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<blockquote data-quote="kronos182" data-source="post: 7869447" data-attributes="member: 6668634"><p>Some more NOD good-(bad)-ness</p><p></p><p><strong><span style="font-size: 22px">Laser Trooper Laser</span></strong></p><p></p><p>This heavy laser produced by NOD as a replacement for the TOW rocket launcher used by its rocket soldiers. The heavy laser comes in two parts, the laser itself, and a back mounted power system, powered by Tiberium, that fits on the user's lower back, allowing the user to still wear a back pack. The laser is an excellent anti-vehicle and anti-aircraft weapon, but it surprisingly isn't effective against living targets. The laser has excellent range and damage, but is a low rate of fire.</p><p></p><p><strong>Laser Trooper Laser (PL6 Exotic Weapon Proficiency)</strong></p><p>Damage: 6d8, 2d8 vs living organic targets</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: 14 lbs laser, 6 lbs power unit</p><p>Ammo: 10 internal</p><p>Purchase DC: 24 Mil +3 (NOD only)</p><p>Notes: Against vehicles, aircraft, other inanimate objects (including robots, full conversion cyborgs), ignores 10 points of hardness/DR. Power unit provides 10 shots in its capacitors, recharges 1 shot every five rounds of inactivity. The power unit is good for 1 year before needing to be replaced, using 2 lbs of Tiberium crystals.</p><p></p><p></p><p><strong><span style="font-size: 22px">Tick Tank</span></strong></p><p></p><p>The Tick tank replaced the older light tanks, with attention paid to their armour and firepower. Fairly cheap and fast moving, the Tick tank has a special feature, an entrenchment tool mounted on the front. When entrenched, the hull assumes a vertical position with the front section burrowed into the ground, the turret moves to the raised back of the hull, immobilizing the tank, but gains some additional protection and the turret gains greater range of motion and raising the height and field of vision for the gunner. When horizontal and mobile, the turret has a limited range of motion, able to only cover a 90 degree horizontal arc in the forward half.</p><p>Armed with 90mm APDS cannon</p><p></p><p><strong>Tick Tank (PL5-6)</strong></p><p>Crew: 2</p><p>Passengers: 0</p><p>Cargo: 150 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: 65</p><p>Size: Gargantuan</p><p>Purchase DC: 48</p><p>Restriction: Mil (+3)</p><p>Accessories: Search light, military radio, 90mm cannon, darkvision 200 ft, thermo vision 200 ft, hazardous chemical and radiation sensors and GPS, entrenching tool, turret mode.</p><p></p><p><strong>Weapons</strong></p><p>90mm cannon, 7d12, 20x2, ballistic, 150 ft, semi, 50 rds, ignores 10 points of hardness/DR using APDS rounds.</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>Tiberium Gas Round - These rounds are designed to break open on contact and fill a 30 foot radius area with Tiberium Gas. Deals 4d6 ballistic damage to target struck. If the attack roll misses by 1 to 5, strikes the ground within 1d4x10 feet past the target and releasing the gas. If the attack roll misses by 6 or more, the round strikes 2d4x10 feet in a random direction (roll d8 for 8 compass points around the intended target), striking the ground and releasing the gas. PDC 23 for 10 rounds.</p><p></p><p><strong>Entrenching Tool</strong></p><p>The front of the Tick tank is fitted with an entrenching tool to dig into the ground, including rock, concrete and pavement. The underside of the tank is fitted with lifts that, while the tank isn't moving, to angle the front down to allow the entrenching tool to dig into the ground and lift the back of the tank up so that it is standing in a vertical position, burying nearly half the tank into the ground. Through loose and packed dirt it takes the tank a full round to dig and entrench itself. Through rock, concrete and pavement it takes two full rounds to fully entrench. In steel/rebar reinforced concrete or up to 5 inches of steel on top of the ground, 5 rounds to dig through the metal, plus whatever the ground conditions are underneath. Takes 1 full round to return to a horizontal position.