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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 9486370" data-attributes="member: 6668634"><p>The GDI Mammoth 2, the AT-AT of the C&C universe with some variants, including a Star Wars and Starcraft version for siege tank goodness.</p><p></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Mammoth Mk2</span></strong></span></p><p><span style="font-family: 'Calibri'">The Mammoth mk2 is a large quadrupedal super heavy walker that replaces the Mammoth Tank, towering over the battlefield. A blocky design with four thick legs, with a slightly narrower 'head' part that extends forward. Mounted on the sides are a pair of railguns each side, with a pair of TUSK missile launchers originally found on the original Mammoth tank, except with larger payloads. Under the head is a pair of cannons in a turret to engage any vehicles that get close and past its escort. The Mammoth 2 is slow, but its railguns have incredible range allowing it to strike a target well before it can get close. It includes an experimental self-repair system to repair any battle damage it may suffer that is more powerful than the one found on the original Mammoth. Unfortunately the design required constant maintenance and was incredibly expensive to build, that GDI cancelled further production of the Mammoth Mk2 shortly after the Second Tiberium War.</span></p><p><span style="font-family: 'Calibri'">The Mammoth Mk2 require a crew of 20, driver, co-driver, two primary gunners, commander, 2 secondary gunners, 4 loaders and 5 engineers, 4 operators (radar and other equipment). While the mammoth is an automated feed system, the loader helps make sure the load system runs smoothly and conducts any repairs to the system as needed. If the automated system is knocked offline, the loader can load the cannons manually. The engineers helps maintains the mammoth and controls the repair system. The mammoth has two top hatches, two hatches on the belly as emergency escape hatches with slides and are seal and only release with explosive bolts. Two side doors for crew to enter, with deployable ladders. At the rear underside is a large, and heavily armoured hatch for loading ammunition. It takes 3 full rounds action to enter the mammoth and 3 full rounds to start it moving. The mammoth is eight squares wide, 12 squares long, however on the ground the legs only take up a six square wide, 7 square long area, providing full cover for its occupants.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Crew: 20</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Passengers: 0</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Cargo: 250 lbs</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Init: -5</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Maneuver: -4</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Top Speed: 30 (3) / 40 ft character scale</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Defense: 6</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hardness: 30</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hit Points: 210</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Size: Colossal (-4)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Purchase DC: 59</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Accessories: 2 pairs of fire-linked railguns, 2 Tusk missile launchers, 2 30mm cannons in turret, APS, fire-control computer, thermal/nightvision for drivers, gunners and commander, GPS, military radio, headlights, smoke grenade launchers (6).</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Notes: +4 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stomp.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Rough Terrain Design - All penalties for rough terrain are reduced by half</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 75 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 if more than 1 leg is destroyed. With 1 leg destroyed or disabled, moves at half speed.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">In combat, the driver can move and make stomp attacks, while the primary gunners can attack anything in the forward arc with the rail guns, but typically one primary gunner will attack one target and the other another. Secondary gunners can make their own attacks, with the 30mm cannon can attack any ground target, while the other secondary gunner can make attacks with the TUSK missile launchers. Typically the secondary gunners will focus on targets in the side and rear arcs, protecting the vehicle from air attacks and anything that gets past any escort vehicles and troops.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>APS (Active Protection System)</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">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 tank.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Repair System</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The Mammoth Mk2 has a repair system that can repair damage, although it can't replace destroyed systems. Automatically can repair 2d4 HP each round, while the Engineer on board can as part of a Repair check DC 17, engage the Repair system, repairing 2d8 hit points to the Mammoth. </span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Obstacle Breaker</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Due to the size, weight and armour of the Mammoth, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 15 or less are easily crushed by the Mammoth, which includes such things as low walls, even small vehicles such as cars. When the Mammoth strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 15 points of hardness. The Mammoth tank only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the Mammoth to none.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Stable Platform</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The mammoth suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way. Anyone riding on the outside of the Mammoth will suffer only half penalties for firing a weapon from a moving vehicle while on the mammoth.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Weapons</strong></span></span></p><p> </p><table style='width: 100%'><tr><td><span style="color: black"><span style="font-family: 'Calibri'">Name</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Damage</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Critical</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Dam Type</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Range Incr</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Magazine</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Controller</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">2 Fire-linked Heavy Railgun (2)</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">13d12</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">19-20x4</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">2000 ft</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Single</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">80 rounds ea</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">1 Gunner each</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">Smoke Grenade Launcher (6)</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">none</span></span></td><td> <ul> <li data-xf-list-type="ul"><ul> <li data-xf-list-type="ul"> </li> <li data-xf-list-type="ul"> </li> <li data-xf-list-type="ul"> </li> </ul></li> <li data-xf-list-type="ul"> </li> </ul> </td><td><span style="color: black"><span style="font-family: 'Calibri'">None</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">50 ft</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Semi</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">36 grenades total</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Driver or Commander</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">Stomp</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">4d6</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Bludgeon</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Melee</span></span></td><td> <ul> <li data-xf-list-type="ul"></li> </ul> </td><td> <ul> <li data-xf-list-type="ul"></li> </ul> </td><td><span style="color: black"><span style="font-family: 'Calibri'">Driver</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">Tusk Missile Pod (2)</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">varies</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">varies</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">200 