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<blockquote data-quote="kronos182" data-source="post: 8018094" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Medium Tank</span></strong></p><p></p><p>Is a loosely based on the M1 Abrams, with a low profile, a reasonable powerful 105mm cannon, with a balance of speed and armour, used as the main tank of GDI during the First Tiberium War before the GDI switched to walker technology. The medium tank is fairly cheap, but well balanced in power, speed and defense. It was an excellent anti-tank and anti-building vehicle, easily able to take on anything NOD had at the time. GDI makes use of the medium take now as a training unit, defense of second or third echelon bases and sells others to allies.</p><p></p><p><strong>GDI Medium Tank mk1 (PL5)</strong></p><p>Crew: 3</p><p>Passengers: 0</p><p>Cargo: 250 lbs</p><p>Init: -4</p><p>Maneuver: -4</p><p>Top Speed: 75 (7)</p><p>Defense: 6</p><p>Hardness: 15</p><p>Hit Points: 64</p><p>Size: Gargantuan</p><p>Purchase DC: 48</p><p>Restriction: Mil (+3)</p><p>Accessories: Search light, military radio, 105mm cannon, 5.56mm machine gun pintle mount, darkvision 200 ft, thermo vision 200 ft, hazardous chemical and radiation sensors and GPS</p><p></p><table style='width: 100%'><tr><td>Weapon</td><td>Damage</td><td>Critical</td><td>Damage Type</td><td>Range Incr</td><td>Rate of FIre</td><td>Magazine</td></tr><tr><td>105 Cannon</td><td>9d12</td><td>20</td><td>Ball</td><td>150 ft</td><td>S</td><td>70 rds</td></tr><tr><td>5.56mm Machine gun</td><td>2d8</td><td>20</td><td>Ball</td><td>80 ft</td><td>S, A</td><td>3000 rds</td></tr></table><p></p><p><strong><span style="font-size: 18px">Alternate Ammunition</span></strong></p><p><strong>APFSDS</strong> - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 7d12, ballistic damage. PDC 14 for 5 rounds.</p><p><strong>HEAT</strong> - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds.</p><p><strong>M1028 Anti-Personnel Cannister</strong> - Creates a shotgun effect that spreads from the muzzle, deals 4d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds.</p><p><strong>M908 Obstacle-Reduction Round</strong> - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 4d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.</p><p></p><p><strong><span style="font-size: 22px">Variants</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px">Medium Tank mk2</span></strong></p><p>After the chaos of the 23 Hours and Kane's attack later, many older vehicles and weapon systems were upgraded and rushed into service. The GDI got access to more advanced technology and used some to upgrade older vehicles as a stop gap before new designs could be developed.</p><p>Many Medium Tanks were upgraded with systems similar to the Mammoth A2.</p><p>Make the following changes to upgrade a Mammoth tank to a Mammoth A2:</p><p>Increase hit points by 15 to 79;</p><p>Increase 105mm cannon ammunition supply by 25%;</p><p>Add 2 smoke grenade launches (12 grenades total)</p><p>Replace 5.56mm machine gun with rail gun (3d12, 100 ft, 3000 rds)</p><p>Add ALA system;</p><p>Add upgraded APS;</p><p>Add upgraded targeting system;</p><p>Increase PDC +2</p><p></p><p><strong>ALA </strong>- Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds.</p><p></p><p><strong>Upgraded Targeting</strong> - All weapons suffer only half penalties to attack rolls while the tank is moving, even at full speed, and gain +2 to attack rolls while the tank is stationary. The Mammoth A2 can use its Tusk Mk2 missile pods to attack two targets at once, but suffer -4 to the attack roll, and the targets can not be more than 100 feet apart.</p><p></p><p><strong>Upgraded APS</strong> - this is an upgrade to the original Active Protection System, all guided missiles from radar guided, laser or IR guided, smart missiles, all suffer -3 to target the tank while the system is active. Also the six rapid-fire railguns can be used as a type of point defense system against RPGs, rockets and missiles, with a 20% chance to destroy such attacks, however when the rapid-fire railguns are used in this manner, they can not be used for attacks, the Commander designates at the start of the round if the four railguns will be used as part of the APS or not. If not they can be used for attacking like normal.</p><p></p><p><strong><span style="font-size: 18px">Porcupine Medium Tank</span></strong></p><p>This variant replaces the turret with a shorter but taller turret that is filled with multiple rapid-fire railguns, with improved targeting systems for targeting smaller fast moving targets such as infantry and power armour. GDI developed the Porcupine in response to all the super powered humanoids that could take on tanks in one-on-one combat. While the railguns may not be powerful enough to take out some of these super beings, but it can wound or at least distract them enough for heavier weapons to deal with them. Additionally the Porcupine is fitted with 2 tangler grenade launchers to help hold targets in place, with one in a semi turret mounted on the hull and the other atop the turret.