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<blockquote data-quote="kronos182" data-source="post: 9628909" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Montauk</span></strong></span></p><p><span style="font-family: 'Calibri'">As NOD was a largely decentralized organization, commanders needed a means to command their forces and communicate while close to the battlefields, without relaying on fixed relays that could be detected and easily destroyed by the GDI, especially with its space based stations. Thus NOD created the subterranean Montauk, a tunneling vehicle that looks like many high speed trains, made up of several cars. While it can tunnel on its own, which takes time, NOD created a network of major tunnels around the world to allow Montauk's to move faster along these tunnels.</span></p><p><span style="font-family: 'Calibri'">Within its hull is a mobile command center, with sophisticated communications systems, C&C systems, during the Second Tiberium War a CABAL interface, and communication links to major NOD facilities and forces. The first car has the driver and main systems, as well as the primary digging systems, systems to store, recycle and purify oxygen, water and other supplies and crew quarters. The next car contains the C&C and communications systems, quarters for the commander and assistances, along with some supplies and additional air and water recycling and purification systems. The next two cars are additional quarters, supplies and other systems to run the vehicle. Along the sides of all the cars are additional digging systems to help move the dirt from the front to behind the vehicle. Equipped with three periscopes that have drills to allow them to reach the surface, while the Montauk is not moving, as well as inertia compass and other devices to allow it to navigate while underground, it is still difficult to navigate long distances, requiring periodic stops and checks with the periscope or to resurface. The Montauk is also unarmed, relying on stealth as its form of protection, as well as heavy armour.</span></p><p><span style="font-family: 'Calibri'">The NOD Montauk is made up of four cars, each five squares wide and ten squares long, providing full cover for the crew. The first car has two doors, one each side, while the other cars have two on each side, with the last car having a large door at the rear, to allow crew or passengers to board or disembark as a full action. The Montauk can detach each car if they are damaged, but as the Montauk is expensive, it is rare to do so. Montauk's, when maintained, can carry enough supplies for 5 months, and the oxygen systems are good for 10 months before needing to be recharged and cleaned out.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>NOD Montauk (PL5)</strong></span></p><p><span style="font-family: 'Calibri'">Crew: 10 for vehicle, 12 C&C crew</span></p><p><span style="font-family: 'Calibri'">Passengers: 10 (typically military commanders or troops to act as security)</span></p><p><span style="font-family: 'Calibri'">Cargo: 5 tons</span></p><p><span style="font-family: 'Calibri'">Init: -4*</span></p><p><span style="font-family: 'Calibri'">Maneuver: -4*</span></p><p><span style="font-family: 'Calibri'">Top Speed: 60 (6) on surface, 10 (1) underground, if in tunnel network 50 (5)</span></p><p><span style="font-family: 'Calibri'">Defense: 8</span></p><p><span style="font-family: 'Calibri'">Hardness: 20</span></p><p><span style="font-family: 'Calibri'">Hit Points: 400 (each car 100)</span></p><p><span style="font-family: 'Calibri'">Size: Colossal</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 52</span></p><p><span style="font-family: 'Calibri'">Restriction: +3 Military NOD</span></p><p><span style="font-family: 'Calibri'">Accessories: 2 head lights, military radio, 3 periscopes that can raise 30 ft, drill for underground travel, compass, special trip odometer and depth/altitude meter, pneumatic panels dorsal and ventral to angle the vehicle up to 45 degrees up or down. NBC protection (+4 Fort saves), 5 months supplies, 10 months oxygen. Satellite uplink, long range radio, C&C suite.</span></p><p><span style="font-family: 'Calibri'"><span style="color: black">Notes: Init* if the vehicle is coming up from the ground without being detected, the crew and troops inside can act in a surprise round and gain +2 to Initiative for the following round.</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: black">Maneuver* while underground, the vehicle suffers a -8 to maneuver instead of -2.</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: black">While underground, the vehicle takes twice as much space to turn. A simple 45 degree turn normally takes 1 square to turn, the vehicle instead takes 2.