# Vehicle Builder - Tormentor > ___ > ## Tormentor Chassis >*Huge Vehicle, Unaligned* >___ > - **Armor Class** 10 > - **Damage Threshold** 25/50 > - **Speed** 60 ft. > - **Transport Capacity** 6 Crew > - **Hull Repair DC** 12 > - **Armour Repair DC** 14 > - **Engine Repair DC** 16 > - **Explosion** Range 60ft, Damage 10d10 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|14 (+2)|0 (-5)|0 (-5)|0 (-5)| > - **Damage Immunities** fire, poison, psychic >___ > ***Stations*** The Tormentor Chassis is equipped with a Helm and 5 station slots. > ### Helm > Three Quarters Cover, Repair DC 12 <br> > ***Heart of the Engine*** Helm Actions may only be taken once per round. <br> > ***Forward*** [Action] The Tormentor Chassis moves up to its speed. <br> > ***Jink*** [Bonus Action] The Tormentor Chassis takes the Disengage action. <br> > ***Juke*** [Reaction] The Tormentor Chassis gains advantage on a single Dexterity saving throw. <br> ## Station Purchase ___ > ### Harpoon Flinger > Half Cover, Repair DC 14 <br> > ***Fire Harpoon*** [Action] > &nbsp;&nbsp;&nbsp;&nbsp;_Ranged Weapon Attack:_ +7 to hit, range 120 ft., one target. _Hit:_ 14 (3d6+3) Piercing damage. Double this damage against Objects.<br> ___ > ### Ursus Claws > Half Cover, Repair DC 14 <br> > ***Grapple Cannon*** [Action] Make a Ranged Weapon Attack against a single target within 30ft (+7 to hit). On a hit, The target is grappled. Make a contested Constitution check against the target, which neither party is allowed to choose to fail. The loser is pulled in a direct line to an unoccupied space as close as possible to the winner.<br> ___ > ### Acidic Bile Sprayer > Half Cover, Repair DC 14 <br> > ***Generate Acid Bile*** [Action] Generate one charge of bile. The Acidic Bile Sprayer can only hold one charge. > ***Spray Acid Bile*** [Action] Acidic bile sprays from a nozzle in a 30-foot cone. Each creature and vehicle in the cone must make a DC 12 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is dissolved, leaving behind any objects it was carrying or wearing. Requires and consumes one charge of bile. This action counts as an attack. <br> ___ > ### Hellflamer > Half Cover, Repair DC 14 <br> > ***Flamespurt*** [Action] Fire shoots out of the weapon's nozzle in a 60-foot line that is 5 feet wide. Each creature and vehicle in the line must make a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being carried or worn. This action counts as an attack. <br> ___ > ### AC/DC (Blame Ian) > Half Cover, Repair DC 14 <br> > ***Area Charge*** [Action] A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from the vehicle in a direction you choose. Each vehicle in the line must make a Dexterity saving throw. A vehicle takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The power requirement of this weapon taxes this vehicle, causing it to gain a Hull Point. This action counts as an attack. > ***Direct Charge*** [Action] Lightning arcs towards up to two creatures or vehicles within 100 feet. These targets must make a Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. The power requirement of this weapon taxes this vehicle, causing it to gain a Hull Point. This action counts as an attack. <br> ___ > ### Haywire Missiles > Half Cover, Repair DC 15 <br> > ***Missile Strike*** [Action] Fire a haywire missile at a single target. Make a Ranged Weapon Attack against a single target within 60ft (+6 to hit). On a hit, the target takes 14 (2d8+3) Force damage. Regardless of whether the missile hit or missed, all vehicles within 20ft of the target must succeed on a DC 15 Constitution saving throw or immediately make a Hull Check. For this Hull Check, roll 2d10 and take the lower result instead. This action counts as an attack. <br> ___ > ### Spotter > No Cover, Repair DC 12 <br> > ***Rangefinder*** [Action/Bonus Action] Designate a target for one of your allies. The next vehicle Weapon Attack made for this vehicle against that target before the start of your next turn