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Old 02-16-2021, 01:14 PM   #11
ericthered
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Default Re: Req Squig stats for GURPS

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Originally Posted by maximara View Post
Actually Classic does have official crocodilians (Classic: bestiary p 123):

1d+2 cut for the "normal" one and 3d+2 cut for Crocodile, Giant.

Their 3e ST is 20-28 and 48-58 respectively.

oh, we're counting 3e? ... I suppose we probably should. My 3e is weak.
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Old 02-16-2021, 02:35 PM   #12
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Default Re: Req Squig stats for GURPS

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Originally Posted by ericthered View Post
oh, we're counting 3e? ... I suppose we probably should. My 3e is weak.
Only because per GURPS Update:

"To preserve combat damage, simply retain your ST score. "

If we had to worry about how much these things could carry then we would have to use "Fourth Edition ST = square root of (10 x Third Edition ST)"

So per that the damage (1d+2 cut for the "normal" one and 3d+2 cut for Crocodile, Giant) is preserved.

If you want a complete conversion and damage was ST based the 3e ST of 20-28 and 48-58 becomes
ST 14-17 + Striking ST of +6 to +11 and
ST 22-24 + Striking ST of +24 to +34 repectively.
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Old 02-17-2021, 04:30 AM   #13
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Default Re: Req Squig stats for GURPS

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Originally Posted by AlexanderHowl View Post
A squig would probably have Crushing Attack 4d (Armor Piercing, /10, +200%; Melee, C-1, -20%) [56], representing their ability to threaten even heavily armored humans. Any form of ork life should also probably have DR 10 (Tough Skin, -40%) [25], Injury Tolerance (Homogeneous) [40], Recovery [10], and Regeneration (Regular) [25]. DR and Homogeneous would represent the multiple redundant organs of ork life while Recovery and Regeneration would represent the ability of ork life to recover from almost any injury.
Are orks still fungi in the GW continuum? They were at one stage but I lose track.
Some kind of high pain threshold would also be appropriate - I seem to recall that orks don't really do pain.
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Old 02-17-2021, 09:34 AM   #14
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Default Re: Req Squig stats for GURPS

Pretty sure they are, at least in 40k (less sure they ever were in Warhammer Fantasy, which didn't really go into their origins much). At least there are still references to them reproducing via spore etc. There was also a point where Squigs were the result of Tyranid engineering with Ork genetic material (pretty sure *that* is no longer canon).

Looking at the Razormouth model, I would probably lean towards crushing for it's teeth. They don't actually seem that sharp, and (possibly more importantly) it doesn't look like that mouth would close in such a way to really drive the teeth into the target.

Last edited by borithan; 02-17-2021 at 10:20 AM.
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Old 02-24-2021, 03:02 PM   #15
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Default Re: Req Squig stats for GURPS

Squigs & Orkoids /Goblinoids are symbiotic animals/fungi now , I think ? It seems to change with each new edition or novel .

Players also seem to forget that many CAN BOUNCE , and be ridden by small - Goblin , Halfling , Gnome - sized beings . Like living Space Hoppers ... ( no idea what Space Hoppers are called in North America - they were ubiquitous in my Childhood . )
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Last edited by Racer; 02-24-2021 at 03:13 PM.
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Old 02-24-2021, 05:29 PM   #16
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Default Re: Req Squig stats for GURPS

THANK YOU ALL for the great insights and evaluations. I didn't abandon the thread nor expect someone to stat out the critter for me.
I have moved from the initial inspiration to the Reaper Razormouth as they seem more biologically viable that the 40K Squig.
https://forum.reapermini.com/index.p...26-razormouth/

I got pulled under in the tide of life for a week or so but I have been working on the idea. Taking what has been discussed here and also blending the Dire Boar from the GURPS repository has given me a good base to work from.
http://gurpswiki.wikidot.com/m:dire-boar

I'm researching the books how to do the 'eats magic items' similar to how Rust Monster eat metal.
Also I'd like the group's thoughts on if I should give it some magic resistance.
I hope to post the first draft stats Friday.

Again, I appreciate the master mind help!
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