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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Fri Sep 16, 2011 2:25 am 
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greedo wrote:
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..


The most simple solution would be to not allow them. Cut it off at Medium bases and smaller. Dreads, Carnifex, Daemons, etc... Or count them as vehicles?

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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Fri Sep 16, 2011 9:26 am 
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Joined: Wed Aug 17, 2011 9:42 pm
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Or give them more than a single wound.

Lee


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Fri Sep 16, 2011 1:38 pm 
AAG Pointman
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For something like a Carnifex I would give it multiple "wounds". In other words as the unit/creature gets failed first aid checks they lose abilities.

So lets say a carnifex has 4 claws, 2 bites and 2 kicks. Each Killed or Serious Wound result on the first aid check will knock out a pair of attacks. This gives the carnifex 4 "wounds" before it's knocked out.

The other option is to treat it as a tank with all of the attacks as range "base to base".

Just my .02

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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Fri Sep 16, 2011 1:59 pm 
Captain

Joined: Tue Nov 09, 2010 9:52 am
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carnold1836 wrote:
For something like a Carnifex I would give it multiple "wounds". In other words as the unit/creature gets failed first aid checks they lose abilities.

So lets say a carnifex has 4 claws, 2 bites and 2 kicks. Each Killed or Serious Wound result on the first aid check will knock out a pair of attacks. This gives the carnifex 4 "wounds" before it's knocked out.

The other option is to treat it as a tank with all of the attacks as range "base to base".

Just my .02


I love the idea of large monsters having different "weapon systems" that can gradually get knocked out. Since something like that would be a major fixture of the game, it wouldn't be too hard to track these wounds (much like a vehicle losing weapons). Using this instead of hard to kill would give the creature more staying power and it couldn't die due to a lucky dice roll early on.. I would also say a Carnifex would roll its own first aid check at the beginning of each turn, so if you do hit it, its stunned (at least) for the rest of the turn, but then next turn can get up without others needing to check it.

Although, how about Hard to Kill is defined like this:
"Hard to kill is a direct result of a creatures toughness and/or physical size and it takes quite a lot to bring it down. "

So an Ogyrn/Terminator is d6 H2K. Something bigger like a Chaos Juggernaut would be d8 H2K. And something monsterous like a Carnifex, Daemon etc. would be d10 H2K. This would NOT be related to the armored plates that this monster has (that is reflected in its armor rating), not its skill level (quality), but more that it just has more mass so can take more shots. This makes it easier to define what should get H2K.

Chris


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Fri Sep 16, 2011 10:10 pm 
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Also the Wounds could be something like, do not roll on First Aid Table, until Last Wound Then As Normal.

1st Wound through lose 2D HtH
2nd Wound TQ -1
3rd Wound TQ -1
4th Dead

This would show the wounds taking effect.

For something like a Carifex,
Give it a TQ of d10, Morale d12
Armor of Hardened (does not lose a die for weapon types)
Tech Lvl 3 Armor (of the best the 'nids make)
Armor 5D (as cover is hard to get, and it is big)
Node (can control any Hive creature in 12")
Hard to Kill, Negates a Wound on TQ-3, (so it needs an 7, until it is wounded twice then 8)

Physic Blast 2D Attack, Armor is Negated, Cover Negated, Range 12"
Venom Cannon, Med Gun 5D 1" radius
Claws, 2D each Claw; Massive Strength Ignores 1 Die of Armor


Guards (always take damage 1st)
TQ d8, Morale *
Tech 2 Armor, 3D
Claw HtH 2D Ignores 1 Die of Armor
Can Take 2 Wounds, 1st Wound Reduces TQ to 6, 2nd Kills
* As long as a Node is within range No Morale Tests
Wounds to Guard do not Cause Carnifex to make Morale Rolls.

So 2 Guards and the Carni, would get 11D rounded to 10D on Defense. 5d10, 5d8.

Ranged Attack would be 5D Med Gun 1" radius, or 2D Psyker Attack.
HtH would be 5D10, and 6D8.

Or something like that :)

Will have to sit down with the book, and look at the options allowed.

He is nasty and hard to kill, as he should be. But as you plink him, he becomes easier to kill. TQ Loss
Also Remember that Med and Hvy weapons make it harder to save on Hard to Kill.

One of these things could take on a large number of Fire Teams, the Manual says use Tanks whenever possible.

I like using the TQ for the Hard to Kill Roll, as it shows the creature is as wounds get in, losing the ability to fight.


Lee


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Sat Sep 17, 2011 7:42 am 
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You could also use the vehicle or Gigantic vehicle rules for large creatures, which is what we did in our "Gothic Special K" games we did playtesting TW.

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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Sat Sep 17, 2011 8:45 am 
AAG Pointman
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The more I think about it the more I like the idea of "monstrous" creatures using vehicle rules. To me it makes more sense, it makes it less like multiple dudes in a carnifex "suit" and more like a single entity that has to be dealt with.

It least that's how I will play them.

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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Sat Sep 17, 2011 10:19 am 
Lieutenant

Joined: Wed Aug 17, 2011 9:42 pm
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carnold1836 wrote:
The more I think about it the more I like the idea of "monstrous" creatures using vehicle rules. To me it makes more sense, it makes it less like multiple dudes in a carnifex "suit" and more like a single entity that has to be dealt with.

It least that's how I will play them.


Will work,
Would make new tables for creatures, to give it the right flair.

Will need to think on this.

Lee


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Sat Sep 17, 2011 1:31 pm 
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Man, now I want a two-man Carnifex suit.


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Sat Sep 17, 2011 1:54 pm 
Lieutenant

Joined: Wed Aug 17, 2011 9:42 pm
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chuckjaywalk wrote:
Man, now I want a two-man Carnifex suit.


IF you REALLY want one, let me know.

Got a friend in the biz.

Lee


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Sat Sep 17, 2011 2:46 pm 
Captain

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Halloween is comin up


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Sat Sep 17, 2011 4:47 pm 
Private First Class

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I have a feeling that joke could get expensive quick. Besides, I go as Leatherface every year.


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Wed Sep 21, 2011 1:59 pm 
Lieutenant

Joined: Wed Aug 17, 2011 9:42 pm
Posts: 180
Also to really get the feel of some of the races, I think we may need to split
Ranged Combat TQ, and HTH TQ instead of of just TQ.

Orcs shoot rather poorly, but know how to fight in HTH well.
Tau Shoot very well, but HTH leaves them wanting.

I would expect Grays from pop culture to do very poorly in HTH, but perhaps make up for it in Mental / Ranged
Abilities.

In FOF TQ, was just Training, and that covered both, with Aliens we also have to look into the Races Abilities and in some cases Culture.

So a Unit would have a Base TQ, Then Modified TQs to show HtH and Ranged.


Lee


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Wed Sep 21, 2011 2:48 pm 
Captain

Joined: Tue Nov 09, 2010 9:52 am
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Perhaps there could be a special ability "Hand to Hand Ninja". This ability gives you an up dice to your normal quality dice in H2H. So if you QT is d6 normally, you get d8 when fighting close combat. This ability would not be used on units with QT 12.

There could also be an ability "Hand to Hand Spaz". This ability gives you a dice DOWN to your normal QT in H2H. This ability would not be used on units of QT 6.

This would be in addition to if you have multiple weapons (+1 dice) etc.


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Wed Sep 21, 2011 5:01 pm 
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@Greedo: I had the very same idea today. Lol.

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