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<blockquote data-quote="kronos182" data-source="post: 7514733" data-attributes="member: 6668634"><p>Here's some NOD stuff since I was playing the new Command & Conquer mobile game...</p><p></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px">NOD Raider Buggy</span></span></p><p></p><p><span style="font-family: 'Calibri'">The Raider Buggy is the latest of NOD's Buggy line, improving armour, although still open topped,about the same speed although it has an upgraded engine, it is weighed down by the light armour and built in twin machine gun semi turret mounted behind the driver. The Raider Buggy is built for combat and fills the roll of recon,anti-infantry and quick strike against light targets. Although it is an open top vehicle, due to the materials used in its construction, the user is protected from Tiberium poisoning while in Tiberium fields. The buggy is two squares wide, two squares long, provides one-half cover to the occupant.Carries enough fuel for 10 hours of driving. A common upgrade for the Raider is replacing the machine guns with lasers, and adding an EMP generator.</span></p><p></p><p><span style="font-family: 'Calibri'">NOD Raider 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: 40</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 machine guns, 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 to attack any target within front half arc (front, left and right), penalties to attack with mounted weapons while moving reduced by half. When stationary gains+2 to attack air targets due to enhanced anti-air targeting systems. Driver does not suffer from the effects of Tiberium poisoning while driving through aTiberium field, and gains +2 to save while in Tiberium Gas areas.</span></span></p><p></p><table style='width: 100%'><tr><td> <span style="font-family: 'Calibri'">Weapon</span></td><td> <span style="font-family: 'Calibri'">Damage</span></td><td> <span style="font-family: 'Calibri'">Crit</span></td><td> <span style="font-family: 'Calibri'">Damage Type</span></td><td> <span style="font-family: 'Calibri'">Range Incr</span></td><td> <span style="font-family: 'Calibri'">Rate of Fire</span></td><td> <span style="font-family: 'Calibri'">Magazine</span></td></tr><tr><td> <span style="font-family: 'Calibri'">Linked Twin Thunder machine gun</span></td><td> <span style="font-family: 'Calibri'">3d10</span></td><td> <span style="font-family: 'Calibri'">20</span></td><td> <span style="font-family: 'Calibri'">ball</span></td><td> <span style="font-family: 'Calibri'">100 ft</span></td><td> <span style="font-family: 'Calibri'">S/A</span></td><td> <span style="font-family: 'Calibri'">Linked 1400 rds</span></td></tr></table><p></p><p></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Upgraded Raider Buggy</span></span></p><p><span style="font-family: 'Calibri'">The upgraded Raider Buggy has slightly better armour, the twin thunder machine gun is replaced with a Spitfire Laser, and fitted with an EMP generator for disabling enemy defenses, greatly aiding in base raids.</span></p><p><span style="font-family: 'Calibri'">Make the following changes to the Raider Buggy:</span></p><p><span style="font-family: 'Calibri'">Increase Hardness to 10;</span></p><p><span style="font-family: 'Calibri'">Increase Hit Points to 40;</span></p><p><span style="font-family: 'Calibri'">Replace Twin Thunder Machinegun with Spitfire Laser;</span></p><p><span style="font-family: 'Calibri'">Add EMP Generator</span></p><p><span style="font-family: 'Calibri'">PDC 26</span></p><p><span style="font-family: 'Calibri'">Note: Immune to EMP attacks from itself and other Raider Buggies, when stationary +3 attack to both air and ground targets.</span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Spitfire Laser</strong></span></p><p><span style="font-family: 'Calibri'">The Spitfire laser is similar to mini-guns, only a laser, with a high rate of fire and can cover a larger area with an autofire attack. Instead of the normal 10x10 ft area, it affects a 20x20 ft area, Reflex save DC 16 for half damage, using 10 rounds of ammunition.