Tank attack can’t be used. Huge Construct, - - No gunner: The turret cannot be --------------------------------------------------------- traversed nor can the main weapon be AC: 20 (rolled steel sheets) used. HP: 104 (4d12+78) - No pusher(s): The speed of the vehicle is Speed: 1.25ft * #pushers (max 15ft) reduced by 1.25ft for each missing pusher --------------------------------------------------------- (starting from 15ft). The hull cannot traverse STR DEX CON INT WIS CHA if there are no pushers. 17 11 10 13 8 14 Multi-action Machine. On its turn, the tank (+3) (+0) (+0) (+1) (-1) (+2) can take two actions instead of one. Certain --------------------------------------------------------- actions can’t be repeated on the same turn Senses: Passive perception 9 while others can. Languages: Crew dependent --------------------------------------------------------- CR: 4(1,100) --------------------------------------------------------- Actions Damage vulnerabilities: Fire Traverse Hull. The tank rotates its hull up Damage resistances: Slashing damage to 45 degrees in either direction. This action from non-magical weapons. can be repeated. Damage immunities: Poison, Psychic. Traverse Turret. The tank rotates the turret Conditional immunities: Frightened; up to 90 degrees in either direction. This Intimidated, Poisoned. action can be repeated. Saving throws: Strength (+5) Move. One action. The tank can move up to Skills: Intimidation (+4) 15 ft, depending upon the number of --------------------------------------------------------- pushers, either forward or backwards. Ballista attack. The gunner uses the Traits ballista mounted in the turret to attack any Ablative armor. When the health of the creature the turret is facing. The attack has tank is below half, the AC of the tank is a range of 60/180, +8 attack and deals reduced by 2. For each hit received, roll a 3d6+3 piercing damage. The gunner d6. On a 6, one of the crewmen within takes reloads the ballista making it ready on the half of that damage. next turn. This action is not repeatable. Crewed construct. The tank requires a Explosive Cannon (cost = 2 actions) +5 number of creatures with proper biology and attack, 2d10 fire damage to all creatures in possessing the required knowledge to 10x10ft area. Gunner reloads for next turn. function properly. There are 15 in total and Commander’s Crossbow. The commander these are the commander (room for 2), the fires a light crossbow at any creature he can gunner, and 12 pushers of Str >= 18. If one see. This crossbow has a range of 30/120 or more of those positions is left unfilled, the and deals 1d8+1 piercing damage. This functionality of the tank is severely reduced. action is repeatable. - No commander: Vehicle sight range is Switch Positions. One crewman switches reduced to 15 ft and passive perception is positions with another crewman or into a vacant position. This action is repeatable.