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message 1:
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The landmaster, Cool dude. Inactive.
(last edited Feb 07, 2018 05:40PM)
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Feb 07, 2018 03:51PM
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message 2:
by
Austin, CEO of the world's largest and most evil Megacorperation
(last edited Feb 09, 2018 08:03AM)
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to the west is a farm field that has been dug up and has had trenches dug into it. To the east there is a paved road running north and south, with transmission towers on the west side of it. On the east side is a thin wall of wild shrubbery and trees. An American Titan tank rolls over the wall of shrubbery and trees onto the road. It can see to the west 3 Korean T-99 tanks coming to meet it. They are driving over the trenches to flank the american tank.
T-600 titan AMERICAN TANK
HP: Main body: 100 Each leg: 60
AC: 15
Speed: 75 (60 with 3 legs)
Strength: 50
Dexterity: 10
Constitution: 50
Intelligence: 0
Wisdom: 0, all passengers inside also decrease by 5, but not below 5
Charisma: 0, all passengers inside also decrease by 5, but not below 5
Drivers to the tank also have -10 on perception rolls and +5 on intimidation rolls.
Weapons:
Smoothbore cannon 200'/1000': +5 to hit. 3d20 bludgeoning damage with direct hit, 1d10 damage if within 12', 1d6 damage if within 25'. Can't hit flying enemies closer than 100'. Advantage on targets closer than 100', +5 hit for every size over Large, and -10 hit for every size under medium.
Machine gun (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Twin rocket launchers: 500'/1000':3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 3 rockets in each launcher, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium.
Defense mechanisms:
Trophy system: Intercepts all projectiles en route to the tank. The first is activated upon startup and lasts until 50lbs of material has been collected. Afterwards, a shield lasts for 3 rounds, needs 1 round to recharge, and activates 2 rounds after the command is given. (Example: Command-wait-Shield) The activation command can be given while a shield is currently active, but there must be at least one round between shields, or they cancel each other out and both are wasted.
EMP: Electro magnetic pulses radiate in a 25’ radius, and also extend in a beam reaching 100’. Charge time: 1d4 rounds x2
T-99 KOREAN TANK
HP: 100
AC:15
Speed: 100
Strength: 40
Dexterity: 15
Constitution: 50
Intelligence: 0
Wisdom: 0, all passengers inside also decrease by 5, but not below 5
Charisma: 0, all passengers inside also decrease by 5, but not below 5
Drivers to the tank also have -10 on perception rolls and +5 on intimidation rolls.
Smoothbore cannon 200'/800:dex mod + profency + size difficulty to hit 6d12 bludgeoning damage. Can't hit flying enmies closer than 500'. Advantage on enemies closer than 100'. Hit increase by 5 for every size over Large, and decrease 10 for every size under medium.
Machine gun (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
T-600 titan AMERICAN TANK
HP: Main body: 100 Each leg: 60
AC: 15
Speed: 75 (60 with 3 legs)
Strength: 50
Dexterity: 10
Constitution: 50
Intelligence: 0
Wisdom: 0, all passengers inside also decrease by 5, but not below 5
Charisma: 0, all passengers inside also decrease by 5, but not below 5
Drivers to the tank also have -10 on perception rolls and +5 on intimidation rolls.
Weapons:
Smoothbore cannon 200'/1000': +5 to hit. 3d20 bludgeoning damage with direct hit, 1d10 damage if within 12', 1d6 damage if within 25'. Can't hit flying enemies closer than 100'. Advantage on targets closer than 100', +5 hit for every size over Large, and -10 hit for every size under medium.
Machine gun (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Twin rocket launchers: 500'/1000':3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 3 rockets in each launcher, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium.
Defense mechanisms:
Trophy system: Intercepts all projectiles en route to the tank. The first is activated upon startup and lasts until 50lbs of material has been collected. Afterwards, a shield lasts for 3 rounds, needs 1 round to recharge, and activates 2 rounds after the command is given. (Example: Command-wait-Shield) The activation command can be given while a shield is currently active, but there must be at least one round between shields, or they cancel each other out and both are wasted.
EMP: Electro magnetic pulses radiate in a 25’ radius, and also extend in a beam reaching 100’. Charge time: 1d4 rounds x2
T-99 KOREAN TANK
HP: 100
AC:15
Speed: 100
Strength: 40
Dexterity: 15
Constitution: 50
Intelligence: 0
Wisdom: 0, all passengers inside also decrease by 5, but not below 5
Charisma: 0, all passengers inside also decrease by 5, but not below 5
Drivers to the tank also have -10 on perception rolls and +5 on intimidation rolls.
