Trauma and Treads
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A quest about commanding a ground mercenary unit in a world where everyone flies in planes.
0-0 Who You Are

Texas Red

I’m a She but I’m still Him
Location
100 Meters From Your Location
Pronouns
She/Him
I've been wanting to do a Chariots of Steel quest for a while now, and a recent one that just started finally gave me the inspiration to try one of these. The only quest I've been able to stick to is my other Himmelgard one, so I hope I'll be able to with this one too. Time for another trauma filled story I might publish as a novel someday! For this adventure, we need our officer, whether they be in charge of a tank or a squad. Let's pick what they were and who they are!

Spinne, Tank Commander
Commander who found a tank in a Dead City and promised to get their friends out in it. Native to Macchi, born a month after the world ended, speaks the hastily rehashed Macchian tongue along with Gothic.
-2​
+3​
+3​
-2​
Hard
Keen
Calm
Daring


Speed
Torque
Handling
2​
+5/-2​
12​
Armor
Integrity
Safety
3/3/2​
36​
5​
Reliability
Fuel Uses
Stress
-2​
7​
1​


[ ] Farmer -A naive farm boy/girl with the potential to be one of the best commanders, if they can get over their aversion to hurting people.
[ ] Soldier -A young officer raised in a society based on militaristic merit. Your stiff upper lip will make relationships difficult.
[ ] Fischer -A devoted follower of the Gods of the Dark Sea with a team of similarly minded individuals.
[ ] Survivor- A survivor of the end of the world, having escaped a dead city in either a tank or on foot.
[ ] Skyborn -One born in the sky on an airship with a deeply different culture than the rest of Himmelgard.
[ ] Believer -Someone fanatically devoted to The Cause with a team of similarly committed individuals.
[ ] Scion -A rich heir having left home to prove yourself to your ruling parent, willingly or unwillingly.
[ ] Worker -You've tried every other avenue for work. Mercenary work is just another job.
[ ] Student -A member of a university who will be commanding a ground force to write your Thesis. Or to procrastinate writing it.
[ ] Witch -A magic user with the capacity to gamble with reality with a stacked deck.

[ ] Tank Commander (Command a tank)
[ ] Squad Commander (Command a squad)
 
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0-1 Absolute Peak or Abysmal Dogshit?
Guess we're keeping the title. Now, there's a decision to make. There's two ways to play Chariots under our circumstances. We can either play in Officer mode, where you get double your starting Thaler, but have to outfit your own squads and tanks, or you just play as a survivor with another couple of like-minded people willing to be mercenaries with you. It would mean the other commanders as PC-grade fellas. To be honest, being able to shell out a straight 100þ would be unthinkably powerful. You could buy any tank in the game with a complimentary squad. Rolling out of a dead city in a Vikki and 20þ change to arm some hirelings would be incredible. One issue though. As a survivor, you have a maximum of 4 other crew or squad members. So keep that in mind when picking your tank. You can hire more crew toaster though, or just not have secondary gunners or something.

[ ] Officer Mode (100þ Budget, Command Points, capacity for more than one tank/squad)
[ ] Part of a Whole (50þ Budget)

Tank vote!

[ ] Feldmaus, Tiny Predator. (20þ, 1 upkeep. Agile devil with a shotgun starter and able to reverse as fast as forward)
[ ] Viktoria, Baby Leviathan. (80þ, 6 upkeep. You are the boss fight. Hard to kill but not easy to live as)
[ ] Mannschaftswagen, Basically A Chimera. (20þ, 1 upkeep. [Mann does what?!] can carry 20 people)
[ ] Drachentöter, Accurately Named. (80þ, 4 upkeep. Size of a bus and needs a crew to match. But you RULE the field)
[ ] Wächter, Him. (50þ, 3 upkeep. Perfectly sized for your crew, truly ahead of its time, lots of gadgets)
[ ] Panzerstampfer, Tank Made for Walking (40þ, 3 upkeep. It walks! Stay on stable ground though)
[ ] Gletscher, ~Menacing~ (25þ, 2 upkeep. Extra tank terror, big gun, but literally cannot see anyone within 10 meters)
[ ] Bergsteiger, Shed's Death. (50þ, 4 upkeep. No explosive shells, hits like a truck with precision. Perfectly sized for you)
[ ] Write In
 
