CORELINE (D20 Modern/D20 BESM Setting).


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Here's some more mana feats/abilities..

Mana Siphon (General, Mana)
You are able to passively absorb mana from the environment, or draw more when actively pulling on the mana in the area.
Prerequisites: Mana Manipulation, Mana Battery
Benefits: Whenever you are below 75% of max mana capacity, you automatically draw in mana at a rate of 1 per round until you are at 75% capacity. If you concentrate to draw mana, you can now draw, after a successful Concentration check DC 15 (plus additional penalties from situations such as in combat, loud noises, etc), and gains 2d6 + Intelligence modifier mana for that turn, instead of the normal 1d6 + Int modifier. For every 5 points over the Concentration DC, gain an additional 1 mana. Also in areas with specific types of mana, can draw that type of mana passively at 2 mana per round, or actively draw at 2d8 + Int modifier, but this mana must be used first.

Conjure Item (General, Mana)
You are able to condense and form mana into solid matter, for limited times.
Prerequisites: Mana Manipulation, Mana Battery
Benefit: For 12 mana, you can create 1 lb of material of choice that is not an alloy, complex chemical or organic material, for 5 rounds, the item will have 75% of the hit points of similar type of item, unless the material used is better than a basic version, such as an iron cup will have more hit points than one made of wood. So can create a blade of iron that weighs 1 lb, up to 5 rounds about the size of a dagger, or pound of gold. Could create simple acids that only deal 1d4 acid damage, but pours from the user's hands. User can't create glass to hold the acid. For each additional 6 mana, increase the duration by 5 rounds; or increase the amount of material by another 1 lb. If using blue mana, the duration is doubled. If using a combination of at least 2 types of mana besides raw mana, with a total cost of an additional 200% of the mana cost of the item, the item becomes permanent, until destroyed.

Advanced Conjure Item (General, Mana)
You are able to condense and form mana into solid matter, creating more complex items.
Prerequisites: Mana Manipulation, Mana Battery, Conjure Item
Benefit: For 15 mana, you can create 1 lb of material of choice that is not magical based material (those created through the use of magic in its creation), and can have up to 5 articulation parts (such as something similar to a arm, basic legs, simple grasping parts), for 5 rounds, the item will have 75% of the hit points of similar type of item, unless the material used is better than a basic version, such as an iron cup will have more hit points than one made of wood. Items with articulation are very basic, such as a very basic humanoid form doll with arms, legs that bend, or even something like a gauntlet which could be worn and the finger joints move when worn. So can create a blade of iron that weighs 1 lb, up to 5 rounds about the size of a dagger, or pound of gold, or mithril. Could create more complex acids that can deal up to 2d6 acid damage (or ones that can affect slightly more specific materials such as burns metal but not organic materials), but pours from the user's hands. For each additional 8 mana, increase the duration by 3 rounds; or increase the amount of material by another 1 lb. If using blue mana, the duration is doubled. If using a combination of at least 2 types of mana besides raw mana, with a total cost of an additional 250% of the mana cost of the item, the item becomes permanent, until destroyed. If the user has Knowledge: Earth Sciences, Knowledge: Technology, and Craft: Mechanical, use this ability to make components for items and fit them together much easier, or the items will have 100% normal hit points due to their greater understanding of the items they are conjuring.

Greater Mana Battery (General, Mana)
You are able to store massive amounts of mana.
Prerequisites: Mana Manipulation, Mana Battery
Benefits: You are able to store and generate larger amounts of mana. You can access a mana point pool of Intelligence x6. If the user also has classes capable of casting spells, gains +4/spell caster level. Also any spell slots converted to mana generate triple mana points, thus converting a level 3 spell to mana generates 9 points of mana. Alternatively, converting mana into spell slots uses 75% less mana rounding up, thus to create a level 3 spell slot uses 1 mana. Level 1 and level 0 spell slots still uses 1 mana point.

Greater Improved Ability (General, Mana)
When you use mana to improve one of your natural abilities, you can focus more mana to get better improvements.
Prerequisite: Mana Manipulation.
Benefit: When improving a natural ability, the user can spend 5 mana points to improve 1 ability score by +3 for 5 rounds (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma), or improve one type of their movement by 25 feet for 5 rounds, or any one other racial extraordinary ability (such as darkvision, breathweapon, tremorsense, etc) by 40% for fixed numbers, or 2 extra die if variable number, or duration by 40%, rounding down, for 5 rounds.

Convert Mana (General, Mana)
You can change your stored mana, or mana you absorb from the environment into specific types of mana.
Prerequisite: Int 15, Con 12, Wis 12, Mana Manipulation, Mana Battery
Benefit: You can change some mana in your mana pool, or the mana in the environment you absorbing into a different type at a rate of 2 mana to convert to 1 mana of the new type, taking a move equivalent action and a Concentration check DC 15, converting a maximum of Int modifier plus Wis modifier mana, however for every 5 points over the DC, can convert an additional 1 mana. For example, can convert 6 mana in mana pool, which is basic raw type into 3 of any particular type such as white or red, but all converted must be the same type. Mana converted within the user's mana pool is stored as that type of mana until used, while mana absorbed from the environment must be used within 3 rounds, unless it is being used to replenish already depleted mana pool until reaching normal max mana.

Once a being has at least 2 Mana related feats, they can begin to use mana in other ways than the basic ways, creating new attacks, defenses and way of use. These are not feats, but are mana related abilities. One plus 1 per every 2 points of Intelligence modifier can be gained every level. One mana ability can be replaced for another one upon reaching a new level. Below are some example abilities. Using one is a standard action unless specified otherwise.

Additional Mana Abilities

Lightning Arrow
You can generate electricity and shoot it like an arrow. The arrows are incredibly fast, nearly the speed of light, making difficult to dodge.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: You create an arrow out of electricity that launches from your hand. Costing 4 mana points to deal 1d6 points of electricity damage plus Int modifier (a negative Intelligence modifier doesn't lower damage, doesn't add any though), with a range of 60 feet plus 20 feet / Int modifier point, as a ranged touch attack with a bonus +5 to attack roll.
Special: An additional 3 points of mana, can create an additional lightning arrow, up to a maximum of 5 (each costing additional 3 mana points), which can all target the same target, or a different target that is within 50 feet of the first one.
Or can spend 4 mana points to increase damage to 2d6 points, and each additional 4 mana increases damage by another 1d6.

Exploding Flame
You can throw a ball of hot flame that explodes upon contact. The range of the explosion and level of heat are based on how much power is expended.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: For 12 mana points, you create a ball of fire that explodes, dealing 2d6 points of fire damage to a 20 foot radius area, Reflex save DC 15 + Int Modifier, range of 40 feet + 10 ft/ Int modifier, ranged touch attack. Each additional 3 points of mana spent increases the blast radius by 10 feet, or increase damage by 1d6 or increase the Reflex save by +1
Note: There is no theoretical upper limit to how big of a blast radius, damage or difficulty in dodging the blast, except how much mana the user can spend.

