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THE OFFICE OF NAVAL INTELLIGENCE

INTRODUCTION SECTION 2
Welcome to the first Halo Mythic splatbook, ‘Halo Mythic: Redacted’. Section Two is the propaganda branch of ONI. Section II is responsible
Halo Mythic: Redacted is a commissioned material to add additional for psychological warfare and operations, as well as external
ONI (Office of Naval Intelligence) content to the game, without adding communication with Civilian organizations and media involvement.
unnecessary expansions onto the core rulebook, due to its already Section II also is tasked with PR and public morale roles within the
large page count. UNSCDF. This includes communication, masking documents, and
when to release classified intelligence.
GM CONFIDENTIAL
The Soldier Types (Character classes) that can be chosen in this SECTION 3
Handbook come with some hefty abilities that some GMs may not be Section Three is tasked with top-secret projects that ONI oversees,
ready for in this system. including the Spartan and ORION programs. Section III also manages
Each of the major ONI Section Soldier Types have a set of advancement and innovations in technology, both through reverse-
three to four major Abilities given to them at Character Creation. engineering Covenant and Forerunner technology, and through highly
These give specific abilities like being able to edit documents and experimental methods.
incoming signals that the players may receive. This can even include
the Character fooling their party with fake intel. The GM should be MATERIALS AND RECOVERY CORPS
prepared for this handbook to also give Characters tools to stab other The main sub-division available to Players in Character Creation is the
players in the back if that time were to arise. Materials and Recovery Corps. This sub-division of Section III is
It’s always best for the GM to read through these Soldier responsible for recovering, engineering, and developing experimental
Types before allowing players to choose them. technology. This subdivision allows for Players to seek and recover
material for more funds from the UNSC.
WHO ARE THE OFFICE OF NAVAL INTELLIGENCE?
The Office of Naval Intelligence (ONI, commonly pronounced as Oh- SPARTAN IV ONI OPERATIVES
nee) is an intelligence organization of the United Nations Space The Spartan IV ONI Operatives are dangerous Super-Soldiers who
Command, under the Navy. ONI is tasked with the UNSC’s information have been brought into the ONI fold, and are generally tasked with
gathering, analysis, and subterfuge. one of the previous Sections’ roles. These Soldiers are dangerous and
The Office of Naval Intelligence is known for their heavily armed and armored, and are sent out into missions that no
preeminent role in the acquisition and leveraging of Military ordinary human should be able to survive.
Intelligence. ONI is also widely known for their use of deception,
manipulation, and subterfuge. ONI will use any means necessary to
defend and continue the survival of humanity.

BEHIND THE SHADOWS


Propaganda, espionage, reconnaissance, and research. ONI is
responsible for the majority of the UNSC’s secretive, dangerous, and
otherwise incredibly illegal military programs. Anywhere from
kidnapping children to create the Spartan II Program, to poisoning
crops and water supplies of ex-Covenant civilizations.

THE STRUCTURE OF ONI


ONI is made up of several divisions, also known as Sections. Of the
four official Sections, Section II is the most commonly approached and
seen division. The four main divisions include Section 0, I, II, and III.
Each Section has its own structure and role within the Office
of Naval Intelligence.

SECTION 0
Section Zero is ONI’s Internal Affairs department, generally charged
with rooting out and eliminating illegal programs within ONI and the
UNSCDF. Section 0 is ONI’s discreet division, which attempts to mask
their activities and classify and censor various materials within ONI.

