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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8950327" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Harpy</span></strong></p><p>The Harpy are helicopters used by NOD during the second Tiberium War based on the AH-64 Apaches, only with a more aerodynamic, stealthy design, with improved engines for greater speed while being quieter than other helicopters with the same speed, turning it from a gunship into a scout unit. It is armed with a pair of chainguns instead of the one of the Apache, but lacks the ability to mount missiles, this making it good against infantry and lightly armoured vehicles, but lacks the missiles to take on tanks or bunkers. If not carrying the second crewmember to man the guns, Harpies could be used to extract VIPs or drop a single commando behind enemy lines.</p><p>When Kane returned, NOD built a large number which they used for harassing GDI and similar organizations, keeping them distracted from NOD's true goals, and even used a large number of them with explosives attached in a series of suicide strikes to disrupt supplies and communications before their main attacks.</p><p></p><p><strong>Harpy Helicopter (PL5)</strong></p><p>Crew: 1-2</p><p>Passengers: 0-1</p><p>Cargo: 50 lbs</p><p>Init: -1</p><p>Maneuver: +1</p><p>Top Speed: 400 (40)</p><p>Defense: 6</p><p>Hardness: 8</p><p>Hit Points: 36</p><p>Size: G</p><p>Purchase DC: 51</p><p>Restriction: Mil (+3)</p><p>Accessories: Military radio, mech class 1 equivalent sensors with 5 mile range (+2 Navigate, +2 Spot), Twin mini guns, laser designator, NBC protection (+4 saves with 5 hour air supply)</p><p>Notes: stealth design (sensors suffer -5 to checks), +5 Hide in low light/dark environment</p><p></p><table style='width: 100%'><tr><td>Weapon</td><td>Damage</td><td>Critical</td><td>Damage Type</td><td>Range Increment</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>Twin Minigun</td><td>6d20</td><td>20</td><td>Ballistic</td><td>150 ft</td><td>A</td><td>2000 Linked</td></tr><tr><td>Portable Laser Designator</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td></tr></table><p></p><p><strong><span style="font-size: 22px">Variants</span></strong></p><p>While the Harpy fell out of use with NOD shortly after the Second Tiberium War, other groups collected those that remained, and some variants were developed. Some splinter groups of NOD used variant designs of the Harpy as they either couldn't produce newer models, or didn't work with their style of combat.</p><p></p><p><strong><span style="font-size: 18px">Harpy Mk2</span></strong></p><p>The Harpy Mk2 is modified for improved stealth, removing the extra seat for the second crew or passenger, armour is a bit lighter to reduce weight as a Lazarus shield is installed for even greater stealth, although while on the vehicle must reduce in speed and can't use its weapons.</p><p>Make following changes to Harpy to make Harpy Mk2:</p><p>Reduce crew capacity to 1;</p><p>Reduce passenger capacity to 0;</p><p>Reduce Hardness to 5;</p><p>Add Lazarus Shield;</p><p>PDC +1</p><p></p><p><strong>Lazarus Shield</strong></p><p>This optical cloaking field renders the vehicle invisible to all visual sensors, granting a +40 to Hide when immobile, or +20 while moving. Even if detected, the Lazarus Shield still prevents the vehicle's exact position from being know, granting a 50% miss chance to all attacks. However those within 20 feet of the vehicle can see the distortion field a bit better and only have a 25% miss chance, if they notice the distortion field or the vehicle's presence. The Lazarus field can be activated and deactivated as a free action before and after an attack, as the field can not function while the weapons fire. The field can be maintained for a total of 6 hours before it needs a 1 hour cool down time. The 6 hours can be broken up, such as when weapons fire. If inactive for more than 1 hour between activations before the 6 hours are up, the 6 hours are reset.</p><p>If the vehicle suffers more than 50% damage, the Lazarus Shield will not activate until repaired. Can't fire weapons while Lazarus Shield is active.</p><p></p><p><strong><span style="font-size: 18px">Harpy Raptor</span></strong></p><p>The Harpy Raptor is upgraded with slightly improved combat capabilities and sabotage as it is fitted with an EMP generator. It's armour is replaced with a nonferrous material that helps protect it from its EMP, making the Harpy Raptor excellent for sabotaging buildings and infrastructure and opening convoys and bases up for quick destruction from other forces.</p><p>Make the following changes to Harpy to make Harpy Raptor:</p><p>Increase HP to 40;</p><p>Replace Twin Chainguns with Twin Spitfire Lasers;</p><p>Add EMP Generator;</p><p>PDC +2</p><p></p><p><strong>Spitfire Laser</strong></p><p>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.