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A Hero need not

speak. When he is
gone, the world will
speak for him.
HALO RPG

Alright Spartan, perk up your ears, cause Im only going to say this once. You gotta know the
rules of war before you hop in to combat and start throwing stickies at everything that moves. The
following documents will give you the basics, but theyre no substitute for real experience.

Starting Off
Things are going to be a tad different here than in
your standard Savage Worlds game. Lets go down
the list of whats changed. A lot of things are going
to be cut out, but the goal is to keep it simple and
running smooth. The emphasis is going to be on
combat abilities, squad combat, and fast paced
action.
New Race Spartan
Lets be honest, you want to be Spartans. So heres
the stats for Spartans. Free d6 in Strength, Agility
and Vigor. Free d4 in shooting and fighting. 1 Free
combat edge. All have the Outsider hindrance.


















Hindrances
Now Spartans wont be perfect, but there are some
hindrances that dont apply to these guys.
All Thumbs
Anemic
Bad Eyes
Blind
Delusional
Doubting Thomas
Elderly
Greedy
Habit
Hard of Hearing
Illiterate
Lame
Obese
One Arm
One Leg
One Eye
Outsider
Pacifist
Phobia
Poverty
Small
Ugly (you wear helmets, no one cares)
Vow
Wanted
Young
Edges
These are the edges that dont fit in this setting.
Arcane Background
Arcane Resistance
Attractive
Berserk
Noble
Rich
Filthy Rich
All power edges
Acrobat
Champion
Investigator
Holy/Unholy warrior
Mentalist
Scholar
Wizard
Woodsman
Charismatic
Connections
Weird Edges
New Edges
Professional Edges
Front Line Infantry Novice, Agility d8 +
Shooting d8+Fighting d6+
You spent your career on the front lines; youre
accustomed to fighting up close and personal. Add
+2 to fighting with the Assault Rifle, Shotgun, and
all melee weapons.
Sniper Novice - Agility d8+- Shooting d10+
You took extra training to make one shot and make
it count. You get +2 to rolls with the Battle Rifle
and Sniper Rifle. With the sniper rifle you get a +2
to all stealth rolls.
Medic Novice Smarts d8+-
Healing d10+-
First aid is your forte. You are trained enough to
use field medic kits in battle. Field medic kits are
described later.
Heavy Arms Expert Novice, Agility d8+,
Shooting d10+, Steady Hands
Youre the man to see when you need something
big brought down. You get +2 to all attacks made
with a heavy weapon against a vehicle. You also
may spend a benny to reroll any damage against a
vehicle.
Squad Combat
The emphasis here is all about a squad. Either a
squad of Spartans or a full unit of marines with
Spartan COs. Everyone needs to learn how to
work as a unit, pick a squad commander before the
fighting begins and go off of his orders. A standard
marine squad is composed of five members of the
following unit types.
Marine Infantry
Human Non Wild Card
Agi d8 - Smarts d4 - Spirit d4 Str d8
Vigor d6
Shooting d8 Fighting d6 Guts d4 Driving
d6
Pace: 6 Parry: 5 Toughness: 5(11)
Front Line Infantry
Marine Combat Armor +6
Assault Rifle, 5 clips
Shotgun, 2 clips
3x Frag Grenades
Marine Sniper
Human Non Wild Card
Agi d10 Smarts d6 Spirit d4 Str d6
Vigor d6
Shooting d10 Fighting d4 Guts d4 Stealth
d8+6 -
Pace: 6 Parry: 4 Toughness 5 (9)
Sniper
Marine Scout Armor +4 (+4 Stealth)
Sniper Rifle, 2 clips


