Tank Gun (3.5e Equipment)

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Author: Eiji-kun (talk)
Date Created: 6-27-19
Status: Complete
Editing: Clarity edits only please
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Tank Gun

Exotic Projectile

Cost: 9000 gp
Damage (Small): 6d6
Damage (Medium)1: 8d6
Critical: 20/x4
Range Increment: 1000 ft'
Weight2: 600 lbs
Type3: Bludgeoning and Piercing
HP4: 50
Hardness: 10

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


The tank gun is a large modern cannon typically found on tanks and similar vehicles. It is a large caliber high velocity siege gun usually employed in direct fire mode, though it is capable of arcing its shots like a catapult provided the appropriate Profession Siege WeaponHoB check. Unless placed on a larger vehicle, the tank gun takes up a 10 ft by 10 ft footprint. You can only fire a tank gun once a round normally, though it remains an attack action. Creatures within 10 ft of the gun firing without ear protection must make a DC 15 Fortitude save or become deafened for 5 rounds. It damages the target it fires at, and has a 10 ft radius splash around the target for the same damage with a Reflex save for half, DC 10 + 1/2 BAB + ability modifier used for attack rolls.

Reloading a tank gun takes a full-round action, but most keep a crew of two on hand, one to fire and one to reload so as to fire once every round. Unless secured in place or attached to a vehicle heavier than itself, the recoil is strong enough to knock the cannon back 10 ft, with a DC 20 Strength check needed to keep it stable and still.

Having the Exotic Weapon Proficiency (siege weapons) gives proficiency in all siege weapons, including this one.

Tank guns use tank shells as ammunition. This ammo allows it to ignore up to 5 points of hardness on a material or 5 points of DR (except DR/-).



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Eiji-kun's Homebrew (5657 Articles)
Eiji-kunv
AuthorEiji-kun +
ClassProjectile +
Cost9000 gp +
Critical20/x4 +
Damage8d6 +
Damage TypeBludgeoning + and Piercing +
Hardness10 +
Hit Points50 +
Identifier3.5e Equipment +
ProficiencyExotic +
Range1000 ft +
RatingUndiscussed +
TitleTank Gun +
Weight600 +