CORELINE (D20 Modern/D20 BESM Setting).


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Here's some more mana feats/abilities..

Mana Siphon (General, Mana)
You are able to passively absorb mana from the environment, or draw more when actively pulling on the mana in the area.
Prerequisites: Mana Manipulation, Mana Battery
Benefits: Whenever you are below 75% of max mana capacity, you automatically draw in mana at a rate of 1 per round until you are at 75% capacity. If you concentrate to draw mana, you can now draw, after a successful Concentration check DC 15 (plus additional penalties from situations such as in combat, loud noises, etc), and gains 2d6 + Intelligence modifier mana for that turn, instead of the normal 1d6 + Int modifier. For every 5 points over the Concentration DC, gain an additional 1 mana. Also in areas with specific types of mana, can draw that type of mana passively at 2 mana per round, or actively draw at 2d8 + Int modifier, but this mana must be used first.

Conjure Item (General, Mana)
You are able to condense and form mana into solid matter, for limited times.
Prerequisites: Mana Manipulation, Mana Battery
Benefit: For 12 mana, you can create 1 lb of material of choice that is not an alloy, complex chemical or organic material, for 5 rounds, the item will have 75% of the hit points of similar type of item, unless the material used is better than a basic version, such as an iron cup will have more hit points than one made of wood. So can create a blade of iron that weighs 1 lb, up to 5 rounds about the size of a dagger, or pound of gold. Could create simple acids that only deal 1d4 acid damage, but pours from the user's hands. User can't create glass to hold the acid. For each additional 6 mana, increase the duration by 5 rounds; or increase the amount of material by another 1 lb. If using blue mana, the duration is doubled. If using a combination of at least 2 types of mana besides raw mana, with a total cost of an additional 200% of the mana cost of the item, the item becomes permanent, until destroyed.

Advanced Conjure Item (General, Mana)
You are able to condense and form mana into solid matter, creating more complex items.
Prerequisites: Mana Manipulation, Mana Battery, Conjure Item
Benefit: For 15 mana, you can create 1 lb of material of choice that is not magical based material (those created through the use of magic in its creation), and can have up to 5 articulation parts (such as something similar to a arm, basic legs, simple grasping parts), for 5 rounds, the item will have 75% of the hit points of similar type of item, unless the material used is better than a basic version, such as an iron cup will have more hit points than one made of wood. Items with articulation are very basic, such as a very basic humanoid form doll with arms, legs that bend, or even something like a gauntlet which could be worn and the finger joints move when worn. So can create a blade of iron that weighs 1 lb, up to 5 rounds about the size of a dagger, or pound of gold, or mithril. Could create more complex acids that can deal up to 2d6 acid damage (or ones that can affect slightly more specific materials such as burns metal but not organic materials), but pours from the user's hands. For each additional 8 mana, increase the duration by 3 rounds; or increase the amount of material by another 1 lb. If using blue mana, the duration is doubled. If using a combination of at least 2 types of mana besides raw mana, with a total cost of an additional 250% of the mana cost of the item, the item becomes permanent, until destroyed. If the user has Knowledge: Earth Sciences, Knowledge: Technology, and Craft: Mechanical, use this ability to make components for items and fit them together much easier, or the items will have 100% normal hit points due to their greater understanding of the items they are conjuring.

Greater Mana Battery (General, Mana)
You are able to store massive amounts of mana.
Prerequisites: Mana Manipulation, Mana Battery
Benefits: You are able to store and generate larger amounts of mana. You can access a mana point pool of Intelligence x6. If the user also has classes capable of casting spells, gains +4/spell caster level. Also any spell slots converted to mana generate triple mana points, thus converting a level 3 spell to mana generates 9 points of mana. Alternatively, converting mana into spell slots uses 75% less mana rounding up, thus to create a level 3 spell slot uses 1 mana. Level 1 and level 0 spell slots still uses 1 mana point.

