Biolance Vehicle Statblock Examples

by TheTranMan

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Light Ground Vehicles


Motorcycle

Large Land Vehicle (5 ft., by 10 ft.)


  • Armor Class 24 (19 while motionless)
  • Hit Points 30 (Damage Threshold 5)
  • Creature Capacity 1 Pilot, 1 Passenger
  • Cargo Capacity 100 lb.
  • Speed 120 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 0 0 0

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious

Jump. If the Motorcycle moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.

Prone Deficiency. If the Motorcycle falls prone, it can't right itself and is incapacitated until pulled upright.

Stunt. On its turn, the driver of the Motorcycle can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Motorcycle must move at least 10 feet in a straight line. If the driver succeeds on a DC 10 Dexterity check using the Motorcycle's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fails by 5 or more, the Motorcycle and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.

Action Stations

Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Motorcycle.

Reactions

Juke. If the Motorcycle is able to move, the driver an use its reaction to grant the Motorcycle advantage on a Dexterity saving throw.

Motorcycle

A motorcycle is a fast, maneuverable two-wheeled vehicle.


Motortrike

Large Land Vehicle (10 ft., by 10 ft.)


  • Armor Class 23 (19 while motionless)
  • Hit Points 40 (Damage Threshold 5)
  • Creature Capacity 1 Pilot, 3 Passengers
  • Cargo Capacity 200 lb.
  • Speed 120 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 0 0 0

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious

Jump. If the Motortrike moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.

Prone Deficiency. If the Motortrike falls prone, it can't right itself and is incapacitated until pulled upright.

Stunt. On its turn, the driver of the Motortrike can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Motortrike must move at least 10 feet in a straight line. If the driver succeeds on a DC 10 Dexterity check using the Motortrike's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fails by 5 or more, the Motortrike and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.

Action Stations

Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Motortrike.

Reactions

Juke. If the Motortrike is able to move, the driver an use its reaction to grant the Motortrike advantage on a Dexterity saving throw.

Motortrike

A motortrike is a fast, maneuverable three-wheeled vehicle, and the front or back of the vehicle has the sole one wheel.


Uni-Motor

Large Land Vehicle (5 ft., by 10 ft.)


  • Armor Class 24 (19 while motionless)
  • Hit Points 30 (Damage Threshold 5)
  • Creature Capacity 1 Pilot
  • Cargo Capacity 100 lb.
  • Speed 150 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 0 0 0

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious

Jump. If the Uni-Motor moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.

Prone Deficiency. If the Uni-Motor falls prone, it can't right itself and is incapacitated until pulled upright.

Stunt. On its turn, the driver of the Uni-Motor can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Uni-Motor must move at least 10 feet in a straight line. If the driver succeeds on a DC 10 Dexterity check using the Uni-Motor's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fails by 5 or more, the Uni-Motor and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.

Action Stations

Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Uni-Motor.

Reactions

Juke. If the Uni-Motor is able to move, the driver an use its reaction to grant the Uni-Motor advantage on a Dexterity saving throw.

Uni-Motor

A Uni-Motor is a fast, maneuverable one-wheeled vehicle.

Medium Ground Vehicles


Civilian Automobile

Large Land Vehicle (10 ft., by 15 ft.)


  • Armor Class 22 (19 while motionless)
  • Hit Points 60 (Damage Threshold 5)
  • Creature Capacity 1 Pilot, 4 Passengers
  • Cargo Capacity 500 lb.
  • Speed 100 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 0 0 0

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious

Prone Deficiency. If the Automobile falls prone, it can't right itself and is incapacitated until pulled upright.

Action Stations

Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and Steer the Automobile.

Reactions

Juke. If the Automobile is able to move, the driver an use its reaction to grant the Automobile advantage on a Dexterity saving throw.

Civilian Automobile

An Automobile, otherwise known as a Car, is a four-wheeled vehicle.


Civilian Truck

Huge Land Vehicle (10 ft., by 20 ft.)


  • Armor Class 18 (16 while motionless)
  • Hit Points 50 (Damage Threshold 5)
  • Creature Capacity 1 Pilot, 1-7 Passengers
  • Cargo Capacity 1 ton
  • Speed 100 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 0 0 0

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious

Four-Wheel Drive. The Truck can move across difficult terrain made of loose earth or uneven terrain without expending extra movement.

Prone Deficiency. If the Truck falls prone, it can't right itself and is incapacitated until pulled upright.

Load-Pulling. The Truck can pull up to five times its Cargo Capacity.

Action Stations

Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and Steer the Truck.

Civilian Truck

A Truck is a four-wheeled vehicle, however its back wagon usually reserved for more passengers, has been transfixed into a large storage space to improve its cargo capacity.

