Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 9853013" data-attributes="member: 6668634"><p>some more C&C stuff.</p><p></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Rolling Thunder</span></strong></span></p><p><span style="font-family: 'Calibri'">The Rolling Thunder is actually a product Post 23 Hours Coreline field jury rigging, when a GDI task force was demonstrating anti Tiberium technology to Stark Tech representatives when they came under attack from a mix of NOD and Gou'ald forces. With the help of the Stark Tech engineers, they took several juggernaughts that had damaged legs, removing the upper section with the weapons and command station, then mounting them onto the hulls of old Mk1 Mammoths. These new vehicles rolled up to the front and made short work of the attacking forces, although they ended up nearly destroying themselves as the mountings weren't designed for three large cannons firing at once.</span></p><p><span style="font-family: 'Calibri'">Not wanting to waste resources, and seeing an opportunity, GDI engineers began removing the upper section of old juggernaughts and placing them on a purpose built lower tank chassis that is based on a modified Mammoth. The tank section has four independent tread pods, which are designed to tilt, which raises the height of the Rolling Thunder, but can also allow it to tilt its front up or down, and improve its offroad capabilities. While the tread pods are tilted, it can still move at near full speed, however moving and firing all three cannons is not as accurate. It can deploy stabilizers before firing while immobile, allowing it to fire all three cannons at once. As the lower hull is based on the mammoth's, a repair system is also installed, although it is not quite as good as the original mammoth's due to the new configuration.</span></p><p><span style="font-family: 'Calibri'">The Rolling Thunder has the juggernaught's command pod for 3 crew members, which includes the commander, gunner and loader. The lower hull has 3 crew members, the driver and two engineers, which one can also function as assistant loader. The Rolling Thunder is seven squares wide, seven squares long, provides full cover for its occupants. Normally it is 18 feet tall, but when fully raised, comes up to 27.5 feet, increasing the normal 2 feet clearance to 11 feet.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Rolling Thunder</strong></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Crew: 6</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: 200 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: -5</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Top Speed: 60 (6) / 55 (5) raised</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: 20</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Hit Points: 110</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: 56</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: 120mm tank cannon x3, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2), tilt treads, stabilizers, APS, Repair System, coordinated fire network.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Notes: Can fire only 1 cannon when moving, +2 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Rough Terrain Design - All penalties for rough terrain are reduced by half</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="font-family: 'Calibri'"><strong>Tilt Treads</strong> - The tread pods can rotate, raising up the whole vehicle, or angling the whole frame. Changing orientation can be done as a free action once per round. While raised, or tilted, Drive checks suffer -2. While in any raised potion, firing a cannon suffers -1 to attack rolls. When tilted up without the use of the stabilizers, can increase the range of the weapons, using ballistic arcs, allowing it to fire out to twelve (12) range increments instead of the normal 10.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Stabilizer</strong> - While stationary, as a move action, can deploy four stabilizers, which can adjust to any height or orientation of the hull, immobilizing the vehicle, and allows the Rolling Thunder to fire all three cannons at once.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Obstacle Breaker</strong> - Due to the size, weight and armour of the Juggernaut, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the Juggernaut, which includes such things as low walls, even small vehicles such as cars. When the vehicle strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 3d6 which ignores 10 points of hardness. The Juggernaut only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the vehicle to none.</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>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 tank.</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>Repair System</strong> - The Rolling Thunder has a repair system that can repair damage, although it can't replace destroyed systems. The Engineer on board can as part of a Repair check DC 15, engage the Repair system, repairing 2d4 hit points to the vehicle. The system can repair a total of 80 hit points before it is depleted. Replenishing the system has a PDC of 15 for 25 HP.</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>Coordinated Fire Network</strong> - When within 5 miles of other Rolling Thunders, Juggernaughts, or linked to sensors pods or GDI Sonic units within 5 miles (Computer DC 15 to link systems), the Rolling Thunder gains +1 for every 3 units, to a maximum of +5.