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cauter

To use with the

4.0 and above Handbook.

Drawing inspiration from Development of 100DOS and Halo Mythic by

100DOS was inspired by the Basic Roleplaying Game Brandon ‘Vorked’ Miller
System.

Platform testing provided by Special Thanks To

Playtesting was provided by the 100DOS and Halo Mythic • E-Squid for the Onyx Sentinel render.
Discord community. • Tak for the assistance with Covenant faction material and
content balance.
• Seven for balancing charts and excel spreadsheets.
• 100DOS and Halo Mythic Community for playtesting and
assistance for the game’s overall improvement.
• Lobster Dog for the collection of Ammunition Weights.
• My Patreon supporters for keeping the project alive during
tough times.
• GordoTheGaurdsman for the useful ideas to update Armor
Customization
CHARACTER CREATION numbers. For example, a Player may choose to be 5’9 for their Human
When Creating a Character in The Armory, make sure to use this Character, as it falls between the 5’6 and 6’4 presets. The GM may
Expansion’s Character Creation, Equipment, Armor, and Weapons. always allow a Character to be shorter or weigh less than the given
The GM may decide whether some Mythic-based equipment may be amounts, but it is advised to never let a Player be larger unless the
used in The Armory. Outlier for it is purchased at Character Creation.
Soldier Type Special Rules are a series of Abilities and Traits
BUILDING YOUR CHARACTER that the Characters have access to. Many of these are unique, while
When building your Character, there are a number of steps you need others are Skills and Abilities they may begin with.
to cover in order to do it properly. The following section will create a
step-by-step process that Players and GMs can follow to create their STARTING EQUIPMENT
Characters. Following these steps in order is advised for newcomers. After choosing their Soldier Types, the Players may then choose a
Starting Equipment Package. This Equipment Package option is a set
STEP ONE: CREDITS AND EXPERIENCE of gear that regenerates between every Mission for free. Only one
Equipment Package may be taken, it cannot be traded or sold.
The GM must assign a Character Creation Tier at the beginning of
Equipment Packages will also generally come with one or
Character Creation. This Character Creation Tier gives the Players
two Equipment Training, allowing them to use their Weapons without
their starting Experience and Credits (cR) to build their Characters
needing to spend Experience.
with. If the GM decides they’ll begin a Tier 3 game, the GM may let
the Players begin with 2,000 Exp, all the way up to 3,999 Exp.
The amount of Experience given to Players will dictate STEP THREE: GENERATING CHARACTERISTICS
which Soldier Types will be available at Character Creation. The GM Characteristics are generated by using the Point Pool System and
may also choose their own custom Experience and cR Tiers. For assigning the points to the chosen Characteristics. All players begin
example, the GM may choose to have their Players begin with 1,500 with 85 Points to spend on their Characteristics. A GM may allow
Experience. This is a custom amount but will still fall under Tier 2. Players to begin with 100 Points for campaigns where Characters are
At Character Creation, Players must spend their given to feel stronger.
Experience on the Soldier Type they want. When allocating your Points into your Characteristics, you
must remember that no Characteristic may have more than 20 Points
TIER EXPERIENCE cR applied to them unless the Aptitude Outlier Trait was chosen at
1 500 – 999 200 Character Creation.
2 1,000 – 1,999 300 When allocating your Points, you add however many you
3 2,000 – 3,999 500 chose from your Point Pool System into the Characteristic of the
Soldier Type you’re using. For example, a Civilian with 25 Strength
4 4,000 – 7,999 800
being given 15 Points will have a total of 40 Strength.
5 8,000 – 15,999 1,200
Players cannot finish Character Creation until all their Points
6 16,000 – 31,999 1,700
have been allocated.
7 32,000+ 2,300

EXPERIENCE
STEP FOUR: TRAINING
Characters should be trained with the Equipment they’re trying to
Experience classifies how strong a Character may be. The higher the
Tier between the Characters, the more difficult the higher Tier use. There are two main types of Training; Faction and Equipment.
Below are the explanations on how to use this Training system.
Character will be to defeat. It is best for the GM to choose between
Tier 1 through 5 for Character Creation. Tier 6 marks a veteran of War
FACTION AND WEAPON TRAINING
and is ill-advised to use. Tier 7 is the end-game of Halo Mythic, which
is exponentially more powerful. Faction Training is the Character’s understanding of using a weapon
of their faction, which include Human, Covenant, and Forerunner. If a
Character does not have the Faction Training for the item they’re
CREDITS (cR)
The Players will also be given a set amount of cR, which they’re able using, they’re at a -20 Penalty for Tests made with that weapon.
Weapon Training is the Character’s knowledge of using that
to use to spend on Weapons and Equipment. They may also hold on
to their cR for later use. Items purchased between Missions are type of Weapon. If the Character does not have the Weapon Training
for what they’re attempting to use, they’re at a -10 Penalty. Faction
acquired immediately.
Players may choose to swap cR, purchase items for others, and Weapon Training penalties stack.
Some Weapons may not be covered under the Weapon
and even share a cR pool.
Training list. If this happens, use GM discretion to choose a category.
STEP TWO: CHOOSING A SOLDIER TYPE EQUIPMENT EXP COST
A Soldier Type is the representation of your Species, Faction, Training,
Basic 150
and any Augmentations you receive. A Soldier Type is the basic
Infantry 200
building block a Character is. As stated before, a Soldier Type must be
Vehicle 200
purchased with the Experience listed.
Soldier Types will dictate the starting Characteristics a Melee 200
Player will have. These are the basic Characteristics that the Players Heavy 250
will use when generating their Characteristics, which is handled in the Advanced 300
next step. Soldier Types will generally also come with Characteristic Long-Range 300
Advancements that are pre-purchased from their Experience Cost. Explosive/Ordnance 300
Soldier Types also dictate a Character’s Physical Attributes
and Special Rules that come with them. Players may choose their
Character’s Height and Weight, as long as it is within the two given
FACTION TRAINING STEP SIX: LUCK, WOUNDS, AND PHYSICAL ATTRIBUTES
Faction Training is given to all Characters at Creation. No Character The following are a series of attributes that are important to
should be without one Faction Training. Other Faction Training cost Character Creation, which figure the Character’s Luck, starting
300 Experience, each. Wounds, Physical Attributes, and Outlier Traits.
This should only ever be used when dealing with having
different Factions or Races that have much more varied Equipment, WOUNDS
such as Mythic’s use of Human, Covenant, and Forerunner. For vanilla Wounds are the Character’s injury threshold before taking
Armory, this can be ignored. debilitating effects. After all previous steps have been taken, the
Player may find their Character’s starting Wounds.
TRAINING WEAPON EXAMPLES The Player takes their Character’s Toughness Modifier,
Basic Pistols and Revolvers, Shotguns, and Knives. multiplies it by 2, and then adds 20. For example, a Character with
Infantry Rifles, Carbines, SMGs, Grenades, and Satchel Toughness Modifier of 5 will have a total of 30 Wounds.
Charges. Wounds are increased whenever the Player’s Toughness
Advanced Energy Weapons, Railguns, Flame Throwers. Modifier is increased.
Long-Range Sniper Rifles and other Extreme-Range Weapons.
Vehicle Any and all vehicle weapons. FATIGUE
Explosive Grenade, Missile, and Rocket Launchers, Not all injuries in 100DOS are lethal. Fatigue is the combination of
Ordnance Demolition and Ordinance Explosives. trauma, exhaustion, and weakness. For every level of Fatigue a
Melee All available Melee Weapons. Character has, they take a -5 Penalty to all Tests made. For more
Heavy Light Machine Guns, Machine Guns, Heavy Machine information, check the Medical section of the handbook.
Guns.
LUCK
STEP FIVE: UPBRINGING AND LIFESTYLE To figure the Character’s Luck, the Player may either roll for their
Luck, or choose how much they begin with. Depending on how much
The Player is able to choose their Upbringing, Environment, Language,
Luck a Player begins with, they will receive a set number of extra
and Lifestyle Choices. These are character-building attributes given to
Wounds.
Characters that offer small bonuses and penalties, while also helping
flesh out a Character before the events of the game. These options
cannot be changed once chosen. DICE RESULT LUCK WOUNDS
1-3 1 +12
UPBRINGING 4-6 2 +8
The Player chooses an Upbringing for their Character. An Upbringing 7-9 3 +4
gives the Character a set of Bonuses and Penalties. 10 4 +0

ENVIRONMENT PURCHASING LUCK


After the Upbringing is chosen, the Player chooses the Character’s Players can increase their total Luck Modifier by purchasing another
Environment. This Environment is where the Character spent most of bump in it. Each +1 in Luck purchased costs 2,000 experience.
their childhood and life, helping shape who they are and what they
learned from. PURCHASING WOUNDS
Players can increase their total Wounds by purchasing another bump
LIFESTYLE in it. Each +4 Wounds purchased costs 2,000 experience. A Player
The Player chooses three Lifestyle Choices at Character Creation, cannot purchase more this more than 4 times. Each bump in Wounds
including the same Lifestyle multiple times. Lifestyle choices reflect given by Luck at Character Creation counts towards this. A Character
the Player’s decisions and habits made in life. Rolling is only optional. who begins with 1 Luck can only purchase one bump to their Wounds.

LANGUAGES PHYSICAL ATTRIBUTES


All Characters begin with their home language; this depends on their A Character’s Physical Attributes are their capabilities with
Race or Faction. The table below shows a selection of languages, but Movement, Jumping, and Carry Weights.
not all. The GM may allow any language.
All Languages cost 150 Experience to learn. The following is SUPPORT POINTS
a list of example Languages. All non-Civilian Characters begin with 1 Support Point. To learn more
about Support Points, read the Armory Section of this book.
LANGUAGE LANGUAGE
English Arabic EDUCATION
Spanish Bengali Education are Skill-like Advancements that allow a Character to have
Chinese Hindi in-depth knowledge of things like Planetary Science, Astronautics,
Russian Italian and various Cultures. These Education-based Tests allow Characters
German MISC. LANGUAGES to delve further into the specifics of Skill and Ability Use.
Japanese Sign Language
NuNordic Braille JUMPING HEIGHT AND DISTANCE
French Morse Code A character’s Jump Height is a fourth (1/4th) of their Strength
Modifier in meters. A character’s Jump Distance is the highest of their
Swahili Binary
Half Agility Modifier, or Half Strength Modifier. Every 10 Meters the
Latin Programming
Character is moving during the Turn gives a +1 Meter increase to the
Hungarian Language of choice
Jump Distance.
Portuguese
FIGURING PUSH, LIFT, AND CARRY WEIGHT STEP SEVEN: ADVANCEMENTS, SPECIALIZATIONS
Carry Weight is figured by adding a Character’s Strength and This is the final Step in your Character Creation. This Step covers
Toughness Characteristics together. Characteristic Advancements, Support Points, Education, and
A Character’s Lift Weight is figured by multiplying their Specialization Packages.
Carry Weight by 2.
A Character’s Push Weight is figured by multiplying their CHARACTERISTIC ADVANCEMENTS
Carry Weight by 4. Characteristic Advancements are purchasable upgrades to each
Characteristic. These can be done a total of 5 times per Characteristic,
PERSPECTIVE RANGE with each Advancement becoming more expensive than the last.
Perspective Range is the Range at which the Character is able to make Once a Characteristic Advancement is purchased, it cannot be
Aim Actions. This is figured my taking the Character’s Perception and purchased again. An Advancement cannot be purchased unless the
multiplying it by 10. A Character with a 50 Perception would have a previous Advancement has already been unlocked.
500 Meter Perspective Range. Some Advancements may be unlocked through Character
Creation and not need to be purchased. These still cannot be
MOVEMENT purchased a second time.
Every Character has a Movement Speed based on their Agility The Experience Cost of each Advancement is listed in the
Modifier, which states how many Meters a Character can move per table below.
Action taken. The following is a Table lists the basic Movement
Actions and how far a Character can travel when using them. SIMPLE ROOKIE INTERMEDIATE TRAINED MASTERY
200 400 800 1,200 1,600
Agility Mod Half Move Full Move Charge Run
0 1/2 1 2 3 SPECIALIZATION PACKS
1 1 2 3 6 Once Players have finished all previous Steps, they may finally choose
2 2 4 6 12 their Character’s Specialization Package. These come to all Non-
3 3 6 9 18 Civilian Characters and Soldier Types. Once a Character advances
4 4 8 12 24 from a Civilian into a non-Civilian Soldier Type, they may choose their
5 5 10 15 30 Specialization Pack.
6 6 12 18 36 Specialization Packs are the Character’s Military and Faction
7 7 14 21 42 training to prepare them for war.
8 8 16 24 48 If the Character’s Soldier Type came with a Skill given by the
9 9 18 27 54 chosen Specialization Pack, the Skill is increased to the next Tier,
10 10 20 30 60 instead. Trained becomes +10, and +10 becomes +20. If the Character
11 11 22 33 66 already has an Ability given by the Specialization Pack, the Player or
12 12 24 36 72 GM may decide of a replacement Ability at equal or lesser Experience
Cost.
13 13 26 39 78
14 14 28 42 84
SPECIALIZED SPECIALIZATION PACKS
15 15 30 45 90
These are heavily specialized Packs that are limited to one per Party.
This includes the Commander and Medical Corpsman Specialization
BEING AN OUTLIER
Packs.
Outlier Traits are optional Traits that can be purchased at Character
Creation. An Outlier can be gained by either burning a Luck or
spending 10 points from their Point Pool System. OTHER CHOICES, CHARACTER CLEANUP
Multiple Outliers can be taken, but a Character cannot have The following section covers some miscellaneous possibilities that
the same Outlier twice. couldn’t be covered in previous steps.

OUTLIER OUTCOME TRAITS AND AUGMENTATIONS


Traits and Augmentations are Soldier Type specific options and
Imposing The Character’s Height and Weight are increased up to
modifiers for Characters. They are listed at the end of Character
20% higher. This also increases the Character’s Size by
Creation.
one category higher, and gives +2 Damage to Melee.
Forte The Character is able to choose one Mythic
LATE ENTRIES
Characteristic to become +1. This can only be applied if
When a Character begins late in a game which is already in progress,
the Character did not have that Mythic Characteristic in
the GM should allow this character to begin with extra experience to
the first place.
catch up. For every 2,000 experience the character is beginning with,
Aptitude The Character may put 25 Points into a single
the character should gain one point of Luck to help them keep up with
Characteristic instead of only 20, at Character Creation.
the others, to a maximum of 2 extra Luck. If the GM has yet to give
Enduring The Character ignores their first level of Fatigue.
out extra Luck, ignore this.
Vigorous The player gains +5 Wounds at Character Creation.

