Master Chief John-117 (Blue 1)

Level: 85

HP: 60,000 (120,000) (240,000) (360,000) (+21,000 w/Overshield) (+84,000 w/Hardlight Shield)

Attack: 646

Spartan Laser: 7,500 (9,146) (27,438) [137,190] {411,570} (514,463 w/Cortana)

BR55 Service: 150 (1,296) (5,184) [25,920] {77,760} (97,200 w/Cortana)

M7S SMG: 60 (1,206) (4,824) [24,120] {72,360} (90,450 w/Cortana)

Defense: 646

MJOLNIR Mark VII: 1,500 (2,646)

Energy Shield: 800 (1,800) (12,600) (25,200) {27,846}

Energy Overshield: 200 (1,200) (8,400) (16,800) {44,646}

Hardlight Shield: 1,000 (2,000) (14,000) (28,000) {72,646}

Agility: 310

Skill: 345

Speed: 310

Movement: 7

Items:

M6 Spartan Laser+++: 1-8 range. A man-portable and vehicle-mounted solid-state directed-energy anti-vehicle weapon. This weapon fires a powerful microsecond-long pulse of energy capable of burning through thick plates of metallic laminates, nanocomposites, or hardened steel. When used against infantry such as Jiralhanae Chieftains, the lasers is capable of efficiently burning through the armor and leaving a clean hole through the target and also severely damage anything behind the initial target. The laser has also proven effective in anti-vehicle and anti-air roles, with the shot even managing to pierce all the way through the thick armor of a Type-52 Phantom. The intense energy of the beam imparts splash damage up to a range of approximately two meters from the impact point. Must be fired in a straight line, but hits all units in that line. Deals 50% damage to all units within 2 spaces of target. Ignores armor and deals extreme shield wear. Deals 2x damage to vehicles and mechs. May only strike once. “Dodge Roll” has a 2x chance to activate against this weapon. Grants “Charge Shot”. Can only be used once every 3 turns. Base 2,500 (7,500) Energy-type damage.

BR55 Service Rifle+++: 1-3 range. A United Nations Space Command infantry service rifle. It has been in service since 2525, but its design remain largely unchanged. Fires a three round burst. This burst is calculated as a single attack and thus only has a single chance to dodge (excluding “Extreme Evasion“). Can only fire twice. Base 50 (150) Bullet-type damage.

2- Silenced M7S Caseless SMG+++: 1-2 range. A personal defense weapon developed and manufactured by Misriah Armory. It is commonly used by infantry, special forces, and vehicle crews of the UNSC Armed Forces. Sound of gunfire from this weapon does not alert an enemy to your presence if fired. Has an extremely high rate of fire. Attacks 4 times. Base 20 (60) Bullet-type damage.

MJOLNIR Powered Assault Armor [GEN3] MK VII: The newest model of Mjolnir Power Armor developed by ONI, integrated with both Covenant and Forerunner technology. This armor grants immunity to Radiation and is immune to any EMP or similar effects, as well as provided near indefinite protection from the vacuum of space. This armor has several module slots (up to 8) that grant access to modifications and upgrades, as well as access to an AI (Cortana, J.A.R.V.I.S, TARS, HAL, etc). While equipped with an AI, the ability “Reactive Circuits” will have 2x the normal effect, as well as other additional effects depending on the AI which is installed (Cortana grants this unit +25 Agility and Skill). This suit come with a built-in Energy Shield and Overshield. The Shield grants Base 800 Armor and is boosted by Energy and Shield proficiencies. The Overshield only grants Base 200 Armor and 1,000 HP; however, it will halve all incoming damage until it is broken, and when broken, recharges after 2 turns of taking no damage. If this unit is hit during the recharge period, the recharge timer will be reset. Doubles all Body-type (stacks with “Force-Multiplying Circuits“) damage and removes all debuffs from using heavy equipment. This set of armor has a Hardlight Shield, Hologram, Promethean Vision, Thruster Pack, Autosentry, Active Camo, Grappleshot, and Regeneration Field equipped. While the Overshield is active, grants immunity to Bullet and extreme resistance to Plasma, Energy, and Explosion. The armor itself grant resistance to Bullet, Energy, Explosion, Body, and Fire-type damage. Base 1,500 Armor.

MJOLNIR Jump-Jet: A personal propulsion device. Jetpacks give individuals limited flight capabilities, both inside and outside of gravity-intensive environments. Allows flying-type movement; however, this unit will land at the start of their next turn and take any terrain damage/statuses. Using this movement type will also cause the character to take 2x damage from missile-type attacks. This jet-pack will boost the movement of the character by +4.

4- Plasma Grenade: 1-2 range. A palm-sized, spherical device that contains an impressive explosive ordnance. This explosive will deal half damage to all adjacent spaces. Ignores all armor. Base 500 Plasma-type damage

4- HE-DP M9 Frag Grenade: The standard-issue hand grenade of the UNSC. This explosive will deal half damage to all adjacent spaces. Base 500 Explosion-type damage

Centaur Heart: The equine Centaurs are well known for their unlimited endurance, and although their reign has long since passed from the mortal realm above, their resolve lives on within the Underworld. Here their vital essence is encased in still-beating vessels, which bestow the Centaurs’ power to the wielder. Increases wielders HP by 25% on top of other HP boosting items. Immediately dropped upon death.

Centaur Soul: The equine Centaurs are well known for their unlimited endurance, and although their reign has long since passed from the mortal realm above, their resolve lives on within the Underworld. Here their truest essence is encased in a infinitely shifting form, which bestow the Centaurs’ power to the wielder. Increases wielders HP by 25% on top of other HP boosting items. Immediately dropped upon death.

