GDI Juggernaut and variants
Juggernaut
The first-generation Juggernaut was a GDI artillery walker that entered service during the Firestorm Conflict. Based on a modified Titan frame, the Juggernaut walks on two legs, fairly slowly due to the weight of the three 120mm cannons, it has a third leg that deploys from the rear when it is going to fire. The main legs lock in place and the cannon barrels extend to their full length and it has full 360 degree rotation. While it can't fire while moving, when it is in deployed mode to fire, it has somewhat improved armour as all moving parts are locked and slightly reinforced from the deployed position. While the three cannons are weaker than the Nod's equivalent artillery, it has better area saturation, making it excellent against infantry, plus its use of anti-armour rounds makes it good for anti-armour.
Crew: 3
Passengers: 0
Cargo: 200 lbs
Init: -4
Maneuver: -4
Top Speed: 30 (3) / 40 ft character scale
Defense: 6
Hardness: 20 (25 in deployed mode)
Hit Points: 90
Size: Gargantuan (-2)
Purchase DC: 56
Restriction: Mil (+3)
Accessories: 120mm tank cannon x3, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2).
Notes: Can't fire while moving, +4 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, transform.
Rough Terrain Design - All penalties for rough terrain are reduced by half
Climbing - The Juggernaut is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus.
Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 40 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The Juggernaut can remain standing but if the leg suffers further damage, it is destroyed and the Juggernaut falls over.
Transform - As a move equivalent action, the Juggernaut can switch to deployed mode, stop movement and deploys a third leg, extends the barrels of its cannons so it can fire. Takes a move equivalent action to switch back to mobile mode to move again.
Obstacle Breaker - Due to the size, weight and armour of the Juggernaut, 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 Juggernaut, 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 3d6 which ignores 10 points of hardness. The Juggernaut only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the vehicle to none.
Weapons
Name | Damage | Critical | Dam Type | Range Incr | Rate of Fire | Magazine | Controller |
120mm Tank Cannon x3 | 10d12* | 20 | ball | 200 ft | Single | 80 rds ea | Gunner |
Smoke Grenade Launcher (2) | none | - | none | 50 ft | Semi | 12 grenades | Driver or commander |
Stomp | 3d6 | 20 | bludgeon | melee | - | - | Driver |
120mm Cannons
The cannons can be fired as either a battery (all three granting +3 to attack roll), or as fire-linked (17d12* damage). The loading mechanism that holds a total of 80 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. The laser guided system and firing control system provides a total of +4 to attack rolls.
Saturation: The cannons can be used in saturation mode, firing all the cans in sequence to affect a larger area than normal. If loaded ammunition doesn't have an area of effect, affects 10 ft radius area. Special properties (such as ignoring DR/hardness) only affects targets within a 5 ft radius in the center. Ammunition with an area of effect, has the area increased by 75% (rounded down) and increase Reflex save by +3. Uses 3 rounds of ammunition (one from each gun, single attack).
The stats are for a solid round, with specialty rounds as the following:
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 8d12, 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 5d12 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 5d12 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.
Stomp
The Juggernaut can stomp on medium or smaller targets within 15 feet of it, but will typically only stomp on those within its occupied space. Any medium sized or smaller targets that the Juggernaut moves through their space, must make a Reflex save DC 10 + juggernaut pilot's base attack bonus for half damage, failure takes 3d6 points of damage plus are knocked prone.
Juggernaut A2
The Juggernaut A2 is a minor upgrade to the Juggernaut and can be applied to the Juggernaut, Behemoth, Juggernaut Mk3 make it more versatile and useful to other organizations when the GDI sold Juggernaut to increase its resources to build newer vehicles. This upgrade includes TOS, ALA, an APS and an improved targeting systems.
