Tank Scarab (3.5e Monster)
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|Size/Type:||Large Construct (Bot)|
|Hit Dice:||3d10+30 (46 hp)|
|Speed:||30 ft, 60 ft (average) wheeled, climb 20 ft|
|Armor Class:||19 (+5 dex, -1 size, +5 natural), touch 14, flat-footed 14|
|Attack:||Two Slams +9 melee (1d6+7) or Triad Light Crossbow +7 ranged (1d8, 19-20/x2)|
|Full Attack:||Two Slams +9 melee (1d6+7) or Triad Light Crossbow +7 ranged (1d8, 19-20/x2)|
|Space/Reach:||10 ft./5 ft.|
|Special Qualities:||All-Around Vision, Backcar, Bot Traits, Construct Traits, Darkvision 60 ft, DR 3/adamantine, Limited Programming, Low-Light Vision, Stability +6, Wheeled Mode|
|Saves:||Fort +1, Ref +2, Will +5|
|Abilities:||Str 24, Dex 21, Con -, Int -, Wis 19, Cha 19|
|Skills:||Hide +1, Jump +13, Spot +6|
|Organization:||Solitary or Swarm (2-30)|
|Advancement:||6-12 HD (Large), 13+ (Huge)|
The metallic spider creature swivels around to face you with its wheels on each of the six legs it possesses. Three compound eyes lay atop the bulk of its body, and it possesses a pair of arms with three-pronged hands, carrying sword and shield,
The E-3U Tank Scarabs were commonplace weapons of war during the Age of War on Rhe. They were both a terror and a sign of comfort, depending if they were your nations or not. Powerful antipersonnel weapons, they were able to scale walls, climbing through windows and crashing through rooftops of even the highest tower, and they tore down rodes with great speed, unstopped in the paved and regular terrain of the cities where they fought.
They were also notable not merely for their detailed programming, good for both police work and population cleansing, but for their capability for speech and functional tool using hands. This led to several units being decked out for scouting missions. As they were constructs, they were expendable in case they failed, and their high speeds meant quick getaways. All Tank Scarabs have the basic form of a spider, and they possess a "backpack" for their rear section. This backpack was used for many things, including the Backcar attachment (see below).
Tank Scarabs are 5 ft. tall and weight about 1000 lbs. They speak Common, and their voices are varied and unique. They are powered by a strange magical crystal which absorbs magical energy. Because of this it does not eat or breath, they do "sleep" to recharge their batteries, and require a 4 hour rest time. While able to run without rest, the Tank Scarab takes penalties as if fatigued, and generally begins to complain about it.
Programmed to employ the terrain to their advantage, tank scarabs zip to and fro evasively, using what weapons they have at their hands, and generally playing defensive hit and run tactics against larger, stronger, or numerically superior forces. They create ambushes by climbing trees and buildings, and leaping into battle when they are least expected. They show surprising cunning for mere programming.
Tank scarabs are proficient in all simple and martial weapons, exotic ranged weapons, all armor (light, medium, and heavy) which acts as barding, and all shields (including tower shields). Due to their body plan, they use weapons for a creature one size smaller (medium). Many are equipped with firearms. The example tank scarab uses a triad light crossbow in the form of a gun.
All-Around Vision (Ex): Tank scarabs are covered in optical sensors on their head and legs, each swiveling in all directions. They cannot be flanked, gain a +4 bonus on Spot and Listen checks, but take a -2 penalty on saves against gaze attacks.
Backcar (Ex): Tank scarabs all possess a "backpack" on the rear of their unit, typically used to store items or hold ammo or fuel. However one can employ the use of a backcar designed to transport people and thus indirectly pilot the tank scarab as a vehicle.
Limited Programming: The tank scarab uses its Wisdom score as a stand-in Intelligence score, though it does not gain skills or feats. It is capable of thinking and acting tactically, but has no free will and will follow its programming the best of its ability, using its intelligence to reach the goal with the greatest chance of success. Short term planning and reacting is allowed, but long term planning is usually beyond it.
As a result of its superior intellect, it is capable of taking complex orders up to one paragraph, with multiple exceptions, exclusions, and up to 5 contingencies or if/than statements. However any command done through the program skill override this superior intellect. The tank scarab is considered a complex machine.
Stability (Ex): Tank scarabs have stability as a dwarf, but gain a +6 bonus instead of +4 thanks to their sturdy wheeled base. This bonus applies even if they are climbing, unlike normal stability, thanks to the locking pitons equipped on their legs.
Wheeled Mode (Ex): Tank scarab legs are equipped with wheels, which it often uses for strafing and quick movements. On smooth flat surfaces, such as roads, it can achieve speeds that simply walking cannot create. When using its wheels its movement speed increases by +30 ft, but it gains an average maneuverability as if it had a fly speed for the purposes of turning radius. If it makes a double move, maneuverability drops to poor. If it moves more than double its speed (such as if running) its maneuverability drops to clumsy. Thus on smooth road-like surfaces, the overland speed (but not the tactical speed) of the tank scarab doubles, averaging about 68 mph at maximum.
Skills: Tank scarabs have a +4 racial bonus to Hide, and a +6 racial bonus to Jump and Spot checks.
Tank Scarabs are build out of a composite of many different metals, plastics, and alloys which must be processed in a factory. In addition its computer core requires special components and programming. The cost of the base material components are worth 1200 gp.
This does not include the price of a Backcar, which is its own item.