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Old 09-12-2010, 12:05 PM   #1
zylosan
 
Join Date: Jan 2010
Default Conversion: Warmachine/Hordes

This is a collection of my conversions of Warmachine/Hordes to GURPS
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Old 09-12-2010, 12:07 PM   #2
zylosan
 
Join Date: Jan 2010
Default Warlocks and Warjacks

Warlocks, Warcasters

Both Warcasters and Warlocks posses a wide range of advantages with Battlegroup Controller as base ability followed by Focus Manipulation or Fury Manipulation. Other powers maybe developed as the character desires but some are useless without others. Command Range and Control Area are automatically given to characters with either Fury or Focus Manipulation.

Basic Advantage: Fury Manipulation or Focus Manipulation and Battlegroup controller.

Advanced Advantages: Primal Healing, Olfactory Link, Boost Attacks, Boost Accuracy, Boost Damage

Power: Warlock – Fury Manipulation
Power Modifier: -10% (Essence Based) in setting or (Chi, Arcane, Divine, Psionic)
Power Talent: Primal Fury 5/level

Power: Warcaster – Focus Manipulation
Power Modifier: -10% (Essence Based) in setting or (Chi, Arcane, Divine, Psionic)
Power Talent: Focus Driven 5/level

Fury Manipulation
Fury Score (IQ/2+HT/3) / 2 + Magery
Once each tactical turn a Warlock may leech Fury points from Warbeasts in their control area that currently have one or more Fury points. The leeched Fury is removed from the Warbeast and placed on the Warlock. Leeching Fury requires a concentration maneuver and an Beast Handling + Primal Fury check using the Size and Speed/Range Table (use greatest range modifier of multiple targets) and at -1 per Warbeast beyond the first. Leeching targets must be within the Warlocks control area but do not require line of site. Each leech attempt may target multiple Warbeasts and remove any number of Fury points up to the Warlocks current Fury score. A Warlock may not have more Fury points than their Fury score as a result of leeching (other effects may allow the Warlock to over come this limitation). A Warlock may only leech once per Tactical Turn but failures do not count and the warlock may try again the next turn. Fury points on the Warlock at the start of the TT are not discarded as Focus points on a Warcaster are.
Warlocks may use Fury points to gain extra attacks, boost attack and damage rolls, transfer damage, heal themselves and their Warbeasts, fuel spell casting, cast linked Warbeasts animas, and fuel special abilities.
Warbeasts maybe forced to run, charge, perform a power attack, cast its anima, gain extra attacks, boost attack and damage rolls, and fuel special abilities. A forced Warbeasts gains one or more fury points depending on the ability activated. A Warlock may rile a Warbeast during the Warbeast turn for the sole purpose of placing Fury points up to its Fury score on it, with a successful Beast Handling + Primal Fury roll. A Warbeast may not have more Fury points that its Fury score as a result of being riled.

Focus Manipulation
Focus Score = (IQ/2) + Magery
At the start of each tactical turn all Focus points on Warcasters and Warjack are discarded. The Warlock than gains Focus points equal to their Focus score. These Focus points can be allocated to linked Warjacks within the Warcasters Control Area with a successful Jack Handling + Focus Driven roll using the Size and Speed/Range Table (use the greatest range modifier of multiple targets) and a -1 penalty for each target beyond the first. Target Warjacks must be within the Warcasters control area but do not require line of sight. Focus maybe allocated to multiple Warjacks at the same time. A Warjack may not have more than 3 Focus points as a result of Focus Allocation (other abilities may surpass this limitation). Focus points not allocated to Warjacks remain on the Warcaster.
Warcasters may use Focus points to gain extra attacks, boost attack and damage rolls, fuel spell casting, and fuel special abilities. Warjacks may spend focus points to run, charge, perform a power attack, gain extra attacks, boost attack and damage rolls and fuel special abilities.

Control Area
50 yards + (Focus or Fury) x 10 yards

Control Area defines the maximum range within which a Warlock/Warcaster can manipulate or allocate Fury or Focus, serve as a commanding officer to units, select a target for a Fury or Focus powered spell or ability, direct cast a Warbeast’s anima, transfer damage, channel a spell, or heal a Warbeast. Command Range does not alter the skill modifier to successfully activate or target an ability it serves only as a maximum range limitation.

Command Range
Leadership skill x 5 yards. Defaults to IQ-5

Command Range is the maximum area within which a unit maybe given orders by its commanding officer. It is also the maximum range at which a unit maybe targeted by a model with the Commander advantage. All Warlocks and Warcasters have a command range equal to their control area.