0-2 Found Family
[X] Part of a Whole (50þ Budget)

[X] Panzerstampfer, Tank Made for Walking (40þ, 3 upkeep. It walks! Stay on stable ground though)

You spent your entire life in a part of the world that simply seemed unapproachable, or unthinkable in general. You don't remember much of your childhood. You had your mother, and your father. For a long time at least. You think you were five when your father just didn't come back from going down the tower's ladder. Then, when you thought you were ten, your mother didn't come back. You don't remember either of their faces. They didn't leave you with nothing. They taught you to read and write, told you what the City was like before the gas bombs fell and killed nearly everyone. It was unbelievable to you that there existed other people at some point, at least when you were very young. It was just you three, until it wasn't. They mainly taught you Gottisch, but you had enough of an understanding of Macchian to read the signs around the City. After that you had to fend for yourself. Canned food and water was plentiful. You stockpiled it whenever you could. You didn't like going down into the City.

At one point, when trying to pry open a back door to a warehouse that could have gas filters fitting your mask's dimensions after avoiding a shade's predicable routine, you locked eyes with another person that looked like they were about to do the same. The first person you'd seen since your parents. They had a suit that seemed much older than yours, made of leather and sealed with wax rather than your rubber mask and plastic suit. You didn't speak to each other, they just helped you break open the warehouse door and get inside. There were sparing crates, some opened, some not, but in the middle of the warehouse was an enormous… vehicle, you thought. It was painted a camouflage grey, stood on four legs, and had a cannon on the front like a proboscis. You knew at that moment you'd do anything to ride in one of those. You'd be just about invincible.

Your new friend asked you your name at that time. Your birth name seemed like a far off concept. You told them your name was…

[ ] Jäger (+3 Hard, +3 Keen, -2 Calm, -2 Daring)
[ ] Maus (-4 Hard, +3 Keen, +2 Calm, +1 Daring)
[ ] Spinne (-2 Hard, +3 Keen, +3 Calm, -2 Daring)
[ ] Hans (0 Hard, +2 Keen, -2 Calm, +2 Daring)

which wasn't a lie, exactly, just the nickname your parents gave you when they were still around.

You made plans to leave. The tank, you later found out, was not operational, but could be. You committed yourself to fixing it with your new friend so you two could leave. Then you picked up someone new. And then another. And then another. You found more people than you ever thought you would, four friends, four people wanting out just as bad as you. You felt responsible for them, in some way. You would help them get out with you. Skills came with age, helping you to protect yourself and to protect your crew. They unanimously voted for you to be the commander, your work paid off in them actually, fully trusting you.

Pick three. If you want complex origins, pick one from another playbook and vote for one to be crossed out.

[ ] Cornered Animal: Roll keen to look for a way out. Failure, +2 hard forward, partial, +2 Keen forward, success, use that hold to leave.
[ ] Tough It Out: Never pass out from injury.
[ ] Scavenger: When searching a wrecked vehicle or ruin, roll +Keen to try and find something that would reasonably be there.
[ ] Make Do: You personally coat 0 upkeep.
[ ] Expendable: Make the enemy attack you and only you and give advantage to someone else.
[ ] Paranoid Sense: Make a pessimistic prediction, +1 Stress, take advantage forward.
[ ] Gone Feral: When you brawl viciously, everyone in the fight, including you, takes +1 Injury.
[ ] Of Two Minds: Select another stat line from a playbook, while your mask is off, you may use that other stat line instead. Could also be used to represent a plural character if we'd like to make our protagonist that.

[ ] Write in your four crewmates. Everyone gets to make one, give their nickname, what their gas protection looks like, and a notable habit, dream, or personality trait they have.
 
