|
The 2 "aiming" eyes are mounted on the laser
turret atop the middle of the scarab's back. These have the same normal
vision as the guiding eyes, and 150' infravision. Hearing is 500% human
normal, with 6" sonar. Under the various guidence systems, the
scarab has the following ranges and bonuses:
|
Tracks with
|
Range
|
Bonus
|
|
Aiming eyes (Normal-vision)
|
150"
|
+6
|
|
Aiming eyes (Infra-vision)15"
|
+4
|
|
|
Guiding eyes (Normal Vision)
|
150"
|
+2
|
|
Guiding eyes (Ultra-vision)
|
30"
|
0
|
|
Sonar
|
6"
|
-2
|
|
|
|
|
If the first beam hits the target, the second is computed at +2 to hit.
Note invisiblity cuts damage by 50%, darkness by 25%/5' thickness, and
fire resistance gives a -5 to AC and a save for half or no damage.
Furthermore, AC is calculated as 10-defensive adjustment-magic bonuses.
Needless to say, a flame scarab is immune to heat,
light, or fire based attacks. It is also immune to acid, cold,
electricity, poison, blunt weapons of any kind, or edged weapons under
+4, and surprise.
If aiming for a specific target use the following table:
|
Target
|
AC
|
Chance to hit
|
|
Body
|
-6
|
01-50
|
|
Turret
|
-6
|
51-90
|
|
Joints in legs
|
0
|
91-95
|
|
Guiding eyes
|
2
|
96-99
|
|
Aiming eyes
|
2
|
00
|
|
|
|
|
Eye hits will knock out 1 eye/hit. The turret has 1/4 of the total hit
points. Half this amount will knock out 1 laser.
They can fire the turret 1/person/round as fast as once per second. If a
creature gets too close for the scarab to use laser fire (within 1') it
will bite for 1-10 points simultaneously with its laser fire.
Should a creature get under it, or if it is under attack from the air, or
by more attackers than it can hit in a single round, it will collapse,
crushing anything under it for 10d6 of damage, while still continuing
laser fire.
|