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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
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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

Atrun Kaosu
2007-04-07, 08:59 PM
Here's the rest.

Part 2
-----------------------

VEHICLES - Human

M12 LRV/Warthog
HP: 38
Crew: 1
Passengers: 2
Cargo: 1,000 lbs
Init: -2
Manuever: -2
Top Speed: 120 MPH
Defense: 8
Hardness: 5
Size: Huge
Weapon: LAAG (2d12), rocket launcher (6d10), or GAUSS rifle (4d10)
*Provides 1/4 cover to riders*

Description: The M12 light reconnaissance vehicle, better known as the “Warthog”, is a popular and trusty vehicle in the UNSC military. The standard model is army-green in color, has two door-less seats (for the driver and a passenger), a lexan windshield, a grappling hook under the grill, and a large bed behind the cab, which is usually fitted with a chaingun, but some models have the bed empty for cargo transportation purposes.

M808B Scorpion M8T
HP: 70
Crew: 2, or 1 SPARTAN II
Passengers: 4
Cargo: 425 lbs
Init: -4
Manuever: -4
Top Speed: 80 MPH
Defense: 6
Hardness: 20
Size: Gargantuan
Weapon: Scorpion cannon (10d10) & LAAG (2d12)
*Provides full cover to driver*

Description: The main battle tank in the UNSC military, the Scorpion is a powerful and heavily-armored unit. It’s dark gray in color, sports four tread pods, and has a cockpit fitted for two (one gunner and one driver), but a lone SPARTAN II can use the interface by himself. Its turret features a long cannon for anti-armor combat, as well as a chaingun for anti-infantry fighting.

ATV
HP: 26
Crew: 1
Passengers: 0
Cargo: 80 lbs
Init: -1
Manuever: -1
Top Speed: 260 MPH
Defense: 9
Hardness: 5
Size: Large
Weapon: none
*Provides 1/4 cover to rider.*

D77-TC "Pelican" Troop Carrier Dropship
HP: 53
Crew: 2
Passengers: 10
Cargo: 8,000 lbs
Init: -4
Manuever: -4
Top Speed: 235 MPH
Defense: 6
Hardness: 5
Size: Gargantuan
Weapon: LAAG (3d12) (Optional)
*Provides full cover to pilot, and 1/2 cover to passengers if doors are open*

Description: The workhorse of the UNSC aircraft, the Pelican is a widely seen Dropship. It’s a large gray box with wings, and the cockpit and nose curve into a bullet shape. It has rear doors for space flight, but usually keeps them open for terrestrial transport. Its cargo bay can comfortably seat 10, and its cockpit has room for a pilot and co-pilot.
It optionally can be mounted with a chaingun turret on the nose.

UNSC Frigate
Class:Capital [Frigate]
Crew: 10+AI ( 1 Captain 2 pilots 1 Navigator 1 Communications 1 Weapons Officer 4 flight crew) (expert +8)
Size: Gargantuan Initacitve: -2 Slipspace Drive:Yes
Manever: +6 Passengers: 200 Defense: 32
Cargo: 11,000 kg Consumbles:4 Months Hull: 210
Cost: N/A Max speed: ramming
Atomespheric speed: 30 squares

Weapons:50mm Point Defense Guns (50)
Fire arc: front, Bonus: +8, Damage: 6d10, Range modeifier: PB:+1, M: +3, L: -1,

Weapons:Archer Missile Pods (26 Pods 6 missiles per pod)
Fire arc: Front(1/2) Aft (1/4) Port (1/4) , Bonus: +10, Damage: 8d10, Range modeifier: PB:+1, M: +0, L: -1,

Weapons:MAC[Magnetic Accelerator Cannon]*
Fire arc: front, Bonus: +14, Damage: 15d10x4, Range modeifier: PB:+1, M: +2, L: +3,

*Can Only Fire once per 10 rounds


Vehicles - Covenant

Ghost
HP: 26
Crew: 1
Pasengers: none
Cargo: 108 lbs
Init: -1
Manuever: -1
Top Speed: 260 MPH
Defense: 9
Hardness: 5
Size: Large
Weapon: 2 plasma rifles (2d10)
*Provides 1/4 cover to driver*

Description: The Covenant recon vehicle, the Ghost is a small hovercraft, with dual-mounted plasma cannons. It’s shape is like that of a stingray, with a half-orb in the front housing the engines and control computers, and a rectangular back end, with the pilot’s seating and the drive and hover engines. It is dark violet in color, and makes an eerie howling noise when active.

Banshee
HP 40
Crew: 1
Passengers: none
Cargo: 100 lbs
Init: -4
Manuever: -4
Top Speed: 235 MPH
Defense: 7
Hardness: 5
Size: Huge
Weapon: 2 plasma rifles (2d10) & fuel rod cannon (4d10)
*Provides full cover to pilot*

Description: The standard ground assault fighter of the Covenant armada, the Banshee gets its name from the howling of its engine pods when it turns. It’s dark violet in color, has a ovular body shape, and has two engine pods attached to long rods from the main body. It has two plasma cannons mounted in the front of the body, and a fuel rod cannon mounted underneath the cockpit.

Wraith
HP: 68
Crew: 1
Passengers: none
Cargo: 300 lbs
Init: -4
Manuever: -4
Top Speed: 60 MPH
Defense: 7
Hardness: 20
Size: Gargantuan
Weapon: Plasma mortar (10d10)
*Provides full cover to pilot*

Description: The heavy tank of the Covenant force, the Wraith is beetle-like in appearance, with a large curved hull on top of a disc with hover engines. It’s dark violet in color, and the mortar cannon is adjustable.

