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: 9853863" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Black Hand</span></strong></span></p><p><span style="font-family: 'Calibri'">The Black Hand are elite soldiers of the Brotherhood of NOD, serving as shock troops before and during the Third Tiberium War. They were originally formed as a form of religious police tasked with enforcing adherence to the teachings of Kane. However, the cult later grew to become a powerful and influential religious group that operated mostly in secret. This changed after the Second Tiberium War when Kane disappeared. Many Black Hands work in pairs or squads with Confessors as body guards and units in dealing with NOD traitors. Some Black Hands can be assigned to NOD militant squads in a similar way as Confessors, but also as an additional anti-infantry and building clearing unit. Black Hands are clad in heavy armour with red capes, and armed with flamethrowers. Their flamethrowers were highly effective against infantry and clearing bunkers and buildings, not very effective against vehicles against civilian models or those with no or very light armour. </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>NOD Black Hand (Strong Ord 4/Fast Ord 4)</strong></span></p><p><span style="font-family: 'Calibri'">CR 6;</span></p><p><span style="font-family: 'Calibri'">Size: Medium-sized Human;</span></p><p><span style="font-family: 'Calibri'">HD: 4d8+4 plus 4d8+4 +3; hp 47</span></p><p><span style="font-family: 'Calibri'">Mas: 12</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: 28, Touch 18, flat-footed 26 (+2 Dex, +8 Class, +8 Black Hand Armour)</span></p><p><span style="font-family: 'Calibri'">BAB: +8/+3</span></p><p><span style="font-family: 'Calibri'">Grapple: +11</span></p><p><span style="font-family: 'Calibri'">Attack: +11 melee (1d4+3 unarmed strike), or flamethrower (4d6 fire, 5 ft wide, 40 ft long line, Reflex DC 15)</span></p><p><span style="font-family: 'Calibri'">Full Attack: +11 melee (1d4+3 unarmed strike) and +6 melee (1d4+3 unarmed strike), or flamethrower (4d6 fire, 5 ft wide, 40 ft long line, Reflex DC 15) and flamethrower (4d6 fire, 5 ft wide, 40 ft long line, Reflex DC 15)</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Clear Building</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Tiberium Exposure, NOD Indoctoration, Black Hand Training, Elite Training, Fearful Combatant</span></p><p><span style="font-family: 'Calibri'">FS: 5 ft by 5 ft</span></p><p><span style="font-family: 'Calibri'">Reach: 5 ft</span></p><p><span style="font-family: 'Calibri'">Allegiance: NOD</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +4, Ref +5, Will +2.</span></p><p><span style="font-family: 'Calibri'">Action Points: 0</span></p><p><span style="font-family: 'Calibri'">Rep: +3</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 16, Dex 15, Con 12, Int 13, Wis 8, Cha 10</span></p><p><span style="font-family: 'Calibri'">Occupation: Blue-collar (Drive, Intimidate)</span></p><p><span style="font-family: 'Calibri'">Skills: Climb +5, Craft Mechanical +4, Drive +7, Hide +7, Intimidate +6, Knowledge (behavioral sciences) +4, Knowledge (theology & philosophy) +6, Knowledge current events +4, Knowledge street wise +4, Listen +4, Move Silently +6, Profession +4, Read/Write English, Repair +4, Sleight of Hand +5, Speak English, Swim +4.</span></p><p><span style="font-family: 'Calibri'">Feats: Armour Proficiency (light), Armour Proficiency (heavy), Personal Firearms Proficiency, Simple Weapons Proficiency, Combat Martial Arts, Dodge, Advanced Firearms Proficiency, Toughness</span></p><p><span style="font-family: 'Calibri'">Possessions: Hydra Light Armour, Talon Rifle, 120 rounds of ammunition, various gear and personal possessions.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>NOD Indoctoration</strong></span></p><p><span style="font-family: 'Calibri'">As a move equivalent action, using training and Indoctoration techniques used by NOD, the Trooper gains +1 to attack rolls for the next 1d4 rounds. Useable 3 times per day. The Trooper is also immune to fear effects all the time.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Tiberium Exposure</strong></span></p><p><span style="font-family: 'Calibri'">The NOD trooper is educated in Tiberium and has had some exposure, gaining a +1 to Fort saves against Tiberium exposure, and gains +1 to any checks related to Tiberium and Tiberium based technology.