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tiger
Feb 11th, '03, 10:48 AM
Working on a campaign using the Warhammer 40K Universe.

Right now the characters are a squad of Imperial Guard Catachans. Their assigned to Black Company of the Catachan 128th. 129th gets the worst assignments and Black Company gets the worst of them.

Still working on getting everything fleshed out as we go. Have had to rework the weapons a couple times. Trying to get the "feel" of 40K, but payable at the same time.

An ongoing process to say the least, but we having a good time.

Old Man
Feb 11th, '03, 12:58 PM
Are you sure you want to go this route? The 40k universe has more than just constant fighting. If you place the players in a military unit then your options are pretty limited as far as the adventures you can put them through.

I would highly recommend the Necromunda setting instead. That way you can run pretty much the full bang of adventure types while remaining in genre. More of a flexibility thing as far as player options go.

Old Man
Feb 11th, '03, 01:02 PM
Oh yeah, it would be pretty cool to see your versions of weapons and armor converted to Hero. Please post a link or something.

tiger
Feb 11th, '03, 01:20 PM
Actually the idea from the start was a squad based campaign. It's grown into other ideas as well.

Squad based, Rogue trader style, Necrumunda. The idea of a Star Hero campaign in the 40K universe has also been mentioned. Basically have adventurers in that setting

So far it's working pretty well. Still getting the bugs worked out of the weapon stats and start working on vehicles.

Old Man
Feb 11th, '03, 04:53 PM
At least you have no shortage of source material...

Tyrant
Feb 11th, '03, 09:12 PM
You might want to take a look at the inquisitor game.
It's got a lot good info to steer you in the right direction.
It's got template for space marines, imperial guardsmen, inquisitors and a number of other playable characters. Not to mention laods of story ideas.

Let us know how your game progresses.

tyrant

Markdoc
Feb 12th, '03, 03:53 AM
I got asked by some of my players to run a game set in the 40K universe a while back - just a one-off, root-out-the-evil-cult-and-punish-the-impious
deal.

I converted all the weapons and armour and a variety of nifty widgets from the Inquisitor books, but kept to the 40K rules as closely as possible.

If there is interest, I can whip up a couple of quickie illustrations and turn the word documents into webpages.

But be warned - adhering to the 40K rules means that some of the weapons are ridiculously lethal :-)

cheers, Mark

Grymlynn
Feb 12th, '03, 10:15 AM
Mark! Do it do it do it!!

Immediately, of not sooner, please!!!

:D

Peregrine
Feb 12th, '03, 10:21 AM
I've always wanted to run a 'major plotline' in a Champions campaign that consisted of a Warp-lost Space Marine chapter showing up in the Pacific Ocean...

Champsguy
Feb 12th, '03, 11:00 AM
Here are the writeups I did for some 40K weapons. They're supposed to be somewhere between the 2nd and 3rd edition versions of the weapons.

42 PKG,"Lascannon",OAF(-1 1/2),bulky
(35) 4D6+1 RKA,9-12 Charges(-1/4),x1 Armor Piercing(+1/2) 0
(2) 1 Levels,related group
(5) 4 Rng Levels,all ranged attacks

25 MP (81),"Missile Launcher",OAF(-1 1/2),bulky,1 Charges (-3/4),16 Clips
1u 2 Rng Levels,all ranged attacks
2u 5D6 RKA,"Krak Missile",vs physical defense 0
2u 3D6+1 RKA,"Frag Missile",vs physical defense,Explosion(+1/2) 0

42 PKG,"Plasma Cannon",OAF(-1 1/2),bulky,9-12 Charges(0),2 Clips,15- Activation(-1/4),Side Effects(-1/2)
(42) 4D6-1 RKA,vs physical defense,use D6-1,x1 Armor Piercing (+1/2),Area Effect(+1),radius 0

54 PKG,"Assault Cannon",OAF(-1 1/2),bulky
(42) 3D6 RKA,vs physical defense,15- Activation(-3/4),jammed,x1 Armor Piercing(+1/2),x10 Autofire(+3/4),65-125 Charges(+3/4) 0
(12) 10 Levels,related group,only to negate autofire penalties (-1),staggered levels(-1/2)

30 2 1/2D6 RKA,"Storm Bolter",vs physical defense,OAF(-1),17-32 Charges(+1/4),Autofire x3(+1/4) 0

18 1 1/2D6 HKA,"Power sword",vs physical defense,OAF(-1),x1 Armor Piercing(+1/2) 4

27 3D6 HKA,"Power Fist",vs physical defense,OAF(-1 1/2),bulky, x1 Armor Piercing(+1/2) 7

36 3D6 HKA,"Thunder Hammer",vs physical defense,OAF(-1 1/2), bulky,x1 Armor Piercing(+1/2),+1 Increased Stun Mult(+1/2) 9

33 PKG,"Lightning Claws",OAF(-1),x1 Armor Piercing(+1/2) 7
(18) 1 1/2D6 HKA,vs physical defense 4
(15) 1 1/2D6 HKA,vs physical defense,Linked(-1/2) 4

37 PKG,"Force Weapon",OAF(-1),x1 Armor Piercing(+1/2) 10
(18) 1 1/2D6 HKA,vs physical defense 4
(19) 3D6 HKA,vs physical defense,only if first attack does Body (-1/2),must pass Ego roll(-1/2),not vs vehicles(-1/2) 7

