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Re: HALO Hero?

 

The Brute Plasma Rifle is essentially the same as the regular Covenant Plasma Rifle, except that it has a much higher rate of fire and it overheats much more quickly. Also notable is its crimson color as opposed to its blue counterpart. The higher rate of fire on a Brute plasma rifle generally causes more damage than a normal blue one. However the high rate of fire can be harder for new players to aim before it overheats. It is unclear why the Brutes felt the need to create their own version of the Plasma Rifle, but their version offers different tactical advantages than the regular Plasma Rifle does. Obviously, it is only carried by Brutes.

 

Because it overheats so fast you can only fire about half the plasma before it overheats and as such is not reccomended for multi-enemy engagements. When dual-wielded with another weapon of the same kind however, it is excellent for quickly depleting an enemy's shield leaving him open for a melee attack.

 

Brute Plasma Rifle: 2d6 RKA, Resistant Piercing vs. Energy Defenses (5), Autofire 10 (+1), Charges 50 (Restricted Recovery - Weapon can only Recover Charges at a Covenant Facility or from a Covenant compatible power source; +1/4), (101 Active Points); OAF (-1), STR Mininum (11, Does Not Add to Damage, -1), Overheat (Ablative Burnout - each use of the weapon after the first, burnout on 11-, each phase the weapon is used thereafter the Burnout chance increases by one; the weapon cools one step every phase it is not in use, -1 1/2), Beam (-1/4), Increased Reloading Time (Burnout - If the weapon burns out, it requires two full phases to cool as it vents Plasma, -1/4), Limited Range (One half normal range, -1/4), Reduced Penetration (Only vs. physical armor, -1/4), Real Weapon (-1/4). Total cost: 18 points.

 

Brought this weapon up to spec with its cousin, adding Res. Pen. vs. Energy Def (5), which means any personal force field you happen to have doesn't get its defense against it. It just falls down.

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Re: HALO Hero?

 

Compared with other examples of the Covenant's armory, the Carbine is somewhat unusual: its energy projectiles are fast and damaging, but its single-shot design seems strangely old-fashioned. Don't misgauge its strength though. When used by a professional, the Carbine is an accurate weapon redolent of a cross between the Sniper and a Battle Rifle.

 

The only Covenant weapons that use ammunition instead of a battery are The Carbine, The Needler, The Brute Shot, and the Halo 2 Fuel Rod Cannon.

 

With a 2x zoom facility, it's possible to make lethal headshots from afar. The Carbine's only real shortcomings are that your position is betrayed by a yellowish-green trail with each shot (Just like the Sniper Rifle's vapor trail), and that its rate of fire is rather slow. When you get your hands on one, be sure to take advantage of it.

 

It is sometimes carried by Brutes and Elites, but most of the time they stick with their favored plasma rifles. In the hands of an enemy Brute or Elite, they can be deadly, however.

 

For an energy weapon, the Carbine appears, intriguely enough, to be more useful against Flood than the others of its kind. One of the best uses for this weapon is to shoot the armored headpiece off of brutes, after which another shot to the head from the weapon will dispatch them.

 

Covenant Carbine: 3d6 RKA (45 points), Resistant Piercing (3), Charges (18 rounds, 4 clips; +3/4) (95 Active Points); OAF (-1), STR Mininum (11, Does Not Add to Damage, -1), Beam (-1/4), Real Weapon (-1/4), Visible Effect (Markable trail, -1/4), Reduced Penetration vs. Energy Shields (-1/4) (24 points)

 

PLUS Scope: +2 OCV (10 Active Points), Only to Counter Range Modifiers (-1/2), OIF (-1/2), Real Weapon (-1/4) (5 points) PLUS Scope +2 PER rolls (6 Active Points); OIF (-1/2), Linked (-1/4), Real Weapon (-1/4) (3 points) Total cost: 8 points.

 

Final cost: 32 points.

 

After some play-testing on HALO 2, it became evident that while a Plasma Rifle tears through shielding, the Carbine does not. That's all right, it adds some needed variety to what is intentionally a non-homogenized weapons grouping. The Reduced Penetration models that nicely while still leaving the 3d6 damage vs. the body of a normal target.

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Re: HALO Hero?

 

The Fuel Rod Gun or Fuel Rod Cannon as it is called in Halo 2, is an indirect fire weapon: its explosive projectiles follow a parabolic trajectory. The impact of a fuel rod is powerful and effective against vehicles and infantry alike. Be careful however, as rapid fire overheats the weapon. We currently do not understand how to replace or recharge a power core safely. The effects of prolonged exposure to fuel rod energy are unknown.

