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Old 11-06-2005, 08:31 AM   #31
Maz
 
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Default Re: Warhammer 40k weapons

THe problem is, that either they are VERY sharp and rotates VERY fast and then they are just a different type of Vibro blade, effecient vs armour and not expecially effecient agaisnt flesh. OR, they are not as fast, but might still be sharp and then are not that effecient agasint armour but very effecient against flesh.
The problem here is mostly, IMO that I would want the chainsword to be soemthing different than powerweapons but still worth using against high DR.

This is purely for "game balance" and "coolness", and has really no hold in reality: I would give them a swing+2d (2) And then let penetrating damage be x2-chain-cut instead of x1,5-cut.
And this is in addition to any other "stats" the weapon would normaly have. A sort of Weapon template. So a Chain greataxe would have Swing+2d+3 (2) chain-cut.
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Old 11-06-2005, 01:19 PM   #32
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Default Re: Warhammer 40k weapons

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Originally Posted by Maz
THe problem is, that either they are VERY sharp and rotates VERY fast and then they are just a different type of Vibro blade, effecient vs armour and not expecially effecient agaisnt flesh. OR, they are not as fast, but might still be sharp and then are not that effecient agasint armour but very effecient against flesh.
Or, they have different settings, allowing the user to vary the speed based upon what kind of target he's attacking.
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Old 11-06-2005, 05:59 PM   #33
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Default Re: Warhammer 40k weapons

Heh, I was actually considering the different speed thing. And might allow it in another setting. But I don't really think it's fitting for WH40k.
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Old 11-06-2005, 07:36 PM   #34
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Originally Posted by Maz
Heh, I was actually considering the different speed thing. And might allow it in another setting. But I don't really think it's fitting for WH40k.
You're the expert. I know next to nothing about Warhammer 40K. I was just offering a possible interpretation based on your comment.
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Old 11-06-2005, 10:58 PM   #35
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Default Re: Warhammer 40k weapons

I don't see why it would be particularly inappopriate to 40k. Mind you, I'd expect that as with everything else in that setting, there'd be a lot of variation; high-quality chainswords for Space Marine use would probably have all kinds of handy features like variable speeds, self-cleaning mechanisms, etc, while a low-end one built in someone's garage would be basically a crude chainsaw with a handle. Tech levels in 40k vary wildly depending on who and where you're talking about.
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Old 11-07-2005, 03:26 AM   #36
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Default Re: Warhammer 40k weapons

I remember some customised Ork vehicles having some great low-tech numbers strapped to them, as 'grabbas' or whatever they're calling them these days.
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Old 11-07-2005, 07:37 AM   #37
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Default Re: Warhammer 40k weapons

One major issue when it comes to stating the guns, is how effective armour will be in the setting.

Power armour should bounce most mallarms; a DR of 30-40 would be about right.
Eldar guardians could wear something similar to the CID; DR 12, with DR 30 on the torso and head. The Scorpions would have a overall DR of 40, being as well armoured as Space Marines.

Terminators would have armour values pushing 60, making them imune to all but heavy weapons. (They are walking tanks, after all)
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Old 11-07-2005, 11:25 AM   #38
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Default Re: Warhammer 40k weapons

Quote:
Originally Posted by Maz
The problem here is mostly, IMO that I would want the chainsword to be soemthing different than powerweapons but still worth using against high DR.
Chainswords are really just fluff in 40k, if you want to look at what someone else posted here earlier. However, in a GURPS game I'd probably give them some measure of armour divisor and keep the regular swing damage of a broadsword.

Power weapons would ignore armour entirely.
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Old 11-07-2005, 11:31 AM   #39
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Default Re: Warhammer 40k weapons

Quote:
Originally Posted by Staten
One major issue when it comes to stating the guns, is how effective armour will be in the setting.
When looking at armour you'd have to also look at the weapons and their AP function.

For instance, bolters have a S 5/AP 4. Starcannons have a S 6/AP 2. Each has a similar strength value, but the AP is wildly different with a different effect in the combat of the game.

Then, of course, you'd have to look at Invulnerable saves and make a call on those as well. Technically speaking, everyone in GURPS has an invulnerable save in the form of a Dodge. What would you do with the invulnerable saves that those wearing Terminator armour get, but not those wearing flak jackets?
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Old 11-07-2005, 03:06 PM   #40
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Default Re: Warhammer 40k weapons

Quote:
Originally Posted by Kaldrin
Chainswords are really just fluff in 40k, if you want to look at what someone else posted here earlier. However, in a GURPS game I'd probably give them some measure of armour divisor and keep the regular swing damage of a broadsword.

Power weapons would ignore armour entirely.
Uhm, did YOU read what people posted and what I said in the entire post?
It's in MY opinion that a chainsword should be worth using. And to be that it would need a a decent DR-reduction. It might be that some people think it should not be worth using, but as I already stated in that post I don't care about realisme. I only care about how a game would be fun to play. And for me that would mean that a chainsword should be worth using against a marine.

You can't really take something as simple as WH40k stats an translate them to GURPS. The only thing you can really use it for is to say "who use it, and against what"
So if you use heavy bolters agaisnt orcs but not marines it suggest that it's not worth using against marines, properly because it dosn't do enough damage (or have a high enough DR reduction).

Last edited by Maz; 11-07-2005 at 03:20 PM.
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