How to Beat a Tank

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Kojak Kojak's picture
How to Beat a Tank

In the next session or so, my players will be confronting the "final boss" of part 2 of the From Blinding Heights series of adventures, an M-285 Urban Battle Tank. If you're not already familiar with the stats, I'll link to them. Based on those stats, and given a five-person team of sentinels, how would you recommend defeating this thing?

Stats: https://docs.google.com/document/d/1sK326NUUqw5ZG3p9vQsyvQwnhf5qx7a6lVQkcT3JmU8/edit?usp=sharing

"I wonder if in some weird Freudian way, Kojak was sucking on his own head."
- Steve Webster on Kojak's lollipop

MrWigggles MrWigggles's picture
With unlimited budget and

With unlimited budget and unlimited time.

Sleeve everyone in Reapers, outfit the Reapers gun mounts with Seekers, then equip its extra limbs with Seekers.

And then stand at moderate range for the Seekers. And everyone fires Anti Matter Seekers at them.

Barring the inability to acquire AM Seekers.

For Damage: PlasmaBurst and Thermobaric seekers.

For support: Smoke Seekers, Overload Seekers. And then Splash filled with either Slip or Liquid Thermite. Then EMP Seekers to set off the liquid Thermite.

The damage is straight forward. Hit it a lot.

Support is a bit more interesting. Smoke, and Overload are to prevent the crew from being able to gain a lead on the target. The slip and liquid thermite are meant for area denial so you can push into an area thats advantageous to you.

Trappedinwikipedia Trappedinwikipedia's picture
Use thermobaric or other

Use thermobaric or other space filling explosives to destroy the out layers, making it visible and breaking the bug zapper. Toss in a can of smart acid and wait about 7 minutes for the nanomachines to reduce it to scrap.

Or talk to the people operating it and convince them to turn it off, which is what my party did.

It's a little ambiguous where the bug zapper is actually located, so if it's deeply buried the above trick might not work. Vehicle scale HEAP seekers will to wound it, which using the crashing rules, should disable it fairly quickly.

ShadowDragon8685 ShadowDragon8685's picture
How would I do it?

How would I do it?

With a lot of homebrew. That thing is seriously scary, especially with that retarded Fray. Like, seriously, having a Fray score that high on something that deadly and destructive is kind of absurd.

Five Sentinels, eh? Okay.
Assuming that they all have Pilot Groundcraft and Gunnery at acceptable levels... I'd go looking for old Fall-era war machines to appropriate and modify. When you're fighting cheese, go brie or go home.

I'm assuming that the players have decided that if the enemy is going to field a tank staffed by infomorphs, they're okay with forking a lot, because they're gonna have to. Remember the old military saw: if you want to kill a unit of X size, send a unit of 3(X) size. For surity's sake, I'm going to send a unit of 5(x) size, since I'm assuming they're not as minmaxxed as the M-285's infomorph pilots; I'm also going to assume that the group in question have the full details of what this monster is, and what it's equipped with, and have time and the crazy resources to plan a specific counter, either by stealing it, borrowing it, or manufacturing it.

Also note that under the copious amounts of house-rules I'm assuming, the M-285 would be considered Very Large, and thus attacks against it would be at a +20, not +10.

Consult the Book of Armaments for weapons mods I'm going to mention, and Wreckers for the heavy-duty warmachine armor.

Assume that every vehicle on this list is, if possible, equipped with Improved Handling, Improved Speed, and a Heavy Bumper. Because sometimes, ramming works, and "hit the big heavy thing with another big heavy thing" is a perfectly valid tactic.
Every vehicle is also going to have to be upgraded with a full sensor suite; every sensor known to man, in fact. You may as well, since most of them are dirt cheap, and you know this tachkioma fucker has five nines of stealth. You may as well give them stealth mods, too.

Every vehicle is also going to have some kind of target-designation system to boot, because any of them could wind up spotting and calling in fire for the seekers.

The Heavy Tank

I'd start with an EDF Tyrannosaur at the point man. This heavy tank has enough DUR and WT to meet the M-285 head-on. The Tyrannosaur desperately wants to bait the M-285 into a stand-up fight, because if it succeeds, it will win trading body-blows with Drive Factory, assuming both are equally ept (or inept) at landing hits.

Mods:
Replace Industrial Warmachine Armor (+16/+24) with Medium Warmachine Armor (+30/+30), increasing its armor values to 50.
It can keep the Heavy Artillery Cannon, but we want the magazine loaded with Armor-Piercing Fin-Stabalized Discarding Sabot munitions and Plasma Lance Anti-Tank.
The HMG on the co-ax is almost certainly not going to contribute to this fight, but there's no reason not to replace it with a Heavy Machine Railgun and equip it with AP rounds.
It's also going to be equipped with four Seeker Racks loaded with Plasma Lance Anti-Tank Seekers (Standard size). The reason for this is twofold: Firstly, the Tachikoma might engage one of the other units outside of cannon range/with the Tyrannosaur out of line of sight to it, and you want to be able to shoot back. Secondly, the M-285 might get above the tyrannosaur if you're fighting in built-up areas, where the main cannon cannot elevate to engage. But a seeker rack mounted on a fully-articulated turret can aim straight up and feed the damn thing a giant middle-finger made of plasma.

The Light Tank


An EDF Allosaur is the point-man's right hand. Faster, less-armored and less heavily gunned, the Allosaur is suppose to get behind the M-285 if it obliges the Tyrannosaur in a stand-up fight, and start putting shells into its arse.

Mods.
The Allosaur keeps its Light Artillery Cannon, and arms its magazine the same way the Tyrannosaur does. It swaps its coax MMG with a coax HMRG, loaded with AP.
For the same reasons the Tyrannosaur does, the Allosaur brings four Seeker Racks with four PLAT Standard Seekers. Do not bother to mount a pintle-mounted MMG, since nobody should be unbuttoned in this fight.

The Staff Car


An EDF Utahraptor is the scout. This thing's whole job is to be faster than the damn giant tachikoma. Sure, the giant tachikoma can go up walls, but the Utahraptor is fast.

Mods:
Unmount the pintle-mounted MMG; it won't be needed.
Mount a Heavy Laser Cannon and two coaxial Seeker Racks on a fully-articulated turret. The Standard Seeker Rack is carrying the same PLAT Seekers the tanks are carrying on their seeker rifles.