Creep
HP: 46
Crew: 1
Passengers: 8
Cargo: 840 lbs
Init: -4
Maneuver: -4
Top Speed: 60 MPH
Defense: 7
Hardness: 10
Size: Gargantuan
Weapons: Plasma turret (2d10)

Shadow
HP: 40
Crew: 1
Passengers: 3
Cargo: 1,000 lbs
Init: -2
Maneuver: -2
Top Speed: 120 MPH
Defense: 8
Hardness: 5
Size: Huge
Weapon: Plasma turret (2d10)

Apparition
HP: 72
Crew: 1
Passengers: 14
Cargo: 5,000 lbs
Init: -4
Maneuver: -4
Top Speed: 180 MPH
Defense: 6
Hardness: 9
Size: Gargantuan
Weapon: Plasma turret (2d10)
*Provides full cover to pilot and passengers when hatches are closed*

Description: The U-shaped dropship of the Covenant, the Apparition was seen widely on Halo, but has since been replaced by the Phantom assault dropship. The Apparition was horseshoe-shaped, with two long carrier shafts attached to the sides of the small cockpit. A plasma turret was mounted under the cockpit.

Phantom
HP: 86
Crew: 2
Passengers: 8
Cargo: 8,000 lbs
Init: -4
Manuever: -4
Top Speed: 200 MPH
Defense: 6
Hardness: 10
Size: Gargantuan
Weapon: Plasma cannon (5d10)
*Provides full cover to pilot*

Description: The new standard dropship of the Covenant, the Phantom is an assault dropship. It resembles a starship more than a dropship, with its dark violet aerodynamic body and spire-like steering fins branching out behind it. The cockpit is located at the nose of the craft, and the cargo bay behind, with rear hatches which can be kept open or closed. Mounted under the cockpit is a plasma cannon.

Plasma Artillery Turret
HP: 80
Crew: 12
Passengers: n/a
Cargo: n/a
Init: -8
Maneuver: n/a
Top Speed: n/a
Defense: 2
Hardness: 30
Size: Colossal
Weapon: Super Plasma Mortar (12d10)

Description: Seen during the E3 demo during the invasion of New Mombasa, not much is known about this weapon.

Scarab
It blew right through us.
50 Cal.Rockets didn’t do a thing.
-Marine
Crew:6 [expert +8]
Passengers:20
Cargo:6000 lbs.
Init+3
Top Speed:75 mph [15 spots per round]
Defense:30
Hp:200
Size:Gargatuan

Weapon: Hyper Plasma Cannon
Damage:12d12x2 Crit:19-20
Damage type: Plasma
Range:90 feet
Rate of Fire:1 per 9 rounds
Size: Huge
Fire Arc: Front

Weapon: Plasma Cannons[3]
Damage:4d10 Crit:20
Damage Type: Plasma
Range:60 feet
Rate of Fire: Every Round
Size: Medium
Fire Arc: Back, Both Sides

Prophet's Chair
Hp: 14
Crew: 1
Cargo: 600 Lb
Initiative: +0
Maneuverability: as character piloting
Top Speed: 90ft/round
Defense: as pilot +4(also grants +4 to pilots defense)
Hardness: 4
Size: medium
Special: Shield points: 20, add 20 shield points to pilot as well.
Weapons:
Laser Cannon
huge vehicle weapon
3d10 x2
70ft


CHAPTER 4
THE FLOOD & FORERUNNERS

The Flood

The Flood are a species of quasi-parasitic virus that currently reside within their imprisonment deep within the bowels of alien fortress worlds… each constructed by an ancient and now-deceased civilization to both study and quarantine the deadly virus. As tenacious in their aggression as they are numerous, the flood know no fear, surrender to nothing and retreat from no battlefield. While the hideous parasites appear inherently mindless, infected organisms have shown a surprising capacity for strategy, handling technology and even casting spells. They appear capable of preying upon any living organism with self-awareness, biomass and ample calcium stores, so certain creatures that lack such anatomical makeup (such as Legkolo, who’re essentially large annelids), seem impervious to infection, although this has yet to be confirmed.
At the date of this writing, there are known to be four different types of the flood virus. The first and most basic type is the Infection form, which seek out any organism capable of sustaining the virus and embedding itself into the creature’s thorax. From there, the host changes into either one of two other types of Flood; a “warrior” class, or a “carrier/incubator”. The exact outcome of a host’s infection is largely dependant on how badly-damaged the organism’s body was when infected. Relatively healthy and well-preserved bodies become flood “warriors”, whilst creatures that’re too badly damaged, or lack sufficient biomass and constitution to become hosts of the fighting class, become carriers.
The fourth type of Flood is what could only be described as a “command” form, such as that witnessed by the transfusion of Keyes’ remains into a solitary, bloated growth operating the Truth and Reconciliation aboard Halo Installation #04. 343 Guilty Spark had also briefly mentioned the existence of “spores” during his description of the flood’s reproductive nature to the Master Chief, which might’ve only been a synonym for Infection forms, or perhaps even a more basic variation of the flood parasite.