</span></p><table style='width: 100%'><tr><td> <span style="font-family: 'Calibri'">Weapon</span></td><td> <span style="font-family: 'Calibri'">Damage</span></td><td> <span style="font-family: 'Calibri'">Crit</span></td><td> <span style="font-family: 'Calibri'">Damage Type</span></td><td> <span style="font-family: 'Calibri'">Range Incr</span></td><td> <span style="font-family: 'Calibri'">Rate of Fire</span></td><td> <span style="font-family: 'Calibri'">Magazine</span></td></tr><tr><td> <span style="font-family: 'Calibri'">Spitfire Laser</span></td><td> <span style="font-family: 'Calibri'">4d10</span></td><td> <span style="font-family: 'Calibri'">20</span></td><td> <span style="font-family: 'Calibri'">fire</span></td><td> <span style="font-family: 'Calibri'">110 ft</span></td><td> <span style="font-family: 'Calibri'">S/a</span></td><td> <span style="font-family: 'Calibri'">1600 rds</span></td></tr></table><p></p><p></p><p><span style="font-family: 'Calibri'"><strong>EMP Generator</strong></span></p><p><span style="font-family: 'Calibri'">The Raider Buggy is fitted with an EMP generator, and fitted with systems to render it immune to EMP attacks. The EMP affects all electronics and objects within a 50 foot radius, shutting down everything, remaining nonfunctional until repaired (see d20 Modern Repair skill for details). Deals no damage to living creatures,however those with cybernetics take 1d4 points of electricity damage per cybernetic device (maximum 5d4) and must succeed a Fort save DC 15 or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural one on its Fort save, each of its cybernetic devices takes 1d4 electrical damage. </span></p><p><span style="font-family: 'Calibri'">Military vehicles, such as mecha, robots, starships, etc take 5d4 points of electrical damage. The Raider Buggy is immune to the EMP effects from itself and other Raider Buggies.</span></p><p></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Tiberium Enhanced Raider</span></span></p><p><span style="font-family: 'Calibri'">Further research into Tiberium has lead to some enhancements that can be used to upgrade the standard Raider or the upgraded Raider. The tiberium enhanced version is equipped with a speed booster and Tiberium Infuser, allowing making an even better quick strike and harasser as it can quickly get away, and when striking from a Tiberium field enhances its attack or defense capabilities, or can retreat to a tiberium field to effect repairs.</span></p><p><span style="font-family: 'Calibri'">Make the following changes to a Raider Buggy or Upgraded Raider Buggy:</span></p><p><span style="font-family: 'Calibri'">Add non-metallic construction, immune to corrosion of Tiberium gas and fields;</span></p><p><span style="font-family: 'Calibri'">Add Speed Booster;</span></p><p><span style="font-family: 'Calibri'">Tiberium Infuser;</span></p><p><span style="font-family: 'Calibri'">Increase PDC by +1</span></p><p></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Speed Boost</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">A slightly upgraded 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, a free 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 -4 to Drive checks. Rams made will gain 1 bonus die to damage. When active, the engine compartment and exhaust emit a green glow, which will light up a 30 foot area like a lantern, which will negate any attempts to hide the vehicle at night. This can be used any amount of times as long as the vehicle has fuel.</span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Tiberium Infuser</strong></span></p><p><span style="font-family: 'Calibri'">While the vehicle is within the area of a Tiberium Gas attack (such as the Tiberium Cloud from Nod Buggy or Attack Buggy with Tiberium engine upgrades) or a Tiberium field, the Infuser absorbs Tiberium and feeds it to either the weapons or the armour of the vehicle.</span></p><p><span style="font-family: 'Calibri'">Each round the vehicle is in a Tiberium area, the driver must select one of the following 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 for the next attack, which must be made that round or the next round. A target damaged by the a Tiberium infused attack must also make a Fort save DC 15 or suffer 1 point of Constitution damage, while those that save suffer only an additional 1d4 points of damage due to damage from bits of Tiberium in the wound from the attack.</span></p><p><span style="font-family: 'Calibri'">Repair - The Infuser uses the Tiberium to repair damage to the vehicle, repairing 1d4 Hit Points.</span></p><p><span style="font-family: 'Calibri'">Armour Enhancement -The Infuser strengthens the armour and structure of the vehicle, granting it +2 Defense and +5 Hardness until the start of the driver's next turn.</span></p><p></p><p></p><p><span style="font-size: 18px">NOD Light Tank mk1</span></p><p> </p><p>Early tanks used by NOD were modified surplus M2A2 Bradley APCs that removed the 25mm autocannon and sacrificed troop capacity for a heavier cannon and fitted with two four-tube Javelin TOW launchers for some anti-air and additional heavy anti-armour purposes. In the early days of Kane's return to power, these tanks were used as skirmishers, and eventually regulated to base defense and reserve units as better vehicles were available. Later models were fitted with special Tiberium enhancements as Kane experimented with Tiberium.</p><p>Some NOD cells still use these tanks as parts are relatively easy to come by, and require only minor modifications to pass for regular Bradleys used by other nations during infiltration or ambush operations. The NOD light tank mk1 is three squares wide, four squares long, provides full cover to its occupants. The vehicle is equipped with a 75mm cannon mounted in a full turret, plus two four-tube Javelin TOW launchers. There are three hatches over each crew position, driver, gunner and commander, plus the large door in the back is retained, used to allow quick reloading or repairs. Takes a full-round action to enter the vehicle through a top hatch, and another full-round action to start it moving.</p><p> </p><p>NOD Light Tank mk1 (PL5)</p><p>Crew: 3</p><p>Passengers: 0</p><p>Cargo: 200 lbs</p><p>Init: -4</p><p>Maneuver: -4</p><p>Top Speed: 70 (7)</p><p>Defense: 6</p><p>Hardness: 15</p><p>Hit Points: 58</p><p>Size: Gargantuan</p><p>Purchase DC: 46</p><p>Restriction: Mil (+3)</p><p>Accessories: Search light, military radio, 75mm cannon, 2 4-tube Javelin TOW launchers, darkvision 200 ft, thermo vision 200 ft, hazardous chemical and radiation sensors and GPS</p><p> </p><p>Weapons</p><p>75mm cannon, 6d10, 20x2, ballistic, 150 ft, semi, 40 rds, ignores 5 points of hardness/DR.</p><p> </p><p><strong>Alternate Ammunition</strong></p><p>High Explosive - Deals 8d6 fire damage to target and to 10 foot radius, Reflex save DC 15 for half, except the target hit doesn't get save. PDC 20 for 10 rounds.</p><p>Tiberium Enhanced - Deals 8d10 ballistic damage, critical 20x3, plus crews of vehicles, or anyone in a building struck need to make Fort save DC 15 or suffer 1d4 Constitution damage. On a successful save the crew only suffers 1d4 damage to hit points. PDC 22 for 10 rounds.</p><p> </p><p><span style="font-size: 15px">Tiberium Enhanced Light Tank mk1</span></p><p>Kane's scientists experimented with enhancing the Light Tank mk1 to make it a better infiltrator and ambusher, allowing it to blend in with Bradleys used by other nations.</p><p>Make the following changes to a NOD Light Tank mk1 to create a Tiberium Enhanced Light Tank mk1:</p><p>Add Tiberium Infuser;</p><p>Add EMP Generator;</p><p>Chameleonic Surface;</p><p>Increase PDC by +1.</p><p> </p><p><strong>Tiberium Infuser</strong></p><p>While the vehicle is within the area of a Tiberium Gas attack (such as the Tiberium Cloud from Nod Buggy or Attack Buggy with Tiberium engine upgrades) or a Tiberium field, the Infuser absorbs Tiberium and feeds it to either the weapons or the armour of the vehicle.</p><p>Each round the vehicle is in a Tiberium area, the driver must select one of the following to enhancements. It can be changed at the start of each of the driver's round:</p><p>Weapon Enhancement - The weapons are enhanced by Tiberium, dealing +2 damage / die for the next attack, which must be made that round or the next round. A target damaged by the a Tiberium infused attack must also make a Fort save DC 15 or suffer 1 point of Constitution damage, while those that save suffer only an additional 1d4 points of damage due to damage from bits of Tiberium in the wound from the attack.</p><p>Repair - The Infuser uses the Tiberium to repair damage to the vehicle, repairing 1d4 Hit Points.</p><p>Armour Enhancement - The Infuser strengthens the armour and structure of the vehicle, granting it +2 Defense and +5 Hardness until the start of the driver's next turn.