</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 style='width: 1.9777in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Name</span></span></td><td style='width: .7166in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Damage</span></span></td><td style='width: .668in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Critical</span></span></td><td style='width: .8263in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Dam Type</span></span></td><td style='width: .8479in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Range Incr</span></span></td><td style='width: .918in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire</span></span></td><td style='width: 1.0868in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Magazine</span></span></td><td style='width: 1.1784in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Controller</span></span></td></tr><tr><td style='width: 1.9777in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">120mm Tank Cannon x3</span></span></td><td style='width: .7048in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">10d12*</span></span></td><td style='width: .6673in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td style='width: .8069in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td style='width: .8284in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">225 ft</span></span></td><td style='width: .8986in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Single</span></span></td><td style='width: 1.1062in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">150 rounds ea</span></span></td><td style='width: 1.018in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Gunner</span></span></td></tr><tr><td style='width: 1.9972in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Smoke Grenade Launcher (2)</span></span></td><td style='width: .6972in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">none</span></span></td><td style='width: .6673in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">-</span></span></td><td style='width: .8069in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">None</span></span></td><td style='width: .8284in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">50 ft</span></span></td><td style='width: .8986in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">Semi</span></span></td><td style='width: 1.0868in'><br /> <span style="color: black"><span style="font-family: 'Calibri'">12 grenades</span></span></td><td style='width: 1.475in'><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>120mm Cannons</strong></span></p><p><span style="font-family: 'Calibri'">The cannons can be fired as either a battery (all three granting +3 to attack roll), or as fire-linked (17d12* damage). The loading mechanism that holds a total of 150 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. If the hull is tilted up, increase range to 24 range increments while stabilizers engaged. The laser guided system and firing control system provides a total of +4 to attack rolls while stationary instead of the base +2.</span></p><p><span style="font-family: 'Calibri'">Saturation: The cannons can be used in saturation mode, firing all the cans in sequence to affect a larger area than normal. If loaded ammunition doesn't have an area of effect, affects 10 ft radius area. Special properties (such as ignoring DR/hardness) only affects targets within a 5 ft radius in the center. Ammunition with an area of effect, has the area increased by 75% (rounded down) and increase Reflex save by +3. Uses 3 rounds of ammunition (one from each gun, single attack).</span></p><p><span style="font-family: 'Calibri'">The stats are for a solid round, 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 20 points of hardness, increase range incr to 200 ft, deals 8d12, ballistic damage. PDC 14 for 5 rounds.</span></p><p><span style="font-family: 'Calibri'">HEAT - 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.</span></p><p><span style="font-family: 'Calibri'">M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 5d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds.</span></p><p><span style="font-family: 'Calibri'">M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 5d12 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.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Upgrades/Options</span></strong></span></p><p><span style="font-family: 'Calibri'"><strong>Advanced Siege Stabilizers</strong> - These are improvements to the stabilizers and the tread tilting system. This allows the vehicle to fire two cannons at once while moving, but suffering -1 to attack rolls, which stacks while raised or tilted. The stabilizers can be deployed/retracted as part of a move action, which skilled drivers have used to help break the vehicle faster, allowing them to move quick stops or even quicker get aways as they can start moving faster.</span></p><p><span style="font-family: 'Calibri'">PDC: 21</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Automated Defense Grid</strong> - This adds several lighter caliber point defense weapon pods to help protect against infantry, low level aircraft, and missiles or rockets. It fires on two conditions, infantry scale targets (humanoids or targets designated as such, such as power armour, robots of under 8 ft height, but larger than 3 ft), or against low flying aircraft, within 100 ft of the equipped vehicle; or against missiles, rockets and rocket propelled grenades targeting it, as an attack of opportunity. It can't attack mines. Has a 20% chance to destroy missiles, rockets and RPGs targeting it, negating the damage of destroyed ordinance. Against infantry scale targets, or aircraft, within 100 ft of the vehicle, makes an attack of opportunity making a 1d20 roll plus any targeting bonuses from targeting systems. If the roll equals or exceeds the target's Defense, deals 2d12 ballistic damage to the target. Can make 2 attacks of opportunities.