ft</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Semi</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">18 missiles ready ea (60 extra ea)</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Secondary Gunner or Commander</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">30mm Cannon (2 fire-linked) turret</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">6d12</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">150 ft</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">S, A</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">1000 rds ea</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Secondary Gunner</span></span></td></tr></table><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Heavy Railguns</strong></span></p><p><span style="font-family: 'Calibri'">The Mammoth Mk2 mounts a total of 4, in set of 2 two fire-linked, heavy railguns that are capable of destroying most vehicles in 1 or two shots, capable of punching through and hitting targets beyond. Deals 13d12, 19-20x4, ball, 2000 ft, ignore 25 points of hardness. If the ignore hardness is 10 points or more greater than the target's hardness/DR, or a critical hit is scored, the round tears through the target (regardless if the target is destroyed or not), and can continue to strike a target in direct line past the target up to half the range increment (1000 ft) and deal damage to the next target, at -5 attack roll. If the ignore hardness/DR 10 or greater than the next target, the round can strike next target up to 500 ft in direct line at -10 attack roll.</span></p><p><span style="font-family: 'Calibri'">Objects of less than gargantuan size that survive an attack, must make a Reflex save DC half the mammoth's gunner attack roll or be pushed back 1d6x10 ft, and if strike anything suffering 1d6 points of bludgeoning damage.</span></p><p><span style="font-family: 'Calibri'">These weapons are only able to pivot up and down, with very little side to side rotation, meaning the vehicle must turn to attack, meaning the mammoth gunner suffers -4 to attack rolls to hit anything within 100 ft, and can't target anything 30 ft unless directly in front and of at least huge size, but still suffering the -4 to attack rolls.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Stomp</strong></span></p><p><span style="font-family: 'Calibri'">The Mammoth can stomp on large or smaller targets within 20 feet of it, but will typically only stomp on those within its occupied space. Any large sized or smaller targets that the Mammoth moves through their space, must make a Reflex save DC 10 + Mammoth pilot's base attack bonus for half damage, failure takes 4d6 points of damage plus are knocked prone.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Tusk Missile Pod</strong></span></p><p><span style="font-family: 'Calibri'">The missile launchers on either side of the Mammoth's back hold 18 missiles at the ready each, and depending on the missiles loaded, can attack aircraft or infantry, or even other tanks, typically Javelin or similar style missiles are loaded, but up to three different types of missiles can be loaded. Once the pod is empty, it takes 1d4+2 rounds to reload the launcher.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px">Upgrades/Variants</span></span></p><p> <span style="font-family: 'Calibri'">Several upgrades or variants have appeared on Coreline.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Mammoth Mk2 B2</span></strong></span></p><p><span style="font-family: 'Calibri'">The B2 is an upgrade to the Mammoth mk2, improving its survivability and performance.</span></p><p><span style="font-family: 'Calibri'">Make the following changes to upgrade to an B2:</span></p><p><span style="font-family: 'Calibri'">Increase hit points by 30;</span></p><p><span style="font-family: 'Calibri'">Increase all ammunition supply by 25%;</span></p><p><span style="font-family: 'Calibri'">Add TOS system;</span></p><p><span style="font-family: 'Calibri'">Add ALA system;</span></p><p><span style="font-family: 'Calibri'">Add upgraded targeting system;</span></p><p><span style="font-family: 'Calibri'">PDC: +1</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'"><strong>TOS</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">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.</span></span></p><p> <span style="color: #333333"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'"><strong>ALA</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">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. </span></span></p><p> <span style="color: #333333"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>APS (Active Protection System) </strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">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.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'"> </span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'"><strong>Upgraded Targeting</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">All weapons gain +1 to attack rolls while vehicle is moving, gain +2 to attack rolls while the vehicle is stationary. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">AT-Mammoth</span></strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'">Kuat/Rothana Heavy Engineering found the designs for the Mammoth Mk2 and experimented with the design to see if it was worthy as a replacement for the AT-AT or not. As a transport, it was lacking, but as heavy assault vehicle, as the original was designed. The railguns were replaced with turbolasers, the chin cannons replaced with a pair of mass drivers found originally on the AT-TE, and the TUSK launchers replaced with concussion missile launchers. The turbolaser mounts have improved rotation to allow them to engage airborne targets, making the AT-Mammoth an excellent planetary defense unit, able to reposition to avoid easy destruction. Several anti-personnel blasters dot the hull to keep it protected from infantry that get close. Along with different weapons, Kuat/Rothana brought automation which reduced the crew requirements slightly, and allowed enough space to allow a squad of troops to be carried to help protect the vehicle, or investigate any vehicles or structures damaged but not destroyed by the AT-Mammoth.</span></span></p><p> <span style="color: #333333"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Crew: 16</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Passengers: 6 troops</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Cargo: 250 lbs</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Init: -4</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Maneuver: -3</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Top Speed: 35 (3) / 45 ft character scale</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Defense: 6</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hardness: 30</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hit Points: 210</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Size: Colossal (-4)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Purchase DC: 60</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Accessories: 2 pairs of fire-linked light turbolasers, 2 concussion missile launchers, 2 mass drivers in turret, anti-personal blasters, APS, fire-control computer, thermal/nightvision for drivers, gunners and commander, GPS, military radio, headlights, smoke grenade launchers (6), quick drop ladder.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Notes: +4 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stomp.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Rough Terrain Design - All penalties for rough terrain are reduced by half</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 75 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 if more than 1 leg is destroyed. With 1 leg destroyed or disabled, moves at half speed.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">In combat, the driver can move and make stomp attacks, while the primary gunners can attack anything in the forward arc with the rail guns, but typically one primary gunner will attack one target and the other another. Secondary gunners can make their own attacks, with the 30mm cannon can attack any ground target, while the other secondary gunner can make attacks with the TUSK missile launchers. Typically the secondary gunners will focus on targets in the side and rear arcs, protecting the vehicle from air attacks and anything that gets past any escort vehicles and troops.