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Old 10-30-2009, 06:40 AM   #71
Sam Baughn
 
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Default Re: [Help to design] In the 41st millenium there is only...

More vehicles:

Code:
Vehicle		ST/HP	Hnd/SR	HT	Move	LWt.	Load	SM	Occ.	DR	Range	Locations

Razorback	160	-3/5	12	2/24	 35	3.5	+5	2+6S	100/70	??	2C,T	
Predator	170	-3/5	12	2/24	 40	2	+5	4S	200/70	??	2C,T,2t
Sentinel	 80	+2/1	12	6/12	  5	0.2	+3	1	70	??	2L,O
Centaur		 95	-2/4	12	4/32	  7	0.8	+4	2+5	100/70	??	2C,X,O
Baneblade	350	-4/6	11x	1/8	322	3	+7	10S	900/600	??	2C,T,3t

Last edited by Sam Baughn; 10-30-2009 at 07:04 AM.
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Old 10-30-2009, 07:48 AM   #72
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Default Re: [Help to design] In the 41st millenium there is only...

Code:
Ogryn Berserker

ST:   36     	HP:    36    	Speed: 5
DX:   10      	Will:  10  	Move:  6
IQ:    7       	Per:   10
HT:   12      	FP:    12    	SM:   +2 
Dodge: 8   	Parry:  9  	DR:    6

Graft Blades (12): 4d+4 cutting, reach C,1,2.
Rake Axe (10): 6d+4 cutting, reach 1,2,3*.

Traits: Appearance (Hideous), Bad Smell, Bad Temper, Berserk, Extra Attack 1, Hard to Subdue 2, High Pain Threshold. 

Skills: Axe/Mace-10, Brawling-12.
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Old 10-30-2009, 09:22 AM   #73
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Default Re: [Help to design] In the 41st millenium there is only...

Vraksian Renegade Militiaman (9 points)

Attributes: ST 11 [10]; DX 10 [0]; IQ 10 [0]; HT 10 [0].

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].

Advantages: 15 points chosen from among Ambidexterity [5], Combat Reflexes [15], Fearlessness [2/level], High Pain Threshold [10], Rapid Healing [5] or Resistant (Disease, +8 or Poison, +3) [5].

Disadvantages: -30 points chosen from among Appearance (Ugly) [-8], Bad Smell [-10], Bad Temper [-10], Bloodlust [-10], Bully [-10], Callous [-5], Delusion ('I am not a heretic') [-10], Disciplines of Faith (Ritualism) [-5], Sadism [-15], Unfit [-5], Unnatural Feature [-1] or Wounded [-5].

Primary Skills: Brawling (E) DX+2 [4]-12; One of Beam Weapons (Pistol or Rifle) (E) DX+1 [2]-11 or Guns (Pistol, Rifle or Shotgun) (E) DX+1 [2]-11.

Secondary Skills: One of Axe/Mace (A) DX [2]-10, Knife (E) DX+1 [2]-11, Spear (A) DX [2]-10 or Throwing (A) DX [2]-10; one of Artillery (Cannon) (A) IQ [2]-10, Camouflage (E) IQ+1 [2]-11, Driving (A) DX [2]-10, Fast Draw (Ammunition, Grenade, Knife, Pistol or Rifle) (E) DX+1 [2]-11, Gunner (Beams, Cannon, Machine Gun or Rockets) (E) DX+1 [2]-11, Guns (Grenade Launcher or LMG) (E) DX+1 [2]-11 or Liquid Projector (Flamethrower).

Background Skills: One of Area Knowledge (E) IQ+1 [2]-11, Armoury (Heavy Weapons, Small Arms or Vehiclular Armor) (A) IQ [2]-10, Explosives (Demolition or EOD) (A) IQ [2]-10, Hazardous Materials (Chemical) (A) IQ [2]-10 or Mechanic (Tracked Vehicles) (A) IQ [2]-10. One of Environment Suit (NBC Suit) (A) DX [2]-10, Lifting (A) HT [2]-10, Soldier (A) IQ [2]-10, Traps (A) IQ [2]-10 or Urban Survival (A) Per [2]-10.
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Old 10-30-2009, 11:08 AM   #74
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Default Re: [Help to design] In the 41st millenium there is only...

Quote:
Originally Posted by Tema69 View Post
That's kinda like playing a game where Orks paint there vehicles blue, and are lousy close combat fighters...?

