D&D Wiki has recently been upgraded, and the old skin is too far out of date to continue with. As such there are now a lot of issues. Please collect issues that you find at this page. — Blue Dragon

Scarab (D20 Modern Vehicle)

From D&D Wiki
Revision as of 01:14, 30 January 2020 by Coaldstone (talk | contribs) (Fixed breadcrumb.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

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.



Back to Main PageD20 ModernVehicles
Back to Main PageD20 ModernCampaign SettingsHaloEquipmentVehiclesMecha.

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Halo franchise, and/or include content directly affiliated with and/or owned by Microsoft Studios. D&D Wiki neither claims nor implies any rights to Halo copyrights, trademarks, or logos, nor any owned by Microsoft Studios. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png