Difference between revisions of "Tankery"

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(Created page with "==Tank Classes and Stats== Mini Tanks = 3 Crew (Commander, Driver, Gunner) 1d6 Targeting, 1d8 Manuever 6 HP, 2 Firepower Light Tanks = 4 Crew (Commander, Driver, Gunner, L...")
 
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  Driver - +1 Maneuver  Genius!: +2 Maneuver
 
  Driver - +1 Maneuver  Genius!: +2 Maneuver
 
  Loader - +1 Firepower Genius!: +2 Firepower
 
  Loader - +1 Firepower Genius!: +2 Firepower
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Co-driver - Either repairs one damage effect, or adds +2 to the roll of another crew member. Genius!: Boosts another crew member's success to Genius!
  
  

Revision as of 00:01, 2 April 2017

Tank Classes and Stats

Mini Tanks = 3 Crew (Commander, Driver, Gunner)   1d6 Targeting, 1d8 Manuever 6 HP, 2 Firepower
Light Tanks = 4 Crew (Commander, Driver, Gunner, Loader)  1d8 Targeting, 1d6 Manuever  8 HP, 2 Firepower
Heavy Tanks = 5 Crew (Commander, Driver, Co-driver, Gunner, Loader) 1d8 Targeting, 1d4 Maneuver, 10 HP, 3 Firepower


Rules

Each round, all played Crew members roll 1d6. Rolls of 1 are Big Mistakes, 2-5 are Success, and 6 is Genius!

Success Table

Commander - A specific tank is targeted (instead of a random enemy tank). -1 penalty for targeting Light Tanks, -2 for Mini Tanks. Genius!: +1 Targeting and Maneuver
Gunner - +1 Targeting  Genius!: +2 Targeting
Driver - +1 Maneuver  Genius!: +2 Maneuver
Loader - +1 Firepower Genius!: +2 Firepower
Co-driver - Either repairs one damage effect, or adds +2 to the roll of another crew member. Genius!: Boosts another crew member's success to Genius!


Big Mistake Table

Commander - False identification!  Tank fires on a random allied tank, or, if none are available, a random already-disabled tank of the targeted enemy school.
Gunner - Firing too hot!  Tank takes 1 damage (but resolves its action if disabled)
Driver - We're stuck!  The tank gets comically stuck in mud or otherwise entangled.  -2 Manuever this round.
Loader - Hot shells!  You distract a random crew member, downgrading their success by one level (Genius to success, etc)

Resolution

At the end of each round, the GM will resolve each shot fired, and deal out the appropriate damage. Damage of 2 or higher also causes a roll on the damage table.

Damage Table

1 - Smoke fills the hull!  Crit fails occur on 1-2 for all crew next round.
2 - A random (played) crew member is stunned by the impact!  They cannot perform their duties next round
3 - Treads flapping around!  -1 Maneuver permanently
4 - Cannon down!  -1 Firepower as tank is reduced to using machineguns
5 - Tank flipped!  Maneuver rolls and spotting are impossible unless two crew members spend a full round flipping the tank (non-repairable)
6 - Treads blown off!  Tank is permanently unable to Maneuver (non-repairable)
7 - Debris, on my tank?!  -2 Spotting permanently
8 - On Fire!  Takes 1 damage each round (non-repairable)