It is currently Tue May 21, 2013 8:16 pm
Post a new topicPost a reply Page 4 of 7   [ 104 posts ]
Go to page Previous  1, 2, 3, 4, 5, 6, 7  Next
Author Message
 Post subject: Re: Using GW figures - TW conversions
PostPosted: Tue Aug 23, 2011 12:29 pm 
Captain

Joined: Tue Nov 09, 2010 9:52 am
Posts: 278
Ooh, and after reading the rules for IEDs, thought of another fun Ork weapon. Since they have Squigs with bombs strapped to them, they can be walking IEDs... Either that or you use the rules for suicide bombers..

When an opposing unit is in rapid move distance and LOS, the squig is let loose. Ork unit rolls a Quality Die. If it passes, the squig explodes in the target unit (probably small to medium explosion). If the unit fails, then the squig exploded too early but en-route to the unit so it doesn't hurt anybody. If the unit rolls a natural 1, then the squig explodes in the Ork Unit (perhaps the squig started biting its handlers).

Non bomb squigs could also be used by the orks as dog units. They would add +2 in CC (they are WAY nastier than dogs).


Top
OfflineProfileSend private message
 Post subject: Re: Using GW figures - TW conversions
PostPosted: Fri Sep 09, 2011 12:04 pm 
Captain

Joined: Tue Nov 09, 2010 9:52 am
Posts: 278
Just started playing Space Marine. That is some meaty goodness to get you in the mood for doing TW 40k edition. Multi player is pretty lame (just quake with plazma guns..), but the single player game is great. Vs Orks and Chaos Warriors. I'm actually trying to figure out how to do Chaos gifts in TW... oh well, with the game coming out really soon, I'll just have to buy it (and the vietnam version too :) ).


Top
OfflineProfileSend private message
 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Sep 15, 2011 11:29 am 
Captain

Joined: Tue Nov 09, 2010 9:52 am
Posts: 278
After a game of FoF using 40k figs, I'm getting a better idea of what constitutes "good" vs "bad", but there are so many options and abilities to choose from.

Case in point: Imperial forces
Imperial Guard Conscripts: Qd6, Md6, low confidence, body armor - Lead them with a d10 leader
Imperial Guard Regulars: Qd6, Md8, confident, body armor
Imperial Guard Stormtroopers, Qd8, Md10, confident, hard body armor
Space Marine Scouts, Qd10, Md12, high confident, recon power armor
Space Marines, Qd10, Md12, high confidence, regular power armor,
Space Marine Terminators, Qd12, Md12, high confidence, 4d power armor

I figure boltguns outgun lasguns, but I have NO idea about tech levels...
Eldar are T3, everybody else T2?

so many things to consider...


Top
OfflineProfileSend private message
 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Sep 15, 2011 11:47 am 
Lieutenant

Joined: Wed Aug 17, 2011 9:42 pm
Posts: 180
Was thinking this for the "Space Elf Dancers"

Holo Field
An advanced systems of projectors cause the user to explode in colors when moving.
The disruption makes finding the target worse as the user moves faster.

When making a cautious move, the unit is given one free 10, this is on top of normal defense dice.

When making a Rapid move, the unit is given two free 10s, on top of the normal defense dice.

Area effect weapons are not confused, as long as half the unit is covered.

Armor is normally low to allow the quick moves, that cause the max distortion.


Lee


Top
OfflineProfileSend private message
 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Sep 15, 2011 12:51 pm 
Captain

Joined: Tue Nov 09, 2010 9:52 am
Posts: 278
Ogryns: Qd8, Md10, confident,
Ripper Gun counts as SMG but it counts as a bolter, so outguns other weapons.
Also counts as a Hand Weapon

Difficult to differentiate them from regular troopers...


Top
OfflineProfileSend private message
 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Sep 15, 2011 12:58 pm 
AAG Co-Director
User avatar

Joined: Sun Oct 07, 2007 8:03 pm
Posts: 6532
Location: USA
Give 'em the Hard to Kill and Skeletal Augmentation attributes. Definitely the Intimidating attribute.

_________________
Shawn Carpenter
Game Designer, Ambush Alley Games

"I don't wanna be remembered as the guy who died because he underestimated the threat posed by a monkey."


Top
OfflineProfileSend private message
 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Sep 15, 2011 3:37 pm 
AAG Pointman
User avatar

Joined: Tue Apr 26, 2011 8:19 pm
Posts: 222
Location: Austin, TX
Here is some of the stuff I have come up with so far:

Orks, Tyranids will be TL1
Imperial Guard, Space Marines will be TL2
Tau, Eldar will be TL3

Terminator Armor is Early PA – +3 defense dice (re-rolling failed defense rolls), only tactical speed (6”) They do have the medical AI

Regular Space Marine Armor is Standard PA – +3 defense dice, normal movement allowed

Bolt Pistols and Bolters are TSTs – no bonus in firing
StormBolters are are standard squad support weapons – +1 attack die
Heavy Bolters are ABW – +1 FP die in addition to SSW bonus
Assault Cannons are ABW – AP 3/AT 1, +1 FP die in addition to SSW bonus
Plasma Pistols are standard SSW – +1 attack die (on a roll of 1 must pass TQ check)
Plasma Guns are EWS – AP 2/AT 1 or AP 1/AT 2 (takes a full turn to switch between settings), Ignore 1 Die of infantry Armor/Cover (on a roll of 1 must pass TQ check)
Plasma Cannons are EWS – AP 3/AT 1 or AP 1/AT 3 (takes a full turn to switch between settings), Ignore 1 Die of infantry Armor/Cover (on a roll of 1 must pass TQ check)



Obviously this is a work in progress, let me know what y'all think

_________________
Chris A.
Austin, TX

"No matter where you go, there you are."


