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Old 03-03-2010, 04:59 PM   #31
Sam Baughn
 
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

An example of a magical style...

Plague Sorcery
7 Points

Plague Sorcery is a discipline practised by the followers of the chaos god Nurgle. Nurgle is the god of disease, despair and decay, but he is also a cheerful figure who sees the plagues he inflicts on mortals as blessings. Plague Sorcerers seek to spread Nurgle's blessings and harness the powers of disease to strengthen and heal. Although they have many medical skills they generally seek to control diseases rather than curing them, so that the infected may enjoy Nurgle's blessing for longer and share it with others.

Style Prerequisites: None.

Required Skills: Diagnosis; Esoteric Medicine; Hidden Lore (Daemons); Religious Ritual (Chaos).

Required Spells: Debility; Itch.

Perks: Brotherhood (Daemons of Nurgle); Far Casting (Debility, Frailty, Itch, Nauseate, Pestilence or Sickness); Frightening Side Effects (Deathtouch or Spit Acid); Life-Force Burn; Melee Spell Mastery (Deathtouch, Paralyze Limb, Rotting Death or Wither Limb); No Gestures (Pestilence or Poison Food); No Incantations (Pestilence or Poison Food); Patience of Job; Power Casting (Deathtouch, Mud Jet or Spit Acid); Rote Alchemy (Death, Madness, Pain Resistance or Weakness); Secret Mage; Special Exercises (HP can exceed ST by 100% or DR 1, Tough Skin); Spell Resistance (Debility, Frailty, Itch, Nauseate or Sickness).

Optional Traits

Attributes and Secondary Characteristics: Improved HT and HP.

Advantages: Allies (Cultists); Fearlessness; Hard to Kill; High Pain Threshold.

Disadvantages: Appearance (Unattractive or worse); Bad Smell; Chummy; Delusion (Diseases are fun); Fanaticism (Nurgle); Manic-Depressive; Obsession (Disease and Decay); Social Disease.

Skills: Biology; Hazardous Materials (Biological or Magical); Innate Attack (Beam or Breath); Intimidation; Occultism; Symbol Drawing (Chaos); Theology (Chaos).

Spell List

Plague Sorcery uses restructured prerequisites. Sorcerers must learn four spells from each level before gaining access to the ones above it.

Level One: Debility, Decay, Frailty, Itch, Lend Vitality, Steal Energy, Stench.

Level Two: Blight, Foul Water, Poison Food, Resist Poison, Steal Vitality, Strike Numb, Wither Plant.

Level Three: Nauseate, Paralyze Limb, Pestilence, Slow Healing, Steal Vigor*, Weaken Blood, Zombie.

Level Four: Deathtouch, Mud Jet, Retch, Sickness, Stop Healing, Wither Limb, Zombie Summoning.

Level Five: Body of Slime, Corpulence*, Gauntness*, Rotting Death*, Ruin, Spit Acid*, Mass Zombie*.

For the sake of convenience, I've only used existing spells from GURPS Magic. A more detailed write up would probably have several new spells.
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Old 03-03-2010, 09:14 PM   #32
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Quote:
Originally Posted by Perfect Organism
An example of a magical style...
As much as a noob I might be, but my own approach to psykers might be summarised by:
  • Psykers. Straight up approach out of Powers, for me, but utilising Black Magic/Reality Bites Back rules that pony off of dedicated Energy Reservoir that represented a certain level of "safe" useage. (Replicating "Favoured of the Warp" without going down the somewhat quirky game mechanics that they represent.)
  • Sorcery. The official game fumbled on this one, but Path/Book magic is, IMO, a perfect match. Insert a moralistic approach to the various paths/books and you've got a great match up for the left- and right-handed paths of sorcery.
  • Enuncia. Words of Power that cause damage and require the use of a CP.
Keep on meaning to "publish" that on Dark Reign but I never seen to get around to it.

With regards to the rest of the universe, I must admit to tending to use GURPS as a guideline. The background and established rules sets just seem far too amorphous (or homogenous in the case of Dark Heresy) to act as a point of reference.

I do, however, have an alternate approach to power armour, Marine "powers" (historic, technological), etc. that might be interesting. I would, however, be scared to post them on these boards. :D

Then again, I'm fond of using the blaster as the equivalent of a lasgun, rather than going down the traditional laser route. It creates some problems, but far less than I see when working with the idea that it's a laser...?