The Dune Buggy

An Ultor Dune Devil is the bait. This thing cannot take a hit from the M-285. Whoever's piloting this thing had better be insanely good, and preferably suicidal. This thing shares scouting duty with the Utahraptor, but it is not supposed to engage; it's supposed to get sensors on the target and then take off at sanic speed, daring the M-285 to chase it; hopefully, into open terrain where the others can engage.

Mods:
The Dune Devil should be equipped with five nines of electronic warfare geegaws designed to get attention, make it look like it's a bunch of contacts altogether. It's bait, after all.
Equip the Dune Devil with a Standard Seeker Rifle carrying PLAT Seekers and a magazine size of at least 6. I don't expect it to get six Seekers off, but this is more for the pilot's morale than anything else. Being without a weapon is not the same thing as having a weapon you do not intend to use immediately.

The Rocket Artillery


Lastly, assuming you can pull it off, an EDF Mjolnir rocket artillery is your hammer. Once you lock the damn thing down with the others, this sonofabitch opens up at long range. This will work best if you can bait the Drive Factory into open terrain, but it will work in a built-up area, assuming you can keep the target painted long enough for an up-and-down plunging shot from faraway to hit it.

Mods:
Unlike the others, the Mjolnir does not have added Warmachine Armor. It should not be directly engaging the target. If it is, something has gone horribly wrong. Go ahead and give it standard Synthmorph Heavy Combat Armor (giving it an armor rating of 36/36) just so the pilots don't feel like you don't care about them without compromising its speed, but don't expect it to stand up if the Tankikoma brings its main cannon to bear. (It should bounce the particle bolters, though.)

Do not deploy strategic scale weapons to kill one tank. Firewall won't appreciate it; the Consortium and Barsoomians will appreciate it even less. Instead, this thing should be carrying four pods containing 3x Light Artillery Seekers (for a total of 12 Light Artillery Seekers) and two pods containing 1x Heavy Artillery Seeker.

The Heavy Artillery Seekers should have Thermobaric warheads, because if the sonofabitch goes to ground inside heavy ruins, you're going to want to just flatten them on top of it rather than try to Stalingrad him. Six of the Light Artillery Seekers should also be Thermobaric, for the same reason (assuming you only need to flatten a large building instead of a heavy-duty industrial complex), the other six should be Plasma Lance Anti Tank, for when and if the others bait him into open terrain, so you can just drop a cruise missile on its dome. If the thing is definitely not coming out into open terrain, though, make it four Thermobaric Heavy Artillery Seekers and 6 Thermobaric Light Artillery Seekers; any time it finds cover, bring the cover down on its head. Either it'll stop trying and the tanks can finish it off with direct fire, or you'll smash it.

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MrWigggles MrWigggles's picture
Well ShadowDragons wins on

Well ShadowDragons wins on style points.

ShadowDragon8685 ShadowDragon8685's picture
MrWigggles wrote:Well

MrWigggles wrote:
Well ShadowDragons wins on style points.

Sometimes you've gotta sneak and be sneaky. Sometimes you've gotta deploy the Fist of Mars. And who hasn't wanted an excuse to cut loose and go full-scale armored company on someone?

I mean, most GMs would probably make it hard-to-impossible to get anything bigger than the Utahraptor and Dune Devil, but even so, a few Utahraptors and Dune Devils with Laser Cannons and Standard PLAT seekers would be a credible fighting force against the Tankikoma.

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ShadowDragon8685 ShadowDragon8685's picture
Admittedly, I made some wild

Admittedly, I made some wild assumptions, such as that an infomorph-piloted tankikoma would be residing in some abandoned settlement, rather than a wild neighborhood around Olympus.

Chances are rolling in an armored company would get a massive Consortium response, especially if they see that Mjolnir, because those artillery seekers pose a legitimate threat to the space elevator. OTOH, "causing such a fuss that the Consortium drops the hammer and getting the target flattened along with you" is a valid option for Firewall ops.

If you want a different approach and aren't adverse to massive quantities of collateral damage, though...

If you're on Mars, chances are you've done Mind the WMD. If you're anything like my players, you captured the antimatter bomb.

Rigging an explosive detonator to trigger the TITAN antimatter bomb should be trivial, and I, personally, deemed that the TITAN antimatter bomb was extremely portable - about the size of a 40mm launched grenade - because it was made of anti-uranium magnetically suspended in a lattice of carbon buckyballs.

The thing is a "comparatively miniscule" amount of antimatter - even if it's 1/16th of a gram of antimatter, that'll have a physical yield (ignoring neutrino release) of 1.8795 tons of TNT. That's enough to wreck a city block.

If it's a quarter gram, that goes up to seven tons of TNT.

If it's a whole gram, that mofucker is going off with the force of thirty tons of TNT.

Frankly, any of those should be enough to wreck a sizable portion of the Fuxingmen, and will unquestionably reduce the tankikoma to scrap. So how to deploy it?

Use a Scurrier, or some other similarly stupidly-tiny, easily-overlooked morph onto which you can stack five nines and nine fives of stealth. Sneak up on the thing, attach the bomb, bomb go boom, tank go bye-bye.

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SquireNed SquireNed's picture
Infect it with a nanovirus.

Infect it with a nanovirus.

Creator of Street Rats, a CC-BY cyberpunk roleplaying game.

ShadowDragon8685 ShadowDragon8685's picture
SquireNed wrote:Infect it

SquireNed wrote:
Infect it with a nanovirus.

"Additionally, to protect against nanotechnological threats the factory has a bug zapper that destroys any nanomachines the factory comes into contact with."

Not gonna work. I mean, not unless you infect it with the Exsurgent nanovirus, which I think is rather like killing cockroaches with a shotgun. Loaded with Dragon's Breath. In an extremely flammable shack.

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MrWigggles MrWigggles's picture
That sounds like a PC

That sounds like a PC solution if I ever heard of one.

ShadowDragon8685 ShadowDragon8685's picture
MrWigggles wrote:That sounds

MrWigggles wrote:
That sounds like a PC solution if I ever heard of one.

Oh, unquestionably. That's why I actually addressed the topic of weaponizing the Exsurgent nanoviruses as an anti-factor weapon in an in-character document I wrote for my players.

The phrase "Godzilla Threshold" was invoked, as was the word "Madman."

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puke puke's picture
Social?