The Adeptus Astartes have acid spitting abilities, superhuman strength and endurance, multiple extra organs, etc etc... It's their fluff, it's in the books (both rulebooks and noncodex "fiction").
I'd be extremely disappointed if Space Marines sucked (proportionally) in a 40k game. But if your players are cool with it, go nuts!
It's more like playing a game where the relative abilities of Space Marines and guardsmen are akin to how thye preform in the game rather than the fluff. The most 40K fluff I read the more outragious it becoes, but one of the things I really like about 40K is that everything is from the perspective of a brutal fasciest theocracy and the line between propaganda and reality is blurred.

In short I think it's very much in the theme of 40K's humour to have urban legends about the power of space marines passed around, about how they have 15 hearts, the abilty to regenerate their own head and a laser wang. To expand on the fluff Games Workshop once put out a Guardsman's handbook that advised if one found themselves in front of an ork with no weapons to wave their hands in front of it's face to confuse the beast enough to make a get away. The manual also praised the effectiveness of lasguns (which are ridiculed for being effective in game terms) indicating quite clearly that the fluff was a great exaduation of the setting's reality.

In this sense I would prefference the rules over the fluff in deciding how effective everything is. A single space marine would be more than a match for a squad of Guardsmen even with this mind.
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Old 10-30-2009, 11:41 AM   #75
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Default Re: [Help to design] In the 41st millenium there is only...

This thread is moving extremely well forward :-)

Next up on the list... and this is the big ones....

Warhound Titan (vehicle/walker)
Reaver Titan (vehicle/walker)
Chaos Defiler (vehicle/walker)
Khorne Berzerkers
Bloodgor Beastmen
Chaos Alpha Legion SM
Plaguemarine
Marine Sorcerer of Nurgle
Hell Talon (aircraft)
Dread Claw (aircraft)
Hell Blade (aircraft)
Thunderbolt Fighter (aircraft)
Lighnting (aircraft)
Khorne Blood Slaughterer (vehicle/deamon creature)
Nurgle Blight Drone (vehicle/skimmer)
Grey Knight Space Marine
Brass Scorpion of Khorne (vehicle/walker)
Gore Feaster Deamon Beast of Khorne (deamon)
Jibberjaw - Giant Plaguespawn of Nurgle (deamon)
Bloodthirster (deamon)
Great Unclean One (deamon)
Khorne Deamon Prince (deamon)
Nurgle Deamon prince (deamon)
Plague Zombies
Plague Ogryn
Plague Bearers (deamon)
Bloodletters (deamon)
Nurglings (deamon)

Many of those are only found in Imperial Armor (6-7) Siege of Vrak part two and three.
If you need to know the capabilities of them in the wargame, send me a PM - I'm not going to give complete stats but a working knowledge of what they can do).

With those outof the world my Siege of Vraks rpg Gurps campaign can start.
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Old 10-30-2009, 02:12 PM   #76
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Default Re: [Help to design] In the 41st millenium there is only...

Don't know if it'll fit your campaign, but here goes;

Space Marine Mk V Dreadnought (Mars Pattern)

ST/HP: 120
HT: 9 f
Hnd/SR: +2/4
Speed: 7 mp/h (road)
SM: +2
Crew: 1

Front Hull DR: 300
Side Hull DR: 300
Rear Hull DR: 300

Arm DR: 150
Leg DR: 200
Top DR: 300

Weapons
The Dreadnought can be equipped with a large variety of weapons. This model however is armed with an Assault Cannon (right arm) and a Powerfist (left arm).

Assault Cannon: 6d (2) pi, RoF 100, Rcl 2
Power Fist: 6dx2 (10) cr

Notes: It put it's arm strength at 50, which is quite enough to deal with most threats. The Assault Cannon fires high-penetrating bullets so I went with the (5) armour divisor. This can be lowered to (3) or (2) if it seems more appropriate.

Last edited by PPoS; 11-02-2009 at 02:38 PM.
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Old 10-30-2009, 02:17 PM   #77
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Default Re: [Help to design] In the 41st millenium there is only...

Quote:
Originally Posted by PPoS View Post
Don't know if it'll fit your campaign, but here goes;

Space Marine Mk V Dreadnought (Mars Pattern)

ST/HP: 120
HT: 9 f
Hnd/SR: +2/4
Speed: 7 mp/h (road)
SM: +2
Crew: 1

Front Hull DR: 200
Side Hull DR: 200
Rear Hull DR: 200

Arm DR: 70
Leg DR: 90
Top DR: 200

Weapons
The Dreadnought can be equipped with a large variety of weapons. This model however is armed with an Assault Cannon (right arm) and a Powerfist (left arm).

