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<blockquote data-quote="kronos182" data-source="post: 7514736" data-attributes="member: 6668634"><p>Some basic NOD NPCS..</p><p></p><p><span style="font-size: 18px">NOD Trooper</span></p><p>The basic NOD trooper is a fairly well trained soldier and devotee to the NOD cause. The most common of NOD troops, used as front line soldiers, patrol units and reserve units. Armed with ballistic rifles, such as M-16s, Calico M951 SMG, depending on the theatre of operation and available supplies. They wear light ballistic armour with helmets that have comm systems installed, usually in either urban camo patterns or the NOD colours of red and black, with the NOD scorpion tail insignia on the chest and right shoulder. </p><p></p><p>Low Level NOD Trooper (Strong Ord 1/Fast Ord 1)</p><p>CR 1;</p><p>Size: Medium-sized Human;</p><p>HD: 1d8+1 plus 1d8+1; hp 11</p><p>Mas: 12</p><p>Init: +2</p><p>Speed: 30 ft</p><p>Defense: 19, Touch 16, flat-footed 17 (+2 Dex, +4 Class, +3 Light Armour)</p><p>BAB: +1</p><p>Grapple: +3</p><p>Attack: +3 melee (1d4+2 unarmed strike), or +3 ranged (2d8 5.56mm Rifle)</p><p>Full Attack: +3 melee (1d4+2 unarmed strike), or +3 ranged (2d8 5.56mm Rifle)</p><p>Special Attacks:</p><p>Special Qualities: Tiberium Exposure, NOD Indoctrination </p><p>FS: 5 ft by 5 ft</p><p>Reach: 5 ft</p><p>Allegiance: NOD</p><p>Saves: Fort +2, Ref +3, Will -1.</p><p>Action Points: 0</p><p>Rep: +0</p><p>Abilities: Str 15, Dex 14, Con 12, Int 13, Wis 8, Cha 10</p><p>Occupation: Blue-collar (Drive, Intimidate)</p><p>Skills: Craft Mechanical +4, Drive +5, Hide +5, Intimidate +1, Knowledge current events +4, Knowledge street wise +4, Listen +2 Move Silently +5, Profession +2, Read/Write English, Sleight of Hand +5, Speak English.</p><p>Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Combat Martial Arts.</p><p>Possessions: Light Armour, Talon Rifle, 120 rounds of ammunition, military radio, various gear and personal possessions.</p><p></p><p></p><p>Mid Level NOD Trooper (Strong Ord 3/Fast Ord 3)</p><p>CR 5;</p><p>Size: Medium-sized Human;</p><p>HD: 3d8+3 plus 3d8+3; hp 33</p><p>Mas: 12</p><p>Init: +2</p><p>Speed: 30 ft</p><p>Defense: 21, Touch 18, flat-footed 19 (+2 Dex, +6 Class, +3 Light Armour)</p><p>BAB: +5</p><p>Grapple: +7</p><p>Attack: +7 melee (1d4+2 unarmed strike), or +7 ranged (2d8 5.56mm Rifle)</p><p>Full Attack: +7 melee (1d4+2 unarmed strike), or +7 ranged (2d8 5.56mm Rifle)</p><p>Special Attacks:</p><p>Special Qualities: Tiberium Exposure, NOD Indoctrination</p><p>FS: 5 ft by 5 ft</p><p>Reach: 5 ft</p><p>Allegiance: NOD</p><p>Saves: Fort +4, Ref +5, Will +2.</p><p>Action Points: 0</p><p>Rep: +1</p><p>Abilities: Str 15, Dex 15, Con 12, Int 13, Wis 8, Cha 10</p><p>Occupation: Blue-collar (Drive, Intimidate)</p><p>Skills: Climb +4, Craft Mechanical +4, Drive +7, Hide +7, Intimidate +3, Knowledge current events +4, Knowledge street wise +4, Listen +3, Move Silently +6, Profession +2, Read/Write English, Repair +4, Sleight of Hand +5, Speak English, Swim +4.</p><p>Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Combat Martial Arts, Dodge, Advanced Firearms Proficiency.</p><p>Possessions: Hydra Light Armour, Talon Rifle, 120 rounds of ammunition, various gear and personal possessions.</p><p></p><p></p><p><strong>NOD Indoctrination</strong></p><p>As a move equivalent action, using training and Indoctoration techniques used by NOD, the Trooper gains +1 to attack rolls for the next 1d4 rounds. Useable 3 times per day. The Trooper is also immune to feat effects all the time.</p><p></p><p><strong>Tiberium Exposure</strong></p><p>The NOD trooper is educated in Tiberium and has had some exposure, gaining a +1 to Fort saves against Tiberium exposure, and gains +1 to any checks related to Tiberium and Tiberium based technology.</p><p></p><p></p><p><span style="font-size: 15px">Rocket Soldier</span></p><p>The rocket soldier is a NOD trooper with training in using missile and rocket launchers as an anti-armour or anti-aircraft weapon specialist. They are equipped with a pistol and a portable light TOW launcher, which can be fired from the shoulder, or set up with a tripod for greater accuracy.