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speak. When he is
gone, the world will
speak for him.
HALO RPG
Alright Spartan, perk up your ears, cause Im only going to say this once. You gotta know the
rules of war before you hop in to combat and start throwing stickies at everything that moves. The
following documents will give you the basics, but theyre no substitute for real experience.
BRUTE WEAPONS
Special Notes
Spartan Laser Upon firing the Spartan Laser, the Plasma Pistol/Rifle You may spend an action to
weapon will require a full round to recharge charge the weapon by making a shooting roll and
before it can be fired again. hitting the TN. The charge increases the damage
Needler Upon a successful hit with the needler to +2 and the ammo cost from 1 to 10. Charging it
(even if the damage done doesnt beat the targets a second time increases the weapons AP to 4.
toughness) a needle sticks in the target. If the Firebomb Creates a fire in the area of the
target survives seven needles stuck in him, the explosion that lasts for 2 rounds.
seven needles will explode causing 4d6 damage Spike grenade There is an additional blast of
ignoring armor. shrapnel in a large burst template. The shrapnel
Plasma Grenade The plasma grenade will stick does 2d8 damage. This damage is rolled
to the wall or target it is thrown at and explode the separately from the explosion damage. The
next round. shrapnel can be avoided just like the grenade.
ARMOR