Greater Improved Ability (General, Mana)
When you use mana to improve one of your natural abilities, you can focus more mana to get better improvements.
Prerequisite: Mana Manipulation.
Benefit: When improving a natural ability, the user can spend 5 mana points to improve 1 ability score by +3 for 5 rounds (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma), or improve one type of their movement by 25 feet for 5 rounds, or any one other racial extraordinary ability (such as darkvision, breathweapon, tremorsense, etc) by 40% for fixed numbers, or 2 extra die if variable number, or duration by 40%, rounding down, for 5 rounds.

Convert Mana (General, Mana)
You can change your stored mana, or mana you absorb from the environment into specific types of mana.
Prerequisite: Int 15, Con 12, Wis 12, Mana Manipulation, Mana Battery
Benefit: You can change some mana in your mana pool, or the mana in the environment you absorbing into a different type at a rate of 2 mana to convert to 1 mana of the new type, taking a move equivalent action and a Concentration check DC 15, converting a maximum of Int modifier plus Wis modifier mana, however for every 5 points over the DC, can convert an additional 1 mana. For example, can convert 6 mana in mana pool, which is basic raw type into 3 of any particular type such as white or red, but all converted must be the same type. Mana converted within the user's mana pool is stored as that type of mana until used, while mana absorbed from the environment must be used within 3 rounds, unless it is being used to replenish already depleted mana pool until reaching normal max mana.

Once a being has at least 2 Mana related feats, they can begin to use mana in other ways than the basic ways, creating new attacks, defenses and way of use. These are not feats, but are mana related abilities. One plus 1 per every 2 points of Intelligence modifier can be gained every level. One mana ability can be replaced for another one upon reaching a new level. Below are some example abilities. Using one is a standard action unless specified otherwise.

Additional Mana Abilities

Lightning Arrow
You can generate electricity and shoot it like an arrow. The arrows are incredibly fast, nearly the speed of light, making difficult to dodge.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: You create an arrow out of electricity that launches from your hand. Costing 4 mana points to deal 1d6 points of electricity damage plus Int modifier (a negative Intelligence modifier doesn't lower damage, doesn't add any though), with a range of 60 feet plus 20 feet / Int modifier point, as a ranged touch attack with a bonus +5 to attack roll.
Special: An additional 3 points of mana, can create an additional lightning arrow, up to a maximum of 5 (each costing additional 3 mana points), which can all target the same target, or a different target that is within 50 feet of the first one.
Or can spend 4 mana points to increase damage to 2d6 points, and each additional 4 mana increases damage by another 1d6.

Exploding Flame
You can throw a ball of hot flame that explodes upon contact. The range of the explosion and level of heat are based on how much power is expended.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: For 12 mana points, you create a ball of fire that explodes, dealing 2d6 points of fire damage to a 20 foot radius area, Reflex save DC 15 + Int Modifier, range of 40 feet + 10 ft/ Int modifier, ranged touch attack. Each additional 3 points of mana spent increases the blast radius by 10 feet, or increase damage by 1d6 or increase the Reflex save by +1
Note: There is no theoretical upper limit to how big of a blast radius, damage or difficulty in dodging the blast, except how much mana the user can spend.

Shockwave
You release a burst of magical energy around you that can strike all around you.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: For 12 mana points, you release a burst of force energy that deals 2d8 points of force damage to a 20 foot radius around you, Reflex save DC 15 + Int modifier. For each additional 4 points of mana spent, increase blast radius by 10 feet, or increase damage by 1d8, or increase Reflex save by +2.

Flight
You can fly in the sky. The higher the mana you have, the faster you can move. While in flight, the user leaves no noticeable trail or energy except a faint magical aura for 3 rounds in the space they passed through.
Prerequisite: Mana Manipulation, plus one other Mana related feat.
Benefit: For 10 mana, can fly at half land speed with poor maneuverability for 1 minute. For each additional 5 mana, can either increase flight speed by 50%; or increase maneuverability; or increase duration by 1 minute.

