What is Soldiers and Spellfighters20? QA for RPGObjects upcoming Modern20 setting...

mikelaff

Explorer
So what is Soldiers and Spellfighters20?
Soldiers and Spellfighters is a modern fantasy RPG setting focused on the Great War (World War I) time period that uses the Modern20 system with a modified magic system.


The basic concept is to do for World War I what Deadlands did to the Civil War/Western genre or that Weird Wars did to World War 2.


So - why World War I?
It's one of the most dramatic wars of the 20th century -it started with armies fielding cavalry units with sabres and ended with tanks and triplanes. It really hasn't had an RPG treatment (with the exception of Wraith:the Great War) and with the plethora of interesting and weird historical personalities around the Great War time period (Rasputin, Czar Nicholas, Kaiser Wilhem, Mata Hari, Nikolai Tesla, the Red Baron and Pancho Villa) it's practically begging to be a game setting.

Also: dogfights with zeppelins, griffins, biplanes and wyverns=teh awesome.

How do you introduce magic into the Great War?
The premise is that the 1908 Tunguska event is caused by or causes the opening of portals from our plane to another where magic never went dormant. The opening of these gateways - and the accompanying introduction of magic -drastically changes our world - including how the Great War is fought.

The original press release (and an art preview) is found here

World War One meets fantasy? That's different. What are some of your inspirations?

1) The most significant inspiration is the comic mini-series/graphic-novel Arrowsmith by Kurt Busiek. To quote wikipedia : "The series is set in an alternate history Earth in which the United States is actually the United States of Columbia, magic is real, and the First World War is fought with and by dragons, spells, vampires and all other kinds of magical weapons and beings." Soldiers and Spellfighters has a lot of parallels with Arrowsmith. They're blendings of magical fantasy and war genres focusing on WWI. We take a different approach in our backstory - we have magic re-emerging in 1908 and changing the world, while Busiek has an alternative history of a world where magic has always been real.

Like Arrowsmith, we focus a lot of attention on the aerial combat in the Great War - but our pilots are in biplanes or riding griffins or wyverns - while in Arrowsmith they were usually literally flying via magic.

The series is well worth checking out. It has been collected in the graphic novel So Smart in their Fine Uniforms . Here are a couple covers from Arrowsmith.
arrowsmith.jpg


Arrowsmith1.jpg




2) While there's no fantasy elements here - the movie Flyboys ( Trailer is here) .
is a fun, recent movie dealing with WWI aerial combat.


To quote wikipedia again: "The film follows the enlistment, training and combat experiences of a group of young Americans who volunteer to become fighter pilots in the Lafayette Escadrille, the 124th air squadron formed by the French in 1916. The squadron consisted entirely of American volunteers who wanted to fly and fight in World War I during the conflict's early years, 1914-1917, before the United States joined the war against the Central Powers."

Here's the one sheet for Flyboys and here's a clip from the film, showcasing a dogfight around a zeppelin.
Flyboys_Final1Sheet2.jpg



3) The web comic Alpha Shade needs to be mentioned. It is clearly manga influenced and has many science fiction elements - but has strong commonalities with Soldiers and Spellfighters -ie much of the combat involves flying magical beasts, airships and biplanes. It's well done and highly recommended. (Links go to the Alpha Shade Wallpaper gallery.)
 

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Urizen

First Post
Just an FYI,

I'm wrapping up the layout on this book as we speak. So once it gets finished on my end, I'll send it to be proofed, fix any errors, and then it's good to go.

I've been disturbingly intimate with this book for the past 4 days, and I gotta say, there are some amazing Modern20 mechanics for magic.

Kudos to you Mike. You some outstanding work, though I would have liked to see mojo bags and Goofer Dust. ;)
 


mikelaff

Explorer
Urizen said:
Just an FYI,

I'm wrapping up the layout on this book as we speak. So once it gets finished on my end, I'll send it to be proofed, fix any errors, and then it's good to go.

I've been disturbingly intimate with this book for the past 4 days, and I gotta say, there are some amazing Modern20 mechanics for magic.

Kudos to you Mike. You some outstanding work, though I would have liked to see mojo bags and Goofer Dust. ;)

Urizen -goofer dust and mojo bags are pretty cool ideas. Wish they'd occured to me. We've got a sequel in the words (Wizards and Wiseguys20 - which focuses on Prohibition era). I think they'll make it in there..