Vote closed
Scheduled vote count started by Texas Red on Nov 13, 2024 at 7:34 PM, finished with 7 posts and 7 votes.

  • [X] Spinne (-2 Hard, +3 Keen, +3 Calm, -2 Daring)
    [X] Scavenger: When searching a wrecked vehicle or ruin, roll +Keen to try and find something that would reasonably be there.
    [X] Cornered Animal: Roll keen to look for a way out. Failure, +2 hard forward, partial, +2 Keen forward, success, use that hold to leave.
    [X] Tough It Out: Never pass out from injury.
    [X] Keller (She/Her). Wears a scavenged mask cobbled together out of broken parts, wrapped in oilcloth. Habitually checks the gas seal at her neck when she's nervous-it's failed her before.
    [X] Part of a Whole (50þ Budget)
    [X] Panzerstampfer, Tank Made for Walking (40þ, 3 upkeep. It walks! Stay on stable ground though)
    [X] Schatz (She/Her). Military mask and ill-fitting wax-sealed coat, as if made for someone bigger. An eternal optimist.
    [X] Feuer (They/Them). A large black gas mask that is also fireproof. An pyromaniac that rarely takes their mask off to hide the burns on their face. Quiet but smarter than one would think.
    [X] Blick (He/Him). Standard civilian mask, like you've seen on countless bodies, but well kept. When he stops moving it's hard to tell he's alive, either.
 
0-3 The Day
[X] Spinne (-2 Hard, +3 Keen, +3 Calm, -2 Daring)

[X] Scavenger: When searching a wrecked vehicle or ruin, roll +Keen to try and find something that would reasonably be there.
[X] Cornered Animal: Roll keen to look for a way out. Failure, +2 hard forward, partial, +2 Keen forward, success, use that hold to leave.
[X] Tough It Out: Never pass out from injury.

[X] Keller (She/Her). Wears a scavenged mask cobbled together out of broken parts, wrapped in oilcloth. Habitually checks the gas seal at her neck when she's nervous-it's failed her before.
[X] Schatz (She/Her). Military mask and ill-fitting wax-sealed coat, as if made for someone bigger. An eternal optimist.
[X] Feuer (They/Them). A large black gas mask that is also fireproof. An pyromaniac that rarely takes their mask off to hide the burns on their face. Quiet but smarter than one would think.
[X] Blick (He/Him). Standard civilian mask, like you've seen on countless bodies, but well kept. When he stops moving it's hard to tell he's alive, either.

You five spent four months of bearable Macchi winter piecing the tank back together. You essentially had to rebuild the engine from scratch, but after reading enough handbooks to consider yourself an engineer and using your knowledge of the City to find the parts necessary, and helped rebuild the complex hydraulic joints necessary for the structure itself to move. You assigned Schatz as the driver. None of you had driven before but you gave her the pamphlet on how go operate it, and told her that she'd be the one to get you five out of there. You assigned Feuer to the field cannon on the front. You'd need to blast yourself out of this City, and you had confidence he'd be able to. Keller and Blick were assigned to the machine guns on either side for similar reasons. It would be basically impossible to stop you, but you needed to stop the shade soldiers you'd have to avoid from blowing you apart. The only issue is you didn't have a loader, which would make using the main cannon harder. You only really needed one shot to blow the city's wall open, if even that. You might be able to just plow through it with how unstoppable your beast of war was. You made another modification to it, adding some gas filters from one of your shelters to the cabin to give the walker clean air at positive pressure. It didn't make anyone want to take off their masks, but it was at least helpful in making everyone feel safer.

You cracked open a sealed barrel of petrol in a military bunker near City hall, still fresh despite being nearly forty years old. Thank Sigvird for wartime preservatives. Hopefully just enough to get you to the town over to the south you'd set as your goal. Honestly, just breaking through those walls and finding yourself among the trees, just once, would be enough for you. You slept in your gas suit the night before it was time to go. It reminded you of your mom. It was her spare anyway. It helped you sleep, and helped you feel less nervous about tomorrow. When you awoke, it was time to go. You needed to gather whatever you could carry with you. Whatever you valued.

