T2-B Repulsor Tank
Huge construct, unaligned
- Armor Class 17 (armor plating)
- Hit Points 85(10d12 + 20)
- Shield Points 85(10d12 + 20), recharge 12
- Speed 0ft., fly 80ft. (hover)
STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 15 (+2) 14 (+2) 17 (+3) 10 (+0)
- Saving Throws Str +9, Con +6
- Damage Vulnerabilities ion
- Damage Resistances psychic
- Damage Immunities poison, necrotic
- Condition Immunities poisoned, frightened, petrified, restrained, incapacitated, stunned, prone, blinded, charmed, disease
- Senses passive Perception 13
- Challenge 10 (5,900 XP)
Circuitry. The T2-B has disadvantage on saving throws against effects that would deal ion or lightning damage.
Commander. The T2-B also has room for a commander, though one is not required for operation. If the commander is subjected to any conditions that the T2-B is not immune to, the T2-B is also subjected to those conditions. The commander may take their own action or one of the actions granted by the T2-B.
Durasteel Armor. The outer layer of the T2-B is covered in armor, making it difficult for smaller arms to damage it. The T2-B takes no damage from an attack or effect that deals less than 10 damage.
Freedom of Movement. The T2-B ignores difficult terrain, and effects can’t reduce its speed. It can spend 5 feet of movement to escape from being grappled.
Gunner. The T2-B requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the T2-B is not immune to, the T2-B is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the T2-B.
Operated. The T2-B requires operation by both a Pilot & Gunner. An active operator acts on its own initiative.
Piloted. The T2-B requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the T2-B is not immune to, the T2-B is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the T2-B.
Shielded. The T2-B is equipped with deflector shields. It has a maximum number of shield points equal to its maximum number of hit points. When the T2-B would take damage from an attack, and it has shield points remaining, the damage is dealt to its shield points instead of its hit points. If the shields take damage that would reduce the T2-B's shield points to 0, the remaining damage is dealt to the T2-B's hit points. The T2-B can regain a number of shield points at the start of its turn equal to the maximum value on its hit die (12) if it has at least 1 shield point remaining.
Vulnerable Interior. The T2-B's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.
Pilot Actions
Evade. Until the start of the Pilot's next turn, attacks made against the T2-B have disadvantage, and the T2-B has advantage on Dexterity saving throws, and if the T2-B would take half damage from a power or effect by succeeding on a Dexterity saving throw, the T2-B takes no damage on a success, and half damage on a failure; however, any skill checks or attacks made by the T2-B until the end of the T2-B's next turn are made with disadvantage.
Gunner Actions
Multiattack. The T2-B makes four Linked Blaster Cannons attacks.
Linked Blaster Cannons. Ranged Weapon Attack. +9 to hit, range (100/300ft.), one target. Hit: 14(2d8 + 5) energy damage.
Commander Actions
Direct. The commander directs the Gunner, allowing them to make their next attack with advantage. Alternatively, the commander can issue a move order to the Pilot, moving the T2-B for up to half its movement speed.
Detect. The commander makes a Wisdom (Perception) check with advantage using the T2-B's sensors.
GM Tips: When playing the T2-B, keep the tank at a distance from its targets, and refrain from entering confined areas such as villages without infantry support, as these are prime areas to ambush a tank from. The T2-B's laser cannons are not very powerful, limiting it to the anti-infantry and anti-light vehicle roles. The T2-B is very mobile thanks to its powerful repulsor lifts and light armor. If the vehicle's shields are close to breaking, use its high mobility to retreat and regenerate its shields, then re-engage the targets. The T2-B's high mobility and resilience to small-arms fire also makes it a great scouting or hit-and-run vehicle.
T4-B Heavy Tank
Huge construct, unaligned
- Armor Class 20 (armor plating)
- Hit Points 322(28d12 + 140)
- Speed 40ft.
STR DEX CON INT WIS CHA 24 (+7) 17 (+3) 21 (+5) 16 (+3) 18 (+4) 13 (+1)
- Saving Throws Str +13, Con +11
- Damage Vulnerabilities ion
- Damage Resistances psychic
- Damage Immunities poison, necrotic
- Condition Immunities poisoned, frightened, petrified, restrained, incapacitated, stunned, prone, blinded, charmed, disease
- Senses passive Perception 14
- Challenge 20 (25,000 XP)
Circuitry. The T4-B has disadvantage on saving throws against effects that would deal ion or lightning damage.
Commander. The T4-B also has room for a commander, though one is not required for operation. If the commander is subjected to any conditions that the T4-B is not immune to, the T4-B is also subjected to those conditions. The commander may take their own action or one of the actions granted by the T4-B.
Heavy Durasteel Armor. The T4-B is covered in heavy armor, making it difficult for smaller arms to damage it. The T4-B takes no damage from an attack or effect that deals less than 20 damage.
Gunner. The T4-B requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the T4-B is not immune to, the T4-B is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the T4-B.
Operated. The T4-B requires operation by both a Pilot & Gunner. An active operator acts on its own initiative.
Piloted. The T4-B requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the T2-B is not immune to, the T2-B is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the T4-B.
Siege Weaponry. The T4-B's attacks are considered enhanced. Additionally the T4-B deals double damage to objects or structures.
Vulnerable Interior. The T4-B's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.
