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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 9544629" data-attributes="member: 6668634"><p>Some NOD stuff.</p><p></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Temple of NOD (Tiberian Dawn Era)</span></strong></span></p><p><span style="font-family: 'Calibri'">The Temple of NOD is the heart of the Brotherhood, acting as their communications hub and command center, housing the computer core and serving as Kane's residence, where he commands the Brotherhood with an iron fist, surrounded by elite zealots and templars devoted to his cause. The temple also serves as the Brotherhood's advanced research lab, allowing construction of advanced units and technology. It also housed a nuclear missile silo.</span></p><p><span style="font-family: 'Calibri'">The Temple is a massive, cathedral-like building, resembling a scorpion. Its architecture was neo-gothic, mixing heavily decorated metal frames with red and black stained glass windows. Several flying buttress extended from it sideways, resembling scorpion's "legs" and a tail-like protrusion extended from the segment of the temple containing the nuclear missile silo. There was a large underground section which is filled with the labs and research facilities, and storage of the nuclear missiles.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">The Temple of Nod is roughly 400 ft by 400 ft, 100 ft tall, with an additional 100 ft for the 'tail' structure, with 400 hit points, hardness 40. Requires a crew of 30, has full NBC protection for occupants. The underground section covers a 2000 ft by 2000 ft, 500 ft deep area, with 600 hit points, hardness 40. Requiring a crew of 75.</span></p><p><span style="font-family: 'Calibri'">There is space in the main temple for 100 people to live, and house 200 for important events. The underground can house 100 soldiers permanently. Destroying the main above ground section will prevent the nuclear missiles from launching, and blocks the access points to the underground section until cleared. Both have enough supplies to feed everyone for 6 months, with NBC protection and air.</span></p><p><span style="font-family: 'Calibri'">Military radio with a range of 200 miles, with satellite uplink, but loses the satellite uplink if the above ground temple is destroyed. Has equivalent sensors of Mech Class III, with range of 30 miles. Labs and computers provide +10 to all Research, Gather Information, Knowledge, and Computer Use checks. NOD units fighting within 10 mile radius of the Temple of NOD gain a +2 morale bonus to attack rolls and saves.</span></p><p><span style="font-family: 'Calibri'">PDC: 50</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">In Coreline, a Temple of NOD (Tiberian Dawn Era) is rumoured to be hidden deep within the Tiberium fields in Australia. During the defeat of NOD, this temple wasn't found, but one in Sarajevo was destroyed, leaving behind a burned out husk. Two other temples were either partly or fully constructed before being destroyed in China and Siberia, with another rumoured to be in Antarctica. </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Temple of NOD (Tiberian Sun Era)</span></strong></span></p><p><span style="font-family: 'Calibri'">The Temple of NOD is the heart of the Brotherhood, acting as their communications hub and command center, housing the computer core and serving as Kane's residence, where he commands the Brotherhood with an iron fist, surrounded by elite zealots and templars devoted to his cause. The temple also serves as the Brotherhood's advanced research lab, allowing construction of advanced units and technology.</span></p><p><span style="font-family: 'Calibri'">The second generation of Temple, from the Second Tiberium War, differs drastically from its predecessor's, it is streamlined and resembles an encroached scorpion much more. Stained glass panels are almost non-existent, replaced by sleek concrete and steel surfaces. Similar to the original, it contains advanced research labs for advanced units and research to be conducted. It also contains potent sensors to detect stealth units and functions as a control point for Hunter-Seeker droids.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">The Temple of Nod is roughly 500 ft by 300 ft, 100 ft tall, with an additional 100 ft for the 'tail' structure, with 450 hit points, hardness 45. Requires a crew of 30, has full NBC protection for occupants. The underground section covers a 2000 ft by 2000 ft, 500 ft deep area, with 600 hit points, hardness 40. Requiring a crew of 75.