Beruflich Dokumente
Kultur Dokumente
PRODUCTION
Tens
2
7
0
D5
1
1
2
2
3
3
4
4
5
5
Percentile Example
Ones
Result
7
27
0
70
0
100
WHAT IS ROLEPLAYING?
In a roleplaying game (RPG) you create an alter ego in a fictional
setting. This is your viewing glass to another world, as you control
and help shape out a world with your actions. In a game such as this,
you are able to create anything your heart desires; A courageous
leader, a medical technician, and especially war-hardened master of
combat. The leader of the game, otherwise known as the Game
Master (GM) unfolds the story for his players, keeping them
intertwined in a narrative and combat driven adventure. You, as a
player, choose your actions and speak your characters mind,
deciding the path in which your party travels. The decisions you and
your friends make directly affect the events of the story, so be
weary.
Roleplaying games such as Halo Universe provide a
structure of rules that depict how to design your character and
control the character within the RPG. Rules are provided to permit
shoot-outs, powerful battles, chase scenes, and even parties and
investigations. These rules require one of two things, dice rolls and
roleplaying while performing an action. Dice rolls add the factor of
chance while roleplaying adds the human element of performing
simple actions or narrative exploration.
At the beginning, RPGs like Halo Universe appear to have
many rules. However, you will spend enough time with the system
to realize that the rules are simple and easy to remember. To
adjudicate these rules, the GM makes his decisions and decides how
difficult something should be. The GM usually does not control a
character; he instead controls the game itself. The Gm runs the
game and presents a story as it unfolds about the characters.
Consider the Gm a roleplaying referee and narrator.
WHAT YOU NEED TO PLAY
When you are ready to start playing, you will need the following
equipment.
This Handbook
COMBAT
Warfare Ranged (WFR): Warfare Ranged is the measurement of the
characters ability to use ranged-based weaponry in combat.
Warfare Melee (WFM): Warfare Melee is the characters ability to
use melee-based weaponry and hand-to-hand combat.
MENTALITY
Intellect (INT): Intellect is the amount at which characters know and
the wisdom the character owns.
Perception (PER): Perception describes the ability to survey their
surroundings.
Courage (CR): Courage reflects the characters ability to withstand
horrors and fears and to keep a clear state of mind.
PERSONALITY
Charisma (CH): Charisma is the characters ability to interact with
other characters and players.
Leadership (LD): Leadership is the characters ability to lead forces
and take orders.
CHARACTERISTICS, MODIFIERS, AND BONUSES
Each Characteristic has a number between 0-100 and above, with
higher numbers being far more useful than lower numbers. With
each characteristic, there is an accompanying Characteristic
Modifier. The Characteristic Modifier (Mod) is the tens digit of the
Characteristic. For example, a Charisma Characteristic of 54 would
have a Characteristic Mod of 5. Characteristic Mods are used in a
multitude of situations. Character Mods are abbreviated with the
Characteristic, so a Characteristic Modifier for Strength would be
STR-M and Agility would be AG-M.
TESTS AND DICE ROLLS
Tests are the most fundamental way of establishing a characters
success and failure. As a player performs essential and more difficult
tasks, a roll must be made. These rolls affect the story and the
characters progress and the partys all-around situation.
SKILL TESTS
Skill Tests are the most common roll a character will make during
the game. Each Skill is managed by a characteristic. For example, the
characters Intellect Characteristic affects the Camouflage Skill. To
make the Skill check, add any relevant modifiers from talents and
Skill upgrades, and then make a percentage roll. If the result is equal
or less than the modified Characteristic, the roll is successful. If the
result is greater than the modified Characteristic, the test has failed.
Success is more likely when the character has the skill trained. The
more the skill has been trained, the more likely the character will
succeed.
DIFFICULTY
Trivial
Elementary
Simple
Easy
Routine
Ordinary
Challenging
Difficult
Hard
Very Hard
Grueling
Punishing
Hellish
MODIFIER
+60
+50
+40
+30
+20
+10
+0
-10
-20
-30
-40
-50
-60
ASSISTANCE
In a war, soldiers are hardly ever on their own. At times, it is not
enough for a single person to handle a task alone. Other characters
can assist in a task to greatly improve the chances of success.
During a test, characters can request the assistance of
others. Each character rolls the Percentile Dice needed to perform
the task. The initial character performing the task is considered the
main roll, and for every two degrees of success gives the main roll
one extra degree of success. For every character assisting the test,
the test is considered to take double the time, unless dealing with an
action already labeled as an Extended Action.
LUCK HAS SOMETHING TO DO WITH IT
Fortune favors the bold, not the crazy. Running out of cover to
charge a well-defended base is crazy. Running out of cover to throw
a well-placed grenade is bold. Nothing is more satisfying than a killshot barely missing or a crashing Wraith just barely going overhead
the characters and in to approaching enemies.
All player-based characters start off with a certain amount
of luck.
LUCK BE A LADY TONIGHT
Luck allows a character to influence situations by deposing a wouldbe killing blow or to have something wrong work towards their
favor. Luck should not serve the crazy or help someone putting the
rest in danger from stupidity. Luck should, in fact, favor those who
put their necks on the line to serve a purpose. This allows players to
take risks, but not stupidly putting their allies in danger.
If the GM allows it under the right circumstances, Luck
may be spent or burnt. Spending Luck means that at a GM-specified
checkpoint in the mission, the point regenerates. Burning Luck
means that next session it will not be restored. Burnt luck is gone for
good until the GM decides that the character deserves it.
Spending Luck allows a character to do the following.
Reroll a failed Test once. The results of the reroll are final.
At the start of the first Round, each character rolls Initiative. Each
character rolls 1D10 and adds his Agility Bonus (Unless their skills or
talents determine otherwise). The result of the roll applies for all
succeeding Rounds in the Combat.
STEP 3: DETERMINE INITIATIVE ORDER
The GM ranks each Initiative roll made in order from highest to
lowest. This is the order at which the characters take their Turns
during each Round.
ACTIONS
During each Round, every character gets a turn to act upon. There
are multiple types of Actions, and multiple can be made in a round.
FULL ACTIONS:
A Full Action requires the characters full turn to Accomplish. A
character may take one Full Action on his turn and cannot take any
Half Actions.
HALF ACTIONS:
Half Actions are simple and only require some effort. It consumes
roughly half of the turns time that is allowed to the character. A
character can take two Half Actions on his turn (But not two combat
half actions). Some Half Actions can happen at the same time, such
as readying weapons. Readying two weapons can happen at the
same time, to let the character take his next Half Action towards an
attack.
TYPES OF ACTION
Every Action is categorized in to one of the following types, in order
of length: Extended Actions, Full Actions, Half Actions, Response,
and Free Action.
RESPONSE:
A Response Action is a special action that is made in reaction to an
event, or another characters actions being made towards them. A
Character receives one Response Action each Round, which may
only be used when it is not his Turn. Response Actions include
evasion and catching tossed items.
FREE ACTIONS:
A Free Action takes only a snap to use, and requires little to no effort
to complete. Free Actions may be performed in addition to any
other Actions made in a characters turn. There is no limit to the
number of Free Actions a character can take; The GM should use
common sense to set a reasonable limit for the turn. Free Actions
include dropping an item or speaking a few words.
ACTION SUBTYPES
In addition to different lengths of actions, each Action is categorized
in to one or more subtypes. Actions dont do anything of
themselves, but they are used to clarify what a character is
attempting.
HUMANITY
Humanity, mammals, Homo Sapiens. Humanity is a big part of the
Halo Universe, predating the Covenant during the time of the
Forerunner. Before the Covenant Wars, Humanity was at war with
itself once again in shape of the Insurrectionist Wars. UNSC fought
to contain these Insurrectionists who fought to control the outer
Human colonies.
Insurrectionists:
Starting in 2494, the Insurrection wanted freedom from the UNSC
and Mother Earth control, claiming that they needed no ties to Earth
or any large controlling Government. Even during the times of 2553
and on, these Rebels are resurfacing after the Human-Covenant
War.
UNSC:
The United Nations Space Command, otherwise known as the UNSC,
is the Military, Exploratory, and Scientific agency of the Unified Earth
Government, formed in 2170 from the United Nations. The UNSC
serves as the protectors of Earth and her Colonies, and in 2525, this
would be put to the test for the next 28 years, the UNSC would be at
war with the Covenant.
UNIVERSAL EQUIPMENT
Certain equipment is always available and comes at character
creation. The main equipment that is completely universal within
both the UNSC and the Covenant with their own version is the FOF
Tag. The Friend or Foe tag comes standard in every character and
has software to work with every single eyepiece, goggle, and VISR
system.
MIXING SOLDIER TYPES
There are many Soldier Types in the Halo Universe Tabletop. Each
Soldier Type offers a different form of gameplay and roleplay that
players may use. These differentiations between the Types are also
in balance and design. It is unwise for a GM to allow a Spartan in a
Civilian party due to balancing the enemies and players, though
allowing a Policeman or a Civilian or two in a game of Army and
Marine Soldiers is more acceptable. A GM must realize how different
these Soldier Types may be and how to handle the mixing of them.
RECAP
500 Starting Experience
500 Starting cR
Starting Wounds 3D10+(Toughness Modifier*2)
The rest of the character creation is located after Specialization choices.
STR
30
T
25
AG
25
WFR
30
WFM
25
INT
25
PER
30
CR
30
CH
25
Cost: 250 cR
The UNSC Army Infantryman gain three Skills of their choosing that
begin as Trained at character creation.
The UNSC Army infantryman begins with 10 points that they can
allocate to their Characteristics as needed.
SQUAD-UP: When with others that are from the Marine, Army,
ORION, ODST, Navy, and Air Force Soldier Types, these characters
gain a +5 Courage. They also gain +10 to Warfare Melee and Range
when taking Combined Actions.
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
STR
25
T
30
AG
30
WFR
35
WFM
25
INT
25
PER
25
CR
25
CH
25
Cost: 275 cR
The UNSC Marine Rifleman begins with one Skill of their choosing
at +10.
The UNSC Marine Rifleman gains a +10 bump that can be applied
to one of the characteristics as chosen.
SQUAD-UP: When with others that are from the Marine, Army,
ORION, ODST, Navy, and Air Force Soldier Types, these characters
gain a +5 Courage. They also gain +10 to Warfare Melee and Range
when taking Combined Actions.
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
UNSC Air Force Infantrymen gain one Trained Pilot Skill of their
choosing.
UNSC Air Force Infantrymen begin with the Pilot Air Skill at +20.
RACE
Human
STR
25
T
25
AG
30
WFR
25
WFM
25
INT
30
PER
30
CR
25
CH
25
LD
25
SQUAD-UP: When with others that are from the Marine, Army,
ORION, ODST, Navy, and Air Force Soldier Types, these characters
gain a +5 Courage. They also gain +10 to Warfare Melee and Range
when taking Combined Actions.
A UNSC Air Force Infantryman, if up to the GM, may begin with a
Falcon or Hornet. If so, the Pilot counts as beginning with 500
experience and 500 cR.
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
STR
30
T
25
AG
25
WFR
25
WFM
25
INT
40
PER
25
CH
25
LD
25
Cost: 300 cR
The UNSC Navy technician gain four Skills of their choosing that
begin as Trained at character creation.
The UNSC Navy Technician gains two Characteristics to bump by 5
points.
SQUAD-UP: When with others that are from the Marine, Army,
ORION, ODST, Navy, and Air Force Soldier Types, these characters
gain a +5 Courage. They also gain +10 to Warfare Melee and Range
when taking Combined Actions.
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC Battle Dress Uniform
STR
30
T
30
AG
25
WFR
35
WFM
35
INT
25
PER
30
CR
40
LD
35
Cost: 325 cR
Calling in ODSTs are 15% cheaper.
The UNSC Marine Corps ODST begins with one Skill of their
choosing at +10.
The UNSC ODST gains a +5 bump that can be applied to three of
the characteristics as chosen. These cannot be stacked on the same
Characteristic.
SQUAD-UP: When with others that are from the Marine, Army,
ORION, ODST, Navy, and Air Force Soldier Types, these characters
gain a +5 Courage. They also gain +10 to Warfare Melee and Range
when taking Combined Actions.
UNSC/ONI Spartan II
You have been called upon to serve, you will be trained and you
will become the best we can make of you. You will be the protectors
of Earth and all her colonies.
RACE
Spartan II
STR
50
T
45
AG
50
WFR
45
WFM
40
INT
30
PER
40
CR
35
CH
5
LD
25
STR
40
T
35
AG
40
WFR
40
WFM
30
INT
25
PER
30
CR
35
CH
10
LD
25
SIZE: LARGE
Spartan IIIS get the Adrenaline Rush Ability automatically at
character creation.
Spartan IIIs gain the Camouflage Skill at +20 at character creation.
The Spartan III can spend 100 Experience and 100 cR to start off
with the Semi-Powered Headhunter Variant Armor.
Spartan IIIs can spend 200 Experience and 125 cR to start off with
the MJOLNIR Mark V Armor or the GEN II Mark I armor if in the
right time.
UNSC/ONI Spartan IV
There wont be any program; not like the Spartan-Twos, anyway or
the Spartan-Threes, if I can help it. Were back to using consenting
adults now, like we did in the Project Orion.
RACE
Spartan IV
STR
40
T
40
AG
40
WFR
40
WFM
30
INT
25
PER
30
CR
35
CH
20
LD
30
STR
25
T
25
AG
25
WFR
25
WFM
20
INT
40
PER
25
CR
20
CH
40
Cost: 200 cR
The UNSC/ONI Operative gets any item off of the enemy
equipment lists at only double the price, instead of triple.
The UNSC/ONI Section I Operative does not have to tell the other
players any motives or that this Soldier Type was taken. Treat this
character as if from another branch of the Military.
An ONI Operative may spend 150 cR and 100 Experience to start as
an ODST with their choice of the ODST BDU.
The GM should work with the ONI Operative to help create a story
and a reason for the Operative to be there.
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
UNSC Smart AI
Seven years, multiple lifetimes for others. Nothing holding me
back.
RACE
AI
STR
25
T
25
AG
25
WFR
40
WFM
25
INT
100
PER
65
CR
35
CH
55
LD
35
Cost: 500 cR
AI still get Wounds rolled and may still make physical attacks.
These physical attacks are shown as the power an AI can use
against another. Strength, Toughness, and Warfare Melee are all
used for AI warfare, where multiple AIs are in battle against each
other in battles of memory and processing power.
AIs get full control of most technology and equipment they are
able to sync with.
Many Skills and Abilities will not work with an AI, so make sure
that your character will benefit from the purchase.
There can only be ONE AI per game.
AIs get to pick out four free skills to bump to +10 off the bat.
STR
35
T
35
AG
35
WFR
40
WFM
40
INT
30
PER
35
CR
35
CH
25
LD
35
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Covenant Mgalekgolo
They're all scary and angry and they like to smash things...
RACE
Hunter
STR
140
T
30
AG
10
WFR
15
WFM
40
INT
20
PER
20
CR
40
CH
20
SIZE: Hulking
LD
10
Covenant Unggoy
They may look small, but tell that to the one with the Fuel Rod
RACE
Grunt
STR
25
T
20
AG
15
WFR
25
WFM
25
INT
15
PER
20
CR
10
CH
30
LD
5
Cost: 200 cR
The Unggoy may select two free Skills to begin at Trained.
Unggoy get the Three Lives Ability automatically at Character
Creation. This gives the Grunt the ability to respawn two times
after death. When the Grunt is out of lives, the character is gone.
Rapidfire Equipment
Plasma Rifle
Plasma Pistol
Two Plasma Grenades
Methane Tank
Equipment Pouch
Flashlight
Curveblade
Unngoy Combat Harness
Anti-Infantry Equipment
Concussion rifle
Plasma Pistol
Two Plasma Grenades
Methane Tank
Equipment Pouch
Flashlight
Curveblade
Unngoy Combat Harness
Equipment Pouch
Flashlight
Unngoy Combat Harness
Anti-Armor Equipment
Fuel Rod Gun
Two Plasma Grenades
Methane Tank
Equipment Pouch
Curveblade
Unngoy Combat Harness
Ranger Equipment
Covenant Carbine
Plasma Pistol
Two Plasma Grenades
Methane Tank
Equipment Pouch
Flashlight
Curveblade
Unngoy Combat Harness
Equipment Pouch
Flashlight
Curveblade
Unngoy Combat Harness
Covenant Kig-Yar
Snipers, Pirates, and Mercenaries. Where do I sign up?
RACE
Jackal
STR
25
T
25
AG
35
WFR
45
WFM
35
INT
25
PER
65
CR
25
CH
30
LD
30
Equipment Pouch
Flashlight
Curveblade
Kig-Yar Combat Harness
Equipment Pouch
Flashlight
Curveblade
Kig-Yar Combat Harness
Equipment Pouch
Flashlight
Curveblade
Kig-Yar Combat Harness
Equipment Pouch
Flashlight
Curveblade
Kig-Yar Combat Harness
Covenant Sangheili
On the blood of our fathers, on the blood of our sons... We swore
to uphold the Covenant!
RACE
Elite
STR
85
T
55
AG
40
WFR
35
WFM
35
INT
25
PER
25
CR
30
CH
15
LD
30
STR
95
T
95
AG
45
WFR
20
WFM
35
INT
10
PER
40
CR
30
CH
5
LD
25
Cost: 400 cR
Jiralhanae get the Berserker Ability automatically and +10 to all
Smell-based Perception Tests at Character Creation.
SIZE: HUGE
Captain: The character may begin as a Captain with the Jiralhanae
Power Armor in replacement to the Combat Harness for 100 cR and
100 Experience. This gives +10 to Leadership and Intimidation at
Trained.
Chieftain: The character may spend all 500 of their beginning cR
and all 500 Experience to begin as a Jiralhanae Chieftain. The
Chieftain trades all starting weaponry, including grenades, for a
Gravity Hammer. The Chieftain gains +10 to Intimidation,
Leadership, and +5 to Warfare Melee.
STR
20
T
40
AG
60
WFR
30
WFM
20
INT
30
PER
20
CR
15
CH
15
LD
10
Yanmee get the Flight and Four Arms Traits automatically from
character creation.
Yanmee get the Crawler Trait automatically from character
creation.
Needler Equipment
Needler
Plasma Pistol
Mauler Equipment
Mauler
Plasma Pistol
Equipment Pouch
Bubble Shield
Two Plasma Grenades
Suppressor Equipment
Needle Rifle
Plasma Pistol
Equipment Pouch
Curveblade
Two Plasma Grenades
Equipment Pouch
Curveblade
Two Spike Grenades
Explosive Equipment
Plasma Repeater
Plasma Pistol
Equipment Pouch
Curveblade
Two Spike Grenades
Equipment Pouch
Curveblade
Two Plasma Grenades
Covenant Huragok
They may smell bad, but damn if they arent great with
technology.
RACE
Engineer
STR
20
T
40
AG
15
WFR
10
WFM
10
INT
90
PER
70
CR
10
CH
10
Huragok Equipment
Huragok Explosive Armor
LD
5
Cost: 200 cR
Huragok get the Only Flight and Four Arms Traits automatically
from character creation.
Huragok get the Techo-Organic Trait automatically from character
creation.
STR
35
T
35
AG
55
WFR
35
WFM
35
INT
20
PER
45
CR
25
CH
35
LD
30
Equipment Pouch
Flashlight
Curveblade
Kig-Yar Combat Harness
Equipment Pouch
Flashlight
Curveblade
Kig-Yar Combat Harness
Equipment Pouch
Flashlight
Curveblade
Kig-Yar Combat Harness
Equipment Pouch
Flashlight
Curveblade
Kig-Yar Combat Harness
STR
AG
WFR
WFM
INT
PER
CR
CH
LD
Human
25
25
25
30
25
25
30
30
25
25
Cost: 250 cR
The Insurrectionist Army Infantryman gain Camouflage at Trained,
Security at Trained, and Navigation at Trained.
The Insurrectionist Army infantryman begins with 20 points that
thy can allocate to their Characteristics as needed. No more than
10 points can be put into a single Characteristic.
SQUAD-UP: When with others that is from any Insurrectionist
Soldier Types, these characters gain a +5 Courage. They also gain
+10 to Warfare Melee and Range when taking Combined Actions.
A character can be a UNSC deserter for 100 cR that allows them to
begin with a UNSC Equipment Package that does not include
anything from a Spartan. It costs 150 cR extra to have the ODST
package.
STR
AG
WFR
WFM
INT
PER
CR
CH
LD
Human
25
25
30
30
30
25
25
30
25
25
Cost: 275 cR
The Insurrectionist Marine gains two skills of their choosing that
begin at Trained.
The Insurrectionist Army infantryman begins with 30 points that
thy can allocate to their Characteristics as needed. No more than 5
points can be put into a single Characteristic.
SQUAD-UP: When with others that is from any Insurrectionist
Soldier Types, these characters gain a +5 Courage. They also gain
+10 to Warfare Melee and Range when taking Combined Actions.
A character can be a UNSC deserter for 100 cR that allows them to
begin with a UNSC Equipment Package that does not include
anything from a Spartan. It costs 125 cR extra to have the ODST
package.
STR
AG
WFR
WFM
INT
PER
CR
CH
LD
Human
25
25
30
30
30
25
25
30
25
25
Insurrectionist Technician
Ill have it fixed in a jiffy, Captain.
RACE
STR
AG
WFR
WFM
INT
PER
CR
CH
LD
Human
25
25
30
30
30
35
25
30
25
25
Cost: 350 cR
The Insurrectionist Technician gains four skills of their choosing
that begin at Trained.
The Insurrectionist Army Technician gains 20 points that may be
applied to Perception and Intellect as they please.
SQUAD-UP: When with others that is from any Insurrectionist
Soldier Types, these characters gain a +5 Courage. They also gain
+10 to Warfare Melee and Range when taking Combined Actions.
A character can be a UNSC deserter for 100 cR that allows them to
begin with a UNSC Equipment Package that does not include
anything from a Spartan. It costs 125 cR extra to have the ODST
package.
STR
AG
WFR
WFM
INT
PER
CR
CH
LD
Human
25
25
30
30
30
30
25
30
25
40
Cost: 300 cR
Only One Insurrectionist Commanding Officer can be taken per
group.
The Insurrectionist Commanding Officer gains Command, Appeal,
and Deception at +10.
SQUAD-UP: When with others that is from any Insurrectionist
Soldier Types, these characters gain a +5 Courage. They also gain
+10 to Warfare Melee and Range when taking Combined Actions.
A character can be a UNSC deserter for 100 cR that allows them to
begin with a UNSC Equipment Package that does not include
anything from a Spartan. It costs 150 cR extra to have the ODST
package.
STR
25
T
25
AG
25
WFR
30
WFM
25
INT
25
PER
25
CR
30
CH
25
LD
25
STR
25
T
25
AG
25
WFR
30
WFM
25
INT
25
PER
25
CR
30
CH
25
LD
25
Human Civilian
Im not just going to sit idly by and watch everything go to hell.
RACE
Human
STR
25
T
25
AG
25
WFR
25
WFM
25
INT
25
PER
25
CR
25
CH
25
LD
25
STR
30
T
30
AG
30
WFR
30
WFM
25
INT
25
PER
25
CR
20
CH
25
LD
20
Cost: 250 cR
The UNSC Colonial Militiaman gains two skills that begin at +10.
The UNSC Colonial Militiaman gains one Characteristic that gains a
+5 bonus.
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
SPECIALIZATION PACKS
Choose One. All Skills begin Trained
ABILITY
Heavy Preparation
Gather Senses
Mobile Fire
SKILL
Survival
PAGE
PAGE
Athletics
Navigation
ABILITY
Eagle Eye
Gather Senses
Under Control
SKILL
Demolitions
Athletics
PAGE
PAGE
Navigation
ABILITY
Eagle Eye
Exceptional Hearing
Always Ready
SKILL
Camouflage
Athletics
PAGE
PAGE
Investigation
ABILITY
Marksman
Eagle Eye
Clear Target
PAGE
SKILL
Camouflage
Athletics
PAGE
Navigation
ABILITY
Alien Tech
Covenant Language
Battle Mind
PAGE
SKILL
Command
Technology
Investigation
PAGE
Heavy Weapons
BENEFIT
Characters with this Ability does not need to brace Heavy Weapons.
Characters may reroll one failed Pinning Test or Fear Test per Turn.
When moving and shooting, characters only take half penalties.
BENEFIT
The Survival Skill allows characters to endure hash situations and use smart thinking and a quick eye to find
answers to bad situations.
Athletics is the acrobatic and tactical movement skill that allows characters to make balanced and poised
movements and acrobatic tasks a character must make on the battlefield.
The Navigation Skill is a characters ability to plot courses and find directions.
Demolitions
BENEFIT
The character gains +10 to all eyesight-based Perception and Investigation Tests.
Characters may reroll one failed Pinning Test or Fear Test per Turn.
With this Ability, characters under suppressing fire or taking Fear Tests gain a +15 to the roll.
BENEFIT
The Demolition Skill allows characters to utilize explosives in whatever situation needed.
Athletics is the acrobatic and tactical movement skill that allows characters to make balanced and poised
movements and acrobatic tasks a character must make on the battlefield.
The Navigation Skill is a characters ability to plot courses and find directions.
Recon/Infiltration
BENEFIT
The character gains +10 to all eyesight-based Perception and Investigation Tests.
The character gains +10 to all hearing-based Perception and Investigation Tests.
The character with this Ability may test Perception or Investigation to negate the effects of Surprise.
BENEFIT
The Camouflage Skill is used to hide items and equipment or to conceal the characters person.
Athletics is the acrobatic and tactical movement skill that allows characters to make balanced and poised
movements and acrobatic tasks a character must make on the battlefield.
Investigation covers many sections in Halo Universe. Make sure to pay attention as to see how and what
Investigation covers and effects.
Marksman
BENEFIT
Characters take only half penalties for long ranged and extreme ranged attacks.
The character gains +10 to all eyesight-based Perception and Investigation Tests.
When taking normal Called Shots, the character only takes a -15 penalty to hit. When taking sub location Called
Shots, the character only takes a -40 penalty to hit.
BENEFIT
The Camouflage Skill is used to hide items and equipment or to conceal the characters person.
Athletics is the acrobatic and tactical movement skill that allows characters to make balanced and poised
movements and acrobatic tasks a character must make on the battlefield.
The Navigation Skill is a characters ability to plot courses and find directions.
Technician/Comms
BENEFIT
Alien Tech decreases all penalties by half when dealing with alien equipment and technology.
The ability to speak and read Covenant Languages.
When rolling for Initiative, the character rolls 1D10+Intellect Modifier instead of the normal 1D10+Agility
Modifier.
BENEFIT
Command is the ability to effectively lead others in to combat and to direct actions and attacks.
The Technology Skill permits the character to use and repair equipment and vehicles.
Investigation covers many sections in Halo Universe. Make sure to pay attention as to see how and what
Investigation covers and effects.
ABILITY
Stabilized
Gather Senses
Cynical
PAGE
SKILL
Investigation
PAGE
Medication
Technology
ABILITY
Order Of Things
Under Control
Reliable Reputation
PAGE
SKILL
Command
Investigation
PAGE
Appeal
ABILITY
Evasive Maneuvers
PAGE
Disarm
Hand-To-Hand Basic
SKILL
Evasion
Investigation
PAGE
Athletics
ABILITY
Eagle Eye
Rush
Gather Senses
SKILL
Athletics
PAGE
PAGE
Survival
Interrogation
ABILITY
Mobile Fire
Eagle Eye
SKILL
Technology
Athletics
Investigation
Pilot (Ground)
PAGE
PAGE
Medic
BENEFIT
Any Medical Tests automatically stop one point of Bleed. Stops two per degree of success extra.
Characters may reroll one failed Pinning Test or Fear Test per Turn.
The character does not need to take Fear tests for the normal horrors of the battlefield such as the first time
seeing dead bodies or a powerful enemy.
BENEFIT
Investigation covers many sections in Halo Universe. Make sure to pay attention as to see how and what
Investigation covers and effects.
Medication is the generalization of being a medic and owning knowledge of biological and medical sciences.
The Technology Skill permits the character to use and repair equipment and vehicles.
Command (Only one per group)
BENEFIT
When making Command Tests against those of lesser rank, the character gains a +10 bonus to the test.
With this Ability, characters under suppressing fire or taking Fear Tests gain a +15 to the roll.
Characters making Social Tests against higher ranking characters take no penalties. This talent can be lost if the
character becomes untrustworthy.
BENEFIT
Command is the ability to effectively lead others in to combat and to direct actions and attacks.
Investigation covers many sections in Halo Universe. Make sure to pay attention as to see how and what
Investigation covers and effects.
Appeal is the aptitude of charm and social abilities.
Close Quarters Combat
BENEFIT
When making Evasive Maneuvers, the character takes -20 penalties to attacking. The character only takes half
penalties when evading extra attacks.
Disarming has a character rolling WFM to take hold of a weapon and attempt to disarm it.
The character is trained in Hand-To-Hand Basic Martial Arts, giving one extra melee attack per round so long as
the first attack(s) was successful.
BENEFIT
The Evasion Skill is the act of dodging and parrying attacks as a reaction.
Investigation covers many sections in Halo Universe. Make sure to pay attention as to see how and what
Investigation covers and effects.
Athletics is the acrobatic and tactical movement skill that allows characters to make balanced and poised
movements and acrobatic tasks a character must make on the battlefield.
Pointman
BENEFIT
The character gains +10 to all eyesight-based Perception and Investigation Tests.
When the character makes a Charge movement, the character moves extra meters equal to the characters Agility
Modifier.
Characters may reroll one failed Pinning Test or Fear Test per Turn.
BENEFIT
Athletics is the acrobatic and tactical movement skill that allows characters to make balanced and poised
movements and acrobatic tasks a character must make on the battlefield.
The Survival Skill allows characters to endure hash situations and use smart thinking and a quick eye to find
answers to bad situations.
Interrogation allows a character to extort information from an opponent with both mental and physical means.
Vehicles Expert
BENEFIT
When moving and shooting, characters only take half penalties.
The character gains +10 to all eyesight-based Perception and Investigation Tests.
BENEFIT
The Technology Skill permits the character to use and repair equipment and vehicles.
Athletics is the acrobatic and tactical movement skill that allows characters to make balanced and poised
movements and acrobatic tasks a character must make on the battlefield.
Investigation covers many sections in Halo Universe. Make sure to pay attention as to see how and what
Investigation covers and effects.
The player gains the Pilot (Ground) Skill.
LUCK MODIFIER
1
2
3
4
5
WOUNDS
+15
+10
+6
+4
+0
STARTING EXPERIENCE
Not to be confused with cR, Experience allows characters to grow
and learn through actions and accomplishment. Every character
begins with Experience, no matter of race and type.
Experience is spent on Skills and Abilities for characters, as
well as the ability to increase Characteristic Modifiers.
The amount of starting Experience for a character is 500,
no matter what Soldier Type or Race.
When a character begins late in a game already in
progress, the GM should allow this character to begin with extra
experience to catch up. When beginning with extra experience to
spend, the character should also get extra Luck to catch up as well.
For every 2000 experience extra, the character should gain one
point of Luck.
PURCHASING LUCK
Players are able to increase their total Luck Modifier by purchasing
another bump in it. Each bump purchased costs 2500 experience.
Characteristic Modifier Advancement
A Characteristic Modifier Advance is an increase to the amount of a
certain Characteristic of the character. When players purchase these
advancements, they add +5 to the Characteristic. There are multiple
levels at which a Characteristic can be advanced.
A player can only bump the characters Characteristic eight
times, each time becoming more expensive. A character cannot gain
the same Advancement twice, and the player cannot skip to an
advancement without purchasing the previous bump. The prices of
the advancements can be found in the Characteristic Advancement
Table below. A Characteristic cannot be advanced more than eight
times. A player may advance any Characteristic as long as the
experience is spent. A character cannot purchase more than four
advancements in any Physiology Characteristic.
SIMPLE
200
EXCELLENT
1200
ROOKIE
400
ADVANCED
1400
INTERMEDIATE
600
TRAINED
800
EXPERT
1600
MASTERED
1800
RANK
(Lowest to Highest)
RANK
ARMY
MARINE
NAVY
AIR-FORCE
E-1
PVT Private
PVT Private
SR Seaman Recruit
AB Airman Basic
E-2
PV2 Private 2
SA Seaman Apprentice
AMN Airman
E-3
SN Seaman
E-4
SPC - Specialist
CPL Corporal
E-4
Special
E-5
CPL Corporal
--
--
--
SGT Sergeant
SGT Sergeant
E-6
E-7
E-7
Special
E-8
E-8
Special
E-9
rd
nd
st
--
--
--
--
--
--
--
--
--
WO Warrant Officer
--
--
--
--
--
O-1
ENS Ensign
O-2
O-3
CPT Captain
Capt Captain
LT Lieutenant
CAPT Captain
O-4
MAJ Major
MAJ Major
MAJ Major
O-5
CDR Commander
O-6
COL Colonel
COL Colonel
CAPT Captain
COL Colonel
O-7
BG Brigadier General
O-8
MG Major General
O-9
O-10
GEN General
GEN - General
SPECIAL
--
E-9
Special
E-9
Special
E-9
Special
W-1
W-2
W-3
W-4
W-5
RANK
COVENANT
COVENANT SPEC-OPS
E-1
E-2
E-3
E-4
E-4 Special
E-5
E-6
E-7
E-7 Special
E-8
E-8 Special
E-9
E-9 Special
E-9 Special
E-9 Special
W-1
W-2
W-3
W-4
W-5
Yanmee Minor
--
Unggoy Minor
--
Kig-Yar Minor
--
Yanmee Major
--
Unggoy Major
Yanmee Ultra
---
Unggoy Ultra
--
Kig-Yar Major
--
Yanmee Leader
Kig-Yar Ultra
---
Jiralhanae Minor
--
Jiralhanae Major
--
Elite Minor
Stealth Sangheili
Elite Major
Jiralhanae Ultra
Spec-Ops Sangheili
--
--
Spec-Ops Sub-Commander
Jiralhanae Chieftain
--
Sangheili Ultra
Kig-Yar Zealot
Spec-Ops Commander
--
Jiralhanae War
Chieftain
Sangheili Zealot
--
--
Master
--
Admiral
Ascetic
---
Arbiter
--
Councilor
--
Chieftain of the
Jiralhanae
Light of Sangheilos
--
Queen or King
Prophet
---
O-1
O-2
O-3
O-4
O-5
O-6
O-7
O-8
O-9
O-10
SPECIAL
--
--
SIMILAR RANKS
Not all ranks are above another. Special Ranks do not gain bonuses
over their similar rank. An E-4 Special does not gain bonuses over
the E-4, as the same as any Special beyond what is past O-10.
RANK AND SOCIAL SKILLS
Characters are able to use Social Skills against others, such as
Command. The more rank someone has over someone else, the
more Bonuses they will gain on an Opposed Test. This only works for
those within the ranks of a Military faction. For every rank one
character has over another, they gain a +10 to the Test.
RANK AND PLAYER COMMAND
A character can command other players as long as that character is
in a Commanding rank, such as a Sergeant in a Squad, or a General.
These tests can only be made against those with lesser ranks. A
player is not allowed to use these Command Tests to control
another players character, but to assert their authority. For every
Degree of Success on this test compared to the other, the GM or
player must track how many were gained. If the player ignores the
Command of the higher-ranked character, of the GM allows it, could
be taken to Court or High Counsel.
COVENANT GAINING RANKS
The Covenant Ranking System is much different from the system
that the UNSC and other factions use. This ranking system is purely
based on honorable kills made by the characters. To rank up,
beginning at 20 Kills for the first rank from Minor, every rank after is
the previous amount of kills with an edition 20. Certain kills are
worth more than others, such as killing a Spartan II. Spartan IIs are
worth 10 kills and anyone with the rank of E-7 and up are worth 4.
O-1 and up are worth 10 as well, with O-10 and SPECIAL being worth
a massive 50. Once a Covenant character reaches their max standard
rank such as Zealot, Captain, or Major, they are finished. After the
final rank, every amount of kills it would take to reach that last rank
will give the character 200 cR instead of an increase of Rank.
An honorable kill would consist of fairly defeating
someone in combat. Doing such things as shooting down a vehicle
full of people or dropping a bomb on a city will only give you the
amount of kills as you would get for killing the highest ranking
person killed in the act.
DISSENTION WITHIN THE RANKS
For every Degree of Success the Commanding character had over
the other player is recorded during Command Tests. These are used
to tally up Dissention Points, where one is gained for every Degree
of Success. These Dissention Points are only gained if the character
still ignores the commands of the Commander. When these are
brought to Court, the GM and players decide whether or not the
Command was important enough to count. If not, the points gained
by the action are ignored. There are modifiers that go into how
many Dissention Points are gained from an action to take into
account, as well.
COMMANDERS ACTION
Ignoring a horrible command that would be counted as
a War Crime.
Ignoring a command that could put everyone in
danger.
Ignoring a command that was wrongly made.
Ignoring a command that is not important.
Ignoring a command that could help someone.
Ignoring a command that could save lives.
Ignoring a command that could win the battle.
MODIFIER
-20
-10
-5
0
+5
+10
+15
CRIME
Mutiny
Misbehavior in mass combat
Unjust or Unsound Subordinate surrender
Improper use of countersigns and lying to Command
Forcing a Severe Safeguard
Aiding the Enemy
Espionage
Murder
Murdering fellow soldier
Rape
Desertion
Assaulting a Superior Officer
DP GAINED
+30
+10
+30
+10
+15
+25
+20
+25
+30
+30
+25
+15
DP SITUATION MODIFIER
Accidental
Mutually Disorganized Situation
Overrun and overtly stressed
DP MOD
DP Halfed
DP Halfed
DP cut by
1/3rd
DP cut by
2/3rd
POSSIBLE OUTCOME
The Commanding Officer is put on trial, gaining half of the
negative DP, in a positive number, that his subordinates had
while on trial.
The trial is thrown out, as nothing happens.
The character is warned. This gives a +5 to any DP actions gained
in the future. (These stack, the next warning gives another +5)
The character is Dishonorably Discharged.
The character is subjugated to a Firing Squad, and put to death. If
a GM sees fit, the character may sit in jail for the rest of their life.
STAGE 3: SKILLS
WHAT ARE SKILLS
Everyone has skills, whether they are on the front lines or not. A skill
is the resourcefulness and competence in the battlefield. Skills are a
primary aspect of allowing unique options for a player to complete
tasks and to overcome the challenges of a battlefield. Passing or
failing a Skill Test determines the outcome.
GAINING SKILLS
All characters begin with a set of skills that they select at character
creation. Over time, characters earn Experience Points, which can be
spent to acquire new skills or improve existing skills.
TRAINING AND SKILL MASTERY
The first time a character acquires a skill, it is known as Trained. A
trained skill means that the Skill being tested will not gain any
penalties. When a character gains the same skill more than once, it
gains a +10 when using the skill. A character cannot take the same
skill more than five times (+50), unless specified by a talent. Each
advancement in the skill comes at a cost specified under the skill.
BASIC AND ADVANCED SKILLS
Skills are divided in to two categories, Basic and Advanced. Basic
means anyone can use the skill, even if they do not have it trained.
Using a Basic skill you do not have trained only means you will be
using it at a -20 penalty.
Advanced Skills are similar, but instead of a -20 penalty,
the user will be at a -40. This is to show that the character has little
intelligence on the subject.
USING SKILLS
Skills can be used in a wide variety of situations. When a Skill Test is
required, it will be set by the GM based on either on the actions of
the player or as a response to the actions of another or game event.