Barrier Destruction
Use mana to release energy that can destroy barriers.
Prerequisite: Mana Manipulation, Improved Mana Shield
Benefit: You can channel mana that resonates and disrupts magical or technological barriers and shields. Spending 20 mana, can dispel any magical based barrier, shield or protective field of level equal to your Intelligence modifier. Can attempt to dispel more powerful ones, but must overcome the spell resistance of the spell (spell level plus caster's ability modifier) with a d20 roll plus Int modifier, can gain a +1 to the roll for each additional 5 mana spent. Against technological barriers, fields or shields, the 20 mana spent will shut down/remove if the bonus to Defense is +5 or less, or provides 50 or less hit points, or DR/Hardness of 10 or less. Can increase the amount dismissed by +1 Defense, Hardness/DR or 10 hit points for each additional 5 mana. If the technical source provides more protection than can dismiss, it is reduced by the amount dismissed (for non hit points, this lasts for 1d4 + Int Modifier rounds unless owner repairs the device, or shut it down for the remainder of the time dismissed). For technical based barriers, once dismissed, the device can not activate again for 1d4 + Int modifier rounds unless the owner attempts to repair the device.

Copper Skin
You focus your mana into your body to make it like copper, improving your durability.
Prerequisite: Mana Manipulation, Greater Improved Ability
Benefit: Spending 25 mana, your skin takes on a metallic sheen and coloured like copper. You gain DR 1, 10 temporary hit points, Electricity Resistance 10, and any electricity based attack, spells or abilities you use gain +1 to attack rolls, and deal +1 damage per die. Lasts for 1 minute.

Troll's Restoring Power
You channel mana into your body and increase its ability to heal, similar to how fast a troll can heal.
Prerequisite: Mana Manipulation, Greater Improved Ability
Benefit: Spending 25 mana, you gain Fast Heal equal to your Intelligence modifier. If already have Fast Heal, improves by your Intelligence modifier, for 1 minute. However fire and acid damage types don't heal via this fast healing, requiring medical aid and natural rest to heal.

Giant's Power
You channel mana into your body, greatly increasing the power of your muscles.
Prerequisite: Mana Manipulation, Greater Improved Ability
Benefit: Spending 25 mana, you gain +10 Strength (+5 to melee damage and attack rolls), melee attacks deal 1 die larger and lethal damage, also carrying capacity is 25% greater what new Strength normally allows, and +10 to Jump checks (already factoring in bonus from increased Strength), for 1 minute.

Burst Of Speed
You can channel mana to improve your speed. The higher the mana you have, the faster you can move.
Prerequisite: Mana Manipulation, plus one other Mana related feat.
Benefit: For 10 mana, can increase one form of movement the user naturally possesses by double for 1 minute. For each additional 5 mana, can either increase the selected movement by further 50% of base speed; or increase duration by 1 minute.

Spider Reflexes
You channel mana into your body, greatly increasing the power of your agility and dexterity.
Prerequisite: Mana Manipulation, Greater Improved Ability
Benefit: Spending 25 mana, you gain +10 Dexterity (+5 to ranged attack rolls), +9 to Reflex saves (already factoring in increase from Dex bonus), and +10 to Dex related skill checks (already factoring in bonus from increased Dexterity), for 1 minute.

Absorb Energy
You can channel mana into a field around you that converts energy attacks directed at you into healing energy.
Prerequisite: Mana Manipulation, Convert Mana, plus 1 other Mana related feat.
Benefit: Spending 30 mana as a standard action, selecting 1 type of energy (fire, cold, electricity, force, sonic, acid), and after each attack of that type of energy, you heal half of the damage dealt, but after the damage is dealt, for 5 rounds. If the damage is enough to reduce you to -10 hit points or less, you still die and the healing doesn't take effect. If the damage would reduce to 0 or below hit points, the user is rendered unconscious, but the healing takes affect after, but you are still unconscious, unless have a feat or passive ability that keeps you conscious below 0 hit points.

