Hellbore-25 Autonomous Tank (3.5e Monster)
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|Hellbore-25 Autonomous Tank|
|Size/Type:||Huge Construct (Bot, Vehicle)|
|Hit Dice:||19d10+40 (144 hp)|
|Armor Class:||25 (-2 dex, +19 natural, -2 size), touch 6, flat-footed 25|
|Attack:||Machine Gun +18 ranged (3d6+6, 20/x2)|
|Full Attack:||Machine Gun +18 ranged (3d6+6, 20/x2)|
|Space/Reach:||15 ft/0 ft|
|Special Attacks:||Machine Guns, Microwave Cannon, Trample|
|Special Qualities:||Bot Traits, Construct Traits, Crew, Darkvision 60 ft, EMP Hardened, DR 15/adamantine, Low-Light Vision, Programming, Resist Cold/Elec/Fire 15, Stability +16, Treads|
|Saves:||Fort +6, Ref +4, Will +12|
|Abilities:||Str 36, Dex 6, Con -, Int -, Wis 23, Cha 1|
|Alignment:||Always True Neutral|
|Advancement:||20-38 HD (Huge), 39-58 HD (Gargantuan)|
This tank has no need for a pilot. Equipped with state of the art sensor array, machine guns, and a large laser cannon, this tank excels at destroying other bots.
The Luna-Tesla Corporation ultimately was a military company, and one of their works of art was automatizing heavy weapon platforms such as tanks. This tank is a dull gray white, though often painted in colors to blend into the environment. Several black orbs dot the body as eye spots, with a small machine gun on the hood of the vehicle and a much larger cannon on a turret atop the tank proper. The cannon is actually a very large chemical laser that emits powerful bursts of electromagnetic waves that cause metal objects and creatures to spark and melt, and bots to malfunction. The tank itself has been equipped with methods of dampening EMPs upon itself.
The Hellbore-25 autonomous tank is a heavy beast, weighing 45 tons. They are equipped with communication methods for soldiers to shout command to their AI allies.
There is no subtle nature to a tank. It has two big advantages: being able to fire at long range, and being able to soak damage like a champ. It makes advantage of both, and fights with tactics and skill.
Crew (Ex): The autonomous tank has room for a crew of two medium creatures, if piloted manually. Each creature can assume control of the machine guns or the microwave cannon, allowing it to fire while moving by using its pilot's actions to attack. Starting and running it requires a DC 20 Knowledge Xeno or Pilot check.
EMP Hardened (Ex): The autonomous tank is hardened against the effect of electromagnetic pulses and magnetic activity. Against these effects it has a +8 bonus on its saving throws.
Machine Guns (Ex): The autonomous tank has a machine gun with a range increment of 50 ft. They use its Wisdom modifier to attack rolls, and deals 3d6 damage plus Wisdom modifier in damage. In addition with attacking with it traditionally, they can lay down suppressive fire as a full round action in a 50 ft cone. Creatures in the area take a -4 penalty on attack, damage, and saves in their attempts to avoid fire. If the creature chooses not to avoid fire, they take four times their normal damage (12d6 plus four times the Wisdom modifier) with no save or attack roll.
The Hellbore has no reach and can never make attacks of opportunity, but in return it does not provoke for firing its ranged weapons in melee.
Microwave Cannon (Su): The autonomous tank can fire the microwave cannon as a standard action out to a maximum range of 1000 ft. The microwave cannon has three fire modes, each which cause the barrel to have a 1d4 point cooldown.
EM Pulse: This is a 60 ft cone that releases a bright flash and pulse of electricity. All creatures take 1d8 electrical damage (no save). Living creatures must make a DC 19 Will save or be blinded for 1 round. Robots and creatures of the Bot subtype must make a Will save or be rendered stunned for 1 round and staggered for 1d4 rounds after (ignoring immunities). On a natural 1, the robot or Bot breaks down, reduced to 0 hp but intact. Instead of being destroyed they are merely inert, and can be repaired with an appropriate Craft check, DC equal to the DC of this effect. The saving throw is Constitution based with a +2 racial bonus.
Microwave Beam: This is a line effect which deals 1d8 points of damage per CR (13d8) in a 1000 ft line, DC 21 Fortitude half. This is considered [Light] damage, and is super effective against metal creatures and objects, dealing an additional +50% damage (or normal damage on a successful save). It pierces [Darkness] effects, but does not counter them. The saving throw is Constitution based with a +2 racial bonus.
Plasma Stream: The air is ionized, releasing something akin to a continuous lightning bolt anywhere in close range. The beam extends out to 30 ft and is a ranged touch attack (using Wisdom in place of Dexterity). It deals 4d6 fire and 4d6 electricity damage each round, which is never reduced before hardness and ignores fire and electricity resistance (but not immunities). This has a duration of Concentration, and the cooldown begins once it ceases concentrating. It uses this ability to bore through obstructions.
Programming: The autonomous tank possesses the following programs: Attack, Calculate, Communication, Identify Creature, Identify Object, Protect, Reposition, Search, Self-Preservation.
Trample (Ex): The autonomous tank has a trample attack. 3d6+19, Reflex half DC 32. The save DC is Strength-based.
Treads (Ex): The autonomous tank's treads allow it to ignore difficult terrain.
Hellbore-25 Autonomous Tanks are build out of a composite of many different metals, plastics, and alloys which must be processed in a factory. In addition its computer core requires special components and programming. The cost of the base material components are worth 10,000 gp.