</p><p>The turret mounts six railguns, and with all six going gives the Porcupine a distinct rip-rattle sound, giving it the nicknames of Ripper, or Rattler, or Shredder by crew and survivors. The ammunition bins can be split into three different types to allow a mix of ammunition types to be used for different targets.</p><p>Make the following changes to create a Porcupine Medium Tank:</p><p>Replace 105mm cannon and 5.56mm machine gun with Battery of three twin-firelinked railguns;</p><p>Add two tangler grenade launchers;</p><p>Add ALA system;</p><p>Add upgraded APS;</p><p>Add upgraded targeting system;</p><p>PDC +4.</p><p></p><p><strong>ALA</strong> - Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds.</p><p></p><p><strong>Upgraded Targeting</strong> - All weapons suffer only half penalties to attack rolls while the tank is moving, even at full speed, and gain +2 to attack rolls while the tank is stationary, +2 to attack rolls against targets of medium or smaller size (+4 if stationary).</p><p></p><p><strong>Upgraded APS</strong> - this is an upgrade to the original Active Protection System, all guided missiles from radar guided, laser or IR guided, smart missiles, all suffer -3 to target the tank while the system is active. Also the six rapid-fire railguns can be used as a type of point defense system against RPGs, rockets and missiles, with a 20% chance to destroy such attacks, however when the rapid-fire railguns are used in this manner, they can not be used for attacks, the Commander designates at the start of the round if the four railguns will be used as part of the APS or not. If not they can be used for attacking like normal.</p><p></p><p><strong>Triple Battery Twin-Firelinked Railguns</strong> - These 6 railguns fitted in a triple battery grant an additional +2 to attack rolls (+4 or +6 while stationary).</p><p></p><table style='width: 100%'><tr><td>Weapon</td><td>Damage</td><td>Critical</td><td>Damage Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td><td>Control</td></tr><tr><td>Triple Battery Twin-Firelinked Railguns (6)</td><td>4d12</td><td>20</td><td>Ball</td><td>100 ft</td><td>S, A</td><td>5000 rds ea</td><td>Gunner</td></tr><tr><td>Anti-Laser Aerosol Launcher (2)</td><td>None</td><td>-</td><td>None</td><td>30 ft radius</td><td>Single</td><td>6 uses</td><td>Driver or Commander</td></tr><tr><td>Tangler Grenade Launcher (2)</td><td>Special</td><td>-</td><td>-</td><td>100 ft</td><td>Semi</td><td>20 Grenades ea</td><td>Commander or Gunner</td></tr></table></blockquote><p></p>
[QUOTE="kronos182, post: 8018094, member: 6668634"] [B][SIZE=7]Medium Tank[/SIZE][/B] Is a loosely based on the M1 Abrams, with a low profile, a reasonable powerful 105mm cannon, with a balance of speed and armour, used as the main tank of GDI during the First Tiberium War before the GDI switched to walker technology. The medium tank is fairly cheap, but well balanced in power, speed and defense. It was an excellent anti-tank and anti-building vehicle, easily able to take on anything NOD had at the time. GDI makes use of the medium take now as a training unit, defense of second or third echelon bases and sells others to allies. [B]GDI Medium Tank mk1 (PL5)[/B] Crew: 3 Passengers: 0 Cargo: 250 lbs Init: -4 Maneuver: -4 Top Speed: 75 (7) Defense: 6 Hardness: 15 Hit Points: 64 Size: Gargantuan Purchase DC: 48 Restriction: Mil (+3) Accessories: Search light, military radio, 105mm cannon, 5.56mm machine gun pintle mount, darkvision 200 ft, thermo vision 200 ft, hazardous chemical and radiation sensors and GPS [TABLE] [TR] [TD]Weapon[/TD] [TD]Damage[/TD] [TD]Critical[/TD] [TD]Damage Type[/TD] [TD]Range Incr[/TD] [TD]Rate of FIre[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]105 Cannon[/TD] [TD]9d12[/TD] [TD]20[/TD] [TD]Ball[/TD] [TD]150 ft[/TD] [TD]S[/TD] [TD]70 rds[/TD] [/TR] [TR] [TD]5.56mm Machine gun[/TD] [TD]2d8[/TD] [TD]20[/TD] [TD]Ball[/TD] [TD]80 ft[/TD] [TD]S, A[/TD] [TD]3000 rds[/TD] [/TR] [/TABLE] [B][SIZE=5]Alternate Ammunition[/SIZE] APFSDS[/B] - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 7d12, ballistic damage. PDC 14 for 5 rounds. [B]HEAT[/B] - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds. [B]M1028 Anti-Personnel Cannister[/B] - Creates a shotgun effect that spreads from the muzzle, deals 4d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds. [B]M908 Obstacle-Reduction Round[/B] - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 4d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry. [B][SIZE=6]Variants[/SIZE] [SIZE=5]Medium Tank mk2[/SIZE][/B] After the chaos of the 23 Hours and Kane's attack later, many older