Siege tank
The siege tank is a terran vehicle that can be configured to fulfill both the armoured support and the long-range artillery support roles. The Arclite siege tank is a four tread tank fitted with twin 80mm PPG-7 Plasma cannons, making it potent tank, in assault mode, capable of engaging heavy armour and buildings. Once in a good position, it can switch to siege mode, making it a static emplacement and the weapon becomes even more powerful. The treads angle out and stabilizing pylons are deployed. The turret and barrels modify themselves, removing the separation between the two barrels, forming a wider, and slightly longer barrel. This creates a longer ranged, more powerful plasma blast that also explodes to affect a larger area upon impact, making it a potent defense weapon, although with a slower rate of fire. While in siege mode, the vehicle is also immobile, requiring protection against airborne and fast ground attack craft that manage to get close.
The Arclite siege tank is 6 squares long (29.5 ft), 4 square wide (20 ft), with a crew of 3 with full cover.
AAV-5 Arclite Siege Tank
Crew: 3
Passengers: 0
Cargo: 60 lbs
Init: -1
Maneuver: 0
Top Speed: 70 (7)
Defense: 9
Hardness: 30
Hit Points: 100
Size: Huge
Purchase DC: 48
Restriction: Mil (+3)
Accessories: Headlights, GPS, military radio, night vision 1000 ft, 2 fire-linked PPG-7 plasma cannon/Mjolnir 120 mm shock cannon, NBC protection grants +4 to Fort saves, 1 week air/rations, transform.
Notes: +4 stability to drive checks to prevent being knocked off course or flipped, half penalties for rough terrain, half penalties for firing weapons while moving. Can't attack airborne targets
PPG-7 80mm Plasma Cannon/Mjolnir 120mm Shock Cannon
This weapon is a dual mode weapon system. While in assault mode, it is a pair of 80mm plasma cannons, dealing 14d6, 20x2 fire damage, ignoring 10 points of hardness/DR
When the siege tank switches to siege mode, the weapon changes to the Mjolnir Shock Cannon, firing a 120mm tungsten round that shatters on impact, dealing 15d10, 20x2 ballistic damage, ignoring 15 points of hardness/DR to the target struck and deals 10d10 damage to all within 10 foot radius of the target struck, Reflex save DC 15 for half. Targets that more than 10 ft long covered within the blast radius take an additional 50% more damage for every 10 ft within the blast radius. The Mjolnir can attack targets out to 20 range increments, but can't attack anything within 100 feet of the vehicle.
Transform
The siege tank can change from assault mode, functioning as a tank using the PPG-7 plasma cannons, using stats above. As a move equivalent action can change to siege mode, becoming immobile and activates the Mjolnir, plus its Hardness increases to 35, can't make use of the driver's Dex bonus to Defense but uses the driver's Class bonus to Defense increased by 50% (rounding down). The driver can change between the two modes once per round.
Options
Weapon Upgrade
The vehicle's weapons are boosted for improved damage and accuracy. Gains +1 die and +1 to attack rolls. Can be applied 3 times.
PDC: 21
Additional Armour
The vehicle can be plated in heavier armour, but at the expense of speed and maneuverability. Adds +1 hardness and +2 hit points, but reduce speed by 5 (1 per 2 applications chase), Initiative and Maneuver by -1. This can be applied 3 times, with penalties and bonuses stacking.
PDC: 18 (Mil +3)
Crucio Siege Tank
The Crucio is the replacement to the Arclite, with large hull, additional two treads on the sides, larger weapons and improved armour. One advantage the Crucio has over other vehicles with treads is the treads are made of neosteel plates, and a series of tubes in the chassis and bogies of the tank that pump a fast-drying gel into the affected area, replacing lost or reinforcing damaged tread segments, allowing the vehicle to remain operational after suffering massive damage.
The Crucio siege tank is 6 squares long (29.5 ft), 5 square wide (25 ft), weighing 60 tons, with a crew of 3 with full cover.
Crucio Siege Tank
Crew: 3
Passengers: 0
Cargo: 60 lbs
Init: -1
Maneuver: +1
Top Speed: 75 (7)
Defense: 9
Hardness: 30
Hit Points: 120
Size: Huge
Purchase DC: 50
Restriction: Mil (+3)
Accessories: Headlights, GPS, military radio, night vision 1000 ft, 2 fire-linked 90mm plasma cannon/180 mm shock cannon, NBC protection grants +4 to Fort saves, 1 week air/rations, transform.
Notes: +4 stability to drive checks to prevent being knocked off course or flipped, half penalties for rough terrain, half penalties for firing weapons while moving. Can't attack airborne targets
90mm Plasma Cannons / 180mm Shock Cannon
This weapon is a dual mode weapon system. While in assault mode, it is a pair of 90mm plasma cannons, dealing 14d8, 20x2 fire damage, ignoring 15 points of hardness/DR
When the siege tank switches to siege mode, the weapon changes to the 180mm Shock Cannon, firing a 180mm tungsten round that gets superheated at firing, dealing 15d12, 20x2 ballistic damage, ignoring 15 points of hardness/DR to the target struck and deals 10d12 damage to all within 15 foot radius of the target struck, Reflex save DC 17 for half. Targets that more than 10 ft long covered within the blast radius take an additional 50% more damage for every 10 ft within the blast radius. The Shock Cannon can attack targets out to 20 range increments, but can't attack anything within 100 feet of the vehicle.
