Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 6905979" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">Nod Buggy</span></p><p> </p><p><span style="font-family: 'Calibri'">When Kane appearedon Coreline and discovered there was no NOD, he began gathering resources andbuilding forces. Some of those included some of the older units from the FirstTiberium War due to them being cheap and easy to build until he had more resourcesfor the more advanced units. Most of the older style vehicles were quicklyreplaced as more advanced units were made, some sold on the black market formore resources or technology. Some were retained to use as test beds for newtechnologies researched, stolen or acquired from other means. </span></p><p> </p><p><span style="font-family: 'Calibri'">One of the olddesigns is the original NOD Buggy, and open rollcage cabin made of durasteeltubing, with run-flat tires, powerful turbocharged engine all combine to createa light weight, maneuverable and fast all terrain workhorse, used for recon,scouting, harassment missions and hauling cargo as its powerful engine hasenough torque to pull heavy loads. The lack of armour and open frame does makethe driver and passengers vulnerable to attacks and the elements, but thevehicle itself suffers less damage as weapons fire has a greater chance ofpassing through the frame instead. The buggy is usually armed with a machinegun or grenade launcher, two squares wide, two squares long, providesone-quarter cover to the occupants. Due to the open frame, takes a free actionto enter or exit the Buggy. Carries enough fuel for 7 hours of driving.</span></p><p> </p><p><span style="font-family: 'Calibri'">NOD Buggy</span></p><p><span style="color: black"><span style="font-family: 'arial'">Crew: 2(driver and gunner)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Passengers: 1</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Cargo: 500 lbs, tow 5 tons</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Init: +0</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Maneuver: +4</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Top Speed: 275 (28)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Defense: 9</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hardness: 6</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hit Points: 32</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Size: L</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Purchase DC: 21</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Restriction: None</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Accessories: Military Radio, trailer hitch, run-flat tires, weapon mount(usually machine gun or grenade launcher with up to 400 bullets or 100grenades)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Notes: Half penalties for rough terrain, Open Frame, High Torque Engine</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Open Frame</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">The openframe of the Buggy makes striking the vehicle itself a bit difficult as weaponsfire has a chance to pass through. All attacks against the Buggy have a 20%miss chance as the rounds or discharge passes through the frame. Area attacksdeal half damage, while saved Reflex rolls for half deal only one-quarterdamage. However, due to the open frame, any attacks that would have hit butmissed due to the 20% miss chance have a 20% chance of striking the crew andpassengers, but deals only half damage.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">High TorqueEngine</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Due to thedesign of the engine, even while pulling a full 5 tons, the NOD Buggy onlyreduces speed by 10% (max speed while pulling 5 tons is 250 (25)).</span></span></p><p> </p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">TiberianUpgrade Buggy</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Kane beganproducing even more Tiberian based technology just before his attack in 6 P.V.,and tested some of the technology on older designs used for test bed purposes.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">TiberiumEngine Buggy</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">This NODBuggy has an engine enhanced to use Tiberium gas as an additive. The frame isalso made of a non-metallic material, while not improving its overall hardness,it does make it immune to corrosive materials, including Tiberium gas. Theengine overall has a minor enhancement in speed and can pull more weight, up to7 tons, but its main benefit is a short major boost in speed, like anafterburner. Also the driver can cause the exhaust to release a cloud ofTiberium gas which is quite toxic to humans and corrosive to metals, however itdoesn't protect the crew or passengers, who usually wear some kind ofenvironmental armour that is also immune to corrosive attacks. The weapon mountstill carries a machine gun or grenade launcher type weapon, but these areusually a Tiberium enhanced weapon, or any other infantry level weapon. Thebuggy has enough fuel for 8 hours of driving.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Make thefollowing changes to the NOD Buggy:</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Cargo: Cantow 7 tons, without losing any speed with full load.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Top Speed:280 (28)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">PurchaseDC: 25</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Accessories:Add non-metallic construction</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Notes: Immune to acid/corrosive attacks, does not trigger magnetic triggermines, Speed Boost, Tiberium Cloud.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Speed Boost</span></span></p><p><span style="font-family: 'Calibri'">When activated, afree action, the vehicle gains a +60 square boost in speed for up to 5 rounds,but can be deactivated at any time before then, however the driver suffers a -5to Drive checks. Rams made will gain 1 bonus die to damage. When active, the enginecompartment and exhaust emit a green glow, which will light up a 30 foot arealike a lantern, which will negate any attempts to hide the Buggy at night. Thiscan be used any amount of times as long as the Buggy has fuel.</span></p><p> </p><p><span style="font-family: 'Calibri'">Tiberium Cloud</span></p><p><span style="font-family: 'Calibri'">At any time as astandard action, the driver, or gunner, can cause the exhaust to emit a cloudof green Tiberium gas. The cloud fills a 20 foot wide, 20 ft high, 30 foot longarea when activated, and lingers for 1d4+1 minutes and requires a strong wind (40mph or greater) to start to dissipate. Those in the cloud can not see more than5 feet in front of them, obscuring all vision, including darkvision and thermalvision, giving everything concealment within 5 ft (20% miss chance) and thosefarther total concealment (50% miss chance), those in the cloud have totalconcealment from those outside the cloud. Those in the cloud wearing, carryingor vehicles made of metal suffer 2d6 points of acid damage every round. Peoplewithout environmentally sealed/NBC armour or vehicles must make a Fort save DC20 or suffer 1d4 Constitution damage. Those that save suffer 2d4 points of hitpoint damage. The save must be made once very minute within the cloud. Thosewho fail the Fort save more than twice within a week of each other have a 50%+10% per failed Fort save above 2 within 1 week of developing permanent healthproblems which will cause 1d4 points of permanent Constitution damage, and anytime the victim would make a save against Exhaustion, Fatigue or Massive Damagesuffers -4 to the save and Fatigue and Exhaustion last twice as long, requiringdouble the normal recovery time.</span></p><p><span style="font-family: 'Calibri'">The Tiberium NODBuggy can use this ability 10 times per fuel tank load.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Recon Bike</span></p><p> </p><p><span style="font-family: 'Calibri'">As Kane began tobuild his power base, the old Recon Bikes saw use as quick strike anti-tank andrecon units, as they were originally intended, but were phased out as betterunits were quickly produced as resources were gathered. Most where sold on theblack market with some retained as test beds. After Kane's defeat, andsupposedly death, many cell groups use Recon Bikes as quick strike anti-armourunits as they steal new technologies or disrupt government forces in Kane'smaster plan.</span></p><p> </p><p><span style="font-family: 'Calibri'">The Recon Bike is arear steering bike with a frontal plexiglass-like cockpit, providing the riderwith excellent cover and clear field of vision. The front wheel is fixed tohelp provide stability. Mounted on the rear is a pair of TOW missile launchers.This does limited the Recon Bike's combat endurance as once the payload isexhausted, it must beat a hasty retreat, but with its small size andmaneuverability, a group can lay in hiding to ambush armoured columns and causemassive damage and chaos. The Recon Bike is 1 square wide and 2 squares long,provides three-quarters cover to the rider.</span></p><p> </p><p><span style="font-family: 'Calibri'">NOD Recon Bike</span></p><p><span style="color: black"><span style="font-family: 'arial'">Crew:1</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Passengers: 0</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Cargo: 30 lbs</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Init: +0</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Maneuver: +4</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Top Speed: 300 (30)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Defense: 10</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hardness: 6</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hit Points: 28</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Size: M</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Purchase DC: 26</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Restriction: None</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Accessories: Military Radio, run-flat tires, weapon mount 4 tube TOW Launcher,off-road design, targeting system.