</span></p><p><span style="font-family: 'Calibri'">PDC: 27</span></p><p><span style="font-family: 'Calibri'">Res: Military +3</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Tungsten Penetrator Shells</strong> - A new ammunition type that can be used. They are a type of anti-armour rounds, ignoring 30 points of hardness, dealing 7d12 ballistic, but critical modifier is now x3. PDC 15 for 5 rounds.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Tiberium Shield Generator</span></strong></span></p><p><span style="font-family: 'Calibri'">Using technology that was pioneered by GDI and leads to the develop of the Tiberium Control Network, several mega corporations obtained lower levels of the technology to allow construction of structures that generate an anti-Tiberium field to protect arcologies and industrial centers from Tiberium encroachment. While they protect against Tiberium expansion around them, they are only effective on the edges of Green zones, or in groups around the outer edges of Yellow zones, and can not protect against Level 2 or 3 Tiberium ion storms. The buildings are semi modular, allowing them to be easily constructed or disassembled if have to move locations. The field around the building affects a 2 mile radius area, preventing growth of new Tiberium crystals, although it doesn't remove current growths, and can hold back Level 1 Tiberium ion storms. One complaint about the shields is they emit a constant crystaline type of hum. While not particularly loud, it can make sleeping difficult for some without sound dampening.</span></p><p><span style="font-family: 'Calibri'">The Tiberium Shield Generator are modular buildings 50 ft wide, 60 ft long, 20 ft tall with a large emitter dish on the roof, with 50 hit points, hardness 15, immune to EMPs, occupants are protected against Tiberium exposure and radiation, until the building has only 15 hit points left. A standard crew for a Tiberium Shield Generator is 10 with enough supplies for 2 months of operation. These buildings are typically connected to power grids, but have their own power generators that will allow powering of the shield for 5 days before fuel and batteries drain. Has sensors equivalent to a Mech III, with double the range. Setting up the building takes 5 hours with the proper equipment and crew of 30, and 4 hours to disassemble.</span></p><p><span style="font-family: 'Calibri'">Tiberium Shield generator affect a 2 mile radius area, preventing any Tiberium fields from expanding or starting within the area when the shield is active. However it does not break down any Tiberium still there. All within the area gain +8 to Fort saves against Tiberium radiation and poisoning if they are not wearing any protective clothing or gear. The crew, upon detecting an Ion storm, can make a Computer Use check to prevent a the storm from affecting the area in its control, DC 19 Level 1. Checks must be made every hour of the storm. Storms moving towards the area of effect, are stopped at the edge of the field, however the winds at the edges are doubled, increasing Pilot check DCs by +5 within 100 feet of the edge.</span></p><p><span style="font-family: 'Calibri'">PDC: 38</span></p><p><span style="font-family: 'Calibri'">Res: Res +2</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">HazMat Engineer</span></strong></span></p><p><span style="font-family: 'Calibri'">A civilian engineer in sealed HazMat gear designed to neutralize Tiberium contamination. Independent cleanup crews sell their services to settlements abandoned by GDI, often bribed by Nod to “look the other way.”</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Type: Humanoid (typically human)</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">CR: 3</span></p><p><span style="font-family: 'Calibri'">Hit Points: 3d8+6, 22 hp</span></p><p><span style="font-family: 'Calibri'">Mas: 14</span></p><p><span style="font-family: 'Calibri'">Init: +1</span></p><p><span style="font-family: 'Calibri'">Speed: 20 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 14 (Light Armour +3, Dex +1)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +1 / +1</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft x 5 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: improvised weapon +1 melee (1d4 bludgeoning)</span></p><p><span style="font-family: 'Calibri'">Special Attacks: </span></p><p><span style="font-family: 'Calibri'">Special Qualities: Radiation Resistance, Tiberium Immunity, Decontaminate, Repair Structures</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +5, Reflex +2, Will +4</span></p><p><span style="font-family: 'Calibri'">Reputation: 1</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 10, Dex 12, Con 14, Int 16, Wis 13, Cha 10</span></p><p><span style="font-family: 'Calibri'">Skills: Craft (chemical) +10, Craft (structural) +8, Disable Device +8, Knowledge (technology) +9, Repair +10, Search +6, </span></p><p><span style="font-family: 'Calibri'">Feats: Builder, Gearhead</span></p><p><span style="font-family: 'Calibri'">Possessions: Contamination Armour (functions like light armour, immune to Tiberium effects), engineer's repair kit, backpack with repair supplies, Tiberium Neutralization Equipment, personal items</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Radiation Resistance</strong></span></p><p><span style="font-family: 'Calibri'">The Hazmat Engineer has received a number of inoculations and treatments that make them resistant to radiation, granting them an additional +2 to Fort saves against radiation, and +3 against Tiberium radiation.