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-   -   [Help to design] In the 41st millenium there is only... (https://forums.sjgames.com/showthread.php?t=63691)

Sam Baughn 10-28-2009 06:37 AM

Re: [Help to design] In the 41st millenium there is only...
 
Here's a few martial art styles:

Quote:

Imperial Guard Bayonet Drill

Skills: Spear.
Techniques: Close Combat (Spear); Feint (Spear); Retain Weapon (Rifle); Targeted Attack (Spear Thrust/Neck).
Perks: Sure Footed (Uneven); Teamwork.

Optional Traits
Advantages: Combat Reflexes; Fearlessness.
Disadvantages: Bloodlust.
Skills: Beam Weapons (Rifle); Fast Draw (Knife or Long Arm); Knife; Running; Savoir Faire (Military); Soldier.
Quote:

Imperial Guard Trench Fighting

Skills: Brawling; Knife or Main-Gauche.
Techniques: Back Strike (Knife); Close Combat (Beam Weapons (Pistol)); Elbow Strike; Ground Fighting; Head Butt.
Cinematic Skills: Blind Fighting.
Cinematic Techniques: Dual-Weapon Attack.
Perks: Dirty Fighting; Ground Guard; Improvised Weapons; Off-Hand Weapon Training; Sure Footed (Uneven).

Optional Traits
Advantages: Ambidexterity; Combat Reflexes.
Disadvantages: Bloodlust.
Skills: Axe/Mace; Beam Weapons (Pistol); Fast Draw (Grenade, Knife or Pistol); Forced Entry; Guns (Shotgun); Shortsword; Soldier; Stealth; Throwing; Two-Handed Axe/Mace; Wrestling.
Quote:

Imperial Sword and Pistol Fighting

Skills: Beam Weapons (Pistol); Broadsword.
Techniques: Close Combat; Feint (Broadsword).
Cinematic Techniques: Dual-Weapon Attack.
Perks: Pistol Fist; Off-Hand Weapon Training; Weapon Bond.

Optional Traits
Advantages: Ambidexterity; Combat Reflexes; Enhanced Parry (Broadsword).
Disadvantages: Code of Honour.
Skills: Armoury (Melee Weapons); Brawling; Fast Draw (Pistol or Sword); Guns (Gyroc); Savoir Faire (Military).
Quote:

Rough Rider Combat Training

Skills: Beam Weapons (Pistol); Lance; Riding.
Techniques: Cavalry Training; Combat Riding; Hands Free Riding; Mounted Shooting; Quick Mount; Staying Seated.
Cinematic Techniques: Dual-Weapon Attack.
Perks: Off-Hand Weapon Training; Quick-Sheathe (Pistol).

Optional Traits
Advantages: Ambidexterity.
Skills: Animal Handling; Beam Weapons (Rifle); Broadsword; Fast Draw (Grenade, Pistol or Sword); Guns (Grenade Launcher); Liquid Projector (Flamethrower); Throwing.
Quote:

Ecclisiarchy Evicerator Combat

Skills: Theology (Imperial Cult); Two-Handed Sword.
Techniques: Close Combat (Two-Handed Sword); Retain Weapon (Two-Handed Sword); Spinning Swing (Two-Handed Sword).
Cinematic Skills: Kiai; Power Blow.
Cinematic Techniques: Whirlwind Attack (Two-Handed Sword).
Perks: Focused Fury; Huge Weapons (ST); Penetrating Voice; Shtick (Cloaked).

Optional Traits
Advantages: Clerical Investment; True Faith.
Disadvantages: Berserk; Disciplines of Faith; Fanaticism; Intolerance.
Skills: Axe/Mace; Beam Weapons (Pistol); Brawling; Broadsword; Flail; Guns (Gyroc); Intimidation; Leadership; Liquid Projector (Flamethrower); Public Speaking; Religious Ritual; Staff; Two-Handed Axe/Mace.
Quote:

Astares Assault Training

Skills: Brawling; Environment Suit (Battlesuit); Guns (Gyroc).
Techniques: Attack from Above; Close Combat (Broadsword); Push Kick; Retain Weapon.
Cinematic Skills: Mental Strength.
Cinematic Techniques: Backbreaker; Dual-Weapon Attack; Hand Catch.

