5e Equipment (Halo Setting)
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Human Armory[edit]
Humanity’s Military equipment heavily resembles modern equipment. Alongside the listed items, one can acquire modern armors.
Type IIA Bulletproof Armor (5e Equipment)
Type II Bulletproof Armor (5e Equipment)
Type IIIA Bulletproof Armor (5e Equipment)
Type IV Bulletproof Armor (5e Equipment)
Military Grade Special Type Armor (5e Equipment)
Stab Vest, Level 1 Spikes (5e Equipment)
Stab Vest, Level 2 Spikes (5e Equipment)
Stab Vest, Level 3 Spikes (5e Equipment)
Stab Vest, Level 1 Edged Blades (5e Equipment)
Stab Vest, Level 2 Edged Blades (5e Equipment)
Stab Vest, Level 3 Edged Blades (5e Equipment)
AIE-486H HMG (use caution, as access to this weapon is a high level class feature)
Sniper Rifle System 99C-Series 2 Anti-Matériel
SPNKR Rocket Launcher (use caution, as access to this weapon is a high level class feature)
NA4 Defoliant Projector (use caution etc.)
M6 Grindell/Galilean Nonlinear Rifle (use caution etc.)
H-165 Forward Observer Module (use caution etc.)
Vehicles[edit]
Covenant Armory[edit]
The Covenant uses highly advanced plasma weaponry. Keep that in mind when allowing unlisted equipment into Covenant based campaigns.
Type-25 Directed Energy Pistol
Type-33b Assault Cannon (see spnkr)
Vehicles[edit]
Banished Armory[edit]
The Banished, ruled by brutes, use the most useful aspects of both Covenant and UNSC weapons.
Vehicles[edit]
Forerunner Arsenal[edit]
Forerunner equipment, when not being created and wielded by prometheans and sentinels, can only be found on the remnants of their fallen wielders. No civilization can currently recreate these weapons.
Vehicles[edit]
Miscellaneous Equipment[edit]
- Plasma Cells- 5 gp/2 cells
Necessary for firing plasma weaponry.
- Subanese Crystals- 10 gp/20 rounds
Necessary for firing Needlers.
- 7.62 Rifle Rounds- 5 gp/10 rounds
Necessary for firing larger UNSC weaponry.
- Shotgun Shells- 5gp/15 rounds
Necessary for firing shotguns.
- 12.7×40mm M228 SAP-HP/.50 Magnum Rounds- 5 gp/20 rounds
Necessary for firing smaller UNSC weaponry.
- 25x130mm Electromagnetic Round- 50 gp/5 rounds
Necessary for firing gauss weaponry.
- 102mm Shaped Rocket- 100 gp/2 rockets
Necessary for firing rocket-based weaponry.
- Personal Fuel- 10gp/15 gills
Necessary for using combustion-based devices.
- Light Mass Charges- 40 gp/1 Charge
Necessary for firing the forerunner Lightrifle and Suppressor.
- Ionized Canisters- 24 gp/4 Canisters
Necessary for firing the forerunner Scattershot and Binary Rifle.
- Oxygen Sealant- 100 gp.
Requires attunement. When applied to an armor, allows the wearer to survive in the void of space in 10 minutes intervals, requiring 12 seconds to flood the system with oxygen.
- Personal Energy Shield- 100 gp.
Requires attunement. When applied to an armor that does not already have an energy shield, you gain 10 temporary hit points which refresh after not taking damage for 3 rounds (18 seconds).
- Fragmentation Grenade- 15 gp.
Used as a ranged attack. Thrown (15/30). 3d6 Fire and 2d6 Piercing in a 15 foot radius. Both damage types are reduced by 1d6 for every 5 feet from the area hit.
- Non-specified Equipment
Modern 5e Adventuring Gear and Armor (not weapons) for UNSC or Futuristic Adventuring Gear for Covenant and Promethean.
- Weapon Modifications and Attachments
A list of some weapon modifications.
Reflavoring and Replacement[edit]
- MechMaster
The MechMaster, due to the setting, would not have the magical flavoring it originally had. Mechs are reflavored as HRUNTING Mark III [B] Exoskeletons, also known as Cyclopses, and Titans are reflavored as HRUNTING/YGGDRASIL Mark IX Armor Defense Systems, also known as the Mantises. Mantises have 20 less hit points than listed, but has an identical temporary hit point system to Mjolnir Mk. V. If playing as the Covenant, they are reflavored as Goblin mechs and Heavy Goblin. If playing as a Promethian, they are reflavored as Knight Battlewaggons and Knight Luminaries. In addition your starting equipment options for armor and weaponry are replaced with the following.
- Hand crossbow -> M6C
- Quarterstaff -> M7
- Javelins -> Hand grenades
- Studded Leather -> Type IIA Bulletproof Vest
- Hide Armor -> Stab Vest, Level 1 Spikes
- Soldier
To fit the setting, the Soldier class must have its weapons changed to the above listed human weaponry.
- LMG -> AIE-486H
- SMG -> M7
- Semi-Automatic Pistol -> M6C
- Sniper Rifle -> 99C Series
- Automatic Rifle -> MA5C
- Gunslinger
As above, certain items given by this class do not fit this setting. Please observe the following changes.
- light crossbow -> M6C
- bolts -> bullets
- Studded Leather -> Type IIA Bulletproof Vest
- Hide Armor -> Stab Vest, Level 1 Spikes
- Revolver, a Rifle, 12 Bullets, and Tinker's tools -> M6C or M7 and Tinker’s tools
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