Thanks for the compliments -
 

mikelaff

Explorer
Since Urizen mentioned the magic system - we'll spotlight that
Q: So what's up with the Soldiers and Spellfighter's magic system?

Wizards and Wiseguys20 introduces the Spellbinding perk for the Magic skill.

The spellbinding perk enables the character to cast spells but it differs in some important ways from the spellcasting perk in Modern20.


A spellbinding is a relationship that the caster has with a mystical force or powerful supernatural entity. There are roughly three kinds of spellbindings – but the categories aren't hard and fast and there is some overlap in characteristics


1) Divine spellbindings are a pact with a specific deity or mystical entity. They generally require some kind of behavioral restrictions or other obligations on the spellcaster. Occasionally identical or very similar spellbindings have been noted to be practiced by clerics of different religions. The best known example of this is the Practical Kabbalah spellbindings – which are used by holy men of the Christian, Muslim and Jewish faiths. Similarly, the Fear and Darkness spellbinding in the Caribbean is associated with the voodoo Loa Carrefour, while in Italy the spellbinding carries vastly different obligations and is associated with Nyx, the ancient Roman goddess of the night. These overlaps provide additional fodder for the intense theological debates that have raged since the Tunguska event.



2) Elemental spellbindings are an understanding between the spellcaster and an elemental force. The mage has taken the time to become attuned with and gain understanding of the force and in return has been granted some ability to channel and control it. There is generally not a behavioral obligation for elemental spellbindings. Elemental forces are less capricious than deities and do not lightly withdraw their gifts.


There is some overlap with the divine category - with some identical spellbindings emerging in different areas that are considered religious in some regions and elemental in other. Some folklorists, ethnologists and magic scholars have theorized that when a culture deifies an elemental force – a mystical persona is created (perhaps by the strength of the belief of worshipers) that controls and directs the force. This theory is debated by other magical scholars and traditional practitioners who insist that the deities and forces they serve were pre-existent and weren't simply wished into being by the weight of their believer's faith. Despite it's simplistic "chicken and the egg" nature, this argument is the most hotly debated among mainstream magical academia in America and Europe.


3) Arcane spellbindings – this third category is a broad catch-all for the spellbindings that owe no obligation to elemental or divine patronage. Some of these spellbindings owe allegiance to specific Fey entities –for example: the Council of Crimson Wyrm spellbinding, the House of Svaldon spellbindings and the House of Albion. These spellbindings are the result of centuries of labor by the master mages of these noble houses and their spells generally will carry a powerful geas preventing them from being used in against them.


With the "let the buyer beware" attitude of fey traders - these restrictions are sometimes not explained fully or even touched upon at all. Alternately, some of these spellbindings require simply a deep understanding and mastery of a particular facet of magic.

Each spellbinding perk your character has grants you access to one spellbinding (which consists of 9 spells plus all the MSRD level 0 spells.)

In Wizards and Wiseguys20, the maximum level of a spell your character can cast is restricted by the character's ranks in the Magic skill. 0 and 1st level spells are available at 4 ranks, 2nd level spells at 6 ranks, 3rd level spells at 8 ranks, 4th level spells at 10 ranks, 5th level spells at 12 ranks, 6th level spells at 14 ranks, 7th level spells at 16 ranks, 8th level spells at 18 ranks and 9th level spells at 20 ranks.

As in Modern20, your caster level is equal to your ranks in Magic divided by 2 and rounded down.

Each time you cast a spell, you must make a Will save, with a DC equal to 20 plus the spell's level. If you fail this saving throw, you become fatigued until you rest for one hour. A second failed saving throw will render you exhausted and unable to cast any spells until you rest for 8 hours (in addition to the normal penalties for being exhausted).
 

mikelaff

Explorer
Q.That's still a little vague. How are these spellbindings different from any other spell list? How about an example?

OK - the basic concept of a spellbinding is a thematic spell list. A spell list that's got roots into the setting - rather than a magic system that feels artificial and pasted-on.

For example...here are 3 spellbindings that sprung up in China during the 2nd Boxer Rebellion...

