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message 1:
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Austin, CEO of the world's largest and most evil Megacorperation
(new)
Feb 13, 2019 01:25PM
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message 2:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
T-600 titan AMERICAN TANK
HP: Main body: 100 Each leg: 60
AC: 15
Speed: 75 (60 with 3 legs)
Strength: 50
Dexterity: 10
Constitution: 50
Intelligence: 0
Wisdom: 0, all passengers inside also decrease by 5, but not below 5
Charisma: 0, all passengers inside also decrease by 5, but not below 5
Drivers to the tank also have -10 on perception rolls and +5 on intimidation rolls.
Weapons:
Smoothbore cannon 200'/1000': +5 to hit. 3d20 bludgeoning damage with direct hit, 1d10 damage if within 12', 1d6 damage if within 25'. Can't hit flying enemies closer than 100'. Advantage on targets closer than 100', +5 hit for every size over Large, and -10 hit for every size under medium.
Machine gun (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Twin rocket launchers: 500'/1000':3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 3 rockets in each launcher, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium.
Defense mechanisms:
Trophy system: Intercepts all projectiles en route to the tank. The first is activated upon startup and lasts until 50lbs of material has been collected. Afterwards, a shield lasts for 3 rounds, needs 1 round to recharge, and activates 2 rounds after the command is given. (Example: Command-wait-Shield) The activation command can be given while a shield is currently active, but there must be at least one round between shields, or they cancel each other out and both are wasted.
EMP: Electro magnetic pulses radiate in a 25’ radius, and also extend in a beam reaching 100’. Charge time: 1d4 rounds x2
HP: Main body: 100 Each leg: 60
AC: 15
Speed: 75 (60 with 3 legs)
Strength: 50
Dexterity: 10
Constitution: 50
Intelligence: 0
Wisdom: 0, all passengers inside also decrease by 5, but not below 5
Charisma: 0, all passengers inside also decrease by 5, but not below 5
Drivers to the tank also have -10 on perception rolls and +5 on intimidation rolls.
Weapons:
Smoothbore cannon 200'/1000': +5 to hit. 3d20 bludgeoning damage with direct hit, 1d10 damage if within 12', 1d6 damage if within 25'. Can't hit flying enemies closer than 100'. Advantage on targets closer than 100', +5 hit for every size over Large, and -10 hit for every size under medium.
Machine gun (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Twin rocket launchers: 500'/1000':3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 3 rockets in each launcher, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium.
Defense mechanisms:
Trophy system: Intercepts all projectiles en route to the tank. The first is activated upon startup and lasts until 50lbs of material has been collected. Afterwards, a shield lasts for 3 rounds, needs 1 round to recharge, and activates 2 rounds after the command is given. (Example: Command-wait-Shield) The activation command can be given while a shield is currently active, but there must be at least one round between shields, or they cancel each other out and both are wasted.
EMP: Electro magnetic pulses radiate in a 25’ radius, and also extend in a beam reaching 100’. Charge time: 1d4 rounds x2
message 3:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
T-99 KOREAN TANK
HP: 100
AC:15
Speed: 100
Strength: 40
Dexterity: 15
Constitution: 50
Intelligence: 0
Wisdom: 0, all passengers inside also decrease by 5, but not below 5
Charisma: 0, all passengers inside also decrease by 5, but not below 5
Drivers to the tank also have -10 on perception rolls and +5 on intimidation rolls.
Smoothbore cannon 200'/800: 6d12 bludgeoning damage. Can't hit flying enmies closer than 500'. Advantage on enemies closer than 100'. DC decrease by 5 for every size over Large, and increases 10 for every size under medium.
Machine gun (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
HP: 100
AC:15
Speed: 100
Strength: 40
Dexterity: 15
Constitution: 50
Intelligence: 0
Wisdom: 0, all passengers inside also decrease by 5, but not below 5
Charisma: 0, all passengers inside also decrease by 5, but not below 5
Drivers to the tank also have -10 on perception rolls and +5 on intimidation rolls.
Smoothbore cannon 200'/800: 6d12 bludgeoning damage. Can't hit flying enmies closer than 500'. Advantage on enemies closer than 100'. DC decrease by 5 for every size over Large, and increases 10 for every size under medium.
Machine gun (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
message 4:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
MV 24 VTOL American Heavy Air transport
AC: 15
HP: 250
Speed: 0 ft, climbing 0 ft, flying 100 ft
Strength: 40
Dexterity: 18
Constitution: 10
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft.
Saving throws: Dexterity, strength
Skills: Stealth +5, Intimidation +8
Blindsight:
Dark Vision:
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Missiles: 500'/1000': 3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 6 missiles, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium. Missile must be able to see enemy upon launch.