vehicles and weapon systems were upgraded and rushed into service. The GDI got access to more advanced technology and used some to upgrade older vehicles as a stop gap before new designs could be developed. Many Medium Tanks were upgraded with systems similar to the Mammoth A2. Make the following changes to upgrade a Mammoth tank to a Mammoth A2: Increase hit points by 15 to 79; Increase 105mm cannon ammunition supply by 25%; Add 2 smoke grenade launches (12 grenades total) Replace 5.56mm machine gun with rail gun (3d12, 100 ft, 3000 rds) Add ALA system; Add upgraded APS; Add upgraded targeting system; Increase PDC +2 [B]ALA [/B]- Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds. [B]Upgraded Targeting[/B] - All weapons suffer only half penalties to attack rolls while the tank is moving, even at full speed, and gain +2 to attack rolls while the tank is stationary. The Mammoth A2 can use its Tusk Mk2 missile pods to attack two targets at once, but suffer -4 to the attack roll, and the targets can not be more than 100 feet apart. [B]Upgraded APS[/B] - this is an upgrade to the original Active Protection System, all guided missiles from radar guided, laser or IR guided, smart missiles, all suffer -3 to target the tank while the system is active. Also the six rapid-fire railguns can be used as a type of point defense system against RPGs, rockets and missiles, with a 20% chance to destroy such attacks, however when the rapid-fire railguns are used in this manner, they can not be used for attacks, the Commander designates at the start of the round if the four railguns will be used as part of the APS or not. If not they can be used for attacking like normal. [B][SIZE=5]Porcupine Medium Tank[/SIZE][/B] This variant replaces the turret with a shorter but taller turret that is filled with multiple rapid-fire railguns, with improved targeting systems for targeting smaller fast moving targets such as infantry and power armour. GDI developed the Porcupine in response to all the super powered humanoids that could take on tanks in one-on-one combat. While the railguns may not be powerful enough to take out some of these super beings, but it can wound or at least distract them enough for heavier weapons to deal with them. Additionally the Porcupine is fitted with 2 tangler grenade launchers to help hold targets in place, with one in a semi turret mounted on the hull and the other atop the turret. The turret mounts six railguns, and with all six going gives the Porcupine a distinct rip-rattle sound, giving it the nicknames of Ripper, or Rattler, or Shredder by crew and survivors. The ammunition bins can be split into three different types to allow a mix of ammunition types to be used for different targets. Make the following changes to create a Porcupine Medium Tank: Replace 105mm cannon and 5.56mm machine gun with Battery of three twin-firelinked railguns; Add two tangler grenade launchers; Add ALA system; Add upgraded APS; Add upgraded targeting system; PDC +4. [B]ALA[/B] - Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds. [B]Upgraded Targeting[/B] - All weapons suffer only half penalties to attack rolls while the tank is moving, even at full speed, and gain +2 to attack rolls while the tank is stationary, +2 to attack rolls against targets of medium or smaller size (+4 if stationary). [B]Upgraded APS[/B] - this is an upgrade to the original Active Protection System, all guided missiles from radar guided, laser or IR guided, smart missiles, all suffer -3 to target the tank while the system is active. Also the six rapid-fire railguns can be used as a type of point defense system against RPGs, rockets and missiles, with a 20% chance to destroy such attacks, however when the rapid-fire railguns are used in this manner, they can not be used for attacks, the Commander designates at the start of the round if the four railguns will be used as part of the APS or not. If not they can be used for attacking like normal. [B]Triple Battery Twin-Firelinked Railguns[/B] - These 6 railguns fitted in a triple battery grant an additional +2 to attack rolls (+4 or +6 while stationary). [TABLE] [TR] [TD]Weapon[/TD] [TD]Damage[/TD] [TD]Critical[/TD] [TD]Damage Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [TD]Control[/TD] [/TR] [TR] [TD]Triple Battery Twin-Firelinked Railguns (6)[/TD] [TD]4d12[/TD] [TD]20[/TD] [TD]Ball[/TD] [TD]100 ft[/TD] [TD]S, A[/TD] [TD]5000 rds ea[/TD] [TD]Gunner[/TD] [/TR] [TR] [TD]Anti-Laser Aerosol Launcher (2)[/TD] [TD]None[/TD] [TD]-[/TD] [TD]None[/TD] [TD]30 ft radius[/TD] [TD]Single[/TD] [TD]6 uses[/TD] [TD]Driver or Commander[/TD] [/TR] [TR] [TD]Tangler Grenade Launcher (2)[/TD] [TD]Special[/TD] [TD]-[/TD] [TD]-[/TD] [TD]100 ft[/TD] [TD]Semi[/TD] [TD]20 Grenades ea[/TD] [TD]Commander or Gunner[/TD] [/TR] [/TABLE] [/QUOTE]
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