Varbor Makkina
"The first time I saw one up close, I thought it was a joke. No way a vehicle so unwieldy in structure and so kitschy in design could actually be effective in combat. Then I looked closer at the thick armored plating, an engine the size of a goliath, and the number of weapons strapped on top and to the sides of these behemoths. On second thought, I think those Vomethndan troops will be just fine..."- A wandering trader
Discovery
Varbor Makkina were first wielded by Vomethndan farmers who sought to protect their land from Ezlekhian insurgents just North of the Feramonto Mountains. Using personal weaponry along with weaponry from previous Vomethndan battles, these farmers were able to retrofit their beefy farm vessels to drive away Ezlekhian infantry units. The Vomethndan government then caught wind of these skirmishes and soon began producing Varbor Makkina from the same factory lines as their farming equipment in Jordmässig's Jernbadstue Forge. Since the beginning of production of these Varbor Makkina, more accommodations have been made to each machine's design, with the addition of a slot on the machine's console for modifications. These modifications act off of a specially-designed powerful magical focus whose function varies between models, but can do anything from enabling overdriving of the machine's engine, to magically enhancing the vehicle's frame to be sturdier, to even creating new weapons for the machine to use.Access/Availability
Varbor Makkina cost in the upwards of hundred of Gold, however the farming equipment they are based on cost nearly as much as the war-equipped versions themselves. This often results in farmers just North of the Feramonto Mountains paying about 20% more for their equipment to be outfitted with Varbor Makkina weaponry and attachments to defend from inevitable Ezlekhian assaults along the border.Complexity
The line of Varbor Makkina consists of three primary vehicle types, those being the Cultipacker, Fertatiller, and the Plaegja each designed with a different expressed function in-mind: The Cultipacker is a retrofitted tilling machine whose upsized tillers in the front are meant for roughening terrain and tearing at enemy frontlines. The Fertatiller is a militarized agricultural sprayer whose enhanced spraying ports out of extremely long arms can waste enemy soldiers while protecting the driver. Alternatively, the Fertatiller can be used as an effective medium-range weapon with its Bolturret mod, protecting a small batallion of troops which could easily push back enemy lines Finally, the Plaegja is built to be an armored behemoth to transport particularly volatile batallions straight to the heart of the enemy, destroying other vehicles and even structures on its way. The Plaegja is a strengthened and armored (still fucntioning) backhoe whose outsides have been reinforced with a thick steel and Raakatite armor plating, and its top outfitted with a heavy-duty cannon. By far, this piece of Varbor Makkina stands as the hardest counter to the Ezlekhian forces, with its only weaknesses being disabling it from the inside.Manufacturing
The Varbor Makkina, much like Autocarriages, are assembled using iron, tin, and nickel allloys in an assembly line. The farming equipment are assembled using the frame to start, the form-fitted frame, which is commonly one continuously-poured piece of metal is then placed atop the frame, and finally the farming appurtenances placed into slots of the frame. Lastly, the hybrid engine and mod slot are engineered to the front of the equipment, and after a quick test run are flown to wherever they're needed from Jordmässig's Bekvinneget Hangar.Cultipacker
STR
18 +4
DEX
12 +1
CON
15 +2
INT
2 -4
WIS
2 -4
CHA
12 +1
Object: This Varbor Makkina counts as an object which can fit up to 2 medium creatures inside of it, and it can haul up to 2,500 lbs of creatures/objects. All damage it takes is reduced by 10, and if the mending spell is cast on the vehicle for 1 hour, it regains 2d4+prof HP Fueling: Each hour which this vehicle operates requires the spending of one liter of liquid fuel, the vehicle running on dashing speed requires two liters of liquid fuel per hour of operation. Types of liquid fuel include whale diesel and synthoil. Alternatively, these vehicles can run off of fantasma crystals, typically requiring only a quarter of a pound of the crystals to run per hour of operation, though this does wear down the engine significantly faster. Cover: Creatures inside of the Cultipacker gain three-fourths cover while inside of the vehicle, creatures who are in the windows have half cover Found Vehicle: If the Find Vehicle spell has been used to create this vehicle, its INT, WIS, and CHA modifiers and saving throws are equal to yours Crash Course: Upon driving this vehicle into a space occupied by a Large or Medium creature, it must make a DEX saving throw [DC = 8 + your DEX Mod + Proficiency (if you have military vehicle proficiency)] or that creature takes [2d6 + Proficiency (if you have military vehicle proficiency)] Bludgeoning damage. The vehicle takes the damage dealt to foes, this damage cannot be reduced Bare Arms: You may attach weapons such as turrets to this vehicle. They will become operable by using actions from the vehicle's control panel