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Black Hand Training</strong></span></p><p><span style="font-family: 'Calibri'">Members of the Black Hand are incredibly loyal to Kane and the NOD philosophy, and act as special forces units and religious police within the Brotherhood. When acting in a way that furthers the NOD cause (GM discretion), or on orders direct from Kane or another NOD leader, they gain a +1 moral bonus to attack and all checks that are related to those orders. They also gain +1 Reputation and Intimidate checks when dealing with any other NOD member except against NOD leaders or Kane</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Elite Training</strong></span></p><p><span style="font-family: 'Calibri'">The Black Hand is trained to use heavy armour, ignoring the prerequisite of medium armour, and make use of their flamethrowers to great effect, each time they deal damage to a target with their flamethrower, deal an additional +1 damage, and that target suffers -1 to their Reflex saves, to a maximum of +5 damage and -5 to Reflex saves. Bonuses to Defense from Cover are also halved or negated if the bonus was only +1.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Fearful Combatant</strong></span></p><p><span style="font-family: 'Calibri'">If a Black Hand reduces a target to one-quarter or less hit points or kills in a single use of their flamethrower, all enemies within 50 feet of the Black Hand must make a Will save against opposed Intimidate check, with an additional +2 to Intimidate for the Black Hand.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Clear Building</strong></span></p><p><span style="font-family: 'Calibri'">As a full round action, the Black Hand can use their flamethrower to affect larger areas within confined areas such as bunkers and buildings. Each use of the flamethrower has effective range increased by 50% (60 ft long, 10 ft wide areas) in areas like hallways and corridors, in wide areas such as rooms, can make the area into a 30 foot long, 30 ft wide cone, damage is the same, but in both cases, the Reflex save increases to DC 18.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Black Hand Armour</span></strong></span></p><p><span style="font-family: 'Calibri'">Black Hand armour is a full body suit of armour, all black with a helmet that has two glowing 'eyes' to increase its intimidation factor. The suit has servos to carry the weight of the armour and the Black Hand's flamethrower and fuel tank, other equipment, and enhancing melee strikes. It has built in air filters, nightvision, independent air supply, a built in loudspeaker.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Black Hand Armour (PL 5-6, Heavy Armour Proficiency)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Heavy</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: +8</span></p><p><span style="font-family: 'Calibri'">Nonprof. Bonus: +1</span></p><p><span style="font-family: 'Calibri'">Str Bonus: 0</span></p><p><span style="font-family: 'Calibri'">Nonprof Str Bonus: 0</span></p><p><span style="font-family: 'Calibri'">Max Dex: +2</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -2</span></p><p><span style="font-family: 'Calibri'">Speed (30 ft): 30 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 50 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 24</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3), NOD, Black Hand only.</span></p><p><span style="font-family: 'Calibri'">Notes: Full body covering, Fire resistance 15 (half effective against lasers), multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision, darkvision 60 ft, 5 hours air, unarmed strikes deal 1d4 lethal damage, loudspeaker, military radio, GPS, video playback/communications. When using Intimidation skill, can cause the 'eyes' to glow and modifier the voice through the loudspeaker to grant a +2 to Intimidate skill. </span></p><p><span style="font-family: 'Calibri'">Mounts on back for flamethrower fuel tanks, holding 30 uses, tanks have 20 hit points, hardness 10, same fire resistance as rest of armour. Can be released from the armour as a free action. Attaching new tanks takes 1 full round, move action with assistance.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Black Hand Flamethrower</span></strong></span></p><p><span style="font-family: 'Calibri'">The Black Hand Flamethower is similar to a regular flamethrower, except black, hose is armoured, and has improved range and uses a special fuel mixture that burns a bit hotter than other flamethrowers.