Make the following changes to upgrade to an A2:
Increase hit points by 10;
Increase cannon ammunition supply by 25%;
Increase number of smoke grenades by double (24 total)
Add TOS system;
Add ALA system;
Add APS system;
Add upgraded targeting system;
PDC: +1
TOS - Tactical Ops System combines GPS, military radio, the targeting system and computer systems to aid in co-ordinating combat with allied units. The Commander can designate up to 5 allies (or allied vehicles), granting them +1 to attacks and a +1 circumstance bonus to Defense against the target the tank is attacking. This bonus stacks with if any of the designated allies (or allied vehicles) also have a TOS system, or any other bonus from abilities or the Aid Other action that increases bonuses to attack while all allies are attacking the same target.
ALA - Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds.
APS (Active Protection System) - Against missile weapons that use wired and IR targeting systems, as well as laser guidance, this system imposes a -2 to attack rolls to such weapons when targeting the vehicle.
Upgraded Targeting - All weapons suffer only half penalties to attack rolls while the tank is moving, even at full speed, and gain +2 to attack rolls.
Behemoth
The Behemoth is an upgraded model of the Juggernaut developed by the Steel Talons in an effort to extend the life and usefulness of the Juggernaut. It moves the control cab to the left side of the frame, and added to the upper rear section is an infantry carrying pod. Carried infantry can fire their weapons from the pod to provide protection against infantry or air units depending on the weapons the infantry are carrying.
Crew: 3
Passengers: 6*
Cargo: 200 lbs
Init: -3
Maneuver: -4
Top Speed: 40 (3) / 50 ft character scale
Defense: 6
Hardness: 25 (30 deployed)
Hit Points: 120
Size: Gargantuan (-2)
Purchase DC: 57
Restriction: Mil (+3)
Accessories: 120mm tank cannon x3, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2), infantry pod.
Notes: Can't fire while moving, +5 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, transform.
Rough Terrain Design - All penalties for rough terrain are reduced by half.
Climbing - The Behemoth is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus.
Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 50 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The Behemoth can remain standing but if the leg suffers further damage, it is destroyed and the Behemoth falls over.
Transform - As a move equivalent action, the Behemoth can switch to deployed mode, stop movement and deploys a third leg, extends the barrels of its cannons so it can fire. Takes a move equivalent action to switch back to mobile mode to move again.
Obstacle Breaker - Due to the size, weight and armour of the Behemoth, 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 Titan strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 3d6 which ignores 10 points of hardness. The Titan only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the vehicle to none.
Weapons
Name | Damage | Critical | Dam Type | Range Incr | Rate of Fire | Magazine | Controller |
120mm Tank Cannon x3 | 10d12* +2d6 | 20 | ball | 225 ft | Single | 85 rds ea | Gunner |
Smoke Grenade Launcher (2) | none | - | none | 50 ft | Semi | 12 grenades | Driver or commander |
Stomp | 4d6 | 20 | bludgeon | melee | - | - | Driver |
120mm Cannon
The cannons can be fired as either a battery (all three granting +3 to attack roll), or as fire-linked (17d12* damage). The loading mechanism that holds a total of 80 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. The laser guided system and firing control system provides a total of +5 to attack rolls.
Saturation: The cannons can be used in saturation mode, firing all the cans in sequence to affect a larger area than normal. If loaded ammunition doesn't have an area of effect, affects 10 ft radius area. Special properties (such as ignoring DR/hardness) only affects targets within a 5 ft radius in the center. Ammunition with an area of effect, has the area increased by 75% (rounded down) and increase Reflex save by +3. Uses 3 rounds of ammunition (one from each gun, single attack).
The stats are for a solid round, with specialty rounds as the following:
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 8d12, 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 5d12 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 5d12 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.
Stomp
The vehicle can stomp on medium or smaller targets within 15 feet of it, but will typically only stomp on those within its occupied space. Any large sized or smaller targets, including vehicles that the vehicle moves through their space, must make a Reflex save DC 10 + Titan pilot's base attack bonus for half damage, failure takes 4d6 points of damage, ignoring 10 points of hardness/DR, plus are knocked prone.
Infantry Pod
This compartment fitted to the top rear section of the vehicle holds 6 troops, with firing ports to allow any infantry weapons, including heavy infantry weapons like machine guns or light rocket launchers. Provides nine-tenths cover to the occupants. All of the troops can exit the pod as a standard action, takes a full round action, while the vehicle is motionless, to enter the pod.
