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#71 |
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Join Date: Sep 2008
Location: near London, UK
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You might also consider the Nanothorn blade from ULTRA-TECH (armor divisor and switches damage type to Corrosive).
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#72 |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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I thought up one more thing, I cant remember if it had been covered - it about psykers.
Its very much in the fluff that you have the "perils in the warp" when they are using powers, and it ca often go wrong. The miscast table in magic is not very good at this portrayal. Should the system rather be tweaked in a new direction to represent this? |
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#73 |
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Join Date: Sep 2008
Location: near London, UK
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#74 | |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Quote:
Anyway, here's a template for an Inquisitor. I was rather suprised at how low the points total ended up... Inquisitor 360 Points Attributes: ST 11 [10]; DX 12 [40]; IQ 14 [80]; HT 12 [20]. Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs. HP 11 [0]; Will 14 [0]; Per 14 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]. Advantages: Combat Reflexes [15]; Filthy Rich [50]; Independent Income 20 [20]; Legal Enforcement Powers [15]; Legal Immunity [10]; Police Rank 2 [10]; Security Clearance [10]; Tenure [5] and 50 points from Allies [variable], Alternate Identity [variable], Ambidexterity [5], Charisma 1-3 [5-15], Contacts [variable], Cultural Adaptability [10 or 20], Cultural Familiarity [variable], Eidetic Memory [5], Gunslinger [25], High Pain Threshold [10], Higher Purpose [5], Indomitable [15], Intuition [15], Languages [variable], Less Sleep 1-2 [2-4], Magery 1-3 [15-35], Magic Resistance 1 [2], Magical Style Familiarity or Style Familiarity [1 each], Sensitive [5], Smooth Operator 1-2 [15-30], Style Perks [1 each], Trained by a Master [30], Unfazeable [15], Weapon Master [variable] or any suitable bionic implants. Disadvantages: Duty (Quite Often) [-10] and -15 from Bloodlust [-10], Callous [-5], Curious [-5], Enemies [variable], Fanaticism [-15], Intolerance (Aliens, Mutants, Psykers or Radicals) [-5], Reputation [variable] or Sadism [-15]. Primary Skills: One of Interrogation (A) IQ+2 [8]-16, Detect Lies (H) Per+1 [8]-15 or Intelligence Analysis (H) IQ+1 [8]-15. One of Occultism (A) IQ+1 [4]-15, Psychology (H) IQ [4]-14 or Research (A) IQ+1 [4]-15. One of Broadsword (A) DX+2 [8]-14, Guns (Gyroc, Pistol, Shotgun or SMG) (E) DX+3 [8]-15, Karate (H) DX+1 [8]-13 or Two-Handed Axe/Mace (A) DX+2 [8]-14. Secondary Skills: One of Acting (A) IQ [2]-14, Criminology (A) IQ [2]-14, Intimidation (A) Will [2]-14 or Search (A) Per [2]-14. One of Administration (A) IQ [2]-14, Law (Inquisitorial) (H) IQ-1 [2]-13, Leadership (A) IQ [2]-14 or Savoir-Faire (E) IQ+1 [2]-15. One of Anthropology (Eldar, Human or Ork) (H) IQ-1 [2]-13, Current Affairs (Politics) (E) IQ+1 [2]-15 or Hidden Lore (Conspiracies or Demon Lore) (A) IQ [2]-14. One of Autohypnosis (H) Will-1 [2]-13, Brainwashing (H) IQ-1 [2]-13, Exorcism (H) Will-1 [2]-13, Mental Strength (E) Will+1 [2]-15 or Mind Block (A) Will [2]-14. One of Computer Operation (E) IQ+1 [2]-15, Cryptography (H) IQ-1 [2]-13, Electronics Operation (Communications, Psychotronics or Surveillance) (A) IQ [2]-14 or Environment Suit (Battlesuit or Vacc Suit) (A) DX [2]-12. Background Skills: 20 points in spells, combat skills or techniques. EDIT: Beefed it up a little, gave compulsory combat skill, added independent income, moved wealth to compulsory advantages, bumped Legal Immunity up a level, changed administrative rank to police rank, added perks to advantages, added intolerance and reputation to list of disadvantages. EDIT 2: An Interrogator is basically just a lesser version of an Inquisitor. Interrogator 225 Points Attributes: ST 11 [10]; DX 12 [40]; IQ 13 [60]; HT 12 [20]. Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs. HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]. Advantages: Legal Enforcement Powers [15]; Legal Immunity [5]; Police Rank 1 [5]; Wealthy [20] and 40 points from Alternate Identity [variable], Ambidexterity [5], Charisma 1-3 [5-15], Contacts [variable], Cultural Familiarity [variable], Eidetic Memory [5], High Pain Threshold [10], Languages [variable], Less Sleep 1-2 [2-4], Magery 1-3 [15-35], Magic Resistance 1 [2], Magical Style Familiarity or Style Familiarity [1 each], Patron [variable], Sensitive [5], Smooth Operator 1-2 [15-30], Style Perks [1 each] or any suitable bionic implants. Disadvantages: Duty (Quite Often) [-10] and -15 from Bloodlust [-10], Callous [-5], Curious [-5], Enemies [variable], Fanaticism [-15], Intolerance (Aliens, Mutants, Psykers or Radicals) [-5], Sadism [-15] or Sense of Duty [Inquisitor or Acolytes] [-2 or -5]. Primary Skills: One of Interrogation (A) IQ+1 [4]-14, Detect Lies (H) Per [4]-13 or Intelligence Analysis (H) IQ [4]-13. One of Occultism (A) IQ [2]-13, Psychology (H) IQ-1 [2]-12 or Research (A) IQ [2]-13. One of Broadsword (A) DX+1 [4]-13, Guns (Gyroc, Pistol, Shotgun or SMG) (E) DX+2 [4]-14, Karate (H) DX [4]-12 or Two-Handed Axe/Mace (A) DX+1 [4]-13. Secondary Skills: One of Acting (A) IQ [2]-14, Criminology (A) IQ [2]-14, Intimidation (A) Will [2]-14 or Search (A) Per [2]-14. One of Administration (A) IQ [2]-14, Law (Inquisitorial) (H) IQ-1 [2]-13, Leadership (A) IQ [2]-14 or Savoir-Faire (E) IQ+1 [2]-15. One of Anthropology (Eldar, Human or Ork) (H) IQ-1 [2]-13, Current Affairs (Politics) (E) IQ+1 [2]-15 or Hidden Lore (Conspiracies or Demon Lore) (A) IQ [2]-14. One of Autohypnosis (H) Will-1 [2]-13, Brainwashing (H) IQ-1 [2]-13, Exorcism (H) Will-1 [2]-13, Mental Strength (E) Will+1 [2]-15 or Mind Block (A) Will [2]-14. One of Computer Operation (E) IQ+1 [2]-15, Cryptography (H) IQ-1 [2]-13, Electronics Operation (Communications, Psychotronics or Surveillance) (A) IQ [2]-14 or Environment Suit (Battlesuit or Vacc Suit) (A) DX [2]-12. Background Skills: 15 points in spells, combat skills or techniques. Last edited by Sam Baughn; 03-18-2010 at 06:24 AM. |
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#75 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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A template for rogue traders...
Rogue Trader 300 points Attributes: ST 11 [10]; DX 11 [20]; IQ 13 [60]; HT 11 [10]. Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs. HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0]; Basic Speed 6.00 [10]; Move 6 [0]. Advantages: Merchant Rank 3 [15]; Multimillionaire 3 [125]; Status 4 [0]. 30 points from Appearance (Attractive or better) [variable], Business Acumen 1-3 [10-30], Charisma 1-3 [5-15], Cultural Adaptability [10], Fashion Sense [5], Indomitable [15], Sensitive [5], Smooth Operator 1-2 [15-30] or Voice [10]. Another 20 points from Allies [variable], Contacts [variable], Cultural Familiarity [variable] Favor [variable] or Languages [variable]. Disadvantages: -15 points from Addiction [variable], Bully [-10*], Compulsive Carousing [-5*], Compulsive Gambling [-5*], Enemies [variable], Lecherousness [-15*], Miserliness [-10*] or Secret [variable]. Another -15 points from Curious [-5*], Debt [variable], Greed [-15*], Overconfidence [-5*], Selfish [-5*] or Sense of Duty (Dynasty) [-5]. Primary Skills: Merchant (A) IQ+1 [4]-14; Shiphandling (Starship) (H) IQ+1 [8]-14. Two of Administration (A) IQ [2]-13, Electronics Operation (Communications or Sensors) (A) IQ [2]-13, Leadership (A) IQ [2]-13 or Savoir-Faire (E) IQ+1 [2]-14. Secondary Skills: Navigation (Hyperspace) (A) IQ-1 [1]-12; Spacer (E) IQ [1]-13. Two of Diplomacy (H) IQ-1 [2]-12, Electronics Operation (Electronic Warfare, Force