Tank, Super-Heavy (Metal Gear Supplement)
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Cost: Very Rare 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 33 ½feet, a width of 12 feet, a height of 12 feet, and an operational range of 100 miles. Armaments. A super-heavy tank has two of the following weapons, which is controlled by the gunner, and a machine gun, 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. 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. Heavy Autocannon: +X to hit, range 120/1200 ft., one target. Hit: 52 (8d12) 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: Gargantuan 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. ( 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. |
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