To learn more about Movement, Jumping, and Carry Weights, please


visit the Movement section of the handbook.
UPBRINGING SPECIAL ENVIRONMENT AVAILABLE
Farmer +3 Strength, -3 Charisma Town, Country
Laborer +2 Strength, +1 Toughness, -3 Courage Any
Military +3 Leadership, -3 Charisma Any
Nobility +5 Charisma, +5 Leadership, -5 Strength, -5 Toughness Any
Aristocracy +5 Strength, -5 Charisma Any
Street Urchin Gain +2 wounds Town, City
Wastelander +5 Toughness, -5 Courage Forest/Jungle, Wasteland
War Orphan +5 Courage, -5 Leadership Any
Fugitive +3 Strength, +3 Toughness, -3 Leadership, -3 Charisma Any
Commoner -- Any

ENVIRONMENT OUTCOME
Town +1 Charisma, -1 Courage
City +1 Courage, -1 Perception
Country +1 Perception, -1 Charisma
Forest/Jungle +1 Perception, -1 Leadership
Wasteland +1 Courage, -1 Charisma

LIFESTYLE OUTCOME
Roll 1D10
1-4: You win most of your fights. +2 Strength, -2 Toughness.
Street Fighter
5-8: You lose most of your fights. +2 Toughness, -2 Strength.
9-10: Balanced fighter. +1 Strength, +1 Toughness, -2 Leadership.
Roll 1D10
1-5: Took too many risks, taken many falls. -2 Strength, +2 Toughness.
Wild
6-9: Taken beatings, toughened up. +1 Wound, -3 Toughness.
10: Rushed through life and tough situations. +2 Toughness, -2 Perception.
Roll 1D5
Patient 1-3: You expect things to come to you, sometimes they do. +2 Perception, -2 Charisma.
4-5: Patience has taught you a lot. +3 Intellect, -2 Strength, -1 Toughness.
Roll 1D5
Hunter 1-3: You’ve hunted for a living. -3 Intellect, +3 to chosen Warfare Characteristic.
4-5: You’ve hunted for sport. -3 Charisma, +3 to chosen Warfare Characteristic.
Roll 1D5
Gamer and Gambler 1-3: You’ve gamed for a hobby. +3 Perception, -3 Strength.
4-5: You play games with others for a living. +3 Charisma, -3 Strength.
Roll 1D5
Wise Guy 1-3: You’ve taken to reading, and use it to show up others. +3 Intellect, -3 Leadership.
4-5: Instead of talking your way through situations, you attempt to use your knowledge. +2 Intellect, -2 Charisma.
Roll 1D5
Fast Talker 1-3: You have learned the ways of getting what you want. +2 Charisma +2 Leadership, -2 Strength, -2 Toughness.
4-5: You’ve learned to talk your way out of situations. You gain +3 Charisma, -3 Strength.
Roll 1D5
Weapon Training 1-3: You’ve learned to use weapons over anything else. +5 to select Warfare Characteristic, -5 to the other-.
4-5: You care more about weapons than anything. +5 to Selected Warfare Characteristic, -5 Charisma.
Roll 1D5
Spiritual 1-3: You’ve grown with religion as a major impactor of your life. -3 Strength, +3 Courage.
4-5: You’ve taken religion as a way of helping others. +3 Leadership, -3 Toughness.
Roll 1D5
Body Builder 1-3: You worked out more than anything. +3 Strength and Toughness, -3 Intellect and Perception.
4-5: You worked out alone a lot. -3 Charisma and Leadership. +3 Toughness and Strength.
Roll 1D5
Loner 1-3: You isolate yourself, learning you can only depend on your own actions. -3 Charisma, +3 Intellect.
4-5: You’ve become distrustful of others, you look out for yourself. -3 Charisma, +3 Perception.
Roll 1D5
Merchant 1-2: You sold goods, using quick wit to talk people into sales. +3 Charisma, -3 Leadership.
3-5: You ran a standard business of buying and selling. +3 Leadership, -3 Charisma.
Roll 1D10
1-2: You ran a Mercenary Team that took jobs for cash. +3 Leadership, -3 Charisma.
Mercenary
3-10: You were a member of a Mercenary Team, which took jobs for cash. -3 Leadership, +3 Courage.
This cannot be taken if you had a Military Upbringing.
MILITARY-TRAINED PERSONNEL
“We’ll fight for the soil under out boots.” POINT MAN EQUIPMENT
Assault Rifle within 50 cR Load-Bearing Equipment Pack
CHARACTERISTICS Pistol within 30 cR 2 Tactical Hardcases
STR T AG WFR WFM INT PER CR CH LD 2 Grenades within 10 cR Each Ear Comms
25 25 25 25 25 25 25 25 25 25 3 nonlethal Grenades within 10 cR Each Melee Weapon within 10 cR
TIER: 2 EXPERIENCE COST: 1,800 Battle Dress Uniform within 70 cR Flashlight
UPBRINGING: Any TRAINING: Basic and Infantry
CHARACTERISTIC ADVANCEMENTS DESIGNATED MARKSMAN EQUIPMENT
STR WFR PER CR Designated Marksman Rifle within 70 cR Load-Bearing Equipment Pack
+5 Simple +5 Simple +5 Simple +10 Rookie Pistol within 40 cR 2 Tactical Hardcases
1 Grenade within 10 cR Ear Comms
PHYSICAL ATTRIBUTES
1 nonlethal Grenade within 10 cR Melee Weapon within 10 cR
HEIGHT 150 centimeters (4’9 ft.) – 193 centimeters (6’4 ft.)
Battle Dress Uniform within 70 cR Flashlight
WEIGHT 40 kilograms (90 lb.) – 111 kilograms (245 lb.)
SIZE Normal
SOLDIER TYPE SPECIAL RULES SCOUT EQUIPMENT
Carbine Rifle within 50 cR Load-Bearing Equipment Pack
The Army Soldier begins with the Human Weaponry Racial Training
Pistol within 40 cR 2 Tactical Hardcases
at Character Creation.
1 Grenade within 10 cR Ear Comms
The Army Soldier begins with two Skills of their choosing at +10 at 3 non-lethal Grenades within 10 cR each Melee Weapon within 10 cR
Character Creation. Battle Dress Uniform within 70 cR Flashlight
SQUAD UP: When with others from the same Military; these
Characters gain a +5 Bonus to Courage. The Characters also gain a
HEAVY SUPPORT EQUIPMENT
+10 Bonus to Warfare Melee and Warfare Range Tests when Machine Gun within 80 cR Load-Bearing Equipment Pack
taking Combined Actions. Pistol within 30 cR 2 Tactical Hardcases
1 Grenade within 10 cR Ear Comms
MILITARY PERSONNEL 1 non-lethal Grenade within 10 cR Melee Weapon within 10 cR
This Soldier Type is for building Soldiers from different branches in Battle Dress Uniform within 70 cR Flashlight
various Militaries. It’s a generalized option that acts as a cover to
almost any Modern Military Soldier based on amount of Experience ANTI-ARMOR EQUIPMENT
spent on it and some story building. Missile / Rocket Launcher within 100 cR Load-Bearing Equipment Pack
For example, anywhere from a Military Recruit to a Navy Pistol within 20 cR 2 Tactical Hardcases
Seal would be built using this Soldier Type. The more Experience 2 Grenade within 10 cR Each Ear Comms
allotted at Character Creation, the more sense it would make for Battle Dress Uniform within 60 cR Melee Weapon within 10 cR
Flashlight
higher, more prestigious Military Ranks and branches the Character
to be from. The following is a list of Soldier examples and acceptable
amounts of Experience to be considered one. LONG RANGED SPECIALIST EQUIPMENT
Now, it may not make sense that someone in the Military Sniper Rifle within 100 cR Load-Bearing Equipment Pack
that has 2 years of Active Service, or even more, would only be Pistol within 20 cR 2 Tactical Hardcases
1 Grenade within 10 cR Ear Comms
considered to have 5,000 Experience. This is a generalization of
1 non-lethal Grenade within 10 cR Melee Weapon within 10 cR
standard operations or possibly even peace time. None of this is set
Battle Dress Uniform within 60 cR Flashlight
in stone, either. This is a general guideline for Players and the GM to
place amount of Starting Experience based on gameplay and
storytelling. CLOSE COMBAT EQUIPMENT
Shotgun within 50 cR Load-Bearing Equipment Pack
Pistol or SMG within 20 cR 2 Tactical Hardcases
NEW CHARACTER ENLISTMENT EXPERIENCE EXAMPLES 3 Grenades within 10 cR each Ear Comms
SERVICE EXPERIENCE Battle Dress Uniform within 90 cR Melee Weapon within 20 cR
Recruit 1,500 Flashlight
1 Year of Service 3,000
2 Years of Service 5,000
4 Years of Service 8,000
Veteran/Officer 12,000
Special Forces 15,000
POLICE FORCE MERCENARY
“When the going gets tough, we’ll get tougher.” “There’s always a mix between money and trouble.”

CHARACTERISTICS CHARACTERISTICS
STR T AG WFR WFM INT PER CR CH LD STR T AG WFR WFM INT PER CR CH LD
25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25
TIER: 2 EXPERIENCE COST: 1,000 TIER: 2 EXPERIENCE COST: 1,200
UPBRINGING: Any TRAINING: Basic and Infantry UPBRINGING: Any TRAINING: Basic and Infantry
CHARACTERISTIC ADVANCEMENTS CHARACTERISTIC ADVANCEMENTS
WFR -- -- LD Player Choice Player Choice -- --
+5 Simple -- -- +5 Simple +5 Simple +5 Simple -- --
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 150 centimeters (4’9 ft.) – 193 centimeters (6’4 ft.) HEIGHT 150 centimeters (4’9 ft.) – 193 centimeters (6’4 ft.)
WEIGHT 40 kilograms (90 lb.) – 111 kilograms (245 lb.) WEIGHT 40 kilograms (90 lb.) – 111 kilograms (245 lb.)
SIZE Normal SIZE Normal
SOLDIER TYPE SPECIAL RULES SOLDIER TYPE SPECIAL RULES
The Policeman begins with the Human Weaponry Racial Training The Mercenary begins with the Human Weaponry Racial Training
at Character Creation. at Character Creation.
The Policeman begins with one Skill of their choosing at +10 at The Militiaman begins with two Skills of their choosing at +10 at
Character Creation. Character Creation.
The Policeman begins with the Human Law Education at Character Mercenaries increase their cR payouts by 10%.
Creation. SQUAD UP: When with Characters from the same Mercenary
PROTECT AND SERVE: When around Civilians in distress or in Group; these Characters gain a +5 Bonus to Courage. The
danger, Policemen gain a +20 Bonus in Courage. Characters also gain a +10 Bonus to Warfare Melee and Warfare
ARMOR: Generally, a Police Force Character should not have Range Tests when taking Combined Actions.
access to Armor worth more than 40 cR, unless in a Crisis.
If the GM decides there is a crisis, the Police Characters MERCENARIES
must trade in their Armor. When trading in Armor, the Police are Mercenaries, known as “Soldiers of Fortune,” are those who take part
given how much they paid for the Armor, with an extra free 40 cR. in military conflict for personal profit. Mercenaries are not recognized
This is then spent only on upgrading to new, better Armor. as legitimate combatants and are not granted the same legal
This only lasts during major crisis events. Once over, the protections as Military Soldiers.
GM may request the armor back, and the Players trade back for
their original armor. MERCENARY EQUIPMENT PACK
SQUAD UP: When with others from the United Earth Government Unlike other combat-focused Soldier Types, the Mercenary has no
Police Force; these Characters gain a +5 Bonus to Courage. The limitations based on what they are allowed to choose as their
Characters also gain a +10 Bonus to Warfare Melee and Warfare Equipment Pack. The Mercenary is given 150 cR to create their
Range Tests when taking Combined Actions. Equipment Pack out of whatever they’d like to take. This includes
vehicles, armor, weaponry, equipment, modifications, etc. Nothing is
POLICE EQUIPMENT off limits beyond price.
Carbine Rifle or Shotgun within 30 cR Flashlight
Pistol within 20 cR Melee Weapon within 10 cR
1 non-lethal Grenade within 10 cR Handcuffs
Battle Dress Uniform within 40 cR

WEAPON RESTRICTIONS
The Police Force Soldier Types are restricted to only a Carbine Rifle or
Shotgun, and they are not always given access to it. The weapon is to
be stored in the Character’s vehicle, or in a locker at their home or
office. The Character may recover the weapon in times of need.

POLICE VEHICLES
The GM may allow for Police Force Characters to have or share free
Police vehicles. Any damage sustained to the vehicle will be covered
by their employer. Though, any damage caused by the Characters,
themselves, will not be covered. The GM may deduct pay or charge
the player 1 cR per 1 Break Point to repair the vehicle.
MILITIA AGENT
“We won’t be getting reinforcements for another week. Too bad for “There is no place where espionage is not possible.”
them, that means this’ll only be a fair fight for a short time.”
CHARACTERISTICS
CHARACTERISTICS STR T AG WFR WFM INT PER CR CH LD
STR T AG WFR WFM INT PER CR CH LD 25 25 25 25 25 25 25 25 25 25
25 25 25 25 25 25 25 25 25 25 TIER: 2 EXPERIENCE COST: 1,500
TIER: 2 EXPERIENCE COST: 1,200 UPBRINGING: Any TRAINING: Basic and Infantry
UPBRINGING: Any TRAINING: Basic and Infantry CHARACTERISTIC ADVANCEMENTS
CHARACTERISTIC ADVANCEMENTS WFR INT -- --
STR T WFR -- +5 Simple +10 Simple -- --
+5 Simple +5 Simple +5 Simple -- PHYSICAL ATTRIBUTES
PHYSICAL ATTRIBUTES HEIGHT 150 centimeters (4’9 ft.) – 193 centimeters (6’4 ft.)
HEIGHT 150 centimeters (4’9 ft.) – 193 centimeters (6’4 ft.) WEIGHT 40 kilograms (90 lb.) – 111 kilograms (245 lb.)
WEIGHT 40 kilograms (90 lb.) – 111 kilograms (245 lb.) SIZE Normal
SIZE Normal SOLDIER TYPE SPECIAL RULES
SOLDIER TYPE SPECIAL RULES The Agent begins with the Human Weaponry Racial Training at
The Militiaman begins with the Human Weaponry Racial Training Character Creation.
at Character Creation. The Agent begins with four Skills of their choosing at +5 at
The Militiaman begins with two Skills of their choosing at +5 at Character Creation.
Character Creation. LICENSE: Agents are able to avoid prosecution from killing
SQUAD UP: When with others from the Militia Soldier Types; these Civilians, only as long as they can bring proof of illegal activities
Characters gain a +5 Bonus to Courage. The Characters also gain a that could harm their country or their country’s image.
+10 Bonus to Warfare Melee and Warfare Range Tests when taking ESPIONAGE: The Agent is given the tools, before each mission, to
Combined Actions. disguise themselves as a any other Soldier Type in The Armory.
RESOURCES: When using a Support Point, the Agent only pays half
the cR price when calling in other Agents or Vehicles.
MILITIA SQUAD UP: When with others from the Agents from the same
Militia Soldier Types are from a fighting organization of non- country; these Characters gain a +5 Bonus to Courage. The
professional soldiers, citizens, or state-controlled personnel. Militia Characters also gain a +10 Bonus to Warfare Melee and Warfare
are those who are called upon in times of need, generally by the Range Tests when taking Combined Actions.
Governments of the country they come from. Militia conduct
irregular warfare, support militaries, and hold fortifications, instead AGENTS
of undertaking offensive campaigns by themselves. Agents are spies for countries and corporations to carry out
assignments in secrecy. Agents cover anything from civilians with
dangerous tasks and training, to intelligence operatives tasked with
POINT MAN EQUIPMENT spying within enemy territory. Provocateurs, double agents, access
Assault Rifle within 40 cR Load-Bearing Equipment Pack agents, confusion agents. The list goes on for what a GM may allow
Pistol within 30 cR 2 Tactical Hardcases an Agent to be or do.
2 Grenades within 10 cR Each Ear Comms
3 nonlethal Grenades within 10 cR Each Melee Weapon within 10 cR
Battle Dress Uniform within 60 cR Flashlight

SCOUT EQUIPMENT
Carbine Rifle within 40 cR Load-Bearing Equipment Pack
Pistol within 40 cR 2 Tactical Hardcases
1 Grenade within 10 cR Ear Comms
3 non-lethal Grenades within 10 cR each Melee Weapon within 10 cR
Battle Dress Uniform within 60 cR Flashlight

HEAVY SUPPORT EQUIPMENT


Machine Gun within 70 cR Load-Bearing Equipment Pack
Pistol within 30 cR 2 Tactical Hardcases
1 Grenade within 10 cR Ear Comms
1 non-lethal Grenade within 10 cR Melee Weapon within 10 cR
Battle Dress Uniform within 60 cR Flashlight

CLOSE COMBAT EQUIPMENT


Shotgun within 40 cR Load-Bearing Equipment Pack
Pistol or SMG within 20 cR 2 Tactical Hardcases
3 Grenades within 10 cR each Ear Comms
Battle Dress Uniform within 80 cR Melee Weapon within 20 cR
Flashlight
This expansion does not contain the standard weapons for The Armory. Due to this game’s weapon list
being generated by both myself and the community, the weapons are stored in automated spreadsheets in
the links below.

Some weapons, such as explosives, will have examples used below. Content that may not be made yet or
found within The Armory weapon lists can substitute them from weapons found in Mythic. Or you may use
the links below to add the weapon yourself using the Damage Chart list.

The Armory Weapon list Document:


https://docs.google.com/spreadsheets/d/1Cnw8KmS-72jnxWlQDzFeDO7PBvyeBr3_HEfxowrWziw/edit#gid=0

The Armory Vehicle Weapon list Document:


https://docs.google.com/spreadsheets/d/1CbMIp28Wsx-15zgsknQ_lRR4SJqPuARwXhd_ILXI1Io/edit#gid=0

The Armory Damage Chart (For building your own Weapons):


https://docs.google.com/spreadsheets/d/1MRpYOJlXretUgI3Wq0ZKzKem0tN3NMv1_ojjE-p68GY/edit#gid=0

EXPLOSIVES AND GRENADES


[UD] [I] High-Explosive Grenade “Fragmentation Grenade”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 2D10 +3 12 Blast (8), Kill (2) 8
Green Matte finish. The M9 Grenade has a 4-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn. WEIGHT (KG): 0.4

[UD] [I] NAPALM Grenade “Flame Grenade”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D5 +1 5 Blast (7), Kill (1) 9
Black matte finish. Flame (1D10) for those who are caught within Blast (7). The NAPALM Grenade has a 4-second fuse. Once released, the grenade will WEIGHT (KG): 0.7
detonate at the beginning of the Character’s next Turn.

