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Old 03-08-2010, 10:44 AM   #41
Sam Baughn
 
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Quote:
Originally Posted by CrimsonDawn View Post
How would you handle space marines? Or the tech level of different forces?
A normal unit of marines would be Good quality TL9 Shock Troops with Fine Equipment and the Airborne, All-Weather, Night, Sealed and Super-Soldier features. A single element of marines consists of about half as many individuals as normal, since they are larger and heavier than humans.

It's probably best to treat most forces as having fairly close tech levels for mass combat purposes, despite them having access to wildly varying types of equipment, so that they aren't totally unbalanced. Call the Tau, Orks and the Imperium TL 9^ and Eldar and Necrons TL10^ and you will be in the right ballpark, I think.
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Old 03-08-2010, 10:46 AM   #42
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Some racial templates:

Craftworld Eldar
125 points

Attribute Modifiers: DX+3 [60]; HT+1[10].
Secondary Characteristic Modifiers: Basic Speed +1.00 [20]; Per+2 [10].
Advantages: Extended Lifespan 4 [8]; High TL +1 [5]; Magery 0 [5]; Night Vision 3 [3]; Striking ST +1 [5].
Disadvantages: Proud [-1].


Ogryn
170 points

Attribute Modifiers: ST+20 (Size, -20%) [160]; IQ-2 [-40]; HT+2 [20].
Secondary Characteristic Modifiers: SM +2; Will+4 [20]; Per+2 [10].
Advantages: Damage Resistance 3 (Tough Skin, -40%) [9]; High Pain Threshold [10]; Reduced Consumption 1 (Cast-Iron Stomach, -50%) [1].
Disadvantages: Gullibility (12) [-10]; Social Stigma (Minority Group) [-10].


Ratling
-10 points

Attribute Modifiers: ST-2 [-20]; DX+1 [20].
Secondary Characteristic Modifiers: SM -1; Per+1 [5].
Disadvantages: Gluttony (12) [-5]; Social Stigma (Minority Group) [-10].
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Old 03-08-2010, 01:14 PM   #43
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Default Mutants

Mutants living in the Imperium will usually have Social Stigma: Second Class Citizen and also generally have lower Status and Wealth than normal and be less likely to hold rank of any kind.

They will also have advantages and disadvantages to represent their mutations. Many minor mutations, such as a fleshy comb instead of hair or some extra fingers, are simply Unnatural Features and possibly lowered Appearance. Others will be more complex.

Here are a few examples:

Beaked: Sharp Beak [1]; Disturbing Voice [-10]; Unattractive Appearance [-4]; Unnatural Feature [-1]. -14 points.
Bestial Snout: Born Biter 2 [0]; Unattractive Appearance [-4]; Unnatural Feature [-1]. -5 points.
Bone Blades: Long Spines [3]; Talons [8]; Unattractive Appearance [-4]; Unnatural Feature [-1]. 6 points.
Clawed Hands: Sharp Claws [5]; Bad Grip 1 [-5]; Ham-Fisted [-5]; Unnatural Feature [-1]. -6 points.
Cyclopean: Acute Vision 2 [4]; One Eye [-15]; Ugly Appearance [-8]; Unnatural Feature [-1]. -10 points.
Elongated Limbs: Enhanced Move (Ground) 1 [20]; Long Legs (+1 SM) [10]; Gigantism [0]; Unnatural Feature [-1]; Vulnerability (Crushing, x2) [-30]. -1 points.
Eyes as Dark as the Void: Dark Vision [25]; Colorblindness [-10]; Unnatural Feature [-1]. 14 points.
Eyestalks: Enhanced Tracking 1 [5]; Peripheral Vision (Easy to Hit, -20%) [12]; No Depth Perception [-15]; Unattractive Appearance [-4]; Unnatural Feature [-1]. -3 points.
Extra Face: 360° Vision [25]; Extra Mouth [5]; Unattractive Appearance [-4]; Unnatural Feature [-1]. 25 points.
Grasping Feet: Extra Arms (Foot Manipulators, -30%; Short, -50%) [4]; Semi-Upright [-5]; Unnatural Feature [-1]. -2 points.
Horned: Striker (Crushing) [5]; Unnatural Feature [-1]. 4 points.
Huge Arms: Arm ST +2 (Two Arms) [10]; Long Arms (+1 SM) [20]; Unattractive Appearance [-4]; Unnatural Feature [-1]. 25 points.
Pale and Hairless: Unnatural Feature [-1]; Weakness (Sunlight, 1d per 30 minutes; Variable, -40%) [-9]. -10 points.
Rotting Flesh: High Pain Threshold [10]; Slippery 1 [2]; Bad Smell [-10]; Hideous Appearance [-16]; Unnatural Feature [-1]. -15 points.
Skeletally Emaciated: Skinny [-5]; Unattractive Appearance [-4]; Unnatural Feature [-1]. -10 points.
Tentacle: Extra Arm (Extra-Flexible, +50%) [15]; Unnatural Feature [-1]. 14 points.
Twisted Form: Flexibility [5]; Hunchback [-10]. -5 points.
Warty Hide: Damage Reduction 2 (Tough Skin, -40%) [6]; Ugly Appearance [-8]; Unnatural Feature [-1]. -5 points.
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Old 03-08-2010, 02:10 PM   #44
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Another vehicle: the Macharius heavy tank.

