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Tanvyn's Steam Tank

A side project created by the gnome Tanvyn.

Description:

This four-wheeled device uses the power of Gnomish Fire Crystals to heat water into steam which is used to power the device. The vehicle is made from iron and steel and resembles an oversized coffin with a stove on top, the stove has a 3 feet long spout. The top of the stove is open and serves as a water reservoir.

Usage:

Crewed

The Steam-tank can be manned by three small creatures, each taking a different position in the tank's interior. Entering or exiting the steam tank requires an action, moving between their chosen position and the exterior hatch. As part of this action, the creature can open and close the hatch as required. The tank, and its crew act on the initiative of its engineer.
Medium and larger creatures can also use the tank, but must succeed on a DC 12 or get stuck, the creature can repeat the check as an action.
  • Gunner: Located below the Stove (turret), a small periscope allows visibility to the exterior. Comfort isn't amazing, as the tank's boiler is just behind you and many copper pipes, most of which are scaldingly hot.
  • Driver: Located at the front of the Tank, a small slit allows visibility to the front, cramped even for a small creature, but the seat is nice.
  • Engineer: Located just below the hatch, with an easy way out, with a really nice chair.

Steam Powered

The Tank is powered by steam. This Steam is created when water from the reservoir flows over the 4 Gnomish Fire Crystals. The reservoir is enough for 4h of continuous operation, when no water is present, the tank will suffer 1d10 points of fire damage for 10 turns, for a total of 55(10d10) points of damage, the Crystals can last anywhere between 4 to 24 hours, depending on the load. The following chart gives a rough outline for extended stretches of time purposes.
Standby (4d): The tank is ready to go, move at a slow pace (15ft (1.5mi/h)), won't use weapons, and steam pressure neve exceeds low.
Transport (2d): The tank moves at a normal pace (30ft (3mi/h)). The weapons are not used and the steam pressure never exceeds normal.
Dash (12h): The tank moves at fast pace (60ft (6mi/h)). The Weapons are not used and the steam pressure never exceeds high.
Battle Mode (12h): The tank moves at a slow pace (15ft (1.5mi/h)), can use its weapons, and steam pressure never exceeds high.
Battle Rush (6h): The tank moves at a normal pace (30 (6mi/h)), can use its weapons and steam pressure never exceeds the max.

Steam Pressure:

Raising Pressure

The Tank has a steam Pressure which does affect the effectiveness of the tank, the given DCs (Lower DC/Raise DC) indicate what the engineer needs to roll on an Intelligence (Tinker tool) check to increase or decrease the steam level.
  • If the steam level is Off, none of the tank's actions can be taken.
  • The Pressure correlates to a bonus value which is applied to the actions the tank takes. This value is indicated between brackets.
 

Maintaining Pressure:

Over time the Pressure of the tank will shift up and down, this happens at the start of the tank's turn, and whenever the tank takes damage. The Bump up/down chance indicates the likelihood of the pressure increasing or decreasing. Roll on this table at the start of the Tank's turn, and when the tank takes damage. Roll a d20, and double its value if it fires damage, half it for cold damage. If this value exceeds the Bump-up value the pressure increases. If this value is less or equal to the Bump-down value the pressure decreases.   When this happens, the Engineer can use his reaction to attempt to ignore the effect, to do this they can make an Intelligence (Tinkertools) check, the DC of this check is the bump up/down roll. On a success, the roll is ignored.  
Pressure Lower DC Raise DC Bump-down Val Bump-up Val
Off (N/A) N/A 5 0 16
Low (+0) 5 10 5 16
Normal (+1) 10 10 6 13
High (+2) 10 15 10 11
Max (+3) 15 10 10 11

Overpressure

If the tank's pressure ever exceeds Max at the start of the Tank's turn, the tank must use "Emergency Vent" as its first action or suffer 55 (10d10) points of fire damage.

Crewed

The Crew can take various actions determined by their role in the tank, or if the tank is manned by 1 PC and two NPCs, the tank can take three actions, one in every role.
  • Gunner:
    • Fire Steam Cannon: The Gunner makes a ranged weapon attack with the Steam Cannon, this attack gains a bonus to attack and damage rolls equal to the Pressure Bonus. It deals 2d10 points of fire damage, The cannon can be fired equal to the Pressure bonus without reducing the pressure level, one additional shot can be fired, but this will reduce the steam level at the end of the action
    • Fire Steam Gout: A 15ft cone originates from the turret, all creatures caught in it must succeed on a Dexterity save with a DC equal to 8 + (twice Pressure Bonus) + Gunner's Dexterity bonus. The damage equals 2d6 + a number of d6s equal to "Pressure bonus" times two, (or three but this will reduce the steam level).
    • Steam Shriek: All creatures within 60ft. of the tank must succeed on a Wisdom save, the DC equals 8 + (twice Pressure Bonus) + Gunner's Charisma Bonus.
  • Engineer:
    1. Manage Pressure: The Engineers make an Intelligence (Tinkertool) check, depending on the result of the roll the engineer can pick either Raise or Lower, provided the roll exceeds the appropriate DC. if possible something must be picked.
    2. Emergency Vent: This is the only option when the Steam exceeds max, this will reduce the steam to Off, and creates a wave of steam similar to "Unleash Steam Wave".
    3. Unleash Steam Wave: An 30ft aura of steam surround the tank, all creatures effect must succeed on a Constitution Save with a DC equal to 8 + (twice Pressure Bonus). The damage equals 2d6 + a number of d6s equal to "Pressure bonus" times two. The steam level drops by one at the end of the action.
    4. Field Repair: The Engineer makes a Dexterity (Tinkerstool) check, the tank recovers a number of d6s equal to the total -10. A creature casting mending or similar magic counts as if they rolled a 12 + Spellcasting ability bonus.
    5. Enable flow: The Engineer starts the Tank, during which they can make a free "Manage Pressure" action.
  • Driver:
    • Drive: The tank moves 15ft, plus an additional number of feet equal to "Pressure level" times 5. (so 30ft at Max)
    • Ram: The tank moves per Drive, any number of creatures it runs into must succeed on a Dexterity save equal to 8 + "twice Pressure Bonus" + Drivers' Dexterity. If they fail they suffer 1d10 points of bludgeoning damage for every 10ft the tank has moved this turn (minimum 1d10) + "Pressure bonus" and are knocked prone, a creature that succeeds only tasks half as much damage and isn't knocked prone.
    • Move up: The tank moves double that of a normal Drive action (30ft + "Pressure level" times 10ft.), at the end of the move pressure drops by 1.
 

Metal Coffin

The Metal tank due to its construction protects its inhabitants per the following rules:
  • HP: 200
  • AC: 18
  • Characteristics: STR:16, DEX:6, CON:20, INT:0, WIS:0, CHA:0
  • The Crew-members in their position have full cover from effect coming from the exterior.
  • Damage Immunities: psychic
  • Damage Pass-through(Damage is also suffered by the nearest crewman): Poison, Lighting.

Ramshackle:

Created by a gnomish Artifer who is more familiar with stoves and magical implements rather than weapons of ware, as a result, the tank isn't perfect.
  • At the start of the turn, the Engineer must succeed on a DC 10 Intelligence (Tinker tools check) or roll on the mishap table:

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