I have not read or played the FBH stuff, but I would use (or would expect from my players) a fully out-of-band solution

Something like:

    - social engineering - talking it down
    - resolving whatever root-cause put it there in the first place.
    - Hacking it
    - hacking the environment around it
    - sabotaging it's sub components such as the wheels
    - Finding a way to make it redundant or preventing it from completing it's mission, so you can just walk away and ignore it
    - Tattling to the proper military that someone has a TANK on the loose, so they can pulse a couple hundred gigawatts through it from orbit.

If it came down to actually fighting with military hardware, the kid gloves come off. Whatever social pressure lets most games of EP emulate the shootout at the O.K. corral would be dust on the wind.

Heavily optimized informorphs running in accelerated simulspaces would use teamwork to operate any weapons in play, and the things speed, stealth, and fray skill would be meaningless.

The weapons would be distributed to swarms of drones, and the targeting AI clusters would be massively forked. directional lasers would keep them in sync, and hundreds of weapons in a 10km radius cloud would concentrate fire on the same point at the same moment.

This would happen much like modern naval battlegroups can coordinate to time their shots to all land at the same time on the same target. Except with much more precision, and on a much larger scale.

Then proper Consortium military would roll in and make an example of the players, incarcerating them, emptying their accounts, blackballing them, wiping backups, etc. This would reinforce the social norms that let the next game be about the shootout at the O.K. corral again, and not escalating swarms of semi-intelligent autonomous weapon systems.

Baribal Baribal's picture
More context is required.

Since I'm not familiar with the adventure, I have no idea about what is available, and how much destruction is required.

Are the tank operators EWAR-savvy enough to only communicate over hardlines, and only rely on data cached in the tank? No? Then hack the hell out of it.
Are we in an urban environment? How much time, resources and foreknowledge do I have to prepare bridges to collapse under it, or large buildings on top of it? Are we chasing through a canyon labyrinth on Mars? A nice little landslide would surely slow it down for a few days or months.
For that matter, is there time enough to divert an ice meteorite headed for Mars? Or a mass-driver-slung ingot on its way from Venus or Mercury? Those leave nice impact craters. Is there enough time to subvert orbital weaponry or habitat defense systems? Are we on a habitat that can stand to lose a few sections?

Morgan's Butchery | Body bank, morph individualization and upgrades | Psychotherapy and Psychosurgery, therapeutic and recreational | http://eclipsephase.com/comment/59484#comment-59484

ShadowDragon8685 ShadowDragon8685's picture
Baribal wrote:Since I'm not

Baribal wrote:
Since I'm not familiar with the adventure, I have no idea about what is available, and how much destruction is required.

What's available depends on the players and how much bullshit the GM will let them get away with and, potentially, on whether or not they've done a previous mission that gained them access to a Fall-war TITAN tactical antimatter weapon.

My first suggestion was to acquire and deploy an entire armored company, with two tanks, two fast outriders, and remote rocket artillery.

Quote:
Are the tank operators EWAR-savvy enough to only communicate over hardlines, and only rely on data cached in the tank? No? Then hack the hell out of it.

The tank's operators are a bunch of infomorphs living on it that ignore radio communications, only communicating with their owners via qubit reservoir, so hacking the hell out of it is very much a nonstarter, doubly so with a massive set of zappers that will prevent any kind of intrusion nanites that might build a radio onto it.

Quote:
Are we in an urban environment?

The Fuxingmen is the abandoned neighbors surrounding the city of Olympus which were cleared out of free but impoverished Martians under false pretenses during the Fall. It's inhabited, somewhat, by various gangs, criminals, and other unsavory sorts, as well as plenty of corporate black labs and shit. Think "Redmond Barrens" if you're familiar with Shadowrun and you're close to the right lines.

Quote:
How much time, resources and foreknowledge do I have to prepare bridges to collapse under it, or large buildings on top of it?

That was not specified, but remember that this is a gigantic Arachnoid morph, and you're on Mars. Collapsing buildings on top of it is a lot less deadly than on Earth, and it would almost certainly survive a bridge collapsing entirely unscathed. It cannot fly, but it can climb and leap.

Quote:
Are we chasing through a canyon labyrinth on Mars? A nice little landslide would surely slow it down for a few days or months.

Abandoned/gone-to-the-bad urban terrain with a tank-sized Arachnoid with literally every stealth enhancement known to transhumanity. This is not a main battle tank in the traditional sense; a landslide wouldn't even slow it down, even if it was lured out into open/canyon terrain.

Quote:
For that matter, is there time enough to divert an ice meteorite headed for Mars? Or a mass-driver-slung ingot on its way from Venus or Mercury? Those leave nice impact craters.

You'd be aiming within 10km of the base of the Olympus Mons space elevator. The Consortium response would escalate the situation far, far beyond your little overgrown Arachnikoma problem, and they'd intercept any such weapons.

Quote:
Is there enough time to subvert orbital weaponry or habitat defense systems? Are we on a habitat that can stand to lose a few sections?

You're in the abandoned urban area surrounding Olympus, so the Consortium would probably be happy to see those sections go; if it didn't mean someone was playing with WMDs near their freaking space elevator. "Subverting" orbital or hab-defense weapons in the area is extremely unlikely to work, and will draw a massive, monumental response. Now, if you could expose this tank to the Consortium, they'd deal with it for you, because a vehicular plasma rifle on a tank with five nines of stealth within 10km of their space elevator is a legitimate threat to critical infrastructure.

So you can "subvert" habitat defenses in the sense that if you can make the Consortium believe in this thing and give them good intel on its whereabouts and capabilities, the city militia of Olympus Mons should flatten it for you.

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Baribal Baribal's picture
ShadowDragon8685 wrote:

ShadowDragon8685 wrote:
Collapsing buildings on top of it is a lot less deadly than on Earth, and it would almost certainly survive a bridge collapsing entirely unscathed.

ShadowDragon8685 wrote:
a landslide wouldn't even slow it down, even if it was lured out into open/canyon terrain.

I wasn't thinking so much about putting a landslide between me and the tank, more about putting it on top, or under, the tank. The geography of Mars has a flair for the dramatic and monumental; Valles Marineris, for instance, is 7km deep. If you manage to make the tank roll over a simple monomer tripwire, triggering charges dug into the canyon wall, it doesn't really matter how nimble the tank is, it *will* be buried under a cubic kilometer of rocks (especially with the thaw from terraforming destabilizing canyons anyway). A similar equation holds true for bridges. After the first thousand meters of falling, it doesn't really matter much anymore that Mars has only a third of Earth's gravity.

