Tiberium Regeneration: When within 5ft of a green Tiberium crystal of medium size or larger or 10ft of a blue Tiberium crystal or larger they restore 20 hit points
Cyborgs Armament: (1d4) 1. High-Power Pulse Rifle Arm, 2. 50mm Vulcan Cannon, 3. Flamethrower, 4. EMP cannon.
Critical damage taken: If the cyborgs go to half health they will lose their legs and move at half speed.
High-Power Pulse Rifle: RangedWeapon Attack: +3 to hit, range 80/150 ft., 1 target. Hit: 16 (2d8) [Pierce] damage.
50mm Vulcan Cannon: RangedWeapon Attack: +3 to hit, range 80/150 ft., 1 target. Hit: 24 (3d8) [Pierce] damage. damage. and it deals double damage against light vehicles and infantry
Flamethrower: Attack: +4 to hit, range 60 ft., 1 target. Hit: 16 (2d8) [Fire] damage.
The flame Hungers: firing everything within 60ft 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
EMP cannon: RangedWeapon Attack: +3 to hit, range 80/150 ft., 1 targets. Hit: 6 (2d6 + 3) [lightning] damage. damage.
EMP: Upon a hit, everything within 5 ft of the target must make a Constitution saving throw (DC equal to 14) or be stunned for 1 turn [Objects] if its infantry it will take 2d6 [lightning] damage
Description
Knowing that such research would cause dissension within the Brotherhood, Kane conducted his works in the hinterlands of Russia and China, where few would stumble across the project and even fewer would be believed if they shared such tales. One of the promising developments of this project was the cyborgs. The result of Nod experiments in melding Tiberium mutated humans with machines, cyborg infantry was armed with heavy body armour and a high-power pulse rifle. Because of their half-mutant nature, they could heal in Tiberium.
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