Halo Reach: Armor

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Halo : Reach Armor

Different types of armor, upgrades and load-outs.

Human Armors

AC - Traditional Armor Bonus

Max Dex - Traditional Max Dex, In Cases as the Mk.II and up the is no Max dex due to the ideology behind these armors, Due to the fact that the armor is moved not through physical determination, but through mental commands.

Check penalty - Traditional Check Penalties, Same as above.

Spell Failure - Traditional Spell Failures, Same as Max Dex.

Type - All Spartan Armors are powered and require Armor Proficiency (Powered).

Shielding - Energy Shielding Applies to forms of energy. Noted as Total Amount of Shielding/Points Recharged per round no damage taken.
Grenadier - Basic Shielding Applies to all forms of energy. I.E. Fire, Energy Weapons, Lightning.
Mjolnir - Advanced Shielding Applies to all forms of damage excluding Crushing.

Special - Most power armors have special benefit, Some granting higher strength, you must have proficiency to gain these effect.

Weight - Traditional Weight.

Table: Spartan Armor
ArmorACMax DexCheck PenaltySpell FailureTypeShieldingSpecialWeight
All Spartan Armors are considered Power Armor and Require the Appropriate Feats.
Spartan Battle Armor Mk.I+4+4-525%Power0None40 lb.
Spartan Battle Armor Mk.II+800%Power2/.5+2 Str +2 Dex400 lb.
Spartan Battle Armor Mk.III+1000%Power11/3+4 Str +4 Dex1100 lb.
Spartan Battle Armor Mk.III (MJOLNIR) A.K.A.
Spartan Battle Armor Mk.IV+1000%Power22/11*+4 Str +4 Dex1200 lb.
Spartan Battle Armor Mk.IV (MJOLNIR) A.K.A.
Spartan Battle Armor Mk.V+1200%Power28/20*+6 Str +6 Dex1500 lb.

Load-Outs

Duration - A Load-out can be used for any number of rounds up to the max, Defined by A A/B B applies to how many rounds of non use the loadout must undergo before it recharges, upon which is fully recharged. Also the term R=Rounds M=Minutes H=Hours D=Days.
Activation - The type of action it take to use a load-out. F-Free, P-Partial, M-Movement, Fu-Full.

