TEXT: Savage Halo
  Table of Contents
  Starting Rank...........................................................................................................................................................................1
  Random Character Creation................................................................................................................................................2
  Skills.........................................................................................................................................................................................2
  Hindrances ..............................................................................................................................................................................3
  Edges.......................................................................................................................................................................................4
  Background Edges...............................................................................................................................................................4
  Combat Edges .....................................................................................................................................................................4
  Leadership Edges.................................................................................................................................................................4
  Professional Edges ..............................................................................................................................................................5
  Social Edges.........................................................................................................................................................................5
  Weird Edges ........................................................................................................................................................................6
  Legendary Edges .................................................................................................................................................................6
  Equipment...............................................................................................................................................................................7
  Weapons .............................................................................................................................................................................7
  Armor ................................................................................................................................................................................10
  Vehicles .............................................................................................................................................................................11
  General’s Guide.....................................................................................................................................................................12
  Campaigns.............................................................................................................................................................................12
  Species ..................................................................................................................................................................................13
  Humans .............................................................................................................................................................................13
  Covenant...........................................................................................................................................................................13
  Flood..................................................................................................................................................................................16
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at
  www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment
  Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for
  purpose of this product.
  This document is compatible with the Deluxe edition.
  
  Starting Rank
  Choose a starting rank appropriate to the type of characters desired. A campaign about normal people, even one
  starting with highly trained but untested characters, should start at Novice rank. A campaign centering around
  characters with a campaign or two on their records should start around Seasoned or even Veteran rank. A campaign
  about heavy combat veterans on rotation back from a tour on the front lines should start at Veteran or even Heroic
  rank. Most special forces-type characters, such as ODST, should be in the Veteran to Legendary ranks, depending upon
  amount of operating experience. Spartans can start at whatever rank you deem appropriate.
  Random Character Creation
  Some groups prefer to do without point-buy creation. These groups prefer to use dice or cards to assign attributes. For
  such groups, we recommend using this method of character generation. Unless your General is running a really strange
  Halo game, ignore the Arcane Happenings effects of a Joker.
  Skills
  Agility
  Smarts
  Spirit
  Strength
  Vigor
  Buying Skills (Cost per step, in skill points)
  Boating
  Gambling
  Intimidation
  Climbing
  Base Attribute
  d4
  d6
  d8
  d10
  d12
  Driving
  Healing
  Persuasion
  d4
  1
  3
  5
  7
  9
  Fighting
  Investigation
  d6
  1
  2
  4
  6
  8
  Lockpicking
  Knowledge
  d8
  1
  2
  3
  5
  7
  Piloting
  Notice
  d10
  1
  2
  3
  4
  6
  Riding
  Repair
  d12
  1
  2
  3
  4
  5
  Shooting
  Streetwise
  Stealth
  Survival
  Swimming
  Taunt
  Throwing
  Tracking
  Boating
  This skill is expanded to include large starships, especially frigates and other line vessels. It encompasses standard
  operations, damage control, internal navigation (moving around inside the ship), but excludes intricate piloting. If the
  General allows boating to substitute for piloting then it should be at a significant penalty (-2 or -3) in addition to any
  maneuver penalties.
  Climbing & Swimming
  While not required, the campaign wouldn’t be harmed by collapsing these skills into a general Athletics (Strength) skill.
  Driving
  All ground vehicles, including Covenant hover-vehicles, are controlled with this skill. Unless the character has an
  appropriate background, a -1 to control the vehicles of the enemy side is appropriate.
  Investigation
  The skill used to dig through records, this skill is vital for electronic intelligence analysis. No computer or intelligence
  expert should be without.
  Knowledge
  All Knowledge is useful, but some especially relevant knowledge skills include Artificial Intelligence, Battle, Codes (or
  Cryptography), Computers, Electronics, History, Medicine, Religion, Science, Stellar Navigation, and Tactics.
  Streetwise
  Unless the campaign is especially urban in focus, this skill will be of limited utility. Discourage players from putting more
  than a d6 into this skill, unless the campaign is focused on activity in a populated urban area.
  Tracking
  Of moderate use on the battlefield, Tracking is also the skill used for operating electronic sensor systems. Similar
  pattern-recognition and extrapolation abilities are required for both actions, and it eliminates the need for a new skill.
  
  Hindrances
  In addition to the normally available Hindrances.
  Plasma Vacuum (Minor)
  Some people are unlucky. Some people attract random shots. It’s debatable who lives longer. When this hero needs to
  worry about the innocent bystander rules, she is hit on a 1-2 for single-shot weapons, and a 1-3 for shotgun shot and
  full-automatic fire.
  Heavy Sleeper (Minor)
  Thunderstorms, stampeding elephants, artillery barrages, tornadoes, he’s slept through them all. Heroes with this
  Hindrance can sleep through anything, and have. Once he drops off, he must make a Notice roll (-4) to wake up. He also
  suffers a -4 penalty to Vigor rolls made to stay awake.
  Nightmares (Major)
  Your hero has seen some truly horrible things, and they all come back (often three times worse) when she’s asleep. The
  character is plagued by horrible dreams, terrible memories, and the worst fears of her subconscious.
  Each time your hero tries to rack out, she must make a Spirit roll. Success lets her sleep for the night, though she’ll toss
  and twitch like an epileptic, likely ruining the sleep of everyone within a dozen yards. Failure results in a sleepless night
  (check for Fatigue as normal). A character incapacitated by sleep deprivation falls into a lengthy and dreamless sleep,
  from which it is extremely difficult to rouse them.
  
