CORELINE (D20 Modern/D20 BESM Setting).

SCV
The SCV (Space Construction Vehicle) is a construction unit, that borders the line between mech, power armour, and a vehicle, in how it operates. It is a humanoid robotic vehicle that is incredibly easy to operate, capable of walking but also hovering or using thrusters to move about in space. While mostly humanoid in shape, it lacks a head, with a cockpit mounted to the front, with two thick arms that one ends in a multi-tool and the other a claw with several tools attached to. Mounted on the back are two large containers that contain nano-factory, materials for creating buildings or repairing vehicles. Below the containers are the primary thrusters to allow it to hover and move about quickly over ground or in space.
SCVs are used to build virtually any building in the Terran Confederation, Dominion, UED, or other Terran group, depending on the faction and blueprints the owner has access to. Their tools can also preform battlefield repairs to buildings and vehicles but not things like power armour. The operator uses a set of controls, which are very simple, combining hand and arm movements for the arms and legs, but also vehicle type controls to allow quick movement with the hover and thruster system. This allows minimum amount of training in its operation to allow engineers or even basic mechanics, the ability to operate the SCV, while following instructions from the onboard AI and database, combined with the nano-factory and arm tools, to build anything in the database in relatively short time. When assembling a building, the SCV builds a set of scaffolding, with simple assistant robotic arms to help move parts into higher areas. Once the building is completed, this scaffolding is recycled. The SCV is about 8 feet tall, about 6.5 feet deep and 6 feet wide, but can compact enough to take up the same amount of space as a marine in power armour in transports to allow easy transportation and storage. Generally need a Command Center to build SCV, but can be purchase on the black market.

SCV
Type: Construction, Powered
Hit Points: 25
Equipment Bonus: +4
Str Bonus: +4 (minimum 18)
Max Dex: +2
Armour Penalty: -4
Speed (30 ft): 30 ft walking, thruster 60 ft, vehicle scale 50, hovering up to 2 feet above ground (can't cross bodies of water over 6 feet deep), in space 1000 ft
Weight: 1.5 ton empty
Purchase DC: 22
Restriction: Lic (+1)
Notes: NBC shielding (+4 Fort Saves), HUD (construction database, nano-factory), life support, suit integrity, power supply, sensors and navigation, communications suite, IFF), night vision (60 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 14 day air supply (filters and scrubbers can extend to 14 days), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), nano-factory, multi-tools, carrying capacity 1 ton in containers, carry 1 ton via arms, pull up to 5 tons.
Nano-Factory - A nano-factory that can convert raw materials into usable parts in the construction of buildings, using up 20 lbs per 1 HP. Typically about 1 minute per 5 HP of the building.
Multi-Tools - Virtually any tool one needs to build or repair a building. Can repair vehicles and buildings, at a rate of 1d4 HP per round as a standard action, using 10 lbs of materials per HP. Can be used as a melee attack, dealing 1d4 points of damage, can vary from piercing, bludgeoning, slashing or fire, depending which tool used, selected at the start of the round and can't be changed until the next round as a free action. Grants +2 to Craft: Structural, Mechanical & Electrical and Repair.
Mining - The multi-tools allow the pilot of the SCV to mine crystals, Vespine gas, or other materials, and can create a container from the stored raw materials on its back (typically container uses up 300 lbs, but can recycle the material when not mining), at a rate of 50 lbs per round as a full round action, capable of carrying up to 1500 lbs of physical material, or 1000 liters of gas or liquid (creates the necessary container from stored raw materials).

Upgrades
The SCV can make use of any armour or speed upgrades available to Terran infantry units.

SCV Mark 2
The Mk2 version of the SCV is very similar, but has been improved with greater modularity systems. This has made it a little weaker physically, but allows for more upgrades and changes. It is also slightly faster than the original.
Make the following changes to SCV to make Mk2:
Reduce Hit Points to 20;
Increase speed to 35 ft, thrusters 70 ft, vehicle scale 50, space 1500 ft.
Reduce weight to 1.1 tons;
PDC: +1

Options
Infantry Armour - Grants +1 to Defense, can be applied 4 times, but suffers -1 armour check for every 2, and speed suffers -5 ft (-5 vehicle) for every 2, or -500 ft for space if added 4 times. PDC 16 Res (+2)

Advanced Construction - This is an upgrade to the computer and AI system to allow multiple SCVs to work together to work together to reduce the building time of a building. Each additional SCV reduces build time by 10% (rounding up), to a maximum of 70%, minimum 1 round build time for any building. PDC: 19 Lic (+1).