Smoothbore cannon 200'/800:dex mod + profency + size difficulty to hit 6d12 bludgeoning damage. Can't hit flying enmies closer than 500'. Advantage on enemies closer than 100'. Hit increase by 5 for every size over Large, and decrease 10 for every size under medium.
Machine gun (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
message 3:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
((sounds good. I assume your tanks are like...maybe a city block away?))
The american tank simply hunkers down and fires a rocket at the tank farthest to it's left.
((aww F. I rolled a 3. 3+6=9 for hit, barely hit. I did get a 12 for damage though. Also, are you cool to just go with the honor code as far as when the trophy shield command was given?))
The american tank simply hunkers down and fires a rocket at the tank farthest to it's left.
((aww F. I rolled a 3. 3+6=9 for hit, barely hit. I did get a 12 for damage though. Also, are you cool to just go with the honor code as far as when the trophy shield command was given?))
message 5:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
The rockets explode on the armor of the southern tank. All three Korean tank close on the American one. Each tank is now 800 feet away. All three shoot their main cannon at the American tank
((14,02 to hit for southern one. 12, 03 to hit for western one. 15, 06 to hit for northern one. 17 damage only the northern one hit.))
((14,02 to hit for southern one. 12, 03 to hit for western one. 15, 06 to hit for northern one. 17 damage only the northern one hit.))
Two of the three shells missed, and the one on course froze midair and dropped harmlessly to the ground. The american tank again fired on the southernmost tank.
((3 to hit, so 13. Go ahead and make a dex check, if that's how you want to run this. I guess we'll say 2d20 damage on a failed throw and half as much on a saved. Sound good?))
((3 to hit, so 13. Go ahead and make a dex check, if that's how you want to run this. I guess we'll say 2d20 damage on a failed throw and half as much on a saved. Sound good?))
message 7:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
message 9:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
((7 +2= 9))
All 3 Korean tanks approach the American tank now 700 ft away. They fire their cannons at the American tank.
((15, 14 for the southern tank 15,16, for the west tank.13,16 for the northern tank. 18damage))
All 3 Korean tanks approach the American tank now 700 ft away. They fire their cannons at the American tank.
((15, 14 for the southern tank 15,16, for the west tank.13,16 for the northern tank. 18damage))
((Hey man, sorry. I forgot that the missiles had a recharge time of 5 rounds. I’d nix the damage. I also got another 13 on my disadvantage, so forget the damage from this round as well.))
The first two shells freeze in their path, the American tank buzzing as its trophy system reaches maximum capacity. It hums to life a second later though, and catches the third shell as well. The tank fires at the south tank again, but misses.
The first two shells freeze in their path, the American tank buzzing as its trophy system reaches maximum capacity. It hums to life a second later though, and catches the third shell as well. The tank fires at the south tank again, but misses.
message 11:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
((It's fine))
The Korean tanks advance on the American one. They are now 600 feet away. All 3 tanks shoot at the American tank with their main cannon.
((15,05, to hit with the south tank.06,05, to hit with the western tank.17,16 to hit with the northern tank. 70 damage for the northern tank))
The Korean tanks advance on the American one. They are now 600 feet away. All 3 tanks shoot at the American tank with their main cannon.
((15,05, to hit with the south tank.06,05, to hit with the western tank.17,16 to hit with the northern tank. 70 damage for the northern tank))
Two shells completely miss, but one is on a dead path for its target. Unfortunately, it is also claimed by the trophy system.
The American tank fires on the south tank with its main cannon, but misses.
((11 and 9 for hit. 11+5= 16 to hit, 2,9,13=24 damage.))
The American tank fires on the south tank with its main cannon, but misses.
((11 and 9 for hit. 11+5= 16 to hit, 2,9,13=24 damage.))
message 13:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
((you miss your attacks right?))
all 3 korean Tanks advance on the american Tank, they are all now 500 feet away.
((16,15, for the southern tank to hit. 06,14, For the western tank to hit. 14,14 For the northern tank to hit. 47+56 damage upon hit.))
all 3 korean Tanks advance on the american Tank, they are all now 500 feet away.
((16,15, for the southern tank to hit. 06,14, For the western tank to hit. 14,14 For the northern tank to hit. 47+56 damage upon hit.))
((Lol, yeah, I’m not sure why I put in a damage roll...))
Two tanks release on-target launches toward the American tank. The first is captured by the trophy system, but upon breeching it's capacity, the tank is unable to stop the third shell which explodes against the side of it. The other shell misses entirely.
The American tank continues firing at the south tank, but misses again.