Code:
Vehicle		ST/HP	Hnd/SR	HT	Move	LWt.	Load	SM	Occ.	DR	Range	Locations
Macharius	280	-4/6	11x	1/8	183	5	+6	8S	750/400	500	2C,T,X
Features: Laminate armour (double DR against shaped charge and plasma).

Weapons: Two 130mm Field Guns (main turret) with 40 rounds Shaped Charge, two 25mm Gyroc HSWs (hull sides) with 300 rounds APHEX each, two Storm Chainguns (hull front) with 400 rounds solid each, Storm Chaingun (exposed mount) with 200 rounds solid.

Notable Equipment: Tactical Chemsniffer, Two Infrared Imaging Sensor Arrays, Two Large Radio Communicators, Medium Multi-Mode Radar, NBC kit.

Crew: Commander (Electronics Operation (Communications and Sensors), Gunner (Machine Gun) and Leadership), Communications Operator (Electronics Operation (Communications) and Gunner (Machine Gun)), Driver (Driving (Tracked) and Electronics Operation (Sensors)), Gunner (Electronics Operation (Sensors) and Gunner (Cannon)), 2 Loaders (Armoury (Heavy Weapons)) and 2 Sponson Gunners (Gunner (Machine Gun)).
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Old 03-08-2010, 03:00 PM   #45
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Keep on writing up this :)

Do you have any ideas on something related to the Inquisition? Cause I want to port my dark heresy game over to GURPS instead - and also what about Spaceships for those Rogue trader moments :)

All of this must become a great TOME of WH40k PDF-file!
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Old 03-08-2010, 03:40 PM   #46
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

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Originally Posted by KjetilKverndokken View Post
Do you have any ideas on something related to the Inquisition?
The most important thing about Inquisition agents is that they have the 15 point version of Legal Enforcement Powers. Actual Inquisitors will also generally have several levels of Rank (Administrative) and Social Regard (Feared).
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Old 03-08-2010, 04:15 PM   #47
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

A detailed loadout for an Imperial Guardsman serving with the Tanith light infantry...

