M6A Magnum
UNSC Pistols
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
M6A Magnum |
1,500 cR |
2d6 piercing |
1 lb. |
Ammunition (range 30/300), reload (12 shots)
|
|
An older model pistol, the M6A is still favored by law enforcement and civilians for its comfortable handling.
M6B Handgun
UNSC Pistols
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
M6B Handgun |
1,500 cR |
2d6 piercing |
1 lb. |
Ammunition (range 30/300), reload (12 shots), scope
|
|
Misriah Armory's "officer's model" pistol is an older model with a shroud-mounted scope and chrome finish.
M6C PDW
UNSC Pistols
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
M6C PDW |
1,615 cR |
2d6 piercing |
1 lb. |
Ammunition (range 30/300), reload (12 shots), light
|
|
Lighter and more reliable than other sidearms in the M6 series, the M6C is the primary sidearm of the UNSC navy.
|
|
M6D Magnum
UNSC Pistols
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
M6D Magnum |
1,500 cR |
2d8 piercing |
1 lb. |
Ammunition (range 30/300), reload (12 shots), scope, automatic (1d2), heavy
|
|
An upscaled M6 meant for Spartans, the M6D fires larger rounds and carries many of the upgrades present in in M6B.
|
|
SAS-10
UNSC Pistols
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
SAS-10 |
1,500 cR |
2d6 piercing |
1 lb. |
Ammunition (range 30/300), reload (12 shots), automatic (1d2)
|
|
Developed by Sevine Arms and chambered in 10mm, the SAS-10 is a fully-automatic pistol popular among colonial forces.
|
|
Eos'Mak-pattern Plasma Pistol
Covenant Pistols
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Eos'Mak-pattern Plasma Pistol |
1,500 cR |
1d4 radiant |
10 lbs. |
Range (15/300 feet), light, plasma cartridge (1%), automatic (1d4), special
|
|
Also known as the type-25 directed energy pistol by the UNSC, the Eos'Mak-pattern is designed to fire a wealth of shots from a single cartridge at the benefit of Unggoy and Kig-Yar with minimal training.
Over-Charge. A creature wielding this weapon may charge it as an action for 20% of the weapon's plasma cartridge. If they do not spend their next action as an Attack, it loses 3% of its plasma cartridge. The next attack the wielder makes with this weapon while it has this charge deals 4d6 radiant damage and causes vehicles to become paralyzed until the beginning of the user's next turn.
|
|
Rohakadu-pattern Plasma Pistol
Covenant Pistols
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Rohakadu-pattern Plasma Pistol |
1,500 cR |
1d4 radiant |
10 lbs. |
Range (15/300 feet), light, plasma cartridge (2%), special
|
|
The Rohakadu-pattern fires standard shots more slowly and less efficiently than the Eos'Mak-pattern, but are more efficient in firing over-charged shots.
Over-Charge. A creature wielding this weapon may charge it as an action for 10% of the weapon's plasma cartridge. If they do not spend their next action as an Attack, it loses 2% of its plasma cartridge. The next attack the wielder makes with this weapon while it has this charge deals 4d6 radiant damage and causes vehicles to become paralyzed until the beginning of the user's next turn.
|
|
Ukala Workshop Spike Revolver
Covenant Pistols
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Ukala Workshop Spike Revolver |
1,500 cR |
2d12 piercing |
1 lb. |
Ammunition (range 15/300), long reload (8 shots), heavy, special
|
|
Known as the mangler to both the UNSC and Banished forces, the spike revolver is an ancient, simple jiralhanae weapon that fires heavy metal spikes that, while traveling slowly, carry massive kinetic force and armor-piercing capabilities.
Bladed. The mangler can also be used as a shortsword.
|
|
Nahle'hax-pattern Needler
Covenant Pistols
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Nahle'hax-pattern Needler |
1,500 cR |
2d4 piercing |
10 lbs. |
Ammunition (range 20/200), reload (30 shots), heavy, special
|
|
Needlers fire shards of Subanese crystals capable of resonating with each other, creating a "supercombine" effect when enough crystals are present in a single target. It is often used by mid-ranking Covenant units.
Supercombine. On a hit with this weapon, the target gains 1 level of supercombine. At the end of each round, every creature that did not gain a level of supercombine during that round loses 1 level of supercombine. When a creature gains their 6th level of supercombine, they take 4d6 force damage as the needles detonate and lose all levels of supercombine.
|
|
Sicatt Workshop Volt Caster
Other Pistols
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Sicatt Workshop Volt Caster |
1,500 cR |
1d6 piercing |
1 lb. |
Ammunition (range 30/300), reload (10 shots), special
|
|
Known as the disrupter to both the UNSC and Banished forces, the volt caster uses Forerunner technology to release an electromagnetic pulse. On a hit with this weapon, the target gains 1
Supercharge. On a hit with this weapon, the target gains 1 level of supercharge. At the end of each round, every creature that did not gain a level of supercharge during that round loses 1 level of supercharge. When a creature gains their 5th level of supercharge, they take 2d6 lightning damage and become paralyzed if the target is a vehicle, and they lose all levels of supercharge.
|
|
CQB
M7 SMG
UNSC CQBs
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
M7 SMG |
1,500 cR |
2d4 piercing |
1 lb. |
Ammunition (range 20/200), reload (60 shots), automatic (2d4)
|
|
A popular primary weapon between all branches of the UNSC, especially ODSTs, the M7 fires a hail of bullets at 900 rpm.
|
|
M45 Shotgun
UNSC CQBs
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
M45 Shotgun |
1,500 cR |
1d4 slashing |
10 lbs. |
Ammunition (range 15/150), long reload (5 shots), two-handed, spread (2d8)
|
|
Misriah Armory's M45 shotgun sits in close contention with Weapon System Technologies' M90 when the title of the UNSC's favorite shotgun is given. Before the Covenant War, the UNSC had little use for a dedicated shotgun, preferring to mass-produce caseless SMGs for close-quarters gunfire, leaving these weapons in the hands of police forces, civilians, and Insurrectionists. By the time of the Covenant War, many of these weapons had drifted into various military weapons lockers and the hands of individual soldiers, finding exceptional use when loaded with the UNSC's favorite 8-gauge rounds.
|
|
M90 Shotgun
UNSC CQBs
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
M90 Shotgun |
1,500 cR |
2d4 slashing |
10 lbs. |
Ammunition (range 20/200), long reload (12 shots), two-handed, spread (2d4)
|
|
The M90's longer tube results in greater capacity, range, and grouping, making it more generally useful. During the Covenant War, this weapon was instrumental in human efforts to contain the Flood. After the war, it was gradually phased out in favor of the Bulldog.
|
|
CQS48 Bulldog
UNSC CQBs
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
CQS48 Bulldog |
1,500 cR |
2d6 slashing |
10 lbs. |
Ammunition (range 20/200), reload (8 shots), two-handed, spread (1d4)
|
|
After the Covenant War, the UNSC realized the use a dedicated shotgun could have in their ranks. Refining and enhancing the M45 and [M90's designs, the Bulldog uses a quickly-reloadable revolving cylinder similar to that of the Mauler, and its pump features an ergonomic grip to accelerate how quickly it can be fired.
|
|
Ukala Workshop Breach Pistol
Covenant CQBs
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Ukala Workshop Breach Pistol |
1,500 cR |
2d6 slashing |
1 lb. |
Ammunition (range 15/150), long reload (6 shots), spread (1d4)
|
|
Known to the UNSC as the Type-52 Mauler, the breach pistol became one of the Sacred Promissory's main products following the Great Schism, where Jiralhanae favored it for its nature as a handheld spike shotgun.
|
|
Paegaas Workshop Bladed Spiker
Covenant CQBs
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Paegaas Workshop Bladed Spiker |
1,500 cR |
3d8 piercing |
8 lb. |
Ammunition (range 15/300), reload (40 shots), heavy, automatic (1d4), special
|
|
Known to the UNSC as the Type-25 Carbine, the spiker is a Covenant weapon drawing solely from Jiralhanae design, firing large spikes from its bladed barrel.