Infection Form (“Rangers”)
Tiny Aberration
Hit Dice: ⅛d8-4 (1 hp)
Initiative: +1 (Dex)
Speed: 10 ft., climb 10 ft.
AC: 13 (+1 Dex, +2 Size)
Attacks: Bite +1 melee
Damage: Bite 1d4 and contagion (see below)
Face/Reach: 2 ft. by 2 ft./0 ft.
Special Attacks: Contagion
Special Qualities: Buoyancy, Sense Biomass
Saves: Fort -4, Ref +1, Will -3
Abilities: Str 2, Dex 12, Con 2, Int -, Wis 1, Cha 1
Skills: Climb+9, Jump+11
Feats: Weapon Finesse
Climate/Terrain: Halo Fortress Worlds
Organization: Horde (4d20 rangers), or plague (8d20 rangers, 2d4 carriers, and 3d8 warriors)
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: N/A

Also dubbed “rangers” or “spores”, Flood infection forms are small, bloated creatures crawling about on a prehensile cluster of tentacled growths, protruding from below a spongy, pus-filled sack. Their sensory organs direct them towards any organism that might be a potential flood host, making them difficult to surprise without illusions or Active camouflage. Infection forms have their own defined biological frameworks, which aren’t dependant upon a host… which means they can exist indefinitely without drawing upon an organism’s calcium stores.
Combat
An infection form’s behaviour is straightforward, although rarely predictable. While they are inexorably drawn towards anything radiating sufficient biomass, the exact manner of attack varies. Infection forms will often dart erratically across floors, walls and ceilings, zigzagging in crossing patterns to evade enemy response, backing behind obstacles for cover, and other strategies that make them frustrating opponents. When landing upon an organism, an infection form attempts to bury itself through the creature’s abdomen, embedding itself inside the thoracic cavity to begin incubation. Creatures must be dead before incubation can begin, so creatures that’re still alive when an infection form burrows through their chest can attempt to dislodge it from themselves before collapsing.
Improved Grab (Ex): When making a successful bite attack, an infection form may start a grapple without provoking an attack of opportunity. It continues inflicting bite damage each round the hold is maintained, and begins incubation when the creature has been dropped to negative hit points. Unconscious creatures have no chance of stabilising, and once dropped to -10 hit points, the physical changes start taking place (see below).
Contagion (Ex): After making a successful bite attack against an opponent (or a successful ranged touch attack; see below), a flood infection form begins burrowing into the unfortunate victim’s flesh, inflicting bite damage each round the creature remains attached to its prey. An infection form may be pried off with a successful Strength check (DC 12+1 for each round the flood remains attached), which inflicts 1d4 piercing damage upon the injured creature, +2 points for each round the flood remained attached. When the creature dies, the infection form fuses into the corpse, rising the creature as either a carrier or a warrior form in 1d4+2 turns (see Flood templates below).
Optionally, flood infection forms may attempt to burrow straight through organism’s protections by making a successful touch attack. Success indicates the flood lands upon the creature’s armour or clothing, and begins burrowing through the gears into the blood-filled flesh beneath… inflicting bite damage each round to the creature’s armour (if any) before breaching the armour; at which point, the infection form begins burrowing into the creature’s flesh, as explained beforehand. Energy shields kill an infection form on contact, and spores take damage from any armour that inflicts damage upon contact (such as an armour of thorns).
Reinhabit (Ex): Infection forms may burrow into the fallen remains of killed warrior forms, digging through the amorphous flesh for one round before it rises again, under control of the new infection form. Revived warrior forms remain at 75% of their maximum hit points they had when previously infected, and any severed limbs are not regenerated or regrown. Any prepared spells that were cast when the fallen host was controlled by the previous parasite are not replenished. Infection forms cannot enter bodies of warrior forms that are too mutilated to reanimate; for every severed limb (arms, legs and tentacles, etc), the infection form must spend another round when burrowing into a warrior form’s remains, and the reinhabited corpse loses another 15% from its maximum hit points (cumulative). For example, a flood warrior with no arms attached is raised by an infection form after three turns at 45% of its total hit points. Bodies that are burned by scorching heat are rendered untouchable by flood parasites for 1d4+2 rounds, and corpses can be permanently rendered inoperable by inflicting an equal amount of fire or acid-based damage to the maximum hit points the host had in life.
Buoyancy (Ex): With their bodies comprised primarily of dead spores and concentrated gases, Infection forms are light and buoyant, bursting in a spray of greenish-yellow pus when injured. As such, they ignore falling damage from any height, and benefit from a permanent feather fall effect. Infection forms apply their dexterity modifier to Jump checks, and aren’t limited to maximum distances.
Sense Biomass (Ex): The pair of sensory appendages protruding from an infection form’s anatomical structure allow detection of living creatures within a 65 ft.-radius. Creatures that don’t radiate life energy (such as synthetic creatures like golems, or undead) remain undetected by the flood’s sensory receptors.
Skills: Flood infection forms use their Dexterity modifier for both Climb and Jump checks, and their constant slithering makes them impossible to surprise perceptive enemies, impairing opponents a +12 bonus to Listen checks made against them. They benefit from a +10 racial bonus to Jump checks, which aren’t limited by their height or facing (e.g., no penalties apply for jumping backwards, or without a running start, etc). Additionally, Flood infection forms make all Climb checks at a +8 bonus, always taking 10 on their checks, even when in the midst of combat.

Flood Warriors
When infecting a Medium-sized creature with an Intelligence score of at least 1, an Infection form will raise the host as a Flood warrior (provided the organism has sufficient strength and constitution scores, and isn’t too badly damaged to provide a healthy enough warrior host). Flood warriors bear a vague resemblance to whatever creature they were in life, although the mutation process makes distinguishing an individual’s characteristics difficult. Flesh becomes soft and spongy, mutating into a sickly-green, gangrenous tissue. Infectious, pus-like fluid flows through the circulatory system, making hosts both agile and tremendously strong.
Deadly tentacle growths protrude from the arms (or whatever limb might make an effective natural weapon), and the creature’s head is pushed back to make room for the flood’s sensory stalks. A cluster of bristling sensory organs protrude from the host’s chest cavity, replacing whatever other anatomy-based senses the organism used. Eyesight, for example, is deadened, but special traits such as blindsight and tremorsense, are often kept. Whatever clothes the unfortunate creature wore when infected hang loosely from the mangled and twisted flesh.
For an organism to be propagated as a “warrior” form, they must possess some form of calcium stores, self-awareness (an Intelligence score of at least 1), and be Medium-sized or larger. Invertebrates such as insects, annelids and oozes, cannot be reproduced as flood warriors, and unusual creatures lacking limbs for natural combat (such as beholders) might be deemed unsuited, at the DM’s discretion. A creature must possess either a Strength or constitution score of 12 or greater, and each point below 12 adds a +5% (cumulative) chance that the host is unsuitable for propagation. If a creature was subject to called shots, sneak attacks, death from massive damage, or other similarly debilitating injuries, another +15% chance is entailed that the creature’s too badly damaged for infection. Every point of Strength or constitution above 12 reduces the failure percentage by -5%.

