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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7576344" data-attributes="member: 6668634"><p>Some more C&C stuff.. mostly NOD</p><p></p><p><span style="font-size: 15px">Obelisk of Light</span></p><p></p><p>The Obelisk of Light is a shining example of NOD laser technology, with the design of the buildings changing slightly over the years, but all are basically a large black structure with a pointed top that is angled. This 'point' contains a powerful laser that is capable of destroying or heavily damaging most vehicles in only a couple of shots. Obelisk of Light are prominent part of NOD base defense systems, especially around important structures.</p><p>These structures were also equipped with powerful sensors, the long ranged lasers, but required a lot of power to feed the power hungry lasers. The lasers, while powerful and long ranged, did suffer from a slow rate of fire, which required lighter, faster firing defenses to prevent quick moving enemies from getting too close before the Obelisk could fire again.</p><p>The building is typically 50 feet by 50 feet at the base, standing 70 feet tall, with 100 hit points, hardness 20. Requires a crew of 5. Sensors are comparable to mech Class III sensors, but range is 50 miles, darkvision 2000 ft, include motion detectors with a 1000 ft radius, tremor sense 500 ft. The Obelisk has an attack bonus of +7 ranged with the heavy laser.</p><p>Heavy Laser - 15d8, 19-20x2, fire, 200 ft, fire once every 1d4 rounds, ignores 15 points of hardness/DR.</p><p>PDC: 40</p><p></p><p><span style="font-size: 15px">Obelisk of Light mk2</span></p><p>This version is similar to the original, but has more accurate targeting and more powerful laser.</p><p>Make the following changes of the Obelisk of Light:</p><p>Increase Hit Points to 150;</p><p>Increase Hardness to 25;</p><p>Heavy laser now deals 18d8, increase range to 220 ft, ignores 20 points of hardness/DR.</p><p>PDC: 42</p><p></p><p><span style="font-size: 15px">NOD Cyborg</span></p><p></p><p>The NOD cyborg is a heavy infantry unit that's 8 ft tall, fitted with heavy armour. The right arm is dominated by a mini-gun, while the left arm is fitted with a grenade launcher, however this means the cyborg's arms do not have hands, thus their usefulness outside of combat is non-existent. The cyborgs are a result of NOD's Project Regenesis cybernetics research, that takes a human infused with Tiberium and encases them in heavy cybernetic body. Due to their Tiberium infused bodies, while a NOD cyborg is in a Tiberium field or in Tiberium gas, it can repair damage and heal its biological systems.</p><p></p><p>NOD Cyborg (Strong Ord 2)</p><p>Type: Living Construct</p><p>Size: Large (-1)</p><p>Hit Points: 4D10+10, 50 hp</p><p>Mas: 20</p><p>Init: +2</p><p>Speed: 30</p><p>Defense: 18, touch 13, flat-footed 16 (+2 Dex, +2 Class, +5 Armour, -1 size)</p><p>BAB: +2</p><p>Grap: +7</p><p>Attack: +6 melee unarmed strike (1d4+5), or +4 ranged mini gun (4d10), or +4 ranged grenade launcher (varies)</p><p>Full Attack: +6 melee unarmed strike (1d4+5), or +4 ranged mini gun (4d10), or +4 ranged grenade launcher (varies)</p><p>Special Qualities: Tiberium Healing, Tiberium Immunity, NOD Indoctoration</p><p>FS: 5 ft by 5 ft</p><p>Reach: 5 ft</p><p>Allegiance: NOD</p><p>Saves: Fort +3, Ref +2 Will +1</p><p>Abilities: Str 20, Dex 14, Con -, Int 10, Wis 12, Cha 8</p><p>Occupation: Military (bonus class skills: Demolitions, Survival)</p><p>Skills: Climb +3, Demolitions +3, Jump +3, Knowledge: Tactics: +1, Read/Write English, Speak English, Survival +5</p><p>Feats: Advanced Firearms Proficiency, Personal Firearms Proficiency, Exotic Weapon Proficiency (mini-gun), Simple Weapons Proficiency</p><p></p><p>Locomotion: Paired Legs</p><p>Manipulators: None</p><p>Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)</p><p>Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, medium subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount both arms, military radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio, targeting optics (+1 ranged attack), mini-gun (2000 rds), grenade launcher (20 grenades, type varies by typically fragmentation or high explosive)</p><p>Note: Gyros and stabilizers in the arms reduce penalties for autofire by half. If the cyborg uses a weapon that normally a medium sized creature needs to remain stationary to use, the cyborg can move at half speed while suffering only a -2 penalty to attacks.Grounded: The cyborg gains a +2 bonus to remain standing while on solid ground. This bonus is applied to trip attempts or Balance checks in cases of earthquakes or similar conditions that would knock the cyborg over. Also the cyborg isn't considered encumbered by heavy loads, treating them as medium loads, not suffering speed penalties. </p><p></p><p>NOD Indoctoration</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>Tiberium Healing</p><p>Anytime the NOD Cyborg is in a Tiberium field or in Tiberium Gas, the NOD cyborg heals 1d6 hit points. Tiberium based weapons, such as NOD chemical sprayer, deals no damage to the NOD cyborg.