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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 9836115" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">Here's the Rig from C&C used by the GDI, an anchoring point for rallies and excellent means of setting up choke points.</span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>Rig</strong></span></span></p><p><span style="font-family: 'Calibri'">The Rig is a slow moving utility vehicle used during the Third Tiberium War used by GDI. The vehicle uses some of the technology found in the mobile construction vehicles, which allow the vehicle, once moved to a desired location, typically close to combat zones, to deploy into a Battle Base structure, then can turn back into its vehicle form and move to a new location. While in Battle Base mode, the Rig has improved armour as the protective armour was under the outer hull, and locks into more optimal positioning as a stationary structure, a pair of cannons are on either side mounted in turrets, with a missile launcher in the middle to provide anti-air protection. It can release a series of drones which allow the Battle Base to repair a nearby GDI vehicle, making it a good rallying point that can provide some protection to damaged vehicles, and repair them. Unfortunately, the drones are not capable of repairing the Battle Base when it takes damage. The Rig, in vehicle form is seven squares wide, eight squares long, providing full cover for its occupants. Requires a crew of 9, commander, driver, 2 gunners, 5 engineers.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Crew: 9</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: 5 tons</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: -6</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Top Speed: 80 (8)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Defense: 4*</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hardness: 20*</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hit Points: 200</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Size: Colossal</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Purchase DC: 52</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: Obstacle Breaker, Battle Base Transformation, fire-control computer, thermal/nightvision for driver, gunners and commander, GPS, military radio, headlights, sensors (function like Mk 3 mech sensors).</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Notes: NBC protection grants +4 to Fort saves.</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> - Due to the size, weight and armour of the vehicle, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the vehicle, which includes such things as low walls, even small vehicles such as cars. When the vehicle strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 10 points of hardness. The vehicle only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the vehicle to none.</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>Battle Base Transformation</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The Rig, once stationary, can deploy into the Battle Base mode, as a full round action. Anchors extend, locking it into place, various panels and parts extend and reconfigure. It extends pods from the sides to create base for two turrets on either side anchored to the ground, deploys an anti-air missile launcher from behind the cab, a crane extends from the back, and drone platforms are revealed. Armour panels shift into improved positions to better deflect projectiles and absorb explosives. While deployed, the Battle Base's Defense is increased to 10, Hardness increases to 25, and gains 200 hit points which are depleted first. While in this mode, the Rig is completely immobile until it reverts to Rig mode. Takes 2 full rounds to revert to Rig mode, although can move up to half speed at the end of second round. While in Battle Base, two cannons and missile launcher provides protection, while repair drones deploy to repair allied vehicles, mechs or buildings within 50 feet. The Battle Base takes up an area of 50 feet long by 100 feet wide.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><table style='width: 100%'><tr><td style='width: 2.0in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Name</span></span></td><td style='width: .7319in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Damage</span></span></td><td style='width: .668in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Critical</span></span></td><td style='width: .8451in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Dam Type</span></span></td><td style='width: .877in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Range Incr</span></span></td><td style='width: .9354in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire</span></span></td><td style='width: 2.0034in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Magazine</span></span></td><td style='width: 1.6319in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Controller</span></span></td></tr><tr><td style='width: 2.0194in'><br /> <span style="font-family: 'Calibri'">105mm Guardian Cannon (2)</span></td><td style='width: .7125in'><br /> <span style="font-family: 'Calibri'">9d12</span></td><td style='width: .6673in'><br /> <span style="font-family: 'Calibri'">20</span></td><td style='width: .8256in'><br /> <span