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Repair System</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The Mammoth Mk2 has a repair system that can repair damage, although it can't replace destroyed systems. Automatically can repair 2d4 HP each round, while the Engineer on board can as part of a Repair check DC 17, engage the Repair system, repairing 2d8 hit points to the Mammoth. </span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Obstacle Breaker</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Due to the size, weight and armour of the Mammoth, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 15 or less are easily crushed by the Mammoth, which includes such things as low walls, even small vehicles such as cars. When the Mammoth strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 15 points of hardness. The Mammoth tank only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the Mammoth to none.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Stable Platform</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The mammoth suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way. Anyone riding on the outside of the Mammoth will suffer only half penalties for firing a weapon from a moving vehicle while on the mammoth.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Weapons</strong> </span></span></p><table style='width: 100%'><tr><td><span style="color: black"><span style="font-family: 'Calibri'">Name</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Damage</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Critical</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Dam Type</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Range Incr</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Magazine</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Controller</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">2 Fire-linked Light Turbolasers (2)</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">15d8</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">20x2</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Fire</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">9500 ft</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Single</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">200 rd capacitor</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">1 Gunner each</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">Smoke Grenade Launcher (6)</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">none</span></span></td><td> <ul> <li data-xf-list-type="ul"></li> </ul> </td><td><span style="color: black"><span style="font-family: 'Calibri'">None</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">50 ft</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Semi</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">36 grenades total</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Driver or Commander</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">Stomp</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">4d6</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Bludgeon</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Melee</span></span></td><td> <ul> <li data-xf-list-type="ul"></li> </ul> </td><td> <ul> <li data-xf-list-type="ul"> </li> </ul> </td><td><span style="color: black"><span style="font-family: 'Calibri'">Driver</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">Concussion Missile Pod (2)</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">10d10</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">19-20x2</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Energy</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">4000 ft</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Single</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">20 missiles ready ea (64 extra ea)</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Secondary Gunner or Commander</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">2 Fire-linked Mass Drivers turret</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Varies</span></span></td><td> <ul> <li data-xf-list-type="ul"> </li> </ul> </td><td><span style="color: black"><span style="font-family: 'Calibri'">Varies</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">200 ft</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Single</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">1000 rds ea</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Secondary Gunner</span></span></td></tr></table><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Concussion Missiles</strong></span></p><p><span style="font-family: 'Calibri'">Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons. </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Concussion Missile (PL6)</span></p><p><span style="font-family: 'Calibri'">Damage: 10d10 </span></p><p><span style="font-family: 'Calibri'">Critical: 19-20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 4000 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Single</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Large</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 23</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: +2 to target ships of shuttle types or smaller.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Light Turbolaser</strong></span></p><p><span style="font-family: 'Calibri'">Light Turbolasers are light capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.</span></p><p><span style="color: black"><span style="font-family: 'Calibri'"> </span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Light Turbolaser (PL6)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Damage: 10d8, ignore 15 points of DR/hardness</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Critical: 20x2</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Damage Type: Fire</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Range Increment: 9500 ft</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire: Single</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Minimum Ship Size: Gargantuan</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Purchase DC: 39</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Restriction: Military (+3)</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Stomp</strong></span></p><p><span style="font-family: 'Calibri'">The Mammoth can stomp on large or smaller targets within 20 feet of it, but will typically only stomp on those within its occupied space. Any large sized or smaller targets that the Mammoth moves through their space, must make a Reflex save DC 10 + Mammoth pilot's base attack bonus for half damage, failure takes 4d6 points of damage plus are knocked prone.</span></p><p> </p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Mass Driver</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">This launcher uses magnetic principles to launch a projectile, typically concussion missiles, or other similar sized projectiles, including solid projectiles or bombs, at a target. This allows the craft to fire a variety of projectiles for different missions. The launcher has a range increment of 200 ft unless warhead specifies one. Damage is increased by 50% round down due to fire-linked.</span></span></p><p><span style="font-family: 'Calibri'">Incendiary - This projectile is packed with incendiary chemicals to burn large areas. Deals 7d6 fire to a 30 foot area, Reflex DC 16 for half, deals 3d6 fire damage for 2d4 rounds. PDC 17 for 5 missiles.</span></p><p><span style="font-family: 'Calibri'">KEW - This is a solid projectile that has a discarding sabot, shaped for armour piercing, used against targets with particle shielding against normal missiles. Deals 4d12, ignores 10 points of hardness, bypasses shielding, range increment 300 ft. PDC 19 for 5 projectiles.</span></p><p><span style="font-family: 'Calibri'">Fragment - This projectile, upon detonation releases shards of sharp metal over a large area that is deadly to infantry, but can also be used against aerial targets. Deals 6d6 slashing damage to a 40 ft radius, Reflex DC 18 for half damage. Organic creatures also suffer 1 point of bleeding damage each round, requiring a Treat Injury check DC 14 and 1 minute work, to stop, or magical healing. PDC 17 for 5.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Anti-Personal Blasters</strong></span></p><p><span style="font-family: 'Calibri'">There are several light blasters that are designed to target creatures of small to large size, with +5 to attack roll, doing 3d8, 20x2 fire damage, attacking any humanoid targets within 150 feet of the vehicle. They are automated and don't require a gunner. A gunner can override the targeting protocols with a Computer DC 16 and 2 rounds of work.