Pick three

[ ] A loyal dog or scrappy cat (gets a gas suit for them, name them)
[ ] Relatives, somewhere out there.
[ ] Improvised homemade armor (Thickness 2 Chestplate and Leggings made of street signs)
[ ] Salvaged of homemade gun (write in what you found)
[ ] Two more survivors (Non fighters, make profiles for them like the others and say their roles)
[ ] Flare gun for signaling
[ ] Location of valuable salvage.

Pick at least 3 in a plan

[ ] Needs to find the exits to every room
[ ] A little jump every time you're addressed
[ ] Long routine of checking your gas seals
[ ] A habit of hand wringing when nervous
[ ] A pathological need to avoid arguments
[ ] A compulsion to hoard food
[ ] Inability to meet anyone's eyes
[ ] A noticeable stutter of overly quiet tone

I have nowhere else to put this. What was the nature of the gas in your city, and how was it a complex threat?

[ ] The gas turns all organic material to stone. The dust in the air required daily cleaning or it would choke out your gas filters.
[ ] Luftane based gas fucks with buoyancy, induces constant acid rain and high concentration regions have some buildings or objects floating.
[ ] Hyper-oxygenation mixture that oxidizes everything relentlessly, causing exposed un-treated metal to rust in hours and makes your cells melt from hyper-oxygenation
[ ] Not actually toxic, but frenzies insects to attack and consume any animal they can smell. You die from blood loss as mosquitos drain you in minutes.
[ ] Causes people exposed to be able to think of nothing but murder. Everyone in the city killed each other, and the shades are more akin to World War Z zombies than anything, but still use weapons with suicidal aggression.
[ ] Write in, get creative.
 
0-4 Ride of The Valkyries
[X] A loyal dog or scrappy cat (gets a gas suit for them, name them)
-[X] Erz, the Erzatz Dog. You're pretty sure she was a rat, really, but the gas got to her. Whereas it killed everything else, it appears to have given the rats a longer life.
[X] Improvised homemade armor (Thickness 2 Chestplate and Leggings made of street signs)
[X] Location of valuable salvage.

[X] Lived alone, survived
- [X] Needs to find the exits to every room
- [X] A compulsion to hoard food
- [X] Long routine of checking your gas seals

[X] Luftane based gas fucks with buoyancy, induces constant acid rain and high concentration regions have some buildings or objects floating.

You fasted on your homemade armor you crafted out of street signs and electrical cables to your chest and legs over your suit, rolled the map of something in the mountains your mom had left, you weren't sure what of, into your bag, and helped your dog… rat? Thing? You weren't sure, into her canine gas suit. The green sparkling clouds above the city were pouring out an exceptional deluge of acid today, making some of the broken concrete portions of the buildings surrounding your tower float above the sight lines of the windows. You had to take the sewer to the warehouse, holding Erz in you arms since you had no collar or leash for her, walking past that shade that always begged you for water you helped pass on last summer, past the bunker that collapsed two years ago, taking another shelter with it, and past the drainage crossroads that was always steaming with acid fumes. You didn't want to live here. No one did. But you were somehow more scared of literally anywhere outside of this place than these poisoned sewers and floating broken buildings. You at least knew this place well. You knew how this world works. You had no idea if there was a war still going on outside. Or hell, who was still alive. You heard planes flying above regularly, you weren't the last people on earth, but no one had come to save you, no one had tried a cleanup. You'd spent most of your life wondering why no one had come to try and find you. Didn't much matter, no one would save you five, you had to yourselves.

You popped the manhole cover inside the warehouse and lifted Erz over you into it, and heaved yourself onto the concrete floor. Everyone else was there already, they lived closer, putting the finishing touches on the tank. Its cabin was down on the ground, in a squatting position, waiting to be started. Feuer was loading shells into the tank from the crate you'd opened recently, Schatz was still rehearsing the driving pamphlet. You only had enough fuel for one journey, and the engine could alert shades in the area, so she'd have to wing it once you actually started it up. Keller was checking the boxes of machine guns, and Blick was lying on the top of the tank, motionless. He did that a lot. You could never tell if he was sleeping or just resting.