style="font-family: 'Calibri'">Ball</span></td><td style='width: .8576in'><br /> <span style="font-family: 'Calibri'">150 ft</span></td><td style='width: .9159in'><br /> <span style="font-family: 'Calibri'">Semi</span></td><td style='width: 2.0034in'><br /> <span style="font-family: 'Calibri'">100 rds</span></td><td style='width: 1.6902in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Gunner</span></span></td></tr><tr><td style='width: 2.0in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Tusk Missile Pod</span></span></td><td style='width: .7125in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">varies</span></span></td><td style='width: .6673in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td style='width: .8256in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">varies</span></span></td><td style='width: .8576in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">200 ft</span></span></td><td style='width: .9159in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Semi</span></span></td><td style='width: 2.0222in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">6 missiles ready ea (48 extra)</span></span></td><td style='width: 2.2583in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Secondary Gunner or Commander</span></span></td></tr></table><p><span style="color: black"><span style="font-family: 'Calibri'"> </span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The Guardian Cannons are capable of firing independently by a single gunner, which a +3 bonus to attack for the targeting system.</span></span></p><p><span style="font-family: 'Calibri'">Alternate Ammunition</span></p><p><span style="font-family: 'Calibri'">APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 7d12, ballistic damage. PDC 14 for 5 rounds.</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 4d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds.</span></p><p><span style="font-family: 'Calibri'">M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 4d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.</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'">The Missile launcher is typically automated, with a +7 attack bonus to attack aircraft within range. If manned, its targeting systems provide a +2 bonus.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="font-family: 'Calibri'"><strong>Tusk Missile Pod</strong> - The missile launchers on either side of the Battle Bases's turret hold 6 missiles at the ready, and depending on the missiles loaded, can attack aircraft, typically Javelin or similar style missiles are loaded. Once the pod is empty, it takes 1d4 rounds to reload the launcher.</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 Drones</strong> - The Battle Base has a repair system that can repair damage to nearby vehicles, mechs, aircraft that are landed, and buildings, although it can't replace destroyed systems, within 50 feet of the Battle Base, selecting a single target each round. The Engineer on board can as part of a Repair check DC 15, engage the Repair Drones, repairing 1d8 hit points to the object per round. The system can repair a total of 200 hit points before it is depleted. Replenishing the system has a PDC of 15 for 25 HP. Although the system can collect scraps from destroyed vehicles, buildings and other objects within range, taking a Repair check DC 18, collecting 1d4 HP worth of material in a single round. If the Engineer beats the check by 5 or more, gains +1 HP for every 5 beats the check. If also makes a Knowledge: Technology DC 20, can increase the collection rate to 1d6 instead. Has 3 drones which have 10 hit points, hardness 5, a speed of 60 ft, Good Maneuverability, Defense 24. Takes 15 points of HP material to build any drones destroyed, taking 10 minutes. Can't repair the Battle Base or the drones when they are damaged, unless another Battle Base is performing the repairs. </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'"><span style="font-size: 22px"><strong>Variants</strong></span></span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>Rig A1</strong></span></span></p><p><span style="font-family: 'Calibri'">The A1 is an upgrade to the Rig typically assigned to elite crews or those that have performed notable heroic acts. Although in areas where GDI has an abundance of resources and influence, may be the main versions of the Rig in the area. The upgrades include additional armour, the 105mm cannons Guardian cannons are upgraded with rail assisted coils which adds several rings around the barrel and blue glowing capacitors to the back of the weapons, with increased ammunition supply, improved targeting system, and the repair drones can either repair an increased amount to a single target, or repair up to two different targets. The repair drones can also repair damage to the Battle Base unlike the original version.