Table: Load-outs
Load-outEffectDurationActivation
Spartan Armors can hold as many loadouts as their Mk.#-2 I.E Mk.III means 1 Slot.
Active CamoOnce activated the user gains a +10 on hide checks and the hide in plain sight ability, If moving less than 5 feet per round the user gains the effect of Invisibility of a 10th lvl caster.10/30RM
Active Camo V.2Once activated the user gains Full Invisibility, If moving less than 5ft. per round the user gains the effects of Greater Invisibility cast as if a 20th lvl caster.10/30MM
Armor LockOnce Activated the User is Unable to move, and is treated as if in Total Defense, While in this state the User becomes Immune to all forms of Damage, All damage lingering once deactivated is not Void.5/10RFu
Armor Lock V.2Once Activated the User is Unable to move, and is treated as if in Total Defense, While in this state the User becomes Immune to all forms of Damage, All damage lingering once deactivated is not Void.2/3MFu
Armor Lock V.3Once Activated the User is Unable to move, and is treated as if in Total Defense, While in this state the User becomes Immune to all forms of Damage, All damage lingering once deactivated is not Void.4/5HFu
Drop ShieldOnce activates the user Sprouts a Circular Force Field, This force field uses the user as its original radius, Meaning that where ever it was activated it stays, the shield has a 30Ft. radius and 25 health, beings are free to pass through it, though all attacks made against someone in it are absorbed unless the shield breaks, even if the attack breaks the shield it does not carry over. only 1 shield can be active at a time.1/10RP
EvadeOnce activated the user can make a 15Ft. Move action as a free action, this movement does not provoke attacks pof opportunity unless the character has special attributes that say otherwise.2/6RF
HologramOnce activated the user casts a perfect copy of their selves, this copy moves 50Ft in one direction and has 25% of the users health. It lasts for a number of rounds = to the users dex modifier. Only one hologram can be active at a time. This copy does not require attention and does not effect any part of your turn after activation. The copy cannot attack only move.M
Hologram V.2Once activated the user casts a perfect copy of their selves, this copy moves any distance however the user chooses, Again it has 25% of the users health and lasts for a number of rounds = to the users dex mod. Only one hologram can be active at a time. The copy does not require any action to control and acts as if it were a player character. The copy cannot attack only move.M
JetpackUser has the ability to fly (Clumsy)5/6RM
Jetpack V.2User has the ability to fly (Clumsy)10/9MM
Jetpack V.3User has the ability to fly (Clumsy)M
SprintUser can move at 10X their base movement. This can be used as a Full Round Move, which still counts as 1 Round.2/8RM
Helmets
Table: Helmets
HelmetACSpecial
Only one Helmet can be worn at a time.
Mark V
Mk.V+0None
-Mk.V UA+1U/A.
-Mk.V UA/HUL+1U/A, HUL.
CQC (Close Quarters Combat)
CQC+0None.
-CQC CBRN+0CBRN.
-CQC UA/HUL+1U/A, HUL.
ODST (Orbital Drop Shock Troopers)
ODST+1None.
-ODST UA/CNM+2U/A, CNM.
-ODST CBRN/HUL+1CBRN, HUL.
HAZOP (Hazardous Operations)
HAZOP+0CBRN.
-HAZOP UCBRN/HUL+0UCBRN, HUL.
-HAZOP UCNM+0CBRN, UCNM.
EOD (Explosive Ordinance Disposal)
EOD+0Medium Fortification.
-EOD CNM+0Medium Fortification, CNM.
-EOD UA/HUL+1Medium Fortification, U/A, HUL.
Operator
Operator+0None.
-Operator UA/HUL+1U/A, HUL.
-Operator CNM+0CNM.
Grenadier
Grenadier+1DR 5/Explosives
-Grenadier UA+2U/A.
-Grenadier UA/FC+2U/A, FC.
Air Assault
Air Assault+0+2 Spot and Search, UHUD.
