Mythic 6.0
Mythic 6.0
Mythic 6.0
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MYTHIC Second Edition Handbook 6.0
Development of 100DOS and Halo Mythic by Concent Used and Special thanks to:
Brandon ‘Vorked’ Miller
• E-Squid for the Onyx Sentinel render.
Additional Development of 100DOS and Halo Mythic by
Michael ‘Warhound’ van Weelde
• Ratdadjoe for the UNSC Police Render.
Based on the original Halo video game series created by
• 100DOS and Halo Mythic Community for playtesting and
Bungie, owned by Microsoft. The series is later continued
assistance for the game’s overall improvement.
by 343 Industries. We are not affiliated with these
companies.
• Lobster Dog for the collection of Ammunition information.
Drawing inspiration from
100DOS was inspired by the Basic Roleplaying Game System • My Patreon supporters for keeping the project alive during
and other D100 games. tough times.
Platform testing provided by • Kato Terrance and TottallyDemonicHawke for assistance on the
Playtesting was provided by the 100DOS and Halo Mythic Explosive Modification System.
Discord community.
• Warhound for assisting in development and spreadsheet
Book Covers provided by creation and 5.1+ handbook layout changes.
Ratdadjoe
Thank you for the support, everyone. Without it, Mythic wouldn’t be what it is today.
Mythic has introduced exciting expansions accessible for free through Discord and Patreon, providing
players with more content and adventures within new universes.
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CONTENTS
BACKUP DROPS........................................ 198
BOOK COVER ................................................ 1 CHARACTER CREATION ................................ 45 STRAFING AND STRIKING ORDNANCE ...... 199
SPENDING EXPERIENCE.............................. 46 LIGHT ORDNANCE .................................... 200
PLAYING THE GAME ...................................... 4 UNSC SOLDIER TYPES ................................. 47
USING GAME DICE ....................................... 4 SUPPORT ORDNANCE .............................. 201
THE COVENANT EMPIRE ............................ 63 HEAVY ORDNANCE DROPS ....................... 202
WHAT IS ROLEPLAYING? .............................. 4 COVENANT SOLDIER TYPES ........................ 64
WHAT YOU NEED TO PLAY ........................... 4 PROMETHEAN SOLDIER TYPES ................... 76 ARMOR ABILITIES ...................................... 203
CHARACTERISTICS ........................................ 5 TRAITS AND AUGMENTATIONS .................. 79 ARMOR ABILITIES..................................... 203
SKILL TESTS .................................................. 5
SPECIALIZATION PACKS ............................... 80 VEHICLE RULES .......................................... 206
ACTIONS ....................................................... 7 LIMITED PACKS .......................................... 80 VEHICLE DAMAGE RULES ......................... 207
USING ACTIONS ........................................... 7 VEHICLE DOOMED STATE......................... 207
COMBAT ACTIONS ....................................... 7 UPBRINGING ENVIRONMENT LIFESTYLE CREW, COMPLEMENT, AND WEAPONRY . 208
NON-COMBAT ACTIONS ............................ 10 TABLES ........................................................ 81 VEHICLE WRECKING AND SPLATTER ........ 208
MOVEMENT ................................................ 12 SKILLS ......................................................... 82 WALKER VEHICLE RULES .......................... 209
FALLING SPEED .......................................... 14 VEHICLE DAMAGE TABLES ....................... 210
GRAVITATIONAL EFFECTS AND VACUUMS . 14 CHARACTER ABILITIES ................................. 89 VEHICLE SPECIAL RULES ........................... 211
VEHICLE HIJACKING ................................. 212
SPOTTING HIDDEN CHARACTERS ................. 15 EDUCATIONS ............................................... 97
LISTENING FOR FOOTSTEPS ....................... 15 GENERAL EDUCATION TABLE ..................... 98 VEHICLE MODIFICATION RULES ................. 213
SPOTTING CHARACTERS............................. 15 STREET SMARTS ......................................... 98 BODY MODIFICATIONS ............................ 213
LIGHTING CONDITIONS .............................. 15 PROPULSION MODIFICATIONS ................ 214
ARMORY RULES .......................................... 99
MOBILITY MODIFICATIONS ...................... 214
ACTIVE AND ENVIRONMENTAL CAMOUFLAGE ENERGY SHIELDS ...................................... 101
ELECTRONIC MODIFICATIONS ................. 214
................................................................... 16 SPECIAL RULES ......................................... 101
COMBAT MODIFICATIONS ....................... 215
ACTIVE CAMOUFLAGE................................ 16 SCOPES, FIRING, AND WEAPON
MISC. ATTACHMENTS .............................. 215
ATTACHMENTS ........................................ 106
COMBAT ..................................................... 17 VEHICLE ARMORY...................................... 216
TIME .......................................................... 17 UNSC ARMORY ......................................... 107
UNSC VEHICLES........................................ 216
ATTACKS AND COMBAT ............................. 17 UNSC VEHICLE WEAPONRY ...................... 117
CIVILIAN VEHICLES ................................... 245
COVER........................................................ 18 UNSC AUTOMATED TURRETS................... 122
COVENANT VEHICLES............................... 254
SCATTERING............................................... 19 PURCHASING AMMUNITION ................... 124
BANISHED VEHICLES ................................ 279
FIGURING SCATTER DISTANCE ................... 19 SPECIAL AMMUNITION ............................ 126
FORERUNNER VEHICLES .......................... 293
CHARACTER SIZE CATEGORY ...................... 19 HUMAN EQUIPMENT AND ATTACHMENTS
WEAPON WIELDING................................... 19 ................................................................ 128 GAME MASTER TOOLS............................... 295
EXECUTION RANGE .................................... 20 ARMORS AND BATTLE DRESS UNIFORMS. 143 REWARDING PLAYERS WITH EXPERIENCE 296
POINT BLANK RANGE ................................. 21 MJOLNIR ARMOR VARIANTS .................... 153 REWARDING PLAYERS WITH LUCK ........... 296
RANGED COMBAT ...................................... 21 UNSC AND INSURRECTIONIST ARMOR REWARDING PLAYERS WITH CR ............... 296
WEAPON FIRING TYPES .............................. 21 PERMUTATIONS....................................... 160 MAKE SURE TO USE DIFFICULTY PENALTIES
LIGHTING CONDITIONS .............................. 21 ................................................................ 296
THE COVENANT ARMORY .......................... 164
OPTIONAL GAME RULES .......................... 297
MELEE COMBAT .......................................... 23 COVENANT VEHICLE WEAPONRY ............. 169
WORLD, MISSION, AND EVENT GENERATION
GRAPPLING ................................................ 26 AMMUNITION FOR RELOADABLE COVENANT
TOOLS ...................................................... 298
HOLDS ........................................................ 27 WEAPONS ................................................ 171
THE ENCOUNTER SYSTEM ........................ 301
THROWS .................................................... 28 COVENANT PILOTED GUN PODS .............. 172
BUILDING A PLANET................................. 302
FALLING OBJECTS AND IMPROVISED COVENANT AUTOMATED MORTARS AND
NPC GENERATION .................................... 303
WEAPONRY ................................................ 29 TURRETS .................................................. 173
COVENANT MANUFACTURING ALTERATIONS NPC BESTIARY ........................................... 306
CYBER WARFARE......................................... 30 ................................................................ 175 INTRODUCTION ....................................... 306
FIREWALLS AND HACKING ......................... 30 COVENANT INFANTRY FIREARM THE NEMESIS ........................................... 306
SMART AI AND DUMB AI ............................ 31 MANUFACTURING ALTERATIONS ............ 176 NPC SPECIALIZATION KITS........................ 308
AI COMBAT ................................................ 31 COVENANT EQUIPMENT .......................... 177 HUMAN BESTIARY ................................... 310
COVENANT ARMOR VARIANTS ................ 181 COVENANT BESTIARY............................... 325
LUCK ........................................................... 32
FORERUNNER BESTIARY .......................... 338
INTRODUCTION TO LUCK ........................... 32 THE BANISHED ARMORY ........................... 186
USE OF LUCK IN-GAME ............................... 32 VEHICLE WEAPONRY................................ 189 NEMESIS EXAMPLES BESTIARY .................. 350
BANISHED RANGED WEAPON
WOUNDS, MEDICAL, ENVIRONMENT, AND MODIFICATIONS ...................................... 189 THE FLOOD BESTIARY ................................ 352
DISORDERS ................................................. 33 BANISHED MELEE WEAPON MODIFICATIONS
DEATH BY WOUNDS AND BLEEDOUT ......... 33 RANK ........................................................ 362
................................................................ 190 SANGHEILI RANKING SYSTEM .................. 365
FATIGUE ..................................................... 33 ARMOR CREATION ................................... 190
SPECIAL DAMAGE ...................................... 33 JIRALHANAE RANKS ................................. 366
BANISHED PILOTED GUN PODS ................ 191 UNGGOY RANKING .................................. 368
SPECIAL DAMAGE EFFECTS ........................ 36 BANISHED AUTOMATED MORTARS AND
MEDICAL EFFECTS ...................................... 37 KIG-YAR RANKING.................................... 368
TURRETS .................................................. 191 YANME’E RANKING .................................. 369
ENVIRONMENTAL EFFECTS ........................ 38
RADIATION ................................................ 39 FORERUNNER ARMORY ............................. 192 MGALEKGOLO RANKING.......................... 370
FEAR AND MENTAL DISORDERS ................. 40 FORERUNNER VEHICLE WEAPONS ........... 194 SAN’SHYUUM RANKING........................... 370
FORERUNNER ARMOR ............................. 195 HUMAN RANKING SYSTEM ...................... 371
IFF TAGS, RADAR, MOTION TRACKING, AND FORERUNNER AUTOMATED TURRETS ..... 196
VISR (HEADS UP DISPLAY) ........................... 42
SUPPORT POINTS AND THE SUPPORT SYSTEM
EXAMPLE OF PLAY....................................... 44 ................................................................. 197
PACKAGE DROPS ...................................... 197
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PLAYING THE GAME WHAT IS ROLEPLAYING?
The following section summarizes the mechanics of the 100DOS In a roleplaying game (RPG) you create an alter ego in a fictional
Game Series. This section also covers a player’s capability when setting. This is your viewing glass to another world, as you control and
interacting with the environment and game mechanics. The first thing help shape out a world with your actions. In a game such as this, you
to get to know is the game’s use of dice. are able to create anything your heart desires; A courageous leader,
a medical technician, or even a war-hardened master of combat. The
WHAT IS 100DOS leader of the game, otherwise known as the Game Master (GM)
100DOS is a Basic Roleplay (BRP) offshoot similar to many other D100 unfolds the story for their players, keeping them intertwined in a
game systems. 100DOS molded many aspects of tabletop game narrative and combat driven adventure. As a player, choose your
systems into a modular game built to offer as many choices as actions and speak your character’s mind, deciding the path in which
possible to the Players and the GM. your party travels. The decisions you and your friends make directly
The biggest system in 100DOS is its Opposed Tests system, affect the events of the story, so be wary.
which is the backbone to character interaction, for both combat and Roleplaying games such as Halo Mythic provide a structure
social situations. of rules that depict how to design your character and control the
character within the game. Rules are provided to permit shoot-outs,
USING GAME DICE powerful battles, chase scenes, and even conversations and
This Tabletop game uses a D100 dice system. This dice system is called investigations. These rules require one of two things, dice rolls or
100DOS, or “Degrees of Success.” When using this system, the users roleplaying while performing an action. Dice rolls add the factor of
need at least two ten-sided dice. 100-sided dice will not work. Dice chance while roleplaying adds the human element of performing
can be acquired through online stores, local game and hobby shops, simple actions or narrative exploration.
and even through some bookstores. Make sure to get a pair of D10s, At the beginning, RPGs like 100DOS appear to have many
where one dice shows the ‘ones’ and the second dice shows the rules. However, you will spend enough time with the system to realize
‘tens’. that the rules are simple and easy to remember. To judge these rules,
Some weapons in this system call for a “dice pool.” Dice the GM makes their decisions and decides how difficult something
pools are where a surplus of dice will be needed to determine copious should be. The GM usually does not control a character; they instead
amounts of damage. These can be handled by rolling one at a time or control the game itself. The GM runs the game and presents a story
rolling multiple dice at once. as it unfolds about the characters. Consider the GM a roleplaying
100DOS uses two distinct types of dice rolls, the “D10” and referee and narrator.
the Percentile roll. It is important to note that when the rules say roll
2D10, this is different from rolling a percentage roll. When rolling WHAT YOU NEED TO PLAY
1D10, 2D10, and so on, you simply add the results of each die. When you are ready to start playing, you will need the following
Meaning when you are told to roll 1D10, you roll a single Ten-Sided equipment.
die, and when told to roll 2D10, you roll two Ten-Sided die. • Mythic and any other compatible 100DOS Book
Use the following chart as a straightforward way to • The included character sheets
remember how to use dice rolls. • Around three or more hours of game time
• Some ten-sided dice or a dice rolling program
D10 D5 • Paper and Pencil or a Computer
1 1 • A GM and two or more friends
2 1 • Food, Drinks, etc.
3 2
You should easily be able to find ten-sided dice. If at any point you are
4 2
unable to find these dice, there are online dice rollers. Wizards of the
5 3
Coast offer one available on their website. If you cannot find it, you
6 3
can use a search engine to locate it. If you have access to a printer,
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you can make copies of the character sheets given with the game.
8 4 Make sure to print them out for each player.
9 5 You can help visualize the actions and progress in the game
10 5 by finding suitable miniatures to portray characters.
PERCENTILE EXAMPLE
EXAMPLE “TENS DIE” “ONES DIE”
01 00 1
10 10 00
18 10 8
75 70 5
100 00 10
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CHARACTERISTICS MYTHIC CHARACTERISTIC
Characteristics represent your Character’s capabilities within four A Mythic Characteristic is one that is well above what would be
groups: Physicality, Combat, Mentality, and Personality. considered ordinary. Mythic Bonuses give Characteristic
Characteristics represent your character’s raw ability. Characteristics advancements when figuring character Stats.
cannot go below 0 but can rise above 100. Characteristics reflect a
Character’s ability to succeed at certain Actions. You want to roll Mythic Strength (X): Increases the Character’s Strength Modifier for
under your Characteristics when attempting to accomplish an Action. figuring Melee Damage and Carry Weight. (X) Is the character’s
Characteristics can be upgraded using Experience, as well as Mythic Strength Bonus. For figuring Carry Weight, (X) is multiplied by
purchasing Equipment to improve Skills and Characteristic Tests. 10, this means you add +10 to figuring Carry Weight for a Mythic
Bonus of +1.
PHYSICALITY
STRENGTH (STR): Mythic Toughness (X): Increases character’s Toughness Modifier
Strength is the physical prowess your Character possesses. Used for when figuring Damage Resistance, Carry Weight and Wounds. (X) Is
situations like Melee damage or climbing. the character’s Mythic Toughness Bonus. For figuring Carry Weight,
TOUGHNESS (TOU): (X) is multiplied by 10, this means you add +10 to figuring Carry
Toughness is the Character’s resistance to Damage and debilitating Weight for a Mythic Bonus of +1.
effects. Toughness is also used to figure Wounds.
AGILITY (AGI): Mythic Agility (X): Increases character’s Agility Modifier when
Agility measures the character’s speed and reflexes. These are used figuring Movement Speed by (X), where (X) is the Character’s Mythic
when dealing with speed, movement, and evasion. Agility Bonus. It also increases the Character’s Initiative Role by (X),
where (X) is their Mythic Agility halved, rounding down, to a minimum
COMBAT of 1.
WARFARE RANGE (WFR):
Warfare Range is the measurement of the character’s ability to use TESTS AND DICE ROLLS
ranged-based weaponry in combat. Tests are the most fundamental way of establishing a character’s
WARFARE MELEE (WFM): success and failure. As a player performs essential and more difficult
Warfare Melee is the character’s ability to use melee-based tasks, a roll must be made. These rolls affect the story and the
weaponry and hand-to-hand combat. character’s progress and the party’s all-around situation.
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USING TACTICAL MAPS AND GRIDS OPPOSED TESTS
During combat and other situations, players and the GM may want to The Opposed Test is the most used Test in the game. Many times,
use visual references to help keep track of positions and directions. characters need to test themselves against an opponent. This is
The GM can accomplish this by sketching out simple overhead maps known as an Opposed Test. Let’s say a Character must hide from an
on paper, grids, and dry-erase boards. Many game stores, hobby incoming Opponent. The Character must use their Camouflage Skill
stores, and even business-oriented stores carry these. Many game against the Opponent’s Investigation.
stores also hold Gaming Mats, which you can draw on with wet-erase In the Opposed Skill Test, both participants make their tests
markers. These mats are pre-printed with square grids or hex patterns normally. The character with the most successes wins the opposed
to make measuring distances quick and easy. Tactical combat maps test. If both characters gain the same number of successes, the
can be drawn to any scale, and some roleplayers like to combine large character with the highest Characteristic Mod of that Test wins. If the
scale maps with miniatures, where an inch square represents one results are still a tie, each opponent makes a roll of 1D10. The highest
meter. roll wins.
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ACTIONS
WHAT ARE ACTIONS Each time a Reaction is made, any Reaction afterwards is at
Actions are types of opportunities a Character may take advantage of a stacking -10 Penalty. These Penalties are removed at the beginning
or activities they can make during their Turn. Each Turn has two Half of the Character’s next Turn.
Actions, or a Full Action in total, they are able to make each Round.
Actions are split into two major Categories: Combat and Non-Combat. FREE ACTIONS
A Free Action takes only a snap of the finger to use and requires little
USING ACTIONS to no effort to complete. Free Actions may be performed in addition
During a character’s turn, the character may perform one Full Action to any other Actions made in any characters’ turn. The GM should use
or two Half Actions. A character could, for example, make a Readied common sense to set a reasonable limit for the Turn. Free Actions
Stance for their turn (Full Action), or Ready an Explosive and use it include dropping an item or speaking 6 seconds worth of dialogue.
(Two Half Actions). It is important to remember that a single Round is
only six seconds in length, so a character can only do so much. ACTION SUBTYPES
Most actions are started and completed within the active Action Subtypes help categorize the Action being used. Movement is
character’s same turn. If not, these are known as Extended Actions. for when a Character moves, Attack is used for Attacks made, and
Concentration is for when Characters need to focus on the Action.
FULL ACTIONS
A Full Action requires the character’s full turn to Accomplish. A COMBINED ACTIONS
character may take one Full Action on their turn and cannot take any Combined Actions allow Characters to do more precise Actions in
Half Actions. groups of two or more. When Characters opt into a Combined Action,
they go at the lowest Initiative in the participating group. This Action
HALF ACTIONS must be declared during the Turn of the highest initiative in the group.
Half Actions are simple and only require some effort. It consumes Characters with higher Initiatives must then wait to take their Turn
roughly half of the turn’s time that can the character. A character can with the slower Characters.
take two Half Actions on their turn. Some Half Actions can happen at
the same time, such as readying weapons. Readying two weapons can SPEAKING ACTIONS
happen at the same time, to let the character take their next Half Any action can be combined with talking, battle cries, and other short
Action towards an attack. verbal expressions; these are all considered Free Actions. It is left to
the GM to decide what a player might be able to say in that amount
REACTION of time. An insult to an enemy or a quick order to attack someone is
A Reaction is a type of Action that is used to react or counter to reasonable, but anything that goes into detail or takes longer than six
another Action that is targeting the Character. These do not take up seconds to say counts as taking an Extended Action that doesn’t
the Character’s Half or Full Actions and may be used as many times as impede any other actions taken. These may take an Extended Action
possible based on the Penalties Reactions gain. to take, but the player may make any other of their normal Actions
Reactions are used for various Actions such as Evading within their turns while speaking.
Attacks, using Physical Shields multiple times, or attempting to catch
an object. ACTION DESCRIPTIONS
These Actions provide players with a variety of options in combat.
COMBAT ACTIONS
ACTION LENGTH SUBTYPE DESCRIPTION
Aim Half/Full Concentration Aiming action to use with weapons.
Blind Fire Half/Full Attack Firing around cover without revealing yourself to the enemy.
Brace Weapon Half/Full Misc. Preparation to fire a weapon with the Heavy trait.
Called Shot Half Attack, Concentration An attempt to attack specified point on the body.
Charge Full Attack, Movement Minimum Full Move movement, increase Damage on Melee Attack.
Evade Reaction Defense Test the Evasion Skill opposed against an attack.
Grapple Half/Full Attack Use a Grapple or Hold Action.
Guarded Attack Full Attack, Concentration -10 to Warfare Melee and Warfare Range. +10 to Evasion.
Killzone Full Attack, Concentration Shoot targets coming into a set kill zone. Full Action to determine zone.
Knock-Down Half Attack Try and knock an opponent to the Ground.
Maneuver Half Attack, Movement Opposed Warfare Melee test, move enemy half your Half Action movement.
Readied Stance Half Concentration, Attack Gain additional Reactions without Penalty.
Reload Varies Misc. Reload weapons.
Standard Attack Half/Full Attack Make melee or ranged attacks.
Suppressing Fire Full Attack, Defense Force Opponents to take cover.
Tactical Advance Full Concentration, Movement Move from cover to cover.
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AIM BRACE WEAPON
Length: Half Action, Full Action, or Extended Action Length: Half Action
Subtype: Concentration Subtype: Misc.
The active Character takes extra time to make sure their attack is Bracing is a Half Action that allows a Character to fire [HW] weapons
precise. Aiming is a Half or Full Action at base but may be considered without Penalty, and also to reduce the Penalties to drop weapons
Extended if stated otherwise. when firing One-Handed and Dual-Wielding.
Aiming as a Half Action gives the Character a +5 To Hit to Firing [HW] Weapons while Braced no longer has a chance
the first Attack Roll made during the Character’s Turn. Aiming as a Full to drop the Weapon if using both hands and removes the To Hit
Action will give a +10 To Hit for the first two Attack Rolls made. Penalty these weapons gain when firing without being Braced. Firing
If the Character took a Half Action Aim, they may later [TH], [OH], and [DW] Weapons while Braced reduces the Penalties to
spend a second Half Action to gain the benefits of the Full Action Aim. drop the weapon by half.
Aim Actions are limited to how far the Character’s Characters are able to move up to their Half Action in
Perceptive Range will allow. This is figured by taking the Character’s Meters per Turn and still be considered Braced. If the Character
Perception and multiplying it by 5 in Meters. Scopes will multiply this moves any further in a single Turn, they are no longer considered
range. Braced.
An Aim Action will last until the Character moves further
than their Half Move during their Turn, takes damage, or the Target CHARGE ATTACK
moves more than the Character’s Perception Modifier in Meters in a Length: Full Action
single Round. Aim Actions will also be lost if the Character switches Subtype: Attack, Movement
weapons, scopes, or uses a Reaction. The target must be at least the Character’s Full Move away in Meters
and no further than the Character’s Charge Movement Speed in
CALLED SHOT Meters. When Charging, the Character moves in a straight line and
Length: Half Action worth of Attacks may make one of the following actions:
Subtype: Attack, Concentration Attack: Make a single Melee Attack with a +10 Bonus. The
Called Shots are when a Character attempts to call out specific body Charge Attack increases the Pierce of the Attack equal to the Meters
parts to Attack. Attacking a specific body location gives the Character traveled in the Charge.
a -30 Penalty To Hit, while attacking a sublocation gives a -60 Penalty Tackle: The Character attempts to knock their Opponent to
To Hit. If the roll is successful, the shot is made and hits the chosen the ground with a Successful Strength, Agility, or Warfare Melee Test.
location. This deals Damage to the Target equal to the amount of Meters
Called Shot effects a Half Action worth of Attacks each time traveled on the Charge, ignoring Armor.
it is used, and the Locations targeted cannot be changed within these Grapple: The Character attempts to begin a grapple as per
Half Actions. The Character may change targeted locations with each the grapple rules (p. 26).
Half Action taken.
Called Shots taken against weaponry are possible. Standard READIED STANCE
weaponry come at a -40 Penalty, while attacks against Large and Length: Half Action
Heavy weapons come at a -20 Penalty. Subtype: Concentration, Attack
If the Called Shot missed, but still would have hit with 2 The Active Character concentrates entirely on self-defense, taking no
Degrees of Success as a standard Attack (without a Called Shot), it will Actions beyond speech. The Active Character using Readied Stance
still hit the target. The Called Shot is ignored and the To Hit roll will be may make two Reactions that gives no Penalties, such as a Snapshot
made to see which Location is struck. giving a -20 Penalty to the next Reaction, or an Evasion giving a -10
Penalty to the next Reaction.
BLIND FIRE
Length: Half Action or Full Action GRAPPLE
Subtype: Attack Length: Full Action
Characters can fire around corners, above cover, and fire their Subtype: Attack
weapon without seeing the target, but knowing their general The Character defends or attacks a Grapple Action, which are Actions
location. listed under the Grapple section of Melee Combat. These Actions can
When using Blind Fire, shots are made at a -60 penalty. be initiating a Grapple, attempting to Break a Grapple, or any Action
Blind Fire gains no Bonuses from Aiming Actions or from any To Hit made during a Grapple Action.
bonuses gained from Equipment like sights, scopes, and lasers.
When using Smartlink devices, the Blind Fire Penalty is GUARDED ATTACK
reduced to -30 and the Character may gain Bonuses from Aiming Length: Half Action
Actions and Targeting Lasers. Subtype: Attack, Concentration
Blind Fire may be used alongside Suppressing Fire, but this The character performs a carefully made attack to keep a more
adds an extra -20 Penalty To Hit on top of it. defensive stance. When making a Guarded Attack, the character
Blind Fire may be used against Cloaked and Camouflaged suffers a -10 penalty to Warfare Melee and Range Tests but gain a +10
Characters. While attempting to use Blind Fire to Attack a Character, bonus to all Evasion tests until the beginning of the character’s next
they still gain the -60 Penalty, but cannot reduce it -30 unless they turn. Any bonuses and penalties gained from a Guarded Attack is lost
also have VISR or any other Equipment that assists in spotting if the character has been knocked down or stunned.
Camouflage and Cloaked Characters.
EVADE
See Evasion skill in SKILLS (P. 82)
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MANEUVER SUPPRESSING FIRE
Length: Half Action Length: Full Action
Subtype: Attack, Movement Subtype: Attack
When using maneuver, the Active Character attempts to force the Suppressing Fire is where a Character, or a Group using a Combined
opponent a number of meters equal to half their Half Move. This is Action, fires wildly at an Opponent to force them to stay in Cover.
done through an Opposed Warfare Melee and is treated as a Grapple. Suppressing Fire effects out to 5 Meters from the Target,
If the Active Character wins, the opposing character is moved in the and in front of and behind the Target. The effect will only pass
direction the Active Character is attempting to go. If the opponent through walls if it pierces through.
succeeds, they go nowhere. Characters under Suppressing Fire must make a -(X)
Courage Test or be Pinned, where (X) is 10 for each Character in the
KILLZONE Suppressing Fire Action. (X) is increased by 20 for each Heavy Weapon
Length: Full Action firing. Pinned Characters may redo the Courage Test at the beginning
Subtype: Concentration of their Turn to no longer be Pinned. For each Round failed, they gain
A Killzone is a 45-degree cone of sight in a chosen direction. As a a stacking +10 Bonus for the next attempt.
Combined Action, Characters will hold their Actions and stay ready to Pinned Characters can only stay in Cover and take Actions
ambush any Opponents who enter the Killzone. The Killzone’s range that would keep them safe or alive. Pinned Characters are at a +10 To
is the highest Perception Characteristic of those in the Combined Hit by flanking Characters.
Action, in Meters. Characters who stand up or enter Suppressing Fire have a
Characters will hold their Action, beginning at the lowest 10% chance per Weapon being fired to be struck. The GM may roll or
Initiative of those involved. After the initial Killzone is set up, decide which of the weapons involved strikes the Character.
Characters may join in afterwards.
When an Opponent walks into the Killzone, their Turn is TACTICAL ADVANCE
interrupted by those taking the Combined Action Killzone. Those Length: Full Action
involved gain their held Turn to make take their Actions. This can only Subtype: Movement
happen if the Killzone was set up the previous Round, or earlier. If an The Active Character moves from one point of cover to the next. In
Opponent enters the Killzone within the same Round, they will not doing so, the character may cover a distance up to their Full Action
have their Turn interrupted and the Killzone will only be able to be move. For the duration of the move, the character is considered to
used at the beginning of the lowest Initiative Character’s Turn. benefit from the cover the character left from, even though the
Opponents who move into the Killzone take double the character is moving for a moment.
Penalties from Suppressing Fire.
The direction of the Killzone may be changed once per Turn,
but the Opponent will not gain extra Penalties from Suppressing Fire
if they enter the Killzone within the same Round as the change.
RELOAD
Length: Varies // Subtype: Misc.
The active character can reload a ranged weapon. The amount of time
the Reload Action takes depends on the weapon. Note that any
Reload Action that is spread across more than one Round is an
Extended Action.
STANDARD ATTACK
Length: Half and Full Action
Subtype: Attack
The Active Character makes a Ranged or Melee Attack as a Half or Full
Action. The number of Attacks is dictated by the weapon being used.
For example, if a Rifle has Semi-Auto (3), the Character may make up
to 3 Attacks in a Half Action, or 6 Attacks as a Full Action.
If the attacking character is unarmed, the character can still
attempt to make an Unarmed Attack, Grapple, or Hold.
9
NON-COMBAT ACTIONS
ACTION LENGTH SUBTYPE DESCRIPTION
Delay Action Full Misc. Before your next Turn, take any Half Action.
Haggling Varies Concentration, Social Effort to lower prices or reduce trades ad negotiations.
Jump or Leap Half/Full Movement Jump vertically or horizontally. If movement is 10+ meters, takes Full Action.
Lock Picking Varies Concentration Using the Security Skill to attempt removing physical locks.
Move Varies Movement Making a Move Action based on different Movement types.
Performance Varies Concentration, Social Performing various entertainment-oriented actions. Varies in time.
Ready Half Misc. Ready a weapon or item.
Sleight of Hand Half/Full Concentration Attempting to trick or steal from others with the use of their hands.
Stand/Mount Half Movement Stand Up or begin climbing something.
Use a Skill Varies Concentration, misc. Use of a skill.
DELAY MOVE
Length: Full Action Length: Half Action or Full Action
Subtype: Misc. Subtype: Movement
Instead of acting immediately, the character waits for an opportunity The Active Character can choose to make multiple types of Movement
they can act upon. When a character chooses Delay, the character’s Actions found within the book. Half Action Move, Full Action Move,
turn “ends,” and any time before the start of the character’s next Charge, Run, and Sprint. (p. 12)
turn, the character can take one Half Action. If two or more characters While moving, a Character is still able to make other Actions
take a Delayed Action, they must make an opposed Agility Test to see that do not involve other movement types simultaneously. These
who acts first. come with Penalties to performing the Actions, such as making a
Ranged Attack, or a Skill Test. Melee Attacks can only be used with
HAGGLING Charge Movement Actions. The Movement and other Actions taken
Length: Varies cannot surpass a Full Action.
Subtype: Concentration, Social
When attempting to haggle prices, a Character must roleplay out a PERFORMANCE
scenario. The better the reasoning, the higher the modifiers should Length: Varies
be for that Character. Subtype: Concentration, Social
When attempting to Haggle, the Characters must use their Musical performance is an Action that allows a Character to dance,
Negotiation Skill. For every Degree of Success above the seller the play musical instruments, sing, and play out acts. Each type of
buyer gets, the price drops, to a maximum of 3 Degrees of Success. performance has a modifier that alters the difficulty of the Action
Gaining Degrees of Failure has a chance to reduce that being made.
Character’s Disposition towards the Character attempting to Haggle A Performance Action uses the Appeal or Stunting Skill,
but will not increase the price. depending on how the Character is attempting to go about their
Action. The GM and Player may work together to decide how they
DEGREES OF SUCCESS MODIFIER perform their Action. The Acting Performance may be used with the
0 -- Deception Skill, instead of Appeal or Stunting.
1 5% Discount The amount of Degrees of Success the Performance Test
2 10% Discount made the better the performance’s outcome. For every two Degrees
3 15% Discount of Success made on the Test, the GM may improve the Disposition of
an NPC.
JUMP OR LEAP
Length: Full Action PERFORMANCE MODIFIER
Subtype: Movement Acting -10
Characters can Jump vertically or Leap horizontally. If the Active Dancing -10
Character is engaged in melee, each opponent they are engaged with Difficult Dance -40
may take a free standard Attack against the character. See Movement Intricate Dance -30
for details on Jumping and Leaping. Musical Instrument with Education --
Musical Instrument without Education -30
LOCK PICKING Singing --
Length: Varies
Subtype: Concentration READY
When figuring how to pick a lock, the GM assigns a Lock a difficulty Length: Half Action
Value, from 1 being easy, to 15 for incredibly difficult. Every Full Subtype: Misc.
Action, the Character must attempt to gain that many Degrees of Ready is when an Active Character draws a weapon or retrieves an
Success in an Extended Action using their Security Skill. Every Degree object that was stowed away or holstered. Skills and Talents may
of Success gives a point towards the goal, while every Degree of affect the speed at which items are readied, such as Quickdraw. This
Failure removes one point. Once the difficult value is reached, the can be used to apply poisons or to administer a drug.
lock is disarmed. Every Test made to reach the needed goal is a Full
Action.
Locks that are Difficulty 10 and over will reset Degrees of
Success and Degrees of Failure if the Extended Action is stopped
without the lock being disarmed.
10
SLEIGHT OF HAND
Length: Half Action or Full Action
Subtype: Concentration
Sleight of Hand is an Action that involves a Character being
backhanded or sneaky with actions performed with their hands.
Sleight of Hand includes actions like Pickpocketing, manipulating
items so that no one will notice, or even magic tricks like making a
coin disappear. Sleight of Hand Actions have modifiers that alter the
difficulty of the action being taken. Underneath this is a table that
offers examples of Sleight of Hand Actions.
Sleight of Hand involves actions such as attempting to steal
from the pocket or pouch of another Character, otherwise known as
Pickpocketing. A pickpocket is generally done by trying to remove
small items from a pouch or source worn by a Character without them
noticing.
Sleight of Hand uses the Deception Skill as its base and is
opposed by the Opponent’s Investigation Skill.
A failed Sleight of Hand Action will alert the Character the
Action is against. If the Opponent wins the Opposed Test, they are
aware of the Actions made by the Character.
STAND/MOUNT
Length: Half Action
Subtype: Movement
If the Active Character is on the ground, the character may stand. If
the character is already standing, the character may begin a mounting
action to ride a beast or vehicle or begin climbing a character at least
two sizes larger.
USE SKILL
Length: Varies
Subtype: Concentration, Misc.
The Active Character may use a skill. This involves making a Skill Test.
The time in which the Skill test takes place is determined by the skill
being used.
VEHICLE USE
This table shows the Actions using a Vehicle will take. For further
explanation on these Actions, see the Vehicle Section of the
handbook.
ACTION LENGTH
Accelerate and Brake Full Action
Maneuver Reaction
Weapon Use Weapon-specified
Vehicle Modification or System Half Action
11
MOVEMENT
The Movement section shows how fast Characters can move, how HALF MOVE
they can climb, swim, jump, and so on. Half Moving takes a Half Action to perform. A Character may perform
During Combat Rounds, the Character may take specified another non-movement Half Action simultaneously at a -20 Penalty.
Movement Actions which can be found under the Non-Combat Two Half Moves may be taken per Turn, this turns the Half
Actions section of the book. The table below gives a quick reference Move into a Full Move.
to these Movement Actions in Meters. The Movement Actions can go
beyond an Agility Modifier of 8, these are just examples. FULL MOVE
A Full Move takes a Full Action to perform. A Character may perform
AGILITY MOD HALF FULL CHARGE RUN SPRINT another non-movement Half or full Action simultaneously at a -20
0 1/2 1 2 3 4 Penalty.
1 1 2 3 6 8
2 2 4 6 12 16 CHARGE
3 3 6 9 18 24 A Charge takes a Full Action to perform. A Character may perform a
4 4 8 12 24 32 non-movement Half Action simultaneously at a -30 Penalty.
5 5 10 15 30 40 More information on the Charge Attack Action can be found
6 6 12 18 36 48 in the Combat Actions section (p. 7).
7 7 14 21 42 56
RUN
8 8 16 24 48 64
A Run takes a Full Action to perform. A Character may perform a
MULTIPLIER 1x 2x 3x 6x 8x
non-movement Half Action simultaneously at a -40 Penalty.
CROUCHING AND PRONE MOVEMENT
SPRINT
Crouching and standing from Crouch is a Free Action. While crouching
The Sprint Action takes a Full Action to perform. A character cannot
a Character may only make Half or Full Move Actions
perform another Action simultaneously.
Dropping Prone is a Free Action, but any Actions taken on
A Sprint Action can only be taken using the Blur Ability
the Character’s next Half Action will be at a -30 Penalty. It takes a Full
Action to stand from being Prone. While Prone a character may only
NARRATIVE MOVEMENT TABLE
make Half Move Actions.
There may be obstacles and difficult terrain. There are circumstances
where obstacles may not impede speed and time. This can include
CROUCHING AND PRONE IN COMBAT
rubble, cave-ins, dense fog, and a variety of other conditions. A GM
While Crouching, a Character is at a -5 to be hit by Ranged Weapons,
must always take these conditions in to mind. The Movement can go
but at a +5 to be hit by Melee Weapons. While Prone, a Character is
beyond an Agility Modifier of 8, these are just examples.
at a -10 to be hit by Ranged Weapons, but at a +10 to be hit by Melee
Weapons.
AGILITY MOD PER MINUTE PER HOUR PER DAY
0 15 m 0.75 km 7.5 km
DIFFICULT TERRAIN AND DANGEROUS TERRAIN
Difficult and Dangerous Terrain create Penalties for Movement, 1 30 m 1.5 km 15 km
Climbing, Swimming, Agility, and Warfare Characteristic Tests. 2 60 m 3 km 30 km
Difficult and Dangerous Terrain reduce Movement in both Narrative 3 90 m 4 km 40 km
and Structured Time. 4 120 m 6 km 60 km
Characters moving through Difficult Terrain can only move 5 150 m 7 km 70 km
their Full Move as a Full Action and cannot use their Charge, Run, or 6 180 m 9 km 90 km
Sprint Movement Actions. This reduces the amount of the Character’s 7 210 m 10 km 100 km
Narrative Movement by 50%. 8 240 m 12 km 120 km
Characters moving through Dangerous Terrain can only MULTIPLIER 30x in m 1.5x in km 15x in km
move their Half Move as a Full Action. This reduces the amount of the
Character’s Narrative Movement by 75%. HURRYING AND NARRATIVE TIME
A Character is able to hurry in Narrative Time, While hurrying a
DIFFICULT AND DANGEROUS TERRAIN PENALTIES character’s multiplier becomes 40x per minute or 2x per hour.
Not only does Difficult and Dangerous Terrain slow down Character The Character is able to hurry for their Toughness Modifier
Movement, but it can also introduce Penalties towards Athletics, multiplied by 2 in hours. At the end of the allotted time based on their
Piloting, and Agility Tests. The following are Penalties that can be Toughness Modifier, the Character must then make a Toughness Test.
given based on the types of Terrain Difficulties. If Failed, the Character gains a Level of Fatigue.
12
CLIMBING SIMPLE SWIMMING
There may be times where a character needs to climb over a wall but Simple Swimming includes calm waters, short depths, or assisted
does not have the ability of flight. Climbing is divided into two types, swimming using a device. Any Character with both hands free can
Simple and Difficult. easily accomplish Simple Swimming without a needed Test, just the
There are times where a Climb Test will be requested from time needed to perform the Test.
the Player or GM. A Climb Test is where the Character must make an If a Character is trying to swim quickly or swim while holding
Athletics or Stunting Test in order to make progress while climbing. an object that doesn’t assist in floating, they must make a -10
A Character can Climb up to their Half Move in Meters as a Swimming Test. If Failed, the Character’s Swim Speed is halved. If
Full Action. A Character attempting to hurry a Climb can move up to Failed with two or more Degrees of Failure, the Character gains no
their Full Action Move in Meters as a Full Action but must make a distance.
Climb Test to be able to successfully pull this off. This is known as the
Character’s Climb Speed. DIFFICULT SWIMMING
Difficult Swimming goes beyond the means of ordinary means of
SIMPLE CLIMBS swimming. Fast-moving water, undertow, rapids, swimming with
Simple Climbs include fences, walls, craters, or anything else that heavy weights, and swimming during combat are all examples.
requires simple effort to move over. Any character with both hands A Character may make as many attempts as needed to
free can easily accomplish Simple Climbs without a needed Test, just perform a Swim Test, while the Gm is expected to apply a Difficulty
the time needed to perform them. Modifier based on how difficult the Swim needs to be. If Successful,
If a Character is trying to climb quickly, or climb while the Character begins making progress based on their Swimming
holding objects with their hands, they must make a -10 Climbing Test. Speed. If the GM decides, Swimming Speed can be reduced. This can
If Failed, the Character cannot make it any higher, if Failed with two be caused by undertows, rapids, and fast-moving water.
or more Degrees of Failure, the Character falls. Characters should gain large bonuses (such as +40) to the
Test for using intelligent ways to swim, such as using flotation devices
DIFFICULT CLIMBS or ropes to guide their way across. This doubles the Character’s
Difficult Climbs are beyond the means of an ordinary climb. A Cliff Swimming Speed.
with overheads, buildings with no handholds, and icy precipices are
examples of Difficult Climbs. Difficult Climbs must have a Climb Test. SWIMMING WITH WEIGHTS
A Character may make as many attempts as needed to If the Character has more than 50% of their Carry Weight, Swimming
perform a Climb Test, while the GM is expected to apply a Difficulty Tests are at a -10 Penalty and Swimming Speed is reduced by 1.
Modifier based on how difficult they want the climb to be. If If the Character has more than 75% of their Carry Weight,
Successful, the Character begins making progress based on their Swimming Tests are at a -30 Penalty and Swimming Speed is reduced
Climb Speed. by 2.
Characters should gain large bonuses (Such as +40) to the If the Character is at 90% or higher, all Swimming Tests are
Test for using intelligent ways up, such as abseiling and harnessing. A at a -50 Penalty and Swimming Speed is reduced by 3.
character can descend and ascend Difficult Climbs more quickly by If the Character is over-encumbered, the Character cannot
abseiling and harnessing, using chains and climbing gear to traverse make Swimming Tests without a flotation device of some kind to
the climbs. This doubles the Character’s Climb Speed. assist them to swim. If the Character’s Swimming Speed is reduced to
or below 0, they cannot make progress swimming.
JUMPING AND LEAPING DISTANCES
A jump is a controlled vertical ascent or descent where the character UNDERWATER
either jumps as high as they can, or down “safely.” Performing any A Character can choose to swim underwater for both Simple and
kind of Jump or Leap is treated as Half Action, unless the character is Difficult Swimming. The Character’s Swimming Speed is not affected
jumping or leaping larger than 10 Meters. A Jump’s length is 10 by being underwater. Underwater Characters gain a +20 Bonus to
Meters per Half Action. Camouflage. When underwater, the Character must hold their
A character’s jump height is a fourth (1/4th) of their Strength breath. To find out how long a Character is capable of holding their
Modifier in meters. A character’s jump distance is the highest of their breath, check the Holding Breath entry under the Medical Effects
Half Agility Modifier, or Half Strength Modifier. A running start for a section of the handbook.
jump is able to increase this distance. Every 10 Meters the Character If a Character failed to swim, they will consider going
is moving during the Turn gives a +1 Meter increase to the Jump underwater for their Turn. If the Character has failed twice in a row
distance. to swim, their Swimming Tests will be at a -20 Penalty until successful.
13
LIFTING WEIGHT LOW GRAVITY
To figure Lift Weight, you multiply the Carry Weight by 2. This is the The GM will let people know how much lighter the Gravity is in a
weight a Character can have and move without Run or Charge location compared to what they are used to, which is Earth’s
Actions. gravitational pull as a simple bar to set, this being 1. If Gravity is half
A Character’s Lift Weight is how much the lift, while not of Earth’s Gravity, that means all Jumping and leaping distances are
being able to make any Run or Charge Actions. multiplied by 2 as an example. This is also a multiplier to how much
For every (X) kilograms over the Lifting Weight, the the Character can Carry and Lift in this situation, but not Push.
Character will begin taking Fatigue and will gain a -10 Penalty to their If you have magnetic boots or something that will hold your
Agility. (X) is the Character’s Strength Characteristic. If the weight own weight down, you can increase your Push by the multiplier
reaches the Character’s Pushing Weight or the Character can no applied to your Carry and Lift weights.
longer move, the Character gains a Degree of Fatigue and cannot
move any further until weight is dropped. ULTRA LOW GRAVITY
For every 10 Minutes the Character is past their Lifting Ultra-low gravity is what happens when the Gravity hits below a third
Weight, the Character takes a Degree of Fatigue. of Earth’s gravity. This means that any movement is now hindered
and is given penalties to control. Jumping and Leaping distances are
PUSHING WEIGHT still multiplied as they were in Low Gravity.
To Figure Push Weight, you multiply the Carry Weight by 4. This is the The Character’s Carry and Lift are also given the standard
weight a Character can push or pull objects. low gravity bonuses, but Push is still not affected.
When attempting to surpass the Pushing Weight, the
Character must make a Strength Test. For every Degree of Failure, GRAVITY MOVEMENT PENALTIES
they take a Degree of Fatigue. 1/3RD Earth’s Gravity -10
1/4th Earth’s Gravity -20
OVER-ENCUMBERED CHARACTERS 1/5th Earth’s Gravity -30
If a character attempts to overexert himself by carrying, lifting, or 1/6th Earth’s Gravity -40
pushing more than their limits, the character counts as Over
encumbered. An Over Encumbered Character gains a -40 Penalty on HIGH GRAVITY
any Tests that would take Physical movement, such as Running, High gravity gives an opposite effect to Movement, Push, Carry, and
Jumping, and Evading. Lift. The higher the Gravity, the slower you get, the less you can carry,
This Penalty is doubled if the Character has 125% or over lift, and push, and the shorter you can jump and leap. It also gives
their Carrying, Lifting, or Pushing Weights. The Character cannot Movement Penalties based on the severity of the Gravity. For every
move if they have 150% or more over their weights. .5 higher the Gravity is compared to Earth, the Characters get -10
Penalty to all Movement. For every .5 higher the Gravity is, Characters
FALLING DAMAGE also get a -5 Penalty to their Agility and Strength Modifiers, affectively
Characters can fall and take damage. Falling damage ignores Armor. lowering their Movement and Strength.
The Chart at the bottom of this page lists how much damage a The Push, Carry, Lift weights, and Jump and Lift distances
Character takes based on the height they are falling from. Falling are also divided by the Gravity. This means that a Character that can
Damage is 1D10 Damage for every 10 Meters the Character falls, to a jump 10 Meters will only be able to jump 5 Meters in 2x Earth’s
maximum of 450 Meters. Gravity.
METERS 10 20 30 40 50 60 70
DAMAGE 1D10 2D10 3D10 4D10 5D10 6D10 7D10
FALLING SPEED
Falling Speed is the length in which it takes for a Character to reach
the ground before taking Damage. The higher the Character, the
longer it will take them. For every 50 Meters high the Character is, it
will take 1 Half Action to reach the ground.
14
SPOTTING HIDDEN CHARACTERS
MASKING FOOTSTEPS
A character may attempt to hide and mask footsteps by rolling
successful Athletics Tests. Successfully masked Footsteps reduce the
Penalty gained by Movement and Ground Type by half.
15
ACTIVE AND ENVIRONMENTAL CAMOUFLAGE
16
COMBAT
17
STEP TWO: CHARACTERS MAKE A TEST SPECIAL DAMAGE
After the modified characteristic has been determined, the Active When rolling for Damage after an Attack was made, if a Natural 10 is
Character makes their To Hit Test. If the roll is equal to or less than rolled for a D10, or a Natural 5 is rolled for a D5, the Attack will deal
the modified characteristic, the attack hits. When determining where Special Damage from the Special Damage Chart found in the Medical
an attack hit, reverse the two numbers, for example, a 34 To Hit section of the book.
becomes a 43 and strikes the Body, and a 50 To Hit becomes an 05
and strikes the Head. A Critical Success, being a natural roll of 01, is HELPLESS AND VULNERABLE TARGETS
an automatic success that can only be opposed by another Critical Warfare Melee Tests made against sleeping, unconscious, or helpless
Success. targets automatically succeed. When rolling damage against such a
target, roll twice and take the highest result.
STEP THREE: OPPONENT OPPOSES THE ATTACK Warfare Range Tests made against helpless targets are at a
When an Attack is made, the Opponent may attempt to Oppose the +30 To Hit, and called shots are only at a penalty of -5 with
Test by taking an Evasion or Parry Action. The GM may decide if other sublocations being -10.
Actions are applicable to the instance. This uses an Opposed Test.
PINNED AND STUNNED TARGETS
STEP FOUR: ATTACKER DETERMINES HIT LOCATION Warfare Tests made to attack stunned targets are given a +10 bonus
To find Hit Location, the GM or Player must go to the Combat Section To Hit.
Under To Hit and Medical Wounds and Health Issues.
UNAWARE TARGETS
STEP FIVE: ATTACKER MAKES DAMAGE ROLL When a character has no idea what is going on, or that they are about
After the Location has been determined, the Attacking Character does to be attacked, the character is considered unaware, and caught by
their Damage Roll. Damage Rolls are the listed amount of Dice the surprise. Firearm and Warfare Melee Tests are at a +40 To Hit.
weapon deals, alongside the Base Damage and the Pierce. Some
weapons will have Special Rules that will change how they interact or COVER
deal Damage. Cover is a fundamental part in firefights. Players need to be smart and
take cover while fighting or pay the consequences.
DAMAGE DICE There are no penalties for firing at someone who is standing
Damage Dice are D10s or D5s listed underneath Weapons for when partly behind cover, though there is a chance for the cover to be
they deal Damage. When a single Attack is made, all Damage Dice that struck rather than the character. It is up to the GM or player to decide
are rolled are added up together. what part of their character’s body is being exposed when behind
cover. It is a general rule that when firing from behind cover, the
BASE DAMAGE character’s legs and chest are concealed. If a shot would hit the body
Base Damage is the Damage that is added onto the Damage Dice that location that is concealed behind cover, the damage first strikes the
were rolled. This is Damage that may also be modified by cover. If the damage is enough to completely blast away that section
Modifications and Melee Weapons. of cover, then the damage continues to the target for whatever is left.
For example, if a piece of cover is hit for 20 damage, and it only blocks
PIERCE 12 of it, then 8 of the damage hits the character behind the cover.
The Pierce Weapon Characteristic is the amount of Damage To figure your own custom values of Cover Points, use the
Resistance the Attack will reduce, allowing more Damage to get Light Cover Point amount of Armor given and multiply it by how many
through. centimeters thick it is. For example, 5 centimeters of thin wood is 10
Armor.
DAMAGE RESISTANCE
Damage Resistance is the amount of Damage a Target of an Attack COVER POINTS
COVER TYPE / MATERIAL
can reduce. Damage Resistance is the Target’s Toughness Modifier, LIGHT MED LARGE
Mythic Toughness, and Armor Rating combined. Plastics, rusted metal, Loose Earth 1 2 4
Thin Wood, Light Metal 2 4 8
ARMOR AND ARMOR RATING Concrete, Stone, Thick Wood 4 8 16
Armor is worn by a Character to help reduce taken Damage by gaining Strong Metals, Bulletproof Glass 8 16 32
an Armor Rating. Armor Ratings have 4 Body Locations they protect: Blastproof Window 10 20 40
Head, Chest, Arms, and Legs. Each Location has their own Armor Forerunner Metal, Bunker plate 18 36 72
Rating gained depending on which of these Locations was struck. Hardlight Structures 20 40 80
18
COVER DESTRUCTION (OPTIONAL) SCATTERING THROWN OBJECTS
As Cover takes damage weaker and less sturdy types of Cover may get When dealing with Scatter for any Warfare Melee Tests made, such
weakened and eventually destroyed by the intensity of fire that as throwing a grenade or tossing a weapon to someone, the distance
strikes them. If a piece of Cover is struck by an attack and the attack’s the object scatters is halved.
base Damage or Pierce is greater than the base Cover Points the Thrown weapons scattering cannot surpass the distance a
Cover’s strength is reduced by one level. Character can throw an object. Thrown objects scatter on their
Example: A piece of large concrete struck with a weapon intended point of impact and cannot scatter behind the player.
with 25 Pierce degrades to moderate. The same piece of cover struck
by a weapon with 24 Pierce does not degrade. CHARACTER SIZE CATEGORY
Size dictates Melee Reach, To Hit Bonuses, and Melee Damage Bonus.
MISSING ATTACKS When Attacking a larger Opponent, every Size category
Weapons don’t always hit, thrown objects might bounce around, and above Immense will give a +10 Bonus To Hit.
explosives don’t always land on-target. A GM can decide whether a When a Character is making an Attack against a Vehicle,
missed Attack scatters, but the GM should always use Scatter for they get a +5 Bonus To Hit for every two Size Points the Vehicle has.
thrown weapons and Explosives.
CATEGORY REACH HEIGHT DAMAGE
SCATTERING Mini 0 0.1 – 0.5 Meters -3
When explosives miss or thrown attacks go flying, the GM should Small 1 0.51 – 1.4 Meters -1
have the attack roll on the Scattering. For explosives, the new location Normal 1 1.41 – 2.0 Meters --
figured by Scattering is where the attack lands, while a thrown Large 2 2.01 – 3.0 Meters +2
weapon could land and scatter after bouncing on the ground, or if the Huge 3 3.01 – 3.5 Meters +3
throw was bad enough, the attack could scatter and hit another Hulking 3 3.51 – 4.0 Meters +4
player instead. To find the direction where the Attack scatters, the Giant 4 4.01 – 4.5 Meters +5
GM rolls a 1D10 and consults the following Scatter Chart.
Immense 4 4.51 – 6.0 Meters +6
Massive 5 6.01 – 10 Meters +8
Great 6 10.01 – 40 Meters +10
Monumental 7 40.01 – 120 Meters +15
Colossal 10 120.01 – 500 Meters +20
Vast 25 500.01 – 1,000 Meters +30
WEAPON WIELDING
There are multiple sizes of weaponry that affect how to wield them.
This includes One-Handed weaponry, Two-Handed Weaponry, and
Heavy Weaponry. Each comes with a possible set of penalties based
on Strength and weapon size.
When scattering in zero gravity, the GM must roll twice on the Scatter ONE-HANDED WEAPONRY [OH]
Chart. One die to determine the X-axis, and another to determine the One-Handed weapons [OH] are weapons small enough to be used
Y-axis. with a single hand with minor Penalties. Many weapons will have the
The GM may also use the Scatter Chart to figure a missed [OH] tag, but that does not limit the amount of weapons that can
Ranged Attack firing into Melee Combat. For example, the GM could eventually acquire this tag on a per-Character basis.
use the Chart to figure which direction the Attack went, to see if there
is a Character in that direction that the Attack would hit. DUAL-WIELDING WEAPONS [DW]
An Attack that misses may scatter back to the target it Dual-Wielding [DW] Weapons are weapons that are light enough for
originally was for, meaning a missed attack that then scatters 6 the player to take minimal penalties when firing One-Handed and
Meters back onto the original target would hit as if they were while Dual-Wielding.
successful in the first place.
TWO-HANDED WEAPONRY [TH]
FIGURING SCATTER DISTANCE Two-Handed Weaponry are weapons that need two hands to be used
When rolling on Scatter, some Attacks will need a distance for where without Penalties. Two Handed weapons include weapons like rifles
the Attack or weapon will land. For this, we will use Scatter Modifier. and shotguns, which need two hands to be controlled when fired.
For every Degree of Failure, the Scatter Modifier is Two-Handed Weaponry can be considered Heavy Weapons
increased by 1. For every 100 Meters away the Target is, the Scatter when they are heavy, have a powerful kickback, or a mix of both.
Modifier is increased by 1. If the Target was beyond the Weapon’s
Max Range, the Scatter Modifier is then multiplied by 2, or by 4 if the
Target was beyond the weapon’s Extreme Range.
Once the Scatter Modifier is figured, that’s how many
(X)D10 Meters away the Attack Scatters from the target.
The GM may use this to decide if the Attack
strikes another Character or location of interest.
19
HEAVY WEAPONRY [HW] AND BRACING DUAL WIELDING MELEE WEAPON SPECIAL OPTIONS
When firing a [HW] Weapon while not Braced, the Character gains a Dual Wielding melee weapons gives two possibilities: a +20 to
-20 Penalty To Hit. After the To Hit Test, a Strength Test must be Parrying attacks or taking a Double Strike. If one is taken, the other
made. If failed, the Character drops the weapon. This Penalty will cannot be done until the beginning of the Character’s next Turn.
increase by firing One-Handed and Dual-Wielding. If the weapon is A Double Strike is an attack where both weapons being
dropped, no further Attacks can be made with the weapon that Turn. wielded attack at the same time, within the same Melee Attack. One
To Hit Test is made at an extra -10 Penalty, if Successful, both Melee
MOVING WHILE BRACED Weapons deal their Damage.
A Character is able to move at their Half Move speed while Bracing Double Strike Attacks halve the Character’s Strength
and still be considered Braced. If the Character moves faster than this, Modifier when figuring Damage and Pierce. This also means the
they are no longer considered Braced. Opponent needs only one Evasion or Parry to evade the attack.
20
POINT BLANK RANGE ATTACKING MULTIPLE CHARACTERS
When a Character makes a Ranged Attack against an Opponent within When making ranged attacks against multiple Characters within the
3 Meters or less, the Attack is given a +20 Bonus To Hit. If the same Round, switching target gains a -10 Penalty to any Attack after
Opponent has taken any Move Actions in their previous Turn, the the first one made. This means that for each time you switch which
Bonus is lost against them. Character you’re targeting, you gain a -10 Penalty, which stack with
When a Character makes a Melee Attack against an any other Penalties gained.
Opponent within 1 Meter or less, the Attack is given +10 To Hit, which
is not lost even if the Opponent has moved. STRAY SHOTS
GMs must choose whether to use more merciless rules such as stray
RANGED COMBAT shots. This rule dictates that if a shot is missed, or fired in to combat,
Ranged Combat is any combat made with a weapon with a listed or a shot was evaded, that there is a possibility of the shot fired To Hit
range, regardless of the actual range of the attack being made. This someone else. The GM might also rule that anyone shooting in to
may even include some Melee Weapons. melee combat must allocate multiple hits to different targets engaged
in the melee.
PERCEPTIVE RANGE
Perceptive Range is the Range that a Character is able to make Aim WEAPON FIRING TYPES
Actions and reliably fire a weapon and see without Penalty. Ranged attacks, such as rifles and pistols, have a Rate of Fire, which is
Perceptive Range is figured by multiplying the Character’s Perception the amount the weapon can fire in a specified amount of time. These
Characteristic by 5. A Character with a Perception of 40 will have a spread across multiple firing modes, including Automatic, Semi-Auto,
Perceptive Range of 200 Meters. Sustained, and Burst. Weapons like Semi-Auto and Automatic roll a
Using a Scope while making Aim Actions will multiply a To Hit Test for every shot that needs to be made, while weapons that
Character’s Perceptive Range. Binoculars and other visual devices will have Burst fire once for all shots being made.
also extend this based on the range multiplier they offer. So a 2x
Scope would increase the example Character’s Perceptive Range to LIGHTING CONDITIONS
400 Meters. Lighting Conditions are the level of lighting in the area and the
When a Character fires beyond their Perceptive Range, they Penalties that are given to Warfare and Perception Characteristics.
begin taking Penalties. For every 50 Meters beyond their Perceptive This includes base Characteristic Tests and Skill Tests.
Range, they gain a -10 Penalty To Hit. Lighting Penalties can also add to Difficult Terrain Penalties.
21
FIRING TYPES EXPLANATION
Automatic Rate of Fire Automatic weaponry fire continuously with an uninterrupted squeeze of the trigger. These weapons gain no accuracy bonuses
like Semi-Auto and Burst Fire. Instead, these weapons offer higher rates of fire that can force Characters to burn through their
Evasion. Each shot is rolled separately.
Automatic Weapons can fire up to their Auto (X) amount in a Turn, and can fire half the amount, rounding down, in
a Half Action. Though if a Weapon has Auto (7) and the Character fired 3 shots in the first Half Action, the Character can then
still fire the remaining 4 during their second Half Action within the same Turn.
Weapons with Auto (1) can only fire once as the Character’s Full Action.
Burst Fire Weaponry that use the Burst Fire Firing Type will fire a set amount of Shots in a single squeeze of the Trigger at a +10 Bonus
To Hit.
A weapon with Burst Fire will make one To Hit Attack Roll per Half Action, each Attack firing a set amount of shots
shown in Burst Fire (X). This means that if a weapon has Burst Fire (3), the weapon only needs one To Hit Test made, and if
successful, deals 3 sets of damage. When a Burst Shot Attack is made successfully, all shots hit on the one rolled Location.
This also means that each Attack only needs a single Evasion Test when attempting to Evade. If the Evasion is
successful, all shots made from the Burst Fire miss.
Flintlock Rate of Fire Flintlock and Matchlock weaponry use a special Rate of Fire due to their archaic craftsmanship. These weapons take time to
fire and even longer to reload.
Weapons with the Flintlock Rate of Fire can only hold one of their ammunition types at a time and take an entire
Full Action to fire.
Once the weapon has fired, each Weapon has their own set amount of Rounds needed to reload. The Action to
reload may be interrupted without losing progress but must reach the set amount of Rounds to be completed and ready to
fire, again.
Pump Action Any weapon with the Pump Action Rate of Fire is able to fire (X) times per Half Action. Weapons with Pump Action can fire
one extra shot as a Reaction per Round on that character’s turn.
Semi-Automatic Rate Semi-Automatic weaponry fire one single Shot per squeeze of the trigger. This allows for more accurate Shots, but at the cost
of Fire of a slower rate of fire. Weaponry firing Semi-Auto gain a +10 Bonus To Hit and are able to fire their Rate of Fire per Half
Action. For example, a weapon with a Semi-Auto Rate of Fire [3] can take 3 Shots per Half Action, making 6 Shots in total for
a Round. Each shot is rolled separately. This means the weapon firing 6 Rounds makes 6 attacks total.
Sustained Rate of Fire Any weapon that fires a consistent set of damages, such as a Flamethrower or a Laser, is considered a Sustained Fire weapon.
Similar to the Automatic Rate of Fire, Sustained weapons fire as a Full Action with Sustained (X), or half of that as a Half Action
(rounding down) unless specified otherwise.
Users using a Sustained weapon make a single To Hit Test. If successful, the Attack will deal an amount of hits up to
Sustained (X), which can be chosen by the user. This may not surpass (X), or half of (X) as a Half Action. The amount chosen is
reduced from the weapon’s MAG.
A successful Sustained Attack must have each of the hits be evaded separately. A weapon that hit 4 times in the
Attack will need 4 Opposed Evasion Tests that oppose the one Attack Test made.
22
MELEE COMBAT
23
MELEE ATTACKS
ADVANCED MELEE
(Must have Modern Army Combative)
24
MELEE-ONLY ATTACK STANCES AND ATTACK TYPES
(Must have Modern Army Combative)
25
GRAPPLING
INITIATING GRAPPLES can make a Warfare Melee Test. If successful, the Opponent gains
Grappling is initiated as a Half Action or charge where the Character control of the Grapple as a Free Action.
makes a Warfare Melee or Strength Test at -20. If Successful, the If the Attacking Character succeeded in the Grapple Climb,
Character initiates a Grapple and is considered In Control. If Failed, the Attacking Character makes any Attack at a +10 To Hit. The
the Character doesn’t initiate a Grapple, and if Failed with two or Character being Climbed has a -20 To Hit against the Climbing
more Degrees of Failure, the Opponent may choose to initiate Character when making Attacks.
Grapple and Take Control as a free action. The Character being climbed on may Oppose this as a Half Action. If
The Character being climbed wins the Test, the climbing Character is
GRAPPLE CONTROL thrown to the ground and is now considered Prone.
Grappling should always have a Character who is considered the
“Controller”, also known as being “In Control.” The Character that is GRAPPLE DISARM
In Control of the Grapple has more options at their disposal, and the Action: Half or Full Action
Actions they take can be taken with much better results. Perform: Any
Using the Disarm or Improved Disarm Ability, the Character makes an
TAKING CONTROL OF THE GRAPPLE Opposed Test using Strength, Agility, or Warfare Melee. If the
Characters who are not In Control of a Grapple may attempt to Take Attacker is successful by one or two Degrees of Success, the weapon
Control as a Free Action. This can only happen at the beginning of the scatters the Character’s Strength Modifier in Meters away. If the
Character’s Turn and is an Opposed Test using Strength, Warfare Attacker is successful by three or more Degrees of Success, they gain
Melee, or Agility. The Character that wins the Opposed Test is In control of the weapon. If failed, nothing happens.
Control of the Grapple. The Grapple Disarm is a Half Action for the Controller, or a
Full Action for anyone else in the Grapple.
INTERFERING IN GRAPPLE COMBAT
Characters outside of Grapple Combat are able to interfere. HOLD
Characters may Attack those who are in Grapple Combat without Action: Full Action
taking Penalties, and those in Grapple Combat gain a Penalty for Perform: Controller
Evasion at -20 as a Controller, or -40 if not In Control. Evaded Attacks The Character attempts to place the Opponent into a Hold. To do so,
do not hit the Opposing Character in Grapple combat unless specified the Character must make a Strength, Agility, or Warfare Melee Test.
otherwise by the GM. If the Attacking Character is Successful, their choice of Hold
takes effect the beginning of the next Round. If failed or the Opponent
GRAPPLE PERFORM TYPES is Successful, the Hold does not work but the Attacking Character
There are two types of Grapple Actions, “Controller” and “Any.” keeps control of the Grapple.
Grapple Actions that are listed as “Controller” can only be taken by If the Opposing Character wins with 3 or more Degrees of
the Character who is In Control of the Grapple. Grapple Actions that Success, they may take control of the Grapple at the beginning of the
are listed as “Any” can be taken by any Character currently in the next Turn.
Grapple. For more information see page (p. 27).
26
PUSH OPPONENT If both Characters are prone during the Lock, the Opponent
Action: Half or Full Action will take Strength Modifier + Mythic Strength in Damage ignoring
Perform: Any Armor.
The Character attempts to push the Opponent out of the Grapple. If The Opponent may attempt to break out at the beginning
the Character is In Control of the Grapple, this Action is a Half Action, of their Turn by making an Opposed Strength or Warfare Melee Test.
else it is a Full Action and with a -10 Penalty. If successful, the Character breaks free as a Half Action.
If the Character is successful, the Opponent is pushed out
of the Grapple 1 Meter for each Degree of Success up to the BEARHUG
Character’s Strength Modifier and Mythic Strength. This is reduced by Action: Full Action
1 Meter for every Size Modifier larger the Opponent is. If the The Attacking Character clinches the Opponent’s Chest or midsection
Opponent is Successful, nothing happens. and squeezes tightly. For every Round the Opponent is in the Bear
Hug, they take Damage equal to the Attacking Character’s Strength
RANGE ATTACK (GRAPPLE) Modifier and Mythic Strength, ignoring Armor. For every two Rounds
Action: Half Action the Character is in the Bearhug, they gain +1 Level of Fatigue.
Perform: Any The Opponent may attempt to break out at the beginning
The Character fires up to half of the weapon’s Half Action of Attacks of their Turn by making an Opposed Strength or Warfare Melee Test.
with a ranged weapon, to a minimum of one Attack. If the Character If successful, the Character breaks free as a Half Action.
is not In Control of the Grapple, these Attacks are at a -30 Penalty To Bearhug cannot be used if the Opponent is two or more Size
Hit. This can only be used with Weapons that have the [DW] Tag Categories larger.
under the weapon’s entry.
CHOKEHOLD
READY ITEM Action: Full Action
Action: Half or Full Action The Character strangles the Opponent, causing them to be unable to
Perform: Any breathe. Each Round the Opponent must make a Toughness Test. If
The Character readies a weapon or equipment at a Full Action. If the failed, the Opponent gains +1 Level of Fatigue.
Character has the Quick Draw Ability, this may be used as a Half The Opponent may attempt to break out at the beginning
Action. of their Turn by making an Opposed Strength or Warfare Melee Test.
If successful, the Character breaks free as a Half Action.
STAND If the Opponent is in the Chokehold for more than 5 Rounds,
Action: Half or Full Action they become Unconscious for 2D5 Rounds.
Perform: Any
The Character attempts to stand while in the Grapple. This is a Half NECK CRANK
Action unless opposed by the Opponent, then it is considered a Full Action: Full Action
Action. If the Character stands, the Opponent may as well. The Character gets the Opponent in a Neck Crank by twisting their
If Opposed, both Characters roll an Opposed Test using neck and head beyond its normal range of motion. For every Round
either Strength, Agility, or Warfare Melee. If the Character is the Opponent is in the Neck Crank, they gain +1 Level of Fatigue.
successful, they are able to stand. Else, the Character stays on the The Opponent may attempt to break out at the beginning
ground. of their Turn by making an Opposed Strength or Warfare Melee Test.
If successful, the Character breaks free as a Half Action.
USE ITEM
Action: GM Discretion PINNING HOLD
Perform: Any Action: Full Action
The Character uses a readied item that is not a weapon. The Character holds down the Opponent to stop their Movements.
Pinning deals no Damage or Fatigue but causes the Opponent to be
HOLDS able to make no other Actions except for attempting to break the
Hold. As long as the Opponent is Pinned, they are considered
ARMLOCK or LEGLOCK Helpless.
Action: Full Action The Opponent may attempt to break out at the beginning
The Attacking Character hyperextends the Opponent’s Arm or Leg, of their Turn by making an Opposed Strength or Warfare Melee Test.
causing immense pain and possible dislocation. For every Round the If successful, the Character breaks free as a Half Action.
Opponent is in the lock, the Characters must roll an Opposed Strength
or Warfare Melee Test. If the Attacking Character is successful, the
Opponent takes Damage. If the Opponent is successful by up to 2
Degrees of Success, they do not take Damage. If the Opponent is
successful by 3 or more Degrees of Success, they escape the lock.
If the Attacking Character is successful by 2 or more Degrees
of Success, the Opponent gains +1 Level of Fatigue. If the Attacking
Character is successful by 4 or more Degrees of Success, the
Opponent’s limb is dislocated and is at a -30 Penalty when the limb is
used in any Action.
If bother Characters are standing and the Opponent takes
Damage, the Opponent takes the Attacking Character’s Half Strength
Modifier + Half Mythic Strength in Damage, ignoring Armor.
27
THROWS
SLAM
TOSS Action: Full Action
Action: Half Action The Slam is where the Attacking Character lifts up the Opponent and
A Toss can be used in two main scenarios. The first is when in control slams them down from either the neck or collar. The Slam can only be
of a Grapple, while the second is directly after Successfully performing performed if In Control of a Grapple. The Opponent cannot be heavier
a Parry against the Character’s Melee Attack. than the Character’s Lift Weight. To perform the Slam, the Attacking
When using a Toss while in a Grapple, the Character must Character must make an Opposed Strength or Warfare Melee Test at
be In Control. The Attacking Character makes an Opposed Strength or +10. If Successful, the Attacking Character will perform the Slam. This
Warfare Melee Test at +10 against the Opponent. If Successful, the deals 3D10 + Strength Modifier in Damage and the Opponent is left
Opponent is tossed by Arm, Leg, or Head, and flipped over the Prone on the ground. For every Size Category larger the Attacking
Attacking Character’s body, and then slammed onto the ground. This Character is to the Opponent, the Damage is increased by 2.
deals 2D10 + Strength Modifier in Damage, ignoring Half of the If Failed, the Attacking Character will drop the Opponent
Opponent’s Armor. early and no Damage will be taken. If Failed with two or more Degrees
To use the Toss alongside a Successful Parry, the Character of Failure, the Opponent won’t even be lifted and is free to leave the
must have taken a Delay Action to still have an unused Half Action. If Grapple as a Free Action.
the Character performs a Parry, they may then make an Opposed
Strength or Warfare Melee Test at +30 against the Opponent. If PICK UP
Successful, the Opponent is tossed by the limb they used to make the Action: Full Action
Attack and slammed onto the ground. This deals 2D10 + Strength A Pick Up covers many types of throws, including the Suplex or just
Modifier in Damage, ignoring Half of the Opponent’s Armor. lifting up the Opponent and throwing them back down to the ground.
Characters who have been Tossed are temporarily out of The Pick Up may be performed only by the Controller of the Grapple.
Grapple Combat until reinitiated and are left Prone on the ground. This begins as an Opposed Test against the Opponent. If Successful,
the Character may choose between one of two choices of Pick Up
SACRIFICE THROW Actions: Suplex and Throw. At the end of a Successful Pick Up, the
Action: Full Action Opponent will be left Prone.
A Sacrifice Throw is where a Character who is not in Control of a The Suplex involves the lifting the Opponent and bridging
Grapple is still able to make a Throw. This begins as an Opposed Test or rolling to slam them onto their back. The Suplex has two versions,
against the Opponent. If Successful, the Character will roll onto their Bridging or German. A Bridging Suplex means the Attacking Character
back, taking the Opponent with them, and then use their feet and does the Suplex to the Opponent but keeps the Opponent in the
arms to toss the Opponent out of the Grapple, leaving both Grapple. The German Suplex will toss the Opponent out of the
Characters Prone. If Failed, the nothing happens and the Character is Grapple, 1 Meter out of Combat. For every Size Category larger the
unable to initiate the Throw in general. If Failed with 2 or more Attacking Character is, this will increase by 1 Meter. Regardless of
Degrees of Failure, the Opponent is left Standing, while the Character Suplex choice, the Opponent is left Prone and the Attacking Character
falls Prone and is still considered in Grapple Combat. is able to stand as they finish the move. This will deal 2D10 + Warfare
A second form of the Sacrifice Throw can be used if the Melee Modifier in Damage.
Opponent Failed to use a Throw on the Character. A Failed Throw The Throw is where the Character picks up the Opponent
from an Opponent may be countered as a Reaction using the Sacrifice and throws them from their shoulders or from above chest-height.
Throw. This will still involve the Opposed Test using Strength or This will deal 3D10 + Half Warfare Melee Modifier in Damage. The
Warfare Melee. If Successful, the Sacrifice Throw is initiated. If Failed, Opponent will be tossed out of Grapple Combat, but only 1 Meter
the Character attempting to perform this Reaction Sacrifice Throw is from the Attacking Character.
left Prone and cannot make any further Reactions until the beginning
of their next Turn.
28
FALLING OBJECTS AND IMPROVISED WEAPONRY QUALITY OUTCOME
There are times when a Character might have to rely on a makeshift Edged The weapon is edged, but not completely sharpened.
weapon. The damage of that improvised weapon depends on its This gives the Character’s Strength Modifier in Pierce
Weight and Quality. Falling Objects will also use these qualities when to the Attack.
they land on a Character. Unwieldly The object can only be used to make one Attack per
Half Action.
WEIGHT Weighted The weapon has a weighted end that will cause extra
The weight of the object determines the Damage Dice that are rolled damage if used against the Opponent. The Attack
when Attacking, as well as the Damage taken when an object falls gains half the Character’s Strength Modifier to
onto a Character. A Character using an Improvised Weapon will also Damage.
add their Strength Modifier to this Attack, unless specified otherwise. Unhandy Weapons that have the Unhandy Quality can only be
Falling objects moving at terminal velocity will deal its used as a Half Action when in Melee Combat.
maximum possible Damage. The gravity of the planet will also
multiply or reduce the Damage taken. Objects falling at almost no THROWING OBJECTS
speed before making contact will deal minimal damage. The GM may When throwing objects, such as grenades or a knife, the Character
decide how to handle this based on the speed of the object. must first see how far they can throw the object and if the Character
is successfully reaching its target. To do so, the Character must find
WEIGHT DAMAGE the range at which they’re able to throw the object, and to roll a
Improvised weapons begin at 2D10 + Half Strength Modifier Damage Warfare Melee Test to make the throw.
for objects 5kg and under. Heavier objects, up to 10kg, will deal 3D10 Thrown objects can only go as far as the Character’s
Damage. For every 50kg an object weighs, it will deal +1D10 Damage, Strength Modifier + Mythic Strength, multiplied by 20 in Meters. This
to a maximum of 6D10 Damage. When it comes to large objects falling multiplier is reduced by 1 for every Degree of Failure on the Warfare
on a Character, the GM should remove the damage cap. Melee Test to make the throw. The multiplier is also lowered by the
object’s weight based on the Character’s Strength Modifier and
QUALITY Mythic Strength, which can be found on the chart to the right.
The Quality given to an object will determine how the Character For figuring Scattering thrown objects based on Degrees of
figures their Damage overall. The GM can give multiple Qualities to Failure, please see the Scattering section of the handbook.
an object. The GM may decide how well a grip the Character can get
Objects that are on fire or electrified, or any other type of on larger objects, which can impose Penalties if the Character’s grip
effect that would give it a Special Rule, will do so. Weapons on Fire isn’t the best. Based on gripping and throwing the object properly,
will deal Fire (X), where the GM decides how much damage (X) will the Penalties can be seen in the chart under Strength and Distance
be, depending on how much fire the object has. Multiplier. If a throw is made single-handed to anything larger than
Using Improvised Melee Weaponry is slower than using Weapon Size, the distance is halved.
Weaponry designed for combat (unless specified otherwise by the If the total range is under half a Meter, the Character cannot
GM). When making Attacks with Improvised Weaponry, the Character throw the object. It is also best for the GM and Players to round down
must spend double the Melee Actions making a single Attack. If the to the nearest whole number.
Character has Improvised Mastery, they may Attack as normal.
To roll massive damage, such as 100D10 (one hundred MODIFIER WEIGHT AND OUTCOME
D10s), you can take a single roll for every 10 and multiply the outcome 1-2 Every 0.5KG lowers the Multiplier by 2.
by 10. This speeds up figuring monstrous amounts of damage in
3-4 Every 1KG lowers the Multiplier by 2.
shorter periods of time. Any weight above 20,000 KG will have the
5-6 Every 1KG lowers the Multiplier by 1.
Dice Minimum Special Rule of 5, meaning no damage rolled can be
7-9 Every 2KG lowers the Multiplier by 1.
under 5. For example, a roll of 2 will become 5, but a roll of 6 will still
10-12 Every 5KG lowers the Multiplier by 1.
be 6.
13-18 Every 10KG lowers the Multiplier by 1.
19-25 Every 20KG lowers the Multiplier by 1.
QUALITY OUTCOME
Sharp The object has a sharpened end. Thrusting moves
with this will give the Character’s Strength Modifier GRIP PENALTY
in Pierce to the Attack. Solid The Character has solid grip, giving no Penalties.
Balanced The object is balanced and easily used as a weapon. Slight The Character’s grip isn’t the best, lowering the
The weapon only uses 1 Melee Attack. Multiplier by 1.
Bladed Bladed like a knife or sword, the weapon gains the Partial The Character’s grip is off, lowering the Multiplier by
Character’s Strength Modifier *2 in Pierce to the 2.
Attack. Sloppy The Character’s grip is weak, lowering the Multiplier
Blunt The weapon is blunt, giving the Character’s Strength by 2 and halving the total distance.
Modifier in Pierce to the Attack.
Barbed The weapon is barbed, like barbed wire or a thorny
edge. The Attack gains a +5 Pierce bonus.
29
CYBER WARFARE
30
HACKING SOFTWARE AI COMBAT
Hacking Software is used to improve the Hacking Character’s chance AI Combat is when two AI Characters begin non-physical Hacking
of success against a Firewall. Each take 10D10 hours to program and Combat against each other. This is interpreted with the AI’s various
the Character must have +20 Cryptography. The hours needed is Characteristics, and not just Intellect and Cryptography. This involves
reduced by half of the Character’s Intellect Modifier. Smart AI, Dumb AI, and Huragok.
Alternatively, the Character may pay 200 cR for a Two AI initiating in Combat with each other should be
professionally installed Software. handled as Melee Combat. The AI, while in Combat, may use
Protocols to assist the combat. Protocols work like Equipment and
SOFTWARE EFFECT Melee Weapons, offering more defensive and offensive options.
Overflow Gives the Hacking Character a +10 Bonus to their
Suite Cryptography Tests against Firewalls. AI WOUNDS
Denial Of Reduces Lockdown of an opposing Firewall by 1 Wounds and Damage Resistance work the same for AI as they do
Service for each Round. other Soldier Types. Huragok will also receive Damage to their
SQLi Counts the Encryption Tier of an opposing Firewall Wounds as normal Smart AI, regardless of it the Damage was caused
as 1 Tier lower. by physical Attacks or Hacking Attacks.
T.A.E Force Allows the Character to reroll one Failed
Cryptography Test and stops the defending AI DAMAGE RESISTANCE
Firewall from entering Lockdown. Can only be In AI Combat, Damage Resistance works as it normally does, but
used once against a Firewall. Armor is the Firewall that the AI applies to itself before combat.
White Hat Increases the damage against a Firewall by Unlike normal Armor, Firewalls are reduced, allowing them less and
doubling the Degrees of Success gained. Does not less protection as Attacks are made. An Attack’s Damage will reduce
double the Degrees of Failure. the Firewall, while Pierce will only reduce it temporarily when finding
Damage, the same as it does to a normal Character’s Armor.
SMART AI AND DUMB AI
Smart AI and Huragok have incredible advantages when it comes to PROTOCOLS
Cyber Warfare. Dumb AI, while much more capable than most, fall Protocols are combat modifiers that an AI can implement when
short of the capabilities of the Smart AI and Huragok. battling another AI. Protocols may only be used against another AI.
Smart AI, Huragok, and Dumb AI are able to make Cyber
Warfare-related Tests as a Half Action, instead of a Full Action. Smart PROTOCOL EFFECT
AI and Huragok are able to reduce the time needed to create Host-Based The Character forgoes their first Half Action of the
Encrypted Firewalls, create Specialized Firewalls, and Improve Security Round, allowing the Character to increase their
Firewall Ratings by half. Damage Resistance by their Perception Modifier
Smart AI and Huragok are able to make half of their Agility until the beginning of their next Turn.
Modifier in Cyber Warfare Actions within a single Half Action, to a Data Driven The Character announces they are using this
maximum of 4. Each of these must have a different Target. Dumb AI Attack Protocol at the beginning of their Turn. During the
are able to make two Cyber Warfare Actions within a single Half Turn, all Attacks made can only Damage Firewalls
Action, instead. These include Attacking and Defending options, as and increases the Character’s Base Damage by
well as being able to make Hacking Actions while taking other Actions their Charisma Modifier multiplied by 2.
like Improving Firewalls or even piloting Vehicles. Spoofing The Character makes a false duplicate of
themselves as a Half Action. This Duplicate has a
AI COPYING Firewall of 30 and will be destroyed when the
Smart AI are able to make duplicates of themselves to perform more Firewall is reduced to 0. The Opponent does not
types of Actions at a given time. Each time a Smart AI copies know which is the real AI unless they succeed on a
themselves, each Characteristic is reduced by 10 for all copies, Perception Test before the Attacks are made, each
including the main Character. Creating a copy is a Half Action, while Turn. An AI can have up to their Perception
removing a copy is a Free Action. The Smart AI can only create as Modifier in Spoofing Protocol copies active at
many copies as their Leadership Modifier. once. Spoofing Copies can only mimic the host.
The Smart AI is able to remove and combine Copies at will, Log If the Character was Damaged the previous
but if the Smart AI is on a completely different Network or system and Retention Round, the Character may make a Log Retention
cannot reach out to the Copies, nothing can be done with that copy. Protocol as a Half Action. This allows the Character
The Copy will continue to do the tasks it was set out to. If finished, the to reduce all incoming Damage from the same
copy will act as the Smart AI would normally. When a copy is Damage source for two received Attacks. This
destroyed or combined, the Smart AI will gain their Characteristic wears off at the beginning of the Character’s next
back unless the copy is disconnected when it is destroyed. If a copy is Turn.
disconnected when it is destroyed the AI permanently suffers the -10 Worm The Character reduces the amount of Attacks it
to its Characteristics unless it burns a luck. can make in half, rounding down. Attacks made
Copies are not able to gain the benefits of Smart AI gaining using Worm will not deal the Damage to the
extra Hacking Actions based on the Characteristic. Character until the next Round, where the
Damage that would have been dealt is increased
by 25% and dealt before any other Actions are
taken.
Intrusion The Character uses a Half Action to make
Detection themselves immune to any Protocol effects until
the beginning of their next Turn.
31
LUCK
NARRATIVE OPTIONS
• The Character finds a powerful weapon or a cache of
ammunition.
• The Character stumbles on a working vehicle at a convenient
time.
• Change the Disposition of an NPC to a chosen option.
32
WOUNDS, MEDICAL, ENVIRONMENT, AND DISORDERS
33
STEP ONE: HIT LOCATION Neck
01-10 HEAD TOTAL EFFECT
01-02 Neck 1-25 Whiplash (1)
03-04 Mouth 26-40 Whiplash (2)
05-06 Nose 41-55 Whiplash (3), Bloodloss (1)
07 Eyes 56-70 Whiplash (4), Bloodloss (2), Looming Death (20).
08 Ear 71+ Whiplash (4), Bloodloss (4), Looming Death (1D10)
9-10 Forehead
11-20 LEFT ARM Mouth
11-12 Hands TOTAL EFFECT
13-15 Forearm 1-20 Lockjaw (1)
16 Elbow 21-30 Lockjaw (5)
17-19 Bicep 31-40 Lockjaw (10), Lose 1D5 Teeth
20 Shoulder 41-50 Lockjaw (20), Whiplash (2), Lose 2D5 Teeth
21-30 RIGHT ARM 51+ Lockjaw (Permanent), Whiplash (4), lose 2D10 Teeth
21-22 Hands
23-25 Forearm Nose
26 Elbow TOTAL EFFECT
27-29 Bicep 1-20 Lost (2), Nose Broken
30 Shoulder 21-30 Lost (4), Nose Broken
31-45 LEFT LEG 31-40 Gasping (2), Nose Broken
31-32 Foot 41-50 Gasping (3), Nose Broken
33-37 Shin 51+ Gasping (4), Nose Lost
38 Knee
39-43 Thigh
Ear
44-45 Hip
TOTAL EFFECT
46-60 RIGHT LEG
1-20 Tinnitus (1)
46-47 Foot
21-30 Tinnitus (3)
48-53 Shin
31-40 Tinnitus (5), Flinch (1)
54 Knee
41-50 Tinnitus (10), Flinch (2), Whiplash (1)
55-58 Thigh
51+ Tinnitus (60), Stunned (3D5), Ear Lost
59-60 Hip
61-100 CHEST
Eye
61-65 Pelvis
66-72 Intestines TOTAL EFFECT
73-78 Spine 1-20 Vision Loss (3)
79-84 Stomach, Kidney, or Liver 21-30 Vision Loss (5)
85-89 Heart 31-40 Vision Loss (10), Flinch (1)
90-96 Lungs 41-50 Vision Loss (10), Flinch (2), Whiplash (1)
97-100 Ribcage, No Organ Struck 51+ Vision Loss (60), Stunned (3D5), Eye Lost
Hand
TOTAL EFFECT
1-25 Flinch (1)
26-40 Flinch (1), Drop
41-55 Flinch (3), Drop (3), Bone Broken (Fracture)
56-70 Flinch (3), Drop (5), Bone Broken (Shatter)
71+ Flinch (5), Hand lost.
34
Elbow and Shoulder Spine
TOTAL EFFECT TOTAL EFFECT
1-25 Weakened (1) 1-25 Flinch (1), Drop, and Knockdown
26-40 Weakened (2), Drop 26-40 Flinch (2), Drop (2), and Knockdown (1)
41-55 Weakened (4), Drop (2), Bone Broken (Fracture) 41-55 Paralyzed (2), Knockdown (3), Bone Broken (Fractured)
56-70 Weakened (4), Paralyzed (2), Bone Broken (Shatter) 56-70 Paralyzed (5), Knockdown Prone (5), Bone Broken (Shattered)
71+ Looming Death (9), Arm lost 71+ Spine destroyed, Instant Death
Intestines
TOTAL EFFECT
1-25 Tattered (2)
26-40 Tattered (3), Weakened (2)
41-50 Tattered (4), Weakened (4)
51-60 Tattered (5), Weakened (5), Looming Death (15)
61+ Tattered (6), Weakened (5), Looming Death (1D10)
35
SPECIAL DAMAGE EFFECTS
STUNNED TATTERED
A character may become stunned from either too much damage or A Character struck with Tattered take a level of Fatigue for each Half
being struck on the head hard. Stunned characters cannot take Action they perform any Movement, use a Melee Weapon, or use a
Actions or Reactions for (X) Half Actions, reduced by the Character’s Heavy Weapon. Tattered lasts for (X) Half Actions.
Toughness Modifier, to a minimum of 1. Stunned characters are not
Helpless or Unaware. PARALYZED
Stunned Characters can have their Stun reduced by another The Character’s Limb that was struck is Paralyzed and cannot be used
Character making an Intellect, Charisma, or Leadership Test. The Half for (X) Rounds. The Character’s Body Locations struck are considered
Actions the Character is Stunned are reduced by the Degrees of a Useless and unusable until it wears off at the beginning of the
Success gained on the Test. This is a Full Action. Character’s Turn after the Rounds are up. The GM should consider all
Body Locations under the Paralyzed location as Paralyzed, as well. For
LOST example, the entire Arm if the Shoulder is Paralyzed, or both legs if
A Character who has suffered Lost will not be able to tell what the Spine is Paralyzed.
direction they are facing, where they are, or tell allies from enemies.
Lost lasts for (X) Half Actions, reduced by Half the Character’s BONE BROKEN
Toughness Modifier, to a minimum of 1, and ends at the end of the A Broken bone has two types of severity, Fracture and Shatter. A
Character’s Turn. Lost Characters can have their Lost reduced by Fractured Limb can still be used but will give 1 level of Fatigue for each
another Character by making an Intellect, Charisma, or Leadership Round it is used. A Shattered Limb can still be used but will give 1 level
Test. The Rounds are reduced by 1 if Successful, and an extra +1 for of Fatigue and 1 Wound for each Round it is used.
every 2 Degrees of Success.
WEAKENED
LOCKJAW A Character hit by Weakened has the amount of their Melee Attacks
The Character is unable to speak louder than whisper, eat, or use their reduced by half. This lasts for (X) Rounds and wears off at the
mouth for much of anything, for (X) Rounds. beginning of the Character’s Turn after the Rounds are up.
TINNITUS FLINCH
The Character has a -20 Penalty to Hearing-based Perception Tests. A Character with Flinch will swing their body that causes their Attacks
Tinnitus lasts for (X) Rounds and lasts until the end of the Character’s with that limb to have a -30 Penalty To Hit for (X) Half Actions.
Turn.
DROP
VISION LOSS The Character drops what is in their hand. If Drop is accompanied by
Vision Loss gives a -20 Penalty to all Sight-based Perception Tests. (X), that will signify that the Character cannot pick up or hold objects
Vision Loss lasts for (X) Rounds and lasts until the end of the with that hand for (X) Rounds.
Character’s Turn. If a Character was holding a [TH] Weapon with both Hands,
the Character may make a Strength Test to keep holding the weapon
SHELLSHOCK with the other hand. If the Character is holding a [HW] Weapon with
Shellshock gives the Character a -20 Penalty to all Actions. The both Hands, the Character may make a -20 Strength Test to keep
Character will also struggle to remember their name or other simple holding the weapon with the other hand.
pieces of information. Shellshock lasts for (X) Rounds and ends at the
end of the Character’s Turn. BLOODLOSS
Bloodloss increases the amount of Damage the Character takes, from
WHIPLASH any source, by (X). Bloodloss lasts until the Character is given an
The Character is partially stunned and has difficulty reacting. Extended Medical Test.
Reactions, including Evasions, are at a -30 Penalty. Whiplash lasts for
(X) Rounds and lasts until the end of the Character’s Turn. KNOCKDOWN
A Character that has been hit with Knockdown will be moved from
WINDED Standing to Crouching, and from Crouching to Prone. Knockdown can
Characters struck by Winded will have their Turns reduced to only also allow a Character to go from Standing to Prone if specified as
being able to take a Half Action. This lasts for as (X) Rounds. Knockdown Prone.
If Knockdown is accompanied by (X), that will signify that
GASPING the Character is unable to Stand Up or go from Prone to Crouching for
The Character takes a -20 Penalty to any Physical and Warfare (X) Rounds.
Characteristic Tests, including Skills and Attacks. Gasping Lasts for (X)
Rounds and lasts until the end of the Character’s Turn. LOOMING DEATH
Looming Death means the Character will die, regardless of Wounds,
SLOWED within (X) Rounds, which is increased by the Character’s Toughness
A Character suffering from Slowed reduces their Movement Speeds, Modifier and Mythic Toughness. Looming Death can be stopped by
Jump and Leap Distances, Climbing, and Swimming Speeds by half. having Biofoam or Sealant Mesh applied to the Location struck.
Slowed lasts (X) Rounds.
INSTANT DEATH
SUFFOCATION Instant Death will kill the Character regardless of any circumstances.
The Character can no longer breathe and will die after as many Turns Burning a point of Luck will allow the Character to survive without a
as the Character can hold their breath. reduction in Wounds beyond the Damage taken from the Attack.
36
MEDICAL EFFECTS
37
SLEEP DEPRIVATION hypothermia. If the Character is wet, the Penalties gained are at an
Sleep Deprivation is a lack of sleep and the effects that come with it. extra -10 and Fatigue gained is increased by 1.
After two days of no sleep, the Character temporarily loses 5 Agility
and Perception until they receive a minimum of 7 hours’ rest. TEMP EFFECT
After 5 Days awake, the Character begins to take 1 level of 51 and up Heat exhaustion is in full effect. -20 to Perception and
Fatigue for every 12 hours still awake. These are recovered when -20 to Warfare Characteristics. The Character must
rested. make a Toughness Test at -20 or gain a Fatigue for
every 10 minutes the Character is in the temperature.
UNCONSCIOUSNESS 50 to 41 Heat exhaustion begins setting in. -10 to Perception.
Unconsciousness is only temporary. A character loses Consciousness The Character must make a Toughness Test or gain a
when they reach their Toughness Modifier in levels of fatigue. Fatigue for every hour the Character is in the
A Character is unconscious for 10 Minutes, reduced by their temperature.
Toughness Modifier and Mythic Toughness, to a minimum of 1. The 40 to -19 The body is not affected.
amount of time Unconscious is increased by 1 Minute for every -20 to -39 The body is slowed down. Temporary -10 to Agility.
Wound the Character has taken. The Character must make a Toughness Test or gain a
An unconscious character is Unaware and Helpless. An Fatigue for every hour the Character is in the
Unconscious Character can only awaken when their Fatigue is lower temperature.
than their Toughness Modifier in levels of Fatigue. -40 to -50 Hard to focus, shaking body. -20 to Agility, -20 to
Warfare Characteristic Tests. The Character must
ENVIRONMENTAL EFFECTS make a Toughness Test at -20 or gain a Fatigue for
every 10 minutes the Character is in the temperature.
ELECTROCUTION -51 and Minimal breathing, poor reflexes. -30 to Agility, -30 to
Unlike the Stun and Electrified Special Rules, Electrocution is for under Warfare Characteristic Tests, and the Character must
Characters interacting with extreme levels of electricity. Electrocution make a Toughness Test at -30 or gain a Fatigue for
comes in 5 levels of severity, where the level chosen is the amount of every 5 minutes the Character is in the temperature.
D10s the Character takes in damage at the beginning of each Turn.
Electrocution ignores the Character’s Armor and half of OVERCOMING TEMPERATURES
their Toughness and Mythic Toughness. When Electrocuted, the Characters wearing the correct clothing and equipment can easily
Character must make a Full Action -(X) Strength Test, where (X) is -10 overcome the effects of extreme temperatures. Winter clothing will
for each level of severity, up to -50. If Successful, the Character is able stave away the effects of cold weather, less clothing will assist with
to pull away from the electricity, taking up their Turn. hot temperatures, and so on. It is up to the GM to decide if the articles
If another Character attempts to help the Electrocuted of clothing assist or worsen the effects of extreme temperatures.
Character, they will also become Electrocuted at 1 level of severity
less than the first Character. For every Character in a chain of UNCONSCIOUS IN EXTREME TEMPERATURES
Electrocution, it’s 1 level of severity less with each involved. If a Character goes unconscious within Extreme Temperatures, the
GM may allow the Character their Toughness Modifiers in hours
ON FIRE before they die. If the temperatures are in the upper most extremes
Characters, who are on fire, or at least in it, take constant damage of either heat or cold, the Character will only receive their Toughness
until the fire is put out. When a character is exposed to the fire, the Modifier in Minutes before they die.
character must make a Half Action Agility Test or catch on fire.
To put out the flames, characters can drop and roll, and SUFFOCATION
attempt to put out the fire using a +10 Agility Test. For every round This includes drowning, smoke inhalation, and exposure to toxins and
the character is on fire, the character gains +10 to the Agility Test. areas without oxygen or whatever the organic breathes.
The GM may decide if certain environmental conditions can If the character is trying to hold their breath, the character
make the fire worse or easier to put out. At base, Fire should deal 2D5 can hold its breath for as many seconds equal to the character’s
Damage, ignoring Damage Resistance. The severity of the fire should Toughness Characteristic.
increase the damage up to 5D5 for fully engulfed in flames. While the character is holding their breath, and becomes
panicked or rushed in any way, the character must make a Toughness
EXTREME TEMPERATURES test each round to conserve oxygen.
The body can only perform so well within high and extreme When the character fails a Toughness Test, or runs out of
temperatures. Once the body is forced to perform within these time, the character takes a level of Fatigue each round (Every six
extremes, complications begin. These temperatures are recorded in seconds). If the character is now unconscious, and still without any
Celsius. This is an optional system the GM does not have to worry source to breathe, the character suffers 1D10 damage each round
about, GM discretion is advised. until the character dies. This damage ignores Shields, Toughness, and
Armor.
EXTREME HEAT
High and extreme heat can lead to dangerous side-effects in the body.
These side-effects can be worsened if the Character is dehydrated, as
well, increasing the Penalties by an extra -10 and Fatigue gained is
increased by 1.
EXTREME COLD
Low and extreme low temperatures can also lead to dangerous side-
effects in the body. These temperatures can cause body temperature
to drop rapidly, leading to fatigue, decreased coordination, and
38
SPACE WITHOUT PROTECTION PROTECTION AGAINST RADIATION
Space, without protection, is incredibly dangerous. Within 18 seconds Radiation can be alleviated by wearing protective gear or with
(3 Turns) of being in space without proper protection, the Character Potassium Iodide tablets. Potassium Iodide and any Enclosed suits
goes unconscious. Every Round after, the Character takes the and armor will treat Radiation Levels as 3 levels lower. Hazmat Suits
following set of effects. will treat Radiation Levels as 5 levels lower. CBRN Suits will treat
• Radiation Poisoning (+1) Radiation Levels as 6 levels lower. And finally, Radiation Suits will
• 5 Damage ignoring Damage Resistance protect the user from all levels of Radiation.
• -5 to Strength Characteristic as Special Damage
• -5 to Toughness Characteristic as Special Damage FLOOD SPORES
For every 10 Rounds a Character is in an environmental location filled
If the Character is retrieved and is brought out of the depths of with Flood Spores, that Character must make a +20 Toughness Test.
unprotected Space, they may recover if they have not already died. If Failed, the Character must spend a Luck Point or become infected.
With medical attention, every day the Character may recover 5 of the This infection takes 40 Rounds (4 minutes) to take over the Character.
lost Strength and Toughness Characteristics. Fatigue and Damage It may also stay infested until the Flood decides it is best to activate,
may be recovered normally. such as when the infected are near prey.
Only the Mgalekgolo/Lekgolo Soldier Type are immune to If the Character runs out of Luck Points to spend, they must
the effects of Space and will take none of these effects. instead Burn the Luck Point to survive.
Characters with Vacuum Suits, rebreathers, and gas masks
RADIATION are unaffected as long as they are not directly breathing the spores
Radiation is a dangerous thing, and only made worse by the absolute in. Mgalekgolo are immune to breathing in Flood Spores and are
abundance of it in both modern times and the Halo universe. The unaffected by this. The breathing system Unggoy use also protect
following section will detail rules dealing with radiation at different them from Flood Spores.
levels based on Radiation Level (RL). The GM may hand-pick the
Radiation Level they’d like for their story.
RADIATION LEVELS
Radiation Levels can be tracked on a scale of 1 through 100, where
the higher the roll, the more dangerous the Radiation may become.
Radiation Level is something that a GM can roll a D100 to figure out
how much Radiation is within an environment.
Effects gained from Radiation Poisoning are on a per hour
basis of being within the Radiation. The effects are gained at the
beginning of each hour the Character is in the irradiated environment,
though the Characters have a small leeway of 3 Turns before first
taking the effects when first encountering Radiation.
If a Character is rendered Unconscious from Radiation
Levels, the Character can regain Consciousness if removed from the
Radiation and given an Extended Medical Test. If the Character is not
given an Extended Medical test, they will wake up after 12 hours,
reduced by the Character’s Toughness Modifier.
If the Character is Unconscious and not removed from the
Radiation, they will die within 10 hours and cannot wake up unless
they Burn a point of Luck.
ROLL RL EFFECTS
01-05 1 Radiation Poisoning (1)
06-15 2 Radiation Poisoning (2)
16-25 3 Radiation Poisoning (4)
26-40 4 Radiation Poisoning (6)
41-60 5 Radiation Poisoning (8)
61-75 6 Radiation Poisoning (12)
76-85 7 Radiation Poisoning (16)
86-95 8 Unconscious, Radiation Poisoning (1D10+10)
96-99 9 Unconscious, Radiation Poisoning (3D10+10)
100 10 Instant Death
39
FEAR AND MENTAL DISORDERS
40
OBSESSIONS AND MANIAS DELUSIONS
Like Phobias, there are many types of Obsessions that a player can be Delusions and Hallucinations are under the same principles as
overcome by. It is best that the Gm and Players agree on a type of Phobias, Manias, and Obsessions. As before, a list of given examples
obsession that would fit the character and the fear that caused it. The of different delusions and hallucinations will be listed in a chart that
following chart are some examples of Obsessions a player can be the GM and players will be able to choose from. The GM and Players
overwhelmed with. Just like phobias, the GM and Players should also may also go online or look in a medical book for other Delusions and
look online in Mania and Obsession lists for good disorders to affect Hallucinations that could affect a character.
the player.
DELUSIONS WHAT IT DOES
OBSESSIONS WHAT IT DOES Auditory The false perception of voices and sounds, such as
Eudemonia An obsession with wandering and traveling. buzzing, humming, hearing voices in radio static,
Egomania Irrational self-centered attitude. whispering, and any noise that is feared most.
Eleutheromania The obsession of being free from military or Grandiose The delusion that one is magic or untouchable
any other company or organization. through luck.
Kleptomania The obsession of stealing objects from others. Gustatory The false perception of tastes.
Ludomania An obsession with gambling. Hypnogogic Events that happen right before waking up that
Lypemania The manic tendency for never seeing anything cannot be differed between being awake.
as good or welcome. Traumatic or strange events happening right before
Mythomania The obsession of constantly lying. awaking.
Mythomania The manic tendency to tell lies. Olfactory The false perception of smells and scents such as
Oniomania The obsession of spending cR. burning or dead flesh, candles, and whatever other
Plutomania An obsession with collecting cR. smells.
Polemanias The obsession of war and violence. Paranoid The belief that one is being controlled of
Technomania An obsession for technology. persecuted by stealth powers and conspiracies.
Xenomania An inordinate obsession with aliens. Referential The delusion that events are being carried by
hidden or coded messages that one can decode.
NIGHTMARES This includes conversations and events that happen
A character that has recurring nightmares must roll a Courage Test in certain orders.
every night when asleep. If passed, the character has no, or is not Sensation Hallucinations that affect sensations that are
affected by the nightmares. If the character fails this Courage Test, a triggered by different events. These include
Toughness Test must be made with a -10 Penalty, if failed, the Auditory, Gustatory, Olfactory, Somatic, tactile,
character begins to gain fatigue over time for not having good night visual, and Hypnogogic.
sleep. Only two fatigue can be gained in total from having Somatic The false perception of processes and events that
Nightmares. are happening inside the body, such as gunshot
wounds, pain, being tickled, and electrification.
CURING MENTAL DISORDERS Tactile The false sensations of being touched, crawled
Over time, if the GM feels like it, a character can overcome the upon, or even feeling the processes under one’s
disabilities gained. This can be done through self-help, therapy, and skin.
just plain time. If the GM is feeling particularly nasty, the character’s Visual The false perception of objects, people, and events
disorders could become worse over time, as well. It is best to start off happening before one’s eyes.
a Mental Disorder lightly before having it worsen, instead of having it
start off bad and make it worse from there.
