| Post/Author/DateTime | Post |
|---|---|
| #1Kira_HowlerApr 20, 2011 14:17:02 | I know what all of you are thinking again with the halo campain setting there are like 3 threads and stuff on the D&D wiki? Well yes they, however after reviewing them I'm not satisfied with alot of it. So if anyone wants to post here they are welcome. I'm probably going to be building some of the stuff from tue ground up. I'm also going to introduce vehicles from halo wars and update the hunters to reach style the way they where ment to be fought. So first off let me start by I'm not truing to offend those who built these stats, I just feel they need to be changed a bit and anfew correctionts need to be made on halo wiki, if you have any classes ideas or stats that you would like to post feel free to do so. |
| #2Kira_HowlerApr 20, 2011 23:03:12 | Reserved for table of contents |
| #3Kira_HowlerApr 21, 2011 1:53:29 | Bare with me... This is the first of many will edit it later but here is the stats for the elephant mobile base I created I'll also come up with a list of a few more upgrades besides those listed here like the automatic defense turret, and the medical bay hehe debating putting a cryogenic tube in it, know I'll put a flash cloning tank in there. M313 "ELEPHANT" HRV Behemoth Class TT Crew 1-4 (3 are for gun turrets) passagers 12-16 cargo: 150,000lbs or 75 tons int -4 maneuver -8 speed 30(8) upgraded with duel motor 60(16) upgrade pdc 18 defense: 8 hardness: 15 with ceramic armor 20 upgrade pdc 19 Hit points: 80 size collosal PDC: 40 (+3) military OK so i was wrong it can only carry a warthog inside however it's 85 feet long, ok so that makes it 17 squares long and 8 squares wide, like i said massive. this is the hard top version so all oqupaints (unless on turrets) gain full cover while the door is closed and 9/10s while the door is open unless they are standing in the open door. here are my redone stats ill admit most are the same for the elephant, but i corrected and added a few things. when this is bought is comes with 3 mounted Laag turrets, however the elephant can be upgraded to have an aurtomanted defense turret that attacks any nonfreindly (iff signal required). also the elephant has an area for a small command post, a medical bay, and engineering areas(all of these can be outfitted as the player sees fit). the elephant is big enough to hold 1 warthog or 6 mongoose inside and still have rooms for other amenity. it takes a full round to lock down an elephat at which time it's rear ramp can be lowered to launch the warthog or others. also you can upgrade the mounted turrets to be gauss though this ruins the AA purpose of the mounted guns. Automated defense turret (attached to the elephant) PDC based on targeting software package) +5 package dc 25,+10 package dc, +15 package dc 31Damage: 6d8 (always fires in burst fire or autofire) ballistic Ammo: 1500 round belt (purchase dc for 20mm rounds) This 20mm link fired cannon sits on top of the elephant and can attack 360 degrees. The cannon attacks any enemies within 50ft of the elephant the package +10 package can attack 2 times per round, the + 15 package 3 times. If you have access to an AI that can use the system, the AI uses it's attack rolls for the automated defense turret. Warning: if you think your IFF is failing to register please wait till an ally shuts off the defense turret if not accidental death my result. |
| #4AnimeSniperApr 26, 2011 21:40:27 | So a little update on the Pelicans and Variants right now.... so when I am ready I'll post here and I'll repost them when finished in this post Edit 2:12am- So for starters I am takings the RAW Future stats for the Orbital Shuttle and tweaking them a bit... a little higher HP for one trying to figure out things like the Motion Tracker listed in the HALO wiki amongst that which is listed including swapping out the armor for something similar For the A.I. I am looking at Cyberscape for ideas |
| #5Kira_HowlerApr 26, 2011 21:56:48 | Hunters (reach/books) Str: 28. Hd: 8d12+30 (72) Dex: 16 Defense: 24= 10+ 8+4+3 -1 Con: 20. Armor pen 12 Int: 13. reflex: +15 Wis: 10. Fort: +22 Cha: 1. Will: +10 Hardness 15 Grafted armor, grafted shield, light fortification, critical hit weakness, flanking weakness, grafted weapon, mass damage immunity, blind sight 90ft, whirlwind attack,(for hunters with assault cannons, burst fire, auto-fire, strafe) weakness to fire, trample Melee: sheild bash, 3d8+9 (slashing or blugeoning)AR +21 ranged: (AR +15) Fuel rod cannon 10d8 fire ignores 15 hardness burst radius 15ft reflex range Inc: 90ft Assault cannon 6d8 fire ignores 5 hardness, this weapon is full auto. Range Inc 90ft Grafted armor: this armor is part of a hunters body it provides the hunter with a +8 to armor class a max Dex of +3 and an armor pen of - 8 due to the weight. This armor provides the hunter with a hardness of 15 Grafted shield: this shield Is grafted to the hunters left arm and provides the hunter an armor class bonus of +4 and an armor pen of -4. The shield can also be used to make bashing or slashing attacks with the tip. Grafted weapon: a hunter has either a fuel rod cannon or assault cannon grafted to it's right arm, any grafted weapons can't be disarmed. Critical hit weakness: due to the gaps int the hunters armor when a hunter gets hit and the fact that it is a colony of worms. Any weapon that hit's critical modifier is increased by 1. fire weakness: a hunter takes double damage from fire weapons (after hardness is subtracted from the attack) This is due to the fact that the colony of worms inside are getting cooked inside the armor. Flanking weakness: if you have a flanking bonus on a hunter and the hunter is not facing you, it's hardness is not applied against your attack. trample: 4d8 bludgeoning damage dc23 reflex after attack of opportunity Light fortification: due to the armor, it is harder to score critical hits on a hunter. The hunter has a 25% chance of ignoring a critical hit or sneak attack |
| #6AnimeSniperApr 27, 2011 1:22:08 | And of course thats before you add a suitable class for them... Nicely done and started a seperate doc for races right now... |
| #7Kira_HowlerApr 27, 2011 2:42:00 | There is no class a hunter is a hunter. That is what they where doing wrong in my opinion, they where truing to make the creatures playible. They shouldn't be there is only 1 group of covy that should have class lvls that is elites. Hunter and gents should not, possibly brutes but it is Doughtful. Sry anime sniper I left out a hunter ability Rage for a fallen brother When a hunters bond brother dies the surviving hunter flies into a rage till it is killed, or the target that killed it's bond brother is dead. The hunter gains +8 str +10 move speed and an extra attack per round at it's highest bonus ( note normally a hunter only makes 1 attack per round) See, in the books it wasn't about just how strong they where, that only mattered with elites, brutes, and hunters. The real problem was numbers when the enemy can field 1000 armed gunts against your 250 men then your screwed. You see the covy overwhelms there enemy's with numbers and high lvls of tech, so these stats I will create will reflect that. Please dms who use these please bear in mind there will be alot of covy ordnance on tue ground that is fine, just remember to make the numbers feel hopeless, and that covy grenades can be cooked off. I'll post troop ratios after I get the stats up. |
| #8AnimeSniperApr 29, 2011 13:59:08 | Okay here it what I have brainstormed in stats so far for Pelicans and its variants... Let me know what you think so far First I am using the Orbital Shutlle from the Future as a base while increasing the HD to either 8d20 or giving a +40 to the rolled 6d20 and leaving it for all Pelicans off the Production line... -EDIT 4-29-2011 Below- 1a: For the NMPD variant I was thinking use just the 6d20 and keep the Steel alloy armor while limiting its use in outer space 2a: For the original Dropship 77 Troop Carrier allow for either the 8d20 or +20 to the rolled 6d20 HD 3a: For the DC77H TCI-Pelican use the 8d20 or the +40 to the 6d20 HD Second I am looking at changing the armor from Steel Alloy to Cerametal of house-statting Ceramic-Titanium armor which would the next PL up from cerametal Third, I've found a 40mm autocannon out of my Modern Military Vehicles books statted at 3d12 HE and am trying to house-stat the 70mm autocannon and Rotary Cannon... Fourth, for the ANVIL-II ASM I am either going to use the stats for an appropriate missile from Modern Military Vehicles or the Missile Pods, statted at 15d6, from dandwiki webage Fifth, the AIE486H HMG (2d12) and the M247 GPMG both (not statted) use 7.62x51mm Nato rounds as mentioned in the HALO wiki pages... so I could go by the stats on Dandwiki page or skim the Weapons Locker for a similar machine guns stats and use them instead... |
| #9Kira_HowlerApr 29, 2011 14:53:56 | Sounds good btw according to the weapon locker a 20mm AMR does 4d8 damage so I'm not really 3d12 is right for a 40mm round. I should have grunts and jackles done shortly. |