-Air Assault UA/CNM+1U/A, CNM.
-Air Assault UFC+0UFC.
Scout
Scout+0+2 Hide, HUD.
-Scout HUL/RS+0HUL, RS.
-Scout CBRN/CNM+0CBRN, CNM.
EVA (Extra Vehicular Activity)
EVA+0+4 Search and Spot, XHUD, URS.
-EVA CNM+0CNM.
-EVA UA/HUL+1U/A, HUL.
JFO (Joint Fires Observer)
JFO+1U/A, HUL.
-JFO UHUL+1UHUL.
-JFO UA+2U/A.
Commando
Commando+1U/A, CNM, FC.
-Commando CBRN/UCNM+1CBRN, UCNM.
-Commando UA/UFC+2U/A, UFC.
Mark V (MJOLNIR) {Can only be worn with MJOLNIR armor}
Mk.V (M)+1Increased Mjolnir Shielding (2/1)
-Mk.V (M) CNM+1CNM.
-Mk.V (M) UA+2U/A.
Gungnir (Heavy Tactical Assault)
Gungnir+2U/A - II, CNM, FC, RS, CBRN, HUL.
-Gungnir UHUL/URS+2UHUL, URS.
-Gungnir UCBRN+2UCBRN.
Pilot
Pilot-1+6 Spot & Search.
-Pilot UHUL-III-1UHUL-III.
-Pilot UA/UHUL-III+0U/A, UHUL-III.
Recon
Recon+0+4 Hide, URS.
-Recon HUL+0HUL.
Mark VI (MJOLNIR)
Mk.VI (M)+1Upgraded Mjolnir Shielding (4/3)
-Mk.VI (M) UFC-II+1UFC-II
-Mk.VI (M) UA/UHUL+2U/A, UHUL.
Security
Security+0Shielding Upgrade (1/0)
-Security UA/HUL+1U/A, HUL.
-Security CBRN/CNM+0CBRN, CNM.
Military police
Military Police+0None.
-Military Police CBRN/HUL/RS+0CBRN, HUL, RS.
-Military Police HUL/RS/CNM+0HUL, RS, CNM.
CQB (Close Quarters Battle)
CQB+1None.
-CQB HUL/RS/CNM+1HUL, RS, CNM.
-CQB UA/HUL+2U/A, HUL.
Chests
Table: Chest
ChestACSpecial
Only one Chest can be worn at a time.
Base Chest Upgrades.
HP/Halo+1None.
HP/Parafoil+0Base Plate for the G-25 PAS Airfoil Carapace.
Armored Chest Upgrades.
UA/Counter Assault+1U/A, Storage Capacity.
UA/ODST+1U/A, DR 5/Force.
UA/Base Security+1U/A, DR 3/-.
Tactical Chest Upgrades.
Tactical/LRP+0Upgraded Storage Capacity - V.
Tactical/Recon+0+1 Hide, Upgraded Storage Capacity.
Tactical/Patrol+1+2 Hide, Move Silently.
Collared Chest Upgrades
Collar/Grenadier+0Improved [G] Shielding (2/0).
Collar/Breacher+4U/A - II, -10 Movement Speed.
Collar/Grenadier UA+1Improved [G] Shielding (3/1).
Assault Chest Upgrades.
Assault/Sapper+2DR 10/Explosives, Upgraded Storage Capacity.
Assault/Commando+1U/A, Upgraded Storage Capacity.
Shoulders
Table: Shoulders
ShouldersACSpecialJoint Abilities
Two Shoulders can be worn at a time. Wearing the Same Shoulders Grants Double AC Bonus and Joint Abilities If Noted.
FJ/Parafoil+0None.Shoulder Locks for the G-25 PAS Airfoil Carapace.
HAZOP+0None.DR 1/-.
JFO+.5Undermount for Extra Shoulder.Cannot Stack JFO Shoulders.
Recon+0+.5 hide+1 Hide.
UA/Multi-Threat+1-5 Movement Speed.
Jump Jet+0None.Increase Jetpack Maneuverability to (Poor).
EVA+.5None.DR 5/Non-Lethal.
Gungnir+ .5Mjolnir Shielding (1/0Mjolnir Shielding (0/1)
ODST+1None.None.
UA/Base Security+0None.+5 Movement Speed.
CQC+1None.None.
Operator+0None.None.
Commando+.5None.+1 AC while being Flanked, Mjolnir Shielding (1/0).
Grenadier+0None.DR 1/Explosives & DR 1/Slashing.
Sniper+0+5 Ammo Storage.Recoil Mount - Reduce Multiple Attack Penalty by 1.
Mjolnir+0Mjolnir Shielding (1/0).Mjolnir Shielding (2/1).
Security-II+.5Mjolnir Shielding (1/0)+1 AC while being Flanked.
Wrist
Table: Wrist
WristACSpecial
Two Wrist Upgrades can be worn at a time.
UA/Buckler+.5None.
UA/Bracer+.5Keeps AC while attacking.
Tactical/Tac-Pad+0DSM.
Tactical/UTSM+0TCM.
Assault/Breacher+0Upgraded Ammo Capacity.
Knees
Table: Knees
KneesACSpecial
Two Knee Upgrades can be worn at a time.
FJ/Parafoil+.5Knee Locks for the G-25 PAS Airfoil Carapace.
Gungnir+.5None.
Grenadier+.5Mjolnir Shielding (1/0).
Accessories
Table: Accessories
AccessoryACSpecial
Two Accessories can be worn at a time.
UA/Chobham+1None.
Tactical/Hard Case+0Extra Small Weapons Slot.
UA/NXRA+1None.
Tactical/Trauma Kit+0RIK.
Tactical/Soft Case+0Increased Storage Capacity.