Heavy Ground Vehicles


Light Tank

Huge Land Vehicle (15 ft., by 20 ft.)


  • Armor Class 19
  • Hit Points 100 (Damage Threshold 15)
  • Creature Capacity 1 Pilot, 3 Crew
  • Cargo Capacity 100 lb.
  • Speed 100 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 0 0 0

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious

Tread Tractions. The Tank can move across difficult terrain made of loose earth or uneven terrain without expending extra movement. Additionally, it can climb up to a 10-foot sheer height wall.

Bulk-Footed. The Tank has advantage on Strength and Dexterity Saving Throws made against effects that would knock it prone.

Prone Deficiency. If the Tank falls prone, it can't right itself and is incapacitated until pulled upright.

Action Stations

Helm (Requires 1 Pilot). Drive and Steer the Tank.

5cm Tank Gun


  • Ammunition: 1 5cm Shell
  • Ranged Siege Weapon Attack: +8 to hit, range 6,000/24,000 ft., one target
  • Hit: 33 (6d10) Ballistic damage.

Light Tank Price:

  • Light Tank Frame: 20,000c
  • Plasteel Armor: 10,000c

Add-On Costs:

  • 5cm Shell: 50c

Medium Tank

Gargantuan Land Vehicle (20 ft., by 20 ft.)


  • Armor Class 19
  • Hit Points 150 (Damage Threshold 20)
  • Creature Capacity 1 Pilot, 4 Crew
  • Cargo Capacity 200 lb.
  • Speed 80 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 0 0 0

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious

Tread Tractions. The Tank can move across difficult terrain made of loose earth or uneven terrain without expending extra movement. Additionally, it can climb up to a 10-foot sheer height wall.

Bulk-Footed. The Tank has advantage on Strength and Dexterity Saving Throws made against effects that would knock it prone.

Prone Deficiency. If the Tank falls prone, it can't right itself and is incapacitated until pulled upright.

Action Stations

Helm (Requires 1 Pilot). Drive and Steer the Tank.

8cm Tank Gun


  • Ammunition: 1 8cm Shell
  • Ranged Siege Weapon Attack: +8 to hit, range 8,000/32,000 ft., one target
  • Hit: 44 (8d10) Ballistic damage.

Medium Tank Price:

  • Medium Tank Frame: 40,000c
  • Plasteel Armor: 10,000c

Add-On Costs:

  • 8cm Shell: 80c

Heavy Tank

Gargantuan Land Vehicle (25 ft., by 30 ft.)


  • Armor Class 20
  • Hit Points 200 (Damage Threshold 20, Hardness 10)
  • Creature Capacity 1 Pilot, 7 Crew
  • Cargo Capacity 500 lb.
  • Speed 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 21 (+5) 0 0 0

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious

Tread Tractions. The Tank can move across difficult terrain made of loose earth or uneven terrain without expending extra movement. Additionally, it can climb up to a 20-foot sheer height wall.

Bulk-Footed. The Tank has advantage on Strength and Dexterity Saving Throws made against effects that would knock it prone.

Prone Deficiency. If the Tank falls prone, it can't right itself and is incapacitated until pulled upright.

Action Stations

Helm (Requires 1 Pilot). Drive and Steer the Tank.

8cm Tank Gun


  • Ammunition: 1 12cm Shell
  • Ranged Siege Weapon Attack: +8 to hit, range 12,000/48,000 ft., one target
  • Hit: 66 (12d10) Ballistic damage.

Heavy Tank Price:

  • Heavy Tank Frame: 60,000c
  • Dense Plasteel Armor: 15,000c

Add-On Costs:

  • 12cm Shell: 120c

Light Tank

Light Tanks are a tank variant designed for rapid movements in and out of combat, to outmaneuver heavier tanks, a significant trade-off for its speed is usually being unable to equip powerful main guns and having thinner armor.

Medium Tank

Medium Tanks are a classification of tank, with a center focus of the compromise between the speed and maneuverability of a Light Tank and the thicker armor plates and powerful main guns of a Heavy Tank.

Heavy Tank

Heavy Tanks are a classification of tank, which sacrifices mobility and maneuverability for better armor protection and equal or greater firepower than tanks of lighter classes.

Super-Heavy Ground Vehicles



Executor

Gargantuan Landfaring Vehicle, (30 ft., by 80 ft.)


  • Armor Class 20
  • Hit Points 500 (Damage Threshold 20, Hardness 10)
  • Creature Capacity 5 Pilots, 10 Passengers
  • Cargo Capacity 10 tons
  • Speed 80 ft., climb 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 21 (+5) 0 0 0

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Petrified, Poisoned, Stunned, Unconscious

Crushing Charge. The Executor can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take (4d10) bludgeoning damage and be knocked prone.