</p><p></p><p>Tiberium Immunity</p><p>The NOD cyborg does not suffer any effects of Tiberium exposure, poisoning or the radiation from Tiberium. It caught in the explosion of Vinifera Tiberium, suffers no damage on a successful save, or half damage on a failed save.</p><p></p><p><span style="font-size: 15px">Harvester</span></p><p></p><p>The Harvester is a heavily armoured vehicle designed to harvest Tiberium safely and transport it to refineries for later use. The earliest models of these vehicles were a four wheeled heavy truck chassis with a heavily armoured and environmentally sealed cab at the front, with a large tank taking up the rear section. Below the cab at ground level is a pair of mandible style tool arms with the necessary tools to safely collect Tiberium crystals from the ground, or cutting up larger crystals, then pull them to a conveyor belt to move the Tiberium to the container in the back.</p><p>After the 23 Hours, and the rapid expansion of Tiberium, especially in Australia, the reinstated GDI built as many of these as possible to reduce the fields as quickly as possible, and to benefit from the gathered resources to rebuild, especially after Kane's attack 6 years later. Today, Tiberium mining is profitable, but can also be hazardous work, especially as the main fields on Coreline Earth have heavy NOD presence. Tiberium has been discovered on other planets, with frontier colonies or mining stations set up to gather the crystals for resources and further study into ways to better harness its power and to also reverse damage Tiberium has done to inhabited worlds.</p><p></p><p><strong>Basic Harvester</strong></p><p>The basic harvester, based on the design from the first Tiberium war, or Dawn, is heavily armoured, slow, but sturdy. Requires a crew of two, able to carry 5 tons of harvested Tiberium. The harvester is two squares wide, five squares, providing full cover to its crew. Has two doors, one on each side of the cab, takes 1 full round to start the basic harvester.</p><p></p><p>Crew: 2</p><p>Passengers: 0</p><p>Cargo: 5 tons Tiberium</p><p>Init: -3</p><p>Maneuver: -4</p><p>Top Speed: 60 (6)</p><p>Defense: 6</p><p>Hardness: 20</p><p>Hit Points: 60</p><p>Size: G</p><p>Purchase DC: 35</p><p>Restriction: Lic (+1)</p><p>Accessories: NBC sealed, headlights, radio, GPS, Harvester equipment, </p><p>Notes: +4 Fort saves, crew inside vehicle is protected from Tiberium exposure, able to harvest 100 lbs of Tiberium crystals per hour, can be fitted with independent air supply and full life support (increase PDC by 1, adds 20 hour air supply, able to operate in environment, including vacuum of space), mandible tools can be used to attack other vehicles or infantry at -4 melee attack rolls, dealing 4d8 half slashing, half bludgeoning.</p><p>Harvester Equipment - A set of tools attached to mandible shaped arms that allow the equipped vehicle to extract or break down Tiberium crystals from the ground, safely and move it to a shielded containment unit.</p><p></p><p><strong>Harvester Second Gen</strong></p><p>The second generation harvester is larger and even more heavily armoured compared to the original harvesters, used by GDI itself and large mining firms to harvest vast quantities of Tiberium. These vehicles are fully environmentally sealed, not only protecting the crew from Tiberium exposure, but can be used on other planets and even airless worlds as it comes with 30 hour air supply for its crew of 4. The cab not only contains the controls to drive the harvester and the controls for the harvesting equipment, but also contains a bunk bed with two beds, a small bathroom and storage for food for 3 days for the crew. The large armoured container can hold 50 tons of Tiberium. The harvester is three squares wide, eight squares long</p><p></p><p>Crew: 4</p><p>Passengers: 1</p><p>Cargo: 50 tons Tiberium</p><p>Init: -4</p><p>Maneuver: -5</p><p>Top Speed: 60 (6)</p><p>Defense: 4</p><p>Hardness: 20</p><p>Hit Points: 90</p><p>Size: Colossal</p><p>Purchase DC: 37</p><p>Restriction: Lic (+1)</p><p>Accessories: NBC sealed, headlights, radio, GPS, 30 hour air supply, environmental sealed, Harvester equipment, bunk, washroom, 3 days food storage.