Halo PDF Preview 5
Halo PDF Preview 5
Halo PDF Preview 5
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 their 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.
This Handbook
CHARACTERISTICS
Many of the aspects of your character will be defined in terms of
numbers. Some of the most basic of these are known as
Characteristics. These represent your characters abilities in four
Groups: Physiology, Combat, Mentality, and Personality.
Characteristics represent your characters raw ability on a scale of 0100 and on. Characteristics can rise above 100. Your characters
Characteristics are important for a variety of reasons, but principally,
they reflect your ability to succeed at certain actions. Since you want
to roll under your characteristics when attempting to accomplish your
goal, the higher your characteristic the better off you will be.
Characteristics can be upgraded as your character
progresses and trains. You can also get technology and better
equipment to give special modifiers to each characteristic when
rolling.
PHYSIOLOGY
Strength (STR): Strength is the physical attributes your character
possesses. This is used for physical situations like climbing and melee
combat.
Toughness (T): Toughness is the amount of damage your character
can endure as well as the stamina of the character.
Agility (AG): Agility measures the characters speed and reflexes.
These are used when dealing with running, swimming, and the ability
to move from cover to cover effectively.
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.
Not all tests are equal. A simple task of landing a Falcon is nothing
compared to landing the same aircraft while under heavy fire or with
a broken limb. Difficulty rolls set the stage for characters being under
pressure and having to deal with difficult situations that impede their
abilities. In many cases, difficulty is predetermined by rules, else the
GM decides how difficult the roll should be. The GM must consult the
Difficulty chart to determine the appropriate modifier.
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 wellplaced grenade is bold. Nothing is more satisfying than a kill-shot
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.
COMBAT OVERVIEW
goes first. If two teammates roll the same initiative, they are able to
choose to act together, sharing the same Turn in the Round.
Most combats last for many rounds, but each characters
Initiative is only determined at the beginning of combat. Once the
Initiative is established, it remains until the end of the Combat. When
a new combat begins, a new Initiative Order must be made.
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.
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.
FULL ACTIONS:
A Full Action requires the characters full turn to Accomplish. A
character may take one Full Action on their 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 their 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 their next Half Action towards an
attack.
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 their Turn. Response Actions include evasion
and catching tossed items. Many things can be used in a Response
Action, and many things can be done at the same time in the Action.
The GM must decide whether or not specific Response
Actions can stack.
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.
JIRALHANAE (BRUTES)
The Jiralhanae, otherwise known as the Brutes, were the most recent
addition to the Covenant Empire, around the time of the late 20th
century. These ape-like creatures are a carnivorous mammalian
species that are beyond aggressive and eat the flesh of their enemies,
especially after a hunt. During the Great Schism, the Brutes began an
uprising with the help of the Prophets to overthrow and destroy the
Elites. This brought the downfall of the Covenant Empire in the
Human-Covenant War.
SAN SHYUUM (PROPHETS)
The San Shyuum are the highest caste within the Covenant Empire.
They took control using religious affairs and by controlling Forerunner
Artifacts; leaving the task of conquest to the Sangheili to insure that
no one would impose their rule. During 2552, the majority of the San
Shyuum race was consumed and destroyed by the Flood Invasion of
High Charity.
MGALEKGOLO (HUNTERS)
The Lekgolo are a race of Worm-like creatures that combine to form
large, intelligent assemblages known as Mgalekgolo. These gestalts
are fully clad in large lumbering plates that are nearly indestructible.
Ironically the Mgalekgolo gestalts are the least common of Lekgolo
forms, but the ones found most in combat. The Covenant Empire once
invaded their home planet and threatened to glass everything unless
they joined.
UNGGOY (GRUNTS)
The Unggoy are the most common and one of the lowest ranking
castes in the Covenant Empire. Needing Methane Gas to live, they
must carry large methane tanks on their back. They are crab-like
bipedal creatures forced to join the Covenant Empire after their
planet was sent in to something similar to an ice-age caused by overindustrialization. The Unggoy are used for the majority of labor in the
Covenant Empire.
KIG-YAR (JACKALS AND SKIRMISHERS)
The Kig-Yar are bird and reptile like saurian species that are used as
marksmen and mercenaries for the Covenant Empire. Known as
mercenaries, the Kig-Yar fights for weapons, food, and other
commodities. Their cousins, the Skirmishers, are lighter in build but
faster on foot. Together, the Kig-Yar species make fast and dangerous
opponents who are bloodthirsty.
YANMEE (DRONES/BUGGERS)
These bug-like creatures were used as the Engineers of the Covenant
Empire before the addition of the enslaved Huragok. Long in the past,
the Covenant Empire fought and nearly enslaved their race as
engineers but then began employing them. They follow a Queen and
female worker society.
HURAGGOK (ENGINEERS)
The Huragok are an artificial species once created by the Forerunners.
Only the San Shyuum originally learned to converse with them and
kept it that way for a long time before other individuals learned.
Huragoks were used as repair workers and suicide bombs. They were
forced to wear collars with bombs on them, and if they disobeyed, the
collar would be set off.
UNSC DEFENSE FORCE
The soldiers of the UNSC, otherwise known as the UNSC Defense
Force, are the military body of Earth and her Colonies. Orders are
given from the United Earth Government to the UNSC High Command
(HIGHCOM), which is controlled by the UNSC Security Council. The
UNSCDF is comprised of the Army, the Navy, the Marine Corps, and
the Air Force. Later on, around 2553, the UNSCDF formed a fifth
branch of the military known as Spartans, a military branch based
specifically around the genetically altered super humans.
Of all of these Military branches, the Navy is now the most powerful,
as the Navy contains the Office of Naval Intelligence (ONI), UNSC
Naval Fleet Command, the UNSC Logistics Operations Command, and
the UNSC Naval Special Warfare Command.
Within the Air Force are a number of major commands tasked with
similar administrative and operational roles. Of these commands are
the Air Combat Command and Air Mobility Command.
The UNSC Marines are a large force of well-trained soldiers well incompliment to the Navy as marines are deployed on most Navy-run
Warships. Of the Marines, the most popular are the Orbital Drop
Shock Troopers, or the ODST.
The UNSC Army is the branch of the UNSCDF that is the primary
response to land-based battles. The UNSC Army controls every landbased military operations as they typically serve as the garrison force
of Colony Worlds. The UNSC Army works in conjunction with the
UNSC Navy forces to move and fight across the galaxy.
ORION: BEFORE THE SPARTANS
During the times of 2491, a project was beginning within the ranks of
the UNSC and ONI known as the ORION Project. This project was ONIs
answer to the newly arising Insurrectionist threat that was being
established in the outer colonies. The ORION Project was a Special
Operations force in the UNSC. The 300 ranks of Orion were under
operational authority of the Naval Special Warfare Command and
Naval Special Weapons. ORION was based on volunteers from the
best of what the UNSC Marine Corps had to offer. The ORION
program, at this point, was also known as the SPARTAN Program,
which was run on one of the Orbital Platform Docks on Reach.
The members of the ORION/SPARTAN Project were
specially augmented with what technology was available during the
time. These augmentations were not as powerful and adverse as what
was eventually done in the Spartan II Program, and it also didnt have
the horrible side-effects that plagued the many members of the
Spartan II program. The program was later disbanded and deactivated
during 2506.
THE SPARTAN II PROGRAM: HEROES FORGED FROM LIES
Originally known as ORION Generation II, the Spartan II project was
an effort made by ONI to further the original ORION project and to
create biologically augmented super soldiers. The Spartan II program
treatments. These super soldiers were then given new Mjolnir Mark
VII armors and experimental new weapons.
ODST: HELL JUMPERS
The Orbital Drop Shock Trooper, otherwise known as the ODST, are a
Special Operations Capable unit of the UNSC Marine Corps. The ONI
are under the administrative and operational control of the Naval
Special Weapons. The ODST Program was created in 2163, during the
time of the UNSC Defense Forces first days. ODSTs are the Covert Ops
specialists of the Marine and Navy Corps. Armed in dropping pods
fired from ships and stations in orbit, these pods crash to the ground
as the ODST swarm out and begin taking the enemy by surprise.
Armed with ODST BDU armaments not quite as strong as the Mjolnir
armors, these Special Forces push through behind enemy lines
disorientating the enemy and getting the job done.
UNSC MARINES: LEATHERNECKS
The UNSC Marines are The Best of the Best, but theyre only
Human. The Marines are the responsible for land-based Military
operations, using mobility provided by the UNSC Navy and their ships.
Marines are well trained and well equipped and ready for duty. The
Marine Corps, besides just infantry, usually possess Armored and Air
units, and each one division-sized unit of Marines, an Air Wing, and a
Logistics Group. Many of the Marines train to become Orbital Drop
Shock Troopers; specialized soldiers working coincide with the UNSC
Navy.
UNSC AIR FORCE: THE FIGHTING FALCONS
One of the five divisions of the UNSCDF, the Air Force serves as the
aerial operations of the UNSC Military. The UNSC Air Force is tasked
with many important routines not able to be performed by the Navy.
The Air Force provides Tactical Strikes and Bombing Runs, providing
close-air support and infantry forces and routine transportation and
munitions drops. UNSC Air Force personnel have superior airpower
and piloting skills compared to any other branch, giving them an edge
in high-speed and aerial combat.
UNSC ARMY: DEVIL DOGS AND GROUND POUNDERS
The UNSC Army is the largest branch in the UNSC Defense Force and
is the primary response for all land-based military operations. The
UNSC Army serves as the main garrison force on the United Earth
Government controlled colony worlds. In conjunction with the Navy
and Air Force, the Army has the means to transportation and
equipment needed to support ground combat and garrison duties.
Some Spartans are known to work for the UNSC Army under Special
Forces operations. These Special Forces work for the UNSC Army
Special Warfare Command, otherwise known as SPECWARCOM.
Some examples of these fighters are the Noble Team and other
Spartan III special programs.
UNSC NAVY: SWABBIES AND PIRATES
The UNSC Navy is one of the most powerful branches in the UNSC
Defense Force. The UNSC Navy controls naval, space operations, and
still performing duties on Oceans of Earth and her colonies. The roles
of the UNSC Navy are for Orbital Bombardments, Personnel
Deployment, and the control of space fighters. Navy UNSC Personnel
are usually found aboard the ships and orbital platforms that orbit
high above Earth and her colonies. There are some UNSC Special
Forces controlled by the Navy and the Office of Naval Intelligence;
these Special Forces including the ranks of the Spartans and ORION
soldiers.
ZEALOTS: BOUND BY HONOR AND ACTION
Sangheili Zealots are rage-fueled, high-ranking Covenant forces.
These forces are bound by an honor not many understand, and have
been tasked with the important retrieval of Forerunner artifacts.
Zealots stop at nothing to get these relics.
Zealots are almost always deployed on the front-lines,
operating with considerable battlefield experience, and having killed
countless enemies of the Covenant.
CHIEFTAINS: THE HUNT AND FEAST
Jiralhanae are already a formidable foe, due to their size, strength,
and speed. To make things worse, these beasts have leaders, which
are almost always the strongest of the pack. These monsters are
commanders of almost a half=dozen or more. There is nothing these
Jiralhanae love more than hunting enemies to gather for a great feast.
Anyone fallen in combat will almost certainly be eaten at a great
ceremony. Once a Chieftain falls in battle, there will be mutiny. The
pack will battle until a new Chieftain is founded, even at the cost of
their own lives.
STEALTH AND STALKERS: A HIDDEN RIVAL
Jiralhanae Stalkers and Sangheili Spec-Ops are hidden task-force
operatives. They use Active Camouflage, sneaky movement, and
hidden tactics. There are two types of these warriors, Stealth and
Active Camo. Those wearing the Stealth harnesses are always
cloaked, with a trade that they cannot use shields. Active Camo allows
the soldiers to be cloaked much more efficiently, but for a set amount
of time that is interrupted by incoming damage, which is reflected by
their use of a shield.
These soldiers are all dangerous, and highly trained. The
slightest mistake in tracking an invisible foe is your life.
TIER
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
EXP
1,000 1,999
2,000 2,999
3,000 4,999
5,000 9,699
9,700 11, 599
11,600+
STR
30
T
AG
25 25
TIER: 2
WFR
30
WFM
25
INT PER CR CH
25
30
30 25
EXPERIENCE COST: 1,600
UPBRINGING: Any
170 centimetres (56 ft) 190 centimetres (64 ft)
58 kilograms (130 lb) 104 kilograms (230 lb)
LD
25
The Army Soldier begins with two Skills of their choosing at +10.
The Army Soldier gains one +10 bump to Characteristics of their
choosing.
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. Regardless of Insurrectionist or
UNSC.
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
STR
30
T
AG
25 25
TIER: 2
WFR
35
WFM
25
INT PER CR CH
25
30
25 25
EXPERIENCE COST: 2,000
UPBRINGING: Any
170 centimetres (56 ft) 190 centimetres (64 ft)
58 kilograms (130 lb) 104 kilograms (230 lb)
LD
30
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
STR
25
T
AG
25 35
TIER: 2
WFR
30
WFM
25
INT PER CR CH
30
35
25 25
EXPERIENCE COST: 1,750
UPBRINGING: Any
170 centimetres (56 ft) 190 centimetres (64 ft)
58 kilograms (130 lb) 104 kilograms (230 lb)
LD
25
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
STR
30
T
AG
25 25
TIER: 2
WFR
30
WFM
25
INT PER CR CH
40
25
25 25
EXPERIENCE COST: 1,300
UPBRINGING: Any
170 centimetres (56 ft) 190 centimetres (64 ft)
58 kilograms (130 lb) 104 kilograms (230 lb)
LD
25
The Navy technician gain four Skills of their choosing that begin as
Trained at character creation.
The Navy Technician gains two Characteristics to bump by +5.
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. Regardless of Insurrectionist or
UNSC.
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
STR
30
T
AG
30 25
Tier: 3
WFR
35
WFM
35
INT PER CR CH
25
30
45 25
EXPERIENCE COST: 3,200
UPBRINGING: Any
170 centimetres (56 ft) 190 centimetres (64 ft)
58 kilograms (130 lb) 104 kilograms (230 lb)
LD
30
STR
25
T
AG
25 25
TIER: 2
WFR
25
WFM
20
INT PER CR CH
40
25
20 40
EXPERIENCE COST: 900
UPBRINGING: Any
170 centimetres (56 ft) 190 centimetres (64 ft)
58 kilograms (130 lb) 104 kilograms (230 lb)
LD
40
The ONI Operative does not have to tell other players any motives
or that this Soldier Type was taken. If asked, any military paperwork
or licenses are shown to be Army, Navy, Marine, or Airforce. This
should reflect on their character page.
The GM should work with the player to help create a story and a
reason for the Operative to be there.
The Operative gains one free Support Point and all UNSC Gear
costs 50% less.
This Soldier Type can only be taken with the GMs approval, and the
GM is advised to treat it with care. Revealing a spy in the players
own ranks can lead to distrust and, in many cases, the spy
mysteriously going missing.
An ONI Operative may spend extra Experience to start as an ODST,
replacing the starting equipment with a choice of the UNSC Marine
Corps Orbital Drop Shock Troopers Equipment.
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.
Standard UNSC Equipment
MA5 series Assault Rifle of the
time
WAYPOINT Comm
Interrogator Translator
Spoofer
Two tactical Softcases
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
ONI ODST
RACE
Human
STR
30
T
AG
30 25
TIER: 3
WFR
35
WFM
25
INT PER CR CH
40
30
20 40
EXPERIENCE COST: 2,800
LD
40
STR
35
+1
T
AG
35 35
+1 +1
TIER: 5
WFR
40
--
WFM
40
--
INT PER CR CH
30
30
35 25
----EXPERIENCE COST: 5,000
UPBRINGING: Any
170 centimetres (56 ft) 190 centimetres (64 ft)
58 kilograms (130 lb) 104 kilograms (230 lb)
LD
30
--
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/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
Human
Mythic
STR
T
AG WFR WFM INT PER CR CH
50
45 50
45
40
30
30
35 15
+3
+3 +3
------BASE TIER: 8
EXPERIENCE COST: 9,500
UPBRINGING: Military, Street Urchin
208 centimetres (610 ft) 226 centimetres (75 ft)
172 kilograms (380 lb) 181 kilograms (400 lb)
LD
30
--
Size: Large
Spartans gain the Emotionally Broken Ability and Fast Foot at
Character Creation.
Spartan IIs gain four Trained Skills of players choice.
Spartan IIs gain all Spartan Augmentation Traits.
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
ARMOR
ODST Armor
Black Body Suit
Semi-Powered Infiltration Armor
Mjolnir Mark IV
Mjolnir Mark V
Mjolnir Mark VI or VII
Mjolnir Gen II Mark I
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
EXP COST
---1,000
1,400
1,900
2,700
STR
T
AG WFR WFM INT PER CR CH
40
35 40
40
35
25
30
35 15
+3
+3 +3
------BASE TIER: 6
EXPERIENCE COST: 8,400
UPBRINGING: Military, Street Urchin
175 centimetres (64 ft) 203 centimetres (72 ft)
108 kilograms (240 lb) 140 kilograms (310 lb)
LD
20
--
Spartan IIIS get the Adrenaline Rush Ability and Fast Foot 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.
Spartan IIIs gain Occipital Capillary Reversal, Superconducting
Fibrication of Neural Dendrites, Carbide Ceramic Ossification, and
Muscular Enhancement Injections from the Spartan Augmentation
Traits.
SQUAD-UP: When with others that are from the Spartan III 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
ARMOR
ODST Armor
Black Body Suit
Semi-Powered Infiltration Armor
Mjolnir Mark IV
Mjolnir Mark V
Mjolnir Mark VI or VII
Mjolnir Gen II Mark I
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
EXP COST
---1,000
1,400
1,900
2,700
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
Human
Mythic
STR
35
+2
T
AG
35 35
+2 +2
TIER: 8
WFR
35
--
WFM
35
--
INT PER CR CH
25
30
35 25
----EXPERIENCE COST: 6,600
UPBRINGING: Any
175 centimetres (5 ft 8 in) 193 centimetres (6 ft 4 inches)
82 kilograms (180 lb) 104 kilograms (230 lb)
LD
30
--
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
ARMOR
ODST Armor
Black Body Suit
Semi-Powered Infiltration Armor
Mjolnir Mark VI or VII
Mjolnir Gen II Mark I
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
EXP COST
---1,900
2,700
UNSC Smart AI
Seven years, multiple lifetimes for others. Nothing holding me
back.
RACE
AI
STR
25
T
AG
25 25
TIER: 6
WFR
40
WFM
25
INT PER CR CH
60
50
35 35
EXPERIENCE COST: 4,500
UPBRINGING: Any
LD
35
This Soldier Type can only be taken with the GMs approval. An AI is
a powerful asset, and an incredibly expensive one at that.
An AI needs to have a station to be operable, such as a portable
computer, or advanced armors like the MJOLNIR armors.
The AI Soldier Type cannot choose Specialization Packages. Instead,
at character creation, AI get four Skills that they may choose to be
at +10, which will become their specialization.
Many Skills and Abilities will not work with an AI, so make sure that
your character will benefit from the purchase.
AI characters still get Wounds, but these Wounds are based more
around stability. Attacks are shown as the power an AI can use
against another AI or operating system, or even just another
program. For every year the AI is operable, the AI loses 10 Wounds,
permanently.
AI characters have the ability to connect to, and sync with Human
technology off the bat, without any Intellect rolls. The more alien
the technology is, the harder these connections are to make.
Covenant Mgalekgolo
Theyre big and scary, and they like to smash things. Need I say
more?
RACE
Lekgolo
Mythic
STR
AG
WFR
WFM
INT
PER
CR
CH
LD
70
30
10
15
40
20
20
40
20
10
-TIER: 8
+1
--
--
--
+5
SIZE: Hulking
BOND BROTHERS: If the Mgalekgolo has a Mgalekgolo partner, and
that partner is incapacitated during battle, the character goes into
Berserker. Two characters may choose to play as Bond Brothers.
Mgalekgolo gain the ability to double their Agility Modifier when
discovering their Movement.
Mgalekgolo get the Guillotine Strike Ability automatically at
character creation.
Mgalekgolo get the Built Tough Trait at character creation.
Gestalt Anatomy The character does not suffer the additional
damage from Headshots, and applies their full Toughness Bonus
when soaking damage from Headshots. The character lacks the
anatomy to suffer from injuries such as broken bones or severed
arteries, but analogous special damage still applies. The character is
an assembly of individual semi-sentient constituents which form
together into a single entity.
SQUAD-UP: When with their Battle Brother, these characters gain a
+5 Courage. They also gain +10 to Warfare Melee and Range when
taking Combined Actions.
Covenant Unggoy
They may look small, but tell that to the one with the Fuel Rod
RACE
Unggoy
STR
AG
WFR
WFM
INT
PER
CR
CH
LD
35
20
15
25
25
25
25
20
25
25
TIER: 1
EXPERIENCE COST: 1,400
UPBRINGING: Farmer, Laborer, Fugitive, Wastelander, Street Urchin
138 centimetres (4 ft 7 in) 167 centimetres (5 ft 6 in)
113 kilograms (248 lb) 118 kilograms (260 lb)
Rapidfire Equipment
Plasma Rifle
Plasma Pistol
Two Plasma Grenades
Methane Tank
Equipment Pouch
Flashlight
Curveblade
Unggoy Combat Harness
Anti-Infantry Equipment
Concussion rifle
Plasma Pistol
Two Plasma Grenades
Methane Tank
Equipment Pouch
Flashlight
Curveblade
Unggoy Combat Harness
Equipment Pouch
Flashlight
Unggoy Combat Harness
Anti-Armor Equipment
Fuel Rod Gun
Two Plasma Grenades
Methane Tank
Equipment Pouch
Curveblade
Unggoy Combat Harness
Ranger Equipment
Covenant Carbine
Plasma Pistol
Two Plasma Grenades
Methane Tank
Equipment Pouch
Flashlight
Curveblade
Unggoy Combat Harness
Equipment Pouch
Flashlight
Curveblade
Unggoy Combat Harness
STR
25
T
AG
25 35
TIER: 2
WFR
40
WFM
25
INT PER CR CH
25
40
25 25
EXPERIENCE COST: 1,500
UPBRINGING: Any
190 centimetres (6 ft 3 in) 203 centimetres (6 ft 8 in)
88 kilograms (190 lb) 93 kilograms (210 lb)
LD
25
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
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
35
20
60
30
25
25
30
25
25
25
TIER: 6
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
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
35
40
25
40
25
25
25
25
25
25
TIER: 2
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
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
Mythic
STR
T
AG
50
40 40
+3
+2 +1
BASE TIER: 6
WFR
35
--
WFM
35
--
INT PER CR CH
25
25
30 15
----EXPERIENCE COST: 4,600
UPBRINGING: Any
223 centimetres (7 ft 4 in) 259 centimetres (8 ft 6 in)
139 kilograms (310 lb) 178 kilograms (390 lb)
LD
30
--
SIZE: Large
Sangheili is also allowed to choose from one of the following: +10
Warfare Range or +10 Warfare Melee. The Sangheili may take
Emotionally Broken in place of the +10 choice for 350 Experience.
Major: Paying 100 cR, A Sangheili may start with the Rank of Major,
gaining the Combat Harness for that Rank.
Ultra: Paying 300 cR, a Sangheili may begin with the Rank of Ultra,
gaining the Combat Harness for that Rank.
SPEC-OPS: Instead of the Major Harness, the player may opt for
the Spec Ops Harness, instead.
BLOODLINE: Paying 400 Experience will allow a character to begin
with an honored and powerful bloodline that allows them to be able
to earn the Energy Sword through acts of honor and proof of their
ability. GM may allow them to begin with the sword.
ANCESTRAL HONOR: Ancestral Honor allows a Sangheili to increase
their Characteristics and Mythic Stats at Character Creation. This
works the same way one would purchase Characteristic Bumps, as
the previous tier must be purchased before the next can be taken.
After character generation, you may only purchase an Ancestral
Honor enhancement for every 10 kills.
+5
+10
+15
+20
+5
+10
+15
+5
ANCESTRAL HONOR: MYTHIC STREHGTH
200 EXP Each
Equipment Pouch
Flashlight
Curveblade
Sangheili Equipment
Plasma Rifle
Plasma Pistol
Two Plasma Grenades
Sangheili Combat Harness
Equipment Pouch
Flashlight
Curveblade
Sangheili Equipment
Needler
Plasma Pistol
Two Plasma Grenades
Sangheili Combat Harness
Equipment Pouch
Flashlight
Curveblade
Sangheili Equipment
Plasma Launcher
Plasma Pistol
Two Plasma Grenades
Sangheili Combat Harness
Equipment Pouch
Flashlight
Curveblade
Sangheili Equipment
Covenant Carbine
Sangheili Sealed Suit
Two Plasma Grenades
Sangheili Combat Harness
Equipment Pouch
Flashlight
Curveblade
Sangheili Equipment
Plasma Repeater
Plasma Pistol
Two Plasma Grenades
Sangheili Combat Harness
Equipment Pouch
Flashlight
Curveblade
+5
RACE
Jiralhanae
Mythic
STR
T
AG
60
50 40
+3
+4
-BASE TIER: 8
WFR
20
--
WFM
35
--
INT PER CR CH
10
40
30 15
----EXPERIENCE COST: 4,500
UPBRINGING: Any
259 centimetres (8 ft 6 in) 280 centimetres (9 ft 2 in)
500 kilograms (1,100 lb) 680 kilograms (1,500 lb)
LD
25
--
SIZE: Huge
Jiralhanae get the Berserker Ability automatically and +10 to all Smellbased Perception Tests at Character Creation.
Captain: The character may begin as a Captain with the Jiralhanae
Power Armor in replacement to the Combat Harness for 300 cR and
100 Experience. This gives +10 to Leadership and Intimidation at
Trained.
Pack Chieftain: The character may spend 500 cR and 100 Experience
to begin as a Jiralhanae Chieftain. The Chieftain trades all starting
weaponry, including grenades, for a Gravity Hammer. The Chieftain
gains +10 to Leadership.
JOURNEY OF THE HUNTER: Journey of the Hunter allows a Jiralhanae
to increase their Characteristics and Mythic Stats at Character
Creation. This works the same way one would purchase Characteristic
Bumps, as the previous tier must be purchased before the next can be
taken.
After character generation, you may only purchase a Journey of the
Hunter enhancement for every 10 kills.
+10
+15
+20
+5
JOURNEY OF THE HUNTER: AGILITY CHARACTERISTIC
200 EXP
+5
JOURNEY OF THE HUNTER: MYTHIC STREHGTH
200 EXP Each
Equipment Pouch
Radar Jammer
Jiralhanae Hunting Knife
Equipment Pouch
Bubble Shield
Jiralhanae Hunting Knife
Suppressor Equipment
Concussion Rifle
Spiker or Mauler
Two Spike Grenades
Jiralhanae Combat Harness
Equipment Pouch
Flare
Jiralhanae Hunting Knife
Equipment Pouch
Power Drainer
Jiralhanae Hunting Knife
Plasma Equipment
Plasma Rifle (Choice)
Spiker or Mauler
Two Spike Grenades
Jiralhanae Combat Harness
Equipment Pouch
Deployable Cover
Jiralhanae Hunting Knife
Explosive Equipment
Brute Shot
Spiker or Mauler
Two Plasma Grenades
Jiralhanae Combat Harness
Equipment Pouch
Regenerator
Jiralhanae Hunting Knife
STR
T
AG WFR WFM INT PER CR CH LD
20
30 50
20
20
30
20
25 10 20
+1
+1
--------TIER: 3
EXPERIENCE COST: 1,850
UPBRINGING: Farmer, Laborer, Fugitive, Wastelander, Street Urchin
178 centimetres (5 ft 10 in) 206 centimetres (6 ft 9 in)
77 kilograms (170 lb) 109 kilograms (240 lb)
Yanmee get the Flight and Four Arms Traits automatically from
character creation
Yanmee get the Crawler Trait automatically from character creation.
Yanmee gain the Natural Weapon Trait from character creation.
Yanmee always count as having an armor of 12 from Natural Armor,
but cannot wear armor and keep their ability to fly.
Equipment Pouch
Curveblade
Equipment Pouch
Curveblade
Equipment Pouch
Curveblade
Equipment Pouch
Curveblade
Equipment Pouch
Curveblade
Covenant Huragok
They may smell bad, but damn if they arent great with
technology.
RACE
Huragok
Huragok Equipment
Huragok Explosive Armor
STR
AG
WFR
WFM
INT
PER
CR
CH
LD
20
40
15
10
10
60
50
20
10
10
TIER: 4
Huragok get the Only Flight and Four Arms Traits automatically from
Character Creation.
Huragok gain the Techno-Organic Trait automatically at Character
Creation.
STR
AG
WFR
WFM
INT
PER
CR
CH
LD
25
25
30
30
25
25
25
30
25
25
TIER: 1
The Police SWAT Force gains two Characteristics that may be given
a +10 bonus.
Purchasing anything from anything Covenant or Forerunner
equipment is impossible.
UNSC and Insurrectionist Weaponry are Double the price.
SQUAD-UP: When with Civilians, the SWAT Force gains a +20 in
Courage.
When with others that are from the UNSC and Insurrectionist Soldier
Types, these characters gain a +5 Courage. They also gain +10 to
Warfare Melee and Range when taking Combined Actions.
Hardcase
Flashlight
Holographic Tactical Eyepiece
Police Equipment Package
Hardcase
Flashlight
Holographic Tactical Eyepiece
Police Equipment Package
Flashlight
Holographic Tactical Eyepiece
Police Equipment Package
STR
AG
WFR
WFM
INT
PER
CR
CH
LD
25
25
25
30
25
25
25
30
25
25
TIER: 1
The UEG Police Staff gains four Characteristics that may be bumped
by 5.
Purchasing anything from anything Covenant, Forerunner, or
Ancient Human is impossible.
UNSC and Insurrectionist Weaponry are Double the price.
SQUAD-UP: When with Civilians, the Police Staff gains a +20 in
Courage.
When with others that are from the UNSC and Insurrectionist Soldier
Types, these characters gain a +5 Courage. They also gain +10 to
Warfare Melee and Range when taking Combined Actions.
Hardcase
Flashlight
Holographic Tactical Eyepiece
Police Equipment Package
Hardcase
Flashlight
Holographic Tactical Eyepiece
Police Equipment Package
Flashlight
Holographic Tactical Eyepiece
Police Equipment Package
Human Civilian
Im not sitting by and watching my world and everything in it go to
hell.
RACE
Human
STR
AG
WFR
WFM
INT
PER
CR
CH
LD
25
25
25
25
25
25
25
25
25
25
TIER: 1
EXPERIENCE COST: 0
UPBRINGING: Any
170 centimetres (56 ft) 190 centimetres (64 ft)
58 kilograms (130 lb) 104 kilograms (230 lb)
Colonial Militiamen
We wont be getting reinforcements for another week. Too bad for
them that means thisll only be a fair fight for a short time.
RACE
Human
STR
AG
WFR
WFM
INT
PER
CR
CH
LD
30
30
30
30
25
25
25
25
25
25
TIER: 2
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
Heavy Weapons
ABILITY
SKILL
Heavy Preparation
Survival
Gather Senses
Athletics
Mobile Fire
Navigation
Demolitions
ABILITY
Eagle Eye
Gather Senses
Under Control
SKILL
Demolitions
Athletics
Navigation
Recon/Infiltration
ABILITY
SKILL
Eagle Eye
Camouflage
Exceptional Hearing
Athletics
Always Ready
Investigation
Medic
ABILITY
Stabilized
Gather Senses
Cynical
Marksman
ABILITY
Marksman
Eagle Eye
Clear Target
SKILL
Investigation
Medication
Technology
Pointman
SKILL
Camouflage
Athletics
Navigation
ABILITY
Eagle Eye
Rush
Gather Senses
Technician/Comms
ABILITY
SKILL
Alien Tech
Command
Covenant Language
Technology
Battle Mind
Investigation
ABILITY
Mobile Fire
Eagle Eye
Gather Senses
SKILL
Athletics
Survival
Interrogation
Vehicle Expert
SKILL
Technology
Pilot(Air or Ground)
Investigation
UPBRINGING
Farmer
Laborer
Military
Nobility
Aristocracy
Street Urchin
Wastelander
War Orphan
Fugitive
SPECIAL
+3 Strength, -3 Charisma
+2 Strength, +1 Toughness, -3 Courage
+3 Leadership, -3 Charisma
-5 Strength, -5 Toughness, +5 Charisma, +5 Leadership
+5 Strength, -5 Charisma
Gain +2 wounds.
+5 Toughness, -5 Courage
+5 Courage, -5 Leadership
+3 Strength, +3 Toughness, -3 Leadership, -3 Charisma
ENVIRONMENT AVAILABLE
Town, Country
Any
Any
Any
Any
Town, City
Forest/Jungle, Wasteland
Any
Any
ENVIRONMENT
Town
City
Country
Forest/Jungle
Wasteland
OUTCOME
+1 Charisma, -1 Courage
-1 Perception, +1 Courage
+1 Perception, -1 Charisma
+1 Perception, -1 Leadership
+1 Courage, -1 Charisma
LIFESTYLE
OUTCOME
Roll 1D10
1-4: You win most of your fights. +2 Strength, -2 Toughness
5-9: You lose most of your fights. +2 Toughness, -2 Strength
10: Balanced fighter. +1 Strength, +1 Toughness
Roll 1D10
1-5: Took too many risks, taken many falls. -2 strength, +2 Toughness
6-9: Taken beatings, toughened up. +1 Wound, -3 Toughness
10: Gotten lucky through your wild actions. +1 Luck, -2 Perception, -2 Toughness
Roll 1D5
1-3: You expect things to come to you, sometimes they do. +1 Luck, -2 Courage, -2 Charisma.
4-5: Patience has taught you a lot. +3 Intellect, -2 Strength, -1 Toughness.
Roll 1D5
1-3: Youve hunted for a living. -3 Intellect, +3 to chosen Warfare Characteristic.
4-5: Youve hunted for sport. -3 Charisma, +3 to chosen Warfare Characteristic.