| #10kronos182Apr 29, 2011 15:57:09 | 4d8 deals only 32 max, while 3d12 does 36.. so why not have the 40mm deal 4d10 or 4d12. But give it greater range than the 20mm. so if the 20mm has a range increment of 250, the 40mm should do say.. 275 or 300 minimum. Doing 4d10 damage isn't a lot, but keeps it below the gauss gun and rail gun in d20 future. Actually.. make the 40mm do the 4d10, so only some what better in max damage over the 20mm, but grant larger range, and allow it to ignore 5 points of hardness to make it more attractive over 20mm. The 70mm you can have the damage up to 5d10 or 5d12. Still below the rail cannon and gauss gun in d20 future. Of course the 70mm would have reduced payload. You can also give the 70mm more ammo options for things like HEAT.. sure you can add them to the 40mm but definitely make the 70mm the weapon of choice for variable ammo. Just an idea. |
| #11AnimeSniperApr 29, 2011 19:05:08 | Okay here are the stats for that autocannon... and this is how they are written in the back 40mm Autocannon Damage: 3d12 High Explosive rounds Type: Blast Critical: 20 Range Increments: 180' Rate of Fire: A Notes: Automatic, Blast 108 For the 20mm Autocannon the stats are 20mm Autocannon Damage: 4d6 High Explosive rounds Type: Blast Critical: 20 Range Increments: 120' Rate of Fire: A Notes: Automatic, Blast 56 For variable ammo I could say use as listed damage rolled plus the a one time bonus for say Thermite or White Phosphorous rounds of lets say 3d8 fire damage to everything in the burst radius... On another note about weapon stats on the DanDwiki page both the 90mm Hyper Velocity Gun for the Scorpion and the Missile Pod are statted at 15d6 each... looking at that would either 6d10 or 6d12 for the 70mm Autocannon as well as the Rotory Cannon version be feasible... |
| #12AnimeSniperApr 29, 2011 21:07:56 | Some ammo variants that I can recall off the top of my head... Show APDS- Armor Piercing Discarding Sabot APDU-Armor Piercing Depleted Uranium APFSDS- Armor Piercing Fin Stabilized Discarding Sabot HESH- High Explosive Squash Head HEAP- High Explosive Anti-Personnel API- Anti-Personnel Infantryman AP- Armor Piercing Smoke Thermite White Phosphorous CVX- Poisonous Gas Shells use Smoke rules CHAFF- Airburst rounds a set distance from vehciles to disrupt Heat guided weaponry Flares- |
| #13kronos182Apr 29, 2011 21:34:35 | I think Smoke, CVX, flares and chaff are more for grenades or for launchers dedicated to launching just those, mostly chaff, flare and smoke, especially on vehicles. |
| #14AnimeSniperApr 29, 2011 21:46:22 | True but WW II AA guns had the fuses that used magnetics that when in ranged of a metal airplane would detonate the shell... a dedicated shell capable of punching through a wall before detonating would be useful maybe with a timed countdown from when its fired over the distance needed to travel to the target at which time it detonates... and doesn't have to be CVX gas it could be Tear Gas or a sophoric sleep gas As to flares, I mean you have them for mortar tubes and I would have to ask a military savy friend and my brother about it but I think there used to be an experimental artillery shell from the korean war era... |
| #15AnimeSniperApr 29, 2011 23:30:37 | Here are the two homebrewed 70mm guns for the dropships so tell me which dice number seems appropriate for them... now to figure out how to handle the numerous numbers of rounds fired each successful attack... maybe roll a d10 and d100 together or just 2d10 for x-rounds fired and times that by the rolled damage... 70mm Autocannon {Hombrew} Damage: 6d12, 3d20 or 4d20 High Explosive rounds Type: Blast Critical: 20 Range Increments: 300’ Rate of Fire: A Notes: Automatic, Blast 108 70mm Rotary Cannon {Homebrew} Damage: 6d12, 3d20 or 4d20 High Explosive rounds } Type: Blast Critical: 20 Range Increments: 300’ Rate of Fire: A Notes: Automatic, Blast 108 |
| #16Kira_HowlerApr 29, 2011 23:48:59 | Alright... Chronos did you figure out the pod stats and prefab bases? |
| #17AnimeSniperApr 30, 2011 0:12:12 | Well the Resupply Canisters are simple to stat out I think after I reviewed that page... just a matter of saying what is inside them in way of weapon type or just ammo and Med Packs... and the Troop Deployment Pod should also be easy to stat out except for the optional 25mm Grenade Launcher As for the Pods do you mean the ODST's HEV pods or what... as for Pre-fab bases I usually think of such things as modular units meaning you have the following made out of probably some listed starship alloy in the corebook 1: Floor Plates measuring x-by-x feet that can be laid down on level terrain which are interlockable to create large structures and can be used for consecutive floors above or belowground 2: Exterior supporting walls that make up the exterior wals with designated door sections for entry points and are x-by-x sections normally taller than a normal height person 3: Interior support pylons and wall sections 4: Elevators and stairwells as and where needed Of course what was in HALO Wars was in lamens terms a drop-and-forget module units that lands with subsequent modules being delivered; Power Generation, Barracks, Armory, Anti-Aircraft turrets, and etcetera showing up.... This is basically a 'We need a Base Yesterday' at a designated Firebase DZ/LZ -EDIT 2:00am- There is infact actual flares for artillery and tank cannons as my brother verified it for me... so you could load a 20/50 round belt of flares as the starting belt in the autocannons feed system before having the linked HE or variants feed through... instant illumination of the darkened ruins before bringing the pain |
| #18kronos182Apr 30, 2011 8:17:49 | I stand corrected. EDIT: As for the 25 mm grenade, use the mini grenade rules. Or just take a 40mm grenade and reduce damage by 1 die, range by 25 to 40%. @ Kira : I haven't had a chance to really go through much on the prefab stuff. Had a lot of family and personal stuff I've had to take care off lately. Although at the moment, for a quick listening post, use the one already in Chuck's emporium, just reduce stuff to appropriate PL level. There are also camo tents for hiding troops while out in the field. As for the resupply drop pods.. off the top of my head.. Supply Drop Pod A This pod, measuring about 8 feet tall, 5 feet in diameter, used to drop supplies into hostile zones for troops below. It is weighted so that it always lands standing upright, comes with an IFF beacon to notify friendly troops it is in the area. A small thruster and flap system helps guide the pod so that it doesn't land in terrain like a lake, volcano or other extremely difficult area to reach, or right near enemy troops. To gain access to the goods inside, the friendly troops must either radio their ID signature to the pod's receiver, or type in a code on a keypad, which then releases the access panel. The pod can contain about 500 lbs of gear that can fit inside the 7 foot long by 4 ft diameter space inside. This is usually a couple of longarms, couple of pistols, enough ammo for 4 reloads of each, several EMRs (emergency meal rations), 2 first aid kits, 1 trauma kit, 4 canteens of fresh water, 1 4 man tent, 50 ft of rope. Other gear can be subsituted. HP: 20 Hardness: 8 Weight: 310 lbs unloaded. PDC: 11 How's that for a quick one? |
| #19AnimeSniperMay 01, 2011 2:36:18 | Looks good and added to the word doc for Pelicans & variants... according to the wiki there are two follow up variants listed here halo.wikia.com/wiki/D77H-TCI_Pelican_Dro... and I may tweak them a bit with armor type and radiation shielding since it wouldn't do for NPC's Marines to show up later after retirement and sue the UNSC for Radiation Poisoning via containmented weapons |
| #20kronos182May 01, 2011 9:15:16 | We could assume they're radiation treated, especially if they're going to carry stuff like tents, food and the like. Gotta keep that stuff from getting contaminated before being eaten or used. |
| #21kronos182May 01, 2011 14:30:43 | You know.. looking at the Drop/Resupply Canisters that are here and they only hold a single longarm or a pair of pistol weapons.. that is a waste of the available space. I don't know how much they carry in-game.. maybe a few reloads as well besides the weapon.. but the contents I listed make more sense of a typical load.. choice of longarms loaded before mission, with maybe 2 long arms and a collapsable rocket launcher or grenade launcher instead of pistols, plus the other stuff. The tent, rope, EMRs and water could be swapped out for more ammo or a different weapon and some ammo. *Shrugs* Also the sizes I have for mine is slightly shorter than the Halo version. Either way, if you guys want to use the version I put up, feel free, if not, ignore or alter. |
| #22Kira_HowlerMay 01, 2011 16:40:37 | I like yOurs and your right they make more sense to carry more stuff. The ones in halo reach only seem to carry 1 weapon. On that subject who else thought that the mongoose was a horrific waste of resources tO build? I couldn't find It but is there splaser stats up, cause I couldn't find them. Oh yes in rereading the books it turns out that covenant active cammo generates alot heat meaning it very easy to find via thermal. Such a useful piece of gear with a huge weakness. Also after I find a List of all the armor parts in reach I'll start stating them, to a point of course. |
| #23kronos182May 01, 2011 17:31:01 | Covenant Active Camoflauge Armour Gadget The Covenant have an active cloaking system on the armour of some of their soldiers. By using various metamaterials and an energy field that bends light. Users of the Active Camoflauge are invisible to most sensors, gaining a +30 bonus on Hide checks if immobile, or a +15 bonus on Hide checks if moving. However, if someone is using thermal based sensors, they gain a +10 bonus on Search and Spot checks to find someone using Covenant Active Camoflauge. Duration: X (no idea how long it lasts in game, so insert x amount of time) Weight: Part of the armour installed into PDC: umm... no idea.. maybe 24 for Covenant to build? How's that for the active camoflauge, off the top of my head. It's not as good as the spell Invisibility, doesn't disengage when you attack, as the spell would, trade off for the ability to attack. |
| #24Kira_HowlerMay 02, 2011 0:27:07 | Grunt (orange armor) Hp 2d8-2 (8) defense 14 = 10 +3+1 Fort 6 Reflex 6 Will 4 Str 8 Dex 16 Con 10 Int 5 Wis 5 Cha 2 Special: suicide, demoralized, mishap, breathing harness Breathing harness; the breathing harness is full of methane, so the grunt can breath. It can be targeted, or removed with a grapple check. Though if removed there is a 70% chance the grunt will attempt to suicide bomb the creature that removed it's mask. If the grunt is with fire there is a 30% chance that the grunt methane tank will explode doing 3d6 to everything in a 5 ft area. Demoralization; when a the party leading the group of grunts dies the grunt makes a will save 14 or is afraid till another leader comes on or is dead. Note: grunt heroes, grunt deacons, elites, and brutes all count as leaders. Suicide: sometimes grunts are commanded to commit suicide if there leader dies or just if the leader feels the battle is going poorly. Most grunts use plasma grenades to commit suicide, pulling 2 out and lighting running head long at the enemy. List of grunt types Grunt regulars ( orange armor) Grunt elites (silver armor) Suicide grunt squad (purple armor) Grunt veteran (red armor) Grunt specialist ( green armor) Grunt hero (black armor) Grunt deacon (blue armor) |
| #25Kira_HowlerMay 02, 2011 3:53:21 | So I dug around my sources, each drop pod is only ment to supply 1 person with everything from weapons ammo to medical supplies. Usually dropped from a pelican or a longsword at high altitude. The pods have explosives in them to dispose of old weapons and unwanted supplies as well as the pod it's self. So ya we need to decide to go with traditional explosives or more of a thermite burn. But in the mean time I have some thing for you. C-4 spray foam 4d6 concussion 10 ft burst Reflex 18 PDC 14 (+3) Weight: 1 lb Each can of c-4 spray foam contains 4 uses, as a specal note this type of exsplosives does not need a demolitions check in order to link multiple charges together you just spray the foam in the same spot. Detonators sold speratly. |
| #26Kira_HowlerMay 02, 2011 7:10:20 | Needler Damage: 2d4 piercing Rate of fire: full auto Ammo: 30 Range increment: 30ft Weight: 5lbs Special: if a target with burst fire from this weapon 3 times In the same round the needles from the needled explode dealing an extra 3d6 slashing damage "Spartan" laser Damage: 12d6 fire ignores 20 hardness Range: 200ft line attack reflex 18 for half Ammo: 5 PDC: 24 (+3 military) weight: 30lbs Firing this weapon is a full round action. There are currently no mobile charging facilities for this weapon so it can only be charged at a base or on a ship. Also the internal battery pack is non replaceable. (yes the price is correct it costed about 6 million) Here are some weapons I rewrote/ wrote tell me what you think. I'm thinking the rest of the grunt types and a few more weapons after we finalize these we need to correct D&D wiki. You know what would be neat is a halo era anti-personal mine, that reminds me I need to put lotus anti-tank mines on the must stat list. |
| #27AnimeSniperMay 03, 2011 0:14:52 | I like yOurs and your right they make more sense to carry more stuff. The ones in halo reach only seem to carry 1 weapon. On that subject who else thought that the mongoose was a horrific waste of resources tO build? I couldn't find It but is there splaser stats up, cause I couldn't find them. Oh yes in rereading the books it turns out that covenant active cammo generates alot heat meaning it very easy to find via thermal. Such a useful piece of gear with a huge weakness. Also after I find a List of all the armor parts in reach I'll start stating them, to a point of course. I say we keep Kronos's Resupply Pod stats for the Type-A version and I will work out something for the type B and C versions after I finish with the Pelicans and post them here... along with as I said tweaking them a bit... I could see a single resupply pod being loaded out with what the soldiers planetside need the most... medical packs, bio-foam, medi-gel... ammunition for whatever guns they have.... and dedicated drops of new weaponry as needed... So for weapon loadout would enough weapons, Primary weapon & sidearms, in a canister for say a squad of marines (8-13 troops) be sufficient... this could be more if needed and I'll ask my brother how many rifles are normally in a crate that armed forces use Medical Packs, Bio-foam, Medi-gel need to work them out for how much HP they replace and duration in the case of bio-foam and medi-gel -EDIT- Okay so I was lookin at the old Halo forum and cam across the UNSC Frigates weapons stats and remembered my own attempts at statting out MAC Guns and Linear Rail Guns/Cannons so I could post those also... Following UNSC Frigates weapons were.... Weapons:50mm Point Defense Guns (50) Fire arc: front, Bonus: +8, Damage: 6d10, Range modifier: PB:+1, M: +3, L: -1, Weapons: Archer Missile Pods (26 Pods 6 missiles per pod) Fire arc: Front(1/2) Aft (1/4) Port (1/4) , Bonus: +10, Damage: 8d10, Range modifier: PB:+1, M: +0, L: -1, Weapons: MAC[Magnetic Accelerator Cannon]* Fire arc: front, Bonus: +14, Damage: 15d10x4, Range modifier: PB:+1, M: +2, L: +3, *Can Only Fire once per 10 rounds |
| #28AnimeSniperMay 03, 2011 0:41:05 | Took a visit to the old HALO forum here and spotted the stats for the UNSC Frigate class Starship which were thus... UNSC Frigate Class: Capital [Frigate] |
| #29Kira_HowlerMay 03, 2011 0:45:46 | The pods arnt that big and where not designed to be stopes to normal infantry, they where for resupplying small groups, like ODSTS behind enemy's line hence while the pod can self destruct. Though your idea is great for the large weapon crates. For purposes of simplicity the difference in the pods if what vechile they R dropped from. Medi-gel is mass effect. Bio-foam does not heal wounds like on D&d wiki, it is to stabilize severely wounded soldiers. It does have pain killers In it. On the subject of medical tech I've started to work out a way to run flash cloning tech in D&D, not whole people mind you, just body parts. Sadly it's a long haul on that one, I'm also working on updating more of the weapons. I'm tring to decide if we shold have the option of giving wraith tanks heavy shields and there scorch ability from halo wars. On that note I reviewed the flamethrower that was posted o. The D&D wiki, it's great for the defoliator chief gets his hands on but it cant represent the hellbringer flamethrower. Not enough ammo, this presents an inteisting challenge for weight. I have a list of flamethrower upgrades berived from personal experiane with the weapon and from halo wars. ( the personal experience being in d20 modern). Coming up next Needle rifle Bio-foam Lotus anti-tank mine Flash cloning vats, both portable and non Shields both Spartan and elite ( note reach was crap, the covenant never had regenerating sheild technology, that was human innovation, after a little reverse engineering so please bear that in mind when the elites have higher sheild hp then the Spartans.) |
| #30Kira_HowlerMay 04, 2011 23:38:10 | Dmr Damage: 2d10 ballistic Ammo: 15 Weight: 7 lbs Rate of fire: semi-auto, or 3 round burst Range increment: 90ft This weapon fires 7.62mm rounds. Assult rifle Damage: 2d10 ballistic Range increment: 60ft Rate of fire: full auto Ammo: 32 Weight: 9lbs This weapon fires 7.62mm ammo, pls note that dmr magazines and assult rifle are not interchangeable Needle rifle Damage: 2d8 piercing Range increment: 90ft Rate of fire: semi-auto Ammo: 21 Detonation: much like the needler if this weapon strikes an un shielded target 3 times in the same round the needles detonate dealing 3d6 slashing damage |
| #31AnimeSniperMay 05, 2011 4:51:39 | Nice stats for those weapons and which is the Dmr again... so I have also started a doc for the revised HALO weaponry aka The Armory as I titled it... and I've copied the tables from the DanD wiki page to save time when we have all the weapons stats revised to simply input the new damage dice Also, from this page here halo.wikia.com/wiki/Category:Explosives which explosives will I need to add to the Explosives table cause I recognize a few of them from the books that I have read And then there are the bombs here halo.wikia.com/wiki/Category:Bombs which would be the need to take out Covenant ship A quickly via one of those listed Also has anyone else had trouble when editing a previous post a few minutes later since I've noticed that when I've gone back to add something later like my homebrewed MAC gun stats that it won't appear for like a day or two... and on that note has anyone comments on my house statted MAC gun Gargantuan class 8d20 damage, Crit 20 x6 with a reload time of which I never figured out... |
