Tank, Super-Heavy (5e Equipment)

From D&D Wiki

Jump to: navigation, search

Cost: Very Rare
Weight: 207 tons
Speed: On Road Top speed 5 ft. (12 mph) Off Road Top speed 0 ft. (0 mph)
Carrying Capacity: 10 tons
Strength: 18
Dexterity: 6
Constitution: 30

Super-heavy tanks are the dream of any commander; an impenetrable mobile fortress with a gun that can tear a whole through anything. Unfortunately, for much of history they've remained a dream, with only a few prototypes ever being built, and none ever seeing combat due to major design flaws in their internals and the eventual creation of main battle tanks. The vehicle has a length of 330.5 ½feet, a width of 12 feet, a height of 12 feet, and an operational range of 100 miles.

Size: Gargantuan
AC: 20
Hit Points: 1,600 (damage threshold 25)
Crew and Passengers: 1 driver; 1 commander/machine gunner; 1 gunner; 2 loaders; 1 radio operator.

Armaments. Super-heavy tanks are primarily armed with a 120mm cannon or heavy autocannon, a light autocannon, and a light machine gun for engaging smaller, less heavily armored targets.

Multiattack: The gunner makes an attack with the tank's 120mm cannon or heavy autocannon, and the machine gunner makes an attack with the light autocannon or light machine gun.

120mm Cannon: Ranged Weapon Attack: +12 to hit, range 3,000/12,000 ft., one target. Hit: 165 (30d10) piercing damage. Hit or miss, each creature within 30 feet of the target must make a DC 20 Dexterity saving throw, taking 83 (15d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A 120mm cannon has the loading and Armor Piercing (-5) properties, and it deals double damage against objects. After firing this weapon, the loader must reload this weapon as an action before it can fire again. A super-heavy tank comes with 50 shots for this weapon.

Heavy Autocannon: Ranged Weapon Attack: +10 to hit, range 5,000/15,000 ft., one target. Hit: 55 (10d10) piercing damage. This attack has the burst fire and armor piercing (-5) properties. A super-heavy tank comes with 100 shots for this weapon.

Light Autocannon: Ranged Weapon Attack: +6 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 super-heavy tank comes with 2,000 rounds of ammunition in two boxes of 300 rounds each.

Light Machine Gun: +12 to hit, range 80/240 ft., one target. Hit: 14 (4d6) piercing damage. The light machine gun has the burst fire and reload (100 shots) properties. A super-heavy tank comes with 10,000 shots for this weapon.

Variant: Modern Super-Heavy[edit]

The super-heavy tank has gone to the wayside in the MBT era of tank warfare. However, should some nation decide to bring back this abandoned branch of technology, it may resemble the following statistics:

Speed: On Road Top speed 150 ft. (15 mph); acceleration 15 ft. (1 mph) per round; Off Road Top speed 50 ft. (5 mph); acceleration 5 ft. (0.5 ½ mph).

Armaments. Modern super-heavy tanks gain the following armaments in addition to those listed above:

Smoke Grenade Launcher. The MBT fires a smoke grenade at a point within 1,200 feet of it.

Active Protection System (APS) The MBT 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 MBT 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 MBT 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). AN MBT'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. MBTs 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. MBTs 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.

0.00
(0 votes)

Back to Main Page5e HomebrewEquipmentSiege Equipment

Home of user-generated,
homebrew pages!


Advertisements: