Requirements: Piloting DC 16 or Profession (Military) DC 12
Medium Tracked Land Vehicle: Can move freely across terrain tiles that do not vary in height at a distance of 5ft up or down across any 5ft of the tile.
The Armored Tank has 4 seats in which medium humanoid creatures can sit comfortably.
Drivers Seat: The Armored Tank is driven from this seat, and can be piloted with the required check or Computers DC of 21 to automate the tank. All creatures inside the Tank have full cover.
Commander: All creatures inside the Tank have full cover.
Gunner Seat: The mounted weapon of the Tank is able to be fired from this seat, and can be fired with an attack bonus equal to the creatures Gunnery Skill. All creatures inside the Tank have full cover.
Loader: As long as there is a passenger in the Loader seat, the Tank does not take a full round to reload the weapon and can be fired again on the next turn as long as there is a passenger in the Gunner Seat. All creatures inside the Tank have full cover.
Ram: Reflex DC 13 Hit: 10 (2d8+2).
Main: (The Mounted Gun accessible from the Gunner Seat can only be 1 of any of the following)
Heavy Cannon: +4 to hit, range 120ft, 1 target. Hit: 34 (4d12+10) Piercing Damage. Ammo: 22. Uses 1 round per shot
Laser Cannon: +4 to hit, range 130ft, 1 target. Hit: 26 (4d8+10) Fire Damage. Charges: 200. Uses 5 charges per shot. Penetrating
Ultra Battery: +4 to hit, range 40ft cone, 1 target. Hit: 40 (4d20) Piercing damage. Ammo: 2000. Uses 80 rounds per shot. Cannot fire beyond the first range increment. For each damage roll of 4 or less, treat it as though it were 0. If this option is chosen, increase the Tank's base speed by 5ft
Artillery Cannon: +4 to hit, range 200ft, 1 target. Hit: 28 (3d12+10) Piercing damage. Ammo: 22. Uses 1 round per shot. Blast 10ft. If this option is chosen, decrease the Tank's base speed by 5ft
Artillery: Armored Tank can take a full-round action to fire the Artillery cannon with 1000ft range. Damage is dealt to creatures within the blast radius at the beginning of tank's next turn, Damage is divided evenly between Bludgeoning, Piercing, and Slashing.
Swapout: When the Creature in the drivers seat is killed before the Tank is destroyed, and as a bonus action, another creature seat can make an Acrobatics DC 18 check to replace the driver after 1 turn of Driverless movement.
Driverless: If the Creature in the drivers seat is killed before the tank is destroyed, roll 1d6. The result determines what occurs:
- On a result of 6, the Driver falls on the accelerator and the tank moves forward at base speed
- On a result of 1-5, the tank comes to a complete stop.
Explosive: When the Hit points of the Tank is reduced to 0, roll 1d20. The result determines what occurs:
- On a result of 20, the Tank detonates in a massive explosion. Dealing 4d10 Fire and Piecing damage to creatures in a 5ft radius and 4d10+20 Fire and Piecing damage to creatures inside the tank.
- On a result of 19, the tank detonates in a small explosion. Dealing 2d6 Fire and Piercing damage to creatures inside the tank.
- On a result of 17-18, the tank ignites, dealing 1d6 Fire damage to creatures in the Loader and Gunner seats and any creatures still inside the tank at the beginning of the next round.
- On a result of 2-16, the tank comes to a stop.
- On a result of 1, the tank detonates in a devastating explosion. If the tank has any kinetic ammunition inside of it, make a number of attacks equal to the number of munitions still inside the tank with a damage of 2d8 (1d6 if Ultra Battery) each against all creatures still inside the tank.
Lair and Lair Actions
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