However, this taking place on a cold shield volcano pretty much nixes that plan, unless you can lure them onto an extended hunt into Acheron Fossae. That leaves classics like digging a hidden hole (possible, but impractical, thanks to nanoswarms, and hard to detect for anything but ground-penetrating radar and some sonic techniques), minefields (especially the remote-detonated kind), and, as much as I dislike falling back on it, classical weaponry. Frankly, I think that going up against a tank in a classical slugfest should be considered as a sign of lack of creativity, and a failure of realizing the possibilities of transhumanity.

ShadowDragon8685 wrote:
You're in the abandoned urban area surrounding Olympus, so the Consortium would probably be happy to see those sections go; if it didn't mean someone was playing with WMDs near their freaking space elevator. "Subverting" orbital or hab-defense weapons in the area is extremely unlikely to work, and will draw a massive, monumental response.

There's orbital WMDs parked right next to it anyway, seeing how the TQZ starts pretty much at the foot of Olympus Mons. Also, diverting ice meteorites slated for terraforming onto ground targets is very much in Firewall's arsenal; "mistakes" happen. As for the reaction, better run fast, run far, or simply be in the targeted area, and restore from backup.

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Trappedinwikipedia Trappedinwikipedia's picture
The OIA isn't going to let an

The OIA isn't going to let an iceteroid get close to the space elevator, and they have the firepower to stop that. Similarly, employing WMDs against a Martian city-state and Planetary Consortium member is a bad idea, or at least grossly out of proportion. It's really a lot like killing a T-80 with a B61 nuclear bomb.

It's just a tank. Scan it with a radar drone from outside it's short combat range and shoot it with two vehicle scale HEAP seekers, which on average, should blow through it's death rating. Total operational cost should be about 10k credits of expendable gear, plus costs to get it and personnel, which could vary a lot. Likely a level 5 favor or similar credit expenditure. The biggest weakness the tank has in combat is it's lack of long ranged and over the horizon weapons, combined with no active countermeasures for seekers.

ShadowDragon8685 ShadowDragon8685's picture
Trappedinwikipedia wrote:The

Trappedinwikipedia wrote:
The biggest weakness the tank has in combat is it's lack of long ranged and over the horizon weapons, combined with no active countermeasures for seekers.

Yeah. You get this thing painted anywhere you're able and willing to deploy a big seeker, it's toast. If I were writing the adventure, I would have given it an LAMS and either a rack of Standard seekers, a Standard Seeker Rifle, or maybe one or two heavy-mounted Light Artillery Seekers.

As for "bring a tank to fight a tank" being a lack of imagination, maybe it's an abundance of awesome?
Because seriously, players love an opportunity to break out military hardware and go to town.

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base3numeral base3numeral's picture
ISS

All this talk of "over horizon fire" got me thinking about seeing the ISS after the Sun is below the horizon, but it is not.
Assuming a few clicks in one direction of the tankicoma (Tom) are not inhabited or structurally important (if it's not, try to lure it out?) two unit team, 60 km of a material that has high tensile strength, is electrically conductive, and can survive heat generated in Mars atmosphere when moving around 10 kps and has some give to it (I'm imagining transhuman bungee cords made of carbon fiber or whatever is hip in 10 AF), nanites that activate and eat on solid pressure (but can distinguish the difference between a rock and air at 10 kps), a space craft (cargo hauler would be best), a winch, and some prep:
Prep is to make a net on the end of 50 km of line and come up with some way to steer it (net is 100 m wide and made of the remaining 10 km of line, treated with the aforementioned nanites)
Spotters job is to get eyes on Tom and keep him painted when the time is right. And not get taken offline. Depending on what Tom's up to, this may be difficult.
Pilots job is to keep a craft in orbit when it rapidly comes under load.
Ideally, the net stays a few meters from the ground, but really only needs to be at that level in the last few clicks to Tom. The nanites job is to keep it from getting snagged, cutting any links that may be dragging or wrapped around a rock before it impacts the overall trajectory of the net. Spotter is painting the target, and this information is used by mechanisms attached to the rope to allow it to contract or force sections of the rope to deploy foils to force them down or to the side. Assuming Tom's got eyes at 10 m, the horizon is 18 km away, so if he's looking really close in the right direction, he may see it coming, but it can move too, and his only hope would be to get under it (so picking terrain is important). On contact, Toms bug zapper kills the local nanites that would have worked to free him, his eelware is not effective against a conductive target, and he is rapidly dragged to orbital velocity as the winch engages. If there was no give to the rope, it would just snap or wreck the ship. If Tom can make orbit, more power to him, maybe it's time to talk. If Tom gets free after a few seconds of acceleration, he'll be wreckage in a line across Mars. If the net misses, reel it up, try again on the next pass.

Strength in depth...

The Fleet

Justin In Oz Justin In Oz's picture
How My Players Did It

They had the qubit communicator from the baddie. They took advantage of the real-world naiveté of the infomorph operators. They impersonated their leader and got them to accept a virus. They then hacked the tank and captured it. They then sold the tank to rebels in the Southern Highlands of Mars.

Not a shot was fired.

ShadowDragon8685 ShadowDragon8685's picture
Justin In Oz wrote:They had

Justin In Oz wrote:
They had the qubit communicator from the baddie. They took advantage of the real-world naiveté of the infomorph operators. They impersonated their leader and got them to accept a virus. They then hacked the tank and captured it. They then sold the tank to rebels in the Southern Highlands of Mars.

Not a shot was fired.

Boring, but extremely practical.

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MrWigggles MrWigggles's picture
Thats not how that works.

Thats not how that works.

A QE Device, is two communication devices, and just two. Its not a radio. You cant dial into nother one. So you would need to steal that tanks QEcomm.

Kojak Kojak's picture
Well, the players finally

Well, the players finally faced off against the tank tonight, and thanks to a well-planned and well-executed ambush on their part, they more or less handed it its ass. I'll get into more detail tomorrow, when I wake up.

"I wonder if in some weird Freudian way, Kojak was sucking on his own head."
- Steve Webster on Kojak's lollipop

ThatWhichNeverWas ThatWhichNeverWas's picture
I'd use AntiTank weapons! So Imaginative!

Bringing in Armour definitely wins on style points... Tradecraft, not so much :P

I'd use mines. Either grenades set for remote detonation, shaped Superthermite charges, or ideally bots loaded with Liquid Thermite.
If the requisite skills are lacking, then sniper fire or seekers from max range and/or using indirect fire.