SECTION 1
Section One is an intelligence-gathering branch of ONI. Section I’s
responsibilities include intel gathering, codebreaking, and major
espionage. Section I is also tasked with evacuation of colony worlds
and tracing Covenant Force deployments. Section I is also responsible
for staying in contact with other UNSC branches and programs.
UNSC/ONI Section I Operative
“<\ CLEARANCE: Classified [Level [redacted] and above]” STANDARD EQUIPMENT
MA5 series Assault Rifle of the Hardcase
time
CHARACTERISTICS
WAYPOINT Comm Flashlight
STR T AG WFR WFM INT PER CR CH LD
Interrogator Translator Combat Knife
25 25 25 25 25 25 25 25 25 25 Spoofer Holographic Tactical Eyepiece
TIER: 2 EXPERIENCE COST: 2,250 Two tactical Softcases UNSC Battle Dress Uniform
UPBRINGING: Any WEAPON TRAINING
CHARACTERISTIC MODIFIER ADVANCEMENTS Faction Weapon Training
INT PER CH LD
+5 Simple +5 Simple +5 Simple +10 Rookie MARKSMAN EQUIPMENT
PHYSICAL ATTRIBUTES BR55 or BR85 Hardcase
HEIGHT 170 centimeters (5’6 ft.) – 190 centimeters (6’4 ft.) WAYPOINT Comm Flashlight
WEIGHT 58 kilograms (130 lb.) – 104 kilograms (230 lb.) Interrogator Translator Combat Knife
SIZE Normal Spoofer Holographic Tactical eyepiece
SOLDIER TYPE SPECIAL RULES One tactical Softcase UNSC Battle Dress Uniform
This Soldier Type should only be taken with GM Approval. The GM WEAPON TRAINING
is advised to treat it with caution, as revealing a Spy in the players’ Faction Weapon Training
ranks can lead to distrust and dissention within the ranks.
The ONI Operative begins with the Human Weaponry Racial CLOSE QUARTERS EQUIPMENT
Training at Character Creation. M45 Tactical Shotgun Hardcase
The ONI Operative may choose to mask themselves as an Army, WAYPOINT Comm Flashlight
Marine, Air Force, or Navy Soldier. The Player and Character both Interrogator Translator Combat Knife
do not have to tell other Players or Characters their motives or that Spoofer Holographic Tactical eyepiece
Two tactical Softcases UNSC Battle Dress Uniform
they are an ONI Operative.
WEAPON TRAINING
If asked, any military paperwork or Military licenses are
shown to be the chosen masked Soldier Type. This should reflect Faction Weapon Training
on their character page to help keep it a secret.
The ONI Operative begin at Rank of O-1, and can take the
Command Specialization Package even if another Character in the
Party already has it.
The ONI Operative gains the pay of their Rank, but gains
a False Rank that the other Players and Characters see. This False
Rank is to keep the ONI Operative classified and under cover.
The ONI Operative gains an extra Support Point at Character
Creation and after each Mission.
All UNSC gear is at half price for the ONI Operative.
SQUAD UP: When with others from the Army, Marine, Air Force,
Navy, ORION, ODST, Militiaman, and Spartan IV Soldier Types;
these Characters gain a +5 Bonus to Courage. The Characters also
gain a +10 Bonus to Warfare Melee and Warfare Range Tests when
taking Combined Actions.

SECTION I EXTRA INFORMATION


ONI Section I is the Intelligence-Gathering branch of ONI. SEC I
Operatives are the codebreakers and espionage of the UNSC,
relying on covering up and retrieving important intel.
SEC I Operatives have the option to call in evacuations of urban
and colonial locations. Using one Support Point, they may call in a
falsified Evacuation of any location. If the evacuation is legitimate
for civilian survival, it is free.
The SEC I Operative has the ability to remove any and all intel sent
to the party before any other Character or Player has a chance to
see it. They may also replace it with their own falsified documents.
SEC I Operators have the ability to call in Army, Marine, Navy, and
Air Force Infantry Support at half the cost. They also are able to
call in Ordnance at 1/4th the original cost.
UNSC/ONI Section II Operative STANDARD EQUIPMENT
“We’re pushing the Covenant back, we’ve finally got them on their MA5 series Assault Rifle of the Hardcase
toes.” time
WAYPOINT Comm Flashlight
Interrogator Translator Combat Knife
CHARACTERISTICS Spoofer Holographic Tactical Eyepiece
STR T AG WFR WFM INT PER CR CH LD Two tactical Softcases UNSC Battle Dress Uniform
25 25 25 25 25 25 25 25 25 25 WEAPON TRAINING
TIER: 2 EXPERIENCE COST: 2,800 Faction Weapon Training
UPBRINGING: Any
CHARACTERISTIC MODIFIER ADVANCEMENTS
MARKSMAN EQUIPMENT
INT CR CH LD BR55 or BR85 Hardcase
+5 Simple +5 Simple +10 Rookie +10 Rookie WAYPOINT Comm Flashlight
PHYSICAL ATTRIBUTES Interrogator Translator Combat Knife
HEIGHT 170 centimeters (5’6 ft.) – 190 centimeters (6’4 ft.) Spoofer Holographic Tactical eyepiece
WEIGHT 58 kilograms (130 lb.) – 104 kilograms (230 lb.) One tactical Softcase UNSC Battle Dress Uniform
SIZE Normal WEAPON TRAINING
SOLDIER TYPE SPECIAL RULES Faction Weapon Training
This Soldier Type should only be taken with GM Approval. The GM
is advised to treat it with caution, as revealing a Spy in the players’ CLOSE QUARTERS EQUIPMENT
ranks can lead to distrust and dissention within the ranks. M45 Tactical Shotgun Hardcase
The ONI Operative begins with the Human Weaponry Racial WAYPOINT Comm Flashlight
Training at Character Creation. Interrogator Translator Combat Knife
The ONI Operative may choose to mask themselves as an Army, Spoofer Holographic Tactical eyepiece
Two tactical Softcases UNSC Battle Dress Uniform
Marine, Air Force, or Navy Soldier. The Player and Character both
WEAPON TRAINING
do not have to tell other Players or Characters their motives or that
they are an ONI Operative. Faction Weapon Training
If asked, any military paperwork or Military licenses are
shown to be the chosen masked Soldier Type. This should reflect
on their character page to help keep it a secret.
The ONI Operative begin at Rank of O-1, and can take the
Command Specialization Package even if another Character in the
Party already has it.
The ONI Operative gains the pay of their Rank, but gains
a False Rank that the other Players and Characters see. This False
Rank is to keep the ONI Operative classified and under cover.
The ONI Operative gains an extra Support Point at Character
Creation and after each Mission.
All UNSC gear is at half price for the ONI Operative.
SQUAD UP: When with others from the Army, Marine, Air Force,
Navy, ORION, ODST, Militiaman, and Spartan IV Soldier Types;
these Characters gain a +5 Bonus to Courage. The Characters also
gain a +10 Bonus to Warfare Melee and Warfare Range Tests when
taking Combined Actions.

