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The Tank and Crew


Paxon

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The Tank

The Tank is a fearsome war machine, a stalwart survivor, and basically your home. Lore passed on through the generations of your crew is that it came from the before-times, and was poised to be the most advanced war machine ever created. Adapted even in the last days to slay the massive monsters that appeared almost without warning. Over the years, it has been heavily modified. Battle damaged repaired, fragile high-tech systems replaced with more robust ones, nearly every part replaced at some point. It has survived, and its crew has thrived. It has a name of course, and you will decide what it is.

 

The Tank is a Gargantuan vehicle. It has big tough treads on each side, and a massive main gun on its turret. It also features a number of secondary weapons, including several machine guns to defend all sides, and a pivoting launcher that lobs an array of explosive devices at medium ranges.

 

Capacity

  • At optimal operation, it will be served by five crew,

  • However it can be fought effectively with as few as two and even operated fully (albeit inefficiently) by just the commander.

  • It has space for 8 people to fit inside, though that's a bit cramped (this includes the 5 crew). Passenger space can be used for equipment storage instead, at 200 lbs per seat.

  • It also features an advanced mill and printing system which can synthesize its own ammunition if provided raw materials.

 

Cover and Getting Around

  • The tank is Covered, and is designed to completely protect its passengers. All creatures inside of the Tank gain total cover, but cannot interact or make attacks against anything outside the vehicle, except by using the Tank weaponry.

  • Any creature within the vehicle may create an opening as a move action, reducing this bonus to Improved Cover (+8 to AC, +4 to Reflex saves), to allow him to still make attacks and interact with targets outside the vehicle. When making an attack in this fashion, targets outside the vehicle gain partial cover against attacks originating from inside the vehicle (+2 AC, +1 Reflex saves). Attempting to make perception checks through a small opening comes with a -4 penalty.

  • Fully entering or exiting the tank is achieved through several securable hatches placed around the vehicle. There is one atop the turret, two atop the main tank body, and one in the rear.

  • These hatches can be secured, or opened, as a swift action.

  • Once open, a passenger/operator of the tank can partially expose themselves (the have Cover), and are able to attack/interact with targets outside the tank. When a hatch is open, passengers may move freely into and out of the tank. If someone is occupying the hatch, both must use a move action to allow someone to pass.

 

Stress (Nonlethal damage for constructs)

The Tank (and all other constructs and vehicles in world) are not subject to nonlethal damage, but they are subject to "stress". Which functions almost exactly the same way. A construct can accumulate stress from certain kinds of attacks or certain actions; when stress equals current HP, it is staggered, when stress exceeds current HP, a system fails and stops working. Each time it takes further damage, a new system fails. Stress is more-often-than-not self-inflicted. Constructs are still immune to nonlethal damage, and most sources of non-lethal damage do not affect them. There may be certain forms of attack that inflict stress on another construct.

 

Stress is not automatically removed when combat it over. Stress may be removed incrementally from the Tank by taking the Keep it Running engineer position action, or is completely removed when performing at least 1 hour of maintenance on the tank.

 

Repair and Maintenance

Repair works as per the Technician Independent Invention rule: "A technician can repair an independent invention for an amount of hp equal to his technician level with 1 hour of work and by spending money on raw materials equal to 1% of the invention’s cost (10gp), or heal them completely full with 8 hours of work and 10% of the invention’s raw materials cost. (100gp)"

 

The Tank needs plenty of maintenance by the crew in order to keep functioning. It needs at least an hour of maintenance in order to replenish its daily uses of gadgets, and grand gadget uses. This hour of maintenance is above and beyond hours used for repair, though may be performed concurrently with repair if multiple crew members engage in each task. It also removed any stress that hasn't been otherwise removed.