20 2 1/2D6 RKA,"Bolter",vs physical defense,OAF(-1),13-16 Charges(0) 0

27 3D6+1 RKA,"Plasma Gun",vs physical defense,15- Activation (-1/4),13-16 Charges(0),OAF(-1),Side Effects(-1/2),x1 Armor Piercing(+1/2) 0

34 3D6 RKA,"Flamer",No Range(-1/2),OAF(-1),Area Effect(+1 1/4), cone,x2 Increased Area,7-8 Charges(-1/2) 0

tiger
Feb 12th, '03, 11:19 AM
Here's the "old" stats. I'm in the r=process of changing a few things so they will change. We were working on the concept of autokills in 40K being NNDs. This turned out to be quite overpowering in play so I'm re working again


<pre>
Imperial Equipment
HTH Weapon OCV RMod Damage 2Mod TYPE Special
Knife 0 0 1D6 + STR
Bayonet 0/+1 0 1D6 + STR &
Chain Sword 1 0 2D6 + STR
Power Sword 1 0 1 1/2D6 AP E + STR ANND Force Field
Power Fist - 1 0 2 1/2D6 AP E + STR

Pistols
Las Pistol 0 0 2D6 E 4 Clips 12 Shots
HotShot Las Pistol +1 0 2D6 E 4 Clips 12 Shots
Bolt Pistol +1 0 21/2D6 P 4 Clips 16 Shots
Plasma Pistol Mark I +1 0 3 1/2D6 +1 E 2 Clips 8 Shots # ##
Plasma Pistol Mark II +1 0 3 1/2D6 +1 E 2 Clips 8 Shots $ ##

Rifles
Las Rifle +1 +1 2D6 E 4 Clips of 32 Shots
HotShot Las Rifle +2 +1 2D6 E 4 Clips of 32 Shots
Bolter +2 +1 21/2D6 +1 P 4 Clips of 32 Shots

Special Weapon
Flamer 0 0 2D6 E Cone Area Effect ½ Size @
Grenade Launcher +1 +1 Varies
Krak Missle - - 3D6 E Area Effect Hex
Frak Missle - - 2D6 P Area Effect – 3”
Melta-gun +1 +0 3D6 +1 +1 E 4 Clips of 16 Shots @@
Plasma Gun Mark 1 +2 +1 3/12D6 +1 E 4 Clips of 16 Shots # ##
Plasma Gun Mark 2 +2 +1 3/12D6 +1 E 4 Clips of 16 Shots $ ##
Shotgun-Slug -1 0 2D6 +1 P 4 Clips of 12, Double Knockback
Shotgun-Shot -1 -1 2D6 P 4 Clips of 12 Shots !

Heavy Weapon
Auto-Cannon +2 +2 3D6 +1 P 4 Clips Of 16 Shots %
Heavy Flamer +0 +0 21/6D6 E Cone Are Effect @
Heavy Bolter +2 +1 21/2D6AP +1 P ^
Heavy Bolter – Inferno +2 +1 21/2D6AP +1 P * ##
Las Cannon +2 +2 4D6 AP +2 E 4 Clips of 12 shots
Missle Launcher +1 +2 VARIES
Krak Missle - +1 4D6 E
Frak Missle - - 21/2D6 P Area Effect ½ Size
Multi-Melta +1 +0 3D6+1 +1 E Area Effect - 2 HEX @@
Plasma Cannon +2 +2 3D6 +1 E Area Effect - 1 HEX $ ##

Vehicle Weapons
Battle Cannon
Multi-Laser

& Adds +1 in HTH attatched to rifle
# Autofire 3 shot, Jam on 8-less
$8-less Burnout roll when gunner misses, roll to hit then overheat roll.
@32 Continuing Charges Last for 1 extra Phase
! Cone Area Effect, ½ size
% Autofire 3 Shot Max
^ Autofire 5 Shots Max
*6 Continuing Charges last 1 Extra Phase
**4 Clips 12 Shots
## ANND Defense is Force Field, +1d6 Vs Vehicles or Emplacements
@@ ANND Deense Force Fields, AP vs Vehciles or Emplacements with in 16”
</pre>

Damage is along these lines
<pre>
40K Str Hero Damage Hero Damage Class
3 2d6 6
4 2d6+1 7
5 212/d6 8
6 3d6 9
7 3d6+1 10
8 31/2d6 NND 11
9 4d6 NND 12
10 4d6+1 NND 13

Basically each step up in Str = 1 step up in Damage Class
</pre>

Peregrine
Feb 12th, '03, 06:47 PM
What are the stats for a Space Marine?

(Note: I read the Patriarchs as being comparable to Hero supers.)

tiger
Feb 13th, '03, 08:10 AM
Originally posted by Peregrine
What are the stats for a Space Marine?

(Note: I read the Patriarchs as being comparable to Hero supers.)

Haven't worked them up yet. Players are IG. Haven't met Choas marines either. So far Necrons, killed all but 2 party memebers, Cultists and Tyranids.

Play on working up stats for all races as we go. Might start a second group of characters as a marine squad. Only time will tell.

Markdoc
Feb 14th, '03, 03:59 AM
OK.

It's up.

http://www.angelfire.com/ok3/markdoc/Inquisitor/inquistor_index.htm

have fun.