"Shift change is in fifteen, we need to start it up." You said loud enough for everyone to hear. Anyone who hadn't noticed you looked back toward you. You handed Schatz Erz, giving her a final pet as she gave out a small whimper from having to be separated from you. "Put her in the loader seat, ok? She's a good girl, she won't move."

"Can't wait to give her fresh food for once." She responded, continuing to pet your rat-dog. You could hear her smile through her mask. She stood up and climbed to the driver hatch, slid into it, and made noises like she was clambering around inside. You turned to Keller.

"You checked the ammo? All of it?" You asked her as she locked an ammo box into place inside the MG position.

"Yeah. All of it. I promise." She responded in her raspy voice, touching her neck, smoothing the gas seals of her homemade suit.

"Feuer." You said, turning to your resident gunner.

"Jawohl." They responded, not turning from their work of locking shells into place inside the tank.

"Erz is gonna be your loader today, be nice to her." They puffed through their mask in a dry laugh. "Blick?"

"Ja?" He responded immediately.

"What are you doing?"

"Praying."

"Please do so in your position. It's time to go." At that, he jumped up, slid through the commander hatch, and into his gunner position. You slid down the tank to the crank to start it up, and started to wind it, over, and over, and over again, around the freshly oiled crankshaft, until you heard a couple pops, more, and more, and the engine started with a thunderous boom, filling the warehouse with the sound of a running engine, hydraulics activating and starting to raise the cabin into the air on its legs. You grabbed the ladder and scrambled up the top of the cabin, sliding into the commander's seat, and cocking the LMG. The gas inside the tank was already clearing away into clean, filtered air. You still weren't taking your mask off, but you felt safer with both on. As Schatz started to take you five out, scatting a dramatic opera tune as your metal battering ram tore the front doors of the warehouse off their hinges, you took your tank commander manual from your bag and reviewed the "Advanced Tactics" section one more time for that trick you were planning on using for your great escape.

Pick one:

[ ] Linebreaker Mastery
-[ ] Micromanagement: NPC crew can always use your stats or role flat.
-[ ] Close Encounters: +1 to Peer Out and Peek Out. Can see things in your dead zone when you peer out. Fire out with your sidearm without opening the hatch at -2.
-[ ] Shock and Awe: At full speed toward the enemy, automatically pass keep your cool, deal +1d10 damage on ramming, and enemies roll Tank Terror at disadvantage.
-[ ] On The Way!: Hold 1 per battle. Use to let your gunner shoot twice before the enemy can react.
-[ ] Dynamic Entry: When crashing through terrain to surprise the enemy at knife range, take 20+ forward for attacking them.
[ ] Tank Destroyer Mastery
-[ ] Armor Angling: When hull down, or hull up in your case, gain +1 front armor.
-[ ] They Can't Hit Us From Here!: gain +1 Results to Draw a Bead, and reduce range penalty for shooting by 1.
-[ ] Low Profile: When ambushing, reduce armor of the enemy by 1, or enemy armor thickness by 1.
-[ ] Cheese It!: When reversing from battle, double the deflection shot penalty, even if moving directly away from the action.
-[ ] Vertical Awareness: Unless in the open without the chance to plan, you are completely invisible to aircraft.
[ ] Write in another ground mastery and specific trick if you want.
 
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0-5 No Plan
[X] Tank Destroyer Mastery
-[X] They Can't Hit Us From Here!: gain +1 Results to Draw a Bead, and reduce range penalty for shooting by 1.