has advantage. > ***Call Out Terrain*** [Action] Until the beginning of your next turn, the vehicle ignores difficult terrain. This bonus requires your Concentration in the same manner as a spell. > ***Deploy Sonar*** [Action] Until the beginning of your next turn, all crew members gain 120ft of blindsight(sonar). This bonus requires your Concentration in the same manner as a spell. <br> ___ > ### Cloak Generator > Three Quarters Cover, Repair DC 17 <br> > ***Cloaking Field*** [Action] Until the beginning of your next turn, the vehicle, its passengers and objects inside it are cloaked, becoming invisible. This bonus requires your Concentration in the same manner as a spell. Additionally, if any Station Actions made for this vehicle or any creatures cloaked this way make an attack, cast a spell or force a target to make a saving throw, the cloak breaks and this effect ends. <br> ___ > ### Styx Sprayer > No Cover, Repair DC 14 <br> > ***Load Spray*** [Action] Load 10 gallons of Styx Water into the weapon to gain 1 Styxwater Charge. The weapon comes with and holds up to 3 charges. > ***Styx Spray*** [Action] Make a Ranged Spell Attack against a single creature within 30ft (+5 to hit). On a hit, the creature is struck by water from the River Styx and targeted by a feeblemind spell (save DC 20). An already feebleminded creature is immune to this effect, as is a creature adapted to the River Styx. If the target fails its saving throw and the spell's effect on it is not ended within 30 days, the effect becomes permanent, whereupon the creature loses all its memories and becomes a near-mindless shell of its former self. At that point, nothing short of divine intervention can undo the effect. Requires and consumes a Styxwater charge. This action counts as an attack. <br> ___ > ### Infernal Screamer > Half Cover, Repair DC 14 <br> > ***Psychic Scream*** [Action] The screamer's operator targets one creature it can see within 120 feet of the screamer. The target must make a DC 15 Wisdom saving throw, taking 26 (4d12) psychic damage on a failed save, or half as much damage on a successful one. This action counts as an attack. <br> ___ > ### Sonic Shrieker > Half Cover, Repair DC 14 <br> > ***Sonic Blast*** [Action] The shrieker's operator targets one creature or object it can see within 120 feet of the shrieker. The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 13 (2d12) thunder damage and is pushed 20ft away from the vehicle. On a successful save, the target takes half as much damage and isn’t pushed. Double this damage against Objects. This action counts as an attack. <br> ___ > ### Grim Saker > No Cover, Repair DC 14 <br> > ***Hell Bound*** [Bonus Action] The Crew Member crewing this station is thrown up to 60ft in a straight line in any direction. ___ > ### Disruptor > Half Cover, Repair DC 14 <br> > ***Load Disruption*** [Action] Load either one smoke canister or one caltrop canister. The Disruptor can only hold one of each. > ***Smoke Canister*** [Action] The vehicle expels a 30-foot cube of opaque smoke centred on a visible point within 120ft. The cloud is stationary and lasts for 1 minute. The area within it is heavily obscured. A strong wind disperses the cloud. Requires and consumes a smoke canister. This action counts as an attack. > ***Caltrops*** [Action] Caltrops are sprayed in a 15ft cone, creating difficult terrain. Requires and consumes a caltrop canister. This action counts as an attack. <br> ___ > ### Anklebiter Launcher > Half Cover, Repair DC 14 <br> > ***Load Anklebiters*** [Action] Load an Anklebiter cluster into the launcher. The launcher can only hold one. > ***Anklebiter Spray*** [Action] Fire the Anklebiter cluster at a vehicle within 60 feet. That vehicle must succed on a DC 20 Dexterity saving throw or have a single Anklebiter latch onto it. For every multiple of 5 that vehicle fails the saving throw by, an additional Anklebiter latches onto it. Vehicles reduce their speed by 15 feet for