41
IFF TAGS, RADAR, MOTION TRACKING, AND VISR (HEADS UP DISPLAY)
INFORMATION SHARING
IFF Tags and any IFF-capable device may share information with both
Allies and Targeted Enemies. The sharable information includes, but
is not limited to, live video and audio feed, video and audio files,
tracking information, biometrics, text, and map updates and
information.
42
VISR LIGHT PENALTIES
VISR, (Visual Intelligence System, Reconnaissance) is an integrated When activated, VISR gives the Character penalties for bright lights
visual management system for battlefield information used by the and daytime use. Daytime usage gives the Character a -10 To hit and
UNSC. VISR is offered by various helmets and eye devices, as well as to all eyesight-based Perception Tests.
Covenant variants that share these rules. Flares, bright lights, and flashlights will give an extra -20 Penalty,
VISR provides tactical overview in real-time combat. It links dependent of the original Penalties it would have given. These
to the United Earth Governments Feed, the Colonial Administration Penalties can be avoided by Polarizing the VISR but will lose
Authority, and various other UNSC Data Infrastructures. the Low-Light Detection Bonuses.
Covenant variants of VISR provide the same services but
connect to the Covenant Battle Network.
OPTIONS INFORMATION
Communications Battlenet Communications (COM) is a component that allows the Character and others with IFF-capable devices to share
various linked feeds and communicate in open and private channels.
Compass Displays a compass, which also displays location based IFF Information.
Highlight System VISR highlights enemy and allied targets based on their IFF tags, or lack of IFF Tags. Enemies are displayed in red outlines,
allies are displayed in green outlines, and neutral targets are displayed in white outlines.
The Highlight system also outlines the Character’s surroundings in a faint yellow-orange color, allowing for
easier identification of objects and locations in the dark. This works up to 50 meters away.
IFF Information All available IFF Information is displayed on the VISR overlay.
Low-Light Detection When under Low-Light and Darkness, the VISR acts as a pair of Night Vision Goggles. This lowers Penalties from Darkness
by 40, and Low-Light Penalties by 10. Cannot be used with any other Darkness or Low-Light-based visual utilities.
Navigation Navigation System (NAV) on the VISR offers Dynamic Mapping Systems. This allows the Character to turn their VISR into
a large-scale map (TACMAP), as long as they are connected to requisite Data Infrastructure.
TACMAP offers a bird-eye view of all current IFF tracked information overlaid on to it. When using the TACMAP,
the Character is considered Blind to anything but the Map.
Overview An integrated Heads Up Display overview. The Overview displays any manually entered information about weapon count,
grenade count, and magazine and ammo count. It will then automatically track how many are used and how many times
the weapon is fired.
The Overview also displays the Character’s biometrics, any shields the Character may have, and allied
information that is sent.
Polarizing VISR can be polarized as a Reaction to activate and deactivate. Polarizing halves all bright light-based Penalties.
Radar Displays the Motion Tracker and Radar information.
Tethering VISR can be tethered with other devices, such as Smartlink sights and scopes, Distress Beacons, Ammo Counters, and so
on. Devices that are tethered allow VISR to show information or take files from the tethered piece of equipment.
43
EXAMPLE OF PLAY
At the beginning of their session, the player Lars has an ONI Operative James (Echo): I have a Perception of 50 with Camouflage at +20, and
Character. Lars works together with his GM to create a new briefing Urban Camo giving me an extra +10 Bonus. I need an 80 or lower to
for the group of players. Succeed and rolled [45]. That’s 3 Degrees of Success.
Lars (Wenzel]: Wenzel is going to call everyone over to share his ONI Game Master: "Alright, you’re in position and the Jackals remain
ID with them. “Delta, listen closely. From this moment forward and unaware. Mike, it's your turn.”
until the end of this operation, your squad’s command has been
transferred to ONI Section 3 Materials Group. And this is how it goes.” Mike (Demo): I want to sneak into position and send my VISR feed to
Wenzel then twirls his hands and swaps out his ID for a photo of a Echo so he can see who I’m going to target.
Hannibal Weapon System prototype M820 Scorpion.
Game Master: "Roll me a Perception-based Camouflage with at least
“ONI has a new primary objective for us. It seems that our benefactor one Degree of Success.”
wasn’t careful enough with their classified materials. In addition to
your previous objective to destroy the building’s central servers; your Mike (Demo): I have a Perception of 55 but will take a -40 Penalty
new objective is to recover this prototype Hannibal Scorpion from because I’m going to Run into position. That gives me 15, but I also
inside the facility.” have Human Urban Camo that gives me a +10. I only have Camouflage
Trained so I gain no extra Bonuses. I’m going to spend a point of Luck
Olivia (Castle]: “Alright— well, recovering a strange prototype wasn’t to get a +20 Bonus. So I need a 55 or lower to Succeed with at least
on the list for today, but it is now. Delta, safeties off and watch out one Degree of Success.
for civilian contact.” Castle begins to walk to each member of the
squad to issue orders. I rolled [87] and failed with 3 Degrees of Failure. I’m going to spend
another point of Luck to reroll with a +10. I rolled a [1], a Critical
“Echo, Demo; you two scout out the outside of the facility and find Success.
the entrance to the administration building. Make sure those Gasbags
(Huragok) can’t recover anything from the server rooms. Wenzel, Game Master: "A Critical Success means the Jackals can’t detect you,
you’re with me. If your benefactor’s map is accurate, then we’ll need and Echo was waiting to take a Combined Action, so it’s Mike’s Turn
to shoot our way through the assembly building so we can get to this again.”
thing. Delta, move out.”
Mike (Demo): I am making my Attack using my silenced M6D that can
The GM notes that the party is splitting up into two and decides to first make 4 Attacks with Semi Auto, and I’ll make 2 Attacks against each
go with Mike, playing Echo and James, playing Demo. Target. I have a Warfare Range of 45, I have a Semi Auto weapon
giving me +10 and a big +40 Bonus for an Unaware Target. With
Game Master: "As you sneak around the building, your VISR Motion Squad Up, I get one more +10 Bonus. I need 105 or lower to Succeed.
Trackers indicate three hostiles directly in front of you. From the I rolled [100] and [35] against the first Jackal. The 100 automatically
scattered glow bouncing off of the walls ahead and the size of the failed, but the 35 had 7 Degrees of Success. Switching Targets is at a -
motion signature, you think it could be Jackals." 10 Penalty, and I rolled [65] and [14]. The [65] gave me 3 Degrees of
Success and [14] gave me 8 Degrees of Success.
James (Echo): I ready my M6D and gesture to Demo to do the same,
saying: “Demo, three contacts dead ahead, do you want to sneak past Game Master: “The Jackals can’t evade because they are Unaware.
them or take them out?” Roll for Damage.”
Mike (Demo): I also ready my pistol and nod. “Let's take them out Mike (Demo): Using Cold Load and Armor Piercing with my M6D, I do
quietly, load subsonic rounds and lead the way.” 3D10+8 Damage, 6 Pierce. I deal [30], [25], and [27], [36] Damage.
At the start of the Combat, the GM has James and Mike roll for Game Master: “Figuring in Armor the first Jackal survives the two
Initiative, while the GM rolls for the three Jackals ahead of time. Since shots. But the second Jackal had taken off his helmet while playing a
the Jackals are Unaware, their Turns will be skipped until they become card game and dies from two headshots. Your turn in the Combined
aware of the two Players or begin taking Damage. James and Mike Action, James.”
will spend some time sneaking up on the Jackals to reduce the
distance between them. James (Echo): I will take one shot at the surviving Jackal and then take
my other three shots against the third with Called Shots to the head.
James (Echo): I want to sneak into a good firing position and then wait All my Attacks landed and because they can’t evade, I don’t need to
for Demo so I can make a Combined Action. worry about Degrees of Success. My first Attack rolled 2 10s so it will
deal Special Damage. My damage is [37] against the surviving Jackal,
Game Master: "The Jackals need to succeed on an Investigation Skill and [22], [34], [24] against the last Jackal.
Test to see if they notice you. The jackals don’t have any Night Vision
and you are both outside of the environmental lighting. This means Game Master: “Based on the Damage dealt to the first Jackal, it dies,
the Jackals take a -50 Darkness Penalty. The Jackals have a Perception and you won’t need to check for Special Damage. The third Jackal dies
Characteristic of 55, reduced to 5 because of Darkness, and given a from the 3 headshots, thanks to the Headshot Special Rule lowering
+10 Bonus from their Investigation Skill. The Jackals need to roll 15 or its Damage Resistance. Echo and Demo will be able to continue into
better to succeed. The first fails with [55], 4 Degrees of Failure. The the Admin Building. We’ll switch over to Olivia and Lars.”
second Jackal rolled [11]. Meaning a Success with 0 Degrees. You
need to succeed by 1 Degrees of Success or more to remain unseen.” The end(?)
44
CHARACTER CREATION
45
PERCEPTIVE RANGE SPENDING EXPERIENCE
Perceptive Range is the Range at which the Character is able to make
Attacks and see without Penalty. This is figured by taking the PURCHASING LUCK
Character’s Perception and multiplying it by 5. A Character with a 50 Players can increase their total Luck Modifier by purchasing another.
Perception would have a 250 Meter Perceptive Range. Each +1 in Luck purchased costs 1,500 experience. A player can
purchase up to a maximum of 13 luck.
LANGUAGE
All Characters may begin with one Language for free, which can be PURCHASING WOUNDS
selected by the GM. Characters can learn up to their Intellect Modifier Players can increase their total Wounds by purchasing another bump
in Languages. Each Language costs 150 Experience to learn. The in it. Each +4 Wounds purchased costs 1,500 experience. A Player
following is a list of example Languages, the GM may allow more to cannot purchase this more than 4 times.
be taken than are shown on this list.
FACTION AND WEAPON TRAINING
HUMAN HUMAN COVENANT Weapon Training is the Character’s knowledge of using specific types
English Arabic Sangheili Language of Weapons. Learning other Faction Training costs 300 Experience,
Spanish Bengali Kig-Yar Language each. If the Character does not have the Weapon Training for the
Chinese Hindi San’Shyuum Language weapon they’re using, they gain a -10 Penalty To Hit.
Russian Italian Jiralhanae Language Faction Training is split between UNSC, Covenant, and
German FORERUNNER Huragok Language Forerunner. Covenant Faction Training also covers Banished
Japanese Forerunner Symbol Lekgolo Language weapons.
NuNordic Digon Unggoy Language
French Jagon Yonhetian Language TRAINING EXP WEAPON TYPES
Swahili Forerunner 3D Script Yanme’e Language Basic 150 Pistol, Knife, Shotgun
Latin MISC. LANGUAGES Infantry 200 Rifle, Carbine, SMG, Grenade
Hungarian Sign Language Morse Code Heavy 200 Light Machine Gun, Machine Gun, Heavy
Portuguese Braille Binary Machine Gun
Advanced 300 Energy Weapon, Railgun, Chemical Sprayer,
MOVEMENT Beam
Every Character has a Movement Speed based on their Agility Launcher 250 Missile Launcher, Rocket Launcher, Grenade
Modifier, which states how many Meters a Character can move per Launcher
Action taken. The following is a Table listing the basic Movement Long Range 150 Sniper Rifle
Actions and how many Meters you can travel when using them. Ordnance 300 Satchel Charge, Demolition, Ordinance,
Landmine
AGILITY MOD HALF FULL CHARGE RUN Cannon 250 Cannon, Mortar Cannon, Autocannon,
MOVE MOVE Coilgun
0 1/2 1 2 3 Melee 150 All non-knife Melee Weapons and Physical
1 1 2 3 6 Shields
2 2 4 6 12
3 3 6 9 18 SKILLS (P. 82)
4 4 8 12 24 Everyone has skills. A skill is the resourcefulness and competence in
5 5 10 15 30 the battlefield. Skills are a primary aspect of allowing unique options
6 6 12 18 36 for a player to complete tasks and to overcome a challenge.
7 7 14 21 42
8 8 16 24 48 ABILITIES (P. 89)
MULTIPLIER 1x 2x 3x 6x Abilities are a character’s aptitude gained naturally with experience
over time. Abilities unlock innovative ways to play the game and new
CHARACTER CREATION AND TRAINING bonuses. What an Ability does is based on its Benefit, so make sure to
All Characters are given their specific Faction Training at Character read up on what all of your Abilities do.
Creation. Soldier Types will list what type of Weapon Training they
begin with, and all non-Civilian Characters gain one free Weapon EDUCATION (P. 97)
Training of their choice. Civilians who join the Military will gain this Education are Skill-like Advancements that allow a Character to have
free Weapon Training. in-depth knowledge of things like Planetary Science, Astronautics,
If a Character does not have the Faction Training for their and various Cultures. These Education-based Tests allow Characters
equipment, they’re at a -20 Penalty for Tests made. to delve further into the specifics of Skill and Ability Use.
46
UNSC SOLDIER TYPES
ANTI-ARMOR EQUIPMENT
M41 Rocket Launcher Hard Case
M6 series Pistol Flashlight
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Flashbang Holographic Tactical Eyepiece
Tactical Softcase UNSC/Insurrectionist BDU
47
COLONIAL MILITIAMAN
“We won’t be getting reinforcements for another week. Too bad for MARKSMAN EQUIPMENT
them, that means this’ll only be a fair fight for a short time.” M392 DMR Hard Case
M6 series Pistol of the time Flashlight
CHARACTERISTICS Two M9 Dual-Purpose Grenades M1 Combat Knife or MK 88 Ratio
STR TOU AGI WFR WFM INT PER CRG CHA LDR Two Flashbang Grenades Holographic Tactical Eyepiece
25 25 25 25 25 25 25 25 25 25 Two Tactical Hard Cases UNSC Battle Dress Uniform
TIER: 2 EXPERIENCE COST: 1,400
UPBRINGING: Any TRAINING: Basic and Infantry POINT MAN EQUIPMENT
CHARACTERISTIC ADVANCEMENTS MA37 Assault Rifle Hard Case
STR TOU WFR -- M6 series Pistol of the time Flashlight
Two M9 Dual-Purpose Grenades M1 Combat Knife or MK 88 Ratio
+5 Simple +5 Simple +5 Simple --
Two Flashbang Grenades Holographic Tactical Eyepiece
PHYSICAL ATTRIBUTES
Two Tactical Hard Cases UNSC Battle Dress Uniform
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal CLOSE QUARTERS EQUIPMENT
M90 SCAWS Shotgun Hard Case
SOLDIER TYPE TRAITS
M6 series Pistol of the time Flashlight
The Militiaman begins with the Human Weaponry Racial Training at
Two M9 Dual-Purpose Grenades M1 Combat Knife or MK 88 Ratio
Character Creation. Two Flashbang Grenades Holographic Tactical Eyepiece
The Militiaman begins with two Skills of their choosing at +10 at Two Tactical Hard Cases UNSC Battle Dress Uniform
Character Creation.
SQUAD UP: When with others from the Army, Marine, Air Force, Navy, ASSAULT EQUIPMENT
ORION, ODST, Militiaman, and Spartan IV Soldier Types; these M7 Caseless SMG Hard Case
Characters gain a +5 Bonus to Courage Tests. The Characters also gain M6 series Pistol of the time Flashlight
a +10 Bonus to Warfare Melee and Warfare Range Tests when taking M9 Dual-Purpose Grenade M1 Combat Knife or MK 88 Ratio
Combined Actions. Three Flashbang Grenades Holographic Tactical Eyepiece
Two tactical Softcases UNSC Battle Dress Uniform
INSURRECTIONIST
If an Insurrectionist was chosen, then any weapon without the [I] Tag
will cost 25% more. Insurrectionists gain all Weapon and Vehicle
Modifications at Half cR Price.
48
UNSC OR INSURRECTIONIST MARINE SOLDIER
“We’re best of the best, and we’ll prove it to anyone who POINT MAN EQUIPMENT
disagrees.” MA5 series Assault Rifle Hard Case
M6 series Pistol of the time Flashlight
CHARACTERISTICS Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
STR TOU AGI WFR WFM INT PER CRG CHA LDR Two Flashbang Grenades Holographic Tactical Eyepiece
25 25 25 25 25 25 25 25 25 25 Two tactical Softcases UNSC/Insurrectionist BDU
TIER: 2 EXPERIENCE COST: 1,800
UPBRINGING: Any TRAINING: Basic and Infantry MARKSMAN EQUIPMENT
CHARACTERISTIC ADVANCEMENTS B55, BR75, or BR85 Battle Rifle Hard Case
STR AGI WFR PER M6 series Pistol or M6J Carbine Flashlight
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
+5 Simple +5 Simple +10 Rookie +5 Simple
Two Flashbang Grenades Holographic Tactical Eyepiece
PHYSICAL ATTRIBUTES Two Tactical Hard Cases UNSC/Insurrectionist BDU
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal
CLOSE QUARTERS EQUIPMENT
M90 Close Assault Weapon System Hard Case
SOLDIER TYPE TRAITS
Shotgun
The Marine begins with the Human Weaponry Racial Training at M6 series Pistol or M6J Carbine Flashlight
Character Creation. Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
The Marine begins with four Skills of their choosing at Trained at Two Flashbang Grenades Holographic Tactical Eyepiece
Character Creation. Two Tactical Hard Cases UNSC/Insurrectionist BDU
SQUAD UP: When with others from the Army, Marine, Air Force, Navy,
ORION, ODST, Militiaman, and Spartan IV Soldier Types; these HEAVY SUPPORT EQUIPMENT
Characters gain a +5 Bonus to Courage Tests. The Characters also gain AIE-486H Heavy Machine Gun Hard Case
a +10 Bonus to Warfare Melee and Warfare Range Tests when taking M6 series Pistol Flashlight
Combined Actions. Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
Two Flashbang Grenades Holographic Tactical Eyepiece
INSURRECTIONIST Two Tactical Hard Cases UNSC/Insurrectionist BDU
If an Insurrectionist was chosen, then any weapon without the [I] Tag
will cost 25% more. Insurrectionists gain all Weapon and Vehicle HEAVY SQUAD SUPPORT EQUIPMENT
Modifications at Half cR Price. M735 or M739 Light Machine Gun Hard Case
M6 series Pistol Flashlight
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Flashbang Holographic Tactical Eyepiece
Tactical Softcase UNSC/Insurrectionist BDU
ANTI-ARMOR EQUIPMENT
M57 Pilum Rocket Launcher Hard Case
M6 series Pistol Flashlight
M9 High-Explosive Dual-Purpose M1 Combat Knife or Model 52 Knife
Grenade
Flashbang Holographic Tactical Eyepiece
Tactical Softcase UNSC/Insurrectionist BDU
49
UNSC OR INSURRECTIONIST AIR FORCE SOLDIER
“Just remember, boys. We’re the apex predators.” POINT MAN EQUIPMENT
MA5 series Assault Rifle Hard Case
CHARACTERISTICS M6 series Pistol of the time Flashlight
STR TOU AGI WFR WFM INT PER CRG CHA LDR Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
25 25 25 25 25 25 25 25 25 25 Two Flashbang Grenades Holographic Tactical Eyepiece
TIER: 2 EXPERIENCE COST: 2,000 Two Tactical Hard Cases UNSC/Insurrectionist BDU
UPBRINGING: Any TRAINING: Basic and Infantry
CHARACTERISTIC ADVANCEMENTS MARKSMAN EQUIPMENT
AGI WFR PER -- B55, BR75, or BR85 Battle Rifle Hard Case
M6 series Pistol or M6J Carbine Flashlight
+10 Rookie +5 Simple +10 Rookie --
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
PHYSICAL ATTRIBUTES
Two Flashbang Grenades Holographic Tactical Eyepiece
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
Two Tactical Hard Cases UNSC/Insurrectionist BDU
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal
SOLDIER TYPE TRAITS CLOSE QUARTERS EQUIPMENT
M90 Close Assault Weapon System Hard Case
The Air Force Soldier begins with the Human Weaponry Racial Training Shotgun
at Character Creation. M6 series Pistol or M6J Carbine Flashlight
The Air Force Soldier begins with three Skills of their choosing Trained Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
at Character Creation. Two Flashbang Grenades Holographic Tactical Eyepiece
The Air Force Soldier is able to purchase any UNSC Military Vehicle at Two Tactical Hard Cases UNSC/Insurrectionist BDU
1/3rd its listed cR price. This Vehicle is added to the Character’s
Starting Equipment and cannot be sold or traded in.
Between Missions, the Character may swap their current
starting equipment vehicle for another, but no refund is given and
they must pay a third of the cost for the new vehicle.
This Vehicle replenishes and is repaired between Missions.
The vehicle is considered the Party’s vehicle, it does not only belong
to the Air Force Pilot.
SQUAD UP: When with others from the Army, Marine, Air Force, Navy,
ORION, ODST, Militiaman, and Spartan IV Soldier Types; these
Characters gain a +5 Bonus to Courage Tests. The Characters also gain
a +10 Bonus to Warfare Melee and Warfare Range Tests when taking
Combined Actions.
INSURRECTIONIST
If an Insurrectionist was chosen, then any weapon without the [I] Tag
will cost 25% more. Insurrectionists gain all Weapon and Vehicle
Modifications at Half cR Price.
50
UNSC OR INSURRECTIONIST NAVY TECHNICIAN
“I can do it blindfolded, sir.” STANDARD EQUIPMENT
M6 series or M6J Carbine Variant Two Large Tactical Softcases
CHARACTERISTICS UNSC Portable TACPAD Flashlight
STR TOU AGI WFR WFM INT PER CRG CHA LDR Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
25 25 25 25 25 25 25 25 25 25 Multi-Tool Kit Holographic Tactical Eyepiece
TIER: 2 EXPERIENCE COST: 1,550 Six tactical Softcases UNSC/Insurrectionist Battle Dress
UPBRINGING: Any TRAINING: Basic and Infantry Uniform
CHARACTERISTIC ADVANCEMENTS
-- PER INT -- GUARD EQUIPMENT
B55, BR75, or BR85 Battle Rifle Hard Case
-- +10 Rookie +10 Rookie --
M6 series Pistol or M6J Carbine Flashlight
PHYSICAL ATTRIBUTES
UNSC Portable TACPAD M1 Combat Knife or Model 52 Knife
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
Multi-Tool Kit Holographic Tactical Eyepiece
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
Three Tactical Hard Cases UNSC/Insurrectionist BDU
SIZE Normal
SOLDIER TYPE TRAITS
The Navy Technician begins with the Human Weaponry Racial Training
at Character Creation.
The Navy Technician begins with three Skills of their choosing at
Trained at Character Creation.
The Navy Technician begins with 3 +5 Educations at Character
Creation.
SQUAD UP: When with others from the Army, Marine, Air Force, Navy,
ORION, ODST, Militiaman, and Spartan IV Soldier Types; these
Characters gain a +5 Bonus to Courage Tests. The Characters also gain
a +10 Bonus to Warfare Melee and Warfare Range Tests when taking
Combined Actions.
INSURRECTIONIST
If an Insurrectionist was chosen, then any weapon without the [I] Tag
will cost 25% more. Insurrectionists gain all Weapon and Vehicle
Modifications at Half cR Price.
51
UNSC MARINE CORPS ORBITAL DROP SHOCK TROOPERS
“We go feet first, sir!” POINT MAN EQUIPMENT
MA5 series Assault Rifle of the time Hard Case
CHARACTERISTICS M6 series or M6J Carbine Variant Flashlight
STR TOU AGI WFR WFM INT PER CRG CHA LDR Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
25 25 25 25 25 25 25 25 25 25 Two Flashbang Grenades Holographic Tactical Eyepiece
TIER: 3 EXPERIENCE COST: 2,600 Two Tactical Hard Cases ODST BDU of Choice
UPBRINGING: Any TRAINING: Basic and Infantry
CHARACTERISTIC ADVANCEMENTS ASSAULT AND AMBUSH EQUIPMENT
STR TOU AGI WFR M7 Silenced Caseless Submachine Gun Hard Case
M6J Carbine Flashlight
+5 Simple +5 Simple +5 Simple +10 Rookie
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
PER -- -- CRG
Two Flashbang Grenades Holographic Tactical Eyepiece
+5 Simple -- -- +10 Rookie Two Tactical Hard Cases ODST BDU of Choice
PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
CLOSE QUARTERS EQUIPMENT
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
M45 Tactical Shotgun Hard Case
SIZE Normal
M6 series Pistol or M6J Carbine Flashlight
SOLDIER TYPE TRAITS Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
The ODST begins with the Human Weaponry Racial Training at Two Flashbang Grenades Holographic Tactical Eyepiece
Character Creation. Two Tactical Hard Cases ODST BDU of Choice
The ODST begins with three Skills of their choosing at +10 at Character
Creation. GENERAL PURPOSE GUNNERY EQUIPMENT
SQUAD UP: When with others from the Army, Marine, Air Force, Navy, M247 Machine Gun Hard Case
ORION, ODST, Militiaman, and Spartan IV Soldier Types; these M6 series Pistol Flashlight
Characters gain a +5 Bonus to Courage Tests. The Characters also gain Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
a +10 Bonus to Warfare Melee and Warfare Range Tests when taking Flashbang Grenade Holographic Tactical Eyepiece
Combined Actions. Tactical Softcase ODST BDU of Choice
MARKSMAN EQUIPMENT
B55, BR75, or BR85 Battle Rifle Hard Case
M6J Carbine Flashlight
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
Two Flashbang Grenades Holographic Tactical Eyepiece
Two Tactical Hard Cases ODST BDU of Choice
52
UNSC/ONI SECTION I OPERATIVE
“<\ CLEARANCE: Classified [Level [redacted] and above]” STANDARD EQUIPMENT
MA5 series Assault Rifle of the time Hard Case
CHARACTERISTICS WAYPOINT Comm Flashlight
STR TOU AGI WFR WFM INT PER CRG CHA LDR Interrogator Translator M1 Combat Knife or Model 52 Knife
25 25 25 25 25 25 25 25 25 25 Spoofer Holographic Tactical Eyepiece
TIER: 3 EXPERIENCE COST: 2,300 Two tactical Softcases UNSC Battle Dress Uniform
UPBRINGING: Any TRAINING: Basic and Infantry
CHARACTERISTIC MODIFIER ADVANCEMENTS MARKSMAN EQUIPMENT
INT PER CHA LDR BR55 or BR85 Hard Case
WAYPOINT Comm Flashlight
+5 Simple +5 Simple +5 Simple +10 Rookie
Interrogator Translator M1 Combat Knife or Model 52 Knife
PHYSICAL ATTRIBUTES
Spoofer Holographic Tactical Eyepiece
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
Tactical Softcase UNSC Battle Dress Uniform
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal
SOLDIER TYPE TRAITS CLOSE QUARTERS EQUIPMENT
M45 Tactical Shotgun Hard Case
This Soldier Type should only be taken with GM Approval. The GM is
WAYPOINT Comm Flashlight
advised to treat it with caution, as revealing a Spy in the players’ ranks Interrogator Translator M1 Combat Knife or Model 52 Knife
can lead to distrust and Dissension within the ranks. Spoofer Holographic Tactical Eyepiece
The ONI Operative begins with the Human Weaponry Racial Training Two tactical Softcases UNSC Battle Dress Uniform
at Character Creation.
The ONI Operative may choose to mask themselves as an Army,
Marine, Air Force, or Navy Soldier. The Player and Character both do
not have to tell other Players or Characters their motives or that they
are an ONI Operative.
If asked, any military paperwork or Military licenses are
shown to be the chosen masked Soldier Type. This should reflect on
their character page to help keep it a secret.
The ONI Operative begin at Rank O-1 and can take the Command
Specialization Package even if another Character in the Party already
has it.
The ONI Operative gains the pay of their Rank but gains a
False Rank that the other Players and Characters see. This False Rank
is to keep the ONI Operative classified and under cover.
The ONI Operative gains an extra Support Point at Character Creation
and after each Mission. This does not regenerate after use.
All UNSC gear is at half price for the ONI Operative.
SQUAD UP: When with others from the Army, Marine, Air Force, Navy,
ORION, ODST, Militiaman, and Spartan IV Soldier Types; these
Characters gain a +5 Bonus to Courage Tests. The Characters also gain
a +10 Bonus to Warfare Melee and Warfare Range Tests when taking
Combined Actions.
53
UNSC ORION PROJECT AUGMENTED SOLDIER “SPARTAN 1/1.1”
“You were the best of the best, and we made you better.” POINT MAN EQUIPMENT
MA5 series Assault Rifle Hard Case
CHARACTERISTICS M6 series or M6J Carbine Flashlight
STR TOU AGI WFR WFM INT PER CRG CHA LDR Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
35 40 35 25 25 25 40 25 25 25 Two Flashbang Grenades Holographic Tactical Eyepiece
+2 +3 +1 MYTHIC CHARACTERISTICS Two Tactical Hard Cases UNSC/Insurrectionist BDU
TIER: 4 EXPERIENCE COST: 5,800
UPBRINGING: Any TRAINING: Basic, Infantry, Advanced MARKSMAN EQUIPMENT
CHARACTERISTIC ADVANCEMENTS M392 DMR or M395 DMR Hard Case
M6 series Pistol or M6J Carbine Flashlight
WFM WFR PER LDR
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
+5 Simple +10 Rookie +5 Simple +5 Simple
Two Flashbang Grenades Holographic Tactical Eyepiece
PHYSICAL ATTRIBUTES Two Tactical Hard Cases UNSC/Insurrectionist BDU
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 65 kilograms (145 lb.) – 117 kilograms (260 lb.)
CLOSE QUARTERS EQUIPMENT
SIZE Normal
M45 Tactical Shotgun Hard Case
SOLDIER TYPE TRAITS
M6 series Pistol or M6J Carbine Flashlight
The ORION Soldier begins with the Human Weaponry Racial Training Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
at Character Creation. Two Flashbang Grenades Holographic Tactical Eyepiece
ORION Soldiers gain a +20 bonus to Toughness Tests when resisting Two Tactical Hard Cases UNSC/Insurrectionist BDU
Flood Spores and Infection Forms.
The ORION Soldier begins with six Skills of their choosing Trained at HEAVY SUPPORT EQUIPMENT
Character Creation. AIE-486H Heavy Machine Gun Hard Case
SQUAD UP: When with others from the Army, Marine, Air Force, Navy, M6 series Pistol Flashlight
ORION, ODST, Militiaman, and Spartan IV Soldier Types; these M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Characters gain a +5 Bonus to Courage Tests. The Characters also gain Flashbang Holographic Tactical Eyepiece
a +10 Bonus to Warfare Melee and Warfare Range Tests when taking Tactical Softcase UNSC/Insurrectionist BDU
Combined Actions.
HEAVY SQUAD SUPPORT EQUIPMENT
BECOMING AN ORION SOLDIER M735 or M739 Light Machine Gun Hard Case
EXPERIENCE COST: 4,000 M6 series Pistol Flashlight
Any regular Humans can technically become an ORION Soldier. This is M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Flashbang Holographic Tactical Eyepiece
an augmentation that takes a month to complete, and a month of
Tactical Softcase UNSC/Insurrectionist BDU
recovery.
Humans becoming an ORION Soldier gain a boost to their
LONG RANGED SPECIALIST EQUIPMENT
Physical Characteristics, gaining a +10 to Strength and Agility, and a
Sniper Rifle System 99 Rifle Tactical Hard Case
+15 to their Toughness and Perception. The Character also receives
M6 series Pistol Flashlight
the Mythic Characteristics of the ORION Soldier and the +20 M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Toughness Test against the Flood. This does not use up any of the Two Flashbang Holographic Tactical Eyepiece
Characteristic Advancements. Tactical Softcase UNSC/Insurrectionist BDU
ANTI-ARMOR EQUIPMENT
M41 Rocket Launcher Hard Case
M6 series Pistol Flashlight
M9 High-Explosive Dual-Purpose M1 Combat Knife or Model 52 Knife
Grenade
Flashbang Holographic Tactical Eyepiece
Tactical Softcase UNSC/Insurrectionist BDU
54
UNSC/ONI SPARTAN II AUGMENTED SOLDIER
“You have been called upon to serve, you will be trained… and you POINT MAN EQUIPMENT
will become the best we can make of you. You will be the protectors MA5 series Assault Rifle Hard Case
of Earth and all her colonies.” M6 series or M6J Carbine Flashlight
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
CHARACTERISTICS Two Flashbang Grenades Two tactical Softcases
STR TOU AGI WFR WFM INT PER CRG CHA LDR
50 45 50 40 40 25 40 35 10 30 MARKSMAN EQUIPMENT
+5 +4 +3 MYTHIC CHARACTERISTICS M392 DMR or M395 DMR Hard Case
TIER: 5 EXPERIENCE COST: 11,700 M6 series Pistol or M6J Carbine Flashlight
UPBRINGING: Military TRAINING: All Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
Flashbang Grenade Tactical Softcase
PHYSICAL ATTRIBUTES
HEIGHT 193 centimeters (6’4 ft.) – 226 centimeters (7’5 ft.)
WEIGHT 172 kilograms (380 lb.) – 181 kilograms (400 lb.) CLOSE QUARTERS EQUIPMENT
SIZE Large M45 Tactical Shotgun Hard Case
SOLDIER TYPE TRAITS M6 series Pistol or M6J Carbine Flashlight
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
The Spartan begins with the Emotionally Broken Ability and the Fast
Three Flashbang Grenades Two tactical Softcases
Foot Ability at Character Creation.
The Spartan gains four Skills at +10 at Character Creation.
HEAVY SUPPORT EQUIPMENT
The Spartan gains all Spartan II Augmentation Traits at Character
AIE-486H Heavy Machine Gun Hard Case
Creation. M6 series Pistol Flashlight
The Spartan II begins with all Racial and Weapon Training options at M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Character Creation. Flashbang Tactical Softcase
SQUAD UP: When with others from the Spartan II, Spartan III, and
Spartan IV Soldier Types; these Characters gain a +5 Bonus to Courage HEAVY SQUAD SUPPORT EQUIPMENT
Tests. The Characters also gain a +10 Bonus to Warfare Melee and M735 or M739 Light Machine Gun Hard Case
Warfare Range Tests when taking Combined Actions. M6 series Pistol Flashlight
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
CARRYING WEIGHT Flashbang Tactical Softcase
The Spartan doubles their Strength and Toughness when figuring
Carrying Weight LONG RANGED SPECIALIST EQUIPMENT
Sniper Rifle System 99 Rifle Tactical Hard Case
MJOLNIR M6 series Pistol Flashlight
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
All Spartans begin with a set of Mjolnir or other types of armor of their
Two Flashbang Tactical Softcase
choice, depending on the timeline the Character is currently in. Below
is a list of armor and the span of time that armor was in use. The GM
may allow for Characters to continue to use older armor or take SPI ANTI-ARMOR EQUIPMENT
M41 Rocket Launcher Hard Case
Armor instead.
M6 series Pistol Flashlight
As time progresses, the Character has the choice to turn in
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
their armor for a new version when they become available. Flashbang Tactical Softcase
Between missions, the Character may swap between types
of Armor, such as swapping from Mjolnir to SPI.
ARMOR USAGE
SPI Mark I 2531-2537
SPI Mark II 2537+
SPI Headhunter 2537+
Black Body Suit 2500-2525
Mjolnir Mark IV 2525-2551
Mjolnir Mark V 2551-2552
Mjolnir Mark VI 2552-2553
GEN II Mjolnir 2553-2559
GEN III Mjolnir 2559+
55
UNSC/ONI SPARTAN III AUGMENTED SOLDIER
"Make the units better with new technology. Make more of them. POINT MAN EQUIPMENT
And make them cheaper." MA5K Carbine Hard Case
M6 series or M6J Carbine Flashlight
CHARACTERISTICS Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
STR TOU AGI WFR WFM INT PER CRG CHA LDR Two Flashbang Grenades Two tactical Softcases
45 45 50 40 40 25 40 40 20 25
+5 +4 +3 MYTHIC CHARACTERISTICS ASSAULT AND AMBUSH EQUIPMENT
TIER: 5 EXPERIENCE COST: 11,450 Two M7 Silenced Submachine Guns Hard Case
UPBRINGING: Military TRAINING: All M6 series Pistol or M6J Carbine Flashlight
PHYSICAL ATTRIBUTES Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
HEIGHT 193 centimeters (6’4 ft.) – 226 centimeters (7’5 ft.) Flashbang Grenade Tactical Softcase
WEIGHT 172 kilograms (380 lb.) – 181 kilograms (400 lb.)
SIZE Large CLOSE QUARTERS EQUIPMENT
SOLDIER TYPE TRAITS M45 Tactical Shotgun Hard Case
The Spartan begins with the Fast Foot Ability at Character Creation. M6 series Pistol or M6J Carbine Flashlight
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
The Spartan gains four Skills at +10 at Character Creation.
Three Flashbang Grenades Two tactical Softcases
The Spartan gains all Spartan Augmentation Traits at Character
Creation.
HEAVY SUPPORT EQUIPMENT
The Spartan III begins with all Racial and Weapon Training options at
AIE-486H Heavy Machine Gun Hard Case
Character Creation. M6 series Pistol Flashlight
SQUAD UP: When with others from the Spartan II, Spartan III, and M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Spartan IV Soldier Types; these Characters gain a +5 Bonus to Courage Flashbang Tactical Softcase
Tests. The Characters also gain a +10 Bonus to Warfare Melee and
Warfare Range Tests when taking Combined Actions. HEAVY SQUAD SUPPORT EQUIPMENT
M735 or M739 Light Machine Gun Hard Case
CARRYING WEIGHT M6 series Pistol Flashlight
The Spartan doubles their Strength and Toughness when figuring M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Carrying Weight Flashbang Tactical Softcase
56
UNSC SPARTAN IV AUGMENTED SOLDIER
“You are Spartans now. You stand side by side with your Spartan POINT MAN EQUIPMENT
brothers and sisters.” MA5 series Assault Rifle Hard Case
M6 series or M6J Carbine Flashlight
CHARACTERISTICS Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
STR TOU AGI WFR WFM INT PER CRG CHA LDR Two Flashbang Grenades Two tactical Softcases
45 45 40 40 35 25 35 35 25 35
+5 +4 +3 MYTHIC CHARACTERISTICS MARKSMAN EQUIPMENT
TIER: 5 EXPERIENCE COST: 11,200 M392 DMR or M395 DMR Hard Case
UPBRINGING: Any TRAINING: All M6 series Pistol or M6J Carbine Flashlight
PHYSICAL ATTRIBUTES Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
HEIGHT 175 centimeters (5’8 ft.) – 226 centimeters (7’5 ft.) Flashbang Grenade Tactical Softcase
WEIGHT 82 kilograms (180 lb.) – 181 kilograms (400 lb.)
SIZE Large CLOSE QUARTERS EQUIPMENT
SOLDIER TYPE TRAITS M45 Tactical Shotgun Hard Case
The Spartan can call in Spartan Ordnance for only 1 Support Point. M6 series Pistol or M6J Carbine Flashlight
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
The Spartan gains four Skills at +10 at Character Creation.
Three Flashbang Grenades Two tactical Softcases
Spartan IVs gain the Fast Foot Ability at Character Creation.
The Spartan gains all Spartan Augmentation Traits at Character
HEAVY SUPPORT EQUIPMENT
Creation.
AIE-486H Heavy Machine Gun Hard Case
The Spartan IV begins with all Racial Weapon Training options at M6 series Pistol Flashlight
Character Creation. M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
SQUAD UP: When with all UNSC Soldier Types; these Characters gain Flashbang Tactical Softcase
a +5 Bonus to Courage Tests. The Characters also gain a +10 Bonus to
Warfare Melee and Warfare Range Tests when taking Combined HEAVY SQUAD SUPPORT EQUIPMENT
Actions. M739 Light Machine Gun Hard Case
M6 series Pistol Flashlight
CARRYING WEIGHT M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
The Spartan doubles their Strength and Toughness when figuring Flashbang Tactical Softcase
Carrying Weight
LONG RANGED SPECIALIST EQUIPMENT
MJOLNIR Sniper Rifle System 99 Rifle Tactical Hard Case
All Spartans begin with a set of Mjolnir or other types of armor of their M6 series Pistol Flashlight
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
choice, depending on the timeline the Character is currently in. Below
Two Flashbang Tactical Softcase
is a list of armor and the span of time that armor was in use. The GM
may allow for Characters to continue to use older armor or take SPI
Armor instead. ANTI-ARMOR EQUIPMENT
M57 Pilum Rocket Launcher Hard Case
As time progresses, the Character has the choice to turn in
M6 series Pistol Flashlight
their armor for a new version when they become available. M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Between missions, the Character may swap between types Flashbang Tactical Softcase
of Armor, such as swapping from Mjolnir to SPI.
Gen II and Gen III Mjolnir gives the Spartan IV a +5 Strength,
Toughness, and Agility.
ARMOR USAGE
SPI Mark I 2531-2537
SPI Mark II 2537+
SPI Headhunter 2537+
Black Body Suit 2500-2525
Mjolnir Mark IV 2525-2551
Mjolnir Mark V 2551-2552
Mjolnir Mark VI 2552-2553
GEN II Mjolnir 2553-2559
GEN III Mjolnir 2559+
BECOMING A SPARTAN IV
All Human and ORION Soldier Types can become Spartan IVs. The
process can be found at the end of the Human Character Creation.
57
UNSC SMART AI
“Seven years, multiple lifetimes for others. Nothing holding me MJOLNIR ARMOR INTERFACE ABILITIES
back.” AI have special Abilities they can perform when coupled with a
Spartan in Mjolnir Armor. These Abilities each take a Full Action to
CHARACTERISTICS perform, unless specified otherwise by the rules or GM.
STR TOU AGI WFR WFM INT PER CRG CHA LDR Shield Bolster: The AI is able to take a Full Action to double the
25 25 25 40 25 50 50 35 35 35 Spartan’s Shield Integrity by reducing the Vehicle’s Top Speed and
TIER: 4 EXPERIENCE COST: 5,050 Acceleration by 25%. The AI may also increase the Vehicle’s Top Speed
UPBRINGING: Any TRAINING: All and Acceleration by 25% by reducing the Spartan’s Shield Integrity by
SOLDIER TYPE TRAITS half. This may be taken as an Extended Action.
The UNSC Smart AI must have GM Approval before being used. A Reflex Assistance: The AI is able to take a Full Action to increase the
Smart AI is a powerful asset, and an incredibly expensive one at that. Mjolnir User’s Reaction Actions by giving a +20 Bonus to any Reflect
An AI needs a Station to be operable, such as a computer system or Action taken. This includes Evasion, Parry, and Quickdraw Actions.
even advanced armors like Mjolnir. This may be taken as an Extended Action.
The AI Soldier Type does not choose from the Specialization Packs. Targeting: The AI is able to take a Full Action to increase the Mjolnir
Instead, the Smart AI gains four Skills to begin with at +10, which User’s Perceptive Range by adding on the AI’s Perceptive Range. The
becomes their Specialization. AI may make no other Actions during this, and this may be taken as an
The Smart AI begins with 3 Educations at +10 and have no limits to Extended Action.
how many Educations can be learned. Spotting: The AI is able to assist the Mjolnir User’s Perception for any
Many Skills and Abilities will not work for the Smart AI, as they have Characteristic or Skill Test. The AI must focus, performing no other
limitations for something without a body. Always be aware what Action. For each Half Action the AI is able to Focus for, the User gains
Ability or Skill you are purchasing to make sure the Smart AI can a stacking +5 Bonus, to a maximum of +20.
benefit from it.
Smart AI still begin with Wounds at Character Creation. For Smart AI,
Wounds are their stability. Attacks are shown as power AI can use
against other AI, operating systems, and programs, which use the
Character’s Strength and various Warfare Characteristics.
Smart AI begin with all Human and Misc. Languages learned. If after
2530, the Smart AI learns all Covenant Languages. If after 2553, the
Smart AI learns all Forerunner Languages.
The standard lifespan for a Smart AI is 7 years.
Once the AI reaches the 7th year active, the AI begins to
destabilize. Every month still Active, the AI must roll a Toughness Test.
If failed, the Smart AI permanently loses 5 Wounds and 5 Toughness
Characteristic.
Smart AI can connect to, and sync with, Human technology without
any rolls needed. Connecting with Covenant Technology is at a -10
Penalty, and connecting with Forerunner Technology is at a -25
Penalty.
This does not include any attacks or infiltration Penalties
that could be given.
MEMORY RECONSTRUCTION: If an AI is reaching the end of their
Lifespan, and the year is 2558 or greater, an AI can go through
Memory Reconstruction.
Memory Reconstruction allows the Smart AI to regain their
Wounds and Toughness that was lost, but the AI will be out of service
for 2 months to undergo the procedure and tests needed to make sure
the AI is stable and ready for service once again.
58
UNITED EARTH GOVERNMENT POLICE FORCE
“When the going gets tough, we’ll get tougher.” POINT MAN EQUIPMENT
MA37 Assault Rifle Hard Case
CHARACTERISTICS M6B or M6K Pistol Flashlight
STR TOU AGI WFR WFM INT PER CRG CHA LDR Two Flashbang Grenades Holographic Tactical Eyepiece
25 25 25 25 25 25 25 25 25 25 Two tactical Softcases Police Equipment Package
TIER: 2 EXPERIENCE COST: 1,050 Police Battle Dress Uniform COM Pad
UPBRINGING: Any TRAINING: Basic and Infantry
CHARACTERISTIC ADVANCEMENTS CLOSE-RANGE EQUIPMENT
WFR -- -- LDR M7 Caseless Submachine Gun Hard Case
M6B or M6K Pistol Flashlight
+5 Simple -- -- +5 Simple
Two Flashbang Grenades Holographic Tactical Eyepiece
PHYSICAL ATTRIBUTES
Two tactical Softcases Police Equipment Package
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
Police Battle Dress Uniform COM Pad
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal
SOLDIER TYPE TRAITS CQC EQUIPMENT
DTM Shotgun Hard Case
The Policeman begins with the Human Weaponry Racial Training at
Riot Shield Flashlight
Character Creation. Two Flashbang Grenades Holographic Tactical Eyepiece
The Policeman begins with one Skill of their choosing at +10 at Two tactical Softcases Police Equipment Package
Character Creation. Police Battle Dress Uniform COM Pad
The Policeman begins with the Human Law Education at Character
Creation. MARKSMAN EQUIPMENT
Police cannot Purchase anything from the Covenant and Forerunner M392 DMR Hard Case
Armories. Anything purchased from the UNSC Armory is at double the M6C Pistol Flashlight
Price, unless the weapon specifies otherwise. Two Flashbang Grenades Holographic Tactical Eyepiece
PROTECT AND SERVE: When around Civilians in distress or in danger, Two tactical Softcases Police Equipment Package
Policemen gain a +20 Bonus in Courage. Police Battle Dress Uniform COM Pad
CRISIS: In times of Crisis, the Policeman gains access to the time
period’s UNSC Standard BDU Armor. During this, the Character also
has the option to replace their two Flashbang Grenades with two M9
Dual-Purpose Grenades.
The is not permanent, and only lasts during major events,
such as Covenant invasions, Insurrectionist Attacks, and other GM-
specified events.
SQUAD UP: When with others from the United Earth Government
Police Force; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions.
59
HUMAN CIVILIAN
“I’m not sitting by and watching my world, and everything in it, go to
hell.”
CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR
25 25 25 25 25 25 25 25 25 25
TIER: 0 EXPERIENCE COST: 0
UPBRINGING: Any TRAINING: None
PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal
SOLDIER TYPE TRAITS
Purchasing anything from Covenant or Forerunner Armories are
impossible. UNSC Weapons are at triple the price, while weapons with
the Insurrectionist Tag [I] are at double the price.
The Civilian may begin with up to 2 Educations at half their Experience
Cost.
SQUAD UP: When with other Civilians, the Civilian gains +5 Courage.
SPECIALIZATION LIMITATIONS
The Civilian does not select from any Specializations unless using the
Civilian Character Creation Splatbook.
60
JOINING A HUMAN MILITARY BRANCH
Civilian Characters can join any Branch of the UNSC Military, or even JOINING THE MILITIA
the Insurrectionists. When a Character decides to join a Military EXPERIENCE COST TIME NEEDED EXPERIENCE TIER
Branch, the most the Character will need to give up is time. Characters 1,400 3 Months 1
must spend time learning and training. CHARACTERISTIC ADVANCEMENTS
STR TOU WFR --
JOINING THE UNSC DEFENSE FORCE +5 Simple +5 Simple +5 Simple --
When joining the UNSCDF, Characters have 5 branches to choose SOLDIER TYPE TRAITS
from, each with their own training times and an Experience Cost tied The Civilian gains the Human Weaponry Racial Training.
to it. To join the Branch, the time needed, and Experience must both The Civilian gains two free Skills of their choosing at +10.
be spent. This should be done between any Missions unless the
Character is to not join the Party until their training is finished.
JOINING THE ARMY
Once the Character begins this process, they are not able to
EXPERIENCE COST TIME NEEDED EXPERIENCE TIER
be used in any Missions or events the GM may have until the
Character has fully progressed into the Branch they’re attempting to 1,800 4 Months 2
join. CHARACTERISTIC ADVANCEMENTS
STR WFR PER CRG
CHOOSING A BRANCH AND RECEIVING BENEFITS +5 Simple +5 Simple +5 Simple +10 Rookie
The following section shows the Experience Cost, Time Needed, and SOLDIER TYPE TRAITS
benefits gained for each Branch of the Military. When upgrading to a The Civilian gains the Human Weaponry Racial Training.
Branch from a Civilian, you’re essentially replacing your Soldier Type The Civilian gains two free Skills of their choosing at +10.
with an improved version.
If the Branch you’re joining offers a Skill at Trained or +10, JOINING THE MARINES
you cannot choose a Skill already Trained to Train again. You may use EXPERIENCE COST TIME NEEDED EXPERIENCE TIER
one of your free +10 Skills to increase an already-Trained Skill. 1,800 5 Months 2
CHARACTERISTIC ADVANCEMENTS
SQUAD UP STR AGI WFR PER
When joining any Branch of the Military, all Characters gain the Squad +5 Simple +5 Simple +10 Rookie +5 Simple
Up perk. This Perk is given to and shared by all common Human SOLDIER TYPE TRAITS
Soldier Types, allowing each other to stay calm and perform better The Civilian gains the Human Weaponry Racial Training.
when combining tasks and working together. The Civilian gains three free Skills of their choosing at +10.
61
BECOMING A SPARTAN IV hours to complete, but the Character needs time to heal and recover
All Human Characters and ORION Soldiers can opt into the Spartan IV from the stress put on their body.
Program if they meet various requirements. Other species, Spartan After the time spend healing, the Character undergoes a
IIs, and Spartan IIIs cannot opt into this Program, as their bodies do week of physical therapy and a month of training their new enhanced
not fit the requirements to make the augmentations possible. attributes.
Characters who have committed war crimes, has been
Dishonorably Discharged, or have had multiple instances of being on YOUR NEW CHARACTERISTICS AND ATTRIBUTES
Trial are prohibited from the Spartan IV Program. Once a Character is done with the many procedures, therapies, and
training, they’re ready to be placed on the battlefield. There are two
BEING ACCEPTED INTO THE SPARTAN IV PROGRAM sets of Characteristic Upgrades that are given based on if the
Human and ORION Characters, during and after the year 2553, can Character is a Human or an ORION Soldier.
enlist or be requested to join the Spartan IV Augmentation Program. These Advancements do not take up a Character’s
Only with GM approval can a Character continue this path. When a Characteristic Advancement, but instead adds to their Characteristics.
Character does get accepted to do the operation, they undergo For example, if you have a Human Character, your base
extreme biological augmentations that convert their current Soldier Strength Characteristic is 25. This means that the Character adds a
Type to the Spartan IV Soldier Type. +20 Upgrade to their Strength Characteristic. This does not take up
For a Character to be accepted, the GM makes the decision their Characteristic Advancements, nor does it replace them. The
whether the UNSC would see them fit to join the Spartan Ranks. This Character keeps their advancements for all Characteristics.
can be through Skill, showing exemplary ability or prowess on the The Character also gains all SOLDIER TYPE TRAITS that the
battlefield, or through special ONI fastback programs. The following Spartan IV begins with. This includes the Carrying Weight
section reveals the possible prerequisites that would allow the advancements, Physical Attributes, and the choice of a new Spartan
Character to advance through the program. IV Equipment Package.
62
THE COVENANT EMPIRE Atriox would emerge the only survivor of his clan’s final
The Covenant Empire was a powerful and tremendous theocratic mission. Already a nonbeliever of the Great Journey or the holiness of
hegemony. It was a religious militaristic empire created by the Forerunner artifacts, Atriox saw no reason to be at war with
conglomeration of the San'Shyuum and Sangheili. The Covenant Humanity. Due to this, his assassination was ordered by San’Shyuum
Empire was formed from a multitude of alien races, spanning a Prophets.
substantial portion of the Orion Arm of the Milky Way Galaxy. The size Atriox, managing to survive the assassination, rebelled
of the Covenant Empire dwarfed the known space that Humanity had against the Covenant Empire, forming The Banished in 2549. Over
explored. time, The Banished faction grew and might, becoming a mercenary
Throughout the Covenant Empire, the most known and organization that waged war on the Covenant, forcing the mighty
controlling belief was a religion built on Forerunner relics based on Empire to fight two enemies at once.
mistranslation and misguidance. The San'Shyuum were the leaders,
known as Prophets to the other species. They controlled with an iron COVENANT CHARACTER CREATION
fist and a strict hand, with the aid of their Sangheili brethren. Unlike the Human section of Character Creation, the Covenant
The Covenant were eventually tricked into war against Species have a Civilian and a Combat Trained variant of most species.
Humanity from the carelessness and recklessness of the Prophets Characters must begin as the untrained Civilian before moving on to
attempting to hide information that tied Humanity to the become combat Trained.
Forerunners. At Character Creation, a Character may skip being a Civilian
by paying both the Civilian Experience Cost and the Combat Training
THE FALL OF THE COVENANT EMPIRE Experience Cost. This would be the equivalent of choosing a UNSC
Throughout the war, Humanity was on challenging times, nearing the Marine over beginning as a Human Civilian and joining the Military.
brink of absolute genocide by the hands of the Covenant and the now-
awakened Flood. COVENANT CIVILIANS
Due to the power-hungry and determined Prophets, a civil Similar to Human Civilians, Covenant Civilians are untrained
war broke out. The Prophets had cast aside their brethren, the Characters who have no current military training or expertise. These
Sangheili, for what they believed to be a much stronger and more Characters must purchase the ability to become Combat Trained with
protective ally, the Jiralhanae. This began The Great Schism. A the set amount of Experience listed under the Combat Trained
massive civil war that gave Humanity and the Flood easy means of section, generally located under the Civilian.
stronger counter attacks, as the Covenant no longer had a strong Once Purchased, the Civilian must train for a set amount of
semblance of structure of command. In the year 2552, the Covenant time, which will give them access to Equipment Packs, a Specialization
Empire was at their breaking point. pack, and any other listed Special Rules, Skills, and Abilities.
Eventually, the Covenant Empire fell, and the rise of
Covenant splinter factions began. This became a great grab for power, COMBAT TRAINED
as the UNSC and Humanity used this time to begin rebuilding. Characters who have become Combat Trained start at the first Rank
of their Race or Soldier Type, unless specified otherwise. Once
SWORDS OF SANGHEILIOS Trained, the Character is no longer held back by disadvantages gained
During the Great Schism and the fall of the Covenant, Thel ‘Vadam through being a Civilian and are held by the laws and structure of the
created a break-away faction of the Covenant composed mainly of Covenant Military and Ministries.
Sangheili. This movement was founded as a rebellion against the
San’Shyuum, rapidly growing as the Covenant Empire finished its WEAPON TRAINING
collapse. All Covenant species come knowing their Faction Training at
Eventually, the Swords of Sangheilios would begin Character Creation.
restoration of their home worlds, their societies, and their people.
Thel, after working with Humanity on shaky terms and an uncertain BANISHED CHARACTER CREATION
alliance, began forming a stronger alliance with the UNSC. The Banished are a splinter of the Covenant, hellbent on the
destruction of the Covenant and eventual rise to power over the
JUL ‘MDAMA’S COVENANT galaxy. Players may select from any choices within the UNSC and
At the death of the Covenant Empire were born desperate splinter Covenant Soldier Types.
factions. Jul ‘Mdama approached Kaidon Panom, two Sangheili that
were once expelled from the Covenant Empire during the Great BANISHED WEAPONS, EQUIPMENT, AND ARMOR
Schism, to create their own Covenant. In 2553, directly after the Banished Characters have access to the Covenant Armory and
events of the Great Schism, Jul ‘Mdama’s Covenant was born. Banished Armories at no extra cost. Banished Characters also only
Jul ‘Mdama was still incredibly hostile towards Humanity gain a 25% upcharge on UNSC Equipment, and a 2x price upcharge on
and attempting to rebuild where the Covenant had left off. Jul Forerunner weapons.
traveled to Sangheili colonies who were unaware of the Great Schism The Banished may also use their Equipment Modification
to recruit for his faction. Jul amassed Forerunner and Covenant options on UNSC, Covenant, and Banished weapons and armor.
technology to eradicate humanity, and no longer viewed the
Forerunner as Gods. With this, Jul turned his sights on the Swords of
Sangheilios and began an all-out-assault.
63
COVENANT SOLDIER TYPES DEACON
COVENANT UNGGOY BECOMING A DEACON
“We’re gonna go down in history!” EXPERIENCE COST: 1,000
DEACON SPECIAL RULES
CIVILIAN The Unggoy can become a Deacon once it has spent a minimum of 500
CHARACTERISTICS Experience on Educations.
STR TOU AGI WFR WFM INT PER CRG CHA LDR Deacon is a religious Rank of the Covenant that allows Unggoy to have
30 30 15 25 25 20 25 20 25 25 influence over the actions of the Covenant Ministries. Becoming a
TIER: 0 EXPERIENCE COST: 0 Deacon is done through Intellect and Education.
UPBRINGING: Any TRAINING: Basic and Infantry Deacons do not have to report to a higher ranking Jiralhanae or
PHYSICAL ATTRIBUTES Sangheili. Deacons are also able to spend a Support Point to contact a
HEIGHT 138 centimeters (4’7 ft) – 167 centimeters (5’6 ft) San’Shyuum Prophet for support or information.
WEIGHT 113 kilograms (248 lb.) – 118 kilograms (260 lb.) Deacons no longer must pay double the Experience to learn
SIZE Normal Educations.
SOLDIER TYPE TRAITS Deacons can lead their own groups of Grunts and Jackals and can
Covenant Civilians are not allowed to purchase weapons from UNSC purchase a Goblin or Gorgon vehicle at half price.
and Forerunner armories. Purchasing from the Covenant Armory costs
3 times extra. ANTI-INFANTRY EQUIPMENT
The Unggoy is able to learn all Languages at half the Experience Cost. Plasma Pistol Equipment Pouch
The Unggoy must pay double the Experience to learn Educations but Two Plasma Grenades Flashlight
also double their Intellect Modifier when figuring how many Curveblade Unggoy Combat Harness
Educations and languages they may learn.
The Unggoy has the Natural Weapon Trait at Character Creation. GUIDED MUNITIONS EQUIPMENT
The Civilian may spend 800 Experience to become a Combat Trained Needler Equipment Pouch
Unggoy. Plasma Grenade Flashlight
SQUAD UP: When with other Civilians, the Civilian gains +5 Courage. Curveblade Unggoy Combat Harness
This is lost if the Unggoy becomes Combat Trained.
METHANE TANK: All Unggoy gain a Methane Tank at Character
HEAVY WEAPONS EQUIPMENT
Creation.
Plasma Launcher Equipment Pouch
LIMITATIONS
Plasma Grenade Flashlight
The Civilian does not select from any Specializations unless using the
Curveblade Unggoy Combat Harness
Civilian Character Creation Splatbook.
ORDINANCE EQUIPMENT
Fuel Rod Gun Equipment Pouch
Plasma Grenade Flashlight
Curveblade Unggoy Combat Harness
COMBAT TRAINING
COMBAT TRAINED
TIER: 2 EXPERIENCE COST: 800
CHARACTERISTIC ADVANCEMENTS
STR TOU WFM WFR
+5 Simple +5 Simple +5 Simple +5 Simple
SOLDIER TYPE TRAITS
The Combat Trained Unggoy is no longer limited to what Armory they
can purchase from and are no longer forced to pay triple the amount
for the Covenant Armory.
The Unggoy can select a Specialization pack and an Equipment Pack.
SQUAD UP: When with others Unggoy, the Unggoy gains +5 Courage,
Warfare Melee, and Warfare Range. This is lost if the Commanding
Unit dies or becomes incapacitated.
64
COVENANT SANGHEILI
“All who walk the blessed path will find salvation...even in death.” STANDARD EQUIPMENT
Plasma Rifle Equipment Pouch
CIVILIAN Plasma Pistol Flashlight
CHARACTERISTICS Two Plasma Grenades Curveblade
STR TOU AGI WFR WFM INT PER CRG CHA LDR Sangheili Combat Harness
45 45 45 35 35 25 25 35 25 30
+5 +2 +4 MYTHIC CHARACTERISTICS GUIDED MUNITIONS EQUIPMENT
TIER: 4 EXPERIENCE COST: 6,950 Needler Equipment Pouch
UPBRINGING: Any TRAINING: Basic, Infantry, Melee Plasma Pistol Flashlight
PHYSICAL ATTRIBUTES Two Plasma Grenades Curveblade
HEIGHT 223 centimeters (7’4 ft) – 259 centimeters (8’6 ft) Sangheili Combat Harness
WEIGHT 139 kilograms (310 lb.) – 178 kilograms (390 lb.)
SIZE Large GUNNERY EQUIPMENT
SOLDIER TYPE TRAITS Plasma Repeater Equipment Pouch
Covenant Civilians are not allowed to purchase weapons from UNSC Plasma Pistol Flashlight
and Forerunner armories. Purchasing from the Covenant Armory costs Two Plasma Grenades Curveblade
3 times extra. Sangheili Combat Harness
Sangheili are given a -20 Penalty to Climbing and Swimming Tests.
When figuring their Leaping Distance, the Sangheili adds +2 to their MARKSMAN EQUIPMENT
Agility Modifier.
Covenant Carbine Equipment Pouch
ANCESTRAL HONOR: Ancestral Honor allows a Sangheili to increase
Plasma Pistol Flashlight
their Mythic Characteristics. This works the same way one would
Two Plasma Grenades Curveblade
purchase Characteristic Advancements, as the previous Tier must be
Sangheili Combat Harness
purchased before the next tier may be.
The Strength, Toughness, and Agility Mythic Characteristics
may all be increased twice. The first for each Mythic Characteristic CARRYING WEIGHT
costs 400 Experience, while the second costs 800. The Sangheili doubles their Strength and Toughness when figuring
BLOODLINE: Paying 1,000 Experience will allow the Character to have Carrying Weight
an honored and powerful family bloodline. This lets the Character
begin with an Energy Dagger.
Once the Character has completed 4 Missions, the Sangheili
earns the right to use the Energy Sword, which replaces the Energy
Dagger.
The GM may decide if larger-scale missions count as more
than one Mission completion.
Bloodline gives the Sangheili a +10 Bonus to all Social Skill
Tests with other Sangheili and San’Shyuum Characters.
LIMITATIONS
The Civilian does not select from any Specializations unless using the
Civilian Character Creation Splatbook.
COMBAT TRAINING
COMBAT TRAINED
TIER: 4 EXPERIENCE COST: 1,800
CHARACTERISTIC ADVANCEMENTS
WFM WFR PER --
+10 Rookie +10 Rookie +5 Simple --
SOLDIER TYPE TRAITS
The Combat Trained Sangheili is no longer limited to what Armory
they can purchase from and are no longer forced to pay triple the
amount for the Covenant Armory.
The Trained Sangheili gains two Skills of their choosing at +10.
When becoming Combat Trained, the Sangheili gains access to an
Equipment Pack and a Specialization pack.
SPEC-OPS: Paying 1,000 Experience will allow the Character to
become a Spec-Ops Soldier. This allows the Sangheili to take the
equivalent Rank of the Covenant Fleet Security.
Becoming a Spec-Ops Soldier gains the Spec Ops Harness,
alongside the Active Camo Cloaking System Equipment. This replaces
the Sangheili Combat harness.
65
COVENANT JIRALHANAE
“Hunt to kill and kill to eat. War just makes it easier.” SPIKER EQUIPMENT
Spiker Two Equipment Pouches
CIVILIAN Spiker or Mauler Radar Jammer
CHARACTERISTICS Two Spike or Flame Grenades Jiralhanae Combat Knife
STR TOU AGI WFR WFM INT PER CRG CHA LDR Jiralhanae Combat Harness
40 45 35 20 35 20 35 30 15 25
+8 +4 +5 MYTHIC CHARACTERISTICS GUIDED MUNITIONS EQUIPMENT
TIER: 4 EXPERIENCE COST: 6,550 Needler Two Equipment Pouches
UPBRINGING: Any TRAINING: Basic, Infantry, Melee Plasma Pistol Bubble Shield
PHYSICAL ATTRIBUTES Two Spike or Flame Grenades Jiralhanae Combat Knife
HEIGHT 223 centimeters (7’4 ft) – 280 centimeters (9’2 ft) Jiralhanae Combat Harness
WEIGHT 500 kilograms (1,100 lb.) – 680 kilograms (1,500 lb.)
SIZE Large SUPPRESSOR EQUIPMENT
SOLDIER TYPE TRAITS Concussion Rifle Equipment Pouch
Covenant Civilians are not allowed to purchase weapons from UNSC Jiralhanae Combat Knife Power Drainer
and Forerunner armories. Purchasing from the Covenant Armory costs Spike or Flame Grenade Jiralhanae Combat Harness
3 times extra.
The Jiralhanae begins with the Berserker Ability and a +10 to Smell-
EXPLOSIVE EQUIPMENT
Based Perception Tests.
Brute Shot Equipment Pouch
The Jiralhanae doubles their Toughness Modifier when figuring
Jiralhanae Combat Knife Deployable Cover
Wounds, before adding their Mythic Toughness.
Spike or Flame Grenade Jiralhanae Combat Harness
JOURNEY OF THE HUNTER: This allows a Jiralhanae to increase their
Mythic Characteristics. This works the same way one would purchase
CARRYING WEIGHT
Characteristic Advancements, as the previous Tier must be purchased
The Jiralhanae doubles their Strength and Toughness when figuring
before the next tier may be.
Carrying Weight
The Strength, Toughness, and Agility Mythic Characteristics
may all be increased twice. The first for each Mythic Characteristic
costs 400 Experience, while the second costs 800.
LIMITATIONS
The Civilian does not select from any Specializations unless using the
Civilian Character Creation Splatbook.
COMBAT TRAINING
COMBAT TRAINED
TIER: 4 EXPERIENCE COST: 1,800
CHARACTERISTIC ADVANCEMENTS
AGI INT PER LDR
+10 Rookie +5 Simple +5 Simple +5 Simple
SOLDIER TYPE TRAITS
The Combat Trained Jiralhanae is no longer limited to what Armory
they can purchase from and are no longer forced to pay triple the
amount for the Covenant Armory.
The Trained Jiralhanae gains two Skills of their choosing at +10.
When becoming Combat Trained, the Jiralhanae gains access to an
Equipment Pack and a Specialization pack.
PACK LEADER: Paying 1,000 Experience will allow the Character to
become a Chieftain. The Chieftain trades all their starting weapons
from their Equipment Pack for a Gravity Hammer.
The Jiralhanae also gains the rank of Pack Leader. To
become a Chieftain, the Jiralhanae must have a minimum Leadership
of 50.
The Combat Trained Jiralhanae may also become a Chieftain by killing
and taking the position from another, which is not limited to those
with Pack Leader. This can only be done if both Jiralhanae are from
the same pack, else it would be considered an act of war between the
two Packs.
STALKER: Paying 1,000 Experience will allow the Character to become
a Stalker. This allows the Jiralhanae to take the equivalent Rank of the
Covenant Fleet Security.
Becoming a Spec-Ops Soldier gains the Stalker Harness. This
replaces the Jiralhanae Combat harness.
66
COVENANT KIG-YAR RUUTIAN
“Snipers, Pirates, and Mercenaries. Where do I sign up?” ANTI-INFANTRY EQUIPMENT
Plasma Rifle Two Equipment Pouches
Plasma Pistol Flashlight
CIVILIAN Two Plasma Grenades Curveblade
CHARACTERISTICS Kig-Yar Combat Harness
STR TOU AGI WFR WFM INT PER CRG CHA LDR
20 15 30 40 20 25 40 25 15 25 GUIDED MUNITIONS EQUIPMENT
-- -- +1 MYTHIC CHARACTERISTICS Needler Two Equipment Pouches
TIER: 2 EXPERIENCE COST: 800 Plasma Pistol Flashlight
UPBRINGING: Any TRAINING: Basic and Infantry Two Plasma Grenades Curveblade
PHYSICAL ATTRIBUTES Kig-Yar Combat Harness
HEIGHT 176 centimeters (5’9 ft) – 200 centimeters (6’7 ft)
WEIGHT 63 kilograms (140 lb.) – 93 kilograms (210 lb.) RANGER EQUIPMENT
SIZE Normal Needle Rifle Two Equipment Pouches
SOLDIER TYPE TRAITS Targeting Headgear Curveblade
Kig-Yar Civilians are allowed to purchase from the Covenant and Two Plasma Grenades Kig-Yar Vacuum Suit
Human Armories at only 2x the cost from each. They are unable to Kig-Yar Combat Harness
purchase from the Forerunner Armories.
Kig-Yar doubles their Characteristic Modifier when figuring Jump and SUPPRESSOR EQUIPMENT
Leap Actions. Storm Rifle Two Equipment Pouches
Kig-Yar gain the Natural Weapon Trait. Plasma Pistol Flashlight
LIMITATIONS Two Plasma Grenades Curveblade
The Civilian does not select from any Specializations unless using the Kig-Yar Combat Harness
Civilian Character Creation Splatbook.
HEAVY PLASMA EQUIPMENT
Concussion Rifle Equipment Pouch
COMBAT TRAINING Plasma Pistol Flashlight
COMBAT TRAINED Plasma Grenade Curveblade
TIER: 3 EXPERIENCE COST: 1,600 Kig-Yar Combat Harness
CHARACTERISTIC ADVANCEMENTS
STR TOU AGI WFR MARKSMAN EQUIPMENT
+5 Simple +5 Simple +5 Simple +5 Simple Covenant Carbine Two Equipment Pouches
SOLDIER TYPE TRAITS Plasma Pistol Flashlight
The Combat Trained Kig-Yar is not limited from what Armory they can Two Plasma Grenades Curveblade
purchase from and any purchases from other Armories is only 2x the Kig-Yar Combat Harness
listed price. However, Forerunner Armories are at 4x the price and
only if the GM allows it. EXTREME RANGE EQUIPMENT
The Trained Kig-Yar gains two Skills of their choosing at +10. Beam Rifle Two Equipment Pouches
The Kig-Yar is able to select a Specialization pack and an Equipment Two Plasma Grenades Flashlight
Pack. Curveblade Kig-Yar Combat Harness
Kig-Yar are not constrained to Covenant law allowing them to use
Human weapons.
The Kig-Yar is able to choose from two types of Shield. A set of Wrist
Point Defense Gauntlets, or the standard Point Defense Gauntlet.
These can be interchanged between Missions.
SQUAD UP: When with other Kig-Yar; these Characters gain a +5
Bonus to Courage Tests. The Characters also gain a +10 Bonus to
Warfare Melee and Warfare Range Tests when taking Combined
Actions.
67
COVENANT KIG-YAR T’VAOAN
“Saw one of those chickens nearly catch up to my Mongoose.” ANTI-INFANTRY EQUIPMENT
Plasma Rifle Two Equipment Pouches
Plasma Pistol Flashlight
CIVILIAN Two Plasma Grenades Curveblade
CHARACTERISTICS Kig-Yar Combat Harness
STR TOU AGI WFR WFM INT PER CRG CHA LDR
20 20 45 25 25 25 25 25 10 25 GUIDED MUNITIONS EQUIPMENT
-- -- +6 MYTHIC CHARACTERISTICS Needler Two Equipment Pouches
TIER: 2 EXPERIENCE COST: 1,250 Plasma Pistol Flashlight
UPBRINGING: Any TRAINING: Basic and Infantry Two Plasma Grenades Curveblade
PHYSICAL ATTRIBUTES Kig-Yar Combat Harness
HEIGHT 176 centimeters (5’9 ft) – 200 centimeters (6’7 ft)
WEIGHT 63 kilograms (140 lb.) – 93 kilograms (210 lb.) RANGER EQUIPMENT
SIZE Normal Needle Rifle Two Equipment Pouches
SOLDIER TYPE TRAITS Targeting Headgear Curveblade
Kig-Yar Civilians are allowed to purchase from the Covenant and Two Plasma Grenades Kig-Yar Vacuum Suit
Human Armories at only 2x the cost from each. They are unable to Kig-Yar Combat Harness
purchase from the Forerunner Armories.
The Kig-Yar T’vaoan multiplies their Characteristic Modifier by 3 when SUPPRESSOR EQUIPMENT
figuring Jump and Leap Actions. Storm Rifle Two Equipment Pouches
Kig-Yar gain the Natural Weapon Trait. Plasma Pistol Flashlight
LIMITATIONS Two Plasma Grenades Curveblade
The Civilian does not select from any Specializations unless using the Kig-Yar Combat Harness
Civilian Character Creation Splatbook.
HEAVY PLASMA EQUIPMENT
Concussion Rifle Equipment Pouch
COMBAT TRAINING Plasma Pistol Flashlight
COMBAT TRAINED Plasma Grenade Curveblade
TIER: 3 EXPERIENCE COST: 1,600 Kig-Yar Combat Harness
CHARACTERISTIC ADVANCEMENTS
STR TOU AGI WFM MARKSMAN EQUIPMENT
+5 Simple +5 Simple +5 Simple +5 Simple Covenant Carbine Two Equipment Pouches
SOLDIER TYPE TRAITS Plasma Pistol Flashlight
The Combat Trained Kig-Yar is not limited from what Armory they can Two Plasma Grenades Curveblade
purchase from and any purchases from other Armories is only 2x the Kig-Yar Combat Harness
listed price. However, Forerunner Armories are at 4x the price and
only if the GM allows it. EXTREME RANGE EQUIPMENT
The Trained Kig-Yar gains two Skills of their choosing at +10. Beam Rifle Two Equipment Pouches
The Kig-Yar is able to select a Specialization pack and an Equipment Two Plasma Grenades Flashlight
Pack. Curveblade Kig-Yar Combat Harness
Kig-Yar are not constrained to Covenant law allowing them to use
Human weapons.
The Kig-Yar is able to choose from two types of Shield. A set of Wrist
Point Defense Gauntlets, or the standard Point Defense Gauntlet.
These can be interchanged between Missions.
SQUAD UP: When with other Kig-Yar; these Characters gain a +5
Bonus to Courage Tests. The Characters also gain a +10 Bonus to
Warfare Melee and Warfare Range Tests when taking Combined
Actions.
68
COVENANT KIG-YAR IBIE’SHAN
“Betcha he’ll stop attacking you for some ham.” ANTI-INFANTRY EQUIPMENT
Plasma Rifle Two Equipment Pouches
Plasma Pistol Flashlight
CIVILIAN Two Plasma Grenades Curveblade
CHARACTERISTICS Kig-Yar Combat Harness
STR TOU AGI WFR WFM INT PER CRG CHA LDR
25 35 25 25 25 25 35 25 15 25 GUIDED MUNITIONS EQUIPMENT
-- +1 -- MYTHIC CHARACTERISTICS Needler Two Equipment Pouches
TIER: 2 EXPERIENCE COST: 1,050 Plasma Pistol Flashlight
UPBRINGING: Any TRAINING: Basic and Infantry Two Plasma Grenades Curveblade
PHYSICAL ATTRIBUTES Kig-Yar Combat Harness
HEIGHT 176 centimeters (5’9 ft) – 200 centimeters (6’7 ft)
WEIGHT 63 kilograms (140 lb.) – 93 kilograms (210 lb.) RANGER EQUIPMENT
SIZE Normal Needle Rifle Two Equipment Pouches
SOLDIER TYPE TRAITS Targeting Headgear Curveblade
Kig-Yar Civilians are allowed to purchase from the Covenant and Two Plasma Grenades Kig-Yar Vacuum Suit
Human Armories at only 2x the cost from each. They are unable to Kig-Yar Combat Harness
purchase from the Forerunner Armories.
Kig-Yar doubles their Characteristic Modifier when figuring Jump and SUPPRESSOR EQUIPMENT
Leap Actions. Storm Rifle Two Equipment Pouches
Kig-Yar gain the Natural Weapon Trait. Plasma Pistol Flashlight
LIMITATIONS Two Plasma Grenades Curveblade
The Civilian does not select from any Specializations unless using the Kig-Yar Combat Harness
Civilian Character Creation Splatbook.
HEAVY PLASMA EQUIPMENT
Concussion Rifle Equipment Pouch
COMBAT TRAINING Plasma Pistol Flashlight
COMBAT TRAINED Plasma Grenade Curveblade
TIER: 3 EXPERIENCE COST: 1,600 Kig-Yar Combat Harness
CHARACTERISTIC ADVANCEMENTS
STR TOU WFM WFR MARKSMAN EQUIPMENT
+5 Simple +5 Simple +5 Simple +5 Simple Covenant Carbine Two Equipment Pouches
SOLDIER TYPE TRAITS Plasma Pistol Flashlight
The Combat Trained Kig-Yar is not limited from what Armory they can Two Plasma Grenades Curveblade
purchase from and any purchases from other Armories is only 2x the Kig-Yar Combat Harness
listed price. However, Forerunner Armories are at 4x the price and
only if the GM allows it. EXTREME RANGE EQUIPMENT
The Trained Kig-Yar gains two Skills of their choosing at +10. Beam Rifle Two Equipment Pouches
The Kig-Yar is able to select a Specialization pack and an Equipment Two Plasma Grenades Flashlight
Pack. Curveblade Kig-Yar Combat Harness
Kig-Yar are not constrained to Covenant law allowing them to use
Human weapons.
The Kig-Yar is able to choose from two types of Shield. A set of Wrist
Point Defense Gauntlets, or the standard Point Defense Gauntlet.
These can be interchanged between Missions.
SQUAD UP: When with other Kig-Yar; these Characters gain a +5
Bonus to Courage Tests. The Characters also gain a +10 Bonus to
Warfare Melee and Warfare Range Tests when taking Combined
Actions.
69
COVENANT SAN‘SHYUUM PROPHETIC
“Will they not see us as Gods? Will our power not push us towards BECOMING PROPHETIC
our Great Journey?” EXPERIENCE COST: 1,000
PROPHETIC SPECIAL RULES
CIVILIAN Once a San’Shyuum has become a Prophet, they are able to purchase
CHARACTERISTICS from the Forerunner Armory at 2 times the cost listed.
STR TOU AGI WFR WFM INT PER CRG CHA LDR The San’Shyuum is able to replace their Equipment Pack with a
25 25 25 25 25 25 25 25 25 25 Prophetic Equipment Pack.
TIER: 1 EXPERIENCE COST: 600
UPBRINGING: Nobility, Aristocracy, TRAINING: Basic and Infantry
ANTI-INFANTRY EQUIPMENT
Fugitive
PHYSICAL ATTRIBUTES Plasma Rifle Equipment Pouch
HEIGHT 198 centimeters (6’6 ft) – 228 centimeters (7’6 ft) Plasma Pistol Flashlight
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.) Two Plasma Grenades Curveblade
SIZE Large San’Shyuum Combat Harness Spy Probe
SOLDIER TYPE TRAITS
Covenant Civilians are not allowed to purchase weapons from UNSC GUIDED MUNITIONS EQUIPMENT
and Forerunner armories. Purchasing from the Covenant Armory costs Needler Equipment Pouch
3 times extra. Plasma Pistol Flashlight
Covenant Weapons and Equipment are at half the price for the Two Plasma Grenades Curveblade
San’Shyuum. San’Shyuum Combat Harness Spy Probe
San’Shyuum gain a +20 to Leadership when commanding Characters
in the Covenant. PROPHETIC: ARTIFACT AUTOMATIC EQUIPMENT
San’Shyuum are from a Planet with 0.5x Earth Gravity, meaning they Suppressor Equipment Pouch
will always gain an automatic -10 Penalty to Agility when under the Boltshot Flashlight
effects of standard 1.0x Gravity, or greater. San’Shyuum come with a Two Pulse Grenades Curveblade
Gravity Belt that eliminates this Penalty when active. San’Shyuum Combat Harness Spy Probe
LIMITATIONS
The Civilian does not select from any Specializations unless using the PROPHETIC: ARTIFACT MARKSMAN EQUIPMENT
Civilian Character Creation Splatbook. Light Rifle Equipment Pouch
Boltshot Flashlight
COMBAT TRAINING Two Splinter Grenades Curveblade
COMBAT TRAINED San’Shyuum Combat Harness Spy Probe
TIER: 3 EXPERIENCE COST: 2,300
CHARACTERISTIC ADVANCEMENTS
INT CHA LDR --
+5 Simple +10 Rookie +10 Rookie --
SOLDIER TYPE TRAITS
The Combat Trained San’Shyuum is no longer limited to what Armory
they can purchase from and are no longer forced to pay triple the
amount for the Covenant Armory.
The Trained San’Shyuum gains two Skills of their choosing at +10.
The Combat Trained San’Shyuum begins with the Covenant Weaponry
Racial Training at Character Creation.
When the San’Shyuum becomes Combat Trained, they gain 5 Support
Points.
The San’Shyuum is able to select a Specialization pack and an
Equipment Pack.
The Combat Trained San’Shyuum can eventually purchase Cleric and
Prophetic advancements.
CLERIC
BECOMING A CLERIC
EXPERIENCE COST: 800
CLERIC SPECIAL RULES
Once a San’Shyuum has had Combat Training, they are able to spend
800 Experience to become a Ministry Cleric. Clerics get an extra 0.5 to
figuring their pay.
The Cleric role for a San’Shyuum is that of a Medic. Clerics gain a
second Equipment Kit of Medical tools and medication.
The Cleric also gains the Medication Skill at +20.
MEDICAL EQUIPMENT
5 Magnetic Splints 10 sets of Sealant Mesh
6 Thermal Blankets Syringe Set
30 cR worth of UNSC Medical Equipment, used as a ‘Covenant variant.’
70
COVENANT SAN’SHYUUM PRELATE
"There were not many San'Shyuum who could match your skills or
your devotion - and now perhaps there are none.”
STANDARD EQUIPMENT
CHARACTERISTICS Plasma Rifle Two Equipment Pouches
STR TOU AGI WFR WFM INT PER CRG CHA LDR Spiker or Mauler Radar Jammer
45 25 45 35 45 25 35 25 25 25 Two Spike or Flame Grenades Jiralhanae Combat Knife
+3 +2 +5 MYTHIC CHARACTERISTICS
TIER: 5 EXPERIENCE COST: 9,700 GUIDED MUNITIONS EQUIPMENT
UPBRINGING: Nobility, Aristocracy, TRAINING: Basic and Infantry Needler Two Equipment Pouches
Fugitive
Plasma Pistol Bubble Shield
PHYSICAL ATTRIBUTES
Two Spike or Flame Grenades Jiralhanae Combat Knife
HEIGHT 198 centimeters (6’6 ft) – 228 centimeters (7’6 ft)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Large SUPPRESSOR EQUIPMENT
CHARACTERISTIC ADVANCEMENTS Concussion Rifle Equipment Pouch
INT CHA LDR -- Plasma Pistol Power Drainer
+5 Simple +10 Rookie +10 Rookie -- Two Spike or Flame Grenades Jiralhanae Combat Knife
SOLDIER TYPE TRAITS
Covenant Weapons and Equipment are at half the price for the PRELATE EQUIPMENT
San’Shyuum. Non-Prelate, non-Hierarch Characters seen handling Prelate Powered
San’Shyuum gain a +20 to Leadership when commanding Characters Armor or the Hardlight Gauntlet Shielding may be sentenced to death,
in the Covenant. as these are very rare, well-kept secret technology.
The Prelate gains two Skills of their choosing at +10.
The Prelate begins with the Covenant Weaponry Racial Training at
Character Creation.
The Prelate begins with 5 Support Points.
The Prelate can purchase the Cleric and Prophetic advancements
found in the San’Shyuum Soldier Type.
CARRYING WEIGHT
The Prelate doubles their Strength when figuring Carrying Weight
71
COVENANT MGALEKGOLO
“They’re big and scary, and they like to smash things.” HUNTER EQUIPMENT RULES
Hunter Assault Cannon Beam Hunter Assault Cannon Blast
MGALEKGOLO Hunter Heavy Metal Shield Type-57 Assault Cannon
The Mgalekgolo may choose two of the Weapons listed above. This will become
CHARACTERISTICS
their Equipment Pack and may not be traded between missions.
STR TOU AGI WFR WFM INT PER CRG CHA LDR
HUNTER ARMOR
45 25 15 15 25 25 25 40 20 10 Hunter Armor
+15 -- +1 MYTHIC CHARACTERISTICS
TIER: 5 EXPERIENCE COST: 9,575
LEKGOLO PHENOME CULTURE CHOICE
UPBRINGING: Military TRAINING: Heavy, Explosive, Melee
The Mgalekgolo are the standard of the Covenant Hunter Soldier
PHYSICAL ATTRIBUTES
Types. The Player may choose the following Phenome Types with
HEIGHT 369 centimeters (12’1 ft) – 373 centimeters (12’3 ft)
WEIGHT 4,800 kilograms (10,500 lb.)
various physical differences and ability.
SIZE Hulking DIPHOLEKGOLO
SOLDIER TYPE TRAITS STR TOU AGI WFR WFM INT PER CRG CHA LDR
The Mgalekgolo gains the Built Tough Trait at Character Creation. 45 25 15 15 25 25 40 40 20 10
The Mgalekgolo takes no penalties from Dual Wielding with their +10 -- +1 MYTHIC CHARACTERISTICS
Equipment Weapons and Heavy Shields. The Dipholekgolo are able to use their full Perceptive Range to see
Mgalekgolo add +3 to their Agility Modifier when discovering Charge active technology.
and Run Movement Distances. RHULOLEKGOLO
STR TOU AGI WFR WFM INT PER CRG CHA LDR
Mgalekgolo double their Toughness Modifier when figuring Wounds,
before adding their Mythic Toughness. 45 25 15 15 25 25 25 40 20 10
SQUAD UP: When with their Bond Brother; these Characters gain a +5 +11 -- +5 MYTHIC CHARACTERISTICS
Bonus to Courage Tests. The Characters also gain a +10 Bonus to SBAOLEKGOLO
STR TOU AGI WFR WFM INT PER CRG CHA LDR
Warfare Melee and Warfare Range Tests when taking Combined
Actions. 55 25 5 15 25 25 25 40 20 10
+16 -- -- MYTHIC CHARACTERISTICS
EXTREMOPHILE ANATOMY Sbaolekgolo are Size category Giant.
GESTALT ANATOMY: Each Mgalekgolo is formed of roughly 300 THANOLEKGOLO
STR TOU AGI WFR WFM INT PER CRG CHA LDR
sentient Eels. Mgalekgolo are immune to the Headshot Special Rule
and Special Damage. Mgalekgolo do not suffer from Hunger or Thirst 50 30 10 15 30 15 20 40 10 10
for 3 Months without eating or drinking. Mgalekgolo do not require +20 +1 -- MYTHIC CHARACTERISTICS
Oxygen and can survive in a vacuum.
They’re able to collapse and reform, taking a Full Action to CARRYING WEIGHT
collapse and 2 Full Actions to rebuild. All Mgalekgolo have a Carry Weight of 5,000 Kilograms, unaffected
TECHNOLOGICAL HUNTER: Mgalekgolo have the ability to see active by Armor weight.
technology through disturbances in the air, including magnetic fields,
radio waves, and electromagnetic pulses.
Mgalekgolo can see up to half their Perceptive Range in
Meters to see active technology within their normal eyesight. The
Mgalekgolo may also sense technology through walls, debris, etc. up
to their Perception Modifier in Meters. This works similar to thermal
vision but take a Full Action of concentration to do.
A Hunter cannot discern what the Technology is from this
Ability and cannot find technology that is turned off or smaller than a
common cell phone.
CLAWS: The Mgalekgolo have large claws on each arm. Due to this,
they lack the dexterity needed for precision movement and delicate
actions. When attempting to throw items, grab onto small objects, or
any other action a GM would suggest being difficult, are given a -20
Penalty.
BOND BROTHER: Mgalekgolo are commonly found in pairs. This gives
two players the ability to become Bond Brother Mgalekgolo.
At any point, a Bond Brother is incapacitated or killed, the
other may temporarily gain the Berserker Trait for 6 hours.
VEHICLE USE: Mgalekgolo are able to pilot and Hijack in their
Collapsed Form as two Full Actions. To Hijack a vehicle, the Vehicle
must be going slow enough to allow the majority of the Eels to board.
The Eels are able to slip into small sections to bypass the Hijacking
rules. They must fight for control against the active pilot, where an
Opposed Agility Test gains control for the Round.
72
COVENANT YANME’E
“They’re like giant cockroaches, except angrier.” ANTI-INFANTRY EQUIPMENT
Plasma Pistol Equipment Pouch
CIVILIAN Two Plasma Grenades Flashlight
CHARACTERISTICS Curveblade Yanme’e Combat Harness
STR TOU AGI WFR WFM INT PER CRG CHA LDR
20 25 15 20 20 35 25 25 10 20 GUIDED MUNITIONS EQUIPMENT
+1 +1 +4 MYTHIC CHARACTERISTICS Needler Equipment Pouch
TIER: 1 EXPERIENCE COST: 1,450 Plasma Grenade Flashlight
UPBRINGING: Any TRAINING: Basic and Infantry Curveblade Yanme’e Combat Harness
PHYSICAL ATTRIBUTES
HEIGHT 178 centimeters (5’10 ft) – 206 centimeters (6’9 ft) HEAVY WEAPONS EQUIPMENT
WEIGHT 77 kilograms (170 lb.) – 109 kilograms (240 lb.) Fuel Rod Gun Equipment Pouch
SIZE Normal Plasma Grenade Flashlight
SOLDIER TYPE TRAITS Curveblade Yanme’e Combat Harness
Covenant Civilians are not allowed to purchase weapons from UNSC
and Forerunner armories. Purchasing from the Covenant Armory costs MARKSMAN EQUIPMENT
3 times extra. Covenant Carbine Equipment Pouch
The Yanme’e begins with the Covenant Weaponry Racial Training at
Plasma Grenade Flashlight
Character Creation.
Curveblade Yanme’e Combat Harness
The Yanme’e begin with the following Traits:
Crawler, Natural Weapon, Flight, and Four Arms.
The Yanme’e doubles their Intellect Modifier when figuring how many
Educations they may learn.
The Yanme’e has a Natural Armor of 10.
SQUAD UP: When with other Civilians, the Civilian gains +5 Courage.
This is lost if the Yanme’e becomes Combat Trained.
LIMITATIONS
The Civilian does not select from any Specializations unless using the
Civilian Character Creation Splatbook.
COMBAT TRAINING
COMBAT TRAINED
TIER: 2 EXPERIENCE COST: 1,600
CHARACTERISTIC ADVANCEMENTS
STR TOU WFM WFR
+5 Simple +5 Simple +5 Simple +5 Simple
SOLDIER TYPE TRAITS
The Combat Trained Yanme’e is no longer limited to what Armory they
can purchase from and are no longer forced to pay triple the amount
for the Covenant Armory.
The Trained Yanme’e gains two Skills of their choosing at +10.
The Yanme’e is able to select a Specialization pack and an Equipment
Pack.
SQUAD UP: When with others Yanme’e, the Characters gain +5
Courage. The Characters also gain a +10 Bonus to Warfare Melee and
Warfare Range Tests when taking Combined Actions.
73
COVENANT HURAGOK
“They may smell bad, but damn if they aren’t great with EQUIPMENT
technology.” Huragok Explosive Armor
CARRYING WEIGHT
CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR All Huragok have a Carry Weight of 1,000 Kilograms.
5 50 10 5 5 60 50 20 10 10
+10 -- -- MYTHIC CHARACTERISTIC LEG AND ARM BODY LOCATIONS
TIER: 4 EXPERIENCE COST: 4,775 When a Huragok is struck in the Leg Body Location, the Attack should
UPBRINGING: Laborer, Fugitive TRAINING: None be considered striking the Huragok’s Gas Bladders that keep them
PHYSICAL ATTRIBUTES afloat.
HEIGHT 270 centimeters (9 ft) with extended neck When a Huragok is struck in the Arm Body Location, the
WEIGHT 57 kilograms (130 lb.) Attack should be considered striking the Huragok’s tentacles.
SIZE Large
SOLDIER TYPE TRAITS INFUSION HURAGOK
At Character Creation, the Huragok has two choices, to be an Engineer Experience Cost: 1,000
or a Lifeworker. This cannot be changed. The Banished Huragok have the option to be Infused with Infusion Gel.
The Huragok is able to learn all Languages at half price. They are no longer passive by nature and can attack as needed. This is
The Huragok has no limit on how many Educations they may learn. not limited to Character Creation and can be selected between
Huragok are able to sense any form of technology when it is within missions. Infusion Huragok glow red.
their Perceptive Range. They are not able to tell what the technology Intellect is reduced by 10, but Toughness is increased by 10.
is. The Huragok cannot project Overshields anymore but are able to
The Huragok gains the Only Flight and Four Arms Traits at Character replace the Overshield with a radius that hurts any Character inside it,
Creation. not including Infusion Huragok. This takes a Half Action to use and
Huragok are passive by nature. When wanting to make an Attack deals damage with Blast (8). This ability has a Recharge of 10 Half
during their Round, the Huragok must first pass a Courage Test. If Actions. Deals 2D10 + Intellect Modifier in Damage.
failed, the Huragok is unable to go through with any Attack for that
Round.
If with the Covenant factions, a Huragok must take the Huragok
Explosive Armor. Else, the Huragok may take the Huragok Armor,
instead.
ENGINEER
Engineers gain the Techno-Organic Trait at Character Creation. This
gives the Huragok the Ability to interface with all electronics and
equipment as if they had the tools to do so.
The Engineer also acts as if it were a computer when
interfacing with electronics and take no Penalties for Difficulty. All
technology-based Tests with Equipment are at a +10.
LIFEWORKER
Lifeworkers gain the Bio-Organic Trait at Character Creation. This gives
the Huragok the Ability to connect with organic material, such as
bodies, plant life, and so on.
The Lifeworker counts as having any Medical Tools needed,
except for Medication. Performing surgeries or any medical Tests are
also at a +10 Bonus, and the Lifeworker takes no Penalties for alien
biology.
For every Degree of Success on a Medical Test made when
attempting to Heal, the Lifeworker is able to heal 1 extra Wound and
remove 1 Fatigue.
OVERSHIELD PROJECTION
Huragok are able to project an Energy Shield onto several allies, equal
to their Perception Modifier, and up to 8 Meters away. They also are
always counted as being protected by their own Shield. Two or more
Huragok Shields cannot stack. When depleted, these Shields must
recharge normally per Character under effect.
Huragok may also project their Shields onto one single
vehicle and its pilot, instead of other Characters. Switching what is
protected by the Overshield takes one Half Action and the Shield
Integrity begins at 0 and must Recharge, without the Delay.
SHIELD INTEGRITY DELAY RECHARGE RATE
50 3 10
74
ENDLESS SKIMMER
“They’re the smelliest bastards I have ever seen.” RANGED EQUIPMENT
Shock Rifle Equipment Pouch
CIVILIAN Two Dynamo Grenades Flashlight
CHARACTERISTICS Curveblade Skimmer Armor
STR TOU AGI WFR WFM INT PER CRG CHA LDR
20 30 20 25 15 25 25 25 25 25 DUAL-WIELD EQUIPMENT
-- -- +5 MYTHIC CHARACTERISTICS Two Disruptors Equipment Pouch
TIER: 1 EXPERIENCE COST: 650 Two Dynamo Grenades Flashlight
UPBRINGING: Any TRAINING: Basic and Infantry Curveblade Skimmer Armor
PHYSICAL ATTRIBUTES
HEIGHT 178 centimeters (5’10 ft) – 206 centimeters (6’9 ft) SEMI-AUTOMATIC EQUIPMENT
WEIGHT 77 kilograms (170 lb.) – 109 kilograms (240 lb.) VK78 Commando Equipment Pouch
SIZE Normal Two Dynamo Grenades Flashlight
SOLDIER TYPE TRAITS Curveblade Skimmer Armor
Skimmer Civilians are not allowed to purchase weapons from any
armories without a 3x price increase. CLOSE-QUARTERS EQUIPMENT
The Skimmer begins with the Covenant Weaponry Racial Training at CQS48 Bulldog Shotgun Equipment Pouch
Character Creation. Two Dynamo Grenades Flashlight
The Skimmer begin with the following Traits: Curveblade Skimmer Armor
Crawler, Flight (When wearing Skimmer Armor).
SQUAD UP: When with other Civilians, the Civilian gains +5 Courage.
This is lost if the Skimmer becomes Combat Trained.
LIMITATIONS
The Civilian does not select from any Specializations unless using the
Civilian Character Creation Splatbook.
COMBAT TRAINING
COMBAT TRAINED
TIER: 2 EXPERIENCE COST: 1,600
CHARACTERISTIC ADVANCEMENTS
STR TOU WFM WFR
+5 Simple +5 Simple +5 Simple +5 Simple
SOLDIER TYPE TRAITS
The Combat Trained Skimmer is no longer limited to what Armory
they can purchase from and are no longer forced to pay triple for
Armory purchases.
The Trained Skimmer gains two Skills of their choosing at +10.
The Skimmer is able to select a Specialization pack and an Equipment
Pack.
SQUAD UP: When with other Skimmers, the Characters gain +5
Courage. The Characters also gain a +10 Bonus to Warfare Melee and
Warfare Range Tests when taking Combined Actions.
75
PROMETHEAN SOLDIER TYPES
SHORTHAND EQUIPMENT
PROMETHEAN SOLDIER Scattershot Boltshot
“Sentient, intelligent, and resourceful. A major upgrade from those Splinter Grenade Soldier Armor
braindead sentinels we managed to trick with a rock and a piece of WEAPON TRAINING
string.” All Weapon Training
76
PROMETHEAN KNIGHT
“Sentient, intelligent, and resourceful. A major upgrade from those SHORTHAND EQUIPMENT
braindead sentinels we managed to trick with a rock and a piece of Scattershot Hardlight Sword
string.” Splinter Grenade Knight Armor
WEAPON TRAINING
CHARACTERISTICS All Weapon Training
STR TOU AGI WFR WFM INT PER CRG CHA LDR
35 35 25 30 30 25 35 35 25 25 COMMANDO EQUIPMENT
+5 +3 -- MYTHIC CHARACTERISTICS Light Rifle Hardlight Sword
TIER: 5 EXPERIENCE COST: 7,500 Pulse Grenade Knight Armor
UPBRINGING: Any TRAINING: All
WEAPON TRAINING
PHYSICAL ATTRIBUTES All Weapon Training
HEIGHT 302 centimeters (9’11 ft) – 329 centimeters (10 ’9 ft)
WEIGHT 407 kilograms (898 lb.) – 423 kilograms (934 lb.)
SIZE Huge DEVASTATOR EQUIPMENT
SOLDIER TYPE TRAITS Hardlight Sword Hardlight Sword
The Promethean Knight doubles their Strength and Toughness when Splinter Grenade Knight Armor
figuring Carrying Weight. Knights do not take Penalties for Dual- WEAPON TRAINING
Wielding weapons and cannot drop them. All Weapon Training
PROMETHEAN VISION: The Promethean can see through 15 Meters
of wall, floor, and any non-biological obstacle, to find biological forms. RANGER EQUIPMENT
Promethean Vision can see any Character and Creature, including Binary Rifle Hardlight Sword
other Prometheans. Pulse Grenade Knight Armor
Promethean Vision also gives the Character +30 to finding WEAPON TRAINING
Characters cloaked using Active Camouflage. All Weapon Training
Promethean Vision lasts for 4 Half Actions and must
recharge for 6 Half Actions. WATCHER SPAWNING
TRANSLOCATION: Prometheans can teleport towards a chosen Knights are able to summon a single Bestiary Rank Heroic Promethean
location. The Promethean is able to move up to their Run Movement Watcher with a Full Action. These Watchers, if destroyed, take 20 in-
Speed in Meters with each use of the Translocation Ability. This takes game minutes to rebuild and redeploy. The Knight does not control
a Full Action to do. the Watcher, the Watcher will act on its own. It will attempt to stick
The Promethean may choose to Teleport up to 800KG with alongside the Knight and stay 5 Meters above if possible. Watcher
them, including other Characters and multiple pieces of Equipment. priorities are projecting shields, catching grenades, and redeploying
The Promethean may charge their Translocation Ability. The the Knight if killed.
amount of Full Actions used to Charge is the multiplier to their Run
Movement Speed. So, a Soldier Charging for 3 Full Actions will be able
to Translocate up to their Run Movement Speed, multiplied by 3.
AUTO-TRANSLATION: Prometheans have auto-translation devices
that are built into them. This allows them to speak, write, and
understand any languages they have heard before.
GLOWING: Prometheans have an orange and yellow glow to their
bodies, giving them a -25 Penalty to Camouflage Tests.
CLAWS: The Promethean Knights have large claws on each arm that
independently float two centimeters from the base of each arm. Due
to this, knights lack the dexterity needed to perform precision
movement and delicate actions.
When attempting to throw items, grab onto small objects,
or any other action a GM would suggest being difficult, gain a -20
Penalty.
MICRO-ARMS: Promethean Knights have an extra set of small limbs,
the size of a human child’s arms. These arms can be used to bypass
the Claws Trait Penalty, but only if whatever the Knight is attempting
to accomplish is in reach of these small arms.
These Micro-Arms cannot use or throw weapons and are
not considered to have the Knight’s Mythic Strength or increase to
Mythic Toughness and Strength when figuring Carrying Weights.
DEATH AND WOUNDS: Prometheans can only be healed by Watchers
and Huragok, but Natural Healing is multiplied by 10. A Promethean
that dies will be able to get a new body after 10 Rounds, with full
Wounds. A point of Luck must still be Burnt.
SQUAD UP: When with other Prometheans; these Characters gain a
+5 Bonus to Courage Tests. The Characters also gain a +10 Bonus to
Warfare Melee and Warfare Range Tests when taking Combined
Actions.
77
PROMETHEAN CAVALIER
“Life is a fleeting vessel too fragile and small to hold a true mind.” SHORTHAND EQUIPMENT
Scattershot Hardlight Sword
CHARACTERISTICS Splinter Grenade Cavalier Armor
STR TOU AGI WFR WFM INT PER CRG CHA LDR WEAPON TRAINING
55 45 55 35 35 30 25 25 25 45 All Weapon Training
+8 +10 +2 MYTHIC CHARACTERISTICS
TIER: 5 EXPERIENCE COST: 12,900 COMMANDO EQUIPMENT
UPBRINGING: Any TRAINING: All Light Rifle Hardlight Sword
PHYSICAL ATTRIBUTES Pulse Grenade Cavalier Armor
HEIGHT 430 centimeters (14 ft. 1 inches)
WEAPON TRAINING
WEIGHT 1,452 kilograms (3,205 lb.)
All Weapon Training
SIZE Giant
SOLDIER TYPE TRAITS
The Cavalier doubles their Toughness Modifier when figuring Wounds, before DEVASTATOR EQUIPMENT
adding their Mythic Toughness. Hardlight Sword Hardlight Sword
CONSTRAINT FIELD: The Constraint Field allows the Cavalier to levitate and Splinter Grenade Cavalier Armor
constrain Characters and objects. The Constraint Field can carry up to 600 KG WEAPON TRAINING
of Weight and reach out 6 Meters. All Weapon Training
Characters caught in the Constraint Field are considered as Helpless
and can only take speech actions. The Cavalier can only make Half Move and
Speech Actions while the Constraint Field is active, it takes 10 Full Actions to
RANGER EQUIPMENT
use again. Binary Rifle Hardlight Sword
PROMETHEAN VISION: The Promethean can see through 50 Meters of wall, Pulse Grenade Cavalier Armor
floor, and any non-biological obstacle, to find biological forms. Promethean WEAPON TRAINING
Vision can see any Character and Creature, including other Prometheans. All Weapon Training
Promethean Vision also gives the Character +30 to finding
Characters cloaked using Active Camouflage.
Promethean Vision lasts for 4 Half Actions and must recharge for 6
Half Actions.