Dual Fusion Welders - Doubles the multi-tools and welders so both arms can use the same tools at once. Repairing now can repair 2d4 HP per round. PDC: 18 Lic (+1).

Regenerative Bio-Steel - The SCV is covered in regenerative bio-steel, capable of self repairing as long as not severely damaged. Can repair 1d4 hit points (of the SCV not the user) per round as long above 9 hit points. PDC: 45 Mil (+3).

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)

Variants
Several variants of the SCV have been made over the years, many are just standardized upgrade packages used by specific groups, while others change the SCV significantly.

Swann SCV
These SCVs are built and used by Swann, which are based on the Mk2 SCV as a base with several additional changes. Swann SCV have increased reinforcement, and include regenerative bio-steel armour plating, allowing them to self-repair, reducing their down time.
Make the following changes to SCV Mk2:
Increase hit points to 30;
Add Advanced Construction;
Add Regenerative bio-steel (repairs 1d4 hp / rd if above 9 hit points);
Nano-Factory can produce 8 HP per round;
PDC: +2

Han & Horner SCV
These SCVs are ones used by Captain Horner and Han, they have improved armour over others.
Make the following changes to SCV Mk2 to make Han & Horner SCV:
Increase hit Points to 25
Increase Defense to +6;
Increase Hardness to 1;
PDC: +1
Note: Can apply Infantry Armour 3 more times.

Sledgehammer Combat Engineer SCV
During the early days of Arcturus Mengsk's revolution, they couldn't afford a full marine escort for mining operations, thus the Sledgehammer version of the SCV was built for veteran SCV pilots. It is a SCV mk1 with additional armour plating stripped from Goliaths, and a large power drill added to one arm to allow faster mining of crystals and other resources, and used as it's primary form of attack if it needed to defend itself. More expensive than standard SCVs, but their ability to survive longer, and increased mining

Sledgehammer Combat Engineer SCV
Type: Construction, Powered
Hit Points: 32
Equipment Bonus: +5
Hardness: 15
Str Bonus: +5 (minimum 18)
Max Dex: +2
Armour Penalty: -4
Speed (30 ft): 30 ft walking, thruster 50 ft, vehicle scale 45, hovering up to 2 feet above ground (can't cross bodies of water over 6 feet deep), in space 1000 ft
Weight: 1.8 ton empty
Purchase DC: 30
Restriction: Res (+2) Sons of Korhal
Notes: NBC shielding (+4 Fort Saves), HUD (construction database, nano-factory), life support, suit integrity, power supply, sensors and navigation, communications suite, IFF), night vision (60 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 14 day air supply (filters and scrubbers can extend to 14 days), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), nano-factory, multi-tools, carrying capacity 1 ton in containers, carry 1 ton via arms, pull up to 5 tons, power drill.
Nano-Factory - A nano-factory that can convert raw materials into usable parts in the construction of buildings, using up 20 lbs per 1 HP. Typically about 1 minute per 5 HP of the building.
Multi-Tools - Virtually any tool one needs to build or repair a building. Can repair vehicles and buildings, at a rate of 1d4 HP per round as a standard action, using 10 lbs of materials per HP. Can be used as a melee attack, dealing 1d4 points of damage, can vary from piercing, bludgeoning, slashing or fire, depending which tool used, selected at the start of the round and can't be changed until the next round as a free action. Grants +2 to Craft: Structural, Mechanical & Electrical and Repair.
Mining - The multi-tools allow the pilot of the SCV to mine crystals, Vespine gas, or other materials, and can create a container from the stored raw materials on its back (typically container uses up 300 lbs, but can recycle the material when not mining), at a rate of 50 lbs per round as a full round action, capable of carrying up to 1500 lbs of physical material, or 1000 liters of gas or liquid (creates the necessary container from stored raw materials).
Power Drill - This large drill allows an increased speed in mining crystals and other solid resources, capable of mining crystal and other solid resources at a rate of 80 lbs per round, but gas and liquid mining is reduced to 40 lbs/liters per round. The drill can be used in combat, replacing the multi-tool attack, dealing 2d6 + Str piercing damage, x3 on a critical, ignoring 5 points of hardness (or Defense from Armour/Natural armour).
Can use the Infantry Armour upgrade up to two times.

