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Old 10-26-2009, 12:40 PM   #1
KjetilKverndokken
 
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
Default [Help to design] In the 41st millenium there is only...

...War!

I believe many here is familiar with Games Workshops Warhammer 40.000 miniature game and the two rpg's Dark heresy and Rogue Trader.

Though the systems does what they do fine enough, they do not give the grit and realism you feel through some of the fluff material.

So i want to use GURPS, but I'm very much a novice of the system.

I want to make a campaign based on the Siege of Vraks Triology (for those familiar with the three newest Imperial Armour books 5-6-7).

So I wanted to have some help to make stats for it, and this is a big undertaking, it everything from the krak grenade to Titans. Firstly among those already familiar with what I want statted. I do not think it will be as easy, just use stat A in book B as its almost the same - it has to match the fluff of it all and not just the type of technology its supposed to be.

The campaign idea is that each story is about new characters and a different take on the war. One story is about standard guard in the trenches of vraks, another is about the Stormtroopers trials to take an enemy bunker, another may be the High Command trying to get more reinforcements through political intrigue, another is about Dark Angel drop strike, and then another as the crew of a baneblade and so fort.

But from the first book that would be needed. Of peoples and equipment needing of stats.

----

Imperial Guardsmen from Krieg: They are hard and stubborn and expert siege soldiers.

Traitors: Former guardsmen and others from the divine campaign, gone traitors.

Space marine, loyalist and traitor: The Dark Angels and Alpha legion do make and appearance in the first part. And a story or two will be about being the dark angels.

Las Pistol and Las Rifle: Despite what some fanatics may think, the lasrifles can if lucky enough puncture Power Armour, but otherwise a good weapon based on firing solid beams of visible laser. They have power output settings to how strong the beam is.

Autoguns and Autopistols: They are about a mix of heavy pistols and a mix between AK-47 and M-16 for the rifles.

Frag and Krak grenades: The frag is probably just the same as a standard fragmentation grenade, but the krak is designed to take out light vehicles.

Heavy Stubber: Its a form of light machinegun, 50 kaliber in strength.

Bolt pistol and Bolter: They have tremendous force of impact (ammunition is a small rocket) and should not have to hard time of penetrating Power Armour.

Heavy bolter: Is the "light" machine gu version of the bolter, heavy as hell in force and firepower.

Stormbolter: Is like a twin Bolter that fires two bolts at the same round for enormous firepower.

Hellgun/Pistol: This is a overpowered lasgun, that is connected to a power pack on the back of the carrier. they may not have much more damage potential then a las gun but its penetration is great, and will not have much problem penetrating power armor (as of now in the WH40k miniature game they have AP3).

Flak Armor: It is the common guard armor. They have little protection value except against shrapnel.

Carapace Armor: This is the armor of veterans, stormtroopers and officers. its heavier then flak and can stop a deal of punishment.

Power Armor: The Space Marine armor of choice - increasing speed and strength of the already strong marines. they give extreme protection ageinst most weapons.

Tactical Dreadnought Armor (Terminator Armor):
Even shaming the power armor in toughness. Only the most potent armor piercing weapons can penetrate this hulking suit.

Autocannon: Is a rapid firing light cannon, good against light vehicles.

Lascannon:
A high powered anti armor weapon, only the most heavily armored vehicles can resist the piercing beam.

Those are the first things, but vehicles and other stuff needs statting as this thing builds it self up.
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