Other:
At the beginning of every turn (VTOL or enemies) roll 1d8. 5-8=+10HP
AC: 15
HP: 250
Speed: 0 ft, climbing 0 ft, flying 100 ft
Strength: 40
Dexterity: 18
Constitution: 10
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft.
Saving throws: Dexterity, strength
Skills: Stealth +5, Intimidation +8
Blindsight:
Dark Vision:
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Missiles: 500'/1000': 3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 6 missiles, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium. Missile must be able to see enemy upon launch.
Other:
At the beginning of every turn (VTOL or enemies) roll 1d8. 5-8=+10HP
message 5:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
KOREAN HELICOPTERS
V1
AC: 12
HP: 80
Speed: 10 ft, climbing 0 ft, 150 ft
Strength: 18
Dexterity: 30
Constitution: 18
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Dexterity
Skills: Acrobatics +10, Stealth +5,
Blindsight
Dark Vision:
Multi attack: The V1 attacks twice instead of once, and three times if it waives it’s movement.
Rocket Pods: 250'/750 target circle in range under chopper, each creature within that circle must make a DC 17 dexterity saving throw, taking 16d6 minus AC fire damage on a failed save and half as much on a successful one. Radius of circle is dependent on number of pods launched, up to 5. 1=4', 2=5', 3=7', 4=8', 5=10'. 35 pods. Pods hit 4 action's time after the chopper's turn, regardless of who's actions those are. Pods can also be split up into separate groups.
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Stationary nose gun: (Hit+5) 350'/800 1'beam: 4d12 piercing damage with sustained hit, 2d8 for passing hit.
-A V1 has 4 reactions per round to shoot at an enemy using this weapon, aside from it's regular 1.
Other:
If a V1 takes more than 50 points of damage in one turn, it falls prone and takes 20d6 falling damage. Does not take damage from missiles and rockets unless directly hit.
V1
AC: 12
HP: 80
Speed: 10 ft, climbing 0 ft, 150 ft
Strength: 18
Dexterity: 30
Constitution: 18
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Dexterity
Skills: Acrobatics +10, Stealth +5,
Blindsight
Dark Vision:
Multi attack: The V1 attacks twice instead of once, and three times if it waives it’s movement.
Rocket Pods: 250'/750 target circle in range under chopper, each creature within that circle must make a DC 17 dexterity saving throw, taking 16d6 minus AC fire damage on a failed save and half as much on a successful one. Radius of circle is dependent on number of pods launched, up to 5. 1=4', 2=5', 3=7', 4=8', 5=10'. 35 pods. Pods hit 4 action's time after the chopper's turn, regardless of who's actions those are. Pods can also be split up into separate groups.
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Stationary nose gun: (Hit+5) 350'/800 1'beam: 4d12 piercing damage with sustained hit, 2d8 for passing hit.
-A V1 has 4 reactions per round to shoot at an enemy using this weapon, aside from it's regular 1.
Other:
If a V1 takes more than 50 points of damage in one turn, it falls prone and takes 20d6 falling damage. Does not take damage from missiles and rockets unless directly hit.
message 6:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
V2 Chimera
AC: 15
HP: 200
Speed: 0 ft, climbing 0 ft, flying 120 ft
Strength: 30
Dexterity: 20
Constitution: 25
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Constitution,
Missiles: 500'/1000': 3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 10 missiles, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium.
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Other: If a V2 takes more than 120 points of damage in one turn, it falls prone and takes 20d6 falling damage. Does not take damage from missiles and rockets unless directly hit. 15 damage or less=no damage.
AC: 15
HP: 200
Speed: 0 ft, climbing 0 ft, flying 120 ft
Strength: 30
Dexterity: 20
Constitution: 25
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Constitution,
Missiles: 500'/1000': 3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 10 missiles, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium.
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Other: If a V2 takes more than 120 points of damage in one turn, it falls prone and takes 20d6 falling damage. Does not take damage from missiles and rockets unless directly hit. 15 damage or less=no damage.
message 7:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
V3
AC: 10
HP: 60
Speed: 0 ft, 10 ft, 180 ft
Strength: 15
Dexterity: 35
Constitution: 14
Intelligence: 0
Wisdom: 0
Charisma: 0
Saving throws: Dexterity
Skills: Acrobatics +12, Stealth +12
Other:
- A V3 has 2 reactions per round
- Once per round, a V3 may choose to change a failed roll into a success.
- Uncanny dodge: A V3 may use it’s reaction to halve the damage from a seen enemy.
