HALO RPG
Alright Spartan, perk up your ears, cause I’m 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 they’re no substitute for real experience. Starting Off
Hindrances
Things are going to be a tad different here than in
Now Spartans won’t be perfect, but there are some
your standard Savage Worlds game. Let’s go down
hindrances that don’t apply to these guys.
the list of what’s changed. A lot of things are going
All Thumbs
to be cut out, but the goal is to keep it simple and
Anemic
running smooth. The emphasis is going to be on
Bad Eyes
combat abilities, squad combat, and fast paced
Blind
action.
Delusional
New Race – Spartan
Doubting Thomas
Let’s be honest, you want to be Spartans. So here’s
Elderly
the stats for Spartans. Free d6 in Strength, Agility
Greedy
and Vigor. Free d4 in shooting and fighting. 1 Free
Habit
combat edge. All have the Outsider hindrance.
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
Heavy Arms Expert – Novice, Agility d8+,
These are the edges that don’t fit in this setting.
Shooting d10+, Steady Hands
Arcane Background
You’re the man to see when you need something
Arcane Resistance
big brought down. You get +2 to all attacks made
Attractive
with a heavy weapon against a vehicle. You also
Berserk
may spend a benny to reroll any damage against a
Noble
vehicle.
Rich
Squad Combat
Filthy Rich
The emphasis here is all about a squad. Either a
All power edges
squad of Spartans or a full unit of marines with
Acrobat
Spartan CO’s. Everyone needs to learn how to
Champion
work as a unit, pick a squad commander before the
Investigator
fighting begins and go off of his orders. A standard
Holy/Unholy warrior
marine squad is composed of five members of the
Mentalist
following unit types.
Scholar
Marine Infantry
Wizard
Human Non Wild Card
Woodsman
Agi d8 - Smarts d4 - Spirit d4 – Str d8
Charismatic
Vigor d6 –
Connections
Shooting d8 – Fighting d6 – Guts d4 – Driving
Weird Edges
d6 –
New Edges
Pace: 6 Parry: 5 Toughness: 5(11)
Professional Edges
Front Line Infantry
Front Line Infantry – Novice, Agility d8 +
Marine Combat Armor +6
Shooting d8+ Fighting d6+
Assault Rifle, 5 clips
You spent your career on the front lines; you’re
Shotgun, 2 clips
accustomed to fighting up close and personal. Add
3x Frag Grenades
+2 to fighting with the Assault Rifle, Shotgun, and
Marine Sniper
all melee weapons.
Human Non Wild Card
Sniper – Novice - Agility d8+ - Shooting d10+
Agi d10 – Smarts d6 – Spirit d4 – Str d6
You took extra training to make one shot and make
Vigor d6 –
it count. You get +2 to rolls with the Battle Rifle
Shooting d10 – Fighting d4 – Guts d4 – Stealth
and Sniper Rifle. With the sniper rifle you get a +2
d8+6 -
to all stealth rolls.
Pace: 6 Parry: 4 Toughness 5 (9)
Medic – Novice – Smarts d8+ -
Sniper
Healing d10+ -
Marine Scout Armor +4 (+4 Stealth)
First aid is your forte. You are trained enough to
Sniper Rifle, 2 clips
use field medic kits in battle. Field medic kits are described later.
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 you’ll be using out in the field. I trust you already know how to fire a rifle, so I’ll spare you the long boring details. Here’s the technical information for all the equipment and weapons you’ll have access to. Once that’s out of the way, we’ll go over what you’ll 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
2d8
1
30
27
D6
Ignores Armor
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,
temp. Machine Gun Turret
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
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
BRUTE WEAPONS
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
Special Notes
Spartan Laser – Upon firing the Spartan Laser, the
Plasma Pistol/Rifle – You may spend an action to
weapon will require a full round to recharge
charge the weapon by making a shooting roll and
before it can be fired again.
hitting the TN. The charge increases the damage
Needler – Upon a successful hit with the needler
to +2 and the ammo cost from 1 to 10. Charging it
(even if the damage done doesn’t beat the target’s
a second time increases the weapon’s AP to 4.
toughness) a needle sticks in the target. If the
Firebomb – Creates a fire in the area of the
target survives seven needles stuck in him, the
explosion that lasts for 2 rounds.
seven needles will explode causing 4d6 damage
Spike grenade – There is an additional blast of
ignoring armor.
shrapnel in a large burst template. The shrapnel
Plasma Grenade – The plasma grenade will stick
does 2d8 damage. This damage is rolled
to the wall or target it is thrown at and explode the
separately from the explosion damage. The
next round.
shrapnel can be avoided just like the grenade.