Roll 1D5
1-3: Youve gamed for a hobby. -3 Strength, +3 Perception.
4-5: You play games with others for a living, anymore. -3 Strength, +3 Charisma.
Roll 1D5
1-3: Youve taken to reading, and use it to show up others. +3 Intellect, -3 Leadership.
4-5: Instead of talking your way through situations, you attempt to use your knowledge. +2 Intellect, -2 Charisma.
Roll 1D5
1-3: You have learned the ways of getting what you want. +2 Charisma +2 Leadership, -2 Strength, -Toughness.
4-5: Youre not so lucky, but you learned to talk your way out of situations. You gain +3 Charisma, but lose -1 Luck.
Roll 1D5
1-3: Youve learned to use weapons over anything else. +5 to selected Warfare Characteristic, -5 Intellect.
4-5: You care more about weapons than anything. +5 to Selected Warfare Characteristic, -5 Charisma.
Roll 1D5
1-3: You depend too much on luck. 1 Luck, -3 Perception, -3 Intellect.
4-5: You rode on your Luck to get what you want. +1 Luck, -3 Courage, -3 Leadership.
Roll 1D5
1-3: You worked out more than anything. +2 Strength and Toughness, -3 Intellect and Perception.
4-5: You worked out alone a lot. -3 Charisma and Leadership. +3 Toughness and Strength.
Roll 1D5
1-3: You isolate yourself, learning you can only depend on your own actions. -3 Charisma, +3 Intellect.
4-5: Youve become distrustful of others, you look out for yourself. -3 Charisma, +3 Perception.
Roll 1D5
1-2: You sold goods, using quick wit to talk people into sales. +3 Charisma, -3 Leadership.
3-5: You ran a standard business of buying and selling. +3 Leadership, -3 Charisma.
Roll 1D10
1-2: You ran a Mercenary Team that took jobs for cash. +3 Leadership, -3 Charisma.
3-10: You were a member of a Mercenary Team, which took jobs for cash. -3 Leadership, +3 Courage.
This cannot be taken if you had a Military Upbringing.
Street Fighter
Wild
Patient
Hunter
Gamer
Wise Guy
Fast Talker
Weapon Training
Luck Dependent
Body Builder
Loner
Merchant
Mercenary
LUCK MODIFIER
1-3
4-6
7-9
10
1
2
3
4
WOUNDS
+6
+4
+2
+0
PURCHASING LUCK
Players are able to increase their total Luck Modifier by purchasing
another bump in it. Each bump purchased costs 2,000 experience.
CHARACTERISTIC MODIFIER ADVANCEMENTS
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 a Characteristic 4 times each, each
step becoming more expensive. Once a Characteristic Advancement
is purchased, it cannot be purchased again, though it does unlock the
next step to be purchased. An Advancement cannot be purchased
without purchasing the previous Advancement. The prices of the
Advancements are found in the table below.
SIMPLE
200
ROOKIE
400
INTERMEDIATE
800
TRAINED
1600
INNER COLONIES
There are 210 known planets in the Inner Colonies of the Halo
Universe. Colonization finished in roughly 2390. Reach serves as the
Military stronghold of the UNSC, which is located on the edge of the
Inner Colonies and Outer Colonies. The Inner Colonies follow the
Social and Economic Infrastructures of the United Earth Government
(UEG).
OUTER COLONIES
At the time of 2490, the UNSC and UEG began colonizing the Outer
Colonies, which were systems outside of the already established Inner
Colonies. At this point, the Inner Colonies began relying on resources
gained from the Outer Colonies, which prompted the UNSC to keep
the Outer Colonies under UEG Control. Dependent of time, it may not
be possible for players to choose certain Outer Colony planets as their
home world due to their destruction, or have not been founded yet.
COLONIZATION
During the colonization of the Inner Colonies, the UEG selected their
best and the brightest to take head of the colonization process of
each planet. Once the Outer Colonies were beginning their
colonization, the UEG Selection Process became much more varied
and the standards lowered. Those in the Outer Colonies only cared of
valuables and income, Outer Colony settlers were selected from
pardoned criminals and the poor.
Outer Colonists began only caring about their own means,
slowly delving in to more actions seen as illegal by the UNSC. This
began movements to escape Earths control over the planets to do as
they please with what they had.
Over time, Outer Colonials began to resent the UEG Control
and began to fight back, attempting to break ties with Earth.
ROOTS AND GLASS
During the Human-Covenant war, most of the Outer Colonies were
destroyed or glassed. By 2531, a majority of the Outer Colonies were
glassed, many of which began reterraformization around 2550
through 2580. During the Human-Covenant War, the Insurrectionists
either fled and hid or joined the UNSC to battle the Covenant for
survival.
BENEFIT
Grapple +15
Able to use multiple weapons.
DESCRIPTION
The character has multiple arms, allowing
better grasp and mobility on rougher terrain.
Flight
Only Flight
Night Vision
Crawler
Natural Weapon
Built Tough
Techno-Organic
Four Arms
Adrenaline Rush
Berserker
Guillotine Strike
BENEFIT
Carbide Ceramic
Ossification
Muscular Enhancement
Injections
Occipital Capillary
Reversal
Superconducting
Fibrication of Neural
Dendrites
DESCRIPTION
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.
ARMY
MARINE
NAVY
AIR-FORCE
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
CPL Corporal
--
--
--
E-5
SGT Sergeant
SGT Sergeant
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
WO Warrant Officer
W-2
--
--
--
--
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
--
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
Elite Major
Jiralhanae Ultra
-Jiralhanae Chieftain
Sangheili Ultra
Kig-Yar Zealot
Jiralhanae War
Chieftain
Sangheili Zealot
Sangheili Honor Guard
Master / Sangheili
Field Marshal
Admiral
Ascetic
Arbiter
Councilor
Chieftain of the
Jiralhanae
Light of Sangheilos
Queen or King
Prophet
------------Stealth Sangheili
Spec-Ops Sangheili
-Spec-Ops Sub-Commander
-Spec-Ops Commander
---
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.
ENERGY SWORDS
Energy Swords are earned through acts of honor and battle.
Characters must finish their first two Missions, and eventually reach
50 Kills before gaining their Energy Sword. The Energy sword is only
obtainable by purchasing Bloodline at character creation.
DISSENTION WITHIN THE RANKS
Dissention within the ranks comes with examples and charts. These
show outcomes possible for war crimes. The GM does not need to use
these for their campaign.
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.
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
MODIFIER
-50
-20
-10
0
+10
+20
+40
DP GAINED
+30
+10
+30
+10
+15
+25
+20
+30
+50
+30
+25
+20
DP SITUATION MODIFIER
Accidental
Mutually Disorganized Situation
Overrun and overtly stressed
Unwise towards the current situation
DP MOD
DP Halved
DP Halved
DP cut by 1/3rd
DP cut by 2/3rd
-10 to 0
10 to 20
30 to 40
50+
POSSIBLE OUTCOME
The Commanding Officer is put on trial, gaining half of the
negative DP, in a positive number, that their 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 two times (+20), 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.
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.
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
Charisma
Agility/Strength
Intellect/Perception
Leadership
Charisma
Intellect
Intellect
Agility
Intellect/Charisma
Strength/Agility
Charisma/Leadership/Intellect
SPECIAL
Intellect/Perception
Intellect
Intellect/Perception
Charisma
Agility/Intellect
Intellect
Agility
Intellect/Perception
Intellect
TYPE
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
+20
300
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.
+20
300
+20
300
+20
300
+20
300
Intimidation is one of the few special Skills that can use many
Characteristics. Players can use Strength, Charisma, Leadership, and
Intellect to force and scare their opponent to give in to demands.
Intimidation is an opposed test. The opponent uses the
same set of Characteristics to Opposed the test.
A character must not just choose their highest
Characteristic to use the Intimidation. The Characteristic used must
fit the situation that the Intimidation is being used in.
Investigation Basic (Intellect/Perception) [Social]
MODIFIER Trained
+10
+20
COST
100
200
300
Investigation covers many sections in Halo Universe. Make sure to pay
attention as to see how and what Investigation covers.
Investigation can cover the use of gaining information by asking
questions, starting conversations, and eavesdropping. This part of
Investigation focuses on information from larger groups of
MODIFIER
COST
Trained
150
SPACE
+10
300
+20
450
MODIFIER
COST
Trained
400
SLIPSPACE
+10
800
+20
1,000
MODIFIER
COST
Trained
150
AIR
+10
300
MODIFIER
COST
Trained
100
GROUND
+10
200
+20
450
+20
300
The Pilot Skill is the ability to drive and pilot 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, and cars.
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 a damaged vehicle while still under fire.
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.
+20
300
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.
The GM should always come up with a modifier for the skill.
Examples will be shown below.
MOD
+40
+20
0
-20
-40
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.
Attempting to ramp off of a ruined building and land on a specific
small point.
MODIFIER
COST
Trained
100
Covenant Cost:
+10
+20
200
300
MODIFIER
COST
Trained
200
Forerunner Cost:
+10
+20
400
600
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.
COST
900
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
BENEFIT
Roll Perception for the next shot to ignore half armor.
300
PREREQUISITE
Warfare Ranged: 40
Perception: 45
Warfare Ranged: 35
250
250
500
500
500
Perception: 30
Intellect: 45
Perception: 35
Pilot (Air): +10
Courage: 45
250
Intellect: 40
Blind Fight
Blur
250
400
Bound Back
250
Brave Heart
Break Shot
Calculated
Pilot
Clear Target
Cynical
Decapitating
Strike
Disarm
Disarm
(Improved)
Dual Wielding
Melee
Dual Wielding
Range
Eagle Eye
Emotionally
Broken
Evasive
Maneuvers
Even Out
Exceptional
Hearing
Fast Foot
Flame Spray
Frenzy
Gather Senses
Hand-To-Hand
Basic
500
250
500
250
250
750
Exceptional Hearing
Toughness: 40
Agility: 35
Strength: 35
Agility: 25
Strength: 30
Courage: 40
Warfare Ranged: 40
Perception: 30
Agility: 30
Warfare Ranged: 55
Courage: 50
Guillotine Strike
250
500
Warfare Range: 25
Disarm, Agility: 40
250
Warfare Melee: 35
Reduces the base Penalty for Dual Wielding melee weapons by half.
250
Warfare Ranged: 35
Use two ranged weapons at a -15 penalty, each, instead of the normal -30.
250
750
Perception: 30
Courage: 40
The character with Eagle Eye gains a +10 bonus to all Investigation and Perception Tests.
Gain an -40 to all Fear Tests Also gains a -30 bonus when rolling on the Shock Chart
500
Agility: 35
Applies +20 to Evasion, but gives -20 Penalty to Ranged Attacks and -10 to Melee Attacks.
250
250
Weaponry take only half penalties for terrain and speed from moving vehicles.
The character gains +10 to all hearing-based Perception and Investigation Tests.
250
250
250
500
250
Agility: 30
Intellect: 25
Courage: 30
Courage: 40
Warfare Melee: 25
Able to fire one shot when making a Charge attack without penalty.
Air Time gives a +10 bonus to any Stunting Test involving ramping and landing in a vehicle.
Character take less penalties each time they use alien equipment.
Always Ready allows a character to ignore any Unaware Conditions by passing a Perception Test.
All Evasion and Stunting Pilot Air Tests gain a +10 Bonus.
When two or more allied characters in a group owns this Ability, the effects of Fear and
suppression are halved.
The character rolls initiative and adds the characters Intellect Modifier instead of the Agility
Modifier.
When blinded and in melee combat, only takes half penalties.
Character may take a special Movement Action that allows them to Sprint at their Agility
Modifier *8, and then takes fatigue.
Instantly jump back up after being knocked to the ground as Response Action.
Only take half of the blood loss if calm.
Adds half of Warfare Ranged Modifier (Rounding Down) when rolling Special Damage.
Takes half penalties when maneuvering in difficult situations in air vehicles.
Reduces the penalty for Called Shots by Half.
Ignore the horrors of war.
A great cleaving swipe, dealing three times their Strength Modifier in damage.
Heavy
Preparation
Inspiration
Iron Fist
Lucky Shot
Manslaughter
Marksman
350
Strength: 30
250
500
500
250
800
The character may use a specific Social Skill to inspire others to give a +10 to their next Test.
Unarmed attacks gains the Electrified Special Rule with a successful Strength Test.
On rolls of 01 through 09 To-Hit, the dice rolled to figure damage outcome is doubled.
Enemies attempting to evade the characters vehicle are at a -10 penalty.
Characters only take half penalties for long and extreme ranged attacks.
Medical
Insight
Medical
Prowess
Mind Timer
750
Charisma: 35
Strength: 55
Luck: 3
Pilot (TYPE): +20
Warfare Ranged: 40
Perception: 45
Medication: +20
400
Intellect: 50
Only take half penalties when doing medical tests on alien species.
450
The character takes no base penalties, and gains a +10 when cooking grenades.
Mobile Fire
Modern Army
Combatatives
One Eye Open
Optical
Warrior
Order of
Things
Outstanding
Olfactory
Peer
Practiced
Fighter
Protector
Quickdraw
Quick Toss
Rapid Reload
Reliable
Reputation
Resilient
Resourceful
500
500
250
400
Agility or Intellect:
40
Warfare Ranged: 35
Hand-To-Hand
Basic
Perception: 30
Perception: 45
250
Leadership: 30
250
Perception: 30
250
500
Charisma: 40
Warfare Melee: 45
The character gains +10 to Social Skills dealing with characters in a specifically chosen groups.
The character count as attacking the opponents lowest Armor Rating.
250
250
300
500
250
Agility: 35
Agility: 35
Warfare Melee: 55
Agility: 40
Charisma: 45
500
500
Toughness: 35
Leadership: 45
Revulsion
250
Charisma: 25
Rush
500
Agility: 40
Second
Chance
Shotfun
Snapshot
750
Toughness: 55
400
500
Warfare Range: 30
Perception: 35
Warfare Ranged: 35
Soldier of
Fortune
Stabilized
Steady Aim
Sticky Fingers:
Strafing Run
Strong Back
Swift Shot
Tackle
Triangulation
Unarmed
Combatant
Under Control
Unrestrained
Reflexes
Vault
Wheelman
1500
Opponents attempting to Evade the characters shotgun attacks gain a -10 Penalty.
The character is able to take a Half Action Aim as a Response Action.
The character may reroll a failed Luck Roll.
500
500
450
500
650
500
250
250
250
Medication: +10
Perception: 50
Athletics: +10
Agility: 35
Strength: 55
Quickdraw
Strength: 30
Intellect: 35
Warfare Melee: 35
Medics with the Stabilization Ability are able to automatically stop one point of Bleed.
When the character makes an Aim Action, the character gains bonuses to hit.
The character gains +15 to all Climb Tests.
When advancing, opponents take penalties to hit the character.
Characters gain +3 to their Toughness Modifier when discovering Carrying Weight.
When making a Quickdraw, the character is allowed to fire with a penalty of -20.
Attempt to knock opponents to the ground without initiating a Grapple.
Easily remember previously traveled to locations with map-like accuracy.
Gains half of Warfare Melee Modifier (Rounding Down) to Piercing with melee attacks.
250
250
Courage: 45
Agility: 35
Characters under suppressing fire or taking Fear Tests gain a +15 to the roll.
The character may attempt an Agility Test to force Opponent to lose Point Blank Bonuses.
500
500
Agility: 45
Pilot: Ground +20
Adept Marksman
Prerequisite: Warfare Ranged: 40 Perception: 45
Cost: 800
When a character makes any Aiming actions, that character
may roll a Perception Test for the next shot to ignore half armor. If
the Perception Test is failed, the attack is fired normally. This does not
stack with any other Ability or Action which ignores Half 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
without penalty. Any shot following the first is at the standard penalty
for firing while charging.
Air Time
Prerequisite: Perception: 30
Cost: 250
Air Time gives a +10 bonus to any Stunting Test involving ramping and
landing in any vehicle.
Alien Tech
Prerequisite: Intellect: 45
Cost: 250
Technology 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 that are 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.
Always Ready
Prerequisite: Perception: 35
Cost: 500
Always Ready allows a character to ignore any Unaware Conditions
by passing a Perception Test. This may be treated as an Opposed if
the conditions need it to be, such as Opposing a Sneaking Opponent.
If the Test is an Opposed, the character using Always Ready gains a
+10.
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 1D10-Toughness Test 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 Special Damage.
Bound Back
Prerequisite: Agility: 45
Cost: 250
Bound Back is a characters prowess to instantly jump back up after
being knocked to the ground. This can be taken on anyones turn or
round as a Response Action. This does not remove the Response
Action. Instead, anything that shares this Response Action with takes
a -10 to the Test.
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.
Characters must make a Courage Test to stay calm every
Turn. If the Test passes, the character only takes half Bleed.
Break Shot
Prerequisite: Warfare Ranged: 40
Cost: 250
When making ranged attacks, on a damage roll of 10, the Critical Hit
gains an extra 2D10 on the Special Damage Chart.
Calculated Pilot
Prerequisite: Perception: 30 Agility: 30
Cost: 500
Calculated Pilot gives any air vehicle-based Stunting or Maneuvering
Test to take only half penalties when in combat.
Aviator
Prerequisite: Pilot (Air): +10
Cost: 500
All Pilot Air Skill Tests gain a +10 for Stunts and Evasive Maneuvers.
Clear Target
Prerequisite: Warfare Ranged: 55
Cost: 250
Reduces the penalty for Called Shots by Half.
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 show the characters
ability to access the situation to handle it with intelligence and not
speed. The character may choose which Modifier is used, Agility or
Intellect.
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 from their own wounds.
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.
Decapitating Strike
Prerequisite: Guillotine Strike
Cost: 750
As a Full Action, the character may forgo all other melee attacks to
attempt a great cleaving swipe, dealing three times their Strength
Modifier in damage, instead of the original two times that Guillotine
Strike did. This attack has a range of 2 meters and may hit any number
of targets within 3 meters of one another, losing one Strength
modifier and Piercing for each target hit.
Disarm
Prerequisite: Warfare Melee: 25
Cost: 250
The character is able to roll Strength, Agility, or Warfare Melee to
disarm the Opponent, who is able to Oppose the Test with their
Strength, Agility, or Warfare Melee Characteristics. This counts as a
Full Action.
If the disarming character succeeds and the opposing
character fails, the weapon is disarmed and in the control of the
disarming character. If the character fails and the defender succeeds,
the attempt fails. If both succeed, but the disarmer has more Degrees
of Success, the weapon is knocked to the ground using the Scatter
Table, based on the highest Strength of the characters. If both
succeed, but the Opposing character has more degrees of Success,
the character keeps their weapon.
Disarm (Improved)
Prerequisite: Agility: 40, Disarm
Cost: 500
If the character making a Disarm Action is successful, the Disarming
Action only counts as a Half Action. If the Disarm is a failure, the
Disarm is still considered to take a Full Action. See Disarm Ability
above for failure outcomes.
Dual Wielding Melee
Prerequisite: Warfare Melee: 35
Cost: 250
Reduces the base Penalty for Dual Wielding melee weapons by half,
rounding down. Dual Wielding Melee can be used in conjunction with
Dual Wielding Range.
Dual Wielding Range
Prerequisite: Warfare Ranged: 35
Cost: 250
The Dual Wielding Ranged Ability allows a character to use two
ranged weapons at half penalty, each. Dual Wielding Ranged can be
used in conjunction with Dual Wielding Melee.
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.
Evasive Maneuvers
Prerequisite: Agility: 35
Cost: 500
The character may begin their Round declaring Evasive Maneuvers as
a Free Action. When declared, Evasive Maneuvers applies a -20
Penalty to any ranged attacks, and a -10 to any melee attacks, but
grants a +20 bonus to Evasion until the beginning of their next turn.
The character only takes half penalties when evading extra
attacks, regardless of whether they are making evasive maneuvers.
These effects may be stacked with Guarded Attack action.
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
their 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 and quick thinking to get an
advantage on the battlefield. The character rolls twice when figuring
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.
Frenzy
Prerequisite: Courage: 30
Cost: 250
Characters using the Frenzy Ability no longer take penalties to Evasion
from 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, no matter the outcome.
Heavy Preparation
Prerequisite: Strength: 30
Cost: 350
The character no longer needs to brace a heavy weapon when firing.
The character, at all times, counts as braced. The character no longer
automatically drops heavy weapons when attempting to dual wield
them.
Hand-To-Hand Basic
Prerequisite: Warfare Melee: 25
Cost: 250
This Ability shows the character is proficient with the standard Handto-Hand Martial Arts used by their respective Militaries. This allows
the character to make one extra melee attack if their first melee
attack was successful that Round.
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 their 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 Electrified Special Rule
with a successful Strength Test. Instead of rolling to see how long
the character is stunned, the base Stun Rounds is 1. The opponent
still gains an extra Round of being stunned for every Degree of
Failure on their Toughness Test.
Lucky Shot
Prerequisite: Luck: 3
Cost: 500
Characters making an attack with the Lucky Shot Ability has the
capability to deal extra damage from an attack, once per day. If the
character rolls 01 through 09 on the To-Hit, the dice rolled to figure
damage outcome is doubled. The Pierce and weapon base damage is
not.
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. Any
opponent attempting to dodge a character with Manslaughter gains
a -10 penalty to the Evasion. This can be taken once for every Pilot
type.
Marksman
Prerequisite: Perception: 55
Cost: 500
The character using Marksman shows prowess with ranged
weaponry. The Marksman Ability allows characters to only take half
penalties for long and extreme ranged attacks.
Medical Insight
Prerequisite: Medication: +20
Cost: 750
Medical Insight shows true ability in the Medical field. Those with
Medical Insight double what they rolled on a Medical Test to heal
wounds. For example, a Medical Test that increased healing by +3
wounds per day now heal +6 wounds per day.
Medical Prowess
Prerequisite: Intellect: 50
Cost: 400
Any character with Medical Prowess only take half penalties when
using medical skills and abilities towards characters of other races.
Mind Timer
Prerequisite: Agility or Intellect: 40
Cost: 450
When cooking grenades, the character takes no base penalties, and
gains a +10.
Mobile Fire
Prerequisite: Warfare Ranged: 35
Cost: 500
When the character is moving and firing a weapon or making a melee
attack, the character only takes half penalties.
Modern Army Combatative
Prerequisite: Hand-To-Hand Basic
Cost: 750
The character is trained under the characters Militarys special handto-hand combat. This opens the Advanced Melee Combat table for
the player, along with giving the character to use a Full Action to make
their melee attacks with an additional 2 melee attacks.
One Eye Open
Prerequisite: Perception: 30
Cost: 250
A character with the One Eye Open Ability always counts as awake
while sleeping. The One Eye Open Ability means any character
sleeping with this ability does not count as helpless.
Optical Warrior
Prerequisite: Perception: 45
Cost: 400
Any scope used by the character counts as one scope-type higher
(CQB to Marksman, Marksman to Sniper), and sniper optics gives the
character +10 to hit. This does not change the distances at which
penalties are gained from being too close.
Order of Things
Prerequisite: Leadership: 30
Cost: 250
When a character has Order of Things Ability, the character gains a
+10 to any Social Skills pertaining to characters of lesser rank. This
only accounts to Social Opposed Tests.
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 social test
dealing with the selected group.
Peer works only with smaller subgroups, such as The Army
or Medical Teams. A Character cannot take Peer for 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, 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.
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
A character with the Protector Ability is able to move in front of, or
switch places with a nearby character. To do so, the character must
make a successful Agility Test as a Response Action. The Test is to see
if the character will make it in time. The limit of the characters
Protector Movement is half of the characters Charge range and this
uses up the characters next Half Action and counts as a Half Move.
A character may oppose this Test by making either an Agility
or Strength Test.
Quickdraw
Prerequisite: Agility: 35
Cost: 250
Quickdraw allows a character to holster or equip a weapon or
equipment as a Free Action. If the character has two smaller
equipment or weapons, such as pistols, they will be able to Quickdraw
them both in the single Action.
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. It is considered that
both of these actions are happening at the same time, such as
Evading and throwing a grenade.
Rapid Reload
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 1 Half Actions, the pistol may be reloaded as a
Response Action, if chosen, giving -10 to any other action used in the
Response 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 -10 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
After completing a mission, the character must roll a 1D10. On a roll
of 1 through 3, the character gains an extra Support Point.
Revulsion
Prerequisite: Charisma: 25
Cost: 250
A character may select a group that they despise, similar to Peer.
When dealing against this group, the character gains a +10 to any
Opposed Combat 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.
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
Special Damage.
Shotfun
Prerequisite: Warfare Range: 30
Cost: 400
Opponents attempting to Evade the characters shotgun attacks gain
a -10 Penalty.
Snapshot
Prerequisite: Perception: 35 Warfare Ranged: 35
Cost: 500
Snapshot allows a character to take a Half Action Aim as a Response.
Taking Snapshot at a Response Action does not fully use it up, but
gives a -10 Penalty to anything else used within this Response Action.
Soldier of Fortune
Prerequisite: Luck: 2
Cost: 1500
Any character with the Soldier of Fortune Ability is allowed to reroll
one failed test when a Luck point is spent. For example, a character
using Luck to reroll a failed Evasion may reroll the test a second time.
This may be used only once a Round.
Steady Aim
Prerequisite: Perception: 40
Cost: 500
When the character is using an Aim Action with this Ability, the
character gains a +10 To Hit.
Stabilization
Prerequisite: Medication: +10
Cost: 500
Medics learn a lot on the battlefield and in training. Medics with the
Stabilization Ability are able to automatically stop one point of Bleed
with a Medical Test on another character, even with a failed roll. With
every degree of success, the Medic stops an extra two more points of
Bleed. This stacks with the medical test, it does not replace it.
Sticky Fingers
Prerequisite: Athletics +10
Cost: 450
The character gains +10 to all Climb Tests.
Strafing Run
Prerequisite: Agility: 35
Cost: 500
When advancing while taking fire, the character is able to strafe and
dodge incoming fire while continuing their charge. To hit a character
making a Half Move is at a -5 penalty to hit. To hit a character making
a Full Move is at a -10 penalty. To hit a character making a Charge
Move is at a -15 penalty. To hit a character making a Run Move, or
above, is at a -20 penalty to hit.
Strong Back
Prerequisite: Strength: 55
Cost: 650
Characters gain +3 to their Toughness Modifier when discovering
Lifting, Carrying, and Pushing Weight.
Swift Shot
Prerequisite: Warfare Ranged: 35. Quickdraw
Cost: 500
When the character is making a Quickdraw using a weapon, the
character is allowed to take a quick single shot at a -20 penalty as a
Response Action, that does not take up the Response Action
completely, it just adds a -10 Penalty to anything else sharing the
Action.
Tackle
Prerequisite: Strength: 30
Cost: 250
Any character with the Tackle Ability can attempt to knock opponents
to the ground with Successful Opposed Strength Tests or Agility Test.
A character does not need the Tackle Ability to make this action, but
a character with this Ability may make the tackle without initiating a
Grapple.
If a character successfully makes the Opposed Test with
more than one degree of success, the Opponent is knocked to the
ground and the character stays standing.
If a character successfully makes the Opposed Test without
having more than one degree of success, the Opponent is knocked to
the ground along with the character making the action.
If a character fails the Opposed Test, the character fails to
knock down the opponent. If there are one or more degrees passed
by the Opponent, the character is then knocked prone.
Triangulation
Prerequisite: Intellect: 35
Cost: 250
A character with the Triangulation Ability is able to remember
previously traveled to locations. The Triangulation Ability gives the
character the capability to not need to take any Navigation Tests
when in a location they were previously in.
Unarmed Combatant
Prerequisite: Warfare Melee: 35
Cost: 250
When using the Unarmed Combatant Ability, the character gains half
of the characters Warfare Melee Modifier (Rounding Down) to
Piercing with melee attacks.
Under Control
Prerequisite: Courage: 45
Cost: 250
Characters under Suppressing Fire or taking Fear Tests gain a +15 to
the Courage Test. This also counts for rerolls of the Tests given by
other Abilities.
Unrestrained Reflexes
Prerequisite: Agility: 35
Cost: 250
The character may attempt an Agility Test Response Action to negate
an Opponent from gaining the Point Blank To-Hit bonus. If Successful,
the Opponent must attack the character without the bonus from the
Point Blank Range Attack bonus. This puts all other Response Actions
taken at a -20 Penalty.
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 -30 on the
Fear Charts when fighting together. These characters must be Party
Members and be in the same battle.
Wheelman
Prerequisite: Pilot (Ground): +20
Cost: 500
When piloting ground vehicles, the operator only takes half penalties
when it comes to rough and difficult terrain. Any penalties originating
from terrain are halved. This shows that the operator of the vehicle is
trained and experienced in dealing with difficult driving situations.
Vault
Prerequisite: Agility: 45
Cost: 500
The character uses incredible agility to use surroundings to double
Jumping and Leaping ranges. For example, a character with Vault can
use a wall or fence to jump higher to reach a specific location.
LANGUAGES
All characters start with the language that makes most sense to the
character.
Human Languages/ Your Choice
Prerequisite:
Cost: 150
The character has the ability to speak a Human Language of choice.
This comes natural to all those in the UNSC. Those who choose
another language other than English must pay an extra 50 Experience,
because any Language chosen comes packaged with English. If the
Human character already knows English, each additional Human
Language only costs another 100 Experience.
Covenant Empire Language/ Sangheili
Cost: 150
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: 150
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: 150
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: 150
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: 150
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: 200
All Yanmee characters come knowing the Yanmee speaking
language, but is even still difficult to understand, if not a Yanmee.
Huragok Sign Language
Cost: 400
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:
Cost: 500
The character has the ability to speak the Forerunner Language and
read their third-dimensional Text.
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
STEP 5: EDUCATION
more about a given subject, then the GM can issue the tests to be
Opposed.
EDUCATION TESTS
An Education Test is used when a Player or GM is trying to find out
whether or not a Character knows something specific, whether it is
just to see if they know something obscure, or if their knowledge will
help them with a Test. A GM should never have Characters roll for
things that are obvious within an Education.
An Education Test, when not used with Skills, can be used
to help a Character through knowledge-based Tests, as well, using
Intellect.
USING EDUCATION WITH SKILLS
Education is rolled like a skill. The Education System can gain Bonuses
and Penalties like Skills, you can purchase Advancements in your
desired Education, and it can even be Opposed. An Education Test is
rolled with the Skill Test it is being tied with. An Education Test is used
alongside a Skill to increase the Bonuses the Skill receives. Using
Human Linguistics at +5 will offer a +5 Bonus when used with a
Covenant-based Cryptography Test.
A Character supplementing their Skill Test with an
Education must have a reason for it making sense. Using Armoring to
supplement a Technology Test based on using a computer would
make no sense. The GM must pay close attention to how the
Educations are being used.
OPPOSING EDUCATION
In the field of knowledge, there can be incorrect information or
arguments. If characters are arguing or trying to show who knows
EDUCATION
Covenant Culture
Human Culture
Human Military
DIFFICULTY
Basic
Basic
Advanced
TYPE
Cultural
Cultural
Military
Covenant Military
Advanced
Military
Covenant Weaponry
Human Weaponry
Human Linguistics
Covenant Linguistics
Forerunner Artifacts
Forerunner Weaponry
Human Medical Science
Covenant Medical Science
Computer Security
Flood Biology
Human Vehicle Maintenance
Covenant Vehicle Maintenance
Armoring
Construction
Demolitions Assembly
Covenant Law
Basic
Basic
Basic
Basic
Advanced
Advanced
Advanced
Advanced
Advanced
Advanced
Basic
Basic
Basic
Basic
Basic
Advanced
Military
Military
Cultural
Cultural
Restricted
Restricted
Biological
Biological
Computer
Restricted
Engineer
Engineer
Engineer
Engineer
Engineer
Cultural
SKILL
Appeal, Investigation
Appeal, Investigation
Command, Appeal, Investigation, Deception,
Interrogation, Security
Command, Appeal, Investigation, Deception,
Interrogation, Security
Technology
Technology
Cryptography, Technology
Cryptography, Technology
Technology
Technology
Medication, Survival, Interrogation
Medication, Survival, Interrogation
Security
Medication
Technology
Technology
Technology
Technology, Demolition
Demolition
Command, Investigation, Deception, Negotiation
+5
200
200
400
+10
400
400
600
400
600
400
400
200
200
1000
800
400
400
200
800
400
400
400
400
400
400
600
600
400
400
1,200
1,000
600
600
400
1,000
600
600
600
600
600
600
Human Law
Covenant Literature
Human Literature
Human History
Covenant History
Planetary Science
Astrophysics
Aeronautics
Human Psychology
Advanced
Basic
Basic
Basic
Basic
Advanced
Advanced
Advanced
Advanced
Cultural
Cultural
Cultural
Cultural
Cultural
Space
Space
Piloting
Cultural
Covenant Psychology
Advanced
Cultural
Culinary
Merchant
Mathematics
Slipspace Theory
Astronautics
Ground Vehicle Dynamics
Martial Arts
Basic
Basic
Basic
Advanced
Advanced
Basic
Basic
Cultural
Cultural
Engineer
Dimensional
Piloting
Piloting
Biological
400
200
200
200
200
400
400
400
600
600
400
400
400
400
600
600
600
800
600
800
200
200
400
1,000
400
400
400
400
400
600
1,200
600
600
600
ACTIONS
ACTION
Aim
Blind Fire
Brace Heavy Weapon
Called Shot
Charge
Readied Stance
Delay Action
Evade
Grapple
Guarded Attack
Jump or Leap
Knock-Down
Maneuver
LENGTH
Half/Full
Half/Full
Half/Full
Full
Full
Half
Half
Response
Half/ Full
Full
Half/ Full
Half
Half
SUBTYPE
Concentration
Attack
Misc.
Attack, Concentration
Attack, Movement
Concentration, Attack
Misc.
Defense
Attack
Attack, Concentration
Movement
Attack
Attack, Movement
Move
Multiple Attacks
Killzone
Ready
Reload
Stand/Mount
Standard Attack
Stun
Suppressing Fire
Tactical Advance
Varies
Full
Full
Half
Varies
Half
Full
Full
Full
Full
Use a Skill
Varies
Movement
Attack
Attack, Concentration
Misc.
