HALO UNSC Handbook
HALO UNSC Handbook
HALO UNSC Handbook
The United
Nations Space
Command
Handbook
Leovaunt’s Halo RPG
~By Leovaunt
Table of Contents
Chapter 1: Creating a UNSC Character ......................................................................................................... 7
Character Creation Basics ......................................................................................................................... 7
Characteristic Points ............................................................................................................................. 7
Character Creation Package .................................................................................................................. 7
Human ................................................................................................................................................... 8
Human Backgrounds ............................................................................................................................. 9
Spartan ................................................................................................................................................ 11
Artificial Intelligence ........................................................................................................................... 13
Artificial Intelligence Abilities ............................................................................................................. 15
Specializations ......................................................................................................................................... 19
Aerial Vehicle Expert Theme ............................................................................................................... 19
Armored Infantry Theme .................................................................................................................... 19
Battlefield Engineer Theme ................................................................................................................ 20
Brawler Theme .................................................................................................................................... 20
Computer Expert Theme ..................................................................................................................... 21
Dual-Wielding Theme ......................................................................................................................... 21
Guardian Theme ................................................................................................................................. 22
Gunner Theme .................................................................................................................................... 22
Intellectual Theme .............................................................................................................................. 23
Leader Theme ..................................................................................................................................... 23
Medic Theme ...................................................................................................................................... 24
Negotiator Theme ............................................................................................................................... 24
Scout Theme ....................................................................................................................................... 25
Skirmisher Theme ............................................................................................................................... 25
Sniper Theme ...................................................................................................................................... 26
Survivalist Theme ................................................................................................................................ 26
Tactical Coordinator Expert Theme .................................................................................................... 27
Terrestrial Vehicle Expert Theme........................................................................................................ 27
Unarmed Combat Theme ................................................................................................................... 28
Veteran Theme ................................................................................................................................... 28
Characteristic Points
The basis of designing characters in the Halo RPG is characteristic points. Characteristic points are spent both at
character creation and when the character levels up by gaining experience. The number of characteristic points that a character
has to spent at creation and level up depends on their character power level.
The character power level is a gauge on how exceptional the character is compared to others of their species. Most
games of Halo are played at heroic tier gameplay, and therefore the players in the campaign play at heroic power level. Some
Game Masters could choose to instead have their games be active at higher play levels, such as Advanced or Epic power levels.
Note that all players in a Halo campaign should be playing at the same power level to enforce fair play.
While all members of a race or background have a few base traits in common, most of the character’s starting ability
scores, skills, and talent are determined by the spending of characteristic points. Every character must purchase a race with
characteristic points. Beyond those, characteristic points can be spent on whatever a character chooses.
To create a character at higher levels, simply follow the same rules and advance the character to the desired level
using normal development progression. Creating and playing a higher-level character requires the permission of the Game
Master. A higher-level starting character begins with the minimum number of total experience to reach that level. For creating
a higher-level character, apply the steps above. Chose a race, then background, then all the specializations you qualify for, then
spend characteristic points and so on.
Human
Characteristic Points: 2
Ability Score: 2 Strength, 2 Instinct, 2 Agility, 2 Fortitude, 2 Intelligence, 2 Willpower
Background: While humans fight together in their war for humanity’s survival, they come from many different branches of
service. While many humans are part of the marines or navy, others come from specialist schools such as officer training or
naval intelligence. Others aren’t registered members of the military at all. At character creation, all heroic humans pick a
background from those listed later in the chapter. This determines many of their starting attributes, including their requisition,
squad, and command points. Every human background cost a varying number of characteristic points to purchase. Heroic
humans must purchase a background from the list.
Adaptability: Humans are an adaptable and intuitive race. Against all odds, they have survived and persevered in a galaxy that
has set out to destroy them. As such, humans gain +1 skill point whenever they spend characteristic points to purchase skills.
Description: Humanity are an adaptive, intuitive race that have stretched throughout the galaxy despite infighting, endless
wars, and constant conflict. Almost faced with utter destruction by the Covenant, humanity prevailed and is coming back
stronger than ever.
Humanity was a stellar power in ancient times, before they were extinguished by the forerunners. Upon the
activation of the halo rings ages ago, they were resettled back on Earth and forced to rebuild their society. Only the most
knowledgeable humans now have an idea that their forebearers once ruled the cosmos, and they are just now reclaiming their
power.
The greatest human military power is the United Nations Space Command. Deploying fleets of ships and armies of
marines, the UNSC holds a tight grip of mankind to prevent humanity’s extinction from alien menace. As soldiers of the UNSC,
players must do their best to follow the orders from command and fight with valor and distinction. The smallest failed mission
can have disastrous effects for the defense of an entire world, and every human soldier knows to fight as if their race was
dependent on their success.
Human Backgrounds
Marine Maverick
Characteristic Points: 8
Ability Score: +1 strength, +1 fortitude, +1 instinct, +1 agility, -1 willpower
Average Leadership: The marine maverick gains squad points equal to their ranks in leadership + their level.
Average Command: The marine maverick gains command points equal to their Intelligence + ½ their ranks in Tactics.
Average Requisition: The marine maverick uses the average requisition table to determine the amount of gear they can order
Special Ability (Heroic Stand): The marine maverick has such incredibly tenacity that they can endure endless fire in dire
circumstances. They reduce all hailfire against them and their squad by half, to a minimum of hailfire 0 (and thus no damage
multiplier. Missed attacks against them never gain hailfire on the maverick and their unit.
Description: Mavericks are heroic marines that excel at combat, becoming some of the best soldier’s mankind has to offer
without being a spartan. They have strength, ferocity, and cunning that makes them formidable soldiers. However, maverick’s
do best on their own, and while effective combatants, often have trouble with rules and regulations. Therefore, they do not
have the rank that more orthodox soldiers possess.
Officer
Characteristic Points: 10
Ability Score: +1 intelligence
Good Leadership: The officer gains squad points equal to 2x their ranks in leadership + 2x their level.
Good Command: The officer gains command points equal to their Intelligence + their ranks in Tactics.
Good Requisition: The officer uses the good requisition table to determine the amount of gear they can order.
Special Ability (Seniority): The officer always has seniority over all other characters. When the party is indecisive of their next
course of action, the officer has the final say, unless there are multiple officers in the party.
Special Ability (Honor Guard): The officer can have 1 additional squad member in their unit, bringing them to a maximum of 4
without any other modifiers. In addition, they gain advantage on leadership checks to rally, and their rally actions are not
capped at DC 25. Therefore, they can generate more than 3 morale points from a rally action.
Description: Officers begin their military career young, as the children of other officers or other aristocrats that put their
children into an advanced military academy as youths. Officers are groomed from a young age to be the greatest military minds
of humanity and lead them in their quest for survival. Officers often enter service at a high rank that is unfitting of their limited
experience, so they must work and fight hard to prove themselves worthy of their position.
ONI Operative
Characteristic Points: 9
Ability Score: +1 agility, +1 instinct, +1 willpower
No Leadership: The ONI operative does not gain squad points and cannot chose their own units.
Excellent Command: The operative gains command points equal to their Instinct + Intelligence + their ranks in Tactics.
Excellent Requisition: The operative uses good requisition table to determine the amount of gear they can order, plus a bonus
50% extra credits. Therefore, if they could requisition 10,000 credits, they can instead requisition 15,000 credits.
Special Ability (Secret Orders): ONI Operatives have a very high security clearance and are often given information that is
restricted to other agents. During mission preparation, operatives may be given secret orders or extra information that is not
divulged to the rest of the party. The operative may need to keep this information secret while pushing their companions in the
right direction.
Special Ability (Tricks of the Trade): Every member of ONI has a few tricks to take advantage of. An ONI Operative gains an
extra minor action every round. In addition, all artillery strikes they order gain +5 accuracy.
Description: The Office of Naval Intelligence is the UNSC’s reconnaissance and espionage division. An ONI operative is a spy,
scout, or covert operative that undertakes classified missions for the UNSC, beyond the clearance of the rank and file marine.
Operatives are not leaders, but highly trained individuals who work on their own while being covered and supported by an
attached protective detail that protects them and helps fulfill their orders.
Pilot
Characteristic Points: 9
Ability Score: +1 instinct, +1 agility
Average Leadership: The pilot gains squad points equal to their ranks in leadership + their level.
Average Command: The pilot gains command points equal to their Intelligence + ½ their ranks in Tactics.
Good Requisition: The pilot uses the good requisition table to determine the amount of gear they can order.
Special Ability (Vehicular Expertise): The pilot counts their Pilot skill as 4 higher for matching the training requirements on
vehicles and for determining what pilot maneuvers they can use. In addition, they can take an automatic 10 on any pilot check
instead of rolling.
Description: Cadets with a knack for vehicular combats are often recruited as dedicated pilots. Pilots most often provide air
support for missions, flying hornets or pelicans, but when attached to other units will also pilot ground vehicles such as
warthogs and scorpions. Good pilots are a vital resource, as they are more difficult to replace than the ships they fly. Therefore,
protecting a pilot is always a high priority.
Scientist
Characteristic Points: 8
Ability Score: +2 intelligence, +2 willpower, -1 strength
Poor Leadership: The scientist gains squad points equal to their ½ their ranks in leadership + ½ their level.
Average Command: The scientist gains command points equal to their Intelligence + ½ their ranks in Tactics.
Average Requisition: The scientist uses the average requisition table to determine the amount of gear they can order.
Special Ability (Academic Training): At character creation, the scientist gains a free skill focus in the following skills: Computers,
Lore, Medicine, and Science.
Special Ability (Master of Gadgets): A scientist character always has access to Basic Science Devices as if they have the tinker
specialization. If they also have the tinker specialization, the cost of gadgets is reduced by 50%. In addition, for every
specialization from the Battlefield Engineer specialization theme that they have, their intelligence counts as 1 higher for
determining the effects of battlefield gadgets.
Description: Members of science teams are often requested to join military units in combat. Most of these scientists are
esteemed graduates of the most prestigious academies. They accompany military units to provide knowledge and expertise to
battlefield operations, dealing with alien technology, new inventions, strategic analysis, and general intellectual expertise.
Scientists who serve in combat operations long enough eventually learn a bit about fighting and defending themselves but are
unlikely to ever have the expertise of a dedicated marine.
Vigilante
Characteristic Points: 4
Ability Score: +2 to two attributes of the player’s choice, +1 to two attributes of the player’s choice
Independent Operative: The vigilante does not gain squad points or command points. They are not part of the military and
cannot requisition equipment from the military. They do not have a salary, either.
Special Ability (Civilian): The vigilante is a civilian and not a member of the military. Therefore, they have no weight in
commanding military forces, therefore cannot recruit a squad, issue orders, or requisition gear. If they are within a party with
military heroes, their presence exists at the pleasure of their comrades and they have no authority over said comrades.
However, their raw skill and attributes should make them a vital member of any team, and their advice and assistance should
be worthy of respect.
Special Ability (Scavenging): While the vigilante does not have a requisition value or a salary, they begin game with 3x the
normal amount of credits. In addition, as non-military personnel, they are not beholding to any laws involving collecting arms
from the battlefield. They can collect whatever treasures they want, keep them, sell them, or do whatever else they want with
what they scavenge from the battlefield with no fallout from any command line.
Description: War does not spare civilian centers and the innocent. Many common folks rise to fight the alien menace along with
the soldiers. The most exceptional civilian soldiers are known as vigilantes. Vigilantes possess no rank or part in the military
hierarchy but are heroic individuals that will not lay down and die without a fight. Militaries that are desperate or short staffed
will allow vigilantes to fight with them in combat, so long as they obey orders.
Spartan
Characteristic Points: 22
Ability Score: 5 Strength, 3 Instinct, 3 Agility, 5 Fortitude, 2 Intelligence, 3 Willpower
Bonus Talents: Jaded
Spartan Focus: Spartans have a unique mechanic known as Focus. Spartans gain focus by eliminating enemies and hyper
concentration. Spartans begin combat with no focus. They gain a focus the first time they reduce an enemy to 0 hit points in a
turn, or if they spend a full-round action channeling their focus. They can have a maximum of 3 focus points at a time.
Focus can be used on the Spartan’s turn to enact one of the following effects:
Using Spartan Focus requires no actions. Spartans only gain focus while within an encounter and lose all focus once
outside an encounter. They begin every encounter with 0 focus. A Spartan cannot gain a focus from an action that they spend a
focus on.
Giants Amongst Men: Spartans are literally larger than life, towering over other humans. Spartans are giant-sized characters. As
such they gain +2 toughness and +2 maximum strength and fortitude. They have 50 + 3x fortitude base hit points and gain 8+
fortitude hit points per rank of durability. They can use rifles with the Compact weapon trait as pistols, and thus use them in a
single hand with no penalty in melee.
Inhuman Resilience: Spartans can survive conditions far beyond ordinary beings. They gain advantage on all Endurance skill
checks. They can hold their breath three times longer than their fortitude would normally allow. They also suffer half damage
from poison, suffocation, and falling, rounded down.
Military Authority: Spartans are designed to be one-man (or woman) armies that do not rely on numbers to overcome their
foes. Therefore, Spartans do not gain squad points and cannot be apart of a unit. They possess a good requisition value to
determine their gear. Finally, Spartans can call in some support. They have an average command value, giving them command
points equal to their intelligence + ½ their ranks in the tactics skill.
MJOLNIR Armor Focus: All Spartans have a personal suit of MJOLNIR armor that they can use without having to purchase it
with requisition or salary. Their armor is like a second skin for them and they become more proficient with it as they become
more skilled in battle. The MJOLNIR armor of a spartan has a base damage resistance value of 10 but gains +1 per point of the
durability skill the spartan has. Similarly, the armor provides an energy shield of 30, +10 for every point of the defensive training
skill the spartan possesses. The shield has 5 shield armor, and regenerates 20 shield points per round after the user has not
been hit or damaged by an attack for at least 2 rounds.
Maximum Threat: Spartans are noteworthy threats. Every Spartan count as a High threat enemy, meaning they count as two
characters instead of 1 for determining experience. Therefore, a party of two Spartans would count as 4 characters for splitting
experience.
Description: Spartans are genetically engineered, and enhanced humans designed to be the greatest fighting force in the
galaxy. The SPARTAN program first gained prominence with the SPARTAN-II program, where infant children with exceptional
attributes were taken from their families and forced to undergo genetic enhancements and extreme training regiments. The
few that survived back humanity’s ultimate warriors as the war between humans and covenant began. Without the Spartans,
humanity would have been surely wiped out.
As the war went on, the process of creating Spartans became more effective, increasing the number of candidates
that could apply for Spartan transformation. The SPARTAN-III program expanded to include large numbers of war orphans, not
just ones who showed incredible traits. The SPARTAN-IV program, designed after the war, allowed full grown adults to undergo
the Spartan transformation. This project was frequently used for decorated soldiers and spies who wanted to dedicate their
lives towards protecting humanity. However, none of these later projects matched the exceptional, disciplined, and lethal
agents produced by the SPARTAN-II program.
Outside of their armor, Spartans appear identical to regular humans, except that they stand about a foot taller on
average. After the Human-Covenant war, most Spartans belong to a separate branch of the military known as Spartan
Command. With the ability to create Spartans from fully grown humans, Spartans are more common than ever. However, they
are still much rarer than human soldiers and an outfit is lucky to have one or more Spartans serving with them.
The rules listed here for playable Spartans is best used to describe third and fourth generation Spartans. They are
the most numerous generations and consist of most Spartans by the end of the Human-Covenant War. Players may inquire
about playing a first- or second-generation Spartan, however. If they do, there are a few guidelines to remember.
There are very few SPARTAN-IIs in service, especially after the end of the war. These Spartans would all be Epic
Heroic characters at a minimum level of 10 BEFORE the war began. They might even possess additional heroic traits that
would make them larger than life and extraordinary even amongst Spartans.
First generation Spartans were from an older program that pre-dated the usage of MJOLNIR armor and the full
regiment of genetic modification. These Spartans would follow the rules for humans, not Spartans. However, it should be
mentioned that survivors of this ancient program are even rarer than 2nd generation Spartans. They generally should not be
playable. If your GM decides they are, they should have the Inhuman Resilience trait to notate their genetic modification.
Artificial Intelligence
Characteristic Points: 12
Ability Score: 3 Instinct, 4 Intelligence, 2 Willpower
Brilliance: Artificial Intelligence are brilliant constructs with deductive and processing abilities beyond what most mortals can
match. They gain +3 maximum instinct, intelligence, and willpower. They also gain +3 maximum ranks in all skills.
Lack of a Body: AIs lack a physical body. They are intelligent, self-aware computer programs that have their own identity and
personality. They are transported through a data disk, which is inserted into objects so they can use its systems and interact
with them. The AI can only control systems that they are plugged into, unless their source has a connection to other networks,
including a link to wireless networks. In a Halo party, AIs are usually inserted into a party member’s armor or the controls of a
vehicle. If they are inserted into an ally’s armor, that character is known as the Host, and receives many benefits from the AI’s
abilities. If they are inserted into a vehicle, they can control the vehicle as if they were the pilot.
Because an AI lacks a physical body, they do not have a strength, agility, or fortitude ability score. They can gain
access to physical skills, such as athletics and endurance, but generally cannot make such skill checks. They can possess these
skills for special AI abilities. If they do make a skill check that uses strength, endurance, or agility, they add their instinct to
those ability scores instead of their normal statistics.
In addition, an AI lacks all following combat statistics: hit points, healing thresholds, damage threshold, defense
toughness, speed, shift speed, space, reach, and damage resistance. If the AI is controlling a host vehicle, it will use those
statistics for their own. AIs only destroyed if their host is completely destroyed, not just reduced to 0 hit points. For example, if
an AI is piloting a vehicle that explodes, they would be destroyed. If an AI is in the armor of a Spartan reduced to 0 hit points,
they are still alive. If that spartan is disintegrated, however, the AI would be destroyed as well.
While an AI does not possess a physical body, it does possess a very sharp mind. It still has a resolve, morale bonus,
and initiative score. Smart AI’s possess a personality and emotions and are thus susceptible to positive and negative morale like
any other character. However, it is very difficult to target an AI with combat influence, because they are invisible, and attackers
are often unaware of their presence.
Despite not having physical bodies, AIs still count as a participant in combat and experience is split with them as
normal.
No Specializations and Limited Actions: AIs do not gain specializations like other characters. Instead they gain AI abilities. They
also cannot use combat behaviors or combat augmentations unless they have an AI ability that specifically allows them to.
AI Abilities: Instead of the normal action economy shared with other races, Artificial Intelligences have a standard action and a
minor action to use every turn. They gain an additional standard action every turn on levels 10, 20, and 30. They gain an
additional minor action on levels 5, 15, and 25. Therefore, a level 20 AI would have 3 standard action and 3 minor actions.
In addition, AI’s gain abilities that they can use to support their allies in battle. They begin at level 1 with the Pilot and
Hack AI abilities along with 4 other abilities of their choice. They gain another ability on every level up. This does not require
spending characteristic points; it is automatic upon level up. Therefore, a level 5 AI character should choose 8 AI abilities in
addition to Pilot and Hack. See the next section for AI abilities.
Military Authority: AIs do not gain squad points and cannot be a part of a squad, unless their host is in a squad. They rely on
party members to transport them from place to place. They possess good requisition value to determine their gear. However,
they can only use their requisition to purchase vehicles. Finally, the AI can gain command authority if they chose the Tactical
Command AI ability. If they do, they have a good command value, giving them command points equal to their intelligence +
their ranks in the tactics skill.
Description: ‘Smart’ Artificial Intelligences are heuristic, self-aware programs that possess identity, the ability to learn, and a
personality. They are designed to run complex functions, anything from overseeing logistic operations to managing the systems
of a star cruiser or city. Smart AIs are some of the most brilliant and knowledgeable entities in the Halo Universe, as they
possess intellectual and processing abilities beyond what is possible for a mortal mind.
Unlike robots, such as forerunner constructs, AIs do not have a permanent physical body. Instead, they are
transported via data disks that contain their core heuristics. However, while they do not have a body, most Smart AI’s create a
digital avatar for themselves that they manifest via holographic projectors. An AI chooses its own avatar based on its mindset,
beliefs and personality.
Smart AI’s are intellectually superior and able to learn exponentially and apply free thought and creative to what they
learn. However, this is also their downfall. Over time, these intelligences learn so much and process so much information that
they start to burn out like a star. They lose control over their thoughts and emotions and begin to break down. This is known as
rampancy and signals the end of an AI’s life cycle. Rampancy usually sets in after about seven years of life. AIs that begin to go
rampant are retired and shut down before their instability can become a threat to others.
Player AIs are usually attachments to specialist or elite squads of soldiers, particularly Spartans. They can use their
intelligence to guide and advise soldiers while hacking enemy communications, bypassing security measures, and discerning
weaknesses in enemy ranks. They are valuable assistants to have with a combat unit and many wouldn’t know how to wage war
without such guidance.
Behavioral Study
Action Type: Minor
Requirements: Willpower 4/6/8, Influence 3/6/9
Rank 1: The AI spends a standard action analyzing the target’s behavior and speech patterns. Afterwards, either the AI or one
ally within 10 squares gains a +5 bonus on influence checks against the target for 1 minute. This can be used for combat
influence or ordinary, out of combat, persuasion.
Rank 2: The bonus increases to +10.
Rank 3: When a character utilizing this feature demoralizes a target, they deal 1 additional negative morale marker.
Coordinated Fire
Action Type: Standard
Requirements: Instinct 4/8/12, Ranged 4/8/12
Rank 1: The AI spends a standard action coordinating an ambush between their host and another ally. If both individuals are
flanking a single enemy, if one makes an attack against the target, their flanking partner can attack them as well out of
sequence. If the flanking partner is a unit, only the unit leader and his aids using the same weapon can make this free attack.
Rank 2: When the allies are flanking together, their attacks gain +3 accuracy and penetration.
Rank 3: When the allies are flanking together, the accuracy and penetration bonus increases to +6.
Cyber Fortress
Action Type: Minor
Requirements: Intelligence 4/8/12, Computers 3/6/9
Rank 1: When engaged in hacking combat, the AI can spend a standard action on their turn to empower their defenses. They
reduce all damage received against their core integrity and security wall by 3 every round they sustain this effect.
Rank 2: When this effect is sustained, the character also gains +3 to their computer defenses.
Rank 3: This effect is now permeant and does not need to be activated by spending an action.
Cycle Shields
Action Type: Minor
Requirements: Intelligence 4/6/8, Defensive Training 3/6/9
Rank 1: The AI spends an action to help the host recover their shields faster. This functions when inside a vehicle with shields or
while within a host soldier with personal shields. If the character regains shields on their next turn, they regain +20 shield
points. If the character does not recover shields on their turn, such as if they suffer a hit, then this has no effect. This can be
used multiple times per turn; the effects stack.
Rank 2: This benefit increases to +40 shield points.
Rank 3: This benefit further increases to +60 shield points.
Direct Attack
Action Type: Standard
Requirements: Instinct 4/6/8, Ranged 3/6/9
Rank 1: The AI takes a direct hand in aiding and guiding their host in battle. They point out a target and allow their host to
instantly attack them out of turn sequence. They host can use any form of attack they have readied but must attack the target
chosen by the AI. This can only be used once per turn.
Rank 2: The host gains an accuracy bonus on the attack roll equal to 1/2 the AI’s ranged skill.
Rank 3: The host can perform a shift action before or after the directed attack.
Encouragement
Action Type: Minor
Requirements: Willpower 4/6/8, Leadership 3/6/9
Rank 1: The AI has mastered the human art of encouragement and leadership and can now perform leadership combat
augmentations, including rally actions.
Rank 2: The AI can use rally actions on allies that are affected by their leadership combat augmentations, or are affected by
another character’s leadership, and can even rally units.
Rank 3: Allies that receive a morale point from this character’s rally actions gain temporary hit points equal to the AI’s
leadership. This does not affect minions within units.
Guiding Hand
Action Type: Standard
Requirements: Instinct 6/9/12, Intelligence 6/9/12
Rank 1: The AI is constantly supporting their allies with advice and guidance. By using this ability, the AI can make an assisted
skill check for every skill check an ally makes within 10 squares for the next round, except prowess skill checks and attack rolls.
Therefore, if an ally tries to make athletics check or perception check, the AI can assist those checks, giving a +2 bonus if they
succeed a DC 15 check of the same skill.
Rank 2: The bonus on the assisted check is equal to ½ the AI’s intelligence, rather than 2.
Rank 3: If the AI successfully assists in the skill check, the boosted character gains advantage on their check.
Hack
Action Type: Minor
Requirements: Intelligence 4/6/8
Rank 1: The AI can initiate a hack or perform a maneuver in a hacking encounter. They can use this ability multiple times in a
single turn, possibly making a flurry of attacks or defenses in a hacking conflict.
Rank 2: When involved in a hacking conflict, the AI adds ½ their instinct to their computer offense.
Rank 3: When the AI deals damage to the core integrity of a rival program, they gain access equal to ¼ of the damage that they
dealt.
Harden Shields
Action Type: Minor
Requirements: Willpower 4/6/8, Defensive Training 3/6/9
Rank 1: If the AI is piloting a vehicle with shields or is within a host soldier with personal shields, they can spend an action to
harden those barriers, giving +5 shield armor.
Rank 2: The bonus increases to +10 shield armor.
Rank 3: While the AI is with the host, they gain +50 maximum shield pool. This does not require an action and is a passive
benefit of having the Ai onboard.
Logistics
Action Type: Minor
Requirements: Intelligence 4/8/12
Rank 1: An AI can spend an action using tactical data and communication systems to ease the logistics of pushing command
call-down effects into action. When using this ability, all order call-down effects issued by any member of the party arrive 1
round sooner. If the duration is reduced to 0, they arrive at the start of the initiating character’s next turn. This can only be
done once per turn
Rank 2: In addition to reducing the execution time of all the party’s orders by 1 round, a single order has its execution time
reduced by 2 instead, chosen by the player when they make the action.
Rank 3: This ability reduces the execution time of all orders the party has called down by 2 rounds instead of 1.
Medical Scan
Action Type: Minor
Requirements: Intelligence 4/6/8, Medicine 3/6/9
Rank 1: The AI performs a medical scan on a wounded ally within 10 squares as a standard action. Anyone who performs first
aid on that target within the next turn gains +25 to their medicine check.
Rank 2: The bonus to medicine the AI provides increases to +50. In addition, if the ally naturally rolls a 12 or higher on their first
aid check, they also heal a crippling wound.
Rank 3: The bonus to medicine the AI provides increases to +75. In addition, if the ally naturally rolls a 16 or higher on their first
aid check, the healed ally does not spend a healing threshold.
Pilot
Action Type: Minor
Requirements: Instinct 3/6/8, Pilot 3/6/9
Rank 1: When inserted into the controls of a vehicle, the AI can pilot the vehicle as a full pilot. They must, however, meet the
training requirements of the vehicle to control it. They use instinct instead of agility to determine the vehicle’s defense. They
must spend a minor action each round to pilot and control the vehicle, and a standard action to fire each weapon system the
vehicle has. They can fire a built-in weapon system even if they were not normally controlled by the pilot, but by a gunner or
co-pilot.
Rank 2: The AI is a very effective pilot, and gains a bonus on vehicle defense, accuracy, and pilot skill checks equal to ½ their
intelligence.
Rank 3: The AI automatically succeeds pilot checks to perform maneuvers. In addition, their strategic piloting gives the vehicles
temporary hit points at the start of each turn equal to 2x the AI instinct.
Probability
Action Type: Standard
Requirements: Intelligence 6/10/14
Rank 1: The AI can run the odds and probability of different circumstances and dangers, giving advice to all allies within 10
squares. As usual, this is used as a standard action. Upon performing this action, the AI choses any skill and makes a DC 20 skill
check. If they succeed the skill check, all allies gain a bonus on checks using that skill equal to the amount the Ai surpassed the
DC of the check. For example, if the AI makes a piloting skill check and scores a 27, all allies within 10 squares gain +7 to pilot
checks until the start of their next turn. The AI can use this feature more than once in a round, each time they select a different
skill to boost.
Rank 2: The Probability power effects all allies within 20 squares.
Rank 3: Enhanced probability algorithms reduce the base DC to 15.
Repairs
Action Type: Minor
Requirements: Pilot 3/6/9, Science 3/6/9
Rank 1: When inserted into the controls of a vehicle, the AI make automated repairs on a vehicle of gargantuan-sized or smaller
if they have been inside the vehicle for 30 minutes or longer. Every round the AI performs this action, the vehicle recovers hit
points equal to 2x their science ranks.
Rank 2: The healing increases to 3x their science.
Rank 3: The healing increases to 4x their science.
Scan
Action Type: Minor
Requirements: Perception 3/6/9, Instinct 4/6/8
Rank 1: The Ai can spend a standard action to make a spotter action against all targets within 5x instinct squares.
Rank 2: The spotter action also locates secret doors, strange architecture, wireless networks, and hidden passages within the
range of effect.
Rank 3: The scan is a detector action instead of a spotter action.
Stabilize
Action Type: Minor
Requirements: Pilot 3/6/9, Science 3/6/9, Defensive Training 3/6/9
Rank 1: The AI knows how to manage subsystems in vehicles to maintain their structural integrity. By spending this action, the
AI choses 1 crippling wound location for the vehicle. The vehicle cannot suffer crippling wounds to that location while protected
and ignores the effects of all crippling wound points dealt to that location while being sustained. This action can only be done
once per round.
Rank 2: The AI can protect their vehicle from wounds dealt to two locations with a single action.
Rank 3: The Ai can protect their vehicle from wounds dealt to four locations with a single action.
Supplemental Tactics
Action Type: Minor
Requirements: Tactics 3/6/9
Rank 1: The AI can supplement their host or vehicle with additional tactics effects. They can make a tactics combat
augmentation and can apply it either to their host or vehicle they are controlling. If they place it on their host, these tactics are
in addition to any other tactic combat augmentations they applied to themselves. They do not stack with the host’s tactics. For
example, they cannot both apply Precision Aim.
Rank 2: The AI can apply two separate tactics effects onto themselves or their host.
Rank 3: The AI or host gains different benefits based on what tactics they have applied through this ability.
Combat Benefit
Augmentation
Precision Aim Attack penetration equal to accuracy bonus
Defensive Stance +5 to acrobatics tests to evade
Fast March +1 shift speed
Long Shot Reduces range penalties to -2 per past increment
Hardiness +5 toughness
Tactical Command
Action Type: Minor
Requirements: Instinct 4/6/8, Ranged 3/6/9, Tactics 3/6/9
Rank 1: The AI can spend an action to make command orders, based on their own tactical clearance and command points.
Rank 2: Whenever they issue an order, the Ai gains +5 to their tactics checks to place the order. The artillery strikes they order
gain +2 accuracy.
Rank 3: Whenever the AI orders a command call-down, the execution time is half the normal wait time.
Tactical Guidance
Action Type: Standard
Requirements: Ranged 3/6/9, Defensive Training 3/6/9, Tactics 3/6/9
Rank 1: The AI can spend an action to actively support the combat actions of nearby allies. They can only use Tactical Guidance
once per round. When they do, all allies within 10 squares gains +2 accuracy, defense, and tactics.
Rank 2: This ability empowers to a +3 bonus, effecting allies within 15 squares.
Rank 3: This ability empowers to a +4 bonus, effecting allies within 20 squares.
Targeted Strike
Action Type: Minor
Requirements: Ranged 3/6/9, Tactics 3/6/9
Rank 1: The AI can spend an action to calibrate incoming artillery strikes. When they use this ability, they chose 1 allied artillery
strike that will arrive in the next round. That artillery strike gains bonus accuracy equal to the AI’s ranged skill. This can only be
applied once to an artillery strike.
Rank 2: The bonus accuracy increases to ranged skill +2.
Rank 3: The bonus accuracy increases to ranged skill +5.
Vigor
Action Type: Minor
Requirements: Medicine 3/6/9, Survival 3/6/9
Rank 1: If the AI’s host is a spartan, they can use the suit’s systems and their own medical knowledge as a standard action to
give the Spartan extra life from the Spartan ferocity ability. When the Spartan recovers life via Spartan Ferocity, they regain
extra hit points equal to 2x the AI’s medicine score.
Rank 2: The bonus increases to 4x the AI’s medicine score.
Rank 3: Regaining health from Spartan Ferocity does not use up a healing threshold.
Specializations
Aerial Vehicle Expert Theme
Theme Skill Focuses: Defensive Training, Pilot, Ranged
Aerial vehicles are an important part of warfare. Tactical fighters obstruct air space, bombers strike at ground targets,
and transports bring in troops and reinforcements. Training in aircraft allows a pilot to affect a battlefield in new ways. Skilled
aircraft pilots can obtain aerial superiority and cut off enemy support for ground troops or target distant targets out of sight of
terrestrial forces.
Brawler Theme
Theme Skill Focuses: Athletics, Durability, Melee
Brawlers eschew the tactics and precision of ranged combat to engage close with their foes and beat them senseless
with fists, bayonets, or bashes. Brawlers rely heavily on adrenaline and fervor in battle, as getting close exposes them to direct
fire. However, must combatants are unprepared for a burly warrior to come close and beat them to death in contemporary
warfare.
Dual-Wielding Theme
Theme Skill Focuses: Acrobatics, Melee, Ranged
Dual-wielding is a common combat style for larger warriors, such as elites and spartans. They focus on maximum
offense by using two weapons, such as a plasma rifles, submachine guns, or pistols. While this fighting style takes great
practice, it can be incredibly effective in the hands of a master.
Guardian Theme
Theme Skill Focuses: Defense Training, Durability, Endurance
Guardians believe in the greater good and art of sacrifice. They fight to protect their brothers in arms from harm.
Most guardians will gladly step in the way of a bullet if it spared their kin pain. Some due it as loyalty to their comrades, while
others believe in self-sacrifice as a higher calling to their species.
Gunner Theme
Theme Skill Focuses: Perception, Ranged, Tactics
Automatic gunners specialize in use maximum firepower from their automatic weapons. They are the experts at using
weapons to clear out large numbers of enemies. They make every bullet count, and ensure they are always firing a lot of
bullets!
Intellectual Theme
Theme Skill Focuses: Computers, Medicine, Science
Battlefields are usually no place for those with an academic disposition. However, war time demands compromise.
Intellectuals are pulled to battle to contribute scientific prowess to the battlefield operations. Intellectuals mend the wounds of
the fallen, interact with ancient Forerunner technology, and bypass enemy security systems. Their intelligence gives their
martial allies new avenues to approach their battles.
Leader Theme
Theme Skill Focuses: Leadership, Medicine, Tactics
Leaders know that strength comes from a cohesive group, not one lone wolf. Leaders focus on leader squads of
combined units to ultimate effectiveness. Trained leaders keep their squads alive and performing. Their raw leadership means
many others will volunteer to serve in their divisions.
Medic Theme
Theme Skill Focuses: Defensive Training, Medicine, Ranged
Medics are an important part of war. They save lives and keep soldiers in battle. Without medics, most soldiers
wounded soldiers would not survive the battle. Medics follow their squads into battle, pulling wounded soldiers from the front
line and making sure they live to fight again.
Negotiator Theme
Theme Skill Focuses: Influence, Medicine, Mental Training
Negotiators find a place in the Halo battlefield by talking down, demoralizing, and offering their enemy terms of
surrender. Negotiators are useful to have around when the enemy has necessary information that they might not be willing to
give without a fight. These battlefield diplomats can organize a surrender and still have to skills to coax information from
uncooperative opponents.
Scout Theme
Theme Skill Focuses: Acrobatics, Defensive Training, Stealth
Scouts and spies use stealth and infiltration to sneak behind enemy ranks and gather intelligence. They are trained to
go long periods of time without being detected and work very well on their own. Scouts gather intelligence, prepare ambushes,
assassinate enemy commanders, and coordinate tactical strikes with distant artillery units.
Skirmisher Theme
Theme Skill Focuses: Acrobatics, Defensive Training, Ranged
Skirmishers avoid fighting in large units and blocks of troops, and instead prefer to outmaneuver and ambush their
foes. Skirmishers are constantly moving to confuse the fire of their opponents. These individuals serve well as scouts, assassins,
spies, and convoy ambushers.
Sniper Theme
Theme Skill Focuses: Perception, Ranged, Stealth
Snipers are precision killers that wait in distant locations and pick off exposed pray with long rifle shots. Snipers prefer
to attack from long range with high powered weapons and try to sow chaos and panic amongst enemy ranks while they take
down one foe after another.
Survivalist Theme
Theme Skill Focuses: Durability, Endurance, Survival
Survivalist have a knack for staying alive no matter what the universe throws at them. They are tough and resilient,
and frequently have a large collection of scars to prove their toughness. They are ideal soldiers, as they keep fighting even
when their allies fall and their squad is routed.
Veteran Theme
Theme Skill Focuses: Defense Training, Mental Training, Tactics
Veterans are pure bred warriors who feel most alive on the battlefield. Most veterans come from a military
upbringing and embrace their first fights with the practice of a venerable warrior. True veterans enter battle like it is an artform
and their weapons are an extension of their being.
Ability Scores
The character can spend 3 characteristic points to increase any ability score by 1.
Talents
The character can spend 2 characteristic points to gain a talent. Unlike the bonus talents gained from specializations
and backgrounds, the character must meet the requirements of the talent.
Skill Points
A character can spend 1 characteristic point to gain a number of skill ranks equal to 2 + one-half their Intelligence.
These skill points can be distributed amongst any or all the player’s skills. Therefore, they can all be placed in one skill or split
amongst different skills, as long as the character spends all of their acquired skill points. The skill ranks may not bypass their
maximum rank values, which are limited by the character’s level and skill focuses. Unlike characteristic points, purchased skills
cannot be ‘banked’ and saved for later. Once you spend a characteristic point to gain skills, you spend those skill points or lose
them.
If you increase your intelligence, you gain more skills ranks based on how many characteristic points you have spent
on skills in the past. Therefore, you should always have 2+ ½ your intelligence skill points for every skill purchase ever made.
Finishing Details
After spending the last of the character’s characteristic points, all that remains is to calculate the numbers and values.
Players should have in mind what gear they are likely to requisition once they go on a mission and have those statistic
precalculated. Once everything is finished, the player will have a completed character. Now the player should start to think
about what type of backstory and personality the character will have. The choices made in character creation should give a
good framework for what type of person the character is.
Starting Credits
1st level characters start with 2,000 credits. This is not requisition, this is the character’s personal money. They can
use this to buy their own permeant equipment. Personal equipment can be used no matter the circumstance, even outside of a
mission or when acting independently. Look to the Equipment rules chapter for the difference between requisition and salary.
If a player is allowed to begin play with a higher level, the character begins play with a higher amount of credits.
Multiply the starting credits (2,000) by the level they are starting at. Therefore, a level 10 character begins with 20,000 credits.
All characters automatically start with clothing, basic miscellaneous accessories of a personal nature, an equipment
belt, and a backpack.
Leveling Up Characters
When characters meet the prerequisite experience to level up, they gain a level. Upon gaining a new level, follow
these simple guidelines to determine what increases on a character.
-The character gains 4 characteristic points plus any bonus characteristic points they gain for their character tier.
These characteristic points can be spent on increasing skills, ability scores, or talents.
-A character’s maximum ability score and skill values might increase based on level. Use the following table for
guidelines on what the maximum values are at each level.
Healing Threshold
5 + ½ Fortitude
Damage Threshold
16 + their Durability skill + Fortitude + size Bonus
Melee Accuracy
Melee skill + their weapon’s accuracy bonus
Ranged Accuracy
Ranged skill + their weapon’s accuracy bonus
Weapon Damage
Base Weapon Damage + Additional Weapon Power Ratings based on talents and weapon tier (also adds attack
overages to damage, limited by Strength for melee and Instinct for ranged, see Encounter Rules)
Defense
10 + Defensive Training skill + Agility + their armor’s defense penalty + size bonus or penalty
Toughness
10 + Defensive Training skill + Strength + size bonus or penalty
Resolve
10 + Mental Training skill + Willpower
Morale Bonus
½ their Mental Training + ½ Willpower
Damage Resistance
One-half Fortitude + Armor Bonus
Psionic Resistance
3 x Willpower + Psi Level + one-half their Mental Training
Move Speed
4 + one half Agility
Shift Speed
1 + one per 5 agility
Initiative
Instinct OR ranks in Tactics skill
The economy in Halo is based around credits, uniform markers of currency. Different cultures use different minted
forms of currency, but the principle and general value remains the same. Players may gain personal currency through their
adventures, but most often they deal with requisition, an allowance of credits worth of equipment that they can purchase gear
with. Requisition is an allowance by the hero’s employer, usually the military body that they serve.
The following are the main types of gear that players will work with:
Weapons are offensive equipment used to deal damage to the enemy. Weapons include rifles, pistols, grenades, land
mines, knives, fists, and swords.
Armor is the protection a hero wears to prevent them from falling in battle. In addition to defense, armor provides a
number of additional features, such as communications, special systems, and a visual display.
Gear are miscellaneous items that supplement a soldier in or outside battle. Gear includes medipacks, grappling
hooks, flashlights, communicators, and drugs.
Upgrades are modifications that can be applied to weapons and armor to improve their functionality. Weapon
upgrades include scopes, secondary weapons, and improving the firepower. Armor upgrades include additional plating,
thrusters, advanced HUD, and tactical benefits.
This chapter details all the standard issue equipment that can be requisitioned by a UNSC soldier. For the full rules on
how equipment and requisition functions, see the Halo Core Rulebook.
Item Traits
Most weapons, armor, upgrades, and ammunition have special traits that determine their advantages and
disadvantages to use. This section lists many of the most common weapon and armor traits.
Flash
Description: This weapon can blind a character within the
burst. This trait applies on a successful weapon attack
versus toughness. If the weapon hits, struck targets are
Hidden Piercing
Description: These explosives can be hidden in areas of Description: This weapon ignores all damage resistance.
soft terrain (such as sand) or areas of difficult terrain. The
character planting these explosives makes an Intelligence Planted Explosive
check +15, which becomes the DC for the perception Description: This weapon is planted ahead of time by the
check to see it. user, requiring a full-round action. When it explodes, it
makes its own attack roll, rather than using the skills of the
Land Mine character.
Description: If a character steps on the square where a
land mine is set, it explodes. Projectile
Description: When missing a target with this weapon, roll
Line (X) a d20. On a 1-10, it hits the ground in the target’s square
Description: When this weapon is fired, it affects all and explodes there, counting as a miss but still indirectly
targets in a line that is 1 square wide and a number of hitting the target (dealing half damage). One a 11-20, the
squares long equal to the traits value. The attack makes a projectile flies past the target, not doing any damage.
single attack roll against every target in the area. Even if
the attack misses, the target(s) still take half damage. Radiation Shielding
Description: The wearer of this armor is immune to the
Long Reload penalties and damage dealt by radiation.
Description: This weapon takes a move action and a minor
action to reload. Recoil
Description: Attacks with this weapon suffer a -1 penalty if
Missile the character attacked with the weapon in the previous
Description: This weapon cannot be used to target a round. This penalty is cumulative for all rounds the
creature or a square within medium range, only areas at character attacked in a row.
long range or longer. In addition, the user must perform
expend a target locate to attack with this weapon. Finally,
when missing a target with this weapon, roll a d20. On a 1- Rending (X)
10, it hits the ground in the target’s square and explodes Description: A weapon with this trait has a base rending
there, counting as a miss but still indirectly hitting the value equal to the value next to this trait. Rending reduces
target. On a 11-20, or automatically if it is an airborne their target’s damage threshold against the attack. In
target, the rocket keeps going, making the same attack at some occasions, this weapon will only apply against
the next target in line at -2 penalty. It continues to make Biological targets or Constructs. If this is the case, it will be
attacks against targets until it strikes a target, the ground, noted in the weapon’s value.
terrain, or flies off harmlessly.
Rocket
Overheat Description: When missing a target with this weapon, roll
Description: If this weapon is fired two or more turns in a a d20. On a 1-10, it hits the ground in the target’s square
row, roll a d20 after attacking with the weapon. On a 14+ and explodes there, counting as a miss but still indirectly
the weapon overheats and cannot be fired on the next hitting the target (dealing half damage). One a 11-20, or
turn. automatically if it is an airborne target, the rocket keeps
going, making the same attack at the next target in line at -
2 penalty. It continues to make attacks against targets
Oxygen Supply until it strikes a target, the ground, terrain, or flies off
Description: This armor supplies oxygen to its user. It has 1
harmlessly.
hour of oxygen stored within the armor, that can be
refilled at air stations or exposure to fresh oxygen.
Scope
Description: When aiming, this weapon gains a +3
Penetration (X) accuracy bonus instead of +2. Also, while aiming with the
Description: A weapon with this trait has a base
scope, the attacker’s maximum attack overage is double
penetration value equal to the value next to this trait. In
their Instinct as long as they are only firing a single shot.
some occasions, this weapon will only apply against
These bonuses do not function on an action move. Finally,
Biological targets or Constructs. If this is the case, it will be
the scope can be used as a standard action to perform
noted in the weapon’s value.
spotter action.
Smashing
Description: This weapon gains a point of penetration for
every 3 points of the wielder’s Strength. Twin-linked
Description: This weapon has an additional barrel, and
Smoke whenever the trigger is pulled, a projectile is launched
Description: When fired at a target area, the region is from both barrels. Whenever the user makes an attack, an
filled with thick, clogging smoke. All creatures and additional shot is fired at that target. As long as the
characters within the smoke cloud gain total concealment character does not aim on their turn, a twin-linked
from attacks outside the cloud. However, all living targets weapon gains the Hailfire (1) special rule. The weapon
without environmentally sealed armor must hold their uses twice as much ammunition for each attack.
breath while within the cloud or begin to suffocate. The
cloud disperses after 3 rounds, or after 2 rounds if there is
a heavy wind. Unarmed
Description: This is an attack with the body of the
Spread character such as a kick or punch. Unarmed weapons
Description: When fired against adjacent targets, this benefit from any talent that increases unarmed
weapon gains the Hailfire (3) weapon trait. When fired at effectiveness. Furthermore, a character is always
short range, the weapon gains the Hailfire (2) weapon considered to be armed with an unarmed weapon, and
trait. When fired at medium range, the weapon gains the they can dual-wield using unarmed as a secondary attack
Hailfire (1) weapon trait. even if the primary attack is also unarmed. This has all of
the normal penalties for dual-wielding attack.
Target Lock
Description: This weapon can lock onto enemy vehicles Unstable Explosion
and guide its projectile towards the target. Performing a Description: When the character rolls a jam or dud on an
target lock is a move action. You must be able to see the attack roll with this weapon, it explodes prematurely. The
target in order to target lock them. If you attack the target blast is centered on the character. When the character
in the same round you perform a target lock, the attack rolls a natural 1 on an attack roll with this weapon, it has
gains +10 accuracy and ignores concealment. The weapon double the area effect.
can only achieve target locks on vehicles, robots, and
other automated or mechanical beings. Unstoppable
Description: If the weapon or ammunition’s penetration
Throwing fully surpasses the damage resistance of the target, the
Description: This weapon can be thrown as a ranged projectile continues on and hits the next target in the line.
weapon with the attack made at short range. If thrown, The weapon’s penetration against the next target is how
the weapon lands in the square of the target, hit or miss. much was not used against the previous target. The
projectile continues until it does not fully bypass a target’s
Timed Explosion damage resistance or until it reaches the maximum of its
Description: This weapon has a set time delay and does range.
not explode until the timer expires. It can be as little as a
round later or as much as an hour later. Versatile
Description: This weapon can be used in either one or two
Triple-linked hands. If used in two hands, the weapon’s base damage
Description: This weapon has two additional barrels, and increases by two power ratings.
whenever the trigger is pulled, a projectile is launched
from all three barrels. Whenever the user makes an attack, Very Cumbersome
two extra shots are fired at that target. As long as the Description: Very Cumbersome armor gives the wearing
character does not aim on their turn, a triple-linked character a -3 penalty to athletics, acrobatics, and stealth
weapon gains the Hailfire (2) special rule. The weapon checks.
uses three times as much ammunition for each attack.
UNSC Weapons
Soldiers need weapons to fight their enemies with. This section details the most commonly requisitioned or famous
weapons in the UNSC marine corps.
Cost
The cost is how many credits a weapon costs to requisition or purchase.
Accuracy
The weapon’s accuracy modifies the user’s relevant prowess skill to determine the to hit bonus of the weapon. For
example, if you are firing a pistol with a +1 accuracy bonus while you have a ranged skill of 5, your base accuracy would be +6.
Damage
This is the base damage the weapon deals. It is modified by the attack overages the user gets on their attacks (see
Encounter Rules in the Core Rulebook). The damage dealt is reduced by the target’s damage resistance. If the weapon has the
Penetration weapon trait, than their damage resistance is reduced by the penetration before it reduces damage.
Rate of Fire
Rate of Fire, or RoF, is how fast the weapon fires, how many strikes the user gets with it, and what special attack
options are useable with it. Additional strikes give a +4 bonus on the accuracy for every strike beyond the 1st. The exact number
of strikes made with this weapon is determined by the character’s Agility and weapon’s speed, as seen below.
See the Encounter Rules chapter for the details of different automatic fire methods.
Range
The range is how far the weapon can shoot without penalty. Exact numerical values covered by ranges is noted in the
Encounter Rules chapter but are repeated here.
Shots
The shots are how many times this weapon can be fired before it needs to reload. Shots also shows what type of
ammunition the weapon uses.
Power Rating
A weapon’s power rating is how quickly it’s damage scales. Many factors will increase a weapon’s damage by its
power rating, such as the Weapon Mastery talent or weapon upgrades. If you add any power ratings to a weapon’s damage,
increase the base damage of the weapon by that power rating. Multiple power ratings are cumulative.
Pistols
Pistols are basic one-handed ranged projectile weapons. They are standard side-arms for when combat rifles are out
of ammo or no longer usable. Any pistol class weapon can be used to make a Pistol Whip attack in close combat. Pistol weapons
take no penalty to being used while the wielder is in close combat with an enemy. Pistols use the Ranged skill to determine
their accuracy.
Heavy Handgun
One-handed Pistol
Base Cost: 1,000 credits
Damage: 18 Accuracy: +1
RoF: Fast Range: Medium
Shots: 12 HP Rounds Power Rating: +3 Weight: 0.5 lbs.
Special Traits: Fast Reload
Description: The heavy handgun is a civilian model of handgun designed for those who want to kill or intimidate. While most
UNSC forces prefer the magnum handgun, the heavy handgun still has some users who prize its high rate of fire.
Magnum Handgun
One-handed Pistol
Base Cost: 2,000 credits
Damage: 20 Accuracy: +1
RoF: Average Range: Medium
Shots: 12 MP Rounds Power Rating: +3 Weight: 1 lbs.
Special Traits: Penetration (2)
Description: The M6 pistol is the mainstay side arm of the UNSC. With considerable firepower for such a small weapon, this
weapon is effective even against armored opponents. The weapon has such considerable power that even Spartans are known
to carry at least one as a sidearm.
Sporting Handgun
One-handed Pistol
Base Cost: 500 credits
Damage: 16 Accuracy: +1
RoF: Fast Range: Short
Shots: 15 LP Rounds Power Rating: +3 Weight: 0.5 lbs.
Special Traits: Fast Reload, Concealable
Description: The sporting handgun is a civilian model designed for personnel protection. It is ineffective compared to military
based firepower, but it is commonly available. It’s one noteworthy trait is that it is small and easily concealable, making it
popular with those who want to smuggle a weapon into a secure area.
Rifles
Rifles include most two-handed ranged weapons, but beyond that they vary greatly. The rifles category includes
sniper rifles, shotguns, assault rifles, and submachine guns. Any rifle class weapon can be used to make a Rifle Butt attack in
close combat. Rifles suffer a -5 accuracy penalty when used while the user is adjacent to an enemy. Rifles use the Ranged skill
to determine their accuracy.
Assault Rifle
Two-handed Rifle
Base Cost: 3,000 credits
Damage: 18 Accuracy: +1
RoF: Automatic Range: Medium
Shots: 36 AR Rounds Power Rating: +3 Weight: 7 lbs.
Special Traits: Ammunition Display
Description: The MA5D Assault Rifle is the assault weapon of the marine corps. This weapon is a gas-operated automatic rifle
fed with a magazine with a built-in ammunition indicator. In addition to its combat effectiveness, it is prized for its rugged
design and hardy manufacture.
Battle Rifle
Two-handed Rifle
Base Cost: 3,500 credits
Damage: 18 Accuracy: +1
RoF: Average Range: Long
Shots: 36 BR Rounds Power Rating: +3 Weight: 3 lbs.
Special Traits: Burst Fire, Scope
Description: The BR55 Battle Rifle is a common UNSC weapon prized for its flexibility and range. Equipped with a scope, the
battle rifle fires in 3 round bursts every time they trigger is squeezed, allowing it deal lethal, precision damage. This weapon is a
solid, all-around choice for marines in the UNSC.
Combat Shotgun
Two-handed Rifle
Base Cost: 5,000 credits
Damage: 18 Accuracy: +0
RoF: Average Range: Short
Shots: 12 Shells Power Rating: +3 Weight: 6 lbs.
Special Traits: Spread, Close Quarters, Gradual Reload
Description: The M90 CAWS shotgun is a powerful, close ranged weapon system specializing in indoor combat. Like all
shotguns, they release a spread of tiny shots with every shell fired. This allows the weapon to deal considerable damage to
close targets, whom are hit by more pellets. The weapon is pump action and must have new ammunition hand fed, making it
slow to reload.
Grenade Launcher
Two-handed Rifle
Base Cost: 10,000 credits
Damage: 40 Accuracy: +1
RoF: Slow Range: Medium
Shots: 1 grenade Power Rating: +5 Weight: 8 lbs.
Special Traits: Penetration (5), Burst (2), Grenade, Delay, Long Reload
Description: The M319 grenade launcher fires 40mm grenades at long range. The grenade launcher is significantly more
accurate and longer range than simply heaving grenades, and it makes a solid assault weapon and way to force enemies out of
cover or breaks ranks. It only contains a single grenade at once and needs to be reloaded between each shot, so it is typically
fired once before switching to a secondary weapon.
Railgun
Two-handed Rifle
Base Cost: 30,000 credits
Damage: 40 Accuracy: +3
RoF: Slow Range: Medium
Shots: 1 Rail Slug Power Rating: +5 Weight: 33 lbs.
Special Traits: Penetration (20), Burst (1), Charge Time (2), Projectile
Description: The ARC-920 railgun is a result of scientific breakthroughs at the end of the Human-Covenant War. The revelations
in electromagnetic launching systems produced a weapon that can fire charged projectiles without the massive mass of a MAC
cannon. The weapon uses parallel conducting rails to accelerate high explosive rounds and hurl them with incredible precision
towards a target. In addition to their power, these rounds explode in a small burst that makes them effective against closely
packed squads.
Sniper Rifle
Two-handed Rifle
Base Cost: 12,000 credits
Damage: 40 Accuracy: +2
RoF: Slow Range: Distant
Shots: 4 SR Rounds Power Rating: +5 Weight: 34 lbs.
Special Traits: Penetration (6), Rending (2), Digital Scope
Description: The SR99 Anti-Material rifle is a powerful, extremely high powered and accuracy weapon designed to quickly
eliminate vital targets and is even effective against light vehicles. It is the most powerful small arms weapon in the UNSC
arsenal and popular with Spartans that provide sniper support for the rest of their unit.
Submachine Gun
Two-handed Rifle
Base Cost: 3,000 credits
Damage: 18 Accuracy: +1
RoF: Automatic Range: Short
Shots: 60 Caseless Rounds Power Rating: +3 Weight: 2 lbs.
Special Traits: Compact, Fast Reload
Description: The M7/Caseless Submachine Gun is a personal defense weapon commonly used by UNSC forces. Marines use
them as a versatile close-range automatic weapon, while pilots and naval forces use them for personal defense in case they are
caught out in the open or their ships are boarded. Spartans, taking advantage of their size, dual-wield the weapons with one in
each hand. Helljumpers and ONI Operatives often mount suppressors on their weapons, to maximize their effectiveness in
stealth operations.
Tactical Shotgun
Two-handed Rifle
Base Cost: 6,000 credits
Damage: 21 Accuracy: +0
RoF: Average Range: Medium
Shots: 6 Shells Power Rating: +3 Weight: 7 lbs.
Special Traits: Spread, Close Quarters, Gradual Reload, Recoil
Description: The M45 Tactical Shotgun is a shotgun variant that has improved firepower and longer projected range. It is a vital
weapon for quickly eliminating high threat targets in ship combat, such as elites or brutes. The downside is the weapon only
carries 6 shells and has a noticeable recoil, making it difficult to use in prolonged engagements.
Heavy Weapon
Heavy weapons include some of the largest and most powerful portable weaponry such as heavy machine guns,
flamethrowers, and rocket launchers. Due to the size and encumbrance of these weapons, they cannot be used to make melee
attacks, nor can they be use in one hand. Heavy weapons suffer a -10 penalty when used in melee. Many heavy weapons have
the Heavy trait, slowing the user down and requiring them to not move to use. Heavy Weapons use the Ranged skill to
determine their accuracy.
Flamethrower
Two-handed Heavy Weapon
Base Cost: 30,000 credits
Damage: 24 Accuracy: +0
RoF: Fast Range: Cone (6)
Shots: 20 fuel Power Rating: +3 Weight: 100 lbs.
Special Traits: Penetration (2), Cone (6), Hailfire (1), Flames, Close Quarters, Heavy, Overheat, Energy Damage
Description: The M7057 Flamethrower is an incredibly powerful and heavy weapon that fires a curtain of destructive flames in
a cone away from it. This devastating weapon is uncannily lethal, able to vaporize entire squads in gouts of destructive flame.
Those that survive quickly burn to death. The flamethrower does have the downside of being incredibly heavy and hard to use.
Rocket Launcher
Two-handed Heavy Weapon
Base Cost: 25,000 credits
Damage: 40 Accuracy: +0
RoF: Slow Range: Distant
Shots: 2 Anti-Armor Rockets Power Rating: +5 Weight: 25 lbs.
Special Traits: Penetration (20), Burst (1), Digital Scope, Target Lock, Rocket, Extremely Long Reload
Description: The M41 Rocket Launcher is a surface to air ordinance weapon designed to take out aircraft. Capable of placing
target locks on enemy aircraft and firing a missile designed to pierce heavy armor, this weapon is the marine’s answer to
banshee and phantom covenant aircraft. This weapon is ungainly to use against infantry and slow to reload, making it primarily
useful against enemy vehicles.
Spartan Laser
Two-handed Heavy Weapon
Base Cost: 75,000 credits
Damage: 60 Accuracy: +6
RoF: Slow Range: Medium
Shots: 5 SP Cells Power Rating: +10 Weight: 42 lbs.
Special Traits: Penetration (50), Unstoppable, Charge Time (4)
Description: The M6 G/GNR ‘Spartan Laser’ is the ultimate personnel anti-vehicle weapon. After it charges, this weapon can
punch clear through a tank in a single shot and still pass through to strike the targets behind it. This weapon is very rare and
exclusive, and is usually carried by Spartans, hence the name. It is a purely energy weapon and relies on specialty battery cells
instead of projectile ammunition.
~Magnum Pistol
Explosives
Explosives are hand-carried, placed, or thrown consumable explosives. While these weapons are amongst the most
dangerous, they are also the most unstable and unpredictable. When an explosive is used, it is consumed with the attack.
Therefore, all explosives are one-use items. Be sure to bring extras! Explosives use the Ranged skill to determine their accuracy,
except for planted explosives, which use their own built-in accuracy.
Breaching Charge
Planted Explosive
Base Cost: 1,000 credits
Damage: 60 Accuracy: 1d20+8
RoF: Planted Range: Planted
Shots: 1 (Consumable) Power Rating: +10 Weight: 1 lb.
Special Traits: Burst (1), Timed Explosion, Piercing, Planted Explosive, Destructible
Description: Breaching Charges are used for penetrating bulkheads and fortress walls. Working as a timed explosion, the
breaching charge explodes when directed, causing a powerful yet directed explosion that breaches surfaces regardless of their
thickness.
Demolition Charge
Thrown or Planted Explosive
Base Cost: 2,000 credits
Damage: 70 Accuracy: -2 or 1d20+12 when planted
RoF: Thrown Range: Short or Planted
Shots: 1 (Consumable) Power Rating: +10 Weight: 1 lb.
Special Traits: Burst (4), Penetration (10), Unstable Explosion, Destructible, Timed Explosive
Description: Demolition Charges are planted or thrown charges that were intended to be used to destroy defenses and
fortifications such as guard towers. Either thrown or planted in place, these charges are known to be unpredictable and utterly
destructive, and in untrained hands, they often explode prematurely, taking their user with them.
Flash Grenade
Thrown Explosive
Base Cost: 250 credits
Damage: NA Accuracy: -2
RoF: Thrown Range: Short
Shots: 1 (Consumable) Power Rating: NA Weight: 0.5 lbs.
Special Traits: Burst (2), Flash, Grenade, Delay
Description: The flash grenade, rather than dealing damage, blasts all targets within its area with a blast of sound and light. The
result is a blinded and unaware opponent. This makes the flash grenade ideal for breaking enemy lines, as a blinded enemy
cannot effectively fight back. Even if an opponent is only somewhat affected by the blast, the disorienting effect can very well
lead to their death.
Fragmentation Grenade
Thrown Explosive
Base Cost: 500 credits
Damage: 40 Accuracy: -2
RoF: Thrown Range: Short
Shots: 1 (Consumable) Power Rating: +5 Weight: 0.5 lbs.
Special Traits: Burst (2), Penetration (5), Grenade, Delay
Description: The infamous frag grenade is the primary explosive of the UNSC. Tossed behind cover or into groups of enemies, it
can do substantial damaged to entrenched forces or tight clusters of enemies. Every marine entering into combat makes sure to
carry at least 1 or 2 fragmentation grenades on them at all times.
Land Mine
Planted Explosive
Base Cost: 500 credits
Damage: 40 Accuracy: 1d20+8
RoF: Planted Range: Planted
Shots: 1 (Consumable) Power Rating: +5 Weight: 0.5 lbs.
Special Traits: Burst (2), Penetration (5), Land Mine, Planted Explosive, Destructible, Hidden
Description: The land mine is a planted explosive that is hidden from sight, waiting for a hapless victim to trigger it and be
blown to pieces. Mines are generally planted in massive bunches, creating minefields that are all but impossible to traverse
safely. While taking some preparation, the surprise nature of these weapons makes them one of the hardest explosives to
survive encountering.
Smoke Grenade
Thrown Explosive
Base Cost: 100 credits
Damage: NA Accuracy: -2
RoF: Thrown Range: Short
Shots: 1 (Consumable) Power Rating: NA Weight: 0.5lbs
Special Traits: Burst (3), Smoke, Grenade, Delay
Description: Smoke Grenades are invaluable tools used to cover an area with thick smoke, making attacks difficult and
breathing hazardous for those within. They are often used to scatter enemies out of cover, or as a defensive screening to
protect retreating allies.
Melee
While melee combat has waned in the far future, when war goes to hell many soldiers will resort to their fists,
bayonets, and combat knives. Melee weapons require enemies to be within your melee reach and generally do not use
ammunition or limited number of strikes before expiring. All human characters have an Unarmed attack that they can always
make. All Spartan characters have a Spartan Unarmed attack they can make. Melee weapons use the Melee skill to determine
their accuracy.
Combat Blade
Two-handed Melee Weapon
Base Cost: 750 credits
Damage: 20 Accuracy: +1
RoF: Fast Range: Melee
Shots: NA Power Rating: +4 Weight: 4 lbs.
Special Traits: Compact, Defensive
Description: The combat blade is a close quarters weapon used by skilled soldiers. Most often, combat blades are used by
Spartans who want a more-size appropriate weapon to replace their combat knife for executing foes. Occasionally, they will be
kept by humans who want a substantial blade for dueling the enemy in close quarters combat.
Combat Knife
One-handed Melee Weapon
Base Cost: 100 credits
Damage: 10 Accuracy: +1
RoF: Fast Range: Melee or Thrown
Shots: NA Power Rating: +3 Weight: 0.5 lbs.
Special Traits: Throwing
Description: A typical last-resort close combat weapon, the combat knife is a small but dangerous blade instrument. While not
ideal in heavy warfare, in close quarters having a knife can make the difference between life and death. The weapon is very
versatile, able to hack, stab, or be thrown, and in the hands of a knife master, it can indeed be all someone ever needs.
Pistol Whip
One-handed Melee Weapon
Base Cost: NA
Damage: 13 Accuracy: -2
RoF: Average Range: Melee
Shots: NA Power Rating: +3 Weight: NA
Special Traits: None
Description: The pistol whip is simply using any pistol weapon to bash an opponent. While it is generally better to simply shoot
someone, this can be used as a last resort attack.
Rifle Butt
Two-handed Melee Weapon
Base Cost: NA
Damage: 19 Accuracy: -2
RoF: Slow Range: Melee
Shots: NA Power Rating: +3 Weight: NA
Special Traits: None
Description: The rifle butt is simply bashing someone with the backend of any rifle-class weapon. While it is generally better to
simply shoot someone, this can be used as a last resort attack.
Unarmed
Unarmed Melee Attack
Base Cost: NA
Damage: 7 Accuracy: +0
RoF: Fast Range: Melee
Shots: NA Power Rating: +3 Weight: NA
Special Traits: Unarmed
Description: This is a typical unarmed attack by a humanoid. It includes punching, kicking, headbutting, and all other forms of
attack. Most coverings for hands or feet do not affect damage.
Unarmed, Reinforced
Unarmed Melee Attack
Base Cost: 100
Damage: 10 Accuracy: +0
RoF: Fast Range: Melee
Shots: NA Power Rating: +3 Weight: NA
Special Traits: Unarmed, Concealed Weapon
Description: This is an unarmed attack of a character using some method to enhance their strikes, like using a pair of brass
knuckles.
Unarmed, Spartan
Unarmed Melee Attack
Base Cost: NA
Damage: 15 Accuracy: +0
RoF: Fast Range: Melee
Shots: NA Power Rating: +3 Weight: NA
Special Traits: Smashing, Unarmed
Description: This is the unarmed attack profile used by a Spartan within their Mjolnir armor. The extra weight of the armor
gives them heavy striking power.
Ammunition
Ranged weapon require ammunition to be able to fire. Usually, ammunition is loaded into clips or magazines;
although some types of weapons, such as shotguns, need to be hand loaded. As long as the character has enough ammunition
to form the magazine size of a weapon, it is usually assumed they already have the ammunition in a loading device. As
ammunition is bought individually, it is also assumed the ammunition is purchased pre-loaded. Purchased weapons do not
come with ammunition; bullets must be purchased separately.
Ammunition Variants
Many ammunition types have variants. These variants can apply to any version of that type of ammunition. For
example, any bullet-type ammunition can be replaced with Amor Penetration Bullets. The variant gives additional benefits and
penalties onto the weapon that uses the weapon type. For example, an assault rifle using armor piercing assault rifle rounds
gain +3 penetration.
Bullet Variants
These variants can be applied to any bullet ammunition.
Rocket Variants
These variants can be applied to any rocket ammunition.
Grenade Variants
These variants can be applied to any grenade ammunition. This applies to grenades launched by grenade launchers;
not thrown greandes.
UNSC Armor
Armor is just as important as weapons. For a Spartan it is perhaps more so, because their Mjolnir armor is part of
what makes them a super soldier. This section lists the most common weapons utilized by the UNSC.
Cost
The armor entry begins with the name and class of armor it is, whether it is Light, Heavy, or Super Heavy armor. The
classification determines the armor’s resistance rating, and what upgrades can apply to it.
Resistance rating is the value in which the armor’s damage resistance scales. Many upgrades with increase an armor’s
damage resistance. If they do, the resistance usually increases by the resistance rating.
Defense Penalty
While armor is very protective, it also encumbers and restricts movement. Therefore, it provides a defense penalty to
the character wielding it. When the character wears the armor, their total defense is reduced by the defense penalty.
Mounted Gear
The armor’s mounted gear is what equipment comes stock with the armor. Unless otherwise mentioned, most
mounted gear is extremely easy to use and can be activated or manipulated as a free action and does not require hands to
utilize. All mounted gear work off the armor’s main power core.
Armor List
Armor Name Class Damage Resistance Defense Modifier Cost
Battle Armor Heavy 7 -2 2,000
Environmental Heavy 5 -2 750
Armor
Hazard Suit Heavy 1 -3 1,200
Light Battle Armor Heavy 5 -2 1,500
Mjolnir Powered Super Heavy 10+ -0 Priceless
Assault Armor
ODST Battle Armor Heavy 11 -3 15,000
Padded Jacket Light 2 -0 100
Protective Vest Light 5 -1 250
Armor Details
Battle Armor
Heavy Armor
Base Cost: 2,000 credits
Damage Resistance: 7 Defense Penalty: -2 Resistance Rating: +3
Mounted Gear: Flashlight, Digital Uplink, Radio
Ability Score Bonuses: None
Weight: 20 lbs
Special Traits: Very Cumbersome
Description: Battle armor is the standard combat armor for the UNSC marine corps. The armor contains substantial physical
protection while also providing a tactical uplink, radio, and heads-up display. The armor comes in a wide variety of camouflage
coloration depending on the environment being fought over. No marine should head into battle without this sort of protection!
Environmental Armor
Heavy Armor
Base Cost: 750 credits
Damage Resistance: 5 Defense Penalty: -2 Resistance Rating: +3
Mounted Gear: Flashlight
Ability Score Bonuses: None
Weight: 15 lbs
Special Traits: Elemental Protection, Very Cumbersome
Description: Environmental armor is a fully enclosed outfit that provides protection from the elements. It is equivalent to a
protective vest that also includes warmers and full body covering. It is commonly used by personnel that are forced to survive
prolonged exposure in freezing environments.
Hazard Suit
Heavy Armor
Base Cost: 1,200 credits
Damage Resistance: 1 Defense Penalty: -3 Resistance Rating: +3
Mounted Gear: Flashlight
Ability Score Bonuses: None
Weight: 8 lbs
Special Traits: Elemental Protection, Radiation Shielding, Oxygen Supply, Very Cumbersome
Description: The hazard suit is a civilian outfit designed to function in hostile environments, including radiation leaks, outer
space, and unbearably hot or cold climates. These bulky suits provide very little protection against weapon fire, and thus are
not intended for combat. Most often, science teams don hazards suits to perform machine repairs in places too hostile to
survive.
Spartan Energy Shield: Mjolnir armor possesses a default energy shield. This shield has a pool of 30 points, +10 points for every
point of Defensive Training the armor possesses. Therefore, a spartan with 6 Defensive Training has 90 shield points. The shield
recovers shield points after the user has not been hit or damaged for 2 turns, recovering 20 shield points per round. The energy
has 5 shield armor.
Spartan Armor: Only a Spartan can use Mjolnir armor. Even then, there is such variation in Spartans that they can only use
armor specifically crafted for them. Mjolnir armor cannot be purchased by any means, but all Spartans automatically requisition
their personalized suit of Mjolnir armor for them. Mjolnir armor has a base damage resistance of 10, +1 point of resistance per
Durability skill point the Spartan possesses. Therefore, if a Spartan has 6 durability, the armor has a base damage resistance of
16 (before upgrades).
Extreme Weight: Mjolnir armor is incredibly heavy, though when piloted a Spartan does not feel it at all. Between its advanced
systems and strength enhancements, it does not have any cumbersome penalties when piloted by a Spartan. However, its
incredible weight does pose problems. The armor makes it impossible to swim, although walking across the bottom of an ocean
is possible. In addition, sensitive terrain features made of rickety materials, such as ice or wood, might break under the
Spartan’s weight. This is up the GM discretion.
Padded Jacket
Light Armor
Base Cost: 100 credits
Damage Resistance: 2 Defense Penalty: -0 Resistance Rating: +2
Mounted Gear: None
Ability Score Bonuses: None
Weight: 3 lbs
Special Traits: None
Description: The padded jacket is simply clothing that has addition reinforcement and padding to dampen the impact of blows.
It is not really armor; more just tough clothing. It is not suited for battlefield operations, but away from duty it provides more
protection than simple clothing. The battle dress of military officers, used in formal occasions, also counts as a padded jacket.
Protective Vest
Light Armor
Base Cost: 250 credits
Damage Resistance: 4 Defense Penalty: -1 Resistance Rating: +2
Mounted Gear: Flashlight
Ability Score Bonuses: None
Weight: 5 lbs
Special Traits: Cumbersome
Description: A protective vest is a bullet proof vest with accompanying greaves and helmet. It is used by local security forces
and police rather than soldiers.
UNSC Gear
Gear are the miscellaneous items that might help the heroes during their adventures or apply to them during their
battles to protect Humanity’s worlds.
Repair Kit Expendable Allows characters to make Science skill tests 5 lb. 100
to repair an object or vehicle
Rope Carried 10 squares of rope 15 lbs. 80
Stimulant Expendable Boosts combat performance, at the cost of 0.1 lbs 50
health and fatigue
Survival Gear Carried Contains supplies needed for prolonged 20 lbs. 120
environmental survival
Trauma Kit Carried Allows characters to perform field surgery and 5 lbs. 300
cure crippling wounds
Air Tank
Expendable Gear
Base Cost: 100 credits
Weight: 1 lb. Inventory Slots Required: 1
Description: An air tank contains valuable oxygen needed for breathing. As a standard action, the air tank can be used to refill
15 minutes of air to an armor that has a built-in oxygen supply. Alternately, it can provide 15 minutes of oxygen on its own. It
either needs to be held in one hand or be worn on the back, replacing a backpack.
Backpack
Carried Gear
Base Cost: 50 credits
Weight: 3 lb. . Inventory Slots Required: 4, or equal to number of slots filled
Description: The backpack allows carrying of plenty of goods without taking any hands. A backpack provides 16 slots for
carrying capacity.
Beacon
Carried Gear
Base Cost: 2,000 credits
Weight: 10 lb. Inventory Slots Required: 2
Description: A signal beacon can be set in place and send out a signal for nearby forces. Setting up a signal beacon is a full-
round action. Once in place, it remains active for 24 hours. Anyone scanning for long ranged signals can detect the beacon and
home in on its location. These beacons have a range of about 100 miles. In addition, any artillery strikes ordered on the
beacon’s location, centered in the square the beacon is located, gains +10 accuracy. The beacon is destroyed by the strike,
however.
Binoculars
Carried Gear
Base Cost: 200 credits
Weight: 2 lb. Inventory Slots Required: 1
Description: Binoculars can be used to see from a distance. If a character spends a full-round action to use the binoculars, he
gains +20 to perception checks to see targets from more than 15 squares away, but -10 to see targets within 15 squares. They
also ignore concealment and darkness penalties to perception checks within range. Alternately, a character can use binoculars
as a standard action to perform a spotter action against all enemies within 30 squares. They can instead make a detector action
with a full-round action within the same range.
Carrying Case
Carried Gear
Base Cost: 25 credits
Weight: 7 lb. . Inventory Slots Required: 3, or equal to number slots filled
Description: The carrying case is a bag or other container that allows transportation of bulk items. The carrying case has 12
slots of carrying capacity. However, unlike a backpack or equipment belt, it cannot be worn and is instead carried in one hand.
Cellphone
Base Cost: 400 credits
Weight: 0.1 lb. . Inventory Slots Required: 1
Description: A cellphone is a personal communication device that allows long distance communication with others through a
communication network. Primarily a civilian or personal tool, it allows communication anywhere there is a UNSC
communication network. It can also perform video calls, has internet access, and can download various programs. Cellphones
are not designed for combat use and break easy. If a cellphone is carried on person while in a battle, roll a d20 after the
encounter. On a 1-5, the cellphone was damaged and broke in the battle. In addition, the cellphone suffers -4 on its computer
defense against hacking attempts (it otherwise counts as a Personal Computer for hacking) It is up the GM”s discretion whether
the cellphone has call and data access in any location.
Data Disk
Carried Gear
Base Cost: 200 credits
Weight: 0.1 lb. . Inventory Slots Required: 0
Description: A data disk is used to contain digital information. A data disk can be used to upload information off a computer to
transfer it to another location or create a secure backup. When backing up information off a hostile computer, a hacking
contest is usually needed to secure access (GM’s discretion on how much access). A data disk can also be used to transport an
AI character and move them between consoles, vehicles, and host armors.
Digital Uplink
Worn Gear
Base Cost: 300 credits
Weight: 1 lb. . Inventory Slots Required: 1
Description: A digital uplink visor, worn over the eyes, contains information detailing tactical guidance and information as
detailed by the user’s command net. While using the uplink visor, the wearer gains numerous benefits. Firstly, they gain
advantage on all Tactics, Pilot, and Leadership skill tests to activate a combat augmentation or piloting maneuver. Secondly, the
leader can issue orders to all allies through the uplink and can give Leadership bonuses to those outside visual and audio range.
The visor also receives reconnaissance data surveillance information about the location of Sneaking or Cloaked enemies that
have been discovered. The visor also shows update IFF tags about whether targets are listed as friend or foe and shows
whether any allied command orders, such as artillery strikes, have been ordered in a location.
Equipment Belt
Carried Gear
Base Cost: 25 credits
Weight: 1 lb. . Inventory Slots Required: 1, or equal to number of slots filled
Description: An equipment belt is strapped around the character and allows ready access to small items. An equipment has a
carrying capacity of 6 but can only hold items that have a carrying capacity of 1 or less. This includes ammunition magazines. A
character can wear 3 equipment belts at once.
Fire Extinguisher
Carried Gear
Base Cost: 125 credits
Weight: 5 lb. . Inventory Slots Required: 2
Description: The fire extinguisher can be sprayed over a Cone (6) area as a standard action. It removes the Burning condition of
all creatures within the area and removes any loose flames occupying the squares hit by the extinguisher. This does prevent
previously burning targets or areas from catching fire again, however. The fire extinguisher has enough fuel for 10 uses.
Flare Gun
Expendable
Base Cost: 100 credits
Weight: 1 lb. . Inventory Slots Required: 1
Description: The flare gun can fire a single bright flare over a long distance. This can either be to signal allied forces or to
illuminate an area. If used for long ranged signaling, a flare can be fired straight upwards into the air. When used this way, the
flare is visible for miles, even farther at nighttime. Otherwise the flare can be fired as a weapon with a base range of Medium
with -2 accuracy. When fired at location, it provides bright line in a Burst (4) area centered on the flare. If there are any hidden
or sneaking enemies in the location, apply the attack roll against their defense. The hidden condition is removed from any
Sneaking targets. This has no effect against Cloaked targets.
Flashlight
Carried
Base Cost: 50 credits
Weight: 1 lb. . Inventory Slots Required: 1
Description: The handheld flash light produces bright light in the area in front of the user. Effecting a Cone (6) area in a
direction of the user’s choosing, it diminishes darkness in the area. The brightness of the light makes stealth checks in the area
suffer disadvantage. The battery gives 4 hours of usage.
Geiger Counter
Worn
Base Cost: 250 credits
Weight: 1 lb. . Inventory Slots Required: 1
Description: Generally worn on an equipment belt, the Geiger Counter detects spikes of radiation within 12 squares, including
the severity of radiation within the area. This makes it useful for area of nuclear fallout or radiation leaks by allowing the user to
avoid areas of radiation spikes.
Gravity Boots
Worn
Base Cost: 500 credits
Weight: 7 lb. . Inventory Slots Required: 2
Description: Gravity boots allow the armor to apply a gravitational pull on whatever surface they are walking on. When
activated, it allows the user to walk normally while in an area without gravity. It does not allow users to walk on walls or ceilings
where there is a gravitational pull against them.
Harpoon Gun
Two-handed Rifle
Damage: 25 Accuracy: +0
RoF: Slow Range: Medium
Shots: 1 Harpoon Power Rating: +4
Hacking Tool
Carried
Base Cost: 1,000 credits
Weight: 1 lb. . Inventory Slots Required: 1
Description: The hacking tool is a handheld computer that is used to hack and gain access to computers. It can be plugged into
a computer console as part of initiating a hack action. When user a hacking tool in a cyber encounter, the character gains +2
computer offense and +2 to activate offensive hacking maneuvers. If the core integrity of the hacking tool is reduced to 0, it is
destroyed.
Handcuffs
Carried
Base Cost: 75 credits
Weight: 1 lb. . Inventory Slots Required: 1
Description: The handcuffs are used to bind an individual’s hands, so they cannot be used. Handcuffs are designed to be
opened with a certain key or digital code, depending on the design. They can be manually opened by spending a DC 20 stealth
or science check to break open, but this cannot generally be done by the victim of the handcuffs. They can be broken by a
character that has 8 strength or higher, but this requires a DC 20 strength check as a full-round action. If they check is failed,
further attempts will also fail.
Jet Pack
Worn
Base Cost: 10,000 credits
Weight: 30 lb. . Inventory Slots Required: 12
Description: Attached to the character’s back, the jet pack can lift or help move the character at greatly accelerated rates. The
jet pack has three charges of use; it regains 1 charge at the start of each turn. Using a single charge, the character can instantly
launch themselves 6 squares into the air, moving horizontally, vertically, or both. They can spend multiple charges to move an
additional 6 squares in a single round. If the character doesn’t end on solid ground, they fall. Alternately, the jet pack can be
used to boost the user’s own movement for a single round by spending one or more charges. For each charge spent, the
character gains +3 movement speed. If the user ends their turn in the air, where they are not touching ground, they can spend
an additional charge to hover in place and not fall. Jet Packs cannot be used with Mjolnir armor, except for armor that has jet
packs built into it. A jet pack replaces a character’s backpack, and they cannot use both
Medipack
Expendable
Base Cost: 50 credits
Weight: 2 lb. . Inventory Slots Required: 1
Description: The medipack can be used as part of a first aid action to heal an injured ally. Doing so requires a standard action to
heal the ally, that spends one of the allies healing thresholds. The healer makes a medicine skill check with a +20 bonus. The
target recovers lost hit points equal to the result.
Military Transmitter
Worn
Base Cost: 1,000 credits
Weight: 10 lb. . Inventory Slots Required: 12
Description: The military transmitter is a communication and tactical relay package that is worn on the back in place of a
backpack. A character with a military transmitter can issue command orders as a standard action instead of a full-round action.
In addition, they gain advantage on tactics checks to place orders and artillery strikes gain +2 accuracy.
Motion Detector
Carried
Base Cost: 75 credits
Weight: 1 lb. . Inventory Slots Required: 1
Description: The motion detector traces moving enemies within 15 squares of the users. The device tracks any movement,
including individuals who do not actually change squares but perform minor action such as attacking or interacting with objects.
The detector can be used as a standard action to make a detector action within 15 squares. The detector must be carried in
hand. The detector does not function against enemies that perform no actions on their turn.
Navigation Unit
Carried
Base Cost: 1,000 credits
Weight: 1 lb. . Inventory Slots Required: 1
Description: The navigation unit provides a digital topographic display of the terrain within 2 miles, including elevation changes,
structures, and roads. It also provides the safest and most direct route to get to an input destination. The topographic display
also shows presence and density of vegetation. The display also shows presence and depth of water.
Painkillers
Expendable
Base Cost: 25 credits
Weight: 0.1 lb. . Inventory Slots Required: 0
Description: Painkillers are a medicine that dulls the user’s sense of pain for a short while. It can be applied as a standard action
by making a DC 10 medicine check. If the check fails, the painkillers are wasted. If the check is successful, the target uses a
healing threshold and recovers hit points equal to the medicine check result and gains +4 damage threshold for 10 rounds.
However, while the drugs are in effect, the user is lightheaded and cannot spend morale points.
Plasma Torch
Carried
Base Cost: 250 credits
Weight: 2 lb. . Inventory Slots Required: 1
Description: A plasma torch can be used to cut open sealed metal objects such as security doors and bulkheads. A single
character using a plasma torch can open a tiny object in 1 full-round, small in 2, medium in 3, large in 10, or huge in 30. A
plasma torch contains enough fuel for 30 rounds of use. The plasma torch can also be used as an impromptu melee weapon,
using the below Plasma Torch weapon profile. Each use of it as a weapon uses 1 round’s worth of fuel.
Plasma Torch
One-handed Melee Weapon
Damage: 12 Accuracy: -2
RoF: Slow Range: Melee
Shots: 30 Power Rating: +2
Special Trait: Piercing
Radio
Carried
Base Cost: 75 credits
Weight: 1 lb. . Inventory Slots Required: 1
Description: The radio allows instant communication over a military comms network. Using a radio to communicate requires
connection to the correct frequency used for communication. It is GM’s discretion what or whether any frequencies are
available for use and whether the players know to use those frequencies. In battle, radios are essential for communicating with
command, receiving orders, or spending command points for support. Many forms of armor have built in radios that are hands
free and built into the helmet.
Rations
Expendable
Base Cost: 20 credits
Weight: 1 lb. . Inventory Slots Required: 1
Description: A single pack of rations supplies a single individual one day’s worth of food. Rations are essential for long military
campaigns where soldiers will not return to base for prolonged periods. Not eating will cause fatigue.
Remote Detonator
Carried
Base Cost: 2,500 credits
Weight: 0.5 lb. . Inventory Slots Required: 1
Description: The remote detonator can signal and detonate explosives from afar, even explosives that are not usually triggered
manually. When planting an explosive, the character can, as a minor action, key them into the detonator’s frequency. The
remote detonator can link with up to 10 planted explosives at once. When the detonator is activated, all linked explosives
trigger and activate, exploding simultaneously. The remote detonator cannot be used to activate some explosives and not
others. The detonator has a range of 1 mile.
Repair Kit
Expendable
Base Cost: 100 credits
Weight: 5 lb. . Inventory Slots Required: 2
Description: The repair kit can be used as part of Science checks to repair an object or vehicle (see the Science skill section in
the Core Rulebook). Using a repair kit for this purpose expends it. Once the action is finished, the character initiating the repair
makes a +30 science skill check. The object or vehicle recovers that many hit points.
Rope
Carried
Base Cost: 80 credits
Weight: 15 lb. . Inventory Slots Required: 4
Description: This is 10 squares length of rope, designed to make climbing easier. This can be tied to an object or used in
conjunction with a grappling hook. Climbing a rope is a DC 5 athletics check. Multiple strands of rope can be easily joined
together for longer distances. They can still be used with a grappling hook when used in this way.
