[quote=@MatthiasAngel] If I was in charge of the police, I would worry considerably about a rich dude packing a tank loaded for combat, because if things go south for him, he's going to be a much bigger problem than anyone else. You might want to look up the laws on possession of armored vehicles and weaponry before deciding on a load-out, is all I'm saying. Only having one shell would be interesting, because you would have a serious inner-party conflict on your hands: they only get one shot. You have to decided when to use that one shot very, very carefully, even against a serious threat. Worst-case scenario, the tank has no shells, which would be interesting because it'd be an excellent bluff, and you could end up with a very interesting standoff if you encounter guys who are willing to call that bluff. Good points. You could make "Raisa fixing the Makarov" a task for her to work on so she isn't just on standby. I'm not giving up on getting around this freakin' tank. It's too cool to just never notice IC. I'm going to add in a more aggressive character to complement Amie. Maybe at some point they'll stalk your tank, with him arguing to go rob from it and her arguing to get away from it. Let me know if you want to work out an interaction, because ultimately I'm not going to force that to happen. [/quote] You know, I'm gonna take all your advice into account. One shell it is, one very important shell. I like the idea, I really like it. I'll even roll a dice to choose the type, whether it's a HE-FRAG which would be decimating to any group of people, to a APDSFS-T which would be pretty much useless in this world without many armored vehicles left. We'll just say it was hidden in the shipment, maybe the guy planned on bringing more in later, but stuck with one for the first one. Also, technically, the cannon should have been deactivated, after reading some of the laws and rules on the site I got the idea of a Czech export from (mortarinvestments.eu). The guy would need a license and depending on the state, it would not be street legal. Thing is, I've seen a lot of videos on YouTube of people driving imported post-Soviet vehicles, in particular a BMP-1, which has a large enough cannon that it'd need to be deactivated (76mm, I think), and yet here it is, shooting stuff. So perhaps they're a bit lenient over that part? Even if there are laws against the gun working, we'll all have to see about letting it slide. In general, I think I kind of had the wrong mentality, thinking it all over. If civilization and society is collapsing, laws wouldn't be more lax on imports of large military hardware, if anything, it would be MUCH more strict, as law enforcement would fight anything that could lead to rich people arming up and fighting each other, as you said. Machine gun ammo might get through (or be bought in the 'States), but the shell would need to be hidden, so one shell is probably it, as was your idea. As for Raisa and her Makarov, now that I think about it, I might get rid of one of the Makarovs (the working one, actually) and have her give it to Gregory, as a bluff weapon. That's just an idea for now, I'm still thinking it over, but in any case, I still feel Ural's crew is too well-armed. I mean, why have Franklin guard the camp with a 10/22 when the tank has a machine gun which can fire bullets the size of small rodents? Might remove one of their guns. Finally, as for the crew, I basically made the Tank Sheet as a way of people knowing who lives in the crew, what they look like (when I get around to finding pictures) and I probably won't actively play any of them except as side characters when the tank is on the move or when Gregory heads back to camp. Mostly, it's to help the other players interact with them, when it comes to it. Maybe think of it like a set of NPC's, except for the couple I make full CS' for? I'm totally delighted with your idea though, it'd be a great way to get Raisa back on the action once she's recovered, especially if Grisha is out scouting. Interactions in general are fun. We'll talk. c;