Misc.
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 their 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 their
normal Actions within their 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 their attack is
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 their next attack.
DESCRIPTION
Aiming action to use with weapons.
Firing around cover without revealing yourself to the enemy.
Preparation to fire a weapon with the Heavy trait.
Aim Action Subtype to attack specific point on the body.
Must move at least 2 meters. +10 to Warfare Melee.
Gain an additional Reaction. -20 to Warfare Melee and Warfare Ranged.
Before your next Turn, take any Half Action.
Test the Evasion Skill opposed against an attack.
Use a Grapple move or break from Grapple.
-10 to Warfare Melee and Warfare Ranged. +10 to Evasion.
Jump vertically or horizontally. If movement is 10+ meters, takes Full Action.
Try and knock an opponent to the Ground.
Opposed Warfare Melee test, if you win, move enemy half your Half Action
movement.
Move up to your Full Move.
Attack more than once in the same round. Requires two weapons or a talent.
Shoot targets coming in to a set kill zone. Full Action to determine zone.
Ready a weapon or item.
Reload weapons.
Stand Up or begin climbing something.
Make one melee or ranged attack.
Attack to stun a person instead of killing them.
Force Opponents to take cover.
Move from cover to cover.
Use of a skill in combat.
A character that made a Full Action Aim will get the full
benefit of the Full Action Aim for any of their Turns afterwards, as long
as their concentration has not been broken by the likes of moving,
damage, or until the attack has been made.
If a weapon does not have a Smart-Linked scope,
a character cannot gain any bonuses to aiming while Dual-Wielding.
AIM/CALLED SHOT: Type: Half Action // Subtype: Attack,
Concentration
Called shots are when a character attempts to attack specific points
on the target. The attacker declares a body location or a body sublocation and attempts to take a shot. Firing at a specific body locations
merits a -30 penalty. Firing at a specific body sub-location gives a -60
penalty. If the roll is successful, the shot is made and hits successfully.
Players must take an aim action before every called shot.
The bonus gained from the aiming action will carry over onto all
subsequent shots until the one making the shots is hit, is forced to
move for any reason, or switches to a target who is more than (X)
meters from the original target. (X) Being the Active Characters
Perception Modifier. The Active Character cannot switch targets
more than (X) number of times before having to take a new aim
action. Each aim action lasts only (X) number of turns before another
Aim Action must be taken, even if their aim is uninterrupted.
If the called shot was missed with the penalty, but would
have hit with only a -20, the attack still goes through with the called
shot being ignored and the to-hit section is rerolled.
melee range unless a weapon says otherwise. Parrying only takes a 5 penalty to each Evasion. that character cannot dodge weapons fire
as that character must focus on Warfare Melee parrying in combat.
GUARDED ATTACK: Type: Full Action // Subtype: Attack,
Concentration
The character performs a carefully made attack to keep a more
defensive stance. When making a Guarded Attack, the character
suffers a -10 penalty to Melee and Warfare Ranged Tests, but gain a
+10 bonus to all Evasion tests until the beginning of the characters
next turn. Any bonuses and penalties gained from a Guarded Attack
is lost if the character has been knocked down or stunned.
JUMP OR LEAP: Type: Full Action // Subtype: Movement
Characters can Jump vertically or Leap horizontally. If the Active
Character is engaged in melee, each opponent they is engaged with
may take a free standard Attack against the character. See Movement
for details on Jumping and Leaping.
MANEUVER: Type: Half Action // Subtype: Attack, Movement
When using maneuver, the Active Character attempts to force the
opponent to move a number of meters equal to half their Half Move.
This is done through an Opposed Warfare Melee, and is treated as a
Grapple. If the Active Character wins, the opposing character Is
moved in the direction the Active Character is attempting to go. If the
opponent succeeds, they goes nowhere.
If the opponent wins by two or more success, they can push the Active
Character as if they was making the maneuver; does not require any
opposed skill test.
MOVE: Type: Half Action or Full Action // Subtype: Movement
The Active Character may spend a Half Action to move up to their Half
Move agility speed.
Characters are allowed to take their move actions and use it with
firing weapons or any other type of action.
Characters taking a Half Action Move can perform another Half
Action simultaneously at a -10 penalty.
Characters taking a Full Action Move can perform a Half Action
simultaneously at a -20 penalty.
Characters taking a Charge Action Move can perform a Half
Action simultaneously at a -25 penalty.
Characters taking a Run Action Move can perform a Half Action
simultaneously at a -30 penalty.
MULTIPLE ATTACKS: Type: Full Action // Subtype: Attack
This action allows the Active Character to make additional Melee
Attack Actions on his turn if he has multiple melee weapons at hand.
This gives the Active Character a -20 to each attack. The character may
make a Melee Attack Action with each weapon held.
KILLZONE: Type: Full Action // Subtype: Concentration
The Active Character guards a specific area or target, ready to fire at
any moment. When KILLZONE is active, the Active Character
establishes a Kill Zone. This encompasses a 45 degree arch in the
direction the Active Character is facing.
Any character in the Kill Zone has a -20 to Dodging fire, and
any character firing into the Kill Zone has a +10 bonus to hitting.
KILLZONE ends if the characters involved lose concentration, such as
taking a shot or moving. Killzones do not stack.
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,
the GM should attempt to 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.
MAKING 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 Up). 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.
firing these weapons, they automatically drop them at the first shots
with each.
Some characters have more than two arms. For characters
that decide to use more than two weapons when dual wielding,
theyre at a further -10 per weapon used.
Dual Wielding melee weaponry gives two possibilities, a +20
to Parrying attacks, or taking a Double Strike. A Double Strike is an
attack where both weapons being wielded attack at the same time,
within the same Melee Attack. One To-Hit Roll, at a -10 Penalty, is
made for both weapons to hit. This also means the Opponent needs
only one Evasion or Parry to evade the attack. If more than a Half
Action of Double Strikes are taken, Parrying gains a -10 Penalty,
instead of the +10 bonus.
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 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
Nuclear Blast Plates
COVER POINT
4
12
18
21
30
45
130
200
250
350
500
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.
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.
HIGH GROUND
Characters standing on higher ground gain +10 to Warfare Ranged but
suffer -10 to all Warfare Melee Tests.
WEAPONRY OPTIMAL AND MAX RANGES
All weapons have an optimal range. When a weapon is used between
the two listed ranges, there are no range-based penalties or bonuses
gained. The weapon fires as normal.
If the weapon is fired below its Optimal Range, its counted
as Close-Range for that weapon, which gives it a +10 to hit, which
does not stack with any other Close-Range bonus, unless the
character is Point-Blank.
If a weapon is fired beyond the Optimal Range, the accuracy
drops and the shot is harder to make. When a weapon is firing past
its Optimal Range, the shot is at a base -20 penalty. The GM may
decide if a shot is harder to make because of an even larger distance.
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 -5 penalty.
GANGING UP
A character has advantages when allies engage the same foe. When
groups of characters outnumber their opponents by more than 25%,
PINNING
Pinning happens often in firefights. People keep their heads down as
to not lose them. Pinning represents characters staying under and
behind cover. If no cover is near, the character could rush towards the
nearest cover or drop to the ground prone, covering their head. If the
character is under suppressing fire or just under a lot of fire in general,
the character must make a -20 Pinning Test using the Courage
Characteristic. On a failure, the character becomes pinned. When a
character is pinned, at the beginning of every round the character
may attempt a -30 Courage Test to break the effects of Pinning and
act normally. Any attacks made while under the effects of pinning are
under a -20 penalty.
POINT BLANK RANGE
When a character makes a ranged attack against a target that is less
than the characters size modifier in meters, the Warfare Ranged Test
made to attack the target is at a +20 bonus. This does not count if the
attacker is engaged in melee combat with each other.
CLOSE RANGE
Warfare Ranged tests made to attack targets at Close Range are at a
+10 to hit. A weapon firing under its Optimal Range counts as Close
Range.
SIZE
When attempting to attack creatures of different size, there
are modifiers to change how easy or difficult the attack is. For every
size category larger the target is, the character gains a +5 To-Hit.
SIZES
Mini
Small
Normal
Large
Huge
Hulking
Giant
Immense
Massive
Great
Monumental
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 they is about
to be attacked, the character is considered unaware, and caught by
surprise. Firearm and Warfare Melee Tests are at a +40 to hit.
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 cannot 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.
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
ROLL
01-10
11-20
21-30
31-40
41-50
Finger/Toe
EFFECT
Finger/Toe Broken. +5 Bleed.
Finger/Toe Severely Broken. +10 Bleed.
Finger/Toe Shattered. +15 Bleed
Finger/Toe cut in half. +20 Bleed
Finger/Toe removed. +25 Bleed
ROLL
01-10
11-20
21-30
31-40
41-50
Neck
EFFECT
Lacerations against the neck. Bruising and +5 Bleed.
Neck gashed open. +10 Bleed.
The Neck is damaged and torn open. +15 Bleed.
Neck Struck and shrapnel bursts out. +20 Bleed.
Jugular struck. +35 Bleed.
ROLL
01-10
11-20
21-30
31-40
STEP TWO (1D10): GM SPECIAL LOCATION SIDE CHART (OPTIONAL)
ROLL
LOCATION
1-3
4-7
8-10
Left
Center
Right
Pinky Finger/Toe
Ring Finger/Toe
Middle Finger/Toe
Index Finger/Toe
Thumb Finger/Toe
41-50
Nose/Ear
EFFECT
The appendage was sliced. +4 Bleed.
The appendage was struck, take a chunk of flesh and
cartilage with it. +10 Bleed.
The appendage was hit and has been punctured through,
causing bleeding and a larger part of the appendage to
be removed. +15 Bleed.
The appendage was nearly lopped off with the blow,
causing at least half to be removed. +20 Bleed.
The attack strikes the appendage, completely removing
the gist of it. +25 Bleed.
ROLL
01-10
11-20
21-30
31-40
41-50
ROLL
01-10
11-20
21-30
31-40
41-50
ROLL
01-10
11-20
21-30
31-40
41-50
ROLL
01-10
11-20
21-30
31-40
41-50
ROLL
01-10
11-20
21-30
31-40
41-50
Small/Large Intestines
EFFECT
The attack strikes into the intestines, +5 Bleed.
A more devastating attack. +10 Bleed.
The intestines are struck, dealing +15 Bleed.
The attack ravages its way through the intestines, creating
lacerations and major bruising across the organs. +20
Bleed
The intestines are wrecked by the attack. Causes major
internal bleeding and bruises across the wound. +25 Bleed
Kidney/Stomach/Liver/Spleen
EFFECT
The organ is sliced by the attack. +5 Bleed.
Pain is unleashed across the organ and body. Heavy
Bruises and bleeding begin. +10 Bleed.
The organ is struck, causing part of it to be removed. +15
Bleed.
The attack smashes directly into the organ.. +20 Bleed.
The attack pierces the organ causing intense damage. +25
Bleed.
ROLL
01-10
11-20
21-30
31-40
41-50
ROLL
01-10
11-20
21-30
31-40
Knee/Ankle/Shoulder/Elbow
EFFECT
The joint is struck and causes bruising and cuts to form
across the wound. Bruising and +5 Bleed.
The joint is hit, causing small bleeding and discomfort
when using the joint. +10 Bleed and Heavy Bruising.
The joint is damaged, causing problems when using it. Any
action that uses the joint is at a -10. +15 Bleed.
The joint is heavily damaged and the bone and cartilage is
fractured. -20 to actions using this joint. +20 Bleed.
The cartilage in the join is completely devastated; causing
fractures and impedes the mobility of the joint. -25 to
actions using this joint. +25 Bleed.
41-50
Heart
EFFECT
The attack strikes and ravages the flesh. Heavy bruising
occurs. +5 Bleed.
The strike impacts the character, knocking the breath from
the character. +15 Bleed.
The attack fractures a rib, causing some of it to splinter in
the heart. +25 Bleed.
A rib is struck and pushed in to the heart, puncturing it.
+30 Bleed.
The attack ravages the heart and ribs, causing extreme
pain and internal bleeding. +50 Bleed.
41-50
Skull/Brain
EFFECT
The attack strikes and ravages the flesh. +5 Bleed.
The strike impacts the character, knocking the breath from
the character. +5 Bleed and Stunned for 1D10-Toughness
Modifier Turns.
The attack fractures the skull, causing some of it to
splinter inward. +10 Bleed. Stunned for 2D10-Toughness
Modifier Turns.
The skull is punctured. +15 Bleed. Stunned for 3D10Toughness Modifier Turns.
The attack ravages the head, causing extreme pain and
internal bleeding. +20 Bleed. Stunned for 4D10-Toughness
Modifier Turns.
ROLL
01-10
11-20
21-30
31-40
ROLL
01-10
11-20
21-30
31-40
41-50
ROLL
01-10
11-20
21-30
31-40
41-50
Arm/Leg
EFFECT
The flesh is damaged and the area is bleeding. +5 Bleed.
Skin is tattered. +10 Bleed.
The bone was struck, creating micro-fractures along the
impact. +15 Bleed. -5 to any actions using this limb.
The bone becomes broken. +20 Bleed. -15 to any actions
using this limb.
The arm becomes heavily damaged, either being cut off or
being too damaged. +25 Bleed. This appendage is now
useless.
Lung
EFFECT
The flesh is heavily damaged, lung is fine. +5 Bleed.
The flesh is impacted and the attack bounces off a rib. The
breath is knocked from the character. +10 Bleed and
Stunned for 1D10-Toughness Modifier Turns.
A rib is snapped and shattered. +15 Bleed. Stunned for
2D10-Toughness Modifier Turns.
A rib is struck and pushed into the lung. +20 Bleed.
Stunned for 3D10-Toughness Modifier Turns.
The attack punctures the lung causing extreme pains and
possible death. +25 Bleed. Stunned for 4D10-Toughness
Modifier Turns. Character begins suffocating.
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. +5 Bleed.
The eye is heavily damaged and is counted as blind for
1D10-Toughness Modifier hours. +10 Bleed.
The eye is impacted heavily and is counted as blind for
3D10-Toughness Modifier in Days. +15 Bleed.
The eye is completely destroyed. +20 Bleed.
Hand
EFFECT
The flesh is damaged, -5 for Warfare Tests.
Hand is hit. -10 for Warfare Tests. +5 Bleed.
The bones were struck, creating hundreds of microfractures along the impact. +10 for Tests involving the
hand. +10 Bleed.
The bone is broken where the impact hits. +9 Bleed. -10 to
any actions using the limb. +15 Bleed.
The arm becomes heavily damaged, either from being cut
completely off or being far too damaged and broken. +20
Bleed. This appendage is now useless.
Foot
EFFECT
The foot is lightly damaged. -5 for Movement Tests.
Foot is hit. -10 for Movement Tests. +5 Bleed.
The bones were struck, creating hundreds of microfractures along the impact. +10 Bleed. -10 to Agility.
The bone in the limb has been struck deeply. The bone is
broken where the impact hits. +15 Bleed. -20 to Agility.
The arm becomes heavily damaged, either from being cut
completely off or too damaged. +20 Bleed. This
appendage is now useless.
ROLL
01-10
11-20
21-30
31-40
41-50
ROLL
01-10
11-20
21-30
31-40
41-50
ROLL
01-10
11-20
21-30
31-40
41-50
ROLL
01-10
11-20
21-30
31-40
41-50
Pelvis
EFFECT
The flesh is damaged. -5 to Movement Tests.
Skin is tattered on impact. -5 to Movement Tests. +5
Bleed.
The bone was struck, creating hundreds of micro-fractures
along the impact. -10 to Movement Tests. +5 Bleed.
The pelvis has been struck deeply. The bone is broken
where the impact hits. -10 to Movement Tests. +10 Bleed.
The Pelvis is shattered at the point of impact. -15 to
Movement Tests. +15 Bleed.
Chest (No Organ Struck)
EFFECT
The point of impact is heavily bruised. Stunned for 1D5Toughness Modifier Turns.
Skin is tattered and begins to bleed. Stunned for 1D10Toughness Modifier Turns.
The bone was struck, creating hundreds of micro-fractures
along the impact. +5 Bleed. Stunned for 1D10-Toughness
Modifier Turns.
A rib was shattered. +10 Bleed. Stunned for 1D10Toughness Modifier Turns.
A Rib was completely destroyed from the attack. -10 to
Evasion Tests until treated. Stunned for 1D10-Toughness
Modifier Turns. +15 Bleed.
Mouth
EFFECT
The flesh is damaged. -5 to Speech based Tests.
Skin is tattered and begins to bleed. Roll Toughness Test, if
failed, a tooth is lost. -10 to Speech based Tests.
The mouth was struck, damaging teeth. +5 Bleed.
Removes 1D5 teeth. -20 to Speech based Tests.
The tongue is torn up and 1D10 teeth are removed. -20
Speech based Tests. +10 Bleed.
The attack deals massive damage to the mouth, removing
2D5 teeth. -30 to Speech based Tests. +15 Bleed.
Chin/Jaw/Cheek
EFFECT
Skin impacted. -5 to Speech based Tests.
The appendage was struck and takes a chunk of flesh and
cartilage with it. +5 Bleed. -10 to Speech based Tests.
The appendage was hit and has been punctured through,
causing bleeding and tearing. +10 Bleed. -15 to Speech
based Tests.
The appendage was incredibly damaged with the blow,
causing heavy tearing. +15 Bleed. -20 to Speech based
Tests.
The attack lops off a part of the body part. +20 Bleed. -30
to Speech based Tests.
FEAR
Shocking
Disturbing
Horrifying
Terrifying
Deathly
Roll
01-20
21-30
31-40
41-60
71-90
91-120
121140
141+
FEAR MODIFIERS
MODIFIER
EXAMPLE
+10
Gore on the Battlefield
+0
Dismemberment
-10
Watching someone die
-30
Horrible odds of survival
-100
Gravemind, himself.
FEAR OUTCOME TEST
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 is gripped by fear, 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 is deeply disturbed by whatever is
causing such fear in him. The character cannot
willingly approach this source of 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 is frozen from fear for 1D5-Toughness
Modifier Turns, with a minimum of one.
The character develops a Mental Disorder.
The character develops a Mental Disorder, and also
takes 1D10 Courage Characteristic damage that takes
2D10-Courage Modifier in days to recover, minimum
of 2.
The character falls into a short amnesia that lasts
5D10-Toughness Modifier in days, minimum of 5.
After waking, the character takes 1D10 Courage
Characteristic damage that takes 2D10-Courage
Modifier in days to recover, minimum of 2. Upon
waking, the character develops a Mental Disorder and
is unable to voluntarily recall any events.
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
1-2
3-4
5-6
7-8
9-10
PHOBIA
Necrophobia
Hoplophobia
Eremophobia
Xenophobia
Panthophobia
WHAT IT IS
The fear of death and dead bodies.
The fear of weapons and using them.
The fear that allies may turn on you.
The fear of aliens.
The fear of becoming sick and diseased.
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
Hypnophobia
Astrophobia
Claustrophobia
Agoraphobia
Entomophobia
Mnemophobia
WHAT IT IS
The fear of sleep, especially cyrosleep.
The fear of celestial space.
The fear of having no escape.
The fear of vast openness.
The fear of insects.
The fear of memory loss.
WHAT IT DOES
The obsession and mania of stealing objects
from others.
The obsession of constantly lying.
The obsession of war and violence.
An inordinate obsession with alien devices.
The obsession of being free from military or
any other company or organization.
The manic tendency for never seeing anything
as good or welcome.
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
Sensation
Auditory
Gustatory
Olfactory
Somatic
Tactile
Visual
Hypnogogic
Grandiose
Paranoid
Referential
WHAT IT DOES
Hallucinations that affect sensations that are
triggered by different events. These include
Auditory, Gustatory, Olfactory, Somatic, tactile,
visual, and Hypnogogic.
The false perception of voices and sounds, such as
buzzing, humming, hearing voices in radio static,
whispering, and any noise that is feared most.
The false perception of tastes.
The false perception of smells and scents such as
burning or dead flesh, candles, and whatever other
smells.
The false perception of processes and events that
are happening inside the body, such as gunshot
wounds, pain, being tickled, and electrification.
The false sensations of being touched, crawled
upon, or even feeling the processes under ones
skin.
The false perception of objects, people, and events
happening before ones eyes.
Events that happening right before waking up that
cannot be differed between being awake.
Traumatic or strange events happening right
before awaking.
The delusion that one is magic or untouchable
through luck.
The belief that one is being controlled of
persecuted by stealth powers and conspiracies.
The delusion that events are being carried by
hidden or coded messages that one can decode.
This includes conversations and events that
happen in certain orders.
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.
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 EYE
Losing an eye reduces a characters Warfare Melee and Warfare
Ranged Tests by -10, and -20 to any sight-based perception skills.
Should a character lose both eyes, see the blinded section.
LOST ARM
As with a lost hand, but the character cannot strap anything to a
missing arm.
LOST FOOT
The character reduces their movement by half (Round up) and suffers
-20 to any movement actions as well as Skill and Characteristic Tests
that rely on movement until the foot is replaced. Losing both feet
make it hard to walk, and one should look for replacement
prosthetics.
LOST LEG
Treat this as a lost foot, but the character cannot use the Evasion Skill.
Any movement tests are now at a -40 and the character is almost
immobile. Losing both legs counts the character as immobile and
helpless.
BLINDED
A blind character automatically fails any sight-based tests and
automatically fails any Warfare Ranged Tests. The character also
suffers -30 to Warfare Melee Tests.
DEAFENED
The character cannot hear at all, or at least not well enough to
communicate with others with speech. Until the character recovers,
any hearing-based Perception Tests automatically fail.
COMA
When in a coma, the character is in a sleeping state for long periods
of time. A characters coma is extended for 1D10 hours per 10 Blood
Lost, and 1D10 hour for every point of health under 0 the character
was at the time. This extension of the coma takes effect once the
character recovers all their wounds, and is under 10 Blood Loss.
REMOVING FATIGUE
Fatigue goes away with time. Each hour of normal rest (not counting
states of unconsciousness), that includes no combat and no other
strenuous activity, removes one level of Fatigue. Eight consecutive
hours of rest remove all levels of Fatigue.
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. Equipment 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, Abilities, Equipment, or
Weapons that involve the use of hands.
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.
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 their breath, the
character can hold its breath for as many seconds equal to the
characters Toughness Characteristic.
While the character is holding their 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.
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.
USELESS LIMBS
Useless limbs work as if they were not there. Just check out
Amputated Limbs section. Do remember these limbs can still bleed,
be shot, and are dead weight.
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. Falling
damage ignores Armor.
FALLING DAMAGE CHART
Human
1D10
2D10
3D10
4D10
5D10
6D10
7D10
8D10
9D10
10D10
11D10
12D10
13D10
14D10
15D10
16D10
Large
---
1D10
2D10
3D10
4D10
5D10
6D10
7D10
8D10
9D10
10D10
11D10
12D10
13D10
14D10
15D10
Huge
---
---
1D10
2D10
3D10
4D10
5D10
6D10
7D10
8D10
9D10
10D10
11D10
12D10
13D10
14D10
Hulking
---
---
---
1D10
2D10
3D10
4D10
5D10
6D10
7D10
8D10
9D10
10D10
11D10
12D10
13D10
Giant
---
---
---
---
1D10
2D10
3D10
4D10
5D10
6D10
7D10
8D10
9D10
10D10
11D10
12D10
Immense
---
---
---
---
---
1D10
2D10
3D10
4D10
5D10
6D10
7D10
8D10
9D10
10D10
11D10
METERS
12
15
18
21
24
27
30
33
36
39
42
45
48
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. If a character is
unconscious while wounded, they gain an extra minute for every
point of damage taken.
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 that far surpass the Toughness Modifier, the
character will recover enough of the Fatigue to let them wake back
up.
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, ignoring
Armor and Toughness, from the explosive decompression. Characters
must make Agility or Strength based Tests to escape the vacuum until
the vacuum is closed or otherwise.
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.
Agility Mod
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
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
Per
Minute
12m
48m
72m
96m
120m
144m
168m
192m
216m
240m
264m
288m
312m
336m
360m
384m
Per
Hour
Per
Day
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
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
CONDITIONS
Fog and smoke
Deep mud and liquids
Darkness
Dense Crowds
Rubble
Craters
Tremors
DIFFICULTY
Roll Perception. Failing means -10
-10
-10
-30
-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
CLIMBING
There may be times where a character needs to climb over a wall, but
does not have the ability of flight. Climbing is divided into two types,
Simple and Difficult.
SIMPLE CLIMBS
Simple climbs can include fences, walls, craters, and anything else
that requires effort to move over, but not real Skill to accomplish. Any
character with both hands free can easily accomplish these Simple
Climbs, provided the character takes the time to do so.
If a Character is trying to climb quickly, is being attacked, or
is distracted in any other way, the character needs to make a Strength
Test, Climb Test, or Agility Test. If successful, the character climbs as
usual. If the character fails the Test, the character cannot make it any
higher. If the character fails by two or more Degrees of Success, the
character falls.
The GM can adjust the difficulty of the test based on the
condition of the climb.
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 their Agility Mod in meters extra, up to three
times the distance. 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 they can, or down safely. 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 highest of their Agility
Modifier multiplied by 2, or Strength 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 their 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 they pleases.
LIGHTING
Light is an important factor to many aspects in life. Many battles can
take place at night or in the dark, wet caves of a planet. As a result,
the darkness becomes an enemy in itself, concealing movement and
horrors that could lurk within.
There are multiple types of lighting, Blinding, Bright,
Normal, Shadowed, Dark, and Black.
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.
LIGHTING
Blinding
Bright
Normal
Shadowed
Black
SIGHT PENALTIES
-50
-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 -50 to see, as it is 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. Characters in Black darkness are considered Blind.
Characters standing in front of light appear almost
completely shadowed, and is a tactic used to catch others off guard,
as they are engulfed in shadow, and the light is used to disorientate
opponents.
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 how combat works. These sight penalties
also act as To-Hit penalties when in 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 Covenant vehicles, as they have systems meant
to sustain flight.
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
Melee Combat begins when characters call to initiate it, when any
opponent is within 2 meters, +1 for every Size larger than Normal.
Weapons can extend the range. There are obviously far more ways to
fight than just simple punches, kicks, and some special moves offered
from the Abilities. A GM may allow other types of moves using similar
damages or outcomes from the Melee Attacks and Grapples.
Characters may make a number of Melee Attacks per full
action equal to half their Agility Modifier, rounding down, as shown
in the table below. A character is not able to make more than 10
Attacks in a Full Action, and no more than 5 Attacks in a Half Action.
each has their own cost and outcome. The character cannot make
more than their Agility Modifier in Grapple Actions.
GRAPPLE COMBAT
Every Turn, the character gains Grapple Points equal to their Warfare
Melee Modifier. These points are used in making Grapple Actions, as
Melee Attack
Punch Attack
Kick Attack
Elbow Strike
Knee Blow
Headbutt
AG/STR MODIFIER
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
ACTION
Full
Action
Calculated
Assault
Quick Switch
Half
Action
Half
Action
Toss to Grapple
Full
Action
Firearm Counter
Full
Action
Arm Hold
Half
Action
Pummeling
Stance
Response
GRAPPLING
GRAPPLES
Melee Attack
COST
1
Throw Down
Push
Opponent
Ready
Prone
Stand
Use Item
Break Free
2
2
Grapple Climb
Pin
Grapple
Controller
--
Grapple Skill
Grapple
Disarm
-2
Characters can use a choice of Strength or Agility Opposed Tests to hold down the other. When a character is Pinned, that
character cannot move until broken out using the Break Free Grapple move. When Broken Free, the character does not
leave Grapple Combat, but is now out of the Pin. The controller of the Grapple chooses the Opposed Test. If the opponent
chooses to use the other as their test, they are at a -20.
The Grapple Controller is decided by a Warfare Melee Opposed Test every round. The character not in control must pay
one extra Melee Attack Cost point per action taken. The characters may choose to use Strength instead of Warfare Melee,
but this roll comes at a -10. A character may also choose to use Agility instead of Warfare Agility, but this comes at a -15
penalty.
Any Test made while in a Grapple gains the bonus, or penalties, from the characters Grapple Skill.
The Attacker and Opponent roll an Opposed Strength Test to determine what happens to the weapon being wrestled for.
If the Attacker is successful by less than two Degrees of Success over the Opponent, the weapon scatters One meter for
every two Degrees of Success. If won by Three or more Degrees of Success, the Attacker wrestles the weapon away and is
now in control of it.
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.
SELLING, RETURNING, AND REFUNDS
Equipment may be returned to the original supplier. If the equipment
is used in any way, the refund will be halved the price the equipment
was purchased. Spent ammunition and destroyed equipment may not
be sold, unless specified otherwise by the GM. Damaged equipment
may only be returned for 1/4th the original price.
In a previous engagement, scavenged Covenant equipment
could be sold to the UNSC for a small cR bonus.
PURCHASING ENEMY EQUIPMENT
When a character is attempting to purchase equipment from the
other tables, such as a UNSC personnel attempting to purchase from
the Covenant tables, the character will have to pay three times the
amount listed on the cR. The Covenant sees this as Heresy, so the GM
must use discretion, because those seen using Human technology are
killed. The GM, under certain circumstances, are allowed to wave the
tripled prices for reasons such as Post-Schism team-up parties, or
sanctioned Covenant in the UNSC.
The GM may also decide that, for example, a Covenant
character can start off with their built and purchased Covenant gear,
and then join the UNSC, getting the Covenant gear more expensive,
and the UNSC gear at normal price.
STARTING EQUIPMENT
A characters starting equipment is replaced or repaired after every
mission. Depleted ammunition, grenades, and other usable
equipment are restored. This only applies to Starting Equipment
chosen from character creation.
Starting equipment may not be returned for extra cR at
character creation. If starting equipment is lost or replaced with
another weapon of choice, the character may always choose to get
the equipment back for free.
STARTING AMMUNITION
Everyone begins with seven clips/Magazines from the weapon of
their choosing. Every character has the ability to purchase more from
the armories of their Military.
AMMUNITION BELTS
There are plenty of weapons that do not actually use magazines and
clips. These weapons are belt fed for constant fire. Each belt comes
with 250 rounds unless specified otherwise.
TURRETS
There are plenty of mobile turrets of the UNSC and Covenant. These
turrets may come at character creation, and many cannot be carried
EXAMPLE
Clear
Light
Moderate
Risky
Dangerous
DROP
Bobber
Ordnance
Launch
Stealth Drop
ODST Pod
EXTRA PRICE
Weapon: 10 cR
Troop: 20 cR
Light Vehicle: 30 cR
Heavy Vehicle: 50 cR
Weapon: 40 cR
Troop: 60 cR
Light Vehicle: 80 cR
Heavy Vehicle: 120 cR
Weapon: 60 cR
Troop: 80 cR
Light Vehicle: 100 cR
Heavy Vehicle: 140 cR
Weapon: 80 cR
Troop: 100 cR
Light Vehicle: 120 cR
Heavy Vehicle: 160 cR
Weapon: 100 cR
Troop: 120 cR
Light Vehicle: 140 cR
Heavy Vehicle: 280 cR
EXAMPLE
Standard delivery ship. Can take
time to deliver equipment.
Roughly 10 minutes for drop
from call.
Delivery pod launched from a
space station or orbiting ship.
Roughly 3 minutes for drop
from call.
Hidden Stealth-ships drop
ordnance pods from sub-orbit
locations.
ODST pod able to hold much
more equipment than a
standard Ordnance Launch.
Safely drops equipment.
Roughly 5 minutes for drop
from call. UNSC-Only
EXTRA PRICE
5 Marines
5 ODST
1 Spartan IIs
2 Spartan IIIs
2 Spartan IVs
PRICE
650 cR
750 cR
950 cR
2350 cR
2150 cR
1900 cR
Cryobomb
0 cR
100 cR
Tactical
Nuke
200 cR
Orbital MAC
Strike
200 cR
DROP
Carpet
Bomb
Ordnance
Bombardme
nt
DROP
Ammunition drop with ammunition for
five different weapons chosen.
Drops 3 Mobile Cover devices.
30 meter blast that freezes all targets in
a cryo-like state that causes them to
thaw and die. -40 Toughness Test to
survive, but takes 10D10 damage. This
will not kill the character, but instead, for
every point over the characters wound
threshold causes the character to be
unconscious for that many hours.
Instantly obliterates anything within the
7000 meter blast. Anything else within a
13000 meter radius takes radiation
poisoning.
Deals one Orbital MAC strike on the
target. If used at a full scale attack, it can
be fatal on a planetary level, as these fire
at incredible speeds. UNSC Only.
Calls in airstrike that covers 100 meters
of land in C-12 grade explosive blasts.
Ten blasts on the target that does M168
Demolition Charge stats in damage and
radius. Roll for Ordnance scatter on each
blast.
PRICE
150 cR
300 cR
6000 cR
22000
cR
30000
cR
29000
cR
5000 cR
PDWS
cR
25
WEIGHT (KG):
Year: 2412
AMMUNITION
12.7x40mm
1.5
[DW] [I]
M6B Personal Defense Weapon System
Semi-Auto Rate of Fire (5)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Pistol
1D10
+6
8
50m-200m
8
Police Mainstream model. Chrome Polymer finish. Built in KFA-2 x2 Scope. No Police cR upcharge.
PDWS
cR
30
WEIGHT (KG):
AMMUNITION
12.7x40mm
1.6
[DW] [I]
M6C Personal Defense Weapon System
Semi-Auto (4) or Automatic (8)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Pistol
1D10
+5
9
10m-90m
12
Military variant. Black Polymer finish. Fires fast but suffers in accuracy. Features Spartan Upscale.
PDWS
cR
30
WEIGHT (KG):
AMMUNITION
12.7x40mm
1.6 (2.2 Upscaled)
[DW] [I]
M6C SOCOM Personal Defense Weapon System
Automatic Rate of Fire (8) or Semi-Auto Rate of Fire (5)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Pistol
1D10
+5
9
10m-90m
12
Black Polymer finish. Built in Muzzle Break, Suppressor, and VnSLS/V 6E Scope. Features Spartan Upscale
PDWS
cR
45
WEIGHT (KG):
AMMUNITION
12.7x40mm
2.6 (3.2 Upscaled)
[DW] [I]
M6D Personal Defense Weapon System
Semi-Auto (2) or Automatic (5)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Pistol
1D10
+8
9
20m-120m
12
Military Mainstream model. Chrome Polymer finish. Built in KFA-2 x2 Scope. Features Spartan Upscale.