Bladed. The spiker can also be used as a shortsword.
|
|
Rifles
MA5B Assault Rifle
UNSC Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
MA5B Assault Rifle |
1,500 cR |
2d6 piercing |
8 lb. |
Ammunition (range 45/450), reload (60 shots), two-handed, automatic (2d4)
|
|
The primary weapon of the UNSC marines, the MA5B is, like most UNSC infantry weapons, a reliable automatic bullpup rifle.
|
|
MA5C Assault Rifle
UNSC Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
MA5C Assault Rifle |
1,500 cR |
2d8 piercing |
8 lb. |
Ammunition (range 60/600), reload (32 shots), two-handed, automatic (1d4)
|
|
In the later stages of the Human-Covenant War, the MA5B was replaced by the sturdier MA5C that, while lacking the extreme volume of fire of its predecessor, improved ammo conservation and used more powerful rounds.
|
|
BR55 Service Rifle
UNSC Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
BR55 Service Rifle |
1,500 cR |
3d6 piercing |
8 lb. |
Ammunition (range 60/600), reload (36 shots), two-handed, scope, automatic (3)
|
|
The primary weapon of the UNSC army, the battle rifle can be found on any world where humans are found due to its reliable design and stopping power.
|
|
M395 DMR
UNSC Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
M395 DMR |
1,500 cR |
3d8 piercing |
8 lb. |
Ammunition (range 60/600), reload (15 shots), two-handed, scope
|
|
Built on the same base as the BR55, the DMR is sometimes preferred for its armor-piercing capabilities, though against soft targets the battle rifle is usually the better option.
|
|
Okarda'phaa-pattern Rifle
Covenant Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Okarda'phaa-pattern Rifle |
1,500 cR |
3d6 radiant |
8 lb. |
Ammunition (range 15/300), plasma cartridge (1%), heavy, automatic (2d4)
|
|
The Type-25 Directed Energy Rifle to the UNSC, or simply the plasma rifle informally to both UNSC and Covenant, the Okarda'phaa-pattern acts more like a submachine gun in the hands of a Sangheili, Jiralhanae, or Spartan, though in the hands of an Unggoy, Kig-Yar, or human, the name is much more fitting.
|
|
Kewu R'shi'k-pattern Rifle
Covenant Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Kewu R'shi'k-pattern Rifle |
1,500 cR |
2d6 radiant |
8 lb. |
Ammunition (range 15/300), plasma cartridge (1%), heavy, automatic (2d8)
|
|
A modification to the Okarda'phaa-pattern, with the UNSC even classifying the two by the same designation, designed for Jiralhanae hands following the Great Schism, the Kewu R'shi'k-pattern plasma rifle fires significantly faster, but each bolt carries significantly less energy.
|
|
Nakata'vho-pattern Rifle
Covenant Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Nakata'vho-pattern Rifle |
1,500 cR |
3d6 radiant |
8 lb. |
Ammunition (range 30/600), plasma cartridge (1%), heavy, two-handed, automatic (2d8)
|
|
Also known as the Type-51 Directed Energy Rifle/Improved by the UNSC, or simply as the plasma repeater, is an improvement on the Okarda'phaa-pattern, with an elongated stock and midsection making room for its revolving circuit emitter, allowing it to fire much faster with no loss in stopping power.
|
|
Kelos'vaarda-pattern Rifle
Covenant Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Kelos'vaarda-pattern Rifle |
1,500 cR |
4d6 radiant |
8 lb. |
Ammunition (range 30/600), plasma cartridge (1%), heavy, two-handed, automatic (2d4)
|
|
Also known as the Type-55 Directed Energy Rifle/Advanced by the UNSC, or simply as the storm rifle, is an improvement on the Nakata'vho-pattern developed by Lodam Armory following the Human-Covenant War.
|
|
Erudo'ma'keth-pattern Carbine
Covenant Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Erudo'ma'keth-pattern Carbine |
1,500 cR |
3d8 radiant |
8 lb. |
Ammunition (range 30/600), plasma cartridge (1%), two-handed, automatic (5)
|
|
Developed by Lodam Armory as a lighter alternative to the Kelos'vaarda-pattern, the pulse carbine fires controllable bursts of plasma.