Leech
You use mana to leech the life from any living creature touched.
Prerequisite: Mana Manipulation, Convert Mana
Benefit: Spending 30 mana, for 5 rounds, when you make a melee touch attack, which can be part of any other melee touch attack power, you steal 2d6 hit points from the target and heal that much. If black mana is used to power this ability, this increases to 2d8, plus if this was used as part of attack using another ability, half the damage of the other ability deals the user heals by.

Ambitious Assault
You can channel mana into a willing ally to enhance their combat abilities, as well as their aggression, temporarily.
Prerequisite: Mana Manipulation, Imbue Mana
Benefit: Spending 20 mana as part of a full round action, can imbue mana into a willing ally within 10 feet, granting them +2 Str, +10 ft to speed, melee attacks deal +5 (already factoring increased Str), and DR 5 against the first attack each round, for 5 rounds. The ally also must attack the nearest enemy, moving into melee, but can make ranged attacks as they do so. For each additional 15 mana can affect 1 additional willy ally within range; or increase range to affect an ally by 10 feet; or increase Str by +1, Speed by +5 and melee damage by +2; or increase duration by3 rounds. If using red mana, reduce cost by 5 mana, duration by 2 rounds, melee damage increased by +2.
 

Here's the Rig from C&C used by the GDI, an anchoring point for rallies and excellent means of setting up choke points.
Rig
The Rig is a slow moving utility vehicle used during the Third Tiberium War used by GDI. The vehicle uses some of the technology found in the mobile construction vehicles, which allow the vehicle, once moved to a desired location, typically close to combat zones, to deploy into a Battle Base structure, then can turn back into its vehicle form and move to a new location. While in Battle Base mode, the Rig has improved armour as the protective armour was under the outer hull, and locks into more optimal positioning as a stationary structure, a pair of cannons are on either side mounted in turrets, with a missile launcher in the middle to provide anti-air protection. It can release a series of drones which allow the Battle Base to repair a nearby GDI vehicle, making it a good rallying point that can provide some protection to damaged vehicles, and repair them. Unfortunately, the drones are not capable of repairing the Battle Base when it takes damage. The Rig, in vehicle form is seven squares wide, eight squares long, providing full cover for its occupants. Requires a crew of 9, commander, driver, 2 gunners, 5 engineers.

Crew: 9
Passengers: 0
Cargo: 5 tons
Init: -4
Maneuver: -6
Top Speed: 80 (8)
Defense: 4*
Hardness: 20*
Hit Points: 200
Size: Colossal
Purchase DC: 52
Restriction: Mil (+3)
Accessories: Obstacle Breaker, Battle Base Transformation, fire-control computer, thermal/nightvision for driver, gunners and commander, GPS, military radio, headlights, sensors (function like Mk 3 mech sensors).
Notes: NBC protection grants +4 to Fort saves.

Obstacle Breaker - Due to the size, weight and armour of the vehicle, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the vehicle, which includes such things as low walls, even small vehicles such as cars. When the vehicle strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 10 points of hardness. The vehicle only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the vehicle to none.

Battle Base Transformation
The Rig, once stationary, can deploy into the Battle Base mode, as a full round action. Anchors extend, locking it into place, various panels and parts extend and reconfigure. It extends pods from the sides to create base for two turrets on either side anchored to the ground, deploys an anti-air missile launcher from behind the cab, a crane extends from the back, and drone platforms are revealed. Armour panels shift into improved positions to better deflect projectiles and absorb explosives. While deployed, the Battle Base's Defense is increased to 10, Hardness increases to 25, and gains 200 hit points which are depleted first. While in this mode, the Rig is completely immobile until it reverts to Rig mode. Takes 2 full rounds to revert to Rig mode, although can move up to half speed at the end of second round. While in Battle Base, two cannons and missile launcher provides protection, while repair drones deploy to repair allied vehicles, mechs or buildings within 50 feet. The Battle Base takes up an area of 50 feet long by 100 feet wide.