[UD] [I] Concussion Grenade “Concussion Grenade”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 2D10 +12 3 Blast (6), Kill (2) 7
Gray matte finish. Concussion Special Rule for anyone within 8 Meters of the Grenade’s detonation. The Concussion Grenade has a 4-second fuse. Once WEIGHT (KG): 0.6
released, the grenade will detonate at the beginning of the Character’s next Turn.

[UD] [I] Thermite Grenade “Thermite”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D5 +18 70 Blast (5) 56
Green Matte finish. Powerful, hot burning material used to melt through even the flooring of a Frigate. Charge (1) Special Rule and lasts for 10 Rounds. WEIGHT (KG): 0.9
Thermite-A will deal half Damage and Pierce to those within 10 Meters of the Thermite-A Grenade. Cauterize Special Rule.
The Thermite Grenade has a 4-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn, once
Charge (1) completes.

[UD] [I] Thermobaric High-Explosive Grenade “Thermobaric Grenade”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 6D10 +15 15 Blast (3), Kill (3) 59
Red Matte finish. The Thermobaric has a 4-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn. WEIGHT (KG): 0.5

[UD] [I] Smoke Screen Grenade “Smoke Grenade”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade -- -- -- Blast (15) 6
Green Matte finish. The Smoke Grenade has a 4-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn. WEIGHT (KG): 0.5
Comes in white, gray, and black hues. No Police cR upcharge. Smoke Grenade (15) Special Rule. Lasts for 7 Rounds before beginning to dissipate.

[UD] [I] Smoke Signal Grenade “Signal Grenade”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D5 -- -- Blast (4) Kill (1) 6
Yellow Matte finish. The Smoke Grenade has a 4-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn. WEIGHT (KG): 0.5
Comes in red, orange, gray, yellow, blue, white, black, or violet. No Police cR upcharge. Smoke Grenade (4) Special Rule. The Signal Grenade lasts for 15
Rounds before beginning to dissipate. Raises high into the air, creating an easily visible signal for others.
[UD] [I] Flashbang Grenade “Flashbang”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D5 -- -- Blast (8) 9
Dark Green Matte finish. The Flashbang Grenade has a 4-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next WEIGHT (KG): 0.6
Turn. Flashbang Special Rule, no Police cR upcharge.

[UD] [I] Tear Gas Grenade “Tear Gas”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D5 -- -- Blast (9) 12
Orange Matte finish. The Tear Gas Grenade has a 4-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn. WEIGHT (KG): 0.5
Tear Gas Special Rule, No Police cR upcharge.

[UD] [I] Light Satchel Door Charge “Door Charge”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Satchel Charge 3D10 +4 15 Blast (6), Kill (3) 13
Satchel Charge that explodes outward in one direction, only. Uses powerful adhesive to seal to any surface. Used to blow down doors and holes in walls. WEIGHT (KG): 6
Safe to stand behind even during detonation. Blasts outward in a 45-degree cone shape.

[UD] [I] Heavy Satchel Door Charge “Door Charge”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Satchel Charge 5D10 +8 18 Blast (8), Kill (5) 22
Satchel Charge that explodes outward in one direction, only. Uses powerful adhesive to seal to any surface. Used to blow down doors and holes in walls. WEIGHT (KG): 9
Safe to stand behind even during detonation. Blasts outward in a 45-degree cone shape.

[UD] [I] Foaming Explosive “Sticky Bomb”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Demolition 2D10 +2 *(X) 8 Blast (7), Kill (4) 33
An expanding foam explosive that creates a powerful adhesive resin. Electrically detonated with included igniter. A can has 10 uses. Beginning at 1, for WEIGHT (KG): 3.1
every use used at once, (X) is increased by 1.

[UD] [I] Shaped Demolitions Charge “Demo Charge”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Demolition 6D10 +9 20 Blast (20), Kill (10) 84
Keypad-armed large explosive device. Comes with an armored Backpack with an Armor Rating of 6. An extremely powerful and large-range explosive WEIGHT (KG): 15.5
that’s adjustable for time-based remote detonation.

[UD] [I] Large-scale Demolition Charge “Blow Pack”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Ordinance 10D10 +10 25 Blast (20), Kill (20) 118
Keypad-armed large explosive device. Comes with an armored Backpack with an Armor Rating of 6. An extremely powerful and large-range explosive WEIGHT (KG): 18.3
that’s adjustable for time-based remote detonation. Creates powerful shockwaves up to 30 Meters. -20 Strength Test if inside Shockwave or take 1D10
Damage that ignores Armor and Toughness and fall Prone.

[UD] [I] Anti-Tank Mine “Tank Mine”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Landmine 2D10 +10 25 Blast (9), Kill (5) 35
Shaped charge that’s a quarter-meter wide. Able to detonate from proximity and set timers. Can be detonated via proximity even when buried up to a WEIGHT (KG): 10
meter deep.

[UD] [I] Anti-personnel Mine “Mine”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Landmine 1D10 +15 26 Blast (7), Kill (1) 24
Shaped charge that’s a quarter-meter wide. Able to detonate from proximity and set timers. Can be detonated via proximity even when buried up to a WEIGHT (KG): 2.1
meter deep.

MELEE WEAPONRY AND CLOSE COMBAT UTILITIES


[OH] [SD] [PD] [I] Close-Quarter Combat Knife
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Knife 2D10 Half Strength Modifier +3 Half Strength Modifier +4 -- 14
Military knife with 20cm carbon-steel blade. Non-reflective, rust resistant. Weighted for throwing. No Civilian or Police cR upcharge. WEIGHT (KG): 0.6

[OH] [SD] [PD] [I] Military Combat Kukri


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Knife 1D10 Half Strength Modifier +6 Half Strength Modifier +6 +1 14
Lengthened Military knife with a 49cm long carbon-steel blade. Non-reflective, carbide coating, rust resistant. No Civilian or Police cR upcharge. WEIGHT (KG): 0.9

[OH] [SD] [PD] [I] Military Machete


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Knife 2D10 Half Strength Modifier +6 Half Strength Modifier +1 +1 14
Military knife with a 30cm blade and a 12cm weighted handle. Non-reflective, carbide coating, rust resistant. No Civilian or Police cR upcharge. WEIGHT (KG): 1

[OH] [SD] [I] Multi-Purpose Tomahawk


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Axe 1D10 Strength Modifier +7 Half Strength Modifier +1 +1 14
Military Tomahawk with a 30cm head and a 38cm handle. Non-reflective, carbide coating, rust resistant. No Civilian or Police cR upcharge. WEIGHT (KG): 0.9
[OH] [BD] [I] Police Baton
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Club 2D10 Strength Modifier +7 -- +1 11
Law Enforcement baton, 91cm in length. Collapsible to 12cm with a spring-loaded mechanism for Quick drawing. No Civilian or Police cR upcharge. WEIGHT (KG): 2.1

[OH] [BD] [PD] [I] Military Shovel


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Shovel – Blunt Damage 2D10 Strength Modifier +7 -- +1 17
Shovel – Pierce Damage 1D10 Strength Modifier +7 Half Strength Modifier +1 +1
Sharpened collapsible Military Shovel. WEIGHT (KG): 2.4

[OH] [BD] [I] Brass Knuckles


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Melee 1D10 +1 -- -- 9
This weapon augments the Character’s Punching-based Melee Attacks by adding additional Damage. WEIGHT (KG): 0.8

[OH] [BD] [I] Stun Baton


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Club 1D10 Strength Modifier +4 -- +1 18
Electrified baton 51cm in length. Electrified Special Rule. Glows a purple color, easily seen in dark lighting. No Civilian or Police cR upcharge. WEIGHT (KG): 2.2

[OH] [I] Pepper Spray


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Spray -- -- -- 1m-10m 12
Used to disable opponents. Pepper Spray Special Rule when sprayed in the face. No Police and Civilian upcharge. Holds 20 uses. WEIGHT (KG): 1.8

[OH] [I] Taser Gun


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Taser 1D5 +1 1 2m-12m 14
Sticky Special Rule and Electrified Special Rule. Uses Warfare Melee when Melee Range, and uses Warfare Melee when being used as a projectile. No WEIGHT (KG): 2
Police or Civilian upcharge.

PURCHASING AMMUNITION
STANDARD AMMUNITION
AMMUNITION PRICE AMMUNITION PRICE
.390 Cal 1 cR per 25 Rounds Argent V Missile 35 cR per 10 Missiles
5x24mm 1 cR per 30 Rounds ASGM-4 Missile 55 cR per 10 Missiles
10mm Auto 1 cR per 25 Rounds ASGM-10 Missile 70 cR per 10 Missiles
12.7x40mm 1 cR per 20 Rounds M19 102mm Missile 35 cR per 10 Missiles
9.5x40mm 1 cR per 25 Rounds 50x137mm HEAB 25 cR per 10 Missiles
7.62x51mm 1 cR per 25 Rounds Lancet Micro Missile 20 cR per 5 Missiles
8 Gauge Shell 1 cR per 15 Shells Scorpion Missile 30 cR per 10 Missiles
12 Gauge Shell 1 cR per 15 Shells 90mm Medusa Missile 35 cR per 10 Missiles
14.5x114mm 1 cR per 10 Rounds ANVIL-II ATS Missile 50 cR per 10 Missiles
12.7x99mm 1 cR per 20 Rounds ANVIL-IV ASM Missile 50 cR per 10 Missiles
20x102mm 10 cR per 100 Rounds 65mm Rocket 35 cR per 10 Rockets
30x173mm 12 cR per 100 Rounds 102mm Rocket 50 cR per 10 Rockets
35x227mm 16 cR per 100 Rounds 178mm Rocket 65 cR per 10 Rockets
40mm Shell 19 cR per 100 Rounds 40x53mm Grenade 10 cR per 5 Grenades
50x419mm 22 cR per 100 Rounds 35cm HRG 1,000 cR per 10 Shells
70mm Shell 25 cR per 100 Rounds 16x65mm M645 50 cR per 10 Slugs
105mm Shell 27 cR per 100 Rounds 25x130mm Slug 60 cR per 10 Slugs
110mm Shell 29 cR per 100 Rounds 5.4mm Gauss Slug 70 cR per 10 Slugs
120mm Shell 32 cR per 100 Rounds UNSC Battery Cell 10 cR per Battery
175mm Shell 40 cR per 100 Rounds Grindell Battery 20 cR per Battery
120mm APBC Shell 60 cR per 10 Shells 90mm APBC Shell 50 cR per 10 Shells
Narq Dart 1 cR per 20 Darts 150mm APBC Shell 70 cR per 10 Shells
SPECIALIZED AMMUNITION

STANDARD AMMUNITION CUSTOMIZATION OPTOINS


AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PRICE
Armor Piercing (AP) -- +4 HE, IN, HV, HYV +12 cR per
High-Explosive (HE) +1D10 -5 AP, IN, HV, HYV +9 cR per
Shredder (JHP) +6 -9 HV, HYV Roll an extra 1D10 on Special Damage on Crits. +12 cR per
Soft Point (JSP) +5 -8 HV, HYV +5 cR per
Incendiary (INs) -2 -1 AP, HE, SAP, HV, HYV Flame(1D5) +7 cR per
High Velocity (HV) +5 +5 All except HYV and CL +10 to Perception Tests to spot this weapon fire. +20 cR per
Hyper Velocity (HYV) +10 +10 All except HV and CL +30 to Perception Tests to spot this weapon fire. +40 cR per
Stun Round (STRD) -15 0 None Stun (1) Special Rule and Nonlethal Special Rule. +2 cR per
Tracer -- -- AP, HE, SLAP, SAP, IN, All shooters firing at a target hit with tracers within +5 cR per
HV, HYV the same Round get a +10 bonus To-Hit. If the
Target can see the Tracer Fire, they gain a +10
Bonus to Evasion for that Attack.
Saboted Light Armor -3 +8 HV, HYV +10 cR per
Penetrator (SLAP)
Semi-Armor Piercing (SAP) -1 +3 HE, Tracer, IN, HV, HYV +9 cR per
Cold Load -2 -2 All except HV and HYV When used with suppressor, -20 Perception Tests +5 cR per
to hear weapon firing.
Rubber Rounds (RR) 0 0 None When hit, character must make a +10 Toughness +0 cR per
Test or gain +1 Fatigue. Nonlethal Special Rule.
Match Grade (MG) -- -- All Match Grade gives a 25% increase to the +15 cR per
Weapon’s Range.

SHOTGUN ROUNDS 1 cR per 15


AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PRICE
Slug (SL) +10 -5 None Penetrating Special Rule, removes Spread Special Rule. +3 cR per
Shot (ST) -0 -0 All Shot Shells Standard Shell for Shotguns. Spread Special +0 cR per
Flechette Shot (FL) -4 +8 All Shot Shells Spread Special +4 cR per
Birdshot (BS) -3 -3 All Shot Shells Spread Special Rule, +10 Bonus To Hit. +5 cR per
BOLO (BO) -5 -10 None Roll +4D10 Special Damage +5 cR per
Fragmentation Slug (FRS) +1D10 -1 None Blast (2), removes Spread Special Rule. +7 cR per
Fragmentation Shot (FRST) -1 -5 All Shot Shells Spread, Blast (1) on any Character or surface +6 cR per
impacted.
Breaching Round (BCR) +5 +3 All Shot Shells Halves the range of the weapon. +3 cR per
Incendiary Shot (INST) -3 -2 All Shot Shells Spread Special Rule, Flame(1D5) +4 cR per
Incendiary Slug (INS) -3 -3 None Removes Spread Special Rule, Flame (1D10) +6 cR per
Taser (TZ) -5 -1 RR Electrified Special Rule +8 cR per
Rubber Rounds (RR) -- 0 TZ When hit, the Opponent must make a Toughness Test +0 cR per
or gain a Fatigue. For every one that hits, the test gains
a -10 Penalty.
* Roll one less 1D10 on Damage Roll
Magnum Slug (MN) +5 +5 None Penetrating Special Rule, removes Spread Special Rule. +20 cR per

Flamethrower Fuels (Tank is full ‘MAG’ of Flamethrower) 5 cR per Tank


AMMUNITION DAMAGE PIERCE ABILITY PRICE
Pyrosene -- -- Standard Flamethrower fuel +0 cR per
Napalm Defoliant +4 -6 Beginning at -30 for the first test, each consecutive Agility Test to put +20 cR per
out the fire will get a +10 until this penalty reaches 0.
Nitrace-Ether Defoliant -5 -4 +20 meters Range +2 cR per
White Diamond Defoliant (X) -- Halves usable range of the Flamethrower, but sprays White +50 cR per
Phosphorous, dealing double the Base Damage.
14.5x114mm 1 cR per 10
AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PRICE
Armor Piercing (AP) -- +7 HE, HV, MG +17 cR per
High-Explosive (HE) +1D10 -9 AP, HV, MG Blast (1) +10 cR per
Armor Piercing Fin- -3 +9 HV, MG +10 To-Hit. Round is given a jacket that stabilizes +10 cR per
Stabilized Discarding Sabot trajectory. Sabot is shed mid-flight.
(Sabot)
Shredder (JHP) +12 Halved HV Roll an extra 1D10 on Special Damage on Crits. +35 cR per
High Velocity (HV) +5 +5 All except HYV, CL A powerful, loud round. Gives +10 to Perception Checks +15 cR per
to hear the weapon. Gives +5 to Perception Checks to
spot the weapon firing.
Hyper Velocity (HYV) +10 +10 All except HV, CL A powerful, loud round. Gives +20 to Visual and Hearing 40 cR per
Perception Checks to hear the weapon.
Cold Load (CL) -5 -5 All except HV, When used with suppressor, -20 Perception Checks to +6 cR per
HYV detect weapon.
Tracer -0 -0 All All shooters firing at a target hit with tracers within the +10 cR per
same Round get a +10 bonus To-Hit. If the Target is able
to see the Tracer Fire, they gain a +5 Bonus to Evasion
for that Attack.
Match Grade (MG) -- -- All Match Grade gives a 25% increase to the Weapon’s +15 cR per
Range.