Stimulant
Expendable
Base Cost: 50 credits
Weight: 0.1 lb. . Inventory Slots Required: 0
Description: Stimulants are used to enhance the performance of an individual, making them more powerful in battle. Using a
stimulant on yourself, or another individual, requires a DC 10 medicine check. If the check fails, the stimulant is used, and
nothing happens. If the stimulant is successfully applied, the user spends a healing threshold. For the next minute (10 rounds),
they gain the following benefits: +2 move speed, +2 defense, toughness, attack accuracy, skill checks, and damage threshold.
After the stimulant wears off, the user gains 1 fatigue point.
Survival Gear
Carried
Base Cost: 120 credits
Weight: 20 lb. . Inventory Slots Required: 3
Description: Survival gear is an essential tool kit for surviving in the wilderness for long periods. The kit contains an expandable
bedroll, a lighter and fire starter, a selection of two collapsible light pylons (each producing dim light over a 3 square area),
water filter, cooking utensils, and whatever else the GM decides is suitable.
Trauma Kit
Carried
Base Cost: 300 credits
Weight: 5 lb. . Inventory Slots Required: 2
Description: Trauma kits are essential for performing advanced field medicine that first aid cannot resolve. A trauma kit is
necessary to perform surgery, heal crippling wounds, and remove the dying condition from the wounded. Many forms of
disfigurements require a trauma kit. See the Medicine skill and the Dying and Disfigurement section for the effects of such
injuries and how they are healed.
Equipment Upgrades
Weapons and armor are frequently upgraded to increase their effectiveness in combat or personalize with special
features. As character’s advance in gameplay and reaches higher levels, they will likely have more upgraded and personalized
equipment.
To upgrade an item, the upgrade must be purchased for that item. Afterwards, the upgrade must be installed onto
the item. If the upgrade and item were requisitioned, then the installation is supplied for them. If it is a personal item, the hero
must either pay to have in installed or install it with a science check. The upgrade has a DC that determine how difficult it is to
install. Paying to have it installed costs 10x the DC. The DC also scales based on how many upgrades the armament already has.
An upgradable object can support two upgrades without penalty. As many upgrades as the player chooses can be
attached to the item, but it has its cost.
-Every upgrade applied after the second gains +2 to the science DC to install it
-Every upgrade applied to a weapon after the second causes the weapon to suffer -1 accuracy
-Every upgrade applied to armor after the second increases its defense penalty by 1.
Armor upgrades are also known as variants, or different patterns of armor applied the base template. This is
especially true for Mjolnir armor, where the armor cannot simply have upgrades applied to it; it must be designed with the
upgrades or receive permanent modification. Therefore, applying an upgrade to Mjolnir armor is permanent, takes 1 week to
implement, cannot be undone, and is generally not performed with standard science checks to tinker. Spartans are encouraged
not to constantly request new armor; therefore they should be careful when applying an upgrade to their armor; it is expected
to be for life. In general, a spartan should have 1 suit of armor for every 10 levels they possess. As long as you are using a suit of
Mjolnir armor for a mission, you must pay the cost to requisition the upgrade every mission.
This can be tricky when you an upgraded item and need to apply another upgrade. In this case, you would cancel out
the previous upgrade, purchase it again at a higher cost, and apply the upgrade again with the newly multiplied cost along with
the new upgrade.
Ammunition Display
Pistol, Rifle, Heavy Weapon
Base Cost: 750
Science DC: 20
Benefit: The weapon has an ammunition counter that helps keep track of ammunition. The weapon gains the Ammunition
Display trait, allowing it to use 2 less ammunition on an automatic attack, or 4 less ammunition on a fully-automatic attack.
Bayonet
Pistol or Rifle
Base Cost: 1,000
Science DC: 15
Benefit: The weapon has a blade edge that empowers melee attacks. When the user makes a rifle butt or pistol whip attack
with the weapon, the attack gains +5 damage, +2 accuracy, and +2 penetration.
Collapsible Stock
Rifle
Base Cost: 250
Science DC: 15
Benefit: The weapon has a quickly collapsible stock that allows it to adjust for close quarters combat. The weapon gains the
Close Quarters weapon trait.
Digital Scope
Rifle or Heavy Weapon
Base Cost: 5,000
Science DC: 25
Benefit: The weapon has a digital scope attached to it, granting it the trait of the same name. The weapon gains +4 accuracy
instead of +2, and, while aiming, the weapon gains max overages equal to twice their instinct as long as they are firing one shot.
The character ignores all penalties related to concealment or darkness while aiming. Finally, the scope can be used as a
standard action to perform a Detector action.
Benefit: The flamethrower with this upgrade has two emission ports instead of 1. It uses up two fuel per shot, but gains Hailfire
(2) instead of Hailfire (1).
Empowered Firepower
Pistol, Rifle, or Heavy Weapon
Base Cost: 5,000
Science DC: 20
Benefit: This weapon has extra punch. It gains +2 penetration, cumulative with any other penetration modifiers.
Expanded Capacity
Pistol or Rifle
Base Cost: 4,000
Science DC: 20
Benefit: This weapon holds two magazines simultaneously. Anytime the weapon is fired, ammunition has to be drawn from
one magazine or the other. Each magazine must be reloaded separately. Alternatively, if this is a gradual reload weapon, such
as a shotgun or a grenade launcher, the weapon stores twice as much ammunition at once.
Extra Blast
Explosive
Base Cost: 500
Science DC: 15
Benefit: The bomb has extra explosives inside it, giving it +1 burst area and increases its damage by one power rating.
Flashlight
Pistol or Rifle
Base Cost: 500
Science DC: 15
Benefit: The weapon has a flashlight mounted onto upon it. This functions as the gear item, serving the same purpose. It allows
the wielder to have a flashlight even if their hands are full.
Improved Accuracy
Any
Base Cost: 1,000
Science DC: 15
Benefit: The weapon increases its accuracy bonus by +1.
Improved Launcher
Grenade Launcher or Rocket Launcher
Base Cost: 5,000
Science DC: 20
Benefit: The ordinance launcher fires projectiles faster and farther. It gains +1 range increment and +1 base accuracy.
Improved Potency
Any
Base Cost: 1,500
Science DC: 15
Benefit: The weapon’s base damage increases by its power rating.
Linked Fire
Automatic or Fully Automatic Weapon
Base Cost: Cost of the weapon or 3,000 (whichever is higher)
Science DC: 25
Benefit: This weapon has multiple barrels that contribute additional firepower during automatic attacks. When using this
weapon to make area burst or suppressing fire attacks, the attack gains Hailfire (+1). When using the weapon to make
saturation fire or focused burst attacks, the attacks gains +10 accuracy (total of +20 for saturation fire). This weapon uses up
twice as much ammunition with any automatic fire method.
Monomolecular Blade
Melee Weapon
Base Cost: 500
Science DC: 15
Benefit: The melee weapon gains +3 penetration.
Murderous Efficiency
Any
Base Cost: 15,000
Science DC: 20
Benefit: The weapon’s base damage increases by two power rating, but it suffers -1 accuracy.
Precision Balance
Any
Base Cost: 10,000
Science DC: 20
Benefit: The weapon increases its accuracy bonus by +2.
Prototype Explosive
Explosive
Base Cost: 5,000
Science DC: 25
Benefit: The explosive uses experimental technology to make more powerful explosions. It gains +2 burst area and increases its
damage by one power rating.
Quick Load
Pistol, Rifle, Heavy Weapons
Base Cost: 1,000
Science DC: 20
Benefit: The weapon is refitted with an extremely fast and easy lock and loading system, varying depending on the base
weapon. The weapon’s reload speed increases by one level, such as Long Reload to Normal Reload or Normal Reload to Fast
Reload. Alternatively, gradual reload weapons reload twice as much ammunition as a minor action.
Scope
Rifle or Heavy Weapon
Seismic Blast
Explosive
Base Cost: 3,000
Science DC: 25
Benefit: The explosive uses sound waves for extra destructive power. It gains +10 penetration.
Shredder Blast
Explosive
Base Cost: 500
Science DC: 15
Benefit: The explosive uses plentiful, razor-sharp flak to tear apart the victims of its blast. The explosive gains +5 penetration
and increases its damage by +1 power rating.
Superheated Flame
Flamethrower
Base Cost: 12,500
Science DC: 20
Benefit: This upgrade causes a flamethrower to release white-hot flames. The flamethrower gains +8 penetration.
Suppressor
Pistols, Rifle (excluding shotguns)
Base Cost: 500
Science DC: 10
Benefit: This weapon has a special barrel extender which muffles the sound the weapon makes. When firing the weapon while
sneaking, it does not break the Hidden condition.
Target Lock
Rocket Launcher
Base Cost: 8,000
Science DC: 25
Benefit: This upgrade on a rocket launcher allows the wearer to make target locks. If they spend a move action to aim at a
target that is large-sized larger within the weapon’s range, the attack roll gains +5 accuracy and advantage.
Underwater Shot
Pistol, Rifle
Base Cost: 300
Science DC: 20
Benefit: The weapon is retrofitted to function underwater. It functions as normal even when completed submerged in water or
other fluids.
Vibrating Blade
Melee Weapon
Base Cost: 5,000
Science DC: 15
Benefit: The melee weapon gains +6 penetration.
Environmental Variant
Light or Heavy Armor
Grenadier Variant
Heavy or Super Heavy Armor
Base Cost: 10,000
Science DC: 25
Benefit: Grenadier armor is designed for prolonged front-line combat duty. The armor increases its damage resistance by 2
resistance ratings, but the added armor has a cost. The armor gives -2 defense and -1 movement speed.
Any
Base Cost: 5,000
Science DC: 20
Benefit: Recon armor is designed for infiltration and subtlety and avoiding enemy contact. It gives the user +5 to their stealth
checks, and when enemies make a spotter action to locate you while hiding, they must succeed a perception check. The DC on
the check is 15+ the user’s ranks in stealth.
Storage Variant
Any
Base Cost: 2,500
Science DC: 20
Benefit: Storage armor is designed with more pockets and compartments to hold inventory. The storage variant has 14 storage
slots of carrying capacity, stacking with the equipment belts and backpack the user is wearing. Items stored in the armor can be
drawn as a minor action.
Tactical Variant
Super Heavy
Base Cost: 5,000
Science DC: 20
Benefit: Tactical armor is equipped with modular systems, enhanced tactical readout, and additional support for mounted
artificial intelligences. The armor gives the user +1 instinct while worn, can support 1 armor ability at a time (see below), and
gives any AI that is ridding their armor +2 on all their skill checks.
Warrior Variant
Super Heavy
Base Cost: 10,000
Science DC: 20
Benefit: Warrior armor has miniature jet thrusters that, instead of allowing flight, boots the user’s speed and reaction time.
This armor gives its user +2 speed, +1 shift speed, and +2 on acrobatics tests to evade.
Armor Power
Armor abilities are special upgrades that can be applied to a suit of Mjolnir armor with the tactical variant upgrade.
Unlike true upgrades, armor abilities belong to components that can be rapidly switched within a suit of armor’s computer. In
general, an armor power takes up 2 inventory capacity, and can be swapped as a full-round action. Armor powers can be used
once per encounter, or once per 5 minutes while outside an encounter. When a new armor power is inserted into the armor, it
is 5 minutes before it can be used, just as if it had been activated. Activating an armor power is a free action.
An armor ability can be requisitioned for 20,000 credits. In addition, many armor abilities can be scavenged on the
field of battle. In particular, many Promethean systems can be utilized as armor abilities. They simply require killing the
promethean knight to take it.
Active Camouflage
Active camouflage gives the user the Cloaked condition for the next 2 turns.
Armor Lock
When armor lock is activated, the user gains +50 damage resistance until the start of their next turn but cannot
perform any actions. Armor lock must be activated at the start of a turn. At the start of the user’s next turn, they release a Burst
(2) shockwave centered on their square. Anyone in the area, other than Spartan, suffer a +15 attack versus their defense and
toughness. If defense is hit, they suffer 30 EMP damage. If their toughness is hit, they are pushed 1 square away from the
Spartan.
Drop Shield
The armor can project its shield into a stationary bubble that effects a Burst (2) area centered on the Spartan. This
shield does not move with the Spartan. Any ranged attacks from outside the bubble attacking targets within are applied against
the drop shield’s energy shield. The Drop Shield has a shield pool of 200 and shield armor of 10. It lasts until it runs out of
shields, or 3 turns have passed.
Hologram
The user creates an identical hologram of themselves which moves at the start of their turn. The hologram cannot
make any attacks or perform any actions besides moving. A detector action reveals that this is a hologram and not a real
creature. The hologram lasts for 2 turns before disappearing.
Regeneration Field
The armor can project a regeneration field that allows shields in the area to rapidly recover. This field is a Burst (2)
centered on the Spartan. This shield does not move with the Spartan. All energy shields within the area recover automatically at
the start of the turn, even if the user has been hit or damaged in the last turn. Furthermore, those shields recover twice as
many shield points. This lasts 3 turns.
Sprint
For 2 turns, the user’s move speed and shift speed are doubled.
Many players will eventually control vehicles in combat, or at least ride as a passenger or operate a turret. Players will
usually gain access to vehicles in one of three ways:
-They spend their requisition and purchase the use of a vehicle to use in their mission
-They order a vehicle through command points and have it delivered to them in the field
-They find a vehicle in the field of battle and commandeer it for their own use
UNSC heroes should be assured that they will face enemy vehicles in battlefield, especially in outdoor operations and
open fields of combat. Therefore, a team of soldiers should each have a least some training in the pilot skill so they know how
to operate vehicles. Without the big guns supporting them, military heroes will frequently find themselves overwhelmed and
outgunned when a contingent of covenant wraiths or phantoms are supporting the enemy advance.
Vehicle Listing
This section details some of the most iconic and widely used UNSC vehicles. There are many more vehicles used by
the UNSC, and those vehicles will be detailed in expansion supplements to the game.
The full rules on how vehicles operate is found in the Halo Core Rulebook. This will also discuss how to determine the
statistics of various vehicles when piloted by your Halo player characters or NPCS. Included in the listing for each vehicle is their
special rules, equipment, and mounted weapons.
Hornet
Huge-sized Vehicle, Extreme Threat
Cost: 75,000 Effective Level: 10
Hit Point: 250 Damage Threshold: 40
Base Defense: 6+ Toughness: 40
Space: 4 by 4 squares Ramming: 30 damage
Acceleration Rating: 50 Max Speed: 100
Damage Resistance: 24
Pilot Requirements: 6
Crew: Pilot
Flying Vehicle: The hornet is a flying vehicle that follows all the rules for an aircraft. It can hover and rotate in place but cannot
travel across the ground. It is not capable of slip-space travel, atmospheric reentry, or operating in space.
Default Systems: The console of the hornet has a navigation unit, motion detector, radio, and digital uplink. The hornet also
has a front-mounted twin rotary turret that can be fired by the pilot. It has a firing arc of 180 degrees in front of the vehicle.
Finally, the hornet has two missile pods that can be fired by the pilot. When attacking, the pilot can fire anywhere between 1-2
missile pods. For every missile pod fired beyond the first, the attack gains +5 accuracy, +1 burst area, and +1 hailfire.
Missile Pods
Two-handed Heavy Weapon
Damage: 40 Accuracy: +0
RoF: Average Range: Distant
Shots: 8 ATS Missiles Power Rating: +5
Special Traits: Penetration (15), Burst (3), Missile
Target Lock: The pilot can spend a standard action applying a target lock to a target within sight. The target lock can be
expended with any missile attack. If a target lock is used with a missile attack, the attack gains +10 accuracy and ignores
concealment.
Strafing Fire: The hornet can be used to make automatic attack runs over the ground with its twin-rotary cannon. This can be
used if the pilot makes an action move. If they do so, they can make an empowered area burst attack that takes up a 2 by 20
rectangular area. This area must be targeted on the ground and the hornet must be moving at least 40 squares per round in
order to activate this.
The hornet VTOL aircraft is a fast assault aircraft used for aerial support, obtaining aerial superiority, reconnaissance,
and search and rescue operations. Hornets are a vital vessel for the UNSC as they provide escorts for pelicans, allowing troop
deployment. They also aid ground troops by providing aerial support, clearing air space or bombarding ground troops with
strafing runs.
While they are a single man craft, a hornet can technically hold two passengers, each hanging off either side of the
hornet. These passengers are often equipped with sniper rifles or rocket launchers and give extra firepower for the hornet. This
is dangerous, however. If the pilot of the hornet ever rolls a 1 on a pilot check, or the vehicle suffers a crippling wound, the
passengers must make a DC 10 acrobatics test or fall off the hornet, usually to their deaths.
Mantis
Huge-sized Vehicle, Extreme Threat
Cost: 125,000 Effective Level: 15
Hit Point: 400 Damage Threshold: 45
Base Defense: 6+ Toughness: 45
Space: 3 by 3 squares Ramming: NA
Base Speed: 15
Damage Resistance: 32
Pilot Requirements: 5
Crew: Pilot
Default Systems: The mantis possesses a navigation unit, motion detector, and digital uplink inside its cockpit. In addition, the
pilot has access to both a heavy machine gun and a strike missile pod. When attacking with the missile pod, the pilot can fire
anywhere between 1-5 missiles. For every missile pod fired beyond the first, the attack gains +5 accuracy, +1 burst area, and +1
hailfire. The pilot can dual-wield to attack with both the machine gun and the missile pods in the same turn.
Heavy Chaingun
Vehicle Heavy Weapon
Damage: 28 Accuracy: +1
RoF: Fully-Automatic Range: Long
Shots: 3,000 AR Rounds Power Rating: +4
Special Traits: Penetration (10)
Target Lock: The pilot can spend a standard action applying a target lock to a target within sight. The target lock can be
expended with any missile attack. If a target lock is used with a missile attack, the attack gains +10 accuracy and ignores
concealment.
Walker: The mantis is a combat walker, therefore does not have an acceleration rating or a maximum speed. Its speed is 15 + ½
the user’s agility. Instead of losing control from crippling wound, the mantis is instead knocked prone. It can perform shift
actions. It takes a full-round action to board or disembark from a mantis.
Energy Shields: The mantis has regenerating energy shields. It has a shield pool of 200 with 10 shield armor. It if goes more
than 2 or more turns without being attacked or damaged, it regains 50 energy shields at the start of its turn.
Smash: As a standard action, the mantis can empower its servos to crush the ground, smashing all targets within 2 squares of
it. The user makes a melee skill check against all targets within 2 squares of the mantis. The attack deals 50 damage on a hit, or
half that damage on a missed attack. If the attack hits a target’s toughness, they are knocked prone.
The mantis is an armored exoskeleton and combat walker that went into service after the Human-Covenant War.
Inspired by breakthroughs in MJOLNIR armor, the mantis was designed to bolster an already powerful Spartan or bring a
common pilot to super soldier level. The mantis has firepower comparable to a scorpion tank as well as personal energy shields,
making it the ultimate front-line combatant where maneuverability and navigating terrain are important.
Mongoose
Large-sized Vehicle, Medium Threat
Cost: 10,000 Effective Level: 5
Hit Point: 125 Damage Threshold: 30
Base Defense: 8+ Toughness: 30
Space: 2 by 2 squares Ramming: 30 damage
Acceleration Rating: 40 Max Speed: 120
Damage Resistance: 12
Pilot Requirements: 1
Crew: Pilot, 1 Passenger
Default Systems: The mongoose possesses a built-in headlight, which, when active, provide light in a Cone (6) in front of the
vehicle.
Open Topped: The mongoose is open topped, so all its passengers can be attacked separately from the vehicle. Burst attacks
against the passengers do not injury the passengers unless they were targeted, in which case it would affect all passengers. If
they are targeted, the pilot gains improved cover against attacks. The passenger does not gain such cover.
Evasive: The mongoose is good at avoiding bursts and artillery strikes. When hit by a burst attack, the mongoose pilot can
make a check to evade, even if they did not bob and weave. They make a pilot check instead of an acrobatics test. If they
succeed, their vehicle can shift 1 square for every 20 squares of their current speed. Therefore, a mongoose that is moving at
50 squares per round can shift 2 squares if they evade. The mongoose and its pilot can only make this check once per round.
Pilot Mastery: The mongoose is very effective in the hands of a master pilot. For every 2 points the pilot surpasses the training
requirements, the vehicle and all its passengers gain +1 defense. In addition, the same bonus applies to pilot skill checks to
perform maneuvers, sharp turns, and jump ledges.
Easily Flipped: The mongoose, while very maneuverable, flips easily. If the pilot ever rolls a 1 on a pilot skill check, or if they
vehicle suffers a crippling wound to the mobility or core, the pilot must make a DC 15 pilot skill check. If they fail, the vehicle
flips. The vehicle and all occupants suffer 50 damage and the vehicle is inoperative until it is turned over. It is a full-round action
to climb out of a flipped warthog. Flipping the vehicle back over is a DC 20 strength test as a full-round action. You gain +2 to
the test for every ally assisting.
The mongoose all-terrain vehicle is a fast, nimble vessel designed for exploration and reconnaissance. It possesses no
built-in weapons but possess a slot on the rear where an extra gunner can sit and provide covering fire. The mongoose is used
for scouting and as a hit-and-run attacker. They are also used as mobile tank killers, where the pilot steers the mongoose
behind a vehicle, facing the weak points in their armor, as the passenger assaults them with a rocket launcher. The speed of the
mongoose allows the vehicle to have escaped by the time the tank turns to face them once again.
Pelican Dropship
Colossal-sized Vehicle, Formidable Threat
Cost: 500,000 Effective Level: 24
Hit Point: 800 Damage Threshold: 80
Base Defense: 3+ Toughness: 75
Space: 20 by 20 squares Ramming: 75 damage
Acceleration Rating: 80 Max Speed: 800
Damage Resistance: 32
Pilot Requirements: 6
Crew: Pilot, 1 Co-Pilot, 20 Passengers, 1 huge or gargantuan-sized vehicle
Flying Vehicle: The pelican is a flying vehicle that follows all the rules for an aircraft. It can hover and rotate in place but cannot
travel across the ground. It is not capable of slip-space travel but can perform atmospheric reentry.
Default Systems: The console of the pelican dropship has a navigation unit, motion detector, radio, and digital uplink. The
pelican also has a front-mounted autocannon turret that can be fired by the pilot. It has a firing arc of 180 degrees in front of
the vehicle.
Autocannon
Vehicle Heavy Weapon
Damage: 32 Accuracy: +1
RoF: Fully-Automatic Range: Remote
Shots: 10,000 AC Rounds Power Rating: +4
Special Traits: Penetration (10)
Missile Pods: The pelican has four missile pods controlled by the co-pilot. When attacking, the co-pilot can fire anywhere
between 1-4 missile pods. For every missile pod fired beyond the first, the attack gains +5 accuracy, +1 burst area, and +1
hailfire.
Missile Pods
Two-handed Heavy Weapon
Damage: 40 Accuracy: +0
RoF: Average Range: Distant
Shots: 8 ATS Missiles Power Rating: +5
Special Traits: Penetration (15), Burst (3), Missile
Target Lock: The pilot can spend a standard action applying a target lock to a target within sight. The target lock can be
expended with any missile attack. If a target lock is used with a missile attack, the attack gains +10 accuracy and ignores
concealment.
Co-Pilot: The co-pilot can make a standard action to assist the pilot in all their actions. They make a DC 20 pilot check. If they
succeed, they give the pilot a +4 bonus on all pilot checks and +2 bonus on their attack accuracy and vehicle defense.
Scanners: The pilot or co-pilot can spend a standard action to scan a Burst (10) area within distant range. This is a detector
action against all targets within the area. This information can be broadcast to the HUD of any allied soldiers within distant
range. In addition, any artillery strikes the targeted area for the next minute gain +5 accuracy.
Detach Vehicle: As a standard action, the pilot or co-pilot can detach an attached vehicle, drop pod, or cargo container
attached to the bottom of the ship. The vehicle falls straight down, in a location of the pilot’s choosing that is fully within the
space of the pelican.
Transport: The transport bay of the pelican is in the back of the ship. Therefore, disembarking troops always emerge from the
rear squares of the ship. Five soldiers can disembark per turn.
The pelican is the primary drop ship used by human forces. It is used to transport or evacuate soldiers across
battlefields, deliver combat vehicles to the front line, or as aerial fire support. Most UNSC flagships contain fleets of these
powerful aircraft to fulfill whatever purpose is needed for a moving and active battleground. For this reason, trained pilots are
always in high demand for manning these vital aircraft.
Pelican Variants
The pelican has many variations, but here some of the more classic ones.
Rear Turret
For 20,000 credits, a turret can be mounted on the troop deployment bay to provide covering fire for disembarking
troops. This heavy machine gun can only fire in a 180 degree arc at the rear of the vessel and is controlled by a manual gunner
who stands on the deployment ramp.
No Missile Pods
The pelican can be requisitioned without it’s four missile pods. A pelican without the missile pods costs 400,000
credits instead of 500,000.
Default Systems: The scorpion possesses a built-in headlight, which, when active, provide light in a Cone (12) in front of the
vehicle. It’s dash console possess a navigation unit, digital uplink, and a radio. The pilot also controls the battle cannon turret
onto of the vehicle.
Battle Cannon
Vehicle Heavy Weapon
Damage: 80 Accuracy: +1
RoF: Slow Range: Remote
Shots: 100 Cannon Shells Power Rating: +10
Special Traits: Penetration (30), Burst (4)
Gunner Turret: The scorpion has a front-mounted heavy machine gun turret that can be fired by a gunner. It has a firing arc of
180 degrees in front of the vehicle.
Heavy Chaingun
Vehicle Heavy Weapon
Damage: 28 Accuracy: +1
RoF: Fully-Automatic Range: Long
Shots: 3,000 AR Rounds Power Rating: +4
Special Traits: Penetration (10)
Rugged and Dependable: The scorpion has a long lasting, rugged design. It reduces all suffered crippling wounds points by 1, to
a minimum of 1.
Slow and Cumbersome: The scorpion is a heavy, cumbersome vessel. The pilot suffers disadvantage on all pilot checks with the
scorpion. In addition, the extreme weight of the scorpion will cause it to crash through light terrain, such as ice or wood, and
makes it impossible to ‘jump’ gaps with the tank.
The scorpion battle tank is an old design that has proven nonetheless effective. It remains the primary battle tank of
the UNSC and is an accomplished veteran of the Human-Covenant War. The scorpion is a slow, plodding, armored behemoth
that moves forward with incredible determination, obliterating all targets in its path with its high-velocity battle cannon or
accompanying machine gun. They are used when heavy resistance blocks the path and the big guns are needed to break ranks.
While the scorpion has no room for passengers, it is common for soldiers to ride the sides of the tank and provide fire
support in battle. In this way, the tank has room for four passengers to sit on the plates above the treads. These passengers
receive no extra protection from riding the tank, however.
Warthog
Huge-sized Vehicle, High Threat
Cost: 50,000 Effective Level: 10
Hit Point: 250 Damage Threshold: 40
Base Defense: 6+ Toughness: 40
Space: 4 by 4 squares Ramming: 50 damage
Acceleration Rating: 20 Max Speed: 120
Damage Resistance: 24
Pilot Requirements: 1
Crew: Pilot, 1 Passenger, 1 Gunner
Default Systems: The warthog possesses built-in headlights, which, when active, provide light in a Cone (12) in front of the
vehicle. It’s dash console possess a navigation unit and a radio. There is a warthog heavy machine gun mounted on the back of
the vehicle, which is usable by the rear gunner.
Heavy Chaingun
Vehicle Heavy Weapon
Damage: 28 Accuracy: +1
RoF: Fully-Automatic Range: Long
Shots: 3,000 AR Rounds Power Rating: +4
Special Traits: Penetration (10)
Open Topped: The warthog is open topped, so all its passengers can be attacked separately from the vehicle. Burst attacks
against the warthog do not injury the passengers unless they were targeted, in which case it would affect all passengers. If they
are targeted, the passengers gain improved cover against all attacks.
Pilot Mastery: The warthog is very effective in the hands of a master pilot. For every 2 points the pilot surpasses the training
requirements, the vehicle and all its passengers gain +1 defense. In addition, the same bonus applies to pilot skill checks to
perform maneuvers, sharp turns, and jump ledges.
Easily Flipped: The warthog, while very maneuverable, flips easily. If the pilot ever rolls a 1 on a pilot skill check, or if they
vehicle suffers a crippling wound to the mobility or core, the pilot must make a DC 20 pilot skill check. If they fail, the vehicle
flips. The vehicle and all occupants suffer 50 damage and the vehicle is inoperative until it is turned over. It is a full-round action
to climb out of a flipped warthog. Flipping the vehicle back over is a DC 25 strength test as a full-round action. You gain +2 to
the test for every ally assisting.
The warthog is the most common and ubiquitous vehicle in the UNSC ground forces. It is used as a light forward
assault, reconnaissance, and transport vehicle. The warthog is easy to pilot but difficult to master and is a very adaptable
vehicle. Usually fitting a complement of 3 soldiers, it allows the user to quickly survey an area, strafe around its foes, and
bombard them with the heavy machine gun.
Warthogs are very common in battlefield operations and are frequently dropped by pelicans for squads to move
quickly and effectively. Players should often expect warthogs in any missions where there is sufficient space and a need to
either travel fast or push against entrenched opposition.
