Armored Personnel Carrier (Metal Gear Supplement)

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Cost: Uncommon
Weight: 14 tons
Speed: Top speed 420 ft. (42 mph); acceleration 40 ft. (4 mph) per round
Carrying Capacity: 4 tons
Strength: 20
Dexterity: 12
Constitution: 24

Armored personnel carriers (APCs) are military vehicle designed to transport personnel and equipment in and around combat zones. Compared to heavier armored fighting vehicles such as tanks, they are less well-protected, but are significantly more agile. On a full tank of gasoline, it has an operational range of 300 miles of travel. Due to its rugged design, an APC's speed is not reduced by nonmagical difficult terrain. An APC's crew and passengers have three-quarters cover, unless they are manning a turret on the top, in which case the gunner only has half cover. APCs also have firing ports, allowing the passengers to shoot out at the enemy.

Amphibious Variant. Most modern APCs are designed to travel on both land and water, typically by using flotation curtains and treads, granting the APC a 35 ft. (30.5 ½ mph) swim speed. Some early amphibious APCs lacked armaments.

Armament. An APC has one of the following weapons, which is controlled by the commander, and two machine guns, which can be controlled by two passengers.

Machine Gun: +X to hit, range 60/600 ft., one target. Hit: 11 (3d6) piercing damage 1d4 times. Must be reloaded as a bonus action after 20 shots.

Light Autocannon: +X to hit, range 60/600 ft., one target. Hit: 20 (3d12) piercing damage 1d4 times. Must be reloaded as a bonus action after 20 shots.

Flamethrower: +X to hit, range 20/100 ft., one target. Hit: The target is not allowed a saving throw to reduce the damage taken. Each creature in a 100 ft. cone must make a DC 15 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save, or half as much on a successful one. Must be reloaded as an action after 5 shots.

Size: Huge
AC: 18
Hit Points: 300 (damage threshold 15)
Crew and Passengers: 1 driver; 1 commander; 11 passengers

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