Panzer I: 7-13 mm steel armor, 2x 7.92 mm machinegins, 30 mph speed, 5 tons weight
skills:
+5 endurance
+4 might
+3 guns
+2 alertness
+1 athletics
powers:
[-2] Inhuman Strength
[-1] Inhuman Toughness (catch is electricity)
[+2] Fragile: if the weapon rating of an attack is higher than its endurance, reduce stress alleviated
by each consequence taken by 4 and stress recovery requires extensive repair
[-2] Hulking Size
[-2] Tank: +1 armor rating vs material attacks, may use endurance to defend vs non-antitank weapons
[-1] Dual Guns: as per off-hand weapon training, but don't add extra damage vs armor 3 or higher.
[-2] Vehicle Speed: +4 athletics for sprinting purposes on-road, +3 off-road
[+0] Machine Traits: immune to metabolic hazards, mental and spiritual attacks. Subject to hexing, requires operators and fuel
[+2] No Fine Manipulators: it has no hands or other dextrous limbs and may not perform any actions requiring such
fitted with two w3 machineguns.
Panzer II 14 mm RHA armor, 20 mm cannon, 7.92 mm machinegun, 25 mph speed, 9 tons weight
skills:
+5 endurance, might
+3 guns
+2 alertness
+1 athletics
powers:
[-2] Inhuman Strength
[-1] Inhuman Toughness (catch is electricity)
[+2] Fragile: if the weapon rating of an attack is higher than its endurance, reduce stress alleviated
by each consequence taken by 4 and stress recovery requires extensive repair
[-2] Hulking Size
[-2] Tank: +1 armor rating vs material attacks, may use endurance to defend vs non-antitank weapons
[-1] Dual Guns: as per off-hand weapon training, but don't add extra damage vs armor 3 or higher.
[-1] Vehicle Speed: +3 athletics for sprinting purposes.
[+0] Machine Traits: immune to metabolic hazards, mental and spiritual attacks. Subject to hexing, requires operators and fuel
[+2] No Fine Manipulators: it has no hands or other dextrous limbs and may not perform any actions requiring such
fitted with one w4 cannon and one w3 machinegun.
Panzer III 50 mm RHA front, 20-30 mm RHA sides, 50 mm cannon, 2x 7.92 mm machinegins, 20 mph speed (only 12 mph off-road), 23 tons weight
skills:
+5 endurance, might
+3 guns
+2 alertness
+1 athletics
powers:
[-4] Supernatural Strength
[-1] Supernatural Toughness (catch is electricity)
[+2] Fragile: if the weapon rating of an attack is higher than its endurance, reduce stress alleviated
by each consequence taken by 4 and stress recovery requires extensive repair
[-2] Hulking Size
[-2] Tank: +1 armor rating vs material attacks, may use endurance to defend vs non-antitank weapons
[-1] Armor Plates: further +1 armor rating in the front and back.
[-1] Dual Guns: as per off-hand weapon training, but don't add extra damage vs armor 3 or higher
[-1] Multi-target: may fire two guns to a separate target with a separate roll, for a -1 penalty to each roll (requires Dual Guns)
[-1] Fleet of Foot
[+0] Machine Traits: immune to metabolic hazards, mental and spiritual attacks. Subject to hexing, requires operators and fuel
[+2] No Fine Manipulators: it has no hands or other dextrous limbs and may not perform any actions requiring such
fitted with one w5 cannon and two w3 machineguns.
Panzer IV 80 mm RHA front, 20-30 mm sides, 75 mm cannon, 2x 7.92 mm machinegins, 26 mph speed (only 10 mph off-road), 25 tons weight
skills:
+5 endurance, might
+3 guns
+2 alertness
+1 athletics
powers:
[-4] Supernatural Strength
[-1] Supernatural Toughness (catch is electricity)
[+2] Fragile: if the weapon rating of an attack is higher than its endurance, reduce stress alleviated
by each consequence taken by 4 and stress recovery requires extensive repair
[-2] Hulking Size
[-2] Tank: +1 armor rating vs material attacks, may use endurance to defend vs non-antitank weapons
[-2] Armor Plates: further +2 armor rating in the front and back.
[-1] Dual Guns: as per off-hand weapon training, but don't add extra damage vs armor 3 or higher
[-1] Multi-target: may fire two guns to a separate target with a separate roll, for a -1 penalty to each roll (requires Dual Guns)
[-1] Fleet of Foot
[+0] Machine Traits: immune to metabolic hazards, mental and spiritual attacks. Subject to hexing, requires operators and fuel
[+2] No Fine Manipulators: it has no hands or other dextrous limbs and may not perform any actions requiring such
fitted with one w7 cannon and two w3 machineguns.