 

The fuel rod gun is the main weapon of the Covenant Hunters, though in Halo 2 they use a slightly different version where the weapon is directly integrated into their armor, and fires a continuous bright beam instead of a single projectile shot. Special Op Grunts have also been known to carry these weapons. These weapon's batteries are powered by fuel rods which, once unstable or depleted, activate a failsafe and explode. It is also a secondary weapon for the Banshee, which is not available in multiplayer.

 

Recent sightings of this weapon point to an upgraded version. The infantry version now uses clips that hold 5 Fuel Rods apiece, and has a small 2x scope attached for long-range bombardment.

 

Note: This weapon will deplete its energy source as you use it. It is wise to replace it as often as possible.

 

Fuel Rod Cannon: 6 1/2d6 RKA, One Hex Doubled (+3/4), Penetrating (+1/2), Indirect (Origin is always the attacker, always one direction, +1/4), (250 Active Points); OAF 2-handed (-1 1/2), STR Minimum (15, -1 1/4), Unstable (If hit directly, weapon may explode, dealing damage for each rod in the chamber, 15-, -1), Charges (5 rounds, 4 clips, -1/4), Real Weapon (-1/4) Total cost: 48 points.

 

PLUS Scope: +2 OCV (10 Active Points), Only to Counter Range Modifiers (-1/2), OIF (-1/2), Real Weapon (-1/4) (5 points) PLUS Scope +2 PER rolls (6 Active Points); OIF (-1/2), Linked (-1/4), Real Weapon (-1/4) (3 points) Total cost: 8 points

 

Final Cost: 56 points.

 

Indirect? Check. Stupid amounts of damage? Check. Need to change a couple things on other posts? Check, but the entries are starting to look really clean. This is the FRC, a weapon you can acquire in HALO 2. The Hunter's version is integral, and there is an Explosion radius, but it's a small one. To simulate that I used the One Hex Doubled AOE, so the weapon will strike a 7 Hex footprint for all its damage, but go no farther outwards. Accurate in the event someone is aiming at an individual, instead of the hex they're standing in. Also, this weapon is much easier to dodge than a Rocket Launcher, and I wanted the radius to reflect that.

 

Edited 3/18 - Changed the damage to 4d6+1, added Unstable as a 15- Side Effect (if it goes, you go with it), this is much closer to what we see in the original HALO when they hadn't modeled them to the point they could be carried by a player (shame). I don't consider this weapon as powerful as a Rocket Launcher, and the SPNKr and the Sniper Rifle are going to remain the standard bearers for damage. Vehicle construction is interesting, though, and it does raise some issues with me.

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Re: HALO Hero?

 

The Particle Beam Rifle or the Beam Rifle is the Covenant equivalent of a human Sniper Rifle. In this case' date=' the Beam Rifle can have a scope of 10X and runs on energy, something like the Plasma Pistols and the Plasma Rifles, and also has 100 energy bars. This gives it an advantage over the human Sniper Rifle as there is not a need to reload, but it suffers from the overheating problems of other Covenant weapons, and once the rifle is used up, which occurs fairly quickly in around (avoid overheating as it takes more charge than a normal shot) 25 shots. These rifles are abundant in Halo 2, being used primarily by Jackal snipers, and their scope is different from the human Sniper Rifle. This is only found in Halo 2.[/quote']

 

Particle Beam Rifle: 4d6 1/2 RKA (Energy), Resistant Piercing 10, Penetrating (+1/2), Increased Maximum Range (x5, +1/4), No Range Modifier (+1/2), Charges 25 (Restricted Recovery, can only recover Charges at a Covenant Facility or with a Covenant compatible power source, +0), (225 points).

 

OAF Two handed, (-1 1/2), Burnout (14-, ablative, each round fired sequentially increases the chance of Burnout by 1, each phase the weapon is not used decreases the chances by one, -1), STR Minimum (10, -1), Beam (-1/4), Increased Reloading Time (Burnout - If the weapon burns out, it requires two full phases to cool as it vents Plasma, -1/4), No Knockback (-1/4), Real Weapon (-1/4), Visible Power Effect (Trackable beam, -1/4), Piercing does not work on Vehicles (Size class 3 & larger, -1/4) Total Points: 38

 

PLUS Magnifying Scope +4 OCV (20 Active Points) plus Nightvision (5 Active Points); Linked (-1/4), OIF (-1/2), Real Weapon (-1/4) (13 points); PLUS +4 PER Rolls (12 Active Points); Linked (Only works with scope, -1/4) OIF (-1/2), Real Weapon (-1/4), (6 points). Total cost: 18 points.