TRANSLOCATION: Prometheans can teleport towards a chosen location. The
Promethean is able to move up to their Run Movement Speed in Meters with
each use of the Translocation Ability. This takes a Full Action to do.
The Promethean may choose to Teleport up to 800KG with them,
including other Characters and multiple pieces of Equipment.
The Promethean may charge their Translocation Ability. The
amount of Full Actions used to Charge is the multiplier to their Run Movement
Speed. So, a Soldier Charging for 3 Full Actions will be able to Translocate up
to their Run Movement Speed, multiplied by 3.
AUTO-TRANSLATION: Prometheans have auto-translation devices that are
built into them. This allows them to speak, write, and understand any
languages they have heard before.
GLOWING: Prometheans have an orange and yellow glow to their bodies,
giving them a -25 Penalty to Camouflage Tests.
ETERNAL: The Cavalier, when commanding other Promethean Troops,
automatically count as a Success with 0 Degrees of Success if the Test is failed.
Any Promethean within 100 Meters can hear the Cavalier’s commands.
This means the GM doesn’t have to always roll any Social Tests with
the Prometheans unless they are actively fighting against the Cavalier.
DEATH AND WOUNDS: Prometheans can only be healed by Watchers and
Huragok, but Natural Healing is multiplied by 10. A Promethean that dies will
be able to get a new body after 10 Rounds, with full Wounds. A point of Luck
must still be Burnt.
DEATH SLIPSPACE FIELD: When the Cavalier is killed on or within 1,500 Meters
a Forerunner structure, a Slipspace Field with a 3 Meter Radius opens. This
Field teleports the damaged Cavalier back to a repair facility but will take any
other Promethean material with. This includes the Prefect Mjolnir Armor and
its wearer, alongside any Character that has Promethean or Forerunner-based
Armor Abilities and Permutations. The Cavalier may return with a new body in
5 Rounds at full Wounds, but 1 point of Luck must be Burnt.
GRAVITY BOMB: The Cavalier has access to Gravity Bombs, which are a
Slipspace spheres of energy with EMP properties. These Gravity Bombs move
at 15 Meters Per Turn and track a single chosen Opponent.
If the Bomb hits any non-Character or Vehicle surface, it dissipates.
If it strikes a Character or Vehicle, it detonates in a Blast (5) Radius, with EMP
(20) Special Rule. The Gravity Bomb deals 1D10 +10 Damage, with 60 Pierce.
The Gravity Bomb will not attempt to make major course
corrections around cover but will not stop following a Character until it makes
a collision of any kind.
Gravity Bomb has a cooldown of 4 Full Actions that only begins
counting down after the active Gravity Bomb is done attacking.
78
TRAITS AND AUGMENTATIONS
TRAITS DESCRIPTION
Adrenaline Rush Adrenaline Rush actives when a Character is 0 Wounds or under, or when a Character has not taken their Smoother Drugs
in a day. While under the effects of Adrenaline Rush, Characters ignore hindering effects such as Fatigue and Pinning
while also staying conscious until death, even when in negative Wounds. The Character will not lose Wounds from
Bleedout. The Character will automatically pass any Shock and Fear tests. Characters under the effects of Adrenaline Rush
gain a -20 Penalty to all Evasion and Reaction Tests and Doubles Toughness Modifier when reducing oncoming Damage.
Characters under Adrenaline Rush have difficulty telling friend from foe and must make a +20 Intellect Test to
not see an ally as an enemy. The Character cannot be calmed down when in Adrenaline Rush and can only be sedated
with medication or made unconscious by tranquilizers. If the Character is given the Smoother Drug, they will no longer
be under Adrenaline Rush at the beginning of their next Turn.
Berserker Berserker activates when the Character’s Wounds are at 25% or less, or if the Character took an attack that dealt 25% of
their wounds in one Round. Berserking Characters are in a bloodlust rage where they rush through the battlefield as fast
as possible to reach their enemy. Characters Berserking are given a +20 Bonus to Toughness Tests and double their
Strength Modifier when making Melee Attacks. The Character takes a -20 Penalty to all Evasion and Reaction Tests and a
-30 Penalty to any Warfare Range Tests. The Character will also automatically pass any Shock, Fear, and Pinning Tests.
The Character may attempt to calm down by making a -30 Charisma Test at the beginning of their Turn. If
successful, the Character is no longer under the effects of Berserker. Other Characters may assist in calming them down
by making a -30 Charisma Test or a -20 Leadership Test. Other Characters may also use medication such as tranquilizers
to force the Character to calm down, or to knock them unconscious. When a Berserking Character becomes Unconscious,
they are no longer under the effects of Berserker.
Built Tough The Character is large, wide, and well-balanced. The Character gains a +20 Bonus when Opposing a Grapple, Takedown,
or any general Actions to prevent falling over.
Crawler The Character has insect-like limbs or equipment that allows the Character to attach itself to walls and surroundings. The
Character takes no Penalties when moving over difficult terrain and gains a +40 Bonus to Climbing Actions.
Flight The Character has the ability of flight through the means of wings or anti-gravitational technology. The Character’s flight
speed is their Movement Speed multiplied by 2. Exceeding 50% of the Character’s Carry Weight removes the x2 multiplier
for Movement Speeds. Exceeding 75% of the Character’s Carry Weight will cause the Character to be unable to fly.
Four Arms The Character has multiple arms, allowing for better grasp and mobility. The Character gains a +10 to Grapple and is able
to use more than two weapons, at extra penalty.
Natural Armor Natural Armor is Armor that a Character always has when not wearing Armor. When worn with Armor, Natural Armor is
halved. Headshots halve the effects of base Natural Armor of a Character.
Natural Weapon The Character has dangerous talons, teeth, or any other natural weapon that assists the Character in combat. This gives
the Character +4 to Damage and +2 to Pierce when using their Natural Weapon.
Night Vision The Character has improved vision in darkness and low-light environments. The Character takes no Penalties in Low-Light
and Darkness but gain double the Penalties from effects based off bright lights if in darkness.
Only Flight The Character only has the ability of flight, as they have no other form of transformation. The Character’s flight speed is
already figured into their Movement, and no Bonuses or Penalties are gained.
AUGMENTATIONS DESCRIPTION
Carbide Ceramic The Character cannot break any bones unless an absurd amount of force is used, such as a Scarab stepping onto a
Ossification Spartan’s leg. All Spartan IIs, IIIs, and IVs are given this Augmentation.
Occipital Capillary This Augmentation gives the Spartan a heightened Perception and halves all Penalties to Darkness and Brightness sight-
Reversal based Penalties. All Spartan IIs, IIIs, and IVs are given this Augmentation.
Superconducting This heightens the reflexes of a Spartan by upwards of 300% and gives the Spartan their Mythic Agility. Spartans have
Fibrication of Neural been known to have increased memory and creativity as a side-effect of this Augmentation. This Augmentation allows
Dendrites the Spartan’s first Evasion taken in a Round to not give a Penalty to the next Evasion taken. All Spartan IIs, IIIs, and IVs
are given this Augmentation.
79
SPECIALIZATION PACKS
LIMITED PACKS
80
UPBRINGING ENVIRONMENT LIFESTYLE TABLES
ENVIRONMENT OUTCOME
City +5 Agility, Courage, or Perception; -5 Strength, Toughness, or Perception.
Country +5 Perception, Agility, or Strength; -5 Charisma, Intellect, or Perception.
Forest/Jungle +5 Perception, Strength, or Toughness; -5 Leadership, Intellect, or Charisma
Town +5 Charisma, Leadership, or Perception; -5 Courage, Intellect, or Agility.
Wasteland +5 Courage, Toughness, or Agility; -5 Charisma, Leadership, or Strength
81
SKILLS
82
INTERACTIONS WITH OTHERS INTERACTION WITH GROUPS
Not everything in 100DOS is warfare and exploration. Some of the When Characters use Social Skills against groups of individuals, the
game features Players and Characters interacting through Test must be resolved with an Opposed Test of one selected character
roleplaying, and when the GM feels it necessary, with dice rolls as that has the most Charisma or the Opposed Characteristic of the
well. It’s good to give small Experience bonuses to Players who group.
roleplay. The amount of Characters affected by the Opposed Test
begins at 10% for a successful Test at 0 Degrees of Success. For each
USING SOCIAL SKILLS Degree of Success, this is increased by 10%.
When the GM has two Characters interacting socially in an attempt
to get their way in any given situation, the GM should first have a CHARACTER DISPOSITION
roleplaying session between the two Characters. The Characters Characters are not always neutral towards one another. Some are
should discuss their sides of the story or plans and then the GM angry and full of hate, while others could be giddy and willing to
should appoint Bonuses or Penalties depending on how it went. believe anything. The following Dispositions table is an optional rule
Characters should always use the appropriate Social Skill to help GMs get a decent grasp on using Modifiers for character
and not just what has the best chance of succeeding on a Test. behavior and attitude towards the ones making the Opposed Test.
DISPOSITIONS
83
Appeal – Basic (Charisma) [Social] gain a -20 to concealing, and [HW] weapons are impossible to conceal
MODIFIER TRAINED +10 +20 without modification.
COST 200 400 600 Concealed weapons cannot be used with Quick Draw and
will add one Half Action to retrieve them.
Appeal is a talent of charm and social abilities. Appealing allows
players and characters to sway the reactions of others with well- Command – Basic (Leadership) [Social]
meaning words and facial expressions. A character with the Appeal MODIFIER TRAINED +10 +20
Skill can attempt to alter any social interactions. Appeal can be used COST 200 400 600
to attempt to change a character’s opinions and to convince
characters and players to attempt something else. Command is the ability to effectively lead others. Command deals
When Appeal is used against someone, it is an Opposed with any character giving orders to another.
Test, which is opposed by Interrogation (Courage) or Deception. If two opposing commands are being made to counteract
each other, the GM may allow the characters to choose whom to
MOD EXAMPLE follow or have the two commands roll as an opposing test.
+10 The Target is a part of the same squad or commanding unit. The Command Skill Test also uses the same type of example
-10 The Target does not want to be bothered modifiers shown in the Appeal Skill Description a page back. If a
-20 The Target is suspicious in nature. command is suicidal or not in the best interests of the overall picture,
the test automatically gains a -60 penalty.
Athletics – Basic (Agility/Strength) [Movement]
MODIFIER TRAINED +10 +20 Cryptography – Advanced (Intellect) [Fieldcraft]
COST 200 400 600 MODIFIER TRAINED +10 +20
COST 300 500 700
Athletics is the acrobatic and tactical movement skill that allows
characters to make balanced and poised movement. Athletics have The use of the Cryptography Skill allows characters to encrypt and
two sections, Agility and Strength based movement. decrypt codes and frequencies, as well as hack and bypass systems.
Skill Tests are not required to either leave or read basic messages and
STRENGTH codes but are necessary to communicate or decipher complicated
Athletics Strength is a character’s ability to climb, swim, and other messages. Use this Skill alongside the Cyber Warfare section of the
strength-based physical activities. Handbook.
MOVE SILENTLY The Deception Skill is when a character attempts to lie to a character
Another use for Athletics Agility is to move silently. If a character is or player. A character using this Skill attempts to lie. Examples of using
attempting to move silently, they roll Athletics Agility against the the Deception Skill:
Opposing hearing-based Investigation Test. • Attempting to disguise an item. This is different from
Camouflage as you aren’t attempting to hide the item, but
Camouflage – Basic (Intellect/Perception) [Fieldcraft] you are trying to trick someone that it is something else.
MODIFIER TRAINED +10 +20 • Attempting to distract someone. This could be by keeping
COST 200 400 600 someone’s attention or lying of something to quickly move
the opponent’s eye away from what is actually happening.
The Camouflage Skill is used to hide in your surroundings or to conceal This can be used as a Sleight of Hand.
your equipment. Using Camouflage requires an appropriate • To tell someone orders, but to twist the words to show
environment to mask whatever is in question. Camouflage is opposed another meaning, or to outright lie about the situation.
by an Investigation Skill, and if the character does not have Deception skill is opposed by an opponent’s Investigation.
Investigation, use the Perception Characteristic at Penalty.
Demolition – Advanced (intellect) [Fieldcraft]
CAMOUFLAGE HIDING MODIFIER TRAINED +10 +20
When the Character is attempting to hide or sneak by using their COST 300 500 700
Environment, they must make a Camouflage Test. A Character
attempting to hide with a [TH] or [HW] Weapon will be unable to hide Demolition allows the Character to use various Demolition Skills when
their weapon unless they use a Ghillie Cover. For every Size Category using Explosive weapons, not including Explosive Ammo
above Normal, the Character will gain a -5 Penalty. modifications.
VEHICLE CAMOUFLAGE ARMING EXPLOSIVES
Hiding a Vehicle works the same and Vehicles may also gain Armed Explosives are Explosives that have been armed and triggered
Camouflage masking, painting, and covers. For every Size Point of a to explode based on various options, such as a Timer, a Switch, a
Vehicle, it gains a -5 Penalty to be Camouflaged. Deadman’s Switch, or tethering it to a nearby computer device.
Armed Explosives need a Demolition Skill Test. If Failed, the Armed
WEAPON CONCEALING Explosive does not work and will need to be redone. This is an
Concealing Weapons is a Camouflage Test that allows the Character Extended 10 Full Action Test.
to hide a weapon on their person. [DW] weapons gain a +20 to
Concealing, [OH] weapons gain a +10 to Concealing, [TH] weapons
84
DISARMING EXPLOSIVES Evade until the beginning of their next Turn and cannot leave the
The only way to stop an Armed Explosive from detonating is by using Melee Combat. If the Character successfully initiated a Grapple, they
a Demolition Test. The Demolition Test must Succeed with more may decide to drop it as a Free Action before the Turn ends.
Degrees of Success than the test made to Arm the Explosive. A
Disarmed explosive may be kept by the Disarming Character and re- EVASION IN MELEE COMBAT
armed when needed. The Character who Armed the Explosive gains a When in Melee Combat, the Character may still attempt to Evade into
+30 Bonus to Disarming it. cover or out of Melee Reach. To do so, before making the Evasion Test
to escape, they must first make an Opposed Warfare Melee Test. If
STRUCTURAL WEAKNESS Successful, the Character then may take the normal Evasion Test to
The Character is able to take a Full Action or Extended 2 Full Actions try and escape. If they fail, the Character loses all Evasions for the rest
to study the layout and design of a Structure or a Vehicle. When of the Opponent’s Round.
complete, the Character then makes a Demolition Test, and
depending on the amount of Actions taken, will gain bonus amounts EVADE PARRY
of Pierce to the Attack. Parrying is a sub-type of the Evasion Action, allowing the character to
Structural Weakness can be used before making a Ranged use Warfare Melee instead of Agility to dodge Melee Combat.
Attack and will only work with the first Attack made after the Study. Parrying is a special Combat technique that allows a Character to
The Character will still need to roll for Warfare Range, or Warfare block or move the attack away from the Character. If a Parry is
Melee if using a Grenade. Structural Weakness must be rolled for successful, there are no Penalties gained to the next Parry, but if the
each time it’s used. Parry fails, the next Parry will be at a -10 Penalty.
85
Intimidation – Basic (SPECIAL) [Social] A Character with the Medication Skill can Diagnose, give
MODIFIER TRAINED +10 +20 First Aid, Extended Medical Tests, and repaid Special Damage.
COST 200 400 600 This Skill relies heavily on Medical Tools. Surgeries cannot
be done without the proper tools, wounds cannot be bandaged
Intimidation is one of the few Skills that can use many Characteristics. without bandages or clothe, and medication cannot be given if it is
Players can use Strength, Charisma, Leadership, and Intellect to force not owned.
and scare their opponent to give in to demands.
Intimidation is an Opposed Test. A character must not just ALIEN BIOLOGY
choose their highest Characteristic to use the Intimidation. The Alien Biology means a different biological makeup that the Character
Characteristic used must fit the situation that the Intimidation is being may not be used to. For example, a Human medical expert will not
used in. understand the biology of a Covenant species without study.
Xenobiology Creatures, such as Mgalekgolo and Huragok, are also
Investigation – Basic (Intellect/Perception/charisma) incredibly different from the norm.
[Social/Fieldcraft] Due to this, the Medication Skill is separated into 3 options
MODIFIER TRAINED +10 +20 of Human, Covenant, and Xenobiology. The GM may decide if what
COST 200 400 600 other creatures can be considered as Xenobiology.
Investigation has two uses, Social and Fieldcraft. The Social use of FIRST AID
Investigation covers gaining information, while the Fieldcraft use First Aid is the Character’s Ability to improve the Wound and Fatigue
covers the Character’s awareness of their surroundings. recovery of a Target when using Medical Equipment such as Biofoam
and Sealant Mesh. First Aid is a Full Action to perform.
SOCIAL First Aid is a Full Action Medication Test. For every Degree
Social Investigation has a couple important uses, Information and of Success, First Aid will increase the amount of Wound and Fatigue
Insight. For gathering information, the Character asks questions, recovery by 1.
starts conversations, and eavesdrops. This involves the Character First Aid is also used to Stabilize unconscious Characters
focusing on gathering information from groups of people and piecing suffering from Bleedout.
together context and clues. Depending on how the GM wants to
handle this, they may give the Player or Character a Bonus on their EXTENDED MEDICAL TEST
Investigation Test for smart roleplaying and discussing how they Extended Medical Tests are used to better assist a Character in both
would perform these actions. The more Degrees of Success gained, natural healing and recovering from Medical Equipment use.
the more information the GM can give the Player. Extended Medical Tests will allow the Target to start receiving
Alternatively, Social Investigation also allows for Insight, benefits from Medical Equipment that no longer offer benefits due to
which has the Character attempting to read another Character or overuse, allows the Target to improve their Natural Healing, and
situation. Social Investigation allows for reading a single Character’s diagnose Special Damage effects the Target received.
intentions, which is Opposed by the Opposing Character’s Deception. The Character must first roll a Medication Test. This is a 4
This shouldn’t be used as a catch-all lie detector, and the GM must hour Extended Action. For every Degree of Success the Target
work with the Player to decide the outcome based on Degrees of recovers 2 Wounds and their Natural Healing is increased by 1 until
Success or Failure. they are either at Full Wounds or take more than 5 Wounds in a Turn.
The benefits of an Extended Medical Test may only be given
FIELDCRAFT once a Day when on the Field. If the Character is on a ship or at a
Fieldcraft Investigation allows the character to visually understand location with a properly stocked medical facility, they will receive
and be aware of their surroundings. This is used when trying to find triple the Wound recovery and Natural Healing received.
hidden objects and Characters. When attempting to find an object, If the Character does not get rest, they cannot receive the
only a Perception based Investigation Test needs to be rolled. If a benefits of the increased Natural Healing.
character has hidden the item (or themself), then the test becomes
Opposed against the opponent’s Camouflage Skill. REMOVING SPECIAL DAMAGE
The Character may further extend their Extended Medical Test to
Medication – Advanced (Intellect) [Fieldcraft] remove the Target’s Special Damage when using the Medical Kit. Each
HUMAN hour extended; the Character can remove 1 Special Damage effect
MODIFIER TRAINED +10 +20 the Character has and reduce its buildup to 0. If the Location is
COST 300 500 700 destroyed, the Character will need a robotic replacement or a flash
clone ready.
COVENANT
MEDICAL ASSISTANCE
MODIFIER TRAINED +10 +20
A Character may be assisted during Extended Medical Tests. Each
COST 300 500 700
Character assisting will make a Medication Test. If Successful, the
Extended Medical Test takes 1 less hour, to a minimum of 1.
XENOBIOLOGY (Mgalekgolo and Huragok)
MODIFIER TRAINED +10 +20
DIAGNOSIS
COST 300 500 700 With a successful Medication Test, the Character can diagnose
diseases and medical issues, such as Radiation Poisoning. When
Medication is the Skill of having and using knowledge of biological and diagnosing a well-known disease or medical issue, the Test is at a +20
medical science. An effective time to allow Characters to learn the Bonus.
Medication Skill is between Missions with downtime. Each time a Character makes a proper Diagnosis, the next
time they come across the same medical issue, they gain a stacking
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+10 Bonus. Once the Character would reach +40 to their Diagnosis Security – Advanced (Intellect) [Fieldcraft]
Test, they are considered to pass the test automatically. MODIFIER TRAINED +10 +20
COST 300 500 700
Navigation – Basic (Intellect/Perception) [Fieldcraft]
GROUND AND AIR The Security Skill is how a Character creates, bypasses, and can spot
MODIFIER TRAINED +10 +20 locks, traps, and security systems. Security is the action of creating
COST 200 400 600 and disabling physical objects, like disabling a trip wire, lock-picking
SPACE doors, or even something like spacing security cameras to properly
MODIFIER TRAINED +10 +20 cover a location. Most any mechanical and primitive trap will also
COST 300 500 700 count towards a Security Skill Test.
If a Character sets up a Security system and another
The Navigation Skill is a character’s ability to plot courses and find attempts to disable it, this will result in an Opposed Security Test.
directions. There are multiple levels of Navigation: Ground, Space, The more advanced the trap is, the more difficult it may be
and Slipspace. to disable it. The GM must come up with proper modifiers for the
Test.
Negotiation – Basic (Intellect/Charisma) [Social]
MODIFIER TRAINED +10 +20 MOD EXAMPLE
+60 Placing a basic lock strategically.
COST 200 400 600
+10 Setting up a trip wire.
0 Opening a standard lock.
The Negotiation Skill is used to strike barters and create deals with -10 Unlocking a more advanced lock.
others. This skill allows characters to negotiate better prices or -20 Trying to take down a computer system that does not have an AI.
outcomes for goods and services. All Negotiation tests are opposed,
as they involve interaction. For every degree of success, the character Stunting – Basic (Agility) [Movement]
gets, the price of an item is reduced by 5%. Failing gives no penalties. MODIFIER TRAINED +10 +20
Negotiation can also be used to deal with hostage situations COST 200 400 600
and dealing with demands. This works as a normal Opposed Test
against Charisma and Intellect based Negotiation Skill Tests. The Stunting Skill is used for things that involve tricky movement,
ramping, and anything that involves incredible concentration to pull
Pilot – Basic (Agility/Intellect) [Movement] off. While under Combat, Stunting works well with merging multiple
half actions such as taking a shot while falling or jumping out of a
GROUND moving vehicle and landing on a specific point.
MODIFIER TRAINED +10 +20 The GM should always come up with a modifier for the skill.
COST 200 400 600 Examples will be shown below.
AIR
MODIFIER TRAINED +10 +20 MOD EXAMPLE
COST 300 500 700 +40 Doing a donut or burning out in a vehicle.
SPACE – Advanced [Fieldcraft] +20 Stopping quickly with a turn without flipping the vehicle.
MODIFIER TRAINED +10 +20 0 Jumping off a building and taking a shot at an opponent.
COST 400 800 1,000 -20 Jumping off a moving vehicle on to a specific target.
-40 Attempting to ramp off of a ruined building and land on a specific
small point.
The Pilot Skill is the ability to drive and pilot vehicles, such land, air,
and space vehicles. The following Table shows a list of various
examples of Penalties and Bonuses that can apply to a Vehicle, not Survival – Basic (Intellect/Perception) [Fieldcraft]
including the Rough and Dangerous Terrain in the Movement section MODIFIER TRAINED +10 +20
of the Handbook. COST 200 400 600
MOD EXAMPLE The Survival Skill allows characters to endure harsh situations and find
+30 Driving a standard Civilian vehicle. answers to bad situations. Survival allows characters to find edible
+20 Operating Civilian vehicles under moderate speeds. plants, construct viable shelters, determine whether water is safe or
+10 Piloting a vehicle in familiar terrain. not, and many other situations.
0 Driving a vehicle never driven before. Survival also lets characters track others by following signs
-10 Driving at high speeds. left of fleeing or hiding opponents. Tracking can be used similar to
-20 Piloting a vehicle while under heavy fire. Investigation. Cunning opponents may attempt to use Camouflage to
-30 Attempting to pilot a damaged vehicle while still under fire. erase their tracks, in which the character will need to use
Investigation Skill Tests to find the tracks, and then Survival Tracking
tests take over to continue finding and following the trail. Inquiry may
be used to ask nearby passerby if the opponent was seen.
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Technology – Advanced (Intellect) [Fieldcraft]
HUMAN
MODIFIER TRAINED +10 +20
COST 200 400 600
COVENANT
MODIFIER TRAINED +10 +20
COST 200 400 600
FORERUNNER
MODIFIER TRAINED +10 +20
COST 300 500 700
MOD EXAMPLE
+30 Repairing a simple device such as an antenna or installing
computer hardware.
+20 Repairing or removing parts of a vehicle when the proper tools
are on hand.
+10 Equipping a weapon attachment that has been damaged.
0 Using a scanner for the first time.
-10 Repairing damaged equipment without all of the proper tools.
-20 Attempting to use modern technology for the first time.
-40 Repairing advanced technology without all of the proper tools or
knowledge.
REPAIRS
Characters repairing should be handled in Narrative Structure as they
can take time to perform. Even some of the quickest repairs still take
time to repair. Using the following table will assist the Players and GM
to figure out how long it will take a repair to be made. Everything is
listed in minutes, but if it needs to be done in Structured Time, it’s
best to remember that 1 Minute is 10 Rounds.
Characters may assist each other to reduce the time taken.
Depending on the size of the repair, the GM should restrict the
number of Characters who can assist the repair. For example, the GM
could allow three Characters to change a tire. The GM shouldn’t allow
3 characters to try to fix a radio. For every Character assisting in a
repair, the time should be divided by that much. Two characters can
change a tire in half the time.
MINUTES EXAMPLE
20 Changing a tire on a vehicle.
120 Repairing or replacing a tank tread.
10 The Character can repair 10+Intellect Modifier in
Breakpoints for every 10 Minutes spent on Equipment.
60 The Character can repair 20+Intellect Modifier in
Breakpoints for every hour spent on a Vehicle.
20 Replacing a part on a firearm or piece of equipment.
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CHARACTER ABILITIES
ABILITIES Over time, characters may gain more Abilities by spending Experience
Abilities are a character’s aptitude gained naturally with experience Points, just as with Skills.
over time. Abilities unlock innovative ways to play the game and new Abilities have Prerequisites that must be fulfilled when
bonuses. What an Ability does is based on its Benefit, so make sure to purchasing the Ability. This Prerequisite is not needed to use the
read up on what all of your Abilities do. Ability, it is only needed to acquire it.
When “Learning” these Abilities, most do not instantly take
GAINING ABILITIES hold. Most Abilities should be gained in-between missions or during
Abilities represent many different skills and capabilities for players downtime where it can be learned properly. This is up to the GM how
and characters to use on the battlefield and in many other situations. it is handled.
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ABILITIES COST PREREQUISITE BENEFIT
Inspired 250 Charisma: 50 or The character may use a specific Social Skill to inspire others to give a +10 to their next Test.
Leadership: 50
Iron Fist 500 Strength: 55 Unarmed attacks gain the Stun (2) Special Rule with a successful Strength Test.
Lucky Shot 750 Luck: 1+ Once per encounter, add +1D10 Damage to a single Attack.
Manslaughter 250 Pilot (TYPE): +20 Enemies attempting to evade the character’s vehicle are at a -10 penalty.
Marksman 400 Perception: 55 Character takes half penalties from long and extreme ranged attacks.
Medical Insight 750 Medication: +20 Heals twice as many wounds with each test.
Medical Prowess 400 Intellect: 50 Only take half penalties when doing medical tests on alien species.
Mind Timer 450 Intellect: 40 The character takes no base penalties and gains a +10 when cooking Explosives.
Mobile Fire 500 Warfare Range: 50 When moving and shooting, Characters reduce the To Hit Penalties by 10.
Modern Army 800 Hand-To-Hand Basic Opens availability to Advanced Melee Combat for characters and gives Full Warfare Melee Modifier to figuring
Combative attacks per Action. Gives a +10 To Hit with melee weapons.
Not Enough 750 Courage: 55 If the Character were to go unconscious, allow for one more Half Action beforehand.
One Eye Open 250 Perception: 40 The character does not count as Helpless when sleeping.
Order of Things 250 Leadership: 40 When making Command Tests against those of lesser rank, the character gains a +10 bonus to the test.
Outstanding 250 Perception: 40 The character gains +10 to all smell-based Perception and Investigation Tests.
Olfactory
Peer 250 Charisma: 40 The character gains +20 to Social Skills dealing with characters in a specifically chosen groups.
Practiced Fighter 500 Warfare Melee: 45 The character count as attacking the opponent’s lowest Armor Rating.
Precision Strike 350 Warfare Melee: 55 Reduces the penalty for Melee Called Shots by Half.
Predictable 750 Warfare Melee: 60 The Character attempts to counter a Charge or Grapple.
Protector 250 Agility: 35 Able to switch places with other character or move in front of them.
Quick Toss 300 Warfare Melee: 55 Able to use a Reaction to throw one-handed weaponry at a -10 penalty.
Quickdraw 250 Agility: 40 Quickdraw allows a character to holster or equip a weapon or equipment as a Free Action.
Quickscope 750 Perception: 45 Halves Penalties for Long Barrel weapons at close range and reduces Opponent Evasion Bonus.
Rapid Reload 500 Agility: 45 Halves the Base Reload Time of any weapons reload (minimum of 1).
Reliable Reputation 250 Charisma: 45 Able to make Social Skill Tests against higher ranking characters without taking any penalties.
Resilient 500 Toughness: 35 Roll Toughness Test to stop Special Damage from breaking or destroying a Body Location.
Resourceful 500 Leadership: 45 Gain an extra Support Point after every successful mission.
Revulsion 250 Charisma: 35 The character gains a +10 Bonus to Social Tests that would negatively affect a chosen Group.
Rush 500 Agility: 40 When the character makes a Charge movement, the character moves extra meters equal to the character’s
Agility Modifier.
Second Chance 750 Toughness: 55 Roll a single -10 Toughness Test when going under 0 Wounds. If successful, stay at 0 Wounds.
Shotfun 500 Warfare Range: 30 Opponents attempting to Evade the character’s shotgun attacks gain a -10 Penalty.
Smooth Talker 500 Charisma: 45 Roll Charisma to change Disposition of a Character.
Snapshot 750 Perception: 45 The character is able to take a Half Action Aim as a Reaction if using a scope under 6x Magnification.
Soldier of Fortune 1500 Luck: 2+ The character may reroll a failed Luck Roll.
Stabilization 750 Medication: +10 Medics with the Stabilization Ability are able to automatically heal one Wound.
Steady Aim 500 Perception: 40 When the character makes an Aim Action, the character gains bonuses To Hit.
Sticky Fingers: 450 Athletics: +10 The character gains +10 to all Climb Tests.
Strafing Run 500 Agility: 40 When advancing, opponents take penalties To Hit the character.
Strong Back 400 Strength: 40 Doubles the Character’s Toughness Characteristic when figuring Push and Lift.
Sure Strike 400 Warfare Melee: 40 Melee Attacks gain +1D10 Damage when dealing Special Damage from Damage rolls of 10.
Swift Shot 500 Quickdraw When making a Quickdraw, the character is allowed to fire with a penalty of -20.
Take The Bait 350 Courage: 40 The Character attempts to have an Opponent go after them instead of their current target.
Trample 500 Hand-To-Hand Basic When making a Charge Action, the Character can turn themselves into a powerful weapon of force.
Triangulation 250 Intellect: 35 Easily remember previously traveled to locations with map-like accuracy.
True Inspiration 500 Leadership: 35 The Character spends a Luck Point for another Player Character to get a free Critical Success.
Unarmed 250 Warfare Melee: 35 Gains half of Warfare Melee Modifier (Rounding Down) to Piercing with melee attacks.
Combatant
Unbreakable Bond 300 Courage: 45 When two or more allied characters in a group owns this Ability, the effects of Fear and suppression are halved.
Under Control 250 Courage: 45 Characters under suppressing fire or taking Fear Tests gain a +15 to the roll.
Unrestrained 750 Agility: 45 The character may attempt an Agility Test to force Opponent to lose Point Blank Bonuses.
Reflexes
Valorous 800 Leadership: 50, True Burn a Luck point and give a speech. This gives all allied players a free Crit for their Turns.
Inspiration
Vault 500 Agility: 45 Able to use surroundings to double Jumping and Leaping range.
Wheelman 500 Pilot: Ground +20 Only takes half penalties in rough and difficult terrain when piloting vehicles.
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Action Figure Hands Battle Mind
Prerequisite: Strength: 50 Prerequisite: Intellect: 40
Cost: 800 Cost: 250
Reduces the Penalty To Drop while Dual Wielding and One-Handed The character rolls initiative and adds the character’s Intellect
Wielding by up to 15. If the Character were to drop a weapon from Modifier instead of the Agility Modifier. This is to show the character’s
Special Damage Effects, roll Strength Test to keep ahold of the ability to access the situation and to handle it with intelligence and
weapon. not speed. The character may choose which Modifier is used, Agility
or Intellect.
Adept Marksman
Prerequisite: Warfare Range: 40 Perception: 45 Blind Fight
Cost: 800 Prerequisite: Exceptional Hearing
When a character makes any Aiming actions, that character may roll Cost: 250
a Perception Test for the next shot to ignore half armor against other When a Character is blinded during Melee or Point Blank Combat, the
Characters. If the Perception Test is failed, the attack is fired normally. Character halves the Penalty To Hit. When dealing with any Eyesight-
This does not stack with any other Ability or Action that would already based Penalties, the Character takes half the Penalties To Hit with any
ignore Armor in any way. Melee or Ranged Combat at any Range, not including Blindness.
Aviator
Prerequisite: Pilot (Air): +10
Cost: 500
All Pilot Air Skill Tests gain a +10 for Maneuver and Evasion Tests.
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Decapitating Strike Evasive Maneuvers
Prerequisite: Guillotine Strike Prerequisite: Agility: 45
Cost: 750 Cost: 500
Decapitating Strike is a powerful horizontal Melee Attack that strikes The character may begin their Round declaring Evasive Maneuvers as
all Characters within 180 degree arc in front of the Character, as long a Free Action. When declared, Evasive Maneuvers applies a -20
as the Targets are within the Character’s Melee Reach. One Warfare Penalty to any ranged attacks, and a -10 to any melee attacks, but
Melee Attack is made, which takes up half of the Character’s available grants a +20 bonus to Evasion until the beginning of their next turn.
Melee Attacks, as a Half Action. This Strike is Opposed using Parry or The character only takes half penalties when evading extra
Evasion by every Character struck. Parrying this Strike is at a -30 attacks, regardless of whether they are making evasive maneuvers.
Penalty, but if Successful, the Strike is stopped. Those that Fail the These effects may be stacked with Guarded Attack action.
Opposed Test are hit by the Attack. Each Character struck takes an
extra set of Strength Modifier to Damage. Even Out
Prerequisite: Pilot (TYPE): +10
Denial Cost: 250
Prerequisite: Agility: 45 Anyone that is riding in the character’s vehicle that are firing any sort
Cost: 500 of weapon take only half penalties for terrain and speed. This shows
Denial allows the Character to stop an Opponent from leaving Melee the operator’s proper usage of the vehicle and a good eye for what
Combat by initiating a Warfare Melee Opposed Test. If successful, the their allies would need for a better shot.
Opponent is unable to move out of Melee Combat and must stay
within the Character’s Melee Reach until the beginning of the Exceptional Hearing
Opponent’s next Turn. Can be used outside of the Character’s Turn Prerequisite: Perception: 30
and includes moving with Evasion. Cost: 250
A character using the Exceptional Hearing Ability gains a +10 bonus to
Disarm any hearing-based Investigation and Perception Tests.
Prerequisite: Warfare Melee: 40
Cost: 250 Far-Sight
The character is able to roll Strength, Agility, or Warfare Melee to Prerequisite: Perception: 30
disarm the Opponent, who is able to Oppose the Test with their Cost: 250
Strength, Agility, or Warfare Melee Characteristics. This counts as a At the beginning of the Character’s Turn, the Character’s Perceptive
Full Action. Range multiplier is increased by 1 until the beginning of their next
If the disarming character succeeds and the opposing Turn. The Character must then wait a minimum of 5 Turns before
character fails, the weapon is disarmed and in the control of the using Far-Sight again.
disarming character. If the character fails and the defender succeeds,
the attempt fails. If both succeed, but the disarmer has more Degrees Fast Foot
of Success, the weapon is knocked to the ground using the Scatter Prerequisite: Agility or Intellect: 40
Table, based on the highest Strength of the characters. If both Cost: 250
succeed, but the Opposing character has more degrees of Success, The character uses incredible Agility or quick thinking to get an
the character keeps their weapon. advantage on the battlefield. The character rolls twice when figuring
the Initiative Test and takes the highest roll.
Disarm (Improved)
Prerequisite: Agility: 40, Disarm Faster Than Reloading
Cost: 500 Prerequisite: Warfare Melee: 35
If the character making a Disarm Action is successful, the Disarming Cost: 250
Action only counts as a Half Action. If the Disarm is a failure, the The character no longer takes the -30 Penalty when throwing a
Disarm is still considered to take a Full Action. See Disarm Ability Firearm and deals the amount of Damage they would have dealt if
above for failure outcomes. using it as a Melee Weapon, instead of the reduced Damage.
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Focused Warrior Handler
Prerequisite: Perception: 45 Prerequisite: Charisma: 30 or Leadership: 30
Cost: 400 Cost: 300
Focused Warrior allows the Character to make a Half Move and Full When the Character gives a command to a trained Animal, such as a
Move while taking Aim Actions. War Dog, the Animal gains a +10 to those Actions. GM discretion may
be applied to what Actions can gain these benefits.
Frenzy
Prerequisite: Courage: 30 Heavy Preparation
Cost: 250 Prerequisite: Strength: 40
Characters using the Frenzy Ability no longer take penalties to Evasion Cost: 600
from Berserker and Adrenaline Rush The Character no longer has a chance of dropping Heavy Weapons
when not braced. The Penalties taken for firing a Heavy Weapon while
Gather Senses not braced are also reduced by 10, to a minimum of 1.
Prerequisite: Courage: 40
Cost: 500 Heroic Sacrifice
A character with the Gather Senses Ability is allowed to reroll one Prerequisite: Luck: 0-1; Courage: 45
Failed Pinning Test and Fear Test, each, per Round. Cost: 1,000
This Ability may only be used in dire situations. When the Character
Guarded dies, they are able to perform one more Action, even if the Character
Prerequisite: Agility: 40 was Unconscious or in a Coma. The Character makes one final Action
Cost: 400 that gains an automatic Critical Success and cannot be countered by
The Character gains a +10 Bonus when moving a Physical Shield to Luck or other Actions taken. If this Action is an Attack, it deals its
block incoming Attacks. The Character also gains a +10 To Hit when maximum damage, ignoring Half Armor.
Attacking with a Physical Shield. This Action is to be viewed as the turning point of a battle,
in favor of the Players. If the dying player wishes to Burn Luck to
Grand Entrance survive after this Ability, they can do so, but their Coma time will be
Prerequisite: Leadership: 50 doubled.
Cost: 600
The Character is able to give orders before a battle begins, which will Improvised Mastery
allow allies and the User to use the Character’s Leadership Modifier Prerequisite: Hand-To-Hand Basic
when figuring Initiative. The Character must first give orders before Cost: 250
the battle and will only work if the battle was initiated within 2 hours Characters with Improvised Mastery are able to make double the
of the given orders. number of Attacks with Improvised Melee weapons.
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Manslaughter Order of Things
Prerequisite: Pilot (TYPE): +20 Prerequisite: Leadership: 40
Cost: 250 Cost: 250
With superior driving capabilities and a good eye, the character is able When a character has ‘Order of Things’ Ability, the character gains a
to easily run-down enemies on the battlefield with a vehicle. Any +10 to any Social Skills pertaining to characters of lesser rank. These
opponent attempting to dodge a character with Manslaughter gains only account for Social Opposed Tests.
a -10 penalty to the Evasion. This can be taken once for every Pilot
type. Outstanding Olfactory
Prerequisite: Perception: 40
Marksman Cost: 250
Prerequisite: Perception: 55 A character with the Outstanding Olfactory Ability gains a +10 to any
Cost: 400 smell-based Investigation and Perception Tests.
The Marksman Ability allows characters to only take half penalties for
long and extreme ranged attacks with Sniper Optics. Peer
Prerequisite: Charisma: 40
Medical Insight Cost: 250
Prerequisite: Medication Skill: +20 The Peer Ability allows the character to have good standings with a
Cost: 750 selected group, giving the character a +20 to any social Skill Test.
Medical Insight shows true ability in the Medical field. Those with Peer works with subgroups such as ‘The Army’ or ‘Medical
Medical Insight double what they rolled on a Medical Test to heal Teams.’ A large Peer, such as an entire Country, cannot be chosen.
wounds. For example, a Medical Test that increased healing by +3
wounds per day now heals +6 wounds per day. Practiced Fighter
Prerequisite: Warfare Melee: 45
Medical Prowess Cost: 500
Prerequisite: Intellect: 50 When dealing with attacking in close-combat melee, the character
Cost: 400 counts as attacking the opponent’s lowest Armor Rating.
Any character with Medical Prowess only takes half penalties when This Ability is only used if the character can pass an
using medical skills and abilities towards characters of other races. eyesight-based Investigation to find where the weak-point is in the
armor.
Mind Timer If the armor has no lesser-armored section of the body part
Prerequisite: Intellect: 40 hit, then add an extra 1D5 to the weapon’s piercing.
Cost: 450
When cooking Grenades, the character gains a +10 Bonus. Precision Strike
Prerequisite: Warfare Melee: 55
Mobile Fire Cost: 350
Prerequisite: Warfare Range: 50 Reduces the penalty for Called Shots for Melee Combat by Half.
Cost: 500
When the character is moving and firing a weapon, the Penalty To Hit Predictable
is reduced by 10, to a minimum of 1. Prerequisite: Warfare Melee: 60
Cost: 750
Modern Army Combative If the Character uses a Delay Action or have not taken their Action yet,
Prerequisite: Hand-To-Hand Basic they’re able to take a Half Action to counter an Opponent’s Charge
Cost: 800 Attack or Grapple. A Countered Opponent cannot make any further
The Character is trained under special hand-to-hand combat, giving Melee Attacks that Round. The Counter takes an Opposed Warfare
the Character access to one extra Melee Attack with a Full Action Melee Test against the Attack being made. If Successful, the Attack is
Melee Attack, the Advanced Melee Combat section, and a +5 Bonus countered. Countered Grapples deal a Melee Punch Attack with an
To Hit with any Melee Attack. This becomes +10 alongside Hand-To- additional Strength Modifier in Damage that leaves the Opponent
Hand Basic. This also allows the Character to surpass the usual preset Prone on the ground.
amount of Melee Attacks that can be made per Round by 1 but gives The countered Charge Attack deals a Melee Punch Attack or
them a -20 Penalty to Reactions until the beginning of their next Turn. the Melee Attack of the weapon being held and deals additional
Pierce equal to the amount of Meters the Opponent Charged.
Not Enough
Prerequisite: Courage: 55 Protector
Cost: 750 Prerequisite: Agility: 35
If the Character is Conscious, and receives an Attack that would Cost: 250
render them Unconscious, the Character may take their next Half A character with the Protector Ability is able to move in front of, or
Action before falling Unconscious. switch places with a nearby character. To do so, the character must
make a successful Agility Test as a Reaction. The Test is to see if the
One Eye Open character will make it in time. The limit of the character’s Protector
Prerequisite: Perception: 40 Movement is half of the character’s Charge range, and this uses up
Cost: 250 the character’s next Half Action and counts as a Half Move.
A character with the One Eye Open Ability always counts as ‘awake’ A character may oppose this Test by making either an Agility
while sleeping. The One Eye Open Ability means any character or Strength Test.
sleeping with this ability does not count as helpless.
94
Quickdraw Revulsion
Prerequisite: Agility: 40 Prerequisite: Charisma: 35
Cost: 250 Cost: 250
Quickdraw allows a Character to holster or ready a weapon or A character may select a group that they despise. When dealing
equipment as a Free Action. This also allows the Character to ready against this group, the Character gains a +10 to Intimidation,
two pieces of equipment with both hands. Quickdraw only works with Interrogation, and other Social Actions that would negatively affect
equipment in holsters, rigs, or Permutations that store specified that Group.
items, like grenades and shotgun shells. Quickdraw can only be used
once per Round. Rush
Prerequisite: Agility: 40
Quickscope Cost: 500
Prerequisite: Perception: 45 Rush allows the Character to increase the Agility Modifier multiplier
Cost: 750 for figuring their Charge Movement distance by 1.
Quickscope allows the Character to halve To Hit Penalties gained by
the Long Barrel Special Rule, as well as reducing the Evasion Bonus Second Chance
the Targeted Opponent gains to +10. Prerequisite: Toughness: 55
Cost: 750
Quick Toss The character is able to roll a single -10 Toughness Test when going
Prerequisite: Warfare Melee: 55 under 0 Wounds from a positive number. If the Toughness Test
Cost: 300 passes, the character stays at 0 Wounds from the attack and takes no
The character gains the ability to use a Reaction to throw one-handed Special Damage.
weaponry at a -10 penalty. This attack does not use up the Reaction,
but any other Reactions are at a -20 while Evasions gain only an extra Shotfun
-10, instead. It is considered that both actions are happening at the Prerequisite: Warfare Range: 30
same time, such as Evading and throwing an Explosive. Cost: 500
Opponents attempting to Evade the character’s shotgun attacks gain
Rapid Reload a -10 Penalty.
Prerequisite: Agility: 45
Cost: 500 Smooth Talker
Any character using Rapid Reload halves the Reload Time of any Prerequisite: Charisma: 45
weapons reload after applying the Character’s Agility and Warfare Cost: 500
Range Modifiers, to a minimum of 1. Rapid Reload increases Pump The Character may attempt to change another Character’s
Action and Single Load Weapon reload counts by 1 per Half Action. Disposition towards them or another Character. In doing so, the
Rapid Reload does not affect a weapon’s recharge rate. Character must smooth-talk them and roll a Charisma Test. If
Successful, the Target’s Disposition will move up or down by one.
Reliable Reputation Smooth Talker can only be used once on a Character per day.
Prerequisite: Charisma: 45
Cost: 250 Snapshot
Any character with this Ability is able to make Social Skill Tests against Prerequisite: Perception: 45
higher ranking characters without taking any penalties. This Ability Cost: 750
can be lost if any respect or likeness towards the other character is If using a Scope or Sight under 6x Magnification, Snapshot allows for
lost. This does not work against characters that are under the a Half Aim Action to be taken as a Reaction. This gives a -10 Penalty
Revulsion Ability. to all following Reactions during the Round.
This Ability can stack with Peer. This Ability does not
remove the bonuses given to the higher rank when dealing with lower Soldier of Fortune
levels. Prerequisite: Luck: 1
Cost: 1,500
Resilient The Soldier of Fortune Ability allows for a Character to gain a second
Prerequisite: Toughness: 35 reroll on failed Tests if Luck was Spent or Burnt. For example, if a
Cost: 500 Character missed an Attack and then Spent a Luck to Reroll that Test,
If a Character would have a bone Broken or a body location Lost, the and then failed the Reroll, they get one last chance. This can only be
Character will make a -10 Toughness Test. If Successful, the Body used once per encounter.
Location is not Broken or Lost. All other effects will be taken from the
attack. Stabilization
Prerequisite: Medication: +10
Resourceful Cost: 750
Prerequisite: Leadership: 45 Medics with the Stabilization Ability are able to automatically recover
Cost: 500 one Wound with a First Aid Medical Test, even if the Test failed. The
After completing a mission, the character gains an extra Support Point Character also stabilizes Characters who are suffering from Bleedout.
that does not refresh between missions or after it is used. A Character can only receive this once before they need to receive an
Extended Medical Test.
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Steady Aim True Inspiration
Prerequisite: Perception: 40 Prerequisite: Leadership: 35
Cost: 500 Cost: 500
The Character gains a +10 To Hit when using Aim Actions that are not The Character is able to give a small speech and spend a Luck Point.
taken as a Reaction. Spending this Luck Point gives another Character a free Critical
Success (Counts as rolling a 1 on the Test) on their next Test. The User
Sticky Fingers may choose what Test gains the Critical Success, and if not used, the
Prerequisite: Athletics +10 User does not spend that Luck Point.
Cost: 450
The character gains +10 to all Climb Tests. Unarmed Combatant
Prerequisite: Warfare Melee: 35
Strafing Run Cost: 250
Prerequisite: Agility: 40 When using the Unarmed Combatant Ability, the character gains half
Cost: 500 of the character’s Warfare Melee Modifier (Rounding Down) to
When moving, the Character is able to Strafe to dodge incoming fire. Piercing with Unarmed Melee Attacks.
Any Attacks made by or Against the Character are at a Penalty based
on the Movement type being used. Half Move is a -10 Penalty, Full Unbreakable Bonds
Move is a -10 Penalty, Charge is a -15 Penalty, Run is a -20 Penalty, Prerequisite: Courage: 45
and Sprint is a -25 Penalty. Cost: 300
When two or more characters of a group have this Ability, the
Strong Back characters take only half penalties from Suppression, and a -30 on the
Prerequisite: Strength: 40 Fear Charts when fighting together. These characters must be Party
Cost: 400 Members and be within 100 Meters of each other or have line of sight
The Character doubles their Toughness Characteristic for figuring Lift of the others.
and Push weights. Does not apply to figuring Carry Weights.
Under Control
Sure Strike Prerequisite: Courage: 45
Prerequisite: Warfare Melee: 40 Cost: 250
Cost: 400 Characters under Suppressing Fire or taking Fear Tests gain a +15 to
When making Melee Attacks, natural Damage Rolls of 10 will give the the Courage Test. This also counts for rerolls of the Tests given by
Attack an extra +1D10 Special Damage. other Abilities.
96
EDUCATIONS
Educations are beneficial supplemental utilities Characters may learn supplement a Technology Test for fixing a shotgun would make no
to enhance various Tests and create more narrative options for sense. The GM must pay close attention to how the Educations are
Characters in-game. Not every Education is listed on the following being used.
page, so the GM and Players may work together to create more using
the existing ones as guidelines. OPPOSING EDUCATION
The GM should make sure to allow players to use their In the field of knowledge, there can be incorrect information or
Educations when it would be beneficial and should introduce pieces arguments. If characters are arguing or trying to show who knows
of the story that could allow for Characters to show them off. more about a given subject, then the GM can issue the tests to be
Opposed.
GAINING EDUCATIONS
Players must spend the cost of the +5 Education to gain the ability to KEEPING WHAT YOU KNOW
use it. The Character may increase the benefits of the Education they When you make an Education Test to know something specific about
already have by learning the +10 version. A +10 version of an your Education, you will never forget this if you pass. Once you pass
Education does not add to the limits of how many Educations a any Education Test, you may write down that you know this
Character can learn. information, as your Character shouldn’t forget it, unless the GM
specifies a reason otherwise. This works for other Characters without
YOU CAN’T KNOW EVERYTHING Education or learning an Education as the game goes on.
Characters are only allowed to learn up to double their Intellect
Modifier in Educations. Learning the +10 version of an Education does KNOWING THE OBVIOUS
not add to this limitation. There will always be something that should be obvious to a Character,
such as their own culture or heritage. The GM should realize that a
LACKING EDUCATION Character should always have decent knowledge of their own Religion
A Character lacking an Education should show that they do not have and Culture.
the proper knowledge to handle the task at hand. A Character without
the Musical Instrument (Chosen Instrument) Education would not be RESTRICTED EDUCATIONS
able to properly play the Instrument at hand. A Character without Some Educations Types, labeled Restricted, cannot be learned by just
Covenant Law would know nothing of the law of the Covenant. The anyone. The GM must allow these to be learned under discretion, due
GM should allow players to know simple information, such as how to to their secrecy or denial by higher powers.
play a couple notes of the instrument or know that the Covenant view The GM may still allow a Character to learn a Restricted
many things as heretical. But more in-depth knowledge should be Education when they are not supposed to know about it. To do so,
based on the Education. the Character must spend 3 times the listed Experience cost. The GM
may also use this as part of the story, as a normal Civilian shouldn’t
EDUCATION TESTS know about something like Flood Biology.
Education Tests are used for when a Player or GM is finding out
whether a Character may know specific, rare information that is EDUCATION AND UNTRAINED SKILLS
difficult to come by. This can be something obscure or difficult to Education Tests do not alter Untrained Skill Penalties. If a character is
learn. The GM should not force Characters to roll Education Tests to attempting to make a Skill Test based on a Skill, they are untrained in,
everything under the knowledge, just the harder to know using an Education will only lessen that Penalty by the bonus the
information. Education gives.
The GM may also use an Education Test to see if a Having an Education that helps a Skill does not count as
Character’s knowledge can help supplement an Education or Skill Test being Trained in that Skill.
of another Character.
Education Tests can also be used to perform tasks that FACTION-BASED EDUCATIONS
would benefit having the knowledge, such as planting crops, playing Faction-based Educations are listed as Faction before the name of the
musical instruments, or planning the construction of a base. Education. These are Educations that can be taken for both Covenant
An Education Test, when not used with Skills, can be used and Human. Each will have to be purchased separately if the
to help a Character through knowledge-based Tests. The GM may Character wants both.
assign a Characteristic, generally Intellect, for this purpose.
STREET SMARTS
USING EDUCATION WITH SKILLS Street Smarts are an optional set of Educations that players can take
Education is rolled like a skill. The Education System can gain Bonuses for locations based on civilian cultures and societies. These can cover
and Penalties like Skills, you can purchase Advancements in your black market transactions, underworld societies, urban and unique
desired Education, and it can even be used in Opposed Skill Tests. An cultures, and more. These are not recommended for Military-only
Education can increase one of its listed Skills with its +5 or +10. games.
A Character supplementing their Skill Test with an
Education must have a reason for it to make sense. Using Armoring to
97
GENERAL EDUCATION TABLE
STREET SMARTS
98
ARMORY RULES
99
BUILDING AND REPAIRING BREAKPOINTS OUTCOME
Many things can be built or repaired, such as a damaged firing Human: 200 The weapon is at full Breakpoints.
mechanism or a broken stock. Repairs cannot be made without a set Covenant: 300
of tools. Without tools, equipment cannot be properly repaired, Forerunner: 400
unless the GM says otherwise. Human: 150 The weapon is cracked in some areas and may not
Covenant: 200 fire correctly. The user gains a -5 Penalty To Hit.
There are tools available under Equipment that allows for a
Forerunner: 300 Weapons gain a +2 to Base Reload Time.
Character to make repairs and build equipment.
Human: 100 The weapon is damaged, and takes longer to
INSTALLING AND REMOVING MODIFICATIONS Covenant: 150 reload, doubling the Base Reload Time. To Hit and
Forerunner: 200 Aim Actions are at a -10 Penalty.
Human weaponry has attachable equipment, such as scopes,
silencers, and underslung secondary weapons. During combat, a Human: 50 Damage to the weapon means any natural To Hit
Character can remove or install these during their Turn. Like reloading Covenant: 75 roll of 60 or above will misfire the weapon, skipping
Forerunner: 100 the Attack but reducing the Ammo. Any natural To
a weapon, in some ways, there are several base actions, such as
hitting a switch and pulling a silencer off or pushing back a small pin Hit roll of 90 or above will jam, meaning the
and taking off a scope. weapon cannot fire until reloaded.
Installing or removing a Scope or a light, or any similar type -15 To Hit to all Attacks made.
of equipment is the equivalent of reloading a Sniper Rifle. Installing or 0 The weapon is completely useless. A nice trophy,
removing a silencer or muzzle is a much quicker Action, which makes perhaps, but useless.
it the equivalent of reloading a Pistol. Anything like an underslung
weapon can be installed or removed at the equivalent of reloading a PHYSICAL SHIELD USE
Light Machine Gun, as it is something that must be properly installed Physical Shields protect a set amount of Body Locations at one time.
with care. The Shield will list which Size Category it is meant to be used with.
Larger Characters will lose 1 Body Location protected and gain a +5 to
WEAPON NICKNAMES Shield Reaction tests per Size Point higher, while smaller Characters
Weapons have Nicknames which are shown in quotations on the top- will gain +1 Body Location protected and gain a -5 to Shield Reaction
right of each weapon. For Human Weapons, these Nicknames are the tests per Size Point lower.
names that they’re casually called. For Covenant and Banished At the beginning of the Character’s Turn, the Character can
weapons, these are the names that the UNSC classifies as, though choose to protect a set of Locations depending on how many
some weapon types do not have a known UNSC classification. Locations the Shield will protect. These Locations must be connected
Forerunner Weapons are the confidential Forerunner classifications. or nearby. For example, the Shield can protect Left Arm, Chest, and
Head; but the Shield cannot protect Head, Left Arm, and Right Leg.
BUILT-IN MODIFICATIONS AND ATTACHMENTS Protected Locations struck will gain the Shield’s Armor as a
Weapons with built-in modifications cannot have them removed bonus to their Damage Resistance. Locations struck that were not
unless another modification replaces it or it is removed using a Protected gain no benefits.
Technology Test. The weapon’s weight also covers the built-in Once per Round, the Character may make a Shield Reaction,
modifications’ weight and do not take up space on Rail Mounts. allowing the Character to Oppose the To Hit of the Attack that struck
Bonuses and Penalties given by Built-In Modifications aren’t them. If Successful, the Character is able to move the Shield to protect
given in the weapon’s characteristics or listed information. This is due the Location that was struck, changing the Protected Locations until
to the ability to remove these through further modification. If the the beginning of the Character’s next Turn.
Modification is removed, the weight of the weapon is reduced. Any shots from behind the Character will not hit the Shield,
as it can only protect from one direction.
BREAKPOINTS
Breakpoints serve as a Wound System for modules, equipment, PHYSICAL SHIELDS AND EXPLOSIVES
weapons, etc. When a Module hits 0 in Breakpoints, that item is Physical Shields can only protect the user if all Body Locations can be
unusable. Breakpoints are optional for Equipment but are mandatory protected at once. Physical Shields that protect 3 or more Body
for Physical Shields. Locations at once will halve the Explosive Knockback received.
When an Attack has higher Pierce than the Physical Shield
has Armor, the left-over Pierce compared to Armor is the reduction HUMAN VISOR POLARIZING
to the Shield’s Breakpoints. All Human visors can Polarize, making it impossible to see the face, as
the visor changes to an opaque color. It is a Reaction to activate and
EQUIPMENT THAT GIVE THE SAME TYPES OF BENEFITS deactivate. Polarizing halves all bright light-based Penalties.
There are many Equipment, Permutations, Armor, Variants, and
Attachments that all give the same types of benefits. These benefits AUTOMATED TURRETS
can be stacked and improved on in many ways. When it comes to Automated Turrets are unmanned ranged weapons that always count
benefits that enhance things like To Hit or Armor, it is fine to allow as using a Killzone. The Automated Turret cannot be removed from
these to stack their benefits. its Killzone and the Killzone will always be based on the direction the
There are some options that will give the same type of Automated Turret is facing. Automated Turrets do not go in the
benefit, such as the Kevlar Undersuit and Liquid Nanocrystals, which Initiative Order and instead will make its Attacks at any point
increase the amount of Armor gained if an Attack bypassed Armor. someone enters the Killzone.
Another example being multiple types of Active Camouflage, which Automated Turrets will use their Characteristics to make
both give static Bonuses to Camouflage. This type of equipment Attacks and assist in Opposed Tests. The range at which an
should never stack, and only the highest of the two benefits should Automated Turret can fire is its Perception Characteristic multiplied
be taken. by 20, making them incredibly dangerous.
100
ARMOR DONNING AND DISROBING ENERGY SHIELDS
If in Combat and Structured Time, Armor takes time to put on and
take off. The following Table shows the amount of Half Actions ENERGY SHIELD RULES
needed to change into or out of Armor based on Armor Location. Energy Shields protect the User from incoming Damage. Energy
Mjolnir takes the amount of time shown, but instead of Half Shields have three Characteristics: Shield Integrity, Shield Recharge,
Actions, it’s in Minutes. One minute is 10 Full Actions, meaning 20 Half and Recharge Delay.
Actions. The Mjolnir Helmet does not fall under this time frame.
SHIELD INTEGRITY
ARMOR LOCATION HALF ACTIONS Shield Integrity is the Energy Shield’s health, similar to Wounds for a
Head, Neck 2 Character. Damage Dice and Base Damage reduce an Energy Shield’s
Chest 6 Shield Integrity. Weapons with specific Special Rules allow the
Arms, Shoulder 3 Weapon’s Pierce to deal Damage to Energy Shields, as well.
Legs 3 Once Shield Integrity reaches 0, the User begins to take the
Permutations, MISC. 4 damage. If Integrity reaches 0 during an Attack, any leftover Damage
will hit the User, instead. This does not apply to the Attack’s Pierce.
SEMI-POWERED AND POWERED ARMOR
Semi-Powered Armor is Armor that will hold its own weight and ENERGY SHIELD PIERCE DAMAGE
power any and all specialized attachments or utilities it comes with. Attacks that will deal their Pierce Damage to Energy Shields do so
Semi-Powered Armor can also power up to two Equipment and through striking with pinpoint accuracy or by spreading out the
Permutations that list needing a power source. damaging effect throughout the Shield.
Powered Armor is Armor that will hold its own weight and Having at least one of the following Special Rules allows the
will also power any and all Equipment and Permutations that list Weapon to deal their Pierce against Energy Shields.
needed a power source. • Penetration
• Spread
WEAPON DAMAGE TYPES: BLUNT, PIERCING, SLASHING • Cauterize
Damage Types are a rule that will be used alongside primitive and • Kinetic
archaic armor, which tracks for three types of Damage, each • Blast and Kill Radius
corresponding to a weapon’s type of Damage it is performing.
Bludgeoning Damage [BD] is physical damage caused by EXPLOSIVE DAMAGE TO SHIELDS
blunt weapons like Hammers, Fists, and Batons. When an Explosive Weapon deals Damage to an Energy Shield, the
Piercing Damage [PD] is physical damage caused by knives, Weapon’s Pierce is Tripled. This Pierce does not carry over against the
impalement, and spikes. Character, even if the weapon has the Kinetic Special Rule. When an
Slashing Damage [SD] is physical damage caused by blades, Energy Shield’s Integrity is reduced to 0, all Pierce is lost.
such as machetes and Axes.
Universal Damage [UD] is when a weapon deals damage at SHIELD RECHARGE
the Armor’s weakest Armor Ratings. This includes explosives and Shield Recharge is the rate the Shield Integrity is increased per Round.
firearms. The Energy Shield cannot recharge higher than its Shield Integrity and
Weapons that show two Damage Types allow the Character can only recharge after the Recharge Delay is reached.
to choose one of the two, each based on using the weapon
differently. Only one Damage Type may be used at a given time, and RECHARGE DELAY
changing the Damage Type used during the Round causes a -10 Shields take time before they can begin to Recharge. An Energy
Penalty to all Attacks afterwards. Shield’s Recharge Delay is the amount of Rounds before the Shield
Modern and Futuristic Armor only has one Armor Type, Recharge begins, which is marked by (X).
meaning it will protect against all Damage Types received. Medieval- If the Character or Vehicle takes 10 or more Damage in a
era Firearms will also deal half their Pierce to Modern and Futuristic Round, the Recharge Delay is reset.
Armor, such as Armor from Mythic and The Armory.
COMBINED ACTIONS AND ENERGY SHIELDS
DAMAGING CHEMICAL SPRAYER WEAPON TANKS Energy Shields work by dispersing the Damage, which makes them
All chemical tanks have 50 Breakpoints and can be given an Armor weak to receiving multiple Damage sources at the same time.
upgrade found in the Equipment section. When the tank hits 0 Combined Action Attacks against an Energy Shield deal an
Breakpoints, it is no longer usable. The tank will fill with a chemical to extra 10 Damage for each Character involved, per Half Action. Only
suppress any flame or possible explosion and can only be discarded. Characters that were able to deal Damage to the Energy Shield will
If the Chemical Tank is completely destroyed in a blast, it gain the extra Damage from the Combined Action.
will add 3D10 Damage to the explosion and gain the Flame, Cryo, etc.
Special Rule dependent on the tank with (2D10). For example, a SPECIAL RULES
Cryosprayer tank exploding will add 3D10 Damage to the explosion Special Rules are various rules and abilities that Equipment use to
that caused it and add the Cryo (2D10) Special Rule. show how they work in gameplay. The next section of the Armory
explains each Special Rule.
BAYONETS
Bayonets are melee weapons that are attached to ranged weapons.
Bayonets will list the Melee Weapon they use for finding damage and
always count as having the Slow Special Rule when used in Melee.
101
SPECIAL RULE EXPLANATION
Acid Special Rule The Acid Special Rule is a degrading series of damage that happens every Round. The first round of Damage is signified by
(X), and every Round after, the damage is halved, rounding up. After the Damage hits 1, the Damage ends. For example, if
(X) is 10, the first Round is 10 Damage, then 5 Damage, then 3, and finally, 1 Damage. Acid Damage ignores Half Armor
and Toughness, but not Mythic Toughness. Taking more Acid Attacks will only overwrite current Acid effects if it will deal
more Damage.
Cauterize Special Rule Weapons with the Cauterize Special Rule add their Pierce when figuring Special Damage.
Cryo Special Rule Weapons with Cryo (X) cannot deal Special Damage but instead will deal Fatigue to Targets at the end of the Round. Cryo
weapons have Cryo Buildup, which is Cryo (X) of a Cryo weapon each time it strikes the Character. Cryo Buildup is reduced
by 1 at the beginning of the Character’s Turn. At the end of every Round, Characters with Cryo Buildup will take Fatigue
based on Cryo Buildup subtracted by the Character’s Toughness Modifier and Mythic Toughness, to a minimum of 0.
When a Character has been put into a Coma from Fatigue, the Character is considered frozen to death. The
Characters Wounds and Fatigue are not reduced or changed. The Character may Burn a point of Luck to survive.
Characters and Vehicles under 3 Size Points that are struck by weapons with Cryo will have their Movement
Speed halved during their next Round. This includes Evasion distance and Walker Vehicle movement.
Characters wearing Armor with Fire-Rescue, or Armor that reduces the effects of the Flame Special Rule, will
reduce Fatigue gained by the Cryo Special Rule by 1.
Areas frozen by weapons with Cryo will thaw after 2 Minutes (12 Rounds).
Dice Minimum Special Rule Dice Minimum Special Rule is when a Damage Roll cannot be lower than the number specified by (X). If a Dice Minimum
is (4), then any roll under 4 will still count as rolling a 4.
Electrified Special Rule Characters struck by Attacks with the Electrified Special Rule must make a Toughness Test. If failed, the Character is
stunned for (X) - Toughness Modifier in Half Actions. This does not stack with other Electrified Special Rule Attacks.
EMP Special Rule The EMP Special Rule disables vehicles for 1D5 Half Actions, or by (X) if specified. For every 2 Size Points of a Vehicle being
hit, it is disabled for 1 less Half Action, to a minimum of 1. The user of the vehicle can attempt to use a Technology Skill
Test to lessen this by one Half Action.
EMPs also shut down equipment using the same rules. Equipment being hit by an EMP has a 5% chance on a
1D100 roll to have its memory erased. This does not affect AI or armored computing devices. All Military equipment are
immune to EMPs erasing data. EMPs are able to deal 50 damage to Shields for every 1 point in (X). For example, an EMP
(3) will deal 150 Damage to Energy Shields.
Any Vehicle 5 Size Points and larger are unaffected by Plasma Pistols.
Flame Special Rule The Flame Special Rule is a stacking Damage type that deals its damage each Round the Character is on fire. When damaged
by a weapon with Flame, the Character is considered on fire until they spend a Half Action to put out the flames. At the
beginning of Character’s Turn, they take (X) Damage, ignoring Armor, where (X) is increased by Flame (X) for each Attack
they were hit by. For example, if a weapon deals Flame (1D5) and the Character was hit 4 times, they will take 4D5 Damage
at the beginning of their Turn. The Damage rolled will then be taken at the beginning of each Turn until put out.
Flames will go out in 4 Rounds after the Attack hits, but any Flame Attacks will reset this timer.
Hard Light Special Rule When a weapon with the Hard Light Special Rule rolls a 10 on a D10, or a 5 on a D5, the weapon gains +1D10 to the Damage
Roll. This also increases the Special Damage dealt. If the extra D10 rolls a 10, you may continue to roll another D10 until
you stop rolling 10s. If a Character dies from a weapon with the Hard Light Special Rule, their body and armor disintegrate.
Headshot Special Rule When taking a shot to the head, the Character doesn’t get to add in their Toughness Modifier when figuring Damage
Resistance against the attack.
Homing Special Rule Homing Special Rule allows the weapon to reroll a missed To Hit attack. Cannot reroll more than once per Attack.
Insurrection [I] Weapon Insurrectionist Characters do not have to pay their Soldier Type Upcharge for Weapons with the [I] Tag.
Kinetic Special Rule Weapons with Kinetic will damage a Character through Energy Shields. When a weapon with the Kinetic Special Rule hits
a Character with Energy Shields, the weapon deals its Damage against the Character, without Pierce. The Energy Shield
still takes the damage as normal. If the Character does not have Energy Shields, the Attack adds 1D10 Damage.
Long Barrel Special Rule Weapons with the Long Barrel Special Rule cannot gain To Hit Bonuses from Close Range or Point Blank. When within 10
Meters of the Target, the weapon gains a -10 Penalty To Hit, and when within the Opponent Melee Combat Range, the
Opponent gains a +20 Bonus to Evasion and Parry. This Special Rule is removed when used with the Short Barrel and
Sawed-Off Barrel Modifications. Long Barrel is given to any Vehicle Weapon that is being held by a Character. If the
Character Braces the weapon, the Long Barrel Special Rule penalties are removed, including the Bonuses to being evaded.
Needle Special Rule Needles, known as Blamite, are explosive pink ballistic crystals. Needles explode when they reach a specified amount
impaled into a Character that is signified by (X). For example, a weapon with Needle (3) needs 3 impaled Needle shards to
detonate with Blast (1). When the Needles detonate, they deal (X)D10 Damage, ignoring Damage Resistance. Needles fired
from other weapons will not stack their Needle (X) rule.
Needles impale as long as they don’t hit Energy Shields. Impaled Needles can be removed to stop
detonation. A Character can remove (X) Needles per Half Action, where (X) is every 2 Agility Modifier. Each Needle
removed this way causes the Character to take 1 point of Damage, ignoring Damage Resistance. A Medical Test can be
made to remove the Needles, bypassing the 1 point of Damage.
Needles will dissolve after 3 Rounds of not meeting the required (X) to detonate. When dissolving, the Needle
pops, dealing no extra Damage.
Nonlethal Weapons with the Nonlethal Special Rule cannot damage a Character below 0 Wounds and cannot Penetrate through
Characters.
102
SPECIAL RULE EXPLANATION
Overheat Special Rule Any weapon with the Overheat Special Rule must take (X) Half Actions to cool down to be used again. Once the weapon
cools, it is able to be fired once more. Some weapons may build up (X) based on how many uses were made.
Penetrating Special Rule Weapons with the Penetrating Special Rule deal their Pierce against Energy Shields 3 times. This Special Rule, when stacked
with Blast and/or Kill Special Rules, will only deal Blast’s increased Pierce on the first of the three times.
Recharge Rate Special Rule A weapon with a Recharge Rate must recharge for (X) Half Actions, starting after the Half Action the weapon was fired.
Once a weapon is done recharging, it may be fired again.
Slow Special Rule Melee Weapons with the Slow Special Rule mean they are a bit more difficult to use due to their length, shape, or weight.
Weapons with this Special Rule halve the Character’s Melee Attacks per Round.
Spike Special Rule Some weapons have the Spike Special Rule. These weapons generally fire a shard, arrow, or general projectile that are
made to impale. Weapons that have the Spike Special Rule impale into the Character and must be removed, or the
Character will take Damage when moving. Spikes only impale if they’ve done a minimum of 4 Damage to Wounds.
The Character may remove an impaled Spike with a +20 Strength Test. This deals 1 Damage, ignoring Damage
Resistance. A Character may remove two Spike Special Rule damage sources per Half Action. A Medical Skill Test may
remove two Spikes per Half Action, bypassing the Damage.
Once per Round, If the Spike is not removed and the Character is moved or moves more than 4 Meters, the
weapon deals its Base Damage, ignoring Armor and any Mythic Toughness.
This does not stack with the Impaled Medical Rule, it replaces it.
Spread Special Rule Spread Special Rule is when a weapon’s attack spreads out from the source, like a shotgun’s buckshot. Weapons with the
Spread Special Rule are given a +10 Bonus To Hit and fire in a cone shape out from the character. This can strike multiple
targets at once if close enough.
When a Shotgun is being used at Close Range, the weapon gains a +1D10 to the Damage Roll. When in Point
Blank Range, the weapon gains +2D10 to the Damage Roll. When in Execution Range, the weapon gains +2D10 to the
Damage Roll and also doubles the Damage Roll made with the attack.
When a Shotgun is being used beyond the weapon’s Optimal Range, it loses 1D10 Damage and 50% of its Pierce,
and at Extreme Range, loses 2D10 Damage and all 100% of its Pierce.
For every 20 Meters away the Target is from the Character, the weapon can hit Characters +1 Meter to each side
of the Target. The further the Distance, the more likely the characters will be struck by the attack.
Sticky Special Rule Any item with the Sticky Special Rule is incredibly adhesive. The item will stick to whatever touches it once it is activated
and takes a -30 Strength Test to remove the item, as a Reaction.
A direct hit does not allow a character to evade an explosive, as it is stuck to them. They are still able to evade allies to
keep them from harm or attempt to remove the explosive.
Stun Special Rule When any weapon with the Stun Special Rule hits a Character, that Character must make a +20 Toughness Test at the
beginning of their next Turn. If Failed, the Character is Stunned for (X) Half Actions.
Tranquilize Special Rule When a Character is hit by the Tranquilize Special Rule, they are Stunned for (X) Rounds. When Stunned, a Character hit
by more Tranquilize Special Rule Attacks will extend their Stunned state for (X) more Rounds. If (X) surpasses 10, the
Character becomes Unconscious.
When a Character is hit by the Tranquilize Special Rule, they must make a Toughness Test. Every Degree
of Success decrease (X) by 1, to a minimum of 1. If Failed, each Degree of Failure increases (X) by 1, to a maximum of 10.
When Stunned and Tranquilize Special Rule (X) becomes 0, they are no longer Stunned and may react
as normal. When Unconscious and Tranquilize Special Rule (X) becomes 0, they must spend a Full Action to wake up to be
able to react as normal.
Vehicle Lock Special Rule A weapon with the Vehicle Lock Special Rule homes in on Vehicles with incredible accuracy. A weapon with Vehicle Lock
Special Rule ignores all Penalties from Vehicle Speed and has a +20 To Hit when inside the weapon’s Range.
103
EXPLOSIVE SPECIALS EXPLANATION
Kill Radius Kill Radius is the more dangerous of the two, signifying the deadly combination of fragmentation and the force of the
detonation. Anything within the Kill Radius will receive the total Damage of the Attack made, multiplied by 2. Kill Radius is
signified as Kill (X).
Flashbang Special Rule A Flashbang’s detonation blinds and deafens Characters within its Radius for 1D5 Half Actions, reduced by the Character’s
Toughness Modifier. For every Meter closer to the Flashbang, within its radius, the Character gains +1 to the Half Actions the
Character is Blind and Deafened. The total amount of Half Actions are halved if the Character had a Polarized Visor. A Character
may attempt to make an Agility Test to shield themselves from the Flashbang, removing the 1D5 roll from their total.
Characters effected by Flashbangs do not count as Unaware, or Helpless.
Grenade Timing and Grenades will detonate 6 seconds after being armed. Grenades detonate at the beginning of the Character’s next Turn.
Cooking Cooking a Grenade is when the Character arms a grenade and waits to throw it. This stops the Opponent from being
able to throw it back and gives Penalties to Evading them. To Cook a Grenade, the Character uses a Full Action to prepare and
time the Grenade before throwing. The Character will roll their Warfare Melee Test to throw the Grenade as they normally
would, but then must make a +20 Agility, Intellect, or Warfare Melee Test. Starting at the point of impact from where the
Grenade landed, each Degree of Failure causes the Grenade to detonate 1 Meter closer to the Character. For every Degree of
Success, any Characters within the explosive’s Radius gain a -5 Penalty to Evade the explosive.
Smoke Special Rule A Smoke Grenade covers a radius of (X) Meters in a thick colored smoke. The Smoke gives a -60 Penalty to Vision-based
Perception Tests, as well as any Warfare Range Tests. Warfare Melee Tests are at a -30 Penalty.
After the specified number of Rounds listed by the weapon, the smoke begins to dissipate. Once the Smoke begins
to dissipate, the Smoke’s Penalties are reduced by 10. When the Smoke’s Penalties have reached 0, the Smoke is gone. The
specified number of Rounds may be reduced by 1 for every 5km/h the wind is traveling, if outdoors. If indoors and in a small
room or hallway, the rate is doubled.
Tear Gas Special Rule Tear Gas affects anyone within its Radius unless they are wearing protective equipment, such as Vacuum Suit or enclosed
armor, or goggles with a face mask of some kind. Tear Gas will last for 10 Rounds, reduced by 1 for every 5km/h the Wind is
traveling if outdoors. If the Tear Gas is indoors and in a small area, such as a small room or hallway, the Tear Gas will last for
20 Rounds, instead. The GM may allow for the Tear Gas radius to move based on the wind.
Unprotected Characters within the Tear Gas take a -40 Penalty to Warfare Range and visual Perception Tests, and a
-20 Penalty to any Warfare Melee Tests. Each Round a Character is in Tear Gas, they must make a Toughness Test. If Failed,
the Character gains a level of Fatigue. For each Round a Character is in Tear Gas, the Toughness Test gains a stacking -10
Penalty, to a maximum of -40.
Once out of the Tear Gas, the Character may make a Toughness Test to remove the Penalties gained by Tear Gas.
Each Failed Toughness Test gives the next Test a stacking +10 Bonus.
Explosive Knockback Explosive Knockback is an effect that Explosives are able to deal if they have 3 or more Damage Dice and have a Kill Radius.
Characters caught within the Kill Radius are thrown back as many Meters as the Weapon has Kill (X).
For every 400kg a Characters weighs, it is thrown back 1 Meter less.
Gravimetric Pulse Gravimetric Pulse reaches out in a radius of (X) Meters shown in Gravimetric (X). Weapons with Gravimetric can be used to
Special Rule target Characters, Vehicles, Equipment, or other objects. Targets cannot be affected through walls or full Cover. There are two
modes that Gravimetric Pulse can use, Radius and Targeted.
Gravimetric Pulse, for both Radius and Targeted, can be used to push or pull Targets towards the user at 20 Meters
per Round. This is reduced by 1 Meter per every 100kg the Target weighs.
When using Radius, all Characters and objects are targeted within the radius of (X) Meters. Any Character trapped
within this must make a Strength or Agility Test or be pushed or pulled.
When using Targeted, only a single Character or object is targeted. The targeted Character must make a Strength or
Agility Test at -30 or be pushed or pulled. Targeted also allows to ensnare the Character once they reach within 1 Meter of the
weapon. Ensnared Characters must make a -40 Strength Test to break free at the beginning of their Turn. If ensnared, the
Character cannot make any Attacks or Movement Actions.
Gravity Special Rule Weapons with the Gravity Special Rule has an (X) that determines the radius in meters of the Gravity Attack, how much
Damage the Character will take from it, and how far the Character will be thrown.
The closer the Character is to the center of the radius of the Gravity Attack, the further they will be thrown. Beginning
at 0, for every Meter closer to the center the Character is, they are thrown 2 Meters away. A Character at the edge of Gravity
(6) will be thrown back 2 Meters, but a Character at the center will be thrown back 12. Characters who are thrown back and
hit a surface before stopping will take 1D10 Damage, ignoring Armor.
For every meter closer to the center of the Gravity Attack the Character is, they also take 5 Damage, ignoring Damage
Resistance. For example, if a Character is at the edge of Gravity (6), they will take 5 Damage, but a Character at the center will
take 30 Damage.
For every 400kg an object weighs, it moves 1 less meter than it would have from Gravity but does not reduce the
Damage taken.
104
WEAPON TYPES
105
SCOPES, FIRING, AND WEAPON ATTACHMENTS
Here is a list of special modes of attacking with weapons, using scopes, and using weapon attachments. Make sure to read through this before making any range shots
or attempting to upgrade or alter your weapon in any way.
106
UNSC ARMORY
PDWS, PISTOLS, AND SUBMACHINE WEAPONRY
[OH] [UD] [I] M4D Personal Defense Weapon System Semi-Auto (2) “M40”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +10 4 6 20m-100m 12.7x40mm 20 4
Headshot Special Rule. Black Polymer finish. The price of this weapon is halved for Insurrectionists during the year 2540 and later. WEIGHT (KG): 1.5
[OH] [UD] [I] M6A Personal Defense Weapon System Semi-Auto (2) “M6 Civ”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +10 4 8 20m-100m 12.7x40mm 21 4
Headshot Special Rule. Black and green Polymer finish. No Civilian or Police upcharge. WEIGHT (KG): 1.6
[OH] [UD] [I] M6B Personal Defense Weapon System Semi-Auto (2) “M6B”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +10 4 8 30m-100m 12.7x40mm 34 4
Headshot Special Rule. Comes with: Built-in KFA-2 x2 Scope. Chrome Polymer finish. No Police upcharge. WEIGHT (KG): 1.6
[OH] [UD] [I] M6C Personal Defense Weapon System Semi-Auto (2) or Auto (5) “M6C”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +10 4 12 30m-100m 12.7x40mm 26 4
Headshot Special Rule. -5 Penalty To Hit. Military model. Black Polymer finish. Penalty To Hit only when firing Automatic. WEIGHT (KG): 1.8
[OH] [UD] [I] M6D Personal Defense Weapon System Semi-Auto (2) or Auto (5) “M6D”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +10 4 12 30m-120m 12.7x40mm 40 4
Headshot Special Rule. Comes with: Built-in KFA-2 x2 Scope. Military mainstream model. Chrome Polymer finish. WEIGHT (KG): 1.8
[OH] [UD] M6E Personal Defense Weapon System Semi-Auto (2) or Auto (5) “M6E”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +10 4 12 30m-130m 12.7x40mm 38 4
Headshot Special Rule. Highly Customizable Military Model. Nickle-Plate finish. Rail Mounts are capable of holding two Attachments. WEIGHT (KG): 2.0
[OH] [UD] M6F Personal Defense Weapon System Semi-Auto (2) or Auto (5) “M6F”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +10 4 12 30m-140m 12.7x40mm 50 4
Headshot Special Rule. Comes with: Built-in KFA-2 x2 Scope. Highly Customizable Model. Nickle-Plate finish. Rail Mounts hold two Attachments. WEIGHT (KG): 2.0
[OH] [UD] M6G Personal Defense Weapon System Semi-Auto (2) or Auto (5) “M6G”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +10 4 8 30m-150m 12.7x40mm 40 4
Headshot Special Rule. Comes with: Built-in KFA-2 x2 Scope. Officer and Vehicle Crew model. Nickel-Plate Finish. WEIGHT (KG): 1.8
[OH] [UD] M6H Personal Defense Weapon System Semi-Auto (2) or Auto (5) “M6H”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +10 4 8 30m-155m 12.7x40mm 40 4
Headshot Special Rule. Comes with: Built-in KFA-2 x2 Scope. Officer and Vehicle Crew model. Nickel-Plate Finish. WEIGHT (KG): 1.7
[OH] [UD] M6H2 Personal Defense Weapon System Semi-Auto (2) or Auto (5) “M6H”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +10 4 12 30m-160m 12.7x40mm 41 4
Headshot Special Rule. Comes with: Built-in KFA-2 x2 Scope. Nickel-Plate Finish. WEIGHT (KG): 1.7
[OH] [UD] M6I Adjustable Personal Defense Weapon System Semi-Auto (2), Auto (6), or Burst (2) “M6 Auto”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +10 4 12 35m-100m 12.7x40mm 46 6
Headshot Special Rule. -10 Penalty To Hit. Comes With: Collapsible/ Folding Stock. Black Polymer finish. Penalty To Hit only when firing Automatic. WEIGHT (KG): 2
[OH] [UD] M6J Adjustable Personal Defense Carbine Semi-Auto (2), Auto (7), Burst (2) “M6 CAR”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +10 4 12 30m-110m 12.7x40mm 45 6
Headshot Special Rule. -10 Penalty To Hit. Comes With: Collapsible/ Folding Stock. Nickel-Plate finish. Penalty To Hit only when firing Automatic. WEIGHT (KG): 2.2
[OH] [UD] [I] M6K Personal Defense Weapon System Semi-Auto (2) “M6K”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +10 4 6 30m-130m 12.7x40mm 24 4
Headshot Special Rule. +5 to Concealing and Camouflage Police model. Black finish. No Police upcharge. WEIGHT (KG): 1.5
107
[OH] [UD] [I] M6/Z Machine Pistol Auto (7) “M6M”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +10 4 21 15m-80m 12.7x40mm 46 4
-15 Penalty To Hit. Chrome Polymer finish. WEIGHT (KG): 2.1
[DW] [UD] [I] Sevine Arms 10mm Machine Pistol Auto (7) “SAMP-10”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +5 5 9 10m-85m 10mm Auto 33 4
Silver Polymer Finish WEIGHT (KG): 1.1
[DW] [UD] [I] M7 Caseless Submachine Gun Semi-Auto (3) Auto (10) “SMG”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Submachine 3D10 +1 11 60 20m-75m 5x23mm 68 5
Comes With: Collapsible/ Folding Stock, Angled Grip. Chrome Polymer finish. No Police cR upcharge. WEIGHT (KG): 1.3
[DW] [UD] [I] M20/PDWS Submachine Gun Semi-Auto (3) Auto (11) “SMG”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Submachine 3D10 +1 11 60 25m-85m 5x23mm 68 4
Comes With: Collapsible/ Folding Stock, Angled Grip. Chrome Polymer finish. No Police cR upcharge. WEIGHT (KG): 1.3
[DW] [UD] [I] 8mm Sevine Arms Defender Auto (4) “SAD-8”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +3 7 6 5m-15m 8mm 15 4
Headshot Special Rule. Silver Polymer Finish WEIGHT (KG): 0.7
RIFLES
[TH] [UD] [I] Prototype XBR55 Semi-Auto (2) or Burst (3) “BXR”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +9 10 60 40m-850m 9.5x40mm 49 6
Headshot Special Rule. Comes With: KFA-2 x2 Scope, Extended Magazine. Black Polymer finish. -10 To Hit when Prone. WEIGHT (KG): 4.2
[TH] [UD] [I] BR55 Service Rifle Semi-Auto (2) or Burst (3) “Battle Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +9 10 36 45m-950m 9.5x40mm 54 6
Headshot Special Rule. Comes with: KFA-2 x2 Scope, Built-in Ammo Counter. Black Polymer finish. No Police cR upcharge. WEIGHT (KG): 3.8
[TH] [UD] [I] BR75 Service Rifle Semi-Auto (2) or Burst (3) “Battle Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +9 10 36 50m-975m 9.5x40mm 55 6
Headshot Special Rule. Comes with: KFA-2 x2 Scope, Built-in Ammo Counter. Black Polymer finish. WEIGHT (KG): 3.8
[TH] [UD] BR85 Service Rifle Auto (6) or Burst (3) “Battle Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +9 10 36 50m-1,000m 9.5x40mm 55 6
Headshot Special Rule. Comes with: KFA-2 x2 Scope, Built-in Ammo Counter. Black Polymer finish. WEIGHT (KG): 3.7
[TH] [UD] [I] Sevine Arms Maestro Battle Rifle Semi-Auto (2) or Auto (6) “Maestro”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 7 12 32 100m-1,150m 8.35x56mm 46 6
Headshot Special Rule. Short-barreled battle rifle. Silver Polymer finish. WEIGHT (KG): 2.9
[TH] [UD] [I] M392 Designated Marksman Rifle Auto (7), Semi-Auto (3), Burst (2) “DMR”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +8 13 15 30m-1,400m 7.62x51mm 60 6
Headshot Special Rule. Comes with: EVOS-D 3x, Built-in Ammo Counter. Black Polymer finish. No Police cR upcharge. WEIGHT (KG): 5.6
[TH] [UD] [I] M395 Designated Marksman Rifle Auto (7), Semi-Auto (3), Burst (2) “DMR”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +8 13 14 35m-1,550m 7.62x51mm 61 6
Headshot Special Rule. Comes with: EVOS-D 3x, Built-in Ammo Counter. Black Polymer finish. WEIGHT (KG): 6.1
108
[TH] [UD] [I] Prototype Chalybs Plasma Rifle Auto (5) or Semi-Auto (2) “Chabby”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +12 20 26 40m-850m Grindell Battery 84 6
Headshot and Cauterize Special Rule. Comes with: EVOS-D 3x. Gray Polymer finish. An unwieldy weapon, -10 Penalty To Hit when used with Auto. WEIGHT (KG): 8.2
[TH] [UD] [I] Prototype MA1 Individual Combat Weapon System Auto (8) or Burst (2) “XAR”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +8 11 26 50m-500m .390 44 6
Comes With: Ammo Counter. Black Polymer finish. WEIGHT (KG): 3.8
[TH] [UD] [I] MA2B ICWS/Carbine Auto (9) or Burst (2) “MA2”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +8 11 26 45m-225m .390 47 6
-5 Penalty To Hit. Comes With: Ammo Counter. Black Polymer finish. No Police cR upcharge. WEIGHT (KG): 3.6
[TH] [UD] [I] MA3A Assault Rifle Auto (8) or Burst (3) “MA3”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +6 12 32 55m-300m 7.62x51mm 53 6
Comes With: Ammo Counter, Flashlight. Black Polymer finish. No Police cR upcharge. WEIGHT (KG): 4.2
[TH] [UD] [I] MA37 Assault Rifle Auto (8) or Semi-Auto (3) “MA37”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +6 12 32 50m-325m 7.62x51mm 52 6
Comes With: Ammo Counter, Flashlight. Black Polymer finish. No Police cR upcharge. WEIGHT (KG): 3.8
[TH] [UD] [I] MA40 Assault Rifle Auto (8) or Semi-Auto (3) “MA40”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +6 12 36 60m-380m 7.62x51mm 52 6
Comes With: Ammo Counter, Flashlight. Black Polymer finish. WEIGHT (KG): 3.8
[TH] [UD] [I] MA5B Individual Combat Weapon System Auto (9) or Semi-Auto (3), Burst (3) “Assault Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +6 12 60 60m-375m 7.62x51mm 56 6
-5 Penalty To Hit. Comes With: Ammo Counter, Flashlight, Extended Magazine. Black Polymer finish. Due to the weapon’s height, firing while Prone gives a -10 WEIGHT (KG): 4.2
Penalty To Hit unless a magazine of 30 rounds or smaller is used with the weapon.
[TH] [UD] [I] MA5C Individual Combat Weapon System Auto (9), Semi-Auto (3), Burst (3) “Assault Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +6 12 32 65m-380m 7.62x51mm 60 6
Comes With: Ammo Counter, Flashlight. Black Polymer finish. WEIGHT (KG): 3.8
[TH] [UD] [I] MA5D Individual Combat Weapon System Auto (9), Semi-Auto (3), Burst (3) “Assault Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +6 12 36 70m-400m 7.62x51mm 61 6
Comes With: Ammo Counter, Flashlight. Green and Tan Polymer finish. WEIGHT (KG): 3.5
[TH] [UD] [I] MA5K Carbine Auto (9) or Semi-Auto (3), Burst (3) “Assault Carbine”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +5 11 30 35m-325m 7.62x51mm 52 6
A heavily cut-down MA5B Carbine variant. Comes with: Ammo Counter, Built-in Flashlight. Black Polymer finish. No Police cR upcharge. WEIGHT (KG): 2.9
[TH] [UD] [I] VK78 Commando Tactical Rifle Auto (7) or Semi-Auto (3) “Commando”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +5 14 20 50m-800m 6.5x55mm 62 6
Headshot Special Rule. Comes with: EVOS-D 3x, Built-in Ammo Counter. Green Polymer finish. No Police cR upcharge. WEIGHT (KG): 4.9
MACHINE GUNS
[HW] [TH] [UD] [I] M735 Light Machine Gun Auto (11) “SAW”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Light Machine Gun 3D10 +8 13 150 30m-800m 7.62x51mm 75 11
Comes with: Built-in Ammo Counter, Extended Belt. Additional -10 Penalty To Hit when not Bracing the weapon. WEIGHT (KG): 9.3
[HW] [TH] [UD] M739 Light Machine Gun Auto (11) “SAW”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Light Machine Gun 3D10 +8 13 72 30m-900m 7.62x51mm 73 7
Comes with: Built-in Ammo Counter, Drum Magazine. WEIGHT (KG): 9.6
109
[HW] [TH] [UD] M328 Light Machine Gun Auto (9) “3-28”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Light Machine Gun 3D10 +17 12 300 40m-1,100m 12.7x99mm 78 11
Air-Cooled, Gas-operated, electrically fired. WEIGHT (KG): 8.9
[HW] [TH] [UD] M247 General Purpose Machine Gun Auto (10) “M247”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +8 13 100 40m-1,100m 7.62x51mm 76 15
Long barrel Comes With: Tripod. Air-Cooled, Gas-operated, electrically fired. Range is halved when a Tripod or Bipod is not used. WEIGHT (KG): 10.4
[HW] [TH] [UD] M231 General Purpose Machine Gun Auto (11) “2-31”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +17 12 600 40m-1,300m 12.7x99mm 89 15
Long barrel Air-Cooled, Gas-operated, electrically fired. WEIGHT (KG): 11.1
[HW] [TH] [UD] M247H Heavy Machine Gun Auto (10) “247”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Heavy Machine Gun 3D10 +18 13 200 40m-1,300m 12.7x99mm 95 15
Long barrel Comes With: Tripod. Air-Cooled, Gas-operated, electrically fired. Range is halved when a Tripod or Bipod is not used. WEIGHT (KG): 19.4
[HW] [TH] [UD] M343A2 Heavy Machine Gun Auto (11) “Vulcan”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Heavy Machine Gun 3D10 +18 13 250 40m-1,400m 12.7x99mm 104 15
Long barrel Comes With: Tripod. Has Shield that gives +6 Armor from Attacks that would hit Chest, Arms, and Head of the user. Range is halved when a Tripod WEIGHT (KG): 26
or Bipod is not used.
[HW] [TH] [UD] [I] AIE-486H Heavy Machine Gun Auto (11) “AIE”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Heavy Machine Gun 3D10 +9 14 200 40m-1,000m 7.62x51mm 85 15
Long barrel Comes With: Tripod. Has Shield that gives +6 Armor from Attacks that would hit Chest, Arms, and Head of the user. Range is halved when a Tripod WEIGHT (KG): 14.1
or Bipod is not used.
[HW] [TH] [UD] M413 Heavy Machine Gun Auto (10) “4-13”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Heavy Machine Gun 3D10 +17 12 600 40m-1,000m 12.7x99mm 94 15
Long barrel Air-Cooled, Gas-operated, electrically fired. WEIGHT (KG): 19.8
[HW] [TH] [UD] [I] Sniper Rifle System 99C-Series 2 Anti-Materiel Semi-Auto (1) “SRS99C”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +21 13 4 50m-2,300m 14.5x114mm 127 8
Penetrating, Kinetic, Headshot, Long barrel Special Rule. Comes With: Oracle N-Variant Scope, Bipod. WEIGHT (KG): 19.9
[HW] [TH] [UD] [I] Sniper Rifle System 99D-Series 2 Anti-Materiel Semi-Auto (1) “SRS99D”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +21 13 4 50m-2,400m 14.5x114mm 130 8
Penetrating, Kinetic, Headshot, Long barrel Special Rule. Comes With: Oracle N-Variant Scope v2, Bipod. WEIGHT (KG): 19.9
[HW] [TH] [UD] [I] Sniper Rifle System 99-Series S5 Anti-Materiel Semi-Auto (1) “SRS99-S5”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +21 13 4 100m-2,300m 14.5x114mm 139 8
Penetrating, Kinetic, Headshot, Long barrel Special Rule. Comes With: Oracle N-Variant Scope v3, Bipod. WEIGHT (KG): 15.6
[HW] [TH] [UD] [I] Sniper Rifle System 99-Series S7 Anti-Materiel Semi-Auto (1) “SRS99-S7”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +21 13 4 100m-2,400m 14.5x114mm 140 8
Penetrating, Kinetic, Headshot, Long barrel Special Rule. Comes With: Oracle N-Variant Scope v3, Bipod. WEIGHT (KG): 15.6
[HW] [TH] [UD] M99 Special Applications Scope Rifle Semi-Auto (1) “M99 Stanchion”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +24 40 10 100m-7,500m 5.4mm Gauss Slug 159 8
Recharge (2), Penetrating, Kinetic, Headshot, Long barrel Special Rule. Comes With: Oracle N-Variant Scope v3, Bipod. Long Barrel Special Rule gives a -20 To Hit WEIGHT (KG): 20.1
when within 20 Meters of the Target, instead of -10.
[HW] [TH] [UD] M99A2S3 Special Application Scoped Rifle Semi-Auto (1) “A2 Stanchion”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +24 40 7 100m-7,500m 5.4mm Gauss Slug 161 8
Recharge (1), Penetrating, Kinetic, Headshot, Long barrel Special Rule. Comes With: Oracle N-Variant Scope v3, Bipod. WEIGHT (KG): 21.5
[HW] [TH] [UD] ONI Hard Sound Rifle Auto (1) “Buzzer”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +50 -- -- 50m-915m -- 178 8
Long barrel Comes with: Oracle N-Variant Scope, Built-in Bipod. Contains a 5KG battery with 5 feet of wiring that can power 5 Shots. This weapon ignores Shields WEIGHT (KG): 20
and wearable Armor and leaves no entry point. All Damage done is converted to Special Damage on the Special Damage Chart.
110
[HW] [TH] [UD] Signature-Suppressed Anti-Materiel Rifle Semi-Auto (1) “SAM-R”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +22 14 4 50m-2,400m 14.5x114mm 132 8
Penetrating, Kinetic, Headshot, Long barrel Special Rule. Comes With: Oracle N-Variant Scope v3, Bipod. When not in use, the SAM-R is able to fold down into a WEIGHT (KG): 20.3
smaller package for easier carrying as a Full Action. -60 Penalty to hear weapon firing outside of 20 Meters from weapon. Cannot be used with Suppressors.
Loses the -60 Penalty to hear if the barrel is modified.
SHOTGUNS
[TH] [UD] [I] M90 Series Close Assault Weapon System Pump Action (2) “M90”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 4D10 +10 6 12 10m-80m 8 Gauge Shell 55 Single Loading
Spread Special Rule. Comes with: Built-in Collapsible/ Folding Stock. Black Polymer finish. No Police cR upcharge. WEIGHT (KG): 6
[TH] [UD] M90A Series Close Assault Weapon System Pump Action (2) “M90-A”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 4D10 +10 6 6 15m-100m 8 Gauge Shell 56 Single Loading
Spread Special Rule. Comes with: Built-in Collapsible/ Folding Stock. Black Polymer finish. WEIGHT (KG): 5.4
[TH] [UD] [I] DTM/Law Enforcement Series Close Assault Weapon System Pump Action (2) “Enforcer”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +8 5 12 10m-80m 10 Gauge Shell 34 Single Loading
Spread Special Rule. Black Polymer finish. No Police cR upcharge. WEIGHT (KG): 5
[TH] [UD] [I] WST DTM/Civilian Market Shotgun Pump Action (2) “DTM Civvie”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 2D10 +2 6 12 5m-70m 20 Gauge Shell 24 Single Loading
Spread Special Rule. Chrome Polymer finish. No Police or Civilian cR upcharge. WEIGHT (KG): 4.1
[TH] [UD] [I] M45 Tactical Shotgun Pump Action (2) “Tactical Shotgun”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 4D10 +10 6 6 10m-90m 8 Gauge Shell 55 Single Loading
Spread Special Rule. Comes with: Built-in Collapsible/ Folding Stock. Silver Polymer finish. WEIGHT (KG): 3.6
[TH] [UD] M45D Tactical Shotgun Pump Action (2) “Tactical Shotgun”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 4D10 +10 6 6 5m-100m 8 Gauge Shell 54 Single Loading
Spread Special Rule. Comes with: Built-in Collapsible/ Folding Stock. Silver Polymer finish. WEIGHT (KG): 3.6
[TH] [UD] M45E Tactical Shotgun Pump Action (2) “Tactical Shotgun”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 4D10 +10 6 12 5m-100m 8 Gauge Shell 55 Single Loading
Spread Special Rule. Comes with: Built-in Collapsible/ Folding Stock. Silver Polymer finish. WEIGHT (KG): 4
[TH] [UD] MS5-A Automatic Shotgun Semi-Auto (1) or Auto (4) “Juggernaut”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 4D10 +10 6 24 5m-70m 8 Gauge Shell 48 7
Spread Special Rule. Comes with: Built-in Collapsible/ Folding Stock. Black Polymer finish. WEIGHT (KG): 4.2
ENERGY-BASED WEAPONRY
[HW] [TH] [UD] Asymmetric Recoilless Carbine-920 Auto (1) with Charge (1) “Railgun”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Railgun 4D10 +15 30 1 20m-1,500m 16x65mm Slug 117 7
Penetrating, Kinetic, Kill (2), Dice minimum (3) Special Rule. Comes with: Built-in KFA-2 x2 Scope. Tan Polymer Finish. The weapon has a Charge of (1) but can WEIGHT (KG): 14.9
be held up to 4 Half Actions before firing automatically.
[HW] [TH] [UD] M70 Electromagnetic Launcher Auto (1) with Charge (1) “Gauss Cannon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Railgun 6D10 +17 42 9 20m-1,500m 25x130mm Slug 166 7
Recharge (1), Penetrating, Kinetic, Kill (2) Special Rule. Comes with: Built-in WYRD III 2x, Tripod. -20 Penalty To Hit when used without a Tripod. WEIGHT (KG): 14.9
[HW] [TH] [UD] W/AV M6/V Grindell/Galilean Nonlinear Rifle Sustained (3) with Charge (1) “Spartan Laser”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Energy Weapon 3D10 +12 65 12 20m-6,000m Grindell battery 183 11
Recharge (1), Kinetic, Kill (1), Dice minimum (5) Special Rule. Comes with: Built-in WYRD III 3x. Must Charge to (1) to Fire and must be fired as a Full Action Attack 19
when charged.
[HW] [TH] [UD] W/AV M6/R Grindell/Galilean Nonlinear Rifle Sustained (3) with Charge (1) “Spartan Laser Recon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Energy Weapon 3D10 +10 45 18 20m-4,500m Grindell battery 159 11
Recharge (1), Kinetic, Kill (1), Dice minimum (3) Special Rule. Comes with: Built-in WYRD III 3x. Must Charge to (1) to Fire and must be fired as a Full Action Attack WEIGHT (KG): 17.2
when charged.
111
[HW] [TH] [UD] W/AV M6/E Grindell/Galilean Nonlinear Rifle Sustained (3) with Charge (1) “Spartan Laser Anti-Material”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Energy Weapon 3D10 +15 75 12 20m-5,500m Grindell battery 189 11
Recharge (1), Kinetic, Kill (1), Dice minimum (6) Special Rule. Comes with: Built-in WYRD III 3x. Must Charge to (1) to Fire and must be fired as a Full Action Attack WEIGHT (KG): 19
when charged.
[HW] [TH] [UD] W/AV M6/X Grindell/Galilean Nonlinear Rifle Sustained (3) with Charge (1) “Spartan Laser Quickdraw”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Energy Weapon 3D10 +12 65 12 20m-6,000m Grindell battery 202 11
Kinetic, Kill (1), Dice minimum (5) Special Rule. Comes with: Built-in WYRD III 3x. Must Charge to (1) to Fire and must be fired as a Full Action Attack when WEIGHT (KG): 19
charged.
[HW] [TH] [UD] [I] EMP Rifle Sustained (2) “EMP Gun”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Energy Weapon -- +1 40 60 20m-50m Grindell battery 105 9
EMP (6) Special Rule. -10 Penalty To Hit. Fires an EMP wave strong enough to shut down Power Armored Vehicles, as long as they are within the 50m Range. WEIGHT (KG): 12.1
EMP Special Rule stays active as if the attack had Flame (1D5).
FLAMETHROWERS
[TH] [I] M7057 Defoliant Projector Sustained (3) “Flamethrower”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Chemical Sprayer 3D10 +5 16 54 5m-35m ChemSpray Tank 44 17
Flame (1D5), Cauterize, Spread Special Rule. Fires a sticky flammable set of chemicals that are then ignited. Releases in a 45-degree cone of fire that hits multiple WEIGHT (KG): 40
targets. Point Blank Attacks with this weapon causes the User to hit themselves with the Attack alongside the Target. Tank weighs 5 kg.