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Notes: Half penalties for rough terrain.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Weapons</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">TOW Launcher</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">The ReconBike usually carries either Javelins or Milan missiles in a 4-tube launchersystem on the back behind and on either side of the driver. The built intargeting system allows the driver to fire the missiles without having todismount. While stationary the system grants +2 to attack rolls with the TOWmissiles. </span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">UpgradedRecon Bikes</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Latermodels had the TOW launchers replaced with mini-rocket or missile launchers toincrease payload, even with a decrease in damage per missile and range, but themultiple rockets/missiles allowed for greater loiter times and more flexible intypes of targets engaged.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Stealth Tank mk1</span></p><p> </p><p><span style="font-family: 'Calibri'">The original StealthTank at the time of its creation was a marvel of technology, with its LazarusShield rendering it nearly invisible visually and to some other forms ofsensors. The tank itself used a frame loosely based on light IFVs but insteadof two tracks or multiple wheels it has four wheels in independent armouredstruts, each capable of turning independently, giving it incrediblemaneuverability for its size. Mounted on the back are two TOW missile launcherswith multiple tubes. </span></p><p><span style="font-family: 'Calibri'">The inside of thetank is filled with the Lazarus Shield generator, which distorts the air aroundit, making it virtually invisible to visual sensors. While a marvel oftechnology the Lazarus Shield does have some weaknesses, such as unable tofunction when weapons are fired; and up close the invisibility field appears asa form of air distortion, similar to heat waves. Also the field doesn't stopmotion detectors or thermal sensors, but does distort thermal signatures, whichcan be used to advantage in the right environments. The hull angled and coatedin radar reflective/absorbing material. The Stealth Tank mk1 is two squareswide, three squares long, and provides full cover to its occupants. There is ahatch at the rear for the crew to enter/exit by.</span></p><p> </p><p><span style="font-family: 'Calibri'">NOD Stealth Tank mk1</span></p><p><span style="color: black"><span style="font-family: 'arial'">Crew:3</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Passengers: 0</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Cargo: 250lbs</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Init: -1</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Maneuver:-1</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Top Speed:120 (12)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Defense: 8</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hardness:12</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hit Points:50</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Size:Gargantuan</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">PurchaseDC: 43</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Restriction: Military(+3)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Accessories:Military radio, NBC cabin, 8 hour life support, off-road design, encryptedburst transmitter/radio scrambler, HUD, darkvision 200 ft, thermo vision 200ft, hazardous chemical and radiation sensors and GPS, Lazarus Shield, sensordeflecting shape, TOW missile launchers, targeting system.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Notes:Mounted weapons don't suffer penalties for the vehicle moving, half penaltiesfor rough terrain, +4 Fort saves vs Chemical/Poison/Radiation, Sensors +4 DC,+2 attack roll when immobile.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="font-family: 'Calibri'">TOW Launchers</span></p><p><span style="font-family: 'Calibri'">The Stealth Tank mk1has two TOW missile launchers, each with four tubes, with a single reload foreach tube for a total of 8 missiles. Usually loaded with Javelin, for bothground and air targets, or MILANs. Other TOW style missiles can be substituted.</span></p><p> </p><p><span style="font-family: 'Calibri'">Lazarus Shield</span></p><p><span style="font-family: 'Calibri'">This opticalcloaking field renders the Stealth Tank mk1 invisible to all visual sensors,granting a +40 to Hide when immobile, or +20 while moving. Even if detected,the Lazarus Shield still prevents the tank's exact position from being know,granting a 50% miss chance to all attacks. However those within 20 feet of thetank can see the distortion field a bit better and only have a 25% miss chance,if they notice the distortion field or the tank's presence. The Lazarus fieldcan be activated and deactivated as a free action before and after an attack,as the field can not function while the weapons fire. The field can bemaintained for a total of 6 hours before it needs a 1 hour cool down time. The6 hours can be broken up, such as when weapons fire. If inactive for more than1 hour between activations before the 6 hours are up, the 6 hours are reset.</span></p><p><span style="font-family: 'Calibri'">If the Stealth Tankmk1 suffers more than 50% damage, the Lazarus Shield will not activate untilrepaired.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">NOD Attack Buggy</span></p><p> </p><p><span style="font-family: 'Calibri'">The Attack Buggyreplaces the old open frame NOD Buggy, with upgrades including having armour,although still open topped, about the same speed although it has an upgradedengine, it is weighed down by the light armour and built in twin machine gunsemi turret mounted behind the driver. The Attack Buggy is built for combat andfills the roll of recon, anti-infantry and quick strike against light targets,and lacks the trailer hitch and passenger capacity. The buggy is two squareswide, two squares long, provides one-half cover to the occupant. Carries enoughfuel for 9 hours of driving.</span></p><p> </p><p><span style="font-family: 'Calibri'">NOD Attack Buggy</span></p><p><span style="color: black"><span style="font-family: 'arial'">Crew:1</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Passengers: 0</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Cargo: 50 lbs</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Init: +0</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Maneuver: +4</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Top Speed: 275 (28)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Defense: 9</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hardness: 8</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hit Points: 38</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Size: L</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Purchase DC: 24</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Restriction: None</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Accessories: Military Radio, run-flat tires, weapon mount twin thunder machineguns, off road design, targeting system</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Notes: Half penalties for rough terrain, semi turret for machine gun allows toattack any target within front half arc (front, left and right), penalties toattack with mounted weapons while moving reduced by half.</span></span></p><p> </p><p>[TABLE="width: 1"]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Weapon</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Damage</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Crit</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Damage Type</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Range Incr</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Rate of Fire</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Magazine</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Linked Twin Thunder machine gun</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">3d10</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">20</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">ball</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">100 ft</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">A</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Linked 1400 rds</span></p><p> [/TD]</p><p> [/TR]</p><p>[/TABLE]</p><p></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">TiberianUpgrade Attack Buggy</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Kane beganproducing even more Tiberium based technology just before his attack in 6 P.V.,and tested some of the technology on older designs used for test bed purposes.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">The AttackBuggy can have one of two upgrade packages:</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">TiberiumSpeed Upgrade</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Thisupgrade is similar to the original NOD Buggy engine upgrade, increasing theAttack Buggy's speed, made with non-metallic material that is immune tocorrosive attacks, and releases a cloud of Tiberium gas. The crew will need environmental protection from theAttack buggy's own gas attack still.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Make thefollowing changes to the NOD Attack Buggy:</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Top Speed:290 (29)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">PurchaseDC: 25</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Accessories:Add non-metallic construction</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Notes: Immune to acid/corrosive attacks, does not trigger magnetic triggermines, Speed Boost, Tiberium Cloud.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Speed Boost</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">A slightlyupgraded version from the Nod Buggy's version with improvements in technology,fuel and Tiberium refinement.