The outcomes of these skills are either success or failure, shown by
the roll. Skill Tests can vary widely and are covered in detail in the
descriptions of each Skill.
SKILL TESTS
All Skills are based on the Characteristic shown under each
description. When a character makes a Skill Test, the character is
technically making a Characteristic Test. If the character rolls equal
or less than the Characteristic being tested on a 1D100, then the roll
was successful. If the roll is higher, the test fails. More detail on
using and testing Skills can be found on page 2 of this Handbook.
ALTERING SKILL TESTS
In some circumstances, something causes a Skill Test to be either
harder or easier, increasing or decreasing the chances of success.
The GM must apply modifiers to the Skill Test to represent the
difficulty of the task, such as a bonus or penalty. Abilities,
Equipment, and Armory can all alter chances of success when
making a Skill Test, and can be found under their respective sections
of the Handbook.
MULTIPLE MODIFIERS
At some points there could be more than a single factor altering the
Skill Test. When there are multiple modifiers going in to play when
dealing with a Skill Test, every modifier must be applied. Penalties
and Bonuses may counteract each other.
A list of example Modifiers for each Skill are found in the
first section of the book and some are listed in the individual Skill
descriptions below.
UNIQUE USES
Multiple Skills contain subsections in which different uses are
shown. These sections spotlight creative and alternate uses of the
Skills as examples.
If a player wants to attempt something not specified in
game, the GM, by no means, should not allow the action. Instead,
the GM must decide what Skill Test (Or straight Characteristic Test)
is appropriate for the action.
SKILL TYPES
Every Skill has a type that determines what the Skill is used for. This
list shows each available Skill with its selected Types.
SKILL
Appeal
Athletics
Camouflage
Command
Deception
Demolition
Cryptography
Evasion
Gambling
Grappling
Interrogation
Intimidation
Investigation
Medication
Navigation
Negotiation
Pilot
Security
Stunting
Survival
Technology
DIFFICULTY
Basic
Basic
Basic
Basic
Basic
Advanced
Advanced
Basic
Basic
Basic
Basic
Basic
Basic
Advanced
Basic
Basic
Basic
Advanced
Basic
Basic
Advanced
CHARACTERISTIC
TYPE
Charisma
Agility/Strength
Intellect
Leadership
Charisma
Intellect
Intellect
Agility
Intellect/Charisma
Strength/Agility
Charisma/Intellect
SPECIAL
Intellect/Perception
Intellect
Intellect
Intellect/Charisma
Agility/Intellect
Intellect
Agility
Intellect/Perception
Intellect
Social
Movement
Field craft
Social
Social
Field craft
Field craft
Movement
Social
Field craft
Social
Social
Social
Field craft
Field craft
Social
Field craft
Field craft
Movement
Field craft
Field craft
SKILL DESCRIPTIONS
This following section provides detailed descriptions of the Skills
used in Halo Universe.
+30
400
+40
500
+50
600
EXAMPLE
The character is already devoted or incredibly friendly to the
character making the test.
The character is friendly with the character attempting the test.
The character is a part of the same squad or commanding unit.
The character does not care or has nothing in common.
The character does not want to be bothered
The character is suspicious or had bad interactions with the
character attempting the test.
The character is hostile.
The character is an enemy with no intention of listening.
+40
500
+50
600
+40
500
+50
600
+30
400
+40
500
+50
600
+40
750
+50
900
+30
400
+40
500
+50
600
+40
500
+50
600
+30
400
+40
500
+50
600
+40
500
+50
600
The Gambling Skill is used to deal with any sort of gaming and
betting. Even in war, characters need something to do on their off
times or when held up in bad situations. Characters can gamble for
cR or equipment, or really, anything they want.
Each participant in the game or bet wages an amount and
then make Opposed Tests with the Gamble Skill. The character with
the most degrees of success wins. Deceive can be used to cheat,
such as pulling cards. If the Deceive is successful, for every two
degrees of success on the Deceive adds +10 to the Gambling Skill
roll.
The GM can allow players to actually gamble using actual
card games, as well. Players can play against NPCs by having another
player or the GM take control of the NPCs hand. This allows for
more realistic gameplay, but a Deceive wouldnt be easily pulled off
as there would be no roll, so this is optional only.
Grappling Basic (Strength/Agility) [Field Craft]
MODIFIER Trained
+10
+20
+30
COST
100
200
300
400
+40
500
+50
600
The Wrestling Skill is the ability to initiate and make Grapple attacks.
These Grapple attacks are more unique than just average strikes,
and can be done with both Strength and Agility, depending on the
attack. When many of these attacks are done, they could be
represented by wrestling moves, mounting larger opponents, and
other forms of gaining an upper hand when in close-quarters
combat. Grappling is Opposed with the opponents Grappling, and
can choose how to oppose the attack. Strength is the character
forcefully breaking the Grapple while Agility is moving out of the
way or squirming from the opponents grasp.
The Grappling options and abilities can be found on Page 6
of this handbook under the Actions section.
Interrogation Basic (Courage) [Social]
MODIFIER Trained
+10
+20
COST
100
200
300
+30
400
+40
500
+50
600
+30
400
+40
500
+50
600
Intimidation is one of the few special Skills that can use more than
two Characteristics. Players can use Strength, Charisma, and Intellect
to force and scare their opponent to give in to demands.
Intimidation Is an opposed test. The opponent uses
Courage to oppose the test. If a character is using Charisma or
Intellect to make the Intimidation, the opponent may choose to use
the same to oppose the Test.
A character must not just choose their highest
Characteristic to use the Intimidation through. The Characteristic
used must fit the situation that the Intimidation is being used in.
Investigation Basic (Intellect/Perception) [Social]
MODIFIER Trained
+10
+20
+30
+40
COST
100
200
300
400
500
+50
600
+40
750
+50
900
+50
600
+50
900
+50
1200
+40
500
+50
600
The Negotiation Skill is used to strike barters and create deals with
others. This skill allows characters to negotiate better prices for
goods and services. All Negotiation tests are opposed, as they
involve interaction. For every degree of success the character gets,
the price of an item is reduced by 5%. When dealing with the UNSC
and acquiring equipment, failing gives no penalties, and success only
reduces the cR needed by 3% with each degree.
Negotiation can also be used to deal with hostage
situations and dealing with demands. This works as a normal
Opposed Test against Charisma-based Negotiation Skill Tests.
Pilot Basic (Agility/Intellect) [Field Craft]
SPACE (Intellect/Agility for Maneuver)
MODIFIER Trained
+10
+20
+30
+40
COST
200
400
600
800
1000
AIR
MODIFIER Trained
+10
+20
+30
+40
COST
150
300
450
600
750
GROUND
MODIFIER Trained
+10
+20
+30
+40
COST
100
200
300
400
500
+50
1200
+50
900
+50
600
The Pilot Skill is the encompassed ability to drive and pilot all sorts of
vehicles in the Halo Universe. The Pilot Skill comes in different sets
that characters are trained in. These sets come in Space, Air, and
Ground.
Civilian vehicles are easy to use and cover a wide variety of
types such as Motorcycles, trucks, cargo vehicles like the Eliphont,
cars, and other wide assortments of vehicles.
Military vehicles are almost as easy to use as Civilian
vehicles due to Smart-Links and their incredible similarities to
Civilian vehicles. These vehicles are only a bit more complicated to
pilot, and take extra training to use. This set includes vehicles such
as the Warthog, Scorpion Tanks, and other assortments of vehicles.
Covenant vehicles such as the Ghost and wraith are alien
in design compared to Human vehicles. This does not make them
difficult and hard to drive, it only takes the time of learning to know
how to use. Many soldiers have taken courses on how to pilot
Covenant technology.
A character with any set of these skills has the knowledge
and knowhow to operate the vehicles in each group. No tests are
required to drive unless in combat or other unusual situations such
as rough terrain or driving high speeds.
MOD
+30
+20
+10
0
-10
-20
-30
EXAMPLE
Driving a standard Civilian vehicle.
Operating Civilian vehicles under moderate speeds.
Piloting a vehicle in familiar terrain.
Driving a vehicle never before driven.
Driving at high speeds.
Piloting a vehicle while under heavy fire.
Attempting to pilot an incredibly damaged vehicle while still under
fire.
+40
750
+50
900
EXAMPLE
Placing a basic lock.
Setting up a trip wire.
Opening a standard lock.
Unlocking a more advanced lock.
Trying to take down a computer system that does not have an AI.
+30
400
+40
500
+50
600
The Stunting Skill is used for many things that involve using tricky
movement, ramping, and anything that involves incredible
concentration to pull off. While under Combat, Stunting works well
with merging multiple half actions such as taking a shot while falling
or jumping out of a moving vehicle and landing on a specific point.
EXAMPLE
Doing a donut or burning out in a vehicle.
Stopping quickly with a turn without flipping the vehicle.
Jumping off a building and taking a shot at an opponent.
Jumping off a moving vehicle on to a specific target such as an Elite.
Attempting to ramp off of a ruined building and land on a specific
point on another.
+40
500
+50
600
The Survival Skill allows characters to endure hash situations and use
smart thinking and a quick eye to find answers to bad situations.
Survival allows characters to find edible plants, construct viable
shelters, determine whether water is safe or not, and many other
situations.
Survival also allows characters to track others by following
signs left of fleeing or hiding opponents. Tracking can be used similar
to Investigation. Tracking skills begin to get more difficult. In times
where tracks are difficult to see, such as darkness or fog, tracking
tests are required. Cunning opponents may attempt to use
Camouflage to erase their tracks, in which and the character will
need to use Investigation Skill Tests to find the tracks, and then
Survival Tracking tests take over to continue finding and following
the trail. Inquiry may be used to ask nearby passerby if the
opponent was seen.
Technology Advanced (Intellect) [Field Craft]
UNSC Cost:
MODIFIER Trained
+10
+20
+30
COST
100
200
300
400
+40
500
+50
600
The user must have the UNSC Technology Skill in order to obtain the
Covenant Technology variant. Covenant Technology, when a
character owns the UNSC Technology, is still at a -20.
Covenant Cost:
MODIFIER Trained
COST
125
Forerunner Cost:
MODIFIER Trained
COST
200
+10
250
+20
375
+30
500
+40
625
+50
750
+10
400
+20
600
+30
800
+40
1000
+50
1200
EXAMPLE
Repairing a simple device such as an antenna or installing computer
hardware.
Repairing or removing parts of a vehicle when the proper tools are
on hand.
Equipping a weapon attachment that has been damaged.
Using a scanner for the first time.
Repairing damaged equipment without all of the proper tools.
Attempting to use simple Covenant technology for the first time.
Repairing advanced technology without all of the proper tools or
knowledge.
SOCIAL SKILLS
Any Skills that use the Social Type depend on ranks for any modifiers
and penalties. Unless a taken Ability says otherwise, Social Skills
depend on ranks to decide how the test plays out.
When a character is taking a Social Skill Test against an
Opponent of higher rank, the character gains a -5 penalty per rank
difference. The same goes for characters taking Social Skill tests
against an Opponent of lesser rank. However, instead of a -5
penalty, the character gains a +5 penalty to the test.
GAINING ABILITIES
Abilities represent many different skills and capabilities for players
and characters to use on the battlefield and in many other
situations. Over time, characters may gain more Abilities by
spending gained Experience Points, just as with Skills.
Pay attention when reading through the Abilities, as some
have prerequisites that must be fulfilled before being able to take
the Ability.
When Learning these Abilities, most do not instantly
take hold. Most Abilities should be gained in-between missions or
during downtime where it can be learned properly. This is up to the
GM how it is handled
ABILITIES
Adept
Marksman
Aggressive
Advance
COST
1000
PREREQUISITE
Warfare Ranged: 40
BENEFIT
The character rolls Perception to gain a chance to ignore armor with the next shot.
300
Warfare Ranged: 35
Air Time
250
Perception: 30
Alien Tech
Always Ready
250
500
Intellect: 45
Perception: 35
Aviator
Unbreakable
Bond
Battle mind
500
500
250
Intellect: 40
Blind Fight
250
Exceptional Hearing
Blur
250
Toughness: 40
Agility: 35
Strength: 35
Bound
250
Agility: 35
Brave Heart
500
Courage: 40
Break Shot
250
Warfare Ranged: 40
Calculated
Pilot
Clear Target
500
250
Perception: 30
Agility: 30
Warfare Ranged: 55
The character is able to fire one shot from any weapon that does not have the Heavy Weapon
Special Rule when making a Charge attack with no penalty. Using Tactical Advance means the
character cannot take any more shots during the Charge.
Maneuvering Bonuses granted when hitting jumps or attempting to land properly. +10 to the
Pilot Test.
Alien Tech decreases all penalties by half when dealing with alien equipment and technology.
The character with this Ability may test Perception or Investigation to negate the effects of
Surprise.
All Pilot Skills in the air/atmosphere are at a +10.
When two or more allied characters in a group owns this Ability, the effects of Fear and
suppression are halved.
When rolling for Initiative, the character rolls 1D10+Intellect Modifier instead of the normal
1D10+Agility Modifier.
When characters are blinded or suffering from Perception penalties during close-quarters
combat, the character only takes half penalties.
The character may take a special Movement Action that allows them to Sprint at their Agility
Modifier *8. Afterwards, the character takes a -20 Toughness Test. If failed, the character
gains a Fatigue. If Stacked with the Sprint Spartan suit Permutation, the Spartan does not need
to make a Toughness Test, and will take 2D5 degrees of fatigue, minimum of 3.
When the character is knocked prone or falls, the character may jump up using only a Free
Action.
When the character is suffering from Bloodloss, a successful Courage Test allows the character
to settle down and only take half of the bloodloss when the character is losing blood.
When making ranged attacks, the character adds half of the characters Warfare Ranged
Modifier (Round Down) when rolling on the Special Damage Chart.
Only takes half penalties when maneuvering in difficult situations in the air/atmosphere.
Cynical
250
Courage: 50
Disarm
Dual Wielding
Melee
250
250
Strength: 35
Warfare Melee: 35
Dual Wielding
Range
Eagle Eye
Emotionally
Broken
Enhanced
Sighting
Evasive
Maneuvers
Even Out
250
Warfare Ranged: 35
250
750
Perception: 30
Courage: 40
400
Perception: 50
500
Agility: 35
250
Exceptional
250
Perception: 30
When taking normal Called Shots, the character only takes a -15 penalty to hit. When taking
sublocation Called Shots, the character only takes a -35 penalty to hit.
The character does not need to take Fear tests for the normal horrors of the battlefield such
as the first time seeing dead bodies or a powerful enemy.
Disarming has a character rolling WFM to take hold of a weapon and attempt to disarm it.
Dual Wielding Melee allows the character to use two melee weapons at close range with only
a -10 penalty instead of the normal -20. The character is able to choose what weapon makes
an attack in the Melee Combat.
Dual Wielding Ranged allows the character to use two ranged weapons at close range with
only a -15 penalty instead of the normal -30.
The character gains +10 to all eyesight-based Perception and Investigation Tests.
Characters with this Ability feel little emotion during combat and gain +40 when rolling Fear
Tests and gain -40 while rolling on the Shock Chart.
Characters find Perspective Range using 5+Magnification instead of 4+Magnification.
When making Evasive Maneuvers, the character takes -20 penalties to attacking. The
character only takes half penalties when evading extra attacks.
Characters firing turrets and weaponry take only half penalties with each shot while on a
vehicle.
The character gains +10 to all hearing-based Perception and Investigation Tests.
Hearing
Fast Foot
Flame Spray
250
250
Agility: 40
Intellect: 25
Frenzy
Gather Senses
Hand-To-Hand
Basic
Heavy
Preparation
Inspiration
Iron Fist
Lucky Shot
Manslaughter
Marksman
Medical Insight
Medical
Prowess
Mind Timer
Mobile Fire
Modern Army
Combatatives
One Eye Open
Optical
Warrior
Order of
Things
Outstanding
Olfactory
Peer
Practiced
Fighter
Protector
250
500
250
Courage: 30
Courage: 40
Warfare Melee: 25
350
Strength: 50
250
500
500
250
500
750
400
Charisma: 35
Strength: 55
450
500
500
Agility or Intellect: 40
Warfare Ranged: 35
Hand-To-Hand Basic
250
400
Perception: 30
Perception: 45
250
Leadership: 30
250
Perception: 30
250
500
Charisma: 40
Warfare Melee: 45
250
Agility: 35
Pushing The
Limit
600
Toughness: 40
Agility: 40
Quickdraw
250
Agility: 35
Quick Toss
300
Warfare Melee: 55
Rapid Reload
Reliable
Reputation
Resilient
Resourceful
500
250
Agility: 40
Charisma: 45
500
500
Toughness: 35
Leadership: 45
Revulsion
250
Charisma: 25
Rush
500
Agility: 40
Second Chance
750
Toughness: 55
Shotfun
Snapshot
400
500
Soldier of
Fortune
Stabilized
1500
Warfare Melee: 30
Perception: 35
Warfare Ranged: 35
Luck: 2
500
Medication: +10
Steady Aim
500
Perception: 50
Sticky Fingers:
Strafing Run
450
500
Athletics: +10
Agility: 35
Strong Back
650
Strength: 55
Swift Shot
500
Quickdraw
Tackle
250
Strength: 30
Triangulation
Unarmed
Combatant
Under Control
Unrestrained
Reflexes
Vault
Wheelman
250
250
Intellect: 35
Warfare Melee: 35
250
250
Courage: 45
Agility: 45
500
500
Agility: 45
Pilot: Ground +20
Adept Marksman
Prerequisite: Warfare Ranged: 40 Perception: 45
Cost: 1000
When a character makes an Aiming action, that character
may roll Perception for the next shot to ignore half armor. If the
Perception Test is failed, the character does not ignore any armor.
Aggressive Advance
Prerequisite: Warfare Range: 35
Cost: 300
The character is able to fire one shot from any weapon that does not
have the Heavy Weapon Special Rule when making a Charge attack
with no penalty. Using Tactical Advance means the character cannot
take any more shots during the Charge. This takes up the Movement
and Attack stages of the characters Turn.
Air Time
Prerequisite: Perception: 30
Cost: 250
Extended use of vehicles or intelligent use and a good eye have
proven to be a great tool for when using vehicles in tricky situations.
Air Time gives a +10 bonus to any Stunting Tests that involve
ramping and landing.
Alien Tech
Prerequisite: Intellect: 45
Cost: 250
Alien Tech is different depending on race. Alien Tech covers a
characters ability to use technology from other races better. Over
time, with this Ability, characters should take less and less penalties
when dealing with technology alien in origin until no penalties are
taken at all. This is to show growing knowledge on how to use the
technology. The GM should keep this in mind.
Alien Tech allows a character to take only half penalties
when dealing with alien technologies.
Cost: 500
All piloting Skills taken by a character with Aviator are at an extra
+10 to show true hand-eye coordination and skill.
Battle Mind
Prerequisite: Intellect: 40
Cost: 250
The character rolls initiative and adds the characters Intellect
Modifier instead of the Agility Modifier. This is to signify the
characters ability to access the situation to handle it with
intelligence and not speed.
Blind Fight
Prerequisite: Exceptional Hearing
Cost: 250
When blinded or under eye-sight based penalties, a character using
close-ranged combat (within three meters) only takes half penalties.
This negates the automatic failure rule with blind Warfare Range
use.
Blur
Prerequisite: Toughness: 40, Agility: 35, Strength: 35
Cost: 250
The character may take a special Movement Action that allows them
to Sprint at their Agility Modifier *8. Afterwards, the character takes
a -20 Toughness Test. If failed, the character gains a Fatigue. If
Stacked with the Sprint Spartan suit Permutation, the Spartan does
not need to make a Toughness Test, and will take 2D5 degrees of
fatigue, minimum of 3. If used twice within the same hour, the
Spartan takes a hit on each shin on the Special Damage Chart at
10D10.
Always Ready
Prerequisite: Perception: 35
Cost: 500
Always Ready allows a character to ignore any Unaware Conditions
by passing a Perception Test.
Bound
Prerequisite: Agility: 45
Cost: 250
Bound is a characters swiftness and prowess to instantly jump back
up after being knocked to the ground or falling. The character takes
a Free Action to jump back up to the characters feet once hitting
the ground. This can be taken on anyones turn or round. If fatigued
or have a broken bone, the character must make a successful Agility
Test to properly make it back up.
Aviator
Prerequisite: Pilot (Air): +10
Brave Heart
Prerequisite: Courage: 40
Cost: 500
When a character is suffering from Bloodloss, Brave Heart allows the
character to calm themselves to slow down bloodloss. Brave Heart
shows a characters ability to calm themselves and slow their
heartbeat in order to stay alive in harsh situations.
Characters must stay calm in order for Brave Heart to stay
active. A character must make and pass a Courage Test. If passed,
the character only takes half of the current Bloodloss.
Break Shot
Prerequisite: Warfare Ranged: 40
Cost: 250
When making ranged attacks, the character adds half of the
Warfare: Ranged Modifier (Rounding Down) when rolling on the
Special Damage Chart.
Calculated Pilot
Prerequisite: Perception: 30 Agility: 30
Cost: 500
A character with the Calculated Pilot Ability only takes half penalties
when maneuvering in difficult situations. Calculated Pilot gives any
air vehicle-based Stunting or Maneuvering Test to take only half
penalties.
Clear Target
Prerequisite: Warfare Ranged: 55
Cost: 250
Clear Target shows the characters aptitude when dealing with
called shot and aiming for specific locations and objects of a moving
item. Called Shots taken by a character with Clear Target only take a
-15 penalty while Called Shots to sublocations only take a -35
penalty at base.
Cynical
Prerequisite: Courage: 50
Cost: 500
The Cynical Ability shows that a character can ignore the horrors of
war. This includes dead bodies, unknown aliens, and horrific
wounds. The character can still suffer Fear and Shock in any other
way. The character does not ignore horrific wounds if it is the
characters own.
Disarm
Prerequisite: Strength: 35
Cost: 250
Disarm allows characters to remove equipment and weaponry from
opponents, The Disarm Ability has a character either in Melee
Combat or a Grapple being able to use a Warfare Melee Test to grab
ahold of an opponents weapon and use Strength to yank it away.
The opponent may oppose this skill using either Agility to get away
from the grab OR Strength to pull the weapon back when grabbed.
Dual Wielding Melee
Prerequisite: Warfare Melee: 35
Cost: 250
The Dual Wielding Melee Ability allows players to spend an extra +3
Combat Points to make an attack specified with two weapons,
instead of one. An Evasion or Parry is needed for each, and are not
to be counted together.
Dual Wielding Range
Prerequisite: Warfare Ranged: 35
Cost: 250
The Dual Wielding Ranged Ability allows a character to use two
ranged weapons at a -15 penalty, each, instead of the normal -30.
Dual Wielding Ranged also pertains to attacking with one hand and
holding or attempting something with the other. Dual Wielding
Ranged can be used in conjunction with Dual Wielding Melee.
Attempting to Dual Wield two-handed weapons indicates
double penalties, most which need Bracing from the characters or a
Strength Characteristic Test to not fall or drop the weapon.
To Dual Wield Heavy Weapons, the character must need
Heavy Preparation and still take a Bracing Action. The character
must also have 100 Strength or greater, and will take an extra -10 for
each shot.
Eagle Eye
Prerequisite: Perception: 30
Cost: 250
The character with Eagle Eye gains a +10 bonus to all Investigation
and Perception Tests.
Emotionally Broken
Prerequisite: Courage: 40
Cost: 750
Characters, while in the heat of battle, feel little-to-no emotion and
gain an additional +40 to all Fear Tests. The character also gains a 30 bonus when rolling on the Shock Chart, so the character will gain
less of a shock when dealing with horrors and fears of the
Battlefield.
Enhanced Sighting:
Prerequisite: Perception: 50
Cost: 400
Characters find Perspective Range using 5+Magnification instead of
4+Magnification.
Evasive Maneuvers
Prerequisite: Agility: 35
Cost: 500
When a character uses Evasive Maneuvers, the character takes -20
penalties to all firing and attacking Actions while in combat. Evasive
Maneuvers also gives the character the ability to only take half
penalties with each evasion taken a turn. This must be declared at
the beginning of the characters turn.
Even Out
Prerequisite: Pilot (TYPE):+10
Cost: 250
Anyone that is riding in the characters vehicle that are firing any
sort of weapon take only half penalties for terrain and speed. This
shows the operators proper usage of the vehicle and a good eye for
what his allies would need for a better shot.
Exceptional Hearing
Prerequisite: Perception: 30
Cost: 250
A character using the Exceptional Hearing Ability gains a +10 bonus
to any hearing-based Investigation and Perception Tests.
Fast Foot
Prerequisite: Agility: 40
Cost: 250
The character uses incredible Agility to get a better advantage on
the battlefield. The character rolls twice on the Initiative Test and
takes the highest roll.
For those with the Battle Mind Ability, the character may
roll twice with their Intellect Characteristic, instead.
Flame Spray
Prerequisite: Intellect: 25
Cost: 250
A character using Flame Spray with any flame-based weaponry gives
any opponent within the fire a -10 penalty to any Evasion Test or
attempt to put out the fire.
Frenzy
Prerequisite: Courage: 30
Cost: 250
Characters using the Frenzy Ability no longer take extra penalties
when using Evasion Tests while under the effects of Berserker and
Adrenaline Rush.
Gather Senses
Prerequisite: Courage: 40
Cost: 500
A character with the Gather Senses Ability is allowed to reroll a
failed Pinning Test and Fear Test per Round. The second roll must
always be taken over the first.
Heavy Preparation
Prerequisite: Strength: 30
Cost: 350
The character no longer needs to brace a weapon when firing. The
character, at all times, counts as braced.
Hand-To-Hand Basic
Prerequisite: Warfare Melee: 25
Cost: 250
This Ability shows the character is proficient with the standard
Hand-to-Hand Martial Arts used by the respective Militaries of the
character. This ability allows the character to gain a +10 bonus to all
melee-based combat to-hit rolls. Hand-To-Hand Basic also allows the
character to use a Full Action to make two melee-based attacks a
turn.
Inspiration
Prerequisite: Charisma: 35
Cost: 250
Using incredible Charisma, a character can inspire others to do
better and to pick up the pace. Inspiration gives any inspired
character a +10 to the next Test. If a character does not want to be
Inspired, then it becomes an Opposed Test with the Courage
Characteristic.
Iron Fist
Prerequisite: Strength: 55
Cost: 500
The characters Unarmed attacks gains the Stun Special Rule with a
successful Strength Test.
Lucky Shot
Prerequisite: Luck: 3
Cost: 500
Characters making an attack with the Lucky Shot Ability has the
ability to deal double the damage from what was rolled. Piercing is
not doubled. When a roll to hit is 01 to 05, the attack does the
double damage to the opponent.
Manslaughter
Prerequisite: Pilot (TYPE): +20
Cost: 250
With superior driving capabilities and a good eye, the character is
able to easily run down enemies on the battlefield with a vehicle.
Outstanding Olfactory
Prerequisite: Perception: 30
Cost: 250
A character with the Outstanding Olfactory Ability gains a +10 to any
smell-based Investigation and Perception Tests.
Peer
Prerequisite: Charisma: 40
Cost: 250
The Peer Ability allows the character to have good standings with a
certain selected group, giving the character a +10 to any roll dealing
with that selected group.
Peer works only with smaller subgroups, such as The
Army or Medical Teams. A Character can not take Peer of large
groups such as The Covenant Empire or The UNSC Defense Force.
Practiced Fighter
Prerequisite: Warfare Melee: 45
Cost: 500
When dealing with attacking in close-combat melee attacks, the
character count as attacking the opponents lowest Armor Rating.
This Ability is only used if the character can pass an
eyesight-based Investigation to find where the weak-point is in the
armor.
This is to represent hitting weak points in the armor or
unarmored sections. Most Covenant armors have many sections
that offer no protection to the wearer. UNSC BDUs are similar,
where the joints are the most protected with unarmored areas for
better mobility. If the armor has no lesser-armored section of the
body part hit, then add an extra 1D5 to the weapons piercing.
Protector
Prerequisite: Agility: 35
Cost: 250
Quick on their feet, a character with the Protector Ability is able to
move in front of an ally or other character. To do so, the character
must make a successful Agility Test as a Response Action. No matter
what the character will move in front of the ally, but the Test is to
see if it is done in time. The limit of the characters movement is half
of the characters Charge range and this uses up the characters next
Half Action and counts as a Half Move.
Prerequisite: Agility: 40
Cost: 500
Any character using Rapid Reload halves the Base Reload Time of
any weapons reload (minimum of 1). If Rapid Reload would have a
pistol reloaded at below 0 Half Actions, the pistol may be reloaded
as a Free Action.
Rapid Reload does not affect a weapons recharge rate.
Reliable Reputation
Prerequisite: Charisma: 45
Cost: 250
Any character with this Ability is able to make Social Skill Tests
against higher ranking characters without taking any penalties. This
Ability can be lost if any respect or likeness towards the other
character is lost. This does not work against characters that are
under the Revulsion Ability.
This Ability can stack with Peer. This Ability does not
remove the bonuses given to the higher rank when dealing with
lower levels.
Resilient
Prerequisite: Toughness: 35
Cost: 500
If a character with this Ability is about to break a bone, the character
must roll a Toughness Test to resist the bone from breaking. A failed
test means the bone breaks as it would before the roll was made.
Resourceful
Prerequisite: Leadership: 45
Cost: 500
When using this Ability, a character must roll a 1D10. One a roll of 1
through 3, the character gains an extra Support Point after
completing a mission.
Revulsion
Prerequisite: Charisma: 25
Cost: 250
A character may select a group to utterly despise of, similar to Peer.
When dealing against this group, the character gains a +10 to any
Opposed Tests. Charms or any positive Opposed Tests gain a -10
Penalty to the test.
Rush
Prerequisite: Agility: 40
Cost: 500
When a character is charging with this Ability, the character moves
extra meters equal to the characters Agility Modifier. This allows a
character to move through cover and traverse terrain better and
faster.
Quickdraw
Prerequisite: Agility: 35
Cost: 250
Any character using the Quickdraw Ability is able to ready weapons
and equipment as a Response Action.
Second Chance
Prerequisite: Toughness: 55
Cost: 750
The character is able to roll a single -10 Toughness Test when going
under 0 Wounds from a positive number. If the Toughness Test
passes, the character stays at 0 Wounds from the attack and takes
no Critical Damage.
Quick Toss
Prerequisite: Warfare Melee: 55
Cost: 300
The character gains the ability to use a Response Action to throw
one-handed weaponry at a -10 penalty. This attack does not use up
the Response Action, but any other Response Actions are at a -20
while Evasions gain only an extra -10, instead.
Shotfun
Prerequisite: Warfare Range: 30
Cost: 400
Opponents attempting to Evade the characters shotgun attacks gain
a -10 Penalty.
Rapid Reload
Snapshot
Strong Back
Prerequisite: Strength: 55
Cost: 650
Characters gain +3 to their Toughness Modifier when discovering
Lifting, Carrying, and Pushing Weight.
Unbreakable Bonds
Prerequisite: Courage: 45
Cost: 500
When two or more characters of a group have this Ability, the
characters take only half penalties from Suppression, and a -20 on
the Fear Charts. These characters must be Party Members and
within 5 meters from each other.
Swift Shot
Prerequisite: Warfare Ranged: 35. Quickdraw
Cost: 500
Wheelman
Prerequisite: Pilot (Ground): +20
Cost: 500
LANGUAGES
Human Languages/ Choosable
Prerequisite:
Cost: 150 (350 for any non-Human or Unggoy)
The character has the ability to speak the Human Language of
choice. This comes natural to all those in the UNSC.
Covenant Empire Language/ Sangheili
Cost: 350
The character has the ability to speak the main language of the
Covenant Empire. This language comes free to all Covenant-based
characters, as well as one language from their own race.
Covenant Empire Language/ Unggoy
Cost: 350
The character has the ability to speak the main language of the
Unggoy. This language comes free to all Unggoy characters.
Covenant Empire Language/ Kig-Yar
Cost: 350
The character has the ability to speak the main language of the KigYar. This language comes free to all Kig-Yar characters.
Covenant Empire Language/ Jiralhanae
Cost: 350
The character has the ability to speak the main language of the
Jiralhanae. This language comes free to all Jiralhanae characters.
Covenant Empire Language/ Lekgolo
Cost: 350
The character has the ability to speak the main language of the
Lekgolo/Mgalekgolo race. This comes free to all Mgalekgolo
characters. This language is blasted from the Lekgolos entire body
through vibrations from every worm.
Covenant Empire Language/ Yanmee Language
Cost: 500
All Yanmee characters come knowing the Yanmee speaking
language, but is even still difficult to understand, if not a Yanmee.
Huragok Sign Language
Cost: 500
All Huragok characters come knowing the Huragok speaking
language, but this cannot be understood by any other race.
However, purchasing this will allow the character to learn the
Huragoks sign language.
Forerunner Language/ Third Dimensional Text
Prerequisite:
WEAPON TRAINING
Weaponry Training comes in to packages based on how a weapon
works. When a character is being trained under weaponry that is
used in their Military, the character would receive training with the
standard weaponry as a whole. Most weapons are similar in design
and use, having a trigger, a location used to aim, and a firing
mechanism of some sort. There is no reason that a character who
knows how to use rifle must take penalties for using shotguns or
pistols.
A character with training under one group of weaponry
will take -20 penalties for using the other group. If a character has
training under UNSC Weaponry will take a -20 penalty for using
Covenant Empire weapons. Characters with training under Covenant
Empire Weaponry will take a -20 penalty for using UNSC Weaponry.
This shows the character knows how to use the weapons at a basic
level, but not proficiently.
UNSC Weaponry
Prerequisite: N/A
Cost: 150
The character is now proficient using UNSC Weaponry. This comes
automatic to all Soldiers of the UNSC. Without this training, any use
comes at -20.
Covenant Weaponry
Prerequisite: N/A
Cost: 150
The character is now proficient using Covenant Empire Weaponry.
This comes automatic to all Soldiers of the Covenant Empire.
Without this training, any use comes at -20.
Forerunner Weaponry
Prerequisite: N/A
Cost: 150
The character is now proficient using Forerunner Weaponry. This
comes automatic to all Sentinels, AI, Prometheans, and other
Forerunner and their constructs. Without this training, any use
comes at -20.
Ancient Human Weaponry
Prerequisite: N/A
Cost: 250
The character is now proficient using Ancient Human Weaponry.
This comes automatic to all Ancient Humans. This does not need to
be in-game and most Ancient Human Weaponry are considered to
be Forerunner technology to UNSC and Covenant. Without this
training, any use comes at -20.
AUGMENTATION TRAITS
Skills and Abilities represent knowledge and talent gained over the
course of time. Augmentation Traits are the proficiency gained
through the process which made them what they are. Spartans go
through an augmentation process that give them their extraordinary
ability, and these four traits cover some of the technical
specifications.
TRAITS
BENEFIT
Carbide Ceramic
Ossification
Muscular
Enhancement
Injections
Double wound
recovery a day.
Catalytic Thyroid
Implant
Occipital
Capillary
Reversal
Heightened
Perception shown in
Spartans high
Perception
Characteristic.
Superconducting
Fibrication of
Neural
Dendrites
Heightened reflexes
shown in Spartans
quicker actions.
DESTRIPTION
Advanced material
grafting onto skeletal
structures to make
bones virtually
unbreakable.
Recommended
coverage not to exceed
3% total bone mass
because of significant
white blood cell
necrosis.
Protein complex is
injected
intramuscularly to
increase tissue density
and decrease lactase
recovery time.
Platinum pellet
containing human
growth hormone
catalyst is implanted in
the thyroid to boost
growth of skeletal and
muscle tissues.
Submergence and
boosted blood vessel
flow beneath the rods
and cones of the
subject's retina.
Produces a marked
visual perception
increase.
Alteration of
bioelectrical nerve
transduction to
shielded electronic
transduction. 300%
increase in subject
reflexes. Anecdotal
evidence of marked
increase in
intelligence, memory,
and creativity.
NATURAL TRAITS
Much like Augmentation Traits, Natural Traits are gained through
birth. These traits are naturally gained and have no drawbacks due
to an evolutionary process. Each Natural Trait has a description and
a Benefit, just as Augmentation Traits.
TRAITS
FOUR
ARMS
BENEFIT
Strength Tests +10
Grapple +15
Three Weapon Use at extra -10
per weapon.
Four Weapon Use at extra -10
per weapon.
Flight
Only Flight
Night
Vision
Crawler
Natural
Weapon
Built Tough
TechnoOrganic
through
their
hands
allowing
them to count as
using a computer
even when they do
not have one.
DESTRIPTION
The character has
multiple
arms,
allowing
better
grasp and mobility
on rougher terrain.
The character has
wings or antigravitational
systems that allow
the character to
take flight.
The
characters
only
form
of
transportation
is
flight.
The
character owns no
legs or other limbs
that could hold the
character up.
The character has
improved
vision
that allows the
character to see in
lowlight
and
darkness.
The character has
insect-like
limbs
that allows the
character to attach
itself to the walls
and surroundings.
The character owns
talons, teeth, or
any other natural
weapon that does
extra damage.
The character is
build large, wide,
and balanced. The
character with Built
Tough
cannot
easily be knocked
over.
The character is
able to connect
with
technology
and
equipment
Adrenaline
Rush
Berserker
Guillotine
Strike
During
combat,
characters
with
Adrenaline Rush do
not suffer any
adverse
sideeffects
from
Fatigue, Wounds,
and Bloodloss until
dead.
Any
downward
strike
doubles
Strength Modifier
when attacking.
ACTIONS
ACTION
LENGTH
SUBTYPE
DESCRIPTION
Aim
Blind Fire
Brace Heavy Weapon
Called Shot
Charge
Readied Stance
Delay Action
Evade
Grapple
Guarded Attack
Jump or Leap
Knock-Down
Maneuver
Half/Full
Half/Full
Half/Full
Full
Full
Half
Half
Response
Half/ Full
Full
Half/ Full
Half
Half
Concentration
Attack
Misc.
Attack, Concentration
Attack, Movement
Concentration, Attack
Misc.
Defense
Attack
Attack, Concentration
Movement
Attack
Attack, Movement
Move
Multiple Attacks
Killzone
Deflect
Ready
Reload
Run
Stand/Mount
Standard Attack
Stun
Suppressing Fire
Tactical Advance
Half/ Full
Full
Full
Response
Half
Varies
Full
Half
Full
Full
Full
Full
Use a Skill
Varies
Movement
Attack
Attack, Concentration
Defense
Misc.
Misc.
Movement
Movement
Attack
Attack
Attack, Defense
Concentration,
Movement
Concentration, misc.
USING ACTIONS
During a characters turn, the character may perform one Full Action
or two Half Actions. A character could, for example, make a Readied
Stance for his turn (Full Action), or Ready a Grenade and use it (Two
Half Actions). It is important to remember that a single Round is
only four seconds in length, so a character can only do so much.
Most actions are started and completed within the active
characters same turn. If not, these are known as Extended Actions.
SPEAKING ACTIONS
Any action can be combined with talking, battle cries, and other
short verbal expressions; these are all considered Free Actions. It is
left to the GM to decide what a player might be able to say in that
amount of time. An insult to an enemy or a quick order to attack
someone is reasonable, but anything that goes in to detail or takes
longer than five seconds to say counts as taking an Extended Action
that doesnt actually impede on any other actions taken. These may
take an Extended Action to take, but the player may make any other
of his normal Actions within his turns while speaking.
ACTION DESCRIPTIONS
These Actions provide players with a variety of options in combat.