PDWS
cR
30
WEIGHT (KG):
AMMUNITION
12.7x40mm
1.9 (2.5 Upscaled)
[DW] [I]
M6E Personal Defense Weapon System
Semi-Auto Rate of Fire (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Pistol
1D10
+7
10
30m-190m
12
Highly customizable Military model. Electroless Nickel finish. Extra durable, can survive explosives and direct damage.
PDWS
cR
25
WEIGHT (KG):
AMMUNITION
12.7x40mm
1.7
[DW] [I]
M6F Personal Defense Weapon System
Semi-Auto Rate of Fire (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Pistol
1D10
+8
8
30m-190m
12
Highly customizable Officer model. Electroless Nickel finish. Extra durable, can survive explosives and direct damage. Built in KFA-2 x2
PDWS
cR
25
WEIGHT (KG):
AMMUNITION
12.7x40mm
1.8
[DW] [I]
M6G Personal Defense Weapon System
Semi-Auto Rate of Fire (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Pistol
1D10
+9
8
20m-100m
8
Officer and Vehicle/Weapon crews model. Nickel-Plate finish, corrosion-proof. Built in KFA-2 x2 scope. Features Spartan Upscale.
PDWS
cR
30
WEIGHT (KG):
AMMUNITION
12.7x40mm
1.9 (2.5 Upscaled)
[DW] [I]
M6H Personal Defense Weapon System
Semi-Auto Rate of Fire (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Pistol
1D10
+9
14
30m-150m
8
Officer and Vehicle/Weapon crews model. Nickel-Plate finish, corrosion-proof. Built in KFA-2 x2 scope. Features Spartan Upscale.
PDWS
cR
35
WEIGHT (KG):
Year: 2555
AMMUNITION
12.7x40mm
1.9 (2.5 Upscaled)
[DW] [I]
M6H2 Personal Defense Weapon System
Semi-Auto (2) or Auto (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Pistol
1D10
+11
12
30m-150m
12
Officer and Vehicle/Weapon crews model. Nickel-Plate finish, corrosion-proof. Built in KFA-2 x2 scope. Features Spartan Upscale.
PDWS
cR
35
WEIGHT (KG):
Year: 2555
AMMUNITION
12.7x40mm
1.9 (2.5 Upscaled)
[DW] [I]
M6I Adjustable Personal Defense Weapon System
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Pistol
1D10
+8
12
Black Polymer finish. Built in Muzzle Break and adjustable detachable stock.
PDWS
cR
40
WEIGHT (KG):
AMMUNITION
12.7x40mm
2.5
[DW] [I]
M6J Adjustable Personal Defense Weapon System
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Carbine/Pistol
1D10
+5
9
Electroless nickel finish. Built in adjustable detachable stock.
PDWS
cR
40
WEIGHT (KG):
AMMUNITION
12.7x40mm
2.8
[DW] [I]
M6K Personal Defense Weapon System
Semi-Auto Rate of Fire (6)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Pistol
1D10
+9
5
50m-200m
6
Police undercover variant. Black polymer finish. Built in Muzzle Break and Suppressor. No Police cR upcharge.
PDWS
cR
30
WEIGHT (KG):
AMMUNITION
12.7x40mm
2.2
[DW] [I]
M6 Automatic Defense Weapon System
Automatic Rate of Fire (6)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Pistol
1D10
+9
9
20m-80m
21
Police undercover variant. Chrome polymer finish. Built in Pistol Grip for +5 to hit if using with both hands. No Police cR upcharge.
PDWS
cR
45
WEIGHT (KG):
AMMUNITION
12.7x40mm
2.9
[DW] [I]
Pocket Pistol
Rate of Fire (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Small Pistol
1D10
+14
9
10m-80m
Civilian high-powered Self-Defense pistol. Chrome Polymer finish. No Civilian or Police cR upcharge.
Mini-Pistol
cR
25
WEIGHT (KG):
AMMUNITION
12.7x40mm
0.5
MAG
3
[DW] [I]
Narq-Dart Pistol
Rate of Fire (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Pistol
1D5
+5
17
10m-80m
3
High-powered pistol for piercing armor and administering medication to tranquilize opponents. Minor damage, high-impact. Nonlethal
damage. Tranquilize(7) Special Rule.
Tranquilizer Pistol
cR
25
WEIGHT (KG):
AMMUNITION
Narq-Dart
1.4
[DW] [I]
M7 Caseless Submachine Gun
Semi-Auto (4) or Auto (10)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Submachine Gun
1D10
+4
16
40m-80m
60
Police undercover variant. Chrome polymer finish. Built in Pistol Grip for +5 to hit if using with both hands. No Police cR upcharge.
Submachine Gun
cR
45
WEIGHT (KG):
AMMUNITION
5x24mm
1.3
[I] [DW]
UNSC Close-Quarter Combat Knife
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Melee Knife
1D10
+6 + HSM
6 + HSM
1m
Military knife with 20cm carbon-steel blade. Non-reflective, rust resistant. Weighted for throwing. No Civilian or Police cR upcharge.
Combat Knife
cR
10
WEIGHT (KG):
0.6
[I] [DW]
UNSC Military Combat Kukri
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Melee Knife
1D10
+6 + HSM
5 + HSM
2m
Lengthened Military knife with a 49cm long carbon-steel blade. Non-reflective, carbide coating, rust resistant.
Combat Kukri
cR
15
WEIGHT (KG):
0.9
[I] [DW]
UNSC Multi-Purpose Tomahawk
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Melee Axe
1D10
+7 + HSM
4 + HSM
1m
Military Tomahawk with a 30cm head in length, all sharpened along the top, and a 38cm handle. Shares the same qualities as the knife.
Tactical Tomahawk
cR
15
WEIGHT (KG):
0.9
[I] [DW]
UNSC-MP Machete
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Melee Machete
1D10
+8 + HSM
3 + HSM
1m
Military knife with a 30cm long carbon-steel blade and a 12cm weighted handle. Non-reflective, carbide coating, rust resistant.
Machete
cR
15
WEIGHT (KG):
1.3
[I] [DW]
Police Baton
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Baton
2D10
1+Strength Modifier
0
2m
Law Enforcement baton 91cm in length. Collapses to 12cm that is spring-loaded. Expands in a Half-Action. No Police cR upcharge.
Billystick
cR
15
WEIGHT (KG):
2.1
[I] [DW]
Humbler Stun Device
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Baton
1D10
+Strength Modifier
0
2m
Electrified baton 51cm length. Has Electrified Special Rule. Glows a purple color. Easily seen in the dark. No Police cR upcharge.
Shockstick
cR
60
WEIGHT (KG):
2.2
[I] [DW]
Pepper Spray
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Pepper Spray
------5m-10m
Used to disable opponents. Only effects face hits. +40 to aiming. Pepper Spray Special Rule. No Police of Civilian Upcharge.
Mace
cR
20
WEIGHT (KG):
USES
20
2.1
[I] [DW]
Taser Gun
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Electroshock Gun
2D10
1
1
2m-12m
Sticky and Electrified Special Rules. Use Warfare Melee when up close, else, use Warfare Range, instead. No Police of Civilian Upcharge.
Taser
cR
40
WEIGHT (KG):
USES
32
2
Prototype XBR55
Semi-Auto (2) or Burst (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Select Fire Rifle
2D10
+5
11
100m-950m
60
Black Polymer finish. Built in KFA-2 x2 Scope that can be removed. Has two rates of fire selectable, Semi-Automatic and Burst fire.
Battle Rifle
cR
100
WEIGHT (KG):
AMMUNITION
9.5x40mm
4.2
[I]
BR55 Service Rifle
Semi-Auto (2) or Burst (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Select Fire Rifle
2D10+
+5
11
100m-950m
36
Black Polymer finish. Built in KFA-2 x2 Scope that can be removed. Has two rates of fire selectable, Semi-Automatic and Burst fire.
Battle Rifle
cR
60
WEIGHT (KG):
AMMUNITION
9.5x40mm
3.7
[I]
BR55 Heavy Barrel Service Rifle
Semi-Auto (2) or Burst (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Select Fire Rifle
2D10
+5
13
100m-950m
36
Black Polymer finish. Built in KFA-2 x2 Scope that can be removed. Has two rates of fire selectable, Semi-Automatic and Burst fire.
Battle Rifle
cR
70
WEIGHT (KG):
AMMUNITION
9.5x40mm
3.8
[I]
BR85 Heavy Barrel Service Rifle
Semi-Auto (2) or Burst (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Select Fire Rifle
2D10
+5
12
100m-950m
36
Black Polymer finish. Built in KFA-2 x2 Scope that can be removed. Has two rates of fire selectable, Semi-Automatic and Burst fire.
Battle Rifle
cR
70
WEIGHT (KG):
AMMUNITION
9.5x40mm
7.6
[I]
M392 Designated Marksman Rifle
Semi-Auto (1) or Burst (2)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Select Fire Rifle
3D10
+4
14
150m-1200m
15
Black Polymer finish. Built in SLS/V 5B 3x Scope that can be removed. Has two rates of fire selectable, Semi-Automatic and Burst fire.
DMR
cR
50
WEIGHT (KG):
AMMUNITION
7.62x51mm
6.7
[I]
M395 Designated Marksman Rifle
Semi-Auto (1) or Burst (2)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Select Fire Rifle
2D10
+8
13
150m-1200m
15
Black Polymer finish. Built in SLS/V 5B 3x Scope that can be removed. Has two rates of fire selectable, Semi-Automatic and Burst fire.
DMR
cR
55
WEIGHT (KG):
AMMUNITION
7.62x51mm
8.5
P.A.R
cR
50
WEIGHT (KG):
AMMUNITION
.390 Caliber
2.3
[I]
MA37 Individual Combat Weapon System
Semi-Auto (3) Auto (8)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Automatic Rifle
1D10
+5
10
50m-550m
32
Black Polymer finish. Built-in Compass and Ammo Indicator. Has two rates of fire, Automatic and Burst Fire. No SWAT cR Upcharge.
Assault Rifle
cR
60
WEIGHT (KG):
AMMUNITION
7.62x51mm
7.0
[I]
MA2B ICWS/Carbine
Automatic Rate of Fire (6)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Automatic Rifle
1D10
+7
12
50m-300m
21
Black Polymer finish. Cut-down carbine variant of the MA5B. Built-in ammo indicator. Lacks a select fire mode. -10 Accuracy.
Assault Rifle
cR
55
WEIGHT (KG):
AMMUNITION
.390 Caliber
2.7
[I]
MA3 Assault Rifle
Burst (2), Auto (8)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Automatic Rifle
1D10
+6
13
80m-350m
Black Polymer finish. Built-in ammo indicator. -10 Accuracy. Built-in Tactical Flashlight and Ammo Counter.
MAG
32
Assault Rifle
cR
55
WEIGHT (KG):
AMMUNITION
.390 Caliber
2.4
[I]
MA5B Individual Combat Weapon System
Semi-Auto (3), Auto (10)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Automatic Rifle
1D10
+5
12
20m-350m
60
Titanium Polymer finish. Built-in Compass and Ammo Indicator. Built-in Tactical Flashlight and Ammo Counter.
Assault Rifle
cR
60
WEIGHT (KG):
AMMUNITION
7.62x51mm
7.1
[I]
MA5C Individual Combat Weapon System
Automatic (9), Burst (3), Semi-Auto (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Automatic Rifle
1D10
+5
12
20m-350m
32
Titanium Polymer finish. Built-in Compass and Ammo Indicator. Built-in Tactical Flashlight and Ammo Counter.
Assault Rifle
cR
60
WEIGHT (KG):
AMMUNITION
7.62x51mm
7.1
[I]
MA5D Individual Combat Weapon System
Semi-Auto (2), Auto (7)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Automatic Rifle
1D10
+6
13
20m-400m
32
Titanium Polymer finish. Built-in Compass and Ammo Indicator. Built-in Tactical Flashlight and Ammo Counter.
Assault Rifle
cR
60
WEIGHT (KG):
AMMUNITION
7.62x51mm
7.1
[I]
MA5K Carbine
Semi-Auto (2), Burst (3), Auto (10)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Automatic Rifle
1D10
+5
10
20m-200m
30
Titanium Polymer finish. Built-in Compass and Ammo Indicator. Built-in Tactical Flashlight and Carry Handle.
Carbine
cR
60
WEIGHT (KG):
AMMUNITION
7.62x51mm
5.5
SHOTGUNS
[I]
M90 Series Close Assault Weapon System
TYPE
DAMAGE ROLL
BASE DAMAGE
Shotgun
3D10
+10
Black Polymer finish. Adjustable Stock with Pistol Grip.
MAG
12
Tactical Shotgun
cR
60
WEIGHT (KG):
AMMUNITION
Soellkraft 8 Gauge
5.4
[I]
M90 DTM/Law Enforcement Shotgun
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Shotgun
2D10
+10
16
Black Polymer finish. No Police upcharge. Solid Stock, no pistol grip. No Police cR upcharge.
MAG
12
Enforcer Shotgun
cR
45
WEIGHT (KG):
AMMUNITION
Soellkraft 12 Gauge
4.6
[I]
WST DTM/Civilian Market Shotgun
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Shotgun
2D10
9
14
Black Polymer finish. No Police or Civilian cR upcharge. Solid Stock, no Pistol Grip.
MAG
12
Enforcer Shotgun
cR
45
WEIGHT (KG):
AMMUNITION
Soellkraft 12 Gauge
4.6
MAG
6
Tactical Shotgun
cR
50
WEIGHT (KG):
AMMUNITION
M296SC 8 Gauge
5.2
[I]
M45E Tactical Shotgun
Pump Action (2)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Shotgun
3D10
+8
18
10m-60m
12
Titanium Polymer finish. The predecessor of the M90 Series Shotgun. Comes with collapsible stock, cannot be removed.
Tactical Shotgun
cR
70
WEIGHT (KG):
AMMUNITION
M296SC 8 Gauge
5.9
[I]
M5-A6 Automatic Shotgun
Semi-Auto (1), Auto (4)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Automatic Shotgun
3D10
+10
11
10m-45m
24
Titanium Polymer finish. High capacity Detachable Drum Magazine (1.5 KG). Treat as Rifle when finding Reload Time.
Automatic Shotgun
cR
AMMUNITION
300
Soellkraft 8 Gauge
WEIGHT (KG):
8.6
PIERCING
16
[I]
M45 Tactical Shotgun
Pump Action (2)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Shotgun
3D10
+8
18
10m-60m
Titanium Polymer finish. The predecessor of the M90 Series Shotgun. Comes with collapsible stock and pistol grip.
PIERCING
12
RANGE
Blast(8) Kill(2)
Fragmenting Grenade
cR
AMMUNITION
15
Comt. H-E
WEIGHT (KG):
0.4 (0.6 Upscaled)
[I]
NAPALM Grenade
TYPE
DAMAGE ROLL
BASE DAMAGE
Hand Grenade
1D5
+3
Green matte finish. Grip texture. Flame(1D10)
PIERCING
5
RANGE
Blast(7) Kill(1)
Flame Grenade
cR
15
WEIGHT (KG):
[I]
Concussion Grenade
TYPE
DAMAGE ROLL
BASE DAMAGE
Non-Deadly
2D10
+10
Grip texture. Concussion Special Rule that has a radius of 7 Meters.
PIERCING
10
RANGE
Blast(2) Kill(2)
Concussive Grenade
cR
AMMUNITION
15
WEIGHT (KG):
0.6
AMMUNITION
Napthenic/Palmitic
0.7
[I]
Thermite Grenade
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Thermite
1D5
+10
40
Blast(4) Kill(2)
Cauterize Special Rule. Powerful enough to melt through floors of a UNSC Frigate, use with extreme caution. Charge (1).
Thermite Grenade
cR
AMMUNITION
150
Thermite/Palmitic
WEIGHT (KG):
0.9
[I]
Flashbang Grenade
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Non-Deadly
1D5
+2
2
Grip texture. Flashbang Special Rule. Non-Lethal. No Police cR upcharge.
RANGE
Blast(12) Kill(1)
Flashbang
cR
10
WEIGHT (KG):
[I]
Smoke Grenade
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Non-Deadly
1D5
+1
1
Grip texture. Smoke Grenade(15) Special Rule. Non-lethal. No Police cR upcharge.
RANGE
Blast(20) Kill(1)
[I]
Tear Gas Grenade
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Non-Deadly
1D5
+1
1
Grip texture. Tear Gas Special Rule. Non-Lethal. No Police cR upcharge.
RANGE
Blast(20) Kill(1)
Smoke Grenade
cR
10
WEIGHT (KG):
AMMUNITION
0.3
AMMUNITION
0.3
Tear Gas
cR
10
WEIGHT (KG):
0.3
[I]
LOTUS Anti-Tank Mine
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Landmine
4D10
+10
25
Blast(9) Kill(3)
Shaped Charge. Quarter meter diameter. Spiked stylization rim. Adjustable proximity sensor and timer.
LOTUS
cR
190
WEIGHT (KG):
AMMUNITION
Comt. H-E
15.5
[I]
T12 R/9 Antipersonnel Mine
TYPE
DAMAGE ROLL
BASE DAMAGE
Landmine
3D10
+7
Titanium finish. Adjustable Proximity Motion Sensor and Timer.
RANGE
Blast(12) Kill(1)
T12 Landmine
cR
30
WEIGHT (KG):
AMMUNITION
Comt. H-E
15.5
[I]
Asteroidea Antipersonnel Mine
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Landmine
5D10
+10
6
Pressure-triggered, Eight armed disc. Easily thrown. Adjustable proximity sensor and timer.
RANGE
Blast(5) Kill(5)
Roid Mine
cR
95
WEIGHT (KG):
AMMUNITION
Comt. H-E
14
[I]
AntLion Antipersonnel Mine
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Landmine
4D10
+14
6
Area-Denial charge. Capable of Remote and Manual proxy Detonation.
RANGE
Blast(8) Kill(4)
Ant Lion
cR
85
WEIGHT (KG):
AMMUNITION
Comt. H-E
13
Mag-Mine
cR
285
WEIGHT (KG):
AMMUNITION
Comt. H-E
16.5
[I]
T-18 Magnetic Claymore
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Magnetic Explosive
2D10
+15
15
Blast(5) Kill(3)
Explosive with incredibly powerful magnet, proximity detonation. Springs from the ground and magnet activates. Easily thrown.
Rolling Thunder
cR
185
WEIGHT (KG):
AMMUNITION
Comt. H-E
12.5
[I]
C-7 Foaming Explosive
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Demolition Foam
4D10
+2
8
Blast(7) Kill(5)
Foaming, expanding explosive that creates a very sticky resin. Electrically triggered, rapidly expanding.
Sticky Bomb
cR
80
WEIGHT (KG):
AMMUNITION
Composition-7
5.8
[I]
C-12 Shaped Demolitions Charge
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Ordinance
6D10
+10
15
Blast(20) Kill(10)
Keypad-armed large explosive. Comes with backpack for carrying. Extremely dangerous. Adjustable Timer for Remote Detonation.
Damage Pack
cR
250
WEIGHT (KG):
AMMUNITION
C-12/Comt H-E
15.5
PIERCING
12
AMMUNITION
[I]
M168 Demolitions Charge
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Ordinance
10D10
+20
20
Blast(20) Kill(10)
Keypad-armed large explosive with adhesive backing. Adjustable Timer and Remote Detonation. Powerful shockwaves up to 30 meters.
Blow Pack
cR
250
WEIGHT (KG):
AMMUNITION
C-12/Comt H-E
15.5
[I]
Heavy Satchel Door Charge
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Satchel Charge
5D10
+10
30
Blast(5) Kill(5)
Satchel which explodes outward in only one direction for blowing down doors. Safe to stand behind during detonation, but not close.
Blast Charge
cR
150
WEIGHT (KG):
AMMUNITION
H2 Comt H-E
9
[I]
Light Satchel Door Charge
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Satchel Charge
3D10
+5
15
Blast(5) Kill(5)
Satchel which explodes outward in only one direction for blowing down doors. Safe to stand behind during detonation.
Blast Charge
cR
100
WEIGHT (KG):
AMMUNITION
H2 Comt H-E
6
MAG
2
M41 Launcher
cR
80
WEIGHT (KG):
AMMUNITION
M19 102mm
12.7
[I] [H]
M19-B Surface-to-Air Missile Launcher
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Missile Launcher
3D10
+12
15
Man-Portable SAM Platform. Vehicle Lock Special Rule to only air vehicles.
MAG
2
M41 Launcher
cR
80
WEIGHT (KG):
AMMUNITION
M19 102mm
15.7
[H]
Hydra Multiple Launch Rocket System
Burst (X)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Rocket Launcher
3D10
+10
10
50m-500m
2
Built in KFA-2 x2 Scope. Blast (9) Kill(3). Vehicle Lock Special Rule. Homing Special Rule. May Charge for four Half Actions. Every charge
gains +1 to Burst, to a maximum of 6.
Hydra MLRS
cR
80
WEIGHT (KG):
AMMUNITION
M19 102mm
13
[I] [DW]
M363 Remote Projectile Detonator
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Pistol/Grenade
2D10
+5
10
Single-Shot, muzzle-loaded grenade launcher. Magnetically-latched explosive.
MAG
1
Sticky Launcher
cR
50
WEIGHT (KG):
AMMUNITION
M9030 HEIRD 12cm
6.8
[I]
M319 Individual Grenade Launcher
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Grenade Launcher
2D10
+15
6
Capable of manual detonation. EMP Special Rule. Collapsible Wire Stock.
MAG
1
Grenade Launcher
cR
AMMUNITION
60
40mm EMP-G
WEIGHT (KG):
8.4
[I] [H]
XM510 Mutlishot Grenade Launcher
Blast (7) Kill(3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Grenade Launcher
2D10
+7
8
20m-150m
Once shot hits maximum range, it ricochets on the ground towards its initial direction. Explodes on impact.
Burst (2)
MAG
6
[I] [H]
LAU-65D/SGM-151 Automatic Missile Launcher
Blast (5) Kill(2)
Rate of Fire (2)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Missile Pod
2D10
+15
6
20m-500m
8
Vehicle Lock Special Rule. Able to lock onto all vehicles. Comes with turret stand. -40 Strength Test to not fall if fired without stand.
Multishot Launcher
cR
AMMUNITION
60
40mm Grenade
WEIGHT (KG):
10.5
Multishot Launcher
cR
AMMUNITION
140
ASGM-10 Missile
WEIGHT (KG):
25.2
FLAMETHROWERS
[I]
M7057 Flamethrower
Sustained Rate of Fire [3]
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Defoliant Projector
2D10
+5
2
1m-20m
27
Fires sticky flammable chemicals. The weapon is heavy, but features no kickback. Flame(1D5)
Flamethrower
cR
120
WEIGHT (KG):
AMMUNITION
Pyrosene-V
45
[I] [H]
NA4 Defoliant Projector
Sustained Rate of Fire [6]
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Defoliant Projector
2D10
+8
2
1m-40m
60
Fires sticky flammable chemicals. Comes with micro-exosuit capable only of lifting the weapon with ease. Flame(1D10)
Flamethrower
cR
400
WEIGHT (KG):
AMMUNITION
NAPALM-Oxide Mix
90.5
[I] [H]
Sniper Rifle System 99 Anti-Materiel
Semi-Auto Rate of Fire [1]
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Sniper Rifle
3D10
+12
25
200m-2000m
4
Comes with built-in bipod and built-in night vision scope on a 5x/10x/15x scoping system. The rifle is bolt action.
AMMUNITION
14.5x114mm
13.7
[I] [H]
Sniper Rifle System 99C-S2 Anti-Materiel
Semi-Auto Rate of Fire [1]
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Sniper Rifle
3D10
+15
20
100m-2000m
4
Comes with built-in bipod and built-in night vision scope on a 2x/9x/12x scoping system. The rifle is bolt action.
AMMUNITION
14.5x114mm
13.7
[I] [H]
Sniper Rifle System 99D-S2 Anti-Materiel
Semi-Auto Rate of Fire [1]
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Sniper Rifle
3D10
+10
27
200m-2300m
4
Comes with built-in bipod and built-in night vision scope on a 3x/6x/9x scoping system. The rifle is bolt action.
AMMUNITION
14.5x114mm
14.1
[H]
Sniper Rifle System 99D S5 Anti-Materiel
Semi-Auto Rate of Fire [1]
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Sniper Rifle
3D10
+14
23
200m-2300m
4
Comes with built-in bipod and built-in night vision scope on a 5x/10x/15x scoping system. The rifle is bolt action.
AMMUNITION
14.5x114mm
14.2
[I] [H]
M99 Special Applications Scope Rifle
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Gauss Rifle
3D10
+20
40
Comes with built-in bipod and a 2x/10x/20x scope. Recharge Rate (3).
AMMUNITION
5.4mm Gauss
22.4
[H]
M735 Light Machine Gun
Automatic Rate of Fire (10)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Light Machine Gun
1D10
+3
12
30m-300m
150
Man-portable Squad Automatic Weapon. Built-in Ammo Display. High-Capacity Drum Magazine.
SAW
cR
200
WEIGHT (KG):
AMMUNITION
7.62x51mm NATO
9.6
[H]
M739 Light Machine Gun
Automatic Rate of Fire (11)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Light Machine Gun
1D10
+4
13
30m-350m
72
Man-portable Squad Automatic Weapon. Built-in Ammo Display. High-Capacity Drum Magazine.
SAW
cR
220
WEIGHT (KG):
AMMUNITION
7.62x51mm NATO
11.2
[H]
.30 Caliber Light Machine Gun
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Light Machine Gun
1D10
+4
11
Man-Portable Confetti Maker. Notoriously inaccurate, extreme high rate of fire. -10 to hit.
Confetti Maker
cR
320
WEIGHT (KG):
AMMUNITION
7.62x51mm NATO
10.6
[H]
M247 General Purpose Machine Gun
Automatic Rate of Fire (10)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Machine Gun
1D10
+8
13
30m-500m
100
Air-Cooled, gas-operated, electrically fired. Linkless-feed machine gun. Comes with tripod mount and 100 Round detachable ammo box.
M247
cR
400
WEIGHT (KG):
AMMUNITION
7.62x51mm NATO
15.4
[H]
M247H Heavy Machine Gun
Automatic Rate of Fire (8)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Heavy Machine Gun
2D10
+7
14
30m-700m
200
Air-Cooled, gas-operated, electrically fired. Linkless-feed machine gun. Comes with tripod mount and 200 Round detachable ammo box.
Heavy 247
cR
400
WEIGHT (KG):
AMMUNITION
12.7x99m
37.6
[H]
AIE-486H Heavy Machine Gun Turret
TYPE
DAMAGE ROLL
BASE DAMAGE
Heavy Machine Gun
2D10
+7
Tri-barreled rotary machine gun. Comes with Tripod Mount.
HMG
cR
420
WEIGHT (KG):
AMMUNITION
7.62x51mm NATO
60
HMG38
cR
260
WEIGHT (KG):
AMMUNITION
12.7x99m
19.5
[H]
Asymmetric Recoilless Carbine-920
Charge (X)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Railgun Carbine
(X)D10
+15
20
20m to 1500m
1
Penetrating Special Rule. (X) is how many Half Actions charged. Max Charge of Three Half Actions, and then automatically fires.
Railgun
cR
1850
WEIGHT (KG):
AMMUNITION
16x65mm M645
14.9
[H]
TYPE
Spartan Laser
cR
2800
WEIGHT (KG):
AMMUNITION
Grindell Battery Cell
20.4
PIERCING
15
[H]
Heavy Machine Gun-38
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Heavy Machine Gun
2D10
+4
12
Man-portable Machine Gun. Popular on the Black Market. 50 Round Detachable Box.
ENERGY-BASED WEAPONS
Sustained (2)
RANGE
10m-8000m
MAG
6
VEHICLE WEAPONRY
M310 120mm Smooth-Bore High-Velocity Cannon
Rate of Fire (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Cannon
4d10
+20
25
250m-8000m
Primary Armament of the UNSC M850 Grizzly Main Battle Tank. Autoloader stores 24 Shells.
2525
cR
--
cR
--
BELT
10,000
cR
--
AMMUNITION
120mm APBC Shell
WEIGHT (kg):
2084
AMMUNITION
90mm APBC Shell
WEIGHT (kg):
1029
AMMUNITION
40mm M48 APGJDU
WEIGHT (kg):
1681
M71 Scythe
cR
AMMUNITION
-20x102mm
WEIGHT (kg):
cR
--
AMMUNITION
178mm Rocket
WEIGHT (kg):
cR
--
Penetrating
MAG
1
5681
508.6
2531
3700
2496
AMMUNITION
30mm ELA Round
WEIGHT (kg):
204
cR
--
2496
Vehicle Lock
cR
AMMUNITION
-Argent V Missiles
WEIGHT (kg):
cR
--
cR
--
AMMUNITION
102mm HEAT Rocket
WEIGHT (kg):
1706
[H]
M202XP Machine Gun
Rate of Fire (8)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Machine Gun
2d10
+6
12
50m-700m
250
Machine Gun Found on UNSC Automated Stationary Guns. Typically mounted in quad configuration. Obsolete as of 2541.
cR
--
AMMUNITION
12.7x99mm
WEIGHT (kg):
115.6
[H]
T261 Lucifer Gatling Gun
Rate of Fire (12)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Autocannon
3d10
+2
10
50m-1500m
850
Arm-mounted cannon on the experimental HRUNTING/YGGDRASIL Mark I Prototype Armor Defense System. Fires HE shells.
cR
--
AMMUNITION
20x102mm
WEIGHT (kg):
462.5
LUA-1810/SGM-151
Rate of Fire (4)
Blast (6) Kill (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Missile Launcher
3d10
+15
10
250m-900m
5
UNSC Surface-to-Air Missile Launcher on the experimental HRUNTING/YGGDRASIL Mark I Prototype Armor Defense System.
cR
--
AMMUNITION
ASGM-4
WEIGHT (kg):
200.5
[H]
M655 Heavy Machine Gun
Rate of Fire (4)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Autocannon
2d10
+10
12
50m-700m
Primary Armament of the UNSC Mantis HRUNTING/YGGDRASIL Mark IX Armor Defense System.
cR
--
AMMUNITION
105mm ELA Round
WEIGHT (kg):
AMMUNITION
40x53mm Grenade
WEIGHT (kg):
714
405.1
494.8
2554
BELT
250
AMMUNITION
20x102mm
WEIGHT (kg):
133.3
[H]
M5920 Surface-to-Surface Missile Launcher
Rate of Fire (4)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Missile Launcher
3d10
+10
14
250m-1000m
Secondary Armament of the UNSC Mantis HRUNTING/YGGDRASIL Mark IX Armor Defense System.
2554
cR
--
AMMUNITION
M19 102mm Missile
WEIGHT (kg):
93.6
cR
--
AMMUNITION
30x173mm
WEIGHT (kg):
1275
cR
--
AMMUNITION
ASGM-4
WEIGHT (kg):
60.15
M95 Lance
Rate of Fire (6)
Blast (10) Kill (2)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Missile Pod
2D10
+16
17
50m-9300m
60
Secondary Armament of the UNSC AV-14 Hornet Attack VTOL. Launches Automatic Self-Guided Missiles.
cR
--
AMMUNITION
ASGM-4
WEIGHT (kg):
60.15
cR
--
AMMUNITION
ANVIL-IV ASM
WEIGHT (kg):
240.6
BELT
250
cR
--
AMMUNITION
30x173mm
WEIGHT (kg):
1275
BELT
250
2552
cR
--
AMMUNITION
30x173mm
WEIGHT (kg):
1275
Vehicle Lock
2552
cR
AMMUNITION
-90mm Medusa Missile
WEIGHT (kg):
1137.3
cR
--
2557
BELT
250
AMMUNITION
35x227mm
WEIGHT (kg):
1640
Vehicle Lock
2557
cR
AMMUNITION
Accuracy
-90mm Medusa Missile
10
WEIGHT (kg):
1706
Vehicle Lock
cR
AMMUNITION
-ASGM-10
WEIGHT (kg):
BELT
250
cR
--
AMMUNITION
50x419mm
WEIGHT (kg):
Accuracy
10
2105
BELT
250
cR
--
AMMUNITION
110mm Shell
WEIGHT (kg):
Accuracy
10
3840
cR
--
AMMUNITION
120mm Shell
WEIGHT (kg):
Accuracy
10
3840
M370 Autocannon
Rate of Fire (7)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Autocannon
3d10
+16
12
100m-1200m
250
Primary Armament of the UNSC D77-Troop Carrier Pelican Dropship. Fires Depleted Uranium Rounds and links to pilots HUD.
cR
--
AMMUNITION
70mm
WEIGHT (kg):
2525
Accuracy
10
2300
Accuracy
10
17060
cR
--
AMMUNITION
ANVIL-II ASM
WEIGHT (kg):
Accuracy
10
320.8
cR
--
AMMUNITION
70mm
WEIGHT (kg):
2557
Accuracy
10
2300
[H]
M410 40mm Heavy Machine Gun
Rate of Fire (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Autocannon
2d10
+7
15
100m-3000m
200
Secondary Armament of the UNSC G79 Pelican Gunship. Fires Amor Piercing Gas-jacketed Depleted Uranium Rounds.
cR
--
cR
--
M638 Autocannon
Burst (5)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Autocannon
2d10
+12
10
50m-1800m
Primary Armament of the UNSC UH-144 Falcon Troop Transport. Fires High Explosive Rounds.
cR
--
2557
AMMUNITION
Accuracy
40mm M48 APGJDU
10
WEIGHT (kg):
431
AMMUNITION
16x65mm M645
WEIGHT (kg):
2557
Accuracy
10
874
AMMUNITION
20x102mm
WEIGHT (kg):
136
Accuracy
10
237.5
[H]
MG460 Automatic Grenade Launcher
Rate of Fire (2)
Blast (9) Kill (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Grenade Machine Gun
2d10
+15
6
50m-900m
120
Secondary Armament of the UNSC UH-144 Falcon Troop Transport. Capable of Manual Detonation. 120 Round Drum.
cR
--
AMMUNITION
40x53mm Grenade
WEIGHT (kg):
Lancet Micro-Missile
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Missile
2d10
+10
20
Primary Armament of the UNSC ARGUS Unmanned Aerial Drone.