4- Mako Energy Cell: A cell containing the energy of life itself. This item will fortify the total HP of its wielder by 25% on top of other HP boosting items. A character may only safely hold 4 of these cells or else they will face deleterious effects.

Forerunner Medical Ancillas: A highly advanced AI system spread throughout this unit’s body that constantly manages and maintains their physical condition. This series of machines will double this unit’s HP.

Abilities:

Unfathomable Luck: Master Chief Innate Ability. This unit may choose to reroll any 5 rolls each day. On top of this, this unit has a standing 10% (30%) chance to succeed any given roll, whether it be an attack roll or a search roll. Costs 4 exp

Active Camo: Armor Ability. Once every 5 turns, this unit may become invisible, reaching its max efficacy if the user does not move. If this unit does not move, they cannot be detected unless the enemy has some sort of sense enhancing special ability and will have +50 Avoid should they be hit. If this unit uses less than 50% of their movement, they will remain invisible, but will only gain +15 Avoid. If they use more than 50% of their movement, they will be visible, but will gain a +15 Avoid boost. Lasts for 3 turns. Cost: 5 pg

Grappleshot: Armor Ability. A specialized grappling device incorporated into the MJOLNIR Power Armor to increase the wearer’s mobility. If the wearer is within 4 spaces of a terrain, building, or large character, this ability will allow them to add +3 to their movement as well as allow them to bypass any movement penalties (much like flying, but without weaknesses to anti-air weaponry). Upon utilizing the movement boost, the character will also receive +20 avoid for the remainder for their turn. Allows access to grappling abilities. Costs 5 exp

Hardlight Shield: Armor Ability. Once every 5 turns, this unit may create a shield of Hardlight when being attacked. This shield will prevent them from counter-attacking and will lower their movement by -3 and limit their movement type to walking; however, it will grant this unit a Base 1,000 Armor and Base 10,000 HP greatshield that acts as an Overshield. This shield will last for only a single attack phase and, if broken, may not be used for the rest of the battle. Costs: 5 exp

Hologram: Armor Ability. Once every 3 turns, this unit may create a near-identical hologram of themselves to divert attention and confuse attackers. This hologram cannot attack and only has 1 HP; however, if an enemy attacks this hologram, all allies will have +10 Hit against that enemy. This unit gains +5 to their Avoid while the hologram is still active. This allows for “Critical Strike“. Costs 5 exp

Promethean Vision: Armor Ability. Once every 5 turns, this unit can use a subaction to boost their senses to detect any unit within 5 spaces, even if they are invisible, cloaked, or behind walls. This can also be used to detect hidden items within 10 spaces. Lasts for 3 turns. Costs 5 exp

Regeneration Field: Armor Ability. Once every 5 turns, this unit may deploy a module that dispenses healing nano-machines that will heal all units within 3 spaces. This heals a unit 10% of their HP every turn they stand within range. Lasts for 3 turns. Costs 5 exp

Thruster Pack: Armor Ability. When being attacked, this unit has a 30% chance to boost a space away and completely avoid an attack. After each series of attacks, they can choose to roll a space away from their current space. This can allow for escaping out of the attacker’s range, or even boosting into counterattack range. May be used with “Dodge Roll”. Costs 5 exp

Automatic Biofoam Injector: MJOLNIR Armor System. If this unit drops below 50% HP, once per battle, this unit will heal 30% of their HP. If this unit is afflicted with a Minor Status effect, this ability will also cure that status; however, this may only heal each status type one time per battle. Costs 5 exp

Force-Multiplying Circuits: MJOLNIR Armor System. This unit’s Melee attacks deal double damage. On top of this, they may throw unit’s that are +2 size classes larger than them and will break out of holds and tackles twice as fast as usual. Costs 6 exp

Reactive Circuits: MJOLNIR Armor System. When attacking, this unit will gain +20 (+40) Skill. When defending, they will gain +20 (+40) Agility. Costs 4 exp

Aim: This unit may take a turn to steady their sights on a particular target. If they attack that target next turn, they gain +30 to their hit chance. 2 exp

Charge Shot: The unit may take a turn and charge their ranged weapon. Their next attack is multiplied by 2x. 3 (0) exp

For those We Must Protect: If this unit is within 2 spaces of a unit with which it shares a deep bond, this unit’s activation chances are increased by 20%. 2 exp

One Man Army: Ignore all abilities and items that involve sharing stats with others in an organized/semi-organized force (Mob/Stand as One, etc.). 6 exp

Proficiency (II): If this unit uses a single attack type, they may triple that attack type’s total damage. Costs: 12 pg

Quick Reload: If this character is attacked by a foe that they targeted with an attack on their previous turn, they will add +15 to the speed of their counter-attack. Costs 4 exp

Super Soldier: This unit’s weapons of varying types can all be boosted by proficiency (as long as they are not dual element). 3 exp

Weapons Master: This unit is a master of several different weapons, allowing them to blend their knowledge of each weapon type. For each weapon proficiency level that is Proficient or above, this unit’s total attack will increase by 15%, and for each level that is Ascended or above, this unit’s total attack will increase by 30%. This damage will cap at 5x, and this ability is not affected by ability removing effects (x5). 4 exp

Proficiency:

5AA Marksman: 500

5AA Energy: 500

5AA Explosion: 500

5AA Shield: 500

5AA Armor: 500

Weak to Plasma and Martial. Resist Bullet and Pain. Immune to Fear.

Caps:

HP: Large
Attack: 170
Defense: 170
Agility: 135
Skill: 170
Speed: 135
Move: 8

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