</p><p>Notes: +4 Fort saves, crew inside vehicle is protected from Tiberium exposure, able to harvest 200 lbs of Tiberium crystals per hour, mandible tools can be used to attack other vehicles or infantry at -4 melee attack rolls, dealing 4d8 half slashing, half bludgeoning.</p><p>Harvester Equipment - A set of tools attached to mandible shaped arms that allow the equipped vehicle to extract or break down Tiberium crystals from the ground, safely and move it to a shielded containment unit.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7576344, member: 6668634"] Some more C&C stuff.. mostly NOD [SIZE=4]Obelisk of Light[/SIZE] The Obelisk of Light is a shining example of NOD laser technology, with the design of the buildings changing slightly over the years, but all are basically a large black structure with a pointed top that is angled. This 'point' contains a powerful laser that is capable of destroying or heavily damaging most vehicles in only a couple of shots. Obelisk of Light are prominent part of NOD base defense systems, especially around important structures. These structures were also equipped with powerful sensors, the long ranged lasers, but required a lot of power to feed the power hungry lasers. The lasers, while powerful and long ranged, did suffer from a slow rate of fire, which required lighter, faster firing defenses to prevent quick moving enemies from getting too close before the Obelisk could fire again. The building is typically 50 feet by 50 feet at the base, standing 70 feet tall, with 100 hit points, hardness 20. Requires a crew of 5. Sensors are comparable to mech Class III sensors, but range is 50 miles, darkvision 2000 ft, include motion detectors with a 1000 ft radius, tremor sense 500 ft. The Obelisk has an attack bonus of +7 ranged with the heavy laser. Heavy Laser - 15d8, 19-20x2, fire, 200 ft, fire once every 1d4 rounds, ignores 15 points of hardness/DR. PDC: 40 [SIZE=4]Obelisk of Light mk2[/SIZE] This version is similar to the original, but has more accurate targeting and more powerful laser. Make the following changes of the Obelisk of Light: Increase Hit Points to 150; Increase Hardness to 25; Heavy laser now deals 18d8, increase range to 220 ft, ignores 20 points of hardness/DR. PDC: 42 [SIZE=4]NOD Cyborg[/SIZE] The NOD cyborg is a heavy infantry unit that's 8 ft tall, fitted with heavy armour. The right arm is dominated by a mini-gun, while the left arm is fitted with a grenade launcher, however this means the cyborg's arms do not have hands, thus their usefulness outside of combat is non-existent. The cyborgs are a result of NOD's Project Regenesis cybernetics research, that takes a human infused with Tiberium and encases them in heavy cybernetic body. Due to their Tiberium infused bodies, while a NOD cyborg is in a Tiberium field or in Tiberium gas, it can repair damage and heal its biological systems. NOD Cyborg (Strong Ord 2) Type: Living Construct Size: Large (-1) Hit Points: 4D10+10, 50 hp Mas: 20 Init: +2 Speed: 30 Defense: 18, touch 13, flat-footed 16 (+2 Dex, +2 Class, +5 Armour, -1 size) BAB: +2 Grap: +7 Attack: +6 melee unarmed strike (1d4+5), or +4 ranged mini gun (4d10), or +4 ranged grenade launcher (varies) Full Attack: +6 melee unarmed strike (1d4+5), or +4 ranged mini gun (4d10), or +4 ranged grenade launcher (varies) Special Qualities: Tiberium Healing, Tiberium Immunity, NOD Indoctoration FS: 5 ft by 5 ft Reach: 5 ft Allegiance: NOD Saves: Fort +3, Ref +2 Will +1 Abilities: Str 20, Dex 14, Con -, Int 10, Wis 12, Cha 8 Occupation: Military (bonus class skills: Demolitions, Survival) Skills: Climb +3, Demolitions +3, Jump +3, Knowledge: Tactics: +1, Read/Write English, Speak English, Survival +5 Feats: Advanced Firearms Proficiency, Personal Firearms Proficiency, Exotic Weapon Proficiency (mini-gun), Simple Weapons Proficiency Locomotion: Paired Legs Manipulators: None Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV) Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, medium subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount both arms, military radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio, targeting optics (+1 ranged attack), mini-gun (2000 rds), grenade launcher (20 grenades, type varies by typically fragmentation or high explosive) Note: Gyros and stabilizers in the arms reduce penalties for autofire by half. If the cyborg uses a weapon that normally a medium sized creature needs to remain stationary to use, the cyborg can move at half speed while suffering only a -2 penalty to attacks.Grounded: The cyborg gains a +2 bonus to remain standing while on solid ground. This bonus is applied to trip attempts or Balance checks in cases of earthquakes or similar conditions that would knock the cyborg over. Also the cyborg isn't considered encumbered by heavy loads, treating them as medium loads, not suffering