CRYOSPRAYERS
[TH] [I] M7057 Cryosprayer Sustained (3) “Coldthrower”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Chemical Sprayer 1D10 15 30 54 5m-35m Chemspray Tank 57 17
Cryo (3), Spread Special Rule. Fires a dangerous Cryotech application that causes Fatigue. Releases in a 45-degree cone of fire that hits multiple targets. Point WEIGHT (KG): 40
Blank Attacks with this weapon causes the User to hit themselves with the Attack alongside the Target. Tank weighs 5 kg.
[TH] [HW] [I] M57 Pilum Assault Weapon Semi-Auto (1) “Pilum”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 4D10 +10 24 2 20m-1,200m 50x137mm HEMP 103 13
Blast (9), Kill (3), Homing, Vehicle lock Special Rule. Comes with: Built-in KFA-2 x2 Scope. WEIGHT (KG): 7.8
[TH] [HW] [I] G4H-DuSH Surface-to-Surface Missile Launcher Semi-Auto (1) “Guhdoosh”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 5D10 +8 18 4 20m-1,200m M18 100mm 96 16
Blast (7), Kill (2), Vehicle lock Special Rule. Comes with: Built-in EVOS-D V2. WEIGHT (KG): 13.5
[TH] [HW] [I] M19-B Surface-to-Air Missile Launcher Semi-Auto (1) “SAM”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 3D10 +24 10 1 20m-5,500m M19-B 102mm 122 13
Blast (6), Kill (3), Vehicle lock Special Rule. Comes with: Tripod. Able to track a vehicle up to 4.5 kilometers away. WEIGHT (KG): 10.8
[TH] [HW] Hydra Multiple Launch Rocket System Auto (5) “Hydra”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 2D10 +5 18 6 50m-500m 9X-G HEAB GYROC 107 Single Loading
Blast (6), Kill (1), Homing, Vehicle lock Special Rule. Comes with: Built-in EVOS-D V2. Vehicle Lock Special Rule and Homing Special Rule within 250 Meters. WEIGHT (KG): 11
112
[TH] [HW] Hydra 2 Multiple Launch Rocket System Semi-Auto (2) “Hydra”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 2D10 +7 20 6 50m-550m 9X-G HEAB GYROC 109 Single Loading
Blast (6), Kill (2), Homing, Vehicle lock Special Rule. Comes with: Built-in EVOS-D V2. Vehicle Lock Special Rule and Homing Special Rule within 300 Meters. WEIGHT (KG): 11
[TH] [I] M319 Individual Grenade Launcher Semi-Auto (1) “Grenade Launcher”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +9 12 1 20m-100m 40mm Grenade 88 Single Loading
EMP (4), Blast (8), Kill (4) Special Rule. Capable of two detonation types. When the trigger is held after firing, the Grenade will not detonate until released. The WEIGHT (KG): 3.3
Grenade has proximity sensors that track IFF Tags and will display friendlies and enemies within the Blast Radius. When held, the M319 gains the EMP Rule
listed. When the trigger is not held, the Grenade will detonate after 6 Seconds of being fired. The Grenade detonates at the beginning of the Character’s next
Turn. Cannot be detonated within 10 Meters of the weapon used to fire the Grenade.
[TH] [I] XM510 Multishot Grenade Launcher Burst (2) “Heavy Grenade Launcher”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +9 12 6 10m-70m 40mm Grenade 105 Single Loading
Blast (8), Kill (4), Homing, Vehicle lock Special Rule. Comes with: Built-in KFA-2 x2 Scope. Vehicle Lock Special Rule and Homing Special Rule within 75 Meters. WEIGHT (KG): 5.3
Cannot be detonated within 10 Meters of the weapon used to fire the Grenade.
[TH] [HW] [I] Launcher Unit-65D/Self-Guided Missile-151 Auto (4) “Rocket Pod”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 4D10 +5 30 8 20m-1,500m ASGM-4 Missile 127 13
Blast (8), Kill (2), Vehicle lock Special Rule. Comes with: Tripod. Able to Lock on to Vehicles up to 750 Meters away. Cannot be detonated within 10 Meters of WEIGHT (KG): 18.8
the weapon.
[TH] [HW] M80 Multiple Rocket Launch System Auto (4) “M80 MRLS”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 3D10 +15 18 24 20m-1,500m 65mm Rocket 134 13
Blast (8), Kill (4), Comes with: Tripod. WEIGHT (KG): 17.3
113
[UD] [I] Concussion Grenade “K-O Grenade”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 2D10 +15 3 Blast (6), Kill (2) 12
Gray matte finish. Concussion Special Rule for anyone within 8 Meters of the Grenade’s detonation. The Concussion Grenade has a 6-second fuse. Once released, WEIGHT (KG): 0.3
the grenade will detonate at the beginning of the Character’s next Turn.
114
[UD] [I] C195 Cryogenics Tactical Explosive Device “CTED”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Ordinance 8D10 15 50 Blast (20), Kill (10) 77
Keypad-armed large explosive device. Comes with an armored Backpack with an Armor Rating of 6. An extremely powerful and large-range explosive that’s WEIGHT (KG): 18.7
adjustable for time-based remote detonation. Cryo (X). Cryo (X) begins at 20 at the center of Blast (20), and every Meter away from the center reduces (X) by 1,
to a minimum of 1.
115
[DW] [SD] [PD] [I] MK 88 Ratio Combat Knife “Eighty-Eight”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Knife 2D10 Strength Modifier Half Strength Modifier +5 -- 38
A small, Concealable Military Combat knife. Non-reflective, rust resistant. No Civilian or Police cR upcharge. Gains a +20 Bonus to Concealing and hiding this WEIGHT (KG): 0.3
Weapon.
116
UNSC VEHICLE WEAPONRY
CANNONS
M310 120mm Smooth-Bore High-Velocity Cannon Auto (1) “Main Funs”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Cannon 5D10 57 27 12 100m-8,000m 120mm APBC Shell 151 Autoloader (17)
Blast (12), Kill (3) Special Rule. Primary Armament of the UNSC M850 Grizzly Main Battle Tank. Autoloader stores 24 shells. WEIGHT (KG): --
Zeus 320mm Plasma Cannon Auto(1) with Charge (2) “Zeus Cannon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Cannon 3D10 +40 74 40 500m-12,000m UNSC Battery Cell 259 Autoloader (17)
Cauterize, Blast (15), Kill (5) Special Rule. Primary Armament of the UNSC M-45D Rhino Mobile Artillery Assault Platform. Holds 40 UNSC Battery Cells. A single WEIGHT (KG): --
shot will reduce one cell to empty.
AUTOCANNONS
120mm Ventral Gun Auto (3) “Hailfire”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Autocannon 5D10 +55 24 100 500m-3,000m 120x570mm 136 Autoloader (15)
Secondary Armament of the UNSC GA-TL1 Longsword Interceptor. WEIGHT (KG): --
GAU/53 70mm Multiple Barrel Heavy Rotary Cannon Semi-Auto (2) “GAU-53”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Autocannon 4D10 +42 25 100 100m-1,200mm 70x438mm 62 Autoloader (15)
Primary Armament of the UNSC D79 Heavy-Troop Carrier Pelican Dropship. WEIGHT (KG): --
117
M1075 ASW/AC 35mm Machine-Linked Autocannon Auto (6) “Ten Seventy Five”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Autocannon 4D10 +26 23 250 150m-4,500m 35x227mm 104 Autoloader (15)
Primary Armament of the UNSC F-41 Broadsword Multirole Strike Fighter. WEIGHT (KG): --
M1024 ASW/AC 30mm Machine-Linked Autocannon Auto (6) “Ten Twenty Four”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Autocannon 4D10 +24 22 500 500m-3,200m 30x173mm 155 Autoloader (15)
Secondary Armament of the UNSC B-65 Shortsword Long-Range Bomber. WEIGHT (KG): --
118
RAILGUNS AND ENERGY WEAPONS
M66 30MM Light Railgun Auto (1) with Charge (1) “LRG”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Railgun 4D10 +25 25 25 400m-8,000m 30mm ELA Round 189 Autoloader (6)
Penetrating, Kinetic, Blast (4), Kill (2) Special Rule. Secondary Armament of the UNSC SP42 Cobra Main Battle Tank. WEIGHT (KG): --
M8C Grindell/Galilean Nonlinear Cannon Sustained (3) with Charge (1) “Laser Cannon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Energy 6D10 +25 85 20 400m-8,000m Grindell Battery 269 Autoloader (11)
Kinetic, Blast (4), Kill (2), Dice minimum (6) Special Rule. Primary Armament of the Hannibal Scorpion. Carries 10 Batteries, each able to fire 2 shots. Must Charge WEIGHT (KG): --
to (1) to Fire and must be fired as a Full Action Attack when charged.
M369 90mm Smooth-Bore high-Velocity Cannon Auto (1) with Charge (1) “Big Gun”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Railgun 5D10 +13 55 30 400m-8,000m 90mm Slug 147 Autoloader (11)
Recharge (1), Kinetic Special Rule. Secondary Armament of the UNSC G79 Pelican Heavy-Troop Carrier/Mobile Armory Gunship. WEIGHT (KG): --
X23 Non-Nuclear Electromagnetic Pulse Cannon Auto (1) Charge (3) “Nemp“
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Energy 5D10 +10 35 20 400m-1,500m UNSC Battery Cell 121 Autoloader (11)
Penetrating, Kinetic, EMP (10) Special Rule. Does no damage against Organic/Biological creatures and Characters. WEIGHT (KG): --
MK 2488/15CM Magnetic Acceleration Cannon Auto (1) with Charge (8) “Onager”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Coilgun 6D10 +34 70 1 400m-10,000m 15cm HRG 216 Autoloader (17)
Penetrating, Kinetic, Dice minimum (4) Special Rule. Blast (5), Kill (3). WEIGHT (KG): --
Mark 2555 20cm Heavy Railgun Auto (1) with Charge (2) “Heavy Railgun”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Railgun 6D10 +45 60 1 400m-8,000m 200mm ELA Round 237 Autoloader (6)
Penetrating, Kinetic, Blast (6), Kill (4) Special Rule. Primary Armament of the Colossus. WEIGHT (KG): --
Magnetic Accelerator Cannon Mark 2547 Auto (1) with Charge (X) “Mini-MAC”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Coilgun (X)D10 10*(X) 1,000 1 400m-20,000m 35cm HRG 1,615 Autoloader (17)
Penetrating, Kinetic, Dice minimum (5) Special Rule. (X) is the Half Actions Charged. (X) cannot go higher than 30. Blast (X*3), Kill (X*2). Recharge (5). Characters WEIGHT (KG): --
struck by the Mini-MAC are instantly killed, no matter the Shields, Armor, or Wounds.
ROCKET LAUNCHERS
Scimitar 40x178mm Rocket Pod Burst (2) “Scimitar“
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 5D10 +14 14 4 200m-3,000m 178mm Rocket 215 Autoloader (13)
Blast (20), Kill (4), Homing Special Rule. Primary Armament of the UNSC M808B3 Tarantula Main Battle Tank. Autoloader holds 40 Rockets. WEIGHT (KG): --
119
102mm Shaped Charge-High Explosive Rocket Turret Burst (3) “Rocket Turret“
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 4D10 +17 8 3 250m-2,200m 102mm Rocket 189 Autoloader (13)
Blast (9), Kill (3), Homing Special Rule. Primary Armament of the UNSC Warthog Light Anti-Armor Vehicle. Autoloader holds 30 Rockets. WEIGHT (KG): --
MISSILE LAUNCHERS
M302 Class-1 Guided Missile Launching System Auto (3) “M302“
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 3D10 +15 18 6 250m-3,800m Argent V Missile 141 Autoloader (13)
Blast (10), Kill (2), Homing Special Rule. Primary Armament of the UNSC Kestrel. Autoloader holds 30 Missiles. WEIGHT (KG): --
120
Lancet Micro-Missile Auto (1) “Lancet“
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 2D10 +14 11 1 250m-1,000m Lancet Micro 60 Autoloader (13)
Blast (4), Kill (1), Homing Special Rule. Primary Armament of the UNSC ARGUS Aerial Drone. Autoloader holds 5 Missiles. WEIGHT (KG): --
GRENADE LAUNCHERS
XM511 Heavy Grenade Launcher Semi-Auto (2) “Heavy Grenade“
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +16 18 250 100m-650m 60mm Grenade 135 Autoloader (8)
Blast (8), Kill (4), Homing Special Rule. Secondary Armament of the UNSC M9 Wolverine Anti-Aircraft Tank. Airburst Capable. Cannot be detonated within 10 WEIGHT (KG): 24.8
Meters of the weapon used to fire the Grenade.
FLAMETHROWERS
NA6 Defoliant Projector Sustained (6) “Heavy Hellbringer“
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Chemical Sprayer 2D10 +8 17 120 25m-80m Heavy Tank 91 Autoloader (17)
Flame (1D10), Spread Special Rule. Fires a sticky flammable set of chemicals that are then ignited. Releases a 45-degree cone of fire that hits multiple targets. WEIGHT (KG): 150.5
Point Blank Attacks with a Flamethrower causes the User to hit themselves with the Attack, as well.
ORDNANCE EXPLOSIVES
[UD] [I] Mark 208 Carpet Bomb “Carpet Bomb”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Ordinance 8D10 +10 18 Blast (X), Kill (X) 21 per
A carpet bomb that drops in large clusters. Blast (X) is +10 Meters for each bomb in the cluster that was dropped, while Kill (X) is +5 Meter for each bomb. WEIGHT (KG): 27.9
SPECIAL/OTHER
[HW] [TH] [UD] M343A3 Needler Heavy Machine Gun Auto (12) “343A-N”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Heavy Machine Gun 2D10 +8 17 250 40m-1,400m 12.7x99mm 110 Autoloader (15)
Needle (5) Special Rule. Has a Shield that gives +6 Armor from Attacks that would hit Chest, Arms, and Head of the user. WEIGHT (KG): 20
121
UNSC AUTOMATED TURRETS
All UNSC Automated Turrets have the Heavy Plating Special Rule. EXP is the payout for defeating the Turret.
M5 TALOS WEAPON STATION M3063 DEPLOYABLE TURRET
DIMENSIONS DIMENSIONS
LENGTH WIDTH HEIGHT WEIGHT LENGTH WIDTH HEIGHT WEIGHT
2.6 2.1 M 6.3 M 4.3 Tonnes 4.6 M 2.6 M 2.5 M 3.7 Tonnes
HULL HULL
HULL INTEGRITY HULL INTEGRITY
80 65
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
25 25 25 25 20 25 25 25 25 20
CHARACTERISTICS CHARACTERISTICS
WFR INT PER WFR INT PER
65 30 45 65 30 45
TALOS EXP COST DEPLOYABLE CANNON EXP COST
Two Linked M202 XP Machine Gun 50 Exp 240 cR Twin-Linked Rotary Cannon 55 Exp 260 cR
Four Linked M202 XP Machine Gun 80 Exp 390 cR Specialized Energy Charge
Two Linked M66 Light Railgun 100 Exp 485 cR
Two KG Mark 34 Flame Mortar 60 Exp 290 cR
Two Linked M41 Light Anti-Aircraft Gun 50 Exp 225 cR
M4131 Rapid-Fire Howitzer 85 Exp 400 cR
Two Anaconda Surface-To-Air Missile 55 Exp 255 cR
DIMENSIONS
LENGTH WIDTH HEIGHT WEIGHT
2.1 M 2M 2.4 M 2.4 Tonnes
HULL
DIMENSIONS HULL INTEGRITY
LENGTH WIDTH HEIGHT WEIGHT 80
2.1 M 2.1 M 3.5 M 2.9 Tonnes ARMOR
HULL FRONT BACK SIDE TOP BOTTOM
HULL INTEGRITY 25 25 25 25 20
65 CHARACTERISTICS
ARMOR WFR INT PER
FRONT BACK SIDE TOP BOTTOM 65 30 45
25 25 25 25 20 DEPLOYABLE ROTARY EXP COST
CHARACTERISTICS M2056 30mm Rotary Cannon 60 Exp 275 cR
WFR INT PER
65 30 45
WOLF SPIDER EXP COST
M8 Autocannon 65 Exp 300 cR
122
VULCAN M71 ANTI-AIRCRAFT GUN M95 GUIDED MISSILE WEAPON SYSTEM
DIMENSIONS DIMENSIONS
LENGTH WIDTH HEIGHT WEIGHT LENGTH WIDTH HEIGHT WEIGHT
8.5 M 6.8 M 9.4 M 8.6 Tonnes 8.8 M 6.8 M 9.7 M 8.9 Tonnes
HULL HULL
HULL INTEGRITY HULL INTEGRITY
95 100
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
30 32 32 32 30 30 32 32 32 30
CHARACTERISTICS CHARACTERISTICS
WFR INT PER WFR INT PER
65 30 45 65 30 45
SCYTHE EXP COST LANCE EXP COST
M71 Scythe Anti-Aircraft Gun 100 Exp 470 cR M95 Lance 80 Exp 380 cR
DIMENSIONS
LENGTH WIDTH HEIGHT WEIGHT
DIMENSIONS
8M 5.9 M 5M 8.6 Tonnes
LENGTH WIDTH HEIGHT WEIGHT
HULL
7.5 M 5.3 M 5.5 M 7.2 Tonnes
HULL INTEGRITY
HULL
80
HULL INTEGRITY
ARMOR
80
FRONT BACK SIDE TOP BOTTOM
ARMOR
30 32 32 32 30
FRONT BACK SIDE TOP BOTTOM
CHARACTERISTICS
32 34 34 34 32
WFR INT PER
CHARACTERISTICS
65 30 45
WFR INT PER
SCYTHE EXP COST
65 30 45
M71 Scythe Anti-Aircraft Gun 95 Exp 465 cR
LANCE EXP COST
M95 Lance 85 Exp 405 cR
123
PURCHASING AMMUNITION
PURCHASING AMMUNITION
Listed below on this page, you’ll see the Ammunition Purchasing
Chart. This Chart lists the various UNSC ammo types and how much
cR it costs to purchase the listed amount of rounds.
CRYOSPRAYER TANKS
Buying Cryosprayer Tanks begins at 20 cR for a new, full tank. From
there, selecting a fuel type under Special Ammunition will increase
this cost by the listed price.
SPECIAL AMMUNITION
Many weapons allow the use of Special Ammunition, which is
customized ammo with special properties and several types of
benefits. Weapons that do not allow for Special Ammunition are
listed with an asterisk in the Ammunition Purchasing Chart shown
below.
The cost of Special Ammo is figured per each round or shot
being customized. Special Ammo can be made from the ammunition
received from a Character’s Equipment Pack, as well.
Special Ammo can be customized with as many options as
the Character can fit, as long as it follows the Compatibility shown
with each option.
A Weapon’s Pierce, Damage, Range, and Damage dice
cannot go below 0 from Specialized Ammunition.
40mm GRENADES
The 40mm Grenade list aren’t modifiers or customization options.
These entries are each their own type of 40mm Grenade and gives
the statistics for each possible choice.
124
AMMUNITION PURCHASING CHART
AMMUNITION COST PER 100 ROUNDS AMMUNITION COST PER 100 ROUNDS
12.7x40mm 10 cR 178mm Rocket 390 cR
10x25mm 10 cR 102mm Rocket 325 cR
5x23mm 5 cR 65mm Rocket 315 cR
8x27mm 5 cR 150mm APBC Shell 835 cR
12x41mm 10 cR 120mm APBC Shell 840 cR
Narq Dart * 15 cR 105mm APBC Shell 720 cR
9.5x40mm 10 cR 90mm APBC Shell 640 cR
8.35x56mm 10 cR 175x800mm 855 cR
7.62x51mm 10 cR 152x400mm 675 cR
9.3x55mm 10 cR 120x570mm 130 cR
6.5x55mm 10 cR 110x550mm 125 cR
12.7x99mm 20 cR 70x438mm 90 cR
14.5x114mm 20 cR 50x419mm 70 cR
8 Guage Shell 10 cR 40x365mm 60 cR
10 Gauge Shell 10 cR 40x521mm 70 cR
12 Gauge Shell 5 cR 40x300mm 55 cR
20 Gauge Shell 5 cR 35x227mm 45 cR
M19 102mm Rocket 340 cR 30x189mm 40 cR
50x137mm HEMP Rocket 370 cR 30x173mm 35 cR
M18 100mm Missile 380 cR 20x102mm 25 cR
M19-B 102mm Missile 320 cR 20x97mm 20 cR
9X-G HEAB Gyroc 235 cR 5.4mm Slug 30 cR
M9030 12cm Grenade 340 cR 16x65mm Slug 425 cR
20x102mm Grenade 350 cR 25x130mm Slug 595 cR
ASGM-4 Missile 375 cR 30mm ELA 450 cR
65mm Rocket 315 cR 105mm ELA 620 cR
40mm Grenade 255 cR 10x90mm Slug 360 cR
60mm Grenade 290 cR 90mm Slug 790 cR
Argent V Missile 315 cR 15cm HRG 825 cR
ASGM-4 Missile 295 cR 200mm ELA 825 cR
M19 102mm Missile 340 cR 35cm HRG 7,500 cR
ANVIL-II ASM 305 cR Ionized Particles * 10 cR per Battery
ANVIL-IV ASM 320 cR UNSC Battery Cell * 10 cR per Battery
90mm Medusa 245 cR Grindell Battery * 8 cR per Battery
ASGM-10 Missile 320 cR ChemSpray Tank 15 cR per Tank
Lancet Micro Missile 225 cR Heavy Tank 25 cR per Tank
Scorpion Missile 535 cR
125
SPECIAL AMMUNITION
126
14.5X114MM AND GAUSS SLUG SPECIALIZATION CHART
AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY COST
Armor Piercing Fin- -3 +15 HV, MG, DU +10 To Hit. Round is given a jacket that stabilizes trajectory. Sabot is shed 3 cR
Stabilized Discarding mid-flight.
Sabot (Sabot)
Grappling Round (GR) -12 +6 None A long harpoon shaft placed into the barrel to be fired off with an attached --
200 Meter nanotube rope. The Grappling Round attaches to any surface the
Attack pierces. To load this Round, you must remove the Magazine and load
in the Grappling Round from the weapon’s Barrel. This takes one Full Action.
CRYOSPRAYER SPECIAL
AMMUNITION DAMAGE PIERCE ABILITY COST
Self-Oxidizing Fuel Mixture -- -- Allows the Cryosprayer to be used in a vacuum or atmosphere lacking Oxygen. 10 cR
40MM GRENADES
CARTRIDGE DAMAGE PIERCE SPECIAL BENEFIT COST
Fragmentation -- -- This is the standard Grenade that shares the same damage and rules as the M9 Dual-Purpose --
High-Explosive Grenade. No 40mm Grenade can detonate unless fired from a Grenade
Launcher. Blast (8), Kill (4).
Smoke 1D5+4 1 Covers a diameter of Blast (15) meters in thick smoke. 13 cR
Buckshot Canister 5D10+5 20 Spread Special Rule, Range reduced to 15m-90m. Replaces 40mm Launcher Impact Damage. 28 cR
Slug Canister 6D10+14 15 Acts as a shotgun slug, Range reduced to 25m-110m. Replaces 40mm Launcher Impact 27 cR
Damage. Kinetic Special Rule.
Incendiary 1D5+1 21 Blast (10), Kill (5), and Flame(2D5) 7 cR
Thermobaric 6D10+15 15 Blast (6), Kill (6) 27 cR
Flashbang 1D5+4 1 Flashbang, but with Blast (15), Kill (3) 25 cR
Parachute Flare 1D10 -- An incredibly bright Flare that falls very slowly, supported by a small parachute. Lights up a 9 cR
radius of 350 Meters. Flame (1D5) within Blast (2). The Parachute Flare stays in the air for (X)
Rounds, where (X) is how many Meters from the Ground it is.
Infrared Illuminator 1D5+1 1 Provides Infrared Illumination out to 120 Meters. 3 cR
Tear Gas 1D5+1 1 Blast (25), Kill (1), Tear Gas Special Rule. 35 cR
EMP-G -- -- EMP (6) Special Rule within Blast (8). 36 cR
Thermite Canister 4D5+20 70 Powerful, hot burning material used to melt through the floor of a Frigate. Charge (1) Special 40 cR
Rule and lasts for 10 Rounds. Thermite-A will deal half Damage and Pierce to those within 10
Meters of the Thermite-A Grenade. Cauterize Special Rule. Blast (10), Kill (4).
White Diamond 1D10+10 10 Flame(4D10) within Blast (8), Kill (4). 75 cR
Cryo Grenade 1D5 14 Blast (8), Kill (4), Cryo (1D10). 20 cR
Cryobaric Prototype 3D10 25 Blast (6), Kill (6), Cryo (8). 39 cR
127
MISSILES, ROCKETS, CANNON SHELLS CUSTOMIZATION CHART
AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY COST
HEAT -- -- Any This is the standard Explosive. Weapon profiles dictate the damage. --
High-Velocity -- -- Any Increases the launcher’s Close Range by 25%. 15 cR
High-Explosive +10 -10 Any Increases Blast and Kill Radius by 3. 9 cR
Fragmentation +1D10 -10 High-Explosive Increases Blast Radius by 7. 4 cR
Sabot Charge -15 +20 Any Reduces Blast and Kill Radius by half, to a minimum of 1. 0 cR
Incendiary -1D10 -10 Any Catches anything within Blast Radius on fire with Flame (2D5). 9 cR
Thermite -- +20 None Blast Special Rule lasts for 5 Rounds. Cauterize Special Rule. 50 cR
Thermobaric +3D10 -10 None Increases Blast and Kill Radius by 10. 31 cR
Depleted Uranium +10 +15 None Flame (3D10), halves Blast and Kill Radius. 59 cR
White Diamond Half Half None Flame (5D10) within Blast Radius. 95 cR
For every Magazine or Clip a case can hold, it can hold the following equivalents.
ITEM EQUIVELANT AMOUNT
Shotgun Shell 12 Shells, 1 Magazine
250 Round Ammo Belt 4 Standard Magazines equals a single 250 Round Ammo Belt.
8 Gauge Shell 8 Shells, 1 Magazine
Drum Magazine 4 Standard Magazines
Extended Ammo Belt 8 Standard Magazines
Extended Magazine 2 Standard Magazines
Rocket 4 Standard Magazines equals a single missile or rocket.
128
OPTICS, SCOPES, SIGHTS
EQUIPMENT BENEFITS TYPE MOUNT RESTRICTION WEIGHT CR
[U] Holoscope 1x Post-War holographic scope. It is projected when the Optic Upper, None 0.1 10
Character makes an Aiming Action. Takes up minimal space on Side
the Rail it is mounted to, allowing for another item to be
mounted. This can only be taken after 2557.
SLS/V 5B 1x Red Dot Sight, 3x Smartlink scope hybrid. A non-magnifying Optic, Upper, Smartlink Device 0.2 16
illuminated red dot 1x sight. Smartlink-only 3x Scope Smartlink Side
secondary zoom feature.
[U] Red Dot Sight 1x sight for firearms. Uses an illuminated red dot on a Optic Upper, None 0.1 8
transparent screen for close-combat and quick aiming. Side
Smartlink compatible.
CQB Sight 1x Smartlink sight. Gains a +5 Bonus To Hit when using Optic Upper, None 0.1 16
Smartlink alongside it in Close Combat. Side
Holographic 1x/2x modular holographic scope sight. Uses an illuminated Optic, Upper, None 0.1 20
Scope red dot that is projected onto a 1x/2x modular scope. The red Smartlink Side
dot is only illuminated during aiming actions.
Threat Marker 2x magnifier with Smartlink compatibility that scans and Optic Any None 0.6 70
displays friendly and enemy IFF tags on a screen or to a
Smartlink-capable device or Scope.
Once scanned, the IFF Tags are tracked up to 4
Rounds after the Character is no longer within the User’s sight.
This includes Cloaked and hidden targets.
WYRD III 2x 2x Smartlink-Only Scope. Smartlink Any Smartlink Device 0.1 12
KFA-2 x2 Scope 2x Smartlink-Only scope. Smartlink Any Smartlink Device 0.1 12
WYRD III 3x 3x Smartlink-Only Scope. Smartlink Any Smartlink Device 0.1 15
COG Sight 3x telescopic Scope that scans and displays the Shield Integrity Optic Upper None 0.2 30
of the Energy Shield of whoever is being aimed at.
EVOS-D Adaptive 3x/5x modular scope with Smartlink compatibility. Optic Upper None 0.2 25
Oracle N-Variant 3x/6x/9x modular scope with Thermal capability and Sniper Optic Upper None 0.8 26
Scope Smartlink.
VnSLS/V 6E 4x 4x Smartlink-only scope. Smartlink Upper, Smartlink Device 0.2 20
Scope Side
Sentinel Sight 4x/6x modular scope. Optic Upper None 0.4 20
Oracle N-Variant 4x/8x/12x modular scope with Thermal capability and Sniper Optic Upper None 0.8 28
Scope v2 Smartlink.
Oracle N-Variant 5x/10x/15x modular scope with Thermal capability and Sniper Optic Upper None 0.8 30
Scope v3 Smartlink.
EVOS-D 6x scope with Smartlink compatibility. Optic Upper None 0.2 20
Marksman Sight
[U] A2 Scope 2x Discreet glare-less 2x Scope. Optic Upper None 0.1 14
EVOS-D V2 Discreet glare-less 2x/4x Modular Scope. Optic Upper None 0.1 24
[U] EVOS-D 3x Discreet glare-less 3x Scope. Optic Upper None 0.1 18
Longshot Discreet glare-less 5x Scope. Optic Upper None 0.2 15
Telescopic Sight
SRS-C 10x Scope 10x Scope with Thermal capability and Smartlink. Sniper Optic Upper None 0.4 23
129
RAILS
EQUIPMENT BENEFITS TYPE MOUNT RESTRICTION WEIGHT CR
[U] Angled Grip An Angled Grip is added to the bottom rail in front of the Brace Lower None 0.4 15
weapon, giving a +5 Bonus To Hit.
[U] Bayonet A bayonet with the stats of the UNSC Machete. Gives +1 Underslung Any None 1.7 25
Melee Reach. Counts as having Slow Special Rule when used. weapon
[U] Bipod Deployed and undeployed as a Half Action. Any Attacks made Brace Lower [TH] and [HW] 1.4 12
with the weapon will count as being Braced as long as it is Weapons
resting against a surface and the weapon isn’t being moved.
While deployed, if the weapon is not resting against
a surface, a -5 Penalty To Hit is gained from the weight of the
bipod/tripod, even if the weapon is being Braced by the user.
[U] Tripod Deployed and undeployed as a Full Action. As long as the Brace Lower Sniper Rifles, 5.4 18
Tripod is resting against a surface and the weapon is not being Machine Guns,
moved, all Attacks made have a +5 Bonus To Hit and the Explosive Launchers
weapon is considered Braced. Tripods can also be detached
and reattached as a Half Action, keeping the Tripod deployed
in-place until needed, again.
If the user attempts to move with the weapon with
the Tripod still deployed, the Character’s Movement Action
distances are halved. If the weapon is being moved or not
being braced with the Tripod deployed, all Attacks with it are
at a -30 Penalty To Hit.
[U] Flashlight Lowers any Darkness Penalties by 30, while also lowering Flashlight Any None 0.1 10
Low-Light Penalties by 15.
-20 to Aim Actions if mounted on Top Rail.
[U] Laser Aiming Gives a +5 Bonus To Hit when not using Aim Actions, while Aiming Any None 0.1 10
Module also giving the Opponent being aimed at a +5 Bonus to Module
Evasion from attacks made with this weapon. The Opponent
only gains this Evasion Bonus if they notice the laser.
-20 to Aim Actions if mounted on Top Rail.
[U] Tactical Lowers any Darkness Penalties by 40, while also lowering Flashlight Any None 0.2 15
Flashlight Low-Light Penalties by 10. When in Darkness, Opponents gain
a -20 Penalty To Hit and a -30 Penalty to Visual Perception
Tests. When in Low-Light, Opponents gain a -10 Penalty To
Hit and a -15 Penalty to Visual Perception Tests.
-20 to Aim Actions if mounted on Top Rail.
[U] Vertical Grip When making any Charge or Run Movements, the Penalty Brace Lower, None 0.6 15
gained To Hit is lessened by 10. Side
Ammo Counter An Ammo Counter that tracks how many rounds are in the Misc. Upper None 0.3 5
weapon. Can be manually programmed to know how many
magazines you’re holding. The Ammo Counter also has an
electronic compass built-in.
Canted Irons A small 45-degree offset Rail mount is added to the top of the Modification Upper Rifle, Carbine, 0.1 15
weapon for the use of a secondary Ironsight, Optic, Aiming Pistol, PDW,
Module, or Flashlight. The new rail is diagonally facing, Machine Guns
allowing for one extra non-intrusive attachment.
When using a secondary scope or Ironsight on this
new rail, the weapon must be held diagonally to use. This rail
cannot be used with Sniper Optics.
Energy Bayonet An energy blade added to the weapon that shares the specs Underslung Any None 1.1 200
of the Covenant Energy Dagger. This can only be taken after weapon
2557. Gives +1 Melee Reach. Counts as having Slow Special
Rule when used
Infrared Aiming Gives a +5 Bonus To Hit when not using Aim Actions when Aiming Any VISR, Thermal, and 0.1 15
Module using VISR, Infrared, and Thermal equipment. This also gives Module Infrared
the Opponent being aimed at a +5 Bonus to Evasion from equipment
attacks made with this weapon if the Opponent has VISR,
Thermal, or Infrared equipment to see the laser.
-20 to Aim Actions if mounted on Top Rail.
M301 Grenade Attaches an underbarrel grenade launcher. Shares the stats Underslung Lower Rifle, Shotgun, or 1.4 45
Launcher with the M319 Grenade Launcher but without EMP. weapon Flamethrower
Underslung Attaches an underbarrel shotgun. Shares the stats with the Underslung Lower Rifle, Shotgun, or 1.4 30
Shotgun M45 shotgun but only holds two Shots. weapon Flamethrower
130
BARREL ATTACHMENTS AND MODIFICATIONS
EQUIPMENT BENEFITS TYPE MOUNT RESTRICTION WEIGHT CR
Extended barrel The weapon has an extended barrel that increases the Modification Barrel Rifle, Pistol, PDW, (X) 40
weapon’s Long Range by 10% and increases Pierce by 2. The LMG, MG, HMG
length of the weapon is increased, and the weapon’s base
weight is increased by 15%, or 30% of the weapon’s weight if
combined with Heavy Barrel.
Gives a -20 Penalty for concealing the weapon.
Flash Suppressor Gives a -20 Penalty to Visual Perception to anyone that could Suppressor Barrel None 0.1 20
see the weapon fire by suppressing the weapon’s flash.
Heavy Barrel The weapon’s heavier barrel decreases the amount of Modification Barrel Any Ranged (X) 40
kickback the user receives when firing. The Heavy Barrel adds Weapon
(X) kg, which is 15% of the weapon’s base weight, or 30% of
the weapon’s base weight, if combined with Extended Barrel.
When making a Move Action, the User reduces the
To Hit Penalties by 10. For example, a Full Action Move will
only be at a -10 Penalty To Hit.
SOCOM The SOCOM Attachment System is an extended attachment Barrel and N/A Pistols, SMGs, (X) 75
Attachment with a Muzzle Brake, Suppressor, and a built-in VnSLS/V 6E Lower Carbines
System Scope, Flashlight, and Laser Aiming Module. This may be used
on any Pistol or SMG.
The SOCOM gives the weapon a +1 to Pierce, gives a
-20 Penalty to see or hear the weapon, and increases the
weapon’s Long Range by 10%.
This Attachment also gives the weapon a new firing
mode, Auto (6), which replaces any other Auto firing mode the
Pistol may have. This is not applicable to an SMG.
No other Barrel and Lower Attachments may be
used with this Attachment. Cannot be used with Barrel
Modifications that shorten or remove the barrel.
Muzzle Brake Reduces the recoil of a weapon when firing but increases the Muzzle Barrel None 0.2 25
ability to spot the weapon firing. When fired while unbraced,
the Muzzle Brake gives the Character a +10 Bonus to Strength
Tests as to not drop the weapon.
All Opponents within range to see the weapon fire
or hear it gain a +10 Bonus to Perception to spot the weapon
firing.
Sawed-Off Barrel Halves the weapon’s barrel length and removes extensions Modification Barrel Any Ranged (X) 0
that give accuracy for better concealment. Reduces the range Weapon
and weight by 50% and gives a -10 Penalty To Hit. Weapons
with the [TH] tag can be concealed as [OH] weapons. When
used with the Collapsible/Folding Stock, this weapon gains a
+20 Bonus to Concealing.
Cannot be stacked with other Barrel Modifications.
Short Barrel Heavily reduces weapon’s barrel length to give better Modification Barrel Any Ranged (X) 40
concealment. Reduces the weight and range by 25%. Weapons Weapon
with the [TH] tag can be concealed as [OH] weapons. When
used with Collapsible/Folding Stock or is a [OH] or [DW]
weapon, this weapon gains a +20 Bonus to Concealing.
Cannot be stacked with Extended Barrel Modification.
Sound Dampener Post-War sound suppressing system. Gives a -30 Penalty to Suppressor Barrel None 0.5 20
Hearing Perception Tests to anyone that could hear the
weapon fire. This can only be taken after 2557.
SS/M 49 Sound Gives a -20 Penalty to Hearing Perception Tests to anyone Suppressor Barrel Not used with (X) 15
Suppressor attempting to spot or find the weapon’s User. Increases High-Velocity
weapon’s Range by 10% and gives a +1 to Pierce. Ammo
Increases the weapon’s weight by 25% and cannot
have its Aim Action time reduced by Abilities or Equipment.
Cannot work with HV and HYV ammo variants.
131
WEAPON CONVERSION MODIFICATIONS
EQUIPMENT BENEFITS TYPE MOUNT RESTRICTION WEIGHT CR
[U] Collapsible/ Replaces the rear of the weapon with a Collapsing or Modification N/A Must have Stock, N/A 15
Folding Stock Foldable stock. The weapon can be folded into a smaller No Heavy Weapons
package. Allows [HW] weapons to be Concealed as [TH]
Weapons, [TH] weapons to be Concealed as [OH] weapons,
and [OH] weapons to be Concealed as [DW] weapons. Gives
[DW] weapons an extra +10 to Camouflage and Concealing.
Belt-Fed Weapons that take normal magazines can be modified to be Modification N/A Any Ranged (X) (X)
Conversion belt-fed weapons. The MAG of the weapon becomes that of Weapon that uses
the belt being used with it, and the Reload becomes 15. standard bullet
The Weight of the weapon is increased by 25% and ammunition.
the cost is 60 cR. However, a second option can be taken that
allows the weapon to also use standard magazines, still. This
increases the weapon’s weight by 50% and the cost is 100 cR.
Jet Stabilizers Micro Jet Stabilizes are attached to the barrel of the weapon, Modification N/A None 1 25
altering weapon movement when fired.
This gives the weapon +5 To Hit.
Kinetic Bolt Replaces the Weapon’s firing mechanism with a Kinetic Modification N/A Any Ranged 0.2 (X)
Modification Charging Mechanism that coats ammunition with Hard Light. Weapon that uses
This gives the Weapon the Kinetic Special Rule, though it standard bullet
does not gain the +1D10 Damage against targets without ammunition.
Energy Shields. Instead, the weapon gains +1D10 Damage
against Vehicles. This allows the Weapon to deal its normal
Damage to any Vehicle that does not have the Heavy Plating
Special Rule.
Price of this modification is the weapon it’s being
applied to, multiplied by 3.
Lightweight Halves the weapon’s weight by removing plating and Modification N/A None N/A 20
Weaponry Kit installing lighter pieces. Halves the weapons Breakpoints and
Weight.
Plasma Adapter Replaces several inner mechanics of the weapon that coats Modification N/A Any Ranged 0.3 (X)
Modification the ammunition in plasma before being fired. Gives the Weapon that uses
weapon the Cauterize Special Rule. Cannot be used with the standard bullet
Kinetic Bolt Modification. Price of the Modification is the ammunition.
Price of the Weapon it’s installed on.
Shotgun The user modifies the shotgun to fire as Automatic instead of Modification N/A Shotgun 0.1 (X)
Automatic Pump Action. This cost double the cR of the Shotgun to
Conversion perform.
The weapon’s Rate of Fire becomes Automatic (X),
where (X) is the original Pump Action Rate of Fire multiplied
by 2, and then an extra +1 added after. For example, a
weapon with Pump Action (2) becomes Automatic (5).
Weapons that gain the Automatic Conversion gain
the general Rifle Reload Time, instead of Pump Action. This
also replaces the Shotgun’s ammo feed with a Magazine of
the same base Ammunition count.
Weapon The weapon is given a camouflage of the user’s choice. Can Modification N/A None N/A 15
Camouflage be traded in without cost between missions. This does not
stack with the bonuses given from Weapon Ghillie Cover.
Weapon Ghillie Weaponry can get a Ghillie Cover, which gives the weapon a Modification N/A None 1.1 20
Cover +20 to Camouflage, meaning that an Opponent trying to spot
it in the proper Camouflage and background, will have a -20
Penalty to spot it. This does not stack with bonuses given
from Weapon Camouflage.
132
AMMUNITION ATTACHMENTS
EQUIPMENT BENEFITS TYPE MOUNT RESTRICTION WEIGHT CR
[U] Bullet Loop A Loop that holds up to six Shotgun Shells, allowing the Misc. N/A Shotguns 0.1 10
Character to use a Reaction to reload one extra Shell in a
Round.
Drum Magazine A Drum Magazine that offers triple the ammunition in the Magazine Mag Weapons that use (X) (X)
weapon’s Magazine. Any weapon’s Magazine is tripled, Magazines and
increasing the weapon’s weight by 0.05 KG per round, Clips
multiplied by 2, in the original Magazine. The price is 1/4th
the rounds in the Magazine in cR.
Dual-Sided Two linked Magazines at opposing ends. The Magazines each Magazine Mag Weapons that use (X) (X)
Magazine empty as usual, but when reloading from one of the linked Magazines and
Magazines to another lower the weapon’s Base Reload Time Clips
by -2. The price is 1/3rd the cost of how many rounds are in
the Dual-Sided Magazine in cR.
Due to the longer Magazine size, firing the weapon
Prone gives a -5 Penalty To Hit.
Extended Belt The belt of any belt-fed weapon is doubled in size. This Magazine Mag Belt-Fed Weapons (X) (X)
increases the weight of the weapon by 0.05 KG per round in
the belt. The price is 1/4th the rounds in the new sized Belt.
[U] Extended Extended Magazine that offers double the weapon’s Magazine Mag Weapons that use (X) (X)
Magazine ammunition. This increases the weapon’s weight by 0.05 KG Magazines and
per round in the original Magazine. The price is 1/4th the Clips
rounds in the Magazine in cR.
Due to the larger Magazine size, firing the weapon
Prone gives a -5 Penalty To Hit.
[U] Reduced- A reduced-capacity magazine that halves the weapon’s Magazine Mag Weapons that use (X) (X)
Capacity Magazine count. This reduces the weapon’s weight by 0.02 KG Magazines and
Magazine per each round less than the original magazine and reduces Clips
the weapon’s Reload Time by 2, to a minimum of 1. The price
is 1/4th the rounds in the Magazine in cR, to a minimum of 2.
133
HELMET AND FACE EQUIPMENT
EQUIPMENT BENEFITS WEIGHT COST
[U] Balaclava Face mask for warmth and face protection from harsh winds. Helps mask identity if needed. 0.1 2
[U] Binoculars An electronic Binocular with Smartlink compatibility. Has 6 zoom functions, 2x/4x/6x/10x/20x. 1.1 4
Increases Perceptive Range but cannot be used for Aim Actions.
[U] Holographic Civilian Allows use of HUD, maps, ally-only IFF tag tracking, Smartlink, B-Net (Internet), and Television to be 0.2 15
Eyepiece displayed over one eye.
[U] Infrared Goggles These Goggles give the Character the ability to see in Infrared, allowing them to see heat signatures and 0.3 20
infrared devices such as lasers. Infrared Goggles give Character a +15 Bonus to opposing Camouflage
Tests. Infrared Goggles halve all Penalties from Darkness.
[U] IR Lamp and Laser The IR Lamp and Laser is an Eyepiece that creates an IR-trackable laser that points towards where the 0.1 2
Character’s eye is looking.
[U] Night Vision Device Lowers Darkness Penalties by 50 and lowers Low-Light Penalties by 5. 0.7 3
[U] Oxygen Recycler Gives the Character 30 minutes of Oxygen. Recharges itself when in an atmosphere with Oxygen in it. 0.1 30
When attached to a Rebreather, increases Oxygen to 30 hours. Can be attached to the S90 Gas Mask
as well.
[U] Polarized Tactical Halves all bright light based Penalties. Capable of displaying an overhead HUD for IFF Tags, Radar, and 0.3 25
Goggles Smartlink.
[U] Rebreather Gives the Character 6 hours of Oxygen, recharges itself when in breathable atmosphere. 0.4 10
[U] S90 Gas Mask Allows the User to breathe in toxic environments and filter out Flood Spores. Comes with 5 disposable 1 25
filters, each able to last 24 hours. S90 Filters cost 5 cR, each. Comes with an adapter to fit to Respirator
Packs, Rebreathers, and Oxygen Recyclers.
[U] Sun Goggles Pair of wearable goggles that halve any Penalties from bright lights. 0.2 4
Holographic Tactical Allows use of HUD, maps, IFF tag tracking, Smartlink, B-Net (Internet), and Radar to be displayed over 0.1 8
Eyepiece one eye.
Long-Range Scanner A long-range scanning system is added on top of a helmet. This reduces Long Range Penalties by 20. 2.8 100
System When used in combination with UNSC satellites that can be launched by UNSC ships using 1 Support
Point, the Character no longer takes Long Range Penalties and halves all Extreme Range Penalties.
CARRYING DEVICES
EQUIPMENT BENEFITS WEIGHT COST
[U] Pouch Ammunition pouch. Carries 3 standard size Magazines or Grenades, or the size equivalent. 0.5 2
[U] Hard Case Pouch Armored ammunition pouch. Carries 3 standard size Magazines or Grenades, or size equivalent. Has 1.4 13
an Armor Rating of 12 that does not stack with the Armor on the Character if struck.
[U] Blastproof Clear Casing Blast-proof casing for electronic devices. 16 Armor Rating and 40 Breakpoints. 0.2 10
[U] Hard Case A briefcase-like armored carrying device. Capable of carrying up to 14 Magazines, Grenades, and Clips, 4.2 9
or anything of equivalent size. The Hard Case has 50 Breakpoints and an Armor Rating of 12 that does
not stack with the Armor on the Character if struck.
[U] M/LBE Hard Case Blast-Proof backpack. 16 Armor. Carries 12 magazines or Grenades, or the size equivalent. 2 30
[U] Medical Rucksack A Medical extension to the M/LBE Hard Case. Can hold up to two Medical Kits, 10 Biofoam Canisters, 0.9 10
and 10 sets of medication of the Player’s choice.
[U] Softcase Soft bagged Carrying Device similar to a briefcase or backpack. Carries 24 Magazines or Grenades, or 0.5 2
the size equivalent.
[U] Tactical Hard Case A pouch-like armored carrying device. The Tactical Hard Case has an Armor Rating of 11. Capable of 1.3 10
carrying up to 6 Magazines, Grenades, and Clips, or anything of equivalent size.
[U] Tactical Softcase Soft bagged carrying pouch. Carries 7 Magazines or Grenades, or size equivalent. 0.3 3
[U] Utility Webbing Holds 6 Hard Cases, Tactical Softcases, Tactical holsters, pouches, and casings to the Character’s body 0.4 8
if they’re not wearing Armor. If worn with Armor, use the Utility Webbing Permutation.
Ammunition Bandolier A bandolier that is worn over armor/clothing that can hold up to 100 shotgun shells, 150 rifle and pistol 0.5 10
Rounds, 50 Sniper Rounds, and 10 Grenades, railgun, and 40mm Grenades. Must choose ammunition
type at purchase.
Weapon Sling A small sling that is worn over Armor and clothing that can be used to add an extra Weapon Hardpoint 0.3 13
to the Character. Any weapon being held in a Weapon Sling cannot be used with the Quick Draw Ability.
134
COMPUTING AND COMMUNICATIONS
EQUIPMENT BENEFITS WEIGHT COST
[U] Chatter Small wrist-mounted COM Pad. 0.1 35
[U] COM Pad A futuristic cellphone. COM Pads can record video and audio, play games, communicate via video and 0.1 35
audio, store information, work as a calendar, clock, distance measuring device, connect to networks,
and share data. This comes standard to Civilians and Police.
[U] Data Pad Small, Hand-held computing device used by Civilians and Military in the UEG. This device has a touch 0.6 25
screen and is capable of recording, sharing, and receiving audio, text, video, and imagery. Is able to
transmit data over wireless and wired networks. Data Pads can be password protected and secured with
biometrics. They’re also Smartlink capable and can display HUD information of friendly IFF Tags. Data
Pads have access to many apps and has a massive storage capacity.
[U] Military Hard Case A portable Military Hard Case Computer. Heavy and bulky, while similar to the Data Pad and TACPAD. 2.7 70
Computer The Military Hard Case Computer has 16 Armor and 100 Breakpoints, alongside stronger processing
power and powerful networking capabilities. This Computer is able to create its own data network,
allowing it to connect to, send, and receive information to any other connected device within 1
Kilometer. Strong enough to run Dumb AI.
[U] TACPAD Similar to a Data Pad but is considered to have 11 Armor and 50 Breakpoints. 1.2 45
[U] UGPS A Universal Global Positioning System used to find the current location on any Planet already visited to 0.4 20
by the UNSC. The UGPS also contains a Rapid Mapping System (RMS) that uses advanced echolocation
and laser mapping to create new GPS maps for unexplored locations.
Covenant-UNSC Covenant-UNSC Translation System (CUTS) is a simple laptop computer that translates text, speech, and 3.1 46
Translation System radiowaves to and from Covenant languages. Armor of 16 and 50 Breakpoints.
Emergency Locator Automated four-legged signal device for emergency EVAC. An emergency beacon unit used for creating 4.1 30
Beacon distress signals. Able to send a signal up to 15,000 Kilometers.
LP-Comm Emergency Communicator that fits in the ear. Useful for when helmets and other tech no longer work. 0.1 12
Small, untraceable communication ranged at 5 Kilometers.
NAV Marker Transmitter Small Tracking device and location transmitter for non-emergency situations. Able to communicate to 0.2 18
UNSC devices up to 2 kilometers.
Panic Button An emergency beacon unit the size of a quarter. Used for creating distress signals. Able to send a signal 0.1 15
up to 1,500 kilometers.
Radio Backpack An armored backpack-carried Radio that can transmit any kind of data up to 5,000 KM in clear 4.5 25
conditions. The Radio Backpack also has powerful encryption, giving any Hacking attempts a -30
Penalty. The Radio Backpack is Armored, giving the Radio 15 Armor for protection and keeps it immune
to EMP.
Remote Detonator A small hand-held device that can be synced up to Demolition and Satchel Charge explosives. Has a 0.1 27
range of 400 Meters. At the press of a button or an input of a 6 digit chosen pen number, the chosen
synced explosives will detonate. Can also be set to timed detonation.
WAYPOINT Comm Handheld television, B-Net (Internet), and News unit for UNSC soldiers. 0.8 20
SENSORS
EQUIPMENT BENEFITS WEIGHT COST
[U] Fiber Optic Probe A small camera on the end of a 4-meter electronic wire. The wire is controllable, moving similar to a 0.4 44
snake. Smartlink capable.
[U] Roadware Advanced GPS-reading hardware that assists Pilots at by giving a +20 Bonus to driving Tests and Stunting 0.2 10
Tests on planets that have a surveillance grid or a scanned UGPS map.
ARGUS Detection System An always-active device for detecting explosives within 5 Meters of the unit. Will list what kind of 1.9 32
explosive is detected but cannot show direction of device.
CBRN Unit This unit detects and gives information on chemical and radioactive materials, or any other airborne or 0.7 15
grounded contaminant.
Doppler Radar Uses advanced multi-directional Microphones to process and report surroundings of up to 200 Meters. 3.5 75
The Doppler Radar will detect the speed and distance of any objects, vehicles, or Characters within the
200 Meter radius and can send the information to any tethered electronics. Must be stationary for 3
Full Actions before it works properly. If used while moving, the Doppler Radar will incorrectly report
locations by scattering them 2D5 Meters.
Interrogator Translator UNSC/ONI translation laptop for any human and Covenant languages. 1.6 25
Microtail Miniature UNSC tracking device that uses M-Waves. Small as a tack and flat as a coin, and able to 0.1 40
communicate with UNSC devices up to 1 Kilometer.
Spotter Assist Targeting A hand-held scoped spotting system that has multiple zoom variants. X10, x15, x20, x25, x30, and x40 1.0 69
System scopes that allow a Spotter to assist a sniper in extreme-ranged combat.
Stationary Motion Scans movement of the environment up to 50 meters and sends it to tether UNSC devices. Must be 1.4 24
Tracker stationary for 2 Full Actions to calibrate and work. If moved, the Stationary Motion Tracker must be re-
calibrated for 1 Full Action.
[U] UNSC-MPD Scanner Tracking device that can be tethered to Microtails to increase the range of the device to 5 Kilometers. 0.3 40
Only the UNSC-MPD Scanner gains the increased range of the Microtail.
135
GENERAL
EQUIPMENT BENEFITS WEIGHT COST
[U] Camping Stool A stool for sitting that has a setting that allows the stool to fit any size. 1.0 2
[U] Cigarette Carton A tobacco product much like current-day cigarettes, but no longer risk dangerous health hazards when 0.2 1
used. Each Pack has 200 Cigarettes.
[U] Climbing Kit A climbing harness kit that offers the Character a +50 Bonus to climbing tests. Contains a Harness, 4.8 12
rappelling kit, and other various climbing hooks and tools.
[U] Duct Tape Simple tool that has been in use for over 500 years. A strong water-proof tape. 0.1 1
[U] Earplugs A set of Military-Grade earplugs that allow Characters to ignore the hearing-based Penalties given by 0.1 1
Flashbangs or other loud noises. Gives a -40 Penalty to Hearing-based Investigation and Perception
Tests.
[U] Fire Extinguisher Puts out any fire using cartridge-activated dry chemicals. Has 10 uses. 3.2 3
[U] Flashlight Lowers any Darkness Penalties by 30, while also lowering Low-Light Penalties by 15. 0.1 5
[U] Ghillie Cloak The Ghillie Cloak offers a +20 Bonus to Camouflage when used in matching surroundings. The Ghillie 2.0 16
Cloak does not offer Camouflage to any large weapon, like Launchers, Machine Guns, and Sniper Rifles.
The Ghillie Cloak covers the body from head to toe. It takes 7 Full Actions to remove or equip the Ghillie
Cloak. The Ghillie Cloak overrides any worn Camouflage underneath it.
[U] Metal Detector A metal detection unit that is a small metallic plate on an adjustable pole. The Metal Detector has a 2.1 20
screen at the top of the pole that displays the types of metal found underneath, within 3 Meters
underground, and how far underground the object is.
[U] Military Grade Used to bind an individual’s hands or ankles. To escape, a character must roll a -40 Security Test or a - 1.4 12
Handcuffs 60 Strength Test. The Handcuffs have an Armor Rating of 10 and 200 Breakpoints.
[U] Military Shovel A Standard issue sharpened shovel for entrenchment and other uses. Folds down to the size of the 1.3 15
shovel’s head. Rust-proof, reinforced Titanium-A for a near unbreakable shovel. For use as a melee
weapon, look under Human melee weaponry.
[U] MRE “Meals, Ready to Eat.” Military prepackaged foods that do not go bad as long as they stay packaged. 0.2 per 1
One meal is enough to fill a Normal Sized Character. Comes with 5 meals.
[U] Multi-Tool Kit A briefcase-sized kit with 280 sets of tools for repair and building. 6.3 12
[U] Musical Instrument A musical instrument that can be kept with a Character, even during travel. Weight depends on the (X) 10
weight of the chosen instrument in real life.
[U] Police Equipment This package includes two pairs of Military Grade Handcuffs, Pepper Spray, the Police Baton, and the -- 80
Package Taser Gun.
[U] Tactical Flashlight Lowers any Darkness Penalties by 40, while also lowering Low-Light Penalties by 10. When in Darkness, 0.2 10
Opponents who are being shined in the face gain a -20 Penalty To Hit and a -30 Penalty to Visual
Perception Tests. When in Low-Light, Opponents gain a -10 Penalty To Hit and a -15 Penalty to Visual
Perception Tests.
[U] Weapon Cleaning Kit A kit that can be used to clean weapons and remove any adverse Penalties gained from the weapon 1.0 5
being dirty. Comes with 20 uses.
Armored Cryosprayer Armored Tank for UNSC Cryosprayer Tanks. Gives the tank 20 armor on the and adds 5.2kg. 5.2 35
Tank
MK71 Emergency Food A food cart that stores 45 liters of food and water that is automatically cooked and prepared when 55.3 66
Preparation Station dispensed. Supports higher-quality food than the MREs. MK71 Food Kits refill the Station and cost 15
cR, each. The MK71 Food Kit stores 45 meals.
Mobile AI Docking Station A Mobile Docking Station for Dumb and Smart AI. The Mobile AI Docking Station needs a source of 5.3 80
power to run Smart AI.
Mobile Cover Device A drivable Cover Shield that even Giant size Characters can take cover behind. They are considered to 700 50
have Armor of 60, a speed of 15 Meters Per Turn, and a Maneuverability of 5.
Nanotube Rope A metallic-like rope that can withstand up to 6,750 KG of weight without breaking. 3 cR per 5 Meters (X) (X)
of Rope. Each Meter of Rope weighs 0.1 KG.
ONI Bubble Shield A small device that forms a circular protective barrier in a 3 Meter Radius. The Bubble Shield is able to 20 225
stop all incoming Damage but has a total Shield Integrity of 600. Once the Shield Integrity is brought to
0, the Bubble Shield must recharge. The Bubble Shield lasts for 6 Rounds, before shutting down for
recharge. Takes 12 Rounds to Recharge.
PG000E Portable A water-fed portable generator that is capable of powering UNSC equipment, even structures like Food 24.1 79
Electricity Generator Preparation Stations and Mobile AI Docking Station. One liter of water will last 12 hours.
UN-14 Mine Detector Mine Detector that is able to detect working explosives 5 meters away. Tells the direction, distance, 1.5 50
and depth of the explosive. Must be actively used by the Character.
Vacuum Adhesive Sealant A strong, sticky substance used to patch rips and tears in Vacuum-sealed suits and equipment. Contains 0.2 20
5 uses per tube and takes 1 Half Action to dry once being applied.
136
SURVIVAL
All Survival Equipment are considered [U].
EQUIPMENT BENEFITS WEIGHT COST
Animal Snare A snare kit to entrap small animals. 0.4 5
Area Heater A small heater that can heat an area large enough to fill a large dome tent. Can run for 15 hours on one 2.1 30
liter of water.
Blowtorch A blowtorch that can be used in any atmosphere and underwater. This blowtorch is plasma-based and 1.4 20
will sear through any metal, given enough time. For every 2 points of Armor or Cover Points something
gives, it takes 1 Half Action to cut through a small portion of it. The Blowtorch deals 1D10 +10 Damage,
with a 35 Pierce.
Cable Cutters Common pair of large-scale cable cutters. Able to cut large chain links and other pieces of metal. More 2.2 15
than strong enough to cut off a finger of any race. On Helpless or Stunned Characters that cannot fight
back, Melee Attacks with Wire Cutters deal 2D10 +9 Damage, with 15 Pierce. If not against a Helpless or
Stunned Character, Melee Attacks with this weapon gain a -30 To Hit.
Camouflage Netting A fireproof netting that can be purchased in any Camouflage Environment, which gives +30 to 3.1 8
Camouflage Tests. Camouflage Netting is a large 5 by 5 Meter netting that can be draped or set up over
objects.
Chemical Light Sticks A Chemical Light Stick is a bendable tube, that when bent, begins to glow. Gives a +10 in any Dark or 0.1 2
Pitch-Black scenarios. Lasts for 8 hours. 10 comes in a single pack.
Duffle Bag Soft bagged Carrying Device like a briefcase or backpack. Carries 25 Magazines or Grenades, or the size 0.9 5
equivalent.
Field Rations Packages of canned and sealed food that have up to 6 years shelf life. One package has enough food to 10 2
nourish and last a Character 5 days of 3 full meals.
Fishing Equipment Kit A fishing kit that contains a folding fishing rod that can withstand up to 100 KG of tension, ten hooks and 4.5 15
bobbers, a spool of 1550 meters of fishing line that can withstand up to 60 kg of tension, 50 pieces of
bait, and a fishing net that can hold up to 60 kg of weight.
Flare Gun A small firearm that fires a 40mm Parachute Flare up to 150 meters. It deals 1D10 damage, with 0.3 15
Flame(1D5) on impact.
Flint and Steel A string with two ends, one with flint, and the other steel. When hit against each other, it creates sparks 0.1 2
that can start fires. 100 uses per each Flint and Steel set. Can take up to 4 Rounds to start a fire.
Floatation Vest An adjustable floatation vest that allows up to 210 KG float in water. 1.2 5
Fuel Canister A 5-liter fuel can for water or any other fuel. 2 5
Geiger Counter A radiation detector that can track radioactive material from up to 10 meters away. 0.3 10
Grappling Hook A metal rod with hooks on them that allow for easier climbing when attached to a rope. +10 to Climbing 0.9 5
Tests.
Group Dome Tent A weather-proof tent for five people to fit in. When staked down, the tent can resist up to 80 KP/H winds. 6.0 18
Heavy Duty Bolt Cutters Powerful bolt cutters, 1.3 meters long. Strong enough to cut through even Covenant metals and locks 7.6 20
and can even lop off the fingers of any known Race. On Helpless or Stunned Characters that cannot fight
back, Melee Attacks with Bolt Cutters deal 2D10 +14 Damage, with 18 Pierce. If not against a Helpless or
Stunned Character, Melee Attacks with this weapon gain a -30 To Hit.
Hy-Crank Generator Generator that can function by either hydrogen or hand-cranking. Hand Cranking can power lights and 16.0 100
other lightweight pieces of electrical equipment, while the Hydrogen generator is able to power most
any equipment. Hydrogen generator is able to run for 8 hours per 1 liter of water.
Large Dome Tent A weather-proof tent for ten people to fit in. When staked down, the tent can resist up to 80 KP/H winds. 16.9 28
Lighter A lighter with a flip-off top that is able to produce flame. Has enough fuel for 100 uses. 0.1 3
Magnetic Compass A standard magnetic compass that is not affected by EMP or any other sort of digital or electrical attack. 0.1 1
Mess Kit Silverware set: Spoons, knives, forks, plates, and other pieces of silverware for eating. 0.2 5
Polypropylene Rope A Polypropylene rope that can hold up to 1,200 KG. Comes in a bundle of 220 meters. 8.9 10
Portable Food Stove A small stove that can prepare food. Can run for 20 hours on one liter of water. 1.4 25
Rain Poncho Protects the user from rain. Comes in a small pack of 10. 5.0 5
Sandbag Stackable sandbag used to hold back water and even ammunition. Sandbags are .5 Meters long, .3 12 1
Meters wide, and .2 Meters tall.
Signal Flare Bright A bright flare that is activated by snapping the top off. Flame (1D5). Can be seen from 2 KM away and 0.2 5
lasts up to 1 hour.
Signal Flare Smoke A smoke-based signal Flare that is activated by snapping the top off. Can be seen from 6 KM away and 0.1 5
lasts up to 10 Rounds.
Signal Mirror A small mirror for reflecting light like a small warning beacon. 0.1 1
Singles Tent A weather-proof tent for a single person to fit in. When staked down, the tent can resist up to 120 KP/H 1.8 8
winds.
Sleep Cot A cot bed for two Normal sized Characters, can hold up to 320 KG before tearing. 5.4 5
Sleeping Bag A weather-proof sleeping bag that fits a user of up to a Large Character. Paying an extra 3 cR will let 0.9 3
Characters up to Giant use the Sleeping Bag.
137
EQUIPMENT BENEFITS WEIGHT COST
SOS Knife Kit A special multi-tool knife that contains the following tools: Screwdriver, corkscrew, small blade, 0.2 15
sharpening stone, toothpick, tweezers, wood saw, large blade, metal saw, scissor.
Stove Canteen A pot-like canteen for cooking and storing food. Contains a lock top and a 3-liter capacity. 0.3 2
Survival Blanket A weather-proof blanket that uses a thermal lining to keep the user in a more comfortable temperature, 1.6 5
closer to their body-heat.
Toolbox A metal toolbox that can hold several tools and other items. Has an Armor of 13. 1.6 4
Traxus Emergency Lamp A bright lamp that can run for 200 hours on one liter of water. 0.3 20
Water Canteen A leak-proof survival canteen with a lock top and 2-liter capacity. 0.2 2
Water Purification A portable multi-tank water purification system. It can process 1 liter of water every two hours. Must be 2.1 20
System cleaned after each use, else the water will not be purified.
Waterproof Fire Starter Small dark-green cubes that when cracked open, begin to spark and get hot. After 12 Seconds (2 Rounds), 0.1 10
it begins to burn. Works in wind and in rain. Comes with 8 cubes.
Whistle A small whistle. 0.1 1
Windproof Storm Match Strong matches that can be used in even the heaviest of downpours. Allows for the lighting of fire even 0.1 10
in rain and harsh wind. The set comes with 25 Matches. Each last for 18 Seconds (3 Rounds), when being
used in harsh weather.
ELECTRONIC WARFARE
EQUIPMENT BENEFITS WEIGHT COST
Armor Restraint An Electro-magnetic Immobilization Device that, when attached to any Powered or Semi-Powered 0.2 500
Armor, will completely restrain it. When used against Powered Armor, the Character cannot move or
take any Actions except for Speech Actions. When used against Semi-Powered Armor, the Armor can
no longer perform its functions or hold its own weight, but the Character can still move and take Actions
as normal. If the Armor has Energy Shields, the Energy Shields will shut down at the beginning of the
next Round. The Armor also cannot perform any of its Actions or Abilities or use its attached Equipment
or Permutations.
Dumb AI An AI that begins with five Trained Skills, three +10 Skills, and two +20 Skills. AI cannot gain experience 0.1 750
or use Luck. The Characteristics of a Dumb AI cannot be upgraded. The Dumb AI gains all Soldier Type
Traits as the Smart AI. A Dumb AI still has personality.
STR TOU AGI WFR WFM INT PER CRG CHA LDR
35 35 35 40 25 65 50 35 50 45
Electronic Tricks enemy electronic radars, sonars, motion trackers, and sensors within a 15 Meter Radius. Denies 3.1 245
Countermeasure Device targeting information or alters them to appear in different locations or moving at incorrect speeds for
each Round that it is active. The Electronic Countermeasure Device has enough power to last for 40
Rounds before needing recharged.
ONI-S/Energy Disruptor Also known as the ONI Special Educator, this experimental technology works slightly like a grenade in 1.1 70
Utility use but shuts down electronics similarly to an EMP. Shuts down all electronic equipment in 6 Meter
Radius for 10 Rounds before needing to recharge for 10 Rounds.
Radar Jammer Tricks radars into showing twice as many enemy units as there actually are. 1.7 42
Spoofer Forces doors open through means of sending constantly changing electrical pulses through the door. 0.9 41
Takes (X) Turns, where it begins at 1D10 and gains +1D10 per level of Difficulty the GM gives the door.
Target Designator Removes scatter when calling in Ordnance. 2.1 11
UNSC ARGUS Drone The ARGUS Drone is a 1 Meter wide disc-shaped drone. The ARGUS Drone is equipped with an ARGUS 3.4 450
Detection System. ARGUS Drones can move up to 20 Meters per Turn and are equipped with three
Lancet Micro Missiles with an autoloader. This Drone’s function is to detect and destroy explosives on
motorways and in buildings. The ARGUS Drone can be tethered to any UNSC computing system.
Trace Evidence Bot Commonly known as “Spider,” the Trace Evidence Bot is a small arachnid-like robot that analyzes crime 12 125
scenes for homicide investigators. These machines crawl around inspecting traces of physical evidence
such as fibers, skin particles, print tracks, and specks of DNA to produce a 3D map of the evidence. The
spiders Though thorough are quite slow, sometimes taking a full week to process a large crime scene.
The spider can be recharged at any charging station and takes six hours before it returns to a usable
state. Comes with a carrying case.
138
AERIAL GEAR
EQUIPMENT BENEFITS WEIGHT COST
Falcon Wing A standard issue military parachute for the UNSC. Commonly considered to be the safest kind of chute, the Falcon 14 12
Aerial Descent Wing consists of a light pack with a black chute inside, and two straps the wearer can use to maneuver to their
Unit target at a +20 Bonus.
The Falcon Wing has a carrying capacity of 480 kg, including its own weight, and is ideal for atmospheric
operations. The chute has integrity of 40, reducing this to 20 only halves falling damage. At 0, the Falcon Wing is
destroyed, and the wearer takes falling damage as normal. Striking the chute counts as a Called Shot.
M-Spec Reentry The Reentry Pack is a device similar to a Parafoil/Airfoil Carapace issued as a standard safety feature in many 25 25
Pack orbital craft, like the YSS-Sabre. The pack uses a variety of foils, heat-sinks and chutes to safely bring a pilot from
orbit to the ground.
The Reentry pack can decelerate a large amount of weight, up to 750kg, not counting its own weight,
enough to deliver even a SPARTAN in armor to the ground safely. The M-Spec, being an emergency device, is not
intended to drop soldiers with their equipment, but does have a special holster to hold a Sidearm securely without
losing it in the drop. The Reentry Pack can only be used with Vacuum sealed gear, such as MJOLNIR.
Parafoil The Parafoil is a special aerial-insertion tool for Airborne Infantry, an alternative to the SOEIV. Parafoils use a 20 45
collapsible “foil”, like a glider, made of resilient metals to allow it to carry heavy loads safely to the ground. The
Parafoil can be used to insert from Low Orbit or Atmosphere. The Parafoil has a carrying capacity of 730 kg,
including its own weight.
Deployment of a Parafoil reduces all falling damage a character takes to zero so long as it is opened at
or above 60 meters from the ground. The Parafoil has an integrity of 10, though reducing this to 0 only
compromises it, causing it to half whatever falling damage is rolled against the wearer. At double its Integrity, the
Parafoil is destroyed, and the wearer takes falling damage as normal. Striking the foil counts as a Called Shot.
CHEMICAL WARFARE
EQUIPMENT BENEFITS WEIGHT COST
Narcozine Gas A gaseous chemical agent that spreads rapidly. When inhaled, the Character will suffer the Paralyzed Special 1.4 211
Damage Effect. The Paralyzed Effect begins at (2) and is increased by 1 for every Half Action the Character is inside
the Narcozine Gas. Narcozine Gas will last in an area for 10 Rounds and fill an area up to a 10 Meter radius,
reduced by half with strong winds in an open area. The Narcozine Counteragent costs half the listed price and
takes 1 Full Action to apply and takes 1 minute to remove all of the Character’s adverse effects from the gas.
VX-7 Nerve Gas A gaseous chemical agent that spreads rapidly. When VX-7 comes in contact with skin, the Character gains -10 3.1 360
Penalty to all Tests made for (X) Rounds. When breathed, the Character gains Winded (X). When in contact with
eyes, the Character gains Vision Loss (X). (X) is 2 for every Half Action inside the VX-7 Gas. If within VX-7 for more
than 6 Half Actions, the Character must make a Toughness Test at the beginning of each Round. If failed, the
Character dies. VX-7 will last in an area for 30 Rounds and fill an area up to a 15 Meter radius, reduced by half
with strong winds in an open area.
The VX-7 Counteragent costs 1/5th of the listed price and takes 1 Full Action to apply and takes 1 Minute
to remove all adverse effects from the gas.
139
MEDICAL
EQUIPMENT BENEFITS WEIGHT COST
[U] Artificial Bionic limb replacement. If this limb takes 50 damage, it is destroyed. Has a natural Armor Rating of 5, which 2 60
Robotic Limb stacks with the armor that is being worn. It has no Toughness Modifier and cannot gain any benefits from
Mythic Characteristics. For every 10 points of damage the arm takes, Actions with the arm are at a -5. If
destroyed, the limb is useless or gone, depending on the severity of the damage taken.
Post-2556, Artificial Robotic Limbs can be upgraded or received with a skin-mimicking layering. It
mimics natural muscle and skin dynamics, while still being easily discerned as an artificial limb.
Installation for the arm takes surgery to make sure the neural implantation system takes hold. If a
Character does not have the standard Military neural implants, they must have one installed, at an extra cost
of 50 cR.
[U] Biomedical Used as a Full Action, Biofoam is an expanding antiseptic foam that removes 3D5 Fatigue and heals 4D10 0.7 10
Foam Canister Wounds. Using Biofoam removes the Character’s ability to naturally heal any Wounds or recover Fatigue until
(Biofoam) they receive an Extended Medical Test. Each time a Biofoam Canister is used, any Biofoam used after will heal
one less dice roll for both Fatigue and Wounds, to a minimum of 0.
[U] Bone-Knitting Seals broken bones over the course of 24 hours. Able to be used to heal brokens. Extended Medical Tests will 0.7 15
Polymer reduce this by 4 hours per Degrees of Success, to a minimum of 1 hour.
[U] Combat A “Stim-Pack” cocktail of multiple drugs that allow a Character to go a day without sleep and gain no Fatigue 1.5 40
Stimulant from sleep-related issues. The Stim-Pack can be used three times, allowing a Character to not need sleep for
4 total days straight, until debilitating effects kick in. Comes with 4 uses.
When on a Stim-Pack, Characters take -10 to Intellect and Charisma Tests. When on Stim-Packs for
a second day in a row, the Character also gains a -10 Penalty to Leadership Tests. On the third day, the
Character is at -20 to Intellect, Charisma, and Leadership Tests. The Character also has difficulty discerning
what needs to be done, causing them to become focus-locked on a specific and pointless goal. The Character
will still attempt to protect themselves and others but are not suicidal to complete whatever strange goal
they might set out to do. On the fourth day, the Character is at a -30 Penalty to Intellect and Charisma Tests,
and a -40 to Leadership Tests. They are still focus-locked on their obsession from the third day. If the Character
takes another dose on the fourth, they take 10D10+10 Fatigue that cannot be reduced by Toughness.
Once 20 hours have passed and the Character has not taken more of the Stim-Pack, they take (X)D10
Fatigue. (X) is +3 for each Stim-Pack used without rest, and then subtracted by their Toughness Modifier, to a
minimum of 5 Fatigue.
[U] Dermacortic Standard steroid drug that doubles the Natural Healing of wounds per one day, including bonuses given by 0.5 20
Steroids medics and Medical Tests. Dangerous when used with other medication. If used with other Medication,
wounds are still removed, but the character gains 3D10 - Toughness Modifier levels of Fatigue. Effects last
one day per use. Each bottle of Dermacortic has 10 uses.
[U] Limb Splint Reduces any Movement or Attack penalties from a broken limb by half. 2.3 10
A kit that offers all needed tools to perform medical actions on the battlefield. Comes with syringes, scalpels, 1.7 10
[U] Medical Kit gauze, tapes, gloves, bandages, scissors, and more.
[U] Medigel A specialized rubbing-gel that heals minor injuries. Takes a Full Action to apply and does not come into effect 0.1 5
until the beginning of the Character’s next Turn. Heals 1 Wound. Medigel also increases the Character’s
Natural Healing by 1 for the next day, to a maximum of 3, only if the Character is already injured. Medigel no
longer heals Wounds after a Character has used it 10 times in a day. Any further use will instead inflict 1D5
Fatigue.
[U] Morphine Removes penalties from Special Damage for 1D5+Toughness Modifier in hours. Used as a Half Action. While 0.1 5
on Morphine, the Character gains a -20 Penalty To Hit and Perception Tests. Each dose given to the Character
while still under the effects of Morphine will give the Character 2 degrees of Fatigue. Each purchase comes
with 5 uses.
[U] Neuroglasgomycin, otherwise known as the Counter-Glasgow Treatment, treats brain damage and counters 0.7 10
Neuroglasgomycin the effects of being in a coma. Every dose given to a Character in a Coma will have their Coma reduced by the
Character’s Toughness Modifier + 1D5 in hours. A Character that takes more than 3 Doses in one day will have
to make a Toughness Characteristic Test or gain 2D5 levels of Fatigue, instead. Comes with 15 uses.
[U] Ocular Implant Replaces the eye with a bionic neutrally connected system. Can be used with Smartlink devices. Destroyed if 0.2 40
it takes 50 or more Damage, does not offer natural Armor or Toughness if struck.
[U] Removes all of the Character’s Fatigue but makes the user unconscious for 1D10-Toughness Modifier in Hours. 0.1 4
Polypseudomorphi Comes with 10 uses.
ne
[U] Respirator Pack Standard-issue emergency gear for UNSC naval personnel. This unit contains breathable oxygen for situations 4.5 30
when the atmosphere is no longer breathable, such as contamination, hull breach or deliberate venting of
atmosphere. Contains 2 hours of Oxygen.
While this gear is not a full pressure suit, and thus will not protect against direct exposure to
vacuum, it does contain a reservoir of oxygen that lasts an average of four hours and can replenish itself in
contact with breathable oxygen. A respirator pack supply air directly to a wearer or features an adaptor to
feed air to rebreather-equipped armor, even ODST BDUs or MJOLNIR armor.
140
EQUIPMENT BENEFITS WEIGHT COST
[U] Self-Adhering A special antiseptic bandage wrap that will adhere to flesh and hold wounds shut. Reduces the Medic’s 0.7 5
Antiseptic Battle Extended Actions for recovering wounds by 1D5 hours, to a minimum of 25 minutes if at 0 or lower. Can also
Dressings be used to reduce Wound Aid time by 5D5 Minutes, to a minimum of 1 minute. Each purchase comes with 5
uses, and only one can be used on a Character per day.
[U] Sterile Field Creates a sterile field in a radius of 2 meters. Stops possible infections and radiation. Gives +5 to medical rolls 1 40
Generator within the field. Only works if immobile.
[U] Thermal Allows characters to stay warm in harsh colds. Treats Extreme Heat as up to 20 degrees cooler, and Extreme 0.2 3
Blanket Cold as up to 20 degrees warmer, as close to the users’ body temperature as possible.
Flash Clone A user can get flash-clone replacements of limbs and organs. It takes 1 day for an organ and 30 days for a -- Free
Replacement limb, due to building a structural and working bone and muscle layer. The Character must undergo surgery to
have the limb properly attached, and a two-week healing process so the limb is not damaged. If the healing
process is ignored, the arm will be at a constant -20 for any Actions, until repaired via second surgery.
A Flash-cloned replacement takes a DNA sample to be cloned and runs no risk of transplant
rejection.
[U] Medical Scans bodies to allow a Medic to see the character’s Wounds, Fatigue, and any Special Damage. 1.1 15
Scanner
[U] Trauma Kit As a Full Action, reduces a Character’s existing Bleedout to 2 Wounds per Turn. Single use. 0.4 15
Rumbledrug An Insurrectionist-created Super Soldier serum that has deadly side-effects. After ingested, the Character 1.1 500
ignores all forms of Fatigue, Shock, Fear, Special Damage Effects, and Unconsciousness. The Character gains
+4 Mythic Strength, +3 Mythic Agility, and +6 Mythic Toughness. The Character then rolls 2D10 + Toughness
Modifier (not including Mythic Toughness) to find out how many hours the drug will be active in their system.
When the time is up, the Character takes 2D10 permanent Toughness Damage, 3D10 permanent
Agility Damage, 2D10 permanent Strength Damage, and 1D10 permanent Intellect Damage. The Character
also permanently reduces their total Wounds by 6D10. If their total Wounds are reduced to 0 or lower, the
Character dies.
The Character may choose to burn 3 Luck Points to ignore the Characteristic and Wound reduction.
Smoother Drug Kit A specialized Smoother drug that calms the effects of Adrenaline Rush and Berserk within 1 Round. The 0.5 30
Smoother Drug is able to halt all effects of Adrenaline Rush and Berserk for one day. Comes with 30 uses.
Long-Term A single-use Smoother Drug that lasts 10 days. This can only be injected at a medical facility. 0.1 10
Smoother
Bone-Knitting Bone-Knitting Polymer will heal any Broken Bone with an Extended Medical Test. Single-use. 0.3 14
Polymer
Regenerative Gel A canister of medicinal regenerative material. It has one use per canister that will give healing effects for 7 1.1 35
Treatment Canister Rounds after use, each Round healing 1D5+3 Wounds. If used more than twice between the Character having
an Extended Medical Test, it will give as many Fatigue as Wounds healed. Using Regenerative Gel removes
the Character’s ability to naturally heal any Wounds until they receive an Extended Medical Test.
[U] HAZMAT Suit A HAZMAT Suit is used to reduce the amount of harmful chemicals and radiation that reach the user. HAZMAT 3.2 25
Suits are an enclosed suit that reduces the effects of Acid Special Rule by half, as well as reduce the effects
from Radiation Levels by 5 levels.
CBRN Suit CBRN Suits are hefty and useful tools against radiation, heat, and other dangerous effects. CBRN Suits ignores 3.7 75
the Acid Special Rule and reduces the effects from Radiation Levels by 6 levels.
Radiation Suit Offers the user complete immunity to Radiation, regardless of Radiation Levels the Character is in. 4.1 100
[U] Potassium After an hour of being taken, the Potassium Iodide pill reduces the effects from Radiation Levels by 3 levels. 0.1 20
Iodide Tablets The effect lasts for 10- hours. Comes with 25 uses.
141
UNSC WAR DOG
142
ARMORS AND BATTLE DRESS UNIFORMS
Armors of separate eras of the Halo Universe. If there is an armor set not listed in a later era, but was available in the previous, this just means that
armor was never upgraded and can still be taken.
143
PRE-HUMAN-COVENANT WAR ERA BATTLE DRESS UNIFORMS
ARMOR MASS PRICE ARMOR RATING SPECIAL CAPABILITY
M50B Standard 11.9 kg 36 cR HEAD ARMS CHEST LEGS
UNSC BDU 17 18 19 18
Vacuum UNSC BDU 11.1 kg 64 cR HEAD ARMS CHEST LEGS Vacuum Sealed.
16 17 18 17
LV Lightweight 17.7 kg 49 cR HEAD ARMS CHEST LEGS Mobility-boosting Exo-lining.
Mobility UNSC BDU 16 17 18 17
EDB2 E.O.D UNSC 29 kg 59 cR HEAD ARMS CHEST LEGS -10 Agility. Ignores Kill Radius damage increase and ignores 10 Pierce
BDU 17 18 19 17 from Explosive weaponry.
M48M Medic UNSC 12.1 kg 60 cR HEAD ARMS CHEST LEGS Comes with 1 Softcase, one Medical Kit, and one Sterile Field
BDU 18 19 20 18 Generator. -5 to Evasion.
EFFU-B Fire Rescue 31.8 kg 45 cR HEAD ARMS CHEST LEGS Vacuum Sealed, Fire-Rescue, and Bulky Special Rule.
Armor 20 19 20 18
EXO/Atmospheric 17.5 kg 97 cR HEAD ARMS CHEST LEGS Temperature Regulator and Vacuum Sealed (120).
UNSC BDU 18 18 19 19
Military Police Battle 5.2 kg 29 cR HEAD ARMS CHEST LEGS
Dress Uniform 14 15 15 15
EFFU-C Cryonics BDU 31.7 kg 60 cR HEAD ARMS CHEST LEGS Vacuum Sealed, Cryo-Resistant, and Bulky Special Rule.
18 19 20 18
144
POST-WAR ERA BATTLE DRESS UNIFORMS
ARMOR MASS COST ARMOR RATING SPECIAL CAPABILITY
M53 Standard UNSC 12.2 kg 39 cR HEAD ARMS CHEST LEGS
BDU 19 19 20 20
Vacuum UNSC BDU 11.7 kg 68 cR HEAD ARMS CHEST LEGS Vacuum Sealed
18 19 20 19
LV-50 Lightweight 17.1 kg 54 cR HEAD ARMS CHEST LEGS Mobility-boosting Exo-lining
Mobility UNSC BDU 19 19 20 20
EDE1 E.O.D UNSC 29 kg 61 cR HEAD ARMS CHEST LEGS -10 Agility. Ignores Kill Radius damage increase and ignores 10 Pierce
BDU 18 19 19 18 from Explosive weaponry.
M53M1 Medic UNSC 16.1 kg 69 cR HEAD ARMS CHEST LEGS Comes with 1 Softcase, one Medical Kit, and one Sterile Field
BDU 19 19 21 20 Generator.
EUG-FRB2 Fire 31.8 kg 42 cR HEAD ARMS CHEST LEGS Vacuum Sealed, Fire-Rescue, and Bulky Special Rule.
Rescue Armor 20 19 21 20
CBE Cross-Branch 12.7 kg 40 cR HEAD ARMS CHEST LEGS
UNSC BDU 19 20 21 20
EXO/Atmospheric 18.1 kg 99 cR HEAD ARMS CHEST LEGS Temperature Regulator and Vacuum Sealed (120).
UNSC BDU 19 20 20 19
Officer’s Upgraded 11.8 40 cR HEAD ARMS CHEST LEGS
UNSC BDU 20 20 21 20
Communications 12.1 kg 79 cR HEAD ARMS CHEST LEGS Built in Radio Backpack with Covenant Translation Software
UNSC BDU 19 20 20 20
Military Police Battle 5.2 kg 31 cR HEAD ARMS CHEST LEGS
Dress Uniform 15 16 16 15
LR/Sniper BDU 12.2 kg 77 cR HEAD ARMS CHEST LEGS Built-in Spotting System. User gains +10 when taking Aim Actions
18 19 19 18 against Targets beyond 500 Meters.
Multilayer Heavy 24.9 kg 25 cR HEAD ARMS CHEST LEGS Bulky Special Rule and gives a -10 Penalty to Evasion Tests.
Armor BDU 21 19 25 18
EUG-FRC Cryonics 31.7 kg 42 cR HEAD ARMS CHEST LEGS Vacuum Sealed, Cryo-Resistant, and Bulky Special Rule.
Armor 20 19 21 20
POLICE ARMOR
ARMOR MASS COST ARMOR RATING SPECIAL CAPABILITY
Standard Police 7.7 kg 26 cR HEAD ARMS CHEST LEGS -5 Penalty to Evasion. No Police and Civilian upcharge.
Battle Dress Uniform 17 16 18 16
Riot Suppression 11 kg 62 cR HEAD ARMS CHEST LEGS -10 Penalty to Evasion. Ignores half of Base Damage from melee
Armor 19 19 20 19 Attacks. No Police and Civilian upcharge.
Police Rapid 8.4 kg 30 cR HEAD ARMS CHEST LEGS -5 Penalty to Evasion. No Police and Civilian upcharge.
Response Armor 19 18 19 18
145
ORBITAL DROP SHOCK TROOPER BATTLE DRESS UNIFORMS
ODST BATTLE DRESS UNIFORM GENERAL BDU SPECIAL RULES
Standard 26 kg 139 cR HEAD ARMS CHEST LEGS VISR, Kevlar Undersuit, Temperature Regulator, VR/Oxygen Recycler,
20 19 20 19 Rucksack, Thermal Cooling, and Timeline Special Rule.
Variant MASS COST ARMOR RATING VARIANT ADDITIONAL RULES
ODST/TAC 28 kg 137 cR HEAD ARMS CHEST LEGS
20 20 20 20
Sharpshooter 27 kg 139 cR HEAD ARMS CHEST LEGS Built-in Infrared Goggles.
21 19 19 19
ODST ONI/S-1 Recon 18 kg 152 cR HEAD ARMS CHEST LEGS A lightweight anti-reflective coating system that removes reflecting
20 18 19 18 lights and IR, giving the user a +10 Bonus to Camouflage.
Personal Protection 31 kg 157 cR HEAD ARMS CHEST LEGS -5 Penalty to Reaction Tests and -10 Penalty to Character’s Agility
21 22 22 21 when worn. Ignores Kill Radius and ignores 10 Pierce from Explosives.
UVH-BA Recon 26 kg 145 cR HEAD ARMS CHEST LEGS UVH-BA Special Rule.
20 19 20 19
Nightfall 28 kg 150 cR HEAD ARMS CHEST LEGS Freefall Assistance Microskeleton Special Rule.
20 20 20 20
Heavy 45 kg 120 cR HEAD ARMS CHEST LEGS Bulky Special Rule.
23 24 24 24
Demolitions 30 kg 153 cR HEAD ARMS CHEST LEGS Demolitions, Bulky Special Rule.
20 19 20 19
COMMS 28 kg 159 cR HEAD ARMS CHEST LEGS Communications unit Special Rule.
20 19 20 19
SPI BDU 29 kg 220 cR HEAD ARMS CHEST LEGS Photo-Reactive Panels (40) Special Rule.
19 18 20 18
Medical 27 kg 168 cR HEAD ARMS CHEST LEGS Rucksack Medical Extension Special Rule.
22 18 20 18
Hellbringer 34 kg 179 cR HEAD ARMS CHEST LEGS Rucksack Medical Extension, Fire-Rescue, and Bulky Special Rule.
20 20 22 18
Space-Assault 31 kg 199 cR HEAD ARMS CHEST LEGS Ignores Radiation Effects and halves the effects of EMP Special Rule.
20 19 20 19 Vacuum Sealed Special Rule.
UNSC Black Body Suit 12 kg 148 cR HEAD ARMS CHEST LEGS Hybrid Black-Surface Paneling, Biofoam Injection Port Special Rule.
17 17 18 18
146
SEMI-POWERED INFILTRATION ARMOR
ARMOR MASS COST ARMOR RATING SPECIAL CAPABILITY
Mark I Semi-Powered 57 kg 321 cR HEAD ARMS CHEST LEGS VISR, Liquid Nanocrystals, Temperature Regulator, Rucksack,
Infiltration Armor 19 19 20 19 Thermal Cooling, Photo-Reactive Panels(40), VR/Oxygen Recycler,
and Biofoam Injector Port. Built-in Tactile Bracers and Rift-Class
Gauntlets.
Mark II Semi-Powered 58 kg 348 cR HEAD ARMS CHEST LEGS VISR, Liquid Nanocrystals, Temperature Regulator, Rucksack,
Infiltration Armor 20 20 21 18 Thermal Cooling, Photo-Reactive Panels(50), VR/Oxygen Recycler,
and Biofoam Injector Port. Built-in Tactile Bracers and Rift-Class
Gauntlets.
Headhunter Variant 61 kg 371 cR HEAD ARMS CHEST LEGS VISR, Liquid Nanocrystals, Temperature Regulator, Rucksack,
Mark II Semi-Powered 20 20 21 18 Thermal Cooling, Photo-Reactive Panels(50), VR/Oxygen Recycler,
Infiltration Armor INTEGRITY DELAY RECHARGE and Biofoam Injector Port. Built-in Tactile Bracers and Rift-Class
75 3 25 Gauntlets.
MJOLNIR ARMORS
MJOLNIR MARK IV POWERED ASSAULT ARMOR
Size Mass Armor Rating Strength Modifier Agility Modifier
Large 453 kg HEAD ARMS CHEST LEGS +10 Strength +5 Agility
25 25 26 25 +1 Mythic Strength +1 Mythic Agility
Suit Special Abilities
Temperature Protects the user from extreme temperatures by increasing or reducing the internal temperature of the suit by 30 degrees Celsius.
Regulator
Onboard An onboard computer that allowed information trading amongst the battlefield at high speeds.
Computer
Liquid Offers protection from attacks that lower armor or attack unarmored locations. Any Attacks that reduce Armor or attack
Nanocrystals unarmored locations count as having 17 Armor.
Vacuum Regulator Allows the user to be in a vacuum and without oxygen for extended periods of time and is able to recycle oxygen as the user
and Oxygen breathes. Has enough Oxygen to last 120 Minutes.
Recycler
Reactive Metal This offers the Spartans the Strength and Agility multipliers given by the suit. Reduces 15D10 from the amount of Falling Damage
Liquid Crystals Roll the Character will take. If a Character were to take 10D10 Falling Damage, then no Damage would be rolled.
Heads-up Display Allows the users to see important battle statistics and information on the allies and enemies nearby. Includes the Motion Tracker
radar.
VISR Equips the Character with VISR and Motion Tracker. Able to communicate with UEG, CAA, and UNSC infrastructures and
communication options.
Biofoam Injector The suit allows for the insertion of Biofoam using Biofoam Injection Modules. These Modules are ports in the armor that a Biofoam
Port canister can attach to so the Character may apply Biofoam.
EVA System Thrusters that allow the User to control their movements in zero gravity. Allows the User to turn 360 degrees in zero gravity in a
Full Action. This removes any basic Penalties given from zero gravity scenarios. Has a Full Move speed of 12 Meters. Has Magnetized
Boots for improved movement and the capability of walking on metallic surfaces.
GEN I Variants Mjolnir armor have specialized variants that can be chosen from. These variants can augment Special Abilities, Characteristics, and
even Skills, while some can come with Equipment and Attachments.
147
MJOLNIR MARK V POWERED ASSAULT ARMOR
Size Mass Armor Rating Strength Modifier Agility Modifier
Large 321 kg HEAD ARMS CHEST LEGS +15 Strength +5 Agility
26 26 26 26 +2 Mythic Strength +1 Mythic Agility
SHIELD INTEGRITY 125 RECHARGE DELAY 3 RECHARGE RATE 25
Suit Special Abilities
Temperature Regulator Protects the user from extreme temperatures by increasing or reducing the internal temperature of the suit by 30 degrees
Celsius.
Onboard Computer An onboard computer that allowed information trading amongst the battlefield at high speeds. Allows for Smart and Dumb
AI to be stored and have access to the Armor’s systems. Allows the AI to boost the Mjolnir’s Mythic Agility by +2 for three
Rounds. This feature has a Recharge of 10 minutes.
Liquid Nanocrystals Offers protection from attacks that lower armor or attack unarmored locations. Any Attacks that reduce Armor or attack
unarmored locations count as having 17 Armor.
Vacuum Regulator and Allows the user to be in a vacuum and without oxygen for extended periods of time and is able to recycle oxygen as the user
Oxygen Recycler breathes. Has enough Oxygen to last 120 Minutes.
Reactive Metal Liquid This offers the Spartans the Strength and Agility multipliers given by the suit. Reduces 15 D10s from the amount of Falling
Crystals Damage Roll the Character will take. If a Character were to take 10D10 Falling Damage, then no Damage would be rolled.
Heads-up Display Allows the users to see important battle statistics and information on the allies and enemies nearby. Includes the Motion
Tracker radar.
VISR Equips the Character with VISR and Motion Tracker. Able to communicate with UEG, CAA, and UNSC infrastructures and
communication options.
Biofoam Injector Port The suit allows for the insertion of Biofoam using Biofoam Injection Modules. These Modules are ports in the armor that a
Biofoam canister can attach to so the Character may apply Biofoam.
EVA System Thrusters that allow the User to control their movements in zero gravity. Allows the User to turn 360 degrees in zero gravity
in a Full Action. This removes any basic Penalties given from zero gravity scenarios. Has a Full Move speed of 12 Meters. Has
Magnetized Boots for improved movement and the capability of walking on metallic surfaces.
GEN I Variants Mjolnir armor have specialized variants that can be chosen from. These variants can augment Special Abilities,
Characteristics, and even Skills, while some can come with Equipment and Attachments.
Self-Destruct The armor is able to have its Self-Destruct activated when the user is confirmed to be deceased. Anything within Blast (10)
is instantly killed with no possibility of survival unless a Luck point is burnt. Everything within a Blast (30) radius takes 4D10
+ 12 Damage with a Pierce of 40.
148
MJOLNIR MARK VI POWERED ASSAULT ARMOR
Size Mass Armor Rating Strength Modifier Agility Modifier
Large 220 kg HEAD ARMS CHEST LEGS +20 Strength +5 Agility
27 26 27 26 +2 Mythic Strength +1 Mythic Agility
SHIELD INTEGRITY 125 RECHARGE DELAY 2 RECHARGE RATE 50
Suit Special Abilities
Temperature Regulator Protects the user from extreme temperatures by increasing or reducing the internal temperature of the suit by 30
degrees Celsius.
Onboard Computer Allows for Smart and Dumb AI to be stored and have access to the Armor’s systems. Allows the AI to boost the Mjolnir’s
Mythic Agility by +2 for three Rounds. This feature has a Recharge of 8 minutes.
Liquid Nanocrystals Offers protection from attacks that lower armor or attack unarmored locations. Any Attacks that reduce Armor or
attack unarmored locations count as having 17 Armor.
Vacuum Regulator and Oxygen Allows the user to be in a vacuum and without oxygen for extended periods of time and can recycle oxygen as the user
Recycler breathes. Has enough Oxygen to last 120 Minutes.
Reactive Metal Liquid Crystals This offers the Spartans the Strength and Agility multipliers given by the suit. Reduces 20D10 from the amount of
Falling Damage Roll the Character will take. If a Character were to take 10D10 Falling Damage, then no Damage would
be rolled.
Heads-up Display Allows the users to see important battle statistics and information on the allies and enemies nearby. Includes the
Motion Tracker radar.
VISR Equips the Character with VISR and Motion Tracker. Able to communicate with UEG, CAA, and UNSC infrastructures
and communication options.
Biofoam Injector Port The suit allows for the insertion of Biofoam using Biofoam Injection Modules. These Modules are ports in the armor
that a Biofoam canister can attach to so the Character may apply Biofoam.
Biofoam Auto-Injector The suit will automatically apply Biofoam as a Free Action. Has 5 uses and counts as having an Intellect Modifier of 5
for application. Each Biofoam use can be recharged with a Biofoam canister as a Full Action.
EVA System Thrusters that allow the User to control their movements in zero gravity. Allows the User to turn 360 degrees in zero
gravity in a Full Action. This removes any basic Penalties given from zero gravity scenarios. Has a Full Move speed of
12 Meters. Has Magnetized Boots for improved movement and the capability of walking on metallic surfaces.
Improved Motion Tracker An upgraded Motion Tracker that doubles the distance of the Radar. Includes a Thermal Sensor for finding hidden
targets, giving a +20 Bonus to Opposed Tests involving an Opponent’s Camouflage.
GEN I Variants Mjolnir armor have specialized variants that can be chosen from. These variants can augment Special Abilities,
Characteristics, and even Skills, while some can come with Equipment and Attachments.
Self-Destruct The armor is able to have its Self-Destruct activated when the user is confirmed to be deceased. Anything within Blast
(10) is instantly killed with no possibility of survival unless a Luck point is burnt. Everything within a Blast (30) radius
takes 4D10 + 12 Damage with a Pierce of 40.
149
MJOLNIR MARK VII PROTOTYPE POWERED ASSAULT ARMOR
Size Mass Armor Rating Strength Modifier Agility Modifier
Large 220 kg HEAD ARMS CHEST LEGS +20 Strength +5 Agility
27 26 27 26 +2 Mythic Strength +1 Mythic Agility
SHIELD INTEGRITY 150 RECHARGE DELAY 2 RECHARGE RATE 50
Suit Special Abilities
Temperature Regulator Protects the user from extreme temperatures by increasing or reducing the internal temperature of the suit by 30 degrees
Celsius.
Onboard Computer An onboard computer that allowed information trading amongst the battlefield at high speeds. Allows for Smart and Dumb AI
to be stored and have access to the Armor’s systems. Allows the AI to boost the Mjolnir’s Mythic Agility by +2 for three Rounds.
This feature has a Recharge of 7 minutes.
Liquid Nanocrystals Offers protection from attacks that lower armor or attack unarmored locations. Any Attacks that reduce Armor or attack
unarmored locations count as having 17 Armor.
Vacuum Regulator and Allows the user to be in a vacuum and without oxygen for extended periods of time and is able to recycle oxygen as the user
Oxygen Recycler breathes. Has enough Oxygen to last 120 Minutes.
Reactive Metal Liquid This offers the Spartans the Strength and Agility multipliers given by the suit. Reduces 25D10 from the amount of Falling
Crystals Damage Roll the Character will take. If a Character were to take 15D10 Falling Damage, then no Damage would be rolled.
Heads-up Display Allows the users to see important battle statistics and information on the allies and enemies nearby. Includes the Motion
Tracker radar.
VISR Equips the Character with VISR and Motion Tracker. Able to communicate with UEG, CAA, and UNSC infrastructures and
communication options.
Biofoam Injector Port The suit allows for the insertion of Biofoam using Biofoam Injection Modules. These Modules are ports in the armor that a
Biofoam canister can attach to so the Character may apply Biofoam.
Biofoam Auto-Injector The suit will automatically apply Biofoam as a Free Action. Has 5 uses and counts as having an Intellect Modifier of 5 for
application. Each Biofoam use can be recharged with a Biofoam canister as a Full Action.
EVA System Thrusters that allow the User to control their movements in zero gravity. Allows the User to turn 360 degrees in zero gravity
in a Full Action. This removes any basic Penalties given from zero gravity scenarios. Has a Full Move speed of 12 Meters. Has
Magnetized Boots for improved movement and the capability of walking on metallic surfaces.
Improved Motion An upgraded Motion Tracker that doubles the distance of the Radar. Includes a Thermal Sensor for finding hidden targets,
Tracker giving a +20 Bonus to Opposed Tests involving an Opponent’s Camouflage.
Nano Technology When the suit is damaged, the suit will automatically begin a repair process. The suit will heal 1 point of damage against it or
the user, once per day. The suit can do this 10 times before needing recharged between missions.
GEN I and II Variants Mjolnir armor have specialized variants that can be chosen from. These variants can augment Special Abilities, Characteristics,
and even Skills, while some can come with Equipment and Attachments.
Self-Destruct The Armor is able to Self-Destruct and can only be activated by another Character if the user inside is confirmed to be
deceased. Anything within Blast (20) is instantly killed unless a Luck is burnt. Everything within Blast (40) takes 5D10 +12
Damage with a Pierce of 35.
150
MJOLNIR GEN II MARK I POWERED ASSAULT ARMOR
Size Mass Armor Rating Strength Modifier Agility Modifier
Large 200 kg HEAD ARMS CHEST LEGS +20 Strength +10 Agility
28 27 28 27 +3 Mythic Strength +2 Mythic Agility
SHIELD INTEGRITY 150 RECHARGE DELAY 2 RECHARGE RATE 50
Suit Special Abilities
Temperature Protects the user from extreme temperatures by increasing or reducing the internal temperature of the suit by 30 degrees
Regulator Celsius.
Onboard Computer An onboard computer that allowed information trading amongst the battlefield at high speeds. Allows for Smart and Dumb AI
to be stored and have access to the Armor’s systems. Allows the AI to boost the Mjolnir’s Mythic Agility by +2 for three Rounds.
This feature has a Recharge of 7 minutes.
Liquid Nanocrystals Offers protection from attacks that lower armor or attack unarmored locations. Any Attacks that reduce Armor or attack
unarmored locations count as having 18 Armor.
Vacuum Regulator Allows the user to be in a vacuum and without oxygen for extended periods of time and is able to recycle oxygen as the user
and Oxygen Recycler breathes. Has enough Oxygen to last 120 Minutes.
Reactive Metal Liquid This offers the Spartans the Strength and Agility multipliers given by the suit. Reduces 30D10 from the amount of Falling
Crystals Damage Roll the Character will take. If a Character were to take 25D10 Falling Damage, then no Damage would be rolled.
Heads-up Display Allows the users to see important battle statistics and information on the allies and enemies nearby. Includes the Motion
Tracker radar.
VISR Equips the Character with VISR and Motion Tracker. Able to communicate with UEG, CAA, and UNSC infrastructures and
communication options.
Biofoam Injector Port The suit allows for the insertion of Biofoam using Biofoam Injection Modules. These Modules are ports in the armor that a
Biofoam canister can attach to so the Character may apply Biofoam.
Biofoam Auto-Injector The suit will automatically apply Biofoam as a Free Action. Has 5 uses and counts as having an Intellect Modifier of 5 for
application. Each Biofoam use can be recharged with a Biofoam canister as a Full Action.
EVA System Thrusters that allow the User to control their movements in zero gravity. Allows the User to turn 360 degrees in zero gravity in
a Full Action. This removes any basic Penalties given from zero gravity scenarios. Has a Full Move speed of 16 Meters. Has
Magnetized Boots for improved movement and the capability of walking on metallic surfaces.
Improved Motion An upgraded Motion Tracker that doubles the distance of the Radar. Includes a Thermal Sensor for finding hidden targets,
Tracker giving a +20 Bonus to Opposed Tests involving an Opponent’s Camouflage.
Nano Technology When the suit is damaged, the suit will automatically begin a repair process. The suit will heal 1 point of damage against it or
the user, once per day. The suit can do this 10 times before needing recharged between missions.
