| Post/Author/DateTime | Post |
|---|---|
| #1jedirangerDec 04, 2005 10:41:34 | A long time ago in a galaxy far, far away.... A poster decided that he wanted to make Halo into a D20 kind of game. After about two years later a near finished form of the game was created and now the posters, old and new can come back to help our great creation we made from scratch. So now I bring you... Halo D20 Covenant Elites (2) -Variant Elites Hunters (3) Jackals (4) Grunts (5) -Variant Grunts Brutes Drones Prophets Racial Modifiers for Covenant(6) Humans The Marines ODST Troopers Insurgents O.N.I Operatives The Flood Carrier Forms Infection Forms Combat Forms Important Characters Master Chief Sarge Captain Keyes Doctor Hasley Linda Poster Made Characters Kaan, Covenant Knight PFC Charlie "ChipShot" Faukins Davy Hui AI (Artifical Intelligence) AI Traits with Sample AI Equipment Weapons (8) Basic Equipment Armor (9) Vehicles and StarShips Vehicles (8) Ships PrCs Spartan Template Arbiter (7) Sword Savant Occupations Human Covenant Skills and Feats New Feats and Skills Stuff I know we can Use Lots and Lots of Fluff A section on how to GM and Play a Halo Game A section on the story of Halo and Halo 2 Some New Rules If anyone has additional information or new stuff to add, please share it. ![]() Now let the Games Begin! |
| #2jedirangerDec 04, 2005 10:51:51 | Elites Elite: Strong Hero 3/Charismatic Hero 1/Soldier 1; Large humanoid; HD: 3d8+1d6+1d10+20 (45 HP); MDT: 18; Init: +4; Speed: 40 ft; Defense: 20, touch 16, flat-footed 17 (+4 armor, +3 class, +3 Dex); BAB: +3 (melee +8, ranged +7); Atk: +8 rifle butt (1d6+7) melee, or +8 plasma rifle (2d10) ranged; Full Atk: +8 rifle butt (1d6+7) melee, or +8 plasma rifle (2d10) ranged; Special Qualities: Elite traits; Allegiance: Covenant Hierarchy; Saves: For +7, Ref +7, Will +3; Str 20, Dex 18, Con 18, Int 14, Wis 15, Cha 16 Class Features Melee Smash Bonus Feat (Combat Reflexes) Improved Melee Smash Coordinate Weapon Focus (plasma rifle) Skills Balance +6, Bluff +5, Climb +8, Computer Use +4, Diplomacy +5, Drive +5, Intimidate +11, Jump +8, Knowledge (Covenant lore) +6, Knowledge (tactics) +10, Knowledge (technology) +4, Knowledge (theology and philosophy) +10, Listen +5, Navigate +4, Pilot +5, Read/Write Elite, Repair +4, Speak Elite, Spot +6, Swim +7 Feats Advanced Firearms Proficiency, Burst Fire, Combat Reflexes, Covenant Weapons Proficiency, Simple Weapon Proficiency Possessions Elite armor (30 shield points), plasma rifle, plasma grenades (2), translation software Elites are the field commanders of the Covenant forces. They show great intelligence and wisdom, as their battle tactics are supremely efficient. Elites stand over 8 feet tall, and look like giant men. Their heads are oval-shaped, helmeted, and have a set of mandibles for mouths. Other than their heads, little is known about the rest of their anatomy, since they are always clad in their armor. Their armor has an energy shield system, which absorbs most of what hits the Elite, giving the Elite an advantage over its foes. Elites are incredibly strong, and can level a man in seconds. They are also excellent marksmen, almost always hitting what they're aiming at. They also are the pilots of the Covenant forces, ace ones at that, along with the Brutes. Combat Elites are very formidable and dangerous in combat. They direct their troops well, and attack the closest enemy. Elites are excellent shots, so staying in a prolonged firefight with them is ill-advised. Elites also may rush at an opponent, closing in for melee, where they batter their enemies with either their rifle or their powerful limbs. -Created by Cli' San Aquanova Ship Master Ship master:Strong Hero 3/Charismatic Hero 3/Officer 4; Large humanoid; HD: 3d8+3d6+4d8+20 (94 HP); MDT: 18; Init: +4; Speed: 40 ft; Defense: 26, touch 17, flat-footed 21 (+4 armor, +3 class, +3 Dex); BAB: +9 (melee +11, ranged +9); Atk: +11 plasma (4d12+5) melee Full Atk: +11 plasma sword (4d12+5) melee Special Qualities: Elite traits; Allegiance: Covenant Hierarchy; Saves: For +9, Ref +10, Will +4; Str 21, Dex 19, Con 18, Int 16, Wis 15, Cha 16 Class Features Melee Smash Bonus Feat (Aircraft Operation) Improved Melee Smash Coordinate Bonus feat (Power attack) Leadership Request to the prophets* Skills Balance +6, Bluff +7, Climb +8, Computer Use +7, Diplomacy +10, Drive +8, Intimidate +11, Jump +8, Knowledge (Covenant lore) +8, Knowledge (tactics) +13, Knowledge (technology) +7, Knowledge (theology and philosophy) +11, Listen +7, Navigate +9, Pilot +10, Read/Write Elite, Repair +6, Speak Elite, Spot +9, Swim +7 Feats Advanced Firearms Proficiency, Frightful Presence, Covenant Weapons Proficiency, Simple Weapon Proficiency Possessions Elite armor (50 shield points), plasma sword, translation software, Covenant Frigate, Command of troops *Request to the Prophets Elites follow every order from the Prophets letter by letter.They can ask Once per week or when in contact of a Prophet for new items for hte use against the enemy. DC- items 20- new weapons ( 7 crates of weapons) 25- troops ( 20 grunts, 10 jackals, 4 hunters, 6 elites) 30- New ship ( 1 new ship) Special Ops Special Ops: Strong Hero 3/Fast Hero 2/Soldier 4; Large humanoid; HD: 3d8+2d8+4d10+20 (87 HP); MDT: 18; Init: +8; Speed: 40 ft; Defense: 24, touch 16, flat-footed 17 (+4 armor, +3 class, +3 Dex); BAB: +9 (melee +9, ranged +11); Atk: +9 rifle butt (1d6+7) melee, or +11 plasma rifle (2d10+6) ranged; Full Atk: +9 rifle butt (1d6+7) melee, or +11 plasma rifle (2d10+6) ranged; Special Qualities: Elite traits; Allegiance: Covenant Hierarchy; Saves: For +9, Ref +9, Will +4; Str 20, Dex 19, Con 18, Int 16, Wis 16, Cha 14 Class Features Extreme Effort Melee Smash Evasion Bonus Feat (Alertness) Improved Melee Smash Bonus Feat (Focused) Weapon Focus (plasma rifle) Weapon Specialization (plasma rifle) Tactical Aid Bonus Feat (Improved Initiative) Skills Balance +7, Bluff +5, Climb +8, Computer Use +8, Diplomacy +5, Drive +6, Intimidate +11, Jump +8, Knowledge (Covenant lore) +8, Knowledge (tactics) +14, Knowledge (technology) +7, Knowledge (theology and philosophy) +10, Listen +8, Navigate +4, Pilot +6, Read/Write Elite, Repair +4, Speak Elite, Spot +8, Swim +7 Feats Advanced Firearms Proficiency, Burst Fire, Combat Reflexes, Covenant Weapons Proficiency, Simple Weapon Proficiency Possessions Elite armor (40 shield points), plasma rifle, plasma grenades (6) Infiltrator Infiltrator: Strong Hero 3/Soldier 2/Infiltrator3; Large humanoid; HD: 3d8+2d10+2d8 ( 42 HP); MDT: 18; Init: +8; Speed: 40 ft; Defense: 17, touch 16, flat-footed 17 (+4 armor, +3 class, +3 Dex); BAB: +5 (melee +7, ranged +8); Atk: +7 rifle butt (1d6+7) melee, OR +7 plasma sword (4d12),or +8 plasma rifle (2d10) ranged; Full Atk: +8 rifle butt (1d6+7) melee, OR +7 plasma sword (4d12), or +8 plasma rifle (2d10) ranged; Special Qualities: Elite traits; Allegiance: Covenant Hierarchy; Saves: For +5, Ref +6, Will +5; Str 19, Dex 20, Con 17, Int 14, Wis 15, Cha 14 Class Features Extreme Effort Improved Extreme Effort Bonus Feat (Blind fight) Sweep Improved implements Bonus feat ( stealthy) Skills Balance +6, Bluff +5, Climb +8, Computer Use +4, Diplomacy +5, Drive +5, Hide+7 Intimidate +11, Jump +8, Knowledge (Covenant lore) +6, Knowledge (tactics) +10, Knowledge (technology) +4, Knowledge (theology and philosophy) +10, Listen +5, Navigate +4, Pilot +5, Read/Write Elite, Repair +4, Speak Elite, Spot +6, Swim +3 Feats Advanced Firearms Proficiency, Point blank shot, Improved Initiative, Covenant Weapons Proficiency, Simple Weapon Proficiency Possessions Elite armor (10 shield points), plasma rifle, OR plasma sword plasma grenades (4), translation software, Camouflage Unit* Camouflage unit* (+10 on hide checks, +4 on defense) Used to hide a elite, recon and sneak attacks |
| #3jedirangerDec 04, 2005 10:54:02 | Hunter Large humanoid (Hunter) Hit Dice: 3d8+5 (15 hp) Initiative: +2 (Dex) Speed: 15 ft. Defense: 19 (+0 Dex, +8 Hunter armor, +2 shield, -1 size) Attacks: +8 fuel rod cannon (4d10) ranged, or +3 shield bash (2d8 +7) melee Special Attacks: Charge Face/Reach: 10 ft. by 10. ft./10 ft. Saves: For +8, Ref +4, Will -2 Abilities: Str 24, Dex 14, Int 12, Wis 8, Con 20, Cha 12 Skills Intimidate +8, Jump +4, Read/Write Covenant, Read/Write Hunter, Speak Hunter, Spot +6 Feats Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Covenant Weapon Proficiency, Exotic Firearm Proficiency (Fuel Rod Cannon) Hunters are the heavy-assault infantry units of the Covenant forces. Hunters are basicly living tanks. Their bodies are covered with a blue plate body armor, their heads covered in blue helms, and their left arms carry a large metal shield, which makes them impervious to most attacks. On their right arm is a large cannon that fires energy vollies of powerful magnitude. However, there are a few "chinks" in their armor. Their necks are unprotected, as well as the smalls of their backs. The absence of armor reveals bright orange flesh, which is surprisingly weak against attack. However, gaining access to these weak spots is no easy task. Combat Hunters' attack plan is little more than "Fire at it until it's blown apart,", so it's pretty easy to predict their attack pattern. However, smart Elites deploy Hunters in cover, and with Grunts and Jackals to cover the living tanks, Hunters are very dangerous in a well-deployed Covenant attack team. Flesh Weakness (ex): Despite the Hunter's incredibly durable armor, they have a few weak spots. The flesh exposing on their necks and backs are vulnerable to attack, if a little difficult to manuever into firing range. An attacker can make a called shot against the Hunter's exposed flesh (Incurring a -2 penalty to the attack role). If the attacker suceeds, the attack doesn't suffer from the DR of the Hunter's Armor. Charge (ex): If an enemy gets too close for a Hunter's comfort, a Hunter will typically charge at it. In addition to gaining the benefits and hazards of a charge, a Hunter can make a single shield bash attack that deals 4d8+7 damage. -Created by Cli' San Aquanova |
| #4jedirangerDec 04, 2005 10:58:15 | Jackal Medium-size humanoid (Jackal) Hit Dice: 2d8-2 (6 hp) Initiative: +3 (Dex) Speed: 25 ft. Defense: 18 (+3 Dex, +5 Jackal armor), *Energy shield provides full cover, except as noted below* Attacks: +9 plasma pistol (2d6) ranged Full Attack: +9/+4 plasma pistol (2d6) ranged Special Qualities: Scent Face/Reach: 5 ft. by 5 ft./5 ft. Saves: For -2, Ref +4, Will +3 Abilities: Str 9, Dex 16, Int 12, Wis 14, Con 8, Cha 13 Skills Computer Use +6, Concentration +8, Hide +4, Investigate +6, Jump +3, Knowledge (Covenant Lore) +10, Knowledge (Tactics) +8, Listen +6, Navigate +7, Profession (Soldier) +3, Read/Write Covenant, Read/Write Jackal, Research +6, Search +6, Speak Jackal, Spot +8, Survival +4 Feats Armor Proficiency (Light), Armor Proficiency (Powered), Covenant Weapon Proficiency, Dead Aim, Far Shot, Point Blank Shot Jackals are the scouts, assasins, and light attack units of the Covenant army. These odd creatures stand around 5'8" tall, and are very thin, showing a weak constitution and low body endurance. Their heads are almond-shaped, their mouths beaked (Full of sharp teeth), and two large, orange eyes sit like a frog's on their head. Jackals wear a light form of plate armor to lightly protect their very weak bodies, however their main form of protection comes from an energy shield. The shields are about 6 feet tall, and 4 feet wide. Jackals are crack shots with their preferred Covenant weapon (The plasma pistol), and can function as snipers in needed situations. Their dead accuracy and almost-impervious energy shields make a Jackal a very deadly opponent. Combat Upon entering battle, Jackals crouch down and hide behind their shields, poking their gun through a small niche on a side of the shield, then proceed to shoot at any nearby enemy. This tactic, while simple, is very effective, claiming many a Human's life. Jackals are notorious for their relentless use of the plasma pistol's overcharge feature. Scent [ex]: Jackals possess the scent ability found on page 288 of the D20 Modern core book. -Created by Cli' San Aquanova Jackal [Sniper] Medium-size humanoid (Jackal) Fast 3/ Smart 1 HD:3d8+1d6 (19 hp) Initiative:+3 (Dex) Speed: 30 ft. Defense: 16 (+3 Dex, +5 Jackal armor) Attacks: +7 Particle Beam Rifle (4d6) ranged, Plasma Pistol (2d6) Special Qualities: Scent, Rapid Shot Face/Reach: 5 ft. by 5 ft./5 ft. Saves: For -1, Ref +5, Will +2 Str 11, Dex 16, Int 11, Wis 12, Con 9, Cha 10 Talents Evasion Uncanny Dodge Exploit Weakness Skills Computer Use +2, Concentration +8, Hide +6, Investigate +2, Jump +5, Knowledge (Covenant Lore) +6, Knowledge (Tactics) +8, Listen +6, Navigate +7, Profession (Soldier) +7, Read/Write Covenant, Read/Write Jackal, Research +2, Search +6, Speak Jackal, Spot +12, Survival +4 Feats Armor Proficiency (Light),Covenant Weapon Proficiency, Dead Aim, Far Shot, Point Blank Shot Possessions Jackal Armor,Particle Beam Rifle, Plasma Pistol Jackals are the scouts, assasins, and light attack units of the Covenant army. These odd creatures stand around 5'8" tall, and are very thin, showing a weak constitution and low body endurance. Their heads are almond-shaped, their mouths beaked (Full of sharp teeth), and two large, orange eyes sit like a frog's on their head. Jackals wear a light form of plate armor to lightly protect their very weak bodies, however their main form of protection comes from an energy shield. The shields are about 6 feet tall, and 4 feet wide. Jackals are crack shots with their preferred Covenant weapon (The plasma pistol), and can function as snipers in needed situations. Their dead accuracy and almost-impervious energy shields make a Jackal a very deadly opponent. Jackal Snipers are among the most dangerous weapons in the Covenant Arsenal. They can stay in the shadow and take a good group of Humans down before being noticed. Combat Jackal Snipers stay in position where it is hard to fire apon. They can squeeze a good amount of shots before being shot at. They can also move silently to another spot. Scent [ex]: Jackals possess the scent ability found on page 288 of the D20 Modern core book. Rapid Shot [ex]: A Jackal Sniper that has a initiative of over any other enemy +5 can fire twice as many shots. Jackal [Major] Medium-size humanoid (Jackal) Fast 4 HD: 4d8 (20 hp) Initiative: +6 (Dex) Speed: 25 ft. Defense: 18 (+3 Dex, +5 Jackal armor), *Energy shield provides full cover, except as noted below* Attacks: +9 plasma pistol (2d6) ranged Full Attack: +9/+2 plasma pistol (2d6) ranged Special Qualities: Scent Face/Reach: 5 ft. by 5 ft./5 ft. Saves: For -1, Ref +5, Will +2 Str 10, Dex 14, Int 12, Wis 14, Con 9, Cha 10 Talents Evasion Uncanny Dodge Skills Computer Use +7, Concentration +8, Hide +5, Investigate +3, Jump +5, Knowledge (Covenant Lore) +8, Knowledge (Tactics) +8, Listen +8, Navigate +3, Profession (Soldier) +7, Read/Write Covenant, Read/Write Jackal, Research +2, Search +6, Speak Jackal, Spot +8, Survival +4 Feats Armor Proficiency (Light), Armor Proficiency (Powered), Covenant Weapon Proficiency, Improved Initiative, Point Blank Shot Possessions Jackal Armor, Plasma Pistol, Energy Shield Jackals are the scouts, assasins, and light attack units of the Covenant army. These odd creatures stand around 5'8" tall, and are very thin, showing a weak constitution and low body endurance. Their heads are almond-shaped, their mouths beaked (Full of sharp teeth), and two large, orange eyes sit like a frog's on their head. Jackals wear a light form of plate armor to lightly protect their very weak bodies, however their main form of protection comes from an energy shield. The shields are about 6 feet tall, and 4 feet wide. Jackals are crack shots with their preferred Covenant weapon (The plasma pistol), and can function as snipers in needed situations. Their dead accuracy and almost-impervious energy shields make a Jackal a very deadly opponent. Jackal Majors stay in the back of a troop of Jackals trying to find a attacker and ordering where to put their shields. Combat Upon entering battle, Jackals crouch down and hide behind their shields, poking their gun through a small niche on a side of the shield, then proceed to shoot at any nearby enemy. This tactic, while simple, is very effective, claiming many a Human's life. Jackals are notorious for their relentless use of the plasma pistol's overcharge feature. Scent [ex]: Jackals possess the scent ability found on page 288 of the D20 Modern core book. |
| #5jedirangerDec 04, 2005 11:03:30 | Grunts Grunt Medium-size humanoid (Grunt) Hit Dice: 1d8 (4 HP) Initiative: +1 (Dex) Speed: 30 ft. Defense: 14 (+1 Dex, +3 Grunt Armor) Attacks: Plasma Pistol +2 (2d6) ranged Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Grunt traits Saves: For +0, Ref +1, Will +1 Abilities: Str 10, Dex 12, Int 10, Wis 8, Con 11, Cha 8 Skills Computer Use +4, Hide +4, Knowledge (Tactics) +6, Navigate +2, Profession (Soldier) +1, Read/Write Covenant, Speak Covenant, Speak Grunt, Spot +2 Feats Advanced Firearms Proficiency, Armor Proficiency (Light), Covenant Weapon Proficiency, Simple Weapon Proficiency, Surface Vehicle Operation, Vehicle Weapon Proficiency Grunts are the weakest of the Covenant's forces, used mainly as cannon fodder. A Grunt stands around 5 feet tall, and has dark ashy-colored skin. They wear a large tank containing methane gas on their back, which a tube extends from and covers most of their. Without either a methane breathing system or methane as the main gas matter on the planet, a Grunt will suffocate and die. The block above describes an average Grunt soldier. Combat Grunts are cowardly in combat, however if they have sufficient backup and assistance, they make decent soldiers. They have average accuracy, and tend to have a habit of lobbing plasma grenades at their enemies. However, should the tide of the battle turn, or their command leader be killed, Grunts completely panic and run away. Panic (ex): Should a Grunt in a group have his leader killed, the Grunts completely lose their senses for a few minutes. If their leader is killed, Grunts under its command fall under the effects of a Fear spell (D20 Modern p345), lasting for 2 of their rounds. Methane Dependency (ex): Grunts need methane gas to live, just as Humans need oxygen. If a Grunt is on a planet that lacks methane in the air enviroment, a Grunt suffers the effects of suffocation. Grunts use a methane gas-breathing system when they are off of the Grunt homeplanet. Methane Gas Breathing System Allows Grunt to breathe methane gas, lasting for 24 hours. -Created by Cli' San Aquanova Special Ops Grunt Spec Ops Grunt Strong3/Soldier1 Medium-size humanoid (Grunt) Hit Dice: 3d8+1d10 (19 HP) Initiative: +1 (Dex) Speed: 20 ft. Defense: 16 (+1 Dex, +3 Grunt Armor+3 class) Attacks: Fuel rod Cannon +4 (4d10) ranged Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Grunt traits Saves: For +3, Ref +2, Will +1 Abilities: Str 14, Dex 10, Int 11, Wis 8, Con 11, Cha 9 Class Abilites extreme effort improved extreme effort weapon focus (fule rod cannon) bonus feat Skills Computer Use +6, Hide +7, Knowledge (Tactics) +6, Navigate +2, Profession (Soldier) +3, Read/Write Covenant, Speak Covenant, Speak Grunt, Spot +4 Feats Advanced Firearms Proficiency, Armor Proficiency (Light), Blind fight Covenant Weapon Proficiency, Simple Weapon Proficiency, Surface Vehicle Operation, Vehicle Weapon Proficiency Possession Grunt armor, methane mask , 4 canisters of methane, fuel rod cannon, plasma grenades (2) Green Grunt Green Grunt [Gunner] Medium-size humanoid (Grunt) Strong 2 Hit Dice: 1d8 +2d8(11 HP) Initiative: +5 (Dex+Improved Init) Speed: 30 ft. Defense: 15 (+2 Dex, +3 Grunt Armor) Attacks: Plasma Cannon +2 (2d10) ranged Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Grunt traits Saves: For +0, Ref +1, Will +1 Str 13, Dex 14, Int 11, Wis 9, Con 12, Cha 9 Skills Computer Use +1,Concentration+3 ,Hide +4, Knowledge (Tactics) +5, Navigate +2,Profession (Soldier) +3, Read/Write Covenant, Speak Covenant, Speak Grunt, Spot +6 Feats Armor Proficiency (Light),Covenant Weapon Proficiency Point Blank Shot,Improved Shot Possessions:Grunt Armor, Plasma Cannon [portable] Methane Mask, 2 Canisters Grunts are the weakest of the Covenant's forces, used mainly as cannon fodder. A Grunt stands around 5 feet tall, and has dark ashy-colored skin. They wear a large tank containing methane gas on their back, which a tube extends from and covers most of their. Without either a methane breathing system or methane as the main gas matter on the planet, a Grunt will suffocate and die. Grunt Gunners are a specialized Grunt that have been recently seen. They are expert gunners and use only a Plasma Cannon for support fire. Combat Grunts are cowardly in combat, however if they have sufficient backup and assistance, they make decent soldiers. They have average accuracy, and tend to have a habit of lobbing plasma grenades at their enemies. However, should the tide of the battle turn, or their command leader be killed, Grunts completely panic and run away. Grunt Gunners Fight until there is no more enemy or until they are dead. If you could, they are the brave Grunts, or just plain stupid. Methane Dependency (ex): Grunts need methane gas to live, just as Humans need oxygen. If a Grunt is on a planet that lacks methane in the air enviroment, a Grunt suffers the effects of suffocation. Grunts use a methane gas-breathing system when they are off of the Grunt homeplanet. Methane Gas Breathing System Allows Grunt to breathe methane gas, lasting for 24 hours. White Grunt White Grunt [Officer] Medium-size humanoid (Grunt) Strong 3/Smart 1 Hit Dice: 1d8+3d8+1d6 (16 HP) Initiative: +1 (Dex) Speed: 30 ft. Defense: 14 (+1 Dex, +3 Grunt Armor) Attacks: Plasma Pistol +3 (2d6) ranged Plasma Grenade (4d6) Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Grunt traits, Command Saves: For +3, Ref +1, Will +2 Str 12 Dex 13 Con 12 Int 13 Wis 10 Cha 10 Talents Extreme Effort Improved Effort Exploit Weakness Skills Computer Use +4, Hide +2, Knowledge (Tactics) +8, Navigate +2, Profession (Soldier) +5, Read/Write Covenant, Speak Covenant, Speak Grunt, Spot +3 Feats Armor Proficiency (Light), Covenant Weapon Proficiency, Simple Weapon Proficiency, Surface Vehicle Operation, Vehicle Weapon Proficiency, Great Fortitude Possessions:Grunt Armor, Plasma Pistol, Plasma Grenades (x3), Methane Mask, 3 canisters of Methane, Ghost [dependable] Grunts are the weakest of the Covenant's forces, used mainly as cannon fodder. A Grunt stands around 5 feet tall, and has dark ashy-colored skin. They wear a large tank containing methane gas on their back, which a tube extends from and covers most of their. Without either a methane breathing system or methane as the main gas matter on the planet, a Grunt will suffocate and die. Grunt Officers have just been seen lately, in the few Engagements near Earth. Combat Grunts are cowardly in combat, however if they have sufficient backup and assistance, they make decent soldiers. They have average accuracy, and tend to have a habit of lobbing plasma grenades at their enemies. However, should the tide of the battle turn, or their command leader be killed, Grunts completely panic and run away. Grunt Officers are not afraid to lose soldiers.In case of losing a Elite the grunt take a position to lead the surviving troops. Methane Dependency (ex): Grunts need methane gas to live, just as Humans need oxygen. If a Grunt is on a planet that lacks methane in the air enviroment, a Grunt suffers the effects of suffocation. Grunts use a methane gas-breathing system when they are off of the Grunt homeplanet. Methane Gas Breathing System Allows Grunt to breathe methane gas, lasting for 24 hours |
