Halo - Wake the Beast (help needed for a short campaign)

I just finished my d20 (post)modern fantasy game, so now I plan to run a short (4 - 6 session) campaign to give me time to plan my next long-duration campaign. The idea I have is to run something in the setting of the games Halo and Halo 2. I have decided I really don't like the classes from d20 Modern, so I'm planning to just use D&D classes - fighter, marshall, and rogue - but with d20 Modern skills, feats, and equipment.

I need help coming up with stats for the Covenant and Flood (but only the ones that show up in Halo 1, not Halo 2), and some rules to recreate the feel of the games (like being able to kill an elite with three pistol headshots). I'd also like some help fleshing out the plot, particularly the final chapter.


Wake the Beast
The party will consist of UNSC space marines (not SPARTANS), set in about the same timeline as Halo 2, and in good Halo tradition, the game will reference biblical motifs in a sci-fi setting.

The Plot
[sblock]My plan is that the group is being sent as reinforcements against a Covenant assault on a tactically valuable moon of a gas giant, Nineveh 3. The Covenant have been engaged in a massive land war, since the facilities on the moon are reclaimed Forerunner technology. Neither side wants them destroyed, but the human forces are losing the battle, and so a cruiser of marines have been dispatched to scorch the earth and help the human forces evacuate.

Of course, things aren't so simple.

We begin the game with the PCs on the ship 'Yet Not Forgotten,' en route to Nineveh. The PCs get their orders from the Sergeant Major, and then break up to discuss their individual unit assignments with their squad (three lances of 4 marines, plus 1 sergeant). One member of the crew - Pvt. Jonah Sexton, the team's computer specialist - thinks it's a suicide mission and would rather be tried for treason than go into the line of fire. At least that way, he says, he'll live a few days longer.

I'll give the PCs a bit of time to roleplay, and then their ship is set upon by a Covenant cruiser. Both ships are crippled in a space battle and must be evacuated, but the PCs' sergeant gives them a mission first. The Cole Protocol demands that Covenant not recover a ship AI, because they could then get coordinates to Earth. The PCs must fight their way to the demolished bridge of the crippled ship, destroy the AI, and then get back to their escape pod, while having to fight Covenant forces which have evacuated from /their/ ship and are trying to board the PCs' ship.

From there, the party evacuates. Their escape pod gets swallowed by a strange spaceship, a leviathan (taken straight out of Farscape), a living ship that managed to survive the last activation of the Halos because by random chance it slipspace jumped through the oncoming destructive wave, avoiding being hit. The ship (which is over 100,000 years old) was making a delivery of flood specimens to a Forerunner facility, but it was never able to deliver its cargo because all the Forerunners had died. Inside the ship is the key to activating the defenses of the facility on Nineveh, which would allow the PCs to save the humans there.

Unfortunately, the leviathan also picked up some Covenant escape pods, and so the party must battle for control of the ship. I'm still trying to think of how best the flood specimens can be released, because I /really/ want a flood-infected leviathan. However, the main foes of this game are the Covenant, not the flood, so I won't make there be too many flood.

Finally, the marines need to get off the leviathan, get onto Nineveh, and get to the facility control center, where they can activate the planetary defenses and drive off the Covenant. I've got a few ideas of how to make the finale something special, but I want to refine things.

1. Maybe the gas giant the moon orbits isn't a gas giant at all, but some sort of strange cloud of organic matter that could be infected by the Flood.
2. Maybe there's a Forerunner held in stasis in the facility. The facility could have been a medical center, and they were trying to cure Flood infection. One Forerunner gets released when the defenses get activated, and he can be an appropriately monstrous beasty.
3. Maybe there's an entire Forerunner battleship hidden in the gas giant, which gets revealed when the defenses are activated. The PCs have just scored one for Earth by getting a bad-ass space ship.[/sblock]

What do you think? Any suggestions? I'll post my own ideas for rules variations in a second.
 

log in or register to remove this ad

One thing I think is necessary is some sort of called shot rules. If you hit the head, you get an automatic crit. Having a scope should give some sort of bonus for called shots.

I'll want to take a look at D20 Future for some of the tech, but I don't know if it's necessary. Since the d20 Modern vehicle rules suck to run, and I don't really plan any vehicle combat anyway, I can ignore that element of the rules. I don't know if I want to use d20 Modern's massive damage save rules. What level is good for space marines?

Grunts should be CR 1/2. Jackals maybe CR 1. The lowest elite should be CR 5.
 

RangerWickett said:
Grunts should be CR 1/2. Jackals maybe CR 1. The lowest elite should be CR 5.


