Post by Thuellai on Dec 8, 2008 8:09:43 GMT -5
EQUIPMENT
UNSC Weapons:
M6D Magnum (w/scope) - WM +2, 2x Damage, Enhanced Vision 1 (telescopic), Range 3
M6C Magnum - As above, minus telescopic vision.
M7 SMG - WM +3, 2x Damage, Collateral Damage, Range 3
MA5B Assault Rifle - WM +3, 2x Damage, Collateral Damage, Range 4
BR22 Battle Rifle - As above, sans Collateral Damage and with Enhanced Vision (telescopic) at 1.
SPNKr Rocket Launcher - WM+5, Area Effect, Collateral Damage, Range 4, Enhanced Vision 1 (telescopic)
M41 SSR MAV/AW Rocket Launcer - As above, but without telescopic scope.
SRS 99D AM Sniper Rifle - WM +5, One Target Only, Range 5, Enhanced Vision 2 (Telescopic)
M90A CAWS Shotgun - WM +4, Area Affect, Range 2
WAV M6 GGNR Laser Cannon - WM +6, One Target Only, Range 4, Energy Weapon, Requres 2 Panels to Prepare, AP.
Frag Grenade: +4 weapon mod (RC), Area Effect
Covenant Weapons:
Plasma Pistol - WM +2, can be charged up to +6, however, will overheat and become useless if charged to max or if fired continually for four rounds. Once overheated, it takes one round to cool down before it can be used again, and each time it overheats it loses 3 stones from its battery on top of those used. Range 3. Battery - 50 stones
Plasma Rifle - WM +3, Range 4, will overheat if fired continually for four rounds. Once overheated, it takes one round to cool down before it can be used again, and each time it overheats it loses 3 stones from its battery on top of those used. Battery - 50 stones
Brute Plasma Rifle - As above, but WM +4 and overheats in 3 rounds.
Needler - WM +2, Range 3. Has an unusual method of damage - After initial damage, will then do 2x that damage next round if needles are still in opponent. The needles stick even through shields (though the needles themselves won't do damage to health, the explosion will), but shielded opponents can "shake off" needles by moving at Speed 3 or better.
Brute Shot - WM+4(ranged), +3(CC), Area Effect, Collateral Damage, Range 3
Fuel Rod Cannon - WM+5, Area Effect, Collateral Damage, Range 4, Enhanced Vision 1 (telescopic)
Energy Sword - WM+3, 2x Damage (3x against shields), AP, Battery: 15 stones, Range 1-2.
Deactivated Energy Sword - WM+2 (Basically works as a knuckle duster.)
Brute Spiker - WM +3(Ranged), +2(CC), Range 3
Carbine - WM +3, Range 4, One Target Only.
Beam Rifle - WM +5, Range 5, Enhanced Vision 1 (Telescopic), One Target Only, Special: Will overheat if used for three consecutive panels. Takes 2 panels to cool down after overheating.
Plasma Grenade: +4 weapon mod (RC), Area Effect,
Sticky (can call a single target at a -2 penalty to negate that target's defense for purposes of damage on a succesful hit (ie, hit does full damage regardless of defense). A sticky attempt, regardless of success, does area effect damage as normal at the same -2 penalty.
Plasma Grenade explosions are always the last action in the panel, due to their long fuse.
Armor:
Mark IV MJOLNIR Armor
+1 to Agility, +1 to Speed, +2 to Strength
Enhanced Vision 3 (Telescopic, Nightvision)
Targeting +1
Toughness +3
Mark V MJOLNIR Armor
As Mark IV, but with one addition:
Ablative Force Field: 4 - Acts as additional red stones of health = 2x MN. In any panel where no damage is taken, recovers stones equal to 1/2 of modifier, rounded up. -1 cost option: Recharges 1 stone slower than normal
Can be given a Suit Intelligence.
Mark VI MJOLNIR Armor
As Mark V, but without the 1-stone reduction in charging speed, +4 toughness (instead of +3), gives user 2x Natural Healing Rate using biofoam injection systems, and Telescopic Vision (1), can be customized for situational benefits in a variety of situations.
