CORELINE (D20 Modern/D20 BESM Setting).


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kronos182

Adventurer
To a point. As I said, I'd see this as an optional upgrade to the higher zerg, so they can range farther, longer, and it would probably be used more to short term boost their powers by siphoning the energy from their opponent, while also weakening that opponent at the same time.
 

kronos182

Adventurer
And to continue the line of some Nintendo based gear... This time a set of armour based on Samus' from Metroid.

Samas Power Armour
This armour is based on the one worn by Samus Aran, designed by the Chozo. Notable for the large round shoulder pods and the right arm is fitted with the 'arm cannon,' a modular energy weapon. Although this armour isn't as powerful as the original, it does emulate most of the powers of the original, if weaker. The suit comes with a full life support system, allowing the wearer to operate in almost any environment, or even space, for 6 hours before requiring a recharge of the life support systems. The suit also enhances the user's strength and provides fairly decent protection, although doesn't enhance mobility like the original. The powered systems carries the weight of the armour for the wearing, and also increasing their carrying capacity even greater.
The arm cannon is a basic laser, but designed to be quite modular, allowing it to be upgraded or modified with different options. It has built in recoil and shock absorbers, as well as a small energy to matter converter/replicator that allows it to, with the proper upgrade, to create missiles and other projectiles. When it fires projectiles, the barrel splits open with the laser emitter moving out of the way to allow for the created projectile to launch. The armour has the ability to turn into a ball like structure called the 'morph ball.' However this version isn't quite like the original, requiring the wearer to tuck in their arms and legs, into a near fetal position, as the armour extends curved plates to create a sphere around the

Samas Power Armour (PL7-8 Medium, Power Armour Proficiency)
Type: Medium, Powered
Equipment Bonus: +5
Nonprof. Bonus: +2
Str Bonus: +3
Nonprof Str Bonus: +1
Max Dex: +3
Armour Penalty: -4
Speed (30 ft): 30 ft
Weight: 80 lbs
Purchase DC: 35
Restriction: Rare (+4)
Notes: Full life support (6 hours air), NBC protection(+4 against airborne toxins, poisons and diseases, radiation), suit's weight isn't counted against user's carrying capacity, enhanced carrying capacity, sensors (+2 Listen and Spot checks, darkvision 60 ft), arm cannon, upgradable, morph ball, power for 12 hours of continuous operation, energy shield, military radio, GPS.

Enhance Carrying Capacity - Not only does the suit provide enhanced strength, the servos and reinforcing of the suit allows the wearer to carry double their normal carrying capacity.

Arm Cannon - The weapon of the Samas armour is a modular weapon, built around a laser rifle as the base component, with recoil and shock absorbers, an energy to matter converter/replicator for converting energy stores for the weapon into missiles or other projectiles, or components for different energy weapons, or even a limited number of tools such as grappling hooks and lines. The weapon covers the forearm and hand, making that hand unavailable, with which arm the weapon on a choice upon purchase, although can be switched with about 20 minutes of work, Repair check DC 15. The weapon has 50 charges, and recharge 1 charge every 5 minutes of inactivity. The weapon can be recharged faster, with a Computer check DC 14, as a move action, recharging 2d6 charges at the expense of 30 minutes of suit operation power every time this option is used. The arm cannon can accept up to 3 different upgrades, alternate weapons or options, including many of the standard ones (found in d20 Future and d20 Future Tech, each counting as 1 upgrade/option). Installing an option or upgrade takes 1 full round plus a Repair check DC 15 and Computer check DC 15. When an alternate weapon or fire mode is installed, switching between the normal laser and the alternate weapon or fire mode is a free action that can be done once per round.
Laser - 3d8, 20x2, fire, 80 ft, S, A.

Morph Ball - As a standard action, the armour can extend curved plates around the user in a fetal position, creating a sphere around the user. The user remains in a semi-fetal position partly up right as the sphere moves around them, granting increased mobility. The area inside the sphere is cramped, and the wearer must remove any gear larger than a couple of belts carrying grenades and other small items. In morph ball mode, the user has size small with a diameter of 3.5 feet (+1 size bonus to Defense), with a speed of 60 ft, with a 'run' speed of x6 instead of normal x4, and as long as the user has moved that round, gains +2 Dodge bonus. Unfortunately the wearer can not use the arm cannon while in the morph ball, although a few upgrades can allow for some attacks other than ramming. The wearer can remain in morph ball mode for a maximum of 5 rounds before it becomes too uncomfortable. Each addition round incurs -1 to attack, -1 Dex and Str, -1 ft to speed and 1 point of subdual damage as the body cramps up and limbs go to sleep.
Ram Attack - 2d6 bludgeon, +2 damage per 10 feet over 60 ft of speed. Can make a charge attack, but requires a minimum distance of 90 feet, up to full speed of 360 ft, gaining +1 to attack roll for every 20 ft of speed over 60, however also suffers -1 to Defense, reducing Defense to a minimum of 5. After such a charge the user is stunned for 1 round.

Upgradable - The suit is designed to be highly modular, able to swap out different upgrades and options quickly to make it very versatile, able to engage different types of opponents or operate in different environments on the fly. The suit can support 3 upgrades or options for the arm cannon plus 4 others for the suit or morph ball mode. Can only mount 1 visor option. Each upgrade/option from d20 Future or d20 Future Tech counts as 1.

Energy Shield - The armour is equipped with an energy shield for added protection. The shield provides 50 hit points which are depleted first, but critical hits bypass the shield and deal damage directly to the wearer. The shield can be active for a maximum of 5 minutes at a time before needing a cool down period of 5 minutes. It regenerates 1d4 hp every minute of inactivity. The shield can be regenerated faster using a Computer check DC 15, regenerating 2d6+2 hit points, but uses up 10 minutes of suit operation time.

Arm Cannon Options
The Arm Cannon's modular design allows it to take advantage of numerous options, including the following developed for it specifically.

