaster. I really only took Commander to bolster my Warleader stuff, but if I pivot away from that as Tanya pivots towards it, the class doesn't make as much sense. Stancemaster armiger was actually my preferred archetype, but I really wanted Mechanical Best Friend, so aside from Technician levels, Battlefield Tinker was the only way to get it. If I switch my Commander levels with Technician, I can pick up that insight from those levels, which opens me up to Stancemaster again.
Anyway, nothing is completely solid yet, but wanted to make sure you're okay with those changes before I spend too much time trying to reorganize things.
Yeah, I'm fine with that bit of reshuffling
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10 hours ago, Arklytte said:
What do you think?
Yes, seems like a perfectly valid use of that. Approved.
(Also probably a good idea to move this thread over to the Characters tab as well, as I'll still need to be addressing character mechanics questions for a while)
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Sounds good, that all makes sense. As I think Piglick is mentioning, I wouldn't plan on diverting from Commander too hard, as having two PCs able to perform the role well is good, and I wouldn't be surprised to see Duende as one of the first to hop out off the tank and freelancing a bit, with his motorcycle and outriding abilities, so having someone more inclined to stick with it ain't a bad thing. Go ahead and make the changes though, no problem with that.
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25 minutes ago, PigLickJF said:
@Paxon and everyone else, just wanted to let you all know that unfortunately this game is starting up at a slightly inconvenient time for me. This week ended up being crazy, both days this weekend are mostly full, and then I'll be camping (with likely no internet) next Tuesday through Friday.
I'm going to get as much of my "homework" done as I can, chat in the OOC/Discord, etc, but if I'm a bit quiet over the coming week, it's not because I've lost interest or flaked out or anything!
Sounds good, I appreciate letting us know. I know how that can be. I'll make sure you're sticking with the team if we end up actually getting started at the beginning of the week, and we won't skip you. You might just have to hit the ground running when you're back in action 🙂
Character Balance and Brief
in Characters
Posted
Good point, though I bet you could find other ways to squeeze those skill points in. But base tech sphere gets you 5. Seems like you've mostly decided on this though.
I'm also going to throw Gladiator sphere out there for your consideration. It seems a very commander-oriented one. Pick up Self Confidence and Exemplar (boast), and you're restoring the Crew martial focus and giving everyone else best-of-two on attack rolls. With 4 talents to use, there are a few other nice boasts or ways to pull off boasts that are worth considering. With your heavy investment in Warleader, if you're using many shouts then Triumph is a very worthy pickup, so you can shout as swift off a successful attack action rather than needing to spend your standard action on it.
1: Main Cannon: Yes. Launcher/HookPulley/Top-mounted Weapon: Yes (Probably the person actually firing the top mounted weapon is the one that draws the AOO). Integrated machine-guns: I'm actually going to say no, these don't draw AOOs, for two reasons. One, they are so integrated into the tank structure, there's little practical difference between firing them or not, as opposed to the main cannon and launcher which need to swivel to face their target. Two, the Machine Gun as a technician invention is weirdly not classes as a ranged attack (I mean it kind of makes sense as simply a line effect requiring a ref save), so it doesn't seem to anyway. Either way, these aren't going to draw AOOs, but the other weapon systems will.
1.1.1: Close Combat Specialist would successfully avoid AOOs, if the PC doing the shooting has the talent. If you give The Crew/Tank the talent, it will affect anyone doing the firing. Mobile Striker is a little tricky because moving the tank and firing the tank generally requires sets of actions from 2 different PCs, and part of what the talent is achieving could be done the same by the driver moving as a move action, holding their standard until after the gunner fires, then moving again after that. I can see a big part of the talent is avoiding the AOO from movement, so certainly if the Driver or Crew/Tank had this talent, I would allow the movement portion to avoid AOOs, and then the Gunner, when they fire, could make the firing point anywhere along the movement. The talent avoids the movement AOO, not the ranged attack AOO. And unfortunately you could not use this talent as the driver to move and fire the Machine Gun as a full round, because the Machine Gun isn't an attack, it's simply a Standard Action effect.
2. First, I should note that I made these actions before fully reading through the pathfinder vehicle rules. I may make some small adjustments to reflect vehicle rules. But the tank is a weird hybrid case of being both a vehicle and a creature, so custom rules apply anyway. To answer part A of this question though, I intend to the Tank to mostly be able to move like a creature (and for the Driver to have this full suite of movement options, it's harder from the Commander position). So yeah, you can Charge, Run, Withdraw, or heck even take a 5-foot step I suppose, within the normal limitations of 5-foot steps (not if you've performed any other movement).
2.1.1: Ram is one I may revise slightly. I had envisioned it as basically the tank making a melee attack against something big. As written, it can basically be done from standstill (narratively you would still move a bit, and with a tank, even a little bit will be a lot of weight and momentum). Practically speaking, I figured most times you would need to move in order to ram anyway, but there still is the possibility to ram when you're basically right next to something. However, I think it might make more sense to handle it how the vehicle rules are, which state whenever you move the vehicle so you are touching another creature/object, you do your ramming damage. Stay tuned here, I need to think this through just a touch, and make sure I'm taking into account things like reach, but I think I'll have an update today.
2.2: Yeah, charging bonus only applies to non-ranged attacks 🙂 . The AC penalty applies to the Tank only, not those on/in it.
3: Yes, the tank can definitely perform the Shove action.
4: No, see above regarding the Machine Guns not being an actual ranged attack. Narratively, they are their own unique, proprietary, very high ROF weapon, and you can't fire them in anything like a controlled semi-auto. Each attack from them probably uses a few hundred projectiles. I might make them descriptively more like mini-guns. However, if you all make a future modifications to the tank and have it include an additional, say, small size cannon with it's reload time greatly reduce, you could probably use the barrage sphere with that.
5: Oh man, hadn't considered War Paint yet. I suspect there are going to be lots of interesting cases. I mean, it really feels like it would make sense in some ways and not in others. Speed increase is the one I might have the hardest time justifying, and I have a feeling this is going to be turning into a crazy-fast tank in a variety of ways 😉 . Here's what I'll do: yes, warpaint can be applied to the tank. Some of the effects won't be relevant (i.e. it doesn't make perception rolls, so yellow is pointless), but most will. However, anything above Large size takes 2 doses of warpaint. Colossal and above would take 4, though I'm not sure that's ever going to be relevant. You can also use warpaint on Duende's bike.