</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: black">While underground, the vehicle suffers -4 to Navigate checks. If the Pilot stops and someone uses the periscope to check position and confirms on a map, the penalty is halved for the next Navigate check.</span></span></p><p><span style="font-family: 'Calibri'">The tunnel created by the vehicle's passage is packed enough that it will remain for 1 week before it becomes unstable if not reinforced. Through solid rock this time is doubled to 2 weeks.</span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Heavy Armour - The vehicle's armour is thick and reinforced, taking half damage from crushing, bludgeoning and concussion damage, its hardness applies to this half damage.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Drill - On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="font-family: 'Calibri'"><strong>C&C Suite</strong></span></p><p><span style="font-family: 'Calibri'">Captains, or higher ranked officers operating on the vehicle, either on the bridge or in the C&C have talents and abilities used for commanding or co-ordinating crew and ships improved. For talents that normally affect a specific number of people, now affect an equal number of ships, range is multiplied by 1,000, and any bonuses provide gain +1, and their checks gain +2.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Variants</span></strong></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Monpac</span></strong></span></p><p><span style="font-family: 'Calibri'">This variant of the Montauk is a rare version, has much of its systems stripped to improve speed and passenger capacity to make it a much larger subterranean APC. </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Crew: 10</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Passengers: 75 (25 in each of the 3 cars, none in the first car)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Cargo: 2 tons if carrying passengers, or 20 tons in each empty car</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) on surface, 20 (2) underground, if in tunnel network 60 (6)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Defense: 8</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hardness: 20</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hit Points: 400 (each car 100)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Size: Colossal</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Purchase DC: 51</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Restriction: +3 Military NOD</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Accessories: 2 head lights, military radio, 3 periscopes that can raise 30 ft, drill for underground travel, compass, special trip odometer and depth/altitude meter, pneumatic panels dorsal and ventral to angle the vehicle up to 45 degrees up or down. NBC protection (+4 Fort saves), 1 week supplies, 1 months oxygen. </span></span></p><p><span style="font-family: 'Calibri'"><span style="color: black">Notes: Init* if the vehicle is coming up from the ground without being detected, the crew and troops inside can act in a surprise round and gain +2 to Initiative for the following round.</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: black">Maneuver* while underground, the vehicle suffers a -8 to maneuver instead of -2.</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: black">While underground, the vehicle takes twice as much space to turn. A simple 45 degree turn normally takes 1 square to turn, the vehicle instead takes 2.</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: black">While underground, the vehicle suffers -4 to Navigate checks. If the Pilot stops and someone uses the periscope to check position and confirms on a map, the penalty is halved for the next Navigate check.</span></span></p><p><span style="font-family: 'Calibri'">The tunnel created by the vehicle's passage is packed enough that it will remain for 1 week before it becomes unstable if not reinforced. Through solid rock this time is doubled to 2 weeks.</span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Heavy Armour - The vehicle's armour is thick and reinforced, taking half damage from crushing, bludgeoning and concussion damage, its hardness applies to this half damage.