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Tiberium Immunity</strong></span></p><p><span style="font-family: 'Calibri'">As long as the Hazmat engineer is wearing their armour, and is above 5 hit points, they are immune to Tiberium radiation and poison.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Decontaminate</strong></span></p><p><span style="font-family: 'Calibri'">The engineer, with their Tiberium Neutralization Equipment can remove Tiberium crystals, flora, Blossom Trees, and the radiation, in a 10 ft by 10 ft area per 30 minutes of work.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Repair Structures</strong></span></p><p><span style="font-family: 'Calibri'">The Hazmat Engineer, using their equipment and gear, can repair buildings, with a successful Repair check, at a rate of 1d6 per minute of work. If the engineer beats the check by 5 or more, repairs additional +1 hp for every 5 points beats the DC.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Black Market Tiberium Refinery</span></strong></span></p><p><span style="font-family: 'Calibri'">These Tiberium refineries are abandoned and taken over, or illegally built, but corporations, black market based companies, and sometimes NOD cells, which anyone who knows of them, can bring tiberium to to be refined and paid. Many that are built from scratch are designed to look like other buildings to keep from being found by GDI or NOD forces. Many Tiberium Prospectors use these facilities to convert their harvested Tiberium into money.</span></p><p><span style="font-family: 'Calibri'">These refineries, for the ones that are not captures/rebuilt abandoned generation 1 refineries, are built to look like other industrial buildings, but contain all the same equipment as a Gen 1 Tiberium Refinery. These refineries can hold 75-100 tons of raw Tiberium and 150-200 tons of refined components ready for transport to be sold for profit. Takes 10 minutes to unload 1 ton of Tiberium from a harvester or other vehicle, and refining at a rate of 1 ton per 7 hours, yielding 750 lbs of materials (equates to roughly a PDC equivalent of 23).</span></p><p><span style="font-family: 'Calibri'">Refinery is roughly 300 ft by 300 ft, 75 ft tall, with 180 hit points, hardness 20. Requires a crew of 35, has full NBC protection for occupants. If destroyed, deals 5d6 points of fire and energy damage to a 500 ft radius area, Reflex save DC 21 only for those in the outer 50 ft for half, that is heavily radioactive, plus 3d6 per ton of raw Tiberium in the silos. Can only process crystal type Tiberium, with a 50% chance one found that can process any other type of Tiberium. Sensors trying to locate these hidden refineries suffer -5 as these buildings will have extra shielding and extra components to make them appear as they are some other industrial type of building.</span></p><p><span style="font-family: 'Calibri'">Unfortunately, these buildings do have some leakage, or could be a feature for some, where a Tiberium Crystal field will grow at a rate of 1 foot square every 24 hours, unless harvested.</span></p><p><span style="font-family: 'Calibri'">Many of these facilities have an ability to overclock the processors, which increase the amount of Tiberium processed by 20% per day, but there is a 5% +1% per day of overclocking of exploding, dealing 10d6 fire and energy damage to a 500 ft radius, Reflex save DC 21 only for those in the outer 50 ft of the radius for half, that is heavily radioactive, plus an extra 3d6 per ton of raw and refined Tiberium in the silos.</span></p><p><span style="font-family: 'Calibri'">PDC 41, Illegal +4</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Mutant Tiberium Cultivator</span></strong></span></p><p><span style="font-family: 'Calibri'">These tiberium mutated people have survived tiberium exposure, with various crystal growths and skin taking on crystalline features, green veins. They live within Tiberium fields having learned they have the ability to mildly guiding Tiberium growth, which they can use to create defenses and hiding spots, or for improved harvesting yields.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Type: Humanoid, Tiberium Mutant</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">CR: 4</span></p><p><span style="font-family: 'Calibri'">Hit Points: 4d10+16, 38 hp</span></p><p><span style="font-family: 'Calibri'">Mas: 18</span></p><p><span style="font-family: 'Calibri'">Init: +2</span></p><p><span style="font-family: 'Calibri'">Speed: 30 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 16 (+4 natural, +2 Dex)</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft x 5 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Tiberium Slash +7 melee (1d8+4 piercing plus injury Tiberium poisoning)</span></p><p><span style="font-family: 'Calibri'">Special Attacks: </span></p><p><span style="font-family: 'Calibri'">Special Qualities: Cultivate Field, Tiberium Immunity, Symbiotic Healing, Mutant Physiology,</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +6, Reflex + 4, Will +5</span></p><p><span style="font-family: 'Calibri'">Reputation: 1</span></p><p><span style="font-family: 'Calibri'">Abilities: Str , Dex , Con , Int , Wis , Cha </span></p><p><span style="font-family: 'Calibri'">Skills: Craft (structure) +4, Knowledge (earth sciences) +6, Hide +4, Listen +4, Search +4, Spot +4, Survival +8</span></p><p><span style="font-family: 'Calibri'">Feats: Power Attack</span></p><p><span style="font-family: 'Calibri'">Possessions: personal items, various tools, tiberium crystals worth 20 PDC.