Some more NOD goodness
NOD Subterranean APC
The NOD Subterranean APC are capable of travelling underground by tunnelling through the soil in order to reach far away locations, making them effective heavy assault carriers. The heavily armoured tubular body has a large heavy drill at the front. The drill is well suited for tunnelling through soil, dirt, packed dirt and most rock, but not well suited for steel reinforced concrete or metal, such as those used in fortifications, which is why most APC drivers go deep underground when entering a base.
Equipped with a periscope that has a drill to allow it to reach the surface, while the APC is not moving, as well as inertia compass and other devices to allow it to navigate while underground, it is still difficult to navigate long distances, requiring periodic stops and checks with the periscope or to resurface. The APC is also unarmed, relying on stealth and quick attacks as its form of protection.
The NOD Subterranean APC is three squares wide and four squares long, providing full cover for the crew. A single large door is on the back allows crew or passengers to board or disembark as a full action.
NOD Subterranean APC (PL5)
Crew: 2
Passengers: 7
Cargo: 150 lbs
Init: -3*
Maneuver: -2*
Top Speed: 60 (6) on surface, 20 (2) underground
Defense: 8
Hardness: 15
Hit Points: 60
Size: Huge
Purchase DC: 46
Restriction: +3 Military NOD, Classified +5
Accessories: 2 head lights, military radio, periscope that can raise 20 ft, drill for underground travel, compass, special trip odometer and depth/altitude meter, pneumatic panels dorsal and ventral to angle the vehicle up to 45 degrees up or down. NBC protection (+4 Fort saves), 20 hours of air for full crew and passengers
Notes: Init* if the vehicle is coming up from the ground without being detected, the crew and troops inside can act in a surprise round and gain +2 to Initiative for the following round.
Maneuver* while underground, the vehicle suffers a -8 to maneuver instead of -2.
While underground, the vehicle takes twice as much space to turn. A simple 45 degree turn normally takes 1 square to turn, the vehicle instead takes 2.
While underground, the vehicle suffers -4 to Navigate checks. If the Pilot stops and someone uses the periscope to check position and confirms on a map, the penalty is halved for the next Navigate check.
The tunnel created by the vehicle's passage collapses almost immediately behind the vehicle, making it impossible for any one to follow behind the Subterranean APC.
Heavy Armour - The vehicle's armour is thick and reinforced, taking half damage from crushing, bludgeoning and concussion damage, its hardness applies to this half damage.
Drill - On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack.
Devil's Tongue Subterranean Flame Tank
The second generation of flame-tank, the Devil's Tongue uses the technology of the subterranean APC, allowing it to travel underground to infiltrate enemy territory and using its twin napalm flamethowers as weapons of terror. The heavy armour helps protect the pressurized tanks from attack. The Devil's Tongue is used against groups of infantry, and to clear buildings.
Instead of a single large drill at the front, it has two horizontally mounted roller style drills, which deal increased damage against buildings, but makes it a little slower in moving underground. Equipped with a periscope that has a drill to allow it to reach the surface, while the APC is not moving, as well as inertia compass and other devices to allow it to navigate while underground, it is still difficult to navigate long distances, requiring periodic stops and checks with the periscope or to resurface. The Devil's Tongue is three squares wide and four squares long, providing full cover for the crew. A single large door is on the back allows crew to board or disembark as a full action.
NOD Devil's Tongue Subterranean Flame Tank (PL5)
Crew: 2
Passengers: 0
Cargo: 150 lbs
Init: -3*
Maneuver: -2*
Top Speed: 60 (6) on surface, 15 (2) underground
Defense: 8
Hardness: 15
Hit Points: 65
Size: Huge
Purchase DC: 47
Restriction: +3 Military NOD, Classified +5
Accessories: 2 head lights, military radio, periscope that can raise 20 ft, drill for underground travel, compass, special trip odometer and depth/altitude meter, pneumatic panels dorsal and ventral to angle the vehicle up to 45 degrees up or down. NBC protection (+4 Fort saves), 20 hours of air for full crew and passengers
Notes: Init* if the vehicle is coming up from the ground without being detected, the crew and troops inside can act in a surprise round and gain +2 to Initiative for the following round.
Maneuver* while underground, the vehicle suffers a -8 to maneuver instead of -2.
While underground, the vehicle takes twice as much space to turn. A simple 45 degree turn normally takes 1 square to turn, the vehicle instead takes 2.
While underground, the vehicle suffers -4 to Navigate checks. If the Pilot stops and someone uses the periscope to check position and confirms on a map, the penalty is halved for the next Navigate check.
The tunnel created by the vehicle's passage collapses almost immediately behind the vehicle, making it impossible for any one to follow behind the Devil's Tongue.
Heavy Armour - The vehicle's armour is thick and reinforced, taking half damage from crushing, bludgeoning and concussion damage, its hardness applies to this half damage.
Drill - On a ram attack, or anything on the surface where the vehicle comes out of suffers 6d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack. Against large immobile objects, such as buildings, ignores 8 points of damage and makes a critical strike on a roll of 19-20, dealing double damage.
