Fallout: Boneyards (Chariots of Steel playtest / New Vegas Sequel Quest!)

CHARACTER SHEET
NAME: Xiuyuan "Alderesh" Yang
AGE: 41 | GENDER: Male
CURRENT STATUS: No injuries, 0 RPM, 7 STRESS

HARD​
KEEN​
CALM​
DARING​
-2​
+3​
+4​
-2​

MOVES
Breadwinner
Fen Yang: She's having a hard time at work/school and are unsure about their future​
(*)(*)( )​
[-1 Stress Per Routine!]
Bronwyn Yang (aka Browny): They're struggling with long-form Warflu and need expensive meds to kick it. Fortunately, you've managed to send some.​
(*) (*) ( )​
[-1 Stress Per Routine!]

Get It Done: Each Routine, hold 3. Spend that hold to get a partial hit on any check before rolling.
Old Reliable: The tank gains +2 Integrity, +4 Safety and +3 Reliability for ground vehicles, and removes Unreliable and gives +1 to Attack for a firearm.
Domestic Bliss: When you're at 0 stress, take +1 ongoing to all rolls outside of air combat. You're not in air combat. Haha. Holy shit. Really, Erika?

GEAR
Cortex Comrade, a miniaturized personal computer which uses a persistent heads-up display to help workers perform their tasks… or soldiers target the enemy.
A bandoleer with three smoke grenades.
A super stimpack, purchased with your own money. Just in case.

MASTERIES
Getaway Mastery: Passive (Every move you take adds +1 Handling in ground vehicles.)
Can't Miss: Reduce your Speed penalty to shooting by -3. When your vehicle attacks at Knife range, +1 AP. At Melee range, +2 AP.​

VICES
Cannabis
Reading
Music

TONK
A9 "Wander Home", M7 Oliver
Speed: 4 | Torque: +2 | Handling: 23
Armor: 4/2/1 | Integrity: 25 | Safety: 3
Reliability: 0 | Fuel Use: 7 | Stress: 1

SPECIALS
Festooned with Hatches: Every position on the tank counts as having a Hatch, and any member of the crew can leave from any side or fire personal weapons in any direction.​
Gun Stabilizer: The addition of a gun stabilizer reduces the movement penalty from the vehicle's own Speed by 2.​
Linked: All crew positions have an intercom.​


TANK CREW
Yang: Commander | Type: Closed | Visibility: +1 | Escape: +2
Drives-Fast: Driver | Type: Closed | Visibility: -1 | Escape: +2
Trudy: Main Gunner | Type: Closed | Visibility: -2 | Escape: +1 |
1 F. Cannon (AP/HE) | Hits: 1/6 | Range: Long/Extreme | Damage: 24/3 | AP: 4/0 | Specials (Both): Reload 1, Artillery, Heavy 4, Awkward -5 vs Planes. HE Shells gain burst​
Arcs: Fore, Rear, Left, Right​
1 WMG | Hits: 6 | Range: Long | Damage: 2 | AP: 1 | Special: Rapid Fire (always on rapid fire because there's no penalty while in a vehicle), Braced, Heavy 2​
Arcs: Fore, Rear, Left, Right​
Dora: Bow Gunner | Type: Closed | Visibility: -2 | Escape: +1 | Engine Access!
1 LMG | Hits: 4 | Range: Long | Damage: 2 | AP: 1 | | Special: Repaid Fire (see above), Braced​
Arcs: Fore​
Mask: Loader | Type: Closed | Visibility: -2 | Escape: +1 | Assists Cannon Shooting

TANK PLATOON

H2 "Mighty Mighty Man", M2 Dumont - Armed with an MG
Sergeant Baalaji: Commander/Gunner
Private Iron Moth: Driver

P9 "Lil' Mo Action", M2 Dumont - Armed with a Cannon
Corporal Aubrey Angel: Commander/Gunner
Private Caitlyn Smith: Driver

INFANTRY SUPPORT

Sergeant Christina Morales: Squad Leader

Corporal Arnold Brick: Second in Command

Lance Corporal Betty "Doc" Tracy: Medic

Private Gordon Xavier: LAW Man

Private Nosejob: LAW Man

Private Samantha Yeager: LAW Man

Private Michael Burnside: Sniper

Private Thomas Barker: Rifleman

Private William Barker: Rifleman

Private Gwendolyn Price: Rifleman

Lance Corporal Zǐhán Quin: Rifleman
 
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The early shells are probably dud!