| #6jedirangerDec 04, 2005 16:24:54 | Covenant Races Jiralhanae (aka “Brute”) The newest to join the ranks of the Covenant, the Brutes are hulking and powerful, a deadly combination of the Elite and Hunter. Brute Racial Traits and Features · +6 Str, +4 Con, -4 Int, -2 Wis, -2 Cha. Brutes are beautiful physical specimens, but are more than lacking as far as brainpower and personality go. · Large. Jiralhanae are Large Monstrous Humanoids and suffer all of the benefits and penalties of being Large. · Speed 30 ft (except when Berserking; see below). · Natural Armor. Brutes have thick and protective hides that provide +3 to their Defense. · Berserk Rage. Upon seeing an ally fall, a Brute has a 50% chance of dropping whatever weapon it’s carrying and flying into a rage. The Brute crawls around on all fours (it’s speed increases to 40 ft), gains +4 Str and Con, but takes a –2 to Defense and Wisdom, and is able to use a slam attack at 2d6+Str modifier damage, using its highest Base Attack Bonus. The rage lasts until the end of combat (preferably when the Brute’s opponent is dead). · Automatic Languages: Jiralhanae, English. Bonus Languages: Kig-Yar, Lekgolo, Sangheili, Unngoy, Yanme’e. · Level Adjustment +3. Kig-Yar (aka “Jackal”) Deadly shots, Kig-Yar (referred by Humans as “Jackals”) are the assassins, snipers, and scouts of the Covenant. Jackal Racial Traits and Features The following are the abilities and features of Jackals. · +4 Dex, -2 Con, -4 Cha. While Jackals are weak of frame, and ravenous, they are crack-shots. · Medium-size. Kig-Yar are Medium-sized Monstrous Humanoids and suffer no special benefits or penalties due to their size. · Speed 40 ft. · Scent. As described in D20 Modern (p228). · Bonus Feat. Kig-Yar gain the Alertness feat as a bonus feat. · Automatic Languages: Kig-Yar. Bonus Languages: English, Jiralhanae, Lekgolo, Sangheili, Unngoy, Yanme’e Lekgolo (aka “Hunter”) Essentially living tanks, Lekgolo are an odd worm-like organism, with rust-colored flesh, and are almost never seen without armor. Hunter Racial Traits and Features The following are the abilities and features of Hunters. · +8 Str, -4 Wis. Hunters are juggernauts, but do not listen well to orders and vulnerable to being outsmarted. · Large. Lekgolo are Large Humanoids and suffer the benefits and penalties of being Large. · Speed 30 ft. · Critical Hit Vulnerability. Hunters are weak against critical hits and take x2 the damage in addition to the weapon’s own multiplier (so if a weapon did x2, it would do x4). · Automatic Languages: Lekgolo. Bonus Languages: English, Jiralhanae, Kig-Yar, Sangheili, Unngoy, Yanme’e. · Level Adjustment +2. Sangheili (aka “Elite”) Proud and honorable warriors, the Elites were for long the backbone of the Covenant army, deadly in any kind of engagements. Elite Racial Traits and Features The following are the abilities and features of Elites. · +2 Str, +2 Dex, +2 Con, +2 Wis. Elites are almost a perfect blend physically, and are mighty of will and dedication. · Large. Sangheili are Large Monstrous Humanoids and suffer the benefits and penalties of being Large. · Speed 30 ft. · Automatic Languages: Sangheili, English. Bonus Languages: Jiralhanae, Kig-Yar, Lekgolo, Unngoy, Yanme’e. · Level Adjustment +1. Unngoy (aka “Grunt”) The cannon-fodder of the Covenant army, Unngoy (known as “Grunts”) are stout and cowardly soldiers. Grunt Racial Traits and Features The following are the abilities and features of Grunts. · -2 Wis, -2 Cha. Grunts are sniveling, air-headed cowards. (Though their ignorant reactions in battle are often hilarious.) · Medium-size. Unngoy are Medium-sized Humanoids and suffer no special bonuses or penalties due to their size. · Speed 30 ft. · Natural Attacks. Grunts may make a bite attack using their Base Attack Bonus, which does 1d3+Str modifier of damage. · Methane Dependency. Grunts do not breathe oxygen and require methane gas to live. If not in an environment with methane in the atmosphere, Unngoy must wear a gas re-breather to live. If they do not or the re-breather is damaged, they immediately begin to suffocate. · Panic Attack. If 1d3 allies fall in battle beside it, an Unngoy must make a Will save (DC 15) or be panicked for 1d6+1 rounds, and run amuck (usually in the direction away from battle). They may still hold onto their weapon when panicked. · Automatic Languages: Unngoy, English. Bonus Languages: English, Kig-Yar, Jiralhanae, Lekgolo, Sangheili, Yanme’e. Yanme’e (aka “Drone”) Another newly-encountered Covenant specie, Drones are insectile creatures, capable of flight. Drone Racial Traits and Features · +2 Dex, -2 Int, -2 Cha. Drones are agile and good shots, but they have little mental capacity (except for maneuvering in battle, noted below). · Medium-size. Yanme’e are Medium-sized Aberrations and suffer no special bonuses or penalties due to their size. · Speed 30 ft. · Flying Speed 50 (good). Drones are capable of flight in space (and use the said speed), however in atmospheric environments become fatigued after 1d8 rounds of non-stop flight, and must land to regain their strength. After 1d6+1 rounds they are no longer fatigued and able to enter flight once more. · Damage Reduction. Drones have strong chitins and have DR 2/-. · Tactical Cunning. While Yanme’e are low of intelligence and charisma, they still possess surprising use of tactics and coordination. They are allowed to use their Wisdom as the key attribute for the Knowledge (war) instead of Intelligence and for directing troops in battle instead of Charisma. · Space Adaptation. Drones automatically (and permanently) gain the benefits of the Zero-Gee Training feat, even though they need not have it or the prerequisites. · Breathless. Drones do not breathe and therefore can survive in areas without atmosphere. · Automatic Languages: Yanme’e. Bonus Languages: English, Jiralhanae, Kig-Yar, Lekgolo, Sangheili, Unngoy. · Level Adjustment +1. -Created by Cli' San Aquanova |
| #7jedirangerDec 04, 2005 16:28:38 | ![]() Arbiter You must succeed where the others haven’t. You must be the Arbiter.- Prophet of Regret A arbiter is a chosen one who has a second chance at be a hero. He is the being who must finish what the Oracle says. Prequistives Skills: Knowledge [Ancient Covenant Lore ]+10 Feats: Exotic Weapon Proficiency [Plasma Sword] Race: Elite Special: Must be chosen from a Prophet. There can only be one Arbiter at one time. |
| #8jedirangerDec 04, 2005 17:09:24 | Ha871 Battle Rifle (9.5x40 mm) Large personal firearm Scope Type: x2 (+1 equipment bonus) 2d8 (20 x2) [Semi] Ballistic 80 ft. 36-round magazine Weight: 9 lbs Special: The Ha871, while not possessing an Autofire feature, features a 3-round burst. When the 3-round burst version is used with the Burst Fire feat, it can only fire three bullets instead of five and can be used with only three bullets in the weapon. This setting grants the ability to make burst fire attacks without the Burst Fire feat; however you take a –6 penalty on the attack roll and only adds +1 die to the damage. Description: A new and spectacular weapon, this rifle was based on the Ma5B and heavily modified for superior performance. Crafted from plastasteel, it bears resemblance to the Ma5B, but with several differences. The battle rifle is a bit shorter than the Ma5B. It has a much smaller front portion of the rifle, with a thin muzzle several inches long extending forward, instead of a large muzzle like that of the Ma5B. The magazine entry point is located behind the grip, just like the Ma5B. On top of the gun is a handle, for easy holding. Mounted on this handle is a scope, with x2 magnification capability. SMG (5mm x23) Medium-size personal firearm Damage: 2d6 (20 x2) [Auto] Ballistic 40 ft. 40-round magazine 6 lbs Description: Another new weapon, the submachine gun resembles a cross between an Uzi and a Heckler and Koch MPK5, and is a small and easily wielded weapon. It’s made from plastasteel, and fires the 5mm x23 caseless rounds. The magazine entry point is just beneath the short barrel, and the stock is collapsible. Ma5B Assault Rifle (7.62mm) Medium-size personal firearm 2d6 (20 x2) [Auto] Ballistic 60 ft. 60-round magazine 10 lbs Description: The predecessor of the Ma9B, the Ma5B is a rapid-fire rifle. It resembles the Ma9B, but is a little longer, and has a much larger muzzle. The magazine entry point is located behind the grip, and holds 60 rounds. The gun loses its accuracy when firing endlessly, and is most accurate and effective in controlled bursts. M6D Pistol (12.7mm) Scope Type: x2 (+1 equipment bonus) Medium-size personal firearm 2d8 (20 x2) [Semi] Ballistic 60 ft. 12-round magazine 5 lbs Description: A common sidearm, the M6D is a lightweight and effective weapon. It’s metallic-white in color, and features a hand-protector on the grip. Its magazine entry point is located in the butt of the grip, and it fires the devastating 12.7mm explosive-tipped rounds. It features a small scope with x2 magnification. M8D Pistol (10mm) Small personal firearm 2d8 (20 x2) [Semi] Ballistic 40 ft. 10-round magazine 5 lbs *Due to its fine making, M8D pistols grant a +1 mastercraft bonus to all attack rolls.* Description: Another new weapon, the M8D is fresh from field-testing, like the Ha871 battle rifle. The M8D fires powerful 10mm magnum rounds, big as a man’s thumb. Its shots are weaker than the M6D’s pistol, but it’s lighter and easier to wield. It’s made of plastasteel, and when loaded is balanced perfectly. M90 Shotgun (8 gauge) Medium-size personal firearm *d12 (20 x2) [Single] Ballistic 30 ft. 12-round chamber 10 lbs *The number of damage dice depends on the range of the target. Point Blank- 4d12 Short- 3d12 Medium- 2d12 Long- 1d12* Description: The M90 is a pump-action shotgun, and basically a shoulder-mounted cannon. It’s long and powerful, made from a gray metal. It fires the unbelievable 8 gauge rounds, which obliterate any soldiers at point blank range. Its pump is located under the barrel, and the cartridge entry point is located on top of the gun. S2 AM Sniper Rifle (14.5mm) Scope Type: x10 (+4 equipment bonus, and doubles range instead of multiplying it by half) Huge personal firearm 3d12 (20 x2) [Semi] Ballistic 120 ft. 4-round magazine 21 lbs Description: The most powerful sniper rifle in the UNSC military, the S2 AM fires 14.5mm sabot rounds. The large slugs are terribly powerful, and are able to fire for an incredible range. The rifle features a bipod under the long barrel, and the magazine entry point is directly in front of the grip. It also features a powerful scope, night-vision capable, and x2 or x10 magnification able. M19 SSM Rocket Launcher (102mm) Scope Type: x2 (+1 equipment bonus) Large exotic firearm 6d10 (20 x2) [Semi] Concussive 160 ft. 2-round magazine 46 lbs *Comes with scope.* Description: Nicknamed the “Hunter Killer” for its effectiveness, the M19 Jackhammer rocket launcher is the best in infantry anti-armor warfare. It’s dual-barreled, and features a x2 scope. Magazines are loaded in a hatch on top of the weapon. It is sometimes mounted on the beds of Warthogs. M9 HE Fragmentation Grenades Small simple weapon 4d6 (20 x2) Slashing 10 ft. 1 lb Description: Army green in color and six inches in diameter, the M9 HE frag grenade is a powerful and popular grenade used by UNSC forces. It has an electronically-activated fuse, and detonates very quickly. M41 LAAG (12.7x99mm) Huge vehicle weapon 2d12 (20 x2) [Auto] Ballistic 90 ft. Linked 85 lbs Description: The trusty chaingun mounted on the bed of many Warthogs, the M41 is an anti-aircraft and anti-infantry weapon, but is effective against lightly-armored vehicles. GAUSS Rifle Huge vehicle weapon 4d10 (20 x2) [Semi] Ballistic 120 ft. Linked 245 lbs Another weapon mounted of the Warthog, the GUASS rifle is a miniature version of the MAC (magnetically-accelerated-charge) cannon. It uses magnets and energy to fire huge slugs, which rip apart armor and infantry alike. Its slug’s cause large bluish-gray-green blasts. Scorpion Cannon Huge vehicle weapon 10d10 (20 x2) [Semi] Energy 150 ft. Linked n/a Description: The cannon mounted on the turret of the Scorpion tank, this is an excellent anti-armor weapon. Plasma Rifle Medium-size Covenant firearm 2d10 (20 x2) [Semi, Auto] Energy 80 ft. 100-charge battery (Each shot uses 1 charge) 12 lbs Description: The weapon of choice for most Elites, the plasma rifle is a powerful plasma machine gun. It fires blue liquid-like plasma, and has a maw-like cannon. Covenant Carbine Large Covenant firearm Scope Type: x2 (+1 equipment bonus) 2d8 (20 x2) [Semi, Auto] Ballistic 80 ft. 20-round magazine 12 lbs Description: A precision firearm used by the Covenant, this weapon is much like the UNSC’s battle rifle; it even fires cartridges instead of plasma. It’s a long-barreled rifle, made of violet metal alloy, and has a dorsal scope mounted on it. It’s mainly used in semi-automatic fire, however is able to be fully automatic. Plasma Pistol Small Covenant firearm 2d6 (20 x2) [Semi] Energy 60 ft. 100-charge battery (Each shot uses 1 charge) 4 lbs *Charge Shot: A user of a plasma pistol can spend 1 round charging the pistol. The user can fire as early as the next round. A charged plasma pistol shot deals 4d10 damage. In addition, it knocks out energy shields for 1d6 rounds. A charged shot drains 10 charges from the battery.* Description: Often seen carried by Grunts and Jackals, this is the most popular sidearm in the Covenant military. It’s small, and its muzzle resembles a two-pronged claw. It fires green plasma bolts, and its overcharged shots are giant green orbs of energy. Needler Medium-size Covenant firearm 2d6 (20 x2) [Auto] Piercing/Energy 60 ft. 20-round magazine 10 lbs *If 10 or more needler rounds hit the same target simultaniously, instead of taking the above damage, the target instead takes 6d6 x2 concussive damage.* Description: A strange weapon, the needler fires crystalline pink shards, which shatter upon impact. It has a reloading port in the back, and when fully-loaded resembles a pink porcupine. Needler (M. II) Large Covenant firearm 2d8 (20x2) [Auto] Piercing/Energy 70 ft 20-round magazine 12 lbs *If 10 or more Needler rounds hit the same target simultaneously, instead of taking the above damage, the target instead takes 6d8 concussive damage.* Description: The needler mark II is a fully superior version of its predecessor, with more powerful rounds and faster firing speed. Beam Rifle Huge Covenant firearm 4d8 (20 x2) [Semi] Energy 120 ft 100-charge battery (each shot used 4 charges) 31 lbs Overheat: If the beam rifle fires two shots in a row, it overheats, and must spend 1 round cooling. Fuel Rod Cannon Large exotic firearm 4d10 (20 x2) [Single] Energy 110 ft. 50-charge battery (Each shot uses 1 charge) 60 lbs *Splash damage* Description: Carried by special ops Grunts and Hunters, this is the Covenant version of a hand-held rocket launcher. It’s a large weapon, and fires blasts of green energy that explode and splash on contact. Plasma Sword Large exotic weapon Damage 4d12 (Crit 18-20 special) Energy *If the plasma sword makes a critical hit, the target must make a Fortitude save (DC 20) or die instantly.* Description: Wielded by Gold and camouflaged Elites, this is a weapon of awe and power. In its inactive form, it’s a handle with two flat half-orbs on the end, with an activation stud where the thumb is when held. When active, the half-orbs energize, creating a blade of blue plasma extending for three and a half feet. Shade Turret Huge vehicle weapon Damage: 4d10 Energy 80 ft. 585 lbs Description: An common defensive turret, the Shade is a tripod turret, with a ball resting on top of the tripod’s base. When active, magnetic energy lifts the ball and allows it to spin at 360 degrees. Its cannon is three-pronged, and fires pink-white plasma. Plasma Grenade Tiny simple weapon 4d6 (20 x2) Energy 10 ft. 1 lb *Attach: Upon being activated and thrown, the plasma grenade sticks to creatures (Assuming it hits), and cannot be removed by any means. The grenade proceeds to detonate. If the plasma grenade hits anything inanimate (Excluding golems, robots, and active vehicles), the grenade drops to the ground. Description: A small orb blue in color, the plasma grenade’s activation stud is on a patch of red on the grenade. When activated, blue plasma engulfs the grenade, and sticks to any heat-producing matter (the thrower of the grenade is immune to this stickiness). Plasma Mortar Large vehicle weapon 10d10 (20 x2) Energy 100 ft. n/a *Splash damage* Description: This weapon is mounted on the Wraith mortar tank. It fires giant globes of blue-white plasma, which arc, and explodes in giant splashes. Plasma Cannon Large vehicle weapon 5d10 (20 x2) Energy 150 ft. n/a Description: Mounted on turrets on Phantoms, the plasma cannon fires red bolts of plasma. -Created by Cli' San Aquanova |
| #9jedirangerDec 04, 2005 17:11:15 | M12 LRV/Warthog HP: 38 Crew: 1 Passengers: 2 Cargo: 1,000 lbs Init: -2 Manuever: -2 Top Speed: 120 MPH Defense: 8 Hardness: 5 Size: Huge Weapon: LAAG (2d12), rocket launcher (6d10), or GAUSS rifle (4d10) *Provides 1/4 cover to riders* Description: The M12 light reconnaissance vehicle, better known as the “Warthog”, is a popular and trusty vehicle in the UNSC military. The standard model is army-green in color, has two door-less seats (for the driver and a passenger), a lexan windshield, a grappling hook under the grill, and a large bed behind the cab, which is usually fitted with a chaingun, but some models have the bed empty for cargo transportation purposes. M808B Scorpion M8T HP: 70 Crew: 2, or 1 SPARTAN II Passengers: 4 Cargo: 425 lbs Init: -4 Manuever: -4 Top Speed: 80 MPH Defense: 6 Hardness: 20 Size: Gargantuan Weapon: Scorpion cannon (10d10) & LAAG (2d12) *Provides full cover to driver* Description: The main battle tank in the UNSC military, the Scorpion is a powerful and heavily-armored unit. It’s dark gray in color, sports four tread pods, and has a cockpit fitted for two (one gunner and one driver), but a lone SPARTAN II can use the interface by himself. Its turret features a long cannon for anti-armor combat, as well as a chaingun for anti-infantry fighting. ATV HP: 26 Crew: 1 Passengers: 0 Cargo: 80 lbs Init: -1 Manuever: -1 Top Speed: 260 MPH Defense: 9 Hardness: 5 Size: Large Weapon: none *Provides 1/4 cover to rider.* D77-TC "Pelican" Troop Carrier Dropship HP: 53 Crew: 2 Passengers: 10 Cargo: 8,000 lbs Init: -4 Manuever: -4 Top Speed: 235 MPH Defense: 6 Hardness: 5 Size: Gargantuan Weapon: LAAG (3d12) (Optional) *Provides full cover to pilot, and 1/2 cover to passengers if doors are open* Description: The workhorse of the UNSC aircraft, the Pelican is a widely seen Dropship. It’s a large gray box with wings, and the cockpit and nose curve into a bullet shape. It has rear doors for space flight, but usually keeps them open for terrestrial transport. Its cargo bay can comfortably seat 10, and its cockpit has room for a pilot and co-pilot. It optionally can be mounted with a chaingun turret on the nose. Ghost HP: 26 Crew: 1 Pasengers: none Cargo: 108 lbs Init: -1 Manuever: -1 Top Speed: 260 MPH Defense: 9 Hardness: 5 Size: Large Weapon: 2 plasma rifles (2d10) *Provides 1/4 cover to driver* Description: The Covenant recon vehicle, the Ghost is a small hovercraft, with dual-mounted plasma cannons. It’s shape is like that of a stingray, with a half-orb in the front housing the engines and control computers, and a rectangular back end, with the pilot’s seating and the drive and hover engines. It is dark violet in color, and makes an eerie howling noise when active. Banshee HP 40 Crew: 1 Passengers: none Cargo: 100 lbs Init: -4 Manuever: -4 Top Speed: 235 MPH Defense: 7 Hardness: 5 Size: Huge Weapon: 2 plasma rifles (2d10) & fuel rod cannon (4d10) *Provides full cover to pilot* Description: The standard ground assault fighter of the Covenant armada, the Banshee gets its name from the howling of its engine pods when it turns. It’s dark violet in color, has a ovular body shape, and has two engine pods attached to long rods from the main body. It has two plasma cannons mounted in the front of the body, and a fuel rod cannon mounted underneath the cockpit. Wraith HP: 68 Crew: 1 Passengers: none Cargo: 300 lbs Init: -4 Manuever: -4 Top Speed: 60 MPH Defense: 7 Hardness: 20 Size: Gargantuan Weapon: Plasma mortar (10d10) *Provides full cover to pilot* Description: The heavy tank of the Covenant force, the Wraith is beetle-like in appearance, with a large curved hull on top of a disc with hover engines. It’s dark violet in color, and the mortar cannon is adjustable. Creep HP: 46 Crew: 1 Passengers: 8 Cargo: 840 lbs Init: -4 Maneuver: -4 Top Speed: 60 MPH Defense: 7 Hardness: 10 Size: Gargantuan Weapons: Plasma turret (2d10) Shadow HP: 40 Crew: 1 Passengers: 3 Cargo: 1,000 lbs Init: -2 Maneuver: -2 Top Speed: 120 MPH Defense: 8 Hardness: 5 Size: Huge Weapon: Plasma turret (2d10) Apparition HP: 72 Crew: 1 Passengers: 14 Cargo: 5,000 lbs Init: -4 Maneuver: -4 Top Speed: 180 MPH Defense: 6 Hardness: 9 Size: Gargantuan Weapon: Plasma turret (2d10) *Provides full cover to pilot and passengers when hatches are closed* Description: The U-shaped dropship of the Covenant, the Apparition was seen widely on Halo, but has since been replaced by the Phantom assault dropship. The Apparition was horseshoe-shaped, with two long carrier shafts attached to the sides of the small cockpit. A plasma turret was mounted under the cockpit. Phantom HP: 86 Crew: 2 Passengers: 8 Cargo: 8,000 lbs Init: -4 Manuever: -4 Top Speed: 200 MPH Defense: 6 Hardness: 10 Size: Gargantuan Weapon: Plasma cannon (5d10) *Provides full cover to pilot* Description: The new standard dropship of the Covenant, the Phantom is an assault dropship. It resembles a starship more than a dropship, with its dark violet aerodynamic body and spire-like steering fins branching out behind it. The cockpit is located at the nose of the craft, and the cargo bay behind, with rear hatches which can be kept open or closed. Mounted under the cockpit is a plasma cannon. Plasma Artillery Turret HP: 80 Crew: 12 Passengers: n/a Cargo: n/a Init: -8 Maneuver: n/a Top Speed: n/a Defense: 2 Hardness: 30 Size: Colossal Weapon: Super Plasma Mortar (12d10) Description: Seen during the E3 demo during the invasion of New Mombasa, not much is known about this weapon. -Created by Cil' San Aquanova |
| #10jedirangerDec 04, 2005 17:13:19 | Armor UNSC Marine Corps Tactical Armor (Light) Max Dex bonus: +6 Defense: +3 Armor check penalty: -1 Speed: 30 ft. DR: 1 Description: A fatigue jumpsuit under a set of ceramic-steel armor. It consists of a breastplate (with four pouches near the bottom of the breastplate), shoulder guards, black leather gloves, knee and calf guards, and leather boots. It comes with a regular Marine helmet. Orbital Drop Shock Trooper Armor (Medium) Max Dex bonus: +4 Defense: +4 Armor check penalty: -2 Speed: 30 ft. DR: 3 Other properties: 30 minute air supply. Description: A fatigue jumpsuit under a set of ceramic-steel armor. The armor consists of a large breastplate covering the upper torso extending from the shoulders to the stomach, with four pouches built into the front. Several small plates protect the triceps, leather gloves help protect the hands, a groin-piece, plates protecting the outer thighs, large calf-plates, going from above the ankle to above the knees (with large knee-protectors), thick leather boots, and an atmospheric helmet. The armor strongly resembles MJOLNIR armor, and contains a 30 minute air supply. MJOLNIR Mark IV Armor (Powered) Max Dex bonus: +3 Defense: +7 Armor check penalty: -5 Speed: as wearer's natural land speed DR: 5 Other properties: 90 minute air supply Physical Optimizers: The MJOLNIR Mark IV armor possesses powerful physical optimizers, which completely empower the wearer’s physical capacity five-fold. When making a Str, Dex, or Con ability modified check (including skill checks), the wearer may multiply the ability for the needed check by x5. The ability’s modifier is upped to the appropriate modifier by the ability’s number. *Augmentations: A person who wears MJOLNIR Armor of Mark IV or higher must be specially augmented to do so. If a person who dons MJOLNIR Armor has not been augmented, he takes 3d8 damage (Not affected by DR) every round he wears the armor.* MJOLNIR Mark V Armor (Powered) Max Dex bonus: +4 Defense: +7 Armor check penalty: -4 Speed: as wearer's natural land speed DR: 7 Other properties: Shield points 30, 90 minute air supply Physical Optimizers: see Mark IV Armor description. *Augmentations: see Mark IV Armor description.* MJOLNIR Mark VI Armor (Powered) Max Dex bonus: +4 Defense: +7 Armor check penalty: -3 Speed: as wearer's natural land speed DR: 7 Other properties: Shield points 30, 90 minute air supply Physical Optimizers: see Mark IV Armor description. *Augmentations: see Mark IV Armor description.* Elite Armor (Powered) Max Dex bonus: +3 Defense: +6 Armor check penalty: -3 Speed: as wearer's natural land speed Other properties: +2 Str, +2 Dex, shield points 30, or active camoflauge (Works as Invisibility spell) Grunt Armor (Light) Max Dex bonus: +8 Defense bonus: +3 Armor check penalty: -0 Speed: 30 ft. DR: 2 Jackal Armor (Light) Max Dex bonus: +4 Defense: +5 Armor check penalty: -2 Speed: 30 ft. DR: 1 Energy Shield (Powered) Max Dex bonus: +4 Defense: +4 *Can grant cover, see description* Other properties: This shield made of energy is about 6 1/2 feet tall. In most situations, it provides the indicated bonus to your Defense. However, you can use it as total cover, though you must use a move-equivalent action to do so. The shield does not provide against grenades thrown into your space. You cannot bash with a energy shield, nor can you use your shield arm for anything else. Hunter Armor (Heavy) Max Dex bonus: +0 Defense: +8 Armor check penalty: -8 Speed: 20 ft. DR: 20 Brute Armor (Heavy) Max Dex bonus: +2 Defense: +8 Armor check penalty: -6 Speed: as wearer's natural land speed DR: 6 -Created by Cil' San Aquanova |
| #11the_kobold_heroDec 04, 2005 22:29:55 | Minor gripe about the human weapon designations. The battle rifles are designated BR55, and the halo2 pistol is called designated the M6C. Also there are a couple statistical gripes. But other then that, its okay. I give it a |
| #12ltdeathsauceDec 06, 2005 17:55:48 | Things that need editing IMHO... MA5B: 2d6? Uh...I believe a 4 letter word is in order. This is a fine example of the difference between what the game tells us and what the books tells us. In the game, it is hardly a devastating weapon. Its a loud automatic weapon, but it sucks for range. What the book tells us... Its a 7.62(2d10 by modern standards) Hi-Explosive, Armor Penetrating Assault Rifle. which by my calculations should make it a 3d10 weapon. With that in mind... MA5B Damage: 3d10 Range: 40' Box: 60 Critical: 20 Weight: 11 lbs. LDeathSauce's Alternate Rendition of the Halo Universe (slanted towards simplicity over VideoGame realism. IE: Weapon damages are based on weapons that already exist, instead of making new rules for everything, shields stay as written in future etc...) Show NOTE: This system was intended for Armor= DR, Energy Shields= DR, Shields= AC. This may not be true to the game, but was realistic enough for my group. Warning, lots of text in here. THE COVENANT (Cov)(PL8) Show The Covenant is a group of different species of aliens that have all formed together in a sort of religious cult. They all believe in the power of the sacred rings, and that the rings can cleanse the universe of heretics. They are a technologically advanced society, and their military might shows. They have no home world, instead traveling in great space stations that are the size of small moons, and are completely self sufficient. Covenant Weapons: Plasma Rifle (Compact, Extended Mag, When the Pack is empty, cannot be reloaded. 3burst, DC18) Plasma Pistol (2d6, Variable Charge) Carbine (~ LR Scope, LZR Sniper, 18 box) Beam Rifle (~LR Scope Railgun, (22 box), (Overheats after a double tap, deals energy Damage) Plasma Grenade 4d6/10’ (can make attack vs a target, if it hits, they get no save for half) Vehicles Weapons No Idea yet… Armor Grunt Armor (~UL Enviro Medium Combat Armor) Jackal Armor (~UL Combat armor) Medium Hunter Armor (~MC+2(Defense) Medium Combat Armor) Heavy Hunter Armor (~Unisoldier Combat Armor +DR 10/-) Hunter Shield (3/4 cover(+7 Def/ +3 Ref) –4 acp) Elite Armor (~UL Boost Armor MC+3D) Energy Shield (~Compact Forcefield, DR 10/-) (Only Elites Usually) Races of the Covenant Sangheili “Elite” “I will continue my campaign against the humans!” Sangheili are the iron heart of the covenant forces. They are fast, tough, strong, intelligent, dedicated, and charismatic. They are used as commanders and captains of groups of other lesser troops, and their ability to lead is unquestionable. SPECIES TRAITS Sangheili shares the following traits: Type: Humanoid Size: Enlarged Medium Base Speed: 30’ Ability Modifiers: +4 Str, +2 Dex, +2 Con, +2 Int, +4 Wis, +2 Charisma Enlarged Form: Sangheili are medium sized, but just barely. They are considered large whenever it is beneficial to them, but their fighting space and reach are not increased. Bonus Feats: All Sangheili receive Renown and Windfall for free at 1st level. Level Adjustment: +2. Unngoy “Grunt” “He’s unstoppable!” Unngoy are the meat of all covenant military operations. They are small, versatile, and not too stupid. Unngoy can also be specialized into positions of piloting, heavy weapons, even bodyguard duty. SPECIES TRAITS Unngoy shares the following traits: Type: Humanoid Size: Medium Size Base Speed: 20’ Ability Modifiers: -2 Str, +4 Dex, -2 Con, -2 Wis, +2 Cha Methane Dependency: Unngoy come from a methane heavy atmosphere, and thus need more methane then most races to survive. A grunt in a non-methane rich atmosphere must make a Fortitude Save (DC 20) each hour or suffer 1d6 points of constitution damage. Bonus Feats: Unngoy receive Light Armor Proficiency and Medium Armor Proficiency as bonus feats at first level. Level Adjustment: +0. Kig-Yar “Jackal” “Wheeeeyaaark!” Kig-Yar are used by the covenant military in various ways. Their extreme dexterity makes them suited for piloting, sniper duty, infiltration/assassination, and a variety of other tasks. However, their lack of fortitude makes long tours impossible for a Kig-Yar to accomplish. SPECIES TRAITS Kig-Yar shares the following traits: Type: Humanoid Size: Medium Size Base Speed: 40’ Ability Modifiers: -4 Str, +6 Dex, -2 Con, -2 Wis, -2 Cha, Bonus Feats: Run, Dodge, Level Adjustment: +0. Lekgolo “Hunter” “They will fight by your side.” Lekgolo are the heavy weapons of the covenant. They wear the thickest armor, and carry the biggest weapons. While some consider the lekgolo obsolete because of their size, only a fool would choose to not have their support. SPECIES TRAITS Lekgolo shares the following traits: Type: Monstrous Humanoid Size: Large Ability Modifiers: +8 Str, -4 Dex, +2 Con, -2 Int, -4 Cha, Critical Vulnerability: Lekgolo are healthy and have a large endurance, but their soft flesh is extremely vulnerable to well placed shots. Any critical a lekgolo takes has its damage multiplier increased by one. Bonus Feats: all Lekgolo receive he following feats for free at 1st level: Light Armor Proficiency, Medium Armor Proficiency, Endurance, and Power Attack. Level Adjustment: +1. |
| #13thasisDec 24, 2005 3:28:18 | I hate Halo, but this is good. Congragulations at making Halo worth a damn. |
| #14bsaueyDec 24, 2005 9:15:24 | Why haven't the Flood been statted yet? I think that they would be a sweet enemy. Also great job you guys. I love this idea of having Halo d20. |
| #15jedirangerDec 24, 2005 10:14:41 | Here is the original thread, I believe the Flood were near the end and were never put into the index. Halo d20 |
| #16zombiegleemaxJan 20, 2006 18:20:34 | I have a Microsoft Word Document with all the info i could squeeze out of the old forums... I just wanted to make sure if you wanted me to post it or not? P.S Some of the stuff came out changed because when my group played the game we changed some stuff as we went on....if anybody doesn't like that...well...TOUGH LUCK!!! |
| #17jedirangerJan 20, 2006 20:31:43 | You don't need permission so post anything you have. I'm pretty much done guys, I just lost interest. Sorry. |
| #18zombiegleemaxJan 20, 2006 20:45:55 | Alright I guess i'll post the Human stuff CHAPTER 1 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 (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 cyberware 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 Dexterity and +2 Intelligence +2 Wisdom. The UNSC Humble Beginnings (2178-2224): United Nations Space Command was effected as part of the United Nations Space Initiative of 2178. The Initiatice called for the beginning of human colonization throughout the stars that the numerous projects of private contracters and goverment contracters had marked for exploration. UNSC's was to be headquartered in the Sol System and another was established on the planet Reach in the Epsilon Eridani System where most of the research and construction of the UNSC's fleet would be conducted. Eventually some colonies began to act up and make impossible demands to the large planetary government and this prompted for some quick reactions. Baptisms of Fire(2224-2285): The UNSC at that time conisisted of 5 branches, two of which were new: Navy, Army, Space Marine Corps, Research and Development, Exploration and Colonization. In later years the Army (used to hold planets while the Marines jetted around in Navy ships, it was decided that it be a planet's responsibility to come up with their own Planetary Defense Force, a mistake that was realized too late.) was folded into the redesigned Marine Corps, and then the Research and Development was folded into the Navy, leaving only 3 branches. The Army and Marines began to quench a large rebellion that was to last about 60 years with the tide ebbing up and down, mostly quiet. But the largest revolt was on Sherman's Planet (which is still touchy to this day) when the 1st Marine Landing Brigade made a combat drop onto the planet's surface and encountered stiff resistance as practically every member of the colony seemed to be involved. This was slowly put down over a 20 year period ending in 2285 which signalled the end to most of the planetary revolts. A time for peace...(2285-2496): This time in UNSC history is considered the "Pax Romana" for modern humanity, a period of general calm roughly lasting 200 years. This led to economical, exploration, and technological advances as humans were free to do as they liked among the stars. Colonization was almost double that of the period during and before the revolts. The Slipspace Generator was perfected in 2354 and other than small tweakings, it is still the same to this day, a testament to human advancement. But, a strange event occured during this time period, the colonization ship: Beagle was lost near the outskirts of human space while on an exploration mission, this was recorded into the history books as the 6th Colonization ship that dissapeared and no further investigations were done. Again!(2496-2500): In this 4 year period uprisings began again and signalled the end of "Pax Universialis". Sherman's Planet erupted once again into a maelstrom of terror and Marines were sent again to quell the rebellion and then contact was made. First Contact(2500-2509): An entire fleet (About 5 ships) of colony ships vanished near the outskirts of human space, this time prompting investigations, seeing as though it was in the same area as where the Beagle had previously disappeared. When the destroyer dispatched to investigate broke Slipspace it exploded, the only record brought back by the surving probe was mangled and inconclusive, bringing about theories on the safety of Slipspace drives at long distances. A handful of scientists of all practices began to theorize on other intelligent life that had not yet been found nor detected by their many projects to find other signs of intelligent life other than humans. Uneasy Peace(2509-2525): The entire race of man began to fear as contact was lost with a few of the very outer colonies, none of which were important since 2 were prison settlements and the last one was a research station, but nonetheless humanity was held in a panic. Then in 2525 the colony Harvest was destroyed, an outermost one but one of the largest of the outer colonies. Contact was lost and the UNSC taking precautions sent a scout ship, the Argo, to investigate, the only report was about their emergence from Slipspace, and nothing was ever heard from them again. This prompted a small military strike force, the Heracles Battlegroup, consisting of the Tours-class Destroyer Heracles, and the King-class Frigates Vostok and Arabia. They found the planet and what had happened to it. It had been systematically destroyed across every square inch. They then found the problem, an unkown ship which then engaged and destroyed both of the frigates and the Heracles then made a jump, which due to damage took weeks to complete and made her report. What it was wasn't human and it wanted ALL of us dead. The Covenant War(2525-????): The Covenant began to attack all of our outer colonies, eliminating them one by one and leaving no survivors but the crippled ships which attempted to limp back home. The Cole Protocol was established and brought into play to prevent the Covenant from discovering the location of Reach or Earth. It is also in this period that the SPARTAN projevt was unveiled to the public with outstanding results. They tipped the balance for humanity even more on the ground and guranteed a victory on land almost everytime, yet the Navy managed to get slaughtered in space and had to evacuate leaving the planet to get "glassed". Humanity's existence depends on victory or defeat as the Covenant's main battlefleet closes in on the Sol system after somehow discovering its location. HUMANS Marine(standard) Strong hero 3/fast hero 1 HD:3d8+1d8+8(26 hit points) Abilities: 14 str, 13 dex, 15 con, 13 wis, 10 int, 8 cha Init: +1 Speed: 30 feet Defense: 19 DR:1 BAB: +3 Attack: ranged+4(2d6assualtrifle and 2d8pistol or 2d8 battle rifle and 2d6 SMG) melee+5(1d8+2 baton) Allegaince: EARTH, COLONIES, AND THE FEW, THE PROUD THE MARINES! Fort: +4 Will: +2 Ref: +3 Occupation: Military(Climb+1, swim+1, armor prof.(light)) Skills: Balance +2 Climb +5 Demoltions +1 Jump +4 Spot +2 Survival +3 Swim +3 Treat injury +2 Feats: armor prof(light), blind fight, farshot Personal firearms prof, simple weapons prof. Talents: Ignore hardness, extreme effort, Evasion Possesions: Assualt rifle and pistol((or battle rifle and smg), marine combat armor O.N.I Agent Fast 2/ Smart 4/Invesitgator 2 HD: 2d8+4d6+2d6 (51 hp) Speed:30ft Defense: 16 Attack: +4 (M8D pistol 2d8) Allegiances: Earth, O.N.I, USNC Fort+1 Ref+5 Will+4 Str 11 Dex 14 Con 11 Int 13 Wis 12 Cha 11 Occupation: O.N.I +2 Computer Use +2 Diplomacy, Toughness Talents/Class Features Evasion Savant Linguist Profile Low level Contact Skills: Bluff+3 Computer Use+9 Decipher Script+7 Diplomacy+4 Disguise+3 Forgery+5 Gather Information+2 Knowledge [UNSC]+2 Knowledge [Covenant Lore]+4 Move Silently+2 Pilot+1 Research+3 Search+2 Sense Motive+3 Spot+2 Feats: Focused Studious Personal Weapon Proficiency Toughness Possessions M8D Pistol 24 Rounds Normal O.N.I Outfit Personal Computer Insurgents Fast 3/Dedicated 2/Gunslinger1 HD: 2d8+2d6+1d10 ( hp) Speed:30ft Defense:18 Attack: +4 (MA3 Rifle 2d6+1) (Plasma Pistol 2d6) Allegiances: Independent Fort+4 Ref+5 Will+5 Str 13 Dex 12 Con 13 Int 11 Wis 19 Cha 11 Occupation: Pirate +2 Hide +2 Computer Use Talents/Class Features Skills Emphasis [Demolitions] Evasion Uncanny Dodge Close Combat Shot Skills: Computer Use+4 Demolitions+5 Drive+3 Escape Artist+2 Hide+3 Knowledge [Pirates]+4 Pilot+3 Search+2 Sense Motive+3 Spot+2 Treat Injury Feats: Toughness Point Blank Shot Personal Weapon Proficiency Possessions MA3 rifle 45 rounds of 7.62 ammunition Plasma Pistol Normal Fatigues Radios |
| #19zombiegleemaxJan 20, 2006 20:46:13 | CHAPTER 2 THE COVENANT HISTORY - EARLY AGES About 150 milion years ago, the covenant did not exsist. The first 4 species to enter the Covenant lived together in constent war. These species are today called grunts, elites, prophets, and niuarions(only known to covenant scholars). The elites were locked in a constant war with the prophets, who possesed surpirisigly high technology for that distant past. The grunts were thought of as a nuisance, at best, and rats, at worst. The elites overran them in a battle that today to the covenant is called the battle of the sacred justice. The elites attacked the prophets, but in the final battle were convinced to join the prophets when they were shown a crashed forurenner fleet. Soon, the Nuarions appeared and joined the covenant. They soon rebelled, and were destroyed. It is beleived, however, that a few may have surrvived and their race lives on to this day. The covenant then used the forunner ships to leave their planet and start conquering - THE GRUNT REBELLION During the first few years of finding "lower" races the elites came across a methane gas-filled planet. On its surface was a small race of Unngoy. These small aliens, later called Grunts became the low caste in the Covenant Heircharcy. The Grunts were terriefied by elites, just their shear size alone made even the bravest Unngoy scared. After severe punishment of being the lowest of the Covenant, the Grunts fought back. First is was disobaying orders. Then it was tricking the Elites. Then Finally it became all out war.The First death was a Elite named Ja'elle, who was one of the First in the High Council.Many Grunts Died, but with them came the Elites. Including a noble Elite who was the first Arbiter. The Arbiter came in peace but once he was attacked the Grunts had made a big mistake. The Rebellion ended with many grunts dead, some of the best elites known in Covenant History gone and a fierce Rivarly began. This Rivarly ended when the Covenant Civil War Occured. The grunts, wanting to take the winning side, decided to help the Elites even if they were to be cast into Heresy. HUNTERS -After the grunt rebellion, the Covenant found a sytem full of "Heretics." These heretics were the fearsome beasts known to humans as "hunters." The hunters were primitive, and hadn't even mastered space travel yet. They were also only worm colonies united under a common brain. When the covenant landed on the hunter's world, they were not attacked. Most of the hunters beleived them to be messengers from the gods. There was resitence from other hunters, however. For 5 human years the covenant-hunter war raged on. Finally, after years of fighting, an arbiter was apointed by the prophets. He destroyed all hostile hunters, including their leader. In the final battle with their leader, the Arbiter was killed. The non hostile hunters joined the covenant. -CURRENT TIMES The Age of Reclamation is at hand. The Prophets have found the Rings that will send them to the next life. But, now there is a new threat, the Humans. They have created the Demons to stop the Covenant from reaching Heaven. Only one of these demons was needed to destroy one of the Halo Rings. Will the Covenant stop the Human menace in time for their Salvation? BRUTE Jiralhanae (aka “Brute”) The newest to join the ranks of the Covenant, the Brutes are hulking and powerful, a deadly combination of the Elite and Hunter. Brute Racial Traits and Features • +6 Str, +4 Con, -4 Int, -2 Wis, -2 Cha. Brutes are beautiful physical specimens, but are more than lacking as far as brainpower and personality go. • Large. Jiralhanae are Large Monstrous Humanoids and suffer all of the benefits and penalties of being Large. • Speed 30 ft (except when Berserking; see below). • Natural Armor. Brutes have thick and protective hides that provide +3 to their Defense. • Berserk Rage. Upon seeing an ally fall, a Brute has a 50% chance of dropping whatever weapon it’s carrying and flying into a rage. The Brute crawls around on all fours (it’s speed increases to 40 ft), gains +4 Str and Con, but takes a –2 to Defense and Wisdom, and is able to use a slam attack at 2d6+Str modifier damage, using its highest Base Attack Bonus. The rage lasts until the end of combat (preferably when the Brute’s opponent is dead). • Automatic Languages: Jiralhanae, English. Bonus Languages: Kig-Yar, Lekgolo, Sangheili, Unngoy, Yanme’e. • Level Adjustment +3. Brute Large humanoid (Brute) Hit Dice: 2d8+4(13hp) Initiative: +0 Dex Speed: 30ft Defense: 17 (-1 size, +8 armor) Attacks: Special Attacks: Rage Special Qualities: Brute Traits Face/Reach: 5ft. by 5. ft./10 ft. Saves: For+6 , Ref+2 , Will+1 Abilities: Str 16, Dex 11, Int 11, Wis 12, Con 14, Cha 8 Skills Profession (Soldier)+5, Knowledge (Covenant lore)+5 Feats Covenant Weapons Proficiency, Simple Weapon Proficiency, Weapon Focus Bruteshot Combat Rage: When all of a brutes allies are knocked unconscious or killed, then the brute drops any weapons it is carrying and attacks with it’s claws, the brute also gains +4 strength, and constitution, and also takes a –2 penalty to defense, this affect lasts until the combat ends. DRONE Drone Medium-size Aberration (Drone) Hit Dice: 2d6 (7 hp) Initiative: +3 (Dex) Speed: 20 ft. Fly 40ft. (Good) Defense: Attacks: + plasma pistol (2d6) ranged Special Qualities: Immune to cold, Immune to suffocation, and ultraviolet radiation Face/Reach: 5 ft. by 5 ft./5 ft. Saves: For +, Ref +, Will + Abilities: Str 10, Dex 16, Int 6, Wis 10, Con 10, Cha 6 Skills Hide+8 Spot+5 Knowledge(Covenant Lore)+3 Feats Covenant weapon proficiency, dodge, simple weapon proficiency Yanme’e (aka “Drone”) Another newly-encountered Covenant specie, Drones are insectile creatures, capable of flight. Drone Racial Traits and Features • +2 Dex, -2 Int, -2 Cha. Drones are agile and good shots, but they have little mental capacity (except for maneuvering in battle, noted below). • Medium-size. Yanme’e are Medium-sized Aberrations and suffer no special bonuses or penalties due to their size. • Speed 30 ft. • Flying Speed 50 (good). Drones are capable of flight in space (and use the said speed), however in atmospheric environments become fatigued after 1d8 rounds of non-stop flight, and must land to regain their strength. After 1d6+1 rounds they are no longer fatigued and able to enter flight once more. • Damage Reduction. Drones have strong chitins and have DR 2/-. • Tactical Cunning. While Yanme’e are low of intelligence and charisma, they still possess surprising use of tactics and coordination. They are allowed to use their Wisdom as the key attribute for the Knowledge (war) instead of Intelligence and for directing troops in battle instead of Charisma. • Space Adaptation. Drones automatically (and permanently) gain the benefits of the Zero-Gee Training feat, even though they need not have it or the prerequisites. • Breathless. Drones do not breathe and therefore can survive in areas without atmosphere. • Automatic Languages: Yanme’e. Bonus Languages: English, Jiralhanae, Kig-Yar, Lekgolo, Sangheili, Unngoy. • Level Adjustment +1. PROPHET Prophet racial stats: +2 wis, +2 int, -2 con, -4 str *Covenant leadership-when dealing with other covenant, prophets gain a +2 bonus, to bluff, diplomacy, and gather information checks *Forerunner lore: Prophets can make a int check to come about some forerunner lore. The DC is shown on the following table: 15 – Location of minor Forerunner installation: common knowledge 20 – Location of Forerunner Artifacts 30 – Knowledge of Halo Rings *Critical hit vulnerability-Prophets take one more times damage from a critical hit *automatic languages- all covenant, human PRESTIGE CLASSES HONOR GUARD Perquisites: Knowledge (Religion) 4 ranks Race: Elite or brute Exotic weapon Prof: plasma sword Bab+3 HD: d10 Skills: 5+int modifier/level Class Skills: As dedicated hero Class Features Resolve: The honor guard must choose a prophet to be his Charge as long as there is at least one opponent threatening the his charge in any way the Honor Guard adds +2 to his constitution score and will not go unconscious if reduced to below 0 hp (he still dies if he reaches –10) Honor Guard Armor: The Honor Guard is gifted with a ceremonial set of armor plates the he can ware over other armor adding +3 to his defense. Devotion: The Honor Guard’s Charge may select one character and order the Honor Guard to slay it, the honor guard gains the indicated bonus on attack and damage rolls against the chosen character Protect Charge: If he is within 10 feet of his Charge both the honor guard’s and the charge’s defenses increase by +2. Fanaticism: While Protecting his charge the honor guard is immune to all fear and mind effecting effects, he also gains +10 temporary hit points as long as his charge is unwounded, if his charge is wounded the honor guard gains +5 to attack and damage rolls against the perpetrator. Lvl. BAB. F+ R+ W+ def. Rep Special 1 +0 +1 +1 +1 +1 +2 Weapon focus (plasma sword), Resolve, Honor Guard Armor 2 +1 +2 +2 +2 +2 +2 Devotion+2 3 +2 +2 +2 +2 +2 +2 Protect Charge 4 +3 +2 +2 +2 +3 +3 Devotion+4 5 +3 +3 +3 +3 +3 +3 Fanaticism SWORD SAVANT Sword wielding is an age-old tradition in the Sangheillis’ way of the warrior. The Covenant sword style revolves around gaining sufficient leverage to strike a mighty blow with speed and efficiency, ending the battle before it begins. Soldiers or bodyguards tend to make the best sword savants. Hit Die: d10. Requirements To qualify to become a sword savant, a character must fulfill all the following criteria. Race: Elite Base Attack Bonus: +5. Feats: Proficiency with Plasma Sword Class Skills: Balance 6 ranks and Knowledge (Tactics) 6 ranks The sword savant’s class skills (and the key ability for each skill) are those of a soldier’s. Skill Points at Each Level: 3 + Int modifier. Class Features: All of the following are Class Features of the sword savant prestige class. Weapon and Armor Proficiency: Elites’ Armor, Plasma Sword Deadly Cleave: The sword saint may make a full round attack action, forgoing all actions except a 5-foot step, to gain bonuses. At first level, and every level afterwards, she may increase her threat range by an additional one increment. In addition, if the sword savant scores a critical hit that deals massive damage, the fortitude DC to save from this blow increases as well (DC15 +2/sword savant level). This ability only applies to attacks made with plasma swords. Fast Movement: The sword savant’s movement speed increases by an additional 10 feet. Killing Lunge: A sword savant gains her deadly cleave bonuses to any single charge attack, that is, any attack that gains an attack bonus for a charge. She also gains deadly cleave bonuses when making an attack in a round while moving as per the spring attack feat. Sword Mastery: The sword savant may, once per round, apply her deadly cleave bonuses to any one attack that she makes, without even needing to take a full round attack. She may spend an action point to make a threat roll into a critical hit without needing to roll to confirm it. This bonus only applies to plasma swords as usual. Lvl. BAB. F+ R+ W+ def. Rep Special 1 +1 +1 +1 +0 +1 +1 Deadly Cleave +1 Killing Lunge 2 +2 +2 +2 +0 +2 +1 Deadly Cleave +2 3 +3 +2 +2 +1 +2 +1 Deadly Cleave +3, Fast Movement 4 +4 +2 +2 +1 +3 +1 Deadly Cleave +4 5 +5 +3 +3 +2 +3 +2 Deadly Cleave +5, Sword Master HERETIC The Prophets lied. The humans prove no threat. There is no great journey. The covenant is evil. We, the Heretics of the cruel covenant religion shall bring down the tyrannical forces of our former kin! -The code of the Heretic. Prerequisites: Skills: Climb 4, Intimidate 6 Covenant Special: Must have been cast out or left the covenant as a heretic Skills: All strength based skills are class skills for the Heretic The heretic class features: Favored enemy: The heretic gains a +1 bonus on all rolls against covenant aliens. This bonus increases to +2 4th level Will of The Heretic: any Will save or Sense Motive skill check against some trying to convert you gains a bonus equal to your level in Heretic. Heretic bravery: you gain a +4 bonus on all stabilization checks(you will never give up Convince: Once per 2 days, you can tell of the evil of the covenant. If they fail at a will save (DC 15+cha modifier+ ¼ level) they begin helping you as if they were helpful Destroy infidel: If you find a covenant, you can make an attack and it is automaticlly a critical hit if it succeeds. If it would normally be a crit, you do X3 damage. Lvl. BAB. F+ R+ W+ def. Rep Special 1 +1 +1 +0 +0 +1 +0 Favored Enemy +1 2 +2 +2 +0 +0 +1 +0 Will of The Heretic 3 +3 +2 +1 +1 +2 +1 Heretic Bravery, Destroy Infidel 1/day 4 +4 +3 +1 +1 +2 +1 Convince, Favored Enemy +2 5 +5 +3 +2 +2 +3 +2 Destroy Infidel 2/day |
| #20zombiegleemaxJan 20, 2006 21:03:30 | sorry, some stuff will be repeated from earlier posts but i am too lazy to cut out stuff CHAPTER: 3 COMMON KNOWLEDGE ARMOR Elite Armor (Powered) Max Dex bonus: +3 Defense: +6 Armor check penalty: -3 Speed: as wearer's natural land speed Other properties: +2 Str, +2 Dex, shield points 30, or active camoflauge (Works as Invisibility spell) Grunt Armor (Light) Max Dex bonus: +8 Defense bonus: +3 Armor check penalty: -0 Speed: 30 ft. DR: 2 Jackal Armor (Light) Max Dex bonus: +4 Defense: +5 Armor check penalty: -2 Speed: 30 ft. DR: 1 Energy Shield (Powered) Max Dex bonus: +4 Defense: +4 *Can grant cover, see description* Other properties: This shield made of energy is about 6 1/2 feet tall. In most situations, it provides the indicated bonus to your Defense. However, you can use it as total cover, though you must use a move-equivalent action to do so. The shield does not provide against grenades thrown into your space. You cannot bash with a energy shield, nor can you use your shield arm for anything else. Hunter Armor (Heavy) Max Dex bonus: +0 Defense: +8 Armor check penalty: -8 Speed: 20 ft. DR: 20 Brute Armor (Heavy) Max Dex bonus: +2 Defense: +8 Armor check penalty: -6 Speed: as wearer's natural land speed DR: 6 UNSC Marine Corps Tactical Armor (Light) Max Dex bonus: +6 Defense: +3 Armor check penalty: -1 Speed: 30 ft. DR: 1 Description: A fatigue jumpsuit under a set of ceramic-steel armor. It consists of a breastplate (with four pouches near the bottom of the breastplate), shoulder guards, black leather gloves, knee and calf guards, and leather boots. It comes with a regular Marine helmet. Orbital Drop Shock Trooper Armor (Medium) Max Dex bonus: +4 Defense: +4 Armor check penalty: -2 Speed: 30 ft. DR: 3 Other properties: 30 minute air supply. Description: A fatigue jumpsuit under a set of ceramic-steel armor. The armor consists of a large breastplate covering the upper torso extending from the shoulders to the stomach, with four pouches built into the front. Several small plates protect the triceps, leather gloves help protect the hands, a groin-piece, plates protecting the outer thighs, large calf-plates, going from above the ankle to above the knees (with large knee-protectors), thick leather boots, and an atmospheric helmet. The armor strongly resembles MJOLNIR armor, and contains a 30 minute air supply. MJOLNIR Mark IV Armor (Powered) Max Dex bonus: +3 Defense: +7 Armor check penalty: -5 Speed: as wearer's natural land speed DR: 5 Other properties: 90 minute air supply Physical Optimizers: The MJOLNIR Mark IV armor possesses powerful physical optimizers, which completely empower the wearer’s physical capacity five-fold. When making a Str, Dex, or Con ability modified check (including skill checks), the wearer may multiply the ability for the needed check by x5. The ability’s modifier is upped to the appropriate modifier by the ability’s number. *Augmentations: A person who wears MJOLNIR Armor of Mark IV or higher must be specially augmented to do so. If a person who dons MJOLNIR Armor has not been augmented, he takes 3d8 damage (Not affected by DR) every round he wears the armor.* MJOLNIR Mark V Armor (Powered) Max Dex bonus: +4 Defense: +7 Armor check penalty: -4 Speed: as wearer's natural land speed DR: 7 Other properties: Shield points 30, 90 minute air supply Physical Optimizers: see Mark IV Armor description. *Augmentations: see Mark IV Armor description.* MJOLNIR Mark VI Armor (Powered) Max Dex bonus: +4 Defense: +7 Armor check penalty: -3 Speed: as wearer's natural land speed DR: 7 Other properties: Shield points 30, 90 minute air supply Physical Optimizers: see Mark IV Armor description. *Augmentations: see Mark IV Armor description.* OCCUPATIONS Commando Special soldiers trained in commando ops (ODSTs are excluded). SPARTAN-II’s fall into this occupation. Prerequisite: Age 20+ Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on all checks using that skill. Climb, Demolitions, Jump, Knowledge (tactics), Navigate, Survival, Swim, Tumble Feats: Select one of the following: Combat Martial Arts, Improved Initiative, Personal Firearms Proficiency Wealth Bonus: +1 Demolitions Soldiers trained in specific use of explosives, as well as armor-killer teams fall under this occupation. Prerequesite: Age 18+ Skills: Choose two of the following skills as permenant class skills. If a skill you select is already a class skill, you recieve a +1 competence bonus on all checks using that skill. Demolitions, Disable Device, Knowledge (tactics), Listen, Search, Spot Feats: Select one of the following (all feats must have the needed prerequesite): Cautious, Exotic Firearms Proficiency, Point Blank Shot Wealth Bonus: +1 Medic All kinds of surgeons or field medics fall under this occupation. Prerequesite: Age 18+, Wis 10+ Skills: Choose two of the following skills as permenant class skills. If a skill you select is already a class skill, you recieve a +1 competence bonus on all checks using that skill. Concentration, Craft (pharmaceutical), Diplomacy, Knowledge (earth and life sciences), Search, Treat Injury Feats: Select one of the following (all feats must have the needed prerequesite): Focused, Medical Expert, Surgery Wealth Bonus: +1 Officer This occupation includes all kind of officers, be it naval captains, tacticians, or front-line commanders. Prerequesites: Age 23+ Skills: Choose two of the following skills as permenant class skills. If a skill you select is already a class skill, you recieve a +1 competence bonus on all checks using that skill. Diplomacy, Gather Information, Intimidate, Knowledge (history, spacer lore, tactics), Sense Motive Feats: Select one of the following: Confident, Educated, Trustworthy Wealth Bonus: +2 Orbital Drop Shock Trooper The mighty Helljumpers make up this occupation. Prerequisites: Age 18+, Con 12+ Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on all checks using that skill. Climb, Concentration, Jump, Knowledge (spacer lore, tactics), Repair, Spot, Survival Feats: Select one of the following (all feats must have the needed prerequisite): Armor Proficiency (Medium), Brawl, Personal Firearms Proficiency, Zero-Gee Training Wealth Bonus: +1 Pilot Pilots of all types fall under this occupation, be it aircraft, spacecraft, or terrestrial vehicles. Prerequesites: Age 18+, Dex 10+ Skills: Choose two of the following skills as permenant class skills. If a skill you select is already a class skill, you recieve a +1 competence bonus on all checks using that skill. Concentration, Drive, Knowledge (spacer lore, tactics, technology), Navigate, Pilot, Repair Feats: Select one of the following (all feats must have the needed prerequesite): Aircraft Operation, Starship Operation, Surface Vehicle Operation Wealth Bonus: +1 Sniper This occupation is for (you get three guesses) snipers. Prerequesite: Age 18+ Skills: Choose two of the following skills as permenant class skills. If a skill you select is already a class skill, you recieve a +1 competence bonus on all checks using that skill. Climb, Concentration, Hide, Listen, Move Silently, Spot Feats: Select one of the following: Far Shot, Personal Firearms Proficiency, Point Blank Shot Wealth Bonus: +1 Soldier This occupation includes front-line soldiers. It is identical to the Military entry found in the D20 Modern core rulebook. Technician Computer whizes, repairmen, and other related positions fall under this occupation. Prerequesites: Age 18+, Int 10+ Skills: Choose four of the following skills as permenant class skills. If a skill you select is already a class skill, you recieve a +1 competence bonus on all checks using that skill. Computer Use, Craft (electronic, mechanical, or structural), Disable Device, Investigate, Knowledge (spacer lore, technology), Repair, Research Wealth Bonus: +1 WEAPONS Ha871 Battle Rifle (9.5x40 mm) Large personal firearm Scope Type: x2 (+1 equipment bonus) 2d8 (20 x2) [Semi] Ballistic 80 ft. 36-round magazine Weight: 9 lbs Special: The Ha871, while not possessing an Autofire feature, features a 3-round burst. When the 3-round burst version is used with the Burst Fire feat, it can only fire three bullets instead of five and can be used with only three bullets in the weapon. This setting grants the ability to make burst fire attacks without the Burst Fire feat; however you take a –6 penalty on the attack roll and only adds +1 die to the damage. Description: A new and spectacular weapon, this rifle was based on the Ma5B and heavily modified for superior performance. Crafted from plastasteel, it bears resemblance to the Ma5B, but with several differences. The battle rifle is a bit shorter than the Ma5B. It has a much smaller front portion of the rifle, with a thin muzzle several inches long extending forward, instead of a large muzzle like that of the Ma5B. The magazine entry point is located behind the grip, just like the Ma5B. On top of the gun is a handle, for easy holding. Mounted on this handle is a scope, with x2 magnification capability. SMG (5mm x23) Medium-size personal firearm Damage: 2d6 (20 x2) [Auto] Ballistic 40 ft. 40-round magazine 6 lbs Description: Another new weapon, the submachine gun resembles a cross between an Uzi and a Heckler and Koch MPK5, and is a small and easily wielded weapon. It’s made from plastasteel, and fires the 5mm x23 caseless rounds. The magazine entry point is just beneath the short barrel, and the stock is collapsible. Ma5B Assault Rifle (7.62mm) Medium-size personal firearm 2d6 (20 x2) [Auto] Ballistic 60 ft. 60-round magazine 10 lbs Description: The predecessor of the Ma9B, the Ma5B is a rapid-fire rifle. It resembles the Ma9B, but is a little longer, and has a much larger muzzle. The magazine entry point is located behind the grip, and holds 60 rounds. The gun loses its accuracy when firing endlessly, and is most accurate and effective in controlled bursts. M6D Pistol (12.7mm) Scope Type: x2 (+1 equipment bonus) Medium-size personal firearm 2d8 (20 x2) [Semi] Ballistic 60 ft. 12-round magazine 5 lbs Description: A common sidearm, the M6D is a lightweight and effective weapon. It’s metallic-white in color, and features a hand-protector on the grip. Its magazine entry point is located in the butt of the grip, and it fires the devastating 12.7mm explosive-tipped rounds. It features a small scope with x2 magnification. M8D Pistol (10mm) Small personal firearm 2d8 (20 x2) [Semi] Ballistic 40 ft. 10-round magazine 5 lbs *Due to its fine making, M8D pistols grant a +1 mastercraft bonus to all attack rolls.* Description: Another new weapon, the M8D is fresh from field-testing, like the Ha871 battle rifle. The M8D fires powerful 10mm magnum rounds, big as a man’s thumb. Its shots are weaker than the M6D’s pistol, but it’s lighter and easier to wield. It’s made of plastasteel, and when loaded is balanced perfectly. M90 Shotgun (8 gauge) Medium-size personal firearm *d12 (20 x2) [Single] Ballistic 30 ft. 12-round chamber 10 lbs *The number of damage dice depends on the range of the target. Point Blank- 4d12 Short- 3d12 Medium- 2d12 Long- 1d12* Description: The M90 is a pump-action shotgun, and basically a shoulder-mounted cannon. It’s long and powerful, made from a gray metal. It fires the unbelievable 8 gauge rounds, which obliterate any soldiers at point blank range. Its pump is located under the barrel, and the cartridge entry point is located on top of the gun. S2 AM Sniper Rifle (14.5mm) Scope Type: x10 (+4 equipment bonus, and doubles range instead of multiplying it by half) Huge personal firearm 3d12 (20 x2) [Semi] Ballistic 120 ft. 4-round magazine 21 lbs Description: The most powerful sniper rifle in the UNSC military, the S2 AM fires 14.5mm sabot rounds. The large slugs are terribly powerful, and are able to fire for an incredible range. The rifle features a bipod under the long barrel, and the magazine entry point is directly in front of the grip. It also features a powerful scope, night-vision capable, and x2 or x10 magnification able. M19 SSM Rocket Launcher (102mm) Scope Type: x2 (+1 equipment bonus) Large exotic firearm 6d10 (20 x2) [Semi] Concussive 160 ft. 2-round magazine 46 lbs *Comes with scope.* Description: Nicknamed the “Hunter Killer” for its effectiveness, the M19 Jackhammer rocket launcher is the best in infantry anti-armor warfare. It’s dual-barreled, and features a x2 scope. Magazines are loaded in a hatch on top of the weapon. It is sometimes mounted on the beds of Warthogs. M9 HE Fragmentation Grenades Small simple weapon 4d6 (20 x2) Slashing 10 ft. 1 lb Description: Army green in color and six inches in diameter, the M9 HE frag grenade is a powerful and popular grenade used by UNSC forces. It has an electronically-activated fuse, and detonates very quickly. M41 LAAG (12.7x99mm) Huge vehicle weapon 2d12 (20 x2) [Auto] Ballistic 90 ft. Linked 85 lbs Description: The trusty chaingun mounted on the bed of many Warthogs, the M41 is an anti-aircraft and anti-infantry weapon, but is effective against lightly-armored vehicles. GAUSS Rifle Huge vehicle weapon 4d10 (20 x2) [Semi] Ballistic 120 ft. Linked 245 lbs Another weapon mounted of the Warthog, the GUASS rifle is a miniature version of the MAC (magnetically-accelerated-charge) cannon. It uses magnets and energy to fire huge slugs, which rip apart armor and infantry alike. Its slug’s cause large bluish-gray-green blasts. Scorpion Cannon Huge vehicle weapon 10d10 (20 x2) [Semi] Energy 150 ft. Linked n/a Description: The cannon mounted on the turret of the Scorpion tank, this is an excellent anti-armor weapon. Plasma Rifle Medium-size Covenant firearm 2d10 (20 x2) [Semi, Auto] Energy 80 ft. 100-charge battery (Each shot uses 1 charge) 12 lbs Description: The weapon of choice for most Elites, the plasma rifle is a powerful plasma machine gun. It fires blue liquid-like plasma, and has a maw-like cannon. Covenant Carbine Large Covenant firearm Scope Type: x2 (+1 equipment bonus) 2d8 (20 x2) [Semi, Auto] Ballistic 80 ft. 20-round magazine 12 lbs Description: A precision firearm used by the Covenant, this weapon is much like the UNSC’s battle rifle; it even fires cartridges instead of plasma. It’s a long-barreled rifle, made of violet metal alloy, and has a dorsal scope mounted on it. It’s mainly used in semi-automatic fire, however is able to be fully automatic. Plasma Pistol Small Covenant firearm 2d6 (20 x2) [Semi] Energy 60 ft. 100-charge battery (Each shot uses 1 charge) 4 lbs *Charge Shot: A user of a plasma pistol can spend 1 round charging the pistol. The user can fire as early as the next round. A charged plasma pistol shot deals 4d10 damage. In addition, it knocks out energy shields for 1d6 rounds. A charged shot drains 10 charges from the battery.* Description: Often seen carried by Grunts and Jackals, this is the most popular sidearm in the Covenant military. It’s small, and its muzzle resembles a two-pronged claw. It fires green plasma bolts, and its overcharged shots are giant green orbs of energy. Needler Medium-size Covenant firearm 2d6 (20 x2) [Auto] Piercing/Energy 60 ft. 20-round magazine 10 lbs *If 10 or more needler rounds hit the same target simultaniously, instead of taking the above damage, the target instead takes 6d6 x2 concussive damage.* Description: A strange weapon, the needler fires crystalline pink shards, which shatter upon impact. It has a reloading port in the back, and when fully-loaded resembles a pink porcupine. Needler (M. II) Large Covenant firearm 2d8 (20x2) [Auto] Piercing/Energy 70 ft 20-round magazine 12 lbs *If 10 or more Needler rounds hit the same target simultaneously, instead of taking the above damage, the target instead takes 6d8 concussive damage.* Description: The needler mark II is a fully superior version of its predecessor, with more powerful rounds and faster firing speed. Beam Rifle Huge Covenant firearm 4d8 (20 x2) [Semi] Energy 120 ft 100-charge battery (each shot used 4 charges) 31 lbs Overheat: If the beam rifle fires two shots in a row, it overheats, and must spend 1 round cooling. Fuel Rod Cannon Large exotic firearm 4d10 (20 x2) [Single] Energy 110 ft. 50-charge battery (Each shot uses 1 charge) 60 lbs *Splash damage* Description: Carried by special ops Grunts and Hunters, this is the Covenant version of a hand-held rocket launcher. It’s a large weapon, and fires blasts of green energy that explode and splash on contact. Plasma Sword Large exotic weapon Damage 4d12 (Crit 18-20 special) Energy *If the plasma sword makes a critical hit, the target must make a Fortitude save (DC 20) or die instantly.