Scarab (D20 Modern Vehicle)

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Scarab[edit]

A Scarab

Table: Scarab

Size: Colossal (–8 size) Bonus Hit Points: 900
Superstructure: Megatanium Hardness: 30
Armor: Megatanium Bonus to Defense: +12
Armor Penalty: –10 Reach: 15 ft.
Strength Bonus: +32 Dexterity Penalty: –4
Speed: 70 ft. Base Purchase DC: 75

Scarab[edit]

A Scarab

Equipment Slots:[edit]

  • Helmet: 2 slots.
  • Visor: 1 slot.
  • Cranium: 1 slot.
  • Back: 2 slots.
  • Shoulders: 1 slot.
  • Torso: 1 slots.
  • Left leg: 1 slot.
  • Right leg: 1 slot.
  • Left leg: 1 slot.
  • Right leg: 1 slot.
  • Boots: 1 slot.

Standard Equipment:[edit]

  • Helmet: Scarab Cannon, Crackerjack Neural Link.
  • Visor: Class VI Sensor System.
  • Cranium: Lekgolo Worm Uplink.
  • Back: Scarab Anti-Aircraft Cannon, Lekgolo Energy Shielding.
  • Shoulders: LX-20 Antishock Array.
  • Torso: Shock Reduction Boosters.
  • Left leg: Heavy Fortification.
  • Right leg: Heavy Fortification.
  • Left leg: Advanced Diagnostics.
  • Right leg: Zero-G Stabilizer.
  • Boots: Heavy Fortification.

Lekgolo Worm Uplink: This uplink allows Lekgolo Worms (have the same ability scores as a Hunter, without the armor etc.) to pilot the scarab. These can be high-jacked (requiring a DC 30 Knowledge (Technology) check and 2 minutes) to allow a humanoid (or similar) creature to pilot the Scarab. Destroying the uplink (Hardness 5 and 10 Hp) causes the scarab to explode 2d12 rounds later, dealing 15d6 damage to all within 30ft of the Lekgolo Worm Uplink and destroying the scarab.

Lekgolo Energy Shielding: This protects the Lekgolo Worms that pilot the Scarab under Energy Shielding 30/—, and prevent characters from high-jacking the Lekgolo Worm Uplink while it is active.

Shock Reduction Boosters: These prevent the scarab from taking falling damage.

Destroying the Scarab[edit]

Destroying the scarab from the outside is an almost impossible task. The quickest way to destroy the scarab is to enter and destroy the Lekgolo Worm Uplink. The scarab can be entered by sufficiently damaging the scarab's legs, causing it to move into a defensive position while it repairs itself. The scarab's legs each have a hardness of 5 and 30 hit points (and a defense of 6). Reducing the scarab's leg's hit points to 0 causes it to enter a defensive stance (and cannot move). While in defensive stance, the scarab repairs each of it's legs by 2 points each round. A character may try to board the scarab by the ramp on the rear with a DC 15 jump check, or by one of the side panels (if the panel is destroyed) with a DC 15 jump check. The side panels have a hardness of 5 and 20 Hp. Once the scarab's legs all have recovered their 30 Hp, the scarab leaves defensive stance and can move again.



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