Atrun Kaosu
2007-04-07, 08:57 PM
My friend put this together from various things. We're trying to make a complete Halo d20 system, and make sure that it's balanced/accurate. Please give us you opinions/corrections.
Part 1
------------------------
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 (Ground Units)
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
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?
COVENANT (Ground Units)
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
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
Part 1
------------------------
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 (Ground Units)
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
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?
COVENANT (Ground Units)
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
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