* Description: Wielded by Gold and camouflaged Elites, this is a weapon of awe and power. In its inactive form, it’s a handle with two flat half-orbs on the end, with an activation stud where the thumb is when held. When active, the half-orbs energize, creating a blade of blue plasma extending for three and a half feet. Shade Turret Huge vehicle weapon Damage: 4d10 Energy 80 ft. 585 lbs Description: An common defensive turret, the Shade is a tripod turret, with a ball resting on top of the tripod’s base. When active, magnetic energy lifts the ball and allows it to spin at 360 degrees. Its cannon is three-pronged, and fires pink-white plasma. Plasma Grenade Tiny simple weapon 4d6 (20 x2) Energy 10 ft. 1 lb *Attach: Upon being activated and thrown, the plasma grenade sticks to creatures (Assuming it hits), and cannot be removed by any means. The grenade proceeds to detonate. If the plasma grenade hits anything inanimate (Excluding golems, robots, and active vehicles), the grenade drops to the ground. Description: A small orb blue in color, the plasma grenade’s activation stud is on a patch of red on the grenade. When activated, blue plasma engulfs the grenade, and sticks to any heat-producing matter (the thrower of the grenade is immune to this stickiness). Plasma Mortar Large vehicle weapon 10d10 (20 x2) Energy 100 ft. n/a *Splash damage* Description: This weapon is mounted on the Wraith mortar tank. It fires giant globes of blue-white plasma, which arc, and explodes in giant splashes. Plasma Cannon Large vehicle weapon 5d10 (20 x2) Energy 150 ft. n/a Description: Mounted on turrets on Phantoms, the plasma cannon fires red bolts of plasma Sentinel Beam: Damage: 2d6 Weight: 20 pounds(sorry, I don't know metric) Size: Meduiem Special: If you can succuceed at a ranged touch attack you can instead decide to do 5d8 points of damage qfter 4 rounds of exposure Note: does +2 damage to flood Brute Electro-rod Large exotic weapon (both melee and ranged) Damage: 3d6(electricity) (Ranged) or 3d10 (electricity/bludgeoning) (melee) Range 30 ft (maximum)/reach 10 ft Infinite uses, only one ranged attack per round. Special: When making a ranged attack with the electro-rod the wielder may choose one of the following special attacks to take affect (on target unless specifically noted otherwise) all dc’s equal: (save DC 15+users Bab) 1. Stun: Stunned for 2d3 rounds or 2d3 minutes if the target fails a second save at the same dc. 2. Pull: if the save is failed the target is pulled to the wielder the wielder may make a free grapple attack, or catch unconscious, stunned, or dead characters automatically. 3. Blast: The wielder may make a bull rush attack on the target for free using these stats rather then the normal ones (str+10+wielder Bab.=DC of bull rush) New Feat: Electro-Rod Expert Requirements: must own an electro-rod, Bab+2 Benefit: You can use an additional special attack with your electro-rod each turn Bruteshot Huge Covenant Firearm 3d10 (semi) (x2 crit) (slashing damage) 60 ft 4-grenade clip 55 lb Special: +3 to hit against targets in cover, splash damage VEHICLES M12 LRV/Warthog HP: 38 Crew: 1 Passengers: 2 Cargo: 1,000 lbs Init: -2 Manuever: -2 Top Speed: 120 MPH Defense: 8 Hardness: 5 Size: Huge Weapon: LAAG (2d12), rocket launcher (6d10), or GAUSS rifle (4d10) *Provides 1/4 cover to riders* Description: The M12 light reconnaissance vehicle, better known as the “Warthog”, is a popular and trusty vehicle in the UNSC military. The standard model is army-green in color, has two door-less seats (for the driver and a passenger), a lexan windshield, a grappling hook under the grill, and a large bed behind the cab, which is usually fitted with a chaingun, but some models have the bed empty for cargo transportation purposes. M808B Scorpion M8T HP: 70 Crew: 2, or 1 SPARTAN II Passengers: 4 Cargo: 425 lbs Init: -4 Manuever: -4 Top Speed: 80 MPH Defense: 6 Hardness: 20 Size: Gargantuan Weapon: Scorpion cannon (10d10) & LAAG (2d12) *Provides full cover to driver* Description: The main battle tank in the UNSC military, the Scorpion is a powerful and heavily-armored unit. It’s dark gray in color, sports four tread pods, and has a cockpit fitted for two (one gunner and one driver), but a lone SPARTAN II can use the interface by himself. Its turret features a long cannon for anti-armor combat, as well as a chaingun for anti-infantry fighting. ATV HP: 26 Crew: 1 Passengers: 0 Cargo: 80 lbs Init: -1 Manuever: -1 Top Speed: 260 MPH Defense: 9 Hardness: 5 Size: Large Weapon: none *Provides 1/4 cover to rider.* D77-TC "Pelican" Troop Carrier Dropship HP: 53 Crew: 2 Passengers: 10 Cargo: 8,000 lbs Init: -4 Manuever: -4 Top Speed: 235 MPH Defense: 6 Hardness: 5 Size: Gargantuan Weapon: LAAG (3d12) (Optional) *Provides full cover to pilot, and 1/2 cover to passengers if doors are open* Description: The workhorse of the UNSC aircraft, the Pelican is a widely seen Dropship. It’s a large gray box with wings, and the cockpit and nose curve into a bullet shape. It has rear doors for space flight, but usually keeps them open for terrestrial transport. Its cargo bay can comfortably seat 10, and its cockpit has room for a pilot and co-pilot. It optionally can be mounted with a chaingun turret on the nose. Ghost HP: 26 Crew: 1 Pasengers: none Cargo: 108 lbs Init: -1 Manuever: -1 Top Speed: 260 MPH Defense: 9 Hardness: 5 Size: Large Weapon: 2 plasma rifles (2d10) *Provides 1/4 cover to driver* Description: The Covenant recon vehicle, the Ghost is a small hovercraft, with dual-mounted plasma cannons. It’s shape is like that of a stingray, with a half-orb in the front housing the engines and control computers, and a rectangular back end, with the pilot’s seating and the drive and hover engines. It is dark violet in color, and makes an eerie howling noise when active. Banshee HP 40 Crew: 1 Passengers: none Cargo: 100 lbs Init: -4 Manuever: -4 Top Speed: 235 MPH Defense: 7 Hardness: 5 Size: Huge Weapon: 2 plasma rifles (2d10) & fuel rod cannon (4d10) *Provides full cover to pilot* Description: The standard ground assault fighter of the Covenant armada, the Banshee gets its name from the howling of its engine pods when it turns. It’s dark violet in color, has a ovular body shape, and has two engine pods attached to long rods from the main body. It has two plasma cannons mounted in the front of the body, and a fuel rod cannon mounted underneath the cockpit. Wraith HP: 68 Crew: 1 Passengers: none Cargo: 300 lbs Init: -4 Manuever: -4 Top Speed: 60 MPH Defense: 7 Hardness: 20 Size: Gargantuan Weapon: Plasma mortar (10d10) *Provides full cover to pilot* Description: The heavy tank of the Covenant force, the Wraith is beetle-like in appearance, with a large curved hull on top of a disc with hover engines. It’s dark violet in color, and the mortar cannon is adjustable. Creep HP: 46 Crew: 1 Passengers: 8 Cargo: 840 lbs Init: -4 Maneuver: -4 Top Speed: 60 MPH Defense: 7 Hardness: 10 Size: Gargantuan Weapons: Plasma turret (2d10) Shadow HP: 40 Crew: 1 Passengers: 3 Cargo: 1,000 lbs Init: -2 Maneuver: -2 Top Speed: 120 MPH Defense: 8 Hardness: 5 Size: Huge Weapon: Plasma turret (2d10) Apparition HP: 72 Crew: 1 Passengers: 14 Cargo: 5,000 lbs Init: -4 Maneuver: -4 Top Speed: 180 MPH Defense: 6 Hardness: 9 Size: Gargantuan Weapon: Plasma turret (2d10) *Provides full cover to pilot and passengers when hatches are closed* Description: The U-shaped dropship of the Covenant, the Apparition was seen widely on Halo, but has since been replaced by the Phantom assault dropship. The Apparition was horseshoe-shaped, with two long carrier shafts attached to the sides of the small cockpit. A plasma turret was mounted under the cockpit. Phantom HP: 86 Crew: 2 Passengers: 8 Cargo: 8,000 lbs Init: -4 Manuever: -4 Top Speed: 200 MPH Defense: 6 Hardness: 10 Size: Gargantuan Weapon: Plasma cannon (5d10) *Provides full cover to pilot* Description: The new standard dropship of the Covenant, the Phantom is an assault dropship. It resembles a starship more than a dropship, with its dark violet aerodynamic body and spire-like steering fins branching out behind it. The cockpit is located at the nose of the craft, and the cargo bay behind, with rear hatches which can be kept open or closed. Mounted under the cockpit is a plasma cannon. Plasma Artillery Turret HP: 80 Crew: 12 Passengers: n/a Cargo: n/a Init: -8 Maneuver: n/a Top Speed: n/a Defense: 2 Hardness: 30 Size: Colossal Weapon: Super Plasma Mortar (12d10) Description: Seen during the E3 demo during the invasion of New Mombasa, not much is known about this weapon. UNSC Frigate Class:Capital [Frigate] Crew: 10+AI ( 1 Captain 2 pilots 1 Navigator 1 Communications 1 Weapons Officer 4 flight crew) (expert +8) Size: Gargantuan Initacitve: -2 Slipspace Drive:Yes Manever: +6 Passengers: 200 Defense: 32 Cargo: 11,000 kg Consumbles:4 Months Hull: 210 Cost: N/A Max speed: ramming Atomespheric speed: 30 squares Weapons:50mm Point Defense Guns (50) Fire arc: front, Bonus: +8, Damage: 6d10, Range modeifier: 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 modeifier: PB:+1, M: +0, L: -1, Weapons:MAC[Magnetic Accelerator Cannon]* Fire arc: front, Bonus: +14, Damage: 15d10x4, Range modeifier: PB:+1, M: +2, L: +3, *Can Only Fire once per 10 rounds Scarab It blew right through us. 50 Cal.Rockets didn’t do a thing. -Marine Crew:6 [expert +8] Passengers:20 Cargo:6000 lbs. Init+3 Top Speed:75 mph [15 spots per round] Defense:30 Hp:200 Size:Gargatuan Weapon: Hyper Plasma Cannon Damage:12d12x2 Crit:19-20 Damage type: Plasma Range:90 feet Rate of Fire:1 per 9 rounds Size: Huge Fire Arc: Front Weapon: Plasma Cannons[3] Damage:4d10 Crit:20 Damage Type: Plasma Range:60 feet Rate of Fire: Every Round Size: Medium Fire Arc: Back, Both Sides Prophet's Chair Hp: 14 Crew: 1 Cargo: 600 Lb Initiative: +0 Maneuverability: as character piloting Top Speed: 90ft/round Defense: as pilot +4(also grants +4 to pilots defense) Hardness: 4 Size: medium Special: Shield points: 20, add 20 shield points to pilot as well. Weapons: Laser Cannon huge vehicle weapon 3d10 x2 70ft |
| #21zombiegleemaxJan 20, 2006 21:08:45 | The extra stuff got shoved in this chapter P.S this stuff had alot of spelling errors in it when i took of the boards and i didn't spell check it.... :P CHAPTER 4 THE FLOOD & FORERUNNERS The Flood The Flood are a species of quasi-parasitic virus that currently reside within their imprisonment deep within the bowels of alien fortress worlds… each constructed by an ancient and now-deceased civilization to both study and quarantine the deadly virus. As tenacious in their aggression as they are numerous, the flood know no fear, surrender to nothing and retreat from no battlefield. While the hideous parasites appear inherently mindless, infected organisms have shown a surprising capacity for strategy, handling technology and even casting spells. They appear capable of preying upon any living organism with self-awareness, biomass and ample calcium stores, so certain creatures that lack such anatomical makeup (such as Legkolo, who’re essentially large annelids), seem impervious to infection, although this has yet to be confirmed. At the date of this writing, there are known to be four different types of the flood virus. The first and most basic type is the Infection form, which seek out any organism capable of sustaining the virus and embedding itself into the creature’s thorax. From there, the host changes into either one of two other types of Flood; a “warrior” class, or a “carrier/incubator”. The exact outcome of a host’s infection is largely dependant on how badly-damaged the organism’s body was when infected. Relatively healthy and well-preserved bodies become flood “warriors”, whilst creatures that’re too badly damaged, or lack sufficient biomass and constitution to become hosts of the fighting class, become carriers. The fourth type of Flood is what could only be described as a “command” form, such as that witnessed by the transfusion of Keyes’ remains into a solitary, bloated growth operating the Truth and Reconciliation aboard Halo Installation #04. 343 Guilty Spark had also briefly mentioned the existence of “spores” during his description of the flood’s reproductive nature to the Master Chief, which might’ve only been a synonym for Infection forms, or perhaps even a more basic variation of the flood parasite. Infection Form (“Rangers”) Tiny Aberration Hit Dice: ⅛d8-4 (1 hp) Initiative: +1 (Dex) Speed: 10 ft., climb 10 ft. AC: 13 (+1 Dex, +2 Size) Attacks: Bite +1 melee Damage: Bite 1d4 and contagion (see below) Face/Reach: 2 ft. by 2 ft./0 ft. Special Attacks: Contagion Special Qualities: Buoyancy, Sense Biomass Saves: Fort -4, Ref +1, Will -3 Abilities: Str 2, Dex 12, Con 2, Int -, Wis 1, Cha 1 Skills: Climb+9, Jump+11 Feats: Weapon Finesse Climate/Terrain: Halo Fortress Worlds Organization: Horde (4d20 rangers), or plague (8d20 rangers, 2d4 carriers, and 3d8 warriors) Challenge Rating: ¼ Treasure: None Alignment: Always neutral Advancement: N/A Also dubbed “rangers” or “spores”, Flood infection forms are small, bloated creatures crawling about on a prehensile cluster of tentacled growths, protruding from below a spongy, pus-filled sack. Their sensory organs direct them towards any organism that might be a potential flood host, making them difficult to surprise without illusions or Active camouflage. Infection forms have their own defined biological frameworks, which aren’t dependant upon a host… which means they can exist indefinitely without drawing upon an organism’s calcium stores. Combat An infection form’s behaviour is straightforward, although rarely predictable. While they are inexorably drawn towards anything radiating sufficient biomass, the exact manner of attack varies. Infection forms will often dart erratically across floors, walls and ceilings, zigzagging in crossing patterns to evade enemy response, backing behind obstacles for cover, and other strategies that make them frustrating opponents. When landing upon an organism, an infection form attempts to bury itself through the creature’s abdomen, embedding itself inside the thoracic cavity to begin incubation. Creatures must be dead before incubation can begin, so creatures that’re still alive when an infection form burrows through their chest can attempt to dislodge it from themselves before collapsing. Improved Grab (Ex): When making a successful bite attack, an infection form may start a grapple without provoking an attack of opportunity. It continues inflicting bite damage each round the hold is maintained, and begins incubation when the creature has been dropped to negative hit points. Unconscious creatures have no chance of stabilising, and once dropped to -10 hit points, the physical changes start taking place (see below). Contagion (Ex): After making a successful bite attack against an opponent (or a successful ranged touch attack; see below), a flood infection form begins burrowing into the unfortunate victim’s flesh, inflicting bite damage each round the creature remains attached to its prey. An infection form may be pried off with a successful Strength check (DC 12+1 for each round the flood remains attached), which inflicts 1d4 piercing damage upon the injured creature, +2 points for each round the flood remained attached. When the creature dies, the infection form fuses into the corpse, rising the creature as either a carrier or a warrior form in 1d4+2 turns (see Flood templates below). Optionally, flood infection forms may attempt to burrow straight through organism’s protections by making a successful touch attack. Success indicates the flood lands upon the creature’s armour or clothing, and begins burrowing through the gears into the blood-filled flesh beneath… inflicting bite damage each round to the creature’s armour (if any) before breaching the armour; at which point, the infection form begins burrowing into the creature’s flesh, as explained beforehand. Energy shields kill an infection form on contact, and spores take damage from any armour that inflicts damage upon contact (such as an armour of thorns). Reinhabit (Ex): Infection forms may burrow into the fallen remains of killed warrior forms, digging through the amorphous flesh for one round before it rises again, under control of the new infection form. Revived warrior forms remain at 75% of their maximum hit points they had when previously infected, and any severed limbs are not regenerated or regrown. Any prepared spells that were cast when the fallen host was controlled by the previous parasite are not replenished. Infection forms cannot enter bodies of warrior forms that are too mutilated to reanimate; for every severed limb (arms, legs and tentacles, etc), the infection form must spend another round when burrowing into a warrior form’s remains, and the reinhabited corpse loses another 15% from its maximum hit points (cumulative). For example, a flood warrior with no arms attached is raised by an infection form after three turns at 45% of its total hit points. Bodies that are burned by scorching heat are rendered untouchable by flood parasites for 1d4+2 rounds, and corpses can be permanently rendered inoperable by inflicting an equal amount of fire or acid-based damage to the maximum hit points the host had in life. Buoyancy (Ex): With their bodies comprised primarily of dead spores and concentrated gases, Infection forms are light and buoyant, bursting in a spray of greenish-yellow pus when injured. As such, they ignore falling damage from any height, and benefit from a permanent feather fall effect. Infection forms apply their dexterity modifier to Jump checks, and aren’t limited to maximum distances. Sense Biomass (Ex): The pair of sensory appendages protruding from an infection form’s anatomical structure allow detection of living creatures within a 65 ft.-radius. Creatures that don’t radiate life energy (such as synthetic creatures like golems, or undead) remain undetected by the flood’s sensory receptors. Skills: Flood infection forms use their Dexterity modifier for both Climb and Jump checks, and their constant slithering makes them impossible to surprise perceptive enemies, impairing opponents a +12 bonus to Listen checks made against them. They benefit from a +10 racial bonus to Jump checks, which aren’t limited by their height or facing (e.g., no penalties apply for jumping backwards, or without a running start, etc). Additionally, Flood infection forms make all Climb checks at a +8 bonus, always taking 10 on their checks, even when in the midst of combat. Flood Warriors When infecting a Medium-sized creature with an Intelligence score of at least 1, an Infection form will raise the host as a Flood warrior (provided the organism has sufficient strength and constitution scores, and isn’t too badly damaged to provide a healthy enough warrior host). Flood warriors bear a vague resemblance to whatever creature they were in life, although the mutation process makes distinguishing an individual’s characteristics difficult. Flesh becomes soft and spongy, mutating into a sickly-green, gangrenous tissue. Infectious, pus-like fluid flows through the circulatory system, making hosts both agile and tremendously strong. Deadly tentacle growths protrude from the arms (or whatever limb might make an effective natural weapon), and the creature’s head is pushed back to make room for the flood’s sensory stalks. A cluster of bristling sensory organs protrude from the host’s chest cavity, replacing whatever other anatomy-based senses the organism used. Eyesight, for example, is deadened, but special traits such as blindsight and tremorsense, are often kept. Whatever clothes the unfortunate creature wore when infected hang loosely from the mangled and twisted flesh. For an organism to be propagated as a “warrior” form, they must possess some form of calcium stores, self-awareness (an Intelligence score of at least 1), and be Medium-sized or larger. Invertebrates such as insects, annelids and oozes, cannot be reproduced as flood warriors, and unusual creatures lacking limbs for natural combat (such as beholders) might be deemed unsuited, at the DM’s discretion. A creature must possess either a Strength or constitution score of 12 or greater, and each point below 12 adds a +5% (cumulative) chance that the host is unsuitable for propagation. If a creature was subject to called shots, sneak attacks, death from massive damage, or other similarly debilitating injuries, another +15% chance is entailed that the creature’s too badly damaged for infection. Every point of Strength or constitution above 12 reduces the failure percentage by -5%. Creating a Flood Warrior “Flood Warrior” is a template that can be added to any corporeal, living and organic organism that’s slain, subdued or otherwise infected by a flood infection form. As with all templates, this creature is referred to hereafter as the “base creature.” The creature’s type becomes “aberration”, and uses the majority of the base creature’s attacks and special abilities, as well as additional attacks provided by the Flood disease. The complete list of the base creature’s attacks, qualities and ability losses are listed below. Hit Dice: Set to d8. Speed: As per the base creature’s. Organisms capable of flight have their flying speed reduced by 10-ft., and manoeuvrability is reduced to “poor” (the manoeuvrability of creatures with clumsy flying speeds is otherwise unaffected, but the speed reduction is reduced by a further 10-feet from the original.) Armour Class: Any natural armour bonuses the organism might’ve possessed are penalized by -2, due to the way the infection softens and mutates living flesh. If an organism lacked any natural armour bonuses in life, it doesn’t suffer this penalty to armour class (so an AC 15 creature doesn’t result in having an AC of 13). Natural Attacks: An arm (or similar bipedal limb) of the base creature sprouts hideous, tentacled growths that inflict 1d6 piercing damage, using the creature’s highest base attack bonus (damage is subject to being scaled in the case of larger/smaller organisms; for example, small-sized hosts inflict 1d4, etc). If the creature already possesses natural attacks, use whichever attack that inflicts the most damage. Because the physique of flood-infected organisms grows squishy and rotten during incubation, the creature’s limbs (including the tentacles) are subject to being dismembered during combat. Characters specifically targeting a flood’s limb or tentacle can separate the body part by making a successful Sundering attack. A Medium-sized flood’s tentacles typically have 10 hit points, a break DC of 20, and no hardness rating (The tentacles of larger flood might possess greater hit points, and possibly a hardness bonus depending on the presence of natural armour, if any). Limbs such as arms and legs are harder to dismember, requiring 30 hit points to successfully sunder. Dismembered limbs are permanently detached, and unless the host creature possessed natural regenerative capabilities in life, flood warriors cannot regrow/regenerate lost body parts. Tentacles (Ex): The long, writhing protrusions from a Flood warrior’s arm instil a +4 bonus to all checks made to disarm and sunder an opponent’s weaponry or shields. Improved Grab (Ex): To use this ability, a flood must successfully injure a creature equal to its size or smaller with a tentacle attack. If accurate, flood warriors may then start a grapple without provoking an Attack