Shockwave
You release a burst of magical energy around you that can strike all around you.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: For 12 mana points, you release a burst of force energy that deals 2d8 points of force damage to a 20 foot radius around you, Reflex save DC 15 + Int modifier. For each additional 4 points of mana spent, increase blast radius by 10 feet, or increase damage by 1d8, or increase Reflex save by +2.

Flight
You can fly in the sky. The higher the mana you have, the faster you can move. While in flight, the user leaves no noticeable trail or energy except a faint magical aura for 3 rounds in the space they passed through.
Prerequisite: Mana Manipulation, plus one other Mana related feat.
Benefit: For 10 mana, can fly at half land speed with poor maneuverability for 1 minute. For each additional 5 mana, can either increase flight speed by 50%; or increase maneuverability; or increase duration by 1 minute.

Barrier Destruction
Use mana to release energy that can destroy barriers.
Prerequisite: Mana Manipulation, Improved Mana Shield
Benefit: You can channel mana that resonates and disrupts magical or technological barriers and shields. Spending 20 mana, can dispel any magical based barrier, shield or protective field of level equal to your Intelligence modifier. Can attempt to dispel more powerful ones, but must overcome the spell resistance of the spell (spell level plus caster's ability modifier) with a d20 roll plus Int modifier, can gain a +1 to the roll for each additional 5 mana spent. Against technological barriers, fields or shields, the 20 mana spent will shut down/remove if the bonus to Defense is +5 or less, or provides 50 or less hit points, or DR/Hardness of 10 or less. Can increase the amount dismissed by +1 Defense, Hardness/DR or 10 hit points for each additional 5 mana. If the technical source provides more protection than can dismiss, it is reduced by the amount dismissed (for non hit points, this lasts for 1d4 + Int Modifier rounds unless owner repairs the device, or shut it down for the remainder of the time dismissed). For technical based barriers, once dismissed, the device can not activate again for 1d4 + Int modifier rounds unless the owner attempts to repair the device.

Copper Skin
You focus your mana into your body to make it like copper, improving your durability.
Prerequisite: Mana Manipulation, Greater Improved Ability
Benefit: Spending 25 mana, your skin takes on a metallic sheen and coloured like copper. You gain DR 1, 10 temporary hit points, Electricity Resistance 10, and any electricity based attack, spells or abilities you use gain +1 to attack rolls, and deal +1 damage per die. Lasts for 1 minute.

Troll's Restoring Power
You channel mana into your body and increase its ability to heal, similar to how fast a troll can heal.
Prerequisite: Mana Manipulation, Greater Improved Ability
Benefit: Spending 25 mana, you gain Fast Heal equal to your Intelligence modifier. If already have Fast Heal, improves by your Intelligence modifier, for 1 minute. However fire and acid damage types don't heal via this fast healing, requiring medical aid and natural rest to heal.

Giant's Power
You channel mana into your body, greatly increasing the power of your muscles.
Prerequisite: Mana Manipulation, Greater Improved Ability
Benefit: Spending 25 mana, you gain +10 Strength (+5 to melee damage and attack rolls), melee attacks deal 1 die larger and lethal damage, also carrying capacity is 25% greater what new Strength normally allows, and +10 to Jump checks (already factoring in bonus from increased Strength), for 1 minute.

Burst Of Speed
You can channel mana to improve your speed. The higher the mana you have, the faster you can move.
Prerequisite: Mana Manipulation, plus one other Mana related feat.
Benefit: For 10 mana, can increase one form of movement the user naturally possesses by double for 1 minute. For each additional 5 mana, can either increase the selected movement by further 50% of base speed; or increase duration by 1 minute.

Spider Reflexes
You channel mana into your body, greatly increasing the power of your agility and dexterity.
Prerequisite: Mana Manipulation, Greater Improved Ability
Benefit: Spending 25 mana, you gain +10 Dexterity (+5 to ranged attack rolls), +9 to Reflex saves (already factoring in increase from Dex bonus), and +10 to Dex related skill checks (already factoring in bonus from increased Dexterity), for 1 minute.

Absorb Energy
You can channel mana into a field around you that converts energy attacks directed at you into healing energy.
Prerequisite: Mana Manipulation, Convert Mana, plus 1 other Mana related feat.
Benefit: Spending 30 mana as a standard action, selecting 1 type of energy (fire, cold, electricity, force, sonic, acid), and after each attack of that type of energy, you heal half of the damage dealt, but after the damage is dealt, for 5 rounds. If the damage is enough to reduce you to -10 hit points or less, you still die and the healing doesn't take effect. If the damage would reduce to 0 or below hit points, the user is rendered unconscious, but the healing takes affect after, but you are still unconscious, unless have a feat or passive ability that keeps you conscious below 0 hit points.

Leech
You use mana to leech the life from any living creature touched.
Prerequisite: Mana Manipulation, Convert Mana
Benefit: Spending 30 mana, for 5 rounds, when you make a melee touch attack, which can be part of any other melee touch attack power, you steal 2d6 hit points from the target and heal that much. If black mana is used to power this ability, this increases to 2d8, plus if this was used as part of attack using another ability, half the damage of the other ability deals the user heals by.

Ambitious Assault
You can channel mana into a willing ally to enhance their combat abilities, as well as their aggression, temporarily.
Prerequisite: Mana Manipulation, Imbue Mana
Benefit: Spending 20 mana as part of a full round action, can imbue mana into a willing ally within 10 feet, granting them +2 Str, +10 ft to speed, melee attacks deal +5 (already factoring increased Str), and DR 5 against the first attack each round, for 5 rounds. The ally also must attack the nearest enemy, moving into melee, but can make ranged attacks as they do so. For each additional 15 mana can affect 1 additional willy ally within range; or increase range to affect an ally by 10 feet; or increase Str by +1, Speed by +5 and melee damage by +2; or increase duration by3 rounds. If using red mana, reduce cost by 5 mana, duration by 2 rounds, melee damage increased by +2.
 

Here's the Rig from C&C used by the GDI, an anchoring point for rallies and excellent means of setting up choke points.
Rig
The Rig is a slow moving utility vehicle used during the Third Tiberium War used by GDI. The vehicle uses some of the technology found in the mobile construction vehicles, which allow the vehicle, once moved to a desired location, typically close to combat zones, to deploy into a Battle Base structure, then can turn back into its vehicle form and move to a new location. While in Battle Base mode, the Rig has improved armour as the protective armour was under the outer hull, and locks into more optimal positioning as a stationary structure, a pair of cannons are on either side mounted in turrets, with a missile launcher in the middle to provide anti-air protection. It can release a series of drones which allow the Battle Base to repair a nearby GDI vehicle, making it a good rallying point that can provide some protection to damaged vehicles, and repair them. Unfortunately, the drones are not capable of repairing the Battle Base when it takes damage. The Rig, in vehicle form is seven squares wide, eight squares long, providing full cover for its occupants. Requires a crew of 9, commander, driver, 2 gunners, 5 engineers.

Crew: 9
Passengers: 0
Cargo: 5 tons
Init: -4
Maneuver: -6
Top Speed: 80 (8)
Defense: 4*
Hardness: 20*
Hit Points: 200
Size: Colossal
Purchase DC: 52
Restriction: Mil (+3)
Accessories: Obstacle Breaker, Battle Base Transformation, fire-control computer, thermal/nightvision for driver, gunners and commander, GPS, military radio, headlights, sensors (function like Mk 3 mech sensors).
Notes: NBC protection grants +4 to Fort saves.