Optional Traits
Skills: Armoury (Battlesuits, Melee Weapons or Small Arms); Axe/Mace; Beam Weapons (Pistol or Rifle); Fast Draw (Ammunition, Grenade, Knife, Pistol or Sword); Knife; Liquid Projector (Flamethrower); Piloting (Flight Pack); Shield; Throwing; Two-Handed Axe/Mace; Wrestling.

Sam Baughn 10-28-2009 09:09 AM

Re: [Help to design] In the 41st millenium there is only...
 
Here's an attempt at the personal armour used by the Krieg guardsmen.
Code:

Armour                                Location        DR        Weight        Notes

Flak-Fabric Breeches                Groin, Legs        6*        3
Flak-Fabric Jacket                Body, Arms        6/12*        5        [1]
Flak-Fabric Coat                Body, Limbs        6/12*        7        [1][2]
Flak-Fabric Gloves                Hands                3*        0.5
Plasteel Shoulder Guards        Arms                12        2        [3]
Plasteel Curiass                Torso                24        8        [4]
Plasteel Corselet                Torso, Groin        30        12        [5]
Plasteel Helmet                        Skull                18        3
Plasteel Face-mask                Skull, Face        12F        2        [6]
Plasteel Gauntlets                Hands                6        1        [7]
Plasteel Greaves                Legs                12        3        [8]
Rebreather Mask                        Eyes, Face        6*        2        [9]
Reinforced Boots                Feet                6*        2

[1]Split DR - use the higher value against attacks to the torso from the front, may be layered over flak-fabric breeches without penalty.
[2]Partial protection for the legs (1-3 on one dice).
[3]Partial protection for the arm (1-3 on one dice), may be layered over flak-fabric jacket or coat without penalty.
[4]Partial protection for the torso (1-4 on one dice) and vitals, may be layered over flak-fabric jacket or coat without penalty.
[5]May be layered over flak-fabric jacket or coat without penalty.
[6]Protects from the front only. Must be worn over rebreather mask and plasteel helmet, which gives no penalty for layering.
[7]Counts as brass knuckles, giving +1 punching damage. Half DR on the palm.
[8]Partial protection to the leg (4-6 on one dice), may be layered over flak-fabric breeches without penalty.
[9]Provides Filter Lungs, Protected Smell and Protected Vision.

Standard Krieg Guardsman: Flak-Fabric Breeches, Flak-Fabric Coat, Flak Fabric Gloves, Plasteel Shoulder Guards, Plasteel Helmet, Rebreather Mask, Reinforced Boots. 19.5 lbs.

Krieg Grenadier: Flak Fabric Breeches, Flak Fabric Coat, Plasteel Shoulder Guards, Plasteel Corselet, Plasteel Helmet, Plasteel Face-mask, Plasteel Gauntlets, Plasteel Greaves, Rebreather Mask, Reinforced Boots. 37 lbs.

Krieg Engineer: Flak Fabric Breeches, Flak Fabric Jacket, Plasteel Shoulder Guards, Plasteel Corselet, Plasteel Helmet, Plasteel Gauntlets, Plasteel Greaves, Rebreather Mask, Reinforced Boots. 33 lbs.

Death Riders and Officers: Flak-Fabric Breeches, Flak-Fabric Coat, Flak Fabric Gloves, Plasteel Shoulder Guards, Plasteeel Curiass, Plasteel Helmet, Rebreather Mask, Reinforced Boots. 27.5 lbs.

