With a flick of a switch, Steven drops his Spartas down into Tank mode and raises up his main gun to aim at Male Powered Armor 1. "Silver bullet downrange! On the way!"
OOC aaaaand I crapped out with a fumble. Shit. Do I lose the shell, or is it stuck in the barrel?
OOC aaaaand I crapped out with a fumble. Shit. Do I lose the shell, or is it stuck in the barrel?
Combat Bonuses
On Foot / In the Tank
Number of Attacks: 4 / 5
Strike: +7 / +10 with cannons and long-range weapons, +12 with EU-11, +10 in HtH
Parry: +11 / +15, +1 with Shields
Dodge: +9 / +12
Roll: +3 / +6
Initiative: +1 / +3
Pull Punch: 0 / +4
Horror Factor: +3
Maintain Balance: +2
Perception: +6
Critical Strike From Behind
Tank Armor
Main Body: 475
Left Shield: 500
Right Shield: 500
Armor-Piercing Fin-Stabilized Discarding Sabot (APFSDS). A round that uses a dart made of depleted uranium or tungsten to pierce enemy armor.
Range: 4 miles (6.4km)
Mega-Damage: 3d6x10+20 M.D.
9 shells /
High Explosive Anti-Tank (HEAT). A shell with a shaped charge warhead.
Range: 2.2 miles (3.52km)
Mega-Damage: 2d6x10+10 M.D.
9 shells
Multi-Purpose Anti-Tank (MPAT). A HEAT round with an added proximity fuse to allow it to engage slow, low flying aircraft such as helicopters and for air bursts over targets.
Range: 2.2 miles (3.52km)
Mega-Damage: 2d6x10+10 to a 50 foot (15.2m) radius
9 shells
Canister. A shell filled with tungsten shot that acts like a giant shotgun shell for use against building, dug-in infantry, and thin-skinned vehicles.
Range: 2,500 feet (762m)
Mega-Damage: 1d8x10 M.D. to everything within a 25 foot (7.62m) area up to half range, 1d4x10 to everything within 50 feet (15.24m) area at full range.
9 shells
High Yield Incendiary (Plasma). An extremely lethal anti-personnel round filled with super heated plasma.
Range: 1.5 miles (2.4km)
Mega-Damage: 2d8x10 M.D+10. to everything in a 25 foot (7.6m) area from the initial blast. Sets all combustible substances ablaze and continues to burn, doing an additional 4d8 M.D. per minute for 1d6+1 minutes.
9 shells
Smoke. These shells emit billowing clouds of thick smoke and are used primarily for cover and to mark target zones. They come in black, white, red, green, and yellow, and make a cloud big enough to obscure an area 100 feet (30.5m) across.
Range: 4,000 feet (1,219m)
Damage: none
3 shells
Rate of Fire: Three times per melee round
Payload: 48 rounds
Note: Typical loadout for the Hover Tank is nine shells of each kind except for the smoke rounds. Those have three rounds, unless something different is required for the mission.
On Foot / In the Tank
Number of Attacks: 4 / 5
Strike: +7 / +10 with cannons and long-range weapons, +12 with EU-11, +10 in HtH
Parry: +11 / +15, +1 with Shields
Dodge: +9 / +12
Roll: +3 / +6
Initiative: +1 / +3
Pull Punch: 0 / +4
Horror Factor: +3
Maintain Balance: +2
Perception: +6
Critical Strike From Behind
Tank Armor
Main Body: 475
Left Shield: 500
Right Shield: 500
Armor-Piercing Fin-Stabilized Discarding Sabot (APFSDS). A round that uses a dart made of depleted uranium or tungsten to pierce enemy armor.
Range: 4 miles (6.4km)
Mega-Damage: 3d6x10+20 M.D.
9 shells /
High Explosive Anti-Tank (HEAT). A shell with a shaped charge warhead.
Range: 2.2 miles (3.52km)
Mega-Damage: 2d6x10+10 M.D.
9 shells
Multi-Purpose Anti-Tank (MPAT). A HEAT round with an added proximity fuse to allow it to engage slow, low flying aircraft such as helicopters and for air bursts over targets.
Range: 2.2 miles (3.52km)
Mega-Damage: 2d6x10+10 to a 50 foot (15.2m) radius
9 shells
Canister. A shell filled with tungsten shot that acts like a giant shotgun shell for use against building, dug-in infantry, and thin-skinned vehicles.
Range: 2,500 feet (762m)
Mega-Damage: 1d8x10 M.D. to everything within a 25 foot (7.62m) area up to half range, 1d4x10 to everything within 50 feet (15.24m) area at full range.
9 shells
High Yield Incendiary (Plasma). An extremely lethal anti-personnel round filled with super heated plasma.
Range: 1.5 miles (2.4km)
Mega-Damage: 2d8x10 M.D+10. to everything in a 25 foot (7.6m) area from the initial blast. Sets all combustible substances ablaze and continues to burn, doing an additional 4d8 M.D. per minute for 1d6+1 minutes.
9 shells
Smoke. These shells emit billowing clouds of thick smoke and are used primarily for cover and to mark target zones. They come in black, white, red, green, and yellow, and make a cloud big enough to obscure an area 100 feet (30.5m) across.
Range: 4,000 feet (1,219m)
Damage: none
3 shells
Rate of Fire: Three times per melee round
Payload: 48 rounds
Note: Typical loadout for the Hover Tank is nine shells of each kind except for the smoke rounds. Those have three rounds, unless something different is required for the mission.
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