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Old 10-14-2005, 03:18 PM   #1
KlausPrinceOfTheUndeads
 
Join Date: Feb 2005
Location: Brescia, Italy
Default Warhammer 40k weapons

Just for fun. :)

Bolt pistol

Damage 4d pi+ (2) followed-up by 2d burn Acc 2 Range 1,900 [i]Weight[i] 1/0.4 RoF 10 Shots 18+1 (3) ST 9 Bulk -2 Rcl 1 Cost 3,500 LC 2

Boltgun

Damage 6d pi+ (2) followed-up by 3d burn Acc 3 Range 3,000 Weight 12/1.5 RoF 10 Shots 20+1 (3) ST 10 Bulk -3 Rcl 1 Cost 20,000 LC 2

Note: Bolt weapons are not Gyroc weapons - not as Gyrocs are portrait in 4E, however. Bolt weapons fire armor-piercing micromissiles that explode a fraction of second after hitting the target, so armor does not protect against the explosive effect. Bolt weapons are strictly military and hard to craft, from this the low LC and the high cost.

Laser weapons

See B280.

Plasma weapons

Consider as blasters (B 280), with the following modifications: add +3d to damage, and give a malfunction number of 14.

Chain weapons

Such weapons add +1d cutting damage.

Power weapons

Power weapons add +1d burning damage and have an armor divisor of 5.
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Quote:
Originally Posted by Mailanka
Want to explore the inherent angst and rage of a werewolf? Get the white-wolf book. Want a combat system that works? Get GURPS.

Last edited by KlausPrinceOfTheUndeads; 10-16-2005 at 05:44 AM.
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Old 10-15-2005, 04:50 PM   #2
GoodGame
 
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Location: Video games destroyed my life. Good that I have 2 extra lives!
Default Re: Warhammer 40k weapons

Cool, a GURPS WH40K tabletop is probably in my future.

I agree with your theory of the bolt gun, but :*)....

1. pistols can have a higher rate of fire
2. boltguns will auto-pierce some, but not all armor. Generally powered armor will have a chance to repel a bolter missile.
3. 'eavy Bolters will be more powerful, but #2 still applies.

4. GURPS basic is missing the area effects of weapons, although I haven't spent much time yet looking at the combat rules to be sure. A plasma should have a linear and burst area effect.

5. and darn GURPS basic 4e doesn't have any official Ultratech heavy weapon conversions.

Quote:
Originally Posted by KlausPrinceOfTheUndeads
Just for fun. :)

Bolt pistol

Damage 4d pi+ (2) followed-up by 2d burn Acc 2 Range 1,900 [i]Weight[i] 1/0.4 RoF 3 Shots 18+1 (3) ST 9 Bulk -2 Rcl 1 Cost 3,500 LC 2

Boltgun

Damage 6d pi+ (2) followed-up by 3d burn Acc 3 Range 3,000 Weight 12/1.5 RoF 3 Shots 20+1 (3) ST 10 Bulk -3 Rcl 1 Cost 20,000 LC 2

Note: Bolt weapons are not Gyroc weapons - not as Gyrocs are portrait in 4E, however. Bolt weapons fire armor-piercing micromissiles that explode a fraction of second after hitting the target, so armor does not protect against the explosive effect. Bolt weapons are strictly military and hard to craft, from this the low LC and the high cost.

Laser weapons

See B280.

Plasma weapons

Consider as blasters (B 280), with the following modifications: add +3d to damage, and give a malfunction number of 14.

Chain weapons

Such weapons add +1d cutting damage.

Power weapons

Power weapons add +1d burning damage and have an armor divisor of 5.
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Old 10-15-2005, 05:35 PM   #3
Maz
 
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Default Re: Warhammer 40k weapons

I was just wondering what "rules" you guys use to convert from.
There is much difference in converting from Inquisitor, Necromunda or Warhammer 40k 3e.

