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“A Hero need not speak. When he is gone, the world will speak for him.”

HALO RPG

Alright Spartan, perk up your ears, cause I’m only going to say this once. You gotta know the rules of war before you hop in to combat and start throwing stickies at everything that moves. The following documents will give you the basics, but they’re no substitute for real experience.

Starting Off Things are going to be a tad different here than in your standard Savage Worlds game. Let’s go down the list of what’s changed. A lot of things are going to be cut out, but the goal is to keep it simple and running smooth. The emphasis is going to be on combat abilities, squad combat, and fast paced action. New Race – Spartan Let’s be honest, you want to be Spartans. So here’s the stats for Spartans. Free d6 in Strength, Agility and Vigor. Free d4 in shooting and fighting. 1 Free combat edge. All have the Outsider hindrance.

1 Free combat edge. All have the Outsider hindrance. Hindrances Now Spartans won’t be perfect, but

Hindrances Now Spartans won’t be perfect, but there are some hindrances that don’t apply to these guys. All Thumbs Anemic Bad Eyes Blind Delusional Doubting Thomas Elderly Greedy Habit Hard of Hearing Illiterate Lame Obese One Arm One Leg One Eye Outsider Pacifist Phobia Poverty Small Ugly (you wear helmets, no one cares) Vow Wanted Young

Edges These are the edges that don’t fit in this setting. Arcane Background Arcane Resistance Attractive Berserk Noble Rich Filthy Rich All power edges Acrobat Champion Investigator Holy/Unholy warrior Mentalist Scholar Wizard Woodsman Charismatic Connections Weird Edges New Edges Professional Edges Front Line Infantry – Novice, Agility d8 + Shooting d8+ Fighting d6+ You spent your career on the front lines; you’re accustomed to fighting up close and personal. Add +2 to fighting with the Assault Rifle, Shotgun, and all melee weapons. Sniper – Novice - Agility d8+ - Shooting d10+ You took extra training to make one shot and make it count. You get +2 to rolls with the Battle Rifle and Sniper Rifle. With the sniper rifle you get a +2 to all stealth rolls. Medic – Novice – Smarts d8+ - Healing d10+ - First aid is your forte. You are trained enough to use field medic kits in battle. Field medic kits are described later.

Heavy Arms Expert – Novice, Agility d8+, Shooting d10+, Steady Hands You’re the man to see when you need something big brought down. You get +2 to all attacks made with a heavy weapon against a vehicle. You also may spend a benny to reroll any damage against a vehicle. Squad Combat The emphasis here is all about a squad. Either a squad of Spartans or a full unit of marines with Spartan CO’s. Everyone needs to learn how to work as a unit, pick a squad commander before the fighting begins and go off of his orders. A standard marine squad is composed of five members of the following unit types. Marine Infantry Human Non Wild Card Agi d8 - Smarts d4 - Spirit d4 – Str d8 Vigor d6 – Shooting d8 – Fighting d6 – Guts d4 – Driving d6 – Pace: 6 Parry: 5 Toughness: 5(11) Front Line Infantry Marine Combat Armor +6 Assault Rifle, 5 clips Shotgun, 2 clips 3x Frag Grenades Marine Sniper Human Non Wild Card Agi d10 – Smarts d6 – Spirit d4 – Str d6 Vigor d6 – Shooting d10 – Fighting d4 – Guts d4 – Stealth d8+6 - Pace: 6 Parry: 4 Toughness 5 (9) Sniper Marine Scout Armor +4 (+4 Stealth) Sniper Rifle, 2 clips

Marine Pilot Human non wild card Agi d10 – Smarts d8 – Spirit d4 – Strength d6 – Vigor d6 – Driving d8 – Pilot d8 – Shooting d6 – Repair d8 - Pace: 6 Parry: 2 Toughness 5 (8) Ace Marine Field Armor +3 Magnum, 5 clips 2x Frag Grenade Repair kit Marine Medic Human non wild card Agi d6 – Smarts d10 – Spirit d8 – Strength d6 – Vigor d6 – Shooting d6 – Healing d10 – Knowledge (Medicine) d8 – Survival d6 – Pace: 6 Parry: 2 Toughness 5 (8) Medic Marine Field Armor +3 Magnum. 3 clips 3x Field Medic Kit

QUARTERMASTER

“I Need A Weapon”

Alright Spartan, time to go over the basics of the gear you’ll be using out in the field. I trust you already know how to fire a rifle, so I’ll spare you the long boring details. Here’s the technical information for all the equipment and weapons you’ll have access to. Once that’s out of the way, we’ll go over what you’ll be starting with in the field. All weapons require 2 hands unless noted. HUMAN WEAPONS

TYPE

RANGE

DAMAGE

ROF

WEIGHT

SHOTS

MIN STR

NOTES

Assault Rifle

24/48/96

3d6

3

10

32

D6

Auto, AP2, 3RB

Battle Rifle

24/48/96

2d10

2

15

36

D6

Semi Auto, AP4

Flamethrower

Cone

2d8

1

30

27

D6

Ignores Armor

temp.