Transform
The siege tank can change from assault mode, functioning as a tank using the plasma cannons, using stats above. As a move equivalent action can change to siege mode, becoming immobile and activates the Shock Cannon, plus its Hardness increases to 35, can't make use of the driver's Dex bonus to Defense but uses the driver's Class bonus to Defense increased by 50% (rounding down). The driver can change between the two modes once per round.
Options
Same as the Arclite plus the following:
Maelstrom Rounds
Maelstrom rounds have an armour-piercing tip, improving armour penetration without reducing area damage. Dealing 10d12, 20x3 , ignoring 25 points of hardness/DR to the primary target, while still dealing 10d12 to 15 ft blast radius, Reflex save DC 16. Only usable in siege mode.
PDC 24 for 10 rounds.
Shaped Blast
These rounds are a type of 'smart shell' reducing the damage to friendly units that might be caught in the blast radius. This is an upgrade to regular and Maelstrom rounds. Reduce damage by 1 die, reduce blast radius by 5 feet. Any allied units (with operating IFF and communications systems) caught in the siege tank's Shock Cannon blast radius gain +4 to Reflex saves, a successful save reduces damage by 75% (three-quarters rounding up), and on a failed save only suffer 75% (three quarters) damage instead.
PDC: +2
Ultra Capacitors
These self-replicating ultra capacitors reduce reload time of weapons and systems. On the siege tank these change the weapon systems from semi to semi and automatic in assault mode, and the 120mm Shock Cannon changes to single instead of 1 per 2 rounds.
PDC: 17
Vanadium Plating
A different type of armour plating for the vehicle. Adds +1 hardness and +5 hit points. This can be applied 3 times, with penalties and bonuses stacking.
PDC: 21 (Mil +3)
Regenerative Bio-Steel
A new type of hull plating that was developed by Egon Stetmann aboard the Hyperion after studying the cellular structure of Zerg organisms. It uses regenerative nanobots to slowly repair the hull. The equipped vehicle can repair 1 hit point every 1d4 rounds.
PDC: 25 (Rare +4)
Variants
Raynor Siege Tank
Crucio siege tanks under the command of Raynor are modified versions with upgraded armour, weapons and an afterburner system to move about the battlefield quickly to better reposition for optimal firing arcs.
Make following changes to Crucio siege tank to make a Raynor siege tank:
Hit points +4, total 124 (Additional Armour x2);
Hardness +2, total 32, 37 in siege mode (Additional Armour x2);
Add Advanced Siege Tech -Transform takes 1 free action, capable of twice per round;
90mm Plasma cannons deal 23d8 +2 attack rolls (Upgrade weapons x2), range incr 220 ft (Advanced Optics);
180mm Shock cannon deals 17d12 +2 attack rolls (Upgrade weapons x2), range incr 330 ft (Advanced Optics);
Add Afterburner;
PDC: 53
Swann Siege Tank
Crucio siege tanks under the command of Swann are upgraded with improved armour, weapons, and repair systems.
Make following changes to Crucio siege tanks:
Hit points +20% base hp +6, total 150 (Additional Armour x3 and Mechanical Know-how);
Hardness +2, total 32, 37 in siege mode (Additional Armour x2);
Add Advanced Siege Tech -Transform takes 1 free action, capable of twice per round;
90mm Plasma cannons deal 22d8 +1 attack rolls (Upgrade weapons x1), range incr 220 ft (Advanced Optics);
180mm Shock cannon deals 16d12 +1 attack rolls (Upgrade weapons x1), range incr 330 ft (Advanced Optics);
Add Maelstrom Rounds (120mm Shock Cannon 0d12, 20x3 , ignoring 25 points of hardness/DR to the primary target, while still dealing 10d12 to 15 ft blast radius, Reflex save DC 16. Only usable in siege mode);
Add Regenerative Bio-Steel, repair 1 HP every 1d4 rounds;
Add Immortality Protocol
PDC: 55
Nova Coverts Ops Siege Tank
These siege tanks modified for use by the commander Nova, a Ghost, making them more mobile to quickly deploy and move again after firing, with jump jets and faster transformation sequence. They are also fitted with a Spider Mine dispenser that can release Spider Mine mk2.
Make following changes to Crucio siege tanks:
Add Advanced Siege Tech -Transform takes 1 free action, capable of twice per round;
Add Jump Jets;
Add Regenerative Bio-Steel, repair 1 HP every 1d4 rounds;
Add Shaped Blast;
Add Spider Mine Dispenser (carries 12 spider mine mk2);
PDC: 55
Imperio Siege Tank
The Imperio is the siege tank developed by the Umojan Protectorate after spies had gained plans for the Crucio from the Dominion. The Imperio has advanced targeting systems and fast transformation systems and improved speed.