</p><p></p><p><strong>Turret Mode</strong></p><p>While entrenching, the turret moves to the back of the tank, and upon the tank reaching a vertical position, the turret now has full 360 degree rotation, can elevate or lower almost 60 degrees (30 degrees up or down). While entrenched, the Tick tank's Defense is increased to 8, Hardness increases to 20 and gains 30 bonus hit points due to the dirt, rock and ground being piled up around it, providing additional protection. While in this mode, the tank is completely immobile until it reverts to normal, taking 1 full round in which it can not fire its weapon.</p><p></p><p><strong><span style="font-size: 18px">Tiberium Enhanced Tick Tank mk1</span></strong></p><p>Kane's scientists experimented with enhancing the Tick Tank mk1 to make it a better infiltrator, ambusher and defender, allowing it to blend in with its surrounding to give it stealth capabilities, especially while laying in wait, the chameleonic surface allows it to blend in with the surrounding environment. With the Improved Tiberium Infuser, the Tiberium Enhanced Tick Tank is even more resistant to damage while entrenched, making these vehicles one of the best defensive vehicles for protecting harvesters, or setting up ambushes near Tiberium fields.</p><p>Make the following changes to a NOD Tick Tank mk1 to create a Tiberium Enhanced Tick Tank mk1:</p><p>Add Improved Tiberium Infuser;</p><p>Fletchette Defense System;</p><p>Chameleonic Surface;</p><p>Increase PDC by +2.</p><p></p><p><strong>Flechette Defense System</strong></p><p>A series of flechette launchers are fitted around the vehicle that are designed to protect it against infantry. The system can be activated as an attack action in a specific direction, or as an attack of opportunity upon enemy infantry entering close proximity of the vehicle.</p><p>As an attack, deals 5d6, slashing damage to a 100 foot long, 10 foot wide line, Reflex save DC 18 for half damage. If set to automatically attack when infantry gets close, as an attack of opportunity, when enemy infantry enters within 50 feet of the vehicle, the driver can trigger the system to fill a 50 foot long, 25 foot wide cone, dealing 3d6 slashing damage, Reflex save DC 15 for half damage.</p><p>The system has enough ammunition to fire a total of 10 times.</p><p>While in a Tiberium field or gas cloud, the Improved Tiberium Infuser can be used to replenish a single use once per round, but the Infuser can't be used for any other purpose that round.</p><p>While in a Tiberium field or gas cloud, the flechettes are treated as if they have Tiberium in them, causing Tiberium poisoning via injury.</p><p></p><p><strong>Improved 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, and the effects last for 1 round after the vehicle leaves the Tiberium area:</p><p>Weapon Enhancement - The weapons are enhanced by Tiberium, dealing +5 damage / die for the next attack, which must be made that round or the next round. A target damaged by the 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 1d6 Hit Points.</p><p>Armour Enhancement - The Infuser strengthens the armour and structure of the vehicle, granting it +3 Defense and +7 Hardness until the start of the driver's next turn.</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><p></p><p></p><p><strong><span style="font-size: 22px">Cyberwheel</span></strong></p><p></p><p>A C.A.B.A.L. designed weapon that resembles a large armoured wheel with a stationary front cowling unit that houses the sensors and processing unit, meant for anti-infantry attacks and as quick scouts, providing C.A.B.A.L. with a rapid response to incursions on its territory. The AI that controls the Cyberwheel, while sophisticated, is fairly straight forward: go to area, scan, report findings, engage hostiles, return for repair and reloading, although it is programmed with numerous hit and run tactics as well as working in groups of other cyberwheels to make their attacks more effective. Depending on resources, the two 7.62mm machineguns can be fitted with the same Tiberium gas cartridges as the Mantis Tiberium Automatic Rifle (deals 2d8 ballistic + target exposed to Tiberium gas, which fills a 10 ft area around the target).