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Starcraft 2 conversion for Warhhamer 40k


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#1 Marrok

Marrok

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Posted 27 January 2014 - 11:49 AM

Hey folks, this is my first time trying a conversion, i think i did ok, the stats are more or less exactly transfered from the stats in StarCraft 2 so if you think that some adjustments are requiered, knock yourselves out. The only major flaw in my conversion are the vehicle traits and the Ghost, Spectre, Firebat, Marauder and Marine armour distribution, so if you can make it better, post it bellow for all are sakes.

 

Any variations to armour and vehicles you see are mostly from the mercs from the campaign.

 

 

Here are some guns from Starcraft, and you will find other vehicle weapons and missiles bellow:

C-14 Impaler (Basic; 250m; S/3/5; 1d10+5 R; pen 0; clip 200; Full; -hidden below muzzle Warknife; Melee; 1d5+3 R; 0;)
Gauss Rifle (Basic; 250m; S/3/5; 1d10+10 R; pen 0; clip 150; Full; -hidden below muzzle Warknife; Melee; 1d5+3 R; 0;)
C-10 rifle (300m; S/2/-; 3d10+15 X; Pen 5; Clip 20; Reload 2 Full; -)
AGR-14 rifle (300m; S/2/-; 3d10+10 X; Pen 10; Clip 20; Reload 2 Full; -)
P-45 Reaper pistol (225m; S/-/-; 1d10+10 X; Pen 2; Clip 20; Reload Full; Reliable)
 

 
 
 
 
 
APC - Armored personnel carrier
 
Type: Tracked Vehicle                 Tactical Speed: 10 m
Cruising Speed: 25 kph                Manoeuvrability: +5
Structural Integrity: 50                  Size: Enormous
Armour: Front 40, Side 30, Rear 30
Vehicle Traits: ENVIRONMENTALLY SEALED, Reinforced Armour, Rugged, Tracked Vehicle,
Crew: 1 Driver
Carrying Capacity: 16 passangers
 
Weapons
Turret-mounted Autocannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40; Reload 2 Full; Reliable)
 
Special Rules
Damage Control
 
 
 
 

Predator - Anti-Infantry Specialist
 
Type: Walker                                Tactical Speed: 15 m
Cruising Speed: 80 kph                Manoeuvrability: +15
Structural Integrity: 35                  Size: Hulking
Armour: Front 40, Side 35, Rear 30
Vehicle Traits: 
Crew: -
Carrying Capacity:  -
 
Weapons
Titanium claws (Melee; S/3/–; 2d10+12 E; Pen 0; - )
 
Special Rules
Damage Control
Lightning Field
The Predator unleashes a deadly field of electricity each time it attacks. Deals 4d10+10 damage. hits everything in a two meter radius.

 
 
 
 
Crucio - Siege Tank
 
Type: Tracked Vehicle                 Tactical Speed: 12 m
Cruising Speed: 45 kph                Manoeuvrability: –10
Structural Integrity: 50                  Size: Massive
Armour: Front 40, Side 35, Rear 35
Vehicle Traits: ENVIRONMENTALLY SEALED, Reinforced Armour, Rugged, Tracked Vehicle
Crew: 1 Driver
Carrying Capacity: None
 
Weapons
• Turret-mounted 120 mm Shock Cannon (Front Facing; 100-650m; S/-/-; 5d10+20 X; Pen 35; Clip 1; Reload Full; Blast [10], Concussive [10], Crippling [10])
• 2 Sponson-mounted 90mm Twin Cannons (Left Facing/Right Facing; 350m; S/2/-; 3d10+7 X; Pen 25; Clip 60; Reload Full; Twin-linked)
 
Special Rules
Damage Control
 
 
 
 
Crucio Siege Breaker  - Siege Tank
 
Type: Tracked Vehicle                 Tactical Speed: 12 m
Cruising Speed: 45 kph                Manoeuvrability: –10
Structural Integrity: 50                  Size: Massive
Armour: Front 40, Side 45, Rear 45
Vehicle Traits: ENVIRONMENTALLY SEALED, Reinforced Armour, Rugged, Tracked Vehicle
Crew: 1 Driver
Carrying Capacity: None
 
Weapons
• Turret-mounted Shock Cannon (Front Facing; 650m; S/-/-; 15d10+80 X; Pen 20; Clip 1; Reload Full; Blast [10], Concussive [10], Crippling [10])
• 2 Sponson-mounted 90 mm Cannons (Left Facing/Right Facing; 350m; S/2/-; 4d10+20 X; Pen 25; Clip 60; Reload Full;)
 
Special Rules
Damage Control
 
 
 