Creating a Flood Warrior
“Flood Warrior” is a template that can be added to any corporeal, living and organic organism that’s slain, subdued or otherwise infected by a flood infection form. As with all templates, this creature is referred to hereafter as the “base creature.” The creature’s type becomes “aberration”, and uses the majority of the base creature’s attacks and special abilities, as well as additional attacks provided by the Flood disease. The complete list of the base creature’s attacks, qualities and ability losses are listed below.
Hit Dice: Set to d8.
Speed: As per the base creature’s. Organisms capable of flight have their flying speed reduced by 10-ft., and manoeuvrability is reduced to “poor” (the manoeuvrability of creatures with clumsy flying speeds is otherwise unaffected, but the speed reduction is reduced by a further 10-feet from the original.)
Armour Class: Any natural armour bonuses the organism might’ve possessed are penalized by -2, due to the way the infection softens and mutates living flesh. If an organism lacked any natural armour bonuses in life, it doesn’t suffer this penalty to armour class (so an AC 15 creature doesn’t result in having an AC of 13).
Natural Attacks: An arm (or similar bipedal limb) of the base creature sprouts hideous, tentacled growths that inflict 1d6 piercing damage, using the creature’s highest base attack bonus (damage is subject to being scaled in the case of larger/smaller organisms; for example, small-sized hosts inflict 1d4, etc). If the creature already possesses natural attacks, use whichever attack that inflicts the most damage.
Because the physique of flood-infected organisms grows squishy and rotten during incubation, the creature’s limbs (including the tentacles) are subject to being dismembered during combat. Characters specifically targeting a flood’s limb or tentacle can separate the body part by making a successful Sundering attack. A Medium-sized flood’s tentacles typically have 10 hit points, a break DC of 20, and no hardness rating (The tentacles of larger flood might possess greater hit points, and possibly a hardness bonus depending on the presence of natural armour, if any). Limbs such as arms and legs are harder to dismember, requiring 30 hit points to successfully sunder. Dismembered limbs are permanently detached, and unless the host creature possessed natural regenerative capabilities in life, flood warriors cannot regrow/regenerate lost body parts.

Tentacles (Ex): The long, writhing protrusions from a Flood warrior’s arm instil a +4 bonus to all checks made to disarm and sunder an opponent’s weaponry or shields.
Improved Grab (Ex): To use this ability, a flood must successfully injure a creature equal to its size or smaller with a tentacle attack. If accurate, flood warriors may then start a grapple without provoking an Attack of Opportunity. All trip attempts gain an inherent +4 competence bonus due to the creature’s tentacle-like protrusions (this bonus is stripped if a flood’s tentacles are dismembered during combat, such as by an enemy’s sundering, etc).
Amorphous (Ex): Bodies of infected hosts are reduced to squishy, moist protoplasm which resists crushing attacks. Warrior forms benefit from Damage reduction 5 vs. crushing weapons, are unaffected by subdual damage, poisons, diseases, and the instant death ability of vorpal weapons. Falling damage is reduced by three-quarters, provided the height’s distance is greater than 45-feet. Flood are effectively immune to sneak attack damage, critical hits, flanking or death from massive damage. When brought to negative hit points, they have a 35% chance to stabilize per round +5% (cumulative) for each round that passes. If injured below -10 hit points, the flood warrior is permanently destroyed, but remaining corpses can be reinfected by other infection forms (unless the body is exposed to scorching flames, or is too badly damaged for an infection form to reinhabit).
Mindless (Ex): Flood gain complete imperviousness to mind-influencing attacks or morale effects, and establishing mental contact (such as telepathy or detect thoughts) is impossible. Spellcasting flood apply no bonus to a spell’s DC from any intelligence, wisdom or charisma scores the creature might’ve had in life, and lose any benefits from feats or domain powers that grant extended caster levels (such as the +1 level bonus on any evil-aligned spell cast from the Evil domain).
Halved damage VS Piercing (Ex): The amorphous, squishy flesh of flood warrior forms only take halved damage from non-magical piercing attacks; ranged attacks like arrows or crossbow bolts simply pass through the creature’s form if the damage roll is less then half of the attack’s maximum damage. This means that creatures behind flood risk being hit by the ranged attack.
Skills: Flood warriors gain a +15 bonus to Climb and Swim checks due to their light, buoyant physiology, and apply their dexterity modifier to climb checks. All jump checks are made at a +40 bonus, and distances aren’t limited by a flood warrior’s height.
Feats: Any combat-orientated class that’s infected by the Flood disease (such as fighters, paladins, barbarians, etc) gain the Weapon Specialization (tentacle) feat free, regardless of hit-dice. Any feats granted as a result of clerical domains or a divine class’s special abilities are stripped from the base creature (unless the deity who the infected cleric once revered is of evil-alignment, or desires their now deceased followers to continue their service as flood hosts