AIM: Type: Half Action or Full Action // Subtype: Concentration
The active Character takes extra time to make sure his attack is
more precise. Aiming as a Half Action grants half of the weapons
Accuracy modifier to the next attack. Aiming as a Full Action grants
the player the full Accuracy of the weapon to his next attack.
affect the speed at which items are readied, such as Quickdraw. This
can be used to apply poisons or administer some kind of drug.
RELOAD: Type: Varies // Subtype: Misc
The active character can reload a ranged weapon. The amount of
time the Reload Action takes depends on the weapon. Note that any
Reload Action that is spread across more than one Round is an
Extended Action.
RUN: Type: Full Action // Subtype: Movement
The Active Character covers a longer distance than his Full Move,
equaling to the characters Run Move.
STAND/MOUNT: Type: Half Action // Subtype: Movement
If the Active Character is on the ground, the character may stand. If
the character is already standing, the character may begin a
mounting action to ride a beast or vehicle, or begin climbing a
character at least two sizes larger.
STANDARD ATTACK: Type: Full Action // Subtype: Attack
The Active Character makes either one melee attack by testing
Warfare Melee, or one ranged attack by testing Warfare Ranged.
If the attacking character is unarmed, the character can
still attempt to make an unarmed attack, or initiate a grapple.
SHORTHAND ATTACK: Type: Half Action // Subtype: Attack
Much like the Standard Attack, the Shorthand Attack is only a Half
Action, and fires only Half of the Rate of Fire of a weapon. A Half
Action attack only fits one single Melee Attack unless an Ability or
weapon dictates otherwise.
STUN: Type: Full Action // Subtype: Attack
The Active Character makes a Stun instead of attempting to land a
killing blow. The Attacker makes a -20 Warfare Melee Test, if the
attack succeeds, the attacking character roll a 1D10 and add the
attackers Strength Bonus. The target of the stun rolls a 1D10 and
adds his Toughness Modifier +1 for every five points of armor
protecting the head. If the Attackers roll is equal to or higher than
the targets roll, the target is stunned for a number of rounds equal
to the difference between the two rolls (A round is five seconds).
SUPPRESSING FIRE: Type: Full Action // Subtype: Attack
Suppressing Fire is used when a character or group sprays a weapon
towards an opponent forcing them to take cover and react under a
harsh situation. Rate of Fire must be greater than 3 to work. A
character is able to Blind Suppressing Fire using the Blind Fire rules
to stay in cover while suppressing.
A character taking suppressing fire must take a (X)
Courage Test or be pinned. For every Rate of Fire the weapon is
being fired at gives X a +5, beginning at 0. Groups using Suppressing
Fire add all of their RoF together when firing as a team. Suppressing
Fire affects a 45 degree angle cone from each of the characters
taking the action.
The Active Character may use a skill. This involves making a Skill
Test. The time in which the Skill test takes place is determined by
the skill being used.
COMBINING ACTIONS
Characters may choose to opt in and combine all of their actions in
to one. This allows characters to do more precise Actions in groups
of two or larger. When characters combine Actions, they go at the
slowest Initiative of the group participating in the Combined Action.
This Action must be declared at the fastest characters Initiative.
Characters that are taking Combined Actions give up their
turn until the slowest character is ready.
ACTIONS NOT COVERED
If a character wants to do an action not covered by the game rules,
by no means should the GM to not allow the action. The GM should
considered whatever Skill or Characteristic the Action could cover. It
is best that the GM and players to write down how they handled
such an action for later use.
THE ATTACK
The most common Actions in Halo Universe is the attack. No matter
what the characters are armed with, the process is the same. Before
the attack is made, the GM should verify that the attack is even
possible by checking the requirements for the attack.
Melee attacks require the attacker to be in range of handto-hand combat, unless a weapon is extended. If the attack is
possible, follow these steps.
FIREARMS AND RATE OF FIRE
Every weapon has a Rate of Fire. This indicates how many shots a
character can make in a Full Action. If a character decides to fire the
weapon with a Half Action, the Rate of Fire is halved (Rounded
Down). Characters can also attempt to make shots at a Response
th
Action at a -20 penalty; this only allows the player to take 1/4 of
the Rate of Fire in shots, with a minimum of one.
If a weapon has a Three-Burst Rate of Fire, the gun can be
fired six times in a turn, a burst per Half Action.
COMBAT CIRCUMSTANCES
Combat circumstances reflect the effects of terrain, weather, tactical
situations, and a mess of other factors. Many circumstances alter
the difficulty of tasks by giving to the players, such as firing into
smoke or darkness, or jumping over cover to make a charge.
Explosives may make new cover, or take already existing
cover down. Characters could be in combat in the glassed ruins of a
city, or taking cover behind two dead Hunters. All of these will affect
how a battle plays out, so players must use caution and the GM
must keep track of variables that alter combat.
COVER
Cover is always a fundamental part in firefights. Players should not
be standing still or running in circles on a battlefield while firing,
players need to be smart and take cover while fighting or pay the
consequences.
There are no penalties for firing at someone who is
standing partly behind cover, though there is a chance for the cover
to be struck rather than the character. It is up to the GM or player
to decide what part of their characters body is being exposed when
behind cover. It is a general rule that when firing from behind cover,
the characters legs and chest are concealed. If a shot would hit the
body location that is concealed behind cover, the damage first
strikes the cover. If the damage is enough to completely blast away
that section of cover, then the damage continues to the target for
whatever is left. For example, if a piece of cover is hit for 20 damage,
and it only blocks 12 of it, then 8 of the damage hits the character
behind the cover. All Cover has a certain amount of Cover Points in
which they may soak a certain amount of damage.
If cover is hit by twice its Cover Point value, it is completely
obliterated in that area. If cover is struck at its Cover Point value or
less, then it is unharmed. For every three points of damage above
the covers AP, the cover takes that much AP damage. This means
that cover will eventually break away if it is too weak. When
th
ammunition or an attack strikes cover, 1/4 of the weapons
Piercing does automatic damage to the covers Cover Points.
TAKING COVER
When taking cover, players can extend their cover by staying
completely behind it. Players can run and slide in to cover, as well as
diving the distance of their jump and leap rolls. When diving and
sliding, a character can slide their Half Move extra from their jump.
This allows players to take cover quicker.
USE YOUR COVER WISELY
Players can use cover and other objects to their disposal to protect
themselves from incoming fire and other dangers such as grenades.
Characters can use and move cover if allowed by the GM. Another
instance of using cover and their surroundings is taking deceased
bodies and using them to cover a grenade. This would allow the
grenade to be absorbed by however much the armor of the body.
This would work the same as a an explosion tearing away at cover.
The body would most likely not stay intact from the grenade.
COVER TYPE EXAMPLES
Thick Glass, Light Wood, Plastics
Thick Wood, Loose Earth, Thin Metals
Tempered metals, Extremely Rusted metals
Thin Concrete, Light Stone
Metals, Bulletproof Glass
Thick Metals, Incredibly Thick Wood
Blast Plate Metals, Blast-Proof Glass
Bunker Plate Metals
UNSC Ship Hull
Covenant Ship Hull
COVER POINT
4
12
18
21
30
45
130
200
250
350
500
DARKNESS
Warfare Ranged Tests made in the darkness have a -30 penalty to
hit. Warfare Melee Tests made in the darkness have a -20 penalty to
hit. While a character is concealed by darkness, concealment skill
tests gain a +20 bonus.
DIFFICULT TERRAIN
Warfare Melee and Dodge Tests made whilst standing in difficult
terrain, such as deep mud, slippery slopes, and rubble, are treated
with -10 penalties. The GM may decide if terrain is more difficult
than other terrains, such as difficult terrain giving a -20 or -30, such
as a minicon trying to traverse normal -10 difficult terrain, or any
other characters attempting to drop down destroyed buildings.
Wounds, size, and type of character should always go in to deciding
how difficult terrain should be.
HIGH GROUND
Characters standing on higher ground gain +10 to Warfare Ranged
but suffer -10 to all Warfare Melee Tests.
RANGE AND WEAPONRY
All weapons have an optimal range. When a weapon is firing in this
range, nothing is effects. When a weapon is firing outside of its
optimal range, then accuracy is dropped and the shot is harder to
make. When a weapon is firing past its Effect Range, up to half of
the range of the weapon added on, the shot is at a -50 penalty.
Anything further is impossible to make, as the bullet becomes a
useless spinning mass that drops to the ground.
MISSING
Weapons do not always hit and thrown objects have a tendency to
bounce about the environment. If a character fails a throw (Throws
use Warfare Melee), the GM rolls a 1D10 and consults the following
Scatter Diagram.
ENGAGED IN MELEE
If an attacking character is next to the opponent, both the character
and the opponent are considered to be engaged in melee.
SHOOTING INTO MELEE COMBAT
Warfare Ranged Tests firing in to characters engaged in melee
combat are at -20 penalties. If one or more characters are stunned,
helpless, or unaware, this penalty is ignored. If a character misses
with two Degrees of Failure, the shot hits another character in the
combat. If the attack misses by three or more Degrees of Failure, the
shot misses entirely.
STRAY SHOTS
GMs must choose whether or not to use more merciless rules such
as stray shots. This rule dictates that if a shot is missed, or fired in to
combat, or a shot was evaded, that there is a possibility of the shot
fired to hit someone else. The GM might also rule that anyone
shooting in to melee combat must allocate multiple hits to different
targets engaged in the melee.
FATIGUED
When a character is fatigued, the character takes a -10 penalty to all
rolls. For every two levels of fatigue after the initial give the
character an extra -10 penalty.
FOGS, MISTS, SMOKE, AND DARK SHADOWS
Warfare Ranged Tests made to attack characters concealed within
fogs, mis If a Called Shot was made, the user rolls a 1D10 on that
location to see what sublocation is hit.+ts, smokes, and dark
shadows are at a -20 penalty to hit. The same goes for the character
taking the shot being concealed within the fogs, mists, smokes, and
shadows.
GANGING UP
A character has advantages when allies engage the same foe. When
groups of characters outnumber their opponents by more than 25%,
tests made by the outnumbering group is at a +10 for any combatrelated tests.
HELPLESS AND VULNERABLE TARGETS
Warfare Melee Tests made against sleeping, unconscious, or just
plain helpless targets automatically succeed. When rolling damage
against such a target, roll twice and take the highest result.
Warfare Ranged Tests made against helpless targets are at
a +30 to hit, and called shots are only penalty of -5 with sublocations
being 10.
SIZE
When determining what it takes to hit a character, and dealing with
combat in general, size is very important. All characters have a size.
It is easy to assign size modifiers for determining bonuses and
penalties based on size.
INJURY
Injuries and damage are represented by Wounds. Injury and Damage
gained through combat and other situations slowly chip away at a
characters wounds, slowly pushing them closer towards their
threshold, which means death.
STUNNED TARGETS
Warfare Tests made to attack stunned targets are given a +20 bonus
to hit.
UNAWARE TARGETS
When a character has no idea what is going on, or that he is about to
be attacked, the character is considered unaware, and caught by
surprise. Firearm and Warfare Melee Tests are at a +30 to hit.
WEATHER AND UNNATURAL CONDITIONS
Warfare Melee and Warfare Ranged Tests made while in harsh
weather or unnatural conditions are at a -20 penalty. Such
conditions include heavy rain, thick snow, and in knee-deep swamp
waters. The GM may determine if some conditions are worse, and
deal greater penalties.
PIERCING THROUGH CHARACTERS COMPLETELY
Sometimes a shot could strike someone and keep going. An example
of this is a sniper round entering someone from the front, and
piercing through the back in to someone else. A GM must always
consider a round hitting more than one target.
DIRTY AND UNKEMPT WEAPONS
When weapons are through a lot, they begin to act faulty. A clean
weapon has almost no chance of jamming; this can not be said for a
weapon that was put through swamp waters, dust clouds, and
glassed land. When a GM decides a weapon is unkempt, the weapon
gains the Dirty quality. This means that when someone is firing a
weapon, rolls of 99-100 jam the weapon.
Clearing a jam takes 1D5-2 rounds, with a minimum of a
Half Action if rolled 0 or below. Some weapons can misfire when
jammed. A misfire is when the weapon discharges at a time not
done by the character. If someone was in front of the weapon
during a misfire, they have a chance of being hit.
SIZE
MODIFIER
Mini
Small
Normal
Large
Huge
Hulking
Giant
Immense
Massive
Great
Titanic
Enormous
Mega
Vast
Immeasurable
Cosmic
Celestial
Godlike
-15
-10
0
+10
+15
+20
+25
+30
+35
+40
+45
+50
+55
+60
+75
+80
+85
+90
Neck
Chin
Mouth
Nose
Cheeks
Eyes
Forehead
Ear
11-20 RIGHT ARM
11
Fingers
12
Hands
13-15
Forearm
16
Elbow
17-19
Bicep
20
Shoulder
21-30 LEFT ARM
21
Fingers
22
Hands
23-25
Forearm
26
Elbow
27-29
Bicep
30
Shoulder
31-70 CHEST
31-36
Small Intestines
37-42
Large Intestines
43-48
Kidney
49-54
Stomach/Liver
55-59
Heart
60-66
Lungs
67-70
No Organ Hit
71-85- RIGHT LEG
71
Toes
72
Foot
73
Ankle
74-77
Shin
78
Knee
79-83
Thigh
84-85
Pelvis
86-100 LEFT LEG
86
Toes
87
Foot
88
Ankle
89-92
Shin
93
Knee
94-98
Thigh
99-100
Pelvis
Left
Center
Right
Pinky Finger/Toe
Ring Finger/Toe
Middle Finger/Toe
Index Finger/Toe
Thumb Finger/Toe
ROLL
01-20
21-40
41-60
61-80
81-100
ROLL
01-20
21-40
41-60
61-80
81100
ROLL
01-20
21-40
41-60
61-80
81100
Finger/Toe
EFFECT
Finger/Toe bruised horribly.
Finger/Toe Broken.
Finger/Toe Shattered. +3 Bleed
Finger/Toe cut in half. +5 Bleed
Finger/Toe removed. +8 Bleed
Neck
EFFECT
Small laceration against the neck. Bruising and +4 Bleed.
Neck cut up and badly hurt. +8 Bleed.
The Neck is damaged and torn open. +12 Bleed.
Neck Struck and shrapnel bursts out. +18 Bleed.
Jugular struck. +35 Bleed.
Nose/Ear
EFFECT
The appendage was barely hit by the shot. Flesh is
damaged and bruised. +1 Bleed.
The appendage was struck, take a chunk of flesh and
cartilage with it. +3 Bleed.
The appendage was hit and has been punctured through,
causing bleeding and a part of the appendage to be
removed. +7 Bleed.
The appendage was nearly lopped off with the blow,
causing at least half to be removed. +3 Bleed.
The attack strikes the appendage, completely removing
the gist of it. +11 Bleed.
ROLL
01-20
21-40
41-60
61-80
81100
ROLL
01-20
21-40
41-60
61-80
81100
Small/Large Intestines
EFFECT
The attack strikes into the intestines, only to be luckily
stopped. Major bruising and pains.
The attack pierces the skin and damages the organs with
bruises and small lacerations. +2 Bleed
The intestines are struck, doing small amounts of damage
to the organs. +5 Bleed
The attack ravages its way through the intestines, creating
lacerations and major bruising across the organs. +8 Bleed
The intestines are wrecked by the attack. Causes major
internal bleeding and bruises across the wound. +12 Bleed
Kidney/Stomach/Liver/Spleen
EFFECT
The organ is bruised by the attack, causing discomfort.
Pain is unleashed across the organ and body. Bruises and
bleeding begin. +2 Bleed.
The organ is struck, causing moderate damage. +4 Bleed.
The attack smashes into the organ, causing extreme
damage. +7 Bleed.
The attack pierces the organ causing moderate internal
bleeding. +10 Bleed.
Knee/Ankle/Shoulder/Elbow
ROLL
01-20
21-40
41-60
61-80
81100
ROLL
01-20
21-40
41-60
61-80
81100
ROLL
01-20
21-40
41-60
61-80
81100
EFFECT
The joint is struck and causes bruising and cuts to form
across the wound.
The joint is smashed, causing small bleeding and
discomfort when using the joint. +1 Bleed.
The joint is damaged, causing problems when using it. Any
action that uses the joint is at a -5. +1 Bleed.
The joint is heavily damaged and the bone and cartilage is
fractured. -10 to actions using this joint. +2 Bleed.
The cartilage in the join is completely devastated; causing
fractures and impedes the mobility of the joint. -15 to
actions using this joint. +3 Bleed.
Heart
EFFECT
The attack strikes and ravages the flesh. Heavy bruising
occurs. +2 Bleed.
The strike impacts the character, knocking the breath from
the character. +8 Bleed.
The attack fractures a rib, causing some of it to splinter in
the heart. +16 Bleed.
A rib is struck and pushed in to the heart, puncturing it.
+20 Bleed.
The attack ravages the heart and ribs, causing extreme
pain and internal bleeding. +28 Bleed.
Skull/Brain
EFFECT
The attack strikes and ravages the flesh. Heavy bruising
occurs.
The strike impacts the character, knocking the breath from
the character. +5 Bleed.
The attack fractures the skull, causing some of it to
splinter inward. +10 Bleed.
The skull is punctured. +15 Bleed.
The attack ravages the head, causing extreme pain and
internal bleeding. +20 Bleed.
ROLL
01-20
21-40
41-60
61-80
81100
ROLL
01-20
21-40
41-60
61-80
81100
ROLL
01-20
21-40
41-60
61-80
81100
ROLL
01-20
21-40
41-60
61-80
81100
ROLL
01-20
21-40
41-60
61-80
81100
Arm/Leg
EFFECT
The flesh is damaged and the area is badly bruised.
Skin is tattered and begins to bleed. Heavy bruising. +2
Bleed.
The bone was struck, creating hundreds of micro-fractures
along the impact. +5 Bleed.
The bone in the limb has been struck deeply. The bone is
broken where the impact hits. +9 Bleed. -5 to any actions
using the limb.
The arm becomes heavily damaged, either from being cut
completely off or being far too damaged and broken. +12
Bleed. This appendage is now useless.
Lung
EFFECT
The flesh is damaged and heavily bruised. The breath is
knocked from the character.
The flesh is impacted and the attack bounces off a rib. The
breath is knocked from the character. +3 Bleed.
A rib is snapped and shattered. +7 Bleed.
A rib is struck and pushed into the lung, puncturing it. +12
Bleed.
The attack punctures the lung causing extreme pains and
possible death. +19 Bleed.
Eye
EFFECT
The Eye is damaged and is hard to properly see out of. -5
to all eyesight-based Perception Tests.
The impact damages the eye with shrapnel. -10 to all
eyesight-based Perception Tests. +1 Bleed.
The eye is heavily damaged and is counted as blind for 1D5
hours. +2 Bleed.
The eye is impacted heavily and is counted as blind for
1D5 Days. +5 Bleed.
The eye is completely destroyed.. +7 Bleed.
Hand
EFFECT
The flesh is damaged and the area is badly bruised.
Skin is tattered and begins to bleed. Heavy bruising. +2
Bleed.
The bones were struck, creating hundreds of microfractures along the impact. +5 Bleed.
The bone in the limb has been struck deeply. The bone is
broken where the impact hits. +9 Bleed. -5 to any actions
using the limb.
The arm becomes heavily damaged, either from being cut
completely off or being far too damaged and broken. +12
Bleed. This appendage is now useless.
Foot
EFFECT
The flesh is damaged and the area is badly bruised.
Skin is tattered and begins to bleed. Heavy bruising. +2
Bleed. -1 to Agility.
The bones were struck, creating hundreds of microfractures along the impact. +5 Bleed. -3 to Agility.
The bone in the limb has been struck deeply. The bone is
broken where the impact hits. +9 Bleed. -5 to Agility.
The arm becomes heavily damaged, either from being cut
completely off or being far too damaged and broken. +12
Bleed. This appendage is now useless.
ROLL
01-20
21-40
41-60
61-80
81100
ROLL
01-20
21-40
41-60
61-80
81100
ROLL
01-20
21-40
41-60
61-80
81100
Pelvis
EFFECT
The flesh is damaged and the area is badly bruised.
Skin is tattered and begins to bleed. Heavy bruising. +2
Bleed.
The bone was struck, creating hundreds of micro-fractures
along the impact. +5 Bleed.
The pelvis has been struck deeply. The bone is broken
where the impact hits. +9 Bleed. -5 to any Evasion.
The Pelvis is shattered in some areas. +12 Bleed. -10 to
any Evasion Test.
Chest(No Organ Struck)
EFFECT
The flesh is damaged and the area is badly bruised.
Skin is tattered and begins to bleed. Heavy bruising. +2
Bleed.
The bone was struck, creating hundreds of micro-fractures
along the impact. +5 Bleed.
A rib was shattered. +9 Bleed.
A Rib was completely destroyed from the attack. -10 to
Evasion Tests until treated.
Mouth
EFFECT
The flesh is damaged and the area is badly bruised.
Skin is tattered and begins to bleed. Roll Toughness Test, if
failed, a tooth is lost. Heavy bruising. +2 Bleed.
The mouth was struck, damaging teeth. +5 Bleed.
Removes 1D2 teeth.
The tongue is torn up and 2 teeth are removed. -10 to
speech interactions as the character is hard to understand
until healed. +8 Bleed.
The attack deals massive damage to the mouth, removing
1D5 teeth. -10 to speech interactions as the character is
hard to understand until healed. +12 Bleed.
ROLL
01-20
21-40
41-60
61-80
81100
Chin/Jaw/Cheek
EFFECT
The appendage was barely hit by the shot. Flesh is
damaged and bruised. +1 Bleed.
The appendage was struck and takes a chunk of flesh and
cartilage with it. +3 Bleed.
The appendage was hit and has been punctured through,
causing bleeding and tearing. +7 Bleed.
The appendage was incredibly damaged with the blow,
causing tearing.. +3 Bleed.
The attack lops off a part of the body part. +11 Bleed.
AMPUTATED LIMBS
A character that loses body parts (Except for the head, which
certainly means death) is also afflicted by Blood Loss. Medical Skills
can prevent the blood loss on the battlefield, but would not have
the time to reattach it or any sort of prosthetic.
LOST HAND
The character suffers -20 penalties to skills and characteristic tests
that rely on the use of two hands. The character can no longer wield
Two-Handed weapons. A shield can be strapped to the arm, though.
If a character loses both hands, the character will not be
able to hold anything or use any skills or use any non-integrated
weaponry.
LOST ARM
As with a lost hand, but the character cannot strap anything to a
missing arm.
ON FIRE
Characters, who are on fire, or at least in it, take constant damage
until the fire is put out. When a character is exposed to the fire, the
character must make an Agility Test or catch on fire.
To put out the flames, characters can
drop and roll, and attempt to put out the fire using a +10 Agility
Test. For every round the character is on fire, the character gains
+10 to the Agility Test, and -10 to the Courage Test. Other characters
can put out fires for the character on fire.
The GM may decide if certain environmental conditions
can make the fire worse or easier to put out.
FALLING
Characters falling off large enough heights to actually hurt them
depend mainly on size. To work out damage, the GM uses the size
graph listed to find out how many D10s to roll. Use the Hit Locations
to determine which part of the body hits the ground first.
STUNNED
At sometimes in Halo Universe, a character becomes stunned from
either too much damage, or being clunked on the head really hard.
Opponents gain +20 Warfare Ranged and Warfare Melee Tests when
attacking stunned characters. Stunned characters cannot take
Actions or Responses. Stunned characters are not helpless or
unaware.
SUFFOCATION
This includes drowning, smoke inhalation, and exposure to toxins
and areas without oxygen or whatever the organic breathes.
If the character is actually trying to hold his breath, the
character can hold its breath for as many seconds equal to the
characters Toughness Characteristic.
While the character is holding his breath, and becomes
panicked or rushed in any way, the character must make a
Toughness test each round to conserve oxygen.
When the character fails a Toughness Test, or runs out of
time, the character takes a level of fatigue each round (Every five
seconds). If the character is now unconscious, and still without any
source to breathe, the character suffers 1D10 damage each round
until the character dies. This damage ignores Shields, Toughness,
and Armor.
UNCONSCIOUSNESS
Unconsciousness is only temporary. A character loses Consciousness
when the character reaches their Toughness Modifier in levels of
fatigue. Critical Damage also has the effect of knocking someone
unconscious.
The duration for someone being unconscious is 10toughness Mod in minutes. If a character has a greater Toughness
Modifier than 10, they are out for just a minute.
An unconscious character is treated as unaware, and the
character cannot take any actions. The character is treated as a
Helpless Target.
If a character falls into unconsciousness due to excessive
amounts of fatigue, the character will recover from some of the
Fatigue when the character awakens.
USELESS LIMBS
Useless limbs work as if they were not there. Just check out
Amputated Limbs section.
VACUUM
Space is a vacuum. There is no pressure, and no gravity. An instance
where vacuums will be encountered is during ship combat.
If there is a sudden exposure to the vacuum of space, a
character can survive unharmed, but takes 1D10 damage from the
explosive decompression. Characters must make Agility or Strength
based Tests to escape the vacuum until the vacuum is closed or
otherwise.
Agility Mod
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
MOVEMENT
At many times in game, it is unimportant to worry about how fast a
character can run or how long it takes the character to walk. On the
other hand, there can be situations where that can come up during
the game. It can become important to know just how far the
character can move over a given time.
During Combat Rounds, the character may take a specific
Action to move at one of the speeds given to the character, or any
number in between. The number of meters a character travels per
Round at these speeds is determined by the characters Agility Mod.
See the table below for details. This table shows the structured time
movement for meters per round.
HalfMove
1/2
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Full Move
1
2
4
6
8
10
12
14
16
18
20
22
24
26
28
30
Charge
2
3
6
9
12
15
18
21
24
27
30
33
36
39
42
45
Run
3
6
12
18
24
30
36
42
48
54
60
66
72
78
84
90
1D10
2D10
3D10
4D10
5D10
6D10
7D10
8D10
9D10
10D10
11D10
12D10
13D10
14D10
15D10
16D10
Large
Huge
Hulking
Giant
Immense
METERS
----------3
1D10
--------6
2D10
1D10
------9
3D10
2D10
1D10
----12
4D10
3D10
2D10
1D10
--15
5D10
4D10
3D10
2D10
1D10
18
6D10
5D10
4D10
3D10
2D10
21
7D10
6D10
5D10
4D10
3D10
24
8D10
7D10
6D10
5D10
4D10
27
9D10
8D10
7D10
6D10
5D10
30
10D10
9D10
8D10
7D10
6D10
33
11D10
10D10
9D10
8D10
7D10
36
12D10
11D10
10D10
9D10
8D10
39
13D10
12D10
11D10
10D10
9D10
42
14D10
13D10
12D10
11D10
10D10
45
15D10
14D10
13D10
12D10
11D10
48
Result
The character is only badly startled. If in combat or structured time, the character may only take a single Half Action until the beginning
of his next turn, where the character may act normally again.
The character begins to shake, as all tests that the character makes are at a -10 until the character can snap out of it and recover his
wits by passing a Courage Test. +10 to each Test if the previous failed.
The character begins to back away from whatever is causing such fear in him. The character cannot willingly approach whatever is
causing this fear unless the character makes a Courage Test. +10 to each Test if the previous failed.
The character nearly freezes in fear as shock grasps his entire body. The character must make a Courage Test or stay frozen. +10 to each
Test if the previous failed.
The character passes out from fear for 1D5-Toughness Modifier in Rounds with a minimum of one.
Per
Minute
12m
48m
72m
96m
120m
144m
168m
192m
216m
240m
264m
288m
312m
336m
360m
384m
CONDITIONS
Heavy fog and smoke
Deep mud and liquids
Darkness
Dense Crowds
Rubble
Craters
Tremors
Per
Hour
0.75Km
1.5 Km
3 Km
4 Km
6 Km
7 Km
9 Km
10 Km
12 Km
13 Km
15 Km
16 Km
18 Km
19 Km
20 Km
22 Km
Per
Day
7Km
15 Km
30 Km
40 Km
60 Km
70 Km
90 Km
100 Km
120 Km
130 Km
140 Km
160 Km
170 Km
190 Km
200 Km
220 Km
DIFFICULTY
Roll Perception. Failing means -10
-10
-10
-20
-20
-30
-30
GROUND TYPE
Sand
Light Snow
Moderate
Snow
Heavy Snow
Rock
Gravel
Water
Echoing
GROUND TYPE
MODIFIER
GROUND TYPE
+10
Grass
+15
High Grass
+20
Ash/Silt
MODIFIER
+10
+20
+15
+25
+15
+20
Depends
on Depth
x2 modifier
+0
+20
+30
+5 for every
inch depth.
Half penalty
Dirt
Leaves
Metal
Water Depth
Damp Natural
DIFFICULT CLIMBS
Many surfaces are beyond the means of an ordinary climb. A cliff
with overhangs, buildings with no visible handholds, and icy
precipices are all types of Difficult Climbs. These require a Skill to
climb successfully.
A character may make as many attempts as needed to
make the climb. To make the climb, the character must make a
Climb Test (Skill, uses Agility). On a success, the character ascends at
a rate of one-half the characters Half Move speed. For each degree
of success, the character climbs half his Agility Mod in meters extra.
Climbing Difficult Climbs varies, the usual modifier begins at -10.
Characters can gain bonuses for special climbing gear or utilities
they have created. Characters should gain large bonuses (Such as
+40) to the Test for using intelligent ways up, such as abseiling and
harnessing.
A character can descend and ascend Difficult climbs more
quickly by abseiling and harnessing, using chains and climbing gear
to traverse the climbs. The character must make Strength Tests to
keep hold of any climb equipment and chains being used.
JUMPING AND LEAPING DISTANCES
A jump is a controlled vertical ascent or descent where the
character either jumps as high as he can, or down safely without
damage. Performing any kind of Jump or Leap is treated as Half
Action, unless the character is jumping or leaping larger than 15
Meters.
A characters jump height is a third of the Strength
Modifier in meters. A characters jump distance is the Agility
Modifier multiplied by 2.
SWIMMING
Characters that can swim do not need to make Swim Tests
under regular circumstances. If a character is in hazardous waters, or
have their limbs shackled, or any other condition that is considered
Hazardous, then the character must make a Swim Test as a Full
Action. A success indicates that the character moves any direction
up to a number of meters equal to one-half the characters Strength
Bonus. A failed Test means the character makes no progress and
cannot move.
A character can choose to swim underwater. The character
must hold his breath. A character that is unable to swim for any
reason automatically goes underwater, which means the character
will be at risk of suffocation due to drowning.
Heavy equipment, armor, and systems makes swimming
extremely difficult. If a character is weighed down, all Swim Tests
are Very Hard (-30) and a failed Test automatically imposes one level
of Fatigue.
The GM may decide if some Swimming Tests are easier or harder for
any reason he pleases.
SWIMMING IN NARRATIVE TIME
Extended Swimming can be exhausting. A character can swim for a
number of hours equal to the characters Toughness Mod. After this
point, the character must make a Toughness Test per each hour with
a cumulative -10 penalty per each hour. On a failed test, the
character takes 1 level of Fatigue. If the character falls unconscious
due to Fatigue, the character goes underwater. If the character
needs to breathe, the character begins to Suffocate.
CARRYING, LIFTING, AND PUSHING OBJECTS
A Character in Halo Universe must know their capacity to carry, lift,
and push objects. Common sense and GM discretion can dictate
how much something weighs, which should be made using common
sense.
SIGHT PENALTIES
-40
-10
0
-10
-60
Normal is the light most characters are used to. This has no penalty
or bonus to any sort of sight-based Perception Tests.
Blinding lights give characters -40 to see, as they are far
too bright for their eyes or Optics to handle.
Bright lights are only a small annoyance to the eyes, and
only give the character a -10 to sight-based Perception Tests.
Shadows are dim-lit areas, or shadowed locations in which
it can be a bit difficult to see in. This leaves characters at a -10 to
see. Characters looking in to shadows from the light are at a -20 to
see, and characters in the shadows looking outward are at no
penalty.
Black is no light. With no presence of light means no
seeing a thing. Characters are at a near impossible -60 to sight-based
Perception Tests.
Lighting can effect movement, such as moving in shadow,
blinding, and black. This is up to the GM on how, or if it even does.
Lighting also effects combat. Half the sight penalties to come up
with to hit penalties when dealing with combat.
FLYING
This section covers the entirety of flying characters and flying in
general.
ALTITUDE
On a typical Earth and Earth-like planets, there are three broad
altitude levels: High Altitude, Low Altitude, and Hovering. A flying
character can change altitude by one level during each Move Action
taken. If a character is using a Charge or Run Action, the character
can change altitudes by two levels. A character moving up an
altitude from High Altitude will attempt to leave atmosphere.
HOVERING ALTITUDE
Hovering means that the character is skimming just above the
ground or however high specified by the character. The character
can move over low obstacles with relative ease. Hovering characters
can both attack and be attacked by other characters on the ground
using even melee.
A vehicle with this Hovering ability stays at the same
height above ground, unless stated otherwise. If a character falls in a
pit, the character cannot just hover out.
LOW ALTITUDE
This altitude indicates that the flying vehicle is at heights reach, and
usually high above the Earth. A low altitude vehicle takes no
penalties for shooting downward, but those firing up suffer a -30
penalty to their Firearm Tests.
HIGH ALTITUDE
When a character is flying at High Altitude, it is far beyond the range
of many attacks, even range.
The vehicle in High Altitude is at a -20 penalty for firing
downward.
EFFECTS OF GRAVITY
Gravity rarely effects UNSC and Covenant vehicles, as they have
systems meant to sustain flight.
UNARMED DAMAGE
Unarmed damage is 1d5+Strength Mod with no Piercing.
COMBAT
Previously in the handbook, there was a Combat Overview section
that went through the bare basics of Combat. This section will cover
more ground on how combat can be handled.
NARRATIVE TIME AND STRUCTURED TIME
There are two types of timekeeping in Halo Universe; Structured
Time and Narrative Time. The GM must choose what is needed
based on the needs of the story and choices made by the players. At
times, the GM must convey a loose sense of time or a series of
events happening once after another, which is known as Narrative
Time. In other situations, such as combat and tense situations, need
more precise time keeping is needed, so the GM should use
Structured Time.
NARRATIVE TIME
In many situations, the game does not require precise time keeping.
In many situations, it is enough to know of certain actions taking
only a few minutes, about an hour, or even a day. Narrative Time is
most often used outside of combat.
STRUCTURED TIME
Structured Time is used for combat and solving problems. Structured
Time is used when everything that happens counts, and order is
needed. Structured Time is divided into Rounds, Turns, and Actions.
ROUNDS
A Round consists of every character participating in the encounter
taking a single Turn each. Each Turn in a Round is roughly four
seconds long, regardless of how many characters are involved. Every
Turn taken in a Round happens almost simultaneously, with the
faster and luckier characters acting first.
TURNS
Every character in an encounter gets one Turn each Round. Before
the combat or encounter begins, each character rolls Initiative to
find the specific order they go in. Turns overlap each other slightly.
Every Turn is a combination of Actions.
ACTIONS
A character is able to perform one or more Actions on their turn.
Each character is able to perform multiple Actions in a turn, the
order in which they happen doesnt always matter. For example, a
character has two Half Actions; the character could spend one Half
Action moving forward and another Half Action of drawing out a
weapon. So the order in which these actions does not matter. An
example of when Action order is important is when a character must
stand before walking or reloading before firing.
COMBAT SYNOPSIS
Combat is resolved in Structured Time divided into Rounds, Turns,
and Actions. Each character takes one Turn each Round, as specified
earlier. The order in which Turns take place depends on the Initiative
Order. When a new Encounter begins, follow these instructions to
determine what happens.
STEP ONE: SURPRISE ACTION
At the beginning of combat, the GM may determine whether a
character was caught off guard and surprised by the combat. This
can only happen once at the beginning of combat. Most instances of
combat will have nobody surprised. A surprised character loses their
first Turn in the Encounter. If no one is Surprised, ignore this step
and move to Step Two.
MELEE COMBAT
A character is able to throw as many melee attacks as half of their
Warfare Melee Mod. The minimum amount of attacks a character
can make is 2. This number maxes at 6 per Round. A character may
choose from a variety of melee attacks, but cannot take more than
allowed by their Agility. Melee Combat begins when characters call
to initiate it with a character that is within 2 meters +1 for every +10
from a size bonus.
ATTACKS
Punch Attack
Quick Jab
Kick Strike
Elbow Strike
Knee Blow
Arm Toss
Hip Toss
Headbutt
Arm Bar
COST
2
1
3
2
2
3
3
2
3
Pummeling Stance
Defensive Stance
(X)
Inside Hook
Grapple Initiating
Pull Forward
+1
2
2
Push Back
Trip
1
2
+2
+2
The attack adds half of the characters Strength Modifier to the weapons Pierce.
+2
Allows using a Melee Weapon with any Melee attack using the hands as a weapon, excluding the standard
Punch. This replaces the damage roll with the weapons damage and pierce, alongside any special rules the
weapon may have.
Uppercut
Bulltrue
Sidestep
GRAPPLES
Melee Attack
COST
1
Throw Down
Push
Opponent
Ready
Prone
Stand
Use Item
Break Free
2
2
Grapple Climb
Pin
Size Difference
--
Grapple
Controller
--
Grapple Skill
--
This attack strikes upward, dealing 1D10+strength Modifier. If the attack is not defended, the opponent must
make a Toughness Test or fall prone. Uppercuts disallow the +20 given to Defensive Blocking.
The character takes a Defensive Stance, and instead of soaking damage or gaining any bonuses to the Defense,
the character takes a hit and is able to counter instantly with a corresponding attack with the same limb that
struck the character. This must be taken after any attacks made, as an attack will cancel out Bulltrue.
Maneuvers the characters circular in the characters chosen direction in the characters Agility Modifier halved.
This gives both characters +10 on their next Defensive Stance, unless an attack was made after the Sidestep.
CLOAK WATCHING
A character may attempt to study and watch for ripples in the air,
which then gives the user a +30 for actually spotting the cloaked
user. When doing this, the character must sit and watch for at least
five seconds (Full Action) without taking any actions that would take
movement.
USING WEAPONS WHILE CLOAKED
When a user is cloaked, the weapons used by the character are also
hidden. Many weapons have flashing and glowing bits such as a
MASS COMBAT
No matter the size of large-scale combat, a Combat Score must be
found. The GM and Players must count the weapons, soldiers,
armor, and vehicles on each side of the battle.
Weaponry
For every dice rolled for a Full Attack with the weapon gains a +1 to
the Combat score. Heavy weapons gain a +1 bonus, explosives gain a
+3, and Vehicle weaponry gain +2.
Vehicle
For every Breakpoint a vehicle has, the Combat Score gains a +1. All
weapons of vehicles must be accounted during the Weaponry stage.
Infantry
The following chart is how much Combat Score is given for each
Infantry type.
INFANTRY
COMBAT SCORE
+1
+2
+3
+4
+6
+10
COMMANDS
Proper use of tactics and commands will improve the Combat Score
of that combat side. When giving commands to help improve the
outcome of the battle at the very beginning of the Mass Combat,
one character or NPC is given the ability to roll Command. This
Command Test will give +2 for every Degree of Success, and -2 for
every Degree of Failure.
TACTICS
Well made tactics made at the beginning of combat should be
rewarded by the GM. Tactics that are viewed as okay or just
workable should be given a +10, while decent tactics given a +20,
and intelligent tactics a +30, and finally, +40 for ingenious. These are
to only be given to right before the Mass Combat begins.
SHIP MASS COMBAT
When dealing with Mass Ship Combat, the GM and Players are to
add up all Ship Characteristic Modifiers of all the ships on one side.