Juggernaut Mk3
After GDI discontinued walker technology of the Second Tiberium War, they discovered it was advantageous again, with advances in technology for the Third Tiberium War, with the Juggernaut Mk3 being the only walker in service at the start of the Third Tiberium War . Using the Titan Mk2 frame, improved turret, fire control system and new, larger cannons.
Crew: 3
Passengers: 0
Cargo: 200 lbs
Init: -3
Maneuver: -4
Top Speed: 40 (3) / 50 ft character scale
Defense: 6
Hardness: 25 (30 deployed)
Hit Points: 140
Size: Gargantuan (-2)
Purchase DC: 57
Restriction: Mil (+3)
Accessories: 200mm tank cannon x3, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2).
Notes: Can't fire while moving, +6 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, transform.
Rough Terrain Design - All penalties for rough terrain are reduced by half.
Climbing - The vehicle is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus.
Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 50 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The vehicle can remain standing but if the leg suffers further damage, it is destroyed and the vehicle falls over.
Transform - As a move equivalent action, the vehicle can switch to deployed mode, stop movement and deploys a third leg, extends the barrels of its cannons so it can fire. Takes a move equivalent action to switch back to mobile mode to move again.
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 3d6 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.
Weapons
Name | Damage | Critical | Dam Type | Range Incr | Rate of Fire | Magazine | Controller |
200mm Tank Cannon x3 | 12d12* | 20 | ball | 250 ft | Single | 85 rds ea | Gunner |
Smoke Grenade Launcher (2) | none | - | none | 50 ft | Semi | 12 grenades | Driver or commander |
Stomp | 4d6 | 20 | bludgeon | melee | - | - | Driver |
200mm Cannon
The cannons can be fired as either a battery (all three granting +3 to attack roll), or as fire-linked (19d12* damage). The loading mechanism that holds a total of 85 rounds, which can hold up to 5 different types of rounds. The 200mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. The laser guided system and firing control system provides a total of +5 to attack rolls.
Saturation: The cannons can be used in saturation mode, firing all the cans in sequence to affect a larger area than normal. If loaded ammunition doesn't have an area of effect, affects 15 ft radius area. Special properties (such as ignoring DR/hardness) only affects targets within a 5 ft radius in the center. Ammunition with an area of effect, has the area increased by 75% (rounded down) and increase Reflex save by +3. Uses 3 rounds of ammunition (one from each gun, single attack).
The stats are for a solid round, with specialty rounds as the following:
APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 25 points of hardness, increase range incr to 300 ft, deals 10d12, ballistic damage. PDC 15 for 5 rounds.
HEAT - High Explosive Anti-Tank round, deals 7d12 fire damage to target, ignoring 12 points of hardness and damages a 30 foot radius area, Reflex save DC 16 for half. PDC 14 for 5 rounds.
M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 6d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 21 for half damage. PDC 14 for 5 rounds.
M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 20 points of hardness, deals 6d12 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 +6. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.
Stomp
The vehicle can stomp on medium or smaller targets within 15 feet of it, but will typically only stomp on those within its occupied space. Any large sized or smaller targets, including vehicles that the vehicle moves through their space, must make a Reflex save DC 10 + vehicle pilot's base attack bonus for half damage, failure takes 4d6 points of damage, ignoring 10 points of hardness/DR, plus are knocked prone.
Juggernaut Mk3 Upgrades
Adaptive Armour
This exclusive upgrade adds some additional armour plating that when activated, greatly improves the vehicle's durability and survivability. When activated as a move action, the equipped vehicle gains +5 Hardness plus gains bonus hit points equal to 35% of the equipped vehicle's normal max hit points. The vehicle is also immune to EMP attacks even without the Adaptive Armour active. While active, the rate of fire of weapons is reduced 1 step (automatic down to semi, semi down to single, and single down to once every other round), and speed is reduced by 25%. The Adaptive Armour can only remain active for 5+1d4 rounds.
