Armor Class
An Infernal War Machines is typically made of infernal iron and has an Armor Class of 19 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage.
Ability Scores
An infernal war machine has the three physical stats / saving throws and a dex modifiers. Its size and weight determines its Strength. Dexterity represents its handling and maneuverability. A vehicle’s Constitution reflects its durability and quality of construction. Infernal war machines usually have a score in Intelligence, Wisdom, and Charisma based on their driver. Dexterity checks and saves are also based on the drivers dex, however the dex modifier of the machine is also applied to those checks and saves.
Hit Points
An infernal war machine’s hit points can be restored by making repairs to the vehicle (see “Repairs”). When an infernal war machine drops to 0 hit points, it ceases to function and is damaged beyond repair, and any souls trapped in the vehicle’s furnace are released to the afterlife (see “Soul Fuel”).
Armor and Damage Threshold
Infernal war machines have bulk or armor that allows them to shrug off minor hits. Each facing (front back, left side, rigt side) has it's own damage threshold that grants immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold value in a single hit. In which case it takes damage as normal. Any damage that fails to meet or exceed the vehicle’s damage threshold is considered superficial and doesn’t reduce the vehicle’s hit points.
Splash Damage
Damage directed toward a facing of an infernal machine will also inflict splash damage on all characters in positions that share that facing and do not have complete cover. Apply the "%cover" modifier to the damage.
Movement
Infernal war machines gave considerable inertia, thus there are some limitations on movement.
- They cannot dash except through the use of demonic ichor
- they can only turn to the left or the right using the turn ruler
- they can accelerate to max speed on a single round but can only de accelerate by 1/2 their max movement rate
- If they travel through difficult terrain they must make a Dex (Driving) check, if they fail they become stuck. They can repeat the save each round to attempt to become unstuck.
Mishaps
If an infernal war machine takes a critical hit that does damage, or suffers damage from a single hit greater then 2x it's damage threshold, it may suffer a mishap.
- Roll a Con saving throw vs a DC of the amount of damage taken in the hit (minus the damage threshold)
- If the roll fails, roll on the general mishaps table below.
End a Mishap
A creature can use its action to make an ability check based on the nature of the mishap (see the Mishaps table), with disadvantage if the vehicle is moving. The creature adds its proficiency bonus to the check if it’s proficient with the tools used to make the repairs. A successful check ends the mishap. A mishap with no repair DC can’t be repaired.
Actions Stations and Crew
An infernal war machine doesn’t have actions of its own. It relies on crew to occupy stations and use their actions to operate the vehicle’s various functions. Any option that appears in the Action Stations section of an infernal war machine’s stat block requires an action to perform.
Magical Elements
An infernal war machine’s engine, furnace, and weapons are magical and become inoperable within an antimagic field. When the engine or furnace comes into contact with such an effect, the infernal war machine shuts down and can’t be restarted until both the engine and the furnace are free of the field.
Opportunity Attacks
Infernal war machines provoke opportunity attacks as normal. When an infernal war machine provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn’t have total cover and is within reach.
Hatches
- Shut hatches can be in an unlocked or locked / bolted state
- Locked hatches take an action to unlock / open or lock/closed
- Unlocked hatches can be traversed with a bonus action
- Open Hatches can be traversed with a free action
- Open hatches downgrade the damage immunity in the main cabin to resistance, but only against AoE attacks.
- Regardless of state, hatches are narrow and only a limited number of characters can use them each round.
- The first use of hatch each round has no penalty.
- Each subsequent use requires an Acrobatics check of 12+ number of uses.
- If the check is failed the users movement immediately ends
Occupying an Action Station
A creature can use a bonus action to traverse a hatch AND occupy an unoccupied action station. They can then use the action of the station it’s occupying. Once a creature uses a station’s action, that action can’t be used again until the start of that creature’s next turn. Only one creature can occupy each station.
A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal.
Weapon Stations
Each of an infernal war machine’s weapons takes up a station on the vehicle. A creature occupying the action station may use the weapon freely.
One weapon can be replaced with another (see “Alternative Weapon Stations”), provided the crew requirement needed to operate the replacement weapon is the same.
Helm
The helm of an infernal war machine is a chair with a wheel, levers, pedals, and other controls. The helm requires a driver to operate. An infernal war machine with no driver automatically fails Dexterity saving throws.
A driver proficient with land vehicles can add its proficiency bonus to ability checks and saving throws made using the infernal war machine’s ability scores.
Drive. While the infernal war machine’s engine is on, the driver can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop. While the vehicle is moving, the driver can steer it along any course.
If the driver is incapacitated, leaves the helm, or does nothing to alter the infernal war machine’s course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver’s last turn until it hits an obstacle big enough to stop it.
As a bonus action, the driver can do one of the following:
- Start the infernal war machine’s engine or shut it off.
- Cause the infernal war machine to take the Dash or Disengage action while the vehicle’s engine is running.
- Pour a flask of demon ichor into the engine’s furnace (see “Demon Ichor Boost” below).
Repairs
When an infernal war machine is damaged, suffers a mishap, a creature can attempt to make repairs to the vehicle. The creature making the repairs must meet the following criteria:
The creature can’t operate the vehicle’s helm or one of its weapon stations while making repairs.
The creature must be within reach of the damaged area in need of repair.
The creature must have the right tools for the job (smith’s tools or tinker’s tools, for example).
Before beginning repairs, a creature must decide whether the repairs are aimed at ending a mishap, or restoring the damaged vehicle’s hit points. Each option is discussed below.
Restore Hit Points
If the infernal war machine has taken damage but has at least 1 hit point, a creature can spend 1 hour or more trying to patch the hull and replace damaged parts. The vehicle must be stationary, and the creature must have the spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the check if it’s proficient with the tools used to make repairs. If the check succeeds, the vehicle regains 2d4 + 2 hit points. If the check fails, the vehicle regains no hit points, but the repair can be attempted again using the same replacement parts.
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