Chaldfont
First Post
On the release of Halo 2, I decided to see what it was all about and started playing the first game. The setting, as has been mentioned many times before, is ripe for a campaign and D20 Future makes it easy.
Here are some stats I whipped up for an upcomming three session campaign. It is heavily influenced by Halo, but with some differences. I've changed the backstory somewhat and plan on changing the name of the aliens from The Covenant. The humans are members of the Confederated Human Systems (CHS). The PCs will be Confed Marines.
This first post will be weapons. I'm still working on the energy shields and may add a weapon gadget that overloads energy shields, making them useless for several rounds. I haven't included Purchase DCs for the weapons, since they will either be issued or looted. Purchase DC Modifiers for the gadgets are just SWAGs (Silly, Wild-Ass Guesses).
New Weapon Gadgets
Non-removable Magazine
A weapon with this gadget has an integrated magazine which may not be removed, replaced or recharged without repairing the weapon.
Restrictions: Ranged energy weapons only.
Purchase DC Modifier: -1.
Overcharger
This gadget allows a user to charge up an energy weapon in order to fire a more powerful shot. When this weapon’s trigger is pulled and held, the weapon begins to charge. When the trigger is released, it fires the overcharged shot. The overcharge can be held as long as the trigger is held, but when the trigger is released, the shot is fired. An overcharged shot requires an attack action and deals +3 dice of damage on a successful hit. The overcharge drains 10 shots from the weapon’s magazine. The overcharge causes the weapon to overheat and it may not be fired or overcharged for one round while it cools off.
Restrictions: Ranged energy weapons only.
Purchase DC Modifier: +6.
Poor Heat Sink
When a weapon with this gadget is used to fire one shot (if only capable of one shot per round), more than two shots in one round (if semiautomatic) or make two or more autofire or burst fire attacks (if autofire capable) in a row it overheats and cannot be fired for one round while it cools off.
Restrictions: Ranged energy weapons only.
Purchase DC Modifier: -1.
Seeking Overcharger
The seeking overcharger gadget works just as the overcharger gadget but provides a +1 bonus to attack when firing an overcharged shot.
Restrictions: Ranged energy weapons only.
Purchase DC Modifier: +7.
Selective Adhesion
This gadget causes a grenade to stick to its target on a successful ranged touch attack. A target hit with this weapon is denied the usual Reflex save and takes full damage. Integrated sensors and targeting computers ensure that the weapon sticks only to valid targets such as creatures, robots or vehicles (but does not distinguish friend from foe). The weapon may still be thrown at a 5 foot square as usual and, if it misses, scatters only half the usual distance.
Restrictions: Grenades only.
Purchase DC Modifier: +X.
Covenant Weapons
New Damage Type: Plasma
Plasma weapons deal damage by striking the target with a magnetically stabilized packet of superheated ionized gas causing both burning and concussive damage. Plasma has a tendency to overload ablative energy shields and plasma weapons deal +1 point of damage per die to shields. Unlike other energy types, plasma deals full damage to objects.
Plasma Grenade
Covenant plasma grenades have the Selective Adhesion gadget.
Damage: 4d6; Damage Type: Plasma; Burst Radius: 20 ft.; Reflex DC: 15; Range Increment: 10 ft.; Weight: 1 lb.;
Plasma Pistol
Covenant plasma pistols have the expanded magazine, non-removable magazine, poor heat sink and seeking overcharger gadgets.
Damage: 2d10; Damage Type: Plasma; Range: 40 ft.; Rate: S; Magazine: 100; Size: Medium; Weight: 3 lb.
Plasma Rifle
Covenant plasma rifles are mastercraft weapons (+1 attack bonus) and have the expanded magazine, non-removable magazine, and poor heat sink gadgets.
Damage: 2d10; Damage Type: Plasma; Range: 80 ft.; Rate: S, A; Magazine: 100; Size: Large; Weight: 8 lb.
CHS Weapons
Combat Knife
The Confed Marine combat knife is a mastercraft weapon (+1 attack penalty).
