Marked AFV
Vehicles
Marked AFV
Armored Fighting Vehicles (AFVs) have been an integral part of the peacekeeping efforts in the new regime of Senator Jeremiah Resh (the Antichrist). These heavily armored vehicles allow Marked Shock Troops to transport units safely even in hostile territory, and the ballistic tires are ideal for traversing difficult terrain when invading enemy territory.
Marked AFV
Huge Vehicle (Capacity: 10 Medium Creatures)
Armor Class: 19
Hit Points: 175
Speed: 100 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 10 (+0) | 20 (+5) | 0 (--) | 0 (--) | 0 (--) |
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Features
Prone Vulnerability: If a Vehicle is knocked prone, it is incapacitated until lifted upright with a DC 25 Strength check.
SEATS
Driver: The driver has three quarters cover against attacks and other effects outside the vehicle. The driver can take the following special actions:
Ram: If the vehicle moves at least 20 feet toward a target, the target must succeed on a DC 12 dexterity saving throw or take 26 (4d12) bludgeoning damage and be knocked prone.
Swerve: As a reaction, the driver can give the vehicle advantage on a dexterity saving throw.
Gunner: The gunner has half cover against attacks and other effects outside the vehicle. The gunner can take the following special actions:
Rotary Cannon: The gunner sprays spray a 20-foot-cube area within 120 feet with shots. Each target in that area must make a DC 15 Dexterity saving throw, taking 13 (2d12) piercing damage on a failed saving throw, or half as much on a success.
Passenger: The passenger has total cover against attacks and other effects outside the vehicle. The passenger can take the following special actions:
Deploy: The rear hatch opens, allowing passengers to make a tactical exit from the vehicle. After taking this action, all passengers gain 10 extra feet of movement for one round, and gain advantage on their next attack roll.
Azrael's Guide to the Apocalypse, printed page 228.