NOD Defense Turrets
Over the years NOD produced a number of automated turrets using their potent laser technology to defend their bases.
NOD Laser Turret mk1
This early Laser Turret is a self-powered automated weapon on a flexible mount, with a small power generator, buried underground below the weapon to protect it. It has basic targeting systems and IFF system to prevent firing on friendly units. The laser is good for anti-infantry and anti-light vehicles, but is not designed for use against aircraft. The laser mounted would become the model that the Spitfire laser is based on. The built in generator powers the whole unit, requiring about 10 lbs of Tiberium crystals for 24 hours of operation, and can recharge the magazine at a rate of 10 rounds per 5 minutes of not firing. If crystals aren't replaced in time, an internal capacitor will keep the whole thing running for another 2 hours but the laser rate of fire changes to single and can't recharge the magazine.
The Laser turret mk1 is 10 feet by 10 feet at the base, standing 7 feet tall, plus another 5 feet underground for hiding the generator and keeping the weapon in place, with 15 hit points, hardness 5. Sensors are comparable to mech Class II sensors, but range is 2 miles, darkvision 250 ft, include motion detectors with a 250 ft radius. The mk1 has an attack bonus of +2 ranged with the laser.
Weapon | Damage | Crit | Damage Type | Range Incr | Rate of Fire | Magazine |
Laser | 4d10 | 20 | fire | 100 ft | Semi | 600 rds |
NOD Laser Turret mk2
A much improved version of the original laser turret that is actually made up of a central hub unit plus three double barrel turrets. The lasers are designed for anti-vehicle use, and not as effective against infantry and are not capable of striking aircraft. Each turret is connected to the central hub, which contains more powerful sensors and the power generator, via underground cables, plus each turret is capable of retracting into its underground housing, keeping the weapons hidden until needed. If one of the turrets is damaged or destroyed, as long as the central hub is not destroyed, the turret can be repaired or even rebuilt while the central hub has supplies.
The central hub takes up an area 20 feet by 20 feet at the base, with a dome shape reaching up to 20 feet high, plus another 10 feet underground, with 50 hit points, hardness 15. Each turret has 15 hit points, takes up a 5 foot by 10 foot area, is 6 feet tall, with 15 hit points, hardness 8. Each turret can be placed up to 50 feet away from the central hub and is connected by buried cables. Sensors are comparable to mech Class III sensors, but range is 5 miles, darkvision 500 ft, include motion detectors with a 500 ft radius, tremor sense 100 ft. The turrets have an attack bonus of +5 ranged with their lasers, each turret can attack independently with Init bonus of +1. Multiple turrets can attack the same target at once if they are within range.
The central hub has enough power, using 50 lbs of Tiberium crystals for 72 hours of operation, plus can rebuild a turret 3 times or repair a maximum of 50 hit points for the turrets or the central hub before requiring resupplying (15 lbs of materials PDC 12 for 1 hit point). The central hub can recharge the magazine of the turrets at a rate of 10 rounds per 5 minutes of not firing.
PDC: 27
Weapon | Damage | Crit | Damage Type | Range Incr | Rate of Fire | Magazine | Properties |
Dual Laser | 6d10 | 20 | fire | 120 ft | Semi | 600 rds | Ignore 5 points of DR/Hardness, -2 to attack rolls against targets of medium size (size of average person) |
If more than one turret attacking same target, increase damage by 50% per turret, plus increase Ignore DR/Hardness by +2 per turret.
Shredder Turret
These turrets are NOD's anti-infantry turret, fitted with dual multi-barrel projectile weapons, able to shred most infantry but useless against aircraft, made up of a central hub unit plus three double turrets. Each turret is connected to the central hub, which contains more powerful sensors and the power generator, via underground cables, plus each turret is capable of retracting into its underground housing, keeping the weapons hidden until needed. If one of the turrets is damaged or destroyed, as long as the central hub is not destroyed, the turret can be repaired or even rebuilt while the central hub has supplies.
The central hub takes up an area 20 feet by 20 feet at the base, with a dome shape reaching up to 20 feet high, plus another 10 feet underground, with 50 hit points, hardness 15. Each turret has 15 hit points, takes up a 5 foot by 10 foot area, is 6 feet tall, with 15 hit points, hardness 8. Each turret can be placed up to 50 feet away from the central hub and is connected by buried cables. Sensors are comparable to mech Class III sensors, but range is 5 miles, darkvision 500 ft, include motion detectors with a 500 ft radius, tremor sense 100 ft. The turrets have an attack bonus of +5 ranged with their weapons, each turret can attack independently with Init bonus of +1. Multiple turrets can attack the same target at once if they are within range.
The central hub has enough power, using 50 lbs of Tiberium crystals for 72 hours of operation, plus can rebuild a turret 3 times or repair a maximum of 50 hit points for the turrets or the central hub before requiring resupplying (15 lbs of materials PDC 12 for 1 hit point). The central hub can make ammunition for the turrets as long as it has power, absorbing material from the ground around it, but replenishes at a rate of 10 rounds per 5 minutes of not firing.
PDC: 26
Weapon | Damage | Crit | Damage Type | Range Incr | Rate of Fire | Magazine | Properties |
Shedder Cannon | 6d8 | 19-20x2 | slashing | 150 ft | S, A | 600 rds | Autofire attack Reflex save DC 19, affects 20x20 ft area |
If multiple turrets are attacking the same target, increase damage by 50% per turret, Autofire Reflex save increases by +2 per turret and increase affected area by +5 ft per turret.