Machine Gun

30/60/120

2d10

4

50

400

D10

AP2, Auto, Snapfire, HW

Turret

Magnum

15/30/60

2d8

1

7

8

-

AP 2, Semi Auto, 1 hand

Missile Pod

30/60/120

4d8+2

1

60

8

D10

Med Burst Template,

Rocket Launcher

24/48/96

4d8

1

50

2

D8

AP20, Snapfire, HW Med. Burst Template, AP9, Snapfire, HW

Shotgun

12/24/48

1-3d8

1

10

6

D8

Shotgun notes

SMG

12/24/48

2d6+1

3

5

60

D6

Auto, 1 hand

Sniper Rifle

30/60/120

2d8+2

1

35

2

D6

AP4, Snapfire

Spartan Laser

15/30/60

4d10

1

70

5

D10

1 round recharge, HW,

Frag Grenade

6/12/24

3d6

-

1

-

-

Snapfire. Med burst template, 1 hand

1 round recharge, HW, Frag Grenade 6/12/24 3d6 - 1 - - Snapfire. Med burst template,

COVENANT WEAPONS

Type

Range

Damage

ROF

Weight

Shots

Min Str

Notes

Beam Rifle

30/60/120

3d6

1

40

10

D8

AP4, Snapfire, Plasma

Carbine

24/48/96

2d8+2

1

20

18

D6

AP2, Semi Auto, Plasma

Energy Sword

Hand

Str+d6+8

-

5

-

D8

AP 6, Hand Weapon, Plasma

Fuel Rod Gun

24/48/96

4d6+2

1

50

5

D10

AP12, Med Burst Template, Snapfire, HW, Plasma

Needler

12/24/48

2d8+2

3

25

19

D6

AP 2, Special Notes

Plasma Cannon

30/60/120

2d8+2

4

50

100

D10

AP4, Snapfire, HW, Plasma

Plasma Grenade

6/12/24

2d8

1

1

-

-

Special notes, Plasma

Plasma Pistol

12/24/48

2d6

1

10

100

-

AP 2, Special Notes, Plasma

Plasma Rifle

24/48/96

2d8

1

20

100

D6

AP 2, Special Notes, Plasma

 

BRUTE WEAPONS

Type

Range

Damage

ROF

Weight

Shots

Min Str

Notes

Brute Shot

12/24/48

See ammo

1

15

6

D6

Fires Grenades

Firebomb

6/12/24

2d6

1

1

-

-

Special Notes

Gravity Hammer

Hand

Str+d10+6

-

15

10

D10

One attack drains battery charge

Mauler

6/12/24

1-3d6

1

10

5

D6

1 hand

Spike Grenade

6/12/24

3d6

1

1

-

-

Med Burst Template, Special Notes

Spiker

12/24/48

2d6

3

10

40

D6

AP4, 1 Hand

Special Notes Spartan Laser – Upon firing the Spartan Laser, the weapon will require a full round to recharge before it can be fired again. Needler – Upon a successful hit with the needler (even if the damage done doesn’t beat the target’s toughness) a needle sticks in the target. If the target survives seven needles stuck in him, the seven needles will explode causing 4d6 damage ignoring armor. Plasma Grenade – The plasma grenade will stick to the wall or target it is thrown at and explode the next round.

Plasma Pistol/Rifle – You may spend an action to charge the weapon by making a shooting roll and hitting the TN. The charge increases the damage to +2 and the ammo cost from 1 to 10. Charging it a second time increases the weapon’s AP to 4. Firebomb – Creates a fire in the area of the explosion that lasts for 2 rounds. Spike grenade – There is an additional blast of shrapnel in a large burst template. The shrapnel does 2d8 damage. This damage is rolled separately from the explosion damage. The shrapnel can be avoided just like the grenade.

