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#51 | |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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Quote:
Now we only needs the Vraks Renegades, Marines, chaos and the bunch and its all ready :) |
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#52 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Some weapons
Code:
Beam Weapons (Rifle) Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Las-carbine 3d burn 4 300 / 900 7/1 12 60(3) 7† -3 1 Lasgun 4d burn 5 500 / 1,500 9/1 8 40(3) 8† -5 1 Long-las 6d(2) burn 6+3 750 / 3,000 13/1 2 20(3) 9† -6 1 Hellgun 4d(5) burn 4+2 300 / 900 12/8p 15 200(5) 9† -5 1 Plasma Gun 8d(10) burn 5 500 / 1,500 20/4 10 20(5) 11† -6 1 - linked 4d burn ex Melta Gun 6dx2 cor inc 4 200 / 600 16/4 20! 100(5) 10† -6 1 Beam Weapons (Pistol) Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Laspistol 2d burn 2 100 / 300 3/0.5 4 30(3) 6 -2 1 Hellpistol 3d(5) burn 2 100 / 300 4/0.5 3 9(3) 8 -3 1 Plasma Pistol 6d(10) burn 2 200 / 600 6/2 3 12(3) 10 -3 1 - linked 3d burn ex Gunner (Beam) Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Multilaser 10d(2) burn 5 800 / 2,400 90/30p 20! 200(5) 20M† -8 1 Lascannon 6dx5(5) burn 6 1,200 / 3,600 120/30p 1 5(5) 25M† -10 1 Gunner (Machine Gun) Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Heavy Bolter 8d(3) pi++ 5 800 100/20 10! 80(5) 20M† -8 2 - linked 2d cr ex Autocannon 6dx5 pi++ 6 1,000 / 5,000 150/30 8! 32(5) 25M† -10 3 Heavy Stubber 9d pi+ 5 800 / 4,000 50/10 12! 120(5) 15B† -7 3 Gunner (Cannon) Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Battle Cannon 6dx10(2) pi++ 6 2,000 / 9,000 2K/30 1 1(5) 140M -10 4 - linked 6dx5 cr ex Demolisher 6dx10(10) cr ex 4 600 / 3,000 3K/50 1 1(5) 170M -10 5 Liquid Projector (Flamethrower) Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Flamer 3d burn Jet 15 / 25 12/4 Jet 6(5) 9† -4 - Heavy Flamer 5d burn Jet 25 / 40 20/20p Jet 18(5) 11† -6 - Guns (Grenade Launcher) Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Grenade 6d(5) cr ex 2 300 / 900 10/1 1 1(3) 9† -4 3 Launcher Guns (Shotgun) Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Shotgun 2d pi 3 40 / 800 10/2 6x10 12(5) 11† -5 1 |
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#53 |
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Join Date: Oct 2009
Location: Denmark
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Uhh, those stats seem wonky, mate. You have shotgun accuracy almost on par with laser weapon accuracy, and BETTER than Laspistol accuracy.