Warthog Variants
The warthog has many variants, but these are some of the most classic alterations.
Gauss Hog
The gauss hog replaces the warthog heavy machine gun with a gauss cannon. It is controlled by the gunner, as
customary for the warthog gunner weapon. It costs 75,000 credits.
Gauss Cannon
Vehicle Heavy Weapon
Damage: 60 Accuracy: +2
RoF: Slow Range: Distant
Shots: 750 gauss slugs Power Rating: +10
Special Traits: Penetration (50)
Transport Hog
Instead of a gunner slot and a heavy machine gun in the back of the vehicle, the warthog instead has a passenger
compartment that can hold three individuals. It costs only 35,000 credits.
The rules for how all this works are detailed in the Halo Core Rulebook, in Chapter 7: The Military Campaign. This
chapter details the basic uses for command and squad points that are available to human characters in a UNSC focused
campaign.
Remember that the orders are restricted by the character’s Tactical Clearance, a talent that unlocks higher level
orders.
Basic Orders
Basic orders are available to anyone who has access to command points. These are simple orders that even low-level
NCOs, such as sergeants and corporals, can issue in times of need.
Ammunition Drop
Basic UNSC Resupply
Tactics DC: 10 Command Points: 2
Surface Immediate: 5 rounds Underground Immediate: NA
Surface Distant: 2 minutes Underground Distant: NA
Effect: You call for weapon supply drops to be delivered on the battlefield. This drop pod contains weapons and ammunition
that can be used in the field. The pod contains three pistols or rifles of the character’s choice, excluding the rail gun and
grenade launcher. The pod also has three full magazines of ammunition for each weapon within the pod. You can sacrifice 1
weapon and matching set of ammunition from the pod for it contain 3 medipacks or 3 explosives with an individual cost of
1,000 or less. If the pod drops into an active encounter, they take up 1 square and can be used for cover.
Note: Optionally, you can pay 2 more command points to have an additional ammunition drop. This drop can be filled with the
same weapons or a different selection. This can be performed multiple times, each ammunition drop costing an additional 3
command points.
Mortar Barrage
Basic UNSC Artillery Strike
Tactics DC: 10 Command Points: 2
Surface Immediate: 1 round Underground Immediate: NA
Surface Distant: 5 rounds Underground Distant: NA
Effect: You order a barrage of long ranged mortar shells to blast apart an area. This an artillery strike that requires a ranged
attack roll -10, as normal. It only effects surface targets. When the barrage hits, it deals 40 damage with Penetration (5), Burst
(5), and Hailfire (3).
Reinforcements
Basic UNSC Reinforcement
Tactics DC: 10 Command Points: 2
Surface Immediate: 5 minutes Underground Immediate: 30 minutes
Surface Distant: 1 hour Underground Distant: 5 hours
Effect: You call for reinforcements to refresh your ranks of lost soldiers. These soldiers have no quick way of reaching you and
will have to hump across the warzone on foot to reach your ranks. Therefore, they will arrive slowly. A single use of this order
can replace up to 10 squad members across all player’s squads. The character issuing this order chooses which squad members
of each player that gets replaced.
Replacement
Basic UNSC Reinforcement
Tactics DC: 5 Command Points: 1
Surface Immediate: 5 minutes Underground Immediate: 30 minutes
Surface Distant: 1 hour Underground Distant: 5 hours
Effect: You call for a replacement soldier to hike their way to you to replace a lost unit member. This soldier has no quick way of
reaching you and will have to hump across the warzone on foot to reach your ranks. Therefore, they will arrive slowly. A single
use of this order replaces 1 lost squad member. The character issuing this order chooses which player gets a replacement squad
member.
Scanner Sweep
Basic UNSC Miscellaneous Command
Tactics DC: 5 Command Points: 1
Surface Immediate: 1 round Underground Immediate: NA
Surface Distant: 1 round Underground Distant: NA
Effect: You request a deep scan to cover a targeting area and reveal what is hidden there. This effects a Burst (10) area of your
choosing within line of sight. The scan sweep arrives on your next turn, and counts as a detector action within the area, sending
all of that data to allies with digital uplinks.
Targeting Laser
Basic UNSC Miscellaneous Command
Tactics DC: 5 Command Points: 1
Surface Immediate: 1 round Underground Immediate: NA
Surface Distant: 1 round Underground Distant: NA
Effect: You order orbital assets to provide additional targeting data on a single target. You chose a target within line of sight.
After a round, the targeting laser marks the target. Until the start of your next turn, all allies with a digital uplink gain +5
accuracy against that target.
Advanced Orders
Advanced orders take a slightly higher tactical clearance than basic orders. They are cleared for officers who have a
high battlefield priority that allows redirecting strategic assets such as tanks and dropships.
Artillery Bombardment
Advanced UNSC Artillery Strike
Tactics DC: 14 Command Points: 4
Surface Immediate: 3 round Underground Immediate: NA
Surface Distant: 8 rounds Underground Distant: NA
Effect: You order a long-ranged artillery to bombard an area. This may be from a distant scorpion tank, defensive siege turret,
or similar weapon. This an artillery strike that requires a ranged attack roll -10, as normal. It only effects surface targets. When
the barrage hits, it deals 60 damage with Penetration (30) and Burst (4). The round after the attack lands, a second strike hits
the exact same location with a new attack roll, with the same bonus as before. The next round, a third identical attack hits the
location for a final time.
Pelican Pickup
Advanced UNSC Miscellaneous Command
Tactics DC: 14 Command Points: 4
Surface Immediate: 1 minute Underground Immediate: NA
Surface Distant: 15 minutes Underground Distant: NA
Effect: You call for a pelican to pick up your company and relocate you somewhere else in the battlefield. The pelican will need
a landing zone to land and retrieve the players and their squads (see Reinforcements and Landing Zones in the Core Rulebook).
A pelican can carry a total of 20 passengers and 1 huge or gargantuan-sized vehicle. Anyone squad members and vehicles left
behind count as lost. Afterwards, the pelican will transport the company to another location as decided upon by the character
that made the order. The GM determines whether this location can feasibly be reached and whether the pelican dropship can
bring the players to that location. The pelican needs a landing zone to drop the players off.
Secure Position
Advanced UNSC Commandos
Tactics DC: 14 Command Points: 4
Surface Immediate: 5 minutes Underground Immediate: 30 minutes
Surface Distant: 1 hour Underground Distant: 5 hours
Effect: You order another marine squad to secure a location you have presently claimed. Once they arrive, they will defend the
location and do their best to prevent the enemy from taking that location. This can be used to secure a defensive location, a
critical structure, or a vital chokepoint; whatever is needed. The marine squad will have to march to reach the location, so they
will arrive slowly. The players might need to hold the location until they arrive. The marine squad consists of unit made up of a
sergeant and 4 marines. They will hold the location as long as they can or until given the order to depart.
Sniper Support
Advanced UNSC Commandos
Tactics DC: 14 Command Points: 4
Surface Immediate: 5 minutes Underground Immediate: 30 minutes
Surface Distant: 1 hour Underground Distant: 5 hours
Effect: You order a single sniper to take up position nearby and give fire support. The sniper usually set up in a location with a
wide field of view, such as in a building or atop a cliff. You decide where the sniper sets up. Once they are in place, they provide
fire support for the remainder of the mission or until the mission travels out of their line of sight. This commando is a single
Sniper NPC equipped with a Sniper Rifle.
Precision Orders
Precision orders are available to officers who have proven their tactical aptitude and are worthy of ordering
important strategic assets in battle. Commanders with clearance of precision orders can call in strikes by tactical aircraft and
order supply drops of valuable resources to assist them in battle.
Carpet Bomb
Precision UNSC Artillery Strike
Tactics DC: 18 Command Points: 6
Surface Immediate: 2 rounds Underground Immediate: NA
Surface Distant: 5 rounds Underground Distant: NA
Effect: You order an area to be struck with a series of long-ranged ordinance bombardments, usually by aircraft flying by and
dropping a payload of bombs and missiles. You mark a rectangular area for bombardment that is 10 squares wide and 60
squares long. This an artillery strike that requires a ranged attack roll -10, as normal. It only effects surface targets. When the
barrage hits, all struck targets suffer 40 damage with Penetration (15), and Hailfire (4), or half damage on a missed attack.
ODST Reinforcements
Precision UNSC Reinforcement
Tactics DC: 18 Command Points: 6
Surface Immediate: 5 rounds Underground Immediate: 5 minutes
Surface Distant: 2 minutes Underground Distant: 10 minutes
Effect: You order a squad of orbital drop shock troopers to drop into battle to reinforce your ranks of lost ODSTs. They arrive via
drop pod, delivered from orbit. If the party is on the surface, then each drop pod lands within 3 squares of the unit being
reinforced. These drop pods take up an unoccupied square and occupy that square as a source of cover. If the target unit is
underground, the ODSTs drop at the nearest entrance point to their location and walk the rest of the way. A single use of this
order can replace up to 6 ODSTs across all player’s squads. This ability only replaces ODSTs, no other types of squad members.
The character issuing this order chooses which squad members of each player that gets replaced.
Recon Flight
Precision UNSC Miscellaneous Command
Tactics DC: 18 Command Points: 6
Surface Immediate: 1 minute Underground Immediate: NA
Surface Distant: 15 minutes Underground Distant: NA
Effect: You call for an aircraft to perform a recon flyby of a target area within 10 miles of your position. This is usually a single
hornet performing the flyby, but occasionally it will be a pelican dropship or other aircraft. Once it arrives at the target location,
the aircraft flies where directed for 1 minute. Everything it sees as it flies by is transmitted to your digital uplink. You can order
command orders, including artillery strikes, on locations that the recon flight reveals. Because they are second hand knowledge,
however, the tactics checks to activate these orders suffer disadvantage. Once 10 rounds have passed, the use of the recon
aircraft ends and the vehicle stops transmitting information to you.
Strafing Run
Precision UNSC Artillery Strike
Tactics DC: 18 Command Points: 6
Surface Immediate: 1 round Underground Immediate: NA
Surface Distant: 2 rounds Underground Distant: NA
Effect: Your order a fleet of aircraft, usually hornets, to do a flyby over an area and shred opposition with machine gun fire. Pick
5 targets within line of sight. Each target must be within 50 squares of another target when the order is placed. This artillery
strike does not suffer a -10 penalty, but still requires for the character to make an attack roll against all painted targets. When
the strike arrives, all marked, struck targets suffer 30 damage with Penetration (8) and Hailfire (3).
Note: Optionally, you can choose to mark more than 5 targets with this ability. Doing so increases the tactics DC to activate this
power by 2 per additional target. Furthermore, the attack roll suffers -5 accuracy for each target beyond the 5th.
Commander Orders
Commander orders are restricted to ranking officials in the UNSC military. These orders relate to using expensive and
important military assets to assist in battlefield operations, including calling in support from orbital resources.
Anti-Air Cover
Commander UNSC Artillery Strike
Tactics DC: 24 Command Points: 10
Surface Immediate: 1 minute Underground Immediate: NA
Surface Distant: 2 minutes Underground Distant: NA
Effect: Your order anti-air artillery support to clear an airspace of enemy aircraft. The area fills with shrapnel and anti-air missile
fire. Mark a Burst (30) that is at least 4 squares off the ground. This ability only effects flying targets. This an artillery strike that
requires a ranged attack roll -10, as normal. The area persists for 3 turns. At the start of the initiating character’s turn, all struck
targets suffer 40 damage with Penetration (20) and Hailfire (3), or half damage on a missed attack. In addition, any pilots flying
in the area must make a DC 20 pilot check or suffer another hit 40 damage with Penetration (20). The area also counts as
difficult terrain.
Archer Missiles
Commander UNSC Artillery Strike
Tactics DC: 24 Command Points: 10
Surface Immediate: 3 round Underground Immediate: NA
Surface Distant: 8 rounds Underground Distant: NA
Effect: Your order a barrage of powerful archer missiles from a command ship in orbit. Pick 5 targets or target locations within
line of sight. Each target must be within 100 squares of another target when the order is placed. This an artillery strike that
requires a ranged attack roll -10, as normal. When the barrage hits, all struck targets suffer 100 damage with Penetration (30)
and Burst (8), or half damage on a missed attack. This attack can be used to reliably destroy bridges, buildings, and even bomb
bunkers. Destroying some structures may require multiple designated missile strikes (GM’s discretion).
Escort Craft
Commander UNSC Commandos
Tactics DC: 24 Command Points: 10
Surface Immediate: 1 minute Underground Immediate: NA
Surface Distant: 15 minutes Underground Distant: NA
Effect: You order a pair of two hornet escort craft to provide fire support. These hornets provide close air support from above
for either 5 minutes or the duration of the mission, whichever is sooner. The hornets can barrage ground-based foes with their
twin rotary cannons or fight off aerial enemies with their missile pods.
Note: Optionally, the escort craft can be called to escort an ordered pelican that is dropping off soldiers or supplies or picking
up the players. If this option is used, the hornets guard the pelican from attacks while escorting it and will provide fire support
for the players while the pelican is nearby. If hornets are escorting a pelican, the pelican does not need a secure landing zone to
land; the hornets occupy any anti-air defenses while the pelican performs it’s assigned tasks.
ODST Drop
Commander UNSC Commandos
Tactics DC: 24 Command Points: 10
Surface Immediate: 5 rounds Underground Immediate: 5 minutes
Surface Distant: 2 minutes Underground Distant: 10 minutes
Effect: You order a squad of elite Orbital Drop Shock Troopers to aid you in your mission. They arrive via drop pod, delivered
from orbit. These drop pods take up an unoccupied square and occupy that square as a source of cover. If the target unit is
underground, the ODSTs drop at the nearest entrance point to their location and walk the rest of the way. This order calls down
a unit led by an ODST Field Commander with 3 ODSTs rounding out the unit.
General Orders
While not strictly restricted to generals, these orders are only available to the most distinguished soldiers and officers
in the battlefield. Generals orders involve re-tasking the most important military assets towards the officer’s needs, including
powerful MAC cannons and ordering the most advanced vehicles.
MAC Blast
General UNSC Artillery Strike
Tactics DC: 30 Command Points: 15
Surface Immediate: 2 minutes Underground Immediate: NA
Surface Distant: 5 minutes Underground Distant: NA
Effect: You order a command ship in orbit to bombard an area with their potent primary weapon: a MAC cannon. Pick a
location or target within line of sight. This is an artillery strike that requires a ranged attack roll -10, as normal. When the
barrage hits, the primary target and all targets with a Burst (10) of the blast suffer 300 damage with the Piercing trait, or half
that much damage on a missed attack. All targets within a Burst (10-20) instead suffer 100 damage with Piercing trait. This
attack is incredibly powerful and will frequently destroy all structures within the impact zone.
Squad Members
To compete with the powerful enemies of the universe, mankind needs discipline and raw numbers. Therefore, most
human player characters have squad points to customize their unit to enter battle alongside. These heroes belong to units that
follow all the rules listed in Chapter 7 of the Core Rulebook and reprinted at the end of this chapter.
You choose the unit makeup of your squad when you deploy for battle. This cannot be changed until the string of
missions is over. Any lost squad members can be replaced with command abilities or when able to resupply at a forward
outpost.
Every type of soldier in a squad costs an amount of squad points. Generally, you can only have three additional
members in a squad, but this varies with talents and traits. You cannot choose squad members that are higher level than you.
Therefore, if you are level 3, you can only choose squad members that are level 3 or less. In addition, you can often pay
additional squad points when purchasing a squad member to equip them with a superior weapon.
For example, a marine field commander has squad points equal to their level plus their ranks in leadership. Therefore,
a level 3 field commander with 3 ranks in leadership would have 6 squad points and can have squad members that are up to
level 3. If they wanted to have a large, inexperienced squad, they could fill their squad up with rookies equipped with pistols,
costing 2 squad points each for a grand total of 6 points, filling all their squad points and slots. If they wanted a squad with
better firepower, they can only recruit two rookies, but have each equipped with an assault rifle. Alternately, if they wanted
someone more experienced, they can spend all of their squad points to partner with a fully trained marine with a pistol, rifle of
their choice, and a fragmentation grenade. Whatever they choose, this would be their squad layout for the remainder of the
adventure, and any replacement squad members would merely refill their squad back to its original state.
Rookie
Level: 1
2 squad points for a Rookie equipped with a magnum pistol
3 squad points for a Rookie to be also equipped with an assault rifle, battle rifle, submachine gun, or combat shotgun
Marine
Level: 3
5 squad points for a Marine equipped with a magnum pistol and one of the following weapons: assault rifle, battle rifle,
submachine gun, or combat shotgun
6 squad points for a Marine that is also equipped with a fragmentation grenade
Comms Operator
Level: 3
6 squad points for a Comms Operator equipped with a magnum pistol and a military transmitter
Transmit Orders: A comms operator can place command orders for their unit leader using their own standard action but their
leader’s tactics bonus. They can issue an order in the same action that the unit uses to make an attack. Because of their military
transmitter, they gain advantage on the tactics skill check and +2 accuracy with any artillery strikes.
Battlefield Engineer
Level: 3
5 squad points for a Battlefield Engineer equipped with a magnum pistol, plasma torch, hacking tool, and 2 repair kits
6 squad points for a Battlefield Engineer to be also equipped with a submachine gun or combat shotgun
Technical Expertise: A battlefield engineer mixes combat training with scientific knowledge. When the leader needs to make
science or computers checks, they can use the battlefield engineer’s bonus instead of their own. The engineer also has the
equipment to perform 2 vehicular repairs before they are out of supplies and can cut through many doors and obstacles given
enough time.
Medic
Level: 5
7 squad points for a Medic equipped with a magnum pistol and a trauma kit and six medipacks
8 squad points for a Medic equipped to be also equipped with an assault rifle, battle rifle, submachine gun, or combat shotgun
Triage: A medic can perform first aid on the squad leader or try to revive dropped squad members. They have six medipacks
they can use heal or revive allies. They can perform medicine in the same standard action used by the unit to fire. If a squad
member is dropped but not killed, they can spend a medipack to revive them with 1 life. Otherwise, they can use their
medipacks to either restore 2 life to a wounded squad member or perform a normal heal action on their squad leader or any
other adjacent ally.
Pilot
Level: 6
8 squad points for a Pilot equipped with a magnum pistol
9 squad points for a Pilot to be also equipped with a submachine gun
Independent Pilot: The pilot can function independently as the pilot of a vehicle that was requisitioned by the player or called
down using command abilities. They pilot the vehicle as directed by the leader of their unit and perform whatever kind of
support is needed.
Sniper
Level: 6
9 squad points for a Sniper equipped with a designated marksman rifle
10 squad points for a Sniper equipped with a sniper rifle
Precision Shot: When a sniper makes an attack against a squad, they get to choose which soldier in the unit they attack, instead
of the leader of that the unit. This functions when they are attacking with the leader or independently of them
.
Saboteur
Level: 6
9 squad points for a Saboteur equipped with a magnum pistol, a remote detonator, and eight explosives pulled from the
following list: breaching charge, demolition charge, fragmentation grenade, or land mine
10 squad points for the saboteur to be also equipped with a combat shotgun, tactical shotgun, or submachine gun
Demolitions Expert: Any explosives used by a unit with a saboteur gains +5 penetration. In addition, the saboteur can act on
their own to plant explosives where directed by their commander. When they plant explosives they can choose to key them
into their remote detonator at the same time. When the unit performs an attack action, the saboteur can spend their standard
action to activate their remote detonator.
Recon Infantry
Level: 7
10 squad points for a Recon Infantry equipped with a magnum pistol and one of the following weapons: a submachine gun, a
designated marksman rifle, or a tactical shotgun.
11 squad points for the Recon Infantry to have a rocket launcher or sniper rifle instead of their standard rifle
Stealth: When the leader of the unit has the Hidden condition, the recon infantry have it as well. As long as the leader remains
hidden, their ranged weapon attacks count as suppressed fire.
Veteran
Level: 10
12 squad points for a Veteran equipped with a magnum pistol, fragmentation grenades, and one of the following weapons:
assault rifle, battle rifle, submachine gun, or combat shotgun
13 squad points for a Veteran that is equipped with one of the following weapons instead of their rifle: rocket launcher or
sniper rifle.
Veteran Pilot
Level: 15
17 squad points for a Veteran Pilot equipped with a magnum pistol
18 squad points for a Veteran Pilot to be also equipped with a submachine gun
Independent Pilot: The pilot can function independently as the pilot of a vehicle that was requisitioned by the player or called
down using command abilities. They pilot the vehicle as directed by the leader of their unit and perform whatever kind of
support is needed.
Units
Units are made up of a leader and several minions. Minions are members of the leader’s squadron, as determined by
the leader’s squad points or assigned NPC squad. The leader is the most important part of a squadron, determining most of
their statistics and capabilities. The minions instead contribute to the leader’s actions and use a simplified formula to determine
health and statistics.
Minions can be any non-heroic NPCs that are medium or small sized. Larger than medium-sized or heroic characters
cannot be minions in a unit unless an ability specifically states otherwise (which is quite rare). Leadership is significantly less
restrictive, as any character or intelligence creature can be a leader.
Unit Basics
The unit follows a number of its own rules. The following are the basics of the unit ruleset.
Statistics
-The unit uses the leader’s defense, -1 per minion in the unit.
-The unit uses the leader’s toughness and resolve, +1 per minion in the unit.
-A unit has the same action mechanic as normal, with a standard, move, and minor action. Their movement and shift speed is
the lowest speed in the unit.
Encounter Mapping
For determining placement of the unit for an encounter map, the unit is drawn as a continuous area. Therefore, a unit
with a marine sergeant and 3 marine marines would take up 4 adjacent squares. If the unit cannot be placed in such a way that
all members of the unit can be adjacent to at least one other member, then the unit must be split into sub-units (see Sub-Units
below).
Units Attacking
Units may have several different weapons equipped and with many different attack profiles depending on the abilities
of the wielder or the mods on the weapon. For each weapon equipped by the squad, you will choose one attack profile for that
weapon – if one of the wielders of that weapon is the unit leader, you must choose the unit leader’s attack profile for that
attack. You then make the attack with the chosen weapon profile, gaining +1 accuracy and +1 hailfire for every wielder of that
weapon after the first. Then continue for each weapon that has not fired yet this turn, in whatever order the attacker chooses.
These attacks also may all be made at separate targets. A single individual cannot contribute to more than one attack. Attacking
while dual-wielding counts as its own attack profile, and members can only contribute to a dual-wielding attack when also
attacking with that combination of weapons.
Attacking Units
Attacking a unit follows a similar process to attacking anything else, with a few differences. The attack declares an
attack against a square occupied by the unit – cover is determined as normal from the attacker to the square(s) in question.
The attack goes against the stats of the unit, which is the modified statistics of the leader. After the hit is resolved, the defender
decides which member of the unit is hit. If the attack is an area attack, then figure out how many unit spaces would be hit, and
that many targets are hit by the area attack – this does allow multiple members of a unit to suffer from attack overages from a
single area attack weapon.
1) The attacker declares their attack against the unit, and rolls their attack roll
2) The number of overages beyond the unit’s defense is added to the attacks damage, if it was a hit
3) The owner of the unit chooses from amongst all the members of their unit to take the damage.
4) Target’s individual damage resistance is applied (along with attack’s penetration) and:
a. If the attack would deal any damage, then the minion loses 1 life, plus 1 for each hailfire of the attack. If the
minion is reduced to 0 life, it is dropped. If it is reduced to negative life, it dies instantly.
b. If the damage would have caused a crippling wound (including rending) it is dropped. If the minion was
already dropped, or takes more than one wound, it dies instantly.
5) Repeat steps 3 & 4 for each unit space that was hit by an AoE attack, without affecting the same target more than
once for a single area attack.
6) Repeat steps 3 & 4 for each unit space that was hit by an AoE attack, without affecting the same target more than
once for a single area attack.
Healing Life
A non-dropped minion can be healed just like a character, by spending a medipack and making a medicine check as a
standard action. Roll the medicine check as normal. For every 10 points of healing the medicine check would have healed, it
restores 1 life.
Ammunition
Minions don’t worry about ammunition with their weapons, except for consumable grenades. They can also change
their equipment by picking up or exchanging a weapon, but only if the weapon is fully loaded. If a player exchanges their
weapon with a minion, their weapon must be full-loaded and the weapon they take has only 50% maximum capacity.
Subunits
Sometimes, it may be best to break up a large squad into subunits. In a subunit, the leader still leads some of their
squad members in a unit but breaks off some of their number into smaller squads. Perhaps the player needs a flanking force to
hit the enemy, or they might want to split their unit between two warthogs.
Subunits can contain any number of minions from a single player’s squad. Subunits cannot contain mixed units from
different character’s squads. A subunit functions identically to a normal unit, except there is no leader. They cannot benefit
from combat augmentations, including leadership, and do not gain a minor action on their unit’s turn. They use the highest
defense, toughness, resolve, and skill bonuses in the unit.
The leader of a unit can use combat influence actions as their minor action as normal. They do not gain any bonuses
to the check from their squad mates. In addition, making a combat influence attempt against a unit functions the same as
normal. The exception is a Terrorize or Demand Surrender action. If those combat influence actions are successful, they effect 1
minion target, +1 per 2 points of success on the influence check. They effect the leader last, only after all minions are dead,
retreating, or surrendered. Surrendering minions drop out of their unit, lay down their weapons, and do not involve themselves
further in combat. Retreating minions leave the unit and flee the battle at full speed.
Leadership
When a player or heroic character is leading a unit, their focus is on guiding their unit. Therefore, they cannot focus
on leading other heroes outside their squad. Therefore, while leading a unit, a character can only focus on leadership checks
regarding their own unit.
Therefore, there is a different leadership combat augmentation that only applies to the unit you are commanding. It
cannot apply to subunits, other character’s units, or other independent characters. You use the following leadership combat
augmentations when leading your unit. You can also make leadership checks to rally.
Being Moved
Many special attacks push, pull, or grab individuals. These attacks usually target toughness. Units always use their
leader’s toughness, +1 per every minion in the group, as normal. If a toughness check to move a unit succeeds, one member of
the member, chosen by the attacker, is moved. If this moves them out of coherency of their unit, they are isolated from their
unit. The leader cannot be chosen to be moved.
Standard Abilities
There are number of special actions that can be performed by minions in a unit. These are called standard abilities.
They are known as such as they can be used as part of any standard action, including an action to attack. Essentially, when the
unit performs a standard action, that minion gives up their ability to contribute in the action, namely an attack, to perform their
own ability in the meantime. Common standard abilities of minions are medics using their medipacks to heal members of their
unit, or communications officers ordering call-down effects. These will be detailed in NPC stat entries and that of gear items.
The leader cannot perform a standard ability, because their attention is needed to guide the majority of the squad in
actions. Therefore, the leader cannot perform medicine while the rest of the squad attacks. The leader must attack, and
delegate duties to their subordinates. A leader can still perform an action such as medicine or calling in artillery strikes, but if
they do their squad does not attack or gain any benefit for a standard action.
Effects on Units
A unit cannot be affected by an effect that statistically modifies the unit unless the entire unit is within the area of the
effect. This effects features such as the AI’s tactical guidance, which gives bonuses to all allies within a certain distance.
Similarly, effects that trigger upon killing an enemy, such as morale or spartan focus, do not occur upon killing every minion in a
group; they only count upon killing the entire group.
The last section of this chapter includes premade vehicles statistics so you can quickly introduce piloted vehicles into
your games of Halo.
Smart AIs may aid UNSC characters in both roleplay and combat encounters. The power they have over various
subsystems may mean they bend the environment to the players benefit. Players might work to rescue an AI from a databank
to gain vital information. Similarly, a hostile AI can be a dangerous threat to the party because of all the systems they have at
their control.
AIs come in all kinds but are often differentiated based on the purpose they were designed for and how old or
experienced they are. Logistics AIs deal with supply management and coordinating different parties for maximum efficiency.
They are most commonly utilized by civilian personnel to serve as automation for an outpost running itself. Installation AIs
serve a similar purpose, but on a larger scale. They look over the functions of military bases and cities and have expanded
duties to ensure the safety of their occupants and ensure their data core is not penetrated. Calculator AIs are prized for their
analytical ability and focus their efforts on scientific research and performing in-depth calculations. Finally, no ship in the UNSC
is complete without either a ship AI or military AI to manage its functions. These AIs are very powerful and dangerous, fit for
running the functions of a battle ship in addition or instead of a crew. Military AIs are saved for the largest and most formidable
capital ships where they are also needed to provide tactical guidance for important officers and field commanders.
Logistics: Can spend an action once per turn to make pending call-downs arrive faster. A single pending order arrives 2 rounds
faster, while other orders arrive 1 round faster. If this reduces an orders arrival time to 0 or less, it arrives at the start of the
character’s next turn.
Coordinated Fire: The AI spends a standard action coordinating an ambush between their host and another ally. If both
individuals are flanking a single enemy, if one makes an attack against the target, their flanking partner can attack them as well
out of sequence. If the flanking partner is a unit, only the unit leader and his aids using the same weapon can make this free
attack.