All of the Ship Characteristic Modifiers added together are how
much Combat Score they begin with. Same with the weaponry from
above, ships gain a +1 for every dice rolled, gaining whatever
damage multiplier for the damage to the weapons bonus to the
Combat Score. Finally, ships gain +1 to Combat Score for every 5 Hull
Integrity at the beginning of the battle.
COMBAT SCORE MODIFIER AND CHARACTERISTIC
Once the final Combat Score is found before a battle, the GM and
Players must use this as their Combat Score Characteristic, and they
must find the Modifier to this Characteristic in the same way they
would their own Characteristics. The larger the combat, the longer
and more abstract Rounds become. Mass Rounds are these longer
Rounds, which are found by adding up both sides of the battles
Combat Score Modifiers together. Mass Rounds lengths are the
combined total of both Modifiers in Rounds, letting some battles last
days, while some last only an hour.
Every Mass Round, Mass Combat Tests must be made by
each side. To make these Mass Combat Tests, each side rolls 1D10
for every Combat Score Modifier a side has, so an armed force
Combat Score Modifier of 5 will roll 5D10. This roll is how much
damage is made to the other sides Combat Score. As the Combat
Score drops, so does the Combat Score Modifier. Once a side is at 0
or less, that force is considered to be completely destroyed or
fleeing remnants.
PLAYER CHARACTERS IN MASS ROUNDS
Player Characters are exempt from taking losses from Mass Combat
Tests, and can exempt from counting to the Mass Combat. If Player
Characters exempt from counting to the Mass Combat, they may act
normally as shown below.
Players are allowed to continue doing standard combat
and use their Mass Rounds, if exempted from counting to the Mass
Combat score, as a limited Narrative Time. Players may use Mass
Rounds as standard Structured Time by taking as many normal
Rounds that can be fit in the Mass Round. Once this time has
passed, Mass Combat Tests are then made again.
THE ARMORY
This entire section presents the utilities and weaponry of the UNSC
and Insurrectionists. Each weapon and equipment offered in this
section has the items information and stats. The processes of
acquiring these items are from character creation and acquisition
before and during battle.
CREDITS (cR)
Everyone begins with a set amount of cR which can be spent on
character creation and starting equipment. The cR can also be spent
on acquiring new goods and equipment for missions. Everything has
a cR price that must be spent to attain said item. An example of this
is the M6F Personal Defense Weapon System (M6F PDWS). This
pistol has a cR price of 26 cR. In order for a character to acquire this
weapon, the character must first have 26 cR to spend, and if the
character must have this weapon as a drop on the battlefield, the
drop will cost extra.
DROP PRICES
Whenever a character must acquire an item on the battlefield, a
drop price must be added to the weapon. Depending on how bad
the battlefield is, the price will vary.
Drops must have an open location to land and might need
to be rolled on a scatter chart to see how many meters it deviates
from the desired location.
BATTLEFIELD
EXAMPLE
EXTRA PRICE
Clear
The Battlefield is
cleared, and will only
take a few extra cR to
spend in order to drop
the item with a pod.
Light
Weapon: 10 cR
Troop: 20 cR
ODST: 10 cR
Light Vehicle: 30 cR
Heavy Vehicle: 50 cR
Weapon: 40 cR
Troop: 60 cR
ODST: 40 cR
Light Vehicle: 80 cR
Heavy Vehicle: 120 cR
Weapon: 60 cR
Troop: 80 cR
ODST: 60 cR
Light Vehicle: 100 cR
Heavy Vehicle: 140 cR
Weapon: 80 cR
Troop: 100 cR
ODST: 80 cR
Light Vehicle: 120 cR
Heavy Vehicle: 160 cR
Moderate
Troublesome
Dangerous
The Battlefield is
riddled with troops and
any vehicle would have
some difficulty in
dropping supplies.
There are nearby antiair weaponry and
enemy ships awaiting
the arrival of
opponents.
There is difficulty in
getting anything to the
characters, so an extra
fee must be spent for
near-orbit or stealth
drops.
Weapon: 100 cR
Troop: 120 cR
ODST: 100 cR
Light Vehicle: 140 cR
Heavy Vehicle: 280 cR
SUPPORT POINTS
Every character begins with a set amount of Support Points after
each Mission. A Support Point is spent each time a character
requests a Drop during a mission. The standard Drop Points given to
a single character is one, unless specified otherwise. Rank gains
players extra Support Points, as well as other mission and campaign
setups.
REFUNDS
Sometimes, characters might want to return equipment to the
UNSC. If the equipment has not been used, whatsoever, there are
no penalties and the character can get all of the cR back. You can
never get the price paid for Support Drops back. If the equipment
rd
was used, the character can only get 1/3 of the amount spent
when returning the item. If the item is damaged, the character can
only get 1/8th of the price back.
SUPPORT PACKAGES
There are many things that are available for drop by purchase with
cR. These packages are beyond that of normal equipment that allow
players to escape dire situations or find new ways to come to a
desired position in the battlefield. These Support Packages all cost
different amounts of cR, so pay attention when attempting a
purchase of a package. Infantry Drops still are affected by how clear
the Battlefield is.
INFANTRY
5 Army
Infantrymen
5 Marines
5 ODST
1 Spartan IIs
2 Spartan IIIs
2 Spartan IVs
DROP
Five Infantrymen with the Army
Infantryman character setup
from the back of the book under
Characters.
Five Marines with the Marine
Corpsman character setup from
the back of the book under
Characters,
Five ODST with the ODST
character setup from the back of
the book under Characters.
Two Spartan IIs with the Spartan
II character setup from the back
of the book under Characters.
Two Spartan IIIs with the Spartan
III character setup from the back
of the book under Characters.
Two Spartan IVs with the Spartan
IV character setup from the back
of the book under Characters.
PRICE
650 cR
750 cR
950 cR
2350 cR
2150 cR
1900 cR
DROP
PRICE
Ammunition
Cache
Deployable
Cover
220 cR
325 cR
6000 cR
Cryobomb
Tactical
Nuke
Orbital MAC
Strike
Carpet
Bomb
Ordnance
Bombardme
nt
22000
cR
3400 cR
2900 cR
3100 cR
There are plenty of mobile turrets of the UNSC and Covenant. These
turrets come at character creation as well, and many cannot be
carried by anything other than a Spartan or Elite and above.
Infantry using turrets must take a Half Action to set up the
turret with its tripod or other stand before using it. The user of a
turret that is using a stand does not need to brace before use.
Rate of Fire
Almost every weapon has a Rate of Fire. A weapon can fire the
entire Rate of Fire when shot at a Full Action. If a weapon is being
fired for only a Half Action, the weapon fires at half the Rate of Fire
(rounding down). A weapon cannot fire past its Rate of Fire unless
the user is taking a Response Action to fire 1/4h of the Rate of Fire.
This does use up the Response action which stops the character
from being able to use evasion.
Response Action Shots can be taken at any time in a
Round.
RELOADING
Different weapons have different base reloading times that can be
reduced by character speed and Abilities. Weaponry Reload Times
are based on (X)-Warfare Range Modifier (minimum of 1), where (X)
is the weapon types base Reload Time in Half Actions shown in the
Chart below.
WEAPON TYPE
Pistol
Submachine Gun/ PDWS/ Carbine
Bullpup
Beltfed
Rocket Launcher
Grenade Launcher
Flame thrower
Sniper Rifle
Light Machine Gun
BASE DAMAGE
+9
PIERCING
10
RANGE
50m-300m
RANGE
50m-400m
BASE DAMAGE
+8
PIERCING
11
RANGE
50m-400m
M6C Soccom
DAMAGE ROLL
1D10
BASE DAMAGE
+6
PIERCING
11
RANGE
50m-500m
PDWS
AMMUNITION
12.7x40mm
1.5
ACCURACY
10
KFAx2 PDWS
AMMUNITION
12.7x40mm
1.6
1x/2x
ACCURACY
10/15
Large PDWS
AMMUNITION
12.7x40mm
1.6
1x/2x
ACCURACY
10/15
M6S
AMMUNITION
12.7x40mm
1.8 // 2.7 Soartan
1x/4x Smartlink
ACCURACY
10/20
M6D Magnum
AMMUNITION
12.7x40mm
1.6 // 2.8 Spartan
ACCURACY
10
Downsized M6D
PIERCING
12
M6E Magnum
AMMUNITION
12.7x40mm
1.5
ACCURACY
10
Officer M6
AMMUNITION
12.7x40mm
1.6
RANGE
50m-300m
1x/2x
ACCURACY
10/15
M6G Magnum
AMMUNITION
12.7x40mm
1,9 // 2.7
M6H Magnum
AMMUNITION
12.7x40mm
2.0 // 3.0
1x/2x
ACCURACY
10/15
[I]
TYPE
Submachine Gun
PIERCING
10
M6J/C Carbine
DAMAGE ROLL
1D10
BASE DAMAGE
+13
[I]
TYPE
Pistol
Pocket Pistol
DAMAGE ROLL
2D10
BASE DAMAGE
+2
[I]
TYPE
Non-Lethal Pistol
Narq-Dart Pistol
DAMAGE ROLL
1D5
BASE DAMAGE
0
PIERCING
12
RANGE
80m-800m
ACCURACY
10
RANGE
50m-300m
M6D Magnum
AMMUNITION
12.7x40mm
2.3
1x/2x
ACCURACY
10/15
RANGE
100m-600m
M6 Carbine
AMMUNITION
12.7x40mm
2.2
1x/2x
ACCURACY
10/15
Rate of Fire( 7)
MAG
cR
6
29
WEIGHT (KG):
M6K
AMMUNITION
12.7x40mm
1.2
1x/2x/3x
ACCURACY
10/15/20
Submachine Gun
AMMUNITION
5x23mm
1.3
1x/2x
ACCURACY
10/15
PIERCING
14
RANGE
50m-450m
PIERCING
9
RANGE
50m-200m
Pocket Pistol
AMMUNITION
12.7x40mm
0.4
ACCURACY
10
PIERCING
12
RANGE
10m-50m
Narq-Dart
AMMUNITION
Narq-Dart
0.8
ACCURACY
10
PIERCING
6+HSM
RANGE
1m
PIERCING
0
RANGE
1m
PIERCING
0
RANGE
2m
Combat knife
AMMUNITION
--0.6
ACCURACY
--
Electrified
MAG
cR
-12
WEIGHT (KG):
Shock Stick
AMMUNITION
-3.5
ACCURACY
--
MAG
cR
--19
WEIGHT (KG):
Bato
AMMUNITION
--1.5
ACCURACY
--
MAG
cR
--50
WEIGHT (KG):
Taser
AMMUNITION
--2
ACCURACY
--
MAG
cR
30
50
WEIGHT (KG):
Mace
AMMUNITION
--2
ACCURACY
--
MAG
cR
--8
WEIGHT (KG):
[I]
TYPE
Melee Knife
Police Baton
DAMAGE ROLL
2D10
BASE DAMAGE
1+Strength Modifier
[I]
TYPE
Melee Knife
Taser
DAMAGE ROLL
--
BASE DAMAGE
1
[I]
TYPE
Melee Knife
Pepper Spray
DAMAGE ROLL
--
BASE DAMAGE
--
[I]
TYPE
Melee Knife
PIERCING
5+HSM
RANGE
1m
MAG
cR
--19
WEIGHT (KG):
Combat khukri
AMMUNITION
--2.1
ACCURACY
--
[I]
TYPE
Melee Knife
PIERCING
5+HSM
RANGE
1m
MAG
cR
--19
WEIGHT (KG):
Hand-Axe
AMMUNITION
--1.2
ACCURACY
--
[I]
TYPE
Melee Knife
PIERCING
5+HSM
RANGE
2m
MAG
cR
--21
WEIGHT (KG):
Machete
AMMUNITION
--1.9
ACCURACY
--
BASE DAMAGE
+4
PIERCING
8
RANGE
100m-1000m
Three Burst
MAG
cR
36
33
WEIGHT (KG):
Battle Rifle
AMMUNITION
9.5x40mm
3.7
1x/2x
ACCURACY
10/15
PIERCING
11
RANGE
70m-800m
Three Burst
MAG
cR
36
44
WEIGHT (KG):
BR85HB
AMMUNITION
9.5x40mm
4.7
1x/2x/3x
ACCURACY
10/15/20
BASE DAMAGE
+2
PIERCING
7
RANGE
80m-1000m
Assault Rifle
AMMUNITION
9.5x40mm
3.4
1x/2x
ACCURACY
10/15
PIERCING
14
RANGE
100m-1000m
DMR
AMMUNITION
7.62x51mm NATO
6.8
1x/2x/3x
ACCURACY
10/15/20
PIERCING
16
RANGE
150m-2000m
M95 DMR
AMMUNITION
7.62x51mm NATO
8.5
1x/2x/3x
ACCURACY
10/15/20
PIERCING
9
RANGE
25m-450m
Assault Rifle
AMMUNITION
.390 Caliber
6.3
ACCURACY
10
RANGE
20m-300m
Assault Rifle
AMMUNITION
.390 Caliber
4.3
ACCURACY
10
[I]
TYPE
Select Fire Rifle
[I]
TYPE
MA Assault Rifle
[I]
TYPE
MA5 Assault Rifle
[DW] [I]
TYPE
Carbine
RANGE
40m-450m
Assault Rifle
AMMUNITION
.390 Caliber
6.4
ACCURACY
10
PIERCING
10
RANGE
55m-500m
Assault Rifle
AMMUNITION
7.62x51mm NATO
4.8
ACCURACY
10
RANGE
60m-600m
Assault Rifle
AMMUNITION
7.62x51mm NATO
4.4
ACCURACY
10
RANGE
60m-600m
Assault Rifle
AMMUNITION
7.62x51mm NATO
4.0
ACCURACY
10
PIERCING
11
RANGE
75m-625m
Assault Rifle
AMMUNITION
7.62x51mm NATO
5.1
ACCURACY
10
MA5K Carbine
DAMAGE ROLL
1D10
BASE DAMAGE
+5
PIERCING
8
RANGE
40m-350m
Assault Carbine
AMMUNITION
7.62x51mm NATO
3.1
ACCURACY
10
PIERCING
18
RANGE
40m-100m
CAWS Shotgun
AMMUNITION
Soellkraft 8 Gauge
6.3
ACCURACY
10
PIERCING
19
RANGE
40m-150m
Tactical Shotgun
AMMUNITION
Soellkraft 8 Gauge
5.4
ACCURACY
10
PIERCING
14
RANGE
40m-100m
Tactical Shotgun
AMMUNITION
12-Gauge
3.3
ACCURACY
10
PIERCING
13
RANGE
40m-100m
Tactical Shotgun
AMMUNITION
8-Gauge Magnum
6.4
ACCURACY
10
PIERCING
19
RANGE
40m-100m
Tactical Shotgun
AMMUNITION
8-Gauge Magnum
8.4
ACCURACY
10
PIERCING
11
RANGE
20m-80m
Tactical Shotgun
AMMUNITION
8-Gauge Magnum
10.1
ACCURACY
5
RANGE
--
Blast(8) Kill(2)
MAG
cR
-13
WEIGHT (KG):
Frag Grenade
AMMUNITION
ComL High-Explosive
0.4
ACCURACY
--
RANGE
--
Blast(8) Kill(2)
MAG
cR
-15
WEIGHT (KG):
Frag Grenade
AMMUNITION
ComL High-Explosve
0.9
ACCURACY
--
PIERCING
5
Flame(1D10)
RANGE
--
Blast(7) Kill(1)
MAG
cR
-12
WEIGHT (KG):
Napalm Grenade
AMMUNITION
Naphthenic/Palmitic
0.8
ACCURACY
--
PIERCING
RANGE
Blast(7) Kill(1)
MAG
cR
Stun Grenade
AMMUNITION
SHOTGUNS
[I]
TYPE
Shotgun
ACCURACY
1D5
+3
--
BASE DAMAGE
+3
PIERCING
7
[I]
TYPE
Non-Deadly Blast
Flashbang Grenade
DAMAGE ROLL
1D5
[V]
TYPE
Landmine
[I] [V]
TYPE
Demolitions
BASE DAMAGE
+1
BASE DAMAGE
+1
BASE DAMAGE
+1
PIERCING
1
PIERCING
1
PIERCING
1
-12
WEIGHT (KG):
Naphthenic/Palmitic
0.8
RANGE
--
Blast(6) Kill(5)
MAG
cR
-11
WEIGHT (KG):
Sonic Grenade
AMMUNITION
-0.8
RANGE
--
Blast(6) Kill(2)
MAG
cR
-330
WEIGHT (KG):
Thermite
AMMUNITION
Blast(12) Kill(1)
MAG
cR
-18
WEIGHT (KG):
Flashbang
AMMUNITION
Blast(15) Kill(1)
MAG
cR
-15
WEIGHT (KG):
Smoke Canister
AMMUNITION
Blast(20) Kill(1)
MAG
cR
-20
WEIGHT (KG):
Smoke Canister
AMMUNITION
RANGE
--
RANGE
--
RANGE
--
--
ACCURACY
--
ACCURACY
--
3.4
ACCURACY
--
0.2
ACCURACY
--
0.4
ACCURACY
--
0.4
PIERCING
25
RANGE
--
Blast(9) Kill(3)
MAG
cR
-322
WEIGHT (KG):
LOTUS
AMMUNITION
-19.4
ACCURACY
--
PIERCING
12
RANGE
--
Blast(12) Kill(4)
MAG
cR
-220
WEIGHT (KG):
Landmine
AMMUNITION
-12.3
ACCURACY
--
PIERCING
18
RANGE
--
Blast(5) Kill(1)
MAG
cR
-220
WEIGHT (KG):
Landmine
AMMUNITION
-13
ACCURACY
--
PIERCING
6
RANGE
--
Blast(8) Kill(4)
MAG
cR
-220
WEIGHT (KG):
Landmine
AMMUNITION
-13
ACCURACY
--
PIERCING
15
RANGE
--
Blast(8) Kill(4)
MAG
cR
-220
WEIGHT (KG):
Blowhorn
AMMUNITION
-13
ACCURACY
--
PIERCING
15
RANGE
--
Blast(5) Kill(3)
MAG
cR
-160
WEIGHT (KG):
Rolling Thunder
AMMUNITION
-9.5
ACCURACY
--
PIERCING
8
RANGE
--
Blast(7) Kill(5)
MAG
cR
-80
WEIGHT (KG):
Sticky Bomb
AMMUNITION
Composition-7
7.8
ACCURACY
--
PIERCING
13
RANGE
--
Blast(9) Kill(6)
MAG
cR
-232
WEIGHT (KG):
Damage Pack
AMMUNITION
ComL High-Explosve
12.4
ACCURACY
--
PIERCING
20
RANGE
--
Blast(20) Kill(5)
MAG
cR
-397
WEIGHT (KG):
Demo Kit
AMMUNITION
-29.5
ACCURACY
--
PIERCING
15
RANGE
--
Blast(20) Kill(5)
MAG
cR
-297
WEIGHT (KG):
Blastpack
AMMUNITION
-26.2
ACCURACY
--
Vehicle Lock
RANGE
250m-1000m
M41 Rocket
AMMUNITION
M19 102mm
12.7
1x/2x
ACCURACY
10/15
[V] [DW]
TYPE
Pistol / Grenade
PIERCING
10
RANGE
20m-200m
Sticky Detonator
AMMUNITION
M9030 HEIRD 12cm
6.8
Sticky
ACCURACY
10
[V]
TYPE
Grenade Launcher
PIERCING
8
RANGE
50m-500m
Blast(9) Kill(3)
MAG
cR
1
47
WEIGHT (KG):
Grenade Launcher
AMMUNITION
40mm Grenade
13.6
[V]
TYPE
Grenade Launcher
Blast(5) Kill(2)
PIERCING
8
RANGE
50m-500m
Grenade Launcher
AMMUNITION
40mm Grenade
20.8
[V]
TYPE
Turret Rocket
LAU-65D/SGM-151
DAMAGE ROLL
5D10
BASE DAMAGE
+15
Vehicle Lock
PIERCING
19
Missile Pod
AMMUNITION
ASGM4
17,5
ACCURACY
5
[V]
TYPE
Turret Rocket
Recharge (2)
RANGE
250m-1000m
Missile Pod
AMMUNITION
65mm MLRS
97.2
ACCURACY
5
ACCURACY
10
1x/2x
ACCURACY
10/15
FLAMETHROWERS
[I] [H]
TYPE
Flamethrower
Fire Rate(6)
MAG
cR
30
467
WEIGHT (KG):
Flame Thrower
AMMUNITION
NAPALM-Oxide Mixes
22.5
ACCURACY
10
M7057 Flamethrower
DAMAGE ROLL
BASE DAMAGE
2D10
+5
Fire Rate(3)
MAG
cR
12
230
WEIGHT (KG):
Flame Thrower
AMMUNITION
Pyrosene-V
15.4
ACCURACY
10
PIERCING
18
RANGE
1800m-2500m
Sniper Rifle
AMMUNITION
14.5x114mm
13.7
4x/8x/12x
ACCURACY
20/40/60
RANGE
2300m-2900m
Sniper Rifle
AMMUNITION
14.5x114mm
16.3
5x/10x/15x
ACCURACY
25/50/75
RANGE
1800m-2500m
Sniper Rifle
AMMUNITION
14.5x114mm
15.6
3x/6x/9x
ACCURACY
15/30/45
RANGE
2300m-2900m
Sniper Rifle
AMMUNITION
14.5x114mm
15.6
5x/10x/15x
ACCURACY
25/50/75
Recharge (3)
RANGE
2000m-5000m
Gauss Rifle
AMMUNITION
5.4mm
23.5
10x/20x/25x
ACCURACY
50/75/125
PIERCING
20
[H]
TYPE
Heavy Machine Gun
PIERCING
13
RANGE
60m-200m
SAW
AMMUNITION
7.62x51mm NATO
9.6
ACCURACY
10
PIERCING
11
RANGE
10m-170m
Confetti Maker
AMMUNITION
7.62x51mm NATO
7.8
ACCURACY
0
PIERCING
14
RANGE
300m-1100m
M247
AMMUNITION
7.62x51mm NATO
15.2
ACCURACY
10
PIERCING
15
RANGE
50m-700m
Machine Gun
AMMUNITION
12.7x.99mm
37.6
ACCURACY
10
[H]
TYPE
Heavy Machine Gun
PIERCING
12
RANGE
25m-500m
[H]
TYPE
Heavy Machine Gun
PIERCING
12
RANGE
25m-400m
HMG38
AMMUNITION
12.7x.99mm
WEIGHT (KG):
[H][V]
TYPE
Heavy Machine Gun
PIERCING
14
RANGE
50m-700m
Machine Gun
AMMUNITION
12.7x.99mm
62
ACCURACY
10
[H] [V]
TYPE
Heavy Machine Gun
PIERCING
12
RANGE
50m-700m
Machine Gun
AMMUNITION
12.7x.99mm
59.7
ACCURACY
10
Railgun
AMMUNITION
16x65mm M645
14.9
1x/2x
ACCURACY
10/15
Spartan Laser
AMMUNITION
Grindell Battery Cell
20.4
1x/2x
ACCURACY
10/15
MAG
cR
6
-WEIGHT (KG):
Gauss Cannon
AMMUNITION
Battery Cell
167
1x/Infrared
ACCURACY
10
AMMUNITION
120mm SB Missile
2084
ACCURACY
5
ACCURACY
10
19.7
ENERGY-BASED WEAPONRY
[V] [H]
TYPE
Railgun Carbine
ARC-920
DAMAGE ROLL
6D10
[V]
TYPE
[V]
TYPE
Linear Induction Battery
BASE DAMAGE
+10
MAG
cR
1
2200
WEIGHT (KG):
MAG
cR
6
3400
WEIGHT (KG):
VEHICLE ONLY
TYPE
Turret Rocket
[H]
TYPE
Machine Gun
PIERCING
9
RANGE
50m-700m
ACCURACY
10
[H]
TYPE
Machine Gun
PIERCING
5
RANGE
50m-1500m
Hellfire
AMMUNITION
20x102mm
462.5
ACCURACY
10
TYPE
Turret Rocket
AMMUNITION
90mm SB Missile
ACCURACY
5
[H]
TYPE
Turret Rocket
RANGE
250m-1300m
AMMUNITION
ASMGM4
ACCURACY
10
TYPE
Heavy Machine Gun
PIERCING
7
RANGE
50m-700m
Ripper
AMMUNITION
20mm CML
ACCURACY
10
TYPE
Rocket Launcher
M41 Rocket
AMMUNITION
M19 102mm
1x/2x
ACCURACY
10/15
TYPE
Turret Rocket
PIERCING
14
AMMUNITION
ASMGM4
ACCURACY
10
TYPE
Heavy Machine Gun
PIERCING
11
RANGE
50m-700m
Machine Gun
AMMUNITION
12.7mm High Velocity
ACCURACY
10
TYPE
Heavy Machine Gun
LUA-1810/SGM-151
DAMAGE ROLL
5D10
Vehicle Lock
RANGE
250m-900m
Blast(6) Kill(3)
MAG
cR
5
--
Master Blaster
AMMUNITION
ASGM4 Heavy
ACCURACY
10
TYPE
Turret Rocket
PIERCING
17
RANGE
250m-1300m
AMMUNITION
ASMGM4
ACCURACY
10
TYPE
Turret Rocket
ANVIL-II Ai
DAMAGE ROLL
3D10
PIERCING
11
RANGE
250m-1300m
AMMUNITION
ASMGM4
ACCURACY
10
TYPE
Heavy Machine Gun
PIERCING
14
RANGE
500m-3000m
Machine Gun
AMMUNITION
30MM APR
ACCURACY
40
TYPE
Heavy Machine Gun
BASE DAMAGE
+3
PIERCING
14
RANGE
500m-3000m
Machine Gun
AMMUNITION
50MM APR
ACCURACY
10
TYPE
Heavy Machine Gun
BASE DAMAGE
+10
PIERCING
13
RANGE
500m-3000m
Machine Gun
AMMUNITION
110mm Shell
ACCURACY
10
TYPE
Heavy Machine Gun
BASE DAMAGE
+11
PIERCING
13
RANGE
500m-3000m
Machine Gun
AMMUNITION
120mm Shell
ACCURACY
10
PIERCING
25
RANGE
200m-1500m
Plasma Cannon
AMMUNITION
Battery Cell
1x
ACCURACY
10
TYPE
Light Railgun Cannon
PIERCING
25
RANGE
400m to 15000m
Railgun
AMMUNITION
30mm ELA Round
1x/2x
ACCURACY
10/15
TYPE
Railgun Cannon
BASE DAMAGE
+20
PIERCING
35
RANGE
400m to 19000m
MAG
1
Railgun
AMMUNITION
105mm ELA Round
1x/2x
ACCURACY
10/15
TYPE
Heavy Machine Gun
PIERCING
13
RANGE
450m-2000m
Machine Gun
AMMUNITION
35x227mm
ACCURACY
10
TYPE
Heavy Machine Gun
PIERCING
14
RANGE
500m-3300m
Machine Gun
AMMUNITION
30x177mm
ACCURACY
10
TYPE
Heavy Machine Gun
M370 Autocannon
DAMAGE ROLL
3D10
BASE DAMAGE
+6
PIERCING
12
RANGE
500m-3000m
Machine Gun
AMMUNITION
70mm APR ACS
ACCURACY
10
TYPE
Heavy Machine Gun
PIERCING
10
RANGE
500m-3000m
Machine Gun
AMMUNITION
70mm APR 53S
ACCURACY
10
TYPE
BASE DAMAGE
+15
MAG
1
cR
--
MAG
1
cR
--
cR
--
TYPE
Heavy Machine Gun
M638 Autocannon
DAMAGE ROLL
2D10
BASE DAMAGE
+2
RANGE
500m-500m
AMMUNITION
30x177mm
ACCURACY
10
[H]
TYPE
Turret Rocket
M6088 ST/MMP
DAMAGE ROLL
2D10
RANGE
250m-3500m
Stomper
AMMUNITION
ASMMP
ACCURACY
10
TYPE
Missile Automated
Blast(20) Kill(6)
PIERCING
15
RANGE
600m-4000m
Stonebreaker
AMMUNITION
90mm Medusa LNCH
ACCURACY
10
TYPE
Rocket Turret
Blast(6) Kill(2)
PIERCING
18
RANGE
600m-4000m
Schert Launcher
AMMUNITION
102mm SC-HE Rocket
ACCURACY
10
TYPE
Rocket Turret
Blast(9) Kill(4)
PIERCING
18
RANGE
300m-1400m
Schert Launcher
AMMUNITION
105mm Round
ACCURACY
10
TYPE
Rocket Turret
Lancet Micr-Missile
DAMAGE ROLL
2D10
BASE DAMAGE
+13
Blast(6) Kill(3)
PIERCING
19
RANGE
250m-1000m
Lancet
AMMUNITION
212 Micromissile
ACCURACY
10
TYPE
Railcannon
BASE DAMAGE
+10
PIERCING
20
RANGE
4500-10000m
Lateral Blaster
AMMUNITION
16x65mm FTP-HE AUT
ACCURACY
10
TYPE
Heavy Turret
Dorsal Turret
DAMAGE ROLL
2D10
BASE DAMAGE
+6
PIERCING
15
RANGE
400-3000m
Tail Feather
AMMUNITION
40mm APR
ACCURACY
10
TYPE
Heavy Launcher
Blast(9) Kill(3)
PIERCING
18
RANGE
50m-500m
Juicer
AMMUNITION
LA-AV Heavy Grenade
ACCURACY
10
TYPE
Heavy Grenade
Blast(10) Kill(4)
PIERCING
8
RANGE
50m-400m
Juicer
AMMUNITION
XM-AV Heavy Grenade
ACCURACY
10
TYPE
Electromagnetic
EMP Cannon
AMMUNITION
X23NNE PC
1x/2x
ACCURACY
10/15
TYPE
Electromagnetic
1x/2x
ACCURACY
10/15
TYPE
Electromagnetic
MAC Cannon
AMMUNITION
950cm HRG
1x/2x
ACCURACY
10/15
TYPE
Electromagnetic
MAC Cannon
AMMUNITION
950cm HRG
1x/2x
ACCURACY
10/15
PIERCING
10
MAG
1
MAG
1
MAG
1
MAG
1
cR
--
cR
--
cR
--
cR
--
SPECIALIZED AMMUNITION
AMMUNITION
Armor Piercing (AP)
High-Explosive (HE)
Shredder (JHP)
Soft Point (JSP)
Semi-Armor Piercing (SAP)
Incendiary (INs)
High Velocity (HV)
Stun Round (STRD)
Match (MH)
Cold Load (CL)
DAMAGE
-1
+1D10
+4
+5
-0
-4
+5
-15
-2
-2
12.7x40mm Magnum
PIERCE
COMPATIBILITY
+5
HE, IN, HV, MH
-4
AP, IN, HV, MH
-3
HV
-4
HV
+3
HE, IN, HV, MH
-3
AP, HE, SAP, HV, MH
+5
All
0
None
0
AP, HE, SAP, IN, HV
-2
All
ABILITY
Flame(1D5)
1D5+1 Special Damage per 5 Damage rolled.
+10 to hit after first round is fired in a Turn
When used with suppressor, -10 Perception
Checks to hear weapon.
5 cR per 25
PRICE
+19 cR
+17 cR
+12 cR
+10 cR
+16 cR
+20 cR
+26 cR
+3 cR
+11 cR
+9 cR
5x24mm Caseless
COMPATIBILITY
HV
HV
HV
HV
All
None
19 cR per 60
PRICE
+19 cR
Additional 2D10+5 on Special Damage Chart
+12 cR
+10 cR
+16 cR
+26 cR
1D5+1 extra Special Damage per 5 Damage
+3 cR
rolled.
When used with suppressor, -10 Perception
+19 cR
Checks to hear weapon.
AMMUNITION
Armor Piercing (AP)
Shredder (JHP)
Soft Point (JSP)
Semi-Armor Piercing (SAP)
High Velocity (HV)
Stun Round (STRD)
DAMAGE
-1
+4
+5
-0
+5
-15
PIERCE
+5
-3
-4
+3
+5
0
-2
-2
AMMUNITION
Armor Piercing (AP)
High-Explosive (HE)
Shredder (JHP)
Soft Point (JSP)
Match (MH)
DAMAGE
-1
+1D10
+4
+5
-2
PIERCE
+5
-4
-3
-4
-0
Incendiary (INs)
High Velocity (HV)
Stun Round (STRD)
Cold Load (CL)
-4
+5
-15
-2
-3
+5
0
-2
Tracer
-0
-0
-4
+8
MH, HV
+12 cR
-0
+5
-2
+3
+5
-2
+16 cR
+26 cR
+19 cR
-15
None
1D5
None
AMMUNITION
Armor Piercing (AP)
High-Explosive (HE)
Shredder (JHP)
Soft Point (JSP)
Match (MH)
Saboted Light Armor
Penetrator (SLAP)
Semi-Armor Piercing (SAP)
Incendiary (INs)
High Velocity (HV)
Stun Round (STRD)
Cold Load (CL)
DAMAGE
-1
+1D10
+4
+5
-2
-4
PIERCE
+5
-4
-3
-4
0
+8
-0
-4
+5
-15
-2
+3
-3
+5
0
-2
1D5
None
All
7.62x51 NATO
COMPATIBILITY
HE, MH, Tracer, IN, HV
AP, MH, Tracer, SAP, IN, HV
HV
HV
AP, HE, Tracer, SLAP, SAP, IN,
HV
AP, HE, MH, Tracer, SAP, HV
All
None
All
9.5x40mm Kurz
COMPATIBILITY
HE, IN, HV, MH
AP, IN, HV, MH, SAP
HV
HV
AP, HE, SAP, IN, HV, SLAP
MH, HV
ABILITY
30 cR per 60
PRICE
+19 cR
+17 cR
Additional 2D10+5 on Special Damage Chart
+12 cR
+10 cR
+10 to hit after first round is fired in a Turn
+11 cR
ABILITY
Flame(1D5)
1D5+1 Special Damage per 5 Damage rolled.
When used with suppressor, -10 Perception
Checks to hear weapon.
All shooters firing at a target hit with tracers
within the same Round get a +10 bonus to
hit. The target gains a +5 to Evasion bonus to
avoid Tracer Fire.
+20 cR
+26 cR
+3 cR
+9 cR
+15 cR
+3 cR
+0 cR
24 cR per 45
PRICE
+19 cR
+17 cR
Additional 2D10+5 on Special Damage Chart
+12 cR
+10 cR
+10 to hit after first round is fired in a Turn
+11 cR
+12 cR
ABILITY
Flame(1D5)
1D5+1 Special Damage per 5 Damage rolled.
When used with suppressor, -10 Perception
Checks to hear weapon.
When hit, character must make a Toughness
Test or gain a Fatigue. For every one that hits,
the test gains a -10 Penalty.
+16 cR
+20 cR
+26 cR
+3 cR
+9 cR
+0 cR
12.7x99mm Browning
PIERCE
COMPATIBILITY
+5
HE, MH, Tracer, IN, HV
-4
AP, IN, HV, MH, SAP, Tracer
0
AP, HE, SAP, IN, HV, SLAP
-0
AP, HE, SLAP, SAP, IN, HV
AMMUNITION
Armor Piercing (AP)
High-Explosive (HE)
Match (MH)
Tracer
DAMAGE
-1
+1D10
-2
-0
-4
+8
-0
-4
+5
-15
-2
+3
-3
+5
0
-2
1D5
None
AMMUNITION
Slug (SL)
Shot (ST)
Flechette (FL)
BOLO (BO)
Fragmentation Slug (FRS)
Fragmentation Shot (FRST)
Breaching Round (BCR)
Incendiary Shell (INS)
Taser (TZ)
DAMAGE
+0
-1
-3
-5
+4
-1
-6
-4
-3
AMMUNITION
Armor Piercing (AP)
High-Explosive (HE)
Match (MH)
Armor Piercing FinStabilized Discarding Sabot
(APFSDS)
High Velocity (HV)
Stun Round (STRD)
DAMAGE
-1
+1D10
-2
-3
PIERCE
+5
-4
0
+9
+5
-15
+5
0
AMMUNITION
Pyrosene-V
Napalm Defoilant
DAMAGE
-+4
PIERCE
--3
Nitrace-Ether Defoliant
-5
-4
AMMUNITION
Armor Piercing (AP)
High-Explosive (HE)
Shredder (JHP)
Soft Point (JSP)
Match (MH)
DAMAGE
-1
+1D10
+4
+5
-2
PIERCE
+5
-4
-3
-4
0
Tracer
-0
-0
14.5x114mm
COMPATIBILITY
HE, MH, HV
AP, MH, HV
AP, HE, APFSDS, HV
MH, HV
All
None
Flamethrower Fuels
COMPATIBILITY
N/A
N/A
N/A
.390 Caliber
COMPATIBILITY
HE, MH, Tracer, IN, HV
AP, MH, Tracer, SAP, IN, HV
HV
HV
AP, HE, Tracer, SLAP, SAP, IN,
HV
AP< HE, Match, SLAP, SAP,
IN, HV
17 cR per 20
PRICE
+19 cR
+17 cR
+10 to hit after first round is fired in a Turn
+11 cR
All shooters firing at a target hit with tracers
+15 cR
within the same Round get a +10 bonus to
hit. The target gains a +5 to Evasion bonus to
avoid Tracer Fire.
+12 cR
ABILITY
Flame(1D5)
1D5+1 Special Damage per 5 Damage rolled.
When used with suppressor, -10 Perception
Checks to hear weapon.
When hit, character must make a Toughness
Test or gain a Fatigue. For every one that hits,
the test gains a -10 Penalty.
+0 cR
10 cR per 5
PRICE
+0 cR
+5 cR
+5 cR
+20 cR
+30 cR
+27 cR
+13 cR
+23 cR
ABILITY
Standard Round for all Shotguns
Spread Special
Spread Special
4D10+20 extra Special Damage
Blast (2)
Spread, Blast (1)
+5 Pierce
Flame(1D10)
Electrified Special Rule
20 cR per 4
PRICE
+19 cR
+17 cR
+11 cR
+20 cR
ABILITY
+10 Accuracy
+5 to hit
ABILITY
Standard UNSC Flamethrower fuel
Beginning at -30 for the first test, each
consecutive Agility Test to put out the fire
will get a +10 until this penalty reaches 0.
+20 meters Range
+16 cR
+20 cR
+26 cR
+3 cR
+9 cR
+26 cR
+3 cR
20 cR per Tank
PRICE
+0 cR
+40 cR
+4 cR
19 cR per 40
PRICE
+19 cR
+17 cR
Additional 2D10+5 on Special Damage Chart
+12 cR
+10 cR
+10 to hit after first round is fired in a Turn
+11 cR
ABILITY
+15 cR
-4
+8
MH, HV
-0
-4
+5
-15
-2
+3
-3
+5
0
-2
1D5
None
AMMUNITION
Fragmentation
Smoke
Buckshot Canister
Slug Canister
Incendiary
Thermoberic
Flashbang
Parachute Flare
Infrared Iluminator
Tear Gas
DAMAGE
4D10+15
1D5+4
3D10+5
4D10+10
1D5+1
6D10+15
1D5+4
1D5+5
1D5+1
1D5+1
PIERCE
6
1
20
25
1
15
1
1
1
1
+12 cR
Flame(1D5)
1D5+1 Special Damage per 5 Damage rolled.
When used with suppressor, -10 Perception
Checks to hear weapon.
When hit, character must make a Toughness
Test or gain a Fatigue. For every one that hits,
the test gains a -10 Penalty.