As for Space Marines, they are described as being "the ultimate" in human development, but in practice, are only a little tougher than Imperial Guard, who are after all, just the scum of the galaxy. I initially gave them 20 in all their physical stat.s but that's just an insane amount of points, for a "heroic" level game, so toned the "starting" space marine down to 15's across the board (that doesn't sound like much but it means they are twice as fast, twice as tough, etc as a normal adult in prime condition. Add in the acid spit, black carapace, reinforced skeleton, nifty sense, etc, and they can kick butt even without all their cool gear.

I have the stat.s, so can post them if there is any interest.

cheers, Mark

bloomann
Feb 14th, '03, 04:58 AM
i've been working on an Epic Chaos (invasion) campaign for a four color champions universe and well the four main demons are pretty tough. I've just written up power frame works and still have trouble working out things like "nurgul's rot" (which i consider a major cumulative transform) or the very insidous soul tainting aspects whenever a mrtal comes into contact with one of these creatures. I'll try to put point values on all this and post it because I love this universe too.
BTW would you consider Eldar as actively faster (6 to 8 spd high dex) than normal humains or is that just me? :confused:

tiger
Feb 14th, '03, 07:38 AM
Hey

I just glanced and the stats, haven't had a chance to do more.

2 things
1) The Tyranid weapons would vary creature to creature. A venom cannon on a tyrant would be strong than on a warrior.

Also
2)Would it be possible to get a copy of the data for offline viewing?

It be easier to look over than online at work:)

MisterVimes
Feb 14th, '03, 08:11 AM
Originally posted by Markdoc
OK.

It's up.

http://www.angelfire.com/ok3/markdoc/Inquisitor/inquistor_index.htm

have fun.

As for Space Marines, they are described as being "the ultimate" in human development, but in practice, are only a little tougher than Imperial Guard, who are after all, just the scum of the galaxy. I initially gave them 20 in all their physical stat.s but that's just an insane amount of points, for a "heroic" level game, so toned the "starting" space marine down to 15's across the board (that doesn't sound like much but it means they are twice as fast, twice as tough, etc as a normal adult in prime condition. Add in the acid spit, black carapace, reinforced skeleton, nifty sense, etc, and they can kick butt even without all their cool gear.

I have the stat.s, so can post them if there is any interest.

cheers, Mark

Beautifully done. I can't wait to peruse this at length... I, too, would love an offline version...

++The Emperor is our Shield and our Shining Light in Dark Places++

tiger
Feb 14th, '03, 08:23 AM
I know of at least one thing that will be different for my campaign than the one you have worked up.

I'm actually working on converting 2nd edition 40K to Hero. I play 3rd with some friends but we started in 2nd and prefer it over 3rd. So this is the style off campaign were running.

I do like the work you've done, it looks nice and seems quite playable. This is why I would like a copy, I think it would help my conversion to or 2nd.

MisterVimes
Feb 15th, '03, 04:28 PM
Originally posted by tiger
I know of at least one thing that will be different for my campaign than the one you have worked up.

I'm actually working on converting 2nd edition 40K to Hero. I play 3rd with some friends but we started in 2nd and prefer it over 3rd. So this is the style off campaign were running.

I do like the work you've done, it looks nice and seems quite playable. This is why I would like a copy, I think it would help my conversion to or 2nd.

Do you anticipate that the 2nd Edition Conversion (I agree with your assessment btw) will result in higher Character Points costs across the board? Or Just equipment?

tiger
Feb 16th, '03, 01:46 PM
I think weaons and equipment wi;; be the major chance. Although some races and such might be a bit different

MisterVimes
Feb 16th, '03, 01:48 PM
Originally posted by tiger
I think weaons and equipment wi;; be the major chance. Although some races and such might be a bit different

I can imagine (Eldar especially)... I look forward to seeing the results.

tiger
Feb 17th, '03, 08:00 AM
WEll

It's a slow progression. We're playtesting as we go so it will be a bit. OF course after I get the Imperial weapons working well, the rest will fall in rather easily.

I plan on doing Dark Eldar and Tao as well sooner or later. I'll just base them on existing 2nd weapons that are close and go from their. The Dark eldar will be easy, most are close to Eldar weapons. The Tao will be little trickier, but it shouldn't be to hard. After that I plan on slowly working up each races squads and vehicles.

While I'm mainly doing IG squads at the moment I plan on others as an option. I'll be doing guidelines for Space Marine squads as well.

Just have to see how things go.

MisterVimes
Feb 17th, '03, 08:05 AM
Originally posted by tiger
WEll

It's a slow progression. We're playtesting as we go so it will be a bit. OF course after I get the Imperial weapons working well, the rest will fall in rather easily.

I plan on doing Dark Eldar and Tao as well sooner or later. I'll just base them on existing 2nd weapons that are close and go from their. The Dark eldar will be easy, most are close to Eldar weapons. The Tao will be little trickier, but it shouldn't be to hard. After that I plan on slowly working up each races squads and vehicles.

While I'm mainly doing IG squads at the moment I plan on others as an option. I'll be doing guidelines for Space Marine squads as well.

Just have to see how things go.