</span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Korhal Siege Mammoth</span></strong></span></p><p><span style="font-family: 'Calibri'">This variant of the Mammoth Mk2 uses Dominion technology, particularly that of the siege tank. Greater automation reduces the crew compliment to a handful, the back is more rounded top. Each of the twin railguns are fitted into full turrets to allow greater movement. The two TUSK missile launchers are replaced with anti-air missile launchers mounted at the rear, while the under chin cannons are replaced with gauss cannons. Instead of railguns the Siege Mammoth mounts a pair of fire-linked 90mm plasma cannons in each turret, which are both capable of transforming into a 180 mm Shock cannon each. Additionally, the two turrets can move up to the back and transform to create a 390mm Thunder Cannon for even greater destructive power, although much slower rate of fire. When the 90mm plasma cannons turn into 180mm Shock cannons, the Siege Mammoth is still able to move, although much slower, which allows a group of them to create a moving artillery wall. But when the two turrets form to create the 390mm Thunder Cannon, the vehicle lowers to the ground, with additional supports extend to help brace against the recoil.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Crew: 6</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Passengers: 0</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Cargo: 75 lbs</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Init: -4</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Maneuver: -3</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Top Speed: 40 (3) / 50 ft character scale</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Defense: 6</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hardness: 30</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hit Points: 240</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Size: Colossal (-4)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Purchase DC: 61</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Accessories: 2 pairs of fire-linked 90mm Plasma Cannons, , anti-air missile launchers, 2 12mm gauss cannons in turret, fire-control computer, thermal/nightvision for drivers, gunners and commander, GPS, military radio, headlights.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Notes: +4 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stomp.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Rough Terrain Design - All penalties for rough terrain are reduced by half</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 75 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 if more than 1 leg is destroyed. With 1 leg destroyed or disabled, moves at half speed. Destruction of 1 leg prevents firing of 180mm cannons unless the vehicle is motionless.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">In combat, the driver can move and make stomp attacks, while the primary gunners can attack anything with the 90mm plasma cannons, but typically one primary gunner will attack one target and the other another. Secondary gunners can make their own attacks, with the gauss cannons can attack any ground target, while the other secondary gunner can make attacks with the anti-air missile launchers. Typically the secondary gunners will focus on targets in the side and rear arcs, protecting the vehicle from air attacks and anything that gets past any escort vehicles and troops.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Assault mode is used in a similar manner as the siege mode on a Siege Tank, used to attack large clusters of targets, attacking heavy vehicles or buildings from a defensive position. Although the Siege Mammoth can still move, although much slower, which allows for a bit more tactical flexibility with a group creating a moving artillery wall, or on retreats. With the slower rate of fire, typically one turret will fire every other round to maintain a constant rate of fire to prevent large groups from getting too close between firing like with siege tanks.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">While in siege mode, both 90mm/180mm cannon gunners work together to coordinate the firing the massive 390mm Thunder Cannon, used for heavy attacks against large very slow moving objects or stationary targets, such as buildings. </span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Repair System</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The Siege Mammoth has a repair system that can repair damage, although it can't replace destroyed systems. Automatically can repair 2d4 HP each round, while the Engineer on board can as part of a Repair check DC 17, engage the Repair system, repairing 2d8 hit points to the Mammoth. </span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Obstacle Breaker</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Due to the size, weight and armour of the Mammoth, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 15 or less are easily crushed by the Mammoth, which includes such things as low walls, even small vehicles such as cars. When the Mammoth strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 15 points of hardness. The Mammoth tank only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the Mammoth to none.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Stable Platform</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The mammoth suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way. Anyone riding on the outside of the Mammoth will suffer only half penalties for firing a weapon from a moving vehicle while on the mammoth.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'"> </span></span></p><table style='width: 100%'><tr><td><span style="color: black"><span style="font-family: 'Calibri'">Name</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Damage</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Critical</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Dam Type</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Range Incr</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Magazine</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Controller</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">2 2-Fire-Linked 90mm Plasma Cannon (normal mode)</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">21d8</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">20x2</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Fire</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">200 ft</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Semi</span></span></td><td> </td><td><span style="color: black"><span style="font-family: 'Calibri'">1 Gunner each</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">2 180 mm Shock Cannon (assault mode)</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">15d12</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">20x2</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Ballistic</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">300 ft</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">1 per 2 rounds</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">150 rounds ea</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">1 Gunner each (same as 90mm)</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">390 mm Thunder Cannon (siege mode)</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">10d20</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">20x3</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Ballistic</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">500 ft</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">1 per 5 rounds</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">75 rounds</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Primary gunners</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">Stomp</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">4d6</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Bludgeon</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Melee</span></span></td><td> <ul> <li data-xf-list-type="ul"></li> </ul> </td><td> <ul> <li data-xf-list-type="ul"> </li> </ul> </td><td><span style="color: black"><span style="font-family: 'Calibri'">Driver</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">Anti-Air Missile