|
|
Gadulo-pattern Needle Launcher
Covenant Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Gadulo-pattern Needle Launcher |
1,500 cR |
2d8 piercing |
15 lbs. |
Ammunition (range 20/200), long reload (12 shots), two-handed, scope, special
|
|
A rifle variant of the SMG-like needler known as the Type-31 Needle Rifle to the UNSC, the Gadulo-pattern fires larger spikes of Subanese crystals, allowing for faster supercombines but requiring more robust containment.
Supercombine. On a hit with this weapon, the target gains 2 level of supercombine. At the end of each round, every creature that did not gain a level of supercombine during that round loses 1 level of supercombine. When a creature gains their 6th level of supercombine, they take 4d6 force damage as the needles detonate and lose all levels of supercombine.
|
|
Vostu-pattern Carbine
Covenant Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Vostu-pattern Carbine |
1,500 cR |
3d8 piercing |
8 lb. |
Ammunition (range 50/500), reload (18 shots), two-handed, scope
|
|
Also known as the Type-51 carbine by the UNSC< the Vostu-pattern is the Covenant's premier precision weapon and among the first weapons Covenant soldiers are deployed with, firing 8.7×60mm caseless uranium spikes.
|
|
Precision Rifles
SRS99D-S2 AM
UNSC Precision Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
SRS99D-S2 AM |
1,500 cR |
3d10 piercing |
8 lb. |
Ammunition (range 60/1200), reload (4 shots), two-handed, scope
|
|
The UNSC's primary sniper rifle, the S2 was primarily used as an anti-materiel rifle against Insurrectionist forces before being distributed to all long-range roles against the Covenant.
|
|
M99 Special Application Scoped Rifle
UNSC Precision Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
M99 Special Application Scoped Rifle |
1,500 cR |
2d10 piercing |
8 lb. |
Ammunition (range 60/1200), reload (7 shots), two-handed, scope, special
|
|
An exceptionally rare weapon equipped by UNSC forces, the "Stanchion" is a rail sniper rifle trialed alongside other experimental weapons by the ORION Program and saw limited use during and after the Human-Covenant War.
Rail Charge. A creature wielding this weapon may charge it as an action. If they do not spend their next action as an Attack, it loses its charge. The next attack the wielder makes with this weapon while it has this charge deals 4d10 piercing.
|
|
Sulok-pattern Beam Rifle
Covenant Precision Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Sulok-pattern Beam Rifle |
1,500 cR |
3d12 radiant |
8 lb. |
Ammunition (range 30/1200), plasma cartridge (10%), two-handed, scope
|
|
Given the name Type-50 Sniper Rifle System by the UNSC, the Sulok-pattern is the Covenant's main long-range weapon, firing a beam of particles at roughly ten times the speed of sound.
|
|
M'tara-pattern Focus Rifle
Covenant Precision Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
M'tara-pattern Focus Rifle |
1,500 cR |
3d6 radiant |
8 lb. |
Ammunition (range 30/1200), plasma cartridge (3%), two-handed, automatic (2d4), scope
|
|
A variant of the Sulok-pattern, the M'tara-pattern fires a less powerful stream of particles, allowing it to fire more rapidly and frequently.
|
|
Elutuzem-pattern Stalker Rifle
Covenant Precision Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Elutuzem-pattern Stalker Rifle |
1,500 cR |
3d8 radiant |
8 lb. |
Ammunition (range 30/1200), plasma cartridge (3%), two-handed, automatic (2d4), scope
|
|
An older Covenant scouting rifle, the stalker rifle found much greater use within the Banished, being used by Jiralhanae stalkers in both close- and long-range.
|
|
Sicatt Workshop Shock Rifle
Other Precision Rifles
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Sicatt Workshop Shock Rifle |
1,500 cR |
3d12 lightning |
8 lb. |
Ammunition (range 30/600), plasma cartridge (25%), two-handed, heavy, automatic (1d4), scope
|
|
By combining simplistic Jiralhanae designs with scavenged Forerunner technology, shock rifles are able to put out a terrifying amount of damage with a single pull of the trigger.