</span></p><p><span style="font-family: 'Calibri'">Make the following changes to upgrade a Rig to a Rig A1:</span></p><p><span style="font-family: 'Calibri'">Increase hit points by 20, battle base grants an additional +50;</span></p><p><span style="font-family: 'Calibri'">Increase 105mm cannons deal +1 die damage, increase range by +20 ft, and ammunition gains +5 ignore hardness/DR unless ammunition Anti-personnel type ammunition, increase ammunition supply by 25%;</span></p><p><span style="font-family: 'Calibri'">Increase attack bonus for all weapons by additional +1;</span></p><p><span style="font-family: 'Calibri'">Tusk missile payload gains an additional 6 missiles in storage;</span></p><p><span style="font-family: 'Calibri'">Add 1 additional repair drone (total of 4), can repair 2 targets for 1d6 each, or repair 1 for 2d8 per round;</span></p><p><span style="font-family: 'Calibri'">Increase HP stock to 250 HP;</span></p><p><span style="font-family: 'Calibri'">Battle Base Transformation now takes a standard action, once stationary, to deploy, and only 1 full round to revert to Rig mode;</span></p><p><span style="font-family: 'Calibri'">PDC: +2</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'"><span style="font-size: 18px"><strong>Rig R1</strong></span></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">This version of the Rig forgoes all offensive capabilities and expands the repair systems. In Rig mode it's slightly taller and bulker. When it transforms, instead of two guardian cannons, a missile launcher and a single crane, a set of scaffolding with cranes and robotic arms raise from platforms on each side, a pair of cranes raise from the central structure, and the drone bay is expanded to contain 6 drones, while the repair stock is greatly expanded. This new Repair Base can repair up to two vehicles that park within the scaffolding and repair arms on each side, while the drones can repair up to 2 targets up to 75 feet away.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Make the following changes to a Rig to make a Rig R1:</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Replace Battle Base Transformation with Repair Base Transformation;</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Increase cargo capacity to 6 tons;</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Replace 2 gunners with 2 engineers;</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Repair stock increased to 500 HP</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">PDC: +2</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 Base</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The Rig R1, once stationary, can deploy into the Repair Base mode, as a full round action. Anchors extend, locking it into place, various panels and parts extend and reconfigure. It extends pods from the sides to create the base for scaffolding and robotic arms on either side anchored to the ground, two cranes extends from the back, and drone platforms are revealed. Armour panels shift into improved positions to better deflect projectiles and absorb explosives. While deployed, the Repair Base's Defense is increased to 10, Hardness increases to 25, and gains 200 hit points which are depleted first. While in this mode, the Rig is completely immobile until it reverts to Rig mode. Takes 2 full rounds to revert to Rig mode, although can move up to half speed at the end of second round. While in Repair Base mode, a vehicle can pull up to either side, maximum size of 50 ft wide, 100 ft long, 50 feet tall, which can be repaired with a Repair check DC 15 at a rate of 2d6 +1 per 5 points over the DC per round, while repair drones deploy to repair allied vehicles, mechs or buildings within 75 feet. The Repair Base takes up an area of 60 feet long by 100 feet wide. </span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Has 6 repair drones, which can repair a single target 2d4, or 2 targets 1d6 per round, with Repair check DC 15 with a +1 HP per 5 points over the DC.</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'"><span style="font-size: 18px"><strong>Warden Rig</strong></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="color: black">The Warden was designed for prolonged containment near Red Zones, providing secure fallback and medical support. The Warden is larger, with heavier armour. The guardian cannons are replaced with railguns with blue glowing capacitors based on those from the Mammoth Mk2, the missile launcher is removed and replaced with a medical bay for healing infantry. As the Warden lacks an anti-air capacity, it will need protection, usually in the form of missile squads, or light missile carrying vehicles, but it is capable of striking farther out, keeping enemy heavy vehicles farther out, as its repair drones repair any vehicles near by, and heal infantry. Additionally, the Warden has the ability to enter a Bastion Mode, which temporarily increases its defenses, at the cost of some of its repair stock, and being unable to repair any vehicles near by, allowing it to weather attacks better. The Warden Rig, in vehicle form is eight squares wide, eight squares long, providing full cover for its occupants. Requires a crew of 10, commander, driver 2 gunners, 4 engineers, 2 medical staff.</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'">Crew: 10</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: 5 tons</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: -6</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Top Speed: 70 (7)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Defense: 4*</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hardness: 22*</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hit Points: 250</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Size: Colossal</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Purchase DC: 53</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: Obstacle Breaker, Warden Base Transformation, fire-control computer (+3 attack rolls), thermal/nightvision for driver, gunners and commander, GPS, military radio, headlights, sensors (function like Mk 3 mech sensors), Bastion Mode.