 


 

Tank Statsspacer.png

Gargantuan Land Vehicle

15' wide, 25' long, 15' high

38 Strength, 8 Dexterity

-12 Stealth

 

DEFENSE

AC 32 (10 +3 Armor Bonus -4 size +13 Natural Armor +4 Natural Armor Bonus +6 Force Redirection Technique);

Hardness 15

HP 170

Saves +3 base all

CMD 28

 

OFFENSE

Speed: 40

Huge Masterwork Main Cannon: (PC attack mod +1); 8d6 b/p/s (14d6 vital strike); 300' range

Secondary Weapons: Mini-Guns and a Launcher

  • Mini-Guns: There are 5 mini-guns on the tank, which behave as the Technician Machine Gun Grand Gadget
    • There is one on each side of the tank main body, covering a 90º arc. An additional one faces the same direction as the turret.
    • Standard action: 5d8 b/p damage to all creatures in 200' line, ref save (DC20) for half.
  • Launcher: omni-directional, launches objects (including detonators) with 60' range increments. 4 uses, then it takes a gadget to use.

Ramming/crushing damage: 6d6+14 b

Base CMB +4 (Gargantuan)

Total Vehicular CMB: 4+(Operator BAB+Operator Drive modifier) (+specific maneuver bonuses)

 

 

Edited by Paxon (see edit history)
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The Crew

The Crew is an entity in its own right, made up of whatever PCs (and potentially NPCs) constitute the crew members. Accepted players will come up with the name of your gang once the crew is set. The Crew gains class features, feats, and collective combat talents as a level 10 Technician (I've wrapped in the Suit Pilot archetype with some customizations to make it make sense and be balanced with a tank). This special collective class is as follows.

 

Technician Tank Crew

HD, Saves, Skill ranks: N/A - The Tank has its own HD as an independent invention, while members of the crew use their own BAB and Saves, and make their own skill rolls. Neither does the Crew have ability scores or modifiers.

BAB: 7 (only for the purpose of combat talents)

Class Skills: Knowledge (Engineering) and Drive are always class skills for members of The Crew

Proficiencies: The Tank Crew is proficient with Siege Weapons, as well as simple weapons, light armor and bucklers. The crew gains a martial tradition.

 

Combat Training

The Crew may combine combat spheres and talents to create powerful martial techniques. The Crew is considered an Adept combatant and uses Intelligence as its practitioner modifier. Since the Crew has no actual intelligence score, when relevant to class features and talents, it is considered to have an Int modifier and PAM of half its level (so currently 5)

 

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).

 

The Sum of Its Parts

When operating the Tank, members of the Crew still use their own BAB, Abilities, Skills, Saves, and so on. They use their own actions to operate the tank, or utilize positions on the tank. Members of the Crew may apply their own talents and feats to the operation of the Tank if relevant.

 

Gadgets (ex)

The Tank Crew has become experts at quickly assembling and using items in service of the Tank. These items, called gadgets, are built out of components the crew has prepared in their spare time out of commonly-found items; so long as the crew has access to the storage compartment, they are assumed to have access to all the parts he needs to build their gadgets, and to have already prepared components beforehand to quickly create whatever gadget they need.

 

Creating and activating a gadget is a standard action, but may be reduced to a move action by expending martial focus.

A technician can create a total number of gadgets in a day equal to 1/2 his technician level + his Intelligence modifier (so currently 10 daily gadgets). If a gadget calls for a saving throw, that saving throw’s DC is equal to 10 + 1/2 his technician level + his Intelligence modifier (DC20). A gadget must be used the round it is created, or fall apart back into its component parts, which does not expend the gadget.

 

Improvised Tools: By expending one use of his gadgets, the technician can make any skill check that requires having tools and requires less than 1 hour to make as if he possessed the necessary tools. The technician does not suffer the usual penalties for using improvised tools. If the technician already possesses the necessary tools, the technician can expend a gadget to treat those tools as masterwork for one skill check. The technician can create improvised tools that function as masterwork tools for one skill check, but doing so expends 2 gadgets.

 

Constructed Weapons: The technician can expend a gadget to allow an improvised weapon to function as a simple melee weapon of his choice for 1 minute.

 

Detonator: The technician may create a gadget that explodes in 1 round, at the end of his turn. As part of the standard action used to create this detonator, he may throw the detonator (with a range increment of 10 ft.), place it, or hide it in a space within his natural reach. After one round (at the end of his turn), the detonator explodes, dealing 1d6 damage per technician level to everything within 5 ft. of the square in which the detonator sits, half fire damage and half bludgeoning/piercing/slashing damage. Targets within this area may make a Reflex save for half damage.