Carrier Form
Medium-size Aberration
Hit Dice: 1d8 (4 hp)
Initiative: -4 (dexterity)
Speed: 5 ft.
AC: 6 (+0 size, -4 dexterity)
Attacks: See below
Damage: Rupture 1d8+special (see below)
Face/Reach: 5-ft. by 5-ft./5-ft.
Special Attacks: Rupture
Special Qualities: Amorphous, mindless, halved damage VS piercing weapons, Sense biomass
Saves: Fortitude+0, Reflex-4, Will+3
Abilities: Str 5, Dex 2, Con 11, Int -, Wis 12, Cha 1
Skills: N/A
Feats: Great Fortitude
Climate/Terrain: Halo Fortress Worlds
Organisation: Brood (1d4+2, plus 4d8 rangers), or plague (2d8+5, plus 8d20 rangers, and 3d8 warriors)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: N/A

Carrier forms are the last category of most commonly-encountered flood, spawned whenever an infection form incubates inside a host’s body that is too badly damaged or physically weak to become one of the warrior caste. Their function is simple; propagate infection forms, and transport them to any organism that possesses ample biomass. The skin of the host creature used to form the carrier flood becomes stretchy and resilient, gradually swelling as more infection forms are spawned inside the bloated sacs. Carriers shuffle about on the host creature’s vestigial legs, guided by sensory stalks that direct them to anything radiating sufficient life-force.
Combat
Whenever the carrier is provoked, or senses the presence of potential hosts, it shuffles as close towards its quarry as possible, before lapsing on the ground and preparing to release the infection forms spawning inside. After a brief swelling, the carrier bursts in a shower of infectious pus and offal, releasing the brood of rangers to inhabit creatures killed by the impact, and attack anything else surviving the eruption. The force of this biochemical explosion is often underestimated, and carries enough force to send unprotected creatures into a concussion. A similar effect is prompted when the carrier’s epidermis is heavily damaged by an enemy’s attacks.
Rupture (Ex): Through some unknown biochemical reaction, a carrier form bursts whenever it brings itself close enough to a potential host, or when reaching 0 hit points. This explosion inflicts 2d8+5 points of crushing damage to anything within a 20-foot radius; a successful Reflex save (DC 20) halves the damage. Explosive devices that’re triggered by exposure to eruptions may be triggered if caught in the blast (such as oils of fiery burning, alchemist’s fire, and so forth).
Upon bursting, the carrier releases a brood of 1d6+2 rangers after rupturing, which promptly enter the initiative sequence after the carrier’s turn. Roll for each ranger separately, specifying which one acts first after the carrier’s turn in the initiative cycle.
Amorphous (Ex): As with all flood, the host’s tissues of a carrier form become spongy and amorphous, rendering carriers immune to sneak attacks, critical hits, flanking, subdual damage, poisons, diseases, and the instant death ability of vorpal weaponry. The spongy, pus-filled tissues absorb the shock from most crushing attacks, reducing each attack inflicting bludgeoning damage by 5 points. Falling damage is reduced by three-quarters, provided the falling height is less then 45-feet. Unlike other flood host forms, carriers don’t fall unconscious before attempting to stabilise again; when reduced to zero hit-points, it ruptures (see above) and cannot be restored by raise dead or resurrection spells.
Halved damage from piercing weapons (Ex): A carrier’s spongy sacs are difficult to properly damage by piercing attacks, and assume only half damage from any physical attack dealing piercing damage. Most projectile weapons (such as arrows and crossbow bolts) may pass straight through the carrier if their damage roll is less then 1 point of damage, which may strike creatures standing behind the carrier.
Sense Biomass (Ex): The sensory appendages that protrude from the carrier host’s thorax cavity allow them to detect a potential host’s biomass as infections forms can. Unlike infection forms, a carrier’s sensory radius isn’t as broad, and can only detect creatures within a 45-foot sphere. Creatures that don’t radiate life-energy (such as synthetic creatures like golems, or undead) are undetectable by the carrier’s sensory abilities. Carriers are indifferent to anything outside their perception field, and don’t respond when subject to ranged attacks from creatures beyond the 45-foot radius


FORERUNNER TECHNOLOGY

Sentinel
Medium construct (forerunner)
HD:2d10+20( 31 hp)
Initiative:+2 Dex
Speed: Fly 20ft (perfect)
Defense:18(+2 dex +6 natural)
Attacks:Sentinal beam+3 (2d6)
Special Qualities:sheild points(20)
Saves: F- R+2 W+1
Str: 10 Dex: 14 Con:- Int:- Wis:12 Cha:4
Feats: as controlling monitor
Skills: as controlling monitor

Sentinel (Major)
Huge Construct(forerunner)
HD: 11d10+40(100 hp)
Initiative:+2 Dex
Speed: Fly 20ft (perfect)
Defense:18(+2 dex +6 natural)
Attacks:6 Rockets+5 (3d10) magnetic locks +10 (2d10+7+free grapple if target is metallic in nature)
Special Qualities:sheild points(50, ignored when sentinel is flanked)
Saves: F- R+2 W+1
Str: 24 Dex: 14 Con:- Int:- Wis:12 Cha:4
Feats: as controlling monitor
Skills: as controlling monitor

AI Stat block
Type construct

Size: - (AI’s size provides no bonuses or penalties

Speed: - (AI’s can be transported in any way a normal program could be)

Initiative: work out normally

Attacks: AI get the standard bonuses to attack rolls that their ability scores and class levels entitle them too, and may use the weapons built in to any system they have access to, also if an AI has the any of the AI destroyer programs it may attack other AI’s in the same network with it.

Defense: as normal

Skills: normal for class levels

Feats: as normal+ Gearhead as a bonus feat

Talents: normal except that AI’s cannot gain talents from the physical classes.

Abilities: An AI has no Strength, or

Constitution, also it adds it’s charisma bonus to it’s HP total as if it were it’s constitution.

Special AI abilities: Programs, System Occupation, No Body

Programs: an AI has a number of programs equal to it’s intelligence bonus, see below for common programs.
Program Benefit:

Translator
Bio scanner Deciphers genetic, and biological data of living or dead target up to 20 ft away. (Knowledge biology check, DC varies)
Heat sensor Detects heat traces up to 700 ft. away
AI destroyer Attack deals 3d8 damage to another AI w/in the same system
Weapons expert Adds +1 to attack roles and +1 damage/die when using weapons attached to the system or vehicle currently inhabited by the AI
Decoder This program adds +4 to all checks to decode encrypted messages and files
Encryptor Allows encoding of messages/data files, make comp use check, the DC to decode is equal to this score
Vehicle control Allows for control of one cat4egory of vehicle/program
Network hacker Allows comp use check to hack into unfriendly networks (DC varies)
Network defender The AI gains +1 defense from this program

Also, you must be in a helmet com, ship com, or be in control of a working, electric, anything with a com
+4 Wis
+4 Int
+2 Cha
no Str, Dex, or Con scores

the_tick_rules
2007-04-07, 09:04 PM
a halo d20 cool.

Vespe Ratavo
2007-04-07, 09:12 PM
Simply wonderful. This is awesome. If you decide to run a game of it sign me up, please. You might wanna separate some of that stuff with spoilers though.

karmuno
2007-04-07, 09:21 PM
From what I've seem from skimming through it, it looks pretty good. You guys obviously put a lot of time into research (I can't tell if you've added any of the backstory, but it looks legit to my admittedly untrained eye). A few suggestions:

The flood spores should probably move faster than 10 ft. I think twenty to thirty feet would be ideal (I remember them moving about 1/2 to 3/4 the speed of master chief, but then again I haven't played in a while).

Spartans should have darkvision (or the equivalent in d20 Modern). If I'm overlooking something, my apologies, as again I'm writing from relatively old memories (and lack of knowledge of d20 Modern)

This looks like it's obviously meant for a military setting. It'd be cool to think about what a non-military pc might be involved in, but I guess anybody who wants that can do it for himself (rather than forcing you to develop something that is irrelevant for your group).


It all looks quite good, though. This could lead to some interesting campaigns (I may even use some of those flood stats for my D&D games).

Maerok
2007-04-07, 11:07 PM
You win a God-Cookie. The cookie to rule all cookies.

levi
2007-04-08, 12:16 AM
I only skimmed this, and mostly to see how you did the power armor as me and my brother worked out Mjolnir armor stats using d20 Mecha. He's a big Halo fan (has a Legendary patch on his schoolbag and isn't posing) so when it came up in conversation, I mentioned the rules and we worked out some preliminary stats. The funny thing was how well the rules supported this and how little mecha points Mjolnir armor is worth.

One thing I have to say about the armor is that you handled the stat boosting a little wrong. Adding +5 to a stat doubles it. (See the encubrance rules for support for this claim PHB pg 161.) Therefore to multiply a stat by five, you simply add +12.5 (round to +12), which gives a total modifier change of +6. Multiplying the mod by five is grossly overpowered if you intend to increase the wearer's strength fivefold. (At least for bonuses over +1.)

One other thing, also about armor, is that the adaptive camo of elite armor isn't exactly invisibility. You can see it, just not very well. I can't count the number of times I've been sniped in the head with a beam rifle by my bro' while I had the powerup in multiplayer.

Sometime I'll have to really read the thread and build my long theorised Grunt grenadire and "elite" Jackle concepts. (I've hoped that Jackles and Grunts are playable in Halo 3, but I don't get my hopes up. The Jackles, maby, but Grunts have the issue of being a small target in a FPS being pretty unbalanced.)

Atrun Kaosu
2007-04-08, 12:42 PM
I don't know about running a game quite yet, since we're trying to iron out any problems or imbalances. But I will talk to my friend about it.

Vespe, what would I put into spoilers? I'm trying to make sure that everything in this is worked on/corrected/improved.

Karmuno thanks for the Infection speed, you've got a point.

Levi thanks for the info on the armor, I'll look into it. I don't have the d20 Mecha book so it would be great if you could type out some of the stuff you worked out for Mjolnir armor.

The_Tick_Rules, yes a Halo mod IS awesome.

Maerok, thanks for the god-cookie. But I'm a little wary of eating anything coming from someone who's avatar looks reaaally similar to a radioactive symbol.

Once more to all who are interested, If I and/or my friend runs a Halo d20 game it won't be until we think we've got most of the chinks in this system worked out. A major part being weapons and vehicles. A post will be made if a game is going to be run.

Were-Sandwich
2007-04-08, 12:57 PM
You do realise that you will never ge through a session wihout near constant Red vs Blue renditions, right?

Other than that, never played Halo, so can't comment, except to say: Wow. Thats a lot. Quite the wall of text

Vespe Ratavo
2007-04-08, 02:45 PM
Vespe, what would I put into spoilers? I'm trying to make sure that everything in this is worked on/corrected/improved.



Well, I'm just saying that it is a bit long, and you might want to separate some stuff by spoilers like



Covenant Weapons


Stuff

Maldraugedhen
2007-04-09, 05:52 PM
Hmm. The radius for the carrier flood's explosion ability seems a bit large. Maybe 15 or 10 feet would be a bit closer to how they worked in game, if I recall correctly. Or, alternatively, you could have it scale for distance, as follows: a creature within 20 feet of a rupturing carrier flood takes 1d8+5 damage, and an additional 1d8 per five feet inside of 20 (so a creature 15 feet away would take 2d8+5, 10 feet away gives 3d8+5, 5 feet away gives 4d8+5, and on top of them gives 5d8+5), with a DC 20 reflex save for half damage.

