Marked Rotorcraft
Marked Rotorcraft
Rotorcraft represent the ultimate vehicle for maneuverability. They have a limited carrying capacity, but they make up for this with their ability to make vertical take-offs and landings, making it possible to quickly and stealthily insert elite tactical teams into strategic positions.
Marked Rotorcraft
Huge Vehicle (Capacity: 8 Medium Creatures)
Armor Class: 18 (13 while stationary)
Hit Points: 50
Speed: 200 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 17 (+3) | 20 (+5) | 0 (--) | 0 (--) | 0 (--) |
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Features
Prone Vulnerability: If the rotorcraft is knocked prone, it begins to plummet out of the sky. The pilot may attempt a DC 20 Dexterity check (with proficiency if trained in vehicles) to avoid crashing.
SEATS
Pilot: The pilot has half cover against attacks and other effects outside the vehicle. The pilot can take the following special actions:
Stealth Mode (1/Day): As an action, the pilot can give the vehicle a +10 bonus to Stealth checks for the next hour.
Swerve: As a reaction, the driver can give the vehicle advantage on a dexterity saving throw.
Gunner: The gunner has total cover against attacks and other effects outside the vehicle. The gunner can take the following special actions:
Mounted Rifle: Ranged Weapon Attack: +8 to hit, range 120 ft., one target. Hit: 13 (2d12) piercing damage.
Passenger: The passenger has full cover against attacks and other effects outside the vehicle.
Azrael's Guide to the Apocalypse, printed page 229.