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<blockquote data-quote="Dirigible" data-source="post: 1197347" data-attributes="member: 12631"><p>Next up, we have a gigantic frelling tank. Partial credit for inspiration (and the pic) goes to <a href="http://somethingawful.com/articles.php?a=1636" target="_blank">SomethingAwful</a>, along with the Mammoth and Overlord tanks from various iterations of Command and Conquer, and those kookie engineers who can't tell 'reality' from 'really big tanks'.</p><p></p><p><span style="font-size: 15px"><strong>Wotan Uberpanzer</strong></span></p><p>Cost: 120pp base [PL 8], plus optionals.</p><p></p><p>Powered by bizarre superscience, the Wotan is a massive engine of war that can conquer entire cities on its own. Massive, with a 44' width and 95' long, weighing in at nearly 1000 tons, it is a resource hungry but potent weapon, a point of pride for it's commander and the forces that serve with it. They are triple-tracked, double-barreled, equipped with extremly powerful motors and an onboard powerplant. Only the most experienced <em>panzerkommandant</em>'s are ever assigned command of one of these steel plated monsters, and should they lose it and somehow survive, suicide is the preferable option, rather than facing the Fuhrer's wrath.</p><p></p><p>Witnessing a Wotan in battle is like watching a natural disaster unfold. Windows, bridges and road shatter at the mere sound of it's thunderous approach, and men are flung to the ground in its wake. The report of it's guns are the laughter of a cavernous god, the furrows of it's tracks are as deep as trenches. Even Allied parahumans have difficulty in fighting a Wotan, due to its size, armour and firepower. Only the strongest heroes have a chace of even slowing one down by main force, and lifting more than a corner off the ground is out of the question. Few energy blasts can do more than scar the two-foot thick armour.</p><p></p><p><em>Special Rules</em>: The Wotan is not quite a vehicle, not quite a character. It is simply too expensive to be paid for by any one characters power points, so it is best treated as another character in the fight, with it's own actions (which it can use for shooting its main guns and moving; all it's special abilities are automatic or require the actions of their gunners or operators). Alternativly, you could allow the entire crew to contribute points to buying the tank. It is also recommened the GM allows the characters to attack individual components of the tank as a way to overcome it's basic invunerability.</p><p></p><p><em>Type</em>: Ground (tracked). <em>Size</em>: Gargantuan</p><p></p><p><em>Speed</em>: Rank 7 (35' per round, 120 mph)</p><p><em>Hardness</em>: 25. <em>Armour Bonus</em>: 20. <em>Defence</em>: Commander's BDB (base defence bonus) -4.</p><p></p><p><em>Typical Crew:</em></p><p>Technician (PL 1): 20</p><p>Use 'Professional' stats, with the following skills. Profession: Technician +4, Repair +4, One science +4, Drive +2.</p><p></p><p>Soldier (PL 2): 10</p><p>Use 'Elite Thug' stats, with the following modifications. Profession: Soldier +4, replace pistol with SMG, take Point Blank Shot feat.</p><p></p><p>Specialists (varies): </p><p>Some of the Wotan's special weapons need expert handling; a parascientist for the Zed gun, a master electrician for the tesla coils, a political officer for the propaganda speakers etc. These are typically PL 1-3.</p><p></p><p>Political Officer (PL 2)</p><p>use 'Reporter' stats, replacig Profession: Reporter with Profession: Soldier. Add a heavy pistol.</p><p></p><p>Commander (varies)</p><p>A Wotan panzerkommandant is usually a veteran officer of exceptional skill, PL 5-6. On rare occassions, though, it may be an <em>ubermenchen</em>, such as the infamous Eisenfaust. These characters often have a highly customized tank of their own.</p><p></p><p><strong>Twin "Hitler's Hammer" 91 cm cannons</strong> (Weapon +15; extras: area (5), stun (5))</p><p>Fires shells (attack bonus equal to gunner's BAB with no bonus, and a -4 penalty for being Gargantuan) that deal +15L damage in a 25' radius, and causes a Stun effect in the same area (Fort DC 15 negates). Firing one gun is a half action for the tank, both is a full action.</p><p></p><p><strong>Machine guns</strong> (Weapon +5, extras: autofire)</p><p>The Wotan has two mounted machine guns covering each face, for a total of eight. Attack bonus equals gunner's ranged attack total, and they do not suffer the -4 penalty for the tank's size. Only two guns can fire in a given direction, except they can all fire upwards. Does not count as an action for the vehicle.</p><p></p><p><strong>Earthshaking</strong> (disintegration +1, extras: area; flaws: involuntary; slick +3, flaws: involuntary)</p><p>Wotan's generate a vibratory energy field around themselves as they move. Any glass or other brittle materials within 100' (or more, at GM's discretion) is likely to shatter, and people on the ground within 15' must make a Balance DC 13 check or fall prone. Getting back to your feet while in this area also requires a Balance DC 13 check.</p><p></p><p><strong>Features</strong></p><p>A Wotan is effectivly a PL 6 headquarters with the following features.