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40K Hero - Astartes Armory


Stormhawk

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And after crunching WAY more numbers than was healthy for me *brain hurts...ow* I think actually converting all the equipment is going to take a bit of effort to do anything more than the following:

 

Weapons: While the approach of 1 STR = 1 DC is neat, it doesn't reflect the actual numbers. for instance, a STR 3 hit really has very little chance of incapacitating an unarmored person...I mean...50%? I got modeling knives that have a better chance than that at wounding me.

 

D6 systems, though, don't really have a lot of granularity to add the amount of realism Hero needs. But the following rules seemed to make the basic marine armory nicely enough:

 

# of DC = Weapon STR-1 (eg. Boltgun has 3DC)

Autofire (2 Shots) = Rapid Fire

Autofire (3 Shots) = Heavy 2

Autofire (5 Shots) = Heavy 3

Explosion (Nonselective) = Blast

Armor Piercing Lvl = 4-Weapon AP (eg. Lascannon has Armor Piercing x2, Multi-melta has Armor Piercing x3)

Flamer Template = AOE (Cone)

Heavy Flamer Template = AOE (Cone, Nonselective, x2 Radius)

Melta = AOE (2" Radius)

Gets Hot! = Activate 14- (Burnout)

Heavy Weapons with Range of less than 36" = Reduced By Range

Weapons with Range of less than 24" = Reduced By Range

 

ARMOR:

 

ARMOR:

Each point of Save grants 4 PD/ED Armor. Therefore:

Save 6+: 4PD 4ED Armor

Save 5+: 8PD 8ED Armor

Save 4+: 12PD 12ED Armor

Save 3+: 16PD 16ED Armor

Save 2+: 20PD 20ED Armor

 

Invulnerable Saves I think work best as Force Fields with Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2) (32 Active Points); OIF (-1/2), Real Armor (-1/4).

 

For example, a fast and incomplete conversion of Terminator Armor would be:

 

Astartes Terminator Armor

Save 2+: Armor (20 PD/20 ED) (60 Active Points); OIF (-1/2), Real Armor (-1/4)

Invulnerable Save 5+: Force Field (8 PD/8 ED), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2) (32 Active Points); OIF (-1/2), Real Armor (-1/4)

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Re: 40K Hero - Astartes Armory

 

And because I was avoiding work this afternoon:

 

Cost Powers

Power Armor: Multipower, 48-point reserve, (48 Active Points, 27 Real); OIF (-1/2), Real Armor (-1/4); All slots are multi-

 

  1. Armor (16 PD/16 ED) (48 Active Points, 10 Real)
  2. Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points, 4 Real)
  3. +3 PER with Sight Group and Hearing Group (12 Active Points, 2 Real)
  4. Infrared Perception (Sight Group) (5 Active Points, 1 Real)
  5. Ultraviolet Perception (Sight Group) (5 Active Points, 1 Real)
  6. Ultrasonic Perception (Hearing Group) (3 Active Points, 1 Real)
  7. Discriminatory with Hearing Group and Sight Group (20 Active Points, 4 Real)
  8. Hearing Group Flash Defense (5 points) (5 Active Points, 1 Real)
  9. Sight Group Flash Defense (5 points) (5 Active Points, 1 Real)

 

Total Powers & Skills Cost: 51

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Re: 40K Hero - Astartes Armory

 

Not to in any way denigrate your own fine efforts, Stormhawk, but I thought you might benefit from the work some of your board colleagues have done for WH40K HERO conversions.

 

 

Weapon conversion notes, and many converted weapons and defenses:

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

 

More weapon and equipment conversions, character sheets for races, and notes on running adventures in the WH40K universe:

http://www.tigerseyemedia.com/tiger/40khero.html

 

Even more weapon stats, including heavy and vehicle weapons, plus discussion of how to convert elements of the 40K world:

http://www.herogames.com/forums/showthread.php?t=121

 

Space marine Package Deal:

http://web.archive.org/web/20050212233526/http://www.herogames.com/oldForum/OtherGenres/000061.html

 

Discussion and writeups for Space Marine abilities and implants:

http://www.herogames.com/forums/showthread.php?t=20232

 

Space Marine powered armor, including Hero Designer prefabs:

http://www.herogames.com/forums/showthread.php?t=35225

 

Tyranid writeups, including Hero Designer files:

http://www.herogames.com/forums/showthread.php?t=26098

 

Tyranid Lictor writeup:

http://www.herogames.com/forums/showthread.php?t=40707

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Re: 40K Hero - Astartes Armory

 

I like your heavy weapon values but I'm not so sure about the damage levels.

 

A conversion formula is a very good idea but I think this one is a bit lopsided at the moment.

 

I'd agree that you have to up your DC to Str level quite a lot or reduce your armour values. I think Str-1 = number of Dice would be more appropriate to go with your current armour values.

 

If a bolter does only 1d6 Killing then it's going to bounce right off Power Armour every time. Space Marines and Chaos Space Marines would only be able to kill each other with heavy weapons. They'd also be doing more damage with combat knives than with bolters, that doesn't sound right.

 

Bear in mind that a humble lasgun should still have a chance of penetrating power armour.

 

Sorry to be so negative. Most of the stuff you've done with this has been very impressive.

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Re: 40K Hero - Astartes Armory

 

Converting directly from table top to HERO is rarely a good idea, IMO. First of all, you're moving from a strategic wargame, where characters have two states: alive and dead; to a role-playing game, with: bleeding, stunned; KO'ed, dead, dieing, flashed, mindcontrolled, entangled, ect. Second of all, the stats in TT have been "balanced", moving them away from their fluff counter-parts.

 

Based on TT, a bolter used by a marine "incapacitates" an unarmed man 2/3 of the time. Presuming "incapacitate" means "reduce to 0 BODY or less", the closest option in HERO is RKA 3d6 (doing ten or more BODY 62.5% of the time); three times your listing.

 

I don't like this bolter any better than your's though. First of all a bolter also has the same chance vs. flak armour, but again I'm thinking TT. I should be thinking fluff, I feel it doesn't cover the bolter fluff well enough. Bolter bolts are self-propeling high caliber ammunition that explodes inside the target.

 

My bolter stats (and I am working on a 40k HERO game) are:

Impact: RKA 2d6, +2 STUN mod, AP, +standard gun limitations

PLUSS

Explosion: RKA 1d6, NND, Does BODY, linked, Impact must do BODY

note: this is the type carriable by normal people; the one that only a Marine in full Power Armor can wield does 3d6+1d6

 

Now, in HERO terms, this is a pretty rough weapon. And a bolter should be. The PCs should dive for cover when they see a bad guy drawing one. There's good reason it's the weapon of the Emperor's Finest.

 

just my 2,000,000,000,000,000,000 $ (in Zimbabwean Dollars).

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