</span></p><p><span style="font-family: 'Calibri'">Deals 4d6 fire damage in a 40 foot long, 5 foot wide line, Reflex save DC 15 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">Upgrades</span></strong></span></p><p><span style="font-family: 'Calibri'"><strong>Purifying Flames</strong> - Higher level and veteran Black Hand members can be authorized to use Tiberium infused fuels that stick to the targets longer and also deal increased damage, with a blue-green tint flame. Increases damage to 5d6, sticks to the target for 1d4 rounds, dealing 1 less damage each following round unless scraped off, which takes a full round action.</span></p><p><span style="font-family: 'Calibri'">PDC: 16 per fuel tank</span></p><p><span style="font-family: 'Calibri'">Res: Illegal, NOD, Black Hand only.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Rite of Incineration</strong> - This upgrade is granted to Black Hands that have performed exceptional acts of bravery or a great act or feat that greatly benefits NOD or Kane, pushing their agenda farther. A ceremony performed at the Secret Shrine, the Black Hand undergoes Tiberium ignition, scarifying flesh and spirit alike. They are also provided with improved fuel for their flamethrowers.</span></p><p><span style="font-family: 'Calibri'">Flamethrowers increases die type to next higher (d6 becomes d8, etc), and also deal Injury based Tiberium poisoning. They are immune to fear and any morale effects that would cause penalties, and even outside of their armour have Fire resistance 3.</span></p><p><span style="font-family: 'Calibri'">Reward, but would have effective PDC 29</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Flesh is Fire</strong> - Black Hand units of higher level (at least 12 hit dice), see no difference between body and weapon. Through a week long ritual held within the Temple of NOD, they are expose themselves to Tiberium and Tiberium based flames repeatedly, which mutates them. They gain immunity to Tiberium poison through injury and contact, immunity to fire (but not against lasers and plasma weapons Plasma weapons deal half damage), gain +10 hit points, heal 1 hit point every 5 rounds within a Tiberium field, and heal 1 point for every 5 points of fire damage (not counting lasers or plasma) that would be dealt to them. Upon their death, they explode, dealing 8d6 fire damage to a 20 foot radius, Reflex save DC 17, plus Tiberium injury poisoning, plus the damage from their flamethrower fuel tank exploding.</span></p><p><span style="font-family: 'Calibri'">Reward upon reaching high level, but optional. Would have effective PDC 32.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Tiberium Pyroclast Fuel</strong> - A new Tiberium fuel for Black Hand flamethrowers. It is thicker with crystalline particulates, which reduces its range slightly, but spreads wider faster, and leaves bits of Tiberium crystals in the ground, which allows a Tiberium field to slowly form from areas where this fuel is used in combat. Black Hand flamethrower now deals damage in a 30 foot wide, 15 foot cone, Reflex save DC 15, dealing 4d6+4 fire damage, plus the fires linger for an additional round dealing half damage, no save for this second round of damage. Targets that suffer damage also suffer from low level radiation for both rounds they suffer damage. Areas that this fuel was used in will start growing Tiberium crystals in 1d4 weeks, filling the area of effect, unless cleared with sonic weaponry or other means of removing Tiberium.</span></p><p><span style="font-family: 'Calibri'">PDC: 18 per fuel tank</span></p><p><span style="font-family: 'Calibri'">Res: Illegal, NOD, Black Hand only.</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>Black Hand Tiberium Resonant Armour</strong></span></p><p><span style="font-family: 'Calibri'">This armour is an upgraded version of Black Hand armour developed around the time of the Fourth Tiberium War provided to veteran members, typically of at least 13 hit die or higher. The armour is impregnated with Tiberium alloys, and seems to have faint green seams and veins over black armour, which glow faintly within a Tiberium field. While worn within Tiberium fields or gas, its resistance is greatly increased, and it is capable of reflecting fire based attack back. It is a full body suit of armour, all black with a helmet that has two glowing 'eyes' to increase its intimidation factor. The suit has servos to carry the weight of the armour and the Black Hand's flamethrower and fuel tank, other equipment, and enhancing melee strikes. It has built in air filters, nightvision, independent air supply, a built in loudspeaker.