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
Equipment
Battle Suit – Increases Strength by one die type,
Bubble Shield – Creates a 2” radius transparent
adds +2 to pace, allows users to jump 2d6”
spherical shield with heavy shielding. It lasts for 4
horizontally or 1d6” vertically. Has short and l ong
rounds or until the shield is destroyed.
range communication device. All human weapons
Deployable Cover – Drops a 3” wide and 3” tall
are linked to the internal targeting system, giving
shield with heavy shielding. It lasts for 5 rounds or
+1 to shooting rolls. Contains a radar unit that scans
until the shield is destroyed.
in a 30” diameter and reports on live targets and
Flare – Creates a bright flash of light in a large
moving inorganic targets. Does not distinguish
burst template.
between faction.
Portable Gravity Lift – Takes up one square, and
Shields – Shields function as a solid object that
gives anything that steps in it a 12” boost in to the
block incoming attacks. The shields on armor cover
air. Lasts for 5 rounds or until destroyed. Has a
every part of the body the armor covers. Any type
toughness of 12, all weapons damage it.
of damage can damage the shield. Plasma based
Power Drain – Disables all shields in a large burst
weapons have an easier time hurting shields. You
template and disables all vehicles. Lasts for 1
must destroy the shields before you can hit the
round.
target.
Radar Jammer – Disables radars in a large burst
Light Shielding – Toughness 10 (6 vs. Plasma)
template by showing large amounts of random
Medium Shielding – Toughness 12 (8 vs Plasma)
activity. Lasts for 3 rounds or until destroyed. Has a
Heavy Shielding – Toughness 14 (10 vs Plasma)
toughness of 8, -4 called shot to hit, and any
Personal Shield units take five minutes to recharge,
weapon damages it.
or require a shield re-charger to be dropped.
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
Tracked, Heavy Armor, Sloped Armor 5,
Turret Slots
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
Improved Stabilizer, Heavy Armor, Fixed
guns. 2x Heat seeker
Gun, Climb 20
missiles Mongoose
30/60
10(2)
2
-
4WD
Scorpion Tank
15/30
20(5)
2
Machine Gun Turret,
Tracked, Heavy Armor, Sloped Armor 3,
Tank Turret
Improved Stabilizer
Plasma Cannon, Fuel
Climb 25, Stabilizer, Fixed Gun
Banshee
35/90
10(2)
1
Rod Gun Ghost
12/40
12(4)
1
Plasma Bolts
Stabilizer, hovering, Sloped Armor 2
Wraith
15/30
20(5)
2
Plasma Turret, Plasma
Hovering, Improved Stabilizer, Heavy
Mortar
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
Plasma Mortar – 4d10+4 Plasma – ROF1 – AP 10 –
LAAG Turret – 3d10 – ROF 4 – AP 2 – HW.
HW – Arcs – 1 round recharge – 30/60/120 – Large
24/48/96 – 250 rounds
Burst Template - 10 rounds
Gauss Turret – 4d10 – ROF 1 – AP4 – HW
Autocannon – 3d8+4 – ROF 2 – AP 5 – HW –
30/60/120 – 100 rounds
24/48/96 – 200 rounds
Tri barreled Chain gun – 3d8 – ROF 6 – AP 2 –
Bladed Chassis – Ramming a target with the front
HW - 24/48/96 – 600 rounds
of the vehicle does 3d10 damage at top speed with
Heat Seeking Missile – 4d8+4 – ROF 1 – AP 5 –
AP 2.
HW – Med Burst Template – 30/60/120 –
Sharp turning – This vehicle can make complete
+4 shooting rolls on target w/ heat source – 20
180 degree turns.
rounds
Hover – The vehicle hovers a few feet off the
Tank Turret – 4d8+4 – ROF 1 – AP 20 – HW –
ground and travels over low obstacles easily. The
30/60/120 – Med Burst Template – 25 rounds
hovering vehicle is not restricted by difficult
Plasma Bolts – 3d8 plasma – ROF 4 – AP 2 – HW –
terrain.
24/48/96 – 200 rounds Plasma Turret – 3d8+4 plasma – ROF 1 – AP 10 – HW – 30/60/120 – Med Burst Template - 50 rounds