Charge Bean
This option is an upgrade, giving the arm cannon a secondary fire mode for greater power. This is similar to the Variable Charge gadget, only instead of taking a round to prime and charge the weapon, the weapon pumps more energy into the weapon, or if a ballistic weapon, increases the power to launch the projectile, or if a missile increases the explosive yield. This requires 3 extra charges to fire the weapon, and is fired as a full round action as the weapon charges/upgrades the discharge or projectile, suffering -2 to the attack roll, but increases damage by +2 Die.
PDC: 15

Long Beam
This option is an upgrade to increase the range of the arm cannon. The range of the arm cannon, and any other optional weapons equipped through it, is increased by double.
PDC: 13

Wide Beam
This option allows the arm cannon's energy blasts to fire in a cone 60 feet long, 30 feet wide, Reflex save DC 15 for half damage.
PDC: 13

Beam Burst
This options is an upgrade to improve the rate of fire of some weapons, or to fire short bursts instead of a single discharge. Any weapon this option is set for that has a rate of fire of single can now fire semi-automatic, and semi-automatic weapons can now also fire full automatic. Alternatively those with semi-and full automatic can fire a short burst as a single attack, dealing 50% more damage, suffering -1 to attack, but uses 2 extra charges per firing. If used with a full automatic attack the Reflex save DC is increased by +2. Can't be combined with Charged Beam.
PDC: 16

Wave Beam
This is an alternate weapon for the arm cannon that fires an electrical discharge that travels in a wave similar to a SIN curve. This discharge is able to pass through many objects, dealing damage to them and continue on, but has a limited range. Switching to the Wave beam
3d6, 20x2, electricity, 80 ft max range (treat like a line, Reflex save 15, each target afterwards gets +1 to Reflex save if they are aware of the attack, if not, -1 to Reflex), Single, uses 3 charges per shot, passes through objects. Metal objects suffer 50% more damage.
PDC: 24

Ice Beam
An alternate weapon for the arm cannon that fires a pulse of what appears to be condensed ice and snow and can freeze a target temporarily.
4d6, 20x2, cold, 60 ft (4 range increments max), single, uses 3 charges per shot. Targets struck must make a Fort save DC 17 or be frozen (paralyzed) solid for 1d4+1 rounds, and suffer 50% more damage from kinetic attacks (piercing, slashing, bludgeoning, ballistic, force and concussion). Fire attacks remove the frozen condition, but also deal 50% more damage. After the frozen duration, the target suffers -2 to attack, Dex, Str and moves at half speed for 1d6+1 rounds. Targets that made the Fort save suffer these affects for 2 rounds.
PDC: 22

Plasma Beam
An alternate weapon for the arm cannon that equips it with a heavy plasma weapon for heavy firepower, but reduced ranged.
4d10, 20x2, fire, 40 ft, s, uses 4 charges per shot.
PDC: 23

Battlehammer
The Battlehammer is an alternate weapon for the arm cannon, firing green globules of energy that explode in a small area, knocking those in the area back, in an arcing ballistic path. This allows the firer to shoot over obstacles such as walls, or behind protective barriers. To attack a target behind the wall, or obstacle, the firer suffers -5 to attack rolls, unless they can see the target, then only -3 to attack roll. Anyone on the other side of the obstacle do not get any bonuses from Dex or Dodge to their Defense, unless they see the attack.
2d8*, 20x2, energy, 60 ft (5 range increments max), s, uses 3 charges per shot. Deals 3d8 damage to target struck, plus 2d6 to all within 15 feet, plus all in the area must make a Reflex save DC 15 or be knocked prone. The target struck must make a Reflex save DC 20 or be knocked prone, if the save is successful the target struck is Dazed for 1 round. Not compatible with the Wide or Charged beam upgrades.
PDC: 22

Volt Driver
The volt driver is an alternate weapon for the arm cannon that fires fast moving electrical blasts at a high rate of fire. When combined with the Charged Beam option, the electrical blasts becomes a large explosive sphere that deals half damage of the target struck to a 10 foot area, plus any technological visual enhancements or devices are disabled for 1d4 rounds, plus natural eye sight is also affected, the target suffers -1 to attack and all skill checks that require vision for 1d4 rounds.
2d6, 20x2, electricity, 70 ft, s, a, uses 1 charge per shot. Deals +50% more damage to metal targets or those with at least 30 lbs of metal gear or wearing metal armour.
PDC: 21

Magmaul
An alternate weapon that fires molten projectiles that explode, but can also be bounced off walls and objects to send the projectile around a corner. Can't be combined with the Wide Beam option.
3d6, 20x2, fire, 50 ft, s, uses 2 charges per shot, damage is to 5 foot radius area Reflex save DC 15. Ricochet shot: if the target is in line of sight, the user can take a -3 to attack roll to bounce the round off a solid target within 30 feet of the target, the target doesn't add their Dex modifier or Dodge bonuses to Defense. If the target is not in line of sight, such as around a corner, the user can attempt to bounce the quarrel around the corner, taking a -3 to attack roll, but the target has total concealment, gaining a 50% miss chance, but doesn't add Dex or Dodge bonuses to Defense. If the user knows where the target is, remote camera, sensors or other means of detecting exact position, the target only gains one quarter concealment, 10% miss chance, but still doesn't add their Dex or Dodge bonus to Defense.
PDC: 24

Tractor Beam
The original arm cannon could create a tractor beam effect from the Charge Beam, however this effect couldn't be duplicated, so instead a Grappling Tether can be installed as an option, allowing the wearer to swing about, or pull objects closer to them. However when installed in the arm cannon, the grappling tether has a length of 300 feet instead of the normal 200 ft.
PDC: 10

