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Documenti di Cultura
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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 wary.
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.
CHARACTERISTICS, MODIFIERS, AND BONUSES
Each Characteristic has a number, with higher numbers being far
more useful than lower numbers. With each characteristic, there is an
accompanying Characteristic Modifier. The Characteristic Modifier
(Mod) is the tens digit of Characteristics under 100. For example, a
Charisma Characteristic of 54 would have a Characteristic Mod of 5.
Characteristics above 99 use the tens digit and the next following
digit. So a Characteristic of 110 will have a Characteristic Modifier of
11.
stores also hold Gaming Mats, which you can draw on with wet-erase
markers. These mats are pre-printed with square grids or hex patterns
to make measuring distances quick and easy. Tactical combat maps
can be drawn to any scale, and some roleplayers like to combine large
scale maps with miniatures, where an inch square represents one
meter.
CHARACTERISTIC TESTS
At times, there is the need to roll straight from the base
Characteristic. This usually represents the fact that no training or
education could assist the character in this situation, usually
pertaining to rolls of pure physical Strength or Toughness. The Core
Mechanic is still used. First, the GM must determine the appropriate
Characteristic for the test. If the roll is less than or equal to the
Characteristic after the modifiers are applied, then the test is
successful. If the roll is higher than the Characteristic, the test fails.
DEGREES OF SUCCESS AND FAILURE
For some tests, it is enough to know whether a character succeeded
or failed the test. However, it is useful to know how well the character
succeeded, or how bad they failed. This is important with social and
mechanical skills.
Measuring degrees of success and failure in a roll is
straightforward. After the percentile roll is made, compare the roll
with the modified Characteristic score. For each full 10 points, which
the characteristic was exceeded, one degree of success is achieved.
The same goes towards for failure, as each 10 points by which the test
was failed; one degree of failure is achieved.
EXTENDED TESTS
Many tasks can be exceedingly difficult or could just be incredibly
time-consuming. These tests take more time and effort than the
standard tests a character makes. The GM may decide what dictates
the use of an Extended Task, such as performing multiple similar
tasks, or something that just takes time. An example would be a
character attempting to disarm a trap or setting down multiple
sensors across a combat zone. These tests usually could be done with
a single roll, but just take more time than a single Turn offers.
OPPOSED TESTS
The Opposed Test is the most used Test in the game. Many times,
characters need to test themselves against an opponent. This is
known as an Opposed Test. Lets say a UNSC Marine must hide from
an incoming Covenant Aerial Fleet. The Marine must use their
Camouflage Skill against the Aerial Fleets Awareness.
In the opposed Skill Test, both participants make their tests
normally. The character with the most successes wins the opposed
test. If both characters gain the same amount of successes, the
character with the highest Characteristic Mod that wins. If the results
are still a tie, each opponent makes a roll of 1D10. The highest roll
wins.
TEST DIFFICULTY
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
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.
USE OF LUCK IN-GAME
Luck allows a character to influence situations by removing a killing
blow or to have something gone wrong work in favor. Luck should not
help the crazy or someone putting the rest in danger from stupidity.
Luck should favor those who put their necks on the line to serve a
purpose. This allows players to take risks, but not stupidly put their
allies in danger. A Gm may decide if Luck should be used in a given
situation.
Luck may be spent or burnt. Spending Luck means that a
GM-specified checkpoint in a mission regenerates the spent point.
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 back, if they deserve it back.
Spending Luck allows a character to do the following.
Reroll a failed Test once. The results of the reroll are final.
COMBAT OVERVIEW
Combat is resolved through Structured Time. Each character,
including NPCs, take one Turn in each Round. The order of these Turns
are decided through Initiative Order.
STEP 1: SURPRISE
At the beginning of Combat, the GM determines if any characters are
surprised. This happens only once at the beginning of combat, and
there will be many combats where no one are surprised. Surprised
characters lose their turn in the first Round of combat. This usually
happens when a character has been caught unaware. The surprised
characters roll their initiative at the beginning of the second Round.
STEP 2: INITIATIVE
At the start of the first Round, each character rolls Initiative. Each
character rolls 1D10 and adds their Agility Bonus (Unless their skills or
talents determine otherwise). The result of the roll applies for all
succeeding Rounds in the Combat.
STEP 3: DETERMINE INITIATIVE ORDER
The GM ranks each Initiative roll made in order from highest to
lowest. This is the order at which the characters take their Turns
during each Round.
STEP 4: COMBATANTS TAKE THEIR TURNS
Starting with the character that rolled the highest on their initiative,
each character takes a Turn. When a character is taking their Turn,
they are known as the Active Character. During the Active Characters
Turn, the character may perform one or more Actions, or even decide
not to take his. Once a characters Actions have been resolved, the
next character in the Initiative Order becomes the Active Character
and takes their turns.
STEP 5: ROUND ENDS
Once each character has taken their Turn, the Round is over. Any
effects that specify a duration of Until the end of the Round now
end.
STEP 6: REPEAT STEPS 4-5 AS NEEDED
Continue to play successive Rounds until Combat is complete, or until
the event that ends. At this point, Structured Time ends and Narrative
Time begins again.
INITIATIVE
Initiative determines order in which characters act during each
Round. To determine Initiative, players and the GM roll 1D10 and add
the results to the characters Agility Modifier (Unless talents and skills
dictate otherwise). The GM rolls any initiative for NPCs and creatures
present. To keep things simple for the players, the GM should make
one Initiative roll for an entire group of similar enemies.
After every character in the combat has determined their
Initiative, the GM makes a list and places them in order from highest
to lowest. This is known as the Initiative Order. This is the order in
which all characters act in each Round until combat is over.
If more than one character rolls the same initiative, they act
in order from the highest Agility to lowest. If they share the same
Agility, then each should roll a die. The character with the highest roll
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 any number of Response Action each Round.
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.
Whenever a Response Action is used, any Response Action
afterwards is at penalties. When multiple Response Actions are used,
they are considered to be happening at the same time. If a Response
Action does not list a Penalty for being used with another, it is at a
base -10 Penalty, unless specified otherwise.
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 an extremophile eel-like race that combine to form
large, intelligent assemblages known as Mgalekgolo. These gestalts
are fully clad in large lumbering plates of ship hull. The Lekgolo are
the third race to join the Covenant Empire, after the events of the
Taming of the Lekgolo which began after the Covenant found the
Lekgolo eating Forerunner artifacts. Mgalekgolo are the least
common of Lekgolo forms, but the only one seen in combat. Not
much is known of the Lekgolo, only that they are ferocious in combat.
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 later on. 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 land-based 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 AND ANGELS
The Orbital Drop Shock Trooper, otherwise known as the ODST, are a
Special Operations Capable unit of the UNSC Marine Corps. The ODST
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 AND DEVIL DOGS
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: FLY BOYS AND 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: LEGS 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.
THE YONHET
The Yonhet is a space-fearing Race similar to Humans. The Yonhet are
avid traders, barterers, and scavengers. They fled nearby star systems
they once inhabited when the Human-Covenant War began, and
those that were fearless stayed to scavenge what was dropped in the
war.
The Yonhet were only in contact with Humanity for small
amount of times. This was due to brave groups and individuals selling
equipment to the UNSC and Insurrectionists. The Yonhet also have an
innate ability to track down and understand possible locations to
artifacts and possible investments.
Almost all Yonhet still in Systems where the war was raging
on were Civilians and Traders, due to this, there are some Militaristic
Yonhet around, mainly used as bodyguards and overseers to Yonhet
operations.
The IFF Tags can also check identities using voice, iris scans,
and blood-type scanning to sign documentation and prove
identification.
When a Character using an IFF Tag dies, they appear as
deceased, eventually storing the location and no longer appearing on
the HUD and Map. Their location, even after death, can be brought
up and tracked for two months before the IFF tags no longer have the
power source needed to continue running.
TRIGGER LOCK
When in the UNSC or Insurrection, the Commander is able to activate
or deactivate a protection system. This Weapon Lock Protection
System (WLPS, or Welps) does not allow for Soldiers to commit
friendly fire, not counting explosives or other area-based weapons.
This system locks the weapons Safety lock as long as the user is
currently aiming at an allied soldier. This only works as long as
someone is tagged as an Ally.
LOCATION TAGGING
IFF Tags have the ability to mark Tactical Locations. Any point marked
will share it to any allies as a point of interest. These can be marked
by various options, such as hostile territory, points of interest,
important checkpoints, and so on. These locations show up on the IFF
tags and the map.
MOTION TRACKER
The Motion Tracker helps update and keep location of Friends and
Foes. Based on nearby movement, Motion Trackers are able to
continue to update unseen foes, and help establish tracking
information to nearby IFF tags and targets. The Motion Tracker has a
standard range of 10 Meters outward in every direction of the user.
A Motion Tracker is unable to track an untagged nonfriendly target if they are moving 1 or less Meter per Round. A Motion
Tracker can be triggered by loud noises and talking above a whisper.
A Motion Tracker cannot be triggered by a weapon using a silencer,
unless that weapon is a Sniper or Shotgun.
TIER
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
EXP
1,000 1,499
1,500 2,999
3,000 4,999
5,000 9,699
9,700 11, 599
11,600+
SOLDIER TYPES
cR EXAMPLE
Navy, ONI, Civilian, Police, SWAT, Militia, Unggoy, Huragok, Yonhet
Army, Marine, Air Force, Ruutian, TVaoan, Ibieshan, San Shyuum, Yanmee
ODST, Smart AI, Sangheili, Jiralhanae
ORION, Spartan III in SPI or SPH or MK-IV, Spartan IV in MK-VI or VII, Mgalekgolo
Spartan II in MK-IV or V, Spartan III in MK V or VI or VII or Gen II, Spartan IV in Gen II
Spartan II in MK-VI or VII or Gen II
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 centimeters (56 ft.) 190 centimeters (64 ft.)
58 kilograms (130 lb.) 104 kilograms (230 lb.)
SIZE: Normal
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, Militia, 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.
INSURRECTIONIST
If an Insurrectionist was chosen, then any weapon without the [I] Tag
will cost 25% more. Insurrectionist arent held by as strict of a
Military Code, so Dissention Points are halved when earned.
Insurrectionist gain all Vehicle Modifications at Half cR Price.
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
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
30
30
TIER: 1
AG
25
WFR
30
WFM
25
INT
25
PER
25
CR
25
CH
25
LD
25
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
STR
30
T
AG
25 30
TIER: 2
WFR
35
WFM
25
INT PER CR CH
25
30
25 25
EXPERIENCE COST: 2,000
UPBRINGING: Any
170 centimeters (56 ft.) 190 centimeters (64 ft.)
58 kilograms (130 lb.) 104 kilograms (230 lb.)
SIZE: Normal
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 centimeters (56 ft.) 190 centimeters (64 ft.)
58 kilograms (130 lb.) 104 kilograms (230 lb.)
SIZE: Normal
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: 1
WFR
30
WFM
25
INT PER CR CH
40
25
25 25
EXPERIENCE COST: 1,300
UPBRINGING: Any
170 centimeters (56 ft.) 190 centimeters (64 ft.)
58 kilograms (130 lb.) 104 kilograms (230 lb.)
SIZE: Normal
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.
The Navy Technician may begin with up to 2 Educations at half
their Experience Cost, each.
SQUAD-UP: When with others that are from the Marine, Army,
ORION, ODST, Navy, Militia, 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.
INSURRECTIONIST
If an Insurrectionist was chosen, then any weapon without the [I] Tag
will cost 25% more. Insurrectionist arent held by as strict of a
Military Code, so Dissention Points are halved when earned.
Insurrectionist gain all Vehicle Modifications at Half cR Price.
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 centimeters (56 ft.) 190 centimeters (64 ft.)
58 kilograms (130 lb.) 104 kilograms (230 lb.)
SIZE: Normal
LD
30
STR
25
T
AG
25 25
TIER: 1
WFR
25
WFM
20
INT PER CR CH
40
25
20 40
EXPERIENCE COST: 900
UPBRINGING: Any
170 centimeters (56 ft.) 190 centimeters (64 ft.)
58 kilograms (130 lb.) 104 kilograms (230 lb.)
SIZE: Normal
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 Air force. This
should reflect on their character page.
The ONI Operative begin at Rank of O-1, and are able to take the
Command Specialization Package even if another Character in the
Party already holds the Specialization. The ONI Operative gains the
pay of their Rank, but gains a False Rank that the other Players and
Characters see. This False Rank is to keep the ONI Operative
classified and under cover. The False Rank is usually equal to the
lowest Rank in the Party, most commonly E-1 through E-4.
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, Militia, 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/ONI Section 1 Equipment
MA5 series Assault Rifle of the
Hardcase
time
WAYPOINT Comm
Flashlight
Interrogator Translator
Combat Knife
Spoofer
Holographic Tactical Eyepiece
Two tactical Softcases
UNSC Battle Dress Uniform
Marksman UNSC/ONI Section 1 Equipment
BR55 or BR85 if available
Hardcase
WAYPOINT Comm
Flashlight
Interrogator Translator
Combat Knife
Spoofer
Holographic Tactical eyepiece
One tactical Softcase
UNSC Battle Dress Uniform
Close Quarters UNSC/ONI Section 1 Equipment
M45 Tactical Shotgun
Hardcase
WAYPOINT Comm
Flashlight
Interrogator Translator
Combat Knife
Spoofer
Holographic Tactical eyepiece
Two tactical Softcases
UNSC Battle Dress Uniform
RACE
Human
STR
30
T
AG
30 25
TIER: 3
ONI ODST
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: 4
WFR
40
--
WFM
40
--
INT PER CR CH
30
30
35 25
----EXPERIENCE COST: 5,000
UPBRINGING: Any
170 centimeters (56 ft.) 190 centimeters (64 ft.)
58 kilograms (130 lb.) 104 kilograms (230 lb.)
SIZE: Normal
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: 5-6
EXPERIENCE COST: 9,500
UPBRINGING: Military, Street Urchin
208 centimeters (610 ft.) 226 centimeters (75 ft.)
172 kilograms (380 lb.) 181 kilograms (400 lb.)
SIZE: Large
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 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
45
40 40
+2
+2 +2
BASE TIER: 4-5
WFR
45
--
WFM
40
--
INT PER CR CH
30
30
40 10
----EXPERIENCE COST: 8,600
UPBRINGING: Any
208 centimeters (610 ft.) 226 centimeters (75 ft.)
172 kilograms (380 lb.) 181 kilograms (400 lb.)
SIZE: Large
LD
25
--
STR
50
+3
CR
40
--
CH
10
--
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
ARMOR
ODST Armor
Black Body Suit
Semi-Powered Infiltration Armor
Semi-Powered Headhunter Armor
Mjolnir Mark IV
Mjolnir Mark V
Mjolnir Mark VI or VII
Mjolnir Gen II Mark I
EXP COST
---500
1,000
1,400
1,900
2,700
LD
25
--
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 Project Orion.
RACE
Human
Mythic
STR
T
AG
35
35 35
+2
+2 +2
TIER: 4-5
WFR
35
--
WFM
35
--
INT PER CR CH
25
30
35 25
----EXPERIENCE COST: 6,600
UPBRINGING: Any
175 centimeters (5 ft. 8 in) 193 centimeters (6 ft. 4 inches)
82 kilograms (180 lb.) 104 kilograms (230 lb.)
SIZE: Large
LD
30
--
EXP COST
---1,900
2,700
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
UNSC Smart AI
Seven years, multiple lifetimes for others. Nothing holding me
back.
RACE
AI
STR
25
T
AG
25 25
TIER: 3
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.
The Smart AI may begin with up to 10 Educations at half their
Experience Cost, each.
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 3 Wounds,
permanently.
AI characters have the ability to connect to, and sync with Human
technology without any Intellect rolls. The more alien the
technology is, the harder these connections are to make.
MEMORY RECONSTRUCTION: If an AI is reaching the end of their
Lifespan, and the year is 2557 or greater, an AI can go through
Memory Reconstruction to regain their Wounds. The AI is out of
service for 2 months during the reconstruction and transfer of the
AI.
STR
25
25
TIER: 1
AG
25
WFR
25
WFM
25
INT
25
PER
25
CR
25
CH
25
LD
25
The Police SWAT Force gains two Characteristics that may be given
a +10 bonus, and two Characteristics that may be given a +5 Bump.
Purchasing anything from anything Covenant or Forerunner
equipment is impossible.
UNSC and Insurrectionist Weaponry are a Double the price
upcharge.
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
COM Pad
Hardcase
Flashlight
Holographic Tactical Eyepiece
Police Equipment Package
COM Pad
Flashlight
Holographic Tactical Eyepiece
Police Equipment Package
COM Pad
STR
25
25
TIER: 1
AG
25
WFR
25
WFM
25
INT
25
PER
25
CR
25
CH
25
LD
25
Hardcase
Flashlight
Holographic Tactical Eyepiece
Police Equipment Package
COM Pad
Hardcase
Flashlight
Holographic Tactical Eyepiece
Police Equipment Package
COM Pad
Flashlight
Holographic Tactical Eyepiece
Police Equipment Package
COM Pad
Human Civilian
Im not sitting by and watching my world, and everything in it, go to
hell.
RACE
Human
STR
25
25
TIER: 1
AG
25
WFR
25
WFM
25
INT
25
PER
25
CR
25
CH
25
EXPERIENCE COST: 0
LD
25
UPBRINGING: Any
170 centimeters (56 ft.) 190 centimeters (64 ft.)
58 kilograms (130 lb.) 104 kilograms (230 lb.)
SIZE: Normal
Covenant Mgalekgolo
Theyre big and scary, and they like to smash things. Need I say
more?
RACE
Lekgolo
Mythic
STR
70
30
+12
-TIER: 3
AG
WFR
WFM
+1
--
--
10
15
35
INT
25
PER
20
CR
40
CH
25
LD
10
--
RACE
Eel
STR
15
AG
15
WFR
--
WFM
--
INT
PER
20
CR
CH
LD
Covenant Unggoy
Were gonna go down in history!
RACE
Unggoy
STR
35
20
AG
15
WFR
25
WFM
25
INT
25
PER
25
20
CH
25
TIER: 1
EXPERIENCE COST: 1,400
UPBRINGING: Farmer, Laborer, Fugitive, Wastelander, Street Urchin
138 centimeters (4 ft. 7 in) 167 centimeters (5 ft. 6 in)
113 kilograms (248 lb.) 118 kilograms (260 lb.)
SIZE: Small
LD
25
Rapid-fire 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
T
25
25
TIER: 2
AG
35
WFR
40
WFM
25
INT PER CR CH
25
40
25 25
EXPERIENCE COST: 1,500
UPBRINGING: Any
190 centimeters (6 ft. 3 in) 203 centimeters (6 ft. 8 in)
88 kilograms (190 lb.) 93 kilograms (210 lb.)
SIZE: Normal
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
STR
35
20
TIER: 2
AG
60
+5
WFR
30
WFM
25
INT
25
PER
30
CR
25
CH
25
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
STR
35
40
TIER: 2
AG
25
WFR
40
WFM
25
INT
25
PER
25
CR
25
CH
25
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
STR
T
AG
50
40 35
+3
+2 +1
BASE TIER: 3
WFR
40
--
WFM
30
--
INT PER CR CH
25
35
25 15
----EXPERIENCE COST: 4,000
UPBRINGING: Any
223 centimeters (7 ft. 4 in) 259 centimeters (8 ft. 6 in)
139 kilograms (310 lb.) 178 kilograms (390 lb.)
SIZE: Large
LD
30
--
+5
+5
+5
+10
+15
+20
+10
+15
+10
+15
Equipment Pouch
Flashlight
Curveblade
Equipment Pouch
Flashlight
Curveblade
Equipment Pouch
Flashlight
Curveblade
Equipment Pouch
Flashlight
Curveblade
Equipment Pouch
Flashlight
Curveblade
Equipment Pouch
Flashlight
Curveblade
STR
T
AG
50
40 45
+3
+2 +1
BASE TIER: 3
WFR
25
--
WFM
40
--
INT PER CR CH
25
25
35 10
----EXPERIENCE COST: 4,000
UPBRINGING: Any
223 centimeters (7 ft. 4 in) 259 centimeters (8 ft. 6 in)
139 kilograms (310 lb.) 178 kilograms (390 lb.)
SIZE: Large
LD
30
--
+5
+5
+5
+10
+15
+20
+10
+15
+10
+15
Equipment Pouch
Flashlight
Sangheili Combat Harness
Equipment Pouch
Flashlight
Sangheili Combat Harness
Equipment Pouch
Flashlight
Sangheili Combat Harness
Equipment Pouch
Two Plasma Grenades
STR
T
AG
60
50 40
+3
+4
-BASE TIER: 3
WFR
20
--
WFM
35
--
INT PER CR CH
10
40
30 15
----EXPERIENCE COST: 4,500
UPBRINGING: Any
259 centimeters (8 ft. 6 in) 280 centimeters (9 ft. 2 in)
500 kilograms (1,100 lb.) 680 kilograms (1,500 lb.)
SIZE: Huge
+5
LD
25
--
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 600 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
+5
Equipment Pouch
Radar Jammer
Jiralhanae Combat Knife
Equipment Pouch
Bubble Shield
Jiralhanae Combat Knife
Suppressor Equipment
Concussion Rifle
Spiker or Mauler
Two Spike Grenades
Jiralhanae Combat Harness
Equipment Pouch
Flare
Jiralhanae Combat Knife
Equipment Pouch
Power Drainer
Jiralhanae Combat Knife
Plasma Equipment
Plasma Rifle (Choice)
Spiker or Mauler
Two Spike Grenades
Jiralhanae Combat Harness
Equipment Pouch
Deployable Cover
Jiralhanae Combat Knife
Explosive Equipment
Brute Shot
Spiker or Mauler
Two Plasma Grenades
Jiralhanae Combat Harness
Equipment Pouch
Regenerator
Jiralhanae Combat Knife
STR
T
AG WFR WFM INT PER CR CH
25
25 25
25
25
30
25
25 40
TIER: 2
EXPERIENCE COST: 1,800
UPBRINGING: Nobility, Aristocracy, Fugitive.
198 centimeters (6 ft. 6 in) 228 centimeters (7 ft. 6 in)
58 kilograms (130 lb.) 104 kilograms (230 lb.)
SIZE: Large
LD
40
The San Shyuum gains four free Support Point and all Covenant
Equipment costs 50% less.
When Commanding Covenant Troops, the San Shyuum gains a +10
Bonus.
All San Shyuum come with a Gravity Belt. This allows San Shyuum to
operate and move on planets with higher Gravity than their planet,
as if it was the Gravity of their planet.
PROPHETIC CHARACTER CREATION UPGRADE
Prophetic costs 400 Experience to take. A Character that has taken
Prophetic is able to take Forerunner Weaponry at Triple the listed
Price, instead of the x5 increase in price.
A San Shyuum that takes Prophetic can start out with the Forerunner
Artifact Equipment, shown in the orange tables.
Equipment Pouch
Flashlight
Curveblade
San Shyuum Combat Harness
Equipment Pouch
Flashlight
Curveblade
San Shyuum Combat Harness
Covenant Yanmee
Theyre like giant cockroaches, except angrier.
RACE
Yanmee
MYTHIC
STR
T
AG WFR WFM INT PER CR CH LD
20
30 50
20
20
30
20
25 10 20
+1
+1
--------TIER: 2
EXPERIENCE COST: 1,850
UPBRINGING: Farmer, Laborer, Fugitive, Wastelander, Street Urchin
178 centimeters (5 ft. 10 in) 206 centimeters (6 ft. 9 in)
77 kilograms (170 lb.) 109 kilograms (240 lb.)
SIZE: Normal
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
STR
20
40
TIER: 1
AG
15
WFR
10
WFM
10
INT
60
PER
50
CR
20
CH
10
LD
10
Huragok get the Only Flight and Four Arms Traits automatically from
Character Creation.
The Huragok may begin with up to 6 Educations at half their
Experience Cost, each.
At Character Creation, the Huragok has two choices, Engineer or
LIfeworker. This must be chosen at Character Creation, and cannot be
changed.
HURAGOK ENGINEER
Engineers gain a Techno-Organic Trait automatically at Character
Creation. This gives the Huragok the ability to connect with
Electronics and Equipment as if they had the tools to do so. The
Engineer also acts as if it was a computer, or using a computer. Any
Technology-based rolls with any kind of Equipment are at a +10. The
Engineer takes no penalties for alien technology.
HURAGOK LIFEWORKER
Lifeworkers gain a Bio-Organic Trait automatically at Character
Creation. This gives the Huragok the ability to connect with organic
material, such as bodies or plant life, as if they were interfacing with
a computer. The Lifeworker counts as having the medical tools as
needed, except for medication, for performing surgery or Medical
Tests. Any Medication-based Tests are at a +10. The Lifeworker takes
no penalties for alien biology.
For every Degree of Success made on a Medical Test when
attempting to heal or slow down bleeding, the Lifeworker is able to
heal 1 Wound. This is limited to once per serious injury.
Huragok Equipment
Huragok Explosive Armor
STR
25
25
TIER: 1
AG
25
WFR
25
WFM
25
INT
25
PER
25
CR
25
CH
25
RACE
Yonhet
LD
25
The Yonhet Trader does not select from the Specialization Packages.
The Yonhet Trader gains three free trained Skills and one free
Ability that must cost under 300 Experience each.
The Yonhet rarely ever showed themselves until after the HumanCovenant War.
The Yonhet Civilian does not select from the Specialization Packages.
The Yonhet Civilian gains Negotiation, Appeal, and Investigation at
Trained, or gain one single of the Skills at a +10, instead.
Purchasing anything from Covenant or Human equipment is at
normal price, there are no upcharges when Yonhet make purchases.
The Yonhet is able to select a more Militarized and trained Soldier
Type listed below.
The Yonhet must wear Human-sized Armor.
Yonhet Trader Firearm Gear
M6 Firearm or Plasma Pistol
Flashlight
STR
T
30
25
TIER: 1
WFR
30
WFM
25
INT PER CR CH
25
30
30 25
EXPERIENCE COST: 1,200
UPBRINGING: Any
170 centimeters (56 ft.) 190 centimeters (64 ft.)
58 kilograms (130 lb.) 104 kilograms (230 lb.)
LD
25
The Yonhet Militiaman begins with two Skills of their choosing at +10.
The Yonhet Militiaman gains one +10 bump to Characteristics of their
choosing.
Yonhet have their own variants of UNSC Weaponry, but may also just
choose to select a Covenant or UNSC weapons. All this is due to their
non-violent nature, but necessity to weaponize during the war. The
Yonhet must wear Human-sized Armor.
Yonhet Militia Variable Select Equipment
Primary Firearm
Two tactical Softcases
Secondary Firearm
Hardcase
Combat Melee Weapon
Flashlight
Two Primary Explosives
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Primary Firearms
Needler
Plasma Rifle
M392 DMR
M90 Shotgun
Needle Rifle
Covenant Carbine
MA5 Series Assault Rifle
M735 LMG
M247 Machine Gun (Cannot Take Secondary Firearm)
Concussion Rifle (Cannot Take Secondary Firearm)
Secondary Firearms
Plasma Pistol
M6 Series Pistol
Mauler
Second Melee Weapon
Covenant Curveblade
Primary Explosives
M9 Grenade
Plasma Grenade
Promethean Soldier
Sentient, intelligent, and resourceful. A major upgrade from the
braindead ones we managed to trick with a large rock and a piece of
string.
RACE
Soldier
Mythic
STR
T
AG
40
50 35
+2
+2 +2
BASE TIER: 5-6
WFR
35
--
WFM
35
--
INT PER CR CH
25
30
30 20
----EXPERIENCE COST: 9,500
UPBRINGING: None
175 centimeters (5 ft. 8 in) 193 centimeters (6 ft. 4 inches)
82 kilograms (180 lb.) 104 kilograms (230 lb.)
SIZE: Large
LD
25
--
Shorthand Equipment
Scattershot
Boltshot
Soldier Armor
Commando Equipment
Light Rifle
Boltshot
Soldier Armor
Devastator Equipment
Hardlight Sword
Boltshot
Soldier Armor
Supression Equipment
Suppressor
Boltshot
Soldier Armor
Ranger Equipment
Binary rifle
Shield Integrity
Recharge Rate
Recharge Delay
Hull Armor
Boltshot
Soldier Armor
150
30
2
Soldier Armor
Head
Arms
Chest
Legs
22
21
24
21
SPECIALIZATION PACKS
Demolitions
SKILL
Demolitions
Athletics
Investigation
Recon/Infiltration
ABILITY
SKILL
Eagle Eye
Camouflage
Exceptional Hearing
Athletics
Always Ready
Investigation
ABILITY
Marksman
Eagle Eye
Clear Target
Marksman
SKILL
Camouflage
Athletics
Navigation
Technician/Comms
ABILITY
SKILL
Alien Tech
Command
Common Language of Technology
an enemy Faction
Battle Mind
Investigation
Medic
SKILL
Investigation
Medication
Technology
Point man
SKILL
Athletics
Survival
Interrogation
Vehicle Expert
SKILL
Technology
Pilot(Air or Ground)
Navigation
Logistics
ABILITY
SKILL
Chosen Education +5 Investigation
Exceptional Hearing
Security
Common Language of Technology
an enemy Faction
Command (Limit one per group)
SKILL
Command
Investigation
Appeal
MILITARY SPECIAL
The Command Package is based on leading the party, and usually coming with a higher rank than the rest of the Party. When in
a Human Military, E-6 should be the commonly given Rank to be above the rest of the Party. If in a Covenant Military, the
common rank given should be a Major. The Command Specialization Package is limited to one per Party.
If the rest of the Party are already higher rank, or near the rank of what the base Commander Rank is, the GM may
promote the Commander. A general rule of thumb for Humans would be to allow the Character to take an increased rank of O5, but this is not completely common. For Covenant, a simple Rank increase to the level above the rest would suffice.
Order Of Things
Under Control
Reliable Reputation
ABILITY
ABILITY
Stabilized
Gather Senses
Cynical
SKILL
Investigation
Medication
Technology
MILITARY SPECIAL
Those in the Human military structure who specialize in Medical practices are joined into the Medical Corps of their respective
Military. Those currently enlisted and either in training or are still early within the ranks begin as an O-1 rank of Ensign in the
Navy. After completing 17 Months as the Medical Specialization Pack, the Character is ranked up to O-3 Lieutenant. These
special ranks are not for commanding, but for paygrade bonuses. This gives no Command bonuses or power over those of lesser
ranks. A Medical Corpsman should be limited to one per Fireteam, Squad, or Player group. If the Character is outside of the
Military, they are exempt from this rule. Civilians who are working under a Military as a Medical Corpsman gain the rank of O1 Ensign until discharge or moving on.
Stabilized
Gather Senses
Cynical
ABILITY
UPBRINGING
SPECIAL
ENVIRONMENT AVAILABLE
Farmer
Laborer
Military
Nobility
Aristocracy
Street Urchin
Wastelander
War Orphan
Fugitive
+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
Town, Country
Any
Any
Any
Any
Town, City
Forest/Jungle, Wasteland
Any
Any
ENVIRONMENT
OUTCOME
Town
City
Country
Forest/Jungle
Wasteland
+1 Charisma, -1 Courage
-1 Perception, +1 Courage
+1 Perception, -1 Charisma
+1 Perception, -1 Leadership
+1 Courage, -1 Charisma
LIFESTYLE
Street Fighter
Wild
Patient
Hunter
Gamer and Gambler
Wise Guy
Fast Talker
Weapon Training
Luck Dependent
Body Builder
Loner
Merchant
Mercenary
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 Perception, -3 Strength.
4-5: You play games with others for a living. +3 Charisma, -3 Strength.
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. +3 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.
DICE RESULT
1
2
3
4
LUCK MODIFIER
+6
+4
+2
+0
WOUNDS
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.
200
SIMPLE
ROOKIE
400
INTERMEDIATE
800
TRAINED
1,600
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Half Move
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
Much like Augmentation Traits, Natural Traits are gained through birth. These traits are naturally gained and have no drawbacks due to an
evolutionary process. Each Natural Trait has a description and a Benefit, just as Augmentation Traits.
Skills and Abilities represent knowledge and talent gained over the course of time. Augmentation Traits are the proficiency gained through
the process which made them what they are. Spartans go through an augmentation process that give them their extraordinary ability, and these
traits cover some of the technical specifications.
TRAITS
Four Arms
Flight
Only Flight
Night
Vision
Crawler
Natural
Weapon
Built Tough
Adrenaline
Rush
Berserker
BENEFIT
Grapple +10
Able to use multiple weapons.
The character has the ability of flight. Flights speed is proportional to their
ground-based movement, multiplied by 2. Ignores all terrain effects.
The characters only form of movement is flight. Works the same as Flight,
but does not give the times 2 multiplier for speed.
No penalties in lowlight and darkness.
No penalties for moving over difficult terrain.
+40 to climbing. This causes the limbs of the creature to be fairly sticky to
objects.
Deals +4 extra damage and +3 extra Piercing with an unarmed melee attack.
+20 bonus when Opposing a Grapple or Takedown Test.
Characters ignore hindering effects while in the battle. These characters
cannot think correctly, raging and thrashing about the battlefield, taking
down anything they view as an enemy. The character ignores Fatigue, Blood
loss effects, and Wounds effects as well as a +20 to ignoring the effects of
Shock, until death or calming down. Characters in Adrenaline Rush take a 10 penalty to all Evasion Tests.
Characters can attempt to calm down a character on Adrenaline Rush using
specialized medications or tranquilizers. The characters suffering from the
rush can attempt to calm themselves down by rolling a Courage Test at -30.
Berserker is when a character goes into a bloodlust rage. The character
stomps around the battlefield as fast as possible in order to get as close to
an enemy as possible. Berserker gives +10 to Agility for the time the
character is in the Berserker. Berserker gains a -20 Penalty to Evasion, but
gains double their Strength Modifier for melee attack damage. Characters in
Berserker automatically pass any Fear and Shock Tests.
Characters can attempt to calm down a character on Berserker using
tranquilizers. The characters suffering from the rush can attempt to calm
themselves down by rolling a Courage Test at -50.
DESCRIPTION
The character has multiple arms, allowing better
grasp and mobility on rougher terrain.
The character has wings or anti-gravitational
systems that allow the character to take flight.
The characters only form of transportation is flight.
The character owns no legs or other limbs that
could hold the character up.
The character has improved vision that allows the
character to see in lowlight and darkness.
The character has insect-like limbs that allows the
character to attach itself to the walls and
surroundings.
The character owns talons, teeth, or any other
natural weapon that does extra damage.
The character is built large, wide, and balanced.
During combat, characters with Adrenaline Rush do
not suffer any adverse side effects from Fatigue,
Wounds, and Bloodloss until dead. They still take
the Fatigue, Wounds, and Bloodloss normally, but
nothing from them stacking.
BENEFIT
Cannot break bones unless an incredibly absurd amount of force is
used, such as a Scarab stepping on a Spartans leg.
Catalytic Thyroid
Implant
Occipital
Capillary Reversal
Superconducting
Fibrication of
Neural Dendrites
DESCRIPTION
Advanced material grafting onto skeletal
structures to make bones virtually unbreakable.
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 intellige
nce, memory, and creativity.
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
DIFFICULTY
Basic
Basic
Basic
Basic
Basic
Advanced
Advanced
Basic
Basic
Basic
Interrogation
Intimidation
Investigation
Medication
Navigation
Negotiation
Pilot
Security
Stunting
Survival
Technology
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/Warfare
Melee
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 Mythic
+20
600
EXAMPLE
The character is already devoted or incredibly friendly to the
character making the test.
The character is friendly with the character attempting the test.
The character is a part of the same squad or commanding unit.
The character does not care or has nothing in common.
The character does not want to be bothered
The character is suspicious or had bad interactions with the
character attempting the test.
The character is hostile.
The character is an enemy with no intention of listening.
+20
600
+20
600
+20
600
+20
600
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.
Trained
300
MODIFIER
COST
Trained
300
COVENANT
+10
500
+20
700
MGALEKGOLO
+10
+20
500
700
DIAGNOSES
With a successful Medical Skill, a Medic can diagnose a disease or
problem. The GM can alter the tests difficulty for different situations.
If a bullet is causing a problem, it would be a simple Medical Test. If
there is a disease known across the UNSC controlled space, the
diagnoses would be at a +10. There are factors that have to be
decided by the GM, and a modifier given.
REACURRING DIAGNOSIS
Whenever a Character makes a proper Diagnosis, the next time they
come across the same medical issue, they gain a +10 Bonus to the
Diagnoses Test. Once this Bonus has become +30, an Intellect Test will
Trained
300
SPACE
+10
500
+20
700
MODIFIER
COST
Trained
400
SLIPSPACE
+10
800
+20
1,000
Trained
300
AIR
+10
500
+20
700
MODIFIER
COST
Trained
200
GROUND
+10
400
+20
600
The Pilot Skill is the ability to drive and pilot vehicles in Halo Mythic.
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 strategically.
Setting up a trip wire.
Opening a standard lock.
Unlocking a more advanced lock.
-20
Trying to take down a computer system that does not have an AI.
+20
600
The Stunting Skill is used for many things that involve using tricky
movement, ramping, and anything that involves incredible
concentration to pull off. While under Combat, Stunting works well
with merging multiple half actions such as taking a shot while falling
or jumping out of a moving vehicle and landing on a specific point.
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.
Trained
200
Covenant Cost:
+10
+20
400
600
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
800
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
250
Perception: 30
Intellect: 45
Perception: 35
Pilot (Air): +10
Intellect: 40
Blind Fight
Blur
250
500
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
Guillotine
Strike
Hand-To-Hand
Basic
500
250
500
350
300
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 Melee: 25
Disarm, Agility: 40
250
Warfare Melee: 35
Reduces the base Penalty for Dual Wielding melee weapons by half.
250
Warfare Ranged: 35
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
500
Agility: 30
Intellect: 25
Courage: 30
Courage: 40
Strength: 45
250
Warfare Melee: 25
Can make one extra melee attack if their first melee attack was successful that Round.
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.
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 that hits all enemies in range.
Heavy
Preparation
Inspiration
Iron Fist
Lucky Shot
Manslaughter
Marksman
Medical
Insight
Medical
Prowess
Mind Timer
Mobile Fire
Modern Army
Combatatives
One Eye Open
Optical
Warrior
Order of
Things
Outstanding
Olfactory
Peer
Practiced
Fighter
Precision
Strike
Protector
Quickdraw
Quick Toss
Rapid Reload
Reliable
Reputation
Resilient
Resourceful
Revulsion
350
Strength: 30
250
500
500
250
800
750
CHA or LD: 35
Strength: 55
Luck: 3
Pilot (TYPE): +20
Perception: 55
Medication: +20
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.
Character takes half penalties from long and extreme ranged attacks.
Heals twice as many wounds with each test.
400
Intellect: 50
Only take half penalties when doing medical tests on alien species.
450
500
750
Agility or Intellect: 40
Warfare Ranged: 35
Hand-To-Hand Basic
The character takes no base penalties, and gains a +10 when cooking grenades.
When moving and shooting, characters only take half penalties.
Opens availability to Advanced Melee Combat for characters.
250
400
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.
350
Warfare Melee: 55
250
250
300
500
250
Agility: 35
Agility: 35
Warfare Melee: 55
Agility: 40
Charisma: 45
500
500
250
Toughness: 35
Leadership: 45
Charisma: 25
Rush
500
Agility: 40
Second Chance
Shotfun
Snapshot
750
400
500
Soldier of
Fortune
Stabilized
Steady Aim
Sticky Fingers:
Strafing Run
Strong Back
Swift Shot
Trample
1500
Toughness: 55
Warfare Range: 30
Perception: 35
Warfare Ranged: 35
Luck: 2
Triangulation
Unarmed
Combatant
Unbreakable
Bond
Under Control
Unrestrained
Reflexes
Vault
Wheelman
500
500
450
500
650
500
500
250
250
Medication: +10
Perception: 50
Athletics: +10
Agility: 35
Strength: 55
Quickdraw
Modern Army
Combative
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 Toughness Mod *3 to their Toughness when discovering Carrying Weight.
When making a Quickdraw, the character is allowed to fire with a penalty of -20.
When making a Charge Action, the Character can turn themselves into a powerful weapon of
force.
Easily remember previously traveled to locations with map-like accuracy.
Gains half of Warfare Melee Modifier (Rounding Down) to Piercing with melee attacks.
500
Courage: 45
250
750
Courage: 45
Agility: 45
When two or more allied characters in a group owns this Ability, the effects of Fear and
suppression are halved.
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.
Blur
Prerequisite: Toughness: 40, Agility: 35, Strength: 35
Cost: 500
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.
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.
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: 350
Reduces the penalty for Called Shots in Ranged Combat 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: 300
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 a Character is blinded during Close-Range Combat, the
Character halves the Penalty To hit. When dealing with Eyesightbased Penalties, the Character takes half the Penalties To hit with any
ranged Combat, not including Blindness.
Decapitating Strike
Prerequisite: Guillotine Strike
Cost: 750
A powerful swiping move that has the Character making a horizontal
cleave as a Melee Attack. The Swipe reaches a 180 degree angle
within the weapons Range. One single Warfare Melee Attack is made
as a Half Action, which is Opposed by every Character in the reach of
the weapon. Those that fail the Opposed Test are hit by the Attack as
if they were struck normally. This attack has a -10 Penalty when being
Parried, and if a Parry is successful, the Attack is stopped. When the
Opponent is struck, the Attack deals an extra set of Strength Modifier
and Mythic Strength to Damage and Pierce.
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 or quick thinking to get an
advantage on the battlefield. The character rolls twice when figuring
the Initiative Test and takes the highest roll.
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.
Guillotine Strike
Prerequisite: Strength: 45
Cost: 500
Guillotine Strike is a vertical attack that boosts damage to a Melee
Attack. A Guillotine Strike is a Half Action Melee Attack that has the
Character making a powerful downward strike. The Melee Attack
adds another set of the Characters Strength Modifier and Mythic
Strength to the Attacks Damage and Pierce.
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, giving the
Character +1 Mythic Agility when making Melee Attacks. This allows
the character to make one extra melee attack if their first melee
attack was successful that Round.
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.
Inspiration
Prerequisite: Charisma: 35 or Leadership: 35
Cost: 250
Using incredible Charisma or Leadership, a character can inspire
others to improve in their Actions. 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. If Inspiration was purchased, but the Character does
not have a high enough Charisma, then this Ability cannot be used
through the Charisma Characteristic. The same goes for Leadership.
Iron Fist
Prerequisite: Strength: 55
Cost: 500
The characters Unarmed attacks gain the Stun (1) Special Rule with a
successful Strength Test.
Lucky Shot
Prerequisite: Luck: 3
Cost: 500
Characters making an attack with the Lucky Shot Ability has the
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: 800
The Marksman Ability allows characters to only take half penalties for
long and extreme ranged attacks with Sniper Optics.
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 heals +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 Penalty To hit is reduced by 10, to a minimum of 1.
Modern Army Combatatives
Prerequisite: Hand-To-Hand Basic
Cost: 750
The character is trained under the characters Militarys special handto-hand combat, giving the Character another +1 to their Mythic
Agility when making Melee Attacks. 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.
Precision Strike
Prerequisite: Warfare Melee: 55
Cost: 350
Reduces the penalty for Called Shots for Melee Combat by Half.
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.
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.
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.
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 advance. Any attacks
made by the Character is at a Penalty during the Strafing Run.
Hitting a Strafing Character that is taking a Half Move is at a
-5 Penalty, the Strafing Character gains a -10 Penalty To Hit.
A Strafing Character moving a Full Move is at a -10 Penalty
to hit, the Strafing Character gains a -20 Penalty To Hit.
A Strafing Character moving a Charge Move is at a -15
Penalty to hit, the Strafing Character gains a -30 Penalty To Hit.
A Strafing Character Running is at a -20 Penalty to hit, the
Strafing Character gains a -40 Penalty To Hit.
A Strafing Character Sprinting is at a -25 Penalty to hit, the
Strafing Character gains a -50 Penalty To Hit.
Strong Back
Prerequisite: Strength: 55
Cost: 650
Characters gain their Toughness Modifier *3 (Toughness Modifier
multiplied by 3) to their Toughness 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.
Trample
Prerequisite: Modern Army Combative
Cost: 500
When a Character makes a successful Charge into an Opponent, they
may opt in to make a Trample. Trample turns the Characters Charge
into a powerful attack where the user uses their entire body and force
to smash into the Opponent, where the Opponent gains a -20 Penalty
to Parry.
If successful, the Trample Charge deals the Characters
Strength Modifier, Mythic Strength, and Meters the Character is
traveling this Turn in Damage, and +2 for every Size above Small the
Character is. If a Character makes a Trample for more than 30 Meters
traveled, they take half the Damage they would deal to the Opponent.
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.
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.
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: 45
Cost: 750
The Character, if aware of an Opponent who is in Point Blank Range,
causes that Opponent to lose their Point Blank Range Bonuses against
the Character. Unrestrained Reflexes also gives the Character a +10
to spotting Lasers from Opponent weaponry.
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.
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.
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.
LANGUAGES
All characters start with the language that makes most sense to the
character.
Human Languages/ Your Choice
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/ San Shyuum
Cost: 150
The character has the ability to speak the main language of the San
Shyuum. This language comes free to all San Shyuum characters.
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
Prerequisite: Forerunner Linguistics Education +5
Cost: 400
The character has the ability to speak the Forerunner Language and
read their standard text.
WEAPON TRAINING
STEP 5: EDUCATION
Education isnt given to everyone. Some Soldier Types do not allow
an Education, outright. Education costs Experience to take, and gives
characters training and knowledge of specific types of information.
Some Educations come at Character Creation, others can be
bought. No matter what, though, an Education takes time and study.
A Character who purchases an Education does not automatically
know the Education once purchased, but instead, must take off time
to do so. A professionally taught Character is able to learn an
Education within 50 Days.
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
more about a given subject, then the GM can issue the tests to be
Opposed.
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
Human Law
Covenant Literature
Human Literature
Human History
Covenant History
Planetary Science
Astrophysics
Aeronautics
Human Psychology
Basic
Basic
Basic
Basic
Advanced
Advanced
Advanced
Advanced
Advanced
Advanced
Basic
Basic
Basic
Basic
Basic
Advanced
Advanced
Basic
Basic
Basic
Basic
Advanced
Advanced
Advanced
Advanced
Military
Military
Cultural
Cultural
Restricted
Restricted
Biological
Biological
Computer
Restricted
Engineer
Engineer
Engineer
Engineer
Engineer
Cultural
Cultural
Cultural
Cultural
Cultural
Cultural
Space
Space
Piloting
Cultural
Covenant Psychology
Advanced
Cultural
Culinary
Merchant
Mathematics
Slipspace Theory
Astronautics
Ground Vehicle Dynamics
Martial Arts
Forerunner Linguistics
Military Command
Basic
Basic
Basic
Advanced
Advanced
Basic
Basic
Advanced
Basic
Cultural
Cultural
Engineer
Dimensional
Piloting
Piloting
Biological
Cultural
Military
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
Command, Investigation, Deception, Negotiation
Appeal, Command, Investigation
Appeal, Command, Investigation
Appeal, Command, Investigation
Appeal, Command, Investigation
Survival, Camouflage
Pilot, Technology
Stunting, Pilot, Evasion, Technology
Appeal, Command, Deception, Interrogation,
Intimidation, Negotiation
Appeal, Command, Deception, Interrogation,
Intimidation, Negotiation
Survival
Appeal, Negotiation, Deception
Security, Cryptography, Gambling
Pilot, Navigation, Technology, Stunting
Pilot, Technology, Stunting, Evasion
Pilot, Technology, Stunting, Evasion
Evasion, Grappling, Athletics
Technology, Cryptography, Investigation
Command, Appeal, Interrogation, Negotiation,
Deception
+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
400
200
200
200
200
400
400
400
600
600
600
400
400
1,200
1,000
600
600
400
1,000
600
600
600
600
600
600
600
400
400
400
400
600
600
600
800
600
800
200
200
400
1,000
400
400
400
600
400
400
400
600
1,200
600
600
600
800
400
ARMY
MARINE
NAVY
AIR-FORCE
SPARTAN
E-1
PVT Private
PVT Private
SR Seaman Recruit
AB Airman Basic
SR 1 through 4
E-2
PV2 Private 2
SA Seaman Apprentice
AMN Airman
SR 5 through 9
E-3
SN Seaman
SR 10 through 14
CPL Corporal
SR 15 through 19
E-4
Special
E-5
CPL Corporal
--
--
--
SR 20 through 24
SGT Sergeant
SGT Sergeant
SR 25 through 29
E-6
SR 30 through 34
E-7
SR 35 through 39
--
--
SR 40 through 44
MSG
Master
Sergeant
1SG First Sergeant
SR 45 through 49
SR 50 through 54
CSM Command
Sergeant Major
SMA Sergeant Major
Army
SM Sergeant Major
SR 60 through 64
SR 70 through 74
E-4
E-7
Special
E-8
E-8
Special
E-9
E-9
Special
E-9
Special
E-9
Special
W-1
--
SR 55 through 59
SR 65 through 69
WO Warrant Officer
--
SR 80 through 84
--
SR 85 through 89
--
SR 90 through 94
--
SR 95 through 99
O-2
WO1
Warrant
Officer
CW2 Chief Warrant
Officer 2
CW3 Chief Warrant
Officer 3
CW4 Chief Warrant
Officer 4
CW5 Chief Warrant
Officer 5
2LT
Second
Lieutenant
1LT First Lieutenant
O-3
CPT Captain
Capt. Captain
CAPT Captain
O-4
MAJ Major
MAJ Major
MAJ Major
O-5
O-6
LTC Lieutenant
Colonel
COL Colonel
LCDR Lieutenant
Commander
CDR Commander
COL Colonel
CAPT Captain
COL Colonel
SR 125
O-7
BG Brigadier General
SR 126
O-8
MG Major General
SR 127
O-9
LTG Lieutenant
General
GEN General
SR 128
--
SR 129
GA General of the
Army
W-2
W-3
W-4
W-5
O-1
O-10
SPECIAL
GEN - General
SR 75 through 79
SR 130
RANK
LEGION
FLEET SECURITY
SPECIAL
E-1
E-2
E-3
E-4
E-5
E-6
E-7
E-8
E-9
W-1
W-2
W-3
W-4
W-5
O-1
Yanmee Minor
Unggoy Minor
Unggoy Major
Unggoy Heavy
Unggoy Ultra
Yanmee Major
Yanmee Ultra
Kig-Yar Minor
Yanmee Leader
Kig-Yar Major
Tvaoan Murmillo
Tvaoan Champion
Mgalekgolo, Huragok
Sangheili/Jiralhanae Minor
Mgalekgolo Gold, Junior Staffer
--------------Unggoy Deacon
O-2
Sangheili/Jiralhanae Major
O-3
O-4
Sangheili/Jiralhanae Ultra
Sangheili General, Jiralhanae Captain
O-5
O-6
--Unggoy Ranger
Spec-Ops Unggoy
------Kig-Yar Ranger
Kig-Yar Sniper, Tvaoan Commando
--Stealth Sangheili, Minor Ranger, Jiralhanae
Stalker, Jump Pack Jiralhanae Minor
Special Ops Sangheili, Major Ranger, Jump Pack
Jiralhanae Major
Special Operations Officer
Special Operations Sub-Commander, Jump Pack
Jiralhanae Captain
Special Operations Commander
Ossoona
--
--
----
O-7
O-8
O-9
O-10
SPECIAL
MODIFIER
Trial thrown out
-50
-40
-20
+10
+30
+40
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 a fellow soldier
Rape
Desertion
Assaulting a Superior Officer
Covenant using Human Weaponry
DP SITUATION MODIFIER
Accidental
Mutually Disorganized Situation
Overrun and overtly stressed
Unwise towards the current situation
MODIFIER
+30
+10
+30
+10
+15
+40
+40
+60
+100
+60
+25
+20
+100
MODIFIER
DP Halved
DP Halved
DP Halved
DP cut by 1/4th
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 to find the reasoning behind the first 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 Discharged.