40MM GRENADES
AMMUNITION
SPECIAL BENEFIT
Blast (9) Kill(3)
Covers a diameter of 15 meters in thick smoke.
Spread Special Rule
Acts as a shotgun slug.
Blast(15) Kill(5) Flame(1D10)
Blast(3) Kill(3)
Replaces the Flashbangs (X)s 12 with 25. Blast(25) Kill(8)
A Flare that falls very slowly, supported by a small parachute.
Provides Infrared Illumination
Blast (25) Kill(1) Tear Gas
PRICE
Narq Dart
10 cR for 16
M19 102mm
8 cR for 1
M9030 HEIRD 20cm
5 cR for 1
ASGM4
19 cR for 4
65mm MLRS
27 cR for 5
120mm SB Missile
5 cR for 1
90mm SB Missile
4 cR for 1
NAPALM-Oxide
20 cR for 30
Pyrosene-V
10 cR for 12
UNSC Battery Cell
15 cR for 1
UNSC Grindell Battery Cell
190 cR for 1 Cannot be reloaded. Only recharged. One hour to recharge a single shot.
M19 102mm
5 cR for 1
12.7mm High Velocity
50 cR for 60
30mm APR
50 cR for 55
120mm Shell
70 cR for 60
110mm Shell
1 cR for 1
30mm ELA
20 cR for 1
35cm HRG
1500 cR for 4
950cm HRG
1000 cR for 1
16x65mm M645
22 cR for 1
The minimum damage of Base Damage is 0.
The Minimum Pierce a weapon can have is 0.
+16 cR
+20 cR
+26 cR
+3 cR
+9 cR
+0 cR
3 cR for 1
PRICE
Standard
+11 cR
+20 cR
+25 cR
+20 cR
+520 cR
+11 cR
+15 cR
+40 cR
+15 cR
EQUIPMENT
Helmet Tech and Face Equipment
EQUIPMENT
Polarized Tactical
Goggles
Combat Flashlight
Night Vision Device
Helmet Recorder
Holographic Tactical
Eyepiece
S90 Gas Mask
Balaclava
Binoculars
BENEFITS
Only Half Penalties in Bright lights.
WEIGHT
0.5
cR PRICE
33
0.7
0.9
0.8
0.3
3
15
5
22
1.4
0.2
2.2
10
1
30
BENEFITS
Armored Carrying Device similar to a briefcase. 11 armor.
Armored Carrying Device that is an armored pouch. 11 armor.
Soft bagged Carrying Device similar to a briefcase.
Soft bagged Carrying Device that is a pouch.
Thigh armored carrying device. 12 armor.
Holds weapons through simple latches and holsters.
Ammunition pouch.
Holds pouches and equipment
Holds Weapons with powerful magnets.
WEIGHT
10.2
3.6
2.5
0.3
3.9
0.2
0.5
0.1
0.8
cR PRICE
9
10
2
3
18
2
2
8
11
0.5
10
BENEFITS
2x Smartlink
TYPE
Smartlink
SLS/V 5B
3x Smartlink
Smartlink
VnSLS/V6 4x
Scope
Oracle N-Variant
Scope
Oracle N-Variant
Scope v2
Oracle N-Variant
Scope v3
EVOS-D 3x
A2 Scope 2x
EVOS-D V2
EVOS-D
Marksman Sight
EVOS-D Adaptive
Laser Aiming
Module
4x Smartlink
Smartlink
Sniper Optic
Mount
Upper,
Side
Upper,
Side
Upper,
Side
Upper
Sniper Optic
Upper
Sniper Optic
Upper
3x Scope
2x Scope
2x/4x Scope
6x Scope, VISR Uplink
Optic
Optic
Optic
Optic
Upper
Upper
Upper
Upper
Restriction
VISR or Holographic
Tactical Eyepiece
VISR or Holographic
Tactical Eyepiece
VISR or Holographic
Tactical Eyepiece
Sniper, Marksman,
or Battle Rifle
Sniper, Marksman,
or Battle Rifle
Sniper, Marksman,
or Battle Rifle
NONE
NONE
NONE
Not for Pistols
Optic
Aiming
Module
Upper
Any
Aiming
Module
Any
Flashlight
Flashlight
Suppressor
Suppressor
Infrared Aiming
Module
Flashlight
Tactical Flashlight
Flash Suppressor
SS/M 49 Sound
Suppressor
WEIGHT
0.1
cR
6
0.2
11
0.4
14
0.5
17
0.7
25
0.1
0.1
19
6
0.1
0.2
20
Any
Any
None
None
0.9
Barrel
Barrel
None
Not used with HighVelocity Ammo
1.1
1.9
11
11
Underslung
Shotgun
Underslung
Grenade
Launcher
Foregrip
Bipod
Tripod
Underslung
weapon
Underslung
weapon
Lower
Bullpup or Flamer
6.8
33
Lower
Bullpup or Flamer
7.2
37
Brace
Brace
Grip
Lower
1.1
33
Brace
Lower
NONE
Sniper Rifles and
Machine Guns
Sniper Rifles and
Machine Guns
Electronic Warfare
EQUIPMENT
Electronic
Countermeasure Device
Guidance Lock
ONI-S/Energy Disruptor
Utility
Radar Jammer
Spoofer
Dumb AI
BENEFITS
Tricks enemy electronic radar, sonar, or other detection systems. Denies targeting
information or alters it.
Sets location for airstrikes and package drops.
Shuts down all electronic equipment in 10 meter area. Also known as the ONI Special
Educator, this experimental technology works slightly like a grenade in use, but shuts down
electronics similar to an EMP.
Tricks radars to see twice as many enemy units than there is.
Forces doors open through means of sending constantly changing electrical pulses through
the door.
An AI that begins with five Trained Skills, Three +10 Skills, and one +20 Skill. AI cannot learn,
gain experience, or Luck. The Characteristics of a Dumb AI do not gain a 2D10 roll and cannot
be upgraded through purchase. The Dumb AI gains all special Characteristic Abilities as the
Smart AI. A Dumb AI still has personality.
WEIGHT
3.1
cR PRICE
45
2.1
1.1
11
70
1.7
0.9
42
41
--
20000
BENEFITS
Hostile and Friendly unit detector and radar system. This comes standard to all military units,
both Covenant and UNSC. Allies registere as tags when at a distance. If coupled with Radar,
units will show up on a radial screen that show direction and distance.
Automated signal device for emergency EVAC.
WEIGHT
--
cR PRICE
27
0.9
29
0.1
2.1
0.1
18
20
12
0.9
3.1
22
56
Small, hand-held computer device used by both civilians and military in the UEG. This
compact device has a touch screen, and is capable of recording audio or text, and can display
video or image files. A Data Pad may transmit data over wireless networks, or can be secured
via a cable to a wired network. A Data Pad can be password protected or secured with
biometrics, and can also be linked to special AR glasses or a HUD to display its information. A
Data Pad runs a variety of aps, and has quite a large capacity for data-storage.
Military Hardcase computer used by the UNSC. Portable Computers are heavier and more
bulky than a TACPAD or Data Pad, the Portable Computer is much more durable, and has a
greater processing power. In addition to networking capabilities of the Data Pad, the PC can
record, playback and send text, audio and video, do real-time communication with local UNSC
military networks (Such as SHIPNET, Surveillance Grids or UNSC Military base networks) and
can send or receive information from electronic optics or HUDs through use of a wired link.
The Portable Computer is also powerful enough to run most Dumb AI systems, and can link to
certain remote-operated vehicles or emplacements. A PC can be password protected or
secured with biometrics.
.6
25
2.7
120
STR
AG
WFR
WFM
INT
PER
CR
CH
LD
20
20
20
40
25
90
50
30
50
30
Communications
EQUIPMENT
Identification Friend or
Foe Tags
Emergency Locator
Beacon
Panic Button
WAYPOINT Comm
LP-Comm
NAV Marker Transmitter
Covenant-UNSC
Translation System
(CUTS)
Data Pad
Portable Computer
Medical
EQUIPMENT
Artificial Limb
Biofoam Canister
Bone-Knitting Polymer
Chorotazine
Cytoprethaline
Medical Packet
Health Pack
Stitch Kit
Polypseudomorphine
Self-Adhering Antiseptic
BD
Medical Scanner
Morphine
Ocular Implant
Sterile Field Generator
Syringe Set
Thermal Blanket
Flash Clone Replacement
Respirator Pack
Magnetic Splint
Survival Splint
Polymerized Hemoglobin
Transfusion
BENEFITS
Bionic limb replacement. Cannot take bleed. If limb takes 50 damage, it is destroyed.
When used, roll 2D10+Intelligence Bonus. The number rolled is what Bleeding Is stopped.
Seals broken bones over the course of two days.
Medication that treats head-injuries. Removes 1 degree of fatigue per use. Will cause fatigue,
instead of removing it, if used more than twice a day. 5 uses.
Prevents cell damage from cryosleep. 5 uses.
Emergency packet filled with common medications.
Holds Biofoam, Stitch Kit, Polypseudomorphine, Self-Adhering Battle Dressing, syringes, and
other useful common medical components.
Medical stitching kit that seals wounds. Stops 1D10+Intelligence Bonus Bleeding.
Stops pain, slows bleeding by 1/3rd, and makes user unconscious for 3D10-Toughness
Modifier in hours. 5 uses. A second dose can stop 2/3rd of the bleeding, but will cause the
character to be out an extra 3D10 hours. A 3rd dose will knock the character out for an extra
7D10 hours from the second dose. A 4th dose will kill the character.
Special antiseptic that heals 1 wound and stops 1D5 Bleed. Taking this multiple times per
hour will cause 1 Fatigue per use.
Scans bodies to find what is wounded.
Removes penalties due to joint damage and wounds for 1D5 hours. -10 Penalty to hit and for
any Perception Tests. Each dose given to a player gives them 2 degrees of fatigue. 5 uses.
Morphine allows the character to ignore Fatigue from bruising. Any more than Toughness
Modifier + 2 doses will kill the character on a failed Toughness Check. If the check is passed,
the character slips into a coma for 1D5 hours per every dose given.
Replaces the eye with a bionic neutrally connected system.
Creates a sterile field in a radius of 2 meters. Stops infections. Gives +5 to medical rolls within
the field.
A simple syringe for any use deemed necessary. +5 to surgical rolls and medical tests.
Allows characters to stay warm in harsh colds.
A user can get flash-clone replacements of limbs and organs. It takes 5 days for an organ and
two weeks for a limb.
Standard-issue emergency gear for UNSC naval personnel. This unit contains breathable
oxygen for situations when the atmosphere is no longer breathable, such as contamination,
hull breach or deliberate venting of atmosphere. While this gear is not a full pressure suit,
and thus will not protect against direct exposure to vacuum, it does contain a reservoir of
oxygen that lasts an average of four hours, and can replenish itself in contact with breathable
oxygen. A respirator pack supply air directly to a wearer, or features an adaptor to feed air to
rebreather-equipped armor such as ODST BDUs or MJOLNIR armor.
Reduces any movement penalties from a broken or heavily damaged leg by half.
A splint made of materials foundin nature and the surroundings. Reduces any movement
penalties from a broken or heavily damaged leg by 1/4th.
Specialized transfusion pack that, over the course of 2 Minutes (30 Rounds), heals 30 bleed.
(1 per Round). No more than two can be applied at once without giving the character a heart
attack for every 2 rounds being used. This takes a -10 Toughness Test, if failed the character
dies.
WEIGHT
4.5
0.9
0.7
0.1
cR PRICE
92
6
15
5
0.1
1.7
2.6
4
10
15
0.7
0.1
4
4
0.7
1.1
0.1
29
5
0.2
1.2
80
52
0.2
4.2
--
1
3
Free
4.5
25
2.3
--
15
--
4.5
30
WEIGHT
1.1
1.2
1.1
cR PRICE
32
32
44
3.2
0.1
0.3
1.0
21
28
58
12
1.0
43
0.7
0.4
0.7
79
11
69
Sensors
EQUIPMENT
ARGUS
Doppler Radar
Fiber Optic Probe
Interrogator Translator
Microtail
Motion Tracker
Roadware
UNSC-MPD Scanner
VISR
WYRD III
Spotter Assist Target
System
BENEFITS
Explosive device detecting unit. Detects explosives within 4 meters forward.
Uses the Doppler effect to measure radial velocity and to take environmental tests.
Small camera on the end of a four meter long electronic, wire-shaped device. Smart-Link
capable.
UNSC/ONI translation laptop for Covenant to Human languages.
Miniature UNSC tracking device that uses M-Waves. Small as a tack.
Scans movement of the environment up to 14 meters.
Special computer software that pilots UNSC vehicles at high speeds. +20 to high speed driving
tests if the planet has a surveillance grid.
UNSC Detective equipment tracks Microtail and other systems the unit is programmed to
track.
Specialized systems for visual readings and tracking of allies and enemies.
Smart-Linking system that takes scope images and implants them in to the users HUD.
A scoped spotting system that has multiple zoom variants. X10, x15, x20, x25, x30, and x40
scopes that allow a Spotter to assist a sniper in extreme-ranged combat.
OTHER
EQUIPMENT
PG000E Portable
Electricity Generator
MK71 Emergency Food
Preparation Station
Mobile AI Docking
Station
NA4 Standard Tank
NA4 Armored Tank
Earplugs
Climbing Harness
Nanotube Rope
UNSC Military Issue
Shovel
Duct Tape
Multi-Tool Kit
Fire Extinguisher
Anti-Ballistics Shield
(RIOT SHIELD)
Police Equipment
Package
Neural Implant Tag
Upgrade
BENEFITS
Portable generator capable of powering Food preparation stations, radios, and even basic AI.
WEIGHT
46.5
cR PRICE
79
21.7
66
Mobile docking computer system for most Dumb AI and Smart AI. Needs a power generator
or large power source to run a Smart AI.
The standard tank for the NA4 Defoliant weapon. 9 armor to the tank.
Armored Tank extension for the Na4 Defoliant tank. 23 armor on the tank. +9kg.
Simple earplugs that allow characters to ignore half the effects of Flashbangs or other loud
noises. -40 to hearing Investigation and Perception Tests.
+50 to climbing tests.
Incredibly strong rope tethered using nanontubing. 5 cR per 4 meters.
A Standard issue sharpened shovel for entrenchment and other uses.
9.3
170
15.7
28.6
0.1
12
34
1
4.8
3 per 4m
0.7
12
5
11
Simple tool that has been in use for over 500 years.
A briefcase sized kit with tools such as wrenches, screwdrivers, and other useful tools. +10 to
repair and fabrication of equipment and items. Repair is impossible without tools of some
kind.
Puts out fires using foamed dry chemicals.
A Riot-shield that acts as active cover. The Riot shield uses hardened plastics to offer a
window. Covers the entire body of the average Marine. If the user wishes to cover their entire
body, they must Crouch, limiting their movement but offering better protection.
The Riot Shield offers an Armor value of 12.
Used to bind an individuals hands or ankles. To escape, a character must roll a -40 Security.
Handcuffs have a Toughness of 150 and an Armor Value or 14. If this armor and Toughness is
surpassed, the cuffs are broken.
This package comes standard to all SWAT and Police character. These packages include two
pairs of Military Grade Handuffs, Mace, the Humbler Stun Baton, Pepper Spray, and the Taser
Gun.
This upgrades the soldiers FOF Tag and neural implant to work with Tanks and other vehicles
that have Neural Implant usage. These allow the vehicles to be used with greater efficiency.
Without this tag, tanks cannot be moved and fired at the same time.
0.1
6.3
1
12
3.2
7.6
3
11
1.4
12
--
90
0.1
70
WEIGHT
7.3
cR PRICE
12
14.5
45
15.2
20
AERIAL GEAR
EQUIPMENT
Falcon Wing Aerial
Descent Unit
Parafoil
BENEFITS
Standard issue military parachute for the UNSC, employed by Army and Air Force Airborne
Infantry. Commonly considered to be the safest kind of chute, the Falcon Wing consists of a
light pack with a black chute inside, and two straps the wearer can use to maneuver to their
drop target. The Falcon Wing has a carrying capacity of 140 kg, not including its own weight,
and is ideal for atmospheric operations. The chute has integrity of 5, but reducing this to 0
only compromises it, causing it to half whatever falling damage is rolled against the wearer.
At double its Integrity, the Falcon Wing is completely destroyed, and the wearer takes falling
damage as normal. Striking the chute counts as a Called Shot.
The Parafoil is a special aerial-insertion tool for Airborne Infantry, an alternative to the SOEIV.
Parafoils use a collapsible foil, like a glider, made of resilient metals to allow it to carry
heavy loads safely to the ground. The Parafoil can be used to insert from Low Orbit or
Atmosphere. The Parafoil has a carrying capacity of 730 kg, not including its own weight.
Deployment of a Parafoil reduces all falling damage a character takes to zero so long as it is
opened at or above 60m from the ground, to give it time to decelerate the wearer. The
Parafoil has integrity of 10, but reducing this to 0 only compromises it, causing it to half
whatever falling damage is rolled against the wearer. At double its Integrity, the Parafoil is
completely destroyed, and the wearer takes falling damage as normal. Striking the foil counts
as a Called Shot.
The Reentry Pack is a device similar to a Parafoil/Airfoil Carapace issued as a standard safety
feature in many orbital craft, like the YSS-Sabre. The pack uses a variety of foils, heat-sinks
and chutes to safely bring a pilot from orbit to the ground. The Reentry pack can actually
decelerate a large amount of weight, up to 350kg, not counting its own weight, enough to
deliver even a SPARTAN in armor to the ground safely. The M-Spec, being an emergency
device, is not intended to drop soldiers with their equipment, but does have a special holster
to hold a Sidearm securely without losing it in the drop. The Reentry Pack can only be used
with Vacuum sealed gear, such as MJOLNIR.
Size
Human Fit
Mass
11.9 kg
Hull Material
Cloth/Titanium
Alloy
Price
23 cR
Vacuum UNSC
BDU
Human Fit
11.1 kg
Cloth/Titanium
Alloy
37 cR
LV Lightweight
Mobility UNSC
BDU
EDB2 E.O.D
UNSC BDU
Human Fit
7.7 kg
Cloth/Titanium
Alloy
20 cR
Human Fit
29 kg
Cloth/Titanium
Alloy
M48M Medic
UNSC BDU
Human Fit
12.1 kg
EFFU-B Fire
Rescue Armor
Human Fit
31.8 kg
Armor Toughness
Special Capability
Ignores a single point of Pierce Damage to
armor from Plasma weaponry.
Head
13
Head
12
Head
11
Arms
14
Arms
13
Arms
12
Chest
15
Chest
14
Chest
13
Legs
14
Legs
13
Legs
12
95 cR
Head
16
Arms
17
Chest
19
Legs
17
Cloth/Titanium
Alloy
76 cR
Cloth/Titanium
Alloy
120 cR
Head
14
Head
16
Arms
15
Arms
15
Chest
16
Chest
16
Legs
14
Legs
14
Covenant Era
ARMOR
M52B Standard
UNSC BDU
Size
Human Fit
Mass
11.9 kg
Hull Material
Cloth/Titanium
Alloy
Price
23 cR
Vacuum UNSC
BDU
Human Fit
11.2 kg
Cloth/Titanium
Alloy
37 cR
LV-45 Lightweight
Mobility UNSC
BDU
ED4 E.O.D UNSC
BDU
Human Fit
7.7 kg
Cloth/Titanium
Alloy
20 cR
Human Fit
29 kg
Cloth/Titanium
Alloy
M52M Medic
UNSC BDU
Human Fit
12.1 kg
EUG-FFB Fire
Rescue Armor
Human Fit
CBE Cross-Branch
UNSC BDU
Armor Toughness
Special Capability
Ignores a single point of Pierce Damage
to armor from Plasma weaponry.
Head
14
Head
13
Head
12
Arms
15
Arms
13
Arms
12
Chest
16
Chest
15
Chest
13
Legs
15
Legs
13
Legs
13
95 cR
Head
16
Arms
17
Chest
19
Legs
17
Cloth/Titanium
Alloy
76 cR
Head
14
Arms
15
Chest
17
Legs
16
31.8 kg
Cloth/Titanium
Alloy
120 cR
Head
14
Arms
15
Chest
17
Legs
15
Human Fit
12 kg
Cloth/Titanium
Alloy
24 cR
EXO/Atmospheric
UNSC BDU
Human Fit
17.5 kg
Cloth/Titanium
Alloy
96 cR
Head
14
Head
14
Arms
16
Arms
15
Chest
17
Chest
16
Legs
16
Legs
15
ARMOR
M53 Standard
UNSC BDU
Size
Human Fit
Mass
12.2 kg
Hull Material
Cloth/Titanium
Alloy
Price
23 cR
Vacuum UNSC
BDU
Human Fit
11.7 kg
Cloth/Titanium
Alloy
37 cR
LV-50 Lightweight
Mobility UNSC
BDU
EDE1 E.O.D UNSC
BDU
Human Fit
6.3 kg
Cloth/Titanium
Alloy
20 cR
Human Fit
29 kg
Cloth/Titanium
Alloy
M53M1 Medic
UNSC BDU
Human Fit
16.1 kg
EUG-FRB2 Fire
Rescue Armor
Human Fit
34.8 kg
Post-War Era
Armor Toughness
Special Capability
Ignores a single point of Pierce Damage
to armor from Plasma weaponry.
Head
15
Head
14
Head
12
Arms
15
Arms
15
Arms
12
Chest
17
Chest
16
Chest
13
Legs
16
Legs
14
Legs
13
95 cR
Head
17
Arms
18
Chest
19
Legs
18
Cloth/Titanium
Alloy
96 cR
Head
15
Arms
15
Chest
18
Legs
16
Cloth/Titanium
Alloy
120 cR
Head
15
Arms
16
Chest
17
Legs
16
CBE Cross-Branch
UNSC BDU
Human Fit
12.7 kg
Cloth/Titanium
Alloy
24 cR
EXO/Atmospheric
UNSC BDU
Human Fit
18.1 kg
Cloth/Titanium
Alloy
96 cR
Officers
Upgraded UNSC
BDU
Communications
UNSC BDU
Human Fit
11.8
Cloth/Titanium
Alloy
Human Fit
12.1 kg
Cloth/Titanium
Alloy
ARMOR
Size
Mjolnir
Materials
Group Armor
Prototype Mark
I Exoskeletons
Mjolnir
Materials
Group Armor
Prototype Mark
II Exoskeletons
Mjolnir
Materials
Group Armor
Prototype Mark
III Exoskeletons
HRUNTING
Materials
Group Armor
Mark III (B)
Cyclops
3.65
Meters
in
Height
ARMOR
MJOLNIR
Mark IV
Powered
Assault
Armor
Mark IV
Special
Abilities
Mass
1900 kg
Max Speed
Half Move
Head
15
Head
15
Arms
16
Arms
16
Chest
17
Chest
16
Legs
16
Legs
15
500 cR
Head
16
Arms
16
Chest
17
Legs
16
86 cR
Head
15
Arms
16
Chest
17
Legs
16
Special Capability
Legs
7
2.74
Meters
in
Height
1600 kg
Full Move
1485 cR
Head
9
Arms
9
Chest
9
Legs
9
2.1
Meters
in
Height
1400 kg
Full Move
1705 cR
Head
11
Arms
11
Chest
11
Legs
11
2.28
Meters
in
Height
1700 kg
Full Move *2
2930 cR
Head
12
Arms
12
Chest
12
Legs
12
Size
2.21 Meters
in Height
Mass
591 kg
Hull Material
Titanium
Alloy
Temperature Regulation
Onboard Computer
Vacuum Regulation
Reactive Metal Liquid Crystals
Heads-Up Display
Onboard AI Construct
Upgrade
Biofoam Injector
MJOLNIR Armors
Strength Modifier
Agility Modifier
+40
Characteristic
+30
Characteristic
Armor Toughness
Head
19
Arms
20
Chest
21
Legs
20
ARMOR
MJOLNIR
Mark V
Powered
Assault
Armor
Mark V
Special
Abilities
Size
2.19 Meters
in Height
Mass
538 kg
Hull Material
Titanium
Alloy
Temperature Regulation
Onboard Computer
Vacuum Regulation
Reactive Metal Liquid Crystals
Personal Energy Shielding
Onboard AI Construct
Upgrade
Biofoam Injector
ARMOR
MJOLNIR
Mark VI
Powered
Assault
Armor
Mark VI
Special
Abilities
Size
2.19 Meters
in Height
Mass
459 kg
Hull Material
Temperature Regulation
Onboard Computer
Improved Radar
Biofoam Injector
Generation
II Mark I
Special
Abilities
Size
2.18 Meters
in Height
Mass
420 kg
Armor Toughness
Agility Modifier
+50
Characteristic
+40
Characteristic
Armor Toughness
Allows the users to see important battle statistics and information on the allies and enemies
nearby. Includes a radar.
Improved refresh rate and double the radar distance. Now includes Thermal sensors.
When serious injuries are taken, the suit automatically stops bleeding by using Biofoam. Has five
uses before recharge between missions.
Hull Material
Vacuum Regulation
Strength Modifier
Head
Arms
Chest
Legs
21
22
23
22
Shield Integrity
40
Recharge Time
2
Recharge Rate
10
The suit will always attempt to regular temperatures to be a mild 72 degrees.
This onboard computer allows communication and information trading amongst the battlefield
and UNSC/ONI.
Allows the user to be in a vacuum and without oxygen for extended periods of time. Has enough
Oxygen to last 90 Minutes.
This offers the Spartans the Strength and Agility multipliers given by the suit.
This allows the user to be protected by attacks and the environment. Plasma no longer does
double Piercing damage.
Allows the integration of Smart AI technology with technical ports on the back of the helmets.
Titanium
Alloy
Temperature Regulation
Onboard Computer
Improved Radar
Biofoam Injector
+35
Characteristic
Head
Arms
Chest
Legs
20
21
22
21
Shield Integrity
30
Recharge Time
3
Recharge Rate
5
The suit will always attempt to regular temperatures to be a mild 72 degrees.
This onboard computer allows communication on the battlefield and UNSC/ONI.
Allows the user to be in a vacuum and without oxygen for extended periods of time. Has enough
Oxygen to last 90 Minutes.
This offers the Spartans the Strength and Agility multipliers given by the suit.
This allows the user to be protected by attacks and the environment. Damage done to the suit
from excessive attacks are lessened by 1/4th.
Allows the integration of Smart AI technology with technical ports on the back of the helmets.
Titanium
Alloy
ARMOR
Agility Modifier
+45
Characteristic
When serious injuries are taken, the suit automatically stops bleeding by using Biofoam. Has five
uses before recharge between missions.
Vacuum Regulation
MJOLNIR
Generation
II Mark I
Strength Modifier
Strength Modifier
Agility Modifier
+50
Characteristic
+40
Characteristic
Armor Toughness
Head
Arms
Chest Legs
22
23
24
23
Shield Integrity
50
Recharge Time
2
Recharge Rate
10
The suit will always attempt to regular temperatures to be a mild 72 degrees.
This onboard computer allows communication and information trading amongst the battlefield
and UNSC/ONI.
Allows the user to be in a vacuum and without oxygen for extended periods of time. Has enough
Oxygen to last 90 Minutes.
This offers the Spartans the Strength and Agility multipliers given by the suit.
This allows the user to be protected by attacks and the environment.
Allows the integration of Smart AI technology with technical ports on the back of the helmets.
Allows the users to see important battle statistics and information on the allies and enemies
nearby. Includes a radar.
Improved refresh rate and double the radar distance. Now includes Thermal sensors.
When serious injuries are taken, the suit automatically stops bleeding by using Biofoam. Has five
uses before recharge.
Nano Technology
ARMOR
Standard
ODST Battle
Dress
Uniform
Special
Abilities
When the suit toughness is damaged, the suit automatically begins repair process. Once a day,
the suit repairs 1 point of damage to each body part.
Size
1.88 Meters in
Height
Mass
27 kg
Oxygen Recycler
Rucksack
ARMOR
Size
1.88 Meters in
Height
Mass
39 kg
Oxygen Recycler
Rucksack
UU PPE Demolitions Armor
ARMOR
Size
1.88 Meters in
Height
Mass
Size
1.88 Meters in
Height
Kevlar Undersuit
Temperature Regulator
Vacuum Regulator
Oxygen Recycler
Rucksack
Chest
17
Legs
16
Armor Toughness
Head
Arms
Chest
Legs
18
17
18
17
This armor is bulky and gives the user a -20 to Agility.
Hull Material
Ceramic-Titanium
Composite Plating
Mass
27 kg
Arms
16
Armor Toughness
Head
18
Arms
15
Chest
16
Legs
15
Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
Offers better protection to the user. Worn under the suit.
Protects the user from harsher conditions and plasma.
Allows the user to be in a vacuum and without oxygen for extended periods of time. Has
enough Oxygen to last 15 Minutes.
Recycles oxygen and stored oxygen to last longer in harsh atmospheres and vacuums.
An armored M/LBE Hard Case armored backpack.
Links to Oracle Scopes on any of the Sniper Rifle System sniper rifles for +10 accuracy when
used.
Oxygen Recycler
Rucksack
Scope Smart Link
ARMOR
Hull Material
Ceramic-Titanium
Composite Plating
25 kg
Kevlar Undersuit
Temperature Regulator
Vacuum Regulator
Armor Toughness
Head
15
.Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
Offers better protection to the user. Worn under the suit.
Protects the user from harsher conditions and plasma.
Allows the user to be in a vacuum and without oxygen for extended periods of time. Has
enough Oxygen to last 15 Minutes.
Recycles oxygen and stored oxygen to last longer in harsh atmospheres and vacuums.
An armored M/LBE Hard Case armored backpack.
Extra titanium-alloy and ceramic-titanium composite platings used for Demolition experts and
plasma protection.
Kevlar Undersuit
Temperature Regulator
Vacuum Regulator
ODST BDU
Sharp
Shooter
Special
Abilities
Ceramic-Titanium
Composite Plating
.Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
Offers better protection to the user. Worn under the suit.
Protects the user from harsher conditions and plasma.
Allows the user to be in a vacuum and without oxygen for extended periods of time. Has
enough Oxygen to last 15 Minutes.
Recycles oxygen and stored oxygen to last longer in harsh atmospheres and vacuums.
An armored M/LBE Hard Case armored backpack.
Kevlar Undersuit
Temperature Regulator
Vacuum Regulator
ODST BDU
ODST/UA
Personal
Protection
Equipment
Special
Abilities
ODST Armors
Hull Material
Hull Material
Ceramic-Titanium
Composite Plating
Armor Toughness
Head
Arms
Chest
Legs
16
16
18
16
.Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
Offers better protection to the user. Worn under the suit.
Protects the user from harsher conditions and plasma.
Allows the user to be in a vacuum and without oxygen for extended periods of time. Has
enough Oxygen to last 15 Minutes.
Recycles oxygen and stored oxygen to last longer in harsh atmospheres and vacuums.
An armored M/LBE Hard Case armored backpack.
ODST BDU
UVH-BA
Special
Abilities
Size
1.88 Meters in
Height
Specialized chest piece that allows for stealth capabilities. +20 to any camouflage.
Mass
26 kg
Oxygen Recycler
Rucksack
UNSC BDU Hybrid
ARMOR
Special
Abilities
Size
Human Fit
Armor Toughness
Head
Arms
Chest
Legs
17
16
17
16
This armor gives users +5 to Evasion.
Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
Offers better protection to the user. Worn under the suit.
Protects the user from harsher conditions and plasma.
Allows the user to be in a vacuum and without oxygen for extended periods of time. Has
enough Oxygen to last 15 Minutes.
Recycles oxygen and stored oxygen to last longer in harsh atmospheres and vacuums.
An armored M/LBE Hard Case armored backpack.
The suit is pitch black and combined with the standard UNSC Battle Dress Uniform. This was
originally an unknown variant of the Marine ODST armory. +10 Camouflage when in the dark.
Kevlar Undersuit
Temperature Regulator
Vacuum Regulator
UNSC Black
Body Suit
Hull Material
Ceramic-Titanium
Composite Plating
Mass
7 kg
Hull Material
Armor Toughness
Ceramic-Titanium
Composite Plating
Head
Arms
Chest
Legs
10
10
10
10
This armor gives users +5 to Evasion.
Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
Allows the user to be in a vacuum and without oxygen for extended periods of time. Has
enough Oxygen to last 30 Minutes.
Recycles oxygen and stored oxygen to last longer in harsh atmospheres and vacuums.
This suit gives the user +10 when using Camouflage when not in light..
Mark I SemiPowered
Infiltration
Armor
Special
Abilities
Size
2.10 Meters in
Height
Mass
170 kg
ARMOR
Mark II SemiPowered
Infiltration
Armor
Special
Abilities
Size
2.10 Meters in
Height
Mass
Liquid Nanocrystals
Temperature Regulator
Vacuum Regulator
Oxygen Recycler
Improved PhotoReactive Panels
Thermal Cooling
Armor Toughness
Head
15
Arms
16
Chest
17
Legs
16
Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
Offers better protection to the user.
Protects the user from harsher conditions and plasma.
Allows the user to be in a vacuum and without oxygen for extended periods of time. Has enough
Oxygen to last 15 Minutes.
Recycles oxygen and stored oxygen to last longer in harsh atmospheres and vacuums.
These camouflaging panels shift light and conceal the user. Used for pure stealth. +30 Camouflage
Hides the use from thermal scanners.
173 kg
Hull Material
Ceramic-Titanium
Composite Plating
Hull Material
Ceramic-Titanium
Composite Plating
Armor Toughness
Head
16
Arms
17
Chest
18
Legs
17
Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
Offers better protection to the user.
Protects the user from harsher conditions and plasma.
Allows the user to be in a vacuum and without oxygen for extended periods of time. Has enough
Oxygen to last 19 Minutes.
Recycles oxygen and stored oxygen to last longer in harsh atmospheres and vacuums.
Newer and improved panels that better camouflage and hide the user. +50 Camouflage
Hides the use from thermal scanners but not VISR.
ARMOR
Semi-Powered
Headhunter
Variant Armor
Special
Abilities
Size
Mass
2.10 Meters in
Height
Hull Material
164 kg
Armor Toughness
Ceramic-Titanium
Composite Plating
Head
Arms
Chest
Legs
16
17
18
17
Shield Integrity
40
Recharge Time
4
Recharge Rate
10
Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
Offers better protection to the user.
Protects the user from harsher conditions and plasma.
Allows the user to be in a vacuum and without oxygen for extended periods of time. Has enough
Oxygen to last 19 Minutes.
Recycles oxygen and stored oxygen to last longer in harsh atmospheres and vacuums.
Newer and improved panels that better camouflage and hide the user. +50 Camouflage
Hides the use from thermal scanners but not VISR.
The armor gives the user a 5% chance that a round deflects off the armor. Damage done to the
suit from excessive attacks are lessened by 1/4th.
When camouflage is in use, shield integrity and shield recharge is halved until the camouflage is
recharged completely.
Insurrectionist Era Insurrectionist Armors
ARMOR
Size
Mass
Hull Material
T56B Standard
INSURRECTIONIST
BDU
Vacuum
INSURRECTIONIST
BDU
Y6a Lightweight
Mobility
INSURRECTIONIST
BDU
E.O.D Tordin
INSURRECTIONIST
BDU
IN-M Medic
INSURRECTIONIST
BDU
Tordin C66 Armor
Human Fit
11.9 kg
Cloth/Titanium
Alloy
23 cR
Head
13
Arms
14
Chest
15
Legs
14
Human Fit
11.1 kg
Cloth/Titanium
Alloy
37 cR
Head
12
Arms
13
Chest
14
Legs
13
Human Fit
7.7 kg
Cloth/Titanium
Alloy
20 cR
Head
11
Arms
12
Chest
12
Legs
11
Human Fit
29 kg
Cloth/Titanium
Alloy
95 cR
Head
15
Arms
17
Chest
20
Legs
17
Human Fit
12.1 kg
Cloth/Titanium
Alloy
76 cR
Head
14
Arms
15
Chest
16
Legs
14
Human Fit
31.8 kg
Cloth/Titanium
Alloy
250 cR
Head
19
Arms
17
Chest
19
Legs
15
ARMOR
Size
Mass
T57B Standard
INSURRECTIONIST
BDU
Vacuum
INSURRECTIONIST
BDU
Y6a2 Lightweight
Mobility
INSURRECTIONIST
BDU
E.O.D Tor/44
INSURRECTIONIST
BDU
M52M Medic
INSURRECTIONIST
BDU
EUG-FFC Fire
Rescue Armor
Human Fit
11.9 kg
Cloth/Titanium
Alloy
23 cR
Head
14
Arms
15
Chest
16
Legs
15
Human Fit
11.2 kg
Cloth/Titanium
Alloy
37 cR
Head
13
Arms
13
Chest
15
Legs
13
Human Fit
7.7 kg
Cloth/Titanium
Alloy
20 cR
Head
12
Arms
12
Chest
12
Legs
12
Human Fit
29 kg
Cloth/Titanium
Alloy
95 cR
Head
15
Arms
17
Chest
20
Legs
17
Human Fit
12.1 kg
Cloth/Titanium
Alloy
76 cR
Head
14
Arms
15
Chest
17
Legs
16
Human Fit
31.8 kg
Cloth/Titanium
Alloy
120 cR
Head
14
Arms
15
Chest
17
Legs
15
Human Fit
31.8 kg
Cloth/Titanium
250 cR
Head
Arms
Chest
Legs
Hull Material
Price
Armor Toughness
Special Capability
Special Capability
Alloy
EXO/Atmospheric
INSURRECTIONIST
BDU
Human Fit
17.5 kg
Cloth/Titanium
Alloy
ARMOR
M53 Standard
INSURRECTIONIST
BDU
Vacuum
INSURRECTIONIST
BDU
LV-50 Lightweight
Mobility
INSURRECTIONIST
BDU
EDE1 E.O.D
INSURRECTIONIST
BDU
M53M1 Medic
INSURRECTIONIST
BDU
EUG-FRB2 Fire
Rescue Armor
Size
Human Fit
Mass
12.2 kg
Hull Material
Cloth/Titanium
Alloy
96 cR
19
17
19
15
Head
14
Arms
15
Chest
16
Legs
15
15
15
17
16
Human Fit
11.7 kg
Cloth/Titanium
Alloy
37 cR
Head
14
Arms
15
Chest
16
Legs
14
Human Fit
6.3 kg
Cloth/Titanium
Alloy
20 cR
Head
12
Arms
12
Chest
12
Legs
12
Human Fit
29 kg
Cloth/Titanium
Alloy
95 cR
Head
15
Arms
19
Chest
20
Legs
18
Human Fit
16.1 kg
Cloth/Titanium
Alloy
96 cR
Head
15
Arms
15
Chest
18
Legs
16
Human Fit
34.8 kg
Cloth/Titanium
Alloy
120 cR
Head
15
Arms
16
Chest
17
Legs
16
Tordin V7 66
Armor
Human Fit
30.8 kg
Cloth/Titanium
Alloy
250 cR
Head
21
Arms
17
Chest
20
Legs
16
CBE Cross-Branch
INSURRECTIONIST
BDU
EXO/Atmospheric
INSURRECTIONIST
BDU
Human Fit
22.7 kg
Cloth/Titanium
Alloy
24 cR
Head
15
Arms
16
Chest
17
Legs
16
Human Fit
18.1 kg
Cloth/Titanium
Alloy
96 cR
Head
15
Arms
16
Chest
16
Legs
15
Officers
Upgraded
INSURRECTIONIST
BDU
Communications
INSURRECTIONIST
BDU
Human Fit
11.8
Cloth/Titanium
Alloy
500 cR
Head
16
Arms
16
Chest
17
Legs
16
Human Fit
12.1 kg
Cloth/Titanium
Alloy
86 cR
Head
15
Arms
16
Chest
17
Legs
16
ARMOR
Size
Mass
Standard Police
Battle Dress
Uniform (BDU)
Riot Suppression
Armor (BDU)
Human
Fit
7.7 kg
23 cR
Head
10
Arms
10
Chest
11
Legs
10
Human
Fit
14.5 kg
23 cR
Head
12
Arms
12
Chest
14
Legs
12
Police Special
Response SWAT
Armor (BDU)
Human
Fit
7.7 kg
23 cR
Head
12
Arms
11
Chest
13
Legs
11
Armor Toughness
Special Capability
COVENANT WEAPONRY
[B] [DW]
TYPE
Carbine
Spiker
DAMAGE ROLL
1D10
BASE DAMAGE
+12
Cauterize
PIERCING
5
RANGE
20m-200m
[DW]
TYPE
Plasma Pistol
Plasma Pistol
Homing and EMP when max charge
Max Charge of Three Half Actions
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
1D10
2 +4 Per Half Action
2 +5 Per Half Action
20m-100m
Each charge uses two ammunition
[DW]
TYPE
Plasma Rifle
Plasma Rifle
DAMAGE ROLL
1D10
[DW]
TYPE
Plasma Rifle
TYPE
Plasma Rifle
Type-25 Carbine
AMMUNITION
SHM Spike
13.2
Type-25 Pistol
AMMUNITION
Plasma
3.5
Type-25 Rifle
AMMUNITION
Plasma
13.8
Storm Rifle
Rate of Fire (12)
Type-55 Rifle/Advanced
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
cR
AMMUNITION
1D10
+15
6
20m-200m
200
60
Plasma
Firing full RoF twice in a row causes the rifle to gain the Overheat(2) Special Rule.
