Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 10-28-2009, 06:37 AM   #41
Sam Baughn
 
Sam Baughn's Avatar
 
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
Default 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.

Last edited by Sam Baughn; 10-29-2009 at 04:25 AM.
Sam Baughn is offline   Reply With Quote
Old 10-28-2009, 09:09 AM   #42
Sam Baughn
 
Sam Baughn's Avatar
 
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
Default 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 is offline   Reply With Quote
Old 10-28-2009, 09:59 AM   #43
Sam Baughn
 
Sam Baughn's Avatar
 
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
Default 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.
Sam Baughn is offline   Reply With Quote
Old 10-28-2009, 11:41 AM   #44
PPoS
 
Join Date: Sep 2007
Location: Sweden (but mostly this forum)
Default Re: [Help to design] In the 41st millenium there is only...

Quote:
Originally Posted by Mr Frost View Post
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 is offline   Reply With Quote
Old 10-28-2009, 12:18 PM   #45
PPoS
 
Join Date: Sep 2007
Location: Sweden (but mostly this forum)
Default 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.

Last edited by PPoS; 10-28-2009 at 12:23 PM.
PPoS is offline   Reply With Quote
Old 10-28-2009, 01:55 PM   #46
KjetilKverndokken
 
KjetilKverndokken's Avatar
 
Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
Default 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 ^^)
KjetilKverndokken is offline   Reply With Quote
Old 10-28-2009, 02:32 PM   #47
PPoS
 
Join Date: Sep 2007
Location: Sweden (but mostly this forum)
Default Re: [Help to design] In the 41st millenium there is only...

Quote:
Originally Posted by KjetilKverndokken View Post
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.
PPoS is offline   Reply With Quote
Old 10-28-2009, 03:18 PM   #48
KjetilKverndokken
 
KjetilKverndokken's Avatar
 
Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
Default Re: [Help to design] In the 41st millenium there is only...

Quote:
Originally Posted by PPoS View Post
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.
KjetilKverndokken is offline   Reply With Quote
Old 10-28-2009, 03:31 PM   #49
Been
 
Join Date: Dec 2006
Default 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
Been is offline   Reply With Quote
Old 10-28-2009, 05:32 PM   #50
Sam Baughn
 
Sam Baughn's Avatar
 
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
Default 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.

Last edited by Sam Baughn; 10-28-2009 at 05:42 PM.
Sam Baughn is offline   Reply With Quote
Reply

Tags
conversion, warhammer 40k

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:43 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.