</p><p>* Barracks (as living space, but more spartan and suitable for larger numbers).</p><p>* Communications.</p><p>* Holding cells.</p><p>* Infirmary.</p><p>* Sensors (including radar and telescopic periscopes).</p><p></p><p><em>Optionals</em></p><p>You may choose some, all or none of these, to individualise the tank.</p><p></p><p><strong>Electroplating</strong> (Energy Field (electricity) +10) +10pp</p><p>To keep those pesky heroes from scrambling all over the Wotan, it's outer hull can be electrified. Anyone touching it when the feld is active suffers a +10 electrical hit. While the field is active, the tank is restricted to half speed, as it requires a large diversion of power from the engine (this is a concept flaw). Also, it is extremly visible as huge arcs of lightning crackle over every metallic protruberance and surface.</p><p></p><p><strong>Tesla Coils</strong> (Energy Field (electricity) +10, extras: energy blast) +20pp</p><p>As Electroplating, above, except the tank is additionally fitted with huge capactitors and projectors that let it fire lightning bolts dealing +10 electrical damage out to normal range (attack bonus equal to users BAB -4).</p><p></p><p><strong>Propaganda Speakers</strong> (Mind Control +10, extras: area; flaws: restricted) +20pp</p><p>Loudspeakers dotted over the tank continually blare snatches of Wagner, excerpts from the Fuhrer's speechs, or reports of the Third Reich's glorious victories. This can generate only two effects: making allies of the tank within 50' of it immune to fear and similar effects (automatic), or provoking fear in enemies (make a power rank check with a DC of 10+target's will save, or 15+will save for heroes or other especially brave characters).</p><p></p><p><strong>Zed Gun</strong> (Neutralize +10, extras: nullification (x2)) +40pp</p><p>One of the most dreaded weapons devised by Nazi scientists, the Zed gun can negate the abilities of Allied superheroes. With a ranged attack (attack bonus equal to operator's BAB -4), the target's powers are negated (see power description pg 77 for saves details). The beam has a duration of Sustained, so until the projector or it's operator is destroyed, affected powers remain neutralized.</p><p></p><p><strong>Image Projector</strong> (Illusion +10, extras: area (5); flaws: creatures only, restricted) +10pp</p><p>The sight of one Wotan thundering down down on a village is scary... <em>three</em> is terrifying! The image projectors allows the tank to create the illusion of two other Wotans anywhere within it's line of sight. They are highly realistic, including all sensory elements except touch, enough to draw at least a few shots away from the real tank until the enemy uncovers the ruse. Mechanical sensors such as radar, photographs, video and sound recordings cannot detect the illusions, and this may provide a clue to observers.</p></blockquote><p></p>
[QUOTE="Dirigible, post: 1197347, member: 12631"] Next up, we have a gigantic frelling tank. Partial credit for inspiration (and the pic) goes to [url=http://somethingawful.com/articles.php?a=1636]SomethingAwful[/url], along with the Mammoth and Overlord tanks from various iterations of Command and Conquer, and those kookie engineers who can't tell 'reality' from 'really big tanks'. [size=4][b]Wotan Uberpanzer[/b][/size] Cost: 120pp base [PL 8], plus optionals. Powered by bizarre superscience, the Wotan is a massive engine of war that can conquer entire cities on its own. Massive, with a 44' width and 95' long, weighing in at nearly 1000 tons, it is a resource hungry but potent weapon, a point of pride for it's commander and the forces that serve with it. They are triple-tracked, double-barreled, equipped with extremly powerful motors and an onboard powerplant. Only the most experienced [i]panzerkommandant[/i]'s are ever assigned command of one of these steel plated monsters, and should they lose it and somehow survive, suicide is the preferable option, rather than facing the Fuhrer's wrath. Witnessing a Wotan in battle is like watching a natural disaster unfold. Windows, bridges and road shatter at the mere sound of it's thunderous approach, and men are flung to the ground in its wake. The report of it's guns are the laughter of a cavernous god, the furrows of it's tracks are as deep as trenches. Even Allied parahumans have difficulty in fighting a Wotan, due to its size, armour and firepower. Only the strongest heroes have a chace of even slowing one down by main force, and lifting more than a corner off the ground is out of the question. Few energy blasts can do more than scar the two-foot thick armour. [i]Special Rules[/i]: The Wotan is not quite a vehicle, not quite a character. It is simply too expensive to be paid for by any one characters power points, so it is best treated as another character in the fight, with it's own actions (which it can use for shooting its main guns and moving; all it's special abilities are automatic or require the actions of their gunners or operators). Alternativly, you could allow the entire crew to contribute points to buying the tank. It is also recommened the GM allows the characters to attack individual