Halo Reach D20

Post/Author/DateTimePost
#1

Solus169

Sep 17, 2010 1:39:01
ok so i mentioned this before that my friends want to do a Halo D20 modern game and now that Reach has just come out, i need starts for SPARTAN III, and as it that i have just played Reach with my friends we are all interested in the diffrent kinds of ELITES.
#2

Master_Vega

Sep 17, 2010 10:14:00
You might want to check out one of the SII statblocks on this forum (somewhere...), then use that as your starting point for SIII's.

From what I read in the books/saw in game, SIII's are basically the same as SII's except that they aren't as carefully selected. Where the SII program picked up kids who would one day have 16-18 in every ability, the SIII program took any kid it could get ahold of - ignoring DNA and psyche profiles.

What that means is that, basically, SIII's have to roll/use normal point buy for their stats where SII's (NPC characters, I'd recommend) have a higher pointbuy, or some other measure to make sure all of their abilities fall within the 16-18 range before applying the SPARTAN template.

The other thing SIII's have that differs from SII's is their standard armor. The standard armor for an SIII has far less strength/agility amplification, no shields; on the upside the spartan III's armor is lighter, and comes with active camo standard.

The SIII's in Halo: Reach are veterans who have had the opportunity to be re-outfitted for different missions, and to scavange from elites that they've killed for armor goodies. In-game the only things that affect your spartan's effectiveness at all are the armor abilities, so I don't think I'd worry about statting every single piece of armor.

A final note about SIIIs: there were some differences between each "batch" of SIII's. As the project went on, people who I won't mention by name to keep from spoiling the book decided to modify the new batches for survivability. You can make up a few "unsuccessful" modifications, which are positive, but ended up being too small to save the batch from their suicide mission. The last modification gave its batch an insane pain tollerance and the ability to stay awake and moving even when theirs a gaping hole in their chest cavity. Sounds like the Diehard ability to me.

If you plan on only using the elites as enemies, it'll be much easier for you. Just take the basic elite, level it up and improve its equipment for each rank.
#3

Solus169

Sep 17, 2010 16:47:54
Wow i'v posted 2 similar request and out of them all that was the best explanation i'v gotten back.
so for the diffrent batches should i make each batch have diffrent bonus feats?
#4

Master_Vega

Sep 20, 2010 1:37:01
If you want to do the extra work, go for it. Considering the SPARTANS are a template, though, you might want to give similar effects to certain feats, but with slight penalties to go with them, if only for balance's sake.

The latest batch of SIII's, for example, would get the effects of Die Hard, but the player doesn't get to know how badly hurt his character is while the ability is in effect. In otherwords, he's blind to his HP count after it hits 0, and until it is restored to 1 again. It's not too big of a drawback, but it will change the way the player has his character fight.

You could just rule that the changes made between batches are so small that they don't need special rules, and have no effect in-game other than flavor. *shrug* It's the easier option, though you and/or your players may find the batch-specific special abilities more appealing.
#5

Solus169

Sep 26, 2010 1:11:13
ok this is the Tamplate i found for the Spartan II's, what would your recomend changing for the Spartan III's?

SPARTAN-II PROJECT


Description:
The SPARTAN-II program, headed by Dr. Catherine Halsey of ONI, Section 3, and Chief Petty Officer Mendez of the UNSC armed forces, was the program that turned ordinary children into the most capable fighting force that have ever seen battle. Those children selected for the program were chosen based on their strength, height, weight, and various other criteria on which would serve the SPARTAN-II project best. These children were then taken to Reach where they began their physical training by CPO Mendez at only 5-7 years of age. They trained as hard as the Marines, and after two years, they began their treatments for physical augmentation. Some of these augmentations caused some defects though, and a few of the young Spartans did not survive and some who did were too badly deformed to serve in battle. Those who did survive, and had no side effects, were augmented further with special growth enhancements.

The Spartans were issued their first MJOLNIR Mark V armor in 2525 and were given their first campaign at the age of about 14 years of age, and have no failed missions to date. It is worth noting that the UNSC has never lost a ground battle where a Spartan was present to fight.

The identities of the Spartan's full names have been deleted from the military records. These are the tags of the known Spartans who survived the initial fall of Reach: John-117, Kelly-087, Grace-093, Vinh-029, Fred-104, Li-008, Will-043, Isaac-039, Anton-044, and Linda-058.

Although some did perish in their escape from Reach and after the first strike lead by John-117, the last known surviving Spartans are: John-117, Kelly-087, Fred-104, Will-043, and Linda-058. Currently, Kelly-087's status is assumed alive, but her whereabouts are unknown. She is assumed to be in company with Dr. Catherine Halsey.

Section Two of the Office of Naval Intelligence has made a significant effort to keep the reports of Spartan soldier's deaths. This created a strong feeling among the general populace that Spartan's were invincible and could not die. Those that were killed were listed as MIA instead of KIA, and the effort has been largely successful in deceiving the human population.