</span></span></p><p><span style="font-family: 'Calibri'">When activated, afree action, the vehicle gains a +70 square boost in speed for up to 5 rounds,but can be deactivated at any time before then, however the driver suffers a -4to Drive checks. Rams made will gain 1 bonus die to damage. When active, the enginecompartment and exhaust emit a green glow, which will light up a 30 foot arealike a lantern, which will negate any attempts to hide the Attack Buggy atnight. This can be used any amount of times as long as the Buggy has fuel.</span></p><p> </p><p><span style="font-family: 'Calibri'">Tiberium Cloud</span></p><p><span style="font-family: 'Calibri'">At any time as astandard action, the driver, or gunner, can cause the exhaust to emit a cloudof green Tiberium gas. The cloud fills a 20 foot wide, 20 ft high, 30 foot longarea when activated, and lingers for 1d4+1 minutes and requires a strong wind (40mph or greater) to start to dissipate. Those in the cloud can not see more than5 feet in front of them, obscuring all vision, including darkvision and thermalvision, giving everything concealment within 5 ft (20% miss chance) and thosefarther total concealment (50% miss chance), those in the cloud have totalconcealment from those outside the cloud. Those in the cloud wearing, carryingor vehicles made of metal suffer 2d6 points of acid damage every round. Peoplewithout environmentally sealed/NBC armour or vehicles must make a Fort save DC20 or suffer 1d4 Constitution damage. Those that save suffer 2d4 points of hitpoint damage. The save must be made once very minute within the cloud. Thosewho fail the Fort save more than twice within a week of each other have a 50%+10% per failed Fort save above 2 within 1 week of developing permanent healthproblems which will cause 1d4 points of permanent Constitution damage, and anytime the victim would make a save against Exhaustion, Fatigue or Massive Damagesuffers -4 to the save and Fatigue and Exhaustion last twice as long, requiringdouble the normal recovery time.</span></p><p><span style="font-family: 'Calibri'">The Tiberium NODAttack Buggy can use this ability 12 times per fuel tank load.</span></p><p> </p><p><span style="font-family: 'Calibri'">Tiberium AttackUpgrade</span></p><p><span style="font-family: 'Calibri'">This packageincreases Attack Buggy's offensive and defensive capabilities. Although it usessimilar non-metallic construction as the Tiberium Speed upgrade, it is heavier.A rotating set of blades are mounted on the front for ramming attacks, which isespecially useful against infantry, the Twin Thunder machineguns are replacedwith twin .50 cal/12.7mm machineguns. The last upgrade is the Tiberium Infuser,a device that can enhance its weapons, or repair the Attack Buggy while in aTiberium field or gas area. However the driver is not protected from theeffects of Tiberium.</span></p><p> </p><p><span style="font-family: 'Calibri'">Make the followingchanges to the Attack Buggy:</span></p><p><span style="font-family: 'Calibri'">Reduce Top speed to250 (25);</span></p><p><span style="font-family: 'Calibri'">ReduceManeuverability to +2;</span></p><p><span style="font-family: 'Calibri'">Increase Hardness to10;</span></p><p><span style="font-family: 'Calibri'">Accessories: Addnon-metallic construction, Blade Ram, replace Twin Thunder Machineguns withtwin linked 12.7mm machineguns, Tiberium Infuser.</span></p><p><span style="font-family: 'Calibri'">Notes: Immune toacid/corrosive attacks, does not trigger magnetic mines.</span></p><p> </p><p><span style="font-family: 'Calibri'">Twin Linked 12.7mmMachine guns increases damage to 3d12, crit 20, Ballistic damage, rangeincrement 120 ft, S/A, 1200 rds linked.</span></p><p> </p><p><span style="font-family: 'Calibri'">Blade Ram</span></p><p><span style="font-family: 'Calibri'">Mounted on thefront, between the front wheels is a set of rotating blades, designed to shredinfantry. Make a ram attack as normal (see d20 Modern pg 160), however damageis slashing, and against infantry, the Attack Buggy doesn't lose any speed,take any damage or loses control after striking infantry.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Tiberium Infuser</span></p><p><span style="font-family: 'Calibri'">While the AttackBuggy is within the area of a Tiberium Gas attack (such as the Tiberium Cloudfrom Nod Buggy or Attack Buggy with Tiberium engine upgrades) or a Tiberiumfield, the Infuser absorbs Tiberium and feeds it to either the weapons or thearmour of the Attack Buggy.</span></p><p><span style="font-family: 'Calibri'">Each round theAttack Buggy is in a Tiberium area, the driver must select one of the followingto enhancements. It can be changed at the start of each of the driver's round:</span></p><p><span style="font-family: 'Calibri'">Weapon Enhancement -The weapons are enhanced by Tiberium, dealing +2 damage / die (both the BladeRam and the twin linked 12.7mm machineguns) for the next attack, which must bemade that round or the next round. A target damaged by the a Tiberium infusedattack must also make a Fort save DC 15 or suffer 1 point of Constitutiondamage, while those that save suffer only an additional 1d4 points of damagedue to damage from bits of Tiberium in the wound from the attack.</span></p><p><span style="font-family: 'Calibri'">Repair - The Infuseruses the Tiberium to repair damage to the Attack Buggy, repairing 1d4 HitPoints.</span></p><p><span style="font-family: 'Calibri'">Armour Enhancement -The Infuser strengthens the armour and structure of the Attack Buggy, grantingit +2 Defense and +5 Hardness until the start of the driver's next turn.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Attack Cycle</span></p><p> </p><p><span style="font-family: 'Calibri'">The Attack Cycle isthe next generation Recon Bike, featuring better rocket launchers, usingmini-rockets, a fully enclosed canopy that covers the rider in a proneposition. Mounted on the rear is a pair of mini rocket launchers designed toattack both ground and air targets. The Attack Cycle still fills the recon andquick strike roles, with speed comparable to the old Recon Bike, but mountsslightly better armour and a larger rocket payload, even if each rocket dealslower damage. The launchers are designed that they can fire individually or asa pair for higher damage. The AttackCycle is 1 square wide and 2 squares long, provides complete cover to therider.</span></p><p> </p><p><span style="font-family: 'Calibri'">NOD Attack Cycle</span></p><p><span style="color: black"><span style="font-family: 'arial'">Crew:1</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Passengers: 0</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Cargo: 20 lbs</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Init: +0</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Maneuver: +5</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Top Speed: 300 (30)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Defense: 10</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hardness: 6</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hit Points: 32</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Size: M</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Purchase DC: 28</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Restriction: None</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Accessories: Military Radio, run-flat tires, weapon mount x2 mini-rocketlaunchers, off-road design, targeting system.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Notes: Half penalties for rough terrain, reduce penalties to attack rolls whilemoving by half against ground targets, when immobile +2 to strike air targets.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Weapons</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p>[TABLE="width: 1"]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Weapon</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Damage</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Crit</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Damage Type</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Range Incr</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Rate of Fire</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Magazine</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Mini Rocket Launcher (2)</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">varies</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">20</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">varies</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">150 ft</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">S</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">12 ea</span></p><p> [/TD]</p><p> [/TR]</p><p>[/TABLE]</p><p></p><p> </p><p><span style="font-family: 'Calibri'">Mini-RocketLaunchers</span></p><p><span style="font-family: 'Calibri'">The Attack Cycle hastwo mini rocket launchers configured to use virtually any available minirocket, and able to attack both air and ground targets.</span></p><p><span style="font-family: 'Calibri'">Common rocketsinclude:</span></p><p>[TABLE="width: 1"]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Type</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Damage</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Radius</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Reflex DC</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Dam Type</span></p><p> [/TD]</p><p> [TD] </p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">LAW</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">10d6</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">10 ft</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">18</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Fire</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Ignore DR/Hard 10</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Explosive</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">6d6</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">20 ft</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">19</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Fire</span></p><p> [/TD]</p><p> [TD] </p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Fragment</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">6d6</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">20 ft</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">19</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Slashing</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Crit 19-20x2</span></p><p> [/TD]</p><p> [/TR]</p><p>[/TABLE]</p><p></p><p><span style="font-family: 'Calibri'">Two rockets can befired at the same target at the same time, increase damage by 50%, radius by50%, Reflex saves by +2.