Anyway

[X] Plan: Chargin' and Shoostin'

Unless we are facing something really hard, just continue slinging HE.
 
Bloody bureau of shells have given us ones that don't explode even on direct hits :mad:
 
All right! We have two votes, but they ARE for the same thing!

SO!

We're going to need the following rolls!

2d10+Calm+2 to drive forward
6d20 (+Keen to each) for your MG (this may have a -1 depending on the above result)
6d20 (+Keen) for MMM's MG
5d20 (+Keen) for Mo' cannon! (each hit = 5 hits)

Also, next vote I will ask if you guys prefer I make the roll using a dice roller so you don't have to keep doing it! Also, also, I'm finally getting around to adding TONK STATS to the character sheet so you know how TONK DO!
 
That's a lot of dice. Is this supposed to be wargame or rpg?
Rolling for our MG
Chopak threw 6 20-faced dice. Reason: Dakadakadaka Total: 73
16 16 14 14 7 7 14 14 12 12 10 10
 
We're making adjustments *right now* to figure out how to get the dice under control!

Gamefeel is the primary thing playtesting is for!
 
If we're going to have to wait for people to roll each if the 17 sets individually, we'll be here forever.
5d20 (+Keen) for Mo' cannon! (each hit = 5 hits)
10ebbor10 threw 5 20-faced dice. Reason: Cannon Total: 39
4 4 12 12 6 6 15 15 2 2
10ebbor10 threw 5 20-faced dice. Reason: Cannon Total: 72
10 10 15 15 19 19 19 19 9 9
10ebbor10 threw 5 20-faced dice. Reason: Cannon Total: 79
12 12 15 15 20 20 12 12 20 20
10ebbor10 threw 5 20-faced dice. Reason: Cannon Total: 51
10 10 19 19 4 4 15 15 3 3
10ebbor10 threw 5 20-faced dice. Reason: Cannon Total: 52
13 13 16 16 14 14 4 4 5 5
 
0.7: Lateral, not Horizontal
"Drives' Fast!" you shout. "Drive! Fast!"

"Got it, sir!" she says, cheerfully, then throws the tank into gear. The snarling, growling sounds of the treads fill the air, noisy even over the chatta chatta catta of the coaxial machinegun. Doraand Trudy don't even need to get to told it's time to hose the enemy down as you approach. You, meanwhile, are trying to figure out why the shells were nothing but bang and flash, no real shrapnel. Your leg gets a slap. Looking down, you see the glowing green irises of Mask.

"Defect," he says.

For a second, you think he might be suggesting we...defect? But no, no, you realize it a second later as he points at three shells he's pulled out of the loading rack and set rattling on the tank's floor.

Defective.

You clench your jaw as the Lil' Mo Action's cannon fires with a pop in the distance. The roar of the shell impact and the hammering of the two machine guns fill the air with such noise that you can't tell anything straight for a bit - but then your tank bursts through the smoke and hits a Protectron that is flailing on the ground. There's a moment of resistance, than a pop.

The tread crunches and you shout. "Stop! Stop! Stop!"

Drives Fast throws the tank into a break so hard that you swear the fucking thing skids a bit, throwing up gravelized asphalt behind you. The protectrons aren't all deactivated - but all of them are down. The few that are still working are speaking in their warbling voices.

"Et...Tu...Cesar…" one said, writhing.

"Ave...True…" another said, trying to get its stumps of arms under itself again, and only succeeding to imitate a wounded soldier's crawl.

That's when you hear the screaming.

"Shit," you mutter as the infantry start to come from the wall. Brick sprints ahead of the group, pulling his shovel out as he approaches one of the downed machines.

"Don't waste ammo! They're down, keep to their backs, use your entrenching tools, like this," he says, casually stepping up and whacking one of the protectrons in the back of the head, hard enough that the entrenching tool smashed through to the pavement and splinters of metal flew up into the air.