GEN I and II Variants Mjolnir armor have specialized variants that can be chosen from. These variants can augment Special Abilities, Characteristics,
and even Skills, while some can come with Equipment and Attachments.
Self-Destruct The Armor is able to Self-Destruct and can only be activated by another Character if the user inside is confirmed to be deceased.
Anything within Blast (20) is instantly killed unless a Luck is burnt. Everything within Blast (40) takes 6D10 +15 Damage with a
Pierce of 35.
SPARTAN ABILITIES
Thruster Pack The Mjolnir Generation II suits have a built-in Thrust package. Doubles the user’s Half Move for a single Half Action. This takes
four Half Actions to recharge.
Ground Pound Using the thrusters to force the Spartan downward, Ground Pound causes a Blast (4) of the Spartan’s Punch Melee Attack,
giving the attack a Pierce of the Spartan’s total Strength Modifier and Mythic Strength.
Spartan Charge Thrust Modifying the Thrusters, the Character may Double the damage made with Charge Attacks. This takes four Half Actions to
Package recharge.
Hover Stabilization The suit will allow the user to Hover in the air for 2 Half Actions, as long as the Character is not in a free fall. The Hover
Stabilization must then charge for 1 Half Action before being used again.
Sprint Using the Mjolnir suit’s Overclocking system, the user’s movement is increased, allowing a character to gain +2 Mythic Agility
for two Rounds. If used twice within five Rounds, the user takes a level of Fatigue.
151
MJOLNIR GEN III MARK I POWERED ASSAULT ARMOR
Size Mass Armor Rating Strength Modifier Agility Modifier
Large 200 kg HEAD ARMS CHEST LEGS +20 Strength +10 Agility
29 28 29 28 +3 Mythic Strength +2 Mythic Agility
SHIELD INTEGRITY 175 RECHARGE DELAY 2 RECHARGE RATE 50
Suit Special Abilities
Temperature Protects the user from extreme temperatures by increasing or reducing the internal temperature of the suit by 30 degrees
Regulator Celsius.
Onboard Computer An onboard computer that allowed information trading amongst the battlefield at high speeds. Allows for Smart and Dumb AI
to be stored and have access to the Armor’s systems. Allows the AI to boost the Mjolnir’s Mythic Agility by +2 for three Rounds.
This feature has a Recharge of 7 minutes.
Liquid Nanocrystals Offers protection from attacks that lower armor or attack unarmored locations. Any Attacks that reduce Armor or attack
unarmored locations count as having 18 Armor.
Vacuum Regulator Allows the user to be in a vacuum and without oxygen for extended periods of time and is able to recycle oxygen as the user
and Oxygen Recycler breathes. Has enough Oxygen to last 120 Minutes.
Reactive Metal Liquid This offers the Spartans the Strength and Agility multipliers given by the suit. Reduces 30D10 from the amount of Falling Damage
Crystals Roll the Character will take. If a Character were to take 25D10 Falling Damage, then no Damage would be rolled.
Heads-up Display Allows the users to see important battle statistics and information on the allies and enemies nearby. Includes the Motion
Tracker radar.
VISR Equips the Character with VISR and Motion Tracker. Able to communicate with UEG, CAA, and UNSC infrastructures and
communication options.
Biofoam Injector Port The suit allows for the insertion of Biofoam using Biofoam Injection Modules. These Modules are ports in the armor that a
Biofoam canister can attach to so the Character may apply Biofoam.
Biofoam Auto-Injector The suit will automatically apply Biofoam as a Free Action. Has 5 uses and counts as having an Intellect Modifier of 5 for
application. Each Biofoam use can be recharged with a Biofoam canister as a Full Action.
EVA System Thrusters that allow the User to control their movements in zero gravity. Allows the User to turn 360 degrees in zero gravity in
a Full Action. This removes any basic Penalties given from zero gravity scenarios. Has a Full Move speed of 16 Meters. Has
Magnetized Boots for improved movement and the capability of walking on metallic surfaces.
Improved Motion An upgraded Motion Tracker that doubles the distance of the Radar. Includes a Thermal Sensor for finding hidden targets, giving
Tracker a +20 Bonus to Opposed Tests involving an Opponent’s Camouflage.
Nano Technology When the suit is damaged, the suit will automatically begin a repair process. The suit will heal 1 point of damage against it or
the user, once per day. The suit can do this 10 times before needing recharged between missions.
GEN I and II Variants Mjolnir armor have specialized variants that can be chosen from. These variants can augment Special Abilities, Characteristics,
and even Skills, while some can come with Equipment and Attachments.
Self-Destruct The Armor is able to Self-Destruct and can only be activated by another Character if the user inside is confirmed to be deceased.
Anything within Blast (20) is instantly killed unless a Luck is burnt. Everything within Blast (40) takes 6D10 +15 Damage with a
Pierce of 35.
System Peril An automated AI assistance and containment system built into all GEN III Mjolnir Armor. When an AI is placed into the Mjolnir
Distributed Reflex Suit, it will be healed 1D10 Damage once an hour. The Mjolnir User may also use the SPDR to contain and imprison AI Characters.
(SPDR) Imprisoned AI cannot make any type of Cyber Attack attempt or any other type of Action until released.
SPARTAN ABILITIES
Thruster Pack The Mjolnir Generation III suits have a built-in Thrust package. Doubles the user’s Half Move for a single Half Action. This takes
four Half Actions to recharge.
Ground Pound Using the thrusters to force the Spartan downward, Ground Pound causes a Blast (4) of the Spartan’s Punch Melee Attack,
giving the attack a Pierce of the Spartan’s total Strength Modifier and Mythic Strength.
Spartan Charge Thrust Modifying the Thrusters, the Character may Double the damage made with Charge Attacks. This takes four Half Actions to
Package recharge.
Hover Stabilization The suit will allow the user to Hover in the air for 2 Half Actions, as long as the Character is not in a free fall. The Hover
Stabilization must then charge for 1 Half Action before being used again.
Sprint Using the Mjolnir suit’s Overclocking system, the user’s movement is increased, allowing a character to gain +2 Mythic Agility
for two Rounds. If used twice within five Rounds, the user takes a level of Fatigue.
152
MJOLNIR ARMOR VARIANTS
Mjolnir are incredibly modular suits with many variants to choose from. Each Mjolnir variant listed has listed benefits and penalties that alter how
the armor works and is used. When selecting a Mjolnir Variant, the Character must pay the cR price for the modifications to be made to their suit.
Characters cannot purchase more Mjolnir armor and purchasing a Mjolnir Variant does not purchase a new suit, only the modifications to their
current suit.
When between missions or at a base with the technology, a Character may return their suit to be given a new variant. When doing so, the
Character must pay the price of the new variant. They will be able to switch between variants that have been previously purchased for free.
153
ARMOR GEN I ARMOR VARIANTS COST
Hazop The HAZOP, Hazard Operability, is the standard for performing under hazardous conditions, such as radiation, acidic 60 cR
chemicals, and exotic atmospheric conditions. The armor protects the user from Radiation, Chemicals, and other outside
material. The HAZOP armor comes with improved redundant oxygen filtration systems, modified rebreather caster lines, and
the most advanced radiation shielding underarmor mesh. This allows the user to double their Mjolnir’s oxygen supply by
filtering out unbreathable chemicals and radiation from the surrounding atmosphere. The Helmet comes with a built-in CBRN
Permutation and comes with an external HUL Permutation and Doppler Radar.
Hivemind An experimental variant used to combat Flood infestations. This suit will kill Infection Forms that come into contact with the 100 cR
energy shield without damaging the shields or user. Offers complete immunity to all forms of Flood infestation.
Hoplite A Mjolnir variant built to assist in the use of paired light-weaponry. Hoplite lacks more sophisticated armor systems that 70 cR
most other armors hold, giving the suit -4 to all Armor Locations. Due to its incredibly lightweight, simplistic armor, the suit
gives the Character +3 extra Mythic Agility. When using firearms with the [OH] Dual Wielding Special Rule, the Character
gains +10 To Hit when dual wielding.
Infiltrator The prototype Infiltrator is a special armor designed to assist the User behind enemy lines, giving them the utilities needed 211 cR
for infiltration missions. Infiltrator Armor gains a -3 Penalty to all Armor Locations. The Helmet holds a built-in ECM Device,
which can be activated once every 3 Rounds. The chosen Wrist Gauntlet holds a 5 Meter Fiber-Optic Probe, while the Chest
Piece holds specialized electronics that assist with Camouflage with weak Active Camo, giving the user +10 to all Camouflage
Tests.
JFO Built to coordinate fire support, the JFO suit offers specialized Scanning and firearm algorithm systems to give the Character 60 cR
to halve the Indirect Fire Penalty. This variant also halves the Scatter distance of anything called in by using targeting sensors.
MIRAGE A prototype variant, MIRAGE-Class offers Photo-Reactive Panels (50) without sacrificing energy shielding. 109 cR
ODST Comes with the M/LBE Hard Case Backpack. The Chest Piece is also enlarged, covering more of the torso and stomach 30 cR
regions, giving +1 to Armor in the Chest Location.
Operator This variant of Mjolnir gives the Character a built-in HUL and CNM. This suit gives +1 Armor to the Head Location and is also 80 cR
able to bypass Covenant Security Networks to remain from being spotted aboard Covenant ships and bases by ship sensors.
Pilot The Pilot Class helmet variant specializes in aero-space tactical software and advanced algorithm. These special assistance- 35 cR
programs, alongside the increased field-of-view and widened visor give the Character a +10 to Visual Perception Tests and
Pilot (Air) and (Space) Tests. Due to the helmet’s all-visor nature, armor on the Helmet Location is reduced by 2.
Pioneer A prototype Variant built for unknown territory and exploration; Pioneer comes equipped with tech that allows for easier 79 cR
exploration. The suit suffers a -2 to armor in the Arms, Torso, and Legs Locations, due to making room for equipment.
Equipped with a specialized Rebreather Unit that offers 120 minutes of oxygen. Also comes with Visual Sensor Units that can
be used as an Extended Action (2 Full Actions) to scan the surroundings of the User to form a useable map that can be sent
to others. This map is made in a 100 Meter radius when used, and the map may be extended with each use. Does not show
location of Characters or equipment.
Recon Recon, built for Stealth Operations, is a deep-field reconnaissance variant for GEN I armors. The suit offers +10 to Camouflage 18 cR
Tests due to its lower-profile design. The Recon Suit’s lower-profile design and increased Shields of +20 Shield Integrity also
gives the suit a -2 Penalty to Armor on all Locations.
Scout The Scout variant is used as the most popular armor for Scouting Missions. The suit offers anti-tracking systems and shroud- 15 cR
induction packages, giving the Character +10 to Camouflage. The Scout armor is more lightweight, giving +2 to Mythic Agility
and -4 Armor on all Armor Locations. The helmet of the Scout armor counts as having a Target Designator.
Security The Security Variant of Mjolnir specializes in Ship and Station Defense. This suit grants the Character a +10 to Visual 48 cR
Perception Tests and +20 to all Cryptography Skill Tests. Reduces the Armor of the Helmet Location by 2. The Arms, Legs,
and Chest Armor Location gains a +3 Bonus.
Soldier The prototype Soldier is designed to carry equipment. The Chest Piece has a built-in Hard Case with the armor of the Chest 65 cR
Piece. The suit comes with two external Biofoam Canisters on each thigh. The suit is tuned to have improved carry weight,
giving the Character +200 KG to their Carrying Weight.
Suture A prototype variant built for field medics. This variant gives +1D5 total to recovered Wounds from Biofoam and Medigel if 35 cR
the User is administering it with the Suture variant. Does not extend the amount of uses Biofoam will give a Character. Once
the Biofoam would normally not heal a Character any further, this bonus is lost. Also gives a +10 to all Medical Tests and
ignores any Penalties for untrained Medical Skill Tests.
TANKER The prototype TANKER variant of Mjolnir is built with incredibly dense plating for super-heavy defensive options. TANKER is 350 cR
triple the weight of GEN-I Mjolnir and gives +9 to Armor on all Locations. This variant reduces Mythic Agility by 3 and the
Agility Characteristic by 10.
Warrior The prototype Warrior variant is the outcome of attempted armor streamline and mobility enhancement. The suit gives the 17 cR
user +2 Mythic Agility, while suffering a Penalty of -2 Armor to all Locations. The increased mobility offers enhanced terrain
tracking and assisted movement, which allows the Character to halve any Penalty from Difficult Terrain.
154
ARMOR GEN II ARMOR VARIANTS COST
DEFAULT These are standard models that come at no extra cost but gain no extra bonuses and penalties. All armor not available in --
ARMORS this list is considered a Default Armor. Some include Recruit, Enforcer, Mark V and VI, Raider, Freebooter, Legionnaire, etc.
Air Assault Air Assault offers the Character a wrist-mounted uplink module that can connect to overhead planetary satellites in order to 50 cR
transmit real-time satellite imagery. The wrist-mounted uplink module has 100 Breakpoints, which cannot be damaged
unless the attack completely Pierced the Armor. The helmet can display and send these images to Allies within 100KM of
each other.
Anubis A technological demo for new Generation II upgrades, Anubis brings a stronger thruster pack system and an improved 165 cR
Motion Tracker. The GEN II Thrusters for Anubis suits double the maximum amount of distance that can be traveled in a
Round. The suit gives the user a +10 to any Stunts or Agility Tests made while using the Thrusters. The Motion Tracker is able
to scan out to double the distance.
Argonaut A super-lightweight variant of the Mjolnir armor, Argonaut offers the user the most out of their Agility and the suit’s 90 cR
modifications, with massive hindrance to armor. The suit gains a -4 Penalty to Armor on all Locations, while gaining +20
Agility and +3 Mythic Agility.
Argus A sniper/spotter variant that offers the user the most when using long and extreme-range weaponry. Argus takes no 350 cR
penalties from Long Range Attacks while also halving the Penalties from Extreme Range Attacks. Argus has a built-in Spotter
Assist Target System, while the Chest has specialized spotter-tracker mechanics that not only target and track users out to
3,000 Meters, but also gives the user +5 to any Spotting and Long or Extreme Range Attacks.
ATHLON The Athlon suit was designed to be a safety protocol suit, used usually for Training or Warzone, but can be requested anyway. 80 cR
The suit does not allow the user to harm an Ally in any way. The suit will not let any harm come against allies or Civilians
from any type of Damage. Any damage taken from Falls, Wrecks, Rolls, or being hit by Vehicles is halved.
Atlas The Atlas variant of Mjolnir is a super-rugged, heavy variant of Mjolnir used for close-combat and survival. The Atlas Armor 277 cR
is a total of 866 KG. On top of this, the Atlas variant gives a +8 to Armor on all Locations and removes the Mythic Agility
benefits given by the armor.
Aviator Aviator is a specialized variant that possesses internal Gravity Compensators within the Chest and Pauldrons, giving -1 Armor 57 cR
to the Chest location, Head location, and the Shoulders sub-location. The internal Gravity Compensators, alongside the
advanced targeting and imaging calculation within the helmet, give the Character a +10 Bonus to all Pilot Tests, including
Warfare Range Test made when in a Vehicle.
Breaker Breaker is for use in compromised environments, including space. Breaker’s Helmet is enclosed, giving it a +2 to Armor to 57 cR
the Helmet Location. Due to using a camera, EMP effects are treated as a Flashbang, visually. The suit has powerful magnets
that allow the user to walk on any metallic surface, no matter the direction or how steep. The suit has improved gel layering,
which halves all Damage from explosive decompression and seals suit breaches instantly. Protects the Character from all
forms of radiation and can alter the inner temperature up to 50 degrees Celsius to keep the user safe in extreme conditions.
Buccaneer The Buccaneer variant is a more “crude functional” armor that is less protective but can also be used by non-Spartan --
characters. The suit has a -4 to Armor on all Locations, has a -15 Penalty to Agility, and a -1 Penalty to Mythic Strength. The
cost of this armor, for non-Spartan Characters, is 2,400 cR.
C.I.O The C.I.O Mjolnir Variant’s Chest Piece offers specialized transmission beacons only traceable by UNSC and Forerunner 110 cR
equipment. These beacons can send untraceable information up to 150 KM of the suit. The Helmet offers a computational
algorithm that gives the Character +5 to all Cryptography Tests. Due to the amount of electronic equipment within the suit,
the suit has -1 Armor to all Locations.
Centurion The eventual evolution of the GEN I Centurion variant testbed. GEN II Centurion features improved management Software 36 cR
known as C41-SR. This improves the neural interlinks and the Situational Awareness TacSofts. This gives the user +1 to Mythic
Agility and +10 Bonus to all Perception Tests.
Challenger Built on the Protector variant, Challenger is a Warzone-based high-performance Mjolnir. When maintained, the Challenger 109 cR
variant gives the User a +25 Bonus to Shield Integrity, as well as +10 to Shield Recharge Rate. Alongside the Shield upgrades,
this variant gives the User a +1 Mythic Agility.
To Maintain the Challenger variant, once per month, the suit must be taken to any UNSC facility to be hard-wired
to monitoring computers. This action takes 24 hours. When not maintained, all Actions made within the suit are at a -10
Penalty.
At all times, this variant gives the user a +4 to Armor on all Locations and a -15 Penalty to Agility.
CINDER Cinder is a variant that offers a special rebreathing unit and HAZMAT filter. This rebreathing unit does not need changed and 189 cR
is constantly cleaned by the suit. This variant also contains a CBRN unit and contains a shock-absorbing systems that remove
Falling Damage from the Character, on top of Thermal Superconducting Coating that ignores the Flame Special Rule, as well
as reducing Pierce damage from Weapons with the Cauterize Special Rule by 5 points.
Commando The Commando Variant is very similar to the basic Mjolnir and Recruit armors but offers the Character a +1 Armor to Chest 31 cR
and a built-in BSD-0 Helmet Permutation and a +5 to Perception Tests.
Compass Contains experimental multi-Band sensory receptors, built alongside Swords of Sanghelios artisan-armorers. This variant 83 cR
gives +30 to any Test using Perception Characteristic. Also gives a +10 to any Skill Test using Investigation, if Perception is
not the Characteristic being used for the Test.
Copperhead Equipped for complex ‘Militarized Anthropology’ which is a Decision Support System. The Decision Support System assists 65 cR
the User with Human and Alien customs and society-based activities. Copperhead gives the User a +20 Bonus to all Charisma
Tests. The suit is also lighter and more agile, giving it a -3 Penalty to Armor on all Locations but gives a +30 Bonus to all
Athletics Tests.
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ARMOR GEN II ARMOR VARIANTS COST
COS Specialized Variant that boosts counter-intrusion modules, giving a +60 Bonus to fighting off Cyber Attacks, Cryptography 192 cR
Skill use, and any non-physical attacks from an AI. This variant also gives a +20 to any Cryptography Skill use.
Deadeye The Deadeye variant of GEN II is a low-emissions, extreme-distance armor set. It contains range calculation systems that 200 cR
halve all Long Range and Extreme Range Penalties and emission-blockers that reduce the distance a Radar can pick up the
armor by half of the Radar’s range. The suit also has specialized prototype rebreathers that offer 30 hours of Oxygen for the
user. Due to the amount of electronics, Deadeye has -2 to all Armor Locations.
Decimator Making use of powerful Energy Shield shaping systems, this variant hosts the most sophisticated Energy Shields of the Mjolnir 500 cR
platform. Decimator variant Shields ignore Pierce when figuring any type of Damage.
Defender Defender, a heavily plated variation of the GEN II series, is a defense-based deployment suit. Defender gives the wearer +3 68 cR
to Armor on all Locations and has a built-in HUL Helmet Permutation. The wearer suffers a -10 Penalty to Agility when
wearing the suit.
Dynast Known as the Brawler Variant, Dynast features the Close-Combat Automatic Interface (CCAI) and a +6 Armor to all Locations. 243 cR
Dynast’s CCAI System gives the User a +10 Bonus to Perception Tests, Warfare Melee Tests, and Warfare Range Tests against
any Character within 15 Meters of them.
E.O.D E.O.D, Explosive Ordnance Disposal Armor, is a tough and bulky variant of Mjolnir, offering unbridled protection against 268 cR
Explosive damage. The dense, heavy plating allows the Character it ignore an Explosive’s Kill Radius and gives +10 Armor
against explosives. The weight of the suit removes the bonuses given to the Character’s Mythic Agility and gives the user a -
10 Penalty to their Agility.
E.V.A The E.V.A, Extra-Vehicular Activity-Armor, offers unparalleled zero-gravity modifications. E.V. A’s helmet offers a wider visual 54 cR
range, alongside extra scanning systems, giving the Character a +10 to all Visual Perception Tests, but gains -2 Armor to the
Helmet Location, due to not being heavily armored. The suit has powerful magnets that allow the user to walk on any metallic
surface, no matter the direction or how steep. The suit also has improved gel layering, which halves all Damage from
explosive decompression and seals suit breaches instantly.
Engineer The Engineer GEN II variation is the standard for on-site repair, reconstitution, and subversion. The suit’s Chest Piece comes 120 cR
equipped with a built-in, removable, Multi-Tool Kit and CBRN Sensor Unit. The Helmet, when worn, gives the Character
Technology (Covenant), (Human), and (Forerunner) Trained. This Skill is lost if the Helmet is removed or destroyed. The Chest
Piece gains a -1 Penalty to Armor. The suit’s Helmet gains +1 Armor due to being enclosed. Due to using a camera, EMP
effects are treated as a Flashbang, visually.
Fenrir Has a built-in Combat Dumb AI that cannot be removed from the suit. This AI gives a +20 Bonus to any Warfare Melee or 136 cR
Warfare Range Test by assisting in movement of the suit mid-combat. The suit also gives a +5 Bonus to Evasion.
Foehammer Foehammer Armor is an advanced piloting system combined into a suit. Foehammer allows the user to enter a paralyzed 221 cR
state, where the user neutrally pilots the UNSC vehicle they are in. Tied together with advanced programming, the Character
gains +30 to any Pilot Test in UNSC vehicles.
FOTUS An experimental armor integrating specialized Forerunner Baffler Systems. FOTUS gives any Opponent a -10 Penalty to see 163 cR
them or hit with ranged attacks when within the Opponent’s Perceptive Range. When outside of the Opponent’s Perceptive
Range, this Penalty is increased to -30. When within 20 Meters of the FOTUS User, all Ally IFF tags will be scattered 5 Meters
away for any enemy Radar, VISR, etc. The scatter direction changes every 2 Rounds. Headbutt melee Attacks gain an extra
+7 Pierce due to the sharp horn.
GUNGNIR The GUNGNIR variant features an enclosed helmet with no visor. Instead, the Helmet features a camera that streams live 20 cR
feed to the Character. The suit’s up-armored Helmet gains +4 Armor due to being enclosed. Due to using a camera, EMP
effects are treated as a Flashbang, visually. The Wrist Gauntlets feature built-in WYRD-III Systems that give the Character a
+10 Bonus for To Hit Tests with weaponry using Smart-Link scopes.
Hammerhead A variant that offers a built-in CBRN Permutation and HUL Permutation. Offers full protection from radiation and gives +2 51 cR
Armor to the Head location.
HAZOP The HAZOP, Hazard Operability, is the standard for performing under hazardous conditions, such as radiation, acidic 90 cR
chemicals, and exotic atmospheric conditions. The armor protects the user from Radiation, Chemicals, and other outside
material. The HAZOP armor comes with improved redundant oxygen filtration systems, modified rebreather caster lines, and
the most advanced radiation shielding underarmor mesh. This allows the user to triple their Mjolnir’s oxygen supply by
filtering out unbreathable chemicals and radiation from the surrounding atmosphere. The Helmet comes with a built-in CBRN
Permutation and comes with an external HUL Permutation and Doppler Radar.
Helioskrill Designed by a Sangheili to test her skill with Spartans, Helioskrill is the first Mjolnir variant not designed or manufactured by 64 cR
humanity. The suit heavily resembles Sangheili Combat Harnesses. The suit comes with a built-in Energy Dagger on the left
or right Wrist Gauntlet. The suit also gives +4 to Armor on the Helmet Location.
Hellcat This armor is fused with what people used to believe were Forerunner artifacts. Instead, it was later found that it was ancient 235 cR
Humanity-based technology and has since been kept heavily under wraps. The suit is, by far, the most powerful of any Mjolnir
or any powered armor to be made at such a small size. The suit gives the Character +10 Strength and Agility and +3 Mythic
Agility and Strength. Due to the material used, the Armor has +3 to all Armor Locations.
Helljumper A popular GEN II variation for former ODST. The Helljumper variant comes with the ODST standard armored M/LBE Hard 51 cR
Case armored backpack. The suit comes with a pitch-black design that helps the suit blend with darkness, giving +10 to
Camouflage when in darkness. The Chest Piece is also enlarged, covering more of the torso and stomach regions, giving +3
to Armor in the Chest Location. The Helmet is fortified with extra plating, giving the Helmet a +2 Bonus to Armor.
156
ARMOR GEN II ARMOR VARIANTS COST
Hermes A specialized variant of Mjolnir that very few Spartans can handle. The Spartan must have a minimum Strength of 50 and a 155 cR
minimum Agility of 70 or the Character will take 1D10 points of Damage for every Meter traveled, ignoring Damage
Resistance. The Character gains -15 to Agility but gain +6 to Mythic Agility.
Hivemind A variant used to combat Flood infestations. This suit will kill Infection Forms that come into contact with the energy shield 75 cR
without damaging the shields or user. Offers complete immunity to all forms of Flood infestation, alongside giving a +5 Bonus
to damage when making Melee Attacks against any Flood form.
Hoplite The Hoplite variant Mjolnir Armor is built with implemented datalink advancement systems that increase the accuracy of 115 cR
weapons that have automated targeting systems such as the SPNKR Rocket Launcher and even the Plasma Pistol. The Hoplite
variant also uses a new specialized Upper Back and Arm Lock Device (UBaLD) device that locks the Spartan into place when
firing Heavy Weapons.
These Datalink Advancement Systems (DAS) give an extra +10 Bonus To Hit with weapons that have the Homing
Special Rule and/or Vehicle Lock Special Rule. The UBaLD unit considers the User always Braced, so they no longer should
worry about Bracing Actions.
Hunter A specialized tracking armor for hunting down dangerous individuals. The Helmet comes with a built-in Spotter Assist Target 205 cR
System. The Hunter tracking systems are able to target and track up to 4 individuals, to 1.2 KM each, as if it were in range.
The suit’s low-profile design gives any equipment or Characters attempting to spot it a -10 Penalty. The design of the low-
profile suit gives a -1 Penalty to Armor on all Locations. The Helmet has an increased sensory array, allowing a +10 Bonus to
all Perception Tests.
Infiltrator Infiltrator is a special armor designed to assist the User behind enemy lines, giving them the utilities needed for infiltration 236 cR
missions. Infiltrator Armor gains a -2 Penalty to all Armor Locations. The Helmet holds a built-in Electronic Countermeasure
Device, which can be activated once every 3 Rounds. The chosen Wrist Gauntlet holds a 5 Meter Fiber-Optic Probe, while
the Chest Piece holds specialized electronics that assist with Camouflage with weak Active Camo, giving the user +15 to all
Camouflage Tests.
Jumpmaster The Jumpmaster armors feature an innovative Inertial Dampening System that gives the user the ability to stop any free-fall 120 cR
without damaging themselves. Jumpmaster takes no damage from falls, no matter the height, and can hover in the air for 4
Rounds, with a recharge of 1 Round before it can be used again.
LOCUS Locus is a suit built for stealth and survival, giving the user a powerful defense against the enemy. The suit boasts dense and 114 cR
powerful plating that gives the user +4 Armor in all Armor Locations, while also hindering the speed of the user. The Character
gains no Mythic Agility or Agility Bonuses from their Mjolnir suit. The LOCUS variant also holds a Stealth system, which gives
the user +20 to all Camouflage Tests. When the Camouflage Stealth System is active, Shield Recharge Delay is tripled from 2
to 6.
Mako Similar to the Operator armors, Mako has become widespread on the field for awareness and navigation. The suit gives the 82 cR
Character +5 to Navigate (Ground) and Pilot (Ground) and contains a built-in UGPS (Left) and Tacpad (Right) on the wrist
Gauntlets. The suit offers discreet intelligence secure transmissions that can bypass most Covenant security networks for
silent intrusion. This gives a +30 to all Cryptography Tests against Covenant Networks and Equipment. The suit gives -1 Armor
to the Arms, Legs, and Chest Locations. The suit’s Helmet gains +1 Armor due to being enclosed. Due to using a camera, EMP
effects are treated as a Flashbang, visually.
Marauder The first Mjolnir variant to use Situational Tactical Software Modules (TacSoft Mods). These TacSoft Mods are 30 cR
interchangeable system upgrades based on different situations. These TacSoft Mods can be chosen between Missions. The
following is a list of all usable Mods.
Monitor-Enhancements Systems: This TacSoft gives the User a +10 Bonus to all Perception Tests. Assault-CQC
Systems: This tacSoft is built on a simplified version of Venator systems. This TacSoft gives a +10 to all Warfare Melee Tests.
Targeting Systems: A simplified Targeting Enhancement suite that gives the User a +10 to all Warfare Range Tests.
MIRAGE IIC MIRAGE IIC-Class offers Photo-Reactive Panels (60) without sacrificing energy shielding. 136 cR
Nightfall A lovechild of the ODST and Hazop suits, Nightfall is for special operations into hazardous locations. The Nightfall variant 90 cR
comes with the ODST standard armored M/LBE Hard Case armored backpack. The suit comes with a pitch-black design that
helps the suit blend with darkness, giving +10 to Camouflage when in darkness. The suit also comes with improved redundant
oxygen filtration systems, modified rebreather caster lines, and radiation shielding underarmor mesh. This allows the user
to double their oxygen supply by filtering out unbreathable chemicals and radiation from the surrounding atmosphere. The
Helmet comes with a built-in CBRN Permutation.
Noble The Noble Variant is based on the Generation I Commando armors, offering the Character a +1 Bonus Armor to Chest and a 40 cR
built-in BSD-0 Helmet Permutation, with a +10 Bonus to Perception Tests.
Oceanic The Oceanic Armor is an underwater variant, used in deep-ocean exploration and battlement. The armor is streamlined and 43 cR
pressure-withstanding to allow the suit to survive hundreds of atmospheres worth of pressure. The suit is able to negate all
extra damage caused by higher gravities, as well as giving the suit a +3 Armor in all Armor Locations. When underwater,
Movement-based Penalties are cut in half. When out of water, the suit’s Mythic Agility is removed.
ODST A popular GEN II variation for former ODST. The ODST variant comes with the ODST standard armored M/LBE Hard Case 31 cR
armored backpack. The suit comes with a pitch-black design that helps the suit blend with darkness, giving +10 to Camouflage
when in darkness. The Chest Piece is also enlarged, covering more of the torso and stomach regions, giving +2 to Armor in
the Chest Location.
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ARMOR GEN II ARMOR VARIANTS COST
Operator The new standard for navigation and surroundings awareness, Operator has become widespread on the field. The suit gives 63 cR
the Character +5 to Navigate (Ground) and Pilot (Ground) and contains a built-in UGPS and Tacpad on the wrist Gauntlets.
The suit offers discreet intelligence secure transmissions that can bypass most Covenant security networks for silent
intrusion. The suit gives -1 Armor to the Arms, Legs, and Head Locations.
Orbital The Orbital suit is similar to the E.V.A in use but offers a more heavily armored alternative for zero-gravity engagements. 93 cR
Orbital’s Helmet offers a wide visual range, giving the Character a +5 to all Visual Perception Tests, though due to its large
visor, the helmet suffers a -1 Penalty to Armor. The Chest, Arm, and Leg have +2 Armor. The Orbital suit comes with a
Docking Cable Torso Armor Permutation, and the Pauldrons have built-in Jump Jet Restraints Shoulder Armor Permutations.
The Arms and Legs of the suit use micro-thrusters to assist the Character in zero-gravity environments, giving the Character
a +10 to Athletics Tests while under the effects of Zero-Gravity. The suit also has improved gel layering, which halves all
Damage from explosive decompression and seals suit breaches instantly.
Pathfinder A Variant built for unknown territory and exploration; Pathfinder comes equipped with tech that allows for easier 83 cR
exploration. The suit suffers a -2 to armor in the Arms and Legs Locations, due to making room for equipment. Equipped
with Stabilizer Units and Balance Drives, the suit gives the Character +20 to Athletic Tests and halves Penalties from Rough
and Difficult Terrain. The Pathfinder Helmet comes with a built-in Remote Sensor Helmet Amor Permutation, a built-in UGPS,
and a built-in CBRN Sensor. To make room for this equipment, the armor on the Helmet is given a -1 Penalty to Armor. The
Pauldrons have a built-in Tactical Flashlight.
Pioneer A Variant built for unknown territory and exploration; Pioneer comes equipped with tech that allows for easier exploration. 98 cR
The suit suffers a -1 to armor in the Arms, Torso, and Legs Locations, due to making room for equipment. Equipped with a
specialized Rebreather Unit that doubles the amount of oxygen. Also comes with Visual Sensor Units that can be used as an
Extended Action (2 Full Actions) to scan the surroundings of the User to form a useable map that can be sent to others. This
map is made in a 400 Meter radius when used, and the map may be extended with each use. Does not show location of
Characters or equipment.
Prefect The first reverse engineered Forerunner Mjolnir armor, Prefect is a highly expensive and highly experimental armor that 1,031
merges known Forerunner material and equipment with standard GEN II suits. Prefect offers the user access to the built-in cR
Z2500 Automated Protection Drone Armor Ability. The helmet has a Promethean Vision Armor Ability built in. The Chest
Piece can project the Z-90 Photon Hardlight Shield Armor Ability. The suit, itself, has improved armor due to the material
used, giving the armor +2 on all Armor Locations, as well as a +1 in Mythic Agility.
Protector Protector is built with sensors and charge pistons to enhance stability and weapon use, giving +5 to Warfare Melee, Warfare 99 cR
Range, and Athletic Tests. The suit is heavily armored with super-dense plating, giving +5 Armor on all locations. The weight
reduces this variant’s Agility Bonus to 0. Due to having a stronger fusion reactor installed, this suit’s Self Destruct deals
10D10+30 Damage, with a Pierce of 40.
Rakshasa A versatile and easy to maintain variant of Mjolnir that is stripped of unneeded assets to help assist in long-term missions. 46 cR
Replaces the Thruster Pack, Ground Pound, Spartan Charge Thrust Package, and Hover Stabilization Abilities with the
Integrated Self-Repair System (ISRS). Any Breakpoint or Armor Rating reduction the armor receives will be slowly repaired
by 1 point every 2 hours. Rakshasa gives +3 Bonus to Armor to all Locations but reduces Mythic Strength and Mythic Agility
by 1.
Ranger Built for lone-wolf operations, Ranger offers a series of built-in Permutations. The Ranger Helmet has a built-in BSD-0 Helmet 145 cR
Permutation. The Pauldrons each have a built-in Tactical Flashlight. The Wrist Gauntlets have a built in UGPS System, while
the Legs offer +1 Mythic Agility, gaining a -2 Penalty to Armor to the Leg Location.
Reaper Built alongside the Prefect Project, Reaper was to be a cheaper, more obtainable variant. The Reaper suit offers similar 100 cR
defensive and offensive capabilities over Prefect but does not contain the equipment it has. The Reaper variant gives the
user +2 Mythic Strength and +2 Mythic Agility and has a +2 Bonus to Armor on all Locations.
Recluse Recluse is the ultimate Armor in Stealth technology. Recluse has a fully functioning Active Camo system built-in, giving the 136 cR
user a +60 to Camouflage Tests for 12 Rounds, before needing to Recharge for 9 Rounds. The Active Camo system does not
alter the recharge of the Shields, due to an experimental new power source.
Recon Recon, built for Stealth Operations, is a deep-field reconnaissance variant for GEN II armors. The suit offers +10 to 64 cR
Camouflage Tests due to its lower profile design and gives +20 to the Shields of the user. The Recon Suit’s lower-profile
design and increased Shields gives the suit a -2 Penalty to Armor on all Locations.
Rogue The Rogue Armor is designed for enhanced network connectivity, alongside defined intelligence packs. The suit gives +20 to 83 cR
Cryptography and Security Tests.
Scout The Scout variant is used as the most popular armor for Scouting Missions. The suit offers anti-tracking systems and shroud- 50 cR
induction packages, giving the Character +10 to Camouflage. The Scout armor is more lightweight, giving +1 to Mythic Agility
and -2 Armor on all Armor Locations. The helmet of the Scout armor counts as having a Target Designator.
Soldier Used as a Support Role on the battlefield, Soldier is designed to carry equipment. The Chest Piece has a built-in Hard Case 49 cR
with the armor of the Chest Piece. The suit comes with two external Biofoam Canisters on each thigh. The suit is tuned to
have improved carry weight, giving the Character +100 KG to their Carrying Weight.
Stalker The Stalker variant was built for hunter-tracker field applications. The suit is built for maximum stealth for close-range 172 cR
targets. The suit has a weak camouflaging system which can always be active. This stealth system gives the user +30 to all
Camouflage Tests. When the Camouflage Stealth System is active, Shield Recharge Delay is tripled from 2 to 6. The Stalker
suit gains a -1 Penalty to armor on the Arms, Legs, and Helmet Locations, while gaining a -3 Penalty to armor on the Chest
Location. The Chest Piece holds a built-in Electronic Countermeasure System. The legs of the suit halves all Bonuses
Opponents receive to hearing the Character’s movements.
158
ARMOR GEN II ARMOR VARIANTS COST
Suture A variant built for field medics. This variant gives +2D5 total to recovered Wounds from Biofoam and +1 for Medigel, as long 109 cR
as the User is administering it with the Suture variant. Does not extend the amount of uses Biofoam will give a Character.
Once the Biofoam would normally not heal a Character any further, this bonus is lost. Also gives a +10 to all Medical Tests
and ignores any Penalties for untrained Medical Skill Tests.
TANKER The prototype TANKER variant of Mjolnir is built with incredibly dense plating for super-heavy defensive options. TANKER is 455 cR
triple the weight of GEN-II Mjolnir and gives +10 to Armor on all Locations. This variant reduces Mythic Agility by 3 and the
Agility Characteristic by 20.
Technician Technician variant GEN II armor is a UNSC-technology specialized suit. This variant is able to connect, scan, and assist with 83 cR
all UNSC and known-Human technology. This gives the user a +20 Bonus to any Tests dealing with the repair or Technical use
of human Equipment. When wearing the suit and helmet, the Character is considered to have the Technology (UNSC) Skill
at +10.
Tracker Tracker is a long-distance extreme-range tracking suit. The Helmet comes with a built-in Spotter Assist Target System. The 83 cR
Chest has a built-in forensics and biological tracking system that gives +40 to Investigations for tracking targets once proper
material is found for study. The Chest Piece has -1 Armor on the Chest Location. The suit’s Helmet gains +1 Armor due to
being enclosed. Due to using a camera, EMP effects are treated as a Flashbang, visually.
Valkyrie The Valkyrie variant offers specialized Inertial Dampeners that work as an improved gel layering, halving all damage from 100 cR
Explosive Decompression and Damage caused by wrecks, crashes, Falling Damage, and being hit by large objects like vehicles.
These specialized Dampeners offer an Advanced Targeting and Imaging Calculation System (ATICS) that gives the Character
a +10 Bonus to all Pilot Skills.
Vanguard Vanguard was designed to help support front-line enemy engagement. The suit’s Helmet gains +2 Armor due to being 63 cR
enclosed. Due to using a camera, EMP effects are treated as a Flashbang, visually. Due to its stacked plating and hardened
gel-layering, Vanguard gains +10 Armor when dealing against melee weapons with the Cauterize Special Rule and gains +5
armor when dealing against non-cauterize other melee weapons. Due to the stacked plating, the suit gives a -2 Mythic Agility
Penalty.
Vector The Vector Armor comes with Covenant technology interface technology and dummy switches. This allows the Vector Suit 200 cR
to not show up on Covenant scanners, comms, and equipment. The Vector suit will still show up on visual scanners like
cameras and visors.
Venator The Helmet comes with special targeting algorithms, allowing for assistance with close-quarters melee combat, giving the 36 cR
Character +20 to their Warfare Melee when making Melee Attacks. Venator features an enclosed helmet with no visor. The
suit’s Helmet gains +1 Armor. Due to using a camera, EMP effects are treated as a Flashbang, visually.
Vigilant A stealth-based variant for Mjolnir that counts as always having a Target Designator on-hand. The Helmet is able to accept 85 cR
silent commands to mark locations for ordnance strikes, target designation, and target tracking. When used for targeting
ordnance strikes or any drop, the drop does not scatter in any way and directly hits its target. The suit also gives a +10 Bonus
to Camouflage.
War Master War Master is an experimental testbed for Lethbridge Modifications. This Variant gives +2 Armor to all Locations and a +10 83 cR
bonus to Agility when worn. The Helmet has a built-in CNM and Rebreather Unit.
Warrior Warrior is the outcome of armor streamline and mobility enhancement. The suit gives the user +2 Mythic Agility, The 56 cR
increased mobility offers enhanced terrain tracking and assisted movement, which allows the Character to halve any Penalty
from Difficult Terrain.
Wetwork Built for target acquisition and elimination, the Wetwork armor is favored for assassination missions. Wetwork has a 141 cR
combined specialized system of equipment throughout the suit. The built-in equipment includes a Spotter Assist Target
System, WYRD III, a built-in UGPS, and a built-in Remote Sensor Permutation. The Suit has a -1 Penalty to all Armor Locations
but gains +5 to all camouflage Tests.
159
UNSC AND INSURRECTIONIST ARMOR PERMUTATIONS
All Human Battle Dress Uniforms and Armor are designed to take Permutations. Permutations are devices and equipment that modify Armor and
offer various forms of function. Each section of Armor can only fit so many Permutations, which are shown as Permutation Hardpoints.
Permutation Hardpoints are how many pieces can be attached to a specific Armor Location. Most equipment will list how many Hardpoints
they take up on the Armor and the Location they are installed on. Permutations that take 0 Hardpoints may have another Permutation stacked on
top of them.
Bonuses and Modifiers given from Permutations do not stack with other Permutations. If a Permutation gives a Bonus weaker than what
another Permutation would give, the higher Bonus is taken. Armor and BDU variants may be stacked with Permutations.
UNIVERSAL PERMUTATIONS
PERMUTATION BENEFIT HARDPOINTS COST
CBRN The CBRN Unit is a Chemical, biological, Radiological, and Nuclear Scanning system. This unit scans for 1 Universal 25 cR
dangerous chemicals and radioactive material, and any contaminant harmful to Human life. Scans up
to 25 Meters out and can send read-outs to any human computer.
CNM The Command Network Module (CNM) allows access to the UNSC or Insurrectionist Command and 1 Universal 25 cR
Control channels anywhere within the Solar System.
HUL A Hardened Uplink Module capable of cutting through atmospheric interference and ECM and EMP 1 Universal 25 cR
interference. Can upload and communicate with UNSC technology up to 100,000 kilometers.
RS The RS (Remote Sensor) contains a Helmet Recorder with a variable Zoom Scope, from 2x to 20x 1 Universal 25 cR
magnification. Offers improved video quality and zooming capabilities and can store 1,000 hours.
FSL This Attachment adds a Tactical Flashlight to the armor. Lowers Darkness Penalties by +40 and lowers 1 Universal 25 cR
Low-Light Penalties by +10.
Weapon Holster Holds weapons using simple latches. 1 Universal 2 cR
Magnetized Holds Weapons with strong magnets. No chance of a weapon being lost or stolen when active. 1 Universal 11 cR
Weapon Holster
Utility Webbing Holds up to (X) Hard Case Pouches, Tactical Holsters, Pouches, and Cases onto the Body Location, where 1 Universal 5 cR
(X) is the Permutation Hardpoint Count of the Location. Only one can be used per Armor Location and
is worn over other Permutations. Can only be used for the Body Location it was purchased for.
Magnetic Magnetically attaches up to (X) Hard Case Pouches, Tactical Holsters, Pouches, and Cases onto the Body 1 Universal 15 cR
Webbing Location, where (X) is the Permutation Hardpoint Count of the Location. Secure and allows for easily
moving from one body location to another as a Full Action.
160
LEG ARMOR PERMUTATIONS
PERMUTATION BENEFIT HARDPOINTS COST
Tactical/Hard Case Adds an Extra-Large Tactical Hard Case to the outer thigh. Able to store computing information, and 1 Leg 20 cR
has an auto-charging station built in. Room for 5 Magazines, grenades, or an equivalent.
Tactical/Softcase Adds an Extra-Large Tactical Softcase to the outer thigh. Able to store computing information, and has 1 Leg 10 cR
an auto-charging station built in. Room for 5 Magazines, grenades, or an equivalent.
Tactical/Trauma Specialized storage for medical equipment. Holds two cans of Bio-Foam and a single Self-Adhering 1 Leg 20 cR
Kit Battle Dressing.
UA/NxRA This Permutation adds a plate of non-explosive reactive armor to the thigh. +1 Armor when struck in 1 Leg 10 cR
the Thigh Sublocation.
UA/Chobham This adds a slab of Chobham Composite Armor to the thigh. +2 Armor when struck in the Thigh 1 Leg 20 cR
Sublocation.
Tactical/Autoload This set of Permutations adds an autoloader rig to the thigh. This allows the Character to store 5 Mags 2 Leg 90 cR
in each, allowing for one handed reloading on that side of the body. When used, the autoloader
reloads weapons at half of their Base Reload Time, and a Magazine or Clip is used. Cannot be used
with Heavy Weapons or weapons with Belts.
Tactile Bracers Bracers that add 4 kg to the Armor’s weight and gives the Character +1 Mythic Agility to figuring 2 each Leg 130 cR
Movement Speed and adds +2 to Agility-based Initiative.
Mobility-Boosting A small, powered lining across the legs and lower back that hold the weight of itself and the Armor. 2 each Leg 120 cR
Exo-Lining Gives a +10 Bonus to Agility and weighs 7.9 kg. This cannot be used with Powered armor such as
Mjolnir.
Tactical Thigh Rig Thigh armored carrying device with an Armor Rating of 18. Carries 3 Magazines or Grenades, or the 1 Leg 18 cR
size equivalent. The Thigh Rig has 50 Breakpoints. Does not stack Armor Rating with armor worn by
the User.
161
PERMUTATION BENEFIT HARDPOINTS COST
Rift-Class Gauntlets that give +2 Mythic Strength for figuring Melee Damage and Grapple Combat. 1 each Arm 70 cR
Gauntlets
MK2 Rift-Class Gauntlets that give +(X) Mythic Strength for figuring Melee Damage and Grapple Combat. (X) is 1 each Arm 120 cR
Gauntlets anywhere from 1 to 4 and can be set by the user as a Half Action.
Shoulder Angel The Shoulder Angel is a shoulder-mounted Lancet Micro Missile. Firing the Shoulder Angel is at a -60 1 each Arm 120 cR
Penalty To Hit unless VISR or any type of UNSC targeting systems are used.
Shockbrace A large Gauntlet worn on one Arm that emits a powerful neurological shock on contact. If a Successful 1 Arm 200 cR
unarmed Punch lands with the Shockbrace, the Opponent will also take Electrified (6) Special Rule. If
grabbed without a Melee Attack, Character will only take Electrified (3) Special Rule.
M90B PDM A Gauntlet that holds 3 M90B PDM Explosive Disk Mines. The Gauntlet takes a Half Action to fire off 1 Arm 225 cR
Gauntlet one PDM Mine, which detonates if it detects any non-friendly IFF tags within 3 Meters. The PDM Mine
detonates with the strength of an M9 Dual-Purpose Grenade, but only has a Blast and Kill of (4). Costs
9 cR for 1 M90B PDM Explosive Disk Mine.
Deitywalk The Deitywalk is a gauntlet that, when pointed towards any type of Energy Shield within 50 Meters, 1 Arm 75 cR
will tell the user its Shield Integrity, Shield Recharge, and Recharge Delay.
Caskloom This gauntlet is a reverse-engineered Point Defense Gauntlet that shares the same stats as the 1 Arm 95 cR
Gauntlet Covenant variant.
Deaconcrest A small set of gauntlets that increase or gives Energy Shields to a user. If increasing Energy Shields, the 1 each Arm 195 cR
Shield Node Deaconcrest will give +25 Shield Integrity. If used on a Character who has no Energy Shields, it will give
25 Shield Integrity, 2 Shield Recharge, and 15 Recharge Delay.
FULL-BODY PERMUTATIONS
PERMUTATION BENEFIT HARDPOINTS COST
ASP-PR A semi-powered adaptive photo-reactive panel (sometimes pronounced as Aspir) system that covers 2 All 450 cR
the armor of choice, completely. This Permutation takes up a majority of the Hardpoints of the armor
and takes an armored Hard Case Rucksack to hold a power source if used on a non-powered set of
armor. This weighs 6.8 kg.
Whenever active, the ASP-PR gives the user a constant +40 to Camouflage Tests. This unit
cannot be used with any device that has shielding or other active/electronic camouflage-based
equipment and armor, else it will short out and break completely.
Freefall Also known as the FAM Unit, is a mechanical series of shock absorbers and minor exoskeletal systems 2 chest, 1 each 120 cR
Assistance that absorb Falling Damage. When used, the Character only takes 1/4th of falling damage if they land leg
Microskeleton on their feet.
Kevlar Undersuit Offers protection from attacks that lower Armor or attack unarmored locations. Any Attacks that 1 All 60 cR
reduce Armor or attack unarmored locations counts as having 13 Armor regardless of location and
regardless of weapon being used.
UU-PPE Contains a specialized layer of Titanium-A composite plating used for Demolitions. Ignores Kill Radius 2 Head, 5 Chest, 100 cR
damage increase and gain a -20 Penalty to Agility. Increases armor’s weight by 34 kg. 1 each Arm and
Leg
HWS Exoskeleton This permutation is a minor exoskeleton that holds the weight of the weapon the Character is 2 Chest, 2 each 100 cR
currently holding, up to 90 kg. This includes any tanks or ammo belts currently in use for the weapon. Leg, 1 each Arm
Gives a -10 Penalty to Agility Tests when worn.
Enclosed Suit This permutation encloses the Character’s Armor, allowing it to hold 30 minutes of oxygen and assist -- 45 cR
in reducing Radiation Level by 3. Enclosing the Character’s Armor does not take any Hardpoints.
162
CHEST ARMOR PERMUTATIONS
PERMUTATION BENEFIT HARDPOINTS COST
Tactical/LRP Designed to increase combat efficiency of Soldiers, this adds three rectangular Tactical Hard Cases to 3 Chest 60 cR
the Abdomen.
Tactical/Recon Intended for longer duration covert operations. This Permutation adds six Tactical Softcases across 4 Chest 60 cR
the Chest piece.
Tactical/Patrol When stealth is required, everything counts. This Permutation adds a Ghillie Cloak to the armor. Can 0 Chest 30 cR
be used in addition to any other Chest and Back Permutations
UA/ This Permutation adds an armored plate with two Tactical Hard Cases over the abdomen of the armor. 5 Chest 80 cR
Counterassault Gives +2 Chest Armor. Weighs 3kg.
UA/ODST This Permutation adds an armored plating of an ODST BDU over the top plate. +2 Chest Armor, weighs 1 Chest 80 cR
4kg. If used with ODST BDUs or Mjolnir Armor, it only gives +1 to Chest Armor.
UA/Base Defense Allows for extra storage for 2 40mm Grenades or Hand Grenades and gives +1 Armor to the Chest. 5 Chest 80 cR
Weighs 3kg.
UA/Multi-Threat This dangerous addition adds storage for 10 40mm Grenades or Hand Grenades and adds +1 to the 5 Chest 110 cR
Chest Armor. Weighs 4kg.
HP/Halo Deployment equipment specialty that adds two plates of Titanium-A over the standard armor as well 5 Chest 220 cR
as a venting shaft underneath the plating. +20 to parachute and jump-gear use and adds storage for
10 40mm Grenades or Hand Grenades.
HP/Parafoil This chest piece has two hardpoints for supporting suspenders that are used to attach to the G-25 1 Chest 20 cR
PAS Parafoil, or to anything else you can imagine.
Collar/Grenadier This armor Permutation was the original testbed for Mjolnir Shield Technology, which has been 5 Chest 250 cR
updated to increase the shielding of Mjolnir armors. This Permutation gives +25 to the maximum
Energy Shield Strength. Only usable with variants that do not give a bonus to a Shield’s Strength,
Delay, or Recharge.
Collar/Breacher This armor variant addition adds a heavy collar to the chestplate and gives room to store and 3 Chest 80 cR
quickdraw 7 Shotgun Shells. +1 Armor for the Chest, and the Neck and Mouth Sublocations.
Assault/ The Commando Permutation adds an extreme-range Radio Transmitter and a Tactical Hard Case. This 3 Chest 100 cR
Commando also adds a large Tactical Softcase backpack on the back.
Assault/Sapper This Permutation adds an additional 10 40mm Grenades or Hand Grenades to be stored. Can be 4 Chest 110 cR
swapped out with a variant that contains four Hard Cases (two on each side).
Tactical/Softcase This Large Tactical Softcase can hold up to 7 Magazines, grenades, or the size equivalent. 1 Chest 10 cR
Docking Cable This additive is placed on the lower back of the armor near the waist that holds a tether cable used 1 Chest 30 cR
to not drift away in vacuum and zero gravity. This cable is able to withstand weights of up to 12,000kg,
and is stackable with any other Lower Back Permutation.
Rucksack An armored M/LBE Hard Case armored backpack. Has 20 Armor. 2 Chest 40 cR
TAC/Aegis Puck The Aegis Puck can generate a minor Energy Shield with 30 Shield Integrity, a Delay of 3, and 15 5 Chest 155 cR
Recharge. The Aegis Puck takes a Half Action to activate and cannot be activated if another Energy
Shield is active. At any point another Energy Shield is activated on the user, the Aegis Puck is disabled
and cannot recharge and any delay is reset.
TAC/Laceweb TRM A self-contained Forerunner Node that is able to scan for and trace any Forerunner technology within 4 Chest 320 cR
Core 30 Meters. The Laceweb can interact and connect to any Forerunner device within half a Meter of the
Character. It will also warn the user if any Sentinels or Prometheans have come within its radius and
the direction they are coming from.
UTIL/project RA A specialized Forerunner Zero-Point Energy Cell unit that attaches to the front and back. When active, 5 Chest 500 cR
ZPEC the ZPEC gives +10 Armor to the Chest Location and can only be active for 6 Rounds. Once deactivated,
it takes 12 Rounds to recharge. If the Armor the ZPEC is attached to has Energy Shields, the Energy
Shields can be converted into the ZPEC, giving the ZPEC 1 more Round to be active or to reduce the
recharge by 1 Round.
AAP/Granit A Magazine Quickdraw device that allows the user to Quickdraw one of 3 Magazines that can be 2 Chest 20 cR
attached to the chest.
163
THE COVENANT ARMORY
[DW] [UD] Zo’klada Pattern Plasma Pistol Semi-Auto (3) or Auto (1) with Charge (X) “Type-54 Directed Energy Pistol”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 1D10 +13 23 100 5m-40m Plasma Battery 35 4
The Plasma Pistol has two firing modes, a semi-auto rapid fire and a single charged shot. Cauterize Special Rule. Built-in Covenant 2x Sight. WEIGHT (KG): 3.6
When charging the Plasma Pistol, it may be released at any time. Each Half Action Charged, the Pistol’s Base Damage is increased by +6. The Pistol
can be charged up to 3 Half Actions. When fully charged, the Charge can still be held longer, but will no longer increase the Base Damage. For every Half Action
the Plasma Pistol charges, 5 Ammunition is consumed. Shots Charged for 3 Half Actions gain the EMP (4) Special Rule and the Homing Special Rule. When the
Charged Shot is released, instantly gains Overheat (2).
[DW] [UD] Pelka’nan Pattern Needle Pistol Semi-Auto (2) “Type-33 Pistol”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 1D10 +5 20 20 30m-100m Blamite Needle 38 4
Needle (4), Homing Special Rule. Comes with: Built-in Covenant 2x Sight. Homing Special Rule below 50 Meters. WEIGHT (KG): 3.2
[OH] [UD] Kewu R’shi’k Pattern Plasma Rifle Semi-Auto (4) or Auto (10) “Type-25 Blood Hand Directed Energy Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +6 16 250 25m-130m Plasma Battery 48 6
Cauterize Special Rule. Comes with: Built-in Covenant 2x Sight. Firing 12 shots within two Rounds gains the Overheat (2) Special Rule. WEIGHT (KG): 5.9
[UD] [TH] Kelos’vaarda Pattern Storm Rifle Auto (11) “Type-25 Directed Energy Rifle/Advanced”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +11 20 200 20m-115m Plasma Battery 53 6
Cauterize Special Rule. Comes with: Built-in Covenant 2x Sight. Firing 18 shots within two Rounds gains the Overheat (2) Special Rule. WEIGHT (KG): 7.9
[UD] [TH] Nakata’vho Pattern Plasma Repeater Auto (12) “Type-51 Directed Energy Rifle/Improved”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +6 20 200 20m-115m Plasma Battery 50 6
Cauterize Special Rule. Comes with: Built-in Covenant 2x Sight. Recharge (X). For every Round being fired consecutively, the Plasma Repeater’s Rate of Fire is WEIGHT (KG): 6.9
reduced by 2. For every Round being fired consecutively, the Plasma Repeater’s Recharge gets +1, beginning at 0. Once the weapon stops firing, it must Recharge
for however many Rounds it was firing for.
[UD] [TH] Erudo’ma’keth Pattern Pulse Carbine Burst (5) “Type-55 Directed Energy Rifle/Burst Fire”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 2D10 +9 25 125 20m-125m Plasma Battery 50 6
Cauterize, Homing Special Rule. Comes with: Built-in Covenant 4x Sight. Firing 15 shots within three Half Actions gains the Overheat (5) Special Rule. The Player WEIGHT (KG): 6.8
may use a Full Action to vent the Pulse Carbine to stop the weapon from Overheating any longer.
[OH] [UD] Nahle’Hax Pattern Needler Auto (6) “Type-33 Guided Munitions Launcher”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 1D10 +5 22 30 5m-65m Blamite Needle 52 5
Needle (6), Homing Special Rule. Comes with: Built-in Covenant 2x Sight. WEIGHT (KG): 3.7
[OH] [UD] Muket’lon Pattern Needler Auto (6) “Type-56 Guided Munitions Launcher”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 1D10 +4 24 22 10m-85m Blamite Needle 53 5
Needle (6), Homing Special Rule. Comes with: Built-in Covenant 2x Sight. WEIGHT (KG): 3.7
164
[UD] [TH] Gadulo Pattern Needle Rifle Semi-Auto (2) or Auto (5) “Type-31 Needle Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 1D10 +10 28 21 100m-850m Blamite Needle 57 6
Needle (3) Special Rule. Comes with: Built-in Covenant 3x Sight. Fires a High-velocity non-homing Blamite shard. WEIGHT (KG): 7.9
[UD] [TH] Vostu Pattern Covenant Carbine Semi-Auto (2) or Auto (5) “Type-51 Carbine”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +9 14 18 100m-1,000m 8.7x60mm CRP 52 6
Headshot Special Rule. Comes with: Built-in Covenant 2x Sight. Fires radioactive caseless charges. WEIGHT (KG): 7
[UD] [TH] Mosa Pattern Covenant Carbine Semi-Auto (2) or Auto (5) “Type-57 Carbine”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +10 15 20 115m-1,250m 8.7x60mm CRP 59 6
Headshot Special Rule. Comes with: Built-in Covenant 3x Sight. Fires radioactive caseless charges. WEIGHT (KG): 7
[UD] [TH] Bes’Ril’no Pattern Gravity Rifle Auto (1) with Charge (2) “Type-31 Gravimetric Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 2D10 -- 40 20 80m-850m Plasma Battery 31 8
Recharge (2), Cauterize, Gravity (1), Blast (4) Special Rule. Comes with: Built-in Covenant 2x Sight. WEIGHT (KG): 7.8
[UD] [TH] Bet’a Pattern Disintegrator Sustained (3) “Type-25 Directed Energy/Projector”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Chemical Sprayer 1D10 +5 30 50 5m-20m Plasma Battery 63 8
Flame (1D5), Cryo (1D5), Cauterize, Spread Special Rule. Comes with: Built-in Covenant 2x Sight. Fires a spray of flaming plasma material that sticks to most WEIGHT (KG): 35.5
surfaces. Releases a 45-degree cone of plasma that hits multiple targets. Point Blank Attacks with the Disintegrator causes the User to hit themselves with the
Attack, as well.
TURRETS
[HW] [UD] [TH] Shepsu Pattern Plasma Cannon Auto (9) “Type-42 Directed Energy Support Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +11 18 (X) 100m-550m Plasma Battery 125 15
Cauterize, Long barrel Special Rule. Comes with: Built-in Covenant 2x Sight, Tripod. Comes with a built-in 3.1 KG Tripod. This weapon cannot fire if removed WEIGHT (KG): 20.2
from the tripod. The Tripod acts as a powerful generator that keeps the Plasma Cannon charged indefinitely.
[HW] [UD] [TH] Pi’lk Pattern Plasma Cannon Auto (8) “Type-44 Directed Energy Support Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +13 18 200 100m-500m Plasma Battery 98 15
Cauterize, Long barrel Special Rule. Comes with: Built-in Covenant 2x Sight, Tripod. Comes with a 5.4 KG Anti-Gravity Tripod. WEIGHT (KG): 13.6
[HW] [UD] [TH] Gris Pattern Plasma Cannon Auto (5) “Type-46 Directed Energy Support Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +12 18 200 100m-500m Plasma Battery 79 15
Cauterize, Long barrel Special Rule. Comes with: Built-in Covenant 2x Sight, Tripod. Comes with a 5.4 KG Anti-Gravity Tripod. WEIGHT (KG): 13.6
[HW] [UD] [TH] Pek Pattern Plasma Cannon Auto (7) “Type-52 Directed Energy Support Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Heavy Machine Gun 3D10 +9 19 200 100m-500m Plasma Battery 113 15
Cauterize, Long barrel Special Rule. Comes with: Built-in Covenant 2x Sight, Tripod. Comes with a 5.4 KG Anti-Gravity Tripod. The Tripod acts as a powerful WEIGHT (KG): 30.3
generator that keeps the Plasma Cannon charged indefinitely. Has an Energy Shield that protects the Head with a Shield Integrity of 50, a Recharge Rate of 50,
and a Recharge Delay of 6.
[HW] [UD] [TH] Shea’p Pattern Plasma Cannon Auto (10) “Type-58 Directed Energy Support Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Heavy Machine Gun 3D10 +8 21 250 100m-350m Plasma Battery 124 15
Cauterize, Long barrel Special Rule. Comes with: Built-in Covenant 2x Sight, Tripod. Comes with a 5.4 KG Anti-Gravity Tripod. The Tripod acts as a powerful WEIGHT (KG): 40.5
generator that keeps the Plasma Cannon charged indefinitely.
SNIPER RIFLES
[HW] [TH] [UD] Zubo Pattern Beam Rifle Semi-Auto (2) “Type-27 Special Application Sniper Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +10 22 10 50m-2,500m Plasma Battery 120 10
Cauterize, Penetrating, Kinetic, Headshot, Long barrel Special Rule. Comes with: Built-in Covenant 4x/10x Sight. If this weapon fires two times within a Half WEIGHT (KG): 18
Action, it gains the Overheat (3) Special Rule.
[HW] [TH] [UD] Sulok Pattern Particle Beam Rifle Semi-Auto (2) “Type-50 Sniper Rifle System”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +8 22 18 50m-2,750m Plasma Battery 122 10
Cauterize, Penetrating, Kinetic, Headshot, Long barrel Special Rule. Comes with: Built-in Covenant 5x/10x Sight. If this weapon fires two times within a Half WEIGHT (KG): 18
Action, it gains the Overheat (3) Special Rule.
[HW] [TH] [UD] M’tara Pattern Focus Rifle Sustained (4) “Type-52 Special Applications Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 1D10 +25 30 100 25m-2,000m Plasma Battery 117 10
Cauterize, Penetrating, Kinetic, Headshot, Long barrel Special Rule. Comes with: Built-in Covenant 4x/10x Sight. If this weapon fires at least once per Round, for WEIGHT (KG): 17.1
two Rounds, the weapon gains the Overheat (3) Special Rule.
165
EXPLOSIVE LAUNCHERS
[HW] [UD] [TH] Jovokada Workshop Death Lobber Semi-Auto (2) “Type-25 Brute Shot Grenade Launcher”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +8 16 4 15m-85m 45mm HIE 73 8
Blast (4), Kill (2) Special Rule. Comes with: Built-in Covenant 2x Sight. Shots ricochet off angled surfaces and explode at the beginning of the next Round or when WEIGHT (KG): 19
a second surface is struck.
[HW] [UD] [TH] Jovokada Workshop Death Lobber Type 2 Semi-Auto (2) “Type-25B Brute Shot Grenade Launcher”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +8 16 6 15m-85m 45mm HIE 74 8
Blast (4), Kill (2) Special Rule. Comes with: Built-in Covenant 2x Sight. WEIGHT (KG): 19
[UD] [TH] Tufo’simi Pattern Concussion Rifle Semi-Auto (1) or Auto (3) “Type-50 Heavy Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +5 13 6 25m-80m Plasma Battery 61 6
Cauterize, Gravity (2), Blast (2), Kill (1) Special Rule. Comes with: Built-in Covenant 2x Sight. Uses detachable Plasma Battery Clips. WEIGHT (KG): 7
[UD] [TH] Tufasumo Pattern Plasma Caster Semi-Auto (2) or Auto (1) with Charge (2) “Type-53 Plasma Bolt Launcher”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +3 14 5 20m-100m 20mm PSR 59 8
Cauterize, Blast (3), Kill (2) Special Rule. Comes with: Built-in Covenant 2x Sight. The Plasma Caster has two firing modes, a Semi-Auto mode and a Charge mode. WEIGHT (KG): 9
When Charged, the shot will gain the Sticky Special Rule and the Homing Special Rule. When Charged, Blast and Kill Radius are increased be 2.
[HW] [UD] [TH] Kopasa’mada Pattern Plasma Launcher Burst (X) with Charge (X) “Type-52 Guided Munitions Launcher”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher -- -- -- 12 25m-150m Plasma Grenade 87 13
Sticky, Homing, Vehicle lock Special Rule. Comes with: Built-in Covenant 2x Sight. For every Half Action Charged, the weapon fires a Plasma Grenade, to a WEIGHT (KG): 21.6
maximum of 4 Plasma Grenades in a single Burst. Once the Plasma Grenades have made impact, the Grenades will detonate at the beginning of the Character’s
next Round. Deals the damage of a Plasma Grenade on each detonation.
[HW] [UD] [TH] Zasqi Pattern Fuel Rod Gun Semi-Auto (3) “Type-33 Light Anti-Armor Weapon Variant 1”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 5D10 +5 19 5 10m-200m Plasma Battery 88 17
Blast (5), Kill (2) Special Rule. Comes with: Built-in Covenant 2x Sight. Shots will detonate once they reach the 300 Meters. Firing 7 shots within two Rounds WEIGHT (KG): 20.8
gains the Overheat (2) Special Rule.
[HW] [UD] [TH] Pez’tk Pattern Fuel Rod Gun Semi-Auto (3) “Type-33 Light Anti-Armor Weapon Variant 2”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 3D10 +5 19 5 20m-300m 38mm RadEXP 106 13
Comes with: Built-in Covenant 2x Sight. If the weapon impacts or detonates under a 15 Meter Range, the Fuel Rod’s RadEXP shot will not explode, and will only WEIGHT (KG): 20.8
gain Blast (1). If impacting further than 15 Meters, the shot gains Blast (5), Kill (2). Shots will detonate once they reach the 300 Meters. Homing Special Rule
when within 100 Meters.
[HW] [UD] [TH] Korva Pattern Fuel Rod Gun Semi-Auto (2) “Type-33 Light Anti-Armor Weapon Variant 3”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 4D10 12 20 5 20m-310m 38mm RadEXP 102 13
Comes with: Built-in Covenant 2x Sight. If the weapon impacts or detonates under a 5 Meter Range, the Fuel Rod’s RadEXP shot will not explode, and will only WEIGHT (KG): 24
gain Blast (1). If impacting further than 5 Meters, the shot gains Blast (5), Kill (2). Shots will detonate once they reach the 300 Meters.
[HW] [UD] [TH] Gespu Pattern Fuel Rod Gun Semi-Auto (3) “Type-58 Light Anti-Armor Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 3D10 +15 19 5 20m-325m 38mm RadEXP 117 13
Comes with: Built-in Covenant 2x Sight. If the weapon impacts or detonates under a 10 Meter Range, the Fuel Rod’s RadEXP shot will not explode, and will only WEIGHT (KG): 18.7
gain Blast (1). If impacting further than 10 Meters, the shot gains Blast (5), Kill (2). Shots will detonate once they reach the 300 Meters.
[HW] [UD] [TH] Epleam Pattern Beam Assault Cannon Sustained (4) “Type-33a Anti-Materiel/Personnel Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 3D10 +7 19 60 10m-150m Incendiary Gel 54 11
Flame (2D5), Cauterize Special Rule. Comes with: Built-in Covenant 2x Sight. WEIGHT (KG): 133.5
[HW] [UD] [TH] Epl’ast Pattern Blast Assault Cannon Auto (3) “Type-33b Anti-Materiel/Personnel Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 5D10 +5 8 30 15m-100m Incendiary Gel 78 13
Blast (6), Kill (3) Special Rule. Comes with: Built-in Covenant 2x Sight. WEIGHT (KG): 133.5
[HW] [UD] [TH] Mga’linsu Pattern Assault Cannon Auto (9) or Auto (3) “Type-57 Anti-Materiel/Personnel Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 5D10 +5 8 100 15m-125m Incendiary Gel 90 13
Machine Gun 2D10 +1 25
Comes with: Built-in Covenant 2x Sight. The Type-57 Assault Cannon has two firing modes: an explosive Blast and an Automatic spitfire. Both Firing Modes have WEIGHT (KG): 144.2
the Homing Special Rule. The Automatic firing mode has Auto (9), while the Explosive mode has Auto (3). When firing the Rocket Launcher firing mode, each shot
takes up 2 from the Magazine and has Blast (6), Kill (2).
166
[UD] Orgudam Workshop Firebomb “Type-3 Antipersonnel/Antimateriel Incendiary Grenade”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 2D10 +6 10 Blast (10), Kill (1) 14
Flame (1D10) Special Rule. Breaks on Impact and burns for Two Rounds. Cauterize Special Rule. WEIGHT (KG): 3.6
167
[OH] [UD] En’gor Pattern Energy Cutlass
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Sword 2D10 Half Strength Modifier +8 Half Strength Modifier +9 +1 41
A cutlass sword with a blade of Blamite-infused plasma. When a Piercing Attack is landed and deals Damage, the Cutlass gains the Needle (1) Special Rule and WEIGHT (KG): 1.1
detonates. The Energy Cutlass is not damaged or destroyed during this.
168
COVENANT VEHICLE WEAPONRY
CANNONS
Type-25 Heavy Plasma Cannon Auto (6)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Autocannon 4D10 +8 20 120 250m-1,000m Plasma Battery 98 Autoloader (15)
Primary Armament of the Covenant Phantom vehicles. Cauterize Special Rule. Blast (4). WEIGHT (KG):
169
Class-4 Stasis cannon Sustained (2)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Cannon 3D10 -- 25 20 30m-200m Plasma Battery 125 Autoloader (17)
Primary Armament of the Covenant Vampire vehicles. EMP (6) Special Rule when damaged is caused to the Opposing Vehicle. Reduces Opposed Vehicle’s WEIGHT (KG):
movement by Half during the Opponent Vehicle’s next Turn.
Mantis Ultra-Heavy Plasma Bolt Cannon Charge (8) with Auto (1)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Cannon 6D10 +20 72 125 300m-6,400m Plasma Battery 130 Autoloader (17)
Cannot fire within 150 Meters from the turret. Gains a -30 Penalty To Hit ground targets. Cauterize and Vehicle Lock Special Rule. Blast (5), Kill (2). WEIGHT (KG):
AUTOCANNONS
35mm Autocannon Auto (6)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Autocannon 4D10 +14 10 240 35m-550m 35mm Bolt 65 Autoloader (15)
Primary Armament of the Covenant Chopper. Spike and Cauterize Special Rule. Blast (2). WEIGHT (KG): 13.2
170
HEAVY NEEDLERS
Heavy Needle Cannon Auto (6)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Autocannon 3D10 +15 8 250 50m-250m Heavy Blamite 78 Autoloader (15)
Needle (5) Special Rule and Homing Special Rule. Needle Rule able to impale and damage Vehicles. WEIGHT (KG):
FOCUS CANNONS
Type-30 Focus Cannon Sustained (5)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Energy Weapon 2D10 +25 30 300 5m-600m Plasma Battery 60 Autoloader (11)
Primary Armament of the Covenant Locust Walker. Cauterize Special Rule. Blast (2) . Recharge (4). WEIGHT (KG):
171
COVENANT PILOTED GUN PODS
DIMENSIONS DIMENSIONS
LENGTH WIDTH HEIGHT WEIGHT LENGTH WIDTH HEIGHT WEIGHT
1.3 M 0.8 M 3.1 M 303 KG 2.6 M 0.7 M 1.1 M 50.1 KG
HULL HULL
HULL INTEGRITY HULL INTEGRITY
80 65
ARMOR ENERGY SHIELD
FRONT BACK SIDE TOP BOTTOM SHIELD RATING RECHARGE DELAY RECHARGE RATE
23 20 20 20 20 350 10 75
RIZSHEDA GUN POD COST EEO’PUMI GUN POD COST
Two Type-32 Class-2 Directed Energy Cannons 185 cR Type-57 Heavy Plasma Cannon 370
Two Type-32 Class-2 Directed Energy Cannons 195 cR
+6 Front Armor
DIMENSIONS DIMENSIONS
LENGTH WIDTH HEIGHT WEIGHT LENGTH WIDTH HEIGHT WEIGHT
4.4 M 3.1 M 3.2 M 364.4 KG 4.5 M 3.2 M 2.6 M 373.6 KG
HULL HULL
HULL INTEGRITY HULL INTEGRITY
85 95
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
20 26 27 -- 25 26 27 -- -- 20
MOVEMENT MOVEMENT
This Turret is able to walk using its legs that also act as a stabilizing stand. This Turret is able to walk using its legs that also act as a stabilizing stand.
The Shade can walk 3 Meters as a Half Action. When walking, any Attacks The Shade can walk 3 Meters as a Half Action. When walking, any Attacks
made with the Turret are at a -30 Penalty To Hit. made with the Turret are at a -30 Penalty To Hit.
MAMUA’UDA GUN POD COST SHO’RIRU GUN POD COST
Type-25 Heavy Plasma Cannon 195 Type-54 Class-2 Directed Energy Cannon 235
172
COVENANT AUTOMATED MORTARS AND TURRETS
All Covenant Automated Mortars and Turrets have the Heavy Plating Special Rule
Zo’op Pattern Sky Striker Weevil Upisa’weri Pattern Sky Striker Shrike
DIMENSIONS DIMENSIONS
LENGTH WIDTH HEIGHT WEIGHT LENGTH WIDTH HEIGHT WEIGHT
19 M 19 M 21.3 M 40.5 Tonnes 13.3 M 10.3 M 9.6 M 34.8 Tonnes
HULL HULL
HULL INTEGRITY HULL INTEGRITY
145 125
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
58 58 58 58 60 40 40 40 40 40
CHARACTERISTICS CHARACTERISTICS
WFR INT PER WFR INT PER
65 30 45 65 30 45
WEEVIL EXP COST SHRIKE EXP COST
Weevil Heavy Mortar Cannon 260 Exp 1,260 cR Two Linked Shrike Directed Energy Cannons 165 Exp 800 cR
DIMENSIONS
DIMENSIONS LENGTH WIDTH HEIGHT WEIGHT
LENGTH WIDTH HEIGHT WEIGHT 59.8 M 24.1 M 36.9 M 170.1 Tonnes
10.7 M 10.7 M 35.5 M 30 Tonnes HULL
HULL HULL INTEGRITY
HULL INTEGRITY 180
150 ARMOR
ARMOR FRONT BACK SIDE TOP BOTTOM
FRONT BACK SIDE TOP BOTTOM 60 60 60 60 60
45 45 45 45 45 CHARACTERISTICS
CHARACTERISTICS WFR INT PER
WFR INT PER 65 30 45
65 30 45 MOVEMENT
Burst Cannons have three power cores that keep it from overcharging or The Mantis can walk, allowing it to move 5 Meters per Half Action. When
overheating. These cores have 55 Breakpoints with 15 Armor. Each one walking, the Mantis cannot fire its weapon.
that is destroyed increases the Recharge of the Burst Cannon by 2. If all The Mantis has a core with 15 Armor and 60 Breakpoints that is exposed
3 are destroyed, the weapon will overheat and explode for 4D10 +20 at the bottom of the Turret while the Charging. The Mantis will explode
Damage with a Pierce of 20. Blast (15), Kill (5). if the core’s Breakpoints are reduced to 0. Explodes for 4D10 +20
RA’AAM CANNON EXP COST Damage with a Pierce of 20. Blast (15), Kill (5).
Burst Cannon 150 Exp 720 cR MANTIS EXP COST
Mantis Ultra-Heavy Plasma Bolt Cannon 270 Exp 1,265 cR
173
Cheru-Pattern Sky Striker Tyrant EMP’SEAM PATTERN SKY STRIKER ANTLION
DIMENSIONS DIMENSIONS
LENGTH WIDTH HEIGHT WEIGHT LENGTH WIDTH HEIGHT WEIGHT
42.6 M 45.6 M 45.6 M 408.2 Tonnes 19 M 19 M 21.3 M 40.5 Tonnes
HULL HULL
HULL INTEGRITY HULL INTEGRITY
275 135
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
70 75 75 75 65 58 58 58 60 60
CHARACTERISTICS CHARACTERISTICS
WFR INT PER WFR INT PER
65 30 45 65 30 45
Within the structure, which can only be accessed on foot, is a core with ANTLION EXP COST
16 Armor and 80 Breakpoints. When destroyed, the Tyrant will begin to Antlion Long-Range Plasma Mortar 255 Exp 1,270 cR
overload. If the Tyrant fires while it is Overloading, a countdown begins.
This countdown is 6D10 Turns, which it will detonate on the Turn after.
TYRANT EXP COST
Tyrant Heavy Bolt Cannon 470 Exp 2,265 cR
DIMENSIONS
LENGTH WIDTH HEIGHT WEIGHT
6.4 M 3.8 M 6.3 M 900 KG
HULL
HULL INTEGRITY
65
ARMOR
FRONT BACK SIDE TOP BOTTOM
25 28 25 25 22
CHARACTERISTICS
WFR INT PER
65 30 45
SAKER EXP COST
Type-57 Heavy Plasma Cannon 55 Exp 245 cR
174
COVENANT MANUFACTURING ALTERATIONS
Covenant weapons are built off of standardized Design Patterns that getting GM approval to use these Manufacturing Alterations when
have remained unchanged for centuries. Patterns were eventually getting a new weapon, even though these are considered pre-
used by the Covenant to heavily restrict modification, later classified approved Manufacturing Alterations by the powers at be of the
as heretical by the hierarchs. This is to enforce standardization to Covenant. If the Character wishes to go through the Covenant black
minimize the possibility of uprisings or those who may seek to move markets, the price is doubled and any high ranking official who finds
from the Covenant Byzantine ways. out the weapon has been modified may try the Character to be put to
Covenant Characters may only use Manufacturing death.
Alterations if they have received approval by the High Prophets, High When choosing a Manufacturing Alteration, the Character
Council members, High-Caste Politicians, and high-ranking members may only choose one of each type of Primary, Secondary, and Tactical.
of the various Ministries of the Covenant. This basically involves
PRIMARY SYSTEMS
PATTERN EFFECT PRICE
Base Pattern The standard weapon Pattern. --
Assault pattern The weapon gains +5 Damage, -8 Pierce. Weapon price x2
Guard Pattern An energy bayonet is added to the weapon. The blade is a Covenant Energy Dagger with +1 reach. Weapon price x2
Heavy Pattern The weapon gains the Dice Minimum (3) Special Rule. Weapon price x2
Marauder Pattern Can only be used with Needle-based weaponry. Reduces the needle(X) of a weapon by 1, minimum of 1. Weapon price x2
Officer Pattern The weapon gains +1D10 Damage, -5 Pierce. Weapon price x3
Ranger Pattern The weapon gains -4 Damage, +12 Pierce. Weapon price x3
Stalker Pattern Reduces the Damage and Pierce by 3. And allows the weapon to be fired without affecting Active Camo. Weapon price x2
Support pattern The weapon loses all Kill and doubles its Blast. Weapon price x2
Tracker Pattern The weapon gains the Homing Special Rule but is at a -10 Penalty To Hit. Weapon price x1
SECONDARY SYSTEMS
PATTERN EFFECT PRICE
Base Pattern The standard weapon Pattern. --
Assault pattern When making Charge or Run actions, the Penalty To-Hit is reduced by 15. Weapon price x1
Guard pattern Can only be used with Plasma-based weaponry. Increases projectile velocity and decay rate. Grants the Weapon price x1
weapon a +10 To Hit.
Heavy Pattern The Magazine capacity of the weapon is doubled. Weapon price x1
Marauder Pattern The weapon gains a +20 to concealment and allows [HW] weapons to be concealed as [TH] weapons. the Weapon price x1
weapon must be rebuilt before use. Rebuilding the weapon takes as long as its base reload in actions.
Officer Pattern The weapons furniture is replaced with Decorated plating and symbols which give a +10 to leadership Weapon price x1
and charisma checks against characters of your own faction.
Ranger Pattern The Maximum Range of the weapon is doubled. Weapon price x1
Stalker Pattern The Close Range and Maximum range of the weapon increases by 50%. Weapon price x1
Support pattern Explosive launchers only. When fired indirectly the weapon’s max range is quadrupled and its projectile Weapon price x1
only detonates when it hits an object or terrain.
Tracker Pattern +10 Bonus to Strength Tests to not drop the weapon when firing. Halves the weapons Breakpoints and Weapon price x1
Weight.
TACTICAL SYSTEMS
PATTERN EFFECT PRICE
Base Pattern The standard weapon Pattern. --
Assault pattern The weapon gains a +5 Bonus To-Hit when using its optics in Close Range. 16
Guard Pattern Any weapon that has the Homing Special Rule or the Vehicle Lock Special Rule gains an extra +5 To Hit. 60
Heavy Pattern The weapons scope gains Thermal Imaging Capability and can automatically mark weak spots on known 42
vehicles, reducing the penalty to hit sublocations by 5.
Marauder Pattern The weapon gains a 1x Ironsight and loses its Smartlink scope. --
Officer Pattern Gives other Characters a +10 for firing at targets hit with this weapon in Combined Actions. 28
Ranger Pattern The weapon gains a +5 Bonus To-Hit when using its optics in Optimal Range or Long Range. 56
Stalker Pattern The weapon gains a holographic display which can automatically scan and track targets. The module can 70
track targets for up to 4 Rounds after the Character is no longer within the User’s sight. This includes
Cloaked and hidden targets.
Support pattern So long as the weapon is pointed towards the target and a spotter has a SmartLink capable designator 80
pointed at the target a target indicator can be streamed into a linked device. This gives a +40 to Indirect
fire and allows the weapon to be fired remotely using Smartlink.
Tracker Pattern The weapon is fitted with a holographic display which displays the radius of its effective blast and kill. 48
Explosives fired by the weapon reduce their scatter by 1 degree of failure to a minimum of 1.
175
COVENANT INFANTRY FIREARM MANUFACTURING ALTERATIONS
These upgrades are available only after 2554, two years after the Great Schism. Each weapon can be given up to 2 Upgrades. The second upgrade
is at a +25% increase in price from what it would have been as a single upgrade.
MODIFICATION DAMAGE PIERCE ABILITY COST
Automatic Upgrade -- -- Any non-Automatic Semi-Automatic weapon is modified to become Fully Automatic, replacing (X)
Semi-Auto(X) with Auto (X). If a weapon already has an Automatic firing mode, it cannot receive
this Modification.
To figure the weapon’s new Rate of Fire, you multiply Semi-Auto (X) by 2, and then add
+1. For example, a weapon with Semi-Auto (3) becomes Auto (7).
The cost of this modification is the weapon’s cost.
Blood of Suban +1 -3 Any Covenant Carbine rifle is able to be modified to replace their 8.7x60mm CRP Round with a 70 cR
Subanese Blamite Crystal shard. This upgrade gives the weapon the Needle (5) Special Rule.
The weapon must be reloaded with Needle Rifle Blamite Crystals and no longer works
with the 8.7x60mm Rounds.
Urs’ Gift -1 -1 The weapon’s Rate of Fire is increased by 50% of its original Rate of Fire. If the weapon has Auto (X)
(6), it will be increased to Auto (9). If 50% is not enough to increase the Rate of Fire by 1, it will
increase the Rate of Fire by 1. Price is +20 cR for every +1 added to the Rate of Fire.
Radiance -- -- Explosive Launcher weaponry are compatible with the Radiance Modification. This Modification (X)
increases the distance in which Blast and Kill radius reach.
For every 4 Meters the Weapon’s Blast reaches, it gains an extra +1 Meter to that range.
For every 3 Meters of the Weapon’s Kill reaches, it gains an extra +1 Meter to that range.
If either Blast or Kill are below the number needed to be increased by Radiance, they
are increased by 1 Meter.
The price of this modification is the weapon’s original cost, multiplied by 2.
Twin Attendants -- -- Any Plasma-based weapon can gain the Twin Attendants modification. This modification is highly (X)
unstable, but for every shot the weapon would make, it makes two, instead. For example, a
weapon that would fire one Plasma bolt would fire two at that time. This also means that every
shot made takes double the magazine cost. Each shot fired needs to be Evaded separately.
Due to being unstable, after every Round, the weapon gains a 2% chance of overheating
for every shot taken that turn. If the weapon does overheat, it gains the Overheat (X) Special Rule,
where (X) is how many shots were fired that Round. The price of this modification is the weapon’s
original cost multiplied by 2.
Slumber -- -- Any Plasma-based weapon can gain the Slumber modification. The weapons is fitted with fission- (X)
induced plasma cyclers. On impact, Slumber Plasma reaches near-critical plasma fission causing
a blast of energy. Each time a Character is struck with this, they are pushed back 1 Meter. The
Weapon’s Pierce is reduced by 1/4th of its original Pierce. The Price of this modification is the
weapon’s Rate of Fire multiplied by 10.
Jiralhanae Bayonet -- -- Adds a Jiralhanae Combat Knife as a Bayonet to the weapon. This modification is not illegal within 28 cR
the Covenant, but heavily looked down upon by all races except Jiralhanae. The Jiralhanae will
also look down on Sangheili Characters who use it. This drops the Disposition of these Characters
towards the User by two.
176
COVENANT ENERGY BLADE MANUFACTURING ALTERATIONS
Once an upgrade is taken, it is permanent. Only a maximum of 2 Modifications may be put on one Energy Sword, Energy Dagger, Energy Lance, and
Energy Stave.
MODIFICATION DAMAGE PIERCE ABILITY COST
Unstable -- -- The energy blade’s color changes to a purple, red, or white. The sword rolls Special Damage on a 9 125
or 10. An Unstable sword cannot cloak with the Character using it.
Incursion -- -- The energy blade’s length is increased, giving the weapon +1 Meter to the Melee Reach. 150
Refraction -- -- The weapon is outfitted with a protective hand guard. This gives the Character’s Hand that is holding 100
the weapon a +5 Bonus to Armor. This hand guard also gives the Character a +10 Bonus to defending
against being Disarmed.
Devotion +10 -10 The energy blade glows incredibly bright and has a less stable magnetic-field generator, causing the 175
blade to warp and send out arcs of plasma when the weapon is used in an Attack.
Other characters within a Meter of the Target of this weapon must make an Evasion Roll
or also be damaged by the energy blade’s plasma arcs. This Attack does not figure in the energy
blade’s Pierce when Damaging the other Characters.
This Modification also gives others a +10 to Visual Perception Tests to spot the Weapon.
Weightless -- -4 The weapon is made 25% lighter. Due to the lighter-weight modification, the weapon also glows 50
dully and deals less Pierce, overall.
Blind -- +15 The weapon is made 25% heaver and is made nearly invisible to the naked eye unless you are up 400
close to the weapon. This gives Characters a -30 Penalty to Visual Perception Tests to spot the
weapon.
The sword is given a -10 Penalty to Parrying and a -10 Penalty to being Parried.
Night -5 -5 The weapon is built with a cloaking unit, which counts as the Character using it to have a Cloaking 400
Unit when held. The weapon and the User are both cloaked when activated.
Fireblade -- -- Serrated edges are added to the middle of each side of the Energy Sword. These are designed to 100
allow the Energy Sword to catch and parry, giving a +10 Bonus to Parrying.
COVENANT EQUIPMENT
HELMET AND FACIAL EQUIPMENT
EQUIPMENT BENEFITS WEIGHT CR
B-Net Support Can be mounted to almost any surface such as helmets and weapons. Lowers scatter when calling in 0.3 42
Interface Ordnance.
Communications Emergency communicator that fits over the ear or a Character. Can be used to communicate with all Covenant 0.4 5
Transmitter communication relays and stations.
Heads Up Display This microcomputing unit fits in a small lens is inserted over the Character’s eyes. It displays Radar, IFF Tags, -- 45
Contact and other information that can be sent from a wireless data network. The weight of these is so minute, it
would take hundreds of sets to even be 0.1kg. Can be fitted to any Soldier Type except for Mgalekgolo and
Prometheans.
Holographic Allows the Character access to the Covenant equivalent of VISR. Comes with all the benefits of VISR but no 0.4 20
Eyepiece communication to UNSC Equipment.
Night Vision Device Halves all Light-based Darkness and Low Light Penalties. 0.6 25
177
EQUIPMENT BENEFITS WEIGHT CR
Rebreathing Safety Allows the Character to breathe while in toxic locations. Able to filter and keep the Character safe for 48 hours 1.6 15
Mask before needing recharged. The device is able to recharge in one hour while in a breathable atmosphere. Covers
only the mouth and has a special hose attachment that hooks into a Sangheili’s mouth.
Tactical Headpiece The Covenant equivalent of the UNSC VISR that replaces the Character’s helmet. It offers 10 Armor. 2 34
Targeting A specialized headpiece that is polarized and has a 3x and 5x Zoom function and can connect to Smartlink 1 30
Headgear scopes. Only takes half Penalties in bright Lights.
CARRYING DEVICES
EQUIPMENT BENEFITS WEIGHT CR
Ammunition Pouch An ammunition pouch that can carry 1 Plasma Battery or 6 Magazine, Grenades, and Clips. 0.3 2
Equipment Carrier Soft skinned Carrying Device similar to a duffel bag. Carries 20 Magazines or Grenades, or the size equivalent. 1 3
Equipment Pouch An Armored carrying case with an Armor Rating of 8. Able to carry 5 Magazines, Grenades, and Clips. Once the 1 4
Hardened Equipment Pouch takes 15 Damage, it no longer offers an Armor Rating. This does not stack with
the Character’s Armor.
Gravitational A small, localized gravitational field that can be used to hold a weapon to the Character’s Armor in a desired 1.1 35
Holster location. Will move the weapon to the Character’s Hand when attempting to reach for it, giving the Character
the effects of the Quick Draw Ability when used.
Gravity Carrier Rig Armor mountable gravity weapons carrier. Can hold 2 weapons or 10 magazines, grenades, and clips. Allies 3 23
can take weapons or items from the carrier as if they had the quickdraw ability.
Hardened An armored carrying device with an Armor Rating of 11. Able to carry 5 Magazines, Grenades, and Clips. Once 1.3 15
Equipment Pouch the Hardened Equipment Pouch takes 15 Damage, it no longer offers an Armor Rating. This does not stack
with the Character’s Armor.
Standard Holster A strong leather-like bond that holds the weapon to the Character. 0.4 4
Thigh Rig An armored carrying device that connects to the Armor on a Character’s Thigh. The Rig has 13 Armor but does 1.1 15
not stack with the Character’s Armor. Able to carry 3 Magazines, Grenades, and Clips, or sidearm.
178
OTHER
EQUIPMENT BENEFITS WEIGHT CR
Armor Mounted A small magnetically mounted shield modulator which releases pulses of energy to mitigate the effects of 3.1 85
Anti-Ablation Unit incoming explosives. While the emitter is active, Explosive weapons do not apply any Pierce to damage to
the user’s shields. The emitter has a 1 round Recharge for every turn used to a maximum of 5 Rounds.
Armor Mounted An oval-shaped Shield Generator that attaches to Armor to give them a weak Energy Shield. This does not 5.3 140
Shield Generator stack with other Energy Shields or with any type of Active Camouflage. Has its own power source.
SHIELD INTEGRITY DELAY RECHARGE RATE
75 5 25
Basic Universal A small multitool equipped for entrenchment and survival situations. The multitool comes with a Shovel, 1.2 8
Survival Tool Saw, Hypergolic lighter and Flashlight.
Camping Stool A small anti-gravity adjusted stool for sitting on. The stool’s height can be set by using a small anti-gravity 1.9 4
tool built in that hovers the seat above the ground.
Methane Recharge A station that cycles methane out of the atmosphere for the use of recharging Methane Tanks for Unggoy 13 30
Station Characters. A Methane Recharge Station is able to fill a Methane Tank within 20 seconds (5 Rounds).
Each Methane Recharge Station can fill 4 Tanks at once and has 20 uses before it empties. The
Methane Recharge Station recovers 1 Use per hour, if it is in an atmosphere with methane that can be
siphoned.
Methane Tank A tank for feeding Methane gas into the Oxygen that an Unggoy Character breathes. The Tank holds 120 9 10
hours of breathable Methane. Able to be recharged by the Methane Recharge Station. An Unggoy can use
their Methane Tank as a jump-pack. They’re able to multiply their Jump and Leap from 2x to 5x. Using this
depletes the Methane by (X) hours, where (X) is the multiplier chosen, multiplied by 2. The Methane may
be put into a recharge mode that filters methane from the atmosphere. While doing this, the Unggoy must
be inactive and will recharge 1 hour of Methane every 10 minutes.
Plasma Recharge A Plasma Recharge Station is a Battery recharging unit for many Covenant weapons. 15.4 30
Station Each Plasma Recharge Station holds can recharge 100 Plasma batteries before emptied. If a
Plasma Recharge Station takes 20 points of Damage, it explodes as if it were a Covenant Charge explosive.
Repair Multi Tool This tool is roughly the size of a large wrench. It contains a laser cutter capable of cutting through thin sheets 3.2 28
of nanolaminate. A scanner capable of diagnosing electrical faults within covenant vessels. And tools for the
field repair of weapons and vehicles.
Rope A metallic-like rope that can withstand up to 4,500 KG of weight without breaking. 2 cR per 1 Meter of Rope. -- --
Each Meter of Rope weighs 0.4 KG.
Species MRE “Meals, Ready to Eat.” Species-specific prepackaged foods that do not go bad as long as they stay packaged. 0.2 per 1
One meal is enough to fill a Normal Sized Character. Comes with 5 meals.
Gravity Belt When worn, Gravity Belts remove Penalties gained from high Gravity. 1.9 46
DEPLOYABLE EQUIPMENT
EQUIPMENT BENEFITS WEIGHT CR
Active Camo A large older variant of the Active Cloaking systems used by the Covenant. This Unit provides a +50 Bonus 2.1 300
Cloaking System to Camouflage that lasts for 5 Rounds. The Active Cloaking Unit has a 1 Round Recharge for every Turn used
to a maximum of 5 Rounds. Used with Armors that do not currently have a cloaking system. The Active
Cloaking Unit does not mask or hide weapon effects and sounds.
Can be used with larger-scale Armor, such as with Mgalekgolo armor, but will only give
a +30 Bonus to Camouflage.
Bubble Shield A 3 foot tall device that forms a circular protective barrier in a 3 Meter Radius. The barrier has a Shield 20 35
Integrity of 1,500. The Bubble Shield lasts for 6 Rounds, before shorting out and exploding. Explosion caused
by the Bubble Shield’s detonation is 2D10+10 Damage, Blast (1).
Deployable Cover Deployable Energy Shield, 3 Meters tall and 2 Meters wide. The Shield has a Shield Rating of 200, a Shield 2.6 110
Delay of 5, and a Shield Recharge of 50. The Deployable Cover can be deactivated and activated in a Half
Action.
Flare A blinding light is active for 3 Rounds. Characters within 10 Meters take a -60 Visual Perception penalty and 3.1 40
a -50 Warfare Range and Warfare Melee Penalty. After 3 Rounds, the Flare explodes, dealing the damage
equivalent to the M9 Grenade in the Human Armory.
Holo-Drone A small sphere drone half a Meter wide that travels 30 Meters per Turn. The Holo-Drone has 20 Breakpoints. 4.4 350
The Holo-Drone projects images of the user, which can also project and simulate a weapon. The Holo-Drone
perfectly copies the Character being used in a 3D, holographic image. When the image is struck in any way,
it causes static and ripples to form across it.
When the Holo-Drone detects the user firing their weapon, it creates an electro-magnetic hard-
light replica of the ammo, which can damage Energy Shields for 1 point of damage.
179
EQUIPMENT BENEFITS WEIGHT CR
Invincibility When activated the generator creates a nearly solid electromagnetic layer which instantly stops or reverses 2.4 140
generator the trajectory of almost anything that meets it. Turns the user immune to any weapon that deals less than
200 damage for one round. The emitter is destroyed after use. While the emitter is active the user glows a
bright blue and loses the benefit of active camo.
Kindler GPS Kindler Global Positioning System (KGPS) is used to find the current location on any supported planet. The 0.4 20
Kindler UGPS displays maps as a hologram that is projected above a handheld device.
Kindler Unit The Kindler Unit uses laser scanning systems to create maps for the KGPS. This handheld device can float 0.4 50
on its own and move down straightforward paths, scanning its surroundings. It will eventually attempt to
return to the user once scanning is complete. Sends improved mapping functions to the Kindler GPS.
Pirate Gravity lift A 7-Meter-long Tri Legged gravity lift with a pinch fusion reactor in its center. Capable of moving men and 286 260
material multiple kilometers into the air. The direction of the lift can be altered using a Battlenet interface,
The legs can be folded up to allow for easier transport.
Portable Gravity A half a meter long Deployable Gravity lift used to assist in climbing hillside cliffs rapidly. The gravity lift is 0.6 44
Lift able to lift objects 20 Meters into the air, reduced by 1 Meter per 100 kg the object weighs.
Power Drain A device that shorts out electronics. Drains Energy Shields within a 4 Meter Radius. Every Round an Energy 2.9 40
Device Shield is within the radius of the Power Drain Device, it loses 50 Shield Rating. Vehicles and Equipment that
are within the Power Drain’s Radius are affected by the EMP (3) Special Rule. The Power Drain lasts for 4
Rounds, before shorting out and exploding. Explosions caused by the Power Drain Device deal the damage
equivalent to the Plasma Grenade, alongside the EMP (2) Special Rule.
Radar Jammer Tricks all enemy IFF Tags and Radars to display 15 Enemy Tags for 4 Rounds. One-time use. 2.1 15
Regenerator The Regenerator regenerates all Energy Shields at twice the Shield’s Recharge Rate, while halving the 1.9 30
Shield’s Shield Delay. The Regenerator lasts for 4 Rounds before shorting out. One-time use.
MEDICAL EQUIPMENT
EQUIPMENT BENEFITS WEIGHT CR
Artificial Limb A bionic limb replacement for destroyed or removed limbs. The Artificial Limb has 80 Breakpoints. When at -- 60
0, the limb is destroyed.
Hyper Coagulant This gel-like substance rapidly seals and sedates wounds. Allows a character to ignore all side-effects of 0.1 10
Special Damage, not including broken and destroyed body parts for 3 rounds. Each dose first gives a
character 3 degrees of fatigue. If the user passes their Fatigue maximum and attempts to apply Coagulant,
they must pass a -10 Toughness test or slip into a coma for 1D5 hours per every dose given. Each purchase
comes with 5 uses.
Magnetic Splint Reduces any Movement and Attack penalties from a broken or heavily damaged leg by half. 2 10
Medical Kit A kit that offers all needed tools to perform medical actions on the battlefield. 1.7 10
Medical Scanner Scans bodies to allow a Medic to see the character’s Wounds, Fatigue, and any Special Damage. Also gives 0.3 32
advanced information about how an injury can best be cured giving a +5 to Medical Tests.
Mending Contained in a small vial and applied with a rag this water like substance can greatly aid in accelerating the 0.2 20
Stimulants healing of external injuries. Increases the number of wounds healed during an extended test by 1D10. Can
be applied a maximum of 5 times before causing 1D5 Fatigue per use.
Respirator Pack A pack that contains breathable Oxygen or an Oxygen-Methane mix for Characters who cannot breathe on 2.1 12
their own, or when there is a lack of a breathable atmosphere. Has enough air to last 4 hours and can
recharge in four Full Actions when in a breathable atmosphere.
Sealant Mesh Used as a Full Action, Sealant Mesh is an expanding antiseptic skin that removes 3D5 Fatigue and heals 4D10 0.7 10
Wounds. Using Sealant Mesh removes the Character’s ability to naturally heal any Wounds or recover
Fatigue until they receive an Extended Medical Test. Each time a Sealant Mesh Skin is used, any Sealant
Mesh used after will heal one less dice roll for both Fatigue and Wounds, to a minimum of 0.
Syringe Set A simple syringe set for any use deemed necessary. +5 to surgical or advanced Medical Tests. 0.2 10
Thermal Blanket Allows characters to stay warm in harsh colds. Treats Extreme Heat as up to 20 degrees cooler, and Extreme 4.2 5
Cold as up to 20 degrees warmer, as close to the users’ body temperature as possible.
Wound Sealant As a Full Action, reduces a Character’s Bleedout to 2 Wounds per Turn. 0.4 15
Wound Sterilizer A small sterilizing and sealing tool that heals Wounds. Takes a Full Action to apply and heals 4 Wounds 2 0.2 6
Rounds after being applied.
The GM may allow the Covenant Players access to Human Medical Equipment at no extra cost.
180
COVENANT ARMOR VARIANTS
Covenant Characters are able to select up to two variants for their Harness. Selecting a second variant costs an extra 50 cR alongside its listed Cost.
If both Variants offer the same type of benefit, such as +(X) to Armor Locations, only the highest Bonus and Penalty will be taken. For example, if
both Variants offer Vacuum Sealing, the Character only gains the benefits of the one with the highest amount of air available.
181
ARMOR HARNESS VARIANTS COST
Silent Shadow A modification system that is applied as a secondary to other variants. Comes with built-in VISR equivalent and is designed to 115 cR
make better use of any Active Camo systems being used with it. Gives a Bonus +10 to all Camouflage Tests.
Stealth This variant trades the Harness’ Shields for a permanent built-in Cloaking System that offers +60 to Camouflage Tests. When 75 cR
not Cloaking, the suit has a Shield Integrity of 60 if it has Energy Shields. Those with the Minor Rank do not get the Shields
with this variant, and it can only cloak. Can only be used by Spec-Ops unless stated otherwise by the GM.
Storm Featuring reinforced heavy Buttress Principle Protective Stratum, this variant improves structural integrity greatly, at the 68 cR
expense of +20 KG and reduces Arms armor by 7. This variant adds +7 Armor to the Head, +9 to the Chest Armor Locations,
and +6 Armor to the Legs. The Storm variant adds a skin-tight Undersuit that regulates temperature so the character can
survive in frigid colds and dangerous heats.
Warrior The Warrior-Class Variant modification adds Shield-bolstering Pauldrons that give +50 to Shield Integrity and +25 to Recharge 29 cR
Rate.
182
YANME’E HARNESS
ARMOR WEIGHT PRICE ARMOR RATING EXTRA INFORMATION
Minor Combat 7 kg 28 cR HEAD ARMS CHEST LEGS
Harness 13 15 15 14
Major Combat 8 kg 49 cR HEAD ARMS CHEST LEGS SHIELD INTEGRITY DELAY RECHARGE RATE
Harness 13 15 16 15 50 3 25
Ultra Combat 9 kg 54 cR HEAD ARMS CHEST LEGS SHIELD INTEGRITY DELAY RECHARGE RATE
Harness 14 15 17 16 75 3 25
Captain Combat 10 kg 58 cR HEAD ARMS CHEST LEGS SHIELD INTEGRITY DELAY RECHARGE RATE
Harness 14 16 17 16 100 3 25
Captain Major 10 kg 63 cR HEAD ARMS CHEST LEGS SHIELD INTEGRITY DELAY RECHARGE RATE
Combat Harness 15 16 17 16 125 3 25
HURAGOK HARNESSES
ARMOR WEIGHT PRICE ARMOR RATING EXTRA INFORMATION
Protective Harness 12 kg 34 cR HEAD ARMS CHEST LEGS When the Slave Explosive Harness takes 50 Damage in a single
20 12 24 12 Attack, or when the Huragok dies, it explodes, dealing the damage
Heavy Harness 24 kg 39 cR HEAD ARMS CHEST LEGS of a Covenant Charge. The Slave Explosive Harness can also be
24 14 26 14 remote detonated by whoever is commanding the Huragok.