 

A detonator counts as a trap from the Trap sphere for the purpose of determining its hardness, armor class, hit points, Disable Device DC, and its Perception DC if hidden, as well as for things such as the Opportunist or Trapper’s Recovery talents. A detonator cannot be placed in the same space as a trap, or another detonator.

 

If a detonator is destroyed (including by another detonator), it does not explode. If two detonators explode at the exact same time, creatures in the overlapped area suffer diminished results from every detonator but 1, suffering instead 1d6, +1d6 per 5 technician levels for each overlapping detonator after the first.

 

Hook and Pulley: The technician may create a gadget that allows him to manipulate objects from a distance. This gadget counts as a thrown weapon with a range increment of 20 ft. Make a ranged touch attack against an unattended object that he could hold in one hand. If successful, he may move that object to his hand as a free action. Targets whose natural reach includes the path that object must take (i.e., are within the line of effect) can make a Reflex save as an immediate action to attempt to grab the object as it flies by.

 

Alternately, the technician may use this gadget to attempt a drag, trip, disarm, or steal combat maneuver at a distance. Performing a maneuver from a distance in this fashion does not provoke an attack of opportunity (except as normal when making a ranged attack), but requires the technician to succeed on a ranged touch attack against the target first before the maneuver may be attempted.

 

Launcher: The technician can create a gadget to allow him to throw an object. The object can travel 10 ft. + 5 ft. per technician level before the technician begins adding range penalties or calculating its maximum range.

This gadget can be used at the same time as another gadget to hurl that first gadget a greater distance. This expends a gadget for the launcher as well as for the hurled gadget. The technician cannot attach more than one launcher to a device or object.

 

Inventions

Every technician knows how to create custom items, called inventions. Inventions could be anything from a simple improved crossbow, to a powerful and complex machine that to the uneducated appears to be magic. Inventions are finicky, improvised things that require constant tinkering and fixing, and there is a limit to how many a technician can maintain at any one time. A technician can have and maintain a maximum of 1 invention at 1st level, plus an additional invention at 3rd level and every 4 levels thereafter. If the technician has already reached this limit and wishes to create a new invention, he must select one of his existing inventions to dismantle. Whenever an invention includes an ability that calls for a saving throw, the DC equals 10 + 1/2 the technician’s class level + the technician’s Intelligence modifier.

 

Some inventions have prerequisites, which must be met before the invention can be created. These prerequisites might be items, a cost in gp for specialty parts, or feats and skill ranks the technician must possess. A technician may create any invention which he meets the necessary prerequisites to create.

 

Creating an invention takes 8 hours of work. The work need not be consecutive, and the technician can do this work while out adventuring, but in that situation he can only devote 4 hours each day to item creation, and only nets 2 hours’ worth of work due to being in a distracting environment. The time required to create an invention may be reduced by 1 hour for each member of the crew that dedicates all their time to creating that invention. Once the invention has been created, altering its improvements requires only 1 hour of work.

  • Each member of the Crew is considered to be the Technician for purposes of operating inventions. That means they never suffer penalties for using inventions that others normally do.

 

Technically Minded (modified)

At 2nd level, the Crew gains a bonus to all Knowledge (engineering) checks equal to 1/2 their technician level, and takes half the usual time when using the Craft skill to repair an object.

 

Technical Insight (5+1)

At 2nd level and every 2 levels thereafter, the technician gains additional insights that expand his knowledge and capacity. He may choose one of the technical insights below. Unless otherwise noted, a technical insight may only be selected once.

 

INSIGHTS

 

Dedicated Tankers archetype

(Modifies Technician Tank Crew, similar to Suit Pilot) A dedicated tanker seeks to build and operate a tank that make allows them to dominate the battlefield.

 

Mechanical Masters: The dedicated tanker gains mechanical insight as a bonus insight at 1st level.

This replaces trap specialist.