</span></p><p><span style="font-family: 'Calibri'">There is space in the main temple for 100 people to live, and house 200 for important events. The underground can house 100 soldiers permanently. Destroying the main above ground section will prevent the Hunter-Seeker droids from launching, and blocks the access points to the underground section until cleared. Both have enough supplies to feed everyone for 6 months, with NBC protection and air.</span></p><p><span style="font-family: 'Calibri'">Military radio with a range of 200 miles, with satellite uplink, but loses the satellite uplink if the above ground temple is destroyed. Has equivalent sensors of Mech Class IV, with range of 50 miles. Labs and computers provide +10 to all Research, Gather Information, Knowledge, and Computer Use checks. NOD units fighting within 10 mile radius of the Temple of NOD gain a +2 morale bonus to attack rolls and saves. Can build one Hunter-Seeker droid every 10 minutes if enough material is stored, and can hold 30, capable of deploying up to 5 per round.</span></p><p><span style="font-family: 'Calibri'">PDC: 51</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Adventure Ideas</span></strong></span></p><p><span style="font-family: 'Calibri'"><strong>The Brotherhood Arises Again</strong> - Rumours of a new temple is being constructed in a remote area in South America. The PCs are hired to investigate. Depending on the hiring group, military assistance can be called once located.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>In the Wrong Hands</strong> - After the defeat of NOD, Temples of NOD were destroyed, but generally abandoned in the push to find Kane. Some of these temples may still have relatively intact underground facilities still that may have advanced technologies, or even nuclear missiles that can cause a lot of trouble if they fell into the wrong hands. Or offer a huge payday on the Black Market.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Hunter-Seeker Droid</span></strong></span></p><p><span style="font-family: 'Calibri'">These drones are simple robotic drones that attack by attaching to an enemy unit and self-destructing. They appear as a roughly 4 foot tall cylinder with duct fans and simple control surfaces for low level flight and maneuvering, several sensors and cameras protrude from the frame. Upon being deployed, these drones accept no commands and attack targets programmed into their memory banks or that don't have a NOD IFF signature that is friendly to the deploying unit. They have enough power to remain in the field for 5 days before self detonating once out of power, but will generally attack a target before that time. Typically will attack vehicles, with preference for GDI, or other programmed organizations, and any GDI, or other organization programmed, structures; leaving civilian vehicles and structures as secondary targets, or if the drone detects more than 5 infantry type units entering a building, then it will attack the building. The Hunter-Seeker can fly as low as 3 feet above the ground, to as high as 50 ft to go over obstacles.</span></p><p><span style="font-family: 'Calibri'">Once released, if released individually, it will use the last detected area within the sensor range of the building or vehicle that releases it, that had enemy activity within 24 hours, and move in a zig-zag type pattern, with about 500 ft between the two outer parts of the zig-zag, towards the area, searching for enemy targets. If released in groups of at least 3, they will move out in a cone area, each zig-zagging within their sections of the cone to locate targets. The more drones released, the larger the area that can be covered.</span></p><p><span style="font-family: 'Calibri'">Upon finding a target, before it strikes, it releases a quick radio burst that is encrypted to any NOD unit in the area, and to its deploying structure or unit, the location and its detonation.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Hunter-Seeker Droid (PL6)</strong></span></p><p><span style="font-family: 'Calibri'">CR: 2</span></p><p><span style="font-family: 'Calibri'">Size: Small</span></p><p><span style="font-family: 'Calibri'">Hit Points: 2d10+10, 15 hp</span></p><p><span style="font-family: 'Calibri'">Init: +4</span></p><p><span style="font-family: 'Calibri'">Speed: 60 ft fly (400 (40) vehicle scale)</span></p><p><span style="font-family: 'Calibri'">Defense: 15 (+3 equipment +2 Dex)</span></p><p><span style="font-family: 'Calibri'">Hardness: </span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +2/+2</span></p><p><span style="font-family: 'Calibri'">Attack: +6 melee </span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft by 5 ft/ 5 ft</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Self-Destruct</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Construct, Darkvision 40 