Walker Gear (Metal Gear Supplement)
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Cost: Rare A bipedal, all-terrain weapons system, walker gears were designed after the Metal Gear concept amid the Cold War, combining the maneuverability and dexterity of a soldier with the armor and firepower of an armored vehicle. The driver can take the dodge, dash, and disengage actions while piloting a walker gear, and doing so affects the walker gear itself. Critical hits and attacks with advantage against a walker gear instead target the driver. Armament. Each walker gear has a primary weapon, and its auxiliary arm can utilize any one-handed weapon. Potential primary weapons include: 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. 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. 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. H-Discharger: +X to hit, range 40 ft. line. Hit: 2 (1d4) lightning damage, and the target is not allowed a saving throw to reduce the damage taken. Each creature in a 40 ft. line must make a DC 15 Dexterity saving throw, taking 39 (6d12) piercing damage on a failed save, or half as much on a successful one. Must be reloaded as an action after 2 shots. Size: Medium |
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