Accuracy
10
cR
--
AMMUNITION
Accuracy
Lancet Micro-Missile
10
WEIGHT (kg):
39
cR
--
AMMUNITION
Scorpion Missile
WEIGHT (kg):
64
AMMUNITION
UNSC Battery Cell
WEIGHT (kg):
2531
Accuracy
10
2250
EMP
cR
--
Accuracy
10
cR
--
AMMUNITION
35cm HRG
WEIGHT (kg):
2557
Accuracy
30
32000
PIERCING
100
Penetrating
MAG
1
cR
--
AMMUNITION
190cm HRG
WEIGHT (kg):
Accuracy
30
4000000
PIERCING
600
Penetrating
MAG
1
cR
--
AMMUNITION
950cm HRG
WEIGHT (kg):
Accuracy
30
12000000
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)
Cold Load (CL)
DAMAGE
-1
+1D10
+4
+5
-0
-4
+5
-15
-2
12.7x40mm Magnum
PIERCE
COMPATIBILITY
+5
HE, IN, HV,
-4
AP, IN, HV,
-3
HV
-4
HV
+3
HE, IN, HV,
-3
AP, HE, SAP, HV,
+5
All
0
None
-2
All but
5 cR per 50
PRICE
+9 cR
+8 cR
Roll 3D10 on Special Damage Chart
+6 cR
+5 cR
+8 cR
Flame(1D5)
+10 cR
+13 cR
Stun(1) Special Rule.
+2 cR
When used with suppressor, -10 Perception
+6 cR
Checks to hear weapon.
AMMUNITION
Armor Piercing (AP)
Shredder (JHP)
Soft Point (JSP)
Semi-Armor Piercing (SAP)
High Velocity (HV)
Stun Round (STRD)
Cold Load (CL)
DAMAGE
-1
+4
+5
-0
+5
-15
-2
PIERCE
+5
-3
-4
+3
+5
0
-2
5x24mm Caseless
COMPATIBILITY
HV
HV
HV
HV
All
None
All
20 cR per 120
PRICE
+9 cR
Roll 3D10 on Special Damage Chart
+6 cR
+5 cR
+8 cR
+13 cR
Stun(1) Special Rule.
+2 cR
When used with suppressor, -10 Perception
+9 cR
Checks to hear weapon.
AMMUNITION
Armor Piercing (AP)
High-Explosive (HE)
Shredder (JHP)
Soft Point (JSP)
Incendiary (INs)
High Velocity (HV)
Stun Round (STRD)
Tracer
DAMAGE
-1
+1D10
+4
+5
-4
+5
-15
-0
PIERCE
+5
-4
-3
-4
-3
+5
0
-0
-4
+8
HV
-0
-2
+3
-2
1D5
None
7.62x51 NATO
COMPATIBILITY
HE, Tracer, IN, HV
AP, Tracer, SAP, IN, HV
HV
HV
AP, HE, Tracer, SAP, HV
All
None
AP, HE, SLAP, SAP, IN, HV
ABILITY
ABILITY
30 cR per 120
PRICE
+9 cR
+7 cR
Roll 3D10 on Special Damage Chart
+6 cR
+5 cR
Flame(1D5)
+10 cR
+13 cR
Stun(1) Special Rule.
+2 cR
All shooters firing at a target hit with tracers
+5 cR
within the same Round get a +10 bonus to
hit. The target gains a +10 to Evasion bonus
to avoid Tracer Fire.
+6 cR
ABILITY
+8 cR
+8 cR
+0 cR
9.5x40mm Kurz
COMPATIBILITY
HE, IN, HV,
AP, IN, HV, SAP
HV
HV
HV
AMMUNITION
Armor Piercing (AP)
High-Explosive (HE)
Shredder (JHP)
Soft Point (JSP)
Saboted Light Armor
Penetrator (SLAP)
Semi-Armor Piercing (SAP)
Incendiary (INs)
High Velocity (HV)
Stun Round (STRD)
Cold Load (CL)
DAMAGE
-3
+1D10
+4
+5
-4
PIERCE
+5
-4
-3
-4
+8
-0
-4
+5
-15
-2
+3
-3
+5
0
-2
1D5
None
AMMUNITION
Armor Piercing (AP)
High-Explosive (HE)
Tracer
DAMAGE
-3
+1D10
-0
-4
+5
HV, Tracer
-0
-4
+3
-15
-2
+3
-3
+3
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)
Rubber Rounds (RR)
DAMAGE
+0
-1
-3
-5
+4
-1
+3
-4
-3
*
12.7x99mm Browning
PIERCE
COMPATIBILITY
+5
HE, Tracer, IN, HV
-4
AP, IN, HV, SAP, Tracer
-0
AP, HE, SLAP, SAP, IN, HV
ABILITY
24 cR per 100
PRICE
+9 cR
+8 cR
+6 cR
+5 cR
+6 cR
Flame(1D5)
Stun(1) Special Rule.
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.
+9 cR
+10 cR
+7 cR
+2 cR
+5 cR
+0 cR
20 cR per 80
PRICE
+9 cR
+8 cR
All shooters firing at a target hit with tracers
+8 cR
within the same Round get a +10 bonus to
hit. The target gains a +5 to Evasion bonus
to avoid Tracer Fire.
+6 cR
ABILITY
Flame(1D5)
Stun(1) Special Rule.
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.
+8 cR
+10 cR
+13 cR
+2 cR
+5 cR
+0 cR
10 cR per 40
ABILITY
PRICE
Standard Round for all Shotguns
+0 cR
Spread Special
+3 cR
Spread Special
+3 cR
Roll 4D10 Special Damage
+5 cR
Blast (2)
+7 cR
Spread, Blast (1)
+6 cR
Halves the range of the weapon.
+3 cR
Flame(1D10)
+5 cR
Electrified Special Rule
When hit, character must make a
+0 cR
Toughness Test or gain a Fatigue. For every
one that hits, the test gains a -10 Penalty.
* Roll one less 1D10 on Damage Roll
AMMUNITION
Armor Piercing (AP)
High-Explosive (HE)
Armor Piercing FinStabilized Discarding Sabot
(APFSDS)
High Velocity (HV)
AMMUNITION
Pyrosene-V
Napalm Defoilant
Nitrace-Ether Defoliant
DAMAGE
-1
+1D10
-3
PIERCE
+5
-4
+9
+5
+5
14.5x114mm
COMPATIBILITY
HE, HV
AP, HV
HV
ABILITY
+5 to hit
20 cR per 40
PRICE
+9 cR
+7 cR
+1 cR
All
+13 cR
AMMUNITION
Armor Piercing (AP)
High-Explosive (HE)
Shredder (JHP)
Soft Point (JSP)
Tracer
DAMAGE
-1
+1D10
+4
+5
-0
PIERCE
+5
-4
-3
-4
-0
.390 Caliber
COMPATIBILITY
HE, Tracer, IN, HV
AP, Tracer, SAP, IN, HV
HV
HV
AP< HE, Match, SLAP, SAP,
IN, HV
-4
+8
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
-1D5+4
3D10+5
4D10+10
1D5+1
6D10+15
1D5+4
1D5+5
1D5+1
1D5+1
PIERCE
-1
20
25
1
15
1
1
1
1
20 cR per 100
PRICE
+9 cR
+7 cR
Roll 3D10 on Special Damage Chart
+6 cR
+5 cR
All shooters firing at a target hit with tracers
+7 cR
within the same Round get a +10 bonus to
hit. The target gains a +5 to Evasion bonus
to avoid Tracer Fire.
+6 cR
ABILITY
Flame(1D5)
Stun(1) Special Rule.
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
SPECIAL BENEFIT
This is the standard Grenade. Weapon profiles dictate the damage.
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
+8 cR
+10 cR
+13 cR
+2 cR
+4 cR
+0 cR
2 cR for 1
PRICE
Standard
+6 cR
+10 cR
+12 cR
+10 cR
+150 cR
+5 cR
+7 cR
+15 cR
+9 cR
AMMUNITION
Narq Dart
M19 102mm
M9030 HEIRD 20cm
ASGM4
65mm MLRS
120mm SB Missile
90mm SB Missile
NAPALM-Oxide
Pyrosene-V
UNSC Battery Cell
UNSC Grindell Battery Cell
M19 102mm
12.7mm High Velocity
30mm APR
120mm Shell
110mm Shell
30mm ELA
35cm HRG
950cm HRG
16x65mm M645
20x102mm
PRICE
1 cR for 20
1 cR for 10
5 cR for 15
3 cR for 12
1 cR for 9
5 cR for 16
2 cR for 12
2 cR for 12
1 cR for 8
1 cR for 1 Cannot be reloaded. Only recharged. 30 Minutes to recharge a single shot.
45 cR for 1 Cannot be reloaded. Only recharged. One hour to recharge a single shot.
1 cR for 20
4 cR for 20
4 cR for 20
4 cR for 30
3 cR for 30
2 cR for 25
3 cR for 5
4 cR for 5
6 cR for 5
5 cR for 10
HUMAN ARMORY
If there is an unlisted Military or standard piece of equipment that the GM feels necessary to allow, there is no reason not to add it. Not everything
is possible to list, and these cover UNSC-based requisition equipment, not everyday goods. The same goes for Covenant Equipment.
EQUIPMENT
Polarized Tactical
Goggles
Combat Flashlight
Night Vision Device
Helmet Recorder
Holographic Tactical
Eyepiece
S90 Gas Mask
Balaclava
Binoculars
EQUIPMENT
Hardcase
Tactical Hardcase
Softcase
Tactical Softcase
Tactical Thigh Rigs
Weapon Holster
Ammunition Pouch
Utility Webbing
Magnetized Weapon
Holster
Blastproof Clear Casing
WEIGHT
0.5
cR PRICE
33
0.7
0.9
0.8
0.3
3
15
5
22
Allows user to breathe in toxic locations. Comes with 5 disposable filters. Each filter lasts only
24 hours and costs 5 cR each. Comes with adapter to fit Respirator Packs.
Face mask for warmth and face protection.
Offers the Scope benefits of a 2x/4x/6x/10x/20x scope.
1.4
10
0.2
2.2
1
30
WEIGHT
4.2
cR PRICE
9
2.3
10
0.5
0.3
1.1
18
0.2
0.5
0.1
0.8
2
2
8
11
0.5
10
CARRYING DEVICES
BENEFITS
Armored Carrying Device similar to a briefcase. 11 armor. Carries 8 Magazines or Grenades,
or the size equivalent.
Armored Carrying Device that is an armored pouch. 11 armor. Carries 3 Magazines or
Grenades, or the size equivalent.
Soft bagged Carrying Device similar to a briefcase or backpack. Carries 12 Magazines or
Grenades, or the size equivalent.
Soft bagged Carrying Device that is a pouch. Carries 4 Magazines or Grenades, or the size
equivalent.
Thigh armored carrying device. 12 armor. Carries 3 Magazines or Grenades, or the size
equivalent.
Holds weapons through simple latches and holsters.
Ammunition pouch. Carries 8 standard size Magazines or Grenades, or the size equivalent.
Holds 6 Hardcases, Softcases, holsters, pouches, and casings to the Characters armor.
Holds Weapons with powerful magnets. No chance of a weapon being lost as long as the
magnet is active.
Blast-proof casing for electronic devices. 16 Armor.
EQUIPMENT
KFA-2 x2 Scope
BENEFITS
2x 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
Infrared Aiming
Module
Flashlight
Tactical
Flashlight
Flash Suppressor
SS/M 49 Sound
Suppressor
Underslung
Shotgun
Underslung
Grenade
Launcher
Foregrip
Bipod
Tripod
Restriction
VISR or Holographic
Tactical Eyepiece
VISR or Holographic
Tactical Eyepiece
VISR or Holographic
Tactical Eyepiece
None
WEIGHT
0.1
Sniper Optic
Mount
Upper,
Side
Upper,
Side
Upper,
Side
Upper
Sniper Optic
Upper
Sniper Optic
3x Scope
2x Scope
2x/4x Scope
6x Scope, VISR Uplink
Dumb AI
8
0.2
11
0.4
11
None
0.5
12
Upper
None
0.7
14
Optic
Optic
Optic
Optic
Upper
Upper
Upper
Upper
None
None
None
Not for Pistols
0.1
0.1
0.1
0.2
11
6
8
9
Optic
Aiming
Module
Upper
Any
0.1
10
5
Aiming
Module
Any
0.2
20
Flashlight
Flashlight
Any
Any
None
None
0.9
Suppressor
Suppressor
Barrel
Barrel
1.1
1.9
11
11
Underslung
weapon
Underslung
weapon
Lower
None
Not used with HighVelocity Ammo
Bullpup or Flamer
1.3
33
Lower
Bullpup or Flamer
1.5
37
Brace
Brace
Grip
Lower
1.1
2.0
33
5
Brace
Lower
None
Sniper Rifles and
Machine Guns
Sniper Rifles and
Machine Guns
2.0
EQUIPMENT
Electronic
Countermeasure Device
Guidance Lock
ONI-S/Energy Disruptor
Utility
Radar Jammer
Spoofer
cR
6
ELECTRONIC WARFARE
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.
STR
AG
WFR
WFM
INT
PER
CR
CH
LD
20
20
20
40
25
90
50
30
50
30
WEIGHT
3.1
cR PRICE
45
2.1
1.1
11
70
1.7
0.9
42
41
--
5000
EQUIPMENT
Identification Friend or
Foe Tags
Emergency Locator
Beacon
Panic Button
WAYPOINT Comm
LP-Comm
UGPS
Portable Computer
EQUIPMENT
ARGUS
Doppler Radar
Fiber Optic Probe
Interrogator Translator
Microtail
Motion Tracker
Roadware
UNSC-MPD Scanner
VISR
WYRD III
Spotter Assist Target
System
COMMUNICATIONS
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
0.4
20
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
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
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.
EQUIPMENT
MRE
Camping Stool
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 Shovel
Duct Tape
Multi-Tool Kit
Fire Extinguisher
Anti-Ballistics Shield
(RIOT SHIELD)
Military Grade
Handcuffs
Police Equipment
Package
Neural Implant Tag
Upgrade
EQUIPMENT
Falcon Wing Aerial
Descent Unit
Parafoil
OTHER
BENEFITS
Meals, Ready to Eat Military packaged food for Soldiers to eat during missions.
A stool for sitting that has a setting that allows the stool to fit any size.
Portable generator capable of powering Food preparation stations, radios, and even basic AI.
WEIGHT
0.5
1.4
46.5
cR PRICE
1
3
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.
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.
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 Rating of 20.
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 Rating or 14. If this armor or 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, Pepper Spray, the Humbler Stun Baton, 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.
9.3
170
15.7
28.6
0.1
12
34
1
4.8
3 per 4m
0.7
0.1
6.3
12
5
11
1
12
3.2
7.6
3
11
1.4
12
--
90
0.1
70
AERIAL GEAR
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 440 kg, 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, 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
60 meters from the ground. The Parafoil has an integrity of 10, though 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.
WEIGHT
7.3
cR PRICE
12
14.5
45
15.2
20
EQUIPMENT
Artificial Limb
Biomedical Foam
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
Rumbledrug
Dermacortic Steroids
MEDICAL
BENEFITS
Bionic limb replacement. Cannot take bleed. If limb takes 50 damage, it is destroyed. Has a natural
Armor Rating of 5, which stacks to the armor that is being worn. It has no Toughness Modifier.
Also known as Biofoam. When used, roll 5D10+(Intelligence Bonus per dice rolled). The total rolled is
what Bleeding Is stopped. Biofoam numbs pain of the user and gives the user a +20 Bonus to ignoring
Shock and Fatigue from the wounds that Biofoam was used on.
Seals broken bones over the course of one day. Bone could heal improperly if it is used while still
sealing.
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+Intellect Bonus Bleeding.
Stops pain, slows bleeding by 1/3rd, and makes user unconscious for 2D10-Toughness Modifier in
hours. A second dose can stop 2/3rd of the bleeding, but will cause the character to be out an extra
2D10 hours. A 3rd dose will knock the character out for an extra 10D10 hours from the second dose.
A 4th dose will kill the character. 5 uses.
Special antiseptic that heals 1 wound and stops 5D10 Bleed. Taking this more than once an hour will
cause +1 Fatigue per use.
Scans bodies to find what is wounded.
Removes penalties due to joint damage and wounds for 1D5+Toughness Modifier hours. -20 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 that involve
injections and medical doses.
Allows characters to stay warm in harsh colds.
A user can get flash-clone replacements of limbs and organs. It takes 30 days for an organ and 70
days 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 found in 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 (25 Rounds), heals 50 bleed. (2 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.
An Insurrectionist-created Super-Soldier serum. It is ingested in a drug cocktail form and causes the
user to ignore all forms of Fatigue, Shock, Fear, Special Damage Effects, and Unconsciousness. The
user doubles their Strength, Toughness, and Agility Modifiers when figuring damage resistance,
Movement Speed, and Melee damage. The character who took the Rumbledrug rolls
2D10+Toughness Modifier (Before Rumbledrug bonuses). The outcome of this test is how many hours
they are able to live before taking massive side-effects.
The following side-effects are taken when time is up. For every hour under the use of the drug, the
user takes 1D10 permanent Toughness Characteristic Damage, 1D10 permanent Agility Damage,
1D10 permanent Strength Damage, and 1D10 permanent Intellect Damage.
The user also takes a -1 permanent Wound Damage for every Run Movement and Half Action of
melee attacks made.
Standard steroid drug that doubles the healing of wounds per one day.
WEIGHT
4.5
COST
92
0.9
0.7
15
0.1
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
--
3
Free
4.5
25
2.3
--
15
--
4.5
30
1.1
--
0.5
30
COVENANT WEAPONRY
PISTOLS AND CARBINES
[DW]
Spiker
Automatic Rate of Fire (6)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Carbine
1D10
+9
13
20m-150m
40
Comes with attached cleaver. Count it as a Jiralhanae Hunting Knife. Cauterize Special Rule. Detachable cylinder magazine.
Type-25 Carbine
cR
36
WEIGHT (KG):
AMMUNITION
Superheated Spike
13.2
[DW]
Mauler
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Pistol
2D10
+19
13
Comes with attached cleaver. Count it as a Jiralhanae Hunting Knife. Cauterize Special Rule.
Type-52 Pistol
cR
39
WEIGHT (KG):
AMMUNITION
7.9in Bolt
7
[DW]
Plasma Pistol
Automatic Rate of Fire (4)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Energy Pistol
1D10
+8
2+(X)
5m-40m
250
The Plasma Pistol may charge for up to 3 Half Actions. (X) gains +5 for every Half Action charged and consumes 5 ammo. Cauterize Special
Rule. Homing Special Rule when Charged. Consumes 5 ammo per Half Action when left charging past 3 Half Actions.
[DW]
Needle Pistol
TYPE
DAMAGE ROLL
Pistol
1D10
Needle(1) Special Rule. Homing Special Rule.
Type-33 Pistol
cR
36
WEIGHT (KG):
AMMUNITION
Needle
1.6
BASE DAMAGE
+10
PIERCING
5
Semi-Auto (2)
RANGE
5m-64m
MAG
6
Type-25 Rifle
cR
36
WEIGHT (KG):
AMMUNITION
Plasma
5.8
[DW]
Jiralhanae Plasma Rifle
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Energy Rifle
1D10
+13
15
Cauterize Special Rule. Firing a full Rate of Fire gains the Overheat (2) Special Rule.
Type-25 Rifle
cR
38
WEIGHT (KG):
AMMUNITION
Plasma
5.9
Covenant Carbine
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Carbine
2D10
+10
18
Fires radioactive ballistic caseless charges. Built in 3x scope and ammunition display.
Type-51 Carbine
cR
44
WEIGHT (KG):
AMMUNITION
8.7x60mm CRP
7.8
Storm Rifle
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Energy Rifle
1D10
+11
16
Cauterize Special Rule. Firing a full rate of fire causes the rifle to Overheat (2) Special Rule.
[H]
Plasma Repeater
Semi-Auto (3) Auto (12)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Energy Rifle
1D10
+12
18
25m-50m
200
Cauterize Special Rule. Every Half Action fired decreases Rate of Fire by 1. Regains 1 RoF per Half Action not firing.
Concussion Rifle
Semi-Auto (1), Auto (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Energy Rifle
1D10
+15
20
25m-50m
6
Cauterize Special Rule. Fires bolts of Plasma. Detachable Plasma Storage Cell. Gravity (2) Special Rule.
[DW]
Needler
TYPE
DAMAGE ROLL
Guided Munitions
1D10
Needle(6) Special Rule. Homing Special Rule.
Type-33 Launcher
cR
36
WEIGHT (KG):
AMMUNITION
Needle
4.3
Type-31 Rifle
cR
44
WEIGHT (KG):
AMMUNITION
Needle
4.6
[H]
Particle Beam Rifle
Semi-Auto (1), Auto (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Sniper Rifle
2D10
+5
25
200m-3200m
10
Penetrating Special Rule. Cauterize Special Rule. Built-in 8x/12x Scope. Firing a Full RoF causes the weapon to gain Overheat (4).
Type-50 Sniper
cR
150
WEIGHT (KG):
AMMUNITION
Ion-Accel Hydrogen
18
[H]
Focus Rifle
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Energy Rifle
1D10
+12
12
Cauterize Special Rule. Fires a sustained beam. Built-in 8x/10x Scope.
BASE DAMAGE
+13
PIERCING
4
Needle Rifle
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Rifle
2D10
+7
8
Needle(3) Special Rule. Built-in 3x Scope. Fires high velocity Explosive Crystalline Shards.
Sustained (4)
RANGE
200m-2000m
MAG
12
Type-1 Grenade
cR
16
WEIGHT (KG):
Flame Grenade
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Grenade
1D10
+4
4
Blast(10) Kill(1)
Flame(1D10) Special Rule. Jiralhanae incendiary device. Breaks on impact and burns for One Round.
Spike Grenade
TYPE
DAMAGE ROLL
BASE DAMAGE
Grenade
1D10
+4
Sticky Special Rule. Jiralhanae fragmentation shaped charge.
PIERCING
1+Strength Modifier
RANGE
Blast(10) Kill(1)
AMMUNITION
Plasma
1.1
Type-7 Grenade
cR
30
WEIGHT (KG):
Covenant Charge
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Satchel Charge
3D10
+2
20
Blast(5) Kill(1)
Satchel which explodes outward in only one direction for blowing down doors. Safe to stand behind during detonation, but not too close.
Plasma Bomb
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Ordinance
5D10
+10
40
Blast(20) Kill(10)
Remote-armed large explosive. Comes with backpack for carrying. Used mainly for building demolitions. Powerful shockwaves.
Type-1 Ordinance
cR
250
WEIGHT (KG):
Jiralhanae Landmine
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Landmine
3D10
+7
13
Launches 3 meters above ground for airburst effect. Proximity and Pressure triggered.
RANGE
Blast(6) Kill(3)
AMMUNITION
Antimatter
1.7
AMMUNITION
Plasma
22.5
[H]
Plasma Launcher
Burst (X)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Grenade Launcher
---10m-150m
12
Sticky Special Rule. Vehicle Lock Special Rule. Homing Special Rule. May Charge for four Half Actions. Every charge gains +1 to Burst, to a
maximum of 4. Built in 3x Scope. This weapon fires Plasma Grenades, so when determining damage, review the damage tables for the
Plasma Grenade. After impact, the Plasma Grenades take 1 Half Action to activate and explode.
[H]
Fuel Rod Gun
Semi-Auto Rate of Fire (5)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Rocket Launcher
3D10
+8
12
20m-300m
5
If fired at ranges below the minimum Range, the Fuel Rod does not explode, and only deals 1D10+3 damage, no Pierce. Blast(3) Kill(1).
[H]
Hunter Assault Cannon Blast
Automatic Rate of Fire (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Rocket Launcher
5D10
+11
6
20m-300m
30
If fired at ranges below the minimum Range, Assault Cannon does not explode, and only deals 1D10+3 damage, no Pierce. Blast(3) Kill(1).
[H]
Hunter Assault Cannon Beam
TYPE
DAMAGE ROLL
BASE DAMAGE
Beam Launcher
2D10
+12
Fires a sustained beam of radioactive incendiary gel. Flame(1D5)
PIERCING
8
PIERCING
6+HSM
RANGE
1m
[DW]
Jiralhanae Combat Knife
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Knife
1D10
3+Strength Modifier
11
Large curved blade with a heavy handle. Counts as [S] if only using one hand.
RANGE
2m
Combat Knife
cR
30
WEIGHT (KG):
[DW]
Energy Sword
TYPE
DAMAGE ROLL
BASE DAMAGE
Energy Blade
2D10
5 + HSM
Cauterize Special Rule. Deactivates when not held. 128cm blade.
RANGE
2m
[DW]
Energy Cutlass
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Needle Blade
2D10
+Strength Modifier
6
1m
Needle(1) Special Rule. Single-use. Easily Thrown. Essentially an elongated Explosive Crystalline Shard.
[DW]
Energy Dagger
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Energy Blade
2D10
2 + HSM
20
1m
Cauterize Special Rule. Connected to armors gauntlet. Cannot use without a set of armor. 40cm blade.
Energy Garrote
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Energy Blade
1D5
1 + HSM
2
Grapple
Cauterize Special Rule. Two small cylinders unravel into plasma garrote. +20 to grappling and strangling.
Energy Stave
TYPE
DAMAGE ROLL
Energy Blade
3D10
Cauterize Special Rule.
BASE DAMAGE
5 + HSM
PIERCING
40
PIERCING
40
RANGE
5m
5.4
[S]
Gravity Hammer
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Gravity Weapon
3D10
+Strength Modifier
9
5m
Gravity(4) Special Rule if activated. Gravity Hammer damage is only an impact hit, while the Gravity Special Rule will still impact a nearby
missed hit. Gravity Hammer only deals Base Damage if the hammer hits the opponent. Activating the Gravity Special Rule takes a Half
Action, where no other attacks may be made during this.
[DW] [S]
Hunter Heavy Metal Shield
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Shield
2D10
+Strength Modifier
Strength Modifier
2m
Cannot be Parried. -10 to Evading the shield if wielded by Mgalekgolo. Only [DW] if wielded by Mgalekgolo.
Hunter Shield
cR
90
WEIGHT (KG):
300
TURRET WEAPONRY
Plasma Cannon Turret
TYPE
DAMAGE ROLL
BASE DAMAGE
Energy Turret
1D10
+9
Cauterize Special Rule. Comes with large anti-gravity tripod.
PIERCING
14
PIERCING
12
Shade Turret
Automatic Rate of Fire (4)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Energy Turret
3D10
+8
18
50m-500m
200
Cauterize Special Rule. Fires three plasma bolts at once surrounded by a magnetic field. Three bolts built in to damage.
VEHICLE WEAPONRY
Class-2 Energy Gun
TYPE
DAMAGE ROLL
Plasma Cannon
2D10
Cauterize Special Rule. Blast(1)
BASE DAMAGE
+17
PIERCING
22
35mm Autocannon
Semi-Auto Rate of Fire (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Autocannon
2D10
+16
28
10m-100m
-Usually coming in a link of four, each one fires one after another so the other may cool before next use. Cauterize Special Rule.
Scarab Gun
cR
-WEIGHT (KG):
T-56 PEW/M
TYPE
DAMAGE ROLL
Plasma Cannon
4D10
Cauterize Special Rule. Blast(5) Kill(2)
BASE DAMAGE
+18
PIERCING
30
Lich Plasmacannon
cR
AMMUNITION
-Plasma
WEIGHT (KG):
--
Anti-Aircraft Turret
TYPE
DAMAGE ROLL
Plasma Cannon
1D10
Cauterize Special Rule. Blast(1)
BASE DAMAGE
+12
PIERCING
16
Anti-Aircraft Turret
cR
AMMUNITION
-Plasma
WEIGHT (KG):
--
PIERCING
12
PIERCING
30
Charge (1)
RANGE
20m-200m
MAG
--
Revenant Mortar
cR
-WEIGHT (KG):
AMMUNITION
Plasma
--
PIERCING
30
Charge (1)
RANGE
20m-200m
MAG
--
Wraith Mortar
cR
-WEIGHT (KG):
AMMUNITION
Plasma
--
AMMUNITION
Plasma
--
BASE DAMAGE
+8
PIERCING
18
Pulse Laser
TYPE
DAMAGE ROLL
Pulse Cannon
6D10
Cauterize Special Rule.
BASE DAMAGE
+10
PIERCING
10
Pulse Laser
cR
-WEIGHT (KG):
AMMUNITION
Plasma
--
Plasma Charge
TYPE
DAMAGE ROLL
Air-to-ground
10D10
Cauterize Special Rule. Recharge(3)
BASE DAMAGE
+3
PIERCING
10
Plasma Charge
cR
-WEIGHT (KG):
AMMUNITION
Plasma
--
PIERCING
14
AMMUNITION
Plasma
--
PIERCING
20
PIERCING
25
Stasis Cannon
cR
-WEIGHT (KG):
AMMUNITION
EMP Field Beam
--
[H]
Focus Cannon
Sustained Rate of Fire (6)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Plasma Beam
2D10
+2
30
5m-900m
300
Cauterize Special Rule. Covenant Plasma Beam Employed on the Locust Light Excavation Vehicle.
Focus Cannon
cR
-WEIGHT (KG):
AMMUNITION
Plasma
1030
[H]
Heavy Focus Cannon
Sustained Rate of Fire (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Plasma Beam
4D10
+20
40
5m-900m
70
Cauterize Special Rule. Covenant Plasma Beam Employed on the Scarab Ultra Heavy Assault Platform.
Focus Cannon
cR
-WEIGHT (KG):
AMMUNITION
Plasma
21000
BASE DAMAGE
+6
Stasis Cannon
TYPE
DAMAGE ROLL
BASE DAMAGE
Stasis Beam
3D10
+0
EMP Special Rule. Must deal damage to cause EMP Special Rule.
COVENANT AMMUNITION
AMMUNITION
Plasma Battery
Plasma Storage Cell
Needle
Superheated Metal Spike
7.9mm Metal Bolt
8.7x60mm Caseless Rod
Brute Shot HE Grenade
38mm REBP
Incendiary Gel
Ionized Hydrogen Cell
PRICE
80 cR for 1
12 cR for 1
1 cR for 3
10 cR for 40
6 cR for 8
7 cR for 18
12 cR for 6
10 cR 5
50 cR for 30
18 cR for 1
*Each Cell carries 1 MAG worth of shots and is treated as a Plasma Battery for reloading*
Suppressor
TYPE
DAMAGE ROLL
Hardlight Rifle
1D10
Hard Light Special Rule.
BASE DAMAGE
+11
PIERCING
12
Light Rifle
Burst Fire (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Hardlight Rifle
2D10
+5
11
70m-800m
Largeshot Hybrid
4D10
+6
13
70m-800m
Hard Light Special Rule. Two firing modes. Burst fire, and a combined single-shot. Built-in 3x Scope.
Z-130 DEAW
cR
77
WEIGHT (KG):
AMMUNITION
Hardened Light
1.3
AMMUNITION
Hardened Light
2.8
Z-130 DEEW
MAG
cR
AMMUNITION
36
77
Hardened Light
Depletes 3 shots from the Magazine in one large bolt. Rate of Fire 1.
WEIGHT (KG):
3.5
Scattershot
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Hardlight Shotgun
3D10
+12
10
Hard Light Special Rule. Spread Special Rule. Shots are able to ricochet against surfaces.
Z-180 CCREAM
cR
76
WEIGHT (KG):
AMMUNITION
Hardened Light
6.4
Binary Rifle
TYPE
DAMAGE ROLL
BASE DAMAGE
Hardlight Sniper
4D10
+15
Hard Light Special Rule. Built-in 5x/10x scope.
Z-750 SASR
cR
530
WEIGHT (KG):
AMMUNITION
Hardened Light
16.9
Incineration Cannon
Automatic Rate of Fire (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Hardlight Sniper
3D10
+20
15
60m-400m
2
Hard Light Special Rule. Built-in 3x scope. Recharge (2) Special Rule. Blast(3) Kill(1). After first Half Action, explosive radius expands to
Blast(6) Kill(3). Damage from the first blast to the blasts extension does not stack.
Z-390 EMR
cR
530
WEIGHT (KG):
AMMUNITION
Hardened Light
19.5
Beam Turret
TYPE
DAMAGE ROLL
BASE DAMAGE
Hardlight Beam
2D10
+5
Hard Light Special Rule. Remote Defense Turret.
Z-0459
cR
73
WEIGHT (KG):
AMMUNITION
Hardened Light
2.4
PIERCING
16
PIERCING
4
Sentinel Beam
Sustained Rate of Fire (4)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Hardlight Beam
2D10
+7
5
20m 300m
100
Hard Light Special Rule. Can be found on Forerunner Sentinels. Can sometimes be recovered upon unit expiration.
Z-DECSI
cR
73
WEIGHT (KG):
AMMUNITION
Hardened Light
2.6
Enforcer Missiles
Automatic Rate of Fire (4)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Missile Launcher
2D10
+16
10
100m-2300m
32
Fires volleys of mortar-like explosives. Found on Enforcer Sentinels. Can sometimes be recovered upon unit expiration.
Z-DECSI
cR
1900
WEIGHT (KG):
AMMUNITION
Hardened Light
2.6
[DW]
Promethean Hardlight Sword
TYPE
DAMAGE ROLL
BASE DAMAGE
Hardlight Blade
4D10
+Strength Modifier
Hard Light Special Rule. Dice Minimum(4) Special Rule.
Hardlight Sword
cR
120
WEIGHT (KG):
PIERCING
20
RANGE
2m
MAG
--
AMMUNITION
2
COVENANT ARMORY
EQUIPMENT
Bubble Shield
Active Camo Cloaking
System
Deployable Cover
Power Drain Device
Flare
Radar Jammer
Regenerator
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.