Vehicle Crew: Flak-Fabric Breeches, Flak-Fabric Jacket, Flak Fabric Gloves, Plasteel Shoulder Guards, Plasteel Helmet, Rebreather Mask, Reinforced Boots. 17.5 lbs.

Sam Baughn 10-28-2009 09:59 AM

Re: [Help to design] In the 41st millenium there is only...
 
Krieg Steed (70 points)

Attributes: ST 22 (Size, -10%; No Fine Manipulators, -40%) [60]; DX 10 [0]; IQ 3 [-140]; HT 12 [20].

Secondary Characteristics: Damage 2d/4d; BL 97 lbs.; HP 22 [0]; Will 12 [45]; Per 11 [40]; FP 12 [0]; Basic Speed 5.5 [0]; Basic Move 8 [15].

Advantages: Damage Resistance (Tough Skin, -40%) 5 [15]; Enhanced Move (Ground) 1 [20]; Fit [5]; Hard to Subdue 2 [4]; High Pain Threshold [10]; Hooves [3]; Peripheral Vision [15]; Resistant (Metabolic Hazards, +8) [15].

Disadvantages: Domestic Animal [-30]; Quadruped [-35].

Skills: Brawling (E) DX+2 [4]-12; Mount (A) DX+1 [4]-11.

Krieg Steed Mask: this provides DR 15 to the face and skull, Filter Lungs, Protected Taste/Smell and Protected Vision. 15 lbs.

PPoS 10-28-2009 11:41 AM

Re: [Help to design] In the 41st millenium there is only...
 
Quote:

Originally Posted by Mr Frost (Post 873596)
Far too weakly armoured and armed for the setting ; the obsolete T-72 {real life Russian export tank that was destroyed in huge numbers during the 2 Gulf Wars} in High Tech on P.244 would have it for breakfast with those stats {which means the best modern tanks of today Such as the Abrams , Challanger 2 and Leopard 2 would utterly dominate it} which makes no sense given it is supposed to be far more powerful and advanced than the tanks of today .

I would say up the frontal armour to somewhere between D.R. 3,000 and D.R. 4,000 {or even as high as 5,000 , the latest tanks of today have around 1,500} , the sides to between D.R. 500 and D.R. 1,000 {the best modern tanks have up to 500 on the turret sides} , the rear between 250 and 500 and the top and belly between 125 and 250 .

Then upgrade that gun to match with the best A.P. ammunition giving 6 dice times [the frontal armour/50] (2) . If you're working from High Tech or Ultra Tech , concider it an improvement on APFSDSDU -High Tech p.169- , using something denser and more exotic for the penetrator and perhaps call it APFSDSEM -Exotic Matter- , that doubles the guns' basic damage and range and gives an armour divisor of 2 .
You could reverse engineer the stats of other rounds from there {Base it off the Russian Rapira tank cannon on p.140-141} though I'd multiply explosive damage by 2 to 4 times {better explosives} and increase accuracy and range {acc 5+5 , 1/2 D 5,000 Max 15,000 -10,000 and 30,000 with the APFSDSEM round} .

FYI I've been using the armour values that Games Workshop has printed in the "Imperial Armour" codex. And I don't think it's a good idea to compare fiction with real life things. As someone has stated here earlier; the WH40k universe is kinda "WWII-ish" and has a lot of equipment that isn't exactly "high tech". I just wanted to give my share.

PPoS 10-28-2009 12:18 PM

Re: [Help to design] In the 41st millenium there is only...
 
