Close. Rolling to actually hit would be a function of the tank's skill, possible with modifiers for them moving while trying to hit a moving target. The armour of the target would only be an issue if the target were hit. (Remember, Speedtrap's armour is light.)Speedtrap skidded and veered to the left, turning into the skide just as a shell of solid ammunition passed over him and
exploded a bit ahead of where he would have been had he maintained his speed. Two energy beams cut across his original path.
Speedtrap made a quick mental not to add the attempted crushing and the tanks' firing on him to his report when he noticed incoming
aircraft.
The tanks would have to roll to hit Speedtrap, and roll higher than his armour value (armour value is often a combination of actual armour and dexterity). The tanks miss hitting him because Speedtrap's armour value is too high.
Also, note the two different types of ordinance used by the Overcharge troops. Their effects on a target, (and costs to the player using them), would likely be different. In theory, a player could equip a character with both.
Here are some high-lights of Honeybear's analysis, and my responses.
Remember, at this point, just be thinking of the general principle of how the game would break down, and when throwing dice would be important.
I can see thinking of speed. But, a character's skill rating would also be important here. Remember, Speedtrap is effectively slowing down while in the path of an opponent that has little incentive to so so. If Speedtrap is not going to try outrunning the Overcharges, at the risk of being shot, he needs to get out of their way.As Speedtrap's left tires contact the sand, the drag slowed him down enough for the left most tank to clip his right rear bumper.
On Speedtrap's turn, he moves off the pavement, and his speed is lessened. Then, on the tank's turn, it is still on the pavement, and elects to use its full movement to overtake Speedtrap and ram him.
Alternatively, the player controlling Searchlght and his drones allocated actions between the Commander (Searchlignt) and the drones. One drone was told to attack the Overcharge that was about to transform in to jet mode. The other was set to attack the other two Overcharges. The drone that engaged its targets would require a player to make attack rolls, and the opposing player to make dodge and/or armour rolls.He was jolted back to awareness by the sound of an explosion as one of the Decepticon tanks exploded. Speedtrap attempted to stand,
but his left leg, (coincidently the right bumper that was clipped earlier), gave out from under him. A further self diagnostic made
the damage to his right arm apparent.
The tank explodes during the battle between the Autobots and the tanks. Speedtrap is out for this, so the DM can just say it happened without rolling anything..
Excellent.Speedtrap looked at the Minicon as it examined and repaired his leg.
The Minicon makes a repair roll to see what it can do for Speedtrap in the field.
Speedtrap took damage that would qualify as "severe" on my scale, so there would probably not be much the Minicon could do. Speedtrap's movement related traits, (likely Speed and Skill), have been diminished and would stay that way until they were repaired. They might possibly get worse every turn, or require "mishap rolls" of dice to see if they would get worse. The Minicon might be able to lessen the damage, or possibly negate the need for mishap rolls.
Dom
-and, Speedtrap's player would likely get points for slowing the Overcharges down and/or distracting them.