Similar drafts of other units can be found here: Starcraft d20
SIEGE TANK CR 12
Usually N Huge Construct (Terran, Vehicle)
Init +0 (+0 Dex); Senses Darkvision 2 miles, Superior Low-Light Vision, All-Around Siege Sensors; Listen +20, Spot +20
Languages understands Common; cannot speak;
AC 25, touch 8, flat-footed 25 (-2 Size, +17 natural)
hp 208 (19d10+40+30+15+19); DR 5/adamantine
Immune blindness, deafness, petrification, polymorph, construct immunities
Resist acid 5, cold 30, electricity 10, fire 30, sonic 5
Weakness Operator Dependent, Structural Vulnerability
Fort +8, Ref +8, Will +8
Speed 30 ft., swim 20 ft.; Run
Melee slam +23 (2d6+8)
Ranged 2 slug cannons +13 (6d8/x3) or siege cannon +13 (8d8 plus shell blast)
Space 15 ft.; Reach 10 ft. (Long)
Base Atk +14; Grp +38
Atk Options hyperspin round, trample
Special Actions occupant entry, operate tank, siege mode, terran comlink, eject occupant
Abilities Str 43, Dex 11, Con —, Int —, Wis 11, Cha 1
SA adamantine strike, arc shot, hyperspin rounds, proximity limits, shell blast, shells, trample
SQ all-around siege sensors, construct traits, dive system, extra buff, improved buff, life support, operator dependent, planar link, structural vulnerability, targeting systems, treads
Racial Feats Aquatic Shot (Sto 90), Blind-Fight, Coordinated Shot (HB 96), Far Shot, Great Fortitude, Improved Natural Attack [Siege Cannon] (MM 304), Improved Natural Attack [Slug Cannon] (MM 304), Improved Toughness (CW 205), Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Run, Sharp-Shooting (CW 105), Weapon Focus [Siege Cannon], Weapon Focus [Slug Cannons]
Skills Listen +20, Spot +20, Swim +24
Occupant Entry (Ex) As a move action, a typical human-shaped creature of Medium size without a check penalty due to equipment or encumbrance, may enter an unoccupied siege tank that is both willing and adjacent. A siege tank only has room for one such occupant. Once inside a siege tank, the occupant gains total cover and concealment in addition to immunity against environmental extremes and all external events except gaze attacks. Any objects carried by the occupant that won't fit inside the tank itself, wind up in its space.
Operate Tank (Ex) When occupied, a willing siege tank responds to the direction of its occupant action for action, as if it were part of the occupant itself, while giving that occupant access to its senses and sensory special qualities.
Siege Mode (Ex) As a full-round action, a siege tank can anchor itself upon firm and solid ground. In siege mode, a siege tank's movement speeds are reduced to 0 while its Dexterity score is reduced to 1 and it gains a +20 bonus on ability checks and saving throws made to resist being moved from its location. A siege tank can exit siege mode as a move action.
Slug Cannons (Ex) When not in siege mode, a siege tank may use slug cannons to shoot bullets in combat without provoking attacks of opportunity. A slug cannon attack is considered a natural weapon despite having a projectile weapon’s unmodified range increment of 200 feet. Slug cannon attacks made underwater have an unmodified range increment of 40 feet with no additional penalties for range. A successful slug cannon attack deals piercing damage.
Siege Cannon (Ex) When in siege mode, a siege tank may use a siege cannon to launch shells in combat without provoking attacks of opportunity. A siege cannon attack is considered a natural weapon despite having a projectile weapon’s unmodified range increment of 350 feet. Siege cannon attacks made underwater have an unmodified range increment of 70 feet with no additional penalties for range. A successful siege cannon attack deals bludgeoning damage.
Shells (Ex) Shells are always considered ammunition for the purpose of durability and as "siege weapons" when wind speeds and water currents become a factor. Spells and abilities that affect a siege cannon attack, affect the shells it shoots accordingly.
Shell Blast (Ex) A launched shell explodes when destroyed, dealing an amount of slashing damage in its current square and all other squares within 30 feet, equal to the base damage of the siege cannon it came from. Creatures in the area can attempt a Reflex save for half damage (DC is Strength-based). A shell that hits its target with a normal attack roll is always destroyed, offering that target no saving throw when it explodes. Each time a shell ricochets off a creature, object or surface, it has a 50% chance of doing the same thing. Each round it survives intact, a launched shell has a 50% chance of exploding.