Behavioral Study: The AI spends a standard action analyzing the target’s behavior and speech patterns. Afterwards, either the
AI or one ally within 10 squares gains a +5 bonus on influence checks against the target for 1 minute. This can be used for
combat influence or ordinary, out of combat, persuasion.
Probability: The AI can run the odds and probability of different circumstances and dangers, giving advice to all allies within 10
squares. As usual, this is used as a standard action. Upon performing this action, the AI choses any skill and makes a DC 20 skill
check. If they succeed the skill check, all allies gain a bonus on checks using that skill equal to the amount the Ai surpassed the
DC of the check. The AI can use this feature more than once in a round, each time they select a different skill to boost.
Encouragement: The AI can perform leadership combat augmentations, including rally actions.
Guiding Hand: The AI can make an assisted skill check to every ally that makes a skill check within 10 squares. If the AI succeeds
a DC 15 check of that skill, they give that ally +2 on their check results.
Behavioral Study: The AI spends a standard action analyzing the target’s behavior and speech patterns. Afterwards, either the
AI or one ally within 10 squares gains a +10 bonus on influence checks against the target for 1 minute. This can be used for
combat influence or ordinary, out of combat, persuasion.
Medical Scan: The AI performs a medical scan on an ally within 10 squares as a standard action. Any ally that performs first aid
on the scanned target gains +25 to their medicine check result.
Probability: The AI can run the odds and probability of different circumstances and dangers, giving advice to all allies within 20
squares. As usual, this is used as a standard action. Upon performing this action, the AI choses any skill and makes a DC 20 skill
check. If they succeed the skill check, all allies gain a bonus on checks using that skill equal to the amount the Ai surpassed the
DC of the check. The AI can use this feature more than once in a round, each time they select a different skill to boost.
Predict Attack Pattern: The AI can give their host a +4 bonus to defense against a single attacker. If they avoid an attack from
that attacker, they can instantly make an attack back at the target.
Guiding Hand: The AI can make an assisted skill check to every ally that makes a skill check within 10 squares. If the AI succeeds
a DC 15 check of that skill, they give that ally +2 on their check results.
Scan: The AI spends a standard action to make a spotter action against all targets within 40 squares. The spotter action also
locates hidden features, doors, and wireless network.
Targeted Strike: The AI can spend an action to calibrate an incoming strike that is coming in the next round. That artillery strike
gains +9 accuracy.
Pilot: The AI can pilot a vehicle with complete control of its systems and weaponry. It uses its instinct instead of agility for
determining the vehicle’s defense. It must spend an action each turn to pilot the vessel, and an action to fire each weapon
system. The vehicle gains a +5 bonus to defense, accuracy, and pilot checks and gains 22 temporary hit points at the start of
each turn. The AI automatically succeeds pilot check to perform maneuvers.
Direct Attack: The AI can spend an action to give their host an instant attack towards a target of the AI’s choosing. This attack
gains +5 accuracy.
Repairs: The AI can spend a standard action to perform automated repairs on their vehicle, restoring 33 hit points to the
vehicle.
Targeted Strike: The AI can spend an action to calibrate an incoming strike that is coming in the next round. That artillery strike
gains +11 accuracy.
Command Abilities: A Ship AI can issue the following orders, each as the listed number of times per hour: Archer Missiles
1/hour, Escort Craft 1/hour.
Pilot: The AI can pilot a vehicle with complete control of its systems and weaponry. It uses its instinct instead of agility for
determining the vehicle’s defense. It must spend an action each turn to pilot the vessel, and an action to fire each weapon
system. The vehicle gains a +6 bonus to defense, accuracy, and pilot checks.
Direct Attack: The AI can spend an action to give their host an instant attack towards a target of the AI’s choosing. This attack
gains +6 accuracy. The host can take a shift action before or after the attack.
Tactical Guidance: The AI can spend a standard action to give all allies 20 squares +4 accuracy, defense, and tactics skill checks.
Targeted Strike: The AI can spend an action to calibrate an incoming strike that is coming in the next round. That artillery strike
gains +14 accuracy.
Logistics: Can spend an action once per turn to make pending call-downs arrive faster. A single pending order arrives 2 rounds
faster, while other orders arrive 1 round faster. If this reduces an orders arrival time to 0 or less, it arrives at the start of the
character’s next turn.
Command Abilities: A Ship AI can issue the following orders, each as the listed number of times per hour: Archer Missiles
1/hour, Escort Craft 1/hour, Pelican Drop: Soldiers 3/hour.
Battlefield Engineer
Level 3 Human Non-heroic Character, Low Threat
Hit Points: 40 Healing Threshold: 6 Damage Threshold: 20
Defense: 12 Toughness: 16 Resolve: 15
Speed: 5 Shift Speed: 1 Morale Bonus: +2
Space: 1 square Reach: 1 square Initiative: +2
Damage Resistance: 8
-Magnum Pistol 1d20+3 accuracy, 20 damage, 1 strikes maximum, 12 shots at medium range; Special Traits: Penetration 2
-Pistol Whip 1d20+1 accuracy, 16 damage, 1 strike maximum; Special Traits: NA
-Combat Knife 1d20+3 accuracy, 13 damage, +1 strike maximum; Special Traits: Throwing
Skills: Athletics 2, Computers 2 Defensive Training 2, Durability 2, Lore 2, Melee 2, Mental Training 2, Perception 2, Pilot 2,
Ranged 2, Science 3, Tactics 2
Talents: Military Unarmed Training, Structural Weakness
Strength: 4 Instinct: 2 Agility: 2 Fortitude: 2
Intelligence: 4 Willpower: 3
Gear: Magnum Pistol with 2 magazines, Combat Knife, Battle Armor, Equipment Belt x3, Backpack, Survival Gear, Plasma
Torch, Hacking Tool, Repair Kit x2
Technical Expertise: A battlefield engineer mixes combat training with scientific knowledge. When the leader needs to make
science or computers checks, they can use the battlefield engineer’s bonus instead of their own.
Alternate Weapons: The Battlefield Engineer may also be equipped with one of the following weapons in addition to their
pistol. They have 2 magazines of ammunition whatever weapon they possess and gain the Rifle Butt attack when that weapon
is equipped
-Combat Shotgun; 1d20+2 accuracy, 16 damage, 1 strike maximum, 12 shots at short range; Special Traits: Spread, Close
Quarters, Gradual Reload
-Submachine Gun; 1d20+3 accuracy, 18 damage, +1 strike maximum, 60 shots at short range; Special Traits: Fast Reload
-Rifle Butt 1d20 accuracy, 22 damage, 1 strike maximum; Special Traits: NA
Civilians Description
If all goes well, civilians should never have to be part of a combat zone. However, the enemies of mankind are
ruthless and attacks against civilian populations have been common. When this happens, civilians need to be protected from
harm by those who are willing to fight.
Civilians represent the common citizens of the humanity and come from all walks of life. Administrative officials
represent more distinguished civilians, such as important scientists and politicians.
Civilian
Level 1 Human Non-heroic Character, Trivial Threat
Hit Points: 23 Healing Threshold: 5 Damage Threshold: 17
Defense: 12 Toughness: 13 Resolve: 11
Speed: 5 Shift Speed: 1 Morale Bonus: +0
Space: 1 square Reach: 1 square Initiative: +2
Damage Resistance: 0
-Unarmed 1d20 accuracy, 8 damage, +1 strike maximum; Special Traits: Unarmed
Skills: Athletics 1, Computers 1, Influence 1, Lore 1, Medicine 1, Perception 1, Pilot 1, Science 1
Talents: None
Strength: 2 Instinct: 2 Agility: 2 Fortitude: 1
Intelligence: 2 Willpower: 1
Gear: Equipment Belt, Clothes, Miscellaneous Personal Belongings, 10-100 credits
Administrative Official
Level 5 Human Non-heroic Character, Trivial Threat
Hit Points: 33 Healing Threshold: 6 Damage Threshold: 19
Defense: 13 Toughness: 13 Resolve: 15
Speed: 5 Shift Speed: 1 Morale Bonus: +2
Space: 1 square Reach: 1 square Initiative: +3
Damage Resistance: 1
-Sporting Handgun 1d20+3 accuracy, 16 damage, +1 strike maximum, 16 shots at short range; Special Traits: Fast Reload,
Concealable
-Pistol Whip 1d20-2 accuracy, 14 damage, 1 strike maximum; Special Traits: NA
Skills: Athletics 1, Computers 3, Defensive Fighting 1, Durability 1, Influence 4, Lore 3, Medicine 2, Mental Training 1,
Perception 3, Pilot 3, Ranged 2, Science 3
Talents: Dissuade, Distraction, Quick Draw, Smart Shot
Strength: 2 Instinct: 3 Agility: 2 Fortitude: 2
Intelligence: 6 Willpower: 4
Gear: Sporting Handgun with 2 magazines, Equipment Belt, Fine Clothes, Miscellaneous Personal Belongings, 200-2,000 credits
Comms Operator
Level 3 Human Non-heroic Character, Low Threat
Hit Points: 45 Healing Threshold: 6 Damage Threshold: 21
Defense: 12 Toughness: 16 Resolve: 13
Speed: 5 Shift Speed: 1 Morale Bonus: +1
Space: 1 square Reach: 1 square Initiative: +3
Damage Resistance: 8
-Magnum Pistol 1d20+4 accuracy, 20 damage, 1 strike maximum, 12 shots at medium range; Special Traits: Penetration 2
-Pistol Whip 1d20 accuracy, 16 damage, 1 strike maximum; Special Traits: NA
-Combat Knife 1d20+3 accuracy, 13 damage, +1 strike maximum; Special Traits: Throwing
Skills: Acrobatics 1, Athletics 2, Defensive Training 2, Durability 2, Influence 2, Melee 2, Mental Training 2, Perception 2, Pilot 2,
Ranged 3, Stealth 1, Survival 1, Tactics 3
Talents: Military Unarmed Training
Strength: 4 Instinct: 3 Agility: 2 Fortitude: 3
Intelligence: 3 Willpower: 2
Gear: Magnum Pistol with 2 magazines, Combat Knife, Battle Armor, Equipment Belt, Military Transmitter, Radio, Survival
Gear, Medipack
Transmit Orders: A comms operator can place command orders for their unit leader using their own standard action but their
leader’s tactics bonus. They can issue an order in the same action that the unit uses to make an attack. Because of their military
transmitter, they gain advantage on the tactics skill checks and +2 accuracy with any artillery strikes.
Marines Description
Marines are the rank and file soldiers of the United Nations Space Command. These brave men and women do most
of the fighting for humanity’s survival. The average marine is well trained with some combat experience but cannot be called a
battlefield expert. They are equipped with a wide variety of weapons. They are commonly encountered as members of an
organized squad but can be fought in loose mobs advancing towards the enemy.
Marine
Level 3 Human Non-heroic Character, Low Threat
Hit Points: 45 Healing Threshold: 6 Damage Threshold: 21
Defense: 13 Toughness: 16 Resolve: 13
Speed: 5 Shift Speed: 1 Morale Bonus: +1
Space: 1 square Reach: 1 square Initiative: +3
Damage Resistance: 8
-Magnum Pistol 1d20+4 accuracy, 20 damage, 1 strikes maximum, 12 shots at medium range; Special Traits: Penetration 3
-Pistol Whip 1d20 accuracy, 16 damage, 1 strike maximum; Special Traits: Penetration 1
-Combat Knife 1d20+3 accuracy, 13 damage, +2 strikes maximum; Special Traits: Penetration 1, Throwing
Skills: Acrobatics 1, Athletics 3, Defensive Training 2, Durability 2, Endurance 1, Melee 2, Mental Training 1, Perception 2, Pilot
2, Ranged 3, Stealth 1, Survival 1, Tactics 2
Talents: Military Unarmed Training, Penetration
Strength: 4 Instinct: 3 Agility: 3 Fortitude: 3
Intelligence: 2 Willpower: 2
Gear: Magnum Pistol with 2 magazines, Combat Knife, Battle Armor, Equipment Belt, Backpack, Survival Gear, Medipack
Alternate Weapons: The Marine may also be equipped with one of the following weapons in addition to their pistol. They have
2 magazines of ammunition whatever weapon they possess and gain the Rifle Butt attack when that weapon is equipped. The
Marine may also be equipped with a fragmentation grenade.
-Assault Rifle; 1d20+4 accuracy, 18 damage, +1 strike maximum, 36 shots at medium range; Special Traits: Penetration 1,
Ammunition Display, Automatic
-Battle Rifle; 1d20+4 accuracy, 18 damage, 1 strike maximum, 36 shots at long range; Special Traits: Penetration 1, Burst Fire,
Scope
-Combat Shotgun; 1d20+3 accuracy, 18 damage, 1 strike maximum, 12 shots at short range; Special Traits: Penetration 1,
Spread, Close Quarters, Gradual Reload
-Submachine Gun; 1d20+4 accuracy, 18 damage, +1 strike maximum, 60 shots at short range; Special Traits: Penetration 1, Fast
Reload
-Fragmentation Grenade; 1d20+1 accuracy, 40 damage, 1 strike maximum, 1 shot at short range; Special Traits: Penetration 6,
Burst 2, Grenade, Delay
-Rifle Butt 1d20 accuracy, 22 damage, 1 strike maximum; Special Traits: Penetration 1
Marine Corporal
Level 4 Human Non-heroic Character, Low Threat
Hit Points: 53 Healing Threshold: 6 Damage Threshold: 22
Defense: 14 Toughness: 17 Resolve: 16
Speed: 5 Shift Speed: 1 Morale Bonus: +3
Space: 1 square Reach: 1 square Initiative: +3
Damage Resistance: 8
-Magnum Pistol 1d20+4 accuracy, 20 damage, 1 strikes maximum, 12 shots at medium range; Special Traits: Penetration 3
-Pistol Whip 1d20 accuracy, 16 damage, 1 strike maximum; Special Traits: Penetration 1
-Combat Knife 1d20+3 accuracy, 13 damage, +2 strikes maximum; Special Traits: Penetration 1, Throwing
Skills: Acrobatics 1, Athletics 3, Defensive Training 3, Durability 3, Endurance 1, Leadership 3, Melee 2, Mental Training 2,
Perception 2, Pilot 2, Ranged 3, Stealth 1, Survival 1, Tactics 3
Talents: Military Unarmed Training, Penetration
Strength: 4 Instinct: 3 Agility: 3 Fortitude: 3
Intelligence: 2 Willpower: 4
Gear: Magnum Pistol with 2 magazines, Combat Knife, Battle Armor, Equipment Belt, Backpack, Survival Gear, Medipack
Command Abilities: A marine corporal can issue a Mortar Barrage command once per hour.
Rookie Squad Leader: Corporals are usually found leading small squads of inexperienced soldiers. The corporal usually leads a
unit of two marine rookies who are equipped with the same rifle as the corporal.
Alternate Weapons: The Corporal may also be equipped with one of the following weapons in addition to their pistol. They
have 2 magazines of ammunition whatever weapon they possess and gain the Rifle Butt attack when that weapon is equipped.
-Assault Rifle; 1d20+4 accuracy, 18 damage, +1 strike maximum, 36 shots at medium range; Special Traits: Penetration 1,
Ammunition Display, Automatic
-Battle Rifle; 1d20+4 accuracy, 18 damage, 1 strike maximum, 36 shots at long range; Special Traits: Penetration 1, Burst Fire,
Scope
-Combat Shotgun; 1d20+3 accuracy, 18 damage, 1 strike maximum, 12 shots at short range; Special Traits: Penetration 1,
Spread, Close Quarters, Gradual Reload
-Submachine Gun; 1d20+4 accuracy, 18 damage, +1 strike maximum, 60 shots at short range; Special Traits: Penetration 1, Fast
Reload
-Rifle Butt 1d20 accuracy, 22 damage, 1 strike maximum; Special Traits: Penetration 1
Command Abilities: A marine field commander can issue the following orders, each as the listed number of times per hour:
Carpet Bomb 2/hour, Pelican Drop: Soldiers 3/hour, or Sniper Support 3/hour.
Squad Leader: Field commander lead most squads of experienced marines on difficult missions. Their units are often
accompanied by various specialists. The lieutenants usually leads a unit with 2 marines equipped with the same rifle as the
lieutenant and fragmentation grenades. They will round out their squad with a medic equipped with a handgun and a sniper
equipped with a powerful sniper rifle.
If a field commander needs a smaller, more elite squad, they will deploy in a unit with two veterans equipped with
matching rifles to their CO.
Marine Rookie
Level 1 Human Non-heroic Character, Low Threat
Hit Points: 29 Healing Threshold: 5 Damage Threshold: 18
Defense: 11 Toughness: 13 Resolve: 11
Speed: 5 Shift Speed: 1 Morale Bonus: +0
Space: 1 square Reach: 1 square Initiative: +2
Damage Resistance: 7
-Magnum Pistol 1d20+2 accuracy, 20 damage, 1 strikes maximum, 12 shots at medium range; Special Traits: Penetration 2
-Pistol Whip 1d20-2 accuracy, 14 damage, 1 strike maximum; Special Traits: NA
Skills: Athletics 1, Defensive Training 1, Durability 1, Endurance 1, Perception 1, Pilot 1, Ranged 1, Stealth 1, Tactics 1
Talents: None
Strength: 2 Instinct: 2 Agility: 2 Fortitude: 1
Intelligence: 2 Willpower: 1
Gear: Magnum Pistol with 2 magazines, Battle Armor, Equipment Belt, Backpack, Survival Gear, Medipack
Alternate Weapons: The Rookie may also be equipped with one of the following weapons in addition to their pistol. They have
2 magazines of ammunition whatever weapon they possess and gain the Rifle Butt attack when that weapon is equipped
-Assault Rifle; 1d20+2 accuracy, 18 damage, +1 strike maximum, 36 shots at medium range; Special Traits: Ammunition Display,
Automatic
-Battle Rifle; 1d20+2 accuracy, 18 damage, 1 strike maximum, 36 shots at long range; Special Traits: Burst Fire, Scope
-Combat Shotgun; 1d20+1 accuracy, 18 damage, 1 strike maximum, 12 shots at short range; Special Traits: Spread, Close
Quarters, Gradual Reload
-Submachine Gun; 1d20+2 accuracy, 18 damage, +1 strike maximum, 60 shots at short range; Special Traits: Fast Reload
-Rifle Butt 1d20-2 accuracy, 19 damage, 1 strike maximum; Special Traits: NA
Marine Sergeant
Level 9 Human Non-heroic Character, Low Threat
Hit Points: 90 Healing Threshold: 8 Damage Threshold: 26
Defense: 15 Toughness: 20 Resolve: 20
Speed: 5 Shift Speed: 1 Morale Bonus: +4
Space: 1 square Reach: 1 square Initiative: +5
Damage Resistance: 15
-Magnum Pistol 1d20+6 accuracy, 23 damage, 1 strikes maximum, 12 shots at medium range; Special Traits: Penetration 4
-Assault Rifle; 1d20+6 accuracy, 24 damage, +2 strikes maximum, 36 shots at medium range; Special Traits: Penetration 2,
Ammunition Display, Automatic
-Battle Rifle; 1d20+6 accuracy, 24 damage, 1 strike maximum, 36 shots at long range; Special Traits: Penetration 2, Burst Fire,
Scope
-Combat Shotgun; 1d20+5 accuracy, 24 damage, 1 strike maximum, 12 shots at short range; Special Traits: Penetration 2,
Spread, Close Quarters, Gradual Reload
-Submachine Gun; 1d20+6 accuracy, 24 damage, +2 strikes maximum, 60 shots at short range; Special Traits: Penetration 2,
Fast Reload
-Fragmentation Grenade; 1d20+3 accuracy, 45 damage, 1 strike maximum, 1 shot at short range; Special Traits: Penetration 7,
Burst 2, Grenade, Delay
-Rifle Butt 1d20+2 accuracy, 27 damage, 1 strike maximum; Special Traits: Penetration 2, Rend 2
-Combat Knife 1d20+5 accuracy, 18 damage, +2 strikes maximum; Special Traits: Penetration 2, Rend 2, Throwing
Skills: Acrobatics 3, Athletics 5, Defensive Training 4, Durability 4, Endurance 3, Influence 4, Leadership 5, Medicine 4, Melee 4,
Mental Training 5, Perception 4, Pilot 4, Ranged 5, Stealth 3, Survival 4, Tactics 4
Talents: Close Combat Shot, Hardened Survivalist, Military Unarmed Training II, Penetration II, Renowned Commander,
Resistant II, Weapon Mastery (ranged, melee)
Strength: 6 Instinct: 5 Agility: 3 Fortitude: 6
Intelligence: 3 Willpower: 5
Gear: Assault Rifle with Improved Potency OR Battle Rifle with Improved Potency OR Combat Shotgun with Improved Potency
OR Submachine Gun with Improved Potency, 2 magazines for equipped rifle, Magnum Pistol with 2 magazines, Fragmentation
Grenade, Combat Knife, Battle Armor with Extra Armor, Equipment Belt x2, Backpack, Survival Gear, Rope, Rations x5,
Medipack x2
Command Abilities: A marine sergeant can issue the Reinforcements or Mortar Barrage orders and can do both twice per hour.
Squad Leader: Sergeants lead most squads of marines. The sergeant usually leads a unit with 2 marine rookies equipped with
the same rifle as the sergeant. They also take 2 marines armed with rifles but without fragmentation grenades. These marines
have a 50% chance of being equipped with the same weapon as the Sergeant but may both be equipped with a different
weapon instead. The different weapon may depend on what type of environment the battle is taking place in. In close
engagements, the marines might be equipped with shotguns, for example.
Marine Veteran
Level 10 Human Non-heroic Character, Low Threat
Hit Points: 85 Healing Threshold: 7 Damage Threshold: 26
Defense: 19 Toughness: 21 Resolve: 19
Speed: 6 Shift Speed: 1 Morale Bonus: +4
Space: 1 square Reach: 1 square Initiative: +6
Damage Resistance: 12
-Magnum Pistol 1d20+7 accuracy, 24 damage, +1 strike maximum, 12 shots at medium range; Special Traits: Penetration 4
-Combat Knife 1d20+6 accuracy, 14 damage, +2 strikes maximum; Special Traits: Penetration 2, Throwing
-Assault Rifle; 1d20+7 accuracy, 26 damage, +2 strikes maximum, 36 shots at medium range; Special Traits: Penetration 2,
Ammunition Display, Automatic
-Battle Rifle; 1d20+7 accuracy, 26 damage, +1 strike maximum, 36 shots at long range; Special Traits: Penetration 2, Burst Fire,
Scope
-Combat Shotgun; 1d20+6 accuracy, 26 damage, +1 strike maximum, 12 shots at short range; Special Traits: Penetration 2,
Spread, Close Quarters, Gradual Reload
-Submachine Gun; 1d20+7 accuracy, 23 damage, +2 strike maximum, 60 shots at short range; Special Traits: Penetration 2, Fast
Reload, Suppressed
-Fragmentation Grenade; 1d20+4 accuracy, 45 damage, 1 strike maximum, 1 shot at short range; Special Traits: Penetration 7,
Burst 2, Grenade, Delay
-Rifle Butt 1d20+3 accuracy, 23 damage, 1 strike maximum; Special Traits: Penetration 2
Skills: Acrobatics 2, Athletics 4, Defensive Training 5, Durability 5, Endurance 4, Melee 5, Mental Training 5, Perception 3, Pilot
4, Ranged 6, Stealth 3, Survival 3, Tactics 5
Talents: Ballistic Weapon Expertise, Cloe Combat Shot, Defensive Fighting, Military Unarmed Training, Penetration II, Weapon
Mastery (ranged)
Strength: 6 Instinct: 6 Agility: 4 Fortitude: 5
Intelligence: 2 Willpower: 4
Gear: Assault Rifle with Improved Potency OR Battle Rifle with Improved Potency OR Combat Shotgun with Improved Potency
OR Submachine Gun with Suppressor, 2 magazines for equipped rifle, Magnum Pistol with 2 magazines, Combat Knife,
Fragmentation Grenade x2, Battle Armor with Extra Armor, Equipment Belt x3, Backpack, Survival Gear, Rope, Rations x5,
Medipack
Alternate Weapons: The Veteran may also be equipped with one of the following weapons instead of their rifle: rocket
launcher or sniper rifle. They have 2 magazines of ammunition whatever weapon they possess.
-Sniper Rifle; 1d20+8 accuracy, 47 damage, 1 strike maximum, 4 shots at distant range; Special Traits: Penetration 8, Rending 2,
Digital Scope
-Rocket Launcher; 1d20+6 accuracy, 45 damage, 1 strike maximum, 2 shots at distant range; Special Traits: Penetration 22,
Burst 1, Digital Scope, Rocket, Extremely Long Reload
Medic Description
Medics are soldiers with medical training. It is their jobs to keep their squad mates alive in battle. Because battlefields
are dangerous, hectic places, medics are vitally important. Without their hard work, casualties on the battlefield would be much
worse. Like other specialists, medics aren’t afraid to fight back when their squads are in danger.
Medic
Level 5 Human Non-heroic Character, Low Threat
Hit Points: 45 Healing Threshold: 6 Damage Threshold: 21
Defense: 14 Toughness: 17 Resolve: 17
Speed: 5 Shift Speed: 1 Morale Bonus: +3
Space: 1 square Reach: 1 square Initiative: +2
Damage Resistance: 8
-Magnum Pistol 1d20+4 accuracy, 20 damage, 1 strikes maximum, 12 shots at medium range; Special Traits: Penetration 2
-Pistol Whip 1d20 accuracy, 16 damage, 1 strike maximum; Special Traits: NA
-Combat Knife 1d20+3 accuracy, 13 damage, +2 strikes maximum; Special Traits: Throwing
Skills: Athletics 3, Defensive Training 3, Durability 2, Endurance 2, Medicine 4, Melee 2, Mental Training 3, Perception 2, Pilot 2,
Ranged 3, Stealth 1, Survival 1, Tactics 2
Talents: Military Unarmed Training, Field Medic
Strength: 4 Instinct: 2 Agility: 3 Fortitude: 3
Intelligence: 4 Willpower: 4
Gear: Magnum Pistol with 2 magazines, Combat Knife, Battle Armor, Equipment Belt x3, Backpack, Survival Gear, Medipack x6,
Trauma Kit
Triage: A medic can perform first aid on the squad leader or try to revive dropped squad members. They can perform medicine
in the same standard action used by the unit to fire. If a squad member is dropped but not killed, they can spend a medipack to
revive them with 1 life. Otherwise, they can use their medipacks to either restore 2 life to a wounded squad member or
perform a normal heal action on their squad leader or any other adjacent ally.
Alternate Weapons: The Medic may also be equipped with one of the following weapons in addition to their pistol. They have 2
magazines of ammunition whatever weapon they possess and gain the Rifle Butt attack when that weapon is equipped.
-Assault Rifle; 1d20+4 accuracy, 18 damage, +2 strikes maximum, 36 shots at medium range; Special Traits: Ammunition
Display, Automatic
-Battle Rifle; 1d20+4 accuracy, 18 damage, 1 strike maximum, 36 shots at long range; Special Traits: Burst Fire, Scope
-Combat Shotgun; 1d20+3 accuracy, 18 damage, 1 strike maximum, 12 shots at short range; Special Traits: Spread, Close
Quarters, Gradual Reload
-Submachine Gun; 1d20+3 accuracy, 18 damage, +2 strikes maximum, 60 shots at short range; Special Traits: Fast Reload
-Rifle Butt 1d20 accuracy, 22 damage, 1 strike maximum; Special Traits: NA
Officer Description
Officer refers to naval or high command officers that spend most of their time on military bases or upon ships. The
officer represented here can be used to represent a wide variety of commissioned officers that serve in the chain of command.
Because they do not typically represent on the field of battle, they lack the raiment and weaponry of marines. However, when
battle comes to them, they usually have a contingent of marines accompanying them as an honor guard.
Officer
Level 12 Human Heroic Character, Low Threat
Hit Points: 115 Healing Threshold: 7 Damage Threshold: 27
Defense: 23 Toughness: 20 Resolve: 23
Speed: 6 Shift Speed: 1 Morale Bonus: +6
Space: 1 square Reach: 1 square Initiative: +6
Damage Resistance: 6
-Magnum Pistol 1d20+8 accuracy, 26 damage, +1 strikes maximum, 12 shots at medium range; Special Traits: Penetration 6
-Pistol Whip 1d20+3 accuracy, 18 damage, +1 strike maximum; Special Traits: NA
Skills: Acrobatics 4, Athletics 4, Computers 4, Defensive Training 6, Durability 6, Endurance 5, Influence 6, Leadership 6, Lore 4,
Medicine 1, Melee 4, Mental Training 6, Perception 5, Pilot 4, Ranged 6, Science 4, Stealth 2, Survival 2, Tactics 6
Talents: Close Combat Shot, Defensive Fighting, Dissuade, Distraction, Duck and Cover, Emowering Command, Inspiratinal
Presence, Military Unarmed Combat Training, Precision Shot, Quick Draw, Renowned Commander, Weapon Mastery (ranged)
Strength: 4 Instinct: 6 Agility: 4 Fortitude: 5
Intelligence: 5 Willpower: 7
Gear: Magnum Pistol with Improved Potency, Precision Balance and Quick Load with 2 armor-piercing magazines, Padded
Jacket with Extra Armor, Equipment Belt, Backpack, Binoculars, Radio, Handcuffs, Medipack
Command Abilities: An officer can issue the following orders, each as the listed number of times per hour: Carpet Bomb 1/hour
or Pelican Drop: Soldiers 2/hour.