You handed Feuer the book on the page on precise range-finding for gunners to study on the way. The tank truly felt like a home away from home. It was cramped, loud from the engine and the air filters, and warm. Just like one of your bunker hideouts. Schatz had the map, and was making good time town the main roads. It was risky, but you knew it would be basically impossible to stop you. You passed acid washed police officers saluting you, terrified looking civilians, and a few squads looking like barely more than solid green gas in uniforms hunkered down behind sandbags. Some of their officers were speaking to them in what looked like a hushed tone while generally motioning towards you. They did nothing, but they were still terrifying. The few times you'd had interactions with shades, they always tried to steal your mask. You knew traversal wouldn't be as easy when you got to the exit, those soldiers were ordered to stop deserters by any means necessary, civilian or military. Down a side road now, less than a kilometer in a straight path to the broken section of the city wall you were aiming for. For the first time in a very long time, you were hopeful. You couldn't see it yet, the gas was too thick, but freedom, freedom from this gas, from the oppressive nature of your very existence, was just in front of you.

You approached the final leg of the journey when you could see the large stone bridge you wished you gotten to sit on more often. Upon the approach, you thought you could hear yelling on the outside. It was difficult to see through the vision slit, but the bridge looked more crowded than usual. Like it had been packed within the last few minutes with obstacles. You thought you could see movement behind some fortifications that weren't there before.

Speed: 2/2
RPM: 3/7
Fuel: 5/7
Integrity: 36/36
Hull Down/Up?: No

[ ] Power Through (Cross obstacle, roll+Calm+Torque, currently a total of +8)
[ ] Peer out and assess (Peer Out, roll+Keen+Visibility, roll flat. Risks a hard move on a miss)
[ ] Peek out and assess (Peek Out, open a hatch and roll +Keen, so +3, risk a hard move to your squishy self. Or tell Schatz to do it)
[ ] Fuck That, take a detour (Be forced to take another 3 treks, roll to travel again as above, will spend 3 more fuel)
[ ] Write in

For those who don't know, Flying Circus, the game Chariots of Steel is based on, uses a 2d10 dice system. So when determining your odds, keep that in mind.
 
0-6 Unbezwingbar
[X] Power Through (Cross obstacle, roll+Calm+Torque, currently a total of +8)

"Yeah, no, that's not good. Schatz!" You kicked her chair and made her turn around towards you. You leaned in close and spoke loudly to her, over the roaring engine. "We're going over that bridge, it might be trapped. Be careful, and don't stop for anything." She held up a thumb in response and shifted the tank into a higher gear. The structure around you seemed to shake a little more violently as the engine revved to keep up. The tank passed the hastily constructed fortifications, and you braced for… something, but nothing came. "Blick? Keller? What's happening?" Blick responded first.

"They don't really look like they know what to do."

"Oh FUCK, one of them has a rocket!" Keller yelled, grabbing at her neck as she peered through the gunner slit. You pressed your visor to the rightmost vision slit, seeing nothing from your position, but hearing a quiet whiz, followed by feeling the entire tank rattle as something loudly clanged off the lower glacis. The tank started to lean back, to your horror, making you grab onto the hatch's handle for support as you fell back into your seat. You heard a distant explosion. Ok, good. A ricochet. You were just climbing the bridge. You could still hear yelling outside as you ascended the bridge.

"They shoved a bunch of trash in the way. Barrels and burnt out cars." Schatz yelled, before you heard a deafening crunch below you and a laugh from your driver. "It's like stepping on a leaf!" You couldn't help yourself from giggling too. This was amazing. This was everything you wanted. You finally had the power to change your fate. It felt like nothing could stop you. The yelling from outside disappeared. One last obstacle to get through. Feuer tapped you on the shoulder. You leaned in close to him to hear as he pressed the lenses of his mask to the binocular gunsight of the field gun.

"I see them. It's hard to see through the gas but there's definitely movement."

Range is currently Close, so about 100 Meters. You'd start farther but the gas makes visibility limited to that as per rules.