((7,13 to hit))
Two tanks release on-target launches toward the American tank. The first is captured by the trophy system, but upon breeching it's capacity, the tank is unable to stop the third shell which explodes against the side of it. The other shell misses entirely.
The American tank continues firing at the south tank, but misses again.
((7,13 to hit))
message 15:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
message 16:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
Three Korean tanks advance now 400 feet from the American tank. They all fire their main cannons. No tank hits their target.
((10,19,11,15,02,15))
((10,19,11,15,02,15))
((Wow, they're holding up better than I thought they would, I've barely touched em.))
A slight hum can be heard as the American tank puts up another trophy shield. It fires at the southern tank but misses yet again.
((7 and 14 to hit. Also, I'm just realizing how ridiculous my cannon's "Advantage at 250' or closer" is. Unless we totally scrap it, I'll be switching that to 150'))
A slight hum can be heard as the American tank puts up another trophy shield. It fires at the southern tank but misses yet again.
((7 and 14 to hit. Also, I'm just realizing how ridiculous my cannon's "Advantage at 250' or closer" is. Unless we totally scrap it, I'll be switching that to 150'))
message 18:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
((The american tank's range should be 2000 at max. Under 1000 is normal. And we could try under 250 as advantage.))
The three korean tanks advance to 300 feet and fire.
((18,15 The southern tank hits. 16,17 The western tank hits.13,13 but the northern tank does not hit. 24 damage from the southern hit. 70 damage from the western hit.))
The three korean tanks advance to 300 feet and fire.
((18,15 The southern tank hits. 16,17 The western tank hits.13,13 but the northern tank does not hit. 24 damage from the southern hit. 70 damage from the western hit.))
message 19:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
Counter Measures for the KPA tank
This main battle tank is fitted with a unique active laser protection system, which uses a high-powered laser to interfere with infrared guidance signals, disable enemy observation optics and even damage the eyesight of enemy gunners. This active laser protection system can be used against both ground targets and helicopters. There is a laser warning receiver to warn the crew about incoming laser-guide anti-tank missiles. The tank also comes with twelve 81-mm smoke grenade dischargers.
This main battle tank is fitted with a unique active laser protection system, which uses a high-powered laser to interfere with infrared guidance signals, disable enemy observation optics and even damage the eyesight of enemy gunners. This active laser protection system can be used against both ground targets and helicopters. There is a laser warning receiver to warn the crew about incoming laser-guide anti-tank missiles. The tank also comes with twelve 81-mm smoke grenade dischargers.
message 20:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
((Kpa max range should be 3000 and should be normal under 1500. They should get no close range advange though.))
((Sure, all that looks good. We can tweak them, but I get the impression that our days are being counted *insert weeping here*))
One tank misses, but the other two have good shots. luckily for the american tank, the trophy system claims both. It then releases an anti tank missile at the northern-most tank.
((16+6=20 to hit. 9,8,11,18,10,17=73 damage. And you wanted to roll to resist, right?))
One tank misses, but the other two have good shots. luckily for the american tank, the trophy system claims both. It then releases an anti tank missile at the northern-most tank.
((16+6=20 to hit. 9,8,11,18,10,17=73 damage. And you wanted to roll to resist, right?))
message 22:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
((Yeah, If we could just get one more active person here then I think Q and batman may come back. Was that a missile attack?))
message 24:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
message 25:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
The missiles launched by the American tank explode over the reactive armor of the northern tank. ((Taking 36 damage)) The three Korean tanks do not advance but instead begin a flanking procedure on the American tank. All three shoot their main cannons at the American tank.
((15,17,16 to hit. 62, 62,50 damage north to south.))
((15,17,16 to hit. 62, 62,50 damage north to south.))
message 26:
by
Austin, CEO of the world's largest and most evil Megacorperation
(last edited Feb 22, 2018 01:09PM)
(new)
If the american tank gets 2 crit fails in a row then he will have to do the missfiring procedure.
https://www.youtube.com/watch?v=6PdIW...
https://www.youtube.com/watch?v=6PdIW...
The trophy system claims a single shell before maxing out, leaving the tank open to the last two shells. They explode against it, damaging it beyond use.
((Congrats, I’m impressed they did that well. Now we get to scrap them and start over, lol))
((Congrats, I’m impressed they did that well. Now we get to scrap them and start over, lol))
message 28:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
((Sure. Two players is kinda sparse though, isn’t it? Should Batman and I play two characters each?))
message 30:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
((you could do that if you want. my personal min for playing is usally 3. But I realy just want to experement. So I can make exception))
message 32:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
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