 Spartan II (Template)
"Spartan-II" is a template that can be added to any human with Strength, Dexterity, and Constitution scores of at least 14.

Appearance: Increase height to 7 ft. (recalculate weight as needed); triple the character’s recalculated weight.
Challenge Rating: As character level +4
Level Adjustment: +6
Speed: Changed to 40 ft. (+10 ft. if it was higher then 30 ft. originally)
Attacks: Same as character
Special Qualities: A Spartan II retains all the special qualities of the character and gains the additional special qualities listed below.
Low-light Vision (Ex): Spartan II’s have low-light vision out to 60 ft.
Carbide Skeleton: Character receives +3 Massive Damage Save and –1 die to all falling damage (minimum of zero).
Enlarged Form: The Spartan II counts as being size Large whenever it is advantageous to him (ex. Carrying Capacity, Wielding Large Weapons, etc.) excluding Reach and Space. He still counts as being size Medium for all other purposes (ex. for Hide checks).
Saves: Same as character
Ability Scores: Spartan IIs gain the following ability score increases: +6 Str, +8 Dex, +4 Con, +2 Int, +2 Wis
Skills: Same as character, +8 species bonus on Spot checks.
Feats: Spartan template feats-Bonus Feats: Spartans receive the following feats upon completion of the Spartan project; if a Spartan already possesses a given feat they gain no additional benefits. The Spartan must possess all prerequisites to gain the bonus feat.
AP (Light), AP (Medium), AP (Powered), Combat Martial Arts, Endurance, Improved Initiative, Lightning Reflexes, Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire, Point Blank Shot, Precise Shot, Quick reload, Run, Two Weapon Fighting,

Augmentations: As part of the Spartan II program, the trainees were augmented by both genetic engineering and sophisticated cybernetics. The process was excruciating; only half of the trainees survived the initial experiments. A character who wishes to become a Spartan II must make a succession of 25 successful Fortitude saving throws (DC 20). Each failed throw deals 1 point of Constitution damage to the subject, although it may be remade.
The above scores represent a condensed version of the template. The flavor text below describes which processes gift the Spartan II’s with their superhuman abilities. Also, even though several of the augmentations below are cybernetics, they are an intrinsic part of the Spartan II and therefore do not count against his maximum number of allotted cyber ware augmentations.

1. Carbide ceramic ossification: Advanced material grafting onto skeletal structure to make bones virtually unbreakable. Recommended coverage not to exceed 3 percent total bone mass because of significant white blood cell necrosis.


Specific risk for pre- and near-post pubescent adolescents: skeletal growth spurts may cause irreparable bone pulverization.
Benefit: Subject’s weight triples and gains the benefit of +3 MDS, and –1 to all falling damage die (minimum of zero).
2. Muscular enhancement injections: Protein complex is injected intramuscularly to increase tissue density and decrease lactase recovery time.


Risk: 5 percent of test subjects experience a fatal cardiac volume increase.
Benefit: Subject receives a +6 bonus to Strength, and a +4 bonus to Constitution. It is with conjunction of the catalytic thyroid implant that the subject receives similar benefits to those provided by the Enlarged Form mutation; only that the Spartan II counts as being size Large whenever it is advantageous to him (ex. Carrying Capacity, Wielding Larger Weapons, etc) excluding Reach and Space. He still counts as being size Medium for all other purposes (ex. for Hide checks).
3. Catalytic thyroid implant: platinum pellet containing human growth hormone catalyst is implanted in the thyroid to boost growth of skeletal and muscle tissues.


Risk: rare instances or elephantiasis. Suppressed sexual drive.
Benefit: Subject grows to a massive 7 feet in height, and his increased muscular strength improves his speed to 40 ft. (+10 ft. if it was higher). Weight is recalculated as needed. This augmentation acts in tandem with the muscular enhancement injections to provide most of the Spartan II template’s benefits.
4. Occipital capillary reversal: submergence and boosted blood vessel flow beneath the rods and cones of subject’s retina. Produces a marked visual perception increase.


Risk: retinal rejection and detachment. Permanent blindness.
Benefit: Subject receives low-light vision 60 ft. and a +8 species bonus on Spot checks.
5. Superconducting fabrication of neural dendrites: alteration of bioelectrical nerve transduction to shielded electronic transduction. Three hundred percent increase in subject’s reflexes. Anecdotal evidence of marked increase in intelligence, memory, and creativity.


Risk: significant instances of Parkinson’s disease and Fletcher’s syndrome.
Benefit: Subject receives +8 Dex and +2 Int +2 Wis.

#6

AnimeSniper

Sep 28, 2010 14:36:30
Under the campaign section at DanD wiki there is a Halo campaign with statted weapons, vehicles, Covenant Races, etcetera... the link is www.dandwiki.com/wiki/Halo_(D20_Modern_Campaign_Setting).
They even have Spartan III armor now which should help... as for changes done between the Spartan II's and III's I will have to look for then at my word doc in regards to what I noted prior.