|
|
Heavy Weapons
M739 Light Machine Gun
UNSC Heavy Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
M739 Light Machine Gun |
1,500 cR |
2d8 piercing |
20 lb. |
Ammunition (range 60/600), reload (64 shots), heavy, two-handed, automatic (2d4)
|
|
Colloquially known as the SAW, the M739 entered service at the tail end of the Insurrection, but didn't see full-scale deployment until shortly after the Human-Covenant War. It is effectively an MA5C with a faster rate of fire and larger magazine, making it much heavier.
|
|
AIE-486H Heavy Machine Gun
USNC Heavy Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
AIE-486H Heavy Machine Gun |
1,500 cR |
3d8 piercing |
20 lb. |
Ammunition (range 60/600), long reload (200 shots), heavy, two-handed, stabilizing, automatic (2d4)
|
|
The AIE-486H Heavy Machine Gun fires a belt of 7.62 rifle rounds. While typically found mounted in many UNSC facilities and vehicles, particularly strong combatants have been known to carry them into combat.
|
|
Flaktura Workshop Skewer
Covenant Heavy Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Flaktura Workshop Skewer |
1,500 cR |
4d12 piercing |
8 lb. |
Ammunition (range 30/300), long reload (1 shot), two-handed, heavy, scope, special
|
|
A man-portable anti-tank weapon of jiralhanae dating from before they even dreamed of spaceflight, the skewer fires a foot-long spike that can pierce even vehicle armor.
Bladed. The skewer can also be used as a greatsword.
|
|
Pek-pattern Plasma Cannon
Covenant Heavy Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Pek-pattern Plasma Cannon |
1,500 cR |
3d6 piercing |
20 lb. |
Ammunition (range 30/600), plasma cartridge (1%), heavy, two-handed, stabilizing, automatic (3d4)
|
|
The first stage of most Covenant invasions involve deploying squads of Unggoy with one member bringing in and mounting a Pek-pattern in a predetermined spot on the battlefield, though it isn't uncommon for Sangheili, Jiralhanae, or enemy Spartans to rip the turret from its mount later into the battle.
|
|
Ordinance
Asymmetric Recoilless Carbine-920
UNSC Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Asymmetric Recoilless Carbine-920 |
1,500 cR |
1d12 piercing |
8 lb. |
Ammunition (range 60/600), reload (1 shot), two-handed, special
|
|
The ARC-920, or simply the railgun to UNSC infantry, is a soldier-scale MAC cannon that fires a finger-sized projectile at a fraction of the speed of light.
Rail Charge. A creature wielding this weapon may charge it as an action. If they do not spend their next action as an Attack, it loses its charge. The next attack the wielder makes with this weapon while it has this charge deals 4d12 piercing.
|
|
Weapon/Anti-Vehicle Model 6 Grindell/Galilean Nonlinear Rifle
UNSC Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Weapon/Anti-Vehicle Model 6 Grindell/Galilean Nonlinear Rifle |
218,000 cR |
Special |
45 lbs. |
Heavy, two-handed, stabilizing, plasma cartridge (25%)
|
|
Misriah Armory’s W/AV M6 G/GNR "Spartan laser" was designed exclusively for use by UNSC Spartans. It fires an internal plasma battery that is incompatible with Covenant weapons.
Targeting Sequence. To fire this weapon, one must first charge it as an action. If they do not spend their next action as an Attack, it loses its charge. After firing, they must spend an action venting the weapon before they can charge it again. When the weapon is fired, every creature in a 600 ft. line must attempt a DC 10 + your Dexterity modifier Constitution saving throw. On a failure, they take 10d10 radiant damage. On a success, they take half as much damage. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC.
|
|
M41 Surface-to-Surface Rocket Medium Anti-Vehicle / Assault Weapon
UNSC Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
M41 Surface-to-Surface Rocket Medium Anti-Vehicle / Assault Weapon |
1,500 cR |
Special |
25 lbs. |
Long reload (2 shots), heavy, two-handed, stabilizing, special
|
|
Misriah Armory’s SPNKr rocket launcher fires 102mm shaped rockets and is considered one of the most powerful weapons a UNSC soldier can wield. Despite being considered outdated by the time the Covenant War began, its robust nature kept it as a favorite of both soldiers and quartermasters, leading to it remaining in use until long after the Covenant War. It was eventually replaced with the M57 Pilum.