each Anklebiter latched onto them. At the beginning of your next turn, these Anklebiters fall off. Crew members of the affected vehicle may also make a DC 13 Repair Action to remove a single Anklebiter. This action counts as an attack. <br> ___ > ### Abyssal Falconet (Blame Ian) > Half Cover, Repair DC 14 <br> > ***Load Chicken*** [Bonus Action] Load an Abyssal Chicken Cage. The Abyssal Falconet can only hold one. > ***Fire Chicken*** [Action] Make a Ranged Weapon Attack against a single Vehicle within 30ft (+6 to hit). On a hit, roll 1d6. On a 4 or less, inflict the Crew Shaken condition on that vehicle. On a 5 or more, inflict the Crew Stunned condition instead. Requires and consumes an Abyssal Chicken cage. <br> ___ > ### Engineering Bay > Total Cover, Repair DC 16 <br> > ***Rush Repairs*** [Bonus Action] Make a single Repair Action. > ***Brace*** [Reaction] When taking a Hull Check, you may make this reaction to roll a d6 instead of a d10. <br> ___ > ### The Stage > No Cover, Repair DC 10 <br> > ***Step Up*** [Action] Make a DC 13 Performance(Charisma) check. On a success, another Crew member may immediately take an action as a reaction. > ***Shuffle*** [Action] Two Crew members may use their reaction to relinquish their Stations, switch places, then man each other's Stations. > ***Provoke Daemon Spirit*** [Action] Target a single vehicle within 120ft. The first saving throw that vehicle makes before the beginning of your next turn has disadvantage as long as you hold Concentration in the same manner as a spell. <br> ___ > ### Heavy Hitters > Half Cover, Repair DC 14 <br> > ***One*** [Action] > &nbsp;&nbsp;&nbsp;&nbsp;_Melee Weapon Attack:_ +7 to hit, range 10 ft., one target. _Hit:_ 14 (3d6+3) Bludgeoning damage. Double this damage against Objects. > ***Two*** [Bonus Action] > &nbsp;&nbsp;&nbsp;&nbsp;_Melee Weapon Attack:_ +7 to hit, range 10 ft., one target. _Hit:_ 14 (3d8) Bludgeoning damage. Double this damage against Objects. You may only perform this action immediately after ***One***. <br> ___ ## System Purchase * **Armour Upgrades** You may only select one of the following upgrades. * **Jink Armour** The Armour Class of the vehicle becomes 19. Whenever the Helm member takes the Forward action, increase this Armour Class to 21 until the beginning of that member's next turn. * **Sturdy Armour** The Armour Class of the vehicle becomes 20. * **Reactive Armour** The Armour Class of the vehicle becomes 18. The Helm gains the following Station Action: > ***Reactive Armour.*** [Reaction] The vehicle gains gains +5 AC against a single triggering Ranged Weapon Attack. <br> * **Crushing Wheels** The vehicle gains the ability to 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. If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage.This trait can't be used against a particular creature more than once each turn. * **Shroudcaster** The Helm gains the following Station Action: > ***Necrotic Shroud.*** [Action] The vehicle expels a 30-foot cube of opaque smoke directly in front of it or behind it. The cloud is stationary and lasts for 1 minute. The area within it is heavily obscured. Any creature that enters the cloud for the first time on a turn or starts its turn there takes 21 (6d6) necrotic damage. A strong wind disperses the cloud. This device needs 24 hours to recharge before it can be used again.<br> * **Booster Pedal** The Helm gains the following Station Actions: > ***Boost.*** [Bonus Action] The vehicle moves up to half its speed.<br> > ***Flat Out.*** [Bonus Action] The vehicle moves up to its speed. At the end of this movement, make a Hull Check.<br> * **Jump Jet** The Helm gains the following Station Actions: > ***Leap.*** [Bonus Action] The vehicle gains a flying speed equal to its regular speed until the end of that turn. If it is airborne when this effect ends, it falls. At the end of the turn, if this flying speed was used, the stress of flight causes the vehicle to gain a Hull Point.