Marked Combat Tank
Marked Combat Tank
While AFVs are ideally suited for utility and transportation, when it comes to open warfare, the Marked Combat Tanks are called in. Many religious dissidents and sacred places of worship have been crushed beneath the wheels of Jeremiah Resh’s fleet of paramilitary combat tanks.
Marked Combat Tank
Gargantuan Vehicle (Capacity: 12 Medium Creatures)
Armor Class: 22
Hit Points: 250
Speed: 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 25 (+7) | 8 (-1) | 20 (+5) | 0 (--) | 0 (--) | 0 (--) |
Damage Immunities: fire, cold, poison, psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Features
Armor Vulnerability: This vehicle has an AC of 17 and vulnerability to piercing damage if attacked from behind.
Prone Vulnerability: If a Vehicle is knocked prone, it is incapacitated until lifted upright with a DC 30 Strength check.
Steel Treads: This Vehicle ignores the effects of difficult terrain.
SEATS
Commander: The commander has three quarters cover against attacks and other effects outside the vehicle. The commander can take the following special actions:
Call Instruction: Until the start of your next turn, each other creature that can hear you may add 1d4 to attack rolls and saving throws.
Driver: The driver has total cover against attacks and other effects outside the vehicle. The driver can take the following special actions:
Crush: If the vehicle moves at least 20 feet toward a target, the target must succeed on a DC 12 dexterity saving throw or take 39 (6d12) bludgeoning damage and be knocked prone.
Gunner: The gunner has total cover against attacks and other effects outside the vehicle. The gunner can make two attacks with the Main Gun:
Main Gun: Ranged Weapon Attack: +6 to hit, range 300 ft., one target. Hit: 33 (6d10) bludgeoning damage plus 14 (4d6) fire damage.
Passenger: The passenger has total cover against attacks and other effects outside the vehicle. The passenger can take the following special actions:
Lookout: The passenger may use the Help action to give another creature advantage on its next roll.
Azrael's Guide to the Apocalypse, printed page 230.