Clockwork Tank
Gears, Levers, pulleys, working together in an incomprehensible machine.
[...] and that's when he told me, "Extra rations for a year, and an instant promotion to anyone who can figure out how to drive their first try."
For souls sake, why are there so many controls!? Why do I need to flip three switches, spin two dials, press both feet down on two pedals, and push a button to simply drive forward?Metal in incomprehensible shapes and configurations, countless gears locked together in an intricate dance of engineering. While it shares the name Clockwork, a Clockwork Tank is actually completely separate from the rest of the Clockwork of the tower, as it is not autonomous. Two pilots sits within a Clockwork Tank, replacing the artificial intelligence found inside regular clockwork constructs.
Overview
A cockpit fit for two people. Within are 13 levers, 8 pedals, 52 switches, and 8 dials to control this complex piece of machinery; driving the 8 large spoked wheels, 4 on either side of the tank. One large ballista sits atop the clockwork tank, directly in the middle. To either side of that are smaller, open air cockpits, each with a miniature ballista.Specifications
Propulsion
The Engineers of the Seventh Floor Castle Town, through studying the regular Clockwork of the tower, have created a system of potential energy to drive a clockwork tank. The energy is stored via a multitude of wound springs, bent metal, and resistant bands. A single winding mechanism, located in the back of the tank, is used to store the energy required to move. A single winding takes about 15 minutes to do; one winding will power the tank for about an hour. A seat is located at the back of the tank for another passenger, intended for quick access to the winding mechanism. It's not uncommon to put the strongest copilot in the winders seat, as to have the shortest winding time possible.Armaments
One massive ballista at the top of the tank is controlled by the two pilots within the cockpit. It's one pilot's job to maneuver the tank, while the second can aim the weapon on top. A rack of bolts is located within reaching distance of the second cockpit seat; each 5' piece of sharpened wood needs to be manually lifted and loaded into the main ballista of the tank. To either side of the main cockpit are two smaller seats, with similarly smaller ballista mounted at the front of them. These secondary ballista have racks that can carry about 50 extra bolts, each one about 2' long -- they too need to be manually reloaded for each shot, and as such are in easy reaching distance.RPG Datasheet
CR 14
Clockwork Tank
Construct Gargantuan Vehicle, Land
Defense
AC: AC 3, Hardness 10
HP:
1500
Fortitude: +3 Reflex: +3 Will: +3
Weaknesses: Electricity
Offense
Speed: Max 100', Acceleration 20'
Melee: Ram 8d10
When ramming, the clockwork tank takes half damage dealt, minus the tank's hardness number.
Ranged: Main Ballista 3d10
fireable once per round. Reload check (knowledge engineering) DC10 while stationary, DC 20 while moving
Secondary Ballista [Roll: 1d12]
Fireable once per round. Reload check (knowledge engineering) DC10 while stationary, DC15 while moving.
Space: 20 ft x 30 ft Reach: 5 ft
Statistics
Manufacturer
Owning Organization
Pilots
One main pilot, one co-pilot, one "Winder" in the rear.
Gunners
Two Gunners, one to either side.
Main Ballista Ammunition Capacity
25 bolts, each at 5' long
Secondary Ballista Ammunition Capacity
50 bolts per side, 2' long
Winding Time
~15 minutes, depending on strength of the "Winder"
Operation Time From One Winding
~1 hour, depending on use
Comments
Author's Notes
Header Image made with patterns via Patterncooler.com All other images by Stormbril.