Valeros

Captain Schultz's page

3 posts. Alias of Viluki.


RSS


Behind Balash steps out a lithe figure, his uniform is evidently Urbanian save for the colors which are a tan desert sand color. His voice is efficient, clipped and possessed of a strong baritone.

"I am Captain Schultz, your resident tank driver. Before we proceed what are your relevant skills and abilities?"


Also here is my tank crew (the last two can be skipped if any players want to take a shot at manning the tripods)...

Mounted gunners, Otto Krebs & Heinrich Krupp:

Otto: Otto can be described as a jovial but efficient gunner with a fondness for beer, he follows Schultz out of a sense of camaraderie.

Krupp: Krupp is a dour and grim individual who nonetheless has a moral compass, he approved greatly of Schultz's decision to kill Hess.

Gunners, Hans and Gretal:

Hans and Gretal: A brother and sister pair of gunners noted for their polar opposite personality and friendly rivalry (Hans is cold, Gretal it hot personality wise). The only thing they both agree on is that Schultz is a good captain.

GM do you want to design their stats yourself or have me do it (thinking each crew member is a level 2 warrior with a 15 point buy to keep them firmly NPCs)?


GM:

Wolfhound: That sounds more like the drake to me, the Wolf is more akin to the M-4 Sherman. A "cheap" mass produced tank that can easily be retrofitted into a specialist tank, the vanilla Wolf is a generalist tank. Here is my interpretation.

Wolf
Huge Manite-Powered Vehicle
Caster Level: 5th
AC: 15 (+8 armor, -2 size, -1 dex)
Hit Points: 44 (3d10+20+6+3)
Speed: 30 ft. ; Speeding: 15 ft.
Space: 15 ft. X 20 ft.
Strength: 18
Dexterity: 8
CMB: +6
CMD: 15 (+8 vs. trip)
Crew Stations: pilot, 2 gunner tripods, 2 mounted gunners
Maximum Weapons: 3 (2 gunner tripods, 1 cannon)
Cover: improved std/partial (pilot), total (crew), partial (gunner).
Engine Type: basic
Standard Features:
Armor (medium): The vehicle gains a +8 armor bonus to AC.
Medium armor reduces the vehicle’s overall speed by 10. A
vehicle with medium armor can only rush at 4 times its normal
speed (6 times if the high speed feature is chosen).

Tank Plating: The pilot has only a slit to look through, but
may open a hatch to see the outside world clearly. The rest
of the crew receives total cover. To use the gunner tripods,
the gunners must emerge from similar hatches. When a gunner’s
hatch is open, that crew member’s cover is reduced from total
to partial.

Integrated Turret: The mounted weapon has a limited arc of fire.
Targets must be in within a 90 degree cone of the vehicle's
forward facing. When manning a turret, the gunner's cover is
reduced from total to partial. One feature point may be used to
remove the restriction of the limited firing arc.

Superior Materials: The vehicle has been reinforced with toughened
materials, allowing it to sustain more damage. It gains +3 hit
points, or +1 hit point per hit die, whichever is greater.

Cobra: The Cobra is intended to be the "glass cannon" of the bunch, accurate and lethal at long range but sucks when got at short range...

Cobra
Huge Manite-Powered Vehicle
Caster Level: 5th
AC: 12 (+4 armor, -2 size)
Hit Points: 41 (3d10+20+6)
Speed: 30 ft. ; Speeding: 15 ft.
Space: 15 ft. X 20 ft.
Strength: 16
Dexterity: 10
CMB: +5
CMD: 15 (+8 vs. trip)
Crew Stations: pilot, 2 gunners
Maximum Weapons: 1
Cover: improved std/partial (pilot), total (crew), partial (gunner).
Engine Type: basic

Standard Features:
Armor (light): The vehicle gains a +4 armor bonus to AC.

Tank Plating: The pilot has only a slit to look through, but
may open a hatch to see the outside world clearly. The rest
of the crew receives total cover. To use the gunner tripods,
the gunners must emerge from similar hatches. When a gunner’s
hatch is open, that crew member’s cover is reduced from total
to partial.

Integrated Turret: The mounted weapon has a limited arc of fire.
Targets must be in within a 90 degree cone of the vehicle's
forward facing. When manning a turret, the gunner's cover is
reduced from total to partial. One feature point may be used to
remove the restriction of the limited firing arc.

Mortar fire: As a full round action the Cobra's gunners may select a target square within a 180 feet, every time they fire the cannon at that square they gain a +4 bonus to their attack roll. In addition to this they reroll any 1s in the damage dice.

Wildcat: The Wildcat I envisioned was kind of like this... (http://www.militaryfactory.com/armor/detail.asp?armor_id=225). Here is my interpretation.

Large Manite-Powered Vehicle
Caster Level: 5th
AC: 15 (+4 armor, -1 size, +2 dex)
Hit Points: 41 (3d10+20+6)
Speed: 50 ft. ; Speeding: 25 ft.
Space: 10 ft. X 15 ft.
Strength: 16
Dexterity: 14
CMB: +5
CMD: 16 (+8 vs. trip)
Crew Stations: pilot, 1 mounted gunner.
Maximum Weapons: 1
Cover: improved std/partial (pilot), total (crew), partial (gunner).
Engine Type: basic
Standard Features:
Armor (light): The vehicle gains a +4 armor bonus to AC.

Tank Plating: The pilot has only a slit to look through, but
may open a hatch to see the outside world clearly. The rest
of the crew receives total cover. To use the gunner tripods,
the gunners must emerge from similar hatches. When a gunner’s
hatch is open, that crew member’s cover is reduced from total
to partial.

Mounted High Caliber: 2d8 18-20/x3 damage, 100' range inc
(Ammo 6gp/10 rounds = 2 lbs.) Gunner manning the turret receives
standard cover instead of partial.

All-Terrain: All-terrain vehicles can ignore up to 2 squares of
difficult terrain per turn, moving over them as if they were normal
terrain.

Also some replacement Scout techniques...

Tank shock: Tanks are shocking weapons and a scout with this technique knows how to exploit this, whenever making the overrun or bull rush maneuver against medium or smaller creatures the scout can make a free intimidation check to demoralize them (with a +4 bonus thanks to the size of the tank). This can only be used with Huge+ vehicles. This replaces Steamjouster.

Blitzkrieg: Speed is key to offensive power, you exemplify this. For every forty feet you move per round your tank gains a +1 bonus to attack and damage for 1 round. This requires Swift as lightning.

Thoughts? (not trying to put you down here)