Kage

Last edited by Kage2020; 03-03-2010 at 09:30 PM.
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Old 03-04-2010, 09:11 AM   #33
Sam Baughn
 
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

An alternative take on the heavy bolter; a heavy support weapon based on the gyrocs in Ultra-Tech. This weapon uses all the standard rules for gyroc weapons and, like the gyroc LSW, it is electrically powered; a C cell provides enough power for 9,000 shots.

Code:
Weapon		Damage		Acc	Range 	Weight	RoF	Shots	ST	Bulk	Rcl	Cost
Gyroc HSW 25mm	12d pi++	3	3,900	80/30	10	60(5)	20M	-8	1	$9,000

Ammo			WPS	CPS
25mm Gyroc		0.5	$25
25mm Micromissile	0.5	$250

Last edited by Sam Baughn; 03-04-2010 at 09:19 AM.
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Old 03-04-2010, 01:48 PM   #34
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Another vehicle: the Chimera troop transport.

Imperial Armour vol. 1 gives us a weight of 38 tons. Like the Russ, I'm going to assume that is empty weight. The usual formula gives 169 HP, which I'll round up to 170.

The Chimera is roughly the same size and general design as the Russ. so Hnd/SR should be the same. There isn't much information on it's reliability, but given that it is a popular STC design, I think that it's probably similar to the Russ, so HT 12 seems about right.

Top speed is twice that of the Russ, but I don't know about it's acceleration. Presumably it has a higher power to weight ratio in order to achieve the higher top speed, so I'll take a guess and say 3 yards per second per second.

The Chimera is also amphibious, although there is little data about it's water performance. Breaking open GURPS Vehicles for 3rd edition, I can make some rough estimates... if the Chimera has a 100kW hydrojet system producing a ton of thrust and a 500kW tracked drivetrain contributing another half ton, we can estimate it's top water speed as 7 mph and it's acceleration as 0.7 mph/second. Call it Move 1/3 in water. Hnd/SR is even more a matter of guesswork than usual... call it -3/3 for now.

Loaded weight requires me to estimate the load. I'll say that it carries 2/3 the fuel that the Russ does (since it is about 2/3 the weight and presumably has a similar range), so 2,000 lbs. Probably around 1,000-1,500 lbs. of ammunition for it's weapons. 3 crew and 12 passengers at 200 lbs. each is another 3,000 lbs. Maybe 1,500-2,000 lbs. of stowage for a total loaded weight of 42 tons and a load of 3 tons.

The Chimera is almost as big as the Leman Russ, so it can get SM+5 as well.

Occupancy is three crew and twelve passengers. Presumably sealed.

Again, DR is tricky.

Imperial Armour gives us this:
Code:
Superstructure: 150mm
Hull: 		100mm 
Turret: 	150mm
The tabletop game rules give the Chimera front armour a little less protection than the Leman Russ side armour and the sides a similar amount to the Leman Russ rear. It can be penetrated by an autocannon or plasma gun from the front or a heavy bolter or multi-laser from the side or rear.

Overall, I think that DR 200 on the front and maybe 80 or so on the back would be about right. Like the Russ, it's probably Laminate armour.

Range is probably the same as the Leman Russ. In Honour Guard both Chimeras and Leman Russ make journeys of a similar distance and it would certainally make sense to have all the vehicles for a fighting force with about the same range.

Locations are abit easier than on the Russ. A turret with an exposed station on top and two tracks.

Code:
Vehicle		ST/HP	Hnd/SR	HT	Move	LWt.	Load	SM	Occ.	DR	Range	Locations
Chimera		170	-3/5	12	3/22	42	3	+5	3+12S	200/80	500	2C,T,X
While I'm at it, I might as well do the Hellhound as well. This is really easy, since it's basically the same vehicle with upgraded armour, no crew compartment and a different weapon loadout.

Code:
Vehicle		ST/HP	Hnd/SR	HT	Move	LWt.	Load	SM	Occ.	DR	Range	Locations
Hellhound	170	-3/5	12xf	3/22	40	1	+5	3S	250/150	500	2C,T
The Hellhound also carries about 1,000 gallons of promethium for it's inferno cannon - this weighs about 4 tons and is included in the loaded weight.

Last edited by Sam Baughn; 03-05-2010 at 04:06 AM.
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Old 03-04-2010, 04:05 PM   #35
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

A few aircraft.