In short, I would attack from very far away.
Also, called shots. ALL the called shots.

Going slightly OT:
I really don't like how this thing is designed; It's a brick of HP with good defenses and instakill weapons, aka An encounter which boils down to nothing but endless rolls where the PCs slowly chip away the boss's life bar, aka Not Fun.
Just look at this thread's responses - they're almost all ways to either one-shot the Boss or avoid the encounter entirely.
That's not good.

Not sure about the protocol - would making an alternate version be Interesting, Cheating, or just plain Not Cool?

In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few.
But what if we never need to feel weak or morally conflicted again?

BalazarLightson BalazarLightson's picture
ShadowDragon8685 wrote:Justin

ShadowDragon8685 wrote:
Justin In Oz wrote:
Not a shot was fired.

Boring, but extremely practical.

How the majority of the PCs prefer to live.

MrWigggles wrote:
Thats not how that works.

A QE Device, is two communication devices, and just two. Its not a radio. You cant dial into nother one. So you would need to steal that tanks QEcomm.

Sheesh... re-read the post. We had captured one of the two Q-Bit Comm's matching the two Comm's on the Tank. A Team of Psych's and Memeticians and Hackers to work through to get to our AI targets. It was a sinch really. Much more fun to think out of the box at all times as players. Also, we had mostly learned our lesson about extended firefights in populated areas of Mars... which we promptly forgot a couple sessions later. Spending some time off planet to let things cool off while we get new ID's set up.

We circumvented chunks of the written adventure, explored different avenues, an always looked for alternatives to direct confrontation, though generally packing enough heat to destroy all foes. So far we've twice we've been outgunned and twice made it out with alternative solutions. Next time I'm not so sure, but that is what BUInsurance is for.

Note we also sold the Tank. Part of our scheme was to capture it and its various contents, (Ego's, and Lab) undamaged and salable to our Barsoomian Separatist Friends or keeping for ourselves, earning credits and rep in the deal. We are always looking for those angles. Why kill a morph if you can knock them out, extract the ego and sell the body? Everything is resources for us. The Combat Wombat character asked today why my PC helped some of our former opponents find new ID's and sleeves. My reply was they were weapons we could use. Making friends of enemies, and enemy weapons and tools into player resources and so on is key to the entrepreneurial approach we try to take to our EP game.

We have sold quite a few weapons off to our contacts... now including a nuke, and possibly in a session or two an anti-matter bomb. Likely it's all going to end horribly. I just know it.

Kojak wrote:
Well, the players finally faced off against the tank tonight, and thanks to a well-planned and well-executed ambush on their part, they more or less handed it its ass. I'll get into more detail tomorrow, when I wake up.

I look forward to hearing their solution.

ShadowDragon8685 ShadowDragon8685's picture
ThatWhichNeverWas wrote

ThatWhichNeverWas wrote:
Bringing in Armour definitely wins on style points... Tradecraft, not so much :P

It's all about plausible deniability. You can get away with crazy shit up to and including a running firefight on the streets if you can make it look for all the world like some other party is responsible. My players once treated their Proxy's list of "things not to do" like a checklist, accomplishing the following in under a minute from terminal Mission Go:

[✓] Do not start a shooting war with the Shui Fong.
[✓] Do not burn down Chinatown.
[✓] Do not make the news!

But because they'd recruited a bunch of Scum angernators from a passing swarm to take the blamecredit, as far as Firewall and the Barsoomians were concerned, it was all good. Between interferance being run by Firewall/the Movement and the Triad itself (they want to deal with their own problems,) my players and the Scum were able to complete their respective objectives and exfiltrate successfully.

Granted, Elysium is a lot less secure than Olympus, and they didn't roll in Armour, but still!

ThatWhichNeverWas wrote:
Going slightly OT:
I really don't like how this thing is designed; It's a brick of HP with good defenses and instakill weapons, aka An encounter which boils down to nothing but endless rolls where the PCs slowly chip away the boss's life bar, aka Not Fun.
Just look at this thread's responses - they're almost all ways to either one-shot the Boss or avoid the encounter entirely.
That's not good.

That's why I went with the "Roll in Armour" approach. Because frankly, having an all-out armored company tank duel in an abandoned city is fun. The Tankikoma's weapons, which will easily one-shot even a Fury in a Battlesuit will be a lot less insta-deadly if the players bring tanks or superheavy synths (Fenrir, Diatya, Arachnikoma, etc) of their own. And it gives me the option to ramp up the Op4 from just one OP tank to one OP tank and a bunch of less-OP buddies of the tank, or even one OP tank and another interested party, making a melee a trois.

Quote:
Not sure about the protocol - would making an alternate version be Interesting, Cheating, or just plain Not Cool?

You wanna rewrite the encounter? Go for it. Hell, I rewrote the penultimate battle from Bump in the Night. My players were playing with Firewall's Heavy Toys - battlesuits with .50 cal MGs as battle rifles, a weaponized Diatya with a Laser Anti-Missile System and a gatling gun, and more. In turn, the BBEG was in a battlesuit of her own with a multi-rocket launcher, and her goons were running around with disposable Seeker launchers in caches, they had extra gun turrets, etc. My players deployed like an XCOM: Enemy Within squad, and made preemptive contact with a couple of worker diatyas who were very unhappy to be enslaved and quite glad to turn coat after their cyberbrains had been hacked to turn off the Big Bad Evil Bitch's ability to torture them at will, and convinced her EWar guy that he needed to abandon his (very nice, very expensive) Savant morph and flee the hab immediately before being exposed as a war criminal. (He wasn't, they just framed him so well that he wasn't entirely sure he wasn't that guy who had psychosurgeried himself.)

Oh, and they interrogated Blackvein at gunpoint instead of cutting a deal. He tried to trade them Firewall membership for info, they stunned him and extracted his stack while he was alive, and told him that his CV was henceforth under evaluation.

Why should really awesome, wizz-bang crazy toys exist in a setting if the players don't ever get to use them? Like guns and steamjacks in the Iron Kingdoms, or +5 weapons in D&D, or, well, weaponized Diatyas and main battle tanks in Eclipse Phase. I don't believe in "NPC use only."

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Kojak Kojak's picture
Alright, to begin with, I

Alright, to begin with, I suppose I should give a breakdown of the team, so the capabilities involved are a bit clearer.