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Drill - On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">GunTauk</span></strong></span></p><p><span style="font-family: 'Calibri'">This variant of the MonTauk that only two examples exist. Instead of being a mobile command unit, the vehicle is fitted with weapons making it one of the most powerful subterranean vehicles at the time. The second and fourth cars are fitted with dual 90mm cannons each, while the third car is fitted with missile launcher system that can attack ground and air targets. These weapons make it powerful like the Mammoth tank, but doesn't have the power of the 120mm cannons.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Crew: 10 for vehicle, 12 weapon crew</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Passengers: 5 </span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Cargo: 5 tons</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) on surface, 10 (1) underground, if in tunnel network 50 (5)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Defense: 8</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hardness: 20</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hit Points: 420 (each car 105)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Size: Colossal</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Purchase DC: 53</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Restriction: +3 Military NOD</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Accessories: 2 head lights, military radio, 3 periscopes that can raise 30 ft, drill for underground travel, compass, special trip odometer and depth/altitude meter, pneumatic panels dorsal and ventral to angle the vehicle up to 45 degrees up or down. NBC protection (+4 Fort saves), 5 months supplies, 10 months oxygen. Satellite uplink, 2 dual 90mm cannon turrets, </span></span></p><p><span style="font-family: 'Calibri'"><span style="color: black">Notes: Init* if the vehicle is coming up from the ground without being detected, the crew and troops inside can act in a surprise round and gain +2 to Initiative for the following round.</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: black">Maneuver* while underground, the vehicle suffers a -8 to maneuver instead of -2.</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: black">While underground, the vehicle takes twice as much space to turn. A simple 45 degree turn normally takes 1 square to turn, the vehicle instead takes 2.</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: black">While underground, the vehicle suffers -4 to Navigate checks. If the Pilot stops and someone uses the periscope to check position and confirms on a map, the penalty is halved for the next Navigate check.</span></span></p><p><span style="font-family: 'Calibri'">The tunnel created by the vehicle's passage is packed enough that it will remain for 1 week before it becomes unstable if not reinforced. Through solid rock this time is doubled to 2 weeks.</span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Heavy Armour - The vehicle's armour is thick and reinforced, taking half damage from crushing, bludgeoning and concussion damage, its hardness applies to this half damage.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Drill - On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p> </p><table style='width: 100%'><tr><td style='width: 2.068in'><span style="font-family: 'Calibri'">Weapon</span></td><td style='width: .7319in'><span style="font-family: 'Calibri'">Damage</span></td><td style='width: .6673in'><span style="font-family: 'Calibri'">Crit</span></td><td style='width: 1.0659in'><span style="font-family: 'Calibri'">Damage Type</span></td><td style='width: .877in'><span style="font-family: 'Calibri'">Range Incr</span></td><td style='width: .9354in'><span style="font-family: 'Calibri'">Rate of Fire</span></td><td style='width: .7562in'><span style="font-family: 'Calibri'">Magazine</span></td></tr><tr><td style='width: 2.068in'><span style="font-family: 'Calibri'">4 Variable Cell Launchers</span></td><td style='width: .7125in'><span style="font-family: 'Calibri'">varies</span></td><td style='width: .6673in'><span style="font-family: 'Calibri'">20</span></td><td style='width: 1.0465in'><span style="font-family: 'Calibri'">varies</span></td><td style='width: .8576in'><span style="font-family: 'Calibri'">Varies</span></td><td style='width: .9159in'><span style="font-family: 'Calibri'">S</span></td><td style='width: .6777in'><span style="font-family: 'Calibri'">Varies</span></td></tr><tr><td style='width: 2.0875in'><span style="font-family: 'Calibri'">Fire-linked 90mm Cannons (2)</span></td><td style='width: .7125in'><span style="font-family: 'Calibri'">10d12</span></td><td style='width: .6673in'><span style="font-family: 'Calibri'">20x2</span></td><td style='width: 1.0465in'><span style="font-family: 'Calibri'">Ballistic</span></td><td style='width: .8576in'><span style="font-family: 'Calibri'">Semi</span></td><td style='width: .9159in'><span style="font-family: 'Calibri'">Semi</span></td><td style='width: .7819in'><span style="font-family: 'Calibri'">200 rds ea</span></td></tr></table><p><span style="font-family: 'Calibri'"> </span></p><p> <span style="font-family: 'Calibri'"><strong>4 Variable Cell Launchers</strong></span></p><p><span style="font-family: 'Calibri'">These missile launchers are able to fit nearly any missile that can be launched from the ground, including TOW Javelin, Milan and similar missiles, mini-rocket and mini-missiles and even RPGs. Up to 5 TOW style missiles, 8 mini missile/rockets or 9 RPGs per launcher (10, 16 or 18 respectively for both) ready for use, with 5 more reloads for each launcher inside. Reloading a launcher takes the auto-loading system 30 seconds (5 rounds). Changing the type of missile/rocket loaded in a cell tanks Repair check DC 15 and 5 minutes of work. </span></p><p><span style="font-family: 'Calibri'">Each launcher can target a single target, or can be fired in pairs or all four launchers can be fired at the same target, increase damage, blast radius by 50% and increase Reflex save by +2 for two, or damage and blast radius +100%, Reflex Save increased by +4</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>90mm Cannons</strong> </span></p><p><span style="font-family: 'Calibri'">Two cars are fitted with 2 fire-linked 90mm cannons, which can be fitted with different ammunition. The ammunition can be split into 3 different types, 100 for 1, 50 for another, and 50 for a third, or only two types, 100 for each type. Each turret operates separately from the other, but can target the same target in the same round, doing so gives the second cannon a +1 bonus to attack rolls.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">90mm Cannon Ammunition (damage is for single round, increase by 50% round down, Reflex saves +2, radiuses increased by 25% for both two barrels)</span></p><p><span style="font-family: 'Calibri'">APDS - Deals 7d12 ballistic damage, ignores 10 points of hardness/DR. PDC 20 for 10 rounds</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9628909, member: 6668634"] [FONT=Calibri][B][SIZE=7]Montauk[/SIZE][/B] As NOD was a largely decentralized organization, commanders needed a means to command their forces and communicate while close to the battlefields, without relaying on fixed relays that could be detected and easily destroyed by the GDI, especially with its space based stations. Thus NOD created the subterranean Montauk, a tunneling vehicle that looks like many high speed trains, made up of several cars. While it can tunnel on its own, which takes time, NOD created a network of major tunnels around the world to allow Montauk's to move faster along these tunnels. Within its hull is a mobile command center, with sophisticated communications systems, C&C systems, during the Second Tiberium War a CABAL interface, and communication links to major NOD facilities and forces. The first car has the driver and main systems, as well as the primary digging systems, systems to store, recycle and purify oxygen, water and other supplies and crew quarters. The next car contains the C&C and communications systems, quarters for the commander and assistances, along with some supplies and additional air and water recycling and purification systems. The next two cars are additional quarters, supplies and other systems to run the vehicle. Along the sides of all the cars are additional digging systems to help move the dirt from the front to behind the vehicle. Equipped with three periscopes that have drills to allow them to reach the surface, while the Montauk is not moving, as well as inertia compass and other devices to allow it to navigate while underground, it is still difficult to navigate long distances, requiring periodic stops and checks with the periscope or to resurface. The Montauk is also unarmed, relying on stealth as its form of protection, as well as heavy armour. The NOD Montauk is made up of four cars, each five squares wide and ten squares long, providing full cover for the crew. The first car has two doors, one each side, while the other cars have two on each side, with the last car having a large door at the rear, to allow crew or passengers to board or disembark as a full action. The Montauk can detach each car if they are damaged, but as the Montauk is expensive, it is rare to do so. Montauk's, when maintained, can carry enough supplies for 5 months, and the oxygen systems are good for 10 months before needing to be recharged and cleaned out. [B]NOD Montauk (PL5)[/B] Crew: 10 for vehicle, 12 C&C crew Passengers: 10 (typically military commanders or troops to act as security) Cargo: 