GURPS Halo

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GURPS Halo
 Creator(s) Mukaikubo/MKJ
 System(s) GURPS
 Genre(s) Sci-Fi

Introduction

GURPS Halo is an attempt to write the Halo series of video games as a 4th edition GURPS supplement, geared (for now) towards players being UNSC personnel, Marines, ODST or even in extreme cases Spartan IIs and fighting the Covenant and/or Flood. User:Mukaikubo created/is creating it and hopes to playtest it by the end of summer.

One caveat is that Mukaikubo hasn't actually played Halo 2 since release day since he owns no Xbox, so help with Halo 2 species/weapons/vehicles would be greatly appreciated.

GURPS Halo Sample Characters

Racial Templates

Covenant

Elite/Sangheili

Total Point Cost: 234

  • Attributes: +6 ST [60]; +4 DX [80]; +2 IQ [40]; +5 HT [50]; SM +1 (8-9 ft tall [0]
  • Advantages: Hard to Subdue (2 levels) [4]; Hard to Kill (2 levels) [4]; Combat Reflexes [15]; Damage Resistance (Thick hide, +2 DR) [10]; Fearlessness (3 levels) [6]; Status (+2, Covenant) [10]
  • Disadvantages: Callous [-5]; Duty (Always, Extremely Hazardous, Covenant Ruling Class) [-20]; Extreme Fanaticism (Covenant; +3 Will to resist betrayal) [-15]; Sense of Duty (Prophets) [-5]

Grunt/Unggoy

Total Point Cost: -29

  • Attributes: -1 ST [-10]; +1 DX [20]; -1 IQ [-20]; Perception +2 [10]; SM -1 (4-5 feet tall).
  • Advantages: Damage Resistance(thick hide: +1 DR) [5]; Acute Sense: Vision (+3) [6]; Filter Lungs [5]
  • Disadvantages: Increased Life Support (Methane rebreather) [-5]; Duty(Always, Involuntary, Extremely Hazardous: Covenant Underclass) [-25]; Cowardice [-10]; Social Stigma: Second Class Citizen [-5]

Hunter/Lekgolo

Total Point Cost: 99

  • Attributes: +10 ST [100]; -1 IQ [-20]; +8 HT [80]; -5 HP [-10]; -5 FP [-15]; Basic Move -1 [-20]; Basic Speed -1 [-5]; SM +1 (8-10 ft. tall)
  • Advantages: Enhanced Block (Shield, 2 levels) [10]; Fearlessness (2 levels) [4]; Long Spines [3]; Stretching (1 level) [6]
  • Disadvantages: Beserk [-10]; Duty(Always, Extremely Hazardous: Covenant) [-20]; Noisy (2 levels) [-4]; {Note: The vulnerability is covered with armor not covering their rears. Not a Vulnerability.}

Jackal/Kig-Yar

Total Point Cost: 16

  • Attributes: -1 ST [-10]; +1 DX [20] Perception +2 [10]
  • Advantages: Acute Sense: Vision(+2) [4]; Acute Sense: Smell/Taste(+2) [4]; Damage Resistance (thick skin: +1 DR) [5]; Enhanced Dodge (+1) [15]; Teeth (Beak: Thrust-1 large piercing damage) [1]; Peripheral Vision (Eyes easy to hit) [12]
  • Disadvantages: Bloodlust [-10]; Bully [-10]; Duty(Always, Extremely Hazardous) [-20]; Social Stigma: Second Class Citizen [-5]

Flood

Sekret.

Terran

Trained UNSC Marine

No template as such, but all UNSC Marines *and* ODST's must have the following:

  • No attribute below 9 without an excellent and realistic reason. Retards and 98 pound weakings are generally not considered elite troops.
  • The following advantages and disadvantages:

Rank 0 or higher, UNSC [variable]

Duty (Always, Extremely Hazardous) [-20]

  • Knowledge of the following skills at, as a MINIMUM, 10:

Guns (Assault Rifle)

Soldier

Throwing

and it will be mighty odd if they don't also have at least some things like Guns (Pistol), Hiking, Crewman, etc. Basically, all Marines WILL have a basic set of knowledge. Don't be dumb.

SPARTAN II

Total Point Cost: 360

  • Attributes: +7 ST [63-Gigantism], +4 DX [80], +2 IQ [40], +7 HT [70], +4 Per [20], +1 Basic Speed [20], +1 Basic Move [0-Gigantism], +1 SM (Gigantism) [0]
  • Advantages: Gigantism [0], Combat Reflexes [15], Damage Resistance (Spartan modifications- 2 levels) [10], Danger Sense [15], Enhanced Dodge (1 level) [12], Very Fit [15], Gunslinger [25], High Pain Threshold [10], Night Vision (5 levels) [5], Recovery [10]
  • Disadvantages: Duty (Always, Extremely Hazardous) [-20], Extreme Fanaticism (Humanity) [-15], Sense of Duty (All Humanity) [-15]