Speed: 2/2
RPM: 4/7
Fuel: 4/7
Integrity: 36/36
Hull Down/Up?: No

[ ] Peer Out (Roll Flat to see what you're dealing with)
[ ] Peak Out (Pop a hatch and look out, Roll +3)
[ ] Bum Rush (tank a hard move to get closer to the exit)
 
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0-7 Enemy Spotted
[X] Peak Out (Pop a hatch and look out, Roll +3)

You thought for a moment.

"Everyone seal up. I'm gonna pop a hatch." You loudly stated, looking back and tapping your filters. Everyone checked their seals, and you opened the left hatch with a dry creaking and hung out the side, holding onto the handles with both your hands as you tried to steady your vision enough to peer through the dense green fog and sparkling acid rain against your visor. You could see the shape of a car through the fog, shaped angularly with a tall back cupola. An armed street cruiser, probably with a machine gun. Not an huge threat to you but you wouldn't want to get in its way. Additionally, there were two soldiers next to an artillery piece smoking, not even currently manning it. The stocky barrel told you it was probably an infantry support cannon. If it was loaded with armor piercing rounds, it had a solid chance at penetrating your armor. It was completely unarmored though, being not a vehicle.

Speed: 2/2
RPM: 4/7
Fuel: 4/7
Integrity: 36/36
Hull Down/Up?: No

[ ] Fire on the artillery piece
[ ] Fire on the armored car
[ ] Draw a bead on either (requires you to stop)
[ ] Do something else, or before you do one above (write in)
 
0-8 Tank Battle!
[X] Fire on the artillery piece

You threw yourself back inside the tank and sealed the door, turning to Feuer who was still staring through the binoculars.

"FEUER!"

"Yeah?!" He looked down at you.

"Field cannon, eleven-thirty, hundred meters!" He grabbed the wheels of the turret mechanism and twisted them until he lined up the shot, adjusting slightly as you pressed your eyes against your own vision slit, the port for your machine gun.

"Lined up! I think! We're moving a lot!"

"We can't slow down. You good?"

"I'm good."

"FEUER!"

"YEAH?!"

"No- FIRE THE GUN!" A deafening bang rang out from the cannon's breech, and the entire tank shook on its legs. You could see the moving projectile in the air a moment before it hit the cannon directly and threw it against the wall before actually exploding into scrap metal. The two shades standing next to it fell over in surprise, looking around before scampering off behind a wrecked car. Fuck YES. You were nearly home free, definitely so if that armored car wasn't actually manned. The car started to move. Alright. Shit. You weren't too worried about it, but they would absolutely be trying to get behind you if they wanted to penetrate your vehicle with their machine gun, where the armor is weakest. "Keller!"

"Yeah?!"

"Armored car coming toward your side, keep eyes on it and tell us what's going on." She flashed you a thumbs up and kept looking out her slit.

Feuer means fire in German, so that's fun.

Quick info on Tank Warfare. Tanks are heavy as shit, and cause of that they're slow as shit. Designers don't want to make them heavier, and therefore slower, with more armor than they need. Therefore, your tank's rear has worse armor than the front and sides. Your armor on the tank info table I made in the first post is front/side/rear armor respectfully. They have a rotary machine gun on their armored car, which can't damage the tank unless they get 20 or over. But it gets 9 attacks. Be thankful They haven't mounted these on aircraft yet.

So, you'll most likely be rolling tank battle, unless you just wanna tank a hit, or if you want to retaliate. You can't use the Field Gun yet, Feuer still needs to reload, which takes a bit on their own. The machine guns on the left and right are fair game though. Since I really, really don't want to write out all of the Tank Battle options, just say what you want to do. You can have multiple goals, but each extra goal gives the roll a -1. I'll chime in as quick as I can to tell you what stat each of your options would use.


Speed: 2/2
RPM: 4/7
Fuel: 4/7
Integrity: 36/36
Hull Down/Up?: No

[ ] Just Try To Escape (+Keen)
[ ] Flank the side, then flank to the back (+Calm-1)
[ ] Attack first and escape (+Keen-1)
[ ] Something different

[ ] Write in which stat you want a +1 in.
 
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