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Black Hand Tiberium Resonant Armour (PL 6, Heavy Armour Proficiency)</span></p><p><span style="font-family: 'Calibri'">Type: Heavy</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: +8*</span></p><p><span style="font-family: 'Calibri'">Nonprof. Bonus: +1</span></p><p><span style="font-family: 'Calibri'">Str Bonus: 0</span></p><p><span style="font-family: 'Calibri'">Nonprof Str Bonus: 0</span></p><p><span style="font-family: 'Calibri'">Max Dex: +2</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -2</span></p><p><span style="font-family: 'Calibri'">Speed (30 ft): 30 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 55 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 26</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3), NOD, Black Hand only.</span></p><p><span style="font-family: 'Calibri'">Notes: Full body covering, Fire resistance 15 (half effective against lasers), multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision, darkvision 60 ft, 5 hours air, unarmed strikes deal 1d4 lethal damage, loudspeaker, military radio, GPS, video playback/communications. When using Intimidation skill, can cause the 'eyes' to glow and modifier the voice through the loudspeaker to grant a +2 to Intimidate skill. </span></p><p><span style="font-family: 'Calibri'">When struck with a fire based attack (normal fire, plasma), roll unmodified 1d20, and if higher than target's Defense, reflects half the damage back at the attacker if within 50 feet.</span></p><p><span style="font-family: 'Calibri'">When within a Tiberium field Fire resistance increases to Fire immunity against normal fires while Fire Resistance 10 against lasers and plasma weapons, gains Electricity Resistance 5, and Equipment bonus to Defense increases to 10.</span></p><p><span style="font-family: 'Calibri'">Mounts on back for flamethrower fuel tanks, holding 30 uses, tanks have 20 hit points, hardness 10, same fire resistance as rest of armour. Can be released from the armour as a free action. Attaching new tanks takes 1 full round, move action with assistance.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9853863, member: 6668634"] [FONT=Calibri][B][SIZE=7]Black Hand[/SIZE][/B] The Black Hand are elite soldiers of the Brotherhood of NOD, serving as shock troops before and during the Third Tiberium War. They were originally formed as a form of religious police tasked with enforcing adherence to the teachings of Kane. However, the cult later grew to become a powerful and influential religious group that operated mostly in secret. This changed after the Second Tiberium War when Kane disappeared. Many Black Hands work in pairs or squads with Confessors as body guards and units in dealing with NOD traitors. Some Black Hands can be assigned to NOD militant squads in a similar way as Confessors, but also as an additional anti-infantry and building clearing unit. Black Hands are clad in heavy armour with red capes, and armed with flamethrowers. Their flamethrowers were highly effective against infantry and clearing bunkers and buildings, not very effective against vehicles against civilian models or those with no or very light armour. [B]NOD Black Hand (Strong Ord 4/Fast Ord 4)[/B] CR 6; Size: Medium-sized Human; HD: 4d8+4 plus 4d8+4 +3; hp 47 Mas: 12 Init: +2 Speed: 30 ft Defense: 28, Touch 18, flat-footed 26 (+2 Dex, +8 Class, +8 Black Hand Armour) BAB: +8/+3 Grapple: +11 Attack: +11 melee (1d4+3 unarmed strike), or flamethrower (4d6 fire, 5 ft wide, 40 ft long line, Reflex DC 15) Full Attack: +11 melee (1d4+3 unarmed strike) and +6 melee (1d4+3 unarmed strike), or flamethrower (4d6 fire, 5 ft wide, 40 ft long line, Reflex DC 15) and flamethrower (4d6 fire, 5 ft wide, 40 ft long line, Reflex DC 15) Special Attacks: Clear Building Special Qualities: Tiberium Exposure, NOD Indoctoration, Black Hand Training, Elite Training, Fearful Combatant FS: 5 ft by 5 ft Reach: 5 ft Allegiance: NOD Saves: Fort +4, Ref +5, Will +2. Action Points: 0 Rep: +3 Abilities: Str 16, Dex 15, Con 12, Int 13, Wis 8, Cha 10 Occupation: Blue-collar (Drive, Intimidate) Skills: Climb +5, Craft Mechanical +4, Drive +7, Hide +7, Intimidate +6, Knowledge (behavioral sciences) +4, Knowledge (theology & philosophy) +6, Knowledge current events +4, Knowledge street wise +4, Listen +4, Move Silently +6, Profession +4, Read/Write English, Repair +4, Sleight of Hand +5, Speak English, Swim +4. Feats: Armour Proficiency (light), Armour Proficiency (heavy), Personal Firearms Proficiency, Simple Weapons Proficiency, Combat Martial Arts, Dodge, Advanced Firearms Proficiency, Toughness Possessions: Hydra Light Armour, Talon Rifle, 