Actions
This object cannot take its own actions Control Panel: Using your action, if one of the following weapons is attached to the Cultipacker, you may use your action to make an attack with that weapon as such:
- Rototiller [INNATE ACTION]: Using your action, you may operate the 10ft long tiller on the front of the vehicle. Make an attack in this 10ft line, its to-hit modifier equals your DEX + proficiency (if you have military vehicle proficiency) and deals 5d6 slashing damage to each hit target. The tiller makes each space it attacks difficult terrain, and deals double damage to objects
- Turret [MOD ACTION]: Refer to the Adventuring Gear item turret, which reads as follows: In combat the turret has 8 + prof. AC and 5 times prof. HP. It is immune to poison and psychic damage. If it is forced to make an ability check or saving throw it treats all its ability scores as 10 (+0). The turret will automatically attack the nearest hostile creature within its range. The turret makes a ranged attack using your DEX mod for attack and damage rolls. On a hit the turret deals 2d6 damage. The damage type is determined upon activating the turret by rolling 1d8 [1 = Acid | 2 = Cold | 3 = Fire | 4 = Force | 5 = Lightning | 6 = Necrotic | 7 = Radiant | 8 = Your choice]
- Spikey Carapace [MOD ACTION]: You can use your action to bolster your vehicle's shell with wild spines jutting from it. Each failed Crash Course saving throw instead deals 3d8 + Proficiency (if you have military vehicle proficiency) piercing damage. Additionally, you may use an action to shoot one of these spikes at a target within 30ft as a ranged weapon attack. Upon hit, the spike deals 4d8 + Proficiency (if you have military vehicle proficiency) piercing damage and, if the attack beats the target's AC by 5, they are restrained until the target uses an action to free themselves from the projectile's grip
- Speed Mod. [MOD ACTION]: This vehicle can also be installed with a speed mod, doubling its speed for the next 6 hours, while totaling its engine (which can most-easily be replaced for 25 Gold in Jordmässig or Utdanning). Every save made from the Crash Course ability is done so with disadvantage, and the mod halves incoming damage to the vehicle.
Fertatiller
STR
15 +2
DEX
12 +1
CON
19 +4
INT
2 -4
WIS
2 -4
CHA
12 +1
Object: This Varbor Makkina counts as an object which can fit 1 medium creature inside of its 10' diameter chasis, and it can haul up to 1,000 lbs of creatures/objects. All damage it takes is reduced by 10, and if the mending spell is cast on the vehicle for 1 hour, it regains 2d4+prof HP Fueling: Each hour which this vehicle operates requires the spending of two liters of liquid fuel, the vehicle running on dashing speed requires three liters of liquid fuel per hour of operation. Types of liquid fuel include whale diesel and synthoil. Alternatively, these vehicles can run off of fantasma crystals, typically requiring only a quarter of a pound of the crystals to run per hour of operation, though this does wear down the engine significantly faster. Cover: Creatures inside of the Fertatiller chasis gain half cover while inside of the chasis Found Vehicle: If the Find Vehicle spell has been used to create this vehicle, its INT, WIS, and CHA modifiers and saving throws are equal to yours Crash Course: Upon driving this vehicle's chasis into a space occupied by a Large or Medium creature, it must make a DEX saving throw [DC = 8 + your DEX Mod + Proficiency (if you have military vehicle proficiency)] or that creature takes [2d6 + Proficiency (if you have military vehicle proficiency)] Bludgeoning damage. The vehicle takes the damage dealt to foes, this damage cannot be reduced Long Arms: This object's arms have their own HP (45) and AC (9) which take regular damage if the 10HP threshold is exceeded, and break-off and become inoperable if their HP drops to 0. You may attach weapons such as turrets, weapons, sprayers, or other mods to the arms of this vehicle. They will become operable by using actions from the vehicle's control panel.