Missiles
The arm cannon can create a missile launcher as an alternate weapon, firing mini-rockets. Similar to the min-rocket launcher d20 Future pg 68. Uses 4 charges for standard fragmenting rocket.
PDC: 24
Available Missiles/Rockets:
Ice Missile - This missile deals 5d6 cold damage to a 15 foot radius. Targets struck must make a Fort save DC 17 or be frozen (paralyzed) solid for 1d4+1 rounds, and suffer 50% more damage from kinetic attacks (piercing, slashing, bludgeoning, ballistic, force and concussion). Fire attacks remove the frozen condition, but also deal 50% more damage. After the frozen duration, the target suffers -2 to attack, Dex, Str and moves at half speed for 1d6+1 rounds. Targets that made the Fort save suffer these affects for 2 rounds. Uses 5 charges for each rocket. PDC: 17
Homing Missile - This missile deals 4d6, ballistic,20x3, grants +2 to attack roll. If the missile misses, the next round it turns around and attacks the target again with an attack roll of +5. If misses again, self detonates. Uses 6 charges per missile. PDC: 18

Machine Gun
An alternate weapon for the arm cannon is a ballistic machine gun, giving the wearer an alternate type of weapon.
Deals 2d10, 20x2, ballistic, 90 ft, s, a, 1 charge provides 20 rounds. Specialty ammunition can be added, including Explosive +2 charges for 20 rounds, and Armour Piercing +1 charge for 20 rounds. Can't create depleted uranium rounds.
PDC: 20

Morph Ball Options
Several options available for the Morph Ball mode:

Spider Ball
This upgrade allows the armour while in Morph Ball mode to scale vertical walls, with a climb speed of 50 ft. Can not make charges or 'run' while climbing.
PDC: 22

Spring Ball Upgrade
While in morph ball mode, the wearer can jump, with a +10 to Jump checks.
PDC: 16

Boost Ball Upgrade
This upgrade increases the speed of the morph ball to 90 ft, able to 'run at x8 speed.
PDC: 22

Morph Ball Weapons
Bombs
The armour, while in morph ball mode can deploy small bombs, useful for attacking any potential chasers. A typically bomb deals 3d6 fire damage to a 10 foot area, which can be set to explode upon contact (will only remain for a maximum of 5 rounds before detonating), or a delay timer up to 5 rounds. Each bomb uses 3 charges and requires the wearer to be moving slower than 60 ft as a standard action.
Other types of bombs can be used that emulate rockets or grenades. Uses the information similar to rockets for the arm cannon.

Suit Enhancements
The suit itself can use any of the gadgets from d20 Future and d20 Future Tech and others, each using 1 option/upgrade slot.
Some Samas Armour specific options are available:

High Jump Boots
An enhancement to the legs and boots of the armour that allows greater jumping, doubling the distance the wearer can jump and granting +5 to Jump checks.
PDC: 14

Speed Booster
This option enhances the user's speed, bringing their speed up to 50 ft.
PDC: 13

Grapple Beam
Instead of mounting a grappling tether in the arm cannon, it can be mounted in the other arm as a suit option.
PDC: 9

Hazard Shield
This is an upgrade to the suit that protects it from acid other corrosives. The suit is upgraded to grant acid immunity.
PDC: 15

Scan Visor
An attachment to the helmet that enhances the sensors of the armour. Functions similar to the Mech Class II sensor system, but only with a range of 500 feet.
PDC: 23

X-Ray Visor
This helmet attachment allows the wearer to see through walls, and functions like the mech Enigma Sensor Suite but only has a range of 50 feet.
PDC: 30

Echo Visor
This helmet attachment increases the user's hearing and also has an echolocation system which can allow the user to see invisible objects. Grants +4 to Listen checks and +2 to Search checks and allows the user to see any invisible object within 50 feet while active. Unfortunately while active, the user sees in a monochromatic false-colour representation through their HUD.
PDC: 25

Command Visor
This helmet attachment is fitted with systems to allow the wearer to control a vehicle, ground air or even space, that is fitted with a remote control system or even a recall system, or can control and issue orders to up to 4 drones. The wearer can make all relative checks and rolls as if they were controlling the vehicle in person but at a -3 penalty. The system has a range of 10 miles.
PDC: 25

Enhanced Comm System
This system enhances the communications of the suit, allowing it to without assistance reach orbiting ships, or if in space can reach out to half an AU (distance from Sol's star to Earth). If the suit has the Command Visor, the range of controlling a vehicle or drone is extended to 100 miles.

Reserve Tank
This is an energy storage system that extends the operational life of the suit as well as increase how many charges the arm cannon. Adds 4 hours of operational time to the suit and increases the arm cannons charges by another 25 charges.
PDC: 16

Ballistic Protection
This option improves the armour's resistance to ballistic weapons, granting DR 10 against ballistic damage.
PDC: 18

Chrome Coating
This adds a mirror-like finish to the armour, giving it resistance to laser and light based attacks, granting DR 10 against lasers, laser based weapons and light based attacks.
PDC: 19

Thermal Coating
This option helps protect the wearer from heat, fire and plasma attacks, granting DR 10 against fires, heat and plasma attacks.
PDC: 19

Water Thrusters
A set of thrusters and buoyancy control systems are added to the armour, granting a Swim speed of 30 ft, and +5 to Swim checks. Able to survive pressures of up to 500 feet deep.
PDC: 18
 

OK... dunno whether it is a good idea or not to add elements of "Attack on Titan" on Eastern Germany/Neo-Amestris. What do you guys think? A Berlin Wall that is 400 feet high?

Also, need help trying to think of company names for the Amestris weapons manufacturers. A so-so listing of the guns that pop on "Brotherhood" and the major movies is available in the Internet Movie Firearms Database:

http://www.imfdb.org/wiki/Full_Metal_Alchemist:_Brotherhood

They go all over the place, from WWI up to (at the latest) the Cold War.
 

kronos182

Adventurer
OK... dunno whether it is a good idea or not to add elements of "Attack on Titan" on Eastern Germany/Neo-Amestris. What do you guys think? A Berlin Wall that is 400 feet high?