Make following changes to Crucio siege tank:
Increase HP to 130 hp;
Increase speed to 80 (8):
Add Advanced Siege Tech -Transform takes 1 free action, capable of twice per round;
90mm Plasma cannons deal 24d8 +3 attack rolls (Upgrade weapons x3), range incr 220 ft (Advanced Optics);
180mm Shock cannon deals 18d12 +3 attack rolls (Upgrade weapons x3), range incr 330 ft (Advanced Optics);
PDC: 52 Mil +3 Umojan Protectorate
Advanced Siege Tech
This reduces the time of the transformation and improves its armour while in siege mode. Can transform as a free action for a maximum of twice per round. While in siege mode, hardness +5.
PDC: +2
Afterburners
A set of afterburners are fitted to the vehicle to increase its movement for short periods. As a free action, driver can activate the afterburners, increasing the speed, while in assault mode, to 100 (10) for 2 rounds, but suffers -2 to Drive checks. Requires 2 rounds cooldown between uses.
PDC: +1
Advanced Optics
Increases the range of weapons. Increase range increment of weapons by 10% (round down).
PDC: +1
Mechanical Know-how
Swann, as an engineer, has learned over the years how to improve the frames and armour of vehicles. Increases the vehicle's base HP by 20% (before any other bonuses).
PDC: +3
Immortality Protocol
In the event the vehicle is reduced to 0 hit points it is disabled, but not destroyed (unless the damage dealt renders the vehicle to -50 hit points). The following round the vehicle is instantly repaired 5d6+5 hit points, but none of its systems are usable until the following round. Usable once, must be completely replaced after use.
PDC: 30.
Jump Jets
The vehicle is fitted with jets that give it limited flight, mostly used for getting up or down cliffs. The vehicle can raise up or down up to 100 feet and move 50 feet horizontally as a move action, requiring a successfully Drive check DC 16 without any environmental or combat penalties.
PDC: 23
Spider Mine Dispenser
This device attaches to the back of the vehicle and holds 12 spider mines. Deploying a spider mine requires the vehicle to be stationary and takes a full round to deploy.
PDC: 20 (Mil +3)
Spider Mine mk2
These mines are improved with a stronger frame, better explosive pattern, although with slightly less damage. With ability to burrow into the ground to conceal itself, fitted with motion, IFF and visual sensors to detect targets. Once a target enters its range, it quickly unburrows and rushes towards the target, exploding. Each mine is size small, about the size of a small to medium sized dog, with 8 hit points, Defense 16 while unburied. It can detect targets within 50 feet and unburies itself as a free action that does provoke an attack of opportunity when a target is within 30 feet, rushing to the target with a speed of 60 ft, making a touch attack with +6 bonus to attack rolls, dealing 4d6 fire and slashing damage to a 20 foot radius, Reflex DC 18 for half, except the target struck makes no save.
While buried, the mine has +20 to hide, even against sensors designed to detect electronics as it is shielded.
PDC: 20 per mine
Heavy Siege Tank
The Heavy Siege Tank is a special forces version of the Crucio, slightly larger, improved armour and better repair systems. Otherwise very similar to the standard Crucio tank, and can take many of the same upgrades as the basic version.
The heavy siege tank is 7 squares long (32.8 ft), 5 square wide (25 ft), weighing 70 tons, with a crew of 3 with full cover.
Heavy Siege Tank
Crew: 3
Passengers: 0
Cargo: 60 lbs
Init: -1
Maneuver: +0
Top Speed: 70 (7)
Defense: 9
Hardness: 33
Hit Points: 150
Size: Huge
Purchase DC: 52
Restriction: Mil (+3)
Accessories: Headlights, GPS, military radio, night vision 1000 ft, 2 fire-linked 100mm plasma cannon/200 mm shock cannon, NBC protection grants +4 to Fort saves, 1 week air/rations, transform, spider mine mk2 dispenser, 20 spider mk2 mines, repair system.
Notes: +4 stability to drive checks to prevent being knocked off course or flipped, half penalties for rough terrain, half penalties for firing weapons while moving. Can't attack airborne targets
100mm Plasma Cannons / 200mm Shock Cannon
This weapon is a dual mode weapon system. While in assault mode, it is a pair of 90mm plasma cannons, dealing 16d8, 20x2 fire damage, ignoring 20 points of hardness/DR
When the siege tank switches to siege mode, the weapon changes to the 200mm Shock Cannon, firing a 200mm tungsten round that gets superheated at firing, dealing 16d12, 20x2 ballistic damage, ignoring 20 points of hardness/DR to the target struck and deals 10d12 damage to all within 20 foot radius of the target struck, Reflex save DC 19 for half. Targets that more than 10 ft long covered within the blast radius take an additional 50% more damage for every 10 ft within the blast radius. The Shock Cannon can attack targets out to 20 range increments, but can't attack anything within 100 feet of the vehicle.
Transform
The siege tank can change from assault mode, functioning as a tank using the plasma cannons, using stats above. As a move equivalent action can change to siege mode, becoming immobile and activates the Shock Cannon, plus its Hardness increases to 35, can't make use of the driver's Dex bonus to Defense but uses the driver's Class bonus to Defense increased by 50% (rounding down). The driver can change between the two modes once per round.
Repair System
This system repairs damage to the vehicle, repairing 5 hp every 1d4 rounds. If the vehicle is fitted with Regenerative Bio-Steel, the repair system is upgraded to 10 hp every 1d4 rounds.