High Explosive. When the weapon is fired, every creature in a 15 ft. radius up to 300 feet from the wielder must attempt a DC 10 + your Dexterity modifier Dexterity saving throw. On a failure, they take 5d8 bludgeoning damage. On a success, they take half as much damage. If this area is centered on a point beyond 30 feet of the wielder, targets have advantage on this saving throw unless they are a vehicle. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC.
|
|
M57 Pilum
UNSC Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
M57 Pilum |
1,500 cR |
Special |
25 lbs. |
Reload (2 shots), two-handed, stabilizing, scope, special
|
|
Replacing the SPNKr rocket launcher in 2558, the M57 Pilum is the modern UNSC's main piece of explosive ordinance, firing a two-round magazine of 50mm rockets from a reusable tube, decreasing weight and production costs at the cost of durability.
High Explosive. When the weapon is fired, every creature in a 15 ft. radius up to 300 feet from the wielder must attempt a DC 10 + your Dexterity modifier Dexterity saving throw. On a failure, they take 5d6 bludgeoning damage. On a success, they take half as much damage. If this area is centered on a point beyond 30 feet of the wielder, targets have advantage on this saving throw unless the wielder is aiming down their scope. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC.
|
|
NA4 Defoliant Projector
UNSC Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
NA4 Defoliant Projector |
1,520 cR |
Special |
25 lbs. |
Long reload (5 shots), two-handed, stabilizing, special
|
|
The NA4 is the UNSC's standard flamethrower. While these had been virtually erased from service during the Insurrection save for on a few jungle battlefields, the release of the Flood brought flamethrowers back into use in droves.
Napalm. When the weapon is fired, every creature in a 45 ft. cone or line must attempt a DC 10 + your Dexterity modifier Dexterity saving throw. On a failure, they take 4d6 fire damage. On a success, they take half as much damage. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC.
|
|
M9 Fragmentation Grenade
UNSC Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
M9 Fragmentation Grenade |
20 cR |
Special |
1 lbs. |
Light, special
|
|
Most UNSC soldiers are equipped with at least one, often two, frag grenades.
High Explosive. When the weapon is thrown, every creature in a 15 ft. radius centered on a point that is a number of feet equal to 10 times the wielder's Strength score (minimum 20 ft.) must attempt a DC 10 + your Dexterity modifier Dexterity saving throw. On a failure, they take 4d6 bludgeoning damage. On a success, they take half as much damage. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC.
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M319 Individual Grenade Launcher
UNSC Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
M319 Individual Grenade Launcher |
1,500 cR |
Special |
1 lbs. |
Long reload (1 shot), two-handed, special
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Having seen use in the UNSC army for decades, the M319 is the most common long-range explosive weapons to find on a human world.
High Explosive. When the weapon is fired, every creature in a 15 ft. radius up to 300 feet from the wielder must attempt a DC 10 + your Dexterity modifier Dexterity saving throw. On a failure, they take 4d6 bludgeoning damage. On a success, they take half as much damage. If this area is centered on a point beyond 30 feet of the wielder, targets have advantage on this saving throw. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC.
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M363 Remote Projectile Detonator
UNSC Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
M363 Remote Projectile Detonator |
1,500 cR |
Special |
1 lbs. |
Long reload (1 shot), heavy, special
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|
Replacing the M319 in most capacities following the end of the Human-Covenant War, especially with the introduction of the M57 and ARC-920, the M363's discrete silhouette and delayed explosion makes it viable in a wide variety of situations.