WEIGHT (KG)
8.1
ACCURACY
10
Plasma Special
ACCURACY
10
Plasma Special
ACCURACY
5
Plasma Special
ACCURACY
5
Plasma Special
ACCURACY
5
TYPE
Needle Rifle
Needle Rifle
DAMAGE ROLL
2D10
BASE DAMAGE
+6
Needler(3)
PIERCING
7
RANGE
100m-1000m
Type-31 Rifle
AMMUNITION
Crystalline Explosive
7.8
[V]
TYPE
Grenade Launcher
Brute Shot
DAMAGE ROLL
3D10
BASE DAMAGE
+9
Blast(2)
PIERCING
7
RANGE
100m-1000m
TYPE
Grenade
Flame Grenade
DAMAGE ROLL
1D5
BASE DAMAGE
+4
PIERCING
4
Flame(1D10)
RANGE
--
Blast(10) Kill(3)
MAG
cR
-15
WEIGHT (KG):
Type-3 Grenade
AMMUNITION
Incendiary Gel
3.6
[V]
TYPE
Grenade
Plasma Grenade
DAMAGE ROLL
2D10
BASE DAMAGE
+4
PIERCING
10
RANGE
--
Blast(6) Kill(1)
MAG
cR
-14
WEIGHT (KG):
Type-1 Grenade
AMMUNITION
Plasma
1.1
[V]
TYPE
Grenade
Spike Grenade
DAMAGE ROLL
2D10
BASE DAMAGE
+4
PIERCING
10
RANGE
--
Blast(11) Kill(3)
MAG
cR
-13
WEIGHT (KG):
Type-2 Grenade
AMMUNITION
Plasma
1.9
[V] H)
TYPE
Grenade Launcher
Plasma Launcher
DAMAGE ROLL
--
Homing
BASE DAMAGE
PIERCING
---
Type-52 Launcher
AMMUNITION
Plasma Grenade
16.3
1x/3x
ACCURACY
10/20
[V]
TYPE
Rocket Launcher
BASE DAMAGE
+5
RANGE
250m-1000m
Type-33 Anti-Armor
AMMUNITION
38mm RadExp Rod
20.8
1x/2x
ACCURACY
10/15
Concussion Rifle
DAMAGE ROLL
1D10
BASE DAMAGE
+15
Blast (2)
PIERCING
19
RANGE
20m-125m
Plasma Special
ACCURACY
5
Type-50 Sniper
AMMUNITION
Ion-Accel Hydrogen
18
4x/8x/12x
ACCURACY
20/40/60
TYPE
Heavy Plasma Rifle
[V]
TYPE
Sniper Rifle
Particle Beam
Penetrating and Cauterize Special Rule
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
2D10
+20
15
2100m 2900m
Firing full RoF a turn causes the rifle to gain the Overheat(4) Special Rule.
1x/2x/3x
ACCURACY
10/15/20
ACCURACY
--
TYPE
Carbine
TYPE
Plasma Rifle
Covenant Carbine
DAMAGE ROLL
2D10
BASE DAMAGE
+17
RANGE
100m -1000m
Plasma Repeater
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
1D10
+11
3
20m-200m
Firing full RoF a turn causes the rifle to gain the Overheat(2) Special Rule.
[B] [DW]
Mauler
TYPE
DAMAGE ROLL
Hybrid Pistol/Shotgun
2D10
BASE DAMAGE
+19
[H]c
TYPE
Sniper Energy Rifle
Focus Rifle
DAMAGE ROLL
1D10
BASE DAMAGE
+13
TYPE
Needler Launcher
Needler
DAMAGE ROLL
1D10
BASE DAMAGE
+13
[V]
TYPE
Radioactive RPG
[V]
TYPE
Radioactive RPG
[V]
TYPE
Melee
PIERCING
9
Type-51 Carbine
AMMUNITION
8.7x60mm CL Rad
7.1
Type-51 Improved
AMMUNITION
Plasma
8.6
1x/2x/3x
ACCURACY
10/15/20
Plasma Special
ACCURACY
10 (5 without HUD)
RANGE
5m-50m
Type-52 Pistol
AMMUNITION
7.9mm M Bolt
11.5
Cauterize
ACCURACY
10
RANGE
20m-1500m
Type-52 Rifle
AMMUNITION
Plasma
15.7
4x/8x/12x
ACCURACY
20/40/60
Needler(6) Homing
PIERCING
4
RANGE
20m-90m
Type-33 Launcher
AMMUNITION
Needle
3.7
1x
ACCURACY
10
Blast (9)
PIERCING
6
RANGE
250m-1000m
1x/2x
ACCURACY
10/15
PIERCING
8
RANGE
250m-1000m
1x/2x
ACCURACY
10/15
PIERCING
11
PIERCING
RANGE
Strength Mod
2 Meters
Cannot be parried. -20 to evading.
MAG
cR
-68
WEIGHT (KG):
Hunter Shield
AMMUNITION
--755
ACCURACY
--
TYPE
Plasma Turret
BASE DAMAGE
+20
PIERCING
5
RANGE
100m-500m
Type-42 Support
AMMUNITION
Plasma
22.4
Plasma Special
ACCURACY
5
TYPE
Plasma Turret
PIERCING
6
RANGE
100m-500m
Type-42 Support
AMMUNITION
Plasma
27.3
Plasma Special
ACCURACY
5
[V]
TYPE
Explosive
Covenant Charge
DAMAGE ROLL
4D10
BASE DAMAGE
+2
[V]
TYPE
Explosive
Jiralhanae Landmine
DAMAGE ROLL
3D10
BASE DAMAGE
+7
[V]
TYPE
Explosive
PIERCING
8
RANGE
--
Blast(9) Kill(5)
MAG
cR
--160
WEIGHT (KG):
Covenant Explosive
AMMUNITION
--8.5
ACCURACY
--
Blast(6) Kill(3)
MAG
cR
--87
WEIGHT (KG):
Brute Mine
AMMUNITION
--8.1
ACCURACY
--
Blast(10) Kill(3)
MAG
cR
--240
WEIGHT (KG):
Brute Mine
AMMUNITION
--9.3
Plasma Special
ACCURACY
--
PIERCING
5
RANGE
--
PIERCING
6
RANGE
1m
MAG
cR
--8
WEIGHT (KG):
Curveblade
AMMUNITION
--0.9
ACCURACY
--
PIERCING
11
RANGE
1m
MAG
cR
--27
WEIGHT (KG):
Butcher Blade
AMMUNITION
--1.9
ACCURACY
--
Curveblade
DAMAGE ROLL
1D10
TYPE
Melee
BASE DAMAGE
+Strength Modifier
[V]
TYPE
Melee
Energy Sword
DAMAGE ROLL
2D10
BASE DAMAGE
+Strength Modifier
PIERCING
25
RANGE
2m
MAG
cR
--N.A
WEIGHT (KG):
Energy Sword
AMMUNITION
--2.4
TYPE
Melee
Energy Cutlass
DAMAGE ROLL
2D10
BASE DAMAGE
+Strength Modifier
Needler(1)
PIERCING
4
RANGE
1m
TYPE
Melee
Energy Dagger
DAMAGE ROLL
2D10
BASE DAMAGE
+Strength Modifier
PIERCING
13
TYPE
Melee
Energy Garrote
DAMAGE ROLL
1D10
BASE DAMAGE
+Strength Modifier
Needler Blade
AMMUNITION
--1.8
RANGE
1m
MAG
cR
--740
WEIGHT (KG):
Energy Dagger
AMMUNITION
--0.7
Plasma
ACCURACY
--
RANGE
Grapple
MAG
cR
--98
WEIGHT (KG):
Energy Garrote
AMMUNITION
--0.3
Plasma
ACCURACY
--
[V]
TYPE
Melee
Energy Stave
DAMAGE ROLL
3D10
BASE DAMAGE
+Strength Modifier
PIERCING
12
RANGE
3m
MAG
cR
--N.A
WEIGHT (KG):
Energy Stave
AMMUNITION
--4.8
Plasma
ACCURACY
--
([V] H) [B]
TYPE
Melee
Gravity Hammer
DAMAGE ROLL
3D10
BASE DAMAGE
4+Strength Modifier
Gravity (4)
PIERCING
9
RANGE
3m
MAG
cR
--820
WEIGHT (KG):
Gravity Hammer
AMMUNITION
--34
Penetrating
ACCURACY
--
+20 to Grapple
PIERCING
4
Plasma
ACCURACY
--
ACCURACY
--
VEHICLE ONLY
TYPE
Ghost Plasma Turret
BASE DAMAGE
+9
PIERCING
4
RANGE
20m-550m
AMMUNITION
Plasma
Plasma Special
ACCURACY
--
TYPE
Rapid Attack Cannon
35mm Autocannon
DAMAGE ROLL
2D10
BASE DAMAGE
+10
PIERCING
9
RANGE
20m-450m
AMMUNITION
35mm SHM Spike
Cauterize
ACCURACY
--
TYPE
Shade Plasma Turret
PIERCING
4
RANGE
20m-550m
AMMUNITION
Plasma
Plasma Special
ACCURACY
--
TYPE
Lich Plasma Cannon
PIERCING
4
RANGE
20m-500m
AMMUNITION
Plasma
Plasma Special
ACCURACY
--
TYPE
Ghost Plasma Turret
Focus Cannon
DAMAGE ROLL
5D10
BASE DAMAGE
+18
Recharge (3)
PIERCING
5
RANGE
20m-900m
AMMUNITION
Plasma
Plasma Special
ACCURACY
--
TYPE
Plasma Turret
Anti-Aircraft
DAMAGE ROLL
2D10
BASE DAMAGE
+16
PIERCING
4
RANGE
20m-600m
AMMUNITION
Plasma
Plasma Special
ACCURACY
--
TYPE
Plasma Cannon
PIERCING
15
RANGE
20m-600m
AMMUNITION
Plasma
Plasma Special
ACCURACY
--
TYPE
Plasma Turret
BASE DAMAGE
+16
Blast(6) Kill(2)
PIERCING
11
RANGE
20m-700m
AMMUNITION
Plasma
Plasma Special
ACCURACY
--
TYPE
Plasma Turret
Blast(8) Kill(4)
PIERCING
5
RANGE
20m-500m
AMMUNITION
38mm RadExp Rod
Plasma Special
ACCURACY
--
TYPE
Plasma Turret
BASE DAMAGE
+2
Blast(8) Kill(4)
PIERCING
5
RANGE
250m-1000m
AMMUNITION
38mm RadExp Rod
Plasma Special
ACCURACY
--
TYPE
Plasma Cannon
BASE DAMAGE
+6
RANGE
20m-600m
AMMUNITION
Plasma
Plasma Special
ACCURACY
--
PIERCING
3
TYPE
Plasma Turret
Plasma Mortar
DAMAGE ROLL
3D10
BASE DAMAGE
+16
TYPE
Plasma Cannon
BASE DAMAGE
+6
TYPE
Plasma Cannon
Pulse Laser
DAMAGE ROLL
2D10
TYPE
Plasma Cannon
RANGE
20m-825m
AMMUNITION
Plasma
Plasma Special
ACCURACY
--
PIERCING
3
RANGE
20m-780m
AMMUNITION
Plasma
Plasma Special
ACCURACY
--
BASE DAMAGE
+6
PIERCING
20
RANGE
20m-1200m
AMMUNITION
Plasma
Penetrating Special
ACCURACY
--
Plasma Charge
DAMAGE ROLL
3D10
BASE DAMAGE
+5
PIERCING
1
RANGE
20m-900m
AMMUNITION
Plasma
TYPE
Plasma Cannon
BASE DAMAGE
+6
AMMUNITION
Needle
ACCURACY
--
TYPE
Shade Plasma Turret
PIERCING
4
RANGE
20m-700m
AMMUNITION
Plasma
Plasma Special
ACCURACY
--
TYPE
Plasma Cannon
Stasis Canon
DAMAGE ROLL
3D10
PIERCING
50
RANGE
20m-900m
AMMUNITION
Electromagnetic Pulse
EMP Special
ACCURACY
--
EQUIPMENT
Bubble Shield
Cloaking System
Deployable Cover
Power Drain Device
Flare
Radar Jammer
Regenerator
BASE DAMAGE
+5
Blast(6) Kill(2)
PIERCING
20
Deployable Equipment
BENEFITS
Forms a barrier that protects from all damage that has a 3 meter radius and lasts for 4
rounds. Shorts out and explodes when use is up.
Gives the user +60 to Camouflage Skill Tests. Lasts for 4 rounds and takes 4 rounds to
recharge. Can use shield recharge system to disable shields but keep cloaking system online.
This does not mask sounds such as weapons and movement.
Deployable cover system that has an AP of 50 before shorting out and closing. Takes 6 rounds
to recharge.
Drains all shields in a 3 meter radius and lasts for 2 rounds. Shorts out and explodes when
used up.
The effects of a Flashbang blind for as long as it is active. The Flare lasts for 2 Rounds and
explodes once used up.
Causes there to be three times as many enemy tags on radars for 4 rounds.
Regenerator regenerates shields at twice the shields rate instantly. Explode after use.
WEIGHT
2.1
cR PRICE
106
1.8
120
2.6
105
2.9
70
1.3
80
2.1
1.9
150
190
Medical Equipment
BENEFITS
WEIGHT
cR PRICE
Reduces any movement penalties from a broken or heavily damaged leg by half.
2.1
15
A splint made of materials found in nature and the surroundings. Reduces any movement --penalties from a broken or heavily damaged leg by 1/4th.
Artificial Limb
Bionic limb replacement. Cannot take bleed. If limb takes 50 damage, it is destroyed.
4.5
92
Syringe Set
A simple syringe for any use deemed necessary. +5 to surgical rolls and medical tests.
0.2
1
Thermal Blanket
Allows characters to stay warm in harsh colds.
4.2
3
Wound Sealant
Stops 2D10 points of bleeding, Minimum 5 per dice roll.
Covenant have access to the UNSC Medical Equipment as variants of the Covenant Medical Equipment, and do not cost extra.
EQUIPMENT
Magnetic Splint
Survival Splint
EQUIPMENT
Camping Stool
Rope
Spy Probe
Kig-Yar Point Defense
Gauntlet
Kig-Yar Wrist Point
Gauntlet
Methane tank
Portable Methane
Recharger
BENEFITS
A stool for sitting that has a setting that allows the stool to fit any size.
Specially crafted plastic-metallic rope. Comes in sizes starting at 4 meters. Costs 3 cR per 4
meters.
Small probe that scans and records sound, visual, and energy signals.
Shield that protects most of the users body but takes up a hand to use. This shield has a
Shield Integrity of 90. Recharge of 30. Recharge Rate 3
Shield that protects whatever the wrist of the user is in front of. One for each arm. These
shields each have a Shield Integrity of 90. Recharge of 30. Recharge Rate 3
Used for Grunts. Offers 6 days of Methane and can be recharged.
Cycles Methane out of the atmosphere so Grunts can recharge. Refills itself completely once
a day and can fill two packs when filled.
WEIGHT
1.4
2 per 4m
cR PRICE
3
12
12.9
2.7
300
500
1.8
425
9.8
36.2
45
290
Plasma Battery
Medical Tools
Gravitational Holster
Standard Holster
Kig-Yar Tactical
Headpiece
Equipment Pouch
Portable
Communications
Transmitter
Emergency Beacon
Transmitter Frequency
Admitter Array
Portable Computer
Recharges weapons. Takes two Full Actions to recharge and can only recharge ten times.
Because there is no real clear medical tools of the Covenant, just use the UNSC medical tools
with the same prices and abilities.
Special gravity field that holds a weapon to the desired location.
Strong leather-like bonds that hold the weapon to the user.
Specialized headpiece that is polarized and has a 5x automatic zoom.
17.5
--
40
---
1.1
0.4
2.8
300
14
79
0.4
0.1
10
14
0.5
17.8
21
64
Military Hardcase computer used by the Covenant Empire. Portable Computers are heavier
and more bulky than UNSC TACPADs or Data Pads, the Portable Computer is much more
durable, and has a greater processing power. In addition to networking capabilities of the
Data Pad, the PC can record, playback and send text, audio and video, do real-time
communication with local Covenant Outposts and Communication networks and can send or
receive information from electronic optics or HUDs through use of a wired link. The Portable
Computer is also powerful enough to run Covenant AI systems, and can link to certain
remote-operated vehicles or emplacements. A PC can be password protected or secured with
biometrics.
Simple computer that translates text, speak, and radiowaves to and from Covenant
languages.
2.4
140
3.5
86
Size
Mass
Shield
Price
Armor Toughness
Special Capability
Sangheili
Minor Combat
Harness
Sangheili
special fit
59 kg
Shield
Integrity
50
Recharge
Time
3
Recharge
Rate
10
130 cR
Sangheili
Major Combat
Harness
Sangheili
special fit
59 kg
Shield
Integrity
50
Recharge
Time
2
Recharge
Rate
10
230 cR
Head
16
Arms
17
Chest
18
Legs
17
Sangheili
Spec-Op
Harness
Sangheili
special fit
59 kg
Shield
Integrity
35
Recharge
Time
3
Recharge
Rate
10
450 cR
Head
16
Arms
15
Chest
18
Legs
16
Sangheili Ultra
Combat
Harness
Sangheili
special fit
59 kg
Shield
Integrity
50
Recharge
Time
2
Recharge
Rate
10
680 cR
Head
17
Arms
18
Chest
19
Legs
18
Sangheili
Honor Guard
Harness
Sangheili
special fit
59 kg
Shield
Integrity
60
Recharge
Time
1
Recharge
Rate
10
1790
cR
Head
19
Arms
20
Chest
21
Legs
20
Sangheili
Zealot Combat
Harness
Sangheili
special fit
59 kg
Shield
Integrity
65
Recharge
Time
2
Recharge
Rate
16
1790
cR
Head
20
Arms
21
Chest
24
Legs
21
Head
16
Arms
16
Chest
18
Legs
16
Built in Covenant
Camouflage system. If
cloaked, Recharge Time
is increased to 4.
Size
Mass
Hull Material
Price
Kig-Yar Minor
Combat Harness
Kig-Yar fit
13 kg
Sangheili
Metallics
23 cR
Head
13
Arms
15
Armor Toughness
Chest
16
Legs
13
Special Capability
Kig-Yar Minor
Combat Harness
Kig-Yar fit
13 kg
Sangheili
Metallics
93 cR
Head
14
Arms
16
Chest
18
Legs
16
Kig-Yar Zealot
Combat Harness
Kig-Yar fit
13 kg
Sangheili
Metallics
423 cR
Head
17
Arms
19
Chest
20
Legs
18
Kig-Yar Sniper
Combat Harness
Kig-Yar fit
13 kg
Sangheili
Metallics
93 cR
Head
12
Arms
14
Chest
17
Legs
13
Kig-Yar fit
13 kg
Sangheili
Metallics
823 cR
Head
15
Arms
15
Chest
16
Legs
14
Kig-Yar Zealot
Combat Harness
Kig-Yar fit
17 kg
323 cR
Sangheili
Metallics
Head
19
Arms
18
Chest
21
Legs
18
Size
Mass
Hull Material
Price
Armor Toughness
Special Capability
Unggoy Minor
Combat Harness
Unggoy fit
9 kg
Sangheili
Metallics
23 cR
Head
11
Arms
13
Chest
14
Legs
13
Unggoy Major
Combat Harness
Unggoy fit
9 kg
Sangheili
Metallics
45 cR
Head
12
Arms
13
Chest
15
Legs
14
Unggoy Heavy
Combat Harness
Unggoy fit
12 kg
Sangheili
Metallics
86 cR
Head
12
Arms
14
Chest
17
Legs
16
Unggoy Ultra
Combat Harness
Unggoy fit
9 kg
Sangheili
Metallics
95 cR
Head
12
Arms
14
Chest
18
Legs
16
ARMOR
Size
Mass
Explosive
Price
18 kg
Explodes:
3D10+4
Explosive(6)
Kill(2)
130 cR
Huragok
special fit
Armor Toughness
Head
19
Arms
9
Chest
21
Special Capability
Legs
6
Size
Mass
Hull Material
Price
Armor Toughness
Special Capability
Jiralhanae
Minor Combat
Harness
Jiralhanae
Major Combat
Harness
Jiralhanae Ultra
Combat Harness
Jiralhanae
fit
16 kg
Sangheili
Metallics
23 cR
Head
9
Arms
9
Chest
11
Legs
9
Jiralhanae
fit
16 kg
Sangheili
Metallics
43 cR
Head
9
Arms
10
Chest
12
Legs
10
Jiralhanae
fit
16 kg
Sangheili
Metallics
75 cR
Head
10
Arms
11
Chest
13
Legs
11
Jiralhanae
Captain Major
Harness
Jiralhanae
Captain Ultra
Harness
Jiralhanae
Chieftain
Harness
Jiralhanae
fit
16 kg
Sangheili
Metallics
90 cR
Head
11
Arms
12
Chest
13
Legs
12
Jiralhanae
fit
16 kg
Sangheili
Metallics
102 cR
Head
12
Arms
13
Chest
14
Legs
13
Jiralhanae
fit
16 kg
Sangheili
Metallics
402 cR
Head
14
Arms
15
Chest
16
Legs
15
Shield
Integrity
35
Recharge
Time
3
Recharge
Rate
10
Size
Mass
Shield
Price
Armor Toughness
Special Capability
Jiralhanae
Minor Armor
Jiralhanae
special fit
19 kg
Shield
Integrity
25
Recharge
Time
3
Recharge
Rate
10
35 cR
Head
10
Arms
10
Chest
11
Legs
10
Jiralhanae
Major Armor
Jiralhanae
special fit
19 kg
Shield
Integrity
30
Recharge
Time
3
Recharge
Rate
10
60 cR
Head
11
Arms
11
Chest
12
Legs
11
Jiralhanae
Bodyguard
Armor
Jiralhanae
special fit
19 kg
Shield
Integrity
40
Recharge
Time
3
Recharge
Rate
10
110 cR
Head
13
Arms
13
Chest
14
Legs
12
Jiralhanae
Captain Major
Armor
Jiralhanae
special fit
19 kg
Shield
Integrity
50
Recharge
Time
3
Recharge
Rate
10
150 cR
Head
13
Arms
14
Chest
15
Legs
13
Jiralhanae
Jiralhanae
19 kg
Shield
Recharge
Recharge
190 cR
Head
Arms
Chest
Legs
Captain Ultra
Armor
special fit
Jiralhanae
Chieftain
Armor
Jiralhanae
special fit
Jiralhanae
War Chieftain
Armor
Integrity
50
Time
2
Rate
10
19 kg
Shield
Integrity
50
Recharge
Time
2
Recharge
Rate
20
Jiralhanae
special fit
19 kg
Shield
Integrity
60
Recharge
Time
2
Recharge
Rate
20
ARMOR
Size
Mass
Price
Hunter Armor
Hunter Fit
779 kg
1090 cR
14
15
16
15
750 cR
Head
16
Arms
16
Chest
17
Legs
15
1150
cR
Head
17
Arms
18
Chest
19
Legs
18
Hunter Armor
Called Shots
Armor Toughness
Head
34
Arms
33
Explosives Damage
Chest
45
Legs
33
Size
Mass
Hull Material
Price
Armor Toughness
Hunter Heavy
Metal Shield
Hunter Arm
Fit
150 kg
Sangheili
Metallics
60 cR
Arms
45
Mass
Hull Material
Price
Armor Toughness
Special Capability
Sangheili Sealed
Suit
4 kg
Sangheili
Metallics
41 cR
Head
2
Arms
0
Chest
1
Legs
0
Jiralhanae Sealed
Suit
4 kg
Sangheili
Metallics
41 cR
Head
2
Arms
0
Chest
1
Legs
0
Unggoy Sealed
Suit
2 kg
Sangheili
Metallics
41 cR
Head
2
Arms
0
Chest
1
Legs
0
Kig-Yar Sealed
Suit
3 kg
Sangheili
Metallics
41 cR
Head
2
Arms
0
Chest
1
Legs
0
Yanmee Sealed
Suit
3 kg
Sangheili
Metallics
41 cR
Head
2
Arms
0
Chest
1
Legs
0
Huragok Sealed
Suit
3 kg
Sangheili
Metallics
41 cR
Head
2
Arms
0
Chest
1
Legs
0
Mgalekgolo
Sealed Suit
18 kg
Sangheili
Metallics
41 cR
Head
2
Arms
0
Chest
1
Legs
0
FORERUNNER WEAPONRY
TYPE
Energy Rifle
Suppressor
DAMAGE ROLL
1D10
BASE DAMAGE
+11
Z-130 DEAW
AMMUNITION
Hard Light Bolt
28
1x
ACCURACY
10
TYPE
Scattershot
DAMAGE ROLL
BASE DAMAGE
RoF (3)
MAG
1x
ACCURACY
Hardened Light
6.4
10
Shotgun
3D10
+12
10
20m-100m
cR
5
76
WEIGHT (KG):
Lightrifle
DAMAGE ROLL
2D10
4D10
BASE DAMAGE
+5
+5
Three Burst
Z-250 DEEW
MAG
cR
AMMUNITION
36
74
Hardened Light
Counts as three shots at once to the MAG.
WEIGHT (KG):
3.5
1x/3x
ACCURACY
10/20
[DW]
Boltshot
TYPE
DAMAGE ROLL
Single Fire
1D10
Shotgun Hybrid Blast
3D10
BASE DAMAGE
+5
+9
RoF (5)
Z-110 DEPEs
MAG
cR
AMMUNITION
10
74
Hardened Light
RoF 1 and spends 5 shots from the MAG.
WEIGHT (KG):
1.3
1x
ACCURACY
10
[V]
TYPE
Sniper Rifle
Binary Rifle
DAMAGE ROLL
4D10
BASE DAMAGE
+15
RoF (1)
MAG
cR
2
530
WEIGHT (KG):
Z-750 SASR
AMMUNITION
Hardened Light
16.9
1x/5x/10x
ACCURACY
10/30/55
TYPE
Beam Turret
Beam Turret
DAMAGE ROLL
2D10
BASE DAMAGE
+5
Z-0459
AMMUNITION
Superheated NCP
2.9
1x/15
ACCURACY
10/15
[V] [H]
TYPE
Beam Turret
Particle Cannon
DAMAGE ROLL
2D10
BASE DAMAGE
+7
Z-DEPC
AMMUNITION
Superheated NCP
2.0
1x
ACCURACY
10
TYPE
Beam Turret
Sentinel Beam
DAMAGE ROLL
2D10
BASE DAMAGE
+7
Z-DECSI
AMMUNITION
Superheated NCP
2.2
1x
ACCURACY
10
[V]
TYPE
Explosive Launcher
Incineration Cannon
DAMAGE ROLL
6D10
BASE DAMAGE
+10
Z-390 EMR
AMMUNITION
Superheated Blast
19.9
1x/2x
ACCURACY
10/15
[V]
TYPE
Melee
Hardlight Sword
DAMAGE ROLL
2D10
BASE DAMAGE
+Strength Modifier
Causes x2 Bleed
MAG
cR
--120
WEIGHT (KG):
Hardlight Sword
AMMUNITION
--2.0
TYPE
Energy Three burst
Single Largeshot
Recharge (1)
RANGE
250m-1000m
ACCURACY
--
TYPE
Energy Rifle
(
[V] H)
TYPE
Energy Rifle
[H] if Charged
[DW]
TYPE
Energy Rifle
BASE DAMAGE
+9
BASE DAMAGE
+15
BASE DAMAGE
+6
PIERCING
15
PIERCING
14
RANGE
20m-200m
RANGE
20m-150m
AHC-AEWS
AMMUNITION
Hard Light Bolt
3.7
AHC-DSES
AMMUNITION
Hard Light Bolt
5.9
AHC-SSRAE
AMMUNITION
Hard Light Bolt
13.2
AHC-FFEP
AMMUNITION
Hard Light Bolt
Overheat when
double fired
ACCURACY
10
Overheat when
double fired
ACCURACY
10
4x/8x/12x
ACCURACY
20/40/60
Overheat when
Charged
ACCURACY
10
SCOPE
Ironsight
Red Dot
2x
3x
4x
5x
6x
7x
8x
9x
10x
11x
12x
13x
14x
15x
MINIMUM LIMIT
---
1m
2m
5m
8m
11m
14m
17m
20m
23m
26m
29m
32m
35m
38m
41m
SCOPE
16x
17x
18x
19x
20x
21x
22x
23x
24x
25x
30x
40x
MINIMUM LIMIT
44m
47m
50m
53m
56m
59m
62m
65m
68m
71m
86m
106m
PERCEPTIVE RANGE
Every character has their own personal range of fire that they are
able to properly aim. This is known as the characters Perceptive
Range. To find a characters Perceptive Range, take the characters
Perception and multiply it by (4 + Scope magnification). The
resulting number is how many meters the character can effectively
aim without taking penalties. For every 20 meters off the target
attempting to be shot is at from the characters Perceptive Range
gives the user a -5 penalty to hit.
Weapon Classification
Marksman Rifle
Scope Limits
Every scope has a range limit that makes their use more harmful
than useful. This is shown on the graph on the next page. If you are
trying to use the scope below this limit, you double it and add it as a
penalty to hit.
Pistol
PDW
Assault Rifle
Shotgun
Sniper Rifle
Light Machine Gun
General Purpose
Machine Gun
Turreted Machine
Gun
Heavy Support
Weapon
Rails Available
Upper, Lower,
Barrel
Upper, Lower,
Side, Barrel
Upper, Lower,
Side, Barrel
Upper, Lower,
Side, Barrel
Upper, Lower,
Side, Barrel
Upper, Lower,
Barrel
Upper, Lower,
Side, Barrel
Upper, Lower,
Side, Barrel
Lower, Barrel
Side
Bonus
Attachments
None
Example Weapon
M6G
None
M6J, M7S
Underslung
Grenade and
Shotgun
None
MA5 Series
Bipod, Sniper
Optic,
Underslung
Grenade and
Shotgun
Bipod, Sniper
Optic
Bipod
M90A CAWS
M392, BR55
SRS99-S5-AM
Bipod
Tripod
AIE-486H, M247H
None
M6 Grindell, M41
Rocket Launcher,
M301 Grenade
Launcher, ARC-920
Flammenwerfer
(Note: Cannot use
optics)
Lower, Side
Underslung
Grenade and
Shotgun
Es wirft Flammen?
When a weapon has homing, the weapon is given a +20 to hit that
does not add on to Perceptive Range.
Pump Action
Weapons with Pump Action can fire once per Half Action, and can
then trade the Response Action for a third shot.
Brute Weaponry Melee Attachments
All Brute weapons have melee attachments that allow them to be
used as melee weapons. These attachments are considered thee
Jiralhanae Hunting Knife. Weapons that have these attachments are
labeled with [B].
Burst Fire
A weapon with burst fire only needs a single press of the trigger to
send three rounds firing. The user of a burst fire weapon only need
to roll once to hit and the three shots follow. The downside to this
ability is the fact that the opponent only needs to make a single
evasion attempt to dodge all three shots.
Recharge Rate
A weapon with a recharge, after firing, has to charge for (x) many
Half Actions starting after the Half Action the weapon was fired.
Charging Weapons
Some weapons have the ability to be charged for so many Half
Actions. A Spartans extra Half Action does not effect this, as this is
based on the weapons stats and not the user.
Vehicle Lock
A weapon with Vehicle Lock has the ability to home in but only on
vehicles. A weapon with vehicle lock has a +30 to hit. This +30 does
not alter Perceptive Range.
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
DAMAGE
1D10
2D10
3D10
4D10
5D10
6D10
7D10
8D10
9D10
10D10
11D10
12D10
13D10
14D10
15D10
16D10
WEIGHT
85
90
100
150
200
250
300
350
400
500
600
700
800
900
1000
1500
DAMAGE
17D10
18D10
19D10
20D10
21D10
22D10
23D10
24D10
25D10
26D10
27D10
28D10
29D10
30D10
35D10
40D10
VEHICLE RULES
Vehicle Maneuverability
A player may attempt to make an Evasion with a vehicle by rolling
half of the characters Agility and adding the modifiers of both Pilot
and Evasion. If Pilot is untrained, only half of Evasion is added. If
Evasion is untrained, only half of Pilot is added. A Vehicles
Maneuverability is the limit at which the players Evasion can be
used. A user making a Maneuverability Test will give any user that
next Half Action a -20 penalty to hit. A Vehicle Evasion works as a
standard evasion with Evasions ruleset.
DRIVING IN STRUCTURED TIME
When piloting vehicles, the speed and maneuverability are the main
two characteristics that must be taken in to mind. A vehicles speed
is always in meters and can eventually move much faster than
anyone on foot, as acceleration must be taken in to mind.
Acceleration of a vehicle is how many meters it can first
move before going all out. For every 10 KM/H a vehicle is going is 5
squares the vehicle can move on a grid map, if every square is a
single meter. This means that the M12 FAV Warthog, when moving
all out, can move 60 meters a Turn.
CREW
Every vehicle has a crew with a certain amount of operators and
passengers the vehicle can occupy. If the vehicle does not have a
character to operate certain aspects of the vehicle, then that part of
the vehicle will not be usable.
Every vehicle lists how many passengers that can fit in the
vehicle before problems ensue. There are complements that also are
specified within every vehicle page.
HULL INTEGRITY
Each vehicle has a Hull Integrity, which acts as the vehicles Wounds.
Whenever a vehicle surpasses these wounds, that vehicle breaks
down and is unusable. Every vehicle has a set amount of wounds
before it completely breaks down, and each vehicle begins to take
penalties if the GM decides a tire is shot out or if something else
happens.
HULL TOUGHNESS
The Hull Toughness varies compared to where the vehicle was
struck. Each vehicle has a Front, Back, Side, Top, and Bottom
Toughness value that works the exact same as a characters
Toughness Modifier. Any wounds the vehicle takes is subtracted by
the vehicles Hull Toughness.
MAIN TURRET TURN RATE
Any vehicle that has a turret has a turn rate at which the turret can
rotate per Turn. These specify whether a gunner could, in fact, turn
and fire at an enemy on the battlefield, or if the turret comes up
short for the shot.
VEHICLE cR PRICE
Every vehicle has a cR Price, these works exactly as any other piece
of Equipment.
MANSLAUGHTER AND SPLATTER
When a user is hitting a character with a vehicle, the vehicle does
1D10 damage for every 10KM/H the vehicle is going. The character
must then make a -20 Agility Test or be stuck on the vehicle. If the
character fails this test by five or more degrees of failure, the
character is then run over, taking the damage a second time, this
time ignoring Armor.
WRECKING
When a user in a vehicle hits a wall, the characters in the crashing
vehicle, as well as the vehicle itself, takes 1D10 damage for every
10KM/H the vehicle is going. This ignores Armor on both the
character and the vehicle. If two vehicles are crashing, the speeds of
both are added together for the damage all together. If a character
has declared they have used the vehicles restraints prior to the
crash, that character is able to take half of their Toughness Modifier
to add it to their Armor when soaking the Rolling damage. Covenant
ground vehicles do not have restraints.
ROLLING
If a vehicle is about to roll from a bad turn or some other event, the
GM must find out how many times the vehicle will tumble. To do so,
the GM rolls 1D10 for and adds 1 for every 20KM/H the vehicle is
going. If the vehicle is moving slower than 20KM/H, roll 1D5 to find
how many times it rolls. For every roll the vehicle makes, the vehicle
and the characters in it takes 1D10+(X) damage for every 10 KM/H
the vehicle is traveling. (X) is +1 for every 10KM/H the vehicle is
going. This damage acts as falling damage, so it ignores half of the
characters armor. If a character has declared they have used the
vehicles restraints prior to the crash, that character is able to take
half of their Toughness Modifier to add it to their Armor when
soaking the Rolling damage. Covenant ground vehicles do not have
restraints.
VEHICLES AND EXPLOSIVES
Vehicles only take half explosive damage when dealing with the
Blast of an explosive, and only takes *2 damage when in the Kill
radius.
CHARACTERS IN VEHICLES
When a vehicle is being attacked, there is always a possibility of the
characters inside being hit. If the character is in a vehicle that has an
enclosed top, the attack must first fully penetrate the vehicles
armor as if it were Cover Points before making the rest of the
damage on the character. If an explosive hits the character in an
enclosed vehicle, it takes only the Vehicles and Explosives explosive
damage of half damage from Blast and *2 from Kill radius.
ROLL
HIT LOCATION
0-20
21-50
51-60
Weaponry
Hull
Passenger, Crew
Compartment
Tires, Tracks, and AntiGravity
Engine
Optics
Cockpit, Dashboard,
Seating location
61-70
71-80
81-85
86-100
EXAMPLE
ROLL
1-2
3-4
5-6
7-8
9-10
dealt. Any weapon that does not have the Vehicle or Explosive
Special Rule only deals +1 Breaking Point for every 20 damage dealt.
HITTING HULL
Nothing important is hit, and the vehicle takes the attack on the
Hull, dealing no Special Damage beyond Explosives dealing Break
Points.
HITTING TIRES, TRACKS, AND ANTI-GRAVITY
When a vehicle is hit in the tire or track, there are multiple
outcomes that could happen. Use the chart to see the Special
Damage outcome for the type of wheel or system hit. (X), in the
chart, is 1 for every 10 damage dealt from the attack.
Tracks do not have a chart to be rolled on due to their
durability. Tracks, instead, have 20 Break Points. At 20 Break Points,
the tread breaks. Anti-Gravity systems have 15 Break Points, and
work at half capacity when at 10+ Break Points.
TIRES
ROLL
OUTCOME
1-2
3-4
5-6
7-8
9-10
Vehicle Offenses
When a vehicle fires on a character, the weapon does double the
damage towards the character hit. This only works against
characters and not characters in vehicles.
