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#41 | ||||||
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Here's a few martial art styles:
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Last edited by Sam Baughn; 10-29-2009 at 04:25 AM. |
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#42 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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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 [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. |
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#43 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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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. |
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#44 | |
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Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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#45 | |
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Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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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:
Last edited by PPoS; 10-28-2009 at 12:23 PM. |
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#46 |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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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 ^^) |
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#47 | |
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Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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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. |
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#48 |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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#49 |
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Join Date: Dec 2006
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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 |
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#50 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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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. Last edited by Sam Baughn; 10-28-2009 at 05:42 PM. |
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| conversion, warhammer 40k |
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