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.
MODIFIER
+40
+20
+15
+10
+0
-10
-20
-40
PREPARATION
Target is Unconscious or Helpless
Target is Unaware
Target is in danger, but not ready for battle
Target is ready for battle
Target is better prepared than you
MODIFIER
-40
-20
+0
+10
+20
METHOD OF SLAYING
One on One sword battle
Killing with an Energy Sword/Stave
Hand-to-Hand combat
Killing with any other Energy Weapon
Using a standard Covenant Weapon
Sniping from an incredible distance
Gunning down at a far range
Using an Explosive
Using a Heavily Armored Vehicle
Using an Armored Vehicle
Using a Light Armored Vehicle
MODIFIER
+30
+20
+15
+10
+0
-40
-20
-10
-40
-20
-15
BATTLE SITUATION
An ally helped you
The Target fell in battle by other means
The Target damaged you badly
You won because of dumb luck
MODIFIER
HP Halved
HP Removed
HP Halved
HP Halved
MODIFIER
+20
+20
Half HP
-30
-20
-50
ABILITIES
Sangheili Nobles will be looked down upon as lesser, most
will want the name and title to be stripped from them.
Any Sangheili with an Energy Sword will be stripped of it.
Any Sangheili with Noble or Bloodline lose these abilities.
Any Bloodline Sangheili can gain their Energy Sword
before their next mission.
Any Unggoy with 40 Intellect or more can gain the Deacon
Upgrade.
Any Sangheili can gain an Energy Dagger before their Next
Mission.
Any Covenant Soldier gains a 25% discount to any weapon
or vehicle purchased.
Any Covenant Soldier loses the penalty for purchasing
Forerunner weaponry.
Nobles gain their Energy Sword before the next mission.
LEGION
SPECIAL WARFARE
STEALTH SANGHIELI: Prerequisites: 4,000 Exp
Stealth Sangheili are a specialized Sangheili unit of the Covenant,
tasked with infiltration and stealth operations. They report to Fleet
Security of the Special Warfare Group. They are typically seen
commanding a file of Spec-Ops Unggoy soldiers. They are the starter
rank for the Special Warfare branch of Sangheili. They come equipped
with built-in active camouflage to their light blue harness.
MINOR RANGER: Prerequisites: 5,500 Exp
Ranger is a special position. It is a temporary inherited title which
provides a vacuum-sealed suit to the user as well as a covenant thrust
pack, which replaces the previous equipment and armor. Rangers
often operate in the vacuum of space and normally are volunteers.
They are officially a part of the Special Warfare division, but members
from the Legion division may volunteer for Ranger service.
MAJOR RANGER: Prerequisites: 8,000 Exp
Major Rangers are to Minor Rangers as a regular Major is to a regular
Minor. Major Rangers come with an anti-grav pack rather than a
thruster pack, granting them true flight.
SPEC-OPS: Prerequisites: 6,000 Exp
The Special Operations Sangheili is a Covenant Sangheili rank. It is the
second-lowest rank in the Special Operations branch.
Special Operations Sangheili are members of the Covenant
Special Operations branch of the Covenant Special Warfare Group.
Sangheili of this rank are extremely skilled warriors and are sent in to
accomplish some of the most dangerous and difficult missions for the
safety of the fleet.
SPEC-OPS OFFICER: Prerequisites: 7,000 Exp and 500 Honor
A Special Operations Officer is subordinate to Special Operations SubCommander and possesses a large amount of political and military
authority. The role of such individual is to lead a squad of Special
Operations forces, similar to the role of the higher ranking Special
Operations Commanders and Sub-Commanders, but the troop that
Special Operations Officers command holds fewer troops in lower
rank than the ones commanded by the others.
SPEC-OPS SUB-COMMANDER:
Prerequisites: 8,000 Exp and 200 Honor
Similar how a General is the subordinate to the fleet's Fieldmaster or
Fleetmaster, a Sub-Commander is the subordinate to the fleet's
Special Operations Commander. In times that demand the attention
of the Commander, they will normally appoint a Sub-commander into
the team they will lead, acting as a second in command should
something happen.
OTHER/MISC RANKS/TITLES
SHIPMASTER: Own a Starship
This is an inherited rank that anyone that owns a starship receives.
The crew will refer to the character by this term and they are
considered in Command of the vessel.
HONOR GUARD: Prerequisites: 7,500 Exp and 1,500 Honor
Honor Guardsmen were among the most skilled of all Sangheili
warriors and were hand-picked for the duty of protecting the High
Prophets and other high ranking officials in the Covenant High
Council. Honor Guardsmen were expected to immediately kill anyone
who drew a weapon in the presence of a Hierarch, though they might
stand down should an Arbiter or Kaidon do so. In addition, they kept
order during important meetings within the High Council. Although
the position was a great honor, it was seen by some Sangheili as a
merely ceremonial duty and a way to silence those who were aware
of the Hierarchs' duplicity. Some expected to encounter little to no
combat in the ranking, select Sangheili were known to have even
declined a place in the Honor Guard.
LIGHT OF SANGHEILIOS: Prerequisites: 9,000 Exp and 2,000 Honor
The Lights of Sanghelios were a revered elite unit among the Sangheili
Honor Guard. The Lights of Sanghelios, sometimes referred to as the
Honor Guard Ultras or the "Helios" for short, was a distinctive unit of
Sangheili Honor Guardsmen in the Covenant. The Lights of Sanghelios
represented the most adept and highest-ranking combat units within
the Covenant Honor Guard, consisting solely of Sangheili. Members
of the elite unit were often given the privileged duty to protect the
San 'Shyuum of the Covenant. High-ranking San 'Shyuum politicians
hand-picked Honor Guardsmen within the Lights of Sanghelios to
serve as their personal guards.
ZEALOT: Prerequisites: 10,000 Exp and 1,000 Honor
This is a special title inherited by a Sangheili that meets the
prerequisites. The Sangheili must be a devoted follower of the great
journey to receive this title. As members of the Ministry of Fervent
Intercession, true Zealots form the razor's edge of any significant
Covenant military operation. Zealot squads are tasked with the
location and analysis of any information which might lead to a
reliquary (Forerunner) site. Once The color of a Zealot's armor
depends on their role. Legion Commander Zealots have a bright
golden color, while Special Warfare Zealots are given a maroon color.
ASCETIC: Prerequisites: 10,000 Exp and 1,000 Honor
This is an inherited title/rank. The Ascetics are a group within
Sangheili culture charged with enforcing ideological purity and
correct interpretation of Holy Scriptures. Ascetics act as the physical
and mental embodiment of ideological purity. Their presence is
meant to promote feelings of stability and order, as well as instill
confidence in those loyal to the State and fear in those who would
undermine it; to that end, their actions are swift and their decisions
final. Leading by example, their ultimate purpose is to show each
Sangheili the true path.
JIRALHANAE RANKS
SPECIAL RULE: Pack Alpha
Whenever a Rank has this rule as an additional requirement, you must
find and defeat another Jiralhanae that already holds that rank in a
one on one fight to either unconsciousness or death.
LEGION
MINOR: Prerequisites: N/A
Jiralhanae Minor is the lowest and most common Jiralhanae rank. The
Jiralhanae who have this rank are the youngest and most
inexperienced in the Covenant. They are very weak compared to
Brute Majors, but can still be challenging. This is the first rank for the
Legion.
MAJOR: Prerequisites: 6,000 Exp
Majors are lightly experienced soldiers of the Covenant, making up a
portion of the Jiralhanae ranking system. Majors often lead files and
lances of lower-ranking Jiralhanae, Kig-Yar, and Unggoy on the
battlefield. They are given better armor protection and have access
to better armament. During the Great Schism, they were given better
armor and weapons.
ULTRA: Prerequisites: 7,500 Exp
The Jiralhanae Ultra is the highest of the three Legion Jiralhanae
infantry ranks, and as such they are fewer in number than Minors and
Majors. Because of their intermediate status on the Jiralhanae
hierarchy, these Jiralhanae can usually be found leading at least two
Jiralhanae Minors and groups of lesser Unggoy and Kig-Yar. They are
also frequently led by a higher-ranking Jiralhanae Captain or
Jiralhanae Chieftain. Ultras may choose to either continue infantry
operations or begin naval operations. Upon choosing the former, they
are used on high-priority missions. Upon choosing the latter, they are
assigned to a starship and given the title of Second, showing they are
Second in Command of the ship should the Shipmaster be absent.
CAPTAIN:
CAPTAIN MINOR: Prerequisites: 9,000 Exp and Pack Alpha
CAPTAIN MAJOR: Prerequisites: 9,500 Exp and Captain Minor
CAPTAIN ULTRA: Prerequisites: 10,000 Exp and Captain Major
Jiralhanae Captains come in three ranks, each holding higher status
than the last, but all holding the same level of official rank compared
to lower ranks. The ranks are Captains Minors, Majors, Ultras. All fill
similar command roles. Upon achieving the rank of Captain, a
Jiralhanae is given a choice; continue to serve the fleet's Infantry and
lead further Ground Operations, or command a Starship and
participate in the fleet's Naval operations. Upon choosing the latter,
they are assigned to a ship and granted the title of its Shipmaster.
CHIEFTAIN: Prerequisites: 10,500 Exp and Pack Alpha
Chieftain, also known as Alpha, is a position within the Jiralhanae
race. It is one of the highest positions in the Jiralhanae hierarchy both
in social aspects and in military rank within the Covenant. Chieftains
primarily serve as military commanders. They are leaders of groups of
the half-a-dozen or more Jiralhanae as well as several lower caste
species within a "pack." In Jiralhanae society, Chieftains are
subordinate only to War Chieftains and the Chieftain of the
Jiralhanae.
Apart from pack leadership position, the Jiralhanae
Chieftains are also spiritual leaders, giving sermons to their packs.
Maccabeus, while Chieftain of the Rapid Conversion, would lead their
pack in religious sermons, like the Progression of the Ages and
blessing pack meals. While of similar rank to Fleetmaster,
Fieldmaster, and Spec-Ops Commander, there can be as many as ten
Chieftains in any fleet. They would only need to answer to their War
Chieftain, a Jiralhanae Army Commander, or the Chieftain of the
Jiralhanae.
WAR CHIEFTAIN: Prerequisites: 10,500 Exp and Pack Alpha
War Chieftains are superior in rank to regular Jiralhanae Chieftains
and are responsible for commanding much larger packs. Despite this,
War Chieftains are more often seen guarding smaller outposts. They
are commonly commanders of Scarabs, and always perform tasks
with a crew featuring Jiralhanae exclusively. There can be as many as
five War Chieftains in any given fleet, but one always asserts their
dominance as the Alpha. War Chieftains usually command the fleet's
Master-packs and Alpha Tribes. A War Chieftain must only answer to
their fleet's Alpha, a Jiralhanae Army Commander, or the Chieftain of
the Jiralhanae.
JIRALHANAE ARMY COMMANDER: 14,500 Exp and Pack Alpha
The Jiralhanae Army Commander is similar in rank to the Supreme
Commander in that they have command of virtually all War Chieftains
in the covenant. They are second only to the Chieftain of the
Jiralhanae, and are often their right hand in military affairs when they
must partake in religious or diplomatic ones.
CHIEFTAIN OF THE JIRALHANAE: 19,000 Exp and Pack Alpha
The Chieftain of the Jiralhanae was the central political and military
leader within the Jiralhanae contingent of the Covenant, responsible
for representing their interests in the Covenant. While a Jiralhanae
Chieftain controlled a relatively small pack or clan, the Chieftain of the
Jiralhanae had authority over every member of the race, and
essentially functioned as the commander-in-chief of the Jiralhanae.
Such a rank need only answer to the Hierarchs and the High Council.
The Chieftain was also occasionally issued with missions of high
importance, such as aiding an Arbiter on high importance missions.
SPECIAL WARFARE
STALKER: Prerequisites: 4,500 Exp
Stalkers are commonly seen acting as spies and bodyguards for
Jiralhanae Chieftains, however, they have a far more covert role in the
Covenant. On the battlefield, they can function as spies and assassins.
Jiralhanae Stalkers often use their active camouflage to flank and
ambush unsuspecting hostile forces. They also use radar jammers to
confuse enemies, before charging in with Type-52 Maulers to finish
them off. The Stalkers replaced the Stealth Sangheili after the
Sangheili were expelled from the Covenant, and are the starter class
for their Special Warfare division.
JUMP PACK:
JUMP PACK MINOR: Prerequisites: 4,500 Exp
JUMP PACK MAJOR: Prerequisites: 6,000 Exp
JUMP PACK ULTRA: Prerequisites: 7,500 Exp
JUMP PACK CAPTAIN: Prerequisites: 9,000 Exp and Pack Alpha
Jump Pack Jiralhanae, are a specialist rank for Jiralhanae serving in the
Covenant. They are airborne troops that utilize jump packs. The
Jiralhanae believe that there are few honors higher than serving in a
Jump Pack unit. There are a variety of ranks for these specialists,
ranging from Minor, Major, Ultra, and even Captain. Each respective
rank holds the same authority as their Legion Infantry counterpart.
They were made out to replace Ranger Sangheili, but lack the true
flight Grav technology the former had.
BODYGUARD: Prerequisites: 10,000 Exp
Bodyguard is a specialty rank for Jiralhanae serving in the Covenant.
They serve as bodyguards for Jiralhanae Chieftains and other
Covenant political figures. Bodyguards are responsible for the
protection of their pack's Chieftain as well as for the enforcement of
tribal and military law. Whenever there is a Chieftain nearby, you will
encounter Jiralhanae Bodyguards, which look very similar to Captains.
During the Great Schism, some Jiralhanae Bodyguards served as the
High Prophet of Truth's personal protectors.
OTHER/MISC.
HONOR GUARD: Prerequisites: 7,500 Exp and 500 Honor
The position of Jiralhanae Honor Guardsman is a notably high
Covenant Jiralhanae rank. Jiralhanae that occupy this rank serve as
protectors for the Covenant's Hierarchs and other political figures
during the Great Schism. The Jiralhanae Honor Guardsmen took the
place of the Sangheili Honor Guardsmen as the loyal Protectors of the
Hierarchs after the assassination of the High Prophet of Regret by
John-117. This Changing of the Guard was the beginning of the Great
Schism. The Sangheili were incensed that their role of protecting the
San 'Shyuum, which they had faithfully executed for a millennium,
had been revoked and delegated to their rivals, the Jiralhanae. The
new Jiralhanae role is largely ceremonial, unless a San 'Shyuum's life
is being threatened.
UNGGOY RANKING
OTHER/MISC.
LEGION
SPECIAL WARFARE
RANGER: Prerequisites: 2,500 Exp
Unggoy Rangers are specialists fully trained and armored for extravehicular activity. With engagement suits designed to withstand
extreme temperatures, low-to-zero gravity, and other rigors found in
the vacuum of space, this role is fully capable of EVA combat. Rangers
are also deployed into dangerous terrestrial environments where
terrain is unsuitable to traverse for other infantry. Their Methane
packs are equipped with an added feature of being able to expel small
amounts of Methane to jump around, as if using a Jump Pack.
SPEC-OPS: Prerequisites: 3,500 Exp
Unggoy of this rank are in the Special Operations division of the
Covenant. If they Unggoy are given proper training, they can acquire
specialized roles to provide excellent support to Special Operations
teams. Often standard infantry. Generally tougher, smarter, and
certainly more aggressive than their lesser brethren, Special
Operations Unggoy are always deployed with Special Operations
Sangheili team leaders. These resilient, loyal, and dangerous
operatives are not to be underestimated under any circumstances. If
a Special Operations Grunt's leading Sangheili is killed, rather than
panicking and fleeing, they will often seek revenge, finding cover and
sending plasma grenades and plasma bolts accurately at the
opponent who killed the Sangheili.
KIG-YAR RANKING
LEGION
MINOR: Prerequisites: N/A
Minor is the lowest rank in the Kig-Yar rank structure. Like Unggoy,
the Kig-Yar are commonly seen in combat and are deployed as cannon
fodder. Because of this, they are seen in almost every engagement
with other types of Covenant forces. Kig-Yar Minors spend most of
their time bombarding enemy forces with rapid-fire volleys of plasma
bolts from behind their arm shields.
Minors operate in a manner that is similar to Kig-Yar pirate
"kill-squads" that once raided settlements in the Y'Deio system in the
Kig-Yars early history.
MAJOR: Prerequisites: 3,000 Experience
Major is a rank attainable by Kig-Yar in the Covenant military. They
are characterized by their orange point-defense gauntlets, and have
moderately greater stamina than Kig-Yar Minors. Similar to their less
experienced brethren, Majors constitute a large part of the
Covenant's mainstream infantry. They are seen in almost every
engagement alongside other types of Covenant forces. Sometimes, a
Kig-Yar Major leads a lance of low-ranking Kig-Yar and Unggoy.
MURMILLO: Prerequisites: 4,500 Experience
This rank is exclusive for the Kig-Yar T'vaoan subtype. Murmillo
(plural: Murmillones) is a rank attainable by Kig-Yar Tvaoan in the
Covenant military. Murmillones are one of the higher and more
formidable ranks that a Skirmisher can obtain. The rank of Murmillo
originates from ancient Kig-Yar gladiators. Murmillones are selected
from the best combat-rated Skirmisher Majors. Murmillones
specialize in close-quarters combat. The armor of Murmillones is
based off of ancient Kig-Yar gladiatorial designs. These ancient Kig-Yar
would hold inter-clan physical combat competitions in the largest
population centers on Eayn's biggest continent. They generally strike
in packs and attempt to flank the enemy and use their wrist shield
gauntlets to cover their exposed bodies, including their heads, while
strafing enemies.
SPECIAL WARFARE
RANGER: Prerequisites: 4,500 Experience
The Kig-Yar Rangers are a specialized group of Kig-Yar in the Covenant
military. This is a Rank given only to Ruutians and Ibie-Shan. Rangers
are trained as zero-gravity combat units and wear vacuum suits. They
are considered another component of the Covenant's extra-vehicular
activity combat arm. Rangers are often deployed within infantrybased engagements in the vacuum of space, often in a defensive
position. To a lesser extent, Rangers may be deployed to terrestrial
environments where high mobility over vertical terrain serves as a
significant advantage. Kig-Yar Rangers are trained in mid-range to
long-range combat. Rangers are also used for boarding actions on
hostile vessels and external maintenance on allied vessels. They were
sometimes used to assist the Sangheili Rangers. Kig-Yar Rangers could
be deployed into combat engagements through the use of Covenant
drop pods, even in zero-gravity operations.
SNIPER: Prerequisites: 6,000 Experience
Sniper is a specialized Kig-Yar rank in the Covenant military, relatively
high in the Kig-Yar rank hierarchy. This is a rank limited to the Kig-Yar
Ruutians and Ibie-Shan. They are highly skilled marksmen, though
they are not deployed as often as their infantry comrades. Kig-Yar
Snipers are generally tasked with roles revolving around long-range
combat, sniper support, scouting, and assassinations. The role of KigYar Snipers has been viewed as critical to achieve success in most
groundside engagements. Only battle-hardened veteran Kig-Yar are
chosen to become a part of the Sniper class. All Kig-Yar are born gifted
with extraordinarily acute senses of sight, hearing, and smell, making
them adept as scouts and snipers in the Covenant military. The KigYar's natural ability and skill at stealth makes them efficient hunters.
Kig-Yar Snipers were often used as lookouts posted on patrol or on
sniper perches around Covenant installations and military bases.
COMMANDO: Prerequisites: 6,000 Experience
This rank is exclusive for the Kig-Yar T'vaoan subtype. Commando is a
rank held by a select number of Kig-Yar Tvaoan in the Covenant
military. Commandos are essentially the special operations division of
the Skirmisher contingent. Commandos are specifically trained to
form specialized combat files and operate in discrete close-knit
groups with extremely specific mission parameters. Other members
of the Covenant military recognize Commandos on the battlefield for
their incredibly proficient unit cohesion
YANMEE RANKING
MINOR: Prerequisites: N/A
Minor is a rank held by Yanme'e serving in the Covenant military.
Minor is the lowest rank attainable in the Yanme'e ranking system, as
well as the Yanme'e caste. Originally, the assignment for Yanme'e
Minors was relating to engineering and technological work. However,
most were replaced by the Huragok and more began to be deployed
in combat roles. Yanmee are at the very bottom of the Covenant
hierarchy. Although they may fight alongside Sangheili and Jiralhanae,
even a Kig-Yar Minor is allowed to command them, as well as Yanme'e
Majors and occasionally Unggoy Majors.
MAJOR: Prerequisites: 2,500 Experience
Major is a high attainable caste and infantry rank for Yanme'e serving
in the Covenant's military. Yanme'e Majors are differentiated from
lower ranks by their crimson shells, and frequently possess energy
shields. They have longer wings and can fly faster than Yanme'e
Minors.
ULTRA: Prerequisites: 3,500 Experience
An Ultra of the Yanme'e contingent of the Covenant is considered one
of the highest military ranks for the species. Yanme'e Ultras are
distinguished by their blue and cyan exoskeletons, along with paired
forked horn-like structures on their head and cephalothorax. They
usually wield Plasma Pistols, but they can be seen wielding other
weapons. They often don't fly like other Yanme'e rankings, but rather
stay on the ground as foot combat units. One of the higher Yanme'e
ranks in the Covenant military, Ultras are often in command of lowerranking Yanme'e, like the Majors or Minors. Occasionally, they will
command lances of low-ranking Unggoy.
LEADER: Prerequisites: 6,000 Experience
Yanme'e Leaders are high in the Yanme'e caste and have one of the
highest Yanme'e ranks in the Covenant military. They are
distinguished by their golden exoskeletons and use of energy shields.
The Leader is one of the highest ranks attainable for the Yanme'e.
Yanme'e Leaders have normally been rushed from their pupal stage,
and as a result, their abdomens glow brightly. They often command
lances consisting of lower-ranking soldiers, such as Yanme'e Majors
and Minors. Occasionally, they have some control over low-ranked
Unggoy and even Kig-Yar.
MGALEKGOLO RANKING
LEGION
MGALEKGOLO: Prerequisites: 4,000 Experience
Beginning off, Mgalekgolo are more used as tools and equipment until
they prove themselves. The Rank of Mgalekgolo is also the name of
the species that can hold the title, which is the only occurrence of this
happening within the Covenant.
When an Mgalekgolo proves themselves, they gain their
Rank within the Covenant Empire, allowing them to take power and
command of lesser ranks during the battle. An Mgalekgolos Battle
Brother will gain the title alongside them.
GOLD MGALEKGOLO: Prerequisites: 7,500 Experience
Gold Mgalekgolos are those entrusted with running ground combat
situations, such as a Sangheili or Jiralhanae Major. Gold Mgalekgolo
command groups of Minors, as well as other Covenant races. Many
Gold Mgalekgolo are chosen to be Shipmaster guards, and some are
hand-picked by Council Members to be their personal guards. Gold
Mgalekgolo are given golden armor. An Mgalekgolos Battle Brother
will gain the title alongside them.
SPECIAL WARFARE
ELDER MGALEKGOLO: Prerequisites: 9,000 Experience
Elder Mgalekgolo are the most skilled of all Mgalekgolo warriors and
were chosen for their abilities on the battlefield. Elder Mgalekgolo are
given special benefits in the battlefield, allowing for the support and
power to crush any foe they deem necessary to the cause. This
position comes with great honor and a heavy expectations. Elder
Mgalekgolo are given different sets of armor based on the skills they
were chosen for. Red are for Battle Brothers with advanced skills in
defense. White is given to those who are able to hunt down and
eliminate a target, and a light blue is given to those who are expert
rangers. An Mgalekgolos Battle Brother will gain the title alongside
them.
SPECIAL WARFARE
SENIOR STAFFER: Prerequisites: 3,000 Experience
Senior Staffers are given to those who have proven themselves with
Junior Staffer, allowing them to branch outside of the Legion, and into
Ministries and Specialty roles. A Senior Staffer may decide to stay
within the Legions rankings to continue their commanding roles and
service. Else, the San Shyuum are able to provide roles within the
various Covenant Ministries. A San Shyuum that has decided to stay
a commanding role within the Legion are a rarity, but those that do
can gain serious pull and power within the Legions of the Covenant
Empire.
ARMY:
Private
MARINE:
Private
NAVY:
Seaman Recruit
AIR FORCE:
Airman Basic
Paygrade Modifier: *1
The lowest rank of the Military, Private, wears no insignia. Almost all
non-officer Soldiers begin their career as a Private. Privates have no
use of Support Points and are easily moved up to Private First Class.
After the first 3 to 6 months, or during combat, a Private E-1 is ranked
up to E-2, unless the E-1 Private rank was gained via a punishment. All
starting Characters are considered to be 5 months into their service
under the Military.
E-2
ARMY:
Private E-2
MARINE:
Private First Class
NAVY:
Seaman Apprentice
AIR FORCE:
Airman
Paygrade Modifier: *1.1
E-2 is the rank given when a Private finishes their trainee courses and
serves a minimum of 3 months, up to a maximum of 6 months. This
rank opens up the use of Support Points to the Soldier.
E-3
ARMY:
Private First Class
MARINE:
Lance Corporal
NAVY:
Seaman
AIR FORCE:
Airman First Class
Paygrade Modifier: *1.2
E-3 is given to those who have served a minimum of 10 months, to a
maximum of a year. E-3 can be obtained earlier if one of the following
criteria are made: Obtaining 2 Educations at +5, or 3 Educations at
+10. Agreeing to an extended-enlistment of 6 or more years, or
accepting a mission with a projected length of 3 months.
E-4
ARMY:
Corporal/Special
MARINE:
Corporal
NAVY:
Petty Officer Third Class
AIR FORCE:
Senior Airman
Paygrade Modifier: *1.3
After every Mission, E-3s are able to go through a cycle of rank
promotion, allowing them to become an E-4 if they meet the
requirements. A Character is able to gain this instantly if they have
the Command Specialization Pack.
If an Army-based Character has been built to be dedicated
in their Specialization Pack taken at Character Creation, they are
eligible for the Army Specialist Rank. This means having six Skills, Skill
Advancements, or Education, which can be used to further the
Specialization Pack. The GM may decide whether or not a Character
is eligible for this. This Specialist Rank offers a Paygrade Modifier of
1.4, instead of 1.3.
Instead of becoming a Specialist in one given trade, an Army
or Marine-based Character may be given a rank promotion to an E-4
Corporal. Corporals are Squad-based leaders who direct activities of
others below them. This rank is mainly given when a Character from
rank E-1 through E-3 are put into a Leadership Position.
Navy and Air Force Personnel are qualified for this rank 36
months into their career. A Character with 3 Educations at +5, or 2
Educations at +10 are allowed advancement to E-4 in only 20 months.
E-5
ARMY:
Sergeant
MARINE:
Sergeant
NAVY:
Petty Officer Second Class
AIR FORCE:
Staff Sergeant
Paygrade Modifier: *1.4
Marine and Army-based Characters are able to obtain the Sergeant
Rank by either owning the Command Specialization Pack, and/or
being assigned leader of their Fireteam. It is suggested that the GM
properly assign a commanding role to the Character most fit.
Navy and Air Force Personnel are able to gain this title
automatically at 7 years of Good Conduct. The Navy and Army
Personnel are also able to obtain this promotion earlier by passing an
enrollment test after two missions, or one long mission, of being an
E-3 or E-4. This enrollment test is rolled on the Characters Intellect.
If the Test is made with two or more Degrees of Success, the rank of
E-5 is gained. If failed, the Test may be retaken once a month, or after
each Mission.
Alternatively, an Air Force may obtain the rank the same as
an Army or Marine Character, but only if theyre chosen to be the
leader of a Fireteam.
E-6
ARMY:
Staff Sergeant
MARINE:
Staff Sergeant
NAVY:
Petty Officer First Class
AIR FORCE:
Technical Sergeant
Paygrade Modifier: *1.5
Army, Marine, and Air Force Characters who hold the E-5 Rank for 7
to 12 months, given control over a Platoon, made a leader of a
Convoy, or made leader of multiple Fireteams are given the rank
promotion of E-6. A minimum Leadership of 40 is needed.
Navy and Air Force Characters have a choice of completing
three years as an E-5, being recommended by a Commanding Officer,
or gaining three or more Degrees of Success on an Intellect-based
Enrollment Test, to gain the E-6 Rank Promotion.
E-7
ARMY:
Sergeant First-Class
MARINE:
Gunnery Sergeant
NAVY:
Chief Petty Officer
AIR FORCE:
Master/First Sergeant
Paygrade Modifier: *1.6
For Army and Marine Characters, the E-7 Rank is given to those who
their superior officers believe have knowledge on Drill Regulations
and a complete knowhow of their weaponry. A Character that is E-5
or E-6 is able to be chosen for this roll if they have a minimum
Leadership of 40 and the Military Command Education at +10.
Army and Marine Characters, if rank E-5 or E-6, can be
instantly brought up to E-7 if they are put in charge of a Battalion,
large Convoy, or put in charge of four Fireteams.
Air Force and Navy at rank E-6 must have the Military
Command Education at +10 and pass the Enrollment Test, gaining a
+10 from the Education. If the test is failed, the Test may be retaken
once a month, or after each Mission. Navy Characters may also gain
this rank if they hold four Educations at +10 including Military
Command, Rank of E-6, and an Intellect and Leadership of 45.
Air Force Characters that have a minimum Charisma of 45
are eligible to become First Sergeants. First Sergeants are tasked with
the mental wellbeing, morale, and conduct of those in the Characters
squadron. This Rank is a special version of the Air Forces E-7 through
E-9 Ranks, meaning that the Character still holds their basic E-7
through E-9 Ranks, but also hold the First Sergeant as a title, while
using the standard E-8 and E-9 promotion requirements to advance.
E-8
ARMY:
Master/First Sergeant
MARINE:
Master/First Sergeant
NAVY:
Senior Chief Petty Officer
AIR FORCE:
Senior Master/First Sergeant
Paygrade Modifier: *1.7
Army and Marine Characters who are given a Leadership position
assigned to a mechanized division, convoy, or even a standard
infantry platoon. A Master Sergeant is to provide a technical
leadership and specialist. It is optional to allow a Master Sergeant to
stay with their infantry, serving as an assistant operations Chief and a
commanding unit to the others in the Fireteam or squad. To gain this
Rank, the Army or Marine Character must have a minimum
Leadership of 45 and take a Warfare Range test. This Test represents
taking an enrollment test on weapon maintenance, handling, and
usage.
Army and Marine Characters that are a Master Sergeant
may decide to enroll to the First Sergeant rank. This rank, instead of
helping command and keep upkeep to weaponry and equipment, can
take role in training new soldiers and Sergeants within their Company.
These Characters that are being trained are usually a new recruit, E-1
and E-2 Rank, being put into combat for the first time, or are newly
promoted Sergeants needing trained to do their job. This enrolment
is optional.
Navy Characters of E-7 must be proven to be a good Leader.
They must have prior extraordinary use of Leadership Skills, either
controlling their Fireteams and Squads with excellence, or
overcoming the odds within a battle. Before a Mission, the GM may
decide if the Character is ready to be an E-8, to play the role off the
Navys Board of Master Chiefs in their decision to choose the
Character.
Similar to the Navys E-7 to E-8 Promotion System, the Air
Force Characters who hold the E-7 Rank must go through testing and
have proven ability to Lead and use their skills. Though, instead of
having to have such a distinguished ability to Lead, the Character must
have a +10 in two different Educations and have a minimum
Leadership of 45. Before a Mission, the GM may decide if the
Character is ready to be an E-8, and to play the role off the Air Forces
Central Promotion Board in their decision to choose the Character.
A Character who held the title of First Sergeant in E-7 are
able to keep their rank of First Sergeant when they become an E-8,
continuing their work as a guidance for the mental wellbeing, morale,
and conduct of those in the Characters squadron. Air Force
Characters that have a minimum Charisma of 45 are eligible to
become First Sergeants, and can be taken at this Rank.
E-9 - INFANTRY
ARMY:
MARINE:
NAVY:
AIR FORCE:
Sergeant Major
Sergeant Major
Master Chief Petty Officer
Chief Master/First Sergeant
E-9 COMMAND
ARMY:
Command Sergeant Major
MARINE:
Master Gunnery Sergeant
NAVY:
Fleet/Command Master Chief
Petty Officer
AIR FORCE:
Command Chief Master
Sergeant
Paygrade Modifier: *1.8
Army and Marine Characters, advancing from E-7 to E-8 are able to
become Sergeant Majors or Command Sergeant Majors. Sergeant
Majors are decorated and important leaders for specialized
Squadrons and Battalions. They hold a special position as a morale
booster and upholder of discipline within the Company or Battalion.
This rank must be given by the GM for special feats of glory and
leadership. A Character becoming a Sergeant Major must have a 45
Leadership and 40 Charisma. The Character may also be chosen to
become a Command Sergeant Major, which is a similar roll, but have
more control over the various Squadrons nearby.
For the Marine and Army Characters of the E-8 Rank,
becoming a Command Sergeant Major is a ceremonial final
Enlistment rank. To gain this rank, the Character must be a proven
leader, and must be chosen by the GM as ceremonial or having a good
reason for the advancement. Command Sergeant Majors of the
Marine and Army are highly decorated and command entire
Squadrons and sometimes even Battalions. The Command Sergeant
Major is also the Commanders senior advisor for enlisted soldiers
and is the one chosen to handle matters of discipline and morale
among the others. This is a unique position for morale and leadership.
The Marines equivalent of the Command Sergeant Major is known as
a Master Gunnery Sergeant.
The Air Force has a similar system to the Marine and Army
Characters. The Chief Master Sergeant plays the same roll as the
Sergeant Majors, but for the Air Force. Similarly, the Command
Sergeant Majors play a related role compared to the Master Gunnery
Sergeant or the Command Sergeant Major. Only E-8 Air Force
Characters with stellar Achievements may be chosen for this
promotion.
A Character who held the title of First Sergeant in E-7 or E8 are able to keep their rank of First Sergeant when they become an
E-9, continuing their work as a guidance for the mental wellbeing,
morale, and conduct of those in the Characters squadron. Air Force
Characters that have a minimum Charisma of 45 are eligible to
become First Sergeants, and can be taken at this Rank.
Nearly identical to the Navy Characters E-8 enlistment, E-9
has the same process to become a Master Chief Petty Officer. Navy
Characters of E-8 must be proven to be a good Leader. They must
have prior extraordinary use of Leadership Skills, either controlling
their Fireteams and Squads with excellence, or overcoming the odds
within a battle. Before a Mission, the GM may decide if the Character
is ready to be an E-9, to play the role off the Navys Board of Master
Chiefs in their decision to choose the Character.
Navy Characters who are E-8 or E-9 have a possibility of
becoming a Command Master Chief Petty Officer. This rank is a
special highly decorated rank in which the Character maintains
communication, morale, and the mental wellbeing of all Navy
Personnel in their Company. Navy Characters need a Charisma and
Leadership of 45, and have Command at +10.
W-1
ARMY:
Warrant Officer 1
MARINE:
Warrant Officer 1
Paygrade Modifier: *2
Army and Marine Characters who hold the E-9 Rank are able to be
promoted to the W-1 Warrant Officer 1 Rank. This Rank is given to
those who prove to be technical experts, combat leaders, and
advisors. Warrant Officers are used to provide leadership and
maintenance for long-duration missions that require technical
expertise on the battlefield. Warrant Officers command temporary
Mission detachments, which are groups built temporarily for Missions
A Character who holds Warrant Officer 1 is expected to
have the battle and technical expertise of an enlisted soldier, while
holding the command and authority of a commissioned officer. When
a Mission Detachment has been folded back into the battalion, they
are either assigned to a new Mission Detachment, or they are
promoted to Chief Warrant Officer to continue their duties on a larger
scale.
Characters from ranks E-6 through E-8 may also be chosen
for this roll if they have a Leadership of 55, a Command of +10, and
the GMs approval to use this Rank. It is suggested that the GM only
use Warrant Officer Ranks if a mission will last longer than a month of
in-game time.
W-2
ARMY:
Chief Warrant Officer 2
MARINE:
Chief Warrant Officer 2
NAVY:
Chief Warrant Officer 2
Paygrade Modifier: *2.2
Navy Characters who hold the E-9 Rank are able to be promoted to
the W-2 Chief Warrant Officer 2 Rank. This Rank is given to those who
prove to be technical experts, combat leaders, and advisors. Chief
Warrant Officers are used to provide leadership and maintenance for
long-duration missions that require technical expertise on the
battlefield. Unlike Warrant Officer 1, Chief Warrant Officers hold their
rank and leadership in a Battalion, instead of temporary Mission
Detachments. These are a permanent units.
A Character who holds Chief Warrant Officer 2 is expected
to have the battle and technical expertise of an enlisted soldier, while
holding the command and authority of a commissioned officer.
Characters in the Navy from ranks E-6 through E-8 may also
be chosen for this roll if they have a Leadership of 55, a Command of
+10, and the GMs approval to use this Rank. It is suggested that the
GM only use Warrant Officer Ranks if a mission will last longer than a
month of in-game time.
Marine and Army Characters who hold the rank of W-1 are
able to be promoted to W-2 after proving sufficient leader skills while
commanding their Mission Detachments.
W-3
ARMY:
Chief Warrant Officer 3
MARINE:
Chief Warrant Officer 3
NAVY:
Chief Warrant Officer 3
Paygrade Modifier: *2.4
Characters who hold the rank of W-2 are able to be promoted to W-3
after proving sufficient leader skills while commanding their
Battalions.
Chief Warrant Officers hold their rank and leadership in a
Brigade, instead of Battalions.
W-4
ARMY:
Chief Warrant Officer 4
MARINE:
Chief Warrant Officer 4
NAVY:
Chief Warrant Officer 4
Paygrade Modifier: *2.6
Characters who hold the rank of W-3 are able to be promoted to W-4
after proving sufficient leader skills while commanding their Brigades.
Chief Warrant Officers hold their rank and leadership in a
Corps, instead of Brigade.
W-5
ARMY:
Chief Warrant Officer 5
MARINE:
Chief Warrant Officer 5
NAVY:
Chief Warrant Officer 5
Paygrade Modifier: *2.8
Characters who hold the rank of W-4 are able to be promoted to W-5
after proving sufficient leader skills while commanding their Corps.
Chief Warrant Officers hold their rank and leadership in any
size of Military unit up to an Army Front, but are given more
important operations than any other Warrant rank.
O-1
ARMY:
Second Lieutenant
MARINE:
Second Lieutenant
NAVY:
Ensign
AIR FORCE:
Second Lieutenant
Paygrade Modifier: *3.2
Characters of the Army, Air Force, and Marine Corps are able to
become a Second Lieutenant, as long as they are E-8 and up and meet
the following criteria. The Character must have two +10 Militarybased Educations, a Command of +10, and a minimum Leadership of
50. A Second Lieutenant is a Commanding role that lead Platoons of
16 to 44 Soldiers.
The Navy Ensign, similar to the Second Lieutenant of the
other Branches, has the same requirements to be promoted to this
rank. Unlike Second Lieutenant, the Character must spend 7 months
time training on a starship before reporting to a combat role. When
the Ensign is ready to report to the combat roll, they take Command
of a Platoon of 16 to 44 Soldiers.
O-2
ARMY:
First Lieutenant
MARINE:
First Lieutenant
NAVY:
Lieutenant Junior Grade
AIR FORCE:
First Lieutenant
Paygrade Modifier: *3.6
Any Characters are able to become First Lieutenants as long as they
hold the O-1 Rank for 14 Months of in-game time and have proven
that they are not bad leaders. O-2 Ranks are similar to their previous
O-1 counterparts, but are trusted more and have a higher pay. O-2
Rank Characters also gain the ability to lead Special Force Squads and
Fireteams.
O-3
ARMY:
Captain
MARINE:
Captain
NAVY:
Lieutenant
AIR FORCE:
Captain
Paygrade Modifier: *4.0
Characters who hold their O-2 Rank for 7 Months and prove they are
not bad leaders can be promoted to O-3. Once O-3, they hold all
facilities of previous O Ranks, but gain the ability to Command up to
a Battalion of Soldiers.
O-4
ARMY:
Major
MARINE:
Major
NAVY:
Lieutenant Commander
AIR FORCE:
Major
Paygrade Modifier: *4.4
Characters that have the O-3 Rank, and prove themselves
professional and trustworthy leaders, are able to be promoted to O4. This Promotion takes time and is decided by a series of judges of
the Branch of the Military the Character is in. If chosen, the Character
must take a 7 month training program. The O-4 Rank holds all of the
facilities of the previous O-3 Rank, but gains the higher pay and
greater authority.
O-5
ARMY:
Lieutenant Colonel
MARINE:
Lieutenant Colonel
NAVY:
Commander
AIR FORCE:
Lieutenant Colonel
Paygrade Modifier: *4.8
The O-5 Rank is a milestone in Halo Mythic. Once this rank is reached,
each Branch gives a special bonus. Once a Character has held the O-4
Rank for 7 months, the Character is eligible for the GM to allow them
to become O-5.
Navy Personnel who reach O-5 are able to control a starship
of the GMs choice. This promotion holds all the previous power of
the O-4 Rank, but gains higher pay and greater authority, alongside
the GMs choice of allowing the Character access to a Starship.
Army and Marine Characters, similar to the Navy Characters
gaining access to new equipment, gain access to a convoy of vehicles.
The GM may decide the amount of vehicles, or the type. The GM may
give the Character an Elephant or two, or a Mammoth, if post-war, or
possible a series of Warthogs and other lighter vehicles, or even a few
heavy vehicles like Grizzlies or Scorpions.
Air Force Characters can be given a squad of aerial vehicles,
from fighter jets to V-TOLs. The GM may decide what kind of aerial
vehicles are given.
O-6
ARMY:
Colonel
MARINE:
Colonel
NAVY:
Captain
AIR FORCE:
Colonel
Paygrade Modifier: *5.2
Once a Character has completed 14 Months of Duty under the rank
of O-5, they are eligible to be promoted to O-6. The O-6 Rank contains
all of the previous facilities of the Officer Ranks, but is now able to
control wings consisting of 1,000 to 3,000 Soldiers.
O-7
ARMY:
Brigadier General
MARINE:
Brigadier General
NAVY:
Rear Admiral Lower Half
AIR FORCE:
Brigadier General
Paygrade Modifier: *5.6
Once a Character has completed 14 Months of Duty under the rank
of O-6, they are eligible to be promoted to O-7. The O-7 Rank contains
all of the previous facilities of the Officer Ranks, but is now able to
control wings consisting of 2,000 to 6,000 Soldiers. The GM may allow
the Character a larger convoy, ship, or aerial squadron.
O-8
ARMY:
Major General
MARINE:
Major General
NAVY:
Rear Admiral
AIR FORCE:
Major General
Paygrade Modifier: *6.0
Once a Character has completed 24 Months of Duty under the rank
of O-7, they are eligible to be promoted to O-8. The O-8 Rank contains
all of the previous facilities of the Officer Ranks, but is now able to
control wings consisting of 4,000 to 12,000 Soldiers. The GM may
allow the Character a larger convoy, ship, or aerial squadron.
O-9
ARMY:
Lieutenant General
MARINE:
Lieutenant General
NAVY:
Vice Admiral
AIR FORCE:
Lieutenant General
Paygrade Modifier: *6.4
Once a Character has completed 24 Months of Duty under the rank
of O-8, they are eligible to be promoted to O-9. The O-9 Rank contains
all of the previous facilities of the Officer Ranks, but is now able to
control wings consisting of 8,000 to 24,000 Soldiers. The GM may
allow the Character a larger convoy, ship, or aerial squadron.
O-10
ARMY:
General
MARINE:
General
NAVY:
Admiral
AIR FORCE:
General
Paygrade Modifier: *6.8
This is the final achievable Rank in the Human Militaries. Once gained,
if the GM were to promote the Character one more time, they
successfully retire from combat in any form. A Character to hit 2 Years
of service as O-9 is eligible for Promotion to O-10. The O-10 Rank
contains all of the previous facilities of the Officer Ranks, but is now
able to control wings consisting of any amount of Soldiers. The GM
may allow the Character a larger convoy, ship, or aerial squadron.
A General, or Admiral, has one of the highest authorities
and military power. There are incredibly few O-10 ranked individuals,
roughly 300 per Branch of the Military, so the GM must be weary
when giving this Rank. The O-10 Rank is the final frontier for a combatbased Character, and the Character is also hitting an age where
combat could be detrimental to their health, even outside of damage
taken from the combat.
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
Move
Multiple Weapon
Attack
Killzone
Ready
Reload
Stand/Mount
Standard Attack
Stun
Suppressing Fire
Tackle
Tactical Advance
Use a Skill
LENGTH
Half/Full
Half/Full
Half/Full
Full
Full
Half
Half
Response
Half/ Full
Full
Half/ Full
Half
Half
Varies
Full
SUBTYPE
Concentration
Attack
Misc.
Attack, Concentration
Attack, Movement
Concentration, Attack
Misc.
Defense
Attack
Attack, Concentration
Movement
Attack
Attack, Movement
Movement
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, 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.
Full
Half
Varies
Half
Full
Full
Full
Varies
Full
Varies
Attack, Concentration
Misc.
Misc.
Movement
Attack
Attack
Attack, Defense
Attack, Movement
Concentration, Movement
Concentration, misc.
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.
Attempt to knock over an Opponent.
Move from cover to cover.
Use of a skill in combat.
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. A Weapons Accuracy is based on the scope or iron sight that
the weapon is using.
Aiming as a Half Action grants half of the weapons Scope
or Iron Sight Accuracy modifier to the next attack.
Opposed Tests for every Mythic Agility they have under the
Opponents.
When making Evasion Tests away from an area of effect or
a falling object, or anything that would call for those to jump or run
out of the way, the Character may make an Evasion Test. For every
Degree of Success made, the Character is able to Evade up to 2
Meters, up to their Run Movement distance, or however many
Meters left the Character has of Movement before reaching the Run
Movement distance. If the Character is at this distance made in
movement for the Round, then they may only make a leap of a
maximum of 5 Meters.
EVADE PARRY: Parrying is a sub-type of the Evasion Action, allowing
the character to choose to use Warfare Melee instead of Agility to
dodge Melee Combat. Parrying is a special Combat technique that
allows a Character to block or move the attack away from the
Character. If a Parry is successful, there are no Penalties gained to the
next Parry, but if the Parry fails, the next Parry will be at a -10 Penalty.
