| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Covenant Arsenal. The Covenant Jackal is equipped with either a Plasma Pistol or Needler and a Point Defense Gauntlet, a Covenant Carbine, or a Beam Rifle.
Needle Explosion (Needler Only). If a target has been damaged by 10 instances of Piercing damage (calculated by each dice) from a weapon with this property within the last minute, it causes the needles to explode and deal 10d4 force damage to the target. A creature that has accumulated Piercing damage may use an action to make a medicine check (DC 12), if successful you remove 1d10 needles from their instances of Piercing damage.
Overheat (Plasma Pistol/Beam Rifle Only). If you trigger the overheat condition of this weapon, it causes it to malfunction and be unusable until the start of your next turn.
Point Defense Gauntlet (Plasma Pistol/Needler Only). While the Point Defense Gauntlet is active the jackal gains an additional +4 to its AC. If an attack roll against the Covenant Jackal would succeed against its natural AC, but fails against its AC while the Point Defense Gauntlet is active, the damage from the attack is dealt to the Point Defense Gauntlet instead. The Point Defense Gauntlet has 20 HP and is immune to Bludgeoning, Piercing, and Slashing damage. If the Point Defense Gauntlet is reduced to 0 HP, it is deactivated and cannot be reactivated for 1 minute.
Plasma Pistol. Ranged Attack Roll: +4, range 60/80 ft. Hit: 5 (1d6 + 2) Fire damage, Cov. Battery 1%, Overheat EMP.
Needler. Ranged Attack Roll: +4, range 60/80 ft. Hit: 6 (2d4 + 2) Piercing damage, 20rd Mag, 2rd B.
Covenant Carbine. Ranged Attack Roll: +4, range 120/800 ft. Hit: 12 (2d10 + 2) Fire damage, 18rd Mag.
Beam Rifle. Ranged Attack Roll: +4, range 150/1000 ft. Hit: 14 (2d12 + 2) Fire damage, Cov. Battery 10%, Overheat 4.
EMP (Plasma Pistol Only). Using a bonus action and 20% of the Cov. Battery, the next attack from your weapon deals an extra 1d6 Lightning damage and reduces vehicle movement speed to 0 until the start of your next turn. If this ability causes damage to an energy shield it deals and extra 5d12 Lightning damage to the energy shield instead.
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