Damage: 1d4; Critical: 19-20; Damage Type: Piercing or Slashing; Range: 10 ft.; Size: Small; Weight: 1 lb.
Shrapnel Grenade
Damage: 5d6; Damage Type: Slashing; Burst Radius: 20 ft.; Reflex DC: 15; Range Increment: 10 ft.; Weight: 1 lb.; Purchase DC: 18; Restriction: Mil (+3).
Pistol
The CHS standard sidearm is a mastercraft weapon (+1 attack bonus) and has a standard scope.
Damage: 2d8; Damage Type: Ballistic; Range: 40 ft.; Rate: S; Magazine: 12; Size: Medium; Weight 4 lb.
Assault Rifle
The CHS assault rifle has the expanded magazine gadget. It also has an integrated flashlight, GPS receiver and ammo readout.
Damage: 2d8; Damage Type: Ballistic; Range: 80 ft.; Rate: S, A; Magazine: 60; Size: Large; Weight: 10 lb.
Shotgun
I'm going to use the alternate shotgun rules from Ultramodern Firearms (-2 points of damage per range increment instead of the D20 MSRD -1).
Damage: 2d12; Damage Type: Ballistic; Range: 30 ft.; Rate: S; Magazine: 10; Size: Large; Weight: 12 lb.
Sniper Rifle
The CHS sniper rifle is a mastercraft weapon (+1 attack bonus) and has an electro-optical scope. The high velocity, high density rounds punch through ablative energy shields and deal damage directly to the target.
Damage: 2d12; Damage Type: Ballistic; Range: 120 ft.; Rate: S; Magazine: 5; Size: Large; Weight: 14 lb.
Rocket Launcher
The CHS rocket launcher has an expanded magazine and a standard scope. It takes a move action to load one rocket. It requires the Exotic Firearms Proficiency to avoid the –4 non-proficient attack penalty. It explodes in a 20 ft. radius on impact (Reflex DC 18 for half damage). The warhead contains a shaped charge which ignores the first 10 points of hardness of objects.
Damage: 10d6; Range: 150 ft.; Rate: 1; Magazine: 2; Size: Large; Weight: 14 lb.
Here are some stats I whipped up for an upcomming three session campaign. It is heavily influenced by Halo, but with some differences. I've changed the backstory somewhat and plan on changing the name of the aliens from The Covenant. The humans are members of the Confederated Human Systems (CHS). The PCs will be Confed Marines.
This first post will be weapons. I'm still working on the energy shields and may add a weapon gadget that overloads energy shields, making them useless for several rounds. I haven't included Purchase DCs for the weapons, since they will either be issued or looted. Purchase DC Modifiers for the gadgets are just SWAGs (Silly, Wild-Ass Guesses).
New Weapon Gadgets
Non-removable Magazine
A weapon with this gadget has an integrated magazine which may not be removed, replaced or recharged without repairing the weapon.
Restrictions: Ranged energy weapons only.
Purchase DC Modifier: -1.
Overcharger
This gadget allows a user to charge up an energy weapon in order to fire a more powerful shot. When this weapon’s trigger is pulled and held, the weapon begins to charge. When the trigger is released, it fires the overcharged shot. The overcharge can be held as long as the trigger is held, but when the trigger is released, the shot is fired. An overcharged shot requires an attack action and deals +3 dice of damage on a successful hit. The overcharge drains 10 shots from the weapon’s magazine. The overcharge causes the weapon to overheat and it may not be fired or overcharged for one round while it cools off.
Restrictions: Ranged energy weapons only.
Purchase DC Modifier: +6.
Poor Heat Sink
When a weapon with this gadget is used to fire one shot (if only capable of one shot per round), more than two shots in one round (if semiautomatic) or make two or more autofire or burst fire attacks (if autofire capable) in a row it overheats and cannot be fired for one round while it cools off.
Restrictions: Ranged energy weapons only.
Purchase DC Modifier: -1.
Seeking Overcharger
The seeking overcharger gadget works just as the overcharger gadget but provides a +1 bonus to attack when firing an overcharged shot.