 

Tank Mechanics: Whenever the dedicated tanker creates an independent invention, it gains a number of bonus hit points equal to his technician level. Whenever giving the vehicle improvement to an independent invention, he may grant that independent invention an extra improvement. At 10th level, he may grant the independent invention 2 extra improvements. At 20th level, he may grant it 3 extra improvements.

(Vehicle gets 2 extra improvements)

This replaces, trapfinding, danger sense, and true genius.

 

Ballistic Armor (Ex): At 3rd level, any independent invention the Dedicated Tanker creates applies its armor bonus and natural armor bonus to touch AC against all projectile weapons.

This replaces trap insight, trapmaster, greater trapmaster, supreme trapmaster, and perfect trapmaster

 

Battle Stations

The Dedicated Tankers gain a series of special actions they can use while operating their independent invention, based on what position they are occupying. Those will be described in detail at the end of this entry.

 

Crew Feats, Talents, Inventions

The crew has four collective talents from their martial tradition, and an additional 7 from adept practitioner progression. The crew gains feats as a standard (not gestalt) character, and has 5 feats. I have pre-selected the feats and talents, however they are up for negotiation once the crew is selected.

 

Feats

 

Combat Talents

 

Inventions

  1. Independent Invention, which gains 5 total Improvements. Base invention is Gargantuan Vehicle

    • Additional Capacity: Siege Engine (cannon)

    • Covered

    • Metal Parts

    • Metal Parts x2

    • Improved Weapon: Cannon. Gains Speed Lever (using Inventor's Insight)

  2. Grand Gadget

    • Machine Gun x3 (12 uses per day)

  3. Grand Gadget

    • Permanent Gadget: Launcher

    • Permanent Gadget: Hook and Pully

    • Weaponized: May mount a weapon, PCs to provide (Free LMG given, with 100 ammo)

Edited by Paxon (see edit history)
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  • 1 month later...

Tank Actions

There are several "positions" crew members can occupy and operate while in the tank. These positions are not set for your character, rather any member of the crew can occupy any position (only 1 crew at a given time for each position). These positions offer certain actions you can take or bonuses you can give out while operating the tank. It takes a move action to occupy a position. A crew may use movement as part of occupying or leaving a position, moving themselves into or out of the tank (as long as hatches are open). It costs an additional 5' of movement to move through a hatch, and 5' of movement to occupy/leave a position. So for example, a crew member could move from the gunner seat (5') through the top hatch (5') to a rear corner of the tank (10') jump down and move an additional 10' - using 30' of movement.

 

Each member of the Crew is given a key, which they can use to open or lock hatches, and turn on the tank. You should, somewhere on your sheet (probably where you determine equipment), mark where you keep this key.

 

The positions and their actions are as follows:

Commander

Generally sits/stands with head or upper body poking out of the top of the main turret (Cover). May close the hatch (Total Cover) and observe through a periscope-like device instead, with a -2 to perception checks. The Commander serves as the primary lookout, observing the battlefield situation from the best vantage point. The Tank can be driven and fired from the commander position (i.e. operated solo), albeit not very efficiently.

  • Field of View: May make unobstructed perception and knowledge checks at the usual action cost (Other position at -4 perception)

  • Commander Fire: Fire the main cannon as a full-round action. This counts as an attack action.

  • Fire the top-mounted weapon as a Standard action (as a normal attack)

  • Commander Controls: Drive the Tank up to its speed as a Standard action, see Driver section for more details

  • Giving Orders: May use the Aid Another action on other crew members or the Tank as a move action

 

Gunner

The gunner occupies the seat in the primary turret. They have control over swivel and elevation of the turret, and also have a machine gun cannon next to them to use against personnel. The turret may fire anywhere within a 90 degree arc of its current facing, but swiveling it beyond that requires an additional action. They are able to reload the main cannon, but need to move around to do so, spending a standard action. When firing the cannon, the gunner uses their character's BAB (rather than the "Crew" BAB) and may use either their Int or Dex modifier to calculate their total attack bonus.

  • FIRE! Fire the main cannon as a standard action. This counts as an attack action.

  • Mini-gun: Fire a mini-gun in the same direction the turret is facing (200' line attack, 5d8 damage, ref half).