PDC: 34
Railgun
Three railguns replaces the cannons on the Juggernaut mk3, giving greater damage and direct line of sight range, but can't fire out to 20 range increments. The railgun only fires solid projectiles which ignore 20 points of hardness/DR, specialty rounds have not been developed for it. Replacement rounds have PDC 19 for 10 rounds. PDC 27 for the weapon.
Name | Damage | Critical | Dam Type | Range Incr | Rate of Fire | Magazine | Controller |
Railgun | 15d12 | 20 | ball | 300 ft | Semi | 100 rds | Gunner |
Upgraded APS - This is an upgrade to the original Active Protection System, all guided missiles from radar guided, laser or IR guided, smart missiles, all suffer -3 to target the tank while the system is active. Mounts two rapid-fire railguns as part of point defense system against RPGs, rockets and missiles, with a 20% chance to destroy such attacks. PDC 23
Giraffe
The Giraffe is a civilian version of any model of the Juggernaut and Behemoth, stripping out the weapons, targeting systems, some of the armour, and mounting a large crane, excavator shovel and heavy saw on extendable arms/booms. Giraffes were used in construction of GDI bases, and sold to civilian groups, particularly to operate in areas near Yellow Zones or those with possible terrorist activity.
Make following changes to any model of Juggernaut and Behemoth to create a Giraffe:
Remove all weapons & smoke grenades;
Reduce hit points by 10;
Reduce Hardness by 5;
Add 4 spotlights on turrets;
Add Crane;
Add Excavation Shovel;
Add Saw;
PDC -2.
Crane
Taking up the center of the turret, a large crane with a 50 foot reach, 300 feet of cable, capable of lifting 15 tons while in mobile mode, 40 tons in deployed mode.
Excavation Shovel
On the right side of the turret is a boom with a 50 ft reach, able to excavate a 10 ft by 10 ft by 10 ft area of dirt.
Saw
On an articulated arm with a 20 ft reach is a large saw, capable of dealing 4d6 slashing damage, ignoring 5 points of hardness/dr.
Edison HCEV
The Edison heavy combat engineering vehicle is a modified GDI Giraffe variant of Juggernaut built by Starfleet Engineering Corps, for use in areas where shuttles and anti-grav vehicles can't be used. The Edison looks similar to the Giraffe using a Juggernaut Mk3 hull, but filled with Federation technology, the crane is fitted with advanced tools and can lift heavier weights thanks to the addition of a gravity generator in the hull to give the Edison a heavier base, and also aids in keeping it on the ground in low or fluctuation gravity environments. The excavator boom is replaced with an articulated arm similar to the saw arm, with both the shovel and saw replaced with advanced tools and grapple crawls to hold items. The arms can each be operated by a second crew member other than the one operating the main crane, or each can have their own operator. This allows the Edison to work on 3 different things at the same time if all the items are within reach.
Fitted with sensors that belong on advanced shuttles, replicators to create tools and some materials needed for repairs and projects. The command pod is expanded, with expanded area wrapping around the front of the vehicle with an additional pod on the opposite side which holds bunks, refresher unit and storage for personal storage. Storage pods are around the back of the vehicle. The hull is fitted with polarized hull plating for additional protection as a tougher hull was thought more resistant to dangers of falling debris and rockslides than deflector shields would. Two light phasers are added to the roof and underside of front for additional defense but sees more use as an alternate drilling, cutting or even welding tool in an emergency. Emergency transporters are installed in the event that the vehicle would be destroyed the crew can teleport up to 10 km away.
The entrance hatch is modified with an environmental containment field and an extendable corridor to create an airlock while operating in hostile environments.
Requires a crew of two minimum, a driver and engineer, the passengers can also function as additional crew members.
Crew: 2 minimum
Passengers: 6
Cargo: 2800 lbs
Init: -2
Maneuver: -3
Top Speed: 40 (3) walking / 50 ft character scale, 80 (8) /80 ft character scale using anti-grav system.