| #32Kira_HowlerMay 05, 2011 8:48:36 | The dmr is the designated marksman rifle from reach. Sadly the Mac round is kinda like a nuke, catastrophic amounts of damage, I intend to use them as a plot device, normal charge time for a mass accelerated cannon is 1 min. However if the fukashawa drive (slip space drive) is taken off line this can be reduced to 45 seconds. This how ever is not the case for the prototype Mac on the pillar of autaum which, after charged the first time could fire 3 rounds in quick succession before needing recharging. So that is where we stand with Macs from my point of view, just remember a Mac throws a 200+ ton slug at 1/4 the speed of light. And Ty for the comment on my weapon stats, tried really hard to balance them. I may have under cut the damage for the needle explosions , but ATM I don't have a campain to test them in. Ty for the other info I'll give it a run through and see what I gor. Also I'm writing up a full list of the visr systems full capabilities, I'm also rewriting the previous spartan augmentations, for 1s, 2s, and 3s. Yes that is right I'm including project Orion. |
| #33kronos182May 05, 2011 10:10:50 | A MAC might be able to do the same or similar damage as a nuke in raw numbers of energy, but also remember that a MAC can hit only a SINGLE target verses a nuke's area wide destructive capability. Also the whole ship must be moved to aim, which would limit it's use to against larger ships, so yes.. might be more plot device, but if the character is the weapons officer of a ship, like a frigate, I'm sure they'd love to fire that MAC and blow holes in that Covent cruiser. I'd add a penalty to attacking with a MAC since the entire ship must move, PLUS it can only fire once a round, unless of a similar design to that on the Pillar of Autumn. @ AnimeSniper : Maybe lower the number of dice before the multiplying.. like say 8d10x4. this gives it a damage range of 32 to 320. If you go that way. Hmm.. that seems a bit low.. but does reflect a shot that skims the hull to the hull gutting capability, without a huge critical modifier. With the ability to ignore 10 to 25 points of hardness/dr. With that, even on a roll of all 1s, it still punches into the hull and takes a chunk of hull plating out with it. Do a critical of 19-20 x4. So yeah, may not completely gut a battle cruiser (using d20 future pg 128), with 9000, on a single hit.. but 1280 on max damage with the stats I listed.. that's over 1/9th of the damage. When you combine something like that with say 5 out of 26 archer pods.. so 5 x 6 or more missiles plus any fighters launching missiles or any other weapons mounted on the ship.. d20 Future has ships above corvette with thousands of HP as a slug fest in trading shots back and forth, with weapons that deal only 40 to 75 average damage. Sure on a destroyer vs destroyer with a dozen weapons firing back and forth, it still just comes down to slug fest. Yeah.. lot of babbling there.. as to your other point.. as to reload time.. Well.. Give the weapon a Single rate of fire, and an internal magazine of say.. 5 maybe. According to the Halo Wiki destroyers and such ships can carry dozens to hundreds of rounds, but a lot of the time they don't get the chance to use them. So with a ready magazine of 5 rounds, an internal store of say 50. Takes a number of rounds to reload related to crew level maybe? so for an npc crew, say 5 rounds - crew quality. With crew quality being Untrained 0, Trained 1, Expert 2, Ace 3. So an ace crew would have the magazine reloaded in 2 rounds. this is only 12 seconds. This is damn quick. So if a destroyer with a MAC with an ace crew, and can fire every round, using just the mac to attack another destroyer, and hits every round, doing max damage, the MAC can do a max of 6400 points of damage at max damage with critical with the 5 rounds, wait two rounds to slug it with missiles and other weapons, then pound with another 5 MAC rounds. So the MAC destroyer can potentially destroy the other destroyer in about 8 rounds. A frigate might only have a magazine of 3 rounds, and carry 25 rounds in storage. Some destroyers carry 2 MACs, can fire one mac then another, alternating so that when the first runs out, it starts reloading while still having an extra round of firing a MAC before it reloads, so that you only have 1 round of not having a MAC launching heavy rounds of ship destroying potential. As to the charge time, which Kira pointed out, which I missed earlier, 1 minute for firing time.. ouch.. not very fun to play.. but if we want to keep the MAC closer to how it is in books or game.. how about 1 shot every 4 or 5 rounds.. half a minute, allows more shots to be fire and keeping in closer with how it's portrayed. Also on the note of editing posts being a problem. Yes, I have noticed that a few times, although this was about a month ago or more, I haven't experienced it in the last week or so, but doesn't surprise me it's still happening. |
| #34kronos182May 05, 2011 10:16:38 | Something else you might have noticed, AnimeSniper, is that the threads don't always register a new post in the main thread listing. As I just noticed with my last post, the post is there, but doesn't show that I posted. *Shrugs* probably server maintainence problems or who knows what. |
| #35Kira_HowlerMay 05, 2011 15:56:55 | Actally nuke are pretty useless on a covy ship with the shields up where as a Mac round cuts through the ship shields and all. Which I'm sry to say is somethIng you forgot to factor in chronos. A unfc ship might have the same amount of health as covenant ship but.... The covenant ship basically has a large amout of temporary hit points ( these being the sheild, which is what the anchor missle pods where used for) so I'm no good with ship making but I can Offer my knowledge. As for shields I felt that was the best way to run them, was tempary hitpoints. Then you add a recharge timer for covenant ships (pls note: the covenant never had regenerating personal sheild tech that was humanities invention) also bear in mind that Covent shields where strong enough to contain a nuclear blast which was demonstrated in the keys loop, by the time the sheild fails the nuclear blast is almost harmless. Satchel charge Damage: 8d8 concussive Blast radius:50ft reflex 20 for half This explosive can be timed or remote detonated, also used as a booby trap. Specal with a successful knowledge structural check on where to set the charge this explosive does double damage to buildings. Weight: 10lbs |
| #36kronos182May 05, 2011 16:46:06 | Hmm.. nukes probably don't take down shields because the damage isn't focused. The damage is a wave, spreading its damage over a larger area, which would allow the shields to spread the damage out.. which is what shields are supposed to do, basically. While the MAC puts possibly the same amount of energy into a single, much smaller point. Could give cov shields a deflection bonus to reflex saves against energy area attacks.. like a nuclear explosion.. Question.. don't know if you'd answer this, but do bullets rip through covent personal shields faster than covent energy weapons? If so, then we just make a mechanic for all kinetic based weapons that do say +50% damage to shields, or more. Similar to fire based creatures take extra damage from cold.. only you know.. more vulnerable to bullets XP |
| #37Kira_HowlerMay 05, 2011 20:14:22 | Actually chronos it's the oppistate covenant personal and non are very susceptible to plasma or directed energy weapons, bullets to relatively little. As for a deflection bonus only a sheild gauntlet can deflect bullets which is always annoying when sniping for most. As for a bonus to reflex saves I think strait up temp hp will work out just fine with out over powering some one with evasion. That being that I had intended to have a +50% extra damage from plasma tacked on to the sheild stats. Though I think we should make the splaser and plasma weapons there own energy type I find fire type feels wrong. So I propose energy weapons do energy type damage. I did it one one of my previous campaigns it was a hit. Except to the resistance stacker he was pissed. |
| #38Kira_HowlerMay 05, 2011 20:23:56 | Standard elite minor sheild Sheild health: 100 When the shields health hits 0 the projectors overload and the sheild is destroyed. This sheild takes 50% more damage from plasma weapons ( or if we make energy weapons do energy type damage, the 50% more damage from weapons with the energy type damage) |