 

PLUS Find Weakness, 12- (Resistant Energy Defense, 20 Points), Only vs. Humanoid Targets (-1/2), Linked (-1/4) Total cost: 11 points.

 

Final cost: 67 points.

 

This is the cleanest version of this I can build, using the same pieced-together burnout mechanic I placed on the other plasma-bolt weapons. As always, please feel free to post thoughts or corrections.

 

I've added the Find Weakness power to represent the Sniper Rifle's ability to find a flaw in its target and pound them. I've also added Resistant Piercing to get around that pesky force-field.

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Re: HALO Hero?

 

Very little is known about this weapon, only that the Covenant Brutes seem to favor this weapon to others. It seems to fire some kind of energy grenade at very high velocities that bounce off of and around most surfaces. The splash damage from this weapon is extremely high. It also has a very sharp bayonet-like blade on the underside of it that is used as a powerful melee weapon.

 

The grenades from the Brute Shot can bounce around corners and inflect heavy damage when the enemy is bunched up. The melee attack on the Brute Shot is very deadly, dropping shields with one hit.

 

The best way to treat this weapon is as a shotgun or a room clearing device. The Brute Shot can also make quick work on the unsuspecting enemy if you line your shots up before taking aim. Despite the wide range of the splash damage, the Brute Shot is amazingly apt as a semi-close range weapon in the hands of an expirienced combatant, and while the blade is less acurate, slower, and lacks the "lunge effect" of the Plasma Sword, it does the same amout of damage and does not have the annoying side effect of it glowing while you have Active Camouflage on.

 

Brute Shot: Multipower 100 points; OAF two-handed (-1 1/2), STR Minimum (15, -1 1/4), Real Weapon (-1/4) (25 points).

 

2u) 3d6+1 RKA, Indirect (+1/2), Explosive (+1/2), (100 Active Points); STR Minimum (15, Does not add damage, -1 1/4), OAF two-handed (-1 1/2), Limited range (round must bounce once or travel 3" before detonating, -1/4), Charges (4, 4 clips, -1/2), Real Weapon (-1/4) Total points: 21

 

2u) 3d6 HKA, Armor Piercing (+1/2) (68 Active Points); OAF two-handed (-1 1/2), STR Minimum (15, -1 1/4), Real Weapon (-1/4) Total points: 17

 

Final cost: 29 points.

 

This is my current build of the Brute Shot; it's built with the blade on the end as a melee attack, and the shot proper I enforce a limitation that means it must bounce or travel at least 3", which is fairly close to canon by my best estimation of the weapon and its use in game.

 

As always, taking ideas and critiques.

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Re: HALO Hero?

 

The Sentinel Beam is a Forerunner weapon connected to Sentinels to control outbreaks of The Flood. It appears as a beam of energy that can cut through most forms of the Flood parasite. The blue Sentinel beam is a stronger' date=' more efficient version of the common orange Sentinel beam and overheats less.[/quote'].

 

Sentinel Beam (Orange): 1d6 1/2 RKA (25 Points), Normal Piercing (10), Continuous (+1) (90 Active Points); Charges (25, Charges Never Recover, -1 3/4), OAF two-handed (-1 1/2), Burnout (Ablative, 13-, each phase the weapon is fired the burnout roll goes down by one, and takes one phase without firing to reduce the roll by one, -1), STR Minimum (14, Does not add damage, -1), Beam (-1/4), Increased Recovery Time (After burnout, 2 full phases to vent gas, -1/4), Limited Range (1/2 max, -1/4), Real Weapon (-1/4). Total cost: 12 points.

 

Sentinel Beam (Blue): 2d6 1/2 RKA, Normal Piercing (10), Continuous (+1) (120 Active Points); Charges (25, Charges Never Recover, -1 3/4), OAF two-handed (-1 1/2), Burnout (Ablative, 15-, each phase the weapon is fired the burnout roll goes down by one, and takes one phase without firing to reduce the roll by one, -1), STR Minimum (14, Does not add damage, -1), Beam (-1/4), Increased Recovery Time (After burnout, 2 full phases to vent gas, -1/4), Limited Range (1/2 max, -1/4), Real Weapon (-1/4). Total cost: 17 points.