Ye Fashan's Spellbindings

1 Ye Fashan's Entropic Destruction
2 Ye Fashan's Necromantic Mastery
3 Shadow Mastery


These spellbindings are named for the Taoist magician and necromancer Ye Fashan who was in great favor with the Emperor Hsüan Tsung of the Tang dynasty (in the early 700s A.D.) Despite their name, these spellbindings are not a mystical alliance with Ye Fashan – but are rather (supposedly) handed down from the ancient magician and use the insight into reality he gained through mastering the Tao to manipulate magical energy.

Allegedly, Ye Fashan visited rural provinces in China after the Tunguska event – traveling out of faerie portals, lecturing on the Tao and teaching his magic to those who would listen. This story is highly controversial. Its proponents are quick to point out that, according to legend, Ye Fashan didn't actually die but ascended to immortality in front of a group of his students in A.D 720. So, hypothetically, he could still be alive and traveling through various planes of existence, including Faerie.

These specific spellbindings were first seen by Westerners in China during the Second Boxer Rebellion that ended Western colonial influence. They were seen a decade later in the Chinese immigrant resistance groups along the American West Coast fighting against the Mexican occupation. Whether these spellbinding were discovered independently in the US or were carried across the Pacific by immigrants has not been determined definitively.


(Arcane) Ye Fashan's Entropic Destruction Spellbinding – This spellbinding allows the character attune herself with natural entropic energies of the cosmos and channel them into directed destructive force.
Granted Power (Once a Day Ability) – One successful attack a day may add an additional 1d6 damage.
Obligation – The practitioner must meditate for 2 hours a day to maintain the balance necessary for this spellbinding.

1 Inflict Light Wounds. Touch attack, 1d8 damage +1/level (max +5).
2 Magic Missile. 1d4+1 damage; +1 missile/two levels above 1st (max 5).
3 Contagion. Infects subject with chosen disease.
4 Inflict Critical Wounds. Touch attack, 4d8 damage +1/level (max +20).
5 Mass Inflict Light Wounds. Deals 1d8 damage +1/level to any creatures.
6 Harm. Deals 10 points/level damage to target.
7 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
8 Delayed Blast Fireball. 1d6/level fire damage; you can postpone blast for 5 rounds.
9 Sunburst. Blinds all within 10 ft., deals 6d6 damage.

(Arcane) Ye Fashan’s Necromantic Mastery Spellbinding – By mastering the Tao, the spellcaster gains some ability to manipulate the life force of other creatures.
Granted Power (Once a Day Ability) – Speak with Dead (as the 3rd level Cleric spell in the SRD)
Obligation - The character must perform a ceremony honoring her ancestors every month
1 Doom. One subject takes –2 on attack rolls, damage rolls, saves, and checks.
2 Death Knell. Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
3 Poison. Touch deals 1d10 Con damage, repeats in 1 min.
4 Animate Dead. Creates undead skeletons and zombies
5 Vampiric Touch. Touch deals 1d6 points of damage per two caster levels; caster gains damage as temporary hit points.
6 Fear. Subjects within cone flee for 1 round/level.
7 Waves of Fatigue. Several targets become fatigued
8 Horrid Wilting. Deals 1d6/level damage within 30 ft.
9 Waves of Exhaustion: Several targets become exhausted.

(Elemental) Shadow Mastery Spellbinding – Ye Fashan claimed that during his travels after his acencsion to immortality, he encountered the Elemental Plane of Shadow. While there he learned to attune himself to the shadow energy and control and manipulate it. This spellbinding represents the knowledge he gained from that experience.
Granted Power (Once a day ability) +3 Stealth rolls.
Obligation - The character must meditate for two hours a day to maintain the focus necessary for this spellbinding
*1 Summon Shadow Creature I (See New Spells Section below)
2 Protection from Arrows/Bullets. Subject immune to most ranged attacks
*3 Summon Shadow Creature II (See New Spells Section below)
*4 Shadow Jump (See New Spells Section below)
*5 Summon Shadow Creature III (See New Spells Section below)
6 Via Negativa. Crackling energy deals 4d6 points of damage per round to grappled foe; +5 bonus to grapple checks
*7 Summon Shadow Creature IV (See New Spells Section below)
8 Black Tentacles. Tentacles grapple all within 20 ft. spread.
*9 Summon Shadow Creature V. (See New Spells Section below)

EXCERPTS FROM NEW SPELL SECTION

– Shadow Jump: This spell grants the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. It's possible to jump up to a total of 60 feet each day in this way. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

- Summon Shadow Creature
You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. This spell is the same as the Summon Vivilor spell of the same level with the following difference.

Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.

Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature. (DC is 10 plus the caster level)

A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is 20% of normal.

A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.

Objects automatically succeed on their Will saves against this spell.

- Summon Vivilor Spells and Modern20 Stats for Vivilors
Vivilors are extra-planar outsiders who come in response to the summon vivilor spell. Vivilors generally have humanoid shapes, but spellcasters can summon quadupedal or serpentine vivilors if they wish. In addition to their basic statistics, a summoner chooses additional special qualities from Vivilor Menu A or Vivilor Menu B (see below). A spellcaster can substitute two choices on Vivilor Menu A for one choice on Vivilor Menu B, or one choice on Vivilor Menu B for two choices on Vivilor Menu A.

Vivilors do not speak. However, a vivilor can understand the instructions of its summoner and follows them to the letter.

1st-level Vivilor: Tank (Tank 1): (Small Outsider), HD 1d12+2; HP 14; Init +1; Spd 30 ft;Defense 12, touch 12, flatfooted 11 (+1 Dex, +0 Class, +1 size); BAB +0; Atk +1 melee (1d6+1, slam); SQ Resilience, two choices from Vivilor Menu A; AL summoner; SV Fort +4, Ref +2, Will +1, Rec +7; Str 10, Dex 13, Con 15, Int 10, Wis 12, Cha 8.
Skills: Athletics 4 (+4), Perception 4 (+5), Weapons 4 (+4)
Feats: Night Vision, Size Decrease (Small)

2nd Level Vivilor : Tank (Tank 2): (Medium Outsider), HD 2d12+2; HP 21; Init +1; Spd 30 ft; Defense 12, touch 12, flatfooted 11 (+1 Dex, +1 Class); BAB +1; Atk +4 melee (1d6+1, slam); SQ Resilience, three choices from Vivilor Menu A; AL summoner; SV Fort +5, Ref +3, Will +1, Rec +8; Str 17, Dex 13, Con 15, Int 10, Wis 12, Cha 8.
Skills: Athletics 6 (+9), Perception 6 (+7), Weapons 5 (+8)
Feats: Night Vision, Move-by Action

3rd Level Vivilor : Tank (Tank 3): (Medium Outsider), HD 3d12+2; HP 31; Init +1; Spd 30 ft; Defense 13, touch 13, flatfooted 12 (+1 Dex, +2 Class); BAB +2; Atk +5 melee (1d6+1, slam); SQ Resilience, three choices from Vivilor Menu A; AL summoner; SV Fort +5, Ref +3, Will +2, Rec +8; Str 17, Dex 13, Con 15, Int 10, Wis 12, Cha 8.
Skills: Athletics 6 (+9), Perception 6 (+7), Weapons 5 (+8)
Feats: Night Vision, Move-by Action

4th Level Vivilor: Tank 4: (Large Outsider) : (Tank 4): HD 4d12+12; HP 40; Init +1; Spd 30 ft (20 ft. in armor); Defense 13, touch 13, flatfooted 12 (+1 Dex, +3 Class, -1 Size); BAB +3; Atk +6 melee (1d8+5,slam),;SQ Resilience, one choice from Vivilor Menu B; AL summoner; SV Fort +7, Ref +3, Will +2, Rec +10; Str 17, Dex 13, Con 16, Int 10, Wis 12, Cha 8.
Skills: Athletics 6 (+9), Perception 6 (+7), Stealth 4 (+5),Weapons 5 (+8)
Feats: Damage Reduction, High Pain Threshold, Night Vision, Move-by Action, Size Increase x2 (Large size)

5th Level Vivilor: Tank 5: (Large Outsider) : (Tank 5): HD 5d12+12; HP 56; Init +1; Spd 30 ft (20 ft. in armor); Defense 13, touch 13, flatfooted 12 (+1 Dex, +3 Class, -1 Size); BAB +3; Atk +6 melee (1d8+5,slam),;SQ Resilience, two choices from Vivilor Menu B; AL summoner; SV Fort +7, Ref +4, Will +2, Rec +10; Str 17, Dex 13, Con 16, Int 10, Wis 12, Cha 8.
Skills: Athletics 9 (+12), Perception 8 (+9), Weapons 8 (+11)
Feats: Damage Reductionx2, High Pain Threshold, Humand Shield, Night Vision, Move-by Action, Size Increase x2 (Large size)

Vivilor Menu A

Aquatic: The vivilor gains a swim speed of 60 feet. The vivilor can move in water without making Swim checks and cannot drown in water.