That character cannot Parry gunfire or plasma/Energy, and Evasions
made after Parrying are at an additional -5 Penalty.
When dealing with Melee Combat and Parrying, the
Character and Opponent must compare their Mythic Strength. The
Character with the lowest Mythic Strength gains a -10 Penalty to Parry
Opposed Tests for every Mythic Strength they have under the
Opponents.
Plasma Melee weapons cannot be Parried unless by other
Plasma Melee weapons or by the Hunter Heavy Metal Shield.
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 are 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 is able to take on of their many Movement Types
found in the Movement section of the book. The Character is able to
use another Action while on the move, the following are modifiers to
those Actions.
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.
After the hit location has been determined, the attacking character
determines the damage dealt by their attack. Each weapon has a
damage listing, and any modifiers have listed damage that is added
on. These damages represent a damage roll and what kind of special
modifiers also take effect. All damage shown and rolled is then added
up. If the attack was made by a melee weapon, add the attackers
strength bonus to the damage.
The result of all the modifiers added up is the total damage.
If a natural 10 is rolled on any damage die, there is a chance of Critical
Damage.
CRITICAL DAMAGE
When rolling damage after a successful attack, if a Natural 10 is rolled,
there is a chance for the weapon to deal Critical Damage. For
weapons that only roll a 1D5, a Natural 5 will cause Critical Damage,
as well. A weapon that rolls multiple dice for Damage has the
possibility of rolling multiple Critical Damage dice. When this
happens, the Critical Damage roll is increased.
For every roll of Critical Damage, +5D10 is rolled on the
Special Damage Chart. Some Abilities and Weapons increase the
amount of dice rolled on the Special Damage Chart that are added in
when the roll on Special Damage is made.
ARMOR
Armor is the Characteristic in which a set of armor, shields, or cover
can ignore Damage. Armor is used alongside the Characters
Toughness Modifier to figure Damage Resistance.
DAMAGE RESISTANCE
A Characters Damage Resistance is the amount of damage a
Character can ignore from an attack. Damage Resistance is figured by
adding together the Characters Armor in the location struck, the
Characters Toughness Modifier, and the Characters Mythic
Toughness if they have it. The total combination of these
Characteristics create the Damage Resistance.
PIERCE
Weapons have a Characteristic that allow the weapon to ignore a
certain amount of Damage Resistance of the Character being
attacked. This Characteristic is known as Pierce.
As an example, if a weapon were to deal 15 Damage and 15
Pierce to an Opponent with 20 Damage Resistance, only 5 Points of
Damage Resistance will be left to guard against the 15 Damage. This
means that only 10 Damage will get through the Attack.
Pierce is also the amount a weapon can eat through a
Shield, alongside any Damage being made. A Shield with 100 Integrity
being hit by a weapon dealing 10 Damage and 10 Pierce will be left
with 80 Integrity left.
Some weapons have Special Rules that alter how Pierce
works, such as dealing extra damage to Shields, or ignore more armor
in specific situations.
PENETRATING PIERCING
Weapons with the Penetrating Special Rule double their Piercing
Damage against Shields.
From the total damage, the target subtracts their Toughness Modifier
and any Armor Points that protect the location hit by the attack. If this
reduces the damage to zero or less, the target shrugs off the attack as
if nothing happened. All damage done on the body locations must be
recorded as total damage in-all.
UNARMED COMBAT
Not every fight involves a weapon. Some conflicts may involve
unarmed combat, settling things The old-fashioned way. Though
the Old-Fashioned Way does not always work against twelve foot tall
pissed-off aliens.
To make an unarmed attack, the attacker must be engaged
in melee combat with their opponent. The attacker then makes an
assault using the Warfare Melee Test.
DUAL WIELDING: TWO-WEAPON FIGHTING
These rules help the GM and players dictate what penalties and rules
dictate how two-weapon fighting works.
Dual Wielding attacks gain a -30 Penalty for any attack
made while holding two different weapons, or holding equipment
with one hand and firing with the other. Dual Wielding heavy
weapons gives the character a -60 Penalty for any attack made. After
every attack Action from this, the character must make a Strength
Test at -5 for every round fired, so they wont drop the both weapons.
If failed, the weapons are dropped. If the character is not braced while
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, the attacking Characters Parrying
does not gain the +10 Bonus.
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
Half Move
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
CONDITIONS
Fog and smoke
Deep mud and liquids
Darkness
Dense Crowds
Rubble
Craters
Tremors
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
DIFFICULTY
Roll Perception. Failing means -10
-10
-10
-30
-20
-30
-30
GROUND TYPE
MODIFIER
GROUND TYPE
+0
Grass
+15
High Grass
+20
Ash/Silt
+25
+15
+20
Depends
on Depth
x2 modifier
Dirt
Leaves/Sticks
Metal
Water Depth
Damp Natural
MODIFIER
+5
+20
+15
+0
+20
+30
+5 for every
inch depth.
Half penalty
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 10 Meters. 10 Meters per Half Action.
A characters jump height is a fourth of the Strength
Modifier in meters. A characters jump distance is the highest of their
Half Agility Modifier, or Half Strength Modifier. A running start for a
jump is able to increase this distance. Running start leaps can give the
player an extended jump. Every 4 Meters per Turn the Character is
moving gives a +1 to (X), where (X) is the multiplier to the Agility or
Strength Modifier when figuring jump distance, to a minimum of 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.
SWIMMING IN NARRATIVE TIME
Extended Swimming can be exhausting. A character can swim for a
number of hours equal to the characters Toughness Mod. After this
point, the character must make a Toughness Test per hour with a
cumulative -10 penalty per each hour. On a failed test, the character
takes +1 level of Fatigue for every Degree of Failure. If the character
falls unconscious due to Fatigue, the character goes underwater. If
the character needs to breathe, the character begins to Suffocate.
CARRYING, LIFTING, AND PUSHING OBJECTS
A Character in Halo Mythic must know their capacity to carry, lift, and
push objects. Common sense and GM discretion can dictate how
much something weighs, which should be made using common sense.
The amount of weight a character can move depends on the
sum of the characters Strength and Toughness Mods combined.
LIFTING WEIGHT
A characters Lifting Weight represents the maximum amount of
weight the character can pick up off the ground. A character can
attempt to move while holding a heavy load, but if the load surpasses
the Carrying Weight, the character is considered Encumbered. Lifting
a heavy load from ground to waist level is treated as a Full Round
Action. A character is able to lift 2x their maximum Carrying Weight,
but may not be able to move much at all at this limit. This is the point
in which the body is under stress, and lifting these weights too long
will cause Fatigue. This is up to the GMs discretion.
Certain races get multipliers to this rule, Spartan IIIs and IVs,
Brutes and Elites gain a multiplier to their Strength and Toughness of
x2 to get the carry weight. A Hunter gains an x15 to the Strength and
Toughness. Spartan IIs gain an x3 to their Strength and Toughness
Modifier.
PUSHING WEIGHT
A characters Pushing Weight represents the maximum amount of
weight that can be pushed and pulled across a smooth surface.
Difficult terrain adds one level of difficulty to the Test. Pushing is
treated as a Full Round Action. A character is able to push 5x their
Carrying Weight.
ENCUMBERED CHARACTERS
If a character attempts to overexert himself by carrying, lifting, or
pushing more than their limits, the character counts as Encumbered.
An Encumbered character can still attempt to take Actions, but
theyre at Penalties. When they are carrying up to 25% more than
their Carrying, Lifting, or Pushing Weight, any Movement is at Half
Action. If up to 50%, the Character is still able to stand, but cannot
move. After that, the Character must make Strength Tests to see if
they can even continue to stand or hold the weight. The GM may
decide the Penalty for these Strength Tests.
FLYING
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 Pitch Black.
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.
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.
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.
LIGHTING
Blinding
Bright
Normal
Shadowed
Pitch 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.
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.
SPEED
The speed of an item alters how others must deal with it. The faster
an item is going, the more a Character must concentrate to deal with
the item. The Speed Chart shows just what sort of Penalty comes with
an item moving at a given speed. The faster the object, the greater
the penalty. The chart also lists any increase in damage an item will
cause from the speed the item is going. The Penalty of dealing with
an object is (X), where (X) is the speed the object is moving in KM/H.
As a word of thumb, for every 10 KM/H the object is moving, the
object will deal +1 damage.
Do not add additional damage to a weapon being fired or a
melee attack being made. This is to figure damage being caused by
objects which have no damage statistics.
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
Monstrous
METERS
--5
--10
--15
--20
--25
1D10
30
2D10
35
3D10
40
4D10
45
5D10
50
6D10
55
7D10
60
8D10
65
9D10
70
10D10
75
11D10
80
SPEED
PENALTY
DAMAGE
5
-1
--
10
-2
+1
15
-3
+1
20
-4
+2
25
-5
+2
30
-6
+3
35
-7
+3
40
-8
+4
45
-9
+4
50
-10
+5
55
-11
+5
60
-12
+6
65
-13
+6
70
-14
+7
75
-15
+7
80
-16
+8
SPEED
PENALTY
DAMAGE
85
-17
+8
90
-18
+9
95
-19
+9
100
-20
+10
110
-22
+11
120
-24
+12
130
-26
+13
140
-28
+14
150
-30
+15
160
-32
+16
170
-34
+17
180
-36
+18
190
-38
+19
200
-40
+20
230
-46
+23
260
-52
+26
SPEED
PENALTY
DAMAGE
300
-60
+30
350
-70
+35
400
-80
+40
450
-90
+45
500
-100
+50
600
Fail
+60
700
Fail
+70
800
Fail
+80
900
Fail
+90
1,000
Fail
+100
1,500
Fail
+150
2,000
Fail
+200
3,000
Fail
+300
4,000
Fail
+400
5,000
Fail
+500
10,000
Fail
+1,000
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 Mythic; 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
MELEE COMBAT
Melee Combat begins when a Character is close enough to attack with
their weapon or an Unarmed Attack. Characters within a Meter of
each other automatically count as being in Melee Combat, while this
range is extended an extra Meter if larger than Normal (Human size).
Weapons have the possibility of extending this Melee range, as well,
such as an Energy Sword or Gravity Hammer. A GM may allow many
other types of Melee Combat moves other than what is present, using
similar damage and outcomes to preexisting grapples and melee
attacks.
MELEE ATTACKS AVAILABLE
Characters may make a number of Melee Attacks per Full Action equal
to half their Warfare Melee Modifier, rounding down, as shown in the
table below on the next page. 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.
MULTIPLE MELEE ATTACKS
For every Melee Attack being made, there comes a chance of
Penalties, due to the Character flailing a weapon or a flurry of attacks
being made that are being made without precision or proper training.
Characters are able to make Melee Attacks up to their
Strength or Agility Modifier in a Full Action. If taken in a Half Action,
the number of Attacks that can be made are halved, rounded down.
Every Melee Attack made will give the next Melee Attack a
-10 Penalty, until the end of the Turn.
Weapons with the [H] Heavy Special Rule count as taking up
two available Attacks with each Attack made, unless the Character
has 75 or greater Strength.
DEFENSIVE STANCE BLOCKING
At the beginning of an Opponents Attack, the Character may call for
a Defensive Block, which replaces the Evasion with the ability to
double their Toughness Modifier when soaking damage from Melee
Attacks. To roll for Defensive Stance, a +10 Toughness Test is made
similar to an Evasion Test. Taking this Test will give a -10 Penalty to
the Characters Response Actions.
GRAPPLE COMBAT
When Grappling is initiated as a Half Action, the Characters make an
Opposed Melee Test. If the Opponent wins the Opposed Test with
two or more Degrees of Success, they may choose to instantly end the
Grapple Combat. The winner of the Opposed Test becomes the
Attacking Character, which means theyre able to act before the
others during the Grapple, as if it were an Initiative Test. Grapples last
as long as the two, or more, Characters have gone without breaking
the Grapple.
During Structured Combat, the Grapple goes at the lowest
Initiative of all the Characters engaged in the Grapples. The winner of
the initial Opposed Melee Test may act first during each Round the
Grapple Combat is active.
When a Character is making a Grapple Action, they do not
gain a Penalty for not having the Skill Trained.
GRAPPLES AND SIZES
When dealing with Grapple combat, size matters. When Characters
are Grappling, their Size plays into the Modifiers they have based on
the Opponents Size.
For every Size smaller the Character is from their Opponent,
they gain a -10 Penalty to Grapple Actions. For every Size larger the
MELEE ATTACK
Punch Attack
Kick Attack
Elbow Strike
Knee Blow
Head-butt
Trip
SIZE
Small
Normal
Large
Huge
Hulking
Monstrous
--+1D10 to Damage
+1D10 to Damage, +1D10 to Pierce
+2D10 to Damage, +1D10 to Pierce
+2D10 to Damage, +2D10 to Pierce
ATTACKS
Weapon
Manipulation
ACTION
--
Calculated
Assault
Quick Switch
Half
Toss
Full
Pummeling
Stance
Response
Half
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
GRAPPLES
Melee
Attack
ACTION
--
Throw Down
Full
Push
Opponent
Full
Ready
Half
Prone
--
Stand
--
Use Item
Break Free
-Half
Grapple
Climb
--
Take Control
Half
Break
Control
Half
Grapple
Disarm
GRAPPLING
Reposition
Half
Hold
--
HOLDS
Bear Hug
ACTION
Full
Neck Crank
Half
Armlock
--
Leglock
--
Chokehold
--
Pinning Hold
Full
The Attacking Character quickly attempts to reposition themselves while in the Grapple. This could mean getting in front
of or behind an Opponent, or even switching to another Opponent in the Grapple. The Character attempting to Reposition
makes an Opposed Warfare Melee or Agility Test at +20. The Character cannot move more than their Half Move in Meters.
If the Repositioning Character fails, they fail to move.
This is not needed to turn around while still in the same Position unless in a Hold. Characters who have Control
of the Grapple or are initiating a Hold make the Reposition Test at +40, instead.
To make a Hold Grapple Action, the Character must first have Control of the Grapple by using the Take Control Grapple
Action.
The Character attempts to get the Opponent into a Hold of their choice, which all can be found in the Grappling
Hold chart, below. To initiate one of these Holds, the Attacking Character must use either a Strength or Warfare Melee
Opposed Test against the Opponents choice of Strength, Agility, or Warfare Melee.
If the Attacking Character is Successful, their choice of Grappling Hold takes effect. At the beginning of the
Opponents Turn, they take the debilitating effects and/or damage from the Hold. A Character must use their Break Control
Grappling Action to attempt to free themselves from the Hold, which will also free them from the Opponents Control.
The Character may attempt to do a Hold Drop, where the Character initiates a Hold and then forces both
themselves and the Opponent to the ground, Prone. When doing so, if the Hold was a Half Action, it becomes a Full Action
move. To do so, the Character makes a +(X) Opposed Strength or Warfare Melee Test against the Opponents Strength or
Warfare Melee. (X) is +10 for every 50KG the Character weighs.
DAMAGE AND SPECIAL
The Attacking Character clinches the Opponents Chest or Midsection, and tightly squeezing. For every Round the
Opponent is in the Bear Hug, they take Damage equal to the half of the Attacking Characters Strength Modifier. The
Attacking Character may make an Opposed Strength Test against the Opponents Toughness. If Successful, the Attacking
Character deals their full Strength modifier in Damage, ignoring Damage Resistance. For every two Rounds the Opponent
is in the Bear Hug, they must make a Toughness Test, if failed, they gain a Degree of Fatigue.
When behind the Opponent, the Character twists the head beyond its normal ranges of rotation. For every Round the
Opponent is in the Neck Crank, they gain a Degree of Fatigue. By making the Half Action into a Full Action, the Attacking
Character may make an Opposed Strength Test against the Opponents Toughness. If Successful, the Attacking Character
deals their Strength Modifier in Damage, ignoring Armor.
If both Characters are prone, the Armlock is only a Half Action, else the Armlock is a Full Action. The Character
hyperextends or hyper rotates the Opponents arm, causing immense pain and possible dislocation. For every two Rounds
the Opponent is in the Armlock, they take Damage equal to the Characters Strength Modifier, ignoring Armor and
Toughness.
The Character has a choice of intentionally causing muscle, tendon, and ligament damage, or possibly dislocating
the arm. If the Character decides to do so, they may make a Strength Test once every Round. If Successful, the Opponent
takes extra Damage equal to the Characters Strength Modifier, ignoring Damage Resistance. If the Character is
intentionally attempting to cause this Damage, it gives the Opponent a +10 to their next Break Control if they use it that
or next Round.
When intentionally causing damage, if the Character gained three or more Degrees of Success, the arm is
dislocated, causing it to be Useless until relocated.
If both Characters are prone, the Leglock is only a Half Action, else the Leglock is a Full Action.
The Character hyperextends or hyper rotates the Opponents leg, causing immense pain and possible
dislocation. For every two Rounds the Opponent is in the Leglock, they take Damage equal to the Characters Strength
Modifier, ignoring Armor and Toughness.
The Character has a choice of intentionally causing muscle, tendon, and ligament damage, or possibly dislocating
the arm. If the Character decides to do so, they may make a Strength Test once every Round. If Successful, the Opponent
takes extra Damage equal to the Characters Strength Modifier, ignoring Damage Resistance. If the Character is
intentionally attempting to cause this Damage, it gives the Opponent a +10 to their next Break Control if they use it that
or next Round.
When intentionally causing damage, if the Character gained three or more Degrees of Success, the leg is
dislocated, causing it to be Useless until relocated.
If behind the Opponent, a Chokehold is only a Half Action, else the Chokehold is a Full Action.
The Character strangles the Opponent, causing them to not be able to breathe. For every Round the Opponent
is in a Chokehold, they take a Degree of Fatigue. If the Opponent is in the Chokehold for 4 or more Turns, they must make
a -(X) Toughness Test, or pass out for (X) Rounds. (X) Gains 10 for every Round the Character was in the Chokehold past
the initial 4 Turns.
The Character holds down the Opponent with the purpose of controlling the Opponent. Pinning Holds can only be made
if the Opponent is already on the ground, Prone. During the Pinning Hold, the Attacking Character makes a +10 Opposed
Strength or Warfare Melee Test against the Opponents Strength or Warfare Melee. If the Pinning Character is Successful,
the Opponent cannot make any Actions except for Break Control.
OUTCOME
The weapon has a sharpened end. Thrusting moves with this will give the Characters Strength Modifier *2 in Pierce to the Attack.
Bladed like a knife or sword, the weapon gains the Characters Strength Modifier *2 in Pierce to the Attack.
The weapon is blunt, giving the Characters Strength Modifier in Pierce to the Attack.
The weapon is barbed, like barbed wire or a thorny edge. The Attack gains a +5 Pierce bonus.
The weapon is edged, but not completely sharpened. This gives the Characters Strength Modifier in Pierce to the Attack.
The weapon can only be used as a Full Action when in Melee Combat.
The weapon has a weighted end that will cause extra damage if used against the Opponent. The Attack gains half the Characters
Strength Modifier to Damage.
Weapons that have the Unhandy Quality can only be used as a Half Action when in Melee Combat.
Unhandy
WEIGHT
10
30
50
70
90
100
120
140
160
180
200
240
280
320
360
400
DAMAGE
1D5
1D10
3D10
4D10
5D10
6D10
7D10
8D10
9D10
10D10
11D10
12D10
13D10
14D10
15D10
16D10
450
500
650
700
800
900
1,000
1,100
1,200
1,500
2,000
2,500
3,000
3,500
4,000
5,000
17D10
18D10
19D10
20D10
21D10
22D10
23D10
24D10
25D10
26D10
27D10
28D10
29D10
30D10
31D10
32D10
6,000
7,000
8,000
9,000
10,000
11,000
12,000
13,000
14,000
15,000
16,000
17,000
18,000
19,000
20,000
35D10
40D10
45D10
50D10
55D10
60D10
65D10
70D10
75D10
80D10
85D10
90D10
95D10
100D10
105D10
25,000
30,000
35,000
40,000
45,000
50,000
75,000
100,000
125,000
150,000
200,000
300,000
400,000
500,000
1,000,000
110D10
115D10
120D10
125D10
130D10
135D10
140D10
145D10
150D10
155D10
160D10
165D10
170D10
180D10
200D10
THROWING OBJECTS
When throwing objects, the Character must make a Warfare Melee
Test to determine if the item hits On-Target. For every Degree of
Failure on the throw, the item deviates 1D5 Meters away using the
Scatter Chart.
Thrown items are able to go as far as the Characters
Strength Modifier and Mythic Strength multiplied by 15. The
following Chart shows how weight alters the multiplier given to
throwing objects. The heavier an item, the less itll be able to travel.
The following chart is measured by the Characters Strength Modifier
and Mythic Bonus to Strength.
The GM may decide how well a grip the Character can get
on larger objects, which can impose Penalties if the Characters grip
isnt the best. Based on gripping and throwing the object properly,
the Penalties can be seen in the chart under Strength and Distance
Multiplier. If a throw is made single-handed to anything larger than
Weapon Size, the distance is halved.
If the total amount of Meters is below Half a Meter, the
Object cannot be thrown by the Character. It is best for the GM or
Players to use a calculator when finding Throwing Distance. The GM
may then round down to the nearest whole number.
PENALTY
The Character has solid grip, giving no Penalties.
The Characters grip isnt the best, lowering the Multiplier by 1.
The Characters grip is off, lowering the Multiplier by 2.
The Characters grip is weak, lowering the Multiplier by 2 and
halving the total distance.
COVER
Cover is always a fundamental part in firefights. Players should not be
standing still or running in circles on a battlefield while firing, players
need to be smart and take cover while fighting or pay the
consequences.
There are no penalties for firing at someone who is standing
partly behind cover, though there is a chance for the cover to be
struck rather than the character. It is up to the GM or player to decide
what part of their characters body is being exposed when behind
cover. It is a general rule that when firing from behind cover, the
characters legs and chest are concealed. If a shot would hit the body
location that is concealed behind cover, the damage first strikes the
cover. If the damage is enough to completely blast away that section
of cover, then the damage continues to the target for whatever is left.
For example, if a piece of cover is hit for 20 damage, and it only blocks
12 of it, then 8 of the damage hits the character behind the cover.
To find the Cover Points of whatever is being used, for every
centimeter thickness of that cover, it gains a +(X), where (X) is the
shown Cover Point of the material, with a minimum of its base Cover
Point. These Cover Points work exactly as Armor would.
COVER TYPE MATERIAL
Plastics, incredibly rusted metal, Loose Earth
Wood, Light Metal
Concrete, Stone
Metals, Bulletproof Glass
Blastproof Window
Forerunner Metal, Bunker plate, Hard Metals
Hardlight
COVER POINTS
1
2
4
6
8
12
18
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.
ACTIVE COVER
Active Cover is when the Cover is mobile, allowing for the Character
to take Movement Actions and still be considered behind Cover.
Examples of this are the Mobile Cover Device, Riot Shield, and the
Mgalekgolos Heavy Metal Shield.
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.
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,
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.
Weapons that miss, if the GM has reasoning to use, can miss
and possibly hit something else. This is useful for Characters being
shot at while in melee combat, or a shot missing one person and
hitting someone else. If a shot misses, it misses, scattering cannot
make missed rounds hit the character that was missed, and cannot
cause the person firing to hit themselves with the round.
To roll a weapon Scattering a missed shot, there are a few
variables, so well count these variables using a Scatter Modifier.
For every Degree of Failure, the Scatter Modifier gains a +1. For every
100 Meters away the target was, the Scatter Modifier gains a +1. If
the target was past the weapons Max Range, the Scatter Modifier is
multiplied by 2, and if the target was past the weapons Extreme
Range, the Scatter Modifier is multiplied by 5, instead. Once the
Scatter Modifier is figured, it is then subtracted by the Characters
Warfare Melee Modifier, to a minimum of 1. The Scatter Modifier is
how many D10s are rolled to see how far the shot deviates from the
original target, in Meters.
SIZES
Mini
Weapon
Small
Normal
Large
Huge
Hulking
Monstrous
HEIGHTS
1 - 49 cm
50 129 cm
130 - 170 cm
171- 200 cm
201 - 260 cm
261 - 300 cm
301 - 380 cm
381 - 500+cm
EXAMPLE
A Baseball
MA5B ICWS
Unggoy
Human
Sangheili
Jiralhanae
Mgalekgolo
Sharquoi
MODIFIER
--1
1
2
2
3
4
WOUNDS
Wounds are a measurement of how much harm a character can take
before suffering effects and death. Every character has a set of
Wounds that can be increased by the Toughness Characteristic
advancements. Wounds do not normally deplete permanently.
Instead, a characters Wounds simply serve as a threshold, and the
injury is recorded on their character sheet as Damage. When a
characters Damage exceeds their Wounds, they are in real trouble.
SPECIAL DAMAGE CHART
Whenever a Character is hit by an attack that causes them to take
damage, a roll on the Special Damage Chart is needed. For every 5
points of Damage inflicted after Toughness and Armor, +2D10 is
rolled on the Special Damage Chart. Critical Damage adds to the
Special Damage made this way. Never roll on Special Damage if
shields were never broken from an attack.
When a Character is below 0 Wounds, they take double the
rolled Special Damage. If a Special Damage outcome was 17, the
Character under 0 Wounds will instead take 34.
This chart shows the possibility of bloodloss, debilitating
effects, and even possible limb removal. Each body part has a
different sub-location at which to roll on the chart, so make sure you
are checking the correct table. If an organ or limb is struck on an alien,
it hits the equivalent of that body location. If that body location is
known to not exist, it may hit another location, such as instead of
hitting a non-existent Liver, it may do No Organ Struck table roll.
If any Special Damage Roll deals over a roll of 60 on a sublocation table, that body part is destroyed. This doesnt need to mean
death for the Character, as the GM may be kind enough to allow them
to live. In instances like this, the GM may decide extra debilitating
effects to make up for the Character surviving.
Any effects of Special Damage can be treated by medics,
such as Bleed, broken bones, and damaged limbs. When being
treated, Characteristic damage, Fatigue, and any other effects are
removed when the cause of them is properly treated.
If a Call Shot was made to a body location, but not a sublocation, the Character rolls a 1D10 on that location to see which Sublocation is struck.
BLOODCOUNT AND BLOODLOSS
Every character has vitals that need to be tracked and protected.
Bloodcount is the percentage of blood still in the body. Bloodcount
begins at 200. Characters must keep track of their Bleed (Amount of
Bloodloss) because every Round they must subtract their Bleed from
their Bloodcount. Out of combat, this is done by every minute instead.
Bleeding will be specified as Bleed, Bleeding, and Bloodloss.
When a characters Bloodcount drops to 50, they must immediately
make a toughness test or pass out until medical treatment.
When a characters Bloodcount drops to 25 they will begin to die.
Dying characters must make a Toughness tests every round. If the test
fails, the character dies.
A permanent Fatigue is gained for every 50 blood missing. These can
be recovered only by recovering bleed.
When a characters Bloodcount reaches 0, roll a d5 and add the
characters toughness modifier. This is the number of rounds before
the character dies, outside of combat this may be treated as minutes.
STOPPING THE BLEEDING AND NATURAL HEALING
There are a multitude of ways to stop bleeding. The most effect way
of doing so is with Biofoam canisters. Medical attention will also stop
bleeding, even more so when done by a skilled medic.
Bleed regenerates 3 points a day, naturally. Bloodloss heals
1 point an hour.
DEATH BY WOUNDS
The players total wounds cannot go under the Toughness Modifier *
2 (Toughness Modifier multiplied by 2) in the negatives. If the
character does reach under their limit, they die. At this point, any
attack afterward that does damage kills the player.
If left unassisted, the character can slip into a coma. For
every round the character is below their limit, the character must
make a +20 Toughness Test. If failed, the character slips into a coma.
Merciful GMs usually stop the attacking character in an
attempt to go do the same to another opponent.
STEP ONE: HIT LOCATION
01-10 HEAD
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
01
02
03
04-05
06-07
08
09
10
ROLL
01-10
11-20
21-30
31-40
41-50
EFFECT
Finger/Toe Broken. +1 Bleed.
Finger/Toe Severely Broken. +2 Bleed.
Finger/Toe Shattered. +5 Bleed
Finger/Toe cut in half. +10 Bleed
Finger/Toe removed. +10 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
41-50
ROLL
01-10
11-20
21-30
31-40
41-50
ROLL
01-10
11-20
21-30
31-40
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.
Small/Large Intestines
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
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
41-50
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.
31-40
ROLL
01-10
11-20
21-30
41-50
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.
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.
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.
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.
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
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. -20 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 foot becomes heavily damaged, either from being cut
completely off or too damaged. +20 Bleed. This
appendage is now useless.
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.
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
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.
LOST ARM
As with a lost hand, but the character cannot strap anything to a
missing arm.
ON FIRE
Characters, who are on fire, or at least in it, take constant damage
until the fire is put out. When a character is exposed to the fire, the
character must make an Agility Test or catch on fire.
To put out the flames, characters can drop and roll, and
attempt to put out the fire using a +10 Agility Test. For every round
the character is on fire, the character gains +10 to the Agility Test, and
-10 to the Courage Test. Other characters can put out fires for the
character on fire.
The GM may decide if certain environmental conditions can
make the fire worse or easier to put out.
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 Mythic, a character becomes stunned from
either too much damage, or being clunked on the head really hard.
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.
RADIATION POISONING
Radiation Poisoning is a dangerous side-effect of using radiationbased weaponry or being trapped in radiation-saturated
environments, such as nuclear weapons. A Character with Radiation
Poisoning always counts as having 1 Fatigue. Every Day a Character
has Radiation Poisoning, they gain an extra Fatigue, until cured. Every
Fatigue gained from Radiation Poisoning, when unconscious,
temporarily reduces the Characters Toughness Characteristic by 5.
STARVATION
Starvation takes four days to set in, but when it does, adverse sideeffects begin to take effect. For every 3 days the player does not eat,
they gain a point of Fatigue, and temporarily lose 5 points from their
Strength, Toughness, and Agility Characteristic. Once Toughness
reaches 0, the Character dies.
DEHYDRATION
Dehydration is the lack of proper hydration for the Character. The less
the Character has had to drink, the quicker it sets in. For every day
the character has had nothing to drink after two initial days of no
hydration, the Character gains a point of Fatigue and temporarily
loses -10 Strength, Toughness, Agility, and Intellect.
If Toughness drops under 0, the Character dies.
GM DECISION ON STARVATION AND DEHYDRATION
The GM may decide if a Character may die early on from Starvation
and Dehydration. If the Character is wounded, both starving and
dehydrated, or any other special effects, the GM may decide if the
Character must gain treatment sooner.
SLEEP DEPRIVATION
Sleep Deprivation is the lack of sleep and the effects that come from
it. After three days of no sleep, any Perception or Agility Test taken is
at a -5 Penalty. This Penalty goes up another -5 for every day
afterwards. After the Character reaches their Toughness Modifier in
days without sleep, they begin taking Fatigue for every 12 hours they
are still awake.
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, 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.
TEMPERATURES
The body can only perform so well within high and extreme
temperatures. Once the body is forced to perform within these
extremes, complications begin. The following section is how the
universal bodies of Halo are affected by these extremes. These
temperatures are recorded in Celsius. This is an optional system the
GM does not have to worry about, GM discretion is advised.
HEAT
High and extreme heat can lead to dangerous side-effects in the body.
These side-effects can be worsened if the Character is dehydrated, as
well.
COLD
Low and extreme low temperatures can also lead to dangerous sideeffects in the body. These temperatures can cause body temperature
to drop rapidly, leading to fatigue, decreased coordination, and
hypothermia.
TEMP
51 and up
41 to 50
4 to 40
-12 to 3
-13 to -25
-26 and
under
EFFECT
Heat exhaustion is in full effect. -20 to Perception and
-20 to Warfare Characteristics. The Character must
make a Toughness Test at -20 or gain a Fatigue for
every 10 minutes the Character is in the temperature.
Heat exhaustion begins setting in. -10 to Perception.
The Character must make a Toughness Test or gain a
Fatigue for every hour the Character is in the
temperature.
The body is not affected.
The body is slowed down. Temporary -10 to Agility.
The Character must make a Toughness Test or gain a
Fatigue for every hour the Character is in the
temperature.
Hard to focus, shaking body. -20 to Agility, -20 to
Warfare Characteristic Tests. The Character must
make a Toughness Test at -20 or gain a Fatigue for
every 30 minutes the Character is in the temperature.
Minimal breathing, poor reflexes. -30 to Agility, -30 to
Warfare Characteristic Tests, and the Character must
make a Toughness Test at -30 or gain a Fatigue for
every 5 minutes the Character is in the temperature.
OVERCOMING TEMPERATURES
Characters wearing the correct clothing and equipment can easily
overcome the effects of extreme temperatures. Winter clothing will
stave away the effects of cold weather, less clothing will assist with
hot temperatures, and so on. It is up to the GM to decide if the articles
of clothing assist or worsen the effects of extreme temperatures.
UNCONCIOUS IN EXTREME TEMPERATURES
When in the extreme temperatures and unconscious, the GM may
allow the Character their Toughness Modifier in hours before death.
If the temperatures are in the upper most extremes of either heat or
cold, the Character will only have their Toughness Modifier in minutes
before death.
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.
SHOCK 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 their 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 their 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
their 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
1-3
4-6
6-7
8-10
DISORDER
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
Hypnophobia
Astrophobia
Claustrophobia
Agoraphobia
Entomophobia
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.
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.
OTHER PHOBIAS
There are thousands of phobias, and most likely one that would fit a
condition a character could suffer. There are plenty of online websites
that have lists of phobias.
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 recurring 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.
ENVIRONMENT
Environments with mainly water
Forestry, Woodland
Human urban locations
Covenant urban locations
Desert and sand environments
Snowy environments
Cliffs, mountains, rocky environments
Environments of jungle
Darker Environments and Nighttime
BONUSES OR PENALTIES
+20 Bonus
+10 Bonus
-0 Penalty
-10 Penalty
-20 Penalty
AI COPYING
An AI has the ability to make lighter Copied versions of themselves for
simpler Functions. When an AI Copies, they are able to make another
version of themselves. Each time the AI Copies, they lose 10 Points to
their Toughness and Strength Characteristics, and every time a Copy
is made, they all share the exact same Strength and Toughness
Characteristic to the main AI. The main AI also has the ability to
remove these Copies, at will. Creating and Removing a Copy is a Free
Action, but the Copies take a Half Action to ready themselves.
Each Copy is able to make their own decisions based on
what the main AIs intended actions, and can last for (X) Minutes,
where (X) is the AIs Intellect Characteristic.
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.
TURRETS
There are plenty of mobile turrets of the UNSC and Covenant. These
turrets may come at character creation, and many cannot be carried
by nothing less than an Elite or Spartan. Setting up a turrets tripod
takes a Half Action.
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.
RATE OF FIRE
Most weaponry have a Rate of Fire, but all vary based on many
variables. A weapon can always fire the entire Rate of Fire listed
within a single Turn if a Full Action is used. Some types of Rate of Fire
only take a single Half Action to use fully, allowing them to be used
twice.
If a weapon fires as a Half Action, it fires half of the
ammunition, rounding down. For example, an Automatic Rate of Fire
(15) can fire 8 for the first Half Action, and 7 on the next Half Action.
RELOADING
Different types of weapons have different base reloading times.
These can be reduced by character Agility and Warfare Range
modifiers, to a minimum of 1. Base reload time is shown as Half
Actions, so a Pistol will reload, by default, in 4 Half Actions.
For every 2 modifier in both the Agility and Warfare Range
Characteristic separately, the character gains 1 Half Action less to
reload the weapon.
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 5 clips/Magazines from the weapons of their
choosing at Character Creation. 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.
WEAPON TYPE
Pistol
Submachine Gun / Carbine
Bullpup / Rifle / Railgun
Belt-fed / Cannon
Rocket / Missile Launcher
Grenade Launcher
Flame thrower
Sniper Rifle
Light Machine Gun / Spartan Laser
Pump Action
OUTCOME
The weapon was scratched and scuffed, but does
not affect how it loads or fires.
Human: 200
Covenant: 400
Forerunner: 800
Human: 250
Covenant: 500
Forerunner: 1,000
Human: 150
Covenant: 300
Forerunner: 600
Human: 100
Covenant: 200
Forerunner: 400
Human: 50
Covenant: 100
Forerunner: 200
EXAMPLE
Smartlink, Scopes, Red Dot Sights
Flashlights, iron sights, lasers, Ammo
Counter
Stocks, Grips, Handles
Underslung Weapons
BP
50
100
150
200
SHIELD USE
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 an Agility Test as 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 a +20 Opposed Agility Test to hold the
shield up to protect themselves from the incoming attack. The
Opposed Test is against the Warfare Test used to attack them.
FULL BODY SHIELDS
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.
ENERGY SHIELD RULES
An Energy Shield protects the user from incoming Damage. Energy
Shields have a Shield Integrity, which work like Wounds for the Shield.
Once the Shield Integrity reaches 0, the User takes any leftover
damage from the Shield being hit. Shield Integrity may not go into the
negative numbers.
When an Energy Shield takes damage, the Integrity is
subtracted by the Damage made by the Attack. Pierce does not add
to Damage to the Integrity unless it has one of the following Special
Rules: Heavy, Penetrating, Spread, cauterize, or Kinetic Special Rule.
If the Attack has one of these Special Rules, Shield Integrity is
subtracted by the Attacks Pierce before the Damage is made.
Any leftover damage from the Shield being attacked will hit
the User. In order to hurt the user with an Attack, the Shield must hit
0 Shield Integrity before the attack is out of damage, meaning a Shield
Integrity of 20 that takes 30 Damage will have 10 leftover Damage to
hit the User. Any leftover Damage does not apply Pierce to the User.
COMBINED ACTIONS AND ENERGY SHIELDS
When attempting to take down Energy Shields, the more sources of
damage occurring at the same time increase the amount of damage
the Energy Shield takes. For every Character taking a Combined
Action against an Energy Shield, the Shield takes an extra +(X) Damage
per every 10 Damage taken. (X) is the amount of Characters making
attacks in the Combined Action.
ENERGY SHIELD RECHARGE AND DELAY
Shields recharge when damaged. A Shield has a Recharge Delay of (X),
where (X) is the amount of Rounds of not taking more than 10
Damage per Round. Shields recharge at the beginning of the Round,
before any Actions are taken. If a Shield is to take more than 10
Damage, the Recharge Delay is reset. When the Recharge Delay
SUPPORT POINTS
Every Character begins with a single Support Point at default, which
can be increased through Rank at GM Discretion. A rule of thumb a
GM could follow is for every 2 Ranks a Character has, they gain
another Support Point. Some Soldier Types also increase Support
Points gained.
Support Points need GM discretion when allowing strikes
and Ordnance. The higher the Rank, the more that should be allowed,
unless the situation calls for drastic measures. A Private should not be
allowed a Tactical Strike, as an example.
A Support Point is spent each time a character requests a
Drop or an Ordnance, but can be used on multiple pieces of
equipment, instead of using a single point for every piece of
Equipment requested.
BATTLEFIELD
EXAMPLE
PRICE
Clear
+0 cR
Light
Moderate
Risky
Dangerous
DROP TYPE
Cargo Ship
Ordnance
Launch
Stealth
Drop
EXAMPLE
Standard delivery ship, must land to
deliver the items. This takes 75 Rounds (5
Minutes).
Delivery package launched via Satellite,
Defense Station, or Ship. Must be nearby
the Station to use. This takes 3 Rounds. All
Bombs and Nukes are fired this way.
Hidden Stealth-ships drop ordnance pods
from sub-orbit locations. This takes 15
Rounds (1 Minute) Rounds, but can be
called in anywhere, even when not near a
ship or Satellite.
+10 cR
+20 cR
+30 cR
+40 cR
PRICE
+0 cR
+50 cR
+20 cR
x1
x2
x3
x4
x5
COST MULTIPLIER
ONI-BASED
ONI-based Soldiers are not limited to Human Support Drops. ONIBased Support counts as ORION, ONI Operatives, and Spartans.
Only ONI-Based characters are able to call in these
Supports, including Parties on or in ONI missions.
INSURRECTIONIST
Insurrectionist cannot call in UNSC-only Soldier Types. This includes
any ONI-Based Soldier Type, ODST, and AI.
CIVILIANS AND POLICE
Civilians cannot request Support Drops unless in dangerous situations
and have direct communication to the UNSC or Insurrectionist
Command, having good enough reason for the Military to send
assistance.
Civilians have a similar situation with Police-based Soldier
Types, as they do with UNSC or Insurrectionist Support. They must
have a way to contact the Police and have a good enough reason for
the Police to respond. If Police respond, it is possible for this to not
cost Support Points or cR. Instead, the Police are doing their jobs to
protect the Civilians. If Police or SWAT are contacted for Support, the
GM must include that it takes double the Drop Time for them arrive.
Police Soldier Types may aid Soldiers, as well, without
costing Support Points or cR, but theyre under-equipped and may
deny the request if it is too dangerous. Police are heroic, not suicidal.
Police are able to call in Militia as Support.
OPPOSING FORCES INFANTRY DROPS
There are possibilities to calling in Support from Opposing Factions.
These are possible when dealing with a force both you and your
Opposing Faction are against. An example of this would be the UNSC
calling in Support from Insurrectionist against the Covenant, or the
UNSC and Covenant joining forces against Forerunner Sentinels or the
Flood.
INFANTRY
Police
SWAT
INFANTRY
Army
Marine
Air Force
Navy
ODST
ONI
ONI-ODST
ORION
Spartan II
Spartan III
Spartan IV
Smart AI
Militia
UNSC/INSURRECTIONIST SUPPORT
DROP SPECIAL
PRICE
20 cR
28 cR
PRICE
64 cR
80 cR
70 cR
52 cR
128 cR
36 cR
112 cR
200 cR
380 cR
336 cR
264 cR
300 cR
40 cR
COVENANT
DROP SPECIAL
INFANTRY
Mgalekgolo
Unggoy
Kig-Yar Ruutian
Kig-Yar Tvaoan
Kig-Yar
Ibieshan
Sangheili
Ranger
Sangheili Noble
Yanmee
Huragok
Sharquoi
Chieftain of the
Jiralhanae
ORDNANCE
Cryobomb
Tactical
Nuke*
SHIVA Nuke
Orbital MAC
Strike
Ordnance
Bombardmen
t
Nova Bomb
ORDNANCE
Energy
Projector
Plasma Lance
Low Range
Bombardment
Antimatter
Charge
360 cR
40 cR
60 cR
108 cR
60 cR
Jiralhanae
Ammunition
Cache
Mobile Cover
PRICE
160 cR
160 cR
180 cR
74 cR
35 cR
180 cR
9,500 cR
PRICE
150 cR
100 cR
20,000
cR
20,000
cR
30,000
cR
35,000
cR
5,000 cR
200,000
cR
PRICE
35,000
cR
5,000
cR
12,000
cR
30,000
cR
VEHICLE ASSISTANCE
Characters have the ability to call in Vehicle Assistance with their
Support Points. For every Support Point spent, a Character can call in
up to 5 Vehicles to support them. These Vehicles are not theirs to
keep, but will assist them during the Mission. Human Pilots of these
vehicles are Air Force Soldiers, which can be upgraded by purchasing
Bestiary Level Upgrades before the Drop using the following Chart.
To find the cost of a Vehicle for Assistance, take the
Vehicles cR cost, and simply divide it by 5. Any extra cost coming from
Armament Variants are to be included in the base price, before being
divided.
COVENANT PILOTS
Due to Covenant being multiple races, with different sets of Skills and
Abilities, there are different choices that can be made when selecting
a Vehicle Assistance Pilot.
The Covenant Assistance Pilots can be chosen from either
Grunts, Jackals, Jiralhanae or Elites. Choosing Grunts gives 50 cR back
from the Purchase, meaning theyre cheap and unskilled. Kig-Yar are
at the standard Price, so nothing changes. Sangheili and Jiralhanae
Pilots come at an extra 160 cR.
BESTIARY LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
0
+10
+20
+30
+40
COST
[DW] [I]
M6A Personal Defense Weapon System
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Pistol
1D10
+5
9
Civilian Mainstream model. Black Polymer finish. No Civilian or Police cR upcharge.
PDWS
cR
25
WEIGHT (KG):
Year: 2412
AMMUNITION
12.7x40mm
1.5
[DW] [I]
M6B Personal Defense Weapon System
Semi-Auto Rate of Fire (2)
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 (3) 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
Semi-Auto Rate of Fire (2) or Automatic Rate of Fire (8)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Pistol
1D10
+5
9
10m-60m
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
1.8 (2.5 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
13
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 (5)
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 (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Pistol
1D10
+9
5
25m-100m
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 Machine Pistol
Automatic Rate of Fire (7)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Pistol
1D10
+9
9
20m-80m
21
Chrome polymer finish. Built in Pistol Grip for +5 to hit if using with both hands. No Police cR upcharge.
Machine Pistol
cR
45
WEIGHT (KG):
AMMUNITION
12.7x40mm
2.9
[DW] [I]
Pocket Pistol
Semi-Auto (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
Semi-Auto (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 (3) or Auto (10)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Submachine Gun
1D10
+4
16
40m-150m
60
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
5x23mm
1.3
[I] [DW]
UNSC Close-Quarter Combat Knife
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Melee Knife
2D10
+6 + Strength Mod
6 + Strength Mod
+0m
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
2D10
+8 + Strength Mod
4 + Strength Mod
+0m
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
2D10
+7 + Strength Mod
5 + Strength Mod
+0m
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
2D10
+8 + Strength Mod
3 + Strength Mod
+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
7 + SM2
+ Strength Mod
+0m
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]
Military Shovel
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Strength Mod or SM2
Shovel
2D10
Strength Mod
+2m
Sharpened Collapsible Military Shovel. If used to stab, Base Damage is Strength Mod, and Piercing is Strength Mod. If used as a blunt
weapon, Base Damage is Strength Mod *2, and Piercing is Strength Mod. For more information, look under Equipment for Military Shovel.
Billystick
cR
15
WEIGHT (KG):
1.5
[I] [DW]
Brass Knuckles
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Melee
+1D10
6 + Strength Mod
Strength Mod
+0m
Solid metal shaped to fit human knuckles. No Civilian or Police Upcharge. This adds to punching Melee damage.
Knuckle Duster
cR
10
WEIGHT (KG):
1.6
[I] [DW]
Humbler Stun Device
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Baton
1D10
+ SM2
Strength Mod
+0m
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
MELEE AND CLOSE COMBAT WEAPONRY (SM2 is your Characters Strength Modifier *2)
Prototype XBR55
Semi-Auto (2) or Burst (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Select Fire Rifle
3D10
+5
11
100m-950m
Black Polymer finish. Built in KFA-2 x2 Scope that can be removed. Headshot Special Rule.
MAG
60
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
Select Fire Rifle
3D10
+5
11
100m-950m
Black Polymer finish. Built in KFA-2 x2 Scope that can be removed. Headshot Special Rule.
MAG
36
Battle Rifle
cR
60
WEIGHT (KG):
AMMUNITION
9.5x40mm
3.7
[I]
BR85 Heavy Barrel Service Rifle
Semi-Auto (2) or Burst (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Select Fire Rifle
3D10
+5
15
100m-1200m
Black Polymer finish. Built in KFA-2 x2 Scope that can be removed. Headshot Special Rule. Built-in Heavy Barrel.
MAG
36
Battle Rifle
cR
72
WEIGHT (KG):
AMMUNITION
9.5x40mm
4.1
[I]
M392 Designated Marksman Rifle
Semi-Auto (1) or Burst (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Select Fire Rifle
3D10
+6
13
100m-1200m
15
Black Polymer finish. Built in EVOS-D 3x Scope that can be removed. Headshot Special Rule.
DMR
cR
50
WEIGHT (KG):
AMMUNITION
7.62x51mm
6.7
[I]
M395 Designated Marksman Rifle
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Select Fire Rifle
4D10
+5
15
Black Polymer finish. Built in EVOS-D 3x Scope that can be removed. Headshot Special Rule.
DMR
cR
55
WEIGHT (KG):
AMMUNITION
7.62x51mm
8.5
P.A.R
cR
35
WEIGHT (KG):
AMMUNITION
.390 Caliber
6.6
[I]
MA37 Individual Combat Weapon System
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Automatic Rifle
2D10
+5
10
Black Polymer finish. Built-in Compass and Ammo Counter. No SWAT cR Upcharge.
Assault Rifle
cR
49
WEIGHT (KG):
AMMUNITION
7.62x51mm
7.0
[I]
MA2B ICWS/Carbine
Automatic Rate of Fire (11)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Automatic Rifle
2D10
+4
11
10m-250m
21
Black Polymer finish. Built-in Ammo Counter, KFA-2 Scope, and carrying handle. Lacks a select fire mode.
Assault Rifle
cR
38
WEIGHT (KG):
AMMUNITION
.390 Caliber
4.9
[I]
MA3A Assault Rifle
Burst (2), Auto (8)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Automatic Rifle
2D10
+6
11
40m-350m
Black Polymer finish. Built-in Ammo Counter. -10 To hit. Built-in Tactical Flashlight and Ammo Counter.