 

These are the two setinel beams, blue & orange. These have been upgraded so they tear through normal defenses (your PD & ED, as it were) but not Resistant Defenses (MJONIR, vehicles etc.) Using this model of them they would erradicate the non-resistant defended flood with ease, making them, for that purpose, extremely useful.

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Re: HALO Hero?

 

The UNSC M9 HE-DP (High Explosive-Dual Purpose) Grenade is a thrown fragmentation device. Use it to suppress or disable vehicles, except tanks. It can be thrown, rolled, bounced or ricocheted into places direct fire weapons can't reach. Increase the angle of the throw to toss it farther, or to get it over obstacles. Be careful not to throw it too close to your own location.

 

Note: In the most recent update of Halo 2 on Live the Frag Grenade's fuse has been shortened, but it is now more powerful.

 

4d6 RKA (Thrown, 60 points), Explosive (loses 2 DC per hex, +1/4), Range Based on STR (+1/4). Charges (4, -1) Total cost: 45 points.

 

I know I'm missing something but I'm too tired to figure out what it is. I'll revisit this later.

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Re: HALO Hero?

 

The Warthog is the "Jeep" of the Halo games; it is equipped with a seemingly full-time 4x4 transmission' date=' the ability to turn its front and rear wheels to allow for tighter turning, and can carry 3 people; 1 driver, 1 gunner, and 1 passenger. The driver has no forms of attack except ramming enemies with the Warthog itself, which instantly kills an enemy on foot in Halo: Combat Evolved. In Halo 2, factors such as speed and direction do not allow every ram to be a guaranteed kill. The passenger is the worst spot to be in, it is very difficult to aim (made even harder in halo 2 with the removal of the first person view in the seat) while the warthog is moving, and if you try to reload, you will automatically jump out if you hold the X button too long. The gunner stands on the back of the warthog and uses an M41 Light Anti-Aircraft Gun.[/quote']

 

Days like this I'm grateful I bought TUV ~DEM

 

UNSC M12 LRV - "Warthog"

 

4 Size; DCV -2, KB -3 (20 points)

30 STR; (0 points)

15 DEX; OCV 5/DCV 5 (15 points)

15 BODY; (5 points)

15 DEF; 39 Active Points, Limited Defense (Does not protect occupants from sides or rear, -1/2, 26 points)

4 SPD; (15 points)

Total Vehicle Stats: 81

 

12 Motorized Wheeled Vehicle: 20" Movement (+14", x4 Non-Combat, 33 Active Points); OAF Standard Tires (-1 1/2), Only on Appropriate Terrain (-1/4), 1 Continuing Fuel Charge (easily obtained fuel, 6 hours, +0)

-2 Ground Vehicle: Swimming -2"

6 Looks like a Puma: +3 with ground movement

3 Military Band Radio: Radio Trasmission/Reception, OIF Bulky (-1 1/2), Military Frequencies Only (-1)

5 Reinforced Tires: 5 BODY, 5 DEF

 

57 M41 Light Anti-Aircraft Gun: 4d6+1 RKA, Autofire 10 (+1), Armor Piercing (+1/2), Charges 2100 (+1) (228 Active Points); OIF Bulky (-1), STR Minimum 25 (-1 1/2), Beam (-1/4), Real Weapon (-1/4)

 

Total abilities & equipment cost: 81;

Total Vehicle Cost: 162

 

Value Disadvantages:

Distinctive Features, UNSC Combat Vehicle (Not concealable, noticeable & recognizable, -15)

 

Total disadvantages: 15

Total cost: 147/5 = 30 points.

 

Variation Weapon: replace the M41 LAAG with the Gauss Cannon:

 

79 Gauss Cannon: RKA 6d6, Resistant Piercing 5, Armor Piercing (+1/2), Penetrating (+1/2), Charges 200 (+1) (315 Active Points); OIF Bulky (-1), STR Minimum (25, -1 1/2), Beam (-1/4), Real Weapon (-1/4) Total cost: 79 points.

 

Revised cost w/Gauss Cannon: 169/5 = 34 points.

 

This is heavily revised; I left the machine gun alone, but added in the Gauss Cannon with Resistant Piercing 5 to demonstrate it's blow-through abilities more accurately.

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Re: HALO Hero?

 

Name it! You must name the source to get the rep!