</p><p> </p><p><strong>EMP Generator</strong></p><p>The vehicle is fitted with an EMP generator, and fitted with systems to render it immune to EMP attacks. The EMP affects all electronics and objects within a 50 foot radius, shutting down everything, remaining nonfunctional until repaired (see d20 Modern Repair skill for details). Deals no damage to living creatures, however those with cybernetics take 1d4 points of electricity damage per cybernetic device (maximum 5d4) and must succeed a Fort save DC 15 or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural one on its Fort save, each of its cybernetic devices takes 1d4 electrical damage.</p><p>Military vehicles, such as mecha, robots, starships, etc take 5d4 points of electrical damage. The NOD vehicle is immune to the EMP effects from itself and other NOD vehicles.</p><p> </p><p><strong>Chameleonic Surface</strong></p><p>The surface of the vehicle is coated with sensors and paint-on style LCD, allowing it to change the colouring of the vehicle. This is used to alter the vehicle's colouring and insignia to that of another nation's vehicles, or can be used to help the vehicle blend into its surroundings. Grants +4 to disguise the vehicle as that of another nation's, or +4 to Hide checks as the surface is changed to show what's on the opposite side to better help hide it.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7514733, member: 6668634"] Here's some NOD stuff since I was playing the new Command & Conquer mobile game... [FONT=Calibri][SIZE=5]NOD Raider Buggy[/SIZE][/FONT] [FONT=Calibri]The Raider Buggy is the latest of NOD's Buggy line, improving armour, although still open topped,about the same speed although it has an upgraded engine, it is weighed down by the light armour and built in twin machine gun semi turret mounted behind the driver. The Raider Buggy is built for combat and fills the roll of recon,anti-infantry and quick strike against light targets. Although it is an open top vehicle, due to the materials used in its construction, the user is protected from Tiberium poisoning while in Tiberium fields. The buggy is two squares wide, two squares long, provides one-half cover to the occupant.Carries enough fuel for 10 hours of driving. A common upgrade for the Raider is replacing the machine guns with lasers, and adding an EMP generator.[/FONT] [FONT=Calibri]NOD Raider 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: 40 Size: L Purchase DC: 24 Restriction: None Accessories: Military Radio, run-flat tires, weapon mount twin thunder machine guns, off road design, targeting system Notes: Half penalties for rough terrain, semi turret for machine gun allows to attack any target within front half arc (front, left and right), penalties to attack with mounted weapons while moving reduced by half. When stationary gains+2 to attack air targets due to enhanced anti-air targeting systems. Driver does not suffer from the effects of Tiberium poisoning while driving through aTiberium field, and gains +2 to save while in Tiberium Gas areas.[/FONT][/COLOR] [TABLE="class: grid, width: 500"] [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]S/A[/FONT][/TD] [TD] [FONT=Calibri]Linked 1400 rds[/FONT][/TD] [/TR] [/TABLE] [FONT=Calibri][SIZE=4]Upgraded Raider Buggy[/SIZE][/FONT] [FONT=Calibri]The upgraded Raider Buggy has slightly better armour, the twin thunder machine gun is replaced with a Spitfire Laser, and fitted with an EMP generator for disabling enemy defenses, greatly aiding in base raids.[/FONT] [FONT=Calibri]Make the following changes to the Raider Buggy: Increase Hardness to 10;[/FONT] [FONT=Calibri]Increase Hit Points to 40;[/FONT] [FONT=Calibri]Replace Twin Thunder Machinegun with Spitfire Laser;[/FONT] [FONT=Calibri]Add EMP Generator[/FONT] [FONT=Calibri]PDC 26[/FONT] [FONT=Calibri]Note: Immune to EMP attacks from itself and other Raider Buggies, when stationary +3 attack to both air and ground targets.[/FONT] [FONT=Calibri][B]Spitfire Laser[/B][/FONT] [FONT=Calibri]The Spitfire laser is similar to mini-guns, only a laser, with a high rate of fire and can cover a larger area with an autofire attack. Instead of the normal 10x10 ft area, it affects a 20x20 ft area, Reflex save DC 16 for half damage, using 10 rounds of ammunition.