Also, need help trying to think of company names for the Amestris weapons manufacturers. A so-so listing of the guns that pop on "Brotherhood" and the major movies is available in the Internet Movie Firearms Database:

http://www.imfdb.org/wiki/Full_Metal_Alchemist:_Brotherhood

They go all over the place, from WWI up to (at the latest) the Cold War.

I like Attack on Titans, waiting for season 2 on netflix, but I definitely think if they are to be added, they should remain completely NPCs/targets to attack.

As for names for Amestris weapon manufacturers.. if based out of germany area, use Google Translate and enter various words and get a german translation and see what tickles your fancy.
 

kronos182

Adventurer
A few more Mario Bros. items...

Blue Shell
This blue coloured shell are from the blue Koopa Troopas. Typically acquired after defeating on, although some can be found in the wild, abandoned by blue Koopa Troopas that have out grown them. These shells can be either thrown as a weapon, or worn.
When thrown, these shells will slide across the ground to strike a target with a range increment of 20 feet (out to 5 range increments), dealing 5d6 bludgeoning damage, plus the target must make a Reflex save DC 25 or be thrown back 1d4x10 feet, taking 1d4 additional damage for every 10 feet thrown back if they strike something (a wall, barrier or another person, if another person also suffers the same damage the original target takes from being thrown).
Weight: 15 lbs
PDC: 30 (Rare +4)

Blue Shell Suit
Alternatively, a blue Koopa Troopa shell can be worn as the Blue Shell Suit. While worn, the suit grants the wearer +5 to Swim checks and a Swim speed of 10 ft, as well as breathe underwater for as long as the suit is worn, gains +8 equipment bonus to Defense, but suffers a -6 armour check penalty, max Dex bonus +3, -10 ft to speed, Jump checks suffer -10. The wearer can also duck into the shell as a move action. While ducked in the shell, can not move or make any actions, but gains immunity to all physical damage (bludgeoning, slashing, piercing, ballistic, concussion and force), and gains DR 10 against all energy attacks. The wearer loses the shell suit in a puff of smoke after suffering 50 points of damage after damage reduction, or if takes the suit off, or after wearing it for a maximum of 6 hours.
Weight: 15 lbs
PDC: Requires a Blue Shell

Fire Flower
These flowers have round flowers that have a white center with two black eyes surrounded by a yellow, then a red ring. These flowers, after eaten, temporarily grant the user the ability to throw fire balls. These flowers can be found inside Blocks, which usually are found in the Mushroom Kingdom, although some can be found in some Fiction urban areas (Search DC 30 with only a 5% chance of Blocks in the area), or in forests (10% chance of fire flower growing in the area outside of the Mushroom Kingdom). Once picked must be used within 1d4 days. If properly preserved, the Fire Flower can be used within 3 months before its effects disappear.
Once eaten (a move equivalent action), the user gains a red aura and the ability to throw baseball sized balls of fire. The user also gains Fire Resistance 5 and gains 15 temporary hit points which are depleted first. These effects last for 1d6+2 rounds.
Fire ball - 2d6, 20x2, fire, 30 ft, can throw as many attacks as the user has on a full attack option for as long as the powers are in effect.
Weight: 5 oz.
PDC: 25


Ice Flower
These flowers have round flowers that have a white center with two black eyes surrounded by an ice blue, then a slightly darker blue ring. These flowers, after eaten, temporarily grant the user the ability to throw ice balls. These flowers can be found inside Blocks, which usually are found in the Mushroom Kingdom, although some can be found in some Fiction urban areas (Search DC 30 with only a 5% chance of Blocks in the area), or in cold climates (10% chance of fire flower growing in the area outside of the Mushroom Kingdom). Once picked must be used within 1d4 days. If properly preserved, the Ice Flower can be used within 3 months before its effects disappear.
Once eaten (a move equivalent action), the user gains a blue aura and the ability to throw baseball sized balls of ice. The user also gains Cold Resistance 5 and gains 15 temporary hit points which are depleted first. These effects last for 1d6+2 rounds.
Ice ball - 2d6, 20x2, cold, 30 ft, can throw as many attacks as the user has on a full attack option for as long as the powers are in effect.
Weight: 5 oz.
PDC: 25


Frog Suit
This suit looks like a frog, with the eyes on the top of the user's head, and their face is in the mouth. The frog suit grants the user increased swimming ability, ability to breathe underwater, great jumping power, but their movement on land is severely hampered. The suit grants the user Swim speed 30 ft, +10 on Swim checks, the ability to breathe underwater and +10 to Jump checks, with no limit of how high the user can jump, and +5 to Balance checks when on ice or other slippery surfaces, such as oil slicks and grease. However their land speed is reduced by -20 feet. The suit disappears once removed or after 8 hours.
Weight: 5 lbs.
PDC: 17


Hammer Suit
The Hammer Suit is based on the Hammer Bros, and can be acquired by defeating one, or purchased in the Mushroom Kingdom. The suit consists of a black helmet and a black shell that covers the user's torso, plus the suit can magically create hammers the user can use in melee or thrown. If the user ducks into the shell, they gain some extra protection, particularly against fire.
While worn, the suit grants the wearer gains +5 equipment bonus to Defense, but suffers a -4 armour check penalty, max Dex bonus +3, -5 ft to speed, Jump checks suffer -5, and can create hammers magically that can be used in melee or thrown. Can create a single hammer as a free action once per round. The wearer can also duck into the suit as a move action. While ducked in the shell, can not move or make any actions, but gains immunity to fire (not lasers) and gains DR 5 against other attacks. The wearer loses the suit in a puff of smoke after suffering 50 points of damage after damage reduction, or if takes the suit off, or after wearing it for a maximum of 6 hours.
Hammers deal 3d4, 20x2, bludgeoning damage, can be thrown with a range increment of 20 feet, or used in melee, create one per round as a free action. After a thrown hammer strikes a target, or misses a target, it disappears.
Weight: 15 lbs
PDC: 29