Obstacle Breaker - Due to the size, weight and armour of the vehicle, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the vehicle, which includes such things as low walls, even small vehicles such as cars. When the vehicle strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 10 points of hardness. The vehicle only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the vehicle to none.

Battle Base Transformation
The Rig, once stationary, can deploy into the Battle Base mode, as a full round action. Anchors extend, locking it into place, various panels and parts extend and reconfigure. It extends pods from the sides to create base for two turrets on either side anchored to the ground, deploys an anti-air missile launcher from behind the cab, a crane extends from the back, and drone platforms are revealed. Armour panels shift into improved positions to better deflect projectiles and absorb explosives. While deployed, the Battle Base's Defense is increased to 10, Hardness increases to 25, and gains 200 hit points which are depleted first. While in this mode, the Rig is completely immobile until it reverts to Rig mode. Takes 2 full rounds to revert to Rig mode, although can move up to half speed at the end of second round. While in Battle Base, two cannons and missile launcher provides protection, while repair drones deploy to repair allied vehicles, mechs or buildings within 50 feet. The Battle Base takes up an area of 50 feet long by 100 feet wide.


Name

Damage

Critical

Dam Type

Range Incr

Rate of Fire

Magazine

Controller

105mm Guardian Cannon (2)

9d12

20

Ball

150 ft

Semi

100 rds

Gunner

Tusk Missile Pod

varies

20

varies

200 ft

Semi

6 missiles ready ea (48 extra)

Secondary Gunner or Commander

The Guardian Cannons are capable of firing independently by a single gunner, which a +3 bonus to attack for the targeting system.

Alternate Ammunition
APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 7d12, ballistic damage. PDC 14 for 5 rounds.
HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds.
M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 4d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds.
M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 4d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.


The Missile launcher is typically automated, with a +7 attack bonus to attack aircraft within range. If manned, its targeting systems provide a +2 bonus.

Tusk Missile Pod - The missile launchers on either side of the Battle Bases's turret hold 6 missiles at the ready, and depending on the missiles loaded, can attack aircraft, typically Javelin or similar style missiles are loaded. Once the pod is empty, it takes 1d4 rounds to reload the launcher.

Repair Drones - The Battle Base has a repair system that can repair damage to nearby vehicles, mechs, aircraft that are landed, and buildings, although it can't replace destroyed systems, within 50 feet of the Battle Base, selecting a single target each round. The Engineer on board can as part of a Repair check DC 15, engage the Repair Drones, repairing 1d8 hit points to the object per round. The system can repair a total of 200 hit points before it is depleted. Replenishing the system has a PDC of 15 for 25 HP. Although the system can collect scraps from destroyed vehicles, buildings and other objects within range, taking a Repair check DC 18, collecting 1d4 HP worth of material in a single round. If the Engineer beats the check by 5 or more, gains +1 HP for every 5 beats the check. If also makes a Knowledge: Technology DC 20, can increase the collection rate to 1d6 instead. Has 3 drones which have 10 hit points, hardness 5, a speed of 60 ft, Good Maneuverability, Defense 24. Takes 15 points of HP material to build any drones destroyed, taking 10 minutes. Can't repair the Battle Base or the drones when they are damaged, unless another Battle Base is performing the repairs.

Variants

Rig A1
The A1 is an upgrade to the Rig typically assigned to elite crews or those that have performed notable heroic acts. Although in areas where GDI has an abundance of resources and influence, may be the main versions of the Rig in the area. The upgrades include additional armour, the 105mm cannons Guardian cannons are upgraded with rail assisted coils which adds several rings around the barrel and blue glowing capacitors to the back of the weapons, with increased ammunition supply, improved targeting system, and the repair drones can either repair an increased amount to a single target, or repair up to two different targets. The repair drones can also repair damage to the Battle Base unlike the original version.
Make the following changes to upgrade a Rig to a Rig A1:
Increase hit points by 20, battle base grants an additional +50;
Increase 105mm cannons deal +1 die damage, increase range by +20 ft, and ammunition gains +5 ignore hardness/DR unless ammunition Anti-personnel type ammunition, increase ammunition supply by 25%;
Increase attack bonus for all weapons by additional +1;
Tusk missile payload gains an additional 6 missiles in storage;
Add 1 additional repair drone (total of 4), can repair 2 targets for 1d6 each, or repair 1 for 2d8 per round;
Increase HP stock to 250 HP;
Battle Base Transformation now takes a standard action, once stationary, to deploy, and only 1 full round to revert to Rig mode;
PDC: +2


Rig R1
This version of the Rig forgoes all offensive capabilities and expands the repair systems. In Rig mode it's slightly taller and bulker. When it transforms, instead of two guardian cannons, a missile launcher and a single crane, a set of scaffolding with cranes and robotic arms raise from platforms on each side, a pair of cranes raise from the central structure, and the drone bay is expanded to contain 6 drones, while the repair stock is greatly expanded. This new Repair Base can repair up to two vehicles that park within the scaffolding and repair arms on each side, while the drones can repair up to 2 targets up to 75 feet away.
Make the following changes to a Rig to make a Rig R1:
Replace Battle Base Transformation with Repair Base Transformation;
Increase cargo capacity to 6 tons;
Replace 2 gunners with 2 engineers;
Repair stock increased to 500 HP
PDC: +2

Repair Base
The Rig R1, once stationary, can deploy into the Repair Base mode, as a full round action. Anchors extend, locking it into place, various panels and parts extend and reconfigure. It extends pods from the sides to create the base for scaffolding and robotic arms on either side anchored to the ground, two cranes extends from the back, and drone platforms are revealed. Armour panels shift into improved positions to better deflect projectiles and absorb explosives. While deployed, the Repair Base's Defense is increased to 10, Hardness increases to 25, and gains 200 hit points which are depleted first. While in this mode, the Rig is completely immobile until it reverts to Rig mode. Takes 2 full rounds to revert to Rig mode, although can move up to half speed at the end of second round. While in Repair Base mode, a vehicle can pull up to either side, maximum size of 50 ft wide, 100 ft long, 50 feet tall, which can be repaired with a Repair check DC 15 at a rate of 2d6 +1 per 5 points over the DC per round, while repair drones deploy to repair allied vehicles, mechs or buildings within 75 feet. The Repair Base takes up an area of 60 feet long by 100 feet wide.
Has 6 repair drones, which can repair a single target 2d4, or 2 targets 1d6 per round, with Repair check DC 15 with a +1 HP per 5 points over the DC.