Shields, Matter Transmitters, Psychotronics or Security) (A) IQ [2]-13, Fast Talk (A) IQ [2]-13, Finance (H) IQ-1 [2]-12 or Smuggling (A) IQ [2]-13. Three of Axe/Mace (A) DX [2]-11, Beam Weapons (Pistol) (E) DX+1 [2]-12, Broadsword (A) DX [2]-11, Fast Draw (Pistol or Sword) (E) DX+1 [2]-12, Guns (Pistol or Gyroc) (E) DX+1 [2]-12 or Saber (A) DX [2]-11. Background Skills: One of Accounting (H) IQ-2 [1]-11, Astronomy (H) IQ-2 [1]-11, Connoisseur (Any) (A) IQ-1 [1]-12, Freight Handling (A) IQ-1 [1]-12 or Public Speaking (A) IQ-1 [1]-12. One of Acting (A) IQ-1 [1]-12, Body Language (A) Per-1 [1]-12, Carousing (E) HT [1]-11, Detect Lies (H) Per-2 [1]-11 or Sex Appeal (A) HT-1 [1]-10. |
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#76 | |
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Join Date: Feb 2005
Location: Virginia, US
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Quote:
Interesting Inquisitor template. I think I might just borrow from that and tweak it into what would fit more snugly into my own interpretation of the 40k universe. I would probably separate out the combat skills, feeling that they would be more appropriate as a lens to reflect out the different styles of Inquisitor (e.g. the bombastic Harq Obispal versus the quiet/investigative Jaq Draco), wouldn't automatically assume psyker abilities, etc. Certainly liked the way that you threw in the Ordo thing, though again that seems to be an additional lens to me. It has, however, given me a solid basis from which to work with, so... Yeah, great. Just needs to be integrated--in my mind, so not a criticism of your work--with Favours, Reputation, Rank etc., to mimic the "society" of the Inquisition. All in all, though--pilfered. :D I might also be pilfering some of those weapon analogies. Not quite so sure on some of the templates, though, but that's probably just because I have to bring them into my own interpretation of the universe (e.g. the Eldar might be a tad on the low-tech side). Again, though, interesting stuff. Incidentally, for those interested in GURPS interpretations of starships, you can take a gander at the user Heimdallr's conversion of some over here. I would repost, but it doesn't seem right... :D Kage |
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#77 | ||
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Quote:
Quote:
EDIT: Tech Priest template. Tech Priest 120 points Attributes: ST 11 [10]; DX 10 [0]; IQ 13 [60]; HT 10 [0]. Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs. HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 10 [0]; Basic Speed 5.00 [0]; Move 5 [0]. Advantages: Clerical Investment [5]; Comfortable [10]; Language (Tech; Native) [6]. 15 points from Artificer 1 [10], Eidetic Memory [5], Gizmos [5/level], High Manual Dexterity 1-3 [5-15], High Pain Threshold [10], Indomitable [15], Mathematical Ability 1 [10], Path/Book Adept (No Ritual Space Required; Path of Gadgets Only, -40%; Takes Extra Time, Double Time Requirements, -10%) [5], Religious Rank 1-2 [5-10], Single-Minded [5] or Unfazeable [15]. Another 20 points in bionic implants. Disadvantages: Diciplines of Faith (Ritualism) [-5]. -15 points from Appearance (Unattractive or worse) [variable], Distinctive Features (Visible Implants) [-1 each], Disturbing Voice [-10], Hunchback [-10], No Sense of Smell/Taste [-5] or Noisy 1-3 [-2-6]. Another -15 points from Code of Honour (Professional) [-5], Curious [-5*], Hidebound [-5], Killjoy [-15], Oblivious [-5], Stubbornness [-5] or Workaholic [-5]. Primary Skills: Computer Operation (E) IQ [1]-13; Mathematics (Applied) (H) IQ-1 [2]-12; Religious Ritual (Mechanicus) (H) IQ [4]-13; Theology (Mechanicus) (H) IQ-1 [2]-12. One of Alchemy (VH) IQ [8]-13, Biology (VH) IQ [8]-13, Engineer (Electrical, Robotics or Small Arms) (H) IQ+1 [8]-14, Path of Gadgets (VH) IQ [8]-13 or Physics (VH) IQ [8]-13. Secondary Skills: One of Armoury (Any) (A) IQ [2]-13, Chemistry (H) IQ-1 [2]-12, Computer Programming (H) IQ-1 [2]-12 or Physician (H) IQ-1 [2]-12. One of Beam Weapons (Pistol or Rifle) (E) DX [1]-10, Electronics Operation (Any) (A) IQ-1 [1]-12 or Guns (Gyroc, Pistol or SMG) (E) DX [1]-10. One of Bioengineering (Any) (H) IQ-1 [2]-12, Electronics Repair (Any) (A) IQ [2]-13, Mechanic (Any) (A) IQ [2]-13 or Metallurgy (H) IQ-1 [3]-12. One of Cryptography (H) IQ-1 [2]-12, Electrician (A) IQ [2]-13, Machinist (A) IQ [2]-13 or Surgery (VH) IQ-2 [2]-11. Background Skills: One of Administration (A) IQ-1 [1]-12, Axe/Mace (A) DX-1 [1]-9 or Driving (Any) (A) DX-1 [1]-9. One of Archaeology (H) IQ-2 [1]-11, Artist (Engraving) (H) IQ-2 [1]-11, Autohypnosis (H) Will-2 [1]-11 or Lockpicking (A) IQ-1 [1]-12. One of Hazardous Materials (Any) (A) IQ-1 [1]-12, Scrounging (E) Per [1]-13, Symbol Drawing (H) IQ-2 [1]-11 or Physiology (H) IQ-2 [1]-11. One of Mind Block (A) Will-1 [1]-12, Prospecting (A) IQ-1 [1]-12, Research (A) IQ-1 [1]-12 or Speed-Reading (A) IQ-1 [1]-12. One of Staff (A) DX-1 [1]-9, Two-Handed Axe/Mace (A) DX-1 [1]-9 or Piloting (Any) (A) DX-1 [1]-9. The Adeptus Mechanicus has access to Path/Book effect shaping magic, as described in Thaumatology. This magic does not require Magery to use and uses Religious Ritual (Mechanicus) instead of the Ritual Magic skill. However, it is restricted to a single path; the Path of Gadgets. |
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#78 | ||
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Join Date: Feb 2005
Location: Virginia, US
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Quote:
Still, with that said, I'll repeat that it was a good read, will certainly modify the old way that I had of approach Inquisitors, and will have suitable modifications to emphasise those aspects that might be appropriate for that kind of character. It's all good, though. Quote:
Keep it coming. Kage |
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#79 |
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Join Date: Oct 2007
Location: Kentucky, USA
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My understanding of Tau in WH40K is that their warriors are individually smaller and weaker than your average human (ST -2?). This results in their equipment being lighter and more expensive for the same result as IG gear, because every gram counts.
A Tau battle rifle has about the same damage dealing ability as an IG las gun, but better armor penetration, but more specialized ammo (not a pure energy weapon). Tau body armor is very effective against energy weapons, but is very weak against any sort of physical hit (many pictures and passages about Tau getting stabbed or impaled easily by hand to hand weapons). Tau equipment is, in general, not very friendly to battle field repairs. If you don't have a replacement part on hand to replace something that is broken, you have to send it back to the factory. IG gear, from stubbers to tanks, by contrast, can be repaired by a blacksmith if he knows what he's doing or has a tech-priest to guide him. Any Tau commander should be terrified of having their supply lines cut. Tau equipment prices should reflect that they use the most cutting edge technology they have on every soldier, and on average are still only equal to a Guardsman in a strait-up fight. Tau seem to prefer hit and run, because they know how expensive each of their soldiers is.
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GURPS Fanzine The Path of Cunning is worth a read. |
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#80 |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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Not really, at most they are portrayed as poorer in close combat situations... Maybe slower movement of the limbs. But the Fire Cast is still massive in build, comparable to a fit human.
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| Tags |
| conversion, magical styles, supersoldiers, warhammer 40k |
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