Restrictions: Ranged energy weapons only.
Purchase DC Modifier: +7.
Selective Adhesion
This gadget causes a grenade to stick to its target on a successful ranged touch attack. A target hit with this weapon is denied the usual Reflex save and takes full damage. Integrated sensors and targeting computers ensure that the weapon sticks only to valid targets such as creatures, robots or vehicles (but does not distinguish friend from foe). The weapon may still be thrown at a 5 foot square as usual and, if it misses, scatters only half the usual distance.
Restrictions: Grenades only.
Purchase DC Modifier: +X.
Covenant Weapons
New Damage Type: Plasma
Plasma weapons deal damage by striking the target with a magnetically stabilized packet of superheated ionized gas causing both burning and concussive damage. Plasma has a tendency to overload ablative energy shields and plasma weapons deal +1 point of damage per die to shields. Unlike other energy types, plasma deals full damage to objects.
Plasma Grenade
Covenant plasma grenades have the Selective Adhesion gadget.
Damage: 4d6; Damage Type: Plasma; Burst Radius: 20 ft.; Reflex DC: 15; Range Increment: 10 ft.; Weight: 1 lb.;
Plasma Pistol
Covenant plasma pistols have the expanded magazine, non-removable magazine, poor heat sink and seeking overcharger gadgets.
Damage: 2d10; Damage Type: Plasma; Range: 40 ft.; Rate: S; Magazine: 100; Size: Medium; Weight: 3 lb.
Plasma Rifle
Covenant plasma rifles are mastercraft weapons (+1 attack bonus) and have the expanded magazine, non-removable magazine, and poor heat sink gadgets.
Damage: 2d10; Damage Type: Plasma; Range: 80 ft.; Rate: S, A; Magazine: 100; Size: Large; Weight: 8 lb.
CHS Weapons
Combat Knife
The Confed Marine combat knife is a mastercraft weapon (+1 attack penalty).
Damage: 1d4; Critical: 19-20; Damage Type: Piercing or Slashing; Range: 10 ft.; Size: Small; Weight: 1 lb.
Shrapnel Grenade
Damage: 5d6; Damage Type: Slashing; Burst Radius: 20 ft.; Reflex DC: 15; Range Increment: 10 ft.; Weight: 1 lb.; Purchase DC: 18; Restriction: Mil (+3).
Pistol
The CHS standard sidearm is a mastercraft weapon (+1 attack bonus) and has a standard scope.
Damage: 2d8; Damage Type: Ballistic; Range: 40 ft.; Rate: S; Magazine: 12; Size: Medium; Weight 4 lb.
Assault Rifle
The CHS assault rifle has the expanded magazine gadget. It also has an integrated flashlight, GPS receiver and ammo readout.
Damage: 2d8; Damage Type: Ballistic; Range: 80 ft.; Rate: S, A; Magazine: 60; Size: Large; Weight: 10 lb.
Shotgun
I'm going to use the alternate shotgun rules from Ultramodern Firearms (-2 points of damage per range increment instead of the D20 MSRD -1).
Damage: 2d12; Damage Type: Ballistic; Range: 30 ft.; Rate: S; Magazine: 10; Size: Large; Weight: 12 lb.
Sniper Rifle
The CHS sniper rifle is a mastercraft weapon (+1 attack bonus) and has an electro-optical scope. The high velocity, high density rounds punch through ablative energy shields and deal damage directly to the target.
Damage: 2d12; Damage Type: Ballistic; Range: 120 ft.; Rate: S; Magazine: 5; Size: Large; Weight: 14 lb.
Rocket Launcher
The CHS rocket launcher has an expanded magazine and a standard scope. It takes a move action to load one rocket. It requires the Exotic Firearms Proficiency to avoid the –4 non-proficient attack penalty. It explodes in a 20 ft. radius on impact (Reflex DC 18 for half damage). The warhead contains a shaped charge which ignores the first 10 points of hardness of objects.
Damage: 10d6; Range: 150 ft.; Rate: 1; Magazine: 2; Size: Large; Weight: 14 lb.
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