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Notes: NBC protection grants +4 to Fort saves.</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> - Due to the size, weight and armour of the vehicle, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the vehicle, which includes such things as low walls, even small vehicles such as cars. When the vehicle strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 10 points of hardness. The vehicle only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the vehicle to none.</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>Warden Base Transformation</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The Rig, once stationary, can deploy into the Warden Base mode, as a full round action. Anchors extend, locking it into place, various panels and parts extend and reconfigure. It extends pods from the sides to create base for two turrets on either side anchored to the ground, deploys a sealed medical bay from behind the cab, a crane extends from the back, and drone platforms are revealed. Armour panels shift into improved positions to better deflect projectiles and absorb explosives. While deployed, the Warden Base's Defense is increased to 10, Hardness increases to 27, and gains 300 hit points which are depleted first. While in this mode, the Rig is completely immobile until it reverts to Rig mode. Takes 2 full rounds to revert to Rig mode, although can move up to half speed at the end of second round. While in Warden Base, two cannons provides protection, while repair drones deploy to repair allied vehicles, mechs or buildings within 50 feet. The Warden Base takes up an area of 75 feet long by 100 feet wide.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><table style='width: 100%'><tr><td style='width: 1.2826in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Name</span></span></td><td style='width: .7319in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Damage</span></span></td><td style='width: .702in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Critical</span></span></td><td style='width: .8451in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Dam Type</span></span></td><td style='width: .877in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Range Incr</span></span></td><td style='width: .9354in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire</span></span></td><td style='width: 1.0097in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Magazine</span></span></td><td style='width: .9409in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Controller</span></span></td></tr><tr><td style='width: 1.302in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Heavy Railgun (2)</span></span></td><td style='width: .7125in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">7d12</span></span></td><td style='width: .7215in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">19-20x4</span></span></td><td style='width: .8256in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td style='width: .8576in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">2000 ft</span></span></td><td style='width: .9159in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Single</span></span></td><td style='width: 1.0291in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">80 rounds ea</span></span></td><td style='width: 1.0451in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">1 Gunner each</span></span></td></tr></table><p></p><p><span style="font-family: 'Calibri'"><strong>Heavy Railguns</strong></span></p><p><span style="font-family: 'Calibri'">The vehicle mounts a total of 2 heavy railguns that are capable of destroying most vehicles in 1 or two shots, capable of punching through and hitting targets beyond. Deals 7d12, 19-20x4, ball, 2000 ft, ignore 25 points of hardness. If the ignore hardness is 10 points or more greater than the target's hardness/DR, or a critical hit is scored, the round tears through the target (regardless if the target is destroyed or not), and can continue to strike a target in direct line past the target up to half the range increment (1000 ft) and deal damage to the next target, at -5 attack roll. If the ignore hardness/DR 10 or greater than the next target, the round can strike next target up to 500 ft in direct line at -10 attack roll.