</p><p></p><p><strong>Cyberwheel (PL6)</strong></p><p>CR: 2</p><p>Size: Medium</p><p>Hit Points: 3d10+10, 25 hp</p><p>Init: Speed: 40 ft (250 (25) vehicle scale)</p><p>Defense: 15 (+3 equipment +2 Dex)</p><p>Hardness: BAB/Grp: +2/+2</p><p>Attack: +6 ranged (fire-linked dual 7.62mm machine gun 3d10, ball, 20, 100 ft)</p><p>FS/Reach: 5 ft by 5 ft/ 5 ft</p><p>Special Attacks: </p><p>Special Qualities: Construct, Darkvision 40 ft</p><p>Saves: Fort +1, Reflex +3, Will +1</p><p>Abilities: Str 10, Dex 15, Con -, Int , Wis 10, Cha 1</p><p>Skills: Balance +2, Drive +6, Knowledge: Tactics +4, Listen +4, Navigate +4, Search +4, Spot +4</p><p>Feats: Personal Firearms Proficiency, Advanced Firearms Proficiency, </p><p></p><p>Frame: Armature</p><p>Locomotion: Gyroscope Wheel</p><p>Manipulators: None</p><p>Armour: Duraplast</p><p>Superstructure: Sensors: Class III</p><p>Skill Software: Balance +4, Knowledge: Tactics +4, Search +4, Spot +4, Listen +4, Navigate +4, Drive +4</p><p>Feat Software: Personal Firearms Proficiency, Advanced Firearms Proficiency</p><p>Accessories: Oracle Targeting System Mark 1, AV Recorder, weapon mount (dual 7.62mm machine gun, 200 rds ea), AV Transmitter, military radio, GPS, Feat Progit x2, Skill Net, Skill Progit x2, night-vision sensor (modified night vision googles).</p><p>PDC: 35</p><p></p><p><strong>Oracle Targeting System PL6</strong></p><p>A robot version of the mech Oracle Targeting system including heuristic target-prediction profiling, ballistic projection and plotting, various preprogrammed tactics and strategies, all help the robots accuracy. The system grants an enhancement bonus on attack rolls (+2 to +10) with integrated weapons.</p><p>The system has five different categories (denoted Mark I through Mark V). Purchase DC varies depending on the enhancement bonus conferred.</p><p>Purchase DC: 18 for Mark I (+2), 19 for Mark II (+4), 21 for Mark III (+6), 23 for Mark IV (+8), 24 for Mark V (+10)</p><p></p><p><strong>Gyroscope Wheel (PL 5-6)</strong></p><p>This is a large central wheel that the robot balances and moves on. Designed to remain upright and leans as it turns, as long as it is moving, it can change direction fairly quickly. While quick to respond to hazards, the system can be upset by large explosions. Suffers -2 to Reflex saves against area effect attacks, such as explosions.</p><p>Base Speed: 40 ft</p><p>PDC: One-half the base purchase DC of the robot's frame.</p><p></p><p>Variants</p><p>A few variant designs of the Cyberwheel exist, once the plans were discovered from defunct CABAL servers.</p><p></p><p><strong><span style="font-size: 18px">Cyberwheel Mk2</span></strong></p><p>A technological upgrade of the Cyberwheel, improving the armour, reinforcing the structure, the machineguns replaced with lasers linked to the power source for near infinite ammunition supply. The wheel is enhanced for improved off-road capabilities and designed to also allow the wheel to be used to shred a target, particularly infantry.</p><p>Make the following changes to create a Cyberwheel Mk2</p><p>Increase hit points to 4d10, total 30 hp;</p><p>Increase Hardness to 5;</p><p>Increase ranged attack to +7;</p><p>Replace Dual 7.62mm machine guns with dual laser rifles (5d8 fire);</p><p>Add off-road design;</p><p>Add Wheel Blades;</p><p>PDC +2.</p><p></p><p><strong>Off-Road Design</strong></p><p>The vehicle/robot is designed for off-road operations, reducing penalties to Drive checks or Reflex saves due to rough road conditions by half.</p><p></p><p><strong>Wheel Blades</strong></p><p>The wheel of the Cyberwheel is redesigned with a series of blades that allow it to slice anything it runs over or into. The Cyberwheel can make a ram-like melee attack, +4 melee attack roll, dealing 2d6 slashing damage. At vehicle chase scale, reduces damage the Cyberwheel takes on a ram attack, and adds 2d6 slashing damage to the ram damage.