Table of Contents

XPT-015: Scythe Anti-Gravity Tank

A dope anti-gravity tank you found in an abandoned complex on Oshear.

Standard Mode

Armor Class 14 (Natural Armor)
Size. The tank weighs approx. 1500 lbs. it is 12 ft. wide, 15 ft. long, and 10 ft. tall. It’s size is Gargantuan
Speed 60 hover. Same rules as Tensers Floating Disk. The tank may not hover over water deeper than 3 ft.
Senses. Driver and Commander have Darkvision
Hit Points. 300
Immunities. The tank is immune to Slashing, Force, Poison, Thunder, and Psychic damage.
Resistances. The tank is resistant to Bludgeoning, Fire, and Cold damage.
Vulnerabilities. The tank is vulnerable to Lightning damage.

Abilities

Tank Crew. While being piloted, the tank crew uses a single initiative (rolled by the driver) and acts in a specific sequence during the collective turn.

It’s A Tank Y’all. The driver has advantage on Dexterity saving throws related to preventing the tank from being moved by force.

Split the Party. At the beginning of the tanks turn, the commander may order the party to split up. The tank splits into three distinct two-man vehicles (see Sub-Tanks below). The command vehicle retains the current initiative, and each sub-tank takes the last place in initiative.

Actions

During combat the tank and its crew have a variety of actions available to them. They roles and actions are listed in initiative order.

Sub-Tanks

These are the smaller sub-tanks resultant from the splitting of the standard tank into three distinct modules piloted by crews of two.

Armor Class 14 (Natural Armor)
Size. Each tank weighs approx. 500 lbs. Their size is large.
Speed. 60 hover. Same rules as Tensers Floating Disk. The tank may not hover over water deeper than 3 ft.
Senses. Driver and Commander have Darkvision
Hit Points. 100 or total current health of tank divided by three
Immunities. The Sub-Tanks are immune to Slashing, Force, Poison, Thunder, and Psychic damage.
Resistances. The Sub-Tanks are resistant to Bludgeoning, Fire, and Cold damage.
Vulnerabilities. The Sub-Tanks are vulnerable to Lightning damage.

The Three Modules

In this form, each module is crewed by the two listed personnel.

  1. The Command Module - Smaller than the Turret Module, the Command Module is intended to take a rear-field position and direct the flow of combat.
    1. Communications Officer - Responsible for piloting the sub-tank and coordinating the sub-tanks.
    2. Commander - Responsible for aiming and tactics
  2. The Turret Module - The largest of the three modules, the Turret Module comprises the main portion of the tank and is intended to cause as much destruction as possible.
    1. Driver - Responsible for piloting the sub-tank and communicating to the Command Module.
    2. Main Gunner - Responsible for firing the 120mm main cannon
  3. The Anti-Personnel Module - Smaller than the Turret Module, the Anti-Personnel Module is intended to assist the Turret Module by harrying opponents and keeping foot soldiers off of it.
    1. Engineer - Responsible for piloting the sub-tank and communicating to the Command Module.
    2. Secondary Gunner - Responsible for firing the .50 caliber Anti-Personnel Machinegun

Abilities

Tank Crew. While being piloted, the tank crew uses a single initiative (rolled by the driver) and acts in a specific sequence during the collective turn

Reunite. Each sub-tank may use its action to recombine into a standard tank (see above)

Actions

During combat the sub-tanks and their crews have a variety of actions available to them. They roles and actions are listed in initiative order.