Slave Explosive 9 kg 40 cR HEAD ARMS CHEST LEGS
Harness 20 -- 24 --
183
VACUUM SUITS
ARMOR WEIGHT PRICE ARMOR RATING EXTRA INFORMATION
Sangheili Vacuum 3 kg 30 cR HEAD ARMS CHEST LEGS Can stack with Combat Harness and Armor. Has 60 minutes of
Suit 1 0 0 0 breathable air and Thrusters to give +10 when Maneuvering in
Space.
Unggoy Vacuum Suit 1 kg 30 cR HEAD ARMS CHEST LEGS Can stack with Combat Harness and Armor. Has 60 minutes of
1 0 0 0 breathable air and Thrusters to give +10 when Maneuvering in
Space.
Jiralhanae Vacuum 4 kg 30 cR HEAD ARMS CHEST LEGS Can stack with Combat Harness and Armor. Has 60 minutes of
Suit 1 0 0 0 breathable air and Thrusters to give +10 when Maneuvering in
Space.
Kig-Yar Vacuum Suit 2 kg 30 cR HEAD ARMS CHEST LEGS Can stack with Combat Harness and Armor. Has 60 minutes of
1 0 0 0 breathable air and Thrusters to give +10 when Maneuvering in
Space.
Yanme’e Vacuum 2 kg 30 cR HEAD ARMS CHEST LEGS Can stack with Combat Harness and Armor. Has 60 minutes of
Suit 1 0 0 0 breathable air and Thrusters to give +10 when Maneuvering in
Space.
Mgalekgolo Vacuum 6 kg 30 cR HEAD ARMS CHEST LEGS Can stack with Combat Harness and Armor. Has 60 minutes of
Suit 1 0 0 0 breathable air and Thrusters to give +10 when Maneuvering in
Space.
Huragok Vacuum 2 kg 30 cR HEAD ARMS CHEST LEGS Can stack with Combat Harness and Armor. Has 60 minutes of
Suit 1 0 0 0 breathable air and Thrusters to give +10 when Maneuvering in
Space.
San’Shyuum Vacuum 3 kg 30 cR HEAD ARMS CHEST LEGS Can stack with Combat Harness and Armor. Has 60 minutes of
Suit 1 0 0 0 breathable air and Thrusters to give +10 when Maneuvering in
Space.
184
SCHISM JIRALHANAE COMBAT POWER ARMOR
ARMOR WEIGHT PRICE ARMOR RATING EXTRA INFORMATION
Minor Armor 70 kg 52 cR HEAD ARMS CHEST LEGS SHIELD INTEGRITY DELAY RECHARGE RATE
15 16 17 16 50 3 25
Major Armor 80 kg 40 cR HEAD ARMS CHEST LEGS SHIELD INTEGRITY DELAY RECHARGE RATE
17 17 19 16 75 3 25
-10 Penalty to Agility when worn.
Captain Major Armor 95 kg 63 cR HEAD ARMS CHEST LEGS SHIELD INTEGRITY DELAY RECHARGE RATE
19 19 20 19 120 3 20
Captain Ultra Armor 100 kg 70 cR HEAD ARMS CHEST LEGS SHIELD INTEGRITY DELAY RECHARGE RATE
20 19 20 20 125 3 25
Honor Guard Harness 105 kg 72 cR HEAD ARMS CHEST LEGS SHIELD INTEGRITY DELAY RECHARGE RATE
21 19 21 20 125 3 25
Stalker Armor 85 kg 125 cR HEAD ARMS CHEST LEGS SHIELD INTEGRITY DELAY RECHARGE RATE
17 17 18 18 50 3 20
Built-in T-3 Active Camouflage Armor Ability.
Shield Delay +1 while cloak is active
Chieftain Armor 110 kg 276 cR HEAD ARMS CHEST LEGS SHIELD INTEGRITY DELAY RECHARGE RATE
21 22 25 22 125 3 25
War Chieftain Armor 115 kg 310 cR HEAD ARMS CHEST LEGS SHIELD INTEGRITY DELAY RECHARGE RATE
22 22 27 22 175 3 50
MGALEKGOLO ARMOR
ARMOR WEIGHT PRICE ARMOR RATING EXTRA INFORMATION
Standard Armor 1,200 kg 115 cR HEAD ARMS CHEST LEGS
40 40 50 40
Ironclad Armor 2,400 kg 155 cR HEAD ARMS CHEST LEGS -5 Agility when worn.
50 45 60 50
Ultra Armor 2,900 kg 175 cR HEAD ARMS CHEST LEGS Glows, easily spotted in Low-Light and Darkness.
55 45 55 50
Banished Captain 4,000 kg 190 cR HEAD ARMS CHEST LEGS -10 Agility when worn.
Armor 60 50 65 55
SPECIAL RULES
Bunker Down As a Half Action, the Mgalekgolo gives up their Reaction and bunkers down for an Extended Action that can be held as long as
the Mgalekgolo needs. Coming out of Bunker Down also takes a Half Action. Bunker Down removes a Character’s ability to attack
the Exposed Locations within the Armor unless they are firing at the Mgalekgolo’s backside. The Hunter may only move their
Half Action in movement and cannot take any Agility Modifiers or Abilities that would allow them to move faster. The Mgalekgolo
may still make attacks but can only turn 90 degrees per Turn. The Mgalekgolo may take a Full Action to Charge Attack out of
Bunker Down or use a single Melee Attack to come out of Bunker Down that ignores the turn limitations. This Attack may also
be used with Decapitating Strike or Guillotine Strike.
Exposed Locations Mgalekgolo Armor has several exposed locations that offer half Armor for protection. These Locations are the Mgalekgolo’s back
Torso, neck, and all limb joints. To Hit an Exposed Location, the Opponents must make a Called Shot against these locations at a
-40 Penalty. If the Attack is unsuccessful but would have still hit without the Called Shot Penalty, the Attack will still strike the
Armor. Successfully striking the Exposed Locations reduce the Armor by half for the Attack.
185
THE BANISHED ARMORY
[OH] [UD] Balaknass Workshop Handgun Semi Auto (4) “Spike Pistol”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +11 9 12 10m-85m 7.9mm Bolt 72 5
Spike, Cauterize Special Rule. Comes with: Jiralhanae Bayonet. WEIGHT (KG): 5.1
[OH] [UD] Sicatt Workshop Disruptor Semi Auto (3) “Disruptor Pistol”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 2D10 +3 25 10 20m-115m Plasma Battery 73 5
Comes with: Built-in Covenant 2x Sight. If the Disruptor hits 4 shots in a Round on its Target, the 4th shot deals EMP (2). Electrified (X) Special Rule, where (X) is WEIGHT (KG): 3.4
+3 for each shot landed in a Round. The Electrified Special Rule for the Disruptor will not activate until the end of the Round.
[UD] [TH] Kilfis’vepta Pattern Storm Rifle Auto (12) “Type-25 Directed Energy Rifle/Advanced”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +6 19 200 20m-115m Plasma Battery 49 7
Cauterize Special Rule. Comes with: Built-in Covenant 2x Sight. Firing 18 shots within two Rounds gains the Overheat (2) Special Rule. WEIGHT (KG): 8
[TH] [UD] Grenflekt Workshop Rifle Auto (8) “Type-28 Medium Range Spike Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +12 6 40 30m-255m Tungsten Spike 91 6
Spike, Cauterize Special Rule. Comes with: Jiralhanae Bayonet. WEIGHT (KG): 12.1
[OH] [UD] Posu’gelka Pattern Needler Auto (6) “Type-33 Guided Munitions Launcher”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 2D10 +15 4 30 5m-65m Blamite Needle 69 5
Needle (6), Homing Special Rule. Comes with: Built-in Covenant 2x Sight. WEIGHT (KG): 3.8
[UD] [TH] Modified Mosa Pattern Carbine Semi-Auto (2) or Auto (6) “Type-51 Carbine”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +9 10 18 100m-1,000m 8.7x60mm CRP 55 6
Headshot Special Rule. -10 Penalty To Hit. Comes with: Built-in Covenant 4x Sight. Fires radioactive caseless charges. WEIGHT (KG): 7.1
186
[UD] [TH] Sicatt Workshop Shock Rifle Sustained (5) “Shock Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +15 4 20 40m-600m Plasma Battery 69 7
Electrified (1), Headshot, EMP (2) Special Rule. Comes with: Built-in Covenant 3x Sight. Arcs 3D10 +4 Damage to Characters within 3 Meters of the Vehicle, WEIGHT (KG): 7.1
Character, Shield or other metallic objects.
[HW] [UD] [TH] Flaktura Workshop Heavy Speargun Auto (1) “Skewer”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Cannon 3D10 +40 10 1 60m-300m Tungsten Spike 108 15
Cauterize, Kinetic, Penetrating, Headshot, and Long Barrel Special Rule. Impacted objects, vehicles, and Characters are thrown (X) Meters, where (X) is 50 Meters WEIGHT (KG): 22.2
subtracted by 1 Meter for every 200kg it weighs.
TURRETS
[HW] [UD] [TH] Modified Pek Pattern Plasma Cannon Auto (10) “Type-2 Directed Energy Support Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +13 13 200 100m-350m Plasma Battery 111 15
Cauterize, Long barrel Special Rule. Comes with Tripod. WEIGHT (KG): 20.3
[HW] [UD] [TH] Grenflekt Workshop Spike Cannon Auto (12) “Super Spiker”
TYPE D11AMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +11 5 200 60m-300m Tungsten Spike 113 15
Spike, Cauterize, Long barrel Special Rule. Comes with Tripod. WEIGHT (KG): 25.8
[HW] [UD] [TH] Grenflekt Workshop Scrap Cannon Auto (X) “Gatling Mortar”
TYPE D11AMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Machine Gun 2D10 +19 1 500 50m-250m 7.9mm Bolt 118 15
Cauterize, Long barrel Special Rule. Comes with Tripod. Auto (X) begins at 10 and is increased by 2 for every Full Action fired, to a maximum of 16. WEIGHT (KG): 29.3
SNIPER RIFLES
[HW] [TH] [UD] Modified Sulok Pattern Particle Beam Rifle Semi-Auto (2) “Type-50 Sniper Rifle System”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +14 16 10 50m-2,500m Plasma Battery 122 10
Cauterize, Penetrating, Kinetic, Headshot, Long barrel Special Rule. Comes with: Built-in Covenant 5x/10x Sight. WEIGHT (KG): 18.1
[HW] [TH] [UD] Modified Zubo Pattern Beam Rifle Semi-Auto (2) “Type-27 Special Application Sniper Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +12 18 10 50m-2,750m Plasma Battery 123 10
Cauterize, Penetrating, Kinetic, Headshot, Long barrel Special Rule. Comes with: Built-in Covenant 5x/10x Sight. WEIGHT (KG): 18.2
[HW] [TH] [UD] Modified M’tara Pattern Focus Rifle Sustained (4) “Type-52 Special Applications Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Beam Rifle 1D10 +20 12 32 25m-2,000m Plasma Battery 112 10
Cauterize, Penetrating, Kinetic, Headshot, Long barrel Special Rule. Comes with: Built-in Covenant 5x/10x Sight. WEIGHT (KG): 17.2
[OH] [UD] Paegaas Workshop Spike Sniper Semi-Auto (1) “Spike Sniper”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +10 12 4 100m-1,000m Tungsten Spike 74 10
Spike, Cauterize, Headshot, Long barrel Special Rule. Comes with: Built-in Covenant 5x/10x Sight. WEIGHT (KG): 17.7
EXPLOSIVE LAUNCHERS
[HW] [UD] [TH] Modified Jovokada Workshop Death Lobber Semi-Auto (3) “Type-25 Grenade Launcher Brute Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 2D10 +11 13 6 15m-85m 45mm HIE 91 8
Blast (5), Kill (1) Special Rule. Comes with: Built-in Jiralhanae Bayonet. WEIGHT (KG): 19.1
[HW] [UD] [TH] Jovokada Workshop Heavy Mortar System Auto (1) “Mortar”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 6D10 +11 13 15 100m-200m 45mm HIE 75 8
Blast (6), Kill (4) Special Rule. -10 Penalty To Hit. Cannot fire within 50 Meters of the User. Each shot uses 3 ammo from the Magazine, as it fires a powerful WEIGHT (KG): 39.6
bundle of the 45mm HIE. Fires a large mortar shot upwards in an arc, allowing for the explosive to hit targets behind cover. Scatters 1D10 Meters for every 200
Meters fired, before Long and Extreme Range penalties.
[HW] [UD] [TH] Veporokk Workshop Ravager Burst (3) or Auto (1) with Charge (2) “Ravager”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 2D10 +10 15 5 10m-60m Plasma Battery 72 12
Grenade Launcher 4D10 +15 15 20m-100m
Cauterize, Special Rule. When fired Burst, weapon has Blast (2), Kill (1). When fired Charge, weapon has Blast (10), Kill (2). Charge Attack will create a 10 Meter WEIGHT (KG): 18.3
Radius pool of incendiary plasma on the ground that deals Flame (1D10) each Half Action a Character is in contact with it. This lasts for 3 Full Actions.
Ravager will Overheat (3) after 3 Burst shots in a row or Overheat (4) after one Charge shot.
187
[HW] [UD] [TH] Modified Rez’tk Pattern Fuel Rod Gun Semi-Auto (3) “Type-33 Light Anti-Armor Weapon V-M”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 3D10 +8 9 5 20m-300m 38mm RadEXP 88 13
If the weapon impacts or detonates under a 20 Meter Range, the Fuel Rod’s RadEXP shot will not explode, and will only gain Blast (1). If impacting further than WEIGHT (KG): 20.9
20 Meters, the shot gains Blast (5), Kill (2). Shots will detonate once they reach the 300 Meters.
188
VEHICLE WEAPONRY
CANNONS
[UD] Gorespike Cannon Charge (3) with Auto (1)
TYPE D11AMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Cannon 6D10 +53 6 1 250m-7,500m Gorespike 254 Autoloader (17)
Cauterize, Blast (20), Kill (10). Autoloader holds 20 shots. WEIGHT (KG): --
AUTOCANNONS
[UD] Grenflekt Workshop Heavy Spike Cannon Auto (6)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Autocannon 6D10 +24 12 40 125m-850m Tungsten Spike 86 Autoloader (15)
Spike, Cauterize Special Rule. WEIGHT (KG): --
MISSILE LAUNCHERS
[UD] Annihilator Missile Pod Semi Auto (1)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Autocannon 4D10 +22 19 2 275m-4,000m Annihilator Missile 218 Autoloader (13)
Cauterize, Blast (9), Kill (3), Homing, Vehicle lock Special Rule. Primary Armament of the Banished Blisterback vehicles. Autoloader holds 20 Missiles. WEIGHT (KG): --
ENERGY WEAPONS
[UD] Beam Cannon Sustained (4)
TYPE D11AMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Beam 1D10 +22 45 200 100m-2,000m Plasma 103 Autoloader (15)
Cauterize, Blast (2) Special Rule. WEIGHT (KG): 28.8
STANDARD AMMUNITION
AMMUNITION COST AMMUNITION COST
Needler Blamite 5 cR per 1 Block. Each Block is one full Heavy Blamite 25 cR per 1 Block. Each Block is one full
Reload for any weapon that uses this Reload for any weapon that uses this
Ammunition. Ammunition.
7.9mm Bolt 1 cR per 30 Rounds 38mm RadEXP 35 cR per 10 RadEXP Cases
8.7x60mm CRP 1 cR per 25 Rounds 58mm RadEXP 45 cR per 10 RadEXP Cases
45mm HIE 10 cR per 5 HIE Grenades Incendiary Gel 10 cR per 5 Gel Cases
20mm PSR 15 cR per 5 PSR Grenades 12.5mm Bolt 1 cR per 20 Rounds
Annihilator Missile 50 cR per 10 Missiles Tungsten Spike 1 cR per 25 Rounds
Plasma Battery A Plasma Battery is a Plasma weapon’s source of ammunition and is replaceable and rechargeable. These batteries cost
1/4th of the weapon’s total cR cost, rounding up.
189
BANISHED MELEE WEAPON MODIFICATIONS
MODIFICATION DAMAGE PIERCE ABILITY COST
Burning -3 +12 The Hammer’s blade is removed, but the weapon is given 4 Plasma Blades. This gives the 200
Weapon a +12 to Pierce and +4 KG to the Weight. Cauterize Special Rule.
Electrified -- -- Electrified (1D5) Special Rule that can only stun up to 3 Half Actions. 70
Extended -- -- Extends Melee Reach by +1 Meters and increases the weapon’s weight by 25%. 80
Guard -- -- The weapon is outfitted with a protective hand guard. This gives the Character’s Hand that is 90
holding the weapon a +5 Bonus to Armor. This hand guard also gives the Character a +10
Bonus to defending against being Disarmed.
Weighted +1D10 -- Increases the weapon’s weight by 50%. The price of this Modification is the price of the (X)
weapon it is being applied to.
ARMOR CREATION
ARMOR MASS COST ARMOR RATING SPECIAL
Banished Light 8 kg 34 cR HEAD ARMS CHEST LEGS Armor weight increased +5 kg per Size Increment from Normal.
Harness 17 16 18 17
Banished Medium 14 kg 38 cR HEAD ARMS CHEST LEGS Armor weight increased +8 kg per Size Increment from Normal.
Harness 19 18 20 19
Banished Heavy 26 kg 41 cR HEAD ARMS CHEST LEGS Armor weight increased +12 kg per Size Increment from Normal.
Harness 20 20 22 21 -10 Penalty to Agility.
Banished Super Heavy 35 kg 43 cR HEAD ARMS CHEST LEGS Armor weight increased +15 kg per Size Increment from Normal.
Harness 21 20 24 21 -20 Penalty to Agility.
ARMOR MODIFICATIONS
Only available for Banished Armor listed in the table above.
MODIFICATION MASS COST SPECIAL
Crush Gauntlet 4 kg 120 cR Adds a powered Gauntlet to the chosen hand. Adds +2 Mythic Strength to unarmed Melee Attacks and
gives +10 to Grappling Tests.
Energy Shields 1.5 kg 60 cR Energy Shields unit that can be purchased 3 times. Each purchase adds 50 Energy Shields to the armor.
Shield Delay is 3 and Recharge Rate is 25.
Heavy Powered (X) kg 300 cR A heavy Powered Exosuit that is built over the Armor, giving it a +3 to Mythic Strength and +2 to Mythic
Exosuit Toughness. Also gives +3 to all Armor Locations. Agility is reduced by 10 when worn. Weight begins at
100 kg at Normal and is increased by 150 kg for every size increment larger.
Powered Exosuit (X) kg 200 cR A lighter weight Powered Exosuit is built into the Armor, giving it a +1 to Mythic Strength, Mythic
Toughness, and Mythic Agility. Also gives +2 to all Armor Locations. Weight begins at 30 kg at Normal
and is doubled for every size increment larger.
Razor Gauntlet 2 kg 50 cR Adds several sharp blades across a chosen forearm of the armor. All Unarmed Melee Attacks are
considered to be using the Jiralhanae Combat Knife and cannot be disarmed or dropped.
Reinforced 1 kg 10 cR Armor Value at chosen location is increased by 1, can be taken up to 3 times per Location.
Shield Guard 16 kg 80 cR Attaches a smaller version of the Banished Tower Shield to a chosen forearm of the Armor. This Shield
weighs half of the Tower Shield and has half of the Breakpoints, but still offers 20 Armor.
Shoulder-Mounting 1 kg 20 cR Allows the attachment of non-melee, non-vehicle weapons to the shoulder of the armor. The weapon
may not be used if the Character is making any other Attacks with other weapons during the same Round.
This weapon can be detached and reattached in a Full Action.
Weapon Gauntlet 1 kg 10 cR Allows one weapon to be attached to the arm of the Armor. Can be detached and reattached in a Half
Action. The mounted weapon can only be fired if the Character is not holding something in the same
hand that the Weapon Gauntlet is on, including other weapons.
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BANISHED PILOTED GUN PODS BANISHED AUTOMATED TURRETS
DIMENSIONS DIMENSIONS
LENGTH WIDTH HEIGHT WEIGHT LENGTH WIDTH HEIGHT WEIGHT
1.3 M 0.8 M 3.1 M 303 KG 42.6 M 21.6 M 40.0 M 309.9 Tonnes
HULL HULL
HULL INTEGRITY HULL INTEGRITY
80 275
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
23 20 20 20 20 70 75 75 75 65
BOLROCI GUN POD COST CHARACTERISTICS
Two Type-32 Class-2 Directed Energy Cannons 185 cR WFR INT PER
Two Type-32 Class-2 Directed Energy Cannons 195 cR 65 30 45
+6 Front Armor Within the structure, which can only be accessed on foot, is a core with
16 Armor and 80 Breakpoints. When destroyed, the Tyrant will begin to
overload. If the Tyrant fires while it is Overloading, a countdown begins.
This countdown is 6D10 Turns, which it will detonate on the Turn after.
GORESPIKE SHIPBREAKER EXP COST
Gorespike Cannon 460 Exp 2,240 cR
191
FORERUNNER ARMORY
PISTOLS
[OH] [UD] Boltshot Variation 1 Semi-Auto (4) or Auto (1) “Z-110 Directed Energy Pistol/Exotic Variation 1”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol (Semi-Auto) 2D10 +14 3 10 15m-175m Ionized Particles 56 4
Shotgun (Auto) 1D10 +20 3 10m-20m
Hard Light Special Rule. The Automatic Rate of Fire is a Shotgun-pistol hybrid that has Charge (1) and the Spread Special Rule. WEIGHT (KG): 1.9
[OH] [UD] Boltshot Variation 2 Burst (3) “Z-110 Directed Energy Pistol/Exotic Variation 2”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 2D10 +14 3 24 30m-150m Ionized Particles 60 4
Hardlight, Homing Special Rule. Comes with: Built-in Forerunner Smartlink Red Dot. WEIGHT (KG): 1.7
RIFLES
[TH] [UD] Suppressor Variation 1 Automatic (10) “Z-130 Directed Energy Automatic Weapon Variation 1”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +15 8 48 25m-500m Light Mass 80 4
Hard Light Special Rule. Comes with: Built-in Forerunner Smartlink Red Dot. WEIGHT (KG): 4
[TH] [UD] Suppressor Variation 2 Automatic (8) “Z-130 Directed Energy Automatic Weapon Variation 2”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +17 6 42 35m-350m Light Mass 76 4
Hardlight, Homing Special Rule. Comes with: Built-in Forerunner Smartlink Red Dot. WEIGHT (KG): 4.2
[TH] [UD] Homing Rifle Burst (4) “Z-150 Directed Energy Burstfire Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 2D10 +20 2 48 25m-500m Light Mass 88 8
Hardlight, Spread, Homing Special Rule. WEIGHT (KG): 8.8
[TH] [UD] Light Rifle Variation 1 Semi-Auto (2) or Burst (3) “Z-250 Directed Energy Weapon Variation 1”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle (Semi-Auto) 3D10 +20 5 36 50m-975m Light Mass 76 6
Rifle (Burst) 3D10 +16 7 30m-1,400m Light Mass
Hardlight, Headshot Special Rule. Comes with: Built-in Forerunner Smartlink 4x. When firing in Semi-Auto, each shot uses up 3 rounds from the Magazine. WEIGHT (KG): 13.2
[TH] [UD] Light Rifle Variation 2 Semi-Auto (2) or Semi-Auto (3) “Z-250 Directed Energy Weapon Variation 2”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle Semi-Auto (2) 4D10 +18 7 12 10m-1,500m Light Mass 73 6
Rifle Semi-Auto (3) 3D10 +14 8 50m-825m Light Mass
Hardlight, Headshot Special Rule. Comes with: Built-in Forerunner Smartlink 4x. When the Scope 4x Sight is deployed, the weapon fires in Semi-Auto (2) and WEIGHT (KG): 13.2
deals greater damage per shot. When the scope is not in use, the weapon fires Semi-Auto (3).
MACHINE GUNS
[HW] [TH] [UD] Splinter Turret Automatic (3) “Z-520 Encounter-Mitigation System”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 2D10 +22 15 30 10m-150m Light Mass 70 13
Hardlight, Blast (3), Kill (1), Long barrel Special Rule. On hit, releases multiple Reactive Explosives that create a second blast. The Reactive Explosives deal its WEIGHT (KG): 27.7
own set of Damage and cannot be evaded if the main attack was not evaded. If the first attack was Evaded, the Character must still attempt to Evade the
Reactive Explosives unless they were able to move out of range.
Reactive Explosives
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE
Special 3D10 +15 8 Blast (2), Kill (1)
Hard Light Special Rule, Blast (5), Kill (3).
SHOTGUNS
[TH] [UD] Scattershot Semi-Auto (2) “Z-180 Close Combat Rifle/Asymmetric Engagement”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +20 5 5 15m-110m Ionized Particles 78 Single Loading
Hardlight, Spread, Homing Special Rule. Comes with: Built-in Forerunner Smartlink 2x. Shots are able to ricochet against surfaces, tracking down a Target or WEIGHT (KG): 6.2
Enemy IFF within 30 Meters of the User. When shots are ricocheted against non-organic objects like walls and floors, the Attack gains a +10 Bonus To Hit on an
Attack, as it tracks down the closest target.
[TH] [UD] Heatwave Semi-Auto (2) “Z-170 Close Combat Rifle/Asymmetric Engagement”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun Hybrid 2D10 +15 10 8 20m-150m Ionized Particles 71 Single Loading
Hardlight, Spread, Homing Special Rule. Comes with: Built-in Forerunner Smartlink 2x. Shots are able to ricochet against surfaces. When shots are ricocheted WEIGHT (KG): 6.7
against non-organic objects like walls and floors, the Attack gains a -30 Penalty To Hit on an Attack but can fire around corners.
192
BEAMS
[HW] [TH] [UD] Sentinel Beam Cannon Sustained (8) “Z-530 Encounter-Mitigation System/Focus Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Beam 3D10 +17 4 120 25m-650m Ionized Particles 85 10
Built-in Smartlink-capable 2x Sight. Hard Light Special Rule. WEIGHT (KG): 12.1
[HW] [TH] [UD] Focus Turret Sustained (5) “Z-510 Directed Energy Focus Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Beam 1D10 +30 8 200 20m-200m Ionized Particles 178 8
Automated Defense Beam Turret. Automatically targets enemy IFF Tags or can be set to attack anything that comes within a 200 Meter radius. The Focus Turret WEIGHT (KG): 35
has a Warfare Range of 45 and a Perception of 75. Hard Light Special Rule.
[HW] [TH] [UD] Rapid Machine Turret Burst (5) “Z-590 Directed Energy Focus Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Beam 2D10 +20 4 200 20m-1,000m Ionized Particles 88 13
Built-in Smartlink-capable 2x/5x Sight. Hard Light Special Rule. WEIGHT (KG): 16.4
[TH] [UD] Sentinel Beam Sustained (4) “Z-500 Directed Energy Focus Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Beam 3D10 +17 14 100 25m-650m Ionized Particles 54 8
Built-in Smartlink-capable 3x Sight. Hard Light Special Rule. WEIGHT (KG): 10.3
[TH] [UD] Safeguard Sentinel Beam Sustained (4) “Z-520 Directed Energy Focus Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Beam 3D10 +21 9 100 25m-650m Ionized Particles 53 8
Built-in Smartlink-capable 2x Sight. Hard Light Special Rule. WEIGHT (KG): 10.3
[TH] [UD] Safeguard Sentinel Beam Variant 2 Sustained (5) “Z-520 Directed Energy Focus Weapon Variant 2”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Beam 2D10 +14 15 250 20m-600m Ionized Particles 67 8
Hard Light Special Rule. The beam this variant fires is able to Pierce through any Character or Vehicle, as if it had an infinite amount of Pierce. WEIGHT (KG): 10.3
[HW] [TH] [UD] Shard Cannon Auto (9) “Z-540 Directed Energy Focus Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Beam 2D10 17 6 250 25m-650m Ionized Particles 87 8
Built-in Smartlink-capable 3x Sight. Hard Light Special Rule. WEIGHT (KG): 11.1
[HW] [TH] [UD] Guardian Beam Sustained (6) “Z-690 Directed Energy Focus Weapon”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Beam 5D10 +20 11 400 50m-1,200m Ionized Particles 145 10
Built-in Smartlink-capable 2x, 4x, 12x, and 15x Sight. Hard Light Special Rule. WEIGHT (KG): 38.2
[HW] [TH] [UD] Floodgate Sustained (4) “Z-750 Directed Energy Pulse/Exotic”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Beam 2D10 +25 20 400 50m-1,500m Ionized Particles 125 13
Built-in Smartlink-capable 2x, 4x, 12x, and 15x Sight. Hard Light Special Rule. WEIGHT (KG): 11.8
SNIPER RIFLES
[HW] [TH] [UD] Binary Rifle Variation 1 Auto (1) “Z-750 Special Application Sniper Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 8D10 +22 18 2 50m-3,000m Ionized Particles 110 8
Built-in Smartlink-capable 5x/10x Sight. Headshot, Kinetic, Hard Light, and Long Barrel Special Rule. Sniper Rifles gain no Close Range benefits when within 30 WEIGHT (KG): 16.1
Meters of the Target, as well as taking a -20 Penalty To Hit when used within 20 Meters of the Target.
[HW] [TH] [UD] Binary Rifle Variation 2 Sustained (3) “Z-750 Special Application Sniper Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 2D10 +22 16 2 50m-3,000m Ionized Particles 118 8
Built-in Smartlink-capable 4x/9x Sight. Headshot, Kinetic, Hard Light, and Long Barrel Special Rule. Sniper Rifles gain no Close Range benefits when within 30 WEIGHT (KG): 16.1
Meters of the Target, as well as taking a -20 Penalty To Hit when used within 20 Meters of the Target.
GRENADES
[UD] Pulse Grenade “Z-040 Attenuation Field Generator/Localized”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 2D10 +14 6 Blast (5), Kill (1) 12
A Grenade that detonates and stays active for 4 Rounds. Any Character that enters the Blast of the weapon continues to take damage per Round. Hard Light WEIGHT (KG): 0.3
and Kinetic Special Rule.
193
EXPLOSIVE LAUNCHERS
[HW] [TH] [UD] Enforcer Missile Launcher Auto (4) “Z-440 Weapon/Anti-Materiel/High Explosive”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 3D10 +10 18 12 50m-1,000m Enforcer Missile 69 13
Built-in Smartlink-capable 5x Sight. Recharge (1) after 4 Shots fired. Blast (5), Kill (1). WEIGHT (KG): 18.6
[HW] [TH] [UD] Incineration Cannon Variation 1 Semi Auto (1) “Z-390 Weapon/Anti-Material Explosive Munitions”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Explosive Launcher 4D10 +26 13 6 50m-600m Ionized Particles 83 13
Built-in Smartlink-capable 5x Sight. Recharge (2). Hard Light Special Rule. Blast (9), Kill (3) WEIGHT (KG): 14.5
[HW] [TH] [UD] Incineration Cannon Variation 2 Burst (2) or Auto (1) with Charge (1) “Z-390 Weapon/Anti-Material Explosive Munitions”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Explosive Launcher 2D10 +20 13 6 50m-600m Ionized Particles 119 13
Built-in Smartlink-capable 3x Sight. When Charged, the Incineration Cannon adds +2D10 Damage to the Damage Roll. Each Burst fire only reduces the Magazine WEIGHT (KG): 14.5
by 1, instead of 2. Hard Light Special Rule. Blast (4), Kill (2) when Burst-fired. Blast (8), Kill (4) when charged.
MELEE WEAPONS
[OH] [UD] Hardlight Blade
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Sword 2D10 Strength Modifier +23 20 +1 148
A sword made of Hard Light that can be deactivated and activated as a Half Action. When activated, the Hardlight Blade is 133cm long. Hard Light Special Rule. WEIGHT (KG): 3
194
FORERUNNER ARMOR
195
FORERUNNER AUTOMATED TURRETS
DIMENSIONS DIMENSIONS
LENGTH WIDTH HEIGHT WEIGHT LENGTH WIDTH HEIGHT WEIGHT
76.7 M 25.1 M 21.9 M 4,530.3 Tonnes 489.7 M 320.5 M 277.5 M 12,842 Tonnes
HULL HULL
HULL INTEGRITY HULL INTEGRITY
255 450
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
65 55 60 60 55 70 80 75 75 75
ENERGY SHIELDS ENERGY SHIELDS
SHIELD RATING RECHARGE DELAY RECHARGE RATE SHIELD RATING RECHARGE DELAY RECHARGE RATE
400 10 50 1,000 25 250
CHARACTERISTICS CHARACTERISTICS
WFR INT PER WFR INT PER
65 30 45 65 30 45
HEAVY ARTILLERY EXP COST HEAVY ARTILLERY EXP COST
Gravitic Beam 380 Exp 1,830 cR Particle Cannon 1,080 Exp 3,940 cR
Heavy Plating Special Rule Heavy Plating Special Rule
DIMENSIONS DIMENSIONS
LENGTH WIDTH HEIGHT WEIGHT LENGTH WIDTH HEIGHT WEIGHT
72.4 M 37.1 M 26 M 3,215.1 Tonnes 3.5 M 1.5 M 3.5 M 19 KG
HULL HULL
HULL INTEGRITY HULL INTEGRITY
165 65
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
35 25 35 40 40 20 17 17 17 17
ENERGY SHIELDS CHARACTERISTICS
SHIELD RATING RECHARGE DELAY RECHARGE RATE WFR INT PER
350 10 75 45 25 35
CHARACTERISTICS ANTI-PERSONNEL EXP COST
WFR INT PER Sentinel Beam 20 Exp 95 cR
65 30 45
LIGHT ARTILLERY EXP COST
Z-8250 Ionized Artillery 380 Exp 1,815 cR
Heavy Plating Special Rule
196
SUPPORT POINTS AND THE SUPPORT SYSTEM
197
BACKUP DROPS INFANTRY AND BESTIARY LEVEL
Cost: (X) Support Points When calling in Infantry, players may spend an extra Support Point to
Characters have the option to call in Infantry and Vehicles to assist in call in a Nemesis level Squad of their choosing.
the Battlefield. Backups have specific limitations, as they are only
available for the Mission or until the GM specifies otherwise. UNSC INFANTRY SUPPORT
When Infantry are being called in, they need to have a INFANTRY INFORMATION SP COST
transport system to the Character. Different factions offer different Militiaman A Fireteam of 4 Militia. 2
transportation options. Army A Fireteam of 4 Army Personnel. 2
Marine A Fireteam of 4 Marines. 2
TRANSPORT EXAMPLE COST Air Force A Fireteam of 4 Air Force Soldiers. 2
On Foot The Troops are dispatched on-foot. Roll -- Navy A Fireteam of 4 Navy Personnel. 2
3D10 to find how many Minutes this ODST A Fireteam of 3 ODST. 2
takes. There are 10 Rounds per Minute. ONI Two ONI Specialists. GM Discretion. 2
Dropship A standard infantry dropship. +5 cR ONI-ODST Three ONI-ODST. GM discretion. 2
Takes 5 Minutes (50 Rounds). ORION Two ORION Soldiers. GM discretion. 2
Gunship An armed Dropship is dispatched to +10 cR Spartan II A single Spartan II. 3
deliver the package. A Gunship can Spartan III A single Spartan III. 3
defend itself. Spartan IV A single Spartan IV. 3
A Gunship will leave as soon as
Smart AI A single Smart AI. GM discretion. 3
the Infantry are dropped off.
Police GM discretion. 1
Takes 3 Minutes (30 Rounds).
Ordnance Human Troops are sent via Drop Pod, +15 cR
INSURRECTIONIST SUPPORT
Launch Covenant Troops are sent via Gravity Lift,
INFANTRY INFORMATION SP COST
and Forerunner Troops are sent via
Militiaman A Fireteam of 4 Militia. 2
Slipspace teleportation.
Takes 2 Minutes (20 Rounds). Army A Fireteam of 4 Army Personnel. 2
Stealth A hidden stealth-ship transports the +20 cR Marine A Fireteam of 4 Marines. 2
Transport requested Package. A Stealth Transport Air Force A Fireteam of 4 Air Force Soldiers. 2
is not limited to being nearby a Ship or Navy A Fireteam of 4 Navy Personnel. 2
Station. Police GM discretion. 1
Stealth Transport has no
possibility of being intercepted or POLICE AND CIVILIAN SUPPORT
destroyed. INFANTRY INFORMATION SP COST
Takes 2 Minutes (20 Rounds). Police 6 Police Officers. Free to Civilians. 1
Ground The Troops are dispatched via a vehicle +(X) cR
Vehicle such as a Warthog or a Specter. The COVENANT
Characters can protect themselves. INFANTRY INFORMATION SP COST
The Ground Vehicle Backup Unggoy A File of 4 Unggoy. 2
must be paid for this. Kig-Yar A File of 4 Kig-Yar of any species. 2
Takes 6 Minutes (60 Rounds) Yanme’e A File of 4 Yanme’e. 2
Aerial The Troops are dispatched via an aerial +(X) cR Huragok A single Huragok. 2
Vehicle vehicle, such as a Pelican or a Phantom. Sangheili A File of 2 Sangheili. 3
The Characters are able to protect Jiralhanae A File of 2 Jiralhanae. 3
themselves using the Aerial Vehicle. Mgalekgolo A File of 2 Mgalekgolo. 4
The Aerial Vehicle Backup San Shyuum A single San’Shyuum. 1
must be paid for this. Sharquoi A single Sharquoi. GM Discretion 3
Takes 3 Minutes (30 Rounds). Prelate A single Prelate. GM Discretion. 3
CHOOSING INFANTRY
All Infantry have Support Point prices needed to be called in. Each
Infantry Character called in has an Equipment Pack, a Specialization
Kit, and uses the Heroic Bestiary Characteristics. All Covenant
Characters come as Combat Trained.
Characters must purchase from their Infantry Support
unless the GM specifies otherwise.
Characters are not suicidal and will not follow commands
too dangerous to follow.
198
VEHICLE BACKUP SUPPORT STRIKE ORDNANCE
Like calling in Infantry with Support Points, the same thing can be Weapons with Strike (X) will deal (X) sets of Damage to all Characters
done for calling in Vehicle support. When calling in Vehicle support, within the Attack’s Blast and Kill radius. For example, a weapon with
vehicles must be paid for, alongside the Support Points needed to Strike (2) will deal 2 sets of Damage to any Character in the weapon’s
make the call. Blast and Kill radius.
The price for calling in Vehicles is the chosen Vehicle’s price, Characters attempting to Evade these Attacks must attempt
divided by 5. A Character may spend up to 1,000 cR per Support Point to use their Evasion to move out of range of the Explosive.
when calling Vehicles. Ground vehicles take 4D10 +2 Rounds to arrive,
while Aerial vehicles take 2D10 +1 Rounds to arrive. LIGHT ORDNANCE
Vehicles will stay with the Characters until they are Light Ordnance are a common type of field support used for clearing
destroyed or until the Mission is over. A Vehicle is not suicidal and will target-rich battlefields and slow heavy armor. This can include vehicle
back off for repair if it becomes too heavily damaged. strafing and bombing runs, mortar system strikes, and long-range
artillery.
VEHICLE PILOT The following page gives multiple examples of Strike and
Each Vehicle called in will come in with a default Pilot unless the Strafe Ordnance that Characters can have access to. The GM may
Character specifies otherwise. All Pilots are initially at the Easy level make their own based on any type of Vehicle that could make attack
from the Bestiary. The default Pilot’s Bestiary Level may be increased runs.
for 10 cR per Bestiary Level.
The standard UNSC and Insurrectionist Pilot for any Vehicle MANUALLY FIRING ORDNANCE
is the Air Force Soldier Type at Easy Bestiary Level. Most Ordnance is called in using an artillery computer on an
The standard Covenant and Banished Pilot for any Vehicle automated platform. These systems handle all the calculations
is an Unggoy Soldier Type at Easy Bestiary Level. required and fire as per the rules lister prior.
The standard Promethean Pilot for and Vehicle is the If a character wishes to fire Ordnance manually or the
Promethean Soldier at Easy Bestiary Level. ballistics computer / telemetry is unavailable the character must
succeed on a Navigation Land / Air check at -20 to calculate the
CHOOSING A PILOT ballistic trajectory of the Ordnance. If the Ordnance is a strike the
When calling in a Pilot for the chosen Vehicle, the Character may character must then make a +20 Warfare Ranged check to set the gun
choose a non-default Pilot. To do so, you can simple just choose a new to the calculated settings.
Character from the Infantry Support list, which is also modifiable from For every degree of failure on the Navigation or the Warfare
the Bestiary Level modifiers. All cR must be spent alongside the ranged test the ordnance will scatter by an additional 1d10 meters.
Vehicle’s cost. This does not cost any extra Support Points. On top of the normal Scatter from calling in Ordnance. Both tests may
be repeated as many times as desired without the weapon being fired
STRAFING AND STRIKING ORDNANCE to ensure accuracy.
There are two types of Ordnance, Strafe and Strike. Strafe Ordnance
are Ordnance that cover a wide area denoted with the Carpet rule. (OPTIONAL) SCATTER DUE TO ATMOSPHERE
Strike Ordnance are long-range artillery and explosives that strike in A planet’s atmospheric conditions add a significant factor to airstrikes
wide radius denoted with Blast and Kill. and artillery. Lower atmosphere reduces the random variance of a
Ordnance takes one half action to designate and call in. shell of bomb while a denser atmosphere will offer significantly more
turbulence as the shell cuts through the layers of air. Using the two
ORDNANCE TIMING tables below a GM can determine the firing conditions on different
For every 5 kilometers between the destination and the location it’s planets and atmospheres.
being fired / launched from, it will take 1 Round to arrive.
ATMOSPHERIC CONDITIONS SCATTER
STRAFE ORDNANCE Normal or no atmosphere (1 atm) --
Strafe Ordnance are vehicle strafing runs, attacking using the Carpet Thick atmosphere (4 atm) +1D10
range rule. Strafing Runs last for one Round. Characters within the Extreme atmosphere (20 atm) +3D10
Carpet Range will be struck (X) number of times, where (X) is Near liquid atmosphere (1000 atm) +5D10
Strafe (X). Each Attack automatically hits the Characters and Vehicles
and deals damage separately for each. WINDSPEED SCATTER
Characters attempting to evade these Attacks must evade Clear conditions (no wind) --
once for each time they were struck. To do so, they must make an
Windy conditions (40kph) +1d10
unopposed Evasion at -(X) Penalty, where (X) is Strafe (X) multiplied
Stormy conditions (80kph) +2d10
by 10. These Penalties are halved if the Character spotted the
Hurricane conditions (120kph) +3d10
incoming Vehicle.
Hellish conditions (160kph) +4d10
Once the vehicle finishes its run, it will leave to rearm and
resupply and return to the battlefield after its reload is complete.
(OPTIONAL) RANGE DUE TO GRAVITY
CARPET RANGE Gravity can greatly affect the range of ground-based ordnance
systems.
Carpet Range is shown as Carpet (X,Y), where X is the length of the
Attack in Meters, and Y is the width of the attack in Meters. • every 0.5x increase of Gravity halves the Range of artillery.
Everything within the Carpet Range will be hit by the Attack. • every 0.5x decrease in Gravity doubles the Range of artillery.
199
LIGHT ORDNANCE
Semi Guided HEAT Artillery Strike Strike (1) Class 2 Energy Cannon Attack Run Strafe (5)
DAMAGE ROLL PIERCING RANGE RELOAD SP DAMAGE ROLL PIERCING RANGE RELOAD SP
6D10+30 40 1,000m-25,000m 2 Turns 1 3D10+14 19 -- 1 Turns 1
Kill (2), Kinetic. If a target designator is used to guide this shell it will not Carpet (15,1), Cauterize. Will not scatter when called in.
scatter. Range is limited to 500m-2,500m without Satellite Telemetry.
Class 2 Medium Plasma Mortar Strike Strike (3)
Pelican Anvil-II Attack Run Strafe (4) DAMAGE ROLL PIERCING RANGE RELOAD SP
DAMAGE ROLL PIERCING RANGE RELOAD SP 3D10+10 30 300m-1000m 4 Turns 2
3D10+17 14 -- 4 Turns 2 Blast (12), Kill (4), Cauterize.
Carpet (40,18).
Banshee Twin-Linked Fuel Rod Cannon Attack Run Strike (3)
Heavy SSM Strike Strike (2) DAMAGE ROLL PIERCING RANGE RELOAD SP
DAMAGE ROLL PIERCING RANGE RELOAD SP 4D10+12 18 -- 4 Turns 2
4D10+28 14 200m-3,000m 4 Turns 3 Blast(12), Kill(6).
Blast (18), Kill (8).
Type-57 Heavy Plasma Cannon Attack Run Strike (3)
Longsword 120mm Ventral Attack Run Strafe (2) DAMAGE ROLL PIERCING RANGE RELOAD SP
DAMAGE ROLL PIERCING RANGE RELOAD SP 4D10+8 18 -- 2 Turns 3
5D10+58 14 -- 6 Turns 4 Blast(16), Kill(4), Cauterize.
Carpet (100,2).
Type-26 35cm Plasma Mortar Strike (Wraith) Strike (4)
Zeus 320mm Plasma Cannon Strike Strike (2) DAMAGE ROLL PIERCING RANGE RELOAD SP
DAMAGE ROLL PIERCING RANGE RELOAD SP 5D10+14 35 300m-1,750m 4 Turns 4
3D10+40 74 500m-12,000m 4 Turns 5 Blast(24), Kill(8), Cauterize.
Cauterize Special Rule. Blast (15), Kill (5).
Type-26 35cm Plasma Mortar Attack Run (Phantasm) Strafe (5)
M197 Artillery Cannon Strike (1) DAMAGE ROLL PIERCING RANGE RELOAD SP
DAMAGE ROLL PIERCING RANGE RELOAD SP 5D10+14 35 -- 6 Turns 5
6D10+79 16 1,000m-25,000m 8 Turns 6 Carpet (60,24), Cauterize.
Cannot fire less than 500 Meters. Blast (25), Kill (10). Range is limited to
500m-2,500m without Satellite Telemetry. Pulse Laser Strike Strike (1)
DAMAGE ROLL PIERCING RANGE RELOAD SP
6D10+85 50 6,000m-50,000m 6 Turns 6
Blast (5), Kill (4), Cauterize, Kinetic, penetrating.
200
SUPPORT ORDNANCE COVENANT SUPPORT ORDNANCE
Support ordnance is generally nonlethal or less than lethal ordnance Air Dropped Suspended Illumination Charges
such as Star shells and EMP bombs. These ordnance types are used to DAMAGE ROLL PIERCING RANGE RELOAD SP
provide the character with some form of tactical advantage while 3D10+12 18 -- 2 Turns 1
leaving the area mostly undamaged. Fused (600m-300m), when these pods detonate, they become a pair of
plasma globes which illuminate a 2km area below themselves with visible
FUSED and IR light. For 8 turns. After the first shell burns out the light decreases
Some support ordnance is set to detonate at certain altitudes with to 1km for another 8 turns.
fuses. If these fuses are not set or incorrectly set these shells will land
and deal damage to their surroundings. These shells can be Air Dropped Type-38 Kindler Canister
recognized by the fused (X) special rule in their profiles where X is the DAMAGE ROLL PIERCING RANGE RELOAD SP
altitude at which they deploy. 1D10+2 4 -- 3 Turns 2
Fused 300m, when this pod activates it maps out a 600m radius below
UNSC / INSURRECTIONIST SUPPORT ORDNANCE itself for use with a KGPS. The shell must be linked to a KGPS before
90mm Illumination Shell dropping and will malfunction if none is connected when it opens.
DAMAGE ROLL PIERCING RANGE RELOAD SP
2D10+3 6 250m-4,000m 1 Turns 1 Air Dropped Landing Charge
Fused (600m). when the shell deploys it becomes a flare which lasts for DAMAGE ROLL PIERCING RANGE RELOAD SP
10 turns. Illuminating a 1km area below themselves. The shell may 2D10+2 4 -- 8 Turns 4
provide both visible light, IR light or both. Gravity(60). This charge instantly removes all trees and light obstructions
within its radius allowing most air vehicles to land safely.
90mm Smoke Shell
DAMAGE ROLL PIERCING RANGE RELOAD SP Air Dropped Mass Jammer
2D10+7 6 250m-4,000m 1 Turns 1 DAMAGE ROLL PIERCING RANGE RELOAD SP
Smoke (20) Special Rule. Lasts 6 Rounds before beginning to dissipate. 2D10+2 4 -- 6 Turns 6
Tricks all enemy IFF Tags and Radars in a 1km radius to display 240 Enemy
175mm Illumination Shell Tags for 3 hours.
DAMAGE ROLL PIERCING RANGE RELOAD SP
2D10+6 9 1,000m-25,000m 2 Turns 2 Air Dropped Mass Cloaking Charge
Fused (800m), when the shell deploys it becomes a flare which lasts for DAMAGE ROLL PIERCING RANGE RELOAD SP
10 turns. Illuminating a 3km area below themselves. The shell may 2D10+4 6 -- 6 Turns 6
provide both visible light, IR light or both. Range is limited to 500m- When this device is dropped all friendly characters within 150m of the
2,500m without Satellite Telemetry. charge may use their action to access the Battlenet and gain active
camouflage. The cloaking charge lasts for 15 turns before it explodes
175mm Smoke Shell dealing its listed damage with Blast (3).
DAMAGE ROLL PIERCING RANGE RELOAD SP
2D10+10 9 1,000m-25,000m 2 Turns 2 Air Dropped Plasma Mine Canister
Smoke (40) Special Rule. Lasts 10 Rounds before beginning to dissipate. DAMAGE ROLL PIERCING RANGE RELOAD SP
Range is limited to 500m-2,500m without Satellite Telemetry. 2D10+2 4 -- 5 Turns 6
This cluster munitions canister deploys 10 cloaked plasma landmines in a
500lb EMP Bomb circle around itself. The radius is adjustable, max 100m.
DAMAGE ROLL PIERCING RANGE RELOAD SP
4D10+12 12 -- 6 Turns 4
Blast (2), hits all electronic devices within 200m with EMP (12).
201
HEAVY ORDNANCE DROPS COVENANT ORDNANCE
Cost: 8 Support Points ORDNANCE INFORMATION COST
Ordnance are large-scale strikes and assaults that are both expensive Energy A powerful beam that destroys and 4,000 cR
and dangerous when not done correctly. When calling in Ordnance, Projector glasses everything within a 50 Meter
the use of a Target Designator can be important. Radius from impact. Lasts for 4
The Character must have an especially important reason for Rounds and is able to move 50
calling in Ordnance, as they are incredibly powerful. Some powerful Meters each Round.
enough to destroy all life on a planet. The GM must work with the Anything within 500
Players when calling in Ordnance Drops. Meters is affected by the EMP (10)
Special Rule.
UNSC/INSURRECTIONIST ORDNANCE Plasma Lance Ten blasts equivalent to a Plasma 500 cR
ORDNANCE INFORMATION COST Bomb strike the targeted location.
Cryobomb Blast (30) that freezes all Targets 2,000 cR Each shot scatters an extra 1D10
within. Characters within the Blast Meters.
must make a -40 Toughness Test or Low-Range Plasma carpet-bombing that covers 3,000 cR
die. Characters frozen take 6D10 Bombardment a 50 Meter radius in Plasma
Damage that ignores Armor. explosive equivalent to the
The Cryobomb takes 1 Covenant Charge in the Explosive
Hour to defrost. (900 Rounds). Weapons section of the Covenant
HAVOK Instantly obliterates anything 3,500 cR Army.
Tactical within a 6,000 Meter Radius. Antimatter A powerful explosive, like a nuclear 4,500 cR
Nuclear Anything within a 10,000 Meter Charge bomb, eradicates anything within a
Weapon Radius is susceptible to Radiation 3,500 Meter Radius.
Poisoning and the EMP (30) Special Any Character within a
Rule. 10,000 Meter Radius of the blast are
SHIVA Nuclear Instantly obliterates anything 4,000 cR susceptible to radiation poisoning.
Weapon within a 12,000 Meter Radius.
Anything within a 20,000 Meter
Radius is susceptible to Radiation
Poisoning and the EMP (50) Special
Rule.
Orbital MAC Powerful MAC strike from a Ship or 5,000 cR
Strike Station above the Planet. Destroys
anything within a 1,500 Meter
radius.
Super MAC The Super MAC Strike will 7,500 cR
Strike obliterate everything within a
10,000 Kilometer radius. A Super
MAC is powerful enough to destroy
the sustainability of life on a planet.
Super MACs are known as planet-
crackers and should only be used as
a last-case scenario.
Ordnance Ten blasts equivalent to a M168 500 cR
Bombardment Demolition Charge strike the
targeted location. Each shot
scatters an extra 1D10 Meters.
NOVA Bomb A ‘Hyper-Cluster’ of Nuclear 10,000 cR
explosives. Able to crack and
destroy entire planets. Able to
destroy anything within 90,000 KM
radius. Nothing can survive a NOVA
Bomb.
202
ARMOR ABILITIES
INTRODUCTION MODIFICATION
Armor Abilities are optional attachments, similar to Permutations, A Character may set out to modify an Armor Ability’s limitation to
which give the Character a special ability of some sort. There are allow it to work with other sets of Armor. For example, if a Marine
limitations to many of the Abilities as to which types of Armor can wanted to make use of the Covenant Thrust Pack, they would have to
make use of them. remove its COV Limitation, changing it to either the Limitation of their
Each Armor Ability has its benefit, which type of armor can choice, or to Universal (UNI).
use it, weight, and possible extra installation information. The When changing a Limitation to from one option to another,
following Table explains the possible limitations an Ability may have the Character must have a Toolkit or access to proper tools. The
and which Armors can make use of them. Character must make a Technology Skill Test. This Test may be
modified by the Armoring Education. This Test takes 12 hours of work,
ARMOR INFORMATION which is reduced by each Degree of Success gained. The Character will
UNI Universal Abilities that work with any set of Armor. also need to spend 25 cR to have the parts needed to make the
COV Abilities that will only work on Covenant Armor. Modification.
If the Character is successful, once the project is complete,
UNSC Abilities that will only work with UNSC Armor.
the Character may decide which Limitation the Armor Ability is
MJL Usable only with Mjolnir and SPI Armor. changed to. Power Limitations may not be changed this way, and the
GEN2 Usable only with Mjolnir Generation 2 Armors. Universal [UNI] Limitation can only be given to the Armor Ability if the
POWER INFORMATION Character’s Technology Test gains three or more Degrees of Success.
S The Armor Ability is Self-Powered, and because of this, Some Armor Abilities with the MJL Limitation, such as the
does not need a Power Source. Sprint Module, need Mjolnir to work and cannot be Modified to work
P The Armor Ability needs a Power Source to sustain with other suits of Armor. They are specific to the systems of Mjolnir
itself. and their exosuit abilities.
ARMOR ABILITIES
203
ARMOR ABILITY LIMIT ABILITY WEIGHT COST
Sprint Module MJL, P Using the Mjolnir’s Overclocking system, the user’s movement is increased, allowing a 1.1 kg 100 cR
character to gain +2 Mythic Agility for two Rounds. If used twice within five Rounds, the user
takes a level of Fatigue. The Sprint Module is pre-built into GEN II Mjolnir suits and cannot
be used with them.
Regeneration Field UNI, P The Regeneration Field is a secondary Shield Recharging Unit that covers a radius of 3 2.4 kg 375 cR
Meters. Any Energy Shielding within the Regeneration Field gets their Recharge Rate
doubled and their Recharge Delay halved. The Regeneration Field lasts for 3 Rounds and
must recharge for 5 Rounds. Takes a Half Action to activate.
M805X Forward MJL, P This Unit allows the Character to either take a Full Move as a Half Action or a Half Move as 1.1 kg 275 cR
Acceleration Unit an extra Reaction movement that may be used separately from the Character’s standard
movement. When used, any others taking Turns after this Ability is used is at a -30 Penalty
To Hit the Character. This lasts until the beginning of the User’s next Turn.
This takes a 4 Half Actions to recharge.
T-3 Active COV, P An integrated Camouflage Unit that gives the Character a +60 Bonus to Camouflage. The T- 4.3 kg 250 cR
Camouflage MJL, P 3 Camouflage Unit lasts for 5 Rounds but must recharge for 6 Rounds. This unit does not
mask sounds or gunfire.
Z2500 Automated UNI, S The Z2500 Automated Protection Drone is an automated Drone that follows the Character 10 kg 300 cR
Protection Drone or stays in the location in which it was deployed. The Drone has a Hull Integrity of 90 and
Armor of 12. The Drone can stay active as long as it stays deployed, and only one can be
deployed at a time. When destroyed, the Drone regenerates in 10 Rounds. If the Character
moves over 50 Meters from the Protection Drone, it disappears and must regenerate. If the
Character calls back the Drone within radius, it does not need regenerated. The Drone will
regenerate 5 Hull Integrity per Round when not active, but not destroyed. The Protection
Drone uses a Bolt Shot pistol with 40 shots. It also has a Perception and Warfare Range of
40 for making attacks against enemy IFF Tags.
UNSC Seeker Drone UNSC, S The Seeker Drone is a flying Armor Ability that attaches to the back of UNSC Armors, which 10 kg 400 cR
can be used between a backpack and the armor, as it folds outward into the size of a
standard UNSC helmet. The Seeker Drone has 55 Hull Integrity and 17 Armor. The Seeker
Drone is armed with an M7 Caseless SMG but is modified to use a 100 Round Belt. The Seeker
Drone has a 40 Warfare Range and 40 Perception for making attacks against enemy IFF Tags.
For Evasion, the Drone has a 60 Agility with no penalties taken for any sort of missing skills.
Can move up to 100 Meters per Turn.
The UNSC Seeker Drone will automatically follow the Character and can be
controlled to stay in one location. The Seeker Drone can also be remotely controlled by a
Data Pad or TACPAD or any other UNSC computer program with tethering. The Seeker Drone
has a camera which can broadcast its video to any UNSC computer or tetherable equipment
like Eyepieces and VISR. If destroyed, the Drone can be replaced with 40 cR.
Z5080 Promethean UNI, P A visual modification system that allows the Character to see up to 30 Meters away, through 2.1 kg 300 cR
Vision any walls, floors, and obstacles. This unit is also able to see Camouflaged and Active
Camouflage users by negating any of the Bonuses they had on their Test. Promethean Vision
lasts for 4 Rounds and must recharge for 6 Rounds.
Z-90 Photon UNI, P The Character generates a shield in front of them that can cover their entire body in the 5.2 kg 400 cR
Hardlight Shield direction they’re facing. This shield is immune to the Penetrating Special Rule. The Hardlight
Shield has 200 Breakpoints but can only last for 4 Rounds. Once the shield runs out of time
or reaches 0 Breakpoints, it vanishes and must recharge for 7 Rounds. If deactivated without
running out of Breakpoints or reaching the Round limitation, the Hardlight Shield recharges
for only 4 Rounds. The Hardlight Shield will also protect a Character from Blast and Kill Radius
if the Character is facing the source of the explosive.
Series 8 Jetpack UNSC, S The Series 8 Jetpack allows the Character to boost as a Full Action and hover as a Free Action. 11.7 kg 150 cR
Using the Jetpack, the Character can thrust upward 50-(X) Meters, where (X) is +1 for every
50 kg the Character weighs and has on them. The Jetpack has 100 Charges. For every round
Hovering, it costs 5 Charges, and cannot be used with other boost or Movement Actions.
Each time the Jetpack thrusts, it costs 25 Charges. When at 0 Charges, the jetpack cannot be
used. When not in use, the Jetpack recovers 10 Charges per Round. When used in zero
gravity, (X) is always 0.
Covenant Thrust COV, S The Covenant Thrust Pack allows the Character to boost as a Full Action and hover as a Full 10.9 kg 200 cR
Pack Action. Using the Thrust Pack, the Character can thrust upward 50-(X) Meters, where (X) is
+1 for every 75 kg the Character weighs and has on them. The Thrust Pack has 100 Charges.
For every round Hovering, it costs 10 Charges and cannot be used with other boost or
Movement Actions. Each time the Thrust Pack thrusts, it costs 25 Charges. When at 0
Charges, the Thrust Pack cannot be used. When not in use, the Thrust Pack recovers 10
Charges per Round. When used in zero gravity, (X) is always 0.
204
ARMOR ABILITY LIMIT ABILITY WEIGHT COST
Covenant Anti- COV, S The Covenant Anti-Gravity Pack is a jetpack-like device that gives the Player the Flight Trait. 11.4 kg 375 cR
Gravity Pack If in 3x or greater Gravity, the Covenant Anti-Gravity Pack acts as the Covenant Thrust Pack,
instead.
Artemis Tracking UNSC, S The Artemis Tracking System (ATS) is an ONI-specialized Armor Ability using a combination 4 kg 500 cR
System of functions. The Artemis Tracking System was created to be used with GEN II Mjolnir Armors
but can be modified to work with other Armors. The main ability of ATS is a scanning device
that tracks technology and ammunition. ATS is able to scan weaponry to determine
ammunition type and amount in the magazine, alongside scanning the weapon to track who
it belonged to via IFF Tags and the weapon’s serial number or any available Bio Signatures.
Another use of ATS is that it can be used to assist in Tracking and Navigation Tests with a +30
Bonus. If the ATS is used to scan a signature or object of the target, Artemis can be used to
gain that +30 Bonus for tracking them or against their Camouflage with an Investigation Test.
Artemis Revival UNSC, P The Artemis Revival System (ARS) is a Regeneration Field Unit that can be placed over a single 4 kg 500 cR
System Character. ARS emits a small relay of nanobots built for the purpose of medical repair. Comes
with 5 Charges with each Half Action reducing a Charge by 1. Every Full Action not used will
recharge these by 1.
Each Half Action used, the ARS will repair Shields by 25 Shield Integrity and heal 2
Wounds.
Slipspace Personal UNSC, P A UNSC developed single-user Slipspace teleportation system. This unit will teleport the user 9 kg 1,000 cR
Teleportation Unit up to 15 Meters in the direction they are facing as a Half Action.
The unit will not allow the Character to teleport into material like walls or other
Characters and will come out in the same pose and position they were when activating the
teleportation. No other Characters may be brought through with this Ability. The
teleportation is also as loud as a door slamming, so it can be heard at both the location the
character was, and the location they teleported from.
This Unit also has a 5 Round recharge that begins on the Half Action it was used.
MQ-96 Support UNSC, S A flying UNSC Support Drone that uses a Target Designator and Forward Observer Module 19 kg 800 cR
Drone to scan, detect, and mark targets. The MQ-96 Drone can be used to use Support Points under
the control of its User, as well as target drop locations and enemies on IFF tags. The Support
Drone can be set to follow any Character within its 1,000 Meter Perceptive Range, as long
as they have been spotted. The Drone has a Perception of 60 for scanning for Camouflaged
Characters, as well. The Drone has a 40 Warfare Range for making attacks using a 100 round
belt-fed M20 SMG. The Drone can move up to 100 Meters per Turn. For Evasion, the Drone
has a 60 Agility with no penalties taken for any sort of missing skills.
The Drone will automatically follow the Character and can be controlled to stay in
one location. The Seeker Drone can also be remotely controlled by a Data Pad or TACPAD or
any other UNSC computer program with tethering. The Drone can broadcast its video to any
UNSC computer or tetherable equipment like Eyepieces and VISR. If destroyed, the Drone
can be replaced with 80 cR.
205
VEHICLE RULES
206
VEHICLE DAMAGE RULES VEHICLE DOOMED STATE
207
CREW, COMPLEMENT, AND WEAPONRY VEHICLE WRECKING AND SPLATTER
208
WALKER VEHICLE RULES STEPPING ON CHARACTERS
A Walker will deal Damage against Characters they step on. A Walker
PILOTING A WALKER stepping on an Character or Vehicle will deal its Weight in Tonnes as
Walkers have a cockpit in that Pilots enter to begin piloting. A Walker Damage, ignoring Armor and Mythic Toughness.
has its own set of Characteristics, but when a Character is in control, Stepping on Characters will happen when a Walker moves
only the Walker’s Strength and Agility Characteristics are used. over or shares the same location as a Character. The Character may
If a Walker only has Strength and Agility Characteristics, make an Evasion Test at +20 Bonus to avoid being stepped on. If a
that means the Walker cannot act on its own without an Operator. Walker is making a Charge or Run Action, the +20 Bonus is lost.
The Walker’s Operator may focus while moving over
ENTERING AND EXITING A WALKER Characters and objects to not step on them, removing the possibility
When entering a Walker, the Character must climb into the cockpit. of anything being stepped on. The Character must declare they’re
This takes one Half Action for each Size Point of the Walker. This may focusing on not stepping on anything for it to take effect, lasting until
be reduced by half if the Character has proper footing or a way the beginning of the next Turn.
directly into the cockpit, to a minimum of 1 Half Action.
Exiting a Walker takes a Full Action from beginning to JUMPING AND LEAPING WITH A WALKER
completion. Walkers do not use Characteristics to figure Jump height or Leap
distance. These are listed based on the Walker’s Characteristics. Due
WALKER LEGS to the size of a Walker and the distance they can travel, all Jumps and
Walker vehicles are vehicles that make the use of legs instead of Leaps are a Full Action.
wheels, treads, or anti-gravitational technology. Walkers can step If a Jump or a Leap were to land on a Character or Vehicle,
over reasonably sized obstacles, thus halving all Difficult and it will deal the Stomp Attack as a Free Action.
Dangerous terrain penalties.
WALKER PHYSICAL OPPOSED TESTS
WALKER AGILITY AND MOVEMENT Characters attempting to make Opposed Tests against Walkers will
Walker Vehicles use an Agility Characteristic the same way Characters automatically fail unless the Character is a Mgalekgolo. For every Size
do, including Mythic Agility. Walker Vehicles have a Half Move, Full Category larger a Walker is, it will gain a +10 Bonus to Opposed
Move, Charge, and Run Move Action using the same rules in the Non- Strength Tests, including against Mgalekgolo.
Combat and Movement sections of the Handbook. Walker Vehicles
cannot gain the benefits of the Blur Ability or any Ability that improves WALKER MELEE ATTACKS AGAINST CHARACTERS
or increases the speed or distance traveled. A Walker’s Melee Attack double the damage dealt against Characters
before Damage Resistance is figured. This does not include stepping
WALKER EVASION on Characters unless a Jump or Leap is involved.
Evasion works the same for Walker Vehicles as they do for Characters,
but with a minor difference. When a Character is Evading while AIR VEHICLE RULES
piloting a Walker Vehicle, they must use the lowest Agility
Characteristic between them and the Walker Vehicle’s. For example, BOMBING AND STRAFING
if the Character has an Agility of 50, while the Walker Vehicle has an Bombing and Strafing Runs ignore penalties To Hit based on the speed
Agility of 65, the Character’s Agility of 50 will be used for the Evasion. being Traveled. For every Degree of Failure on the To Hit Test, the
The Character’s Evasion Skill will still benefit the Walker’s ability to Attack gains +2D10 Scatter in Meters.
Evade. Walkers may also use the Parry variant of the Evasion Action.
When a Walker Vehicle loses a leg, it will take penalties for ATTACKER AND DEFENDER
Evasion Actions, which can be found in the Vehicle Damage Tables on When in combat with another Air Vehicle, there are two positions:
the following pages. Attacker and Defender. The Attacker is the Vehicle able to make
Attacks with front-facing weapons, while the Defender is attempting
WALKER STRENGTH to become the Attacker.
Walker vehicles use Strength to figure their Melee Damage and is An Attacker is the Character chasing another Vehicle, which
used for Strength Characteristic Tests. allows the Vehicle to make Attacks without Penalty. At the beginning
These Characteristics work the same as a Character would of the Round, the Attacker and Defender make an Opposed Pilot Test,
and are not limited by the Character piloting the vehicle. limited by the Vehicle’s Maneuver. If the Defender wins, they become
the new Attacker. Defenders cannot use [O] tagged weapons.
WALKER JUMP AND LEAP In an instance between two VTOL vehicles, there can be two
To figure the Jump Characteristic of a Walker, you take the Walker’s Attackers and no Defenders.
Mythic Strength and divide it by 2, rounding down. The Walker’
FLYING VEHICLE TAKEOFF
WALKER MELEE AND STOMP ATTACKS A Flying Vehicle needs time to take off. Air Vehicles can leave the
Walkers have two base Melee Attacks: Unarmed Melee and Stomp. ground in (X) Half Actions, where (X) is the Vehicle’s Size Points.
The Unarmed Melee is a standard Punch Melee Attack, while the Vehicles are still able to use their Weapons and Special Rules during
Stomp is a slow and heavy stomp made against ground Targets. To the Takeoff phase.
figure the Stomp Characteristic listed under a Walker’s Melee, you
add the Walker’s Weight in Tonnes, Strength Modifier, and Mythic VERTICAL MOVEMENT
Strength together. Air Vehicles have Vertical Movement that allows them to move up
Due to the weight of Walkers, their Stomp attacks are and down from their given location. If the GM wishes to track this, a
always considered as having the Kinetic Special Rule. VTOL’s Vertical Movement is half of the Vehicle’s Acceleration. Non-
VTOL Aircraft’s Vertical Movement is half of the Vehicle’s
Acceleration, but the Vehicle must be moving forward to achieve this.
209
VEHICLE DAMAGE TABLES
WHEELS EXPLANATION
3 1. When 1 Wheel is lost on a vehicle with 3 wheels, the vehicle suffers 50% loss of Top Speed and Accelerate.
2. When 2 Wheels are destroyed, the vehicle loses 80% of its Top Speed and Accelerate.
3. Losing all 3 Wheels immobilizes the vehicle.
4 1. When 1 Wheel is lost on a vehicle with 4 Wheels, the vehicle suffers a 30% loss of Top Speed and Accelerate.
2. When 2 Wheels are destroyed, the vehicle loses 60% of its Top Speed and Accelerate.
3. When 3 Wheels are destroyed, the vehicle loses 90% of its Top Speed and Accelerate.
4. Losing all 4 Wheels immobilizes the vehicle.
6 1. When 1 Wheel is lost on a vehicle with 6 Wheels, the vehicle suffers a 15% loss of Top Speed and Accelerate.
2. When 2 Wheels are destroyed, the vehicle loses 30% of its Top Speed and Accelerate.
3. When 3 Wheels are destroyed, the vehicle loses 50% of its Top Speed and Accelerate.
4. When 4 Wheels are destroyed, the vehicle loses 75% of its Top Speed and Accelerate.
5. When 5 Wheels are destroyed, the vehicle loses 95% of its Top Speed and Accelerate.
6. Losing all 6 Wheels immobilizes the vehicle.
8 1. When 1 Wheel is lost on a vehicle with 8 Wheels, it loses 10% of its Top Speed and Accelerate.
2. When 2 Wheels are destroyed, the vehicle loses 20% of its Top Speed and Accelerate.
3. When 3 Wheels are destroyed, the vehicle loses 40% of its Top Speed and Accelerate.
4. When 4 Wheels are destroyed, the vehicle loses 55% of its Top Speed and Accelerate.
5. When 5 Wheels are destroyed, the vehicle loses 75% of its Top Speed and Accelerate.
6. When 6 Wheels are destroyed, the vehicle loses 90% of its Top Speed and Accelerate.
7. When 7 Wheels are destroyed, the vehicle loses 95% of its Top Speed and Accelerate.
8. Losing all 8 Wheels immobilizes the vehicle.
TREADS EXPLANATION
2 1. When 1 Tread is destroyed on a vehicle with 2 Treads, it loses 70% of its Top Speed and Accelerate.
2. When both Treads are gone, the vehicle is immobilized
4 1. When 1 Tread is destroyed on a vehicle with 4 Treads, the vehicle loses 20% of its Top Speed and Accelerate.
2. When 2 Treads are destroyed, the vehicle loses 40% of its Top Speed and Accelerate.
3. When 3 Treads are destroyed, the vehicle loses 80% of its Top Speed and Accelerate.
4. Losing all 4 Treads immobilizes the vehicle.
6 1. When 1 Tread is destroyed on a vehicle with 6 Treads, the vehicle loses 10% of its Top Speed and Accelerate.
2. When 2 Treads are destroyed, the vehicle loses 25% of its Top Speed and Accelerate.
3. When 3 Treads are destroyed, the vehicle loses 40% of its Top Speed and Accelerate.
4. When 4 Treads are destroyed, the vehicle loses 70% of its Top Speed and Accelerate.
5. When 5 Treads are destroyed, the vehicle loses 95% of its Top Speed and Accelerate.
6. Losing all 6 Treads immobilizes the vehicle.
8 1. When 1 Tread is destroyed on a vehicle with 8 Treads, it loses 10% of its Top Speed and Accelerate.
2. When 2 Treads are destroyed, the vehicle loses 20% of its Top Speed and Accelerate.
3. When 3 Treads are destroyed, the vehicle loses 30% of its Top Speed and Accelerate.
4. When 4 Treads are destroyed, the vehicle loses 45% of its Top Speed and Accelerate.
5. When 5 Treads are destroyed, the vehicle loses 60% of its Top Speed and Accelerate.
6. When 6 Treads are destroyed, the vehicle loses 85% of its Top Speed and Accelerate.
7. When 7 Treads are destroyed, the vehicle loses 99% of its Top Speed and Accelerate.
8. Losing all 8 Treads immobilizes the vehicle.
LEGS EXPLANATION
2 1. When 1 leg is destroyed, the Walker falls over but is still able to control its movement to a small degree to continue to aim and
fire. The Walker can no longer move or Evade.
2. When 2 legs are destroyed, the Walker loses the ability to turn to properly aim and fire. All Attacks the Walker makes gain a -20
Penalty To Hit. The Walker can no longer move or Evade.
4 1. When 1 Leg is destroyed on a Walker with 4 legs, the Walker’s Agility is halved.
2. When 2 Legs are destroyed, the Walker’s Agility is lowered by 75%.
3. When 3 Legs are destroyed, the Walker falls to the ground, but can control its movement to a small degree so it can still aim and
fire. The Walker can no longer move.
4. When all 4 legs are destroyed, the Walker loses the ability to walk. All Attacks the Walker makes gain a -20 Penalty To Hit.
6 1. When 1 Leg is destroyed on a Walker with 6 legs, the Walker’s Agility is lowered by 25%.
2. When 2 Legs are destroyed, the Walker’s Agility is lowered by 40%.
3. When 3 Legs are destroyed, the Walker’s Agility is lowered by 60%.
4. When 4 Legs are destroyed, the Walker’s Agility is lowered by 80%.
5. When 5 Legs are destroyed, the Walker falls to the ground, but can control its movement to a small degree so it can still aim and
fire. The Walker can no longer move.
6. When all 6 legs are destroyed, the Walker loses the ability to walk. All Attacks the Walker makes gain a -20 Penalty To Hit.
210
AIR VEHICLE PROPULSION DAMAGE
AIR VEHICLES EXPLANATION
PROPULSION When destroyed, a Propulsion System will no longer function. The vehicle loses a percentage of its Top Speed,
Acceleration, and Breaking whenever one is destroyed. The Table below explains how much speed is lost per Propulsion
System when one is destroyed, based on how many Propulsion Systems the vehicle has.
THRUSTER COUNT 1 2 3 4 5 6 7 8 9 10
SPEED LOST 100% 95% 90% 85% 80% 75% 70% 65% 60% 55%
THRUSTER COUNT 11 12 13 14 15 16 17 18 19 20
SPEED LOST 50% 45% 40% 40% 35% 30% 30% 25% 25% 20%
211
VEHICLE HIJACKING
HIJACKING This is up to the GM to decide how difficult the Test may be. Though
Hijacking a vehicle is one of multiple Extended Actions one can weapons can also be used to destroy locks, windows, and doors.
perform. These actions include Hijack, Boarding, and Planting. Each of Actions taken to break doors, windows, locks, etc. should
these Actions can take multiple steps, depending on the scenario at be considered a Full Action, while opening unlocked doors should only
hand. be a Half Action.
212
VEHICLE MODIFICATION RULES
BODY MODIFICATIONS
MODIFICATIONS BENEFITS TYPE CR
Heavy Armor Heavy Armor can be taken up to 3 times per Vehicle and increases the Vehicle’s Armor by +3 Armor on Modification 50 cR
all Locations. The Vehicle’s Top Speed is decreased by 10% of the Vehicle’s base Top Speed. Cannot be
used alongside Light Armor.
Light Armor Light Armor can be taken up to 3 times per Vehicle and decreases the Vehicle’s Armor by -3 Armor on Modification 40 cR
all Locations. The Vehicle’s Top Speed is increased by 10% of the Vehicle’s base Top Speed. Cannot be
used alongside Heavy Armor.
Reinforced Armor Reinforced Armor Plating that offers 20 Armor with 200 Breakpoints are added to the Front, Back, and Attachment 150 cR
Plating both Sides of the Vehicle. This plating takes all damage, including absorbing Blast and Kill damage that
the vehicle would have taken. When the Breakpoints are reduced to 0, they no longer offer protection.
The weight of these plates is 1/4th of the Vehicle’s total weight and reduces the Top Speed of
the Vehicle by 5 MpT per 100 KG it weighs. Front, Side
and Back
Open-Topped The Vehicle gains the Op-Top Special Rule. Only usable on Enclosed-Top Vehicles. Modification 10 cR
Enclosed-Topped The Vehicle gains the Enclosed-Top Special Rule. Only usable on Open-Top Vehicles. Modification 20 cR
Armored Module A chosen Vehicle Breakpoint is increased by 20% of the base Breakpoint amount. Each upgrade increases Modification (X) cR
the Vehicle’s weight by 10% of the Vehicle’s base weight. The price of this Module is (X) cR, where (X) is
the amount of Breakpoints gained by the upgrade. Each Breakpoint Location can only be increased once.
Crevasse- Horizontal bars that are used to protect a vehicle from falling into crevasses, pits, ice formations, and Attachment (X) cR
Protection Bars traps. The bars stretch out 1 Meter from the Vehicle’s front and rear locations per every Size Point of Front and
the Vehicle. The cost is 5 cR for every Size Point of the Vehicle. Back
Roll Cage A Roll Cage is installed into the Vehicle’s Crew Module and Passenger locations. The Roll Cage halves all Attachment 50 cR
Damage Characters receive from any Rolling and Wrecks the Vehicle is in. Does not take up any
Attachment locations of the Vehicle. Crew
213
MODIFICATIONS BENEFITS TYPE CR
Plow Unit A V-shaped plow for moving snow, sand, and wreckage. Halves all Penalties gained from Dangerous Attachment (X) cR
Terrain and Difficult Terrain gained by wreckage, snow, loose ground, etc. Costs (X) cR where (X) is 10
for each Size Point of the vehicle.
Can be used with other Front Attachments if a Size Point is used. Front
EDAD Unit An Explosives Detector and Detonation Unit that attaches to the front of the vehicle 4 Meters ahead. Attachment 100 cR
This unit detects explosives up to 15 Meters from the front of the Vehicle and warns the Pilot of the
strength and Blast radius of the explosive, as well as if the explosive would damage the vehicle. The Pilot
is then given the choice to detonate the explosive. Weighs 400kg and has 35 Armor and 400 Breakpoints.
Front
PROPULSION MODIFICATIONS
MODIFICATIONS BENEFITS TYPE CR
Engine This modification enhances the engine and propulsion systems of the Vehicle and can be taken up to Modification (X) cR
Enhancement 5 times. Each time it is taken, the Vehicle’s Top Speed is increased by 10% of the Vehicle’s Base Top
Speed. The Acceleration is increased by 5% of the Vehicle’s Base Acceleration. The cost is (X) cR, where
(X) is the total number gained to both the Top Speed and Acceleration Characteristics.
Improved Brake The Improved Brake System increases the Vehicle’s Brake Characteristic and can be taken up to 5 Modification (X) cR
System times. Each time it is taken, the Vehicle’s Brake is increased by 10% of the Vehicle’s base Brake
Characteristic. The cost is (X) cR, where (X) is the total number gained to the Brake Characteristic.
MOBILITY MODIFICATIONS
MODIFICATIONS BENEFITS TYPE CR
Sand and Snow Each wheel is replaced with a triangular track giving the Vehicle the Continuous Track Special Rule. Mobility (X) cR
Tread When half of the vehicle’s wheels are replaced, Rough and Difficult Terrain Penalties are removed on
Sand and Snow, but the Vehicle’s Top Speed and Acceleration is reduced by 10%.
When used with all the Vehicle’s wheels, the Rough and Difficult Terrain penalties are
removed on Sand and Snow, but the Vehicle’s Top Speed and Acceleration is reduced by 20%.
Costs 10 cR per Wheel and must replace either half or all the Vehicle’s wheels.
Hover System The vehicle’s mobility system are replaced by an air-based hover system that allows the Vehicle to Mobility (X) cR
hover up to 1 Meter above the surface, including bodies of water. This modification halves the
Acceleration, Brake, and Top Speed of the Vehicle, though the Vehicle no longer takes Penalties to
Rough and Difficult Terrain. Costs 50 cR for every Size Point of the Vehicle.
The second option for the Hover System is to keep the vehicle’s original mobility system and
be able to switch to and from the Hover System as a Full Action. This costs 80 cR for every Size Point
of the Vehicle and takes up 2 Size Points.
Anti-Gravitational The Vehicle’s wheels or tracks are all replaced with anti-gravitational technology either based on Mobility (X) cR
Covenant or Forerunner technology. The Vehicle gains the Anti-Gravitational Special Rule. This costs
50 cR for every Size Point of the Vehicle.
Full Track The mobility system is replaced with Full Tracks, giving the vehicle the Continuous Track Special Rule. Mobility (X) cR
This reduces the Vehicle’s Maneuver by 25%. This costs 25 cR per Size Point of the Vehicle.
Mobility Up- The mobility system the Vehicle uses has been modified to have protective plating. This gives the Modification 50 cR
Armor Vehicle +4 Armor when Mobility is struck.
Slipspace Drive Gives the Vehicle the Slipspace Special Rule. Must be used on flying vehicles. Mobility 1,000 cR
ELECTRONIC MODIFICATIONS
MODIFICATIONS BENEFITS TYPE CR
Energy Shield An attachment that can be taken (X) times, where (X) is the Vehicle’s Size Points. Each Installation Attachment 100 cR
Installation takes up a Size Point of the Vehicle and weighs 10 kg. When first taken, the Vehicle gains an Energy
Shield with a Shield Rating of 150, a Recharge Delay of 2, and a Recharge Rate of 25.
Each time this attachment is taken afterwards, or if the Vehicle already came with an Energy
Shield, the Shield Rating gains +50 and the Recharge Rate gains +5.
AI Uplink Module A small uplink module for Smart and Dumb AI is installed into the Vehicle. This module allows an AI Modification 150 cR
Character to control a Vehicle normally. If the Vehicle has a Neural Interface installed, the AI is also
able to control the weapons.
Neural Interface The Vehicle gains the Neural Interface Special Rule. Modification 100 cR
Nanomachine A Nanomachine Repair System that may be installed up to 5 times per Vehicle. Each System can repair Attachment 250 cR
Repair System each Breakpoint of the Vehicle at the beginning of every Round. Each Repair System is only able to
repair 150 Breakpoints before needing a recharge which costs 100 cR. Each Repair System takes up 1
Size Point of the Vehicle.
214
COMBAT MODIFICATIONS
MODIFICATIONS BENEFITS TYPE CR
ECM Module An Electronic Countermeasure Device used to deceive Radar, Motion Tracker, Sonar, and other Attachment 100 cR
Targeting and Scanning systems. An Opposing Vehicle attempting to Target this vehicle doubles its
Targeting Characteristic for how long it takes to Lock On. Weapons with the Homing Special Rule and
Vehicle Special Rule lose their Bonuses from the Special Rules. When being scanned with any equipment
that maps out locations, tracks IFF Tags, or attempts to target any object will see 3 versions of the
Vehicle, each one scattered 3D10 Meters from where the Vehicle actually is.
Active Protection The Active Protection System, or APS, is an Anti-Targeting device that fires decoy flares when the vehicle Attachment 140 cR
System is Targeted by another vehicle or a weapon with Homing or Vehicle Lock Special Rule. The launched
flares move out 15 Meters on both sides from the Vehicle and are active for 5 Rounds. All Vehicle Lock,
Homing, and Targeting will lock onto the flares instead of the vehicle.
The APS can be used 5 times before needing restocked. Each full APS restock costs 90 cR.
Active Defense The Active Defense System, or ADS, is an electro-kinetic detonation system used to destroy explosives Attachment 160 cR
System before impacting the vehicle.
The Active Defense System detonates explosives (X) Meters from the Vehicle, where (X) is the
Vehicle’s Size Points multiplied by 3. After the Active Defense System detonates an explosive, it must
recharge for 4 Rounds.
It takes 1 Size Point to install this Attachment per 2 Size Points the vehicle has.
Smoke Screen Smoke Screen Emitters release magnetized Smoke within (X) Meters out from each side of the vehicle, Attachment (X) cR
Emitter where (X) is the Vehicle’s Size Points. The Smoke lasts for 6 Rounds and stops any Vehicle Tracking,
Homing, and Vehicle Lock weapon from targeting the Vehicle or anything else within or beyond the
Smoke Screen. Motion Trackers and Radars cannot register anything within the Smoke Screen.
The Smoke Screen cannot move alongside the Vehicle but can be spread out from the Vehicle
driving. If spread out too much, the GM may decide to halve the length the Smoke Screen lasts.
The Smoke Screen costs 50 cR for each overall Size Point of the Vehicle, and one Weapon Point
to install. The Smoke Screen Emitter has 4 Uses, each Use costs 20 cR to replace.
Flare Launcher For two Weapon Points or one Size Point, the Vehicle has a Flare Launcher installed. This modification Attachment 40 cR
launches 40mm Parachute Flares into any chosen direction as if it were a standard turret. The Flare
Launcher can fire the Flare that deals 3D10 Damage with Flame (1D5) on impact. The Flare can be fired
up to 400 Meters into the air, which then slowly falls to the ground.
Light Ordnance For two Weapon Points or one Size Point, the Vehicle has a Mortar installed. This allows Light Mortar Attachment 70 cR
Launcher strikes or Rapid Dispersal Plasma Mortar Strikes to be called in from the vehicle. The vehicle must be
within range and can launch 4 Strikes before requiring a resupply at a base. Costs 18 cR per Mortar strike
to refill.
Expanded Ammo These bins take up one size point on the vehicle and allow the vehicle to store 5 additional reloads worth Attachment 40 cR
Bins of ammunition in a secure blast proof container. Vehicle Autoloaders cannot take ammo from these bins
directly and must be resupplied manually. The extra ammunition is not resupplied when a vehicle
returns to base and must be purchased separately.
MISC. ATTACHMENTS
MODIFICATIONS BENEFITS TYPE CR
Recovery Winch The Recovery Winch is an electronic device with 100 Meters of Nanotube Cable. The cable and winch Attachment 35 cR
can support 5 Metric Tons.
Heavy Winch The Heavy Winch is a Recovery Winch that supports 15 Metric Tons. It costs one Size Point to install. Attachment 75 cR
Flood Light The Flood Light is a bright light able to illuminate a 100 Meter range. When shined at a Character, that Attachment 30 cR
Character takes a -60 Penalty to Visual Perception Tests. This Light can be remote-controlled by a paired
digital device to control the direction it faces.
Siren A loud siren that causes a -40 Penalty to Hearing Perception Tests within a 50 Meter Range and a -20 Attachment 40 cR
Penalty to Hearing Perception Tests within 100 Meters.
Camera Module A four-piece camera system installed onto the Vehicle. The cameras face out on each side of the Vehicle Attachment 70 cR
with a 180-degree field of view. These are considered Optics for the Vehicle.
Police Light A bright police light for the top of vehicles. Attachment 15 cR
Fast Rope A rope system that allows for Characters to propel down from a vehicle. Can install up to 2 Fast Ropes Attachment 10 cR
per Size Point of the Vehicle.
5-Point Harness When getting in Wrecks or Head-On Collisions, the Characters won’t take Damage. Instead, the Attachment (X) cR
Characters take 1 Fatigue for every 10 Points of Damage that would have been dealt to them after
figuring Damage Resistance. Costs 4 cR per each seat on the Vehicle.
215
VEHICLE ARMORY
UNSC VEHICLES
M274 Ultra-Light All-Terrain Vehicle Mongoose M290 Ultra-Light All-Terrain Vehicle Mongoose
216
M121 Light Strike Vehicle Jackrabbit AMG H9 MID-CAPACITY ONI VAN
217
M12 Force Application Vehicle Warthog M12S CST COST
[G] M247 Heavy Machine Gun 305 cR
200 MpT (180 KM/h) Top Speed, 30 Accelerate, 20 Armor on
all Locations.
M12 W-APC COST
Armored extension with +10 Complement seating in the rear. 275 cR
Length of vehicle becomes 8.6 Meters. Removes Open-Top
Special Rule.
M12 M914 RV COST
SELECT ONE 275 cR
Armory Carrier, Ambulance, Communications System, or
Mobility Recovery Vehicle.
COST DEFEAT EXPERIENCE
245 cR 50 Exp ARMAMENT VARIANT: M12 M914 RV
MOBILITY Armory Carrier: An enclosed armory to store up to 20
ACCELERATE BRAKE TOP SPEED MANEUVER Weapons and 200 Grenades and Magazines. This removes the Open-
25 MpT 30 MpT 210 MpT (125 Km/H) 55 Top Special Rule.
PHYSICAL ATTRIBUTES CUSTOMIZATION Ambulance: An enclosed medical unit with a built-in Sterile
LENGTH WIDTH HEIGHT WEIGHT SIZE WEAPON Field Generator and 5 Medical Kits. This removes the Open-Top
6M 3M 3.2 M 3 Tonnes 2 2 Special Rule.
CREW AND COMPLEMENT Communications Systems: A communications variant that
CREW COMPLEMENT has a Doppler Radar, built-in Portable Computer, UGPS, Emergency
1 Operator, 1 Gunner 1 Passenger Locator Beacon, the NAV Marker Transmitter, and the Covenant-
BREAKPOINTS UNSC Translation System.
WEP MOB ENG OP HULL Mobile Recovery Vehicle: A fast-response vehicle that has
40 55 65 35 90 a built-in armory and an enclosed top. This removes the Open-Top
ARMOR Special Rule. The vehicle has the tools needed for any and all vehicle
FRONT BACK SIDE TOP BOTTOM and equipment Repair Tests.
25 25 25 25 25
RAZORBACK PACKAGE
INFORMATION
The M15 LTV Razorback Package is a modification option for the
Open-Top and All-Terrain Special Rule. 4 Wheel Vehicle.
Warthog. This replaces the Dimensions, Speed and Maneuverability,
ARMAMENT VARIANT: Standard COST
Crew and Compliment, Breakpoints, and Armor of the Warthog.
N/A 245 cR
The Razorback Package may use any variant upgrade of the
M12 Light Anti-Personnel COST Vehicle, as well. The prize of taking the Razorback Package is 100 cR
[G] M247 Heavy Machine Gun 340 cR on top of the Warthog variant it was applied to.
M12 LRV2 COST
[G] M41 Light Anti-Aircraft Machine Gun 305 cR M15 Light Tactical Vehicle Razorback Package
M12A1 Light Anti-Armor COST
[G] 102mm SC-HE Rocket Turret 435 cR
M12R Light Anti-Aircraft COST
[G] M79 Multiple Launch Rocket System 405 cR
M12MW Anti-Aircraft COST
[G] M260 Multiple Launch Rocket System 435 cR
M12G1 Light Anti-Armor COST
[G] M68 Asynchronous Linear-Induction Motor 410 cR
M12F Light Anti-Personnel COST
[G] NA6 Defoliant Projector 345 cR
M12 M831 Troop Transport COST
+6 to Complement with rear seating. Built-in Roll Cage. 245 cR COST DEFEAT EXPERIENCE
M12 GT COST +100 cR +20 Exp
250 MpT (225 KM/h) Top Speed, 30 Accelerate, 18 Armor 390 cR MOBILITY
on all Locations. ACCELERATE BRAKE TOP SPEED MANEUVER
[G] M247 Heavy Machine Gun 25 MpT 30 MpT 210 MpT (125 Km/H) 50
M12 864 A/T COST PHYSICAL ATTRIBUTES CUSTOMIZATION
Enclosed Crew and Complement seating. Removes Open- 285 cR LENGTH WIDTH HEIGHT WEIGHT SIZE WEAPON
Top Special Rule. +4 to Complement. Wheels replaced with 6M 3M 3.2 M 5 Tonnes 2 2
4 Treads, lowering Top Speed to 104 MpT (95 km/h) and BREAKPOINTS
lowering Accelerate to 20. Gives +50 to MOB Breakpoints. WEP MOB ENG OP HULL
Armored Warthog COST 55 60 70 40 110
[G] M46 Light Anti-Aircraft Machine Gun 345 cR ARMOR
+3 Armor on all Locations FRONT BACK SIDE TOP BOTTOM
30 30 30 30 30
218
M12B Force Application Vehicle Warthog M12B 975 A/T COST
Enclosed Crew and Complement seating. Removes Open- 290 cR
Top Special Rule. +4 to Complement. Wheels replaced with 4
Treads, lowering Top Speed to 104 MpT (95 km/h) and
lowering Accelerate to 20. +50 to MOB Breakpoints.
M12B W-APC COST
Armored extension with +10 Complement seating in the rear. 280 cR
Length of vehicle becomes 8.8 Meters. Removes Open-Top
Special Rule.
M12B M1004 RV COST
SELECT ONE 280 cR
Armory Carrier, Ambulance, Communications System, or
COST DEFEAT EXPERIENCE Mobility Recovery Vehicle.
250 cR 50 Exp
MOBILITY ARMAMENT VARIANT: M12B M1004 RV
ACCELERATE BRAKE TOP SPEED MANEUVER Armory Carrier: An enclosed armory to store up to 20 Rifles and 200
25 MpT 30 MpT 210 MpT (125 Km/H) 55 Grenades and Magazines. This removes the Open-Top Special Rule.
PHYSICAL ATTRIBUTES CUSTOMIZATION Ambulance: An enclosed medical unit with a built-in Sterile
LENGTH WIDTH HEIGHT WEIGHT SIZE WEAPON Field Generator and 5 Medical Kits. This removes the Open-Top
6.3 M 3.0 M 2.3 M 3 Tonnes 2 2 Special Rule.
CREW AND COMPLEMENT Communications Systems: A communications variant that
CREW COMPLEMENT has a Doppler Radar, built-in Portable Computer, UGPS, Emergency
1 Operator, 1 Gunner 1 Passenger Locator Beacon, the NAV Marker Transmitter, and the Covenant-
BREAKPOINTS UNSC Translation System.
WEP MOB ENG OP HULL Mobile Recovery Vehicle: A fast-response vehicle that has
40 55 65 35 90 a built-in armory and an enclosed top. This removes the Open-Top
ARMOR Special Rule. The vehicle has the tools needed for any and all vehicle
FRONT BACK SIDE TOP BOTTOM and equipment Repair Tests.
25 25 25 25 25
RAZORBACK PACKAGE
INFORMATION
The M15 LTV Razorback Package is a modification option for the
Open-Top and All-Terrain Special Rule. 4 Wheel Vehicle.
Warthog. This replaces the Dimensions, Speed and Maneuverability,
ARMAMENT VARIANT: Standard COST
Crew and Compliment, Breakpoints, and Armor of the Warthog.
N/A 250 cR
The Razorback Package may use any variant upgrade of the
M12B Anti-Personnel COST Vehicle, as well. The prize of taking the Razorback Package is 100 cR
[G] Coaxial M343A2 Heavy Machine Gun 355 cR on top of the Warthog variant it was applied to.
M12B LRV2 COST
[G] M46 Light Anti-Aircraft Machine Gun 310 cR M15 Light Tactical Vehicle Razorback Package
M12B-A1 Light Anti-Armor COST
[G] 102mm SC-HE Rocket Turret 440 cR
M12B-A2 Light Anti-Aircraft COST
[G] M80B Multiple Launch Rocket System 445 cR
M12B-MW Anti-Aircraft COST
[G] Two Linked M260 Multiple Launch Rocket Systems 440 cR
M12B-G2 Light Anti-Armor COST
[G] M555 Asynchronous Linear-Induction Motor 420 cR
M12B-F Light Anti-Personnel COST
[G] NA6 Defoliant Projector 350 cR
M12B-SoS Sword of Sangheilios Needler COST
[G] M343A3 Needler Heavy Machine Gun 360 cR COST DEFEAT EXPERIENCE
M12B M944 Troop Transport COST +100 cR +20 Exp
+6 to Complement with rear seating. Built-in Roll Cage. 250 cR MOBILITY
M12-R StarSpeed COST ACCELERATE BRAKE TOP SPEED MANEUVER
375 MpT (225 KM/h) Top Speed, 40 Accelerate, 19 Armor on 315 cR 25 MpT 30 MpT 210 MpT (125 Km/H) 50
all Locations. [G] M343A2 Heavy Machine Gun PHYSICAL ATTRIBUTES CUSTOMIZATION
M12B-S CST COST LENGTH WIDTH HEIGHT WEIGHT SIZE WEAPON
300 MpT (180 KM/h) Top Speed, 35 Accelerate, 23 Armor on 325 cR 6M 3M 3.2 M 5 Tonnes 2 2
all Locations. BREAKPOINTS
[G] M343A2 Heavy Machine Gun WEP MOB ENG OP HULL
55 60 70 40 110
M12B Armored Warthog COST ARMOR
[G] M46 Light Anti-Aircraft Machine Gun 345 cR FRONT BACK SIDE TOP BOTTOM
+3 Armor on all Locations 30 30 30 30 30
219
X-RP12 Combat Support Vehicle Gremlin M20 Cougar Lightweight AFV
220
M650 Armored Personnel Carrier Mastodon M330 Kodiak Heavy Apc
221
M400 Artillery System Kodiak M22 Fox Cannon
222
Special Purpose-42 Cobra Main Battle Tank M808B Scorpion Main Battle Tank
Anti-Materiel/Anti-Fortification
[G] M98 105mm Rail Gun
[G] Two Linked M66 30mm Rail Guns
223
M808C Scorpion Main Battle Tank M808S Scorpion Main Battle Tank
224
M820 Scorpion Main Battle Tank M850 Grizzly Main Battle Tank
225
M700 Viper Stealth Tank M9 Wolverine Main Anti-Aircraft Tank
226
M-145D Rhino Mobile Artillery Assault Platform Heavy Recovery Vehicle Elephant
227
M510 Heavy Recovery Vehicle Mammoth HRUNTING/YGGDRASIL Mark I Prototype ADS
228
HRUNTING/YGGDRASIL Mark III Cyclops HRUNTING/YGGDRASIL Mark IX Mantis
229
HRUNTING/YGGDRASIL Mark IX Command Mantis HRUNTING/YGGDRASIL Mark II [D] Geyrion
230
HRUNTING/YGGDRASIL Mark II [J] Colossus HRUNTING/YGGDRASIL Mark VIII Battle Platform
231
HRUNTING/YGGDRASIL Mark VIII Assault Platform AV-14 Attack VTOL Hornet
232
AV-22 VTOL Sparrowhawk AV-49 VTOL WASP
233
AV-30 Light Assault VTOL Kestrel AV-19 Strike Fighter VTOL SkyHawk
234
EV-44 Support VTOL Nightingale UH-144 Support VTOL Falcon
235
AC-220 Heavy Gunship VTOL Vulture MV-29 Gunship Wyvern
236
Dropship 77 Troop-Carrier Pelican Dropship 77 Heavy Troop-Carrier Pelican
237
Dropship 79 Heavy Troop-Carrier Pelican D102 Insertion Craft Owl
238
Dropship 81 Long Range Transport Condor Dropship 20 Heavy Lift Vehicle Heron
239
D82 Expeditionary Support/Supply Transport Darter D96 Troop Carrier Equipment Albatross
240
YSS-1000 Prototype Anti-Ship Spaceplane Sabre S-14 Space Striker Baselard
241
F-29 Strike Fighter/Interceptor Nandao B-65 Suborbital Long-Range Bomber Shortsword
242
GA-TL1 Interceptor/Strike Fighter Longsword F-41 Exoatmospheric Multirole Strike Fighter Broadsword
243
F-99 Unmanned Combat Aerial Vehicle Wombat Winter-Class Prowler
244
CIVILIAN VEHICLES
AMG Transport Dynamics Hog Sports Luxury Coupe Uberchassis
245
Mid-Size Sedan HuCiv Genet Mid-Size Sedan HuCiv Police Genet
246
HuCiv Mid-size Coupe Fossa Kabord Sports Luxury Coupe MLX
247
Tuktuk Motor Tricycle 2525 All-Terrain Transport TurboGen Spade
248
2550 All-Terrain Transport TurboGen Spade Landfall TurboGen Cabover Semi Truck
The Semi comes with a Trailer that, on its own, costs 80 cR. This Trailer
can hold up to 7 Mongoose vehicles or two Warthogs, as a general scale.
The Semi also contains a Sleeper Cabin, which is a small section in the
rear of the Semi that has a bed, storage, a small television, a fridge, and
a small food preparation Oven and Microwave.
With the Trailer, the Semi’s Accelerate becomes 30, its
Maneuver becomes 15, and its Top Speed is 160 MpT (144 km/h). The
Semi is able to pull two Trailers without impacting its Speed any further.
The Semi is able to pull up to 95 Metric Tons.
249
AMG H9 Mid-Capacity Semi-Trailer Truck HuCiv 1500 Cabover Semi-Trailer Truck
The Semi comes with a Trailer that, on its own, costs 80 cR. This Trailer The Semi comes with a built-in Trailer. This Trailer can hold up to 3
can hold up to 7 Mongoose vehicles or two Warthogs, as a general scale. Mongoose vehicles or one Warthog, as a general scale.
The Semi also contains a Sleeper Cabin, which is a small section The Semi also contains a folding seat that transforms into a
in the rear of the Semi that has a bed, storage, a small television, a fridge, bed. Behind the seat is a small fridge and microwave unit for storing and
and a small food preparation Oven and Microwave. preparing food. The HuCiv HC1500 also has a built-in UGPS Unit. The
With two Trailers, the Semi’s Accelerate becomes 20, its Semi is able to pull up to 95 Metric Tons.
Maneuver becomes 10, and its Top Speed is 160 MpT (144 km/h). The
Semi is able to pull four Trailers without impacting its Speed any further.
The Semi is able to pull up to 175 Metric Tons.
250
Liang-Dortmund Industrial Box Truck TurboGen Dura 3700 Box Truck
The back trailer can hold up to 2 Mongoose vehicles or one Warthog, as The back trailer can hold up to 3 Mongoose vehicles or one Warthog, as
a general scale. a general scale.
The Box Truck also contains a folding seat that transforms into The Box Truck also contains a folding seat that transforms into
a bed. Behind the seat is a small fridge and microwave unit for storing a bed. Behind the seat is a small fridge and microwave unit for storing
and preparing food. The Industrial Box Truck also has a built-in UGPS and preparing food. The Dura 3700 Box Truck also has a built-in UGPS
Unit. Unit.
The Box Truck is able to pull up to 55 Metric Tons. The Box Truck is able to pull up to 49 Metric Tons.
251
Traxus Pioneer Cart S-2 Traxus Cargo Transporter Forklift
252
JOTUN Olifant HuCiv NMC 108 Series Bus
253
COVENANT VEHICLES
Karo'etba-pattern Scout Bike Ghost Karo'wark-pattern Scout Bike Ghost
254
Wuzum-pattern Patroller Spectre Wuchek-pattern Patroller Spectre
The Open-Top Special Rule only applies to the Gunner of the vehicle. The Open-Top Special Rule only applies to the Gunner of the vehicle. The
Wuzum ISV Specter COST Gunner is elevated 1 Meter into the air when the vehicle is activated,
[G] Type-46 Directed Energy Weapon 440 cR allowing them further overview against those below.
Wuzum ASV Specter COST Wuchek ISV Specter COST
[G] Type-29 Anti-Infantry Weapon 440 cR [G] Type-46 Directed Energy Weapon 490 cR
Wuchek ASV Specter COST
[G] Type-29 Anti-Infantry Weapon 490 cR
255
Rizvum-pattern Swift Tank Revenant Phelent-pattern Ground Striker Revenant
256
Ruwaa-pattern Light Transport Shadow Barukaza Workshop Assault Bike Chopper
Open-Top only applies to the Passengers and Gunner. The Chopper’s Boost Special Rule only has a Full Action recharge.