</p><p></p><p></p><p><strong><span style="font-size: 18px">Tiberium Enhanced Cyberwheel</span></strong></p><p>A Tiberium enhanced version of the Cyberwheel, fitted with a Tiberium Infuser which allows for Tiberium enhanced attacks and allows it to repair itself. Fitted with Wheel blades like the Mk2, but they can be released to function as caltrops.</p><p>Make the following changes to a Cyberwheel mk2 to create a Tiberium Enhanced Cyberwheel:</p><p>Add Improved Tiberium Infuser;</p><p>Tiberium Caltrops;</p><p>Increase hit points to 5d10, total 35 hp;</p><p>Increase Hardness to 7;</p><p>Increase ranged attack to +8;</p><p>Increase PDC by +4.</p><p></p><p><strong>Improved 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, and the effects last for 1 round after the vehicle leaves the Tiberium area:</p><p>Weapon Enhancement - The weapons are enhanced by Tiberium, dealing +5 damage / die for the next attack, which must be made that round or the next round. A target damaged by the 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 1d6 Hit Points. Replenishes Tiberium Caltrops</p><p>Armour Enhancement - The Infuser strengthens the armour and structure of the vehicle, granting it +3 Defense and +7 Hardness until the start of the driver's next turn.</p><p></p><p><strong>Tiberium Caltrops</strong></p><p>The Tiberium Enhanced Cyberwheel can use its wheel blades to leave Tiberium Caltrops.</p><p>These are four, or sometimes more, spikes made of iron and bits of Tiberium Vinifera (Blue Tiberium) that are released that cover an area 10 feet wide, 20 feet long. Used to slow and damage vehicles and infantry following the Attack Cycle, or to create an obstacle. Creatures moving more than half their speed, or each round spent fighting in the area filled with Tiberium Caltrops, the caltrops make a touch attack (+0 base attack bonus), 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 or one day's rest remove this penalty). Charging or running creatures must immediately stop if it steps on a caltrop. The creature must also make a Reflex save DC 15 or fall prone, where another caltrop can make an attack.</p><p>Vehicles moving through 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.</p><p>The Cyberwheel has two single use Tiberium Caltrop containers. Refills PDC 20 each. The Tiberium Infuser can use the Repair option to replenish one use of the Tiberium Caltrops.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7869447, member: 6668634"] Some more NOD good-(bad)-ness [B][SIZE=6]Laser Trooper Laser[/SIZE][/B] This heavy laser produced by NOD as a replacement for the TOW rocket launcher used by its rocket soldiers. The heavy laser comes in two parts, the laser itself, and a back mounted power system, powered by Tiberium, that fits on the user's lower back, allowing the user to still wear a back pack. The laser is an excellent anti-vehicle and anti-aircraft weapon, but it surprisingly isn't effective against living targets. The laser has excellent range and damage, but is a low rate of fire. [B]Laser Trooper Laser (PL6 Exotic Weapon Proficiency)[/B] Damage: 6d8, 2d8 vs living organic targets Critical: 20 x2 Damage Type: fire Range Increment: 200 ft Rate of Fire: Single Size: Large Weight: 14 lbs laser, 6 lbs power unit Ammo: 10 internal Purchase DC: 24 Mil +3 (NOD only) Notes: Against vehicles, aircraft, other inanimate objects (including robots, full conversion cyborgs), ignores 10 points of hardness/DR. Power unit provides 10 shots in its capacitors, recharges 1 shot every five rounds of inactivity. The power unit is good for 1 year before needing to be replaced, using 2 lbs of Tiberium crystals. [B][SIZE=6]Tick Tank[/SIZE][/B] The Tick tank replaced the older light tanks, with attention paid to their armour and firepower. Fairly cheap and fast moving, the Tick tank has a special feature, an entrenchment