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Halo - Wake the Beast (help needed for a short campaign)
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<blockquote data-quote="RangerWickett" data-source="post: 2939107" data-attributes="member: 63"><p>I like to think that marines would be at least 4th level.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>Human Weapons:</p><p></p><p> * M6D Pistol - 2d6, x3 crit, has scope</p><p> * MA5B ICWS Assault Rifle - 2d8 for a 5-round burst, x2 crit</p><p> * M90 Mk.I Shotgun - short range increment - 2d12, x2 crit, can't crit beyond 1st range increment</p><p> * SRS99C-S2 AM Sniper Rifle - 2d12, x4 crit, has scope</p><p> * M19 SSM (SPNKr) Rocket Launcher - 6d10 in a 10-ft. radius, with splash out to 20-ft. Can't crit.</p><p> * M9 HE-DP Grenade - What do d20 modern grenades do? 4d6?</p><p></p><p>Covenant Weapons:</p><p>All covenant energy weapons deal +4 damage to energy shields.</p><p></p><p> * 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.</p><p> * Plasma rifle - 1d6, or 2d6 for a 3-round burst</p><p> * Needler - ugh, complicated.</p><p> * Beam rifle - 2d8, x4 crit, has scope, can be double-tapped</p><p> * Plasma sword - 4d12, 17-20 crit range.</p><p> * Plasma grenade - Need rules for sticking. And rules for catching grenades with your weapon.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2939107, member: 63"] 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. [/QUOTE]
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