</p><p>Make the following changes to the NOD Trooper to make a Rocket Soldier:</p><p>Replace Combat Martial Arts feat with Exotic Weapons (rocket launchers) feat;</p><p>Replace 5.56mm rifle with 9mm pistol (Glock or similar pistols) with 3 reloads;</p><p>Add Light TOW launcher with 4 reloads.</p><p></p><p><strong>Light TOW Launcher</strong></p><p>Next-generation of guided anti-armour weapon system, a lighter version based on the Javelin, it become quite common amongst some of the major militaries.</p><p>It features improvements over other anti-armour weapons including imaging infrared system, fire and forget capacity. It can also be used in a limited anti-aircraft capacity against slow, low-flying aircraft, such as helicopters. The missile's normal attack mode is top-down, in which it attacks the thinly armoured roof of an armoured vehicle, but can be switched to a direct targeting assault mode, good for attacking the sides of armoured vehicles, or attacking fortified or reinforced structures. The weapon also has a "soft launch" signature, producing lower overpressure and backblast than its predecessors, making it more ideal for use in enclosed spaces. It uses a detachable, reusable targeting system. This targeting system integrates day sights and a lightweight FLIR-type passive IR night sight with a power system based on disposable batteries, into a hand-held surveillance unit as well as the targeting system. The whole system weighs 20 lbs plus 10 lbs for a tripod, however it can be fired from the shoulder, although slightly less accurate.</p><p>Light TOW (PL5 Exotic Weapon Proficiency)</p><p>Damage: 8d6, ignore 8 points of hardness</p><p>Blast Radius: 10 ft</p><p>Critical: 20 x2</p><p>Damage Type: fire</p><p>Range Increment: 200 ft</p><p>Rate of Fire: single</p><p>Size: large</p><p>Weight: 20 lbs, tripod 10 lbs</p><p>Ammo: 1</p><p>Purchase DC: 35 (Mil +3)</p><p>Notes: Ignores 8 points of hardness, will not fire at a target within 30 feet. In top-down fire mode takes full round to fire, ignore 1 point of Defense from target's armour and a further 4 points of hardness, but reduce range increment by 50 feet. In direct fire mode, firing is a normal attack action. Attaching or removing the targeting unit is a move equivalent action. The detached targeting unit can act as nightvision goggles with a 200 ft range and binoculars, a laser designator and range finder. The launcher is designed so that it can be fired from the user's shoulder, like an RPG launcher or bazooka, but suffers -1 to attack rolls. Setting the tripod and attaching the launcher can be done in 2 rounds by a single person, or a two man team can do it in a single round.</p><p></p><p></p><p><span style="font-size: 15px">Chemical Warrior</span></p><p>The chemical warrior was NOD's first use of weaponized Tiberium. They were members of the Black Hand, elite members used as special forces, personal guards of Kane and high ranking NOD members and type of religious police within the Brotherhood. The chemical warrior is equipped with specialized bio-hazard suits that allow them to cross Tiberium fields with ease, gas masks and chemical sprayers. The chemical sprayers spray Tiberium gas, making it particularly deadly to infantry, but also effective against armoured vehicles and buildings.</p><p>Make the following changes to NOD Trooper to make a Chemical Warrior:</p><p>Add Craft: Chemical +4, Knowledge: Earth and Life Sciences +4, remove Intimidate and Knowledge: Streetwise;</p><p>Add special Quality: Black Hand Training;</p><p>Add additional allegiance: Black Hand;</p><p>Replace 5.56mm rifle with Tiberium Sprayer;</p><p>Replace Light armour with Chemical Armour.</p><p></p><p><strong>Black Hand Training</strong></p><p>Members of the Black Hand are incredibly loyal to Kane and the NOD philosophy, and act as special forces units and religious police within the Brotherhood. When acting in a way that furthers the NOD cause (GM discretion), or on orders direct from Kane or another NOD leader, they gain a +1 moral bonus to attack and all checks that are related to those orders. They also gain +1 Reputation and Intimidate checks when dealing with any other NOD member except against NOD leaders or Kane.