</span></p><p><span style="font-family: 'Calibri'">Advancement:</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Cultivate Field</strong></span></p><p><span style="font-family: 'Calibri'">Tiberium Cultivators can increase the growth of Tiberium field by 5 square feet per hour. They can also shape crystals to a point, or make large crystals grow 6 inches per hour. The shaping, using Craft or Performance (carving?) can allow the Tiberium Cultivator to create pillars and arches over time, domes made from multiple crystals that grow together to form housing. Or can create barricades with crystal spikes jutting out. The DC for creating similar structures out of Tiberium has the DC increased by +2 and time is reduced by half if there is sufficient crystals in the area.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Tiberium Immunity</strong></span></p><p><span style="font-family: 'Calibri'">The Tiberium Cultivator is immune to the effects of tiberium poisoning and radiation.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Symbiotic Healing</strong></span></p><p><span style="font-family: 'Calibri'">The Tiberium Cultivator, while within a Tiberium field, or at least within 5 feet of at least 30 lbs of Tiberium crystals, will heal 2 HP per round.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Mutant Physiology</strong></span></p><p><span style="font-family: 'Calibri'">Due to the mutating effects of tiberium, the Tiberium Cultivator isn't considered a full member of their original species, they also take on the type Tiberium Mutant in addition. Besides the immunity to Tiberium poisoning and radiation, they gain natural armour and weapons. When the Cultivator gains an additional 3 hit die, they can choose one of the following: 1) increased armour +1 Nat armour; 2) Enhanced cultivation (field growth speed reduced by 10%, skill checks when manipulating Tiberium reduced by 1); 3) Tiberium attack (Tiberium based attack deals low level radiation, or can also become ranged at 30 feet, or increase range by 10 feet of ranged feet, or increase ability ignore hardness/DR by +1, or increase damage by 1 die); 4) increase healing within Tiberium field by +1 HP per round; 5) increase speed by +5 ft; 6) gain Fire or Electricity resistance +1.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9853013, member: 6668634"] some more C&C stuff. [FONT=Calibri][B][SIZE=7]Rolling Thunder[/SIZE][/B] The Rolling Thunder is actually a product Post 23 Hours Coreline field jury rigging, when a GDI task force was demonstrating anti Tiberium technology to Stark Tech representatives when they came under attack from a mix of NOD and Gou'ald forces. With the help of the Stark Tech engineers, they took several juggernaughts that had damaged legs, removing the upper section with the weapons and command station, then mounting them onto the hulls of old Mk1 Mammoths. These new vehicles rolled up to the front and made short work of the attacking forces, although they ended up nearly destroying themselves as the mountings weren't designed for three large cannons firing at once. Not wanting to waste resources, and seeing an opportunity, GDI engineers began removing the upper section of old juggernaughts and placing them on a purpose built lower tank chassis that is based on a modified Mammoth. The tank section has four independent tread pods, which are designed to tilt, which raises the height of the Rolling Thunder, but can also allow it to tilt its front up or down, and improve its offroad capabilities. While the tread pods are tilted, it can still move at near full speed, however moving and firing all three cannons is not as accurate. It can deploy stabilizers before firing while immobile, allowing it to fire all three cannons at once. As the lower hull is based on the mammoth's, a repair system is also installed, although it is not quite as good as the original mammoth's due to the new configuration. The Rolling Thunder has the juggernaught's command pod for 3 crew members, which includes the commander, gunner and loader. The lower hull has 3 crew members, the driver and two engineers, which one can also function as assistant loader. The Rolling Thunder is seven squares wide, seven squares long, provides full cover for its occupants. Normally it is 18 feet tall, but when fully raised, comes up to 27.5 feet, increasing the normal 2 feet clearance to 11 feet. [B]Rolling Thunder[/B][/FONT] [COLOR=black][FONT=Calibri]Crew: 6 Passengers: 0 Cargo: 200 lbs Init: -4 Maneuver: -5 Top Speed: 60 (6) / 55 (5) raised Defense: 6 Hardness: 20 Hit Points: 110 Size: Gargantuan (-2) Purchase DC: 56 Restriction: Mil (+3) Accessories: 120mm tank cannon x3, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2), tilt treads, stabilizers, APS, Repair System, coordinated fire network. Notes: Can fire only 1 cannon when moving, +2 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker. Rough Terrain Design - All penalties for rough terrain are reduced by half [/FONT][/COLOR] [FONT=Calibri][B]Tilt Treads[/B] - The tread pods can rotate, raising up the whole