| #39AnimeSniperMay 06, 2011 22:01:37 | Okay so I thought of something really comical right now that could thrown into a campaign... okay so a warthog weighs 3 metric tons (3.25 tons) and a Scorpion weighs abouts 66 metric tons (65 LT; 73 ST) and thought what would be more funny then for the NPC Pelican pilot to accidentally picks up a damage Warthog or Scorpiion and instead of travelling back to the spaceship or base they just drop payload into or over a covenant held position... Also, from browsing my Weapons Locker PDF I noticed most, actually all the 7.62mm guns are statted at 2d10 and nothing above 2d12 damage rolled.... so unless I figure a way for allowing multiplication of rolled damage by x-number of rounds fired that hit the target.... but then things like strafing the target in passing come into play then and things like fixed direction fire or 180' radius firing arcs also And thanks for the comments/suggestions for MAC guns and I will rework the 12 variants from a Medium Rail Pistol sized 1d10 x2 on crits damage to the Super MAC 20d20 x20 on crits damage.... so I make a new table with the revisions then later. Cerametal is PL 7 to would the typical Titanium-Ceramic/Ceramic-Titanium armor used by the UNSC for almost everything be late PL 7 or Early PL 8... |
| #40kronos182May 06, 2011 22:39:54 | There's some rules on the board for altering autofire damage, reflex save DCs, and area.. I think some might be posted on the Gunner robot in the Droid Showroom with a link maybe.. linked with the personal minigun. Alterations for those rules might be useful for lower level automatic weapons. Yeah.. in RAW, only weapons that deal above 2d10 are .50 cal bmg range rounds. Wizards kind of nerfed it. What you could do is use something like the ZX caseless propellant I've used in a few weaposn in the 101 future weapons thread. I believe i mentioned for established weapons, could increase damage by a few points, plus increase range. Ooooh.. I had a thought for a weapon.. or ammunition at least... There is a type of ammunition for shotguns that releases balls that when they strike something, release an electric charge.. Possibly make something similar for shotgun rounds maybe.. distrupts covent personal shields, since they seem to have problems with energy weapons.... oooh.. i need to work on that for the 101 future weapon thread. If you guys want it for halo here let me know and we can work on it faster. |
| #41AnimeSniperMay 06, 2011 22:50:25 | There's some rules on the board for altering autofire damage, reflex save DCs, and area.. I think some might be posted on the Gunner robot in the Droid Showroom with a link maybe.. linked with the personal minigun. Could be an experimental muntions type that was being developed near the end of the war for repelling enemy boarding parties.... load one special disruption round than a normal 12gauage round repeat till fully loaded in a shotgun or pair NPC Marines with shotgun wielding troops and alternate as combat required Higgins picki up O'Connely's shotgun as you're now resposible for taking out that Brutes shields.... |
| #42kronos182May 06, 2011 23:15:32 | Yeah, basically. Or equip troops with a rifle with an underbarrel shotgun attachment that has 2 or 3 round capacity all loaded with shield disruptors. a couple members of the squad should be armed with shotguns that are clip fed to allow a faster reload of disruptor rounds or switching between regular rounds. |
| #43AnimeSniperMay 06, 2011 23:26:01 | R&D Tech approaches the Projects Lead Scientist Kronos182... "Sir I present to you for your review a workable grenade design using the the disruption rounds projectiles... Thompson came up with the idea of using old Prison facility Stingball Grenades as the casing while swapping out the released rubber rounds with the disruption rounds!" "We're also seeing some results using old style Claymores as the housing case for a directional variant!" Knights Armaments Master Key "S" from the Weapons Locker looks like proper underbarrel type needed |
| #44Kira_HowlerMay 07, 2011 3:09:47 | Just to let you know they wherent rounds for a gun.... But ONI did develop a large scale disruption bomb (dropped off a longsword). And a hand grenades. The handgernades are in halo evolutions and the large scale bomb is from halo wars. Both of which could destroy covenant sheild, mind you that is not what they do in the game but it's only fitting. So that will take down shields from elites to Covent bases. |
| #45Kira_HowlerMay 07, 2011 4:27:02 | Ok folks here is another batch of weapons for you. M45 tactical shotgun Damage: 2d10 ballistic Range increment: 30ft Internal magazine 6 Weight 9lbs This is an 8 gauge shotgun. I gave this weapon alot of thought before finishing it, crossed referencing shell size with recourses like the weapon locker. The largest shot gun shell I could find was a 4 gauge (roughly it was a Russian 23mm shotgun) and it did 2d12, the next step was a 10 gauge shotgun coming In at 2d10. So I safly assumed an 8 gauge shell would also do 2d10 opposed to the 3 d10 that is posted on the D&D wiki. [dm notes: shotgun house rules, so here is mine. When a shotgun is fired within 10ft of a target a shotguns damage increases, in layman's terms the shotguns damage dice increase by 1 size to a max of d12s, and the shotguns critical hit multiplier is increased to 1) Plasma pistol Damage 2d10 fire ( energy) Range increment: 30ft Ammo: 50 Rate of fire: semi Weight 2lbs As a full round this weapon can be overcharged, this expends 10 ammo, this overcharged blast does double damage or reduces a shield to 0 hit points. When this fires it receives a heat counter, overcharging gains the weapon 10 heat counters. When this weapon has 10 heat counters the weapon overheats, while the weapon is over heated it can't fire. This weapon dissipates heat counters at a rate of 2 per round while not fired. Plasma rifle Damage 3d8 fire (energy) Ammo: 50 Rate of fire: auto Range increment: 60ft Weight: 11 lbs Each time this weapon attacks it gains a heat counter, burst fire gains 5 heat counters, auto-fire 5 heat counters. When this weapon gets 20 this weapon overheats and can't be fired till all the heat counters are gone. This weapon dissipates heat counters at a rate of 3 per round while the weapon isn't firing. Brute plasma rifle Damage: 3d10 fire (energy) Ammo: 50 Rate of fire: auto Range increment: 60ft Weight: 11 lbs This is an over-clocked version of the standard plasma rifle made for the brutes after there rise to power. This weapon can handle 20 heat counters before over heating, this weapon dissipates heat at 3 counters per round. This weapon receives 2 heat counter for every time its fired, 7 for auto-fire and burst fire.when this weapon overheats it can't be fired till all heat counters are gone. Heavy needler (mounted anti-aircraft gun) Damage 3d12 preircing ignores 15 hardness Ammo: 200 rounds Rate of fire: full auto Range increment: 150ft Weight: 115lbs This is a much larger version of the needler used as an anti-aircraft gun. (reference halo wars mounted on vampire, and the book first strike). It fire needles nearly 3 ft long. If a target is hit by burst fire from this weapon or 3 attacks in the same round the resulting explosion does 10d6 slashing ignoring all hardness as the needles are embedded in the target. Plasma repeater Damage: 3d8 fire (energy) Ammo: 50 Range increment: 60ft Rate of fire: auto Weight 12lbs This is a special forces plasma rifle with a special heat venting system. This weapon can get 20 heat counters before overheating, at which point the weapon automatically spends a full round venting all it's heat counters. Every time this weapon is fired it receives 1 heat counter, receives 5 for auto fire and burst fire. As a free action you can choose to force cool the weapon, this removes all heat counters. The weapon cant be fire during the full round it's cooling. (note you are welcome to rewrite these so they are easier to understand) plasma cannon Damage: 3d12 fire (energy) Ammo: 300 rounds Range increment: 100ft Rate of fire: full auto Weight 85lbs Usually mounted on a tripod or vechile, or carried by brute or elite heavy troopers. Please note: ONI has not figured out how to recharge covenant weapons. |
| #46kronos182May 07, 2011 7:58:30 | Ok.. looking at the energy disruptor and power drain on the halo wiki, it's a type of emp device. Which begs the question, why don't nukes disable ship shields.. well I guess that could be because the em pulse doesn't have quite the radius as the destructive blast does. But then why doesn't the USSC detonate a high altitude nuke over a covent planet and using the greatly enhanced emp capabilities such a detonation creates.. Unless it's a specific frequency range in the EM frequencies... hmmm... yes.. I'm babbling to myself here. We mad scientists do this sometimes. That or talking to our inventions. Off the top of my head.. the energy disruptor and power drain will have a radius of say.. 20 ft, shields do not provide any bonus, so no temp hp, deflection bonus or whatever they do. Also electronic equipment, so plasma weaponry, lasers, sensors, spark plugs, plasma regulators, whatever in vehicles will have problems.. so a vehicle must make a Fort save say.. DC 20? or shut down/disabled while in the disruptor field. Any cybernetics same deal.. If they make the save or don't make the save give them 1d6 points of electrical damage. energy disruptor lasts for 1d4 rounds (new tech, not exactly predictable until mk2s), then explode dealing 2d4 damage.. half slashing/half fire maybe in a 10 ft radius, reflex dc 15 for half damage. PDC say.. 24 for a box of 5 restriction military and rare, making it (+5) unless specially issued? Just off the top of my head.. I'll streamline it later this weekend. |