of Opportunity. All trip attempts gain an inherent +4 competence bonus due to the creature’s tentacle-like protrusions (this bonus is stripped if a flood’s tentacles are dismembered during combat, such as by an enemy’s sundering, etc). Amorphous (Ex): Bodies of infected hosts are reduced to squishy, moist protoplasm which resists crushing attacks. Warrior forms benefit from Damage reduction 5 vs. crushing weapons, are unaffected by subdual damage, poisons, diseases, and the instant death ability of vorpal weapons. Falling damage is reduced by three-quarters, provided the height’s distance is greater than 45-feet. Flood are effectively immune to sneak attack damage, critical hits, flanking or death from massive damage. When brought to negative hit points, they have a 35% chance to stabilize per round +5% (cumulative) for each round that passes. If injured below -10 hit points, the flood warrior is permanently destroyed, but remaining corpses can be reinfected by other infection forms (unless the body is exposed to scorching flames, or is too badly damaged for an infection form to reinhabit). Mindless (Ex): Flood gain complete imperviousness to mind-influencing attacks or morale effects, and establishing mental contact (such as telepathy or detect thoughts) is impossible. Spellcasting flood apply no bonus to a spell’s DC from any intelligence, wisdom or charisma scores the creature might’ve had in life, and lose any benefits from feats or domain powers that grant extended caster levels (such as the +1 level bonus on any evil-aligned spell cast from the Evil domain). Halved damage VS Piercing (Ex): The amorphous, squishy flesh of flood warrior forms only take halved damage from non-magical piercing attacks; ranged attacks like arrows or crossbow bolts simply pass through the creature’s form if the damage roll is less then half of the attack’s maximum damage. This means that creatures behind flood risk being hit by the ranged attack. Skills: Flood warriors gain a +15 bonus to Climb and Swim checks due to their light, buoyant physiology, and apply their dexterity modifier to climb checks. All jump checks are made at a +40 bonus, and distances aren’t limited by a flood warrior’s height. Feats: Any combat-orientated class that’s infected by the Flood disease (such as fighters, paladins, barbarians, etc) gain the Weapon Specialization (tentacle) feat free, regardless of hit-dice. Any feats granted as a result of clerical domains or a divine class’s special abilities are stripped from the base creature (unless the deity who the infected cleric once revered is of evil-alignment, or desires their now deceased followers to continue their service as flood hosts Carrier Form Medium-size Aberration Hit Dice: 1d8 (4 hp) Initiative: -4 (dexterity) Speed: 5 ft. AC: 6 (+0 size, -4 dexterity) Attacks: See below Damage: Rupture 1d8+special (see below) Face/Reach: 5-ft. by 5-ft./5-ft. Special Attacks: Rupture Special Qualities: Amorphous, mindless, halved damage VS piercing weapons, Sense biomass Saves: Fortitude+0, Reflex-4, Will+3 Abilities: Str 5, Dex 2, Con 11, Int -, Wis 12, Cha 1 Skills: N/A Feats: Great Fortitude Climate/Terrain: Halo Fortress Worlds Organisation: Brood (1d4+2, plus 4d8 rangers), or plague (2d8+5, plus 8d20 rangers, and 3d8 warriors) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: N/A Carrier forms are the last category of most commonly-encountered flood, spawned whenever an infection form incubates inside a host’s body that is too badly damaged or physically weak to become one of the warrior caste. Their function is simple; propagate infection forms, and transport them to any organism that possesses ample biomass. The skin of the host creature used to form the carrier flood becomes stretchy and resilient, gradually swelling as more infection forms are spawned inside the bloated sacs. Carriers shuffle about on the host creature’s vestigial legs, guided by sensory stalks that direct them to anything radiating sufficient life-force. Combat Whenever the carrier is provoked, or senses the presence of potential hosts, it shuffles as close towards its quarry as possible, before lapsing on the ground and preparing to release the infection forms spawning inside. After a brief swelling, the carrier bursts in a shower of infectious pus and offal, releasing the brood of rangers to inhabit creatures killed by the impact, and attack anything else surviving the eruption. The force of this biochemical explosion is often underestimated, and carries enough force to send unprotected creatures into a concussion. A similar effect is prompted when the carrier’s epidermis is heavily damaged by an enemy’s attacks. Rupture (Ex): Through some unknown biochemical reaction, a carrier form bursts whenever it brings itself close enough to a potential host, or when reaching 0 hit points. This explosion inflicts 2d8+5 points of crushing damage to anything within a 20-foot radius; a successful Reflex save (DC 20) halves the damage. Explosive devices that’re triggered by exposure to eruptions may be triggered if caught in the blast (such as oils of fiery burning, alchemist’s fire, and so forth). Upon bursting, the carrier releases a brood of 1d6+2 rangers after rupturing, which promptly enter the initiative sequence after the carrier’s turn. Roll for each ranger separately, specifying which one acts first after the carrier’s turn in the initiative cycle. Amorphous (Ex): As with all flood, the host’s tissues of a carrier form become spongy and amorphous, rendering carriers immune to sneak attacks, critical hits, flanking, subdual damage, poisons, diseases, and the instant death ability of vorpal weaponry. The spongy, pus-filled tissues absorb the shock from most crushing attacks, reducing each attack inflicting bludgeoning damage by 5 points. Falling damage is reduced by three-quarters, provided the falling height is less then 45-feet. Unlike other flood host forms, carriers don’t fall unconscious before attempting to stabilise again; when reduced to zero hit-points, it ruptures (see above) and cannot be restored by raise dead or resurrection spells. Halved damage from piercing weapons (Ex): A carrier’s spongy sacs are difficult to properly damage by piercing attacks, and assume only half damage from any physical attack dealing piercing damage. Most projectile weapons (such as arrows and crossbow bolts) may pass straight through the carrier if their damage roll is less then 1 point of damage, which may strike creatures standing behind the carrier. Sense Biomass (Ex): The sensory appendages that protrude from the carrier host’s thorax cavity allow them to detect a potential host’s biomass as infections forms can. Unlike infection forms, a carrier’s sensory radius isn’t as broad, and can only detect creatures within a 45-foot sphere. Creatures that don’t radiate life-energy (such as synthetic creatures like golems, or undead) are undetectable by the carrier’s sensory abilities. Carriers are indifferent to anything outside their perception field, and don’t respond when subject to ranged attacks from creatures beyond the 45-foot radius FORERUNNER TECHNOLOY Sentinel Medium construct (forerunner) HD:2d10+20( 31 hp) Initiative:+2 Dex Speed: Fly 20ft (perfect) Defense:18(+2 dex +6 natural) Attacks:Sentinal beam+3 (2d6) Special Qualities:sheild points(20) Saves: F- R+2 W+1 Str: 10 Dex: 14 Con:- Int:- Wis:12 Cha:4 Feats: as controlling monitor Skills: as controlling monitor Sentinel (Major) Huge Construct(forerunner) HD: 11d10+40(100 hp) Initiative:+2 Dex Speed: Fly 20ft (perfect) Defense:18(+2 dex +6 natural) Attacks:6 Rockets+5 (3d10) magnetic locks +10 (2d10+7+free grapple if target is metallic in nature) Special Qualities:sheild points(50, ignored when sentinel is flanked) Saves: F- R+2 W+1 Str: 24 Dex: 14 Con:- Int:- Wis:12 Cha:4 Feats: as controlling monitor Skills: as controlling monitor AI Stat block Type construct Size: - (AI’s size provides no bonuses or penalties Speed: - (AI’s can be transported in any way a normal program could be) Initiative: work out normally Attacks: AI get the standard bonuses to attack rolls that their ability scores and class levels entitle them too, and may use the weapons built in to any system they have access to, also if an AI has the any of the AI destroyer programs it may attack other AI’s in the same network with it. Defense: as normal Skills: normal for class levels Feats: as normal+ Gearhead as a bonus feat Talents: normal except that AI’s cannot gain talents from the physical classes. Abilities: An AI has no Strength, or Constitution, also it adds it’s charisma bonus to it’s HP total as if it were it’s constitution. Special AI abilities: Programs, System Occupation, No Body Programs: an AI has a number of programs equal to it’s intelligence bonus, see below for common programs. Program Benefit: Translator Bio scanner Deciphers genetic, and biological data of living or dead target up to 20 ft away. (Knowledge biology check, DC varies) Heat sensor Detects heat traces up to 700 ft. away AI destroyer Attack deals 3d8 damage to another AI w/in the same system Weapons expert Adds +1 to attack roles and +1 damage/die when using weapons attached to the system or vehicle currently inhabited by the AI Decoder This program adds +4 to all checks to decode encrypted messages and files Encryptor Allows encoding of messages/data files, make comp use check, the DC to decode is equal to this score Vehicle control Allows for control of one cat4egory of vehicle/program Network hacker Allows comp use check to hack into unfriendly networks (DC varies) Network defender The AI gains +1 defense from this program Also, you must be in a helmet com, ship com, or be in control of a working, electric, anything with a com +4 Wis +4 Int +2 Cha no str, dex, or Con |
| #22zombiegleemaxJan 20, 2006 21:12:00 | That is all of it...you guys can make all the changes you want with this stuff, i am just providin the info. Have fun! :D |
| #23zombiegleemaxJan 30, 2006 14:32:51 | Wow, seriously?....nobody?...oh well, can't blaim me for tryin' ![]() |
| #24worldconquererFeb 05, 2006 19:30:10 | Jediranger: In the grunt and elite stäts, you did a generic grunt and elite (which I assume means the orange and blue ones, respectively), but you neglected the red grunts and elites. |
| #25marcoasalazarmFeb 12, 2006 18:24:28 | God, this has got to be the motherload... |
| #26zombiegleemaxFeb 13, 2006 13:00:01 | Well I did "write" a whole "book", and decided to post it...but i am glad that someone finally noticed how much stuff I "took" from the originally thread |
| #27thargos_dupFeb 13, 2006 17:47:54 | do you have a file with all of this in it? if so i would like a copy. |
| #28zombiegleemaxFeb 19, 2006 19:15:17 | I agree with thargos about a copy of all the classes and other stuff that i don't have to copy and paste to print. please and thanks |
| #29jedirangerFeb 19, 2006 20:14:38 | Sorry guys, a Word Document was never made. Numerous people claimed to make one, but I don't think I've seen one yet. Sorry again. |
| #30zombiegleemaxFeb 26, 2006 8:04:25 | Jediranger: In the grunt and elite stäts, you did a generic grunt and elite (which I assume means the orange and blue ones, respectively), but you neglected the red grunts and elites. I do not see that anthing was neglected here. The other colors are simply ranks so add a few levels and there you go. And guys he just posted enough info for a small book and you guys whine about having to copy and paste? |
| #31zombiegleemaxFeb 26, 2006 8:08:21 | Does anyone have anything that could be used as a map for things like the Covy home world or the Halo structures? I'm getting ready to start drawing a few but they will be by hand and will take some time and I may of may not scan them depending on how big I deside to make the maps. I have access to 1" grid paper that is somewhere around 3 feet by 2 feet and that will be to large for me to scan. |
| #32worldconquererFeb 26, 2006 17:45:46 | I'm sure most of us can just make our own. Not really that hard. |
| #33zombiegleemaxFeb 27, 2006 15:25:21 | I'm sure most of us can just make our own. Not really that hard. Great then how about some of us work on that then. I have rough drawings of the Halo 1 multi player maps and will start work on the Halo 2 maps soon. I'm trying to get enough together to do a Covy ship as well as some of the structures from the second mission where you have to save the marines that dropped down in the life pods. The main problem I am having is scale. Maybe WC can help me with that since they are so easy. |
| #34zombiegleemaxFeb 28, 2006 10:24:33 | the stuff you have done is great (I am currently planning a campaign) but it would be good to post the CR of the different Covenant. |
| #35zombiegleemaxFeb 28, 2006 13:12:59 | Ok, so i have been gettung messages saying people want the file out there, but i am not sure of all the copyright stuff, and if i have to ask the other people that actually put this stuff on the boards for permission to put the file out |
| #36zombiegleemaxFeb 28, 2006 19:19:28 | Ok, so i have been gettung messages saying people want the file out there, but i am not sure of all the copyright stuff, and if i have to ask the other people that actually put this stuff on the boards for permission to put the file out Copy write deals only if you are planning to sell it. If there was a problem with that then Wizards would not have put a forum just for the topics they have. Not sure how true this is but I heard there was a guy that made alot of movie based game worlds and he actually wrote the conpanies and asked them first and was told that he could make and post anything he wanted as long as he did not include pix taken from the movies or try to make money off them. He did not need to ask permission for anything that could be concidered fan fiction as long as it was free. This also included charging anything for any kind of links to the pages. A buddy of mine that used to work for Rock Star told me that someone made a d20 for GTA Vice city and posted in on the web and some of the higher ups in the company down loaded it and played it and loved it. The main reason I beleave it is I saw his character sheet signed by his boss so he could use it in a game he(the boss) was running. Honestly I'm not sure about the laws but I seriously doubt Bungie is going to come after someone for making and sharing a free TTRPG based on their game. They most likely see it as free advertisment. If you are really worried about it try contacting the legal department for Bungie. It's really not that hard as most customer service reps will give it to you. I did that for a book I am working on that was based around Walmart and they told me as long as it was fiction they did not mind at all. As far as the people on the board goes anything posted on a public board becomes public domain how ever it would be nice to ask them first. |
| #37worldconquererFeb 28, 2006 22:08:49 | Sorry, I'm a bit busy elsewhere, can't really help. Sorry again. |
| #38zombiegleemaxMar 01, 2006 6:10:21 | Well if you get time feel free to join in. I have single page maps drawn out for most of the multi-player maps now but need to clean them up some. I want to try to draw out mini-usable maps soon but I'm finding that to be a big job and the paper I have access to is much to small even though it is pretty big so it will intail taping several sheets together. I tried scanning and printing as a 25 page poster and it was still to small. The "road" on Blood Gultch was only about half an inch wide and needs to be about 4 times that wide using the 1 inch equals 5 feet rule. Still I'll keep working on this. I can't seem to find any reference material on the missions. Does anyone know if any kind of map was in the strat guides for these missions? |
| #39zombiegleemaxMar 01, 2006 12:56:56 | Cho_mann2000: sorry about not having Cr on them but the resource i used did not have cr, if you know how to figure out CR, ot if anyone else does i will glady fix that problem. Eeyore: Thank you, you have rekindled my love of HALO d20, and the maps would be awesome. One thing has been botherin' me though... What happens in the setting of HALO d20 that causes the creation of more Spartans I tried to resolve this in a quick 3 session campaign that i ran for my group I said that after the first halo game the military made as many spartans as they could after finding how to change human genes in the embryo to make perfect canidates for the project. |
| #40zombiegleemaxMar 02, 2006 6:24:06 | Glad I could be of service. As for making more Spartans I would say they still used the same method but just for security reasons they repeated the process every 10 years so there are 2 other "batches" of Spartans secerted away someplace. You have the 30 year old group of which MC is a member, A 20 year old group just coming of age that might even be a little better then MC's group due to the learning curve of ONI. And a 10 year old group that are still basically hightly trained kids. Each group might know next to nothing of the others except what might have leaked in or the older spartans might be used as tools to train the younger. Video of their actions might be used to train the next generation. I would not add to much to the next gen spartans and I might not make the second generations Spartan III'S. Another idea would be that since there are more numbers assigned to MC's group then there are Spartans in his group there could have been more then one Spartan II group to start with. It could be that the good Dr hand picked her group but maybe a shadow operation was copying her operation. This might explain why there always seemed to be more spartans then there "really was". I would not make the Spartans something a player could become in game. Make them take it in the begining with limits on them to balance them out. I have not been able to get a templete that really works for me as far as spartans go and my own system is still not ready for test play. I used to have a formula that let me get close to the MM CR's 90% of the time. As far as I know there is no realy way of doing it other then guessing. I'll have to look it up and post it here if I can find it. All the creatures I have been working on has been for my system that I can't talk about there so it has been different. |
| #41zombiegleemaxMar 04, 2006 17:16:15 | Ok I will be drawing up some of the multi player maps tonight though it may be a day or two before I can post anything. What I need to know is what maps you want first. Remember I do not have the halo two maps yet so keep it to halo 1 for now. |
| #42zombiegleemaxMar 13, 2006 7:40:01 | No one has a map they want first? Now that my wife has left for a two week business trip I'll have more time and will post as many as I can this week. |
| #43zombiegleemaxMar 15, 2006 11:26:01 | Dude, hook me up with some map of Sidewinder, that map was awesome.... |
| #44cli-_san_aquanovaMar 15, 2006 12:25:00 | Copy write deals only if you are planning to sell it. If there was a problem with that then Wizards would not have put a forum just for the topics they have. Not sure how true this is but I heard there was a guy that made alot of movie based game worlds and he actually wrote the conpanies and asked them first and was told that he could make and post anything he wanted as long as he did not include pix taken from the movies or try to make money off them. He did not need to ask permission for anything that could be concidered fan fiction as long as it was free. This also included charging anything for any kind of links to the pages. You pretty much hit it on the head. So long as we don't make a profit off it, I highly doubt Bungie would pounce upon us, ESPECIALLY considering how cool the staff at Bungie is (Joe, Nathan, Martin, etc). I wouldn't be surprised if they did what you said Rockstar did and have a blast with the game. That said, kudos if someone makes an actual PDF of the module, as it's something I was never able to get around to do. Some of the work here that was transferred from the other thread is outdated; remember that when I began the project I was working on the content from the original Halo, and when Halo II rolled around, my posted material was defunct. However my own personal file (which I unfortunately do not have access to anymore) was updated and kept in synch, some of which being my own Honor Guard PrC (very different than the other version posted), Tartarus's gravitron hammer, Honor Guard armor as well as the Guards' own stat blocks, and such. While the advanced classes I can't replicate, I can share with y'all some of the changes I made that were unable to be updated on my original thread via memory. The most relevant errata:
These are considered "official" updates and are suggested to be added to the compilation. ![]() EldritchEvos, I salute you for organizing my project into a file and it looks like a good job. I'd advise that as much as you can, denote the changes your group made to coincide with the "official" work as to create an alternate play choice for the players that read the file; they could go your way or use the original method. Certainly I hold no authority over your decision, but it would be much more professional to do it that way (unless my system was truly that flawed... but was it?). Lastly EE, once again I have no ground to make such a request, but I would vastly appreciate it should you release the document that I am credited, seeing as I am responsible for the conception of this project and responsible for around 75% of the material. It'd mean something to me. ![]() Thanks all, -C'SA Bring Back Merfolk!!!![]() |
| #45zombiegleemaxMar 16, 2006 4:32:16 | Dude, hook me up with some map of Sidewinder, that map was awesome.... After my last post of all the free time I would have I got sick and have spent the last few days in bed or running the kids all over the place. I finally get a day to myself or at least do not have to leave the house. I'll get to work on sidewinder today and if all goes well and my meds hold out I could have it posted as early as tonight. Tomorrow at the latest hopefully. I'll also try to have Blood Gultch ready then too. I have worked on it some what. All maps will be single page maps. Sorry I can't do them to scale (1"=5') but that would make these map huge. I tried printing them (the rough draft) as a 25 page poster and though it was big is was still to small for that scale. I also have been working on prisoner and should have that one ready soon. It will be a total of 4 levels with the top levels being mostly the two flag bases. |
| #46marcoasalazarmMay 29, 2006 12:44:11 | Bumping this. Hey, man: where's the A.I. stats? |
| #47jedirangerMay 29, 2006 14:04:05 | I will be trying to post some little updates here and there. Completely revised stats on the marines and ODSTs as well as some other things in the near future. Here is a link to the main page. The AI traits are close to the top. Here |
| #48zombiegleemaxMay 31, 2006 3:31:49 | Hey you guys did an awesome job with this. Looks like it would be fun to play :D One question though: Did anyone ever finish a character setup for Linda-058? She's one of my fave SPARTANS and if I ever played this I'd want to include her in some way. |