<br> * **Hexagrammatic Wards** The vehicle gains Resistance to Necrotic damage and Vulnerability to Radiant damage. * **Glass-Spun** The vehicle gains Resistance to Acid damage and Vulnerability to Bludgeoning damage. * **Extra Armour** Increase the cover granted by each Station on the vehicle by one stage. (No > Half cover, Half > Three Quarters cover, Three Quarters > Total cover) * **Reinforced Hull** Subtract 2 from all Hull Checks taken for this vehicle. You may only select this system once. * **Conjoined Daemon Engine** When an Engine Kill or Engine Shutdown result is rolled for this vehicle, you may choose to destroy this system to ignore that result (The vehicle still receives any Hull Points it normally would). You may only select this system once. * **Nautilus(Blame Ian)** Assign this upgrade to any Station. As a reaction, any Crew member manning that Station may have the Daemon Spirit bound to the nautilus to possess them temporarily when they suffer a Crew Stunned result, changing that result to Crew Shaken instead. * **Boudica Scythe** The Helm gains the following Station Action: > ***Raking Scythe*** [Action] A single target within 5ft makes a Deterity saving throw, taking 17 (3d8+3) Slashing damage on a failed save. Double this damage against Objects. This action counts as an attack.<br> * **Orthrus/Cerberus** Add a Tormentor Sidecar to the side of the vehicle. You may only select this system twice. > ___ > ## Tormentor Sidecar >*Medium Vehicle, Unaligned* >___ > - **Armor Class** 18 > - **Damage Threshold** 20/40 > - **Speed** 60 ft. > - **Transport Capacity** 1 Crew > - **Hull Repair DC** 12 > - **Armour Repair DC** 13 > - **Engine Repair DC** 15 > - **Explosion** Range 30ft, Damage 4d6 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|10 (0)|0 (-5)|0 (-5)|0 (-5)| > - **Damage Immunities** fire, poison, psychic >___ > ***Sidecar*** This vehicle is normally attached to the side of another vehicle. When attached in this fashion, treat this vehicle as a Station for that vehicle. This Station only has the Mini Ballista Station Action. When afflicted with the Station Destroyed condition, use the repair DC for the Helm, and if detached while suffering from the condition the Helm of this vehicle is considered Wrecked. > ***Couple/Decouple*** The Crew member manning this vehicle as a Station or the Helm of this vehicle may spend an Action to couple this vehicle to the vehicle it originally was coupled to, or to decouple this station and have it become a vehicle. When coupling, the Crew member manning the Helm automatically mans the Sidecar Station, and vice versa when decoupling. > ***Stations*** The Tormentor Sidecar is equipped with a Helm. > ### Helm > Half Cover, Repair DC 12 <br> > ***Heart of the Engine*** Helm Actions may only be taken once per round. > ***Forward*** [Action] The Tormentor Sidecar moves up to its speed. <br> > ***Jink*** [Bonus Action] The Tormentor Sidecar takes the Disengage action. <br> > ***Juke*** [Reaction] The Tormentor Sidecar gains advantage on a single Dexterity saving throw. <br> > ***Mini Ballista*** [Bonus Action] > &nbsp;&nbsp;&nbsp;&nbsp;_Ranged Weapon Attack:_ +7 to hit, range 120 ft., one target. _Hit:_ 14 (3d6+3) Piercing damage. Double this damage against Objects.<br> > ___ * **Frozen Throne(Blame Ian)** The Crew member manning the Helm may ignore any Crew Shaken or Crew Stunned result assigned to them. However, they may only make a single Action or Bonus Action that moves the vehicle on each of their turns. * **Quasi-Secure(Blame Ian)** Add a mascot Quasit to your vehicle. This Quasit does not take up any Transport Capacity, but is counted as a Crew member solely for the purpose of rolling a random Crew member for the Crew Shaken and Crew Stunned conditions. The Quasit evaporates when selected for a Crew Stunned condition. * **Flare Shield** When taking damage from a source that deals damage to an area, reduce that damage by 3. You may only select this system once.