Tank, Main Battle (Metal Gear Supplement)

From D&D Wiki

Jump to: navigation, search

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.

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.

Armament. A main battle tank has one of the following weapons, which is controlled by the gunner, and a machine gun and a smoke grenade launcher, 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.

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

Medium Autocannon: +X to hit, range 60/600 ft., one target. Hit: 39 (6d12) piercing damage 1d4 times. Must be reloaded as a bonus action after 20 shots.

120mm Cannon: +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 15 feet of the impact point must make a DC 20 Dexterity saving throw, taking 105 (10d20) bludgeoning damage on a failed save, or half as much on a successful one. The shell must be removed as an action before this weapon can be reloaded as an action after 1 shot.

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

)
0.00
(0 votes)

Back to Main Page5e HomebrewEquipmentMounts and Vehicles

Home of user-generated,
homebrew pages!


Advertisements: