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Halo RPG (Interest check)

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Post by BizzarreCoyote Sun Aug 21, 2011 12:01 am

There's been ideas floating in my mind about making a Halo RPG. I would, of course, wait until one of my other RPs finished before starting it, but this post is just to find out if there is enough interest.

I may make this a PVP with users from another site, but this remains to be seen.

If enough interest is there, I'll start posting information. By the way, the players here on THG will be Covenant Sangheili (Elites).
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Post by 17dragonboy Sun Aug 21, 2011 9:57 am

Present.

I'm totally responsible for spawning this idea.
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Post by Sunfish123 Sun Aug 21, 2011 1:54 pm

I'm interested, and totally liking being the elites too. I'm also thinking I can guess what the other site is.
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Post by BizzarreCoyote Sun Aug 21, 2011 2:25 pm

Now, keep in mind, due to the PVP nature, your chance of dying is high. I won't be able to flub things for you in the event they go horribly wrong.

In the event that happens, feel free to create a new Elite. I'll wait for a few more replies before I post anything more.

Also, due to this site likely having fewer players, you'll each be in charge of a group of lesser Covenant.
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Post by BizzarreCoyote Mon Aug 22, 2011 8:23 pm

Players are Sangheili, and can have personalized colors. Rank denotes armor type.

Weapons (Important of note is that Plasma Weapons are less effective against Un-Shielded targets, while Ballistics are less effective against Shields):

--

Plasma Rifles:

Type-25 Plasma Rifle (Brute Variant): 4 attacks per round, low damage/low accuracy (+1 attack, -2 Acc); Plasma, Dual Wieldable; 400 rounds
Type-25 Plasma Rifle: 3 attacks per round, low damage/med accuracy (+2 attack, +0 acc); Dual Wieldable; Plasma, 400 rounds
Type-51 Plasma Repeater: 3 attacks per round, good damage/high acc(+2 attack, +2 acc); Plasma, 200 rounds (Two-Handed)

Carbines:
Type-31 Needle Rifle: 1 Attack per round, high damage/med accuracy (+3/+1); 4 rounds in unsheilded target causes lethal explosion, 5 mags (105 rounds, 21 rounds per mag, Two-Handed)
Type-51 Carbine: 2 attacks per round, mid damage/acc (+1/+1); Ballistic, 5 mags (90 rounds, 18 rounds per mag, Two-Handed)

Close-Range:

Type-52 Pistol (Mauler): 1 attack per round, high damage/low acc/extremely short range (+5/-3); Plasma, Dual Wieldable; 5 mags (25 rounds, 5 shells per mag)

Sniper rifle:
Type-50 SRS (Beam Rifle): 1 attack per 2 rounds, high damage/accuracy (+5/ +5); if hit on firing round, -10 Acc; 8 shots max, Plasma (Two-Handed)
Type-52 SAR (Focus Rifle): 4 attack per 1 rounds, med damage/accuracy (+2/ +3); 16 shots max. Can hold trigger down for longer burst w/ additional damage (+2 to attack). Weapon will overheat and be rendered useless for the next round. Plasma, delivers more damage to flesh than shields (Two-Handed)

Anti-Armor:
Type-33 LAAW (Fuel Rod Cannon): 1 attack per round, High damage, low acc (+7/+2), 10 shots max (2 mags, 5 rounds per mag); Explosive (Two-Handed)
Type-50 DER/H (Concussion Rifle): 1 attack per round, high damage, low acc (+5/ +3); 12 shots max (2 mags, 6 rounds per mag); on hit, knocks target back (Target suffers -2 acc); Energy (Two-Handed)
Type-25 Grenade Launcher (Brute Shot): 3 attacks per round, med damage/low acc (+5/-3); 12 shots max (3 mags, 4 rounds per mag); Additional damage on melee (+5); Explosive (Two-Handed)

Melee:
Energy Dagger: 2 attacks per round, high damage/low acc (+3/-1) (Elite Only)
Type-1 Energy Weapon/Sword: Insta-kill on target/low acc (+Infinite/-2) (Elite Only)
Weapon: 1 attack per round, damage/acc dependant on weapon

Side Arms:
Type-25 DEP (Plasma Pistol): 3 attacks per round, low damage/acc (+1/+1); Dual Wield-able, Plasma, 200 shots
Type-33 GML (Needler): 3 attacks per round, low damage/High Acc (+1/+5); 8 needles in unsheilded target causes lethal explosion; 96 rounds (4 mags, 24 rounds per mag)
Type-25 Carbine (Spiker): 3 attacks per round, med damage/med acc (+2/+2); Ballistic, Dual Wield-able, 160 rounds (4 mags, 40 rounds per mag)

--
Vehicles- Seeing as this is Halo, vehicles will become available at certain times. Ammunition for the vehicle's weapons are, for all intents and purposes, infinite. The armor value is how much damage the vehicle outright ignores.

NOTE: If you are in a vehicle when it is destroyed, you WILL die, regardless of rank/HP/Armor Abilities!

Vehicles:
Type-26 Assault Gun Carriage "Wraith": 750 HP, 15 Armor
1 Driver (Controls Plasma Mortar)
1 Gunner (Controls Plasma Cannon)
Weapons:
Plasma Mortar: 1 Attack per 2 rounds, +15/-2, ignores cover
Secondary Plasma Cannon: 4 Attacks per round, +4/+2
Boost: Improved Speed for 1 turn, weapons are disabled and cannot make sharp turns

Ghost: 350 HP, 5 Armor
1 Pilot
Weapons:
Twin Class 2 Energy Gun: 2 Attacks per round, +5/+3
Boost: Improved Speed for 3 turns, weapons are disabled and cannot make sharp turns

Banshee: 400 HP, 5 Armor
1 Pilot
Weapons:
Twin Class 2 Energy Guns: See above
Fuel Rod Cannon: 1 Attack per 2 rounds, +7/+2
Boost: Improved Speed for 3 turns, weapons are disabled and cannot make sharp turns

Spectre: 400 HP, 5 Armor
1 Driver
2 Passengers
1 Gunner

Weapons:
Rotating Plasma Turret: 5 attacks per round, +3/+1
Boost: Improved speed for 3 turns, cannot make sharp turns.

--
Sangheili wear a combat harness that improves the Sangheili's already impressive natural strength. It also equips him with a shielding system and allows him to equip various armor abilities.
Each rank of Sangheili wears a different harness, which is stronger than its predecessor, with the exception of Spec-Ops Sangheili whom have weaker armor and shielding (-50 shield and HP if chosen, but has permanent Active Camo).

--

Armor Abilities:
Recharge periods start as soon as the Armor Ability is no longer in use.

Armor Lock: Provides 2 rounds of invulnerability, but renders the user immobile and unable to return fire. Upon use, takes 4 rounds to recharge. Using for 1 round cuts recharge time in half.

Jetpack: Allows extra mobility, providing upwards thrust for 1 round (50 meters upwards). 2 rounds to recharge, does not function in space.

Drop Shield: Creates a large, round shield that high-velocity objects cannot pass through, but a soldier can walk through. Shield emits a beneficial form of radiation that penetrates all known forms of material, but has a very short life and relieves injuries. Takes 4 turns to recharge, lasts 3 turns or 150 damage, whichever is first. +10 HP per round for all inside shield.

Active Camouflage: Renders the user invisible, provided the user is still or slowly moving. The system cannot handle quick movements, and will be less effective the faster the user is moving.
3 turn use, 5 turn recharge.

Hologram: Projects a perfect, shielded Hologram of the user and sends it to a point the user designates. The hologram will then stand in that spot, drawing fire.
100 shield points, lasts 3 turns. 3 turns to recharge. Upon losing shielding, hologram fades.

Evade and Sprint are considered normal Sangheili abilities, and therefore are not Armor Abilities.

--

Important for Sangheili players is rank. Available ranks are (From lowest to Highest):

Minor (No change)
Major(+10 Shield, +5 HP)
Ultra (+15 Shield, +10 HP)
Ranger (+5 Shield, +5 HP)
Spec-Ops (-50 Shield, -50 HP)
Zealot (+20 Shield, +20 HP)

Shielding, when depleted, recharges after 2 rounds. Shielding recharges 25 points per turn. HP will regenerate in combat, 5 HP per turn.
Out of combat, it will regenerate at a rate of 10 HP per turn.

Loadouts take the place of stats. This RPG uses a d20 system, and stat changes are influenced by loadout.



What rank you select will influence your loadout.

Loadouts

--

Minor/Major:

Assault:
Select one Plasma Rifle(2 if Dual Wield-able(Major only))
Select 1 Sidearm (2 if Dual Wield-able)
Select 1 Armor Ability
2 Plasma Grenades (If stick (roll 20), instant kill on target)

Marksman:
Select one Carbine
Select 1 Sidearm (2 if Dual Wield-able)
Select 1 Armor Ability
2 Plasma Grenades

--
Ultra:

Assault:
Select one Plasma Rifle (2 if Dual Wield-able)
Select 1 Sidearm (2 if Dual Wield-able)
Select 1 Armor Ability
4 Plasma Grenades

Anti-Armor:
Select 1 Anti-Armor weapon
Select 1 Sidearm (2 if Dual Wield-able)
Armor Lock
4 Plasma Grenades

Gladiator:
Energy Sword
Select 1 Plasma Rifle (2 if Dual Wield-able)
Hologram
2 Plasma Grenades

Marksman:
Select one Carbine or Sniper Rifle
Select 1 Sidearm (2 if Dual Wield-able)
Select 1 Armor Ability
2 Plasma Grenades

--
Ranger:

Assault:
Select 1 Plasma Rifle (2 if Dual Wield-able)
Select 1 sidearm
Jetpack
2 Plasma Grenades

Disabler:
Concussion Rifle
Select 1 sidearm (2 if Dual Wield-able)
Jetpack
2 Plasma Grenades

--

Zealot:

Assault:
Select 1 Plasma Rifle (2 if Dual Wield-able)
Select 1 Carbine
Armor Lock
4 Plasma Grenades

Gladiator:
Energy Sword
Select 1 Carbine
Hologram
4 Plasma Grenades

Eviscerator:
Energy Sword
Select 1 Anti-Armor
Active Camo
4 Plasma Grenades
--

Spec Ops:

Spy:
2 Type-25 Plasma Rifles
Permanent Active Camo (Can be toggled)

Assault:
Energy Sword
Select 1 sidearm (2 if Dual Wield-able)
Permanent Active Camo (Can be toggled)

Marksman:
Select 1 Sniper Rifle
Select 1 sidearm (2 if Dual Wield-able)
Permanent Active Camo (Can be toggled)
--

As for players, I'll need the following:

Name (Please try to be authentic, remember the -ee at the end for military service):
Rank:
Colors:
Squad Composition (Grunts, Jackals, lesser Sangheili, Brutes, Skirmishers, max 10 total (Major+ only)):

--

Lesser Covenant stats (Unless noted, cannot use Melee Weapons. Also note that while they all speak different languages, they can understand you, and you can understand them. Important is that Humans cannot understand any Covenant species at this point in time, but you can understand them.)
--

Grunt: 50 HP, cannot use 2-handed weapons except Fuel Rod Cannon
Jackals: 75 HP, has shield gauntlet and one handed weapon; or 1 Carbine
Brutes: 125 HP, has helmet preventing 1 headshot;
Skirmisher: 80 HP, very quick/can jump great heights


Last edited by BizzarreCoyote on Thu Sep 29, 2011 4:16 pm; edited 10 times in total (Reason for editing : Bolding language barriers)
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Post by 17dragonboy Mon Aug 22, 2011 9:59 pm

@Sunfish: Let's get a plan going.
My bet is that Minegarde will be disorderly (judging by how Shadowed is going).

I was thinking I'd be a primarily sniper team. Like a sniper team with others that support the sniping.

Not sure what you'd want to be.
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Post by Sunfish123 Mon Aug 22, 2011 10:09 pm

Just a quick question before I make a char, but what kind of weapons will the lesser covenant have?
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Post by BizzarreCoyote Mon Aug 22, 2011 10:37 pm

Depends on the species.

Grunts can have Plasma Pistols/Needlers, though you can have *one* Grunt with a Fuel Rod Cannon. They also carry 2 Plasma Grenades.

Jackals can have Plasma Pistols/Needlers and a Shield Gauntlet, OR a Sniper Rifle/Carbine without a shield

Skirmishers follow what Jackals do.

Brutes can have the Brute Shot, Concussion Rifle, Spiker, Mauler, Plasma Rifle, or Plasma Repeater. They carry 2 Plasma Grenades as well.

Elite Minors can carry the standard loadout for Minors.
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Post by Sunfish123 Mon Aug 22, 2011 11:18 pm

I'm thinking of going assault since you're going sniper. The name is giving me the biggest trouble at this point
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Post by 17dragonboy Tue Aug 23, 2011 1:32 pm

For a plan, what I have a few snipers in my team (probably around half).
And then I have assault oriented people that would accompany you.

The assault team tries to be as obnoxious and noticeable as possible, like a distraction. Get the enemy's attention right from the get go.
The sniper team(s) go around the sides of the enemy, likely at some distance. Possibly even behind them. Maybe spreading out all around their side and rear.
The assault team would want to be able to hold out well, so maybe have some energy shields. Weapons to keep the enemy in place (behind cover maybe).

Another plan could be, assault leads the way with sniper team hidden some distance behind.
After engagement with the enemy, assault retreats and sniper hides. Enemy goes past sniper in pursuit, then gets shot from behind (assault might stop and fight to stop enemy).

Thoughts or suggestions?

Now that I think of it, the enemy might spread itself out... Though I suppose the snipers being spread out could help you spot them.
During sniper's travels, I'll likely have one sniper lead the way, with the others behind him. If the first one gets tagged, it won't give away the position of the others so much (they'll be alerted to the enemy too).
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Post by Sunfish123 Tue Aug 23, 2011 6:03 pm

I'm liking those ideas, I'm just worried since we don't know how many players they are going to have. We may have to do the sniper hides, I draw fire and then you snipe as I retreat depending on what classes they go. If they go heavy sniper, it could be bad for me. I'm thinking about adding some units with invisibility to my group to counter any snipers they may have.
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Post by BizzarreCoyote Tue Aug 23, 2011 7:10 pm

Feel free to keep planning, I'm waiting on the guys from Minegarde. It'll be a while, I'll let you know when I absolutely need characters.
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Post by 17dragonboy Tue Aug 23, 2011 8:32 pm

@Sunfish: For my team, I was thinking;
Leader is a special ops sniper with stealth camouflage.
I have a few (three to five) support sniper skirmishers. maybe jackals, coyote said they're smaller and hide better.
Then the rest are shield bearing Jackals.

The jackals would be extremely hit and run, using spartan shield tactics when retreating (bunch up together).
They'd basically be a distraction, and try to be as long lasting as possible.
The other snipers might double as back up distractions too, to the Elite.


This is just an idea, but what if you were a special ops sniper as well? That way we'd have two permanent stealth snipers that are elites.
It's just an idea, don't feel pressured.

Coyote informed me that Skirmishers are faster with better armor, but Jackals have bigger shields.
The shields are pretty sturdy, but explosives would probably break it (possibly killing the guy behind it). High accuracy people might shoot through the holes on the sides (which are meant for the shield bearer to shoot through).
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Post by Sunfish123 Tue Aug 23, 2011 11:08 pm

Double stealth sniper does sound good especially since we have 10 units to add as well. Quick question to Coyote.. How easy to spot is the camo?
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Post by BizzarreCoyote Wed Aug 24, 2011 11:32 am

If you're standing still, they'd have to get very close to spot you. If you're moving, they'd have an easier time of it. My suggestion would be to move slowly when cloaked.

Also, the Camo shorts out for 1/2 a second when firing, then hides you again. Just a heads up.
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Post by BizzarreCoyote Sat Sep 03, 2011 8:13 pm

Just a quick reminder: Due to having some free room now, I'll be planning on setting this up soon. Those of you who don't have a character set up, I ask that you do so by the end of the week (September 10th).
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Post by 17dragonboy Sun Sep 04, 2011 5:18 pm

Lemme know if anything needs adjusting with this:

Name: Asmi 'Motusee
Class: Special Ops Marksman (Elite)
Equipment: Permanent Active Camouflage
Type 50 SRS (Beam Rifle)
DUAL Type 25 Carbine (Spiker)

Six Jackals, each geared with a shield and Type 51 Plasma Repeater (if that's too much, then Type-25 Plasma Rifle)
Four Skirmishers with Type 50 SRS (Beam Rifle) and active camouflage?
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Post by BizzarreCoyote Sun Sep 04, 2011 5:42 pm

17dragonboy wrote:Lemme know if anything needs adjusting with this:

Name: Asmi 'Motusee
Class: Special Ops Marksman (Elite)
Equipment: Permanent Active Camouflage
Type 50 SRS (Beam Rifle)
DUAL Type 25 Carbine (Spiker)

Six Jackals, each geared with a shield and Type 51 Plasma Repeater (if that's too much, then Type-25 Plasma Rifle)
Four Skirmishers with Type 50 SRS (Beam Rifle) and active camouflage?

Ah, that was my mistake. The Plasma Rifle passes, I forgot to say the Repeater is 2-handed. I should really clarify.

The Active Camo is fine for the Skirmishers, but don't expect it to be permanent for them.

Other than that, you're good.
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Post by 17dragonboy Sun Sep 04, 2011 8:55 pm

Is the type 25 rifle okay? (First choice.)

If not, I'll give them Spikers, assuming that's okay.
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Post by Sunfish123 Sun Sep 04, 2011 10:02 pm

Name: Ivea' Killamee (Random Name Generator)
Class: Special Ops Marksman (Elite)
Colors: Orange and Red
Equipment: Permanent Active Camouflage
Type 50 SRS (Beam Rifle)
1 Needler

3 Brutes with Brute Shots; 3 Minor Elites with Plasma Repeaters, Needlers, and Drop Shields; 1 Grunt with Fuel Rod; 3 Jackals with Shields and Needlers
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Post by 17dragonboy Mon Sep 05, 2011 10:16 am

My color would be gray, by the way.
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Post by BizzarreCoyote Mon Sep 05, 2011 6:57 pm

Both of you check out, this will start on the 10th. Anyone else who wants to join, can.
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Post by BizzarreCoyote Sat Sep 10, 2011 3:17 pm

Vehicles have been added, starting post will be added shortly.
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Post by BizzarreCoyote Fri Sep 16, 2011 10:41 pm

Forgot to mention: All Sangheili have Plasma Knives by default. They're attached to the left gauntlet and only deploy when activated.
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