Advanced Dwarven Mechanical Tank (5e Equipment)
vehicle (tank) Creature Capacity: 50 Medium creatures
ActionsCannon. The 6 cannons can rotate on swivel mounts along with the devastator cannons they deal 3d20+10 bludgeoning/fire damage In a 30-foot radius of impact 10 feet from that it knocks prone anything Large to Medium and anything Small or smaller is obliterated. PlateArmor Class
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This vehicle was built as a weapon of war by the dwarves in time long forgotten when they were waging a war that they lost with the elves; and ever since then, this weapon has been sitting and waiting for someone to take command.
Stories passed down through generations tell of an ancient treasure left in the cockpit. A Staff of Summoning, otherwise known as the Staff of Cogs, was highly sought after by certain dwarf clans.
Defenses. As with all vehicles of war, there are protections in place. The blessings granted by the gods that gave life to this machine cannot be cancelled by any anti-magic fields or dispel magic. It is immune to effects of shatter armor or similar spells, features, and traits. Weaponry. Despite everything failing when the power goes out, the weapon are still functional, and deadly. The nature of the cannons require anyone manning them to have a Strength score of at least 9. The cannons have a +11 bonus to attack rolls, deal 2d20+10 bludgeoning damage, and take an action to fire. The tank manufactures the ammo itself so long as it has a metal reserve readily available. If it ever runs out, it holds 100,000 gp worth of scrap metal. Sample CrewThe minimum crew needed to work this is: five mechanics, two navigators, one chemist, and one pilot. Each day without a chemist, a battery loses power. Anyone with proficiency with alchemist's supplies can be a chemist. Navigators need proficiency with cartographer's tools and need to be proficient in the Survival skill. Pilots need proficiency in the Perception skill. Mechanics must have proficiency with carpenter’s or blacksmith’s tools in order to make repairs. |
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