 

I've revised the build to 15 DEF. It MAY withstand a single rocket round. Then again, it may not. The numbers on the rockets are high because they have to blow up Master Chief with regularity. Assume Master Chief will have 15 BODY, and his MJOLNIR provides a Force Field of 15 BODY, and each has armor of 10, he won't be killed by that shot. Badly wounded, yes, but not killed. The little sacrifices we make.

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Re: HALO Hero?

 

This Covenant weapon is similar to the human hand grenade in that it is a thrown anti-infantry and anti-vehicle weapon. It sticks to targets by coating itself in a thin layer of plasma which, when in contact with a target, fuses to the target and is impossible to release. It has some kind of internal mechanism that allows it to distinguish between targets and background. For example, it will stick to a soldier or vehicle, but not a tree or wall. It has a three-second fuse that is activated after it sticks to a target or otherwise comes to a rest.

 

If one plasma grenade sticks to another plasma grenade, their explosive cores fuse and generate a larger explosion.

 

It should be noted that prolonged exposure to the radiation emited by plasma grenades can cause a deviation in the neural electric pathways of the user--a disorder called Boren Syndrome.

 

46 Covenant Plasma Grenade: 4d6 RKA, Adhesive (grenade adheres to target, bypassing personal shields +1), Armor Piercing (+1/2), Penetrating (+1/2), Explosive (Loses 2 DCs per hex outwards, +1/4), (195 Active Points); OAF (Expendable, difficult to recover, -1 1/2), Charges (4, -1), Delayed Explosion (built as: Extra Time, Grenade detonates 1 full phase after adhering, -1/2), Range based on STR (-1/4), Visible Effect (glowing blue ball which inspires a reaction, -1/4), Total cost: 43 points.

 

I'll go back and edit my post for the human fragmentation grenade; this is the Covenant blue glowy ball of death. Visible Effect may not be the perfect way to represent it, but many times I've seen people hard-charge into the thrower hoping to get there prior to detonation. While the time is officially "3 seconds" that's... an eternity in HERO, so I put it to one Full Phase, giving the average person 2 or 3 actions before going up in smoke.

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Re: HALO Hero?

 

Sarge: May I introduce the our new light reconnaissance vehicle! It has four-inch armour plating, mag bumper suspension, a mounted machine gunner position, and total seating for three. Gentlemen, this is the M12LRV! I like to call it the Warthog.

Simmons: Why Warthog, sir?

Sarge: Because "M12LRV' is too hard to say in conversation, son.

Grif: No, but... Why Warthog? I mean, it doesn't really look like a pig.

Sarge: Say that again.

Grif: I think it looks more like a puma.

Sarge: What in Sam Hell is a puma?

Simmons: You mean like the shoe company?

Grif: No. Like a puma. It's a big cat. Like a lion.

Sarge: You're makin' that up.

Grif: I'm telling you, it's a real animal.

Sarge: Simmons, I want you to poison Grif's next meal.

Simmons: Yes, sir!

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Re: HALO Hero?

 

Pelicans are the UNSC's main troop transporting dropships. They are called Pelicans due to their ability to carry a large amount of personnel and cargo. Pelicans can normally carry 10 fully armed Marines. 12 Marines is considered okay, but they can carry more Marines if needed. Every Pelican has a name, a letter from the phonetic alphabet followed by a 3 digit number. The ones that appear in Halo 1 are Echo 419, Bravo 022 (not seen), Charlie 217, Echo 136, and Echo 206 (from Halo: The Flood), and Victor 933.

 

The Pelican's cargo transporting capabilities are quite impressive. All forms of cargo are secured into place through the use of magnetic locks on the underside of the tail. Pelicans are capable of transporting one UNSC vehicle at a time. Such vehicles include the Scorpion or the Warthog (possibly a Skyhawk Jump jet with folded wings). Optional cargo can be mounted here as well, such as supplies, weapons pods, an M-779 troop bay extention container (used in Halo First Strike to carry the Spartans to Reach), in flight refueling pods (for refueling Skyhawks and other Pelicans) (optional fuel tanks can be caried on the wings). Fuel bladders on the other hand are carried in the troop bay. Pelican weaponry may include a pair of optional HE Anvil II missle pods (one under each wing) (each pod can fire 16 missles), a 70mm chin-mounted chain gun (a 40mm model has been used, but was outdated by the year 2525), and occasionally a rear-mounted Machine Gun Turret with optional 25mm grenade launcher operated by a crew chief (it can be folded flat against top of troop bay). The main gun is contolled via a link to the co-pilot's helmet. These weapons were not often used on Halo due to the limited amount of ammunition for them. The pilot's duties consist of handling main fight control, and getting the Pelican in and out of an insertion safely. Fire control is performed by the co-pilot. The co-pilot is also responsible for organizing and selecting targets, navigating, as well as taking over flight control should the pilot become incapacitated, or otherwise incapable of flying the Pelican safely (similar to modern attack helicopters today). In most situations, the pilot is the ranking officer and will be in command of the craft and it duties.