tool mounted on the front. When entrenched, the hull assumes a vertical position with the front section burrowed into the ground, the turret moves to the raised back of the hull, immobilizing the tank, but gains some additional protection and the turret gains greater range of motion and raising the height and field of vision for the gunner. When horizontal and mobile, the turret has a limited range of motion, able to only cover a 90 degree horizontal arc in the forward half. Armed with 90mm APDS cannon [B]Tick Tank (PL5-6)[/B] Crew: 2 Passengers: 0 Cargo: 150 lbs Init: -4 Maneuver: -4 Top Speed: 70 (7) Defense: 6* Hardness: 15* Hit Points: 65 Size: Gargantuan Purchase DC: 48 Restriction: Mil (+3) Accessories: Search light, military radio, 90mm cannon, darkvision 200 ft, thermo vision 200 ft, hazardous chemical and radiation sensors and GPS, entrenching tool, turret mode. [B]Weapons[/B] 90mm cannon, 7d12, 20x2, ballistic, 150 ft, semi, 50 rds, ignores 10 points of hardness/DR using APDS rounds. [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. Tiberium Gas Round - These rounds are designed to break open on contact and fill a 30 foot radius area with Tiberium Gas. Deals 4d6 ballistic damage to target struck. If the attack roll misses by 1 to 5, strikes the ground within 1d4x10 feet past the target and releasing the gas. If the attack roll misses by 6 or more, the round strikes 2d4x10 feet in a random direction (roll d8 for 8 compass points around the intended target), striking the ground and releasing the gas. PDC 23 for 10 rounds. [B]Entrenching Tool[/B] The front of the Tick tank is fitted with an entrenching tool to dig into the ground, including rock, concrete and pavement. The underside of the tank is fitted with lifts that, while the tank isn't moving, to angle the front down to allow the entrenching tool to dig into the ground and lift the back of the tank up so that it is standing in a vertical position, burying nearly half the tank into the ground. Through loose and packed dirt it takes the tank a full round to dig and entrench itself. Through rock, concrete and pavement it takes two full rounds to fully entrench. In steel/rebar reinforced concrete or up to 5 inches of steel on top of the ground, 5 rounds to dig through the metal, plus whatever the ground conditions are underneath. Takes 1 full round to return to a horizontal position. [B]Turret Mode[/B] While entrenching, the turret moves to the back of the tank, and upon the tank reaching a vertical position, the turret now has full 360 degree rotation, can elevate or lower almost 60 degrees (30 degrees up or down). While entrenched, the Tick tank's Defense is increased to 8, Hardness increases to 20 and gains 30 bonus hit points due to the dirt, rock and ground being piled up around it, providing additional protection. While in this mode, the tank is completely immobile until it reverts to normal, taking 1 full round in which it can not fire its weapon. [B][SIZE=5]Tiberium Enhanced Tick Tank mk1[/SIZE][/B] Kane's scientists experimented with enhancing the Tick Tank mk1 to make it a better infiltrator, ambusher and defender, allowing it to blend in with its surrounding to give it stealth capabilities, especially while laying in wait, the chameleonic surface allows it to blend in with the surrounding environment. With the Improved Tiberium Infuser, the Tiberium Enhanced Tick Tank is even more resistant to damage while entrenched, making these vehicles one of the best defensive vehicles for protecting harvesters, or setting up ambushes near Tiberium fields. Make the following changes to a NOD Tick Tank mk1 to create a Tiberium Enhanced Tick Tank mk1: Add Improved Tiberium Infuser; Fletchette Defense System; Chameleonic Surface; Increase PDC by +2. [B]Flechette Defense System[/B] A series of flechette launchers are fitted around the vehicle that are designed to protect it against infantry. The system can be activated as an attack action in a specific direction, or as an attack of opportunity upon enemy