Weapon | Damage | Crit | Reflex DC | Damage Type | Range | Rate of Fire | Magazine |
Napalm Flamethrower (2) | 4d6* | - | 17 | Fire | 100 ft, 10 ft wide | Single | 50 Shots (internal) ea |
The Napalm Flamethrowers will continue to deal damage the next round for half damage. Each flamethrower can cover the front and one side of the vehicle. Forward, both can fire together, increasing damage to 6d6, with a 125 ft line, 20 feet wide, Reflex DC 17 for half damage.
NOD Cyborg Commando
Nod Cyborg Commandos are NOD cyborgs have distinguished themselves from their comrades in combat proficiency and tactical analysis especially as their computer chips serve only as relays between the man and the machine. These soldiers additional upgrades and training turning them into Cyborg Commandos. Due to their Tiberium infused bodies, while a NOD cyborg is in a Tiberium field or in Tiberium gas, it can repair damage and heal its biological systems. Cyborg Commandos are more rare than other NOD cyborgs due to the technology built into them. The Cyborg Commando has heavier armour, the head is more armoured, and becomes immobile, however it has sensors giving it the ability to see all around it. The armour is much heavier, making them resistant to most infantry weaponry. The minigun is replaced with a powerful plasma weapon, the grenade launcher is changed to a mini grenade launcher for greater ammunition capacity. A scorpion tail structure raises from the upper back over the head that mounts a small laser for anti-personnel and light air defense.
NOD Cyborg (Strong Ord 4)
Type: Living Construct
Size: Large (-1)
Hit Points: 8D10+10, 80 hp
Mas: 20
Init: +2
Speed: 30
Defense: 22, touch 14, flat-footed 20 (+2 Dex, +3 Class, +8 Armour, -1 size)
BAB: +4
Grap: +9
Attack: +8 melee unarmed strike (1d4+5), or +6 ranged plasma cannon (5d10), or +6 ranged mini grenade launcher (varies), or +6 ranged laser (3d8).
Full Attack: +8 melee unarmed strike (1d4+5), or +2 ranged plasma cannon (5d10) and +2 ranged mini grenade launcher (varies), or +2 ranged plasma cannon (5d10) and +2 ranged laser (3d8).
Special Qualities: Improved Tiberium Healing, Tiberium Immunity, NOD Indoctrination, DR 10, Defensive Laser
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: NOD
Saves: Fort +4, Ref +3 Will +2
Abilities: Str 20, Dex 14, Con -, Int 10, Wis 12, Cha 8
Occupation: Military (bonus class skills: Demolitions, Survival)
Skills: Climb +3, Demolitions +4, Jump +3, Knowledge: Tactics: +2, Listen +2, Read/Write English, Speak English, Spot +3, Survival +5
Feats: Advanced Firearms Proficiency, Personal Firearms Proficiency, Exotic Weapon Proficiency (plasma cannon), Simple Weapons Proficiency, Two-Weapon Fighting
Locomotion: Paired Legs
Manipulators: None
Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)
Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, heavy subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount both arms, military radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio, targeting optics (+1 ranged attack), plasma cannon, mini grenade launcher (30 grenades, type varies by typically fragmentation or high explosive), laser.
Note: Gyros and stabilizers in the arms reduce penalties for autofire by half. If the cyborg uses a weapon that normally a medium sized creature needs to remain stationary to use, the cyborg can move at half speed while suffering only a -2 penalty to attacks.Grounded: The cyborg gains a +2 bonus to remain standing while on solid ground. This bonus is applied to trip attempts or Balance checks in cases of earthquakes or similar conditions that would knock the cyborg over. Also the cyborg isn't considered encumbered by heavy loads, treating them as medium loads, not suffering speed penalties.
NOD Indoctrination
As a move equivalent action, using training and Indoctrination techniques used by NOD, the Trooper gains +1 to attack rolls for the next 1d4 rounds. Usable 3 times per day. The Trooper is also immune to feat effects all the time.
Improved Tiberium Healing
Anytime the NOD Cyborg Commando is in a Tiberium field or in Tiberium Gas, the NOD cyborg heals 2d4 hit points. Tiberium based weapons, such as NOD chemical sprayer, deals no damage to the NOD cyborg.
Tiberium Immunity
The NOD cyborg does not suffer any effects of Tiberium exposure, poisoning or the radiation from Tiberium. It caught in the explosion of Vinifera Tiberium, suffers no damage on a successful save, or half damage on a failed save.
Damage Reduction
The Cyborg Commando has improved defenses and is resistant to damage, with Damage Reduction 10.
Defensive Laser
The laser on the Cyborg Commando can be used as a defensive weapon, firing upon any medium sized creature, or target the Cyborg has designated as an enemy or protect against grenade, rocket or missile attacks, however this means the Cyborg can not use the weapon offensively for the round. When such a target enters within 30 feet of the cyborg, the laser makes an attack at +4, dealing 3d8 fire damage. When the cyborg is attacked by grenades, RPGs, rockets and missiles, with a 20% chance to destroy such attacks.
Plasma Cannon (PL6 Exotic Weapon Proficiency)
Damage: 5d10
Critical: 20 x2
Damage Type: fire
Range Increment: 120 ft
Rate of Fire: Single
Ammo: 20 internal
Notes: Ignores 5 points of hardness/DR, recharges at rate of 1 shot every minute.