MAG
32
Assault Rifle
cR
55
WEIGHT (KG):
AMMUNITION
7.62x51mm
6.9
[I]
MA5B Individual Combat Weapon System
Semi-Auto (3), Auto (10)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Automatic Rifle
2D10
+5
12
20m-350m
60
Titanium Polymer finish. Built-in Compass and Ammo Counter. 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
2D10
+6
12
20m-350m
32
Titanium Polymer finish. Built-in Compass and Ammo Counter. 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
2D10
+6
13
20m-400m
32
Titanium Polymer finish. Built-in Compass and Ammo Counter. 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
2D10
+5
11
25m-300m
30
Titanium Polymer finish. Built-in Compass and Ammo Counter. Built-in Tactical Flashlight and Carry Handle.
Carbine
cR
54
WEIGHT (KG):
AMMUNITION
7.62x51mm
5.7
SHOTGUNS
[I]
M90 Series Close Assault Weapon System
Pump Action (2)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Shotgun
2D10
+10
16
10m-40m
Black Polymer finish. Adjustable Stock with Pistol Grip. Spread Special Rule if using standard ammunition.
MAG
12
Tactical Shotgun
cR
160
WEIGHT (KG):
AMMUNITION
Soellkraft 8 Gauge
5.4
[I]
M90 DTM/Law Enforcement Shotgun
Pump Action (2)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Shotgun
1D10
+10
16
15m-40m
Black Polymer finish. Solid Stock. No Police cR upcharge. Spread Special Rule if using standard ammunition.
MAG
12
Enforcer Shotgun
cR
145
WEIGHT (KG):
AMMUNITION
Soellkraft 12 Gauge
4.6
[I]
WST DTM/Civilian Market Shotgun
Pump Action (2)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Shotgun
1D10
9
14
15m-40m
Black Polymer finish. No Police or Civilian cR upcharge. Spread Special Rule if using standard ammunition.
MAG
12
Enforcer Shotgun
cR
145
WEIGHT (KG):
AMMUNITION
Soellkraft 12 Gauge
4.6
[I]
M45 Tactical Shotgun
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Shotgun
2D10
+8
18
Collapsible stock and pistol grip. Spread Special Rule if using standard ammunition.
MAG
6
Tactical Shotgun
cR
150
WEIGHT (KG):
AMMUNITION
M296SC 8 Gauge
5.2
Tactical Shotgun
cR
170
WEIGHT (KG):
AMMUNITION
M296SC 8 Gauge
5.9
[I]
M45E Tactical Shotgun
Pump Action (2)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Shotgun
2D10
+8
18
10m-40m
12
The precursor of the M90 Series Shotgun. Has unremoveable collapsible stock. Spread Special Rule if using standard ammunition.
[I]
MS5-A6 Automatic Shotgun
Semi-Auto (1), Auto (4)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Automatic Shotgun
2D10
+10
11
10m-45m
24
High capacity Drum Magazine (1.5 KG). Treat as Rifle when finding Reload Time. Spread Special Rule if using standard ammunition.
Automatic Shotgun
cR
AMMUNITION
400
Soellkraft 8 Gauge
WEIGHT (KG):
8.6
M9 High-Explosive Grenade
DAMAGE ROLL
BASE DAMAGE
2D10
+5
Green matte finish. Grip texture. Features Spartan Upscale.
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
1D10
+60
70
Blast(4) Kill(2)
Cauterize Special Rule. Powerful enough to melt through floors of a UNSC Frigate, use with extreme caution. Charge (1). Lasts for 10
Rounds.
Thermite Grenade
cR
AMMUNITION
400
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)
Smoke Grenade
cR
10
WEIGHT (KG):
[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)
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
PIERCING
12
AMMUNITION
0.3
AMMUNITION
0.3
AMMUNITION
[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
[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
SPNKR
cR
200
WEIGHT (KG):
AMMUNITION
M19 102mm
12.7
[I] [H]
M57 Pilum Surface-To-Surface Rocket Launcher
Semi-Auto (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Rocket Launcher
4D10
+20
20
20m-1500m
Built in KFA-2 x2 Scope. Vehicle Lock Special Rule. Able to lock onto vehicles larger than a Mongoose. Blast (9) Kill(3)
MAG
2
Compact Launcher
cR
AMMUNITION
350
50x137mm HEMP
WEIGHT (KG):
10.3
[I] [H]
M19-B Surface-to-Air Missile Launcher
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Missile Launcher
3D10
+15
25
Man-Portable SAM Platform. Vehicle Lock Special Rule to only air vehicles. Blast (9) Kill(3)
MAG
2
M41 Launcher
cR
500
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
12
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
800
WEIGHT (KG):
AMMUNITION
M19 102mm
13
[I] [DW]
M363 Remote Projectile Detonator
Automatic Rate of Fire (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Pistol/Grenade
2D10
+5
10
10m-50m
1
Single-Shot, muzzle-loaded grenade launcher. Magnetically-latched explosive. Blast (3) Kill(1)
Sticky Launcher
cR
150
WEIGHT (KG):
AMMUNITION
M9030 HEIRD 12cm
6.8
[I]
M319 Individual Grenade Launcher
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Grenade Launcher
2D10
+15
15
Capable of manual detonation. EMP Special Rule. Collapsible Wire Stock. Blast (7) Kill(3)
Grenade Launcher
cR
AMMUNITION
200
40mm EMP-G
WEIGHT (KG):
8.4
[I] [H]
M41 Surface-To-Surface Rocket Launcher
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Rocket Launcher
4D10
+20
24
Built in KFA-2 x2 Scope. Vehicle Lock Special Rule. Blast (9), Kill(3) +2 to Base Reload Time.
Semi-Auto (1)
RANGE
20m-1500m
Semi-Auto (2)
RANGE
20m-2500m
[I] [H]
XM510 Multishot Grenade Launcher
Burst (2)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Grenade Launcher
2D10
+18
8
20m-150m
Once shot hits maximum range, it ricochets on the ground towards its initial direction. Explodes on second impact.
[I] [H]
LAU-65D/SGM-151 Automatic Missile Launcher
Semi-Auto (2)
Blast (5) Kill(2)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Missile Pod
4D10
+15
30
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.
FLAMETHROWERS
Multishot Launcher
cR
AMMUNITION
275
40mm Grenade
WEIGHT (KG):
10.5
Multishot Launcher
cR
AMMUNITION
540
ASGM-10 Missile
WEIGHT (KG):
25.2
[I]
M7057 Flamethrower
Sustained Rate of Fire [3]
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Defoliant Projector
2D10
+5
2
1m-18m
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-25m
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]
TYPE
Sniper Rifle
PIERCING
18
AMMUNITION
14.5x114mm
Comes with built-in bipod and built-in night vision scope on a 5x/10x/15x scoping system. Headshot Special Rule. When firing against an
Opponent who is under the weapons lowest Optimal Range in Meters, a -40 Penalty is gained and any Aiming Action loses half of its
Bonus gained. If a Scope is being used, any Penalties gained from using a Scope when too close is doubled.
WEIGHT (KG):
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
75m-2000m
4
Comes with built-in bipod and built-in night vision scope on a 2x/9x/12x scoping system. Headshot Special Rule. When firing against an
Opponent who is under the weapons lowest Optimal Range in Meters, a -40 Penalty is gained and any Aiming Action loses half of its
Bonus gained. If a Scope is being used, any Penalties gained from using a Scope when too close is doubled.
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
100m-2300m
4
Comes with built-in bipod and built-in night vision scope on a 3x/6x/9x scoping system. Headshot Special Rule. When firing against an
Opponent who is under the weapons lowest Optimal Range in Meters, a -40 Penalty is gained and any Aiming Action loses half of its
Bonus gained. If a Scope is being used, any Penalties gained from using a Scope when too close is doubled.
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
100m-2300m
4
Comes with built-in bipod and built-in night vision scope on a 5x/10x/15x scoping system. Headshot Special Rule. When firing against an
Opponent who is under the weapons lowest Optimal Range in Meters, a -40 Penalty is gained and any Aiming Action loses half of its
Bonus gained. If a Scope is being used, any Penalties gained from using a Scope when too close is doubled.
AMMUNITION
14.5x114mm
14.2
[I] [H]
M99 Special Applications Scope Rifle
Automatic Rate of Fire [1]
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Gauss Rifle
3D10
+24
40
100m-4000m
5
Built-in bipod and a 2x/10x/20x scope. Recharge Rate (3). Headshot Special Rule. Has +5KG external Battery that can power 20 shots.
When firing against an Opponent who is under the weapons lowest Optimal Range in Meters, a -40 Penalty is gained and any Aiming
Action loses half of its Bonus gained. If a Scope is being used, any Penalties gained from using a Scope when too close is doubled.
AMMUNITION
5.4mm Gauss Slug
20
[H]
Hard Sound Rifle
Automatic Rate of Fire [1]
TYPE
DAMAGE SPECIAL
SPECIAL
RANGE
MAG
Hard Sound
Deals +8D10 Special Damage.
Recharge (15)
150m-915m
-Ignores Shields, Toughness, and Armor. Leaves no trace of damage or point of entry. Has 10KG external Battery that powers 5 shots. When
firing against an Opponent who is under the weapons lowest Optimal Range in Meters, a -40 Penalty is gained and any Aiming Action
loses half of its Bonus gained. If a Scope is being used, any Penalties gained from using a Scope when too close is doubled.
ONI AHSR
cR
1,200
WEIGHT (KG):
AMMUNITION
10KG Battery Pack
20
[H]
M735 Light Machine Gun
Automatic Rate of Fire (10)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Light Machine Gun
2D10
+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
2D10
+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
2D10
+4
15
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
2D10
+5
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
3D10
+8
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
3D10
+7
Tri-barreled rotary machine gun. Comes with Tripod Mount.
HMG
cR
420
WEIGHT (KG):
AMMUNITION
7.62x51mm NATO
60
[H]
Heavy Machine Gun-38
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Heavy Machine Gun
3D10
+10
12
Man-portable Machine Gun. Popular on the Black Market. 50 Round Detachable Box.
HMG38
cR
260
WEIGHT (KG):
AMMUNITION
12.7x99m
19.5
[H]
TYPE
Railgun Carbine
Charge (X)
RANGE
20m to 1500m
Railgun
cR
1850
PIERCING
15
ENERGY-BASED WEAPONS
PIERCING
20
MAG
1
AMMUNITION
16x65mm M645
Kinetic Special Rule. (X) Is how many Half Actions charged. Max Charge of Three Half Actions, and then automatically fires. Kill(1)
WEIGHT (KG):
14.9
[H]
TYPE
Spartan Laser
cR
2800
WEIGHT (KG):
AMMUNITION
Grindell Battery Cell
20.4
VEHICLE WEAPONRY
cR
--
2525
AMMUNITION
120mm APBC Shell
WEIGHT (kg):
2084
AMMUNITION
90mm APBC Shell
WEIGHT (kg):
1029
AMMUNITION
40mm M48 APGJDU
WEIGHT (kg):
1681
5681
cR
--
AMMUNITION
178mm Rocket
WEIGHT (kg):
cR
--
AMMUNITION
UNSC Battery Cell
WEIGHT (kg):
cR
--
AMMUNITION
30mm ELA Round
WEIGHT (kg):
cR
--
AMMUNITION
105mm ELA Round
WEIGHT (kg):
714
AMMUNITION
Argent V Missiles
WEIGHT (kg):
405.1
AMMUNITION
65mm Rocket
WEIGHT (kg):
405.1
AMMUNITION
40x53mm Grenade
WEIGHT (kg):
494.8
MAG
15
PIERCING
12
Burst (6)
Blast (6) Kill (2)
RANGE
MAG
250m-800m
4
Vehicle Lock
cR
--
508.6
2531
3700
2496
204
2496
cR
--
AMMUNITION
102mm HEAT Rocket
WEIGHT (kg):
1706
[H]
M41 Light Anti-Aircraft Gun
Automatic Rate of Fire (8)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Machine Gun
3D10
+6
10
50m-700m
1,000
Machine Gun Found on more common Warthogs. Shield on front with an Armor of 25.
cR
--
AMMUNITION
12.7x99mm
WEIGHT (kg):
115.6
[H]
M46 Light Anti-Aircraft Gun
Automatic Rate of Fire (8)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Machine Gun
3D10
+7
10
70m-700m
1,000
Machine Gun Found on more common Warthogs. Shield on front with an Armor of 25.
cR
--
AMMUNITION
12.7x99mm
WEIGHT (kg):
115.6
[H]
M202XP Machine Gun
Automatic Rate of Fire (7)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Machine Gun
3D10
+5
11
50m-500m
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
Automatic Rate of Fire (12)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Autocannon
4D10
+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
AMMUNITION
ASGM-4 Missile
WEIGHT (kg):
200.5
LUA-1810/SGM-151
Automatic Rate of Fire (4)
Blast (6) Kill (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
cR
Missile Launcher
4D10
+15
10
250m-900m
5
-UNSC Surface-to-Air Missile Launcher on the experimental HRUNTING/YGGDRASIL Mark I Prototype Armor Defense System.
[H]
TYPE
Gauss Cannon
cR
AMMUNITION
-Battery Cell charged 25x130mm Slug
WEIGHT (KG):
180.4
[H]
M655 Heavy Machine Gun
Automatic Rate of Fire (4)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Autocannon
3D10
+10
12
50m-700m
250
Primary Armament of the UNSC Mantis HRUNTING/YGGDRASIL Mark IX Armor Defense System.
[H]
M5920 Surface-to-Surface Missile Launcher
Automatic Rate of Fire (4)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Missile Launcher
4D10
+10
14
250m-1000m
8
Secondary Armament of the UNSC Mantis HRUNTING/YGGDRASIL Mark IX Armor Defense System.
2557
cR
-Blast (9) Kill (3)
cR
--
2554
133.3
2554
AMMUNITION
M19 102mm Missile
WEIGHT (kg):
93.6
AMMUNITION
30x173mm
WEIGHT (kg):
1275
AMMUNITION
ASGM-4 Missile
WEIGHT (kg):
60.15
M95 Lance
Automatic Rate of Fire (6)
Blast (10) Kill (2)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
cR
Missile Pod
3D10
+16
17
50m-9300m
6
-Automated Turret. Considered to have 70 WFR and an 80 Perception. Vehicle Lock Special Rule against any Aerial or Space vehicle.
AMMUNITION
ASGM-4 Missile
WEIGHT (kg):
60.15
AMMUNITION
ANVIL-IV ASM Missile
WEIGHT (kg):
240.6
cR
--
AMMUNITION
20x102mm
WEIGHT (kg):
cR
--
AMMUNITION
30x173mm
WEIGHT (kg):
cR
--
AMMUNITION
30x173mm
WEIGHT (kg):
cR
--
1275
2552
1275
Vehicle Lock
2552
AMMUNITION
90mm Medusa Missile
WEIGHT (kg):
1137.3
AMMUNITION
35x227mm
WEIGHT (kg):
2557
1640
Vehicle Lock
2557
AMMUNITION
90mm Medusa Missile
WEIGHT (kg):
1706
Vehicle Lock
AMMUNITION
ASGM-10 Missile
WEIGHT (kg):
17060
cR
--
AMMUNITION
50x419mm
WEIGHT (kg):
2105
cR
--
AMMUNITION
110mm Shell
WEIGHT (kg):
3840
cR
--
AMMUNITION
120mm Shell
WEIGHT (kg):
3840
M370 Autocannon
Automatic Rate of Fire (7)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Autocannon
4D10
+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):
cR
--
AMMUNITION
70mm
WEIGHT (kg):
cR
--
AMMUNITION
12.7x99mm
WEIGHT (kg):
cR
--
AMMUNITION
30x173mm
WEIGHT (kg):
[I]
M460 Automatic Grenade Launcher
Automatic Rate of Fire (3) or (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Grenade Launcher
3D10
+15
6
20m-100m
400
Capable of manual detonation. If fired as Rate of Fire (1), the grenade gains the EMP Special Rule.
2300
AMMUNITION
ANVIL-II ASM Missile
WEIGHT (kg):
320.8
PIERCING
18
2525
2557
2300
2557
2300
2557
2300
Grenade Launcher
cR
AMMUNITION
60
40mm EMP-G
WEIGHT (KG):
8.4
[H]
M410 40mm Heavy Machine Gun
Automatic Rate of Fire (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Autocannon
3D10
+7
15
100m-3000m
200
Secondary Armament of the UNSC G79 Pelican Gunship. Fires Amor Piercing Gas-jacketed Depleted Uranium Rounds.
cR
--
AMMUNITION
40mm M48 APGJDU
WEIGHT (kg):
431
cR
--
AMMUNITION
16x65mm M645
WEIGHT (kg):
874
M638 Autocannon
Burst (5)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Autocannon
3D10
+12
10
50m-1800m
Primary Armament of the UNSC UH-144 Falcon Troop Transport. Fires High Explosive Rounds.
cR
--
AMMUNITION
20x102mm
WEIGHT (kg):
136
cR
--
AMMUNITION
175mm M197
WEIGHT (kg):
4,000
2557
2557
PIERCING
15
Lancet Micro-Missile
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Missile
3D10
+10
20
Primary Armament of the UNSC ARGUS Unmanned Aerial Drone.
cR
--
AMMUNITION
Argent V Missiles
WEIGHT (kg):
405.1
AMMUNITION
Lancet Micro-Missile
WEIGHT (kg):
39
AMMUNITION
Scorpion Missile
WEIGHT (kg):
AMMUNITION
UNSC Battery Cell
WEIGHT (kg):
AMMUNITION
35cm HRG
WEIGHT (kg):
64
2531
2250
2557
32000
HUMAN AMMUNITION
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
12.7mm High Velocity
30mm APR
120mm Shell
110mm Shell
30mm ELA
35cm HRG
950cm HRG
16x65mm M645
5.4mm Gauss
12.7x40mm Magnum
5x23mm Caseless
7.62x51 NATO
9.5x40mm Kurz
12.7x99mm Browning
12 and 8 Gauge Shell
14.5x114mm
Flamethrower Fuel
.390 Caliber
40MM Grenade
50x137mm HEMP
PRICE
1 cR per 20
1 cR per 4
5 cR per 15
3 cR per 12
1 cR per 9
5 cR per 16
2 cR per 12
2 cR per 12
1 cR per 8
1 cR per 1 30 Minutes to recharge a single shot.
45 cR per 1 One hour to recharge a single shot.
4 cR per 20
4 cR per 20
4 cR per 30
3 cR per 30
2 cR per 25
3 cR per 5
4 cR per 5
6 cR per 5
10 cR per 5
1 cR per 25
1 cR per 30
1 cR per 25
1 cR per 25
1 cR per 20
1 cR per 15
1 cR per 10
5 cR per Tank
1 cR per 25
2 cR per 1
1 cR per 4
SPECIALIZED AMMUNITION
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 except CL
0
None
-2
All except HV
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
--
--
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
--
--
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
--
--
All
All
5x23mm Caseless
COMPATIBILITY
HV
HV
HV
HV
All except CL
None
All except HV
All
7.62x51 NATO
COMPATIBILITY
HE, Tracer, IN, HV
AP, Tracer, SAP, IN, HV
HV
HV
AP, HE, Tracer, SAP, HV
All except CL
None
AP, HE, SLAP, SAP, IN, HV
1 cR per 25
PRICE
+9 cR per
+8 cR per
Roll 3D10 on Special Damage Chart
+6 cR per
+5 cR per
+8 cR per
Flame(1D5)
+10 cR per
+13 cR per
Stun (1) Special Rule.
+2 cR per
When used with suppressor, -20 Perception
+6 cR per
Checks to hear weapon.
Match Grade gives a +10 Bonus to all Shots x2 cR total
fired after the first shot made. Selecting
cost
Match Grade ammunition comes after all
other choices, and doubles the cR cost of
what was selected in total.
ABILITY
1 cR per 30
PRICE
+9 cR per
Roll 3D10 on Special Damage Chart
+6 cR per
+5 cR per
+8 cR per
+13 cR per
Stun (1) Special Rule.
+2 cR per
When used with suppressor, -20 Perception
+9 cR per
Checks to hear weapon.
Match Grade gives a +10 Bonus to all Shots x2 cR total
fired after the first shot made. Selecting
cost
Match Grade ammunition comes after all
other choices, and doubles the cR cost of
what was selected in total.
ABILITY
1 cR per 25
PRICE
+9 cR per
+7 cR per
Roll 3D10 on Special Damage Chart
+6 cR per
+5 cR per
Flame(1D5)
+10 cR per
+13 cR per
Stun (1) Special Rule.
+2 cR per
All shooters firing at a target hit with tracers
+5 cR per
within the same Round get a +10 bonus to
hit. The target gains a +10 to Evasion bonus
to avoid Tracer Fire.
+6 cR per
ABILITY
+8 cR per
+8 cR per
+0 cR per
x2 cR total
cost
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
--
--
All
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
--
--
All
AMMUNITION
Slug (SL)
DAMAGE
+2D10
Shot (ST)
Flechette (FL)
BOLO (BO)
Fragmentation Slug (FRS)
Fragmentation Shot (FRST)
Breaching Round (BCR)
Incendiary Shell (INS)
Taser (TZ)
Rubber Rounds (RR)
-0
-2
-5
+1D10
-1
+5
-4
-5
*
12.7x99mm Browning
PIERCE
COMPATIBILITY
+5
HE, Tracer, IN, HV
-4
AP, IN, HV, SAP, Tracer
-0
AP, HE, SLAP, SAP, IN, HV
INS, BCR
INS, BCR
None
None
None
None
SL, FL, ST
SL
None
ABILITY
Roll 3D10 on Special Damage Chart
Flame(1D5)
Stun (1) Special Rule.
When used with suppressor, -20 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.
Match Grade gives a +10 Bonus to all Shots
fired after the first shot made. Selecting
Match Grade ammunition comes after all
other choices, and doubles the cR cost of
what was selected in total.
1 cR per 25
PRICE
+9 cR per
+8 cR per
+6 cR per
+5 cR per
+6 cR per
+9 cR per
+10 cR per
+7 cR per
+2 cR per
+5 cR per
+0 cR per
x2 cR total
cost
1 cR per 20
PRICE
+9 cR per
+8 cR per
All shooters firing at a target hit with tracers
+8 cR per
within the same Round get a +10 bonus to
hit. The target gains a +5 to Evasion bonus to
avoid Tracer Fire.
+6 cR per
ABILITY
Flame(1D5)
Stun (1) Special Rule.
When used with suppressor, -20 Perception
Checks to hear weapon.
Match Grade gives a +10 Bonus to all Shots
fired after the first shot made. Selecting
Match Grade ammunition comes after all
other choices, and doubles the cR cost of
what was selected in total.
+8 cR per
+10 cR per
+13 cR per
+2 cR per
+5 cR per
x2 cR total
cost
1 cR per 15
ABILITY
PRICE
Penetrating Special Rule, removes Spread
+3 cR per
Special Rule.
Standard Shell for Shotguns. Spread Special
+0 cR per
Spread Special
+3 cR per
Roll 4D10 Special Damage
+5 cR per
Blast (2)
+7 cR per
Spread, Blast (1)
+6 cR per
Halves the range of the weapon.
+3 cR per
Spread Special Rule, Flame(1D10)
+5 cR per
Electrified Special Rule
+8 cR per
When hit, the Opponent must make a Toughness
+0 cR per
Test or gain a Fatigue. For every one that hits, the
test gains a -10 Penalty.
* Roll one less 1D10 on Damage Roll
14.5x114mm
COMPATIBILITY
HE, HV, MG
AP, HV, MG
HV, MG
AMMUNITION
Armor Piercing (AP)
High-Explosive (HE)
Armor Piercing FinStabilized Discarding Sabot
(Sabot)
High Velocity (HV)
Cold Load (CL)
DAMAGE
-1
+1D10
-3
PIERCE
+5
-4
+9
+5
-5
+5
-5
All
All except HV
--
--
All
AMMUNITION
Pyrosene-V
Napalm Defoliant
Nitrace-Ether Defoliant
White Diamond Defoliant
1 cR per 10
PRICE
+9 cR per
Blast (1)
+7 cR per
+10 to hit. Round is given a jacket that stabilizes
+10 cR per
trajectory. Sabot is shed mid-flight.
ABILITY
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
N/A
--
--
All
AMMUNITION
Fragmentation
Smoke
Buckshot Canister
Slug Canister
Incendiary
Thermobaric
Flashbang
Parachute Flare
Infrared Illuminator
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
40MM GRENADES
+13 cR per
+6 cR per
x2 cR total
cost
5 cR per Tank
PRICE
+0 cR per
+20 cR per
+2 cR per
+75 cR per
1 cR per 25
PRICE
+9 cR per
+7 cR per
Roll 3D10 on Special Damage Chart
+6 cR per
+5 cR per
All shooters firing at a target hit with tracers
+7 cR per
within the same Round get a +10 bonus to hit.
The target gains a +5 to Evasion bonus to avoid
Tracer Fire.
+6 cR per
ABILITY
Flame(1D5)
Stun (1) Special Rule.
When used with suppressor, -20 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.
Match Grade gives a +10 Bonus to all Shots fired
after the first shot made. Selecting Match Grade
ammunition comes after all other choices, and
doubles the cR cost of what was selected in total.
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)
Flashbang, but with Blast(25) Kill(3)
A Flare that falls very slowly, supported by a small parachute.
Provides Infrared Illumination
Blast (25) Kill(1) Tear Gas
+8 cR per
+10 cR per
+13 cR per
+2 cR per
+4 cR per
+0 cR per
x2 cR total
cost
2 cR for 1
PRICE
Standard
+0 cR per
+1 cR per
+1 cR per
+2 cR per
+50 cR per
+0 cR per
+0 cR per
+1 cR per
+1 cR per
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.
Any piece of Equipment with the [U] Tag does not have a cR Upcharge for Civilian, Insurrectionist, Police, and SWAT Soldier Types.
EQUIPMENT
[U] Polarized Tactical
Goggles
[U] Night Vision Device
Helmet Recorder
Holographic Tactical
Eyepiece
Holographic Civilian
Eyepiece
[U] S90 Gas Mask
[U] Balaclava
[U] Binoculars
[U] Sun Goggles
EQUIPMENT
Hardcase
Tactical Hardcase
[U] Softcase
Tactical Softcase
Tactical Thigh Rigs
[U] Weapon Holster
Ammunition Pouch
[U] Utility Webbing
Magnetized Weapon
Holster
[U] Blastproof Clear Casing
M/LBE Hard Case
Shotgun Shell Bandolier
ITEM
8 Gauge Shell
12 Gauge Shell
Rocket
100 Round Ammo Belt
BENEFITS
WEIGHT
cR PRICE
Takes only half Penalties for bright light-based Penalties. Capable of displaying overhead HUD
system.
Lowers Darkness Penalties by +50, and lowers Lowlight Penalties by +5.
Records every instance of what the Soldier sees.
Allows use of HUD and maps without a handheld device
0.6
30
0.9
0.2
0.3
3
15
5
A similar version of the Military Tactical Eyepiece. Shows friendly locations unless modified
to show Opponents. Used also as a television and b-net provider.
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.
Pair of wearable goggles that halve any Penalties from bright lights.
0.4
22
1.4
20
0.2
2.2
0.1
10
1
4
WEIGHT
cR PRICE
4.2
1.3
10
0.5
0.3
1.1
18
0.2
0.5
0.1
0.8
2
2
8
11
0.5
1.1
0.8
10
30
10
BENEFITS
CARRYING DEVICES
EQUIPMENT
[U] Red Dot Sight
BENEFITS
Restriction
WEIGHT
cR
Optic
Upper,
Side
None
0.1
Optic,
Smartlink
Upper,
Side
None
0.1
20
Smartlink
12
3x Smartlink
Smartlink
0.2
16
VnSLS/V6 4x Scope
4x Smartlink
Smartlink
0.2
20
Oracle N-Variant
Scope
Oracle N-Variant
Scope v2
Oracle N-Variant
Scope v3
[U] EVOS-D 3x
[U] A2 Scope 2x
EVOS-D V2
EVOS-D Marksman
Sight
EVOS-D Adaptive
[U] Laser Aiming
Module
Sniper Optic
VISR or Tactical
Eyepiece
VISR or Tactical
Eyepiece
VISR or Tactical
Eyepiece
None
0.1
SLS/V 5B
Upper,
Side
Upper,
Side
Upper,
Side
Upper
0.4
24
Sniper Optic
Upper
None
0.5
27
Sniper Optic
Upper
None
0.7
30
3x Scope
2x Scope
2x/4x Scope
6x Scope, VISR Uplink
Optic
Optic
Optic
Optic
Upper
Upper
Upper
Upper
None
None
None
Not for Pistols
0.1
0.1
0.1
0.2
18
14
24
24
Optic
Aiming
Module
Upper
Any
0.2
0.1
20
10
Aiming
Module
Any
Must be able to
see Infrared light
0.2
20
Flashlight
Any
None
0.2
10
Flashlight
Any
None
0.4
15
Suppressor
Suppressor
Barrel
Barrel
1.1
1.9
20
18
Underslung
weapon
Underslung
weapon
Brace
Lower
None
Not used with
High-Velocity
Ammo
Bullpup or Flamer
2.3
35
Lower
Bullpup or Flamer
2.5
45
Lower
None
0.6
15
Brace
Lower
None
0.4
15
Brace
Lower
2.0
12
Brace
Lower
2.0
12
Modification
N/A
N/A
20
Holographic Scope
KFA-2 x2 Scope
Infrared Aiming
Module
[U] Flashlight
Flash Suppressor
SS/M 49 Sound
Suppressor
Underslung Shotgun
Underslung Grenade
Launcher
[U] Foregrip
[U] Pistol Grip
[U] Bipod
[U] Tripod
Lightweight
Weaponry Kit
[U]
Collapsible/Folding
Stock
Jet Stabilizers
Extended barrel
Heavy Barrel
[U] Bayonet
Energy Bayonet
Weapon Camouflage
Brace
N/A
N/A
35
Modification
N/A
None
(X)
25
Modification
Barrel
Rifle,
Bullpup,
Pistol, PDW, LMG,
MG, HMG
(X)
80
Modification
Barrel
Rifle,
Bullpup,
Pistol, PDW, LMG,
MG, HMG
(X)
80
Modification
Lower
None
1.1
40
Modification
Lower
None
1.7
200
Modification
N/A
None
N/A
15
Modification
N/A
None
1.1
20
Weapon Classification
Pistol
PDW
Assault Rifle
Shotgun
Marksman Rifle
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
General Purpose Machine Gun
Turreted Machine Gun
Heavy Support Weapon
Attachments Available
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
EQUIPMENT
Identification Friend or
Foe Tags
Emergency Locator
Beacon
Panic Button
WAYPOINT Comm
LP-Comm
[U] UGPS
TACPAD
Portable Computer
[U] Chatter
EQUIPMENT
ARGUS
Doppler Radar
Fiber Optic Probe
Interrogator Translator
Microtail
Motion Tracker
Roadware
UNSC-MPD Scanner
VISR
WYRD III
Spotter Assist Target
System
C-BRN Unit
BENEFITS
WEIGHT
cR PRICE
Hostile and Friendly unit detector and radar system. This comes standard to all military units,
both Covenant and UNSC. Allies registered 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.
--
--
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. More powerful
than a COM Pad or Chatter device.
Similar to a Data Pad, but is considered to have 15 Armor and 10 Break Points.
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.
A cell-phone/communication device that works similarly to a futuristic Android Device. COM
Pads can record video and audio, play games, communicate via video and audio, store
information, work as a calendar, clock, distance measuring device, connect to networks, and
share data. This comes standard to Civilians, Police, and SWAT.
Small wrist-mounted COM Pad.
SENSORS
BENEFITS
0.6
25
1.2
2.7
60
120
0.1
35
0.1
30
WEIGHT
cR PRICE
1.1
1.2
1.1
32
32
44
3.2
0.01
0.3
1.0
21
28
58
12
1.0
0.2
0.2
0.7
43
79
11
69
0.7
15
EQUIPMENT
[U] MRE
[U] Camping Stool
PG0E Portable Electricity
Generator
MK71 Emergency Food
Preparation Station
Mobile AI Docking
Station
NA4 Standard Tank
NA4 Armored Tank
[U] Earplugs
[U] Climbing Harness
Nanotube Rope
[U] Military Shovel
[U] Duct Tape
[U] Multi-Tool Kit
[U] Fire Extinguisher
[U] Anti-Ballistics Shield
(RIOT SHIELD)
[U] Military Grade
Handcuffs
[U] Police Equipment
Package
Neural Implant Tag
Upgrade
[U] Ghillie Cloak
BENEFITS
OTHER
WEIGHT
cR PRICE
Meals, Ready to Eat Military packaged food for Soldiers to eat during missions. Each
purchase of 1 cR gives you 5 MRE meals.
A stool for sitting that has a setting that allows the stool to fit any size.
Powerful portable generator capable of powering Food preparation stations, radios, and
even Smart AI.
Stores 12 gallons of food that is automatically prepared when dispensed.
0.5
1.4
46.5
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 5 meters.
A Standard issue sharpened shovel for entrenchment and other uses. Folds down to the size
of the shovels head. Rust-proof, reinforced Titanium-A for a near unbreakable shovel. For
use as a melee weapon, look under Human melee weaponry.
Simple tool that has been in use for over 500 years. A strong water-proof tape.
A briefcase sized kit with equipment for repairing and building. Repair is impossible without
tools of some kind.
Puts out fires using foamed dry chemicals.
9.3
170
15.7
28.6
0.1
12
34
1
4.8
1 per 4m
1.5
12
5
15
0.1
6.3
1
12
3.2
7.6
3
11
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. This package includes two
pairs of Military Grade Handcuffs, Pepper Spray, the Humbler Stun Baton, and the Taser Gun.
This upgrades the soldiers IFF 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.
1.4
12
--
90
0.1
70
2.7
16
700
50
1.5
50
2.1
50
1.2
20
0.4
0.4
5
10
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 17.The
Shield has 150 Break Points. Once at 0, the Shield is made useless.
When laying Prone or crouched against similar foliage to the Ghillie Cloak, the Cloak gives an extra +20
to Camouflage. Before and after every Mission, the Cloak can be traded in to get a different kind of
camouflage variant. The Ghillie Cloak covers the body completely, from head to toe. It takes 4 Full Actions
to remove or put on. The Ghillie Cloak covers over any other Camouflage being worn.
A drivable Cover Shield that even an Mgalekgolo can take cover behind. They are considered to have
Armor of 60, a speed of 15 Meters Per Turn, and a Maneuverability of 5.
Mine Detector that is able to detect working explosives 5 meters away. Tells the direction, distance, and
depth of the explosive.
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. Explosion shares same profile as M9 Grenade.
A sticky, quick drying substance that can be used to quickly patch over rips in vacuum sealed
suits, bullet holes in spaceships, and so on. Takes 1 Half Action to dry, and is very strong. Use
with caution.
Lowers Darkness Penalties by +30, and lowers Lowlight Penalties by +15.
Lowers Darkness Penalties by +40 and lowers Lowlight Penalties by +10.
EQUIPMENT
Water Canteen
Stove Canteen
Floatation Vest
Water Purification
System
Sleep Cot
Duffle Bag
Sleeping Bag
Rope
Magnetic Compass
Survival Blanket
Fuel Canister
Hy-Crank Generator
Singles Tent
Group Dome Tent
Large Dome Tent
Area Heater
Portable Food Stove
Traxus Emergency Lamp
Grappling Hook
Toolbox
Windproof Storm Match
Waterproof Fire Starter
Bolt Cutter
Chemical Light Sticks
Lighter
Flint and Steel
Fishing Equipment Kit
Signal Mirror
Flare Gun
Whistle
Mess Kit
SOS Knife Kit
Animal Snare
Geiger Counter
Field Rations
BENEFITS
SURVIVAL
All Survival Equipment are [U].
WEIGHT
cR PRICE
0.2
0.2
1.5
2.1
2
2
5
20
5.4
1.2
5
5
2.5
15
0.1
10
1
1.6
2
22
5
100
1.8
18
6.3
28
1.1
30
1.1
0.8
0.2
25
20
5
0.2
0.1
4
10
0.1
10
1.1
15
0.1
0.1
0.1
3
2
4.5
15
0.1
0.3
1
15
0.1
0.3
0.2
1
5
15
0.4
0.6
1.5
5
10
2
Potassium Iodide
Tablets
Rain Poncho
Camouflage Netting
Sandbag
EQUIPMENT
Falcon Wing Aerial
Descent Unit
Parafoil
These help protect the user from Radiation Poisoning 10 minutes after taking the tablet. The
Character is able to take a +20 Toughness Test every time theyd gain Radiation Poisoning or
take a Fatigue from Radiation Poisoning to ignore it. Comes with 14 Tablets.
Protects the user from rain. Comes in a small pack of 10.
A fireproof netting that can be purchased in any Camouflage Environment, that gives +30 to
Camouflage Tests. Camouflage Netting is a large 5 by 5 Meter netting that can be draped or
set up over objects.
Stackable sandbag used to hold back water and even ammunition. Sandbags are .5 Meters
long, .3 Meters wide, and .2 Meters tall.
BENEFITS
AERIAL GEAR
Standard issue military parachute for the UNSC. 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 target at a +20 Bonus. The Falcon Wing has a carrying
capacity of 480 kg, including its own weight, and is ideal for atmospheric operations. The chute
has integrity of 40, reducing this to 20 only halves falling damage. At 0, 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 750kg, 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.
0.1
10
0.3
0.9
5
8
12
WEIGHT
cR PRICE
7.3
12
14.5
45
15.2
25
MEDICAL
EQUIPMENT
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. For
every 10 points of damage the arm takes, Actions with the arm are at a -5. If destroyed, the limb is
useless or gone, depending on the severity of the damage taken.
Post-2556, Artificial Robotic Limbs can be upgraded or received with a skin-mimicking
layering. It mimics natural muscle and skin dynamics, while still being easily discerned as an artificial
limb.
Installation for the arm takes surgery to make sure the neural implantation system takes
hold. If a Character does not have the standard Military neural implants, they must have one installed,
at an extra cost of 100 cR.
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 cry sleep. 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 1 day for an organ and 30 days
for a limb, due to building a structural and working bone and muscle layer. The Character must
undergo surgery to have the limb properly attached, and a two week healing process so the limb is
not damaged. If the healing process is ignored, the arm will be at a constant -20 for any Actions, until
repaired via second surgery.
A Flash-cloned replacement takes a DNA sample to be cloned, and runs no risk of transplant
rejection.
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 60 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
Ocular Implant
Sterile Field
Generator
[U] Syringe Set
[U] Thermal Blanket
Flash Clone
Replacement
WEIGHT
COST
4.5
120
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
--
[U] Dermacortic
Steroids
Smoother Drug Kit
EQUIPMENT
Electronic
Countermeasure Device
Guidance Lock
ONI-S/Energy Disruptor
Utility
Radar Jammer
Spoofer
Dumb AI
Armor Restraint
user doubles their Strength, Toughness, and Agility Modifiers when figuring Damage Resistance,
Movement Speed, and Melee damage. The character who took the Rumble drug rolls
2D10+Toughness Modifier (Before Rumble drug 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. Dangerous when used with
other medication. If used with other Medication, wounds are still gathered, but the character gains
+10D10 -Toughness Modifier levels of Fatigue.
A specialized Smoother drug that calms the effects of Adrenaline Rush and Berserk within 1 Round.
The Smoother Drug is able to halt all effects of Adrenaline Rush and Berserk for one day. Comes with
10 uses.
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
0.5
30
0.5
30
WEIGHT
3.1
cR PRICE
45
2.1
1.1
11
70
1.7
0.9
42
41
0.2
5,000
0.2
1,000
Armors of separate eras of the Halo Universe. If there is an armor set not listed in a later era, but was available in the previous, this just means that
armor was never upgraded, and can still be taken.
UNSC/Insurrection Pre-Insurrectionist and Insurrectionist Era
ARMOR
M50B Standard
UNSC BDU
Size
Human
Mass
11.9
kg
Base Material
Cloth/Titanium
Alloy
Price
23
cR
Human
11.1
kg
Cloth/Titanium
Alloy
37
cR
LV Lightweight
Mobility UNSC BDU
Human
7.7
kg
Cloth/Titanium
Alloy
120
cR
Human
29 kg
Cloth/Titanium
Alloy
95
cR
Human
12.1
kg
Cloth/Titanium
Alloy
76
cR
Human
31.8
kg
Cloth/Titanium
Alloy
120
cR
EXO/Atmospheric
UNSC BDU
Human
17.5
kg
Cloth/Titanium
Alloy
96
cR
ARMOR
M52B Standard UNSC
BDU
Size
Human
Mass
11.9
kg
Base Material
Cloth/Titanium
Alloy
Human
11.2
kg
Cloth/Titanium
Alloy
37
cR
LV-45 Lightweight
Mobility UNSC BDU
Human
7.7
kg
Cloth/Titanium
Alloy
120
cR
Human
29 kg
Cloth/Titanium
Alloy
95
cR
Human
12.1
kg
Cloth/Titanium
Alloy
76
cR
Human
31.8
kg
Cloth/Titanium
Alloy
120
cR
CBE Cross-Branch
UNSC BDU
Human
12 kg
Cloth/Titanium
Alloy
124
cR
EXO/Atmospheric
UNSC BDU
Human
17.5
kg
Cloth/Titanium
Alloy
96
cR
Head
14
Head
13
Head
13
Head
17
Head
15
Head
17
Head
15
Armor Toughness
Arms
15
Arms
14
Arms
14
Arms
17
Arms
16
Arms
16
Arms
15
Chest
16
Chest
15
Chest
15
Chest
19
Chest
17
Chest
17
Chest
16
Legs
14
Legs
14
Legs
14
Legs
17
Legs
16
Legs
15
Legs
16
Head
15
Head
14
Head
13
Head
17
Head
15
Head
15
Head
15
Head
15
Armor Toughness
Arms
16
Arms
14
Arms
14
Arms
17
Arms
16
Arms
16
Arms
16
Arms
16
Chest
17
Chest
16
Chest
15
Chest
19
Chest
17
Chest
17
Chest
17
Chest
17
Legs
16
Legs
14
Legs
15
Legs
17
Legs
17
Legs
16
Legs
16
Legs
16
Special Capability
Ignores a single point of Pierce Damage to armor
from Plasma weaponry.
Vacuum Sealed: 60 minutes of Oxygen.
Mobility-boosting Exo-lining. +5 to Agility, +5
Evasion
-5 Agility, -15 Evasion. Only takes Blast damage,
even when in Kill Radius from Explosives.
Comes with 1 Softcase, one Health Pack, and one
Sterile Field Generator.
-20 Agility. Cannot catch fire. Vacuum Sealed: 15
minutes Oxygen. Half Damage from fire.
Vacuum Regulator: 20 Minutes of Oxygen
Temperature Regulator: Keeps the internal of the
suit at a constant 72 degrees if possible. Oxygen
Recycler: Offers 10 extra minutes of Oxygen once
20 minutes are out. Breathing this causes 1 level
of fatigue.
Special Capability
Ignores a single point of Pierce Damage to armor
from Plasma weaponry.
Vacuum Sealed: 60 minutes of Oxygen.
Mobility-boosting Exo-lining. +5 to Agility, +5
Evasion
-5 Agility, -15 Evasion. Only takes Blast damage,
even when in Kill Radius from Explosives.
Comes with 1 Softcase, one Health Pack, and one
Sterile Field Generator.
-20 Agility. Cannot catch fire. Vacuum Sealed: 15
minutes Oxygen. Half Damage from fire.
Ignores a single point of Pierce Damage to armor
from Plasma weaponry.
Vacuum Regulator: 20 Minutes of Oxygen
Temperature Regulator: Keeps the internal of the
suit at a constant 72 degrees if possible. Oxygen
Recycler: Offers 10 extra minutes of Oxygen once
20 minutes are out. Breathing this causes 1 level
of fatigue.
ARMOR
M53 Standard UNSC
BDU
Size
Human
Mass
12.2
kg
Base Material
Cloth/Titanium
Alloy
Human
11.7
kg
Cloth/Titanium
Alloy
37 cR
LV-50 Lightweight
Mobility UNSC BDU
Human
6.3
kg
Cloth/Titanium
Alloy
120
cR
Human
29 kg
Cloth/Titanium
Alloy
95 cR
Human
16.1
kg
Cloth/Titanium
Alloy
96 cR
Human
34.8
kg
Cloth/Titanium
Alloy
120
cR
CBE Cross-Branch
UNSC BDU
Human
12.7
kg
Cloth/Titanium
Alloy
24 cR
EXO/Atmospheric
UNSC BDU
Human
18.1
kg
Cloth/Titanium
Alloy
96 cR
Officers Upgraded
UNSC BDU
Human
11.8
Cloth/Titanium
Alloy
500
cR
Communications UNSC
BDU
Human
12.1
kg
Cloth/Titanium
Alloy
86 cR
ARMOR
Mjolnir Materials
Prototype Mark 1
Exoskeleton
Mjolnir Materials
Prototype Mark 2
Exoskeleton
Mjolnir Materials
Prototype Mark 3
Exoskeleton
Price
23 cR
Head
16
Head
15
Head
16
Head
17
Head
16
Head
16
Head
16
Head
16
Head
17
Head
16
Armor Toughness
Arms
16
Arms
16
Arms
16
Arms
18
Arms
16
Arms
17
Arms
16
Arms
17
Chest
17
Chest
17
Chest
17
Chest
19
Chest
18
Chest
18
Chest
17
Chest
17
Legs
17
Legs
16
Legs
17
Legs
18
Legs
17
Legs
17
Legs
17
Legs
16
Arms
17
Arms
17
Chest
18
Chest
17
Legs
17
Legs
17
Special Capability
Ignores a single point of Pierce Damage to armor
from Plasma weaponry.
Vacuum Sealed: 60 minutes of Oxygen.
Mobility-boosting Exo-lining. +5 to Agility, +5
Evasion
-5 Agility, -15 Evasion. Only takes Blast damage,
even when in Kill Radius from Explosives.
Comes with 1 Softcase, one Health Pack, and
one Sterile Field Generator.
-20 Agility. Cannot catch fire. Vacuum Sealed: 15
minutes Oxygen. Half Damage from fire.
Ignores a single point of Pierce Damage to armor
from Plasma weaponry.
Vacuum Regulator: 20 Minutes of Oxygen
Temperature Regulator: Keeps the internal of
the suit at a constant 72 degrees if possible.
Oxygen Recycler: Offers 10 extra minutes of
Oxygen.
Ignores a single point of Pierce Damage to armor
from Plasma weaponry.
Built in Radio Backpack
Translation Software
Size
Human
Mass
1900 kg
Max Speed
Half Move
Price
1200 cR
Human
1600 kg
Full Move
1600 cR
Human
1,300 kg
Full Move
2000 cR
Head
8
Armor Toughness
Arms
8
Chest
8
Legs
8
Head
9
Arms
9
Chest
9
Legs
9
Head
10
Arms
10
Chest
10
Legs
10
with
Covenant
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.
This armor stacks on whatever is worn.
The suit is able to be run at users Full
Move. Suit gives +1 Mythic Strength.
This armor stacks on whatever is worn.
The suit is able to be run at users Full
Move. Suit gives +2 Mythic Strength.
MJOLNIR ARMORS
Size
Large
Mass
592 kg
Material
Titanium
Alloy
22
22
23
22
+1 Mythic Strength
Temperature Regulation
Onboard Computer
Vacuum Regulation
Reactive Metal Liquid Crystals
Heads-up Display / VISR
Battlenet HUB
Biofoam Injector
Agility Modifier
+10 Agility
+1 Mythic Agility
Variant
The Mjolnir armors have
special variants that can be
chosen from. These variants
can augment special abilities,
come with equipment, and
have stat-adjustments.
Size
Large
Mass
535 kg
Material
Titanium
Alloy
Temperature Regulation
Onboard Computer
Vacuum Regulation
Reactive Metal Liquid Crystals
Heads-up Display / VISR
Onboard AI Construct Upgrade
Battlenet HUB
Biofoam Injector
Size
Large
Mass
459 kg
Material
Titanium
Alloy
Temperature Regulation
Onboard Computer
Vacuum Regulation
Reactive Metal Liquid Crystals
Heads-up Display / VISR
Onboard AI Construct Upgrade
Battlenet HUB
Improved Motion Tracker
Biofoam Injector
Size
Large
Mass
447 kg
Material
Titanium
Alloy
Temperature Regulation
Onboard Computer
Vacuum Regulation
Reactive Metal Liquid Crystals
Heads-up Display / VISR
Onboard AI Construct Upgrade
Battlenet HUB
Improved Motion Tracker
Biofoam Injector
Nano Technology
Armor Toughness
Head Arms
23
23
23
23
Shield Integrity
125
Recharge Delay
3
Recharge Rate
25
+2 Mythic Strength
Agility Modifier
+5 Agility
+2 Mythic Agility
Variants
The Mjolnir armors have
special variants that can be
chosen from. These variants
can
augment
special
abilities,
come
with
equipment, and have statadjustments.
Armor Toughness
Head Arms
24
23
24
23
Shield Integrity
125
Recharge Delay
2
Recharge Rate
50
+2 Mythic Strength
Agility Modifier
+10 Agility
+2 Mythic Agility
Variants
The Mjolnir armors have
special variants that can be
chosen from. These variants
can augment special abilities,
come with equipment, and
have stat-adjustments.