Marine Pilot
Human non wild card
Agi d10 Smarts d8 Spirit d4 Strength d6
Vigor d6
Driving d8 Pilot d8 Shooting d6 Repair d8 -
Pace: 6 Parry: 2 Toughness 5 (8)
Ace
Marine Field Armor +3
Magnum, 5 clips
2x Frag Grenade
Repair kit
Marine Medic
Human non wild card
Agi d6 Smarts d10 Spirit d8 Strength d6
Vigor d6
Shooting d6 Healing d10 Knowledge
(Medicine) d8 Survival d6
Pace: 6 Parry: 2 Toughness 5 (8)
Medic
Marine Field Armor +3
Magnum. 3 clips
3x Field Medic Kit
QUARTERMASTER
I Need A Weapon
Alright Spartan, time to go over the basics of the gear youll be using out in the field. I trust you already
know how to fire a rifle, so Ill spare you the long boring details. Heres the technical information for all
the equipment and weapons youll have access to. Once thats out of the way, well go over what youll be
starting with in the field. All weapons require 2 hands unless noted.
HUMAN WEAPONS
TYPE RANGE DAMAGE ROF WEIGHT SHOTS MIN STR NOTES
Assault Rifle 24/48/96 3d6 3 10 32 D6 Auto, AP2, 3RB
Battle Rifle 24/48/96 2d10 2 15 36 D6 Semi Auto, AP4
Flamethrower Cone
temp.
2d8 1 30 27 D6 Ignores Armor
Machine Gun
Turret
30/60/120 2d10 4 50 400 D10 AP2, Auto, Snapfire, HW
Magnum 15/30/60 2d8 1 7 8 - AP 2, Semi Auto, 1 hand
Missile Pod 30/60/120 4d8+2 1 60 8 D10 Med Burst Template,
AP20, Snapfire, HW
Rocket Launcher 24/48/96 4d8 1 50 2 D8 Med. Burst Template,
AP9, Snapfire, HW
Shotgun 12/24/48 1-3d8 1 10 6 D8 Shotgun notes
SMG 12/24/48 2d6+1 3 5 60 D6 Auto, 1 hand
Sniper Rifle 30/60/120 2d8+2 1 35 2 D6 AP4, Snapfire
Spartan Laser 15/30/60 4d10 1 70 5 D10 1 round recharge, HW,
Snapfire.
Frag Grenade 6/12/24 3d6 - 1 - - Med burst template, 1
hand
COVENANT WEAPONS

BRUTE WEAPONS

Special Notes
Spartan Laser Upon firing the Spartan Laser, the
weapon will require a full round to recharge
before it can be fired again.
Needler Upon a successful hit with the needler
(even if the damage done doesnt beat the targets
toughness) a needle sticks in the target. If the
target survives seven needles stuck in him, the
seven needles will explode causing 4d6 damage
ignoring armor.
Plasma Grenade The plasma grenade will stick
to the wall or target it is thrown at and explode the
next round.

Plasma Pistol/Rifle You may spend an action to
charge the weapon by making a shooting roll and
hitting the TN. The charge increases the damage
to +2 and the ammo cost from 1 to 10. Charging it
a second time increases the weapons AP to 4.
Firebomb Creates a fire in the area of the
explosion that lasts for 2 rounds.
Spike grenade There is an additional blast of
shrapnel in a large burst template. The shrapnel
does 2d8 damage. This damage is rolled
separately from the explosion damage. The
shrapnel can be avoided just like the grenade.
Type Range Damage ROF Weight Shots Min Str Notes
Beam Rifle 30/60/120 3d6 1 40 10 D8 AP4, Snapfire, Plasma
Carbine 24/48/96 2d8+2 1 20 18 D6 AP2, Semi Auto, Plasma
Energy Sword Hand Str+d6+8 - 5 - D8 AP 6, Hand Weapon, Plasma
Fuel Rod Gun 24/48/96 4d6+2 1 50 5 D10 AP12, Med Burst Template,
Snapfire, HW, Plasma
Needler 12/24/48 2d8+2 3 25 19 D6 AP 2, Special Notes
Plasma Cannon 30/60/120 2d8+2 4 50 100 D10 AP4, Snapfire, HW, Plasma
Plasma Grenade 6/12/24 2d8 1 1 - - Special notes, Plasma
Plasma Pistol 12/24/48 2d6 1 10 100 - AP 2, Special Notes, Plasma
Plasma Rifle 24/48/96 2d8 1 20 100 D6 AP 2, Special Notes, Plasma
Type Range Damage ROF Weight Shots Min Str Notes
Brute Shot 12/24/48 See ammo 1 15 6 D6 Fires Grenades
Firebomb 6/12/24 2d6 1 1 - - Special Notes
Gravity Hammer Hand Str+d10+6 - 15 10 D10 One attack drains battery charge
Mauler 6/12/24 1-3d6 1 10 5 D6 1 hand
Spike Grenade 6/12/24 3d6 1 1 - - Med Burst Template, Special Notes
Spiker 12/24/48 2d6 3 10 40 D6 AP4, 1 Hand
ARMOR

Type Armor Weight Shields Notes
Marine Infantry Armor +6 20 Light Covers Full Body
Marine Scout Armor +4 15 - Covers Head, Torso, Arms, Stealth +4
Marine Field Armor +3 12 - Covers Head, Torso, Arms
Powered Spartan Armor +8 - Med Battle Suit, Full Body

Armor Notes
Battle Suit Increases Strength by one die type,
adds +2 to pace, allows users to jump 2d6
horizontally or 1d6 vertically. Has short and long
range communication device. All human weapons
are linked to the internal targeting system, giving
+1 to shooting rolls. Contains a radar unit that scans
in a 30 diameter and reports on live targets and
moving inorganic targets. Does not distinguish
between faction.
Shields Shields function as a solid object that
block incoming attacks. The shields on armor cover
every part of the body the armor covers. Any type
of damage can damage the shield. Plasma based
weapons have an easier time hurting shields. You
must destroy the shields before you can hit the
target.
Light Shielding Toughness 10 (6 vs. Plasma)
Medium Shielding Toughness 12 (8 vs Plasma)
Heavy Shielding Toughness 14 (10 vs Plasma)
Personal Shield units take five minutes to recharge,
or require a shield re-charger to be dropped.









