03-03-2010, 04:59 PM | #31 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
|
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. |
03-03-2010, 09:14 PM | #32 | |
Join Date: Feb 2005
Location: Virginia, US
|
Re: Perfect Organism's Warhammer 40,000 conversion thread.
Quote:
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. |
|
03-04-2010, 09:11 AM | #33 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
|
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. |
03-04-2010, 01:48 PM | #34 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
|
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 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 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 Last edited by Sam Baughn; 03-05-2010 at 04:06 AM. |
03-04-2010, 04:05 PM | #35 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
|
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 |
03-06-2010, 05:37 AM | #36 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
|
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 |
03-08-2010, 03:01 AM | #37 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
|
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 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 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. |
03-08-2010, 03:24 AM | #38 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
|
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 |
03-08-2010, 07:54 AM | #39 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
|
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 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 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). |
03-08-2010, 09:33 AM | #40 | |
Join Date: Mar 2006
|
Re: Perfect Organism's Warhammer 40,000 conversion thread.
Quote:
|
|
Tags |
conversion, magical styles, supersoldiers, warhammer 40k |
|
|