vehicle, or angling the whole frame. Changing orientation can be done as a free action once per round. While raised, or tilted, Drive checks suffer -2. While in any raised potion, firing a cannon suffers -1 to attack rolls. When tilted up without the use of the stabilizers, can increase the range of the weapons, using ballistic arcs, allowing it to fire out to twelve (12) range increments instead of the normal 10. [B]Stabilizer[/B] - While stationary, as a move action, can deploy four stabilizers, which can adjust to any height or orientation of the hull, immobilizing the vehicle, and allows the Rolling Thunder to fire all three cannons at once. [/FONT] [COLOR=black][FONT=Calibri][B]Obstacle Breaker[/B] - Due to the size, weight and armour of the Juggernaut, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the Juggernaut, which includes such things as low walls, even small vehicles such as cars. When the vehicle strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 3d6 which ignores 10 points of hardness. The Juggernaut only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the vehicle to none. [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 tank. [B]Repair System[/B] - The Rolling Thunder has a repair system that can repair damage, although it can't replace destroyed systems. The Engineer on board can as part of a Repair check DC 15, engage the Repair system, repairing 2d4 hit points to the vehicle. The system can repair a total of 80 hit points before it is depleted. Replenishing the system has a PDC of 15 for 25 HP. [B]Coordinated Fire Network[/B] - When within 5 miles of other Rolling Thunders, Juggernaughts, or linked to sensors pods or GDI Sonic units within 5 miles (Computer DC 15 to link systems), the Rolling Thunder gains +1 for every 3 units, to a maximum of +5. [B]Weapons[/B][/FONT][/COLOR] [TABLE] [TR] [td width="1.9777in"] [COLOR=black][FONT=Calibri]Name[/FONT][/COLOR][/td] [td width=".7166in"] [COLOR=black][FONT=Calibri]Damage[/FONT][/COLOR][/td] [td width=".668in"] [COLOR=black][FONT=Calibri]Critical[/FONT][/COLOR][/td] [td width=".8263in"] [COLOR=black][FONT=Calibri]Dam Type[/FONT][/COLOR][/td] [td width=".8479in"] [COLOR=black][FONT=Calibri]Range Incr[/FONT][/COLOR][/td] [td width=".918in"] [COLOR=black][FONT=Calibri]Rate of Fire[/FONT][/COLOR][/td] [td width="1.0868in"] [COLOR=black][FONT=Calibri]Magazine[/FONT][/COLOR][/td] [td width="1.1784in"] [COLOR=black][FONT=Calibri]Controller[/FONT][/COLOR][/td] [/TR] [TR] [td width="1.9777in"] [COLOR=black][FONT=Calibri]120mm Tank Cannon x3[/FONT][/COLOR][/td] [td width=".7048in"] [COLOR=black][FONT=Calibri]10d12*[/FONT][/COLOR][/td] [td width=".6673in"] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/td] [td width=".8069in"] [COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/td] [td width=".8284in"] [COLOR=black][FONT=Calibri]225 ft[/FONT][/COLOR][/td] [td width=".8986in"] [COLOR=black][FONT=Calibri]Single[/FONT][/COLOR][/td] [td width="1.1062in"] [COLOR=black][FONT=Calibri]150 rounds ea[/FONT][/COLOR][/td] [td width="1.018in"] [COLOR=black][FONT=Calibri]Gunner[/FONT][/COLOR][/td] [/TR] [TR] [td width="1.9972in"] [COLOR=black][FONT=Calibri]Smoke Grenade Launcher (2)[/FONT][/COLOR][/td] [td width=".6972in"] [COLOR=black][FONT=Calibri]none[/FONT][/COLOR][/td] [td width=".6673in"] [COLOR=black][FONT=Calibri]-[/FONT][/COLOR][/td] [td width=".8069in"] [COLOR=black][FONT=Calibri]None[/FONT][/COLOR][/td] [td width=".8284in"] [COLOR=black][FONT=Calibri]50 ft[/FONT][/COLOR][/td] [td width=".8986in"] [COLOR=black][FONT=Calibri]Semi[/FONT][/COLOR][/td] [td width="1.0868in"] [COLOR=black][FONT=Calibri]12 grenades[/FONT][/COLOR][/td] [td width="1.475in"] [COLOR=black][FONT=Calibri]Driver or Commander[/FONT][/COLOR][/td] [/TR] [/TABLE] [FONT=Calibri] [B]120mm Cannons[/B] The cannons can be fired as either a battery (all three granting +3 to attack roll), or as fire-linked (17d12* damage). The loading mechanism that holds a total of 150 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. If the hull is tilted up, increase range to 24 range increments while stabilizers engaged. The laser guided system and firing control system provides a total of +4 to attack rolls while stationary instead of the base +2. Saturation: The cannons can be used in saturation mode, firing all the cans in sequence to affect a larger area than normal. If loaded ammunition doesn't have an area of effect, affects 10 ft radius area. Special properties (such as ignoring DR/hardness) only affects targets within a 5 ft radius in the center. Ammunition with an area of effect, has the area increased by 75% (rounded down) and increase Reflex save by +3. Uses 3 rounds of ammunition (one from each gun, single attack). The stats are for a solid round, with specialty rounds as the following: APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 8d12, ballistic damage. PDC 14 for 5 rounds. HEAT - 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. M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 5d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds. M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 5d12 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]Upgrades/Options[/SIZE] Advanced Siege Stabilizers[/B] - These are improvements to the stabilizers and the tread tilting system. This allows the vehicle to fire two cannons at once while moving, but suffering -1 to attack rolls, which stacks while raised or tilted. The stabilizers can be deployed/retracted as part of a move action, which skilled drivers