Pilot Actions
Ram. Any creature within the T4-B's movement path must make a DC 19 Dexterity saving throw, taking 26 (4d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.
Gunner Actions
Multiattack. The T4-B can use its Frightful Presence. It then makes two attacks with its Medium Laser Cannons (Improved) and one attack with its Concussion Missile Launcher.
Medium Laser Cannons (Improved). Ranged Weapon Attack: +11 to hit, range 240/320 ft., one target. Hit: 31 (4d10 + 9) energy damage. This attack has disadvantage on creatures of size Medium or smaller.
Concussion Missile Launcher. The T4-B chooses a point between 100 and 600 ft and launches a concussion missile that explodes in a 15ft diameter sphere around that point. Each creature within the sphere must succeed on a DC 19 Dexterity saving throw, taking 36 (8d8) energy damage on a failed save, or half as much damage on a successful one.
Frightful Presence. Each creature of the T4-B's choice within 300 feet of the T-4B and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the T4-B's Frightful Presence for 24 hours.
Commander Actions
Direct. The commander directs the Gunner, allowing them to make their next Medium Laser Cannons (Improved) attack with advantage. Alternatively, the commander can issue a move order to the pilot, moving the T4-B up to half its movement speed.
Detect. The commander makes a Wisdom (Perception) check with advantage using the T4-B's sensors.
GM Tips: When playing the T4-B, keep the tank at a distance from its targets, and refrain from entering confined areas such as villages without infantry support, as these are prime areas to ambush a tank from. The T4-B can comfortably engage heavy Imperial vehicles such as the AT-AT with its long range concussion missiles. Ideally, this is how the T4-B should fight: using its long range weaponry to engage targets and then using its limited mobility to maintain distance between itself and the target. The T4-B's laser cannons are suited for anti-vehicle work, while its concussion missiles make short work of infantry. Don't forget to use frightful presence to cause the tank's enemies to experience a significant emotional event!
TX-130 Saber-class Tank
Huge construct, unaligned
- Armor Class 17 (armor plating)
- Hit Points 105(10d12 + 40)
- Shield Points 105(10d12 + 40), recharge 12
- Speed 0ft., fly 60ft. (hover)
STR DEX CON INT WIS CHA 22 (+6) 20 (+5) 18 (+4) 16 (+3) 15 (+2) 10 (+0)
- Saving Throws Str +11, Con +9
- Damage Vulnerabilities Ion
- Damage Resistances Psychic
- Damage Immunities Poison, Necrotic
- Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease
- Senses -
- Languages -
- Challenge 14 (11,500 XP)
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Durasteel Armor. The outer layer of the TX-130 is covered in armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the TX-130 takes no damage from that attack. If the TX-130 takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.
Freedom of Movement. The TX-130 ignores difficult terrain, and effects can’t reduce its speed. It can spend 5 feet of movement to escape from being grappled.
Gunner. The TX-130 requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the TX-130 is not immune to, the TX-130 is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the TX-130.
Operated. The TX-130 requires operation by both a Pilot & Gunner. An active operator acts on its own initiative.
Piloted. The TX-130 requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the TX-130 is not immune to, the TX-130 is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the TX-130.
Shielded. The TX-130 is equipped with deflector shields. It has a maximum number of shield points equal to its maximum number of hit points. When the TX-130 would take damage from an attack, and it has shield points remaining, the damage is dealt to its shield points instead of its hit points. If the shields take damage that would reduce the TX-130's shield points to 0, the remaining damage is dealt to the TX-130's hit points. The TX-130 regains a number of shield points at the start of its pilot's turn equal to the maximum value on its hit die (12) if it has at least 1 shield point remaining.
Vulnerable Interior. The TX-130's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.
Pilot Actions
Ram. Any creature within the TX-130's movement path must make a DC 16 Dexterity saving throw, taking 26 (4d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.
Heavy Blaster Cannons. The TX-130 chooses a point within 320 ft and lets loose a blast from each of its heavy blaster cannons that explodes in a 15ft diameter sphere around that point. Each creature within the sphere must succeed on a DC 16 Dexterity saving throw, taking 27 (6d8) energy damage on a failed save, or half as much damage on a successful one.
Gunner Actions
Multiattack. The TX-130 makes two Beam Laser Cannon attacks.
Beam Laser Cannon. Ranged Weapon Attack. +10 to hit, range (100/300ft.), one target. Hit: 24(4d8 + 6) energy damage.
Rocket Launcher. The TX-130 chooses a point between 50 and 400 ft and launches a rocket that explodes in a 15ft diameter sphere around that point. Each creature within the sphere must succeed on a DC 16 Dexterity saving throw, taking 27 (6d8) energy damage on a failed save, or half as much damage on a successful one.
GM Tips: Like most tanks in real life, the TX-130 suffers in confined spaces where it can be easily ambushed. The TX-130's good mobility, shields, and armor give it a decisive advantage against infantry, and its heavy weapons enable it to destroy other vehicles as well. A solid all-around tank with few flaws.
Variant: 2-M Saber-class Tank: The 2-M version of the Saber employed by the Galactic Empire boasts improved defenses over its predecessor. Increase the AC of the TX-130 from 17 to 19, and increase its damage threshold from 10 to 15. These changes increase its CR from 14 to 15.