Vehicle Defenses
When a vehicle is being hit by any weapon that does not have the
[V] tag, it will only do half damage, while Melee weapons only do a
1/3rd damage. Vehicles only take half of a weapons pierce instead of
full. All vehicle weapons and explosive weapons, excluding the HE
High Explosive Round, counts as having [V] even if not listed.
MISSING TIRES AND BROKEN TREADS
The following is a chart that shows what happens when a vehicle
loses a certain amount of tires or treads for how many they have.
There is a pattern of No Effect, 5%, 15%, 30%, 70%, 90%, and
Immobile. This pattern will help those with what the chart does not
list. If a vehicle is missing all the tires from one side, it will only drive
in a circle. Vehicles with more tires on one side than the other will
always turn towards the direction that has less wheels, but this can
be countered by the driver and will cause difficulties with Pilot Tests.
Treads are armored on the sides with plating for
protection against any attacks that are not from below. The armor of
the tank, if not from below, must be bypassed to begin damaging
the tread.
REPAIRING VEHICLES
Breaking Points work as wounds when repairing. Hull Integrity
cannot be repaired if a vehicle has any Breaking Points. Once the
Breaking Points are repaired, the Hull Integrity may be repaired.
Repairing Breaking Points and Hull Integrity are a very long process.
Breaking Points take 1D10-(X) hours per Breaking Point. (X) is equal
to the amount of Degrees of Success from the Repair Roll, and this
roll has a minimum repair time of 1. These Tests, if instead the
player failed, will add time on to the next roll made by
1D10+Degrees of Failure, which also does not repair the Break Point.
This same process is used for repairing the Hull Integrity of
the vehicle, but instead of only healing a single point, the amount of
Hull Integrity repaired is equal to the Intellect Modifier + Degrees of
Success on the Tests made. The time it takes for the Hull Integrity is
1D10-(X) hours per 10 Hull Integrity missing. (X) is equal to the
degrees of success on the Repair Test, with a minimum of 1.
TIRES
1 Tire lost
2 Tires lost
3 Tires Lost
4 Tires Lost
5 Tires Lost
No noticeable effects
12
10
6
8
TREDS
1 Tread Lost
2 Treads lost
3 Treads Lost
4 Treads Lost
5 Treads Lost
6 Treads Lost
2
4
Immobile
25% of Max Speed and
Max Acceleration are lost
Immobile
50% of Max Speed and
Max Acceleration are lost
Immobile
Immobile
Immobile
Immobile
Immobile
Immobile
Immobile
Immobile
Immobile
Immobile
OUTCOME
ACTION
Break
Full Action
Barrel Roll
Juke
Pitchback
Low Yo-Yo
High Yo-Yo
Half
Action
Full Action
Half
Action
Two Full
Actions
Two Full
Actions
MANEUVER
Lag Roll
Scissors
The Scissor
Flat Scissor
Alter
Heading
Iteron Roll
OUTCOME
Maneuvering up and away from a turn, the
Pilot then turns back and makes a loop
downward towards the beginning of the
loop, increasing the distances between the
two vehicles by the vehicles Maneuverability
Modifier * Acceleration Modifier in meters.
A VTOL may not make this action.
When the Defender makes a Maneuver and
it is followed by the Attacker on a successful
Opposed Test, the Defender may start any
Scissor Maneuver. A VTOL may not make
this action.
When being followed by an Attacker, the
Defender slows down in an attempt to force
a dangerous overshoot from the Attacker
that would cause him to become the
Defender. To do this, Each Half Action has
both Pilots circling each other while moving
forward. Each Half Action, both Characters
must make Opposed Agility Tests until one
gains two Degrees of Success against the
other. The loser becomes the Defender. No
attacks may be made during this Maneuver.
A VTOL may not make this action.
When being followed by an Attacker, the
Defender slows down in an attempt to force
the Attacker to weave in rotations with the
Defender, causing the Attacker to have a -20
to-hit. Both characters roll Opposed Agility
Tests until one gains two degrees of success
over the other. Each Roll is a Half Action. If
the Attacker wins, he keeps his position and
is able to take the first Turn after. If the
Defender wins the Test, the Defender
becomes the Attacker, giving the Defender
the first Turn after the Scissor Maneuver. A
VTOL may not make this action.
The Pilot makes a simple turn as a Half
Action, to give the Attacker a -10 to Hit, as
explained in Air Combat Maneuvers. A VTOL
may double the amount of degrees it can
turn taking this Action.
The vehicle rolls in place as a Half Action for
a +10 to the next Evasion Roll made on the
Attackers Action. Both Actions can be taken
to make an Iteron Roll, giving the Defender a
+20 to Evasion, in total. Each roll allows the
vehicle to move left or right at their
Acceleration in meters. This maneuver may
not be Opposed, as it is a simple task to
follow. A VTOL may not make this action.
ACTION
Full Action
--
--
--
Half
Action
Half
Action
TECHNICAL SPECIFICATIONS
6 Meters
3.2 Meters
3 Meters
3 Metric Tons
5 KM/s
125 KM/h
40
Driver (1) Gunner (1)
Passenger (1)
Ballistic Polycarbonate, Titanium, Carbon
Nanotube
110
18
Front
Back
Side
Top
Bottom
9
9
9
5
5
180-Degree rotation per turn.
550 Meters
620 cR
TECHNICAL SPECIFICATIONS
3.2 Meters
1.8 Meters
1.9 Meters
896 KG
7 KM/s
95 KM/h
70
One Operator
One Passenger
Titanium, Carbon Nanotube
60
10
200 cR
Front
Back Side
Top
3
3
4
3
Bottom
2
he M808 Main Battle Tank, widely known as the Scorpion Tank, is the
UNSCs Main Battle Tank, and the mainline armored Mobile Weapons
Platform. The Scorpion is the UNSCs main armored vehicle serving the
UNSC Defense Force for nearly thirty years, introduced around in 2520.
The Scorpion uses an H-Track system, combining four-track nacelles
design; each mounted on an independent Computer-controlled Suspension
systems. These allow the M808 to traverse and maneuver around difficult
terrain and large debris. The M808 is one of the UNSCs slower moving vehicles,
but makes up for its powerful armaments. The central chassis of the M808 holds
the main armament at the stern of the hull and a pintle-mounted Coaxial M247T
Machine Gun. The entire chassis of the Scorpion tank is composed of the
titanium-ceramic armor plating used widely within the UNSC. This makes the
tank incredibly resilient to large-arms fire and completely invulnerable to smallarms fire.
The M808 Main Battle Tank only requires two operators to accomplish
both driving and gunning rolls effectively. The Driver operators the vehicle and
has complete control over the main armament variant. The operator controls
the machine gun located in front of the pilot. Up to four additional compliment
passengers may ride on the vehicles jumpseats located on the armored track
covers. This isnt suggested, as it puts the passengers in danger as they are
unarmed and in the open. The M808 Main Battle Tank also houses a special
Mine Detection Software Electronics to increase the safety while in use.
The M808 Scorpion has multiple weapon systems. The primary
armament is the standard M512 Smooth-Bore High-Velocity Cannon. Other
primary armaments include four 40mm Autocannons on the Sun Devil variant
and a twin Scimitar 4x178mm Rocket Pods on the M808B3 Tarantula. Each are
equipped with an autoload feed system that requires no manual loading. Each
variant of the M808 holds the M247 Machine Gun, capable of constant fire due
to a downsized autoload feed system.
The Scorpion is also known for its incredible engine system, allowing it
to travel up to 750KM before needing its upsized Hydrogen engine systems
refueled. The M808 also fulfills a role of anti-infantry on top of its impressive
anti-vehicle and shuttle capabilities.
TECHNICAL SPECIFICATIONS
4.2 Meters
3.2 Meters
3 Meters
2.5 Metric Tons
5 KM/s
145 KM/h
45
Driver (1) Gunner (1)
Passenger (1)
Ballistic Polycarbonate, Titanium, Carbon
Nanotube,
75
13
Front
Back
Side
Top
Bottom
9
8
9
6
6
180-Degree rotation per turn.
750 KM
750 cR
They are
HRUNTING/YGGDRASIL Mantis
WALKER TECHNICAL SPECIFICATIONS
Length
2 Meters
Width
4.8 Meters
Height
4.5 Meters
Mass
12 Metric Tons
Agility
65
Evasion
55
Crew
One Operator
Hull Material
Ceramic Titanium Armor
Hull Integrity
250
Break Points
30
Shield Rating
80
Recharge Time
2
Recharge Rate
10
Hull Toughness
Front Back Side Top Bottom
17
17
17
17
13
Leg Bonus
20
20
20
20
16
Main Turret
180-Degree rotation per turn.
Turn Rate
Firing Range
750 M
Price
1320 cR
ARMAMENT VARIANT
M655 Heavy Machine Gun
M5920 Surface-to-Ground Missile Launcher
Mantis Stomp Attack (4D10+10 Pierce 5)
TECHNICAL SPECIFICATIONS
15.6 Meters
9 Meters
7.2 Meters
83 Metric Tons
2 KM/s
44 KM/h
10
One Operator with Neural Interface
Up to six Passengers
Ceramic Titanium Armor
670
50
Front
Back Side Top Bottom
23
19
21
21
17
90-Degree rotation per turn.
750 M
5630 cR
ARMAMENT VARIANT
Zeus 320mm Plasma Cannon
TECHNICAL SPECIFICATIONS
19.5 Meters
12.5 Meters
10.2 Meters
185 Metric Tons
2 KM/s
10 KM/h
5
One Operator
One Passenger
Ceramic Titanium Armor
800
70
Front Back Side Top
20
20
20
20
90-Degree rotation per turn.
Bottom
20
750 KM
2295 cR
ARMAMENT VARIANT
Three M41 Light Anti-Aircraft Machine Guns
M247 GPMGT Autocannon
Crane System
Bottom
25
ARMAMENT VARIANT
Two M310 120mm Smooth-bore High-Velocity Cannons
M247 Medium Machine Gun
ARMAMENT VARIANT
M260 Multiple Launch Rocket System
XM511 Heavy Grenade Launcher
Bottom
12
Price
18200 cR
ARMAMENT VARIANT
Two M79 Multiple Launch Rocket System
MAC Cannon Mark 2457
Bottom
12
Bottom
8
ARMAMENT VARIANT
X23 Non-Nuclear Electromagnetic Pulse Cannon
ARMAMENT VARIANT
M247 Medium Machine Gun
Two M638 Autocannons
ARMAMENT VARIANT
M247 Medium Machine Gun
Two M68 Guass Cannons
Cost: 2600 cR
Bottom
13
AV-14 Hornet
TECHNICAL SPECIFICATIONS
Length
7.1 Meters
Width
8.4 Meters
Height
4.6 Meters
Mass
5 Metric Tons
Acceleration
30 KM/H
Max Speed
180 KM/H
Maneuverability 90
Crew
One Operator
Complement
Personnel (2)
Hull Material
Ceramic Titanium Armor
Hull Integrity
75
Break Points
13
Hull Toughness
Front Back Side Top
9
8
8
7
Price
Bottom
8
1220 cR
ARMAMENT VARIANT
Two Class-2 Guided Munitions Launch Systems
Nose-Mounted GUA-23/AW/Linkless Feed Autocannon
ACC-220 Vulture
TECHNICAL SPECIFICATIONS
Length
35 Meters
Width
8.4 Meters
Height
4.6 Meters
Mass
5 Metric Tons
Acceleration
14 KM/H
Max Speed
110 KM/H
Maneuverability 40
Crew
Operator (1) Co-Pilot (1)
Complement
Gunner (4)
Hull Material
Ceramic Titanium Armor
Hull Integrity
220
Break Points
35
Hull Toughness
Front Back Side Top
18
16
17
19
Price
8720 cR
Bottom
17
ARMAMENT VARIANT
Six A-74 Sylyver Vertical Missile Launchers
Four GUA-23/AW/Linkless Feed Autocannons
TECHNICAL SPECIFICATIONS
30.5 Meters
23.3 Meters
10.5 Meters
15 Metric Tons
50 KM/H
210 KM/H
60
Pilot (1) Co-Pilot (1)
Seated (10) Standing (5)
Ceramic Titanium Armor
158
40
Front
Back Side Top
13
14
15
13
Bottom
14
2100 cR
D82-EST Darter
TECHNICAL SPECIFICATIONS
Length
26.8 Meters
Width
16.1 Meters
Height
11.5 Meters
Mass
9 Metric Tons
Acceleration
250 KM/H
Max Speed
2450 KM/H
Maneuverability 85
Crew
Pilot (1) Co-Pilot (1)
Complement
Cargo Bay
Hull Material
Ceramic Titanium Armor
Hull Integrity
84
Break Points
15
Hull Toughness
Front
Back Side Top
7
8
6
8
Price
1520 cR
Bottom
10
D96-TCE Albatross
TECHNICAL SPECIFICATIONS
Length
36.8 Meters
Width
19.3 Meters
Height
22.5 Meters
Mass
19 Metric Tons
Acceleration
250 KM/H
Max Speed
2450 KM/H
Maneuverability 90
Crew
Pilot (1) Co-Pilot (1)
Complement
Cargo Bay
Hull Material
Ceramic Titanium Armor
Hull Integrity
154
Break Points
23
Hull Toughness
Front
Back Side Top
9
10
8
10
Price
1710 cR
Bottom
12
AV-22 Sparrowhawk
TECHNICAL SPECIFICATIONS
Length
16 Meters
Width
9.6 Meters
Height
5.4 Meters
Mass
5 Metric Tons
Acceleration
120 KM/H
Max Speed
700 KM/H
Maneuverability 75
Crew
One Operator
Complement
Personnel (2)
Hull Material
Ceramic Titanium Armor
Hull Integrity
74
Break Points
26
Hull Toughness
Front Back Side Top
9
8
8
7
Price
Bottom
8
4875 cR
ARMAMENT VARIANT
Nose-Mounted M6 Grindell
Two GUA-23/AW/Linkless Feed Autocannon
UH-144 Falcon
TECHNICAL SPECIFICATIONS
Length
11.4 Meters
Width
10 Meters
Height
5.7 Meters
Mass
8.5 Metric Tons
Acceleration
20 KM/H
Max Speed
240 KM/H
Maneuverability 75
Crew
Operator (1) Gunner (2)
Complement
Personnel (4)
Hull Material
Ceramic Titanium Armor
Hull Integrity
90
Break Points
19
Hull Toughness
Front Back Side Top
12
10
11
11
Price
Bottom
10
1230 cR
TECHNICAL SPECIFICATIONS
27.3 Meters
35.3 Meters
5.4 Meters
6 Metric Tons
420 KM/H
3200 KM/H
120
One Operator
System Technician (1)
Ceramic Titanium Armor
92
20
Front Back Side Top
9
8
8
7
2300 cR
ARMAMENT VARIANT
M955 ASW/AC 30mm MLA
M/RODAS Delivery System
Bottom
8
TECHNICAL SPECIFICATIONS
63.3 Meters
75.3 Meters
12.8 Meters
33 Metric Tons
300 KM/H
4400 KM/H
170
One Operator
System Technician (1) Navigator (1) Passanger (4)
Ceramic Titanium Armor
188
33
Front
Back
Side
Top
Bottom
19
18
18
17
18
Price
9590 cR
ARMAMENT VARIANT
M9109 ASW/AC 50mm MLA
Shiva-Class Nuclear Missile Launcher OR Moray Space Mine System
TECHNICAL SPECIFICATIONS
2.3 Meters
2.6 Meters
5 Meters
0.7 Metric Tons
1100 Drop Speed KM/H (70 KM/Round)
25 (0 when landed)
One Operator
Ceramic Titanium Armor
70
30
Front Back Side Top Bottom
22
21
21
20
22
990 cR
Skyhawk
TECHNICAL SPECIFICATIONS
Length
17.3 Meters
Width
15.3 Meters
Height
5.6 Meters
Mass
6 Metric Tons
Acceleration
120 KM/H
Max Speed
1900 KM/H
Maneuverability 100
Crew
One Operator
Complement
System Technician (1)
Hull Material
Ceramic Titanium Armor
Hull Integrity
120
Break Points
24
Hull Toughness
Front Back Side Top
12
11
11
10
Price
990 cR
ARMAMENT VARIANT
Four 50mm Cannons
102mm AT-M Launcher
Bottom
12
F-41 Broadsword
TECHNICAL SPECIFICATIONS
Length
17 Meters
Width
13.1 Meters
Height
6.2 Meters
Mass
8.6 Metric Tons
Acceleration
220 KM/H
Max Speed
3900 KM/H
Maneuverability 210
Crew
One Operator
Shield Rating
100
Recharge Time
2
Recharge Rate
10
Hull Material
Ceramic Titanium Armor
Hull Integrity
200
Break Points
30
Hull Toughness
Front Back Side Top
12
11
11
10
Price
3990 cR
ARMAMENT VARIANT
Two M1075 ASW/AC 35mm MLA
Two M6088 ST/MMP
Bottom
12
YSS-1000 Sabre
TECHNICAL SPECIFICATIONS
Length
24.6 Meters
Width
18.9 Meters
Height
6.7 Meters
Mass
8.9 Metric Tons
Acceleration
240 KM/H
Max Speed
3500 KM/H
Maneuverability 210
Crew
Operator (1) Assistant (1)
Shield Rating
80
Recharge Time
2
Recharge Rate
10
Hull Material
Ceramic Titanium Armor
Hull Integrity
170
Break Points
31
Hull Toughness
Front Back Side Top
12
12
10
9
Price
3192 cR
ARMAMENT VARIANT
ST/Medusa Missile Launch System
2 M1024 ASW/AC 30mm MLA
Bottom
10
TECHNICAL SPECIFICATIONS
4.2 Meters
3.9 Meters
3 Meters
560 KG
5 KM/s
190 KM/h
45
Driver (1)
Sangheili Metallics
120
15
Front
Back
Side
Top
9
8
9
6
750 M
840 cR
Bottom
6
Chopper
Length
Width
Height
Mass
Acceleration
Max Speed
Maneuverability
Crew
Hull Material
Hull Integrity
Break Points
Hull Toughness
Firing Range
cR Price
TECHNICAL SPECIFICATIONS
6.5 Meters
2.3 Meters
2.9 Meters
1 Metric Ton
3 KM/s
90 KM/h
35
Driver (1)
Tungsten-Alloy
190
26
Front
Back
Side
Top
13
13
13
14
750 M
940 cR
Bottom
12
TECHNICAL SPECIFICATIONS
14 Meters
2.1 Meters
3.3 Meters
69.75 Metric Ton
1 KM/s
70 KM/h
20
Driver (1) Gunner (1)
Passengers (8)
Sangheili Metallics
136
23
Front
Back
Side
Top
15
12
12
16
750 M
1640 cR
Bottom
10
Type-30 Locust
WALKER TECHNICAL SPECIFICATIONS
Length
5.8 Meters
Width
12 Meters
Height
6 Meters
Mass
2.5 Metric Ton
Agility
40
Evasion
40
Crew
Driver (1)
Hull Material
Sangheili Metallics
Hull Integrity
220
Break Points
30
Hull Toughness
Front
Back
Side
Top
Leg Bonus
12
10
10
9
15
13
13
12
Firing Range
750 M
cR Price
940 cR
Bottom
9
12
Type-47 Scarab
WALKER TECHNICAL SPECIFICATIONS
Length
48.6 Meters
Width
48.3 Meters
Height
38.8 Meters
Mass
3539 Metric Ton
Agility
100
Evasion
15
Crew
Driver (1)
Hull Material
Hunter Heavy Metal
Hull Integrity
760
Break Points
90
Hull Toughness
Front
Back
Side
Top
Leg Bonus
26
24
25
23
30
28
29
27
Firing Range
750 M
cR Price
9440 cR
Bottom
32
32
Bottom
32
32
INNER POWER-CORE
The Harvester, similar to the Scarab, holds an inner Power-Core. This
Power Core, when removed or destroyed, does not ignite the
Harvester, but instead only shuts it down until it is replaced. The
Power Cores holster can be destroyed, not allowing a new Power
Core to be replaced until the system is repaired. The Harvesters
Power Core has 5 Break Points, and can easily be destroyed. This
core is held on the inside, hidden in a small labyrinth of pathways.
To gain entrance to this vehicle, players must find a way to catch
guards off-guard and break in through hacking or other clever ways.
Base hacking one of these would take a -70 Cryptography Test,
which can be increased or decreased based on GM decision.
Harvester
WALKER TECHNICAL SPECIFICATIONS
Length
171.8 Meters
Width
109.5 Meters
Height
120.5 Meters
Mass
37,539 Metric Ton
Agility
20
Evasion
-Crew
Driver (1) Gunner (1)
Hull Material
Hunter Compressed Heavy Metal
Hull Integrity
950
Break Points
200
Hull Toughness
Front
Back
Side
Top
Leg Bonus
86
84
85
83
90
98
99
97
Firing Range
900 M
cR Price
98440 cR
ARMAMENT VARIANTS:
Plasma Drill (7D10 instead, and double Pierce.)
PLASMA DRILL
The Harvester takes long to charge after firing. The Harvesters
Plasma Drill takes 3 Rounds to Charge before firing again. The
devastating attack is well worth the wait, and most players will want
to put a stop to this hulking beast before it is able to recharge for a
second attack.
Bottom
82
92
Type-48 Revenant
Length
Width
Height
Mass
Acceleration
Max Speed
Maneuverability
Crew
Component
Hull Material
Hull Integrity
Break Points
Hull Toughness
Firing Range
cR Price
TECHNICAL SPECIFICATIONS
6.5 Meters
4 Meters
3.3 Meters
2.5 Metric Ton
9 KM/s
190 KM/h
40
Driver (1)
Passanger (1)
Sangheili Metallics
134
22
Front
Back
Side
Top
9
8
8
8
750 M
1340 cR
Bottom
6
Type-46 Specter
Length
Width
Height
Mass
Acceleration
Max Speed
Maneuverability
Crew
Component
Hull Material
Hull Integrity
Break Points
Hull Toughness
Firing Range
cR Price
TECHNICAL SPECIFICATIONS
6.5 Meters
5.1 Meters
4.3 Meters
3.1 Metric Ton
2 KM/s
115 KM/h
30
Driver (1) Gunner (1)
Passengers (2)
Sangheili Metallics
128
18
Front
Back
Side
Top
9
7
8
6
750 M
1390 cR
Bottom
5
TECHNICAL SPECIFICATIONS
8.6 Meters
6.1 Meters
3.8 Meters
47 Metric Ton
2 KM/s
59 KM/h
15
Driver (1) Gunner (1)
Sangheili Metallics
300
31
Front
Back
Side
Top
24
15
28
29
750 M
2140 cR
Bottom
23
Type-26 Banshee
TECHNICAL SPECIFICATIONS
Length
5.5Meters
Width
8.4 Meters
Height
3.3 Meters
Mass
2.25 Metric Tons
Acceleration
8 KM/H
Max Speed
180 KM/H
Maneuverability 135
Crew
One Operator
Hull Material
Ceramic Titanium Armor
Hull Integrity
90
Break Points
13
Hull Toughness
Front Back Side Top
11
12
11
12
Price
1310 cR
ARMAMENT VARIANT
Two Class-2 Energy Guns
Two Class-2 Projectile Cannons
Bottom
11
Type-31 Seraph
TECHNICAL SPECIFICATIONS
Length
28 Meters
Width
19.3 Meters
Height
6.1 Meters
Mass
6 Metric Tons
Acceleration
420 KM/H
Max Speed
3200 KM/H
Maneuverability 240
Crew
Operator (1) Gunner (3)
Shield Rating
100
Recharge Time
2
Recharge Rate
10
Hull Material
Sangheili Metallics
Hull Integrity
128
Break Points
29
Hull Toughness
Front Back Side Top
12
14
14
13
Price
2100
ARMAMENT VARIANT
Heavy Plasma Cannon
Pulse Laser
Plasma Charge
Bottom
14
Type-56 Lich
TECHNICAL SPECIFICATIONS
Length
22,1 Meters
Width
19.3 Meters
Height
7.1 Meters
Mass
12.9 Metric Tons
Acceleration
8 KM/S
Max Speed
900 KM/H
Maneuverability 165
Crew
Operator (1) Gunner (5)s
Complement
Passangers (30)
Hull Material
Sangheili Metallics
Hull Integrity
152
Break Points
37
Hull Toughness
Front Back Side Top
19
19
19
19
Price
2600
ARMAMENT VARIANT
Five Plasma Cannons
Plasma Autocannon
Bottom
19
Type-29 Vampire
TECHNICAL SPECIFICATIONS
Length
15,1 Meters
Width
14.1 Meters
Height
3.1 Meters
Mass
8.5 Metric Tons
Acceleration
8 KM/S
Max Speed
900 KM/H
Maneuverability 150
Crew
Operator (1) Gunner (2)
Hull Material
Sangheili Metallics
Hull Integrity
108
Break Points
15
Hull Toughness
Front Back Side Top
13
13
12
12
Price
1800
ARMAMENT VARIANT
Heavy Needle Cannon
Two Class-2 Energy Guns
Stasis Cannon
Bottom
11
Type-52 Phantom
TECHNICAL SPECIFICATIONS
Length
32.5 Meters
Width
20.5 Meters
Height
5.1 Meters
Mass
23.9 Metric Tons
Acceleration
8 KM/S
Max Speed
7s00 KM/H
Maneuverability 185
Crew
Operator (1) Gunner (3)
Complement
Passangers (15)
Hull Material
Sangheili Metallics
Hull Integrity
146
Break Points
32
Hull Toughness
Front Back Side Top
19
19
19
19
Price
2400
ARMAMENT VARIANT
Two Plasma Cannons
Heavy Plasma Cannon
Bottom
19
Type-25 Spirit
TECHNICAL SPECIFICATIONS
Length
27.8 Meters
Width
18 Meters
Height
11.8 Meters
Mass
28.9 Metric Tons
Acceleration
3 KM/S
Max Speed
1100 KM/H
Maneuverability 155
Crew
Operator (1) Gunner (1)
Complement
Passangers (31)
Hull Material
Sangheili Metallics
Hull Integrity
152
Break Points
26
Hull Toughness
Front Back Side Top
19
19
19
19
Price
3100
ARMAMENT VARIANT
Heavy Plasma Cannon
Bottom
19
Additive
Additive
Additive
Additive
Additive
Additive
Additive
Additive
Additive
Additive
Additive
Sapper Permutation
The Sapper chest piece additive adds two straps of
grenades over the default armor. These extend to
the midway through the abdomen. Holds 10
grenades.
Commando Permutation
This chest piece adds two pouches over the
default armor. One small Hardcase, the second a
larger softcase pouch. Adds an external radio and
a Tactical Waist Bad to the back of the chest piece.
Wrist Breacher Permutation
The Breacher is a wrist-mounted ammo casing that
contains extra ammunition for break-and-enter
situations. Holds up to ten rounds of ammunition
or six shotgun shells.
Grenadier Chest Permutation
This chest piece adds a thick layer of additional
plating over the armor. The Grenadier Chest
Permutation gives +2 armor integrity to the Chest.
Grenadier/Collar Chest Permutation
This chest piece adds a thick layer of additional
plating over the armor. Also included is a large
one-sided face shield to protect the user from
explosives and shrapnel. The Grenadier Chest
Permutation gives +2 armor integrity to the Chest.
Chest Breacher Permutation
This chest piece additive adds a small collared face
shield over the armor. Attached to this is an
ammunition holster that holds up to 12 rounds of
ammunition or seven shotgun shells.
Additive
Additive
Additive
Additive
Additive
Additive
Additive
Additive
Additive
Additive
Additive
Additive
Additive
Additive
Additive
ARMOR ABILITY
Active Camouflage
Armor Lock
Drop Shield
Evade
Hologram
Sprint
Regeneration Field
M805X Forward
Acceleration System
T-3 Active
Camouflage Unit
Z2500 Automated
Protection Drone
Z5080 Promethean
Vision
[ODST]
Z-90 Photon
Hardlight Shield
Bullfrog Jetpack
[UNI]
Covenant Thrust
Pack [COV]
Additive
BETA cR COSTS
As for now, each armor Permutation will work with any UNSC-based
helmet such as the Mjolnir helmets and ODST helmets and even the
helmets of the standard infantrymen. Each permutation here costs
160 cR each.
ARMOR ABILTILES
BENEFIT
Covenant Active Camouflage system integrated with armor. This unit provides a +60 bonus to
Camouflage that lasts 6 rounds, but does not mask sounds or weapon effects. 3 turn recharge once
deactivated. This is only available to Covenant.
User becomes immune to damage until the start of their next turn, but can take no actions while Armor
Lock is active. When Armor Lock is released, it generates an EMP with a 5m radius. 3 turn recharge.
User creates a shield bubble which encloses a 3m radius inside of it. The shield lasts 3 rounds or until
integrity is compromised, and has a Shield Integrity of 120.
As a half action, the user may forfeit their ability to attack this round to perform an Evade, moving them
Agility Modifier in meters away (barring impediments such as cover or other characters). This gives the
user a +20 to Evasion and anyone attacking them a -10 penalty to hit.
The user projects a hologram of them that moves forward to a maximum distance equal to the users Full
Move. The hologram is visually indistinguishable from the user unless using Thermal or VISR to
distinguish, but allies will be able to tell the difference via FoF. The Hologram lasts 2 rounds, until a new
one is created, or until it takes 10 points of damage. The hologram cannot evade, but will mirror the
movements of the creator until it dissipates. 2 Turn recharge.
Using the Mjolnir suits Overclocking system, the users movement is increased, allowing a character to
double their movement speed for two Rounds. If used twice within five Rounds, the user takes a level of
Fatigue.
Enhances the armors regeneration process doubling the armors Recharge Rate and halving the armors
Recharge Time. Any who enter the field removes 1D10+3 Bleed. The Regeneration Field has a recharge
rate of 4 Rounds. The Field is five meters in diameter and lasts for two Rounds.
Doubles the users Half Move for a single Half Action, giving opponents a -30 to hit them for that
adjacent Half Action. This takes a Round to charge.
T-3 Camouflage system integrated with armor. This unit provides a +60 bonus to Camouflage that lasts 5
rounds, but does not mask sounds or weapon effects. 5 turn recharge once deactivated.
Automated Drone with a Hull Integrity of 20 and an armor of 12. The Protection Drone has a recharge
rate of four Rounds. The Protection Drone is counted as having the Bolt Shot pistol, but does not have
the charged shot ability.
The character can see through 20 meters of wall, floor, and any other obstacle. This also works against
finding cloaked users by giving the character a +30 to find them. This lasts four Two Rounds and has a
recharge rate of Four Rounds.
The User generates a shield of hardlight in front of them, which covers their entire body in the direction
theyre facing, for 2 Rounds. This shield is impenetrable, and impervious to damage, but only protects in
the direction its facing. Explosive weapons that detonate near the user still cause half damage. The user
cannot attack or take other actions that require use of their arms while the shield is active. Additionally,
their armors energy shields do not recharge. 2 turn recharge.
The user is able to thrust upward 20-(X) meters and forward whatever your movement speed was at the
time of use. The Jetpack may be used to stop fall damage. For every Half Action used, the Jetpack uses 20
of its charge of its 100. The Jetpack may continue rising upward as long as it has the charge. Entering a
Hovermode allows it to stay stationary in the air only using up 10 of the charge. When not being used,
the Jetpack charges 10 per Round. (X) is equal to +1 for every 20kg the user weighs and has on him.
The user is able to thrust upward 30-(X) meters and forward whatever your movement speed was at the
time of use. The Jetpack can be used to stop fall damage. For every Half Action used, the Jetpack uses 20
of its charge of its 100. When not being used, the Jetpack charges 10 per Round. (X) is equal to +2 for
every 30kg the user weighs and has on him.
WEIGHT
2.1 kg
Cost
700
2.7 kg
1300
3.1 kg
600
1.5 kg
500
1.1 kg
500
0.5 kg
400
2.4 kg
900
0.9 kg
500
2.3 kg
900
4.3 kg
500
2.1 kg
600
2.1 kg
800
11.7 kg
1000
(500 to
ODST)
6.3 kg
500
(Free to
2555+)
THE GM SECTION
ROLE OF THE GM
The Gm, in all aspects, is still another player, just as much as the
others controlling characters. The GM is tasked with bringing the
many styles and aspects of the Halo Universe to the players, who
create characters to live in this Universe. The GMs role is crucial,
and the game cannot be played without one. The GM directs all
NPCs and unfolds events for the players who explore and battle
throughout the GMs story.
The GM is both the director and the referee to the Players,
as the Players decide the actions of their Characters. Halo Mythic
offers rules to arbitrate the actions of the characters and to
determine the failures and successes of their actions. The GM
decides when and where these rules are used, and how to construe
them. The GM must make sure the game is running smoothly and to
make sure people are as satisfied as possible with the outcome.
The GM has a lot of work to do while running games, such
as creating a story, making characters, and controlling the NPCs and
enemies that the Players come across. The story must unfold
smoothly and transition well so that the Players feel at home and
that they fit in this Universe.
BE PREPARED
The GM must be prepared for quick decisions and optional pathways
that must be taken. Stories lose their satisfaction when linear, as
Players enjoy making their own decisions that alter how the story
unfolds as they continue.
STYLES OF PLAY
There are many ways in which the story can evolve around the
players. These focus points of the story create different adventures
the GM and players might want to run. These styles are not the only
ones to be had, as the Players and GM may easily come up with their
own, these are only examples.
MILITARY
A heavily Military-based story should follow the rules of Engagement
of the army it is facing. The Covenant run off of a no-holds-bar
murder and honor system that rewards characters for the death of
their enemies with rank and better equipment. The UNSC run off of
highly-trained tactical soldiers who use team-work to get what
needs to be done. There are rules already implemented in the book
on how to treat these rules located under the Rank section near
Character Creation.
MERCENARY
Mercenaries can be any race from any location, doing what they
want, when they want, whenever they feel like it. Usually,
Mercenaries play for cR, and take any job they can that will further
their goal of power and survival. Working to get better equipment,
exploring the Galaxy, and being on bad ground with mostly everyone
else that arent paying you.
CIVILIAN SURVIVAL
Playing as Civilians under all-out-war is the most difficult style
Players can choose, but can prove to be incredibly fun and
rewarding. The survival aspect can be put towards any type of
Civilian of any race, in any setting that would have Civilians. Starting
with nothing and working your way around the Militaries can show
how hard the lives were of those stuck in war.
EXPLORATION
Exploration of Scientists or just people with a ship of their own is
also a viable game. Heavy roleplaying, experimental weaponry and
equipment, and exploring the Galaxy in general, Exploration offers
gameplay to those who dont just want war, but also an experience
that they control.
NON-PLAYABLE CHARACTERS
Non-Playable Characters, otherwise known as NPCs, are characters
the GM controls. NPCs bring the setting to life and gives Player
Characters the ability to contact and communicate with. NPCs can
prove to play vital roles in stories made by the GM, and the GM
should never ignore the possibilities that can come from the use of
NPCs.
There are plenty of pre-made NPCs that can be used as
both allies and enemies of the Player Characters that are given in
the book. These characters have two sections in the book, both
Mythic Heroes, being the main characters of the Halo Universe, and
standard Premade Characters.
CONTROLLING NPCS
A GM must realize that all NPCs should react differently under
different situations, and must be played with their own unique style
and flavor. There are certain characters that may be cookie-cutters
of others, such as the handful of mooks before a boss. The GM must
take into mind an NPCs motivations, emotions, and who they are
with. Not all NPCs want to die, and the GM should not use NPCs to
steal the limelight away from the Player Characters.
REWARDING PLAYERS
After every game, the GM should reward players with Experience
and sometimes cR. Experience should be given in limited amounts,
based on how well the GM feels the Players did. Experience should
be given for exploration, solving problems, and handling social
encounters. There are two different methods in which to reward
players Experience; Abstract and COMBAT.
ABSTRACT EXPERIENCE REWARDING (UNSC, Humanity, Civilian)
The easiest and most recommended way of rewarding Players,
Abstract relies on awarding Players based on the amount of time
played, and how steady the game felt to the GM. For each game
session, the players should receive at least 200 Experience, roughly
giving 50 Experience per hour played. Using this method, on top of
rewarding players for good conduct and situational handling, will
insure players to want to stay active within the story.
COMBAT EXPERIENCE REWARDING (Covenant)
Using this method, Players are rewarded through how well they
handle Combat situations. This is only recommended for Covenantbased military games, where their society in the Military is
completely based on kill count and how they battle. It is suggested
that some Experience should be given per hour played. The GM
should still reward the players around 30 Experience per hour
played.
DIFFICULTY
MODIFIER
APPEAL
Trivial
Electuary
Simple
Ordinary
Challenging
Hard
Very Hard
+30
+20
+10
+0
-10
-20
-30
Infatuated
Affectionate
Favorable
Indifferent
Disdainful
Scorned
Disgusted
REWARDING WITH cR
The Gm should reward Players with cR after they complete missions
and handle important set objectives. cR should be given in amounts
based on the difficulty of the Objective.
OBJECTIVE DIFFICULTY
cR GAINED
Simple
Routine
Challenging
Hard
Very Difficult
20
40
60
80
100
GAINING LUCK
All Player Characters, and even important NPCs, should gain Luck
over time through completion of important missions and incredible
survival. The GM must use their judgment in order to decide what
should give Players more Luck. Usually, Luck is given in only a +1
when it is given out, as Players shouldnt get more Luck in mass
amounts. Players should also never go above 10 Luck, as it takes
away the difficulty the game offers.
INTERACTIONS WITH OTHERS
Not everything in Halo Mythic is warfare and exploration. Some of
the game features Players and Characters interacting through
roleplaying, and when the GM feels it necessary, with dice rolls as
well.
WHEN TO USE DICE ROLLS
When a GM has two characters in an argument or trying to persuade
each other, the GM should first have a roleplaying session where the
characters discuss their sides of the story, or whatever they are
trying to handle. If the GM feels that a roll must be made, an
Opposed Roll is rolled by both Characters. Examples of skills to make
Opposed Tests include Charm Tests, Command Tests, and
Deception.
CHARACTER DISPOSITION
Characters are not always neutral towards one another. Some are
angry and full of hate, while others could be giddy and willing to
believe anything. The following is a chart to help GMs get a decent
grasp on modifiers for character behavior and attitude towards the
ones making the Opposed Test.
DISPOSITIONS
COMMAND
DECEPTION
INTERROGATE
INTIMIDATE
Fanatical
Devoted
Loyal
Indifferent
Resentful
Disloyal
Mutinous
Gullible
Trusting
Accepting
Indifferent
Suspicious
Skeptical
Disbelieving
Horrified
Panicky
Worried
Indifferent
Plucky
Daring
Reckless
Terrified
Frightened
Startled
Indifferent
Brave
Courageous
Foolhardy
FEAR TESTS
Fear is used when a Character has been pushed to their limits and is
at a possible breaking point. Fear covers possible character actions
when reacting to anything the character would find incredibly
frightening, such as the Flood, gore on a massive scale, or
overwhelmingly bad odds.
MAKING A FEAR TEST
When making a Fear Test, the Character must roll a Courage Test.
The GM must add on any modifiers, such as the Fear Modifier and
whatever modifiers the character and Opponent has. If the
Character passes the Courage Test, the character is fine. If the
Character fails, the GM counts up the Degrees of Failure and adds
+10 for every degree towards rolling on the Fear Outcome Chart.
The GM does not have to go with the rolled outcome if a better idea
is made for what should happen with the situation. These are merely
there as ideas for the GM, and not set in stone.