40MM GRENADES 2 cR for 1


AMMUNITION DAMAGE PIERCE SPECIAL BENEFIT PRICE
Fragmentation -- -- This is the standard Grenade. Weapon profiles dictate the damage. Standard
Smoke 1D5+4 1 Covers a diameter of 15 meters in thick smoke. +0 cR per
Buckshot Canister 3D10+5 20 Spread Special Rule, Range reduced to15m-40m. +1 cR per
Slug Canister 4D10+10 25 Acts as a shotgun slug, Range reduced to 25m-45m. +1 cR per
Incendiary 1D5+1 1 Blast (15) Kill (5) Flame(1D10) +2 cR per
Thermobaric 6D10+15 15 Blast (3) Kill (3) +50 cR per
Flashbang 1D5+4 1 Flashbang, but with Blast (25) Kill (3) +0 cR per
Parachute Flare 1D10 -- A Flare that falls very slowly, supported by a small parachute. Flame (1D5) +0 cR per
The Parachute Flare stays in the air for (X) Rounds, where (X) is how many
Meters from the Ground it is.
Infrared Illuminator 1D5+1 1 Provides Infrared Illumination +1 cR per
Tear Gas 1D5+1 1 Blast (25) Kill (1) Tear Gas +1 cR per
EMP-G -- -- Improves upon standard 40mm Grenade. EMP (1) Special Rule. +20 cR per
Thermite Canister 1D5+20 70 Powerful, hot burning material used to melt through even the flooring of a +80 cR per
Frigate. Charge (1) Special Rule and lasts for 10 Rounds.
Thermite will deal half Damage and Pierce to those within 10
Meters of the Thermite Grenade. Cauterize Special Rule.

MISSILES AND ROCKETS


AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PRICE
HEAT -- -- -- This is the standard Explosive. Weapon profiles dictate the --
damage.
High-Velocity -- -- Any Increases the launcher’s Close Range by 25%. +12
High-Explosive +10 -10 Any Increases Blast and Kill Radius by 3. +20
Fragmentation +1D10 -10 High-Explosive Increases Blast Radius by 7. +10
Sabot Charge -15 +20 Any Reduces Blast and Kill Radius by half, to a minimum of 1. +25
Incendiary -1D10 -10 -- Catches anything within Blast Radius on fire with Flame +30
(2D10).
Thermite -- +20 -- Blast Special Rule lasts for 5 Rounds. Cauterize Special +30
Rule.
Thermobaric +3D10 -10 -- Increases Blast and Kill Radius by 10. +45
HUMAN EQUIPMENT AND ATTACHMENTS
All Equipment are to be considered to have the [I] Insurrectionist Tag, unless specified otherwise.
Any piece of Equipment with the [U] Tag does not have a cR Upcharge for Civilian and Police Soldier Types.

WEAPON ATTACHMENTS AND MODIFICATIONS


EQUIPMENT BENEFITS TYPE Mount Restriction WEIGHT cR
[U] Red Dot Sight A non-magnifying 1x sight for firearms. Uses an illuminated red Optic Upper, None 0.1 8
dot on a transparent screen for close-combat and quick aiming. Side
Smartlink compatible.
[U] Holoscope A Post-War 1x holographic scope. It is projected when the Optic Upper, None 0.1 30
Character makes an Aiming Action. Takes up minimal space on Side
the Rail it is mounted to, allowing for another item to be
mounted. This can only be taken after 2557.
CQB Sight A Smartlink-modified non-magnifying 1x sight. Gains a +5 Optic Upper, None 0.1 16
Bonus To-Hit when using Smartlink alongside it in Close Side
Combat.
Holographic Scope A 1x/2x modular holographic scope sight. Uses an illuminated Optic Upper, None 0.1 20
red dot that is projected onto a 1x/2x modular scope. The red Side
dot is only illuminated during aiming actions.
Weapon Scope A weapon scope. cR price is the magnification level the Player Optic Any None (X) (X)
desires, while the weight is 0.1kg per magnification level.
[U] Laser Aiming Gives a +5 Bonus To Hit when not using Aim Actions, while also Aiming Any None 0.1 10
Module giving the Opponent being aimed at a +5 Bonus to Evasion from Module
attacks made with this weapon. The Opponent only gains this
Evasion Bonus if they notice the laser.
-20 to Aim Actions if mounted on Top Rail.
Infrared Aiming Gives a +5 Bonus To Hit when not using Aim Actions when using Aiming Any VISR, Thermal, 0.2 20
Module VISR, Infrared, and Thermal equipment. This also gives the Module and Infrared
Opponent being aimed at a +5 Bonus to Evasion from attacks equipment
made with this weapon if the Opponent has VISR, Thermal, or
Infrared equipment to see the laser.
-20 to Aim Actions if mounted on Top Rail.
Ammo Counter An Ammo Counter that tracks how many rounds are in the Misc. Upper None 0.3 16
weapon. Can be manually programmed to know how many
magazines you’re holding.
[U] Flashlight Lowers any Darkness Penalties by 30, while also lowering Flashlight Any None 0.2 10
Lowlight Penalties by 15.
-20 to Aim Actions if mounted on Top Rail.
[U] Tactical Flashlight Lowers any Darkness Penalties by 40, while also lowering Flashlight Any None 0.4 15
Lowlight Penalties by 10. When in Darkness, Opponents gain a
-20 Penalty To-Hit and a -30 Penalty to Visual Perception Tests.
When in Lowlight, Opponents gain a -10 Penalty To-Hit and a -
15 Penalty to Visual Perception Tests.
-20 to Aim Actions if mounted on Top Rail.
Flash Suppressor Gives a -20 Penalty to Visual Perception to anyone that could Suppressor Barrel None 1.1 20
see the weapon fire by suppressing the weapon’s flash.
Sound Suppressor Gives a -10 Penalty to Hearing Perception Tests to anyone Suppressor Barrel Not used with (X) 15
attempt to spot or find the weapon’s User. Increases weapon’s High-Velocity or
Range by 25% and gives a +1 to Pierce. Increases the Hyper-Velocity
weapon’s weight by 25% and adds +1 Half Action to Aim Ammo
Actions that cannot be reduced.
Cannot work with HV and HYV ammo variants.
Advanced Sound Gives a -30 Penalty to Hearing Perception Tests to anyone that Suppressor Barrel None 2 20
Dampener could hear the weapon fire.
Muzzle Brake Reduces the recoil of a weapon when firing, but increases the Muzzle Barrel None 1.1 45
ability to spot the weapon firing. When fired while unbraced,
the Muzzle Brake gives the Character a +10 Bonus to Strength
Tests as to not drop the weapon.
All Opponents within range to see the weapon fire or
hear it gain a +10 Bonus to Perception to spot the weapon
firing.
Underslung Shotgun Attaches an underbarrel shotgun. Shares the stats with the Underslung Lower Bullpup or Flamer 2.3 35
M45 shotgun, but holds only two Shots. weapon
Underslung Grenade Attaches an underbarrel grenade launcher. Shares the stats Underslung Lower Bullpup or Flamer 2.5 45
Launcher with the M319 Grenade Launcher. weapon
[U] Foregrip When making any Charge or Run Movements, the Penalty Brace Lower None 0.6 15
gained To-Hit is lessened by 10.
[U] Pistol Grip A Pistol Grip is added to the bottom rail in front of the weapon, Brace Lower None 0.4 15
giving a +5 Bonus To-Hit.
[U] Bipod Automatically provides Bracing when deployed. Removes all Brace Lower Sniper Rifles and 2.0 12
bracing-related Penalties. Machine Guns
[U] Tripod Automatically provide Bracing when deployed. Removes all Brace Lower Sniper Rifles and 2.0 12
bracing-related Penalties. Machine Guns
Lightweight Weaponry Halves the weapon’s weight by removing plating and installing Modification N/A None N/A 20
Kit lighter pieces. Halves the weapons Break Points and Weight.
[U] Collapsible/ Replaces the rear of the weapon with a Collapsing or Foldable Brace N/A Must have Stock N/A 15
Folding Stock stock. The weapon can be folded into a smaller package,
allowing Two-Handed weapons to be Concealed.
Extended barrel The weapon has an extended barrel that increases the Modification Barrel Rifle, Bullpup, (X) 80
weapon’s Long Range by 25%. The length of the weapon is Pistol, PDW, LMG,
increased and the weapon’s base weight is increased by 15%. MG, HMG
The Extended Barrel’s weight is 20% of the weapon’s base
weight, or 30% of the weapon’s weight if combined with Heavy
Barrel.
Gives a -20 Penalty for concealing the weapon.
Heavy Barrel The weapon’s heavier barrel decreases the amount of kickback Modification Barrel Any weapon with (X) 80
the user receives when firing. The Heavy Barrel’s (X) weight is rails
20% of the weapon’s base weight, or 30% of the weapon’s base
weight, if combined with Extended Barrel.
When making a Half Action move, the user only takes
a -5 To-Hit Penalty, instead of -10.
When making a Full Action move, the user only takes
a -10 To-Hit Penalty, instead of -20.
When making a Charge Action move, the user only
takes a -20 To-Hit Penalty, instead of -25.
When making a Run Action move, the user only takes
a -25 To-Hit Penalty, instead of -30.
Sawed-Off Barrel Halves the weapon’s barrel length, or removes extensions that Modification Barrel Any Ranged -- 10
give accuracy for better concealment. Gives a +10 to weapon Weapon
concealment and reduces the weight by 10%. Reduces range
by 25% and gives a -10 To Hit. Cannot be stacked with other
Barrel Modifications.
[U] Bayonet A bayonet with the stats of the UNSC Machete. Modification Any None 1.1 40
Weapon Camouflage The weapon is given a camouflage of the user’s choice. Can be Modification N/A None N/A 15
traded in without cost between missions. This does not stack
with the bonuses given from Weapon Ghillie Cover.
Weapon Ghillie Cover Weaponry can get a Ghillie Cover, which gives the weapon a Modification N/A None 1.1 20
+20 to Camouflage, meaning that an Opponent trying to spot
it in the proper Camouflage and background, will have a -20
Penalty to spot it. This does not stack with bonuses given from
Weapon Camouflage.
Canted Irons A small 45-degree offset Rail mount is added to the top of the Modification N/A Rifle, Carbine, 0.2 100
weapon for the use of a secondary Ironsight, Optic, Aiming Pistol, PDW,
Module, or Flashlight. The new rail is diagonally facing, Machine Guns
allowing for one extra non-intrusive attachment.
When using a secondary scope or Ironsight on this
new rail, the weapon must be held diagonally to use. This rail
cannot be used with Sniper Optics.
Shotgun Automatic The user modifies the shotgun to fire as Automatic instead of Modification N/A Shotgun 0.1 (X)
Conversion Pump Action. This cost double the cR of the Shotgun to
perform.
Any weapon that gains the Shotgun Automatic
Conversion doubles the Pump Action Fire Rate and converts it
to Automatic Rate of Fire. For example, a Pump Action (2)
Shotgun becomes Automatic (4).
Weapons that gain the Automatic Conversion gain
the Rifle Reload, instead of Pump Action. This also replaces the
Shotgun’s ammo feed with a Magazine.
Extended Magazine Extended Magazine that offer double the weapon’s Magazine Mag Weapons that use (X) 50
ammunition. This increases the weapon’s weight by 0.05 KG Magazines and
per round in the original Magazine. Clips
Due to the larger Magazine size, firing the weapon
Prone gives a -5 Penalty To-Hit.
Drum Magazine A Drum Magazine that offers triple the ammunition in the Magazine Mag Weapons that use (X) 65
weapon’s Magazine. Any weapon’s Magazine is tripled, Magazines and
increasing the weapon’s weight by 0.05 KG per round, Clips
multiplied by 2, in the original Magazine.
Dual-Sided Magazine Two linked Magazines at opposing ends. The Magazines each Magazine Mag Weapons that use (X) 35
empty as usual, but when reloading from one of the linked Magazines and
Magazines to another lower the weapon’s Base Reload Time Clips
by -2.
Due to the longer Magazine size, firing the weapon
Prone gives a -5 Penalty To-Hit.
Extended Belt The belt of any belt-fed weapon is doubled in size. This Magazine Mag Belt-Fed (X) 75
increases the weight of the weapon by 0.05 KG per round in Weapons
the belt.
Bullet Loop A Loop that holds up to six Shotgun Shells, allowing the Misc. N/A Shotguns 0.2 10
Character to use a Reaction to reload one extra Shell in a
Round.
Weapon Ballistics A small Shield that is able to offer 12 Armory to the Head Misc. N/A None 2.1 25
Shield during Aim Actions, or if used as a Shield.

WEAPONRY RAIL MOUNT TABLE


Weapon Classification Rails Available Example Weapon
Pistol, SMG, and PDW Upper, Lower, Barrel Makarov PM, Sig P226, Baretta 92FS, Mateba MTR-8
Assault Rifle Upper, Lower, Side, Barrel M16A1, HK416, FAMAS-G2, AN-94
Shotgun Upper, Lower, Side, Barrel Armsel Striker, USAS-12, Neostead 2000, Saiga-12
Marksman and Battle Rifle Upper, Lower, Side, Barrel C1A1, SR-25, MK. 17, ParaFAL
Sniper Rifle Upper, Lower, Barrel L96A1, M40A7, SV-338, Remington MSR
Light Machine Gun Upper, Lower, Side, Barrel M27 IAR, Mark 48, QJY-88, HK MG4E
Medium Machine Gun Upper, Lower, Side, Barrel
Heavy Machine Gun Upper, Lower, Barrel
Heavy Ordnance Side
Flamethrowers (Note: Cannot use optics) Lower, Side
GENERAL
EQUIPMENT BENEFITS WEIGHT cR PRICE
Polypropylene Rope A Polypropylene Rope that is 10mm in Diameter, able to withstand 1,100 KG of force before breaking. -- --
Each Meter is 1 kg and 2 cR.
Earplugs Military-Grade earplugs that allow Characters to ignore any hearing-based Penalties given by 0.1 1
Flashbangs or loud noises. Gives a -40 Penalty to Hearing-based Perception Tests. Comes with 10 sets.
Whistle A small, yet loud whistle. 0.2 4
Field Rations A package of 10 cans, each filled with food that have a 6-year shelf life. Each can will feed a 2.5 2
Character for a day.
Signal Flare: Bright A bright flare that is activated by snapping the top off. Flame (1D5) when held against someone. Can be 1 5
seem up to 2KM away and lasts for 10 Rounds. Can be used in any weather
condition and works underwater.
Signal Flare: Smoke A smoke-based signal flare activated by snapping the top off. Can be seen from 6 KM away 1 5
and lasts 10 Rounds.
MRE Military prepackaged foods that have a shelf life of 10 years. One meal is enough to feed a Character. 0.2 1
Comes with 5 Meals.
Camping Stool A stool for sitting. Has multiple size settings for comfort. 1.1 3
Portable Wind Generator A wind-powered generator that can power small equipment, such as phones and beacons. 24.1 80
Duct Tape Common Duct Tape, water-proof. 0.3 2
Handcuffs Used to bind a Character's hands or ankles. To escape, a Character must roll a -60 Security Test or a -70 1.4 12
Strength Test. The Handcuffs have an Armor Rating of 14 and 50 Break Points.
Hygiene Set A set of personal health and cleanliness items, such as toothpaste, lotion, brushes, anti-perspirant, soap, 3 6
and shampoo.
Cigarette Pack A tobacco product. Each pack has 10 cigarettes. 0.1 1
Vacuum Adhesive A strong sticky substance used to patch rips and tears in vacuum-sealed suits and equipment. 1.2 20
Sealant Contains 5 uses per tube and takes 1 Round to dry once applied.

HELMET AND FACE EQUIPMENT


EQUIPMENT BENEFITS WEIGHT cR PRICE
Polarized Goggles Halves all bright-light based visual Penalties. 0.6 30
Gas Mask Allows user to breathe in toxic environments. Comes with 5 disposable filters, each can last 1.4 20
24 hours. Filters cost 5 cR each.
Helmet Recorder Records any instance that the soldier sees. Stores 200 hours of high-quality footage and 0.3 15
features a 4x zoom.
Balaclava Face mask for warmth and face protection from harsh environments. 0.2 1
Binoculars A set of common binoculars that can scale between x1 to x15 Zoom. 2.2 5
Electronic Binoculars An electronic binocular set that have six zoom functions, x2, x3, x4, x6, x12, and x20. 2.4 10
Infrared Goggles Give the character ability to see Infrared, allowing them to see heat signatures and infrared devices such 0.5 20
as lasers. Gives a +15 Bonus to Opposing an Opponent's Camouflage Test.
Halves all Penalties from Darkness.
IR Lamp and Laser IR Lamp and Laser is an eyepiece that creates an IR-trackable laser that points towards 0.2 5
where the Character's eye is looking.
Sun Goggles Reduces bright-light based visual Penalties by 20. 0.2 2
Night Vision Device Lowers Darkness Penalties by 50 and Lowlight Penalties by 5. 0.9 25
Standard Eye Protection Standard glasses and goggles that protect the user from harsh winds, debris, and cold 0.1 1
Wear weather.
Headlamp A light that can be worn on the head. Lowers Darkness Penalties by 30, and Lowlight 0.2 4
Penalties by 10.
Ballistic Mask An armored mask that protects the Character's face with an Armor Rating of 10. 1 35
Helmet Radar A radar that is placed on the rear of a helmet that scans for movement from up to 20 0.4 45
Meters out. Will warn User with a ping noise.