Name

Damage

Critical

Dam Type

Range Incr

Rate of Fire

Magazine

Controller

105mm Guardian Cannon (2)

9d12

20

Ball

150 ft

Semi

100 rds

Gunner

Tusk Missile Pod

varies

20

varies

200 ft

Semi

6 missiles ready ea (48 extra)

Secondary Gunner or Commander

The Guardian Cannons are capable of firing independently by a single gunner, which a +3 bonus to attack for the targeting system.

Alternate Ammunition
APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 7d12, ballistic damage. PDC 14 for 5 rounds.
HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds.
M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 4d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds.
M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 4d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.


The Missile launcher is typically automated, with a +7 attack bonus to attack aircraft within range. If manned, its targeting systems provide a +2 bonus.

Tusk Missile Pod - The missile launchers on either side of the Battle Bases's turret hold 6 missiles at the ready, and depending on the missiles loaded, can attack aircraft, typically Javelin or similar style missiles are loaded. Once the pod is empty, it takes 1d4 rounds to reload the launcher.

Repair Drones - The Battle Base has a repair system that can repair damage to nearby vehicles, mechs, aircraft that are landed, and buildings, although it can't replace destroyed systems, within 50 feet of the Battle Base, selecting a single target each round. The Engineer on board can as part of a Repair check DC 15, engage the Repair Drones, repairing 1d8 hit points to the object per round. The system can repair a total of 200 hit points before it is depleted. Replenishing the system has a PDC of 15 for 25 HP. Although the system can collect scraps from destroyed vehicles, buildings and other objects within range, taking a Repair check DC 18, collecting 1d4 HP worth of material in a single round. If the Engineer beats the check by 5 or more, gains +1 HP for every 5 beats the check. If also makes a Knowledge: Technology DC 20, can increase the collection rate to 1d6 instead. Has 3 drones which have 10 hit points, hardness 5, a speed of 60 ft, Good Maneuverability, Defense 24. Takes 15 points of HP material to build any drones destroyed, taking 10 minutes. Can't repair the Battle Base or the drones when they are damaged, unless another Battle Base is performing the repairs.

Variants

Rig A1
The A1 is an upgrade to the Rig typically assigned to elite crews or those that have performed notable heroic acts. Although in areas where GDI has an abundance of resources and influence, may be the main versions of the Rig in the area. The upgrades include additional armour, the 105mm cannons Guardian cannons are upgraded with rail assisted coils which adds several rings around the barrel and blue glowing capacitors to the back of the weapons, with increased ammunition supply, improved targeting system, and the repair drones can either repair an increased amount to a single target, or repair up to two different targets. The repair drones can also repair damage to the Battle Base unlike the original version.
Make the following changes to upgrade a Rig to a Rig A1:
Increase hit points by 20, battle base grants an additional +50;
Increase 105mm cannons deal +1 die damage, increase range by +20 ft, and ammunition gains +5 ignore hardness/DR unless ammunition Anti-personnel type ammunition, increase ammunition supply by 25%;
Increase attack bonus for all weapons by additional +1;
Tusk missile payload gains an additional 6 missiles in storage;
Add 1 additional repair drone (total of 4), can repair 2 targets for 1d6 each, or repair 1 for 2d8 per round;
Increase HP stock to 250 HP;
Battle Base Transformation now takes a standard action, once stationary, to deploy, and only 1 full round to revert to Rig mode;
PDC: +2