Honor Guard: Officers are always accompanied by an honor guard of soldiers to maintain their safety in battle. The officer
usually leads a unit with 2 veterans equipped with assault rifles and fragmentation grenades., a medic equipped with a combat
shotgun, and a comms operator.
Inspired Comeback: When commanding a unit, the officer can spend a morale point to make a DC 15 leadership check. If they
succeed, they restore 1 life to one troop. For every 10 points that they exceed the DC, they can restore 1 additional life.
ODST Description
Orbital Drop Shock Troopers, known informally as ‘helljumpers’, are the elite of the UNSC military. They are a
prestigious military unit that drop into the worst combat zones via orbital drop pods. They arrive in the heart of a combat and
fight in a tight squad to turn the battlefield into their favor. They serve as the special forces of the marine corps, called into duty
to solve problems the grunts are incapable of resolving. Like Spartans, they function best in small, cohesive units of soldiers that
have fought together over many battlefields.
Orbital Drop Shock Troopers are usually encountered either in a loose group that does not fight in a squadron or,
more rarely, in a unit led by an ODST Commander. In the prior organization, they fight tactically by coordinating their
movements with other ODSTs and squads of marines, utilizing cover whenever possible. When in a squad, they fight with
expert precision, as the tactical aptitude of an ODST commander is quite formidable.
Precision Combatant: When an ODST rolls a natural 20 on an attack roll, they instantly gain an additional standard action. They
can also clear weapon jams as a minor action instead of a standard action.
The Professionals: A unit leader gains +1 to tactics and leadership checks used on their unit for every ODST in the squad.
Drop Tactics: ODST’s specialize in dropping into combat via drop pods and assaulting the enemy. When they arrive into combat
via drop pods, they can instantly perform an action to exit the pod then perform either an attack action or move up to their
speed.
Alternate Weapons: The ODST may also be equipped with one of the following weapons instead of their rifle: rocket launcher
with 4 anti-armor rockets, sniper rifle with improved accuracy and 2 magazines of armor piecing rounds, or Spartan Laser with 1
spartan laser cell.
-Sniper Rifle; 1d20+9 accuracy, 49 damage, 1 strike maximum, 4 shots at distant range; Special Traits: Penetration 12, Rending
2, Digital Scope
-Rocket Launcher; 1d20+6 accuracy, 45 damage, 1 strike maximum, 2 shots at distant range; Special Traits: Penetration 22,
Burst 1, Digital Scope, Rocket, Extremely Long Reload
-Spartan Laser; 1d20+8 accuracy, 70 damage, 1 strike maximum, 5 shots at medium range; Special Traits: Penetration 52,
Unstoppable, Charge Time (4)
Command Abilities: A marine lieutenant can issue the following orders, each as the listed number of times per hour: ODST
Reinforcements 2/hour, Archer Missiles 1/hour, Secure Position 4/hour. When using the Archer Missile order, the ODST
commander gains +4 accuracy from their rigorous experience in coordinating strikes from orbit.
Squad Leader: ODST Commanders lead small, but very skilled squads of shock troopers into battle. ODST Commander lead a
unit that also contains 2 ODSTs equipped with the same or different weapon as their commander, as the situation demands. If
needed, one of these ODSTs can be equipped with a rocket launcher, spartan laser, or sniper rifle. All troopers in the
commander’s unit gains +1 life from their Tough Commander ability.
Close Quarters Battle Armor: The ODST commander’s armor gives them +2 defense and +5 damage resistance against melee
attacks.
Precision Combatant: When an ODST rolls a natural 20 on an attack roll, they instantly gain an additional standard action.
When can also clear weapon jams as a minor action instead of a standard action.
Drop Tactics: ODST’s specialize in dropping into combat via drop pods and assaulting the enemy. When they arrive into combat
via drop pods, they can instantly perform an action to exit the pod then perform either an attack action or move up to their
speed.
To conduct their missions, ONI requires skilled agents. ONI operatives are the most common agents employed by the
clandestine branch. Operatives serve many purposes, including that of a spy, a soldier, a political liaison, and a handler for
government assets. However, when even their skills are not enough, ONI relies on their assassins to make problems go away.
ONI Assassins belong to the darkest operations employed by the UNSC government. They eliminate political opponents, enemy
military commanders, and insurrectionists in manner so discreet that it never reaches the public news.
ONI Assassin
Level 15 Human Heroic Character, Medium Threat
Hit Points: 175 Healing Threshold: 11 Damage Threshold: 35
Defense: 25 Toughness: 23 Resolve: 28
Speed: 8 Shift Speed: 2 Morale Bonus: +7
Space: 1 square Reach: 1 square Initiative: +7
Damage Resistance: 21
-Sniper Rifle 1d20+10 accuracy, 54 damage, 1 strike maximum, 4 shots at distant range; Special Traits: Penetration 9, Rending
7, Digital Scope, Suppressor
-Magnum Pistol 1d20+8 accuracy, 30 damage, +2 strikes maximum, 12 shots at medium range; Special Traits: Penetration 5,
Rending 5, Suppressor
-Combat Blade 1d20+8 accuracy, 33 damage, +4 strikes maximum; Special Traits: Penetration 6, Defensive
Skills: Acrobatics 7, Athletics 7, Computers 5, Defensive Training 7, Durability 7, Influence 7, Lore 7, Medicine 5, Melee 7,
Mental Training 7, Perception 6, Pilot 6, Ranged 7, Science 5, Stealth 7, Survival 6, Tactics 7
Talents: Ballistic Weapon Expertise II, Blade Master, Close Combat Shot, Combat Reflexes, Defensive Fighting, Devastating
Cripple, Dissuade, Distraction, Dodge II, Dual-Weapon Skill II, Hardened Survivalist, Jaded, Martial Arts Unarmed Training II,
Military Unarmed Training II, Natural Health II, Penetration III, Pistol Finesse, Resistant III, Resolute, Sneak Attack III, Stalker,
Swift Strikes, Weapon Mastery (melee, ranged)
Strength: 6 Instinct: 7 Agility: 8 Fortitude: 8
Intelligence: 7 Willpower: 8
Gear: Sniper Rifle with Suppressor, Precision Balance, Improved Potency and 2 hollow point magazines, Magnum Pistol with
Suppressor and Improved Potency with 2 hollow point magazines, Combat Blade with Monomolecular Blade and Improved
Potency, Smoke Grenade x2, ODST Battle Armor with Extra Armor Variant and Recon Armor Variant, Equipment Belt x3,
Backpack, Survival Gear, Medipack x2, Hacking Tool
Slayer in the Dark: The assassin is a dedicated killer, gaining +2 rending with all weapon attacks. In addition, the assassin deals
+5 damage with all attacks against targets that are at Negative Morale or are unaware of them. Finally, the assassin deals +20
damage with all attacks against targets that are unconscious, helpless, immobilized, stunned, or at -5 morale.
Execute: While hidden, the operative can choose to instantly and silently execute an unaware target unconscious. This is a full-
round action. If they can succeed a +10 check against the target’s damage threshold, they can instantly kill the target. There is
little noise or blood spatter. If the check is failed, the target is aware of them and no damage is done. Even if the check is
successful, enemies within 6 squares of the operative can make DC 27 perception check to notice the takedown after it occurs.
Hide in Plain Sight: The assassin can make stealth checks to hide in combat, even while inside an enemy’s line of sight. They can
move at full speed while sneaking without breaking the condition.
Stealth Armor: The assassin’s armor gives them +5 to stealth checks. When hidden, spotter checks to find the operative only
succeed if the spotter makes a DC 22 perception test.
Command Abilities: An ONI Assassin can issue the following orders, each as the listed number of times per hour: Artillery
Bombardment 2/hour, Recon Flight 1/hour.
ONI Operative
Level 9 Human Heroic Character, Medium Threat
Hit Points: 128 Healing Threshold: 9 Damage Threshold: 29
Defense: 23 Toughness: 19 Resolve: 23
Speed: 7 Shift Speed: 2 Morale Bonus: +5
Space: 1 square Reach: 1 square Initiative: +2
Damage Resistance: 13
-Designated Marksman Rifle 1d20+9 accuracy, 26 damage, +1 strike maximum, 14 shots at distant range; Special Traits:
Penetration 2, Rending 5, Scope, Fast Reload, Suppressor
-Magnum Pistol 1d20+6 accuracy, 28 damage, +1 strikes maximum, 12 shots at medium range; Special Traits: Penetration 4,
Rending 5, Suppressor
-Bladed Knuckles 1d20-5 accuracy, 18 damage, +4 strikes maximum; Special Traits: Penetration 2, Unarmed, Concealed
Skills: Acrobatics 5, Athletics 5, Computers 2, Defensive Training 5, Durability 5, Influence 5, Lore 5, Medicine 3, Melee 5,
Mental Training 5, Perception 4, Pilot 4, Ranged 5, Science 2, Stealth 5, Survival 4, Tactics 5
Talents: Ballistic Weapon Expertise, Close Combat Shot, Combat Reflexes, Defensive Fighting, Dissuade, Distraction, Dodge,
Dual-Weapon Skill, Hardened Survivalist, Martial Arts Unarmed Training II, Military Unarmed Training, Natural Health,
Penetration II, Pistol Finesse, Resistant II, Resolute, Stalker, Swift Strikes, Weapon Mastery (melee, ranged)
Strength: 4 Instinct: 5 Agility: 6 Fortitude: 6
Intelligence: 5 Willpower: 6
Gear: Designated Marksman Rifle with Suppressor and Precision Balance and 2 hollow point magazines, Magnum Pistol with
Suppressor and Improved Potency with 2 hollow point magazines, Bladed Knuckles, Smoke Grenade x2, Light Battle Armor
with Extra Armor Variant and Recon Armor Variant, Equipment Belt x3, Backpack, Survival Gear, Medipack x2, Hacking Tool
Knock Out: While hidden, the operative can choose to rapidly knock an unaware target unconscious. If they can succeed a +7
check against the target’s toughness, they can perform a silent takedown and render the target unconscious without creating
noise. If the check is failed, the target is aware of them and no damage is done. Even if the check is successful, enemies within 6
squares of the operative can make DC 25 perception check to notice the takedown after it occurs.
Hide in Plain Sight: The operative can make stealth checks to hide in combat, even while inside an enemy’s line of sight. They
can move at full speed while sneaking without breaking the condition.
Stealth Armor: The operative’s armor gives them +5 to stealth checks. When hidden, spotter checks to find the operative only
succeed if the spotter makes a DC 20 perception test.
Command Abilities: An ONI operative can issue the Secure Position order once per hour.
Pilots Description
The UNSC always has a need for skilled pilots for their battlefield operations. While vehicles can be quickly fabricated,
it takes years to make a trained pilot who can perfect their usage. Pilots are usually navy officers who are cleared to pilot the
various vehicles and aircraft utilized in battle. Many squads take a pilot in their ranks so they have a master steersman that can
negotiate their way around a battlefield when needed. Pilots do not have the physical training or heavy armor of a marine,
however, and are best suited away from a direct firefight.
Pilot
Level 6 Human Non-heroic Character, Low Threat
Hit Points: 33 Healing Threshold: 6 Damage Threshold: 19
Defense: 15 Toughness: 15 Resolve: 16
Speed: 6 Shift Speed: 1 Morale Bonus: +3
Space: 1 square Reach: 1 square Initiative: +5
Damage Resistance: 6
-Magnum Pistol 1d20+5 accuracy, 23 damage, +1 strikes maximum, 12 shots at medium range; Special Traits: Penetration 4
-Pistol Whip 1d20-2 accuracy, 14 damage, 1 strike maximum; Special Traits: NA
Skills: Acrobatics 2, Athletics 2, Computers 2, Defensive Training 3, Durability 1, Medicine 1, Melee 1, Mental Training 2,
Perception 4, Pilot 4, Ranged 4, Science 2, Tactics 3
Talents: Defensive Fighting, Far Shot, Penetration II, Weapon Mastery (ranged)
Strength: 2 Instinct: 5 Agility: 4 Fortitude: 2
Intelligence: 4 Willpower: 4
Gear: Magnum Pistol with 2 magazines, Light Battle Armor, Equipment Belt x2, Backpack, Radio, Repair Kit
Trained Pilot: The pilot counts their pilot skill as 2 higher for meeting the training requirements of vehicle (a total of 6). In
addition, vehicles they pilot gain +3 defense.
Alternate Weapons: The pilot may also be equipped with a submachine gun with 2 magazines in addition to their pistol
-Submachine Gun; 1d20+4 accuracy, 21 damage, +2 strike maximum, 60 shots at short range; Special Traits: Penetration 2, Fast
Reload
-Rifle Butt 1d20-1 accuracy, 20 damage, 1 strike maximum; Special Traits: NA
Pilot, Veteran
Level 15 Human Non-heroic Character, Low Threat
Hit Points: 68 Healing Threshold: 7 Damage Threshold: 24
Defense: 24 Toughness: 20 Resolve: 21
Speed: 7 Shift Speed: 2 Morale Bonus: +5
Space: 1 square Reach: 1 square Initiative: +7
Damage Resistance: 7
-Magnum Pistol 1d20+8 accuracy, 28 damage, +1 strikes maximum, 12 shots at medium range; Special Traits: Penetration 10
-Pistol Whip 1d20+1 accuracy, 17 damage, +1 strike maximum; Special Traits: Penetration 4
Skills: Acrobatics 4, Athletics 4, Computers 4, Defensive Training 7, Durability 4, Medicine 3, Melee 3, Mental Training 6,
Perception 7, Pilot 7, Ranged 7, Science 5, Tactics 6
Talents: Ballistic Weapon Expertise, Close Combat Shot, Defensive Fighting, Dog Fighter, Duck and Cover, Far Shot, Penetration
IV, Precision Burst, Weapon Comprehension, Weapon Mastery (ranged)
Strength: 3 Instinct: 7 Agility: 7 Fortitude: 4
Intelligence: 6 Willpower: 5
Gear: Magnum Pistol with Suppressor and Improved Potency 2 magazines of armor piercing rounds, Light Battle Armor with
Pilot Armor Variant, Equipment Belt x2, Backpack, Radio, Medipack, Survival Gear, Repair Kit
Trained Pilot: The pilot counts their pilot skill as 2 higher for meeting the training requirements of vehicle (a total of 9). In
addition, vehicles they pilot gain +5 defense and +4 to pilot skill checks. This is from natural piloting ability and their pilot armor
variant.
Clever Steering: When driving a vehicle, the pilot gains twice the normal bonus to defense for moving faster than an opponent
and half the normal penalty to accuracy for moving faster.
Alternate Weapons: The pilot may also be equipped with a submachine gun with suppressor and improved potency and 2
magazines of armor piercing rounds
-Submachine Gun; 1d20+8 accuracy, 26 damage, +3 strikes maximum, 60 shots at short range; Special Traits: Penetration 8,
Fast Reload, Automatic
-Rifle Butt 1d20+1 accuracy, 23 damage, 1 strike maximum; Special Traits: Penetration 4
Recon Infantry
Level 7 Human Non-heroic Character, Low Threat
Hit Points: 76 Healing Threshold: 7 Damage Threshold: 24
Defense: 20 Toughness: 20 Resolve: 17
Speed: 6 Shift Speed: 2 Morale Bonus: +3
Space: 1 square Reach: 1 square Initiative: +4
Damage Resistance: 9
-Magnum Pistol 1d20+5 accuracy, 22 damage, +1 strike maximum, 12 shots at medium range; Special Traits: Penetration 3
-Designated Marksman Rifle 1d20+6 accuracy, 22 damage, +1 strike maximum, 14 shots at distant range; Special Traits:
Penetration 1, Scope, Fast Reload, Suppressor
-Submachine Gun; 1d20+4 accuracy, 20 damage, +2 strikes maximum, 60 shots at short range; Special Traits: Penetration 1,
Fast Reload
-Tactical Shotgun; 1d20+4 accuracy, 23 damage, +1 strike maximum, 6 shots at medium range; Special Traits: Penetration 1,
Spread, Close Quarters, Gradual Reload, Recoil
-Rifle Butt 1d20 accuracy, 22 damage, 1 strike maximum; Special Traits: Penetration 1
-Combat Knife 1d20+3 accuracy, 13 damage, +2 strikes maximum; Special Traits: Penetration 1, Throwing
Skills: Acrobatics 4, Athletics 4, Defensive Training 5, Durability 4, Endurance 3, Lore 1, Melee 4, Mental Training 3, Perception
5, Pilot 3, Ranged 4, Stealth 5, Survival 4, Tactics 3
Talents: Ballistic Weapon Expertise, Close Combat Shot, Defensive Fighting, Hardened Survivalist, Military Unarmed Training,
Penetration, Sneak Attack, Stalker
Strength: 5 Instinct: 4 Agility: 5 Fortitude: 4
Intelligence: 2 Willpower: 4
Gear: Magnum Pistol with 2 magazines, Submachine with Suppressor and OR Designated Marksman Rifle with Suppressor and
OR Tactical Shotgun with Improved Potency, 2 magazines for equipped rifle, Combat Knife, Battle Armor, Equipment Belt x3,
Backpack, Survival Gear, Grappling Hook Launcher, Rope, Flashlight, Rations x3, Medipack
Moving Cover: When outside a unit, if a recon infantry has cover against a foe at any point during their turn and ends their turn
without cover, they retain a +2 cover bonus to defense against ranged attacks.
Stealth Operation: When the leader of a recon infantry’s unit has the Hidden condition, the recon infantry have it as well. If the
leader remains hidden, their ranged weapon attacks count as suppressed fire.
Alternate Weapons: The Recon Infantry may be equipped with one of the following weapons instead of their rifle: rocket
launcher or sniper rifle. They have 2 magazines of ammunition whatever weapon they possess.
-Sniper Rifle; 1d20+6 accuracy, 42 damage, 1 strike maximum, 4 shots at distant range; Special Traits: Penetration 7, Rending 2,
Digital Scope
-Rocket Launcher; 1d20+4 accuracy, 40 damage, 1 strike maximum, 2 shots at distant range; Special Traits: Penetration 21,
Burst 1, Digital Scope, Rocket, Extremely Long Reload, Target Lock
Saboteur Description
Sometimes, no amount of gunfire or tinkering will solve a problem. Sometimes, you simply need to blow something
up. Saboteurs are specialist that are employed to destroy obstacles, be it a bridge, a door, a wall, or a building. They are
commonly employed on ship boarding actions or when fighting in a city. Strategic demolition can rid an enemy of a tactical
advantage or a point of advancement as well as making new entrances or tearing down the enemy from the inside.
Saboteur
Level 6 Human Non-heroic Character, Low Threat
Hit Points: 68 Healing Threshold: 7 Damage Threshold: 24
Defense: 15 Toughness: 17 Resolve: 15
Speed: 6 Shift Speed: 1 Morale Bonus: +2
Space: 1 square Reach: 1 square Initiative: +4
Damage Resistance: 9
-Magnum Pistol 1d20+5 accuracy, 23 damage, +1 strikes maximum, 12 shots at medium range; Special Traits: Penetration 4
-Pistol Whip 1d20 accuracy, 16 damage, +1 strike maximum; Special Traits: Penetration 2
-Combat Knife 1d20+3 accuracy, 13 damage, +2 strikes maximum; Special Traits: Penetration 2, Throwing
Skills: Acrobatics 4, Athletics 3, Defensive Training 3, Durability 4, Endurance 3, Melee 2, Mental Training 3, Perception 3, Pilot
2, Ranged 4, Science 3, Stealth 4, Survival 3, Tactics 3
Talents: Military Unarmed Training, Penetration II, Weapon Mastery (ranged), Wrecker
Strength: 4 Instinct: 4 Agility: 4 Fortitude: 4
Intelligence: 3 Willpower: 2
Gear: Magnum Pistol with 2 magazines, Combat Knife, Battle Armor with Explosive Ordinance Disposal Variant, Equipment
Belt, Remote Detonator, Backpack, Survival Gear, Medipack
Demolitions Expert: Any explosives used by the saboteur, or by the unit a saboteur is part of, gains +5 penetration. They gain
an extra +5 penetration against vehicles from their Wrecker talent. When in a unit, the saboteur can activate their remote
detonator when the squad uses a standard action to attack.
EOD Armor: The character gains +2 defense and +5 damage resistance against explosives from their reinforced armor.
Alternate Weapons: The Saboteur may also be equipped with one of the following weapons in addition to their pistol. They
have 2 magazines of ammunition whatever weapon they possess and gain the Rifle Butt attack when that weapon is equipped.
-Combat Shotgun; 1d20+4 accuracy, 21 damage, +1 strike maximum, 12 shots at short range; Special Traits: Penetration 2,
Spread, Close Quarters, Gradual Reload
-Submachine Gun; 1d20+4 accuracy, 21 damage, +2 strikes maximum, 60 shots at short range; Special Traits: Penetration 2,
Fast Reload
-Tactical Shotgun; 1d20+4 accuracy, 24 damage, +1 strike maximum, 6 shots at short range; Special Traits: Penetration 2,
Spread, Close Quarters, Gradual Reload
-Rifle Butt 1d20 accuracy, 22 damage, 1 strike maximum; Special Traits: Penetration 1
Explosives Collection: The Saboteur is equipped with eight explosives pulled from the following list: breaching charges,
demolition charges, fragmentation grenades, or land mines
-Breaching Charge; 1d20+8 accuracy, 80 damage, 1 strike maximum, 1 shots; Special Traits: Piercing, Burst 1, Time Explosion,
Plated Explosive, Destructible
-Demolition Charge; 1d20+2 accuracy or 1d20+12 when planted, 90 damage, 1 strike maximum, 1 shots at short or planted
range; Special Traits: Penetration 17, Burst 4, Unstable Explosion, Destructible, Timed Explosion
-Fragmentation Grenade; 1d20+2 accuracy, 50 damage, 1 strike maximum, 1 shot at short range; Special Traits: Penetration 12,
Burst 2, Grenade, Delay
-Land Mine; 1d20+8 accuracy, 50 damage, 1 strike maximum, 1 shot; Special Traits: Penetration 12, Burst 2, Planted Explosive,
Destructible, Hidden
Sniper Description
Marines with high marks for accuracy and patience are frequently made snipers. These valuable warriors use accuracy
and high-powered weapons to pick off key enemy targets in battle. They function well on their own or in small squads, roosting
in towers and picking off enemies from a safe distance. Snipers in forward units still use their aiming skills to pick of key
members of rival units, such as specialists, communicators, and officers.
Sniper
Level 6 Human Non-heroic Character, Low Threat
Hit Points: 59 Healing Threshold: 7 Damage Threshold: 23
Defense: 14 Toughness: 17 Resolve: 15
Speed: 5 Shift Speed: 1 Morale Bonus: +2
Space: 1 square Reach: 1 square Initiative: +6
Damage Resistance: 9
-Designated Marksman Rifle 1d20+6 accuracy, 23 damage, 1 strike maximum, 14 shots at distant range; Special Traits:
Penetration 2, Scope, Fast Reload
-Sniper Rifle 1d20+6 accuracy, 45 damage, 1 strike maximum, 4 shots at distant range; Special Traits: Penetration 8, Rending 2,
Digital Scope
-Rifle Butt 1d20 accuracy, 22 damage, 1 strike maximum; Special Traits: Penetration 2
-Combat Knife 1d20+3 accuracy, 13 damage, +2 strikes maximum; Special Traits: Penetration 2, Throwing
Skills: Acrobatics 2, Athletics 3, Defensive Training 3, Durability 3, Endurance 2, Melee 2, Mental Training 3, Perception 4, Pilot
2, Ranged 4, Stealth 3, Survival 3, Tactics 3
Talents: Military Unarmed Training, Penetration II, Precision Shot, Weapon Mastery (ranged)
Strength: 4 Instinct: 6 Agility: 3 Fortitude: 4
Intelligence: 2 Willpower: 2
Gear: Designated Marksman Rifle with 2 magazines or Sniper Rifle with 2 magazines, Combat Knife, Battle Armor, Equipment
Belt, Backpack, Survival Gear, Binoculars, Medipack
Terror on the Range: When the sniper hits a target while hidden from them, they lose 2 morale levels and all allies with 6
squares of them lose 1 morale level.
Precision Shot: When a sniper makes an attack against a squad, they get to choose which soldier in the unit they attack, instead
of the leader of that the unit. This functions when they are attacking with the leader or independently of them
Spartan Description
Spartans are the ultimate warriors of mankind. Genetically redesigned to be larger, faster, and stronger; they are the
most lethal combatants in the galaxy. Their Mjolnir armor makes them practically bullet proof and able to weather the
concentrated fire of a small platoon. A single Spartan can turn the tide of a battle. A squad of Spartans can fight a war on their
own.
While there are many grades of Spartans, the ones described here are either SPARTAN-IIIs or SPARTAN-IVs. The third
generation Spartans were created from gifted war orphans during the Human-Covenant War. While not as gifted as the original
Spartans, they were more numerous and still trained from childhood to be dangerous combatants. They helped supplement the
ranks of the second-generation Spartans. On the other hand, the fourth-generation Spartans were augmented as adults. They
were decorated or promising soldiers that were genetically advanced to super-soldier status.
Spartan Novices is a vague term for a somewhat inexperienced Spartan, as if such a thing was truly possible. For a
SPARTAN-IV, this is likely a soldier that has just been elevated to Spartan status. In the case of a SPARTAN-III, it is a Spartan that
is freshly out of training and has only fought in a dozen or so battles.
On the other end of the spectrum, a Spartan Veteran is a decorated war hero with years, or decades, of experience
fighting for the UNSC. These heroes routed the armies of the Covenant, battled across Forerunner installations, and stood toe
to toe with deadly enemies such as the Flood or Prometheans. They are the finest champions of humanity, and most military
commanders count themselves lucky to count one in their number. They know once these Spartans speak, they should listen.
Most Spartans fall between novices and veterans. These individuals are so horribly formidable they are known as
‘demons’ to the Covenant. A single Spartan attached to a unit is a priceless advantage. Such is the reputation of a Spartan that
they are a source of inspiration to the common marine.
Spartan, Novice
Level 12 Spartan Heroic Character, High Threat
Hit Points: 188 Healing Threshold: 9 Damage Threshold: 32
Defense: 23 Toughness: 35 Resolve: 22
Speed: 9 Shift Speed: 3 Morale Bonus: +6
Space: 1 square Reach: 1 square Initiative: +7
Damage Resistance: 23 Energy Shield: 120 (9 shield armor)
-Assault Rifle 1d20+7 accuracy, 28 damage, +3 strikes maximum, 36 shots at medium range; Special Traits: Penetration 6,
Ammunition Display, Automatic
-Magnum Pistol 1d20+7 accuracy, 27 damage, +1 strike maximum, 12 shots at medium range; Special Traits: Penetration 10
-Spartan Unarmed 1d20+8 accuracy, 26 damage, +4 strike maximum; Special Traits: Penetration 3, Rend 2, Unarmed
-Combat Blade 1d20+8 accuracy, 32 damage, +2 strikes maximum; Special Traits: Penetration 6, Compact, Defensive
-Fragmentation Grenade; 1d20+5 accuracy, 50 damage, 1 strike maximum, 1 shot at short range; Special Traits: Penetration 7,
Burst 2, Grenade, Delay
Skills: Acrobatics 5, Athletics 6, Defensive Training 6, Durability 6, Endurance 6, Lore 3, Medicine 3, Melee 6, Mental Training 6,
Perception 6, Pilot 6, Ranged 6, Stealth 3, Survival 6, Tactics 6
Talents: Ballistic Weapon Expertise II, Bulwark, Close Combat Shot, Combat Reflexes, Dodge, Dual-Weapon Skill, Energy Shield
Expertise II, Far Shot, Fast Reload, Hardened Survivalist, Hijack, Jaded, Military Unarmed Training II, Mountain Strike,
Penetration II, Power Strike II, Precision Burst, Resistant II, Swift Strikes, Weapon Mastery (melee, ranged), Wrecker
Strength: 13* Instinct: 7 Agility: 7* Fortitude: 8
Intelligence: 4 Willpower: 6
Gear: Assault Rifle with Improved Potency and 2 magazines of Armor Piercing Rounds, Magnum Pistol with Empowered
Firepower and 2 magazines of Armor Piercing Rounds, Fragmentation Grenade x3, Combat Blade and Monomolecular Blade,
Mjolnir Powered Assault Armor with Warrior Variant, Equipment Belt x3, Medipack
Spartan Focus: Spartans have a unique mechanic known as Focus. They gain focus by eliminating enemies and hyper
concentration. Spartans begin combat with no focus. They gain a focus the first time they reduce an enemy to 0 hit points in a
turn, or if they spend a full-round action channeling their focus. They can have a maximum of 3 focus points at a time and begin
every encounter with 1 focus.