</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 vehicle'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="color: black"><span style="font-family: 'Calibri'"> </span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Warden Repair Drones</strong> - The Warden Base has a repair system that can repair damage to nearby vehicles, mechs, aircraft that are landed, and buildings, although it can't replace destroyed systems, within 50 feet of the Warden Base, selecting a single target each round. The Engineer on board can as part of a Repair check DC 15, engage the Repair Drones, repairing 1d6 hit points to the object per round. The system can repair a total of 250 hit points before it is depleted. Replenishing the system has a PDC of 15 for 25 HP. Although the system can collect scraps from destroyed vehicles, buildings and other objects within range, taking a Repair check DC 18, collecting 1d4 HP worth of material in a single round. If the Engineer beats the check by 5 or more, gains +1 HP for every 5 beats the check. If also makes a Knowledge: Technology DC 20, can increase the collection rate to 1d6 instead. The drones can create replacement rounds for the railguns at a rate of 5 rounds using 15 HP in 2 rounds. Has 2 drones which have 15 hit points, hardness 7, a speed of 50 ft, Good Maneuverability, Defense 24. Takes 20 points of HP material to build any drones destroyed, taking 10 minutes. Can repair the Warden Base or the drones when they are damaged.</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>Medical Bay</strong> - The medical bay has top of the line medical diagnostic equipment and automated surgical suites. Can heal up to 4 infantry at a time, requiring a Treat Injury DC 15 check, healing 1d6 HP +1 per 5 points over the DC, or cure most poisons and common diseases and Tiberium poisoning and radiation. Has enough supplies to cure 100 people of poisons, diseases, 200 of Tiberium poisoning.</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>Bastion Mode</strong> - As a move equivalent action, activated by the commander or driver, while in Warden Base mode, Bastion Mode can be activated, or can be activated using an attack of opportunity if the commander is aware of an incoming attack. This causes the armour to reinforce as additional panels move, struts are anchored, which increases the Warden Base's Defense up to 12 and Hardness increased to 30 and takes half damage from attacks that deal area damage (direct strikes still deal damage, but suffers half damage if in the blast radius) for 5 rounds. During this time, the drones can't repair anything, and uses up 25 HP of the repair stock, and any infantry in the medical bay can't exit nor any enter, although those within can still be healed. Can't be used for another 2d4+1 rounds (rolled once at start of battle).</span></span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9836115, member: 6668634"] [FONT=Calibri]Here's the Rig from C&C used by the GDI, an anchoring point for rallies and excellent means of setting up choke points. [SIZE=7][B]Rig[/B][/SIZE] The Rig is a slow moving utility vehicle used during the Third Tiberium War used by GDI. The vehicle uses some of the technology found in the mobile construction vehicles, which allow the vehicle, once moved to a desired location, typically close to combat zones, to deploy into a Battle Base structure, then can turn back into its vehicle form and move to a new location. While in Battle Base mode, the Rig has improved armour as the protective armour was under the outer hull, and locks into more optimal positioning as a stationary structure, a pair of cannons are on either side mounted in turrets, with a missile launcher in the middle to provide anti-air protection. It can release a series of drones which allow the Battle Base to repair a nearby GDI vehicle, making it a good rallying point that can provide some protection to damaged vehicles, and repair them. Unfortunately, the drones are not capable of repairing the Battle Base when it takes damage. The Rig, in vehicle form is seven squares wide, eight squares long, providing full cover for its occupants. Requires a crew of 9, commander, driver, 2 gunners, 5 engineers. [/FONT] [COLOR=black][FONT=Calibri]Crew: 9 Passengers: 0 Cargo: 5 tons Init: -4 Maneuver: -6 Top Speed: 80 (8) Defense: 4* Hardness: 20* Hit Points: 200 Size: Colossal Purchase DC: 52 Restriction: Mil (+3) Accessories: Obstacle Breaker, Battle Base Transformation, fire-control computer, thermal/nightvision for driver, gunners and commander, GPS, military radio, headlights, sensors (function like Mk 3 mech sensors). Notes: NBC protection grants +4 to Fort saves. [B]Obstacle Breaker[/B] - Due to the size, weight and armour of the vehicle, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the vehicle, which includes such things as low walls, even small vehicles such as cars. When the vehicle strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 10 points of hardness. The vehicle only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the vehicle to none. [B]Battle Base Transformation[/B] The Rig, once stationary, can deploy into the Battle Base mode, as a full round action. Anchors extend, locking it into place, various panels and parts extend and reconfigure. It extends pods from the sides to create base for two turrets on either side anchored to the ground, deploys an anti-air missile launcher from behind the cab, a crane extends from the back, and drone platforms are revealed. Armour panels shift into improved positions to better deflect projectiles and absorb explosives. While deployed, the Battle Base's Defense is increased to 10, Hardness increases to 25, and gains 200 hit points which are depleted first. While in this mode, the Rig is completely immobile until it reverts to Rig mode. Takes 2 full rounds to revert to Rig mode, although can move up to half speed at the end of second round. While in Battle Base, two cannons and missile launcher provides protection, while repair drones deploy to repair allied vehicles, mechs or