Rig R1
This version of the Rig forgoes all offensive capabilities and expands the repair systems. In Rig mode it's slightly taller and bulker. When it transforms, instead of two guardian cannons, a missile launcher and a single crane, a set of scaffolding with cranes and robotic arms raise from platforms on each side, a pair of cranes raise from the central structure, and the drone bay is expanded to contain 6 drones, while the repair stock is greatly expanded. This new Repair Base can repair up to two vehicles that park within the scaffolding and repair arms on each side, while the drones can repair up to 2 targets up to 75 feet away.
Make the following changes to a Rig to make a Rig R1:
Replace Battle Base Transformation with Repair Base Transformation;
Increase cargo capacity to 6 tons;
Replace 2 gunners with 2 engineers;
Repair stock increased to 500 HP
PDC: +2

Repair Base
The Rig R1, once stationary, can deploy into the Repair Base mode, as a full round action. Anchors extend, locking it into place, various panels and parts extend and reconfigure. It extends pods from the sides to create the base for scaffolding and robotic arms on either side anchored to the ground, two cranes extends from the back, and drone platforms are revealed. Armour panels shift into improved positions to better deflect projectiles and absorb explosives. While deployed, the Repair Base's Defense is increased to 10, Hardness increases to 25, and gains 200 hit points which are depleted first. While in this mode, the Rig is completely immobile until it reverts to Rig mode. Takes 2 full rounds to revert to Rig mode, although can move up to half speed at the end of second round. While in Repair Base mode, a vehicle can pull up to either side, maximum size of 50 ft wide, 100 ft long, 50 feet tall, which can be repaired with a Repair check DC 15 at a rate of 2d6 +1 per 5 points over the DC per round, while repair drones deploy to repair allied vehicles, mechs or buildings within 75 feet. The Repair Base takes up an area of 60 feet long by 100 feet wide.
Has 6 repair drones, which can repair a single target 2d4, or 2 targets 1d6 per round, with Repair check DC 15 with a +1 HP per 5 points over the DC.

Warden Rig

The Warden was designed for prolonged containment near Red Zones, providing secure fallback and medical support. The Warden is larger, with heavier armour. The guardian cannons are replaced with railguns with blue glowing capacitors based on those from the Mammoth Mk2, the missile launcher is removed and replaced with a medical bay for healing infantry. As the Warden lacks an anti-air capacity, it will need protection, usually in the form of missile squads, or light missile carrying vehicles, but it is capable of striking farther out, keeping enemy heavy vehicles farther out, as its repair drones repair any vehicles near by, and heal infantry. Additionally, the Warden has the ability to enter a Bastion Mode, which temporarily increases its defenses, at the cost of some of its repair stock, and being unable to repair any vehicles near by, allowing it to weather attacks better. The Warden Rig, in vehicle form is eight squares wide, eight squares long, providing full cover for its occupants. Requires a crew of 10, commander, driver 2 gunners, 4 engineers, 2 medical staff.

Crew: 10
Passengers: 0
Cargo: 5 tons
Init: -4
Maneuver: -6
Top Speed: 70 (7)
Defense: 4*
Hardness: 22*
Hit Points: 250
Size: Colossal
Purchase DC: 53
Restriction: Mil (+3)
Accessories: Obstacle Breaker, Warden Base Transformation, fire-control computer (+3 attack rolls), thermal/nightvision for driver, gunners and commander, GPS, military radio, headlights, sensors (function like Mk 3 mech sensors), Bastion Mode.
Notes: NBC protection grants +4 to Fort saves.

Obstacle Breaker - Due to the size, weight and armour of the vehicle, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the vehicle, which includes such things as low walls, even small vehicles such as cars. When the vehicle strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 10 points of hardness. The vehicle only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the vehicle to none.

