Wottre Kalph - Triton Barbarian 4 (Ancestral Guardians)
Dellyn Conegear - Dwarven Artificer 4 (Artillerist)
“Chanter” - Human Sorcerer 4 (Aberrant Soul)
Ydra - Half-Drow Illrigger 2/Warlock 2
Torlsdul - Dwarven Gunslinger 4 (Frontiersman)
The Truck
Description: The party’s armored truck averages 60 mph, with a top speed of 75 mph (30 when Overloaded). It can travel 480 miles (240 miles when Overloaded) in a standard adventuring day (requiring 50 gallons of fuel). It's tank can hold 15 gallons of fuel at any given time, but has 6 jerry cans that can hold up to 6 gallons of liquid each (weighs 15 lbs when full). When Overloaded, it burns twice the amount of fuel (ex, 100 miles worth of fuel to go 50 miles)
Combat Statistics:
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Armored Patrol Car
AC: 17 (15 While Motionless)
HP: 65, Damage Threshold 10 (5 if Fire)
Speed: 100
Cargo Capacity: 500, but can go up to 750 if Overloaded
Creature Capacity: 8
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 14 (+2) | 0 (-5) | 0 (-5) | 0 (-5) |
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Traits
Vehicular Impact. The APC can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone. This trait can't be used against a particular creature more than once each turn.
Prone Deficiency. If the APC rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Overload. If the APC is loaded with cargo over 500 lbs, but under 750, it is Overloaded; When the truck is Overloaded, it's speed is reduced to 50 ft
Armor. A creature in the APC has the benefits of total cover from the front or sides, and three-quarters cover from the back
Action Stations
Driver's Seat (Requires 1 Crew, must be proficient in Land Vehicles)
Drive and steer the APC
Towed Anti-Air Gun (Requires 2 Crew, must be stationary)
Ranged Weapon Attack: +7 to hit, range 420/840 ft, one target. Hit: 11 (2d8 + 2) piercing damage. Has the Burst Fire and Siege properties
Reactions
Juke. If the APC is able to move, the driver can use its reaction to grant the APC advantage on a Dexterity saving throw.
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Inventory (383 lbs):
6 Jerry Cans (6 gallons) - 90 lbs (15 lbs x 6)
Healer's Kit (5 charges remaining) - 3 lbs
Belhaasian Bullets (400) - 40 lbs (.1 lbs x 400)
Automatic Rifles (6) - 48 lbs (8 lbs x 6)
Various Belhassian Simple Weapons - 30 lbs
Anti-Air Rounds (25) - 75 lbs (3 lbs x 25)
Towed Anti-Air Gun - 100 lbs