Agent Oracle
First Post
My players are currently in a Sci-Fi/Fantasy Campaign setting (Dragonstar D&D in spaaaaccceee).
They happen to be clones of a team of crack infiltrator operatives, who were supposed to keep their memory tapes updated, but conveniently avoided doing as such for almost two years because the process of updating a memory tape hurts like hell (and causes severe temprary stat drain across the board, to reflect the severity of it to my players)
My next session features a setpiece battle wherein the players will be part of a fireteam trying to hold a position against an oncoming enemy froce. The first few things will be infantry, which they can hold their own against... but it's all setup for the big showdown, where a tank rolls into the city square.
I'm worried I might be putting them in over their heads.
Any reccomendations for how to run a Tank? Here's a few details I thought of, but i'm a little wary to implement:
1. The tank is from the Steampunk force, It's main cannon is exactly that, a Black powder cannon. The shells are not explosive, but shatter and inflict damage to everything in a 5' radius of where they impact
2. The armor is thick, several inches thick. But i'm torn between low AC / high DR (as a large, slow-moving object is wont to be) and High AC / No DR (as the apparatus of Kawalsh)
3. Turning the turret takes time, 1 round per 90 degrees of turret rotation. This will allow the players to take advantage of momentary lapses in it's firing arc.
4. reloading takes 1d4 rounds, similar to a dragon's breath, this gives players a chance to equalize damage inflicted / damage taken.
5. Size is... well, big as hell : i'm thinking 20 feet wide by 35 feet long. what category is that?
6. The damage for the main gun: sadly, my only references suggest 10d10, but that's for a plasma weapon (and it would kill my players outright) any suggestions?
They happen to be clones of a team of crack infiltrator operatives, who were supposed to keep their memory tapes updated, but conveniently avoided doing as such for almost two years because the process of updating a memory tape hurts like hell (and causes severe temprary stat drain across the board, to reflect the severity of it to my players)
My next session features a setpiece battle wherein the players will be part of a fireteam trying to hold a position against an oncoming enemy froce. The first few things will be infantry, which they can hold their own against... but it's all setup for the big showdown, where a tank rolls into the city square.
I'm worried I might be putting them in over their heads.
Any reccomendations for how to run a Tank? Here's a few details I thought of, but i'm a little wary to implement:
1. The tank is from the Steampunk force, It's main cannon is exactly that, a Black powder cannon. The shells are not explosive, but shatter and inflict damage to everything in a 5' radius of where they impact
2. The armor is thick, several inches thick. But i'm torn between low AC / high DR (as a large, slow-moving object is wont to be) and High AC / No DR (as the apparatus of Kawalsh)
3. Turning the turret takes time, 1 round per 90 degrees of turret rotation. This will allow the players to take advantage of momentary lapses in it's firing arc.
4. reloading takes 1d4 rounds, similar to a dragon's breath, this gives players a chance to equalize damage inflicted / damage taken.
5. Size is... well, big as hell : i'm thinking 20 feet wide by 35 feet long. what category is that?
6. The damage for the main gun: sadly, my only references suggest 10d10, but that's for a plasma weapon (and it would kill my players outright) any suggestions?