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#61 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Another Magical Style...
Telepathy 9 Points Style Prerequisites: Magery 1. Required Skills: Autohypnosis; Meditation; Psychology. Required Spells: Mind Reading; Mind Sending; Sense Emotion; Sense Foes; Truthsayer. Perks: Combat Ceremony (Mind Sending or Panic); Far Casting (Dream Projection, Dream Sending, Dream Viewing, Mind Reading, Mind Search, Mind Sending, Sense Emotion, Soul Rider or Telepathy); Improvised Magic; License; No Gestures (Daze, Mind Reading, Mind Search or Sense Emotion); No Incantations (Daze, Mind Reading, Mind Search or Sense Emotion); Rule of 17 (Mind Reading, Mind Search); Shortcut to Power (Insignificance); Spell Bond (Mind Sending or Telepathy); Willful Casting. Optional Traits Attributes and Secondary Characteristics: Improved IQ and Will. Advantages: Detect (Psykers); Empathy; Mind Shield. Disadvantages: Addiction; Chronic Pain; Neurological Disorder; Supersensitive. Skills: Acting; Brainwashing; Cryptography; Electronic Operation (Psychotronics); Exorcism; Hypnotism; Interrogation; Linguistics; Mental Strength; Mind Block; Observation; Occultism. Spell List Avoid; Beast Soother; Beast Speech; Beast Summoning; Borrow Language; Bravery; Command; Compel Truth; Control Person; Daze; Disorient; Dispel Possession; Dream Projection; Dream Sending; Dream Viewing; Emotion Control; False Memory; Fear; Foolishness; Forgetfulness; Gift on Tongues*; Hide; Hide Emotion; Hide Thoughts; Insignificance; Itch; Lend Language; Lesser Geas*; Loyalty; Madness; Mental Stun; Mind Reading; Mind Search; Mind Sending; Mindlessness*; Panic; Pain; Persuasion; Sense Emotion; Sense Foes; Sense Life; Soul-Rider; Spasm; Stun; Suggestion; Telepathy*; Terror; Truthsayer; Vexation; Weaken Will. Last edited by Sam Baughn; 03-16-2010 at 01:54 PM. |
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#62 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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A possible loadout for a space marine. It seems likely that they would also carry something in the way of tools, but I have no idea what would be standard issue.
SM+1 Powered Combat Armor ('Power Armour') (p. UT 16, UT 183, UT 186) [Body, Limbs, Extremities]. DR 70/50. $160,000, 300 lbs. SM+1 Powered Combat Helmet (p. UT 16, UT 183, UT 186) [Head]. DR 70/50. $20,000, 30 lbs. Tailored SM+1 Ablative Armor (p. UT 16, UT 173-175) (shoulder guards, greaves and chest plate) [Torso, Arms, Legs]. Heavy, half coverage to torso (front only), arms and legs. DR 36/6*. $1,800, 12 lbs. 3 E Cells (p. UT 18-19) [Pack]. 36 hours power for armor. $6,000, 60 lbs. 3 C Cells (p. UT 18-19) [Pack]. 36 hours power for helmet. $30, 1.5 lbs. 2 Large Air Tanks (p. UT 176-177) [Pack]. 36 hours air supply. $400, 20 lbs. Gauss CAW 18.5mm (p. UT 141-142) with Reinforced Casing ('Boltgun') [Sling]. $2,900, 15 lbs. Gauss Shotgun Pistol (p. UT 141-142) ('Bolt Pistol') [Belt]. $2,000, 3 lbs. 5 Gauss CAW Magazines with 18.5mm APHEX ammunition (p. UT 152) [Belt]. 150 rounds. $222, 6 lbs. 2 Gauss Shotgun Pistol Magazines with 18.5mm APHEX ammunition (p. UT 152) [Belt]. 20 rounds. $15, 0.5 lbs. 7 C cells (p. UT 18-19) [Belt]. $70, 2.5 lbs. SM+1 Superfine Large Knife (p. B 272, UT 163) ('Combat Blade') [Belt]. $720, 2.5 lbs. 2 Large Grenades, HE ('Frag Grenades') (p. UT 153) [Belt]. $320, 8 lbs. 2 Large Grenades, Shaped Charge ('Krak Grenades') (p. UT 154). $640, 8 lbs. Personal Basics (p. B288) [Belt]. $5, 1 lbs. TOTAL $195,122, 470 lbs. Rules for reinforced casings are here. Rules for larger melee weapons are here. Code:
GUNS (SHOTGUN) (DX-4, or most other Guns at -2) Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Boltgun 8d(2) pi++ 4 200/1,000 15/1.5 15 30(3) 12† -5 2 + follow-up 1d cr ex [1d] KNIFE (DX-4, Force Sword-3, Main-Gauche-3, or Shortsword-3) Weapon Damage Reach Parry Weight ST Combat Blade sw+1(2) cut C,1 -1 2.5 9 or thr+3(2) imp C,1 -1 9 |
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#63 |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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Very nice, and I was gonna ask how you would do the boltgun, and there it is :)
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#64 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Does anyone have any specific requests for stuff they want me to cover?
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#65 |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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Maybe some more exotic equipment...