Launcher</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">9d6</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">20x2</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Ball/Fire</span></span></td><td> <ul> <li data-xf-list-type="ul"> </li> </ul> </td><td><span style="color: black"><span style="font-family: 'Calibri'">Single</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">18 missiles ready ea (60 extra ea)</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Secondary Gunner or Commander</span></span></td></tr><tr><td><span style="color: black"><span style="font-family: 'Calibri'">2 Fire-Linked 12mm Gauss Cannon</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">7d12</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">20x2</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">150 ft</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">S, A</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">2000 rds ea</span></span></td><td><span style="color: black"><span style="font-family: 'Calibri'">Secondary Gunner</span></span></td></tr></table><p><span style="color: black"><span style="font-family: 'arial'"> </span></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>90mm Plasma Cannons / 180mm Shock Cannon</strong></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">This weapon is a dual mode weapon system. While in normal mode, it is a pair of 90mm plasma cannons, dealing 14d8, 20x2 fire damage, ignoring 15 points of hardness/DR each</span></span></p><p><span style="font-family: 'Calibri'">When the vehicle switches to assault 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.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>390mm Thunder Cannon</strong></span></p><p><span style="font-family: 'Calibri'">This weapon is created when the two 180mm Shock cannons move together and merge to create the 390mm Thunder Cannon. It fires massive 390mm tungsten rounds that are superheated at firing, dealing 10d20, 20x3, ballistic damage, ignoring 30 points of hardness/DR to the target struck, and deals 5d20 points of damage to all with 30 foot radius, Reflex save DC 21 for half damage. Also targets within 50 foot radius of point of impact that weigh less than 500 lbs must make a Reflex save DC 16 or be thrown 1d6x10 feet, suffering 1d6 points of bludgeoning damage per 10 ft thrown upon striking anything and knocked prone. Those that make the save are pushed back 1d4x5 feet and stunned for 1 round (Fort save DC 21 to only be dazed). </span></p><p><span style="font-family: 'Calibri'">If the target struck hardness/DR is 20 or lower, and the damage dealt is more than double the target's hardness, the round will travel through the target up to another 50 feet to strike anything in a straight line from the vehicle, dealing half damage to the original target, at -5 attack roll. Switching between 390mm Thunder Cannon to 90mm or 180mm cannons then back to the 390mm Cannon does not reset the 5 round timer between shots, but can switch between the 390mm to the 90mm during the cooldown to allow the vehicle to keep firing nearly every round.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Transform</strong></span></p><p><span style="font-family: 'Calibri'">The siege mammoth can change from normal mode to assault or siege mode, functioning as a tank using the plasma cannons, using stats above in normal mode. As a move equivalent action can change to assault mode, cutting speed by half and activates the Shock Cannon as well as extending additional bracing and support, can't make any driver stunts or make use of stomp attack, its Hardness increases to 35. Can only change to or from assault mode once per round.</span></p><p>As a full round action, can change to siege mode and activates the 390mm Thunder Cannon, but is rendered immobile, 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 vehicle's hardness is increased to 40 as support struts and bracing extend and shift to support the heavy weapon and the vehicle lowers to the ground. The driver can change between the two modes once per round.</p></blockquote><p></p>
[QUOTE="kronos182, post: 9486370, member: 6668634"] The GDI Mammoth 2, the AT-AT of the C&C universe with some variants, including a Star Wars and Starcraft version for siege tank goodness. [FONT=Calibri][B][SIZE=7]Mammoth Mk2[/SIZE][/B] The Mammoth mk2 is a large quadrupedal super heavy walker that replaces the Mammoth Tank, towering over the battlefield. A blocky design with four thick legs, with a slightly narrower 'head' part that extends forward. Mounted on the sides are a pair of railguns each side, with a pair of TUSK missile launchers originally found on the original Mammoth tank, except with larger payloads. Under the head is a pair of cannons in a turret to engage any vehicles that get close and past its escort. The Mammoth 2 is slow, but its railguns have incredible range allowing it to strike a target well before it can get close. It includes an experimental self-repair system to repair any battle damage it may suffer that is more powerful than the one found on the original Mammoth. Unfortunately the design required constant maintenance and was incredibly expensive to build, that GDI cancelled further production of the Mammoth Mk2 shortly after the Second Tiberium War. The Mammoth Mk2 require a crew of 20, driver, co-driver, two primary gunners, commander, 2 secondary gunners, 4 loaders and 5 engineers, 4 operators (radar and other equipment). While the mammoth is an automated feed system, the loader helps make sure the load system runs smoothly and conducts any repairs to the system as needed. If the automated system is knocked offline, the loader can load the cannons manually. The engineers helps maintains the mammoth and controls the repair system. The mammoth has two top hatches, two hatches on the belly as emergency escape hatches with slides and are seal and only release with explosive bolts. Two side doors for crew to enter, with deployable ladders. At the rear underside is a large, and heavily armoured hatch for loading ammunition. It takes 3 full rounds action to enter the mammoth and 3 full rounds to start it moving. The mammoth is eight squares wide, 12 squares long, however on the ground the legs only take up a six square wide, 7 square long area, providing full cover for its occupants. [/FONT] [COLOR=black][FONT=Calibri]Crew: 20 Passengers: 0 Cargo: 250 lbs Init: -5 Maneuver: -4 Top Speed: 30 (3) / 40 ft character scale Defense: 6 Hardness: 30 Hit Points: 210 Size: Colossal (-4) Purchase DC: 59 Restriction: Mil (+3) Accessories: 2 pairs of fire-linked railguns, 2 Tusk missile launchers, 2 30mm cannons in turret, APS, fire-control computer, thermal/nightvision for drivers, gunners and commander, GPS, military radio, headlights, smoke grenade launchers (6). Notes: +4 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stomp. Rough Terrain Design - All penalties for rough terrain are reduced by half Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 75 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 if more than 1 leg is destroyed. With 1 leg destroyed or disabled, moves at half speed. In combat, the driver can move and make stomp attacks, while the primary gunners can attack anything in the forward arc with the rail guns, but typically one primary gunner will attack one target and the other another. Secondary gunners can make their own attacks, with the 30mm cannon can attack any ground target, while the other secondary gunner can make attacks with the TUSK missile launchers. Typically the secondary gunners will focus on targets in the side and rear arcs, protecting the vehicle from air attacks and anything that gets past any escort vehicles and troops. [B]APS (Active Protection System)[/B] 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 tank. [B]Repair System[/B] The Mammoth Mk2 has a repair system that can repair damage, although it can't replace destroyed systems. Automatically can repair 2d4 HP each round, while the Engineer on board can as part of a Repair check DC 17, engage the Repair system, repairing 2d8 hit points to the Mammoth. [B]Obstacle Breaker[/B] Due to the size, weight and armour of the Mammoth, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 15 or less are easily crushed by the Mammoth, which includes such things as low walls, even small vehicles such as cars. When the Mammoth strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 15 points of hardness. The Mammoth tank only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the Mammoth to none. [B]Stable Platform[/B] The mammoth suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way. Anyone