  • Swivel the turret up to 180 degrees as a move action.

  • Fire a secondary weapon in the same direction as turret (if one becomes attached later).

  • Make a called-shot as a Full-round action (as normal called shot rules)

  • Acquiring Target: Line up a shot through minor adjustments, using a move action. +2 circumstance bonus to attack roll

  • Gunner Reload: Reload the main gun as a standard action

  • Straight Down the Barrel: As a standard action, may point the barrel of the main gun at a target and make an intimidate check, using the Crew's level + practitioner ability modifier for the check. Regain Martial Focus.

 

Driver

The drive sits at the front of the tank and looks through a well-protected viewport to drive the tank forward. Their main priority is moving the tank to the most advantageous positions. The Tank moves more like a creature than by vehicle rules, with several exceptions.

Movement

  • Move: Move the tank up to its speed. This can be done as a move action, standard action, or both (moving twice per turn).

    • Facing: The tank is much bigger and bulkier than a standard creature. Each change of the direction it is facing by 90º costs 5' of movement. Changing facing also changes the orientation of the turret an equal amount

    • If the Tank does multiple turns during a single action of movement (a zigzagging path), a successful Drive (or relevant profession) check DC20 allows only the end change in facing to count for movement cost.

    • The tank can veer in a direction rather than fully turn (representing turning less than 45º). This means that for every two spaces it moves forward it can move 1 square laterally.

  • Charge: Full round action to move up to twice speed, and make vehicular combat maneuver at the end of the movement at +2 to CMB. Ending the Charge with a Vehiclur Ram maneuver adds 1.5x STR to the ramming damage (rather than just 1x). Otherwise follows most rules for a charge.

  • Withdraw: Follows normal withdraw rules.

  • 5 foot roll: Like a 5'-step, if the tank hasn't otherwise moved for the turn, it can move 5' forward or backward, and/or turn in place up to 90º.

Vehicular Combat Maneuvers. The Driver uses the vehicle base CMB (+4) plus their own BAB+Drive modifier to make a combat maneuver check. Whenever the tank would enter a square occupied by another creature/vehicle/object, it makes one of the following maneuvers.

  • Vehicular Overrun: Against something smaller, the Tank can move completely through its space. The creature being overrun can choose to let the tank pass. If it does not, the driver makes an Overrun check against it. Failure means the Tank does not pass trough. Success of 5 or more means the Tank also does its ramming damage (6d6+14) to the creature, and knocks it prone. Creatures two sizes or more smaller cannot choose to get out of the way. Full details.

  • Vehicular Ram: Against something the Tank's size or bigger, moving into the target's space delivers ramming damage to the target. Normally, the ramming vehicle also receives half the damage dealt. The Tank is heavily armored in front (is considered to have a ram for the purpose of receiving damage) and does not receive half ramming damage when ramming in the direction it is facing (it would if it backs into something or side-swipes). Full details (scroll down).

  • Vehicular Bullrush: As a swift action, you may replace any overruns you make with bullrushes until the end of the turn, pushing the vehicle/creature away without doing harm. If you exceed the target's CMB by 5 or more, you may choose to apply Ramming damage. Either way, for every 5 by which you exceed the target's CMD you may move it an additional 5'. Normally you may not move it into space occupied by another vehicle/object/hazard (some talents/feats may change that). Full details

  • Feats and Talents: Any feats or talents a tanker or The Crew possesses which modify Bullrush and Overrun maneuvers also apply to the above Bullrush/Overrun maneuvers. Ram isn't actually a maneuver, but some effects which modify Bullrush might possibly apply to Ram.

  • Reach: Since the Tank has no limbs or melee weapons, it has an effective reach of 0 and threatens no squares. However it can take the Shove action from the Brute sphere against any creature/vehicle it is adjacent to, as well as some similar actions that would be a touch attack.

Other Actions

  • Evasive maneuvering: as a swift action, give the tank a dodge bonus to AC equal to half the driver's ranks in Drive, but the tank suffers a -2 penalty to attack rolls.

  • Steady maneuver: As a move or standard action, move the tank no more than 10'. The tank receives a +2 circumstance bonus to attacks from the main cannon until beginning of next turn if you make no more movement.