Elite Armor
+3 Toughness
Ablative Force Field: 4
Optional: Invisibility (visual): 4
SPI Armor Mark I
+2 Toughness
Invisibility (visual): 2
Targeting +1
+1 Agility
SPI Armor Mark II
+2 Toughness
Invisibility (Visual): 4
Targeting +1
+1 Agility
Point Defense Gauntlet - Force Field as Modifier, limit of 10 stones. Immune to projectile 2x damage, takes 2x damage from Plasma weapons, takes 2x melee damage.
MODIFIERS
All Spartans get the following Modifiers, free of cost:
Reflexive Dodge 1
Reinforced Skeleton
ABILITIES
Spartan-IIs can have up to a 5 in any Ability, to represent their high level of genetic modification, stringent requirements, and extensive drug-testing, along with a high level of training.
Spartan-IIIs can have up to a 4 in any Ability: They don't get the same level of genetic modification but they're still extensively drugged and trained at the highest level of elitehood, allowing them to exceed human peak ability.
ON THE RACES OF THE COVENANT (Enemy Templates):
Sangheili (Elites) - Average 3 Strength, Average 2 Speed, Average Intelligence 4, Average Durability 2: Elites are technologically brilliant, trained from birth in combat, and have a powerful musculature that includes a double set of pectoral muscles and long, thick leg and arm muscles that make them quick and much stronger than an average human. The lowest level of Elite, the Elite Minor, possesses training on the level of an ODST, and Majors are nearly the equal of a Spartan in physical prowess. (stonecount on top of average stats starts at 15+5 and goes up in relation with rank)
Weapons Used: Any Covenant (Elites will not use Human weaponry unless absolutely necessary)
Jiralhanae (Brutes) - Average Strength 4, Average Intelligence 2, Average Durability 3, +1 Natural Toughness: Brutes are amazingly strong, with a musculature resembling a large, dangerous mix of a gorilla and a bear. They are not, however, particularly bright, and will fly into a rage if provoked in combat, discarding their armament to simply rip apart their enemies with their bare hands, which they are completely capable of (a raging Brute gets +2 sitmod to Close Combat but can put no stones into defense, relying instead on Toughness and armor, and doubles his speed). Some Brutes, however, have been known to show effective, if simplistic, tactical reasoning and to be reasonably intelligent - however, none of them have any flair for the artistic and they tend to favor somewhat, well, brutal tactics, to the point of developing their own hand-held version of the human shotgun, the Mauler. (Starting Stones: 10+10, add for Rank)
Weapons: Brute Plasma Rifle, Spiker, Mauler, Shotgun, Brute Shot
Mgalekgolo (Hunters) - Average Strength 4, Armor (+4 Toughness, +2 Weapon Mod (CC), No AP, attached Assault Cannon (+5 Weapon Mod (RC), Armor Piercing), Average Durability 4, Average Intelligence 4, Sonar Senses 1: Mgalekgolo are one of the most unique races in the Covenant, made up of thousands of smaller Lekgolo, which resemble worms of a bright orange color. Hunters are devastatingly powerful and have a huge strength and a pair of devastating weapons on their armor, and are made more dangerous by a simple fact - Hunters travel in pairs of "Bond-Brothers", meaning any time one Hunter shows up, another is sure to follow. Like Brutes, Hunters can Rage, and will do so immediately if one of the two Bond-Brothers is killed. A raging Hunter is a fearsome sight to behold. Despite this, however, the Hunters are very intelligent - tales abound of a Hunter ripping apart an enemy with his bare hands in a blood-filled fury, then stopping on the battlefield to recite an ode of praise to his fallen foe, and when not in combat Hunters spend a good amount of time in meditation. The unique nature of the Lekgolo neural net allows them to sense movement in any direction around them. (20+10 stones, Mgalekgolo do not have rank)
Weapon: Assault Cannon
Yanme'e (Drones) - Average Agility 2, Average Durability 2, Average Strength 2, Average Intelligence 3, Technology 4, Flight 2, Wall-Crawling 3, +1 Toughness: Drones are light-weight flying troops of the Covenant. They have difficulty keeping up extended flight, though, and will often find a wall to rest on inbetween dives. Their chitinous plate gives them some small protection against ballistic weapons, but not much. Drones, despite their frail appearance, are strong enough to fly while carrying a human-size opponent. Before the creation of the Engineers, the Drones were the foremost technology experts of the Covenant, in standing with the Elites, and they're still good with advanced technology.
