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#11 | |||
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Join Date: Sep 2004
Location: My Fortress of Arrogance somewhere under Richland, Washington, USA.
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"Sure, shooting him would take care of the problem, but beating him mercilessly with a bokken would be more satisfying." -- Me *grin*
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#12 | |
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Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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Power Weapons, according to the varying fluff you get from GW staff writers, are actually supposed to be empowered, monomolecularly-edged weapons. They either have a force field which is so sharp that armour is penetrated or they vibrade a monomolecular edge with a high frequency liquifying the armour of the opponent. Some power weapons are actually psychically driven, like many chaos daemon weapons. In essense, the weapon ignores armour, it doesn't add to damage. So it wouldn't be a DR divisor, but I'd say it ignores DR entirely. Of course, you'd have to make those types of weapons extremely rare. A power fist would add probably 2d damage as well as ignore armour.
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-safe from the children born as ghosts |
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#13 | |
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Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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Still, I would recommend a DR divisor of some value as well as add an extra bit of damage. Perhaps you could call it a new type of damage. Puree or something. x4 damage that gets through armour :)
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-safe from the children born as ghosts |
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#14 | |
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Join Date: Jun 2005
Location: Boden, Sweden
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"When the wicked stand confounded, Call me with thy saints surrounded." |
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#15 | |
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Join Date: Apr 2005
Location: Video games destroyed my life. Good that I have 2 extra lives!
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A space-based, including boarding board assaults could work as Space Marines vs. Hive Fleet. There was a GW board game on that previously. Still waiting on GURPS Space 4e, though.
And of course Rogue Trader as a kind of warped Traveller. A Horus Heresy, Chaos power-munchkin campaign would probably be fun, heroic, and dark. Similarly, an Ork inter-tribal war for power-munchkiness. For horror/mystery, a Genestealer Cult led by a Patriach (a kind of Tyranid pre-invasion) installing itself on a human world would be good. And the Genestealer Cult corrupted by Chaos would be a double twist. Overall, I agree, not much character development in the life of a Genestealer, or a peon Space Marine. (all Capitalized words trademarks of Games Workshop www.games-workshop.com) :*) Really, I'd probably just come up with original, GW-'inspired' concepts, to make a GURPS campaign divest of all GW-copyrights and trademarks. It'd be best to make a completely new game, with just enough consistency with the GW-universe in order to use the GW miniatures as is. Quote:
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#16 | |
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Join Date: Sep 2004
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#17 |
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Join Date: Sep 2004
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Oh, and there's plenty of scope for character development in 40k, as long as you're willing to make time for it between Tyranid attacks, Ork invasions, Chaos uprising and Emperor knows what else. While, say, an Ork or a Genestealer won't have much of an individual personality, most of the kinds of characters you'd want to play as most certainly would.
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#18 | |
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Join Date: Feb 2005
Location: Brescia, Italy
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Mmm, how about giving chain weapons Armor Divisor 2 and +1d cutting damage, and Armor Divisor 5 and +2d burning damage to power weapons?
However, my champaign idea was something like "human against the universe" or something like it. ;)
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#19 | |
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Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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-safe from the children born as ghosts |
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#20 |
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Join Date: Sep 2004
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When building an RPG, you don't have to set, for instance, Space Marine stats low enough that they can be used in significant numbers without slaughtering the enemy. If the PCs are playing them, you instead give them huge challenges to match their power levels; if they're not, you use them in very small quantities, or as a cue to run like hell and not look back. Doing otherwise would be rather like putting Cthulhu in 100-point campaign and then deciding that he's too powerful for the PCs to deal with, so his powers need to be cut down to their level. It defeats the whole point; if he's too powerful for them, then either leave him out, make the PCs more powerful, or leave him in and expect the PCs to run for it the moment they realise what's happening.
EDIT: And I should also point out that there are roughly one million space marines to defend an Imperium of roughly one million worlds, and they're still able to play a significant role (not the only one, by any means, but the fact that they matter at all with such small numbers is impressive enough). Even if you ignore the novels and short stories depicting their capabilities, that still indicates that they're very, very good. Last edited by GeneralTacticus; 10-21-2005 at 07:32 PM. |
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