02-23-2010, 12:30 PM | #1 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Perfect Organism's Warhammer 40,000 conversion thread.
I've converted a few bits and pieces from the Warhammer 40,000 setting in the past, but I thought I'd try and be a bit more ambitious and do a more coherent job, so that the various items and characters match up against each other fairly well.
The source material for the setting is obviously not entirely consistent, so I'm going to try and look at multiple sources. In case there is disagreement on how things work, I'm generally going to favour Forge World background material first, then the Black Library novels (with Dan Abnett and Sandy Mitchell generally being ranked above other authors), then the Fantasy Flight games (Dark Heresy and Rogue Trader), then the background descriptions in the wargame codexes, then the background descriptions from other spin-off games and finally the rules from the wargame. In some cases, I'll try and present multiple options for how things work. For instance, the descriptions of flamers vary wildly in how they work and how powerful they are. I think it's entirely possible that 'flamer' could just be a generic term in the Imperium for any incendiary weapon which projects a blast or spray suitable for attacking troops dug in to cover at short range and that some such weapons operate on entirely different principles to others. I'd like to try and stay fairly close to the technology presented in GURPS Ultra-Tech, both because this means I have to do less work in statting things out and because it makes it easier to port things from this setting into others and vice-versa. |
02-23-2010, 12:34 PM | #2 | ||||||||||||||
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: Perfect Organism's Warhammer 40,000 conversion thread.
Let's start with something which thankfully has a pretty close equivalent in Ultra-Tech: the humble lasgun.
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Later when facing a push from the orks, the guardsmen wait until they are within 300 metres before opening fire with carefully aimed shots (possibly aiming for vital areas to maximise damage). In Ghostmaker, Larkin kills an enemy commander with a headshot with his long-las. The range is implied to be around 2000 metres. So, a standard lasgun probably has a 1/2 D range somewhere around 330-550 yards and a long-las may have a maximum range of 2200 yards or more. Even PDF troopers and conscripts seem to think they have a fair chance to hit human-sized targets at 550 yards, so Acc is probably at least 8 and maybe as high as 12. Quote:
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Overall I'd say that five dice of damage would be a fair approximation of what we see from the novels. The various different types of las weapon available and the possibility of variable power settings give us a bit of 'wiggle room' to account for some shots seeming to be significantly more damaging than others. |
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02-23-2010, 12:34 PM | #3 | ||||||
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: Perfect Organism's Warhammer 40,000 conversion thread.
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Ammunition capacity varies depending on source, but 40-60 shots from a single power pack seems to be about average, with a few sources going as low as 25 shots per pack (Imperial Armour vol. 5) or as high as 150 shots per pack (Munitorium Manual). The Ultra Tech laser carbine using Superscience Power Cells gets 140 shots per pack, dropping to 70 if we assume that they are blue-green lasers or use hot-shots as standard (or if 40k power cells simply don't have the capacity that Ultra-Tech ones do). So, I think it's fair to say that Warhammer 40,000 lasguns are overall very close to GURPS Ultra-Tech laser carbines. Last edited by Sam Baughn; 02-23-2010 at 01:05 PM. |
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02-23-2010, 01:04 PM | #4 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: Perfect Organism's Warhammer 40,000 conversion thread.
If lasguns are equivalent to laser carbines, that gives us a bit of a basis for statting the other kinds of las weapons.
