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| campaign_notes:suns_over_alaraes:hover_tank [2020/05/16 04:57] – [The Three Modules] forgemaster | campaign_notes:suns_over_alaraes:hover_tank [2020/09/09 04:24] (current) – external edit 127.0.0.1 | ||
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| ====== XPT-015: Scythe Anti-Gravity Tank ====== | ====== XPT-015: Scythe Anti-Gravity Tank ====== | ||
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| A dope anti-gravity tank you found in an abandoned complex on [[alaraes: | A dope anti-gravity tank you found in an abandoned complex on [[alaraes: | ||
| ===== Standard Mode ===== | ===== Standard Mode ===== | ||
| + | |||
| **Armor Class** 14 (Natural Armor) \\ | **Armor Class** 14 (Natural Armor) \\ | ||
| **Size.** The tank weighs approx. 1500 lbs. it is 12 ft. wide, 15 ft. long, and 10 ft. tall. It’s size is Gargantuan \\ | **Size.** The tank weighs approx. 1500 lbs. it is 12 ft. wide, 15 ft. long, and 10 ft. tall. It’s size is Gargantuan \\ | ||
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| - **Trample.** If the target is at least one size smaller than the tank, you may trample them. The target must succeed on a DC 15 dexterity saving throw or take 4d6 bludgeoning damage. | - **Trample.** If the target is at least one size smaller than the tank, you may trample them. The target must succeed on a DC 15 dexterity saving throw or take 4d6 bludgeoning damage. | ||
| - | * **Coms Officer.** Facilitates communications between the sub-tanks, as well as the general outside world through radio and a loudspeaker | + | * **Communications |
| - **Intimidate.** You may call others to disarm and/or stand down using their Charisma (Intimidation) check with advantage while in the tank. | - **Intimidate.** You may call others to disarm and/or stand down using their Charisma (Intimidation) check with advantage while in the tank. | ||
| - //**Need Something**// | - //**Need Something**// | ||
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| In this form, each module is crewed by the two listed personnel. | In this form, each module is crewed by the two listed personnel. | ||
| - **The Command Module** - Smaller than the Turret Module, the Command Module is intended to take a rear-field position and direct the flow of combat. | - **The Command Module** - Smaller than the Turret Module, the Command Module is intended to take a rear-field position and direct the flow of combat. | ||
| - | - Communications | + | - //Communications |
| - | - Commander | + | - //Commander// - Responsible for aiming and tactics |
| - **The Turret Module** - The largest of the three modules, the Turret Module comprises the main portion of the tank and is intended to cause as much destruction as possible. | - **The Turret Module** - The largest of the three modules, the Turret Module comprises the main portion of the tank and is intended to cause as much destruction as possible. | ||
| - | - Driver | + | - //Driver// - Responsible for piloting the sub-tank and communicating to the Command Module. |
| - | - Main Gunner | + | - //Main Gunner// - Responsible for firing the 120mm main cannon |
| - **The Anti-Personnel Module** - Smaller than the Turret Module, the Anti-Personnel Module is intended to assist the Turret Module by harrying opponents and keeping foot soldiers off of it. | - **The Anti-Personnel Module** - Smaller than the Turret Module, the Anti-Personnel Module is intended to assist the Turret Module by harrying opponents and keeping foot soldiers off of it. | ||
| - | - Engineer | + | - //Engineer// - Responsible for piloting the sub-tank and communicating to the Command Module. |
| - | - Secondary Gunner | + | - //Secondary Gunner// - Responsible for firing the .50 caliber Anti-Personnel Machinegun |
| ==== Abilities ==== | ==== Abilities ==== | ||
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| During combat the sub-tanks and their crews have a variety of actions available to them. They roles and actions are listed in initiative order. | During combat the sub-tanks and their crews have a variety of actions available to them. They roles and actions are listed in initiative order. | ||
| - | The Command Module | + | * The Command Module |
| - | 1. Commander. | + | - **Commander.** |
| - | a. Fire at will. You may cast spells or shoot a ranged weapon through the top hatch of the tank. | + | - **Fire at will.** You may cast spells or shoot a ranged weapon through the top hatch of the tank. |
| - | b. Communications. As a free action, you may direct tactics through the Coms Officer of the sub-tank to the other drivers of the other sub-tanks. | + | - **Communications.** As a free action, you may direct tactics through the Coms Officer of the sub-tank to the other drivers of the other sub-tanks. |
| - | c. Tactical Drone. You may deploy a small tactical drone as a bonus action to fly out to 300 yards for reconnaissance. This drone acts as a communications relay. Controlling the drone is considered a move action. | + | - **Tactical Drone.** You may deploy a small tactical drone as a bonus action to fly out to 300 yards for reconnaissance. This drone acts as a communications relay. Controlling the drone is considered a move action. |
| - | + | - **Communications | |
| - | 2. Coms | + | |
| - | a. Intimidate. You may call others to disarm and/or stand down using their Charisma (Intimidation) check with advantage while in the tank. | + | - **Move.** You move the tank into combat position using the sub-tanks speed. |