Metal Cap
This grey and metallic cap can magically transform the wearer into a metal version of themselves, granting increased strength, durability, but makes them significantly heavier. Upon donning the metal cap, the user is turned to metal, gaining +6 Natural armour bonus to Defense, -4 armour check penalty, DR 30 and Energy resistance 20 to Fire, Cold, Electricity and Sonic damage, +4 to Strength, a slam attack that deals 1d6 damage plus Str modifier, can't jump, and gains +500 lbs. The user can't swim, sinking like a rock, but doesn't need to breathe, and can survive depths of up to 500 feet, immune to gases, poison and diseases . Unfortunately the user also can't eat or be healed, although can be 'repaired' as if they were an object. The metal cap can only be worn for 6 hours and disappears once taken off or the time elapses or suffers 50 points of damage after Damage Reduction.
Weight: 20 lbs.
PDC: 31
 

kronos182

Adventurer
Here's some NOD stuff since I was playing the new Command & Conquer mobile game...

NOD Raider Buggy

The Raider Buggy is the latest of NOD's Buggy line, improving armour, although still open topped,about the same speed although it has an upgraded engine, it is weighed down by the light armour and built in twin machine gun semi turret mounted behind the driver. The Raider Buggy is built for combat and fills the roll of recon,anti-infantry and quick strike against light targets. Although it is an open top vehicle, due to the materials used in its construction, the user is protected from Tiberium poisoning while in Tiberium fields. The buggy is two squares wide, two squares long, provides one-half cover to the occupant.Carries enough fuel for 10 hours of driving. A common upgrade for the Raider is replacing the machine guns with lasers, and adding an EMP generator.

NOD Raider Buggy
Crew:1
Passengers: 0
Cargo: 50 lbs
Init: +0
Maneuver: +4
Top Speed: 275 (28)
Defense: 9
Hardness: 8
Hit Points: 40
Size: L
Purchase DC: 24
Restriction: None
Accessories: Military Radio, run-flat tires, weapon mount twin thunder machine guns, off road design, targeting system
Notes: Half penalties for rough terrain, semi turret for machine gun allows to attack any target within front half arc (front, left and right), penalties to attack with mounted weapons while moving reduced by half. When stationary gains+2 to attack air targets due to enhanced anti-air targeting systems. Driver does not suffer from the effects of Tiberium poisoning while driving through aTiberium field, and gains +2 to save while in Tiberium Gas areas.


Weapon Damage Crit Damage Type Range Incr Rate of Fire Magazine
Linked Twin Thunder machine gun 3d10 20 ball 100 ft S/A Linked 1400 rds


Upgraded Raider Buggy
The upgraded Raider Buggy has slightly better armour, the twin thunder machine gun is replaced with a Spitfire Laser, and fitted with an EMP generator for disabling enemy defenses, greatly aiding in base raids.
Make the following changes to the Raider Buggy:
Increase Hardness to 10;

Increase Hit Points to 40;
Replace Twin Thunder Machinegun with Spitfire Laser;
Add EMP Generator
PDC 26
Note: Immune to EMP attacks from itself and other Raider Buggies, when stationary +3 attack to both air and ground targets.

Spitfire Laser
The Spitfire laser is similar to mini-guns, only a laser, with a high rate of fire and can cover a larger area with an autofire attack. Instead of the normal 10x10 ft area, it affects a 20x20 ft area, Reflex save DC 16 for half damage, using 10 rounds of ammunition.
Weapon Damage Crit Damage Type Range Incr Rate of Fire Magazine
Spitfire Laser 4d10 20 fire 110 ft S/a 1600 rds


EMP Generator
The Raider Buggy is fitted with an EMP generator, and fitted with systems to render it immune to EMP attacks. The EMP affects all electronics and objects within a 50 foot radius, shutting down everything, remaining nonfunctional until repaired (see d20 Modern Repair skill for details). Deals no damage to living creatures,however those with cybernetics take 1d4 points of electricity damage per cybernetic device (maximum 5d4) and must succeed a Fort save DC 15 or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural one on its Fort save, each of its cybernetic devices takes 1d4 electrical damage.
Military vehicles, such as mecha, robots, starships, etc take 5d4 points of electrical damage. The Raider Buggy is immune to the EMP effects from itself and other Raider Buggies.


Tiberium Enhanced Raider
Further research into Tiberium has lead to some enhancements that can be used to upgrade the standard Raider or the upgraded Raider. The tiberium enhanced version is equipped with a speed booster and Tiberium Infuser, allowing making an even better quick strike and harasser as it can quickly get away, and when striking from a Tiberium field enhances its attack or defense capabilities, or can retreat to a tiberium field to effect repairs.
Make the following changes to a Raider Buggy or Upgraded Raider Buggy:
Add non-metallic construction, immune to corrosion of Tiberium gas and fields;
Add Speed Booster;
Tiberium Infuser;
Increase PDC by +1

Speed Boost
A slightly upgraded version from the Nod Buggy's version with improvements in technology, fuel and Tiberium refinement.
When activated, a free action, the vehicle gains a +70 square boost in speed for up to 5 rounds,but can be deactivated at any time before then, however the driver suffers a -4 to Drive checks. Rams made will gain 1 bonus die to damage. When active, the engine compartment and exhaust emit a green glow, which will light up a 30 foot area like a lantern, which will negate any attempts to hide the vehicle at night. This can be used any amount of times as long as the vehicle has fuel.