Spider Mine Dispenser
This device attaches to the back of the vehicle and holds 20 spider mines. Deploying a spider mine requires the vehicle to be stationary and takes a full round to deploy.
PDC: 20 (Mil +3)
Spider Mine mk2
These mines are improved with a stronger frame, better explosive pattern, although with slightly less damage. With ability to burrow into the ground to conceal itself, fitted with motion, IFF and visual sensors to detect targets. Once a target enters its range, it quickly unburrows and rushes towards the target, exploding. Each mine is size small, about the size of a small to medium sized dog, with 8 hit points, Defense 16 while unburied. It can detect targets within 50 feet and unburies itself as a free action that does provoke an attack of opportunity when a target is within 30 feet, rushing to the target with a speed of 60 ft, making a touch attack with +6 bonus to attack rolls, dealing 4d6 fire and slashing damage to a 20 foot radius, Reflex DC 18 for half, except the target struck makes no save.
While buried, the mine has +20 to hide, even against sensors designed to detect electronics as it is shielded.
PDC: 20 per mine
Option
Graduating Range
This upgrade for the Heavy Siege Tank increases the range increment of the 200mm Shock Cannon while in siege mode if it is attacking the same target for multiple rounds. After each successful attack against a target that is out more than 2 range increments, the range increment is improved by 50 feet for the next attack, to a maximum of +250 feet. This bonus lasts for 10 rounds after reaching maximum bonus, or the first missed shot before that time.
PDC: 26 Mil +3
Exidium Siege tank
Exidium siege tanks are an attempt to create a far more mobile artillery unit developed by the Dominion of Man years after the destruction of the Hybrid Zerg-Protoss creatures. Exidium have a frame that looks like a thicker Diamondback with four wheels in outriggers. The turret mounts a smaller pair of plasma cannons than the Arclite siege tank, along with an anti-aircraft missile launcher to protect against one of the greatest weaknesses of the siege tanks. Instead of a Shock cannon the plasma cannons turn into, the Exidium instead has an Volcano plasma cannon, completely reducing the dependence on physical ammunition, except for the missiles for defense. For added defense, the Exidium features a shield generator, combined with the lack of physical ammunition for its main weapon, gives the Exidium greater staying power in the battlefield, able to roam with only a few light escorts, set up ambush points, then quickly move to another ambush point before any retaliatory attacks.
The transformation system, similar to the Arclite's, the wheels angle out, stabilization pylons deploy, the body lowers, and the turret modifies to create a larger turret for heavier damage with large blast area.
The Exidium Siege Tank is 4 squares long (20.5 ft), 4 square wide (18.2 ft), weighing 35 tons, with a crew of 3 with full cover.
Exidium Siege Tank
Crew: 3
Passengers: 0
Cargo: 50 lbs
Init: -1
Maneuver: +2
Top Speed: 90 (9)
Defense: 9
Hardness: 20
Hit Points: 70, shield 80 hp, regenerates 5 hp per round without suffering damage.
Size: Huge
Purchase DC: 53
Restriction: Mil (+3)
Accessories: Headlights, GPS, military radio, night vision 1000 ft, 2 fire-linked 70mm plasma cannon / 150 mm volcano cannon, anti-air missile launcher (+3 attack airborne targets, -2 to attack ground based targets), NBC protection grants +4 to Fort saves, 1 week air/rations, transform.
Notes: +2 stability to drive checks to prevent being knocked off course or flipped,
70mm Plasma Cannons / 150mm Volcano Cannon
This weapon is a dual mode weapon system. While in assault mode, it is a pair of 70mm plasma cannons, dealing 9d6, 20x2 fire damage, ignoring 15 points of hardness/DR.
When the siege tank switches to siege mode, the weapon changes to the 150mm Volcano Cannon, firing a large plasma round that detonates upon impact dealing 10d10, fire damage, to all within 25 foot radius, Reflex save DC 20 for half. Targets that more than 10 ft long covered within the blast radius take an additional 50% more damage for every 10 ft within the blast radius. The Shock Cannon can attack targets out to 20 range increments, but can't attack anything within 100 feet of the vehicle.
Transform
The siege tank can change from assault mode, functioning as a tank using the plasma cannons, using stats above. As a move equivalent action can change to siege mode, becoming immobile and activates the Volcano Cannon, plus its Hardness increases to 25, can't make use of the driver's Dex bonus to Defense but uses the driver's Class bonus to Defense increased by 50% (rounding down). The driver can change between the two modes once per round.
The siege tank is a terran vehicle that can be configured to fulfill both the armoured support and the long-range artillery support roles. The Arclite siege tank is a four tread tank fitted with twin 80mm PPG-7 Plasma cannons, making it potent tank, in assault mode, capable of engaging heavy armour and buildings. Once in a good position, it can switch to siege mode, making it a static emplacement and the weapon becomes even more powerful. The treads angle out and stabilizing pylons are deployed. The turret and barrels modify themselves, removing the separation between the two barrels, forming a wider, and slightly longer barrel. This creates a longer ranged, more powerful plasma blast that also explodes to affect a larger area upon impact, making it a potent defense weapon, although with a slower rate of fire. While in siege mode, the vehicle is also immobile, requiring protection against airborne and fast ground attack craft that manage to get close.