CLOTHING
EQUIPMENT BENEFITS WEIGHT cR PRICE
Ghillie Cloak The Ghillie Cloak offers a +20 Bonus to Camouflage when used in matching surroundings. The Ghillie 2.7 16
Cloak does not offer Camouflage to any large weapon, like launchers, sniper rifles, or machine guns.
The Ghillie Cloak covers the body from head to toe. It takes 7 Full Actions to
equip or remove the cloak. The Ghillie Cloak overrides any worn Camouflage underneath it.

Fire Resistance Dressing A fire-resistant one-piece suit. Halves both Penalties and Damage from Fire. Takes 20 Rounds to 4.1 25
equip or remove. Cannot be worn with Body Armor.
Cold Resistance Dressing A cold-resistant one-piece suit. Halves both Penalties and Damage from cold. Takes 20 4.1 25
Rounds to equip or remove. Cannot be used with Body Armor.
Waterproof Dressing Protects the Character from rain, allowing them to ignore 10 from any Penalties given from 4.1 15
rain when used with Physical Characteristics (Strength, Toughness, and Agility).
CARRYING DEVICES

EQUIPMENT BENEFITS WEIGHT cR PRICE


[U] Hardcase A briefcase-like armored carrying device. Capable of carrying up to 14 Magazines, Grenades, and 4.2 9
Clips, or anything of equivalent size. The Hardcase has 50 Break Points and 15 Armor Rating. Does
not stack Armor Rating with armor worn by the User.
[U] Tactical Hardcase A pouch-like armored carrying device. The Tactical Hardcase has an Armor Rating of 11. Capable of 1.3 10
carrying up to 5 Magazines, Grenades, and Clips, or anything of equivalent size. The Hardcase has
50 Break Points and 15 Armor Rating. Does not stack Armor Rating with armor worn by the User.
[U] Softcase Soft bagged Carrying Device similar to a briefcase or backpack. Carries 20 Magazines or Grenades, 0.5 2
or the size equivalent.
[U] Tactical Softcase Soft bagged carrying pouch. Carries 7 Magazines or Grenades, or size equivalent. 0.3 3
[U] Tactical Thigh Rigs Thigh armored carrying device with an Armor Rating of 18. Carries 3 Magazines or Grenades, or 1.1 18
the size equivalent. The Thigh Rig has 50 Break Points. Does not stack Armor Rating with armor
worn by the User.
[U] Weapon Holster Holds weapons through simple latches and holsters. 0.2 2
[U] Ammunition Pouch Ammunition pouch. Carries 8 standard size Magazines or Grenades, or the size equivalent. 0.5 2
[U] Utility Webbing Holds 6 Hardcases, Tactical Softcases, Tactical holsters, pouches, and casings to the Character’s 0.1 8
armor.
Magnetized Weapon Holster Holds Weapons with powerful magnets. No chance of a weapon being lost or stolen if the magnet 0.8 11
is active.
[U] Blastproof Clear Casing Blast-proof casing for electronic devices. 16 Armor Rating and 40 Break Points. 0.5 10
[U] M/LBE Hard Case Blast-Proof backpack. 16 Armor. Carries 12 magazines or Grenades, or the size equivalent. 1.1 30
[U] Medical Rucksack A Medical extension to the M/LBE Hard Case. Can hold up to two Medical Kits, 10 Biofoam 0.4 10
Canisters, and 10 sets of medication of the Player’s choice.
[U] Ammunition Bandolier A bandolier that is worn over armor/clothing that can hold up to 100 shotgun shells, 150 rifle and 0.8 10
pistol Rounds, 50 Sniper Rounds, and 10 Grenades, railgun, and 40mm Grenades. Must choose
ammunition type at purchase.
[U] Weapon Sling A small sling that is worn over Armor and clothing that can be used to add an extra Weapon 0.3 13
Hardpoint to the Character. Any weapon being held in a Weapon Sling cannot be used with the
Quick Draw Ability.
[U] Utility Rig Used to attach various equipment by clips. Can hold up to 10 KG. 0.2 10
[U] Clear Casing A casing unit that can be purchased for any electronic device. Allows it to be used while 0.2 22
having an Armor of 16 and 50 Break Points.
a Soft-bagged carrying device kept on the back. Carries 14 Units. 0.8 5
Rucksack Soft-bagged carrying device with straps for carrying. Carries 25 Units. 1.4 15
Deployment Bag Foldable Soft-bagged carrying device that folds out into a 2-Meter-long device. Items can be 2.1 20
strapped into various sections. Can carry 35 Units.
Hydration Pack A pack that holds 4 Liters of water, has 2-Meter-Long straw to drink on the move. 1.4 15
Load Bearing Equipment A large-scale backpack that lets the Character carry 50 Units. 2.3 25
Pack

The following are examples of how many Units an item takes up. The GM has final say, as not everything can be accounted for, and not all types
of similar equipment and weaponry are the same size.

ITEM EQUIVELANT AMOUNT ITEM EQUIVELANT AMOUNT


Magazine 1 Unit Pistol 3 Units
10 8 Gauge Shells 1 Unit Rifle 8 Units
12 12 Gauge Shells 1 Unit Heavy Weapon 12 Units
Handheld Rocket, Missile 4 Units Article of Clothing 3 Units
250 Round Ammo Belt 4 Units Handheld Device 2 Units
Extended Ammo Belt 8 Units Laptop, Tablet 2 Units
Extended Magazine 2 Units Grenade 1 Unit
Drum Magazine 2 Units Small Rocket/Missile 9 Units
PROTECTION

EQUIPMENT BENEFITS WEIGHT cR PRICE


Anti-Ballistics Riot Shield The Anti-Ballistics Riot Shield acts as mobile cover for the Character. The shield is composite metal 4.2 15
with a hardened plastic viewport to see through. The Shield covers the
Character's full body, and has an Armor Rating of 16 with 90 Break Points.
Heavy Ballistics Shield A heavy anti-ballistics shield that acts as semi-mobile cover for the Character. The shield is made of 8.4 34
composite metal with a large hardened plastic viewport to see through. The Shield is able to cover the
Character's full body, and has an Armor Rating of 20, with 120 Break
Points.
Ballistics Blanket A blanket lined with anti-ballistic plating that may be hung up or draped. Able to cover two 10.1 30
Characters completely and has an Armor Rating of 12 and 70 Break Points.
Deployable Anti-Ballistics Large-scale anti-ballistics shield that acts as cover for the Character. The Shield is a foldable unit that 20.4 55
Shield can be placed on the ground, locked into place, and then deployed. When deployed, the Shield is 2
Meters tall and can protect two Characters, fully, at a time. The
Shield has an Armor Rating of 25 and 250 Break Points.

COMPUTING EQUIPMENT

EQUIPMENT BENEFITS WEIGHT cR PRICE


Radio Backpack An armored radio unit carried by a backpack or other large carrying device. Can send audio and limited 5 25
files up to 20 Kilometers. Armored, giving it 12 Armor and 40 Break Points.
Ear Comms A small ear-held communication device that can send an audio signal up to 2 Kilometers. 0.1 12
HCLOS Radio Unit A powerful, high-capacity line of sight radio unit that can send audio and files through a portable 4.2 30
antenna. Information can be sent up to 160 Kilometers in clear conditions. Harsh
conditions will halve distance.
Cellphone A standard smartphone (or dumbphone depending on preferences) that acts as a normal 0.3 10
phone.
Armored Cellphone An armored dumbphone that has 13 Armor and 75 Breakpoints. 0.6 15
NAV Marker Transmitter A small ground tracking antenna that transmits a secure signal with current GPS location 0.9 22
and a limited 20-character message. Transmits up to 12 Kilometers.
Panic Button Portable device the size of a small button that will transmit a hazard or emergency signal. Transmits 0.1 18
the signal with a limited 10-character message. Sends transmission up to 3
Kilometers.
Emergency Location A portable antenna that sends an emergency beacon up to 30 Kilometers. Can send a 2.4 40
Device limited 50-character message alongside current GPS location.
Remote Detonation A small detonator that can be synced up to Demolition and Satchel Charge explosives. Has a range of 0.4 20
Device up to 40 Meters. At the press of the button, or an input of a 6-digit chosen pin number, the synced
explosives will detonate. Can also be used to set timed detonation of
synced explosives.
GPS Unit Portable GPU location device that can track and share GPS locations with other GPS devices 0.4 20
and computers. Can be used to track allied GPS units as long as it has a signal.
Video Processor A video processor is a receiver that can be attacked to devices to send low-quality video signals to 1 16
other computers. Can capture up to 10 minutes of video and transmit it over
small and weak signals.
Edge Device Tablet Portable tablet that can be synced with GPS units to track locations and targets. Has 12 1 25
Armor and 45 Break Points.
Armored Personnel A military-issue laptop with all the capabilities of a modern laptop. Has 12 Armor and 50 6.3 100
Laptop Break Points.
4G/LTE Radio A man-sized 4G/LTE broadcasting antenna that creates a limited 4G signal to communicate with those 8.4 140
Broadcaster who have the chosen password. Signal can transmit large data over a 10
Kilometer radius.
SENSORS

EQUIPMENT BENEFITS WEIGHT cR PRICE


Buried Threats CDS A detection unit that can scan up to 2 Meters underground. Will detect explosive ordnance, improvised 3.1 52
Scanner explosive devices, mines, and any other buried/concealed threats.
Radar Warning Receiver A detection unit that uses radio frequencies to detect and track the possible locations of Sensors, Radars, 4.1 56
and Jamming equipment. When within the device's range, the Radar
Warning Receiver will warn the User.
Target Designator Man-portable laser target designator system. Has a display camera, thermal imager, and laser 2.5 25
Rangefinder spotter. Uses an electronic display or connects to computers with screens. Used to calculate
coordinates of locations up to 3,000 Meters away. Able to track, send, and receive GPS locations of
targets and itself. Gives a +10 Bonus to Laser-Guided missiles and
can target locations to send to others.
Laser Marker A small laser designator that is able to mark units up to 500 Meters. Targets designated will give laser- 2.2 25
guided attacks a +10 Bonus To Hit.
Movement Tracking A man-sized antenna that is able to track movement within 40 Meters of it. Able to send and receive 18.7 280
System GPS information of any targets within its range when spotting movement or
large heat sources.
Heartbeat Sensor A small screen device that pulses a small signal which receives feedback based on nearby heartbeats. 1.5 35
The unit is able to track heartbeats through crowds and even thick walls, and uses x-rays to perform
this action. Tracks heartbeats up to 10 Meters away, and will send
out a notification if a heartbeat has been sensed within its range.
Through-Wall Movement A 2x1 Meter pad that is set up against a wall. Any movement on the other side of the wall will be 4.9 120
Detection sensed and a notification will be sent to the user. Able to sense movement 5 Meters
out.
[U] Heat Detection System Small camera system that scans for heat and can send a visual display to a computer. Able to show 1.2 50
body heat and track Camouflaged personnel within 25 Meters of the camera. Able
to send a notification to devices when sources are detected.
[U] Radio Wave Sensor Handheld device that is able to track used Radio Frequencies, alongside a frequency strength reader 1.5 63
that displays how strong the signal is in your current location. Able to alert
the user when readable or even protected frequencies are found.
[U] Seismic Detector A detection system that can track seismic activity. Able to detect small enough movement 2 15
to register walking movement within 5 Meters of the device, or even far-off explosives.
CBRN Detection Unit A small computing scanner that detects and gives information on chemical and radioactive 0.7 15
materials, or any other airborne or grounded contaminant.
Mine Detector The Mine Detector is able to detect working explosives up to 5 Meters away. Tells the direction, 2.7 45
distance, and depth of the detected item.
[U] Metal Detector The Metal Detector is able to detect metals up to 6 Meters away. Tells the direction, 2.7 35
distance, and depth, as well as the type of Metal that was found.
Geiger Counter A radioactive scanner that is able to detect the amount of dangerous radiation in the area. 1.8 26
Will give off warnings when radiation levels are becoming damaging or fatal.

ELECTRONIC WARFARE AND JAMMERS

EQUIPMENT BENEFITS WEIGHT cR PRICE


Infrared Jammer An infrared countermeasure device that fires flak off that causes any infrared guidance weapons to fail 12.4 250
and miss their target.
Will also cause any heat detection unit to fail its purpose by blinding them. Will
cause any of these devices to fail within a 10 Meter distance of the Jammer.
Radio Frequency Jammer A man-sized antenna that jams selected radio frequencies up to a 400 Meter Radius. 22 305
GPS Jamming System A man-sized antenna that jams selected GPS transmissions and information up to a 300 Meter 22 290
Radius.
Anti-Jamming System A unit that counters one of any Jamming system chosen at purchase. Must be within 55 15.9 245
Meters of the Jamming system to work.
AERIAL GEAR
EQUIPMENT BENEFITS WEIGHT cR PRICE
[U] Parachute A Parachute that is able to hold up to 160 KG in weight. Characters using the Parachute at or under 8 12
the weight limit can take no Damage from the fall. If over this limit, Parachutes only halve Fall Damage.
If at or over double the weight, the Parachute is useless.
Heavy Parachute A Parachute that is able to hold up to 220 KG in weight. Characters using the Parachute at or under 14 20
the weight limit can take no Damage from the fall. If over this limit, Parachutes only halve Fall Damage.
If at or over double the weight, the Parachute is useless.
Cargo Parachute A Parachute that is able to hold up to 1,600 KG in weight. Characters using the Parachute at or under 28 100
the weight limit can take no Damage from the fall. If over this limit, Parachutes only halve Fall Damage.
If at or over double the weight, the Parachute is useless.

SHELTER
EQUIPMENT BENEFITS WEIGHT cR PRICE
[U] Two-Man Tent Weather-proof tent that fits two people. When staked down, tent can resist up to 80 KP/H 1.8 8
Winds.
[U] Group Tent Weather-proof tent that fits five people. When staked down, tent can resist up to 80 KP/H 4 18
Winds.
[U] Large Tent Weather-proof tent that fits ten people. When staked down, tent can resist up to 80 KP/H Winds. 6.3 28
Rapid Deployment A deployable small building that can fit up to ten people. Takes 2 Hours to build, and fits in 300 100
Shelter a draggable box.
[U] Portable Surgery Unit A deployable small building that can fit up to four People. Takes 10 Minutes to build, and 300 80
fits into a draggable box when broken down.
Bulletproof Sentry Box A small deployable cover that can fit two People. Has small windows to fire out of, and has 1200 150
15 Armor.

