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campaign_notes:suns_over_alaraes:hover_tank [2020/05/16 04:57] – [The Three Modules] forgemastercampaign_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 ======
 +
 A dope anti-gravity tank you found in an abandoned complex on [[alaraes:chapter_4:oshear|Oshear]]. A dope anti-gravity tank you found in an abandoned complex on [[alaraes:chapter_4:oshear|Oshear]].
  
 ===== 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 Officer.** Facilitates communications between the sub-tanks, as well as the general outside world through radio and a loudspeaker
     - **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 Officer// - Responsible for piloting the sub-tank and coordinating the sub-tanks. 
-    - 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. Responsible for aiming and tactics +    - **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 Officer.**  
-2. Coms Officer. Responsible for piloting the sub-tank and communications +      **Intimidate.** You may call others to disarm and/or stand down using their Charisma (Intimidation) check with advantage while in the tank. 
-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/bludgeoning damage. +
-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/bludgeoning damage.
 +      - **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**//
campaign_notes/suns_over_alaraes/hover_tank.1589605035.txt.gz · Last modified: 2020/09/09 04:24 (external edit)