- Manuel Calavera, a former indent who is a doctor by day and private detective by night. He's been sleeved in a synth since the Fall, and currently uses a Masked Steel morph so he appears human to everyone else. He has strong Steel Liberator sympathies and has used some of the team's recent exploits to produce pro-synth propaganda (he uses his skinflex to "blank" his face for these broadcasts, which has led to him being known as "Blankman" among the Liberators and their sympathizers).

- Randolph Carter (although the rest of team calls him Rando), an uplift AGI who sleeves biomorphs (preferably Ghosts) and a shit-hot ego killer, the kind of guy who will burn your ass down with a plasma rifle and then hack into your secure storage and corrupt your backups. He also makes high-end scorchers on the side and sells them to criminals and hacktivists, making shitloads of money in the process, so as a result he's usually the team's bank (at his height a couple sessions ago I believe he had north of half a million cryptocred). A few sessions ago, in their first foray into Fuxingmen, Rando disabled, captured and "tamed" (read: reprogrammed) a trio of lopers (X-Risks, pg. 151), which were outfitted with heavy combat armor and weapons (one carries a plasma rifle, the second a seeker rifle and the third a rail machine gun).

- Eko, neo-orangutan bot jammer, part-time gatecrasher and gambling addict. He's the team's mechanic, and he maintains a small army of modded-up bots for all kinds of things; he's especially fond of attaching heavy weaponry and armor to things like servitors and automechs and then remote-piloting them via the team's tacnet. Also, several sessions ago he bought a busted battlesuit off the triads (with gambling winnings) that he fixed up and stashed away for a rainy day.

- Mal Son, an async ninja born of a hypercorp experiment gone wrong and secret exhuman. A Soul Eater, he occasionally surreptitiously palms the cortical stacks of downed foes (using secret rolls), forks them into a blank stack, and then consumes them via his goya machine. He also has a scour sword (a weapon that originates with SquireNed's An Ultimate's Guide to Combat), an extremely rare blade that essentially uses an "unwrapped" scour ring laid along one edge to allow to cut through pretty much anything (basically, imagine a unidirectional lightsaber and you won't be too far off; it simply ignores armor altogether).

The team (or rather, Mal) had just used the SKULD device at Bosshard's hideout to see where the tank would be at some point in the future, which they then correlated with maps of Fuxingmen to find an intersection they could set up an ambush at. Using a Priority Call combined with a Level 5 i-rep favor, they got directions to a Firewall weapons cache that contained a pair of mint Reapers, a pair of plasma rifles, a pair of rail machine guns, and a pair of reloadable missile launchers. Eko attached the plasma rifles and the missile launchers to the Reapers; one also got of the machine guns, with Manuel taking the other. He also loaded up the Reapers with chameleon skin and thermal-dampening.

After positioning themselves in concealment (the whole team was chameleon'd and therm-damp'd up) high up in the derelict office buildings that bounded the intersection, they took Kick and MRDR and activated their neurachem, and then waited until the spider tank approached. The whole team won their surprise tests (due to some really bad rolling on my part), and so they first hit it with paint rounds to defeat its chameleon skin, then chaff and smoke missiles from the Reapers to futz with its sensors. Rando's lopers began executing a pre-programmed distraction routine to get the spider tank's guns after them, and then Mal, using the fixed-up battlesuit he'd borrowed from Eko, leapt onto its back from the top of one of the buildings, rolling a crit success with a called shot to slice the barrel off the plasma rifle turret with his scour sword. With that disabled, Manuel and Rando opened fire and the Reapers (remote-piloted by Eko using the multitasking implant) started hitting it with HEAP missiles, taking called shots to try and sever the legs. With all the players but Eko at Speed 4 they were able to lay a hellacious amount of firepower into the tank, even as it managed to dodge about half of it, but Mal managed to sever three legs on one side over the course of three turns by hacking away at them with his scour sword. By then, the particle beam bolter turret had been disabled by several called shots from HEAP seeker missiles, and, down to less than 20 DUR with only one leg on the left side, the tank collapsed; all three of the lopers and both of the Reapers got vaped in the process (the bolter turret was able to OSK the lopers and kill the Reapers with just a couple of shots), but the players themselves survived unscathed. They cut it open with the scour sword and the infomorphs dead-switched out of the internal server rather than risk capture, so they're gonna try to re-attach the legs and see if they can get it running again to turn in to Firewall intact next session.

"I wonder if in some weird Freudian way, Kojak was sucking on his own head."
- Steve Webster on Kojak's lollipop

BalazarLightson BalazarLightson's picture
Kojak wrote:Alright, to begin

Kojak wrote:
Alright, to begin with, I suppose I should give a breakdown of the team, so the capabilities involved are a bit clearer...

Sounds like a great team

Kojak wrote:
The team (or rather, Mal) had just used the SKULD device at Bosshard's hideout to see where the tank would be at some point in the future... they got directions to a Firewall weapons cache that contained a pair of mint Reapers, a pair of plasma rifles...

...so they're gonna try to re-attach the legs and see if they can get it running again to turn in to Firewall intact next session.

Damn that sounds like a fun session. Always good to run out the big guns when your team is capable of it. No way our guys would have pulled that off. We'd lack the Speed necessary.

Trappedinwikipedia Trappedinwikipedia's picture
Did the tank just fail to

Did the tank just fail to spot them with the quantum radar? That'd be my worry when trying to set up an ambush. Also, the paint rounds probably shouldn't have worked, as the Lotus Coating should deal with them, but maybe the Fray+30 checks got failed?

Otherwise that sounds super cool.

Kojak Kojak's picture
Trappedinwikipedia wrote:Did

Trappedinwikipedia wrote:
Did the tank just fail to spot them with the quantum radar? That'd be my worry when trying to set up an ambush. Also, the paint rounds probably shouldn't have worked, as the Lotus Coating should deal with them, but maybe the Fray+30 checks got failed?

Otherwise that sounds super cool.

I crit-failed the initial Perception check, that's the only reason the tank didn't immediately spot them. Likewise, yeah, the Fray+30 check got beat by the attacker's roll in the Opposed Test.

"I wonder if in some weird Freudian way, Kojak was sucking on his own head."
- Steve Webster on Kojak's lollipop

Trappedinwikipedia Trappedinwikipedia's picture
Cool, that was a big

Cool, that was a big stumbling point I saw for paint rounds, which is why my original plan opted for burning off the outer layers because the armor wasn't Fireproofed. I'm glad that worked out.