  • Fire secondary weapon: Fire a forward facing Machine Gun (may only target in front of tank) as a standard action.

 

Engineer

The engineer occupies the position nearest the Tank's engine at the rear. They should be trained in engineering the tank (min Knowledge: Engineering 3). They are able to push the engine beyond normal limits, and make quick repairs as needed. Not all repairs will be able to be made from inside the Tank.

  • Push it: as a swift action, disable the governor on the tank's engine, giving it a boost of speed. The tank gains +10' speed, +5 per five ranks in Knowledge: Engineering. Each round this is active, the Tank takes 10 stress.

  • Overdrive: As a Standard action, you throw every system into a heightened state, giving the tank a bonus to all attack rolls, skill checks, ability checks, and saves equal to +2, +1 per five ranks in Knowledge (Engineering) for 1 round. The tank takes 10 stress.

  • Add Reactive Armor Panels: As 1 round action, give the tank Temp HP equal to the results of a Craft (mechanical/armor) check. You must crawl on the outside of the tank as part of this action. Further uses of this ability replace previous uses.

  • Battlefield Repair: As a standard action, you may suppress one condition listed under Heroic Resolve (without expending martial focus) for a number of rounds equal to your ranks in Knowledge (Engineering).

  • Keep It Running: You may, as a standard action, reduce the stress on the tank by 5 by succeeding on a Craft (mechanical) check with a DC of 15. You may increase the DC by increments of 5 to reduce stress by 5 more. You may not take 10 or 20 on this check while in combat.

  • Engine Control: The Engineer can drive the tank at a slower pace, using a move or standard action to move it half its speed. This action can't be performed if the tank has already moved its speed this round (and taking the action precludes other positions from moving the tank).

  • I'm Giving It All She's Got! As a standard action, you may expend your personal martial focus to regain the Crew's martial focus. You may give the tank 10 stress to do this as a move action.

  • Mini-Gun: You may fire any of the side or rear facing machine guns.

 

 

Loader

The loader's primary job is to efficiently load the cannon so that it keeps firing. They also keep the secondary weapons well-supplied with ammo, utilizing the tank's mill. Plenty of strength is required to work this role most efficiently.

  • Load: As a standard action, load the main cannon

  • Rack 'em up: As a move action, you may make a Strength check DC 15 to place a cannon round on a special loader rack. Once placed, the cannon can be reloaded in one step less (so a move action currently) by either the gunner or loader.

  • Sweet Spot: The old gun can be temperamental, but if ammo is placed in the breach just right, it flies truer. As a swift action when they reload the cannon, the loader can make a Wisdom or Intelligence check DC 15 to give the next attack with the cannon a +2 circumstance bonus to attack and damage.

  • The loader may add alchemical or other types of components to cannon ammunition if they have the requisite talents.

  • Need More Ammo: Can mill ammo or parts in a hurry. As a full round action (or standard by expending their own or the crew's Martial Focus), the loader can add 4 temporary uses of the machine gun or launcher, or 1 temporary use of another gadget (like a detonator) for the crew. These are very make-shift gadgets, and will quickly fall apart or become inert, disappearing after 10 rounds.

  • Mini-Gun: The loader can fire any of the side or rear facing machine guns.

 

All Positions

  • All Adjacent: May use the Aid Another action on each other if they are operating the tank

  • Gadgets: May use the Crew's gadgets while operating the tank

    • Detonators

    • Launchers, including Permanent Gadget Launcher (4 uses)

    • Hook and Pulley, including permanent version (4 uses)

    • Grapple Gun (Proceed with cautionThere is a function of the grapple gun that allows you to sip up to a wall or even ceiling. I'm actually not going to limit what you CAN do with this ability, the steel cable is strong, but what you SHOULD do with this ability is another matter. The tank is not exactly agile about landing on its feet.)

    • Steam Release

  • Viewports: Any creature within the vehicle may create an opening as a move action, reducing this bonus to Improved Cover (+8 to AC, +4 to Reflex saves), to allow him to still make attacks and interact with targets outside the vehicle. When making an attack in this fashion, targets outside the vehicle gain partial cover against attacks originating from inside the vehicle (+2 AC, +1 Reflex saves).