  Edges
  The following Edges are not allowed in Savage Halo: Arcane Background, all Edges that require Arcane Background, and
  the Power Surge Edge.
  Background Edges
  Heightened Senses
  Requirements: Notice d8+
  You’ve learned to rely upon other senses than sight. As long as the task is not purely visual (such as reading a sign), you
  may ignore up to two points of darkness penalty.
  Noble
  The mechanics are as listed in Savage Worlds Deluxe Edition, but the trappings generally need to change. Most “nobles”
  are either military officers from a (well-known) military family tradition, executives in a major corporation, or high-
  ranking public officials (not city councilmen, more likely a Senator for the local planetary council). These offices come
  with rank, privilege, status, and wealth, but they also come with much responsibility. Talk with you General about
  specifics.
  Combat Edges
  Accurate Attack
  Requirements: Heroic, Fighting / Shooting / Throwing d10+
  Attacks with the relevant skill ignore up to two points of Cover or Called Shot penalties. You may take this edge multiple
  times, each time for a different skill (Fighting, Shooting, or Throwing).
  Bullet Hose
  Requirements: Novice, Shooting d8+
  With this Edge a machine-gunner can suppress an area more effectively than others.
  When using a braced machine-gun, this hero can suppress an area equal to two Medium Burst templates. The second
  template must be adjacent to the first (in any direction), and the weapon burns through double its usual amount of
  ammunition.
  Improved Bullet Hose
  Requirements: Seasoned, Bullet Hose
  This edge allows a machine-gunner to suppress an area equal to three Medium Burst templates, at triple the usual
  amount of ammo spent. Each additional template must be adjacent to the first.
  No Cover
  Requirements: Seasoned, Rock and Roll!, Shooting d8+
  This machine-gunner can provide true grazing fire—just a few inches off the ground. The gunner cannot move in the
  round he uses this edge. When using suppressive fire, those caught in the area of effect take damage on a Spirit roll of a
  1 or 2 instead of just a 1.
  Shotgun King
  Requirements: Seasoned, Strength d8+, Shooting d8+
  Hundreds of hours practicing close quarters shooting has made your character a master of the rapid-fire shotgun.
  Your hero treats pump-action shotguns as semi-automatic. Semi-automatic or automatic shotguns have their rate of fire
  increased by 1 in your hands. Your hero is famous for his “instant autopsies”.
  Leadership Edges
  Command Presence
  Requirements: Novice, Command
  A booming voice, effective hand signals, or simple extra training as a unit results in a much more effective combat
  element. At the center of that element is the hero in command.
  A Leader with this Edge has a “command radius” of 10" instead of the usual 5".
  
  Professional Edges
  Advanced Survival Training
  Requirements: Novice; Appropriate background
  This hero is either a graduate of the UNSC Ranger School on Reach, or a very similar facility. This school emphasizes
  survival in a hostile environment, any hostile environment.
  This character gains +2 to all Fatigue rolls made against environmental hazards (including cold, heat, and sleep), and +2
  to all Survival rolls. Also, these heroes make Vigor rolls every 18 hours for sleep deprivation, instead of the standard 12
  hours.
  Corpsman!
  Requirements: Novice, Healing d6+
  A character with this edge can get the injured up and fighting in seconds. If the medic can get to a wounded Extra by the
  end of the round in which he was wounded (Incapacitated), he can make an immediate Healing roll at -2. If the roll is
  successful, the victim is merely Shaken instead of Incapacitated.
  Field Engineer
  Requirements: Novice, Smarts d8+, Repair d8+, at least three scientific Knowledge skills at d6+
  This provides the benefits of the Mr. Fix-It Edge.
  Water Training
  Requirements: Novice; Vigor d8+, Swimming d6+, appropriate background.
  Your hero has been to one of the various military schools that teach combat swimming; alternatively, he may be a
  highly-skilled competition swimmer, or even a trained synchronized swimmer. Regardless of origin, this rigorous
  training has improved the hero’s swimming ability far beyond those of the typical person. He can hold his breath for
  twice as long (20 x Vigor), and all Swimming rolls are at +2.
  Social Edges
  Battle Brothers
  Requirements: Wild Card, Veteran, Common Bond
  This group has been to Hell and back together. That kind of bond hardens people, making them able to withstand
  wounds that might otherwise put them out of action.
  Increase Toughness by +1 for each other “brother” within 6" (12 yards), to a maximum of +4. For example, if three
  Marines with the Battle Brothers Edge fight together, they all gain +2 Toughness.
  Rank
  Requirements: Seasoned, Command
  Your character has a fair bit of rank. This is slightly different for Naval characters (blue side) versus Marines / Army
  characters (green side).
  Green side: If enlisted, she’s a platoon sergeant, company first sergeant, or battalion sergeant major. On the officer
  side, she’s a lieutenant or captain commanding a platoon or company; at the General’s discretion she may be a major
  and a battalion executive officer.
  Blue side: If enlisted, she’s a section head, Bosun, or similarly in charge of all enlisted crew she encounters. On the
  officer side, she’s one of the highest-ranking officers on her ship (usually a small ship) or is a high-ranked pilot (such as
  flight or squadron leader) in one of the flight wings. Actual ranks can range from lieutenant (junior grade) to lieutenant
  commander, depending upon the scope of the campaign.
  Rank, High
  Requirements: Veteran, Command
  Your character is highly ranked. As with Rank, the specifics differ by branch of service. Division-level officers are
  generally either retired heroes or pretty legendary (and take the Legendary Edge, High Command).
  Green side: Enlisted characters with this Edge are at least the senior enlisted man of a battalion, more probably a
  regiment or division. Officers are battalion or regimental commanders (usually lieutenant colonels, colonels, or
  brigadier generals).
  
  Blue side: Enlisted characters are the senior enlisted crewman of a large ship, or of a flight wing. Officers with this edge
  are in command of a major vessel or the commander of a flight squadron. Officer ranks include lieutenant commander,
  commander, captain, or even rear admiral (lower half).
  Weird Edges
  Lead From the Front
  Requirements: Novice, Command
  It is said that fortune favors the bold. No matter the conflict, commanders who put the welfare of their men before their
  own personal safety always inspire troops.
  Each time your character is standing in the open to command his men and would be struck by a damaging attack
  (including explosions), the General rolls a die. Odd, a miracle intervenes and the attack doesn’t damage your character.
  Even, the attack hits as normal.
  Legendary Edges
  High Command
  Requirements: Legendary, High Rank, Knowledge (battle) d8+, the General’s permission.
  You’re a Division- or Fleet-level commander. People salute you, call you General or Admiral, treat you like you’re the
  guy in charge, and most of them do what you say.
  It’s not all perks and privileges, though. You’re responsible for the success and safety of your command. You are a
  highly-placed guardian of the species, and you’re supposed to fulfill that responsibility. You are not supposed to run out
  onto the field with a personal weapon and start shooting the enemy. And if things go wrong, the blame stops at you
  because you’re the responsible guy in charge.
  Light Speed Reflexes
  Requirements: Legendary, Quick, Agility d10+
  High speed cameras can barely track your hero’s actions when he’s in a hurry.
  Any time your hero is dealt lower than a 10 for Initiative, treat his card as a 10 of the same suit. This can lead to
  simultaneous actions, if someone else actually has a ten of the same suit.
  This takes effect after Level Headed and Quick are resolved.
  Spartan Combat Skill
  Requirements: Legendary, Agility or Smarts d10+.
  Your combat reflexes have been honed to a molecular edge. You are one of the deadliest combatants in the galaxy,
  either due to nearly preternatural reflexes or by reflexive math of amazing quality. You can do the impossible.
  You may take an additional action at no multi-action penalty. You still may not take the same action twice. In the case
  of Edges like Two-Fisted, this would let you Run and fire two pistols at no multi-action penalty; this edge negates the
  penalty for Running, and Two-Fisted negates the penalty for shooting two weapons, though off-hand penalties may still
  apply.
  
  Equipment
  Weapons
  3RB (Three Round Burst) – This weapon has a burst setting, allowing the Three Round Burst.
  AP (Armor Piercing) – The weapon ignores this many points of Armor when determining wounds.
  Auto – This weapon can be fired on either full automatic or semi-automatic.
  Brute – Modified by Jiralhanae for close combat. See the “Brute” weapon entry.
  Fire – This weapon projects fire, which ignores all armor and can ignite the target(s).
  HA (High Angle) – By firing up into the air this weapon can fire over most obstacles, ignoring cover. Against vehicles, hits
  automatically strike the top armor (use lowest armor value).
  HW (Heavy Weapon) – This is a Heavy Weapon and can affect targets with Heavy Armor.
  Mount – This weapon is designed to be mounted on vehicles. It is not for personal use, and cannot be moved while
  firing. Such weapons are generally fed from external sources and can fire almost endlessly.
  Semi-Auto – This weapon can be used to Double-Tap or Rapid Attack.
  Shotgun – This weapon fires a load of shot, granting +2 to attacks. However damage decreases with range, due to
  increasing shot spread. Shotguns do 3 dice of damage at Close range, 2 at Medium range, and 1 at Long range.
  Snapfire – Designed to be sighted in, the shooter takes a -2 to fire this weapon if he moves during the round. To clarify,
  riding on vehicles does not incur this penalty.
  Individual Human Weapons
  M6 Magnum: The M6 series has almost a dozen models of this powerful handgun. Options include scopes, suppressors
  (which don’t help much), concealable models, and dozens of others. All are variants of this base model.
  M7 SMG: A personal defense weapon firing caseless ammunition, the M7 uses a high rate of fire and high capacity to
  counter mediocre stopping power. A common variant includes a suppressor (Notice -2 to detect shots fired, Notice -4 to
  locate shooter) for special operations. SAPHE rounds have not been developed for it (yet).
  M90 Shotgun: Most models are pump-action. However, a few semi-automatic variants exist. All fire the 8-gauge
  magnum shell, which is insanely powerful at close ranges.
  SRS99-S2AM Sniper Rifle: Firing a powerful fin-stabilized discarding-sabot penetrator, this weapon can punch through
  most light armor. It tends to over-penetrate infantry targets; apply the innocent bystander rules if the target is
  incapacitated. The scope has low-light enhancement, removing light penalties for all but total darkness.
  W/AV M6 G/GNR: The “Spartan Laser” fires a rapid series of laser beams that penetrates most targets. It also has a 5
  second recharge, only able to be fired every other round. When firing, designate a line from yourself. Slide a Small
  Burst Template along that line and make a Shooting roll; all targets under the template will be hit, unless they can make
  an Agility roll against your Shooting total.
  M19 & M41 SSM: Two-shot rocket launchers, these weapons fire a HEAT (high-explosive, anti-tank) 102mm rocket.
  Targets struck suffer the AP, while the Medium Burst Template is just blast and shrapnel effects.
  M151: The Missile Pod fires powerful missiles at a high-angle. It has a minimum range of 10 inches – it cannot fire on
  targets closer than 10” (20 yards). It is especially effective as an anti-vehicle weapon, striking vulnerable top or bottom
  armors. The AP only affects direct hits; the Small Burst Template is just blast and shrapnel effects.
  M301 Grenade Launcher: A 40mm grenade launcher mounted as an accessory to a primary weapon (such as the MA5),
  the M301 can also be attached to a separate stock system (designated the M319 grenade launcher).
  M7075: Use the Flamethrower rules from Savage Worlds Deluxe Edition.
  M9 Grenade: A high-explosive dual-purpose grenade, the M9 is designed for anti-personnel and anti-vehicle uses. The
  AP applies to any target struck by the grenade.
  Individual Covenant Weapons
  Type-25 Plasma Pistol: This weapon can be overcharged by up to three steps. Each step automatically destroys 1 level
  of energy shield on targets struck. Each step increases the shots consumed by +3.
  Type-33 Guided Munitions Launcher: The Needler is especially nasty in automatic fire. If the target is hit with a Raise by
  automatic fire, increase the damage by +1d6 (in addition to the benefits of a Raise). Further, the target explodes in a
  Small Burst Template that deals 3d6 damage (ignores armor) to all affected characters.
  Type-31 Needle Rifle: If the target is hit with a Raise then the needles explode in a Small Burst Template that deals 3d6
  damage (ignores armor) to all affected characters.
  