If the creature was already prone, it takes an extra (4d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.

Platforms. The Executor has one platform built into its chassis. Up to four Medium or smaller creatures can ride on the platform without squeezing. To make a melee attack against a target on the platform, a creature on the ground instead of on the Executor or in the air, must use weapons with the reach property.

Siege Machine. The Mech deals double damage to structures.

Action Stations

Helm (Requires 1 Pilot). Drive and Steer the Executor.

M5 Heavy Armor-Piercer Cannon (Requires 1 Pilot and 3 Crew).

  • Ammunition: 10 H.A.P.S. (Heavy Armor Piercing Shells)
  • Ranged Siege Weapon Attack: +10 to hit, range 5,000/15,000 ft., one target.
  • Hit: 60 (10d10 + 5) Ballistic damage.
This weapon ignores the Damage Thresholds of Vehicles it hits. It also targets all creatures, structures, and objects on its path of trajectory.

Executor Price:

  • Gargantuan Quad-Walker Frame: 40,000c
  • Dense Plasteel Armor: 10,000c

Add-On Costs:

  • M5 Heavy Armor-Piercer Cannon: 8,000c+
  • M5 Cannon Ammo: 100c+ per

Executor

The Executor, otherwise known as the Gallager Executor, is a four-legged Tank Walker, or Super-Heavy Mobile Armaments Platform. Of the Super-Heavy Categories, it is outfitted with Combi-Leg Treads to allow it to switch between hydraulic walking and treaded wheel driving, and is also capable of moving across sheer cliffs with the combination of the two.


Mobile Fortress

Gargantuan Landfaring Vehicle, (100 ft., by 100 ft.)


  • Armor Class 20
  • Hit Points 1000 (Damage Threshold 20, Hardness 10)
  • Creature Capacity 5 Pilots, 100 Passengers
  • Cargo Capacity 100 tons
  • Speed 80 ft., climb 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 21 (+5) 0 0 0

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Petrified, Poisoned, Stunned, Unconscious

Platforms. The Mobile has multiple platforms built into its chassis. Up to five Medium or smaller creatures can ride on each platform without squeezing. Melee attacks against creatures on the Mobile Fortress cannot be made unless the attacker is on the Fortress or are flying near it. The Platforms have plenty of cover and parapets, granting Three-Quarters to creatures riding on the platforms.

Siege Machine. The Mech deals double damage to structures.

Action Stations

Helm (Requires 1 Pilot). Drive and Steer the Mobile Fortress.

Mobile Fortress

The Mobile Fortress, otherwise known as the Walking Fortress, is a four-to-eight legged walking Building, or Super-Heavy Mobile Armaments, Personnel, and Administration Platform. Of the Super-Heavy Categories, it is outfitted with Combi-Leg Treads to allow it to switch between hydraulic walking and treaded wheel driving, and is also capable of moving across sheer cliffs with the combination of the two.

The Mobile Fortress provides protection to multiple subsystems within itself, that includes electronics, computers, weaponry, personnel, and cargo. As a Armament Platform, it can almost be entirely outfitted with Weapons and not be hindered by any of the weight as opposed to the limitations of other terrestrial military vehicles.

Airborne Vehicles


Civilian Helicopter

Huge Air Vehicle (15 ft., by 20 ft.)


  • Armor Class 23 (19 while motionless)
  • Hit Points 60 (Damage Threshold 5)
  • Creature Capacity 1 Pilot, 4 Passengers
  • Cargo Capacity 500 lb.
  • Speed Fly 150 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 12 (+1) 0 0 0

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious

Prone Deficiency. If the Helicopter falls prone, it can't right itself and is incapacitated until pulled upright.

Action Stations

Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and Steer the Helicopter.

Reactions

Juke. If the Helicopter is able to move, the driver an use its reaction to grant the Automobile advantage on a Dexterity saving throw.

Helicopter Price:

  • Helicopter Frame: 20,000c
  • Plasteel Armor: 5,000c
  • Helicopter Blades: 2,500c

Helicopter

A Helicopter is a type of rotorcraft in which lift and thrust are supplied by horizontally spinning rotors. This allows the helicopter to take off and land vertically, to hover, and to fly forward, backward and laterally.



Fighter Jet

Huge Air Vehicle (25 ft., by 15 ft.)