We appreciate your efforts... especially in the Area of Space Marines:D

++I am the Emperor's will made flesh++

Champsguy
Feb 24th, '03, 11:07 AM
Originally posted by Markdoc

As for Space Marines, they are described as being "the ultimate" in human development, but in practice, are only a little tougher than Imperial Guard, who are after all, just the scum of the galaxy. I initially gave them 20 in all their physical stat.s but that's just an insane amount of points, for a "heroic" level game, so toned the "starting" space marine down to 15's across the board (that doesn't sound like much but it means they are twice as fast, twice as tough, etc as a normal adult in prime condition. Add in the acid spit, black carapace, reinforced skeleton, nifty sense, etc, and they can kick butt even without all their cool gear.


I had the same problem when doing conversions. In the end, I decided it was more "superheroic" to give them 20s. Though I realized that if I wanted to make them closer to how they worked in the game, they'd have something like 13 to 15s. It's all a matter of preference.

tiger
Feb 26th, '03, 12:45 PM
Well I figure that marines would start with a base of 15. If for no other reason than giving others a change :)

I have gone with a approach of trying to keep stats and weapons a "ungross" as possible.Of course when I get deep into the true write-ups it may be another matter entirely.

I have the weapons damage down(I think), just have to balance it against the armor and the vehicles in the game.
I have worked up most of the weapons fro 2nd with good armor pen., Las Cannon, Assualt ect., with damage against vehicles. This allowed them to be able to take out vehicles but still give people a chance.

It's worked well so far. The playtesting group are converts from AD&D. So the fact that you tend to get KO'd is a bit new to them.

Over the next few months I plan on getting all the races weapons worked up and stats for most of the different troops and such.

I'm gonna work up Tao and Dark Eldar for it. Plan on baseing their weapons off 2nd equilavants. On down the road I also plan on doing the weapons and armor or 3rd. So a person could do a update campaign if they want. The weapons have changed so they would have different stats.

Warp9
Mar 24th, '03, 09:05 AM
bump

tiger
Mar 24th, '03, 09:15 AM
Originally posted by Warp9
bump

Ba Bump

AlHazred
Aug 12th, '05, 12:59 PM
I did a little preliminary work on these, making them into a HD prefab.

12 Bolt Pistol: RKA 1 1/2d6, Required Hands One-Handed (+0), +1 Increased STUN Multiplier (+1/4) (31 Active Points); OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 12 Charges (-1/4) plus +2 OCV, Required Hands One-Handed (+0) (10 Active Points); OAF (-1), Real Weapon (-1/4) [12]

15 Boltgun: RKA 1 1/2d6, +1 Increased STUN Multiplier (+1/4), 20 Charges (+1/4), Autofire (5 shots; +1/2) (50 Active Points); OAF (-1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OAF (-1), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) [20]

19 Storm Bolter: RKA 1 1/2d6, +1 Increased STUN Multiplier (+1/4), 30 Charges (+1/4), Autofire (5 shots; +1/2) (50 Active Points); OAF (-1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OAF (-1), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) [30]

25 Heavy Bolter: RKA 2d6+1, +1 Increased STUN Multiplier (+1/4), 40 Charges (+1/2), Autofire (10 shots; +1) (96 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) plus Penalty Skill Levels: +3 vs. Range Modifier with All Attacks (9 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [40]

8 Autopistol: RKA 1d6, Required Hands One-Handed (+0), 20 Charges (+1/4) (19 Active Points); OAF (-1), STR Minimum 7 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4) plus +1 OCV, Required Hands One-Handed (+0) (5 Active Points); OAF (-1), Real Weapon (-1/4) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks, Required Hands One-Handed (+0) (3 Active Points); OAF (-1), Real Weapon (-1/4) [20]

9 Autogun: RKA 1d6, 30 Charges (+1/4), Autofire (5 shots; +1/2) (26 Active Points); OAF (-1), STR Minimum 5 (STR Min. Cannot Add/Subtract Damage; -3/4), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OAF (-1), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) [30]

9 Shotgun (break action): RKA 1d6, +1 Increased STUN Multiplier (+1/4) (19 Active Points); 2 Charges (-1 1/2), OAF (-1), STR Minimum 4 (STR Min. Cannot Add/Subtract Damage; -3/4), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks (3 Active Points); OAF (-1), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) [2]

10 Shotgun (pump action): RKA 1d6, +1 Increased STUN Multiplier (+1/4) (19 Active Points); OAF (-1), STR Minimum 4 (STR Min. Cannot Add/Subtract Damage; -3/4), 8 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks (3 Active Points); OAF (-1), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) [8]

12 Shotgun (combat): RKA 1d6, Autofire (3 shots; +1/4), 20 Charges (+1/4), +1 Increased STUN Multiplier (+1/4) (26 Active Points); OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks (3 Active Points); OAF (-1), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) [20]

9 Shotgun (sawn-off): RKA 1d6, +1 Increased STUN Multiplier (+1/4) (19 Active Points); 2 Charges (-1 1/2), OAF (-1), STR Minimum 4 (STR Min. Cannot Add/Subtract Damage; -3/4), Side Effects, occurs automaticaly (-1 to RMod; -1/2), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus +3 OCV (15 Active Points); OAF (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) [2]

21 Assault Cannon: RKA 2 1/2d6 (Custom Adder), +1 Increased STUN Multiplier (+1/4), 45 Charges (+1/2), Autofire (10 shots; +1) (110 Active Points); Independent (-2), STR Minimum 29 (STR Min. Cannot Add/Subtract Damage; -1 1/2), OIF (-1/2), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) plus +2 OCV (10 Active Points); Independent (-2), OIF (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); Independent (-2), OIF (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [45]

