Battle Gear (5e Equipment)

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Cost: Common
Weight: 55 tons
Speed: Top speed 300 ft. (30 mph); acceleration 60 ft. (6 mph) per round.
Carrying Capacity: 5 tons
Strength: 22
Dexterity: 18
Constitution: 22

Originally designed using the pinnacle of Cold War technology, battle gears were intended to be a superweapon that could be deployed alongside soldiers, particularly as a counter to the growing number of walker gears, though only a single battle gear was ever fully developed, though the technology would eventually resurface decades later when newer technology could keep up with its development costs. A battle gear measures 26 feet in length, 12 feet in width, and 8 feet in height. On a full tank of gas, a battle gear has an operational range of 300 miles of travel. Due to its rugged design, a battle gear's speed is not reduced by nonmagical difficult terrain. An battle gear's crew and passengers have total cover.

Size: Huge
AC: 30
Hit Points: 1000 (damage threshold 30)
Crew and Passengers: 1 driver; 3 passengers

Armament. Battle gears are primarily armed with a rail cannon, as well as a light autocannon for engaging smaller, less heavily armored targets.

Rail Cannon: Ranged Weapon Attack: +X to hit, range 6,000/12,000 ft., one target. Hit: 65 (10d12) piercing damage. Hit or miss, each creature within 30 feet of the target must make a DC 20 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A rail cannon has the Armor Piercing (-5) property, and it deals double damage against objects. A battle gear comes with 80 shots for this weapon.

Light Autocannon: Ranged Weapon Attack: +X to hit, range 3,000 ft./9,000 ft., one target. Hit: 35 (10d6) piercing damage. This attack has the burst fire and armor piercing (-3) properties. A battle gear comes with 1,200 rounds of ammunition in two boxes of 300 rounds each.

Active Protection System (APS) The battle gear is equipped with an APS - essentially, a massive shotgun that shoots projectiles such as missiles and rockets out of the air before they can reach the tank. As a reaction when the battle gear is hit by a high-caliber explosive projectile that the crew is aware of, the crew can attempt to shoot the projectile out of the air. Roll 1d6. On a 1, the battle gear is struck normally. On a 5-6, the damage of the attack is reduced to 0. Once the APS has been fired five times, one of the crew must use an action to reload it before it can be used again.

Chemical, Biological, Radiological and Nuclear Defense (CBRN). A battle gear's crew has advantage on saving throws against radiation and harmful airborne contaminants such as gases, vapors, and inhaled poisons, and have resistance to damage from such effects.

Camouflage. Battle gears are typically equipped with a multi-spectral electromagnetic camouflage system that not only provides advantage on Stealth checks made in the appropriate terrain (e.g. desert camouflage helps in a desert), but also renders the tank nigh-invisible to IR and radar.

Infra-Red Sensors. Battle gears also utilize redundant sensors that effectively grant its crew 5 miles of darkvision, which is also immune to the effects of smoke, heavy precipitation, and other vision-inhibiting particulate.

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