  UNSC Weapons
  Melee
  Name
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str
  Notes
  Bayonet
  -
  Str+1d4
  -
  1
  -
  -
  If mounted, Str+d6, Parry +1,
  2-hands
  Pistols
  Name
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str
  Notes
  M6 Magnum (12.7mm)
  15/30/60
  2d8
  1
  6
  12
  d6
  AP 2, Semi-auto
  Submachine Guns
  Name
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str
  Notes
  M7 SMG (5mm)
  12/24/48
  2d6
  4
  8
  60
  -
  AP 1, Auto
  Shotguns
  Name
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str
  Notes
  M90 Shotgun (8g)
  12/24/48
  1-3d8
  1
  12
  12
  d8
  Shotgun, see Notes
  Rifles
  Name
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str
  Notes
  BR55 Rifle (9.5mm)
  25/50/100
  2d8+1
  1
  9
  36
  -
  AP 2, Semi-auto, 3RB
  SRS99-S2AM Sniper
  Rifle(14.5mm)
  75/150/300
  2d10+1
  1
  30
  4
  d6
  AP 8, HW, Semi-auto,
  Snapfire
  Assault Rifles
  Name
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str
  Notes
  MA5 Rifle (7.62mm)
  24/48/96
  2d8
  3
  9
  32
  -
  AP 2, Auto
  Machine Guns
  Name
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str
  Notes
  M41 LAAG (12.7mm)
  50/100/200
  2d10
  4
  400
  2000
  -
  AP 4, HW, Mount
  M247 GPMG (7.62mm)
  30/60/120
  2d8+1
  3
  26
  300
  d8
  AP 2, Snapfire
  Heavy Weapons
  Name
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str
  Notes
  W/AV M6 G/GNR
  50” path
  4d10
  1
  60
  5
  d10
  AP 40, HW, Snapfire, Special
  M19 SSM SpKr
  (102mm)
  50/100/200
  4d8+2
  1
  18
  2
  d6
  AP 30, HW, Med Burst,
  Snapfire
  M68 ALIM (25mm)
  75/150/300
  3d8
  1
  900
  750
  -
  AP 35, HW, Mount
  M151 Missile Pod
  40/80/160
  4d8
  2
  50
  8
  d10
  AP 25, HA, HW, Small Burst
  M301 GL (40mm)
  24/48/96
  4d8
  1
  4
  1
  -
  Med Burst, Snapfire
  M7075 Flamer
  Special
  2d10
  1
  30
  10
  -
  Fire
  M9 HEDP Grenade
  6/12/24
  3d6
  -
  1
  -
  -
  AP 9, Med Burst
  
  Covenant Weapons
  Hand Weapons
  Name
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str
  Notes
  Type-1 Energy Sword
  Hand
  Str+d10+6
  -
  2
  -
  d10
  AP8
  Type-2 Gravity Hammer
  Hand
  Str+d12+6
  -
  12
  -
  d12
  AP 4, 2 hands, Parry -1
  “Brute” weapons
  -
  Str+d6
  -
  -
  -
  -
  When used as melee
  Hunter Shield
  Hand
  Str+d10
  -
  100
  -
  d12+2
  Lose shield benefits
  Pistols
  Name
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str
  Notes
  Type-25 DEP (Plasma)
  12/24/48
  2d6
  1
  4
  10*
  -
  AP 2, Semi-Auto, Special
  Type-52 (Mauler)
  6/12/24
  1-3d6
  1
  7
  5
  d8
  Semi-Auto, Shotgun, Brute
  Submachine Guns
  Name
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str
  Notes
  Type-25 DER (Plasma)
  12/24/48
  3d6
  3
  6
  30*
  d6
  AP 2, Auto, 3RB
  Type-25 DER/J (Brute)
  10/20/40
  3d6
  4
  6
  30*
  d6
  AP 2, Auto
  Type-25 Carbine (Spiker)
  10/20/40
  2d6
  3
  18
  40
  d8
  AP 4, Auto, Brute
  Type-33 GML (Needler)
  12/24/48
  2d6
  3
  8
  20
  -
  AP 1, Auto, Special
  Rifles
  Name
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str
  Notes
  Type-31 Rifle (Needler)
  24/48/96
  2d8+1
  2
  12
  21
  -
  AP 1, Auto, 3RB, Special
  Type-50 Sniper Beam
  75/150/300
  2d10+1
  1
  25
  10*
  -
  AP 4, Snapfire
  Type-51 Carbine
  25/50/100
  2d8+2
  1
  10
  18
  -
  AP 2, Semi-Auto
  Type-52 SAR
  50/100/200
  2d12
  1
  28
  5*
  -
  AP 2
  Assault Rifles
  Name
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str
  Notes
  Type-51 DER/I
  24/48/96
  3d6
  2
  12
  100*
  -
  AP 2, Auto, 3RB
  Machine Guns
  Name
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str
  Notes
  Type-42/52 DESW
  30/60/120
  3d8
  3
  30
  200*
  d8
  AP 2, Auto, Mount
  Class-2 Energy Guns
  30/60/120
  3d8
  5
  -
  -
  -
  AP 2, Auto, Mount, HW
  Heavy Weapons
  Name
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str
  Notes
  Type-25 GL (Brute shot)
  20/40/80
  3d8
  2
  45
  6
  d8
  Auto, Small Burst, HW, Brute
  Type-33 LAAW (38mm)
  24/48/96
  3d10
  1
  50
  5
  d6
  AP 10, Large Burst, HW,
  Snapfire
  Type-1 Grenade (plasma)
  6/12/24
  3d8
  -
  2
  -
  -
  Med Burst, HW, Special
  Type-2 Grenade (Spike)
  6/12/24
  3d6
  -
  4
  -
  -
  Med Burst, Brute
  Type-3 Grenade (Fire)
  3/6/12
  2d10
  -
  8
  -
  -
  Small Burst, Fire, Special
  *This weapon uses an infinite energy pack. After firing the indicated number of shots, the weapon must cool down for
  several seconds before it can operate. It cannot be fired for one combat round while it vents waste heat.
  Type-52 Special Applications Rifle: An unusual personal weapon that fires a continuous beam of energy. A skilled and
  lucky marksman can keep the beam focused for the 1.2 seconds needed to kill a fully shielded target.
  Type-42/52 Direct Energy Support Weapon: An emplaced support turret, it gives cover to the shooter.
  Class-2 Energy Guns: Twin-mounted light plasma cannons. Their alternating fire design allows for sustained automatic
  fire, and gives them the ability to wear down the heaviest of armors. They feed off a vehicle’s power supply.
  Type-25 Grenade Launcher: This weapon reduces cover penalties to hit by -1.
  Type-33 Light Anti-Armor Weapon: The Fuel Rod Gun is a powerful weapon. The AP applies to all targets in the burst.
  Type-1 Plasma Grenade: If thrown onto a creature or vehicle, this weapon will stick and the damage is AP 8.
  Type-3 Incendiary Grenade: The area is ignited (and victims in the area ignite on 4-6) and will burn for two rounds.
  Targets entering the fire (or starting a turn there) take 2d10 damage and may catch fire. Ignited characters are on fire
  (see SWD) for 2d10 base damage.
  