</p><p></p><p><strong>Tiberium Sprayer</strong></p><p>The Tiberium sprayer is a chemical sprayer, a large tank with a handheld sprayer connected together via a heavy hose. </p><p>The sprayer shoots a 5-foot-wide, 30-foot-long line of green Tiberium gas that deals 3d6 points of acid damage, plus all within the line must make a Fort save DC 20 or suffer 1d4 Constitution damage. Those that save suffer 2d4 points of hit point damage. The round after firing, the line of the gas turns into a small cloud, filling a 20 foot wide, 20 ft high, 30 foot long area, and lingers for 1d4 rounds and requires a strong wind (40 mph or greater) to start to dissipate. Those in the cloud can not see more than 5 feet in front of them, obscuring all vision, including darkvision and thermal vision, giving everything concealment within 5 ft (20% miss chance) and those farther total concealment (50% miss chance), those in the cloud have total concealment from those outside the cloud. Those in the cloud wearing, carrying or vehicles made of metal suffer 2d6 points of acid damage every round. People without environmentally sealed/NBC armour or vehicles must make a Fort save DC 20 or suffer 1d4 Constitution damage. Those that save suffer 2d4 points of hit point damage. The save must be made once very minute within the cloud. Those who 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 health problems which will cause 1d4 points of permanent Constitution damage, and any time the victim would make a save against Exhaustion, Fatigue or Massive Damage suffers -4 to the save and Fatigue and Exhaustion last twice as long, requiring double the normal recovery time.</p><p>The Tiberium sprayer has enough compressed gas to shoot 10 times before the supply runs out. Refilling or replacing the fuel pack has a purchase DC of 15.</p><p>Weight: 50 lbs</p><p>PDC: 20 Mil (+4)</p><p></p><p><strong>Chemical Armour</strong></p><p>The chemical armour is special hazard suits that protects against Tiberium exposure and the corrosive damage of Tiberium gas. It comes with air filters, a limited air supply, military radio with special encryption for Black Hand communications.</p><p></p><p>Chemical Armour (PL 5, Light Armour Proficiency)</p><p>Type: Light</p><p>Equipment Bonus: +2</p><p>Nonprof. Bonus: +1</p><p>Str Bonus: 0</p><p>Nonprof Str Bonus: 0</p><p>Max Dex: +5</p><p>Armour Penalty: -1</p><p>Speed (30 ft): 30 ft</p><p>Weight: 10 lbs</p><p>Purchase DC: 14</p><p>Restriction: Res (+2)</p><p>Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, immunity to Tiberium exposure, acid immunity, military radio (with special encryption for Black Hand only communication), 4 hour air supply.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7514736, member: 6668634"] Some basic NOD NPCS.. [SIZE=5]NOD Trooper[/SIZE] The basic NOD trooper is a fairly well trained soldier and devotee to the NOD cause. The most common of NOD troops, used as front line soldiers, patrol units and reserve units. Armed with ballistic rifles, such as M-16s, Calico M951 SMG, depending on the theatre of operation and available supplies. They wear light ballistic armour with helmets that have comm systems installed, usually in either urban camo patterns or the NOD colours of red and black, with the NOD scorpion tail insignia on the chest and right shoulder. Low Level NOD Trooper (Strong Ord 1/Fast Ord 1) CR 1; Size: Medium-sized Human; HD: 1d8+1 plus 1d8+1; hp 11 Mas: 12 Init: +2 Speed: 30 ft Defense: 19, Touch 16, flat-footed 17 (+2 Dex, +4 Class, +3 Light Armour) BAB: +1 Grapple: +3 Attack: +3 melee (1d4+2 unarmed strike), or +3 ranged (2d8 5.56mm Rifle) Full Attack: +3 melee (1d4+2 unarmed strike), or +3 ranged (2d8 5.56mm Rifle) Special Attacks: Special Qualities: Tiberium Exposure, NOD Indoctrination FS: 5 ft by 5 ft Reach: 5 ft Allegiance: NOD Saves: Fort +2, Ref +3, Will -1. Action Points: 0 Rep: +0 Abilities: Str 15, Dex 14, Con 12, Int 13, Wis 8, Cha 10 Occupation: Blue-collar (Drive, Intimidate) Skills: Craft Mechanical +4, Drive +5, Hide +5, Intimidate +1, Knowledge current events +4, Knowledge street wise +4, Listen +2 Move Silently +5, Profession +2, Read/Write English, Sleight of Hand +5, Speak English. Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Combat Martial Arts. Possessions: Light Armour, Talon Rifle, 120 rounds of ammunition, military radio, various gear and personal possessions. Mid Level NOD Trooper (Strong Ord 3/Fast Ord 3) CR 5; Size: Medium-sized Human; HD: 3d8+3 plus 3d8+3; hp 33 Mas: 12 Init: +2 Speed: 30 ft Defense: 21, Touch 18, flat-footed 19 (+2 Dex, +6 Class, +3 Light Armour) BAB: +5 Grapple: +7 Attack: +7 melee (1d4+2 unarmed strike), or +7 ranged (2d8 5.56mm Rifle) Full Attack: +7 melee (1d4+2 unarmed strike), or +7 ranged (2d8 5.56mm Rifle) Special Attacks: Special Qualities: Tiberium Exposure, NOD Indoctrination FS: 5 ft by 5 ft Reach: 5 ft Allegiance: NOD Saves: Fort +4, Ref +5, Will +2. Action Points: 0 Rep: +1 Abilities: Str 15, Dex 15, Con 12, Int 13, Wis 8, Cha 10 Occupation: Blue-collar (Drive, Intimidate) Skills: Climb +4, Craft Mechanical +4, Drive +7, Hide +7, Intimidate +3, Knowledge current events +4, Knowledge street wise +4, Listen +3, Move Silently +6, Profession +2, Read/Write English, Repair +4, Sleight of Hand +5, Speak English, Swim +4. Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Combat Martial Arts, Dodge, Advanced Firearms Proficiency. Possessions: Hydra Light Armour, Talon Rifle, 120 rounds of ammunition, various gear and personal possessions. [B]NOD Indoctrination[/B] As a move equivalent action, using training and Indoctoration techniques used by NOD, the Trooper gains +1 to attack rolls for the next 1d4 rounds. Useable 3 times per day. The Trooper is also immune to feat effects all the time. [B]Tiberium Exposure[/B] The NOD trooper is educated in Tiberium and has had some exposure, gaining a +1 to Fort saves against Tiberium exposure, and gains +1 to any checks related to Tiberium and Tiberium based technology. [SIZE=4]Rocket Soldier[/SIZE] The rocket soldier is a NOD trooper with training in using missile and rocket launchers as an anti-armour or anti-aircraft weapon specialist. They are equipped with a pistol and a portable light TOW launcher, which can be fired from the shoulder, or set up with a tripod for greater accuracy. Make the following changes to the NOD Trooper to make a Rocket Soldier: Replace Combat Martial Arts feat with Exotic Weapons (rocket launchers) feat; Replace 5.56mm rifle with 9mm pistol (Glock or similar pistols) with 3 reloads; Add Light TOW launcher with 4 reloads. [B]Light TOW Launcher[/B] Next-generation of guided anti-armour weapon system, a lighter version based on the Javelin, it become quite common amongst some of the major militaries. It features improvements over other anti-armour weapons including imaging infrared system, fire and forget capacity. It can also be used in a limited anti-aircraft capacity against slow, low-flying aircraft, such as helicopters. The missile's normal attack mode is top-down, in which it attacks the thinly armoured roof of an armoured vehicle, but can be switched to a direct targeting assault mode, good for attacking the sides of armoured vehicles, or attacking fortified or reinforced structures. The weapon also has a "soft launch" signature, producing lower overpressure and backblast than its predecessors, making it more ideal for use in enclosed spaces. It uses a detachable, reusable targeting system. This targeting system integrates day sights and a lightweight FLIR-type passive IR night sight with a power system based on disposable batteries, into a hand-held surveillance unit as well as the targeting system. The whole system weighs 20 lbs plus 10 lbs for a tripod, however it can be fired from the shoulder, although slightly less accurate. Light TOW (PL5 Exotic Weapon Proficiency) Damage: 8d6, ignore 8 points of hardness Blast Radius: 10 ft Critical: 20 x2 Damage Type: fire Range Increment: 200 ft Rate of Fire: single Size: large Weight: 20 lbs, tripod 10 lbs Ammo: 1 Purchase DC: 35 (Mil +3) Notes: Ignores 8 points of hardness, will not fire at a target within 30 feet. In top-down fire mode takes full round to fire, ignore 1 point of Defense from target's armour and a further 4 points of hardness, but reduce range increment by 50 feet. In direct fire mode, firing is a normal attack action. Attaching or removing the targeting unit is a move equivalent action. The detached targeting unit can act as nightvision goggles with a 200 ft range and binoculars, a laser designator and range finder. The launcher is