Warden Base Transformation
The Rig, once stationary, can deploy into the Warden Base mode, as a full round action. Anchors extend, locking it into place, various panels and parts extend and reconfigure. It extends pods from the sides to create base for two turrets on either side anchored to the ground, deploys a sealed medical bay from behind the cab, a crane extends from the back, and drone platforms are revealed. Armour panels shift into improved positions to better deflect projectiles and absorb explosives. While deployed, the Warden Base's Defense is increased to 10, Hardness increases to 27, and gains 300 hit points which are depleted first. While in this mode, the Rig is completely immobile until it reverts to Rig mode. Takes 2 full rounds to revert to Rig mode, although can move up to half speed at the end of second round. While in Warden Base, two cannons provides protection, while repair drones deploy to repair allied vehicles, mechs or buildings within 50 feet. The Warden Base takes up an area of 75 feet long by 100 feet wide.


Name

Damage

Critical

Dam Type

Range Incr

Rate of Fire

Magazine

Controller

Heavy Railgun (2)

7d12

19-20x4

Ball

2000 ft

Single

80 rounds ea

1 Gunner each

Heavy Railguns
The vehicle mounts a total of 2 heavy railguns that are capable of destroying most vehicles in 1 or two shots, capable of punching through and hitting targets beyond. Deals 7d12, 19-20x4, ball, 2000 ft, ignore 25 points of hardness. If the ignore hardness is 10 points or more greater than the target's hardness/DR, or a critical hit is scored, the round tears through the target (regardless if the target is destroyed or not), and can continue to strike a target in direct line past the target up to half the range increment (1000 ft) and deal damage to the next target, at -5 attack roll. If the ignore hardness/DR 10 or greater than the next target, the round can strike next target up to 500 ft in direct line at -10 attack roll.
Objects of less than gargantuan size that survive an attack, must make a Reflex save DC half the vehicle's gunner attack roll or be pushed back 1d6x10 ft, and if strike anything suffering 1d6 points of bludgeoning damage.


Warden Repair Drones - The Warden Base has a repair system that can repair damage to nearby vehicles, mechs, aircraft that are landed, and buildings, although it can't replace destroyed systems, within 50 feet of the Warden Base, selecting a single target each round. The Engineer on board can as part of a Repair check DC 15, engage the Repair Drones, repairing 1d6 hit points to the object per round. The system can repair a total of 250 hit points before it is depleted. Replenishing the system has a PDC of 15 for 25 HP. Although the system can collect scraps from destroyed vehicles, buildings and other objects within range, taking a Repair check DC 18, collecting 1d4 HP worth of material in a single round. If the Engineer beats the check by 5 or more, gains +1 HP for every 5 beats the check. If also makes a Knowledge: Technology DC 20, can increase the collection rate to 1d6 instead. The drones can create replacement rounds for the railguns at a rate of 5 rounds using 15 HP in 2 rounds. Has 2 drones which have 15 hit points, hardness 7, a speed of 50 ft, Good Maneuverability, Defense 24. Takes 20 points of HP material to build any drones destroyed, taking 10 minutes. Can repair the Warden Base or the drones when they are damaged.

Medical Bay - The medical bay has top of the line medical diagnostic equipment and automated surgical suites. Can heal up to 4 infantry at a time, requiring a Treat Injury DC 15 check, healing 1d6 HP +1 per 5 points over the DC, or cure most poisons and common diseases and Tiberium poisoning and radiation. Has enough supplies to cure 100 people of poisons, diseases, 200 of Tiberium poisoning.

Bastion Mode - As a move equivalent action, activated by the commander or driver, while in Warden Base mode, Bastion Mode can be activated, or can be activated using an attack of opportunity if the commander is aware of an incoming attack. This causes the armour to reinforce as additional panels move, struts are anchored, which increases the Warden Base's Defense up to 12 and Hardness increased to 30 and takes half damage from attacks that deal area damage (direct strikes still deal damage, but suffers half damage if in the blast radius) for 5 rounds. During this time, the drones can't repair anything, and uses up 25 HP of the repair stock, and any infantry in the medical bay can't exit nor any enter, although those within can still be healed. Can't be used for another 2d4+1 rounds (rolled once at start of battle).
 

Enchanted Trinkets Complete

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