25
24
25
24
Shield Integrity
150
Recharge Delay
2
Recharge Rate
50
+2 Mythic Strength
Agility Modifier
+10 Agility
+2 Mythic Agility
Variants
The Mjolnir armors have
special variants that can be
chosen from. These variants
can augment special abilities,
come with equipment, and
have stat-adjustments.
Size
Large
Mass
420 kg
Material
Titanium
Alloy
Temperature Regulation
Onboard Computer
Vacuum Regulation
Reactive Metal Liquid Crystals
Heads-up Display / VISR
Onboard AI Construct Upgrade
Battlenet HUB
Improved Motion Tracker
Biofoam Injector
Nano Technology
Thruster Pack
Ground Pound
Spartan Charge Thrust Package
Hover Stabilization
Sprint
25
24
25
24
Shield Integrity
150
Recharge Delay
2
Recharge Rate
50
+2 Mythic Strength
+2 Mythic Agility
Variants
The Mjolnir armors have special variants
that can be chosen from. These variants
can augment special abilities, come with
equipment, and have stat-adjustments.
The Generation II armor can
choose from the Generation II Variant list
freely. If the Character chooses to pick a
Generation I variant, they must pay an
extra 600 cR to upgrade it to the
Generation II Characteristics, but with the
Generation I variant upgrades.
Using the Mjolnir suits Overclocking system, the users movement is increased, allowing a character to gain +2 Mythic
Agility for two Rounds. If used twice within five Rounds, the user takes a level of Fatigue. If this is stacked with a Sprint
Move, the character has a 98% chance of tearing their ACL or Achilles Tendon in half, no matter the Toughness.
Characters have the option to select the variation of Mjolnir suits they want. There are a base set of armors known as the Default Armors which
give no Penalties, Bonuses, or cost any extra when selecting. These armors are free to choose from when selecting variations. When selecting a suit
variation, the Character must pay the cR price when getting the suit.
Between missions, a Character may return their suit for half the cR it cost, and then can receive a new variation. Characters cannot
purchase more suits, nor is the cR Price how much it costs to purchase a suit entirely. The Prices shown are an extra cost to the Suit, and must be
paid before they can gain this variation. At any point the Character wants to get another Variation, they must return the current suit they own.
ARMOR
Air Assault
Commando
CQB/CQC
E.O.D
E.V.A
Grenadier
GUNGNIR
Hazop
JFO
Pilot
Recon
Scout
Security
CQB [B-2]
Hayabusa
Hoplite
Centurion
Implementation, or USAI, a modification to all second generation Mjolnir suits. This modification installs thrusters into
the suit, itself. These thrusters are weaker than the Thruster Armor Ability, but are inclusive to all Gen II armors. These
options can be used with externally installed Spartan Abilities, as theyre a part of the armor.
USAI is a packaged set that has a weaker Thruster Armor Ability that moves only half the distance, the Sprint
Armor Ability, and Stabilizer. The Stabilizer acts as if the Bullfrog Jetpack was in Hover Mode.
PRICE
400 cR
300 cR
700 cR
600 cR
500 cR
800 cR
800 cR
600 cR
500 cR
600 cR
600 cR
600 cR
800 cR
800 cR
1,000 cR
300 cR
1,000 cR
ARMOR
Defender
Air Assault
Aviator
C.I.O
Commando
Deadeye
E.O.D
Engineer
E.V.A
DEFAULT
ARMORS
GUNGNIR
HAZOP
Infiltrator
LOCUS
Oceanic
Orbital
Pathfinder
Protector
PRICE
500 cR
400 cR
500 cR
700 cR
300 cR
400 cR
600 cR
800 cR
500 cR
0 cR
800 cR
600 cR
800 cR
1,000 cR
800 cR
600 cR
600 cR
900 cR
Ranger
Recon
Scout
Soldier
Vanguard
Venator
Warrior
ODST
Operator
Pioneer
Prefect
Rogue
Scanner
Stalker
Tracker
Wetwork
Anubis
Argonaut
Argus
Athlon
Built for lone-wolf operations, Ranger offers a series of built-in Permutations. The Ranger Helmet has a built-in BSD-0 Helmet
Permutation. The Pauldrons each have a built-in Tactical Flashlight. The Wrist Gauntlets have a built in UGPS System, while the Legs offer
+1 Mythic Agility, gaining a -2 Penalty to Armor to the Leg Location.
Recon, built for Stealth Operations, is a deep-field reconnaissance variant for GEN II armors. The suit offers +10 to Camouflage Tests due
to its lower-profile design, and gives +20 to the Shields of the user. The Recon Suits lower-profile design and increased Shields gives the
suit a -2 Penalty to Armor on all Locations.
The Scout variant is used as the most popular armor for Scouting Missions. The suit offers anti-tracking systems and shroud-induction
packages, giving the Character +10 to Camouflage. The Scout armor is more lightweight, giving +1 to Mythic Agility and -2 Armor on all
Armor Locations. The helmet of the Scout armor counts as having a Target Designator.
Used as a Support Role on the battlefield, Soldier is designed to carry equipment. The Chest Piece has a built-in Hardcase with the armor
of the Chest Piece. The suit comes with two external Biofoam Canisters on each thigh. The suit is tuned to have improved carry weight,
giving the Character +100 KG to their Carrying Weight.
Vanguard was designed to help support front-line enemy engagement. Similar to GUNGNIR, it features an enclosed helmet with no visor.
Instead, the Helmet features a camera that streams live feed to the Character. The suits Helmet gains +2 Armor due to being enclosed.
Due to using a camera, EMP effects are treated as a Flashbang, visually. Due to its stacked plating and hardened gel-layering, Vanguard
gains +10 Armor when dealing against Melee weapons with the Cauterize Special Rule, and gains +5 armor when dealing against all other
Melee weapons. Due to the stacked plating, the suit gives a -2 Mythic Agility Penalty.
Venator is a specialized armor that trades armor for increased Shielding. The suit comes at a -4 Penalty to Armor on all Locations, but in
trade of where the heavier, thicker armor would be positioned, a larger shielding system is fitted. This gives the Suit +50 Shield Integrity
and +25 Shield Recharge Rate. Similar to GUNGNIR, it features an enclosed helmet with no visor. Instead, the Helmet features a camera
that streams live feed to the Character. The suits Helmet gains +1 Armor due to being enclosed. Due to using a camera, EMP effects are
treated as a Flashbang, visually. The Helmet comes with special targeting algorithms, allowing for assistance with close-quarters melee
combat, giving the Character +5 to their Warfare Melee.
Warrior is the outcome of attempted armor streamline and mobility enhancement. The suit gives the user +2 Mythic Agility, while
suffering a Penalty of -2 Armor to all Locations, except Chest, which takes a -3 Penalty to Armor. The increased mobility offers enhanced
terrain tracking and assisted movement, which allows the Character to halve any Penalty from Rough Terrain.
A popular GEN II variation for former ODST. The ODST variant comes with the ODST standard armored M/LBE Hard Case armored
backpack. The suit comes with a pitch-black design that helps the suit blend with darkness, giving +10 to Camouflage
when in darkness. The Chest Piece is also enlarged, covering more of the torso and stomach regions, giving +1 to Armor
in the Chest Location.
The new standard for navigation and surroundings awareness, Operator has become wide-spread on the field. The suit gives the
Character +5 to Navigate (Ground) and Pilot (Ground) and contains a built-in UGPS and Tacpad on the wrist Gauntlets. The suit offers
discreet intelligence secure transmissions that can bypass most Covenant security networks for silent intrusion. The suit gives -1 Armor
to the Arms, Legs, and Head Locations.
A Variant built for unknown territory and exploration, Pioneer comes equipped with tech that allows for easier exploration. The suit
suffers a -1 to armor in the Arms, Torso, and Legs Locations, due to making room for equipment. Equipped with Stabilizer Units and
Balance Drives, the suit gives the Character +5 to Climbing Tests and halves Penalties from Rough Terrain. The Helmet comes with a
built-in UGPS, and a built-in C-BRN Sensor. To make room for this equipment, the armor on the Helmet is given a -1 Penalty to Armor.
The Pauldrons have a built-in Tactical Flashlight. The suits Helmet gains +1 Armor due to being enclosed. Due to using a camera, EMP
effects are treated as a Flashbang, visually.
The first of reverse engineered Forerunner Mjolnir armor, Prefect is a highly expensive and highly experimental armor that merges
known Forerunner material and equipment with standard GEN II suits. Prefect offers the user access to the built-in Z2500 Automated
Protection Drone Armor Ability. The helmet has a Promethean Vision Armor Ability built-in. The Chest Piece is able to project the Z-90
Photon Hardlight Shield Armor Ability. The suit, itself, has improved armor due to the material used, giving the armor +3 on all Armor
Locations, as well as a +1 in Mythic Agility for being more lightweight than other suits.
The Rogue Armor is designed for enhanced network connectivity, alongside defined intelligence packs. The suit gives +10 to
Cryptography and Security Tests, as long as the suit is connected to the UNSC networks and comms.
Scanner is a helmet-permutation style upgrade for the standard GEN II suits. Scanner is designed for Search and Rescue missions, giving
the user +10 to Investigation Tests.
The Stalker variant was built for hunter-tracker field applications. The suit is built for maximum stealth for close-range targets. The suit
has a weak camouflaging system which can always be active. This stealth system gives the user +30 to all Camouflage Tests. When the
Camouflage Stealth System is active, Shield Recharge Delay is tripled from 2 to 6. The Stalker suit gains a -1 Penalty to armor on the
Arms, Legs, and Helmet Locations, while gaining a -3 Penalty to armor on the Chest Location. The Chest Piece holds a built-in Electronic
Countermeasure System. The legs of the suit halves all Bonuses Opponents receive to hearing the Characters movements.
Tracker is a long-distance extreme-range tracking suit. The Helmet comes with a built-in Spotter Assist Target System. The Chest has a
built-in forensics and biological tracking system that gives +40 to Investigations for tracking targets, once proper material are found for
study. The Chest Piece has -1 Armor on the Chest Location. The suits Helmet gains +1 Armor due to being enclosed. Due to using a
camera, EMP effects are treated as a Flashbang, visually.
Built for target acquisition and elimination, the Wetwork armor is favored for assassination missions. Wetwork has a combined
specialized system of equipment throughout the suit. The built-in equipment includes a Spotter Assist Target System, WYRD III, a builtin UGPS, and a built-in Remote Sensor Permutation. The Suit has a -1 Penalty to all Armor Locations, but gains +5 to all camouflage Tests.
A technological demo for new Generation II upgrades, Anubis brings a stronger thruster pack system and an improved Motion Tracker.
The GEN II Thrusters for Anubis suits double the maximum amount of distance that can be traveled in a Round. The suit gives the user a
-10 to any Stunts or Agility Tests made while using the Thrusters. The Motion Tracker is able to scan out to double the distance.
A super-lightweight variant of the Mjolnir armor, Argonaut offers the user the most out of their Agility and the suits modifications, with
massive hindrance to armor. The suit gains a -6 Penalty to Armor on all Locations, while gaining +20 Agility and +3 Mythic Agility.
A sniper/spotter variant that offers the user the most when using long and extreme-range weaponry. Argus has a built-in Spotter Assist
Target System, while the Chest has specialized spotter-tracker mechanics that not only target and track users out to 3,000 Meters, but
also gives the user +5 to any Spotting and Long or Extreme Range Attacks.
The Athlon suit was designed to be a safety protocol suit, used usually for Training or Warzone, but can be requested, anyway. The suit
does not allow the user to harm an Ally in any way. The suit will not let a trigger or explosive be armed against allies or Civilians, and
cannot be used to melee or hurt them, either. If this suit is selected, the user gains an extra 300 cR at Character Creation.
500 cR
600 cR
600 cR
800 cR
400 cR
1,000 cR
500 cR
500 cR
400 cR
600 cR
5,000 cR
500 cR
200 cR
700 cR
400 cR
600 cR
900 cR
800 cR
1,000 cR
--
Breaker
Buccaneer
Copperhead
Fenrir
Foehammer
Helioskrill
Hellcat
Hermes
Hunter
Jumpmaster
Helljumper
Mako
Nightfall
Noble
Reaper
Recluse
Technician
Valkyrie
Vector
Breaker is a GEN II Variant, similar to E.V.A, which offers great zero-gravity modifications. Breakers Helmet offers a wider visual range,
alongside enhanced scanning systems, giving the Character a +10 to all Visual Perception Tests. Unlike the E.V.A Helmet, Breakers
Helmet is enclosed, giving it a + to Armor to the Helmet Location. Due to using a camera, EMP effects are treated as a Flashbang, visually.
The suit has powerful magnets that allow the user to walk on any metallic surface, no matter the direction or how steep. The suit also
has improved gel layering, which halves all Damage from explosive decompression.
The Buccaneer variant is a more crude functional armor that is less protective, but much cheaper. If selected, the User gains 1,200 cR
to spend only on Armor Abilities, Armor Permutations, and other Armor Attachments. Other armor attachments include Hardcases,
holsters, and anything used with or on armor. The suit has a -5 to Armor on all Locations, has a -15 Penalty to Agility, and a -10 Penalty
to Strength.
Copperhead is a specialized suit for covert-ops, giving the user a selection of stealth-based tools. The suit is lighter than most, giving it
an agile advantage, but is less protective. The suit gives the user a +5 Mythic Agility, but has -4 Armor on all Locations. Copperhead holds
a Stealth system, which gives the user +30 to all Camouflage Tests. When the Camouflage Stealth System is active, Shield Recharge Delay
is tripled from 2 to 6.
An expensive suit that comes with a Combat Dumb AI, which cannot be removed. The Dumb AI gives a +10 bonus to any Warfare Melee
or Warfare Range Tests by assisting the movement of the suit.
Foehammer Armor is an advanced piloting system combined into a suit. Foehammer allows the user to enter a paralyzed state, where
the user neutrally pilots the UNSC vehicle they are in. Tied together with advanced programming, the Character gains +10 to any Pilot
Test in UNSC vehicles. The user of Foehammer may also bind one UNSC Vehicle to the suit, allowing them to enter the paralyzed state
and remotely control the vehicle as if they were driving it. This has a range of 15 KM before the vehicle can no longer communicate
properly with the suit.
Designed by a Sangheili to test her skill with Spartans, Helioskrill is the first Mjolnir variant not designed or manufactured by humanity.
The suit heavily resembles a Sangheili. The suit comes with a built-in Energy Dagger on the left or right Wrist Gauntlet. The suit also gives
+4 to Armor on the Helmet Location, but the User is at a -15 to all Perception Tests.
This armor is fused with what people used to believe were Forerunner technology. Instead, it was later found that it was actually ancient
Humanity-based technology, and has since been kept heavily under wraps. The suit is, by far, the most powerful of any Mjolnir or any
powered armor, in general, to be made at such a small size. The suit gives the Character +10 Strength, +3 Mythic Agility, +10 Agility, and
+3 Mythic Strength. Due to the material used, the Armor has +5 to all Armor Locations.
A specialized variant of Mjolnir that very few Spartans can handle. The Spartan must have a minimum Strength of 50 and a minimum
Agility of 70, or the Character will take 1D10 points of Damage for every Meter traveled in the suit, ignoring Damage Resistance. If these
requirements are met, the Character gains -10 to Agility, but +6 Mythic Agility.
A specialized tracking armor built for missions in which hunting down dangerous individuals. The Helmet comes with a built-in Spotter
Assist Target System. The Hunter tracking systems are able to target and track up to 4 individuals, to a distance of 1.2 KM, as if it were
in range. The suits low-profile design gives any equipment or Characters attempting to spot it a -10 Penalty. The design of the lowprofile suit gives a -1 Penalty to Armor on all Locations. The Helmet has an increased sensory array, allowing a +10 Bonus to all Perception
Tests.
The Jumpmaster armors feature an innovative Inertial Dampening System that gives the user the ability to stop any free-fall without
damaging themselves. Jumpmaster takes no damage from falls, no matter the height, and can hover in the air for 4 Rounds, with a
recharge of 4 Rounds before it can be used again.
A popular GEN II variation for former ODST. The Helljumper variant comes with the ODST standard armored M/LBE Hard Case
armored backpack. The suit comes with a pitch-black design that helps the suit blend with darkness, giving +10 to
Camouflage when in darkness. The Chest Piece is also enlarged, covering more of the torso and stomach regions, giving
+3 to Armor in the Chest Location. The Helmet is fortified with extra plating, giving the Helmet a +2 Bonus to Armor. The
Helljumpers heavier plated suit gives it a -2 to Mythic Agility, and a -5 to Agility.
Similar to the Operator armors, Mako has become wide-spread on the field for awareness and navigation. The suit gives the Character
+5 to Navigate (Ground) and Pilot (Ground) and contains a built-in UGPS and Tacpad on the wrist Gauntlets. The suit offers discreet
intelligence secure transmissions that can bypass most Covenant security networks for silent intrusion. The suit gives -1 Armor to the
Arms, Legs, and Chest Locations. The suits Helmet gains +1 Armor due to being enclosed. Due to using a camera, EMP effects are treated
as a Flashbang, visually.
A lovechild of the ODST and Hazop suits, Nightfall is for special operation ODST missions into hazardous locations. The Nightfall variant
comes with the ODST standard armored M/LBE Hard Case armored backpack. The suit comes with a pitch-black design that
helps the suit blend with darkness, giving +10 to Camouflage when in darkness. The suit also comes with improved redundant
oxygen filtration systems, modified rebreather caster lines, and radiation shielding underarmor mesh. This allows the user to prolong
their oxygen supply by filtering out unbreathable chemicals and radiation from the surrounding atmosphere. The Helmet comes with a
built-in C-BRN Permutation.
The Noble Variant is based on the Generation I Commando armors, offering the Character a +1 Bonus Armor to Chest and a built-in BSD0 Helmet Permutation, with a +10 to Perception Tests.
Built alongside the Prefect Project, Reaper was to be a cheaper, more obtainable variant. The Reaper suit offers more defensive and
offensive capabilities over Prefect, but does not contain the equipment it has. The Reaper variant gives the user +3 Mythic Strength and
+2 Mythic Agility, and has a +4 Bonus to Armor on all Locations.
An armor that does not exist, built for those who are not, Recluse is the ultimate in Stealth technology. Recluse has a fully-functioning
Active Camo system built-in, giving the user a +60 to Camouflage Tests for 12 Rounds, before needing to Recharge for 4 Rounds. The
Active Camo system does not alter the recharge of the Shields, due to an experimental new power source.
Technician variant GEN II armor is a UNSC-technology specialized suit. This variant is able to connect, scan, and assist with all UNSC and
known-Human technology. This gives the user a +20 Bonus to any Tests dealing with the repair or Technical use of human Equipment.
When wearing the suit and helmet, the Character is considered to have the Technology (UNSC) Skill at Trained.
The Valkyrie variant armor specializes in direct interface with technology with ports, including Forerunner. When directly connected,
Valkyrie gives the user +50 in dealing with that equipment for gathering information, translating information, and any other informationbased Tests.
The Vector Armor comes with Covenant technology interface technology and dummy switches. This allows the Vector Suit to not show
up on Covenant scanners, comms, and equipment. The Vector suit will still show up on visual scanners like cameras and visors.
500 cR
--
900 cR
1,000 cR
1,000 cR
800 cR
8,000 cR
1,200 cR
900 cR
800 cR
500 cR
400 cR
900 cR
600 cR
2,000 cR
1,900 cR
900 cR
300 cR
800 cR
ARMOR
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
Temperature Regulator
Vacuum Regulator
Rucksack
UU PPE Demolitions
Armor
ARMOR
Size
1.9m
Height
Mass
25 kg
ARMOR
ODST ONI/S-1
Recon Battle
Dress Uniform
Special
Abilities
Base Material
Head
17
Armor Toughness
Arms
17
Chest
18
Legs
16
Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
Offers better protection to the user. If struck in an unarmored location that is not the Head, the
user counts as having an Armor Value of 5.
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
Head
18
Armor Toughness
Arms
17
Chest
19
Legs
17
Kevlar Undersuit
Sharp Shooter
ODST Battle
Dress Uniform
Special
Abilities
Size
1.9m
Height
Mass
22 kg
Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
Offers better protection to the user. If struck in an unarmored location that is not the Head, the
user counts as having an Armor Value of 5.
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
Head
18
Armor Toughness
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. If struck in an unarmored location that is not the Head, the
user counts as having an Armor Value of 5.
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 with any
Aim Action when used.
Base Material
Head
16
Armor Toughness
Arms
16
Chest
16
Legs
16
Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
Offers better protection to the user. If struck in an unarmored location that is not the Head, the
user counts as having an Armor Value of 5.
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 that does
not stack with any other cloaking unit.
ARMOR
Size
UVH-BA ODST
Battle Dress
Uniform
Special
Abilities
Mass
1.9m
Height
Base Material
18 kg
Rucksack
Hybrid Black-Surface paneling
ARMOR
Size
Mass
Base Material
Nightfall ODST
1.9m
27 kg
Battle Dress
Height
Uniform
Special
VISR BATTLENET HUB
Abilities
Kevlar Undersuit
Temperature Regulator
Vacuum Regulator
Rucksack
Freefall Assistance Microskeleton
Special
Abilities
Size
Human
Head
16
Chest
17
Legs
16
Base Material
7 kg
Armor Toughness
Arms
16
Chest
19
Legs
17
Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
Offers better protection to the user. If struck in an unarmored location that is not the Head, the
user counts as having an Armor Value of 5.
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.
The FAM, or Freefall Assistance Microskeleton, is a mechanical series of shock absorbers that
allows the wearer to only take 1/4th falling damage.
INFILTRATION ARMORS
Mass
Head
12
Armor Toughness
Arms
12
Chest
12
Legs
12
ARMOR
Arms
16
Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
Offers better protection to the user. If struck in an unarmored location that is not the Head, the
user counts as having an Armor Value of 5.
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.
Temperature Regulator
Vacuum Regulator
UNSC Black
Body Suit
Armor Toughness
Kevlar Undersuit
ARMOR
Head
15
Mark I SemiPowered
Infiltration Armor
Special
Abilities
Size
2.10m
Height
Mass
57 kg
Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
Offers better protection to the user. If struck in an unarmored location that is not the Head, the
user counts as having an Armor Value of 5.
Protects the user from harsher conditions. Regulates an external thermal match to mimic
surrounding temperatures. Cannot be detected through IR, Thermal, or VISR.
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
Head
16
Armor Toughness
Arms
17
Chest
17
Legs
17
Oxygen Recycler
Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
If struck in an unarmored location that is not the Head, the user counts as having an Armor Value
of 8.
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.
Photo-Reactive Panels
Thermal Cooling
These camouflaging panels shift light and conceal the user. Used for pure stealth. +30 Camouflage
Hides the user from thermal scanners.
Liquid Nanocrystals
Temperature Regulator
Vacuum Regulator
ARMOR
Size
2.10m
Height
Mass
Base Material
53 kg
ARMOR
Semi-Powered
Headhunter Variant
Armor
Special
Abilities
Size
2.10m
Height
Mass
Liquid Nanocrystals
Temperature Regulator
Vacuum Regulator
Oxygen Recycler
Photo-Reactive Panels
Thermal Cooling
Shielding Power
Consumption
ARMOR
Size
Standard Police
Battle Dress
Uniform (BDU)
Riot Suppression
Armor (BDU)
Human
Police Special
Response SWAT
Armor (BDU)
Mass
Arms
17
Chest
18
Legs
17
Armor Toughness
Head
Arms
Chest
Legs
17
17
18
17
Shield Integrity
75
Recharge Delay
2
Recharge Rate
15
Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
If struck in an unarmored location that is not the Head, the user counts as having an Armor Value of
8.
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.
If Shield is Regenerating, Photo-Reactive Panels only give a +30 Camouflage Bonus.
Ceramic-Titanium Composite Plating
Armor Toughness
Proprietary Data Management suit links into UEG, CAA and UNSC infrastructures. Includes HUD
systems and radars.
Offers better protection to the user. If struck in an unarmored location that is not the Head, the user
counts as having an Armor Value of 8.
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.
Base Material
59 kg
Head
17
Price
Armor Toughness
7.7 kg
23 cR
Head
14
Arms
14
Chest
15
Legs
14
Human
14.5 kg
23 cR
Head
16
Arms
16
Chest
17
Legs
16
Human
7.7 kg
23 cR
Head
16
Arms
15
Chest
17
Legs
15
Special Capability
Docking Cable
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.
PERMUTATION
BENEFIT
Tactical/Hardcase
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 equivalent.
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 equivalent.
Specialized storage for medical equipment. Holds two cans of Bio-Foam and a single
Self-Adhering Battle Dressing.
This Permutation adds a plate of non-explosive reactive armor to the thigh. +1 Armor
when struck in the Thigh Sublocation.
Tactical/Softcase
Tactical/Trauma Kit
UA/NxRA
HARDPOINT
Abdomen, 3
Hardpoints
Chest, 4 Hardpoints
COST
60 cR
Rear Chest, 0
Hardpoints
Abdomen, 5
Hardpoints
Chest, 1 Hardpoint
30 cR
180 cR
Rear Chest, 1
Hardpoint
Chest and Abdomen,
6 Hardpoints
20 cR
Chest, 5 Hardpoints
220 cR
100 cR
Lower Back, 1
Hardpoint
Lower Back, 0
Hardpoints
80 cR
HARDPOINT
LOCATION
Outer Thigh, 1
Hardpoint
COST
Outer Thigh, 1
Hardpoint
40 cR
Outer Thigh, 1
Hardpoint
Thigh, 1 Hardpoint
20 cR
60 cR
220 cR
290 cR
300 cR
220 cR
500 cR
160 cR
30 cR
50 cR
120 cR
UA/Chobham
Tactical/Autoload
This adds a slab of Chobham Composite Armor to the thigh. +1 Armor when struck in
the Thigh Sublocation.
This set of Permutations adds an autoloader rig to each thigh. This allows the Character
to store 5 Mags in each, allowing for fast reloading on the go. When used, weapons
reload at half of their Base Reload Time, and a Magazine or Clip is used.
PERMUTATION
BENEFIT
Tactical/Tacpad
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.
Tactical/UGPS
UA/Bracer
Breacher
PERMUTATION
BENEFIT
Sniper Pauldrons
The Sniper Permutation adds storage space for three Rifle Rounds, or Two Shotgun
Shells. Cannot be stacked with Jump Jet Restraints.
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. Cannot be stacked with Sniper Pauldrons.
Any large Shoulder Permutation is designed to increase protection offered on the
Shoulder location, offering protection to the head +2 Armor when struck from the side.
PERMUTATION
BENEFIT
BSD-0
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 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
Attachments.
The Rebreather Unit acts as an S90 Gas Mask. Attaches to the jowl of the helmet. This
unit doubles the supply of oxygen offered through the armor being worn. Standard
UNSC BDUs, when used with this rebreather, has a 90 minute supply of Oxygen.
UA
Rebreather Unit
UNIVERSAL PERMUTATIONS
PERMUTATION
BENEFIT
CBRN
The CBRN acronym stands for Chemical, Biological, Radiological, Nuclear; Pronounced
C-Burn. 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 if placed on the helmet.
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.
This Attachment adds a Tactical Flashlight to the armor. Lowers Darkness Penalties by
+40 and lowers Lowlight Penalties by +10.
CNM
HUL
RS
FSL
Thigh, 1 Hardpoint
120 cR
Outer Thigh, 1
Hardpoint
150 cR
HARDPOINT
LOCATION
Wrist, 1 Hardpoint
COST
Wrist, 1 Hardpoint
30 cR
Forearm, 1 Hardpoint
Forearm, 1 Hardpoint
120 cR
40 cR
HARDPOINT
LOCATION
Selected Shoulder. 0
Hardpoints
Both Shoulders, 0
Hardpoints
COST
Selected Shoulders, 0
Hardpoints
150 cR
HARDPOINT
LOCATION
Helmet, 1 Hardpoint
COST
Helmet, 0 Hardpoints
140 cR
Helmet Jaw, 1
Hardpoint
25 cR
HARDPOINT
LOCATION
1 Hardpoint
COST
1 Hardpoint
25 cR
1 Hardpoint
25 cR
1 Hardpoint
25 cR
1 Hardpoint
25 cR
70 cR
20 cR
100 cR
25 cR
25 cR
COVENANT WEAPONRY
PISTOLS AND CARBINES
[DW]
Spiker
Automatic Rate of Fire (6)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Carbine
1D10
+10
15
20m-150m
40
Comes with attached cleaver. Count it as a Jiralhanae Combat Knife. Cauterize Special Rule. Detachable cylinder magazine.
Type-25 Carbine
cR
36
WEIGHT (KG):
AMMUNITION
7.9mm Bolt
13.2
[DW]
Mauler
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Pistol
2D10
+19
13
Comes with attached cleaver. Count it as a Jiralhanae Combat Knife. Cauterize Special Rule.
Type-52 Pistol
cR
39
WEIGHT (KG):
AMMUNITION
7.9mm Bolt
7
[DW]
Plasma Pistol
Semi-Auto (3) or Charge (X)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Energy Pistol
1D10
+9
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 and EMP Special Rule when Charged. Consumes 5 ammo per Half Action when left charging past 3 Half Actions,
while not adding any more to (X).
[DW]
Needle Pistol
TYPE
DAMAGE ROLL
BASE DAMAGE
Pistol
1D10
+11
Needle (1) Special Rule. Homing Special Rule.
Type-33 Pistol
cR
36
WEIGHT (KG):
AMMUNITION
Needle
1.6
PIERCING
6
Semi-Auto (2)
RANGE
5m-64m
MAG
6
[DW]
Plasma Rifle
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Energy Rifle
1D10
+14
18
Cauterize Special Rule. Firing a full Rate of Fire gains the Overheat (2) Special Rule.
Type-25 Rifle
cR
36
WEIGHT (KG):
AMMUNITION
Plasma
5.8
[DW]
Jiralhanae Plasma Rifle
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Energy Rifle
1D10
+14
18
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
Semi-Auto (2), Auto (5)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Carbine
2D10
+10
19
50m-650m
18
Fires radioactive ballistic caseless charges. Built in 3x scope and ammunition display. Headshot Special Rule.
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
20
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
+13
20
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
2D10
+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
BASE DAMAGE
Guided Munitions
2D10
+13
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
PIERCING
6
Needle Rifle
Semi-Auto Rate of Fire (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Rifle
3D10
+10
9
100m-950m
21
Needle (3) Special Rule. Built-in 3x Scope. Fires high velocity Explosive Crystalline Shards. Headshot Special Rule.
[H]
Particle Beam Rifle
Semi-Auto (1), Auto (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Sniper Rifle
2D10
+17
30
200m-3200m
10
Penetrating, Headshot, and Cauterize Special Rule. Built-in 8x/12x Scope. Firing a Full RoF causes the weapon to gain Overheat (4). When
firing against an Opponent who is under the weapons lowest Optimal Range in Meters, a -40 Penalty is gained and any Aiming Action
loses half of its Bonus gained. If a Scope is being used, any Penalties gained from using a Scope when too close is doubled.
Type-50 Sniper
cR
350
WEIGHT (KG):
[H]
Focus Rifle
Sustained (4)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Energy Rifle
1D10
+17
15
200m-2000m
32
Cauterize Special Rule. Fires a sustained beam. Built-in 8x/10x Scope. Headshot Special Rule. When firing against an Opponent who is
under the weapons lowest Optimal Range in Meters, a -40 Penalty is gained and any Aiming Action loses half of its Bonus gained. If a
Scope is being used, any Penalties gained from using a Scope when too close is doubled.
AMMUNITION
Ion-Accel Hydrogen
18
Plasma Grenade
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Grenade
2D10
+8
20
Blast(6) Kill(1)
Sticky Special Rule. Cauterize Special Rule. Allows for distinguishing between targets and environment unless toggled off.
Type-1 Grenade
cR
25
WEIGHT (KG):
Flame Grenade
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Grenade
1D10
+6
10
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
PIERCING
RANGE
Grenade
2D10
+12
10
Blast(10) Kill(1)
Sticky Special Rule. Jiralhanae fragmentation shaped charge. Melee counts as Jiralhanae Combat Knife in damage.
Type-7 Grenade
cR
30
WEIGHT (KG):
Covenant Charge
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Satchel Charge
3D10
+5
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
+16
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
+9
13
Launches 3 meters above ground for airburst effect. Proximity and Pressure triggered.
[H]
Brute Shot
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Grenade Launcher
3D10
+11
9
Blast (2). Tungsten Carbide Scythe. Count as Jiralhanae Combat Knife.
RANGE
Blast(6) Kill(3)
AMMUNITION
Plasma
1.1
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]
Plasma Caster
Semi-Auto Rate of Fire (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Grenade Launcher
3D10
+7
16
20m-150m
5
Once shot hits maximum range, it explodes. It ricochets on the ground towards its initial direction. Explodes on second impact. The weapon
has a secondary firing feature that has Charge (1). If Charged, a non-ricocheting version is fired that has the Sticky Special Rule that must
have a full Magazine to fire, and uses up all 5 shots. When Charged version detonates, it scatters 5 other Plasma Grenades in a random
direction for 1D5 Meters. Blast (7) Kill (3).
[H]
Fuel Rod Gun
Semi-Auto Rate of Fire (2)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Rocket Launcher
3D10
+10
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
+13
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).
[H]
Hunter Assault Cannon Beam
TYPE
DAMAGE ROLL
BASE DAMAGE
Beam Launcher
2D10
+14
Fires a sustained beam of radioactive incendiary gel. Flame(1D5)
PIERCING
11
[H]
Hunter Assault Cannon Automatic
TYPE
DAMAGE ROLL
BASE DAMAGE
Heavy Turret
2D10
+4
Fires smaller versions of the RadEXP in large quantities.
PIERCING
15
MELEE AND CLOSE COMBAT WEAPONRY (SM2 is your Characters Strength Modifier *2)
[DW]
Curveblade
TYPE
DAMAGE ROLL
BASE DAMAGE
Knife
2D10
7 + Strength Mod
Cauterize Special Rule. Deactivates when not held.
PIERCING
6 + Strength Mod
RANGE
+0m
Type-1 Knife
cR
10
WEIGHT (KG):
0.9
[DW]
Jiralhanae Combat Knife
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Knife
2D10
4 + SM2
7 + Strength Mod
Large curved blade with a heavy handle. Counts as [S] if only using one hand.
RANGE
+1m
Combat Knife
cR
30
WEIGHT (KG):
5.4
cR
500
WEIGHT (KG):
2.4
[DW]
Burnblade
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Heated Blade
2D10
4 + SM2
6 + Strength Mod
+1m
Cauterize Special Rule. Superheated sword once used by Sangheili soldiers. Incredibly rare. Flame (1D10)
[DW]
Energy Sword
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Energy Blade
2D10
9 + Strength Mod
40
+1m
Cauterize Special Rule. Deactivates when not held. 128cm blade. Can be customized at purchase under Covenant Ammunition. Can only be
purchased my Sangheili who are doing combat missions.
[DW]
Energy Cutlass
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Needle Blade
2D10
1 + SM2
4 + Strength Mod
+0m
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
3 + Strength Mod
25
+0m
Cauterize Special Rule. Connected to armors gauntlet. Cannot use without a set of armor. Cannot be disarmed. 40cm blade.
Energy Garrote
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Energy Blade
1D5
2 + Strength Mod
Strength Mod
Grapple
Cauterize Special Rule. Two small cylinders unravel into plasma garrote. +20 to grappling attacks and strangling attacks.
[H]
Energy Stave
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Energy Blade
3D10
9 + Strength Mod
40
+4m
Cauterize Special Rule. This weapon can only be obtained by Honor Guards. A 5.7 meter long staff with an Energy blade at the end. Only
deals 5 Pierce and 2D10 Damage if the Energy blade does not hit.
[S]
Gravity Hammer
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Gravity Weapon
3D10
4 + SM2
4 + SM2
+2m
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 Half Action.
[S]
Plasma Mace
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Energy Blade
2D10
5 + SM2
(X) + Strength Mod
+1m
Cauterize Special Rule. Deactivates when not held. Heavy mace weapon with a plasma blade on each side. (X) is 35, if plasma blade
contacts. A Character may choose whether the Plasma makes contact or not.
[S]
Hunter Heavy Metal Shield
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Shield
4D10
10 + SM2
Strength Modifier
+2m
Cannot be Parried. -10 to Evading the shield if wielded by Mgalekgolo. Can only be swung at a Half Action if not being wielded by an
Mgalekgolo. The Shield has 1,000 Break Points. Once at 0, the Shield is considered useless and has no more armor.
Hunter Shield
cR
200
WEIGHT (KG):
430
TURRET WEAPONRY
PIERCING
14
PIERCING
12
PIERCING
22
VEHICLE WEAPONRY
BASE DAMAGE
+17
35mm Autocannon
Semi-Auto Rate of Fire (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Autocannon
3D10
+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
Anti-Aircraft Turret
TYPE
DAMAGE ROLL
Plasma Cannon
2D10
Cauterize Special Rule. Blast(1)
BASE DAMAGE
+12
PIERCING
16
Anti-Aircraft Turret
cR
AMMUNITION
-Plasma
WEIGHT (KG):
--
PIERCING
30
Revenant Mortar
cR
-WEIGHT (KG):
AMMUNITION
Plasma
--
Wraith Mortar
cR
-WEIGHT (KG):
AMMUNITION
Plasma
--
AMMUNITION
38mm RadEXP
--
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
18
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]
Gravity Cannon
Automatic Rate of Fire (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
BELT
Gravity Cannon
4D10
+12
20
5m-100m
300
Gravity (1) Special Rule. Fires the Gravity well forward, causing an elongated Gravity Well, meaning that it is 100 meters long, and one
meter wide.
Focus Cannon
cR
-WEIGHT (KG):
AMMUNITION
Plasma
10
[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
21,000
Type-27 Mantis
cR
-WEIGHT (KG):
AMMUNITION
UH Plasma Bolt
5,600
Type-38 Tyrant
cR
-WEIGHT (KG):
AMMUNITION
UH Plasma Bolt
6,400
Type-48 Weevil
cR
-WEIGHT (KG):
AMMUNITION
Plasma
--
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.
AMMUNITION
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
12 cR for 1
1 cR for 20
1 cR for 20
1 cR for 15
1 cR for 20
1 cR for 5
1 cR 5
1 cR for 10
18 cR for 1
COVENANT AMMUNITION
*Each Cell carries 1 MAG worth of shots and is treated as a Plasma Battery for reloading*
PLASMA SWORD: Once an upgrade is taken, it is permanent. Maximum of 2 can be taken. Must be taken at time of purchase/obtained.
The same upgrade cannot be taken twice.
ALTERATION
DAMAGE PIERCE
ABILITY
PRICE
Unstable
--The swords color permanently changes to either purple, red, or white. The sword can 600 cR
Crit on 8, 9, or 10 on the Damage Roll. The sword cannot cloak with the user.
Holy Incursion
--The Swords length is increased, allowing +1 Meters to the Melee Range.
500 cR
Righteous Refraction
--The Sword is cloaked when the user cloaks.
600 cR
Virtuous Guardian
--The sword's hilt is outfitted with a protective guard, shielding both it and the hand of 500 cR
its wielder from Attacks that may strike their hand or pass through the prongs. The
sword's Break Points double from 50 to 100, and the hand holding the sword gains an
Armor bonus of +7. This also gives the user a passive +10 to defend being Disarmed. If
the sword's Break Points reach 25 or less, the guard is destroyed and these bonuses are
lost.
Sanghelios Devotion
+10
-The sword glows hotter and brighter to honor Sanghelios Ancestry. Opponents gain a 800 cR
+10 Visual Perception Test to spot the weapon. Cannot be taken with Blind Justice.
Weightless Ascent
--A lighter weight of 1.7 KG, but the payoff is that it is much brighter. Opponents gain a 100 cR
+10 Visual Perception Test to spot the weapon.
Blind Justice
-+15
A heavier, hotter plasma. The sword weighs 5.4 KG, but has a greater pierce, but is 800 cR
nearly invisible to the naked eye, unless up close. -30 to Visual Perception against the
Sword. -10 to Parrying, -10 to being Parried, and -10 to Evasion.
Surgical Assertion
+5
-15
Originally for medical use, this variation of the sword loses the Cauterize Special Rule 100 cR
and gains a -15 Penalty to Pierce, but gains the ability to cause Bleed.
GRAVITY HAMMER: Once an upgrade is taken, it is permanent. Maximum of 2 can be taken. Must be taken at time of purchase/obtained.
The same upgrade cannot be taken twice.
ALTERATION
DAMAGE PIERCE
ABILITY
PRICE
Crushing Brutality
+10
-Thrusters on the back of the hammer propel it forward, causing more melee damage. 500 cR
To make room for these, the gravity device is sized down. Only has Gravity(2).
Explosive Power
--Much larger and slower Hammer. Only able to make one swing per Full Action. When 800 cR
used, a massive Gravity Well erupts, giving the hammer Gravity(8).
Perfected Edge
--The blade on the hammer is larger and much sharper, giving any blade-based attacks 400 cR
with the Hammer a +10 to Pierce.
Stunning Respite
--The Hammer is fastened with a longer handle, giving it +1 Meters in melee range.
500 cR
Unbending Guard
--A large hilt is fitted to the Hammer, giving +10 to Disarm attempts made with the 500 cR
weapon.
COVENANT ARMORY
EQUIPMENT
Bubble Shield
Deployable Cover
Power Drain Device
Flare
Radar Jammer
Regenerator
Kindler GPS
Kindler Unit
Holo-Drone
EQUIPMENT
Magnetic Splint
Survival Splint
BENEFITS
DEPLOYABLE EQUIPMENT
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. Explosion shares same profile as M9 Grenade. Brutes
stole stockpiles of this technology.
Deployable Cover Shield System that has a Shield Rating of 200, a Shield Delay of 5 Rounds,
and a Shield Recharge of 50.
Drains all shields in a 3 meter radius and lasts for 4 rounds. Shorts out and explodes when
used up. Explosion shares the same profile as M9 Grenade with an EMP Radius of 3.
The effects of a Flashbang blind for as long as it is active. The Flare lasts for 2 Rounds and
explodes once used up. Explosion shares same profile as M9 Grenade.
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.
Explosion is non-lethal.
Kindler Global Positioning System used to find exact current location on any supported
planet. The Kindler UGPS displays maps as a hologram that is projected above the handheld
device.
The Kindler Unit uses laser scanning to track environments to create the maps for the KGPS.
This handheld device can float on its own and move down straightforward paths, scanning its
surroundings. It will eventually attempt to return to the user once scanning is complete.
A small sphere drone roughly half a Meter wide that can travel 30 Meters per Turn. The HoloDrone has 20 Break Points. The Holo-Drone projects images of the user, which can also
project and simulate a weapon. The Holo-Drone perfectly copies the Character being used in
a 3D, holographic image. When the image is struck in any way, it causes static and ripples to
form across it.
When the Holo-Drone detects the user firing their weapon, it creates an electromagnetic hard-light replica of the ammo, which can only damage Shields 5 Damage per
Round.
BENEFITS
MEDICAL EQUIPMENT
WEIGHT
cR PRICE
2.1
50
2.6
110
2.9
70
1.3
80
2.1
1.9
150
190
0.4
20
0.4
50
1.9
1,500
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
5
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.
0.4
12
Covenant have access to Covenant equivalent of Human Medical, Other, and Survival 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
MRE
Camping Stool
Rope
Spy Probe
Kig-Yar Point Defense
Gauntlet
Sangheili Point Defense
Gauntlet
Kig-Yar Wrist Point
Gauntlet
Methane tank
Portable Methane
Recharger
Plasma Recharge Station
Medical Tools
Gravitational Holster
Standard Holster
Targeting Headgear
Equipment Pouch
Portable
Communications
Transmitter
Emergency Beacon
Transmitter Frequency
Admitter Array
Portable Computer
BENEFITS
STANDARD EQUIPMENT
WEIGHT
cR PRICE
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 225. Recharge Rate of 225. Recharge Delay 4.
Shield that protects most of the users body but takes up a hand to use. This shield has a
Shield Integrity of 300. Recharge Rate of 150. Recharge Delay 4.
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 225. Recharge Rate of 225. Recharge Delay 4.
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.
The Plasma Recharge Station is a battery recharging station for Covenant weaponry. Plasma
Batteries takes the weapons Base Reload Time in minutes to recharge the Plasma Battery,
fully. Plasma Recharge Stations have a total of 500 total Recharges, where the amount is
reduced by the weapons Base Reload Time, even if the weapon still has some Plasma left in
it. Every hour, the Plasma Recharge Station regenerates +5 to its total Recharges.
If the Plasma Recharge Station takes 15 points of Damage, it explodes as if it were
a Covenant Charge.
Because there is no real clear medical tools of the Covenant, just use the UNSC medical tools
with the same prices and abilities.
Special gravity field that holds a weapon to the desired location.
Strong leather-like bonds that hold the weapon to the user.
Specialized headpiece that is Polarized and has a 5x automatic zoom. Takes only half
Penalties for bright light-based Penalties.
Very much like the standard UNSC Hardcase. 11 armor.
Emergency Communicator that fits in the ear. Used when helmets and other tech no longer
work. Smaller range.
0.5
1.4
2 per 4m
1
3
12
12.9
2.7
300
500
2.7
800
1.8
425
9.8
36.2
45
290
17.5
40
--
---
1.1
0.4
2.8
300
14
79
0.4
0.1
10
14
0.5
17.8
21
64
Military Hardcase computer used by the Covenant Empire. Portable Computers are heavier 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 radio waves to and from Covenant 3.5
86
Variable Translator
languages.
Covenant have access to Covenant equivalent of Human Medical, Other, and Survival 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.
ARMOR
Sangheili Minor
Combat Harness
Size
Sangheili
Mass
59 kg
Shield
Integrity
125
Shield
Recharge
Delay
3
Sangheili Major
Combat Harness
Sangheili
59 kg
Shield
Integrity
125
Recharge
Delay
3
Sangheili
59 kg
Shield
Integrity
90
Recharge
Delay
3
Sangheili Ultra
Combat Harness
Sangheili
59 kg
Shield
Integrity
125
Recharge
Delay
3
Sangheili Honor
Guard Harness
Sangheili
59 kg
Shield
Integrity
150
Recharge
Delay
3
Sangheili Zealot
Combat Harness
Sangheili
59 kg
Shield
Integrity
150
Recharge
Delay
3
Arbiter Combat
Harness
Sangheili
34 kg
Shield
Integrity
125
Recharge
Delay
3
Head
17
Armor Toughness
Arms
Chest
17
18
Special Capability
Legs
17
Head
17
Arms
17
Chest
18
Legs
17
Head
17
Arms
16
Chest
18
Legs
17
Head
17
Arms
18
Chest
19
Legs
18
Head
21
Arms
20
Chest
21
Legs
20
Head
20
Arms
21
Chest
20
Legs
21
Head
17
Arms
17
Chest
18
Legs
17
Sangheili Characters have the option to select the variation of Combat Harnesses, depending on their Rank or Role. These are variations of alreadypresent armor, meaning that the Modifications alter the current rank of Harness they are wearing, or specifies an armor that they modify.
When selecting a Harness variation, the Character must pay the cR price when getting the suit. Once a variation is purchased, it replaces
their default Harness, for good. It can be replaced through the Armory between missions, but cannot be downgraded. Once a Harness is purchased
or received, it is theirs, permanently, and other suits can still be purchased as long as the Character fits the requirements.
ARMOR
Assault Harness
Flight Harness
Ascetic Harness
Commando Harness
Ranger Harness
Stealth Harness
Invader Harness
Outrider Harness
Kaidon Harness
PRICE
700 cR
500 cR
500 cR
700 cR
600 cR
800 cR
900 cR
1,200 cR
--
ARMOR
Size
Mass
Kig-Yar
13 kg
Kig-Yar
13 kg
Sangheili Metallics
Kig-Yar
13 kg
Kig-Yar
Sangheili Metallics
23 cR
Armor Toughness
Special Capability
Head
Arms
Chest
16
16
17
17
93 cR
Head
17
Arms
16
Chest
17
Legs
17
Sangheili Metallics
423 cR
Head
18
Arms
17
Chest
18
Legs
17
13 kg
Sangheili Metallics
93 cR
Head
16
Arms
16
Chest
16
Legs
16
Kig-Yar
13 kg
Sangheili Metallics
93 cR
Head
16
Arms
17
Chest
17
Legs
16
Built-in Tactical
Headpiece.
Kig-Yar
13 kg
Sangheili Metallics
220 cR
Head
17
Arms
17
Chest
17
Legs
17
Built-in Hologram
System.
