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campaign_notes:suns_over_alaraes:hover_tank

XPT-015: Scythe Anti-Gravity Tank

A dope anti-gravity tank you found in an abandoned complex on Oshear.

Standard Mode

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
Speed 60 hover. Same rules as Tensers Floating Disk. The tank may not hover over water deeper than 3 ft.
Senses. Driver and Commander have Darkvision
Hit Points. 300
Immunities. The tank is immune to Slashing, Force, Poison, Thunder, and Psychic damage.
Resistances. The tank is resistant to Bludgeoning, Fire, and Cold damage.
Vulnerabilities. The tank is vulnerable to Lightning damage.

Abilities

Tank Crew. While being piloted, the tank crew uses a single initiative (rolled by the driver) and acts in a specific sequence during the collective turn.

It’s A Tank Y’all. The driver has advantage on Dexterity saving throws related to preventing the tank from being moved by force.

Split the Party. At the beginning of the tanks turn, the commander may order the party to split up. The tank splits into three distinct two-man vehicles (see Sub-Tanks below). The command vehicle retains the current initiative, and each sub-tank takes the last place in initiative.

Actions

During combat the tank and its crew have a variety of actions available to them. They roles and actions are listed in initiative order.

  • Commander. Responsible for aiming and tactics
    1. Aim. You give aiming directions to the Gunners and roll an attack (1d20+Wis+Proficiency bonus)
    2. Called Shot. You give more precise aiming directions to hit a specific part of the target and roll an attack with disadvantage.
    3. 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.
  • Driver. Responsible for piloting the tank
    1. Move. Move the tank into combat position using the tanks speed.
    2. Position. You carefully position the tank, being careful of obstacles. The tank moves at half speed but does not hit or damage any terrain or targets.
    3. Ram. You ram a target and push them back. This is an opposed strength check. The target may be pushed up to 10 feet on a success, and up to an additional 10 feet for overwhelming success (+5 over the opponents roll).
    4. 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.
  • Communications Officer. Facilitates communications between the sub-tanks, as well as the general outside world through radio and a loudspeaker
    1. Intimidate. You may call others to disarm and/or stand down using their Charisma (Intimidation) check with advantage while in the tank.
    2. Need Something
    3. Need Something
  • Engineer. Responsible for the maintenance and repair of the tank, heals it and keeps it running.
    1. 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.
    2. 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. Emergency Nanoswarm. You may release a swarm of nanomachines to perform complex repairs on the tank. The swarm immediately heals the tank for 8d8 hit points as the knit the steel and electronics back together from their body. This action may not be performed again until the tank has had 8 hours of inactivity, as the nanoswarm needs time to replenish its numbers.
  • Main Gunner. Responsible for firing the 120mm main cannon
    1. Main Guns. You roll 8d8 fire/bludgeoning damage for each successful attack the commander makes.
    2. Reload. You reload the turret as a bonus action.
    3. 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.
  • Secondary Gunner. Responsible for firing the .50 caliber Anti-Personnel Machinegun
    1. 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.
    2. Reload. You reload the machinegun as a bonus action.
    3. Need Something

Sub-Tanks

These are the smaller sub-tanks resultant from the splitting of the standard tank into three distinct modules piloted by crews of two.

Armor Class 14 (Natural Armor)
Size. Each tank weighs approx. 500 lbs. Their size is large.
Speed. 60 hover. Same rules as Tensers Floating Disk. The tank may not hover over water deeper than 3 ft.
Senses. Driver and Commander have Darkvision
Hit Points. 100 or total current health of tank divided by three
Immunities. The Sub-Tanks are immune to Slashing, Force, Poison, Thunder, and Psychic damage.
Resistances. The Sub-Tanks are resistant to Bludgeoning, Fire, and Cold damage.
Vulnerabilities. The Sub-Tanks are vulnerable to Lightning damage.

The Three Modules

In this form, each module is crewed by the two listed personnel.

  1. 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.
    1. Communications Officer - Responsible for piloting the sub-tank and coordinating the sub-tanks.
    2. Commander - Responsible for aiming and tactics
  2. 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.
    1. Driver - Responsible for piloting the sub-tank and communicating to the Command Module.
    2. Main Gunner - Responsible for firing the 120mm main cannon
  3. 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.
    1. Engineer - Responsible for piloting the sub-tank and communicating to the Command Module.
    2. Secondary Gunner - Responsible for firing the .50 caliber Anti-Personnel Machinegun

Abilities

Tank Crew. While being piloted, the tank crew uses a single initiative (rolled by the driver) and acts in a specific sequence during the collective turn

Reunite. Each sub-tank may use its action to recombine into a standard tank (see above)

Actions

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
    1. Commander.
      1. Fire at will. You may cast spells or shoot a ranged weapon through the top hatch of the tank.
      2. 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.
      3. 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.
    2. Communications Officer.
      1. Intimidate. You may call others to disarm and/or stand down using their Charisma (Intimidation) check with advantage while in the tank.
      2. Move. You move the tank into combat position using the sub-tanks speed.
      3. 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.
      1. Move. You move the tank into combat position using the sub-tanks speed.
      2. 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.
      3. 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).
      4. 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.
      1. 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.
      2. Called Shot. You aim more precisely to hit a specific part of the target and roll an attack with disadvantage.
      3. Reload. You reload the turret as a bonus action.
      4. 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
    1. Engineer.
      1. Move. You move the tank into combat position using the sub-tanks speed.
      2. Fire at will. You may cast spells or shoot a ranged weapon through the top hatch of the tank.
      3. 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.
      4. 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.
    2. Secondary Gunner.
      1. 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.
      2. Reload. You reload the machinegun as a bonus action.
      3. Need Something
campaign_notes/suns_over_alaraes/hover_tank.txt · Last modified: 2020/09/09 04:24 by 127.0.0.1