Warden Rig

The Warden was designed for prolonged containment near Red Zones, providing secure fallback and medical support. The Warden is larger, with heavier armour. The guardian cannons are replaced with railguns with blue glowing capacitors based on those from the Mammoth Mk2, the missile launcher is removed and replaced with a medical bay for healing infantry. As the Warden lacks an anti-air capacity, it will need protection, usually in the form of missile squads, or light missile carrying vehicles, but it is capable of striking farther out, keeping enemy heavy vehicles farther out, as its repair drones repair any vehicles near by, and heal infantry. Additionally, the Warden has the ability to enter a Bastion Mode, which temporarily increases its defenses, at the cost of some of its repair stock, and being unable to repair any vehicles near by, allowing it to weather attacks better. The Warden Rig, in vehicle form is eight squares wide, eight squares long, providing full cover for its occupants. Requires a crew of 10, commander, driver 2 gunners, 4 engineers, 2 medical staff.

Crew: 10
Passengers: 0
Cargo: 5 tons
Init: -4
Maneuver: -6
Top Speed: 70 (7)
Defense: 4*
Hardness: 22*
Hit Points: 250
Size: Colossal
Purchase DC: 53
Restriction: Mil (+3)
Accessories: Obstacle Breaker, Warden Base Transformation, fire-control computer (+3 attack rolls), thermal/nightvision for driver, gunners and commander, GPS, military radio, headlights, sensors (function like Mk 3 mech sensors), Bastion Mode.
Notes: NBC protection grants +4 to Fort saves.

Obstacle Breaker - Due to the size, weight and armour of the vehicle, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the vehicle, which includes such things as low walls, even small vehicles such as cars. When the vehicle strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 5d6 which ignores 10 points of hardness. The vehicle only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the vehicle to none.

Warden Base Transformation
The Rig, once stationary, can deploy into the Warden Base mode, as a full round action. Anchors extend, locking it into place, various panels and parts extend and reconfigure. It extends pods from the sides to create base for two turrets on either side anchored to the ground, deploys a sealed medical bay from behind the cab, a crane extends from the back, and drone platforms are revealed. Armour panels shift into improved positions to better deflect projectiles and absorb explosives. While deployed, the Warden Base's Defense is increased to 10, Hardness increases to 27, and gains 300 hit points which are depleted first. While in this mode, the Rig is completely immobile until it reverts to Rig mode. Takes 2 full rounds to revert to Rig mode, although can move up to half speed at the end of second round. While in Warden Base, two cannons provides protection, while repair drones deploy to repair allied vehicles, mechs or buildings within 50 feet. The Warden Base takes up an area of 75 feet long by 100 feet wide.


Name

Damage

Critical

Dam Type

Range Incr

Rate of Fire

Magazine

Controller

Heavy Railgun (2)

7d12

19-20x4

Ball

2000 ft

Single

80 rounds ea

1 Gunner each

Heavy Railguns
The vehicle mounts a total of 2 heavy railguns that are capable of destroying most vehicles in 1 or two shots, capable of punching through and hitting targets beyond. Deals 7d12, 19-20x4, ball, 2000 ft, ignore 25 points of hardness. If the ignore hardness is 10 points or more greater than the target's hardness/DR, or a critical hit is scored, the round tears through the target (regardless if the target is destroyed or not), and can continue to strike a target in direct line past the target up to half the range increment (1000 ft) and deal damage to the next target, at -5 attack roll. If the ignore hardness/DR 10 or greater than the next target, the round can strike next target up to 500 ft in direct line at -10 attack roll.
Objects of less than gargantuan size that survive an attack, must make a Reflex save DC half the vehicle's gunner attack roll or be pushed back 1d6x10 ft, and if strike anything suffering 1d6 points of bludgeoning damage.


Warden Repair Drones - The Warden Base has a repair system that can repair damage to nearby vehicles, mechs, aircraft that are landed, and buildings, although it can't replace destroyed systems, within 50 feet of the Warden Base, selecting a single target each round. The Engineer on board can as part of a Repair check DC 15, engage the Repair Drones, repairing 1d6 hit points to the object per round. The system can repair a total of 250 hit points before it is depleted. Replenishing the system has a PDC of 15 for 25 HP. Although the system can collect scraps from destroyed vehicles, buildings and other objects within range, taking a Repair check DC 18, collecting 1d4 HP worth of material in a single round. If the Engineer beats the check by 5 or more, gains +1 HP for every 5 beats the check. If also makes a Knowledge: Technology DC 20, can increase the collection rate to 1d6 instead. The drones can create replacement rounds for the railguns at a rate of 5 rounds using 15 HP in 2 rounds. Has 2 drones which have 15 hit points, hardness 7, a speed of 50 ft, Good Maneuverability, Defense 24. Takes 20 points of HP material to build any drones destroyed, taking 10 minutes. Can repair the Warden Base or the drones when they are damaged.

Medical Bay - The medical bay has top of the line medical diagnostic equipment and automated surgical suites. Can heal up to 4 infantry at a time, requiring a Treat Injury DC 15 check, healing 1d6 HP +1 per 5 points over the DC, or cure most poisons and common diseases and Tiberium poisoning and radiation. Has enough supplies to cure 100 people of poisons, diseases, 200 of Tiberium poisoning.

Bastion Mode - As a move equivalent action, activated by the commander or driver, while in Warden Base mode, Bastion Mode can be activated, or can be activated using an attack of opportunity if the commander is aware of an incoming attack. This causes the armour to reinforce as additional panels move, struts are anchored, which increases the Warden Base's Defense up to 12 and Hardness increased to 30 and takes half damage from attacks that deal area damage (direct strikes still deal damage, but suffers half damage if in the blast radius) for 5 rounds. During this time, the drones can't repair anything, and uses up 25 HP of the repair stock, and any infantry in the medical bay can't exit nor any enter, although those within can still be healed. Can't be used for another 2d4+1 rounds (rolled once at start of battle).
 

One of the major hazards of Tiberium fields: The Ion Storms.

Ion Storm
What appear to be similar to lightning storms, are actually quite destructive storms, releasing green bolts like lightning made of powerful ion energy, which can jam electronics, disrupt communications and ground aircraft. They form in areas with large amounts of Tiberium gas in the atmosphere, typically in dense Tiberium fields, particularly Veinholes are present, and even areas where massive amounts of Tiberium gas has been released.
Storms typically come in three different intensities, each with different levels of sizes and dangers, however not all storms of a particular size may react the same.
Detection & Warning - Spot or Knowledge (Earth & Life Sciences or Physical Sciences)
DC 15: Unusual atmospheric distortion, green lightning.
DC 20: Ionized Tiberium particulate density rising rapidly.
DC 25: Storm will intensify within minutes
Intensity 2 and 3 add +2 to Spot checks, but +2 to DC for Knowledge checks.

Electronic Sensors will detect Ion spikes automatically by military-grade sensors, high quality civilian ones designed for such events.
Civilian sensors require DC 15 Computer Use to interpret correctly.

Regardless of Intensity Level, all Ion Storms create 40 mph + 2d10 mph per Level winds, throwing up debris and low hanging clouds that reduce visibility to 100 ft Level 1, 75 -1d4x5 ft Level 2, 50 -1d4x5 ft level 3. Electronic sensors and targeting systems suffer -2 to attack rolls, Computer Use and Repair checks suffer -4 unless equipment shielded (most GDI and NOD equipment from the Second Tiberium War and on are shielded, but still suffer half penalties in Level 3 storms). Communications are scrambled beyond line of sight, and Aerial units must make Pilot check DC 20 +5 per level at level 2 and 3 every round, as well as avoid ion bolts. Typically in Level 2 and 3 aircraft are grounded.
Ambient radiation levels are increased by 1 level
Once every 1d4 rounds, a random 5 ft square column of space is struct by ion lightning discharge, making a touch attack roll with +12, ignoring cover. Vehicles take damage, electronics, unless shielded, must make Fort DC (15 Level 1, 17 Level 2, 20 Level 3) or shut down for 1d4 rounds.