Fire-Warden Hazmat SCV
This SCV was developed for hazardous environments, and also used to test chemical warfare weapons against the Zerg. It has armour that is resistant to acidic environments and acid attacks, which allows it to survive many of the ranged attacks from various types of Zerg, or a baneline rush. The Fire-warden is also has its nano-factory modified to produce a number of medicines and microbots programmed to heal infantry, allowing it to help heal infantry that suffer from acid attacks from Zerg, although not as effective as medics.

Type: Construction, Powered
Hit Points: 25
Equipment Bonus: +4
Str Bonus: +4 (minimum 18)
Max Dex: +2
Armour Penalty: -4
Speed (30 ft): 30 ft walking, thruster 60 ft, vehicle scale 50, hovering up to 2 feet above ground (can't cross bodies of water over 6 feet deep), in space 1000 ft
Weight: 1.2 ton empty
Purchase DC: 24
Restriction: Lic (+1)
Notes: NBC shielding (+4 Fort Saves), HUD (construction database, nano-factory), life support, suit integrity, power supply, sensors and navigation, communications suite, IFF), night vision (60 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 14 day air supply (filters and scrubbers can extend to 14 days), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), nano-factory, multi-tools, carrying capacity 1 ton in containers, carry 1 ton via arms, pull up to 5 tons, acid protection, healing microbots.
Nano-Factory - A nano-factory that can convert raw materials into usable parts in the construction of buildings, using up 20 lbs per 1 HP. Typically about 1 minute per 5 HP of the building.
Multi-Tools - Virtually any tool one needs to build or repair a building. Can repair vehicles and buildings, at a rate of 1d4 HP per round as a standard action, using 10 lbs of materials per HP. Can be used as a melee attack, dealing 1d4 points of damage, can vary from piercing, bludgeoning, slashing or fire, depending which tool used, selected at the start of the round and can't be changed until the next round as a free action. Grants +2 to Craft: Structural, Mechanical & Electrical and Repair.
Mining - The multi-tools allow the pilot of the SCV to mine crystals, Vespine gas, or other materials, and can create a container from the stored raw materials on its back (typically container uses up 300 lbs, but can recycle the material when not mining), at a rate of 50 lbs per round as a full round action, capable of carrying up to 1500 lbs of physical material, or 1000 liters of gas or liquid (creates the necessary container from stored raw materials).
Acid Protection - The unit is coated with non-reactive material and chemicals, that neutralize acids. Ignores damage from acid from acidic atmosphere and the environment, and has acid resistance 20 from acid/caustic based attacks.
Healing Microbots - The nano-factory can products basic medicines and microbots programmed to help heal infantry. While in contact with an infantry unit, immediate neutralizes any on going damage caused by acid (an attack that deals acid damage over multiple rounds) as a standard action. Can inject the person with the microbots that can heal 1 hit point per round for a total of 5 rounds, as a full round action.

Options
Can make use of any upgrade the standard SCV can, and the Mk 2's Infantry Armour up to 2 times.

Ceramic Armour - Reduces damage from area effects by 5 and increases Acid Resistance by +2. PDC 22 Res (+2).

Umojan Protectorate Shield-Welder SCV
The Umojan philosophy focuses on survival and high-tech elegance. Their SCVs have more graceful curves and advanced technologies hidden under their white and chrome armour plating. These SCVs are the envy of any operator and faction. While functionally similar to the SCV Mk2, their equipment is slightly better, slightly faster, armour is slightly thicker. In addition, they are fitted with a low level force shield for additional protection, and while they are assembling buildings, they deploy scaffolding which not only helps in the construction process, it also grants protection as deploys a low level shield as the SCV works.