Like cthan phase blade - maybe some more close combat equipment like: Chain weapons - power weapons - force weapons - mono weapons. Alien Equipment: Tau Plasma tech, Harlequin Kiss/Sting, etc. Maybe some templates on Adeptus Mechanicus characters, Inquisitorial characters. And there is always the Starships them selves :-). |
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#66 | |||
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Quote:
Quote:
Quote:
The big problem with the spaceships is that the descriptions of them are wildly inconsistent between different sources and a lot of the numbers and descriptions don't make much sense. If I can pin down some descriptions I feel comfortable with, it should be pretty easy to make them using the GURPS spaceships system. They are generally much larger than the largest hulls given in Spaceships, but it's easy enough to extrapolate the sizes upwards. |
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#67 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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The Tau Pulse Rifle is a good match for the Blaster Rifle in Ultra-Tech, while the Pulse Carbine can be represented with a Blaster Carbine with a 40mm UBGL.
The battlesuit plasma rifle is probably fairly similar to an Imperial plasma gun - what Ultra-Tech calls a Heavy Plasma Gun or Heavy Fusion Gun. The main difference is that the Tau don't overload theirs for maximum firepower, so they don't blow up as much. Tau flamers can be covered with the Heavy Flame gun I posted above. Not sure about Burst Cannons. There doesn't seem to be a good fit in Ultra-Tech. Maybe gatling rainbow lasers or quad-linked blaster rifles Missile pods are close enough to MLAWS. Smart missile systems are just MLAWS with brilliant missiles. An Airbursting Fragmentation Projector might be an Auto EMGL or a EM mortar. Fusion blasters seem to be similar to melta guns, although they may work on rather different principles. Call them x-ray lasers for now. Cyclic Ion Blasters and Ion Cannons are difficult to place. Their descriptions sound like blasters, but they are different to pulse weapons and burst cannons. Vespid Neutron Blasters are another of those short ranged, high penetration beam weapons which don't seem to be represented in Ultra-Tech. In terms of their description, they could be plasma flamers or blasters. Rail Rifles are pretty close to the Sniper Railgun and Portable Railgun from Ultra-Tech but the railguns used on broadside battlesuits and hammerheads are nothing like the UT 40mm railgun. |
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#68 |
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Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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+1. Would be really nice to see examples. I have an unfinished attempt on a template for a Free Trader, so it would be nice to see what you come up with.
__________________
- Yeah sure, but what’s the purpose behind the survival of the species? To what end do we need to survive? - I 'unno. I'ma go watch Terminator 3. Then goto bed dude. You keep pondering the Universe. |
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#69 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Power Weapon (TL10^)
A power weapon is a melee weapon which surrounds it's striking surfaces with a super-science energy field capable of disrupting molecular bonds. This makes anything the weapon strikes soft and easily penetrated for an instant. All attacks from a power weapon gain an Armor Divisor of (5) (or (10) if it is also a Superfine blade) and the Incendiary damage modifier. In addition, a power weapon counts as twice it's actual weight for purposes of weapon breakage. Power weapons require power like vibroblades and must be readied before use in the same way. A power weapon costs ten times as much as a normal melee weapon (CF+9). Thunder Weapons (TL10^) Thunder weapons store a charge of energy which is released in a burst on impact. In the Imperium, they are usually large mauls known as 'thunder hammers'. A thunder weapon takes two seconds to charge itself for an attack; unless it it charged, it only functions as a normal weapon. When charged, it converts it's normal damage bonus into bonus dice at a rate of +1d for each +1 (so a maul which usually does sw+4 would do sw+4d) with an armor divisor of (10) and has the Double Knockback and Surge damage modifiers. A C cell provides enough energy for 60/(weapon weight) attacks. A thunder weapon costs 30 times as much as a normal melee weapon (CF+29). Power Fist (TL10^) A power fist is a large mechanical gauntlet surrounded by a matter-disruptive energy field. Power fists are available in many sizes - choose a required ST score. Any user who does not have at least that much ST suffers a skill penalty when using the power fist as if they were using a weapon which is too heavy for them. The power fist gives a bonus to Arm ST equal to it's required ST, turns the arm into a Crushing Striker (doing thrust +1 per dice crushing damage at reach C), allows the user to grapple and crush opponents as if they had the Constriction Attack advantage, gives an armor divisor of (5) to all attack made with the power fist (including crushing) and grants DR equal to it's required ST to the hand and lower arm (roll of 4+ on 1d) it is worn on. Unfortunately, it also gives the user -3 on DX rolls for fine work with that hand, as if suffering from the Ham-Fisted disadvantage. A power fist weighs SxS/10 lbs. where 'S' is it's required ST (so a ST 10 power fist would be 10 lbs. while a ST 30 one would be 90 lbs.). It costs $1,000 plus $100 per pound of weight. A C cell provides power for 600/weight seconds. |
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#70 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Force Weapons are probably better modelled as enchanted weapons than technological devices. Here's a suitable spell:
Force Weapon Enchantment A mage wielding a weapon with this enchantment may use it to channel his magical energy into a blow, so that it inflict additional damage. After hitting a target but before rolling damage, he may roll against his Will + Magery and on a success spend FP up to twice his Magery. For every FP spent in this way, the weapon deals 1d burning damage as a Follow-Up to the weapon's normal damage. The activation roll takes the same penalty as casting a spell would and the FP spent is considered to be the same as that which is used to power the mage's spells, so any special rules which relate to FP spent on spells also apply. For instance a threshold limited mage increases his power tally instead of losing FP. There are no reductions in FP cost to activate the ability for 'high skill'. A weapon with this enchantment also counts as a magical staff, even if not made from organic material. Energy Cost to Cast: 5,000. Prerequisites: Enchant and Staff. |
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| Tags |
| conversion, magical styles, supersoldiers, warhammer 40k |
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