A laspistol is simply a Heavy Laser Pistol. A long-las might be a dinosaur laser, a laser rifle or simple a fine quality laser carbine with some accessories. It doesn't look like long-las are especially standardised, with some specifically being noted as variants of other lasguns, so I guess all of those can work. Snipers with long-las are often shown using 'hot shot' power packs which seem to work a little differently to what GURPS calls 'hot shots' - they use a specific type of power pack for high power shots and these often only get one or two shots per pack. A hellgun is similar to a lasgun, but a little more powerful, with significantly better armour penetration and using a backpack power pack. A rainbow laser rifle seems like a good fit. A multi-laser is a bit more problematic. It's a powerful, rapid firing laser weapon which can chop through unarmoured troops easily and damage light vehicles. A gatling laser could work, although its rate of fire is rather low - possibly several gatling lasers mounted together would be a better fit - it does only seem to appear as a vehicle weapon, which suggests that it is fairly heavy. Finally, we have the lascannon. This is an anti-tank (or sometimes anti-monster) gun, capable of punching through pretty much any armour in the setting. It's a large weapon, usually vehicle mounted. It is sometimes seem carried by marines (unusually large and strong super soldiers) in power armour (battlesuits) and by guard heavy weapons teams (two men with a tripod or carriage mounted support weapon - although the tripod may have anti-grav suspensors or something in the case of the lascannon which looks way too large for two men to carry) though, so it probably doesn't weigh more than a few hundred pounds. Unfortunately, there is a distinct lack of beam weapons in Ultra-Tech capable of destroying a tank and weighing less than several tons. The rainbow strike laser using hot-shots and aiming at chinks in armour can just about get through DR 1000, but it isn't going to be causing much damage. Maybe 40k tanks are't all that tough, or possibly those high-power power cells used in long-las are also used to give lascannons a boost. |
02-23-2010, 01:29 PM | #5 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: Perfect Organism's Warhammer 40,000 conversion thread.
Basic solid projectile weapons are fairly straightforward: the better ones are similar to the TL 9 weapons in Ultra-Tech, less sophisticated ones would be eqivalent to various lower tech guns (TL 7 for most 'stub guns', down to maybe TL 4 for some of the really crude stuff).
Specifically: Autoguns are mostly equivalent to the 7mm Assault Carbine. Heavy autoguns like the Agripinaa or Armageddon patterns would be Storm Rifles. Autopistols are generally similar to the 10mm machine pistol. Heavy handguns like the Scipio pattern naval pistol might be equivalent to the 15mm magnum pistol. A heavy stubber is probably equivalent to a storm chaingun. Shotguns are pretty much just shotguns. An autocannon might be similar to a 15mm heavy chaingun, possibly with the ETC option. The term 'autocannon' seems to be extremely widely applied though, so there is probably a lot of variation. An assault cannon could be a conventional minigun with the ETC option, or it could be a Gauss minigun. Again, this term seems to be widely applied (and sometimes confused with heavy stubbers, autocannons and heavy autoguns) so it's quite possible that both weapons could be used with the same name by different forces. Specialist ammunition seems to be fairly rare in smaller calibre weapons. APEX seems to be mostly reserved for bolters, with autocannons firing either proximity fused HE or APHC. Assault cannons have some kind of armour piercing round - probably APEP, given their performance in some sources. Shotguns get a variety of explosive, multiple projectile and solid slug options but most smallarms seem to be restricted to simple solid shot. |
02-23-2010, 01:29 PM | #6 |
Join Date: Mar 2005
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Re: Perfect Organism's Warhammer 40,000 conversion thread.
I am absolutely loving this, please do continue!
Thoughts on Bolters and Auto canons? |
02-23-2010, 01:54 PM | #7 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: Perfect Organism's Warhammer 40,000 conversion thread.
Bolters are large calibre firearms distinguished by the fact that they fire 'rocket-propelled ammunition' or 'small missiles', usually with an explosive warhead.
