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Lexicanum

Armored Patrol Car

A light armored vehicle with a mounted weapon.

Threat File — Armored Patrol Car

TR 4 · Vehicles & War Engines
VehiclePatrolRangedStat Block Priority: Medium
Armored Patrol CarTR 4Vehicle · Patrol
VehiclePatrolRanged
Defense 14 · Vitality 30 · Move 60 ft. (wheeled) · Initiative +1
STR +3AGI +1TGH +3INT +0WIL +1PRS +0

Saves: Toughness +5

Senses: Floodlights negate darkness in a 60-foot cone while active

// Traits

Light Plating. Any single ballistic or las attack that deals 6 or less damage is shrugged off and deals no damage. Anti-armor weapons, grenades, and called shots against the wheels (Ranged Attack at Disadvantage) ignore this trait.

Crewed Vehicle. A driver and a gunner operate the car. If the gunner is killed the pintle gun falls silent; if the driver is killed the vehicle stops. Crew inside benefit from Heavy Cover.

Mobile Checkpoint. Parked across a route, the patrol car converts the street into a chokepoint and grants Light Cover to allied infantry behind it.

// Actions

Pintle Gun Burst. Ranged Attack: +5 to hit, range 80/240 ft., one target. Hit: 2d8 + 2 ballistic damage. Hit or miss, creatures within 10 feet of the target make a Willpower Save DC 12 or become Suppressed until the start of the car's next turn.

Aggressive Reposition. The car moves up to its full Movement to a new firing angle. Any creature in its path makes an Agility Save DC 12 or takes 2d6 bludgeoning damage and is knocked Prone.

Floodlight Fix. One creature within 60 feet is pinned in light until it breaks line of sight. Its Stealth checks automatically fail and ranged attacks against it gain +1 to hit.

Morale: The crew withdraws under credible anti-armor threat, radioing everything as it goes; the vehicle is never braver than its driver.

Tactics: Herd the party: floodlights, suppression, and repositioning that squeeze them out of cover toward infantry. It should feel unbeatable to small arms and fragile to one good plan.

Loot / Evidence / Hooks: A mounted heavy stubber, riot gear, enforcer vox-codes, and a cage in the back that opens from the outside.

Enemy Dossier

GM Reference

An Armored Patrol Car is a light enforcement vehicle with a mounted weapon and enough plate to shrug off street-level firepower. It turns any road into a checkpoint and any riot into a firing solution.

// Battlefield Use

Use this vehicle to give hostile authorities mobility and a mounted gun the party's small arms cannot easily answer.

// Threat Profile

Threat Profile: Light vehicle armor, mounted-weapon Suppression, good road speed, crewed morale, vulnerable to anti-armor fire, grenades, and terrain that isn't road.

// Signature Traits

Light Plating. Small arms deal reduced damage; anti-armor weapons and flanking shots on the wheels do not.

Mobile Checkpoint. Parked across a route, it converts a street into a controlled chokepoint with Light Cover for its crew.

// Signature Actions

Pintle Gun Burst. Mounted ranged attack that Suppresses a 10-foot zone on a miss as readily as a hit.

Aggressive Reposition. Moves fast to a new firing angle; anyone in its path saves or is clipped.

Floodlight Fix. Pins one target in light; that target's Stealth fails and ranged attacks against it gain +1 until it breaks the beam.

Morale: The crew withdraws under real anti-armor threat, radioing everything; the vehicle is never braver than its driver.

Tactics: Use it to herd — floodlights, suppression, and repositioning that squeeze the party out of cover toward infantry. It should feel unbeatable to small arms and fragile to one good plan. When it burns, the crew's last transmission is the sequel.

// Variants
Riot-Control Variant (gas projectors)Gang-Captured Patrol CarConvoy Escort PairUp-Gunned Arbites Pattern

Full Stat Block Priority: Medium

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