The Arclite siege tank is 6 squares long (29.5 ft), 4 square wide (20 ft), with a crew of 3 with full cover.
AAV-5 Arclite Siege Tank
Crew: 3
Passengers: 0
Cargo: 60 lbs
Init: -1
Maneuver: 0
Top Speed: 70 (7)
Defense: 9
Hardness: 30
Hit Points: 100
Size: Huge
Purchase DC: 48
Restriction: Mil (+3)
Accessories: Headlights, GPS, military radio, night vision 1000 ft, 2 fire-linked PPG-7 plasma cannon/Mjolnir 120 mm shock cannon, NBC protection grants +4 to Fort saves, 1 week air/rations, transform.
Notes: +4 stability to drive checks to prevent being knocked off course or flipped, half penalties for rough terrain, half penalties for firing weapons while moving. Can't attack airborne targets
Name | Damage | Crit | Dam Type | Range Incr | Rate of Fire | Magazine |
2 Fire-Linked PPG-7 80 mm Plasma cannon (assault mode) | 21d6 | 20x2 | Fire | 175 ft | Semi | - |
Mjolnir 120 mm Shock Cannon (siege mode) | 15d10 | 20x2 | Ballistic | 250 ft | 1 per 2 rounds | 75 rds |
PPG-7 80mm Plasma Cannon/Mjolnir 120mm Shock Cannon
This weapon is a dual mode weapon system. While in assault mode, it is a pair of 80mm plasma cannons, dealing 14d6, 20x2 fire damage, ignoring 10 points of hardness/DR
When the siege tank switches to siege mode, the weapon changes to the Mjolnir Shock Cannon, firing a 120mm tungsten round that shatters on impact, dealing 15d10, 20x2 ballistic damage, ignoring 15 points of hardness/DR to the target struck and deals 10d10 damage to all within 10 foot radius of the target struck, Reflex save DC 15 for half. Targets that more than 10 ft long covered within the blast radius take an additional 50% more damage for every 10 ft within the blast radius. The Mjolnir can attack targets out to 20 range increments, but can't attack anything within 100 feet of the vehicle.
Transform
The siege tank can change from assault mode, functioning as a tank using the PPG-7 plasma cannons, using stats above. As a move equivalent action can change to siege mode, becoming immobile and activates the Mjolnir, plus its Hardness increases to 35, can't make use of the driver's Dex bonus to Defense but uses the driver's Class bonus to Defense increased by 50% (rounding down). The driver can change between the two modes once per round.
Options
Weapon Upgrade
The vehicle's weapons are boosted for improved damage and accuracy. Gains +1 die and +1 to attack rolls. Can be applied 3 times.
PDC: 21
Additional Armour
The vehicle can be plated in heavier armour, but at the expense of speed and maneuverability. Adds +1 hardness and +2 hit points, but reduce speed by 5 (1 per 2 applications chase), Initiative and Maneuver by -1. This can be applied 3 times, with penalties and bonuses stacking.
PDC: 18 (Mil +3)
Crucio Siege Tank
The Crucio is the replacement to the Arclite, with large hull, additional two treads on the sides, larger weapons and improved armour. One advantage the Crucio has over other vehicles with treads is the treads are made of neosteel plates, and a series of tubes in the chassis and bogies of the tank that pump a fast-drying gel into the affected area, replacing lost or reinforcing damaged tread segments, allowing the vehicle to remain operational after suffering massive damage.
The Crucio siege tank is 6 squares long (29.5 ft), 5 square wide (25 ft), weighing 60 tons, with a crew of 3 with full cover.
Crucio Siege Tank
Crew: 3
Passengers: 0
Cargo: 60 lbs
Init: -1
Maneuver: +1
Top Speed: 75 (7)
Defense: 9
Hardness: 30
Hit Points: 120
Size: Huge
Purchase DC: 50
Restriction: Mil (+3)
Accessories: Headlights, GPS, military radio, night vision 1000 ft, 2 fire-linked 90mm plasma cannon/180 mm shock cannon, NBC protection grants +4 to Fort saves, 1 week air/rations, transform.
Notes: +4 stability to drive checks to prevent being knocked off course or flipped, half penalties for rough terrain, half penalties for firing weapons while moving. Can't attack airborne targets
Name | Damage | Crit | Dam Type | Range Incr | Rate of Fire | Magazine |
2 Fire-Linked 90 mm Plasma cannon (assault mode) | 21d8 | 20x2 | Fire | 200 ft | Semi | - |
180 mm Shock Cannon (siege mode) | 15d12 | 20x2 | Ballistic | 300 ft | 1 per 2 rounds | 120 |
90mm Plasma Cannons / 180mm Shock Cannon
This weapon is a dual mode weapon system. While in assault mode, it is a pair of 90mm plasma cannons, dealing 14d8, 20x2 fire damage, ignoring 15 points of hardness/DR
When the siege tank switches to siege mode, the weapon changes to the 180mm Shock Cannon, firing a 180mm tungsten round that gets superheated at firing, dealing 15d12, 20x2 ballistic damage, ignoring 15 points of hardness/DR to the target struck and deals 10d12 damage to all within 15 foot radius of the target struck, Reflex save DC 17 for half. Targets that more than 10 ft long covered within the blast radius take an additional 50% more damage for every 10 ft within the blast radius. The Shock Cannon can attack targets out to 20 range increments, but can't attack anything within 100 feet of the vehicle.