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. Must fully recharge before
used again.
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 Covenant equivalent of Human Equipment at no extra cost. GM discretion is advised. This is to allow more choice,
even if there has never been mention of a tool that should have been obvious to have in the first place.
EQUIPMENT
Magnetic Splint
Survival Splint
EQUIPMENT
MRE
Camping Stool
Rope
Spy Probe
Kig-Yar Point Defense
Gauntlet
Kig-Yar Wrist Point
Gauntlet
Methane tank
Portable Methane
Recharger
Plasma Battery
Medical Tools
Gravitational Holster
STANDARD EQUIPMENT
BENEFITS
Meals, Ready to Eat Military packaged food for Soldiers to eat during missions.
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.
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.
WEIGHT
0.5
1.4
2 per 4m
cR PRICE
1
3
12
12.9
2.7
300
500
1.8
425
9.8
36.2
45
290
17.5
--
40
---
1.1
300
Standard Holster
Kig-Yar Tactical
Headpiece
Equipment Pouch
Portable
Communications
Transmitter
Emergency Beacon
Transmitter Frequency
Admitter Array
Portable Computer
0.4
2.8
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 2.4
140
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.
Covenant Race Infinitely Simple computer that translates text, speak, and radiowaves to and from Covenant 3.5
86
Variable Translator
languages.
Covenant have access to Covenant equivalent of Human Equipment at no extra cost. GM discretion is advised. This is to allow more choice,
even if there has never been mention of a tool that should have been obvious to have in the first place.
SPECIAL RULE
EXPLANATION
When a sniper is being assisted by another player to make a shot, that character may use their Full Action to improve
the Snipers Scope range. Spotter Rolls are made using a scope equal or greater power than the Snipers. The Spotter
makes a Perception Test, and for every Degree of Success, the Sniper gains a +10 to taking the shot. If the Perception
Test was successful, the Sniper is considered to be using the power of the scope that the Spotter is using.
By using a Spotter, a character with an appropriate ranged weapon may attempt to attack an enemy they cannot see.
They must be able to receive information about the target from the Spotter via radio communication or Smart-Link
via HUD.
The Penalty for an Indirect Fire first begins at -100. The Attacking character gains bonuses to the hit for each Degree
of Success the Spotter gains on a Perception Test and a Warfare Ranged Test. For each Degree of Success, the
attacking character gains +10 to hit. The character taking the shot has to use an Intellect Test instead of a Warfare
Range test, because they are working with information rather than their own aptitude with the weapon.
If the attacking character is using Smart-Link and a HUD, they can instead use a Warfare Range attack, rather than the
original replacement Intellect Test.
The Bonus the character is taking for the Indirect Shot cannot surpass the characters Warfare Range characteristic.
The penalty of the -100 cannot go above any higher than 0, nor can it gain any bonuses.
Scopes and Lasers offer bonuses to hit based on the scale and use.
CQB: Any scope that is Smartlink, Red dot, ironsight, and lasers gain the CQB status, which all give a +10 to Full Aim,
and +5 to Half Aim.
MARKSMAN: Marksman optics are the plain optics such as the EVOS-D and A2 Scopes, which give a +20 to Full Aim,
and +10 to Half Aim.
SNIPER: Sniper Optics are the Oracle N-Viant Scopes, which give a +30 to Full Aim, and +15 to Half Aim. This is to
signify all of the bells and whistles each of these scopes offer. To use a Sniper scope to get these benefits, the user
must have the Marksman Ability. If you do not have this Ability, all Sniper Optics counts as Marksman.
Indirect Fire
Scope Limits
Scopes
and
Lasers
Stacking
Weapon Attachments
SCOPE
Every Scope has a range limit that makes their use more harmful than useful. This is shown on the graph on below
this table. When using a scope below the Minimum Range, you take the scope being used as a penalty, and not a
bonus.
When using Scopes and Lasers together, their bonuses stack together. Using two scopes do not stack, and give a
Penalty instead of a bonus, where both scope bonuses are added together.
There are many weapons and weapon attachments when it comes to weaponry. This table indicates what rails each
weapon has, and what can be taken with that weapon. You cannot load two different attachments on a rail, and each
attachment must fit. No Grenade Launchers on a pistol, as the launcher is larger than the pistol itself. The GM must
use common sense to properly allow players to build weapons. Only silencers and other barrel-mounted attachments
may be put on the barrel. The Rail Mount Table can be found right under the Scope Limit Table.
Ironsight
Red Dot
2x
1m
16x
44m
47m
MINIMUM RANGE
3x
4x
50m
5x
53m
6x
56m
7x
59m
8x
62m
9x
65m
10x
68m
11x
71m
12x
86m
13x
106m
Rails Available
Upper, Lower, Barrel
Upper, Lower, Side, Barrel
Upper, Lower, Side, Barrel
Upper, Lower, Side, Barrel
Upper, Lower, Side, Barrel
Sniper Rifle
Light Machine Gun
Bonus Attachments
None
None
Underslung Grenade and Shotgun
None
Bipod, Sniper Optic, Underslung
Grenade and Shotgun
Bipod, Sniper Optic
Bipod
Bipod
Tripod
None
Lower, Side
Example Weapon
M6G
M6J, M7S
MA5 Series
M90A CAWS
M392, BR55
SRS99-S5-AM
M739 SAW,
Confetti Maker
M247, HMG-38
AIE-486H, M247H
M6 Grindell, M41
Rocket Launcher,
ARC-920
Flamethrowers
14x
15x
38m
41m
EXPLANATION
Weapons with Dual Wield only take -20 of the standard -30 Dual-Wielding penalty. Weapons that have the
Heavy Quality take -60 instead of the base -30 Dual Wielding penalties.
There are many weapons that are too powerful or heavy to properly fire without falling or being pushed back.
If a user does not Brace a heavy weapon before firing, that user must take a Strength Test. If the user passes
the Strength Test with more than a single Degree of Success, they will not stumble or fall. If the user passes
with only one, they stumble back from the force of the weapon. If the user fails with one Degree of Failure, or
breaks even, the weapon is dropped and the user stumbles back. If the user fails the test with more than one
Degree of Failure, they fall over and drop the weapon.
Weapons that Insurrectionists have access to without paying an extra price of %25 more.
Cauterizing weapons sear any wounds shut, and cause no bleeding. Instead, half the Bleed that would have
been caused is added to the damage that is being dealt. Any weapon with the Cauterize Special Rule deals
Critical Damage on a roll of either a 9 or a 10 on the Damage.
The Flame Special Rule deals damage each round a character is in the flames. To find out how much damage
the fire does, the special rule has an (x) with a dice amount. This shows how much damage in dice rolls are
dealt each round. For example, the standard Napalm Grenade has Flame (1D10), so the Napalm deals 1D10
damage each round.
A character must make an Agility Test to escape the fire, if a character has caught on fire, the character must
make a -20 Agility Test to put themselves out. Each consecutive attempt gains a +10 bonus to put out or escape
the flames.
Flames take 4 Rounds per dice of damage to go out. This means if a weapon has Flame (2D10), it will take 8
Rounds for the flames to go out.
A weapon with the Gravity Special Rule has a numbered (X) that determines how long of a range in meters the
gravity well effects. The closer the gravity well of a weapon, the farther the opponent will be pushed back. For
every meter an opponent is in the gravity wells center, they are thrown back 2 meters. For example, if a player
is three meters inside a Gravity (6), the player gets thrown back 6 meters. For every meter the opponent is in
the gravity well, the opponent takes 2 extra points of damage that ignores Armor and Toughness.
A weapon with the Penetrating Special Rule means that when a weapon hits a shield, it does double the
Piercing damage.
When a weapon has the Homing Special Rule, the weapon is able to reroll a missed To-Hit attack.
A weapon with the Vehicle Lock Special Rule has the ability to home in on vehicles with incredible accuracy. A
weapon with Vehicle Lock Special Rule has a +30 to hit when inside the weapons Range. Homing bonuses do
not affect Perceptive Range.
When a weapon has a Recharge Rate, that weapon cannot fire until (x) many Half Actions, starting after the
Half Action the weapon was fired.
Any weapon with the Overheat Special Rule must take (x) Half Actions to cool down to be used again. Once
the weapon cools, it is able to be fired once more. Some weapons may build up (X) based on how many uses
were made.
The EMP Special Rule disables vehicles for 1D5 Half. The user of the vehicle can attempt to use a Technology
Skill Test to lessen this by one Half Action. EMPs also shut down equipment using the same rules. Equipment
being hit by an EMP has a 5% change on a 1D100 roll to have its memory erased. This does not effect AI or
advanced, armored computing devices. All Military equipment are immune to EMPs erasing data.
Any item with the Sticky Special Rule is incredibly adhesive. The item will stick to whatever touches it once it
is activated, and takes a -30 Strength Test to remove the item.
A direct hit does not allow a character to evade an explosive, as it is stuck to them. They are still able to
evade allies to keep them from harm or attempt to remove the explosive.
When taking a shot to the head, the player takes an extra 1D5 points of damage that ignores Armor and
Toughness. If the user is not wearing a helmet, they take an extra 1D10 points of damage that ignores Armor
and Toughness, instead.
When a character is struck by a weapon with the Electrified Special Rule, as long as it isnt hitting a shield,
stuns the character if they fail a -20 Toughness Test. If the character is stunned this way, the character is
stunned for 1D10-Toughness Modifier rounds, and take an additional round of being stunned for every
degree of failure on the Toughness Test.
When a weapon with Stun Special Rule hits a character, that character must make a Toughness Test. For
every shot that hits the Character, the Toughness Test they take is at a -5. If the test is failed, the character is
Stunned for (X)-Toughness Modifier Rounds, minimum of 1.
When a weapon with the Tranquilize Special Rule hits a character, they are considered Stunned for (X)
Rounds. Every time the Character is struck by a weapon with this Special Rule, the duration is increased by
(X). If (X) surpasses 10, the Character becomes Unconscious. Every time the Character his hit by a weapon
with this Special Rule, they must make a Toughness Test. If Failed, they gain +1 to (X) for every Degree of
Failure. If passed, they gain -1 to (X) for every Degree of Success. When (X) is 0, the Character is no longer
considered Unconscious or Stunned.
The Dice Minimum Special Rule is where a dice roll cannot count as rolling under a specified number shown
by (x). If a Dice Minimum is (4), any roll under a 4 counts as rolling 4.
Weapons with the Hard Light Special Rule contains the Cauterize Special Rule. When a weapon with the Hard
Light Special Rule kills a character, that character and their armor disintegrate.
A weapon with a Recharge Rate must recharge for (x) Half Actions, starting after the Half Action the weapon
was fired. Once a weapon is done recharging, it may be fired again.
Needlers and other Needle-based Covenant weaponry are powerful due to the explosive ballistics that are
fired. Needles explode when they reach the specified amount (x) of Needles in the target. For example, a
Needle (2) only needs 2 needles to instantly explode. All Needles of a specific type explode when another of
the kind explodes. When the needles explode, they do (X)d10 damage, where (X) is the amount of needles in
the target, ignoring Armor.
A user can remove a Needle per Half Action, and can remove an additional one for every 2 Agility Modifier.
Needles dissolve after 3 Rounds, if they do not meet their required (x). When they dissolve, they only do an
extra single point of damage that ignores Armor and Toughness.
Any explosive used has a blast and a kill radius. An explosive will hurt anyone in the radius of the explosive
blast designated by blast(x). Anyone close to the detonation will take two times the damage, designated by
Kill(x). Explosive damage ignores half of the shields that block them.
Shotguns firing buckshot, flechette, or anything with the Spread Special Rule are given +10 to hit, but have
only half of that weapons Range. Spread shot fires in a cone shape, and are able to hit multiple targets. Spreadbased shots lose 1 damage for every 5 meters distance away the character is from the weapon.
EXPLANATION
Semi-Automatic weaponry fire one single Shot per squeeze of the trigger. This allows for more accurate Shots,
but at the cost of a slower rate of fire. Weaponry firing Semi-Auto gain a +10 Bonus To Hit, and are able to fire
their Rate of Fire per Half Action. For example, a weapon with a Semi-Auto Rate of Fire [3] can take 3 Shots
per Half Action, making 6 Shots in total for a Round. Each Shot taken is its own attack, and must be rolled for
in a group. This means the weapon firing 6 Rounds makes 6 attacks total.
Weaponry using Burst Fire will fire a set amount of Shots with a single squeeze of the trigger. Burst Fire
weaponry cannot alter how many Shots are taken with each attack. Burst Fire weapons may be fired once per
Half Action, allowing for two full Attacks in a Full Action or single Round. Attacks being made with the Burst
Fire Rate of Fire gain +10 To Hit. The downside to anyone making an attack with a Burst Fire weapon is that
the Opponent will be able to make only a single Evasion attempt, instead of one for each shot. If the Evasion
is successful, the Opponent evades all shots fired that Half Action from the Burst Fire weapon. If failed, all of
the Shots fired hit. When firing Burst Fire weaponry, they all hit on the rolled Location.
Automatic weaponry fire continuously with a single, uninterrupted squeeze of the trigger. These weapons gain
no bonuses to accuracy like Semi-Auto and Burst Fire. Instead, these weapons depend on closer-range and
higher output of ammunition to get the job done. Automatic weaponry, unlike Burst Fire and Semi-Auto fire
their full Rate of Fire as a Full Action, and half as a Half Action. You are allowed to decide how many Shots you
are firing up to these Full and Half Action limits, rounding down. Automatic Weaponry roll an Attack per every
Shot being fired. For Example, a weapon with an Automatic Rate of Fire [7] would fire 3 Shots as a Half Action,
or 7 Shots as a Full Action. If you decide to fire one Half Action for the 3 Shots, and decide to continue firing
on the next Half Action, you gain the remaining 4 Shots fired.
Any weapon that is considered to be firing the entire Half Action, without pause. An example of a sustained
fire weapon are Flamethrowers and laser weapons. A weapon with sustained fire makes one single to-hit at
+20. If the roll is successful, the attack is successful. With every degree of success, the attack deals another set
of its damage. For example, if a weapon with 2D10 damage has a Sustained Fire of 2, it can deal its damage up
to two times. Each time the weapon deals its damage, the character being attacked can do an Evasion attempt.
Evading does not evade the entire attack, but just that set of damage.
Any weapon with the Pump Action Rate of Fire is only able to fire once per Half Action, and can trade the
Response Action for a third shot. This removes any ability to use that Response Action.
Weapons with the Charge Rate of Fire can only fire after it has been charged for (x) Half Actions. Once it has
charged fully, the shot may be taken. Some weapons have the ability to be charged for so many Half Actions,
often gaining additional effects.
Flamethrowers and Defoliant weapons are given a +10 to hit, but have a short range to make up for how
powerful they are. Flamethrowers fire in a cone shape, and are able to hit multiple targets at once.
Burst Fire
Pump Action
Charge Rate of Fire
Flamethrowers and Defoliant weapons lose 2 damage it dealt for every meter a character is away from the
user.
EQUIPMENT AND WEAPON SPECIAL RULES
There are specific pieces of equipment that deal special status effects or outcomes. There are also ways to improvise weapons out of common
materials that are covered under this section.
EQUIPMENT SPECIALS
EXPLANATION
Pepper Spray
Pepper Spray only affects a character when struck in the face. A character being hit by Pepper Spray must make
a -40 Toughness Test or gain a Fatigue. A character cannot gain more than one Fatigue from Pepper Spray. A
character that has been sprayed in the face are at a -30 penalty for both Visual and Smell-based Tests, including
any attacks.
A shield works as though it has ..a set of wounds, depicted by the shield integrity. When a shielded target takes
damage from a weapon, Piercing also does damage to the shields, and is subtracted first. After this, the normal
damage is done to the shields from the damage roll. Any damage left over damages the user unless the shield
is not a layering over the body. Piercing does not roll over to damage if the shields are broken from the pierce.
Each Round, a character may choose to protect a location of their body with their shield. The size of the location
protected is determined by the size of the shield and GM discretion. Changing protected locations is a Response
Action. Any other Response Actions taken with this turn are at a -10. Any shots that hit the Shield must puncture
or disable the shield before hitting the user. If a character has not used their Shield Use yet in a Round and is
being struck, that character may use an Agility Test to hold the shield up to protect themselves from the
incoming attack.
Shields such as the Hunter Shield and the Riot Shield, towards anyone sized as Normal, are given full-body cover
instead of normal cover. If a character is not protecting themselves with their shield, they may make a -20
Agility Test to quickly pull the shield in front of themselves from an incoming attack. Any character that is Large
must crouch behind the Cover Shield; else, to only protect two body locations that much be next to each other.
Any character bigger than Large must use this shield as a normal Shield.
Shields must recharge when damaged, but can only do so when they do not take sustained damage over the
course of a set time. A Shield has the Recharge Time(X) where X is the amount of Half Actions the character
must not take damage over 5 to begin recharging the Recharge Rate (X) each Half Action afterward. Recharge
Rate (X) is the amount of points the shield integrity regains after each Half Action. These only count on the
owner of the shields Half Actions. This is not affected by a Spartans extra Half Action.
When making grappled attacks with bladed weapons, the character is able to roll a 1D10. On the roll of a 10,
the knife ignores half armor to represent finding and stabbing in to a weak point or join.
At some points, a character may need to make do with what they can get their hands on. Whether that weapon
is heavy, sharp, or any number of characteristics determines what damage and what kind of damage is done.
An item that is bladed or sharp will have a Pierce of half of the characters Strength Mod. Covering items such
as bats with barbed wire or other serrated materials gain an extra +5 Pierce Bonus. Strength Bonus is added in
as normal to any weapon being used.
This system also allows falling objects to deal damage to a character. These tables are right under
this table. More examples of this Falling/Improvised damage system could be if a vehicle or rubble falls on a
character, or hits them from being thrown around by an explosive or an Mgalekgolo. These are just examples.
This system is useful for figuring any weight-based damage from any source.
Shield Use
Blades in Grapples
Improvised Weaponry and
Falling Object Damage
WEIGHT
10
20
30
50
70
90
100
120
140
160
180
200
220
240
260
280
DAMAGE
1D10
2D10
3D10
4D10
5D10
6D10
7D10
8D10
9D10
10D10
11D10
12D10
13D10
14D10
15D10
16D10
WEIGHT
300
340
380
440
500
600
700
800
900
1,000
1,500
2,000
2,500
3,000
3,500
5,000
DAMAGE
17D10
18D10
19D10
20D10
21D10
22D10
23D10
24D10
25D10
26D10
27D10
28D10
29D10
30D10
31D10
32D10
WEIGHT
5500
6000
6500
7000
8000
9000
10,000
11,000
12,000
13,000
14,000
15,000
17,000
18,000
20,000
DAMAGE
35D10
40D10
45D10
50D10
55D10
60D10
65D10
70D10
75D10
80D10
85D10
90D10
95D10
100D10
105D10
EXPLOSIVE RULES
Some explosives, such as grenades, have special rules that affect the gameplay differently from others.
EXPLOSIVE SPECIALS
EXPLANATION
Throwing Grenades
Grenades are used often on the battlefield, and characters must be adept at using them. Any character
throwing a Grenade automatically gains a +20 to the Warfare Melee Test. If a grenade hits someone, the
grenade deals the characters Strength Mod in damage.
To throw an object, the character must make a Warfare Melee Test to determine if the item hits ontarget. For every degree of success gotten, the evader gains that many degrees as a penalty to Evasion. Every
degree of success for thrown weapons adds +1 damage to the attack, as well.
Thrown objects can only go as far as the characters Strength Mod multiplied by 3 in meters. Items
that are below the Normal Size Modifier increase the distance. Items that are small can go Strength Mod *4
meters. Items that are Mini can go Strength Mod *5 meters. Items that are Tiny, such as items meant to be
thrown like Grenades and Knifes can go Strength Mod *6 meters.
Weapons that are larger than Normal subtract the multiplier to the Strength Mod distance by every
level above Normal. For example, Large only give the Strength Mod *2, and Hulking only gives the standard
Strength Mod. Anything past Large is divided in by the level past Hulking.
Once a grenade is primed, it takes two Half of a single character to go off. It takes a grenade a Half Action to
aim if tossed farther than four meters. This allows a character to quickly throw a grenade once the pin is thrown
and give the opponent possible time to throw it back. The user of the grenade may also cook it, and throw it
right before it goes off to not allow the opponents to discard the grenade.
When discarding or cooking a grenade, the user must make a +20 Agility Test. Starting at the desired
point of impact, for every degree of failure, the grenade goes off one meter closer to the thrower due to timing
errors.
A grenade will only scatter if the player fails the warfare Melee roll when throwing. The grenade scatters 1D5
meters for every 2 Degrees of Failure gained on the roll. The scatter is rolled at the grenades desired point of
impact, not the character throwing.
The effect of a Flashbang detonating blinds and deafens any character within its radius. Flashbangs blinds and
deafens a character for 1D10+(X) - Toughness Modifier (Maximum of 5) in Half Actions. Beginning at 12, for
every meter the character is away from the Flashbang reduces X. Characters stunned by Flashbangs do not
count as Vulnerable or helpless. Characters that have polarized visors take only half of the Half Actions that the
Flashbang causes. A character may attempt an Agility Test to shield their eyes from the blast to save themselves
from 1d5 Half Actions.
The effect of Tear Gas lasts roughly 10 Rounds, subtracting one for every 5mph the wind is traveling. When first
in the Tear Gas, the character must make a Toughness Test. For every degree of failure, the character gains one
degree of Fatigue. When inside the cloud of Tear Gas, all characters are at a -40 to visual Perception and Warfare
Range Tests, and these characters also gain a -20 penalty to Warfare Melee. Unless a character has a sealed
suit of any kind, for every two Rounds in the cloud, the character gains another Fatigue. For every Round, the
Tear Gas cloud radius is reduced by 2 meters, unless in small enclosed areas, where it the cloud radius is reduced
2 meters for every 5 Turns.
The effect of a Concussion Grenade, much like the Flashbang, detonates and disorientates anyone within the
radius. The Concussion Grenade disorientates a character for 1D5+(X) Toughness Modifier (Maximum of 5)
Half Actions. Beginning at 12, for every meter the character is away from the Concussion Grenade, X is reduced
by 1. When a character is disorientated, they gain penalties in Intellect and Perception at -40 each. The
character also takes -50 to Warfare Melee and Warfare Ranged. If a character is attempting to recall any
information, the character must take an Intellect Test at the proper modifier shown from the chart below.
Cooking a Grenade
Scattering Grenades
Flashbang Grenades
Concussive Grenades
DIFFICULTY
EXAMPLE
MODIFIER
PERSONAL
Own Name, Occupation
+20
SIMPLE
Friends Name, Current Location
+10
EVERY DAY
Current Day, Reloading Weapon
-0
COMMON
Current Objective, Own Address
-10
CHALLENGING
Math, Locations, Reading
-20
PROBLEMATIC
Mechanics, Geometry
-30
A Smoke Grenade covers an area of (X) meters in a thick, colored smoke. The smoke gives a -50 to vision-based
Perception Tests, as well as any Warfare Melee and Warfare Range Tests. After two Rounds, every Round the
Smoke Grenade is still active the Penalty is lowered by 5 until it is completely dissipated. This means a Smoke
Grenade lasts 12 Rounds in total.
VEHICLE RULES
VEHICLE SPECIFICATIONS
There are the vehicles characteristics and specifications listed under a vehicles profile. This explains what they mean and how to properly use the
vehicle.
VEHICLE STATS
EXPLANATION
Meters Per Turn is the rate at which a vehicle begins moving from 0, which is a full stop. Acceleration is the
amount of Meters Per Turn the vehicle is able to increase speed every turn it is moving. Breaking Speed is the
amount of Meters Per Turn the vehicle is able to slow down movement. Max Speed is the top speed a vehicle
can move before it can no longer accelerate.
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.
Vehicle Maneuverability
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.
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. When at half Hull Integrity or less, a vehicle loses half of its Hull Toughness when
being attacked or wrecking in any way.
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.
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.
If a target is within the Vehicles Targeting Range, the character controlling the weapon will gain a +20 to hit
that target. Targeting takes 1 Round to acquire, and then can be fired the next. It takes one Round to change
the target character. If a character is targeted and fired on, the character firing the weapon doesnt need to
retarget.
Vehicle Price
Every vehicle has a cR Price, these works exactly as any other piece of Equipment.
Break Points
Break Points serve as a Wound System for each module of a vehicle; the Weaponry (Wep), Mobility (Mob)
System, Engine (Eng), Optics (Opt), and Crew Compartment (Crew). When a Module hits its limit in Break Points,
that module is destroyed, sometimes knocking the vehicle out of commission. This is up to the GM on if and
how it is put out of operation, whether its ammunition load explodes, its engine catches fire, etc. It is best for
the GM to choose the destruction of the vehicle relative to what was damaged the most, or most recent.
EXPLANATION
and
Colliding Vehicles
Rolling Vehicles
Vehicle To Hit
Hitting Vehicles
Weaponry
Hitting Crew
Compartments
Hitting Passengers
When a character is hit with a vehicle, the vehicle deals 1D10 damage for every 10KM/H the vehicle is traveling,
ignoring Armor. The character must make a -20 Agility Test or -20 Strength Test or be stuck on the vehicle. If passed,
the character is thrown to the side. If failed by less than four Degrees of Failure, the character is thrown over the
vehicle. If failed by four or more Degrees of Failure, the character is run over, taking the damage a second time, this
time ignoring Armor and Toughness.
When a vehicle hits a wall, characters in the vehicle take 1D10 damage for every 10KM/H the vehicle is traveling.
This damage ignores Armor on the character. The vehicle in the collision takes 1D10 damage for every 10KM/H the
vehicle is traveling.
If a character has declared to have used the vehicles restraints prior to the crash, they may remove half
of the caused damage, and it no longer ignores Armor.
When two vehicles collide, they add up both of their speeds together, and take 1D10 for every 10KM/H of the
combined speed of the vehicles. The same goes for the damage from the characters inside the vehicles.
If a wreck is about to happen, the GM must find how many times it could roll. To do so, the GM rolls 1D10 and adds
+1 for every 20KM/H the vehicle is traveling. If a vehicle is moving slower than 20KM/H, roll 1D5 to find how many
rolls it will make, instead.
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, where (X) is +1 for every 10KM/H the vehicle is going. This ignores armor.
If a character has declared to have used the vehicles restraints prior to the crash, they may remove half
of the caused damage, and it no longer ignores Armor.
Vehicles only take half damage from the Blast of an explosive, and takes normal damage from the explosives Kill
radius, with no multipliers.
When a vehicle is being attacked, a GM can decide where there is a possibility of the characters inside being hit. If a
character 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, the character takes the explosive damage as if they had the quality of a vehicle, as seen in the explanation
above.
When rolling on the Vehicle Hit Location, if a vehicle does not have the system rolled, a different location
is hit. This does not necessarily need to be re-rolled; hits to a Warthogs Weaponry may be treated as hitting its Hull
if it isnt carrying any, for example.
ROLL
HIT LOCATION
0-20
Weaponry
21-60
Hull
61-70
Mobility System
71-80
Engine
81-85
Optics
86-100
Crew Compartment
When a vehicles weaponry is hit, the GM gets to decide, on a dice roll, what weapon is hit. This usually works by
splitting up a dice roll so certain results hit certain weaponry, with larger weapons having a higher percentage to be
hit.
The GM may decide whether to apply the vehicles Hull Toughness to the attack based on which weapon
was struck and where. Gun barrels are typically unarmored on human vehicles, while ammunition stores are safely
protected deep within the armored hull.
Any damage dealt to the vehicle must surpass the vehicles Hull Toughness before it can deal damage to any
characters inside, unless the vehicle is open in the direction its struck. A die is rolled to randomly determine which
Crew Compartment is struck if the attacking character is not specifically aiming for one.
ROLL OUTCOME
1-3
No additional damage
3-4
Passanger(s) take half damage from attack
5-6
Crew Compartment Hull Toughness reduced by 5
7-8
Crew Compartment Disabled
10
Crew Compartment Destroyed
Similar to hitting the vehicles weaponry, if there are multiple passengers in one Crew Compartment the GM may
decide which passenger is hit using a dice roll. This usually works by splitting up a dice roll so certain results hit
certain passengers, with larger and closer passengers having a higher percentage to hit. If a passenger is struck, the
attack is then against the player and the Hit Location must be rolled on the player, as the attack no longer does
damage to the vehicle unless surpassing the passengers Armor *2. Explosives still deal damage to vehicles when
this happens, as well as anyone else in the radius.
When an attack strikes the engine, no true harm will come to the vehicle unless the damage surpasses the vehicles
armor, the same way Cover Points work. For every ten damage dealt to the engine, the GM rolls on the following
chart for the outcome.
ROLL OUTCOME
1-3
No additional damage
3-4
Engine takes 5 extra damage
5-6
Engine Disabled for 1 Turn
7-8
Engine Disabled for 3 Turns
10
Engine is Destroyed
Optics are on vehicles such as tanks and other enclosed vehicles with no windows. If a vehicle does not have Optics,
the hit is counted on the Hull. Most vehicles have separate Optics for each crew position. Once the Optics are
destroyed, the vehicles crew are operating blind. Nearly all vehicles with Optics apply their vehicles Hull
Toughness, but the GM may decide to ignore the vehicles armor on a particularly impressive attack, or if the
vehicles Optics is being used to represent a headlight or windshield.
Nothing important is hit, vehicle takes damage as normal.
When a vehicle takes damage in the Tire or Track, there are multiple possible outcomes. Use this chart to see Special
Damage outcomes for tires hit. (X), in the chart, is +1 for every 10 damage dealt.
Tracks do not have a chart to be rolled on due to their durability. Instead, each Tread/track has 20 Break
Points. At 20 Break Points, the tread and track break.
Anti-Gravity systems have 15 Break Points. At 10 Break Points, the anti-gravity loses half maximum speed
and half acceleration. At 15, the anti-gravity system gives out and the vehicle is no longer able to move.
ROLL
OUTCOME
1-2
3-4
5-6
Repairing Vehicles
TIRES
1 Tire lost
2 Tires lost
3 Tires Lost
4 Tires Lost
5 Tires Lost
No noticeable effects
12
10
TREAD
1 Tread Lost
2 Treads lost
3 Treads Lost
4 Treads Lost
5 Treads Lost
6 Treads Lost
Immobile
Immobile
Immobile
Immobile
Immobile
Immobile
Immobile
Immobile
Immobile
Immobile
Immobile
6
8
4
6
EXPLANATION
Walker Vehicles are a series of vehicles that use legs instead of wheels, treads, or anti-gravity technology. Walkers
are able to ignore small and reasonably sized obstacles due to the ability to step over and across. Walkers have no
Acceleration like other vehicles, but instead, use a movement system the same as Players when discovering speed.
Walker legs have their own Break Points, and the more damage they take, the weaker or slower they become. A
vehicles leg Break Points are the same as the Vehicles break points. When at 0, the leg is no longer usable.
Walker vehicles do not have the standard vehicle Maneuvers, and instead, share the same Maneuver system as
players.
Instead of rolling off of the Vehicles Agility normally, the character must make an Evasion using their own bonuses,
but as if their Agility was the Vehicles Agility. This allows the character to gain their bonuses and skills, but limits
their ability to evade based on the Agility of the vehicle.
AIR WARFARE
Please read this before attempting to attack or defend in any air-based vehicle.
EXPLANATION
Air-based vehicle combat is all based on tracking and speed. Speed plays a massive role in how the combat plays
out. Speed gives a penalty to being hit while tracking is how long it takes to lock on and properly attack the
opponent. Both Jets and VTOLs are covered in this section.
Speed is the biggest player in air warfare, as it dictates how difficult you are to hit, as well as how well and far you
can maneuver. If you do not have the speed of your opponent, you will be hard-pressed to outmaneuver them. For
every 100km/h the opponent is traveling over the attacker, the attacker is at a -5 to hit. The same goes for it the
attacker is moving faster than the defender. This works for attacking ground-vehicles, as well.
Air combat is all about Dogfights. One is almost always chasing the other, and trying to keep the same speed and
baring in order to get the best line of site to make an attack. The Defender is the vehicle being chased, while the
Attacker is the chaser. It is possible for a character to both be an Attacker and a Defender, as air combat can consist
of more than two opponents. If an Attacker is not going the same baring as the Defender, they gains an automatic
-10 to hit. Attackers that have higher altitude of the Defender gain a +10 to hit. The Defender always acts first. If
there are multiple Defenders, treat it as a train, with the Defender taking a Turn, and then the first Attacker, and
so on.
All air-vehicles have a Targeting Characteristic. This Characteristic is how quickly a vehicle is able to get a full lock
on to the Opponent. The Characteristic has multiple uses, as it determines To-Hit bonus, and how long it takes to
lock on. Targeting gives a +5 to hit for every 1 in the Characteristic if used to lock on. Locking on takes 1D5-(X)
Rounds, where (X) Is the Targeting Characteristic, with a minimum of 1.
There are multiple Maneuvers Attackers and Defenders are able to take. Each has a different outcome that dictates
how the others in combat must react to keep the edge. When a Defender makes a Maneuver, the Attacker is able
to roll an Opposed Test to follow the movement. If the Attacker wins the Opposed Test, they uses up the rest of
the Defenders Turn, and their own. The next Maneuver by the Defender will be at a -10, and the Attacker gains
one Half Action to make an Attack at -10, as well.
There are multiple maneuvers built to take up time or force an opponent to waste their own movement unless
they are able to outskill their opponent.
All of the Maneuvers are listed on the next page.
MANEUVER
Break
Barrel Roll
Canopy Roll
Juke
Pitchback
Low Yo-Yo
High Yo-Yo
Lag Roll
Scissors
The Scissor
Flat Scissor
Split S
Alter Heading
Aileron Roll
OUTCOME
The maneuver consists of turning sharply across the Attackers flight path, increasing the amount of wind-resistance
that is met, slowing down the vehicle greatly. The vehicle can slow down up to Acceleration Modifier *
Maneuverability Modifier in KM/H. A VTOL may double the amount slowed down.