5 tons Init: -4* Maneuver: -4* Top Speed: 60 (6) on surface, 10 (1) underground, if in tunnel network 50 (5) Defense: 8 Hardness: 20 Hit Points: 400 (each car 100) Size: Colossal Purchase DC: 52 Restriction: +3 Military NOD Accessories: 2 head lights, military radio, 3 periscopes that can raise 30 ft, drill for underground travel, compass, special trip odometer and depth/altitude meter, pneumatic panels dorsal and ventral to angle the vehicle up to 45 degrees up or down. NBC protection (+4 Fort saves), 5 months supplies, 10 months oxygen. Satellite uplink, long range radio, C&C suite. [COLOR=black]Notes: Init* if the vehicle is coming up from the ground without being detected, the crew and troops inside can act in a surprise round and gain +2 to Initiative for the following round. Maneuver* while underground, the vehicle suffers a -8 to maneuver instead of -2. While underground, the vehicle takes twice as much space to turn. A simple 45 degree turn normally takes 1 square to turn, the vehicle instead takes 2. While underground, the vehicle suffers -4 to Navigate checks. If the Pilot stops and someone uses the periscope to check position and confirms on a map, the penalty is halved for the next Navigate check.[/COLOR] The tunnel created by the vehicle's passage is packed enough that it will remain for 1 week before it becomes unstable if not reinforced. Through solid rock this time is doubled to 2 weeks.[/FONT] [COLOR=black][FONT=Calibri]Heavy Armour - The vehicle's armour is thick and reinforced, taking half damage from crushing, bludgeoning and concussion damage, its hardness applies to this half damage. Drill - On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack. [/FONT][/COLOR] [FONT=Calibri][B]C&C Suite[/B] Captains, or higher ranked officers operating on the vehicle, either on the bridge or in the C&C have talents and abilities used for commanding or co-ordinating crew and ships improved. For talents that normally affect a specific number of people, now affect an equal number of ships, range is multiplied by 1,000, and any bonuses provide gain +1, and their checks gain +2. [B][SIZE=6]Variants[/SIZE][/B] [B][SIZE=5]Monpac[/SIZE][/B] This variant of the Montauk is a rare version, has much of its systems stripped to improve speed and passenger capacity to make it a much larger subterranean APC. [/FONT] [COLOR=black][FONT=Calibri]Crew: 10 Passengers: 75 (25 in each of the 3 cars, none in the first car) Cargo: 2 tons if carrying passengers, or 20 tons in each empty car Init: -4* Maneuver: -4* Top Speed: 60 (6) on surface, 20 (2) underground, if in tunnel network 60 (6) Defense: 8 Hardness: 20 Hit Points: 400 (each car 100) Size: Colossal Purchase DC: 51 Restriction: +3 Military NOD Accessories: 2 head lights, military radio, 3 periscopes that can raise 30 ft, drill for underground travel, compass, special trip odometer and depth/altitude meter, pneumatic panels dorsal and ventral to angle the vehicle up to 45 degrees up or down. NBC protection (+4 Fort saves), 1 week supplies, 1 months oxygen. [/FONT][/COLOR] [FONT=Calibri][COLOR=black]Notes: Init* if the vehicle is coming up from the ground without being detected, the crew and troops inside can act in a surprise round and gain +2 to Initiative for the following round. Maneuver* while underground, the vehicle suffers a -8 to maneuver instead of -2. While underground, the vehicle takes twice as much space to turn. A simple 45 degree turn normally takes 1 square to turn, the vehicle instead takes 2. While underground, the vehicle suffers -4 to Navigate checks. If the Pilot stops and someone uses the periscope to check position and confirms on a map, the penalty is halved for the next Navigate check.[/COLOR] The tunnel created by the vehicle's passage is packed enough that it will remain for 1 week before it becomes unstable if not reinforced. Through solid rock this time is doubled to 2 weeks.[/FONT] [COLOR=black][FONT=Calibri]Heavy Armour - The vehicle's armour is thick and reinforced, taking half damage from crushing, bludgeoning and concussion damage, its hardness applies to this half damage. Drill - On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack. [/FONT][/COLOR] [FONT=Calibri][B][SIZE=5]GunTauk[/SIZE][/B] This variant of the MonTauk that only two examples exist. Instead of being a mobile command unit, the vehicle is fitted with weapons making it one of the most powerful subterranean vehicles at the time. The second and fourth cars are fitted with dual 90mm cannons each, while the third car is fitted with missile launcher system that can attack ground and air targets. These weapons make it powerful like the Mammoth tank, but doesn't have the