Type: Construction, Powered
Hit Points: 30, Shield 25 HP, regenerates 2 HP per round.
Equipment Bonus: +5
Str Bonus: +6 (minimum 18)
DR: 5
Max Dex: +2
Armour Penalty: -4
Speed (30 ft): 35 ft walking, thruster 65 ft, vehicle scale 50, hovering up to 2 feet above ground (can't cross bodies of water over 6 feet deep), in space 1000 ft
Weight: 1 ton empty
Purchase DC: 28
Restriction: Lic (+1) Umojan Protectorate
Notes: NBC shielding (+4 Fort Saves), HUD (construction database, nano-factory), life support, suit integrity, power supply, sensors and navigation, communications suite, IFF), night vision (60 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 16 day air supply (filters and scrubbers can extend to 20 days), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), nano-factory, multi-tools, carrying capacity 1 ton in containers, carry 1 ton via arms, pull up to 5 tons, shield (25 HP, regenerates 2 HP per round)
Nano-Factory - A nano-factory that can convert raw materials into usable parts in the construction of buildings, using up 15 lbs per 1 HP. Typically about 1 minute per 7 HP of the building.
Multi-Tools - Virtually any tool one needs to build or repair a building. Can repair vehicles and buildings, at a rate of 2d4+1 HP per round as a standard action, using 10 lbs of materials per 1 HP. Can be used as a melee attack, dealing 1d6 points of damage, can vary from piercing, bludgeoning, slashing, fire or electricity (fire and electricity can make a ranged touch attack out to 10 feet), depending which tool used, selected at the start of the round and can't be changed until the next round as a free action. Grants +3 to Craft: Structural, Mechanical & Electrical and Repair.
Mining - The multi-tools allow the pilot of the SCV to mine crystals, Vespine gas, or other materials, and can create a container from the stored raw materials on its back (typically container uses up 300 lbs, but can recycle the material when not mining), at a rate of 50 lbs per round as a full round action, capable of carrying up to 1500 lbs of physical material, or 1000 liters of gas or liquid (creates the necessary container from stored raw materials).
Shield - The SCV has a built in shield generator, with 25 HP and can regenerate at a rate of 2 HP per round. When assembling a building, the scaffolding around the building provides DR 5 and Shield 20 hit points that regenerates 2 hit points per round to the building. Once the building is complete, the scaffolding is disassembled and the building loses the DR and shield hit points.

Options
Can make use of any of the SCV Mk2 options plus the following.

Micro-Shield Capacitors - The shield is upgraded to 50 hit points and regenerates at 4 HP per round, and the shield around the building being assembled is upgraded to 40 hit points and regenerates at rate of 4 HP per round. PDC: 24 Res (+2) Umojan Protectorate

Advanced Nano-Factory - The nano-factory is upgraded, making it far more efficient, allow it to convert materials at a rate of using up 10 lbs per 1 HP. However the amount of raw material carried in the containers on the back is reduced to 1700 lbs. PDC: 24 Res (+2). Umojan Protectorate

Starfleet Engineering Corp SCV
Starfleet Engineers saw the Terran SCV in action and considered it an interesting engineering tool, especially since they lacked such a robust construction vehicle capable of operating in a wide range of environments and construct a wide array of buildings and repair vehicles, without specializing. Starfleet acquired several samples and built several for testing before releasing their own version for the Engineering Corp for aiding in assembling new colonies, large facilities and relief efforts. The Nano-factory is replaced with a more efficient replicator that is based on industrial scale replicators. Low level tractor beams are also fitted, and the multi-tools are actually replicators connected to the mounts that replicate tools exclusively with their own dedicated resources. The onboard computer is more advanced to assist and has larger databases. While the Starfleet version isn't as armoured, it has a built in force field system for protection against raiders, workplace hazards and environmental hazards.