SECTION II EXTRA INFORMATION


Section II ONI Operatives are based on handling public and military
morale. ONI SEC II Operatives do everything in their power,
including espionage and information planting, to do so.
SEC II Operatives have a special option that allows them to call in
false distress signals. This is done via a small handheld device that
spoofs a UNSC or Covenant distress signal within 1 Kilometer of
their current position. This Distress Signal can be picked up
anywhere within the star system they are currently in.
The SEC II Operative has the ability to mark anyone MIA or KIA as
they please, within reason. With GM approval, the ONI SEC II
Operative can mark themselves and their party as dead or missing.
The SEC II Operative also are given the tools needed to create fake
briefings and military information to help keep morale going. This
could be in the form of news claiming to chase off Covenant forces,
or possibly information on victories in nearby systems.
These falsified pieces of intel may also be used to fool
the party of players into doing possible suicide missions or taking
up missions that would be considered unethical without
ramification.
UNSC/ONI Section III Operative STANDARD EQUIPMENT
“We’re pushing the Covenant back, we’ve finally got them on their MA5 series Assault Rifle of the Hardcase
toes.” time
WAYPOINT Comm Flashlight
Interrogator Translator Combat Knife
CHARACTERISTICS Spoofer Holographic Tactical Eyepiece
STR T AG WFR WFM INT PER CR CH LD Two tactical Softcases UNSC Battle Dress Uniform
25 25 25 25 25 25 25 25 25 25 WEAPON TRAINING
TIER: 2 EXPERIENCE COST: 3,300 Faction Weapon Training
UPBRINGING: Any
CHARACTERISTIC MODIFIER ADVANCEMENTS
MARKSMAN EQUIPMENT
STR AG WFR LD BR55 or BR85 Hardcase
+5 Simple +5 Simple +10 Rookie +10 Rookie WAYPOINT Comm Flashlight
PHYSICAL ATTRIBUTES Interrogator Translator Combat Knife
HEIGHT 170 centimeters (5’6 ft.) – 190 centimeters (6’4 ft.) Spoofer Holographic Tactical eyepiece
WEIGHT 58 kilograms (130 lb.) – 104 kilograms (230 lb.) One tactical Softcase UNSC Battle Dress Uniform
SIZE Normal WEAPON TRAINING
SOLDIER TYPE SPECIAL RULES Faction Weapon Training
This Soldier Type should only be taken with GM Approval. The GM
is advised to treat it with caution, as revealing a Spy in the players’ CLOSE QUARTERS EQUIPMENT
ranks can lead to distrust and dissention within the ranks. M45 Tactical Shotgun Hardcase
The ONI Operative begins with the Human, Covenant, and WAYPOINT Comm Flashlight
Forerunner Weaponry Racial Training at Character Creation. Interrogator Translator Combat Knife
The ONI Operative may choose to mask themselves as an Army, Spoofer Holographic Tactical eyepiece
Two tactical Softcases UNSC Battle Dress Uniform
Marine, Air Force, or Navy Soldier. The Player and Character both
WEAPON TRAINING
do not have to tell other Players or Characters their motives or that
they are an ONI Operative. Faction Weapon Training
If asked, any military paperwork or Military licenses are
shown to be the chosen masked Soldier Type. This should reflect
on their character page to help keep it a secret.
The ONI Operative begin at Rank of O-1, and can take the
Command Specialization Package even if another Character in the
Party already has it.
The ONI Operative gains the pay of their Rank, but gains
a False Rank that the other Players and Characters see. This False
Rank is to keep the ONI Operative classified and under cover.
The ONI Operative gains an extra Support Point at Character
Creation and after each Mission.
All UNSC gear is at half price for the ONI Operative.
SQUAD UP: When with others from the Army, Marine, Air Force,
Navy, ORION, ODST, Militiaman, and Spartan IV Soldier Types;
these Characters gain a +5 Bonus to Courage. The Characters also
gain a +10 Bonus to Warfare Melee and Warfare Range Tests when
taking Combined Actions.