Hyperspin Round (Ex) When making a slug cannon or siege cannon attack against an object or structure, a siege tank may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
Trample (Ex) A siege tank’s trample attack deals an amount of damage equal to 2d12 plus 1 ½ times its Strength modifier. A successful Reflex save halves this damage. The save DC is Strength-based.
Terran Comlink (Ex) As a move action, an authorized creature can command a willing siege tank to instantly attune itself to particular frequency code. As a move action, the occupant of a willing siege tank can command it to instantly enable the functionality of having their voice and/or the tank's relative location broadcast to all other constructs attuned to the same frequency code, and their occupants, that lie within range. This ability has a maximum range equal to 1000 miles multiplied by the tank's undamaged hit point total, and persists until an authorized creature commands a willing siege tank as a free or immediate action, to instantly disable it.
Slug Cannons (Ex) When not in siege mode, a siege tank may use slug cannons to shoot bullets in combat without provoking attacks of opportunity. A slug cannon attack is considered a natural weapon despite having a projectile weapon’s unmodified range increment of 200 feet. Slug cannon attacks made underwater have an unmodified range increment of 40 feet with no additional penalties for range. A successful slug cannon attack deals piercing damage.
Siege Cannon (Ex) When in siege mode, a siege tank may use a siege cannon to launch shells in combat without provoking attacks of opportunity. A siege cannon attack is considered a natural weapon despite having a projectile weapon’s unmodified range increment of 350 feet. Siege cannon attacks made underwater have an unmodified range increment of 70 feet with no additional penalties for range. A successful siege cannon attack deals bludgeoning damage.
Shells (Ex) Shells are always considered ammunition for the purpose of durability and as "siege weapons" when wind speeds and water currents become a factor. Spells and abilities that affect a siege cannon attack, affect the shells it shoots accordingly.
Shell Blast (Ex) A launched shell explodes when destroyed, dealing an amount of slashing damage in its current square and all other squares within 30 feet, equal to the base damage of the siege cannon it came from. Creatures in the area can attempt a Reflex save for half damage (DC is Strength-based). A shell that hits its target with a normal attack roll is always destroyed, offering that target no saving throw when it explodes. Each time a shell ricochets off a creature, object or surface, it has a 50% chance of doing the same thing. Each round it survives intact, a launched shell has a 50% chance of exploding.
Hyperspin Round (Ex) When making a slug cannon or siege cannon attack against an object or structure, a siege tank may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
Trample (Ex) A siege tank’s trample attack deals an amount of damage equal to 2d12 plus 1 ½ times its Strength modifier. A successful Reflex save halves this damage. The save DC is Strength-based.
Terran Comlink (Ex) As a move action, an authorized creature can command a willing siege tank to instantly attune itself to particular frequency code. As a move action, the occupant of a willing siege tank can command it to instantly enable the functionality of having their voice and/or the tank's relative location broadcast to all other constructs attuned to the same frequency code, and their occupants, that lie within range. This ability has a maximum range equal to 1000 miles multiplied by the tank's undamaged hit point total, and persists until an authorized creature commands a willing siege tank as a free or immediate action, to instantly disable it.
Eject Occupant (Ex) As a free or immediate action, an authorized creature can command a willing siege tank to expel its occupant into the specified adjacent square. When destroyed, a siege tank automatically ejects its occupant. The moment an occupant no longer fits within a siege tank, it is similarly ejected.
Adamantine Strike (Ex) The natural weapons of siege tanks overcome adamantine-based damage reduction.
Arc Shot (Ex) When making slug cannon or siege cannon attack against a land-bound or waterborne target, a siege tank gains a +4 circumstance bonus on the attack roll. This bonus does not apply in zero gravity environments.
Proximity Limits (Ex) A siege tank cannot use its slug cannons or siege cannon to attack any target or location completely within its natural reach.
All-Around Siege Sensors (Ex) A siege tank’s sensor array allows it to look in any direction, and provides it with a +20 circumstance bonus on Listen and Spot checks. A siege tank cannot be flanked. In addition, a siege tank suffers only one half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet).