  Armor
  Armors provide a few benefits.
  First is the basic protective quality, increasing Toughness. Armor covers the listed area but isn’t perfect; all armors have
  weak points and gaps that can be exploited (via Called Shots).
  Second are attached equipment, including flashlights, helmet cameras, data displays, environmental systems (for space
  operations), locator beacons, integrated tactical radios, and similar benefits. These vary a great deal and are unlisted.
  Third are energy shields. Shields protect the wearer by absorbing wounds. All shields have rating (1 to 3) showing the
  number of wounds the shield absorbs. When the character is dealt damage, the shield takes wounds first. Only if the
  shield is overloaded does the wearer take the remaining wounds.
  Recharge: The best energy shields automatically recharge. If the wearer is not hit by any attack
  (regardless of damage) for 5 seconds (1 round) then the system will automatically recharge the shield
  (one wound / round) until full. Recharging Shields are indicated by a “+” sign after the shield rating.
  Name
  Armor
  Shield
  Weight*
  Notes
  Human Armors
  UNSC Flight Suit
  +2
  -
  6
  Full Body, Sealed(6 hrs)
  UNSC Battle Suit (early in the war)
  +4/+8
  +2/+4
  -
  10
  Kevlar Vest w/ insert (torso),
  Kevlar Vest (limbs & helmet)
  UNSC Tactical Armor
  +5
  -
  12
  Head, Limbs, and Torso
  UNSC ODST Armor
  +5
  -
  13
  Torso & Head, +4 Limbs, Sealed (6 hrs)
  Mjolnir Mark IV Armor
  +8
  -
  - / 900
  +1 step Strength, Full Body, Sealed (12hrs)
  Mjolnir Mark V Armor
  +8
  2+
  - / 1400
  +1 step Strength, Full Body, Sealed (48hrs)
  Mjolnir Mark VI Armor
  +8
  3+
  - / 1500
  +1 step Strength, Full Body, Sealed (72hrs), AD
  SPI Mark I Armor
  +6
  -
  - / 300
  +2 Stealth, Full Body, Sealed (24hrs)
  SPI Mark II Armor
  +6
  -
  - / 270
  +4 Stealth, Full Body, Sealed (24hrs)
  Covenant Armors
  Combat Harness
  +2
  -
  5
  Torso, Limbs
  SpecOps Combat Harness
  +4
  -
  10
  Active Camouflage, Torso, Limbs
  Hunter Combat Harness
  +10
  -
  67
  Full Body
  Minor Elite/Brute Combat Harness
  +5
  1
  18
  Full Body
  Major Elite/Brute Combat Harness
  +5
  2
  20
  Full Body
  SpecOps / Stalker Combat Harness
  +4
  1
  19
  Active Camouflage, Full Body
  Ultra / Chieftain Combat Harness
  +7
  3
  25
  Full Body
  Jackal Shield
  -
  -
  2
  +2 Parry, +10 armor to ranged shots that hit
  Hunter Shield
  -
  -
  100
  +2 Parry, +20 Heavy Armor to ranged shots that hit
  *The weights given are the effective weight when wearing the armor. This is doubled when carrying the armor.
  Weights for power armor are listed after the slash; these armors seem weightless to the wearer.
  Active Camouflage: Equipped with an active light-bending camouflage system, this armor can render the wearer
  invisible. The wearer is transparent, but a vague outline is visible; characters may detect the invisible presence if they
  have a reason to look and make a Notice roll at –4. Once detected, the character may be attacked at -4. Many (but by
  no means all) Active Camouflage systems are “passive”, shutting down when the wearer attacks (the energy of the
  attack temporarily distorts the camouflage field). The duration Active Camouflage can be maintained also varies.
  Automatic Doctor: Automatic injectors and computer support automatically treat the wearer for wounds (Healing d8).
  This takes 10 minutes (as normal). It also releases pain-killers and stimulants, giving +2 to recover from Shaken.
  Sealed: This armor can be fully sealed, becoming a separate environment. It can maintain the wearer in any hostile
  environment for the indicated time. It’s assumed that these are self-sealing, automatically patching holes from battle.
  Shield: Recharging Energy Shields absorb wounds. Brute Shields do not recharge, while Elite shields do.
  Sensors: Much combat armor has sensor systems built in. These may include vision enhancement (low-light /
  infravision), Identify Friend or Foe systems, short-range motion trackers, and basic signals intelligence equipment. These
  features vary widely in availability and issue; they are available for almost every armor system but are as common as the
  General chooses to make them.
  
