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Old 11-17-2017, 06:40 AM   #4
Maz
 
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Join Date: Aug 2005
Location: Denmark
Default Re: GURPS 40K RP conversions

First off, it's a topic that's been discussed a lot before. You might be able to find something useful in older threads: http://forums.sjgames.com/search.php?searchid=4715357


Secondly, some general advice: Do not try to translate directly. I have run a Dark Heresy Campaign. It worked really well in GURPS. In fact, we felt it worked much better than the original system. But I didn't attempt to translate things directly. Instead I went for the feel of the game.

Acolytes are above average humans, but they are not action heroes. Built them on 150 pts and you get characters that fit the powerlevel Acolytes are supposed to start at.

Weapons aren't that powerful. even though wh40k is sci-fi and they have laserguns, they really are not that impressive. The stats should reflect this. wh40k battles are more like World War I battles. The stats of the weapons should reflect this. If you just use "lasgun stats" from GURPS:Ultra tech you will find that they do not behave like in the wh40k lore.
I once made an attempt at statting up the weapons from Dark Heresy to GURPS: https://www.dropbox.com/s/exgj5y0do2...0gear.pdf?dl=0 (Not sure if that link works or not).


Finally you WILL run into one major problem in GURPS. As soon as the players put on some full body armour, they will become pretty much immune to any sort of "natural attacks". Assuming you use Ultra-Tech inspired DR-levels. This means stuff like orcs or tyranids won't be able to hurt them in melee combat. The fix I made for that is to be very liberal with giving all sorts of critters Armour Divisor. So Orcs can channel "Waaagh" into giving their choppers an AD(2) or AD(3) and homagaunts scythes are simply naturally AD(3) and genestealer claws are AD(5) or even AD(10) so I'm sure they can get through even terminator armour. And so on.
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