riding on the outside of the Mammoth will suffer only half penalties for firing a weapon from a moving vehicle while on the mammoth. [B]Weapons[/B][/FONT][/COLOR] [TABLE] [TR] [TD][COLOR=black][FONT=Calibri]Name[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Damage[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Critical[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Dam Type[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Range Incr[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Rate of Fire[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Magazine[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Controller[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]2 Fire-linked Heavy Railgun (2)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]13d12[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]19-20x4[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]2000 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Single[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]80 rounds ea[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]1 Gunner each[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]Smoke Grenade Launcher (6)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]none[/FONT][/COLOR][/TD] [TD][LIST] [*] [LIST] [*] [*][COLOR=black] [/COLOR] [*] [/LIST] [*] [/LIST][/TD] [TD][COLOR=black][FONT=Calibri]None[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]50 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Semi[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]36 grenades total[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Driver or Commander[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]Stomp[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]4d6[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Bludgeon[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Melee[/FONT][/COLOR][/TD] [TD][LIST] [*] [/LIST][/TD] [TD][LIST] [*] [/LIST][/TD] [TD][COLOR=black][FONT=Calibri]Driver[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]Tusk Missile Pod (2)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]varies[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]varies[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]200 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Semi[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]18 missiles ready ea (60 extra ea)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Secondary Gunner or Commander[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]30mm Cannon (2 fire-linked) turret[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]6d12[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]150 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]S, A[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]1000 rds ea[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Secondary Gunner[/FONT][/COLOR][/TD] [/TR] [/TABLE] [FONT=Calibri] [B]Heavy Railguns[/B] The Mammoth Mk2 mounts a total of 4, in set of 2 two fire-linked, heavy railguns that are capable of destroying most vehicles in 1 or two shots, capable of punching through and hitting targets beyond. Deals 13d12, 19-20x4, ball, 2000 ft, ignore 25 points of hardness. If the ignore hardness is 10 points or more greater than the target's hardness/DR, or a critical hit is scored, the round tears through the target (regardless if the target is destroyed or not), and can continue to strike a target in direct line past the target up to half the range increment (1000 ft) and deal damage to the next target, at -5 attack roll. If the ignore hardness/DR 10 or greater than the next target, the round can strike next target up to 500 ft in direct line at -10 attack roll. Objects of less than gargantuan size that survive an attack, must make a Reflex save DC half the mammoth's gunner attack roll or be pushed back 1d6x10 ft, and if strike anything suffering 1d6 points of bludgeoning damage. These weapons are only able to pivot up and down, with very little side to side rotation, meaning the vehicle must turn to attack, meaning the mammoth gunner suffers -4 to attack rolls to hit anything within 100 ft, and can't target anything 30 ft unless directly in front and of at least huge size, but still suffering the -4 to attack rolls. [B]Stomp[/B] The Mammoth can stomp on large or smaller targets within 20 feet of it, but will typically only stomp on those within its occupied space. Any large sized or smaller targets that the Mammoth moves through their space, must make a Reflex save DC 10 + Mammoth pilot's base attack bonus for half damage, failure takes 4d6 points of damage plus are knocked prone. [B]Tusk Missile Pod[/B] The missile launchers on either side of the Mammoth's back hold 18 missiles at the ready each, and depending on the missiles loaded, can attack aircraft or infantry, or even other tanks, typically Javelin or similar style missiles are loaded, but up to three different types of missiles can be loaded. Once the pod is empty, it takes 1d4+2 rounds to reload the launcher. [SIZE=6]Upgrades/Variants[/SIZE] Several upgrades or variants have appeared on Coreline. [B][SIZE=5]Mammoth Mk2 B2[/SIZE][/B] The B2 is an upgrade to the Mammoth mk2, improving its survivability and performance. Make the following changes to upgrade to an B2: Increase hit points by 30; Increase all ammunition supply by 25%; Add TOS system; Add ALA system; Add upgraded targeting system; PDC: +1 [/FONT] [COLOR=#333333][FONT=Calibri][B]TOS[/B] 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. [B]ALA[/B] 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. [/FONT][/COLOR] [COLOR=black][FONT=Calibri][B]APS (Active Protection System) [/B] 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.[/FONT][/COLOR] [COLOR=#333333][FONT=Calibri] [B]Upgraded Targeting[/B] All weapons gain +1 to attack rolls while vehicle is moving, gain +2 to attack rolls while the vehicle is stationary. [B][SIZE=5]AT-Mammoth[/SIZE][/B] Kuat/Rothana Heavy Engineering found the designs for the Mammoth Mk2 and experimented with the design to see if it was worthy as a replacement for the AT-AT or not. As a transport, it was lacking, but as heavy assault vehicle, as the original was designed. The railguns were replaced with turbolasers, the chin cannons replaced with a pair of mass drivers found originally on the AT-TE, and the TUSK launchers replaced with concussion missile launchers. The turbolaser mounts have improved rotation to allow them to engage airborne targets, making the AT-Mammoth an excellent planetary defense unit, able to reposition to avoid easy destruction. Several anti-personnel blasters dot the hull to keep it protected from infantry that get close. Along with different weapons, Kuat/Rothana brought automation which reduced the crew requirements slightly, and allowed enough space to allow a squad of troops to be carried to help protect the vehicle, or investigate any vehicles or structures damaged but not destroyed by the AT-Mammoth. [/FONT][/COLOR] [COLOR=black][FONT=Calibri]Crew: 16 Passengers: 6 troops Cargo: 250 lbs Init: -4 Maneuver: -3 Top Speed: 35 (3) / 45 ft character scale Defense: 6 Hardness: 30 Hit Points: 210 Size: Colossal (-4) Purchase DC: 60 Restriction: Mil (+3) Accessories: 2 pairs of fire-linked light turbolasers, 2 concussion missile launchers, 2 mass drivers in turret, anti-personal blasters, APS, fire-control computer, thermal/nightvision for drivers, gunners and commander, GPS, military radio, headlights, smoke grenade launchers (6), quick drop ladder. Notes: +4 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stomp. Rough Terrain Design - All penalties for rough terrain are reduced by half Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 75 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 if more than 1 leg is destroyed. With 1 leg destroyed or disabled, moves at half speed. In combat, the driver can move and make stomp attacks, while the primary gunners can attack anything in the forward arc with the rail guns, but typically one primary gunner will attack one target and the other another. Secondary gunners can make their own attacks, with the 30mm cannon can attack any ground target, while the other secondary gunner can make attacks with the TUSK missile launchers. Typically the secondary gunners will focus on targets in the side and rear arcs, protecting the vehicle from air attacks and anything that gets past any escort vehicles and troops. [B]Repair System[/B] The Mammoth Mk2 has a repair system that can repair damage, although it can't replace destroyed