
![]() |

No, I don't think CON bonus to hit points is retroactive. Quote something from the SRD if you think I'm wrong. I'm not a rules lawyer so if I do something blatantly stupid, it's ok to call me an idiot as long as you have a quote from the SRD to back you up.
I'm just going by the fact that, for example, you chug a potion of Bear's Endurance, your HP increases 2 for every level you have, or any other instance where your CON score temporarily increases.

![]() |

Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes.You apply your character’s Constitution modifier to:
Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he or she advances in level).
Fortitude saving throws, for resisting poison and similar threats.
Concentration checks. Concentration is a skill, important to spellcasters, that has Constitution as its key ability.
If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly.
Emphasis added by me.

![]() |

Kruelaid, Initiative Implant gives you +2 to Init, Fortified Skeleton gives you DR 4/-, but no bonus hp. The "Hardness/Hit Points" entry in the SRD is refering to the hitpoints of the implant itself. The cyber network is an implant I made up. It allows you to opperate equipment that requiers a cybernetic interface (like Mijolnir armor). The human skill bonus is already built into the d20 Modern system. The game assumes that you will play a human.
Yes, we are rolling for hp.
I can view PDFs.
Since this is a playtest, I would like everyone to break down the bonuses and modifiers on their stats page. And please try to clarify the text in the stat block. Use bold text and spacing to differentiate the different sections of the stat block.
Otherwise, everybodies characters look good. I haven't had time to take a detailed look at them but will do so later.
The tenative start date is set for Friday, Sep. 28.

Kruelaid |

This may be the best bio I ever wrote:
Ha 442, inaptly named, has never laughed and smiled only twice: first during a catastrophic latrine failure and later when the drill sergeant unfortuitously discovered his toothpaste had been sabotaged with vacu-seal--both mysteries which could only have been solved had her superiors known the secret of her smile. General agreement holds that nobody wants to see her laugh.
Slight, with elfin eyes complements of her Irish-Vietnamese progenitors, her cuteness is belied by the social skills of a plasma shear. Ha, after all, grew up interacting almost exclusively with machines and computers. Long winded dissertations on the infirmities of the human mind and the complexities of technical work have trained fellow Spartans to ask her only yes and no questions. The upshot of her being a font of techno-babble is that it is consequent to her awesome technical expertise.
Other than a hacking reprimand attracted by an uncharacteristic moment of inattention--incurred while enjoying her favorite past-time--Ha has a shining record.

Ha 442 |

I'm posting the following so we can build an effective team. I've got computer use, demolitions, repair, and disable device pretty wrapped up. I took SVO: heavy wheeled with drive skill, but can easily change it to pilot with another SVO. I don't know what kind of vehicles we will use but can take an SVO as backup even though it's CC because I just have so many points - only as a backup, which we need it seems to me. HMMM, the little Halo jeep thingies prolly don't need an SVO, I dunno. I'd actually rather spend those points on class skills and pick a different feat.... ALSO: I took one extra language because it seems to me we should have some kind of code in addition to the usual encryption and/or frequency hopping used in the military. But then again - I don't know much about the haloverse so maybe I'm wastin my points. That's just my thinkin'. Throwin' it out there.

![]() |

Action points do not roll over. If you don't use them, you loose them. If the last level you took was an advanced class, you should have 8 action points. If you took all four levels as a base class, you should have 7 action points.
The Warthog (jeep) and the Mongoose (atv) do not need SVO.
The APC version of the 'Hog is a heavy-wheeled vehicle, and the Scorpion (tank) is a tracked vehicle. But I don't think these will be used very much. I wouldn't take the SVO feat.
The Hornet is a helecopter gunship and requiers Aircraft Opperation (helecopters). The Pelican is a troop transport dropship and requires Aircraft Opperation (spacecraft). ACO (spacecraft) would be a good choice, but I don't think the helecopters will be used much.
As for equipment, I'll post some info soon.
And I was just kidding about sending my wife to pick up my game for me. I wouldn't want her to be out by herself at midnight.

Ashley 310 |

I'm posting the following so we can build an effective team. I've got computer use, demolitions, repair, and disable device pretty wrapped up. I took SVO: heavy wheeled with drive skill, but can easily change it to pilot with another SVO. I don't know what kind of vehicles we will use but can take an SVO as backup even though it's CC because I just have so many points - only as a backup, which we need it seems to me. HMMM, the little Halo jeep thingies prolly don't need an SVO, I dunno. I'd actually rather spend those points on class skills and pick a different feat.... ALSO: I took one extra language because it seems to me we should have some kind of code in addition to the usual encryption and/or frequency hopping used in the military. But then again - I don't know much about the haloverse so maybe I'm wastin my points. That's just my thinkin'. Throwin' it out there.
I can think of a use for SVO: Tanks. ^_^
My character... is not a people person. An introvert, if you will. He can't fail in surgery, unless he doesn't have a kit. Even then, he'll have to roll a four or below. Also, he hears and sees you. No arguing. He's fairly decent in other things that he does. Oh, and he can fly spaceships, the Pelican, in particular. Combat... eh.
Jacob 414 |

A brief background:
Jacob is garrolous, friendly, and incredibly devious. A scrounger and rules-bender extraordinaire, if there's someone in between what he wants, he'll go through, around, over, under, or sideways to get it.
He works best when he has some solid backup around, as he's not the most physical or even the best combatant, but he's a solid, all-around guy, who oozes confidence in the worst of situations.
His mouth has gotten him into (and out of) more trouble than he cares to admit, but it has not slowed him down any.
At this point, he's looking forward to any and all challenges to come his way, and while he doesn't quite think he's invulnerable (impossible when you train with other Spartans who are faster, stronger, and smarter than you), he definetly walks a fine line of bravery and bravado.