| #47Kira_HowlerMay 07, 2011 12:22:55 | @ chronos, I tend to agree about the frequency/wavelength issue for the disrupter gernades, that being said that is why the UNFC made the disruption bomb. Personally I think is should cause an overload in covenant sheild generaters much like the plasma pistol (overcharged). I think 20ft is about perfect for burst range. Wow I gotta thank you guys for helping me with the rewrite. My group also sends there thanks, and apparently a tank... Well so we are using some of the gear right now in a zombie survival game, and a fallout game. I know wtf right? Well my group knows dam well I use zombies as a testbed for gear when I can. Turns out the elephant's defense turret is reLlu scary against zombies. Ok so zombie leads me to the flood, any ideas I'm kinda stumped on that one. |
| #48AnimeSniperMay 08, 2011 18:14:57 | Here is a link to the HALO wiki's weapon page halo.wikia.com/wiki/Weapons and a photo of UNSC ammunition size here images.wikia.com/halo/images/7/7d/Ammo_-... so hope that helps a bit and the shotgun round looks to say its an 8gauge magnum round As to the flood and its many forms... well give me time to look over the halo wiki pages for some intel and I could have some suggestions |
| #49kronos182May 08, 2011 19:01:00 | Ok.. so from the image of the ammo.. pistols and submachineguns are using the 5mm x 23 caseless.. which is only a bit longer than a .22 LR rounds.. so we'll say using better powder than present day's will do 2d6 like 9mm. Except the M6 which uses a 12.7x30mm semi AP HE round.. it's a bit smaller than .50 AE pistol rounds.. so I can see giving it the 2d8 for the .50 AE.. but also give it ignore 1 point of Def from armour or ignore 1 or 2 points of hardness/dr depending on your rules, plus +1d4 fire for the HE capability. and some extra range.. maybe an extra 5 to 10 ft? the AMR rifle round is bigger than a .50 cal bmg round.. not by much.. so definitely 2d12 damage.. maybe give it ignore 5 points hardness/dr (like in rules I suggest for AMR rounds).. maybe make the damage 2d12+2, giving it a little boosted damage as it's a little wider, but shorter, and with a little extra range for advances in propellant. Shotguns are a different story.. with them being 8 gauge and d20 modern only goes up to 10 gauge. and 8 gauges are larger, meaning all Halo shotguns are a fair bit larger than most modern shotguns to accommodate the same amount of rounds. And technically we'll have to make 8 gauge deal 2d12 damage. or maybe 3d8 or 4d6. same max damage as the heavier .50 bmg, but higher lower end damage, and this allows us to play with the numbers somewhat for variable ammunition. Gotta love how Halo uses odd sizes for their weapons, plus with d20 modern nerfing .50 bmg, makes building some weapons fairly difficult in creating new stuff that doesn't quite fit. |
| #50Kira_HowlerMay 08, 2011 19:44:17 | -_- @ chronos you obviously didn't read my weapons post on this page... And btw there is a 4 gauge shotty in the weapon locker. I've spent alot of time going through the weapons, to build the stats.... I'm almost finished with the AMR, and Im not a fan of tacking on bonus damage like that i had other ideas like ignoring more hardness and much better range, also thinking of masterworking it a +2 on attack rolls. As for the smg I already have most of the stats I'm just working on ranges..... As for the shotgun, in the weapons locker there is a 23mm shot gun (Russian made) that is roughly 4 gauge, and sits at 2d12, if you use my house rule for shottys then you still dealing 2d12 and have a higher crit chance. But if thats not enough you can always impose a -5 v mass damage saves. so that is that, as for the pistol I'm still working on it, I'll post them in the next weapons group, next post along with plasma nades, spiker, mauler, brute rifle.., |
| #51kronos182May 08, 2011 20:28:12 | I saw your posts, I'm just making other suggestions available, with some of my reasonings behind them. I don't see anything really wrong with how you've stated what you have so far, except maybe some of the ammo capacities of the Covenantt weapons, but again, reasoning behind that could be advanced batteries on them. Like the SMG, I compared the size of it compared to current weapon sizes, and it's only the size of a .22 LR, which deals 2d4. Although checking other calibers.. it's smaller than the 5.7 which the 5Seven and P90 uses, both in diameter and length, but not by much. And that round deals either 2d6 or 2d8 depending on your rules or source. I was using the excuse of better propellant for damage of 2d6 as a logical reason for that range of damage. If you want it to do 2d8, that's up to you. Or even 2d4. As for the 4 ga in weapons locker, I'm lacking that book so I wasn't aware of it. I'll have to look for a copy at some point. |
| #52Kira_HowlerMay 10, 2011 20:25:09 | I was making the smg 2d6 no worries. As for covy weapons I intentally made the magazines small, think about how many will be on the field. Ecept the needle rifle and needler both where pulled from the game. Sry but that is all for now I just got back from a reunion, and on thursday is a funeral... Wil post a few weapons tomorrow. |
| #53kronos182May 10, 2011 20:56:06 | The one Covenant weapon I have issues with for payload is the plasma cannon.. listed at 300 rounds.. Yeah.. I can see the weapon having that much as part of the weight of the weapon is also a large battery. But a large covenant or a Spartan could in theory carry and wield a plasma cannon.. that's a pretty large amount of rounds they can use before it's drained. And smart players would definitely find a way to have their strongest member to try and wield something like that as the character wouldn't need to also carry ammo or stop to find more, even after a full minute (10 rounds) of full auto fire each round. |
| #54Kira_HowlerMay 11, 2011 6:56:24 | I agree, however bear in mind you can't reload them even if you find ammo, the magazine is sealed. That is the problem with covy plasma weapons... So we drop it to 200 |
| #55Kira_HowlerMay 15, 2011 9:21:56 | Here is another load of weapons. More weapons Smg Damage: 2d6 ballistic Range increment: 50ft Rate of fire: auto Ammo: 60 Weight: 5lbs Sniper rifle Damage: 2d12 ballistic Range increment: 140 ft Ammo: 5 Rate of fire: semi Weight: 15lbs This sniper rifle is considered masterwork as such it gets +2 on attack rolls. Ammo types: Armor piercing (high velocity self discarding sabot rounds): these rounds ignore 10 hardness, also these rounds do double damage to shields. Shredder rounds (high velocity anti-personal rounds): these rounds impose a -10 penalty against fort check ment to against mass damage. Brute spiker Damage: 2d6 piercing Range increment: 60ft Ammo: 40 Rate of fire: auto Weight: 13lbs This weapon only takes a -2 when using burst fired. This is thanks to it's advanced recoil suppression. Brute rifle Damage: 4d6 slashing 5ft burst reflex 15 for half Range increment: 80ft Ammo: 6 (belts) Rate of fire: semi Weight: 25 lbs This weapon's rifle but is actually a blade that deals 1d8 slashing. Also this weapons ammo is prawn to cook-off When outside the weapon or In a suitable container. Covenant plasma gernade Damage: 4d8 fire (energy) Blast radius: 30ft reflex dc 18 for half Weight 1 lb When the plasma gernade's safety switch is released, the gernade bonds to the first object or target. This weapon can be used as a direct attack. If this gernade bonds to a target creature or vehicle, via a direct attack, the target is not entitled to a reflex save. Also if bonded ignores 10 hardness. These gernades are prown to cookoff when fired upon or splashed by gernades. Brute spiker germade Damage: 4d6 slashing Blast radius 10ft, and a 20ft cone facing towad thrower reflex 19 for half Weight 1.5lbs If this gernade is used as a direct attack, the gernade does 1d6 piercing damage, and the target is not allowed a saving throw. Gravity hammer Damage: 1d12 bludgeoning Ammo: 10 Weight: 40lbs Abilities: Gravity smash: using this ability is a full attack action. Gravity smash does 4d8 concussion to everything in a 20ft radius emanating in the hammer users square. This consumes 1 ammo from the hammer. Chieftain hammer: increase ammo to 20. |
| #56kronos182May 15, 2011 11:09:58 | I've got an idea for the deployable buildings.. sort of.. at least for some smaller buildings that a pelican can drop by using all of it's hard points. Maybe. I need to find the info on the ship that drops the bases in Halo Wars and then work out numbers from there. |
| #57Kira_HowlerMay 15, 2011 14:41:36 | There isn't alot on the "pod" ships that drop bases in halo wars. My buddy and I gave them a proper UNFC nickname though. We call them orcas. halo.wikia.com/wiki/Pod This about all I could find on them... |