designed so that it can be fired from the user's shoulder, like an RPG launcher or bazooka, but suffers -1 to attack rolls. Setting the tripod and attaching the launcher can be done in 2 rounds by a single person, or a two man team can do it in a single round. [SIZE=4]Chemical Warrior[/SIZE] The chemical warrior was NOD's first use of weaponized Tiberium. They were members of the Black Hand, elite members used as special forces, personal guards of Kane and high ranking NOD members and type of religious police within the Brotherhood. The chemical warrior is equipped with specialized bio-hazard suits that allow them to cross Tiberium fields with ease, gas masks and chemical sprayers. The chemical sprayers spray Tiberium gas, making it particularly deadly to infantry, but also effective against armoured vehicles and buildings. Make the following changes to NOD Trooper to make a Chemical Warrior: Add Craft: Chemical +4, Knowledge: Earth and Life Sciences +4, remove Intimidate and Knowledge: Streetwise; Add special Quality: Black Hand Training; Add additional allegiance: Black Hand; Replace 5.56mm rifle with Tiberium Sprayer; Replace Light armour with Chemical Armour. [B]Black Hand Training[/B] Members of the Black Hand are incredibly loyal to Kane and the NOD philosophy, and act as special forces units and religious police within the Brotherhood. When acting in a way that furthers the NOD cause (GM discretion), or on orders direct from Kane or another NOD leader, they gain a +1 moral bonus to attack and all checks that are related to those orders. They also gain +1 Reputation and Intimidate checks when dealing with any other NOD member except against NOD leaders or Kane. [B]Tiberium Sprayer[/B] The Tiberium sprayer is a chemical sprayer, a large tank with a handheld sprayer connected together via a heavy hose. The sprayer shoots a 5-foot-wide, 30-foot-long line of green Tiberium gas that deals 3d6 points of acid damage, plus all within the line must make a Fort save DC 20 or suffer 1d4 Constitution damage. Those that save suffer 2d4 points of hit point damage. The round after firing, the line of the gas turns into a small cloud, filling a 20 foot wide, 20 ft high, 30 foot long area, and lingers for 1d4 rounds and requires a strong wind (40 mph or greater) to start to dissipate. Those in the cloud can not see more than 5 feet in front of them, obscuring all vision, including darkvision and thermal vision, giving everything concealment within 5 ft (20% miss chance) and those farther total concealment (50% miss chance), those in the cloud have total concealment from those outside the cloud. Those in the cloud wearing, carrying or vehicles made of metal suffer 2d6 points of acid damage every round. People without environmentally sealed/NBC armour or vehicles must make a Fort save DC 20 or suffer 1d4 Constitution damage. Those that save suffer 2d4 points of hit point damage. The save must be made once very minute within the cloud. Those who 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 health problems which will cause 1d4 points of permanent Constitution damage, and any time the victim would make a save against Exhaustion, Fatigue or Massive Damage suffers -4 to the save and Fatigue and Exhaustion last twice as long, requiring double the normal recovery time. The Tiberium sprayer has enough compressed gas to shoot 10 times before the supply runs out. Refilling or replacing the fuel pack has a purchase DC of 15. Weight: 50 lbs PDC: 20 Mil (+4) [B]Chemical Armour[/B] The chemical armour is special hazard suits that protects against Tiberium exposure and the corrosive damage of Tiberium gas. It comes with air filters, a limited air supply, military radio with special encryption for Black Hand communications. Chemical Armour (PL 5, Light Armour Proficiency) Type: Light Equipment Bonus: +2 Nonprof. Bonus: +1 Str Bonus: 0 Nonprof Str Bonus: 0 Max Dex: +5 Armour Penalty: -1 Speed (30 ft): 30 ft Weight: 10 lbs Purchase DC: 14 Restriction: Res (+2) Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, immunity to Tiberium exposure, acid immunity, military radio (with special encryption for Black Hand only communication), 4 hour air supply. [/QUOTE]
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