Ordinary Clothing (Uniform) (p. HT63) [Body, Limbs, Pack]. Status 0, 2 sets. $240, 2 lb.
Leather Gloves (p. B284) [Hands]. DR2*. $30, neg.
TL9 Assault Boots (p UT173) [Feet]. DR 12/6. $150, 3 lbs.
Reflex Tactical Vest (Flak Armour) (p. UT173) [Torso, Groin]. DR 18/7*. $900, 9 lbs.
TL9 Light Infantry Helmet (Ceramic Helmet) (p. UT176) [Skull]. DR 18. $250, 3 lbs.
Tiny Radio Communicator (Microbead Vox) (p. UT44) [Helmet]. 1-mile range. $50, 0.05 lbs.
Filter Mask (Gas Hood) (p. UT177) [Face]. DR 10. $100, 3 lbs.
Thermo-Optic Chameleon Cloak (Camo Cloak) (p. UT98-99) [Body]. $2,000, 2 lbs.
Small Backpack (p. HT54) [Torso]. $120, 3 lbs.
Personal Basics (p. B288) [Pack]. $5, 1 lbs.
Personal Mess Kit (p. HT57) [Pack]. $15, 1 lbs.
Mini Flashlight (Lamp Pack) (p. UT74) [Pack]. $10, 0.25 lbs.
Inertial Compass (p.UT74-75) [Pack]. $120, 0.2 lbs.
Filtration Canteen (p. UT75) [Pack]. $180, 3 lbs.
First Aid Kit (Medi-Pack) (p. UT 196) [Pack]. $50, 2 lbs.
Rope, 3/16" diameter (p. UT80) [Pack]. 20 yards, supports 1,000 lbs. $10, 0.5 lbs.
Sleeping Bag (p. HT56) [Pack]. $100, 2 lbs.
Tent, Personal (p. HT57) [Pack]. $100, 1 lbs.
Shovel, Folding (9-70 Entrenching Tool) (p. HT25) [Pack]. $10, 3 lbs.
Duct Tape (Adhesive Tape) (p. HT26) [Pack]. 60 yards. $1, 2 lbs.
40 'A Cell' Power Cells (p. UT18-19) [Pack]. 200 hours power for radio. $80, 0.2 lbs.
4 'B Cell' Power Cells (p. UT18-19) [Pack]. 96 hours power for flashlight. $12, 0.2 lbs.
Very Fine Large Knife (Warknife) (p. B272) [Belt]. Dmg sw cut or thr+2 imp. $160, 1 lbs.
Laser Carbine (Mk. III Lascarbine) (p. UT113-114) [Sling]. $4,600, 5.6 lbs.
Patrol Sling (p. HT154) [Carbine]. $50, 2 lbs.
12 'C Cell' Power Cells (Size 3 Lasgun Power Packs) (p. UT18-19) [LBV]. $120, 6 lbs.
2 Hand Grenades, High Explosive (Frag Grenades) (p. UT 146, UT153) [LBV]. $80, 2 lbs.
2 Hand Grenades, Thermobaric (Tube Charges) (p. UT 146, UT155) [LBV]. $400, 2 lbs.

TOTAL: $9,943, 60 lbs.
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Old 03-08-2010, 08:41 PM   #48
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Keep in mind that many of the truly scary dudes from various books are immortal and quite likely qualify as Black Ops for point value. The Inquisitor in the Ultramarines series who discovered the Tyranids (and has the personal authority to nuke inhabited planets out of existence) comes to mind for one, and any Space Marine leader is pretty much guaranteed to be 200-300 years old at a minimum.

And the Space Marines qualify for Intensive Training rules if anyone does.

Imperial Guard I am not so sure about as I have not read those books, but any Space Marine or Eldar veteran of multiple war zones has got to have a truly scary skill set.

Side note: The Necrons give me headaches. As faceless as their armies are it might be better to write them up as robots or AIs. The C'Tan on the other hand tend to be very singular individuals who can do damn near anything they want up to and including draining stars as an energy source.
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Old 03-09-2010, 06:37 AM   #49
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Quote:
Originally Posted by Perfect Organism View Post
Some racial templates:

Craftworld Eldar
125 points

Attribute Modifiers: DX+3 [60]; HT+1[10].
Secondary Characteristic Modifiers: Basic Speed +1.00 [20]; Per+2 [10].
Advantages: Extended Lifespan 4 [8]; High TL +1 [5]; Magery 0 [5]; Night Vision 3 [3]; Striking ST +1 [5].
Disadvantages: Proud [-1].
+3 DX seems a bit much. Guardians aren't much more powerful than guardsmen, only the Aspect warriors who devote most of their considerable lives to training are. I'd be inclined to have the DX at +1, but add combat reflexes. Also why the striking ST?
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Old 03-09-2010, 06:51 AM   #50
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Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Quote:
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Imperial Guard I am not so sure about as I have not read those books, but any Space Marine or Eldar veteran of multiple war zones has got to have a truly scary skill set.
Imperisal Guard named characters generally seem to be around the power level of Dungeon Fantasy or Action PCs - somewhere in the 200-300 points range. Ordinary guardsmen are probably around 70-100 points.
Quote:
Originally Posted by Dangerious P. Cats View Post
+3 DX seems a bit much. Guardians aren't much more powerful than guardsmen...
Guardians are militia, while Guardsmen are elite soldiers selected from the best of the planetary defence forces. Compared to IG conscripts (their nearest human equivalent on the tabletop) they are obviously far more capable. Aspect warriors are the eldar equivalent of full guardsmen.
Quote:
Originally Posted by Dangerious P. Cats View Post
Also why the striking ST?
Lots of the background stories describe eldar as suprisingly strong, especially in terms of sudden bursts of effort.
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