(Stone Count: 10+5)
Weapons: Needler, Plasma Pistol
Kig-Yar (Jackals) - Average Agility 2, Targeting +1, Telescopic Sight 1: Jackals are light, Avian-type mercenaries of the Covenant. They tend to be employed as Snipers or Scouts, though in either their mentality is brutal and aggressive, making them occasionally poor snipers. Still, they're great marksmen, with sharp eyesight granted by their Avian-like heritage. (Stone Count: 10+5 for Scouts, 15+5 for Snipers)
Weapons: Plasma Pistol, Needler, Covenant Carbine, Beam Rifle (snipers)
Unggoy (Grunts) - Human Average (Occasionally higher or even genius-level intelligence), Grunt Armor (+1 Toughness, Methane Life Support), Challenges: Low Morale and Needs Methane to Survive, Technology 4, Animal Senses (Smell): Grunts are, well, just that - the weakest of the Covenant races, the Grunts still have a solid technological understanding, and can handle most advanced technology. As soldiers, though, they're poor at best - though they act well when commanded by an alpha (Grunts have something of a pack mentality), if command structure breaks down Grunts will often completely shut down or rout, making them fairly useless, and their low morale and lack of tactical intelligence can make them a liability. Still, they exist in numbers and can prove more threatening than expected, and the rare intelligent Grunt can prove a dangerous marksman - certain, special Grunts even learn how to handle explosives. (Stone count 5+5 for minor Grunts, 10+5 for Spec Ops and other high-ranked Grunts)
Weapons: Plasma Pistol, Needler, Plasma Rifle, Fuel Rod Gun (Spec Ops only), Plasma Grenade
UNSC Weapons:
M6D Magnum (w/scope) - WM +2, 2x Damage, Enhanced Vision 1 (telescopic), Range 3
M6C Magnum - As above, minus telescopic vision.
M7 SMG - WM +3, 2x Damage, Collateral Damage, Range 3
MA5B Assault Rifle - WM +3, 2x Damage, Collateral Damage, Range 4
BR22 Battle Rifle - As above, sans Collateral Damage and with Enhanced Vision (telescopic) at 1.
SPNKr Rocket Launcher - WM+5, Area Effect, Collateral Damage, Range 4, Enhanced Vision 1 (telescopic)
M41 SSR MAV/AW Rocket Launcer - As above, but without telescopic scope.
SRS 99D AM Sniper Rifle - WM +5, One Target Only, Range 5, Enhanced Vision 2 (Telescopic)
M90A CAWS Shotgun - WM +4, Area Affect, Range 2
WAV M6 GGNR Laser Cannon - WM +6, One Target Only, Range 4, Energy Weapon, Requres 2 Panels to Prepare, AP.
Frag Grenade: +4 weapon mod (RC), Area Effect
Covenant Weapons:
Plasma Pistol - WM +2, can be charged up to +6, however, will overheat and become useless if charged to max or if fired continually for four rounds. Once overheated, it takes one round to cool down before it can be used again, and each time it overheats it loses 3 stones from its battery on top of those used. Range 3. Battery - 50 stones
Plasma Rifle - WM +3, Range 4, will overheat if fired continually for four rounds. Once overheated, it takes one round to cool down before it can be used again, and each time it overheats it loses 3 stones from its battery on top of those used. Battery - 50 stones
Brute Plasma Rifle - As above, but WM +4 and overheats in 3 rounds.
Needler - WM +2, Range 3. Has an unusual method of damage - After initial damage, will then do 2x that damage next round if needles are still in opponent. The needles stick even through shields (though the needles themselves won't do damage to health, the explosion will), but shielded opponents can "shake off" needles by moving at Speed 3 or better.