 
Banshee - Tactical strike aircraft
 
Type:Spacecraft                        Tactical Speed: 45m/20AU
Cruising Speed: 1100 kph         Manoeuvrability: + 10
Structural Integrity: 40               Size: Enormous
Armor: Front 40, Side 35, Rear 25
Vehicle Traits: ENVIRONMENTALLY SEALED, Reinforced Hull, Rugged
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
• Backlash rockets (300m; S/2/-; 2d10+10 X; Pen 0; Clip 100; Reload 2 Full; Reliable) 
 
Special Rules
Cloaking Field- 3 min of cloak for 6 min of recharge
Damage Control
 
 
 
 
DuskWing Banshee - Tactical strike aircraft
 
Type:Spacecraft                        Tactical Speed: 45m/20AU
Cruising Speed: 1100 kph         Manoeuvrability: + 10
Structural Integrity: 40               Size: Enormous
Armor: Front 55, Side 45, Rear 35
Vehicle Traits: ENVIRONMENTALLY SEALED, Reinforced Hull, Rugged
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
• Screecher Missiles (300m; S/2/-; 3d10+15 X; Pen 0; Clip 100; Reload 2 Full; Reliable) 
 
Special Rules
Cloaking Field- 3 min of cloak for 6 min of recharge
Damage Control
 
 
 
 
Wraith - Cloaking Starfighter
 
Type:Spacecraft                        Tactical Speed: 30m/15AU
Cruising Speed: 1500 kph         Manoeuvrability: + 15
Structural Integrity: 35               Size: Enormous
Armor: Front 35, Side 30, Rear 25
Vehicle Traits: ENVIRONMENTALLY SEALED, Reinforced Hull, Rugged
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
• 3 Burst lasers (250m; S/-/-; 1d10+10 X; Pen 0; Clip - ; Reload - ; Reliable) 
• Gemini Missile Launcher (250m; S/2/-; 1d10+6 X; Pen 10; Clip 120; Reload 4 Full; Reliable)
 
Special Rules
Cloaking Field- 3 min of cloak for 6 min of recharge
Damage Control
 
 
 
 
Tac Fighter - Combat Support Ship
 
Type:Spacecraft                        Tactical Speed: 30m/15AU
Cruising Speed: 1400 kph         Manoeuvrability: + 20
Structural Integrity: 45               Size: Enormous
Armor: Front 40, Side 35, Rear 30
Vehicle Traits: ENVIRONMENTALLY SEALED, Reinforced Hull, Rugged
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
• 2 Lascannons (300m; S/–/–; 5d10+10 E; Pen 10; Clip - ; Reload - ; Proven [3]) 
• Lanzer torpedoes (150m; S/2/-; 4d10+20 X; Pen 2; Clip 30; Reload 4 Full; Reliable) anti-air
 
Special Rules
Damage Control
 
 
 
 
Vulture - Fast skirmish unit
 
Type:Skimmer                         Tactical Speed: 20m
Cruising Speed: 85 kph           Manoeuvrability: + 10
Structural Integrity: 15             Size: Hulking
Armor: Front 25, Side 20, Rear 15
Vehicle Traits: Open-topped, Skimmer, Exposed
Crew: 1 Driver
Carrying Capacity: 1 
 
Weapons
• Fragmentation grenade launcher (300m; S/–/-; 5d10+12 X; Pen 0; Clip 60; Reload 2 Full; Reliable)
 
Special Rules
Damage Control
 
 
 
 
Diamondback - Hover tank
 
Type:Skimmer                         Tactical Speed: 20m
Cruising Speed: 59 kph           Manoeuvrability: + 10
Structural Integrity: 60             Size: Hulking
Armor: Front 60, Side 40, Rear 40
Vehicle Traits: ENVIRONMENTALLY SEALED, Reinforced Hull, Rugged, Skimmer
Crew: 1 Driver, 1 Gunner
Carrying Capacity: -
 
Weapons
• Turret-mounted Twin Eviscerator Rail Gun (300m; S/–/-; 5d10+40 E; Pen 10; Clip 500; Reload 2 Full; Reliable, Twin-Linked)
 
Special Rules
Damage Control
Fire on the Move
 
 
 
 
Hellion - Fast Scout
 
Type: Tracked Vehicle                 Tactical Speed: 15 m
Cruising Speed: 85 kph                Manoeuvrability: +10
Structural Integrity: 25                  Size: Enormous
Armour: Front 25, Side 20, Rear 20
Vehicle Traits: ENVIRONMENTALLY SEALED, Reinforced Armour, Rugged, Tracked Vehicle
Crew: 1 Driver
Carrying Capacity: None
 
Weapons
Turret-mounted Infernal Flamethrower (Front Facing; 250m; S/-/-; 2d10+15 X; Pen 0; Clip 50; Reload Full; Flame, Spray)
 
Special Rules
Damage Control
Transforms into Hellbat Full Round
 
 
 