ft</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +1, Reflex +3, Will +1</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 10, Dex 15, Con -, Int , Wis 10, Cha 1</span></p><p><span style="font-family: 'Calibri'">Skills: Balance +4, Drive +6, Listen +6, Navigate +4, Search +6, Spot +6</span></p><p><span style="font-family: 'Calibri'">Feats: </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Frame: Armature</span></p><p><span style="font-family: 'Calibri'">Locomotion: Thrusters</span></p><p><span style="font-family: 'Calibri'">Manipulators: None</span></p><p><span style="font-family: 'Calibri'">Armour: Duraplast</span></p><p><span style="font-family: 'Calibri'">Superstructure: </span></p><p><span style="font-family: 'Calibri'">Sensors: Class III</span></p><p><span style="font-family: 'Calibri'">Skill Software: Balance +4, Search +6, Spot +6, Listen +6, Navigate +4, Drive +6</span></p><p><span style="font-family: 'Calibri'">Feat Software: None</span></p><p><span style="font-family: 'Calibri'">Accessories: AV Recorder, AV Transmitter, military radio, GPS, Skill Net, Skill Progit x2, night-vision sensor (modified night vision googles), explosive charge.</span></p><p><span style="font-family: 'Calibri'">PDC: 34</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Self-Destruct</strong></span></p><p><span style="font-family: 'Calibri'">The Hunter-Seeker, upon seeing a valid target (typically a vehicle of a sedan size or larger, or enemy building, structure or large piece of equipment), will make a melee touch attack and immediately self destruct using an explosive charge, dealing 8d6 to a 15 foot radius, Reflex save DC 15 for everything in the radius but the target struck, that ignores 15 points of hardness to the target touched. If the attack misses, the drone still detonates, but the damage doesn't ignore hardness to the intended target, which can make the Reflex save, if it is capable, for half damage.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">NOD Artillery</span></strong></span></p><p><span style="font-family: 'Calibri'">The NOD Artillery was used by NOD, CABAL and the Forgotten during the Second Tiberium War and the Firestorm Conflict, continuing the Brotherhood's extensive use of mobile artillery. It is a large tracked vehicle, with two pairs of tracks, and a large 155mm HE cannon in a turret. Due to the recoil, the vehicle deploys stabilizers and it becomes stationary, but grants it incredible range, but can't strike anything within a minimum range, and requires protection.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Crew: 4</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Passengers: 0</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Cargo: 250 lbs</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Init: -4</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Maneuver: -4</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Top Speed: 60 (6)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Defense: 6</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hardness: 15 (20 in deployed mode)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hit Points: 80</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Size: Gargantuan (-2)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Purchase DC: 52</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Accessories: 155mm artillery cannon, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2).</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Notes: Can't fire while moving, +3 to attack rolls, NBC protection grants +4 to Fort saves, Deploy</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Deploy - As a standard equivalent action, the NOD Artillery can switch to deployed mode, stop movement and deploys a series of stabilizers, unlocking the turret from locked forward position. Takes a standard equivalent action to switch back to mobile mode to move again. Can only fire while deployed.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Weapons</strong></span></span></p><table style='width: 100%'><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Name</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Damage</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Critical</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Dam Type</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Range Incr</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Magazine</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Controller</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">155mm Artillery Cannon</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">12d12*</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">250 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Single</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">80 