![]() |

absolutely, Wolf-man.
have to do some finalization of the rules/whatnot...
also have to enter in some of my game stats...
should be able to piece everything together to something readable within a few days
(didn't actually run the latest version...played it through as my conjurer, and my personal notes are all on 3x5 index cards)
hope everyone has MS Excel or Openoffice.org Calc....cuz thats what the stat-files will be in
-hamster

![]() |

We will be using metric weights and measures. Divide the range in feet by five, then multiply by 2 to get the meters (m). Divide the weight in pounds by 2.2 to get kilograms (kg). Speed for Spartans is now 20m.
Here are the weapons and armor stats.
Everyone has:
1 oversized range pack
1 M6G Pistol
6 Stun Grenades
2 Smoke Grenades
1 comm set*
1 first aid kit
1 multipurpose tool
10 days of field rations (weighs 5kg)
5 chem light sticks
1 GPS reciver*
Everyone should pick:
2 more weapons
1 set of armor
The squad** has:
a mechanical tool kit
an electrical tool kit
a pair of rangefinding binoculars
a medical kit
50m of rope
1 Stun mine
*this equipment is built into your armor
**you guys should divy this stuff up between your selves

![]() |

Weapon Size Weight Damage Crit Range Melee Damage Rate of Fire Ammo Type Magizine Max Ammo
M6G Pistol Small 1.8kg 2d8 20x2 18m 1d4 20x2 Semi-Auto 12.7mm 8 box 6 clips
M7 SMG Med 3.2kg 2d4 20x2 16m 1d6 20x2 Auto 5mm 60 box 4 clips
MA5C Assult RIfle Large 4.5kg 2d8 20x2 20m 1d8 20x2 Auto 7.5mm 32 box 12 clips
M90 Shotgun Large 5.0kg 2d12 20x2 4m* 1d8 20x2 Single 8 gauge 6 internal 36 shells
BR55 Battle Rifle Large 4.5kg 2d8 20x2 40m 1d8 20x2 3-round Burst 9.5mm 36 box 4 clips
SRS99D Sniper Rifle Large 15.9kg 2d12 19x3 100m* 2d8* 20x2 Semi-Auto 14.5mm 4 box 6 clips
*see description for special rules
Grenade Damage Damage Type Burst Radius Reflex DC Range Size Weight
Stun 4d6 Non-lethal 8m 15 4m Tiny 0.5kg
Smoke -- -- See Text -- 4m Small 1.0kg
Armor DR Max DEX Armor Check Weight Encumbrance
Light 2/energy +6 -0 10kg 20m
Medium 4/energy +4 -2 15kg 14m
Heavy 6/energy +2 -4 20kg 10m

![]() |

This weapons chart should be a bit easier to read. I've also added in the explinations for the asteriks I left out of the last one. Splash weapons and armor to follow soon. The rest of the equipment is in the d20 Modern SRD.
M6G Magnum Pistol
- Damage: 2d8
- Crit: 20x2
- Range: 18m
- Melee Damage: 1d4 20x2
- Rate of Fire: Semi-Auto
- Ammo Type: 12.7mm semi-armor piercing
- Magizine: 8 box
- Max Ammo: 6 clips
- Size: Small
- Weight: 1.8kg
M7 Sub-Machine Gun
- Damage: 2d4
- Crit: 20x2
- Range: 16m
- Melee Damage: 1d6 20x2
- Rate of Fire: 10 rd Autofire; 5 rd Burstfire
- Ammo Type: 5mm
- Magizine: 60 box
- Max Ammo: 4 clips
- Size: Medium
- Weight: 3.2 kg
MA5C Assault Rifle
- Damage: 2d8
- Crit: 20x2
- Range: 20m
- Melee Damage: 1d8 20x2
- Rate of Fire: 12 rd Autofire; 6 rd Burstfire
- Ammo Type: 7.5mm
- Magizine:32 box
- Max Ammo: 12 clips
- Size: Large
- Weight: 4.5kg
M90 Shotgun
- Damage: 2d12
- Crit: 20x2
- Range: 4m*
- Melee Damage: 1d8 20x2
- Rate of Fire: Single
- Ammo Type: 8 gauge
- Magizine: 6 internal
- Max Ammo: 36 shells
- Size: Large
- Weight: 5kg
*Every range increment beyond the first imposes a cumulative -2 penalty on damage rolls.
BR55 Battle Rifle
- Damage: 2d8
- Crit: 20x2
- Range: 40m
- Melee Damage: 1d8 20x2
- Rate of Fire: 3 rd Burstfire
- Ammo Type: 9.5mm
- Magizine: 36 box
- Max Ammo: 4 clips
- Size: Large
- Weight: 4.5kg
SRS99D Sniper Rifle
- Damage: 2d12
- Crit: 19x3
- Range: 100m*
- Melee Damage: 2d8 20x2**
- Rate of Fire: Semi-Auto
- Ammo Type: 14.5mm fin stablized armor piercing
- Magizine: 4 box
- Max Ammo: 6 clips
- Size: Large
- Weight: 15.9kg
*Attacks made at ranges of less than 10m impose a -2 penalty.
**Because of it's weight and length, melee attacks made with the Sniper Rifle impose a -2 penalty.