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#111 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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An attempt at a template for Hrud, based on the description in Xenology.
Hrud 25 Points Attributes: ST -2 [-20]; IQ -1 [-20]. Secondary Characteristics: Per +2 [10]. Advantages: Damage Resistance 2 [10]; Dark Vision [25]; Double Jointed [15]; Injury Tolerance (No Neck; Unbreakable Bones) [15]; Obscure 2 (Vision; Defensive, +50%; Stealthy, +100%; Always On, -50%) [8]; Reduced Consumption 4 (Cast Iron Stomach, -50%) [4]; Slippery 2 [4]. Disadvantages: Hideous Appearance [-16]; Lifebane [-10]. Unbreakable Bones is because I imagine it would be virtually impossible to snap a Hrud's limbs - they are just too flexible. An alternative method of representing that would be to give them Invertebrate instead. Again, I think there should be some kind of social stigma or something for the less popular aliens (or possibly for all aliens - humanity is in some ways the 'dominant race' of the setting and they don't really tolerate other species) but I'm not quite sure what would be appropriate. |
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#112 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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For a bit of old-school action, here's one of the best known collosal scorpion/centipede monsters of the 40k galaxy...
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Catachan Devil - Juvenile ST: 55 HP: 55 Speed: 6 DX: 10 Will: 10 Move: 12 IQ: 3 Per: 10 HT: 10 FP: 10 SM: +4 Dodge: 8 Parry: 9 DR: 10 Claws (12): 6d+12 cutting. Stinging Tendrils (12): Constriction attack + follow-up 2d toxic (HT-4 to resist). Tail Stinger (12): 6d+12 impaling + follow up 2d toxic (HT-4 to resist). Traits: Appearance (Monstrous), Bad Temper, Constriction Attack, Extra Attack 1, Extra Legs (20 legs), Infravision, No Fine Manipulators, Wild Animal. Skills: Brawling-12; Stealth-12; Tracking-12. Catachan Devil - Adult ST: 110 HP: 110 Speed: 6 DX: 10 Will: 10 Move: 12 IQ: 3 Per: 10 HT: 10 FP: 10 SM: +6 Dodge: 8 Parry: 9 DR: 20 Claws (12): 12d+24 cutting. Stinging Tendrils (12): Constriction attack + follow-up 3d toxic (HT-4 to resist). Tail Stinger (12): 12d+24 impaling + follow up 3d toxic (HT-4 to resist). Traits: Appearance (Monstrous), Bad Temper, Constriction Attack, Extra Attack 1, Extra Legs (40 legs), Infravision, No Fine Manipulators, Wild Animal. Skills: Brawling-12; Stealth-12; Tracking-12. Catachan Devil - Fully Grown ST: 165 HP: 165 Speed: 6 DX: 10 Will: 10 Move: 12 IQ: 3 Per: 10 HT: 10 FP: 10 SM: +7 Dodge: 8 Parry: 9 DR: 30 Claws (12): 17d+36 cutting. Stinging Tendrils (12): Constriction attack + follow-up 4d toxic (HT-4 to resist). Tail Stinger (12): 17d+36 impaling + follow up 4d toxic (HT-4 to resist). Traits: Appearance (Monstrous), Bad Temper, Constriction Attack, Extra Attack 1, Extra Legs (60 legs), Infravision, No Fine Manipulators, Wild Animal. Skills: Brawling-12; Stealth-12; Tracking-12. |
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#113 |
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Join Date: Mar 2006
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I'm still thinking about Mass Combat with 40K..
I'm not sure the Walker modifier would work that well: it makes the unit -slower- in off-road terrain than, while the (in-universe) explanation for Sentinel's good scouting ability is the locomotion's usefulness in difficult terrain. Then about Imperial Guard units: do you think IG should mostly possess Poor Equipment, or Inferior troops? Average troop quality sounds right ("long-service soldiers in a force with indifferent leadership"), but basic IG equipment really seems to be behind TL 9, especially on the communications side. Or is this just a feature of the troop quality? How about space marine vehicles? Devastators, how about them? A rhino would be a Large APC, if 5 marines are Wt 1, but cramming a full squad of devastators in there in Mass Combat seems to be difficult. Any ideas for vehicles in general? Many vehicles of the universe would be Arm, Art, but there's only Assault Gun in Mass Combat that would fit. That still doesn't quite seem to fit. |
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#114 | ||||
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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I'd say rhinos are large APCs, razorbacks are IFVs, land raiders are enlarged IFVs, predators are medium tanks, vindicators are enlarged assault guns (or possibly CEVs) and whirlwinds are SP artillery. Quote:
Many ground vehicles (especially tanks) will have equipment and troop quality significantly worse than their infantry counterparts. |
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#115 | |||||
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Join Date: Mar 2006
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Should Walkers that have Foot mobility lose Cv, and maybe Rec too? And I'm thinking that with most 40K walkers, halving Wt is really no advantage compared to losing very much of mobility. Quote:
What about heavy weapons? Chimera is an IFV, but it can't fit both the squad and the heavy support weapon. A simple answer would be that it's Enlarged x1.5, though that would still not fit anti-tank support weapons in, and would also make it maybe too much larger than a Rhino. The same problem is with Space Marine heavy weapon marines. Simply saying that the squads having a Missile Launcer or a Lascannon have Neutralize (Armor) doesn't really work, because that leaves the problem of differentiating a squad with an Autocannon or Heavy Bolter, or nothing at all. Quote:
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Should this stuff be statted in the thread, too? |
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#116 |
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Join Date: Mar 2006
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Now that I think of it, maybe Land Raider should be Fine Equipment Super-Soldier.
