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Type 96 Ha-Go Light Tank

Type 96 Ha-Go Light Tank CR: 12

Huge , any
Armor Class: 20
Hit Points: 350
Speed: 60 ft

STR

26 +8

DEX

12 +1

CON

18 +4

INT

10 +0

WIS

6 -2

CHA

4 -3

Saving Throws: STR +13, CON +14
Damage Immunities: Poison, Psychic
Condition Immunities: Immune to all conditions
Challenge Rating: 12

Legendary Resistance (3/Day). If the tank fails a saving throw, it can choose to succeed instead   Unstoppable - The Ha-Go ignores rough terrain, and can scale obstacles under 5 feet tall. Obstacles that are not made of thick and robust material like a steel beam or concrete bunker can be destroyed as the Ha-Go moves through it   Run Over - If the car moves from at least 10 feet away towards a person they must succeed a DC 14 dex save or be knocked prone to the nearest unoccupied space and take 6d6 bludgeoning. On a success nothing happens   Hang On - The side or top of the tank can be boarded with a bonus action. If the tank begins moving the one who boards must make a DC 12 Con save or fall prone to the nearest unoccupied space and take 2D6 bludgeoning   Free Ride - Allies of the tank that are adjacent to it when it moves are able to cling on to the side as it moves as a free action   Explosion - If the tank is destroyed by an attack that ignites the fuel tank (bullets, fire, explosives) the car will explode from its gas tank being ignited and anyone within 15ft of the car must make a DC 14 dex save or take 6D8 fire damage, or half of that on a success. If the tank’s gas tank is not ignited when it is destroyed it can be at any time with a bullet, fire, or explosive to the same effect.  

Part Damage

Hatch - The top hatch can be broken open with a DC 22 Str Check or by sustaining 60 damage   Tracks - Any hits on a tread deal no damage to the tank but instead deal damage to the treads themselves, each of which has 40 HP. Each tread destroyed reduce's the tanks speed by 20 feet for a total of -40 movement if both treads are destroyed   Crew - There are 4 crewmates manning the Ha-Go, each has 12 AC and 25 HP. Each can only be targeted if the hatch has been opened or broken off. If one crewmate is killed the tank loses its legenday actions. If two are killed the tank must choose between movement, and a single attack. If all three are killed the tank becomes disabled

Actions

Multiattack - The Ha-Go makes two attacks, one with its main cannon, and one with its machine gun   Main Cannon - The tank fires a shell up to 600 feet, creating an explosion with a 15 foot radius. Any creatures within the radius must succeed on a DC 17 DEX save or take 6d6 bludgeoning, or half of that on a success   Coaxial Machine Gun - The coaxial machine gun fires in a 100 foot straight line. Any creatures in its line of fire must succeed on a DC 17 DEX save or take 4d8 piercing, or half of that on a success

Legendary Actions

Main Cannon - The tank fires a shell up to 600 feet, creating an explosion with a 15 foot radius. Any creatures within the radius must succeed on a DC 17 DEX save or take 6d6 bludgeoning, or half of that on a success   Coaxial Machine Gun - The coaxial machine gun fires in a 100 foot straight line. Any creatures in its line of fire must succeed on a DC 17 DEX save or take 4d8 piercing, or half of that on a success   Movement - The Ha-Go moves 30 feet (reduced by 10 feet for each track destroyed)


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