Agreed. PCs should be able to mow down Grunts easily. The Jackals should be fairly easy to kill, but are going to need a high Defense, since they are nearly impossible to shoot head-on. Hunters should have damage reduction, as they are really only vulnerable to the most powerful weapons. Elites should have class levels or something based on their colors, as the colors meant different things in the game: Blues are the weakest, Red were veterans, Blacks are commando-types ang Golds were the strongest, if I remember correctly.
 

Also, there was a difference between the normal Marines and the ODST Orbital Drop Shock Troopers...which are your PCs going to be? The ODSTs were better trained and were supposed to have had better gear. I'd peg the normal Marines at level one or two, and the ODSTs somewhere in the third or fourth level range.
 

I like to think that marines would be at least 4th level.

Now, as to weapons and such, I'm going to create as few new rules while still keeping the Halo feel. So we'll still have hit points, AC, and so on. Shields give you temporary hit points. In fact, yes, the weakest Covenant elites would probably just be the equivalent of 2nd or 3rd level, but they'd have excellent technology and shields to make them tougher.

Let's see, pistols deal an average of 15 damage on a crit, so I could have shields give you 30 temporary hit points (since it takes 2 pistol head shots to take out the shield). Or how about I make it 40, since 40's a better biblical number.

Stat-wise, I can make grunts kobolds. Jackals could be goblins. Elites are orcs. Hunters . . . trolls, ogres? Hunters just need to have a high AC (which you can bypass with a called shot). Weapons with scopes would give you a bonus to called shots, but you take a penalty if the target is too close.

I think I'll let folks have two standard actions per round, instead of a move and a standard. I'll allow action points for other tricks, especially things that are glitches in Halo, like the double melee attack.


Human Weapons:

* M6D Pistol - 2d6, x3 crit, has scope
* MA5B ICWS Assault Rifle - 2d8 for a 5-round burst, x2 crit
* M90 Mk.I Shotgun - short range increment - 2d12, x2 crit, can't crit beyond 1st range increment
* SRS99C-S2 AM Sniper Rifle - 2d12, x4 crit, has scope
* M19 SSM (SPNKr) Rocket Launcher - 6d10 in a 10-ft. radius, with splash out to 20-ft. Can't crit.
* M9 HE-DP Grenade - What do d20 modern grenades do? 4d6?

Covenant Weapons:
All covenant energy weapons deal +4 damage to energy shields.

* Plasma pistol - 2d4, x2 crit. A charged shot does double damage, or knocks out energy shields. Charged shot also homes, granting a +2 bonus, but makes called shots impossible. Can be double-tapped.
* Plasma rifle - 1d6, or 2d6 for a 3-round burst
* Needler - ugh, complicated.
* Beam rifle - 2d8, x4 crit, has scope, can be double-tapped
* Plasma sword - 4d12, 17-20 crit range.
* Plasma grenade - Need rules for sticking. And rules for catching grenades with your weapon.
 


RangerWickett said:
I don't know if I want to use d20 Modern's massive damage save rules.

Well, this was the best way to adjust for the called shot effect (IMO). You could have the PCs with a massive damage threshold (40 hps for example ;) ) and the covenant with a smaller number.

Sniper rifles (with a bigger damage potential) will be cutting through this threshold more often, while pistols will require a crit. Consider giving a rifle a bonus precision damage when using the scope and using the Dead Aim feat.


Jackals should have Tower Shields.
Hunters should have massive hitpoints or massive DR.
 

RangerWickett said:
I need help coming up with stats for the Flood

NO! The only thing I can think of that could be worse then fighting the flood in the XBOX games is fighting them in an RPG. Yuck! Great concept for an adventure though.
 

Rhun said:
Agreed. PCs should be able to mow down Grunts easily. The Jackals should be fairly easy to kill, but are going to need a high Defense, since they are nearly impossible to shoot head-on. Hunters should have damage reduction, as they are really only vulnerable to the most powerful weapons. Elites should have class levels or something based on their colors, as the colors meant different things in the game: Blues are the weakest, Red were veterans, Blacks are commando-types ang Golds were the strongest, if I remember correctly.

There were 3 levels of Grunts.

The Little Orange ones & little Red Ones at the Beginning (Just make one 1 HD & the other 2).

Then there were some elite little silver ones at the end (Maybe 5 HD Monstrous Humanoids).

Jackals were the Blue Shield & Orange Shield (I think blue were weaker). I'd reflect this by having the Shield's give them a big cover bonus to AC, but it could only absorb so much damage before it gets too hot for them to continue using it for cover for a round or 2.

All Elites have a recharging energy shield. Simply make this a shield that provides DR XX/-- for X amount of damage, then it takes 1d4 or so rounds to regenerate.

Hunters work weird for a straight conversion. Although tough, you can easily take the out with a single shot. Hit in the Orange with a Pistol round & they drop. You are better off just using Nasty Ogre stats & give them some cool Armor, Shields & a the nice gun.
 

Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top