  • Hot Swap: May swap positions with another occupant, using up both character's move actions for the round (if the off-turn character's action has already been used, it uses their next round's action). This may be done against an unwilling target, making a reposition or grapple attempt vs their CMD.

  • Veteran Tankers: All crew members are so accustomed to getting around their tank, they do not need to make any climb checks to get on top or any acrobatics checks to move around in or on the tank while it's moving. These checks may still be required in more extreme circumstances.

  • Mounted: When on the tank, occupants are considered Mounted, and take associated penalties if trying to make an attack while the vehicle is moving at high speeds. There are no penalties for moving up to 2x the tank's current speed. 2x and above gets a -4 penalty. Moving at Run speed incurs a -8 penalty.

 

OTHER NOTES:

  • It may be contrived with a full crew to be able to fire the main cannon more than once per round. This is allowed, but each additional time it is fired per round, the tank takes 20 stress.

  • I will be allowing tank-related permanent inventions to be created through the Greater Craftsman insight, and they will be able to be affixed to the tank. Space and load restrictions may end up becoming a concern, and inventions should somehow fit as tank upgrades/add-ons. This uses a process similar to crafting magic items, and multiple crew members can participate to reduce time.

 

Ammunition Manufacturing

The main cannon is a specialty bore that only accepts rounds created or modified by the onboard ammunition production manufactory. Fortunately, this system can also modify found or purchased rounds to be fired from the main gun. It also manufactures ammunition for the built in Machine Guns placed throughout the tank. 

  • The Tank has capacity for 12 uses of the Machine Guns and 30 shots from the main cannon. 
  • A hopper that can be accessed internally or externally at the rear of the tank compacts and stores up to 500 lbs of "raw material" which is mostly metals salvaged throughout travels.
  • Each round for the main cannon consumes 50 lbs of scrap material, or 25gp worth of supplied materials available for purchase.
  • Restoring the 12 uses per day of Machine Gun ammunition consumes 10 lbs. Using the Loader action to produce 4 uses of MG ammo also consumes 10 lbs (less efficient).
  • The main cannon rounds produced by the ammo mill are simple slugs, little better than cannon balls. They deal 8d6 B/P damage to their target.
  • Crew may also acquire more sophisticated tank ammo, as detailed below.

Tank Ammo

  • High Explosive: Deals 8d6 B/P/S damage to target and in a 30' radius (Ref save DC20 for half). Splash damage is not increased by vital strike or critical hits. 300 gp.
  • Armor Piercing: Deals 8d6 B/P/S damage, and splash damage in a 5' radius. Ignores 10 DR/Hardness to the target of a direct hit. 350 gp.
  • Canister: Anti-personnel shot. Deals 8d6 B/P/S in a 30' cone from the end of the gun, extending to the end of its first range increment. Ref save DC25 for half damage. Deals half damage to objects. 350 gp.
Edited by Paxon (see edit history)
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The Tanker's Creed

The Tanker's Creed has been revised and rewritten over the decades, but it has persevered even so. A copy is always kept up within the tank, and some retired members also retain copies of their own (or at least versions of when they around).

 

At its core, the creed speaks of using the power of the tank to effect good in the broken world, help rebuild it, and defend those trying to do so. The earliest version contained oaths around restoring the US government and following orders of the remnants of the military, but they are long since erased as are those institutions. The current Creed reflects the freedom of the vessel and those who ride it, almost like a pirate ship's charter of old. Though with markedly less actual piracy.

 

A new crew member is expected to agree to the creed upon acceptance into the crew. However, actual enforcement or strict adherence to the creed varies upon the disposition of any given crew. There is no inherent punishment or imperative to follow the creed, except that which is agreed upon by the entire crew collectively. However, some take it more seriously than others. If you swear an Oath of Honor, you may take up the Tanker's Creed as your Code of Honor. I will not enforce honor loss and gain outside of an Oath of Honor. I'll do my best to remember to call out gains and losses, but it is ultimately up to you to track your honor and ask about whether a particular event is worth gaining or losing honor.