Dive System (Ex) Underwater, a siege tank remains buoyant and can swim at its listed speed with a multitude of small jets.
Extra Buff (Ex) Siege tanks gain an extra 30 hit points.
Improved Buff (Ex) Siege tanks gain an extra 15 hit points.
Life Support (Ex) A siege tank creates an ideal atmosphere within itself for a typical human, filtering the needed substances from the surrounding environment when not in a vacuum. In a vacuum, the tank can sustain a typical human occupant for a number of hours equal to the tank's own undamaged hit point total.
Operator Dependent (Ex) Without a creature to occupy and manipulate it, a siege tank may not take standard or full-round actions or use weapons. In the absence of such an occupant, a willing siege tank will still follow the commands it receives from other authorized creatures.
Planar Link (Su) Whenever an occupied siege tank or its occupant is teleported or leaves a plane by any means, both of them travel to the same destination at the same time in the same configuration.
Structural Vulnerability (Ex) A Construct with the Vehicle subtype is not immune to critical hits and precision damage. There is still a 50% chance that any critical hit or any precision damage scored against it is negated so that the damage is instead rolled normally.
Targeting Systems (Ex) Siege tanks gain Aquatic Shot (Sto 90), Coordinated Shot (HB 96), Far Shot, Point Blank Shot, Precise Shot, Sharp-Shooting (CW 105), Weapon Focus [Siege Cannon] and Weapon Focus [Slug Cannons] as racial bonus feats.
Treads (Ex) Siege tanks cannot use the Climb or Jump skill, and those firmly upon solid ground are immune to Overrun and Trip attempts, and gain a +12 bonus on ability checks to resist Bull Rush attempts made against them.
Skills Siege tanks gain a +8 racial bonus to Swim checks. A siege tank can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when swimming, provided it swims in a straight line.
Adamantine Strike (Ex) The natural weapons of siege tanks overcome adamantine-based damage reduction.
Arc Shot (Ex) When making slug cannon or siege cannon attack against a land-bound or waterborne target, a siege tank gains a +4 circumstance bonus on the attack roll. This bonus does not apply in zero gravity environments.
Proximity Limits (Ex) A siege tank cannot use its slug cannons or siege cannon to attack any target or location completely within its natural reach.
All-Around Siege Sensors (Ex) A siege tank’s sensor array allows it to look in any direction, and provides it with a +20 circumstance bonus on Listen and Spot checks. A siege tank cannot be flanked. In addition, a siege tank suffers only one half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet).
Dive System (Ex) Underwater, a siege tank remains buoyant and can swim at its listed speed with a multitude of small jets.
Extra Buff (Ex) Siege tanks gain an extra 30 hit points.
Improved Buff (Ex) Siege tanks gain an extra 15 hit points.
Life Support (Ex) A siege tank creates an ideal atmosphere within itself for a typical human, filtering the needed substances from the surrounding environment when not in a vacuum. In a vacuum, the tank can sustain a typical human occupant for a number of hours equal to the tank's own undamaged hit point total.
Operator Dependent (Ex) Without a creature to occupy and manipulate it, a siege tank may not take standard or full-round actions or use weapons. In the absence of such an occupant, a willing siege tank will still follow the commands it receives from other authorized creatures.
Planar Link (Su) Whenever an occupied siege tank or its occupant is teleported or leaves a plane by any means, both of them travel to the same destination at the same time in the same configuration.
Structural Vulnerability (Ex) A Construct with the Vehicle subtype is not immune to critical hits and precision damage. There is still a 50% chance that any critical hit or any precision damage scored against it is negated so that the damage is instead rolled normally.
Targeting Systems (Ex) Siege tanks gain Aquatic Shot (Sto 90), Coordinated Shot (HB 96), Far Shot, Point Blank Shot, Precise Shot, Sharp-Shooting (CW 105), Weapon Focus [Siege Cannon] and Weapon Focus [Slug Cannons] as racial bonus feats.
Treads (Ex) Siege tanks cannot use the Climb or Jump skill, and those firmly upon solid ground are immune to Overrun and Trip attempts, and gain a +12 bonus on ability checks to resist Bull Rush attempts made against them.
Skills Siege tanks gain a +8 racial bonus to Swim checks. A siege tank can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when swimming, provided it swims in a straight line.