If anyone is likely to put a round through Chief's helmet from a thousand metres, it's this guy! Veteran Scouts are masters of ambush, sniping and generally being evil gits. Scout Armour, Camo Cloak, Sniper Rifle, frag and krak grenades, melta bombs, bolt pistol, chainsword, possibly a shotgun and/or bolter as well.Īll the agility and stealth potential of a Scout with centuries of combat experience under their belt. Some Astartes have lived for centuries, after all. Again, chief MIGHT be able to claim more combat expertise, but that's not a guarantee anymore by any measure. The Aquila Armour offers few vulnerabilities to be exploited, the Astartes has considerable combat skill and he's packing a semi-automatic rocket launcher. Mk VII "Aquila" Power Armour, boltor, bolt pistol, monomolecular combat knife, frag and krak grenades.Ĭhief is in real trouble here. A few good bolt rounds would kill him dead, but Scouts are also more vulnerable to Chief's weapons. The scout's sniper rifle could potentially make a mess of Chief if the Scout gets a clear shot, but Chief's likely got the advantage here due to superior skills and far more combat experience. Scout Armour, Camo Cloak, Sniper Rifle, frag and krak grenades, bolt pistol, monomolecular combat knife, possibly a shotgun and/or bolter as well. So instead, I'll propose a reasonable armament and you can argue the toss if you really don't like it. I don't see how that applies to some of the roles given, since there is no "average" wargear for the likes of a Sergeant or Captain. The space mariens will have the average weapons and equipment for their division/chapter I am not sure why you picked Blood Ravens, but we'll go with that regardless. Plus, it only takes one lucky hit to end the Chief. 75 cal armour piercing semi-automatic rocket launcher is a BIG threat to Master Chief!Ĭhief likely has an advantage in agility, at least over a Power Armoured Astartes, but these guys are by no means clumsy themselves. Now I've also gone into a little nerdathon in the past and calculated the damage outputs of Halo's guns relative to titles like Doom, and based on the calibre of the weapons alone, the bulk of Chief's armoury is no threat to a Space Marine. In short, a Space Marine is meant to be able to laugh off regular fire this is why they wear bright colours on the battlefield. By contrast, it's impossible to one-shot-kill with a Lasgun even under perfect conditions. Now this was a skirmish game of 3-4 models per side, yet a Space Marine could potentially insta-gib a character with a lucky bolt round to a low or unarmoured location. You get hit by that, it annihilates your armour and immediately dumps two levels of injury onto you. Bolters dealt around 2D10+4 damage - average result of 15. In other words, you could empty an entire magazine into the chest of a Space Marine and only deal a flesh wound.īy contrast, a typical infantryman gets 3-4 points of armour and has a toughness of 5 or 6. You then had to inflict 15 points of damage, cumulatively, to inflict the first tier of injury. Space Marine armour flat out ignored the first 10 points of damage. Lasguns, autoguns and other "typical" weapons dealt 2D6+2 or 2D6+4 damage, giving average rolls of 9 and 11 respectively. One of the good examples here was Inquisitor. Both the lore and even some of the game mechanics have established this. Spartan armour is primarily there so you can't drop them with some cheap shot or a lucky blow you've got to bring big toys and keep hitting them until the shields fail, then wail on the armour until that fails.Īnd here's the first problem Space Marines are established to be able to pretty much ignore small arms fire.
![halo dmg magnum halo dmg magnum](http://rpg.web-mage.ca/images/eqpics/HG508.png)
One of the things the expanded universe seemed to establish, as I understood it anyway, was that the Spartans were not invincible - they were just upgraded. I'm going to give props to the Halo Universe, because even though I hate MC himself, I like everything else about Halo.