Transform
The siege tank can change from assault mode, functioning as a tank using the plasma cannons, using stats above. As a move equivalent action can change to siege mode, becoming immobile and activates the Shock Cannon, plus its Hardness increases to 35, can't make use of the driver's Dex bonus to Defense but uses the driver's Class bonus to Defense increased by 50% (rounding down). The driver can change between the two modes once per round.
Options
Same as the Arclite plus the following:
Maelstrom Rounds
Maelstrom rounds have an armour-piercing tip, improving armour penetration without reducing area damage. Dealing 10d12, 20x3 , ignoring 25 points of hardness/DR to the primary target, while still dealing 10d12 to 15 ft blast radius, Reflex save DC 16. Only usable in siege mode.
PDC 24 for 10 rounds.
Shaped Blast
These rounds are a type of 'smart shell' reducing the damage to friendly units that might be caught in the blast radius. This is an upgrade to regular and Maelstrom rounds. Reduce damage by 1 die, reduce blast radius by 5 feet. Any allied units (with operating IFF and communications systems) caught in the siege tank's Shock Cannon blast radius gain +4 to Reflex saves, a successful save reduces damage by 75% (three-quarters rounding up), and on a failed save only suffer 75% (three quarters) damage instead.
PDC: +2
Ultra Capacitors
These self-replicating ultra capacitors reduce reload time of weapons and systems. On the siege tank these change the weapon systems from semi to semi and automatic in assault mode, and the 120mm Shock Cannon changes to single instead of 1 per 2 rounds.
PDC: 17
Vanadium Plating
A different type of armour plating for the vehicle. Adds +1 hardness and +5 hit points. This can be applied 3 times, with penalties and bonuses stacking.
PDC: 21 (Mil +3)
Regenerative Bio-Steel
A new type of hull plating that was developed by Egon Stetmann aboard the Hyperion after studying the cellular structure of Zerg organisms. It uses regenerative nanobots to slowly repair the hull. The equipped vehicle can repair 1 hit point every 1d4 rounds.
PDC: 25 (Rare +4)
Variants
Raynor Siege Tank
Crucio siege tanks under the command of Raynor are modified versions with upgraded armour, weapons and an afterburner system to move about the battlefield quickly to better reposition for optimal firing arcs.
Make following changes to Crucio siege tank to make a Raynor siege tank:
Hit points +4, total 124 (Additional Armour x2);
Hardness +2, total 32, 37 in siege mode (Additional Armour x2);
Add Advanced Siege Tech -Transform takes 1 free action, capable of twice per round;
90mm Plasma cannons deal 23d8 +2 attack rolls (Upgrade weapons x2), range incr 220 ft (Advanced Optics);
180mm Shock cannon deals 17d12 +2 attack rolls (Upgrade weapons x2), range incr 330 ft (Advanced Optics);
Add Afterburner;
PDC: 53
Swann Siege Tank
Crucio siege tanks under the command of Swann are upgraded with improved armour, weapons, and repair systems.
Make following changes to Crucio siege tanks:
Hit points +20% base hp +6, total 150 (Additional Armour x3 and Mechanical Know-how);
Hardness +2, total 32, 37 in siege mode (Additional Armour x2);
Add Advanced Siege Tech -Transform takes 1 free action, capable of twice per round;
90mm Plasma cannons deal 22d8 +1 attack rolls (Upgrade weapons x1), range incr 220 ft (Advanced Optics);
180mm Shock cannon deals 16d12 +1 attack rolls (Upgrade weapons x1), range incr 330 ft (Advanced Optics);
Add Maelstrom Rounds (120mm Shock Cannon 0d12, 20x3 , ignoring 25 points of hardness/DR to the primary target, while still dealing 10d12 to 15 ft blast radius, Reflex save DC 16. Only usable in siege mode);
Add Regenerative Bio-Steel, repair 1 HP every 1d4 rounds;
Add Immortality Protocol
PDC: 55
Nova Coverts Ops Siege Tank
These siege tanks modified for use by the commander Nova, a Ghost, making them more mobile to quickly deploy and move again after firing, with jump jets and faster transformation sequence. They are also fitted with a Spider Mine dispenser that can release Spider Mine mk2.
Make following changes to Crucio siege tanks:
Add Advanced Siege Tech -Transform takes 1 free action, capable of twice per round;
Add Jump Jets;
Add Regenerative Bio-Steel, repair 1 HP every 1d4 rounds;
Add Shaped Blast;
Add Spider Mine Dispenser (carries 12 spider mine mk2);
PDC: 55
Imperio Siege Tank
The Imperio is the siege tank developed by the Umojan Protectorate after spies had gained plans for the Crucio from the Dominion. The Imperio has advanced targeting systems and fast transformation systems and improved speed.
