Homebrew
MOD | SAVE | ||
---|---|---|---|
STR | 20 | +5 | +9 |
DEX | 10 | +0 | +0 |
CON | 20 | +5 | +9 |
MOD | SAVE | ||
INT | 10 | +0 | +0 |
WIS | 10 | +0 | +0 |
CHA | 10 | +0 | +0 |
Run them down! - Any Large or smaller creature in it's path must make a Dexterity Saving Throw DC16, on failure they get knocked prone and take 4d8 bludgeoning damage. On success, they move out of the way possibly triggering an attack of opportunity.
If the tank ends it's turn on top of a prone creature, the creature must make an Athletics or Acrobatics DC15 check on the start of it's next turn to escape from under it's tracks. On failure, they are incapacitated.
Makes a main gun attack and fires all gun ports:
Net gun: 1d20+7 , on hit the creature is Restrained and tethered to the vehicle. On the start of its next turn it must make a Strength Saving Throw DC20 or be dragged 15 ft towards the vehicle.
Gun port: 3x 1d20+7 , on hit 1d10+5 bludgeoning/piercing damage.
Imprison. within 5 ft of the vehicle the crew can lockup an Restrained or Incapacitated creature in the mobile jail. The creature is then considered Paralyzed and helpless until saved.