Also, your weapon stats aren't balanced against armour (except your extensive Flak table), so they're hard to comment on. They don't seem to balance out against eachother either. Range is weird too. You'd suppose a Lasrifle would have better range than an assault rifle. Your stats seem to fit more with the tabletop rules than fluff or other rpg system rules. But then again, if that's the way you want to go, please do. I prefer fluffier stats, as they make better roleplay possible, IMO. Last edited by Tema69; 10-29-2009 at 11:07 AM. |
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#54 | |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Quote:
I honestly tried to fit exisitng 'fluff' as closely as possible - I've got the Siege of Vraks Vol. 1, Dark Heresy, The Imperial Munitorium Manual and the Imperial Infantryman's Uplifting Primer by my side for research. Unfortunately, a lot of this material contradicts the rest, so I had to pick and choose which seemed most reasonable to me. The shotgun accuracy is based on the existing stats for shotguns in the Basic Set and High Tech. I think the armour table I gave covers guard issue stuff fairly well - the vraksians shouldn't have anything better than the krieg on that front. I think PPoS's numbers for vehicle armour are in the right ballpark. That just leaves marine armour, which I'll make a stab at in a moment. |
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#55 | |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Quote:
Code:
Dark Angels Space Marines Element TS Class WT Mob Raise Maint. Tactical Squad 1600 F 1 Foot 450K 60K Devastator Squad 1800 F, (Arm) 1 Foot 600K 80K Terminator Squad 3000 - 1 Foot 500K 70K Assault Marines 1000 Cv 1 SA 600K 80K Command Squad 2000 C3I 1 Foot 1500K 100K Land Raider 1800 Arm, F, T2 12 Mech 2000K 80K Rhino 400 Arm, Cv, T1 4 Mech 400K 12K Razorback 600 Arm, Cv, F 4 Mech 700K 20K Whirlwind (800) Art 6 Mech 400K 15K Predator 1000 Arm, Cv, F 6 Mech 1000K 40K Vindicator 1500 Arm 6 Mech 800K 35K Dreadnought 1000 Arm, F 2 Foot 800K 35K Land Speeder 400 Cv, F, Rec 2 SA 600K 25K Techmarine 600 Eng, F 1 Foot 200K 30K Code:
Vraksian Chaos Renagades Element TS Class WT Mob Raise Maint. Command Squad 300 C3I 1 Foot 120K 25K Alpha Legion Squad 1600 F, Rec 1 Foot 600K 80K Disciples of Xaphan 500 F, Rec 1 Foot 150K 25K Ogryn Berserkers 1000 - 1 Foot 150K 20K Milita Squad 300 F 1 Foot 60K 12K Mortar Squad (300) Art 1 Foot 40K 10K Fire Support Squad (450) F 1 Foot 100K 15K Anti-Tank Squad (450) (Arm) 1 Foot 120K 20K Workers Rabble 100 Eng 1 Foot 15K 5K Sentinel Scout Walker 300 Cv, F, Rec 2 Mtd 120K 6K Salamander Scout 300 Arm, Cv, F, Rec 4 Mech 180K 9K Chimera Troop Transport 400 Arm, Cv, F, T1 4 Mech 500K 15K |
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#56 |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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For this thread I would say that the Siege of vraks has to first saying, and maybe gaunts Ghost as a number two-for what I'm looking for.
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#57 |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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Wooosh, I need my books now so all is ready to be planned for first session :D
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#58 | |
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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 power armour...
Quote:
Last edited by Sam Baughn; 01-05-2010 at 08:29 AM. |
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#59 |
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Join Date: Sep 2004
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Based on my limited 40K tabletop and novel experience, I would advise putting the rulebooks back on the shelf, and concentrate on the universe's fluff.
In a galaxy of trillions of humans (and billions of Imperial Guard), there are probably less than 50 thousand Space Marines. They have the best training, best biomods and best equipment the Imperium can provide. They are considered barely ready after nearly a decade of grueling training. And the 40K rules tell us they are only 3 times as effective in battle as a IG conscript with a kevlar jacket and a laser rifle? I think Space Marines would only be called in when the IG can't solve a problem by simply throwing more men at it. Just from the numbers, it makes sense to throw a battalion of IG at a target rather than call a single space marine. I would make the Space Marines truly monstrous, and then never let the players see them up close. A tactical squad of Adeptus Astartes don't attack, they happen, like a tornado or earthquake. Have the PCs survive a battle only because their sector was on the edges of the objective. One day their officers get jumpy and nervous for some reason. Several days later, they see a single landing craft come down in the distance. The next day, the battle is won. Grizzled senior NCOs are overheard whispering "Astartes" among themselves. (Really, the entire IG garrison would probably be wiped out before the SMs arrived, but it is a RPG...)
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“Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.” - Robert E Howard, "The Tower of the Elephant" |
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#60 |
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Join Date: Sep 2004
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BTW, my take on 40k Space marines comes in at a tad over 500 points.
40K rookie Space Marines
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“Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.” - Robert E Howard, "The Tower of the Elephant" |
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| Tags |
| conversion, warhammer 40k |
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