MrWigggles MrWigggles's picture
There really should be anti

There really should be anti Seekers stuff in EP. A CWIS robot.

Trappedinwikipedia Trappedinwikipedia's picture
There's no written rules

There's no written rules interaction, but of equipment which already exists, a dazzler should blind guided seekers within 200 meters, or whatever the range of the dazzler is.

CordialUltimate2 CordialUltimate2's picture
It would have to be a

It would have to be a military grade dazzler or crazer. With a range of 200 meters it would have only miliseconds to react to incoming seekers. Especially the ones that had enough range to gather significant speed.

Exurgents wanna eat your ass and you are low on ammo? Register to mobile gear catalogue at eldrich.host.mesh! ORDER NOW! FOR FREE PLASMA MINIMISSILE PACK! *explosive delivery options included

SquireNed SquireNed's picture
To say nothing of the fact

To say nothing of the fact that you still have a very fast projectile moving toward you. It could even store last-known locations and even though it would be incapable of updating sensors it'd still likely impact with all but the most erratically moving targets. Worse, airburst capable seekers could still detonate, at least splashing the character with some hot plasma/blowing them up.

Creator of Street Rats, a CC-BY cyberpunk roleplaying game.

ShadowDragon8685 ShadowDragon8685's picture
MrWigggles wrote:There really

MrWigggles wrote:
There really should be anti Seekers stuff in EP. A CWIS robot.

Consult The Book of Armaments.

Armaments 1:1 - Anti-Missile Systems

Anti-Missile Systems (AMS) are intended to shoot down incoming missiles and other explosive projectiles aimed at vehicles and large synthmorphs. Specifically, an AMS can shoot down any of the following: Seekers and missiles, grenades and mortar shells (if someone is actually using mortars in 10 AF,), and artillery shells fired in ballistic arcs. They cannot shoot down artillery shells fired directly at a target.

An Anti-Missile system must be mounted directly on the chassis of a Large or larger synth or vehicle, or permanently emplaced. They cannot be made in a hand-held form-factor.

An Anti-Missile System makes an attack roll in direct opposition of anyone who fires one of the above weapons at the unit carrying the AMS. If the incoming attack would take considerable time to reach the target (for instance, artillery fired in a ballistic arc over dozens or hundreds of kilometers,) the AMS makes its attack roll in the round and phase in which the ordnance was due to land. If the AMS roll succeeds and exceeds the MoS of the incoming attack, it has defeated the incoming attack and shot down all incoming projectiles related with that attack. If it succeeds and does not exceed the MoS of the incoming attack, it still reduces the attacker’s measure of success by the difference between the rolls.

AMS units typically come loaded with AI Drivers with an appropriate weapon skill (usually Beam Weapons) of 40. They are almost always bestowed with a complementary knowledge skill applicable only to shooting down incoming ordnance at a rating of 61 or greater, granting a +30 bonus to rolls made to shoot down incoming ordnance per the Complementary Skills rule. (Eclipse Phase page 173.) The weapon system will also benefit from a smartgun link, for a total attack roll of 80.

When an AMS is forced to shoot down more than one incoming attack roll in a round, each successive attempt takes place at a -20 penalty. If it is firing projectiles which have a significant explosive range (such as a rotary autocannon firing Frag shells on air-burst fuses,) add a +10 bonus to their efforts to shoot down incoming missiles. If the shells have the Proximity Smart Ammunition Option, the bonus increases to +20.

Multiple AMS units protecting the same target, including those mounted on the same target, may be linked to work together in such a manner that only the “freshest” AMS unit will engage. They may also be linked such that multiple units will engage incoming ordnance.

AMS units may be engaged to protect all friendly targets, all targets, or to shoot down all incoming projectiles, out to the edge of its Short range, allowing them to project an umbrella in which they will shoot down incoming weapons. Shooting down projectiles aimed at other targets incurs a -10 penalty. They may not intercept weapons launched within 10m.

AMS units may be taken off of AMS duty and used for direct fire attacks. The onboard AI can be directed to act offensively (in which case, it fires at a total skill of 50, including the smartgun bonus.) An AMS can also be controlled directly by an ego gunner, using their Gunnery skill and Speed. An Ego can do either AMS duty or attack on its own, but an AMS may not be used for both direct attacks and AMS overwatch in the same round.

Armaments 4:1 - Laser Anti-Missile System (LAMS)

The Laser AMS is basically a Heavy Laser Rifle with sufficient cooling and generator/supercapacitor capacity to fire continuously. It is an Anti-Missile System, though it is effective, if not particularly economical, as an emplaced laser weapon for engaging light targets indefinitely.

The Laser AMS cannot be form-factored as a handheld weapon, it must be mounted to and draw from the power generation systems of the large synth or vehicle it is mounted on. The cost is assumed to include not only the weapon system, but the cooling and generator expansions required to operate it. [Expensive]

The LAMS may be constructed and deployed as a standalone unit. The cost remains the same.

Armaments 2:2 - Heavy Laser Rifle

When you need more firepower, “use more gun” is always an option. The size of a shoulder-launched rocket launcher, the Heavy Laser Rifle is the old-guard go-to for dispensing massive quantities of laser, in a form a human can heft and fire. While novel innovations on Titan may be bringing similar levels of laser firepower to a smaller rifle form, the Heavy Laser Rifle is reliable and deadly. Though a bulky, obvious heavy weapon that’s sure to draw a lot of attention if you deploy it, the Heavy Laser Rifle makes beam weapons attractive options again.

The Heavy Laser Rifle carries a massive battery that’s good for a dozen seconds of continuous fire. As with the Laser Pulser, you may Cook with this weapon, holding it on target to deal heavy damage. There is no Laser Stun setting on this weapon; this is a weapon with which you seek out your enemies and do them harm. Comes equipped with a scope equivalent to Viewers. [Expensive (10,000)]

AP
DV
Average DV
Firing Modes
Ammo
Heavy Laser Rifle
-4
3d10
16
SA
32


Weapon Ranges

Short

Medium (-10)

Long (-20)

Extreme (-30)

Heavy Laser Rifle

0-60

61-200

201-300

301-500

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Xoden Xoden's picture
a bit late to the party, but...

Kojak wrote:
how would you recommend defeating this thing?