[/FONT] [TABLE="class: grid, width: 500"] [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]Spitfire Laser[/FONT][/TD] [TD] [FONT=Calibri]4d10[/FONT][/TD] [TD] [FONT=Calibri]20[/FONT][/TD] [TD] [FONT=Calibri]fire[/FONT][/TD] [TD] [FONT=Calibri]110 ft[/FONT][/TD] [TD] [FONT=Calibri]S/a[/FONT][/TD] [TD] [FONT=Calibri]1600 rds[/FONT][/TD] [/TR] [/TABLE] [FONT=Calibri][B]EMP Generator[/B][/FONT] [FONT=Calibri]The Raider Buggy is fitted with an EMP generator, and fitted with systems to render it immune to EMP attacks. The EMP affects all electronics and objects within a 50 foot radius, shutting down everything, remaining nonfunctional until repaired (see d20 Modern Repair skill for details). Deals no damage to living creatures,however those with cybernetics take 1d4 points of electricity damage per cybernetic device (maximum 5d4) and must succeed a Fort save DC 15 or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural one on its Fort save, each of its cybernetic devices takes 1d4 electrical damage. Military vehicles, such as mecha, robots, starships, etc take 5d4 points of electrical damage. The Raider Buggy is immune to the EMP effects from itself and other Raider Buggies.[/FONT] [FONT=Calibri][SIZE=4]Tiberium Enhanced Raider[/SIZE][/FONT] [FONT=Calibri]Further research into Tiberium has lead to some enhancements that can be used to upgrade the standard Raider or the upgraded Raider. The tiberium enhanced version is equipped with a speed booster and Tiberium Infuser, allowing making an even better quick strike and harasser as it can quickly get away, and when striking from a Tiberium field enhances its attack or defense capabilities, or can retreat to a tiberium field to effect repairs.[/FONT] [FONT=Calibri]Make the following changes to a Raider Buggy or Upgraded Raider Buggy:[/FONT] [FONT=Calibri]Add non-metallic construction, immune to corrosion of Tiberium gas and fields;[/FONT] [FONT=Calibri]Add Speed Booster;[/FONT] [FONT=Calibri]Tiberium Infuser;[/FONT] [FONT=Calibri]Increase PDC by +1[/FONT] [COLOR=black][FONT=Calibri][B]Speed Boost[/B][/FONT][/COLOR] [COLOR=black][FONT=Calibri]A slightly upgraded version from the Nod Buggy's version with improvements in technology, fuel and Tiberium refinement.[/FONT][/COLOR] [FONT=Calibri]When activated, a free 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 -4 to Drive checks. Rams made will gain 1 bonus die to damage. When active, the engine compartment and exhaust emit a green glow, which will light up a 30 foot area like a lantern, which will negate any attempts to hide the vehicle at night. This can be used any amount of times as long as the vehicle has fuel.[/FONT] [FONT=Calibri][B]Tiberium Infuser[/B][/FONT] [FONT=Calibri]While the vehicle is within the area of a Tiberium Gas attack (such as the Tiberium Cloud from Nod Buggy or Attack Buggy with Tiberium engine upgrades) or a Tiberium field, the Infuser absorbs Tiberium and feeds it to either the weapons or the armour of the vehicle.[/FONT] [FONT=Calibri]Each round the vehicle is in a Tiberium area, the driver must select one of the following 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 for the next attack, which must be made that round or the next round. A target damaged by the a Tiberium infused attack must also make a Fort save DC 15 or suffer 1 point of Constitution damage, while those that save suffer only an additional 1d4 points of damage due to damage from bits of Tiberium in the wound from the attack.[/FONT] [FONT=Calibri]Repair - The Infuser uses the Tiberium to repair damage to the vehicle, repairing 1d4 Hit Points.[/FONT] [FONT=Calibri]Armour Enhancement -The Infuser strengthens the armour and structure of the vehicle, granting it +2 Defense and +5 Hardness until the start of the driver's next turn.[/FONT] [SIZE=5]NOD Light Tank mk1[/SIZE] Early tanks used by NOD were modified surplus M2A2 Bradley APCs that removed the 25mm autocannon and sacrificed troop capacity for a heavier cannon and fitted with two four-tube Javelin TOW launchers for some anti-air and additional heavy anti-armour purposes. In the early days of Kane's return to power, these tanks were used as skirmishers, and eventually regulated to base defense and reserve units as better vehicles were available. Later models were fitted with special Tiberium enhancements as Kane experimented with Tiberium. Some NOD cells still use these tanks as parts are relatively easy to come by, and require only minor modifications to pass for regular Bradleys used by