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2 years ago ::
Feb 10, 2011 - 1:12PM
#1
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Date Joined:
Jun 15, 2004
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Although the Mini Tank Omega card doesn't mention cover, one of my players was wondering if it should maybe provide improved cover (or even just regular cover) to it's occupants. Although I have my own thoughts, I thought I'd put it to the board. Thoughts?
"Mini Tank (O; R; Area 52) It even has a cannon! HP 200, Space 2 by 4 squares; AC 22, Other Defenses 20; Speed 6; Driver and Gunner: A driver and gunner each occupies 1 square of the mini tank’s space and must have both hands free to move it or use its power. As a standard action, a gunner can recharge the tank’s power (reload) with a DC 16 Mechanics check.; Load: 5 Medium creatures; 600 lbs of gear.; Power: Encounter Physical; Standard Action, Area Burst 1 within 20; Target: Each creature in burst; Attack: Level + 8 vs. AC; Hit: 3d8 + Intelligence modifier + your level physical damage.; Salvage 4: A 4th-level character can salvage the minitank. It becomes a vehicle as above, but has no attack power."
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2 years ago ::
Feb 10, 2011 - 2:48PM
#2
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Date Joined:
Jul 27, 2001
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Actually, I think the idea is that attacks against characters inside the mini-tank hit the mini-tank instead. That's why it has an AC and HP of its own.
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2 years ago ::
Feb 10, 2011 - 4:26PM
#3
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Date Joined:
Feb 14, 2007
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Actually, I think the idea is that attacks against characters inside the mini-tank hit the mini-tank instead. That's why it has an AC and HP of its own.
An Omega card that makes the entire party invulnerable seems a tad powerful. I'm unsure how fun encounters would be at that point... balance would be pretty much out the window. I thought the mini-tank was supposed to be an 'open-aired' vehicle. But if not and enemies can't attack in, then the PC's probably shouldn't be able to individually attack out either.
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2 years ago ::
Feb 10, 2011 - 4:56PM
#4
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Date Joined:
Jun 15, 2004
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That's why it has an AC and HP of its own.
For reference (if desired): "Skycycle (O; R; Area 52) It's a flying “motorcycle.” Beware of power lines. Hp 50, space 2 by 1 squares; AC 18, Other Defenses 15; Speed Fly 20; Driver: A driver occupies the front square of the sckycycle's space and must have on hand free to move it.; Load: 2 Medium creatures: 200 lbs of gear; Salvage 6: A 6th-level character can salvage the Skycycle. It becomes a special item, as above."
Also (if desired) D&D Vehicle rules are available in Adventurer's Vault p.14-20, and Oraibi's adaptation of those rules for Gamma World are available here.
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2 years ago ::
Feb 10, 2011 - 6:25PM
#5
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Date Joined:
Apr 17, 2008
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The general rule for cover and concealment applies: The GM determines whether something has cover/concealment. So... just decide, if you're the GM.
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2 years ago ::
Feb 10, 2011 - 6:37PM
#6
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Date Joined:
Mar 26, 2010
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One of my players got the Mini-Tank the first time out, and managed to keep making successful Omega Tech rolls all the way into the third session. I hate, hate, hate the Mini-Tank. I ran the Pax Extraterrestria adventure, and was sorely tempted to drop the giant rock on it out of spite.
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2 years ago ::
Feb 10, 2011 - 9:07PM
#7
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Date Joined:
Jul 27, 2001
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An Omega card that makes the entire party invulnerable seems a tad powerful.
It does no such thing. It grants excellent protection, but the old adage that "anything that has hit points can be killed" is as true from the DM's side of the table as it is from the player's side. If a player draws a mini-tank, you let them have a little fun with it. Design an encounter or two that lets them play armored cav, then destroy it with some well-placed heavy firepower. If you can't figure out an encounter that can dish out 200 hp against a 22 AC, let me point you to page 128 of your Gamma World Rulebook.
If using a big baddie to blow it up isn't your style (or you fear that the ability to trade Omega Tech for XP on occasion is too strong), then keep in mind that a tank can't just go anywhere. They offer maximum protection and maneuverability on roads and open fields, but a dense forest, narrow tunnel, or unstable crater edge are all places that tanks are not really meant to go. A capable DM should not have much difficulty forcing the party out of that tank for level-appropriate encounters with some creative terrain.
Now, all that said, if you still don't like the idea (or don't want the headache of derailing your campaign every so often in order to blow it up), please feel free to rule that the mini-tank merely provides cover or improved cover. It will still be a fun toy either way.
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2 years ago ::
Feb 10, 2011 - 9:43PM
#8
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Date Joined:
Feb 14, 2007
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An Omega card that makes the entire party invulnerable seems a tad powerful.
It does no such thing. It grants excellent protection, but the old adage that "anything that has hit points can be killed" is as true from the DM's side of the table as it is from the player's side. If a player draws a mini-tank, you let them have a little fun with it. Design an encounter or two that lets them play armored cav, then destroy it with some well-placed heavy firepower. If you can't figure out an encounter that can dish out 200 hp against a 22 AC, let me point you to page 128 of your Gamma World Rulebook.
Just because vehicles have hitpoints does not mean that those hitpoints have to be exhausted in order to damage a PC in it. That's not how vehicles work.
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2 years ago ::
Feb 10, 2011 - 10:11PM
#9
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Date Joined:
Jul 27, 2001
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Just because vehicles have hitpoints does not mean that those hitpoints have to be exhausted in order to damage a PC in it. That's not how vehicles work.
Two points:
1. Unless you have the vehicle rules from Legion of Gold in your possession - a product to which most of us do not yet have access - then I'd like to know how you can definitively state, "That's not how vehicles work." If you DO have the vehicle rules from Legion of Gold in your possession, then please feel free to enlighten me.
2. Your first post here stated that ruling a mini-tank my way would make the party invulnerable. Now you're stating the exact opposite. Please pick a position and stick with it for the duration of the debate.
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2 years ago ::
Feb 10, 2011 - 10:37PM
#10
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Date Joined:
Feb 14, 2007
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I'd like to know how you can definitively state, "That's not how vehicles work."
Because I read the references mvincent provided above. All D&D vehicles have HP and defense, but they explicitly state when they provide cover or completely enclose characters. Your interpretation would imply that someone would have to get through the skycycle's 50 HP in order to damage an occupant. That's not how it works in any other D&D supplement, and I feel pretty confident that it's not how it works for the Skycycle in Gamma World.
2. Your first post here stated that ruling a mini-tank my way would make the party invulnerable. Now you're stating the exact opposite. Please pick a position and stick with it for the duration of the debate. You are not making any sense. You have evidently not read my post correctly. And, to follow your lead on phrasing: please do some research before continuing the debate.
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