buildings within 50 feet. The Battle Base takes up an area of 50 feet long by 100 feet wide. [/FONT][/COLOR] [TABLE] [TR] [td width="2.0in"] [COLOR=black][FONT=Calibri]Name[/FONT][/COLOR][/td] [td width=".7319in"] [COLOR=black][FONT=Calibri]Damage[/FONT][/COLOR][/td] [td width=".668in"] [COLOR=black][FONT=Calibri]Critical[/FONT][/COLOR][/td] [td width=".8451in"] [COLOR=black][FONT=Calibri]Dam Type[/FONT][/COLOR][/td] [td width=".877in"] [COLOR=black][FONT=Calibri]Range Incr[/FONT][/COLOR][/td] [td width=".9354in"] [COLOR=black][FONT=Calibri]Rate of Fire[/FONT][/COLOR][/td] [td width="2.0034in"] [COLOR=black][FONT=Calibri]Magazine[/FONT][/COLOR][/td] [td width="1.6319in"] [COLOR=black][FONT=Calibri]Controller[/FONT][/COLOR][/td] [/TR] [TR] [td width="2.0194in"] [FONT=Calibri]105mm Guardian Cannon (2)[/FONT][/td] [td width=".7125in"] [FONT=Calibri]9d12[/FONT][/td] [td width=".6673in"] [FONT=Calibri]20[/FONT][/td] [td width=".8256in"] [FONT=Calibri]Ball[/FONT][/td] [td width=".8576in"] [FONT=Calibri]150 ft[/FONT][/td] [td width=".9159in"] [FONT=Calibri]Semi[/FONT][/td] [td width="2.0034in"] [FONT=Calibri]100 rds[/FONT][/td] [td width="1.6902in"] [COLOR=black][FONT=Calibri]Gunner[/FONT][/COLOR][/td] [/TR] [TR] [td width="2.0in"] [COLOR=black][FONT=Calibri]Tusk Missile Pod[/FONT][/COLOR][/td] [td width=".7125in"] [COLOR=black][FONT=Calibri]varies[/FONT][/COLOR][/td] [td width=".6673in"] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/td] [td width=".8256in"] [COLOR=black][FONT=Calibri]varies[/FONT][/COLOR][/td] [td width=".8576in"] [COLOR=black][FONT=Calibri]200 ft[/FONT][/COLOR][/td] [td width=".9159in"] [COLOR=black][FONT=Calibri]Semi[/FONT][/COLOR][/td] [td width="2.0222in"] [COLOR=black][FONT=Calibri]6 missiles ready ea (48 extra)[/FONT][/COLOR][/td] [td width="2.2583in"] [COLOR=black][FONT=Calibri]Secondary Gunner or Commander[/FONT][/COLOR][/td] [/TR] [/TABLE] [COLOR=black][FONT=Calibri] The Guardian Cannons are capable of firing independently by a single gunner, which a +3 bonus to attack for the targeting system.[/FONT][/COLOR] [FONT=Calibri]Alternate Ammunition APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 7d12, ballistic damage. PDC 14 for 5 rounds. HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds. M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 4d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds. M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 4d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.[/FONT] [COLOR=black][FONT=Calibri] The Missile launcher is typically automated, with a +7 attack bonus to attack aircraft within range. If manned, its targeting systems provide a +2 bonus. [/FONT][/COLOR] [FONT=Calibri][B]Tusk Missile Pod[/B] - The missile launchers on either side of the Battle Bases's turret hold 6 missiles at the ready, and depending on the missiles loaded, can attack aircraft, typically Javelin or similar style missiles are loaded. Once the pod is empty, it takes 1d4 rounds to reload the launcher.[/FONT] [COLOR=black][FONT=Calibri] [B]Repair Drones[/B] - The Battle Base has a repair system that can repair damage to nearby vehicles, mechs, aircraft that are landed, and buildings, although it can't replace destroyed systems, within 50 feet of the Battle Base, selecting a single target each round. The Engineer on board can as part of a Repair check DC 15, engage the Repair Drones, repairing 1d8 hit points to the object per round. The system can repair a total of 200 hit points before it is depleted. Replenishing the system has a PDC of 15 for 25 HP. Although the system can collect scraps from destroyed vehicles, buildings and other objects within range, taking a Repair check DC 18, collecting 1d4 HP worth of material in a single round. If the Engineer beats the check by 5 or more, gains +1 HP for every 5 beats the check. If also makes a Knowledge: Technology DC 20, can increase the collection rate to 1d6 instead. Has 3 drones which have 10 hit points, hardness 5, a speed of 60 ft, Good Maneuverability, Defense 24. Takes 15 points of HP material to build any drones destroyed, taking 10 minutes. Can't repair the Battle Base or the drones when they are damaged, unless another Battle Base is performing the repairs. [SIZE=6][B]Variants[/B][/SIZE] [/FONT][/COLOR] [FONT=Calibri][SIZE=5][B]Rig A1[/B][/SIZE] The A1 is an upgrade to the Rig typically assigned to elite crews or those that have performed notable heroic acts. Although in areas where GDI has an abundance of resources and influence, may be the main versions of the Rig in the area. The upgrades include additional armour, the 105mm cannons Guardian cannons are upgraded with rail assisted coils which adds several rings around the barrel and blue glowing capacitors to the back of the weapons, with increased ammunition supply, improved targeting system, and the repair drones can either repair an increased amount to a single target, or repair up to two different targets. The repair drones can also repair damage to the Battle Base unlike the original version. Make the following changes to upgrade a Rig to a Rig A1: Increase hit points by 20, battle base grants an additional +50; Increase 105mm cannons deal +1 die damage, increase range by +20 ft, and ammunition gains +5 ignore hardness/DR unless ammunition Anti-personnel type ammunition, increase ammunition supply by 