have used to help break the vehicle faster, allowing them to move quick stops or even quicker get aways as they can start moving faster. PDC: 21 [B]Automated Defense Grid[/B] - This adds several lighter caliber point defense weapon pods to help protect against infantry, low level aircraft, and missiles or rockets. It fires on two conditions, infantry scale targets (humanoids or targets designated as such, such as power armour, robots of under 8 ft height, but larger than 3 ft), or against low flying aircraft, within 100 ft of the equipped vehicle; or against missiles, rockets and rocket propelled grenades targeting it, as an attack of opportunity. It can't attack mines. Has a 20% chance to destroy missiles, rockets and RPGs targeting it, negating the damage of destroyed ordinance. Against infantry scale targets, or aircraft, within 100 ft of the vehicle, makes an attack of opportunity making a 1d20 roll plus any targeting bonuses from targeting systems. If the roll equals or exceeds the target's Defense, deals 2d12 ballistic damage to the target. Can make 2 attacks of opportunities. PDC: 27 Res: Military +3 [B]Tungsten Penetrator Shells[/B] - A new ammunition type that can be used. They are a type of anti-armour rounds, ignoring 30 points of hardness, dealing 7d12 ballistic, but critical modifier is now x3. PDC 15 for 5 rounds. [B][SIZE=7]Tiberium Shield Generator[/SIZE][/B] Using technology that was pioneered by GDI and leads to the develop of the Tiberium Control Network, several mega corporations obtained lower levels of the technology to allow construction of structures that generate an anti-Tiberium field to protect arcologies and industrial centers from Tiberium encroachment. While they protect against Tiberium expansion around them, they are only effective on the edges of Green zones, or in groups around the outer edges of Yellow zones, and can not protect against Level 2 or 3 Tiberium ion storms. The buildings are semi modular, allowing them to be easily constructed or disassembled if have to move locations. The field around the building affects a 2 mile radius area, preventing growth of new Tiberium crystals, although it doesn't remove current growths, and can hold back Level 1 Tiberium ion storms. One complaint about the shields is they emit a constant crystaline type of hum. While not particularly loud, it can make sleeping difficult for some without sound dampening. The Tiberium Shield Generator are modular buildings 50 ft wide, 60 ft long, 20 ft tall with a large emitter dish on the roof, with 50 hit points, hardness 15, immune to EMPs, occupants are protected against Tiberium exposure and radiation, until the building has only 15 hit points left. A standard crew for a Tiberium Shield Generator is 10 with enough supplies for 2 months of operation. These buildings are typically connected to power grids, but have their own power generators that will allow powering of the shield for 5 days before fuel and batteries drain. Has sensors equivalent to a Mech III, with double the range. Setting up the building takes 5 hours with the proper equipment and crew of 30, and 4 hours to disassemble. Tiberium Shield generator affect a 2 mile radius area, preventing any Tiberium fields from expanding or starting within the area when the shield is active. However it does not break down any Tiberium still there. All within the area gain +8 to Fort saves against Tiberium radiation and poisoning if they are not wearing any protective clothing or gear. The crew, upon detecting an Ion storm, can make a Computer Use check to prevent a the storm from affecting the area in its control, DC 19 Level 1. Checks must be made every hour of the storm. Storms moving towards the area of effect, are stopped at the edge of the field, however the winds at the edges are doubled, increasing Pilot check DCs by +5 within 100 feet of the edge. PDC: 38 Res: Res +2 [B][SIZE=7]HazMat Engineer[/SIZE][/B] A civilian engineer in sealed HazMat gear designed to neutralize Tiberium contamination. Independent cleanup crews sell their services to settlements abandoned by GDI, often bribed by Nod to “look the other way.” Type: Humanoid (typically human) Size: Medium CR: 3 Hit Points: 3d8+6, 22 hp Mas: 14 Init: +1 Speed: 20 ft Defense: 14 (Light Armour +3, Dex +1) BAB/Grp: +1 / +1 FS/Reach: 5 ft x 5 ft / 5 ft Attacks: improvised weapon +1 melee (1d4 bludgeoning) Special Attacks: Special Qualities: Radiation Resistance, Tiberium Immunity, Decontaminate, Repair Structures Allegiances: Saves: Fort +5, Reflex +2, Will +4 Reputation: 1 Abilities: Str 10, Dex 12, Con 14, Int 16, Wis 13, Cha 10 Skills: Craft (chemical) +10, Craft (structural) +8, Disable Device +8, Knowledge (technology) +9, Repair +10, Search +6, Feats: Builder, Gearhead Possessions: Contamination Armour (functions like light armour, immune to Tiberium effects), engineer's repair kit, backpack with repair supplies, Tiberium Neutralization Equipment, personal items [B]Radiation Resistance[/B] The Hazmat Engineer has received a number of inoculations and treatments that make them resistant to radiation, granting them an additional +2 to Fort saves against radiation, and +3 against Tiberium radiation. [B]Tiberium Immunity[/B] As long as the Hazmat engineer is wearing their armour, and is above 5 hit points, they are immune to Tiberium radiation and poison. [B]Decontaminate[/B] The engineer, with their Tiberium Neutralization Equipment can remove Tiberium crystals, flora, Blossom Trees, and the radiation, in a 10 ft by 10 ft area per 30 minutes