  Vehicles
  Armor: Some vehicle armor is listed with slashes. The order is Front / Side / Top, Rear & Bottom.
  Boost: When not firing mounted weapons, it can be overcharged for higher top speed and a -1 on shooting the vehicle.
  Crash Harness: The vehicle is treated as having airbags for its interior passengers and crew.
  Hover: Gravity manipulation floats it over most low obstacles and treats difficult terrain and water as normal terrain.
  Ramming: The vehicle is designed for ramming; +1d6 collision damage and acts as if it had Heavy Armor when ramming.
  Walker: This vehicle uses mechanical “legs” to cover terrain. It can cross most obstacles and ignore difficult terrain.
  Vehicle
  Acc / TS
  Climb
  Toughness
  Crew
  Notes
  Human Vehicles
  M274
  Mongoose
  20/24
  -
  8 (2)
  1+1
  4-Wheel Drive
  M12
  Warthog
  16/32
  -
  16 (4)
  2+1
  1+4
  4-Wheel Drive; Crash Harness; M41 LAAG or M68 ALIM,
  with a Stabilizer; Transport Variant seats 3 in gun bed.
  M808
  Scorpion
  5/12
  -
  66/51/26
  (50/35/10)
  2+4
  Crash Harness; Heavy Armor; Night Vision; Tracked; (1)
  M512 90mm HV Cannon (range 80/160/320; 4d10; RoF 1;
  AP50, Med Burst, HW, Improved Stabilizer); (1) M247
  (either co-axial or ring mount, Stabilizer)
  M312
  Elephant
  1/1
  -
  45/40/25
  (25/20/5)
  3+16
  Tracked; Heavy Armor; Recovery Vehicle (crane); (1) M41
  LAAG; (2) M247 GPMG; Cargo (1 M12 Warthog or 6 M274
  Mongoose)
  AV-14
  Hornet
  20/52
  1
  14 (4)
  1+4
  Fixed Guns; Improved Stabilizer (all); Night Vision; (2)
  rotary 7.62 guns (use M247); (2) missile pods (range
  50/100/200; 4d8+2; RoF 2; Med Burst, AP 10, HW)
  D77 Pelican
  200/1200
  0
  16 (5)
  3+10+15
  Spacecraft/Atmospheric; Heavy Armor; (2) M247 GPMG
  C709
  Longsword
  200/1200
  2
  20 (5)
  2+2
  Spacecraft/Atmospheric; Heavy Armor; (2) Rotary Cannons
  (75/150/300; 4d8; AP 8, HW, Fixed Guns); various others.
  Covenant Vehicles
  Ghost
  10/20(28)
  -
  11 (4)
  1
  Hover; Boost; Fixed Guns; Class-2 weapon (Stabilizer);
  Revenant Variant: (1) plasma cannon (as Type-33 LAAW)
  Chopper
  8/20(28)
  -
  14 (4)
  1
  Boost; Off-Road (4-Wheel Drive); Fixed Guns; 35mm
  Cannon (range 30/60/120; 2d8; RoF 2; Small Burst, AP 6);
  Ramming
  Spectre
  5/18(16)
  -
  20 (8)
  2+2
  Hover; (1) Class-2 weapon turret (Stabilizer)
  Prowler
  5/18
  -
  20 (8)
  2+2
  Hover; (1) Class-2 weapon turret (Stabilizer); Ramming
  Shadow
  5/18
  -
  18 (6)
  2+8
  Hover; (1) Class-2 Weapon turret (Stabilizer)
  Wraith
  4/10(16)
  -
  71/61/28
  (55/45/12)
  1 (2)
  Boost; Crash Harness; Hover; Heavy Armor; (2) auto Class-2
  weapons; (1) Plasma Mortar (range 75/150/300; 5d10; RoF
  1; Large Burst, AP 10, Fixed Gun, HW, Reload 1)
  Scarab
  5/10
  -
  100/80/50
  (82/62/32)
  4+40
  Walker; Heavy Armor; (1) Heavy Beam Cannon (range
  40/80/160; 5d10; RoF 1; AP 100, Fixed Gun [front], HW,
  Reload 2); (2) Class-2 weapon turrets
  Banshee
  30/180
  3
  14 (4)
  1
  Spacecraft/Atmospheric; Fixed Guns; Stabilizer (all); (1)
  Class-2 Weapon; (1) Plasma Cannon (as Type-33 LAAW)
  Spirit
  200/1200
  -1
  14 (2)
  2+30
  Spacecraft/Atmospheric; Heavy Armor; (1) Class-2 turret
  Phantom
  200/1200
  0
  20 (10)
  5+24
  Spacecraft/Atmospheric; Heavy Armor; Improved Stabilizer
  (all); (1) automatic Class-2 turret; (2) Class-2 mounts
  Seraph
  200/1200
  2
  14 (4)
  2
  Spacecraft/Atmospheric; Heavy Armor; Shield 2+; Plasma
  Charge (air-to-ground bomb); (1) Pulse Laser
  (100/200/300; 2d12; RoF 2; AP 45, HW, Stabilizer); (1)
  Heavy Plasma Cannon (100/200/300; 5d10; AP 70, HW,
  Improved Stabilizer)
  
  General’s Guide
  Campaigns
  A great danger with any war-centric campaign is that it will devolve into a series of table-top skirmishes instead of a role
  playing game. There is nothing wrong with a game of that style, but in such a campaign a lot of skills, edges, and abilities
  are unnecessary. Further, characters will have very few chances to role-play their hindrances, making Benny acquisition
  that much more difficult.
  This conversion assumes that PCs are UNSC human military personnel, generally infantry. While playing as Spartans or
  Covenant forces is supported, it is not generally recommended nor expected.
  It is recommended that a game focus on the events of one planet for an extended period. Give the PCs a chance to
  interact with the locals, deal with organizational politics, and develop both friends and enemies outside of combat. Of
  course, any militaristic game will have combat (and lots of it), but try to make the missions as varied as possible:
  reconnaissance, holding positions, taking positions, relief assaults, pursuit, rear guard, convoy operations, rear security,
  and combat patrols are all normal and easily run missions that can fill one to three sessions (depending upon scope,
  complications, and player choices).
  The key elements of any successful campaign are to keep the players involved by having to deal with interesting and
  challenging situations, and to make player choices matter. This second can seem insurmountable, the PCs are just one
  unit out of many after all, but is actually normal for the setting.
  Super-weapons, ancient artifacts, unique commanders, criminal conspiracies, crime lords, political cabals, incompetent
  officer, corrupt leaders, dissidents, rebels, terrorists, rogue A.I., and secret research & development are all part of the
  setting, and all can play (and have played) a major role in the overall story of the Halo universe. Further, your campaign
  does not have to be restricted to the timelines and information provided by the official sources. While the video games
  and novels provide inspiration and details, they can be modified, followed, or ignored as best fits the enjoyment of you
  and your players.
  For an example of an official release that is not considered canonical, listen to the I Love Bees mission logs. They portray
  an exciting tale of intrigue, discovery, loss, violence, heroism, and love preceding the events of Halo 2. While not an
  official part of the Halo story, it is a fine example of the kind of storytelling that is possible and encouraged in the Halo
  universe.
  