25%; Increase attack bonus for all weapons by additional +1; Tusk missile payload gains an additional 6 missiles in storage; Add 1 additional repair drone (total of 4), can repair 2 targets for 1d6 each, or repair 1 for 2d8 per round; Increase HP stock to 250 HP; Battle Base Transformation now takes a standard action, once stationary, to deploy, and only 1 full round to revert to Rig mode; PDC: +2[/FONT] [COLOR=black][FONT=Calibri] [SIZE=5][B]Rig R1[/B][/SIZE] This version of the Rig forgoes all offensive capabilities and expands the repair systems. In Rig mode it's slightly taller and bulker. When it transforms, instead of two guardian cannons, a missile launcher and a single crane, a set of scaffolding with cranes and robotic arms raise from platforms on each side, a pair of cranes raise from the central structure, and the drone bay is expanded to contain 6 drones, while the repair stock is greatly expanded. This new Repair Base can repair up to two vehicles that park within the scaffolding and repair arms on each side, while the drones can repair up to 2 targets up to 75 feet away. Make the following changes to a Rig to make a Rig R1: Replace Battle Base Transformation with Repair Base Transformation; Increase cargo capacity to 6 tons; Replace 2 gunners with 2 engineers; Repair stock increased to 500 HP PDC: +2 [B]Repair Base[/B] The Rig R1, once stationary, can deploy into the Repair Base mode, as a full round action. Anchors extend, locking it into place, various panels and parts extend and reconfigure. It extends pods from the sides to create the base for scaffolding and robotic arms on either side anchored to the ground, two cranes extends from the back, and drone platforms are revealed. Armour panels shift into improved positions to better deflect projectiles and absorb explosives. While deployed, the Repair Base's Defense is increased to 10, Hardness increases to 25, and gains 200 hit points which are depleted first. While in this mode, the Rig is completely immobile until it reverts to Rig mode. Takes 2 full rounds to revert to Rig mode, although can move up to half speed at the end of second round. While in Repair Base mode, a vehicle can pull up to either side, maximum size of 50 ft wide, 100 ft long, 50 feet tall, which can be repaired with a Repair check DC 15 at a rate of 2d6 +1 per 5 points over the DC per round, while repair drones deploy to repair allied vehicles, mechs or buildings within 75 feet. The Repair Base takes up an area of 60 feet long by 100 feet wide. Has 6 repair drones, which can repair a single target 2d4, or 2 targets 1d6 per round, with Repair check DC 15 with a +1 HP per 5 points over the DC. [SIZE=5][B]Warden Rig[/B][/SIZE][/FONT][/COLOR] [FONT=Calibri][COLOR=black]The Warden was designed for prolonged containment near Red Zones, providing secure fallback and medical support. The Warden is larger, with heavier armour. The guardian cannons are replaced with railguns with blue glowing capacitors based on those from the Mammoth Mk2, the missile launcher is removed and replaced with a medical bay for healing infantry. As the Warden lacks an anti-air capacity, it will need protection, usually in the form of missile squads, or light missile carrying vehicles, but it is capable of striking farther out, keeping enemy heavy vehicles farther out, as its repair drones repair any vehicles near by, and heal infantry. Additionally, the Warden has the ability to enter a Bastion Mode, which temporarily increases its defenses, at the cost of some of its repair stock, and being unable to repair any vehicles near by, allowing it to weather attacks better. The Warden Rig, in vehicle form is eight squares wide, eight squares long, providing full cover for its occupants. Requires a crew of 10, commander, driver 2 gunners, 4 engineers, 2 medical staff.[/COLOR][/FONT] [COLOR=black][FONT=Calibri] Crew: 10 Passengers: 0 Cargo: 5 tons Init: -4 Maneuver: -6 Top Speed: 70 (7) Defense: 4* Hardness: 22* Hit Points: 250 Size: Colossal Purchase DC: 53 Restriction: Mil (+3) Accessories: Obstacle Breaker, Warden Base Transformation, fire-control computer (+3 attack rolls), thermal/nightvision for driver, gunners and commander, GPS, military radio, headlights, sensors (function like Mk 3 mech sensors), Bastion Mode. Notes: NBC protection grants +4 to Fort saves. [B]Obstacle Breaker[/B] - Due to the size, weight and armour of the vehicle, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the vehicle, which includes such things as low walls, even small vehicles such as cars. When the vehicle strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 10 points of hardness. The vehicle only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the vehicle to none. [B]Warden Base Transformation[/B] The Rig, once stationary, can deploy into the Warden Base mode, as a full round action. Anchors extend, locking it into place, various panels and parts extend and reconfigure. It extends pods from the sides to create base for two turrets on either side anchored to the ground, deploys a sealed medical bay from behind the cab, a crane extends from the back, and drone platforms are revealed. Armour panels shift into improved positions to better deflect projectiles and absorb explosives. While deployed, the Warden Base's Defense is increased to 10, Hardness increases to 27, and gains 300 hit