The Barrel Roll maneuver has the pilot making a complete 360 loop and roll, maintaining its original direction. The
pilot may cut a Barrel Roll halfway through, ending in a Half Action, but then take a turn, starting a Canopy Roll. The
Barrel Roll gives the Opponent a -15 to hit, or -10 to hit if a Canopy Roll is initiated.
A Canopy Roll is a continuation of a roll where it quickly changes direction of up to 90 degrees. Once completed, the
vehicles speed is halved with every 20 degrees turned. The Opponent must make a -20 Agility Test to follow this
Maneuver.
A Barrel Roll Attack is a defensive attacking maneuver where the Attacker alters their angle of attack, usually moving
past a turning or looping Opponent. The Attacker overshoots the Defender and angles to the other side of the
Opponent. Both Pilots must make an Opposed Agility Test. If the Attacker wins, they close in on the Defender,
negating any penalties To-Hit.
With Juke, the Pilot is able to move swiftly to either gain or lose altitude and move left or right; however, the user
chooses. The pilot is able to move Acceleration / 10 in meters of any direction chosen besides forward or back. A
VTOL is able to alter altitude at Acceleration / 5 instead of Acceleration /10.
A Pilot using a Pitchback Maneuver is able to take a half-Loop either downward or upward, giving the Opponent a 20 Agility Test to follow the next Maneuver taken by the Defender. This gives the Opponent a -5 to-hit, which does
not ignore the higher altitude to-hit bonus.
The Low Yo-Yo sacrifices Altitude to greatly increase speed by dropping and then turning in a large 360 arc. The Pilot
gains 1/10th of the vehicles Max Speed to increase the Max Speed with. So a vehicle with a Max Speed of 4000KM/H
is able to go 4400KM/H. The Opponent gets a -10 to-hit the Defender, ignoring the higher-altitude to-hit bonus. The
Opponent also is at a -10 Agility Test to follow the Maneuver taken by the Defender.
The high Yo-Yo is a very effective maneuver, and very difficult to counter. The maneuver is used to slow the approach
of a fast moving attacker while conserving the airspeed energy. The maneuver is performed by reducing the angle
at which the aircraft is banking during a turn, and pulling back on the stick, bringing the fighter up into a new plane
of travel. The attacker then rolls into a steeper pitch turn, climbing above the defender. The trade-off between
airspeed and altitude provides the fighter with a burst of increased maneuverability. This allows the attacker to make
a smaller turn, correcting an overshoot, and to pull in behind the defender. Then, by returning to the defenders
plane, the attacker restores the lost speed while maintaining energy.
On a successful Opposed Test, the Defender will become the Attacker.
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.
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. If any of the Characters in this Maneuver fail with four or more Degrees of Failure, they must make a
Pilot Test, if they fail, they drop out of the maneuver and also begin to fly uncontrollably.
Any Pilot, during Scissor rolls, may attempt to break it with any other Maneuver, at a -10 to the next Scissor Opposed
Agility Test. If successful, they become the Attacker and begin the new Maneuver. If failed, they either stay or
become the Defender, but still continue the next Maneuver.
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, they keeps their
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.
Split S is a Maneuver that is used during combatting Scissor Maneuvers. If taken, the Pilot instantly becomes the
Defender, but is able to take up to a (X) degree angle change, where (X) is the vehicles Maneuverability, while flying
downward to gain momentum. Any Opponents that were in the Scissor Maneuver stays or becomes the Attacker,
but must make a Perception Roll to notice the instant change in direction. If they pass, they may then make a -20
Agility Test to attempt to stay on the tail of the Defender.
The Pilot makes a simple turn as a Half Action, to give the Attacker a -5 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 Aileron 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, or go straight forward without changing direction. If the
vehicle does not change direction during the Aileron Roll, it only gains a +10 to Evasion, instead. This maneuver may
not be Opposed, as it is a simple task to follow. A VTOL may not make this action.
ACTION
Full Action
Full Action
Half Action
Full Action
Full Action
Half Action
Full Action
Multiple Actions
Multiple Actions
Multiple Actions
Half Action
Half Action
Size
Human Fit
Mass
11.9 kg
Base 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
120 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
Head
14
Arms
15
Chest
16
Legs
14
Cloth/Titanium
Alloy
120 cR
Head
16
Arms
15
Chest
16
Legs
14
Size
Human Fit
Mass
11.9 kg
Base 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
120 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
EXO/Atmospheric
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
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
Size
Human Fit
Mass
12.2 kg
Base 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
120 cR
Human Fit
29 kg
Cloth/Titanium
Alloy
M53M1 Medic
UNSC BDU
Human Fit
16.1 kg
EUG-FRB2 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
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
34.8 kg
Cloth/Titanium
Alloy
120 cR
Head
15
Arms
16
Chest
17
Legs
16
Human Fit
12.7 kg
Cloth/Titanium
Alloy
24 cR
Human Fit
18.1 kg
Cloth/Titanium
Alloy
96 cR
Arms
16
Arms
16
Chest
17
Chest
16
Legs
16
Legs
15
EXO/Atmospheric
UNSC BDU
Head
15
Head
15
Officers
Upgraded UNSC
BDU
Communications
UNSC 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
Size
Human Fit
Mass
1900 kg
Max Speed
Half Move
Price
1200 cR
Head
7
Human Fit
1600 kg
Full Move
Human Fit
7.7 kg
Full Move
Size
Mass
Armor Toughness
Arms
7
Chest
7
Legs
7
Special Capability
This armor stacks on whatever is worn.
The suit is able to be run at users Half
Move. Suit gives +1 Mythic Strength.
1600 cR
Head
8
Arms
8
Chest
8
Legs
8
2000 cR
Head
10
Arms
10
Chest
10
Legs
10
MJOLNIR ARMORS
ARMOR
MJOLNIR Mark
IV Powered
Assault Armor
Mark IV
Special
Abilities
2.21m
Height
591 kg
Base Material
Titanium
Alloy
Temperature Regulation
Onboard Computer
Vacuum Regulation
Reactive Metal Liquid Crystals
Heads-Up Display
Onboard AI Construct
Upgrade
Biofoam Injector
Strength Modifier
Agility Modifier
+10
+1 Mythic
-+1 Mythic
Armor Toughness
Head
20
Arms
21
Chest
22
Legs
21
ARMOR
Size
Mass
538 kg
Base Material
MJOLNIR Mark
V Powered
Assault Armor
2.19m
Height
Titanium
Alloy
Mark V
Special
Abilities
Temperature Regulation
Onboard Computer
Vacuum Regulation
Reactive Metal Liquid Crystals
Personal Energy Shielding
Heads-Up Display
Onboard AI Construct
Upgrade
Biofoam Injector
ARMOR
Size
Mass
459 kg
+5
Armor Toughness
Head
Arms
Chest
Legs
20
21
22
21
+1 Mythic
+1 Mythic
Shield Integrity
60
Recharge Time
3
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. User takes half fall
damage.
Allows the users to see important battle statistics and information on the allies and enemies
nearby. Includes a radar.
Allows the integration of Smart AI technology with technical ports on the back of the helmets.
Base Material
2.19m
Height
Mark VI
Special
Abilities
Temperature Regulation
Onboard Computer
Titanium
Alloy
Vacuum Regulation
Reactive Metal Liquid Crystals
Improved Personal Energy
Shielding
Heads-Up Display
Improved Radar
Biofoam Injector
Agility Modifier
+15
When serious injuries are taken, the suit automatically stops bleeding by using Biofoam. Has
five uses before recharge between missions.
MJOLNIR Mark
VI Powered
Assault Armor
Onboard AI Construct
Upgrade
Battlenet HUB
Strength Modifier
Strength Modifier
Agility Modifier
+20
+10
Armor Toughness
Head
Arms
Chest
Legs
21
22
23
22
+2 Mythic
+2 Mythic
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. Plasma no longer deals
double Piercing damage to the Shields.
Allows the users to see important battle statistics and information on the allies and enemies
nearby. Includes a radar.
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 between missions.
ARMOR
Size
Mass
435 kg
Base Material
MJOLNIR Mark
VII Powered
Assault Armor
2m
Height
Titanium
Alloy
Mark V
Special
Abilities
Temperature Regulation
Onboard Computer
Vacuum Regulation
Reactive Metal Liquid Crystals
Improved Personal Energy
Shielding
Heads-Up Display
Onboard AI Construct
Upgrade
Improved Radar
Battlenet HUB
Nano Technology
Size
Mass
435 kg
2m
Height
Mark V
Special
Abilities
Temperature Regulation
Onboard Computer
Titanium
Alloy
Vacuum Regulation
Reactive Metal Liquid Crystals
Improved Personal Energy
Shielding
Heads-Up Display
Biofoam Injector
Nano Technology
+10
Armor Toughness
Head
Arms
Chest
Legs
20
21
22
21
+2 Mythic
+2 Mythic
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 deals
double Piercing damage to the Shields.
Allows the users to see important battle statistics and information on the allies and enemies
nearby. Includes a radar.
Allows the integration of Smart AI technology with technical ports on the back of the helmets.
Base Material
MJOLNIR
Generation II
Mark I
Onboard AI Construct
Upgrade
Improved Radar
Battlenet HUB
Agility Modifier
+20
Improved refresh rate and double the radar distance. Now includes Thermal sensors.
Allows the users to see important battle statistics and information on the allies and enemies
nearby. Includes a radar.
When serious injuries are taken, the suit automatically stops bleeding by using Biofoam. Has
five uses before recharge between missions.
When the suit toughness is damaged, the suit automatically begins repair process. Once a day,
the suit repairs 2 point of damage.
Biofoam Injector
ARMOR
Strength Modifier
Strength Modifier
Agility Modifier
+25
+15
Armor Toughness
Head
Arms
Chest
Legs
20
21
22
21
+2 Mythic
+2 Mythic
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 deals
double Piercing damage to the Shields.
Allows the users to see important battle statistics and information on the allies and enemies
nearby. Includes a radar.
Allows the integration of Smart AI technology with technical ports on the back of the helmets.
Improved refresh rate and double the radar distance. Now includes Thermal sensors.
Allows the users to see important battle statistics and information on the allies and enemies
nearby. Includes a radar.
When serious injuries are taken, the suit automatically stops bleeding by using Biofoam. Has
five uses before recharge between missions.
When the suit toughness is damaged, the suit automatically begins repair process. Once a day,
the suit repairs 2 point of damage.
Standard ODST
Battle Dress
Uniform
Special
Abilities
Size
1.9m
Height
Mass
27 kg
ARMOR
ODST/UA
Personal
Protection
Equipment
Special
Abilities
Size
2m
Height
Mass
39 kg
Rucksack
UU PPE Demolitions Armor
ARMOR
Size
1.9m
Height
Mass
25 kg
ARMOR
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. 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.
An armored M/LBE Hard Case armored backpack.
Base Material
Armor Toughness
Head
18
Arms
17
Chest
19
Legs
17
Kevlar Undersuit
Temperature Regulator
Vacuum Regulator
Sharp Shooter
ODST Battle
Dress Uniform
Special
Abilities
Base Material
Size
Mass
ODST ONI/S-1
Recon Battle
Dress Uniform
1.9m
Height
27 kg
Special
Abilities
.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.
An armored M/LBE Hard Case armored backpack.
Extra titanium-alloy and ceramic-titanium composite plating used for Demolition experts and
plasma protection.
Base Material
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.
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.
Base Material
Armor Toughness
Head
16
Arms
16
Chest
18
Legs
16
Kevlar Undersuit
Temperature Regulator
Vacuum Regulator
Rucksack
Specialized ODST S1/ONI FF
.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.
An armored M/LBE Hard Case armored backpack.
Specialized chest piece that allows for stealth capabilities. +20 to any camouflage Test.
ARMOR
Size
Mass
UVH-BA ODST
Battle Dress
Uniform
1.9m
Height
25 kg
Special
Abilities
Base Material
Armor Toughness
Head
15
Arms
16
Chest
16
Legs
16
Kevlar Undersuit
Temperature Regulator
Vacuum Regulator
Rucksack
Hybrid Black-Surface paneling
.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.
An armored M/LBE Hard Case armored backpack.
This pitch-black suit gives +10 to Camouflage when in darkness.
INFILTRATION ARMORS
ARMOR
UNSC Black
Body Suit
Size
Human
Fit
Mass
7 kg
Base Material
Armor Toughness
Head
10
Arms
10
Chest
10
Legs
10
Special
Abilities
ARMOR
Mark I SemiPowered
Infiltration
Armor
Special
Abilities
Size
2.10m
Height
Mass
57 kg
ARMOR
Mark II SemiPowered
Infiltration
Armor
Special
Abilities
Size
2.10m
Height
Mass
53 kg
.Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes
HUD systems and radars.
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. 1 hour of usable oxygen.
This pitch-black suit gives +10 to Camouflage when in darkness.
Base Material
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 user from thermal scanners.
Base Material
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 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. +50
Camouflage
Hides the user from thermal scanners, but not from VISR.
ARMOR
Size
Mass
Semi-Powered
Headhunter
Variant Armor
2.10m
Height
59 kg
Special
Abilities
Base Material
Liquid Nanocrystals
Temperature Regulator
Vacuum Regulator
Oxygen Recycler
Photo-Reactive Panels
Thermal Cooling
Shielding Power Consumption
Armor Toughness
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 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. +50
Camouflage
Hides the user from thermal scanners, but not from VISR.
When camouflage is in use, shield integrity and shield recharge is halved until the camouflage
is recharged completely.
Size
Mass
Base Material
Price
Armor Toughness
Special Capability
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
120 cR
Head
11
Arms
12
Chest
12
Legs
11
Mobility-boosting Exo-lining. +5 to
Agility, +15 Evasion
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
120 cR
Head
12
Arms
12
Chest
12
Legs
12
Mobility-boosting Exo-lining. +5 to
Agility, +15 Evasion
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
Alloy
250 cR
Head
19
Arms
17
Chest
19
Legs
15
EXO/Atmospheric
INSURRECTIONIST
BDU
Human Fit
17.5 kg
Cloth/Titanium
Alloy
96 cR
Head
14
Arms
15
Chest
16
Legs
15
Special Capability
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
15
15
17
Legs
16
Special Capability
Ignores a single point of Pierce Damage to
armor from Plasma weaponry.
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
120
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
Police Special
Response SWAT
Armor (BDU)
Armor Toughness
Special Capability
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
Human
Fit
7.7 kg
23 cR
Head
12
Arms
11
Chest
13
Legs
11
Size
Sangheili
fit
Mass
59 kg
Sangheili Major
Combat Harness
Sangheili
fit
59 kg
Sangheili
fit
59 kg
Sangheili Ultra
Combat Harness
Sangheili
fit
59 kg
Sangheili Honor
Guard Harness
Sangheili
fit
59 kg
Sangheili Zealot
Combat Harness
Sangheili
fit
59 kg
Arbiter Combat
Harness
Arbiter
Fit
34 kg
Shield
Integrity
50
Shield
Integrity
50
Shield
Integrity
35
Shield
Recharge
Time
3
Recharge
Time
2
Recharge
Time
3
Recharge
Rate
10
Recharge
Rate
10
Recharge
Rate
10
Shield
Integrity
50
Shield
Integrity
60
Shield
Integrity
60
Shield
Integrity
50
Recharge
Time
2
Recharge
Time
1
Recharge
Time
2
Recharge
Time
3
Recharge
Rate
10
Recharge
Rate
10
Recharge
Rate
10
Recharge
Rate
10
Price
130 cR
Head
16
Armor Toughness
Arms
Chest
16
18
Special Capability
Legs
16
230 cR
Head
16
Arms
17
Chest
18
Legs
17
450 cR
Head
16
Arms
15
Chest
18
Legs
16
680 cR
Head
17
Arms
18
Chest
19
Legs
18
1790 cR
Head
19
Arms
20
Chest
21
Legs
20
1790 cR
Head
20
Arms
21
Chest
24
Legs
21
--
Head
17
Arms
16
Chest
17
Legs
16
Built in Covenant
Camouflage
system. If
cloaked,
Recharge Time is
increased to 4.
Size
Hull Material
Kig-Yar fit
Mass
13 kg
Kig-Yar Major
Combat Harness
Kig-Yar fit
13 kg
Sangheili
Metallics
93 cR
Kig-Yar Zealot
Combat Harness
Kig-Yar fit
13 kg
Sangheili
Metallics
Kig-Yar Sniper
Combat Harness
Kig-Yar fit
13 kg
Kig-Yar Murmillo
Combat Harness
Kig-Yar fit
Kig-Yar
Commando
Harness
Kig-Yar Spec-Ops
Harness
Kig-Yar Champion
Combat Harness
Sangheili
Metallics
Price
23 cR
Armor Toughness
Special Capability
Head
13
Head
14
Arms
15
Arms
16
Chest
16
Chest
18
Legs
13
Legs
16
423 cR
Head
17
Arms
19
Chest
20
Legs
18
Sangheili
Metallics
93 cR
Sangheili
Metallics
93 cR
Arms
14
Arms
16
Chest
17
Chest
14
Legs
13
Legs
16
13 kg
Head
12
Head
15
Kig-Yar fit
13 kg
Sangheili
Metallics
220 cR
Head
16
Arms
16
Chest
16
Legs
16
Kig-Yar fit
13 kg
Sangheili
Metallics
800 cR
18 kg
Sangheili
Metallics
723 cR
Arms
15
Arms
18
Chest
16
Chest
21
Legs
14
Legs
18
Kig-Yar fit
Head
15
Head
19
Hull Material
Unggoy fit
Mass
9 kg
Unggoy Major
Combat Harness
Unggoy fit
9 kg
Sangheili
Metallics
45 cR
Unggoy Heavy
Combat Harness
Unggoy fit
12 kg
Sangheili
Metallics
86 cR
Unggoy Ultra
Combat Harness
Unggoy fit
9 kg
Sangheili
Metallics
95 cR
Size
Sangheili
Metallics
Price
23 cR
Armor Toughness
Special Capability
Head
11
Head
12
Arms
13
Arms
13
Chest
14
Chest
15
Legs
13
Legs
14
Head
12
Head
12
Arms
14
Arms
14
Chest
17
Chest
18
Legs
16
Legs
16
Size
Huragok
special fit
Mass
Explosive
Price
18 kg
Explodes:
3D10+4
Explosive(6)
Kill(2)
130 cR
Mass
16 kg
Hull Material
Armor Toughness
Head
19
Arms
9
Chest
21
Special Capability
Legs
6
Size
Jiralhanae
fit
Jiralhanae Major
Combat Harness
Jiralhanae
fit
16 kg
Sangheili
Metallics
45 cR
Jiralhanae Ultra
Combat Harness
Jiralhanae
fit
16 kg
Sangheili
Metallics
75 cR
Jiralhanae
Captain Major
Harness
Jiralhanae
Captain Ultra
Harness
Jiralhanae
Chieftain
Harness
Jiralhanae
fit
16 kg
Sangheili
Metallics
Jiralhanae
fit
16 kg
Jiralhanae
fit
16 kg
Sangheili
Metallics
Price
25 cR
Armor Toughness
Special Capability
Head
9
Arms
9
Chest
11
Legs
9
Head
9
Head
10
Arms
10
Arms
11
Chest
12
Chest
13
Legs
10
Legs
11
90 cR
Head
11
Arms
12
Chest
13
Legs
12
Sangheili
Metallics
100 cR
Head
12
Arms
13
Chest
14
Legs
13
Sangheili
Metallics
500 cR
Head
14
Arms
15
Chest
16
Legs
15
Shield
Integrity
40
Recharge
Time
3
Recharge
Rate
10
Size
Mass
Jiralhanae
Minor Armor
Jiralhanae
special fit
19 kg
Shield
Integrity
25
Recharge
Time
3
Shield
Recharge
Rate
10
Jiralhanae
Major Armor
Jiralhanae
special fit
19 kg
Shield
Integrity
30
Recharge
Time
3
Recharge
Rate
10
Jiralhanae
Stalker
Armor
Jiralhanae
special fit
19 kg
Shield
Integrity
20
Recharge
Time
3
Jiralhanae
Bodyguard
Armor
Jiralhanae
special fit
19 kg
Shield
Integrity
40
Jiralhanae
Captain
Major Armor
Jiralhanae
special fit
19 kg
Jiralhanae
Captain Ultra
Armor
Jiralhanae
special fit
Jiralhanae
Chieftain
Armor
Jiralhanae
War
Chieftain
Armor
Price
35 cR
Armor Toughness
Special Capability
-5 Agility when worn.
Head
10
Arms
10
Chest
11
Legs
10
60 cR
Head
11
Arms
11
Chest
12
Legs
11
Recharge
Rate
10
150 cR
Head
12
Arms
10
Chest
10
Legs
10
Recharge
Time
3
Recharge
Rate
10
110 cR
Head
13
Arms
16
Chest
17
Legs
16
Built-in Covenant
Camouflage System.
Helmet counts as
having VISR.
-10 Agility when worn.
Shield
Integrity
50
Recharge
Time
3
Recharge
Rate
10
150 cR
Head
13
Arms
14
Chest
15
Legs
13
19 kg
Shield
Integrity
50
Recharge
Time
2
Recharge
Rate
10
190 cR
Head
14
Arms
15
Chest
16
Legs
15
Jiralhanae
special fit
19 kg
Shield
Integrity
50
Recharge
Time
2
Recharge
Rate
20
750 cR
Head
16
Arms
16
Chest
17
Legs
15
Jiralhanae
special fit
19 kg
Shield
Integrity
60
Recharge
Time
2
Recharge
Rate
20
1150
cR
Head
17
Arms
18
Chest
19
Legs
18
Hunter Armor
ARMOR
Hunter Armor
Called Shots
Size
Mass
779 kg
Hunter
Fit
Price
1090 cR
Armor Toughness
Head
34
Arms
33
Chest
45
Explosives Damage
Size
Hunter Arm
Fit
Mass
150 kg
Hull Material
Mgalekgolo
Metallics
Price
260 cR
Armor Toughness
Arms
45
Mass
4 kg
Hull Material
Jiralhanae Sealed
Suit
4 kg
Sangheili
Metallics
41 cR
Unggoy Sealed
Suit
2 kg
Sangheili
Metallics
41 cR
Kig-Yar Sealed
Suit
3 kg
Sangheili
Metallics
41 cR
Yanmee Sealed
Suit
3 kg
Sangheili
Metallics
41 cR
Huragok Sealed
Suit
3 kg
Sangheili
Metallics
41 cR
Mgalekgolo
Sealed Suit
18 kg
Sangheili
Metallics
41 cR
Sangheili
Metallics
Price
41 cR
Armor Toughness
Special Capability
Head
2
Arms
0
Chest
1
Legs
0
Head
2
Head
2
Arms
0
Arms
0
Chest
1
Chest
1
Legs
0
Legs
0
Head
2
Head
2
Arms
0
Arms
0
Chest
1
Chest
1
Legs
0
Legs
0
Head
2
Head
2
Arms
0
Arms
0
Chest
1
Chest
1
Legs
0
Legs
0
UA/Base Defense
UA/Multi-Threat
HP/Halo
HP/Parafoil
Collar/Grenadier
Collar/Breacher
Assault/Commando
Assault/Sapper
Tactical/Softcase
Docking Cable
Designed to increase combat efficiency of Soldiers, this adds three rectangular Tactical
Hardcases to the Abdomen.
Intended for longer duration covert operations. This Permutation adds six Tactical
Softcases across the Chest piece.
When stealth is required, everything counts. This Permutation adds a Ghillie Cloak to the
armor. Can be used in addition to any other Chest and Back Permutations
This Permutation adds an armored play with two Tactical Hardcases over the abdomen of
the armor. Gives +1 Chest Armor. Weighs 3kg.
This Permutation borrows from the ODST, and adds an armored plating of an ODST BDU
over the top plate. Cannot be used on ODST Battle Dress Uniforms. +2 Chest Armor, weighs
5kg.
Allows for extra storage for 2 40mm Grenades or Hand Grenades, and gives +1 Armor to
the Chest. Weighs 3kg.
This dangerous addition adds storage for 10 40mm Grenades or Hand Grenades, and adds
+1 to the Chest Armor. Weighs 3kg.
Deployment equipment specialty that adds two large plates of Titanium-A over the
standard armor as well as a venting shaft underneath the plating. +5 to parachute and
jump-gear use, and adds storage for 10 40mm Grenades or Hand Grenades. Mjolnir Only.
This chest piece has two hard points for supporting suspenders that are used to attach to
the G-25 PAS Parafoil, or to anything else you can imagine.
This armor Permutation was the original testbed for Mjolnir Shield Technology, which has
been updated to increase the shielding of Mjolnir armors. This Permutation gives +5 to the
maximum Energy Shield Strength.
This armor variant addition adds a heavy collar to the chestplate, and gives room to store
7 Shotgun Shells. +1 Armor for the Chest, and any sublocations of the lower-head.
The Commando Permutation adds a medium-range Radio Transmitter and a Tactical
Hardcase. This also adds a large Tactical Softcase backpack on the back.
This Permutation adds an additional 10 40mm Grenades or Hand Grenades to be stored.
Can be swapped out with a variant that contains four Hardcases (two on each side).
This Large Tactical Softcase can hold up to 7 Magazines, grenades, or the size equivalent.
This additive is placed on the lower back of the armor near the waist that holds a cable
used to tether down the Spartan so they do not drift away in space or in vacuums. This
cable is able to withstand weights of up to 12,000kg, and is stackable with any other Lower
Back Permutation.
Tactical/Softcase
Tactical/Trauma Kit
UA/NxRA
UA/Chobham
Adds an Extra-Large Tactical Hardcase to the outer thigh. Able to store computing
information, and has an auto-charging station built in. Room for 5 Magazines, grenades,
or an equivelant.
Adds an Extra-Large Tactical Softcase to the outer thigh. Able to store computing
information, and has an auto-charging station built in. Room for 5 Magazines, grenades,
or an equivelant.
Specialized storage for medical equipment. Holds two cans of Bio-Foam and a single SelfAdhering Battle Dressing.
This Permutation adds a plate of non-explosive reactive armor to the thigh. +1 Armor when
struck in the Thigh Sublocation.
This adds a slam of Clobham Composite Armor to the thigh. +1 Armor when struck in the
Thigh Sublocation.
HARDPOINT
LOCATION
Abdomen
COST
Chest
Rear Chest
Abdomen
Chest and Abdomen
Rear Chest
Chest/Abdomen
Chest
Chest/Lower Back
Chest
Lower Back
Lower Back
HARDPOINT
LOCATION
Outer Thigh
Outer Thigh
Outer Thigh
Thigh
Thigh
COST
A wrist-mounted armored Datapad or TacPad. Striking this counts as striking the arm
armor of the Arm location.
Adds a Universal GPS System in a reinforced housing to the wrist. Striking the UGPS counts
as having armor of the Arm Location.
Extra armor is added to the forearms. +1 Armor when struck in the Forearm Sublocation.
This Permutation adds a bandolier to the Forearm that holds 6 Shotgun Shells, or 10 Rifle
Rounds.
Large Pauldron
The Sniper Permutation adds storage space for three Rifle Rounds, or Two Shotgun Shells.
This Shoulder Permutation improves midair maneuverability with specialized mini-jump
jets and restraints. Gives the user +10 to Evasion, Maneuvering, and Stunting using a
jetpack. ODST and Mjolnir only.
Any large Shoulder Permutation is designed to increase protection offered on the Shoulder
location, offering slight protection to the head when struck from the side.
CNM
HUL
RS
UA
Rebreather Unit
This Attachment adds an IR lamp, IR Laser, and Night Vision Device to your helmet,
allowing for half penalties to be taken in Darkness.
The CBRN acronym stands for Chemical, Biological, Radiological, Nuclear; Pronounced CBurn. This module Scans for dangerous chemicals and radioactive materials, or any other
airborne or grounded contaminant. The CBRN Module also acts as an S90 Gas Mask.
The Command Network Module (CNM) allows you to access the UNSC or Insurrectionist
Command and Control channels.
The Hardened Uplink Module (HUL) is able to cut through atmospheric interference and
light ECM and EMP interference to get calls through to Command.
This Permutation, a Remote Sensor (RS) contains a Helmet Recorder with a variable Zoom
Scope with 2x to 20x magnification. Offers improved video quality and zooming
capabilities to any UNSC/Insurrectionist helmet recording device.
The UA Attachment Permutation offers extra armor to the Helmet. This gives +1 Armor to
the Head. Weighs +1 KG. This Permutation can be used with any other Helmet
Attackments.
The Rebreather Unit acts as an S90 Gas Mask. Attaches to the jowl of the helmet.
HARDPOINT
LOCATION
Wrist
COST
Wrist
Forearm
Forearm
HARDPOINT
LOCATION
Selected Shoulder
Both Shoulders
COST
Selected Shoulders
HARDPOINT
LOCATION
Helmet Front
Helmet Jaw and
Side
Helmet Left or Right
Helmet Left or Right
Helmet Left or Right
Helmet
Helmet Jaw
COST
ARMOR ABILITY
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]
ARMOR ABILTILES
BENEFIT
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 thrusts in their chosen direction. The thrust is initiated with a small jump to gain
momentum, as theyre sent further in that direction. Thrusting sends the user their Full Move in meters.
This also gives the Character a +10 to any Evasion during that Round. The Thruster has a two Half Action
Recharge Time after each use.
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 Tag. 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 it is 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 30-(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 10
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 5 of the charge. When not being used, the
Jetpack charges 10 per Round. (X) is equal to +1 for every 100kg the user weighs and has on him. When in
zero gravity, the usable weight is multiplied by 10.
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 10
of its charge of its 100. When not being used, the Jetpack charges 10 per Round. (X) is equal to +2 for every
120kg the user weighs and has on him. When in zero gravity, the usable weight is multiplied by 10.
WEIGHT
2.7 kg
Cost
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+)
Crew
30
Bottom
5
TECHNICAL SPECIFICATIONS
3.2 Meters
1.8 Meters
1.9 Meters
896 KG
40 MPT
40 MPT
52 MPT
104 MPT (95 KM/h)
70
One Operator
One Passenger
Titanium, Carbon Nanotube
60
Front
Back Side Top
3
3
4
3
200 cR
Bottom
2
TECHNICAL SPECIFICATIONS
4.2 Meters
3.2 Meters
3 Meters
2.5 Metric Tons
20 MPT
40 MPT
80 MPT
160 MPT (145 KM/h)
45
Driver (1) Gunner (1)
Passenger (1)
Ballistic Polycarbonate, Titanium, Carbon
Nanotube,
75
Wep
Mob
Eng
Op
Crew
20
18
50
30
30
Front
Back
Side
Top
Bottom
9
8
9
6
6
180-Degree rotation per turn.
750 cR
They are
They are
ARMAMENT VARIANT
T261 Lucifer Arm-Mounted Gun
LAU-1810/SGM-151
Melee Attack (1D10+Strength Mod Pierce 5)
Crew
20
Bottom
15
18
ARMAMENT VARIANT: M1
M638 Autocannon on Left Shoulder
M460 Automated Grenade Launcher on Right Shoulder
+100 cR cost
ARMAMENT VARIANT: M1
Anti-Ballistics Shield (3 meters tall variant)
M638 Autocannon for non-lethal ammunitions
They are
HRUNTING/YGGDRASIL Mantis
WALKER TECHNICAL SPECIFICATIONS
Length
2 Meters
Width
3.8 Meters
Height
4.8 Meters
Mass
12 Metric Tons
Strength
180
Agility
65
Evasion
55
Crew
One Operator
Neural Interface NI-Capable Link
Hull Material
Ceramic Titanium Armor
Hull Integrity
250
Break Points
Wep Mob Eng
Op
Crew
20
40
30
30
40
Shield Rating
120
Recharge Time
2
Recharge Rate
10
Hull Toughness
Front Back Side Top Bottom
17
17
17
17
13
Leg Toughness
20
20
20
20
16
Top Body Turn
180-Degree rotation per turn.
Price
1320 cR
ARMAMENT VARIANT
M655 Heavy Machine Gun
M5920 Surface-to-Ground Missile Launcher
Mantis Stomp Attack (3D10+Strength Mod Pierce 5)
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Breaking
Max Speed
Maneuverability
Crew
Complement
Hull Material
Hull Integrity
Break Points
Hull Toughness
Turret Turn Rate
Track Turn Rate
Price
TECHNICAL SPECIFICATIONS
15.6 Meters
9 Meters
7.2 Meters
83 Metric Tons
10 MPT
38 MPT
48 MPT
48 MPT (44 KM/h)
10
One Operator with Neural Interface
Up to six Passengers
Ceramic Titanium Armor
670
Wep
Mob Eng
Op
Crew
70
40
40
50
50
Front
Back Side
Top
Bottom
42
28
32
20
18
90-Degree rotation per turn.
25-Degree rotation per turn.
5630 cR
ARMAMENT VARIANT
Zeus 320mm Plasma Cannon
Crew
50
Bottom
50
Crew
50
Bottom
50
ARMAMENT VARIANT
ARMAMENT VARIANT
Two M310 120mm Smooth-bore High-Velocity Cannons
M247 Medium Machine Gun
TECHNICAL SPECIFICATIONS
7.9 Meters
4.4 Meters
3.5 Meters
12 Metric Tons
15 MPT
20 MPT
25 MPT
72 MPT (65 KM/h)
20
One Operator
Two Gunner
Complement
Up to Two Passengers
Hull Material
Ceramic Titanium Armor
Hull Integrity
150
Break Points
Wep
Mob Eng Op
20
25
40
20
Hull Toughness
Front Back Side Top
30
18
20
20
Turret Turn Rate
45-Degree rotation per turn.
