Machinery


Siege Weapons

Siege weapons are constructs comprised of many objects, and are designed to assail or protect heavily fortified areas. Most siege weapons cannot traverse the battlefield on their own, and may require several creatures to move or operate them.

Energy Cannon
Large Object

Armor Class 15
Hit Points 50
Damage Immunities poison, psychic
A rotatable weapon mount that houses the crew and/or mechanism of a ---
This weapon is --- notes: reliable, lower damage, more resilient. modular???
Fire. ---
Modular. The heavy turret can be fitted onto a vehicle with the siege weapon feature. While mounted to a vehicle in this way, you can ignore this stat-block's armor class, hit points, and immunity features. The siege weapon instead functions as a feature of the vehicle it is mounted on.
Heavy Turret
Large Object

Armor Class 15
Hit Points 50
Damage Immunities poison, psychic
A rotatable weapon mount that houses the crew and/or mechanism of a ballistics-firing weapon.
This weapon is prone to overheating when fired. At the end of each round, roll a d6 if this weapon was fired. You must roll higher than the number of rounds the heavy turret has been fired in succession (1 on round 1, 2 on round 2, etc.). If you do not, the heavy turret overheats and cannot be used for 3 rounds of combat.
Fire. The heavy turret fires up to 120 feet away, targeting a 10-foot-square area. Each creature in that area must make a DC 15 Dexterity saving throw, taking 26 (4d12) piercing damage on a failed save, or half as much damage on a successful one.
Modular. The heavy turret can be fitted onto a vehicle with the siege weapon feature. While mounted to a vehicle in this way, you can ignore this stat-block's armor class, hit points, and immunity features. The siege weapon instead functions as a feature of the vehicle it is mounted on.
Rocket Launcher
Large Object

Armor Class 15
Hit Points 50
Damage Immunities poison, psychic
A rotatable weapon mount that houses the crew and/or mechanism of a ---
This weapon is --- notes: high damage, limited use. modular???
Fire. ---
Modular. The heavy turret can be fitted onto a vehicle with the siege weapon feature. While mounted to a vehicle in this way, you can ignore this stat-block's armor class, hit points, and immunity features. The siege weapon instead functions as a feature of the vehicle it is mounted on.

Vehicles

Vehicles are mechanical constructs comprised out of many objects. To assist in running adventures where vehicles engage in combat, travel, or face other relevant situations, the following section presents rules and stat blocks for governing vehicles.

Capacity

A vehicle's capacity describes how many creatures the vehicle is designed to carry. More creatures can be transported by climbing atop or clinging to the outside of the vehicle.

Armor Class

A vehicle's Armor Class is equal to its Constitution score.

Hit Points

A vehicle's hit points can only be restored by a creature in posession of either smith's tools or tinker's tools. Performing these repairs takes 1 hour, and requires a successful DC 15 smith's tools (Dexterity) or tinker's tools (Intellgence) check. If the repair succeeds, the vehicle regains 10 (3d6) hit points. The check can be repeated as many times as necessary, though a DM may require players to pay a fee for replacement parts. The creature performing repairs cannot be operating one of the vehicles station's during repair work.

Damage Threshold Heavily armored vehicles can shrug off damage. If a vehicle has a damage threshold, that means it has immunity to all damage unless the damage is equal or greater than it's damage threshold value.
Example: If a vehicle has a damage threshold of 10, and it is hit for 9 damage, then the vehicle takes 0 damage. However, if the vehicle is hit for 10 or more damage, then it takes the full amount.

Malfunction Some vehicles have a malfunction score. If a vehicle takes damage from a single source equal to or greater than its malfunction score, it must roll on the malfunctions table below. A vehicle must also roll on the malfunctions table if it (or its driver) fails an ability check related to handling the vehicle by more than 5.

Malfunctions with a Fix DC can be fixed as an action by a creature using smith's tools or tinker's tools. If the creature has proficiency in the tool set, they can apply their proficiency bonus (They may apply double their proficiency bonus if proficient in both tool sets). The creature performing the fix has disadvantage if the fix is performed in combat and the vehicle has moved during the current round.