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#117 | |||||||
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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I'd say Neutralize (armor) is a perfect fit for a squad with anti-tank weapons. If carrying the weapons makes them less effective at shooting infantry compared to a squad who have a different support weapon, then lower their equipment quality. You can neutralize any special class - the list on MC10 is specifically noted as examples, not a comprehensive list. Quote:
I wanted to take some time to think it over, but I was planning to detail at least a few of the more common forces in the mass combat system eventually. |
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#118 | |
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Join Date: Mar 2006
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I might post some of my ideas later, if that's ok - but now it's getting late. But your points are all very good, I'm hoping to see how they'll work. Btw, how do you suppose close assault troops, like sluggas or berzerkers, or genestealers would work? Low Tech units with doublings of TS per TL, not x1.25? |
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#119 | ||
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Striking scorpions, harlequins and howling banshees work well as Fast Assault Units too. Eldar jetbikes would be sky troopers. Wraithlords could be either battlesuits or MBT with the walker feature. I'm not really familiar with dark wldar, but I think most of their assault units will be along those lines. Ork boys will generally just be Shock Troops - in the background they don't tend to split themselves neatly into sluggas and shootas, but just gather in mobs with whatever weapons they have. Ork stormboys and wildboys with grunta mounts would be Fast Assault Units. Ork dreads and kans will probably be CEV with the walker feature. Berzerkers of Khorne are just Shock Troops, like other chaos marines. They can still use ranged weapons effectively and the background often fails to distinguish between them and normal chaos marines anyway - like orks, they aren't spilt into neat categories, but just assemble into warbands with each individual using whatever weapons they like. Chaos Raptors and Loyalist Assault Marines are Fast Assault Units. Marine Dreadnaughts might be CEV or Heavy Tanks with the walker feature. Terminators probably just count as battlesuits, regardless of whether they are 'assault terminators' or not. In the background material (and space hulk) they aren't really divided into assault and regular terminators anyway. Guard Rough Riders are either Fast Assault Units or Mounted Rifles, depending on whether they prefer to use lasguns or lances. Ogryns are shock troops. Guard infantry intended for close assault will often be combat engineers. Bikes of any variety are generally motor recon. |
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#120 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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A racial template for Tau.
Tau 20 points Advantages: Damage Resistance 1 (Tough Skin, -40%) [3]; Hooves [3]; Magic Resistance 1 [2]; Reduced Consumption 2 (Water only, -50%) [2]; Ultravision [10]. The above template is suitable for members of the Fire Caste. Members of other castes should add one of the lenses below. Air Caste: ST-1 [-10]; SM+1 [0]; 3D Spatial Sense [10]; Improved G-Tolerance (0.5 g) [10]; Cowardice (15) [-5]. +5 points. Earth Caste: Artificer 1 [10]; Combat Paralysis [-15]. -5 points. Ethereal Caste: Charisma 2 (Only on Tau, -10%; Scent Based, -20%) [7]; Social Regard 4 (Venerated) [20]. +27 points. Water Caste: ST -1 [-10]; Smooth Operator 1 [15]; Social Chameleon [5]; Pacifism (Reluctant Killer) [-5]. +5 points. The concept that non-fire caste tau are bred to be incompetent in combat is inferred from some vague hints in the background material. The specific disadvantages used to accomplish this were chosen on a fairly arbitrary basis, mostly informed by what 'felt right' to me. The reduced consumption and the air caste's advantages are derived from the descriptions in Imperial Armour Vol.3, the Earth and Water caste are based on descriptions (and an illustration) in the Tau codex and the Ethereal caste's phermone-based Charisma comes from some speculation in the Tau codex and Xenology. There are various different descriptions of how good Tau vision is - most mention them being able to see in a wider spectrum than humans. Some background sources suggest that Tau have poor distance vision, although this comes from The Imperial Infantryman's Uplifting Primer and Xenology, two sources generally considered wildly inconsistent with other background material. Xenology also suggests that they may have an extremely good sense of smell. |
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| Tags |
| conversion, magical styles, supersoldiers, warhammer 40k |
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