  Species
  Humans
  Humans
  The standard human, essentially unchanged for tens of thousands of years.
  Adaptable: One Novice Edge of your choice.
  UNSC Marine
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d4, Drive d6, Fighting d4, Notice d6, Shooting d8, Survival d4, Stealth d4, Throwing d6
  Charisma: +0; Pace: 6; Parry: 4
  Toughness: 10 (5)
  Gear: UNSC Tactical Armor, BR55 Rifle (2d8+2) or MA5 Rifle (2d8+1, RoF 3), M9 Grenades (2), Bayonet, Field Kit (3 days).
  Edges: Dodge, Marksman or Rock and Roll!
  Spartans
  Genetically perfect, cybernetically augmented, highly-trained super-soldiers, Spartans are the very best humanity can
  produce. Though there are questions about just how much humanity they have left.
  Human Paragons: One free Novice Edge. Spartans start with d6 in all abilities, instead of d4.
  Fleet: Pace 8, d8 running die.
  Carbide Reinforced Bones: +2 Toughness.
  Catalytic Thyroid Implant: +1 Size, x8 carrying (Brawny ups to x10). All Spartans are at least 6’6” and 400lbs of badass.
  Muscular Enhancement: Increase Strength 2 Steps to a maximum of d12+2. This means the minimum Spartan Strength
  is d10 (d12 in Mjolnir).
  Occipital Capillary Reversal: Low-Light Vision (no penalties for Dim or Dark lighting).
  Superconducting Nervous System: -1 to all ranged attacks targeting the Spartan and +1 to Agility to avoid area attacks.
  Spartans can take 1 additional action at no multi-action penalty; still can’t repeat an action. Increase Agility 1 step.
  Training for Years: Free d6 in Fighting and Shooting. Spartans start with any 3 Combat Edges; they can ignore Rank
  requirements but must meet all other requirements (including other Edges).
  Covenant
  Sangheili (Elites)
  Elites are counterparts to the Spartans, from a warrior culture that values honor and martial skill. Names are a privilege
  that must be earned, and military service is expected.
  Increase Agility by 1 step, Spirit by 1 step, Strength by 2 steps, Size by +1, and provide Low-Light Vision.
  Minor
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d6
  Skills: Driving d4, Fighting d6, Notice d6, Piloting d4, Shooting d6, Stealth d4
  Charisma: +0; Pace: 6; Parry: 5
  Toughness: 11 (5); Shield: 1+
  Gear: Minor Elite Combat Harness, Type-25 DER (3d6), Type-1 Plasma Grenade (3)
  Hindrances: Code of Honor, Overconfident, Vow (minor; defend the Covenant)
  Major
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8
  Skills: Driving d6, Fighting d8, Knowledge (Battle) d4, Notice d8, Piloting d6, Shooting d8, Stealth d6, Throwing d4
  Charisma: +0; Pace: 6; Parry: 6
  Toughness: 12 (5); Shield: 2+
  Gear: Major Elite Combat Harness, Type-25 DER (3d6), Type-1 Plasma Grenade (3)
  Hindrances: Code of Honor, Overconfident, Vow (minor; defend the Covenant)
  Edges: Combat Reflexes (+2 remove Shaken)
  
  Spec Ops
  Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d8
  Skills: Driving d6, Fighting d8, Notice d8, Piloting d6, Shooting d8, Stealth d6, Tracking d4, Throwing d6
  Charisma: +0; Pace: 6; Parry: 6
  Toughness: 11 (4); Shield: 1+
  Gear: SpecOps Elite Combat Harness, Type-25 DER (3d6), Type-1 Plasma Grenade (3)
  Hindrances: Overconfident, Vow (minor; defend the Covenant)
  Edges: Combat Reflexes (+2 remove Shaken), Woodsman
  Ultra
  Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12, Vigor d10
  Skills: Driving d8, Fighting d10, Knowledge (Battle) d6, Notice d8, Piloting d8, Shooting d8, Stealth d6
  Charisma: +0; Pace: 6; Parry: 7
  Toughness: 15 (7); Shield: 3+
  Gear: Ultra Elite Combat Harness, Type-25 DER (3d6), Type-1 Sword, Type-1 Plasma Grenade (3)
  Hindrances: Code of Honor, Overconfident, Vow (minor; defend the Covenant)
  Edges: Combat Reflexes (+2 remove Shaken), Frenzy (two Fighting at -2)
  Zealot
  Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
  Skills: Driving d10, Fighting d12, Knowledge (Battle) d8, Notice d8, Piloting d10, Shooting d8, Stealth d6
  Charisma: +0; Pace: 6; Parry: 8
  Toughness: 15 (7); Shield: 3+
  Gear: Ultra Elite Combat Harness, Type-1 Sword, Type-1 Plasma Grenade (3)
  Hindrances: Code of Honor, Overconfident, Vow (minor; defend the Covenant)
  Edges: Combat Reflexes (+2 remove Shaken), Improved Frenzy (two Fighting attacks)
  Jiralhanae (Brutes)
  Even stronger than Elites, Brutes are very pack oriented.
  Strength +3 steps, Size +2, Climbing d6, and +2 to Notice by smell.
  Minor
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d6
  Skills: Climbing d6, Driving d4, Fighting d8, Intimidation d4, Notice d6, Shooting d6, Stealth d4, Tracking d4
  Charisma: +0; Pace: 6; Parry: 6
  Toughness: 12 (5); Shield: 1
  Gear: Minor Brute Combat Harness, Type-25 Spiker (2d6), Type-2 Spike Grenade (3)
  Hindrances: Overconfident, Vow (minor; defend the Covenant), Vow (minor; destroy the Elites), Size +3
  Edges: Berserk (when wounded, Spirit to resist: +2 Fighting, Strength, Toughness; -2 Parry; seek melee kills)
  Major
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d8
  Skills: Climbing d6, Driving d6, Fighting d10, Intimidation d6, Notice d6, Piloting d4, Shooting d8, Stealth d4, Tracking d4,
  Throwing d4
  Charisma: +0; Pace: 6; Parry: 7
  Toughness: 13 (5); Shield: 2
  Gear: Major Brute Combat Harness, Type-25 GL (3d8), Type-2 Spike Grenade (3)
  Hindrances: Overconfident, Vow (minor; defend the Covenant), Vow (minor; destroy the Elites), Size +3
  Stalker
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d6
  Skills: Climbing d6, Driving d4, Fighting d8, Intimidation d6, Notice d8, Shooting d8, Stealth d6
  Charisma: +0; Pace: 6; Parry: 6
  Toughness: 11 (4); Shield: 1
  Gear: SpecOps Brute Combat Harness, Type-25 Spiker (2d6), Type-2 Spike Grenade (3)
  Hindrances: Overconfident, Vow (minor; defend the Covenant), Vow (minor; destroy the Elites), Size +3
  Edges: Thief
  