</span></p><p> </p><p> </p><p><span style="font-family: 'Calibri'">Tiberium EnhancedAttack Cycle</span></p><p> </p><p><span style="font-family: 'Calibri'">Experimenting withvarious new technologies and Tiberium, the Attack Cycle was another oldervehicle used to test new systems. Included in the upgrades is a Flicker Fieldand Tiberium Caltrops. The flicker field is a low level form of the LazarusShield, based loosely on Distortion Fields, but not only does it fade in andout of vision, it also partly becomes intangible. This allows the Attack Cycleto evade incoming fire even better as strikes might just pass right through it.The caltrops are similar to regular caltrops, meant to damage tires of pursuingvehicles or infantry by puncturing tires and feet, but they also contain piecesof Tiberium Vinifera, or Blue Tiberium. This variant of Tiberium is quitecombustible and unstable, making the caltrops even more dangerous as theyexplode. The mini rocket launchers may also include any Tiberium enhancedwarheads instead of conventional mini rockets.</span></p><p> </p><p><span style="font-family: 'Calibri'">Make the followingchanges to the Attack Cycle:</span></p><p><span style="font-family: 'Calibri'">Change Maneuver to+4</span></p><p><span style="font-family: 'Calibri'">Change Hit Points to32</span></p><p><span style="font-family: 'Calibri'">Add Flicker Field</span></p><p><span style="font-family: 'Calibri'">Add Tiberium Caltrops</span></p><p><span style="font-family: 'Calibri'">Add Self RepairSystem</span></p><p><span style="font-family: 'Calibri'">PDC 29</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Flicker Field</span></p><p><span style="font-family: 'Calibri'">The flicker field isa low level Lazarus Shield combined with a Distortion field enhanced withTiberium. Instead of rendering the Attack Cycle completely invisible, it blursthe cycle's outline and leaves a bit of an after image, as well as makes theimage fade in and out at random intervals. It also randomly makes the cycleintangible at random intervals, allowing matter and energy pass through it. TheAttack Cycle has a 25% miss chance to any weapons fired against it, and anyarea attacks. It also has a 50% chance of any attacks that manage to bypass themiss chance of passing through it as it becomes intangible. It takes a standardaction to active the Flicker Field, and can remain active for a total of 1 hour before requiring a 1 hourcool down, but it can be turned on and off any number of times as long as thetotal time adds up to an hour. While the field is up, the Attack Cycle can notfire any weapons as the weapons have a great chance of being intangible and notdoing any damage when they strike a target.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Tiberium Caltrops</span></p><p><span style="font-family: 'Calibri'">These are four, orsometimes more, spikes made of iron and bits of Tiberium Vinifera (BlueTiberium) that are released from a container on the back of the Attack Cyclethat cover an area 10 feet wide, 20 feet long. Used to slow and damage vehiclesand infantry following the Attack Cycle, or to create an obstacle. Creaturesmoving more than half their speed, or each round spent fighting in the areafilled with Tiberium Caltrops, the caltrops make a touch attack (+0 base attackbonus), dealing 1d4+2 damage (half slashing, half fire) on a successful hit,and the injury reduces foot speed by half (a successful Treat Injury DC 18 orone day's rest remove this penalty). Charging or running creatures mustimmediately stop if it steps on a caltrop. The creature must also make a Reflexsave DC 15 or fall prone, where another caltrop can make an attack. </span></p><p><span style="font-family: 'Calibri'">Vehicles movingthrough the area must make a Drive check DC 15 to avoid the caltop obstacle. Ona failed save, the vehicle is attacked by 1d4+2 caltrops. </span></p><p><span style="font-family: 'Calibri'">The Attack Cycle hastwo single use Tiberium Caltrop containers. Refills PDC 20 each.</span></p><p> </p><p><span style="font-family: 'Calibri'">Self Repair System</span></p><p><span style="font-family: 'Calibri'">The upgraded AttackCycle has a self repair system that can repair most damage. It can not repairdestroyed components, such as tires, the weapons, etc, only repair if they haveat least 1 HP left. The system can repair 1d4 HP per round to a maximum of 25HP repaired before needed to replenish the system. Refilling the system is PDC15.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Stealth Tank mk2</span></p><p> </p><p><span style="font-family: 'Calibri'">The Stealth Tank mk2is similar to the original Stealth tank with it's four wheels in independentarmoured struts, each capable of turning independently, giving it incrediblemaneuverability for its size. Although the body is similar, but a bit larger, ithas better armour and improved engine and the armoured struts redesigned foreven greater mobility. The top mounted TOW missiles are changed to variablecell missile launchers that can target both air and ground targets. Thevariable cells are designed so that they can be easily set for different typesof missiles or rockets to match the mission or availability, from the TOWs ofthe original, to mini-rocket/missiles or even RPGs with some work. The largerbody of the mk2 allows for two complete reloads of the launchers to be storedand can reload the cells within 30 seconds.</span></p><p><span style="font-family: 'Calibri'">The inside of thetank is filled with the Lazarus Shield generator, which distorts the air aroundit, making it virtually invisible to visual sensors. While a marvel oftechnology the Lazarus Shield does have some weaknesses, such as unable tofunction when weapons are fired; and up close the invisibility field appears asa form of air distortion, similar to heat waves. Also the field doesn't stopmotion detectors or thermal sensors, but does distort thermal signatures, whichcan be used to advantage in the right environments. The hull angled and coatedin radar reflective/absorbing material. The Stealth Tank mk2 is three squareswide, three squares long, and provides full cover to its occupants. There is ahatch at the rear for the crew to enter/exit by.</span></p><p> </p><p><span style="font-family: 'Calibri'">NOD Stealth Tank mk2</span></p><p><span style="color: black"><span style="font-family: 'arial'">Crew:3</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Passengers: 0</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Cargo: 250lbs</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Init: -1</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Maneuver:+0</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Top Speed:160 (16)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Defense: 8</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hardness:14</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hit Points:55</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Size:Gargantuan</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">PurchaseDC: 44</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Restriction: Military(+3)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Accessories:Military radio, NBC cabin, 10 hour life support, off-road design, encryptedburst transmitter/radio scrambler, HUD, darkvision 200 ft, thermo vision 200ft, hazardous chemical and radiation sensors and GPS, Lazarus Shield mk2,sensor deflecting shape, variable cell missile launchers 2, targeting system.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Notes:Mounted weapons don't suffer penalties for the vehicle moving, half penaltiesfor rough terrain, +4 Fort saves vs Chemical/Poison/Radiation, Sensors +4 DC,+3 attack roll when immobile.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="font-family: 'Calibri'">2 Variable CellLaunchers</span></p><p><span style="font-family: 'Calibri'">These missilelaunchers are able to fit nearly any missile that can be launched from theground, including TOW Javelin, Milan and similar missiles, mini-rocket andmini-missiles and even RPGs. Up to 5 TOW style missiles, 8 mini missile/rocketsor 9 RPGs per launcher (10, 16 or 18 respectively for both) ready for use, withtwo more reloads for each launcher inside. Reloading a launcher takes theauto-loading system 30 seconds (2 rounds). Changing the type of missile/rocketloaded in a cell tanks Repair check DC 15 and 5 minutes of work. </span></p><p><span style="font-family: 'Calibri'">Both launchers canbe fired at the same target, increase damage, blast radius by 50% and increaseReflex save by +2.</span></p><p> </p><p><span style="font-family: 'Calibri'">Lazarus Shield mk2</span></p><p><span style="font-family: 'Calibri'">This opticalcloaking field renders the Stealth Tank mk2 invisible to all visual sensors,granting a +40 to Hide when immobile, or +20 while moving. Even if detected,the Lazarus Shield still prevents the tank's exact position from being know,granting a 50% miss chance to all attacks. However those within 10 feet of thetank can see the distortion field a bit better and only have a 25% miss chance,if they notice the distortion field or the tank's presence. The Lazarus fieldcan be activated and deactivated as a free action before and after an attack,as the field can not function while the weapons fire. The field can bemaintained for a total of 7 hours before it needs a 1 hour cool down time. The7 hours can be broken up, such as when weapons fire. If inactive for more than1 hour between activations before the 7 hours are up, the 6 hours are reset.</span></p><p><span style="font-family: 'Calibri'">If the Stealth Tankmk2 suffers more than 75% damage, the Lazarus Shield will not activate untilrepaired.</span></p><p> </p><p><span style="font-family: 'Calibri'">Tiberium EnhancedStealth Tank mk2</span></p><p><span style="font-family: 'Calibri'">The Tiberiumenhanced Stealth Tank mk2 can emit a burst of Tiberium green lightning as well as release TiberiumCaltrops which are harder to detect.