Price
1240 cR
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Breaking
Max Speed
Maneuverability
Crew
ARMAMENT VARIANT
M260 Multiple Launch Rocket System
XM511 Heavy Grenade Launcher
Crew
30
Bottom
12
18200 cR
ARMAMENT VARIANT
Two M79 Multiple Launch Rocket System
MAC Cannon Mark 2457
Crew
30
Bottom
12
Crew
50
Bottom
8
ARMAMENT VARIANT
X23 Non-Nuclear Electromagnetic Pulse Cannon
TECHNICAL SPECIFICATIONS
11.8 Meters
3.9 Meters
4.3 Meters
31 Metric Tons
15 MPT
25 MPT
30 MPT
76 MPT (70 KM/h)
40
One Operator, One Gunner
Passengers (9)
Ceramic Titanium Armor
165
Wep
Mob Eng
Op
50
30
40
40
Hull Toughness
Front
Back Side Top
42
38
38
20
Main Turret
45-Degree rotation per turn.
Turn Rate
Price
1900 cR
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Breaking
Max Speed
Maneuverability
Crew
Complement
Hull Material
Hull Integrity
Break Points
ARMAMENT VARIANT
M247 Medium Machine Gun
Two M638 Autocannons
ARMAMENT VARIANT
M247 Medium Machine Gun
Two M68 Guass Cannons
Cost: 2600 cR
Crew
30
Bottom
20
AV-14 Hornet
V-TOL TECHNICAL SPECIFICATIONS
Length
7.1 Meters
Width
8.4 Meters
Height
4.6 Meters
Mass
5 Metric Tons
Meters Per Turn 50 MPT
Acceleration
100 MPT
Breaking
80 MPT
Max Speed
200 MPT (180 KM/h)
Maneuverability 90
Targeting
3
Targeting Range 900 Meters
Neural Interface NI-Capable Link
Crew
One Operator
Complement
Personnel (2)
Hull Material
Ceramic Titanium Armor
Hull Integrity
75
Break Points
Wep
Mob Eng
Op
20
40
30
18
Hull Toughness
Front
Back Side Top
9
8
8
7
Price
ACC-220 Vulture
Crew
25
Bottom
8
1220 cR
ARMAMENT VARIANT
Two Class-2 Guided Munitions Launch Systems
Nose-Mounted GUA-23/AW/Linkless Feed Autocannon
Crew
30
Bottom
29
ARMAMENT VARIANT
Six A-74 Sylyver Vertical Missile Launchers
Four GUA-23/AW/Linkless Feed Autocannons
Nose-Mounted M6 Grindel
Two Lateral rail Turrets
Dorsal AIE-486H HMG Turret
Price: 9300
D82-EST Darter
Crew
25
Bottom
25
2100 cR
TECHNICAL SPECIFICATIONS
Length
26.8 Meters
Width
16.1 Meters
Height
11.5 Meters
Mass
9 Metric Tons
Meters Per Turn 200 MPT
Acceleration
250 MPT
Breaking
100 MPT
Max Speed
2720 MPT (2450 KM/h)
Maneuverability 85
Targeting
1
Targeting Range 500 Meters
Crew
Pilot (1) Co-Pilot (1)
Complement
Cargo Bay
Hull Material
Ceramic Titanium Armor
Hull Integrity
84
Break Points
Wep
Mob Eng
20
30
30
Hull Toughness
Front
Back Side
15
16
14
Price
1520 cR
Op
20
Top
16
Crew
25
Bottom
18
AV-22 Sparrowhawk
V-TOL TECHNICAL SPECIFICATIONS
Length
16 Meters
Width
9.6 Meters
Height
5.4 Meters
Mass
5 Metric Tons
Meters Per Turn 100 MPT
Acceleration
250 MPT
Breaking
200 MPT
Max Speed
776 MPT (700 KM/h)
Maneuverability 75
Targeting
4
Targeting Range 2200 Meters
Crew
One Operator
Complement
Personnel (2)
Hull Material
Ceramic Titanium Armor
Hull Integrity
74
Break Points
Wep
Mob Eng
Op
20
40
30
20
Hull Toughness
Front
Back Side Top
9
8
8
7
D96-TCE Albatross
TECHNICAL SPECIFICATIONS
36.8 Meters
19.3 Meters
22.5 Meters
19 Metric Tons
200 MPT
250 MPT
100 MPT
2720 MPT (2450 KM/h)
90
1
400 Meters
Pilot (1) Co-Pilot (1)
Cargo Bay
Ceramic Titanium Armor
154
Wep
Mob Eng
20
30
30
Hull Toughness
Front
Back Side
19
20
14
Price
1710 cR
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Breaking
Max Speed
Maneuverability
Targeting
Targeting Range
Crew
Complement
Hull Material
Hull Integrity
Break Points
Price
4875 cR
ARMAMENT VARIANT
Nose-Mounted M6 Grindell
Two GUA-23/AW/Linkless Feed Autocannon
Op
20
Top
20
Crew
25
Bottom
22
Crew
30
Bottom
8
UH-144 Falcon
V-TOL TECHNICAL SPECIFICATIONS
Length
11.4 Meters
Width
10 Meters
Height
5.7 Meters
Mass
8.5 Metric Tons
Meters Per Turn 40 MPT
Acceleration
90 MPT
Breaking
100 MPT
Max Speed
264 MPT (240 KM/h)
Maneuverability 75
Targeting
3
Targeting Range 750 Meters
Crew
Operator (1) Gunner (2)
Complement
Personnel (4)
Hull Material
Ceramic Titanium Armor
Hull Integrity
90
Break Points
Wep
Mob Eng
Op
20
20
30
20
Hull Toughness
Front
Back Side Top
12
10
11
11
Price
Crew
20
Bottom
10
1230 cR
TECHNICAL SPECIFICATIONS
27.3 Meters
35.3 Meters
5.4 Meters
6 Metric Tons
500 MPT
1200 MPT
1000 MPT
3556 MPT (3200 KM/h)
120
6
1200 Meters
One Operator
System Technician (1)
Ceramic Titanium Armor
92
Wep
Mob Eng
40
40
40
Hull Toughness
Front
Back Side
9
8
8
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Breaking
Max Speed
Maneuverability
Targeting
Targeting Range
Crew
Complement
Hull Material
Hull Integrity
Break Points
Price
2300 cR
ARMAMENT VARIANT
M638 Autocannon
Two Side-Mounted M460 Automatic Grenade Launchers
Op
40
Top
7
Crew
40
Bottom
8
TECHNICAL SPECIFICATIONS
63.3 Meters
75.3 Meters
12.8 Meters
33 Metric Tons
500 MPT
1000 MPT
800 MPT
4888 MPT (4400 KM/h)
170
7
4000 Meters
NI-Capable Link
One Operator
System Technician (1) Navigator (1) Passanger (4)
Ceramic Titanium Armor
188
Wep
Mob
Eng
Op
Crew
50
50
40
50
30
Front
Back
Side
Top
Bottom
19
18
18
17
18
9590 cR
ARMAMENT VARIANT
M9109 ASW/AC 50mm MLA
Shiva-Class Nuclear Missile Launcher OR Moray Space Mine System
Price
990 cR
F-41 Broadsword
Skyhawk
TECHNICAL SPECIFICATIONS
17.3 Meters
15.3 Meters
5.6 Meters
6 Metric Tons
700 MPT
1500 MPT
500 MPT
2108 MPT (1900 KM/h)
100
5
1200 Meters
One Operator
System Technician (1)
Ceramic Titanium Armor
120
Wep
Mob Eng
40
40
40
Hull Toughness
Front
Back Side
12
11
11
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Breaking
Max Speed
Maneuverability
Targeting
Targeting Range
Crew
Complement
Hull Material
Hull Integrity
Break Points
Price
990 cR
ARMAMENT VARIANT
Four 50mm Cannons
102mm AT-M Launcher
Op
40
Top
10
Crew
40
Bottom
12
TECHNICAL SPECIFICATIONS
Length
17 Meters
Width
13.1 Meters
Height
6.2 Meters
Mass
8.6 Metric Tons
Meters Per Turn 500 MPT
Acceleration
1000 MPT
Breaking
1000 MPT
Max Speed
4332 MPT (3900 KM/h)
Maneuverability 210
Targeting
8
Targeting Range 3200 Meters
Neural Interface NI-Capable Link
Crew
One Operator
Shield Rating
100
Recharge Time
2
Recharge Rate
10
Hull Material
Ceramic Titanium Armor
Hull Integrity
200
Break Points
Wep
Mob Eng
50
50
40
Hull Toughness
Front
Back Side
12
11
11
Price
Op
50
Top
10
3990 cR
ARMAMENT VARIANT
Two M1075 ASW/AC 35mm MLA
Two M6088 ST/MMP
Crew
40
Bottom
12
YSS-1000 Sabre
TECHNICAL SPECIFICATIONS
Length
24.6 Meters
Width
18.9 Meters
Height
6.7 Meters
Mass
8.9 Metric Tons
Meters Per Turn 500 MPT
Acceleration
2000 MPT
Breaking
1500 MPT
Max Speed
3888 MPT (3500 KM/h)
Targeting
7
Targeting Range 3200 Meters
Maneuverability 210
Neural Interface NI-Capable Link
Crew
Operator (1) Assistant (1)
Shield Rating
80
Recharge Time
2
Recharge Rate
10
Hull Material
Ceramic Titanium Armor
Hull Integrity
170
Break Points
Wep
Mob Eng
50
50
40
Hull Toughness
Front
Back Side
12
12
10
Price
Top
50
Top
9
3192 cR
ARMAMENT VARIANT
ST/Medusa Missile Launch System
2 M1024 ASW/AC 30mm MLA
Crew
40
Bottom
10
Crew
12
Bottom
5
TECHNICAL SPECIFICATIONS
Length
4.2 Meters
Width
3.2 Meters
Height
3 Meters
Mass
2.5 Metric Tons
Meters Per Turn 20 MPT
Acceleration
40 MPT
Breaking
80 MPT
Max Speed
138 MPT (125 KM/h)
Maneuverability 45
Crew
Driver (1)
Complement
Passenger (1)
Hull Material
Polycarbonate with Titanium Frame
Hull Integrity
79
Break Points
Wep
Mob Eng
Op
Crew
10
10
30
20
30
Hull Toughness
Front Back Side Top Bottom
9
8
9
6
6
Price
800 cR
TECHNICAL SPECIFICATIONS
6.2 Meters
1.3 Meters
1.3 Meters
1 Metric Tons
17 MPT
60 MPT
45 MPT
200 MPT (180 KM/h)
35
One Operator
One Passanger
Steel Framing
60
Wep
Mob Eng
Op
10
10
20
18
Front Back Side Top
3
4
2
3
500 cR
Crew
20
Bottom
5
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Breaking
Max Speed
Maneuverability
Crew
Complement
Hull Material
Hull Integrity
Break Points
Hull Toughness
Price
TECHNICAL SPECIFICATIONS
4.7 Meters
1.8 Meters
1.4 Meters
1.65 Metric Tons
50 MPT
70 MPT
60 MPT
300 MPT (270 KM/h)
45
One Operator
One Passanger
Titanium Framing
50
Wep
Mob Eng
Op
10
14
20
20
Front Back Side Top
4
3
3
2
900 cR
Crew
20
Bottom
3
TECHNICAL SPECIFICATIONS
6.1 Meters
2.1 Meters
2.6 Meters
1 Metric Tons
7 MPT
5 MPT
5 MPT
18 MPT (16 KM/h)
15
One Operator
Titanium Framing
60
Wep
Mob Eng
Op
10
10
10
10
Front Back Side Top
7
8
5
2
200 cR
Crew
10
Bottom
8
TECHNICAL SPECIFICATIONS
Length
6.2 Meters
Width
3.1 Meters
Height
2.4 Meters
Mass
2.5 Metric Tons
Meters Per Turn 16 MPT
Acceleration
50 MPT
Breaking
50 MPT
Max Speed
138 MPT (125 KM/h)
Maneuverability 35
Crew
Driver (1)
Complement
Passenger (1)
Hull Material
Polycarbonate with Titanium Frame
Hull Integrity
63
Break Points
Wep
Mob Eng
Op
Crew
10
18
20
20
20
Hull Toughness
Front Back Side Top Bottom
9
8
9
6
6
Price
500 cR
TECHNICAL SPECIFICATIONS
4.5 Meters
1.9 Meters
1.5 Meters
1.5 Metric Tons
40 MPT
75 MPT
55 MPT
300 MPT (270 KM/h)
35
One Operator
One Passanger
Steel Framing
51
Wep
Mob Eng
Op
10
14
16
18
Front Back Side Top
3
4
2
3
250 cR
Crew
20
Bottom
5
TECHNICAL SPECIFICATIONS
4.2 Meters
3.9 Meters
3 Meters
560 KG
30 MPT
40 MPT
35 MPT
132 MPT (120 KM/h)
45
+30 MPT Max Speed
Driver (1)
Sangheili Metallics
120
Wep
Mob
Eng
Op
40
30
30
20
Front
Back
Side
Top
18
8
9
6
840 cR
Chopper
Length
Width
Height
Meters Per Turn
Acceleration
Breaking
Max Speed
Boost
Maneuverability
Crew
Hull Material
Hull Integrity
Break Points
Crew
20
Bottom
6
Hull Toughness
cR Price
TECHNICAL SPECIFICATIONS
6.5 Meters
2.3 Meters
2.9 Meters
25 MPT
25 MPT
25 MPT
100 MPT (90 KM/h)
+20 MPT Max Speed
35
Driver (1)
Tungsten-Alloy
190
Wep
Mob
Eng
Op
40
50
20
15
Front
Back
Side
Top
14
13
13
14
940 cR
Crew
25
Bottom
12
TECHNICAL SPECIFICATIONS
14 Meters
2.1 Meters
3.3 Meters
69.75 Metric Ton
5 MPT
10 MPT
25 MPT
76 MPT (70 KM/h)
20
Driver (1) Gunner (1)
Passengers (8)
Sangheili Metallics
136
Wep
Mob
Eng
Op
40
40
50
50
Front
Back
Side
Top
27
12
18
16
1640 cR
Type-30 Locust
Length
Width
Height
Mass
Strength
Agility
Evasion
Crew
Hull Material
Hull Integrity
Break Points
Crew
50
Bottom
10
Hull Toughness
Leg Toughness
cR Price
Back
10
20
Side
10
20
Top
9
15
Focus Cannon
Melee Attack (2D10 + Strength Mod)
Crew
50
Bottom
9
15
Type-47 Scarab
WALKER TECHNICAL SPECIFICATIONS
Length
48.6 Meters
Width
48.3 Meters
Height
38.8 Meters
Mass
3539 Metric Ton
Strength
960
Agility
140
Evasion
15
Crew
Driver (1)
Hull Material
Hunter Heavy Metal
Hull Integrity
760
Break Points
Wep
Mob
Eng
Op
20
30
20
20
Hull Toughness
Front
Back
Side
Top
Leg Toughness
100
30
90
48
130
90
90
48
cR Price
9440 cR
Crew
20
Bottom
48
48
Back
90
90
Side
90
90
Top
48
48
Crew
20
Bottom
48
48
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 offguard 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
Strength
2500
Agility
40
Evasion
-Crew
Driver (1) Gunner (1)
Hull Material
Hunter Compressed Heavy Metal
Hull Integrity
950
Break Points
Wep
Mob
Eng
Op
30
40
30
30
Hull Toughness
Front
Back
Side
Top
Leg Toughness
120
100
100
60
150
110
110
60
cR Price
98440 cR
ARMAMENT VARIANTS:
Plasma Drill (7D10 instead, and double Pierce.)
Melee Attack (5D10 + Strength Mod)
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.
Crew
30
Bottom
60
60
Type-48 Revenant
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Breaking
Max Speed
Boost
Maneuverability
Crew
Component
Hull Material
Hull Integrity
Break Points
Hull Toughness
cR Price
TECHNICAL SPECIFICATIONS
6.5 Meters
4 Meters
3.3 Meters
2.5 Metric Ton
35 MPT
45 MPT
40 MPT
144 MPT (130 KM/h)
+25 MPT Max Speed
40
Driver (1)
Passanger (1)
Sangheili Metallics
134
Wep
Mob
Eng
Op
40
30
30
20
Front
Back
Side
Top
18
8
8
8
1340 cR
Type-46 Specter
Crew
20
Bottom
6
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Breaking
Max Speed
Maneuverability
Crew
Component
Hull Material
Hull Integrity
Break Points
Hull Toughness
cR Price
TECHNICAL SPECIFICATIONS
6.5 Meters
5.1 Meters
4.3 Meters
3.1 Metric Ton
20 MPT
40 MPT
55 MPT
128 MPT (115 KM/h)
40
Driver (1) Gunner (1)
Passengers (2)
Sangheili Metallics
128
Wep
Mob
Eng
Op
20
30
50
30
Front
Back
Side
Top
18
9
16
9
1390 cR
Crew
30
Bottom
5
Type52 Prowler
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Breaking
Max Speed
Maneuverability
Crew
Component
Hull Material
Hull Integrity
Break Points
Hull Toughness
cR Price
TECHNICAL SPECIFICATIONS
7.1 Meters
4.2 Meters
4.3 Meters
3.6 Metric Ton
20 MPT
50 MPT
55 MPT
110 MPT (97 KM/h)
30
Driver (1) Gunner (1)
Passengers (2)
Tungsten-Alloy
150
Wep
Mob
Eng
Op
20
50
30
20
Front
Back Side
Top
20
7
18
16
1340 cR
Crew
30
Bottom
20
Type-26 Banshee
Type-26 Assault Wraith
Length
Width
Height
Mass
Acceleration
Max Speed
Meters Per Turn
Acceleration
Breaking
Max Speed
Boost
Maneuverability
Crew
Hull Material
Hull Integrity
Break Points
Hull Toughness
cR Price
TECHNICAL SPECIFICATIONS
8.6 Meters
6.1 Meters
3.8 Meters
47 Metric Ton
2 KM/s
59 KM/h
30 MPT
40 MPT
35 MPT
132 MPT (120 KM/h)
+40 MPT (Half Boost Charge)
30
Driver (1) Gunner (1)
Sangheili Metallics
300
Wep
Mob
Eng
Op
50
40
60
70
Front
48
2140 cR
Back
22
Side
30
Top
42
Crew
50
Bottom
18
TECHNICAL SPECIFICATIONS
Length
6.9 Meters
Width
7.4 Meters
Height
3.6 Meters
Mass
2.25 Metric Tons
Meters Per Turn 30 MPT
Acceleration
100 MPT
Breaking
50 MPT
Max Speed
208 MPT (190 KM/h)
Boost
+60 MPT
Maneuverability 135
Targeting
4
Targeting Range 1200 Meters
Crew
One Operator
Hull Material
Ceramic Titanium Armor
Hull Integrity
90
Break Points
Wep
Mob Eng
30
30
40
Hull Toughness
Front
Back Side
18
12
12
Price
1310 cR
Op
40
Top
16
ARMAMENT VARIANT
Two Class-2 Energy Guns
Two Class-2 Projectile Cannons
Crew
40
Bottom
12
TECHNICAL SPECIFICATIONS
Meters
10.9 Meters
8.6 Meters
2.5 Metric Tons
250 MPT
1500 MPT
1500 MPT
3900 MPT (3500 KM/h)
+500 MPT
500
6
2000 Meters
One Operator
Ceramic Titanium Armor
90
Wep Mob
Eng
Op
30
30
40
40
Front
20
1900 cR
Back
12
Side
12
Top
15
Crew
40
Bottom
11
ARMAMENT VARIANT
Two Class-2 Projectile Cannons
Two Class-2 Energy Guns (+3 DAM, +2 PIERCE)
Type-31 Seraph
TECHNICAL SPECIFICATIONS
Length
28 Meters
Width
19.3 Meters
Height
6.1 Meters
Mass
6 Metric Tons
Meters Per Turn 500 MPT
Acceleration
1000 MPT
Breaking
800 MPT
Max Speed
3556 MPT (3200 KM/h)
Maneuverability 240
Targeting
8
Targeting Range 3000 Meters
Crew
Operator (1) Gunner (3)
Shield Rating
100
Recharge Time
2
Recharge Rate
10
Hull Material
Sangheili Metallics
Hull Integrity
128
Break Points
Wep
Mob Eng
50
60
60
Hull Toughness
Front
Back Side
12
14
14
Price
2100
ARMAMENT VARIANT
Heavy Plasma Cannon
Pulse Laser
Plasma Charge
Type-56 Lich
Op
70
Crew
70
Top
13
Bottom
14
TECHNICAL SPECIFICATIONS
Length
102.8 Meters
Width
50.9 Meters
Height
32.7 Meters
Mass
18.9 Metric Tons
Meters Per Turn 200 MPT
Acceleration
250 MPT
Breaking
500 MPT
Max Speed
1000 MPT (900 KM/h)
Targeting
5
Targeting Range 1200 Meters
Maneuverability 165
Crew
Operator (1) Gunner (5)s
Complement
Passangers (30)
Hull Material
Sangheili Metallics
Hull Integrity
152
Break Points
Wep
Mob Eng
40
50
50
Hull Toughness
Front
Back Side
19
19
19
Price
21700
Op
70
Crew
70
Top
19
Bottom
19
ARMAMENT VARIANT
Four Plasma Cannons
Charged Plasma Cannon
INNER POWER-CORE
Just like the Scarab, the Lich has an exposed power-core
concealed within the back of the Control Hub .This Power Core
has 10 Break Points, and when these Break Points are reached,
the Power Core and Scarab will explode. It takes 4 Rounds for
the Scarab to explode, and when it does, the Blast is 40 meters,
with a 20 meter Kill Radius. The blast deals 10D10+15 damage
with a pierce of 20.
Type-29 Vampire
TECHNICAL SPECIFICATIONS
Length
15,1 Meters
Width
14.1 Meters
Height
3.1 Meters
Mass
8.5 Metric Tons
Meters Per Turn 250 MPT
Acceleration
200 MPT
Breaking
450 MPT
Max Speed
1000 MPT (900 KM/h)
Targeting
5
Targeting Range 2200 Meters
Maneuverability 150
Crew
Operator (1) Gunner (2)
Hull Material
Sangheili Metallics
Hull Integrity
108
Break Points
Wep
Mob Eng
30
40
40
Hull Toughness
Front
Back Side
13
13
12
Price
1800
ARMAMENT VARIANT
Heavy Needle Cannon
Two Class-2 Energy Guns
Stasis Cannon
Type-52 Phantom
Op
50
Top
12
Crew
50
Bottom
11
TECHNICAL SPECIFICATIONS
Length
32.5 Meters
Width
20.5 Meters
Height
5.1 Meters
Mass
23.9 Metric Tons
Meters Per Turn 200 MPT
Acceleration
150 MPT
Breaking
350 MPT
Max Speed
776 MPT (700 KM/h)
Maneuverability 185
Targeting
6
Targeting Range 1200 Meters
Crew
Operator (1) Gunner (3)
Complement
Passangers (15)
Hull Material
Sangheili Metallics
Hull Integrity
146
Break Points
Wep
Mob Eng
50
60
60
Hull Toughness
Front
Back Side
19
19
19
Price
2400
Op
70
Top
19
ARMAMENT VARIANT
Two Plasma Cannons
Heavy Plasma Cannon
Crew
70
Bottom
19
Type-25 Spirit
TECHNICAL SPECIFICATIONS
Length
27.8 Meters
Width
18 Meters
Height
11.8 Meters
Mass
28.9 Metric Tons
Meters Per Turn 300 MPT
Acceleration
400 MPT
Breaking
650 MPT
Max Speed
1220 MPT (1100 KM/h)
Maneuverability 155
Targeting
3
Targeting Range 700 Meters
Crew
Operator (1) Gunner (1)
Complement
Passangers (31)
Hull Material
Sangheili Metallics
Hull Integrity
152
Break Points
Wep
Mob Eng
50
70
70
Hull Toughness
Front
Back Side
19
19
19
Price
3100
ARMAMENT VARIANT
Heavy Plasma Cannon
OR
Type-29 Anti-Infantry Cannon
TECHNICAL SPECIFICATIONS
1.3 Meters
0.7 Meters
2.5 Meters
30.9 Kilograms
Sangheili Metallics
60
8
Front
Back Side Top
11
11
11
11
700
ARMAMENT VARIANT
Type-26 Anti-Infantry Stationary Gun
Op
70
Crew
60
Top
19
Bottom
19
Bottom
11
TECHNICAL SPECIFICATIONS
2.6 Meters
0.5 Meters
2.1 Meters
26.2 Kilograms
Sangheili Metallics
10
5
10
70
10
Front
Back Side Top
10
6
6
2
700
ARMAMENT VARIANT
Type-27 Anti-Infantry Stationary Gun
Bottom
3
TECHNICAL SPECIFICATIONS
4.4 Meters
3.1 Meters
3.2 Meters
97.9 Kilograms
Sangheili Metallics
70
9
Front
Back Side Top
18
12
12
12
700
ARMAMENT VARIANT
Type-29 Anti-Infantry Stationary Gun
Bottom
20
TECHNICAL SPECIFICATIONS
2.1 Meters
0.5 Meters
1.4 Meters
70.9 Kilograms
Sangheili Metallics
90
12
Front
Back Side Top
20
15
6
2
700
ARMAMENT VARIANT
Type-55 Anti-Infantry Stationary Gun
Bottom
8
THE GM SECTION
ROLE OF THE GM
The GM (Game Master), in all aspects, is still another player, just as
much as the others controlling party 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 can 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 about. 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 and
Insurrectionists 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 Civilian 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, 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. These characters can be
found through Halopedia and Halo Wikia, some with incredibly indepth backgrounds and information.
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 leader. 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
Trivial
Electuary
Simple
Ordinary
Challenging
Hard
Very Hard
MODIFIER
+30
+20
+10
+0
-10
-20
-30
APPEAL
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. For Survival games, this is
almost never an option. Instead, survival-based can scavenge or do
jobs for cR.
OBJECTIVE DIFFICULTY
Simple
Routine
Challenging
Hard
Very Difficult
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 Tests.
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
Fanatical
Devoted
Loyal
Indifferent
Resentful
Disloyal
Mutinous
cR GAINED
20
50
80
100
120
DECEPTION
Gullible
Trusting
Accepting
Indifferent
Suspicious
Skeptical
Disbelieving
INTERROGATE
Horrified
Panicky
Worried
Indifferent
Plucky
Daring
Reckless
INTIMIDATE
Terrified
Frightened
Startled
Indifferent
Brave
Courageous
Foolhardy
WEAPON DAMAGE
At some points, a weapon could become damaged and possibly
rendered unusable. Here are examples of what a GM can do if he
decides a weapon has been damaged in some way.
DAMAGE
Scratched
Cracked
Heavy Damage
Excessive
Damage
Destroyed
EFFECT
The weapon was scratched and scuffed, but
does not affect how it loads or fires.
The weapon is cracked in some areas, and may
not fire correctly, depending the location. Such
as the barrel, if the barrel is cracked, the user
could get a -10 or worse for Warfare Range due
to the damage of the barrel. It could take
longer to load a magazine into the weapon if
any specific locations are damaged, as well, for
another example.
The weapon is damaged, and takes longer to
reload, from an extra Half Action, to Double or
even Triple the time. Accuracy and the ability
to Aim with it could also suffer from a simple 10, to worse.
Rate of fire could suffer, as well as anything else
shown in the previous examples.
The weapon is completely useless.
THE BESTIARY
Unggoy
"When in doubt, flee."
MINOR UNGGOY
RACE
Unggoy
STR
33
T
29
AG
27
EXP 5
RACE
Unggoy
STR
38
T
35
AG
30
EXP 10
RACE
Unggoy
STR
40
T
47
AG
35
EXP 15
WFR
39
WFM
30
INT
22
PER
31
CR
22
CH
33
LD
19
WOUNDS: 15
MAJOR UNGGOY
WFR WFM INT
40
35
22
PER
31
CR
28
CH
40
LD
20
CR
30
CH
42
LD
23
WOUNDS: 19
ULTRA UNGGOY
WFR WFM INT
48
38
22
PER
31
WOUNDS: 23
Rapidfire Equipment
Plasma Rifle
Plasma Pistol
Two Plasma Grenades
Methane Tank
Equipment Pouch
Flashlight
Curveblade
Unggoy Combat Harness
Anti-Infantry Equipment
Concussion rifle
Plasma Pistol
Two Plasma Grenades
Methane Tank
Equipment Pouch
Flashlight
Curveblade
Unggoy Combat Harness
Equipment Pouch
Flashlight
Unggoy Combat Harness
Anti-Armor Equipment
Fuel Rod Gun
Two Plasma Grenades
Methane Tank
Equipment Pouch
Curveblade
Unggoy Combat Harness
Ranger Equipment
Covenant Carbine
Plasma Pistol
Two Plasma Grenades
Methane Tank
Equipment Pouch
Flashlight
Curveblade
Unggoy Combat Harness
Equipment Pouch
Flashlight
Curveblade
Unggoy 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
EXP 10
RACE
Kig-Yar
STR
37
T
42
AG
52
EXP 15
RACE
Kig-Yar
STR
40
T
46
AG
54
EXP 20
RACE
Kig-Yar
STR
40
T
46
AG
54
EXP 25
WFR
53
WFM
47
INT
38
PER
70
CR
38
CH
42
LD
33
WOUNDS: 22
KIG-YAR MAJOR
WFR WFM
57
53
INT
40
PER
75
CR
44
CH
46
LD
49
CR
47
CH
46
LD
53
CR
47
CH
46
LD
60
WOUNDS: 25
KIG-YAR ULTRA
WFR WFM
61
53
INT
40
PER
75
WOUNDS: 28
KIG-YAR ZEALOT
WFR WFM INT
61
53
40
PER
79
WOUNDS: 31
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
EXP 20
WFM
46
INT
37
PER
35
CR
41
CH
25
LD
42
WOUNDS: 30
SANGHEILI MAJOR
RACE
Sangheili
STR
105
T
71
AG
53
WFR
49
EXP 30
WFM
50
INT
42
PER
38
CR
45
CH
30
LD
49
CR
49
CH
36
LD
52
WOUNDS: 34
SANGHEILI ULTRA
RACE
Sangheili
STR
110
T
76
AG
58
WFR
55
EXP 40
WFM
56
INT
48
PER
43
WOUNDS: 40
SANGHEILI ZEALOT
RACE
Sanghili
STR
115
T
80
AG
60
EXP 50
WFR
59
WFM
60
INT
52
PER
48
CR
53
WOUNDS: 46
CH
40
LD
56
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
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
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 INT
30
30
5
EXP 300
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
WATCH
STR
5
T
40
AG
175
WFR
30
WFM
0
INT
5
PER
25
CR
40
EXP 30
CH
5
LD
5
CRAWLER
RACE
CRAWL
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
ST
R
5
T
4
0
A
G
25
WF
R
30
WF
M
0
IN
T
5
PE
R
25
C
R
40
C
H
5
L
D
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
ST
R
5
AG
4
0
13
5
WF
R
30
WF
M
0
IN
T
5
PE
R
25
C
R
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
C
H
5
L
D
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.
GRAVEMINDS
All Flood forms share a single consciousness when near each other,
which becomes 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 balloonlike 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.
ALTERATIONS
MODIFICATION
Strength
Toughness
Agility
Warfare
Range
Warfare
Melee
Intellect
Perception
Courage,
Charisma,
and
Leadership
Senses
Movement
Bleed
and
Bloodloss
Special
Damage
LEGS (1D10)
ROLL
EFFECT
1-3
7-10
ROLL
EFFECT
1-2
3-4
4-6
CHEST (1D10)
5-6
7-8
9-10
HEAD(1D10)
ROLL
EFFECT
1-5
6-7
8-9
10
PURE FORM
ARMS (1D10)
ROLL
1-2
3-4
5-6
7-8
9-10
Tank
EFFECT
The arm becomes a Flood Blunt Arm, but takes an extra
+1 on the Combat tables to use.
The arm becomes whip-like, giving +2 to the Pierce.
The arm becomes tentacle-like, allowing it to hold
weapons and characters with considerable force. +20 to
Disarming attempts, while giving Opponents -20 to
escaping its grasp through Agility and Strength. This arm
gives the form a -10 to Warfare Range tests.
The arm stays the same with no changes beyond cosmetic
ones. Best for using weapons.
The hands become two sharp claws that swing slowly, but
give an extra 10 damage to melee attacks. It takes +3 to
swing, but can always make a minimum of 1 swings per
turn.
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
TYPE
Flood Weapon
BASE DAMAGE
7
PIERCING
HSM
Thwacker
RANGE
1m
TYPE
Flood Weapon
BASE DAMAGE
1D10
PIERCING
3
Smacker
RANGE
1m
TYPE
Flood Weapon
BASE DAMAGE
18
PIERCING
HSM
Devastator
RANGE
1m
BASE DAMAGE
11
PIERCING
15
Bio-Rifle
RANGE
50m-300m
HALO IS OWNED BY
Microsoft
SPECIAL THANKS
BETA TESTERS, SUGGESTIONS, AND HELP
Everyone that has helped me over the years, especially those in the #Tabletop and #Halo boards on Rizon. Thank you for everything youve done,
and thank you for all your suggestions, ideas, and fixes. I am truly sorry for how hard-headed I originally was, and I am sorry that it took so long for
me to realize my mistakes. You all truly helped me become a better writer for systems like this, whether I noticed it at the time, or not.
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 registered for purchase or for sale. This edition published has not been paid for or sold in any way, and is free to the public by
download. This is a fan project that is not, in any way, affiliated with 343 Industries, Microsoft Studios, Microsoft, or Bungie. All rights reserved to their respective owners. No part of this
publication may be reproduced physically, sold, or redistributed physically, without the prior permission of the publishers and respective owners of the used material.
Published using Microsoft Word and Adobe Acrobat Pro for the free use of the fans of Halo.
For more information about Halo, visit www.halopedia.com.
For more information, questions, queries to rules, or to just pass a greeting, email me at Vorked@gmail.com or find me at vorked.tumblr.com
I DO NOT OWN THE RIGHTS TO HALO. THIS IS NOT AN OFFICIAL PROJECT. I DO NOT TAKE ANY CREDIT FOR THE CREATION OF THE HALO SERIES. I
AM NOT SELLING THIS PRODUCT. I AM NOT GIVING OUT MICROSOFTS PRODUCT FOR FREE.
Thank you, Bungie, Microsoft, and 343 Industries. Thank you for this amazing universe, and all the hard work put into everything. If it wernet for
you, I dont know where I would be, or how well my tabletop games would have faired.