Warp9 Posted March 24, 2003 Report Share Posted March 24, 2003 bump Quote Link to comment Share on other sites More sharing options...
tiger Posted March 24, 2003 Author Report Share Posted March 24, 2003 Originally posted by Warp9 bump Ba Bump Quote Link to comment Share on other sites More sharing options...
AlHazred Posted August 12, 2005 Report Share Posted August 12, 2005 Re: 40K Hero 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 Quote Link to comment Share on other sites More sharing options...
teh bunneh Posted August 12, 2005 Report Share Posted August 12, 2005 Re: 40K Hero Plasma weapons explode if they misfire, seriously burning (or killing) the user. Multimeltas are heavy weapons. Other than that, looks good. Quote Link to comment Share on other sites More sharing options...
AlHazred Posted August 12, 2005 Report Share Posted August 12, 2005 Re: 40K Hero 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. Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted August 12, 2005 Report Share Posted August 12, 2005 Re: 40K Hero 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) Quote Link to comment Share on other sites More sharing options...
AlHazred Posted August 12, 2005 Report Share Posted August 12, 2005 Re: 40K Hero 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 Quote Link to comment Share on other sites More sharing options...
AlHazred Posted August 12, 2005 Report Share Posted August 12, 2005 Re: 40K Hero 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? Quote Link to comment Share on other sites More sharing options...
AlHazred Posted August 12, 2005 Report Share Posted August 12, 2005 Re: 40K Hero Alright, here's the Exotic Imperial Small Arms, then. 6 Bolas Launcher: 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 Graviton Gun: 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 Handbow: 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 Needle Pistol: 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 Needle Rifle: 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] Needler Ammo, all slots OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4), Real Weapon (-1/4) 12 1) Bloodfire: 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 2) Choke/Stun: 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 3) Hallucination: 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 Neural Shredder: 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 Psycannon: 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 Web Pistol: 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 Quote Link to comment Share on other sites More sharing options...
blackpaladin Posted August 13, 2005 Report Share Posted August 13, 2005 Re: 40K Hero MarcDoc - Are you able to post the stats for the Space Marines you talked about earlier in this thread? Blackpaladin. Quote Link to comment Share on other sites More sharing options...
Brother Jim Posted August 13, 2005 Report Share Posted August 13, 2005 Re: 40K Hero 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. Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted August 13, 2005 Report Share Posted August 13, 2005 Re: 40K Hero 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!" Quote Link to comment Share on other sites More sharing options...
AlHazred Posted August 14, 2005 Report Share Posted August 14, 2005 Re: 40K Hero 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... Quote Link to comment Share on other sites More sharing options...
Roy_The_Ruthles Posted August 14, 2005 Report Share Posted August 14, 2005 Re: 40K Hero most of the players i know would rather play chaos than regular marines Quote Link to comment Share on other sites More sharing options...
shadow_walker Posted August 14, 2005 Report Share Posted August 14, 2005 Re: 40K Hero most of the players i know would rather play chaos than regular marines Chaos is strong, Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted August 14, 2005 Report Share Posted August 14, 2005 Re: 40K Hero I've also done some conversion work on heavy and vehicle weapons, heres my take on things Quote Link to comment Share on other sites More sharing options...
Curufea Posted August 14, 2005 Report Share Posted August 14, 2005 Re: 40K Hero I'd make Boltguns armour piercing Quote Link to comment Share on other sites More sharing options...
AlHazred Posted August 15, 2005 Report Share Posted August 15, 2005 Re: 40K Hero 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, 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. Quote Link to comment Share on other sites More sharing options...
Curufea Posted October 26, 2005 Report Share Posted October 26, 2005 Re: 40K Hero 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 Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted October 27, 2005 Report Share Posted October 27, 2005 Re: 40K Hero 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) Quote Link to comment Share on other sites More sharing options...
Old Man Posted October 31, 2005 Report Share Posted October 31, 2005 Re: 40K Hero 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). Quote Link to comment Share on other sites More sharing options...
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