Prototype Walker with different Armaments: (1d6) 1. Stealth Detector, 2. Flamethrower, 3. Stealth Generator, 4. Missile pods, 5. Laser Turret, 6. 120mm side-mounted cannon.
Stealth Detector: As a bonus action you do a perception check (+5 to perception) to see if there are any cloaked or burrowed units.
The flame Hungers: Upon hit, everything within 75ft line of the target must make a dexterity saving throw (DC equal to 14) the surface will begin to burn for 2 turns and need to roll 2d8 fire damage
Stealth: This unit is invisible. Whenever units are close to this vehicle it will reveal itself since its stealth generator is not capable of stealth other nearby creatures or objects. A radar scan can reveal it temporarily for 1d4 turns. Within range of a Mobile Sensor Array it will be detected until it leaves its range. The tank is unable to remain cloaked while firing due to the enormous power drain of the stealth generator.
Stealth generator: When attacking it cannot be cloaked immediately. So it needs 1 turn to generate. But when revealed by a Mobile Sensor Array it cannot cloak for 1d4 turns. When discovered by infantry or objects close to it takes 1 turn to cloak.
Explosive: Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage.
Laser Technology: Small laser turret that is good against Light vehicles and infantry.
Stolen Technology: Stolen from Titan MK. I Husks from the 2nd Tiberium war. 120mm side-mounted cannon
Crush: It can drive over light vehicles but it receives a movement penalty for 1 turns movement speed is reduced to half.
Multiattack: Avatar prototype does a Quadruple attack with missile pods. If the avatar has Obelisk Cannon and 120mm side cannon it will do one of each.
Obelisk Cannon: Attack: +5 to hit, range 120/360. ft., 1 target. Hit: 80 (10d8 + 5) [Necrotic] damage. and it deals double damage against Objects
120mm side-mounted cannon: Attack: +10 to hit, range 120/360 ft., 1 target. Hit: 35 (4d6 + 6) [Pierce] damage. and it deals double damage against Objects.
4.75-inch Missile Pods: Attack: +2 to hit, range 150/300 ft., 1 target. Hit: 12 (1d6+2)and it deals double damage against infantry and triple damage to aircraft.
Explosive: Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage.
Crush: as an action, you can drive over light vehicles if you are in melee range, but it receives a movement penalty for 1 turns movement speed is reduced to half.
Stealth Detector: As a bonus action you do a perception check (+5 to perception) to see if there are any cloaked or burrowed units.
Laser Turret: Attack: +5 to hit, range anything within 20ft radius from the avatar., 1 target. Hit: 12 (1d6+6) and it deals double damage against infantry and light vehicles.
Flamethrowers: Attack: +1 to hit, range anything within 20ft radius from the avatar., [everything in the line of fire] target. Hit: 32 (4d8) [Fire] damage. and it deals double damage against Infantry.
The flame Hungers: Upon hit, everything within 75ft line of the target must make a dexterity saving throw (DC equal to 14) the surface will begin to burn for 2 turns and need to roll 2d8 fire damage
Description
While GDI retired most of its mechanized walkers following the Firestorm Conflict, Nod began to develop its own walkers, solving many of the problems that had GDI engineers scratching their heads. There is speculation that Nod stole the original walker technology from GDI, then took advantage of research in other areas to accelerate the development of new prototypes. The first Nod combat walker was the Purifier.
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