Delayed Explosive. When the weapon is fired, its projectile plants itself on one object within 15 ft. of the wieldier. As a bonus action, the wielder may detonate the projectile, forcing every creature in a 15 ft. radius up to 300 feet from the wielder must attempt a DC 10 + your Dexterity modifier Dexterity saving throw. On a failure, they take 4d6 bludgeoning damage. On a success, they take half as much damage. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC.
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Veporokk Workshop Ravager
Covenant Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Veporokk Workshop Ravager |
1,500 cR |
2d12 radiant |
8 lb. |
Ammunition (range 25/400), plasma cartridge (4%), two-handed, heavy, automatic (3), scope, special
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A heavy plasma rifle of Jiralhanae design, the ravager uses scavenged Forerunner technology to shape plasma into unstable red bolts that are lobbed in an arc.
Bladed. The ravager can also be used as a shortsword.
Over-Charge. A creature wielding this weapon may charge it as an action for 20% of the weapon's plasma cartridge. If they do not spend their next action as an Attack, it loses 3% of its plasma cartridge. The next attack the wielder makes with this weapon while it has this charge deals 4d12 radiant damage.
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Jovokada Workshop Brute Shot
Covenant Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Jovokada Workshop Brute Shot |
1,500 cR |
Special |
25 lbs. |
Reload (5 shots), two-handed, heavy, special
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An archaic grenade launcher of jiralhanae design, the brute shot resumed manufacturing following the Great Schism, where it became the new guards' primary heavy weapon.
Bladed. The brute shot can also be used as a greatsword.
High Explosive. When the weapon is fired, every creature in a 10 ft. radius up to 60 feet from the wielder must attempt a DC 10 + your Dexterity modifier Dexterity saving throw. On a failure, they take 5d6 bludgeoning damage. On a success, they take half as much damage. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC.
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Elo'Nakada-pattern Concussion Rifle
Covenant Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Elo'Nakada-pattern Concussion Rifle |
1,500 cR |
Special |
25 lbs. |
Long reload (6 shots), two-handed, heavy, special
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Intended to inherit the role of the brute shot, the concussion rifle fires microscopic antimatter bolts similar to miniature plasma grenades that, rather than directly burning the target like most Covenant weapons, release a blast of force.
High Explosive. When the weapon is fired, every creature in a 10 ft. radius up to 600 feet from the wielder must attempt a DC 10 + your Dexterity modifier Dexterity saving throw. On a failure, they take 3d6 bludgeoning damage and are thrown 20 feet from the point. On a success, they take half as much damage and are thrown half as far. If this area is centered on a point beyond 30 feet of the wielder, targets have advantage on this saving throw. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC.
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Kopasa'mada-pattern Plasma Launcher
Covenant Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Kopasa'mada-pattern Plasma Launcher |
1,500 cR |
Special |
25 lbs. |
Two-handed, heavy, plasma cartridge (8%), scope, special
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|
An ancient Sangheili heavy plasma weapon dating back to at least the War of Beginnings, the Kopasa'mada-pattern charges plasma into condensed bolts that track their target before exploding.
High Explosive. When the weapon is fired, every creature in a 15 ft. radius centered on a point within 300 ft. must attempt a DC 10 + your Dexterity modifier Dexterity saving throw. On a failure, they take 4d8 radiant damage. On a success, they take half as much damage. If this area is centered on a point beyond 150 feet of the wielder, targets have advantage on this saving throw unless they are a vehicle or the wielder is aiming down their scope. Creatures in the same space as the point take twice as much damage. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC.
Over-Charge. A creature wielding this weapon may charge it as an action for 20% of the weapon's plasma cartridge. If they do not spend their next action firing the weapon, it loses 3% of its plasma cartridge. The next shot the wielder makes with this weapon while it has this charge deals 8d8 radiant damage on a failure.
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Tufasumo-pattern Plasma Caster
Covenant Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Tufasumo-pattern Plasma Caster |
1,500 cR |
Special |
25 lbs. |
Reload (5 shots), two-handed, special
|
|
Intended as a more advanced light weight alternative to the Kopasa'mada-pattern, though elements of its design date long before it, plasma casters launch miniature anti-matter charges similar to the Elo'Nakada-pattern with better containment, causing them to eject plasma in a wide area.