power of the 120mm cannons. [/FONT] [COLOR=black][FONT=Calibri]Crew: 10 for vehicle, 12 weapon crew Passengers: 5 Cargo: 5 tons Init: -4* Maneuver: -4* Top Speed: 60 (6) on surface, 10 (1) underground, if in tunnel network 50 (5) Defense: 8 Hardness: 20 Hit Points: 420 (each car 105) Size: Colossal Purchase DC: 53 Restriction: +3 Military NOD Accessories: 2 head lights, military radio, 3 periscopes that can raise 30 ft, drill for underground travel, compass, special trip odometer and depth/altitude meter, pneumatic panels dorsal and ventral to angle the vehicle up to 45 degrees up or down. NBC protection (+4 Fort saves), 5 months supplies, 10 months oxygen. Satellite uplink, 2 dual 90mm cannon turrets, [/FONT][/COLOR] [FONT=Calibri][COLOR=black]Notes: Init* if the vehicle is coming up from the ground without being detected, the crew and troops inside can act in a surprise round and gain +2 to Initiative for the following round. Maneuver* while underground, the vehicle suffers a -8 to maneuver instead of -2. While underground, the vehicle takes twice as much space to turn. A simple 45 degree turn normally takes 1 square to turn, the vehicle instead takes 2. While underground, the vehicle suffers -4 to Navigate checks. If the Pilot stops and someone uses the periscope to check position and confirms on a map, the penalty is halved for the next Navigate check.[/COLOR] The tunnel created by the vehicle's passage is packed enough that it will remain for 1 week before it becomes unstable if not reinforced. Through solid rock this time is doubled to 2 weeks.[/FONT] [COLOR=black][FONT=Calibri]Heavy Armour - The vehicle's armour is thick and reinforced, taking half damage from crushing, bludgeoning and concussion damage, its hardness applies to this half damage. Drill - On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack. [/FONT][/COLOR] [TABLE] [TR] [td width="2.068in"][FONT=Calibri]Weapon[/FONT][/td] [td width=".7319in"][FONT=Calibri]Damage[/FONT][/td] [td width=".6673in"][FONT=Calibri]Crit[/FONT][/td] [td width="1.0659in"][FONT=Calibri]Damage Type[/FONT][/td] [td width=".877in"][FONT=Calibri]Range Incr[/FONT][/td] [td width=".9354in"][FONT=Calibri]Rate of Fire[/FONT][/td] [td width=".7562in"][FONT=Calibri]Magazine[/FONT][/td] [/TR] [TR] [td width="2.068in"][FONT=Calibri]4 Variable Cell Launchers[/FONT][/td] [td width=".7125in"][FONT=Calibri]varies[/FONT][/td] [td width=".6673in"][FONT=Calibri]20[/FONT][/td] [td width="1.0465in"][FONT=Calibri]varies[/FONT][/td] [td width=".8576in"][FONT=Calibri]Varies[/FONT][/td] [td width=".9159in"][FONT=Calibri]S[/FONT][/td] [td width=".6777in"][FONT=Calibri]Varies[/FONT][/td] [/TR] [TR] [td width="2.0875in"][FONT=Calibri]Fire-linked 90mm Cannons (2)[/FONT][/td] [td width=".7125in"][FONT=Calibri]10d12[/FONT][/td] [td width=".6673in"][FONT=Calibri]20x2[/FONT][/td] [td width="1.0465in"][FONT=Calibri]Ballistic[/FONT][/td] [td width=".8576in"][FONT=Calibri]Semi[/FONT][/td] [td width=".9159in"][FONT=Calibri]Semi[/FONT][/td] [td width=".7819in"][FONT=Calibri]200 rds ea[/FONT][/td] [/TR] [/TABLE] [FONT=Calibri] [B]4 Variable Cell Launchers[/B] These missile launchers are able to fit nearly any missile that can be launched from the ground, including TOW Javelin, Milan and similar missiles, mini-rocket and mini-missiles and even RPGs. Up to 5 TOW style missiles, 8 mini missile/rockets or 9 RPGs per launcher (10, 16 or 18 respectively for both) ready for use, with 5 more reloads for each launcher inside. Reloading a launcher takes the auto-loading system 30 seconds (5 rounds). Changing the type of missile/rocket loaded in a cell tanks Repair check DC 15 and 5 minutes of work. Each launcher can target a single target, or can be fired in pairs or all four launchers can be fired at the same target, increase damage, blast radius by 50% and increase Reflex save by +2 for two, or damage and blast radius +100%, Reflex Save increased by +4 [B]90mm Cannons[/B] Two cars are fitted with 2 fire-linked 90mm cannons, which can be fitted with different ammunition. The ammunition can be split into 3 different types, 100 for 1, 50 for another, and 50 for a third, or only two types, 100 for each type. Each turret operates separately from the other, but can target the same target in the same round, doing so gives the second cannon a +1 bonus to attack rolls. 90mm Cannon Ammunition (damage is for single round, increase by 50% round down, Reflex saves +2, radiuses increased by 25% for both two barrels) APDS - Deals 7d12 ballistic damage, ignores 10 points of hardness/DR. PDC 20 for 10 rounds 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.[/FONT] [/QUOTE]
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