Stricly speaking, that makes them equivalent to UT Gyrocs but the actual described behaviour and use of bolters doesn't seem consistent with weapons which work best at ranges of ten yards or more - they are the favoured weapon of troops who participate in close assaults, boarding actions and point blank combat. This suggests to me that at least some 'bolt' weapons get most of their velocity before the projectile leaves the barrel and the rocket booster (if present at all) merely serves to extend the range or somehow increase accuracy. The weapons which seem to suit the effects of bolters we see in the novels and artwork are probably ETC or Gauss shotguns loaded with APEX ammunition. They also come in 18.5mm, which is fairly close to the 0.75" calibre sometimes given for boltguns. Again, I think it's a good bet that there are actually quite a lot of fairly different weapons used in the Imperium which get classed under the 'bolt' category. A Gauss CAW would be a good match for a space marine boltgun, while a couple of Gyroc LSWs would probably be better for the pintle-mounted stormbolter on an Imperial Guard tank. Some of the specialist bolter ammunition corresponds fairly well with stuff in UT. Standard bolts are APEX, Kraken rounds are APEP, Storm rounds are HE... although other stuff is less clear. Inferno bolts could be thermobaric (but could equally well be armour piercing incendiary), Tempest solts are probably EMP, Vengance could possibly be some kind of experimental HEDP with a chance of exploding on a malfunction, no idea what Hellfire would be. |
02-23-2010, 02:13 PM | #8 | ||
Join Date: Mar 2006
Location: Lyon, France
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Re: Perfect Organism's Warhammer 40,000 conversion thread.
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My rough guess is that Flak armour is DR10-15, Power Armour is DR30-40, Terminator Armour DR100 and Heavy Tanks DR150-200. However with a Lasgun as a Laser Carbine all that has to be increased.... Well I'm not too clear on how I would do it. Tell us more about how you are going to set up 40k. What are your ballpark figures for armour? Will Imperial Guard be able to kill Marines with concentrated Lasgun fire?
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02-23-2010, 02:20 PM | #9 |
Join Date: Sep 2007
Location: Wheat Ridge, CO
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Re: Perfect Organism's Warhammer 40,000 conversion thread.
I've got a Warhammer 40 K to GURPS thing I started, but will in all likelihood never finish (I've decided to go in a differant direction with it). If there's any interest, I'd be happy to upload what I do have on my site.
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Tectuctitlay's GURPS Conversions |
02-23-2010, 02:33 PM | #10 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: Perfect Organism's Warhammer 40,000 conversion thread.
It's probably worth considering that someone in the Imperium is more likely to identify an item by the function it serves and/or the degree to which it's manufacture and maintenance require permission from the Adeptus Mechanicus. A shotgun and a bolter might both be conventional smoothbore weapons capable of firing a variety of different ammunition, but if one can be manufactured and maintained by a common gunsmith and the other requires the attentions of an enginseer, they are likely to have very different social and legal status despite being essentially fairly similar.
Likewise, a conventional flamethrower and a plasma flamer are totally different in how they operate, but if they look similar, get used in a similar role and have a similar legal status, then they are likely to be considered essentially the same thing by many members of imperial society. Anyway, moving on to some more weapons. Melta weapons are powerful anti-tank beam weapons, notable for their extremely short range. Again, we have the problem that Ultra-Tech weapons tend to be not well suited to an anti-tank role, in this case with the added complication that most of them also have extremely long range. A few candidate present themselves: Conversion beams certainally do enough damage. Unfortunately, they also have much too good range and there isn't a model which is conveniently the right size for a standard melta-gun (somewhere around 12-20 lbs.). They are also TL 12^, which is a fair bit higher than the TL 10 laser carbine or TL 11 rainbow lasers and melta weapons aren't really considered amazing technology. Fusion guns do a fair bit of damage, but probably not enough to get through tank armour and again, they have too much range. Plasma Flamers have a range which looks about right and their description matches some versions of how melta weapons work (although there are a bewildering number of different descriptions, none of which make very much sense). The downside is that they really don't have the power needed to get therough tank armour. Screamers are short ranged and could eventually cut through almost anything, but they unfortunately don't come in the size range I was looking for and most descripions of melta weapons have them blasting the target apart near instantly, not slowly melting through it over several minutes. They also don't do burning damage, while melta weapons apparently have a significant thermal effect. X-Ray lasers have a short range (in atmosphere at least), decent penetration (although fairly low damage) and conveniently come in dinosaur (melta gun) and semi-portable (multi-melta) versions. Maybe the damage can be increased through the use of super-charged power cells, as I mentioned for lascannons. |
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conversion, magical styles, supersoldiers, warhammer 40k |
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