Focus can be used on the Spartan’s turn to enact one of the following effects:
Using Spartan Focus requires no actions. Spartans only gain focus while within an encounter and lose all focus once
outside an encounter.
Relentless: Whenever the Spartan would be dealt an ongoing crippling wound effect, he can roll a d20. If the result is 12 or
higher, the attack is a normal hit, not a crippling wound. If the attack is dealing multiple crippling points, the Spartan must roll
for each separate crippling point.
Inhuman Resilience: Spartans can survive conditions far beyond ordinary beings. They gain advantage on all Endurance skill
checks. They can hold their breath three times longer than their fortitude would normally allow. They also suffer half damage
from poison, suffocation, and falling, rounded down.
Command Abilities: A novice Spartan can issue the following orders, each as the listed number of times per hour: Ammunition
Drop 3/hour and Artillery Bombardment 2/hour.
Alternate Weapons: The Spartan may be equipped with one of the following weapons instead of their assault rifle: Missile
Launcher with 2 magazines of anti-armor rockets; Sniper Rifle with 2 magazines of armor piercing rounds; or Tactical Shotgun
with Improved Potency and 2 magazines of armor piercing shells.
-Tactical Shotgun; 1d20+6 accuracy, 28 damage, +1 strike maximum, 6 shots at medium range; Special Traits: Penetration 5,
Spread, Close Quarters, Gradual Reload, Recoil
-Sniper Rifle 1d20+8 accuracy, 49 damage, 1 strike maximum, 4 shots at distant range; Special Traits: Penetration 12, Rending
2, Digital Scope
-Rocket Launcher; 1d20+6 accuracy, 50 damage, 1 strike maximum, 2 shots at distant range; Special Traits: Penetration 22,
Burst 1, Digital Scope, Rocket, Extremely Long Reload, Target Lock
Spartan
Level 20 Spartan Heroic Character, High Threat
Hit Points: 278 Healing Threshold: 10 Damage Threshold: 37
Defense: 31 Toughness: 38 Resolve: 27
Speed: 11 Shift Speed: 4 Morale Bonus: +8
Space: 1 square Reach: 1 square Initiative: +9
Damage Resistance: 31 Energy Shield: 150 (9 shield armor)
-Assault Rifle 1d20+12 accuracy, 33 damage, +4 strikes maximum, 36 shots at medium range; Special Traits: Penetration 7,
Ammunition Display, Automatic
-Magnum Pistol 1d20+10 accuracy, 32 damage, +2 strikes maximum, 12 shots at medium range; Special Traits: Penetration 11
-Spartan Unarmed 1d20+11 accuracy, 32 damage, +6 strikes maximum; Special Traits: Penetration 4, Rend 6, Unarmed
-Combat Blade 1d20+9 accuracy, 41 damage, +4 strikes maximum; Special Traits: Penetration 7, Rend 4, Compact, Defensive
-Fragmentation Grenade; 1d20+7 accuracy, 65 damage, 1 strike maximum, 1 shot at short range; Special Traits: Penetration 8,
Burst 2, Grenade, Delay
Skills: Acrobatics 8, Athletics 9, Defensive Training 9, Durability 9, Endurance 9, Influence 3, Leadership 6, Lore 6, Medicine 6,
Melee 9, Mental Training 9, Perception 9, Pilot 9, Ranged 9, Stealth 6, Survival 9, Tactics 9
Talents: Ballistic Weapon Expertise III, Brutality II, Bulwark, Close Combat Shot, Combat Reflexes, Defensive Fighting II,
Devastating Cripple (melee, range) Dodge II, Dual-Weapon Skill II, Energy Shield Expertise II, Far Shot, Fast Reload, Hardened
Survivalist, Hijack, Jaded, Leap, Martial Arts Unarmed Training II, Master Tactician, Military Unarmed Training II, Mountain
Strike, Mobile Attacker II, Penetration III, Power Strike II, Precise Orders, Precision Burst, Resilience, Resistant III, Swift Strikes II,
Tank Hijack, Weapon Mastery (melee II, ranged II), Wrecker III, Wrestling Combatant
Strength: 15* Instinct: 10* Agility: 10* Fortitude: 10
Intelligence: 5 Willpower: 8
Gear: Assault Rifle with Improved Potency, Precision Balance, and 2 magazines of Armor Piercing Rounds, Magnum Pistol with
Empowered Firepower, Improved Potency, and 2 magazines of Armor Piercing Rounds, Fragmentation Grenade x3, Combat
Blade and Monomolecular Blade and Improved Potency, Mjolnir Powered Assault Armor with Warrior Variant, Extra Armor
Variant, and Tactical Variant, Equipment Belt x3, Medipack
Spartan Focus: Spartans have a unique mechanic known as Focus. They gain focus by eliminating enemies and hyper
concentration. Spartans begin combat with no focus. They gain a focus the first time they reduce an enemy to 0 hit points in a
turn, or if they spend a full-round action channeling their focus. They can have a maximum of 3 focus points at a time and begin
every encounter with 1 focus.
Focus can be used on the Spartan’s turn to enact one of the following effects:
Using Spartan Focus requires no actions. Spartans only gain focus while within an encounter and lose all focus once
outside an encounter.
Armor Power: Armor Lock: The Spartan can utilize their armor lock ability once per encounter. When armor lock is activated,
the Spartan gains +50 damage resistance until the start of their next turn but cannot perform any actions. Armor lock must be
activated at the start of a turn. At the start of the user’s next turn, they release a Burst (2) shockwave centered on their square.
Anyone in the area, other than Spartan, suffer a +15 attack versus their defense and toughness. If defense is hit, they suffer 30
EMP damage. If their toughness is hit, they are pushed 1 square away from the Spartan.
Relentless: Whenever the Spartan would be dealt an ongoing crippling wound effect, he can roll a d20. If the result is 12 or
higher, the attack is a normal hit, not a crippling wound. If the attack is dealing multiple crippling points, the Spartan must roll
for each separate crippling point.
Inspiring Fortitude: When the Spartan suffers a crippling wound, they gain 25 temporary hit points. In addition, all Human allies
within 6 squares of them gain +2 defense and morale bonus while this character is standing and not debilitated.
Inhuman Resilience: Spartans can survive conditions far beyond ordinary beings. They gain advantage on all Endurance skill
checks. They can hold their breath three times longer than their fortitude would normally allow. They also suffer half damage
from poison, suffocation, and falling, rounded down.
Command Abilities: A Spartan can issue the following orders, each as the listed number of times per hour: Ammunition Drop
4/hour, Artillery Bombardment 3/hour, Pelican Drop: Light Vehicles 2/hour.
Alternate Weapons: The Spartan may be equipped with one of the following weapons instead of their assault rifle: Missile
Launcher with Improved Launcher, Improved Potency, and 2 magazines of anti-armor rockets; Sniper Rifle with Improved
Potency, Improved Precision, and 2 magazines of armor piercing rounds; Tactical Shotgun with Improved Potency, Empowered
Firepower, and 2 magazines of armor piercing shells; or a pair of Submachine Guns with Improved Potency, Empowered
Firepower, and 4 magazines of armor piercing rounds.
-Tactical Shotgun; 1d20+9 accuracy, 36 damage, +2 strikes maximum, 6 shots at medium range; Special Traits: Penetration 8,
Spread, Close Quarters, Gradual Reload, Recoil
-Sniper Rifle 1d20+12 accuracy, 61 damage, 1 strike maximum, 4 shots at distant range; Special Traits: Penetration 13, Rending
2, Digital Scope
-Submachine Gun w/ Dual-Wielding 1d20+10 accuracy x2, 33 damage, +4 strikes maximum, 60 shots at short range; Special
Traits: Penetration 9, Compact, Fast Reload, Automatic
-Rocket Launcher; 1d20+10 accuracy, 65 damage, 1 strike maximum, 2 shots at remote range; Special Traits: Penetration 23,
Burst 1, Digital Scope, Rocket, Extremely Long Reload, Target Lock
Spartan, Veteran
Level 26 Spartan Heroic Character, High Threat
Hit Points: 375 Healing Threshold: 11 Damage Threshold: 42
Defense: 34 Toughness: 45 Resolve: 31
Speed: 11 Shift Speed: 4 Morale Bonus: +10
Space: 1 square Reach: 1 square Initiative: +11
Damage Resistance: 40 Energy Shield: 185 (11 shield armor)
-Assault Rifle 1d20+12 accuracy, 38 damage, +4 strikes maximum, 36 shots at medium range; Special Traits: Penetration 12,
Ammunition Display, Automatic
-Magnum Pistol 1d20+11 accuracy, 40 damage, +2 strikes maximum, 12 shots at medium range; Special Traits: Penetration 16
-Spartan Unarmed 1d20+15 accuracy, 34 damage, +6 strikes maximum; Special Traits: Penetration 6, Rend 6, Unarmed
-Combat Blade 1d20+13 accuracy, 45 damage, +4 strikes maximum; Special Traits: Penetration 10, Rend 4, Compact, Defensive
-Fragmentation Grenade; 1d20+9 accuracy, 70 damage, 1 strike maximum, 1 shot at short range; Special Traits: Penetration 9,
Burst 2, Grenade, Delay
Skills: Acrobatics 10, Athletics 11, Defensive Training 11, Durability 11, Endurance 11, Influence 7, Leadership 10, Lore 10,
Medicine 10, Melee 11, Mental Training 11, Perception 11, Pilot 11, Ranged 11, Stealth 10, Survival 11, Tactics 11
Talents: Ballistic Weapon Expertise IV, Brutality II, Bulwark, Cleave II, Close Combat Shot, Combat Reflexes, Defensive Fighting
II, Devastating Cripple (melee, range) Dodge II, Dual-Weapon Skill II, Energy Shield Expertise III, Far Shot, Fast Reload, Hardened
Survivalist, Hijack, Jaded, Leap, Martial Arts Unarmed Training II, Master Tactician, Military Unarmed Training II, Mountain
Strike II, Mobile Attacker II, Penetration IV, Power Strike II, Precise Orders, Precision Burst, Resilience, Resistant IV, Swift Strikes
II, Tank Hijack, Weapon Comprehension, Weapon Mastery (melee II, ranged II), Wrecker IV, Wrestling Combatant
Strength: 18* Instinct: 11* Agility: 11* Fortitude: 13
Intelligence: 7 Willpower: 10
Gear: Assault Rifle with Murderous Efficiency, Precision Balance, and 2 magazines of Depleted Uranium Rounds, Magnum
Pistol with Empowered Firepower, Murderous Efficiency, Precision Balance, and 2 magazines of Depleted Uranium Rounds,
Fragmentation Grenade x3, Combat Blade with Vibrating Blade and Murderous Efficiency, Mjolnir Powered Assault Armor
with Warrior Variant, Grenadier Variant, and Tactical Variant, Equipment Belt x3, Medipack
Spartan Focus: Spartans have a unique mechanic known as Focus. They gain focus by eliminating enemies and hyper
concentration. Spartans begin combat with no focus. They gain a focus the first time they reduce an enemy to 0 hit points in a
turn, or if they spend a full-round action channeling their focus. They can have a maximum of 3 focus points at a time and begin
every encounter with 1 focus.
Focus can be used on the Spartan’s turn to enact one of the following effects:
Using Spartan Focus requires no actions. Spartans only gain focus while within an encounter and lose all focus once
outside an encounter.
Armor Power: Regeneration Field: The Spartan can utilize their regeneration field ability once per encounter. The armor can
project a regeneration field that allows shields in the area to rapidly recover. This field is a Burst (2) centered on the Spartan.
This shield does not move with the Spartan. All energy shields within the area recover automatically at the start of the turn,
even if the user has been hit or damaged in the last turn. Furthermore, those shields recover twice as many shield points.
Vengeance: When an ally within 12 square falls in combat, the Spartan instantly gains a focus point that they must instantly
spend out of turn sequence or lose.
Relentless: Whenever the Spartan would be dealt an ongoing crippling wound effect, he can roll a d20. If the result is 12 or
higher, the attack is a normal hit, not a crippling wound. If the attack is dealing multiple crippling points, the Spartan must roll
for each separate crippling point.
Inspiring Fortitude: When the Spartan suffers a crippling wound, they gain 30 temporary hit points. In addition, all Human allies
within 6 squares of them gain +2 defense and morale bonus while this character is standing and not debilitated.
Inhuman Resilience: Spartans can survive conditions far beyond ordinary beings. They gain advantage on all Endurance skill
checks. They can hold their breath three times longer than their fortitude would normally allow. They also suffer half damage
from poison, suffocation, and falling, rounded down.
Command Abilities: A veteran Spartan can issue the following orders, each as the listed number of times per hour: ODST Drop
3/hour, Archer Missiles 3/hour, Pelican Drop: Heavy Vehicles 2/hour.
Alternate Weapons: The Spartan may be equipped with one of the following weapons instead of their assault rifle: Spartan
Laser with Improved Potency, and 2 SP Cells; Sniper Rifle with Improved Potency, Improved Precision, and 2 magazines of
Depleted Uranium rounds; or a Heavy Machine Gun with Improved Potency, Empowered Firepower, and 2 magazines of
Depleted Uranium rounds
-Heavy Machine Gun 1d20+12 accuracy, 44 damage, 1 strike maximum, 200 shots at long range; Special Traits: Penetration 19,
Heavy, Extremely Long Reload, Fully Automatic
-Sniper Rifle 1d20+14 accuracy, 63 damage, 1 strike maximum, 4 shots at distant range; Special Traits: Penetration 18, Rending
2, Digital Scope
-Spartan Laser; 1d20+16 accuracy, 90 damage, 1 strike maximum, 5 shots at medium range; Special Traits: Penetration 54,
Unstoppable, Charge Time (4)
Hornet
Level 8 Human in Huge-sized Vehicle, Extreme Threat
Hit Points: 250 Healing Threshold: NA Damage Threshold: 40
Defense: 16 Toughness: 40 Resolve: 16
Acceleration Rating: 50 Max Speed: 600 Morale Bonus: +3
Space: 4 by 4 squares Reach: NA Initiative: +5
Damage Resistance: 24 Ramming Damage: 30
-Twin Rotary Cannon 1d20+5 accuracy, 27 damage, full auto, 5,000 shots at distant range; Special Traits: Penetration 10, Twin-
linked, Fully Automatic
-Missile Pods 1d20+4 accuracy, 45 damage, +1 strike maximum, 8 shots at distant range; Special Traits: Penetration 15, Burst 3,
Missile
-Missile Pods w/ 2 Pods 1d20+9 accuracy, 45 damage, +1 strike maximum, 8 shots at distant range; Special Traits: Penetration
15, Burst 4, Hailfire 1, Missile
Skills: Acrobatics 2, Athletics 2, Computers 2, Defensive Training 3, Durability 1, Medicine 1, Melee 1, Mental Training 2,
Perception 4, Pilot 4, Ranged 4, Science 2, Tactics 3
Talents: Defensive Fighting, Far Shot, Penetration II, Weapon Mastery (ranged)
Strength: 2 Instinct: 5 Agility: 4 Fortitude: 2
Intelligence: 4 Willpower: 4
Target Lock: The pilot can spend a standard action applying a target lock to a target within sight. The target lock can be
expended with any missile attack. If a target lock is used with a missile attack, the attack gains +10 accuracy and ignores
concealment.
Strafing Fire: The hornet can be used to make automatic attack runs over the ground with its twin-rotary cannon. This can be
used if the pilot makes an action move. If they do so, they can make an empowered area burst attack that takes up a 2 by 20
rectangular area. This area must be targeted on the ground and the hornet must be moving at least 40 squares per round in
order to activate this.
Weapon Systems: The hornet has a front-mounted twin rotary turret that can be fired by the pilot. It has a firing arc of 180
degrees in front of the vehicle. Finally, the hornet has two missile pods that can be fired by the pilot. When attacking, the pilot
can fire anywhere between 1-2 missile pods. For every missile pod fired beyond the first, the attack gains +5 accuracy, +1 burst
area, and +1 hailfire.
Flying Vehicle: The hornet is a flying vehicle that follows all the rules for an aircraft. It can hover and rotate in place but cannot
travel across the ground. It is not capable of slip-space travel, atmospheric reentry, or operating in space.
Mantis Description
Mantis are advanced walkers with powered exoskeletons that are designed to represent the power of MJOLNIR
combat armor. They are used for heavy firepower in tight confines. The example Mantis is piloted by a Veteran Pilot NPC
Mantis
Level 15 Human in Huge-sized Vehicle, Extreme Threat
Hit Points: 400 Healing Threshold: NA Damage Threshold: 45
Defense: 25 Toughness: 45 Resolve: 21
Speed: 18 Shift Speed: 2 Morale Bonus: +5
Space: 3 by 3 squares Reach: NA Initiative: +7
Damage Resistance: 32 Energy Shield: 200 (10 shield armor)
-Heavy Chaingun 1d20+8 accuracy, 34 damage, full auto, 3,000 shots at long range; Special Traits: Penetration 14, Fully
Automatic
-Strike Missile Pod 1d20+7 accuracy, 45 damage, 1 strike maximum, 40 shots at long range; Special Traits: Penetration 29, Burst
1, Missile
Skills: Acrobatics 4, Athletics 4, Computers 4, Defensive Training 7, Durability 4, Medicine 3, Melee 3, Mental Training 6,
Perception 7, Pilot 7, Ranged 7, Science 5, Tactics 6
Talents: Ballistic Weapon Expertise, Close Combat Shot, Defensive Fighting, Dog Fighter, Duck and Cover, Far Shot, Penetration
IV, Precision Burst, Weapon Comprehension, Weapon Mastery (ranged)
Strength: 3 Instinct: 7 Agility: 7 Fortitude: 4
Intelligence: 6 Willpower: 5
Weapon Systems: The mantis pilot has access to both a heavy machine gun and a strike missile pod. When attacking with the
missile pod, the pilot can fire anywhere between 1-5 missiles. For every missile pod fired beyond the first, the attack gains +5
accuracy, +1 burst area, and +1 hailfire. The pilot can dual-wield to attack with both the machine gun and the missile pods in
the same turn.
Target Lock: The pilot can spend a standard action applying a target lock to a target within sight. The target lock can be
expended with any missile attack. If a target lock is used with a missile attack, the attack gains +10 accuracy and ignores
concealment.
Smash: As a standard action, the mantis can empower its servos to crush the ground, smashing all targets within 2 squares of
it. The user makes a +3 check against all targets within 2 squares of the mantis. The attack deals 50 damage on a hit, or half that
damage on a missed attack. If the attack hits a target’s toughness, they are knocked prone.
Energy Shields: The mantis has regenerating energy shields. It has a shield pool of 200 with 10 shield armor. It if goes more
than 2 or more turns without being attacked or damaged, it regains 50 energy shields at the start of its turn.
Walker: The mantis is a combat walker, therefore does not have an acceleration rating or a maximum speed. Its speed is 15 + ½
the user’s agility. Instead of losing control from crippling wound, the mantis is instead knocked prone. It can perform shift
actions. It takes a full-round action to board or disembark from a mantis.
Mongoose Description
A mongoose is an ATV used for reconnaissance and as a mobile fire support vessel. The example mongoose is piloted
by a Marine NPC.
Mongoose
Level 4 Human in Large-sized Vehicle, Medium Threat
Hit Points: 125 Healing Threshold: NA Damage Threshold: 30
Defense: 13 Toughness: 30 Resolve: 16
Acceleration Rating: 40 Max Speed: 120 Morale Bonus: +3
Space: 2 by 2 squares Reach: NA Initiative: +5
Damage Resistance: 12 Ramming Damage: 30
Skills: Acrobatics 1, Athletics 3, Defensive Training 2, Durability 2, Endurance 1, Melee 2, Mental Training 1, Perception 2, Pilot
2, Ranged 3, Stealth 1, Survival 1, Tactics 2
Talents: Military Unarmed Training, Penetration
Strength: 4 Instinct: 3 Agility: 3 Fortitude: 3
Intelligence: 2 Willpower: 2
Passenger: While the mongoose has no weapons, it has support for a single passenger. This passenger, usually a marine, fires
their weapon normally from the back of the mongoose.
Open Topped: The mongoose is open topped, so all its passengers can be attacked separately from the vehicle. Burst attacks
against the passengers do not injury the passengers unless they were targeted. If they are targeted, the pilot gains improved
cover against attacks. The passenger does not gain such cover.
Evasive: The mongoose is good at avoiding bursts and artillery strikes. When hit by a burst attack, the mongoose pilot can
make a check to evade, even if they did not bob and weave. They make a +5 pilot check. If they succeed, their vehicle can shift 1
square for every 20 squares of their current speed. Therefore, a mongoose that is moving at 50 squares per round can shift 2
squares if they evade. The mongoose and its pilot can only make this check once per round.
Easily Flipped: The mongoose, while very maneuverable, flips easily. If the pilot ever rolls a 1 on a pilot skill check, or if they
vehicle suffers a crippling wound to the mobility or core, the pilot must make a DC 15 pilot skill check. If they fail, the vehicle
flips. The vehicle and all occupants suffer 50 damage and the vehicle is inoperative until it is turned over. It is a full-round action
to climb out of a flipped mongoose. Flipping the vehicle back over is a DC 20 strength test as a full-round action, gaining a +2 to
the test for every ally assisting.
Pelican Description
The pelican is the primary dropship and transport for the UNSC. These large vessels are used to drop soldiers and
vehicles off on the front lines while defending themselves with autocannons and missile pods. The example Pelican is piloted by
a Veteran Pilot NPC.
Pelican Dropship
Level 19 Human in Colossal-sized Vehicle, Formidable Threat
Hit Points: 800 Healing Threshold: NA Damage Threshold: 80
Defense: 22 Toughness: 75 Resolve: 16
Acceleration Rating: 80 Max Speed: 800 Morale Bonus: +3
Space: 20 by 20 squares Reach: NA Initiative: +5
Damage Resistance: 32 Ramming Damage: 75
-Autocannon 1d20+8 accuracy, 38 damage, full auto, 10,000 shots at remote range; Special Traits: Penetration 10, Fully
Automatic
-Missile Pods 1d20+7 accuracy, 45 damage, +1 strike maximum, 8 shots at distant range; Special Traits: Penetration 15, Burst 3,
Missile
-Missile Pods w/ 2 pods 1d20+12 accuracy, 45 damage, +1 strike maximum, 8 shots at distant range; Special Traits: Penetration
15, Hailfire 1, Burst 4, Missile
-Missile Pods w/ 4 pods 1d20+22 accuracy, 45 damage, +1 strike maximum, 8 shots at distant range; Special Traits: Penetration
15, Hailfire 3, Burst 6, Missile
Skills: Acrobatics 4, Athletics 4, Computers 4, Defensive Training 7, Durability 4, Medicine 3, Melee 3, Mental Training 6,
Perception 7, Pilot 7, Ranged 7, Science 5, Tactics 6
Talents: Ballistic Weapon Expertise, Close Combat Shot, Defensive Fighting, Dog Fighter, Duck and Cover, Far Shot, Penetration
IV, Precision Burst, Weapon Comprehension, Weapon Mastery (ranged)
Strength: 3 Instinct: 7 Agility: 7 Fortitude: 4
Intelligence: 6 Willpower: 5
Flying Vehicle: The pelican is a flying vehicle that follows all the rules for an aircraft. It can hover and rotate in place but cannot
travel across the ground. It is not capable of slip-space travel but can perform atmospheric reentry.
Co-Pilot: The co-pilot can make a standard action to assist the pilot in all of their actions. They make a DC 20 pilot check. If they
succeed, they give the pilot a +4 bonus on all pilot checks and +2 bonus on their attack accuracy and vehicle defense.
Weapon Systems: The pelican also has a front-mounted autocannon turret that can be fired by the pilot. It has a firing arc of
180 degrees in front of the vehicle. It also has 4 missile pods that can be fired by the co-pilot. When attacking, the co-pilot can
fire anywhere between 1-4 missile pods. For every missile pod fired beyond the first, the attack gains +5 accuracy, +1 burst
area, and +1 hailfire.
Target Lock: The pilot can spend a standard action applying a target lock to a target within sight. The target lock can be
expended with any missile attack. If a target lock is used with a missile attack, the attack gains +10 accuracy and ignores
concealment.
Scanners: The pilot or co-pilot can spend a standard action to scan a Burst (10) area within distant range. This is a detector
action against all targets within the area. This information can be broadcast to the HUD of any allied soldiers within distant
range. In addition, any artillery strikes the targeted area for the next minute gain +5 accuracy.
Scorpion Description
The indomitable scorpion is the mainline tank for the UNSC. It is a bruiser that leads forward into battle, blasting
apart infantry units and enemy artillery alike. The example Scorpion is piloted by a Veteran Marine NPC.
Weapon Systems: The scorpion has a turret with a 360-degree fire arc that is controlled by the pilot. It also has a heavy
chaingun turret with a 180-degree fire arc facing the front of the vehicle. This turret is controlled by the gunner.
Rugged and Dependable: The scorpion has a long lasting, rugged design. It reduces all suffered crippling wounds points by 1, to
a minimum of 1.
Slow and Cumbersome: The scorpion is a heavy, cumbersome vessel. The pilot suffers disadvantage on all pilot checks with the
scorpion. In addition, the extreme weight of the scorpion will cause it to crash through light terrain, such as ice or wood, and
makes it impossible to ‘jump’ gaps with the tank.
Warthog Description
The warthog is the classic vehicle of the UNSC, a light combat vehicle with speed, maneuverability, and a heavy
weapon turret. It is the most common human vehicle to see on a battlefield. The warthog is piloted by a Marine NPCs, with a
separate Marine functioning as the gunner.
Warthog
Level 6 Human in Huge-sized Vehicle, High Threat
Hit Points: 250 Healing Threshold: NA Damage Threshold: 40
Defense: 11 Toughness: 40 Resolve: 16
Acceleration Rating: 20 Max Speed: 120 Morale Bonus: +3
Space: 4 by 4 squares Reach: NA Initiative: +5
Damage Resistance: 24 Ramming Damage: 50
-Heavy Chaingun 1d20+4 accuracy, 28 damage, full auto, 3,000 shots at long range; Special Traits: Penetration 11, Fully
Automatic
-Gauss Cannon 1d20+5 accuracy, 60 damage, 1 strike maximum, 750 shots at distant range; Special Traits: Penetration 51
Skills: Acrobatics 1, Athletics 3, Defensive Training 2, Durability 2, Endurance 1, Melee 2, Mental Training 1, Perception 2, Pilot
2, Ranged 3, Stealth 1, Survival 1, Tactics 2
Talents: Military Unarmed Training, Penetration
Strength: 4 Instinct: 3 Agility: 3 Fortitude: 3
Intelligence: 2 Willpower: 2
Gunner: The warthog has a rear mounted gun, either a heavy chaingun or a gauss cannon. This weapon has a 360-degree
turret that is controlled by a separate marine gunner.
Open Topped: The warthog is open topped, so all its passengers can be attacked separately from the vehicle. Burst attacks
against the passengers do not injury the passengers unless they were targeted. If they are targeted, the passengers gain
improved cover against all attacks.
Easily Flipped: The warthog, while very maneuverable, flips easily. If the pilot ever rolls a 1 on a pilot skill check, or if they
vehicle suffers a crippling wound to the mobility or core, the pilot must make a DC 20 pilot skill check. If they fail, the vehicle
flips. The vehicle and all occupants suffer 50 damage and the vehicle is inoperative until it is turned over. It is a full-round action
to climb out of a flipped warthog. Flipping the vehicle back over is a DC 25 strength test as a full-round action, gaining a +2 to
the test for every ally assisting.
Special Thanks
This project has been a labor of love for me, and I’d like to thanks everyone who helped me bring it to completion.
My family, Nick, Susan, and Jeff, who have always supported me on my crazy projects.
I’d like to thank all the fans of Halo out there who contributed to the Halopedia and Halo Nation; both were essential
tools in the creation of this game. I’d also like to thank all of the artists who created Halo fan art, many of which I have used in
this book.
Lastly, but not least, I’d like to thank the developers of the Halo franchise at 343, Creative Studios, Microsoft, and
Bungie. You have produced stories that have amazing immersion with great depth in the world building. I can’t wait to see what
comes next for the halo franchise!
I’d also like to thank all my supporters on Patreon, who are the reasons I can continue to produce this work.
Nick Skuda Jeff Skuda Andrew Merriman Jordan Weiler Aaron Vetovitz
Christopher Piper Preston Brooks Justin Carlisle Josh McNatt Marco Nass
Dirk Jan Somsen Nuzak Yelnar Duissenov Jeremy J Lang Guinevere Palubicki
Shroud Robert Vancel Bink Pascal Kessler Noah Kirtley
Daniel Jenkins Ulrik Vander Eric Twyman
*Halo is a trademark of Microsoft, who hold all creative rights to their intellectual property. Leovaunt’s Halo Roleplaying Game
is a fan-made project, and I am by no means a representative of Microsoft.