Elite Armor

Table: Elite Armor
ArmorACMax DexCheck PenaltySpell FailureTypeShieldingSpecialWeightModules
All Elite Armors are considered Power Armor and Require the Appropriate Feats.
Sangheili Minor Battle Harness+6+4-425%Power11/2None.75 Lbs.1
Sangheili Major Battle Harness+8+4-425%Power22/6None.125 Lbs.1
Sangheili Ultra Carapace+10+6-425%Power22/8None.125 Lbs.2
Sangheili Stealth Assault Harness+8+6-425%Power22/6+5 Hide & Move Silently.90 Lbs.2
Sangheili Ranger Battle Harness+10+4-420%Power18/11+5 Survival.125 lbs.2
Sangheili Spec Ops Carapace+12+6-220%Power22/12None.175 Lbs.3
Sangheili Honor Guard Vestiment+14+6-425%Power35/14+2 Str & Dex325 Lbs.3
Sangheili Generals Harness+16+8-625%Power40/15+4 Str & Dex400 Lbs.3
Sangheili Field Marshalls Vestiment+16+8-625%Power50/25+6 Str & Dex625 Lbs.3
Sangheili Supreme Commanders Vestiment+18+10-835%Power60/25+6 Str & Dex750 Lbs.4
Sangheili Imperial Admirals Vestiment+20+10-835%Power60/30+8 Str & Dex1250 Lbs.4

Brute Armor

Table: Brute Armor
ArmorACMax DexCheck PenaltySpell FailureTypeShieldingSpecialWeightModules
All Brute Armors are considered Power Armor and Require the Appropriate Feats.
Jiralhanae Minor Battle Harness+6+2-625%PowerNone.None.175 Lbs.1
Jiralhanae Major Battle Harness+8+2-625%PowerNone.None.200 Lbs.2
Jiralhanae Ultra Carapace+8+4-825%PowerNone.None.225 Lbs.2
Jiralhanae Jump Pack Harness+8+6-425%PowerNone.Jetpack V.2190 Lbs.3
Jiralhanae Stalkers Carapace+10+4-820%Power12/4+5 Survival, Hide, & Move Silently.225 lbs.3
Jiralhanae Bodyguards Harness+10+4-620%Power16/4None.275 Lbs.3
Jiralhanae Captain Majors Vestiment+14+4-1025%Power15/5+2 Str & Dex400 Lbs.4
Jiralhanae Honor Guard Vestiment+14+6-1025%Power25/5+4 Str & Dex425 Lbs.4
Jiralhanae Chieftain Vestiment+16+6-1225%Power21/7+4 Str & Dex675 Lbs.4
Jiralhanae War Chieftain Vestiment+18+6-1035%Power30/6+6 Str & Dex850 Lbs.4
Chieftain of the Jiralhanae Battle Plate+20+10-835%Power60/30+10 Str & Dex1150 Lbs.5

Jackal Armor

Table: Jackal Armor
ArmorACMax DexCheck PenaltySpell FailureTypeShieldingSpecialWeightModules
Kig-Yar Minor Harness+4+5-415%MediumNone.+2 Move Silently & Jump.35 Lbs.1
Kig-Yar Major Harness+6+3-520%MediumNone.+4 Jump & Tumble.55 Lbs.1
Kig-Yar Captains Harness+8+1-725%Heavy11/2+6 Move Silently & Jump.75 Lbs.2

Grunt Armor

Table: Grunt Armor
ArmorACMax DexCheck PenaltySpell FailureTypeShieldingSpecialWeightModules
Unggoy Combat Harness+2+7-25%LightNone.+2 Move Silently & Jump.15 Lbs.0
Unggoy Battle Harness+4+5-420%LightNone.+4 Move Silently & Jump.25 Lbs.1
Unggoy Assault Vestiment+6+3-525%Medium6/1+6 Move Silently & Jump.45 Lbs.2

Visors

Color

Table: Visor Color
Color
Green
Silver
Blue
Black
Gold
Red
Purple
Clear
White
Holographic

Types

Table: Visor Types
VisorSpecial
Only one can be worn at a time.
Base Visors.
A-1HUD, NSS.
A-2UHUD, NSS.
A-XXHUD, NSS.
Assault Visors.
C-1CSS, E/A.
C-1ACSS, E/A, AC.
C-2CSS, E/A, AC, A/SIL, WIL, CMS.
CV-9XCSS, All Modules.
Recon Visors.
R.V1RSS, I/VL, A/LS, CMS.
R.V2.2RSS, I/VL, A/LS, CMS, LMS, A/E, O.A.V.W.L, RDB.
Medic Visors.
M.V1MSS, LFI, MDB, LFM, A/VR, LIS.