Make following changes to Crucio siege tank:
Increase HP to 130 hp;
Increase speed to 80 (8):
Add Advanced Siege Tech -Transform takes 1 free action, capable of twice per round;
90mm Plasma cannons deal 24d8 +3 attack rolls (Upgrade weapons x3), range incr 220 ft (Advanced Optics);
180mm Shock cannon deals 18d12 +3 attack rolls (Upgrade weapons x3), range incr 330 ft (Advanced Optics);
PDC: 52 Mil +3 Umojan Protectorate
Advanced Siege Tech
This reduces the time of the transformation and improves its armour while in siege mode. Can transform as a free action for a maximum of twice per round. While in siege mode, hardness +5.
PDC: +2
Afterburners
A set of afterburners are fitted to the vehicle to increase its movement for short periods. As a free action, driver can activate the afterburners, increasing the speed, while in assault mode, to 100 (10) for 2 rounds, but suffers -2 to Drive checks. Requires 2 rounds cooldown between uses.
PDC: +1
Advanced Optics
Increases the range of weapons. Increase range increment of weapons by 10% (round down).
PDC: +1
Mechanical Know-how
Swann, as an engineer, has learned over the years how to improve the frames and armour of vehicles. Increases the vehicle's base HP by 20% (before any other bonuses).
PDC: +3
Immortality Protocol
In the event the vehicle is reduced to 0 hit points it is disabled, but not destroyed (unless the damage dealt renders the vehicle to -50 hit points). The following round the vehicle is instantly repaired 5d6+5 hit points, but none of its systems are usable until the following round. Usable once, must be completely replaced after use.
PDC: 30.
Jump Jets
The vehicle is fitted with jets that give it limited flight, mostly used for getting up or down cliffs. The vehicle can raise up or down up to 100 feet and move 50 feet horizontally as a move action, requiring a successfully Drive check DC 16 without any environmental or combat penalties.
PDC: 23
Spider Mine Dispenser
This device attaches to the back of the vehicle and holds 12 spider mines. Deploying a spider mine requires the vehicle to be stationary and takes a full round to deploy.
PDC: 20 (Mil +3)
Spider Mine mk2
These mines are improved with a stronger frame, better explosive pattern, although with slightly less damage. With ability to burrow into the ground to conceal itself, fitted with motion, IFF and visual sensors to detect targets. Once a target enters its range, it quickly unburrows and rushes towards the target, exploding. Each mine is size small, about the size of a small to medium sized dog, with 8 hit points, Defense 16 while unburied. It can detect targets within 50 feet and unburies itself as a free action that does provoke an attack of opportunity when a target is within 30 feet, rushing to the target with a speed of 60 ft, making a touch attack with +6 bonus to attack rolls, dealing 4d6 fire and slashing damage to a 20 foot radius, Reflex DC 18 for half, except the target struck makes no save.
While buried, the mine has +20 to hide, even against sensors designed to detect electronics as it is shielded.
PDC: 20 per mine
Heavy Siege Tank
The Heavy Siege Tank is a special forces version of the Crucio, slightly larger, improved armour and better repair systems. Otherwise very similar to the standard Crucio tank, and can take many of the same upgrades as the basic version.
The heavy siege tank is 7 squares long (32.8 ft), 5 square wide (25 ft), weighing 70 tons, with a crew of 3 with full cover.
Heavy Siege Tank
Crew: 3
Passengers: 0
Cargo: 60 lbs
Init: -1
Maneuver: +0
Top Speed: 70 (7)
Defense: 9
Hardness: 33
Hit Points: 150
Size: Huge
Purchase DC: 52
Restriction: Mil (+3)
Accessories: Headlights, GPS, military radio, night vision 1000 ft, 2 fire-linked 100mm plasma cannon/200 mm shock cannon, NBC protection grants +4 to Fort saves, 1 week air/rations, transform, spider mine mk2 dispenser, 20 spider mk2 mines, repair system.
Notes: +4 stability to drive checks to prevent being knocked off course or flipped, half penalties for rough terrain, half penalties for firing weapons while moving. Can't attack airborne targets
Name | Damage | Crit | Dam Type | Range Incr | Rate of Fire | Magazine |
2 Fire-Linked 100 mm Plasma cannon (assault mode) | 24d8 | 20x2 | Fire | 225 ft | Semi | - |
180 mm Shock Cannon (siege mode) | 16d12 | 20x2 | Ballistic | 350 ft | 1 per 2 rounds | 180 |
100mm Plasma Cannons / 200mm Shock Cannon
This weapon is a dual mode weapon system. While in assault mode, it is a pair of 90mm plasma cannons, dealing 16d8, 20x2 fire damage, ignoring 20 points of hardness/DR
When the siege tank switches to siege mode, the weapon changes to the 200mm Shock Cannon, firing a 200mm tungsten round that gets superheated at firing, dealing 16d12, 20x2 ballistic damage, ignoring 20 points of hardness/DR to the target struck and deals 10d12 damage to all within 20 foot radius of the target struck, Reflex save DC 19 for half. Targets that more than 10 ft long covered within the blast radius take an additional 50% more damage for every 10 ft within the blast radius. The Shock Cannon can attack targets out to 20 range increments, but can't attack anything within 100 feet of the vehicle.
Transform
The siege tank can change from assault mode, functioning as a tank using the plasma cannons, using stats above. As a move equivalent action can change to siege mode, becoming immobile and activates the Shock Cannon, plus its Hardness increases to 35, can't make use of the driver's Dex bonus to Defense but uses the driver's Class bonus to Defense increased by 50% (rounding down). The driver can change between the two modes once per round.