19 Autocannon: RKA 3d6 (Custom Adder), +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 45 Charges (+1/2) (101 Active Points); Independent (-2), STR Minimum 29 (STR Min. Cannot Add/Subtract Damage; -1 1/2), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) plus Penalty Skill Levels: +4 vs. Range Modifier with All Attacks (12 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [45]

9 Laspistol: RKA 1d6, Required Hands One-Handed (+0), 30 Charges (+1/4) (19 Active Points); OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4) plus +2 OCV, Required Hands One-Handed (+0) (10 Active Points); OAF (-1), Real Weapon (-1/4) [30]

10 Lasgun: RKA 1d6, Autofire (5 shots; +1/2), 60 Charges (+1/2) (30 Active Points); OAF (-1), STR Minimum 6 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OAF (-1), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) [60]

23 Multilaser: RKA 2d6+1, 60 Charges (+1/2), Autofire (10 shots; +1) (87 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) plus Penalty Skill Levels: +3 vs. Range Modifier with All Attacks (9 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [60]

23 Lascannon: RKA 4d6+1, 20 Charges (+1/4) (81 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) plus Penalty Skill Levels: +4 vs. Range Modifier with All Attacks (12 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [20]

12 Flamer: RKA 1 1/2d6, Area Of Effect (6" Cone; +1) (50 Active Points); OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), 6 Charges (-3/4), No Range (-1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) [6]

14 Heavy Flamer: RKA 2d6, Area Of Effect (7" Cone; +1) (60 Active Points); STR Minimum 16 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), 8 Charges (-1/2), No Range (-1/2), Real Weapon (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [8]

27 Meltagun: RKA 4d6+1, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2) (114 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), 5 Charges (-3/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4), Reduced By Range (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks (3 Active Points); OAF (-1), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) [5]

27 Multimelta: RKA 4d6+1, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2) (114 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), 5 Charges (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) plus Penalty Skill Levels: +3 vs. Range Modifier with All Attacks (9 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [5]

9 Sniper Rifle: RKA 2d6, No Range Modifier (+1/2) (45 Active Points); OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), 6 Charges (-3/4), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) [6]

14 Rippa gun: RKA 1 1/2d6, 16 Charges (+0), +1 Increased STUN Multiplier (+1/4) (31 Active Points); OAF (-1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks (3 Active Points); OAF (-1), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) [16]

18 Missile Launcher: RKA 3 1/2d6, +1 Increased STUN Multiplier (+1/4) (69 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), 6 Charges (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) plus Penalty Skill Levels: +4 vs. Range Modifier with All Attacks (12 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [6]

13 Grenade Launcher: RKA 2 1/2d6, +1 Increased STUN Multiplier (+1/4) (50 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), 6 Charges (-3/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OAF (-1), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) [6]

9 Mortar: RKA 1d6+1, +1 Increased STUN Multiplier (+1/4), Indirect (can arc over some obstacles; +1/4), Explosion (-1 DC/2"; +3/4); 1 Charge (-2), OIF Bulky (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [1]

4 Plasma Pistol: +2 OCV, Required Hands One-Handed (+0); OAF (-1), Real Weapon (-1/4)
18 Plasma Pistol: Multipower, 60-point reserve, all slots Required Hands One-Handed (+0); all slots OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1/2), 12 Charges (-1/4), Real Weapon (-1/4), Beam (-1/4)
2u 1) RKA 4d6 (60 Active Points); OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1/2), Side Effects (8-; -1/4), Real Weapon (-1/4), Beam (-1/4)
2u 2) RKA 2 1/2d6, Autofire (3 shots; +1/4) (50 Active Points); OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1/2), Real Weapon (-1/4), Beam (-1/4)

2 Plasma Gun: Penalty Skill Levels: +2 vs. Range Modifier with All Attacks; OAF (-1), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4)
17 Plasma Gun: Multipower, 60-point reserve, all slots OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4), Beam (-1/4), 12 Charges (-1/4)
2u 1) RKA 4d6 (60 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1/2), Side Effects (8-; -1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4), Beam (-1/4)
1u 2) RKA 2 1/2d6, Autofire (3 shots; +1/4) (50 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4), Beam (-1/4)

A couple of things:

1) What's the Side Effect on the Plasma weapons? And if it's what I think it is, wouldn't that probably be better reflected by some combination of Boostable Charges and Jamming?
2) I made everything with "heavy" in the damage line a two-handed weapon, every pistol a one-handed weapon, and everything else one-and-a-half-handed. Is that right?
3) Anybody got any idea on the weights for these? What about weapon BODY and DEF?

WH40KImpSmallArms.hdp (http://castle-walls.org/hero/others/alhazred/WH40KImpSmallArms.hdp)

teh bunneh
Aug 12th, '05, 02:04 PM
Plasma weapons explode if they misfire, seriously burning (or killing) the user.

Multimeltas are heavy weapons.

Other than that, looks good. :thumbup:

AlHazred
Aug 12th, '05, 02:51 PM
Okay. That might be more than a Major Side Effect, then.

Nice catch on the Multimelta. I've updated the prefab.

And this is all thanks to Markdoc. I don't know if I'd have had the patience to actually convert all these; putting them into HD is a different story.

