Remember this vehicle of mine, a siege tank for a very popular GRIMDARK sci fi combat game?
(Its the one on the right!)
I think we can get it really close, which using my rules is the whole point. To get something "close enough" as opposed to tons of detail and all.
I first need to figure out the size. If we are using your usual 25-32mm scale minis the tank looks like a Heavy Vehicle with the following statline:
Unit Size Physique Agility HP AC Speed System Points Weapon P.
Heavy 16 12 25 18 14 5 5
Well if we remember our game fluff, the tank has a short range (roughly 48 meter) big blast anti tank/anti fortification cannon with options for a pintle mounted anti infantry gun of the same range, and the big bulldozer on the front.
Its a pretty simple machine, rugged but not super rugged. I spend 3 System Points to give it 3 point "Improved Construction Systems" which gives it +5 HP per point spent, or 15 extra HP.
I spend 2 more for "Improved Defensive Systems" for +1 AC per point, or +2 AC.
I am pretty happy with the core statline otherwise so I don't mess with lowering anything to gain more points for anything. The tank is a normal speed machine.
Our current statline is now:
Unit Size Physique Agility HP AC Speed System Points Weapon P.
Heavy 16 12 40 20 14 5 5
Now its time for the main cannon, and hopefully some points for the Bulldozer Blade and the pintle mounted anti infantry gun.
To remind us, here is the main stats of a "Direct Fire" weapon, what our main gun is:
Damage Accuracy(To Hit Bonus) Range(In Meters) Ammunition
1d6 / 1d6 0 / + -1 200 / 50 25 / 5
That's 1 Weapon Point. I decide to get the range close to the original game its from, but 50 meters is kind of too small so I only drop it to a 100 meter range weapon, giving us 2 points of WP. I decide to use 3 of my 5 total WP for the main gun, so I have 4 WPs on this one weapon left to play with as it always costs at least 1 WP regardless of downgrades. I spend all 4 on Damage upgrades to bring the weapon to a nasty 5d6 damage. But this cannon is supposed to be REALLY tough, so I drop the Ammunition down to 20 shots which gives me another WP and I raise Damage another point to 6d6.
The weapon does a big blast so I sigh and drop Ammunition 2 more points bringing it down to 10 shots, but it now has a 2 point "Blast" attribute.
Since the gun is hull mounted and not on a turret as you can see, I make it front mounted and gain 2 more WP. I raise the damage 2 more points to a BRUTAL 8d6.
So our big gun now looks like this:
Damage Accuracy(To Hit Bonus) Range(In Meters) Ammunition Special
8d6 0 100 10 Large Blast
45 Front arc
On average each hit will do 28 HP in damage to tanks, or a massive 70 to poor infantry. That's pretty devastating and pretty close to how it works in its parent game.
I use 1 more WP for a pair of anti infantry guns with a 360 fire arc. I choose a pair of Automatic Rifles from the X-Plorers rulebook. (Yeah I could use good or bad X-P personnel weapons, but other than in game money, it doesn't much matter. This a GM system and GMs can approve or disapprove of any design for whatever reason they want. In this case the Automatic Rifle is pretty close to the source material so I go with it.)
My final WP is spent to give the tank a front mounted shield, improving its AC to 21, which is pretty good.
So our final machine looks like this:
Unit Size Physique Agility HP AC Speed
Heavy 16 12 40 21 14
Weapons: Bulldozer Shield on the front, 360 mount twin linked Automatic Rifle,
Siege Cannon:
Damage Accuracy(To Hit Bonus) Range(In Meters) Ammunition Special
8d6 0 100 10 Large Blast
8d6 0 100 10 Large Blast
45 Front arc
Now that we have made this tank, next time I will create a Mecha.
2 comments:
Man, I've been lookin' for something like this! Nice!
Thanks! I still need to finish up my Mecha section for combiners and more anime like bits though.
And a few more design examples. I may be tooting my own horn here, but I think I have made an amazingly flexible system. It can pretty much do just about any major sci fi mechanical type design.
Using Vehicle as a scale means we can keep numbers low but still make for some deadly machines.
Hopefully my ideas will spread a bit because I would love to see what types of machines other folks could come up with!
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