  Chieftain
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
  Skills: Climbing d6, Driving d6, Fighting d12, Intimidation d10, Knowledge (Battle) d6, Notice d8, Piloting d6, Shooting d8,
  Stealth d6, Throwing d6
  Charisma: +0; Pace: 6; Parry: 8
  Toughness: 16 (7); Shield: 3
  Gear: Chieftain Combat Harness, Type-2 Hammer, Type-2 Spike Grenade (3)
  Hindrances: Overconfident, Vow (minor; defend the Covenant), Vow (minor; destroy the Elites), Size +3
  Edges: Combat Reflexes (+2 remove Shaken), Improved Sweep (Fighting versus all adjacent)
  Mgalekolo (Hunters)
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+6, Vigor d12+2
  Skills: Fighting d8, Notice d4, Shooting d6, Stealth d4
  Charisma: -2; Pace: 6; Parry: 8 (2)
  Toughness: 22 (10)
  Gear: Hunter Combat Harness, Hunter Shield (+2 parry, +20 heavy armor), Type-33 LAAW (Hunter variant)
  Hindrances: Vow (minor; defend the Covenant), Mute (major), Outsider
  Edges: Combat Reflexes (+2 remove Shaken), Improved Sweep (Shield, d10 weapon), Size +3 (10’, 1.5 ton)
  Kig-Yar (Jackals)
  Jackals
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d4, Notice d6, Shooting d6, Stealth d4
  Charisma: -4; Pace: 6; Parry: 6 (2);
  Toughness: 7 (2)
  Gear: Combat Harness, Type-25 DEP (2d6), Jackal Shield (+2 parry, +10 armor)
  Hindrances: Bloodthirsty, Vow (minor; uphold the Covenant)
  Skirmisher
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d4, Driving d4, Fighting d6, Notice d6, Shooting d6, Stealth d4
  Charisma: -4; Pace: 6; Parry: 5;
  Toughness: 7 (2)
  Gear: Combat Harness, Type-25 DEP (2d6)
  Hindrances: Bloodthirsty, Vow (minor; uphold the Covenant)
  Yanme’e (Drones)
  Minor
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d4, Vigor d6
  Skills: Notice d6, Shooting d6, Stealth d4
  Charisma: +0; Pace: 4 (Fly: 8); Parry: 3;
  Toughness: 7 (2)
  Gear: Combat Harness, Type-25 DEP (2d6)
  Hindrances: Vow (minor; uphold the Covenant)
  Edges: Acrobat
  Unggoy (Grunts)
  Minor
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
  Skills: Driving d4, Notice d6, Shooting d6, Stealth d4, Throwing d4
  Charisma: +0; Pace: 6; Parry: 2;
  Toughness: 7 (2)
  Gear: Combat Harness, Type-25 DEP (2d6), Type-1 Plasma Grenades (1)
  Hindrances: Vow (minor; uphold the Covenant), Yellow (-2 vs Fear)
  
  Major
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
  Skills: Driving d6, Fighting d4, Notice d6, Shooting d8, Stealth d6, Throwing d4
  Charisma: +0; Pace: 6; Parry: 4;
  Toughness: 8 (2)
  Gear: Combat Harness, Type-33 Needler (2d6), Type-1 Plasma Grenades (3)
  Hindrances: Vow (minor; uphold the Covenant), Yellow (-2 vs Fear)
  Spec Ops
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
  Skills: Driving d6, Fighting d6, Notice d6, Pilot d6, Shooting d8, Stealth d6, Tracking d4, Throwing d6
  Charisma: +0; Pace: 6; Parry: 5;
  Toughness: 10 (4)
  Gear: SpecOps Combat Harness, Type-33 Needler (2d6), Type-1 Plasma Grenades (3)
  Hindrances: Vow (minor; uphold the Covenant)
  Edge: Combat Reflexes
  Flood
  Generally, treat Flood infection as a template. Simply add the traits Undead, Fearless, Fear, the ability to Leap 2d6”
  horizontally (and 1d6” vertically), a limited Regeneration (recovers from Incapacitation, requires an infection form to
  restart the corpse; one time only), and a natural spike that does Strength +d8 damage.
  If desired, the Flood can be a major campaign element. Advanced versions of the creatures will need stats.
  Infection Form
  Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d6, Vigor d6
  Skills: Fighting d4, Notice d4, Stealth d6
  Pace: 6; Parry: 4; Toughness: 3
  Special:
  Barbs: Strength +1d6.
  Fearless: Immune to fear (virtually mindless).
  Jumpy: can leap 1d6” horizontally (half that vertically).
  Tiny: Size -2; this imposes a -2 to all attacks against them.
  Opportunist: If the Infection Form hits with a Raise then it automatically targets the least-armored location.
  Infection: Any living foe incapacitated by the barbs will transform into a Flood form (1 minute if dead, 24 hrs if alive).
  
SOURCE: textdata/thevault/Savage Worlds/Fan/Savage Halo/Savage Worlds - Savage Halo.pdf