Professional Documents
Culture Documents
100DOS was inspired by the Basic Roleplaying Game Brandon ‘Vorked’ Miller
System.
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 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
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.
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
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
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.
COMPUTING EQUIPMENT
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
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.
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 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.
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
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
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
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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