Repair System
This system repairs damage to the vehicle, repairing 5 hp every 1d4 rounds. If the vehicle is fitted with Regenerative Bio-Steel, the repair system is upgraded to 10 hp every 1d4 rounds.
Spider Mine Dispenser
This device attaches to the back of the vehicle and holds 20 spider mines. Deploying a spider mine requires the vehicle to be stationary and takes a full round to deploy.
PDC: 20 (Mil +3)
Spider Mine mk2
These mines are improved with a stronger frame, better explosive pattern, although with slightly less damage. With ability to burrow into the ground to conceal itself, fitted with motion, IFF and visual sensors to detect targets. Once a target enters its range, it quickly unburrows and rushes towards the target, exploding. Each mine is size small, about the size of a small to medium sized dog, with 8 hit points, Defense 16 while unburied. It can detect targets within 50 feet and unburies itself as a free action that does provoke an attack of opportunity when a target is within 30 feet, rushing to the target with a speed of 60 ft, making a touch attack with +6 bonus to attack rolls, dealing 4d6 fire and slashing damage to a 20 foot radius, Reflex DC 18 for half, except the target struck makes no save.
While buried, the mine has +20 to hide, even against sensors designed to detect electronics as it is shielded.
PDC: 20 per mine
Option
Graduating Range
This upgrade for the Heavy Siege Tank increases the range increment of the 200mm Shock Cannon while in siege mode if it is attacking the same target for multiple rounds. After each successful attack against a target that is out more than 2 range increments, the range increment is improved by 50 feet for the next attack, to a maximum of +250 feet. This bonus lasts for 10 rounds after reaching maximum bonus, or the first missed shot before that time.
PDC: 26 Mil +3
Exidium Siege tank
Exidium siege tanks are an attempt to create a far more mobile artillery unit developed by the Dominion of Man years after the destruction of the Hybrid Zerg-Protoss creatures. Exidium have a frame that looks like a thicker Diamondback with four wheels in outriggers. The turret mounts a smaller pair of plasma cannons than the Arclite siege tank, along with an anti-aircraft missile launcher to protect against one of the greatest weaknesses of the siege tanks. Instead of a Shock cannon the plasma cannons turn into, the Exidium instead has an Volcano plasma cannon, completely reducing the dependence on physical ammunition, except for the missiles for defense. For added defense, the Exidium features a shield generator, combined with the lack of physical ammunition for its main weapon, gives the Exidium greater staying power in the battlefield, able to roam with only a few light escorts, set up ambush points, then quickly move to another ambush point before any retaliatory attacks.
The transformation system, similar to the Arclite's, the wheels angle out, stabilization pylons deploy, the body lowers, and the turret modifies to create a larger turret for heavier damage with large blast area.
The Exidium Siege Tank is 4 squares long (20.5 ft), 4 square wide (18.2 ft), weighing 35 tons, with a crew of 3 with full cover.
Exidium Siege Tank
Crew: 3
Passengers: 0
Cargo: 50 lbs
Init: -1
Maneuver: +2
Top Speed: 90 (9)
Defense: 9
Hardness: 20
Hit Points: 70, shield 80 hp, regenerates 5 hp per round without suffering damage.
Size: Huge
Purchase DC: 53
Restriction: Mil (+3)
Accessories: Headlights, GPS, military radio, night vision 1000 ft, 2 fire-linked 70mm plasma cannon / 150 mm volcano cannon, anti-air missile launcher (+3 attack airborne targets, -2 to attack ground based targets), NBC protection grants +4 to Fort saves, 1 week air/rations, transform.
Notes: +2 stability to drive checks to prevent being knocked off course or flipped,
Name | Damage | Crit | Dam Type | Range Incr | Rate of Fire | Magazine |
2 Fire-Linked 70 mm Plasma cannon (assault mode) | 13d6 | 20x2 | Fire | 200 ft | Semi | - |
150 mm Volcano Cannon (siege mode) | 10d10 | - | Fire | 300 ft | Single | - |
Anti-Air Missile Launcher | 9d6 | 20x2 | Ball/Fire | Single | 12 missiles |
70mm Plasma Cannons / 150mm Volcano Cannon
This weapon is a dual mode weapon system. While in assault mode, it is a pair of 70mm plasma cannons, dealing 9d6, 20x2 fire damage, ignoring 15 points of hardness/DR.
When the siege tank switches to siege mode, the weapon changes to the 150mm Volcano Cannon, firing a large plasma round that detonates upon impact dealing 10d10, fire damage, to all within 25 foot radius, Reflex save DC 20 for half. Targets that more than 10 ft long covered within the blast radius take an additional 50% more damage for every 10 ft within the blast radius. The Shock Cannon can attack targets out to 20 range increments, but can't attack anything within 100 feet of the vehicle.
Transform
The siege tank can change from assault mode, functioning as a tank using the plasma cannons, using stats above. As a move equivalent action can change to siege mode, becoming immobile and activates the Volcano Cannon, plus its Hardness increases to 25, can't make use of the driver's Dex bonus to Defense but uses the driver's Class bonus to Defense increased by 50% (rounding down). The driver can change between the two modes once per round.