Brute Shot - WM+4(ranged), +3(CC), Area Effect, Collateral Damage, Range 3
Fuel Rod Cannon - WM+5, Area Effect, Collateral Damage, Range 4, Enhanced Vision 1 (telescopic)
Energy Sword - WM+3, 2x Damage (3x against shields), AP, Battery: 15 stones, Range 1-2.
Deactivated Energy Sword - WM+2 (Basically works as a knuckle duster.)
Brute Spiker - WM +3(Ranged), +2(CC), Range 3
Carbine - WM +3, Range 4, One Target Only.
Beam Rifle - WM +5, Range 5, Enhanced Vision 1 (Telescopic), One Target Only, Special: Will overheat if used for three consecutive panels. Takes 2 panels to cool down after overheating.
Plasma Grenade: +4 weapon mod (RC), Area Effect,
Sticky (can call a single target at a -2 penalty to negate that target's defense for purposes of damage on a succesful hit (ie, hit does full damage regardless of defense). A sticky attempt, regardless of success, does area effect damage as normal at the same -2 penalty.
Plasma Grenade explosions are always the last action in the panel, due to their long fuse.
Armor:
Mark IV MJOLNIR Armor
+1 to Agility, +1 to Speed, +2 to Strength
Enhanced Vision 3 (Telescopic, Nightvision)
Targeting +1
Toughness +3
Mark V MJOLNIR Armor
As Mark IV, but with one addition:
Ablative Force Field: 4 - Acts as additional red stones of health = 2x MN. In any panel where no damage is taken, recovers stones equal to 1/2 of modifier, rounded up. -1 cost option: Recharges 1 stone slower than normal
Can be given a Suit Intelligence.
Mark VI MJOLNIR Armor
As Mark V, but without the 1-stone reduction in charging speed, +4 toughness (instead of +3), gives user 2x Natural Healing Rate using biofoam injection systems, and Telescopic Vision (1), can be customized for situational benefits in a variety of situations.
Elite Armor
+3 Toughness
Ablative Force Field: 4
Optional: Invisibility (visual): 4
SPI Armor Mark I
+2 Toughness
Invisibility (visual): 2
Targeting +1
+1 Agility
SPI Armor Mark II
+2 Toughness
Invisibility (Visual): 4
Targeting +1
+1 Agility
Point Defense Gauntlet - Force Field as Modifier, limit of 10 stones. Immune to projectile 2x damage, takes 2x damage from Plasma weapons, takes 2x melee damage.
MODIFIERS
All Spartans get the following Modifiers, free of cost:
Reflexive Dodge 1
Reinforced Skeleton
ABILITIES
Spartan-IIs can have up to a 5 in any Ability, to represent their high level of genetic modification, stringent requirements, and extensive drug-testing, along with a high level of training.
Spartan-IIIs can have up to a 4 in any Ability: They don't get the same level of genetic modification but they're still extensively drugged and trained at the highest level of elitehood, allowing them to exceed human peak ability.