Kig-Yar
13 kg
Sangheili Metallics
250 cR
Head
16
Arms
16
Chest
17
Legs
15
Kig-Yar
18 kg
Sangheili Metallics
723 cR
Head
19
Arms
18
Chest
23
Legs
18
Legs
ARMOR
Size
Mass
Hull Material
Unggoy
9 kg
Sangheili
Metallics
23 cR
Head
13
Arms
14
Chest
15
Legs
14
Unggoy
9 kg
Sangheili
Metallics
45 cR
Head
14
Arms
14
Chest
15
Legs
14
Unggoy
12 kg
Sangheili
Metallics
86 cR
Head
15
Arms
15
Chest
17
Legs
15
Unggoy
12 kg
Sangheili
Metallics
250 cR
Head
12
Arms
13
Chest
14
Legs
13
Unggoy
9 kg
Sangheili
Metallics
95 cR
Head
15
Arms
13
Chest
17
Legs
15
Unggoy
12 kg
Sangheili
Metallics
123 cR
Head
13
Arms
13
Chest
14
Legs
16
Unggoy
9 kg
Sangheili
Metallics
23 cR
Head
13
Arms
14
Chest
15
Legs
14
ARMOR
Huragok
Explosive
Harness
Size
Huragok
special fit
Mass
Explosive
Price
18 kg
Explodes:
3D10+4
Blast(6) Kill(2)
130 cR
Head
17
Arms
7
Chest
19
Special Capability
Special Capability
Legs
5
ARMOR
Size
Mass
Hull Material
Price
Special Capability
Jiralhanae Minor
Combat Harness
Jiralhanae
16 kg
Sangheili
Metallics
25 cR
Head
11
Arms
11
Chest
13
Legs
11
Jiralhanae Major
Combat Harness
Jiralhanae
16 kg
Sangheili
Metallics
45 cR
Head
11
Arms
12
Chest
13
Legs
12
Jiralhanae Ultra
Combat Harness
Jiralhanae
16 kg
Sangheili
Metallics
75 cR
Head
12
Arms
12
Chest
14
Legs
13
Jiralhanae
Captain Major
Harness
Jiralhanae
Captain Ultra
Harness
Jiralhanae
Chieftain
Harness
Jiralhanae
16 kg
Sangheili
Metallics
90 cR
Head
13
Arms
13
Chest
14
Legs
13
Jiralhanae
16 kg
Sangheili
Metallics
100 cR
Head
14
Arms
14
Chest
15
Legs
14
Jiralhanae
16 kg
Sangheili
Metallics
500 cR
Head
15
Arms
14
Chest
16
Legs
15
ARMOR
Size
Mass
Shield
Jiralhanae
Minor Armor
Jiralhanae
19 kg
Shield
Integrity
65
Recharge
Delay
3
Jiralhanae
Major Armor
Jiralhanae
19 kg
Shield
Integrity
75
Jiralhanae
Stalker Armor
Jiralhanae
19 kg
Jiralhanae
Bodyguard
Armor
Jiralhanae
Jiralhanae
Captain Major
Armor
Shield
Integrity
100
Armor Toughness
Recharge
Rate
10
Special Capability
Recharge
Rate
20
35 cR
Head
12
Arms
12
Chest
13
Legs
12
Recharge
Delay
3
Recharge
Rate
20
60 cR
Head
13
Arms
13
Chest
13
Legs
13
Shield
Integrity
50
Recharge
Delay
3
Recharge
Rate
20
150 cR
Head
13
Arms
12
Chest
12
Legs
12
19 kg
Shield
Integrity
100
Recharge
Delay
3
Recharge
Rate
20
110 cR
Head
14
Arms
16
Chest
17
Legs
16
Jiralhanae
19 kg
Shield
Integrity
125
Recharge
Delay
3
Recharge
Rate
20
150 cR
Head
14
Arms
15
Chest
16
Legs
14
Jiralhanae
Captain Ultra
Armor
Jiralhanae
19 kg
Shield
Integrity
125
Recharge
Delay
3
Recharge
Rate
20
190 cR
Head
15
Arms
16
Chest
17
Legs
16
Jiralhanae
Honor Guard
Harness
Jiralhanae
59 kg
Shield
Integrity
150
Recharge
Rate
20
1,790
cR
Head
17
Arms
17
Chest
18
Legs
17
Jiralhanae
Chieftain
Armor
Jiralhanae
19 kg
Shield
Integrity
125
Recharge
Delay
3
Recharge
Rate
25
750 cR
Head
16
Arms
18
Chest
17
Legs
16
Jiralhanae War
Chieftain
Armor
Jiralhanae
19 kg
Shield
Integrity
150
Recharge
Delay
3
Recharge
Rate
30
1150
cR
Head
17
Arms
18
Chest
19
Legs
18
ARMOR
Size
Mass
San Shyuum
Armor
San
Shyuum
14 kg
Recharge
Delay
3
Shield
Shield
Integrity
125
Recharge
Delay
2
35 cR
Armor Toughness
Head
17
Arms
18
Chest
19
Special Capability
Legs
17
ARMOR
Hunter Armor
Called Shots
Size
Mass
Price
Hunter
779 kg
1090 cR
Hunter Armor
Armor Toughness
Head
50
Arms
50
Chest
55
A player may attempt a Called Shot at two locations that have weaker
armor than the rest. This is the gut and the back torso of the Hunter. The
armor on this is at 30.
ARMOR
Size
Mass
Hull Material
Hunter Heavy
Metal Shield
Hunter Arm
430 kg
Starship
Metallics
Special Capability
Bunkering down, which is a Response Action, removes the
Legs
ability to take any other Response Actions, but allows the
50
Hunter to remove the Called Shots to the weaker 30 Armor
sections. Any shots to these areas count as hitting the standard
armor.
There are several locations on the Hunter that have Half Armor. These Called
shots are at a -60 from the front and -30 from the rear, which ignore half of
the Hunters armor on impact.
Armor Toughness
Armor
55
ARMOR
Mass
Hull Material
Price
Sangheili Sealed
Suit
4 kg
Sangheili Metallics
41 cR
Head
1
Arms
0
Chest
1
Legs
0
Special Capability
Jiralhanae Sealed
Suit
4 kg
Sangheili Metallics
41 cR
Head
1
Arms
0
Chest
1
Legs
0
Unggoy Sealed
Suit
2 kg
Sangheili Metallics
41 cR
Head
1
Arms
0
Chest
1
Legs
0
Kig-Yar Sealed
Suit
3 kg
Sangheili Metallics
41 cR
Head
1
Arms
0
Chest
1
Legs
0
Yanmee Sealed
Suit
3 kg
Sangheili Metallics
41 cR
Head
1
Arms
0
Chest
1
Legs
0
Huragok Sealed
Suit
3 kg
Sangheili Metallics
41 cR
Head
1
Arms
0
Chest
1
Legs
0
Mgalekgolo
Sealed Suit
18 kg
Sangheili Metallics
41 cR
Head
1
Arms
0
Chest
1
Legs
0
San Shyuum
Sealed Suit
3 kg
Sangheili Metallics
41 cR
Head
1
Arms
0
Chest
1
Legs
0
BASE DAMAGE
PIERCING
+8
8
+12
8
Hard Light Special Rule.
BASE DAMAGE
+12
PIERCING
12
Pulse Grenade
Sustained (2)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Ionized Grenade
2D10
+7
12
Blast(8) Kill(2)
Hard Light Special Rule. Activates when it comes into contact with any surface. Stays active for 3 Rounds.
cR
30
Splinter Grenade
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
cR
Ionized Grenade
2D10
+7
10
Blast(8) Kill(1)
90
Hard Light Special Rule. Activates when it comes into contact with any surface. Once activated, 25 Splinter Shards are left floating in the
Blast Radius. These Splinter Shards home into the target if they are within 1 Meter of them. The Splinter Shards are destroyed on impact
against a Character and deal 1 Damage, ignoring Damage Resistance. The Splinter Shards last 10 Rounds before dissipating.
Light Rifle
Burst Fire (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Hardlight Rifle
2D10
+9
11
70m - 800m
Large shot Hybrid
6D10
+10
13
70m - 800m
Hard Light Special Rule. Two firing modes. Burst fire, and a combined single-shot. Built-in 3x Scope.
Scattershot
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Hardlight Shotgun
3D10
+17
10
Hard Light Special Rule. Spread Special Rule. Shots are able to ricochet against surfaces.
AMMUNITION
Hardened Light
1.3
Z-130 DEAW
cR
77
WEIGHT (KG):
AMMUNITION
Hardened Light
2.8
Z-040 AFGL
AMMUNITION
Ionized Field
WEIGHT (KG):
0.2
Z-040 AFSP
AMMUNITION
Ionized Field
WEIGHT (KG):
0.4
Z-130 DEEW
MAG
cR
AMMUNITION
36
77
Hardened Light
Depletes 3 shots from the Magazine in one large bolt. Semi-Auto (1)
WEIGHT (KG):
3.5
Z-180 CCREAM
cR
76
WEIGHT (KG):
AMMUNITION
Hardened Light
6.4
[H]
Binary Rifle
Automatic Rate of Fire (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Hardlight Sniper
4D10
+15
30
200m - 1500m
2
Hard Light Special Rule. Built-in 5x/10x scope. Headshot Special Rule. Kinetic Special Rule. When firing against an Opponent who is under
the weapons lowest Optimal Range in Meters, a -40 Penalty is gained and any Aiming Action loses half of its Bonus gained. If a Scope is
being used, any Penalties gained from using a Scope when too close is doubled.
Z-750 SASR
cR
530
WEIGHT (KG):
AMMUNITION
Hardened Light
16.9
[H]
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). The extended Blast zone counts as a second attack from the Incineration Cannon and is rolled again.
Z-390 EMR
cR
850
WEIGHT (KG):
AMMUNITION
Hardened Light
19.5
Beam Turret
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Hardlight Beam
2D10
+5
4
Hard Light Special Rule. Remote Defense Turret. Warfare Range of 40. Perception of 35.
Z-0459
cR
150
WEIGHT (KG):
AMMUNITION
Hardened Light
2.4
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
[H]
Splinter Turret
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Hardlight HMG
4D10
+12
15
Tri-barreled rotary machine gun. Comes with Tripod Mount. Blast (2).
Z-AIMG
cR
-WEIGHT (KG):
AMMUNITION
Hardened Light
16.1
[H]
Rapid Machine Turret
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Hardlight HMG
2D10
+6
10
Tri-barreled rotary machine gun. Comes with Tripod Mount. Hard Light Special Rule.
Z-RHMG
cR
-WEIGHT (KG):
AMMUNITION
Hardened Light
21.1
[H]
Guardian Beam Turret
TYPE
DAMAGE ROLL
BASE DAMAGE
Hardlight Beam
4D10
+8
Hard Light Special Rule. Remote Defense Turret.
Z-1259
cR
-WEIGHT (KG):
AMMUNITION
Hardened Light
12.1
Pulse Beam
Sustained Rate of Fire (3)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Hardlight Beam
4D10
+7
5
20m - 300m
100
Hard Light Special Rule. Can be found on Forerunner Sentinels. Can sometimes be recovered upon unit expiration.
Z-LDECSI
cR
-WEIGHT (KG):
AMMUNITION
Hardened Light
260
Z-DECSI
cR
-WEIGHT (KG):
AMMUNITION
Hardened Light
260
[DW]
Promethean Hardlight Sword
TYPE
DAMAGE ROLL
BASE DAMAGE
Hardlight Blade
4D10
10
Hard Light Special Rule. Dice Minimum (4) Special Rule.
Hardlight Sword
cR
120
WEIGHT (KG):
Z-DECSI-X
cR
-WEIGHT (KG):
AMMUNITION
Hardened Light
10.3
PIERCING
10
PIERCING
40
RANGE
1m
MAG
--
Floodgate
Sustained Rate of Fire (4)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Hardlight Beam
4D10
+7
10
20m - 300m
100
Hard Light Special Rule. Can be found on Forerunner Monitors. Can sometimes be recovered upon unit expiration.
AMMUNITION
ARMOR ABILITIES
The following section covers the various Armor Abilities that are available in Halo Mythic. Each Armor Ability has an armor type limitation, a
benefit, weight, and a cost. To install an Armor Ability, a Character must have the proper armor, or it will not be possible for installation.
LIMITATION
UNI
COV
UNSC
ONI
MJL
GEN2
SPC
P
ARMOR ABILITY
Armor Lock
[MJL]
Drop Shield
[UNSC]
Evade
[UNI]
Hologram
[UNI]
Sprint
[MJL] [SPC]
Regeneration Field
[UNI]
M805X Forward
Acceleration System
[MJL] [SPC]
T-3 Active
Camouflage Unit
[COV] [MJL]
Z2500 Automated
Protection Drone
[UNI]
UNSC Seeker Drone
[UNI]
Z5080 Promethean
Vision
[UNI]
INFORMATION
Usable only with any Armor with a strong power source, such as Mjolnir or ODST armors.
Usable only with UNSC Armors with a strong power source, such as Jiralhanae Power Armor or Sangheili Shielded armor.
Usable only with UNSC Armors with a strong power source, such as Mjolnir or ODST armors.
Usable only with UNSC powered armors with ONI connections, such as Spartans, ONI Officials, and GM Discretion.
Usable only with Mjolnir Armors.
Usable only with Mjolnir Generation 2 Armors.
A Special exception armor.
Self-Powered, does not need a power source or powered armor.
ARMOR ABILTILES
BENEFIT
The User gains an overshield that can take 600 Damage before being forced off as if it were released. The
User becomes immobile during Armor Lock, not being able to make any Actions beyond Speech. Armor Lock
can stay Active for 3 Full Actions before being released, and can be released prematurely by the User. Armor
Lock has a 5 Turn Recharge, and when Released, generates an EMP Field with a 2M Radius.
User creates a shield bubble which encloses a 3m radius inside of it. The shield lasts 3 rounds or until integrity
is lowered to 0, and has a Shield Integrity of 300.
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
Delay 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 it,
but allies will be able to tell the difference via the lack of a Friendly IFF Tag. The Hologram lasts 3 rounds,
until a new one is created, or until it takes 10 points of damage. The hologram cannot evade, but can mirror
the movements of the creator until it dissipates. Hologram has a 2 Turn recharge.
Using the Mjolnir suits Overclocking system, the users movement is increased, allowing a character to gain
+2 Mythic Agility for two Rounds. If used twice within five Rounds, the user takes a level of Fatigue. If this is
stacked with a Sprint Move, the character has a 98% chance of tearing their ACL or Achilles Tendon in half,
no matter the Toughness. This causes +10 Bleed per leg. Agility-enhancing armors have the ability to use this,
as well.
Enhances the armors regeneration process doubling the armors Recharge Rate and halving the armors
Recharge Delay. 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 two Half Actions to recharge. Agility-enhancing armors have the ability to use this, as
well.
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 90 and an armor of 12. The Protection Drone has a recharge rate
of 10 Rounds. The Protection Drone is counted as having the Bolt Shot pistol, but does not have the charged
shot ability. The Drone has a Warfare Range and Perception of 40. Once Destroyed, it can be regenerated
after its Recharge Rate. Only available post 2556, incredibly rare until 2558.
A small V-TOL helicopter Drone, about the size of a UNSC helmet, which is armed with an M7 Caseless
Submachine Gun. It has a simplistic AI with a IFF Tag and Tracker. It finds targets designated as enemies, and
chases them down. Has an Armor of 15, and Hull Integrity of 50. Has Perfection and Warfare Range of 40.
Agility of 70 for Evasion, and acts as if it has the Evasion Skill at Trained. It is able to hold 100 Rounds of
ammunition to the M7 Caseless SMG, but has no need to reload, as it is a linkless feed Belt. Can be remotely
controlled by a Data Pad or TACPAD.
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. Only available post 2556, incredibly rare until 2558.
WEIGHT
2.7 kg
Cost
900
3.1 kg
600
1.5 kg
300
1.1 kg
300
0.5 kg
200
2.4 kg
800
0.9 kg
300
2.3 kg
900
4.3 kg
800
10.6 kg
500
2.1 kg
800
Z-90 Photon
Hardlight Shield
[UNI]
Bullfrog Jetpack
[UNI] [P]
Covenant Thrust Pack
[COV] [MJL] [P]
Covenant AntiGravity Pack
[COV] [MJL] [P]
Artemis Tracking
System
[GEN2] [ONI]
Artemis Revival
System
[GEN2] [ONI]
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 will still cause its 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. Only available post 2556, incredibly rare until 2558.
2.1 kg
800
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 Hover
mode 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. Comes half price to all ODST.
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.
The User is able to navigate in gravity as if it had the Flight Trait. It provides excellent mobility, and does not
hinder combat effectiveness. If in Gravity of 3x or greater, the Anti-Gravity Pack acts as a Thrust Pack, instead.
11.7 kg
400
6.3 kg
400
6.7 kg
900
The Artemis Tracking System, or ATS, is an ONI-specialized series of combined Armor Abilities for the Mjolnir
suits, specifically the GEN 2 series. The main ability of Artemis is a scanning device that tracks technology.
Tracked technology is able to scan weaponry to determine ammunition type and count, alongside scanning
the weapon for who it belonged to, using the serial number on the weapon or scanning for bio signatures.
The system can be used to assist in Investigation for tracking and Navigation rolls by giving them a +30 Bonus.
There must be proper information to scan so the Artemis system can begin compiling and scanning
surroundings for matching information. When ATS has sufficient information, it can highlight possible leads,
such as other equipment that could possibly belong to the user, or trails left in a nearby wooded area that
shows signs of entrance.
The Artemis Revival System, or (ARS), is a Regeneration Field. ARS is capable of emitting a small relay of
nanotechnology built for the purpose of medical repair. When used, over the course of 4 Half Actions, the
ARS will heal 1D10+1 Wounds, as long as it remains active for the 4 Half Actions. Once finished with the 4
Half Actions, the system must Recharge for 3 Full Actions.
1.1 kg
1,500
1.1 kg
1,500
Here is a list of special modes of attacking with weapons, using scopes, and using weapon attachments. Make sure to read through this before making any range
shots or attempting to upgrade or alter your weapon in any way.
SPECIAL RULE
Spotting for Snipers
Indirect Fire
Accuracy:
Scope and Laser Bonuses
Scope Limits
Scopes
and
Lasers
Stacking
Weapon Attachments
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.
Indirect Fire is when a Character makes a Ranged Attack without relying on a direct line of sight between the weapon
and the Opponent. Aiming is performed by calculation and combining information of those assisting the Indirect Fire.
To start off, the Character making the Indirect Fire Action begins with a -100 Penalty for the Attack. If the
Character has HUD and those assisting have Smartlink or armor-based cameras, the Indirect Fire Penalty begins at
only -70. The Penalty cannot go any higher than -100.
The Characters assisting in the Indirect Fire must each make a Warfare Range and an Intellect Test. For each
Degree of Success, the Character making the indirect Fire gains a +10 Bonus To Hit. Once all assisting Characters are
finished with their Actions assisting, the Character may make their Attack Action at whatever remaining Penalties.
The Penalties and Bonuses the Character gains, while making an Indirect Fire, cannot surpass 0 and go into the
positives.
Scopes and Lasers offer bonuses to hit based on the scale and use. All weapons are considered to have Iron Sights,
when not using a scope. If there is an attachment on the top rail that is not a scope, an Aim Action cannot be taken.
CQB: Any scope that is using Iron sights or any scope 3x and below 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. Only applies to Scopes of 6x and below.
SNIPER: Sniper Optics are the Oracle N-Variant 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. Only applies to Scopes with magnification above 6x.
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.
SCOPE
Ironsight
MINIMUM RANGE --SCOPE
Red Dot
1m
16x
MINIMUM RANGE
Weapon Classification
44m
2x
3x
4x
5x
6x
7x
8x
9x
10x
11x
12x
13x
2m 5m 8m 11m 14m 17m 20m 23m 26m 29m 32m 35m
17x
18x
19x
20x
21x
22x
23x
24x
25x
30x
40x
47m
50m
53m
56m
59m
62m
65m
68m
71m
86m
Pistol
PDW
Assault Rifle
Shotgun
Marksman Rifle
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
General Purpose Machine Gun
Turreted Machine Gun
Heavy Support Weapon
Attachments Available
None
None
Underslung Grenade and Shotgun
None
Bipod, Sniper Optic, Underslung Grenade
and Shotgun
Bipod, Sniper Optic
Bipod
Bipod
Tripod
None
Lower, Side
14x
38m
15x
41m
106m
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
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 4 extra points of damage that ignores Armor and Toughness. The user is not
affected by their weapons Gravity Range, unless it is a Concussion Rifle.
For every 500KG an object weighs, it moves one meter less than it would have. This includes vehicles and
Characters.
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 Actions, or by (X) if specified. For every 2 Size Points of a
Vehicle being hit, it is disabled for 1 less Half Action, to a minimum of 1. 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% chance on a 1D100 roll to have its memory erased. This does not
affect AI or armored computing devices. All Military equipment are immune to EMPs erasing data.
Any Vehicle 5 Size Points and larger are unaffected by Plasma Pistols.
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, as a Response Action.
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 Character doesnt get to add in their Toughness Modifier when figuring
Damage Resistance against the attack.
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 their 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 with Blast(1), where (X) is the amount of needles in
the target, ignoring Armor. Anyone else caught in the Blast does not ignore 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.
Spread Special Rule shots are given a +10 Bonus to hit. Spread shot fires in a shape, and are able to hit multiple
targets.
When in Point Blank Range, Spread Special Rule gives an extra +10 Damage. When in Execution Range,
Spread Special Rule gives an extra +15 Damage.
Spread shots lose 2 Damage for every 10 Meters Distance the Target is from the Weapon. For every 10
Meters Distance away the Character is from the Spread Weapon, the weapon gains +1 Meter to each side of the
original target that can be hit by the weapon. Similar to how Blast (X) Special Rule works, the further the Distance
a Character is, the more likely the Character will be struck.
When an attack hits the shields, even if the attack does not break through the shield, deals half the damage done
to the shields to the user being hit. The shield still takes the damage as normally, as well.
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 that use the Burst Fire Firing Type will fire a set amount of Shots in a single squeeze of the Trigger
at a +10 Bonus To Hit.
A weapon with Burst Fire will make one To Hit Attack Roll per Half Action, each Attack firing a set
amount of shots shown in Burst Fire (X). This means that if a weapon has Burst Fire (3), the weapon only needs
one To Hit Test made, and if successful, deals 3 sets of damage. When a Burst Shot Attack is made successfully,
all shots hit on the one rolled Location.
This also means that each Attack only needs a single Evasion Test when attempting to Evade. If the
Evasion is successful, all shots made from the Burst Fire miss.
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 fires a consistent set of damage, such as a Flamethrower or a Laser, is considered a Sustained
Fire weapon. Weapons that have the Sustained Rate of Fire are able to choose to fire as many times up to
Sustained (X). The amount chosen is also the amount of Ammo that is reduced from the MAG. A Sustained
Weapon cannot count as hitting more than (X).
When rolling To Hit with a Sustained Fire weapon, the To Hit gains a +20 Bonus. If the roll is
successful, the Attack is successful, dealing its damage once for every Degree of Success. Each Successful
attack landed from the Test must take its own Evasion Test, each Opposing the single To Hit Test that was
made by the Attacking Character.
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. If a weapon lists a Charge (X) with no other Firing Types, it may only fire once.
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.
Flamethrowers and Defoliant weapons cannot deal damage outside of their Range, as that is the maximum
distance the flames can reach.
Burst Fire
Pump Action
Charge Rate of Fire
Flamethrowers and Defoliants
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.
EXPLOSIVE RULES
Some explosives, such as grenades, have special rules that affect the gameplay differently from others.
EXPLOSIVE SPECIALS
EXPLANATION
Explosives have two radius that must be kept track of, Blast and Kill. Blast Radius is the radius from which the damage
will reach. Kill Radius, on the other hand, is the radius from which the damage deals 2x its total Damage rolled. When a
Character is in a Blast or Kill Radius, the damage is considered to go against the lowest Armor Rating of the Character.
Grenades are used often on the battlefield, and characters must be adept at using them. Any character throwing a
Grenade automatically gains a +10 to the Warfare Melee Test. If a grenade hits someone, the grenade deals the
characters Strength Modifier in damage. Use the Throwing Rules to see how far a grenade can go, and what happens
on a scatter.
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+10 - Toughness Modifier (Maximum of 5 Toughness Modifier) in Half Actions. For every Meter
closer to the Flashbang from its radius, the Character gains an extra +1 to Half Actions they are affected by the device.
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 of the 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.
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.
Throwing Grenades
Grenade Explosive
Time
Cooking a Grenade
Scattering Grenades
Flashbang Special
Rule
Concussive Grenades
Smoke Grenade
Special Rule
VEHICLE RULES
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.
The Character makes an Agility Test using both the Pilot and Evasion Skills as Bonuses. If either are untrained,
no bonuses are gained from that skill. A Vehicles Maneuverability is the limit at which the players Evasion can
be used. Instead of gaining a -10 Penalty every time an Evasion is taken, the Vehicles Maneuverability takes
the -10 Penalty, and each roll is made on the Characters Agility as it would normally.
Aerial vehicles have specified turn rates that they can make in a single Full Action. This is shown in degrees of a
turn radius, but a GM can decide whether or not to use this.
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 and Complements that can fit in the vehicle before problems
arise.
For every size larger than Normal a Character is, they take up one extra Passenger space.
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, becoming unusable.
A vehicle that reaches into the negatives equal to half the original Integrity (Hull integrity of 100 needs
-50) will explode.
The Hull Armor 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 Armor.
Vehicle Maneuverability
Hull Integrity
Hull Armor
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 reaches 0, that module is
destroyed. Some Modules on the vehicle being destroyed can put the vehicle out of commission, such as the
Engine or all the wheels being destroyed. This is up to the GM on if and how it is put out of operation, whether
its ammunition load explodes, and 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.
Vehicle Reloading is done automatically through an automated process. A Vehicle reloads with the same stats
as the Base Reload Time of that weapon, halved. The Reload Time of the Vehicle Weapon is not affected by the
Users Characteristics. Plasma weaponry, Batteries, and Energy Cells are all rechargeable, and do not need
reloading.
When a Vehicle is purchased, the user can spend an extra 50 cR and get it Camouflaged. Once a Camouflage is
purchased, the camouflage type can be exchanged before any mission.
A Vehicle explodes based on Size. Blast(X), Kill(Y). Where (X) is the Size Points of the Vehicle and (Y) is half of
the Size Points of the Vehicle.
Vehicle Reloading
Vehicle Camouflage
Vehicle Explosions
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 Armor 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 Armor 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
1-2
No additional damage
3-4
Passenger(s) take half damage from attack
5-8
Crew Compartment Hull Armor reduced by 5
9
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
1-2
No additional damage
3-4
Engine takes 5 extra damage
5-8
Engine Disabled for 1 Turn
9
Engine Disabled for 3 Turns
10
Engine is Destroyed
Optics are on completely enclosed vehicles, such as tanks. 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 Armor, but the GM may decide to
ignore the vehicles armor on a powerful 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
5-8
9
10
Repairing Vehicles
Neural Interface
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
Walker Vehicle
Evasion
Stomp Special Rule
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.
Walker Vehicles have legs, which means they have a stomping attack that comes with. A Stomp Attack functions similarly
to both an explosive weapons blast and is a melee attack. When a Vehicle makes a Stomp attack, it covers a radius in
meters where (X) is how many meters are covered per attack. Anyone within the Stomp Radius is hit by the attack.
Stomp Attacks strike at the weakest Armor Rating and deal double Pierce to Shields due to the weight and pressure of
the strike. Stomps from Walkers cannot be Parried. For every 1 Radius of the Stomp Attack, Characters gain a -10 Penalty
to Evasion.
AIR WARFARE
Please read this before attempting to attack or defend in any air-based vehicle.
Attacking and
Defending
Air Combat
Maneuvers
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 1D10-(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
OUTCOME
ACTION
Break
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.
Full Action
Barrel Roll
Canopy Roll
Barrel Roll
Attack
Juke
Pitchback
Low Yo-Yo
High Yo-Yo
Lag Roll
Scissors
The Scissor
Flat Scissor
Split S
Alter Heading
Aileron Roll
Full Action
Half Action
Full Action
Full Action
Half Action
Two Full Actions
Full Action
Multiple Actions
Multiple Actions
Multiple Actions
Half Action
Half Action
WEAPON POINTS
SIZE POINTS
M12 Warthog
M275 Mongoose
M808 Scorpion
M12 Light Warthog
YGGDRASIL MK1
YGGDRASIL MK3[B1]
YGGDRASIL Mantis
YGGDRASIL Mark II[D]
M145D Rhino
M312 Elephant
M313 Elephant
2
1
10
2
7
4
7
12
10
8
8
2
1
4
2
2
2
2
6
5
7
8
M850 Grizzly
M9 Wolverine
Mammoth
SP-42 Cobra
XRP12 Gremlin
M20 Cougar
M22 Fox Cannon
Military Cabover
AV-14 Hornet
ACC-220 Vulture
D77-TC Pelican
D82-EST Darter
D96-TCE Albatross
AV-22 Sparrowhawk
UH-144 Falcon
B-65 Shortsword
GA-TL1 Longsword
Exoatmospheric Pod
Skyhawk
F-41 Broadsword
YSS-1000 Sabre
AV-30 Kestrel
F-99 Wombat
ARGUS Drone
Pioneer Cart
Civilian Warthog
Genet HuCiv
MLX Sportscar
Traxus Transporter
Spade
Uberchassis
Traxus HC-1500
Civilian Cabover
Ghost
Chopper
Shadow
Locust
Scarab
Super Scarab
Harvester
Revenant
Specter
Prowler
Gorgon
Gravity Throne
Wraith
Type-26 Banshee
Type-27 Banshee
Insertion Pod T-51
Insertion Pod T-54
Phantasm
Seraph
Lich
Vampire
Phantom
Spirit
Phaeton
18
7
14
8
8
6
10
2
6
20
14
0
0
6
6
4
10
0
10
8
9
8
8
1
2
2
0
0
0
2
0
2
2
4
8
2
5
26
18
10
5
2
2
2
4
8
8
8
0
0
9
9
18
11
14
5
9
5
2
21
3
2
3
4
3
3
12
10
14
13
5
5
11
25
1
6
6
8
1
4
0
2
2
1
1
1
2
1
3
3
2
2
3
4
22
36
66
2
3
3
6
1
3
3
4
3
13
6
9
31
5
9
9
3
MODIFICATION
HARDPOINTS
Reinforced Armor
For every 2 Size Points of a vehicle, it costs 1 Hardpoint to increase a vehicles armor by 10%, with a minimum of +1.
The vehicles Acceleration and Max Speed are reduced by 10%. This costs 50 cR for every Size Point used.
For every Size Point used, a vehicle loses 10% of its armor, and the vehicle gains +10% to Acceleration and Max
Speed. This costs no cR, as no parts are needed.
Adds a Shield to the vehicle. To give a Shield to a vehicle that does not have one, it costs half of the vehicles Size
Points, and costs 500 cR per Size Hardpoint the vehicle has in total. (X) Is how many how many Size Points this unit
cost, multiplied by 10. This is a non-cannon entry that the GM must use discretion to use.
Shield Rating
10+(X)
Lightened Armor
Shield Addition
2558+ Only
Reinforced Shields
Nanomachine Repair
System
ECM
Active Protection
System
Active Defense System
Flare Launcher
Smoke Screen Emitter
AI Uplink Computer
Neural Interface
Engine Modification
Armored Modules
Small Weapons
Vehicle Weapons
Recharge
2
Delay
Recharge Rate 10
For every 2 Size Points of a vehicle, it costs 1 Hardpoint to increase a vehicles Shield Rating by 20%, with a minimum
of +20. This costs 150 cR for every Size Point used.
For every Size Point this is purchased with, the vehicle is able to automatically repair 1 point of Hull Integrity per 5
Rounds. The Nanobots are able to repair up to 100 Hull Integrity per Size Point used, before needing reloaded after
the mission. A reload costs 10 cR per Size Point used. This is only available 2554 and beyond.
For every 3 Size Points of a vehicle, it costs 1 Hardpoint to install. When attempting to lock on to a vehicle with an
ECM, it takes twice as many Actions as stated by the vehicles Target. If the vehicle is being targeted by a weapon
with Vehicle Lock, it takes two Full Actions for a lock on. A vehicle with an ECM is more easily spotted by any
surveillance technology, giving the Opponent a +30 Bonus.
This costs 3 Hardpoints to Install. When a vehicle is getting targeted by a vehicle or weapon with Target or Vehicle
Lock, Decoy Flares are launched. These decoys last 3 Rounds, and cause any Vehicle Lock or Target lock on to the
Decoy, instead. Decoy Flares have Recharge of 4 Rounds. A vehicle is stocked with 6 uses, which are replenished
before every mission. This unit costs 200 cR to install.
For every 4 Size Points of the vehicle, it costs 1 Hardpoint to install. Energy or Kinetic based anti-missile/rocket
Defense System that automatically destroys incoming projectiles within the vehicles radius +(X) in meters, where
(X) is how many how many Size Points the Vehicle has. For every one of this unit installed, it is able to destroy 1
Missile or Rocket per Round. For every Hardpoint this unit takes, it costs 50 cR to install.
For 1 Hardpoint, a system of flares is added to the vehicle. These flares may be launched in any direction, as if it were
a turret. Flares have the damage of a Smoke Bomb. Flares last 12 Rounds in the air, while slowly falling. A Flare
Launcher is Semi-Auto (2). This comes with 20 Flares, and costs 30 cR to install.
For every 3 Size Points of the vehicle, it costs 1 Hardpoint to install. The Smoke Screen Emitter releases (X) meters
of Smoke, where (X) is the amount of Size Points of a vehicle, multiplied by 15. The Smoke lasts for 5 Rounds. The
Smoke is thick, and causes VISR or any other type of infrared or special imaging devices to not be able to see through
it. No target-designating weapon can lock on to a vehicle if it is behind, or inside, the smoke. This unit costs 70 cR for
every Hardpoint used to install.
For 1 Hardpoint, a powerful computing device and multiple cameras are added to a vehicle that allows an AI to take
full control of it and have complete awareness to their Surrounding. This costs 400 cR to install.
For 1 Hardpoint, a powerful computing device is added that allows neural uplink and interface to a vehicle. This unit
costs 100 cR to install.
For every 4 Size Points of the vehicle, it costs 1 Hardpoint to install. This increase a vehicles Top Speed and
Acceleration by 15%. This costs 100 cR for every Hardpoint used.
For 1 Hardpoint, the vehicle is able to get a 15% increase to a chosen Modules breakpoints. This unit costs 75 cR.
For every Hardpoint Spent, one infantry firearms may be installed. You must purchase the weapons first before being
able to install them. It costs 50 cR for the parts to allow the weapons to fire, but if the weapon is placed into a
Weapon Point, it will only cost 10 cR for installation.
Weapons with the [H] Special Rule take two Hardpoints to install, instead.
There are multiple sizes of Vehicle Weapons that can be installed onto a vehicle. The GM must decide which tier the
weapon belongs in for how many Hardpoints it takes to install. For every Hardpoint used, it costs 100 cR.
WEAPON SIZE
Wheel Modification
HARDPOINTS
EXAMPLE
Vehicle
2
M247, M79 MLRS, M41 LAA
Large Vehicle
5
T261, M260 MLRS, M66 30mm
Heavy Vehicle
8
M512, M310, X23 NNEPC
Super Heavy
10
Zeus, Mini MAC, M197 Artillery
For every Wheel the vehicle has, it costs (X) cR. The following list shows the various alterations and their effects.
These take no Size Points. The following list, featured at the beginning of the next page, offers the Wheel Types that
can be taken. Any Wheel Types added to an Ultra Heavy Vehicle, such as the Mammoth, come at a cost of an extra
500 cR per Wheel.
WHEEL TYPES
MODIFICATION
Snow Treads
Enclosed Top
Winch
Crevasse-Protection
Bars
Each wheel is replaced by a triangular track. This tread system offers no penalties to driving
in snow, but loses half Acceleration. Costs 25 cR per Wheel.
Hovering
Installs a powerful air-based Hovering system to each wheel. This allows the vehicle to
System
hover 1 Meter off the surface, even if it is a body of water. Halves Top Speed and
Acceleration. Costs 50 cR per Wheel.
Environment
An Environment is chosen, such as desert, snow, wetland, etc. This Environment Specialty
Specialty
Tire gives a +10 Bonus to driving in that kind of Environment if there is a Penalty to driving
present, while driving on any other Environment with these tires gives a -10 Penalty. These
cost 10 cR per Wheel.
Sand Paddles
Large paddle-like tires that are fitted to the vehicle. +20 to driving in Sand if there is a
Penalty present, while driving in any other type of Environment gives a -20 Penalty.
Warthogs have the ability to take an enclosed top, offering protection from the elements and has 10 Hull Armor.
This costs 1 Hardpoint and 100 cR.
For 1 Hardpoint and 50 cR, a Winch and Motor are added to the Vehicle. The Winch is able to support up to 5.4
Metric Tons with a 100 Meter nanotube Rope.
Crevasse-Protection Bars (CPB), are bars that protect the Vehicle from falling into crevasses that can form on ice or
other forms of Environment. The bars are 5 Meters long and 3 Meters tall (2 Meters tall for the Mongoose version),
and are installed to the front of the vehicle. If a vehicle takes this twice, a second Hardpoint will not be needed, and
the vehicle can have one installed in the rear. The following vehicles can take these. It takes 1 Hardpoint to install.
This costs 100 cR, or 50 cR for the Mongoose. This weighs 150 KG (120 KG for Mongoose version).
AVAILABLE VEHICLES
Warthog
Mongoose Spade
Gremlin
Cougar
Semi/Cabover Wolverine
The Tank variant of the Crevasse-Protection Bars. These bars are 12 Meters long and 6 Meters tall. The Rhino has a
special 18 Meters long and 9 Meters tall version. It takes 1 Hardpoint to install, and 200 cR, or 250 cR for the Rhino
version.
A Roll Cage that halves all Damage from Rolling and Collision that would happen to the Vehicle. This costs 100 cR, or
200 cR for larger vehicles such as the Cougar or the Cobra.
A V-shaped plow for moving snow, sand, and wreckage out of the way of the tank. Good for completely removing
the difficult terrain, or at least improving it. Sized to the vehicle. Costs 1 Hardpoint, and costs 20 cR for every Size
Point of the Vehicle.
An Explosives Detector and Detonation Unit. A unit that is attached to the front of the vehicle that sits 3 meters out
from the Vehicle that detects explosives, giving the driver a warning when one is within 5 Meters. The EDAD Unit
also allows the User to forcefully detonate the explosives through electromagnetic pulses. Cannot forcefully
detonate Plasma-based explosives like the Plasma Charge, but can detonate human and Jiralhanae explosives. It
takes 1 Hardpoint to install. This costs 300 cR, or 150 cR for the Mongoose.
AVAILABLE VEHICLES
Warthog
Mongoose
Spade
Gremlin
Cougar
Semi
Wolverine
LIGHT MODIFICATIONS
The following are light modifications that each take up only a forth of a single Hardpoint. This means that up to 4 can be taken to fully use up the
Hardpoint that the first light modification uses.
LIGHT MODIFICATION
HARDPOINTS
Flood Light
A bright Flood Light that can light up a large area. -60 Penalty to Visual Perception when shined at. The Flood Light
only takes up 1 of the 4 in the single Hardpoint. If taken with a remote control swivel that allows the Light to be
controlled via remote, It will cost 2 of the 4 in the single Hardpoint. Costs 30 cR, or 60 cR with the remote control.
A loud siren that causes a -40 Penalty to Hearing Perception when nearby. Costs 1 of the 4 in a single Hardpoint.
Costs 30 cR.
A Camera system that is installed on the vehicle. Can record anything in a 180 degree field of view in whatever
direction its pointed. Costs 1 of the 4 in a single Hardpoint. Costs 40 cR.
Adds bright police lights to the top of the vehicle. Costs 1 of the 4 in a single Hardpoint. Costs 40 cR.
Siren
Camera
Police Light
HIJACKING VEHICLES
Hijacking vehicles can be incredibly risky and dangerous, but
ultimately a powerful asset if pulled off correctly. Hijacking a vehicle
involves correct timing and proper strategy, or it can end in injury and
even possibly death.
VEHICLE SPEED
The Vehicles speed is necessary for discovering the base difficulty for
hijacking it. For every 10KM/H the vehicle is going, there is a -5
Penalty at base for attempting the Hijack.
PASSENGER ASSISTANCE
A Passenger or Crew can attempt to assist the Opponent who is being
Hijacked. Depending on the Action being taken, the GM has to
account for extra variables.
SUCCESSFUL HIJACKING
If the Character is Successful in their Hijacking, it takes a Half Action
to secure and stabilize the Vehicle. A +20 Pilot Test is needed to make
sure the Vehicle doesnt go off uncontrollably right after the Opposed
Tests have been made. If the GM sees no reason for the Vehicle to
have been unstable or uncontrollable, this Action may be skipped,
and the Hijacker now controls the Vehicle.
TECHNICAL SPECIFICATIONS
6 Meters
3.2 Meters
3 Meters
3 Metric Tons
24 MPT
32 MPT
80 MPT
140 MPT (125 KM/h)
40
Driver (1) Gunner (1)
Passenger (1)
Ballistic Polycarbonate, Titanium
110
Wep
Mob Eng
Op
20
18
50
30
Hull Armor
Front
Back Side Top
14
13
13
10
Main Turret Turn Rate 180-Degree rotation per turn.
Targeting Range
550 Meters
Price
620 cR
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Maneuverability
Crew
Complement
Hull Material
Hull Integrity
Break Points
Crew
60
Bottom
8
SELECT ONE
Towing Winch with a Heavy Duty motor gear system
Armory Carrier
Ambulance
Communications Systems
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
Wep
Mob Eng
Op
20
18
50
30
Front
Back Side Top
7
7
7
7
200 cR
Crew
60
Bottom
7
TECHNICAL SPECIFICATIONS
10.2 Meters
7.8 Meters
6.3 Meters
66 Metric Tons
16 MPT
24 MPT
20 MPT
60 MPT (54 KM/h)
20
One Operator with Neural Interface OR
One Tank Operator with Coaxial Operator
OR One Driver, One Machine Gunner, and
One Gunner.
Neural Interface
NI-Capable Link
Complement
Up to four Passengers on the sides
Hull Material
Ceramic Titanium Armor
Hull Integrity
540
Break Points
Wep
Mob Eng Op
Crew
60
70
60
50
100
Hull Armor
Front Back Side Top Bottom
48
30
48
48
13
Main Turret Turn
90-Degree rotation per turn.
Rate
Track Turn Rate
45-Degree rotation per turn.
Price
2,000 cR
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Maneuverability
Crew
TECHNICAL SPECIFICATIONS
10.2 Meters
7.8 Meters
6.3 Meters
33 Metric Tons
16 MPT
24 MPT
20 MPT
60 MPT (54 KM/h)
20
One Operator with Neural Interface OR
One Tank Operator with Coaxial
Operator OR One Driver, One Machine
Gunner, and One Gunner.
Neural Interface
NI-Capable Link
Complement
Up to four Passengers on the sides
Hull Material
Lightweight Ceramic Titanium Armor
Hull Integrity
510
Break Points
Wep
Mob Eng Op
Crew
70
75
65
55
110
Hull Armor
Front Back Side Top Bottom
50
32
50
50
14
Main Turret Turn
90-Degree rotation per turn.
Rate
Track Turn Rate
45-Degree rotation per turn.
Price
2,000 cR
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Maneuverability
Crew
ARMAMENT VARIANT
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,
Hull Integrity
75
Break Points
Wep
Mob Eng Op
Crew
20
40
50
30
60
Hull Armor
Front Back Side Top Bottom
12
12
10
10
8
Turret Turn Rate
180-Degree rotation per turn.
Price
750 cR
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Maneuverability
Crew
Complement
Hull Material
HRUNTING/YGGDRASIL Mantis
Crew
50
Bottom
15
18
ARMAMENT VARIANT: M1
ARMAMENT VARIANT
Crew
80
Bottom
15
20
ARMAMENT VARIANT
TECHNICAL SPECIFICATIONS
15.6 Meters
9.7 Meters
7.9 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
100
80
40
50
150
Front
Back Side
Top
Bottom
50
40
38
30
20
90-Degree rotation per turn.
25-Degree rotation per turn.
6,000 cR
ARMAMENT VARIANT
TECHNICAL SPECIFICATIONS
25.7 Meters
13.6 Meters
9.7 Meters
205 Metric Tons
4 MPT
24 MPT
28 MPT
28 MPT (28 KM/h)
5
One Operator, Two Gunners
Personnel (12-16)
Warthog (1) or Mongoose (6)
Hull Material
Ceramic Titanium Armor
Hull Integrity
900
Break Points
Wep
Mob Eng Op
30
80
80
50
Hull Armor
Front Back Side Top
50
50
50
10
Turret Turn Rate
90-Degree rotation per turn.
Track Turn Rate
15-Degree rotation per turn.
Price
5,500 cR
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Maneuverability
Crew
Complement
Crew
100
Bottom
50
TECHNICAL SPECIFICATIONS
12.3 Meters
8.4 Meters
7.2 Meters
80 Metric Tons
16 MPT
24 MPT
20 MPT
52 MPT (47 KM/h)
15
One Operator
One Gunner
Complement
Up to three Passengers
Hull Material
Ceramic Titanium Armor Twin Plated
Hull Integrity
250
Break Points
Wep
Mob Eng Op
Crew
60
40
40
50
100
Hull Armor
Front Back Side Top Bottom
40
30
30
25
15
Turret Turn Rate
90-Degree rotation per turn.
Track Turn Rate
30-Degree rotation per turn.
Price
3,000 cR
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Maneuverability
Crew
ARMAMENT VARIANT
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
40
40
20
Hull Armor
Front
Back Side Top
25
18
20
20
Turret Turn Rate
45-Degree rotation per turn.
Price
1,500 cR
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Maneuverability
Crew
ARMAMENT VARIANT
Crew
60
Bottom
12
TECHNICAL SPECIFICATIONS
Length
68.3 Meters
Width
32.8 Meters
Height
27.1 Meters
Mass
290 Metric Tons
Meters Per Turn 12 MPT
Acceleration
12 MPT
Braking
12 MPT
Max Speed
24 MPT (23 KM/h)
Maneuverability 1
Crew
One Operator
Complement
Personnel (19-25)
Warthog(4) or Mongoose(10) or
M808 Tank(1).
Hull Material
Ceramic Titanium Armor
Hull Integrity
1600
Break Points
Wep
Mob Eng
Op
Crew
100
130
100
80
200
Hull Armor
Front
Back Side Top Bottom
62
62
62
42
38
Price
18,000 cR
ARMAMENT VARIANT
TECHNICAL SPECIFICATIONS
8.8 Meters
5.2 Meters
3.4 Meters
12 Metric Tons
15 MPT
25 MPT
25 MPT
84 MPT (77 KM/h)
25
One Operator, One Gunner
Up to Two Passengers
Ceramic Titanium Armor
190
Wep
Mob Eng
Op
50
60
40
40
Hull Armor
Front
Back Side Top
37
30
30
20
Main Turret Turn 180-Degree rotation per turn.
Rate
Price
5,000 cR
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Maneuverability
Crew
Complement
Hull Material
Hull Integrity
Break Points
Crew
60
Bottom
12
TURRET MODE
The Cobra has two modes, Mobile and Lockdown. While the Cobra
is in Mobile mode, it has two M66 30mm Rail Guns, which fire one
after another, where the first fires in one Half Action, and the
second fires the next Half Action of the Pilots Turn.
When set to Lockdown Mode, the vehicle transforms into a turret,
where the two M66 Rail Guns transform into a single M98 105mm
Rail Gun. Transforming takes a Full Action
TECHNICAL SPECIFICATIONS
9.8 Meters
4.8 Meters
3.5 Meters
12 Metric Tons
17 MPT
25 MPT
25 MPT
76 MPT (70 KM/h)
35
One Operator, Two Gunner
Up to Five Passengers
Ceramic Titanium Armor
165
Wep
Mob Eng
Op
70
40
40
50
Front
Back Side Top
14
15
15
15
45-Degree rotation per turn.
Crew
100
Bottom
8
950 cR
ARMAMENT VARIANT
TECHNICAL SPECIFICATIONS
11.8 Meters
3.9 Meters
3.2 Meters
22.5 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
40
40
40
Front
Back Side Top
35
30
30
20
45-Degree rotation per turn.
1,500 cR
ARMAMENT VARIANT
ARMAMENT VARIANT
Crew
70
Bottom
20
TECHNICAL SPECIFICATIONS
13.6 Meters
3.8 Meters
2.4 (3.8 with weapon) Meters
25.5 Metric Tons
10 MPT
20 MPT
30 MPT
144 MPT (103 KM/h)
35
One Operator, Two Gunner
Passengers (8)
Ceramic Titanium Armor
165
Wep
Mob Eng
Op
50
40
40
40
Hull Armor
Front
Back Side Top
35
30
30
20
Main Turret Turn
45-Degree rotation per turn.
Rate
Price
1,900 cR
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Maneuverability
Crew
Complement
Hull Material
Hull Integrity
Break Points
Crew
70
Bottom
20
ARMAMENT VARIANT
Passengers (5)
M310 120mm Smooth-bore High-Velocity Cannon
Coaxial M247 Medium Machine Gun
Price: 2,500 cR
Passengers (6)
Rear-facing X23 Non-Nuclear Electromagnetic Pulse Cannon
Coaxial M247 Medium Machine Gun
Price: 2,200 cR
MAIN TURRET MODE
The Kodiak has a collapsing mechanized main turret which can fold
into the chassis to be harder to damage. If the weapon is hit on the
To Hit Chart, the weapon gains the vehicles armor twice, as one
large lump of Armor protecting it. If the attack does not surpass
the first set of Armor, being the vehicles chassis, the weapon is
not hit.