d12
Malfunction
Fix DC
1
Engine Trouble. The engine begins to sputter and smoke, causing the vehicle to shake. Until this malfunction is fixed, the creature operating the helm must roll a d20 at the start of every turn. If they roll a 10 or lower, the vehicle will not move. If they roll an 11 or higher, it will move at half movement speed.
15 (Dexterity)
2-4
Steering Locked. The vehicle can only move in a straight line. It automatically fails Dexterity checks and saving throws.
15 (Strength)
5-6
Damaged Weapon. One of the vehicle's weapons is rendered inoperable (DM's choice). If the vehicle has no functioning weapons, then no malfunction occurs.
15 (Wisdom)
7
Blown Console. The helm station begins to spew with smoke, heavily obscuring the driver's view, as well as that of anyone else inside of the vehicle. Creatures inside of the vehivle are blinded by the smoke.
20 (Intelligence)
8-11
Ruptured Armor. The vehicle's damage threshold is reduced by 5. This effect can occur more than once and is cumulative. If the vehicle does not have a damage threshold, then no malfunction occurs.
20 (Strength)
12
Rolled. The vehicle is flipped over and rendered prone. It comes to a stop in an unoccupied space. Creatures holding on outside the vehicle must succeed a DC 20 Strength saving throw or be thrown off, landing prone in a random unoccupied space within 30 feet of the vehicle and take 21 (6d6) bludgeoning damage (half as much with a success). Creatures inside the vehicle must succeed a DC 15 Strength saving throw or fall prone and take 10 (3d6) bludgeoning damage.
-

Speed

A vehicle's speed determines the distance that the driver operating it's helm can move it.

Mileage

Mileage determines how far the vehicle can travel on a single gallon of fuel. Fuel supplies may dictate how viable it is to travel great distances with your vehicle. Adding 1 gallon of fuel to a vehicle requires an action, and can only be done from outside of the vehicle.

Ability Scores

A vehicle has all six ability scores and modifiers. Its size category and weight are indicative of its Strength. Its Dexterity score corresponds to its maneuverability and handling. Durability, materials used, and quality of construction are shown in its Constitution. Usuallt vehicles have a score of 0 in Intelligence, Wisdom, and Charisma. If a vehicle has a 0 in a score, it automatically fails ability checks and saving throws that uses that score.

Stations

Creatures can use an action at the vehicle station they are occupying. Once a creature uses an action at a station, that action cannot be used again until the start of that creature's next turn.


Armoured Personnel Carrier (APC)

3 Sentence Description

5th Frontier Militia
Armoured Personnel Carrier
Gargantuan Vehicle (24,500 lb.)

Capacity 5 Medium creatures (2 crew, 3 passenger)
Armor Class 18
Hit Points 150 (damage threshold 15, malfunction 30)
Speed 100 ft.
Mileage 5 mile(s) per gallon. (100 gallon max)
STR
18 (+4)
DEX
10 (0)
CON
18 (+4)
INT
0
WIS
0
CHA
0

Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Slam. The APC can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 13 (2d12) bludgeoning damage and be knocked prone. If the creature was already prone, it takes 13 (2d12) additional damage. A creature cannot be damaged by this trait more than once each turn.
Turtled. If the APC is rolled over or becomes prone, it is considered incapacitated until flipped upright. It cannot right itself.
Stations

Helm (Requires 1 Crew and Grants Full Cover). Drive and steer the APC.
Siege Weapon (Requires 1 Crew and Grants Half Cover). A siege weapon with the modular feature can be mounted to the top of the APC (see Siege Weapons).

MK-IV Hackworth

3 Sentence Description

5th Frontier Militia
MK-IV Hackworth
Gargantuan Vehicle (160,000 lb.)

Capacity 4 Medium creatures (3 crew, 1 passenger)
Armor Class 18
Hit Points 200 (damage threshold 15, malfunction 30)
Speed 100 ft.
Mileage 1 mile(s) per gallon. (240 gallon max)
STR
18 (+4)
DEX
10 (0)
CON
18 (+4)
INT
0
WIS
0
CHA
0

Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Crushing Tracks. The MK-IV Hackworth can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 19 (3d12) bludgeoning damage and be knocked prone. If the creature was already prone, it takes 19 (3d12) additional damage. A creature cannot be damaged by this trait more than once each turn.
Turtled. If the MK-IV Hackworth is rolled over or becomes prone, it is considered incapacitated until flipped upright. It cannot right itself.
Stations

Helm (Requires 1 Crew and Grants Full Cover). Drive and steer the MK-IV Hackworth.
Turret (Requires 1 Crew and Grants Full Cover). Ranged Weapon Attack: +9 to hit, ranged 80/240 ft., one target. Hit: 17 (2d12 + 4) piercing damage.
Canon (Requires 1 Crew and Grants Full Cover). Ranged Weapon Attack: +9 to hit, ranged 100/300 ft., one target. Hit: 36 (5d12 + 4) force damage. This weapon deals double damage if the target is an object or structure. A creature reduced to 0 hit points by an attack from this weapon is destroyed, along with any nonmagical items that they were carrying. This weapon has disadvantage on targets that are less than 20 feet away.