Covenant Weaponry (Halo Supplement)

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Covenant Basic Weaponry[edit]

(Note: Due to the many more ranged weapons than melee weapons, weapons do not add any modifier to damage unless specified to do so. Dexterity is still applied to ranged weapon attack rolls through.)

Plasma Rifle[edit]

Statistics: 1d8 (30 ft.)

Needler[edit]

Statistics: 2d4 (20 ft.)

Plasma Pistol[edit]

Statistics: 1d4 (25 ft.) (Light)

Energy Sword[edit]

Statistics: 2d6 + Dex modifier (5 ft.) (Light)

Needle Rifle[edit]

Statistics: 1d6 (80 ft.) (Two-Handed)

Storm Rifle[edit]

Statistics: 1d8 (30 ft.) (Two-Handed)

Covenant Carbine[edit]

Statistics: 1d8 (60 ft.) (Two-Handed)

Beam Rifle[edit]

Statistics: 1d12 (120 ft.) (Two-Handed) (Heavy)

Concussion Rifle[edit]

Statistics: 1d10 (30 ft.) (Two-Handed) (Heavy)

Plasma Caster[edit]

Statistics: 3d4 (20 ft.) (Two-Handed) (Heavy)

Fuel Rod Cannon[edit]

Statistics: 2d8 (30 ft.) (Two-Handed) (Heavy)

Plasma Turret[edit]

Statistics: 2d6 (40 ft.) (Heavy) (Special)

Plasma Grenade[edit]

Statistics: 4d4 (20 ft.) (Special)


Covenant Brute Weaponry[edit]

Spiker[edit]

Statistics: 1d8 & 1d4 + Str modifier melee (30 ft.)

Brute Plasma Rifle[edit]

Statistics: 1d8 (30 ft.)

Mauler[edit]

Statistics: 3d4 (15 ft.) (Light)

Gravity Hammer[edit]

Statistics: 2d8 + Str modifier (10 ft.) (Two-Handed) (Heavy)

Brute Shot[edit]

Statistics: 2d6 & 1d6 + Str modifier melee (30 ft.) (Two-Handed) (Heavy)

Spike Grenade[edit]

Statistics: 4d4 (20 ft.) (Special)


Specials[edit]

Plasma Turret[edit]

The plasma turret requires you use your bonus action to place it on the ground in the same space as you. It stays in that space until you or another person uses their bonus action to pick it up. While placed on the ground you may only use it from that space.

Grenades[edit]

Grenades are a single-use item that also have an explosion radius. The radius of a grenade's explosion is 5 feet in every direction from the target's space. This would be a 15 x 15 foot cube when used on a grid.


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