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
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At optimal operation, it will be served by five crew,
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However it can be fought effectively with as few as two and even operated fully (albeit inefficiently) by just the commander.
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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.
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It also features an advanced mill and printing system which can synthesize its own ammunition if provided raw materials.
Cover and Getting Around
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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.
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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.
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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.
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These hatches can be secured, or opened, as a swift action.
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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 Stats
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
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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)