Egyptoid
Aug 12th, '05, 02:59 PM
you are the man, weapons look great.

what is the Hero Armor value gonna look like?
4OK armor 10: minor shield or sentry gun
4OK armor 12: light tank
4OK armor 14: heavy tank
4OK armor 16: major installation

on guns, if we are completists, work in the:
Sniper Rifle
Grenade Launcher
Heavy Webber (& web pistol) :D

AlHazred
Aug 12th, '05, 04:06 PM
Well, the Sniper Rifle and Grenade Launcher are already in there. The Heavy Webber and Web Pistol might be in Markdoc's Exotic Weapons section.

8 Knife: HKA 1/2d6, Required Hands One-Handed (+0), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); OAF (-1), STR Minimum 7 (-1/2), Real Weapon (-1/4) plus +1 with HTH Combat (5 Active Points); OAF (-1), Real Weapon (-1/4)

8 Short Sword: HKA 1d6, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), STR Minimum 7 (-1/2), Real Weapon (-1/4)

11 Sword: HKA 1d6+1, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), STR Minimum 11 (-1/2), Real Weapon (-1/4)

14 Axe: HKA 1d6+1, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (40 Active Points); OAF (-1), STR Minimum 12 (-1/2), Real Weapon (-1/4)

14 Flail: HKA 1 1/2d6, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); STR Minimum 18 (-1), OAF (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus +1 with HTH Combat (5 Active Points); OAF (-1), Real Weapon (-1/4)
\tab Notes: 1 1/2 H.

15 Spear: HKA 1 1/2d6, Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); OAF (-1), STR Minimum 11 (-1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4)
\tab Notes: 1 1/2 H, can be thrown.

12 Staff: HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum 5 (-1/4) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) plus +1 with HTH Combat (5 Active Points); OAF (-1), Real Weapon (-1/4)
\tab Notes: 2H.

20 Halberd: HKA 2d6, Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (60 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), STR Minimum 12 (-1/2), Real Weapon (-1/4) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)
\tab Notes: 2H.

12 Hammer: HKA 1d6+1, Required Hands One-Handed (+0), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); OAF (-1), STR Minimum 15 (-3/4), Real Weapon (-1/4)

18 Great Axe: HKA 2d6, Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (60 Active Points); OAF (-1), STR Minimum 12 (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)
\tab Notes: 2H.

15 Great Hammer: HKA 1 1/2d6, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), STR Minimum 13 (-1/2), Real Weapon (-1/4) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)
\tab Notes: 2H; +1" Reach.

12 Bastard Sword: HKA 1 1/2d6, Reduced Endurance (0 END; +1/2); OAF (-1), STR Minimum 12 (-1/2), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4)
\tab Notes: 1 1/2 H.

7 Knuckle Dusters: HA +2d6, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2) (15 Active Points); Hand-To-Hand Attack (-1/2), Real Weapon (-1/4), STR Minimum 3 (-1/4)

7 Armoured Gauntlet: HA +2d6, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2) (15 Active Points); Hand-To-Hand Attack (-1/2), Real Weapon (-1/4), STR Minimum 3 (-1/4)

15 Chain Sword: HKA 1d6+1, Required Hands One-Handed (+0), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (45 Active Points); OAF (-1), STR Minimum 15 (-3/4), Real Weapon (-1/4)
\tab Notes: 1 1/2 H.

17 Chain Axe: HKA 1 1/2d6, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (56 Active Points); OAF (-1), STR Minimum 17 (-3/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4)
\tab Notes: 1 1/2 H.

19 Eviscerator: HKA 2d6, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (67 Active Points); OAF (-1), STR Minimum 15 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)
\tab Notes: 2H.

21 Power Sword: HKA 3d6, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2) (67 Active Points); OAF (-1), STR Minimum 10 (-1/2), First Two Dice Only Cancel Defenses (-1/2), Real Weapon (-1/4)

28 Power Axe: HKA 3d6, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (90 Active Points); OAF (-1), STR Minimum 10 (-1/2), First Two Dice Only Cancel Defenses (-1/2), Real Weapon (-1/4)

25 Power Fist: HA +9d6, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2), Double Knockback (+3/4) (101 Active Points); OAF (-1), STR Minimum 16 (-3/4), Hand-To-Hand Attack (-1/2), First Six Dice Only Cancel Defenses (-1/2), Real Weapon (-1/4)

21 Chain Fist: HKA 3d6, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2) (67 Active Points); OAF (-1), STR Minimum 10 (-1/2), First Two Dice Only Cancel Defenses (-1/2), Real Weapon (-1/4)

35 Shock Maul: HKA 3d6, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2) (67 Active Points); OAF (-1), STR Minimum 10 (-1/2), Real Weapon (-1/4) plus HA +3d6, Reduced Endurance (0 END; +1/2), NND (defense is being grounded or having electricity-based Powers; +1) (37 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Linked (HKA; -1/2), Real Weapon (-1/4)

31 Neural Whip: HKA 2d6, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 8 (-1/2), Real Weapon (-1/4) plus HA +3d6, Reduced Endurance (0 END; +1/2), NND (defense is being grounded or having electricity-based Powers; +1) (37 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Linked (HKA; -1/2), Real Weapon (-1/4) plus +2 with HTH Combat (10 Active Points); OAF (-1), Real Weapon (-1/4)