Lenses

Table: Lenses
LenseSpecial
Nightvision120ft. Darkvision.
Infared+5 Spot checks against warm blooded creatures.
X-RaySee through 10 hardness or less.
Lifevision+10 Spot Checks against sentient lifeforms.
Negative+2 Spot checks.
TelescopingSee x5 and x10 your range of vision.


Armor Modules

(U/A) Upgraded Armor - +1 AC (Already Included in AC).
-(U/A-II) Upgraded Armor - II - +2 AC (Already Included in AC).
(HUL) Hardened Uplink - Increase Range of Transmission by 50%.
-(UHUL) Upgraded Hardened Uplink - Increase range of transmission by 75%.
-(UHUL-II) Upgraded Hardened Uplink - II - Increase range of Transmission by 100%.
-(UHUL-III) Upgraded Hardened Uplink - III - Increase range of Transmission by 125%.
(CBRN) Re-breather & Air Filtration - Resist all DC 15 or lower fort checks against airborn pathogens.
-(UCBRN) Upgraded Re-breather & Air Filtration - Resist all DC 20 or lower fort checks against airborn pathogens.
(CNM) Command Network Module - +4 Leadership Checks.
-(UCNM) Upgraded Command Network Module - +6 Leadership Checks.
(FC) Field Command Module - +4 Jump, Climb, and Tumble Checks.
-(UFC) Upgraded Field Command Module - +6 Jump, Climb, and Tumble Checks.
-(UFC-II) Upgraded Field Command Module - II - +8 Jump, Climb, and Tumble Checks.
(RS) Remote Sensors - +5 Spot Check.
-(URS) Upgraded Remote Sensors - +7 Spot Checks.
(DSM) Digital Signalling Module - +5 Knowledge (Geography) checks, Take 10 on Knowledge (Geography) checks.
(TCM) Tactical Command Module - Make Knowledge (Tactics) Checks, for every 5 points past 10, give all your party a +1 Attack and Damage.
(RIK) Rechargeable Injection Kit - Refillable single Injection Trauma Kit, Injects filled Substance as a Free Action.

Visor Modules

(HUD) Heads Up Display - +2 Attack Rolls, Search, & Spot Checks, 2 Module Slots.
(UHUD) Upgraded Heads Up Display - +4 Attack Rolls, Search, & Spot Checks, 3 Module Slots.
(XHUD) Programmable Heads Up Display - +6 Attack Rolls, Search, & Spot Checks, Module Slots.
(NSS) Non-combat Support System - .
(CSS) Combat Support System - +1 Attack Rolls.
(RSS) Reconnaissance Support System - +2 Search, Spot, & Listen Checks.
(MSS) Medical Support System - +2 Heal Checks, Take 10's on Heal Checks on minor issues.
(E/A) Enemy/Ally Recognition - No Chance of Hitting Ally when shooting into Melee.
(AC) Ammo Counter - Reduce Reload Time by one step.
(A/SIL) Armor/Shield Integrity Log - +2 AC while fighting Defensivly.
(WIL) Weapon Integrity Log - +1 Weapon Hardness for purposes of Sundering.
(CMS) Close Range Motion Sensors - 0-30 ft. Range. DC 25 to Beat.
(LMS) Long Range Motion Sensors - 30ft-300ft Range. DC 20 to Beat.
(LIS) Lifeform Integrity Sensors - +2 Heal Checks, Take 10's if rushed.
(I/VL) Information/Voice Log - +2 Intel Checks to Remember Info.
(A/LS) Area/Landscape Scanner - No Penalty for moving through rough Terrain.
(LFI) Life Form Identifier - +5 Knowledge(Xenology).
(LFM) Life Form Monitor - Heal checks made to stabalize dont incur damage if failed by less than 5.
(MDB) Medical Database - +5 Heal Checks.
(RDB) Refference Database - +5 Knowledge Checks.
(O.A.V.W.L.) - +10 Search Checks made to Identify anything in the Surroundings. (Not usedf to search specifics).


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