rounds</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Gunner</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Smoke Grenade Launcher (2)</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">none</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">-</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">None</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">50 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Semi</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">12 grenades</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Driver or Commander</span></span></td></tr></table><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>155mm Artillery Cannon</strong></span></p><p><span style="font-family: 'Calibri'">This weapon can only be fired while deployed. Can't attack at anything within 150 feet, can attack targets out to 25 range increments. The loading mechanism that holds a total of 80 rounds, which can hold up to 5 different types of rounds.</span></p><p><span style="font-family: 'Calibri'">The stats are for a standard HE round, dealing 12d12 to target struck, and 9d12 to a 40 foot radius area, Reflex save DC 17 for half, with specialty rounds as the following:</span></p><p><span style="font-family: 'Calibri'">APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 25 points of hardness, increase range incr to 300 ft, deals 10d12, critical 19-20x2, ballistic damage. PDC 15 for 5 rounds.</span></p><p><span style="font-family: 'Calibri'">HEAT - High Explosive Anti-Tank round, deals 9d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 17 for half. PDC 14 for 5 rounds.</span></p><p><span style="font-family: 'Calibri'">M1030 - Deployable Mine Field round. Select a 30 ft by 30 ft area, a successful attack roll will launch the round and it will deploy mine field covering the area with 36 mines, 1 per 5 foot square. If the attack is unsuccessful, roll 1d8 for direction missed by, and each point missed the target spot by, move the mine deploy spot center by 10 ft. The mines automatically bury themselves the round after, and have a Spot DC 19 to be noticed, if no effort made to disguise the area, or not in an area with lots of vegetation. Moving through the area, sets of a mine for each square moved through, dealing 2d4 fire damage, Reflex save DC 14 of half damage. Anything floating up to 5 feet above the mines will trigger the mines. PDC 19 for 5 rounds.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Upgrades</span></strong></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">NOD Artillery M1</span></strong></span></p><p><span style="font-family: 'Calibri'">The M1 version of the NOD Artillery is an upgraded version assigned to elite artillery units, or assigned to protect important facilities. They are fitted with a self-repair unit, ALA, APS and improved targeting systems.</span></p><p><span style="font-family: 'Calibri'">Make the following changes to upgrade to an M1:</span></p><p><span style="font-family: 'Calibri'">Increase hit points by 5;</span></p><p><span style="font-family: 'Calibri'">Increase cannon ammunition supply by 25%;</span></p><p><span style="font-family: 'Calibri'">Increase number of smoke grenades by double (24 total)</span></p><p><span style="font-family: 'Calibri'">Add ALA system;</span></p><p><span style="font-family: 'Calibri'">Add APS system;</span></p><p><span style="font-family: 'Calibri'">Add upgraded targeting system;</span></p><p><span style="font-family: 'Calibri'">Add self-repair system;</span></p><p><span style="font-family: 'Calibri'">PDC: +1</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'"><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.</span></span></p><p> <span style="color: #333333"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>APS (Active Protection System)</strong> - Against missile weapons that use wired and IR targeting systems, as well as laser guidance, this system imposes a -2 to attack rolls to such weapons when targeting the vehicle.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'"> </span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'"><strong>Upgraded Targeting</strong> - Gain an additional +2 to attack rolls. Penalty to attack rolls for range increments is reduced by half (every two increments incurs -1 instead of every range increment).</span></span></p><p> <span style="color: #333333"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'"><strong>Self-Repair System</strong> - While not moving or attacking, the vehicle will repair 1d4 hit points every 2 rounds. Can repair a total of 50 hit points. Resupply PDC 14.