If you use Inquisitor there are many more details to use ^^ including the difference between using a straight mag or sicle mag for your boltgun (15 rounds for straight, 20 for sickle.)
I also includes different types of ammo rounds, including: Kraken penetrating (more pen), Metal storm frag (explodes before inpact showering the target with sharpnels), Inferno (less dam, but burn.), Hellfire (less dam but acid, follow up), Stalker silencer (less dam but no flash or sound).

...and much, much more. I never liked the Inquisitor system, but I like some of the details. And I have to find it amusing that a lasgun only does 2d6 dam while an autogun does 2d6+2. Bloody flashlights!
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Old 10-16-2005, 05:43 AM   #4
KlausPrinceOfTheUndeads
 
Join Date: Feb 2005
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Default Re: Warhammer 40k weapons

Quote:
Originally Posted by Maz
I was just wondering what "rules" you guys use to convert from.
There is much difference in converting from Inquisitor, Necromunda or Warhammer 40k 3e.
WH40K last edition, because it's the only one I know. :P

Quote:
Originally Posted by GoodGame
Cool, a GURPS WH40K tabletop is probably in my future.

I agree with your theory of the bolt gun, but :*)....

1. pistols can have a higher rate of fire
Well, I could give them RoF 10, actually.

Quote:
2. boltguns will auto-pierce some, but not all armor. Generally powered armor will have a chance to repel a bolter missile.
Well, we could simply give power armors an high enough DR to resist.
__________________
Quote:
Originally Posted by Mailanka
Want to explore the inherent angst and rage of a werewolf? Get the white-wolf book. Want a combat system that works? Get GURPS.
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Old 10-16-2005, 11:34 AM   #5
Solitaire
 
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Default Re: Warhammer 40k weapons

I always considered power weapons to be more of a "force field" weapon - I'd use armour divisor 10, and make the +1d general damage rather than fire.
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Old 10-16-2005, 05:16 PM   #6
KlausPrinceOfTheUndeads
 
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Default Re: Warhammer 40k weapons

Quote:
Originally Posted by Solitaire
I always considered power weapons to be more of a "force field" weapon - I'd use armour divisor 10, and make the +1d general damage rather than fire.
"General" damage? What's this? Has it a wounding modifier? Seriously: what the hell "general" damage is?
__________________
Quote:
Originally Posted by Mailanka
Want to explore the inherent angst and rage of a werewolf? Get the white-wolf book. Want a combat system that works? Get GURPS.
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Old 10-17-2005, 10:01 AM   #7
Solitaire
 
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Default Re: Warhammer 40k weapons

Damage with no wounding modifier then - sorry if I was being ambiguous.

If you want to stick with the rules definitions I mean damage like crushing damage, with no multipliers or anything.

Cutting damage might be more appropriate for the force weapon, on second thoughts.
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Old 10-18-2005, 03:10 PM   #8
KlausPrinceOfTheUndeads
 
Join Date: Feb 2005
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Default Re: Warhammer 40k weapons

Quote:
Originally Posted by Solitaire
Damage with no wounding modifier then - sorry if I was being ambiguous.

If you want to stick with the rules definitions I mean damage like crushing damage, with no multipliers or anything.

Cutting damage might be more appropriate for the force weapon, on second thoughts.
But "general" damage has no sense, IMHO. Does the force field around the weapon destroy by burning and melting things? It does burning damage. Does it destroy by crushing things? It does crushing damage. Does it destroy vital energy? It does toxic damage. And so on.
__________________
Quote:
Originally Posted by Mailanka
Want to explore the inherent angst and rage of a werewolf? Get the white-wolf book. Want a combat system that works? Get GURPS.
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Old 10-18-2005, 03:18 PM   #9
maa01
 
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Default Re: Warhammer 40k weapons

maybe is't just unbreakable but don't burn things around - like normal matter? then it may be crushing or cutting, depending on it's shape.
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Old 10-18-2005, 03:20 PM   #10
mearrin69
 
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Default Re: Warhammer 40k weapons

I'm curious, what sort of 40K universe campaign would you guys run if you did something like that? Only thing that really comes to mind for me is Inquisitor and maybe Necromunda exploration/dungeon crawl type stuff. What else do you guys imagine?
M

Oh, maybe Rogue Trader, delving back into the old days.
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