Assault Cannon: 6d (5) pi, RoF 100, Rcl 2
Power Fist: 6d+2 (10) cr

Notes: It put it's arm strength at 50, which is quite enough to deal with most threats. The Assault Cannon fires high-penetrating bullets so I went with the (5) armour divisor. This can be lowered to (3) or (2) if it seems more appropriate.

How could I forget those, of course :)

Most vehicles for Space Marine (loyalist or traitors)

and for Imperial Guard up to Reaver is in the Siege of Vraks
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Old 10-30-2009, 02:23 PM   #78
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Default Re: [Help to design] In the 41st millenium there is only...

Quote:
Originally Posted by KjetilKverndokken View Post
How could I forget those, of course :)

Most vehicles for Space Marine (loyalist or traitors)

and for Imperial Guard up to Reaver is in the Siege of Vraks
Alright, think I have that book somewhere. I'll see if I can dig it out. Anyway, I would love to take a crack at the Hell Blade, Thunderbolt Fighter and the Lightning Fighter. I'll start working on them right away.
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Old 10-30-2009, 02:25 PM   #79
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Default Re: [Help to design] In the 41st millenium there is only...

Quote:
Originally Posted by PPoS View Post
Alright, think I have that book somewhere. I'll see if I can dig it out. Anyway, I would love to take a crack at the Hell Blade, Thunderbolt Fighter and the Lightning Fighter. I'll start working on them right away.
Superb :)

Imperial Armor 5-6-7 is absolutely the best GW books I have read :).

I think a minor rpg campaign based on the Anphelion project (Imperial Armor 4) will be done after this one.
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Old 10-30-2009, 05:11 PM   #80
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Default Re: [Help to design] In the 41st millenium there is only...

When playing around with the Space Marine template, I always ended up with this for the zygotes:

Quote:
The Nineteen Implants (282 points)

Phase 1 - Secondary Heart (15)
As before. HT+1 (10), Fatigue +1 (3), Hard to Kill 1 (2)

Phase 2 - Ossmodula (0)
Gigantism (0) (Size Modifier +1, Basic Movement +1).

Phase 3 - Biscopea (90)
ST+10 (-10% from Gigantism).

Quote
Strength is a delicate issue when it comes to Marines, so I just went with Gav Thorpe's "four times as strong" from Inquisitor. Coupled with the Gigantism (selected because they are made from a normal human and are not just "monstrous creatures"), this means that while the Marine is inherently more intimidating (bonuses to that), using such things as Disguise or Shadowing (in a normal crowd) is going to be problematic.

Phase 4 - Haemastamen (16)
Santised Metabolism (1), Very Fit (15).

Phase 5 - Larraman's Organ (10)
Rapid Healing (15), Unusual Biochemistry (-5).

Phase 6 - Catalepsean Node (8 )
Less Sleep 4 (8 ).

Phase 7 - Preomnor (8 )
Reduced Consumption 2 (w/Cast Iron Stomach -50%, +2) (2), Resistant to Disease (+3) (3), Resistant to Poison (+3) (3).

Phase 8 - Omaphagea (15)
Racial Memory (Passive) (15)

Phase 9 - Multi-Lung (15)
Doesn't Breath (x25, -50%) (10), Filter Lungs (5).

Phase 10 - Occulobe (11)
Acute Vision 3 (6), Nictating Membrane (1), Night Vision 4 (4)

Phase 11 - Lyman's Ear (19)
Acute Hearing 2 (4), Perfect Balance (15).

Phase 12 - Sus-an Membrane (20)
Metabolism Control 10 (hibernation only -60%) (20).

Phase 13 - Melanchrome (5)
Radiation Tolerance (5) (5)

Phase 14 - Oolitic Kidney (0)
See Phase V.

Phase 15 - Neuroglottis (12)
Acute Taste & Smell 6 (+3 Tracking) [12]

Phase 16 - Mucranoid (23)
Damage Resistance 1 (5), Immunity to Decompression (5), Temperature Tolerance 8 (8 ), Vacuum Support (5).

Phase 17 - Betcher's Gland (10)
Innate Attack 2 (Corrosion, Limited Use (10, -20%), Reduced Range (10, -30%)) (10)

Phase 18 - Progenoids (0)
?

Phase 19 - Black Carapace (5)
DR+1 (5). --> [Needs some form of neural interface component.]
(With regards to strength, if you're to believe Dark Heresy a Space Marine is going to have a base ST of about 31...)

To be honest, I've always come up short with the psykers which is why I've spent most of my time on them. They always end up having to be horrendously crunchy to replicate the feel of the game universe without having to be as stupendously simple as represented in games such as Inquisitor and Dark Heresy.

Kage
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