Mortar Shells Hazard 3

Complexity Simple
Stealth DC 17 (trained)
Description Four mortar tubes are constantly being autoloaded by robotic arms before swiveling to launch projectiles onto the nearby battlefield.

Disable DC 16 Warfare Lore to engage the mortar safety switches, DC 18 Thievery to jam the auto-loading mechanisms so no more ammunition can be cycled, or DC 20 Athletics to push the tubes out of alignment such that the projectiles no longer threaten the battlefield
AC 17
Fort +12
Ref +6
Mortar Tube Hardness 10
Mortar Tube HP 40 (BT 20)
Exploding Ordinance [reaction] Trigger A creature fails its check to disable the mortar shells hazard; Effect A mortar shell explodes, dealing 2d10 fire damage in a 10-foot burst centered on a corner of the triggering creature's square with a DC 18 basic Reflex save.

Reset The hazard resets automatically. Any time a PC leaves the trenches, they're targeted by Exploding Ordinance until the mortar shells hazard is disabled.