Stormhawk Posted October 23, 2008 Report Share Posted October 23, 2008 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) Quote Link to comment Share on other sites More sharing options...
Stormhawk Posted October 23, 2008 Author Report Share Posted October 23, 2008 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- Armor (16 PD/16 ED) (48 Active Points, 10 Real) 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 PER with Sight Group and Hearing Group (12 Active Points, 2 Real) Infrared Perception (Sight Group) (5 Active Points, 1 Real) Ultraviolet Perception (Sight Group) (5 Active Points, 1 Real) Ultrasonic Perception (Hearing Group) (3 Active Points, 1 Real) Discriminatory with Hearing Group and Sight Group (20 Active Points, 4 Real) Hearing Group Flash Defense (5 points) (5 Active Points, 1 Real) Sight Group Flash Defense (5 points) (5 Active Points, 1 Real) Total Powers & Skills Cost: 51 Quote Link to comment Share on other sites More sharing options...
AmadanNaBriona Posted October 23, 2008 Report Share Posted October 23, 2008 Re: 40K Hero - Astartes Armory My first quick comment before heading back to work is to radically increase your damage conversion. Remember that a STR 3 attack in the Warhammer systems has a 50% chance to incapacitate or kill a normal human target with a single hit. I'd go at LEAST 2 DC's per STR Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted October 23, 2008 Report Share Posted October 23, 2008 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 Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted October 24, 2008 Report Share Posted October 24, 2008 Re: 40K Hero - Astartes Armory can I be of help on this? I have a whole pile of various vintage 40K books, and a new 3rd shift need to stay awake job. Quote Link to comment Share on other sites More sharing options...
Shadowsoul Posted October 25, 2008 Report Share Posted October 25, 2008 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. Quote Link to comment Share on other sites More sharing options...
Gnaskar Posted October 25, 2008 Report Share Posted October 25, 2008 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). Quote Link to comment Share on other sites More sharing options...
pinecone Posted October 25, 2008 Report Share Posted October 25, 2008 Re: 40K Hero - Astartes Armory One note...if the FF is a "Invunrable save" then you need to Harden it a lot (as much as you give AP mods...) otherwise it's only "Invulrable" vs non AP weapons... Maybe use limited forms of combat luck? (It come x2 "out of the box") Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted October 26, 2008 Report Share Posted October 26, 2008 Re: 40K Hero - Astartes Armory Sorry to be so negative. Most of the stuff you've done with this has been very impressive. No reason to apologise. Everyone has their own opinions as to how these things should work. But to clarify, none of this stuff is mine. It comes from various HEROphiles. Quote Link to comment Share on other sites More sharing options...
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