Hellbat - Battle Hellion
 
Type: Walker                                Tactical Speed: 10 m
Cruising Speed: 45 kph                Manoeuvrability: +5
Structural Integrity: 45                  Size: Enormous
Armour: Front 35, Side 30, Rear 25
Vehicle Traits: ENVIRONMENTALLY SEALED, Reinforced Armour, Rugged, Walker, Combat Walker
Crew: 1 Driver
Carrying Capacity: None
 
Weapons
Turret-mounted Napalm Spray (Front Facing; 100m; S/-/-; 3d10+15 X; Pen 0; Clip 50; Reload Full;Blast [15] Flame, Spray)
Melee, 1d10+10 I, Pen 0, Unwieldly
 
Special Rules
Damage Control
Transforms from Hellion Full Round
 
 
 
 
Goliath  - Sentinel Support Walker
 
Type:Walker                            Tactical Speed: 10 m
Cruising Speed: 54 kph           Manoeuvrability: +10
Structural Integrity: 40             Size: Enormous
Armor: Front 35, Side 25, Rear 25
Vehicle Traits: Enhanced Motive Systems, Walker, ENVIRONMENTALLY SEALED
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
Three weapons chosen from the following:
• Multi-laser (150m; –/–/5; 2d10+10 E; Pen 2; Clip 100; Reload 2 Full; Reliable)
• Heavy Flamer (30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
• Autocannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40; Reload 2 Full; Reliable)
• Lascannon (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])
 
and a Hellfire Missile Launcher (300m; S/2/-; 1d10+15 X; Pen 15; Clip 16; Reload 3 Full;Blast [5], Concussive [3])
 
Special Rules
Damage Control
 
 
 
 
"Iron Golem" Goliath  - Sentinel Support Walker
 
Type:Walker                            Tactical Speed: 10 m
Cruising Speed: 54 kph           Manoeuvrability: +10
Structural Integrity: 45             Size: Enormous
Armor: Front 40, Side 35, Rear 30
Vehicle Traits: Enhanced Motive Systems, Walker, ENVIRONMENTALLY SEALED
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
Three weapons chosen from the following:
• Multi-laser (150m; –/–/5; 2d10+10 E; Pen 2; Clip 100; Reload 2 Full; Reliable)
• Heavy Flamer (30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
• Autocannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40; Reload 2 Full; Reliable)
• Lascannon (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])
 
and a Hellstorm Missile Launcher (250m; S/2/-; 2d10+15 X; Pen 0; Clip 20; Reload 3 Full;Blast [5], Concussive [3])
 
Special Rules
Damage Control
 
 
 
 
Skullder Unit 004 Goliath  - Sentinel Support Walker
 
Type:Walker                            Tactical Speed: 10 m
Cruising Speed: 54 kph           Manoeuvrability: +10
Structural Integrity: 65             Size: Enormous
Armor: Front 50, Side 45, Rear 40
Vehicle Traits: Enhanced Motive Systems, Walker, ENVIRONMENTALLY SEALED
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
Three weapons chosen from the following:
• Multi-laser (150m; –/–/5; 2d10+10 E; Pen 2; Clip 100; Reload 2 Full; Reliable)
• Heavy Flamer (30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
• Autocannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40; Reload 2 Full; Reliable)
• Lascannon (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])
 
and a Skullder 004 Missile Launcher (250m; S/2/-; 2d10+7 X; Pen 0; Clip 20; Reload 3 Full;Blast [5], Concussive [3])
 
Special Rules
Damage Control
 
 
 
 
Cerberus Goliath  - Sentinel Support Walker
 
Type:Walker                            Tactical Speed: 10 m
Cruising Speed: 54 kph           Manoeuvrability: +10
Structural Integrity: 75             Size: Enormous
Armor: Front 90, Side 75, Rear 60
Vehicle Traits: Enhanced Motive Systems, Walker, ENVIRONMENTALLY SEALED
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
Three weapons chosen from the following:
• Multi-laser (150m; –/–/5; 2d10+10 E; Pen 2; Clip 100; Reload 2 Full; Reliable)
• Heavy Flamer (30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
• Autocannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40; Reload 2 Full; Reliable)
• Lascannon (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])
 
and a Cerberus Missile Launcher (250m; S/2/-; 3d10+20 X; Pen 0; Clip 30; Reload 3 Full;Blast [5], Concussive [3])
 
Special Rules
Damage Control
 
 
 
 
War Goliath  - Sentinel Support Walker
 
Type:Walker                            Tactical Speed: 10 m
Cruising Speed: 54 kph           Manoeuvrability: +10
Structural Integrity: 75             Size: Enormous
Armor: Front 90, Side 75, Rear 60
Vehicle Traits: Enhanced Motive Systems, Walker, ENVIRONMENTALLY SEALED
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
Three weapons chosen from the following:
• Multi-laser (150m; –/–/5; 2d10+10 E; Pen 2; Clip 100; Reload 2 Full; Reliable)
• Heavy Flamer (30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
• Autocannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40; Reload 2 Full; Reliable)
• Lascannon (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])
 
and a WarBob Missile Launcher (400m; S/2/-; 3d10+20 X; Pen 0; Clip 30; Reload 3 Full;Blast [5], Concussive [3])
 