SECTION III EXTRA INFORMATION


The Section III ONI Operatives have no cR upcharge when
purchasing Forerunner and Covenant equipment from the Armory.
SEC III Operatives can call in Spartan-based Support Drops at half
the price.
SEC III Operatives are able to censor and alter any mission
statements and intel Player Characters send and receive from HQ.
This includes information based on Covenant and Forerunner
technology, the knowledge of possible Spartan operations, and
anything that could be considered detrimental towards security of
the UNSC.
SEC III Operatives are able to take GM-given side missions, which
can reward the players with Covenant and Forerunner equipment
and weaponry. The SEC III Operative is able to sell these back to
the UNSC at double the cR if they please.
UNSC/ONI Section 0 Operative STANDARD EQUIPMENT
“We’re pushing the Covenant back, we’ve finally got them on their MA5 series Assault Rifle of the Hardcase
toes.” time
WAYPOINT Comm Flashlight
Interrogator Translator Combat Knife
CHARACTERISTICS Spoofer Holographic Tactical Eyepiece
STR T AG WFR WFM INT PER CR CH LD Two tactical Softcases UNSC Battle Dress Uniform
25 25 25 25 25 25 25 25 25 25 WEAPON TRAINING
TIER: 2 EXPERIENCE COST: 2,300 Faction Weapon Training
UPBRINGING: Any
CHARACTERISTIC MODIFIER ADVANCEMENTS
MARKSMAN EQUIPMENT
INT CH CR LD BR55 or BR85 Hardcase
+5 Simple +5 Simple +10 Rookie +10 Rookie WAYPOINT Comm Flashlight
PHYSICAL ATTRIBUTES Interrogator Translator Combat Knife
HEIGHT 170 centimeters (5’6 ft.) – 190 centimeters (6’4 ft.) Spoofer Holographic Tactical eyepiece
WEIGHT 58 kilograms (130 lb.) – 104 kilograms (230 lb.) One tactical Softcase UNSC Battle Dress Uniform
SIZE Normal WEAPON TRAINING
SOLDIER TYPE SPECIAL RULES Faction Weapon Training
This Soldier Type should only be taken with GM Approval. The GM
is advised to treat it with caution, as revealing a Spy in the players’ CLOSE QUARTERS EQUIPMENT
ranks can lead to distrust and dissention within the ranks. M45 Tactical Shotgun Hardcase
The ONI Operative begins with theHuman Weaponry Racial WAYPOINT Comm Flashlight
Training at Character Creation. Interrogator Translator Combat Knife
The ONI Operative may choose to mask themselves as an Army, Spoofer Holographic Tactical eyepiece
Two tactical Softcases UNSC Battle Dress Uniform
Marine, Air Force, or Navy Soldier. The Player and Character both
WEAPON TRAINING
do not have to tell other Players or Characters their motives or that
they are an ONI Operative. Faction Weapon Training
If asked, any military paperwork or Military licenses are
shown to be the chosen masked Soldier Type. This should reflect
on their character page to help keep it a secret.
The ONI Operative begin at Rank of O-1, and can take the
Command Specialization Package even if another Character in the
Party already has it.
The ONI Operative gains the pay of their Rank, but gains
a False Rank that the other Players and Characters see. This False
Rank is to keep the ONI Operative classified and under cover.
The ONI Operative gains an extra Support Point at Character
Creation and after each Mission.
All UNSC gear is at half price for the ONI Operative.
SQUAD UP: When with others from the Army, Marine, Air Force,
Navy, ORION, ODST, Militiaman, and Spartan IV Soldier Types;
these Characters gain a +5 Bonus to Courage. The Characters also
gain a +10 Bonus to Warfare Melee and Warfare Range Tests when
taking Combined Actions.