Type: Construction, Powered
Hit Points: 25, Shield 50 HP, regenerates 5 HP per round.
Equipment Bonus: +4
Str Bonus: +6 (minimum 18)
DR: 2
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 35 ft walking, thruster 65 ft, vehicle scale 70, hovering up to 2 feet above ground (can't cross bodies of water over 6 feet deep), in space 1500 ft
Weight: 1 ton empty
Purchase DC: 30
Restriction: Res (+2) United Federation of Planets, Lic Starfleet Engineering Corp
Notes: NBC shielding (+5 Fort Saves), HUD (construction database, replicator, life support, suit integrity, power supply, sensors and navigation, communications suite, IFF), night vision (60 ft), GPS, video & audio communication (radio, video transmissions), 2 chest and shoulder lights, 20 day air supply (filters and scrubbers can extend to 30 days), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), suit's weight does not count towards wearer's carrying capacity, polarized visor (+2 saves vs light based attacks such as flash bangs), nano-factory, replicator multi-tools, carrying capacity 1.5 ton in containers, carry 1 ton via arms, pull up to 6 tons, shield (50 HP, regenerates 5 HP per round), built in Type 2 phaser.
Replicator - An industrial type replicator that can convert raw materials into usable parts in the construction of buildings, using up 10 lbs per 1 HP. Typically about 1 minute per 15 HP of the building.
Replicator Multi-Tools - Virtually any tool one needs to build or repair a building. Can repair vehicles and buildings, at a rate of 2d4 HP per round as a standard action, using 5 lbs of materials per 1 HP. Alternatively can repair two buildings, vehicles or items beside the SCV at a rate of 1d4+1 HP per round. Can be used as a melee attack, dealing 1d8 points of damage, can vary from piercing, bludgeoning, slashing, fire or electricity (fire and electricity can make a ranged touch attack out to 10 feet), depending which tool used, selected at the start of the round and can't be changed until the next round as a free action. Grants +5 to Craft: Structural, Mechanical & Electrical and Repair.
Mining - The multi-tools allow the pilot of the SCV to mine crystals, Vespine gas, or other materials, and can create a container from the stored raw materials on its back (typically container uses up 250 lbs, but can recycle the material when not mining), at a rate of 50 lbs per round as a full round action, capable of carrying up to 1 ton of physical material, or 1500 liters of gas or liquid (creates the necessary container from stored raw materials).
Shield - The SCV has a built in shield generator, with 50 HP and can regenerate at a rate of 5 HP per round.
Tractor Beam - The SCV is fitted with tractor beams, which allows it to carry items. The weight it can pull are typically platforms its tractor beam pulls behind it safely. Instead of holding the resource containers, the tractor beams hold the items, up to 10 feet from the SCV, so that items that might be too hot or unstable remain stable without being bounced. In the case of unstable items, if they explode, use of the tractor beams gives the pilot +2 to Reflex saves. The SCV could carry two resource containers using the tractor beams, but moves at half speed, and any skill rolls required, such as Drive, Pilot, Balance, etc, suffer double penalties.

Type 2 Phaser TNG+ Era
This is the modern version of the Type 2 phaser, featuring a much sleeker design, of a handle held more horizontally that flows into the form of a muzzle cowling and emitter. This era's Type 2 also had improvements in power and range, featured an illuminated power level readout. This version also included two levels of the stun setting.

Type 2 Phaser (TNG+ Era PL 6, Personal Firearms Proficiency)
Damage: 1d8, 2d8, 3d8, 4d8
Critical: 20x2
Damage Type: Energy/Fire
Range Increment: 40 ft
Rate of Fire: Semi
Size: Small
Weight: 4 lbs
Ammo: 60 box
Purchase DC: 16 Mil (+3)
Notes: Stun setting DC 17 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Light stun setting on a successful Fort save DC only Dazes target for 2 rounds, a failed save Stuns target for 1d4 round. Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge. Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).
Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 28 or be disintegrated. A successful save deals 6d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
Beam Width - The phaser can change the width of the beam, however doing so reduces range. Beam can be set to 5 foot wide line, reduces range to maximum of 5 range increments, Reflex save DC attack roll, or 30 foot wide cone out to 60 feet long Reflex save DC 15.

Other SCV Upgrades
These upgrades can be applied to any variant of SCV at the Engineering Bay.