- Only takes direct hit damage from missiles
Rocket Pods: 250'/750 target circle in range under chopper, each creature within that circle must make a DC 17 dexterity saving throw, taking 16d6 minus AC fire damage on a failed save and half as much on a successful one. Radius of circle is dependent on number of pods launched, up to 5. 1=4', 2=5', 3=7', 4=8', 5=10'. 15 pods. Pods hit 4 action's time after the chopper's turn, regardless of who's actions those are. Pods can also be split up into separate groups.
AC: 10
HP: 60
Speed: 0 ft, 10 ft, 180 ft
Strength: 15
Dexterity: 35
Constitution: 14
Intelligence: 0
Wisdom: 0
Charisma: 0
Saving throws: Dexterity
Skills: Acrobatics +12, Stealth +12
Other:
- A V3 has 2 reactions per round
- Once per round, a V3 may choose to change a failed roll into a success.
- Uncanny dodge: A V3 may use it’s reaction to halve the damage from a seen enemy.
- Only takes direct hit damage from missiles
Rocket Pods: 250'/750 target circle in range under chopper, each creature within that circle must make a DC 17 dexterity saving throw, taking 16d6 minus AC fire damage on a failed save and half as much on a successful one. Radius of circle is dependent on number of pods launched, up to 5. 1=4', 2=5', 3=7', 4=8', 5=10'. 15 pods. Pods hit 4 action's time after the chopper's turn, regardless of who's actions those are. Pods can also be split up into separate groups.
message 8:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
V1
https://crysis.fandom.com/wiki/WZ-19_...
V2
https://homefront.fandom.com/wiki/Z-1...
V3
https://callofduty.fandom.com/wiki/EC...
https://crysis.fandom.com/wiki/WZ-19_...
V2
https://homefront.fandom.com/wiki/Z-1...
V3
https://callofduty.fandom.com/wiki/EC...
message 9:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
Razor VTOL
AC: 15
HP: 300
Speed: 0 ft, climbing 10 ft, 100 flying
Strength: 40
Dexterity: 15
Constitution: 35
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Constitution +12, Strength +12
Skills:
Blindsight
Dark Vision
Machine Gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
A Razor VTOL may change a failed Constitution throw to a success once per round.
Multi attack: a Razor VTOL may attack 4 times per turn, but may only attack the same enemy twice per turn.
25 damage or less = no damage
AC: 15
HP: 300
Speed: 0 ft, climbing 10 ft, 100 flying
Strength: 40
Dexterity: 15
Constitution: 35
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Constitution +12, Strength +12
Skills:
Blindsight
Dark Vision
Machine Gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
A Razor VTOL may change a failed Constitution throw to a success once per round.
Multi attack: a Razor VTOL may attack 4 times per turn, but may only attack the same enemy twice per turn.
25 damage or less = no damage
message 10:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
Warbird
AC: 10
HP: 150
Speed: 10 ft, 0 ft, 100 ft
strength: 10
Dexterity: 20
Constitution: 25
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Dexterity + 4, constitution +7
Skills: Stealth +6,
Blindsight
Dark Vision
Multi attack: Warbird may attack an additional 2 times per turn with them main machine gun, but for every attack beyond the first, it must roll 1d6. A roll of more than 5 results in overheating, which incapacitates the main machine gun. The number of attacks must be decided and completed prior to rolling.
Cloak: advantage on all saving throws, +10 stealth. Lasts for 1 round, charge time: 3 rounds.
Weapons
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Missiles: 500'/1000': 3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 3 missiles, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium. Missile must be able to see enemy upon launch.
+1 Machine gun for each passenger after the pilot, but not more than 2 beyond the main gun. These guns do have the multi attack ability.
Other: If a Warbird takes more than 75 damage in one turn, it falls prone and takes 6d20 bludgeoning damage.
Only takes damage from direct missile hits.
AC: 10
HP: 150
Speed: 10 ft, 0 ft, 100 ft
strength: 10
Dexterity: 20
Constitution: 25
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Dexterity + 4, constitution +7
Skills: Stealth +6,
Blindsight
Dark Vision
Multi attack: Warbird may attack an additional 2 times per turn with them main machine gun, but for every attack beyond the first, it must roll 1d6. A roll of more than 5 results in overheating, which incapacitates the main machine gun. The number of attacks must be decided and completed prior to rolling.
Cloak: advantage on all saving throws, +10 stealth. Lasts for 1 round, charge time: 3 rounds.
Weapons
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Missiles: 500'/1000': 3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 3 missiles, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium. Missile must be able to see enemy upon launch.
+1 Machine gun for each passenger after the pilot, but not more than 2 beyond the main gun. These guns do have the multi attack ability.
Other: If a Warbird takes more than 75 damage in one turn, it falls prone and takes 6d20 bludgeoning damage.
Only takes damage from direct missile hits.
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