Code:
Vehicle		ST/HP	Hnd/SR	HT	Move	LWt.	Load	SM	Occ.	DR	Range	Stall

Valkyrie	120	+2/4	11f	3/330	20	6	+6	4+12S	70	1,250	0
Thunderbolt	120	+3/3	11xf	12/660	20	2	+5	1V	50	7,500	24
Lightning	110	+4/3	11xf	15/750	13	1	+5	1V	40	5,000	15
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Old 03-06-2010, 05:37 AM   #36
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Many 40k weapons can be 'twin linked', essentially combining two copies of a weapon.

To do this, take any existing gun or beam weapon, increase weight and cost by 80% (100% for pistols and other one handed weapons), increase ST requirements by 40%, add -2 to Bulk and add 100% to RoF and Shots.

This can be done multiple times to make 'triple linked' or 'quad linked' weapons.

For a few other weapon upgrades suitable for 40k, see here:

http://forums.sjgames.com/showthread.php?t=67127
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Old 03-08-2010, 03:01 AM   #37
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Here are a bunch of conventional weapons which don't have a good parallel in Ultra-Tech.

Code:
ARTILLERY (GUIDED MISSILE) (IQ-5, or other Artillery at -4)
Weapon		Damage		Acc	Range 		Weight	RoF	Shots	ST	Bulk	Rcl	Cost
180mm Missile	6dx80 pi++	3	3,000/18,000	440	1	1(-)	30M	-10	1	$10,000
Stats are for a single missile in a disposable launcher. Warhead cost is $250.
Code:
GUNNER (CANNON) (DX-4, or other Gunner at -4)
Weapon		Damage		Acc	Range 		Weight		RoF	Shots	ST	Bulk	Rcl	
130mm Howitzer	6dx5 pi++	5	600/3,500	1,220/320	1	8(4i)	100M	-10	2
180mm Siege Gun 6dx15 pi++	4	450/1,800	1,220/320	1	5(6i)	100M	-10	2
180mm Cannon	6dx40 pi++	6	4,000/12,000	25,000/5,500	1	22(9i)	240M	-10	4

Weapon		Cost		WPS	CPS
130mm Howitzer	$30,000		40	$400
180mm Siege Gun	$30,000		64	$640
180mm Cannon	$800,000	250	$2,500

ARTILLERY (CANNON) (IQ-5)
Weapon		Damage		Acc	Range 		Weight		RoF	Shots	ST	Bulk	Rcl
320mm Mortar	6dx8 pi++	4	500/3,000	12,500/5,000	1	8(12i)	130M	-10	3	
100mm Mortar	15d pi++	3	280/2,300	380/140		1	5(3i)	40M	-10	2
64mm Mortar	10d pi++	3	250/2,100	28/2		1	1(3)	20M	-7	3
130mm Field Gun	6dx20 pi++	6	3,000/10,000	4,500/90	1	1(7)	120M	-10	4

Weapon		Cost		WPS	CPS
320mm Mortar	$200,000	625	$6,250
100mm Mortar	$11,000		28	$280
64mm Mortar	$2,100		2	$40
130mm Field Gun	$120,000	90	$900

GUNS (GRENADE LAUNCHER) (DX-4, or most other Guns at -4)
Weapon			Damage	Acc	Range		Weight	RoF	Shots	ST	Bulk	Rcl
40mm Grenade Launcher 	3d pi++	2	90/1,200	9.5/3	1	6(3i)	11†	-5	2
64mm Grenade Launcher	5d pi++	2	110/1,400	11/2	1	1(3)	12†	-6	3

Weapon			Cost	WPS	CPS
40mm Grenade Launcher	$600	0.5	$10
64mm Grenade Launcher	$800	2	$40
Code:
Weapon			Warhead		Weight	Cost
Large Grenade		100mm		4	$160
Demolition Charge  	180mm   	22 	$900
Small Bomb		320mm		125	$5,000
Medium Bomb		480mm		440	$15,000
The 180mm Missile is suitable for Hellstrike and Manticore missiles.
The 130mm Howitzer is the basic Battlecannon from a standard Leman Russ.
The 180mm Siege Gun works as a Demolisher cannon or a Medusa siege gun.
The 180mm Cannon is the main gun for the Baneblade.
The 320mm Mortar works for both the Collosus mortar and the Hellhammer main gun.
The 100mm Mortar is a Gryphon mortar or heavy carriage mortar.
The 64mm Mortar is the standard Imperial Guard infantry mortar.
The 130mm Field Gun is an Earthshaker and can also be used for some variants of the Vanquisher cannon.
The 40mm Grenade Launcher is the 'Voss pattern' seen on the Cadian plastic miniatures.
The 64mm Grenade Launcher is the 'Gorge pattern' as used by the Death Korps of Krieg.
Large grenades are suitable for ogryn frag grenades, ork stikkbombs and other larger than usual grenades.
Demolition Charges and Small Bombs are exactly what they sound like.