Baneblade (Lucius Pattern)

ST/HP: 360
HT: 9 fx
Hnd/SR: -4/5
Speed: 15 mp/h (road)
SM: +5
Crew: 10 (Commander, Driver, 3 Gunners, 3 Loaders, Comms-Operator, Engineer)

Front Hull DR: 900
Side Hull DR: 840
Rear Hull DR: 560
Front Turret DR: 1260
Side Turret DR: 560
Rear Turret DR: 560

Mega Battle Cannon
AP: 6dx22 (2) pi++
HE: 6dx22 (0.5) pi++ with 6dx14 cr ex [7d]

Demolisher Cannon
HE: 6dx15 (0.5) pi++ with 6dx18 cr ex [8d]

Notes: Not sure if GW actually took armour slope into account, but I took the liberty to increase Hull Front DR by 50%; Turret Side DR by 50% and Turret Front DR by 100%. As for the weapons; I treated the Mega Battle Cannon as a long 140mm cannon and the Demolisher cannon as a short 150mm cannon. These are the unmodified damage stats and you may wish to tweak them using HT 4Ed. The Baneblade is also armed with a co-axially mounted Autocannon; hull mounted twin-linked Heavy Bolters; two twin-linked sponson mounted Heavy Bolters and two turret mounted Lascannons. I also tweaked HT up a bit.

And for those wondering why the cannon isn't shooting rocket propelled grenades:

Quote:

Originally Posted by Lexicanum.com
Mars holds the complete data on the Baneblade's construction. Many other forge worlds possess only incomplete or corrupted STC data. Consequently, these worlds must resort to utilizing technologies of other war machines in producing a Baneblade. These counterfeits use standard Battle Cannon shells instead of more powerful rocket propelled shells.


KjetilKverndokken 10-28-2009 01:55 PM

Re: [Help to design] In the 41st millenium there is only...
 
This is bloody awesome :-D

I have not yet gotten my books, and thought i had to sit an tweak forever.
I love you guys ^^.

This is bloody awesome (repeat ^^)

PPoS 10-28-2009 02:32 PM

Re: [Help to design] In the 41st millenium there is only...
 
Quote:

Originally Posted by KjetilKverndokken (Post 874612)
This is bloody awesome :-D

I have not yet gotten my books, and thought i had to sit an tweak forever.
I love you guys ^^.

This is bloody awesome (repeat ^^)

Hey; anything for your neighbour ;)

This is an awesome thread. It makes me wanna try taking a shot at playing a WH40k again.

Has anyone thought of making a sourcebook for this ? It would be an interesting task.

KjetilKverndokken 10-28-2009 03:18 PM

Re: [Help to design] In the 41st millenium there is only...
 
Quote:

Originally Posted by PPoS (Post 874626)
Hey; anything for your neighbour ;)

This is an awesome thread. It makes me wanna try taking a shot at playing a WH40k again.

Has anyone thought of making a sourcebook for this ? It would be an interesting task.

I might put a PDF together after a while.

Been 10-28-2009 03:31 PM

Re: [Help to design] In the 41st millenium there is only...
 
I have been looking at this thread and last night and have been holding a copy of rogue trader in my sweaty mits for about a week now, with an idea of doing my own conversion and last night I started.

I won’t publish the stats that I have cooked up, as I don’t want to be infringing FFG’s copyright, but thought I would publish my notes.

I did not want to take stats directly from ultra tech, as I don’t feel they felt quite right. So I sat down with the stats published in the RT, and see what I could cobble together

Damage I cribbed from the UT, Hellguns I stated as hot shots, the rest I just took “what fitted best”. I did the same with range, bulk and recoil.

Wt and shots I took from the RT stats, just converted the wt into lbs.
Acc is the more problematic, I basically took the range stat out of RT, assumed this is the range that someone of skill 12 would hit with maximum aiming about 50% of the time.

Assuming that I just looked up the range in the linear measurement table in Gurps Basic. Looked at the modifier and knocked off four, this gave acc’s that felt about right.

For min Strength I just brushed off Gurps Vehicles. There is a nice little formula in there for working out min strengths and that seemed to work.

For Melee weapons, I would say that chains words are identical to Vibrobrades, they are just vibrating the blade in a different way, and you can use all the other blade options you can to vibroblades, so you have options from a crude ork Chain blade, to a fine space marine mono toothed weapon.

