Tank, Main Battle (5e Equipment)

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Cost: Rare
Weight: 55 tons
Speed: On Road Top speed 450 ft. (45 mph); acceleration 45 ft. (40.5 ½ mph) per round; Off Road Top speed 300 ft. (30 mph); acceleration 30 ft. (20.5 ½ mph).
Carrying Capacity: 5 tons
Strength: 24
Dexterity: 12
Constitution: 24

As engine, suspension, and armor technology improved, military programs began to combine the various tank classes into a single chassis. The culmination of these programs was the main battle tank (MBT), a frame with the firepower of a super-heavy tank, the armor of a heavy tank, and the mobility of a light tank, all without exceeding the weight of a medium tank. An MBT measures 26 feet in length, 12 feet in width, and 8 feet in height. On a full tank of gas, an MBT has an operational range of 300 miles of travel. Due to its rugged design, an MBT's speed is not reduced by nonmagical difficult terrain. An MBT's crew and passengers have total cover.

Size: Huge
AC: 30
Hit Points: 1000 (damage threshold 30)
Crew and Passengers: 1 driver; 1 commander/machine gunner; 1 dedicated gunner; 1 loader

Armament. MBTs are primarily armed with a 120mm cannon, a heavy machine gun, and a light machine gun for engaging smaller, less heavily armored targets.

Multiattack: The dedicated gunner makes an attack with the MBT's 120mm cannon or heavy machine gun or uses its smoke grenade launcher, and the machine gunner makes an attack with the light machine gun.

Heavy Field Gun: 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 heavy field gun 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. An MBT comes with 50 shots for this weapon.

Heavy Machine Gun: +12 to hit, range 400/1,200 ft., one target. Hit: 22 (5d8) piercing damage. The heavy machine gun has the burst fire and reload (100 shots) properties. An MBT comes with 900 shots for this weapon.

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. An MBT comes with 10,400 shots for this weapon.

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.

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