Storm Intensity Levels
Level 1 - Peripheral, typically found in outer Yellow zones, EL 6, typically affecting 500 ft radius sphere, lasting 10+ 1d4x5 minutes, moving 60 ft +1d6x10 ft per round. Ion lighting discharge deals 3d6 electricity + low level radiation exposure for 1 round.
Level 2 - Active, found in deep Yellow and edges of Red zones, EL 7, typically 1500 ft + 1d6x20 ft radius sphere, lasting 30 +1d6x6 minutes, moving 75 ft +1d6x10 ft per round. Ion lighting discharge deals 6d6 electricity + low level radiation exposure for 1 round plus stun 1 round Fort DC 16.
Level 3 - Cataclysmic, found deep within Red zones, or areas of massive Tiberium gas weapon use, EL 13, typically 2000 ft + 1d8x20 ft radius sphere, lasting 1d6 hours, moving 100 ft + 1d6x10 ft per round. Ion lighting discharge deals 10d6 electricity + mid level radiation exposure for 1 round plus paralysis 1 round Fort DC 20.

Level 2 and 3 Ion Storms are quite turbulent and are prone to changes
Roll 1d6 every 10 minutes of the storm:
1 - Storm shifts direction suddenly. Increase any Pilot checks DC for any aircraft flying in the storm by +5 for 2 rounds.
2 - Ion lightning clusters. 3 random strikes in the same round each time lightning strikes, for the next 10 minutes.
3 - A new Tiberium Bloom Tree is formed within 5 rounds of a lighting strike.
4 - Tiberium mutants are drawn to the area. 1d6 creates of CR 2 + 1d4 every 1d10 rounds.
5 - Electronics blackout. All comms fail, electronic sensors and targeting systems bonuses are reduced by 75%.
6 - Storm briefly clams. 1d4 rounds where the storm suddenly disappears but then reappears immediately.

Tiberium Control Network
The Tiberium Control Network is a system originally designed by Kane and built with the assistance of GDI to control the spread of Tiberium. It is made up of nodes and hubs, structures connected by a vast network of interconnected pipes and cables. Nodes and Hubs are similar in shape and function, however Hubs are larger, and when connected to Nodes, boosts the effects of attached Nodes slightly.

Tiberium Control Node
These structures are round structures with a three pronged spire that raises from the top that releases energy which helps keep the spread of Tiberium back. They can also be used to release a burst of EMP to help protect the structure from attacks. The energy that is released from the spire is a type of sonic energy that resonates with Tiberium, breaking it down and preventing it's growth within it's area of effect.
Tiberium Control Nodes are 200 ft radius, 50 ft tall, with another 75 ft tall spires, with 250 hit points, hardness 30, immune to EMPs, occupants are protected against Tiberium exposure and radiation, until the building has only 20 hit points left. A standard crew for a Node is 30 with enough supplies for 6 months of operation. Has sensors equivalent to a Mech IV, with double the range.
Tiberium Control Nodes affect a 5 mile radius area, preventing any Tiberium fields from forming within this area. The crew, up detecting an Ion storm, can make a Computer Use check to prevent a the storm from affecting the area in its control, DC 19 Level 1, 23 Level 2, 27 Level 3. Checks must be made every hour of the storm. Storms moving towards the area of effect, are stopped at the edge of the field, however the winds at the edges are doubled, increasing Pilot check DCs by +5 within 100 feet of the edge.
If the Nodes are under attack, then can release an EMP affecting a 200 foot radius around the building, electronic devices, vehicles, mechs, aircraft, etc even shielded, must make a Fort save DC 18 (unshielded at -4) or instantly shutdown. Successful saves reduce speed and equipment bonuses are halved for 1 round. Also suffer 6d6 electrical damage. Devices that are EMP immune, gain a +10 against the Fort save, and only suffer half the damage regardless if they save or not. This is due to the sheer power put into the EMP. Radio communications, magnetic devices (such as fields and shields), even if they save, are at half capacity for 5 rounds due to the scrambling of magnetic fields within the area. The Node is able to use this once every 1d6+1 rounds, rolled after each use.
If the Control Node is destroyed, it releases the same EMP. Due to the 'small' area of effect of only 10 mile diameter, Nodes are typically placed about 10 miles apart in Green zone edges, 5 miles in Yellow Zones, and if possible 2.5 to 5 miles max at the edges of Red zones. Nodes may be used without a Hub, when used in groups of under 30, and typically only used this way when first establishing a border, or creating a semi temporary safe zone for special operations. If dropped within a Tiberium field, can reduce the amount of Tiberium within its area by 100 square feet per day safely, lowers the amount of radiation to low levels, requiring saves only once every 1 hour with a +4 save for those without protective equipment beyond the most basic.
PDC: 40
Res: Mil +3, GDI

Tiberium Control Hub
These are central structures that are linked to multiple nodes to coordinate and monitor the buildings themselves, as well as the area the nodes are affecting. 1 Control Hub is required for every 30 Nodes, and boosts the range of each linked Node by 25%, via buried and above ground cables and conduits. The Hubs function just like a Node, but had double the radius of a Node, and is typically the first structure in a planned border, typically placed between 15 to 20 miles from the nearest 2 Nodes, while the conduits and cables running miles to the rest within its network. Along the edges of Red zones, typically 1 Hub for every 15 Nodes, with many Nodes connected to a second Hub as a back up.
Tibeirum Control Hubs are 400 ft radius, 70 ft tall, with another 75 ft tall spires, with 330 hit points, hardness 32, immune to EMPs, occupants are protected against Tiberium exposure and radiation, until the building has only 20 hit points left. A standard crew for a Hub is 50 with enough supplies for 6 months of operation. Has sensors equivalent to a Mech IV, with double the range. The Hub is also linked to all connecting Nodes, and shares all sensor data with each other.
Tiberium Control Hubs affect a 10 mile radius area, preventing any Tiberium fields from forming within this area. The crew, up detecting an Ion storm, can make a Computer Use check to prevent a the storm from affecting the area in its control, DC 19 Level 1, 23 Level 2, 27 Level 3. Checks must be made every hour of the storm. Storms moving towards the area of effect, are stopped at the edge of the field, however the winds at the edges are doubled, increasing Pilot check DCs by +5 within 200 feet of the edge.
If the Hubs are under attack, then can release an EMP affecting a 200 foot radius around the building, electronic devices, vehicles, mechs, aircraft, etc even shielded, must make a Fort save DC 18 (unshielded at -4) or instantly shutdown. Successful saves reduce speed and equipment bonuses are halved for 1 round. Also suffer 6d6 electrical damage. Devices that are EMP immune, gain a +10 against the Fort save, and only suffer half the damage regardless if they save or not. This is due to the sheer power put into the EMP. Radio communications, magnetic devices (such as fields and shields), even if they save, are at half capacity for 5 rounds due to the scrambling of magnetic fields within the area. The Node is able to use this once every 1d6+1 rounds, rolled after each use.
If the Control Node is destroyed, it releases the same EMP.
PDC: 42
Res: Mil +3, GDI

