Armor (5e Halo Setting)

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Traditional Armor[edit]

Some form of the following armor has been used by every race in the galaxy in the far past.

Traditional Light Armor: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
300 cR -1 8 8 lb.

Gambeson, hardened leather, and chain shirts were used throughout much of human history, though their protection against 12.7×40mm and plasma no longer stands up to par. This armor has 6 armor hit points.

Traditional Medium Armor: Medium Armor
Cost Armor Class (AC) Strength Stealth Weight
1,500 cR -3 10 20 lb.

Scale armor, chain armor, and early ballistic vests vastly outshined traditional light armor, though against modern weapons they are roughly equal in their protection. This armor has 8 armor hit points.


Traditional Heavy Armor: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
3,000 cR -5 16 Disadvantage 65 lb.

Full suits of plate and ring mail were once the best protection money could buy, but modern weapons have significantly outpaced them all the same. This armor has 10 armor hit points.


Traditional Shield: Shield
Cost Armor Class (AC) Strength Stealth Weight
1,500 cR 6 lb.

Early wood, metal, and kevlar shields can be carried in one hand. A traditional shield has 10 armor hit points and is resistant to bludgeoning, slashing, and piercing damage. As a bonus action, the wearer may raise the shield, causing any damage they take to be dealt to the shield first. Critical hits ignore the effects of a raised shield.


UNSC Armor[edit]

The following armor is typically only manufactured for human use, though after the Great Schism some variants have been made for members of the Swords of Sanghelios.

Camouflage Fatigues: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
20 cR -1 Special 4 lb.

While these clothes bear no armor, their camouflage pattern makes the wearer difficult to spot in a variety environments. Choose one type of camouflage: arctic, coastal, desert, forest, grassland, mountain, swamp, outdoor manmade, or indoor manmade. While wearing fatigues, you gain advantage on Stealth checks while in the chosen terrain. This armor can be worn under clothes and other armor, but doing so eliminates the Stealth advantage.


Techsuit: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
7,000 cR -1 Special 3 lb.

Developed for the then-secret SPARTAN-II program, techsuits have a variety of systems built into them, all while adding nearly no bulk to the wearer. It would later become the base of Mjolnir. The wearer can not be detected by their heat, they have 30 feet of thermal vision, and while in dim light or darkness the wearer gains advantage on Stealth checks. This armor can be worn under clothes and other armor, but doing so eliminates the Stealth advantage. This armor has 9 armor hit points.


Marine BDU: Medium Armor
Cost Armor Class (AC) Strength Stealth Weight
1,500 cR -2 10 20 lb.

While the marine battle dress uniform is less protective than the army's, it allows for significantly better mobility. This armor has 9 armor hit points.


ODST BDU: Medium Armor
Cost Armor Class (AC) Strength Stealth Weight
3,000 cR -3 12 Special 20 lb.

Only distributed to the UNSC's best and brightest due to their significantly higher cost, comparable to that of a light machine gun, the armor of ODSTs was one of the most revered icons of the military prior to Spartan deployment. While in dim light or darkness the wearer gains advantage on Stealth checks, and the wearer gains 30 ft. of darkvision. This armor has a 11 armor hit points.

Army BDU: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
1,500 cR -5 12 Disadvantage 20 lb.

Using ceramic composite armor, typically worn over camouflage fatigues, the USNC army is able to achieve protection similar to traditional plate armor with significantly less weight and training. This armor has 13 armor hit points.

Semi-Powered Infiltration Armor: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
35,000,000 cR -2 16 117 lb.

An early, cheaper alternative to Mjolnir, SPI is the most advanced armor wearable by unaugmented humans, though only about 2,000 units were completed. The armor comes equipped with a motion tracker, and the wearer is lightly obscured by the armor's photo-reactive panels while it has its maximum armor hit points. This armor has 13 armor hit points.

Nightfall Armor: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
35,000,000 cR -2 16 115 lb.

An upgraded ODST BDU with semi-powered components developed for special use by ONI strikeforces, Nightfall is similar enough to Mjolnir that conversions among ex-ONI SPARTAN-IVs is fairly common. While in dim light or darkness the wearer gains advantage on Stealth checks, and the wearer gains 30 ft. of darkvision. This armor has a 13 armor hit points.

OSTEO Combat Engineering Suit: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
35,000,000 cR -3 16 115 lb.

Designed for HAZMAT operations, Project: OSTEO developed a number of sealed, semi-powered suits of armor, as well as a number of Mjolnir-compatable attachments. A creature wearing this armor is immune to poison and acid damage, and can hold their breath for twice as long. This armor has a 13 armor hit points.

Hellbringer Armor: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
35,000,000 cR -3 16 124 lb.

Designed for specialized ODST units equipped with heavy weaponry, Hellbringer armor acts as an almost fully-mechanized suit. The size category of a creature wearing this armor increases by 1. This armor has a 13 armor hit points.

UNSC Shield: Shield
Cost Armor Class (AC) Strength Stealth Weight
5,000 cR 10 lb.

Designed after scavenged hunter shields, UNSC shields are made of the same alloys as Covenant warship hulls, and are typically only deployed with Spartans expecting engagements in close quarters or with limited cover. A UNSC shield has 60 armor hit points. As a bonus action, the wearer may raise the shield, causing any damage they take to be dealt to the shield first. Critical hits ignore the effects of a raised shield.

Mjolnir[edit]

Mjolnir can only be worn by Spartans.

Orion: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
3,500,000,000 cR 20 750 lb.

Originally developed as Project: MELAENO for the ORION Program, which would retroactively become the Spartan-I Program, Orion armor was the first powered assault armor designed for augmented humans. The armor comes equipped with a motion tracker. This armor has 20 armor hit points.


Mjolnir Mark IV: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
5,000,000,000 cR 22 1,000 lb.

The first suit of armor fully developed exclusively for Spartan-IIs, Mark IV was manufactured before humanity had reliable energy shielding technology, meaning most of its protection still came from armor plating, though wearers were almost entirely immune to small arms fire. The armor comes equipped with a motion tracker. This armor has a 30 armor hit points.


Mjolnir Mark V: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
6,000,000,000 cR 23 1,000 lb.

The first Mjolnir suit with an energy shield, having been reverse-engineered following first contact with the Covenant, Mark V turned the tide of the war, allowing some Spartans to go toe-to-toe with squads of elites and brutes. The armor comes equipped with a motion tracker. This armor has 30 armor hit points and 30 shield hit points. 5 shield hit points are regained after 1 round of not taking damage while the armor has at least 1 armor hit point.


Mjolnir Mark VI: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
7,000,000,000 cR 24 1,000 lb.

Generally seen as the Mjolnir armor, Mark VI was worn by only a handful of SPARTAN-IIs equipped shortly before the Battle for Earth, though SPARTAN-IVs would still requisition it for its reliability. The armor comes equipped with a motion tracker. This armor has 15 armor hit points and 15 shield hit points. 15 shield hit points are regained after 1 round of not taking damage while the armor has at least 1 armor hit point.


Mjolnir GEN2: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
8,000,000,000 cR 22 400 lb.

Developed after the end of the Human-Covenant War, GEN2 represented a major shift in Mjolnir design philosophy toward customization. The armor comes equipped with a motion tracker, and can be equipped with up to two armor abilities. This armor has 15 armor hit points and 15 shield hit points. 15 shield hit points are regained after 1 round of not taking damage while the armor has at least 1 armor hit point.


Mjolnir GEN3: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
9,000,000,000 cR 22 800 lb.

The most recent Mjolnir generation, GEN3 improves upon GEN2 in most ways. The armor comes equipped with a motion tracker, and can be equipped with up to two armor abilities. This armor has 30 armor hit points and 30 shield hit points. 15 shield hit points are regained after 1 round of not taking damage while the armor has at least 1 armor hit point.

Additionally, as an action, the wearer can enter a hibernation state, falling unconscious for up to 1 year or until a creature awakens them as an action, during which they do not need to eat, drink, or breath.


Hayabusa: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
7,000,000,000 cR -3 26 1,000 lb.

Beginning development by RKD Group under Project HAYABUSA 15 years before Mjolnir Mark V was completed and with no knowledge of Project MJOLNIR, the two projects combined resources to develop a combined version around the same time as Mjolnir Mark VI. The armor comes equipped with a motion tracker. This armor has 30 armor hit points and 15 shield hit points. 15 shield hit points are regained after 1 round of not taking damage while the armor has at least 1 armor hit point.


Covenant Armor[edit]

Minor Harness: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
5,000 cR -1 3 lb.

Standard-issue armor for grunts and jackals, minor harnesses are sleek, cheap armor worn by low-ranking soldiers within the Covenant. This armor has 10 armor hit points.

Spec-Ops Harness: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
10,000 cR -1 12 3 lb.

Standard-issue armor for elites and high-ranking grunts and jackals, spec-ops harnesses are equipped with lesser energy shields for extended engagements. This armor has 10 armor hit points and 10 shield hit points. 10 shield hit points are regained after 1 round of not taking damage while the armor has at least 1 armor hit point.

Ranger Harness: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
100,000 cR -1 12 3 lb.

Primarily used in high-risk engagements, ranger harnesses allow for better survivability without being so expensive as to regret losing a suit of it. This armor can be worn under clothes and other armor. This armor has 10 armor hit points and 20 shield hit points. 10 shield hit points are regained after 1 round of not taking damage while the armor has at least 1 armor hit point.


Ultra Harness: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
1,000,000 cR -1 12 3 lb.

Primarily distributed to high-ranking members of the Covenant, especially elites, ultra armor's advanced shields are meant to ensure their survival against what few forces are able to break through their underlings. This armor has 10 armor hit points and 30 shield hit points. 10 shield hit points are regained after 1 round of not taking damage while the armor has at least 1 armor hit point.


Zealot Harness: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
10,000,000 cR -1 12 3 lb.

Primarily distributed to units recovering Forerunner artifacts, zealot harnesses are the best armor a non-officer can receive within the Covenant. This armor has 10 armor hit points and 40 shield hit points. 10 shield hit points are regained after 1 round of not taking damage while the armor has at least 1 armor hit point.


General Harness: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
100,000,000 cR -1 12 3 lb.

Covenant generals command entire legions of soldiers and generally gain their rank by exceptional military service, both of which require their death be difficult to achieve. This armor has 10 armor hit points and 50 shield hit points. 10 shield hit points are regained after 1 round of not taking damage while the armor has at least 1 armor hit point.


Field Marshal Harness: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
1,000,000,000 cR -1 12 3 lb.

Covenant field marshals command entire planetary invasions, making them even more valuable than generals. This armor has 10 armor hit points and 60 shield hit points. 20 shield hit points are regained after 1 round of not taking damage while the armor has at least 1 armor hit point.


Infantry Power Armor: Medium Armor
Cost Armor Class (AC) Strength Stealth Weight
10,000 cR -2 16 Disadvantage 100 lb.

Originally of brute design, Covenant power armor saw extended use following the Great Schism. This armor can be worn under clothes and other armor. This armor has 10 armor hit points and 10 shield hit points.


Stalker Power Armor: Medium Armor
Cost Armor Class (AC) Strength Stealth Weight
100,000 cR -3 17 Disadvantage 125 lb.

Primarily used in high-risk engagements, ranger harnesses allow for better survivability without being so expensive as to regret losing a suit of it. This armor has 15 armor hit points and 15 shield hit points.


Ultra Power Armor: Medium Armor
Cost Armor Class (AC) Strength Stealth Weight
1,000,000 cR -3 18 Disadvantage 150 lb.

Primarily distributed to high-ranking brutes, ultra armor's advanced shields are meant to ensure their survival against what few forces are able to break through their underlings. This armor has 20 armor hit points and 20 shield hit points.


Zealot Power Armor: Medium Armor
Cost Armor Class (AC) Strength Stealth Weight
10,000,000 cR -4 19 Disadvantage 200 lb.

Primarily distributed to units recovering Forerunner artifacts, making it extremely uncommon among brutes, zealot power armor is the best armor a non-officer can receive within the Covenant. This armor has 25 armor hit points and 25 shield hit points.


Leader Power Armor: Medium Armor
Cost Armor Class (AC) Strength Stealth Weight
100,000,000 cR -4 20 Disadvantage 300 lb.

Brute leaders command entire legions of soldiers and generally gain their rank by exceptional military service, both of which require their death be difficult to achieve. This armor has 30 armor hit points and 30 shield hit points.


Chieftain Power Armor: Medium Armor
Cost Armor Class (AC) Strength Stealth Weight
1,000,000,000 cR -4 22 Disadvantage 500 lb.

Brute chieftains lead entire clans of brutes by their might alone, requiring that they be hard to kill to maintain command. This armor has 60 armor hit points and 60 shield hit points.

Arbiter Body Armor: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
10,000,000,000 cR -2 14 65 lb.

The armor of the Arbiter combines ancient sangheili design with modern Covenant power armor, making the wearer nearly unstoppable, though all but one suit was aboard High Charity when it was overrun by the Flood. This armor has 60 armor hit points and 60 shield hit points. 10 shield hit points are regained after 1 round of not taking damage while the armor has at least 1 armor hit point.

Prelate Fighting Skin: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
10,000,000,000 cR -1 12 3 lb.

Worn exclusively by San'Shyuum Prelates, this armor is one of the rarest finds in the galaxy, if you can pry it from the body of such a powerful soldier. This armor has 60 armor hit points and 60 shield hit points. 20 shield hit points are regained after 1 round of not taking damage while the armor has at least 1 armor hit point.

Point Defense Gauntlet: Shield
Cost Armor Class (AC) Strength Stealth Weight
5,000 cR 6 lb.

Primarily used by kig-yar, point defense gauntlets produce a disk of thick plasma and are carried in one hand. A point defense gauntlet has 5 armor hit points and 60 shield hit points. 5 shield hit points are regained after 1 round of not taking damage while the shield has at least 1 armor hit point. As a bonus action, the wearer may raise the shield, causing any damage they take to be dealt to the shield first. Critical hits ignore the effects of a raised shield.

Other Armor[edit]

Forerunner Combat Skin: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
100,000,000,000,000 cR 1 lb.

During the Forerunners' failed war of survival against the Flood, all civilians beyond a handful of core worlds were required to wear a combat skin at all times. There are no known examples of surviving combat skins in the modern day. This armor has a damage threshold of 21.

This armor also comes equipped with energy shields, which have 200 hit points and are resistant to all damage except bludgeoning and slashing damage, and are vulnerable to lightning, fire, and radiant damage. Any damage the wearer takes is dealt to their shields first. Damage dealt to shields ignores the wearer's damage threshold. The energy shields regain all of their hit points at the end of the wearer's turn if they have not taken damage since the end of their previous turn.


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