Tiberium Infuser
While the vehicle is within the area of a Tiberium Gas attack (such as the Tiberium Cloud from Nod Buggy or Attack Buggy with Tiberium engine upgrades) or a Tiberium field, the Infuser absorbs Tiberium and feeds it to either the weapons or the armour of the vehicle.
Each round the vehicle is in a Tiberium area, the driver must select one of the following enhancements. It can be changed at the start of each of the driver's round:
Weapon Enhancement -The weapons are enhanced by Tiberium, dealing +2 damage / die for the next attack, which must be made that round or the next round. A target damaged by the a Tiberium infused attack must also make a Fort save DC 15 or suffer 1 point of Constitution damage, while those that save suffer only an additional 1d4 points of damage due to damage from bits of Tiberium in the wound from the attack.
Repair - The Infuser uses the Tiberium to repair damage to the vehicle, repairing 1d4 Hit Points.
Armour Enhancement -The Infuser strengthens the armour and structure of the vehicle, granting it +2 Defense and +5 Hardness until the start of the driver's next turn.


NOD Light Tank mk1

Early tanks used by NOD were modified surplus M2A2 Bradley APCs that removed the 25mm autocannon and sacrificed troop capacity for a heavier cannon and fitted with two four-tube Javelin TOW launchers for some anti-air and additional heavy anti-armour purposes. In the early days of Kane's return to power, these tanks were used as skirmishers, and eventually regulated to base defense and reserve units as better vehicles were available. Later models were fitted with special Tiberium enhancements as Kane experimented with Tiberium.
Some NOD cells still use these tanks as parts are relatively easy to come by, and require only minor modifications to pass for regular Bradleys used by other nations during infiltration or ambush operations. The NOD light tank mk1 is three squares wide, four squares long, provides full cover to its occupants. The vehicle is equipped with a 75mm cannon mounted in a full turret, plus two four-tube Javelin TOW launchers. There are three hatches over each crew position, driver, gunner and commander, plus the large door in the back is retained, used to allow quick reloading or repairs. Takes a full-round action to enter the vehicle through a top hatch, and another full-round action to start it moving.

NOD Light Tank mk1 (PL5)
Crew: 3
Passengers: 0
Cargo: 200 lbs
Init: -4
Maneuver: -4
Top Speed: 70 (7)
Defense: 6
Hardness: 15
Hit Points: 58
Size: Gargantuan
Purchase DC: 46
Restriction: Mil (+3)
Accessories: Search light, military radio, 75mm cannon, 2 4-tube Javelin TOW launchers, darkvision 200 ft, thermo vision 200 ft, hazardous chemical and radiation sensors and GPS

Weapons
75mm cannon, 6d10, 20x2, ballistic, 150 ft, semi, 40 rds, ignores 5 points of hardness/DR.

Alternate Ammunition
High Explosive - Deals 8d6 fire damage to target and to 10 foot radius, Reflex save DC 15 for half, except the target hit doesn't get save. PDC 20 for 10 rounds.
Tiberium Enhanced - Deals 8d10 ballistic damage, critical 20x3, plus crews of vehicles, or anyone in a building struck need to make Fort save DC 15 or suffer 1d4 Constitution damage. On a successful save the crew only suffers 1d4 damage to hit points. PDC 22 for 10 rounds.

Tiberium Enhanced Light Tank mk1
Kane's scientists experimented with enhancing the Light Tank mk1 to make it a better infiltrator and ambusher, allowing it to blend in with Bradleys used by other nations.
Make the following changes to a NOD Light Tank mk1 to create a Tiberium Enhanced Light Tank mk1:
Add Tiberium Infuser;
Add EMP Generator;
Chameleonic Surface;
Increase PDC by +1.

Tiberium Infuser
While the vehicle is within the area of a Tiberium Gas attack (such as the Tiberium Cloud from Nod Buggy or Attack Buggy with Tiberium engine upgrades) or a Tiberium field, the Infuser absorbs Tiberium and feeds it to either the weapons or the armour of the vehicle.
Each round the vehicle is in a Tiberium area, the driver must select one of the following to enhancements. It can be changed at the start of each of the driver's round:
Weapon Enhancement - The weapons are enhanced by Tiberium, dealing +2 damage / die for the next attack, which must be made that round or the next round. A target damaged by the a Tiberium infused attack must also make a Fort save DC 15 or suffer 1 point of Constitution damage, while those that save suffer only an additional 1d4 points of damage due to damage from bits of Tiberium in the wound from the attack.
Repair - The Infuser uses the Tiberium to repair damage to the vehicle, repairing 1d4 Hit Points.
Armour Enhancement - The Infuser strengthens the armour and structure of the vehicle, granting it +2 Defense and +5 Hardness until the start of the driver's next turn.

EMP Generator
The vehicle is fitted with an EMP generator, and fitted with systems to render it immune to EMP attacks. The EMP affects all electronics and objects within a 50 foot radius, shutting down everything, remaining nonfunctional until repaired (see d20 Modern Repair skill for details). Deals no damage to living creatures, however those with cybernetics take 1d4 points of electricity damage per cybernetic device (maximum 5d4) and must succeed a Fort save DC 15 or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural one on its Fort save, each of its cybernetic devices takes 1d4 electrical damage.
Military vehicles, such as mecha, robots, starships, etc take 5d4 points of electrical damage. The NOD vehicle is immune to the EMP effects from itself and other NOD vehicles.

Chameleonic Surface
The surface of the vehicle is coated with sensors and paint-on style LCD, allowing it to change the colouring of the vehicle. This is used to alter the vehicle's colouring and insignia to that of another nation's vehicles, or can be used to help the vehicle blend into its surroundings. Grants +4 to disguise the vehicle as that of another nation's, or +4 to Hide checks as the surface is changed to show what's on the opposite side to better help hide it.
 
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kronos182

Adventurer
Some basic NOD NPCS..

NOD Trooper
The basic NOD trooper is a fairly well trained soldier and devotee to the NOD cause. The most common of NOD troops, used as front line soldiers, patrol units and reserve units. Armed with ballistic rifles, such as M-16s, Calico M951 SMG, depending on the theatre of operation and available supplies. They wear light ballistic armour with helmets that have comm systems installed, usually in either urban camo patterns or the NOD colours of red and black, with the NOD scorpion tail insignia on the chest and right shoulder.