Titanium Roll-Cages - Roll cages, and other reinforcements are added to the SCV. Adds +1 to Defense and +10 Hit points. In events of crashes, rams or falling, occupant suffers 25% damage than would normally would. Requires 1 hour of work to upgrade the SCV and can be applied only once. PDC: 28 Res (+2).

Smart-Drill Calibration - Modifications to the drills and multi-tools, allows the SCV to increase mining by +10 lbs per round. Applied only once. PDC: 27 No restriction.

Ablative Plating - As the Terran Dominion pushed into more volatile feral Zerg infested territories, the standard chassis proved too fragile. Emperor Valerian authorized Project Mason, integrating cheaper versions of Neosteel used on heavier vehicles and starships. Requires Factory and Engineering Bay, 5 days Research, DC 30, PDC 25 in materials. Upgrading an already built SCV takes 5 hours of work, Craft Mechanical DC 25. Increases Defense by +2, adding Hardness +5 and +10 hit points. Applied once. PDC: 28 Res +2, Terran Dominion.

Emergency Fortify - As part of Project Mason upgrade for SCVs, adding a new projector linked to the Nano-Factory, mounted over a shoulder. For 5 rounds, the SCV can activate the projector and target a building, for 5 rounds, which the SCV can't do anything else or move, granting the targeted building +5 to Defense and increases its Hardness by 25% rounding up (if it has no hardness, base 15 is used). While activated, the beam uses 400 lbs of material from the containers on its back containers. Once the 5 rounds are over, the projector shuts off and requires a 5 round cool down, and most likely the SCV need to refill its resource containers, which can be quickly reloaded if a source is nearby. Requires Factory and Engineering bay, 20 days Research DC 35, PDC 35 in materials. Adding an Emergency Fortify Projector takes 10 hours of work. PDC: 30 Mil +3, Terran Dominion.

Afterburner Retrofit - Rory Swann got tired of SCVs being too slow to escape Zerg runbys or rushes. He strapped some of the smaller Vulture thrusters to an SCV's rear assembly to give them quick bursts of speed. It's loud, dangerous, smells horrible, but it worked. Requires Factory, 1 day Research DC 15, PDC 20 in materials. Upgrading already built SCV takes 4 hours Repair DC 15. Upgraded SCVs have hover speed and vehicle scale speeds increased by +5. When the Overdrive activated, a free action, increase hover, vehicle scale and space speed by 50% for 3 rounds, but suffer -5 to Drive, Pilot, Tumble skills. Cool down 5 rounds. PDC: 18 Raynor's Raiders

Remote Turret Deployment - Rory Swann noticed that building full bunkers at times was a waste of resources, especially when some resource veins turned out to be much smaller than expected, or time and manpower was not available for full bunkers. Instead, he developed a small turret system that can be built quickly and left, and later can be recycled quickly. These turrets use the C-14 marine rifle, simple turret, IFF and targeting system, with an ample supply of ammunition, which could be easily replenished by any anyone with spare C-14 ammunition. Takes 30 lbs of materials, 2 full rounds for the SCV to build and deploy the turret. The SCV is also modified to allow a turret to be fitted to the top to give it protection while it's mining or assembling buildings. The turret can be dissembled in 1 full round. PDC 17

Deployable Turret 15 HP, Hardness 4, Defense 12, +4 to attack roll.
Damage: 3d12
Critical: 20
Damage Type: Ballistic
Range Increment: 50 ft
Rate of Fire: S, A
Magazine: 100 rd box, can be expanded.
Size: Small
Weight: 15 lbs

High-Capacity Resource Hoppers - Logistical analysts realized the SCVs were spending too much time navigating back and fourth. But redesigning the containers, adding hydraulic stabilizers, the SCV can carry larger loads without tipping over or losing speed. Requires Factory, Command Center, Research DC 31, 5 days, PDC 21 in materials. Allows upgraded SCVs to carry 500 more lbs of physical resources, or 250 more lbs/liters of gas and liquids. Takes 6 hours, Craft Mechanical DC 21 to upgrade an SCV. PDC 22
 

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