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<blockquote data-quote="kronos182" data-source="post: 7576244" data-attributes="member: 6668634"><p>NOD Tiberium Weapons</p><p></p><p>Mantis Tiberium Automatic Rifle</p><p></p><p>The Mantis Tiberium rifle is a 7.62mm bullpup rifle with a 50 round magazine, issued to cyborgs, typically Acolyte class, and elite soldiers. The magazines are heavily shielded and padded to protect the rounds from accidentally being damaged before being fired. The ammunition the Mantis fires are Tiberium gas cartridges that explode upon contact with a solid object, exposing targets to Tiberium gas, making these weapons quite deadly, even if the wound caused by a Mantis isn't initially fatal. The Mantis can use standard 7.62mm ammunition to allow equipped soldiers to use their weapons when exposure to Tiberium gas is not wanted.</p><p></p><p>Mantis Tiberium Automatic Rifle (PL5 Personal Firearms Proficiency)</p><p>Damage: 2d8 plus Tiberium gas exposure, or 2d10 with standard 7.62mm ammunition.</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 90 ft</p><p>Rate of Fire: S, A</p><p>Size: Med</p><p>Weight: 11 lbs</p><p>Ammo: 50 box</p><p>Purchase DC: 23 Mil +3 (NOD only, illegal anywhere else)</p><p>Notes: Targets, or any solid object, struck by Tiberium rounds are exposed to Tiberium gas, which fills a 5 foot radius for 1 round, and any targets within this cloud of Tiberium gas must save against Tiberium gas. Case of 50 Tiberium rounds PDC 13.</p><p></p><p></p><p>Talon Tiberium Flechette Gun</p><p></p><p>The Talon Tiberium Flechette gun is a submachine gun firing processed Tiberium shards at high speeds. The ammunition clip is heavily shielded and sealed allowing anyone to handle the weapon and magazines without any kind of protective equipment. The shards stick into a target and as long as it is in the target, they suffer from Tiberium exposure (injury) and the low levels of radiation it emits, making these weapons incredibly illegal outside of NOD.</p><p></p><p>Talon Tiberium Flechette Gun (PL5 Personal Firearms Proficiency)</p><p>Damage: 2d8 plus Tiberium poisoning (injury)</p><p>Critical: x3</p><p>Damage Type: Slashing</p><p>Range Increment: 60 ft</p><p>Rate of Fire: S, A</p><p>Size: Med</p><p>Weight: 8.5 lbs</p><p>Ammo: 40 box</p><p>Purchase DC: 23 Mil +3 (NOD only, illegal anywhere else)</p><p>Notes: Targets struck must save against Tiberium poisoning (injury) and exposure, and must make new saves against Tiberium poisoning every minute the shard is left in the target. Removing the shard requires a Treat Injury check DC 18 and 5 minutes of work to remove the shard safely.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7576244, member: 6668634"] NOD Tiberium Weapons Mantis Tiberium Automatic Rifle The Mantis Tiberium rifle is a 7.62mm bullpup rifle with a 50 round magazine, issued to cyborgs, typically Acolyte class, and elite soldiers. The magazines are heavily shielded and padded to protect the rounds from accidentally being damaged before being fired. The ammunition the Mantis fires are Tiberium gas cartridges that explode upon contact with a solid object, exposing targets to Tiberium gas, making these weapons quite deadly, even if the wound caused by a Mantis isn't initially fatal. The Mantis can use standard 7.62mm ammunition to allow equipped soldiers to use their weapons when exposure to Tiberium gas is not wanted. Mantis Tiberium Automatic Rifle (PL5 Personal Firearms Proficiency) Damage: 2d8 plus Tiberium gas exposure, or 2d10 with standard 7.62mm ammunition. Critical: 20 Damage Type: Ballistic Range Increment: 90 ft Rate of Fire: S, A Size: Med Weight: 11 lbs Ammo: 50 box Purchase DC: 23 Mil +3 (NOD only, illegal anywhere else) Notes: Targets, or any solid object, struck by Tiberium rounds are exposed to Tiberium gas, which fills a 5 foot radius for 1 round, and any targets within this cloud of Tiberium gas must save against Tiberium gas. Case of 50 Tiberium rounds PDC 13. Talon Tiberium Flechette Gun The Talon Tiberium Flechette gun is a submachine gun firing processed Tiberium shards at high speeds. The ammunition clip is heavily shielded and sealed allowing anyone to handle the weapon and magazines without any kind of protective equipment. The shards stick into a target and as long as it is in the target, they suffer from Tiberium exposure (injury) and the low levels of radiation it emits, making these weapons incredibly illegal outside of NOD. Talon Tiberium Flechette Gun (PL5 Personal Firearms Proficiency) Damage: 2d8 plus Tiberium poisoning (injury) Critical: x3 Damage Type: Slashing Range Increment: 60 ft Rate of Fire: S, A Size: Med Weight: 8.5 lbs Ammo: 40 box Purchase DC: 23 Mil +3 (NOD only, illegal anywhere else) Notes: Targets struck must save against Tiberium poisoning (injury) and exposure, and must make new saves against Tiberium poisoning every minute the shard is left in the target. Removing the shard requires a Treat Injury check DC 18 and 5 minutes of work to remove the shard safely. [/QUOTE]
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