Infantry Fighting Vehicle (Metal Gear Supplement)

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Cost: Rare
Weight: 30 tons
Speed: On Road Top speed 400 ft. (40 mph); acceleration 40 ft. (4 mph) per round; Off Road Top speed 350 ft. (35 mph); acceleration 25 ft. (30.5 ½ mph);
Carrying Capacity: 5 tons
Strength: 22
Dexterity: 12
Constitution: 22

Infantry fighting vehicles (IFVs) are tracked, wheeled, or partially-tracked armored military vehicle designed to transport infantry like an APC, while also being able to eliminate threats to said infantry and serve as a tank destroyer. An IFV measures 210.5 ½ feet in length, 12 feet in width, and 10 feet in height. On a full tank of gasoline, it has an operational range of 300 miles of travel. Due to its rugged design, an IFV's speed is not reduced by nonmagical difficult terrain. An IFV's crew and passengers have three-quarters cover. An IFV's also have firing ports allowing the passengers to shoot out at the enemy.

Amphibious Variant. Most modern light tanks are designed to travel on both land and water, typically by using flotation curtains and treads, granting the light tank a 35 ft. (30.5 ½ mph) swim speed.

Explosive Reactive Armor: An IFV has Explosive Reactive Armor (ERA) on its front and sides. The ERA has three (3) charges. When the IFV is hit by a projectile or ranged attack, the ERA activates, destroying the projectile, reducing the damage taken to 0, and using 1 charge. Upon using its last charge, the ERA is considered used up and is no longer effective.

Armament. IFVs are primarily armed with two of the following, controlled by the gunner, and a machine gun, controlled by the commander.

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 15 shots.

Missile Launcher: Ranged Weapon Attack: +X to hit, range 120/1200 ft., one target. Hit: The target is not allowed a saving throw to reduce the damage taken. At the beginning of your next turn, each creature within 60 feet of the impact point must make a DC 15 Dexterity saving throw, taking 65 (10d12) bludgeoning damage on a failed save, or half as much on a successful one. Must be reloaded as an action after 6 shots.

Size: Huge
AC: 25
Hit Points: 500 (damage threshold 25)
Crew and Passengers: 1 driver; 1 commander; 1 gunner; 7 passengers

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