Panther 80-100 mm RHA front, 50 mm sides, 16 mm rear, 75 mm long cannon, 2x 7.92 mm AP machinegins, 30 mph speed, 45 tons weight
skills:
+6 endurance, might
+3 guns
+2 alertness
+1 athletics
powers:
[-4] Supernatural Strength
[-1] Armor Piercing Weaponry: its weapons ignore the first 2 points of armor
[-1] Supernatural Toughness (catch is electricity and attacks in the rear)
[+2] Fragile: if the weapon rating of an attack is higher than its endurance, reduce stress alleviated
by each consequence taken by 4 and stress recovery requires extensive repair
[-2] Hulking Size
[-2] Tank: +1 armor rating vs material attacks, may use endurance to defend vs non-antitank weapons
[-2] Armor Plates: further +2 armor rating in the front and back.
[-1] Dual Guns: as per off-hand weapon training, but don't add extra damage vs armor 3 or higher
[-1] Multi-target: may fire two guns to a separate target with a separate roll, for a -1 penalty to each roll (requires Dual Guns)
[-2] Vehicle Speed: +4 athletics for sprinting purposes on-road, +3 off-road
[+0] Machine Traits: immune to metabolic hazards, mental and spiritual attacks. Subject to hexing, requires operators and fuel
[+2] No Fine Manipulators: it has no hands or other dextrous limbs and may not perform any actions requiring such
fitted with one w7 cannon and two w3 machineguns.
Tiger I 100 mm RHA front, 80 mm sides/rear, 88 mm cannon, 2x 7.92 mm AP machinegins, 24 mph speed, 56 tons weight
skills:
+6 endurance, might
+3 guns
+2 alertness
+1 athletics
powers:
[-4] Supernatural Strength
[-1] Armor Piercing Weaponry: its weapons ignore the first 2 points of armor
[-3] Mythic Toughness (catch is electricity)
[+2] Fragile: if the weapon rating of an attack is higher than its endurance, reduce stress alleviated
by each consequence taken by 4 and stress recovery requires extensive repair
[-2] Hulking Size
[-2] Tank: +1 armor rating vs material attacks, may use endurance to defend vs non-antitank weapons
[-2] Armor Plates: further +2 armor rating in the front and back.
[-1] Dual Guns: as per off-hand weapon training, but don't add extra damage vs armor 3 or higher
[-1] Multi-target: may fire two guns to a separate target with a separate roll, for a -1 penalty to each roll (requires Dual Guns)
[-1] Vehicle Speed: +3 athletics for sprinting purposes.
[+0] Machine Traits: immune to metabolic hazards, mental and spiritual attacks. Subject to hexing, requires operators and fuel
[+2] No Fine Manipulators: it has no hands or other dextrous limbs and may not perform any actions requiring such
fitted with one w8 cannon and two w3 machineguns.
Tiger II 100-150 mm RHA front, 80 mm sides/rear, 88 mm AP cannon, 2x 7.92 mm AP machinegins, 24 mph speed (12 mph off-road), 68 tons weight
skills:
+6 endurance, might
+3 guns
+2 alertness
+1 athletics
powers:
[-4] Supernatural Strength
[-1] Armor Piercing Weaponry: its weapons ignore the first 2 points of armor
[-3] Mythic Toughness (catch is electricity)
[+2] Fragile: if the weapon rating of an attack is higher than its endurance, reduce stress alleviated
by each consequence taken by 4 and stress recovery requires extensive repair
[-2] Hulking Size
[-2] Tank: +1 armor rating vs material attacks, may use endurance to defend vs non-antitank weapons
[-3] Armor Plates: further +3 armor rating in the front and back.
[-1] Dual Guns: as per off-hand weapon training, but don't add extra damage vs armor 3 or higher
[-1] Multi-target: may fire two guns to a separate target with a separate roll, for a -1 penalty to each roll (requires Dual Guns)
[-1] Fleet of Foot.
[+0] Machine Traits: immune to metabolic hazards, mental and spiritual attacks. Subject to hexing, requires operators and fuel
[+2] No Fine Manipulators: it has no hands or other dextrous limbs and may not perform any actions requiring such
fitted with one w9 cannon and two w3 machineguns.