Low Level NOD Trooper (Strong Ord 1/Fast Ord 1)
CR 1;
Size: Medium-sized Human;
HD: 1d8+1 plus 1d8+1; hp 11
Mas: 12
Init: +2
Speed: 30 ft
Defense: 19, Touch 16, flat-footed 17 (+2 Dex, +4 Class, +3 Light Armour)
BAB: +1
Grapple: +3
Attack: +3 melee (1d4+2 unarmed strike), or +3 ranged (2d8 5.56mm Rifle)
Full Attack: +3 melee (1d4+2 unarmed strike), or +3 ranged (2d8 5.56mm Rifle)
Special Attacks:
Special Qualities: Tiberium Exposure, NOD Indoctrination
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: NOD
Saves: Fort +2, Ref +3, Will -1.
Action Points: 0
Rep: +0
Abilities: Str 15, Dex 14, Con 12, Int 13, Wis 8, Cha 10
Occupation: Blue-collar (Drive, Intimidate)
Skills: Craft Mechanical +4, Drive +5, Hide +5, Intimidate +1, Knowledge current events +4, Knowledge street wise +4, Listen +2 Move Silently +5, Profession +2, Read/Write English, Sleight of Hand +5, Speak English.
Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Combat Martial Arts.
Possessions: Light Armour, Talon Rifle, 120 rounds of ammunition, military radio, various gear and personal possessions.


Mid Level NOD Trooper (Strong Ord 3/Fast Ord 3)
CR 5;
Size: Medium-sized Human;
HD: 3d8+3 plus 3d8+3; hp 33
Mas: 12
Init: +2
Speed: 30 ft
Defense: 21, Touch 18, flat-footed 19 (+2 Dex, +6 Class, +3 Light Armour)
BAB: +5
Grapple: +7
Attack: +7 melee (1d4+2 unarmed strike), or +7 ranged (2d8 5.56mm Rifle)
Full Attack: +7 melee (1d4+2 unarmed strike), or +7 ranged (2d8 5.56mm Rifle)
Special Attacks:
Special Qualities: Tiberium Exposure, NOD Indoctrination
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: NOD
Saves: Fort +4, Ref +5, Will +2.
Action Points: 0
Rep: +1
Abilities: Str 15, Dex 15, Con 12, Int 13, Wis 8, Cha 10
Occupation: Blue-collar (Drive, Intimidate)
Skills: Climb +4, Craft Mechanical +4, Drive +7, Hide +7, Intimidate +3, Knowledge current events +4, Knowledge street wise +4, Listen +3, Move Silently +6, Profession +2, Read/Write English, Repair +4, Sleight of Hand +5, Speak English, Swim +4.
Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Combat Martial Arts, Dodge, Advanced Firearms Proficiency.
Possessions: Hydra Light Armour, Talon Rifle, 120 rounds of ammunition, various gear and personal possessions.


NOD Indoctrination
As a move equivalent action, using training and Indoctoration techniques used by NOD, the Trooper gains +1 to attack rolls for the next 1d4 rounds. Useable 3 times per day. The Trooper is also immune to feat effects all the time.

Tiberium Exposure
The NOD trooper is educated in Tiberium and has had some exposure, gaining a +1 to Fort saves against Tiberium exposure, and gains +1 to any checks related to Tiberium and Tiberium based technology.


Rocket Soldier
The rocket soldier is a NOD trooper with training in using missile and rocket launchers as an anti-armour or anti-aircraft weapon specialist. They are equipped with a pistol and a portable light TOW launcher, which can be fired from the shoulder, or set up with a tripod for greater accuracy.
Make the following changes to the NOD Trooper to make a Rocket Soldier:
Replace Combat Martial Arts feat with Exotic Weapons (rocket launchers) feat;
Replace 5.56mm rifle with 9mm pistol (Glock or similar pistols) with 3 reloads;
Add Light TOW launcher with 4 reloads.

Light TOW Launcher
Next-generation of guided anti-armour weapon system, a lighter version based on the Javelin, it become quite common amongst some of the major militaries.
It features improvements over other anti-armour weapons including imaging infrared system, fire and forget capacity. It can also be used in a limited anti-aircraft capacity against slow, low-flying aircraft, such as helicopters. The missile's normal attack mode is top-down, in which it attacks the thinly armoured roof of an armoured vehicle, but can be switched to a direct targeting assault mode, good for attacking the sides of armoured vehicles, or attacking fortified or reinforced structures. The weapon also has a "soft launch" signature, producing lower overpressure and backblast than its predecessors, making it more ideal for use in enclosed spaces. It uses a detachable, reusable targeting system. This targeting system integrates day sights and a lightweight FLIR-type passive IR night sight with a power system based on disposable batteries, into a hand-held surveillance unit as well as the targeting system. The whole system weighs 20 lbs plus 10 lbs for a tripod, however it can be fired from the shoulder, although slightly less accurate.
Light TOW (PL5 Exotic Weapon Proficiency)
Damage: 8d6, ignore 8 points of hardness
Blast Radius: 10 ft
Critical: 20 x2
Damage Type: fire
Range Increment: 200 ft
Rate of Fire: single
Size: large
Weight: 20 lbs, tripod 10 lbs
Ammo: 1
Purchase DC: 35 (Mil +3)
Notes: Ignores 8 points of hardness, will not fire at a target within 30 feet. In top-down fire mode takes full round to fire, ignore 1 point of Defense from target's armour and a further 4 points of hardness, but reduce range increment by 50 feet. In direct fire mode, firing is a normal attack action. Attaching or removing the targeting unit is a move equivalent action. The detached targeting unit can act as nightvision goggles with a 200 ft range and binoculars, a laser designator and range finder. The launcher is designed so that it can be fired from the user's shoulder, like an RPG launcher or bazooka, but suffers -1 to attack rolls. Setting the tripod and attaching the launcher can be done in 2 rounds by a single person, or a two man team can do it in a single round.