FEAR
FEAR MODIFIERS
MODIFIER
EXAMPLE
Shocking
Disturbing
Horrifying
Terrifying
Deathly
-10
+0
-10
-20
-40
Roll
Result
01-20
21-30
31-40
41-60
71-90
91-120
121-140
141+
MENTAL DISORDERS
When a character suffers traumatizing events and must roll on the
Mental Disorder Chart, the first chart shown here is to see what type
of disorder is gained.
ROLL
DISORDER
1-3
4-6
6-7
8-10
Phobia
Obsession
Delusions
Nightmares
PHOBIAS
If the GM doesnt have an idea of what phobia the character should
gain from the traumatizing experience, here is a list of fears
available to choose from or roll for.
ROLL
PHOBIA
WHAT IT IS
1-2
3-4
5-6
7-8
9-10
Necrophobia
Hoplophobia
Eremophobia
Xenophobia
Panthophobia
OTHER PHOBIAS
There are thousands of phobias, and most likely one that would fit a
condition a character could suffer. There are plenty available online
to view in phobia lists that can be viewed. Here are some phobias
that would fit the Halo universe.
NAME
WHAT IT IS
Cryophobia
Astrophobia
Hodostrophobia
Howarphobia
Megainsectaphobia
Restituomemorphobia
WHAT IT DOES
Kleptomania
Mythomania
Polemanias
Xenomania
Eleutheromania
Lypemania
DELUSIONS
Delusions and Hallucinations are under the same principles as
Phobias, Manias, and Obsessions. As before, a list of given examples
of different delusions and hallucinations will be listed in a chart that
the GM and players will be able to choose from. The GM and Players
may also go online or look in a medical book for other Delusions and
Hallucinations that could affect a character.
DELUSIONS
WHAT IT DOES
Sensa
Auditory
Gustatory
Olfactory
Somatic
Tactile
Visual
Hypnogogic
Grandiose
Paranoid
Referential
NIGHTMARES
A character that has reoccurring nightmares must roll a Courage Test
every night when asleep. If passed, the character has no, or is not
affected by the nightmares. If the character fails this Courage Test, a
Toughness Test must be made with a -10 Penalty, if failed, the
character begins to gain fatigue over time for not having good night
sleep. Only two fatigue can be gained in total from having
Nightmares.
CURING MENTAL DISORDERS
Over time, if the GM feels like it, a character can overcome the
disabilities gained. This can be done through self-help, therapy, and
just plain time. If the GM is feeling particularly nasty, the characters
disorders could become worse over time, as well. It is best to start
off a Mental Disorder lightly before having it worsen, instead of
having it start off bad and make it worse from there.
GM SIMPLIFIED COMBAT
SIMPLIFIED COMBAT ROLLING
In times of larger combat, this section is to help speed along rolling
for NPCs. The GM, instead of finding a sub-location, will register the
hit on the base locations, Head, Body, Arms, and Legs. Special
Damage can rolled to see if the attack will remove the body location
if the damage is high enough, else, it can just be ignored. Also listed
are all of the armors Armor Toughness values to each location for
quick figuring.
SIMPLIFIED TO HIT
HIT LOCATION
ROLL
01-10
11-20
21-30
31-70
71-85
86-100
Head
Right Arm
Left Arm
Chest
Right Leg
Left Leg
ARMOR
NAME
22
23
24
23
15
16
17
16
18
17
18
17
18
16
17
10
15
16
16
10
16
18
17
10
15
16
16
10
15
16
17
16
16
17
18
17
16
17
18
17
ARMOR
NAME
ARMOR TOUGHNESS
HEAD
13
12
11
16
14
16
14
13
12
16
14
14
14
14
15
14
12
17
15
15
15
15
16
15
ARMS
14
13
12
17
15
15
15
13
12
17
15
15
16
15
15
15
12
18
15
16
16
16
16
16
CHEST
15
14
13
19
16
16
16
15
13
19
17
17
17
16
17
16
13
19
18
17
17
16
17
17
LEGS
14
13
12
17
14
14
15
13
13
17
16
15
16
15
16
14
13
18
16
16
16
15
16
16
11
11
11
11
12
12
12
12
Tordin V7 66 Armor
CBE Cross-Branch INSURRECTIONIST
BDU
EXO/Atmospheric INSURRECTIONIST
BDU
Officers Upgraded
INSURRECTIONIST BDU
Communications BDU
19
20
21
20
ARMOR
20
21
22
21
21
22
23
22
NAME
Police Battle Dress Uniform
Riot Suppression Armor
Police Special Response SWAT
Armor
ARMOR TOUGHNESS
HEAD
13
ARMS
14
CHEST
15
LEGS
14
12
11
13
12
14
12
13
11
15
14
19
14
17
15
17
15
20
16
19
16
17
14
15
15
13
12
13
12
15
12
13
12
15
14
14
19
14
17
15
15
17
15
20
17
17
19
16
17
16
15
15
15
15
15
17
16
14
12
15
12
16
12
14
12
15
15
19
15
20
18
18
16
15
21
15
16
17
16
17
20
17
16
16
16
15
16
16
15
16
16
17
16
15
16
17
16
ARMOR TOUGHNESS
HEAD
10
12
12
ARMS
10
12
11
CHEST
11
14
13
LEGS
10
12
11
ARMOR
NAME
Sangheili Minor Combat Harness
Sangheili Major Combat Harness
Sangheili Spec-Op Harness
Sangheili Ultra Combat Harness
Sangheili Honor Guard Harness
Sangheili Zealot Combat Harness
Sangheili Minor Combat Harness
Kig-Yar Minor Combat Harness
Kig-Yar Minor Combat Harness
Kig-Yar Zealot Combat Harness
Kig-Yar Sniper Combat Harness
Kig-Yar Spec-Ops Harness
Kig-Yar Zealot Combat Harness
Unggoy Minor Combat Harness
Unggoy Major Combat Harness
Unggoy Heavy Combat Harness
Unggoy Ultra Combat Harness
Huragok Explosive Harness
Jiralhanae Minor Combat Harness
Jiralhanae Major Combat Harness
Jiralhanae Ultra Combat Harness
Jiralhanae Captain Major Harness
Jiralhanae Captain Ultra Harness
Jiralhanae Chieftain Harness
ARMOR TOUGHNESS
HEAD
16
16
16
17
19
20
13
13
14
17
12
15
19
11
12
12
12
19
9
9
10
11
12
14
10
ARMS
16
17
15
18
20
21
15
15
16
19
14
15
18
13
13
14
14
9
9
10
11
12
13
15
10
CHEST
18
18
18
19
21
24
16
16
18
20
17
16
21
14
15
17
18
21
11
12
13
13
14
16
11
LEGS
16
17
16
18
20
21
13
13
16
18
13
14
18
13
14
16
16
6
9
10
11
12
13
15
10
Armor
Post-Schism Jiralhanae Major
Armor
Post-Schism Jiralhanae
Bodyguard Armor
Post-Schism Jiralhanae Captain
Major Armor
Post-Schism Jiralhanae Captain
Ultra Armor
Post-Schism Jiralhanae Chieftain
Armor
Post-Schism Jiralhanae War
Chieftain Armor
Hunter Armor
Sangheili Sealed Suit
Jiralhanae Sealed Suit
Unggoy Sealed Suit
Kig-Yar Sealed Suit
Yanmee Sealed Suit
Huragok Sealed Suit
Mgalekgolo Sealed Suit
11
11
12
11
13
13
14
12
13
14
15
13
14
15
16
15
16
16
17
15
17
18
19
18
34
2
2
2
2
2
2
2
33
0
0
0
0
0
0
0
45
1
1
1
1
1
1
1
33
0
0
0
0
0
0
0
MYTHICAL HEROES
Heroes are the main characters of the Halo Universe given stats and
characteristics like any normal player. These characters would most
likely never show up in-gameplay without set circumstances. If,
whatever reason the GM sees necessary, the GM wants to use
these, the GM must remember these characters are usually on a
higher level than most characters.
T
63
AG
65
WFR
70
WFM
70
INT
42
PER
56
CR CH
54
16
Wounds:
SKILLS
LEVEL
PRICE
Athletics
Command
Demolition
Evasion
Grappling
Navigation Ground
Pilot Ground
Pilot Air
Pilot Space
Stunting
Survival
+30
Trained
Trained
+30
+20
+10
Trained
Trained
Trained
+50
+10
TOTAL
1000
100
100
1000
600
300
100
150
200
2100
300
5950
ABILITIES
PRICE
Aggressive Advance
Alien Tech
Cynical
Disarm
Eagle Eye
Emotionally broken
Dual Wielding Melee
Dual Wielding Range
Hand-To-Hand Basic
Modern Army Combatatives
Mobile Fire
Quick Draw
Soldier of Fortune
Swift Shot
Unrestrained Reflexes
Vault
300
250
500
250
250
750
250
250
250
500
500
250
1500
500
250
500
7050
TOTAL
LD
37
43
T
67
AG
80
WFR
66
WFM
77
INT
43
PER
43
SKILLS
LEVEL
PRICE
Athletics
Command
Camouflage
Evasion
Grappling
Investigation
Negotiation
Pilot Ground
Pilot Air
Cryptography
+30
+10
+10
+40
+10
Trained
+30
Trained
Trained
Trained
TOTAL
900
300
300
1400
300
100
1000
100
150
150
4700
CHARACTERISTIC ADVANCEMENT
PRICE
Agility
Warfare Range
Warfare Melee
2000
1200
1200
4400
TOTAL
CR CH
44
28
Wounds:
LD
53
50
ABILITIES
PRICE
Evasive Maneuvers
Disarm
Hand-To-Hand Basic
Brave Heart
Clear Target
Dual Wielding Melee
Dual Wielding Range
Fast Foot
Mobile Fire
Modern Army Combative
Unbreakable Bonds
500
250
250
500
250
250
250
250
500
500
500
4000
TOTAL
Sangheili Equipment
Covenant Carbine
Equipment Pouch
Plasma Sword
Flashlight
Two Plasma Grenades
Curveblade
Sangheili Arbiter Combat Harness
STR
33
T
29
AG
27
WFR
39
WFM
30
INT
22
PER
31
CR
22
CH
33
LD
19
EXP 5
RACE
Unggoy
STR
38
T
35
AG
30
MAJOR UNGGOY
WFR WFM INT
40
35
22
PER
31
CR
28
CH
40
LD
20
PER
31
CR
30
CH
42
LD
23
EXP 10
RACE
Unggoy
STR
40
T
47
AG
35
ULTRA UNGGOY
WFR WFM
48
38
INT
22
EXP 15
Small
The Unggoy takes their Ranks Combat Harness.
Rapidfire Equipment
Plasma Rifle
Plasma Pistol
Two Plasma Grenades
Methane Tank
Equipment Pouch
Flashlight
Curveblade
Unngoy Combat Harness
Anti-Infantry Equipment
Concussion rifle
Plasma Pistol
Two Plasma Grenades
Methane Tank
Equipment Pouch
Flashlight
Curveblade
Unngoy Combat Harness
Equipment Pouch
Flashlight
Unngoy Combat Harness
Anti-Armor Equipment
Fuel Rod Gun
Two Plasma Grenades
Methane Tank
Equipment Pouch
Curveblade
Unngoy Combat Harness
Ranger Equipment
Covenant Carbine
Plasma Pistol
Two Plasma Grenades
Methane Tank
Equipment Pouch
Flashlight
Curveblade
Unngoy Combat Harness
Equipment Pouch
Flashlight
Curveblade
Unngoy Combat Harness
Kig-Yar
The shot will be made. Nothing will be left standing. I might have a
snack afterward."
KIG-YAR MINOR
RACE
Kig-Yar
STR
35
T
37
AG
46
WFR
53
WFM
47
INT
38
PER
70
CR
38
CH
42
LD
33
EXP 5
RACE
Kig-Yar
STR
37
T
42
AG
52
KIG-YAR MAJOR
WFR WFM
57
53
INT
40
PER
75
CR
44
CH
46
LD
49
INT
40
PER
75
CR
47
CH
46
LD
53
INT
40
PER
79
CR
47
CH
46
LD
60
EXP 10
RACE
Kig-Yar
STR
40
T
46
AG
54
KIG-YAR ULTRA
WFR WFM
61
53
EXP 15
RACE
Kig-Yar
STR
40
T
46
AG
54
KIG-YAR ZEALOT
WFR WFM
61
53
EXP 20
The Kig-Yar takes their Ranks Combat Harness.
Equipment Pouch
Flashlight
Curveblade
Kig-Yar Combat Harness
Equipment Pouch
Flashlight
Curveblade
Kig-Yar Combat Harness
Equipment Pouch
Flashlight
Curveblade
Kig-Yar Combat Harness
Equipment Pouch
Flashlight
Curveblade
Kig-Yar Combat Harness
Sangheili
"What madness Sangheili honor can be? They should be careful, lest
they lose their way."
SANGHEILI MINOR
RACE
Sangheili
STR
100
T
66
AG
50
WFR
45
WFM
46
INT
37
PER
35
CR
41
CH
25
LD
42
EXP 10
SANGHEILI MAJOR
RACE
Sangheili
STR
105
T
71
AG
53
WFR
49
WFM
50
INT
42
PER
38
CR
45
CH
30
LD
49
INT
48
PER
43
CR
49
CH
36
LD
52
INT
52
PER
48
CR
53
CH
40
LD
56
EXP 20
SANGHEILI ULTRA
RACE
Sangheili
STR
110
T
76
AG
58
WFR
55
WFM
56
EXP 25
SANGHEILI ZEALOT
RACE
Sanghili
STR
115
T
80
AG
60
WFR
59
WFM
60
EXP 30
The Sangheili takes their Ranks Combat Harness.
PROMETHEANS
Oh, but what I would not give to have even a single company of
Prometheans here right now... oh, they would most certainly restore
order with their trademark lethality...
KNIGHT
RACE
KNIGHT
STR
100
T
60
AG
25
WFR
30
WFM
30
INT
5
PER
15
CR
55
CH
5
STR
100
T
90
AG
10
BATTLE WAGGON
WFR WFM INT
30
30
5
PER
15
CR
55
CH
5
LD
5
PER
15
CR
55
CH
5
LD
55
EXP 200
RACE
KNIGHT
STR
100
T
90
AG
20
COMMANDER
WFR WFM
30
30
EXP 300
INT
5
60
10
4
Head
15
Chest
17
Legs
16
Shield Integrity
Recharge Rate
Recharge Time
Hull Toughness
Battlewagon Armor
80
10
5
Head Arms Chest
15
16
17
Legs
16
Shield Integrity
Recharge Rate
Recharge Time
Hull Toughness
Commander Armor
120
10
4
Head Arms Chest
15
16
17
Legs
16
LD
5
EXP 100
RACE
KNIGHT
Knight Armor
Shield Integrity
Recharge Rate
Recharge Time
Hull Toughness
Huge
Arms
16
Light Rifle
Knight Armor
Knight Commando Equipment
Light Rifle
Hardlight Sword
Knight Armor
Battlewagon Devistator Equipment
Scattershot
Scattershot
Knight Armor
Battlewagon Demolisher Equipment
Scattershot
Hardlight Sword
Battlewagon Armor
Commander Breaker Equipment
Incineration Cannon
Hardlight Sword
Commander Armor
Hardlight Sword
Commander Armor
Commander Breaker Equipment
Hardlight Sword
Hardlight Sword
Commander Armor
PROMETHEAN WATCHER
They bring the big ones back, so take them down quick.
PROMETHEAN CRAWLER
More of an annoyance, really. Theyre fast and damned if they
dont have a gun on their face.
WATCHER
RACE
KNIGHT
STR
5
T
40
AG
175
WFR
30
WFM
0
INT
5
PER
25
CR
40
EXP 30
CH
5
LD
5
CRAWLER
RACE
KNIGHT
STR
15
T
10
AG
65
WFR
35
WFM
20
INT
5
PER
25
CR
45
EXP 10
Crawler Armor
Watcher Armor
Shield Integrity
Recharge Rate
Recharge Time
Hull Toughness
Shield Integrity
Recharge Rate
Recharge Time
Hull Toughness
10
5
4
Head
9
Arms
10
Chest
11
Legs
10
10
5
4
Head
9
Arms
10
Chest
11
Watcher Armor
Crawler Armor
Crawler Spray Equipment
Supressor
Crawler Armor
Legs
10
CH
5
LD
5
ENFORCER
RACE
KNIGHT
STR
5
T
40
AG
25
WFR
30
WFM
0
INT
5
PER
25
CR
40
CH
5
EXP 700
Roll 4D10 extra wounds for the Forerunner Enforcer Sentinels.
Giant
Enforcer Armor
Shield Integrity
60
Recharge Rate
5
Recharge Time
4
Hull Toughness
Head Arms Chest Legs
14
15
16
15
Watcher Equipment
Four connected Sentinel Beams
Enforcer Armor
LD
5
CRAWLER
RACE
KNIGHT
STR
5
T
40
AG
135
WFR
30
WFM
0
INT
5
PER
25
CR
40
EXP 100
Sentinel Armor
Shield Integrity
Recharge Rate
Recharge Time
Hull Toughness
30
5
2
Head
9
Arms
10
Chest
11
Sentinel Equipment
Sentinel Beam
Sentinel Armor
Legs
10
CH
5
LD
5
Translocation
Knights have the ability to teleport towards a chosen location once
every Half Action, giving up the ability to fire. This teleport moves
the knight one to five meters in the chosen location.
Knights may use this teleportation to dodge an entire Half
Action of fire, but this forfeits their next Half Actions teleport. This
cannot be used twice, and the second Half Action still hits as if
nothing happened.
Promethean Vision
The Promethean can see through 20 meters of wall, floor, and any
other obstacle. This also works against finding cloaked users by
giving the Promethean a +30 to find them.
Spawning Watchers
A Battlewagon can spawn one single Watcher by using a Half Action
that eventually gives the Watcher the ability to respawn the
Battlewagon once by using a Full Action without being destroyed.
THE FLOOD
THE FLOOD
The Flood are a parasitic organisms that reproduce and grow by
consuming sentient life with sufficient biomass and cognitive
capability. The Flood was responsible for consuming most of the
sentient life in the galaxy, including most Forerunners and ancient
Humans, known then as Manush.
The Flood are believed to originate from the Large
Magellanic Cloud, Path Kethona. The Flood arrived to the Milky Way
Galaxy by a crashed cargo ship.
GRAVEMINDS
All Flood forms share a single consciousness when near each other,
that become progressively more intelligent when their numbers
grow. When enough hosts have been infected and drawn together, a
single Flood consciousness becomes Gravemind a self-aware,
highly intelligent entity that strategically commands all near Flood
forms.
PROTO-GRAVEMINDS
Proto-Graveminds are Flood Forms that are currently amassing into
the Gravemind form. The Proto-Gravemind is an advanced Flood
form that takes host from a single entity and amasses with the
addition of more Flood forms, and over the course of a few days,
becomes massive in size and forms a consciousness, becoming a
Gravemind.
KEYMINDS
Keyminds are formed by the complete assimilation of all planetary
ecosystems. These forms are amassed throughout the entire planet,
being much larger than any other known living organism in the
universe. Keyminds are capable of extraordinary strategic planning,
such as controlling entire battle fleets. Keyminds are far more than a
match for AIs, even AIs of the Forerunners known as Metarch-class
Ancillas.
INFECTION FORMS
Infection Forms are the first mobile stage of the Flood xenoforms,
and are the most commonly seen. These forms are responsible for
spreading the infection from host to host. Infection forms are
balloon-like creations covered in tentacles for moving, jumping, and
probing. They attack in numbers to get through armor and flesh to
tap into the spinal-cord, killing the host almost instantly.
CARRIER FORM
Carrier forms are walking, bloated, forms with two tentacles and
short, stubby legs. These forms are made from infected beings that
are used to incubate and spread the Flood Infection Forms. Carrier
forms are created through infecting bodies that are considered
unsuitable for combat. Carrier forms eventually charge into enemies
and explode, causing Flood spores and Infection forms to fly into
and around potential sentient targets. These forms will also explode
if killed.
COMBAT FORM
Combat forms are any Flood-inhabited body that is able to be used
in battle. These forms hold mutations that created larger fists,
heavier mass in the arms for blunt-force striking, and sharp whip-like
tentacles used for cutting. Any being can become a Combat form,
and will gain mutations when fully taken over.
FLOOD NESTS
Flood Nests are structures created to mass-produce Infection forms.
These nests can be found in many sizes, from small sections of pods
to massive pods with protective tentacles that can throw and attack
anything around them.
FLOOD PURE FORMS
Pure forms of the Flood are an advanced form produced during a
Coordination stage the Flood endures. These forms are not created
by infecting hosts, and are composed entirely of Flood biomass. Pure
forms have three sub-forms, stalker, Ranged, and Tank.
Stalker forms are extremely agile and can jump large
distances. These forms crawl on ceilings and walls before leaping at
an enemy. These forms rarely attack.
Ranged forms can be found clinging to walls and ceilings,
and cannot move on their own. Ranged forms are anchored down to
wherever they were when they transformed. Ranged forms are able
to fire sharp projectiles without the need of a weapon, but in order
to do so, they show weaker sections of the Flood form.
Tank forms are immense and incredibly powerful. Tank
forms are the largest of the Pure forms. These forms cannot climb
on walls or ceilings, and can take and deal tremendous amounts of
damage.
BECOMING INFECTED
All beings becoming infected by the Flood begin a mutation process.
This process must be rolled on the charts below for the each arm,
leg, chest, and head. Afterwards, characteristic change are found
through rolls, as well.
INFECTING WITH SPORES AND FORMS
The Flood can infect all characters, including Players. Whenever
there are Flood Spores in the area, characters that are not in sealed
suits, characters have a chance of becoming infected over time.
Characters that are not in the suits must roll Toughness Tests at +30
every five minutes. If failed, the Spores begin to infect the character,
and at least turning them into possible carriers. There are times that
there are immense amount of Spores in an area, which means a
character must roll the Toughness Test at only a +10.
Infection forms latch on and thrash at characters until they
are able to bore into the back of the neck or the chest, and usually
attack in horde. Infected forms can only take over a character that is
at (X) Wounds. (X) begins at 5, and gains a +1 for every 2 Infected
forms are attacking this character.
INFECTION MODIFICATION TO CHARACTERISTICS
The following shows how to turn an existing character into a Flood
for multiple situations. Each chart shows one for Standard Infection,
Damaged Infection, and Important Infection.
4-6
ALTERATIONS
MODIFICATION
Strength
Toughness
Agility
Warfare
Range
Warfare
Melee
Intellect
Perception
Courage,
Charisma,
and
Leadership
Senses
Movement
Bleed
and
Bloodloss
Special
Damage
ROLL
EFFECT
1-2
3-4
5-6
7-8
9-10
LEGS (1D10)
ROLL
EFFECT
1-3
7-10
ROLL
EFFECT
1-2
3-4
CHEST (1D10)
5-6
7-8
9-10
HEAD(1D10)
ROLL
EFFECT
1-5
6-7
8-9
10
PURE FORM
Tank
RACE STR
T
AG WFR
Pure
120 120
25
10
Wounds: 40
Size: LARGE
Weapons
CH LD
--2 Round
RACE
STR
Pure
10
Wounds: 40
Weapons
Range
T
AG WFR WFM INT PER CR CH LD
50 -65
-1
15
---Size:
LARGE
Transformation Time:
1 Round
One Flood Range form Launcher
RACE
STR
Pure
40
Wounds: 40
Weapons
Stalker
T
AG WFR WFM INT PER CR CH LD
80 50
10
75
1
15
---Size:
LARGE
Transformation Time:
1 Round
Two Flood Whipping Arms
[I]
TYPE
Flood Weapon
BASE DAMAGE
7
PIERCING
HSM
RANGE
1m
MAG
---
Thwacker
AMMUNITION
---
ACCURACY
--
[I]
TYPE
Flood Weapon
BASE DAMAGE
3
PIERCING
Strength Mod
RANGE
2m
MAG
---
Smacker
AMMUNITION
---
ACCURACY
--
[I]
TYPE
Flood Weapon
BASE DAMAGE
18
PIERCING
HSM
RANGE
1m
MAG
---
Devastator
AMMUNITION
---
ACCURACY
--
PIERCING
13
TYPE
Biomass Launcher
MAG
21
M6 Carbine
AMMUNITION
ACCURACY
12.7x40mm
--
Ship Characteristics:
Speed: Agility measures how fast a ship can move in space.
Maneuverability: Maneuverability measures how quickly a ship can
change direction, avoid obstacles, and evade incoming fire. This rolls
confers a 1D100 roll.
Sensory: Sensory measures the power of a vessels sensory and
navigation, and how well they can see their surroundings.
Shields: Shields create an insubstantial energy barrier around a ship
to protect it from enemy attacks.
Armor: Armor protects a ship from incoming weapons fire, as well as
collisions from celestial dust, rocks, and other detritus.
Hull Integrity: Hull Integrity is a measure of how reinforced a ships
interior is, and how much damage a ship can take before breaking
up. Isolated compartments, reinforced bulkheads, and blast doors
increase Hull Integrity, while long, open passageways and
substandard materials decrease it.
Power Generation: Power Generation measures the energy the ship
generates to run its myriad Components. If a Component is
unpowered, it will not function.
Space: Space measures the room in the ship for various
Components. If there is not enough Space for a Component, it
cannot be contained within the ships hull.
Weapon Capacity: These are the amount a ship can integrate and
run weaponry.
SU: This is how many points the hull, component, or upgrade costs.
Camouflage: The amount a ship is concealed in the confines of
space.
Hull:
The Hull is the framework and chassis of a starship. The hull defines
the Starship and its shape. It is the technical Wounds and health of
the Starship. Critical damage to the Hull could mean the death of the
entire party.
Frigates
Charon
Stalwart
Paris
Destroyers
UNSC Class
Gorgon Class
Cruisers
Marathon
Halcyon
Valiant
Carrier (Mass troops and vehicles)
Corvette (Small Warship)
Prowler (ONI Stealth)
Supercarrier
Standard Fusion Drive gives 20 power each
Secondary Fusion Drive gives 5 power each
Speed can greatly alter how well a ship can fire their weapons
accurately. For every 10KM/S a ship is travelling, that ship gains a -5
to hit with any To Hit Test.
SHIP WEAPON DAMAGE AND DEFENSE
All ship weaponry a deal ten times damage against player and
standard vehicles, and only takes a third of standard UNSC vehicle
damage and is not damaged by infantry weaponry besides the
Spartan Laser, which counts as a vehicle weapon under these
circumstances.
AIMING CHARACTERISTIC
Aiming Characteristics, for ships, work the exact same as a
characters Warfare Range or Warfare Melee.
Frigate Paris
CHARACTERISTIC
Speed
Maneuverability
Sensory
Aiming
Hull Integrity
Power Gen
Space
Weapon capacity
Ship Points
Camouflage
Compliment
Frigate - Stalwart
CHARACTERISTIC
Speed
Maneuverability
Sensory
Aiming
Hull Integrity
Armor
Power Gen
Space
Weapon capacity
Ship Points
Camouflage
Complement
Frigate Charon
CHARACTERISTIC
Speed
Maneuverability
Sensory
Aiming
Hull Integrity
Armor
Power Gen
Space
Weapon capacity
Ship Points
Camouflage
Complement
D77-TC Pelicans
Ground Vehicles
Insertion vehicles
Doubled Hangar Space
MODIFIER
140KM/S (560 KM/Round)
40
50
60
710
2 Primary / 6 Secondary
40
Cruiser MAC Cannon
50 Archer Missiles
12 Point Defense Gun
2 M4093 Hyperion Nuclear
Delivery System
10
30
ODST Dropping Station
D77-TC Pelican Dropships
Insertion Vehicles
MODIFIER
140KM/S (560 KM/Round)
40
50
60
580
30
2 Primary / 5 Secondary
60
MAC Cannon
30 Archer Missile Pods
18 Point Defense Gun
1 M4093 Hyperion Nuclear
Delivery System
30
30
ODST Dropping Station
D77-TC Pelicans
Ground Vehicles
Insertion vehicles
Doubled Hangar Space
MODIFIER
140KM/S (560 KM/Round)
40
50
60
550
30
3 Primary / 5 Secondary
60
MAC Cannon
50 Archer Missile Pods
30 Point Defense Gun
3 M4093 Hyperion Nuclear
Delivery System
15
30
ODST Dropping Station
Ship Points
Camouflage
Complement
Ship Points
Camouflage
Complement
Weapon capacity
Ship Points
Camouflage
Complement
UNSC Carrier
CHARACTERISTIC
Speed
Maneuverability
Sensory
Aiming
Hull Integrity
Power Gen
Space
Weapon capacity
Ship Points
Camouflage
Complement
MAC Cannon
40 Archer Missile Pods
20 Point Defense Gun
2 M4093 Hyperion Nuclear
Delivery System
AAA Helix Gun
15
20
ODST Dropping Station
D77-TC Pelicans
Ground Vehicles
Insertion vehicles
Doubled Hangar Space
Ship Points
Camouflage
Complement
Speed
Maneuverability
Sensory
Aiming
Hull Integrity
Power Gen
Space
Armor
Weapon capacity
MODIFIER
140KM/S (560 KM/Round)
20
50
80
840
7 Primary / 10 Secondary
60
MAC Cannon
300 Archer Missile Pods
200 Point Defense Gun
3 M4093 Hyperion Nuclear
Delivery System
2 Fusion Rocket Launcher
15
5
ODST Dropping Station
D77-TC Pelicans
Longsword-Class Interceptor
Albatross Dropships
Bumblebee Lifeboats
UNSC Supercarrier
CHARACTERISTIC
MODIFIER
Speed
Maneuverability
Sensory
Aiming
Hull Integrity
Armor
Power Gen
Space
Weapon capacity
Cruiser Marathon
CHARACTERISTIC
MODIFIER
Ship Points
Camouflage
Complement
Ship Points
Camouflage
Complement
Ship Points
Camouflage
Complement
Prowler
CHARACTERISTIC
Speed
Maneuverability
Sensory
Aiming
Hull Integrity
Armor
Power Gen
Space
Weapon capacity
Ship Points
Camouflage
Complement
MODIFIER
140KM/S (560 KM/Round)
80
80
80
190
20
1 Primary / 2 Secondary
30
2 Pulse Laser
HORNET Mine System
Shiva-Class Nuclear Missile
Launcher
15
90
ODST Dropping Station
D77-TC Pelicans
Ground Vehicles
Insertion vehicles
Triple Hangar Space
Covenant Ships
Frigate
Battleship
Cruiser
Destroyer
Super Destroyer
CPV-Class Heavy
RPV-Class Light
Super-Destroyer
Covenant Frigate
CHARACTERISTIC
Speed
Maneuverability
Sensory
Aiming
Hull Integrity
Armor
Shield Integrity
Shield Recharge Time
Shield Recharge Rate
Power Gen
Space
Weapon capacity
Ship Points
Camouflage
Compliment
Covenant Battleship
CHARACTERISTIC
Speed
Maneuverability
Sensory
Aiming
Hull Integrity
Armor
Shield Integrity
Shield Recharge Time
Shield Recharge Rate
Power Gen
Space
Weapon capacity
Ship Points
Camouflage
Compliment
MODIFIER
160KM/S (640 KM/Round)
30
50
70
740
30
550
2
40
3 Primary
40
10 Pulse Laser Turret
3 Lateral Plasma Turret
10
30
Sangheili
Kig-Yar
Mgalekgolo
Unggoy
Jiralhanae
MODIFIER
160KM/S (640 KM/Round)
20
40
90
870
40
650
2
40
3 Primary
40
12 Energy Projector
5 Plasma Turret
5 Pulse Laser Turret
10
20
Sangheili
Kig-Yar
Mgalekgolo
Unggoy
Jiralhanae
Covenant Cruiser
CHARACTERISTIC
Speed
Maneuverability
Sensory
Aiming
Hull Integrity
Armor
Shield Integrity
Shield Recharge Time
Shield Recharge Rate
Power Gen
Space
Weapon capacity
Ship Points
Camouflage
Compliment
MODIFIER
160KM/S (640 KM/Round)
30
50
70
820
65
550
2
40
3 Primary
40
5 Plasma Turret
10 Lateral Pulse Laser
10
30
Sangheili
Kig-Yar
Mgalekgolo
Unggoy
Jiralhanae
Ship Points
Camouflage
Compliment
Ship Points
Camouflage
Compliment
Ship Points
Camouflage
Compliment
Covenant Supercarrier
CHARACTERISTIC
Speed
Maneuverability
Sensory
Aiming
Hull Integrity
Armor
Shield Integrity
Shield Recharge Time
Shield Recharge Rate
Power Gen
Space
Weapon capacity
Ship Points
Camouflage
Compliment
MODIFIER
160KM/S (640 KM/Round)
0
70
90
2180
120
990
3
200
10 Primary
40
5 Energy Projectors
40 Plasma Turret
20 Pulse Laser Turret
10
0
Sangheili
Kig-Yar
Mgalekgolo
Unggoy
Jiralhanae
20 Exoatmospheric Seraphs
10 Boarding Craft
30 Spirits
40 Banshees
10 Seraphs
2 Scarabs
Kig-Yar Ships
Privateer
Raider
Shuttle
Troop Carrier
MODIFIER
170KM/S (680 KM/Round)
50
50
80
600
40
200
2
100
3 Primary
40
6 Pulse Laser Turret
10
70
MODIFIER
170KM/S (680 KM/Round)
50
50
70
740
40
300
2
100
3 Primary
40
19 Pulse Laser Turret
10
50
Point Defense Guns: Roll for one gun. 1D10+4*(X). Where X is how
many weapons hit. Every roll counts for 5 hits.?
TYPE
Electromagnetic
WEAPON SPEED
Instant
RANGE
400m to 900k
TYPE
Electromagnetic
PIERCING
40
WEAPON SPEED
Instant
RANGE
400m to 900k
M42 Archer
DAMAGE ROLL
2D10*(X)
PIERCING
20
Burst(5)
WEAPON SPEED
2
Blast(20) Kill(10)
RANGE
400m to 200k
TYPE
Electromagnetic
Blast(20) Kill(10)
RANGE
400m to 200k
BASE DAMAGE
+10
MAG
1
cR
--
MAG
--
MAG
--
cR
--
cR
--
1x/2x
ACCURACY
10/15
1x/2x
ACCURACY
10/15
Archer Pods
AMMUNITION
M75 Rapier Missile
1x/2x
ACCURACY
10/15
Oversized Archer
AMMUNITION
M75 Rapier Missile
1x/2x
ACCURACY
10/15
Nuke
AMMUNITION
Nuclear Missile
1x/2x
ACCURACY
10/15
Nuke
AMMUNITION
Nuclear Missile
1x/2x
ACCURACY
10/15
Nuke
AMMUNITION
Nuclear Missile
1x/2x
ACCURACY
10/15
Nuke
AMMUNITION
Nuclear Missile
1x/2x
ACCURACY
10/15
Fusion Rocket
AMMUNITION
Fusion Rocket
1x/2x
ACCURACY
10/15
Ship CIWS
AMMUNITION
50mm Round
1x/2x
ACCURACY
10/15
(X) How many missiles hit. Make one roll for every 5 missiles being shot.
TYPE
Electromagnetic
M58 Archer
DAMAGE ROLL
2D10*(X)
BASE DAMAGE
+10
PIERCING
20
Burst(10)
WEAPON SPEED
2
MAG
1
cR
--
(X) How many missiles hit. Make one roll for every 5 missiles being shot.
SHIVA Nuclear Missile
DAMAGE ROLL
BASE DAMAGE
7D10*10
+70
PIERCING
50
Blast(7000) Kill(2000)
WEAPON SPEED
RANGE
1
400m to 200k
TYPE
Electromagnetic
PIERCING
40
Blast(7000) Kill(2000)
WEAPON SPEED
RANGE
1
400m to 200k
TYPE
Electromagnetic
PIERCING
50
Blast(7000) Kill(2000)
WEAPON SPEED
RANGE
1
400m to 200k
TYPE
Electromagnetic
PIERCING
40
Blast(7000) Kill(2000)
WEAPON SPEED
RANGE
1
400m - 200km
TYPE
Electromagnetic
+30 to hit
TYPE
Electromagnetic
Fusion Missile
DAMAGE ROLL
BASE DAMAGE
5D10*5
+20
PIERCING
10
Blast(70) Kill(40)
WEAPON SPEED
4
TYPE
Electromagnetic
PIERCING
8
Burst(20)
-10 Damage to Sheilds
WEAPON SPEED
RANGE
1
400m to 10km
MAG
1
MAG
1
MAG
1
MAG
1
cR
--
cR
--
cR
--
cR
--
MAG
--
cR
--
(X) How many Burst(20) shots hit. Roll these as three more hits for every degree of success, starting at base 0 Degrees of Success.
TYPE
Electromagnetic
PIERCING
9
Rate of Fire(20)
WEAPON SPEED
1
RANGE
1km to 10km
TYPE
Electromagnetic
Hornet Mine
DAMAGE ROLL
5D10*5
BASE DAMAGE
+30
PIERCING
30
Blast(900) Kill(300)
WEAPON SPEED
Stationary
RANGE
1000m
TYPE
Electromagnetic
NOVA Bomb
DAMAGE ROLL
Instant Death
BASE DAMAGE
Instant Death
PIERCING
Instant Death
Blast(10KM) Kill(5KM)
WEAPON SPEED
RANGE
2
400m to 10km
TYPE
Electromagnetic
PIERCING
20
Rate of Fire(10)
WEAPON SPEED
1
TYPE
Electromagnetic
DAMAGE ROLL
1D10*10
PIERCING
80
WEAPON SPEED
1
TYPE
Electromagnetic
Plasma Turret
+10 damage to Hull
DAMAGE ROLL
BASE DAMAGE
PIERCING
5D10
+20
15
Rate of Fire(5)
WEAPON SPEED
1
Energy Projector
Hog Special
BASE DAMAGE
+50
Rate of Fire(1)
MAG
--
cR
--
10 Dropped at once
MAG
--
cR
--
MAG
1
cR
--
MAG
30
cR
--
HELIX System
AMMUNITION
Helix Shell
1x/2x
ACCURACY
10/15
Space Mine
AMMUNITION
UNSC High Explosive
-ACCURACY
--
Planet Breaker
AMMUNITION
8 Nuclear Missile
1x/2x
ACCURACY
10/15
1x/2x
ACCURACY
10/15
Cleansing Beam
1x/2x
AMMUNITION
Plasma
ACCURACY
10/15
Plasma Cannon
AMMUNITION
Plasma
1x/2x
ACCURACY
10/15
HALO CREATED BY
BUNGIE
HALO IS OWNED BY
Microsoft
SPECIAL THANKS
BETA TESTERS, SUGGESTIONS, AND HELP (In no order)
Misha/Gideon | Omega | Tak | Varity | Liarbird | Johan | UtA | Arak | Manyfists |Halopedia |/tg/ | Fenrik |Theodent |Pixel Kitty |PNG1 |
Jim_Zumbo | Koko Jaeger | Donovan | Sploosh | Robro | Kael | Brand | Yue | L24D | Rizon.net | Benni | Soultraviolence | Bele | Leon | Corporal |
Somoking | Yoma
Copyright 100DOS. Halo, Master Chief, Covenant, Flood, UNSC,the foregoing marks respective logos, weaponry, and all associated marks, logos, creatures, character, races, and race insignia/devices/logos/symbols,
vehicles, locations, weapons, Soldiers, and Soldier insignia, products, and Illustrations from the Halo universe and entertainment series are either and/or Microsoft. This is not a published form of media, and is not
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For more information, questions, queries to rules, or to just pass a greeting, email me at Vorked@gmail.com or visit us at #Halo at Rizon.net
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