</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>Twin Spitfire Laser</td><td>6d10</td><td>20</td><td>Fire</td><td>110 ft</td><td>S/A</td><td>1600</td></tr></table><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 Raider Buggy is immune to the EMP effects from itself and other NOD sources.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8950327, member: 6668634"] [B][SIZE=7]Harpy[/SIZE][/B] The Harpy are helicopters used by NOD during the second Tiberium War based on the AH-64 Apaches, only with a more aerodynamic, stealthy design, with improved engines for greater speed while being quieter than other helicopters with the same speed, turning it from a gunship into a scout unit. It is armed with a pair of chainguns instead of the one of the Apache, but lacks the ability to mount missiles, this making it good against infantry and lightly armoured vehicles, but lacks the missiles to take on tanks or bunkers. If not carrying the second crewmember to man the guns, Harpies could be used to extract VIPs or drop a single commando behind enemy lines. When Kane returned, NOD built a large number which they used for harassing GDI and similar organizations, keeping them distracted from NOD's true goals, and even used a large number of them with explosives attached in a series of suicide strikes to disrupt supplies and communications before their main attacks. [B]Harpy Helicopter (PL5)[/B] Crew: 1-2 Passengers: 0-1 Cargo: 50 lbs Init: -1 Maneuver: +1 Top Speed: 400 (40) Defense: 6 Hardness: 8 Hit Points: 36 Size: G Purchase DC: 51 Restriction: Mil (+3) Accessories: Military radio, mech class 1 equivalent sensors with 5 mile range (+2 Navigate, +2 Spot), Twin mini guns, laser designator, NBC protection (+4 saves with 5 hour air supply) Notes: stealth design (sensors suffer -5 to checks), +5 Hide in low light/dark environment [TABLE] [TR] [TD]Weapon[/TD] [TD]Damage[/TD] [TD]Critical[/TD] [TD]Damage Type[/TD] [TD]Range Increment[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Twin Minigun[/TD] [TD]6d20[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]150 ft[/TD] [TD]A[/TD] [TD]2000 Linked[/TD] [/TR] [TR] [TD]Portable Laser Designator[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [/TR] [/TABLE] [B][SIZE=6]Variants[/SIZE][/B] While the Harpy fell out of use with NOD shortly after the Second Tiberium War, other groups collected those that remained, and some variants were developed. Some splinter groups of NOD used variant designs of the Harpy as they either couldn't produce newer models, or didn't work with their style of combat. [B][SIZE=5]Harpy Mk2[/SIZE][/B] The Harpy Mk2 is modified for improved stealth, removing the extra seat for the second crew or passenger, armour is a bit lighter to reduce weight as a Lazarus shield is installed for even greater stealth, although while on the vehicle must reduce in speed and can't use its weapons. Make following changes to Harpy to make Harpy Mk2: Reduce crew capacity to 1; Reduce passenger capacity to 0; Reduce Hardness to 5; Add Lazarus Shield; PDC +1 [B]Lazarus Shield[/B] This optical cloaking field renders the vehicle invisible to all visual sensors, granting a +40 to Hide when immobile, or +20 while moving. Even if detected, the Lazarus Shield still prevents the vehicle's exact position from being know, granting a 50% miss chance to all attacks. However those within 20 feet of the vehicle can see the distortion field a bit better and only have a 25% miss chance, if they notice the distortion field or the vehicle's presence. The Lazarus field can be activated and deactivated as a free action before and after an attack, as the field can not function while the weapons fire. The field can be maintained for a total of 6 hours before it needs a 1 hour cool down time. The 6 hours can be broken up, such as when weapons fire. If inactive for more than 1 hour between activations before the 6 hours are up, the 6 hours are reset. If the vehicle suffers more than 50% damage, the Lazarus Shield will not activate until repaired. Can't fire weapons while Lazarus Shield is active. [B][SIZE=5]Harpy Raptor[/SIZE][/B] The Harpy Raptor is upgraded with slightly improved combat capabilities and sabotage as it is fitted with an EMP generator. It's armour is replaced with a nonferrous material that helps protect it from its EMP, making the Harpy Raptor excellent for sabotaging buildings and infrastructure and opening convoys and bases up for quick destruction from other forces. Make the following changes to Harpy to make Harpy Raptor: Increase HP to 40; Replace Twin Chainguns with Twin Spitfire Lasers; Add EMP Generator; PDC +2 [B]Spitfire Laser[/B] 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. [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]Twin Spitfire Laser[/TD] [TD]6d10[/TD] [TD]20[/TD] [TD]Fire[/TD] [TD]110 ft[/TD] [TD]S/A[/TD] [TD]1600[/TD] [/TR] [/TABLE] [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 Raider Buggy is immune to the EMP effects from itself and other NOD sources. [/QUOTE]
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