speed penalties. NOD Indoctoration 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. Tiberium Healing Anytime the NOD Cyborg is in a Tiberium field or in Tiberium Gas, the NOD cyborg heals 1d6 hit points. Tiberium based weapons, such as NOD chemical sprayer, deals no damage to the NOD cyborg. Tiberium Immunity The NOD cyborg does not suffer any effects of Tiberium exposure, poisoning or the radiation from Tiberium. It caught in the explosion of Vinifera Tiberium, suffers no damage on a successful save, or half damage on a failed save. [SIZE=4]Harvester[/SIZE] The Harvester is a heavily armoured vehicle designed to harvest Tiberium safely and transport it to refineries for later use. The earliest models of these vehicles were a four wheeled heavy truck chassis with a heavily armoured and environmentally sealed cab at the front, with a large tank taking up the rear section. Below the cab at ground level is a pair of mandible style tool arms with the necessary tools to safely collect Tiberium crystals from the ground, or cutting up larger crystals, then pull them to a conveyor belt to move the Tiberium to the container in the back. After the 23 Hours, and the rapid expansion of Tiberium, especially in Australia, the reinstated GDI built as many of these as possible to reduce the fields as quickly as possible, and to benefit from the gathered resources to rebuild, especially after Kane's attack 6 years later. Today, Tiberium mining is profitable, but can also be hazardous work, especially as the main fields on Coreline Earth have heavy NOD presence. Tiberium has been discovered on other planets, with frontier colonies or mining stations set up to gather the crystals for resources and further study into ways to better harness its power and to also reverse damage Tiberium has done to inhabited worlds. [B]Basic Harvester[/B] The basic harvester, based on the design from the first Tiberium war, or Dawn, is heavily armoured, slow, but sturdy. Requires a crew of two, able to carry 5 tons of harvested Tiberium. The harvester is two squares wide, five squares, providing full cover to its crew. Has two doors, one on each side of the cab, takes 1 full round to start the basic harvester. Crew: 2 Passengers: 0 Cargo: 5 tons Tiberium Init: -3 Maneuver: -4 Top Speed: 60 (6) Defense: 6 Hardness: 20 Hit Points: 60 Size: G Purchase DC: 35 Restriction: Lic (+1) Accessories: NBC sealed, headlights, radio, GPS, Harvester equipment, Notes: +4 Fort saves, crew inside vehicle is protected from Tiberium exposure, able to harvest 100 lbs of Tiberium crystals per hour, can be fitted with independent air supply and full life support (increase PDC by 1, adds 20 hour air supply, able to operate in environment, including vacuum of space), mandible tools can be used to attack other vehicles or infantry at -4 melee attack rolls, dealing 4d8 half slashing, half bludgeoning. Harvester Equipment - A set of tools attached to mandible shaped arms that allow the equipped vehicle to extract or break down Tiberium crystals from the ground, safely and move it to a shielded containment unit. [B]Harvester Second Gen[/B] The second generation harvester is larger and even more heavily armoured compared to the original harvesters, used by GDI itself and large mining firms to harvest vast quantities of Tiberium. These vehicles are fully environmentally sealed, not only protecting the crew from Tiberium exposure, but can be used on other planets and even airless worlds as it comes with 30 hour air supply for its crew of 4. The cab not only contains the controls to drive the harvester and the controls for the harvesting equipment, but also contains a bunk bed with two beds, a small bathroom and storage for food for 3 days for the crew. The large armoured container can hold 50 tons of Tiberium. The harvester is three squares wide, eight squares long Crew: 4 Passengers: 1 Cargo: 50 tons Tiberium Init: -4 Maneuver: -5 Top Speed: 60 (6) Defense: 4 Hardness: 20 Hit Points: 90 Size: Colossal Purchase DC: 37 Restriction: Lic (+1) Accessories: NBC sealed, headlights, radio, GPS, 30 hour air supply, environmental sealed, Harvester equipment, bunk, washroom, 3 days food storage. Notes: +4 Fort saves, crew inside vehicle is protected from Tiberium exposure, able to harvest 200 lbs of Tiberium crystals per hour, mandible tools can be used to attack other vehicles or infantry at -4 melee attack rolls, dealing 4d8 half slashing, half bludgeoning. Harvester Equipment - A set of tools attached to mandible shaped arms that allow the equipped vehicle to extract or break down Tiberium crystals from the ground, safely and move it to a shielded containment unit. [/QUOTE]
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