26 Electro Flail: HKA 1d6+1, Required Hands One-Handed (+0), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); OAF (-1), STR Minimum 12 (-1/2), Real Weapon (-1/4) plus HA +3d6, Reduced Endurance (0 END; +1/2), NND (defense is being grounded or having electricity-based Powers; +1) (37 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Linked (HKA; -1/2), Real Weapon (-1/4) plus +1 with HTH Combat (5 Active Points); OAF (-1), Real Weapon (-1/4)

21 Force Axe: HKA 1d6+1, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (40 Active Points); OAF (-1), STR Minimum 12 (-1/2), Real Weapon (-1/4) plus HKA 1d6, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (30 Active Points); OAF (-1), Requires An EGO Roll (-1), STR Minimum 12 (-1/2), Linked (HKA; -1/2), Real Weapon (-1/4)

16 Force Sword: HKA 1d6+1, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), STR Minimum 11 (-1/2), Real Weapon (-1/4) plus HKA 1d6, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Requires An EGO Roll (-1), STR Minimum 11 (-1/2), Linked (HKA; -1/2), Real Weapon (-1/4)

17 Force Rod: HA +4d6, Required Hands One-Handed (+0), Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), STR Minimum 10 (-1/2), Real Weapon (-1/4) plus HA +3d6, Required Hands One-Handed (+0), Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Requires An EGO Roll (-1), Hand-To-Hand Attack (-1/2), STR Minimum 10 (-1/2), Linked (HA; -1/2), Real Weapon (-1/4) plus Penalty Skill Levels: +2 vs. Range Modifier with Psychic Powers (6 Active Points); OAF (-1)

26 Nemesis Force Halberd: HKA 2d6, Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (60 Active Points); OAF (-1), STR Minimum 12 (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) plus HKA 1d6, Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (30 Active Points); OAF (-1), Requires An EGO Roll (-1), STR Minimum 12 (-1/2), Required Hands Two-Handed (-1/2), Linked (HKA; -1/2), Real Weapon (-1/4) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)
\tab Notes: 2H; +1" Reach; includes a Bolt Pistol.

29 Rune Axe: HKA 1d6+1, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (40 Active Points); OAF (-1), STR Minimum 12 (-1/2), Real Weapon (-1/4) plus HKA 2d6, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (60 Active Points); OAF (-1), Requires An EGO Roll (-1), STR Minimum 12 (-1/2), Real Weapon (-1/4), Linked (HKA; -1/4)

22 Rune Staff: HA +4d6, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), STR Minimum 10 (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) plus HA +6d6, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), Requires An EGO Roll (-1), Hand-To-Hand Attack (-1/2), STR Minimum 10 (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Linked (HA; -1/4) plus Penalty Skill Levels: +2 vs. Range Modifier with Psychic Powers (6 Active Points); OAF (-1) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)
\tab Notes: 2H; +1" Reach.

WH40KImpMelee.hdp (http://castle-walls.org/hero/others/alhazred/WH40KImpMelee.hdp)

AlHazred
Aug 12th, '05, 04:17 PM
Looking over Markdoc's site, I see he lists Space Marine Armour (presumably the latest version, so Mark 7 in the new 40K continuum) as 9 DEF. Nice to know I nailed that one. He lists the Terminator Armour as 12 DEF and +10 STR. Should I increase it in the prefab? Again, I'm going by what's written in the "fluff" articles.

And the Web Pistol is in the Exotic Weapons section (next on my list). How do the Heavy Webber's stats compare to it?

AlHazred
Aug 12th, '05, 04:59 PM
Alright, here's the Exotic Imperial Small Arms, then.

6&#160;&#160;Bolas Launcher:&#160;&#160;Entangle 3d6, 3 DEF; OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), 4 Charges (-1), Can Be Missile Deflected (-1/4), Cannot Form Barriers (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) [4]

8&#160;&#160;Graviton Gun:&#160;&#160;Telekinesis (25 STR); OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Only To Push Targets Down (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc]

2&#160;&#160;Handbow:&#160;&#160;RKA 1d6; 1 Charge (-2), OAF (-1), STR Minimum 7 (STR Min. Cannot Add/Subtract Damage; -1), Side Effects, occurs automatically (-1 RMod; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) [1]

6&#160;&#160;Needle Pistol:&#160;&#160;RKA 1 point, Required Hands One-Handed (+0), Penetrating (+1/2) (7 Active Points); OAF (-1), STR Minimum 5 (STR Min. Cannot Add/Subtract Damage; -3/4), 6 Charges (-3/4), Beam (-1/4), Real Weapon (-1/4) plus +2 OCV, Required Hands One-Handed (+0) (10 Active Points); OAF (-1), Real Weapon (-1/4) [6]

5&#160;&#160;Needle Rifle:&#160;&#160;RKA 1 point, Penetrating (+1/2) (7 Active Points); OAF (-1), STR Minimum 5 (STR Min. Cannot Add/Subtract Damage; -3/4), 6 Charges (-3/4), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks (3 Active Points); OAF (-1), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) [6]