</span></span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9544629, member: 6668634"] Some NOD stuff. [FONT=Calibri][B][SIZE=7]Temple of NOD (Tiberian Dawn Era)[/SIZE][/B] The Temple of NOD is the heart of the Brotherhood, acting as their communications hub and command center, housing the computer core and serving as Kane's residence, where he commands the Brotherhood with an iron fist, surrounded by elite zealots and templars devoted to his cause. The temple also serves as the Brotherhood's advanced research lab, allowing construction of advanced units and technology. It also housed a nuclear missile silo. The Temple is a massive, cathedral-like building, resembling a scorpion. Its architecture was neo-gothic, mixing heavily decorated metal frames with red and black stained glass windows. Several flying buttress extended from it sideways, resembling scorpion's "legs" and a tail-like protrusion extended from the segment of the temple containing the nuclear missile silo. There was a large underground section which is filled with the labs and research facilities, and storage of the nuclear missiles. The Temple of Nod is roughly 400 ft by 400 ft, 100 ft tall, with an additional 100 ft for the 'tail' structure, with 400 hit points, hardness 40. Requires a crew of 30, has full NBC protection for occupants. The underground section covers a 2000 ft by 2000 ft, 500 ft deep area, with 600 hit points, hardness 40. Requiring a crew of 75. There is space in the main temple for 100 people to live, and house 200 for important events. The underground can house 100 soldiers permanently. Destroying the main above ground section will prevent the nuclear missiles from launching, and blocks the access points to the underground section until cleared. Both have enough supplies to feed everyone for 6 months, with NBC protection and air. Military radio with a range of 200 miles, with satellite uplink, but loses the satellite uplink if the above ground temple is destroyed. Has equivalent sensors of Mech Class III, with range of 30 miles. Labs and computers provide +10 to all Research, Gather Information, Knowledge, and Computer Use checks. NOD units fighting within 10 mile radius of the Temple of NOD gain a +2 morale bonus to attack rolls and saves. PDC: 50 In Coreline, a Temple of NOD (Tiberian Dawn Era) is rumoured to be hidden deep within the Tiberium fields in Australia. During the defeat of NOD, this temple wasn't found, but one in Sarajevo was destroyed, leaving behind a burned out husk. Two other temples were either partly or fully constructed before being destroyed in China and Siberia, with another rumoured to be in Antarctica. [B][SIZE=7]Temple of NOD (Tiberian Sun Era)[/SIZE][/B] The Temple of NOD is the heart of the Brotherhood, acting as their communications hub and command center, housing the computer core and serving as Kane's residence, where he commands the Brotherhood with an iron fist, surrounded by elite zealots and templars devoted to his cause. The temple also serves as the Brotherhood's advanced research lab, allowing construction of advanced units and technology. The second generation of Temple, from the Second Tiberium War, differs drastically from its predecessor's, it is streamlined and resembles an encroached scorpion much more. Stained glass panels are almost non-existent, replaced by sleek concrete and steel surfaces. Similar to the original, it contains advanced research labs for advanced units and research to be conducted. It also contains potent sensors to detect stealth units and functions as a control point for Hunter-Seeker droids. The Temple of Nod is roughly 500 ft by 300 ft, 100 ft tall, with an additional 100 ft for the 'tail' structure, with 450 hit points, hardness 45. Requires a crew of 30, has full NBC protection for occupants. The underground section covers a 2000 ft by 2000 ft, 500 ft deep area, with 600 hit points, hardness 40. Requiring a crew of 75. There is space in the main temple for 100 people to live, and house 200 for important events. The underground can house 100 soldiers permanently. Destroying the main above ground section will prevent the Hunter-Seeker droids from launching, and blocks the access points to the underground section until cleared. Both have enough supplies to feed everyone for 6 months, with NBC protection and air. Military radio with a range of 200 miles, with satellite uplink, but loses the satellite uplink if the above ground temple is destroyed. Has equivalent sensors of Mech Class IV, with range of 50 miles. Labs and computers provide +10 to all Research, Gather Information, Knowledge, and Computer Use checks. NOD units fighting within 10 mile radius of the Temple of NOD gain a +2 morale bonus to attack rolls and saves. Can build one Hunter-Seeker droid every 10 minutes if enough material is stored, and