Defense: 6
Hardness: 25 (30 deployed) (+5 with polarized hull plating activated)
Hit Points: 140
Size: Gargantuan (-2)
Purchase DC: 57
Restriction: Mil (+3)
Accessories: Sensor equivalent to Mech Sensor Class III, fire control computer, thermal/nightvision for crew, GPS, radio transceiver with range of half AU, headlights, crane, replicator, emergency transporter, polarized hull plating, phaser type I x2, gravity generator, anti-grav propulsion, life support system.
Notes: +3 to attack rolls, NBC protection grants +5 to Fort saves, obstacle breaker, transform, +2 Navigate and Spot checks. Equipment provides +4 to Craft Electrical/Mechanical/Structural and Repair checks.
Rough Terrain Design - All penalties for rough terrain are reduced by half.
Climbing - The vehicle is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus.
Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 50 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The vehicle can remain standing but if the leg suffers further damage, it is destroyed and the vehicle falls over.
Transform - As a move equivalent action, the vehicle can switch to deployed mode, stop movement and deploys a third leg, extends the barrels of its cannons so it can fire. Takes a move equivalent action to switch back to mobile mode to move again.
Weapons
Name | Damage | Critical | Dam Type | Range Incr | Rate of Fire | Magazine | Controller |
Phaser Type 1 (2) | 1d10-6d10 | 20 | Fire/Energy | 500 ft | Single | 50 shot capacity | Gunner |
Crane & Repair Tools
Taking up the center of the turret, a large crane with a 50 foot reach, 300 feet of cable, capable of lifting 15 tons while in mobile mode, 40 tons in deployed mode. The engineer crew member can make repairs to nearby vehicle from the safety of the vehicle's cabin, must be within reach of the crane. The end of the crane also has a replicator end designed to create any tool required to perform the task at hand. Able to repair 2d8 hit points as a full round action, Given enough time, the replicators inside the hull can replicate complete replacement parts as long as they are made of materials that can be replicated. Able to repair up to 300 hit points worth of repairs. If not carrying passengers can increase this to 600 hit points. Additional material can be created with each compound block, weighing 16 lbs, can provided an additional 2 hit points of materials which can be carried as cargo instead of other cargo.
Repair Arms
The two arms on the sides that replace the saw and excavator have Dex 14, for combat purposes have Str 18, but can hold 5 tons on their own. Have grasping claws to hold materials. Has the same tools as the Crane.
Replicator
The Edison has large replicators built into the hull to allow the engineering crew to create any tools, equipment and materials they need to perform repairs or complete a project.
Gravity Generator
This can create a normal gravity inside the vehicle while it operators in low or fluctuating gravity locations, but it can also be used to keep the vehicle on the ground when operating on a low to micro gravity environment, such as on asteroids, or in areas with fluctuating gravity. When stationary, the gravity generator can increase the vehicle's effective weight to create a greater counter weight to allow the crane to lift up to a maximum of 60 tons as long as the ground it is sitting on can support the weight.
Emergency Transporters
The Archimedes is fitted with an emergency transporter system that when the hull reaches 0 hit points (while polarized the Archimedes will remain intact but with holes up to -10 hit points) will immediately transport up to 10 living beings inside to a safe location within 10 km (16 miles) away. This can be overridden with a command from a crew member to allow the crew to gather equipment and gear, but the system will re-engage at -5 hit point then again at -10 hit points if the command is overridden again at -5 hit points.
Polarized Hull Plating Defensive System
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.
Anti-Grav System
The Edison is fitted with an anti-gravity type system, similar to other Federation skimmers and hover craft. Takes a move equivalent action the system engages and the legs pull up against the hull and it can move about hovering between 1 to 10 ft above the ground. Takes another move equivalent action to disengage as the legs lower and the vehicle lowers down.
Phaser Type 1
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 1d10 as a free action once per round. The Type 1 phaser, an earlier model, found on shuttles and other small vehicles or small civilian craft. The phaser has a 50 shot capacity, recharges 1 shot every 1 minute of inactivity. Can be used as a welder or similar to a fusion torch but with a range of 50 feet.
Damage: 6d10
Damage Type: Fire/Energy
Range Increment: 500 ft
Rate of Fire: Single
Minimum Ship/Vehicle Size: Huge
Purchase DC: 30
Restriction: Res (+2)