Tiberium Prospector
A rugged civilian contractor trained to harvest surface Tiberium using low-grade containment tools. Before GDI regulation tightened, prospectors made fortunes skimming Tiberium deposits. Many still operate illegally in forgotten zones, selling to Nod, smugglers, or mutant enclaves. They wear basic PPE, with respirators, heavy gloves, boots, sometimes full body suits that seal around the extremities with elastics, or just heavy work clothing. Using tools that are designed for mining Tiberium, or modified, to prevent accidental detonations. With sealed backpack containers for holding the harvested Tiberium, or wheel barrel type wagons to carry larger loads. These folks can be considered the modern versions of gold prospectors during the gold rush, however instead with hazardous materials. Many are wary of strangers, worried others are after their cargo, and ticket to riches, or their only means of making money to survive.

Type: Humanoid (typically humans)
Size: Medium
CR: 2
Hit Points: 2d8+2, 14 HP
Mas: 14
Init: +3
Speed: 30 ft
Defense: 14, Flatfoot 13, Touch 11 (+3 Dex +1 Improvised Armour/Heavy PPE)
BAB/Grp: +1 / +2
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +2 melee Improvised tool (1d6 bludgeoning)
Special Attacks:
Special Qualities: Tiberium Scavenge, Radiation Tolerance
Allegiances:
Saves: Fort +3, Reflex +3, Will +1
Reputation: 0
Abilities: Str 12, Dex 16, Con 14, Int 11, Wis 10, Cha 9
Skills: Craft (chemical) +6, Knowledge (earth & life sciences) +5, Profession (prospector) +7, Search +3, Survival +6
Feats: Endurance, Radiation Resistance
Possessions: Mining tools, Tiberium Container, PPE, 50 ft rope, climbing tools, flashlight, tent, sleeping bag, 5 days rations & water, 6 days worth of filters, Gieger counter

Tiberium Scavenge
The Tiberium Prospector can make a Survival check, DC 17, when up to 1 mile away from a Tiberium field, once per hour, to find a half pound of usable Tiberium crystal. If at any sites that had extensive Tiberium weapon usage, cleared of Tiberium (GDI regularly tries to clear areas to expand Green and Yellow zones), or Tiberium mutated creatures have died, can also make a Survival check to find any Tiberium deposits. A successful check in such sites takes 1 hour and reveals half pound of Tiberium, with an additional half pound for every 5 points over the DC.

Radiation Tolerance
The Prospector, after long exposure has some resistance to it. Gaining a +1 to Fort save against all types of radiation, and +2 against Tiberium radiation and Tiberium poisoning.

Mining Tools
These are tools that allows one to make a survival check DC 15 to mine usable Tiberium crystals from a vein safely. Each check represents 30 minutes of work, and yields 2 lbs of usable crystals + 0.5 lbs per 5 points over the DC. Failed check by 5 or more doesn't yield any crystal, with a 25% chance to causing a small Tiberium detonation dealing 2d6 fire damage to a 10 foot radius Reflex save DC 17 for half.
Weight: 15 lbs
PDC: 17
Res: Lic +1

PPE & Filters
Prospector wears PPE and filter masks to protect themselves from Tiberium exposure. Gaining +2 to Fort saves against poisons and Tiberium exposure (stacks with Radiation Tolerance). Provides +1 to Defense similar to improvised armour.

Tiberium Container
This is a large backpack unit that is cylinder in shape, with an iris type opening on the top. It is shielded to protect anyone handling the container from Tiberium exposure and radiation. Can hold 20 lbs, in a 1.5 diameter by 3.5 foot tall cylinder.
Weight: 15 lbs
PDC: 18
Res: Lic +1

Large Tiberium Container
This is similar to the Tiberium Container, except it a larger cylinder laying on its side, with wheels on the underside and a handle to pull it along. It can hold 60 lbs of Tiberium, in a 2.5 ft diameter by 5.5 ft long cylinder, with an iris appurature on the end with the pulling handle, can be easily tilted to stand on the other end to allow it to be filled easier.
Weight: 35 lbs
PDC: 18
Res: Lic +1

Tiberium Truck
These are modified garbage (for Tiberium Crystals and other solid Tiberium material) and sewage (for liquid Tiberium) trucks with improved seals, added shielding. The cabs are also fitted with improved seals, filters and some with oxygen tanks. These are used by Tiberium Prospectors and black marketeers to transport Tiberium to civilian owned or black market refineries. The garbage truck ones have a simple robotic arm that will lift an upright large Tiberium Container and empty its contents into the primary hold, as well as ports on the passenger side (typically right side) to allow to manually dump smaller containers or by hand to be deposited.
Requires a crew of two, able to carry 3 tons of harvested Tiberium. The harvester is two squares wide, five squares, providing full cover to its crew. Has two doors, one on each side of the cab, takes 1 full round to start the basic harvester.

Crew: 2
Passengers: 0
Cargo: 3 tons Tiberium
Init: -4
Maneuver: -4
Top Speed: 150 (15), 40 (4) off road
Defense: 6
Hardness: 8
Hit Points: 53
Size: G
Purchase DC: 34
Restriction: Lic (+1)
Accessories: NBC filters, headlights, radio, GPS, robotic arm (takes 1 full round after large Tiberium container loaded into graspers to empty into container then lower to ground and release).
Notes: +2 Fort saves, can be fitted with independent air supply and full life support (increase PDC by 1, adds 10 hour air supply). Volatile Payload

Volatile Payload - While loaded with Tiberium, if destroyed with fire type damage, explodes, dealing 8d6 to a 20 foot radius area Reflex DC 15 for half.
 

some more C&C stuff.

Rolling Thunder
The Rolling Thunder is actually a product Post 23 Hours Coreline field jury rigging, when a GDI task force was demonstrating anti Tiberium technology to Stark Tech representatives when they came under attack from a mix of NOD and Gou'ald forces. With the help of the Stark Tech engineers, they took several juggernaughts that had damaged legs, removing the upper section with the weapons and command station, then mounting them onto the hulls of old Mk1 Mammoths. These new vehicles rolled up to the front and made short work of the attacking forces, although they ended up nearly destroying themselves as the mountings weren't designed for three large cannons firing at once.
Not wanting to waste resources, and seeing an opportunity, GDI engineers began removing the upper section of old juggernaughts and placing them on a purpose built lower tank chassis that is based on a modified Mammoth. The tank section has four independent tread pods, which are designed to tilt, which raises the height of the Rolling Thunder, but can also allow it to tilt its front up or down, and improve its offroad capabilities. While the tread pods are tilted, it can still move at near full speed, however moving and firing all three cannons is not as accurate. It can deploy stabilizers before firing while immobile, allowing it to fire all three cannons at once. As the lower hull is based on the mammoth's, a repair system is also installed, although it is not quite as good as the original mammoth's due to the new configuration.
The Rolling Thunder has the juggernaught's command pod for 3 crew members, which includes the commander, gunner and loader. The lower hull has 3 crew members, the driver and two engineers, which one can also function as assistant loader. The Rolling Thunder is seven squares wide, seven squares long, provides full cover for its occupants. Normally it is 18 feet tall, but when fully raised, comes up to 27.5 feet, increasing the normal 2 feet clearance to 11 feet.

