Armored. The Armored Fighting Vehicle carries up to 3 Medium-sized or smaller humanoid passengers, who are protected from all bludgeoning, piercing, and slashing damage until the vehicle is destroyed or they exit the vehicle.
Climate Control. The Armored Fighting Vehicle's passenger compartment is kept at 70*F while the vehicle is turned on. This compartment stays at 70*F until the outside temperature exceeds 130*F or 0*F. The temperature inside then increases/decreases by 1*F for each degree Fahrenheit the outside temperature exceeds 130*F or 0*F.
Crew Positions. The Armored Fighting Vehicle has three positions for its crew: a Driver's seat, a Gunner's seat, and a Commander's seat. If any one position is unoccupied, the vehicle suffers certain penalties.
- No Gunner: can't fire Cannon
- No Driver: can't move
- No Commander: Cannon loses +5 attack bonus, can't fire Machine Gun.
Explosion. When an Armored Fighting Vehicle is reduced to 0 hit points, or is targeted by a critical hit, roll a d20. On a 1, the vehicle explodes. All creatures within 30 feet (including the passengers) take 8d12 Bludgeoning damage. When the vehicle's HP is reduced to 20 or under, the passengers are notified that the vehicle may cease to function soon, giving them a chance to escape.
Fuel. The Armored Fighting Vehicle use any type of combustible liquid as fuel. 1 gallon of fuel will allow the vehicle to move 1 mile, with a maximum fuel capacity of 500 gallons. After 1 mile is traversed, a gallon of fuel is destroyed.
Crushing Treads. Melee Weapon Attack: +10 to hit, reach 0 ft. Hit: 50 (10d10) Bludgeoning damage.
Cannon. Ranged Weapon Attack: +5 to hit, Range: 120/360 ft., 1 target. Hit: 60 (12d10) Piercing damage.
Machine Gun. Ranged Weapon Attack: +5 to hit, : 80/240 ft., 1 target. Hit: 10(2d10) Piercing damage.
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