A couple more options:
1. Spot the tank, collect evidence and then call the authorities. Likely they won't be able to turn a bling eye to a fucking rogue tank jaywalking near Olympus.
Especially since Das Frettchen, a Firewall router on Mars is both extremely well-connected and has "exterminate it with extreme prejudice" mindset towards X-risks. And a tank-based lab producing exsurgent-contaminated drugs certainly does qualify for that.
2. Firewall is perceived as a terrorist organisation by the PC. So act like one.
Steal (or rent if your fake IDs are good enough for that and disposable) a flying car (or as many as you can jam or pilot in any way), maybe even load it with improvised armor or explosives. Scout the route. Place an IED. Set up your ambush. Execute.
Justin In Oz Justin In Oz's picture
Response to Xoden

I like the divergence of your two ideas. In terms of game I think the second one is better. Sure if we were really there, the first one is by far the best way to go. The thing is that it exits the players from the stage as far a being protagonists. This is counter to the game as a story. Second, it possible puts the drugs into the hands of the authorities and who knows what they might do with them. I doubt Firewall would approve of that outcome.
The second one is pure gold. It would be a lot of fun set up and play out.

Kojak Kojak's picture
The main problem with the

The main problem with the flying car idea is that the high winds in Olympus make flying cars impractical, per the fluff in Sunward. It's why the OIA cops use ground trucks instead.

"I wonder if in some weird Freudian way, Kojak was sucking on his own head."
- Steve Webster on Kojak's lollipop

Xoden Xoden's picture
Kojak wrote:The main problem

Kojak wrote:
The main problem with the flying car idea is that the high winds in Olympus make flying cars impractical, per the fluff in Sunward.

I know. I assume that impractical means something like "accident rate is 2.72% higher than Mars average" not "taking flight near Olympus is almost a death sentence", making it impractical for daily use, not for one-off suicide run. And I think the part with the tank-lab isn't time-sensitive, since without receiving further orders it'll just continue to walk around, so the team has at least a few hours to scout out the route, find flying cars and explosives for VBIED and IED.
Trappedinwikipedia Trappedinwikipedia's picture
Taking flight near Olympus is

Taking flight near Olympus is an almost certain death sentance, but that's because of the OIA no-fly zone they have around the space elevator. Even excluding that, if the police won't use quick-reaction flying cars it must be pretty hairy to fly around.

IIRC the tank is not on a predictable route, or at least a complex enough one that it would take weeks of observations to figure it out. Placing a trap in its path could be doable, but getting observation of it and in front of it without flying sounds like a hard problem to solve. If you can, engineer microswarms should be able to bury any explosives in a matter of moments.

Ephiral Ephiral's picture
It doesn't matter where the

It doesn't matter where the bug zapper is, because they have strict limits: They work by surfaces. A swarm that doesn't touch the target surface is unaffected.

That said, my character's ideal response requires a sniper rifle, a decent supply of accushot capsule ammo, some slip grenades, and at least three well-stealthed drone platforms - one with active sensors, one with passives (including receptors for #1s emitters), and one with a grenade launcher. #1 paints the target (you might want a few #1s, as it's likely to attract fire). #2 is there to keep eyes on it without attracting attention. #3 is there to try to keep it in one place and slow it down. Paint the target, drop the slip grenades on it, then start firing swarms at it from maximum range. You only need slightly above average damage to punch through its hull. Start with a mesh swarm to give you a link to it, hack the hell out of it. They're good hackers, but not unbeatable. In case this doesn't work, follow up disassemblers (set to hit the zapper first) or (if you're feeling lucky) try for the scrapper's gel/thermite/zap round combo. Then get ut and get invisible before it can close the range.

Trappedinwikipedia Trappedinwikipedia's picture
Not 100% true, there are also

Not 100% true, there are also area-sterilizing bug zappers, but they're for rooms and antechambers, and might not apply to a unmanned tank. For a crewed tank they sound really nice to have though, being eaten alive by smart acid sounds like a bad way for a crewman to go.

Trappedinwikipedia Trappedinwikipedia's picture
Really weird spam message.

Really weird spam message.

Kojak Kojak's picture
Yeah, almost poetic.

Yeah, almost poetic.

"I wonder if in some weird Freudian way, Kojak was sucking on his own head."
- Steve Webster on Kojak's lollipop

sysop sysop's picture
Spam account deleted.

Spam account deleted.

I fix broken things. If you need something fixed, mention it on the suggestions board.I also sometimes speak as website administrator and/ moderator.

BalazarLightson BalazarLightson's picture
All praise Sysop

Thanks mate.

rebeccahickshq rebeccahickshq's picture
I want to burn and shine like

I want to burn and shine like stars in the sky, so give me that chance.
bloons tower defense 5
super smash flash 2

Kojak Kojak's picture
Hunh, I wonder why this

Hunh, I wonder why this thread is apparently a spam magnet.

"I wonder if in some weird Freudian way, Kojak was sucking on his own head."
- Steve Webster on Kojak's lollipop

BalazarLightson BalazarLightson's picture
Spam Hack

Those links are clearly from the Tanks hackers, and an attempt to subvert your assault from within.

Wyvernjack Wyvernjack's picture
Rocket Launchers and

Rocket Launchers and Claymores, in a snowy medium sized area.
It'll help a lot if the tank opens with speakers on full, yelling "SNAAAAAKE!" at the sentinels.
They should respond with "METAL GEAR?!".

choupa choupa's picture
The group I GMed it for dealt

The group I GMed it for dealt with it (with tears and blood but they did it nonetheless).

They used acid but not watered acid, more like foam or gel acid to burn through the first layer of defense (invisible coating, bug zapper, lotus coating.
During the same time a sniper tried to take out sensors (optic mainly, Lidar and T-ray emitter).
Once done 2 went out with machine guns and anti armor ammo to distract the tank while the strong guy (with a heavily modifed Flex bot) played all out Ghost in the Shell and climbed on it's back, try and tear a hole in the hull with Disassembly tools (laser cutter) and then he hid underneath the tank for the coup-de-grace.
Which came from a missile launcher on the top of a building and a couple direct hits.

The strong guy underneath nearly died by the explosions, the two decoys with machine guns were heavily injured too, only the sniper/missile guy was fine at the end of the fight.

The only effort i made during the fight to accept the foam like acid to take out the bug zapper and eelware of the tank so that one can climb on it wthout instantly dying.

It was a realy good scene to play.

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