Equipment

Terran Weaponry

  • MA5B Assault Rifle

5d+1(2) pi damage, Acc 4, Range 500/2000, Weight 12, RoF 15, Shots 60 (3), ST 10, Bulk -4, Rcl 2

  • M6D High Explosive Pistol

4d(2) pi, Acc 2, Range 300/1000, Weight 5, RoF 3, Shots 12 (2), ST 9, Bulk -2, Rcl 1

  • M90 Shotgun

2d+2(2) pi, Acc 2, Range 50/200, Weight 15, RoF 2x15, Shots 12 (6), ST 10, Bulk -4, Rcl 2 Special: Inflicts knockback as if it were crushing

  • M19 SSM/SPNKR Rocker Launcher

6dx10(5) cr ex, Acc 5, Range 100/2000, Weight 30, RoF 1, Shots 2 (6), ST 12, Bulk -10, Rcl 1 Special: Splash damage: Divide explosion damage by twice the distance in yards from explosion.

  • M9 HE Grenade

4dx4 ex, Weight 1, Fuse 2 (splash damage, divide normal damage by (#/yards/2)

  • S2 Sniper Rifle

10d+1(4) pi+, Acc 10(2), Range 1000/3000, Weight 20, Shots 4(4), RoF 1, ST 11, Bulk -6, Rcl 2

Covenant Weaponry

  • Plasma Rifle

3dx5(2) bu, Acc 4, Range 600/2000, Weight 15, RoF 6, Shots 200 (N/A), ST 10, Bulk -4, Rcl 2 Special: If weapon is fired too much (GM discretion for now) the weapon will spend 1s cooling.

  • Plasma Pistol

10d(2) bu, Acc 2, Range 400/1500, Weight 10, RoF 10, Shots 450 (N/A), ST 9, Bulk -3, Rcl 2 Special: Overheating as PR. If Charged: Multiply damage by 8, takes 50 ammo, +2 to hit on targets with overshields (trying to represent limited homing), 1s cooldown.

  • Needler

3d+1(2) ex, Acc 3 (homing), Range 300/1200, Weight 12, RoF 10, Shots 20 (2), ST 10, Bulk -4, Rcl 1

  • Fuel Rod Cannon (For Hunters)

6dx9(4) bu ex, Acc 2, Range 40/100, Weight 40, RoF 1, Shots 1(1), ST 13, Bulk -10, Rcl 1 Special: Splash damage: Divide explosion damage by twice the distance in yards from explosion. Special: Travels 40 yards per second.

  • Plasma Grenade

4dx5 bu ex, Weight 1, Fuse 2, Special: If a to hit roll succeeds by more than 2, grenade sticks to its target and will instakill anything but a Hunter or very high ranking Elite. (splash damage, divide normal damage by (#/yards/2)

Armor

UNSC Marine Armor

  • Marine Combat Suit: DR 20/10 (torso/limbs); Weight 15
  • Marine Helmet: DR 10 (head- includes face if visor present); Weight 4(5 with visor) (note: includes video recorder)

Note: ODSTs can be assumed to typically wear a full Combat Suit and helmet with visor, all spray painted a fashionable black.

MJOLNIR Armor

  • Energy Shield: Can absorb up to 200 pts damage. Half damage on pi, pi- attacks and triple damage on crushing and exploding attacks. (Plain bullets won't do much against it and rockets and fuel rod cannons will blow through it like a bad habit- IF they directly hit.) Recharges fully after 5s of not getting hit.
  • MJOLNIR Mk.VI Armor: DR 65(everything but head), DR 50 (head/face). Armor is powered (effectively Weight 0, +10 Lifting ST, +1 Basic Move, Storage for 1 (one) sentient AI.)

Covenant Armor

  • Elite Armor: DR 25 everywhere.
  • Note: Energy shields function exactly like MJOLNIR energy shields, but different ranks of elite have different strength shields. 150 for a Minor/Blue Elite, to 200 for a Major/Red, to something like 300 for a Commander/Gold.
  • Light Covenant Uniform (standard on Grunts, Jackals): DR 14 torso/groin. 0 elsewhere.
  • Hunter Armor: DR 100 everwhere except the 'head' (DR 5) and 'back' (bare). (This + High Hunter HT == hope u can flank them haha)
  • Hunter Shield: DB 3. When used as a weapon, thr+2 cr damage, reach 1.
  • Jackal Shield: 400 points worth of damage, same as the Elites only it functions like an actual shield instead of a whole-body glove.

Vehicles

Terran

  • M12 Recon Vehicle "Warthog": ST/HP 100, Hnd/SR -1/4, HT 12f, Move 3/38, LWt 3.29, Load 0.4, SM +3, Occ. 1+2, DR 50, Range 490, Locations O4WX
  • M808B Main Battle Tank "Scorpion": ST/HP 200, Hnd/SR -2/5, HT 12x, Move 1/16, LWt 73.6, Load 0.6, SM +4, Occ. 1+1, DR 1000/200(Sides and Rear), Range 466, Locations 2CTX

GURPS_Halo_Combat_Testing