Wings: The vivilor gains a fly speed of 60 feet (average maneuverability). Whether the wings are bat wings, dragon wings, or feathered wings is left up to the discretion of the caster.

Energy resistance 5: The vivilor gains resistance 5 to one energy type of the summoner's choosing: acid, fire, cold, electricity, or sonic/concussion.

Improved Ability Scores: The vivilor gains +2 Strength and +2 Constitution.

Quadrupedal: The vivilor has four limbs for locomotion, increasing its ground speed by +20 feet. As a quadruped, the vivilor can also carry heavier loads than bipedal forms. The vivilor gains a +2 against trip attacks.

Tentacles: The vivilor can slam opponents using tentacles that increase its reach by +5 feet.

Tougher Skin: The vivilor's natural armor bonus to Defense increases by +1.

Vivilor Menu B

Amorphous: The vivilor is immune to critical hits and massive damage. It cannot be flanked.

Breath Weapon: The vivilor can breathe a burst of flame. Range increment is 20 ft. Rate of fire is single (once per round), damage is 3d6+6.

Energy resistance 15: The vivilor gains resistance 15 to one energy type of the summoner's choosing: acid, fire, cold, electricity, or sonic/concussion.

Extra Limbs: The vivilor gains three additional slam attacks during its full attack action. These additional slams are treated as secondary attacks (–5 penalty to the attack roll).

Grasping Tentacles: The vivilor can slam opponents using tentacles that increase its reach by +5 feet. On a successful hit, a tentacle can make a free grapple check without provoking attacks of opportunity. A grappled opponent takes automatic slam damage every round the grapple is maintained.

Improved Wings: The vivilor gains a fly speed of 80 feet (good maneuverability). The exact nature of the wings (bat wings, feathered wings, etc) is left up to the caster.

Metallic Skin: The vivilor's natural armor bonus to Defense increases by +4.

Serpentine: The vivilor has a serpentine form. It deals double slam damage against grappled foes
 

mikelaff

Explorer
Q: So it's an alternate history setting - so how does the introduction of magic change the course of history?

A: Well - here's an excerpt that will give you an idea...


Pandora's Box Opens
There is continued debate among magic scholars and historians about exactly why some cultures adapted more readily to the changing world. It's not a question that is likely to ever be answered by empirical means – but one prevalent theory posits that was a matter of mindset. Non-western cultures – or perhaps just less technologically geared societies (given the ease with which rural Scandinavian populations adapted) - are more accepting of the reawakening of magic. (It must be noted that in some cases, many of those cultures simply have better geographic access to permanent gates – which accelerated their magical development.)

Research supports this assertion to an extent. A study done by Columbia University in 1910 found approximately 1 in 30 Americans in New York City showed any indication of magical aptitude. The same study conducted a few months later in Reykjavik found that that 1 in 7 Icelanders displayed basic magical aptitude.

Military historians estimated that similar ratios of Chinese were able to successfully wield magic within a few months after the Tunguska event during the 2nd Boxer Rebellion. The high percentage of potential indigenous magic-users, combined with an influx of knowledge from the newly opened fey portals and the long-simmering resentment of outside interference made the rash of general uprising and revolts against colonial interests between 1909 and 1913 inevitable. Sorcery-fueled revolutions sprang up in India, China, Mexico, the American Southwest and across the globe as magic evens the playing field against modern weapons, technology and organization.


· The Second Boxer Rebellion succeeds in China and Boxers declare the formation of a "Taoist People's Republic". Almost immediately afterwards, China is embroiled in war and anarchy as regional warlords and Taoist wizards fight for control.

· British colonial forces are almost overwhelmed in India – before being reinforced by friendly Gurkha shamans and managing to maintain a small and heavily fortified presence around a few key major cities.