SECTION 0 EXTRA INFORMATION


Section 0 ONI Operatives are tasked with finding and eliminating
illegal operations within UNSC and Insurrectionist operations. On
top of that, they’re generally tasked with assessing a situation by
scouting hot zones before the UNSC arrive.
Section 0 ONI Operatives halve all Dissention Points gained and
take no Dissention Points from killing other UNSC personnel as
long as they can bring proof of any illegal activities that could cause
harm to UNSC’s image.
Section 0 have the ability to claim themselves Section I, II, or III,
even to other ONI Operatives. This allows them to stay hidden
within other branches.
SEC 0 Operatives are able to call in Vehicle Support at half the
original price.
ONI OPERATIVE ODST BECOMING AN ORION SOLDIER
EXPERIENCE COST: 1,200 Extra EXPERIENCE COST: 3,800
The ONI Operative may choose to become an ONI Operative ODST Any regular Humans can technically become an ORION Soldier.
at Character Creation. This replaces the ONI Operative’s This is an augmentation that takes a month to complete, and a
equipment with their choice from the ODST’s equipment packs. month of recovery.
If not taken at Character Creation, the ONI Operative Humans becoming an ORION Soldier gain a boost to their
must become an ODST through the normal means and cannot take Physical Characteristics, gaining a +10 to Strength and Agility, and
this. a +15 to their Toughness. This is to show superior physical
SOLDIER TYPE SPECIAL RULES capabilities, and does not use up any of the Characteristic
T -- -- CR Advancements.
+5 Simple -- -- +10 Rookie
The ONI ODST gains both ONI Operative and ONI ODST Special
Rules and Characteristic Modifier Advancements.
The ONI ODST begins with three Skills of their choosing at +10 at
Character Creation.
UNSC/ONI Materials and Recovery Corps
“We’re pushing the Covenant back, we’ve finally got them on their STANDARD EQUIPMENT
toes.” MA5 series Assault Rifle of the Hardcase
time
CHARACTERISTICS WAYPOINT Comm Flashlight
STR T AG WFR WFM INT PER CR CH LD Interrogator Translator Combat Knife
Spoofer Holographic Tactical Eyepiece
25 25 25 25 25 25 25 25 25 25
Two tactical Softcases UNSC Battle Dress Uniform
TIER: 2 EXPERIENCE COST: 2,350
WEAPON TRAINING
UPBRINGING: Any
Faction Weapon Training
CHARACTERISTIC MODIFIER ADVANCEMENTS
STR AG T WFR
MARKSMAN EQUIPMENT
+5 Simple +5 Simple +10 Rookie +10 Rookie
BR55 or BR85 Hardcase
PHYSICAL ATTRIBUTES WAYPOINT Comm Flashlight
HEIGHT 170 centimeters (5’6 ft.) – 190 centimeters (6’4 ft.) Interrogator Translator Combat Knife
WEIGHT 58 kilograms (130 lb.) – 104 kilograms (230 lb.) Spoofer Holographic Tactical eyepiece
SIZE Normal One tactical Softcase UNSC Battle Dress Uniform
SOLDIER TYPE SPECIAL RULES WEAPON TRAINING
This Soldier Type should only be taken with GM Approval. The GM Faction Weapon Training
is advised to treat it with caution, as revealing a Spy in the players’
ranks can lead to distrust and dissention within the ranks. CLOSE QUARTERS EQUIPMENT
The ONI Operative begins with the Human Weaponry Racial M45 Tactical Shotgun Hardcase
Training at Character Creation. WAYPOINT Comm Flashlight
The ONI Operative begin at Rank of O-1, and can take the Interrogator Translator Combat Knife
Command Specialization Package even if another Character in the Spoofer Holographic Tactical eyepiece
Party already has it. Two tactical Softcases UNSC Battle Dress Uniform
The ONI Operative gains an extra Support Point at Character WEAPON TRAINING
Creation and after each Mission. Faction Weapon Training
All UNSC gear is at half price for the ONI Operative.
SQUAD UP: When with others from the Army, Marine, Air Force,
Navy, ORION, ODST, Militiaman, and Spartan IV Soldier Types;
these Characters gain a +5 Bonus to Courage. The Characters also
gain a +10 Bonus to Warfare Melee and Warfare Range Tests when
taking Combined Actions.