ON THE RACES OF THE COVENANT (Enemy Templates):
Sangheili (Elites) - Average 3 Strength, Average 2 Speed, Average Intelligence 4, Average Durability 2: Elites are technologically brilliant, trained from birth in combat, and have a powerful musculature that includes a double set of pectoral muscles and long, thick leg and arm muscles that make them quick and much stronger than an average human. The lowest level of Elite, the Elite Minor, possesses training on the level of an ODST, and Majors are nearly the equal of a Spartan in physical prowess. (stonecount on top of average stats starts at 15+5 and goes up in relation with rank)
Weapons Used: Any Covenant (Elites will not use Human weaponry unless absolutely necessary)
Jiralhanae (Brutes) - Average Strength 4, Average Intelligence 2, Average Durability 3, +1 Natural Toughness: Brutes are amazingly strong, with a musculature resembling a large, dangerous mix of a gorilla and a bear. They are not, however, particularly bright, and will fly into a rage if provoked in combat, discarding their armament to simply rip apart their enemies with their bare hands, which they are completely capable of (a raging Brute gets +2 sitmod to Close Combat but can put no stones into defense, relying instead on Toughness and armor, and doubles his speed). Some Brutes, however, have been known to show effective, if simplistic, tactical reasoning and to be reasonably intelligent - however, none of them have any flair for the artistic and they tend to favor somewhat, well, brutal tactics, to the point of developing their own hand-held version of the human shotgun, the Mauler. (Starting Stones: 10+10, add for Rank)
Weapons: Brute Plasma Rifle, Spiker, Mauler, Shotgun, Brute Shot
Mgalekgolo (Hunters) - Average Strength 4, Armor (+4 Toughness, +2 Weapon Mod (CC), No AP, attached Assault Cannon (+5 Weapon Mod (RC), Armor Piercing), Average Durability 4, Average Intelligence 4, Sonar Senses 1: Mgalekgolo are one of the most unique races in the Covenant, made up of thousands of smaller Lekgolo, which resemble worms of a bright orange color. Hunters are devastatingly powerful and have a huge strength and a pair of devastating weapons on their armor, and are made more dangerous by a simple fact - Hunters travel in pairs of "Bond-Brothers", meaning any time one Hunter shows up, another is sure to follow. Like Brutes, Hunters can Rage, and will do so immediately if one of the two Bond-Brothers is killed. A raging Hunter is a fearsome sight to behold. Despite this, however, the Hunters are very intelligent - tales abound of a Hunter ripping apart an enemy with his bare hands in a blood-filled fury, then stopping on the battlefield to recite an ode of praise to his fallen foe, and when not in combat Hunters spend a good amount of time in meditation. The unique nature of the Lekgolo neural net allows them to sense movement in any direction around them. (20+10 stones, Mgalekgolo do not have rank)
Weapon: Assault Cannon
Yanme'e (Drones) - Average Agility 2, Average Durability 2, Average Strength 2, Average Intelligence 3, Technology 4, Flight 2, Wall-Crawling 3, +1 Toughness: Drones are light-weight flying troops of the Covenant. They have difficulty keeping up extended flight, though, and will often find a wall to rest on inbetween dives. Their chitinous plate gives them some small protection against ballistic weapons, but not much. Drones, despite their frail appearance, are strong enough to fly while carrying a human-size opponent. Before the creation of the Engineers, the Drones were the foremost technology experts of the Covenant, in standing with the Elites, and they're still good with advanced technology.
(Stone Count: 10+5)
Weapons: Needler, Plasma Pistol
Kig-Yar (Jackals) - Average Agility 2, Targeting +1, Telescopic Sight 1: Jackals are light, Avian-type mercenaries of the Covenant. They tend to be employed as Snipers or Scouts, though in either their mentality is brutal and aggressive, making them occasionally poor snipers. Still, they're great marksmen, with sharp eyesight granted by their Avian-like heritage. (Stone Count: 10+5 for Scouts, 15+5 for Snipers)
Weapons: Plasma Pistol, Needler, Covenant Carbine, Beam Rifle (snipers)
Unggoy (Grunts) - Human Average (Occasionally higher or even genius-level intelligence), Grunt Armor (+1 Toughness, Methane Life Support), Challenges: Low Morale and Needs Methane to Survive, Technology 4, Animal Senses (Smell): Grunts are, well, just that - the weakest of the Covenant races, the Grunts still have a solid technological understanding, and can handle most advanced technology. As soldiers, though, they're poor at best - though they act well when commanded by an alpha (Grunts have something of a pack mentality), if command structure breaks down Grunts will often completely shut down or rout, making them fairly useless, and their low morale and lack of tactical intelligence can make them a liability. Still, they exist in numbers and can prove more threatening than expected, and the rare intelligent Grunt can prove a dangerous marksman - certain, special Grunts even learn how to handle explosives. (Stone count 5+5 for minor Grunts, 10+5 for Spec Ops and other high-ranked Grunts)
Weapons: Plasma Pistol, Needler, Plasma Rifle, Fuel Rod Gun (Spec Ops only), Plasma Grenade