· The Ottoman Empire loses its holdings in North Africa and the Middle East as Moslem spellcasters led a united uprising. After driving out the colonial powers, a unified caliphate rules from Jerusalem for 6 months before the coalition fractured and the region is plunged into decades of factionalism and warfare. A small and highly persecuted pagan underground of spellcasters devoted to the ancient Egyptian gods is centered in Alexandria.

· In early 1910, Rebellious Native Americans from across North America congregated in the Southwest and stage a massive uprising. They quickly routed US forces and founded the Native Confederation, which comprised most of Arizona.

· Australia erupted into full-blown civil war as Aboriginals rise up and reclaimed the interior of the nation. A few coastal cities remain under European control.

· A council of voodoo practitioners headed by a woman claiming to be the resurrected Marie Laveau took control of New Orleans in a bloodless coup and attempted to peacefully secede from the United States. This set off a bloody confrontation with state troops and battles raged in the streets for two weeks. When the smoke clears, the Louisiana National Guard withdrew and the city declared itself the Free City-State of New Orleans.

· Led by Catholic priests wielding divine magic and calling themselves The Sons of Saint Patrick, the Irish Revolution begins in 1912. England's forces are stretched thin by magical revolutions in its many distant colonies and are unable to mount a sufficient defense. Ireland obtains full independence in 1914 and is declared a catholic republic with the practice of all other religions banned. Shortly thereafter a pagan insurgency begins in the countryside and internecine fighting and strife divides the country for generations.

· In Japan, authorities were shocked in 1910 by an uprising by the indigenous Ainu people. Unable to stand against the Ainu shamans in battle, Japan asked for peace and granted the Ainu an autonomous homeland on the southern and eastern coasts of the island of Hokkaidō. After this revolt, the Meiji emperor decided his nation needed to adapt quickly to the changes in the world. He hired foreign advisors (chiefly from the Native Confederation in the US, India, Iceland and Norway) to instruct his army's newly formed Sorcery War Division in the use of magic in battle. He integrated spell-wielding Shinto priests into the military as well and, in 1912, Japan began a new period of expansionism. Invasions were launched into both Korea and China and the next ten years were spent establishing this new empire across eastern Asia.
 

mikelaff

Explorer
Q: Enough about the early days of magic - - what about World War I?
A: OK - here's some rules crunch - some military vehicles


Table: Tanks and Armored Vehicles

1)Armored Model T Crew 1/Pass 3/ Cargo 100 lbs. /Init -1/Man -1/Top Speed 25 mph/Def 8/Hard 11/HP 25/Size L/Cost 36/Res Mil +3

2) A7V Crew 18 (human) 12 (orc) Pass NA/ Cargo 100 lbs/Init -3/Man -3/Top Speed 8 mph/Def 7/Hard 27/HP 33/Size H/Cost 46/Res Mil +3

1) Armored Model T - Most armies involved in the Great War or the Mexican Invasion experimented with armored cars for use as troop transports or reconnaissance. They were typically stock, open top automobiles of the day with a heavy duty transmission retro-fitted and armor plates welded on. The British Army had hundreds of Model T Fords that they modified in this way. The stats for the armored Model T are good approximations of this kind of vehicle. It sometimes carried a heavy machinegun for additional security. (Use the stats from the Hotchkiss 8mm M1914. The Model T is two squares wide and two squares long. It provides one-half cover for passengers and crew.
armoredmodelt.jpg


2) A7V – The German Schwerer Kampfwagen A7V made its debut in the holding actions that the German Imperial Army was fighting in early 1918. It was more heavily armored and faster than most Allied tanks but was produced in such small quantities that it had little impact. (The German Army was never truly sold on the idea of tanks and so they never produced more than 30 of them.) Following their invasion through the Bavarian portal, the Dragons Army of the faerie empire of Tyrask captured the German’s tank production facilities and produced hundreds of these during the Dragon War. Minor modifications in the interior had to be made to accommodate orcs as operators. The design (short tracks and long body) proved to be slightly unstable and the A7V was known to tip over on rough terrain. The A7V is two squares long and two squares wide. It’s usually equipped with one 5.7cm fixed turret on its roof and 6 heavy machine guns. There are two portholes for machineguns on either side, one in front and one in back

a7v_02.jpg
 


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