The Turret is able to deploy and collapse in a Full Action,
being unusable during deployment and collapsing.
The Rear-Facing X23 NNEPC is designed to lock on to aircraft,
giving a +20 to hit to any airborne vehicles. The X23 NNEPC, as a
trade-off of being an anti-air design for the Kodiak, gains a -30
Penalty for firing at ground-based targets.
TECHNICAL SPECIFICATIONS
Length
7.3 Meters
Width
2.4 Meters
Height
3.4 Meters
Mass
9.1 Metric Tons
Meters Per Turn 10 MPT
Acceleration
45 MPT
Braking
45 MPT
Max Speed
184 MPT (165 KM/h)
Maneuverability 35
Crew
One Operator
Complement
One Passenger, Cargo
Hull Material
Ceramic Titanium Armor
Hull Integrity
110
Break Points
Wep
Mob Eng
10
30
50
Hull Armor
Front
Back Side
20
28
15
Price
1,300 cR
TECHNICAL SPECIFICATIONS
Length
14 Meters
Width
3.9 Meters
Height
4.8 Meters
Mass
33 Metric Tons
Meters Per Turn 15 MPT
Acceleration
25 MPT
Braking
30 MPT
Max Speed
76 MPT (70 KM/h)
Maneuverability 40
Crew
One Operator, One Gunner
Complement
N/A
Hull Material
Ceramic Titanium Armor
Hull Integrity
165
Break Points
Wep
Mob Eng
Op
50
40
40
40
Hull Armor
Front
Back Side Top
30
25
30
20
Main Turret
45-Degree rotation per turn.
Turn Rate
Price
3,000 cR
ARMAMENT VARIANT
M197 Artillery Cannon
Crew
70
Bottom
20
ADDITIONAL MATERIAL
Op
18
Top
15
Crew
50
Bottom
20
The Cabover Flatbed has the availability of a trailer that costs 600
cR. The trailer holds up to 7 Mongoose, or two Warthogs, as a
general scale. This Cabover also contains a Sleeper which is a
small section in the rear of the Semi that contains a bed, a small
fridge, and a food preparation oven or microwave.
With trailer, the Flatbeds Acceleration and Breaking become 30,
and the Maneuverability to become 15.
AV-14 Hornet
ACC-220 Vulture
Crew
100
Bottom
10
1,220 cR
ARMAMENT VARIANT
ARMAMENT VARIANT
Crew
80
Bottom
29
Offers weaponry of the Standard Fit, but offers a LimitedDistance Slipspace Drive.
Crew
70
Bottom
25
2,300 cR
TECHNICAL SPECIFICATIONS
40.8 Meters
18.1 Meters
26.5 Meters
9 Metric Tons
200 MPT
250 MPT
100 MPT
2720 MPT (2450 KM/h)
85
1
500 Meters
Pilot (1) Co-Pilot (1)
Personnel (45-50)
Warthog(9) or Mongoose(22) or
M808 Tank(2). Rhino (1)
Ceramic Titanium Armor
84
Wep
Mob Eng
Op
Crew
20
40
30
30
70
Front
Back Side Top Bottom
20
20
20
20
25
1,500 cR
AV-22 Sparrowhawk
D96-TCE Albatross
TECHNICAL SPECIFICATIONS
Length
36.8 Meters
Width
19.3 Meters
Height
22.5 Meters
Mass
19 Metric Tons
Meters Per Turn 200 MPT
Acceleration
250 MPT
Braking
100 MPT
Max Speed
2720 MPT (2450 KM/h)
Maneuverability 90
Targeting
1
Targeting Range 400 Meters
Crew
Pilot (1) Co-Pilot (1)
Complement
Personnel (40-45)
Warthog(8) or Mongoose(20) or
M808 Tank(2). Rhino (1)
Hull Material
Ceramic Titanium Armor
Hull Integrity
154
Break Points
Wep
Mob Eng
Op
Crew
20
60
30
20
50
Hull Armor
Front
Back Side Top Bottom
19
20
14
20
22
Price
1,500 cR
4875 cR
ARMAMENT VARIANT
Nose-Mounted M6 Grindell
Two GUA-23/AW/Linkless Feed Autocannon
Crew
70
Bottom
9
UH-144 Falcon
Hull Armor
Crew
60
Bottom
10
1,200 cR
M638 Autocannon
Two Side-Mounted M460 Automatic Grenade Launchers
M638 Autocannon
Two Side-Mounted M247H Heavy Machine Guns
Price
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
Operator (1), Assistant (1)
Ceramic Titanium Armor
92
Wep
Mob Eng
Op
40
70
40
40
Front
Back Side Top
11
10
10
8
2,300 cR
ARMAMENT VARIANT
Crew
80
Bottom
9
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) Passenger (4)
Ceramic Titanium Armor
188
Wep
Mob
Eng
Op
Crew
50
80
40
50
70
Front
Back
Side
Top
Bottom
19
23
18
17
18
9,900 cR
ARMAMENT VARIANT
TECHNICAL SPECIFICATIONS
2.3 Meters
2.6 Meters
5 Meters
0.7 Metric Tons
1100 Drop Speed KM/H (70 KM/Round)
95 (0 when landed)
2
3000 Meters
One Operator
Ceramic Titanium Armor
70
Wep
Mob Eng
Op
Crew
20
20
50
100
150
Front
Back Side Top Bottom
22
21
21
20
22
690 cR
F-41 Broadsword
Skyhawk
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Maneuverability
Targeting
Targeting Range
Crew
Complement
Hull Material
Hull Integrity
Break Points
Hull Armor
Price
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
70
40
Front
Back Side
12
11
11
Op
40
Top
10
Crew
80
Bottom
12
3,200 cR
ARMAMENT VARIANT
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
Braking
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 Delay
2
Recharge Rate
25
Hull Material
Ceramic Titanium Armor
Hull Integrity
200
Break Points
Wep
Mob Eng
50
80
40
Hull Armor
Front
Back Side
12
11
11
Price
Op
50
Top
10
4,000 cR
ARMAMENT VARIANT
Crew
80
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
Braking
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 Delay
2
Recharge Rate
10
Hull Material
Ceramic Titanium Armor
Hull Integrity
170
Break Points
Wep
Mob Eng
50
80
40
Hull Armor
Front
Back Side
12
12
10
Price
AV-30 Kestrel
Op
50
Top
9
3,800 cR
ARMAMENT VARIANT
Crew
80
Bottom
10
1,300 cR
ARMAMENT VARIANT
TECHNICAL SPECIFICATIONS
Length
11.7 Meters
Width
8.5 Meters
Height
3.3 Meters
Mass
1.3 Metric Tons
Meters Per Turn
350 MPT
Acceleration
700 MPT
Braking
500 MPT
Max Speed
1,870 MPT (1,700 KM/h)
Targeting
3
Targeting Range
2,000 Meters
Maneuverability
100
AI Perception
80
AI Warfare Range
70
Crew
Dumb AI (1)
Hull Material
Ceramic Titanium Armor
Hull Integrity
70
Break Points
Wep
Mob Eng Op
30
70
50
40
Hull Armor
Front Back Side Top
8
7
7
6
Price
1,700 cR
ARGUS Drone
Crew
100
Bottom
9
TECHNICAL SPECIFICATIONS
Length
1 Meters
Width
1 Meters
Height
0.4 Meters
Mass
100 KG
Meters Per Turn
300 MPT
Acceleration
100 MPT
Braking
100 MPT
Max Speed
311 MPT (283 KM/h)
Targeting
5
Targeting Range
2,000 Meters
Maneuverability
200
AI Perception
80
AI Warfare Range
50
Crew
Dumb AI (1)
Hull Material
Ceramic Titanium Armor
Hull Integrity
70
Break Points
Wep
Mob Eng
30
70
50
Hull Armor
Front Back Side
4
5
5
Price
Op
40
Top
6
Crew
100
Bottom
7
200 cR
ARMAMENT VARIANT
Pioneer Cart
Length
Width
Height
Mass
Meters Per
Turn
Acceleration
Braking
Max Speed
Maneuverabilit
y
Crew
Complement
Hull Material
Hull Integrity
Break Points
Hull Armor
Price
TECHNICAL SPECIFICATIONS
8.6 Meters
1.3 Meters
1.3 Meters
1 Metric Tons
17 MPT
Civilian Hog
25 MPT
25 MPT
35 MPT (32 KM/h)
20
One Operator
Up to Six Passengers
Steel Framing
60
Wep
Mob Eng
10
20
16
Front
Back Side
8
8
7
200 cR
Op
14
Top
4
Crew
20
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
Braking
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
20
30
20
60
Hull Armor
Front Back Side Top Bottom
11
11
10
9
8
Price
550 cR
TECHNICAL SPECIFICATIONS
Length
6.2 Meters
Width
1.3 Meters
Height
1.3 Meters
Mass
1 Metric Tons
Meters Per Turn 17 MPT
Acceleration
60 MPT
Braking
45 MPT
Max Speed
200 MPT (180 KM/h)
Maneuverability 35
Crew
One Operator
Complement
One Passenger
Hull Material
Steel Framing
Hull Integrity
60
Break Points
Wep
Mob Eng
Op
10
20
20
18
Hull Armor
Front Back Side Top
3
4
2
3
Price
500 cR
Crew
40
Bottom
5
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Maneuverability
Crew
Complement
Hull Material
Hull Integrity
Break Points
Hull Armor
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 Passenger
Titanium Framing
50
Wep
Mob Eng
Op
10
20
20
20
Front Back Side Top
4
3
3
2
900 cR
Crew
40
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
30
10
10
Front Back Side Top
7
8
5
2
200 cR
Civilian Spade
Crew
30
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
Braking
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
50
20
20
40
Hull Armor
Front Back Side Top Bottom
9
8
9
6
6
Price
500 cR
Civilian Uberchassis
TECHNICAL SPECIFICATIONS
Length
4.5 Meters
Width
1.9 Meters
Height
1.5 Meters
Mass
1.5 Metric Tons
Meters Per Turn 40 MPT
Acceleration
75 MPT
Braking
55 MPT
Max Speed
300 MPT (270 KM/h)
Maneuverability 35
Crew
One Operator
Complement
One Passenger
Hull Material
Aluminum Framing
Hull Integrity
51
Break Points
Wep
Mob Eng
Op
10
30
16
18
Hull Armor
Front Back Side Top
3
4
2
3
Price
250 cR
Crew
30
Bottom
5
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Maneuverability
Crew
Complement
Hull Material
Hull Integrity
Break Points
Hull Armor
Price
TECHNICAL SPECIFICATIONS
16.2 Meters
2.4 Meters
3.4 Meters
9.1 Metric Tons
10 MPT
40 MPT
40 MPT
184 MPT (165 KM/h)
25
One Operator
One Passenger, Cargo
Polycarbonate with Titanium Frame
110
Wep
Mob Eng
Op
Crew
10
30
30
18
30
Front Back Side Top Bottom
8
16
8
5
7
1,000 cR
Civilian Oliphant
TECHNICAL SPECIFICATIONS
Length
7.3 Meters
Width
2.4 Meters
Height
3.4 Meters
Mass
9.1 Metric Tons
Meters Per Turn
10 MPT
Acceleration
45 MPT
Breaking
45 MPT
Max Speed
184 MPT (165 KM/h)
Maneuverability
35
Crew
One Operator
Complement
One Passenger, Cargo
Hull Material
Polycarbonate with Titanium Frame
Hull Integrity
110
Break Points
Wep
Mob Eng
Op
Crew
10
30
30
18
30
Hull Armor
Front Back Side Top Bottom
8
14
8
5
7
Price
900 cR
The Cabover Flatbed has the availability of a trailer that costs 600
cR. The trailer holds up to 7 Mongoose, or two Warthogs, as a
general scale. This Cabover also contains a Sleeper which is a
small section in the rear of the Semi that contains a bed, a small
fridge, and a food preparation oven or microwave.
With trailer, the Flatbeds Acceleration and Breaking become 30,
and the Maneuverability to become 15.
TECHNICAL SPECIFICATIONS
Length
25.7 Meters
Width
13.6 Meters
Height
9.7 Meters
Mass
205 Metric Tons
Meters Per Turn 4 MPT
Acceleration
24 MPT
Breaking
28 MPT
Max Speed
28 MPT (28 KM/h)
Maneuverability 5
Crew
One Operator, Two Gunners
Complement
Personnel (12-16)
Warthog (1) or Mongoose (6)
Hull Material
Ceramic Titanium Armor
Hull Integrity
900
Break Points
Wep
Mob Eng
Op
80
80
50
10
Hull Armor
Front Back Side Top
50
50
10
50
Price
3,000 cR
Crew
100
Bottom
50
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
60
30
20
Front
Back
Side
Top
18
12
17
16
840 cR
ARMAMENT VARIANTS:
Two Class-2 Energy Guns
Hull Armor
Crew
40
Bottom
10
cR Price
TECHNICAL SPECIFICATIONS
4.2 Meters
3.9 Meters
3.1 Meters
540 KG
40 MPT
50 MPT
40 MPT
166 MPT (155 KM/h)
45
+30 MPT Max Speed
Driver (1)
Sangheili Metallics
120
Wep
Mob
Eng
Op
40
60
30
20
Front
18
840 cR
Back
12
Side
17
ARMAMENT VARIANTS:
Two Class-2 Energy Guns
Top
16
Crew
40
Bottom
10
Chopper
Length
Width
Height
Meters Per Turn
Acceleration
Braking
Max Speed
Boost
Maneuverability
Crew
Hull Material
Hull Integrity
Break Points
Hull Armor
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
80
20
15
Front
Back
Side
Top
20
9
16
16
940 cR
ARMAMENT VARIANTS:
Four 35mm Autocannons
Crew
40
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
60
50
50
Front
Back
Side
Top
27
12
18
16
1,340 cR
ARMAMENT VARIANTS:
Type-30 Locust
Crew
80
Bottom
10
ARMAMENT VARIANTS:
Crew
90
Bottom
9
15
Focus Cannon
Stomp (1) Attack (6D10+Strength Mod Pierce 15)
Type-47 Scarab
ARMAMENT VARIANTS:
Crew
90
Bottom
48
48
Back
90
90
Side
90
90
ARMAMENT VARIANTS:
Top
48
48
Crew
150
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
ARMAMENT VARIANTS:
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
150
Bottom
120
160
Type-48 Revenant
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Boost
Maneuverability
Crew
Component
Hull Material
Hull Integrity
Break Points
Hull Armor
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)
Passenger (1)
Sangheili Metallics
134
Wep
Mob
Eng
Op
40
60
30
20
Front
Back
Side
Top
18
12
12
12
1,400 cR
ARMAMENT VARIANTS:
Class-2 Plasma Mortar
Type-46 Specter
Crew
40
Bottom
10
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Maneuverability
Crew
Component
Hull Material
Hull Integrity
Break Points
Hull Armor
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
60
50
30
Front
Back
Side
Top
18
12
16
13
1,300 cR
ARMAMENT VARIANTS:
Crew
60
Bottom
11
Type52 Prowler
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Maneuverability
Crew
Component
Hull Material
Hull Integrity
Break Points
Hull Armor
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
80
30
20
Front
Back Side
Top
20
7
18
16
1,300 cR
ARMAMENT VARIANTS:
Type-47 Gorgon
Crew
70
Bottom
20
ARMAMENT VARIANTS:
3 Heavy Needlers
Stomp (1) Attack (6D10+Strength Mod Pierce 15)
Crew
70
Bottom
12
20
TECHNICAL SPECIFICATIONS
2 Meters
2 Meters
2.5 Meters
500 KG
35 MPT
35 MPT
35 MPT
72 MPT (62 KM/h)
+45 MPT Max Speed
40
Driver (1)
Tungsten-Alloy
100
Wep
Mob
Eng
Op
60
60
60
60
Front
18
2,000 cR
Back
18
Side
18
ARMAMENT VARIANTS:
Two Gravity Cannons
Top
18
Crew
60
Bottom
18
Length
Width
Height
Mass
Acceleration
Max Speed
Meters Per Turn
Acceleration
Braking
Max Speed
Boost
Maneuverability
Crew
Hull Material
Hull Integrity
Break Points
Hull Armor
cR Price
TECHNICAL SPECIFICATIONS
8.8 Meters
9.2 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
70
60
70
Front
Back
Side
Top
48
22
30
42
1,200 cR
Length
Width
Height
Mass
Acceleration
Max Speed
Meters Per Turn
Acceleration
Braking
Max Speed
Boost
Maneuverability
Crew
Hull Material
Hull Integrity
Break Points
Crew
100
Bottom
18
ARMAMENT VARIANTS:
Hull Armor
cR Price
TECHNICAL SPECIFICATIONS
8.8 Meters
9.2 Meters
4.2 Meters
32 Metric Ton
3 KM/s
59 KM/h
30 MPT
45 MPT
40 MPT
172 MPT (155 KM/h)
+45 MPT (Half Boost Charge)
30
Driver (1) Gunner (1)
Sangheili Metallics
300
Wep
Mob
Eng
Op
56
75
70
80
Front
50
1,700 cR
Back
25
Side
35
Top
50
Crew
120
Bottom
25
ARMAMENT VARIANTS:
Type-26 Banshee
TECHNICAL SPECIFICATIONS
Length
6.9 Meters
Width
7.4 Meters
Height
5.4 Meters
Mass
2.25 Metric Tons
Meters Per Turn 30 MPT
Acceleration
100 MPT
Braking
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
Sangheili Metallics
Hull Integrity
90
Break Points
Wep
Mob Eng
30
60
40
Hull Armor
Front
Back Side
18
12
12
Price
1,300 cR
ARMAMENT VARIANT
Op
40
Crew
80
Top
16
Bottom
12
Hull Armor
Price
TECHNICAL SPECIFICATIONS
10.9 Meters
8.6 Meters
6.1 Meters
2.5 Metric Tons
250 MPT
1500 MPT
1500 MPT
3900 MPT (3500 KM/h)
+500 MPT
500
6
2000 Meters
One Operator
Sangheili Metallics
90
Wep Mob
Eng
Op
30
60
40
40
Front
20
1,900 cR
Back
12
Side
12
ARMAMENT VARIANT
Top
15
Crew
80
Bottom
11
Type-54 Banshee
TECHNICAL SPECIFICATIONS
Length
8.2 Meters
Width
7.7 Meters
Height
5.9 Meters
Mass
2.25 Metric Tons
Meters Per Turn 30 MPT
Acceleration
100 MPT
Braking
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
Sangheili Metallics
Hull Integrity
90
Shield Rating
225
Recharge Delay
4
Recharge Rate
75
Break Points
Wep
Mob Eng
30
60
40
Hull Armor
Front
Back Side
18
12
12
Price
1,300 cR
ARMAMENT VARIANT
Crew
80
Top
16
Bottom
12
Hull Armor
Price
TECHNICAL SPECIFICATIONS
3.9 Meters
3.9 Meters
8 Meters
1.1 Metric Tons
1100 Drop Speed KM/H (70 KM/Round)
95 (0 when landed)
2
3000 Meters
One Operator
Sangheili Metallics
70
Wep Mob
Eng
Op
Crew
20
50
50
90
110
Front
22
690 cR
Back
21
Side
21
Top
20
Bottom
22
TECHNICAL SPECIFICATIONS
25 Meters
25 Meters
32 Meters
15 Metric Tons
1100 Drop Speed KM/H (70 KM/Round)
95 (0 when landed)
2
3000 Meters
One Operator, 20 Passengers
Sangheili Metallics
70
Wep Mob
Eng
Op
Crew
20
50
50
90
110
Front
Back Side Top Bottom
22
21
21
20
22
2,690 cR
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Targeting
Targeting Range
Maneuverability
Crew
Hull Material
Hull Integrity
Break Points
Hull Armor
Price
TECHNICAL SPECIFICATIONS
17,1 Meters
14.1 Meters
4.1 Meters
16 Metric Tons
30 MPT
100 MPT
50 MPT
200 MPT (190 KM/h)
4
900 Meters
70
Operator (1) Gunner (2)
Sangheili Metallics
300
Wep
Mob Eng
50
70
60
Front
Back Side
18
12
12
3,600 cR
ARMAMENT VARIANT
Heavy Plasma Mortar
Two Plasma Cannons
Op
70
Top
16
Crew
100
Bottom
12
Type-31 Seraph
TECHNICAL SPECIFICATIONS
Length
31 Meters
Width
15.1 Meters
Height
7.1 Meters
Mass
26 Metric Tons
Meters Per Turn 500 MPT
Acceleration
1000 MPT
Braking
800 MPT
Max Speed
3556 MPT (3200 KM/h)
Maneuverability 240
Targeting
8
Targeting Range 3000 Meters
Crew
Operator (1) Gunner (3)
Shield Rating
300
Recharge Delay
2
Recharge Rate
100
Hull Material
Sangheili Metallics
Hull Integrity
128
Break Points
Wep
Mob Eng
50
80
60
Hull Armor
Front
Back Side
12
14
14
Price
2,400 cR
ARMAMENT VARIANT
Heavy Plasma Cannon
Pulse Laser
Plasma Charge
Type-56 Lich
Op
70
Crew
100
Top
13
Bottom
14
TECHNICAL SPECIFICATIONS
Length
102.8 Meters
Width
50.9 Meters
Height
32.7 Meters
Mass
859.7 Metric Tons
Meters Per Turn 200 MPT
Acceleration
250 MPT
Braking
500 MPT
Max Speed
1000 MPT (900 KM/h)
Targeting
5
Targeting Range 1200 Meters
Maneuverability 165
Crew
Operator (1) Gunner (5)s
Complement
Passengers (30)
Hull Material
Sangheili Metallics
Hull Integrity
152
Break Points
Wep
Mob Eng
40
90
50
Hull Armor
Front
Back Side
19
19
19
Price
21,700 cR
ARMAMENT VARIANT
Op
70
Crew
90
Top
19
Bottom
19
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
Braking
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
70
40
Hull Armor
Front
Back Side
13
13
12
Price
1,900 cR
ARMAMENT VARIANT
Heavy Needle Cannon
Two Class-2 Energy Guns
Stasis Cannon
Type-52 Phantom
Op
50
Top
12
Crew
80
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
Braking
350 MPT
Max Speed
776 MPT (700 KM/h)
Maneuverability 185
Targeting
6
Targeting Range 1200 Meters
Crew
Operator (1) Gunner (3)
Complement
Passengers (15)
Hull Material
Sangheili Metallics
Hull Integrity
146
Break Points
Wep
Mob Eng
50
80
60
Hull Armor
Front
Back Side
19
19
19
Price
2,400 cR
Op
70
Top
19
Crew
120
Bottom
19
ARMAMENT VARIANT
Two Plasma Cannons
Heavy Plasma Cannon
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
Braking
650 MPT
Max Speed
1220 MPT (1100 KM/h)
Maneuverability 155
Targeting
3
Targeting Range 700 Meters
Crew
Operator (1) Gunner (1)
Complement
Passengers (31)
Hull Material
Sangheili Metallics
Hull Integrity
152
Break Points
Wep
Mob Eng
50
70
60
Hull Armor
Front
Back Side
19
19
19
Price
3,100 cR
ARMAMENT VARIANT
Crew
100
Top
19
Bottom
19
TECHNICAL SPECIFICATIONS
1.3 Meters
0.7 Meters
2.5 Meters
30.9 Kilograms
Sangheili Metallics
60
120
Front
Back Side Top
11
11
11
11
700 cR
Bottom
11
TECHNICAL SPECIFICATIONS
Length
2.6 Meters
Width
0.5 Meters
Height
2.1 Meters
Mass
26.2 Kilograms
Hull Material
Sangheili Metallics
Shield Integrity
30
Recharge Delay
3
Recharge Rate
30
Hull Integrity
70
Break Points
300
Hull Armor
Front
Back Side Top
10
6
6
2
Price
700 cR
ARMAMENT VARIANT
Bottom
3
Price
TECHNICAL SPECIFICATIONS
4.4 Meters
3.1 Meters
3.2 Meters
97.9 Kilograms
Sangheili Metallics
70
90
Front
Back Side Top
18
12
12
12
700 cR
ARMAMENT VARIANT
Bottom
20
TECHNICAL SPECIFICATIONS
2.1 Meters
0.5 Meters
1.4 Meters
70.9 Kilograms
Sangheili Metallics
90
120
Front
Back Side Top
20
15
6
2
700 cR
ARMAMENT VARIANT
Bottom
8
VTOL SPECIFICATIONS
7.3 Meters
8.3 Meters
4 Meters
5 Metric Tons
90 MPT
100 MPT
80 MPT
200 MPT (180 KM/h)
110
3
900 Meters
One Operator
Unknown Forerunner Metal
70
Wep
Mob Eng
Op
20
70
30
20
Front
Back Side Top
12
11
11
11
1,400 cR
ARMAMENT VARIANT
Crew
60
Bottom
11
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.
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
DISPOSITIONS
COMMAND
Fanatical
Devoted
Loyal
Indifferent
Resentful
Disloyal
Mutinous
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
OUTCOME
Human: 250
Covenant: 500
Forerunner: 1,000
Human: 200
Covenant: 400
Forerunner: 800
Human: 150
Covenant: 300
Forerunner: 600
Human: 100
Covenant: 200
Forerunner: 400
Human: 50
Covenant: 100
Forerunner: 200
After the length and difficulty are figured, the cR Payout is multiplied
by the shown multiplier based on Rank.
MISSION DIFFICULTY
Base cR GAINED
Simple
Routine
Challenging
Hard
Very Difficult
100
250
500
750
1,000
MISSION LENGTH
Mission Length plays into how much cR will be given to the
Characters. When figuring the Multiplier, remember that (X) is the
amount of days in the Mission. Using a calculator is recommended.
To figure the multiplier, take (X)*0.05, and then add 1 to it.
An example would be 15 days. 15*0.05 is 0.75, and then you add 1 to
it, giving you 1.75. Adding 1 allows the multiplier to not subtract cR,
instead of giving.
Once this is figured, the multiplier is multiplied to the
amount of Base cR gained. Your Characters are now ready to figure
their payout with their Rank Multiplier.
MISSION LENGTH
cR MULTIPLIER
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:
W-1:
W-2:
W-3:
W-4:
W-5:
O-1:
O-2:
O-3:
O-4:
O-5:
O-6:
O-7:
O-8:
O-9:
O-10:
SPECIAL:
*1
*1.1
*1.2
*1.3
*1.4
*1.5
*1.6
*1.7
*1.8
*2
*2.2
*2.4
*2.6
*2.8
*3.2
*3.6
*4
*4.4
*4.8
*5.2
*5.6
*6
*6.4
*6.8
*8
GREED
It should be known that a higher ranking Soldier who refuses to use
their cR for the benefit of survival or their Mission could face
Dissention Points. The GM should keep this in mind when dealing with
greedy Soldiers of any Faction.
MILITARY TIME
When figuring how many days in the Mission your Players were doing,
make sure to remove all time spent mucking around. At least attempt
to not pay Players who are actively attempting to slow down a
Mission but screwing around or just not being active.
SET COUNT
WEIGHT (KG)
5x23mm Caseless
7.62mm, Needler
7.9mm Bolt
8.7x60mm CRP
9.5x40mm
12.7mm Browning
14.5x114mm
16mm Rounds
20mm Rounds
25mm Rounds
30mm Rounds
35mm Rounds
38mm Rounds
40mm Rounds
50mm Rounds
65mm Rounds
70mm Rounds
90mm Rounds
102mm Rounds
105mm Rounds
110mm Rounds
120mm Rounds
3,000
2,000
1,700
1,500
1,250
1,000
925
840
800
750
700
650
620
600
500
450
300
200
100
80
60
40
0.005
0.025
0.04
0.02
0.08
0.064
0.074
0.095
0.1
0.12
0.25
0.3
0.36
0.43
175mm Rounds
178mm Rounds
Micro Missile
Missile
20
10
10
5
OUTCOME
1
2
3-4
5
6
7-8
9
10
Desert
Jungle/Forrest
Grassland
Mountains
Coastal
Wetland
Valley
Space
WHAT IS
DESERT
TYPE
1
2
3
4
5
Tundra
Hot and Dry
Glassland
Coastal
Mesa
DESERT
WEATHER
1-6
7
8
9
10
Clear
Rain
Heavy Rain
Snow (Tundra Only)
Blizzard (Tundra Only)
WHAT IS
ROLL
FOREST
OUTCOME
FOREST
TYPE
1
2
3
4
5
Rain Forest
Tropical Jungle
Scrub Forrest
Deciduous Forest
Coniferous Forest
FOREST
WEATHER
1-5
6
7
8
9
10
Clear
Rain
Heavy Rain
Flooding
Monsoon (Rain Forest Only)
Snowfall (Coniferous and Deciduous Only)
WHAT IS
ROLL
GRASSLAND
OUTCOME
GRASSLAND
TYPE
1
2
3
4
5
Savanna
Tropical Grassland
Montane Mountain Grassland
Prairie Grassland
Rolling Hills
GRASSLAND
WEATHER
1-4
5
6
7
8
9
10
Clear
Rain
Heavy Rain
Flooding
Snowfall
Blizzard
Inclement Weather
WHAT IS
ROLL
MOUNTAIN
OUTCOME
MOUNTAIN
TYPE
1
2
3
4
5
Volcanic
Rock
Dome
Plateau
Folded
MOUNTAIN
WEATHER
1-4
5
6
7
8
9
10
Clear
Rain
Heavy Rain
Mudslide/Avalanche
Snowfall
Blizzard
Inclement Weather
WHAT IS
ROLL
COASTAL
OUTCOME
COASTAL
TYPE
1
2
3
4
5
Beach
Estuary
Cliffside
Dune
Mud
COASTAL
WEATHER
1-4
5
6
7
8
9
10
Clear
Rain
Heavy Rain
Flooding
Snowfall
Monsoon/Typhoon
Hurricane
WHAT IS
ROLL
WETLAND
OUTCOME
WETLAND
TYPE
1
2
3
4
5
Marsh
Wet Meadow
Swamp
Bog
Playa Lakes
1-4
5
6
7
8
9
10
Clear
Rain
Heavy Rain
Flooding
Snowfall
Blizzard
Inclement Weather
WHAT IS
ROLL
VALLEY
OUTCOME
VALLEY
TYPE
1
2
3
4
5
Gulch
Mountain Cove
Ravine
River Valley
Hanging Valley
1-4
5
6
7
8
9
10
Clear
Rain
Heavy Rain
Mudslide/Avalanche
Snowfall
Blizzard
Inclement Weather
WHAT IS
ROLL
SPACE
OUTCOME
SPACE
1
2
3
4
5
Asteroids/Meteors
Space Stations
Spaceship
Defense Station
Mobile Fleet Platform
WETLAND
WEATHER
VALLEY
WEATHER
WEATHER SUPPLEMENTS
Weather Supplements offer an expanded weather system based on
the previously rolled Weather Outcome.
WHAT IS
ROLL OUTCOME
SNOW
SUPPLEMENT
1
2
3
4
5
WHAT IS
ROLL
OUTCOME
RAIN
SUPPLEMENT
2
3
4
5
WHAT IS
ROLL
OUTCOME
RAIN
SUPPLEMENT
2
3
4
5
1-4
5
6
7
8
9
10
Powerful Winds
Tornadoes/Cyclones
Hail/Ice Storm
Severe Thunderstorms
Extreme Heat
Drought
Lightning Storm
LIGHTING POSSIBILITIES
LIGHTING
TYPES
1-2
3-4
5
7
8
9
10
Normal Visibility
Night, Darkness
No lighting, Very Dark
Lighting Storm (Flashing lights)
Lowlight (Dusk, Dawn)
Pitch Black
Incredibly Bright
1
2
3-4
5
6
7
8
9-10
Twilight-Dawn
Sunrise
Morning
Noon
Evening
Sunset
Twilight-Dusk
Night
TIME OF DAY
DAYTIME
STRUCTURES
Structures are various locations that can be found near or within the
biome selected. There are two types of Structure Charts that can be
rolled on; Mass Structures and Separated Structures.
Mass Structures are locations like cities, installations, and
factories. These Structures are usually found in larger numbers.
Separated Structures are single to a few in number, and
separated in distance from any other structures.
2
3
MASS STRUCTURES
STRUCTURES
1
2
3
4
5
6
7
8
9
10
Natural (None)
Rural
City
Metropolis
Farmland
Forerunner Installation
UNSC Military Installation
Covenant Military Installation
Insurrectionist Military Installation
Assembly Factories
5
6
7
8
SEPARATED STRUCTURES
STRUCTURES
1
2
3
4
5
6
7
8
9
10
MISSIONS
There are 10 types of Missions that are used in standard Military and
Guerilla Practices. The missions can be rolled on like anything else in
the Encounter and Scenario System, but can obviously be chosen
based on a previous or decided scenario.
Attack and Defense are the two main Mission Types, as
theyre based on taking, controlling, or defending land.
Every Mission Type has a Supplement. These supplements
are the different types of Missions and tactics that can be used.
9
10
1
2
3
4
5
MISSION TYPE
MISSIONS
1
2
3
4
5
6
7
8
9
10
Attack
Defense
Patrol
Pursuit
Escort
Recon/Intel
Construction
Survival
Raid
Retrieval
6
7
8
9
10
MISSION SUPPLIMENT
MISSION SUPPLIMENT
PATROL
MISSIONS
CONSTRUCTION
MISSIONS
1
2
3
4
5
MISSION SUPPLIMENT
PURSUIT
MISSIONS
1
2
3
4
5
1-3
4-6
7-8
9-10
MISSION SUPPLIMENT
SURVIVAL
MISSIONS
1
2
3
4
5
MISSION SUPPLIMENT
MISSION SUPPLIMENT
ESCORT
MISSIONS
RAID
MISSIONS
1
2
3
4
5
MISSION SUPPLIMENT
RECON/INTEL
MISSIONS
1
2
3
4
5
1
2
3
4
5
MISSION SUPPLIMENT
RETREIVAL
MISSIONS
1
2
3
4
5
1-57
55-57
58
59-61
62-64
65-67
68-70
71-73
74-76
77-79
80-82
83-85
87-89
90-92
93-95
96-98
99-100
Nothing
Survivors Found
Earthquake
Nearby Orbital Bombardment
Large Fires
Nearby Orbital Glassing
Nuclear Device Detonation
Second opponent joins the battle
Forerunner Structure found
Opposing dropship jumps in
Important new mission (At key point)
Early reinforcements
Enemy traitor joins your side
Improved Intel received
Vehicle Depot found
Weapons Locker found
Prisoners Found
OPPONENT ENCOUNTERS
Now that youve world built and created your scenario, you can also
have Encounters, which are random, or chosen, possibilities to slightly
alter what happens within the battles or adventures.
This Opponent System not only can help you decide who
your Party encounters during their Mission. You can also decide the
type and size of the opposing encounter.
ENCOUNTER OPPONENT AND SIZE
UNSC MILITARY FORCE OPPONENT
ENCOUNTER
1-30
31-60
61-79
80-98
99-100
Covenant Forces
UNSC Forces
Insurrectionist Forces
Forerunner Sentinels
Flood Infestation
1
2
3
4
5
Patrol
Recon Team stalking party
Strike Force
Heavy Weapons Force
Vehicle Convoy
PLANETARY SIZE
This shows the size of the Planets radius in Kilometers. Earth is
roughly 12,700 KM, to give GMs a good understanding of size. Rolling
on this Chart doesnt give you an exact number, but a rough
estimation or rounding to the nearest number.
WHAT IS
ROLL
OUTCOME
PLANET SIZE
PERCENTAGE
1
2
3
4
5
6
7
8
9
10
3,000
6,000
8.000
10,000
12,700
14,000
15,000
17,000
18,000
20,000
GRAVITATIONAL PULL
This shows the size of the Planets Gravitational Pull, where 1 is
Earths Gravity. Anything above is a stronger Gravity, which can alter
Fall Damage to be even deadlier, whereas anything lower than 1 will
be safer, but a weaker pull.
This Gravitational Pull also multiplies or divides the time it
takes to escape a Planets atmosphere.
WHAT IS
ROLL
OUTCOME
PLANET SIZE
PERCENTAGE
1-59
60-83
84-94
95-99
100
BUILDING A PLANET
There are thousands of habitable planets in Halo, many of which have
not even been discovered, yet. This allows GMs to make those planets
discoverable, or at least generate ones with unknown structure. This
allows a GM to find the amount of water a planet has, compared to
land, the amount of continents on the planet, and
.25x (1/4th)
.5x ()
1x (Earth)
2x
3x
PLANET ATMOSPHERE
The following is a series of possible planetary atmosphere
compositions that can change how breathable the air is. Each
composition has an explanation of what can happen when attempting
to breathe it.
WHAT IS ROLL
OUTCOME
ATMOSPHERE
1-70
71-75
76-80
81-90
1
2
3
4
5
91100
1-7
8-16
17-25
26-40
41-50
51-60
61-70
71-80
81-90
91-100
1D5+5 Hours
1D5+10 Hours
1D10+10 Hours
2D10+10 Hours
3D10+15 Hours
4D10+20 Hours
5D10+25 Hours
6D10+30 Hours
7D10+35 Hours
10D10+50 Hours
1-7
8-16
17-25
26-40
41-50
51-60
61-70
71-80
81-90
91-100
WHAT IS
WATER/LAND
PERCENTAGE
1D100+50 Days
1D100+75 Days
2D100+50 Days
2D100+75 Days
3D100+50 Days
3D100+75 Days
4D100+50 Days
4D100+75 Days
5D100+50 Days
5D100+75 Days
COLONIZATION LEVEL
A Planet is able to hold a Colonization Level if it has a breathable
Atmosphere. If the Planet does not have a Breathable Atmosphere, it
will only be able to have a Large or Small Outpost.
Each Colonization Level shows the average population in
the parenthesis.
WHAT IS
ROLL
OUTCOME
COLONIZATION LEVELS
1
2
3
4
5
6
7
8
9
10
NPC GENERATION
Now that you have all of your Generation done for your world
building, now you can build your NPCs with ease. This allows a GM to
quick-build NPCs based on attitude, complexion, and even current
mood.
Depending on setting and location, rolling for Race is
obviously not required.
The NPC Generation System can also be used for creating
Player Characters.
WHAT IS
ROLL
OUTCOME
NPC RACE
1
2
3
4
5
6
7
8
9
10
Human
Sangheili
Jiralhanae
Unggoy
Kig-Yar
Mgalekgolo
Yonhet
San Shyuum
Yanmee
Huragok
WHAT IS
ROLL
OUTCOME
KIG-YAR
SUBSPECIES
1
2
3
Ruutian
IbieShan
Tvaoan
WHAT IS
ROLL
OUTCOME
HUMAN
COMPLEXION
1-15
16-36
37-69
70-85
86-90
91-100
Pale, Light
White, Fair
Light Brown
Olive, Moderate Brown
Brown, Dark Brown
Dark Brown, Black
WHAT IS
ROLL
OUTCOME
RUUTIAN
COMPLEXION
1
2
3
4
5
Light Tan
Tan
Dark Tan
Brown
Dark Brown
WHAT IS
PLANETARY STATISTICS
ROLL
OUTCOME
CONTINENTS
BIOMES
1D10+3
1D10
WHAT IS
ROLL
OUTCOME
TVOAN
COMPLEXION
1
2
3
4
5
Light Gray
Dark Gray
Black
Light Brown
Dark Brown
WHAT IS
ROLL
OUTCOME
IBIESHAN
COMPLEXION
1
2
Beige
Brown
WHAT IS
ROLL
OUTCOME
SANGHEILI
COMPLEXION
1
2
3
4
5
Light Gray
Dark Gray
Black
Light Brown
Brown
WHAT IS
ROLL
OUTCOME
JIRALHANAE
COMPLEXION
1
2
Light Gray
Dark Gray
WHAT IS
ROLL
OUTCOME
JIRALHANAE
FUR COLOR
1
2
3
4
5
Black
Brown
White
Light Gray
Dark Gray
WHAT IS
ROLL
OUTCOME
UNGGOY
COMPLEXION
1
2
3
4
5
Gray
Brown
Purple
Beige
Dark Brown
WHAT IS
ROLL
OUTCOME
YANMEE
COMPLEXION
1
2
3
4
5
6
7
8
9
10
Gold
Red
Brown
Tan
Gray
Black
Green
Blue
Purple
White
WHAT IS
ROLL
OUTCOME
HURAGOK
COMPLEXION
1
2
3
4
5
Blue
Pink
Purple
Red
Lavender
WHAT IS
ROLL
OUTCOME
SAN
SHYUUM
COMPLEXION
1
2
Beige
Brown
WHAT IS
ROLL
OUTCOME
MGALEKGOLO
COMPLEXION
1
2
Orange
Red
WHAT IS
ROLL
OUTCOME
YONHET
COMPLEXION
1
2
3
4
5
White
Beige
Pale Green
Pale Brown
Pale Blue
RACE HEIGHTS
The following represents the following heights of all Races Playable
Races. This has a series of Heights from short to Tall. The GM may
decide how short or tall they are by a simple 1D10 roll. Higher
outcomes mean taller, 10 means tallest, 1 means shortest.
RACE
HEIGHT
Human
Sangheili
Jiralhanae
Unggoy
Kig-Yar
Mgalekgolo
Yonhet
San Shyuum
Yanmee
Huragok
RACE WEIGHTS
The following represents the following weights of all Races Playable
Races. This has a series of Weights from light to heavy. The GM may
decide how heavy they are by a simple 1D10 roll. Higher outcomes
mean heavier, 10 means heaviest, 1 means lightest.
RACE
Human
Sangheili
Jiralhanae
Unggoy
Kig-Yar
Mgalekgolo
Yonhet
San Shyuum
Yanmee
Huragok
ROLL
1-2
3
4
5
HEIGHT
58 kilograms (130 lb.) 104 kilograms (230 lb.)
139 kilograms (310 lb.) 178 kilograms (390 lb.)
500 kilograms (1,100 lb.) 680 kilograms (1,500 lb.)
113 kilograms (248 lb.) 118 kilograms (260 lb.)
88 kilograms (190 lb.) 93 kilograms (210 lb.)
4,800 kilograms (10,500 lb.)
58 kilograms (130 lb.) 104 kilograms (230 lb.)
88 kilograms (190 lb.) 93 kilograms (210 lb.)
77 kilograms (170 lb.) 109 kilograms (240 lb.)
57 kilograms (130 lb.)
FACTION
AFFILIATION
UNSC
Insurrectionist
Covenant
Neutral
ROLL
COVENANT SUPPLEMENT
COVENANT FACTION
1-3
4
5
Covenant Empire
Sword of Sanghelios
Covenant Remnant
ROLL
OUTCOME
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
Afraid
Angry
Annoyed
Appreciation
Bored
Confident
Contempt
Curious
Depressed
Disappointed
Disgusted
Embarrassed
Excited
Frustrated
Happy
Interested
Jealous
Panicked
Sad
Shame
Shy
Stressed
Surprised
Upset
Worried
ROLL
OUTCOME
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
EXPERIENCE MULTIPLIER
x1
x2
x3
x4
x5
SPECIALIZATION PACKAGES
After Bestiary choices have been made, the GM may choose
Specialization Packages for them. At base, Bestiary Level Easy does
not get a Specialization Package. These Characters are meant to be
easy to fight, with no extra skills. Bestiary Level Normal gain the
Package without any extras. Heroic, Legendary, and Nemesis all gain
ABILITY
Atrocious
Calculating
Indisputable
Unperturbed
Syndical
Caring
Fanatical
Suspicious
Boastful
Morbid
Respectful
Penitent
Lucky
Kind-Hearted
Trustworthy
Scarring
Gray
Blood
their Tiers in extra Abilities and Skills, as well as any in the previous
Tiers.
BUILDING YOUR NEMESIS
Nemesis are stronger foes that can either be used as powerful fodder
or a foe that is there to oppose the party at every turn. You can either
leave the Nemesis at their base Characteristics for stronger standard
foes for a higher level party, or you can build them up to be terrifying
bosses that ruin the pathway of your party at any given turn.
The GM may decide to not use the pre-built Nemesis, and
to build their own Character using the Soldier Type. It needs to be
known that the Nemesis in the Bestiary is near maxed out stats from
rolls, can just be increased from Characteristic Bumps.
NEMISIS ABILITIES
Nemesis Abilities are given to villains and other enemies the GM
has planned for their game. These give backstories and possible
difficulty modifiers. These allow a villain or a final boss to hold some
more reasoning behind players hating them, and give the players
more difficulty fighting their nemesis. These Abilities are a constant
effect that work the same as any normal Ability, but are only given to
the big Opponents of your party.
EFFECT
The Nemesis gives off a Fear Test to all their Opponents. This can be given to Characters who have done incredibly vile and horrible
acts, with little to no regard.
The Nemesis is one step ahead of their Opponents. This gives the Nemesis a +10 against any Opposed Test. This may be stacked to
+20, depending on how the Character is to be handled.
The Nemesis has complete control over their minions, and has a knack for brainwashing and stretching the truth. This is perfect for
making civilians see their side of the story, believing in them over those the nemesis is going against. -20 Penalties to any Social
Skill against anyone who was brainwashed.
The Nemesis has a relaxed sense about them, like they do not care about what is happening. Opponents to the Nemesis gain -20
in finding motives or similar Tests.
The Nemesis is head of a large syndication of sorts, whether it be Insurrectionist militaries, or branches of the Covenant Post-War.
The Nemesis gains +10 to any Test regarding finding out information.
The Nemesis is caring of their underlings, gaining a +10 To hit if their bodyguards or other underlings have been harmed.
The Nemesis is obsessed with a single outcome of a desired situation. +20 to Tests attempting to make the outcome happen, while
any other test is at a -10.
The Nemesis is quick to sniff out problems or plans against them. +20 to Skills dealing with finding plans of any Attacker.
The Nemesis is more likely to explain plans or their winning outcomes to the Party. Must pass a -30 Charisma Test to not boast.
The Nemesis is not afraid of death, which allows them to not hold back in a fight. The Nemesis ignores Fatigue, Bleeding, and
Pinning Tests.
The Nemesis shows respect for those theyre fighting against. The Nemesis does not hold back when fighting the Party, and gains
+10 to any Test made during the Combat.
The Nemesis acts out of sorrow for past sins. +10 to Decepting the Nemesis based on actions theyre trying to account for. -10 to
any other Social Skill dealing with the Nemesis.
The Nemesis has an extra 1 point1 of Luck that regenerates once every hour.
The Nemesis is more understandable and caring. This gives +10 to Negotiations against the Nemesis.
The Nemesis is trustworthy, their word is their honor and they will not go back on it.
Whenever the Nemesis deals Special Damage to Players, even if a Luck is Burnt or Spent, the Character is physically scarred in some
way. The Nemesis is able to deal Special Damage on a roll of 9 or 10.
The Nemesis actions are not one of pure good or evil, but a middle ground of opposing views. Any NPC being dealt with by both
Parties will be at a -10, at first. When the NPC is brought to a side, they gain a +30 Bonus for any Social interaction.
The Nemesis is a relative, or in some way, important or related to a Party Member, or the entire Party.
SPECIALIZATION PACKS
BESTIARY LEVEL
Normal
Heroic
Legendary
Nemesis
BESTIARY LEVEL
Normal
Heroic
Legendary
Nemesis
BESTIARY LEVEL
Normal
Heroic
Legendary
Nemesis
BESTIARY LEVEL
Normal
Heroic
Legendary
Nemesis
BESTIARY LEVEL
Normal
Heroic
Legendary
Nemesis
Heavy Weapons
ABILITY
Heavy Preparation
Gather Senses
Mobile Fire
Quickdraw
Under Control
Rapid Reload
Strong Back
SKILL
Survival
Athletics
Navigation
Evasion
Athletics +10
Evasion +10
Survival +10
BESTIARY LEVEL
Normal
Demolitions
ABILITY
Eagle Eye
Gather Senses
Under Control
Mind Timer
Outstanding Olfactory
Battle Mind
Always Ready
SKILL
Demolitions
Athletics
Investigation
Evasion
Demolitions +10
Evasion +10
Investigation +10
BESTIARY LEVEL
Normal
Recon/Infiltration
ABILITY
Eagle Eye
Exceptional Hearing
Always Ready
One Eye Open
Outstanding Olfactory
Steady Aim
Fast Foot
SKILL
Camouflage
Athletics
Investigation
Evasion
Camouflage +10
Evasion +10
Camouflage +20
BESTIARY LEVEL
Normal
Marksman
ABILITY
Marksman
Eagle Eye
Clear Target
Optical Warrior
Rapid Reload
Steady Aim
Snapshot
SKILL
Camouflage
Athletics
Navigation
Evasion
Camouflage +10
Evasion +10
Athletics +10
BESTIARY LEVEL
Normal
SKILL
Command
Technology
BESTIARY LEVEL
Normal
Investigation
Evasion
Technology +10
Investigation +10
Technology +20
Heroic
Legendary
Nemesis
Technician/Comms
ABILITY
Alien Tech
Common Language of
enemy Faction
Battle Mind
Mind Timer
Reliable Reputation
Resourceful
Always Ready
Heroic
Legendary
Nemesis
Heroic
Legendary
Nemesis
Heroic
Legendary
Nemesis
Heroic
Legendary
Nemesis
Medic
ABILITY
Stabilized
Gather Senses
Cynical
Medical Prowess
Brave Heart
Battle Mind
Medical Insight
SKILL
Investigation
Medication
Technology
Evasion
Medication +10
Technology +10
Evasion +10
Command
ABILITY
Order Of Things
Under Control
Reliable Reputation
Peer
Inspiration
Resourceful
Cynical
SKILL
Command
Investigation
Appeal
Evasion
Command +10
Command +20
Appeal +10
SKILL
Athletics
Survival
Interrogation
Evasion
Athletics +10
Survival +10
Evasion +10
Vehicle Expert
ABILITY
Mobile Fire
Eagle Eye
Gather Senses
Even Out
Aviator
Wheelman
Calculated Pilot
SKILL
Technology
Pilot(Air or Ground)
Navigation
Evasion
Pilot +10
Evasion +10
Technology +10
STR
35
40
45
50
55
64
128
192
256
320
T
30
35
45
50
50
AG
30
35
40
50
50
WFR
35
40
40
50
60
WFM
30
35
40
45
55
EXPERIENCE PAYOUT
INT
30
35
35
40
40
PER
35
40
40
45
45
CR
35
40
40
55
60
WOUNDS
13
15
18
21
25
CH
30
35
40
40
40
LD
30
35
35
40
50
LUCK
1
1
2
3
5
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
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
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.