Last edited by zylosan; 09-12-2010 at 09:31 PM.
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Old 09-12-2010, 09:33 PM   #3
zylosan
 
Join Date: Jan 2010
Default Re: Conversion: Warmachine/Hordes

Battlegroup Controller
Warbeast/Warjack Basic Link
Mind Reading 30 (Sensory Only -20%, Telecommunication -20%, Accessibility: Linked Warbeasts/Warjacks only -50%, Malediction 2 +150%), Warcaster/Warlock Power Modifier – 10% [45]
+ Telesend 30 (Linked Warbeasts/Warjacks only -50%, Reduced Range 10 (Uses Size/Range/Speed table -20%), Warcaster/Warlock Power Modifier – 10% [8] = Total Cost [53]

Optional Advancements: olfaction Link [10]

Description: Warlocks and Warcasters (Controllers) have the innate ability to telepathically link with a warbeast or warjack respectively. This link enables them to share the targets sense and transmit telepathic instructions that will be obeyed by the target. Controllers are drawing information from the targets senses and can make use of any basic sense the target possesses. Basic sense are defined as sight and hearing. To access smell and taste requires the olfaction advancement. Warjacks do not possess a sense of smell and have very limited tactile feedback. Linking to Scanning Sense, Dark Vision, or other such sense requires the Controller to purchase those advantages with the -40% limitation Only through Warbeasts/Warjacks.

Warlock: Transfer Damage
Prerequisites: Warbeast Basic Link

Leech 25 + 2/level ( Malediction 2 +150%, Ranged +40%, Accelerated Healing +25%, Accessibility: Only linked Warbeasts -20%, Accessibility, batch transfer -20%, Cost Fury -10%, PM Fury – 10% [39]

Description: Malediction 2 and Ranged allow leech to function at range using the distance modifier on the Size and Speed/Ranged Table (p 550). Each point of damage inflicted on the target warbeast heals the Warlock by 1 HP. This ability may only be activated reflexively at the instance the Warlock suffers damage from an attack. At that point the user may pay one focus points to deal an amount of damage equal to the final damage of the attack to one of their linked Warbeasts. Any damage beyond the Warbeast’s ability to absorb is returned to the Warlock as normal damage. When damage is transferred the warlock is still considered to have been successfully attacked and suffers all effects liked to having been attacked. A warlock cannot transfer damage to a frenzied warbeast, a wild warbeast, or a warbeast that has a number of fury points equal to its FURY stat.
Maximum transferable damage is 1 point at base cost. The Warlock may increase maximum transferable damage for 2 points per 1 additional point. (Cheaper than normal leech as damage may only be transferred in a single group and not leeched by X amount per turn.)

Warlock: Primal Healing (Self and Warbeasts)
Prerequisites: Fury Manipulation
Power Talent: Primal Fury

Healing 30 (Ranged + 40%, Long Range 1 (Size and Speed/Range Table) +50%, Affects Self +50%, Fury Fueled Only +0%, Accessibility (Self and Linked Warbeasts Only) -50%, Aspected (Combat) -20%, PM Fury – 10%, Injuries Only – 20%, Takes Extra Time 1 (2 Concentration Actions) -10%, Control Area Only -20% [33]

May only be used to heal the Warlock or a Warbeast to which they are currently linked. Each 1 Fury heals 2 HP as an instant ranged attack subject to the Size and Speed/Range Table with a maximum distance equal to the warlocks command range advantage. Primal Healing cannot heal diseases or Afflictions and is only usable during combat situations due to the need to draw Fury points from a Warbeast to fuel the ability.
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Old 11-24-2010, 10:23 PM   #4
zylosan
 
Join Date: Jan 2010
Default Meta-Traits

Construct Meta-Type

Basic Construct [15]
Advantages [195]: Doesn’t Breath [20], Doesn’t Eat or Drink [10], Doesn’t Sleep [20], Immunity to Metabolic Hazards [30], Unaging [15], Injury Tolerance (Homogenous, No Blood) [40], Unfazable [15], Temperature Tolerance 10 [10], Pressure Support 3 [15], Sealed [15], Vacuum Support [5]

Disadvantages [-180]: Cannot Learn [-30], Cannot Speak (Mute) [-25], Reprogrammable [-10], Automaton (Hidebound, Incurious, Low Empathy, No Sense of Humor, Slave Mentality) [-85], Unhealing (Total, Repairable) [-30]

Circle Orboros Constructs [Varies] (Woldwatcher, Woldwarden)
The majority of Circle constructs are made of enchanted stone and wood, which can not heal but are highly resistance to injury. They effectively have Body of Stone with out the Fragile (Brittle) [-15] and variable DR. Woldwatchers and Woldwarden both lack the Cannot Learn disadvantage.

Undead Meta-Types


Basic Undead [15] This is the basic type of undead seen in the Iron Kingdoms.