SURVIVAL
All Survival equipment are considered [U]
EQUIPMENT BENEFITS WEIGHT cR PRICE
Water Canteen A leak-proof survival canteen with a lock top and 2-liter capacity. 0.2 2
Stove Canteen A pot-like canteen for cooking and storing food. Contains a lock top and a 3-liter capacity. 0.2 2
Floatation Vest An adjustable floatation vest that allows up to 210 KG float in water. 1.5 5
Water Purification A portable multi-tank water purification system. It can process 1 liter of water every two hours. Must 2.1 20
System be cleaned after each use, else the water will not be purified.
Sleep Cot A small cot bed for a single person, can hold up to 190 KG before tearing. 5.4 5
Duffle Bag Soft bagged Carrying Device like a briefcase or backpack. Carries 25 Magazines or Grenades, or the size 1.2 5
equivalent.
Sleeping Bag A weather-proof sleeping bag that fits a user of up to 6’3, else, the Character will not comfortably fit 2.5 3
in the sleeping bag.
Poly Rope A Polypropylene rope that can hold up to 550 KG. Comes in a bundle of 35 meters. 15 10
Magnetic Compass A standard magnetic compass that is not effected by EMP or any other sort of digital or electrical attack. 0.1 1
Survival Blanket A weather-proof blanket that uses a thermal lining to keep the user in a more comfortable 1.6 5
temperature, closer to their body-heat.
Fuel Canister A 5-liter fuel can for water or any other fuel. 2 5
Hand-Crank Generator Generator that can function by either hydrogen or hand-cranking. Hand Cranking can power lights and 22 100
other lightweight pieces of electrical equipment, while the Hydrogen generator is able to power most
any equipment. Hydrogen generator is able to run for 8 hours per 1 liter of water.
Area Heater A small heater that can heat an area large enough to fill a large dome tent. Can run for 15 hours on 2.1 30
one liter of water.
Portable Food Stove A small stove that can prepare food. Can run for 20 hours on one liter of water. 1.1 25
Traxus Emergency Lamp A bright lamp that can run for 200 hours on one liter of water. 0.8 20
Grappling Hook A metal rod with hooks on them that allow for easier climbing when attached to a rope. +10 to Climbing 0.2 5
Tests.
Toolbox A metal toolbox that can hold several tools and other items. 0.2 4
Windproof Storm Match Strong matches that can be used in even the heaviest of downpours. Allows for the lighting of fire even 0.1 10
in rain and harsh wind. The set comes with 25 Matches. Each last for 16 Seconds (4 Rounds), when
being used in harsh weather.
Waterproof Fire Starter Small dark-green cubes that when cracked open, begin to spark and get hot. After 8 Seconds (2 0.1 10
Rounds), it begins to burn. Works in wind and in rain. Comes with 8 cubes.
Wire Cutters Common pair of large-scale wire cutters. Able to cut large chain links and other pieces of metal. More 1.2 10
than strong enough to cut off a finger of any race. On Helpless or Stunned Characters that cannot fight
back, Melee Attacks with Wire Cutters deal 1D10 +9 Damage, with 15 Pierce. If not against a Helpless
or Stunned Character, Melee Attacks with this weapon gain a -30 To Hit.
Heavy Duty Bolt Cutters Powerful bolt cutters, 1.3 meters long. Strong enough to cut through even Covenant metals and locks, 1.7 20
and can even lop off the fingers of any known Race. On Helpless or Stunned Characters that cannot
fight back, Melee Attacks with Bolt Cutters deal 2D10 +6 Damage, with 15 Pierce. If not against a
Helpless or Stunned Character, Melee Attacks with this weapon gain a -30 To Hit.
Chemical Light Sticks A Chemical Light Stick is a bendable tube, that when bent, begins to glow. Gives a +10 in any Dark or 0.1 2
Pitch-Black scenarios. Lasts for 8 hours. 10 comes in a single pack.
Lighter A lighter with a flip-off top that is able to produce flame. Has enough fuel for 100 uses. 0.1 3
Flint and Steel A string with two ends, one with flint, and the other steel. When hit against each other, it creates 0.1 2
sparks that can start fires. 100 uses per each Flint and Steel set. Can take up to 4 Rounds to start a fire.
Fishing Equipment Kit A fishing kit that contains a folding fishing rod that can withstand up to 100 KG of tension, ten hooks 4.5 15
and bobbers, a spool of 1550 meters of fishing line that can withstand up to 60 kg of tension, 50 pieces
of bate, and a fishing net that can hold up to 60 kg of weight.
Signal Mirror A small mirror for reflecting light like a small warning beacon. 0.1 1
Flare Gun A small firearm that fires a 40mm Parachute Flare up to 150 meters. It deals 1D10 damage, with 0.3 15
Flame(1D5) on impact.
Whistle A small whistle. 0.1 1
Mess Kit Silverware set: Spoons, knives, forks, plates, and other pieces of silverware for eating. 0.3 5
SOS Knife Kit A special multi-tool knife that contains the following tools: Screwdriver, corkscrew, small blade, 0.2 15
sharpening stone, toothpick, tweezers, wood saw, large blade, metal saw, scissor.
Animal Snare A snare kit to entrap small animals. 0.4 5
Geiger Counter A radiation detector that can track radioactive material from up to 10 meters away. 0.6 10
Field Rations Packages of canned and sealed food that have up to 6 years shelf life. One package has enough food 2.5 2
to nourish and last a Character 5 days of 3 full meals.
Potassium Iodide Tablets These helps protect the user from Radiation Poisoning 10 minutes after taking the tablet. The 0.1 10
Character is able to take a +20 Toughness Test every time they’d gain Radiation Poisoning or take a
Fatigue from Radiation Poisoning to ignore it. Comes with 14 Tablets.
Rain Poncho Protects the user from rain. Comes in a small pack of 10. 0.3 5
Camouflage Netting A fireproof netting that can be purchased in any Camouflage Environment, that gives +30 to 0.9 8
Camouflage Tests. Camouflage Netting is a large 5 by 5 Meter netting that can be draped or set up over
objects.
Sandbag Stackable sandbag used to hold back water and even ammunition. Sandbags are .5 Meters long, .3 12 1
Meters wide, and .2 Meters tall.
Blowtorch A blowtorch that can be used in any atmosphere and underwater. This blowtorch is plasma-based and 2.1 20
will sear through any metal, given enough time. For every 2 points of Armor or Cover Points something
gives, it takes 1 Half Action to cut through a small portion of it. The Blowtorch deals 1D10 +4 Damage,
with a 20 Pierce.
Signal Flare Bright A bright flare that is activated by snapping the top off. Flame (1D5). Can be seen from 2 KM away and 1 5
lasts up to 1 hour.
Signal Flare Smoke A smoke-based signal Flare that is activated by snapping the top off. Can be seen from 6 KM away and 1 5
lasts up to 10 Rounds.
MEDICAL

EQUIPMENT BENEFITS WEIGHT cR PRICE


Potassium Iodide When taken, gives the Character a +10 to Toughness Tests when defending against negative effects of 0.1 6
Tablets radiation. One dose will last 5 hours, and each kit comes with 15 doses. Taking more than three within
24 hours will instead give the Character a -10 Penalty to
Toughness Tests, instead of the Bonus.
Biomedical Used as a Full Action, Biomedical Foam is an expanding antiseptic foam that removes 2D5 Fatigue and 0.9 10
Foam Canister 3D5 Wounds, but removes their ability to naturally heal any Wounds or recover Fatigue until they receive
an Extended Medical Test. Each time a Biofoam Canister is used after the first, it heals one less 1D5 for
Fatigue and Wounds.
Chorotazine Removes 1 degree of Fatigue per use. Will cause Fatigue, instead of removing it, if used 0.1 4
more than twice a day. Comes with 5 uses.
Surgical Kit Surgical Kits allow Characters to perform more complicated medical Tests, such as treating wounds that 2.1 15
need surgery or making Extended Care Tests.
Self-Adhering Antiseptic Specialized antiseptic that heals 1 Wound and removes 1D5 Fatigue. Taking more than three times in 0.3 5
BD an hour will cause +3 Fatigue per additional use and cannot remove Fatigue until an Extended Care
Action is made on the Character. Comes with 5 Uses, takes 1 Half
Action to apply one usage.
Morphine Removes penalties due to joint damage and wounds for 1D5+Toughness Modifier hours. - 20 Penalty 0.2 10
To-Hit and for any Perception Tests. Each dose given to a player gives them 2 degrees of fatigue. 5
uses. Morphine allows the character to ignore Fatigue from bruising. Any more than Toughness
Modifier + 2 doses will kill the character on a failed Toughness Check. If the check is passed, the
character slips into a coma for 1D5 hours per every dose
given.
Medical Equipment Kit Comes with all the tools needed for a Medic to perform Medical Actions. Does not come with the 4.5 15
equipment needed for Surgical Tests or Extended Care.
Dermacortic Steroids Standard steroid drug that doubles the healing of wounds per day. Dangerous when used with any other 0.2 20
Medication. If used with other medical, Wounds are still gathered, but
Character gains +5D10 levels of Fatigue.
Trauma Kit A Medical Kit that contains Cauterizers, Hemostats, Cyanoacrylates, and a Skin Stapler. With a Full 2.4 20
Action Medication Test, the Character is able to remove up to three chosen
Special Damage Characteristic debuffs, such as lowered Toughness, or penalties to Actions.
Prosthetic Limb A replacement limb that is able to replace the Player's Arm, Leg, Foot, or Hand. Has an Armor of 12 and 2 arm, 4 30
50 Break Points. The limb cannot take Fatigue and has no real feeling. It can be controlled by the User, leg
but will come with drawbacks. Leg and Foot prosthetics come with a -10 to Agility when figuring
Movement Speed. Arm and Hand prosthetics give the Character a -10 to Tests dealing with picking up
or using Equipment, such as Medical Tests or even the Quickdraw Ability. The GM may decide what
Actions take Penalties.
Penalties do stack with other Prosthetic Limb Penalties.
Limb Splint Reduces any movement penalties from a broken or heavily damaged leg by half. 1.2 11
WAR DOG ARMOR
STR T AG WFR WFM INT PER CR CH LD A Dog is able to be given Armor based on standard UNSC Battle Dress Uniforms
25 35 45 1 35 10 30 25 10 5 and ODST Battle Dress Uniforms. These cost the same as the normal armor, but
+4 MYTHIC CHARACTERISTICS weigh 1/3rd of the armor they are given.
WOUNDS 25 LUCK 2
JUMP 1.5 Meters LEAP 4 A Dog will act on its own, but with incredible loyalty to its master. A
55 centimeters (1’8 ft.) – 65 centimeters (2’1 ft.) Dog will follow its master as much as possible and will heed most
22 kilograms (49 lb.) – 40 kilograms (88 lb.) orders given. If a Dog understands that something would cause major
SIZE: Small harm to it, such as being ordered to jump across a gap it couldn’t
The Dog has the Outstanding Olfactory Ability. possibly cover, a Dog will not obey such an order.
DOG CARRY WEIGHT Dogs are knowledgeable in multiple commands, which are
The average War Dog should never carry more than 30% of their body weight.
shown in the list below.
The Average War Dog can safely carry up to 10.5 KG. Any more and the Dog will
begin taking Fatigue for every Kilometer traveled.
DOG WALKING AND RIDING DISTANCE COMMAND ACTION TAKEN
The average Dog is able to travel upwards of 90 Kilometers a day. After this, Watch The Dog will watch the location it’s in for any
Fatigue begins to set into the dog, 1D5 Fatigue every Kilometer traveled after. intruders or known Opponents.
The average Dog can Run for 6 hours straight without the need of Drop It The Dog will drop whatever it is holding.
rest. After the first 6 hours, Fatigue begins to set in, causing 1D5 levels of Fatigue Stay The Dog will stay in its current position.
for every hour without rest.
Fetch The Dog will fetch a thrown item, or an item
DOG MOVEMENT SPEED
pointed at by the master.
Half Move Full Move Charge Run
Attack The Dog will perform the most useful move it can
8 16 24 48
WAR DOG ATTACKS
think of with a given circumstance. If the Dog has
War Dogs are trained for takedown and killing blows. The average War Dog is proper distance, the Dog will open with a Rush
able to jump high enough to reach the throat of any Human or even Jiralhanae. Attack, else the Dog will most likely use a
EXPERIENCE Takedown or Bite.
The War Dog is able to gain Experience the same as any other Character. The GM Specified Saying “Attack” and then an Attack name, the Dog
must approve any possible Characteristic Advancement, Skill, or Ability taken. Attack will perform that specified Attack.
The Dog cannot take Educations. Dogs gain half the normal Experience gained. Heel The Dog stops moving and will generally join up
PRICE with the master if nearby.
250 cR
Bark or Speak The Dog will bark.
Here or Come The Dog will rush to the master.
RUSH
During a Charge or Run, the Dog leaps into the air, grabbing an Opponent’s arm
Up or Jump The Dog will Jump up to a specified location or to
to jerk their entire body downward. The Dog performs a Warfare Melee Attack. the master or stop laying down.
Once connected, the Attack deals 2D10 + Strength Modifier Piercing Damage, No The Dog will usually understand that the master is
with 4 Pierce. displeased with the Dog’s current actions.
Even if Damage was not made, the Dog may still attempt to pull the Pay Attention Saying this, or the Dog’s name, will cause the Dog
Opponent down with an Opposed Strength Test. If the Dog succeeds, the to pay attention to the master.
Opponent is dropped to the ground.
Shame The Dog understands that whatever it was doing is
The Rush Attack is a Full Action that can only be made if Charging or
Running. bad, will usually attempt to not do those actions
anymore.
TAKEDOWN Down The Dog will jump down from wherever it is at, if
Without Charging or Rushing, the Dog attempts to latch onto and pull down an at an elevated position.
Opponent. This Attack is like Rush, but deals 1D10 + Strength Modifier Piercing Sit The Dog will sit in place.
Damage, with 4 Pierce. Lay Down The Dog will lay down in place.
Even if Damage was not made, the Dog may still attempt to pull the Search If given a specified object with a smell, the Dog will
Opponent down with an Opposed Strength Test. If successful, the Dog will drop begin tracking for the whereabouts of the smell’s
their Opponent to the ground.
source.
Go On The Dog will perform a blind search, where it will
BITE
alert its master of anything the Dog may view out
A Dog’s Bite is their standard Attack, dealing 1D10 + Strength Modifier Piercing
Damage, with 4 Pierce. The average Dog is able to deal 2 Attacks per Half Action. of the ordinary or other Humans.
If the Dog is facing an Opponent who Is prone or knocked down, it is Go Forward The Dog will begin to run ahead of the master in
able to attack the jugular, a neck Sublocation, without Penalty. The Dog is able the general direction traveled and scout ahead.
to deal 3D10 + Strength Modifier Piercing Damage, with 4 Pierce. Crawl The Dog begins to crawl.
Shake The Dog will shake hands.
PULL Go Over The Dog will jump over and clear obstacles ahead
The Dog attempts to latch onto its Opponent with a Warfare Melee Test. If of it.
Successful, the Dog will deal 1D10 + Strength Modifier Pierce Attack, with 4
Good The Dog understands that what it did pleased their
Pierce.
If the Dog landed the Attack, they’re able to do a +10 Strength Test master.
to Pull their Opponent 1 Meter in the direction of their choosing. The Dog may Dig The Dog will begin digging in a specified location.
choose to keep hold of the Opponent to attempt another Pull next Round, while
the Opponent may attempt to escape or Attack one-handed.
ARMORS AND BATTLE DRESS UNIFORM CREATION

CREATING YOUR PERSONAL ARMOR ARMOR PLATING


Because there are thousands of types of body armor used in the Armor plating are extra Armor given from slip-in plates that are
world, so The Armory gives you a system to build any type of Armor installed into the armor. All Body Armor allow for these Plates to be
you want. The following section allows you to choose an Armor Type installed.
and modify it, if you’d like. Plating has Break Points, meaning they break once the Break
Points reach 0. Plating ignores Pierce when reducing Break Points.
BUILDING YOUR ARMOR It takes one Half Action to replace a single Plate.
If you’re wanting to purchase normal Body Armor without
modification, that is an option. To get the most out of your armor, ARMOR LAYERING
you’ll want to at least install Armor plating. Armor Layering are layers of extra protection installed either on top
of or underneath the Armor that you’ve built out. These Layers come
ARMOR VARIANT with price, weight, and effects that modify how the Character may
Armor Variants are the types that Body Armor come in, whether it be interact in combat. EOD and Flak Layering cannot be stacked.
covert Armor, like Undercover and Concealable body armor, or overt
styles like Standard, Heavy, and Super Heavy. ARMOR PERMUTATIONS
If an Armor Variant is not chosen, it is considered the Armor Permutations are not Armor Modifications. Permutations are
Standard Armor Style. additional pieces of Armor equipment that can be installed onto
Armor as additional utilities.

BASE ARMOR TYPE


ARMOR WEIGHT PRICE BASE ARMOR RATING SPECIAL INFORMATION
Type I Armor 7.8 kg 25 cR Head Chest Arms Legs Type I Armor is the minimum protection body armor has to offer.
10 10 10 10 Type I Armor was introduced in the 1970s.
Type II-A Armor 8.3 kg 30 cR Head Chest Arms Legs
10 11 11 11
Type II Armor 8.9 kg 35 cR Head Chest Arms Legs
11 12 11 11
Type III-A Armor 9.5 kg 40 cR Head Chest Arms Legs
12 13 12 12
Type III Armor 10.1 kg 45 cR Head Chest Arms Legs
13 14 13 13
Type IV Armor 11.5 kg 50 cR Head Chest Arms Legs
14 15 14 14

ARMOR VARIANT
VARIANT WEIGHT PRICE MODIFICATION SPECIAL INFORMATION
Undercover -5 kg -15 cR -3 Armor on all Locations Can be worn under normal clothing, completely unnoticeable.
Concealable -4 kg -10 cR -2 Armor on all Locations -30 Penalty for noticing this Armor, can fit under any clothing.
Light Armor -3 kg -5 cR -1 Armor on all Locations -10 Penalty for noticing this Armor, can fit under heavy clothing.
Standard -- -- -- --
Heavy Armor +6 kg +10 cR +2 Armor on all Locations -10 Penalty to Agility when worn.
Super Heavy +10 kg +20 cR +3 Armor on all Locations -20 Penalty to Agility when worn, +1 Armor when used with Armor Plating.