Ruwaa Shadow Assault Bike Chopper COST
[G] Type-29 Anti-Infantry Weapon [O] Four Linked 35mm Autocannons 635 cR
Assault Bike Spiker Chopper COST
[O] Four Linked “Type-25 Carbine” Spikers 635 cR
257
Qavardu Workshop Light War-Sled Prowler Muz-pattern Mortar Tank Wraith
258
Zurdo-pattern Mortar Tank Wraith Kemu-pattern Mortar Tank Wraith
259
Zashk-pattern Mobile Fortress Draugr Gil’nonn-pattern Battlesuit Gorgon
260
Pnap-pattern Battlesuit Goblin Shua’ee-pattern Light Excavator Locust
The Goblin has a Cockpit Shield that protects the Pilot. The Energy Shields
only protect the Crew Location. The Goblin is also capable of large Jumps
and Leaps thanks to a thruster system.
Pnap Battlesuit
[O] Heavy Needler Launcher
[O] Heavy Needler Autocannon
261
Za’zayara-pattern Heavy Excavator Harvester Protos-pattern Fortress Breaker Scarab
262
Deutoros-pattern Fortress Breaker Scarab Sumda’te-pattern Sky Stalker Scarab
263
Shuul’se-Pattern Subjugator Kraken Is’belox-pattern Attack Flyer Banshee
264
Irdnekt-pattern Attack Flyer Banshee Oghal-pattern Attack Flyer Banshee
The Banshee’s Boost Special Rule has halves the amount of Half Actions The Banshee’s Boost Special Rule has halves the amount of Half Actions
it needs to cool down before Boosting again. it needs to cool down before Boosting again.
Irdnekt Banshee Oghal Banshee
[O] Two Linked Type-32 Class-2 Directed Energy Cannons [O] Two Linked Type-32 Class-2 Directed Energy Cannons
[O] Two Linked Fuel Rod Cannons [O] Two Linked Fuel Rod Cannons
265
Dailaac-pattern Attack Flyer Banshee QezoY’asabu-pattern Strikecraft Banshee
266
Elsedda-pattern Strike Fighter Banshee Te’ved-pattern Attack Flyer Banshee
267
Scitar-pattern Strikecraft Banshee D’nomlhe-pattern Attack Flyer Banshee
The Banshee’s Boost Special Rule has halves the amount of Half Actions The Banshee’s Boost Special Rule has halves the amount of Half Actions
it needs to cool down before Boosting again. it needs to cool down before Boosting again.
Scitar Banshee D’nomlhe Banshee
[O] Two Linked Type-32 Class-2 Directed Energy Cannons [O] Two Linked Type-54 Class-2 Directed Energy Cannons
[O] Two Linked Fuel Rod Cannons [O] Two Linked Fuel Rod Cannons
268
Qigl’ey-pattern Artillery Flyer Phantasm Bkowe’nei-pattern Support Fighter Vampire
269
Ru’swum-pattern Warrior Transport Phantom Kez’katu-pattern Warrior Transport Phantom
270
R’shwupa-pattern Ship Striker Phantom Gunboat Mikpramu-pattern Warrior Transport Phantom
271
Taaku Xur-pattern Warrior Transport Spirit Dextro Xur-pattern Warrior Transport Spirit
272
Nuro’k Xur-pattern Warrior Transport Spirit R’ea’kuk-pattern Command Shuttle
273
Brhi Xur-pattern Ship Breacher Leech Ekesan-pattern Heavy Warrior Transport Umbra
274
N’weo-pattern World Striker Gigas Kmiro’sish-pattern World Patroller Lich
275
Morsam-pattern Heavy Strike Fighter Seraph Kai-pattern Heavy Strike Fighter Seraph
276
Keljiric-pattern Heavy Strike Fighter Tarasque Maravelotz-pattern Civilian Transport
277
Granion-pattern Domestic Transport Anti-Gravity Chair
278
BANISHED VEHICLES
Zaagokelu Workshop Scout Bike Ghost Riuctda Workshop Scout Bike Ghost
279
Bolroci Workshop Banished Chopper Barug’qel Workshop Banished Chopper
The Chopper’s Boost Special Rule only has a Full Action recharge. The Chopper’s Boost Special Rule only has a Full Action recharge.
CATALUS UPGRADE COST CATALUS UPGRADE COST
Adds large blades on the Chopper that give any Wrecking +120 cR Adds large blades on the Chopper that give any Wrecking +120 cR
and Splatter Damage it deals a Pierce equal to 1/10th of the and Splatter Damage it deals a Pierce equal to 1/10th of the
MpT the Vehicle was traveling. MpT the Vehicle was traveling.
Bolroci Chopper COST Barug’qel Chopper COST
[O] Four Linked 35mm Autocannons 650 cR [O] Two Linked Grenflekt Heavy Spike Cannons 560 cR
Bolroci Spiker Chopper COST Barug’qel Spiker Chopper COST
[O] Four Linked Grenflekt Workshop Spikers 645 cR [O] Four Linked Grenflekt Workshop Spikers 665 cR
280
Eklon’Dal Workshop War-Sled Marauder Qavardu Workshop War-Skiff
The Marauder’s Boost Special Rule only has a Full Action recharge. The Marauder’s Boost Special Rule only has a Full Action recharge.
Eklon’Dal Marauder Qavardu War-Skiff
[G] Class-2 Plasma Cannon [G] Type-52 Plasma Cannon
281
Eklon’Dal Workshop Death Wagon Shadow Eklon’dal Workshop Mortar Tank Wraith
282
Bolroci Workshop Mortar Tank Wraith Eklon’dal Workshop Ironclad Mortar Tank Wraith
283
Eklon’Dal Workshop Warrior Carriage Wraith Invader Barakuza Workshop Siege-Crawler Locust
284
Eklon'Dal Workshop Balaho Battlesuit Goblin Dovotaa Workshop Sky Protector Reaver
285
Barukaza Workshop Fortress Breaker Scarab Gydrozka Workshop Siege Crawler Blisterback
286
Klavrig Workshop Support Crawler Skitterer ‘Ahtulai Workshop Attack Flyer Banshee
287
Kaelum Workshop Attack Flyer Banshee Eklon’dal Workshop Warrior Transport Spirit
288
Eklon’dal Workshop Warrior Transport Spirit Gunship Eklon’Dal Workshop Warrior Transport Phantom
289
Dovotaa Workshop Lair Waster Griever Eklon’Dal Workshop World Patroller Lich
290
Klavbrig Workshop Deceiver Shroud Barukaza Workshop Siege-Hauler
291
Qavardu Workshop Battle Nest Gravemaker Barug’qel Workshop Sky Raider Trespasser
292
FORERUNNER VEHICLES
Z-1800 Phaeton Hunter-Killer Despair-Class Space Fighter
293
Twelfth-Order Escort Tempo Fast-Attack Runner
294
GAME MASTER TOOLS
295
STYLES OF PLAY: EXPLORATION WHEN TO ALLOW PLAYERS TO SPEND EXPERIENCE
Exploration of Scientists or just people with a ship of their own is also As the GM, you should make sure Players do not get to spend their
a viable game. Heavy roleplaying, experimental weaponry, and Experience unless the Characters have downtime between Missions,
equipment, and exploring the world, Exploration offers gameplay to or have reached checkpoint chosen by the GM.
those who don’t just want war, but also an experience that they
control. REWARDING PLAYERS WITH LUCK
All Player Characters and important NPCs should gain Luck over time
NON-PLAYABLE CHARACTERS through completion of important missions and incredible survival.
Non-Playable Characters (NPCs) are characters the GM controls. NPCs The GM must use their judgment to decide what should give Players
bring the setting to life and gives Player Characters the ability to more Luck. Usually, Luck is given in only a +1 when it is given out, as
interact with. NPCs can play vital roles in stories and the GM should Players shouldn’t get more Luck in mass amounts. Players should also
never ignore the viability of an NPC. never go above 10 Luck, as it takes away the difficulty the game offers.
296
OPTIONAL GAME RULES
297
WORLD, MISSION, AND EVENT GENERATION TOOLS
ENVIRONMENT
Roll Desert Jungle/Forrest Grassland Mountains Coastal Wetland Valley
1 Tundra Rain Forest Savanna Volcanic Beach Marsh Gulch
2 Hot and Dry Tropical Jungle Tropical Grassland Rock Estuary Wet Meadow Mountain Cove
3 Chaparral Scrub Forest Mountain Grassland Dome Cliffside Swamp Ravine
4 Coastal Deciduous Forest Prairie Grassland Plateau Dune Bog River Valley
5 Mesa Coniferous Forest Rolling Hills Folded Mud Playa Lakes Hanging Valley
WEATHER
Roll Desert Jungle/Forrest Grassland Mountains Coastal Wetland Valley
1-5 Clear Clear Clear Clear Clear Clear Clear
6 Sandstorm (Not Tundra Rain Rain Rain Rain Rain Rain
and Chaparral)
7 Rain Heavy Rain Heavy Rain Heavy Rain Heavy Rain Heavy Rain Heavy Rain
8 Heavy Rain Flooding Flooding Mudslide/Avalanche Flooding Flooding Mudslide/Avalanche
9 Snowfall (Tundra) Monsoon (Rain Forest) Snowfall Snowfall Snowfall Snowfall Snowfall
10 Blizzard (Tundra) Snowfall (Coniferous and Blizzard Blizzard Monsoon/Typhoon Blizzard Blizzard
Deciduous Only)
298
LIGHTING AND TIME OF DAY POINT OF INTEREST STRUCTURES
Lighting and the Time of Day can both affect how players deal with ROLL OUTCOME
visibility. These are best for if a GM is unsure of what time to base 1-2 Cave System
their game in. 3-4 Military Base
5-6 Dam or Levee
TIME OF DAY 7-8 Sparse Civilian housing
ROLL OUTCOME 9-10 Bunker
1 Twilight-Dawn 11-12 Tunnel System
2 Sunrise 13-14 Farms
3-4 Morning 15-16 Abandoned Vehicle
5 Noon 17-18 Battleground
6 Evening 19-20 Residential Area
7 Sunset 21-22 Mine
8 Twilight-Dusk 23-24 Skyscraper
9-10 Night 25-26 Frigate or other large Ships, Space or Sea
27-28 Hospital, Field or Civilian
LIGHTING MODIFIERS 29-30 Power Plant
ROLL OUTCOME 31-32 Airstrip or Airport
1 Normal Visibility 33-34 Church or Community Location
2 Blowing Dust and Debris 35-36 Sports Stadium
3 Fog 37-38 University or College
4 Lighting Storm (Flashing lights) 39-40 Space Elevator Platform or Supply Elevator
5 New Moon (High levels of Darkness) 41-42 Shipwreck, Space or Sea
43-44 Port, Space or Sea
STRUCTURES 45-46 Communications Outpost
Structures are various locations that can be found near or within the 47-48 Research Facility
biome selected. There are two types of Structure Charts that can be 49-50 Launch Facility
rolled on: Mass Structures and Point of Interest Structures.
51-52 Government Facility/Building
Mass Structures are locations like cities, installations, and
53-54 Weapons Depot
factories. These Structures are usually found in larger numbers.
55-56 Server Farm
Point of Interest Structures are single Structures that are
57-58 Barracks
the point of interest for the mission or an event.
59-60 Oil or gas rig
MASS STRUCTURES 61-62 Transportation Hub
ROLL OUTCOME 63-64 Forerunner Installation
1-5 Natural (None) 65-66 Radio or Television Station
6-10 Farmland 67-68 Prison
11-15 Hamlet 69-70 Cybersecurity Facility
16-20 Village 71-72 Satellite Ground Station
21-25 Town 73-74 Manufacturing Facility
26-30 City 75-76 Radar or Observatory Station
31-35 Metropolis 77-78 Mass Driver Station
36-40 Digsite 79-80 Landfill
41-45 Forerunner Installation 81-82 Seismic Monitoring Station
46-50 UNSC Military Installation 83-84 Orbital Defense Generator Facility
51-55 Covenant Military Installation 85-86 Pirate or Smugglers Cove
56-60 Insurrectionist Military Installation 87-88 Prefabricated Memory Plastic Cubicle
61-65 Industrial Complex 89-90 Mobile Generator Facility
66-70 Banished Installation 91-92 Expeditionary Firebase or Minibase
71-75 Created Installation 93-94 Watchtower
76-80 Warehouses 95-96 Landing Pad, Supply Pad, or Landing Site
81-85 National Park 97-98 Museum
86-90 Orbital Defense Platform 99-100 Vehicle Depot
91-95 Asteroid Station
96-100 Megastructure (Location is one large building) LOCATION MODIFIERS
ROLL OUTCOME
1 Normal Location, Civilian Presence
2 Normal Location, Evacuated
3 Location was used as a battlefield
4 Location is heavily damaged
5 Location Glassed or completely destroyed
299
MISSIONS ROLL DEFENSE OUTCOME
There are 10 types of Missions that are used in standard Military and 8 Turtling: Continuous military reinforcement until a defense
Guerilla Practices. The missions can be rolled on like anything else in reaches full strength, which eventually allows for a powerful
the Encounter and Scenario System but can obviously be chosen counterattack.
based on a previous or decided scenario. 9 Withdrawal: A retreat of forces while maintaining combat
Attack and Defense are the two main Mission Types, as with the enemy.
they’re based on taking, controlling, or defending land. 10 Protection: Defense of a key individual or group, such as
Every Mission Type has a Supplement. These supplements political or economic keys. Also covers Evacuations.
are the different types of Missions and tactics that can be used.
PATROL MISSIONS
MISSION TYPES ROLL PATROL OUTCOME
ROLL MISSION OUTCOME 1 Combat Patrol: A group with sufficient size and power to
1 Attack ambush an enemy across a specific pathway.
2 Defense 2 Clearing Patrol: A brief Patrol around newly occupied
3 Patrol Defensive Positions, ensuring that the area is secure.
4 Pursuit 3 Standing Patrol: Standing Patrols are small static patrols
5 Escort intended to provide early warning, security, or guard to
6 Recon/Intel chosen groups.
7 Construction 4 Reconnaissance Patrol: A mobile Patrol whose main mission
8 Survival is to gather information along a specific pathway.
9 Raid 5 Screening Patrol: This type of Patrol is used to observe urban
10 Retrieval locations in search of possible threats.
300
CONSTRUCTION MISSIONS THE ENCOUNTER SYSTEM
ROLL CONSTRUCTION OUTCOME This section gives the GM Encounters and Scenarios to use mid-
1 Enemy Lines: Small force designed to sneak behind enemy mission. These Modifiers can be rolled on multiple times in different
lines and implant small military bases. situations, allowing for a mix-up in events for any Party.
2 Defense Bolster: A team assigned to break through attacking
forces to improve fortifications. ENCOUNTER AND MISSION MODIFIERS
3 Advancement: Forces assigned to build or ready bridges, ROLL OUTCOME
roadways, and other structures for the arrival of larger 1-2 Traps have been set for the players
forces. 3-4 Players come across traps set for someone else
4 Reform: A team given assignment to alter the use of a 5-6 Forerunner structure surfaces
structure to something more useful to the Military. 7-8 Traveling enemy patrol arrives
5 Artillery: A team is assigned to flank or bypass enemy forces 9-10 Dangerous weather forms
to build and maintain locations for artillery and long-range 11-12 Massive EMP device detonated
platforms. 13-14 Fake distress call received
15-16 New distress call received
SURVIVAL MISSIONS 17-18 Location of interest is victim to large detonation
ROLL SURVIVAL OUTCOME 19-20 Target has fled to a new location
1 Overwhelmed: Overwhelmed in a firefight, forces must 21-22 Civilian evacuation ordered
retreat while fighting only to survive. 23-24 Encounter dead enemy force
2 Incoming Forces: Larger incoming enemy forces are arriving, 25-26 New item of interest found
leaving allied forces preparation of retreat to survive. 27-28 Nuclear Device Detonation in the far distance
3 Key Figure: A team must allow a key figure to survive harsh 29-30 Enemy ambush, or enemy prepared for players
situations, no matter what the cost. 31-32 Allied reinforcements
4 Mission Critical: Mission objective so important that allied 33-34 Allied military survivors found without weapons
forces must do anything in their power to assure the 35-36 Unconscious enemy forces found
completion of the mission. 37-38 Heavily wounded enemy forces found
5 Guerilla Onslaught: Smaller forces attacking larger forces in 39-40 Earthquake or other natural disaster
hopes of weakening them before the arrival of allied backup. 41-42 Nearby Artillery fire without warning
43-44 Alert of Artillery fire at player location soon
RAID MISSIONS
45-46 Nearby Orbital Bombardment without warning
ROLL RAID OUTCOME
47-48 Alert of Orbital Bombardment at player location soon
1 Bombardment: The forces must counterattack an enemy
49-50 Enemy accidental friendly fire incident
bombardment or form a bombardment of their own.
51-52 Large Fires break out
2 Landed: Paratroopers and Shocktroopers assault ground
53-54 Raiding party from enemy faction arrives
forces from behind enemy lines, before returning to ally
55-56 Nearby Orbital Glassing
controlled land.
57-58 Shipwrecks nearby
3 Hostile Structure: A specific structure is targeted to be
cleared or destroyed in as little time as possible. 59-60 Key ally betrays faction
61-62 Second opponent joins the battle
4 Raiding Party: Forces are given task to catch enemy forces off
guard for devastating assaults. 63-64 Allied accidental Friendly Fire incident
5 Equipment Raid: Forces are given charge to find and destroy 65-66 Two opposing forces begin fighting nearby
enemy equipment as fast as possible, before retreating. 67-68 Forerunner Structure found
69-70 Opposing dropship jumps in nearby
RETRIEVAL MISSIONS 71-72 Important new mission (At key point)
ROLL RETREIVAL OUTCOME 73-74 Enemy reinforcements
1 Artifact: Forces are given task to retrieve an artifact from 75-76 Jammed Communications
enemy forces, or before an enemy force is able to retrieve it 77-78 Enemy traitor joins your side
first. 79-80 Falsified Intel received
2 Hostage: Infantry must quickly mobilize, infiltrate, and 81-82 Improved Intel received
neutralize any threats to rescue high-profile targets. 83-84 Vehicle Depot found
3 Equipment: Operations based on the retrieval of lost or 85-86 Players’ map is incorrect about current location
desired equipment from raiding parties and enemy forces. 87-88 Weapons Locker found
4 High Profile: A desired high-profile target, such as an enemy 89-90 Undetonated explosives found
political figure, are selected for capture. 91-92 Trained animals sent after players
5 Fortification Retrieval: Military forces tasked with the 93-94 Wild animals attack players
recapture of fortifications or defensive structures. 95-96 Prisoners Found
97-98 Volcanic Eruption
99-100 Radiation hot zone found
301
OPPONENT ENCOUNTERS BUILDING A PLANET
Now that you’ve world built and created your scenario, you can also There are thousands of habitable planets in Halo, many of which have
have Encounters, which are random, or chosen, possibilities to slightly not even been discovered, yet. This allows GMs to make those planets
alter what happens within the battles or adventures. discoverable, or at least generate ones with unknown structure. This
This Opponent System not only can help you decide who allows a GM to find the amount of water a planet has, compared to
your Party encounters during their Mission. You can also decide the land, the number of continents on the planet, and so on.
type and size of the opposing encounter.
PLANETARY SIZE
ENCOUNTER OPPONENT TYPE This shows the size of the Planet’s Diameter in Kilometers. Earth is
ROLL OUTCOME roughly 12,700 KM, to give GMs a good understanding of size. Rolling
1-21 Covenant Forces on this Chart doesn’t give you an exact number, but a rough
22-42 UNSC Forces estimation or rounding to the nearest number.
43-63 Insurrectionist Forces
64-80 Banished Forces PLANETARY SIZE
81-90 Forerunner Sentinels ROLL OUTCOME
91-99 Created Forces 1 3,000
100 Flood Infestation 2 6,000
3 8.000
MILITARY FORCE ENCOUNTER TYPE 4 10,000
ROLL OUTCOME 5 12,700
1 Patrol 6 14,000
2 Recon Team stalking party 7 15,000
3 Strike Force 8 17,000
4 Heavy Weapons Force 9 18,000
5 Vehicle Convoy 10 20,000
6 Sniper Team
7 Special Forces Team GRAVITATIONAL PULL
8 Shock Troops This shows the size of the Planet’s Gravitational Pull, where 1 is
9 Sabotage and Demolitions Earth’s Gravity. Anything above is a stronger Gravity, which can alter
10 Commando Forces Falling Damage to be even deadlier, whereas anything lower than 1
will be safer, but a weaker pull.
FORCE ENCOUNTER SIZE This Gravitational Pull also multiplies or divides the time it
takes to escape a Planet’s atmosphere. Planets meant to sustain life
ROLL OUTCOME
should not be under half or surpass 3x Earth’s Gravitational Pull.
1-60 Fireteam (3-4 Individuals)
61-85 Squad (8-15 Individuals)
GRAVITATIONAL PULL
86-95 Platoon (15-30 Individuals)
ROLL OUTCOME
96-99 Company (80-150 Individuals)
1-10 .25x (1/4th)
100 Battalion (300 – 800 Individuals)
11-20 .5x (1/2)
21-50 1x (Earth)
51-60 2x
61-70 3x
71-80 4x
81-90 5x
91-100 6x
PLANET ATMOSPHERE
The following is a series of possible planetary atmosphere
compositions that can change how breathable the air is. Each
composition has an explanation of what can happen when attempting
to breathe it.
302
PLANETARY ATMOSPHERE SURFACE WATER TO LAND RATIO
ROLL OUTCOME ROLL OUTCOME
1 Oxygen and Nitrogen-based Atmosphere. Earth-like. 1 35% Water, 65% Land
Grunts cannot breathe this. 2 40% Water, 60% Land
2 Methane-based. Only Grunts can properly breathe this 3 45% Water, 55% Land
without dying. 4 50% Water, 50% Land
3 No Atmosphere. This planet has no usable atmosphere. 5 55% Water, 45% Land
4 Higher Oxygen Atmosphere. Similar to Earth-Like 6 60% Water, 40 % Land
atmospheres, but fires and explosives are much deadlier. 7 65% Water, 35% Land
Fires travel twice as fast, and explosions and fire deal 8 70% Water, 30% Land
twice as much Base Damage. 9 75% Water, 25% Land
5 Carbon Dioxide or any other Atmosphere not covered in 10 80% Water, 20% Land
the chart. Very poisonous to all playable lifeforms in
Halo, including most animals, unless specified otherwise. NUMBER OF CONTINENTS ON PLANET
ROLL OUTCOME
PLANETARY DAY LENGTH 1D10+3 The number of major continents of the planet.
This determines the length of the average day of the planet. This is 1D10 The number of Biomes on each Continent.
used in Earth’s hours, as to make it easier for everyone playing.
Instead of directly rolling for a set length, you roll for just how long COLONIZATION LEVEL
the day could possibly be. This allows for a more expansive set of
A Planet is able to hold a Colonization Level if it has a breathable
lengths. Atmosphere. If the Planet does not have a Breathable Atmosphere, it
will only be able to have a Large or Small Outpost.
PLANETARY DAY LENGTH Each Colonization Level shows the average population in
ROLL OUTCOME the parenthesis.
1-7 1D5+5 Hours
8-16 1D5+10 Hours COLONIZATION
17-25 1D10+10 Hours ROLL OUTCOME
26-40 2D10+10 Hours 1 Small Outpost (10-100)
41-50 3D10+15 Hours 2 Large Outpost (100-1,000)
51-60 4D10+20 Hours 3 Small Settlement (1,000-10,000)
61-70 5D10+25 Hours 4 Large Settlement (10,000-100,000)
71-80 6D10+30 Hours 5 Several Settlements (100,000-500,000)
81-90 7D10+35 Hours 6 Cities (500,000-2,000,000)
91-100 10D10+50 Hours 7 Metropolises (2,000,000-3,000,000)
8 Conurbation (3,000,000-10,000,000)
PLANETARY YEAR LENGTH 9 Megalopolis (10,000,000-100,000,000)
The Planet must have a length of time which it takes to make a full 10 Ecumenopolis (100,000,000-1,000,000,000)
rotation around its sun(s).
NPC GENERATION
PLANETARY YEAR LENGTH
Now that you have all your Generation done for your world building,
ROLL OUTCOME now you can build your NPCs with ease. This allows a GM to quick-
1-7 1D100+50 Days build NPCs based on attitude, complexion, and even current mood.
8-16 1D100+75 Days Depending on setting and location, rolling for Race is
17-25 2D100+50 Days obviously not required.
26-40 2D100+75 Days The NPC Generation System can also be used for creating
41-50 3D100+50 Days Player Characters.
51-60 3D100+75 Days
61-70 4D100+50 Days RACE
71-80 4D100+75 Days ROLL OUTCOME
81-90 5D100+50 Days 1 Human
91-100 5D100+75 Days 2 Sangheili
3 Jiralhanae
4 Unggoy
5 Kig-Yar
6 Mgalekgolo
7 San’Shyuum
8 Yanme’e
9 Huragok
10 Human AI
303
HUMAN COMPLEXION YANME’E COMPLEXION
ROLL OUTCOME ROLL OUTCOME
1-15 Pale, Light 1 Gold
16-36 White, Fair 2 Red
37-69 Light Brown 3 Brown
70-85 Olive, Moderate Brown 4 Tan
86-90 Brown, Dark Brown 5 Gray
91-100 Dark Brown, Black 6 Black
7 Green
KIG-YAR SUBSPECIES 8 Blue
ROLL OUTCOME 9 Purple
1-4 Ruutian 10 White
5-7 Ibie’Shan
8-10 T’vaoan HURAGOK COMPLEXION
ROLL OUTCOME
RUUTIAN COMPLEXION 1 Blue
ROLL OUTCOME 2 Pink
1 Light Tan 3 Purple
2 Tan 4 Red
3 Dark Tan 5 Lavender
4 Brown
5 Dark Brown SAN’SHYUUM COMPLEXION
ROLL OUTCOME
T’VOAN COMPLEXION 1-15 Pale
ROLL OUTCOME 16-36 Light Tan
1 Light Gray 37-69 Beige
2 Dark Gray 70-85 Dark Tan
3 Black 86-90 Brown
4 Light Brown 91-100 Dark Brown
5 Dark Brown
MGALEKGOLO COMPLEXION
IBIE’SHAN COMPLEXION ROLL OUTCOME
ROLL OUTCOME 1-6 Orange
1 Light Tan 7-9 Red
2 Tan 10 Purple
3 Beige
4 Brown RACE HEIGHTS
5 Dark Brown The following represents the following heights of all Races Playable
Races. This has a series of Heights from short to Tall. The GM may
SANGHEILI COMPLEXION decide how short or tall they are by a simple 1D10 roll. Higher
ROLL OUTCOME outcomes mean taller, 10 means tallest, 1 means shortest.
1 Light Gray
2 Dark Gray HEIGHT
3 Black RACE HEIGHT
4 Light Brown Human 140 centimeters (4’7 ft.) – 195 centimeters (6’4 ft.)
5 Brown Sangheili 223 centimeters (7’4 ft.) – 259 centimeters (8’6 ft.)
Jiralhanae 259 centimeters (8’6 ft) – 280 centimeters (9’2 ft)
JIRALHANAE COMPLEXION Unggoy 138 centimeters (4’7 ft.) – 167 centimeters (5’6 ft.)
ROLL OUTCOME Kig-Yar 190 centimeters (6’3 ft.) – 203 centimeters (6’8 ft.)
1 White Mgalekgolo 369 centimeters (12’1 ft.) – 373 centimeters (12’3 ft.)
2 Light Gray San’Shyuum 190 centimeters (6’3 ft.) – 203 centimeters (6’8 ft.)
3 Dark Gray Yanme’e 178 centimeters (5’10 ft.) – 206 centimeters (6’9 ft.)
4 Brown Huragok 270 centimeters (9 ft.)
5 Black
304
RACE WEIGHTS NPC CURRENT BEHAVOUR
The following represents the following weights of all Races Playable ROLL OUTCOME
Races. This has a series of Weights from light to heavy. The GM may 1-2 Active: Always busy with something.
decide how heavy they are by a simple 1D10 roll. Higher outcomes 3-4 Aggressive: Verbally or physically threatening.
mean heavier, 10 means heaviest, 1 means lightest. 5-6 Ambitious: Strongly wants to succeed.
7-8 Argumentative: Often arguing with people.
WEIGHT 9-10 Assertive: Being outgoing and confident.
RACE WEIGHT 11-12 Bossy: Always telling people what to do.
Human 45 kilograms (100 lb.) – 117 kilograms (260 lb.) 13-14 Careless: Not being careful; rushing into things.
Sangheili 139 kilograms (310 lb.) – 178 kilograms (390 lb.)
15-16 Caring: Desire to help people.
Jiralhanae 500 kilograms (1,100 lb.) – 680 kilograms (1,500 lb.)
17-18 Cautious: Being very careful.
Unggoy 113 kilograms (248 lb.) – 118 kilograms (260 lb.) 19-20 Charming: Pleasant, delightful.
Kig-Yar 88 kilograms (190 lb.) – 93 kilograms (210 lb.) 21-22 Conceited: Arrogant, Thinks they are better than.
Mgalekgolo 4,800 kilograms (10,500 lb.)
23-24 Conscientious: Taking time to do things right
San’Shyuum 88 kilograms (190 lb.) – 93 kilograms (210 lb.)
25-26 Considerate: Thinking of others.
Yanme’e 77 kilograms (170 lb.) – 109 kilograms (240 lb.) 27-28 Creative: Someone who can make up things easily.
Huragok 57 kilograms (130 lb.) 29-30 Curious: Always wanting to know things.
31-32 Deceitful: Doing anything to get what they want.
AFFILIATION 33-34 Docile: Submissive, does what they are told.
ROLL OUTCOME 35-36 Domineering: Constantly trying to control others.
1 UNSC 37-38 Enthusiastic: Has strong feelings; ardent.
2 Insurrectionist 39-40 Excitable: Gets excited easily.
3 Covenant 41-42 Extroverted: Very outgoing; confident.
4 Banished 43-44 Faithful: Being loyal.
5 Neutral 45-46 Funny: Causing people to laugh.
47-48 Impulsive: Saying or doing things without thinking first.
COVENANT FACTIONS 49-50 Inconsiderate: Not caring about others or their feelings.
ROLL OUTCOME 51-52 Introverted: Keeps to themselves.
1-2 Covenant Empire 53-54 Inventive: Thinks of new ideas.
3 Sword of Sanghelios 55-56 Irritating: Bothering people.
4 Covenant Remnant 57-58 Kind: Thoughtful, caring.
5 Banished 59-60 Lazy: No desire to do things.
61-62 Manic: Acting just a little crazy.
NPC CURRENT MOOD CHART 63-64 Manipulative: Always trying to influence other people.
ROLL OUTCOME 65-66 Moody: Being unpredictable; changing moods often.
1-4 Afraid
67-68 Nervous: Very uncomfortable.
5-8 Angry 69-70 Passive: Does not argue; does as they are told.
9-12 Annoyed 71-72 Perfectionist: Wants everything to be done perfectly.
13-16 Appreciation
73-74 Pleasant: Calming to be around. Good attitude.
17-20 Bored
75-76 Polite: Exhibiting good manners.
21-24 Confident 77-78 Pragmatic Always sees the practical side of things.
25-28 Contempt 79-80 Reserved: Keeps thoughts and feelings to himself.
29-32 Curious
81-82 Rude: Treating people badly; breaking social rules.
33-36 Depressed 83-84 Serious: No-nonsense kind of behavior.
37-40 Disappointed 85-86 Shy: Quiet and reserved; lacking in confidence.
41-44 Disgusted
87-88 Sincere: Being genuine with your emotions.
45-48 Embarrassed
89-90 Spiteful: Seeking revenge.
49-52 Excited 91-92 Thoughtful: Thinking things over.
53-56 Frustrated 93-94 Thoughtless: Not thinking of the effects of your actions.
57-60 Happy
95-96 Trustworthy: Simply worthy of someone’s trust.
61-64 Interested
97-98 Volatile: Changing moods very quickly.
65-68 Jealous 99-100 Zealous: Never changing their ways, no matter what.
69-72 Panicked
73-76 Sad
77-80 Shame
81-84 Shy
85-88 Stressed
89-92 Surprised
93-96 Upset
97-100 Worried
305
NPC BESTIARY
306
BESTIARY EXPERIENCE PAYOUT NEMESIS EXPERIENCE PAYOUT
Players gain Experience when killing or dispatching of NPCs. All NPCs Nemesis NPCs that are available within the Bestiary are more difficult
have an Experience Payout listed based on their Bestiary Level. The versions of the standard Bestiary NPCs. The Experience Payout should
Experience payout is also divided up amongst all Characters involved be the same as listed.
that took part in the Combat. This means that if there are 5 players For special Nemesis NPCs made by the GM, the Nemesis
and the Experience Payout was 1,000 Experience, each player should be worth 1/10th of the Experience used to make the Character.
receives only 200 total Experience. For each Nemesis Ability given to a Nemesis, they should be worth
If a GM wants to figure out the Experience Payout of a 100 more Experience.
creation they made or of a nonstandard NPC that does not follow the
basic Bestiary layout, there is a simple math equation to follow. The
GM must take the total amount of Experience the NPC was made
from and divide it by 15. That becomes the NPC’s Experience Payout.
NEMESIS ABILITIES
ABILITY EFFECT
Atrocious After any point the Players witness horrific acts of the Nemesis, whether it be first-hand or from a third party source, each Player
must make a Fear Test against the Nemesis when first meeting them in person. The Nemesis must have committed great acts of
war crimes and other heinous actions to take this Nemesis Ability.
Blood The Nemesis is a relative of, or in some way, important or related to a Party Member. Use sparingly.
Boastful The Nemesis is more likely to explain plans or their winning outcomes to the Party. Must pass a -30 Charisma Test to not boast.
Any other time the Nemesis makes a Charisma Test, it is at a +10 Bonus.
Calculating The Nemesis is one step ahead of the Players. This gives the Nemesis one +10 Bonus to give to a chosen Opposed Test against
each Player. Once this Bonus is used against a Player, the Bonus is lost and can no longer be taken against that Player.
Caring Having great care of their underlings, the Nemesis gains bonuses To Hit when they view their underlings harmed. When the
Nemesis views their Underlings get harmed, the next Round the Nemesis gains a +10 To Hit against the Player who harmed the
Underling.
Fanatical The Nemesis is obsessed with a specific outcome chosen by the GM. Any Tests made to assure this outcome happens is at a +10
Bonus. Any actions dealing with anything else while the Nemesis has the possibility of assuring said outcome is at a -10 Penalty.
Gray The Nemesis’ actions are not one of pure good or evil, but a middle ground of opposing views. The Nemesis takes no Penalties
or Bonuses when dealing with NPC Disposition.
Indisputable The Nemesis is in control over their underlings, whether they be guards or even Military personnel. The Nemesis has high
standings with anyone under them and can even be viewed as a hero or outstanding public figure. This gives the Nemesis a +30
to any Social Actions and Skills when dealing with those who view highly of them.
The Players or any other Character making a Social Skill or Action against someone who views highly of the Nemesis
gains a -20 Penalty to these Tests.
Kind-Hearted The Nemesis is more understandable and caring. This gives the Players a +10 Bonus to Negotiations against the Nemesis, while
the Nemesis gains a +10 Bonus to all Charisma and Leadership Tests.
Lucky Escape The Nemesis gains one extra point of Luck to use during a major battle. This Luck can only be used for the Nemesis to survive
and attempt to escape.
Morbid The Nemesis is not afraid of death, which allows them to not hold back in a fight. The Nemesis ignores Fatigue and the effects
of Pinning but cannot fall back during a major battle.
Penitent The Nemesis acts out of sorrow for past sins. +10 to Deception against the Nemesis based on actions they’re trying to atone for.
-10 to any other Social Skill dealing with the Nemesis.
Pursuer At any point the Nemesis needs to track or find the Players, they gain a +10 Bonus to these Tests. This includes Opposing
Camouflage and Athletics.
Respectful The Nemesis shows deep respect for their Opponents. This gives them a +10 Bonus To Hit in one vs. one duels. The Character,
when outside of a one vs. one duel, will take a -10 to Evasion while in Combat.
Scarring The Nemesis is able to scar a Player when Damage is dealt. This can be used only once. This scar can be anything from a visible
wound that does not fade, to even an extreme laceration.
Suspicious The Nemesis is quick to sniff out problems or plans against them. +20 to Skills dealing with finding plans of any Attacker.
Syndical The Nemesis is head of a large syndication of sorts, whether it be Insurrectionist militaries, or branches of the Covenant Post-
War. The Nemesis gains +10 to any Test regarding finding out information.
Trustworthy The Nemesis is trustworthy, their word is their honor and they will not go back on it.
Unperturbed Having their wits about them and being relaxed in difficult situations, the Nemesis does well at keeping secrets and alternative
motives hidden from others. This gives any Player or Character a -20 Penalty when making Investigation Tests against the
Nemesis.
307
NPC SPECIALIZATION KITS
308
RECON/INFILTRATION RESOURCE/SUPPORT
BESTIARY LEVEL ABILITY SKILL BESTIARY LEVEL ABILITY SKILL
Normal Eagle Eye Camouflage Normal +2 Support Points Technology
Exceptional Hearing Athletics Chosen Education +5 Security
Always Ready Investigation Quick Draw Investigation
Heroic Clear Target Camouflage +10 Heroic One Eye Open Interrogation
Disarm Athletics +10 Peer Navigation
Gather Senses Cryptography Eagle Eye Security +10
Legendary Mobile Fire Camouflage +20 Legendary Alien Tech Technology +10
Outstanding Olfactory Athletics +20 Always Ready Cryptography
Resilient Navigation Inspiration Appeal
DUELIST COMMAND
BESTIARY LEVEL ABILITY SKILL BESTIARY LEVEL ABILITY SKILL
Normal Akimbo Evasion Normal Order of Things Command
Denial Survival Under Control Appeal
Battle Mind Athletics Reliable Reputation Investigation
Heroic Quickdraw Evasion +10 Heroic Inspiration Command +10
Rush Athletics +10 Battle Mind Appeal +10
Clear Target Stunting Gather Senses Intimidation
Legendary Swift Shot Evasion +20 Legendary Mind Timer Command +20
Fast Foot Athletics +20 Peer Intimidation +10
Evasive Maneuvers Stunting +10 Valorous Investigation +10
309
HUMAN BESTIARY
POINT MAN EQUIPMENT
UNSC OR INSURRECTIONIST ARMY SOLDIER MA3 or MA4 Series Assault Rifle Hard Case
M6 series or M6J Carbine Flashlight
“Earth or beyond, we’ll fight for the soil under out boots.”
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
Two Flashbang Grenades Holographic Tactical Eyepiece
CHARACTERISTICS
Two Tactical Hard Cases UNSC/Insurrectionist BDU
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
1 35 35 35 35 35 30 35 35 30 30
2 40 40 40 40 40 35 40 40 35 35
MARKSMAN EQUIPMENT
M392 DMR or M395 DMR Hard Case
3 45 45 45 45 45 40 45 45 40 40
M6 series Pistol or M6J Carbine Flashlight
4 50 50 50 50 50 45 50 50 45 45
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
5 60 60 60 60 60 55 60 60 55 55
Two Flashbang Grenades Holographic Tactical Eyepiece
PHYSICAL ATTRIBUTES
Two Tactical Hard Cases UNSC/Insurrectionist BDU
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal CLOSE QUARTERS EQUIPMENT
SOLDIER TYPE TRAITS M45 Tactical Shotgun Hard Case
SQUAD UP: When with others from the Army, Marine, Air Force, Navy, ORION, M6 series Pistol or M6J Carbine Flashlight
ODST, Militiaman, and Spartan IV Soldier Types; these Characters gain a +5 Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
Bonus to Courage Tests. The Characters also gain a +10 Bonus to Warfare Two Flashbang Grenades Holographic Tactical Eyepiece
Melee and Warfare Range Tests when taking Combined Actions. Two Tactical Hard Cases UNSC/Insurrectionist BDU
ANTI-ARMOR EQUIPMENT
M41 Rocket Launcher Hard Case
M6 series Pistol Flashlight
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Flashbang Holographic Tactical Eyepiece
Tactical Softcase UNSC/Insurrectionist BDU
310
COLONIAL MILITIAMAN
“We won’t be getting reinforcements for another week. Too bad for MARKSMAN EQUIPMENT
them, that means this’ll only be a fair fight for a short time.” M392 DMR Hard Case
M6 series Pistol of the time Flashlight
CHARACTERISTICS Two M9 Dual-Purpose Grenades M1 Combat Knife or MK 88 Ratio
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Two Flashbang Grenades Holographic Tactical Eyepiece
1 35 35 35 35 35 30 35 35 30 30 Two Tactical Hard Cases UNSC Battle Dress Uniform
2 40 40 40 40 40 35 40 40 35 35
3 45 45 45 45 45 40 45 45 40 40 ASSAULT EQUIPMENT
4 50 50 50 50 50 45 50 50 45 45 MA37 Assault Rifle Hard Case
5 60 60 60 60 60 55 60 60 55 55 M6 series Pistol of the time Flashlight
PHYSICAL ATTRIBUTES Two M9 Dual-Purpose Grenades M1 Combat Knife or MK 88 Ratio
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.) Two Flashbang Grenades Holographic Tactical Eyepiece
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.) Two Tactical Hard Cases UNSC Battle Dress Uniform
SIZE Normal
SOLDIER TYPE TRAITS CLOSE QUARTERS EQUIPMENT
SQUAD UP: When with others from the Army, Marine, Air Force, Navy, ORION, M90 SCAWS Shotgun Hard Case
ODST, Militiaman, and Spartan IV Soldier Types; these Characters gain a +5 M6 series Pistol Flashlight
Bonus to Courage Tests. The Characters also gain a +10 Bonus to Warfare Two M9 Dual-Purpose Grenades M1 Combat Knife or MK 88 Ratio
Melee and Warfare Range Tests when taking Combined Actions. Two Flashbang Grenades Holographic Tactical Eyepiece
Two Tactical Hard Cases UNSC Battle Dress Uniform
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 60 42 -- MID-RANGE EQUIPMENT
Normal 90 48 -- Two M7 Caseless SMG Hard Case
Heroic 120 52 1 Two M9 Dual-Purpose Grenades Flashlight
Legendary 145 58 3 Two Flashbang Grenades M1 Combat Knife or MK 88 Ratio
Nemesis 185 64 6 Two Tactical Hard Cases Holographic Tactical Eyepiece
Two tactical Softcases UNSC Battle Dress Uniform
ARMOR RATING
ERA HEAD ARMS CHEST LEGS
PRE-WAR 17 18 19 18
COV WAR 18 19 20 19
POST WAR 19 19 20 20
311
UNSC OR INSURRECTIONIST MARINE SOLDIER
“We’re best of the best, and we’ll prove it to anyone who POINT MAN EQUIPMENT
disagrees.” MA5 series Assault Rifle Hard Case
M6 series Pistol of the time Flashlight
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
CHARACTERISTICS
Two Flashbang Grenades Holographic Tactical Eyepiece
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
Two tactical Softcases UNSC/Insurrectionist Battle Dress
1 35 35 35 35 35 30 35 35 30 30
Uniform
2 40 40 40 40 40 35 40 40 35 35
3 45 45 45 45 45 40 45 45 40 40
MARKSMAN EQUIPMENT
4 50 50 50 50 50 45 50 50 45 45
B55, BR75, or BR85 Battle Rifle Hard Case
5 60 60 60 60 60 55 60 60 55 55
M6 series Pistol or M6J Carbine Flashlight
PHYSICAL ATTRIBUTES Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.) Two Flashbang Grenades Holographic Tactical Eyepiece
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.) Two Tactical Hard Cases UNSC/Insurrectionist BDU
SIZE Normal
SOLDIER TYPE TRAITS CLOSE QUARTERS EQUIPMENT
SQUAD UP: When with others from the Army, Marine, Air Force, Navy, ORION, M90 Close Assault Weapon System Hard Case
ODST, Militiaman, and Spartan IV Soldier Types; these Characters gain a +5 Shotgun
Bonus to Courage Tests. The Characters also gain a +10 Bonus to Warfare M6 series Pistol or M6J Carbine Flashlight
Melee and Warfare Range Tests when taking Combined Actions. Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
Two Flashbang Grenades Holographic Tactical Eyepiece
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK Two Tactical Hard Cases UNSC/Insurrectionist BDU
Easy 60 42 --
Normal 90 48 -- HEAVY SUPPORT EQUIPMENT
Heroic 120 52 1 AIE-486H Heavy Machine Gun Hard Case
Legendary 145 58 3 M6 series Pistol Flashlight
Nemesis 185 64 6 Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
Two Flashbang Grenades Holographic Tactical Eyepiece
ARMOR RATING Two Tactical Hard Cases UNSC/Insurrectionist BDU
ERA HEAD ARMS CHEST LEGS
PRE-WAR 17 18 19 18 HEAVY SQUAD SUPPORT EQUIPMENT
COV WAR 18 19 20 19 M735 or M739 Light Machine Gun Hard Case
POST WAR 19 19 20 20 M6 series Pistol Flashlight
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Flashbang Holographic Tactical Eyepiece
Tactical Softcase UNSC/Insurrectionist BDU
ANTI-ARMOR EQUIPMENT
M57 Pilum Rocket Launcher Hard Case
M6 series Pistol Flashlight
M9 High-Explosive Dual-Purpose M1 Combat Knife or Model 52 Knife
Grenade
Flashbang Holographic Tactical Eyepiece
Tactical Softcase UNSC/Insurrectionist BDU
312
UNSC OR INSURRECTIONIST AIR FORCE SOLDIER
“Just remember, boys. We’re the apex predators.” POINT MAN EQUIPMENT
MA5 series Assault Rifle Hard Case
CHARACTERISTICS M6 series Pistol of the time Flashlight
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
1 35 35 35 35 35 30 35 35 30 30 Two Flashbang Grenades Holographic Tactical Eyepiece
2 40 40 40 40 40 35 40 40 35 35 Two Tactical Hard Cases UNSC/Insurrectionist BDU
3 45 45 45 45 45 40 45 45 40 40
4 50 50 50 50 50 45 50 50 45 45 MARKSMAN EQUIPMENT
B55, BR75, or BR85 Battle Rifle Hard Case
5 60 60 60 60 60 55 60 60 55 55
M6 series Pistol or M6J Carbine Flashlight
PHYSICAL ATTRIBUTES
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
Two Flashbang Grenades Holographic Tactical Eyepiece
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
Two Tactical Hard Cases UNSC/Insurrectionist BDU
SIZE Normal
SOLDIER TYPE TRAITS
CLOSE QUARTERS EQUIPMENT
The Air Force Soldier should have access to a UNSC vehicle. The most common
M90 Close Assault Weapon System Hard Case
options a GM could choose for this NPC is a Mongoose, Warthog, Kestrel, or
Shotgun
Falcon.
M6 series Pistol or M6J Carbine Flashlight
SQUAD UP: When with others from the Army, Marine, Air Force, Navy, ORION,
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
ODST, Militiaman, and Spartan IV Soldier Types; these Characters gain a +5
Two Flashbang Grenades Holographic Tactical Eyepiece
Bonus to Courage Tests. The Characters also gain a +10 Bonus to Warfare
Two Tactical Hard Cases UNSC/Insurrectionist BDU
Melee and Warfare Range Tests when taking Combined Actions.
ARMOR RATING
ERA HEAD ARMS CHEST LEGS
PRE-WAR 17 18 19 18
COV WAR 18 19 20 19
POST WAR 19 19 20 20
313
UNSC OR INSURRECTIONIST NAVY TECHNICIAN
“I can do it blindfolded, sir.” STANDARD EQUIPMENT
M6 series or M6J Carbine Variant Two Large Tactical Softcases
CHARACTERISTICS UNSC Portable TACPAD Flashlight
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
1 35 35 35 35 35 30 35 35 30 30 Multi-Tool Kit Holographic Tactical Eyepiece
2 40 40 40 40 40 35 40 40 35 35 Six tactical Softcases UNSC/Insurrectionist Battle Dress
Uniform
3 45 45 45 45 45 40 45 45 40 40
4 50 50 50 50 50 45 50 50 45 45
GUARD EQUIPMENT
5 60 60 60 60 60 55 60 60 55 55
B55, BR75, or BR85 Battle Rifle Hard Case
PHYSICAL ATTRIBUTES
M6 series Pistol or M6J Carbine Flashlight
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
UNSC Portable TACPAD M1 Combat Knife or Model 52 Knife
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
Multi-Tool Kit Holographic Tactical Eyepiece
SIZE Normal
Three Tactical Hard Cases UNSC/Insurrectionist BDU
SOLDIER TYPE TRAITS
SQUAD UP: When with others from the Army, Marine, Air Force, Navy, ORION,
ODST, Militiaman, and Spartan IV Soldier Types; these Characters gain a +5
Bonus to Courage Tests. The Characters also gain a +10 Bonus to Warfare
Melee and Warfare Range Tests when taking Combined Actions.
ARMOR RATING
ERA HEAD ARMS CHEST LEGS
PRE-WAR 17 18 19 18
COV WAR 18 19 20 19
POST WAR 19 19 20 20
314
UNSC MARINE CORPS ORBITAL DROP SHOCK TROOPERS
“We go feet first, sir!” POINT MAN EQUIPMENT
MA5 series Assault Rifle of the time Hard Case
CHARACTERISTICS M6 series or M6J Carbine Variant Flashlight
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
1 35 35 35 35 35 30 35 35 30 30 Two Flashbang Grenades Holographic Tactical Eyepiece
2 40 40 40 40 40 35 40 40 35 35 Two Tactical Hard Cases ODST BDU of Choice
3 45 45 45 45 45 40 45 45 40 40
4 50 50 50 50 50 45 50 50 45 45 ASSAULT AND AMBUSH EQUIPMENT
M7 Silenced Caseless Submachine Hard Case
5 60 60 60 60 60 55 60 60 55 55
Gun
PHYSICAL ATTRIBUTES
M6J Carbine Flashlight
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
Two Flashbang Grenades Holographic Tactical Eyepiece
SIZE Normal
Two Tactical Hard Cases ODST BDU of Choice
SOLDIER TYPE TRAITS
SQUAD UP: When with others from the Army, Marine, Air Force, Navy, ORION,
CLOSE QUARTERS EQUIPMENT
ODST, Militiaman, and Spartan IV Soldier Types; these Characters gain a +5
M45 Tactical Shotgun Hard Case
Bonus to Courage Tests. The Characters also gain a +10 Bonus to Warfare
M6 series Pistol or M6J Carbine Flashlight
Melee and Warfare Range Tests when taking Combined Actions.
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
Two Flashbang Grenades Holographic Tactical Eyepiece
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Two Tactical Hard Cases ODST BDU of Choice
Easy 60 42 --
Normal 90 48 --
GENERAL PURPOSE GUNNERY EQUIPMENT
Heroic 120 52 1
M247 Machine Gun Hard Case
Legendary 145 58 3 M6 series Pistol Flashlight
Nemesis 185 64 6 Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
Flashbang Grenade Holographic Tactical Eyepiece
ARMOR RATING Tactical Softcase ODST BDU of Choice
ERA HEAD ARMS CHEST LEGS
PRE-WAR 20 19 20 19 LONG RANGED SPECIALIST EQUIPMENT
COV WAR 20 19 20 19 Sniper Rifle System 99 Rifle Hard Case
POST WAR 21 20 21 20 M6 series Pistol Flashlight
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Two Flashbang Grenades Holographic Tactical Eyepiece
Two tactical Softcase ODST BDU of Choice
ANTI-ARMOR EQUIPMENT
M41 Rocket Launcher Hard Case
M6 series Pistol Flashlight
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Flashbang Holographic Tactical Eyepiece
Tactical Softcase ODST BDU of Choice
MARKSMAN EQUIPMENT
B55, BR75, or BR85 Battle Rifle Hard Case
M6J Carbine Flashlight
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
Two Flashbang Grenades Holographic Tactical Eyepiece
Two Tactical Hard Cases ODST BDU of Choice
315
UNSC/ONI SECTION I OPERATIVE
“<\ CLEARANCE: Classified [Level [redacted] and above]” STANDARD EQUIPMENT
MA5 series Assault Rifle of the time Hard Case
CHARACTERISTICS WAYPOINT Comm Flashlight
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Interrogator Translator M1 Combat Knife or Model 52 Knife
1 30 30 30 35 30 35 35 30 40 40 Spoofer Holographic Tactical Eyepiece
2 35 35 35 40 35 40 40 35 45 45 Two tactical Softcases UNSC Battle Dress Uniform
3 40 40 40 45 40 45 45 40 50 50
4 45 45 45 50 45 50 50 45 55 55 MARKSMAN EQUIPMENT
BR55 or BR85 Hard Case
5 55 55 55 60 55 60 60 55 65 65
WAYPOINT Comm Flashlight
PHYSICAL ATTRIBUTES
Interrogator Translator M1 Combat Knife or Model 52 Knife
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
Spoofer Holographic Tactical Eyepiece
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
Tactical Softcase UNSC Battle Dress Uniform
SIZE Normal
SOLDIER TYPE TRAITS
CLOSE QUARTERS EQUIPMENT
It is never obvious to the Players, or sometimes even other NPCs, that this
M45 Tactical Shotgun Hard Case
Character is an ONI Operative. Other players will only ever know the Character
WAYPOINT Comm Flashlight
is an ONI Operative if they are told so beforehand.
Interrogator Translator M1 Combat Knife or Model 52 Knife
SQUAD UP: When with others from the Army, Marine, Air Force, Navy, ORION,
Spoofer Holographic Tactical Eyepiece
ODST, Militiaman, and Spartan IV Soldier Types; these Characters gain a +5
Two tactical Softcases UNSC Battle Dress Uniform
Bonus to Courage Tests. The Characters also gain a +10 Bonus to Warfare
Melee and Warfare Range Tests when taking Combined Actions.
ARMOR RATING
ERA HEAD ARMS CHEST LEGS
PRE-WAR 17 18 19 18
COV WAR 18 19 20 19
POST WAR 19 19 20 20
ONI ODST
CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
1 35 35 35 35 35 30 35 35 30 30
2 40 40 40 40 40 35 40 40 35 35
3 45 45 45 45 45 40 45 45 40 40
4 50 50 50 50 50 45 50 50 45 45
5 60 60 60 60 60 55 60 60 55 55
ARMOR RATING
ERA HEAD ARMS CHEST LEGS
PRE-WAR 20 19 20 19
COV WAR 20 19 20 19
POST WAR 21 20 21 20
316
UNSC ORION PROJECT AUGMENTED SOLDIER “SPARTAN 1/1.1”
“You were the best of the best, and we made you better.” POINT MAN EQUIPMENT
MA5 series Assault Rifle Hard Case
M6 series or M6J Carbine Flashlight
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
CHARACTERISTICS
Two Flashbang Grenades Holographic Tactical Eyepiece
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
Two Tactical Hard Cases UNSC/Insurrectionist BDU
1 45 50 45 35 35 30 50 35 30 30
2 50 55 50 40 40 35 55 40 35 35
MARKSMAN EQUIPMENT
3 55 60 55 45 45 40 60 45 40 40
M392 DMR or M395 DMR Hard Case
4 60 65 60 50 50 45 65 50 45 45
M6 series Pistol or M6J Carbine Flashlight
5 70 75 70 60 60 55 75 60 55 55
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
-- +2 +3 +1 MYTHIC CHARACTERISTICS
Two Flashbang Grenades Holographic Tactical Eyepiece
PHYSICAL ATTRIBUTES Two Tactical Hard Cases UNSC/Insurrectionist BDU
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.) CLOSE QUARTERS EQUIPMENT
SIZE Normal M45 Tactical Shotgun Hard Case
SOLDIER TYPE TRAITS M6 series Pistol or M6J Carbine Flashlight
SQUAD UP: When with others from the Army, Marine, Air Force, Navy, ORION, Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
ODST, Militiaman, and Spartan IV Soldier Types; these Characters gain a +5 Two Flashbang Grenades Holographic Tactical Eyepiece
Bonus to Courage Tests. The Characters also gain a +10 Bonus to Warfare Two Tactical Hard Cases UNSC/Insurrectionist BDU
Melee and Warfare Range Tests when taking Combined Actions.
HEAVY SUPPORT EQUIPMENT
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK AIE-486H Heavy Machine Gun Hard Case
Easy 115 52 -- M6 series Pistol Flashlight
Normal 135 56 -- M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Heroic 170 62 1 Flashbang Holographic Tactical Eyepiece
Legendary 195 66 3 Tactical Softcase UNSC/Insurrectionist BDU
Nemesis 225 72 6
HEAVY SQUAD SUPPORT EQUIPMENT
ARMOR RATING M735 or M739 Light Machine Gun Hard Case
ERA HEAD ARMS CHEST LEGS M6 series Pistol Flashlight
PRE-WAR 20 19 20 19 M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
COV WAR 20 19 20 19 Flashbang Holographic Tactical Eyepiece
POST WAR 21 20 21 20 Tactical Softcase UNSC/Insurrectionist BDU
ANTI-ARMOR EQUIPMENT
M41 Rocket Launcher Hard Case
M6 series Pistol Flashlight
M9 High-Explosive Dual-Purpose M1 Combat Knife or Model 52 Knife
Grenade
Flashbang Holographic Tactical Eyepiece
Tactical Softcase UNSC/Insurrectionist BDU
317
UNSC/ONI SPARTAN II AUGMENTED SOLDIER
“My Spartans are Humanity’s next step.” POINT MAN EQUIPMENT
MA5 series Assault Rifle Hard Case
CHARACTERISTICS M6 series or M6J Carbine Flashlight
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
1 60 55 60 50 50 30 50 45 15 35 Two Flashbang Grenades Two tactical Softcases
2 65 60 65 55 55 35 55 50 20 40
3 70 65 70 60 60 40 60 55 25 45 MARKSMAN EQUIPMENT
4 75 70 75 65 65 45 65 60 30 50 M392 DMR or M395 DMR Hard Case
M6 series Pistol or M6J Carbine Flashlight
5 85 80 85 75 75 55 75 70 40 60
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
-- +5 +4 +3 MYTHIC CHARACTERISTICS
Flashbang Grenade Tactical Softcase
PHYSICAL ATTRIBUTES
HEIGHT 193 centimeters (6’4 ft.) – 226 centimeters (7’5 ft.)
CLOSE QUARTERS EQUIPMENT
WEIGHT 172 kilograms (380 lb.) – 181 kilograms (400 lb.)
M45 Tactical Shotgun Hard Case
SIZE Large
M6 series Pistol or M6J Carbine Flashlight
SOLDIER TYPE TRAITS
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
SQUAD UP: When with others from the Spartan II, Spartan III, and Spartan IV
Three Flashbang Grenades Two tactical Softcases
Soldier Types; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare Range Tests
HEAVY SUPPORT EQUIPMENT
when taking Combined Actions.
AIE-486H Heavy Machine Gun Hard Case
M6 series Pistol Flashlight
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Easy 220 54 --
Flashbang Tactical Softcase
Normal 230 60 --
Heroic 265 64 1
HEAVY SQUAD SUPPORT EQUIPMENT
Legendary 280 70 3
M735 or M739 Light Machine Gun Hard Case
Nemesis 305 76 6
M6 series Pistol Flashlight
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
ARMOR RATING: MJOLNIR Mark IV +100 Experience Payout Flashbang Tactical Softcase
ERA HEAD ARMS CHEST LEGS
ANY 25 25 26 25
LONG RANGED SPECIALIST EQUIPMENT
STRENGTH MODIFIER AGILITY MODIFIER
Sniper Rifle System 99 Rifle Tactical Hard Case
+10 Strength +5 Agility
M6 series Pistol Flashlight
+1 Mythic Strength +1 Mythic Agility
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Two Flashbang Tactical Softcase
ARMOR RATING: MJOLNIR Mark V +150 Experience Payout
ERA HEAD ARMS CHEST LEGS
ANTI-ARMOR EQUIPMENT
ANY 26 26 26 26
M41 Rocket Launcher Hard Case
SHIELD INTEGRITY RECHARGE DELAY RECHARGE RATE
M6 series Pistol Flashlight
125 3 25
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
STRENGTH MODIFIER AGILITY MODIFIER
Flashbang Tactical Softcase
+15 Strength +5 Agility
+2 Mythic Strength +1 Mythic Agility
318
SPARTAN III AUGMENTED SOLDIER
"Excellence is an art won by training and habituation." POINT MAN EQUIPMENT
MA5K Carbine Hard Case
CHARACTERISTICS M6 series or M6J Carbine Flashlight
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
1 55 55 60 50 50 30 50 50 25 30 Two Flashbang Grenades Two tactical Softcases
2 60 60 65 55 55 35 55 55 30 35
3 65 65 70 60 60 40 60 60 35 40 ASSAULT AND AMBUSH EQUIPMENT
4 70 70 75 65 65 45 65 65 40 45 Two M7 Silenced Submachine Guns Hard Case
M6 series Pistol or M6J Carbine Flashlight
5 80 80 85 75 75 55 75 75 50 55
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
-- +5 +4 +3 MYTHIC CHARACTERISTICS
Flashbang Grenade Tactical Softcase
PHYSICAL ATTRIBUTES
HEIGHT 193 centimeters (6’4 ft.) – 226 centimeters (7’5 ft.)
CLOSE QUARTERS EQUIPMENT
WEIGHT 172 kilograms (380 lb.) – 181 kilograms (400 lb.)
M45 Tactical Shotgun Hard Case
SIZE Large
M6 series Pistol or M6J Carbine Flashlight
SOLDIER TYPE TRAITS
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
SQUAD UP: When with others from the Spartan II, Spartan III, and Spartan IV
Three Flashbang Grenades Two tactical Softcases
Soldier Types; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare Range Tests
HEAVY SUPPORT EQUIPMENT
when taking Combined Actions.
AIE-486H Heavy Machine Gun Hard Case
M6 series Pistol Flashlight
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Easy 210 54 --
Flashbang Tactical Softcase
Normal 220 60 --
Heroic 255 64 1
HEAVY SQUAD SUPPORT EQUIPMENT
Legendary 275 70 3
M735 or M739 Light Machine Gun Hard Case
Nemesis 295 76 6
M6 series Pistol Flashlight
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
ARMOR RATING: MJOLNIR Mark IV +100 Experience Payout Flashbang Tactical Softcase
ERA HEAD ARMS CHEST LEGS
ANY 25 25 26 25
LONG RANGED SPECIALIST EQUIPMENT
STRENGTH MODIFIER AGILITY MODIFIER
Sniper Rifle System 99 Rifle Tactical Hard Case
+10 Strength +5 Agility
M6 series Pistol Flashlight
+1 Mythic Strength +1 Mythic Agility
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Two Flashbang Tactical Softcase
ARMOR RATING: MJOLNIR Mark V +150 Experience Payout
ERA HEAD ARMS CHEST LEGS
ANTI-ARMOR EQUIPMENT
ANY 26 26 26 26
M41 Rocket Launcher Hard Case
SHIELD INTEGRITY RECHARGE DELAY RECHARGE RATE
M6 series Pistol Flashlight
125 3 25
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
STRENGTH MODIFIER AGILITY MODIFIER
Flashbang Tactical Softcase
+15 Strength +5 Agility
+2 Mythic Strength +1 Mythic Agility
319
UNSC SPARTAN IV AUGMENTED SOLDIER
“You stand side by side with your Spartan brothers and sisters.” POINT MAN EQUIPMENT
MA5 series Assault Rifle Hard Case
CHARACTERISTICS M6 series or M6J Carbine Flashlight
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
1 55 55 50 50 45 30 45 45 30 40 Two Flashbang Grenades Two tactical Softcases
2 60 60 55 55 50 35 50 50 35 45
3 65 65 60 60 55 40 55 55 40 50 MARKSMAN EQUIPMENT
4 70 70 65 65 60 45 60 60 45 55 M392 DMR or M395 DMR Hard Case
M6 series Pistol or M6J Carbine Flashlight
5 80 80 75 75 70 55 70 70 55 65
Two M9 Dual-Purpose Grenades M1 Combat Knife or Model 52 Knife
-- +5 +4 +3 MYTHIC CHARACTERISTICS
Flashbang Grenade Tactical Softcase
PHYSICAL ATTRIBUTES
HEIGHT 175 centimeters (5’8 ft.) – 226 centimeters (7’5 ft.)
CLOSE QUARTERS EQUIPMENT
WEIGHT 82 kilograms (180 lb.) – 181 kilograms (400 lb.)
M45 Tactical Shotgun Hard Case
SIZE Large
M6 series Pistol or M6J Carbine Flashlight
SOLDIER TYPE TRAITS
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Gen II and III Mjolnir gives the Spartan IV a +5 Strength, Toughness, and Agility.
Three Flashbang Grenades Two tactical Softcases
SQUAD UP: When with all UNSC Soldier Types; these Characters gain a +5
Bonus to Courage Tests. The Characters also gain a +10 Bonus to Warfare
HEAVY SUPPORT EQUIPMENT
Melee and Warfare Range Tests when taking Combined Actions.
AIE-486H Heavy Machine Gun Hard Case
M6 series Pistol Flashlight
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Easy 205 54 --
Flashbang Tactical Softcase
Normal 220 60 --
Heroic 250 64 1
HEAVY SQUAD SUPPORT EQUIPMENT
Legendary 270 70 3 M735 or M739 Light Machine Gun Hard Case
Nemesis 295 76 6 M6 series Pistol Flashlight
M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
ARMOR RATING: MJOLNIR Mark IV +100 Experience Payout Flashbang Tactical Softcase
ERA HEAD ARMS CHEST LEGS
ANY 25 25 26 25 LONG RANGED SPECIALIST EQUIPMENT
STRENGTH MODIFIER AGILITY MODIFIER Sniper Rifle System 99 Rifle Tactical Hard Case
+10 Strength +5 Agility M6 series Pistol Flashlight
+1 Mythic Strength +1 Mythic Agility M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
Two Flashbang Tactical Softcase
ARMOR RATING: MJOLNIR Mark V +150 Experience Payout
ERA HEAD ARMS CHEST LEGS ANTI-ARMOR EQUIPMENT
ANY 26 26 26 26 M57 Pilum Rocket Launcher Hard Case
SHIELD INTEGRITY RECHARGE DELAY RECHARGE RATE M6 series Pistol Flashlight
125 3 25 M9 Dual-Purpose Grenade M1 Combat Knife or Model 52 Knife
STRENGTH MODIFIER AGILITY MODIFIER Flashbang Tactical Softcase
+15 Strength +5 Agility
+2 Mythic Strength +1 Mythic Agility
320
UNSC SMART AI
“Seven years, multiple lifetimes for others. Nothing holding me
back.”
CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
1 30 35 30 45 30 70 60 40 45 45
2 35 40 35 50 35 75 65 45 50 50
3 40 45 40 55 40 80 70 50 55 55
4 45 50 45 60 45 85 75 55 60 60
5 55 60 55 70 55 95 85 65 70 70
SOLDIER TYPE TRAITS
Many Skills and Abilities will not work for the Smart AI, as they have limitations
for something without a body. Always be aware what Ability or Skill you are
purchasing to make sure the Smart AI can benefit from it.
Smart AI can connect to, and sync with, Human technology without any rolls
needed. Connecting with Covenant Technology is at a -10 Penalty, and
connecting with Forerunner Technology is at a -25 Penalty.
This does not include any attacks or infiltration Penalties that could
be given.
321
UNITED EARTH GOVERNMENT POLICE FORCE
“When the going gets tough, we’ll get tougher.” POINT MAN EQUIPMENT
MA37 Assault Rifle Hard Case
M6B or M6K Flashlight
Two Flashbang Grenades Holographic Tactical Eyepiece
CHARACTERISTICS
Two tactical Softcases Police Equipment Package
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
Police Battle Dress Uniform COM Pad
1 35 35 35 35 35 30 35 35 30 30
2 40 40 40 40 40 35 40 40 35 35
CQC EQUIPMENT
3 45 45 45 45 45 40 45 45 40 40
DTM Shotgun Hard Case
4 50 50 50 50 50 45 50 50 45 45
Riot Shield Flashlight
5 60 60 60 60 60 55 60 60 55 55
Two Flashbang Grenades Holographic Tactical Eyepiece
PHYSICAL ATTRIBUTES
Two tactical Softcases Police Equipment Package
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.) Police Battle Dress Uniform COM Pad
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal CLOSE-RANGE EQUIPMENT
SOLDIER TYPE TRAITS M7 Caseless Submachine Gun Hard Case
PROTECT AND SERVE: When around Civilians in distress or in danger, M6B or M6K Flashlight
Policemen gain a +20 Bonus in Courage. Two Flashbang Grenades Holographic Tactical Eyepiece
SQUAD UP: When with others from the United Earth Government Police Force; Two tactical Softcases Police Equipment Package
these Characters gain a +5 Bonus to Courage Tests. The Characters also gain a Police Battle Dress Uniform COM Pad
+10 Bonus to Warfare Melee and Warfare Range Tests when taking Combined
Actions.
MARKSMAN EQUIPMENT
M392 DMR Hard Case
M6C Pistol Flashlight
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Two Flashbang Grenades Holographic Tactical Eyepiece
Easy 65 42 0
Two tactical Softcases Police Equipment Package
Normal 90 48 0 Police Battle Dress Uniform COM Pad
Heroic 125 52 1
Legendary 150 58 3
Nemesis 190 64 6
ARMOR RATING
ERA HEAD ARMS CHEST LEGS
PRE-WAR 14 15 15 15
COV WAR 15 15 16 15
POST WAR 15 16 16 15
322
HUMAN CIVILIAN
“I’m not sitting by and watching my world, and everything in it, go to
hell.”
CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
1 30 35 35 25 25 40 40 35 40 30
2 35 40 40 30 30 45 45 40 45 35
3 40 45 45 35 35 50 50 45 50 40
4 45 50 50 40 40 55 55 50 55 45
5 55 60 60 50 50 65 65 60 65 55
PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal
SOLDIER TYPE TRAITS
SQUAD UP: When with other Civilians, the Civilian gains +5 Courage.
323
UNSC WAR DOG
“A good boy.”
324
COVENANT BESTIARY
ANTI-INFANTRY EQUIPMENT
Plasma Pistol Equipment Pouch
COVENANT UNGGOY
Two Plasma Grenades Flashlight
“We’re gonna go down in history!” Curveblade Unggoy Combat Harness
ARMOR RATING
TYPE HEAD ARMS CHEST LEGS
MINOR 18 19 20 19
MAJOR 19 19 20 19
ULTRA 20 19 22 19
DEACON
BECOMING A DEACON
EXPERIENCE PAYOUT: +10 EXP
DEACON SPECIAL RULES
Deacons do not have to report to a higher ranking Jiralhanae or Sangheili.
Deacons are also able to spend a Support Point to contact a San’Shyuum
Prophet for support or information.
Deacons can lead their own groups of Grunts and Jackals and can purchase an
Unggoy Goblin vehicle at half price.
Deacon gives the NPC +5 Intellect and Leadership.
325
COVENANT SANGHEILI
“All who walk the blessed path will find salvation...even in death.” STANDARD EQUIPMENT
Plasma Rifle Equipment Pouch
Plasma Pistol Flashlight
CHARACTERISTICS
Two Plasma Grenades Curveblade
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
Sangheili Combat Harness
1 55 50 55 45 50 30 30 50 30 35
2 60 55 60 50 55 35 35 55 35 40
GUIDED MUNITIONS EQUIPMENT
3 65 60 65 55 60 40 40 60 40 45 Needler Equipment Pouch
4 70 65 70 60 65 45 45 65 45 50 Plasma Pistol Flashlight
5 80 75 80 70 75 55 55 75 55 60 Two Plasma Grenades Curveblade
PHYSICAL ATTRIBUTES Sangheili Combat Harness
HEIGHT 223 centimeters (7’4 ft) – 259 centimeters (8’6 ft)
WEIGHT 139 kilograms (310 lb.) – 178 kilograms (390 lb.) GUNNERY EQUIPMENT
SIZE Large Plasma Repeater Equipment Pouch
SOLDIER TYPE TRAITS Plasma Pistol Flashlight
Sangheili are given a -20 Penalty to Climbing and Swimming Tests. Two Plasma Grenades Curveblade
When figuring their Leaping Distance, the Sangheili adds +2 to their Agility Sangheili Combat Harness
Modifier.
MARKSMAN EQUIPMENT
MYTHIC CHARACTERISTICS Covenant Carbine Equipment Pouch
LEVEL STRENGTH TOUGHNESS AGILITY Plasma Pistol Flashlight
Easy 5 2 4 Two Plasma Grenades Curveblade
Normal 6 3 5 Sangheili Combat Harness
Heroic 6 3 5
Legendary 6 3 5
Nemesis 7 4 6
326
COVENANT JIRALHANAE
“Hunt to kill and kill to eat. War just makes it easier.” SPIKER EQUIPMENT
Spiker Two Equipment Pouches
Spiker or Mauler Radar Jammer
CHARACTERISTICS
Two Spike or Flame Grenades Jiralhanae Combat Knife
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
Jiralhanae Combat Harness
1 55 55 45 30 45 25 45 35 20 30
2 60 60 50 35 50 30 50 40 25 35
GUIDED MUNITIONS EQUIPMENT
3 65 65 55 40 55 35 55 45 30 40 Needler Two Equipment Pouches
4 70 70 60 45 60 40 60 50 35 45 Plasma Pistol Bubble Shield
5 80 80 70 55 70 50 70 60 45 55 Two Spike or Flame Grenades Jiralhanae Combat Knife
PHYSICAL ATTRIBUTES Jiralhanae Combat Harness
HEIGHT 223 centimeters (7’4 ft) – 280 centimeters (9’2 ft)
WEIGHT 500 kilograms (1,100 lb.) – 680 kilograms (1,500 lb.) SUPPRESSOR EQUIPMENT
SIZE Huge Concussion Rifle Equipment Pouch
SOLDIER TYPE TRAITS Jiralhanae Combat Knife Power Drainer
The Jiralhanae begins with the Berserker Ability and a +10 to Smell-Based Spike or Flame Grenade Jiralhanae Combat Harness
Perception Tests.
The Jiralhanae doubles their Strength and Toughness when figuring Carrying EXPLOSIVE EQUIPMENT
Weight Brute Shot Equipment Pouch
Jiralhanae Combat Knife Deployable Cover
MYTHIC CHARACTERISTICS Spike or Flame Grenade Jiralhanae Combat Harness
LEVEL STRENGTH TOUGHNESS AGILITY
Easy 8 4 5
Normal 9 5 6
Heroic 9 5 6
Legendary 9 5 6
Nemesis 10 6 7
For the Jiralhanae Pre-Schism Armors, please refer to the Covenant Armory
section of the handbook.
327
COVENANT KIG-YAR RUUTIAN
“Snipers, Pirates, and Mercenaries. Where do I sign up?” ANTI-INFANTRY EQUIPMENT
Plasma Rifle Two Equipment Pouches
CHARACTERISTICS Plasma Pistol Flashlight
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Two Plasma Grenades Curveblade
1 25 25 40 50 25 35 55 35 20 30 Kig-Yar Combat Harness
2 30 30 45 55 30 40 60 40 25 35
3 35 35 50 60 35 45 65 45 30 40 GUIDED MUNITIONS EQUIPMENT
4 40 40 55 65 40 50 70 50 35 45 Needler Two Equipment Pouches
Plasma Pistol Flashlight
5 50 50 65 75 50 60 80 60 45 55
Two Plasma Grenades Curveblade
-- -- -- +1 MYTHIC CHARACTERISTICS
Kig-Yar Combat Harness
PHYSICAL ATTRIBUTES
HEIGHT 176 centimeters (5’9 ft) – 203 centimeters (6’8 ft)
RANGER EQUIPMENT
WEIGHT 63 kilograms (140 lb.) – 93 kilograms (210 lb.)
Needle Rifle Two Equipment Pouches
SIZE Normal
Targeting Headgear Curveblade
SOLDIER TYPE TRAITS
Two Plasma Grenades Kig-Yar Vacuum Suit
Kig-Yar doubles their Characteristic Modifier when figuring Jump Actions.
Kig-Yar Combat Harness
Kig-Yar gain the Natural Weapon Trait.
SQUAD UP: When with other Kig-Yar; these Characters gain a +5 Bonus to
SUPPRESSOR EQUIPMENT
Courage Tests. The Characters also gain a +10 Bonus to Warfare Melee and
Storm Rifle Two Equipment Pouches
Warfare Range Tests when taking Combined Actions.
Plasma Pistol Flashlight
Two Plasma Grenades Curveblade
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Kig-Yar Combat Harness
Easy 75 40 --
Normal 100 46 --
HEAVY PLASMA EQUIPMENT
Heroic 135 50 1 Concussion Rifle Equipment Pouch
Legendary 160 56 3 Plasma Pistol Flashlight
Nemesis 195 62 6 Plasma Grenade Curveblade
Kig-Yar Combat Harness
ARMOR RATING
TYPE HEAD ARMS CHEST LEGS MARKSMAN EQUIPMENT
MINOR 18 19 20 19 Covenant Carbine Two Equipment Pouches
MAJOR 20 19 21 20 Plasma Pistol Flashlight
ZEALOT 23 21 22 21 Two Plasma Grenades Curveblade
Kig-Yar Combat Harness
328
COVENANT KIG-YAR T’VAOAN
“Saw one of those chickens nearly catch up to my Mongoose.” ANTI-INFANTRY EQUIPMENT
Plasma Rifle Two Equipment Pouches
CHARACTERISTICS Plasma Pistol Flashlight
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Two Plasma Grenades Curveblade
1 25 30 55 35 30 35 40 35 15 30 Kig-Yar Combat Harness
2 30 35 60 40 35 40 45 40 20 35
3 35 40 65 45 40 45 50 45 25 40 GUIDED MUNITIONS EQUIPMENT
4 40 45 70 50 45 50 55 50 30 45 Needler Two Equipment Pouches
Plasma Pistol Flashlight
5 50 55 80 60 55 60 65 60 40 55
Two Plasma Grenades Curveblade
-- -- -- +6 MYTHIC CHARACTERISTICS
Kig-Yar Combat Harness
PHYSICAL ATTRIBUTES
HEIGHT 176 centimeters (5’9 ft) – 203 centimeters (6’8 ft)
RANGER EQUIPMENT
WEIGHT 63 kilograms (140 lb.) – 93 kilograms (210 lb.)
Needle Rifle Two Equipment Pouches
SIZE Normal
Targeting Headgear Curveblade
SOLDIER TYPE TRAITS
Two Plasma Grenades Kig-Yar Vacuum Suit
Kig-Yar gain the Natural Weapon Trait.
Kig-Yar Combat Harness
The Kig-Yar T’vaoan multiplies their Strength Modifier by 3 when figuring Jump
and Leap.
SUPPRESSOR EQUIPMENT
SQUAD UP: When with other Kig-Yar; these Characters gain a +5 Bonus to
Storm Rifle Two Equipment Pouches
Courage Tests. The Characters also gain a +10 Bonus to Warfare Melee and
Plasma Pistol Flashlight
Warfare Range Tests when taking Combined Actions.
Two Plasma Grenades Curveblade
Kig-Yar Combat Harness
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 80 40 --
HEAVY PLASMA EQUIPMENT
Normal 105 46 --
Concussion Rifle Equipment Pouch
Heroic 140 50 1
Plasma Pistol Flashlight
Legendary 165 56 3 Plasma Grenade Curveblade
Nemesis 200 62 6 Kig-Yar Combat Harness
329
COVENANT KIG-YAR IBIE’SHAN
“Betcha he’ll stop attacking you for some ham.” ANTI-INFANTRY EQUIPMENT
Plasma Rifle Two Equipment Pouches
CHARACTERISTICS Plasma Pistol Flashlight
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Two Plasma Grenades Curveblade
1 30 45 35 35 30 35 50 35 20 30 Kig-Yar Combat Harness
2 35 50 40 40 35 40 55 40 25 35
3 40 55 45 45 40 45 60 45 30 40 GUIDED MUNITIONS EQUIPMENT
4 45 60 50 50 45 50 65 50 35 45 Needler Two Equipment Pouches
Plasma Pistol Flashlight
5 55 70 60 60 55 60 75 60 45 55
Two Plasma Grenades Curveblade
-- -- +1 -- MYTHIC CHARACTERISTICS
Kig-Yar Combat Harness
PHYSICAL ATTRIBUTES
HEIGHT 176 centimeters (5’9 ft) – 203 centimeters (6’8 ft)
RANGER EQUIPMENT
WEIGHT 63 kilograms (140 lb.) – 93 kilograms (210 lb.)
Needle Rifle Two Equipment Pouches
SIZE Normal
Targeting Headgear Curveblade
SOLDIER TYPE TRAITS
Two Plasma Grenades Kig-Yar Vacuum Suit
Kig-Yar doubles their Characteristic Modifier when figuring Jump Actions.
Kig-Yar Combat Harness
Kig-Yar gain the Natural Weapon Trait.
SQUAD UP: When with other Kig-Yar; these Characters gain a +5 Bonus to
SUPPRESSOR EQUIPMENT
Courage Tests. The Characters also gain a +10 Bonus to Warfare Melee and
Storm Rifle Two Equipment Pouches
Warfare Range Tests when taking Combined Actions.
Plasma Pistol Flashlight
Two Plasma Grenades Curveblade
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Kig-Yar Combat Harness
Easy 75 46 --
Normal 105 52 --
HEAVY PLASMA EQUIPMENT
Heroic 135 56 1 Concussion Rifle Equipment Pouch
Legendary 160 62 3 Plasma Pistol Flashlight
Nemesis 200 68 6 Plasma Grenade Curveblade
Kig-Yar Combat Harness
ARMOR RATING
TYPE HEAD ARMS CHEST LEGS MARKSMAN EQUIPMENT
MINOR 18 19 20 19 Covenant Carbine Two Equipment Pouches
MAJOR 20 19 21 20 Plasma Pistol Flashlight
ZEALOT 23 21 22 21 Two Plasma Grenades Curveblade
Kig-Yar Combat Harness
330
COVENANT SAN‘SHYUUM
“Will they not see us as Gods? Will our power not push us towards ANTI-INFANTRY EQUIPMENT
our Great Journey?” Plasma Rifle Equipment Pouch
Plasma Pistol Flashlight
Two Plasma Grenades Curveblade
CHARACTERISTICS
San’Shyuum Combat Harness Spy Probe
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
1 30 30 30 30 30 40 35 30 40 40
GUIDED MUNITIONS EQUIPMENT
2 35 35 35 35 35 45 40 35 45 45
Needler Equipment Pouch
3 40 40 40 40 40 50 45 40 50 50
Plasma Pistol Flashlight
4 45 45 45 45 45 55 50 45 55 55
Two Plasma Grenades Curveblade
5 55 55 55 55 55 65 60 55 65 65
San’Shyuum Combat Harness Spy Probe
PHYSICAL ATTRIBUTES
HEIGHT 198 centimeters (6’6 ft) – 228 centimeters (7’6 ft)
PROPHETIC: ARTIFACT AUTOMATIC EQUIPMENT
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
Suppressor Equipment Pouch
SIZE Large Boltshot Flashlight
SOLDIER TYPE TRAITS Two Pulse Grenades Curveblade
San’Shyuum gain a +20 to Leadership when commanding Characters in the San’Shyuum Combat Harness Spy Probe
Covenant.
The San’Shyuum has 5 Support Points. PROPHETIC: ARTIFACT MARKSMAN EQUIPMENT
San’Shyuum are from a Planet with 0.5x Earth Gravity, meaning they will Light Rifle Equipment Pouch
always gain an automatic -10 Penalty to Agility when under the effects of Boltshot Flashlight
standard 1.0x Gravity, or greater. San’Shyuum come with a Gravity Belt that
Two Splinter Grenades Curveblade
eliminates this Penalty when active.
San’Shyuum Combat Harness Spy Probe
CLERIC
BECOMING A CLERIC
EXPERIENCE PAYOUT: +10
CLERIC SPECIAL RULES
The Cleric also gains the Medication Skill at +10.
331
COVENANT SAN’SHYUUM PRELATE STANDARD EQUIPMENT
"There were not many San'Shyuum who could match your skills or Plasma Rifle Two Equipment Pouches
your devotion - and now perhaps there are none.” Spiker or Mauler Radar Jammer
Two Spike or Flame Grenades Jiralhanae Combat Knife
CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR GUIDED MUNITIONS EQUIPMENT
1 50 30 60 40 50 40 45 30 40 40 Needler Two Equipment Pouches
Plasma Pistol Bubble Shield
2 55 35 65 45 55 45 50 35 45 45
Two Spike or Flame Grenades Jiralhanae Combat Knife
3 60 40 70 50 60 50 55 40 50 50
4 65 45 75 55 65 55 60 45 55 55
SUPPRESSOR EQUIPMENT
5 75 55 85 65 75 65 70 55 65 65
Concussion Rifle Equipment Pouch
-- +3 +2 +5 MYTHIC CHARACTERISTICS
Plasma Pistol Power Drainer
PHYSICAL ATTRIBUTES
Two Spike or Flame Grenades Jiralhanae Combat Knife
HEIGHT 198 centimeters (6’6 ft) – 228 centimeters (7’6 ft)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
PROPHETIC: ARTIFACT AUTOMATIC EQUIPMENT
SIZE Large
Suppressor Equipment Pouch
SOLDIER TYPE TRAITS
Boltshot Flashlight
Covenant Weapons and Equipment are at half the price for the San’Shyuum. Two Pulse Grenades Curveblade
San’Shyuum gain a +20 to Leadership when commanding Characters in the San’Shyuum Combat Harness Spy Probe
Covenant.
The Prelate can purchase the Cleric and Prophetic advancements found in the
PROPHETIC: ARTIFACT MARKSMAN EQUIPMENT
San’Shyuum Soldier Type.
Light Rifle Equipment Pouch
Boltshot Flashlight
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK Two Splinter Grenades Curveblade
Easy 180 55 -- San’Shyuum Combat Harness Spy Probe
Normal 195 54 --
Heroic 230 60 1
Legendary 250 64 3
Nemesis 275 70 6
332
COVENANT MGALEKGOLO EXTREMOPHILE ANATOMY
“They’re big and scary, and they like to smash things.” VEHICLE USE: Mgalekgolo are able to pilot and Hijack in their
Collapsed Form as two Full Actions. To Hijack a vehicle, the Vehicle
CHARACTERISTICS must be going slow enough to allow the majority of the Eels to
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR board. The Eels are able to slip into small sections to bypass the
1 60 40 30 20 35 30 30 45 25 15 Hijacking rules. They must fight for control against the active pilot,
2 65 45 35 25 40 35 35 50 30 20 where an Opposed Agility Test gains control for the Round.
3 70 50 40 30 45 40 40 55 35 25
4 75 55 45 35 50 45 45 60 40 30
HUNTER EQUIPMENT RULES
5 85 65 55 45 60 55 55 70 50 40
Hunter Assault Cannon Beam Hunter Assault Cannon Blast
-- +15 -- +1 MYTHIC CHARACTERISTICS
Hunter Heavy Metal Shield Type-57 Assault Cannon
PHYSICAL ATTRIBUTES
The Mgalekgolo may choose two of the Weapons listed above. This will become
HEIGHT 369 centimeters (12’1 ft) – 373 centimeters (12’3 ft)
their Equipment Pack and may not be traded between missions.
WEIGHT 4,800 kilograms (10,500 lb.)
HUNTER ARMOR
SIZE Hulking
Hunter Armor
SOLDIER TYPE TRAITS
The Character gains a +20 Bonus when Opposing a Grapple, Takedown, or any
SINGLE LEKGOLO EEL
general Actions to prevent falling over.
STR TOU AGI WFR WFM INT PER CRG CHA LDR
The Mgalekgolo takes no penalties from Dual Wielding with their Assault
1 15 15 -- 10 5 20 5 5 5
cannon and Heavy Shields.
Mgalekgolo add +3 to their Agility Modifier when discovering Charge and Run
CARRYING WEIGHT
Movement Distances.
All Mgalekgolo have a Carry Weight of 5,000 Kilograms.
SQUAD UP: When with their Bond Brother; these Characters gain a +5 Bonus
to Courage Tests. The Characters also gain a +10 Bonus to Warfare Melee and
Warfare Range Tests when taking Combined Actions. For the Mgalekgolo’s Armor, please refer to the Covenant Armory section of
the Handbook. (p. 185)
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Single worm 0.5 3 --
Easy 210 52 --
Normal 225 56 --
Heroic 260 64 1
Legendary 275 68 3
Nemesis 300 76 6
EXTREMOPHILE ANATOMY
GESTALT ANATOMY: Each Mgalekgolo is formed of roughly 300
sentient Eels. Mgalekgolo are immune to the Headshot Special Rule
and Special Damage. Mgalekgolo do not suffer from Hunger or Thirst
for 3 Months without eating or drinking. Mgalekgolo do not require
Oxygen and can survive in a vacuum.
They’re able to collapse and reform, taking a Full Action to
collapse and 2 Full Actions to rebuild.
TECHNOLOGICAL HUNTER: Mgalekgolo have the ability to see active
technology through disturbances in the air, including magnetic fields,
radio waves, and electromagnetic pulses.
Mgalekgolo can see up to half their Perceptive Range in
Meters to see active technology within their normal eyesight. The
Mgalekgolo may also sense technology through walls, debris, etc. up
to their Perception Modifier in Meters. This works similar to thermal
vision but take a Full Action of concentration to do.
A Hunter cannot discern what the Technology is from this
Ability and cannot find technology that is turned off or smaller than a
common cell phone.
CLAWS: The Mgalekgolo have large claws on each arm. Due to this,
they lack the dexterity needed for precision movement and delicate
actions. When attempting to throw items, grab onto small objects, or
any other action a GM would suggest being difficult, are given a -20
Penalty.
BOND BROTHER: Mgalekgolo are commonly found in pairs. This gives
two players the ability to become Bond Brother Mgalekgolo.
At any point, a Bond Brother is incapacitated or killed, the
other may temporarily gain the Berserker Trait for 6 hours.
333
COVENANT YANME’E
“They’re like giant cockroaches, except angrier.” ANTI-INFANTRY EQUIPMENT
Plasma Pistol Equipment Pouch
CHARACTERISTICS Two Plasma Grenades Flashlight
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Curveblade Optional Yanme’e Combat Harness
1 25 35 25 30 25 45 40 35 15 25
2 30 40 30 35 30 50 45 40 20 30 GUIDED MUNITIONS EQUIPMENT
3 35 45 35 40 35 55 50 45 25 35 Needler Equipment Pouch
4 40 50 40 45 40 60 55 50 30 40 Plasma Grenade Flashlight
Curveblade Optional Yanme’e Combat Harness
5 50 60 50 55 50 70 65 60 40 50
-- +1 +1 +4 MYTHIC CHARACTERISTICS
HEAVY WEAPONS EQUIPMENT
PHYSICAL ATTRIBUTES
Fuel Rod Gun Equipment Pouch
HEIGHT 178 centimeters (5’10 ft) – 206 centimeters (6’9 ft)
Plasma Grenade Flashlight
WEIGHT 77 kilograms (170 lb.) – 109 kilograms (240 lb.)
Curveblade Optional Yanme’e Combat Harness
SIZE Normal
SOLDIER TYPE TRAITS
MARKSMAN EQUIPMENT
The Yanme’e begin with the following Traits:
Covenant Carbine Equipment Pouch
Crawler, Natural Weapon, Natural Armor (10), Flight, and Four Arms.
Plasma Grenade Flashlight
SQUAD UP: When with others Yanme’e, the Characters gain +5 Courage.
Curveblade Optional Yanme’e Combat Harness
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 85 44 --
Normal 110 50 --
Heroic 140 54 1
Legendary 165 60 3
Nemesis 200 66 6
ARMOR RATING
TYPE HEAD ARMS CHEST LEGS
MINOR 16 18 18 17
MAJOR 17 18 19 17
TRAITS
Crawler The Character has insect-like limbs or equipment that
allows the Character to attach itself to walls and
surroundings. The Character takes no Penalties when
moving over difficult terrain and gains a +40 Bonus to
Climbing Actions.
Flight The Character has the ability of flight through the means
of wings or anti-gravitational technology. The Character’s
flight speed is their Movement Speed multiplied by 2.
Exceeding 50% of the Character’s Carry Weight removes
the x2 multiplier for Movement Speeds. Exceeding 75% of
the Character’s Carry Weight will cause the Character to
be unable to fly.
Four The Character has multiple arms, allowing for better grasp
Arms and mobility. The Character gains a +10 to Grapple and is
able to use more than two weapons, at extra penalty.
Natural Natural Armor is Armor that a Character always has, even
Armor when not wearing a harness or BDU. Natural Armor is
halved, rounding down, when worn with regular Armor.
334
COVENANT HURAGOK
“They may smell bad, but damn if they aren’t great with ENGINEER
technology.” Engineers gain the Techno-Organic Trait at Character Creation. This gives the
Huragok the Ability to interface with all electronics and equipment as if they
had the tools to do so.
CHARACTERISTICS
The Engineer also acts as if it were a computer when interfacing with
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
electronics and take no Penalties for Difficulty. All technology-based Tests with
1 10 60 20 15 10 70 65 30 15 15
Equipment are at a +10.
2 15 65 25 20 15 75 70 35 20 20
3 20 70 30 25 20 80 75 40 25 25
LIFEWORKER
4 25 75 35 30 25 85 80 45 30 30
Lifeworkers gain the Bio-Organic Trait at Character Creation. This gives the
5 35 85 45 40 35 95 90 55 40 40 Huragok the Ability to connect with organic material, such as bodies, plant life,
-- +10 -- -- MYTHIC CHARACTERISTICS and so on. This is treated similar to interfacing with a Computer.
PHYSICAL ATTRIBUTES The Lifeworker counts as having any Medical Tools needed, except
HEIGHT 270 centimeters (9 ft) with extended neck for Medication. Performing surgeries or any medical Tests are also at a +10
WEIGHT 57 kilograms (130 lb.) Bonus, and the Lifeworker takes no Penalties for alien biology.
SIZE Normal For every Degree of Success on a Medical Test made when attempting to Heal,
SOLDIER TYPE TRAITS the Lifeworker is able to heal 1 extra Wound and remove 1 Fatigue. This can
The Huragok begin with the following Traits: only be done once after Damage is taken.
Only Flight and Four Arms
Must pass a Courage Test to harm another Character for their Round. OVERSHIELD PROJECTION
The Huragok is either an Engineer or a Lifeworker. Huragok are able to project an Energy Shield onto several allies, equal
to their Perception Modifier, and up to 8 Meters away. They also are
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
always counted as being protected by their own Shield. Two or more
Easy 120 48 --
Huragok Shields cannot stack. When depleted, these Shields must
Normal 140 52 --
recharge normally per Character under effect.
Heroic 175 58 1
Legendary 200 62 3 Huragok may also project their Shields onto one single
Nemesis 230 68 6 vehicle and its pilot, instead of other Characters. Switching what is
protected by the Overshield takes one Half Action and the Shield
TRAITS Integrity begins at 0 and must Recharge, without the Delay.
Four The Character has multiple arms, allowing for better grasp SHIELD INTEGRITY DELAY RECHARGE RATE
Arms and mobility. The Character gains a +10 to Grapple and is 50 3 10
able to use more than two weapons, at extra penalty.
EQUIPMENT
Only The Character only has the ability of flight, as they have no
Huragok Explosive Armor
Flight other form of transformation. The Character’s flight speed
is already figured into their Movement, and no Bonuses or
Penalties are gained.
INFUSION HURAGOK
Experience Cost: 1,000
The Banished Huragok have the option to be Infused with Infusion Gel.
They are no longer passive by nature and can attack as needed. This is
not limited to Character Creation and can be selected between
missions. Infusion Huragok glow red.
Intellect is reduced by 10, but Toughness is increased by 10.
The Huragok cannot project Overshields anymore but are able to
replace the Overshield with a radius that hurts any Character inside it,
not including Infusion Huragok. This takes a Half Action to use and
deals damage with Blast (8). This ability has a Recharge of 10 Half
Actions. Deals 2D10 + Intellect Modifier in Damage.
335
SHARQUOI
“I suspect we are forcing the Humans into a tighter arena than they
care to fight in—soon we may be able to use the Sharquoi.”
CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
1 65 70 25 1 50 1 5 50 1 1
2 70 75 30 1 55 1 10 55 1 1
3 75 80 35 1 60 1 15 60 1 1
4 80 85 40 1 65 1 20 65 1 1
5 90 95 50 1 75 1 30 75 1 1
-- +6 +10 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT 487 centimeters (16 ft)
WEIGHT 1,088 kilograms (2,400 lb.)
SIZE Immense
SOLDIER TYPE TRAITS
The Character gains a +40 Bonus when Opposing a Grapple, Takedown, or any
general Actions to prevent falling over.
The Sharquoi gain +40 to Toughness Tests against Flood infections and any
attempts to take over their body.
The Sharquoi have a Natural Armor of 20.
The Sharquoi have two large claws on each arm that add 10 Pierce to their
unarmed attacks. They cannot hold or use weapons of any kind.
Sharquoi are nothing more than massive, terrifying animals that were modified
by the Forerunners to combat the Flood. They may be controlled via a tool
called The Vertex. This tool is a GM fiat tool that shouldn’t be bought. It’s a
powerful device that can control thousands of Sharquoi at once in massive hive
formations. Without it, the Sharquoi will act as a violent animal would, as they
are incredibly territorial.
336
ENDLESS SKIMMER
“They’re the smelliest bastards I have ever seen.” RANGED EQUIPMENT
Shock Rifle Equipment Pouch
Two Dynamo Grenades Flashlight
CHARACTERISTICS
Curveblade Skimmer Armor
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
1 25 40 30 35 20 35 35 35 30 35
DUAL-WIELD EQUIPMENT
2 30 45 35 40 25 40 40 40 35 40
Two Disruptors Equipment Pouch
3 35 50 40 45 30 45 45 45 40 45
Two Dynamo Grenades Flashlight
4 40 55 45 50 35 50 50 50 45 50
Curveblade Skimmer Armor
5 50 65 55 60 45 60 60 60 55 60
-- -- -- +5 MYTHIC CHARACTERISTICS
SEMI-AUTOMATIC EQUIPMENT
PHYSICAL ATTRIBUTES
VK78 Commando Equipment Pouch
HEIGHT 178 centimeters (5’10 ft) – 206 centimeters (6’9 ft)
Two Dynamo Grenades Flashlight
WEIGHT 77 kilograms (170 lb.) – 109 kilograms (240 lb.)
Curveblade Skimmer Armor
SIZE Normal
SOLDIER TYPE TRAITS
CLOSE-QUARTERS EQUIPMENT
The Skimmer begin with the following Traits:
CQS48 Bulldog Shotgun Equipment Pouch
Crawler, Natural Weapon, and Flight.
Two Dynamo Grenades Flashlight
SQUAD UP: When with other Skimmers, the Characters gain +5 Courage.
Curveblade Skimmer Armor
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 70 44 --
Normal 95 48 --
Heroic 130 54 1
Legendary 155 58 3
Nemesis 195 64 6
ARMOR RATING
TYPE HEAD ARMS CHEST LEGS
MINOR 18 19 20 19
MAJOR 19 20 22 19
TRAITS
Crawler The Character has insect-like limbs or equipment that
allows the Character to attach itself to walls and
surroundings. The Character takes no Penalties when
moving over difficult terrain and gains a +40 Bonus to
Climbing Actions.
Flight The Character has the ability of flight through the means of
wings or anti-gravitational technology. The Character’s
flight speed is their Movement Speed multiplied by 2.
Exceeding 50% of the Character’s Carry Weight removes
the x2 multiplier for Movement Speeds. Exceeding 75% of
the Character’s Carry Weight will cause the Character to be
unable to fly.
Four The Character has multiple arms, allowing for better grasp
Arms and mobility. The Character gains a +10 to Grapple and is
able to use more than two weapons, at extra penalty.
Natural Natural Armor is Armor that a Character always has, even
Armor when not wearing a harness or BDU. Natural Armor is
halved, rounding down, when worn with regular Armor.
337
FORERUNNER BESTIARY
SHORTHAND EQUIPMENT
Scattershot Boltshot
PROMETHEAN SOLDIER
Splinter Grenade Soldier Armor
“Sentient, intelligent, and resourceful. A major upgrade from those
braindead sentinels we managed to trick with a rock and a piece of COMMANDO EQUIPMENT
string.” Light Rifle Boltshot
Pulse Grenade Soldier Armor
CHARACTERISTICS DEVASTATOR EQUIPMENT
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Hardlight Sword Boltshot
1 50 50 45 40 40 30 40 40 30 30 Splinter Grenade Soldier Armor
2 55 55 50 45 45 35 45 45 35 35
3 60 60 55 50 50 40 50 50 40 40 RANGER EQUIPMENT
4 65 65 60 55 55 45 55 55 45 45 Binary Rifle Boltshot
5 75 75 70 65 65 55 65 65 55 55 Pulse Grenade Soldier Armor
-- +1 +1 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT 178 centimeters (5’10 ft) – 206 centimeters (6’9 ft)
WEIGHT 77 kilograms (170 lb.) – 109 kilograms (240 lb.)
SIZE Normal
SOLDIER TYPE TRAITS
PROMETHEAN VISION: The Soldier can see through 20 Meters of wall, floor,
and any non-biological obstacle, to find biological forms. Promethean Vision
can see any Character and Creature, including other Prometheans.
Promethean Vision also gives the Character +30 to finding
Characters cloaked using Active Camouflage.
Promethean Vision lasts for 4 Half Actions and must recharge for 6
Half Actions.
TRANSLOCATION: Prometheans can teleport towards a chosen location. The
Soldier is able to move up to their Run Movement Speed in Meters with each
use of the Translocation Ability. This takes a Full Action to do.
The Soldier may choose to Teleport up to 400KG with them,
including other Characters and multiple pieces of Equipment.
The Soldier may charge their Translocation Ability. The amount of
Full Actions used to Charge is the multiplier to the distance able to be traveled.
So, a Soldier Charging for 3 Full Actions will be able to Translocate up to their
Run Movement Speed, multiplied by 3.
AUTO-TRANSLATION: Soldiers have auto-translation devices that are built into
them. This allows them to speak, write, and understand any languages they
have heard before.
GLOWING: Prometheans have an orange and yellow glow to their bodies,
giving them a -20 Penalty to Camouflage Tests.
DEATH AND WOUNDS: Prometheans can only be healed by Watchers
and Huragok, but Natural Healing is multiplied by 10. A Promethean
that dies will be able to get a new body after 10 Rounds, with full
Wounds. A point of Luck must still be Burnt.
SQUAD UP: When with other Prometheans; these Characters gain a +5 Bonus
to Courage Tests. The Characters also gain a +10 Bonus to Warfare Melee and
Warfare Range Tests when taking Combined Actions.
338
PROMETHEAN KNIGHT KNIGHT ARMOR
“Sentient, intelligent, and resourceful. A major upgrade from those ERA HEAD ARMS CHEST LEGS
braindead sentinels we managed to trick with a rock and a piece of ANY 40 30 45 30
string.” Though the Knight has powerful Chest Armor, there are two glowing sub-
locations located on each side of the Knight’s body.
Attacking these Weak points in the Armor causes the Armor to be
CHARACTERISTICS
at a -25 Penalty, meaning the Armor Rating will only be 20 for figuring Damage
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Resistance.
1 50 50 35 40 40 30 40 40 30 30
2 55 55 40 45 45 35 45 45 35 35 SHORTHAND EQUIPMENT
3 60 60 45 50 50 40 50 50 40 40 Scattershot Boltshot
4 65 65 50 55 55 45 55 55 45 45 Splinter Grenade Soldier Armor
5 75 75 60 65 65 55 65 65 55 55
-- +5 +3 -- MYTHIC CHARACTERISTICS COMMANDO EQUIPMENT
PHYSICAL ATTRIBUTES Light Rifle Boltshot
HEIGHT 178 centimeters (5’10 ft) – 206 centimeters (6’9 ft) Pulse Grenade Soldier Armor
WEIGHT 77 kilograms (170 lb.) – 109 kilograms (240 lb.)
SIZE Huge DEVASTATOR EQUIPMENT
SOLDIER TYPE TRAITS Hardlight Sword Boltshot
PROMETHEAN VISION: The Promethean can see through 15 Meters of wall, Splinter Grenade Soldier Armor
floor, and any non-biological obstacle, to find biological forms. Promethean
Vision can see any Character and Creature, including other Prometheans. RANGER EQUIPMENT
Promethean Vision also gives the Character +30 to finding Binary Rifle Boltshot
Characters cloaked using Active Camouflage. Pulse Grenade Soldier Armor
Promethean Vision lasts for 4 Half Actions and must recharge for 6
Half Actions.