Rolling Thunder

Crew: 6
Passengers: 0
Cargo: 200 lbs
Init: -4
Maneuver: -5
Top Speed: 60 (6) / 55 (5) raised
Defense: 6
Hardness: 20
Hit Points: 110
Size: Gargantuan (-2)
Purchase DC: 56
Restriction: Mil (+3)
Accessories: 120mm tank cannon x3, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2), tilt treads, stabilizers, APS, Repair System, coordinated fire network.
Notes: Can fire only 1 cannon when moving, +2 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker.
Rough Terrain Design - All penalties for rough terrain are reduced by half

Tilt Treads - The tread pods can rotate, raising up the whole vehicle, or angling the whole frame. Changing orientation can be done as a free action once per round. While raised, or tilted, Drive checks suffer -2. While in any raised potion, firing a cannon suffers -1 to attack rolls. When tilted up without the use of the stabilizers, can increase the range of the weapons, using ballistic arcs, allowing it to fire out to twelve (12) range increments instead of the normal 10.

Stabilizer - While stationary, as a move action, can deploy four stabilizers, which can adjust to any height or orientation of the hull, immobilizing the vehicle, and allows the Rolling Thunder to fire all three cannons at once.

Obstacle Breaker - Due to the size, weight and armour of the Juggernaut, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the Juggernaut, which includes such things as low walls, even small vehicles such as cars. When the vehicle strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 3d6 which ignores 10 points of hardness. The Juggernaut only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the vehicle to none.

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.

Repair System - The Rolling Thunder has a repair system that can repair damage, although it can't replace destroyed systems. The Engineer on board can as part of a Repair check DC 15, engage the Repair system, repairing 2d4 hit points to the vehicle. The system can repair a total of 80 hit points before it is depleted. Replenishing the system has a PDC of 15 for 25 HP.

Coordinated Fire Network - When within 5 miles of other Rolling Thunders, Juggernaughts, or linked to sensors pods or GDI Sonic units within 5 miles (Computer DC 15 to link systems), the Rolling Thunder gains +1 for every 3 units, to a maximum of +5.

Weapons


Name

Damage

Critical

Dam Type

Range Incr

Rate of Fire

Magazine

Controller

120mm Tank Cannon x3

10d12*

20

Ball

225 ft

Single

150 rounds ea

Gunner

Smoke Grenade Launcher (2)

none

-

None

50 ft

Semi

12 grenades

Driver or Commander

120mm Cannons
The cannons can be fired as either a battery (all three granting +3 to attack roll), or as fire-linked (17d12* damage). The loading mechanism that holds a total of 150 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. If the hull is tilted up, increase range to 24 range increments while stabilizers engaged. The laser guided system and firing control system provides a total of +4 to attack rolls while stationary instead of the base +2.
Saturation: The cannons can be used in saturation mode, firing all the cans in sequence to affect a larger area than normal. If loaded ammunition doesn't have an area of effect, affects 10 ft radius area. Special properties (such as ignoring DR/hardness) only affects targets within a 5 ft radius in the center. Ammunition with an area of effect, has the area increased by 75% (rounded down) and increase Reflex save by +3. Uses 3 rounds of ammunition (one from each gun, single attack).
The stats are for a solid round, with specialty rounds as the following:
APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 8d12, ballistic damage. PDC 14 for 5 rounds.
HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds.
M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 5d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds.
M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 5d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.

Upgrades/Options
Advanced Siege Stabilizers
- These are improvements to the stabilizers and the tread tilting system. This allows the vehicle to fire two cannons at once while moving, but suffering -1 to attack rolls, which stacks while raised or tilted. The stabilizers can be deployed/retracted as part of a move action, which skilled drivers have used to help break the vehicle faster, allowing them to move quick stops or even quicker get aways as they can start moving faster.
PDC: 21

Automated Defense Grid - This adds several lighter caliber point defense weapon pods to help protect against infantry, low level aircraft, and missiles or rockets. It fires on two conditions, infantry scale targets (humanoids or targets designated as such, such as power armour, robots of under 8 ft height, but larger than 3 ft), or against low flying aircraft, within 100 ft of the equipped vehicle; or against missiles, rockets and rocket propelled grenades targeting it, as an attack of opportunity. It can't attack mines. Has a 20% chance to destroy missiles, rockets and RPGs targeting it, negating the damage of destroyed ordinance. Against infantry scale targets, or aircraft, within 100 ft of the vehicle, makes an attack of opportunity making a 1d20 roll plus any targeting bonuses from targeting systems. If the roll equals or exceeds the target's Defense, deals 2d12 ballistic damage to the target. Can make 2 attacks of opportunities.
PDC: 27
Res: Military +3

Tungsten Penetrator Shells - A new ammunition type that can be used. They are a type of anti-armour rounds, ignoring 30 points of hardness, dealing 7d12 ballistic, but critical modifier is now x3. PDC 15 for 5 rounds.


Tiberium Shield Generator
Using technology that was pioneered by GDI and leads to the develop of the Tiberium Control Network, several mega corporations obtained lower levels of the technology to allow construction of structures that generate an anti-Tiberium field to protect arcologies and industrial centers from Tiberium encroachment. While they protect against Tiberium expansion around them, they are only effective on the edges of Green zones, or in groups around the outer edges of Yellow zones, and can not protect against Level 2 or 3 Tiberium ion storms. The buildings are semi modular, allowing them to be easily constructed or disassembled if have to move locations. The field around the building affects a 2 mile radius area, preventing growth of new Tiberium crystals, although it doesn't remove current growths, and can hold back Level 1 Tiberium ion storms. One complaint about the shields is they emit a constant crystaline type of hum. While not particularly loud, it can make sleeping difficult for some without sound dampening.
The Tiberium Shield Generator are modular buildings 50 ft wide, 60 ft long, 20 ft tall with a large emitter dish on the roof, with 50 hit points, hardness 15, immune to EMPs, occupants are protected against Tiberium exposure and radiation, until the building has only 15 hit points left. A standard crew for a Tiberium Shield Generator is 10 with enough supplies for 2 months of operation. These buildings are typically connected to power grids, but have their own power generators that will allow powering of the shield for 5 days before fuel and batteries drain. Has sensors equivalent to a Mech III, with double the range. Setting up the building takes 5 hours with the proper equipment and crew of 30, and 4 hours to disassemble.
Tiberium Shield generator affect a 2 mile radius area, preventing any Tiberium fields from expanding or starting within the area when the shield is active. However it does not break down any Tiberium still there. All within the area gain +8 to Fort saves against Tiberium radiation and poisoning if they are not wearing any protective clothing or gear. The crew, upon detecting an Ion storm, can make a Computer Use check to prevent a the storm from affecting the area in its control, DC 19 Level 1. Checks must be made every hour of the storm. Storms moving towards the area of effect, are stopped at the edge of the field, however the winds at the edges are doubled, increasing Pilot check DCs by +5 within 100 feet of the edge.
PDC: 38
Res: Res +2


HazMat Engineer
A civilian engineer in sealed HazMat gear designed to neutralize Tiberium contamination. Independent cleanup crews sell their services to settlements abandoned by GDI, often bribed by Nod to “look the other way.”