</span></p><p> </p><p><span style="font-family: 'Calibri'">Make the followingchanges to the Stealth Tank mk2</span></p><p><span style="font-family: 'Calibri'">Increase Hit Pointsto 58;</span></p><p><span style="font-family: 'Calibri'">Reduce cargo to 100lbs;</span></p><p><span style="font-family: 'Calibri'">PDC 46;</span></p><p><span style="font-family: 'Calibri'">Add TiberiumLightning Field, Tiberium Caltrops, electrical resistance 10.</span></p><p> </p><p><span style="font-family: 'Calibri'">Tiberium LightningField</span></p><p><span style="font-family: 'Calibri'">The Lazarus shieldis modified so that it has an extra feature, when not used to cloak. As astandard action, when not cloaked, the Stealth Tank mk2 can create a 50 fthemisphere of lightning around it, which an be active for up to 1 minute. All,except the Stealth Tank mk2, within the field suffer 3d6 points of electricaldamage. The stealth tank also gains +5 Deflection bonus to Defense from allranged attacks. There is a 50% chance that physical ranged attacks (missiles,grenades, bullets) are destroyed before reaching the stealth tank, and any thatdon't deal fire or other energy damage (deal ballistic, slashing or piercing)have damaged reduced by half before the tank's hardness is applied. </span></p><p><span style="font-family: 'Calibri'">The lightning fieldprovides a large amount of light, lighting up a 100 ft area at night,completely negating any chance of hiding. Also the Lazarus Shield can not beactivated for 1d4 rounds after the Lightning Field is deactivated.</span></p><p> </p><p><span style="font-family: 'Calibri'">Tiberium Caltops</span></p><p><span style="font-family: 'Calibri'">These are four, orsometimes more, spikes made of iron and bits of Tiberium Vinifera (BlueTiberium) that are released from a container on the back of the Stealth Tankthat cover an area 10 feet wide, 20 feet long. Used to slow and damage vehiclesand infantry following the vehicle, or to create an obstacle. Creatures movingmore than half their speed, or each round spent fighting in the area filledwith Tiberium Caltrops, the caltrops make a touch attack (+0 base attackbonus), dealing 1d4+2 damage (half slashing, half fire) on a successful hit,and the injury reduces foot speed by half (a successful Treat Injury DC 18 orone day's rest remove this penalty). Charging or running creatures mustimmediately stop if it steps on a caltrop. The creature must also make a Reflexsave DC 15 or fall prone, where another caltrop can make an attack. </span></p><p><span style="font-family: 'Calibri'">Vehicles movingthrough the area must make a Drive check DC 15 to avoid the caltrop obstacle.On a failed save, the vehicle is attacked by 1d4+2 caltrops. </span></p><p><span style="font-family: 'Calibri'">An interestingeffect discovered is if the caltrops are deployed while the stealth tank iscloaked, the caltrops are also affected by the Lazarus Shield, remainingcloaked for up to an hour, having an effective Hide bonus of +24, making themdifficult to detect. Stealth tank crews will often leave Tiberium Caltrops inareas where expected reinforcements will pass through before springing theirattacks.</span></p><p><span style="font-family: 'Calibri'">The stealth tank mk2carries enough Tiberium Caltrops to be used 5 times. Refills PDC 20 each.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6905979, member: 6668634"] [FONT=Calibri]Nod Buggy[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]When Kane appearedon Coreline and discovered there was no NOD, he began gathering resources andbuilding forces. Some of those included some of the older units from the FirstTiberium War due to them being cheap and easy to build until he had more resourcesfor the more advanced units. Most of the older style vehicles were quicklyreplaced as more advanced units were made, some sold on the black market formore resources or technology. Some were retained to use as test beds for newtechnologies researched, stolen or acquired from other means. [/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]One of the olddesigns is the original NOD Buggy, and open rollcage cabin made of durasteeltubing, with run-flat tires, powerful turbocharged engine all combine to createa light weight, maneuverable and fast all terrain workhorse, used for recon,scouting, harassment missions and hauling cargo as its powerful engine hasenough torque to pull heavy loads. The lack of armour and open frame does makethe driver and passengers vulnerable to attacks and the elements, but thevehicle itself suffers less damage as weapons fire has a greater chance ofpassing through the frame instead. The buggy is usually armed with a machinegun or grenade launcher, two squares wide, two squares long, providesone-quarter cover to the occupants. Due to the open frame, takes a free actionto enter or exit the Buggy. Carries enough fuel for 7 hours of driving.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]NOD Buggy[/FONT] [COLOR=black][FONT=arial]Crew: 2(driver and gunner) Passengers: 1 Cargo: 500 lbs, tow 5 tons Init: +0 Maneuver: +4 Top Speed: 275 (28) Defense: 9 Hardness: 6 Hit Points: 32 Size: L Purchase DC: 21 Restriction: None Accessories: Military Radio, trailer hitch, run-flat tires, weapon mount(usually machine gun or grenade launcher with up to 400 bullets or 100grenades) Notes: Half penalties for rough terrain, Open Frame, High Torque Engine[/FONT][/COLOR] [COLOR=black][FONT=arial] [/FONT][/COLOR] [COLOR=black][FONT=arial]Open Frame[/FONT][/COLOR] [COLOR=black][FONT=arial]The openframe of the Buggy makes striking the vehicle itself a bit difficult as weaponsfire has a chance to pass through. All attacks against the Buggy have a 20%miss chance as the rounds or discharge passes through the frame. Area attacksdeal half damage, while saved Reflex rolls for half deal only one-quarterdamage. However, due to the open frame, any attacks that would have hit butmissed due to the 20% miss chance have a 20% chance of striking the crew andpassengers, but deals only half damage.[/FONT][/COLOR] [COLOR=black][FONT=arial] [/FONT][/COLOR] [COLOR=black][FONT=arial]High TorqueEngine[/FONT][/COLOR] [COLOR=black][FONT=arial]Due to thedesign of the engine, even while pulling a full 5 tons, the NOD Buggy onlyreduces speed by 10% (max speed while pulling 5 tons is 250 (25)).[/FONT][/COLOR] [COLOR=black][FONT=arial] [/FONT][/COLOR] [COLOR=black][FONT=arial] [/FONT][/COLOR] [COLOR=black][FONT=arial]TiberianUpgrade Buggy[/FONT][/COLOR] [COLOR=black][FONT=arial]Kane beganproducing even more Tiberian based technology just before his attack in 6 P.V.,and tested some of the technology on older designs used for test bed purposes.[/FONT][/COLOR] [COLOR=black][FONT=arial] [/FONT][/COLOR] [COLOR=black][FONT=arial]TiberiumEngine Buggy[/FONT][/COLOR] [COLOR=black][FONT=arial]This NODBuggy has an engine enhanced to use Tiberium gas as an additive. The frame isalso made of a non-metallic material, while not improving its overall hardness,it does make it immune to corrosive materials, including Tiberium gas. Theengine overall has a minor enhancement in speed and can pull more weight, up to7 tons, but its main benefit is a short major boost in speed, like anafterburner. Also the driver can cause the exhaust to release a cloud ofTiberium gas which is quite toxic to humans and corrosive to metals, however itdoesn't protect the crew or passengers, who usually wear some kind ofenvironmental armour that is also immune to corrosive attacks. The weapon mountstill carries a machine gun or grenade launcher type weapon, but these areusually a Tiberium enhanced weapon, or any other infantry level weapon. Thebuggy has enough fuel for 8 hours of driving.[/FONT][/COLOR] [COLOR=black][FONT=arial] [/FONT][/COLOR] [COLOR=black][FONT=arial]Make thefollowing changes to the NOD Buggy:[/FONT][/COLOR] [COLOR=black][FONT=arial]Cargo: Cantow 7 tons, without losing any speed with full load.[/FONT][/COLOR] [COLOR=black][FONT=arial]Top Speed:280 (28)[/FONT][/COLOR] [COLOR=black][FONT=arial]PurchaseDC: 25[/FONT][/COLOR] [COLOR=black][FONT=arial]Accessories:Add non-metallic construction Notes: Immune to acid/corrosive attacks, does not trigger magnetic triggermines, Speed Boost, Tiberium Cloud.[/FONT][/COLOR] [COLOR=black][FONT=arial] [/FONT][/COLOR] [COLOR=black][FONT=arial]Speed Boost[/FONT][/COLOR] [FONT=Calibri]When activated, afree action, the vehicle gains a +60 square boost in speed for up to 5 rounds,but can be deactivated at any time before then, however the driver suffers a -5to Drive checks. Rams made will gain 1 bonus die to damage. When active, the enginecompartment and exhaust emit a green glow, which will light up a 30 foot arealike a lantern, which will negate any attempts to hide the Buggy at night. Thiscan be used any amount of times as long as the Buggy has fuel.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Tiberium Cloud[/FONT] [FONT=Calibri]At any time as astandard action, the driver, or gunner, can cause the exhaust to emit a cloudof green Tiberium gas. The cloud fills a 20 foot wide, 20 ft high, 30 foot longarea when activated, and lingers for 1d4+1 minutes and requires a strong wind (40mph or greater) to start to dissipate. Those in the cloud can not see more than5 feet in front of them, obscuring all vision, including darkvision and thermalvision, giving everything concealment within 5 ft (20% miss chance) and thosefarther total concealment (50% miss chance), those in the cloud have totalconcealment from those outside the cloud. Those in the cloud wearing, carryingor vehicles made of metal suffer 2d6 points of acid damage every round. Peoplewithout environmentally sealed/NBC armour or vehicles must make a Fort save DC20 or suffer 1d4 Constitution damage. Those that save suffer 2d4 points of hitpoint damage. The save must be made once very minute within the cloud. Thosewho fail the Fort save more than twice within a week of each other have a 50%+10% per failed Fort save above 2 within 1 week of developing permanent healthproblems which will cause 1d4 points of permanent Constitution damage, and anytime the victim would make a save against Exhaustion, Fatigue or Massive Damagesuffers -4 to the save and Fatigue and Exhaustion last twice as long, requiringdouble the normal recovery time.