| #58kronos182May 16, 2011 16:59:20 | ok.. doing some quick numbers.. a pelican can hold something about 10 m (approx 33 ft) long by 3.0 to 4 m (approx 10 to 13 ft) wide by 3.3 to 3.5 m high without completely interfering with flight characteristics.. The height I'm guessing on as I can't get the height of a M808B tank and haven't found any official art which shows a pelican transporting a tank. So I don'tk now if the turret folds down or anything like that to make it easier for the ship to transport it. Those dimensions seem about right to you guys? If either of you two can get me info on height of tank or a pic of a tank being carried, that'll help me in the dimensions of a type of small building that a pelican can drop. @ Kira : Yeah, I know this isn't full scale building you're looking for, but I figure, why wouldn't they have a small type of bunker or turret/listening post that they can drop really quick with a pelican. Also gives me some practice before developing the larger scale ones. |
| #59Kira_HowlerMay 16, 2011 20:56:13 | It would be neat if there was no pelican dropping it but rather came down like an ODST drop pod. That is atleast something to consider. That would be great for A bunker. |
| #60Kira_HowlerMay 17, 2011 10:21:03 | Ok so from what I found the scorpion is carried barrel facing away from the body of the pelican. With the main chasie in line with the barrel. Supported by a hard point on the top of the turret. I suggest using the reach profile for the scorpoin, it has a more realistic feel and a lower profile. So it says a scorpion weighs in at 66 tons, and there is a light armor variant which would probably weigh in at 60 ton. That means a grizzly would out weight the pelicans carry weight. So we use albitoses to drop them. That reminds me did you see the extra passenger pod attachment for the pelican? |
| #61kronos182May 17, 2011 14:02:16 | Ok so from what I found the scorpion is carried barrel facing away from the body of the pelican. With the main chasie in line with the barrel. Supported by a hard point on the top of the turret. I suggest using the reach profile for the scorpoin, it has a more realistic feel and a lower profile. So it says a scorpion weighs in at 66 tons, and there is a light armor variant which would probably weigh in at 60 ton. That means a grizzly would out weight the pelicans carry weight. So we use albitoses to drop them. That reminds me did you see the extra passenger pod attachment for the pelican? Yeah, I saw the passenger pod. But it's only going to be as wide as the pelican's body, so not much more than the main passenger area. Reason I'm not going the ODST drop pod route first is this thing will be more expensive than an ODST pod, so you're gonna want to make sure it lands close to where you want it. Plus, if deployed with a pelican, the pelican can still carry it's standard troop compliment. So you need to defend a pass? So you load up say 2 pelicans with standard troops plus a bunk pod. Fly close to the pass, drop bunker, then either have troops jump out or land close to bunker drop point. Now you've got two armoured gun emplacements with like 20 troops available from only two pelicans. And they're within meters of where they need to be. I could make an orbital drop version as well.. survival and accuracy not as guaranteed. |
| #62AnimeSniperMay 17, 2011 20:51:08 | Okay so stats for the Pelican state that it can carry 70 tons of cargo and anything over 35 tons impedes its speed hence say Half the travel speed is needed for when I get the stats finished... Still trying to figure out a good flight speed to give it As to it being only facing backwards I see a few reason 1. Fly behind the enemy lines with several scorpions and etcetera and attack from both the front and rear ranks sowing destructions 2. A Pelican would angle around to drop said vehicle facing the enemy before returning to its base for another tank or whatnot 3. Probably to keep trigger happy marines from firing a shell through the pelican before their detached... A Scorpion MBT weighs in at 66metric tons or 65 LT 73 ST as stated here halo.wikia.com/wiki/M808B_Main_Battle_Ta... with The Grizzly given here halo.wikia.com/wiki/Grizzly has no weight given but I could see as its better it could weigh up to 70metric tons... let me do the math calculation later tomorrow The Warthog weighs in at 3 metric tons or 3.25 tons As to dropping a bunker... I say a modified Albatross halo.wikia.com/wiki/Albatross could fit the role whereas instead of cargo bay you have bunkers or your pre-fabricated base sections sized to fit that area... |
| #63kronos182May 17, 2011 22:10:12 | Well, here's a draft of the pelican deployable bunker. What you guys think? X2201 Deployable Bunker The deployable bunker is an experiment in rapid deployment structures to give soldiers a higher survival rate while defending strategic locations in the field. A packed up bunker looks like a rounded cornered can, about 32 feet long, 15 feet wide and 12 feet high, with the outer shell looking like a large jigsaw puzzle. There are docking clamps on the top for a pelican to attach to, and the bottom has a couple of retro and maneuvering thrusters for when air dropped from a high altitude. After it lands, a soldier must enter in a code to deploy the bunker. This can be done manually on a concealed key pad, or by their radio, similar to the supply drop canisters. |
| #64Kira_HowlerMay 17, 2011 23:48:33 | Sounds great. Can we get a more expensive version with a Spartan laser charge rack (I'll have stats on the charge rack soon) that might be neat to have it in a drop case. Ok so back to the subject at hands if there are any computer systems, com gear, or a Spartan laser charge rack, I suggest a havoc as a failsafe. (havoc tac. Nuke) |
| #65Kira_HowlerMay 18, 2011 3:56:01 | Ok so ya, 20,000 rounds is a little over kill plus that would wEigh about 1,000 lbs roughly probably more. On top of that you have no food, or water dropping with the structure. Plus a structure That large ,'and armored would probably be closer to30 tons including rations and water for 30-45 ( 2 fully loaded peclican another 15 in the passenger pod) for let's say a month I see that as the sHortest amount of time to drop something like that. Even at 30 tons it's well under a pelicans carry weight. But I do like your basic layout don't get me wrong. Sadly you can't ambush the Pcs while there in that thing... You had to give it thermal gear. It's vulnerable to banshee and wraith attacks. Which is reasonable, would stop grunts though which would probably be its intended purpose, or protecting evacuation sites. What a fun toy. |
| #66kronos182May 18, 2011 7:27:46 | Yeah, the weight is probably a bit light. Can up that. Does 33 tons sound more reasonable? since it's carrying quite a few gallons of water, plus food, fuel (depending on power system, could be in form of a large battery, mini fusion/fission generator, hydrogen powered generator, gas generator?), rations and gear? There is food and water in the structure. 5 days worth for 10 soldiers, without strict rationing. And 10,000 rounds for each of the heavy machine guns, which are these, which since they are gatling style weapons and you use the minigun rules, use 100 rounds per autofire, which is all they do is autofire. that only gives them 100 rounds of combat. And in situations where this bunker might be used and can't get resupplied really quickly that 100 rounds gets used up pretty damn quick. You can still ambush the bunkers, just gotta be craftier. Just because it has thermal vision, doesn't mean it's omni directional. It's tied to cameras, which a PC has to be actively looking at and searching. So if a PC got stuck on night duty, and desides to take 10 on all his searches, sure, he gets 10 plus his search/spot (which we'll say he has a +5 bonus for not), plus the equipment bonus. and if the targets are using covenant cloak, he gets a 10 take 10 +5 pc +4 equipment +10 bonus against covenant cloak for a total of 29. But what if the covenant rolls a total of 30? or 40? what if it's not using the cloak and using other methods like dark clothing, using camouflage? that PC's take 10 is only 19. Now the covenant force beat 19 a lot easier. Just giving reasoning behind what I've done. Now, as to the havoc for a failsafe.. I think a nuke would be definitely overkill for something this small. Since the computer system isn't powerful enough to contain an AI, but can contain info on jump coordinates but not necessarily, in the case of a breach, it'll have a failsafe which will quickly wipe all hard drives, like a mini emp to scramble and erase them, plus the power generator combined with a series of explosives at key locations would definitely blow it apart, plus spreading large deadly shrapnel in say.. 30 to 50 foot radius taking out any covenant close to it for say.. 4d6 or 5d6 slashing & fire damage? A nuke would endanger any surviving soldiers that are still close to possible radiation or in a larger blast range. Plus nukes aren't cheap! Unless you can buy plutonium or uranium at your local radio shack XP |
| #67Kira_HowlerMay 18, 2011 10:06:44 | Hydrogen generator suites both our needs. It could be used as a fail safe. Plus the fail safe version is for bunkers with Spartan laser charge racks and/or advanced survalance packages... Meaning a Class c AI which was often deployed with ODST squads. Class A AI is cortona (limited lifespan, but vastly superior to other AI) Class B AI is like Da ja ( caretaker to the Spartan 2 s and primary educator) Class C AI is like Wellmington small portable relTivally stupid in AI terms From what you have posted your bunker would easily support a class C AI, though knowing ONI they would make a version to support a class A AI for espionage purposes, Btw class a are ship AIs. I agree 33 tons is a much more reaonoble weight. |