systems. Automatically can repair 2d4 HP each round, while the Engineer on board can as part of a Repair check DC 17, engage the Repair system, repairing 2d8 hit points to the Mammoth. [B]Obstacle Breaker[/B] Due to the size, weight and armour of the Mammoth, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 15 or less are easily crushed by the Mammoth, which includes such things as low walls, even small vehicles such as cars. When the Mammoth strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 15 points of hardness. The Mammoth tank only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the Mammoth to none. [B]Stable Platform[/B] The mammoth suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way. Anyone riding on the outside of the Mammoth will suffer only half penalties for firing a weapon from a moving vehicle while on the mammoth. [B]Weapons[/B] [/FONT][/COLOR] [TABLE] [TR] [TD][COLOR=black][FONT=Calibri]Name[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Damage[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Critical[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Dam Type[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Range Incr[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Rate of Fire[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Magazine[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Controller[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]2 Fire-linked Light Turbolasers (2)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]15d8[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]20x2[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Fire[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]9500 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Single[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]200 rd capacitor[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]1 Gunner each[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]Smoke Grenade Launcher (6)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]none[/FONT][/COLOR][/TD] [TD][LIST] [*] [/LIST][/TD] [TD][COLOR=black][FONT=Calibri]None[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]50 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Semi[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]36 grenades total[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Driver or Commander[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]Stomp[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]4d6[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Bludgeon[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Melee[/FONT][/COLOR][/TD] [TD][LIST] [*] [/LIST][/TD] [TD][LIST] [*] [/LIST][/TD] [TD][COLOR=black][FONT=Calibri]Driver[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]Concussion Missile Pod (2)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]10d10[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]19-20x2[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Energy[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]4000 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Single[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]20 missiles ready ea (64 extra ea)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Secondary Gunner or Commander[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]2 Fire-linked Mass Drivers turret[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Varies[/FONT][/COLOR][/TD] [TD][LIST] [*] [/LIST][/TD] [TD][COLOR=black][FONT=Calibri]Varies[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]200 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Single[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]1000 rds ea[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Secondary Gunner[/FONT][/COLOR][/TD] [/TR] [/TABLE] [FONT=Calibri] [B]Concussion Missiles[/B] Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons. Concussion Missile (PL6) Damage: 10d10 Critical: 19-20x2 Damage Type: Energy Range Increment: 4000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 23 Restriction: Mil (+3) Notes: +2 to target ships of shuttle types or smaller. [B]Light Turbolaser[/B] Light Turbolasers are light capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.[/FONT] [COLOR=black][FONT=Calibri] Light Turbolaser (PL6) Damage: 10d8, ignore 15 points of DR/hardness Critical: 20x2 Damage Type: Fire Range Increment: 9500 ft Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 39 Restriction: Military (+3)[/FONT][/COLOR] [FONT=Calibri] [B]Stomp[/B] The Mammoth can stomp on large or smaller targets within 20 feet of it, but will typically only stomp on those within its occupied space. Any large sized or smaller targets that the Mammoth moves through their space, must make a Reflex save DC 10 + Mammoth pilot's base attack bonus for half damage, failure takes 4d6 points of damage plus are knocked prone.[/FONT] [COLOR=#333333][FONT=Calibri] [/FONT][/COLOR] [COLOR=black][FONT=Calibri][B]Mass Driver[/B] This launcher uses magnetic principles to launch a projectile, typically concussion missiles, or other similar sized projectiles, including solid projectiles or bombs, at a target. This allows the craft to fire a variety of projectiles for different missions. The launcher has a range increment of 200 ft unless warhead specifies one. Damage is increased by 50% round down due to fire-linked.[/FONT][/COLOR] [FONT=Calibri]Incendiary - This projectile is packed with incendiary chemicals to burn large areas. Deals 7d6 fire to a 30 foot area, Reflex DC 16 for half, deals 3d6 fire damage for 2d4 rounds. PDC 17 for 5 missiles. KEW - This is a solid projectile that has a discarding sabot, shaped for armour piercing, used against targets with particle shielding against normal missiles. Deals 4d12, ignores 10 points of hardness, bypasses shielding, range increment 300 ft. PDC 19 for 5 projectiles. Fragment - This projectile, upon detonation releases shards of sharp metal over a large area that is deadly to infantry, but can also be used against aerial targets. Deals 6d6 slashing damage to a 40 ft radius, Reflex DC 18 for half damage. Organic creatures also suffer 1 point of bleeding damage each round, requiring a Treat Injury check DC 14 and 1 minute work, to stop, or magical healing. PDC 17 for 5. [B]Anti-Personal Blasters[/B] There are several light blasters that are designed to target creatures of small to large size, with +5 to attack roll, doing 3d8, 20x2 fire damage, attacking any humanoid targets within 150 feet of the vehicle. They are automated and don't require a gunner. A gunner can override the targeting protocols with a Computer DC 16 and 2 rounds of work. [B][SIZE=5]Korhal Siege Mammoth[/SIZE][/B] This variant of the Mammoth Mk2 uses Dominion technology, particularly that of the siege tank. Greater automation reduces the crew compliment to a handful, the back is more rounded top. Each of the twin railguns are fitted into full turrets to allow greater movement. The two TUSK missile launchers are replaced with anti-air missile launchers mounted at the rear, while the under chin cannons are replaced with gauss cannons. Instead of railguns the Siege Mammoth mounts a pair of fire-linked 90mm plasma cannons in each turret, which are both capable of transforming into a 180 mm Shock cannon each. Additionally, the two turrets can move up to the back and transform to create a 390mm Thunder Cannon for even greater destructive power, although much slower rate of fire. When the 90mm plasma cannons turn into 180mm Shock cannons, the Siege Mammoth is still able to move, although much slower, which allows a group of them to create a moving artillery wall. But when the two turrets form to create the 390mm Thunder Cannon, the vehicle lowers to the ground, with additional supports extend to help brace against the recoil. [/FONT] [COLOR=black][FONT=Calibri]Crew: 6 Passengers: 0 Cargo: 75 lbs Init: -4 Maneuver: -3 Top Speed: 40 (3) / 50 ft character scale Defense: 6 Hardness: 30 Hit Points: 240 Size: Colossal (-4) Purchase DC: 61 Restriction: Mil (+3) Accessories: 2 pairs of fire-linked 90mm Plasma Cannons, , anti-air missile launchers, 2 12mm gauss cannons in turret, fire-control computer, thermal/nightvision for drivers, gunners and commander, GPS, military radio, headlights. Notes: +4 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stomp. Rough Terrain Design - All penalties for rough terrain are reduced by half Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 75 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 if more than 1 leg is destroyed. With 