120 rounds of ammunition, various gear and personal possessions. [B]NOD Indoctoration[/B] As a move equivalent action, using training and Indoctoration techniques used by NOD, the Trooper gains +1 to attack rolls for the next 1d4 rounds. Useable 3 times per day. The Trooper is also immune to fear effects all the time. [B]Tiberium Exposure[/B] The NOD trooper is educated in Tiberium and has had some exposure, gaining a +1 to Fort saves against Tiberium exposure, and gains +1 to any checks related to Tiberium and Tiberium based technology. [B]Black Hand Training[/B] Members of the Black Hand are incredibly loyal to Kane and the NOD philosophy, and act as special forces units and religious police within the Brotherhood. When acting in a way that furthers the NOD cause (GM discretion), or on orders direct from Kane or another NOD leader, they gain a +1 moral bonus to attack and all checks that are related to those orders. They also gain +1 Reputation and Intimidate checks when dealing with any other NOD member except against NOD leaders or Kane [B]Elite Training[/B] The Black Hand is trained to use heavy armour, ignoring the prerequisite of medium armour, and make use of their flamethrowers to great effect, each time they deal damage to a target with their flamethrower, deal an additional +1 damage, and that target suffers -1 to their Reflex saves, to a maximum of +5 damage and -5 to Reflex saves. Bonuses to Defense from Cover are also halved or negated if the bonus was only +1. [B]Fearful Combatant[/B] If a Black Hand reduces a target to one-quarter or less hit points or kills in a single use of their flamethrower, all enemies within 50 feet of the Black Hand must make a Will save against opposed Intimidate check, with an additional +2 to Intimidate for the Black Hand. [B]Clear Building[/B] As a full round action, the Black Hand can use their flamethrower to affect larger areas within confined areas such as bunkers and buildings. Each use of the flamethrower has effective range increased by 50% (60 ft long, 10 ft wide areas) in areas like hallways and corridors, in wide areas such as rooms, can make the area into a 30 foot long, 30 ft wide cone, damage is the same, but in both cases, the Reflex save increases to DC 18. [B][SIZE=5]Black Hand Armour[/SIZE][/B] Black Hand armour is a full body suit of armour, all black with a helmet that has two glowing 'eyes' to increase its intimidation factor. The suit has servos to carry the weight of the armour and the Black Hand's flamethrower and fuel tank, other equipment, and enhancing melee strikes. It has built in air filters, nightvision, independent air supply, a built in loudspeaker. [B]Black Hand Armour (PL 5-6, Heavy Armour Proficiency)[/B] Type: Heavy Equipment Bonus: +8 Nonprof. Bonus: +1 Str Bonus: 0 Nonprof Str Bonus: 0 Max Dex: +2 Armour Penalty: -2 Speed (30 ft): 30 ft Weight: 50 lbs Purchase DC: 24 Restriction: Mil (+3), NOD, Black Hand only. Notes: Full body covering, Fire resistance 15 (half effective against lasers), multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision, darkvision 60 ft, 5 hours air, unarmed strikes deal 1d4 lethal damage, loudspeaker, military radio, GPS, video playback/communications. When using Intimidation skill, can cause the 'eyes' to glow and modifier the voice through the loudspeaker to grant a +2 to Intimidate skill. Mounts on back for flamethrower fuel tanks, holding 30 uses, tanks have 20 hit points, hardness 10, same fire resistance as rest of armour. Can be released from the armour as a free action. Attaching new tanks takes 1 full round, move action with assistance. [B][SIZE=5]Black Hand Flamethrower[/SIZE][/B] The Black Hand Flamethower is similar to a regular flamethrower, except black, hose is armoured, and has improved range and uses a special fuel mixture that burns a bit hotter than other flamethrowers. Deals 4d6 fire damage in a 40 foot long, 5 foot wide line, Reflex save DC 15 for half damage. [B][SIZE=7]Upgrades[/SIZE] Purifying Flames[/B] - Higher level and veteran Black Hand members can be authorized to use Tiberium infused fuels that stick to the targets longer and also deal increased damage, with a blue-green tint flame. Increases damage to 5d6, sticks to the target for 1d4 rounds, dealing 1 less damage each following round unless scraped off, which takes a full round action. PDC: 16 per fuel tank Res: Illegal, NOD, Black Hand only. [B]Rite of Incineration[/B] - This upgrade is granted to Black Hands that have performed exceptional acts of bravery or a great act or feat that greatly benefits NOD or Kane, pushing