[/FONT] [FONT=Calibri]The Tiberium NODBuggy can use this ability 10 times per fuel tank load. [/FONT] [HR][/HR] [FONT=Calibri]Recon Bike[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]As Kane began tobuild his power base, the old Recon Bikes saw use as quick strike anti-tank andrecon units, as they were originally intended, but were phased out as betterunits were quickly produced as resources were gathered. Most where sold on theblack market with some retained as test beds. After Kane's defeat, andsupposedly death, many cell groups use Recon Bikes as quick strike anti-armourunits as they steal new technologies or disrupt government forces in Kane'smaster plan.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]The Recon Bike is arear steering bike with a frontal plexiglass-like cockpit, providing the riderwith excellent cover and clear field of vision. The front wheel is fixed tohelp provide stability. Mounted on the rear is a pair of TOW missile launchers.This does limited the Recon Bike's combat endurance as once the payload isexhausted, it must beat a hasty retreat, but with its small size andmaneuverability, a group can lay in hiding to ambush armoured columns and causemassive damage and chaos. The Recon Bike is 1 square wide and 2 squares long,provides three-quarters cover to the rider.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]NOD Recon Bike[/FONT] [COLOR=black][FONT=arial]Crew:1 Passengers: 0 Cargo: 30 lbs Init: +0 Maneuver: +4 Top Speed: 300 (30) Defense: 10 Hardness: 6 Hit Points: 28 Size: M Purchase DC: 26 Restriction: None Accessories: Military Radio, run-flat tires, weapon mount 4 tube TOW Launcher,off-road design, targeting system. Notes: Half penalties for rough terrain.[/FONT][/COLOR] [COLOR=black][FONT=arial] [/FONT][/COLOR] [COLOR=black][FONT=arial]Weapons TOW Launcher[/FONT][/COLOR] [COLOR=black][FONT=arial]The ReconBike usually carries either Javelins or Milan missiles in a 4-tube launchersystem on the back behind and on either side of the driver. The built intargeting system allows the driver to fire the missiles without having todismount. While stationary the system grants +2 to attack rolls with the TOWmissiles. [/FONT][/COLOR] [COLOR=black][FONT=arial] [/FONT][/COLOR] [COLOR=black][FONT=arial]UpgradedRecon Bikes[/FONT][/COLOR] [COLOR=black][FONT=arial] [/FONT][/COLOR] [COLOR=black][FONT=arial]Latermodels had the TOW launchers replaced with mini-rocket or missile launchers toincrease payload, even with a decrease in damage per missile and range, but themultiple rockets/missiles allowed for greater loiter times and more flexible intypes of targets engaged. [/FONT][/COLOR] [HR][/HR] [FONT=Calibri]Stealth Tank mk1[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]The original StealthTank at the time of its creation was a marvel of technology, with its LazarusShield rendering it nearly invisible visually and to some other forms ofsensors. The tank itself used a frame loosely based on light IFVs but insteadof two tracks or multiple wheels it has four wheels in independent armouredstruts, each capable of turning independently, giving it incrediblemaneuverability for its size. Mounted on the back are two TOW missile launcherswith multiple tubes. [/FONT] [FONT=Calibri]The inside of thetank is filled with the Lazarus Shield generator, which distorts the air aroundit, making it virtually invisible to visual sensors. While a marvel oftechnology the Lazarus Shield does have some weaknesses, such as unable tofunction when weapons are fired; and up close the invisibility field appears asa form of air distortion, similar to heat waves. Also the field doesn't stopmotion detectors or thermal sensors, but does distort thermal signatures, whichcan be used to advantage in the right environments. The hull angled and coatedin radar reflective/absorbing material. The Stealth Tank mk1 is two squareswide, three squares long, and provides full cover to its occupants. There is ahatch at the rear for the crew to enter/exit by.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]NOD Stealth Tank mk1[/FONT] [COLOR=black][FONT=arial]Crew:3 Passengers: 0[/FONT][/COLOR] [COLOR=black][FONT=arial]Cargo: 250lbs[/FONT][/COLOR] [COLOR=black][FONT=arial]Init: -1[/FONT][/COLOR] [COLOR=black][FONT=arial]Maneuver:-1[/FONT][/COLOR] [COLOR=black][FONT=arial]Top Speed:120 (12)[/FONT][/COLOR] [COLOR=black][FONT=arial]Defense: 8[/FONT][/COLOR] [COLOR=black][FONT=arial]Hardness:12[/FONT][/COLOR] [COLOR=black][FONT=arial]Hit Points:50[/FONT][/COLOR] [COLOR=black][FONT=arial]Size:Gargantuan[/FONT][/COLOR] [COLOR=black][FONT=arial]PurchaseDC: 43[/FONT][/COLOR] [COLOR=black][FONT=arial]Restriction: Military(+3)[/FONT][/COLOR] [COLOR=black][FONT=arial]Accessories:Military radio, NBC cabin, 8 hour life support, off-road design, encryptedburst transmitter/radio scrambler, HUD, darkvision 200 ft, thermo vision 200ft, hazardous chemical and radiation sensors and GPS, Lazarus Shield, sensordeflecting shape, TOW missile launchers, targeting system.[/FONT][/COLOR] [COLOR=black][FONT=arial]Notes:Mounted weapons don't suffer penalties for the vehicle moving, half penaltiesfor rough terrain, +4 Fort saves vs Chemical/Poison/Radiation, Sensors +4 DC,+2 attack roll when immobile. [/FONT][/COLOR] [FONT=Calibri]TOW Launchers[/FONT] [FONT=Calibri]The Stealth Tank mk1has two TOW missile launchers, each with four tubes, with a single reload foreach tube for a total of 8 missiles. Usually loaded with Javelin, for bothground and air targets, or MILANs. Other TOW style missiles can be substituted.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Lazarus Shield[/FONT] [FONT=Calibri]This opticalcloaking field renders the Stealth Tank mk1 invisible to all visual sensors,granting a +40 to Hide when immobile, or +20 while moving. Even if detected,the Lazarus Shield still prevents the tank's exact position from being know,granting a 50% miss chance to all attacks. However those within 20 feet of thetank can see the distortion field a bit better and only have a 25% miss chance,if they notice the distortion field or the tank's presence. The Lazarus fieldcan be activated and deactivated as a free action before and after an attack,as the field can not function while the weapons fire. The field can bemaintained for a total of 6 hours before it needs a 1 hour cool down time. The6 hours can be broken up, such as when weapons fire. If inactive for more than1 hour between activations before the 6 hours are up, the 6 hours are reset.[/FONT] [FONT=Calibri]If the Stealth Tankmk1 suffers more than 50% damage, the Lazarus Shield will not activate untilrepaired. [/FONT] [HR][/HR] [FONT=Calibri]NOD Attack Buggy[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]The Attack Buggyreplaces the old open frame NOD Buggy, with upgrades including having armour,although still open topped, about the same speed although it has an upgradedengine, it is weighed down by the light armour and built in twin machine gunsemi turret mounted behind the driver. The Attack Buggy is built for combat andfills the roll of recon, anti-infantry and quick strike against light targets,and lacks the trailer hitch and passenger capacity. The buggy is two squareswide, two squares long, provides one-half cover to the occupant. Carries enoughfuel for 9 hours of driving.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]NOD Attack Buggy[/FONT] [COLOR=black][FONT=arial]Crew:1 Passengers: 0 Cargo: 50 lbs Init: +0 Maneuver: +4 Top Speed: 275 (28) Defense: 9 Hardness: 8 Hit Points: 38 Size: L Purchase DC: 24 Restriction: None Accessories: Military Radio, run-flat tires, weapon mount twin thunder machineguns, off road design, targeting system Notes: Half penalties for rough terrain, semi turret for machine gun allows toattack any target within front half arc (front, left and right), penalties toattack with mounted weapons while moving reduced by half.[/FONT][/COLOR] [COLOR=black][FONT=arial] [/FONT][/COLOR] [TABLE="width: 1"] [TR] [TD] [FONT=Calibri]Weapon[/FONT] [/TD] [TD] [FONT=Calibri]Damage[/FONT] [/TD] [TD] [FONT=Calibri]Crit[/FONT] [/TD] [TD] [FONT=Calibri]Damage Type[/FONT] [/TD] [TD] [FONT=Calibri]Range Incr[/FONT] [/TD] [TD] [FONT=Calibri]Rate of Fire[/FONT] [/TD] [TD] [FONT=Calibri]Magazine[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Linked Twin Thunder machine gun[/FONT] [/TD] [TD] [FONT=Calibri]3d10[/FONT] [/TD] [TD] [FONT=Calibri]20[/FONT] [/TD] [TD] [FONT=Calibri]ball[/FONT] [/TD] [TD] [FONT=Calibri]100 ft[/FONT] [/TD] [TD] [FONT=Calibri]A[/FONT] [/TD] [TD] [FONT=Calibri]Linked 1400 rds[/FONT] [/TD] [/TR] [/TABLE] [COLOR=black][FONT=arial] [/FONT][/COLOR] [COLOR=black][FONT=arial]TiberianUpgrade Attack Buggy[/FONT][/COLOR] [COLOR=black][FONT=arial]Kane beganproducing even more Tiberium based technology just before his attack in 6 P.V.,and tested some of the technology on older designs used for test bed purposes.[/FONT][/COLOR] [COLOR=black][FONT=arial]The AttackBuggy can have one of two upgrade packages:[/FONT][/COLOR] [COLOR=black][FONT=arial] [/FONT][/COLOR] [COLOR=black][FONT=arial]TiberiumSpeed Upgrade[/FONT][/COLOR] [COLOR=black][FONT=arial]Thisupgrade is similar to the original NOD Buggy engine upgrade, increasing theAttack Buggy's speed, made with non-metallic material that is immune tocorrosive attacks, and releases a cloud of Tiberium gas. The crew will need environmental protection from theAttack buggy's own gas attack still.[/FONT][/COLOR] [COLOR=black][FONT=arial] [/FONT][/COLOR] [COLOR=black][FONT=arial]Make thefollowing changes to the NOD Attack Buggy:[/FONT][/COLOR] [COLOR=black][FONT=arial]Top Speed:290 (29)[/FONT][/COLOR] [COLOR=black][FONT=arial]PurchaseDC: 25[/FONT][/COLOR] [COLOR=black][FONT=arial]Accessories:Add non-metallic construction Notes: Immune to acid/corrosive attacks, does not trigger magnetic triggermines, Speed Boost, Tiberium Cloud.[/FONT][/COLOR] [COLOR=black][FONT=arial] [/FONT][/COLOR] [COLOR=black][FONT=arial]Speed Boost[/FONT][/COLOR] [COLOR=black][FONT=arial]A slightlyupgraded version from the Nod Buggy's version with improvements in technology,fuel and Tiberium refinement.