infantry entering close proximity of the vehicle. As an attack, deals 5d6, slashing damage to a 100 foot long, 10 foot wide line, Reflex save DC 18 for half damage. If set to automatically attack when infantry gets close, as an attack of opportunity, when enemy infantry enters within 50 feet of the vehicle, the driver can trigger the system to fill a 50 foot long, 25 foot wide cone, dealing 3d6 slashing damage, Reflex save DC 15 for half damage. The system has enough ammunition to fire a total of 10 times. While in a Tiberium field or gas cloud, the Improved Tiberium Infuser can be used to replenish a single use once per round, but the Infuser can't be used for any other purpose that round. While in a Tiberium field or gas cloud, the flechettes are treated as if they have Tiberium in them, causing Tiberium poisoning via injury. [B]Improved 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, and the effects last for 1 round after the vehicle leaves the Tiberium area: Weapon Enhancement - The weapons are enhanced by Tiberium, dealing +5 damage / die for the next attack, which must be made that round or the next round. A target damaged by the 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 1d6 Hit Points. Armour Enhancement - The Infuser strengthens the armour and structure of the vehicle, granting it +3 Defense and +7 Hardness until the start of the driver's next turn. [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. [B][SIZE=6]Cyberwheel[/SIZE][/B] A C.A.B.A.L. designed weapon that resembles a large armoured wheel with a stationary front cowling unit that houses the sensors and processing unit, meant for anti-infantry attacks and as quick scouts, providing C.A.B.A.L. with a rapid response to incursions on its territory. The AI that controls the Cyberwheel, while sophisticated, is fairly straight forward: go to area, scan, report findings, engage hostiles, return for repair and reloading, although it is programmed with numerous hit and run tactics as well as working in groups of other cyberwheels to make their attacks more effective. Depending on resources, the two 7.62mm machineguns can be fitted with the same Tiberium gas cartridges as the Mantis Tiberium Automatic Rifle (deals 2d8 ballistic + target exposed to Tiberium gas, which fills a 10 ft area around the target). [B]Cyberwheel (PL6)[/B] CR: 2 Size: Medium Hit Points: 3d10+10, 25 hp Init: Speed: 40 ft (250 (25) vehicle scale) Defense: 15 (+3 equipment +2 Dex) Hardness: BAB/Grp: +2/+2 Attack: +6 ranged (fire-linked dual 7.62mm machine gun 3d10, ball, 20, 100 ft) FS/Reach: 5 ft by 5 ft/ 5 ft Special Attacks: Special Qualities: Construct, Darkvision 40 ft Saves: Fort +1, Reflex +3, Will +1 Abilities: Str 10, Dex 15, Con -, Int , Wis 10, Cha 1 Skills: Balance +2, Drive +6, Knowledge: Tactics +4, Listen +4, Navigate +4, Search +4, Spot +4 Feats: Personal Firearms Proficiency, Advanced Firearms Proficiency, Frame: Armature Locomotion: Gyroscope Wheel Manipulators: None Armour: Duraplast Superstructure: Sensors: Class III Skill Software: Balance +4, Knowledge: Tactics +4, Search +4, Spot +4, Listen +4, Navigate +4, Drive +4 Feat Software: Personal Firearms Proficiency, Advanced Firearms Proficiency Accessories: Oracle Targeting System Mark 1, AV Recorder, weapon mount (dual 7.62mm machine gun, 200 rds ea), AV Transmitter, military radio, GPS, Feat Progit x2, Skill Net, Skill Progit x2, night-vision sensor (modified night vision googles). PDC: 35 [B]Oracle Targeting System PL6[/B] A robot version of the mech Oracle Targeting system including heuristic target-prediction profiling, ballistic projection and plotting, various preprogrammed tactics and strategies, all help the robots accuracy. The system grants an enhancement bonus on attack rolls (+2 to +10) with integrated weapons. The system has five different categories (denoted Mark I through Mark V). Purchase DC varies depending on the enhancement bonus conferred. Purchase DC: 18 for Mark I (+2), 19 for Mark II (+4), 21 for Mark III (+6), 23 for Mark IV (+8), 24 for Mark V (+10) [B]Gyroscope Wheel (PL 5-6)[/B] This is a large central wheel that the robot balances and moves on. Designed to remain upright and leans as it turns, as long as it is moving, it can change direction fairly quickly. While quick to respond to hazards, the system can be upset by large explosions. Suffers -2 to Reflex saves against area effect attacks, such as explosions. Base Speed: 40 ft PDC: One-half the base purchase DC of the robot's frame. Variants A few variant designs of the Cyberwheel exist, once the plans were discovered from defunct CABAL servers. [B][SIZE=5]Cyberwheel Mk2[/SIZE][/B] A technological upgrade of the Cyberwheel, improving the armour, reinforcing the structure, the machineguns replaced with lasers linked to the power source for near infinite ammunition supply. The wheel is enhanced for improved off-road capabilities and designed to also allow the wheel to be used to shred a target, particularly infantry. Make the following changes to create a Cyberwheel Mk2 Increase hit points to 4d10, total 30 hp; Increase Hardness to 5; Increase ranged attack to +7; Replace Dual 7.62mm machine guns with dual laser rifles (5d8 fire); Add off-road design; Add Wheel Blades; PDC +2. [B]Off-Road Design[/B] The vehicle/robot is designed for off-road operations, reducing penalties to Drive checks or Reflex saves due to rough road conditions by half. [B]Wheel Blades[/B] The wheel of the Cyberwheel is redesigned with a series of blades that allow it to slice anything it runs over or into. The Cyberwheel can make a ram-like melee attack, +4 melee attack roll, dealing 2d6 slashing damage. At vehicle chase scale, reduces damage the Cyberwheel takes on a ram attack, and adds 2d6 slashing damage to the ram damage. [B][SIZE=5]Tiberium Enhanced Cyberwheel[/SIZE][/B] A Tiberium enhanced version of the Cyberwheel, fitted with a Tiberium Infuser which allows for Tiberium enhanced attacks and allows it to repair itself. Fitted with Wheel blades like the Mk2, but they can be released to function as caltrops. Make the following changes to a Cyberwheel mk2 to create a Tiberium Enhanced Cyberwheel: Add Improved Tiberium Infuser; Tiberium Caltrops; Increase hit points to 5d10, total 35 hp; Increase Hardness to 7; Increase ranged attack to +8; Increase PDC by +4. [B]Improved 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, and the effects last for 1 round after the vehicle leaves the Tiberium area: Weapon Enhancement - The weapons are enhanced by Tiberium, dealing +5 damage / die for the next attack, which must be made that round or the next round. A target damaged by the 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 1d6 Hit Points. Replenishes Tiberium Caltrops Armour Enhancement - The Infuser strengthens the armour and structure of the vehicle, granting it +3 Defense and +7 Hardness until the start of the driver's next turn. [B]Tiberium Caltrops[/B] The Tiberium Enhanced Cyberwheel can use its wheel blades to leave Tiberium Caltrops. These are four, or sometimes more, spikes made of iron and bits of Tiberium Vinifera (Blue Tiberium) that are released that cover an area 10 feet wide, 20 feet long. Used to slow and damage vehicles and infantry following the Attack Cycle, or to create an obstacle. Creatures moving more than half their speed, or each round spent fighting in the area filled with Tiberium Caltrops, the caltrops make a touch attack (+0 base attack bonus), 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 or one day's rest remove this penalty). Charging or running creatures must immediately stop if it steps on a caltrop. The creature must also make a Reflex save DC 15 or fall prone, where another caltrop can make an attack. Vehicles moving through 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. The Cyberwheel has two single use Tiberium Caltrop containers. Refills PDC 20 each. The Tiberium Infuser can use the Repair option to replenish one use of the Tiberium Caltrops. [/QUOTE]
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