I can't really tell from reading this, but when a Ranger flood is killed by attempting to begin a grapple with a creature with shields, are shield points lost? I remember that being the only way those little guys could pose a threat.

You also might want to have some rules for the spores being thrown violently from the carrier--maybe a scatter die roll (unless you don't like scatter dice, in which case d8 and a random straight / diagonal direction) per spore, thrown 1D6x5 feet.

Atrun Kaosu
2007-04-10, 11:12 AM
Thats a good idea, the damage may need to be a bit less but yeah that works.

levi
2007-04-11, 01:08 AM
Well, now that I've gotten to read the whole thing, I must say it looks pretty good. However, I've noticed a few things that are missing. I'm sure you know about most of them, but I figure I'd mention all that I caught.

One thing I noticed is that you don't have rules for blue sentinle beams (I assume the rules presented are for yellow ones.) In the armor department, you don't seem to have rules for grunt armor adaptive camoflauge. Not many grunts have it, but a few do; perhaps it should simply be an option that can be added to any armor.

Covanant specis that don't yet have stats are Elites, Grunts, Jackals, and Hunters. While I understand that it takes a lot of effort to stat out races, the choices for what you have choosen to stat first seem kind of strange. After all, the most common covanant members, especially in the early game, are Grunts and Elites. I also find it strange that you statted out their armor and thier usual weapons without statting the species themselves.

The entries for sentinals have parts marked "as controlling monitor", but that doesn't seem to be adaquatly explained anywhere. Also, the AI rules are a bit unclear at times. The program descriptions could be better formated, perhaps as a list with the names of the programs bolded and the descriptions following. Is the final line applicable to all AI's (must have a com) or only those with "network defense". It dosn't seem quite right, after all, an AI could be stored on any system with the RAM or other storage space to do so, even though without a com, it wouldn't be able to do much.

Overall, other than the lack of species, the gaps are minor and not too critical. However, the formatting could use a bit of cleaning up, and the organization is a little strange. For instance, the occupations should really be in the characters section, rather than in the equipment section.

As for the d20 Mecha stuff, I don't have the stats. I'm not sure what my brother did with them, but I could proably make something similar, if you where interested. Basically, it was a medium suit type mecha with a force feild, strength enhancment, atmospheric filtering, targeting stuff, a com and some other items. It's been a while since I built a mech using the rules, but they are pretty simple to use. (Although, the points system can mean adding up a bunch of numbers, it's not hard.)

I was gonna post a sample character for grins, but all the species I wanted to use don't have stats.

alchemy.freak
2007-04-11, 09:25 AM
uuurah, halo, for d20. i am really thinking of running a game. some things may need to be looked over, but these rules seem good at first glance

Neko
2007-04-11, 09:51 AM
wow thats crazy but awsome... would deffinatly be fun to do... get a team of Spartans instead of just one in an rp... kinda like the new game they're working on

Atrun Kaosu
2007-04-11, 12:33 PM
We're working on the other Races, but my friend is a bit busy lately, so it's going kind of slow. I'll see what I can do with the Format, and clear up the AI rules. Thanks again for all your input.

Gungnir
2007-04-11, 07:59 PM
Kooky. I'm homebrewing up a Halo setting for Exalted.

You get more points though, as it's WAY too easy to do in Exalted.I pretty much only have to make stats for MJOLNIR/Elite energy shields, the covenant creatures, and vehicles. Plus you're actually going about your work in a coherent manner.

No show
2009-01-22, 11:22 AM
This is really awesome, but I'll admit there is only one thing that I don't really agree with and that's the Spartan's insane Dex bonus of +8. Considering the armor's limited dex bonus and the fact that you already need a 14 to get the Spartan template I would would a +4 Dex bonus would be more fitting for the Spartan two project.

Dublock
2009-01-22, 11:49 AM
ok, I'm a big Halo fan, and read the books...way to much. Looks great :smallbiggrin: Although theres one thing missing that I would LOVE to see (and honestly looking forward to. Its in Ghosts of Onix (if you haven't read it, read the book then look at my spoiler

what about the Spartan III generation? I disliked them at first, but more and more I (re)read and think about it, the more I like the story with them, touching and tries to give Humanity hope.

Similarities with the Spartan II should be obvious, but need to have a very critical differences.

shadowfox
2009-01-22, 12:10 PM
This is really awesome, but I'll admit there is only one thing that I don't really agree with and that's the Spartan's insane Dex bonus of +8. Considering the armor's limited dex bonus and the fact that you already need a 14 to get the Spartan template I would would a +4 Dex bonus would be more fitting for the Spartan two project.

You're right, but at the same time, you're overlooking many things. Going by official cannon, a +8 to Dex can be argued as too little, but at the same time also too much. For example: Move Silently. This differes greatly when in and out of armor.

Remember: the armor that the SPARTAN-II project uses allows them to react at the speed of thought, which would warrant the bonus. At the same time, they'd get decent bonuses to skills which would be hindered by their armor. Out of armor, they're still better than well-trained, un-augmented humans, but they don't have the advantage of being able to react at the speed of though.

With that in mind, if I'm remembering correctly (it's been a few years since I've read the books), they also don't move per se. Instead, they think their action, and the suit reacts. Lowering the Dex bonus would hinder this ability itself, as all of the SPARTAN's abilities rely on the suit.

In short, there's no real way to statistically recreate the MJOLNIR armor. The Dexterity bonus to AC reflects the ability to react, as well as how fast and accurate. Applying the "science" behind the armor doesn't translate well into game mechanics, and game mechanics can't accurately represent what it's based on.