MATERIALS AND RECOVERY EXTRA INFORMATION


A sub-division of Section III, the Materials and Recovery (MAR
Operative) is tasked with testing and retrieving various forms of
technology.
The MAR Operative pays no cR when installing Vehicle
Modifications, though they must pay for any materials and
equipment being used in the modifications.
MAR Operatives gain Vehicle Drop Support at half price. They are
also able to purchase UNSC Walker vehicles at 1/3rd its normal
price.
The MAR Operative is able to sell looted vehicles and weapons
back to the UNSC, after each completed mission, for half of the
item’s price.
UNSC/ONI Spartan IV Operative
“You are Spartans now. You stand side by side with your Spartan POINT MAN EQUIPMENT
brothers and sisters.” MA5 series Assault Rifle Hardcase
M6 series or M6J Carbine Flashlight
Two M9 Dual-Purpose Grenades Combat Knife
CHARACTERISTICS
Two Flashbang Grenades Two tactical Softcases
STR T AG WFR WFM INT PER CR CH LD
40 45 40 40 35 25 35 35 25 30
MARKSMAN EQUIPMENT
+2 +2 +3 MYTHIC CHARACTERISTICS
M392 DMR or M395 DMR Hardcase
TIER: 5 EXPERIENCE COST: 11,500 M6 series Pistol or M6J Carbine Flashlight
UPBRINGING: Any Two M9 Dual-Purpose Grenades Combat Knife
PHYSICAL ATTRIBUTES Flashbang Grenade One tactical Softcase
HEIGHT 175 centimeters (5’8 ft.) – 226 centimeters (7’5 ft.)
WEIGHT 82 kilograms (180 lb.) – 181 kilograms (400 lb.)
CLOSE QUARTERS EQUIPMENT
SIZE Large
M45 Tactical Shotgun Hardcase
SOLDIER TYPE SPECIAL RULES M6 series pistol or M6J Carbine Flashlight
The Spartan can call in Spartan Ordnance at a 50% discount. M9 Dual-Purpose Grenade Combat Knife
The Spartan can change their Armor Variants at a 50% discount. Three Flashbang Grenades Two tactical Softcases
The Spartan gains four Skills at Trained at Character Creation.
Spartan IVs gain the Fast Foot Ability at Character Creation. HEAVY SUPPORT EQUIPMENT
The Spartan gains all Spartan III Augmentation Traits at Character AIE-486H Heavy Machine Gun Hardcase
Creation, except for the Catalytic Thyroid Implant. M6 series Pistol Flashlight
The Spartan IV begins with all Weapon Training options at M9 Dual-Purpose Grenade Combat Knife
Flashbang One tactical Softcase
Character Creation.
SQUAD UP: When with others from the Spartan II, Spartan III, and
HEAVY SQUAD SUPPORT EQUIPMENT
Spartan IV Soldier Types; these Characters gain a +5 Bonus to
M735 Light Machine Gun or Hardcase
Courage. The Characters also gain a +10 Bonus to Warfare Melee HMG-38
and Warfare Range Tests when taking Combined Actions. M6 series Pistol Flashlight
M9 Dual-Purpose Grenade Combat Knife
CARRYING WEIGHT Flashbang One tactical Softcase
The Spartan doubles their Strength and Toughness when figuring
Carrying Weight LONG RANGED SPECIALIST EQUIPMENT
Sniper Rifle System Rifle or Sniper Tactical Hardcase
ARMOR Rifle System 99
Spartans have the choice between many sets of armor. Each M6 series Pistol Flashlight
M9 Dual-Purpose Grenade Combat Knife
costing a set amount of Experience to earn at Character Creation.
Two Flashbang Tactical Softcase
Some are free, while others cost exponentially greater than others.
After Character Creation, Experience can no longer be
ANTI-ARMOR EQUIPMENT
used, and instead, a cR price is issued.
M57 Pilum Rocket Launcher Hardcase
The GM may allow the Spartan to be given a cR Loan for M6 series Pistol Flashlight
the Armor. This Loan is paid off through the cR gained each Mission M9 Dual-Purpose Grenade Combat Knife
until it is paid off entirely. Flashbang One tactical Softcase
ARMOR EXPERIENCE COST cR PRICE
ODST BDU of Choice -- 125
Black Body Suit 100 200
Semi-Powered Infiltration Armor 500 1,250
Mjolnir Mark IV 750 2,000
Mjolnir Mark V 1,250 2,250
Mjolnir Mark VI or VII 1,750 2,500
Mjolnir GEN II Mark I 2,250 3,000

BECOMING AN UNSC/ONI SPARTAN IV OPERATIVE


All ONI and standard Spartan IV Soldier Types can become a
Spartan IV Operative. The next page describes the process and
what a Player must do to update their Character.

ONI OPERATIVE EXTRA INFORMATION


The ONI Operative Spartan IV may choose one of the previous
Section Operatives, including MAR Corps, and take the Extra
Information benefits of that Soldier Type.
BECOMING A SPARTAN IV HUMAN TO SPARTAN IV CHARACTERISTIC ADVANCEMENTS
All ONI and Spartan IVs can opt into this specialized ONI Operative STR T AG WFR WFM INT PER CR CH LD
organization of the Spartan IV Program. There are two upgrades paths 15 20 15 15 15 -- 10 10 -- 5
to take based on whether the Character is already a Spartan IV or is
only an ONI Operative. ORION TO SPARTAN IV CHARACTERISTIC ADVANCEMENTS
STR T AG WFR WFM INT PER CR CH LD
BEING ACCEPTED INTO THE SPARTAN IV PROGRAM 5 5 5 15 15 -- 10 10 -- 5
Human and ORION Characters, during and after the year 2553, can
enlist or be requested to join the Spartan IV Augmentation Program. MYTHIC CHARACTERISTICS
Only with GM approval can a Character continue this path. When a On top of improved Characteristics, the Characters also gain Mythic
Character does get accepted to do the operation, they undergo Characteristics. Both Humans and ORION Soldiers get the same
extreme biological augmentations that convert their current Soldier number of Mythic Characteristics. These Mythic Characteristics
Type to the Spartan IV Soldier Type. override the ORION’s Mythic Characters, they do not add to them.
For a Character to be accepted, the GM makes the decision • +2 Mythic Strength
whether the UNSC would see them fit to join the Spartan Ranks. This • +2 Mythic Toughness
can be through Skill, showing exemplary ability or prowess on the • +3 Mythic Agility
battlefield, or through special ONI fastback programs. The following
section reveals the possible prerequisites that would allow the SPARTAN IV EQUIPMENT
Character to advance through the program. Once becoming a Spartan IV, the Character may choose whether or
not they keep their current Equipment Kit, or if they decide to choose
PREREQUISITES TO THE SPARTAN IV PROGRAM one from the sets offered by the Spartan IV Character Creation.
Any Character becoming a Spartan IV begin with the
THE ONI OPERATIVE PROCESS standard variant of Mjolnir GEN II Mark I Armor.
ONI Operatives are able to become Spartan IV Operatives after the
GM feels their actions are worthy for the program. This generally
involves players following their special Operative bonuses and
actions, such as a Recovery Corps Character doing their job and
retrieving Forerunner technology, or a Section 0 Operative protecting
the image of the UNSC.