 

Pelicans move by using air jets on moveable "wings". The wings rotate and move independently of one another in order to direct the Pelican's flight path. All can be faced forward for normal flight, or up and down for hovering. Intricate manuvers such as rolls, banks and dives are easier to do, just decrease and increase thrust to the corresponding jets as well as changing the angle of the jets themselves. These features are handled by the Pelican's computer, so the the pilots can focus more on their duties. Control of the vehicle as a whole is also quite smooth. The Pelican has a passing resemblance to V-22 Osprey's ability to perform troop and vehicular deployments and its style of fight. As well as its use of Thrust Vectoring technology that the F/A-22 Raptor uses today. The pelican is capable of flying in space.

 

This post originally contained a version of MJOLNIR, which I've now replaced with the current vehicular model, which is much, much more efficient and also conveys the feel of the design much more accurately. So I'll use this space to build the Pelican.

 

9 Size (-6 DCV, -9 KB, 45 points)

55 STR (0 points)

21 DEX OCV 7/DCV 7 (33 points)

45 BODY (26 points)

18 DEF (60 points, Hardened +1/4)

4 SPD (19 points)

 

Total characteristic cost: 183

 

Propulsion System: 35 points

 

41 Twin Engine Drive, Flight 25", x16 NCM, No Turn Mode (+1/4), Sideways Manueverability (+1/2), 1 Continuing Fuel Charge (easily obtained fuel; 1 Day, -0); Side Effects (KA 2d6, 3" Line behind engine facing or 6" radius around vehicle during VTOL, automatically occurs when flight is in use, only effects environment around vehicle, -1 3/4)

 

-12 Flight Only: -6" Ground Movement (0")

 

-2 Flight Only: -2" Swimming (0")

 

8 Extremely Agile: +4 with Flight

 

Tactical Systems: 173

 

75 70mm TAGS Chin-Mounted Chain Gun: 6d6 RKA, Autofire 10 (+1), Armor Piercing (+1/2), +1 Increased STUN (+1/4), Charges (2250 rounds, +1) (338 Active Points); OAF (-1 1/2), Limited Arc of Fire (60o forward, -1/2), STR Minimum (35, Does not add damage, -1 1/2)

 

85 HE Anvil II: 8d6 RKA, Resistant Piercing 10, Armor Piercing (+1/2), Explosive (+1/2), Autofire 3 (+1/4) (338 Active Points); OAF Bulky (-1 1/2), STR Minimum (40, Does not add damage, -1 1/2), Charges 16 (Must be rearmed at a UNSC facility, -0)

 

5 HE Anvil II: A second set on the opposite wing

 

8 Targeting Computer: +3 OCV with on-board weapons; OIF (-1)

 

Operations Systems: 140 points

 

6 Air Vehicle Sensors: Detect Vehicle Performance & Use Information, 16-; OIF (-1)

 

19 Black Box Recorder: Retains all voices in cockpit & vehicle instrucment readouts in the last six hours, OIF (-1). Full entry in TUV.

 

19 Space Flight Capable Life-Support: Self contained breathing, Safe environments: Intense Heat, Intense Cold, Radiation, High Pressure, Low Pressure/Vacuum.

 

24 Fire Retardation System: Dispel Fire Powers 12d6, All Fire Powers at Once (+2); OIF (-1), Only in Specified Zone (Cockpit or Hangar, -1/2), 4 Charges (-1), Side Effects (all occupants blinded in segment power is used, always occurs, -1)

 

10 Polarized Cockpit: Flash Defense 20; OIF (-1)

 

4 Reinforced Cockpit: +15 PD, OIF Bulky (-1), Only to protect Occupants against crash damage (-2)

 

18 Combat Radar: Radar (Radio Group), Discriminatory, increased Arc of Perception (360o), Telescopic (+10 vs. Range modifier), Difficult to Dispel (+1/4); OIF Bulky (-1), Affected as sight group as well as radio group (-1/2)

 

5 Communications System: HRRP; OIF Bulky (-1), Affected as Sight & Hearing Group as well as Radio Group (-1/2)

 

35 Vision Systems: Infrared Perception, Ultraviolet Perception, Increased Arc of Perception (360o), +10 vs. Range Modifiers for Sight Group

 

Disadvantages

 

Distinctive Appearance: -25 (noticable, not concealable, causes extreme reaction (fear).