Advantages [140]: Doesn’t Breath [20], Doesn’t Eat or Drink [10], Doesn’t Sleep [20], Immunity to Metabolic Hazards [30], Unaging [15], Injury Tolerance (Unliving, No Blood) [20], Unfazable [15], Temperature Tolerance 10 [10]

Disadvantages [-125]: Bad Smell [-10], Cannot Learn [-30], Cannot Speak (Mute) [-25], Frightens Animals [-10], Slave Mentality [-40], Reprogrammable [-10]

Incorporeal
Insubstantiality {80} (Mostly On -30%, No Vertical Move -10%, Illusory Form (No damage from mundane physical attacks, normal from magic and energy) -10%) [40]

This is the basic incorporeal trait in setting. It renders the target model insubstantial with a visible form made of light and sound. The model takes no damage from physical attacks, powers or abilities that do not have the magical or energy modifiers. Magical and energy attacks inflict full damage. Takes full damage from mundane attacks while materialized. Can become materialized for 5 seconds at a cost of 1 FP. To make a ranged or melee attack the model must be materialized.

Warjack Meta-Traits

Basic Warjack [55]
Advantages [110]: Doesn’t Breath (Oxygen Combustion) [10], Doesn’t Sleep [20], Immunity to Metabolic Hazards [30], Injury Tolerance (No Blood, Unliving) [25], Unfazable [15]

Disadvantages [-40]: , Reprogrammable [-10], Unhealing (Total, Repairable) [-30], Ham-Fisted 2 [-10], Increased Consumption 1 [-10], Social Stigma (Valuable Property) [-10],

Warbeast Meta-Trait
Basic Warbeast [-146]
Stats: DX -1 [-20] IQ – 4 [-80]
Advantages: Combat Reflexes [15], Fury Capacity 1 [10], WM Boost: Extra Attack 1 [11], WM Boost (Attack Rolls, DX) [20], WM Boost (Damage Rolls, ST) [13],

Disadvantages: Bestial [-10], Cannot Speak [-15], Frenzy (Normal Threshold) (12 or less) [-20], Ham-Fisted -2 [-1], Hidebound [-5], Odious Personal Habit (Randomly Eats People) -3 [-15], Reprogrammable [-10], Social Stigma (Valuable Property) [-10]
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Old 11-24-2010, 10:26 PM   #5
zylosan
 
Join Date: Jan 2010
Default Rhinodon

Rhinodon (248 points)

Age 3; Warbeast; 11' 6"; 8000; Semi bipedal rhino with light body armor.

ST 25 [120]; DX 9 [0]; IQ 6 [0]; HT 14 [40].

Damage 2d+2/5d-1; BL 125 lbs.; HP 35 [16]; Will 6 [0]; Per 6 [0]; FP 14 [0].

Basic Speed 5.75 [0]; Basic Move 5 [0]; Block 6 (DX); Dodge 9; Parry 10 (Brawling).

Advantages
Claws (Blunt Claws) [3]; Combat Reflexes [15];

DR (Backplate) 3 (Back only) [9]; DR (Natural) 3 (Hardened (+2); Tough Skin) [13]; DR (Skorne Armor) 3 (Hands Only) [9]; DR (Skorne Armor) 3 (Legs Only) [12];

Extra Attack 1 [25]; Fury Capacity 4 [40]; Injury Tolerance (Damage Reduction (/2)) [50]; Peripheral Vision [15];

Striker (Crushing) (Club Tail) (Cannot Parry; Long (+2)) [9]; Striker (Impaling) (Rhino Horn) (Armor Divisor (3); Cannot Parry; Limited Arc; Long (+1)) [5]; Unusual Background (Club Tail is striker that does swing damage.) [10];

WM Animi: Amuck [8];

WM Boost (Attack Rolls, DX) (Cosmic: No longer once per game.; Costs Fury/Focus (+1); Reduced Duration 1/3; Requires (DX + Primal Urge or Focus Driven); WM PM: Battle Group) [20];

WM Boost (Damage Rolls, DX) (Cosmic: No longer once per game.; Costs Fury/Focus (+1); Reduced Duration 1/3; Requires (DX + Primal Urge or Focus Driven); WM PM: Battle Group) [13];

WM Boost (Extra Attack) 1 (Costs Fury/Focus (+1); Instant Duration; Multi-Strike; Primal; Requires (DX + Primal Urge or Focus Driven)) [11].



Disadvantages
Bad Sight (Nearsighted) [-25]; Bestial [-10]; Cannot Speak [-15]; DX Penalty from WM Template: Basic Warbeast [-20]; Frenzy (Normal Threshold) (12 or less) [-20]; Ham-Fisted -2 [-10]; IQ Penalty from WM Template: Basic Warbeast [-80]; Odious Personal Habit (Randomly Smashes People) -3 [-15]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10].



Skills
Brawling-12 (DX+3) [8].
Techniques: Charge Attack (Brawling, Horn)-11 [4]; Dual-Weapon Attack (Brawling, Claws)-11 [4]; Whirlwind Attack (Brawling, Tail Strike)-11 [4].
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