THE SPARTAN IV PROCESS


Characters that are already Spartan IVs have a much easier process to
becoming an ONI Operative variant of the Spartan IV. As long as the
Spartan IV has performed actions and completed missions that would
benefit ONI, they are able to become a Spartan IV Operative.

THE SPARTAN IV AUGMENTATIONS

TIME AND PROCEDURE


Once eligible for the Spartan IV Program, Characters enter a waiting
period. Veterans are given a 2-week waiting period, those within the
Utility Process are given a 4-week waiting period, and those in the
Fast Track Process are given a 6-week waiting period.
Once the Character is through their waiting period, they go
in for the augmentation operation. These operations take only 5
hours to complete, but the Character needs time to heal and recover
from the stress put on their body.
After the time spend healing, the Character undergoes a
week of physical therapy and a month of training their new enhanced
attributes.

YOUR NEW CHARACTERISTICS AND ATTRIBUTES


Once a Character is done with the many procedures, therapies, and
training, they’re ready to be placed on the battlefield. There are two
sets of Characteristic Advancements that are given based on if the
Character is a Human or an ORION Soldier.
These Advancements do not take up a Character’s
Characteristic Advancement, but instead adds to their Characteristics.
For example, if you have a Human Character, your base
Strength Characteristic is 25. This means that the Character needs a
+15 to their Strength Characteristic.
ONI SPLATBOOK EXTENDED ARMORY

ONI EXTENDED ARMORY GM WARNING


The Oni Splatbook comes with a new set of tools for players to use, Cryo weapons are some of the strongest weapons added to the
with the main addition being Cryo Weaponry. These may be used with 100DOS system. Their natural lethality causes them to steamroll
Halo Mythic and any 100DOS Game. You may need to use the main opponents if used properly, which is why they have such high cost.
Halo Mythic Handbook for other rules that are not covered by this GMs should be careful using and allowing their players
Splatbook. access to Cryo weapons if they are unsure of how to approach them.

SPECIAL RULE EXPLANATION


Cryo Special Rule Like the Flame Thrower Special Rule from the Halo Mythic Handbook, the Cryo Special Rule deals its effect each Round to any
number of Characters stuck within its range. Unlike the Flame Special Rule, the main source of danger from a Cryo Weapon is
the Fatigue it causes.
Cryo Weapons deal Fatigue for its Special Rule, but only if it deals Damage to the Character. If no Damage is dealt
directly to the Opponent, no Fatigue is gained. To figure out how much Fatigue is gained from the Attack, you take Cryo(X),
and subtract the Character’s Toughness Modifier, to a minimum of 1 Fatigue.
When a Character has reached their limit from Fatigue and have become Unconscious, any further Damage from a
Cryo Weapon will consider the Character frozen to death and will put their Wounds at the amount needed to kill them. IF a
Luck point is Burnt to survive, they regain consciousness and restore their Fatigue enough to stay active.
Cryo weapons also slow down those who are within the weapon’s effects. Characters who are under the effects of
a Cryo Weapon’s Attack move at half of their Movement Speeds. Vehicles under the effects of NA4 Heavy Cryosprayers will
lose 10 MPT from their Movement Speeds each time they’re damaged. Walker vehicles will have their Agility reduced by 5,
instead of losing MPT.
Characters who are wearing Flame-proof or Cryo-proof Armor will no longer take a minimum of 1 Fatigue per Attack,
and are able to reduce incoming Fatigue by 1. Shields will protect a Character from the incoming Damage of a Cryo Weapon,
but will not protect the Character from the Fatigue.
Areas frozen by Cryosprayers will thaw in 2 Minutes (8 Rounds).

CRYOSPRAYERS
[TH] [I] M7057 Cryosprayer Sustained (1) “Flamethrower”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Cryo Projector 1D5 -- 20 20 1m-15m Liquid Nitrogen 125 Flamethrower
Fires a dangerous Cryotech application that causes Fatigue. Cryo (1D5). WEIGHT (KG): 40

[TH] [HW] [I] NA4 Heavy Cryosprayer Sustained (3) “Flamethrower”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Cryo Projector 1D10 -- 20 40 5m-25m Liquid Nitrogen 195 Flamethrower
Fires a dangerous Cryotech application that causes Fatigue. Comes with a light Exo-Suit capable of carrying 90KG for the user. Exosuit Gives -10 to Agility. WEIGHT (KG): 90.5
Cryo (5).