can hold 30, capable of deploying up to 5 per round. PDC: 51 [B][SIZE=6]Adventure Ideas[/SIZE] The Brotherhood Arises Again[/B] - Rumours of a new temple is being constructed in a remote area in South America. The PCs are hired to investigate. Depending on the hiring group, military assistance can be called once located. [B]In the Wrong Hands[/B] - After the defeat of NOD, Temples of NOD were destroyed, but generally abandoned in the push to find Kane. Some of these temples may still have relatively intact underground facilities still that may have advanced technologies, or even nuclear missiles that can cause a lot of trouble if they fell into the wrong hands. Or offer a huge payday on the Black Market. [B][SIZE=7]Hunter-Seeker Droid[/SIZE][/B] These drones are simple robotic drones that attack by attaching to an enemy unit and self-destructing. They appear as a roughly 4 foot tall cylinder with duct fans and simple control surfaces for low level flight and maneuvering, several sensors and cameras protrude from the frame. Upon being deployed, these drones accept no commands and attack targets programmed into their memory banks or that don't have a NOD IFF signature that is friendly to the deploying unit. They have enough power to remain in the field for 5 days before self detonating once out of power, but will generally attack a target before that time. Typically will attack vehicles, with preference for GDI, or other programmed organizations, and any GDI, or other organization programmed, structures; leaving civilian vehicles and structures as secondary targets, or if the drone detects more than 5 infantry type units entering a building, then it will attack the building. The Hunter-Seeker can fly as low as 3 feet above the ground, to as high as 50 ft to go over obstacles. Once released, if released individually, it will use the last detected area within the sensor range of the building or vehicle that releases it, that had enemy activity within 24 hours, and move in a zig-zag type pattern, with about 500 ft between the two outer parts of the zig-zag, towards the area, searching for enemy targets. If released in groups of at least 3, they will move out in a cone area, each zig-zagging within their sections of the cone to locate targets. The more drones released, the larger the area that can be covered. Upon finding a target, before it strikes, it releases a quick radio burst that is encrypted to any NOD unit in the area, and to its deploying structure or unit, the location and its detonation. [B]Hunter-Seeker Droid (PL6)[/B] CR: 2 Size: Small Hit Points: 2d10+10, 15 hp Init: +4 Speed: 60 ft fly (400 (40) vehicle scale) Defense: 15 (+3 equipment +2 Dex) Hardness: BAB/Grp: +2/+2 Attack: +6 melee FS/Reach: 5 ft by 5 ft/ 5 ft Special Attacks: Self-Destruct 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 +4, Drive +6, Listen +6, Navigate +4, Search +6, Spot +6 Feats: Frame: Armature Locomotion: Thrusters Manipulators: None Armour: Duraplast Superstructure: Sensors: Class III Skill Software: Balance +4, Search +6, Spot +6, Listen +6, Navigate +4, Drive +6 Feat Software: None Accessories: AV Recorder, AV Transmitter, military radio, GPS, Skill Net, Skill Progit x2, night-vision sensor (modified night vision googles), explosive charge. PDC: 34 [B]Self-Destruct[/B] The Hunter-Seeker, upon seeing a valid target (typically a vehicle of a sedan size or larger, or enemy building, structure or large piece of equipment), will make a melee touch attack and immediately self destruct using an explosive charge, dealing 8d6 to a 15 foot radius, Reflex save DC 15 for everything in the radius but the target struck, that ignores 15 points of hardness to the target touched. If the attack misses, the drone still detonates, but the damage doesn't ignore hardness to the intended target, which can make the Reflex save, if it is capable, for half damage. [B][SIZE=7]NOD Artillery[/SIZE][/B] The NOD Artillery was used by NOD, CABAL and the Forgotten during the Second Tiberium War and the Firestorm Conflict, continuing the Brotherhood's extensive use of mobile artillery. It is a large tracked vehicle, with two pairs of tracks, and a large 155mm HE cannon in a turret. Due to the recoil, the vehicle deploys stabilizers and it becomes stationary, but grants it incredible range, but can't strike anything within a minimum range, and requires protection. [/FONT] [COLOR=black][FONT=Calibri]Crew: 4 Passengers: 0 Cargo: 250 lbs Init: -4 Maneuver: -4 Top Speed: 60 (6) Defense: 6 Hardness: 15 (20 in deployed mode) Hit Points: 80 Size: Gargantuan (-2) Purchase DC: 52 Restriction: Mil (+3) Accessories: 155mm artillery cannon, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2). Notes: Can't fire while moving, +3 