Equipment
Bubble Shield Creates a 2 radius transparent
spherical shield with heavy shielding. It lasts for 4
rounds or until the shield is destroyed.
Deployable Cover Drops a 3 wide and 3 tall
shield with heavy shielding. It lasts for 5 rounds or
until the shield is destroyed.
Flare Creates a bright flash of light in a large
burst template.
Portable Gravity Lift Takes up one square, and
gives anything that steps in it a 12 boost in to the
air. Lasts for 5 rounds or until destroyed. Has a
toughness of 12, all weapons damage it.
Power Drain Disables all shields in a large burst
template and disables all vehicles. Lasts for 1
round.
Radar J ammer Disables radars in a large burst
template by showing large amounts of random
activity. Lasts for 3 rounds or until destroyed. Has a
toughness of 8, -4 called shot to hit, and any
weapon damages it.
Regenerator Takes two rounds but regenerates all
armor shield units. Lasts for two rounds or until
destroyed. Has toughness 10, all weapon types hurt
it.
Trip Mine 4d6 damage, Med Burst Template, AP5,
HW. Lasts until triggered, shot at -4 shooting, or 15
rounds. Shooting triggers the explosion.



VEHICLES

Vehicle Acc/TS Toughness Crew Weapons Notes
Elephant 3/6 25(5) 5 LAAG Turret, 3x
Turret Slots
Tracked, Heavy Armor, Sloped Armor 5,
Improved Stabilizer, Mobile Base
Warthog 40/78 16(4) 3 LAAG or Gauss Turret Stabilizer, 4WD
Hornet 20/80 12(2) 2 2x Tri barreled chain
guns. 2x Heat seeker
missiles
Improved Stabilizer, Heavy Armor, Fixed
Gun, Climb 20
Mongoose 30/60 10(2) 2 - 4WD
Scorpion Tank 15/30 20(5) 2 Machine Gun Turret,
Tank Turret
Tracked, Heavy Armor, Sloped Armor 3,
Improved Stabilizer
Banshee 35/90 10(2) 1 Plasma Cannon, Fuel
Rod Gun
Climb 25, Stabilizer, Fixed Gun
Ghost 12/40 12(4) 1 Plasma Bolts Stabilizer, hovering, Sloped Armor 2
Wraith 15/30 20(5) 2 Plasma Turret, Plasma
Mortar
Hovering, Improved Stabilizer, Heavy
Armor
Chopper 20/75 12(2) 1 35 mm Autocannon Bladed Chassis, Sharp turning
Prowler 15/35 15(5) 4 Plasma Turret Hover, Heavy Armor

Vehicle Notes
LAAG Turret 3d10 ROF 4 AP 2 HW.
24/48/96 250 rounds
Gauss Turret 4d10 ROF 1 AP4 HW
30/60/120 100 rounds
Tri barreled Chain gun 3d8 ROF 6 AP 2
HW - 24/48/96 600 rounds
Heat Seeking Missile 4d8+4 ROF 1 AP 5
HW Med Burst Template 30/60/120
+4 shooting rolls on target w/ heat source 20
rounds
Tank Turret 4d8+4 ROF 1 AP 20 HW
30/60/120 Med Burst Template 25 rounds
Plasma Bolts 3d8 plasma ROF 4 AP 2 HW
24/48/96 200 rounds
Plasma Turret 3d8+4 plasma ROF 1 AP 10
HW 30/60/120 Med Burst Template - 50 rounds


Plasma Mortar 4d10+4 Plasma ROF1 AP 10
HW Arcs 1 round recharge 30/60/120 Large
Burst Template - 10 rounds
Autocannon 3d8+4 ROF 2 AP 5 HW
24/48/96 200 rounds
Bladed Chassis Ramming a target with the front
of the vehicle does 3d10 damage at top speed with
AP 2.
Sharp turning This vehicle can make complete
180 degree turns.
Hover The vehicle hovers a few feet off the
ground and travels over low obstacles easily. The
hovering vehicle is not restricted by difficult
terrain.

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