Top
OfflineProfileSend private message
 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Sep 15, 2011 4:55 pm 
Captain

Joined: Tue Nov 09, 2010 9:52 am
Posts: 278
carnold1836 wrote:
Here is some of the stuff I have come up with so far:

Orks, Tyranids will be TL1
Imperial Guard, Space Marines will be TL2
Tau, Eldar will be TL3

Terminator Armor is Early PA – +3 defense dice (re-rolling failed defense rolls), only tactical speed (6”) They do have the medical AI

Regular Space Marine Armor is Standard PA – +3 defense dice, normal movement allowed


I like the tech levels, and of course, now you can have zillions of orks/nids :)

I would have terminator armor be +4 defense but be early.
Either that or give the Terminator +3 early armor but now be hard to kill. All SM should have med kit since Space Marines also have backup organs anyway. Terminators should be harder to put down than regular marines.

Will noodle on weapons
Chris


Top
OfflineProfileSend private message
 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Sep 15, 2011 5:04 pm 
AAG Pointman
User avatar

Joined: Tue Apr 26, 2011 8:19 pm
Posts: 222
Location: Austin, TX
greedo wrote:
carnold1836 wrote:
Here is some of the stuff I have come up with so far:

Orks, Tyranids will be TL1
Imperial Guard, Space Marines will be TL2
Tau, Eldar will be TL3

Terminator Armor is Early PA – +3 defense dice (re-rolling failed defense rolls), only tactical speed (6”) They do have the medical AI

Regular Space Marine Armor is Standard PA – +3 defense dice, normal movement allowed


I like the tech levels, and of course, now you can have zillions of orks/nids :)

I would have terminator armor be +4 defense but be early.
Either that or give the Terminator +3 early armor but now be hard to kill. All SM should have med kit since Space Marines also have backup organs anyway. Terminators should be harder to put down than regular marines.

Will noodle on weapons
Chris


I like the Hard to Kill rule for the Termies. I would leave them at +3 though.

Still plugging away on some other stuff. More as it comes to mind

_________________
Chris A.
Austin, TX

"No matter where you go, there you are."


Top
OfflineProfileSend private message
 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Sep 15, 2011 5:26 pm 
Lt. Colonel

Joined: Sat Dec 26, 2009 8:42 pm
Posts: 901
Location: Ft Gordon, GA
I just want to point out that all you folks that already have TW and can comment... you suck. Thats all. ;)

_________________
"Violence. It might not be the answer, but it sure cuts down on the questions."

Omar's Workbench - Gaming Blog


Top
OfflineProfileSend private message
 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Sep 15, 2011 5:50 pm 
AAG Pointman
User avatar

Joined: Tue Apr 26, 2011 8:19 pm
Posts: 222
Location: Austin, TX
yes, yes I do. :mrgreen:

you only have a few more weeks and you too can be one the privileged. :lol:

_________________
Chris A.
Austin, TX

"No matter where you go, there you are."


Top
OfflineProfileSend private message
 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Sep 15, 2011 6:04 pm 
Captain

Joined: Tue Nov 09, 2010 9:52 am
Posts: 278
Technically I don't have it.
I'm using the PDF from last year, so my assumptions about tech levels and hard to kill etc. may be out of date :)

That said, I'll be picking up the new shiny version when it comes out


Top
OfflineProfileSend private message
 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Sep 15, 2011 8:13 pm 
Lieutenant

Joined: Wed Aug 17, 2011 9:42 pm
Posts: 180
Thank you,

We do "suck"

Even played many games, so there.. :)

The book is great, now just to finish these Aliens.

Lee


Top
OfflineProfileSend private message
 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Sep 15, 2011 11:44 pm 
Lt. Colonel

Joined: Sat Dec 26, 2009 8:42 pm
Posts: 901
Location: Ft Gordon, GA
:mrgreen: <- Green with Envy?

Soon... soon my precious....

_________________
"Violence. It might not be the answer, but it sure cuts down on the questions."

Omar's Workbench - Gaming Blog


Top
OfflineProfileSend private message
 Post subject: Re: Using GW figures - TW conversions
PostPosted: Fri Sep 16, 2011 1:14 am 
Captain

Joined: Tue Nov 09, 2010 9:52 am
Posts: 278
Shawn wrote:
Give 'em the Hard to Kill and Skeletal Augmentation attributes. Definitely the Intimidating attribute.


See there's where I start to get confused. Would a Space Marine be "hard to kill" AND have a high quality? Or would an Ogryn be "hard to kill", but its technically easier to get hits on them because their quality is lower than a Space Marine. i.e does a higher quality already make a particular team "hard to kill" without the specific attribute having to be added?

And if you've given H2K and INT to an Ogryn, what do you do if you want to make something something HUGE like a Carnifex or a Chaos Daemon? What differentiates them in this case? Purely quality and perhaps armor? I suppose you could have the hard to kill roll for those huge things be a d8 or even d10..

I think its a matter of scaling things so that things that are crap in 40k are crap in TW, and things that are near unbeatable in 40k are also that in TW. I don't mean to compare the systems too much (as we're going on 40k fluff anyway), and I much prefer the TW system over 40k. That said, there are so many ways to define a certain creature that its sometimes hard to know that is a good approximation for what we intend on doing. That said, I do like options, and a good challenge :)

Chris


Top
OfflineProfileSend private message
Display posts from previous:  Sort by  
Post a new topicPost a reply Page 4 of 7   [ 104 posts ]
Go to page Previous  1, 2, 3, 4, 5, 6, 7  Next


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Code Black-Bird Style by FanFanLaTuFlippe contact: fanfanlatuflippe@live.fr