of work. [B]Repair Structures[/B] The Hazmat Engineer, using their equipment and gear, can repair buildings, with a successful Repair check, at a rate of 1d6 per minute of work. If the engineer beats the check by 5 or more, repairs additional +1 hp for every 5 points beats the DC. [B][SIZE=7]Black Market Tiberium Refinery[/SIZE][/B] These Tiberium refineries are abandoned and taken over, or illegally built, but corporations, black market based companies, and sometimes NOD cells, which anyone who knows of them, can bring tiberium to to be refined and paid. Many that are built from scratch are designed to look like other buildings to keep from being found by GDI or NOD forces. Many Tiberium Prospectors use these facilities to convert their harvested Tiberium into money. These refineries, for the ones that are not captures/rebuilt abandoned generation 1 refineries, are built to look like other industrial buildings, but contain all the same equipment as a Gen 1 Tiberium Refinery. These refineries can hold 75-100 tons of raw Tiberium and 150-200 tons of refined components ready for transport to be sold for profit. Takes 10 minutes to unload 1 ton of Tiberium from a harvester or other vehicle, and refining at a rate of 1 ton per 7 hours, yielding 750 lbs of materials (equates to roughly a PDC equivalent of 23). Refinery is roughly 300 ft by 300 ft, 75 ft tall, with 180 hit points, hardness 20. Requires a crew of 35, has full NBC protection for occupants. If destroyed, deals 5d6 points of fire and energy damage to a 500 ft radius area, Reflex save DC 21 only for those in the outer 50 ft for half, that is heavily radioactive, plus 3d6 per ton of raw Tiberium in the silos. Can only process crystal type Tiberium, with a 50% chance one found that can process any other type of Tiberium. Sensors trying to locate these hidden refineries suffer -5 as these buildings will have extra shielding and extra components to make them appear as they are some other industrial type of building. Unfortunately, these buildings do have some leakage, or could be a feature for some, where a Tiberium Crystal field will grow at a rate of 1 foot square every 24 hours, unless harvested. Many of these facilities have an ability to overclock the processors, which increase the amount of Tiberium processed by 20% per day, but there is a 5% +1% per day of overclocking of exploding, dealing 10d6 fire and energy damage to a 500 ft radius, Reflex save DC 21 only for those in the outer 50 ft of the radius for half, that is heavily radioactive, plus an extra 3d6 per ton of raw and refined Tiberium in the silos. PDC 41, Illegal +4 [B][SIZE=7]Mutant Tiberium Cultivator[/SIZE][/B] These tiberium mutated people have survived tiberium exposure, with various crystal growths and skin taking on crystalline features, green veins. They live within Tiberium fields having learned they have the ability to mildly guiding Tiberium growth, which they can use to create defenses and hiding spots, or for improved harvesting yields. Type: Humanoid, Tiberium Mutant Size: Medium CR: 4 Hit Points: 4d10+16, 38 hp Mas: 18 Init: +2 Speed: 30 ft Defense: 16 (+4 natural, +2 Dex) FS/Reach: 5 ft x 5 ft / 5 ft Attacks: Tiberium Slash +7 melee (1d8+4 piercing plus injury Tiberium poisoning) Special Attacks: Special Qualities: Cultivate Field, Tiberium Immunity, Symbiotic Healing, Mutant Physiology, Allegiances: Saves: Fort +6, Reflex + 4, Will +5 Reputation: 1 Abilities: Str , Dex , Con , Int , Wis , Cha Skills: Craft (structure) +4, Knowledge (earth sciences) +6, Hide +4, Listen +4, Search +4, Spot +4, Survival +8 Feats: Power Attack Possessions: personal items, various tools, tiberium crystals worth 20 PDC. Advancement: [B]Cultivate Field[/B] Tiberium Cultivators can increase the growth of Tiberium field by 5 square feet per hour. They can also shape crystals to a point, or make large crystals grow 6 inches per hour. The shaping, using Craft or Performance (carving?) can allow the Tiberium Cultivator to create pillars and arches over time, domes made from multiple crystals that grow together to form housing. Or can create barricades with crystal spikes jutting out. The DC for creating similar structures out of Tiberium has the DC increased by +2 and time is reduced by half if there is sufficient crystals in the area. [B]Tiberium Immunity[/B] The Tiberium Cultivator is immune to the effects of tiberium poisoning and radiation. [B]Symbiotic Healing[/B] The Tiberium Cultivator, while within a Tiberium field, or at least within 5 feet of at least 30 lbs of Tiberium crystals, will heal 2 HP per round. [B]Mutant Physiology[/B] Due to the mutating effects of tiberium, the Tiberium Cultivator isn't considered a full member of their original species, they also take on the type Tiberium Mutant in addition. Besides the immunity to Tiberium poisoning and radiation, they gain natural armour and weapons. When the Cultivator gains an additional 3 hit die, they can choose one of the following: 1) increased armour +1 Nat armour; 2) Enhanced cultivation (field growth speed reduced by 10%, skill checks when manipulating Tiberium reduced by 1); 3) Tiberium attack (Tiberium based attack deals low level radiation, or can also become ranged at 30 feet, or increase range by 10 feet of ranged feet, or increase ability ignore hardness/DR by +1, or increase damage by 1 die); 4) increase healing within Tiberium field by +1 HP per round; 5) increase speed by +5 ft; 6) gain Fire or Electricity resistance +1.[/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top