to attack rolls, NBC protection grants +4 to Fort saves, Deploy Deploy - As a standard equivalent action, the NOD Artillery can switch to deployed mode, stop movement and deploys a series of stabilizers, unlocking the turret from locked forward position. Takes a standard equivalent action to switch back to mobile mode to move again. Can only fire while deployed. [B]Weapons[/B][/FONT][/COLOR] [TABLE] [TR] [TD] [COLOR=black][FONT=Calibri]Name[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Damage[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Critical[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Dam Type[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Range Incr[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Rate of Fire[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Magazine[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Controller[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]155mm Artillery Cannon[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]12d12*[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]250 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Single[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]80 rounds[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Gunner[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Smoke Grenade Launcher (2)[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]none[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]-[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]None[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]50 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Semi[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]12 grenades[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Driver or Commander[/FONT][/COLOR][/TD] [/TR] [/TABLE] [FONT=Calibri] [B]155mm Artillery Cannon[/B] This weapon can only be fired while deployed. Can't attack at anything within 150 feet, can attack targets out to 25 range increments. The loading mechanism that holds a total of 80 rounds, which can hold up to 5 different types of rounds. The stats are for a standard HE round, dealing 12d12 to target struck, and 9d12 to a 40 foot radius area, Reflex save DC 17 for half, with specialty rounds as the following: APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 25 points of hardness, increase range incr to 300 ft, deals 10d12, critical 19-20x2, ballistic damage. PDC 15 for 5 rounds. HEAT - High Explosive Anti-Tank round, deals 9d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 17 for half. PDC 14 for 5 rounds. M1030 - Deployable Mine Field round. Select a 30 ft by 30 ft area, a successful attack roll will launch the round and it will deploy mine field covering the area with 36 mines, 1 per 5 foot square. If the attack is unsuccessful, roll 1d8 for direction missed by, and each point missed the target spot by, move the mine deploy spot center by 10 ft. The mines automatically bury themselves the round after, and have a Spot DC 19 to be noticed, if no effort made to disguise the area, or not in an area with lots of vegetation. Moving through the area, sets of a mine for each square moved through, dealing 2d4 fire damage, Reflex save DC 14 of half damage. Anything floating up to 5 feet above the mines will trigger the mines. PDC 19 for 5 rounds. [B][SIZE=6]Upgrades[/SIZE][/B] [B][SIZE=5]NOD Artillery M1[/SIZE][/B] The M1 version of the NOD Artillery is an upgraded version assigned to elite artillery units, or assigned to protect important facilities. They are fitted with a self-repair unit, ALA, APS and improved targeting systems. Make the following changes to upgrade to an M1: Increase hit points by 5; Increase cannon ammunition supply by 25%; Increase number of smoke grenades by double (24 total) Add ALA system; Add APS system; Add upgraded targeting system; Add self-repair system; PDC: +1 [/FONT] [COLOR=#333333][FONT=Calibri][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. [/FONT][/COLOR] [COLOR=black][FONT=Calibri][B]APS (Active Protection System)[/B] - Against missile weapons that use wired and IR targeting systems, as well as laser guidance, this system imposes a -2 to attack rolls to such weapons when targeting the vehicle.[/FONT][/COLOR] [COLOR=#333333][FONT=Calibri] [B]Upgraded Targeting[/B] - Gain an additional +2 to attack rolls. Penalty to attack rolls for range increments is reduced by half (every two increments incurs -1 instead of every range increment). [B]Self-Repair System[/B] - While not moving or attacking, the vehicle will repair 1d4 hit points every 2 rounds. Can repair a total of 50 hit points. Resupply PDC 14.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [/QUOTE]
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