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
30
35
40
45
50
40
80
120
180
200
30
35
40
45
50
AG
30
35
40
45
50
WFR
30
35
40
45
50
WFM
25
30
35
40
45
EXPERIENCE PAYOUT
INT
25
30
35
40
45
PER
25
30
35
40
45
CR
25
30
35
40
45
WOUNDS
13
15
18
21
25
CH
25
30
35
40
45
1
1
2
3
5
LD
25
30
35
40
45
LUCK
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
STR
35
40
45
50
55
80
100
240
320
400
T
30
35
45
50
50
AG
30
35
40
50
50
WFR
40
45
50
55
60
WFM
30
35
35
45
55
EXPERIENCE PAYOUT
INT
30
35
40
40
40
PER
35
40
45
45
45
CR
30
35
30
40
60
WOUNDS
13
15
18
21
25
CH
30
35
40
40
40
LD
35
40
40
45
55
LUCK
1
1
2
3
5
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
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
35
40
45
55
70
140
210
280
350
T
30
35
45
45
50
AG
40
45
50
50
60
WFR
35
40
40
50
60
WFM
35
35
40
45
55
EXPERIENCE PAYOUT
INT
30
35
35
40
40
PER
40
45
50
55
60
CR
30
35
40
40
55
WOUNDS
13
15
18
21
25
CH
30
35
40
40
40
LD
30
35
35
40
50
LUCK
1
1
2
3
5
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 Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC/Insurrectionist Battle Dress
Uniform
STR
35
40
45
50
55
52
104
156
208
260
T
30
35
45
45
50
AG
30
35
45
45
50
WFR
35
40
40
50
60
WFM
30
35
40
45
50
EXPERIENCE PAYOUT
INT
45
50
55
55
60
PER
30
35
45
45
50
CR
30
35
45
45
50
WOUNDS
13
15
18
21
25
CH
30
35
45
45
50
LD
30
35
40
40
45
LUCK
1
1
2
3
5
STR
35
40
45
50
55
128
256
384
512
640
T
30
35
45
45
50
AG
30
35
45
45
50
WFR
40
45
50
55
65
WFM
40
45
50
55
65
EXPERIENCE PAYOUT
INT
30
35
45
45
50
PER
30
35
45
45
50
CR
50
55
60
65
70
WOUNDS
13
15
18
21
25
CH
30
35
45
45
50
LD
35
40
45
50
55
LUCK
1
1
2
3
5
Hardcase
Flashlight
Combat Knife
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
30
35
45
45
50
T
30
35
45
45
50
112
224
336
448
560
WFR
30
35
45
45
50
WFM
25
30
35
40
45
INT
45
50
55
60
65
EXPERIENCE PAYOUT
36
72
108
144
180
STR
35
40
45
50
55
AG
30
35
45
45
50
T
30
35
45
45
50
AG
30
35
45
45
50
ONI ODST
WFR
40
45
50
55
65
WFM
40
45
50
55
65
PER
30
35
45
45
50
CR
30
35
45
45
50
WOUNDS
13
15
18
21
25
INT
45
50
55
60
65
EXPERIENCE PAYOUT
PER
30
35
45
45
50
CR
30
35
45
45
50
WOUNDS
13
15
18
21
25
CH
45
50
55
60
65
LUCK
1
1
2
3
5
CH
45
50
55
60
65
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
LD
50
55
60
65
70
LUCK
1
1
2
3
5
LD
50
55
60
65
70
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
STR
40
45
50
55
65
+1
T
40
45
50
55
65
+1
200
400
600
800
1,000
AG
40
45
50
55
65
+1
WFR
45
50
55
60
70
WFM
45
50
55
60
70
EXPERIENCE PAYOUT
INT
35
40
45
50
55
PER
35
40
45
50
55
CR
40
45
50
55
60
WOUNDS
20
23
26
30
35
CH
30
35
40
45
50
LD
35
40
45
50
55
LUCK
1
1
2
3
5
Hardcase
Flashlight
Combat Knife
Holographic Tactical Eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC Battle Dress Uniform
Hardcase
Flashlight
Combat Knife
Holographic Tactical eyepiece
UNSC/Insurrectionist 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.
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
Mythic
STR
55
60
65
70
75
+3
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
380
760
1,140
1,520
1,900
T
50
55
60
65
75
+3
AG
55
60
65
70
75
+3
WFR
50
55
60
65
75
WFM
45
50
55
60
70
EXPERIENCE PAYOUT
INT
35
40
45
50
55
PER
35
40
45
50
55
CR
40
45
50
55
60
WOUNDS
25
31
39
46
50
CH
20
25
30
35
40
LD
35
40
45
50
55
LUCK
1
1
2
3
5
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
STR
45
50
55
60
65
+3
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
336
672
1,008
1,344
1,680
T
40
45
50
55
60
+3
AG
45
50
55
60
65
+3
WFR
45
50
55
60
65
WFM
40
45
50
55
60
EXPERIENCE PAYOUT
INT
30
35
40
45
50
PER
35
40
45
50
55
CR
40
45
50
55
60
CH
20
25
30
35
40
WOUNDS
20
23
26
30
35
LD
25
30
35
40
45
LUCK
1
1
2
3
5
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
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.
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
Mythic
STR
40
45
50
55
60
+2
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
264
528
792
1,056
1,320
T
40
45
50
55
60
+2
AG
45
50
55
60
65
+2
WFR
45
50
55
60
65
WFM
40
45
50
55
60
EXPERIENCE PAYOUT
INT
30
35
40
45
50
PER
35
40
45
50
55
CR
40
45
50
55
60
WOUNDS
20
23
26
30
35
CH
20
25
30
35
40
1
1
2
3
5
LD
25
30
35
40
45
LUCK
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
UNSC Smart AI
Seven years, multiple lifetimes for others. Nothing holding me
back.
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
25
30
35
40
45
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
180
360
540
720
900
T
25
30
35
40
45
AG
25
30
35
40
45
WFR
40
45
45
50
55
WFM
25
30
35
40
45
EXPERIENCE PAYOUT
INT
60
65
70
75
80
PER
50
55
60
65
70
CR
35
40
45
50
55
WOUNDS
17
21
24
29
33
CH
35
40
45
50
55
1
1
2
3
5
LD
35
40
45
50
55
LUCK
STR
25
30
35
40
45
28
56
84
112
140
25
30
35
40
45
AG
30
35
40
45
50
WFR
30
35
40
45
50
WFM
25
30
35
40
45
EXPERIENCE PAYOUT
INT
25
30
35
40
45
PER
25
30
35
40
45
CR
30
35
40
45
50
WOUNDS
13
15
18
21
25
CH
25
30
35
40
45
1
1
2
3
5
LD
25
30
35
40
45
LUCK
Hardcase
Flashlight
Holographic Tactical Eyepiece
Police Equipment Package
Hardcase
Flashlight
Holographic Tactical Eyepiece
Police Equipment Package
Flashlight
Holographic Tactical Eyepiece
Police Equipment Package
STR
25
30
35
40
45
20
40
60
80
100
25
30
35
40
45
AG
25
30
35
40
45
WFR
30
35
40
45
50
WFM
25
30
35
40
45
EXPERIENCE PAYOUT
INT
25
30
35
40
45
PER
25
30
35
40
45
CR
30
35
40
45
50
WOUNDS
13
15
18
21
25
CH
25
30
35
40
45
1
1
2
3
5
LD
25
30
35
40
45
LUCK
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.
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
25
30
35
40
45
8
16
24
32
40
25
30
35
40
45
AG
25
30
35
40
45
WFR
25
30
35
40
45
WFM
25
30
35
40
45
EXPERIENCE PAYOUT
INT
25
30
35
40
45
PER
25
30
35
40
45
CR
25
30
35
40
45
WOUNDS
11
14
16
19
22
CH
25
30
35
40
45
1
1
2
3
5
LD
25
30
35
40
45
LUCK
Covenant Mgalekgolo
Theyre big and scary, and they like to smash things. Need I say
more?
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
Mythic
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
80
85
90
95
100
+12
180
360
540
720
900
35
40
45
50
55
AG
15
20
25
30
35
+1
WFR
20
25
30
35
40
WFM
45
50
55
60
65
EXPERIENCE PAYOUT
INT
25
30
35
40
45
PER
25
30
35
40
45
CR
CH
45
50
55
60
65
WOUNDS
13
15
18
21
25
25
30
35
40
45
1
1
2
3
5
LUCK
15
20
25
25
30
Covenant Unggoy
Were gonna go down in history!
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
35
40
45
50
55
56
70
140
210
280
20
25
30
35
40
AG
15
20
25
30
35
WFR
25
30
35
40
45
WFM
25
30
35
40
45
EXPERIENCE PAYOUT
INT
25
30
35
40
45
PER
25
30
35
40
45
CR
20
25
30
35
40
WOUNDS
10
13
16
19
23
CH
25
30
35
40
45
1
1
2
3
5
LD
25
30
35
40
45
LUCK
Rapid-fire 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
30
35
40
45
60
120
180
240
300
T
25
30
35
40
45
AG
35
40
45
50
55
WFR
40
45
50
55
60
WFM
25
30
35
40
45
EXPERIENCE PAYOUT
INT
25
30
35
40
45
PER
40
45
50
55
60
CR
25
30
35
40
45
WOUNDS
12
14
16
20
24
CH
25
30
35
40
45
1
1
2
3
5
LD
25
30
35
40
45
LUCK
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
35
40
45
50
55
108
216
324
432
540
20
25
30
35
40
AG
60
65
70
75
80
WFR
30
35
40
45
50
WFM
25
30
35
40
45
EXPERIENCE PAYOUT
INT
25
30
35
40
45
PER
30
35
40
45
50
CR
25
30
35
40
45
WOUNDS
10
13
16
19
23
CH
25
30
35
40
45
1
1
2
3
5
LD
25
30
35
40
45
LUCK
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
35
40
45
50
55
60
120
180
240
300
40
45
50
55
60
AG
25
30
35
40
45
WFR
40
45
50
55
60
WFM
25
30
35
40
45
EXPERIENCE PAYOUT
INT
25
30
35
40
45
PER
25
30
35
40
45
CR
25
30
35
40
45
WOUNDS
20
23
26
30
35
CH
25
30
35
40
45
1
1
2
3
5
LD
25
30
35
40
45
LUCK
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
50
55
60
65
70
T
40
45
50
55
60
AG
35
40
45
50
55
WFR
40
45
50
55
60
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
160
320
480
640
800
WFM
30
35
40
45
50
MYTHIC
STR
+3
+4
+4
+4
+5
EXPERIENCE PAYOUT
T
+2
+2
+3
+4
+5
INT
25
PER
35
30
35
40
45
40
45
50
55
CR
25
30
35
40
45
CH
15
20
25
30
35
35
40
45
50
AG
+1
+1
+1
+2
+3
WOUNDS
20
23
26
30
35
1
1
2
3
5
LD
30
LUCK
Equipment Pouch
Flashlight
Curveblade
Equipment Pouch
Flashlight
Curveblade
Equipment Pouch
Flashlight
Curveblade
Equipment Pouch
Flashlight
Curveblade
Equipment Pouch
Flashlight
Curveblade
Equipment Pouch
Flashlight
Curveblade
STR
50
55
60
65
70
T
40
45
50
55
60
AG
45
50
55
60
65
WFR
25
30
35
40
45
WFM
40
45
50
55
60
MYTHIC
LEVEL
STR
Easy
+3
Normal
+4
Heroic
+4
Legendary
+4
Nemesis
+5
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
160
320
480
640
800
EXPERIENCE PAYOUT
T
+2
+2
+3
+4
+5
INT
25
PER
25
30
35
40
45
30
35
40
45
CR
35
40
45
50
55
CH
10
15
20
25
30
35
40
45
50
AG
+1
+1
+1
+2
+3
WOUNDS
20
23
26
30
35
LD
30
Equipment Pouch
Flashlight
Sangheili Combat Harness
Equipment Pouch
Flashlight
Sangheili Combat Harness
Equipment Pouch
Flashlight
Sangheili Combat Harness
LUCK
Equipment Pouch
Two Plasma Grenades
STR
60
65
70
75
80
T
50
55
60
65
70
AG
40
45
50
55
60
WFR
20
25
30
35
40
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
180
360
540
720
900
WFM
35
40
45
50
55
MYTHIC
STR
+3
+3
+4
+4
+5
EXPERIENCE PAYOUT
T
+4
+4
+4
+5
+6
INT
10
PER
40
15
20
25
30
45
50
55
60
CR
30
35
40
45
50
CH
15
20
25
30
35
30
35
40
45
AG
+1
+2
WOUNDS
25
31
39
46
50
1
1
2
3
5
LD
25
LUCK
Equipment Pouch
Radar Jammer
Jiralhanae Combat Knife
Equipment Pouch
Bubble Shield
Jiralhanae Combat Knife
Suppressor Equipment
Concussion Rifle
Spiker or Mauler
Two Spike Grenades
Jiralhanae Combat Harness
Equipment Pouch
Flare
Jiralhanae Combat Knife
Equipment Pouch
Power Drainer
Jiralhanae Combat Knife
Plasma Equipment
Plasma Rifle (Choice)
Spiker or Mauler
Two Spike Grenades
Jiralhanae Combat Harness
Equipment Pouch
Deployable Cover
Jiralhanae Combat Knife
Explosive Equipment
Brute Shot
Spiker or Mauler
Two Plasma Grenades
Jiralhanae Combat Harness
Equipment Pouch
Regenerator
Jiralhanae Combat Knife
STR
25
30
35
40
45
60
120
180
240
300
T
25
30
35
40
45
AG
25
30
35
40
45
WFR
25
30
35
40
45
WFM
25
30
35
40
45
EXPERIENCE PAYOUT
INT
30
35
40
45
50
PER
25
30
35
40
45
CR
25
30
35
40
45
WOUNDS
20
23
26
30
35
CH
40
45
50
55
60
1
1
2
3
5
LD
40
45
50
55
60
LUCK
Equipment Pouch
Flashlight
Curveblade
San Shyuum Combat Harness
Equipment Pouch
Flashlight
Curveblade
San Shyuum Combat Harness
Covenant Yanmee
Theyre like giant cockroaches, except angrier.
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
20
25
30
35
40
T
30
35
40
45
50
AG
50
55
60
65
70
WFR
20
25
30
35
40
WFM
20
25
30
35
40
MYTHIC
LEVEL
STR
Easy
+1
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
74
148
222
296
370
EXPERIENCE PAYOUT
INT
30
35
40
45
50
PER
20
25
30
35
40
CR
25
30
35
40
45
CH
10
15
20
25
30
25
30
35
40
T
+1
WOUNDS
13
15
18
21
25
1
1
2
3
5
LD
20
LUCK
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.
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
20
25
30
35
40
14
28
42
56
70
40
45
50
55
60
AG
15
20
25
30
35
WFR
10
15
20
25
30
WFM
10
15
20
25
30
EXPERIENCE PAYOUT
INT
60
65
70
75
80
PER
50
55
60
65
70
CR
20
25
30
35
40
WOUNDS
20
23
26
30
35
Huragok Equipment
Huragok Explosive Armor
CH
10
15
20
25
30
1
1
2
3
5
LD
10
15
20
25
30
LUCK
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
25
30
35
40
45
8
16
24
32
40
STR
30
35
40
45
50
40
80
120
180
200
25
30
35
40
45
AG
25
30
35
40
45
WFR
25
30
35
40
45
WFM
25
30
35
40
45
INT
25
30
35
40
45
EXPERIENCE PAYOUT
30
35
40
45
50
30
35
40
45
50
WFR
30
35
40
45
50
WFM
25
30
35
40
45
EXPERIENCE PAYOUT
25
30
35
40
45
CR
25
30
35
40
45
WOUNDS
11
14
16
19
22
PER
INT
25
30
35
40
45
PER
25
30
35
40
45
CR
25
30
35
40
45
WOUNDS
13
15
18
21
25
CH
25
30
35
40
45
1
1
2
3
5
LUCK
CH
25
30
35
40
45
1
1
2
3
5
LD
25
30
35
40
45
LD
25
30
35
40
45
LUCK
Secondary Firearms
Plasma Pistol
M6 Series Pistol
Mauler
Second Melee Weapon
Covenant Curveblade
Primary Explosives
M9 Grenade
Plasma Grenade
Medical Alterations
Special Damage
BENEFIT
Figuring Jump distance and height are multiplied by 2
The Intellect of any Flood Form is considered to be 0,
unless within a 9,000 KM radius of a Keymind, or 2,000
KM radius of a Gravemind. If within the Radius, the
Intellect becomes that of half of the Graveminds
Intellect.
The Infected ignore all Bleed, Bloodloss, Fatigue,
Shock, Pinning, Helpless, and any other Medical
effects.
When rolling Special Damage against the Flood, if the
outcome is greater than 50, that body part is
destroyed. If the Flood Form and Head is still intact,
the Flood Form may still continue to fight.
Flood Juggernaut
Grrhgghghgh glbbrlrlrr.
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
60
65
70
75
80
T
50
55
60
65
70
AG
10
15
20
25
30
WFR
5
10
15
20
25
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
WFM
35
45
50
55
60
MYTHIC
STR
+9
+10
+11
+12
+13
T
+1
+1
+2
+2
+3
INT
--
-----
AG
PER
10
15
20
25
30
CR
------
CH
------
LD
------
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
200
400
600
800
1,000
STATS
SIZE
JUMP DISTANCE
NATURAL ARMOR
BUILT TOUGH
SPECIAL DAMAGE
+1
+2
EXPERIENCE PAYOUT
WOUNDS
35
41
49
56
60
----1
LUCK
BENEFIT
Hulking (5.5 Meters)
Figuring Jump distance and height are multiplied by 2
The Juggernaut has a Natural Armor of 20
The Juggernaut Form has the Built Tough Trait.
The Juggernaut needs an 80 on Special Damage in a
single roll to destroy the body part, instead of the 50
needed for other Forms.
Juggernaut Arm
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Baton
5D10
15 + Mythic Strength
Mythic Strength
The Strength of the Juggernaut is already figured into the damage, only add the Levels Mythic Strength modifier.
RANGE
3m
Juggernaut Stomp
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Baton
3D10
3 multiplied by Mythic Strength
Mythic Strength
The Strength of the Juggernaut is already figured into the damage, only add the Levels Mythic Strength modifier.
RANGE
1m
Juggernaut Whip
Juggernaut Tackle
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Baton
6D10
10 + Mythic Strength
Mythic Strength
1m
The Strength of the Juggernaut is already figured into the damage, only add the Levels Mythic Strength modifier. Can only be used with a Charge Action of more than 5 meters.
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
20
25
30
35
40
T
50
55
60
65
70
AG
50
55
60
65
70
WFR
5
10
15
20
25
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
60
65
70
75
80
T
50
55
60
65
70
AG
15
20
25
30
35
WFR
5
10
15
20
25
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
20
25
30
35
40
T
50
55
60
65
70
AG
30
35
40
45
50
WFM
15
20
25
30
35
TANK
WFM
35
40
45
50
55
RANGED
WFR
35
40
45
50
55
WFM
5
10
15
20
25
INT
10
15
20
25
30
PER
15
20
25
30
35
CR
------
CH
------
LD
------
INT
10
15
20
25
30
PER
15
20
25
30
35
CR
------
CH
------
LD
------
INT
10
15
20
25
30
PER
20
25
30
35
40
CR
------
CH
------
LD
------
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
180
360
540
720
900
STATS
JUMP DISTANCE
NATURAL ARMOR
TRANSFORMATION
WALL CRAWLING
BUILT TOUGH
SPECIAL DAMAGE
MYTHIC
STR
+2
+3
+4
+5
+6
EXPERIENCE PAYOUT
Tank Punch
DAMAGE ROLL
2D10
BASE DAMAGE
8 + Strength Modifier
PIERCING
Mythic Strength
RANGE
1m
TYPE
Baton
Tank Stomp
DAMAGE ROLL
1D10
BASE DAMAGE
2 multiplied by Mythic Strength
PIERCING
Mythic Strength
RANGE
1m
PIERCING
Mythic Strength
RANGE
1m
PIERCING
15
RANGE
20m-100m
PIERCING
Mythic Strength
RANGE
1m
TYPE
Biomass Launcher
TYPE
Baton
Stalker Flail
DAMAGE ROLL
2D10
BASE DAMAGE
3 + Strength Modifier
Semi-Auto (1)
AG
+1
+2
WOUNDS
25
28
31
36
40
------
LUCK
BENEFIT
For the Stalker Form, figuring Jump distance and
height are multiplied by 2
The Tank Form has a Natural Armor of 17
The Stalker Form has a Natural Armor of 10
The Ranged Form has a Natural Armor of 11
The Pure Flood Form can transform into the three
separate forms on this page. It takes one Full Action
to finish a transformation.
The Stalker and Ranged Forms have the Crawler Trait.
The Tank Form has the Built Tough Trait.
The Tank Form needs a Special Damage Roll against it
of 60 to destroy a body part, instead of the 50
needed by other Forms.
TYPE
Baton
Tank Tackle
TYPE
DAMAGE ROLL
BASE DAMAGE
Baton
3D10
5 + Strength Modifier
Can only be used with a Charge Action of more than 5 meters.
T
+1
+1
+2
+2
+3
Bio-Rifle
STR
20
T
20
AG
35
LEVEL
Infection
STR
10
T
5
AG
35
CARRIER FORM
WFR
--
WFM
10
INT
--
INEFECTION FORM
WFR
--
WFM
20
INT
--
LEVEL
Carrier
Infection
PER
35
CR
--
CH
--
LD
--
PER
35
CR
--
CH
--
LD
--
5
1
STATS
JUMP DISTANCE
NATURAL ARMOR
EXPERIENCE PAYOUT
WOUNDS
5
1
---
LUCK
BENEFIT
For the Carrier Form, figuring Jump distance and
height are multiplied by 2
For the Infection Form, figuring Jump distance and
Height are multiplied by 3
The Carrier Form has a Natural Armor of 3
The Infection Form has no Natural Armor
Carrier Burst
Blast(4) Kill(1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Baton
3D10
-5
4m
The Carrier bursts open, releasing 3D10 Carrier Forms. This Attack can only be used within the attacks Range from the target. This Attack kills the Carrier Form.
Infection Burst
Blast(2) Kill(1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Baton
2D10
-3
The Infection Form explodes, killing itself in the process. This Attack can only be used within the attacks Range from the target.
RANGE
2m
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
Flood Combat Forms take their victims Characteristics, and then modify
them using the following stats. To make this simpler, at the end of the Flood
Bestiary, there are pre-built Characteristic Sets for Combat Forms.
STATS
Strength
Toughness
Agility
Warfare Range
Wounds
Jump Distance
Experience Payout
Weapon Arms
BENEFIT
Strength is unchanged, but the Character gains a
Mythic Strength based on their Bestiary Level.
The Forms Toughness Characteristic is halved.
The Forms Agility Characteristic is halved.
The Form loses 10 points to their Warfare Range.
Flood Forms lose half of their Wounds.
Figuring Jump distance and height are multiplied by 2
Experience Payout is half of the Characters original
payout. If it is a pre-built Character, use that
Experience, instead.
The Flood Form gains either weaponized arms, or
keeping the ability to hold their weapons. Each arm
has the possibility of changing into a weaponized arm
listed below.
All previously known Skills and Abilities are lost.
The Intellect of any Flood Form is considered to be 0,
unless within a 9,000 KM radius of a Keymind, or 2,000
KM radius of a Gravemind.
The Infected ignore all Bleed, Bloodloss, Fatigue,
Shock, Pinning, Helpless, and any other Medical
effects.
When rolling Special Damage against the Flood, if the
outcome is greater than 50, that body part is
destroyed. If the Flood Form and Head is still intact,
the Flood Form may still continue to fight.
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
------
MYTHIC
STR
+1
+2
+3
+4
+5
AG
EXPERIENCE PAYOUT
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
WOUNDS
------
------
LUCK
STR
50
55
60
65
70
T
30
35
40
45
50
AG
35
40
45
50
55
TANK
WFR
------
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
WFM
35
40
45
50
55
MYTHIC
STR
+3
+4
+5
+6
+7
T
+1
+1
+2
+2
+3
INT
------
PER
5
10
15
20
25
CR
------
CH
------
LD
------
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
60
120
180
240
300
STATS
NATURAL ARMOR
BUILT TOUGH
EXPERIENCE PAYOUT
------
LUCK
BENEFIT
The Thrasher Form has a Natural Armor of 15
The Thrasher Form has the Built Tough Trait.
AG
+1
+2
TYPE
Baton
Thrasher Whip
DAMAGE ROLL
2D10
BASE DAMAGE
4 + Strength Modifier
PIERCING
Mythic Strength
RANGE
1m
TYPE
Baton
Thrasher Stomp
DAMAGE ROLL
1D10
BASE DAMAGE
2 multiplied by Mythic Strength
PIERCING
Mythic Strength
RANGE
1m
PIERCING
Mythic Strength
RANGE
1m
Thrasher Tackle
TYPE
DAMAGE ROLL
BASE DAMAGE
Baton
3D10
3 + Strength Modifier
Can only be used with a Charge Action of more than 5 meters.
WOUNDS
25
29
33
37
40
STR
5
10
15
20
25
T
5
10
15
20
25
AG
15
20
25
30
35
BOMBER FORM
WFR
35
40
45
50
55
WFM
5
10
15
20
25
INT
------
PER
5
10
15
20
25
CR
------
CH
------
LD
------
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
16
20
24
28
32
STATS
NATURAL ARMOR
BUILT TOUGH
FLIGHT
EXPERIENCE PAYOUT
WOUNDS
12
15
19
23
26
------
LUCK
BENEFIT
The Bomber Form has a Natural Armor of 10
The Bomber Form has the Built Tough Trait.
The Bomber Form has the Flight Trait.
Bomber Pod
Blast (3) Kill (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Baton
2D10
+5
5
-A Bomber can use this 5 times before falling to the ground and becoming one, itself. These are dropped from the air onto targets. When they explode, they release 1D5 Infection Forms.
TYPE
Baton
STR
20
25
30
35
40
T
5
10
15
20
25
AG
15
20
25
30
35
BOMBER FORM
WFR
5
10
15
20
25
Swarmer Sting
DAMAGE ROLL
1D10
WFM
35
40
45
50
55
INT
------
PER
5
10
15
20
25
BASE DAMAGE
4+Strength Modifier
CR
------
CH
------
LD
------
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
FLIGHT
4
8
12
16
20
EXPERIENCE PAYOUT
STATS
PIERCING
Strength Modifier
WOUNDS
6
7
8
9
11
------
LUCK
BENEFIT
The Swarmer Form has the Flight Trait.
RANGE
1m
Gravemind
Child of my enemy, why have you come? I offer no forgiveness, a
father's sins, passed to their son.
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
60
65
70
75
80
T
70
75
80
85
90
AG
20
25
30
35
40
WFR
5
10
15
20
25
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
TYPE
Baton
1,600
2,200
2,800
3,400
4,000
WFM
45
50
55
60
65
MYTHIC
STR
+13
+15
+17
+19
+21
EXPERIENCE PAYOUT
Gravemind Smash
DAMAGE ROLL
10D10
INT
80
PER
40
85
90
95
100
T
+6
+7
+8
+9
+10
45
50
55
60
CR
100
100
100
100
100
CH
100
100
100
100
100
AG
WOUNDS
900
1,100
1,400
1,700
2,000
BASE DAMAGE
15 + Mythic Strength
LD
100
100
100
100
100
STATS
SIZE
JUMP DISTANCE
NATURAL ARMOR
BUILT TOUGH
SPECIAL DAMAGE
BENEFIT
Monstrosity (84.8 Meters)
The Gravemind cannot Jump
The Gravemind has a Natural Armor of 23
Gravemind has the Built Tough Trait
The Gravemind needs a 250 on Special Damage in a
single roll to destroy the body part, instead of the 50
needed for other Forms.
The Gravemind ignores any extra damage caused by
Kill Radius explosions.
The Gravemind may assimilate nearby Flood to
regenerate. The Gravemind may regenerate up to
1D10 Wounds at the beginning of their Full Action.
Every Round, the Gravemind is able to summon
additional Flood to assist them, per Round. Based on
Bestiary Level, the Gravemind can summon stronger
and greater amounts of Flood. Flood Unlock is the type
of Flood that can be summoned, each Bestiary gets its
Unlock and the previous.
KILL RADIUS
REGENERATION
Flood Summon
1
2
3
4
5
LUCK
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
FLOOD SUMMON
Flood Amount
1D5
2D5
3D5
4D5
5D5
PIERCING
Strength Modifier
Flood Unlock
Combat, Infection, Carrier
Swarmer
Thrasher
Pure Form, Bomber
Juggernaut
RANGE
15m
Gravemind Strangle
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Baton
3D10
5 + Mythic Strength
Strength Modifier
15m
The Character is considered in a Grapple, if successfully hit. The Opposing Character has a -30 to Grappling. There is no need to roll a To hit if the Character is already in the Strangle.
Juggernaut Tackle
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
Baton
10D10
10 + Strength
Strength Modifier
This can be done if the Character was in a Gravemind Strangle. The Character is thrown violently to the ground.
RANGE
1m
HUMAN CIVILIAN
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
25
30
35
40
45
T
10
15
20
20
25
AG
10
15
20
20
25
WFR
15
20
25
30
35
WFM
25
30
35
40
45
INT
------
PER
25
30
35
40
45
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
35
40
45
50
55
T
15
20
25
25
25
AG
15
20
25
25
25
WFR
30
35
40
45
50
WFM
30
35
35
45
55
INT
------
PER
35
40
45
45
45
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
25
30
35
40
45
T
10
15
20
20
25
AG
15
20
25
25
25
WFR
30
35
40
45
50
WFM
25
30
35
40
45
INT
------
PER
40
45
50
55
60
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
35
40
45
50
55
T
10
15
20
20
25
AG
30
35
45
40
40
WFR
20
25
30
35
40
WFM
25
30
35
40
45
INT
------
PER
30
35
40
45
50
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
35
40
45
50
55
T
20
25
25
30
30
AG
25
30
35
40
45
WFR
40
45
50
55
60
WFM
25
30
35
40
45
INT
------
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
50
55
60
65
70
T
20
25
25
30
30
AG
15
20
25
25
30
WFR
30
35
40
45
50
WFM
30
35
40
45
50
INT
------
PER
35
40
45
50
55
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
60
65
70
75
80
T
25
25
30
30
35
AG
20
WFR
10
WFM
35
40
45
50
55
INT
------
PER
40
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
20
25
30
35
40
T
15
15
20
20
25
AG
25
25
30
30
35
WFR
20
25
30
35
40
WFM
10
15
20
25
30
INT
------
PER
20
25
30
35
40
25
25
30
30
15
20
25
30
CR
------
CH
------
LD
------
EXP PAYOUT
4
8
12
16
20
WOUNDS
6
7
8
9
11
LUCK
------
STR
+1
+2
+3
+4
+5
T
------
AG
------
EXP PAYOUT
10
14
18
22
26
WOUNDS
7
8
9
10
12
LUCK
------
STR
+1
+2
+3
+4
+5
T
------
AG
------
EXP PAYOUT
10
14
18
22
26
WOUNDS
6
7
8
9
11
LUCK
------
STR
+1
+2
+3
+4
+5
T
------
AG
------
EXP PAYOUT
10
14
18
22
26
WOUNDS
6
7
8
9
11
LUCK
------
STR
+1
+2
+3
+4
+5
T
------
AG
------
LD
------
EXP PAYOUT
10
14
18
22
26
WOUNDS
7
8
9
10
12
LUCK
------
STR
+1
+2
+3
+4
+5
T
------
AG
------
LD
------
EXP PAYOUT
16
20
24
28
32
WOUNDS
7
8
9
10
12
LUCK
------
STR
+4
+5
+6
+7
+8
T
--+1
+2
+3
AG
---+1
+2
LD
------
EXP PAYOUT
16
20
24
28
32
WOUNDS
7
8
9
11
13
LUCK
------
STR
+3
+3
+4
+4
+5
T
--+1
+2
+3
AG
----+1
LD
------
EXP PAYOUT
10
14
18
22
26
WOUNDS
7
8
9
10
12
LUCK
------
STR
+1
+1
+1
+1
+2
T
----+1
AG
------
HUMAN SOLDIER
CR
------
CH
------
LD
------
KIG-YAR RUUTIAN
CR
------
CH
------
LD
------
KIG-YAR TVAOAN
CR
------
CH
------
LD
------
KIG-YAR IBIESHAN
PER
25
30
35
40
45
CR
------
CH
------
SANGHEILI
CR
------
CH
------
JIRALHANAE
45
50
55
60
CR
------
CH
------
YANMEE
CR
------
CH
------
PROMETHEANS
Rise! Rise, and protect the Forerunners! Rise, and protect the
galaxy!
KNIGHT
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
60
65
70
75
80
STR
40
45
50
55
60
STR
50
55
60
65
70
T
50
55
60
65
70
T
70
75
80
85
90
T
50
55
60
65
70
AG
30
35
40
45
50
AG
25
30
35
40
45
AG
30
35
40
45
50
WFR
30
35
40
45
50
BATTLEWAGON
WFR
40
45
50
55
60
180
360
540
720
900
Shield Integrity
Recharge Rate
Recharge Delay
Hull Armor
Shield Integrity
Recharge Rate
Recharge Delay
Hull Armor
WFR
40
45
50
55
60
WFM
25
30
35
40
45
MYTHIC
STR
+3
+4
+4
+4
+5
100
40
2
INT
5
10
15
20
25
PER
15
20
25
30
35
CR
55
60
65
70
75
CH
5
10
15
20
25
LD
5
10
15
20
25
INT
5
10
15
20
25
PER
15
20
25
30
35
CR
55
60
65
70
75
CH
5
10
15
20
25
LD
5
10
15
20
25
INT
5
10
15
20
25
PER
15
20
25
30
35
CR
55
60
65
70
75
CH
5
10
15
20
25
LD
55
60
65
70
75
AG
+1
+1
+1
+2
+3
Knight Armor
Head
Arms
Chest
Legs
18
21
22
21
Chest
Legs
24
21
Chest
Legs
21
21
21
Commander Armor
140
40
2
Head
Arms
18
21
Hardlight Sword
Knight Armor
Battlewagon Devastator Equipment
Scattershot
Scattershot
Knight Armor
Battlewagon Demolisher Equipment
Scattershot
Hardlight Sword
Battlewagon Armor
Commander Breaker Equipment
Incineration Cannon
WOUNDS
30
33
36
40
45
Battlewagon Armor
120
40
2
Head
Arms
Light Rifle
Knight Armor
Light Rifle
1
1
2
3
5
LUCK
Hardlight Sword
Commander Armor
Hardlight Sword
Commander Armor
Commander Breaker Equipment
Hardlight Sword
T
+2
+2
+3
+4
+5
EXPERIENCE PAYOUT
18
Shield Integrity
Recharge Rate
Recharge Delay
Hull Armor
WFM
30
35
40
45
50
COMMANDER
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
WFM
40
45
50
55
60
Hardlight Sword
Commander Armor
PROMETHEAN WATCHER
They bring the big ones back, so take them down quick.
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
5
10
15
20
25
T
10
15
20
25
30
WATCHER
AG
65
70
75
80
85
WFR
30
35
40
45
50
LEVEL
All
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
20
40
60
80
100
WFM
0
5
10
15
20
INT
5
10
15
20
25
MYTHIC
STR
T
---
EXPERIENCE PAYOUT
Shield Integrity
Recharge Rate
Recharge Delay
Hull Armor
10
5
4
PER
25
30
35
40
45
CR
40
45
50
55
60
CH
5
10
15
20
25
PROMETHEAN CRAWLER
Damned if they dont have a gun on their face.
LD
5
10
15
20
25
Arms
13
STR
15
20
25
30
35
WOUNDS
7
8
10
12
14
Chest
14
CRAWLER
AG
65
70
75
80
85
WFR
35
40
45
50
55
LEVEL
All
---1
2
LUCK
Legs
13
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
20
40
60
80
100
Watcher Armor
WFM
20
25
30
35
40
MYTHIC
STR
T
---
INT
5
10
15
20
25
10
5
4
PER
25
30
35
40
45
WOUNDS
7
8
10
12
14
Crawler Armor
Head
5
Arms
10
Chest
11
Crawler Armor
Crawler Spray Equipment
Suppressor
CR
45
50
55
60
65
CH
5
10
15
20
25
LD
5
10
15
20
25
AG
+1
EXPERIENCE PAYOUT
Shield Integrity
Recharge Rate
Recharge Delay
Hull Armor
Watcher Equipment
Suppressor
T
10
15
20
25
30
AG
+1
Watcher Armor
Head
7
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
Crawler Armor
Legs
10
---1
2
LUCK
Sentinel Enforcer
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Warfare Range
Intellect
Perception
Maneuverability
Hull Integrity
Break Points
Hull Armor
Shield Integrity
Recharge Rate
Recharge Delay
Experience
SENTINEL SPECIFICATIONS
9.8 Meters
7.5 Meters
7.6 Meters
70 Metric Tons
30 MPT
30 MPT
30 MPT
208 MPT (190 KM/h)
35
30
40
80
400
Wep
Mob Eng
Op
30
100
70
40
Front
Back Side Top
15
15
16
15
150
50
10
2,000
ARMAMENT VARIANT
Super Sentinel
Crew
40
Bottom
16
SENTINEL SPECIFICATIONS
Length
5.8 Meters
Width
7.7 Meters
Height
10 Meters
Mass
66 Metric Tons
Meters Per Turn 30 MPT
Acceleration
30 MPT
Braking
30 MPT
Max Speed
208 MPT (190 KM/h)
Warfare Range
35
Intellect
30
Perception
40
Maneuverability 80
Hull Integrity
340
Break Points
Wep
Mob Eng
Op
30
100
70
40
Hull Armor
Front
Back Side Top
18
18
19
18
Shield Integrity
150
Recharge Rate
50
Recharge Delay
10
Experience
2,000
ARMAMENT VARIANT
Slipspace
Immobilization
Field
Crew
40
Bottom
18
Aggressor Sentinel
SENTINEL SPECIFICATIONS
Length
2.9 Meters
Width
1.9 Meters
Height
1.5 Meters
Mass
700 KG
Meters Per Turn 30 MPT
Acceleration
30 MPT
Braking
30 MPT
Max Speed
208 MPT (190 KM/h)
Warfare Range
35
Intellect
30
Perception
40
Maneuverability 80
Hull Integrity
60
Break Points
Wep
Mob Eng
Op
30
20
30
25
Hull Armor
Front
Back Side Top
9
10
11
10
Shield Integrity
30
Recharge Rate
10
Recharge Delay
5
Experience
300
ARMAMENT VARIANT
Sentinel Beam
Crew
25
Bottom
9
Inner Core
Gravitational
Flux
SENTINEL SPECIFICATIONS
15.8 Meters
27.5 Meters
100 Meters
470 Metric Tons
5 MPT
5 MPT
200 MPT
208 MPT (190 KM/h)
30
70
70
90
2,100
Wep
Mob Eng
Op
90
200
200
90
Front
75
300
50
5
8,000
Back
75
Side
75
ARMAMENT VARIANT
Top
60
The six separate Guardian Beam Turrets are found in the large
glowing eye of the Sentinel. The Gravitational Flux systems are
found at the lowest point of the Sentinel. When the Gravitational Flux
System is activating, it takes 4 Rounds to completely charge, before
being able to be used for 3 Rounds, before it must charge again.
The Arc Guardian Sentinel must be used carefully, as it is one of the
few ultra-dangerous bosses in Halo: Mythic. The GM must use
extreme discretion.
Crew
100
Bottom
90
Onyx Sentinel
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Warfare Range
Intellect
Perception
Maneuverability
Hull Integrity
Break Points
Hull Armor
Shield Integrity
Recharge Rate
Recharge Delay
Experience
Activation
Shield
Formation
Combining
Weapons
SENTINEL SPECIFICATIONS
2.9 Meters
1.9 Meters
1.5 Meters
400 KG
30 MPT
30 MPT
30 MPT
208 MPT (190 KM/h)
30
30
25
30
50
Wep
Mob Eng
Op
30
20
30
25
Front Back Side Top
9
10
11
10
200
50
2
200
ARMAMENT VARIANT
Crew
25
Bottom
9
Sentinel Beam
The Onyx Sentinel has a Shield, but must be
transformed to use. It takes a Response Action
to activate and deactivate the shield.
Onyx Sentinels have the ability to combine
with others to form more useful and powerful
forms, as well as formations and structures.
For every Sentinel Beam formed together by
the Onyx Sentinels, it becomes one single
beam with a +1 damage boost. This can
happen indefinitely.
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Warfare Range
Intellect
Perception
Maneuverability
Hull Integrity
Break Points
Hull Armor
Shield Integrity
Recharge Rate
Recharge Delay
Experience
SENTINEL SPECIFICATIONS
2.9 Meters
1.9 Meters
1.5 Meters
700 KG
30 MPT
30 MPT
30 MPT
208 MPT (190 KM/h)
35
30
40
80
80
Wep
Mob Eng
Op
60
40
60
50
Front
11
40
5
2
300
Back
11
Side
11
ARMAMENT VARIANT
Top
12
Crew
50
Bottom
12
Forerunner Monitor
Length
Width
Height
Mass
Meters Per Turn
Acceleration
Braking
Max Speed
Warfare Range
Intellect
Perception
Maneuverability
Hull Integrity
Break Points
Hull Armor
Shield Integrity
Recharge Rate
Recharge Delay
Experience
Levitation
Apparatus
SENTINEL SPECIFICATIONS
1.1 Meters
1.1 Meters
1.1 Meters
1.8 Metric Tons
30 MPT
30 MPT
30 MPT
208 MPT (190 KM/h)
45
80
70
90
200
Wep
Mob Eng
Op
30
20
30
25
Front
Back Side Top
10
10
10
10
30
5
2
3,000
Crew
25
Bottom
10
ARMAMENT VARIANT
Floodgate
Forcefield
Shockforce
The Levitation Apparatus allows a Monitor to
levitate and carry any object less than 1,300 KG.
The Apparatus can reach up to 4 meters away
from the Monitor. The Monitor cannot fire any
weapons while a Character is trapped, but that
Character is counted as Helpless.
Floodgate
Sustained Rate of Fire (4)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Hardlight Beam
4D10
+7
10
20m - 300m
-Hard Light Special Rule. Can be found on Forerunner Monitors. Can sometimes be recovered upon unit expiration.
Z-DECSI-X
cR
-WEIGHT (KG):
AMMUNITION
Hardened Light
10.3
Forcefield
Automatic Rate of Fire (1)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Force Shielding
1D5
-Infinite
15m
-Forcefield deals light damage that ignores all Armor and Toughness. Forces people outward, away from the source. Blast (15)
cR
-WEIGHT (KG):
AMMUNITION
Hardened Light
1
Shockforce
Sustained Rate of Fire (2)
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
MAG
Electromagnetic
2D10
+10
15
5m
-Electrified Special Rule. 5 Meter radius of damage, similar to Blast (5). Bursts outward from the Monitor.
cR
-WEIGHT (KG):
AMMUNITION
Hardened Light
1
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.
STR
70
75
80
85
90
T
65
70
75
80
85
AG
40
45
50
55
60
WFR
20
25
30
35
40
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
WFM
55
60
65
70
75
MYTHIC
STR
+4
+3
+4
+5
+5
T
+4
+5
+5
+6
+6
INT
20
25
30
35
40
AG
+1
+1
+1
+2
+2
PER
50
55
60
65
70
CR
40
45
50
55
60
CH
35
40
45
50
55
LD
70
75
80
85
90
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
400
800
1,200
1,600
2,000
EXPERIENCE PAYOUT
WOUNDS
32
36
44
50
60
2
3
4
5
6
LUCK
[S]
Fist of Rukt
TYPE
DAMAGE ROLL
BASE DAMAGE
PIERCING
RANGE
Gravity Weapon
3D10
7+Strength Modifier
9
5m
Gravity (10) Special Rule if activated. Fist of Rukt damage is only an impact hit, while the Gravity Special Rule will still impact a nearby
missed hit. Fist of Rukt 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 except for the strike that activated the Special Rule.
GRAVITATIONAL FORCE:
Fist of Rukt has two Gravitational Forces, Inward and Outward Forces. Both Forces have a radius of 15 meters. Outward Force throws
opponents away from the Hammer at 3 meters every Half Action. Inward Force draws the Opponents towards the Hammer at 3 meters
per Half Action. These abilities may be activated and deactivated with a Response Action.
EQUIPMENT
Invincibility Shield
ABILITY
Overcharging a specialized plasma battery, the Invincibility Shield gives the user a Shield Integrity of 500 that regenerates 250 Integrity at the
beginning of every Full Action of the Character using it. The Shield is active for 4 Full Actions, before the Integrity drops to 0, and must Recharge
for 1 Full Action before the Shield can begin regenerating again. Instead of always being active, this Shield is activated by the user.
Shield Integrity
400
Recharge Rate
200
Recharge Delay
1
Covenant Sharquoi
I suspect we are forcing them into a tighter arena than they care to
fight in. Soon we may be able to use the Sharquoi...
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
Mythic
LEVEL
Easy
Normal
Heroic
Legendary
Nemesis
STR
60
65
70
75
80
+16
180
360
540
720
900
T
55
60
65
70
75
+5
AG
10
15
20
25
30
+1
WFR
5
10
15
20
25
WFM
55
60
65
70
75
EXPERIENCE PAYOUT
INT
25
30
35
40
45
PER
10
15
20
25
30
CR
45
50
55
60
65
WOUNDS
23
26
30
35
40
CH
5
10
15
20
25
---1
2
LD
5
10
15
20
25
LUCK
STATS
SIZE
NATURAL ARMOR
BUILT TOUGH
MELEE
ARMOR
GUILLOTINE STRIKE
SPECIALIZATION
BENEFIT
5 Meters Tall
The Sharquoi has a Natural Armor of 4
The Sharquoi has the Built Tough Trait.
Sharquoi can only use Melee attacks.
Sharquoi have no armor available to them.
Sharquoi have the Guillotine Strike Ability.
The Sharquoi does not gain a Specialization Pack.
HALO IS OWNED BY
Microsoft
SPECIAL THANKS
E-Squid for visuals and the Onyx Sentinel rendering. All of the /tg/ community that offered their assistance. 4chan for the community and forum for
proper discussion and advancement of the system. The IRC at #Tabletop and #Halo for their time and testing. Bungie, Microsoft, and 343 Industries
for the creation and content. Halopedia and Halo Nation for their attempts at clear information. A big thanks to Person for assisting me in the
collection and stats of every single Mjolnir variant armor. 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.
A big thank you to Amy "Yue" Veeres for our new OCR and Bookmarking!
Thank you, Bungie, Microsoft, and 343 Industries. Thank you for this amazing universe, and all the hard work put into everything. If it werent for
you, I dont know where I would be, or how well my tabletop games would have faired.
Published using Microsoft Word and Adobe Acrobat Pro for the free use of the fans of Halo.
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
Halo Microsoft Corporation. Halo Mythic was created under Microsoft's "Game Content Usage Rules." using assets from the various Halo games, comics, graphic novels, animated series,
terminals, and waypoint videos. It is not endorsed by Microsoft and does not reflect the views or opinions of Microsoft or anyone officially involved in producing or managing Halo. As such, it
does not contribute to the official narrative of the fictional universe, if applicable.
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
of Microsoft. This is not a published form of media, and is not registered for purchase or for sale. This edition is online-released free for the public, and not a published goods, nor has 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 Microsoft,
the owners of the used material. No donations or payment are to be given for the work on this publication. It is free to use and will stay this way.