Actions
This object cannot take its own actions Control Panel: Using your action, if one of the following weapons is attached to the Fertatiller, you may use your action to make an attack with that weapon as such:
- Applicator Assault [INNATE ACTION]: As an action/bonus action, you may attach a weapon to one of the applicator slots instead of its typical sprayers, which the Fertatiller now holds onto. Using an action, you may spin the weapons in these slots, attacking each target within a 5ft radius of each of these weapons. The weapons use STR+your proficiency (if you have military vehicle proficiency) to hit and deal their regular damage plus your proficiency (if you have military vehicle proficiency) upon hit. A creature can only be hit once by each weapon, but can be hit by multiple weapons in one turn
- Spraying Arms [INNATE ACTION]: Going in-line with this vehicle's typical use-application, you may operate its spraying arms. If you insert 3 of the same adventuring gear/potion into a space on the chasis (as appropriate on the Sprayer Table), you may use that sprayer table effect along the whole length of the Fertatiller's arms in a 15ft radius from its arms
- Turret [MOD ACTION]: Refer to the Adventuring Gear item turret, which reads as follows: In combat the turret has 8 + prof. AC and 5 times prof. HP. It is immune to poison and psychic damage. If it is forced to make an ability check or saving throw it treats all its ability scores as 10 (+0). The turret will automatically attack the nearest hostile creature within its range. The turret makes a ranged attack using your DEX mod for attack and damage rolls. On a hit the turret deals 2d6 damage. The damage type is determined upon activating the turret by rolling 1d8 [1 = Acid | 2 = Cold | 3 = Fire | 4 = Force | 5 = Lightning | 6 = Necrotic | 7 = Radiant | 8 = Your choice]
- Bolturret [MOD ACTION]: This Varbor Makkina equipment can also be outfitted with outposts for Vomethndan troops to attack from. These posts provide half cover to the standing troops, and can provide three-quarters if the troop in that post ducks. Each post, which there are typically only 3-4 per arm, has an AC of 11 and an HP of 25. A creature inside one of these posts can use their action to fire from their post, using their ranged attack modifier (with proficiency if proficient with military vehicles) which deals 2d10 + proficiency (if proficient with military vehicles) Force damage on a successful hit
Plaegja
STR
21 +5
DEX
7 -2
CON
21 +5
INT
2 -4
WIS
2 -4
CHA
5 -3
Object: The piece of Varbor Makkina counts as an object which can fit up to 4 medium creatures inside of it, and it can haul up to 10,000 lbs of creatures/objects. All damage it takes is reduced by 10, and if the mending spell is cast on the vehicle for 1 hour, it regains 2d4+prof HP Fueling: Each hour which this vehicle operates requires the spending of three liters of liquid fuel, and this vehicle is unable to use the Dash action. Types of liquid fuel include whale diesel and synthoil. Alternatively, these vehicles can run off of fantasma crystals, typically requiring only a quarter of a pound of the crystals to run per hour of operation, though this does wear down the engine significantly faster. Cover: Creatures inside of this piece of Varbor Makkina are considered to be in full cover Found Vehicle: If the Find Vehicle spell has been used to create this vehicle, its INT, WIS, and CHA modifiers and saving throws are equal to yours Crash Course: Upon driving this vehicle into a space occupied by a Large or smaller creature, it must make a DEX saving throw [DC = 8 + your DEX Mod + Proficiency (if you have vehicle proficiency)] or that creature takes [5d10 + Proficiency (if you have vehicle proficiency)] Bludgeoning damage. The vehicle takes half the damage dealt to foes, this damage cannot be reduced Ready-Aim-Fire: In order to operate this machine's weapons, one must use an action to load it, as well as an action to aim it (not doing so imposes disadvantage)
Actions
This object cannot take its own actions Control Panels: The inside of this object has two control panels, one which operates the plow on its front, and one which can rotate the tank's top and operate its equipment on top. Operating these panels costs the user's action, and the following available actions (depending on how they are outfitted):
- Plow [INNATE ACTION]: As one of its innate functions, the Plaegja boasts a 10ft-long plow on its front face. Using an action, you can displace or loosen up to 2-5' cubes of natural earthen material that is not heavier than stone. Loosening a material makes that area difficult terrain and causes creatures to make a DC [8+WIS+proficiency (if you have vehicle proficiency)] DEX save or be knocked prone by the loosened material sinking beneath them
- Backhoe [INNATE ACTION]: Another innate function of this piece of Varbor Makkina is its clawed arm on its backside, which can be used as both a melee weapon and in utility. If using as a weapon, spend an action to roll to hit with a STR-based weapon attack (add proficiency if proficient with military vehicles), the attack has a reach of 15ft which deals 3d10 slashing damage on a successful hit and stuns the target if exceeding their AC by 5 or more. This claw arm can also grapple a creature with an action, doing so with a +10 to its athletics check, and is able to lift creatures/objects (up to 5,000 lbs in weight) up to 15ft in the air
- Shrapnel Cannon [INNATE ACTION]: This cannon was initially designed for shooting fertilizer onto tilled fields, however it is also retrofittable to launch a variety of projectiles, including shrapnel. Placing 2 materials or 1 item into an open slot on the control panel using a bonus action allows the operator to fire the shrapnel at a 10ft square within range (60/180). Using an action, you fire this weapon and roll on the Junk Gun table (at the bottom of the page) for the following effect
- Acid Javelin [MOD ACTION]: Further modification of the cannon allows for it to be extended and able to carry larger projectiles, including a specially-engraved retractable Javelin which melts through obstacles. Using an action, this javelin may be fired at a point within range (150/450) as a ranged weapon attack (add proficiency if proficient with military vehicles) which deals 6d10 + proficiency (if proficient with military vehicles) acid damage, and deals triple damage to objects such as defenses and guard towers.
- Railgun [MOD ACTION]: Alternatively to being able to fire melty javelins, another popular modification to this vehicle allows it to fashion a Mystek railgun. This railgun fires out in a 90ft line using an action, which damages all objects and creatures in it (unless it is unable to destroy an object in its path). Each creature in this 90ft line (unless obscured by an unbroken object) must succeed on a DC [8+DEX+Proficiency (if proficient with military vehicles)] DEX saving throw or take 6d10 + proficiency (if proficient with military vehicles) Lightning damage (half as much on a success)
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