"Jeeze, Corporal," the bearded man - one of the LAW men - says. He shakes his head. "Not all of us have your anger issues."

"Anger issues?" Brick huffed as the men started to work on the protectrons. Your hands are shaking. You don't see the medic, Morales, or the Barker twins. Brick jogs over to your tank as Mo and MMM both rumble over, their turrets swiveling around.

"Daddy issues, then!" the bearded man calls over to Brick.

Brick turns his back to you to glare at the man. "Knock it off, Xavier, and get to smashing clankers!" He turns back to you, not needing to clamber up the tank to get near you. "We got a casualty."

"Who is it?" you ask, your hands gripping the edge of the hatch. Drives peeks her snout out of the hatch, her eyes big and nervous.

Brick nods. You can hear the scream getting louder from the rubble. "Tom Barker, one of the twins. His right hand's down to here-" he prods the middle of his bulging bicep. "Laser beam took it right off."

"Slice?"

"Yeah, but not fucking horizontal," Brick grumbles.

You wince. You try and imagine what that had to have been like - the beam starting at the fingers, working down in a single flash of agonizing pain. The screams hit a fever pitch, then die off. A bit later, the medic emerges with the Barker twins. The wound is covered, sleeve cut away for the stimpack, and the other twin is trembling as he supports his brother towards the 'half track.'

The worst thing is you're aware of how...how…light this was compared to what might have happened. If the Legion had had been in position, you would have been so fucked. Those men would have been fucked. And it was your fault - shells or no, you had sent them forward without support, into a potential meat grinder.

You put your hand to your face, then lean back, then duck into the turret. You adjust your radio, picking up the frequency for your CO.

"Sandman-6, this is Sandman 2-6 Actual, we have engaged and destroyed a platoon of Protectrons - they're Legion. Over."

"Say again, 2-6, Protectrons? You ran into wild tech out there, over?"

Trudy rolls her eyes and mutters something to Dora, ducking down to do so. You bite back your first response and say, as calmly and clearly as you can.

"No, Sandman-6, they were Legion Protectrons, brand new, built by Legion. They're speaking f...they're speaking Latin, over."

There was a long pause.

"Understood, 2-6. Sitrep?"

"Enemy neutralized, and uuuh, we had at least two defective HE shells, and have wounded, over." Things could have gone better.

"Understood, 2-6." There was a short pause. "Might be a bad batch of shells, just stick to AP. There's a forward operating post with an aid station and supply cache for tomorrow's op, continue north up the road. They need armour for something, maybe the protectrons were supposed to protect - our birds say it's a disguised gun, over. Might be entrenched armor."

You resist the urge to punch the wall. "Understood, Sandman-6." You hang up on him as hard as you can.

"Did they teach you about that in training?" Trudy asks.

"Yeah, actually," you say. "Some of the instructors were real boneheads."

"Heh," Mask rasps.

You clamber out of the tank, to get your head together with Morales, Baalaji and Angel. You sketch out what it is you're looking at ahead of you, and that you shouldn't use HE. "Our second shot looked better," Angel says, defensively.

"Well, double-check anything before you load. Besides, it sounds like we're going to be running into armor."

"This isn't the first time. We've been getting defective fuses on artillery too, manufacturing's gone to shit," Morales muttered darkly.

"Well. Shit. Maybe they'll have something better at the supply cache. And maybe some HEAT or something, who knows," you say, grasping for some positive.

"Yeah!" Angel brightens. "That'd be great, this little popgun isn't going through a Legion tank without it."

"All right - oh, and double-check if you spot enemy armour. Might be one of ours, or us, though, cause we're taking front," you say, nodding and climbing back up the side of the turret. "Let's roll!"

You climbed back into the tank and leaned back against the hatch, the fake confidence you'd been projecting crumbling a bit. You had to be better than this. People were counting on you.

---

Two things

Firstly, you need a mastery! This is your special ability as a tanker.

Choose
one from one of the following categories. Do not choose one from each category, I swear to God!