ARMOR PLATING
Price and Weight are listed per Location installed.
PLATING WEIGHT PRICE PLATING MODIFICATION BREAK POINTS
Steel +3 kg 6 cR +2 Armor on all Locations 60
Titanium +3 kg 9 cR +3 Armor on Chest, +2 Armor on Arms, Legs, and Chest 80
Kevlar +2 kg 7 cR +3 Armor on Chest and Head, +2 Armor on Arms and Legs 50
Polyethylene +1 kg 11 cR +3 Armor on all Locations 70
Ceramic +2 kg 10 cR +4 Armor on Chest and Head, +3 Armor on Arms and Legs 80
Carbon Nanotube +2 kg 13 cR +4 Armor on all Locations 100
Liquid +2 kg 16 cR +5 Armor on Chest and Head, +4 Armor on Arms and legs 120

ARMOR LAYERING
Up to two Can be stacked.
LAYERING WEIGHT PRICE SPECIAL INFORMATION
EOD Layering +10 kg 100 cR -20 Agility. Ignores Kill Radius damage increase from explosives. Ignores 10 Pierce from explosives.
Flak Layering +2 kg 35 cR -10 Agility. Halves Pierce from explosives.
Fire Rescue +3 kg 40 cR -10 Agility, Cannot catch fire. Vacuum Sealed for 10 Minutes of Oxygen. Half Damage from any Fire.
Vacuum Sealed +1 kg 10 cR The suit is vacuum sealed. 60 Minutes of Oxygen
Stab Vest +2 kg 15 cR -4 Pierce from bladed weapons.
Padded Lining +2 kg 15 cR -4 Pierce from blunt, non-bladed melee Attacks.
ARMOR PERMUTATION
Permutations are additional utilities that can be installed or attached onto Body Armor. Permutations can be devices, that perform a function, give
extra protection, or offer new abilities to the User. Each Armor Location can fir only a set amount of Permutations, which is listed as Permutation
Hardpoints.

ARMOR LOCATION PERMUTATION HARDPOINT COUNT


Head 3
Chest 6
Arms 2
Legs 2

HELMET PERMUTATIONS
PPERMUTATION WEIGHT PRICE SPECIAL INFORMATION HARDPOINTS
COMTAC Headset 0.5 kg 25 cR The COMTAC Headset is a strong wireless communication device with 30 Breakpoints. 1
Capable of communicating with any communication devices needed.
PSV-14 NV-Mono 0.5 25 cR A lightweight Night Vision Device that attaches to the helmet. Reduces Darkness 1
Penalties by half, but reduces Perceptive Range by half. Half Action to bring down and
activate or deactivate.
BNVD N-15 NV 0.6 40 cR Night vision goggles that attach to the top of the helmet. Reduces Darkness Penalties 1
by half. Half Action to activate or deactivate.
L-3 GPNVG-18 NV 0.8 60 cR Advanced Night Vision Goggles that attach to the top of the helmet. Removes all 2
Darkness Penalties. Half Action to activate and deactivate.
Night/IR 0.4 25 cR This attachment adds an IR Lamp, an IR Laser, and a low-cost Night Vision Device to 2
the helmet. This losers Darkness Penalties by +20.
Rebreather Unit 0.4 10 cR Gives the Character 60 minutes of Oxygen, recharges itself when in breathable 1
atmosphere.

CHEST PERMUTATIONS
PPERMUTATION WEIGHT PRICE SPECIAL INFORMATION HARDPOINTS
Attach/Parafoil 0.4 kg 10 cR Two installation points for supporting heavy-duty suspenders, which are used to 1
attach aerial-based equipment. Halves the weight of any Aerial Gear attached.
Attach/Docking 0.7 kg 30 cR This additive is placed on the lower back of the armor near the waist that holds a 0
tether cable used to not drift away in vacuum and zero gravity. This cable is able to
withstand weights of up to 1,000kg, and is stackable with any other Torso
Permutation.
Low-Profile Ghillie 0.3 kg 20 cR Adds a small Ghillie Cloak to the armor. Does not take up a hardpoint. Offers +20 to 0
Camouflage when in matching environments.

UNIVERSAL PERMUTATIONS
PPERMUTATION WEIGHT PRICE SPECIAL INFORMATION HARDPOINTS
CBRN Unit 0.7 kg 15 cR The CBRN Unit is a Chemical, biological, Radiological, and Nuclear Scanning system. 1
This unit scans for dangerous chemicals and radioactive material, and any
contaminant harmful to Human life.
Scans up to 25 Meters out and warns the user.
Body Cam 0.4 kg (X) cR A lightweight recording device that stores up to 72 hours of content per 10 cR spent. 1
The GM may hard-limit how much data the Body Cam can store.
TacLight 0.2 kg 10 cR This attachment adds a Tactical Flashlight. Lowers Darkness Penalties by +40 and 1
lowers Lowlight Penalties by +10.
BUILDING A VEHICLE

VEHICLE CREATION SYSTEM


In this section, you will be taught how to generate vehicles based on
a few factors, like type, size, and age. Due to the open-ended nature
of a vehicle generation system like this, it is possible that not
everything will be instantly available to generate by only using these
tools. The GM and Players should work together to make sure
everything they want is handled in one way or another.

VEHICLE CHASSIS
The Vehicle Chassis is the first step in building your desired vehicle.
These are based on broad vehicle classifications, such as car, truck,
bus, etc. The Chassis chosen will start you off with the most basic
vehicle Characteristics that you will later modify with various choices
and modifications.

FIGURING SPEED AND MOBILITY


A vehicle’s speed and mobility are not given within the presets found
in the vehicle generation tables. The players and GM must figure this
out based on the vehicle that is being made.
You must first find what type of mobility the vehicle uses,
whether it be tracks, wheels, jets, etc. It is important to understand
what kind and how many mobility options a vehicle might have, as it
dictates how badly a vehicle may be affected by losing one.
A quick and easy example of this is a car. Cars generally have
4 wheels and one engine. A tank may have two tracks. A semi cab has
10 wheels.

VEHICLE SPEEDS
A vehicle’s speed Characteristics will not be given through these
charts. Instead, the GM and the Players will take the real world
Kilometers per Hour and convert them. I have created a simple way
for you to do this, and that is use this following formula and multiply
the vehicle’s KM/H by 0.277778, and then multiply that by 6. This will
give you the vehicle’s Meters Per Turn (MPT).
(X *0.277778) *6
Afterwards, there is a handy table that will help you figure
the vehicle’s Acceleration and Brake speeds based on the vehicle
you’ve created. Remember, when figuring vehicle Characteristics, no
Characteristic, except for Maneuver, can be lower than 1.
Acceleration and Brake cannot be lower than 5.
When using the Chassis modifications for weight, Military
vehicles, Semis, industrial Large Trucks, and Trains do not need to
have their Size and Weight modifier applied to their Acceleration or
Brake. Though the GM may apply it when needed, if an exception
needs to be made.
LAND VEHICLE BREAK POINTS MANEUVER ARMOR
CHASSIS WEP MOB ENG OP CREW FRONT SIDE BACK TOP BOT
Motorcycle -- 25 50 25 -- 80 10 9 10 10 10
All-Terrain-Vehicle -- 25 50 25 -- 55 11 11 11 10 10
Car -- 30 50 25 45 75 12 11 11 5 12
Truck -- 30 50 25 45 75 12 12 11 6 12
Van, SUV -- 30 50 25 45 75 12 11 11 6 12
Jeep, MLUV -- 45 50 30 90 75 15 15 15 10 15
Bus -- 40 50 30 90 60 13 13 14 11 15
Industrial/Other -- 40 50 30 90 60 20 20 18 18 15
Semi, Large Truck -- 40 50 30 90 60 18 22 20 20 17
Train -- 50 150 40 90 0 25 22 20 17 30
Infantry Fighting 90 60 135 60 80 65 40 35 35 35 35
Personnel Carrier 90 60 135 80 100 60 40 40 45 35 30
Light Tank 90 60 140 100 80 50 40 35 35 40 30
Main Battle Tank 100 80 220 150 150 50 50 45 50 50 50

LAND VEHICLE SIZE AND WEIGHT MODIFIER


The Vehicle Size and Weight Modifier Table allows for all sizes of vehicles to be generated. Using this table, you may modify any vehicle (except for Train) to be the
size needed. This allows the GM and Players to tackle almost any vehicle needed. All you need to do is find the real weight of the Vehicle you’re attempting to build,
and apply it to the Chassis classification of that Vehicle.
The WEP Break Point is only increased if there is an installed weapon on the vehicle, else it can be ignored.
LAND VEHICLE WEIGHT BREAK POINTS MANEUVER ARMOR
SIZE TYPE WEP MOB ENG OP CREW FRONT SIDE BACK TOP BOT
Light-Duty 0 – 2,500 KG -- -- -- -- -- -- -- -- -- -- --
Heavy-Duty C1 2,500 – 3,500 kg -- +5 +5 +5 +10 -2 +1 +1 -- -- --
Heavy-Duty C2 3,500 – 4,500 kg +5 +5 +5 +5 +10 -3 +1 +1 -- -- +1
Heavy-Duty C3 4,500 – 6,000 kg +5 +10 +5 +5 +10 -5 +1 +1 +1 +1 +1
Heavy-Duty C4 6,000 – 7,000 kg +5 +10 +10 +5 +15 -10 +2 +2 +1 +1 +1
Heavy-Duty C5 7,000 – 9,000 kg +5 +15 +10 +10 +15 -10 +2 +2 +2 +2 +2
Heavy-Duty C6 9,000 – 12,000 kg +10 +15 +10 +10 +15 -15 +2 +2 +2 +2 +2
Heavy-Duty C7 12,000 – 15,000 kg +10 +20 +15 +10 +20 -15 +3 +3 +3 +2 +2
Heavy-Duty C8A 15,000 – 27,000 kg +10 +20 +15 +10 +20 -20 +3 +3 +3 +3 +3
Heavy-Duty C8B 27,000 – 50,000 kg +10 +25 +15 +15 +20 -20 +4 +4 +4 +4 +4
Super-Heavy 50,000+ kg +15 +25 +20 +15 +25 -25 +5 +5 +5 +5 +5

AIRCRAFT BREAK POINTS MANEUVER ENGINE ARMOR


CHASSIS WEP MOB ENG OP CREW FRONT SIDE BACK TOP BOT
Light Airplane -- 30 60 25 45 25 2 10 9 10 10 10
Medium Airplane -- 35 60 30 45 20 2 12 11 11 10 12
Large Airplane -- 35 60 35 45 15 4 12 12 11 12 12
Air Tanker -- 50 60 30 90 5 6 22 22 20 20 18
Light Jet -- 50 60 25 45 25 2 15 15 15 10 15
Jet -- 50 60 30 45 20 2 20 20 20 15 20
Jumbo Jet -- 60 90 35 60 5 4 20 20 18 18 15
Light Helicopter 30 30 60 25 45 55 1 20 25 25 20 25
Standard Helicopter 40 40 65 35 45 60 2 25 25 25 20 30
Attack Helicopter 50 50 70 50 60 75 3 30 25 25 30 30
Military Patrol 120 85 300 200 200 40 4 50 45 55 50 45
Fighter Jet 100 75 200 150 200 70 2 35 40 35 35 30
Bomber 100 350 320 250 200 25 8 35 35 40 30 40
Military Transport 35 125 325 120 100 20 4 40 40 35 45 50

VEHICLE TIME PERIOD


This optional section allows for more modifiers to play a part in the vehicle’s creation. Age can play a big part in a vehicle’s performance and price. The following
are time periods that will change the vehicle’s Characteristics. If a time period isn’t listed, go with the closest option that the GM would think fits its needs.
TIME PERIOD ARMOR SPECIAL INFORMATION PRICE
1885 – 1935 -12 Vehicles from this time period are unwieldy, slow, and offer very little protection. -10 Maneuver. 50% off total
No seatbelts, harnesses, or safety options. Both the vehicle and the passengers take +1D10 extra cR
damage in wrecks.
1940 – 1975 -5 A vehicle that is aged, and still offers little in protection. These vehicles were heavy and unwieldy. 25% off total
-5 Maneuver. Both the vehicle and the passengers take +1D5 extra damage in wrecks. cR
1980 – 2020 -- Standard vehicle time period for The Armory. --
Future/Space age +3 A vehicle beyond what the GM may decide as near-future. GM-discretion only. 25% extra
LAND VEHICLE BASE MOVEMENT MOVEMENT MODIFIERS ADDITIONAL MODIFIERS
CHASSIS ACCELERATION BRAKE SIZE CATEGORY ACCELERATION BRAKE OPTIONAL ACCELERATION BRAKE
Motorcycle 70 60 Light-Duty -- -- Sportscar +15 +15
All-Terrain Vehicle 40 50 Heavy-Duty C1 -5 -- Super Car +25 +20
Car 60 40 Heavy-Duty C2 -10 -5 Hyper Car +35 +25
Truck 50 40 Heavy-Duty C3 -15 -5 AGE MODIFIERS
Van, SUV 50 40 Heavy-Duty C4 -20 -10 AGE ACCELERATION BRAKE
Jeep, MLUV 50 40 Heavy-Duty C5 -25 -10 1885 – 1935 -10 -15
Bus 40 20 Heavy-Duty C6 -30 -15 1940 – 1975 -5 -10
Industrial/Other 50 30 Heavy-Duty C7 -35 -15 1980 – 2020 -- --
Semi, Large Truck 50 30 Heavy-Duty C8A -40 -20 Futuristic +5 +5
Train 10 5 Heavy-Duty C8B -45 -20
Infantry Fighting 40 30 Super-Heavy -50 -30
Personnel Carrier 40 20
Light Tank 30 30
Main Battle Tank 20 40

AIR VEHICLE MOVEMENT CHARACTERISTICS


The following table allows for getting the Characteristics of an air-based Vehicle’s special mobility Characteristics. Top Speed can be replaced with whatever you
might need for a specific vehicle you’re building. The one used here are generic averages of the class of air vehicle.
TIME PERIOD VERTICLE TAKEOFF ACCEL BRAKE TOP SPEED TARGET RANGE TARGETING
Light Airplane 10 10 50 40 375 300 Meters --
Medium Airplane 15 10 60 60 780 500 Meters --
Large Airplane 30 10 80 60 890 1,000 Meters --
Air Tanker 50 5 75 80 1,500 1,000 Meters 6
Light Jet 75 8 100 80 1,100 1,000 Meters 6
Jet 75 7 125 80 1,185 1,000 Meters 6
Jumbo Jet 60 7 125 60 1,000 1,000 Meters 5
Light Helicopter 35 3 30 60 400 200 Meters 5
Standard Helicopter 45 3 40 70 430 500 Meters 4
Attack Helicopter 65 3 60 80 590 1,000 Meters 4
Military Patrol 40 5 130 100 1,250 2,500 Meters 3
Fighter Jet 100 3 1,000 900 4,025 4,000 Meters 3
Bomber 75 8 250 150 1,680 5,000 Meters 2
Military Transport 50 10 125 80 800 3,000 Meters 3

VEHICLE PRICING
The following table will help price Vehicles based on their final Characteristics of the vehicle you built.
CHARACTERISTIC PRICE CHARACTERISTIC PRICE
Acceleration +1 cR per point in Acceleration, halved. Break Points +1 cR per Break Point on all Locations.
Brake +1 cR per point in Brake, halved. Armor +2 cR per Armor on all Locations.
Top Speed +1 cR per point in Top Speed, halved. Per Wheel +5 cR per Wheel
Maneuver +1 cR per point in Maneuver. Per Track, Jet +20 cR per Track or Jet
Vertical +5 cR per point in Vertical. Engine +10 cR per Engine
Takeoff +10 cR per point in Takeoff. Seating Crew +5 cR per Operator and Gunner
Targeting +1 cR per Meter, divided by 10. Seating Complement +2 cR per Crew that can fit in the Vehicle.
BREAK POINTS MANEUVER ENGINE ARMOR SPEED PRICE
VEHICLE
CHASSIS WEP MOB ENG OP CREW FRONT SIDE BACK TOP BOT ACCEL BRAKE TOP SPEED

Motorcycle -- 30 60 25 -- 80 1 10 9 10 10 10 70 60 500 550


All-Terrain Vehicle -- 30 60 25 -- 55 1 11 11 11 10 10 40 50 215 428
Car -- 35 60 25 45 70 1 12 11 11 5 12 60 40 480 476
Truck -- 35 60 25 45 65 1 12 12 11 6 12 50 40 460 558
Van, SUV -- 35 60 25 45 55 1 12 11 11 6 12 50 40 385 510
Jeep, MLUV -- 50 60 30 90 55 1 15 15 15 10 15 50 40 300 550
Bus -- 50 60 30 90 35 1 13 13 14 11 15 40 20 215 687
Industrial/Other -- 50 60 30 90 40 1 20 20 18 18 15 50 30 80
Semi, Large Truck -- 50 60 30 90 35 1 18 22 20 20 17 50 30 200
Train -- 50 150 30 90 0 1 25 22 20 17 30 10 5 500
Infantry Fighting 80 80 150 50 100 35 1 40 35 35 35 35 40 30 100
Personnel Carrier 80 80 150 50 100 35 1 40 40 45 35 30 40 20 170
Light Tank 90 80 150 50 100 35 1 40 35 35 40 30 30 30 135
Main Battle Tank 100 80 250 180 180 25 1 50 45 50 50 50 20 40 120
Light Airplane -- 30 60 25 45 25 2 10 9 10 10 10 50 40 375
Medium Airplane -- 35 60 30 45 20 2 12 11 11 10 12 60 60 780
Large Airplane -- 35 60 35 45 15 4 12 12 11 12 12 80 60 890
Air Tanker -- 50 60 30 90 5 6 22 22 20 20 18 75 80 1,500
Light Jet -- 50 60 25 45 25 2 15 15 15 10 15 100 80 1,100
Jet -- 50 60 30 45 20 2 20 20 20 15 20 125 80 1,185
Jumbo Jet -- 60 90 35 60 5 4 20 20 18 18 15 125 60 1,000
Light Helicopter 30 30 60 25 45 55 1 20 25 25 20 25 30 60 400
Standard Helicopter 40 40 65 35 45 60 2 25 25 25 20 30 40 70 430
Attack Helicopter 50 50 70 50 60 75 3 30 25 25 30 30 60 80 590
Military Patrol 120 85 300 200 200 40 4 50 45 55 50 45 130 100 1,250
Fighter Jet 100 75 200 150 200 70 2 35 40 35 35 30 1,000 900 4,025
Bomber 100 350 320 250 200 25 8 35 35 40 30 40 250 150 1,680
Military Transport 35 125 325 120 100 20 4 40 40 35 45 50 125 80 800

EXTRA INFORMATION FOR SPECIALIZED GENERIC VEHICLES


VEHICLE CHASSIS CREW COMPLEMENT PROPOLSION SPECIAL RULES
Bus 1 56 6 Wheels
Industrial/Other
Train

VEHICLE PRICING
The following table will help price Vehicles based on their final Characteristics of the vehicle you built.
CHARACTERISTIC PRICE CHARACTERISTIC PRICE
Acceleration +1 cR per point in Acceleration, halved. Break Points +1 cR per Break Point on all Locations.
Brake +1 cR per point in Brake, halved. Armor +2 cR per Armor on all Locations.
Top Speed +1 cR per point in Top Speed, halved. Per Wheel +5 cR per Wheel after the first 4
Maneuver +1 cR per point in Maneuver. Per Track, Jet +20 cR per Track or Jet after the first 2
Vertical +5 cR per point in Vertical. Engine +10 cR per Engine after the first 1
Takeoff +10 cR per point in Takeoff. Seating Crew +5 cR per Operator and Gunner after the first 2
Targeting +1 cR per Meter, divided by 10. Seating Complement +2 cR per Crew after the first 4
TRAP SETTING AND HUNTING

FOR HUNTING TRAP PLACEMENT


Hunting is very important for survival, as it is a major source of food. Trap placement is important, as an animal must not be
Trap Hunting allows for Characters to quietly trap wild game, as to not inconvenienced or alerted. If an animal must go out of its way to a
scare off other wildlife or attract unwanted attention. The ability to trap, then the trap will most likely fail. The following Chart has
set multiple traps to catch multiple sources of food can be an multiple scenarios which each can change the likelihood of the
important one for group survival. success of a trap. Each scenario may be found by using a Survival Skill
Test.
FOR PROTECTION An important aspect of some traps is the use of Funneling.
Traps may also be used for protection. Setting booby-traps can be a The most common form of Funneling is building wooden or rock
powerful defense for multiple scenarios. Booby-Traps are much structures that cause the wildlife to travel a path that ends at the trap.
deadlier than most Hunting traps, as they are designed to take down Most types of wildlife feel inconvenienced if they have to climb over
Humans. a wall or structure, so they will generally follow a funneled path.

HUNTING MODIFIERS FOR CATCHING WILDLIFE WILDLIFE DENSITY MODIFIER


When setting up Traps for Hunting, there are multiple Hunting Wildlife are inconvenienced by trap location -10
Modifiers to take into mind; Bait, Trap Construction, Wildlife Density, The Trap is set in a traveled path Wildlife use +10
and Trap Placement. Bait is readily available in the general area -10
There is a percentage for catching wildlife with a trap that Trap is properly hidden or covered +10
begins at 0%. Each of the Hunting Modifiers will increase or decrease Trap has proper Funneling +10
the time it takes for the Trap to be successful. Trap is out in the open -10
The Hunting Modifier cannot surpass 100% and cannot go
below 0%. TRAP MODIFIERS
Some specific traps have their own listed Modifiers when dealing with
BAITING A TRAP finding the final Hunting Modifier. Always make sure your trap is used
When baiting a trap, one must know what type of bait to use for local in the proper location with the proper Modifier used.
wildlife or for the trap being used. If no bait is used, no Modifier for
Bait is gained. If bait is placed, the Hunting Modifier gains a +10 TRAP SUCCESS TIME
Bonus. If proper local bait is used, then the Modifier gains a +15 Trap success time is the amount of time it took for the Trap to
Bonus, instead. To find proper bait, a Survival Test can be used. If successfully capture wildlife. To find this, take 100 and subtract it by
successful, bait placement becomes improved. the Hunting Modifier.
To find how long a Trap will take to successfully capture
TRAP CONSTRUCTION prey, first a 1D5 is rolled to figure out how many hours it will take. For
When constructing the Trap, a Survival Test is made, which can be every 10 under the Hunting Modifier is from 100, another 1D5 is
modified by any Educations chosen. For every Degree of Success, a +5 added to the Trap success time. The minimum Trap Success Time is 1
Bonus is gained for the Hunting Modifier, to a maximum of +20. This Hour.
Test can only be taken once, unless the Character starts over. As an example, let’s say a Trap had a Hunting Modifier of
Each Trap has their own Build Time shown, and a possible 60. This means that 5D5 are rolled in total, as it had the base 1D5, and
Bonus or Penalty to how effective they are at capturing certain types then 4 rolls of 1D5 added for being 40 under 100. The final time this
of Wildlife. trap could take to capture wildlife is anywhere from 5 to 25 hours.

WILDLIFE DENSITY SIMPLE SNARE


The amount of Wildlife in a given area is a big decider against how A simple snare consists of a noose placed over a trail or den hole and
affective a Trap will be and how long it can take. If there are no attached to a firmly planted stake. If the noose is some type of
Wildlife in the general location, then catching wildlife is impossible. cordage placed upright on a game trail, use small twigs or blades of
A Character is able to use their Investigation Skills to help grass to hold it up. Filaments from spider webs are excellent for
find the density of Wildlife in a general location, as long as the holding nooses open. Make sure the noose is large enough to pass
Investigation Skill is successful. Using the Survival Skill, a Character freely over the animal's head. As the animal continues to move, the
will be able to find what kind of Animals are in the area, as well. This noose tightens around its neck. The more the animal struggles, the
will help in selecting the proper Trap. tighter the noose gets. This type of snare usually does not kill the
animal. If you use cordage, it may loosen enough to slip off the
WILDLIFE DENSITY MODIFIER animal's neck. Wire is therefore the best choice for a simple snare.
No Wildlife Impossible TRAP BUILD TIME: 10 Minutes
Scarce -20 HUNTING MODIFIER: --
Infrequent -10
Common --
Heavy Traffic +10
Dense Wildlife +20
DRAG NOOSE TREADLE SPRING SNARE
Use a drag noose on an animal path. Place forked sticks on either side Use a treadle snare against small wildlife on a trail. Dig a shallow
of the run and lay a sturdy crossmember across them. Tie the noose hole in the trail. Then drive a forked stick (fork down) into the
to the crossmember and hang it at a height above the animal's head. ground on each side of the hole on the same side of the trail. Select
(Nooses designed to catch by the head should never be low enough two fairly straight sticks that span the two forks. Position these two
for the prey to step into with a foot.) As the noose tightens around sticks so that their ends engage the forks. Place several sticks over
the animal's neck, the animal pulls the crossmember from the forked the hole in the trail by positioning one end over the lower horizontal
sticks and drags it along. The surrounding vegetation quickly catches stick and the other on the ground on the other side of the hole.
the crossmember and the animal becomes entangled. Cover the hole with enough sticks so that the prey must step on at
TRAP BUILD TIME: 10 Minutes least one of them to set off the snare. Tie one end of a piece of
HUNTING MODIFIER: -- cordage to a twitch-up or to a weight suspended over a tree limb.
Bend the twitch-up or raise the suspended weight to determine
SAPPLING SNARE where you will tie a 5 centimeter or so long trigger. Form a noose
A simple sapling snare uses two forked sticks, each with a long and with the other end of the cordage. Route and spread the noose over
short leg. Bend the sapling and mark the trail below it. Drive the long the top of the sticks over the hole. Place the trigger stick against the
leg of one forked stick firmly into the ground at that point. Ensure the horizontal sticks and route the cordage behind the sticks so that the
cut on the short leg of this stick is parallel to the ground. Tie the long tension of the power source will hold it in place. Adjust the bottom
leg of the remaining forked stick to a piece of cordage secured to the horizontal stick so that it will barely hold against the trigger. The
sapling. Cut the short leg so that it catches on the short leg of the animal places its foot on a stick across the hole, the bottom
other forked stick. Extend a noose over the trail. Set the trap by horizontal stick moves down, releasing the trigger and allowing the
bending the sapling and engaging the short legs of the forked sticks. noose to catch the animal by the foot. Because of the disturbance
When an animal catches its head in the noose, it pulls the forked sticks on the trail, an animal may be wary.
apart, allowing the sapling to spring up and hang the prey. TRAP BUILD TIME: 60 Minutes
TRAP BUILD TIME: 20 Minutes HUNTING MODIFIER: +10
HUNTING MODIFIER: +5
DEADFALL TRAP
SQUIRREL POLE The Deadfall Trap is a trigger used to drop a weight onto a prey. The
A squirrel pole is a long pole placed against a tree in an area showing type of weight used will vary on surroundings, but it should be heavy
a lot of squirrel activity. Place several wire nooses along the top and enough to kill or incapacitate the prey. Construct the Deadfall Trap
sides of the pole so that a squirrel trying to go up or down the pole using three notched sticks. These notches hold the sticks together in
will have to pass through one or more of them. Position the nooses (5 a pattern. The notches hold a bait stick, which holds the set bait.
to 6 centimeters in diameter) about 2.5 centimeters off the pole. When the prey disturbs the bait and bait stick, the notched sticks fall
Place the top and bottom wire nooses 45 centimeters from the top and the weight drops onto the prey.
and bottom of the pole to prevent the squirrel from getting its feet Due to the build of the trap, it can be very finicky. To set up,
on a solid surface. If this happens, the squirrel will chew through the the Character must still roll their Survival as normal, but any Roll that
wire. Squirrels are naturally curious. After an initial period of caution, has less than two Degrees of Success are considered a failure, and
they will try to go up or down the pole and will get caught in a noose. must start over. Every failed roll is 10 Minutes.
The struggling animal will soon fall from the pole and strangle. Other TRAP BUILD TIME: (X) Minutes
squirrels will soon follow and, in this way, you can catch several HUNTING MODIFIER: +20
squirrels. You can emplace multiple poles to increase the catch.
TRAP BUILD TIME: 20 Minutes BOW TRAP
HUNTING MODIFIER: +5 A bow trap is one of the deadliest traps. It is dangerous to man as well
as animals. To construct this trap, build a Bow and anchor it to the
BIRD POLE ground with pegs. Adjust the aiming point as you anchor the bow.
A bird pole is a length of rope and a pole to trap birds. To be effective, Lash a toggle stick to the trigger stick. Two upright sticks driven into
place it in a relatively open area away from tall trees. Cut a pole 1.8 the ground hold the trigger stick in place at a point where the toggle
to 2.1 meters long and trim away all limbs and foliage. Sharpen the stick will engage the pulled bow string. Place a catch stick between
upper end to a point, then drill a small diameter hole 5 to 7.5 the toggle stick and a stake driven into the ground. Tie a trip wire or
centimeters down from the top. Cut a small stick 10 to 15 centimeters cordage to the catch stick and route it around stakes and across the
long and shape one end so that it will almost fit into the hole. This is game trail where you tie it off. When the prey trips the trip wire, the
the perch. Plant the long pole in the ground with the pointed end up. bow fires an arrow into it. A notch in the bow serves to help aim the
Tie a small weight, about equal to the weight of the targeted species, arrow.
to a length of cordage. Pass the free end of the cordage through the Due to the build of the trap, it can be very finicky. To set up,
hole, and tie a slip noose that covers the perch. Tie a single overhand the Character must still roll their Survival as normal, but any Roll that
knot in the cordage and place the perch against the hole. Allow the has less than two Degrees of Success are considered a failure, and
cordage to slip through the hole until the overhand knot rests against must start over. Every failed roll is 10 Minutes.
the pole and the top of the perch. The tension of the overhand knot TRAP BUILD TIME: (X) Minutes
against the pole and perch will hold the perch in position. Spread the HUNTING MODIFIER: +20
noose over the perch, ensuring it covers the perch and drapes over
on both sides. Most birds prefer to rest on something above ground
and will land on the perch. As soon as the bird lands, the perch will
fall, releasing the over-hand knot and allowing the weight to drop.
The noose will tighten around the bird's feet, capturing it.
TRAP BUILD TIME: 50 Minutes
HUNTING MODIFIER: +10
PIG SPEAR SHAFT
To construct the pig spear shaft, select a stout pole about 2.5 meters
long. At the smaller end, firmly lash several small stakes. Lash the
large end tightly to a tree along the game trail. Tie a length of cordage
to another tree across the trail. Tie a sturdy, smooth stick to the other
end of the cord. From the first tree, tie a trip wire or cord low to the
ground, stretch it across the trail, and tie it to a catch stick. Make a
slip ring from vines or other suitable material. Encircle the trip wire
and the smooth stick with the slip ring. Emplace one end of another
smooth stick within the slip ring and its other end against the second
tree. Pull the smaller end of the spear shaft across the trail and
position it between the short cord and the smooth stick. As the animal
trips the trip wire, the catch stick pulls the slip ring off the smooth
sticks, releasing the spear shaft that springs across the trail and
impales the prey against the tree.
Due to the build of the trap, it can be very finicky. To set up,
the Character must still roll their Survival as normal, but any Roll that
has less than two Degrees of Success are considered a failure, and
must start over. Every failed roll is 10 Minutes.
TRAP BUILD TIME: (X) Minutes
HUNTING MODIFIER: +20

BOTTLE TRAP
A bottle trap is a simple trap for mice and voles (Figure 8-16). Dig 30
to 45 centimeters deep that is wider at the bottom than at the top.
Make the top of the hole as small as possible. Place a piece of bark or
wood over the hole with small stones under it to hold it up 2.5 to 5
centimeters off the ground. Mice or voles will hide under the cover to
escape danger and fall into the hole. They cannot climb out because
of the wall's backward slope. Use caution when checking this trap; it
is an excellent hiding place for snakes.
TRAP BUILD TIME: 10 Minutes
HUNTING MODIFIER: +10
Thank you, Bungie, Microsoft, and 343 Industries. Thank you for this amazing universe, and all the hard work put into everything. If it weren’t for
you, I don’t know where I would be, or how well my tabletop games would have faired.

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