Type: Humanoid (typically human)
Size: Medium
CR: 3
Hit Points: 3d8+6, 22 hp
Mas: 14
Init: +1
Speed: 20 ft
Defense: 14 (Light Armour +3, Dex +1)
BAB/Grp: +1 / +1
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: improvised weapon +1 melee (1d4 bludgeoning)
Special Attacks:
Special Qualities: Radiation Resistance, Tiberium Immunity, Decontaminate, Repair Structures
Allegiances:
Saves: Fort +5, Reflex +2, Will +4
Reputation: 1
Abilities: Str 10, Dex 12, Con 14, Int 16, Wis 13, Cha 10
Skills: Craft (chemical) +10, Craft (structural) +8, Disable Device +8, Knowledge (technology) +9, Repair +10, Search +6,
Feats: Builder, Gearhead
Possessions: Contamination Armour (functions like light armour, immune to Tiberium effects), engineer's repair kit, backpack with repair supplies, Tiberium Neutralization Equipment, personal items

Radiation Resistance
The Hazmat Engineer has received a number of inoculations and treatments that make them resistant to radiation, granting them an additional +2 to Fort saves against radiation, and +3 against Tiberium radiation.

Tiberium Immunity
As long as the Hazmat engineer is wearing their armour, and is above 5 hit points, they are immune to Tiberium radiation and poison.

Decontaminate
The engineer, with their Tiberium Neutralization Equipment can remove Tiberium crystals, flora, Blossom Trees, and the radiation, in a 10 ft by 10 ft area per 30 minutes of work.

Repair Structures
The Hazmat Engineer, using their equipment and gear, can repair buildings, with a successful Repair check, at a rate of 1d6 per minute of work. If the engineer beats the check by 5 or more, repairs additional +1 hp for every 5 points beats the DC.



Black Market Tiberium Refinery
These Tiberium refineries are abandoned and taken over, or illegally built, but corporations, black market based companies, and sometimes NOD cells, which anyone who knows of them, can bring tiberium to to be refined and paid. Many that are built from scratch are designed to look like other buildings to keep from being found by GDI or NOD forces. Many Tiberium Prospectors use these facilities to convert their harvested Tiberium into money.
These refineries, for the ones that are not captures/rebuilt abandoned generation 1 refineries, are built to look like other industrial buildings, but contain all the same equipment as a Gen 1 Tiberium Refinery. These refineries can hold 75-100 tons of raw Tiberium and 150-200 tons of refined components ready for transport to be sold for profit. Takes 10 minutes to unload 1 ton of Tiberium from a harvester or other vehicle, and refining at a rate of 1 ton per 7 hours, yielding 750 lbs of materials (equates to roughly a PDC equivalent of 23).
Refinery is roughly 300 ft by 300 ft, 75 ft tall, with 180 hit points, hardness 20. Requires a crew of 35, has full NBC protection for occupants. If destroyed, deals 5d6 points of fire and energy damage to a 500 ft radius area, Reflex save DC 21 only for those in the outer 50 ft for half, that is heavily radioactive, plus 3d6 per ton of raw Tiberium in the silos. Can only process crystal type Tiberium, with a 50% chance one found that can process any other type of Tiberium. Sensors trying to locate these hidden refineries suffer -5 as these buildings will have extra shielding and extra components to make them appear as they are some other industrial type of building.
Unfortunately, these buildings do have some leakage, or could be a feature for some, where a Tiberium Crystal field will grow at a rate of 1 foot square every 24 hours, unless harvested.
Many of these facilities have an ability to overclock the processors, which increase the amount of Tiberium processed by 20% per day, but there is a 5% +1% per day of overclocking of exploding, dealing 10d6 fire and energy damage to a 500 ft radius, Reflex save DC 21 only for those in the outer 50 ft of the radius for half, that is heavily radioactive, plus an extra 3d6 per ton of raw and refined Tiberium in the silos.
PDC 41, Illegal +4


Mutant Tiberium Cultivator
These tiberium mutated people have survived tiberium exposure, with various crystal growths and skin taking on crystalline features, green veins. They live within Tiberium fields having learned they have the ability to mildly guiding Tiberium growth, which they can use to create defenses and hiding spots, or for improved harvesting yields.

Type: Humanoid, Tiberium Mutant
Size: Medium
CR: 4
Hit Points: 4d10+16, 38 hp
Mas: 18
Init: +2
Speed: 30 ft
Defense: 16 (+4 natural, +2 Dex)
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: Tiberium Slash +7 melee (1d8+4 piercing plus injury Tiberium poisoning)
Special Attacks:
Special Qualities: Cultivate Field, Tiberium Immunity, Symbiotic Healing, Mutant Physiology,
Allegiances:
Saves: Fort +6, Reflex + 4, Will +5
Reputation: 1
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills: Craft (structure) +4, Knowledge (earth sciences) +6, Hide +4, Listen +4, Search +4, Spot +4, Survival +8
Feats: Power Attack
Possessions: personal items, various tools, tiberium crystals worth 20 PDC.
Advancement:

Cultivate Field
Tiberium Cultivators can increase the growth of Tiberium field by 5 square feet per hour. They can also shape crystals to a point, or make large crystals grow 6 inches per hour. The shaping, using Craft or Performance (carving?) can allow the Tiberium Cultivator to create pillars and arches over time, domes made from multiple crystals that grow together to form housing. Or can create barricades with crystal spikes jutting out. The DC for creating similar structures out of Tiberium has the DC increased by +2 and time is reduced by half if there is sufficient crystals in the area.

Tiberium Immunity
The Tiberium Cultivator is immune to the effects of tiberium poisoning and radiation.

Symbiotic Healing
The Tiberium Cultivator, while within a Tiberium field, or at least within 5 feet of at least 30 lbs of Tiberium crystals, will heal 2 HP per round.

Mutant Physiology
Due to the mutating effects of tiberium, the Tiberium Cultivator isn't considered a full member of their original species, they also take on the type Tiberium Mutant in addition. Besides the immunity to Tiberium poisoning and radiation, they gain natural armour and weapons. When the Cultivator gains an additional 3 hit die, they can choose one of the following: 1) increased armour +1 Nat armour; 2) Enhanced cultivation (field growth speed reduced by 10%, skill checks when manipulating Tiberium reduced by 1); 3) Tiberium attack (Tiberium based attack deals low level radiation, or can also become ranged at 30 feet, or increase range by 10 feet of ranged feet, or increase ability ignore hardness/DR by +1, or increase damage by 1 die); 4) increase healing within Tiberium field by +1 HP per round; 5) increase speed by +5 ft; 6) gain Fire or Electricity resistance +1.
 

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