This works on the assumption that the Leman Russ and Leman Russ Demolisher use automatic main guns, but that they only have small magazines which need refilling by hand, explaining how their turrets are so small and why their 'loaders' seem to spend most of their time operating the hull weapons.
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Old 03-08-2010, 03:24 AM   #38
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Some warheads for those guns.

Code:
APHEX
130mm	6dx2 cr ex [6d]
180mm	4dx5 cr ex [9d]

HE
130mm	9dx5 cr ex [6d]
180mm	6dx12 cr ex [9d]
320mm	7dx25 cr ex [12d]
480mm	6dx50 cr ex [12d]

Shaped Charge
130mm	6dx13(10) cr inc + linked 6dx4 cr ex [6d]
180mm	6dx18(10) cr inc + linked 8dx5 cr ex [9d]

Thermobaric
130mm	6dx15 cr ex inc
180mm	6dx25 cr ex inc
320mm	6dx55 cr ex inc
480mm	6dx105 cr ex inc
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Old 03-08-2010, 07:54 AM   #39
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

In order to use the mass combat system in the 40k setting, we need a few more unit types and a couple of new features.

New Units

Fast Assault Unit (TL6): A high mobility unit optimised for close quarters combat. This can represent cavalry armed with ultra-tech melee weapons, bio-engineered killing machines or troops using jump packs to launch themselves directly into combat.

Shock Troops (TL6): Similar to riflemen, but lacking the training and equipment for fighting in loose formations and performing reconnaisance duties.

Code:

Element			TS	Class	WT	Mob	Raise	Maintain	TL
Fast Assault Unit	30	Cv, Rec	2	Mtd	125K	25K		6
Shock Troops		40	F	1	Foot	40K	10K		6
New Features

Enlarged
This feature makes vehicles larger than they usually are. Choose a number and then multiply TS, Transport, WT and all costs to raise and maintain by that amount. For example, an Enlarged (x3) TL9 IFV would be:
Code:

Element		TS	Class		WT	Mob	Raise	Maintain	TL
Enlarged IFV	2,400	Arm, Cv, F, T3	24	Mech	1.2M	48K		9
Walker
This feature can be added to any element with Mechanised or Motorised mobility. WT is halved (round up), but Mobility becomes Foot (if originally Mechanised) or Mounted (if originally Motorised).
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Old 03-08-2010, 09:33 AM   #40
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Quote:
Originally Posted by Perfect Organism View Post
In order to use the mass combat system in the 40k setting, we need a few more unit types and a couple of new features.

New Units

Fast Assault Unit (TL6): A high mobility unit optimised for close quarters combat. This can represent cavalry armed with ultra-tech melee weapons, bio-engineered killing machines or troops using jump packs to launch themselves directly into combat.

Shock Troops (TL6): Similar to riflemen, but lacking the training and equipment for fighting in loose formations and performing reconnaisance duties.

Code:

Element			TS	Class	WT	Mob	Raise	Maintain	TL
Fast Assault Unit	30	Cv, Rec	2	Mtd	125K	25K		6
Shock Troops		40	F	1	Foot	40K	10K		6
New Features

Enlarged
This feature makes vehicles larger than they usually are. Choose a number and then multiply TS, Transport, WT and all costs to raise and maintain by that amount. For example, an Enlarged (x3) TL9 IFV would be:
Code:

Element		TS	Class		WT	Mob	Raise	Maintain	TL
Enlarged IFV	2,400	Arm, Cv, F, T3	24	Mech	1.2M	48K		9
Walker
This feature can be added to any element with Mechanised or Motorised mobility. WT is halved (round up), but Mobility becomes Foot (if originally Mechanised) or Mounted (if originally Motorised).
How would you handle space marines? Or the tech level of different forces?
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