other nations during infiltration or ambush operations. The NOD light tank mk1 is three squares wide, four squares long, provides full cover to its occupants. The vehicle is equipped with a 75mm cannon mounted in a full turret, plus two four-tube Javelin TOW launchers. There are three hatches over each crew position, driver, gunner and commander, plus the large door in the back is retained, used to allow quick reloading or repairs. Takes a full-round action to enter the vehicle through a top hatch, and another full-round action to start it moving. NOD Light Tank mk1 (PL5) Crew: 3 Passengers: 0 Cargo: 200 lbs Init: -4 Maneuver: -4 Top Speed: 70 (7) Defense: 6 Hardness: 15 Hit Points: 58 Size: Gargantuan Purchase DC: 46 Restriction: Mil (+3) Accessories: Search light, military radio, 75mm cannon, 2 4-tube Javelin TOW launchers, darkvision 200 ft, thermo vision 200 ft, hazardous chemical and radiation sensors and GPS Weapons 75mm cannon, 6d10, 20x2, ballistic, 150 ft, semi, 40 rds, ignores 5 points of hardness/DR. [B]Alternate Ammunition[/B] High Explosive - Deals 8d6 fire damage to target and to 10 foot radius, Reflex save DC 15 for half, except the target hit doesn't get save. PDC 20 for 10 rounds. Tiberium Enhanced - Deals 8d10 ballistic damage, critical 20x3, plus crews of vehicles, or anyone in a building struck need to make Fort save DC 15 or suffer 1d4 Constitution damage. On a successful save the crew only suffers 1d4 damage to hit points. PDC 22 for 10 rounds. [SIZE=4]Tiberium Enhanced Light Tank mk1[/SIZE] Kane's scientists experimented with enhancing the Light Tank mk1 to make it a better infiltrator and ambusher, allowing it to blend in with Bradleys used by other nations. Make the following changes to a NOD Light Tank mk1 to create a Tiberium Enhanced Light Tank mk1: Add Tiberium Infuser; Add EMP Generator; Chameleonic Surface; Increase PDC by +1. [B]Tiberium Infuser[/B] While the vehicle is within the area of a Tiberium Gas attack (such as the Tiberium Cloud from Nod Buggy or Attack Buggy with Tiberium engine upgrades) or a Tiberium field, the Infuser absorbs Tiberium and feeds it to either the weapons or the armour of the vehicle. Each round the vehicle is in a Tiberium area, the driver must select one of the following to enhancements. It can be changed at the start of each of the driver's round: Weapon Enhancement - The weapons are enhanced by Tiberium, dealing +2 damage / die for the next attack, which must be made that round or the next round. A target damaged by the a Tiberium infused attack must also make a Fort save DC 15 or suffer 1 point of Constitution damage, while those that save suffer only an additional 1d4 points of damage due to damage from bits of Tiberium in the wound from the attack. Repair - The Infuser uses the Tiberium to repair damage to the vehicle, repairing 1d4 Hit Points. Armour Enhancement - The Infuser strengthens the armour and structure of the vehicle, granting it +2 Defense and +5 Hardness until the start of the driver's next turn. [B]EMP Generator[/B] The vehicle is fitted with an EMP generator, and fitted with systems to render it immune to EMP attacks. The EMP affects all electronics and objects within a 50 foot radius, shutting down everything, remaining nonfunctional until repaired (see d20 Modern Repair skill for details). Deals no damage to living creatures, however those with cybernetics take 1d4 points of electricity damage per cybernetic device (maximum 5d4) and must succeed a Fort save DC 15 or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural one on its Fort save, each of its cybernetic devices takes 1d4 electrical damage. Military vehicles, such as mecha, robots, starships, etc take 5d4 points of electrical damage. The NOD vehicle is immune to the EMP effects from itself and other NOD vehicles. [B]Chameleonic Surface[/B] The surface of the vehicle is coated with sensors and paint-on style LCD, allowing it to change the colouring of the vehicle. This is used to alter the vehicle's colouring and insignia to that of another nation's vehicles, or can be used to help the vehicle blend into its surroundings. Grants +4 to disguise the vehicle as that of another nation's, or +4 to Hide checks as the surface is changed to show what's on the opposite side to better help hide it. [/QUOTE]
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