1 leg destroyed or disabled, moves at half speed. Destruction of 1 leg prevents firing of 180mm cannons unless the vehicle is motionless. In combat, the driver can move and make stomp attacks, while the primary gunners can attack anything with the 90mm plasma cannons, but typically one primary gunner will attack one target and the other another. Secondary gunners can make their own attacks, with the gauss cannons can attack any ground target, while the other secondary gunner can make attacks with the anti-air missile launchers. Typically the secondary gunners will focus on targets in the side and rear arcs, protecting the vehicle from air attacks and anything that gets past any escort vehicles and troops. Assault mode is used in a similar manner as the siege mode on a Siege Tank, used to attack large clusters of targets, attacking heavy vehicles or buildings from a defensive position. Although the Siege Mammoth can still move, although much slower, which allows for a bit more tactical flexibility with a group creating a moving artillery wall, or on retreats. With the slower rate of fire, typically one turret will fire every other round to maintain a constant rate of fire to prevent large groups from getting too close between firing like with siege tanks. While in siege mode, both 90mm/180mm cannon gunners work together to coordinate the firing the massive 390mm Thunder Cannon, used for heavy attacks against large very slow moving objects or stationary targets, such as buildings. [B]Repair System[/B] The Siege Mammoth has a repair system that can repair damage, although it can't replace destroyed systems. Automatically can repair 2d4 HP each round, while the Engineer on board can as part of a Repair check DC 17, engage the Repair system, repairing 2d8 hit points to the Mammoth. [B]Obstacle Breaker[/B] Due to the size, weight and armour of the Mammoth, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 15 or less are easily crushed by the Mammoth, which includes such things as low walls, even small vehicles such as cars. When the Mammoth strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 15 points of hardness. The Mammoth tank only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the Mammoth to none. [B]Stable Platform[/B] The mammoth suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way. Anyone riding on the outside of the Mammoth will suffer only half penalties for firing a weapon from a moving vehicle while on the mammoth.[/FONT][/COLOR] [COLOR=#333333][FONT=Calibri] [/FONT][/COLOR] [TABLE] [TR] [TD][COLOR=black][FONT=Calibri]Name[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Damage[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Critical[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Dam Type[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Range Incr[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Rate of Fire[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Magazine[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Controller[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]2 2-Fire-Linked 90mm Plasma Cannon (normal mode)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]21d8[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]20x2[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Fire[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]200 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Semi[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri] [/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]1 Gunner each[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]2 180 mm Shock Cannon (assault mode)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]15d12[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]20x2[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Ballistic[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]300 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]1 per 2 rounds[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]150 rounds ea[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]1 Gunner each (same as 90mm)[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]390 mm Thunder Cannon (siege mode)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]10d20[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]20x3[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Ballistic[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]500 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]1 per 5 rounds[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]75 rounds[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Primary gunners[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]Stomp[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]4d6[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Bludgeon[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Melee[/FONT][/COLOR][/TD] [TD][LIST] [*] [/LIST][/TD] [TD][LIST] [*] [/LIST][/TD] [TD][COLOR=black][FONT=Calibri]Driver[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]Anti-Air Missile Launcher[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]9d6[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]20x2[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Ball/Fire[/FONT][/COLOR][/TD] [TD][LIST] [*] [/LIST][/TD] [TD][COLOR=black][FONT=Calibri]Single[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]18 missiles ready ea (60 extra ea)[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Secondary Gunner or Commander[/FONT][/COLOR][/TD] [/TR] [TR] [TD][COLOR=black][FONT=Calibri]2 Fire-Linked 12mm Gauss Cannon[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]7d12[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]20x2[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]150 ft[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]S, A[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]2000 rds ea[/FONT][/COLOR][/TD] [TD][COLOR=black][FONT=Calibri]Secondary Gunner[/FONT][/COLOR][/TD] [/TR] [/TABLE] [COLOR=black][FONT=arial] [B]90mm Plasma Cannons / 180mm Shock Cannon[/B] This weapon is a dual mode weapon system. While in normal mode, it is a pair of 90mm plasma cannons, dealing 14d8, 20x2 fire damage, ignoring 15 points of hardness/DR each[/FONT][/COLOR] [FONT=Calibri]When the vehicle switches to assault 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. [B]390mm Thunder Cannon[/B] This weapon is created when the two 180mm Shock cannons move together and merge to create the 390mm Thunder Cannon. It fires massive 390mm tungsten rounds that are superheated at firing, dealing 10d20, 20x3, ballistic damage, ignoring 30 points of hardness/DR to the target struck, and deals 5d20 points of damage to all with 30 foot radius, Reflex save DC 21 for half damage. Also targets within 50 foot radius of point of impact that weigh less than 500 lbs must make a Reflex save DC 16 or be thrown 1d6x10 feet, suffering 1d6 points of bludgeoning damage per 10 ft thrown upon striking anything and knocked prone. Those that make the save are pushed back 1d4x5 feet and stunned for 1 round (Fort save DC 21 to only be dazed). If the target struck hardness/DR is 20 or lower, and the damage dealt is more than double the target's hardness, the round will travel through the target up to another 50 feet to strike anything in a straight line from the vehicle, dealing half damage to the original target, at -5 attack roll. Switching between 390mm Thunder Cannon to 90mm or 180mm cannons then back to the 390mm Cannon does not reset the 5 round timer between shots, but can switch between the 390mm to the 90mm during the cooldown to allow the vehicle to keep firing nearly every round. [B]Transform[/B] The siege mammoth can change from normal mode to assault or siege mode, functioning as a tank using the plasma cannons, using stats above in normal mode. As a move equivalent action can change to assault mode, cutting speed by half and activates the Shock Cannon as well as extending additional bracing and support, can't make any driver stunts or make use of stomp attack, its Hardness increases to 35. Can only change to or from assault mode once per round.[/FONT] As a full round action, can change to siege mode and activates the 390mm Thunder Cannon, but is rendered immobile, 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 vehicle's hardness is increased to 40 as support struts and bracing extend and shift to support the heavy weapon and the vehicle lowers to the ground. The driver can change between the two modes once per round. [/QUOTE]
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