 

Total cost: 531

Adjusted cost: 506/5 = 101 points.

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Re: HALO Hero?

 

This version builds the entire thing as a focus. I also edited (again) to include the Vulnerable to Dispel on this model and the one above.

 

MJOLNIR/Covenant Elite Armor (focus):

 

Armor 5/5, Hardened vs. Energy Weapons (+1/4) (19 Active Points); OIF (armored suit, -1/2) Total cost: 13 points.

 

PLUS

 

Force Shield, BODY 15 (extra body, SFX energy field), DEF 3, Hardened vs. Projectiles (+1/4) (49 Active Points); OIF (Integral to MJOLNIR, -1/2), Can be Dispelled (-1/2), Vulnerable to Dispel (-1/2) DEF ceases operation when BODY is depleted (-1/2). Total cost: 17 points.

 

PLUS , Heal BODY (10d6, SER 15 BODY), Trigger (After one turn of taking no damage, not controlled by user, resets automatically, +1/2), Reduced END (0 END, +1/2) (200 Active Points), Only for Force Field (-2), OIF (Integral to MJOLNIR, -1/2), Extra Time (Force field fully recharges in one full phase, -1/2) Total cost: 50 points.

 

Final Cost: 80 points.

 

This is the 'Focus' version of this suit, without the /5 modifier for being a vehicle. It includes the additional limitation "Can be Dispelled" to cover the blast issued by a Covenant plasma pistol, which if you use SER is 36 points, or a total of 72 vs. a Force Field, guaranteeing it comes down every time.

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Re: HALO Hero?

 

Okay. I've done a ton of retooling, because otherwise my vehicles are going to need a whole separate set of rules. As of right now I'm anticipating building most of my vehicles using the rules from Robot Warriors; that should create an appropriate balance and put the weapons on the correct scale.

 

Unless I critically fail, of course. But I do need to build that FREAKING TANK.

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Re: HALO Hero?

 

Just a quick FYI, Thia, in case you didn't spot it, I started a thread called "Ironmongers, unite!" as a sounding board for brainstorming off the wall but still legal ways to build stuff. This thread was one of the inspriations... I thought it might be cool to have a thread seperate from the various conversion threads to roll ideas around it without derailing any of the primary threads.

 

Speaking of which...

 

Do you want feedback here, or elsewhere? I don't know squat about HALO, but I know the system, and I have a boatload of practice with converting tech to Hero terms.

 

Nice job so far. Don't see the logic in a few of your builds, but things are overall looking pretty good

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Re: HALO Hero?

 

Amadan, long time no type. Que pasa? How's my favorite alternate-sexuality leather wearing free spirit with whom I freely associate?

 

Actually, I feel slightly discouraged because I've gotten zippy in the feedback department on 90% of this material, and that's been rather frustrating. By all means, post any and all thoughts either here, or mark where you're doing it so the conversions flow cleanly. Today I'm going to build that f'n tank if it kills me. Or it.

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Re: HALO Hero?

 

Right-o then.

Shall I begin with Mjolnir?

 

First, I'll say that it really is a clever approach to an ablative forcefeild, but I'm not sure it acheives the effect you're totally looking for. I understand that you want it to degreade under damage, but neither acquire an activation nor decrease in protective value till its dead.

Some things to consider...

 

#1> Stun damage. The wearer has the potential to be knocked utterly silly. The Body of the sheild provides frack-all defence against Stun damage. Just saying.

 

#2> Speaking of such. I myself have gotten confused by cannon examples lately, as they seem wildly inconsistent, but your focus version can probably take No Figured as a limit on the extra body

 

#3> I haven't crunched the numbers yet, but I'm thinking that the Heal might be cheaper were you to drop the 0 End and give it an END reserve with just enough END to power the heal once, and a similar amount of recovery. That way, it will recharge in one turn (OK, actually at the next post seg 12, but it works out the same in pratical use). Also.. if the only way to activate the Healing power is via the trigger, and the trigger is automatic and out of the characters control, then the power itself sounds like it'd qualify for No Consious Control at the -1 level. That'd save you some points as well.