| #49jedirangerMay 31, 2006 18:54:28 | I found Linda. Linda-058 Strong 5/Fast 1/Smart2/Sniper5/Soldier3(Spartan+6) Hp: 5d8+3d8+5d10+3d10 (143 hp) Init+11 Speed: 40 feet Defense: 23 Attack:+11/+6/+3 [3d12+10 S2 AM Sniper Rifle (20 x2)] +10/+7 [2d8+5 Unarmed Attack (19-20 x2)] Allegiances: Earth, USNC Special: Spartan Template Fort +11 Ref +13 Will+9 Str 22 Dex 25 Con 19 Int 18 Wis 19 Cha 17 Occupation: Spartan-II (See Traits) Talents/Class Features Evasion Extreme Effort Improved Extreme Effort Savant Massive Shot Improved Dead Aim+4 Improved Far Shot Center Mass Critical Shot Weapon Focus [S2 AM Sniper Rifle] Weapon Specialization [S2 AM Sniper Rifle] Skills: Balance +20, Climb +21, Computer Use +12, Concentration +14, Demolitions +18, Diplomacy +6, Disable Device +13, Drive +18, Escape Artist +21, Hide +28, Intimidate +17, Jump +26, Knowledge (UNSC) +18, Knowledge (tactics) +22, Listen +24, Move Silently +22, Navigate +18, Pilot +17, Read/Write English, Repair +16, Search +13, Sense Motive +12, Sleight of Hand +17, Speak English, Speak Human Sign Language, Spot +26, Survival +20, Swim +20, Treat Injury +12, Tumble +22 Feats: Point Blank Shot Far Shot Dead Aim Quick Reload Combat Reflexes Focused Armor Proficiency [Light, Medium, Heavy, Powered] Martial Weapons Proficiency Personal Weapon Proficiency Covenant Weapon Proficiency Cybertaker Endurance Great Fortitude Heroic Surge Improved Damage Threshold Improved Initiative Run Possessions S2 AM Sniper Rifle MJOLNIR Mark VI Armor MJOLNIR HUD helmet 48 rounds of Ammunition Enhanced Scope (+2 Attack +5 Spot) Normal Fatigues Formal Fatigues Tactical Bandoleer M8D Pistol 24 rounds of Ammunition Hip Holster Look for marine updates soon. |
| #50jedirangerMay 31, 2006 19:16:03 | Low Level Marine (Strong 1/Tough 1): CR 1; Medium-size human; HD 1d8+1 plus 1d10+1; hp 17; Init +1; Spd 25 ft.; Defense 16, touch 18, flat-footed 16 (+1 Dex, +3 class, +2 tactical vest); BAB +2; Grap +4; Atk +4 melee (1d4+2, unarmed strike) or +4 melee (1d6+2, rifle butt) or +4 ranged (2d6, Assault Rifle); Full Atk +4 melee (1d4+2, unarmed strike) or +3 melee (1d6+2, rifle butt) or +5 ranged (2d6 Assault Rifle); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Earth, UNSC; SV Fort +2, Ref +0, Will +0; AP 0; Rep +0; Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 8. Occupation: Military (bonus class skills: Knowledge [tactics], Move Silently). Skills: Climb+3, Demolitions+2, Drive+1, Jump+2, Knowledge(Tactics)+3, Move Silently+1, Pilot+1, Search+2, Spot+2, Survival+2. Feats: Personal Firearms Proficiency, Armor proficiency(light), Combat Reflexes,Far Shot,Quick Draw. Possessions: Marine Armor, Assault Rifle, Dog tags, HUD Helmet, 2 60 round clips. Mid Level Marine (Strong 2/Tough 2): CR 1; Medium-size human; HD 2d8+1 plus 2d10+1; hp 31; Init +2; Spd 25 ft.; Defense 17, touch 18, flat-footed 18 (+1 Dex, +5 class, +2 tactical vest); BAB +2; Grap +4; Atk +4 melee (1d4+2, unarmed strike) or +4 melee (1d6+2, rifle butt) or +4 ranged (2d6, Assault Rifle); Full Atk +4 melee (1d4+2, unarmed strike) or +4 melee (1d6+2, rifle butt) or +6 ranged (2d6 Assault Rifle); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Earth, UNSC; SV Fort +2, Ref +0, Will +0; AP 0; Rep +0; Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 8. Occupation: Military (bonus class skills: Knowledge [tactics], Move Silently). Skills: Climb+3, Demolitions+2, Drive+3, Jump+2, Knowledge(Tactics)+5, Move Silently+4, Pilot+2, Search+2, Spot+5, Survival+4. Feats: Personal Firearms Proficiency, Armor proficiency(light), Combat Reflexes,Far Shot,Quick Draw, Iron Will. Possessions: Marine Armor, Assault Rifle, Dog tags, HUD Helmet, 3 60 round clips, Frag Grenade. Marine Officer (Smart 2/Tough 3): CR 4; Medium-size human; HD 2d6+2 plus 3d10+3; hp 42; Init +3; Spd 25 ft.; Defense 18, touch 18, flat-footed 18 (+1 Dex, +5 class, +2 tactical vest); BAB +2; Grap +4; Atk +4 melee (1d4+2, unarmed strike) or +4 melee (1d6+2, rifle butt) or +4 ranged (2d6, Assault Rifle); Full Atk +6 melee (1d4+2, unarmed strike) or +6 melee (1d6+2, rifle butt) or +6 ranged (2d6 Assault Rifle); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Earth, UNSC; SV Fort +2, Ref +0, Will +0; AP 0; Rep +0; Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 8. Occupation: Military (bonus class skills: Knowledge [tactics], Move Silently). Skills: Climb+3, Demolitions+2, Drive+1, Jump+2, Knowledge(Tactics)+3, Move Silently+1 Pilot+1, Search+2, Spot+2, Survival+2. Feats: Personal Firearms Proficiency, Armor proficiency(light), Combat Reflexes,Far Shot,Quick Draw, Focused, Point Blank Shot. Possessions: Marine Armor, Assault Rifle, Dog tags, Marine Hat, 2 60 round clips. |
| #51marcoasalazarmSep 03, 2006 18:41:32 | Bumping this, just because. I mean, the game is extremely cool and everything. There MUST be something worth adding to! (even if my own mind is low on ideas right now). |
| #52prime32Sep 10, 2006 15:55:10 | I statted the flood myself - they're a bit tougher than the versions here. http://boards1.wizards.com/showthread.php?t=694765 I made a "swarm of infection forms" creature. Please comment. |
| #53zombiegleemaxDec 12, 2006 16:22:37 | Rise From Your Grave! |
| #54mato_hibikiDec 12, 2006 20:58:13 | CPOMNDZ SIII. The Ghosts of Onyx. The path of knowledge lies before those brave enough to tread it. ... Ok, cheezy attempt to have fun with a spoiler warning. Lemmie know if you want to know stuff about SIII though. |
| #55smeagol_liedFeb 12, 2007 13:08:52 | *resurrect thread* (which is ironic, because i am to threads as the grim reaper is to people...) Anyway, did anyone consider what CR we would make the covenant? Grunts and jackals and drones are fairly low, sure, but an elite can take on 4 or 5 marines and win, and i thought it was decided master chief would be lvl 12 or something in the previous thread (which i stalked), but a few brutes are fairly difficult (depending on the conditions which you fight them in) |
| #56zombiegleemaxFeb 12, 2007 19:21:46 | Neat stuff so far! I couldn't find the Longsword fighter/attack bomber on the main page. Did you plan on statting that out? Spoiler warning I may have missed something... but wouldn't falling from just inside the atmosphere and surviving it (more often than not) require being epic-level? I suppose it could simply be storytelling on the GM's part, but I thought I'd bring it up. Edit: I think my question might already be answered... sort of. So here's a new one, is Spartan II a class or template in this conversion? End Spoiler |
| #57worldconquererFeb 13, 2007 18:29:57 | I'm pretty sure Spartan was a template. If I remember correctly there was some debate as to whether it should be a template or a PrC. I think template works better because a Spartan isn't really like a skill or a class you can pick up. The last guy thinks this is a spoiler so I won't screw it up, just to be safe. And I agree, jumping out of a dropship and surviving is the kind of thing I wouldn't worry about stats-wise, although it would definitely mess up the continuity of falling rules and stuff. Probably best not to open up that particular can of worms and just tell your player, "No, you use a parachute or you're dead." :P End spoiler. |
| #58mato_hibikiFeb 13, 2007 21:00:11 | Personally, I'd argue against that. Falling damage caps at 20d6, right? Assume for a moment this is a one time thing, and as such is considered plot. Now, assuming that, we know SPARTAN IIs are tough as hell, and not only do they have virtually indestructible armor, but shield generators too. I'd be comfortable with just rolling up 20d6, taking it from shields, DR, and then HP. Afterwards, I'd say, 'you're running out of lives, I wouldn't do that again if I was you.' Or, just do what they did in the book, kill off a couple of them. :D Not a single SPARTAN came out of that landing unscathed anyways. And, I agree on the template notion too. Why make it a class? It just doesn't sit right that way, seeing as the only reason why SPARTANs do a better job is threefold; 1) Template. 2) Higher level due to not dying as often. 3) Gear, aka MJOLNIR. Opinions? |
| #59jedirangerFeb 14, 2007 14:07:00 | If you look back to the Original Halo d20 thread there is a Longsword fighter around there. I haven't really done much since the original thread was up and posting was on a regular basis. I asked a while ago and I wanted to know if anything changed. Has anyone played Halo D20, as a group or anything? |
| #60zombiegleemaxFeb 14, 2007 16:21:49 | I wasn't saying it should be a Prc... that doesn't seem right at all. I was just wondering 'cause I went to the original Halo d20 thread and saw they had the Spartan II template with a +3 level adjustment... Linda's stats list the level adjustment as a +6 (which was why I was wondering if A: you had a different template than the original Halo d20 or it was a Prc or something.) Edit: After actually taking the time to read the entire thread through instead of using the "find" command... I feel like an idiot. lol! If I remember correctly, the Spartan IIs also prepared a great deal for the "landing", pressurizing the gel in their suits to lessen the impact damage. Would that knock off a couple d6, give additional DR, or just serve as flavor? Jediranger: I see, I'll go and check the thread more thoroughly this time. If you hadn't guessed, I haven't played Halo d20, so I can't really help you there. Edit: found them. Good job on 'em. Here's the link if you were having trouble finding the stats. http://boards1.wizards.com/printthread.php?t=50937&page=24&pp=30 |
| #61fiendkillerMar 09, 2007 20:19:08 | CRs and alignments for the flood and Covenant? What about stats for Half-Jaw? Besides that everything is great! As for alignments, Humans: (at least most of them) neutral good Brutes: Lawful Evil Drones: Neutral Evil Jackals: Lawful Evil Elites: Before Tartarus' betrayal: Lawful Neutral After Tartarus' betrayal: Lawful Good Grunts: Before Tartarus' betrayal: Neutral Neutral After Tartarus' betrayal: Neutral Good Hunters: Lawful Neutral Engineers: Neutral Neutral Prophet of Regret: Neutral Evil Prophet of Mercy: Lawful Neutral Prophet of Truth: Lawful Evil Flood (all): Lawful Neutral Gravemind: ?????????????? Hope it helps! fiendkiller |
| #62smeagol_liedMar 10, 2007 8:59:30 | Gravemind is a (the?) flood intellignece, so if they're LN, then he's LN. |
| #63zombiegleemaxMar 12, 2007 17:36:00 | Here's some Spartan III background and info so some of you fine folks can generate some gaming statistics for everybody!--- Spartan IIIs (Source: Novel: Ghosts of Onyx by Eric Nylund; copyright 2006) Colonel Ackerson has been a long-time antagonist of Dr. Halsey and the Spartan II project. An opportunity presented itself and he jumped on it to take control of the Spartan III program keeping Dr. Halsey out of it (she didn’t know the program existed until she hacked into a file as Reach was being over-run. Here’s his main complaint against the Spartan II program: “High cost, an absurdly small gene-candidate pool, inefficient training methodologies (a statement that may be disputed by the Spartan II’s battle record), far too few final units produced—not to mention her (Doctor Halsey) dubious ethics of using flash cloning procedures.”—“Consider the Spartan IIs a proof-of-concept prototype. Now is the time to shift into production mode. Make the units better with new technology, make more of them, and make them cheaper.”—“This new fighting force must be inexpensive, highly efficient, and trained to take on missions that traditionally would never be considered. Not even by Halsey’s supermen.” Ackerson got a Spartan II (Kurt) to assist in the training of these new Spartan IIIs. These Spartan IIIs will not have MJOLNIR armor but will be equipped with the Semi-Powered Infiltration (SPI) armor system. Providing less protection than but cheaper than the MJOLNIR system. Also the training time will be reduced before they are sent on live missions. The bio-augmentation techniques were a quantum leap above those provided to the Spartan IIs, which resulted in fewer wash-outs at the completion of the procedure. There was, however, only a fraction of the original Spartan program training time and budget. The new genetic selection protocol expanded the pool of candidates, but there were disturbing references to behavior problems in these less-than-ideal potential Spartans. All the Spartan III candidates were orphans created by the war with the Covenant. The starting age of the candidates ranged between 4-6 years. The program started at the world of Onyx, Camp Currahee, on December 27, 2531 (military calendar). To accelerate the program’s timetable, puberty is artificially induced. Human-growth hormone as well as cartilage, muscle, and bone supplements are introduced into their diet at approximately age 11, metamorphosing into near-adult stature within 9-months. At approximate age 12 they underwent the augmentation procedure. All 300 made it through and became Spartan IIIs. - 8942-LQ99: carbide ceramic ossification catalyst to make skeletons virtually unbreakable. - 88005-MX77: fibrofoid muscular protein complex that boosted muscular density. - 88947-OP24: retina-inversion stabilized, which boosted color and nighttime vision. - 87556-UD61: improved colloidal neural disunification solution to decrease reaction times. After this augmentation they could sprint at 30 Kph (pg 17, Prologue, Ghost of Onyx) and go hand-to-hand with Elites and win. The Spartan IIs who were the genetic cream-of-the-crop and wore MJOLNIR armor could do the impossible, and do it alone. The Spartan IIIs, though, would have to work together to survive. Being more family than fire team (pg 92, Ghost of Onyx). This first batch was sent on a mission that resulted in nearly 100-percent fatalities of the Spartan IIIs. But they accomplished their mission. Kurt, upon discovering the fate of his first batch of Spartan IIIs, decided he would do something that would improve the survivability of the Spartan IIIs since they would be assigned high mortality missions. On February 19, 2551 Gamma Company underwent augmentation. They received the normal routine along with 009927-DG, 009127-PX, and 009762-00 which are all illegal. They are antipsychotic and bipolar drugs, and a mutagen that alters key regions in a subject’s frontal lobe. It enhances aggression, making the animal part of the mind more accessible in times of stress. Someone so mutated has reserves of strength and endurance no normal human could call upon. Such a person could also continue to fight under the influence of wide systemic shock that would instantly kill a normal human. The mutagen depresses the higher reason centers of the brain over time. The antipsychotic drugs and bipolar integration medicines counter this effect. |
| #64zombiegleemaxMar 12, 2007 17:51:14 | And here's the info for the Spartan III's armor. SEMI-POWERED INFILTRATION (SPI) ARMOR (Source: pg 13 of Prologue, and pg 171 of Ch 20; Ghosts of Onyx) Looks like a cross between MJOLNIR armor and something older…like legionnaire armor. Also known as SPI by the users. Has hardened plates and photo-reactive panels that can only take a few shots before failing. The armor’s camouflage system (photo-reactive panels) blends the armor into the surrounding terrain and mimics surrounding textures. The angular shifting camo pattern of the SPI armor was one part legionnaire mail, one part tactical body armor, one part chameleon, and underneath was a cushioning layer of liquid nanocrystals that provided more ballistic protection than three centimeters of kelvar diamond weave without the bulk. The helmet is fully enclosed with a full-function heads-up display and tactical communications system. The faceplate can also magnify up to 5x. Unlike MJOLINR armor, unaugmented humans can wear this armor. |
| #65zombiegleemaxMar 12, 2007 21:02:10 | Just as a comparison here's the novel information for Spartan IIs and MJOLNIR armor: _____________________________ SPARTAN IIs (Source: Novel: The Fall of Reach by Eric Nylund) Human genetic crème-of-the-crop selected for the Spartan program. They were selected based on their strength, speed, agility, and intelligence. They were kidnapped (basically) from their families by the UNSC, with them being around the age of six years old, and placed under Doctor Halsey’s supervision. Flash-clones were put in their place with the families; however the flash-cloning process causes defects that resulted in the early deaths of the clones. From this early age of six to around the age of fourteen these Spartan candidates are trained by the military to be soldiers. At around the age of fourteen they underwent the following 20-day medical procedure: - Carbide Ceramic Ossification: advanced material grafting onto skeletal structure to make bones virtually unbreakable. - Muscular Enhancement Injections: protein complex is injected intramuscularly to increase tissue density and decrease lactase recovery time. - Catalytic Thyroid Implant: platinum pellet containing human growth hormone catalyst is implanted in the thyroid to boost growth of skeletal and muscle tissues. - Occipital Capillary Reversal: submergence and boosted blood vessel flow beneath the rods and cones of subject retina. Produces a marked visual perception increase. - Superconducting bri cation of Neural Dendrites: alteration of bioelectrical nerve transduction to shielded electronic transduction. Three hundred percent increase in subject reflexes. Anecdotal evidence of marked increase in intelligence, memory, and creativity. Of the seventy-five candidates that underwent this medical augmentation; thirty-three pulled through successfully; a dozen others were unable to be soldiers due to disabling side-effects and were assigned to Naval Intelligence. The rest died. After augmentation they can run at bursts of speed up to fifty-five KPH, lift three times their body weight, and virtually see in the dark. This is their abilities without the benefit of MJOLNIR armor! The fastest of the Spartan IIs (Kelly) can sprint up to sixty-two KPH in MJOLNIR armor (Ch 19, Pg 168, Ghost of Onyx). ________________ MJOLNIR ARMOR (Source: The Fall of Reach and The Ghosts of Onyx, both by Eric Nylund) Weight: Half-ton. Duration: Power cell will last for 15 years of continuous operation. Movement: 3-meter vertical leap easily, can sprint up a half-kilometer in thirty-two seconds. The fastest of the Spartan IIs (Kelly) can sprint up to sixty-two KPH in MJOLNIR armor. The armor, from the descriptions in the novels, seems to pose no restriction on the movements of the Spartan and just as agile with it on as off. Description: Suite has many layers; the outer layer covers the groin, outer thighs, knees, shins, chest, shoulders, and forearms; there is a helmet and an integrated power pack—much smaller than standard Marine “battery sacks.” Underneath are intermeshed layers of matte-black metal. The armor shell is a multilayer alloy of remarkable strength with an added refractive coating to disperse incoming energy weapon attacks—the battlesuit also has a gel-filled layer to regulate temperature; this layer can reactively change in density. Against the skin of the operator, there is a moisture-absorbing cloth suit, and biomonitors that constantly adjust the suits’ temperature and fit. There’s also an onboard computer that interfaces with the wearers’ standard issue neural implant. The outer layers have vein-like microcapillaries, a dense sandwich of optical crystal, a circulating pump, and a miniature fusion cell in the backpack. The armors’ inner structure is composed of a new reactive metal liquid crystal. It is amorphous, yet factually scales and amplifies force. In simplified terms, the armor doubles the wearer’s strength, and enhances the reaction speed of the wearer by a factor of five. However, unaugmented humans don’t have the reaction time or strength required to drive the battlesuit, but Spartans do. The enhanced musculature and the metal ceramic layers that have been bonded to the Spartan skeleton is enough to allow them to harness the armor’s power. Any normal human who wears MJOLNIR armor would injure and shatter his own bones as the suit translates movement so quickly that the subject can’t control it—only the Spartans are equipped for this. The helmet is equipped with health monitors, motion sensors, suite status indicators, communications, and a targeting reticule on the heads-up display. The battlesuit also has a video and audio mission recorders. The MJOLNIR suite can recycle air for ninety minutes, is shielded against hard radiation, and shielded against EMP effects. A Spartan wearing MJOLNIR armor can leap over a three-meter wall with ease, punch and shatter concrete targets, throw knives sinking them up to their hafts in target dummies, and move with enough agility and speed to actually dodge one or two rounds of ammunition fired at them. The individual Spartan is usually equipped with a modified MA5B assault rifle that has been adapted to mount a silencer; ten magazines of ammunition for the MA5B; fragmentation grenades; combat knives; and a M6D pistol. Spartans work in 4-man teams (when there’s enough Spartans available), one would carry medical gear, one would carry explosives, one would carry extra communications gear, and extra gear or munitions are distributed as needed. On August 29, 2552 (military calendar) the MJOLNIR suit was upgraded. The armor has a slight increase in strength, the power pack is reduced to about half size but has more power, and equipped with shields (1 cm around the armor). Also the suits are adapted to load a ship based AI. With an AI inhabiting the armor the following capabilities/abilities are available to assist the Spartan: the AI assists in the translation of the Spartan’s movements to the MJOLNIR armor (which makes the Spartan’s reflexes even faster), intercept and decode transmissions, translate, hack into computers, link into networks and satellite systems, make calculations, provide tactical and strategic information, etc… Spartan IIs loading up for heavy assault (pg 300, Ch 32, First Strike): The Master Chief grabbed a battle rifle, and for close use, a pair of submachine guns. He took a pair of silencers for the SMGs and hip holsters for the smaller weapons. He picked up a dozen fragmentation grenades in their plastic ring carrier and slotted that into the left thigh section of his armor.—Extra magazines for the SMGs and the battle rifle and tapped them onto his chest, arms, and right thigh. More magazines went into a backpack, along with two Lotus antitank mines, a few cans of C7 explosive foam, detonators, timers, two field first-aid kits, and a fiber optic probe. |
| #66zombiegleemaxMar 15, 2007 22:32:00 | Here's the MJOLNIR upgrades that were installed in the Spartan II survivors on Reach (source: First Strike, Chapter 15, Pg 140): Kelly received an improvement to her neural induction circuits, giving her "twitch" response time a speed boost. Vinh had a new linear accelerator added to her shield system, effectively doubling her armor's shield strength. Isaac had a new image enhancing computer installed. Will received a better tracking system on his HUD, which improved his accuracy at distances up to a thousand meters. Fred received new sensors that would boost the sensitivity of his motion tracker. NOTE: all these systems were in field-testing at the time they were installed. This is also when these Spartans were given new weaponry: -Upgraded handgun that fires some type of HE round, oversized barrels--easily 30% larger and longer--and they have grips of self-molding plastasteel. Whatever it fired it was high caliber, slugs the size of a Spartan's thumb. The weapon is balanced better than the standard issue sidarm (source: First Strike, Ch 14, Pg 133). -Upgraded rifle; unlike the MA5B, the rifle had a longer barrel and stock, with a cutdown muzzle shroud. A scope is mounted on an optics railing along the top of the rifle. The scope is auto zoon. The magazine carries fewer rounds than the MA5B (source: First Strike, Ch 14, Pg 133). |