[/FONT][/COLOR] [FONT=Calibri]When activated, afree action, the vehicle gains a +70 square boost in speed for up to 5 rounds,but can be deactivated at any time before then, however the driver suffers a -4to Drive checks. Rams made will gain 1 bonus die to damage. When active, the enginecompartment and exhaust emit a green glow, which will light up a 30 foot arealike a lantern, which will negate any attempts to hide the Attack Buggy atnight. This can be used any amount of times as long as the Buggy has fuel.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Tiberium Cloud[/FONT] [FONT=Calibri]At any time as astandard action, the driver, or gunner, can cause the exhaust to emit a cloudof green Tiberium gas. The cloud fills a 20 foot wide, 20 ft high, 30 foot longarea when activated, and lingers for 1d4+1 minutes and requires a strong wind (40mph or greater) to start to dissipate. Those in the cloud can not see more than5 feet in front of them, obscuring all vision, including darkvision and thermalvision, giving everything concealment within 5 ft (20% miss chance) and thosefarther total concealment (50% miss chance), those in the cloud have totalconcealment from those outside the cloud. Those in the cloud wearing, carryingor vehicles made of metal suffer 2d6 points of acid damage every round. Peoplewithout environmentally sealed/NBC armour or vehicles must make a Fort save DC20 or suffer 1d4 Constitution damage. Those that save suffer 2d4 points of hitpoint damage. The save must be made once very minute within the cloud. Thosewho fail the Fort save more than twice within a week of each other have a 50%+10% per failed Fort save above 2 within 1 week of developing permanent healthproblems which will cause 1d4 points of permanent Constitution damage, and anytime the victim would make a save against Exhaustion, Fatigue or Massive Damagesuffers -4 to the save and Fatigue and Exhaustion last twice as long, requiringdouble the normal recovery time.[/FONT] [FONT=Calibri]The Tiberium NODAttack Buggy can use this ability 12 times per fuel tank load.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Tiberium AttackUpgrade[/FONT] [FONT=Calibri]This packageincreases Attack Buggy's offensive and defensive capabilities. Although it usessimilar non-metallic construction as the Tiberium Speed upgrade, it is heavier.A rotating set of blades are mounted on the front for ramming attacks, which isespecially useful against infantry, the Twin Thunder machineguns are replacedwith twin .50 cal/12.7mm machineguns. The last upgrade is the Tiberium Infuser,a device that can enhance its weapons, or repair the Attack Buggy while in aTiberium field or gas area. However the driver is not protected from theeffects of Tiberium.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Make the followingchanges to the Attack Buggy:[/FONT] [FONT=Calibri]Reduce Top speed to250 (25);[/FONT] [FONT=Calibri]ReduceManeuverability to +2;[/FONT] [FONT=Calibri]Increase Hardness to10;[/FONT] [FONT=Calibri]Accessories: Addnon-metallic construction, Blade Ram, replace Twin Thunder Machineguns withtwin linked 12.7mm machineguns, Tiberium Infuser.[/FONT] [FONT=Calibri]Notes: Immune toacid/corrosive attacks, does not trigger magnetic mines.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Twin Linked 12.7mmMachine guns increases damage to 3d12, crit 20, Ballistic damage, rangeincrement 120 ft, S/A, 1200 rds linked.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Blade Ram[/FONT] [FONT=Calibri]Mounted on thefront, between the front wheels is a set of rotating blades, designed to shredinfantry. Make a ram attack as normal (see d20 Modern pg 160), however damageis slashing, and against infantry, the Attack Buggy doesn't lose any speed,take any damage or loses control after striking infantry. Tiberium Infuser[/FONT] [FONT=Calibri]While the AttackBuggy is within the area of a Tiberium Gas attack (such as the Tiberium Cloudfrom Nod Buggy or Attack Buggy with Tiberium engine upgrades) or a Tiberiumfield, the Infuser absorbs Tiberium and feeds it to either the weapons or thearmour of the Attack Buggy.[/FONT] [FONT=Calibri]Each round theAttack Buggy is in a Tiberium area, the driver must select one of the followingto enhancements. It can be changed at the start of each of the driver's round:[/FONT] [FONT=Calibri]Weapon Enhancement -The weapons are enhanced by Tiberium, dealing +2 damage / die (both the BladeRam and the twin linked 12.7mm machineguns) for the next attack, which must bemade that round or the next round. A target damaged by the a Tiberium infusedattack must also make a Fort save DC 15 or suffer 1 point of Constitutiondamage, while those that save suffer only an additional 1d4 points of damagedue to damage from bits of Tiberium in the wound from the attack.[/FONT] [FONT=Calibri]Repair - The Infuseruses the Tiberium to repair damage to the Attack Buggy, repairing 1d4 HitPoints.[/FONT] [FONT=Calibri]Armour Enhancement -The Infuser strengthens the armour and structure of the Attack Buggy, grantingit +2 Defense and +5 Hardness until the start of the driver's next turn. [/FONT] [HR][/HR] [FONT=Calibri]Attack Cycle[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]The Attack Cycle isthe next generation Recon Bike, featuring better rocket launchers, usingmini-rockets, a fully enclosed canopy that covers the rider in a proneposition. Mounted on the rear is a pair of mini rocket launchers designed toattack both ground and air targets. The Attack Cycle still fills the recon andquick strike roles, with speed comparable to the old Recon Bike, but mountsslightly better armour and a larger rocket payload, even if each rocket dealslower damage. The launchers are designed that they can fire individually or asa pair for higher damage. The AttackCycle is 1 square wide and 2 squares long, provides complete cover to therider.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]NOD Attack Cycle[/FONT] [COLOR=black][FONT=arial]Crew:1 Passengers: 0 Cargo: 20 lbs Init: +0 Maneuver: +5 Top Speed: 300 (30) Defense: 10 Hardness: 6 Hit Points: 32 Size: M Purchase DC: 28 Restriction: None Accessories: Military Radio, run-flat tires, weapon mount x2 mini-rocketlaunchers, off-road design, targeting system. Notes: Half penalties for rough terrain, reduce penalties to attack rolls whilemoving by half against ground targets, when immobile +2 to strike air targets.[/FONT][/COLOR] [COLOR=black][FONT=arial] [/FONT][/COLOR] [COLOR=black][FONT=arial]Weapons [/FONT][/COLOR] [TABLE="width: 1"] [TR] [TD] [FONT=Calibri]Weapon[/FONT] [/TD] [TD] [FONT=Calibri]Damage[/FONT] [/TD] [TD] [FONT=Calibri]Crit[/FONT] [/TD] [TD] [FONT=Calibri]Damage Type[/FONT] [/TD] [TD] [FONT=Calibri]Range Incr[/FONT] [/TD] [TD] [FONT=Calibri]Rate of Fire[/FONT] [/TD] [TD] [FONT=Calibri]Magazine[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Mini Rocket Launcher (2)[/FONT] [/TD] [TD] [FONT=Calibri]varies[/FONT] [/TD] [TD] [FONT=Calibri]20[/FONT] [/TD] [TD] [FONT=Calibri]varies[/FONT] [/TD] [TD] [FONT=Calibri]150 ft[/FONT] [/TD] [TD] [FONT=Calibri]S[/FONT] [/TD] [TD] [FONT=Calibri]12 ea[/FONT] [/TD] [/TR] [/TABLE] [FONT=Calibri] [/FONT] [FONT=Calibri]Mini-RocketLaunchers[/FONT] [FONT=Calibri]The Attack Cycle hastwo mini rocket launchers configured to use virtually any available minirocket, and able to attack both air and ground targets.[/FONT] [FONT=Calibri]Common rocketsinclude:[/FONT] [TABLE="width: 1"] [TR] [TD] [FONT=Calibri]Type[/FONT] [/TD] [TD] [FONT=Calibri]Damage[/FONT] [/TD] [TD] [FONT=Calibri]Radius[/FONT] [/TD] [TD] [FONT=Calibri]Reflex DC[/FONT] [/TD] [TD] [FONT=Calibri]Dam Type[/FONT] [/TD] [TD] [FONT=Calibri] [/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]LAW[/FONT] [/TD] [TD] [FONT=Calibri]10d6[/FONT] [/TD] [TD] [FONT=Calibri]10 ft[/FONT] [/TD] [TD] [FONT=Calibri]18[/FONT] [/TD] [TD] [FONT=Calibri]Fire[/FONT] [/TD] [TD] [FONT=Calibri]Ignore DR/Hard 10[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Explosive[/FONT] [/TD] [TD] [FONT=Calibri]6d6[/FONT] [/TD] [TD] [FONT=Calibri]20 ft[/FONT] [/TD] [TD] [FONT=Calibri]19[/FONT] [/TD] [TD] [FONT=Calibri]Fire[/FONT] [/TD] [TD] [FONT=Calibri] [/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Fragment[/FONT] [/TD] [TD] [FONT=Calibri]6d6[/FONT] [/TD] [TD] [FONT=Calibri]20 ft[/FONT] [/TD] [TD] [FONT=Calibri]19[/FONT] [/TD] [TD] [FONT=Calibri]Slashing[/FONT] [/TD] [TD] [FONT=Calibri]Crit 19-20x2[/FONT] [/TD] [/TR] [/TABLE] [FONT=Calibri]Two rockets can befired at the same target at the same time, increase damage by 50%, radius by50%, Reflex saves by +2.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Tiberium EnhancedAttack Cycle[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Experimenting withvarious new technologies and Tiberium, the Attack Cycle was another oldervehicle used to test new systems. Included in the upgrades is a Flicker Fieldand Tiberium Caltrops. The flicker field is a low level form of the LazarusShield, based loosely on Distortion Fields, but not only does it fade in andout of vision, it also partly becomes intangible. This allows the Attack Cycleto evade incoming fire even better as strikes might just pass right through it.The caltrops are similar to regular caltrops, meant to damage tires of pursuingvehicles or infantry by puncturing tires and feet, but they also contain piecesof Tiberium Vinifera, or Blue Tiberium. This variant of Tiberium is quitecombustible and unstable, making the caltrops even more dangerous as theyexplode. The mini rocket launchers may also include any Tiberium enhancedwarheads instead of conventional mini rockets.