As for suggestions on the armor itself, DR is good, as long as it only applies to damage taken directly and damage taken to the shield (since the suits acts as a mobile, protective, overpowered medic). If the Dex mod were to be reduced, then I'd argue for the MJOLNIR armors to give a bonus to Reflex.

Other than that, there should be a requirement for Intelligence as well to become a SPARTAN. All of the SPARTANS were above-average in physical and mental capabilities. There really can't be any dumb SPARTANs, considering the amount of training that they put them through from childhood on. Any "dumb" candidate would have most likely been weeded out during the years of training. Wisdom and Charisma can be argued, but as Charisma would be essential only for team leaders, it's not as important.

SPARTANs are meant to be overpowered. That's why you throw them (as infantry) against vehicles, hordes of enemies, or both.

... I really want to be in this campaign right now...

LurkerInPlayground
2009-01-25, 12:37 AM
You're right, but at the same time, you're overlooking many things. Going by official cannon, a +8 to Dex can be argued as too little, but at the same time also too much. For example: Move Silently. This differes greatly when in and out of armor.

Remember: the armor that the SPARTAN-II project uses allows them to react at the speed of thought, which would warrant the bonus. At the same time, they'd get decent bonuses to skills which would be hindered by their armor. Out of armor, they're still better than well-trained, un-augmented humans, but they don't have the advantage of being able to react at the speed of though.
That sir, is what we call hyperbole. It means they have quicker reflexes, in practice, there are reasonable biological limits on how fast you can turn your head.

Any halfway decent min-minmaxer is still going to take good advantage of half that much Dex. If I stick a 14 in it and come out with an 18, that's still enough to make me the very model of athletic perfection.

And in a game where there is no overpowered Vancian spells, a +4 to attack and AC is overpowered.


With that in mind, if I'm remembering correctly (it's been a few years since I've read the books), they also don't move per se. Instead, they think their action, and the suit reacts. Lowering the Dex bonus would hinder this ability itself, as all of the SPARTAN's abilities rely on the suit.
Which means that the time to integrate a stimulus as well as transmit it back is shortened. Their reflexes get quicker. That's it.

Don't let the "speed of thoughts" throw you off. Thoughts don't travel, they take up processing time. Even then, just how fast can you swing your arm? The mind can only push the hardware it's stuck to go only so fast.

And it's more accurate to say that the suits assist their movements. The output is cross-wired to both the suit and the actual fleshy limbs. The skill in using power armor probably lies in getting used to this fact.

If you want to cite your holy canon, the novel mentioned an instance where MC swings an arm too violently simply because he wasn't yet used to it -- had only just gotten it.


In short, there's no real way to statistically recreate the MJOLNIR armor. The Dexterity bonus to AC reflects the ability to react, as well as how fast and accurate. Applying the "science" behind the armor doesn't translate well into game mechanics, and game mechanics can't accurately represent what it's based on.
Keep some skill check penalties. Increase the maximum dex modifier for that armor to +6 or something. That's all.

The armor just coordinates all that extra weight and muscle that you've strapped on. That's the entire engineering problem: giving a guy extra strength and mass and making sure that he can swing it around without it feeling unnatural or cumbersome.

You then give them increased movement speed or reflex saves or whatever to reflect the fact that they have a lot of strength that they can still gracefully coordinate.

Problem solved.

Powered armors gives a reflex bonus, which should probably be tied to the way grenades or certain explosive traps work. Keep a modest skill check penalty in there.

Make the maximum Dex modifier +6, an unheard-of property in more mundane armor. Keep the elite armor Max Dex at +4. Modest increase in strength.

No dexterity bonuses for wearing armor. That's covered in the bonus reflex save and the heightened cap on Dex bonuses.

xanaphia
2009-01-25, 12:45 AM
Very nice.

I've run a few verbal campaigns where he was a Grunt bus driver. Fun.

Also, I suspect that eventually some of the aliens would move to Earth and just live there. Think Harry Turtledove's Lizards. Maybe without ginger being an addictive drug.

LurkerInPlayground
2009-01-25, 01:20 AM
Spartans are way too godly. It's one thing if they're demi-god NPC's that you almost never see, but quite different if they're supposed to be player characters as well.

The bonus feats are redundant and are too much paperwork. "Training" means that you never meet a Spartan who hasn't managed to accrue a few levels by direct combat experience.

So, start them out at a higher or lower level, depending on the time period or level of training but don't give them so many bonus feats.

I wouldn't stat out each individual surgical modification. I would treat those as the batch-sum problems you need to solve in order to squeeze out that extra +1 to an attribute. Heightened strength, for example, is a result of size (leverage), hardened limbs (can take more stress) and enhanced muscle mass.

And even then, those stats are ridiculous. +1 Int. Only a marked increase.

A +8 spot is too much, especially as a combat-centric skill.
Reduce to something modest like +2. Spotting is as much a matter of attentiveness, vigilance and how you think. Getting better eyes doesn't do all of that. And you already gave them a wisdom and dex bonus anyway . . .

A spartan in power armor just barely matches your average elite. Stick a 12 in strength and come out with an 18? Then stack power armor? Honestly, I don't have as much of a problem here since you're more likely to shoot things than melee them. Still, I'd really tone that down a notch.

And as I pointed out before, a +8 Dexterity is just too much. You have to reasonably assume that both NPC's and PC's will min-max their stats. Dexterity is already the god-stat.

Even a large part of those dexterity-related surgeries might be handled as lesser bonuses to initiative or reflex, stacked atop the pre-existing dexterity ability bonus.

Giving 8 points of it is just silly. I'd easily stick my one 16 in that stat and come out with a 24. That's a +7 to initiatives, AC and ranged attack rolls. Errr. . .no.

I'd tone it down to at least a +5. Probably a +4. A 14 gives me an 18 or 19. Still godly compared to your average human.