 

Oath of Honor: Tanker's Creed

HONOR GAINS POINTS
Defeat a Kaiju in combat 10
Defeat a major warlord 5
Protect a settlement or traveler from immediate danger 4
Liberate a settlement from oppression by a warlord/gang, if they ask for assistance in doing so 4
Upgrade the tank with a significant improvement 4
Return something important to its rightful owner 3
Offer sanctuary and defend that offer 3
Roll 30 or higher on a Craft check to create a masterwork item 2
Roll 30 higher on a Diplomacy or Intimidate check 2
Roll 30 or higher on a Perform check 2
Save a valuable resource from destruction 2
Discover something long lost and valuable 2
Give away a resource at great personal cost 2
Complete a contract 1
Party overcomes a challenging encounter 1
Give succor to a wastelander in need 1
Repair the Tank to full working order 1
   
HONOR LOSSES  
Allow an innocent to come to harm -1
Freeze up or be indecisive while commanding the tank -1
Fail to follow orders of the crew member currently commanding the tank -1
Ignore a wastelander in danger or need of assistance -2
Allow the tank to suffer disrepair for more than a week -2
Directly cause the destruction of a valuable resource -2
Bring harm to the tank through reckless or negligent action -2
Bring harm to your crew through reckless or negligent action -3
Abandon someone you agreed to protect -3
Disrespect a local law or custom after you've agreed to uphold it -3
Party flees an easy combat challenge -3
Renege on a contract you made for assistance -4
Steal something from a rightful and honorable owner -4
Betray your word, once given -5
Be directly responsible for the death of a charge under your protection -10
Be directly responsible for the death of one of your crew or the destruction of the tank -20

 

Decision Making:

Both for the sake of the charter and for the sake of the game (IC and OOC), normal decisions are handled by a proposal and a second. For example, when faced with a decision, any player may offer a course of action (let's cross the bridge, we should fight that monster, let's ally with the Steelmonger on this one). If someone seconds it, I'll give a small amount of time for objections or discussion (a day or two real time), otherwise we proceed in that direction. If there is strong objection, we hash it out IC/OCC until the majority agree one way or another (vote, if needed, or otherwise if one arguing side changes their mind).

 

Major decisions are handled by a vote, which must be unanimous (or at least, any person can veto a course). Major decisions would include taking on a new crew member, making a very significant modification to the tank, or accepting a contract.

 

Tactical decisions, i.e. those made for the tank in combat, are made by whoever is in the commander's seat. The other positions are not required to follow those orders, per se, there will simply be whatever IC interpersonal consequences come about from not doing so (and a small honor loss if you have adopted the Tanker's Creed as an Oath of Honor). In the heat of combat, the gunner may decide on a different target or the driver may decide to go a different direction than the commander instructs. Sometimes those may prove to be the right calls. Sometimes the commander may need to reinforce their authority after the action. This will simply be the tension and RP of the game.

 

Shares and Owners:

The tank was never owned by a single person in particular. The first charter set the tank as to be owned equally by all primary shareholders (i.e. the crew). Likewise, spoils of combat and salvage found are to be divided equally among the shareholders, as well as payment for contracts performed. When an apprentice or auxiliary crew is brought on, they are given a lesser payment based upon an agreed and negotiated fee. Once an apprentice is invited to join the crew in full, they are considered a shareholder with equal privileges. While there have been past crews who altered the terms of division (for instance when they have a designated "Captain" entitled to a greater share), the current terms are for an equal split. Individual crew are entitled to pursue side hustles (like selling crafted goods or performing for money), jobs, and to find their own loot (i.e. if they happen upon something valuable while the crew is considered "off duty"), as long as none are to the detriment of the operations of the crew as a whole.

 

Repair, maintenance, and arming of the tank takes considerable funding. Often, the crew will decide on "The Tank's Share" of the loot. That is, they set aside a share's worth of any valuables in order to supply the tank with any needed fuel, ammunition, or parts. That will be up to the players to decide, otherwise they must work together to come up with the funding for any of these things. 

Edited by Paxon (see edit history)
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