  • Armor Class 24 (19 while motionless)
  • Hit Points 50 (Damage Threshold 10)
  • Creature Capacity 1 Pilot
  • Cargo Capacity 0 lb.
  • Speed Min Flying 100 ft., Max 500 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 12 (+1) 0 0 0

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious

Turning Speed. The Fighter Jet's turning speed is 100 feet.

Prone Deficiency. If the Fighter Jet falls prone, it can't right itself and is incapacitated until pulled upright.

Action Stations

Fighter Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and Steer the Fighter Jet. The Pilot can also use one Weapon Station during the course of the Fighter Jet's movement.

8mm Flak Gatling

  • Ammunition: 8mm Bullets
  • Ranged Siege Weapon Attack: +4 + PB to hit, range 800/3,200 ft., one target. Hit: 37 (6d10 + 4) Ballistic damage.
  • Hit: 37 (6d10 + 4) Ballistic damage.
Missile

  • Ammunition: Missile
  • Ranged Missile Weapon Attack: +4 + PB to hit, range 3,000/6,000 ft., one target or point on a target or surface. Hit: 13 (2d8 + 4) Ballistic damage or 20 Ballistic damage vs. an object or vehicle. On a hit, everything within a 30-foot radius of the target must make a DC 15 Dexterity saving throw or take 17 (5d6) Fire damage on a failed save, or half as much damage on a successful one. On a miss with a roll of 5 or more this explosion does not occur.

Reactions

Juke. If the Helicopter is able to move, the driver an use its reaction to grant the Automobile advantage on a Dexterity saving throw.

Fighter Jet Price:

  • Jet-Frame: 20,000c
  • Plasteel Armor: 10,000c
  • Mach-0.5 Thrusters: 5,000c

Add-On Costs:

  • 8mm Flak Gatling: 6,000c+
  • 8mm Flak Ammunition: 200c+ per
  • Missile: 150c+ per

Fighter Jet

Fighter Jets, or Fighter Aircraft, are fixed-wing military aircraft designed primarily for air-to-air combat. The role of fighter aircraft is to establish air superiority of the battlespace. The key performance features of a fighter include not only its firepower but also its high speed and maneuverability relative to the target aircraft. The success or failure of a combatant's efforts to gain air superiority hinges on several factors including the skill of its pilots, the tactical soundness of its doctrine for deploying its fighters, and the numbers and performance of those fighters.

Mech Suits


Formula Skell

Huge Construct & Vehicle


  • Armor Class 20 (Plasteel)
  • Hit Points 100 (Damage Threshold 10)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 0 0 0

  • Damage Resistances Ballistic
  • Damage Immunities Poison, Psychic
  • Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned, Unconscious

Actions

Slam. +5 + PB to hit, reach 10 ft., one target. Hit: 12 (3d4 + 5) Bludgeoning damage.

Gauss Rifle (Left Arm). +5 + PB to hit, range 120/480 ft., one target. Hit: 18 (3d8 + 5) Ballistic damage.

Plasteel Saber (Right Arm). +5 + PB to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) Slashing damage.

Formula Skell Price:

  • Huge Mech Frame: 50,000c
  • Plasteel Armor: 10,000c

Add-On Costs:

  • Gauss Rifle: 150c+
  • Plasteel Saber: 50c+

Formula Skell

The Skell brand is famous among Mechs for providing the most limber capability and ease of access for a promising price. The Formula model is among its most popular series, and is heavily modifiable.


Mech Colossus

Gargantuan Construct & Vehicle


  • Armor Class 20 (Plasteel)
  • Hit Points 500 (Damage Threshold 20, Hardness 10)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 30 (+10) 0 0 0

  • Damage Resistances Ballistic
  • Damage Immunities Poison, Psychic
  • Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned, Unconscious

Siege Machine. The Mech deals double damage to structures.

Actions

Slam. Melee Weapon Attack: +10 + PB to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) Bludgeoning damage.

Tyrant Lazer. Ranged Weapon Attack: +10 + PB to hit, range 2,000/6,000 ft., one target. Hit: 65 (10d10 + 10) Fire damage.

Action Stations

Gun Turret (Requires 1 Crew and Grants Total Cover). Ranged Weapon Attack: +10 + PB to hit, range 500/1,500 ft., one target. Hit: 37 (6d8 + 10) Ballistic damage.

Mech Colossus Price:

  • Gargantuan Mech Frame: 100,000c
  • Plasteel Armor: 50,000c

Add-On Costs:

  • Flak Gun Turret: 2,500c+
  • Tyrant Lazer: 30,000c+

Mech Colossus

The Mech Colossus is among the largest models of Mech Suits, often being called the Tyrant Mech, the Mountain Mech, or the Colossus Walker. It is large enough to have interior cabins and exterior emplacements to fit turrets or additional weapon mounts.

 

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