| #67worldconquererMar 15, 2007 23:50:45 | -Upgraded rifle; unlike the MA5B, the rifle had a longer barrel and stock, with a cutdown muzzle shroud. A scope is mounted on an optics railing along the top of the rifle. The scope is auto zoon. The magazine carries fewer rounds than the MA5B (source: First Strike, Ch 14, Pg 133). I took that to be the battle rifle. Was I wrong? |
| #68mato_hibikiMar 17, 2007 12:26:23 | Yes, that was the battle rifle. The new pistols are way weaker than the ones the crew of the PoA had, since those pistols packed SEAP rounds and had smart scopes attached. The new ones are just magnums. Ah well. |
| #69zombiegleemaxMar 18, 2007 19:43:48 | Hey, is this the only D20 statistics that have been posted for Halo ships? If there are more somewhere please share?----Thanks. UNSC Frigate Class: Capital [Frigate] Crew: 10+AI ( 1 Captain 2 pilots 1 Navigator 1 Communications 1 Weapons Officer 4 flight crew) (expert +8) Size: Gargantuan Initiative: -2 Slipspace Drive: Yes Maneuver: +6 Passengers: 200 Defense: 32 Cargo: 11,000 kg Consumbles:4 Months Hull: 210 Cost: N/A Max speed: ramming Atmospheric speed: 30 squares 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 |
| #70zombiegleemaxMar 30, 2007 23:24:25 | Minimal gripes here people glad to see all this amazing work didn't just hit the toilet. As I prefer the books I'm with Ltdeathsauce though he goes a tad overboard, the MA5B needs to at meet the damage of a standard 7.62 round or maybe just a tad lower but 2d6 is crap. The mjolnir armor stats have me confused, in the books it's stated that the armor amplifies reaction time, strength etc, yet the way it's statted now it looks like it's as cumbersome to move in as ODST armor, honestly I think it'd be better off with simple stat enhancements and removing the max dex, either that or simply apply the x5 bonus to your Dex bonus to defense regardless of max dex, though that seems incredebly high in Fall of Reach it's described that spartans in old Mk IV armor can even dodge a few bullets durring their very first testing of the armor. Also the negate falls from like 100 feet from another mjolnir build needs to be set in there, I mean in "First Strike" like 30 spartans take a header out of a atmospheric entry pelican about a mile up and only 6 die and 4 are severly injured, I mean thats falling 5280 feet at terminal velocity for a half ton of meat and metal, I think they're a fair deal tougher than no damage from 100 feel, and if you wan another example in the halo graphic novel maria cuts her chute early and drops atleast 100 feet with no problem. Oh and a little neat thing to add into the Mk VI model, they had biofoam injectors built into the suit so make the user immune to any type of bleeding damage I guess now we should really think about statting out the Spartan IIIs from "Ghosts of Onyx" since we could use the stuff to keep us ocupied until halo III comes out this november. The way spartan IIIs were described it seemed that they biological enhancements were on par with the spartan II's it was just armor and training that set them apart. I figure SPI armor as described you could cut the oxygen supply down to 15min, make the physical multiplier x3 instead of x5, make DR 5, defense +5 armor check -5, max dex +4 (it was supposed to be lighter than mjolnir), remove shields, give it a stealth capability like the elite's armor, and remove the damage if not augmented part, the SPI armor was tested by ODSTs and they're not augmented. Well like I said minimal gripes, keep up the work people |
| #71fiendkillerApr 03, 2007 19:02:17 | Does anyone have stats for Tartarus? He would probably be epic, right? |
| #72bladerockApr 03, 2007 21:04:20 | Then again, one could argue that tartarus's glow was his divine rank bonus to defense... Nah... can't be, tartarus simply has a forerunner artifact hamer of doom, he is not epic. Mmm... shouldn't hunters have a nice bonus to constitution or dexterity too? they only have an strenght bonus and i think they are supposed to be tough. |
| #73worldconquererApr 03, 2007 23:06:35 | Hunters don't get a Con bonus because, as soon as you get past their armor, they're not tough to kill. You know, one shot in the back with a pistol and all that. It's just the armor that makes them seem tough. |
| #74bladerockApr 04, 2007 9:12:30 | Well, there is the game mecanic that is and what it is supposed to be... The change done to halo 2 makes me think they weren't meant to die in a single gunshot. I thought they were as vulnerable on their exposed flesh as an unarmored human, which would translate to no natural armor, not low constitution. Mmm... do they breath through their flesh? makes little sense to leave such large exposed parts when overall they (The convenant in general) have tons of technology. Perhaps convenant engeneers are not as smart as we thought... |
| #75fiendkillerApr 04, 2007 9:25:38 | The gaps in hunter armor allow for ease of movement. Think about running around in full plate with a hammer strapped to one hand and a steel shield to the other. Then take off the thigh, lower back, torso and neck armor. Which sounds more comfortable?![]() |
| #76bladerockApr 04, 2007 9:40:31 | Sure as heck it's better and now it makes tons of sense, but now i am thinking more as to why there is no clothing, rubber or leather covering those areas. Elites wear a sort of rubber material in their exposed joints and humans wear clothing... They are also a colony of lesser organisms, which is why i ask about the breathing through their skin thing. Maybe they die quicly because they have a single HD in d20? would make sense, think about how little training you need to swing a gigantic shield thing around... |
| #77worldconquererApr 05, 2007 23:58:44 | Hunters tougher in Halo 2? Haven't played in quite a while, so I wouldn't know. |
| #78bladerockApr 06, 2007 13:40:46 | Yeah i saw hunters for the first time in halo 2 and i remember going: ME: "Hunters? pff.. i got a magnum to kick their butts!" *Sidesteps and shoots, gank, gank gank* ME: "WTH?!? why are you alive?!" *Hunter does an espontaneuos 180 turn and kills me with his shield* ME: "HOW!?! How did you turn around so quickly?!" And thus i learned hunters where changed the hard way. Whoever, i was seriously dissapointed at how few of them there were for me to fight against in the entire game. I loved the way they were made challeging without going overboard. |
| #79prime32Apr 06, 2007 14:05:00 | It...might also have something to do with the fact that Halo 2's pistol basically fires blanks. |
| #80bladerockApr 06, 2007 14:13:20 | The magnum next to the SMG is one of the best ballistic shield eaters in my opinion and dual wielding them toghether seems fairly effective in my experience. It's just not as good as the one in the first game (The portable rocket equivalent handgun of DOOOM!!!). Regardless, anything short of a turret or rocket launcher takes a nice bit of time to kill the hunters in the second game. |
| #81prime32Apr 06, 2007 15:16:49 | What about statting the Flood Juggernaut? |
| #82fiendkillerApr 09, 2007 12:40:45 | Sniper rifles also have the potential to annihilate hunters, but the most fun thing to do is to try to kill one with a shotgun. |
| #83prime32Apr 09, 2007 15:03:28 | If you keep attacking a Hunter with an energy sword, he won't be able to move and the sword won't lose charge. Try it in co-op. |
| #84dexApr 25, 2007 9:37:10 | Just felt like statting an AI, enjoy. Sourced from this thread, d20 Modern, d20 Future and the VRnet pdf. Alexandria (“Alex”), Female Personality AI Smart Hero 5/Cybernaut 1* STR -, DEX -, CON 10 (power supply), INT 22**, WIS 20**, CHA 17**. Feats: Skill Focus (Computer Use), Spacer, Cautious, Studious, Renown, Educated (AI Racial Feat). Talents: Savant (Computer Use), Linguist, Exploit Weakness, Noderunner (Wallhack), Nodestar. Hp: 21, Defence 13, Reputation +2. Starting Occupation: Student. Fort: +1, Ref +2, Will +8. Skills: Comp use +24 (+26 on starships), Know (tech) +16, Research +18, Know (tactics) +15, Concentration +9, Disable Device +17, Navigate +15 (+17 to plot courses), Decipher Script +17, Demolitions +17, Bluff +12, Diplomacy +12, Pilot +8 (+10 on spacecraft), Sense Motive +13, Investigate +14, Know (History) +14 Alexandria (or Alex as she is known in the ‘net) was a troubleshooting 5th generation AI initially designed to test security systems against Covenant AI intrusion after the battle in the Unyielding Hierophant. Her task was adapted when she was brought onto the Prowler-class ship Myrmidon for deployment to remotely disable weapons and shields to give UNCS ships an advantage. However, the Prophet of Regret’s accidental discovery of Earth forced the Myrmidon to withdraw. In the ensuing orbital battle between Covenant ships and UNCS forces, the Myrmidon was destroyed and she was jettisoned to Earth with what was left of the crew in escape pods. She appears as an Egyptian goddess in holoform – her VRnet avatar is identical. *In the VRnet pdf supplement. Keep in mind that her VRnet avatar will be how she fights most often – taking on Covanent AI and security systems in the digital battlefield. I haven’t statted it out yet because it depends on the campaign, and what programs she has access to. The VRnet .pdf supplement is available here on the wizard’s site under d20 Future. I recommend using it for AI-security or AI-AI combat if any of your players want to “be like Cortana”. **In most campaigns my group runs the base stats are 18, 16, 14, 14, 12, 10, put 'em where you want. So I gave her 18 (+4=22) int, 16 (+4=20) wis and 14(+2+1=17) Cha. |
| #85arget8May 04, 2007 15:30:20 | you guys have done great, do you think you could add some adventure ideas |
| #86prime32May 04, 2007 16:15:44 | What about this? "Kill all the Covenant in this area" :P |
| #87dexMay 08, 2007 7:17:04 | Well if you want adventure ideas, I've put together a simple mission generator: Pick one from each list. Enemies Flood - Previously dormant colony (Infection forms) Flood - Newly awakened colony (Infection and carrier forms) Flood - Active Colony (Mostly Combat forms, some infection forms) Covanent - Forward partol (Jackels, Elites, Drones) Covanent - Defending Force (Grunts, Elites, Covanent - Elite Force (Elites, leet Jackels and grunts, hunter pairs) Covanent - Assault Force (All) Human Force (Training Mission) - Low Level soldiers (1-5) Human Force (Training Mission) - Med level (5 - 10) Human Force (Training Mission) - high Level (10+) Mission Types Assault Assassinate Take and Hold Infiltrate (Recon) Exfiltrate (Kidnap) Penetrate, Kill and Blow Stuff Up. (Demolitions) Escape (begin with no/little gear) Locations Human spaceship Human Space station Human city Human military base Covanent Starship Covanent Space station Covanent city Covanent military base Forerunner instalation Forerunner space ship Wilderness - Earth(-like place) - Desert Wilderness - Earth(-like place) - Arctic Wilderness - Earth(-like place) - Jungle Wilderness - Earth(-like place) - Mountains Wilderness - Alien planet - Jungle Wilderness - Alien planet - Swamp Wilderness - Alien planet - Volcano/Hot vents Wilderness - Alien planet - Arctic This is FAR from exhaustive, so use your imagination! |
| #88marcoasalazarmMay 08, 2007 10:18:54 | Pretty good list, anycase. |
| #89arget8May 08, 2007 15:00:25 | i think we should stat out the stuff in the Halo 3 Beta test when it comes out;) |
| #90arget8May 14, 2007 21:16:05 | two days:D :D :D :D :D :D :D :D |
| #91prime32May 15, 2007 16:22:56 | If you want adventure ideas, I reccomend looking at Complete Warrior. It has plenty of advice for a military campaign, including a mission generator more expansive than Dex's (no offense, Dex). |
| #92dexMay 16, 2007 7:50:26 | None taken, but for those running a d20 modern/d20 future campaign it might not be worth the purchase. |
| #93zombiegleemaxJun 25, 2007 1:29:51 | Hey everyone. I I've lurked on the boards for HALO for while now and thought it time to drop my info and see what you all think. I play my modern games using SPycraft 2.0 (which is a d20 modern alternative) mainly, so I've been slowly been trying to convert most of my info to that format. However my fellow players usually leave it to me to create "spatbooks" for what ever conversion we are looking to play. Those of us who play HALO have also ready the novels (I'm about 80% Ghosts of Onyx, and have read all the rest), comics, etc. I've gone through and categorized info by chapters, added flavor text from nd skimmed the net for pcitures. If you are interested in my complete file PM me and I'll send you the link. Warning its a large file, about 17meg, but way worth it. I'd like some imput, and I plan to update to Halo 3 info soon also. Any help on finishhing the document would be appreicated. |
| #94dexJun 25, 2007 20:52:39 | What needs to be finished? |
| #95quimnthemasterJul 06, 2007 22:56:04 | There is already a Halo D20 RPG out Here's the link http://www.haloarchives.net/pages/the-halo-rpg.php |
| #96zombiegleemaxJul 07, 2007 19:55:34 | Ah, yeah, I just looked at that one. Its a little sloppy and not the direction I want to take with it. That doesnt mean that there isnt a lot of good info, but its mostly a loose collection of classes, no flavor text, and there are lots of bit of inaccurate information. I want to mine to be clean concise and as close to cannon material as possible. |
| #97quimnthemasterJul 09, 2007 14:47:39 | So use it and revise it |
| #98masonmurdocOct 12, 2007 17:16:42 | Although I haven't read through all of this yet, and trust me I inten to, I noticed the Carbine, an Brute weapons wern't up there on the Weapons list, though I may have just missed it. Will you puting up the Halo 3 stuff as well soon? EDIT: I also think Elites, and Brutes are medium. I say this because, sure there bigger than humans, but they aren't that big. Hunters are large no doubt about, but Brutes and Elites don't compare. |
| #99worldconquererOct 12, 2007 18:15:48 | Halo 3 stuff hasn't been worked on yet. Not sure if anyone is up for it either. |
| #100thedude72Oct 13, 2007 0:45:59 | I kinda want to see the S-3 stats, and maybe the hornet... |
| #101phishfiNov 06, 2007 12:54:37 | has anyone decided to make any more stats... I've got a group of people who want to run this game, but we are trying to keep the info as recent as possible since we all play halo 3. I'm going to go ahead and work on some of the stats myself, I'll let you all know if I come up with anything particularly useful. |
| #102marcoasalazarmDec 01, 2007 17:30:25 | Bump. |
| #103mato_hibikiDec 02, 2007 16:17:34 | Brutes would have powerful build, I think. Just my opinion. But, if the Brutes have it, then SPARTANs get it for sure. As for the SPARTAN 3's... It's a half-assed version of a SPARTAN 2, with some serious downsides... And semi-neat looking, but not greatly effective armor. |
| #104prime32Dec 02, 2007 17:05:01 | There was a thread asking which D&D races best fit the Covenant. Elites - hobgoblins Grunts, Jackals - goblins, kobolds Brutes - feral garguns (Races of Stone) |
| #105delfeddDec 27, 2007 10:44:35 | I've got a few Beefs. The plasma pistol looks good, except for a few things. Instead of making it do more damage, all that you need it to do is have the folowing description. "A fully charged plasma pistol drains the power from anything it hits, vehicles, armor, shields, even other weapons if they are hit." Also... the sword shouldn't be doing an instant kill. Also, all those prestige classes giving certain Elites better use of the sword are slightly silly. The Master chief uses the sword just as well as the Arbiter, although he does prefer the shotgun. Instead of giving them all these silly bonuses, just give the sword Reach and have master chief and the arbiter have combat reflexes. |
| #106masonmurdocJan 16, 2008 9:32:12 | There was a thread asking which D&D races best fit the Covenant. |
| #107prime32Jan 16, 2008 9:53:01 | As for the SPARTAN 3's... It's a half-assed version of a SPARTAN 2, with some serious downsides... And semi-neat looking, but not greatly effective armor. If you read the novels carefully, you will see that S3 augmentation triples the subject's normal strength, whereas S2 augmentation doubles it. However, the MJOLNIR armour doubles a Spartan-II's strength again. |
| #108arget8Jan 20, 2008 8:06:12 | EDIT: I also think Elites, and Brutes are medium. I say this because, sure there bigger than humans, but they aren't that big. Hunters are large no doubt about, but Brutes and Elites don't compare. You also must remember that Master Chief is 7 something feet tall. The elites may be large, but the brutes I strongly believe are huge. Although I haven't read through all of this yet, and trust me I inten to, I noticed the Carbine, an Brute weapons wern't up there on the Weapons list, though I may have just missed it. Will you puting up the Halo 3 stuff as well soon?. I may work on some of the Halo 3 weapons if I have the time |
| #109prime32Jan 20, 2008 13:11:31 | You also must remember that Master Chief is 7 something feet tall. The elites may be large, but the brutes I strongly believe are huge. Or Large with Powerful Build? A character's strength is doubled if his Str score is increased by 5. Spartan-IIs are four times stronger than average humans, as are Elites. (Str 20) Brutes would be about Str 24, I think. |
| #110merlin007Jul 23, 2008 7:55:52 | Hey guys, great stuff here. I just happened apon this thread as I was looking for info on running a Halo-based D20 Future campaign. Looks like the works already been done. One question tho. I see sample NPC's for grunts and some others, but I was wondering if anyone had a Brute NPC made up. I saw the traits, but don't know which base to use. I haven't played Halo in some time (first PC release), so excuse my ignorance. Thanks! |
| #111tantaclausJul 23, 2008 21:08:14 | Hey guys, great stuff here. I just happened apon this thread as I was looking for info on running a Halo-based D20 Future campaign. Looks like the works already been done. One question tho. I see sample NPC's for grunts and some others, but I was wondering if anyone had a Brute NPC made up. I saw the traits, but don't know which base to use. I haven't played Halo in some time (first PC release), so excuse my ignorance. I could whip one up for you in a jiffy. |
| #112tantaclausJul 23, 2008 22:18:56 | Brute Infantry (Strong 2/Tough 2/Fast 1) CR 6; Large monstrous humanoid; HD 2d8+6 plus 2d12+6 plus 2d6+6; hp 45; shield points 10; Mas 17; Init +1; Spd 30ft; Defense 23(+7 class, +1 Dex, +6 Armor, -1 Size), touch 17, flat-footed 22; BAB +3; Grp +12; Atk +7 melee (2d6+6, unarmed) or +5 ranged (2d8, autofire only, range 40ft, mag cap.40); FS 10ft by 10ft; Reach 10ft; SQ low-light vision, rage, scent; AL the Covenant; SV Fort +7, Ref +2, Will -1; Str 21, Dex 12, Con 17, Int 8, Wis 8, Cha 15. Skills: Knowledge (tactics) +4, Survival +4. Feats: Power Attack, Combat Martial Arts, Simple Weapon Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency. Talents: Melee Smash, Increased Speed, Remain Conscious Rage (Ex): When its hit points reach 22 or lower, a Brute has a 50% chance of dropping whatever weapon it’s carrying and flying into a rage. The Brute crawls around on all fours (its speed increases to 40 ft), gains +4 Str and Con, but takes a –2 to Defense and Wisdom, and is only able to use a slam attack at 2d6+Str modifier damage, using its highest Base Attack Bonus. The rage lasts until the end of combat. Power Armor: A Brute’s power armor provides an additional +1 equipment bonus on ranged attack rolls. That's your standard, cyan-armored Brute from Halo 3. I forgot to give him grenades, though. Damn. If you're starting an online campaign, give me a heads-up. |
| #113merlin007Jul 24, 2008 8:29:15 | Thanks TantaClaus! This is exaclty what I was looking for. I actually just got the idea of doing Halo last weekend when I purchased some Halo-Clicks. I've wanted something to use my Dwarven Forge Sci-Fi set with, but my game group can't seem to get into D20 modern/future. Although they all pretty much play Halo online (except me). Hope this works. Again, thanks for the hard work here. I expected months of conversion with D20 modern/future before I could begin writting scenarios. Now I can get started on the campaign design and possibly be playing by the end of August. Thanks, Merlin |
| #114aust_dlyranderDec 26, 2008 20:20:34 | Hi Everyone, Has anyone saved this stuff into a PDF or something? I would love to see it all organized. |
| #115AnimeSniperDec 26, 2008 21:43:19 | Over on the DanDwiki site they have the following for cross consultation; Races:http://www.dandwiki.com/wiki/D20M_User_Races Weapons:http://www.dandwiki.com/wiki/D20_Modern_Equipment Vehicles: http://www.dandwiki.com/wiki/D20_Modern_Vehicles The Halo Wiki: http://halo.wikia.com/wiki/Main_Page Check them out since they seem decently statted... they even have the Hornet under vehicles. Also, I could see, real life granting time, to collate all the info here and put into Word doc then a low core PDF... let me check my schedule for after New Years! |
| #116QuynlanderSep 13, 2015 22:23:17 | Just a bit of a nit-pick:
I saw the following stat block earlier on:
D77-TC "Pelican" Troop Carrier Dropship Description: The workhorse of the UNSC aircraft, the Pelican is a widely seen Dropship. It’s a large gray box with wings, and the cockpit and nose curve into a bullet shape. It has rear doors for space flight, but usually keeps them open for terrestrial transport. Its cargo bay can comfortably seat 10, and its cockpit has room for a pilot and co-pilot.
Now a few things stood out right away as a bit..."off" to me. Claiming that the Pelican was "Gargantuan" with a pilot and copilot with ten passengers.... whereas in the Star Wars D20 book, the Nebulon-B Frigate was listed as "Huge"... so what the above stat block is stating is that a 12-man (basically) shuttlecraft is LARGER than a ship with a MINIMUM of 307 crew (max 920), 75 troops AND capable of carrying 6,000 METRIC TONS of cargo? (FYI, 8,000 lbs translates as 3.63 metric tons.)
Dropping by the Halo Nation wiki (http://halo.wikia.com/wiki/D77-TC_Pelican) they give the Pelican's stats as follows: 30.7 meters long, 25.1 meter wingspan, the troop bay is 4.65 meters wide and the Pelican is 10.5 meters tall when sitting on the ground with landing gear extended. It also states that there is a crew of three (Pilot/Copilot/Crew Chief), and can carry up to 70 tons.
With the above information in hand, I respectfully suggest that the Pelican's size category be downgraded to "Small" (21-50 meters) and a modifier of (+1)... |