Power weapons are more problematic, likening them to any other weapon in UT just does not feel right, the way I have come around that is have the power field simply add 2D to damage and an armour divisor of (10), but the wound multiplier remains the same, this makes a power maul or thunder hammer feel different to a power sword or axe.

The other addition is a power fist also adds +3 to striking strength. This would reflect that the armoured sleeve has an element of an exoskeleton.
Not got to armour yet.

On other technologies, I think we are pitching the basic TL as too high. I would put the average imperial citizen at around a more Victorian TL5, and often lower they have access to higher tl’s but they don’t understand how it works, other than “the machine spirit moves it”, hive worlders and void born would be higher, and Adeptus mechanicus would be much much higher, But that would better model the mechanicus’ strangle hold on technology.

I have also been giving thought on how you would model cogitators. Given that I was thinking along the lines of TL5, I went to steam punk, I would say that you can have all the options of ultratech, but multiply all weights by about 2.5. I am thinking huge very advanced Babbage engines, though I think the -5 to complexity the mechanical computers in Gurps High Tech just does not feel right, making bigger machines gives me more of a feeling for things like Data looms, or suit case sized cogitators we see in the fluff.

The final thing I thought about was servitors, I split these into two types, the mind scrubbed zombies we see modelled, and the ones that are used as “brains in bottles” for robot bodies and automated machines.

For “zombie” servitors, I basically would work out what skills and mental advantages you would need and create that as a none or low volitional AI and then work out what computer would be needed to run it, and then go a size lower, as they are basically being run on a cyborg brain a la UT. Then just add cybernetics to suit.

For the computer like servitors, I would design them as Gestalt computers as in biotech, but this time with the -5 for being mechanical, this gives an average complexity of 4 which once again “feels” right. For special effects they could still be humans fused to a workstation manually performing tasks, imagine the descriptions we get in the fluff of void ship hulls.

Anyhoo, that’s where I am now, time to start on mecahnicus characters and maybe a few void ships built with Vehicles

Sam Baughn 10-28-2009 05:32 PM

Re: [Help to design] In the 41st millenium there is only...
 
A rough attempt to stat out the Krieg forces in the mass combat system.
Code:

Element                                  TS        Class                WT        Mob        Raise        Maint.
                                                                               
Infantry Squad                          600        F                1        Foot        150K        20K
Grenadier Squad                          900        F                1        Foot        300K        30K
Engineer Squad                          600        Eng                1        Foot        150K        20K
Death Riders                          300        Cv, Rec                2        Mtd        250K        35K
Platoon Command Squad                  600        C3I                1        Foot        300K        40K
Company Command Squad                  900        C3I                1        Foot        600K        60K
Death Rider Command Squad          300        C3I, Cv, Rec        2        Mtd        600K        60K
Mortar Squad                        (600)        Art                1        Foot        100K        15K
Fire Support Squad                (900)        F                1        Foot        250K        25K
Anti-Tank Squad                        (900)        (Arm)                1        Foot        300K        30K
Earthshaker Artillery                (1500)  Art                2        0        300K        15K
Bombard Siege Gun                (1200)        Art                6        Mech        500K        20K
Leman Russ Battle Tank                1500        Arm, F                8        Mech        1000K        40K
Demolisher Siege Tank                2000        Arm                8        Mech        1000K        40K
Centaur Carrier                          120        Cv, F, T1        2        Mech        150K          5K
Macharius Heavy Tank                3000        Arm, F                16        Mech        1500K        80K
Baneblade Super Heavy Tank        4500        Arm, F, Art        24        Mech        4000K        150K
Gorgon Assault Transport        1200        Arm, F, T6        24        Mech        3000K        100K

The Gorgon effectively has the Hovercraft feature, although it is a tracked vehicle.

I had to fudge a lot of the numbers and change most of the units' abilities, since 40k forces don't generally correspond to real world ones in a sane way.


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