EXPLOSIVES AND GRENADES


[UD] [I] Cryo Grenade “Freeze Grenade”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D5 -- 14 Blast (7), Kill (1) 9
Black matte finish. Cryo (1D10) for those who are caught within Blast (7). The Cryo Grenade has a 4-second fuse. Once released, the grenade will detonate WEIGHT (KG): 0.7
at the beginning of the Character’s next Turn.

[UD] [I] CAT/9 Cryo Mine “CAT Mine”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Landmine 2D10 -- 35 Blast (9), Kill (5) 55
Shaped charge that’s a quarter-meter wide. Cryo (10). Able to detonate from proximity and set timers. Can be detonated via proximity even when buried WEIGHT (KG): 10
up to a meter deep.

[UD] [I] C195 Cryogenics Tactical Explosive Device “CTED”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Ordinance 8D10 -- 35 Blast (20), Cryo (10) 300
Keypad-armed large explosive device. Comes with an armored Backpack with an Armor Rating of 6. An extremely powerful and large-range explosive WEIGHT (KG): 18.7
that’s adjustable for time-based remote detonation.

SNIPER RIFLES
[HW] [TH] [UD] [I] M99A2S3 Stanchion Special Application Scoped Rifle Auto (1) “M99-S3 Stanchion”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +20 25 7 100m-4,000m 14.5x114mm 200 Sniper Rifle
Comes with a built-in Bipod and a removable Oracle N-Variant v3 Scope. Headshot Special Rule. Penetrating Special Rule. Recharge Rate (3). WEIGHT (KG): 17.1
Sniper Rifles gain no Close or Extreme Range benefits. Instead, these weapons gain a -20 To Hit when below their first listed Range.
AMMUNITION

Cryosprayer Fuels (Tank is full ‘MAG’ of Flamethrower) 20 cR per Tank


AMMUNITION DAMAGE PIERCE ABILITY PRICE
Liquid Nitrogen -- -- Standard UNSC Cryosprayer fuel +0 cR per
Liquid Oxygen +5 -5 A faster spraying, more reactive fuel source for the Cryosprayer. +0 cR per
Liquid Neon -- +10 Powerful liquid neon that explosively ejects from the Cryosprayer. +10 cR per
Liquid Hydrogen +10 +5 An incredibly cold fuel source for the Cryosprayer. +25 cR per
Liquid Helium +20 -5 A slow and dangerous fuel source. If the tank is damaged, the Helium will begin +80 cR per
to leak, causing 1 Fatigue to any Character nearby every minute (4 Rounds).
Characters take double the Fatigue from each Attack made with the
Cryosprayer.
Opponent gains a +10 To Evade this Ammunition Type when further
than 10 Meters away.

40MM GRENADES 2 cR for 1


AMMUNITION DAMAGE PIERCE SPECIAL BENEFIT PRICE
Cryo Grenade 1D5 14 Blast (15), Kill (5), Cryo (1D10) +20 cR per
Cryobaric Prototype 1D10 25 Blast (4), Kill (2), Cryo (8) +80 cR per

CRYONICS ARMOR

Pre-Human-Covenant War Era


ARMOR Size Mass Price Armor Rating Special Capability
EFFU-C Cryonics Human 31.7 kg 90 cR Head Arms Chest Legs -20 Agility. Cannot freeze. Vacuum Sealed: 15 minutes
Armor 20 19 20 18 Oxygen. Reduces Damage taken from Cryo Weapons by
Half. Reduces Fatigue gained from Cryo Weapons by 1, no
longer takes a minimum of 1 Fatigue. Temperature
controlled.

Human-Covenant War Era


ARMOR Size Mass Price Armor Rating Special Capability
EUG-FC Cryonics Human 31.7 kg 90 cR Head Arms Chest Legs -20 Agility. Cannot freeze. Vacuum Sealed: 15 minutes
Armor 20 19 20 19 Oxygen. Reduces Damage taken from Cryo Weapons by
Half. Reduces Fatigue gained from Cryo Weapons by 1, no
longer takes a minimum of 1 Fatigue. Temperature
controlled.

Post-War Era
ARMOR Size Mass Price Armor Rating Special Capability
EUG-FRC Cryonics Human 34.7 kg 90 cR Head Arms Chest Legs -20 Agility. Cannot freeze. Vacuum Sealed: 15 minutes
Armor 20 20 21 20 Oxygen. Reduces Damage taken from Cryo Weapons by
Half. Reduces Fatigue gained from Cryo Weapons by 1, no
longer takes a minimum of 1 Fatigue. Temperature
controlled.

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