| #68kronos182May 18, 2011 18:22:28 | While searching deviantart, I came across a few things I thought might be interesting. Something that might appear in your campaigns or not. Triumphant Return Cruiser Valkyrie Frigate A cruiser WIP An ONI ship |
| #69Kira_HowlerMay 18, 2011 20:02:47 | LOL... the triumphant return was freaking funny... Same armament as retrofited phenox class colonization ship. I'd never use them personally, fan ships are usually impractical, and ridiculous. And all large military vessels have an on board class a AI. Except phenox class ships which have 2. On top of that a phenox class ship is almost completely self sufficient, capable of fabricating all but FTL drives on board. They are also the largest UNFC ships in existence. And an ONI stealth ship is called a prowler. And where smaller then standard frigates. |
| #70kronos182May 18, 2011 20:35:42 | Well that ONI ship is a corvette, which is smaller than a frigate. I think prowler is more of a subclass or a "template" if you use RAW d20 Future terminology. A standard version of a ship altered to their specs for a stealth version. |
| #71kronos182May 18, 2011 22:16:15 | I found this pic of someone's concept pic of a possible UNSC plasma rifle in the possible future, on deviantart. Makes sense that eventually they'll reverse engineer the plasma rifle. Here's also some quick possible stats. This could be an experimental weapon the PCs are charged with testing at some point late in a game, depending on when your game is set. ![]() XM234A After much research and some explosive results, scientists finally managed to reverse engineer the Covenant plasma rifle. Although bulkier, shorter ranged and a smaller payload, it is a triumph of weapon engineering. Although it doesn't suffer quite the same heat problems as the covenant version, but does suffer from some. The XM234A also has a far safer heat dissipating system, although they weapon won't fire from 6 to 25 seconds as it dissipates the heat. It can also make use of a Spartan Laser recharge rack for replenishing the battery. Next generation plasma rifle will see better range and ammo capacity, and hopefully a fix to the heat problem, but only time will tell. UNSC Plasma rifle Damage 3d8 fire (energy) Ammo: 30 Size: Large Rate of fire: S, A Range increment: 50ft Weight: 15 lbs Note: On a roll of 1 or 2 the weapon overheats and will not fire for 1d4 rounds as it safely dissipates heat and plasma in a far safer way, which also won't give away the user's position in the dark like the Covenant version. Can be recharged using a Spartan Laser recharge rack. |
| #72Kira_HowlerMay 19, 2011 1:17:46 | Awesome. To bad they probably developed several years after the end of the war (10-15). But still cool. Oh on the subject of cool.. I've been giving moljiner (yes I spelled it wrong but bah its 3am) it was designed to be modular, so I'll cook up the base stats and we can go crazy on mods. I'll make the SPI armor separately. Also I'm working on a list of mods for spartan 1s,2s,and 3s. S far as augmentations, after I post them I'll welcome imput. So tomorrow then. |
| #73kronos182May 19, 2011 6:29:20 | Well, they reversed the shields fairly quickly, so plasma rifle shouldn't be too far down the road. Something only for Spartans or a few elite ODST troopers. The spartans got shields in fall of reach or in Halo 1 which is set right after fall of reach, isn't it? I never really played the games, so I can't remember the order of them. |
| #74Kira_HowlerMay 19, 2011 14:25:29 | They got there Sheilds just prior to the fall of reach. And the principle behind covant plasma weapons is completely differant. Between the miniaturized magnetic generators, to the specialized power pack, to charging systems. In the books they talk about taking apart and to quote them. It didn't make any sense, the componets that is, which leads me to beleave that they are mass produced tier 1 tech (forerunner tech akin to the hyaegok engineers). This also leads me to beleave that it's "black box" tech we don't know how it works but it works. That said it wouldn't surprise me if engineers build plasma pistols and rifle in large quantys for the covenat. The "engineers" have been maintaining forerunner stuff since the activation of the halo rings. That being said engineers are synthetic lifeforms, so the halo rings only affect organtic matter. |
| #75AnimeSniperMay 25, 2011 19:33:20 | Here are the two homebrewed 70mm guns for the dropships so tell me which dice number seems appropriate for them... now to figure out how to handle the numerous numbers of rounds fired each successful attack... maybe roll a d10 and d100 together or just 2d10 for x-rounds fired and times that by the rolled damage... Okay so I was trolling through wikipedia and thought search autocannons which then I went here en.wikipedia.org/wiki/M242 and thought to tweak the info listed for ammunition a bit for use in my 70 mm homebrew as a base for the variant load types that kronos182 suggested along with what I listed prior Also, as to the listed dice roll I gave for damage done do either of you feel that they are overpowered... |
| #76kronos182May 25, 2011 20:58:42 | Here are the two homebrewed 70mm guns for the dropships so tell me which dice number seems appropriate for them... now to figure out how to handle the numerous numbers of rounds fired each successful attack... maybe roll a d10 and d100 together or just 2d10 for x-rounds fired and times that by the rolled damage... Well the damage you have lists it on par with RAW rail cannon.. which i suppose with the caliber and we assume better propellants. Although I would lower the high explosive a bit. Give it lower damage than the standard round, but a blast radius. Better for damaging multiple targets, which standard round and AT rounds for punching through armour, which may do less damage than standard round as well, but focused (5 to 10 ft blast radius) but ignores several points of hardness/dr. So, if we made the straight slug 6d12, and we make HE say 4 or 5d12 or even a d10, but give it 30 to 50 ft blast radius, Reflex DC 16 to 19 for half damage. An AT or AP round would do maybe similar damage as the HE, but ignore say 10 to 20 hardness/dr (maybe say 15, 50% better than LAW). Then an HEAT would do damage between HE and AP with less ignore hardness/dr than AP round, but give blast radius of 10 to 15 ft Reflex say 14 to 17 for half maybe.. Now.. a APDS round we can give less damage than AP round, but higher ignore hardness/dr but also give it a range boost of say 25%. I rounds (incendiary) we can be a little nasty with and give it a lower damage than HE rounds, about same blast radius, but make it deal damage over 1d4 rounds just to be jerks as the stuff just sticks and continues to burns. Question.. what is the difference between the Autocannon and the Rotary cannon? besides the rotary is a gatling style? To me, you have same identical stats, the only big difference is space as the rotary would take up more space due to the motor and multiple barrels, plus it has a lesser rate of wear and tear on the barrels, but the size cuts back on ammo space and increase weight of the system while empty. What's the advantages of one vs the other? |
| #77AnimeSniperJun 01, 2011 18:02:54 | @ Kronos182.... You make some good points there and will add them to my doc in a moment Also, from what I remember which I will verify later is that an autocannon has/fires a 3 or 5 round burst everytime you attack so x3/5 for each round that strikes the target so dice damage times the 3 or 5 rounds but here en.wikipedia.org/wiki/M242 states that it has a 200rnds per minute capacity As to the rotary cannon, lets say the 70mm I made has three barrels in a triangular formation, well lets just say you could burn through your entire ammo supply quickly enough as each barrel cools before firing next Also, are the ones fitted to a Pelican fixed mounted or Pintle mounted like on the Apache Attack Helicopter.... |
| #78kronos182Jun 01, 2011 18:36:39 | The M242 is also only a 25mm weapon.. the pelican has a 40 or 70 mm. The size would limit rpm, in theory. Maybe make the non rotory a semi and auto select fire model, with a +1 bonus on semi mode for more precision attacks. While the rotary for full auto/area saturation area. So using minigun style rules can soak a larger area with rounds. so instead of the 20 x 20 for a mini gun, it hits a 30 x 30 foot area? alter amount of rounds like in some of the other discussion threads for even larger areas or higher Reflex DCs. This would allow the user to select the right weapon for the mission. non rotary for precision anti-tank/ship work and rotary for gunship roles. As for if it's stationary or turret mounted.. I have no idea. I think I might have seen a clip where a pelican was shooting at some covenant ground forces, but I can't remember if I'm think of another game or not, but looked like a fixed mount. I don't recall the halo wiki mentioning if it was fixed or not. |
| #79Jmaster223Oct 14, 2014 16:50:59 | My friend and I want to play halo and we were wondering if you guys have a rule book or something? |
| (Reply to #79)kronos182 |
|