points which are depleted first. While in this mode, the Rig is completely immobile until it reverts to Rig mode. Takes 2 full rounds to revert to Rig mode, although can move up to half speed at the end of second round. While in Warden Base, two cannons provides protection, while repair drones deploy to repair allied vehicles, mechs or buildings within 50 feet. The Warden Base takes up an area of 75 feet long by 100 feet wide. [/FONT][/COLOR] [TABLE] [TR] [td width="1.2826in"] [COLOR=black][FONT=Calibri]Name[/FONT][/COLOR][/td] [td width=".7319in"] [COLOR=black][FONT=Calibri]Damage[/FONT][/COLOR][/td] [td width=".702in"] [COLOR=black][FONT=Calibri]Critical[/FONT][/COLOR][/td] [td width=".8451in"] [COLOR=black][FONT=Calibri]Dam Type[/FONT][/COLOR][/td] [td width=".877in"] [COLOR=black][FONT=Calibri]Range Incr[/FONT][/COLOR][/td] [td width=".9354in"] [COLOR=black][FONT=Calibri]Rate of Fire[/FONT][/COLOR][/td] [td width="1.0097in"] [COLOR=black][FONT=Calibri]Magazine[/FONT][/COLOR][/td] [td width=".9409in"] [COLOR=black][FONT=Calibri]Controller[/FONT][/COLOR][/td] [/TR] [TR] [td width="1.302in"] [COLOR=black][FONT=Calibri]Heavy Railgun (2)[/FONT][/COLOR][/td] [td width=".7125in"] [COLOR=black][FONT=Calibri]7d12[/FONT][/COLOR][/td] [td width=".7215in"] [COLOR=black][FONT=Calibri]19-20x4[/FONT][/COLOR][/td] [td width=".8256in"] [COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/td] [td width=".8576in"] [COLOR=black][FONT=Calibri]2000 ft[/FONT][/COLOR][/td] [td width=".9159in"] [COLOR=black][FONT=Calibri]Single[/FONT][/COLOR][/td] [td width="1.0291in"] [COLOR=black][FONT=Calibri]80 rounds ea[/FONT][/COLOR][/td] [td width="1.0451in"] [COLOR=black][FONT=Calibri]1 Gunner each[/FONT][/COLOR][/td] [/TR] [/TABLE] [COLOR=black][FONT=Calibri] [/FONT][/COLOR] [FONT=Calibri][B]Heavy Railguns[/B] The vehicle mounts a total of 2 heavy railguns that are capable of destroying most vehicles in 1 or two shots, capable of punching through and hitting targets beyond. Deals 7d12, 19-20x4, ball, 2000 ft, ignore 25 points of hardness. If the ignore hardness is 10 points or more greater than the target's hardness/DR, or a critical hit is scored, the round tears through the target (regardless if the target is destroyed or not), and can continue to strike a target in direct line past the target up to half the range increment (1000 ft) and deal damage to the next target, at -5 attack roll. If the ignore hardness/DR 10 or greater than the next target, the round can strike next target up to 500 ft in direct line at -10 attack roll. Objects of less than gargantuan size that survive an attack, must make a Reflex save DC half the vehicle's gunner attack roll or be pushed back 1d6x10 ft, and if strike anything suffering 1d6 points of bludgeoning damage.[/FONT] [COLOR=black][FONT=Calibri] [B]Warden Repair Drones[/B] - The Warden Base has a repair system that can repair damage to nearby vehicles, mechs, aircraft that are landed, and buildings, although it can't replace destroyed systems, within 50 feet of the Warden Base, selecting a single target each round. The Engineer on board can as part of a Repair check DC 15, engage the Repair Drones, repairing 1d6 hit points to the object per round. The system can repair a total of 250 hit points before it is depleted. Replenishing the system has a PDC of 15 for 25 HP. Although the system can collect scraps from destroyed vehicles, buildings and other objects within range, taking a Repair check DC 18, collecting 1d4 HP worth of material in a single round. If the Engineer beats the check by 5 or more, gains +1 HP for every 5 beats the check. If also makes a Knowledge: Technology DC 20, can increase the collection rate to 1d6 instead. The drones can create replacement rounds for the railguns at a rate of 5 rounds using 15 HP in 2 rounds. Has 2 drones which have 15 hit points, hardness 7, a speed of 50 ft, Good Maneuverability, Defense 24. Takes 20 points of HP material to build any drones destroyed, taking 10 minutes. Can repair the Warden Base or the drones when they are damaged. [B]Medical Bay[/B] - The medical bay has top of the line medical diagnostic equipment and automated surgical suites. Can heal up to 4 infantry at a time, requiring a Treat Injury DC 15 check, healing 1d6 HP +1 per 5 points over the DC, or cure most poisons and common diseases and Tiberium poisoning and radiation. Has enough supplies to cure 100 people of poisons, diseases, 200 of Tiberium poisoning. [B]Bastion Mode[/B] - As a move equivalent action, activated by the commander or driver, while in Warden Base mode, Bastion Mode can be activated, or can be activated using an attack of opportunity if the commander is aware of an incoming attack. This causes the armour to reinforce as additional panels move, struts are anchored, which increases the Warden Base's Defense up to 12 and Hardness increased to 30 and takes half damage from attacks that deal area damage (direct strikes still deal damage, but suffers half damage if in the blast radius) for 5 rounds. During this time, the drones can't repair anything, and uses up 25 HP of the repair stock, and any infantry in the medical bay can't exit nor any enter, although those within can still be healed. Can't be used for another 2d4+1 rounds (rolled once at start of battle).[/FONT][/COLOR] [/QUOTE]
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