WATCHER SPAWNING
TRANSLOCATION: Prometheans can teleport towards a chosen location. The
Knights are able to summon a single Promethean Watcher with a Full Action.
Promethean is able to move up to their Run Movement Speed in Meters with
These Watchers, if destroyed, take 20 in-game minutes to rebuild and redeploy.
each use of the Translocation Ability. This takes a Full Action to do.
The Knight does not control the Watcher, the Watcher will act on its own. It will
The Promethean may choose to Teleport up to 800KG with them,
attempt to stick alongside the Knight and stay 5 Meters above if possible.
including other Characters and multiple pieces of Equipment.
Watcher priorities are projecting shields, catching grenades, and redeploying
The Promethean may charge their Translocation Ability. The
the Knight if killed.
amount of Full Actions used to Charge is the multiplier to the distance able to
be traveled. So, a Soldier Charging for 3 Full Actions will be able to Translocate
up to their Run Movement Speed, multiplied by 3.
AUTO-TRANSLATION: Prometheans have auto-translation devices that are
built into them. This allows them to speak, write, and understand any
languages they have heard before.
GLOWING: Prometheans have an orange and yellow glow to their bodies,
giving them a -25 Penalty to Camouflage Tests.
CLAWS: The Promethean Knights have large claws on each arm that
independently float two centimeters from the base of each arm. Due to this,
knights lack the dexterity needed to perform precision movement and delicate
actions.
When attempting to throw items, grab onto small objects, or any
other action a GM would suggest being difficult are given a -20 Penalty.
MICRO-ARMS: Promethean Knights have an extra set of small limbs, roughly
the size of a small human child. These arms can be used to bypass the Claws
Trait Penalty, but only if whatever the Knight is attempting to accomplish is in
reach of these small arms.
These Micro-Arms cannot be used to use or throw weapons, and
are not considered to have the Knight’s Mythic Strength.
DEATH AND WOUNDS: Prometheans can only be healed by Watchers and
Huragok, but Natural Healing is multiplied by 10. A Promethean that dies will
be able to get a new body after 10 Rounds, with full Wounds. A point of Luck
must still be Burnt.
SQUAD UP: When with other Prometheans; these Characters gain a +5 Bonus
to Courage Tests. The Characters also gain a +10 Bonus to Warfare Melee and
Warfare Range Tests when taking Combined Actions.
339
PROMETHEAN WATCHER
“They bring those big ones back, so take them down quick.” WATCHER EQUIPMENT
Boltshot Watcher Armor
CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
1 10 10 20 45 10 15 40 45 30 10
2 15 15 25 50 15 20 45 50 35 15
3 20 20 30 55 20 25 50 55 40 20
4 25 25 35 60 25 30 55 60 45 25
5 35 35 45 70 35 40 65 70 55 35
-- -- -- +5 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4.2 ft)
WEIGHT 43 kilograms (96 lb.)
SIZE Small
SOLDIER TYPE TRAITS
PROMETHEAN VISION: The Watcher can see through 20 Meters of
wall, floor, and any non-biological obstacle, to find biological forms.
Promethean Vision can see any Character and Creature, including
other Prometheans.
Promethean Vision also gives the Character +30 to finding
Characters cloaked using Active Camouflage.
Promethean Vision lasts for 4 Half Actions and must
recharge for 6 Half Actions.
REDEPLOY: Watchers can redeploy a destroyed Promethean that was
destroyed within 25 Meters of the Watcher. If the Promethean is
redeployed this way, it returns with half of its original Wounds. Each
time a destroyed Promethean is redeployed, it respawns with half the
wounds from the previous time it was redeployed.
AUTO-TRANSLATION: Watchers have auto-translation devices that
are built into them. This allows them to speak, write, and understand
any languages they have heard before.
GLOWING: Prometheans have an orange and yellow glow to their
bodies, giving them a -20 Penalty to Camouflage Tests.
THROWBACK: The Watcher is able to catch Grenades and Explosives
with a small tractor beam. The explosive must be within 5 Meters of
the Watcher, and they are able to throw them so their allies are not
within the Blast and Kill Radius. The Watcher must make a successful
Agility Test to catch the Grenade, and a Warfare Range Test to throw
the Grenade.
The Watcher has the Flight Trait.
DEATH AND WOUNDS: Prometheans can only be healed by Watchers
and Huragok, but Natural Healing is multiplied by 10. A Promethean
that dies will be able to get a new body after 10 Rounds, with full
Wounds. A point of Luck must still be Burnt.
PROMETHEAN REPAIR: The Watcher is able to heal Promethean
Characters 1D10 + Intellect Modifier in Wounds as a Full Action. The
Repair sequence forms a 2 Meter Radius and can heal up to 6 Targets
within it. This has a Recharge of 5 Rounds.
SQUAD UP: When with other Prometheans; these Characters gain a
+5 Bonus to Courage Tests. The Characters also gain a +10 Bonus to
Warfare Melee and Warfare Range Tests when taking Combined
Actions.
WATCHER ARMOR
ERA HEAD ARMS CHEST LEGS
ANY 16 17 18 --
340
PROMETHEAN CRAWLER
COMMAND ACTION TAKEN
CRAWLER Watch The Crawler will watch the location it’s in for any intruders
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR or known Opponents.
1 25 25 45 10 25 1 30 20 25 5 Drop It The Crawler will drop whatever it is holding.
2 30 30 50 15 30 1 35 25 30 10 Stay The Crawler will stay in its current position.
3 35 35 55 20 35 1 40 30 35 15 Fetch The Crawler will fetch a thrown item, or an item pointed at
4 40 40 60 25 40 1 45 35 40 20 by the master.
5 50 50 70 35 50 1 55 45 50 30 Attack The Crawler will perform the most useful move it can think
-- -- -- +5 MYTHIC CHARACTERISTICS of with a given circumstance. If the Crawler has proper
JUMP 2 METERS LEAP 4 METERS distance, the Crawler will open with a Rush Attack, else the
72 centimeters (2’3 ft.) – 80 centimeters (2’6 ft.) Crawler will most likely use a Takedown or Bite.
157 kilograms (347 lb.) – 168 kilograms (371 lb.) Specified Attack Saying “Attack” and then an Attack name, the Crawler will
SIZE: Small perform that specified Attack.
Crawlers take no Falling Damage. Heel The Crawler stops moving and will generally join up with the
CRAWLER CARRY WEIGHT master if nearby.
The average Crawler should never carry more than 50% of their body weight. Bark or Speak The Crawler will bark.
The Average Crawler can safely carry up to 80 KG. Any more and the Crawler Here or Come The Crawler will rush to the master.
will begin taking Fatigue for every Kilometer traveled. Up or Jump The Crawler will Jump up to a specified location or to the
CRAWLER WALKING DISTANCE master or stop laying down.
The average Crawler is able to travel upwards of 100 Kilometers a day. After No The Crawler will usually understand that the master is
this, Fatigue begins to set into the Crawler, 1D5 Fatigue every Kilometer displeased with the Crawler’s current actions.
traveled after. The average Crawler can Run for 8 hours straight without the Pay Attention Saying this, or the Crawler’s name, will cause the Crawler to
need of rest. After the first 6 hours, Fatigue begins to set in, causing 1D5 levels pay attention to the master.
of Fatigue for every hour without rest. Shame The Crawler understands that whatever it was doing is bad,
DEATH AND WOUNDS: Prometheans can only be healed by Watchers and will usually attempt to not do those actions anymore.
Huragok, but Natural Healing is multiplied by 10. A Promethean that dies will Down The Crawler will jump down from wherever it is at, if at an
be able to get a new body after 10 Rounds, with full Wounds. A point of Luck elevated position.
must still be Burnt. Sit The Crawler will sit in place.
Lay Down The Crawler will lay down in place.
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK Search If given a specified object with a smell, the Crawler will begin
Easy 5 40 -- tracking for the whereabouts of the smell’s source.
Normal 25 46 -- Go On The Crawler will perform a blind search, where it will alert
Heroic 55 50 -- its master of anything the Crawler may view out of the
Legendary 80 56 1 ordinary.
Nemesis 120 62 2 Go Forward The Crawler will begin to run ahead of the master in the
general direction traveled and scout ahead.
RUSH Crawl The Crawler begins to crawl.
During a Charge or Run, the Crawler leaps into the air, grabbing an Opponent’s Shake The Crawler will shake hands.
arm to jerk their entire body downward. The Crawler performs a Warfare Melee Go Over The Crawler will jump over and clear obstacles ahead of it.
Attack. Once connected, the Attack deals 2D10 + Strength Modifier Piercing Good The Crawler understands that what it did pleased their
Damage, with 4 Pierce. master.
Even if Damage was not made, the Crawler may still attempt to pull the Dig The Crawler will begin digging in a specified location.
Opponent down with an Opposed Strength Test. If the Crawler succeeds, the
Opponent is dropped to the ground. CRAWLER ARMOR
The Rush Attack is a Full Action that can only be made if Charging or Running. ERA HEAD ARMS CHEST LEGS
ANY 14 15 16 15
TAKEDOWN
Without Charging or Rushing, the Crawler attempts to latch onto and pull down
CRAWLER EQUIPMENT
an Opponent. This Attack is like Rush, but deals 1D10 + Strength Modifier
Boltshot, Suppressor, or Binary Rifle Crawler Armor
Piercing Damage, with 4 Pierce.
Even if Damage was not made, the Crawler may still attempt to pull the
Opponent down with an Opposed Strength Test. If successful, the Crawler will
drop their Opponent to the ground.
BITE
A Crawler’s Bite is their standard Attack, dealing 1D10 + Strength Modifier
Piercing Damage, with 4 Pierce. The average Crawler is able to deal 2 Attacks
per Half Action.
If the Crawler is facing an Opponent who Is prone or knocked down, it is able
to attack the jugular, a neck Sublocation, without Penalty. The Crawler is able
to deal 3D10 + Strength Modifier Piercing Damage, with 4 Pierce.
PULL
The Crawler attempts to latch onto its Opponent with a Warfare Melee Test. If
Successful, the Crawler will deal 1D10 + Strength Modifier Pierce Attack, with 4
Pierce.
If the Crawler landed the Attack, they’re able to do a +10 Strength Test to Pull
their Opponent 1 Meter in the direction of their choosing. The Crawler may
choose to keep hold of the Opponent to attempt another Pull next Round, while
the Opponent may attempt to escape or Attack one-handed.
341
PROMETHEAN CAVALIER
“My reach exceeds that of the stars themselves. You cannot escape
my wrath.”
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 265 100 --
CHARACTERISTICS
Normal 275 104 --
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
Heroic 305 112 1
1 60 60 65 50 40 35 35 35 30 50
Legendary 320 116 3
2 65 65 70 55 45 40 40 40 35 55
Nemesis 340 124 6
3 70 70 75 60 50 45 45 45 40 60
4 75 75 80 65 55 50 50 50 45 65
CAVALIER ARMOR
5 85 85 90 75 65 60 60 60 55 75
ERA HEAD ARMS CHEST LEGS
-- +8 +10 +2 MYTHIC CHARACTERISTICS
ANY 35 28 30 28
PHYSICAL ATTRIBUTES
Though the Cavalier has powerful Chest Armor, there is a glowing sub-location
HEIGHT 430 centimeters (14 ft. 1 inches)
located on each side of Cavalier’s head. Both the back of the head and the face.
WEIGHT 1,452 kilograms (3,205 lb.) Attacking these Weak points in the Armor causes the Armor to be
SIZE Giant at a -10 Penalty, meaning the Armor Rating will only be 20 for figuring Damage
SOLDIER TYPE TRAITS Resistance.
CONSTRAINT FIELD: The Constraint Field is an apparatus that allows the
Cavalier to levitate and constrain Characters and objects. The Constraint Field CAVALIER EQUIPMENT
can carry up to 600 KG of Weight and reach up to 6 Meters away. 5 Splinter Grenades Cavalier Hardlight Blade
Characters caught in the Constraint Field are considered as Helpless Floodgate Cavalier Armor
and can only take speech actions. The Cavalier cannot attack while the
Constraint Field is active and after use, it takes 10 Full Actions to use again.
PROMETHEAN VISION: The Promethean can see through 50 Meters of wall,
floor, and any non-biological obstacle, to find biological forms. Promethean
Vision can see any Character and Creature, including other Prometheans.
Promethean Vision also gives the Character +30 to finding
Characters cloaked using Active Camouflage.
Promethean Vision lasts for 4 Half Actions and must recharge for 6
Half Actions.
TRANSLOCATION: Prometheans can teleport towards a chosen location. The
Promethean is able to move up to their Run Movement Speed in Meters with
each use of the Translocation Ability. This takes a Full Action to do.
The Promethean may choose to Teleport up to 2,000KG with them,
including other Characters and multiple pieces of Equipment.
The Promethean may charge their Translocation Ability. The
amount of Full Actions used to Charge is the multiplier to the distance able to
be traveled. So, a Soldier Charging for 5 Full Actions will be able to Translocate
up to their Run Movement Speed, multiplied by 5.
AUTO-TRANSLATION: Prometheans have auto-translation devices that are
built into them. This allows them to speak, write, and understand any
languages they have heard before.
GLOWING: Prometheans have an orange and yellow glow to their bodies,
giving them a -25 Penalty to Camouflage Tests.
ETERNAL: The Cavalier, when commanding other Promethean Troops,
automatically count as a Success with 0 Degrees of Success if the Test is failed.
Any Promethean within 100 Meters can hear the Cavalier’s commands.
This means the GM doesn’t have to always roll any Social Tests with
the Prometheans unless they are actively fighting against the Cavalier.
DEATH SLIPSPACE FIELD: When the Cavalier is killed on or within 1,500 Meters
a Forerunner structure, a Slipspace Field with a 3 Meter Radius opens. This
Field teleports the damaged Cavalier back to a repair facility but will take any
other Promethean material with. This includes the Prefect Mjolnir Armor and
its wearer, alongside any Character that has Promethean or Forerunner-based
Armor Abilities and Permutations. The Cavalier may return with a new body in
5 Rounds at full Wounds, but 1 point of Luck must be Burnt.
GRAVITY BOMB: The Cavalier has access to Gravity Bombs, which are a
Slipspace spheres of energy with EMP properties. These Gravity Bombs move
at 15 Meters Per Turn and track a single chosen Opponent.
If the Bomb hits any non-Character or Vehicle surface, it dissipates.
If it strikes a Character or Vehicle, it detonates in a Blast (5) Radius, with EMP
(20) Special Rule. The Gravity Bomb deals 1D10 +10 Damage, with 60 Pierce.
The Gravity Bomb will not attempt to make major course
corrections around cover but will not stop following a Character until it makes
a collision of any kind.
Gravity Bomb has a cooldown of 4 Full Actions that only begins
counting down after the active Gravity Bomb is done attacking.
DEATH AND WOUNDS: Prometheans can only be healed by Watchers and
Huragok, but Natural Healing is multiplied by 10. A Promethean that dies will
be able to get a new body after 10 Rounds, with full Wounds. A point of Luck
must still be Burnt.
342
FORERUNNER MONITOR
“Greetings! I am the monitor of Installation 04. I am 343 Guilty MONITOR EQUIPMENT
Spark.” Floodgate Forcefield
CHARACTERISTICS FORCEFIELD
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Forcefield is a hardlight-based field with a 10 Meter Radius that is projected
from the center of the Monitor. This Forcefield pushes any Character within it
1 10 35 30 55 1 75 65 55 55 60
outward at 10 Meters per Turn. This can be reduced by a Toughness Test. For
2 15 40 35 60 1 80 70 60 60 65
every degree of success on a Toughness Test, the Character is pushed by 1
3 20 45 40 65 1 85 75 65 65 70
Meter less.
4 25 50 45 70 1 90 80 70 70 75
For every Meter pushed back, the Character takes a point of
5 35 60 55 80 1 100 90 80 80 85 damage ignoring Damage Resistance.
-- -- +15 +10 MYTHIC CHARACTERISTICS When activated, the Monitor increases their Damage Resistance by
PHYSICAL ATTRIBUTES 15. The Forcefield lasts for 5 Rounds and must recharge for 3 Rounds once
HEIGHT 58 centimeters (22.9 in) used.
WEIGHT 57 kilograms (126 lb.) The Monitor’s Forcefield may be used as Gravimetric (5).
SIZE Mini
SOLDIER TYPE TRAITS
AUTO-TRANSLATION: Monitors have auto-translation devices that are built
into them. This allows them to speak, write, and understand any languages
they have heard before.
GLOWING: Monitors have an orange and yellow glow to their bodies, giving
them a -20 Penalty to Camouflage Tests.
CONSTRAINT FIELD: The Constraint Field is an apparatus that allows the
Monitor to levitate and constrain Characters and objects. The Constraint Field
can carry up to 2,600 KG of Weight and reach up to 6 Meters away.
Characters caught in the Constraint Field are considered as Helpless
and can only take speech actions. The Monitor cannot attack while the
Constraint Field is active.
INTRUSION: When making any hacking attempts, the Monitor always gains a
+20 Bonus to any and all Computer and technology Tests, no matter what,
when against anything but Ancient Human and Forerunner technology.
Monitors can even access nearly destroyed technology, and technology
protected or reinforced by UNSC and Covenant Smart AI.
When dealing with Mjolnir or other armor, the Monitor is
considered not to have access. Monitors must be within 5 Meters to access
non-Forerunner Technology, while they must be within 500 Meters to access
Forerunner Technology.
INFRASTRUCTURE: Monitors have access to nearly all Forerunner information,
alongside many other pieces of information detailing UNSC and Covenant
factions. This makes it a constant -60 Difficulty when attempting to lie to or
misinform a Monitor.
REPARATIONS: Reparations allow the Monitor to repair equipment and
technology of any kind. Every Round that Reparations are active, the Monitor
is able to repair 1 Breakpoint on a piece of Equipment. Any Promethean and
Forerunner Characters will gain 1 Wound back, instead of any Breakpoints. The
Monitor is able to use this Ability on themselves.
The Monitor has the Only Flight Trait.
The Monitor does not take Special Damage.
MONITOR ARMOR
ERA BODY
ANY 30
The Monitor has one Armor Location, which is Body. A Called-Shot to the “eye”
of the Monitor will reduce the Monitor’s Armor by 7.
The Monitor’s Armor allows it to not take the x2 Damage from
Attacks with a Kill Radius.
SHIELD INTEGRITY RECHARGE DELAY RECHARGE RATE
150 3 50
343
AGGRESSOR SENTINEL REGULATOR SENTINEL
“Sentinels! The holy warriors of the sacred rings!” “Sentinels! The holy warriors of the sacred rings!”
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
-- 60 75 80 60 40 40 50 -- -- -- -- 50 70 75 80 6 30 85 -- -- --
-- +4 -- +8 MYTHIC CHARACTERISTICS -- -- +4 +8 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 2.9 Meters (9’6 ft.) HEIGHT 2.3 Meters (7’5 ft.)
WEIGHT 957 kilograms (2,109 lb.) WEIGHT 563 kilograms (2,109 lb.)
SIZE Large SIZE Large
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
GLOWING: Sentinels have an orange and yellow glow to their bodies, giving GLOWING: Sentinels have an orange and yellow glow to their bodies, giving
them a -20 Penalty to Camouflage Tests. them a -20 Penalty to Camouflage Tests.
REPARATIONS: Reparations allow the Sentinel to repair equipment and REGULATOR: The Regulator Sentinel multiplies the Close Range and Max
technology of any kind. Every two Round that Reparations are active, the Range of the Safeguard Sentinel Beam by 10 when it is used. The Safeguard
Sentinel can repair 1 Breakpoint on a piece of Equipment or object. Any Sentinel Beam also triples its own Perceptive Modifier.
Promethean and Forerunner Characters will gain 1 Wound back, instead of any IMPULSE DRIVE: The Sentinel is equipped with an Impulse Drive that removes
Breakpoints. the Agility aspect of the Sentinel’s Movement and is replaced with a Top Speed
IMPULSE DRIVE: The Sentinel is equipped with an Impulse Drive that removes of 265 MpT (240 km/h), and an Accelerate and Brake of 100. This takes one
the Agility aspect of the Sentinel’s Movement and is replaced with a Top Speed Round to activate and deactivate.
of 265 MpT (240 km/h), and an Accelerate and Brake of 100. This takes one The Sentinel has the Only Flight Trait.
Round to activate and deactivate. The Sentinel does not take Special Damage.
The Sentinel is able to make Punch Melee Attacks with the Slow Special Rule.
The Sentinel has the Only Flight Trait. LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
The Sentinel does not take Special Damage instead its arms have 120 Normal 195 154 --
Breakpoints each, no Armor and can be destroyed. Damaging a sentinel’s arms
deals no wounds to the Sentinel. REGULATOR ARMOR
ERA BODY
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK ANY 20
Normal 200 114 -- The Sentinel has one Armor Location, which is Body. The Shield of the
Regulator Sentinel extends outward half a Meter in each direction, meaning
AGGRESSOR ARMOR the Regulator is able to also block possible missed shots as well as attacks
ERA BODY against others behind it.
ANY 22 If an Attack misses the Regulator by 1 or less Degrees of Failure, it
The Sentinel has one Armor Location, which is Body. The Shield of the will still count as hitting an active Shield.
Aggressor Sentinel extends outward half a Meter in each direction, meaning Sentinel Shields will not activate against slow attacks, this includes
the Aggressor is able to also block possible missed shots as well as attacks Melee Attacks and thrown objects such as grenades. They will activate for
against others behind it. explosives.
If an Attack misses the Aggressor by 1 or less Degrees of Failure, it SHIELD INTEGRITY RECHARGE DELAY RECHARGE RATE
will still count as hitting an active Shield. 200 2 50
Sentinel Shields will not activate against slow attacks, this includes
Melee Attacks and thrown objects such as grenades. They will activate for SENTINEL EQUIPMENT
explosives. Safeguard Sentinel Beam Regulator Armor
SHIELD INTEGRITY RECHARGE DELAY RECHARGE RATE
200 2 50
SENTINEL EQUIPMENT
Sentinel Beam Aggressor Armor
344
GOLDEN AGGRESSOR SENTINEL ENFORCER SENTINEL
“Hey, look sarge that one’s made of gold!” “Sentinel Enforcers are much more than a simple sentinel upgrade.”
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
-- 65 80 85 65 45 45 65 -- -- -- -- 80 80 65 60 50 40 50 -- -- --
-- +4 -- +8 MYTHIC CHARACTERISTICS -- +15 +7 +10 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 2.9 Meters (9’6 ft.) HEIGHT 7.0 Meters (22’11 ft.)
WEIGHT 957 kilograms (2,109 lb.) WEIGHT 32 Metric Tons
SIZE Large SIZE Hulking
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
GLOWING: Sentinels have an orange and yellow glow to their bodies, giving GLOWING: Sentinels have an orange and yellow glow to their bodies, giving
them a -20 Penalty to Camouflage Tests. them a -20 Penalty to Camouflage Tests.
REPARATIONS: Reparations allow the Sentinel to repair equipment and IMPULSE DRIVE: The Sentinel is equipped with an Impulse Drive that removes
technology of any kind. Every two Round that Reparations are active, the the Agility aspect of the Sentinel’s Movement and is replaced with a Top Speed
Sentinel can repair 1 Breakpoint on a piece of Equipment or object. Any of 208 MpT (190 km/h), and an Accelerate and Brake of 100. This takes one
Promethean and Forerunner Characters will gain 1 Wound back, instead of any Round to activate and deactivate.
Breakpoints. The Sentinel is able to make Punch Melee Attacks with the Slow Special Rule.
IMPULSE DRIVE: The Sentinel is equipped with an Impulse Drive that removes The Sentinel has the Only Flight Trait.
the Agility aspect of the Sentinel’s Movement and is replaced with a Top Speed The Sentinel may fire all of its weapons at the same time. it takes no penalties
of 265 MpT (240 km/h), and an Accelerate and Brake of 100. This takes one when it is firing in this way. And can fire at different opponents with each.
Round to activate and deactivate. The Sentinel does not take Special Damage instead its arms have 120
The Sentinel is able to make Punch Melee Attacks with the Slow Special Rule. Breakpoints each, no Armor and can be destroyed. Damaging a sentinel’s arms
The Sentinel has the Only Flight Trait. deals no wounds to the Sentinel.
The Sentinel does not take Special Damage instead its arms have 120
Breakpoints each, no Armor and can be destroyed. Damaging a sentinel’s arms LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
deals no wounds to the Sentinel. Normal 260 194 --
SENTINEL EQUIPMENT
Sentinel Beam, +3 Base Damage Aggressor Armor
345
SUPER SENTINEL CONSTRUCTOR SENTINEL
“Sentinels! The holy warriors of the sacred rings!” “I serve the Builders!”
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
-- 80 80 90 60 50 40 65 -- -- -- -- 35 45 60 60 20 30 65 -- -- --
-- +15 +7 +10 MYTHIC CHARACTERISTICS -- -- -- +8 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 6.9 Meters (20’6 ft.) HEIGHT 41.8 Centimeters (16.5 in.)
WEIGHT 30 Metric Tons WEIGHT 4 kilograms (9 lb.)
SIZE Giant SIZE Small
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
GLOWING: Sentinels have an orange and yellow glow to their bodies, giving GLOWING: Sentinels have an orange and yellow glow to their bodies, giving
them a -20 Penalty to Camouflage Tests. them a -30 Penalty to Camouflage Tests.
IMPULSE DRIVE: The Sentinel is equipped with an Impulse Drive that removes REPARATIONS: Reparations allow the Sentinel to repair equipment and
the Agility aspect of the Sentinel’s Movement and is replaced with a Top Speed technology of any kind. Every two Round that Reparations are active, the
of 208 MpT (190 km/h), and an Accelerate and Brake of 100. This takes one Sentinel can repair 1 Breakpoint on a piece of Equipment or object. Any
Round to activate and deactivate. Promethean and Forerunner Characters will gain 1 Wound back, instead of any
The Sentinel has the Only Flight Trait. Breakpoints.
The Sentinel may fire all of its weapons at the same time. it takes no penalties IMPULSE DRIVE: The Sentinel is equipped with an Impulse Drive that removes
when it is firing in this way. And can fire at different opponents with each. the Agility aspect of the Sentinel’s Movement and is replaced with a Top Speed
The Sentinel does not take Special Damage. of 265 MpT (240 km/h), and an Accelerate and Brake of 100. This takes one
Round to activate and deactivate.
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK TINY: Due to this Sentinel’s size, they are at a -10 Penalty To Hit.
Normal 300 194 -- The Sentinel has the Only Flight Trait.
The Sentinel does not take Special Damage
SENTINEL ARMOR
ERA BODY FRONT BODY REAR LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
ANY 26 23 Normal 85 48 --
The Super Sentinel has one Armor Location, but with stronger front Armor.
Sentinel Shields will not activate against slow attacks, this includes
Melee Attacks and thrown objects such as grenades. They will activate for SENTINEL ARMOR
explosives. ERA BODY
SHIELD INTEGRITY RECHARGE DELAY RECHARGE RATE ANY 17
500 2 100
SENTINEL EQUIPMENT
Four Sentinel Beams Super Armor
346
CONTROLLER SENTINEL PROTECTOR I-00 SENTINEL
“Wherever you find a controller you will find quality salvage.” “Sentinels! The holy warriors of the sacred rings!”
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
-- 80 80 90 60 25 70 55 -- -- 45 -- 85 75 90 60 20 40 50 -- -- --
-- +10 +15 +10 MYTHIC CHARACTERISTICS -- +3 +20 +15 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 3.4 Meters (11’1 ft.) HEIGHT 112 Meters (367’4 ft.)
WEIGHT 1,149 kilograms (2,533 lb.) WEIGHT 78 Metric Tons (169,755 lb.)
SIZE Huge SIZE Monumental
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
GLOWING: Sentinels have an orange and yellow glow to their bodies, giving GLOWING: Sentinels have an orange and yellow glow to their bodies, giving
them a -20 Penalty to Camouflage Tests. them a -20 Penalty to Camouflage Tests.
REPARATIONS: Reparations allow the Sentinel to repair equipment and IMPULSE DRIVE: The Sentinel is equipped with an Impulse Drive that removes
technology of any kind. Every two Round that Reparations are active, the the Agility aspect of the Sentinel’s Movement and is replaced with a Top Speed
Sentinel can repair 1 Breakpoint on a piece of Equipment or object. Any of 208 MpT (190 km/h), and an Accelerate and Brake of 100. This takes one
Promethean and Forerunner Characters will gain 1 Wound back, instead of any Round to activate and deactivate.
Breakpoints. The Sentinel has the Only Flight Trait.
IMPULSE DRIVE: The Sentinel is equipped with an Impulse Drive that removes The Sentinel does not take Special Damage.
the Agility aspect of the Sentinel’s Movement and is replaced with a Top Speed
of 265 MpT (240 km/h), and an Accelerate and Brake of 100. This takes one LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Round to activate and deactivate. Normal 280 314 --
The Sentinel has the Only Flight Trait.
The Sentinel may fire all of its weapons at the same time. it takes no penalties PROTECTOR ARMOR
when it is firing in this way. And can fire at different opponents with each. ERA BODY FRONT BODY REAR
The Sentinel does not take Special Damage. ANY 52 35
The Sentinel has one Armor Location, but with stronger front Armor.
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK Sentinel Shields will not activate against slow attacks, this includes
Normal 320 274 -- Melee Attacks and thrown objects such as grenades. They will activate for
explosives.
CONTROLER ARMOR SHIELD INTEGRITY RECHARGE DELAY RECHARGE RATE
ERA BODY FRONT BODY REAR 500 2 100
ANY 20 25
The Controller has one Armor Location, but with stronger rear armor. SENTINEL EQUIPMENT
The Controller’s Shield extends outward in a 10 Meter length, 8 Sentinel Beam, +12 Base Damage Protector Armor
Meter Height shield. This Shield protects the front of the Controller, but not
the top, bottom, sides, or rear. Due to the size of the Shield, missed shots, as
well as attacks against others behind the Controller, will still hit the Shield.
If an Attack misses the Controller by 1 or less Degrees of Failure, it
will still count as hitting an active Shield.
Sentinel Shields will not activate against slow attacks, this includes
Melee Attacks and thrown objects such as grenades. They will activate for
explosives.
The Controller’s Shield ignores the Penetrating Special Rule.
SHIELD INTEGRITY RECHARGE DELAY RECHARGE RATE
300 5 300
SENTINEL EQUIPMENT
Two Sentinel Beams Shard Cannon
347
PROTECTOR SW-0459 SENTINEL ONYX SENTINEL
“Sentinels! The holy warriors of the sacred rings!” “Sentinels! The holy warriors of the sacred rings!”
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
-- 50 60 90 55 20 50 65 -- -- -- -- 50 75 90 60 1 40 55 -- -- --
-- -- +4 +8 MYTHIC CHARACTERISTICS -- -- -- +8 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 2.3 Meters (7’5 ft.) HEIGHT 2 Meters (6’6 ft.)
WEIGHT 563 kilograms (2,109 lb.) WEIGHT 435 kilograms (960 lb.)
SIZE Large SIZE Normal
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
GLOWING: Sentinels have an orange and yellow glow to their bodies, giving GLOWING: Sentinels have an orange and yellow glow to their bodies, giving
them a -20 Penalty to Camouflage Tests. them a -20 Penalty to Camouflage Tests.
VARIANTS: There are three variants of the Protector SW-0459 Sentinel. FORMATION: The Onyx Sentinels are able to combine with other Onyx
Offensive, Healing, and Shielding. The GM must choose which variant this Sentinels to increase their Firepower. For every Onyx Sentinel combined, the
Sentinel is before using it. head Onyx Sentinel’s Sentinel Beam will gain +1 To Hit and Damage. An Infinite
HEALING (Reparations): Reparations allow the Sentinel to repair equipment amount of Onyx Sentinels may combine into one formation.
and technology of any kind. Every Round that Reparations are active, the STRUCTURE: Onyx Sentinels are able to create structures out of their
Sentinel can repair 2 Breakpoints on a piece of Equipment or object. Any Formation ability. This includes ships, bridges, buildings, and even entire
Promethean and Forerunner Characters will gain 2 Wounds back, instead of planets.
any Breakpoints. IMPULSE DRIVE: The Sentinel is equipped with an Impulse Drive that removes
OFFENSIVE: The Offensive Protector Drone comes equipped with a Sentinel the Agility aspect of the Sentinel’s Movement and is replaced with a Top Speed
Beam. of 265 MpT (240 km/h), and an Accelerate and Brake of 100. This takes one
SHIELDING: The Sentinel is armed with a Shield Projection Unit that allows it Round to activate and deactivate.
to give any other Character or small vehicle (Warthog or smaller) a Shield with The Sentinel has the Only Flight Trait.
100 Integrity and no Delay or Recharge Rate. The Character must be within 25 The Sentinel does not take Special Damage.
Meters to project the Shield. Once Depleted, the Shield will dissipate and must
take 4 Turns to recharge. These Shields may overlap other Shields but cannot LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
stack with that Shield or any other Protector Sentinel Shielding. Normal 195 114 --
IMPULSE DRIVE: The Sentinel is equipped with an Impulse Drive that removes
the Agility aspect of the Sentinel’s Movement and is replaced with a Top Speed ONYX ARMOR
of 265 MpT (240 km/h), and an Accelerate and Brake of 100. This takes one ERA BODY BOOM
Round to activate and deactivate. ANY 18 13
The Sentinel has the Only Flight Trait. The Onyx Sentinel has two Armor Locations, Body and Boom. Attacks will
The Sentinel does not take Special Damage. generally hit the Body unless a hit on “Legs” or “Arms” is rolled when rolling To
Hit.
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK The Shield of the Onyx Sentinel will not activate against slow
Normal 190 144 -- attacks, such as Melee, falling debris, and thrown weapons. The Shield on the
Onyx Sentinel will only activate against fast-moving projectiles such as rifle-
SENTINEL ARMOR fire, plasma, and explosives.
ERA BODY FRONT BODY REAR The Onyx Sentinel cannot use their Weapon while keeping their
ANY 18 14 Shield activated. Whenever an Onyx Sentinel Attacks, the next Round their
The Sentinel has one Armor Location, but with stronger front Armor. Shields will not be activated and any Recharge Delay will be paused.
Sentinel Shields will not activate against slow attacks, this includes SHIELD INTEGRITY RECHARGE DELAY RECHARGE RATE
Melee Attacks and thrown objects such as grenades. They will activate for 250 3 150
explosives.
SHIELD INTEGRITY RECHARGE DELAY RECHARGE RATE SENTINEL EQUIPMENT
100 2 100 Sentinel Beam, -3 Base Damage Onyx Armor
SENTINEL EQUIPMENT
View VARIANTS Special Rule Aggressor Armor
348
RETRIEVER SENTINEL STEWARD SENTINEL
“It's a Strata-Sentinel. It's one of the automated drones the “Will he watch over us, too?”
Forerunners use on their artificial worlds.”
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
-- 95 95 80 55 20 60 70 -- -- -- -- 55 55 25 35 35 45 40 1 1 1
-- -- -- +10 MYTHIC CHARACTERISTICS -- -- -- +2 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
PHYSICAL ATTRIBUTES
HEIGHT 2.2 Meters (6’6 ft.)
HEIGHT 478 Meters (1,568’2 ft.)
WEIGHT 670 kilograms (1,476 lb.)
WEIGHT 100 Metric Tons (220,462 lb.)
SIZE Normal
SIZE Colossal
SOLDIER TYPE TRAITS
SOLDIER TYPE TRAITS GLOWING: Sentinels have an orange and yellow glow to their bodies, giving
GLOWING: Sentinels have an orange and yellow glow to their bodies, giving them a -30 Penalty to Camouflage Tests.
them a -20 Penalty to Camouflage Tests.
AGGRESSIVE REPARATIONS: While the Steward Sentinel is not aggressive or
EXTRACTING: Retriever Sentinels are able to use its Gravitic Beam to harvest violent, it will still attempt to forcefully repair damaged equipment, armor,
10 Square Meters of material, including Forerunner material, per Round. This weapons, and more. If a Marine has a damaged rifle and walks near a Steward
is broken down and stored within the Retriever Sentinel. Characters stuck Sentinel, it will attempt to take that rifle from the Marine to repair it. Steward
within this Beam are sucked into the Retriever at high speeds from a tornado- Sentinels will give back any repaired equipment.
like vortex. Characters inside the Retriever Sentinel will die if the Retriever is Aggressive Reparations will repair 1 Breakpoint for each Half Action.
not destroyed within 10 Rounds. Prometheans and Forerunner Characters will gain 1 Wound back, instead.
IMPULSE DRIVE: The Sentinel is equipped with an Impulse Drive that removes IMPULSE DRIVE: The Sentinel is equipped with an Impulse Drive that removes
the Agility aspect of the Sentinel’s Movement and is replaced with a Top Speed the Agility aspect of the Sentinel’s Movement and is replaced with a Top Speed
of 265 MpT (240 km/h), and an Accelerate and Brake of 100. This takes one of 265 MpT (240 km/h), and an Accelerate and Brake of 100. This takes one
Round to activate and deactivate. Round to activate and deactivate.
The Sentinel has the Only Flight Trait. The Sentinel has the Only Flight Trait.
The Sentinel may fire all of its weapons at the same time. it takes no penalties The Sentinel does not take Special Damage
when it is firing in this way. And can fire at different opponents with each.
The Sentinel does not take Special Damage.
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Normal 185 124 --
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Normal 270 234 --
SENTINEL ARMOR
RETRIEVER ARMOR ERA BODY
ERA BODY FRONT BODY REAR ANY 19
ANY 35 45
The Retriever has one Armor Location, but with stronger rear armor.
The Retriever’s Shield extends outward in a 10 Meter length, 8
Meter Height shield. This Shield protects the front of the Retriever, but not the
top, bottom, sides, or rear. Due to the size of the Shield, missed shots, as well
as attacks against others behind the Retriever, will still hit the Shield.
If an Attack misses the Retriever by 1 or less Degrees of Failure, it
will still count as hitting an active Shield.
Sentinel Shields will not activate against slow attacks, this includes
Melee Attacks and thrown objects such as grenades. They will activate for
explosives.
The Retriever’s Shield ignores the Penetrating Special Rule.
SHIELD INTEGRITY RECHARGE DELAY RECHARGE RATE
300 5 300
SENTINEL EQUIPMENT
Gravitic Beam Two Two Linked Cleansing Beams
Containment Pulse
349
NEMESIS BESTIARY EXAMPLES
HIGH COUNCILOR - N'THAGA DEL 'KRATTINAI
Race Sangheili Tier 6 Size Huge - 345cm Weight 278 kg
CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR WNDS LUCK XP
3 70 65 65 55 60 40 40 60 40 45 62 0 2220
4 75 70 70 60 65 45 45 65 45 50 67 2 2240
5 85 80 80 70 75 55 55 75 55 60 75 5 2275
SKILLS AND EDUCATIONS
Appeal +10 Investigation + 20 Martial Arts +10
Athletics +20 Medication Covenant +10 Covenant Culture +5
Camouflage +10 Medication Xenobiology +20 Covenant Military +5
Command +10 Pilot Air T Flood Biology +10
Deception T Security +10 Mathematics +10
Evasion +20 Stunting +20
Interrogation +10 Technology Covenant +20
ABILITIES
Battle Mind Roll initiative and adds the character’s Intellect Modifier instead of the Agility Modifier.
Akimbo Lowers the Penalties taken by Dual Wielding by half.
Denial Stops an Opponent from leaving Melee Combat with a Warfare Melee Opposed Test.
Aggressive Advance Able to fire one shot when making a Charge attack without penalty.
Always Ready Always Ready allows a character to ignore any Unaware Conditions by passing a Perception Test.
Adept Marksman Roll Perception for the next shot to ignore half armor against Infantry, and not vehicles.
Break Shot Ranged Attacks gain +1D10 Damage when dealing Special Damage from Damage rolls of 10.
Decapitating Strike A great cleaving swipe that hits all enemies in range.
Guillotine Strike Downward strike that deals extra damage.
Hand-To-Hand Basic Gives an extra +5 To Hit with Melee Attacks and +5 to Parry with Melee Weapons.
Modern Army Combative Opens availability to Advanced Melee Combat for characters and gives Full Warfare Melee Modifier to figuring attacks per Action.
Gives a +10 To Hit with melee weapons.
Quickdraw Quickdraw allows a character to holster or equip a weapon or equipment as a Free Action.
Swift Shot When making a Quickdraw, the character is allowed to fire with a penalty of -20.
Rush When the character makes a Charge movement, the character moves extra meters equal to the character’s Agility Modifier.
EQUIPMENT
Equipment Pouch Two Plasma Grenades Curveblade
Gravitational Holster X2 Armor Mounted Anti-Ablation unit Invincibility generator
[OH] [UD] Customized – Tracker Assault Guard Plasma Rifle Semi-Auto (3) or Auto (8) “Type-25 Directed Energy Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION
Rifle 3D10 +10 19 250 25m-130m Plasma Battery
Cauterize, Homing Special Rule. To hit penalty -5. Comes with: Built-in Covenant 2x Sight. Firing 16 shots within two Rounds gains the Overheat WEIGHT (KG): 5.9
(2) Special Rule. When making Charge or Run actions, the Penalty To-Hit is reduced by 15.
350
SPARTAN ORDNANCE SPECIALIST - SPARTAN-083: GEOFF
Race SPARTAN II Tier 6 Size Large – 214cm Weight 176 kg
CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR WNDS LUCK XP
3 70 65 70 70 60 40 60 55 25 45 64 2 2260
4 75 70 75 75 65 45 65 60 30 50 70 4 2275
5 85 80 85 85 75 55 75 70 40 60 76 7 2300
SKILLS AND EDUCATIONS
Athletics +20 Medication human +10 Human military +10
Camouflage +10 Navigation Land and air +10 Human weaponry +10
Evasion + 20 Pilot Land +10 Martial Arts +10
Intimidation +10 Pilot air +10
Investigation +20 Survival T
ABILITIES
Always Ready Always Ready allows a character to ignore any Unaware Conditions by passing a Perception Test.
Ask Nicely A chance to reduce Support Point costs by 1.
Blur Character may take a special Movement Action that allows them to Sprint at their Agility Modifier *8.
Clear Target Reduces the penalty for Called Shots by Half.
Eagle Eye The character with Eagle Eye gains a +10 bonus to all Visual Investigation and Perception Tests.
Emotionally Broken Gain a +20 to all Fear Tests Also gains a -30 bonus when rolling on the Shock Chart
Evasive Maneuvers When used, applies +20 to Evasion but gives -20 Penalty to Ranged Attacks and -10 to Melee Attacks.
Fast Foot Roll twice on the initiative roll and take the highest
Field Medic Allows Character to make Medical Tests without Tools, halves Penalties for bad conditions.
Gather Senses Characters may reroll one failed Pinning Test or Fear Test per Turn.
Hand-To-Hand Basic Gives an extra +5 To Hit with Melee Attacks and +5 to Parry with Melee Weapons.
Heavy Preparation Characters no longer have a chance of dropping Heavy Weapons when not braced. Penalties taken reduced by 10.
Lucky Shot On rolls of 01 through 09 To Hit, the dice rolled to figure damage outcome is doubled.
Mobile Fire When moving and shooting, Characters reduce the To Hit Penalties by 10.
Not Enough If the Character were to go unconscious, allow for one more Half Action beforehand.
Quickdraw Quickdraw allows a character to holster or equip a weapon or equipment as a Free Action.
Rapid Reload Halves the Base Reload Time of any weapons reload (minimum of 1).
Snapshot The character is able to take a Half Action Aim as a Reaction if using a scope under 6x Magnification.
Soldier of Fortune The character may reroll a failed Luck Roll.
EQUIPMENT
M6D Personal Defense Weapon System 60x 7.62x51mm APHE Ghillie Cloak
Close-Quarter M11 Combat Knife Doppler Radar Target Designator
ONI Bubble Shield Hard Case M41 Rocket Launcher
[TH] [UD] [I] Custom MA5B Individual Combat Weapon System Auto (9) or Semi-Auto (3), Burst (3) “Assault Rifle”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 4D10 +6 11 60 60m-375m 7.62x51mm 56 6
-5 Penalty To Hit. Comes With: Ammo Counter, Flashlight, Extended Magazine. Black Polymer finish. Due to the weapon’s height, firing while Prone gives a -10 WEIGHT (KG): 4.8
Penalty To Hit unless a magazine of 30 rounds or smaller is used with the weapon. When making any Charge or Run Movements, the Penalty gained To Hit is
lessened by 10. When making a Move Action, the User reduces the To Hit Penalties by 10. For example, a Full Action Move will only be at a -10 Penalty To Hit.
[TH] [HW] [I] Custom M41 Surface-to-Surface Rocket Launcher Semi-Auto (1) “SPNKR”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 4D10 +16 12 2 20m-1,200m M19 102mm 103 13
Blast (9), Kill (3), Homing, Vehicle lock Special Rule. Comes with: Built-in KFA-2 x2 Scope. An Angled Grip is added to the bottom rail in front of the weapon, WEIGHT (KG): 10.8
giving a +5 Bonus To Hit.
351
THE FLOOD BESTIARY
FLOOD BESTIARY impossible to even survive in the location, let alone defeat or fight
The Flood is an ancient mass, an infection, a parasite. Originating as back the Flood. An example of 100% Contamination level would be
the corrupted form of the most ancient beings of the Galaxy, the The Indulgence of Conviction during the events of Halo 3. A fully taken
Precursors, The Flood was responsible for the devouring and over ship that became more Flood than Machine.
destruction of most sentient life in the galaxy.
The Flood operate in two ways, either the ability to infect BEGINNING CONTAMINATION LEVEL
and control forms as a host, or to break down biological matter to To figure beginning Contamination Level, the GM can either decide
create Pure Forms, which are Flood forms with no host body. on a number, or roll 1D5 for every Bestiary Level the GM chooses the
game to begin at. This could mean an Easy game beginning with only
THE FLOOD BESTIARY AND SPECIAL RULES a D5 roll, or a Nemesis game beginning with a 5D5 roll.
The following section of this book covers the Flood and their various
Special Rules, Abilities, and options for the GM. It is important for the HOW TO USE CONTAMINATION LEVEL
GM to familiarize themselves with this section of the book, as The The Contamination Level helps decide how dangerous the Flood are
Flood is one of the easiest ways a GM can end a campaign with. That at any given time, and what forms the Flood have access to. Each
is to say, the easiest way to accidentally kill the party without meaning Flood Form will have a Contamination level where they would
to. generally begin showing up to fight the Players.
Each section of the Flood Bestiary will contain information For every day that takes place in the game, the
for the GM to use each aspect of the Flood and their possible difficulty Contamination Level increases by 1. If major events happen by the
levels and possibility of a party’s survival. GM’s decision, they may increase the Contamination level manually.
352
FLOOD DEN JUGGERNAUTS AND ABOMINATIONS
Contamination Level: 5 Contamination Level: 50
A collection of (X)D5 Growth Pods. (X) is the level of Difficulty the GM Juggernaut and Abominations begin to form at Contamination Level
wants, from 1 to 5. When Contamination reaches 10, Flood Dens are 50. These are the first step to Proto-Graveminds forming. Juggernauts
upgraded to Flood Hives. and Abominations are powerful forms that increase the aptitude of
Combat Forms by becoming a form of central intelligence for them.
INFECTION FORMS Juggernaut and Abominations are powerful forms of Flood
Contamination Level: 5 to fight.
Infection Forms are the most common form of the Flood. These are
small balloon-like creatures that are deployed in large numbers. PROTO-GRAVEMIND
Infection Forms are birthed from Flood Hives and Dens, and Contamination Level: 75
when they die, they release more Spores. Flood Infection Forms A Proto-Gravemind takes a large force to take down. They are heavily
attack in parties of (X). (X) is equal to the Contamination level, armed with both intellect and biomass. A GM should only use these
multiplied by 2. in narrative sense as taking one down could even take an orbital
When a Character is at 0 Wounds and is attacked by a Flood assault from ships.
Infection Form, they’re taken over unless a Luck is burnt. When taken
over, if Contamination is under 20, they’ll generally be transformed GRAVEMIND
into Carrier Forms. If Contamination is 20 or greater, they’ll generally Contamination Level: 100
be transformed into Combat Forms. The GM may choose which End-Game for the Flood. The use of a Gravemind should only be
happens. narrative tools for a GM. It takes more than orbital attacks to bring
The transformation takes 2 Full Actions for either. down a Gravemind, and they’re hyper-intelligent. The creation of a
Gravemind generally marks the end of life in the galaxy.
FLOOD HIVE
Contamination Level: 10
When Contamination reaches 10, Flood Dens are upgraded to Flood
Hives. When a Flood Den is upgraded to a Flood Hive, the Hive has a
minimum of 30 Growth Pods.
Every 5 Contamination Level after the upgrade, 1D5 Growth
Pods are added to the Hive.
When the Contamination Level reaches 20, the Hives
become Flood Nests.
CARRIER FORMS
Contamination Level: 10
Carrier Forms are bloated walkers where the Host was used to
incubate more Infection Forms. When killed, Carrier Forms spawn
2D5 Infection Forms.
COMBAT FORM
Contamination Level: 20
Flood Combat Forms are when Flood Infection Forms infect a
Character and take them over. Flood Combat Forms serve as the
Flood’s primary form of combat and offense.
When Contamination Level reaches 20 and above, Combat
Forms will begin showing up without casualties caused around the
Players.
Each Combat Form may be stronger than another in various
ways. Each time a Combat Form is created, the GM may select from a
list of Options to customize it.
FLOOD NEST
Contamination Level: 20
Once Contamination reaches 20, the Flood Hives are upgraded to
Flood Nests. When a Flood Hive is upgraded to a Flood Nest, the Nest
has a minimum of 50 Growth Pods.
Every 5 Contamination Level after the upgrade, 2D5 Growth
Pods are added to the Nest.
When the Contamination Level reaches 50, a Proto-
Gravemind begins to form in one of the Flood Nests.
PURE FORMS
Contamination Level: 20
Pure Forms begin showing up at various levels of contamination.
These are forms that need no host to take over. They are made of
pure biomass and flood cells.
353
POD INFECTION FORM SEEDER INFECTION FORM
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
-- 20 10 25 -- 40 -- 30 -- -- -- -- 20 10 35 -- 40 -- 30 -- -- --
-- +1 -- +3 MYTHIC CHARACTERISTICS -- -- -- +2 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 90 Centimeters (2’9 ft.) HEIGHT 90 Centimeters (2’9 ft.)
WEIGHT 5 Kilograms (11 lb.) WEIGHT 5 Kilograms (11 lb.)
SIZE Small SIZE Small
CONTAMINATION 5 CONTAMINATION 5
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
INFECTION: When the Infection Form attacks a Character that is at 0 INFECTION: When the Infection Form attacks a Character that is at 0
or lower Wounds, the Infection Form begins to take over that or lower Wounds, the Infection Form begins to take over that
Character. Character.
In two Rounds, the Infection Form will have infected, taken In two Rounds, the Infection Form will have infected, taken
over, and transformed the Character, creating either a Carrier Form over, and transformed the Character, creating either a Carrier Form
or a Combat Form. or a Combat Form.
If the Character burns a point of Luck, the Infection Form is If the Character burns a point of Luck, the Infection Form is
destroyed and the Character is back to 1 Wound. destroyed and the Character is back to 1 Wound.
SWARM: Flood Infection Forms attack in swarms of (X), where (X) is SWARM: Flood Infection Forms attack in swarms of (X), where (X) is
the Contamination Level, multiplied by 2. Swarms attack as one, the Contamination Level, multiplied by 2. Swarms attack as one,
increasing Mythic Strength by (X) for the Attack. increasing Mythic Strength by (X) for the Attack.
The GM may also substitute this number, if not using the The GM may also substitute this number, if not using the
Contamination Level, by taking the Bestiary Level and multiplying it by Contamination Level, by taking the Bestiary Level and multiplying it by
10, or just choosing a number they feel fit against their Party. 10, or just choosing a number they feel fit against their Party.
BURST: Flood Infection Forms have the capability of exploding BURST: Flood Infection Forms have the capability of exploding
themselves. This allows the Flood Infection Form to kill itself, popping themselves. This allows the Flood Infection Form to kill itself, popping
Spores into the area and dealing 1D10 Damage with a Pierce of 10. Spores into the area and dealing 1D10 Damage with a Pierce of 10.
Burst is automatically triggered with Flood Infection Forms Burst is automatically triggered with Flood Infection Forms
come in contact with Energy Shields and Plasma. come in contact with Energy Shields and Plasma.
BILE: If the Flood Infection Form is unable to take over a Character for ONLY FLIGHT: The Infection Form only has the ability of flight, as they
whatever reason, the Infect Form will begin to slowly melt itself and have no other form of transformation. The Character’s flight speed is
the Character into usable biomass. Once this happens to 5 Characters, already figured into their Movement, and no Bonuses or Penalties are
a Pure Form of the GM’s choice is created. gained.
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
-- 5 5 -- -- 5 5 --
354
CARRIER INFECTION FORM
CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
-- 20 40 25 -- 40 -- 30 -- -- --
-- -- +1 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT 205 centimeters (6’9 ft) – 236 centimeters (7’9 ft)
WEIGHT 130 Kilograms (287 lb.)
SIZE large
CONTAMINATION 5
SOLDIER TYPE TRAITS
INCUBATION: The Carrier Forms gestate new Infection Forms, slowly
becoming larger. At the point of formation, within the first Full Action
of existence, the Carrier Form already holds one Infection Form.
Every 5 Rounds, one more Infection Form is created. Once
10 have Formed within the Carrier, the Carrier will burst. The Carrier
Form may decide to wait to Burst until a victim is within distance.
BURST: At the point of Death or after forming 10 Infection Forms, the
Carrier will explode. On detonation, the Carrier Form releases any
Infection Form that was inside, while also dealing 2D10+10 Damage
with a Pierce of 10.
The Burst covers a Radius of 2 Meters.
EXTERMINATION: If the Carrier Form takes 20 Damage in a single
Attack, it will not deploy the Infection Forms, as they are all destroyed.
If killed using an explosive that has a Damage Roll of 3D10
or more, or by a Flamethrower weapon, the Infection Forms inside will
be destroyed, as well.
355
COMBAT FORMS to 25. The Character’s Intellect is removed, their Perception is halved,
Flood Combat Forms are when Flood Infection Forms take over a host. and the Character’s Charisma, Courage, and Leadership are removed.
Some races are immune to the effects of a Flood Infection Form, The Character gains +2 Mythic Strength, +3 Mythic
which means they are unable to be turned into a Combat Form. Toughness, and +2 Mythic Agility. Their Wounds are changed to 30,
Combat Forms are used by the Flood as a first line of and they gain the same Damage Resistance of 6 + Half Armor as any
offense, quickly spreading and attacking non-Flood Characters and other Combat Form.
creatures.
COMBAT FORM BODY MODIFICATIONS
BIOMASS ONLY The GM may choose from the following Body Modifications when
Creatures that are immune to Infection Forms are called “Biomass introducing a Flood Combat Form. Each alter how the Combat Form
Only” for sake of simplicity for the GM and players. This includes any operates. Each chosen should give +10 Experience to the payout
Lekgolo, including ORION and Spartan Soldiers, Mgalekgolo, Yanme’e, when killed.
and Huragok. These Characters cannot be taken over by the Flood but
may be broken down into Biomass. JUMP DISTANCE
Characters that are being used for Biomass are broken Jump and Leap are multiplied by 2 for all Combat Forms.
down into Pure Flood Forms. The GM may choose one Pure Flood
Form to appear after 10 Minutes (40 Rounds) of In-game time. CONTROL: ABOMINATION AND JUGGERNAUT
When there is a Flood Abomination or Juggernaut within 100 Meters
COMBAT of the Combat Form, they gain 10 Intellect and can better coordinate
Flood Combat Forms have two arms, which have the possibility of in combat, instead of only attacking what is nearest.
mutation. The GM may choose two arm weapon types, or use the
default selection of one Whip Arm and one Weapon Arm. CONTROL: PROTO-GRAVEMIND
Weapon Arms are the only one where the Combat Form is Combat Forms within 1,000 Kilometers of a Proto-Gravemind are
able to use weapons that take a hand to hold. given an Intellect of 25 and are given the ability to Pilot vehicles and
use Firearms.
DAMAGE RESISTANCE
Unlike most other Characters in the Halo Mythic game, Flood Combat CONTROL: GRAVEMIND
Forms have a pre-decided Damage Resistance. This helps speed up Combat Forms within 10,000 Kilometers of a Gravemind are given an
combat against these forms, as they tend to show up in swarms. Intellect of 40 and are given the Ability to Pilot Vehicles and use
Firearms and Equipment. This includes flying ships, using explosives,
UNDEAD and so on.
The Head sublocation is replaced once transformed into a Flood
Combat Form. A Flood Combat Form can only be completely killed MODIFICATION OUTCOME
when the Infection Form is destroyed, which is seen as the red Organic Armor Large bone and skin masses are formed over chosen
tentacle frills that protrude from the location in which the Infection Armor Locations on the Body. The GM may choose these
Form burrowed into the body. This is usually alongside the spinal cord Locations. Each Location covered gains a +10 Bonus to
or the neck and head area. Damage Resistance, but the Combat Form loses 1 Mythic
Agility, or 5 Agility Characteristic if the Flood is out of
The Flood Combat Form cannot be killed unless the
Mythic Agility to use.
Infection Form is destroyed. If the body is destroyed, but the Combat Fear Tactic Some Forms will mutate in a way to expose the Skull, or
Form is untouched, it is free to burst out of the Combat Form and other strange organic aspects of the Character. This gives
attempt to take over another creature. Once the Wounds are reduced the Combat Form a +10 to Intimidation Tests if
to 0, any amount of damage to the Head or the Infection Form will controlled by a Gravemind, Proto-Gravemind,
destroy that sublocation and kill the Combat Form. If the Head is Juggernaut, or Abomination.
destroyed but not the Infection Form, it is still able to leave. Overgrowth The Flood Combat Form takes in extra Flood Biomass
Flood Combat Forms are still able to move and take Actions during conversion. The Flood Form increases in Size
when reduced to under 0 Wounds unless their limbs have been value, Small to Normal, Normal to Large, etc. This gives
them +1 to Mythic Strength
destroyed.
Combat Forms are immune to Fatigue, Fear, Pinning, and all
other Medical Effects.
RESSURECTION
If an Infection Form is destroyed, but the body remains intact, the
body can be quickly taken back over by any other Infection Form, even
if the Wounds of the body are under 0.
CHARACTER INFECTION
When a Character has been infected by the Flood, they are
considered Dead. If the Player had failed to burn a Luck Point, or halt
the Infection, then it is too late for them, and that Character cannot
return. Infected Characters will have their Characteristics altered in a
specific way to match them to the similar run-of-the-mill Combat
Form.
Characters who are Infected lose half of the Agility, their
Warfare Range is reduced to 20, and their Warfare Melee is reduced
356
COMBAT FORMS
HUMAN COMBAT FORM KIG-YAR RUUTIAN COMBAT FORM
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
45 65 20 20 35 -- 15 -- -- -- 40 55 25 30 30 -- 30 -- -- --
MYTHIC CHARACTERISTICS MYTHIC CHARACTERISTICS
+2 Strength +3 Toughness +2 Agility +2 Strength +3 Toughness +3 Agility
EXPERIENCE WOUNDS DAMAGE EXPERIENCE WOUNDS DAMAGE
RESISTANCE RESISTANCE
30 54 9 + Half Armor 45 52 8 + Half Armor
357
THRASHER PURE FORM JUGGERNAUT PURE FORM
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
-- 60 60 10 -- 40 -- 10 -- -- -- -- 80 60 15 -- 65 35 30 -- -- --
-- +2 +10 +6 MYTHIC CHARACTERISTICS -- +8 +15 +6 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 236 centimeters (7’9 ft) HEIGHT 5.5 Meters (28 ft)
WEIGHT 200 Kilograms (440 lb.) WEIGHT 500 Kilograms (1,102 lb.)
SIZE Large SIZE Immense
CONTAMINATION 20 CONTAMINATION 50
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
BUILT TOUGH: The Character is large, wide, and well-balanced. The WEAPONIZED: The Juggernaut Pure Form has two long Whips for
Character gains a +20 Bonus when Opposing a Grapple, Takedown, or limbs, which allow them to Attack up to 10 Meters away from where
any general Actions to prevent falling over. they stand. The Juggernaut Pure Form may make two Melee Attacks
per Round. These Whips count as unarmed Melee Attacks, and not a
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK Combat Form’s Flesh Lash Appendage.
-- 20 100 -- BUILT TOUGH: The Character is large, wide, and well-balanced. The
Character gains a +20 Bonus when Opposing a Grapple, Takedown, or
any general Actions to prevent falling over.
JUMP: The Juggernaut’s Jump Height and Distance are multiplied by
2.
HIVEMIND: The Hivemind Ability allows the Juggernaut to improve
the capabilities of Flood Pure Forms and Combat Forms around them.
Flood Forms within a 100 Meter radius of the Juggernaut are given a
10 Intellect and are able to work together more easily. The GM may
allow Combat Form hordes to work more tactically, such as having
them target a single Character, for example.
Combat Forms are able to see and experience what the
Juggernaut Form is experiencing.
358
ABOMINATION PURE FORM SWARMER FORM
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
-- 50 80 15 -- 55 35 40 -- -- -- -- 20 30 30 -- 40 -- 30 -- -- --
-- +15 +8 +6 MYTHIC CHARACTERISTICS -- +5 -- +4 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 310 centimeters (10’1 ft) HEIGHT 90 Centimeters (2’9 ft.)
WEIGHT 5 Kilograms (311 lb.) WEIGHT 9.5 Kilograms (21 lb.)
SIZE Huge SIZE Small
CONTAMINATION 50 CONTAMINATION 20
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
WEAPONIZED: The Abomination has two long Whips for limbs and can ONLY FLIGHT: The Infection Form only has the ability of flight, as they
move incredibly fast. As a Half Action, the Abomination can whip out have no other form of transformation. The Character’s flight speed is
to 5 Meters away. If the Abomination makes a successful Attack, they already figured into their Movement, and no Bonuses or Penalties are
instantly Grapple their target. gained.
ROLL: The Abomination is able to use a Half Action to go in and out of BITE: The Character can make strong Bite Attacks. 2D10 Damage Roll,
a Roll, where they move very fast. While rolling The Abomination Strength Modifier Base Damage, and Strength Modifier +6 Pierce. Bite
doubles it’s charge and run movement speed. The Abomination may Attacks take two Melee Attacks to perform and can only be made at
make a jump attack out from this Roll and gain -10 To Hit, but +1D10 Point Blank Range.
Damage.
JUMP: The Abomination’s Jump Height and Distance are multiplied by LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
2. -- 20 42 --
HIVEMIND: The Hivemind Ability allows the Abomination to improve
the capabilities of Flood Pure Forms and Combat Forms around them.
Flood Forms within a 100 Meter radius of the Abomination are given
a 10 Intellect and are able to work together more easily. The GM may
allow Combat Form hordes to work more tactically, such as having
them target a single Character, for example.
Combat Forms are able to see and experience what the
Abomination Form is experiencing.
359
BOMBER PURE FORM STALKER PURE FORM
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
-- 10 40 10 -- 40 -- 30 -- -- -- -- 20 60 35 -- 25 -- 40 -- -- --
-- -- -- +7 MYTHIC CHARACTERISTICS -- +8 +12 +6 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 60 Centimeters (2 ft.) HEIGHT 92 Centimeters (3 ft.)
WEIGHT 6.3 Kilograms (14 lb.) WEIGHT 116 Kilograms (257 lb.)
SIZE Small SIZE Small0
CONTAMINATION 30 CONTAMINATION 40
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
ONLY FLIGHT: The Infection Form only has the ability of flight, as they WEAPONIZED: The Pure Form has two Claw Appendages from the
have no other form of transformation. The Character’s flight speed is Flood Bestiary weapons.
already figured into their Movement, and no Bonuses or Penalties are JUMP: The Jump Height and Distance are multiplied by 10.
gained. MUTATION: The Pure Stalker Form is able to mutate into the Pure
BLAST: Bomber Forms will detonate when killed, and when within 1 Tank Form and the Pure Ranger Form. This Action takes 2 Half Actions
Meter of a Character. This deals 2D10 Damage, with 10 Pierce. This to perform. The Form keeps the same Wounds, but Characteristics will
kills the Bomber Pure Form. change.
CRAWLER: The Pure Stalker Form is able to climb and walk on any
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK surface, including walls, ceilings, and so on.
-- 20 44 --
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
-- 80 72 --
360
TANK PURE FORM RANGER PURE FORM
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
-- 20 60 15 -- 55 -- 40 -- -- -- -- 20 60 35 55 -- -- 40 -- -- --
-- +15 +12 +6 MYTHIC CHARACTERISTICS -- +8 +12 +6 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 228 centimeters (7’5 ft) HEIGHT 125 Centimeters (4 ft.)
WEIGHT 116 Kilograms (257 lb.) WEIGHT 116 Kilograms (257 lb.)
SIZE Large SIZE Small
CONTAMINATION 40 CONTAMINATION 40
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
WEAPONIZED: The Pure Form attacks unarmed. WEAPONIZED: The Pure Form has one Ranger Spike Thrower from the
JUMP: The Jump Height and Distance are multiplied by 10. Flood Bestiary weapons.
MUTATION: The Pure Tank Form is able to mutate into the Pure JUMP: The Jump Height and Distance are multiplied by 10.
Stalker Form and the Pure Ranger Form. This Action takes 2 Half MUTATION: The Pure Ranger Form is able to mutate into the Pure
Actions to perform. The Form keeps the same Wounds, but Tank Form and the Pure Stalker Form. This Action takes 2 Half Actions
Characteristics will change. to perform. The Form keeps the same Wounds, but Characteristics will
BUILT TOUGH: The Character is large, wide, and well-balanced. The change.
Character gains a +20 Bonus when Opposing a Grapple, Takedown, or
any general Actions to prevent falling over. LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
-- 80 72 --
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
-- 80 72 --
361
RANK
O-10 GEN – General Gen - General ADM – Admiral Chief of Gen – General Air Force Chief SR 151
Operations of Staff
SP GA – General of the Army -- FADM – Fleet Admiral Gaf – General of the Air Force SR 152
362
RANK LEGION FLEET SECURITY SPECIAL
E-1 Yanme’e Minor -- --
E-2 Unggoy Minor -- --
E-3 Unggoy Major Unggoy Ranger --
E-4 Unggoy Heavy Spec-Ops Unggoy --
E-5 Unggoy Ultra -- --
E-6 Yanme’e Major -- --
E-7 Yanme’e Ultra -- --
E-8 Kig-Yar Minor -- --
E-9 Yanme’e Leader -- --
W-1 Kig-Yar Major -- --
W-2 T’vaoan Murmillo Kig-Yar Ranger --
W-3 T’vaoan Champion Kig-Yar Sniper, T’vaoan Commando --
W-4 Mgalekgolo, Huragok -- --
W-5 Sangheili/Jiralhanae Minor -- --
O-1 Mgalekgolo Gold, Junior Staffer Stealth Sangheili, Minor Ranger, Jiralhanae Stalker, --
Jump Pack Jiralhanae Minor
O-2 Sangheili/Jiralhanae Major Special Ops Sangheili, Major Ranger, Jump Pack Elder Mgalekgolo, Senior Staffer
Jiralhanae Major
O-3 Sangheili/Jiralhanae Ultra Special Operations Officer Honor Guard, Vice Minister, Deacon
O-4 Sangheili General, Jiralhanae Captain Special Operations Sub-Commander, Jump Pack Light of Sangheilios, Minister
Jiralhanae Captain
O-5 Fleetmaster, Fieldmaster, Jiralhanae Chieftain Special Operations Commander Zealot, Ascetic
O-6 Supreme Commander, Jiralhanae War Chieftain Ossoona --
O-7 Imperial Admiral, Jiralhanae Army Commander -- --
O-8 -- Zealot Ascetic, Yanme’e Queen, Kaidon
O-9 Arbiter, Chieftain of the Jiralhanae -- High Councilor, Sangheili Councilor
O-10 -- -- Hierarch
SPECIAL -- -- Prophet
HOW RANK WORKS Civilians are not held to ranks, nor are most Mercenaries
Ranks are a system of hierarchical relationships in Armed Forces, and Scavengers. Civilians are exempt from Rank Bonuses and
Intelligence Agencies, and Police Forces. Halo Mythic offers an in- Penalties to Social Skills
depth Ranking System for the Human and Covenant-based Factions.
A Character with a rank about another Character will almost RISING THROUGH THE RANKS
always have more power than those below them. Ranks also give As missions are completed and time progresses, Characters will rise
Bonuses as they rank up, including more cR payouts, Support Points, through the Ranks. Those who do not cause their Military problems
and access to Military technology. and make smart decisions should be rewarded over time for their
survival, achievements, and even plot reasons.
UNSC and Human Ranks work the same as the United States Military.
However, for the Covenant, a similar but more disambiguated system COVENANT RANK DIFFERENCES
is in place. This allows for the same type of rank pull and power, Covenant Ranks, on the other hand, are given based on the Total
alongside cR and Experience payouts, but allowing the Covenant to Experience the Player has accumulated over time. When they reach a
have their own system free from the human system. threshold, the GM may decide when they are allowed to rank up. The
Ranks are a system of hierarchical relationships in Armed player has a choice between different options, and the GM shouldn’t
Forces, Intelligence Agencies, and Police Forces. Halo Mythic offers an always allow any and every option to be taken, as some ranks are
in-depth Ranking system for both the Human and Covenant factions. incredibly specific or even limiting to some types of campaigns and
It is recommended that the Covenant ranking system be followed, but missions.
the Human Faction Ranks should be used at GM Discretion. Only Experience gained after Character Creation count
A Character with rank above another will always be seen as towards ranking up.
more important, giving that Character more power. These Ranks also
give Bonuses and Penalties to Social Skills of Military-based SPECIAL RANKS
Characters. Not all ranks are above another. Special Ranks do not gain bonuses
At Character Creation for Human Characters, Players and over their similar rank. An E-4 Special does not gain bonuses over the
the GM must decide rank through agreement. Usually, Players will E-4. The Special Rank beyond O-10, however, does gain bonuses.
begin around Rank E-1 through E-3, with the chosen Commanding
Player at Rank E-6. RANK AND SOCIAL SKILLS
Covenant Players, on the other hand, have a simpler Characters are able to use Social Skills against others, such as
system. Their Soldier Type decides the Rank, with the Commanding Command. The more rank someone has over someone else, the more
Player given a single higher Rank than the rest. This means a Sangheili Bonuses they will gain on an Opposed Test. This only works for those
Minor can be a Commanding Unit above even some of the highest within the ranks of a Military faction. For every rank one character has
Kig-Yar and Unggoy. over another, they gain a +10 to the Test.
363
SPARTAN RANK
The creation of the Spartan IV Program introduced a new Military
Branch for the UNSC specifically for Spartans. Any Spartan 1, 1.1, 2, 3,
and 4 are folded into the new Branch, unless they have a standing and
important Rank in another Branch, such as an Officer.
The Spartans Branch has a different system of Ranking,
where they gain a number, instead of a title. These Spartans are then
‘donated’ or ‘loaned’ to one of the other Branches of the Military,
giving them their equivalent of Rank that they would have, shown in
the Rank table at the beginning of this section.
For every Mission completed, the Spartan gains +5 to their
Spartan Rank (SR), and every time they show incredible skill in
completing objectives and show great tactics and Commanding
prowess, the GM may give them extra, up to 5 more. No Spartan
should ever gain more than +10 to their SR in a single Mission unless
the Mission was Hard or greater in difficulty.
Spartans that share the same human Rank, but have
different Spartan Rank, have the same Commanding and Social status
as the other when dealing with others, but the Spartan with the
higher Spartan Rank of the two technically takes charge over the
other.
RANK cR MULTIPLIER
Once a GM awards cR for a mission the total sum is multiplied by the
Rank multiplier. To find your rank Multiplier, check the corresponding
Multiplier to your Character’s Rank.
RANK CR
E-1: *1
E-2: *1.1
E-3: *1.2
E-4/ E-4 Special: *1.3
E-5: *1.4
E-6: *1.5
E-7/ E-7 Special: *1.6
E-8/ E-8 Special: *1.7
E-9/ E-9 Special: *1.8
W-1: *2
W-2: *2.1
W-3: *2.2
W-4: *2.3
W-5: *2.4
O-1: *3.1
O-2: *3.2
O-3: *3.3
O-4: *3.4
O-5: *3.5
O-6: *3.6
O-7: *3.7
O-8: *3.8
O-9: *3.9
O-10: *4
SPECIAL: *5
364
SANGHEILI RANKING SYSTEM The Supreme Commander is normally the Shipmaster of the fleet's
Capital Ship.
LEGION
IMPERIAL ADMIRAL Prerequisites: 18,000 Exp
Imperial Admiral is the highest non-political rank a Sangheili within
MINOR: Prerequisites: N/A the Covenant could possibly obtain. An Imperial Admiral has
Minor is a Sangheili rank used by the Covenant and the Swords of command over every Supreme Commander in the Covenant Empire
Sanghelios. It is the lowest military rank in the Sangheili ranks. Minors and may set assignments for them as such. Imperial Admirals control
often lead lances of Unggoy and Kig-Yar into battle. For Sangheili that large fleets of warships and normally operate on a very high-ranking
choose to be in a fleet's Legion, this is their starting rank. The armor flagship such as a Supercarrier or other very powerful capital
color is a dark blue. warships.
365
SPEC-OPS COMMANDER: Prerequisites: 10,000 Exp KAIDON: Prerequisites: 11,500 Exp
Special Operations Commander was a high Covenant Sangheili rank. The Kaidon (or "Clan Leader") is a Sangheili dynastic rank. The head
Special Operations Commanders held authority over all Special of a Sangheili State is referred to as "Kaidon". Kaidons are chosen by
Operations forces within a fleet and were tasked with maintaining the the previous rulers of the specific state. After crowning, it is
fleet's security and had the of speaking directly to the Hierarchs and considered common that any Elder who disagrees with the crowning
relaying their messages to the High Council should need be. In of the new Kaidon send one or more assassins to kill him or challenge
missions of great importance, they will likely lead a task force the Kaidon himself, as a form of testing whether the Kaidon is worthy
consisting of a Sub-commander and several Officers. of ruling. The Sangheili believe that a Kaidon who cannot defend
himself is unworthy of leadership. The Kaidon, despite being a
OTHER/MISC RANKS/TITLES political ruler, is still very active in the military, even leading long time
campaigns into enemy territory, leaving the Elders to rule in their
SHIPMASTER: Own a Starship stead. Kaidon is a lifelong rank, so the next Kaidon is only crowned
This is an inherited rank that anyone that owns a starship receives. after the current Kaidon dies. For rules on Playing as a Kaidon, see the
The crew will refer to the character by this term and they are GM Section.
considered in Command of the vessel.
SANGHEILI COUNCILOR: Prerequisites: 13,000 Exp
HONOR GUARD: Prerequisites: 7,500 Exp Sangheili Councilor is a title bestowed upon Sangheili that become
Honor Guardsmen were among the most skilled of all Sangheili members of the High Council. This gives the Sangheili +30 on all Social
warriors and were hand-picked for the duty of protecting the High Skill Tests within the Covenant.
Prophets and other high ranking officials in the Covenant High
Council. Honor Guardsmen were expected to immediately kill anyone JIRALHANAE RANKS
who drew a weapon in the presence of a Hierarch, though they might
stand down should an Arbiter or Kaidon do so. In addition, they kept SPECIAL RULE: Pack Alpha
order during important meetings within the High Council. Although Whenever a Rank has this rule as an additional requirement, you must
the position was a great honor, it was seen by some Sangheili as a find and defeat another Jiralhanae that already holds that rank in a
merely ceremonial duty and a way to silence those who were aware one on one fight to either unconsciousness or death.
of the Hierarchs' duplicity. Some expected to encounter little to no
combat in the ranking, select Sangheili were known to have even LEGION
declined a place in the Honor Guard.
MINOR: Prerequisites: N/A
LIGHT OF SANGHEILIOS: Prerequisites: 9,000 Exp Jiralhanae Minor is the lowest and most common Jiralhanae rank. The
The Lights of Sanghelios were a revered elite unit among the Sangheili Jiralhanae who have this rank are the youngest and most
Honor Guard. The Lights of Sanghelios, sometimes referred to as the inexperienced in the Covenant. They are very weak compared to
Honor Guard Ultras or the "Helios" for short, was a distinctive unit of Brute Majors but can still be challenging. This is the first rank for the
Sangheili Honor Guardsmen in the Covenant. The Lights of Sanghelios Legion.
represented the most adept and highest-ranking combat units within
the Covenant Honor Guard, consisting solely of Sangheili. Members MAJOR: Prerequisites: 6,000 Exp
of the elite unit were often given the privileged duty to protect the Majors are lightly experienced soldiers of the Covenant, making up a
San’Shyuum of the Covenant. High-ranking San’Shyuum politicians portion of the Jiralhanae ranking system. Majors often lead files and
hand-picked Honor Guardsmen within the Lights of Sanghelios to lances of lower-ranking Jiralhanae, Kig-Yar, and Unggoy on the
serve as their personal guards. battlefield. They are given better armor protection and have access
to better armament. During the Great Schism, they were given better
ZEALOT: Prerequisites: 10,000 Exp armor and weapons.
This is a special title inherited by a Sangheili that meets the
prerequisites. The Sangheili must be a devoted follower of the great ULTRA: Prerequisites: 7,500 Exp
journey to receive this title. As members of the Ministry of Fervent The Jiralhanae Ultra is the highest of the three Legion Jiralhanae
Intercession, true Zealots form the razor's edge of any significant infantry ranks, and as such they are fewer in number than Minors and
Covenant military operation. Zealot squads are tasked with the Majors. Because of their intermediate status on the Jiralhanae
location and analysis of any information which might lead to a hierarchy, these Jiralhanae can usually be found leading at least two
reliquary (Forerunner) site. Once The color of a Zealot's armor Jiralhanae Minors and groups of lesser Unggoy and Kig-Yar. They are
depends on their role. Legion Commander Zealots have a bright also frequently led by a higher-ranking Jiralhanae Captain or
golden color, while Special Warfare Zealots are given a maroon color. Jiralhanae Chieftain. Ultras may choose to either continue infantry
operations or begin naval operations. Upon choosing the former, they
ASCETIC: Prerequisites: 10,000 Exp are used on high-priority missions. Upon choosing the latter, they are
This is an inherited title/rank. The Ascetics are a group within assigned to a starship and given the title of Second, showing they are
Sangheili culture charged with enforcing ideological purity and Second in Command of the ship should the Shipmaster be absent.
correct interpretation of Holy Scriptures. Ascetics act as the physical
and mental embodiment of ideological purity. Their presence is
meant to promote feelings of stability and order, as well as instill
confidence in those loyal to the State and fear in those who would
undermine it; to that end, their actions are swift and their decisions
final. Leading by example, their ultimate purpose is to show each
Sangheili the true path.
366
CAPTAIN: SPECIAL WARFARE
CAPTAIN MINOR: Prerequisites: 9,000 Exp and Pack Alpha
CAPTAIN MAJOR: Prerequisites: 9,500 Exp and Captain Minor STALKER: Prerequisites: 4,500 Exp
CAPTAIN ULTRA: Prerequisites: 10,000 Exp and Captain Major Stalkers are commonly seen acting as spies and bodyguards for
Jiralhanae Captains come in three ranks, each holding higher status Jiralhanae Chieftains, however, they have a far more covert role in the
than the last, but all holding the same level of official rank compared Covenant. On the battlefield, they can function as spies and assassins.
to lower ranks. The ranks are Captains Minors, Majors, Ultras. All fill Jiralhanae Stalkers often use their active camouflage to flank and
similar command roles. Upon achieving the rank of Captain, a ambush unsuspecting hostile forces. They also use radar jammers to
Jiralhanae is given a choice; continue to serve the fleet's Infantry and confuse enemies, before charging in with Type-52 Maulers to finish
lead further Ground Operations or command a Starship and them off. The Stalkers replaced the Stealth Sangheili after the
participate in the fleet's Naval operations. Upon choosing the latter, Sangheili were expelled from the Covenant and are the starter class
they are assigned to a ship and granted the title of its Shipmaster. for their Special Warfare division.
367
UNGGOY RANKING OTHER/MISC.
368
CHAMPION: Prerequisites: 7,500 Experience YANME’E RANKING
In the Covenant military, Champions hold several roles, as well as
being a formidable portion of the frontline infantry combatants. MINOR: Prerequisites: N/A
Many Champions serve in leadership positions, reporting directly to Minor is a rank held by Yanme'e serving in the Covenant military.
Sangheili Majors on the battlefield instead of other squads in the Minor is the lowest rank attainable in the Yanme'e ranking system, as
Skirmisher contingent. This is because of the need for unilateral well as the Yanme'e caste. Originally, the assignment for Yanme'e
communication to outlying infantry forces. Most Sangheili are Minors was relating to engineering and technological work. However,
considered too valuable to have solitary command roles in the most were replaced by the Huragok and more began to be deployed
battlefield frontlines when leadership is necessary. Therefore, in combat roles. Yanme’e are at the very bottom of the Covenant
Champions often serve as the intermediary rank between other hierarchy. Although they may fight alongside Sangheili and Jiralhanae,
Skirmishers and the Sangheili command. Skirmisher Champions often even a Kig-Yar Minor is allowed to command them, as well as Yanme'e
lead Unggoy and lower-ranking Kig-Yar and Yanme'e in the field. Majors and occasionally Unggoy Majors.
369
MGALEKGOLO RANKING VICE MINISTER: Prerequisites: 6,000 Experience
A Vice Minister is one of hundreds that can populate a Covenant
LEGION Ministry. Vice Ministers are the right-hand to the Minister, and are
directly given orders by the Ministers, Hierarchs, and High Councilors.
MGALEKGOLO: Prerequisites: 4,000 Experience A Minister may allow their Vice Ministers to continue their
Beginning off, Mgalekgolo are more used as tools and equipment until Commanding Roles within the Legion. If a Vice Minister is to ever take
they prove themselves. The Rank of Mgalekgolo is also the name of over for the Minister, they’re to leave the Legion. It is only optional to
the species that can hold the title, which is the only occurrence of this take the role of a Minister, but in doing so, the Character may no
happening within the Covenant. longer continue being in the party as a physical asset.
When an Mgalekgolo proves themselves, they gain their
Rank within the Covenant Empire, allowing them to take power and MINISTER: Prerequisites: 12,000 Experience
command of lesser ranks during the battle. An Mgalekgolo’s Battle Minsters of the Covenant Empire are entirely held by the
Brother will gain the title alongside them. San’Shyuum. A Minister takes charge of one of the thousands of
Ministries and given a title. A Minster of the Church of Tranquility will
GOLD MGALEKGOLO: Prerequisites: 7,500 Experience be given the honorary title of “Minister of Tranquility.” Ministers are
Gold Mgalekgolos are those entrusted with running ground combat expected to give up their Commanding roles within the Covenant
situations, such as a Sangheili or Jiralhanae Major. Gold Mgalekgolo Legion entirely, so becoming a Minister would heavily limit the
command groups of Minors, as well as other Covenant races. Many San’Shyuum.
Gold Mgalekgolo are chosen to be Shipmaster guards, and some are San’Shyuum that become Minsters are still able to support
hand-picked by Council Members to be their personal guards. Gold their forces, but only through communication equipment. The
Mgalekgolo are given golden armor. An Mgalekgolo’s Battle Brother Ministers are able to have high ranking Commanding roles, send
will gain the title alongside them. equipment, cR, and even call in support.
SAN’SHYUUM RANKING
LEGION
SPECIAL WARFARE
370
HUMAN RANKING SYSTEM
E-1 E-5
ARMY: Private ARMY: Sergeant
MARINE: Private MARINE: Sergeant
NAVY: Crewman Recruit NAVY: Petty Officer Second Class
AIR FORCE: Airman Basic AIR FORCE: Staff Sergeant
The Private wears no insignia. Privates have no use of Support Points Marine and Army-based Characters are able to obtain the Sergeant
and are easily moved up to E-2. After the first 3 to 6 months, or during Rank by either owning the Command Specialization Pack, and/or
combat, a Private E-1 is ranked up to E-2, unless the E-1 Private rank being assigned leader of their Fireteam. It is suggested that the GM
was gained via a punishment. Then, only the GM may decide when properly assign a commanding role to the Character most fit.
the Character will become an E-2. All starting Characters are generally Navy and Air Force Personnel are able to gain this title
5 months into their service under the Military and shouldn’t not be automatically at 7 years of “Good Conduct.” The Navy and Army
allowed to start with this Rank. Personnel are also able to obtain this promotion earlier by passing an
enrollment test after two missions, or one long mission, of being an
E-2 E-3 or E-4. This enrollment test is rolled on the Character’s Intellect.
ARMY: Private E-2 If the Test is made with two or more Degrees of Success, the rank of
MARINE: Private First Class E-5 is gained. If failed, the Test may be retaken once a month, or after
NAVY: Crewman Apprentice each Mission.
AIR FORCE: Airman Alternatively, an Air Force may obtain the rank the same as
E-2 is the rank given when a Private finishes their trainee courses and an Army or Marine Character, but only if they’re chosen to be the
serves a minimum of 3 months, up to a maximum of 6 months. This leader of a Fireteam.
rank opens up the use of Support Points to the Soldier.
E-6
E-3 ARMY: Staff Sergeant
ARMY: Private First Class MARINE: Staff Sergeant
MARINE: Lance Corporal NAVY: Petty Officer First Class
NAVY: Crewman AIR FORCE: Technical Sergeant
AIR FORCE: Airman First Class Army, Marine, and Air Force Characters who hold the E-5 Rank for 7
E-3 is given to those who have served a minimum of 10 months, to a to 12 months, given control over a Platoon, made a leader of a
maximum of a year. E-3 can be obtained earlier if one of the following Convoy, or made leader of multiple Fireteams are given the rank
criteria are made: Obtaining 2 Educations at +10, or 3 Educations at promotion of E-6. A minimum Leadership of 40 is needed.
+5. Agreeing to an extended enlistment of 6 or more years or Navy and Air Force Characters have a choice of completing
accepting a mission with a projected length of 3 months. three years as an E-5, being recommended by a Commanding Officer,
or gaining three or more Degrees of Success on an Intellect-based
Enrollment Test, to gain the E-6 Rank Promotion.
E-4
ARMY: Corporal/Special
MARINE: Corporal
E-7
NAVY: Petty Officer Third Class ARMY: Sergeant First-Class
AIR FORCE: Senior Airman MARINE: Gunnery Sergeant
After every Mission, E-3s are able to go through a ‘cycle’ of rank NAVY: Chief Petty Officer
promotion, allowing them to become an E-4 if they meet the AIR FORCE: Master/First Sergeant
requirements. A Character is able to gain this instantly if they have For Army and Marine Characters, the E-7 Rank is given to those who
the Command Specialization Pack. their superior officers believe have knowledge on Drill Regulations
If an Army-based Character has been built to be dedicated and a complete knowhow of their weaponry. A Character that is E-5
in their Specialization Pack taken at Character Creation, they are or E-6 is able to be chosen for this roll if they have a minimum
eligible for the Army Specialist Rank. This means having six Skills, Skill Leadership of 40 and the Military Command Education at +10.
Advancements, or Education, which can be used to further the Army and Marine Characters, if rank E-5 or E-6, can be
Specialization Pack. The GM may decide whether or not a Character instantly brought up to E-7 if they are put in charge of a Battalion,
is eligible for this. This Specialist Rank offers a Paygrade Modifier of large Convoy, or put in charge of four Fireteams.
1.4, instead of 1.3. Air Force and Navy at rank E-6 must have the Military
Instead of becoming a Specialist in one given trade, an Army Command Education at +10 and pass the Enrollment Test, gaining a
or Marine-based Character may be given a rank promotion to an E-4 +10 from the Education. If the test is failed, the Test may be retaken
Corporal. Corporals are Squad-based leaders who direct activities of once a month, or after each Mission. Navy Characters may also gain
others below them. This rank is mainly given when a Character from this rank if they hold four Educations at +10 including Military
rank E-1 through E-3 are put into a Leadership Position. Command, Rank of E-6, and an Intellect and Leadership of 45.
Navy and Air Force Personnel are qualified for this rank 36 Air Force Characters that have a minimum Charisma of 45
months into their career. A Character with 3 Educations at +10, or 5 are eligible to become First Sergeants. First Sergeants are tasked with
Educations at +5 are allowed advancement to E-4 in only 20 months. the mental wellbeing, morale, and conduct of those in the Character’s
squadron. This Rank is a special version of the Air Force’s E-7 through
E-9 Ranks, meaning that the Character still holds their basic E-7
through E-9 Ranks, but also hold the First Sergeant as a title, while
using the standard E-8 and E-9 promotion requirements to advance.
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E-8 E-9 - INFANTRY
ARMY: Master/First Sergeant ARMY: Sergeant Major
MARINE: Master/First Sergeant MARINE: Sergeant Major
NAVY: Senior Chief Petty Officer NAVY: Master Chief Petty Officer
AIR FORCE: Senior Master/First Sergeant AIR FORCE: Chief Master/First Sergeant
Army and Marine Characters who are given a Leadership position
assigned to a mechanized division, convoy, or even a standard
infantry platoon. A Master Sergeant is to provide a technical
E-9 – COMMAND
leadership and specialist. It is optional to allow a Master Sergeant to ARMY: Command Sergeant Major
stay with their infantry, serving as an assistant operations Chief and a MARINE: Master Gunnery Sergeant
commanding unit to the others in the Fireteam or squad. To gain this NAVY: Fleet/Command Master Chief
Rank, the Army or Marine Character must have a minimum Petty Officer
Leadership of 45 and take a Warfare Range test. This Test represents AIR FORCE: Command Chief Master
taking an enrollment test on weapon maintenance, handling, and Sergeant
usage. Army and Marine Characters, advancing from E-7 to E-8 are able to
Army and Marine Characters that are a Master Sergeant become Sergeant Majors or Command Sergeant Majors. Sergeant
may decide to enroll to the First Sergeant rank. This rank, instead of Majors are decorated and important leaders for specialized
helping command and keep upkeep to weaponry and equipment, can Squadrons and Battalions. They hold special position as a morale
take role in training new soldiers and Sergeants within their Company. booster and upholder of discipline within the Company or Battalion.
These Characters that are being trained are usually a new recruit, E-1 This rank must be given by the GM for special feats of glory and
and E-2 Rank, being put into combat for the first time, or are newly leadership. A Character becoming a Sergeant Major must have a 45
promoted Sergeants needing trained to do their job. This enrolment Leadership and 40 Charisma. The Character may also be chosen to
is optional. become a Command Sergeant Major, which is a similar roll, but have
Navy Characters of E-7 must be proven to be a good Leader. more control over the various Squadrons nearby.
They must have prior extraordinary use of Leadership Skills, either For the Marine and Army Characters of the E-8 Rank,
controlling their Fireteams and Squads with excellence, or becoming a Command Sergeant Major is a ceremonial final
overcoming the odds within a battle. Before a Mission, the GM may Enlistment rank. To gain this rank, the Character must be a proven
decide if the Character is ready to be an E-8, to play the role off the leader, and must be chosen by the GM as ceremonial or having a good
Navy’s “Board of Master Chiefs” in their decision to choose the reason for the advancement. Command Sergeant Majors of the
Character. Marine and Army are highly decorated and command entire
Similar to the Navy’s E-7 to E-8 Promotion System, the Air Squadrons and sometimes even Battalions. The Command Sergeant
Force Characters who hold the E-7 Rank must go through testing and Major is also the Commander’s ‘senior advisor’ for enlisted soldiers
have proven ability to Lead and use their skills. Though, instead of and is the one chosen to handle matters of discipline and morale
having to have such a distinguished ability to Lead, the Character must among the others. This is a unique position for morale and leadership.
have a +10 in two different Educations and have a minimum The Marine’s equivalent of the Command Sergeant Major is known as
Leadership of 45. Before a Mission, the GM may decide if the a Master Gunnery Sergeant.
Character is ready to be an E-8, and to play the role off the Air Force’s The Air Force has a similar system to the Marine and Army
Central Promotion Board in their decision to choose the Character. Characters. The Chief Master Sergeant plays the same role as the
A Character who held the title of First Sergeant in E-7 are Sergeant Majors, but for the Air Force. Similarly, the Command
able to keep their rank of First Sergeant when they become an E-8, Sergeant Majors play a related role compared to the Master Gunnery
continuing their work as a guidance for the mental wellbeing, morale, Sergeant or the Command Sergeant Major. Only E-8 Air Force
and conduct of those in the Character’s squadron. Air Force Characters with stellar Achievements may be chosen for this
Characters that have a minimum Charisma of 45 are eligible to promotion.
become First Sergeants and can be taken at this Rank. A Character who held the title of First Sergeant in E-7 or E-
8 are able to keep their rank of First Sergeant when they become an
E-9, continuing their work as a guidance for the mental wellbeing,
morale, and conduct of those in the Character’s squadron. Air Force
Characters that have a minimum Charisma of 45 are eligible to
become First Sergeants and can be taken at this Rank.
Nearly identical to the Navy Character’s E-8 enlistment, E-9
has the same process to become a Master Chief Petty Officer. Navy
Characters of E-8 must be proven to be a good Leader. They must
have prior extraordinary use of Leadership Skills, either controlling
their Fireteams and Squads with excellence, or overcoming the odds
within a battle. Before a Mission, the GM may decide if the Character
is ready to be an E-9, to play the role off the Navy’s “Board of Master
Chiefs” in their decision to choose the Character.
Navy Characters who are E-8 or E-9 have a possibility of
becoming a Command Master Chief Petty Officer. This rank is a
special highly decorated rank in which the Character maintains
communication, morale, and the mental wellbeing of all Navy
Personnel in their Company. Navy Characters need a Charisma and
Leadership of 45 and have Command at +10.
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W-1 W-4
ARMY: Warrant Officer 1 ARMY: Chief Warrant Officer 4
MARINE: Warrant Officer 1 MARINE: Chief Warrant Officer 4
Army and Marine Characters who hold the E-9 Rank are able to be NAVY: Chief Warrant Officer 4
promoted to the W-1 Warrant Officer 1 Rank. This Rank is given to Characters who hold the rank of W-3 are able to be promoted to W-4
those who prove to be technical experts, combat leaders, and after proving sufficient leader skills while commanding their Brigades.
advisors. Warrant Officers are used to provide leadership and Chief Warrant Officers hold their rank and leadership in a
maintenance for long-duration missions that require technical Corps, instead of Brigade.
expertise on the battlefield. Warrant Officers command temporary
Mission detachments, which are groups built temporarily for W-5
Missions. ARMY: Chief Warrant Officer 5
A Character who holds Warrant Officer 1 is expected to MARINE: Chief Warrant Officer 5
have the battle and technical expertise of an enlisted soldier, while NAVY: Chief Warrant Officer 5
holding the command and authority of a commissioned officer. When Characters who hold the rank of W-4 are able to be promoted to W-5
a Mission Detachment has been folded back into the battalion, they after proving sufficient leader skills while commanding their Corps.
are either assigned to a new Mission Detachment, or they are Chief Warrant Officers hold their rank and leadership in any
promoted to Chief Warrant Officer to continue their duties on a larger size of Military unit up to an “Army Front” but are given more
scale. important operations than any other Warrant rank.
Characters from ranks E-6 through E-8 may also be chosen
for this roll if they have a Leadership of 55, a Command of +10, and
the GM’s approval to use this Rank. It is suggested that the GM only O-1
use Warrant Officer Ranks if a mission will last longer than a month of ARMY: Second Lieutenant
in-game time. MARINE: Second Lieutenant
NAVY: Ensign
AIR FORCE: Second Lieutenant
W-2 Characters of the Army, Air Force, and Marine Corps are able to
ARMY: Chief Warrant Officer 2 become a Second Lieutenant, as long as they are E-8 and up and meet
MARINE: Chief Warrant Officer 2 the following criteria. The Character must have two +10 Military-
NAVY: Chief Warrant Officer 2 based Educations, a Command of +10, and a minimum Leadership of
Navy Characters who hold the E-9 Rank are able to be promoted to 50. A Second Lieutenant is a Commanding role that lead Platoons of
the W-2 Chief Warrant Officer 2 Rank. This Rank is given to those who 16 to 44 Soldiers.
prove to be technical experts, combat leaders, and advisors. Chief The Navy Ensign, similar to the Second Lieutenant of the
Warrant Officers are used to provide leadership and maintenance for other Branches, has the same requirements to be promoted to this
long-duration missions that require technical expertise on the rank. Unlike Second Lieutenant, the Character must spend 7 months’
battlefield. Unlike Warrant Officer 1, Chief Warrant Officers hold their time training on a starship before reporting to a combat role. When
rank and leadership in a Battalion, instead of temporary Mission the Ensign is ready to report to the combat roll, they take Command
Detachments. These are a permanent units. of a Platoon of 16 to 44 Soldiers.
A Character who holds Chief Warrant Officer 2 is expected
to have the battle and technical expertise of an enlisted soldier, while
holding the command and authority of a commissioned officer.
O-2
Characters in the Navy from ranks E-6 through E-8 may also ARMY: First Lieutenant
be chosen for this roll if they have a Leadership of 55, a Command of MARINE: First Lieutenant
+10, and the GM’s approval to use this Rank. It is suggested that the NAVY: Lieutenant Junior Grade
GM only use Warrant Officer Ranks if a mission will last longer than a AIR FORCE: First Lieutenant
month of in-game time. Any Characters are able to become First Lieutenants as long as they
Marine and Army Characters who hold the rank of W-1 are hold the O-1 Rank for 14 Months of in-game time and have proven
able to be promoted to W-2 after proving sufficient leader skills while that they are not bad leaders. O-2 Ranks are similar to their previous
commanding their Mission Detachments. O-1 counterparts but are trusted more and have a higher pay. O-2
Rank Characters also gain the ability to lead Special Force Squads and
Fireteams.
W-3
ARMY: Chief Warrant Officer 3
MARINE: Chief Warrant Officer 3
O-3
NAVY: Chief Warrant Officer 3 ARMY: Captain
Characters who hold the rank of W-2 are able to be promoted to W-3 MARINE: Captain
after proving sufficient leader skills while commanding their NAVY: Lieutenant
Battalions. AIR FORCE: Captain
Chief Warrant Officers hold their rank and leadership in a Characters who hold their O-2 Rank for 7 Months and prove they are
Brigade, instead of Battalions. not bad leaders can be promoted to O-3. Once O-3, they hold all
facilities of previous O Ranks, but gain the ability to Command up to
a Battalion of Soldiers.
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O-4 O-8
ARMY: Major ARMY: Major General
MARINE: Major MARINE: Major General
NAVY: Lieutenant Commander NAVY: Rear Admiral
AIR FORCE: Major AIR FORCE: Major General
Characters that have the O-3 Rank, and prove themselves Once a Character has completed 24 Months of Duty under the rank
professional and trustworthy leaders, are able to be promoted to O- of O-7, they are eligible to be promoted to O-8. The O-8 Rank contains
4. This Promotion takes time and is decided by a series of judges of all of the previous facilities of the Officer Ranks but is now able to
the Branch of the Military the Character is in. If chosen, the Character control wings consisting of 4,000 to 12,000 Soldiers. The GM may
must take a 7 month training program. The O-4 Rank holds all of the allow the Character a larger convoy, ship, or aerial squadron.
facilities of the previous O-3 Rank but gains the higher pay and greater
authority. O-9
ARMY: Lieutenant General
O-5 MARINE: Lieutenant General
ARMY: Lieutenant Colonel NAVY: Vice Admiral
MARINE: Lieutenant Colonel AIR FORCE: Lieutenant General
NAVY: Commander Once a Character has completed 24 Months of Duty under the rank
AIR FORCE: Lieutenant Colonel of O-8, they are eligible to be promoted to O-9. The O-9 Rank contains
The O-5 Rank is a milestone in Halo Mythic. Once this rank is reached, all of the previous facilities of the Officer Ranks but is now able to
each Branch gives a special bonus. Once a Character has held the O-4 control wings consisting of 8,000 to 24,000 Soldiers. The GM may
Rank for 7 months, the Character is eligible for the GM to allow them allow the Character a larger convoy, ship, or aerial squadron.
to become O-5.
Navy Personnel who reach O-5 are able to control a starship
of the GM’s choice. This promotion holds all the previous power of O-10
the O-4 Rank, but gains higher pay and greater authority, alongside ARMY: General
the GM’s choice of allowing the Character access to a Starship. MARINE: General
Army and Marine Characters, similar to the Navy Characters NAVY: Admiral
gaining access to new equipment, gain access to a convoy of vehicles. AIR FORCE: General
The GM may decide the amount of vehicles, or the type. The GM may This is the final achievable Rank in the Human Militaries. Once gained,
give the Character an Elephant or two, or a Mammoth, if post-war, or if the GM were to promote the Character one more time, they
possible a series of Warthogs and other lighter vehicles, or even a few successfully retire from combat in any form. A Character to hit 2 Years
heavy vehicles like Grizzlies or Scorpions. of service as O-9 is eligible for Promotion to O-10. The O-10 Rank
Air Force Characters can be given a squad of aerial vehicles, contains all of the previous facilities of the Officer Ranks but is now
from fighter jets to V-TOLs. The GM may decide what kind of aerial able to control wings consisting of any amount of Soldiers. The GM
vehicles are given. may allow the Character a larger convoy, ship, or aerial squadron.
A General, or Admiral, has one of the highest authorities
and military power. There are incredibly few O-10 ranked individuals,
O-6 roughly 300 per Branch of the Military, so the GM must be wary when
ARMY: Colonel giving this Rank. The O-10 Rank is the final frontier for a combat-based
MARINE: Colonel Character, and the Character is also hitting an age where combat
NAVY: Captain could be detrimental to their health, even outside of damage taken
AIR FORCE: Colonel from the combat.
Once a Character has completed 14 Months of Duty under the rank
of O-5, they are eligible to be promoted to O-6. The O-6 Rank contains
all of the previous facilities of the Officer Ranks but is now able to
control wings consisting of 1,000 to 3,000 Soldiers.
O-7
ARMY: Brigadier General
MARINE: Brigadier General
NAVY: Rear Admiral Lower Half
AIR FORCE: Brigadier General
Once a Character has completed 14 Months of Duty under the rank
of O-6, they are eligible to be promoted to O-7. The O-7 Rank contains
all of the previous facilities of the Officer Ranks but is now able to
control wings consisting of 2,000 to 6,000 Soldiers. The GM may allow
the Character a larger convoy, ship, or aerial squadron.
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Thank you, Bungie, Microsoft, and 343 Industries. Thank you for this amazing universe, and all the hard work put into everything. If it weren’t for
you, I don’t know where I would be, or how well my tabletop games would have faired.
Published using Microsoft Word and Adobe Acrobat Pro for free use.
For more information, questions, queries to rules, or to just pass a greeting, email me at vorked@gmail.com or join the Mythic discord.
You can also find me on reddit, I am /u/Vorked. You can find a subreddit dedicated to Halo Mythic and 100DOS at /r/HaloMythic. I also have a
Patreon where future updates and news are posted. This can be found at patreon.com/Vorked. Thank you for your time!
Halo © Microsoft Corporation. Halo Mythic was created under Microsoft's "Game Content Usage Rules" using assets from the various Halo games, comics, graphic novels, animated series,
terminals, and waypoint videos. It is not endorsed by Microsoft and does not reflect the views or opinions of Microsoft or anyone officially involved in producing or managing Halo. As such, it
does not contribute to the official narrative of the fictional universe, if applicable.
Non-canon and custom content used to fill out the Halo Universe for gameplay purposes created by Brandon “Vorked’ Miller.
Halo, Master Chief, Covenant, Flood, UNSC, the foregoing marks’ respective logos, weaponry, and all associated marks, logos, creatures, characters, races, and race
insignia/devices/logos/symbols, vehicles, locations, weapons, Soldiers and Soldier insignia, products, and Illustrations from the Halo universe and entertainment series are either ® ™ and/or
© of Microsoft. This is not a published form of media and is not registered for purchase or for sale. This edition is online-released free for the public, and not a published goods, nor has been
paid for or sold in any way and is free to the public by download. This is a fan project that is not, in any way, affiliated with 343 Industries, Xbox Studios, Microsoft, or Bungie. All rights reserved
to their respective owners. No part of this Publication may be reproduced physically, sold, or redistributed physically, without the prior permission of the publishers and Microsoft, the owners
of the used material. No payments are to be given for the work on this publication. It is free to use and will stay this way. The font of 100DOS’s logo is BigMacca. Big thanks to the creator for
the usage.
100DOS Game System is Copyright © 2022-2023 Brandon Miller. All Rights Reserved.
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