High Explosive. When the weapon is fired, every creature in a 10 ft. radius centered on a point within 300 ft. must attempt a DC 10 + your Dexterity modifier Dexterity saving throw. On a failure, they take 3d8 radiant damage. On a success, they take half as much damage. If this area is centered on a point beyond 15 feet of the wielder, targets have advantage on this saving throw unless they are a vehicle. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC.
Over-Charge. A creature wielding this weapon may charge it as an action for 1 shot. If they do not spend their next action firing the weapon, it loses 1 shot. The next shot the wielder makes with this weapon while it has this charge deals 6d8 radiant damage on a failure and creatures in the same space as the point take twice as much damage.
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Korva-pattern Fuel Rod Gun
Covenant Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Korva-pattern Fuel Rod Gun |
1,500 cR |
Special |
25 lbs. |
Reload (5 shots), two-handed, heavy, scope, special
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Typically employed by Unggoy heavies, the Korva-pattern fires slow-moving fuel rods that slowly accelerate, increasing their effective range while limiting potential friendly fire.
High Explosive. When the weapon is fired, every creature in a 10 ft. radius centered on a point within 500 ft. must attempt a DC 10 + your Dexterity modifier Dexterity saving throw. On a failure, they take 3d8 radiant damage. On a success, they take half as much damage. If this area is centered on a point beyond 250 feet or within 25 feet of the wielder, targets have advantage on this saving throw. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC.
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Anskum-pattern Plasma Grenade
Covenant Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Anskum-pattern Plasma Grenade |
200 cR |
Special |
1 lbs. |
Special
|
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Most Unggoy and Sangheili soldiers are deployed with at least 1 hand-held anti-matter explosive.
High Explosive. When the weapon is thrown, every creature in a 15 ft. radius centered on a point within a number of feet equal to 10 times the wielder's Strength score (minimum 20 ft.) must attempt a DC 10 + your Dexterity modifier Dexterity saving throw. On a failure, they take 4d8 radiant damage. On a success, they take half as much damage. Creatures in the same space as the grenade take twice as much damage. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC.
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Jovokada Workshop Spike Bomb
Covenant Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Jovokada Workshop Spike Bomb |
200 cR |
Special |
1 lbs. |
Special
|
|
Preferred over the Anskum-pattern by Jiralhanae forces, spike grenades launch the long metal spikes that cover their body upon exploding.
Bladed. The spike grenade can also be used as a shortsword.
High Explosive. When the weapon is thrown, every creature in a 30 ft. radius centered on a point within a number of feet equal to 10 times the wielder's Strength score (minimum 20 ft.) must attempt a DC 10 + your Dexterity modifier Dexterity saving throw. On a failure, they take 2d8 slashing damage. On a success, they take half as much damage. Creatures in the same space as the grenade take twice as much damage. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC.
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Orgudam Workshop Firebomb
Covenant Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Orgudam Workshop Firebomb |
200 cR |
Special |
1 lbs. |
Special
|
|
A much newer Jiralhanae design, firebombs are filled with an advanced incendiary gel.
High Explosive. When the weapon is thrown, every creature in a 30 ft. radius centered on a point within a number of feet equal to 10 times the wielder's Strength score (minimum 20 ft.) must attempt a DC 10 + your Dexterity modifier Dexterity saving throw. On a failure, they take 3d8 fire damage. On a success, they take half as much damage. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC.
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Sicatt Workshop Dynamo Grenade
Other Ordinances
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Sicatt Workshop Dynamo Grenade |
200 cR |
Special |
1 lbs. |
Special
|
|
By combining the frame of a spike grenade with scavenged Forerunner technology, dynamo grenades are able to spread an electric field over a wide area.
High Explosive. When the weapon is thrown, every creature in a 60 ft. radius centered on a point within a number of feet equal to 10 times the wielder's Strength score (minimum 20 ft.) must attempt a DC 10 + your Dexterity modifier Dexterity saving throw. On a failure, they take 2d6 lightning damage. On a success, they take half as much damage. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC.
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