components of the tank as a way to overcome it's basic invunerability. [i]Type[/i]: Ground (tracked). [i]Size[/i]: Gargantuan [i]Speed[/i]: Rank 7 (35' per round, 120 mph) [i]Hardness[/i]: 25. [i]Armour Bonus[/i]: 20. [i]Defence[/i]: Commander's BDB (base defence bonus) -4. [i]Typical Crew:[/i] Technician (PL 1): 20 Use 'Professional' stats, with the following skills. Profession: Technician +4, Repair +4, One science +4, Drive +2. Soldier (PL 2): 10 Use 'Elite Thug' stats, with the following modifications. Profession: Soldier +4, replace pistol with SMG, take Point Blank Shot feat. Specialists (varies): Some of the Wotan's special weapons need expert handling; a parascientist for the Zed gun, a master electrician for the tesla coils, a political officer for the propaganda speakers etc. These are typically PL 1-3. Political Officer (PL 2) use 'Reporter' stats, replacig Profession: Reporter with Profession: Soldier. Add a heavy pistol. Commander (varies) A Wotan panzerkommandant is usually a veteran officer of exceptional skill, PL 5-6. On rare occassions, though, it may be an [i]ubermenchen[/i], such as the infamous Eisenfaust. These characters often have a highly customized tank of their own. [b]Twin "Hitler's Hammer" 91 cm cannons[/b] (Weapon +15; extras: area (5), stun (5)) Fires shells (attack bonus equal to gunner's BAB with no bonus, and a -4 penalty for being Gargantuan) that deal +15L damage in a 25' radius, and causes a Stun effect in the same area (Fort DC 15 negates). Firing one gun is a half action for the tank, both is a full action. [b]Machine guns[/b] (Weapon +5, extras: autofire) The Wotan has two mounted machine guns covering each face, for a total of eight. Attack bonus equals gunner's ranged attack total, and they do not suffer the -4 penalty for the tank's size. Only two guns can fire in a given direction, except they can all fire upwards. Does not count as an action for the vehicle. [b]Earthshaking[/b] (disintegration +1, extras: area; flaws: involuntary; slick +3, flaws: involuntary) Wotan's generate a vibratory energy field around themselves as they move. Any glass or other brittle materials within 100' (or more, at GM's discretion) is likely to shatter, and people on the ground within 15' must make a Balance DC 13 check or fall prone. Getting back to your feet while in this area also requires a Balance DC 13 check. [b]Features[/b] A Wotan is effectivly a PL 6 headquarters with the following features. * Barracks (as living space, but more spartan and suitable for larger numbers). * Communications. * Holding cells. * Infirmary. * Sensors (including radar and telescopic periscopes). [i]Optionals[/i] You may choose some, all or none of these, to individualise the tank. [b]Electroplating[/b] (Energy Field (electricity) +10) +10pp To keep those pesky heroes from scrambling all over the Wotan, it's outer hull can be electrified. Anyone touching it when the feld is active suffers a +10 electrical hit. While the field is active, the tank is restricted to half speed, as it requires a large diversion of power from the engine (this is a concept flaw). Also, it is extremly visible as huge arcs of lightning crackle over every metallic protruberance and surface. [b]Tesla Coils[/b] (Energy Field (electricity) +10, extras: energy blast) +20pp As Electroplating, above, except the tank is additionally fitted with huge capactitors and projectors that let it fire lightning bolts dealing +10 electrical damage out to normal range (attack bonus equal to users BAB -4). [b]Propaganda Speakers[/b] (Mind Control +10, extras: area; flaws: restricted) +20pp Loudspeakers dotted over the tank continually blare snatches of Wagner, excerpts from the Fuhrer's speechs, or reports of the Third Reich's glorious victories. This can generate only two effects: making allies of the tank within 50' of it immune to fear and similar effects (automatic), or provoking fear in enemies (make a power rank check with a DC of 10+target's will save, or 15+will save for heroes or other especially brave characters). [b]Zed Gun[/b] (Neutralize +10, extras: nullification (x2)) +40pp One of the most dreaded weapons devised by Nazi scientists, the Zed gun can negate the abilities of Allied superheroes. With a ranged attack (attack bonus equal to operator's BAB -4), the target's powers are negated (see power description pg 77 for saves details). The beam has a duration of Sustained, so until the projector or it's operator is destroyed, affected powers remain neutralized. [b]Image Projector[/b] (Illusion +10, extras: area (5); flaws: creatures only, restricted) +10pp The sight of one Wotan thundering down down on a village is scary... [i]three[/i] is terrifying! The image projectors allows the tank to create the illusion of two other Wotans anywhere within it's line of sight. They are highly realistic, including all sensory elements except touch, enough to draw at least a few shots away from the real tank until the enemy uncovers the ruse. Mechanical sensors such as radar, photographs, video and sound recordings cannot detect the illusions, and this may provide a clue to observers. [/QUOTE]
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