| - | b. Move. You move the tank into combat position using the sub-tanks speed. | + | - **Trample.** If the target is at least one size smaller than the sub-tank, you may trample them. The target must succeed on a DC 15 dexterity saving throw or take 2d6 bludgeoning damage. |
| - | c. Trample. If the target is at least one size smaller than the sub-tank, you may trample them. The target must succeed on a DC 15 dexterity saving throw or take 2d6 bludgeoning damage. | + | |
| - | + | ||
| - | + | ||
| - | The Turret Module | + | |
| - | 1. Driver. Responsible for piloting the sub-tank and communications | + | |
| - | a. Move. You move the tank into combat position using the sub-tanks speed. | + | |
| - | b. Position. You carefully position the sub-tank, being careful of obstacles. The sub-tank moves at half speed but does not hit or damage any terrain or targets. | + | |
| - | c. Ram. You ram a target and push them back. This is an opposed strength check. The target may be pushed up to 5 feet on a success, and up to an additional 5 feet for overwhelming success (+5 over the opponents roll). | + | |
| - | d. Trample. If the target is at least one size smaller than the sub-tank, you may trample them. The target must succeed on a DC 15 dexterity saving throw or take 2d6 bludgeoning damage. | + | |
| - | + | ||
| - | 2. Main Gunner. Responsible for firing the 120mm main cannon | + | |
| - | a. Main Guns. You give aim and fire at a target of your choice (1d20+Wis+Proficiency bonus) through the now revealed view-finder. On a successful hit you roll 8d8 fire/ | + | |
| - | b. Called Shot. You aim more precisely to hit a specific part of the target and roll an attack with disadvantage. | + | |
| - | c. Reload. You reload the turret as a bonus action. | + | |
| - | d. Blind Cast. If you has access to spells, you may launch spells out of the cannon muzzle. This attack requires a secondary attack roll (for spells that require it) at a disadvantage. Spells that require enemies to make saving throws are not affected. | + | |
| - | + | ||
| - | The Anti-Personnel Module | + | |
| - | 2. Engineer. Responsible for piloting the sub-tank and communications | + | |
| - | a. Move. You move the tank into combat position using the sub-tanks speed. | + | |
| - | b. Fire at will. You may cast spells or shoot a ranged weapon through the top hatch of the tank. | + | |
| - | c. Repair. You may attempt to repair internal damage to the tank while in the cab as an action. Make an Intelligence + proficiency check with a DC 14. On a successful save, they repair the tank for 3d6 hit points. | + | |
| - | d. Overhaul. You may attempt to repair external damage to the tank while outside the sub-tank. Make an Intelligence + proficiency check with a DC 14. On a successful save, they repair the sub-tank for 5d8 hit points. | + | |
| - | + | ||
| - | 3. Secondary Gunner. Responsible for firing the .50 caliber Anti-Personnel Machinegun | + | |
| - | a. Anti-Personnel Machinegun. You fire in a 30 ft. cone in front of the tank. Any creature caught in this cone takes 4d8 piercing damage. Creatures caught in this cone may attempt a DC14 dexterity saving throw to halve this damage. | + | |
| - | b. Reload. You reload the machinegun as a bonus action. | + | |
| - | c. Need Something | + | |
| + | * The Turret Module | ||
| + | - **Driver.** | ||
| + | - Move. You move the tank into combat position using the sub-tanks speed. | ||
| + | - **Position.** You carefully position the sub-tank, being careful of obstacles. The sub-tank moves at half speed but does not hit or damage any terrain or targets. | ||
| + | - **Ram.** You ram a target and push them back. This is an opposed strength check. The target may be pushed up to 5 feet on a success, and up to an additional 5 feet for overwhelming success (+5 over the opponents roll). | ||
| + | - Trample. If the target is at least one size smaller than the sub-tank, you may trample them. The target must succeed on a DC 15 dexterity saving throw or take 2d6 bludgeoning damage. | ||
| + | - **Main Gunner.** | ||
| + | - **Main Guns.** You give aim and fire at a target of your choice (1d20+Wis+Proficiency bonus) through the now revealed view-finder. On a successful hit you roll 8d8 fire/ | ||
| + | - **Called Shot.** You aim more precisely to hit a specific part of the target and roll an attack with disadvantage. | ||
| + | - **Reload.** You reload the turret as a bonus action. | ||
| + | - **Blind Cast.** If you has access to spells, you may launch spells out of the cannon muzzle. This attack requires a secondary attack roll (for spells that require it) at a disadvantage. Spells that require enemies to make saving throws are not affected. | ||
| + | * The Anti-Personnel Module | ||
| + | - **Engineer.** | ||
| + | - **Move.** You move the tank into combat position using the sub-tanks speed. | ||
| + | - **Fire at will.** You may cast spells or shoot a ranged weapon through the top hatch of the tank. | ||
| + | - **Repair.** You may attempt to repair internal damage to the tank while in the cab as an action. Make an Intelligence + proficiency check with a DC 14. On a successful save, they repair the tank for 3d6 hit points. | ||
| + | - **Overhaul.** You may attempt to repair external damage to the tank while outside the sub-tank. Make an Intelligence + proficiency check with a DC 14. On a successful save, they repair the sub-tank for 5d8 hit points. | ||
| + | - **Secondary Gunner.** | ||
| + | - **Anti-Personnel Machinegun.** You fire in a 30 ft. cone in front of the tank. Any creature caught in this cone takes 4d8 piercing damage. Creatures caught in this cone may attempt a DC14 dexterity saving throw to halve this damage. | ||
| + | - **Reload.** You reload the machinegun as a bonus action. | ||
| + | - //**Need Something**// | ||