Tank, Light (Metal Gear Supplement)

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Cost: Rare
Weight: 9 tons
Speed: On Road Top speed 450 ft. (45 mph); acceleration 45 ft. (4 ½ mph) per round; Off Road Top speed 300 ft. (30 mph); acceleration 30 ft. (2 ½ mph).
Carrying Capacity: 9 tons
Strength: 22
Dexterity: 12
Constitution: 22

Light tanks sacrifice the armor and heavy weaponry of larger tanks in favor of much higher maneuverability. While they were eventually phased out in favor of main battle tanks, they are still occasionally used in situations where a medium tank would be too heavy, be that on weak terrain or amphibiously.

Due to its rugged design, a light tank's speed is not reduced by nonmagical difficult terrain. A light tank's crew have three-quarters cover, unless they are manning a turret on the top, in which case the machine gunner only has half cover. The vehicle has a length of 16 feet, a width of 7 feet, a height of 60.5 ½ feet, and an operational range of 120 miles.

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.

Armament. A light tank has one of the following weapons, which is controlled by the gunner, and a machine guns, which can be 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 5 shots.

Rocket Launcher: Ranged Weapon Attack: +X to hit, range 60/600 ft., one target. Hit: The target is not allowed a saving throw to reduce the damage taken. Each creature within 30 feet of the impact point must make a DC 15 Dexterity saving throw, taking 35 (10d6) bludgeoning damage on a failed save, or half as much on a successful one. Must be reloaded as an action after 2 shots.

Size: Large
AC: 18
Hit Points: 250 (damage threshold 10)
Crew and Passengers: 1 driver; 1 gunner; 1 commander/machine gunner; 1 loader.

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