UNSC Marine (5e Creature)

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UNSC Marine[edit]

Medium humanoid (human), lawful neutral


Armor Class 16 (against ranged attacks) or 13 (all others) (bulletproof vest)
Hit Points 9 (2d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 11 (+0)

Saving Throws Str +4
Skills Athletics +4, Perception +2, Survival +2
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP)


ACTIONS

MA5C Assault Rifle. Ranged Weapon Attack: +5 to hit, range (60/240), one target. Hit: 11 (2d8 + 3) piercing damage. This weapon does not have disadvantage when used within 5 ft. of the target. A marine only has one primary weapon.

BR55 Battle Rifle. Ranged Weapon Attack: +5 to hit, range (150/300), one target. Hit: 11 (2d8 + 3) piercing damage. A marine only has one primary weapon.

M45 Shotgun. Ranged Weapon Attack: +5 to hit, range (30/90), one target. Hit: 14 (3d6 + 3) piercing damage. Targets within 15 feet take twice as much damage. A marine only has one primary weapon.

M6C PDW. Ranged Weapon Attack: +5 to hit, range (45/180), one target. Hit: 7 (2d6 + 3) piercing damage. This weapon does not have disadvantage when used within 5 ft. of the target. A marine only has one secondary weapon.

M7 SMG. Ranged Weapon Attack: +5 to hit, range (45/90), one target. Hit: 8 (2d4 + 3) piercing damage. This weapon does not have disadvantage when used within 5 ft. of the target. A marine only has one secondary weapon.

Gun Bash. Melee Weapon Attack: +5 to hit, reach 5., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Fragmentation Grenade (1/day). Every creature within a 20 foot radius centered on one point within 60 feet of the marine must attempt a DC 15 Dexterity saving throw. On a failure, they take 19 (5d6) piercing damage. On a success, they take half as much damage.


HW_Render_Infantry_1920-crop.jpg
A group of marines, [Source]

Marines make up the main fighting force of the UNSC, found wherever humanity needs defense, both out in the colonies and aboard Navy vessels. Marines typically operate in units of 4-10, with each unit belonging to a division. Only the best marines, however, are able to become ODSTs, and even fewer become Spartan-IVs.

Variants: Specializations

Not all marines are plain standard; many have one of the following modifications.

Vehicle Specialist. The marine has proficiency in land, sea and air vehicles. As an action, they may cause one vehicle they are touching to regain 2 (1d4) hit points.

Ordinance Specialist. The marine loses their Fragmentation Grenade action and gains the following attack:

SPNKR Rocket Launcher (2/day). Ranged Weapon Attack: +5 to hit, range (60/150), one target. Hit: 17 (3d8 + 3) bludgeoning damage. Each attack with this weapon targets all creatures within 15 ft. of the target. For every 5 ft. these "secondary targets" are from the initial target, they take -5 (1d8) damage. On a miss, targets take half as much damage unless they are benefitting from cover. Attack rolls with this weapon have advantage against vehicles that are not invisible. The marine can not move on the same turn they make an attack with this weapon.

SAW Specialist. The marine loses their primary weapon and gains the following attack:

AIE-486H Heavy Machine Gun. Ranged Weapon Attack: +5 to hit, range (60/240), one target. Hit: 14 (2d10 + 3) piercing damage. The marine must set this weapon up as an action before they can attack with it, which lasts until they move more than 5 ft. in one turn, and they can not move on the same turn they make an attack with this weapon.

Medical Specialist. The marine loses their Fragmentation Grenade action and gains the following action:

Medikit. One creature within 5 ft. of the marine regains 19 (4d8) hit points and loses the poisoned or paralyzed conditions

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