ARMOR

Type

Armor

Weight

Shields

Notes

Marine Infantry Armor

+6

20

Light

Covers Full Body

Marine Scout Armor

+4

15

-

Covers Head, Torso, Arms, Stealth +4

Marine Field Armor

+3

12

-

Covers Head, Torso, Arms

Powered Spartan Armor

+8

-

Med

Battle Suit, Full Body

Armor Notes Battle Suit – Increases Strength by one die type, adds +2 to pace, allows users to jump 2d6” horizontally or 1d6” vertically. Has short and long range communication device. All human weapons are linked to the internal targeting system, giving +1 to shooting rolls. Contains a radar unit that scans in a 30” diameter and reports on live targets and moving inorganic targets. Does not distinguish between faction. Shields – Shields function as a solid object that block incoming attacks. The shields on armor cover every part of the body the armor covers. Any type of damage can damage the shield. Plasma based weapons have an easier time hurting shields. You must destroy the shields before you can hit the target. Light Shielding – Toughness 10 (6 vs. Plasma) Medium Shielding – Toughness 12 (8 vs Plasma) Heavy Shielding – Toughness 14 (10 vs Plasma) Personal Shield units take five minutes to recharge, or require a shield re-charger to be dropped.

Equipment Bubble Shield – Creates a 2” radius transparent spherical shield with heavy shielding. It lasts for 4 rounds or until the shield is destroyed. Deployable Cover – Drops a 3” wide and 3” tall shield with heavy shielding. It lasts for 5 rounds or until the shield is destroyed. Flare – Creates a bright flash of light in a large burst template. Portable Gravity Lift – Takes up one square, and gives anything that steps in it a 12” boost in to the air. Lasts for 5 rounds or until destroyed. Has a toughness of 12, all weapons damage it. Power Drain – Disables all shields in a large burst template and disables all vehicles. Lasts for 1 round. Radar Jammer – Disables radars in a large burst template by showing large amounts of random activity. Lasts for 3 rounds or until destroyed. Has a toughness of 8, -4 called shot to hit, and any weapon damages it. Regenerator – Takes two rounds but regenerates all armor shield units. Lasts for two rounds or until destroyed. Has toughness 10, all weapon types hurt it. Trip Mine – 4d6 damage, Med Burst Template, AP5, HW. Lasts until triggered, shot at -4 shooting, or 15 rounds. Shooting triggers the explosion.

VEHICLES

Vehicle

Acc/TS

Toughness

Crew

Weapons

Notes

Elephant

3/6

25(5)

5

LAAG Turret, 3x Turret Slots

Tracked, Heavy Armor, Sloped Armor 5, Improved Stabilizer, Mobile Base

Warthog

40/78

16(4)

3

LAAG or Gauss Turret

Stabilizer, 4WD

Hornet

20/80

12(2)

2

2x Tri barreled chain guns. 2x Heat seeker missiles

Improved Stabilizer, Heavy Armor, Fixed Gun, Climb 20

Mongoose

30/60

10(2)

2

-

4WD

Scorpion Tank

15/30

20(5)

2

Machine Gun Turret, Tank Turret

Tracked, Heavy Armor, Sloped Armor 3, Improved Stabilizer

Banshee

35/90

10(2)

1

Plasma Cannon, Fuel Rod Gun

Climb 25, Stabilizer, Fixed Gun

Ghost

12/40

12(4)

1

Plasma Bolts

Stabilizer, hovering, Sloped Armor 2

Wraith

15/30

20(5)

2

Plasma Turret, Plasma Mortar

Hovering, Improved Stabilizer, Heavy Armor

Chopper

20/75

12(2)

1

35 mm Autocannon

Bladed Chassis, Sharp turning

Prowler

15/35

15(5)

4

Plasma Turret

Hover, Heavy Armor

Vehicle Notes LAAG Turret – 3d10 – ROF 4 – AP 2 – HW. 24/48/96 – 250 rounds Gauss Turret – 4d10 – ROF 1 – AP4 – HW 30/60/120 – 100 rounds Tri barreled Chain gun – 3d8 – ROF 6 – AP 2 – HW - 24/48/96 – 600 rounds Heat Seeking Missile – 4d8+4 – ROF 1 – AP 5 – HW – Med Burst Template – 30/60/120 – +4 shooting rolls on target w/ heat source – 20 rounds Tank Turret – 4d8+4 – ROF 1 – AP 20 – HW – 30/60/120 – Med Burst Template – 25 rounds Plasma Bolts – 3d8 plasma – ROF 4 – AP 2 – HW – 24/48/96 – 200 rounds Plasma Turret – 3d8+4 plasma – ROF 1 – AP 10 – HW – 30/60/120 – Med Burst Template - 50 rounds

Plasma Mortar – 4d10+4 Plasma – ROF1 – AP 10 – HW – Arcs – 1 round recharge – 30/60/120 – Large Burst Template - 10 rounds Autocannon – 3d8+4 – ROF 2 – AP 5 – HW – 24/48/96 – 200 rounds Bladed Chassis – Ramming a target with the front of the vehicle does 3d10 damage at top speed with AP 2. Sharp turning – This vehicle can make complete 180 degree turns. Hover – The vehicle hovers a few feet off the ground and travels over low obstacles easily. The hovering vehicle is not restricted by difficult terrain.