[ ] Linebreaker Mastery: Passive (each move adds +1 to your safety and integrity stats)
-[ ] Micromanagement: All NPCs can use your stats, not just driver and primary gunner
-[ ] Armor Angling: When hull down, +1 front armor.
-[ ] Close Encounters: +1 visibility. When you fire a sidearm out of your vehicle, make a personal attack at a -2. You are still protected by the tank's armor while doing this.
-[ ] Shock And Awe: When you are driving at full speed, roll Overcome
Suppression with 1d20 instead of 1d10, deal +1d10 damage to the enemy
in a Crash, and add +2 to the effect of Tank Terror on your foes.
-[ ] On the Way!: Whenever you have a moment to regroup, hold one to ready
and reload your weapons. Spend that hold to attack twice in a row before
the enemy can respond.
-[ ] Oh Yeah!: When you crash through a building or trees to surprise a foe,
roll Cross Obstacle as normal. If you succeed, take +1 results in addition
to Advantage forward to Tank Battle.

[ ] Getaway Mastery: Passive (Every move you take adds +1 Handling in ground vehicles.)
- [ ] Can't Miss: Reduce your Speed penalty to shooting by -3. When your
vehicle attacks at Knife range, +1 AP. At Melee range, +2 AP.
-[ ] Get Off the Road!: Hold 1 per mission. Spend that hold to put an obstacle
in your way. If you manage to avoid it, anyone chasing you won't.
-[ ] Become Ungovernable: Any ground vehicle you drive has +1 Speed. When
you are faster than your opponent, roll Tank Battle +Daring.
-[ ] Now You See Me: When you expose yourself to danger to mock the enemy,
hold one. As a result on Tank Battle!, spend the hold and forgo your attack
to find a perfect hiding place for your vehicle and disappear.
-[ ] Drive Circles: When you wait for the perfect shot, you can take +2 results
on Tank Battle! if you let the enemy attack first instead of just +1.
-[ ] Multi-Track Drifting: When you push your vehicle beyond its limits, take
Advantage forward and count your Speed, Torque, and Handling as 1
higher. After the move, the tank takes 2d10 damage.



Secondly, we've been doing some revisions and have a fun new mechanic! We've adjusted what needs to be rolled for NPCs, and each fight, you will have 2 Orders you can issue to your troops. These orders can:

  • Grant your stat bonuses to allies.
  • Allow your allies to use your Mastery moves.
  • Give Advantage (roll +1dice and pick the highest) to a roll.
  • Overcome Suppression or rally panicked troops.
  • Negate the next 3 Injury that would be taken by the squad.

This resource resets after each fight, so remember to use it!
 
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[X] Linebreaker Mastery: Passive (+1 to Safety and Integrity)
-[X] On the Way!: Whenever you have a moment to regroup, hold one to ready
and reload your weapons. Spend that hold to attack twice in a row before
the enemy can respond

On that note, we really do need a way to work out when we're spending our holds. It's no big deal, but spending holds on specific rolls and actions is…tricky in quests.
 
Once again proving that DC is better at Gaying than he is at Gaming.
 
Does micromanagement cover the infantry squad and other tankers or just the NPCs in our own tank?
 
[X] Getaway Mastery: Passive (Every move you take adds +1 Handling in ground vehicles.)
- [X] Can't Miss: Reduce your Speed penalty to shooting by -3. When your
vehicle attacks at Knife range, +1 AP. At Melee range, +2 AP.


Because being able to shoot on the move is never a bad thing.
 
[X] Getaway Mastery: Passive (Every move you take adds +1 Handling in ground vehicles.)
- [X] Can't Miss: Reduce your Speed penalty to shooting by -3. When your
vehicle attacks at Knife range, +1 AP. At Melee range, +2 AP.
 
Just as a warning! Your tank does have gun stabilization, which reduces penalties for speed by 2.

So, if you're going TOP SPEED, you'd have ZERO penalties with this move.

Which actually sounds kinda rad, now that I think bout it.
 
Just as a warning! Your tank does have gun stabilization, which reduces penalties for speed by 2.

So, if you're going TOP SPEED, you'd have ZERO penalties with this move.

Which actually sounds kinda rad, now that I think bout it.
Once again, everybody.

Good at the Gaying, merely okay at the Gaming.
 
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