Chemical Warrior
The chemical warrior was NOD's first use of weaponized Tiberium. They were members of the Black Hand, elite members used as special forces, personal guards of Kane and high ranking NOD members and type of religious police within the Brotherhood. The chemical warrior is equipped with specialized bio-hazard suits that allow them to cross Tiberium fields with ease, gas masks and chemical sprayers. The chemical sprayers spray Tiberium gas, making it particularly deadly to infantry, but also effective against armoured vehicles and buildings.
Make the following changes to NOD Trooper to make a Chemical Warrior:
Add Craft: Chemical +4, Knowledge: Earth and Life Sciences +4, remove Intimidate and Knowledge: Streetwise;
Add special Quality: Black Hand Training;
Add additional allegiance: Black Hand;
Replace 5.56mm rifle with Tiberium Sprayer;
Replace Light armour with Chemical Armour.

Black Hand Training
Members of the Black Hand are incredibly loyal to Kane and the NOD philosophy, and act as special forces units and religious police within the Brotherhood. When acting in a way that furthers the NOD cause (GM discretion), or on orders direct from Kane or another NOD leader, they gain a +1 moral bonus to attack and all checks that are related to those orders. They also gain +1 Reputation and Intimidate checks when dealing with any other NOD member except against NOD leaders or Kane.

Tiberium Sprayer
The Tiberium sprayer is a chemical sprayer, a large tank with a handheld sprayer connected together via a heavy hose.
The sprayer shoots a 5-foot-wide, 30-foot-long line of green Tiberium gas that deals 3d6 points of acid damage, plus all within the line must make a Fort save DC 20 or suffer 1d4 Constitution damage. Those that save suffer 2d4 points of hit point damage. The round after firing, the line of the gas turns into a small cloud, filling a 20 foot wide, 20 ft high, 30 foot long area, and lingers for 1d4 rounds and requires a strong wind (40 mph or greater) to start to dissipate. Those in the cloud can not see more than 5 feet in front of them, obscuring all vision, including darkvision and thermal vision, giving everything concealment within 5 ft (20% miss chance) and those farther total concealment (50% miss chance), those in the cloud have total concealment from those outside the cloud. Those in the cloud wearing, carrying or vehicles made of metal suffer 2d6 points of acid damage every round. People without environmentally sealed/NBC armour or vehicles must make a Fort save DC 20 or suffer 1d4 Constitution damage. Those that save suffer 2d4 points of hit point damage. The save must be made once very minute within the cloud. Those who fail the Fort save more than twice within a week of each other have a 50% +10% per failed Fort save above 2 within 1 week of developing permanent health problems which will cause 1d4 points of permanent Constitution damage, and any time the victim would make a save against Exhaustion, Fatigue or Massive Damage suffers -4 to the save and Fatigue and Exhaustion last twice as long, requiring double the normal recovery time.
The Tiberium sprayer has enough compressed gas to shoot 10 times before the supply runs out. Refilling or replacing the fuel pack has a purchase DC of 15.
Weight: 50 lbs
PDC: 20 Mil (+4)

Chemical Armour
The chemical armour is special hazard suits that protects against Tiberium exposure and the corrosive damage of Tiberium gas. It comes with air filters, a limited air supply, military radio with special encryption for Black Hand communications.

Chemical Armour (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +2
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +5
Armour Penalty: -1
Speed (30 ft): 30 ft
Weight: 10 lbs
Purchase DC: 14
Restriction: Res (+2)
Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, immunity to Tiberium exposure, acid immunity, military radio (with special encryption for Black Hand only communication), 4 hour air supply.
 

kronos182

Adventurer
NOD Militant, very basic soldier, even weaker than low level Trooper.

Militant Trooper

Militants are primarily disillusioned, or possibly ecstatic men and women who have flocked to the NOD banner to escape harsh lives in Yellow Zones, or from other war torn areas. NOD commanders will generally use them as cannon fodder, sending waves of militants ahead of regular soldiers to soften up the enemy. Typically organized in squads of 10 or larger units, given broad orders for targets.

Low Level NOD Trooper (Dedicated Ordinary 1)
CR 1;
Size: Medium-sized Human;
HD: 1d6+1
Mas: 12
Init: +2
Speed: 30 ft
Defense: 19, Touch 16, flat-footed 17 (+2 Dex, +4 Class, +3 Light Armour)
BAB: +0
Grapple: -1
Attack: -1 melee (1d3-1 unarmed non-lethal), or +2 ranged (2d8 5.56mm Rifle)
Full Attack: -1 melee (1d3-1 unarmed non-lethal), or +2 ranged (2d8 5.56mm Rifle)
Special Attacks:
Special Qualities:
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: NOD
Saves: Fort +2, Ref +2, Will +3.
Action Points: 0
Rep: +0
Abilities: Str 8, Dex 14, Con 12, Int 13, Wis 15, Cha 10
Occupation: Blue-collar (Drive, Intimidate)
Skills: Craft Mechanical +3, Drive +4, Hide +3, Intimidate +1, Knowledge current events +5, Knowledge street wise +4, Listen +2, Move Silently +3, Profession +2, Read/Write English, Speak English, Spot +4, Survival +4, Treat Injury +4.
Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency.
Possessions: Light Armour, 5.56mm rifle, 100 rounds of ammunition, military radio, various gear and personal possessions.
Organization: Squads (10), Platoon (40), or larger groups.
 

Lord Zack

Explorer
I wonder what Halloween would be like on Coreline. I mean Coreline probably already has plenty of spooks and such, but Halloween is known in myth and folklore as a day where boundaries between worlds become thin and the dead and the fey roam the land. The wearing of costumes was originally intended to disguise the wearers from these beings. The offering of treats may be required to appease them. Then there are the fictions who are associated with Halloween. I may have more ideas later.

I have stats for the Moto-Bug and Buzz Bomber, I just need to get them up on the thread.
 

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