Battle Wagons are the general purpose heavy assault vehicle of The Hell of Infernal Machines

Like most Infernal War Machines battlewagons are generally heavily armed with multiple cannon and swivel guns, in addition to more exotic weapons like rams and such. They are also large enough to provide transport for up to a squad of infantry. However, they are often lightly armored, especially in their rear and flanks, and tend to be slow and unmaneuverability, though capable of handling bad terrain with ease. 

These vehicles usually serve as the backbone of a raider gang or armored company.

Stats

AC: 18

Size: Huge

Speed: 40

Turn: 3

Saves

Str Score / Save: +6

Dex Modifier: -1

Con Score / Save: +4

Armor

Front: 80/30

Left Side: 75/10

Right Side: 75/10

Rear: 50/10

Top:50/10

Weapons

Roller: A great spiked roller that brings the entire weight of the battlewagon to bear on it's target.  

  • 5d10. Double if the target is size class medium or smaller

  • Rollers don't produce blowback damage

  • If an enemy is killed by the roller, the battlewagon can continue moving through their space.


Reinforced Ram: 

  • 2d10 + 1d10 per point of speed. Double if the target is size class medium or smaller

  • The vehicle only takes half blowback damage. Passengers still take normal

  • If an enemy is destroyed by the ram the battlewagon can continue moving over the enemy's space

Heavy Cannon: 

  • Deals 8d10. 
  • Disadvantage on attack rolls if the vehicle is moving > 30
  • Range 600/2400
  • Takes one action to reload

Light Cannon: 

  • Deals 6d10. 
  • Disadvantage on attack rolls if the vehicle is moving > 30
  • Range 300/1200
  • Takes one action to reload

Swivel Gun: 

  • Deals 3d10. 
  • Disadvantage on attack rolls if the vehicle is moving > 30
  • Has the "loading" property
  • Range 100/400

Half Track:

Partial treads means the vehicle only suffers half the effect of difficult terrain, other then water. Any rolls to avoid getting stuck are made at advantage.

 

Stations

Driver x2: ¾ cover. Disadvantage on perception rolls

Light Turrets x n: 1/2 cover.

Heavy Turret: Full cover, disadvantage on perception rolls  

Main Cabin x8: (note the cabin can hold up to 20, but a maximum of 8 can fire) 

  • 1/2 cover Four firing ports on each side of the main cabin. 
  • One weapon gimbal that usually holds a swivel gun
  • Disadvantage on attack rolls, perception and investigation roles except for the gimballed weapon
  • Side Hatches, Top Hatch connect to the side and top gunner positions
  • Rear loading door take 3 actions to open or close but has no limit on how many passengers may use it in a round.

A note on 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 opened or shut with a free action
  • Open hatches can be traversed freely, requiring no action
  • Open hatches downgrade the damage immunity in the main cabin to resistance, but only against AoE attacks.
  • 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