their agenda farther. A ceremony performed at the Secret Shrine, the Black Hand undergoes Tiberium ignition, scarifying flesh and spirit alike. They are also provided with improved fuel for their flamethrowers. Flamethrowers increases die type to next higher (d6 becomes d8, etc), and also deal Injury based Tiberium poisoning. They are immune to fear and any morale effects that would cause penalties, and even outside of their armour have Fire resistance 3. Reward, but would have effective PDC 29 [B]Flesh is Fire[/B] - Black Hand units of higher level (at least 12 hit dice), see no difference between body and weapon. Through a week long ritual held within the Temple of NOD, they are expose themselves to Tiberium and Tiberium based flames repeatedly, which mutates them. They gain immunity to Tiberium poison through injury and contact, immunity to fire (but not against lasers and plasma weapons Plasma weapons deal half damage), gain +10 hit points, heal 1 hit point every 5 rounds within a Tiberium field, and heal 1 point for every 5 points of fire damage (not counting lasers or plasma) that would be dealt to them. Upon their death, they explode, dealing 8d6 fire damage to a 20 foot radius, Reflex save DC 17, plus Tiberium injury poisoning, plus the damage from their flamethrower fuel tank exploding. Reward upon reaching high level, but optional. Would have effective PDC 32. [B]Tiberium Pyroclast Fuel[/B] - A new Tiberium fuel for Black Hand flamethrowers. It is thicker with crystalline particulates, which reduces its range slightly, but spreads wider faster, and leaves bits of Tiberium crystals in the ground, which allows a Tiberium field to slowly form from areas where this fuel is used in combat. Black Hand flamethrower now deals damage in a 30 foot wide, 15 foot cone, Reflex save DC 15, dealing 4d6+4 fire damage, plus the fires linger for an additional round dealing half damage, no save for this second round of damage. Targets that suffer damage also suffer from low level radiation for both rounds they suffer damage. Areas that this fuel was used in will start growing Tiberium crystals in 1d4 weeks, filling the area of effect, unless cleared with sonic weaponry or other means of removing Tiberium. PDC: 18 per fuel tank Res: Illegal, NOD, Black Hand only. [B]Black Hand Tiberium Resonant Armour[/B] This armour is an upgraded version of Black Hand armour developed around the time of the Fourth Tiberium War provided to veteran members, typically of at least 13 hit die or higher. The armour is impregnated with Tiberium alloys, and seems to have faint green seams and veins over black armour, which glow faintly within a Tiberium field. While worn within Tiberium fields or gas, its resistance is greatly increased, and it is capable of reflecting fire based attack back. It is a full body suit of armour, all black with a helmet that has two glowing 'eyes' to increase its intimidation factor. The suit has servos to carry the weight of the armour and the Black Hand's flamethrower and fuel tank, other equipment, and enhancing melee strikes. It has built in air filters, nightvision, independent air supply, a built in loudspeaker. Black Hand Tiberium Resonant Armour (PL 6, Heavy Armour Proficiency) Type: Heavy Equipment Bonus: +8* Nonprof. Bonus: +1 Str Bonus: 0 Nonprof Str Bonus: 0 Max Dex: +2 Armour Penalty: -2 Speed (30 ft): 30 ft Weight: 55 lbs Purchase DC: 26 Restriction: Mil (+3), NOD, Black Hand only. Notes: Full body covering, Fire resistance 15 (half effective against lasers), multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision, darkvision 60 ft, 5 hours air, unarmed strikes deal 1d4 lethal damage, loudspeaker, military radio, GPS, video playback/communications. When using Intimidation skill, can cause the 'eyes' to glow and modifier the voice through the loudspeaker to grant a +2 to Intimidate skill. When struck with a fire based attack (normal fire, plasma), roll unmodified 1d20, and if higher than target's Defense, reflects half the damage back at the attacker if within 50 feet. When within a Tiberium field Fire resistance increases to Fire immunity against normal fires while Fire Resistance 10 against lasers and plasma weapons, gains Electricity Resistance 5, and Equipment bonus to Defense increases to 10. Mounts on back for flamethrower fuel tanks, holding 30 uses, tanks have 20 hit points, hardness 10, same fire resistance as rest of armour. Can be released from the armour as a free action. Attaching new tanks takes 1 full round, move action with assistance.[/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top