&#160;&#160;Needler Ammo, all slots OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4), Real Weapon (-1/4)
12&#160;&#160;1) Bloodfire:&#160;&#160;Energy Blast 8d6 (40 Active Points); OAF (-1), Linked HKA Must Do BODY (-1/2), Linked (HKA; -1/4), 6 Continuing Charges lasting 1 Turn each (-1/4), Real Weapon (-1/4)
12&#160;&#160;2) Choke/Stun:&#160;&#160;Energy Blast 4d6, NND (defense is appropriate LS; +1) (40 Active Points); OAF (-1), Linked HKA Must Do BODY (-1/2), Linked (HKA; -1/4), 6 Continuing Charges lasting 1 Turn each (-1/4), Real Weapon (-1/4)
9&#160;&#160;3) Hallucination:&#160;&#160;Mental Illusions 8d6 (40 Active Points); No Conscious Control (Only Effects cannot be controlled; no control over illusion generated; -1), OAF (-1), Linked HKA Must Do BODY (-1/2), Linked (HKA; -1/4), 6 Continuing Charges lasting 1 Turn each (-1/4), Real Weapon (-1/4)

23&#160;&#160;Neural Shredder:&#160;&#160;Ego Attack 6d6, Area Of Effect Nonselective (13" Cone; +3/4) (105 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), 5 Charges (-3/4), No Range (-1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) [5]

17&#160;&#160;Psycannon:&#160;&#160;RKA 1d6, 30 Charges (+0), Autofire (5 shots; +1/2) (22 Active Points); OAF (-1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus RKA 1d6, 30 Charges (+0), Autofire (5 shots; +1/2) (22 Active Points); OAF (-1), Only Versus Daemons And Psykers (-1), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus RKA 1d6, 30 Charges (+0), Autofire (5 shots; +1/2) (22 Active Points); Only Versus Daemons (-1 1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OAF (-1), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) [30]

17&#160;&#160;Web Pistol:&#160;&#160;Entangle 4d6, 4 DEF, Required Hands One-Handed (+0), Backlash (+1/2) (60 Active Points); 3 Charges (-1 1/4), STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Real Weapon (-1/4) plus +2 OCV, Required Hands One-Handed (+0) (10 Active Points); OAF (-1), Real Weapon (-1/4) [3]

WH40KImpExotic.hdp (http://castle-walls.org/hero/others/alhazred/WH40KImpExotic.hdp)

blackpaladin
Aug 13th, '05, 08:44 AM
MarcDoc -

Are you able to post the stats for the Space Marines you talked about earlier in this thread?

Blackpaladin.

Brother Jim
Aug 13th, '05, 10:05 AM
if i remember right from 2nd ed the nemesis force halberd has a storm bolter, not a bolt pistol.


of course, nothing says you can't have both options in your list.

BNakagawa
Aug 13th, '05, 10:28 AM
A friend of mine keeps joking about running a RPG campaign set in the 40K universe and I keep joking that my character will have max DEX, lightning reflexes, fast draw and the first thing I will do is draw my gun and blow my head off.

"I WIN!"

AlHazred
Aug 13th, '05, 08:37 PM
To be fair, while there's some interesting roleplaying to do in the 40K universe, I don't think I'd care to play a space marine. Too much of my character's actions would be predicated by events. On the other hand, someone suggested the Rogue Trader game as a good way to roleplay in the 40K universe, without straightjacketing players into predefined roles...

Roy_The_Ruthles
Aug 13th, '05, 08:40 PM
most of the players i know would rather play chaos than regular marines

shadow_walker
Aug 13th, '05, 09:40 PM
most of the players i know would rather play chaos than regular marines

Chaos is strong,

shadowcat1313
Aug 14th, '05, 05:30 AM
I've also done some conversion work on heavy and vehicle weapons, heres my take on things

Curufea
Aug 14th, '05, 03:43 PM
I'd make Boltguns armour piercing

AlHazred
Aug 14th, '05, 06:50 PM
I'd make Boltguns armour piercing
Looking over Markdoc's list, I see the only weapon he gave Armor Piercing to is the Meltagun and Multi Melta. Considering their apparent effects, it might be better to make those guns Penetrating, and add AP to a few of the others. Markdoc's design is listed on this page (http://www.angelfire.com/ok3/markdoc/Inquisitor/inquistor_weapons.htm), where he says, "Every point of AP gave either +1 DC or +1 Stun Mod. So a Bolter (basic of 4 DC) has 2 points of AP, giving it 5 DC and +1 Stun Mod, for a final damage of 1 1/2 d6, +1 Stun Mod."

Oh, and looking it over, I see I made an error on the Imperial Small Arms; I failed to put Extra Time (Full Phase) and Bulky on the heavy weapons. I'll update them and then upload the file. You should re-download for the latest version. Give me a few minutes.

Curufea
Oct 26th, '05, 04:19 PM
Bumping an onder thread here - Anyone know of any conversions for Tyranids?
I'm planning on having them invade my fantasy campaign world, you see :)

Mainly because all my miniatures are nicely painted and I want to use them for something :)

BNakagawa
Oct 27th, '05, 12:38 PM
Based on the text descriptions and game mechanics:

Eldar (guardians) are not much faster than humans. Harlequins - eww.

Bolters are not armor piercing, but I would build them as Nd6 killing with an additional d6 or two that kick in only if the base damage inflicts body damage. (exploding shells, essentially super-dum dums)

Old Man
Oct 31st, '05, 01:18 PM
There is an article about Bolt Guns having various ammo loads - not sure where to find it though. Probably in the Compendium or Compilation.

Standard loads are described as being armor piercing, explosive.

While you're at it, you might as well start doing work on other fun stuff like Shuriken Catapults too (but please dear god use the old stats where they were about the same as Bolt Guns but higher RoF).