Disruptor
The Disruptor is a GDI vehicle that mounts a powerful harmonic resonance cannon, sonic waves. While the use of the Disruptor was short and discontinued after the Firestorm Conflict, it is the basis for all future sonic based weapons developed by the GDI.
It uses a heavily armoured tracked base, which provides it good protection, but it is slow. The harmonic resonance canon is short ranged, but it is capable of damaging everything in its path, and sometimes causes targets struck to explode due to the weapon reaching the target's harmonic resonance frequency.
Disruptor (PL6)
Crew: 3
Passengers: 0
Cargo: 150 lbs
Init: -4
Maneuver: -4
Top Speed: 65 (6)
Defense: 6
Hardness: 20
Hit Points: 70
Size: Gargantuan
Purchase DC: 54
Restriction: Mil (+3)
Accessories: Search light, military radio, harmonic resonance cannon, darkvision 200 ft, thermo vision 200 ft, hazardous chemical and radiation sensors and GPS.
Weapon | Damage | Crit | Damage Type | Range Incr | Rate of Fire | Magazine |
Harmonic Resonance Cannon | 9d6 | - | sonic | 100 ft long, 15 ft wide line | Single | 25 shot |
Harmonic Resonance Cannon
This weapon is a powerful, but slow firing, sonic weapon. It damages everything within its 100 foot long, 15 foot wide field of fire, Reflex DC 19 for half damage, ignoring half the target's hardness/DR. Targets destroyed by this weapon have a 25% chance to explode, dealing half damage to a 20 ft radius in half slashing, half fire damage. Targets that survive the attack have a 25% chance of having their hardness/DR permanently lowered by 1 each time struck, until repaired. If attacking a large structure, larger than 30 ft in two directions, deals double damage.
If used within 50 ft of Vinifera Tiberium, or Blue Tiberium field, it causes the vein, or field to start to detonate, dealing 50% more damage than normal.
Disruptor A1D2
This upgrade to the Disruptor brings its other system up to date, such as communications and protection with an APS, ALA and TOS systems added. Two mini turrets are fitted to the front corners which contain machineguns to provide some additional protection and offensive capability, at least against lighter targets.
Make the following changes to make a Disruptor A1D2
Add 2 remote railgun turrets;
Add APS;
Add ALA;
Add 5 HP (total of 75);
Add 4 smoke grenade launchers (2 grenades each, 8 smoke grenades total)
PDC: +1
7.62mm Machinegun (2) | 2d10 | 20 | Ball | 100 ft | S, A | Linked (1000 rds) | Gunner or Commander |
The machineguns can be manned by the commander or gunner, or can be set to automated operations, with a +3 to attack rolls. Takes a move equivalent action to switch between automated and manned which can only be done once per round.
APS (Active Protection System) - Against missile weapons that use wired and IR targeting systems, as well as laser guidance, this system imposes a -2 to attack rolls to such weapons when targeting the tank.
TOS - Tactical Ops System combines GPS, military radio, the targeting system and computer systems to aid in co-ordinating combat with allied units. The Commander can designate up to 5 allies (or allied vehicles), granting them +1 to attacks and a +1 circumstance bonus to Defense against the target the tank is attacking. This bonus stacks with if any of the designated allies (or allied vehicles) also have a TOS system, or any other bonus from abilities or the Aid Other action that increases bonuses to attack while all allies are attacking the same target.
ALA - Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds.
Disruptor mk2
This upgraded version of the Disruptor is an upgraded version of the A1D2 upgrade, has more armour around the sonic emitter, protecting it from damage, the two machineguns are replaced with raliguns, with upgraded automated targeting system. The Harmonic Resonance Cannon emitter is redesigned so that the shape of the beam can be changed from the standard beam to a focused beam that has higher penetration and damage, or a wider area for controlling the battlefield.
Make the following changes to a A1D2:
Increase Hardness to 22;
Replace Harmonic Resonance Cannon with Harmonic Resonance Cannon Mk2;
Replace 2 machineguns with railguns;
PDC: +1
Weapon | Damage | Crit | Damage Type | Range Incr | Rate of Fire | Magazine |
Harmonic Resonance Cannon Mk2 | 9d6* | - | sonic | 100 ft long, 15 ft wide line* | Single | 30 shot |
Rapid-Fire Railgun | 3d10 | 20 | Ball | 100 ft | S, A | Linked (200 |
The railguns can be manned by the commander or gunner, or can be set to automated operations, with a +5 to attack rolls. Takes a move equivalent action to switch between automated and manned which can only be done once per round.
Harmonic Resonance Cannon Mk2
This upgraded version has upgrades mostly in capacitor storage and the emitter modified for variable shapes of the beam. In normal mode, it damages everything within its 100 foot long, 15 foot wide field of fire, Reflex DC 19 for half damage, ignoring half the target's hardness/DR. Wide Beam affects a 50 foot wide, 25 foot long cone, ignoring half target's hardness/DR, Reflex save DC 17 for half damage. Focused Beam requires an attack roll, dealing 12d6, ignoring 75% target's hardness/DR (round down), critical 20x3, range of 120 ft out to 5 increments. Targets destroyed by this weapon have a 25% chance to explode, dealing half damage to a 20 ft radius in half slashing, half fire damage. Targets that survive the attack have a 25% chance of having their hardness/DR permanently lowered by 1 each time struck, until repaired. If attacking a large structure, larger than 30 ft in two directions, deals double damage.
If used within 50 ft of Vinifera Tiberium, or Blue Tiberium field, it causes the vein, or field to start to detonate, dealing 50% more damage than normal.