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Make the followingchanges to the Attack Cycle:[/FONT] [FONT=Calibri]Change Maneuver to+4[/FONT] [FONT=Calibri]Change Hit Points to32 Add Flicker Field Add Tiberium Caltrops[/FONT] [FONT=Calibri]Add Self RepairSystem PDC 29[/FONT] [FONT=Calibri] Flicker Field[/FONT] [FONT=Calibri]The flicker field isa low level Lazarus Shield combined with a Distortion field enhanced withTiberium. Instead of rendering the Attack Cycle completely invisible, it blursthe cycle's outline and leaves a bit of an after image, as well as makes theimage fade in and out at random intervals. It also randomly makes the cycleintangible at random intervals, allowing matter and energy pass through it. TheAttack Cycle has a 25% miss chance to any weapons fired against it, and anyarea attacks. It also has a 50% chance of any attacks that manage to bypass themiss chance of passing through it as it becomes intangible. It takes a standardaction to active the Flicker Field, and can remain active for a total of 1 hour before requiring a 1 hourcool down, but it can be turned on and off any number of times as long as thetotal time adds up to an hour. While the field is up, the Attack Cycle can notfire any weapons as the weapons have a great chance of being intangible and notdoing any damage when they strike a target. Tiberium Caltrops[/FONT] [FONT=Calibri]These are four, orsometimes more, spikes made of iron and bits of Tiberium Vinifera (BlueTiberium) that are released from a container on the back of the Attack Cyclethat cover an area 10 feet wide, 20 feet long. Used to slow and damage vehiclesand infantry following the Attack Cycle, or to create an obstacle. Creaturesmoving more than half their speed, or each round spent fighting in the areafilled with Tiberium Caltrops, the caltrops make a touch attack (+0 base attackbonus), dealing 1d4+2 damage (half slashing, half fire) on a successful hit,and the injury reduces foot speed by half (a successful Treat Injury DC 18 orone day's rest remove this penalty). Charging or running creatures mustimmediately stop if it steps on a caltrop. The creature must also make a Reflexsave DC 15 or fall prone, where another caltrop can make an attack. [/FONT] [FONT=Calibri]Vehicles movingthrough the area must make a Drive check DC 15 to avoid the caltop obstacle. Ona failed save, the vehicle is attacked by 1d4+2 caltrops. [/FONT] [FONT=Calibri]The Attack Cycle hastwo single use Tiberium Caltrop containers. Refills PDC 20 each.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Self Repair System[/FONT] [FONT=Calibri]The upgraded AttackCycle has a self repair system that can repair most damage. It can not repairdestroyed components, such as tires, the weapons, etc, only repair if they haveat least 1 HP left. The system can repair 1d4 HP per round to a maximum of 25HP repaired before needed to replenish the system. Refilling the system is PDC15. [/FONT] [HR][/HR] [FONT=Calibri]Stealth Tank mk2[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]The Stealth Tank mk2is similar to the original Stealth tank with it's four wheels in independentarmoured struts, each capable of turning independently, giving it incrediblemaneuverability for its size. Although the body is similar, but a bit larger, ithas better armour and improved engine and the armoured struts redesigned foreven greater mobility. The top mounted TOW missiles are changed to variablecell missile launchers that can target both air and ground targets. Thevariable cells are designed so that they can be easily set for different typesof missiles or rockets to match the mission or availability, from the TOWs ofthe original, to mini-rocket/missiles or even RPGs with some work. The largerbody of the mk2 allows for two complete reloads of the launchers to be storedand can reload the cells within 30 seconds.[/FONT] [FONT=Calibri]The inside of thetank is filled with the Lazarus Shield generator, which distorts the air aroundit, making it virtually invisible to visual sensors. While a marvel oftechnology the Lazarus Shield does have some weaknesses, such as unable tofunction when weapons are fired; and up close the invisibility field appears asa form of air distortion, similar to heat waves. Also the field doesn't stopmotion detectors or thermal sensors, but does distort thermal signatures, whichcan be used to advantage in the right environments. The hull angled and coatedin radar reflective/absorbing material. The Stealth Tank mk2 is three squareswide, three squares long, and provides full cover to its occupants. There is ahatch at the rear for the crew to enter/exit by.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]NOD Stealth Tank mk2[/FONT] [COLOR=black][FONT=arial]Crew:3 Passengers: 0[/FONT][/COLOR] [COLOR=black][FONT=arial]Cargo: 250lbs[/FONT][/COLOR] [COLOR=black][FONT=arial]Init: -1[/FONT][/COLOR] [COLOR=black][FONT=arial]Maneuver:+0[/FONT][/COLOR] [COLOR=black][FONT=arial]Top Speed:160 (16)[/FONT][/COLOR] [COLOR=black][FONT=arial]Defense: 8[/FONT][/COLOR] [COLOR=black][FONT=arial]Hardness:14[/FONT][/COLOR] [COLOR=black][FONT=arial]Hit Points:55[/FONT][/COLOR] [COLOR=black][FONT=arial]Size:Gargantuan[/FONT][/COLOR] [COLOR=black][FONT=arial]PurchaseDC: 44[/FONT][/COLOR] [COLOR=black][FONT=arial]Restriction: Military(+3)[/FONT][/COLOR] [COLOR=black][FONT=arial]Accessories:Military radio, NBC cabin, 10 hour life support, off-road design, encryptedburst transmitter/radio scrambler, HUD, darkvision 200 ft, thermo vision 200ft, hazardous chemical and radiation sensors and GPS, Lazarus Shield mk2,sensor deflecting shape, variable cell missile launchers 2, targeting system.[/FONT][/COLOR] [COLOR=black][FONT=arial]Notes:Mounted weapons don't suffer penalties for the vehicle moving, half penaltiesfor rough terrain, +4 Fort saves vs Chemical/Poison/Radiation, Sensors +4 DC,+3 attack roll when immobile. [/FONT][/COLOR] [FONT=Calibri]2 Variable CellLaunchers[/FONT] [FONT=Calibri]These missilelaunchers are able to fit nearly any missile that can be launched from theground, including TOW Javelin, Milan and similar missiles, mini-rocket andmini-missiles and even RPGs. Up to 5 TOW style missiles, 8 mini missile/rocketsor 9 RPGs per launcher (10, 16 or 18 respectively for both) ready for use, withtwo more reloads for each launcher inside. Reloading a launcher takes theauto-loading system 30 seconds (2 rounds). Changing the type of missile/rocketloaded in a cell tanks Repair check DC 15 and 5 minutes of work. [/FONT] [FONT=Calibri]Both launchers canbe fired at the same target, increase damage, blast radius by 50% and increaseReflex save by +2.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Lazarus Shield mk2[/FONT] [FONT=Calibri]This opticalcloaking field renders the Stealth Tank mk2 invisible to all visual sensors,granting a +40 to Hide when immobile, or +20 while moving. Even if detected,the Lazarus Shield still prevents the tank's exact position from being know,granting a 50% miss chance to all attacks. However those within 10 feet of thetank can see the distortion field a bit better and only have a 25% miss chance,if they notice the distortion field or the tank's presence. The Lazarus fieldcan be activated and deactivated as a free action before and after an attack,as the field can not function while the weapons fire. The field can bemaintained for a total of 7 hours before it needs a 1 hour cool down time. The7 hours can be broken up, such as when weapons fire. If inactive for more than1 hour between activations before the 7 hours are up, the 6 hours are reset.[/FONT] [FONT=Calibri]If the Stealth Tankmk2 suffers more than 75% damage, the Lazarus Shield will not activate untilrepaired.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Tiberium EnhancedStealth Tank mk2[/FONT] [FONT=Calibri]The Tiberiumenhanced Stealth Tank mk2 can emit a burst of Tiberium green lightning as well as release TiberiumCaltrops which are harder to detect.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Make the followingchanges to the Stealth Tank mk2[/FONT] [FONT=Calibri]Increase Hit Pointsto 58;[/FONT] [FONT=Calibri]Reduce cargo to 100lbs;[/FONT] [FONT=Calibri]PDC 46;[/FONT] [FONT=Calibri]Add TiberiumLightning Field, Tiberium Caltrops, electrical resistance 10.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Tiberium LightningField[/FONT] [FONT=Calibri]The Lazarus shieldis modified so that it has an extra feature, when not used to cloak. As astandard action, when not cloaked, the Stealth Tank mk2 can create a 50 fthemisphere of lightning around it, which an be active for up to 1 minute. All,except the Stealth Tank mk2, within the field suffer 3d6 points of electricaldamage. The stealth tank also gains +5 Deflection bonus to Defense from allranged attacks. There is a 50% chance that physical ranged attacks (missiles,grenades, bullets) are destroyed before reaching the stealth tank, and any thatdon't deal fire or other energy damage (deal ballistic, slashing or piercing)have damaged reduced by half before the tank's hardness is applied. [/FONT] [FONT=Calibri]The lightning fieldprovides a large amount of light, lighting up a 100 ft area at night,completely negating any chance of hiding. Also the Lazarus Shield can not beactivated for 1d4 rounds after the Lightning Field is deactivated.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Tiberium Caltops[/FONT] [FONT=Calibri]These are four, orsometimes more, spikes made of iron and bits of Tiberium Vinifera (BlueTiberium) that are released from a container on the back of the Stealth Tankthat cover an area 10 feet wide, 20 feet long. Used to slow and damage vehiclesand infantry following the vehicle, or to create an obstacle. Creatures movingmore than half their speed, or each round spent fighting in the area filledwith Tiberium Caltrops, the caltrops make a touch attack (+0 base attackbonus), dealing 1d4+2 damage (half slashing, half fire) on a successful hit,and the injury reduces foot speed by half (a successful Treat Injury DC 18 orone day's rest remove this penalty). Charging or running creatures mustimmediately stop if it steps on a caltrop. The creature must also make a Reflexsave DC 15 or fall prone, where another caltrop can make an attack. [/FONT] [FONT=Calibri]Vehicles movingthrough the area must make a Drive check DC 15 to avoid the caltrop obstacle.On a failed save, the vehicle is attacked by 1d4+2 caltrops. [/FONT] [FONT=Calibri]An interestingeffect discovered is if the caltrops are deployed while the stealth tank iscloaked, the caltrops are also affected by the Lazarus Shield, remainingcloaked for up to an hour, having an effective Hide bonus of +24, making themdifficult to detect. Stealth tank crews will often leave Tiberium Caltrops inareas where expected reinforcements will pass through before springing theirattacks.[/FONT] [FONT=Calibri]The stealth tank mk2carries enough Tiberium Caltrops to be used 5 times. Refills PDC 20 each.[/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top