 

I've been pondering other tricktsty ways to do this, but they'd require a more complete rewrite (you already touched on building the suit as a vehicle... doing so opens up options). One extra weird option that presented itself... if you can come up with a write up for the "sheild" as a vehicle or character that plays the way you want, you mgh be able to tweak a summon to do what you want.

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Re: HALO Hero?

 

We had actually talked (here at the house) about being it as a Summoned Creature, that is immune to STUN, that covers you, with 15 BODY/3 DEF and no other stats whatsoever, that gets "killed" and "resummoned" on the Trigger. The 'creature' would then still not cost END (it's already 'alive') and would have the usual suite of Life Support (since it has no STUN).

 

Would stopping STUN damage be a custom adder, or would a Summoned Shield cover it? Hrm. Oh, I recall now. I didn't add it on because I'd never seen an example where someone had two BODY scores before. I can custom lim the DEF to only apply to the BODY. I was unaware that the rules would apply ALL DEF first. Not what I wanted.

 

My original instinct, because the thing is so damn expensive (it's armor, it's environmentally perfectly secure, it can go on like this for almost an eternity, etc.) is to build it as a Vehicle, because then you get the 1/5 cost break. I COULD do it as OIHID, but that lacks the flavor that vehicle has. Okay, so we go vehicle.

 

I can slap NCC onto the Trigger, but - I now remember why I didn't do that - is because "uncontrolled by character" is covered by the Trigger itself, if you read the Trigger rules. So it doesn't apply for NCC, that's used differently than how you're thinking in this example.

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Re: HALO Hero?

 

Alright! I'm doing this now. Dammit.

 

This is largely redesigned. Now that I have Piercing in my bag of tricks I can more easily and accurately model vehicle class weaponry. Vehicle class weapons are likely Piercing now, as are some man-portable anti personnel weapons, like Sniper Rifles. This model of the tank is brute-tastic, and comes with an armor-shredding main cannon.

 

M808B MBT (Main Battle Tank)

 

6 Size; DCV -4, KB -6 (30 points)

50 STR; (10 points)

15 DEX; OCV 5/DCV 5 (15 points)

30 BODY; (20 points)

20 DEF; 81 Active Points, Complete Defense, Hardened (x2, +1/2)

3 SPD; (5 points)

Total Vehicle Stats: 161

 

18 Motorized Treaded Vehicle: 15" Movement (+9", x4 Non-Combat); Only on Appropriate Terrain (-1/4), 1 Continuing Fuel Charge (easily obtained fuel, 6 hours, +0)

 

-2 Ground Vehicle: Swimming -2"

 

Tactical Systems:

 

3 Military Band Radio: Radio Trasmission/Reception, OIF Bulky (-1 1/2), Military Frequencies Only (-1)

 

160 M808 120mm Smooth Bore Main Cannon: 10d6 RKA, Resistant Piercing 15, Armor Piercing (+1/2), Penetrating (+1/2), Charges 120 (+1), Indirect (+1/2) (683 Active Points); STR Minimum (40, Does not add damage, -1 1/2), OIF Bulky (-1 1/2), Real Weapon (-1/4)

 

25 Mounted Light Machine Gun: 2d6 1/2 RKA, Armor Piercing (+1/2), Charges 1200 (+1), Autofire 5 (+1/2), (120 Active Points), OIF (Bulky, -1 1/2), Turreted (limited arc of fire, turret facing 60o, same horizontal level, -3/4), STR Minimum (20, Does not add damage, -1 1/2)

 

10 Advanced Targeting System: +2 with ranged attacks

 

Total abilities & equipment cost: 204;

Total Vehicle Cost: 391

 

Value Disadvantages:

Distinctive Features, UNSC Combat Vehicle (Not concealable, noticeable & recognizable, -15)

 

Total disadvantages: 15

Total cost: 376/5 = 75 points.

 

This is a revised version. I pumped up the damage to 10d6 and I've assigned SER. I'm going with SER because it's the easiest way RIGHT NOW to maintain balance among the weapons. I want to make sure that the rockets deal damage to the Tank, i want to make sure the Tank can annihiliate anything that comes near it.

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Re: HALO Hero?

 

1) You forgot to note that the DEF doesn't protect the driver. ;)

 

2) Cannon damage seems light for a sci-fi 120mm gun.

3) Shouldn't the Machine gun have Autofire?

 

Oh, and as a slightly kidding aside...

I'm kinda amused about how skittish you are about rolling damage dice.

Is counting up an 8d6 RKA any harder than counting an 8d6 EB?

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