Special Rules
Damage Control
 
 
 
 
Spartan Goliath  - Sentinel Support Walker
 
Type:Walker                            Tactical Speed: 10 m
Cruising Speed: 54 kph           Manoeuvrability: +10
Structural Integrity: 55             Size: Enormous
Armor: Front 45, Side 35, Rear 30
Vehicle Traits: Enhanced Motive Systems, Walker, ENVIRONMENTALLY SEALED
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
• 2 Gatling cannons (300m; –/–/5; 4d10+15 E; Pen 5; Clip 200; Reload 2 Full; Reliable)
• Lanzer Torpedoes (300m; S/2/-; 3d10+20 X; Pen 4; Clip 20; Reload 3 Full;Blast [5], Concussive [3])
 
Special Rules
Damage Control
 
 
 
 
Viking - Armored Mechanical Hybrid
 
Type:Spacecraft/Walker                   Tactical Speed: 35m[15 AUs]/ 10m
Cruising Speed: 1100 kph/45 kph    Manoeuvrability: + 10 / -
Structural Integrity: 36                      Size: Massive
Armor: Front 35, Side 27, Rear 27
Vehicle Traits: Combat Walker, Walker, ENVIRONMENTALLY SEALED, Reinforced Hull, Rugged
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
• 2 Twin Gatling Canons (300m; –/–/5; 2d10+10 X; Pen 0; Clip 400; Reload 2 Full; Reliable, Twin-Linked )
• Lanzer Torpedo Launcher (450m; S/2/-; 2d10+5 X; Pen 10; Clip 10; Reload Full;)
Melee, 1d10+10 I, Pen 0, Unwieldly
 
Special Rules
Damage Control
 
 
 
 
Hellangel Viking - Armored Mechanical Hybrid
 
Type:Spacecraft/Walker                   Tactical Speed: 35m[15 AUs]/ 10m
Cruising Speed: 1100 kph/45 kph    Manoeuvrability: + 10 / -
Structural Integrity: 50                      Size: Massive
Armor: Front 50, Side 40, Rear 40
Vehicle Traits: Combat Walker, Walker, ENVIRONMENTALLY SEALED, Reinforced Hull, Rugged
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
• 2 Gatling Canons (300m; –/–/5; 3d10+15 X; Pen 0; Clip 400; Reload 2 Full; Reliable, )
• Lanzer Torpedo Launcher (450m; S/2/-; 3d10+15 X; Pen 5; Clip 16; Reload Full;)
Melee, 1d10+10 I, Pen 0, Unwieldly
 
Special Rules
Damage Control
 
 
 
 
Warhound - Anti-Mechanical Unit
 
Type:Walker                            Tactical Speed: 15 m
Cruising Speed: 56 kph           Manoeuvrability: +0
Structural Integrity: 90             Size: Massive
Armor: Front 50, Side 40, Rear 40
Vehicle Traits: Enhanced Motive Systems, Walker, ENVIRONMENTALLY SEALED, Super-heavy Walker, Titanic Critical Hits, Reinforced Hull, Void Shield
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
• Warhound Close Combat Weapon (Melee, 2d10+30 E, Pen 6, Power Field)
A Warhound Close Combat Weapon may be equipped with one of two auxiliary weapon systems:
Inferno Gun: (Facing Front/Left/Right, Range 50m, S/–/–, 2d10+15 E, Pen 8, Clip 200, Reload —, Flame, Reliable)
Vulcan mega-bolter: (Facing Front/Left/Right, Range 400m, Heavy, –/–/15, 2d10+13 X, Pen 7, Clip 6000, Reload —, Inaccurate, Storm, Tearing)
• Missile Launcher (Range 250m, Heavy, S/–/–, primary 8 Haywire Missiles (500m, 2d10+10, Pen 5, +30 damage to Machines and Vehicles, Haywire (5)) ;but may fire any missiles )
One weapon chosen from the following:
• Double-barrelled Turbo-laser Destructor: (Facing Front/ Left/Right, Range 1000m, Heavy, S/–/–, 4d10+30 E, Pen 20, Clip —, Reload —, Blast [8], Felling [2], Twin-linked)
• Plasma Blastgun: the plasma blastgun has two fi ring modes. It may only be fi red in one mode in any given turn: Regular: (Facing Front/Left/Right, Range 600m, Heavy, S/2/–, 2d10+20 E, Pen 8, Clip —, Reload —, Blast [12], Volatile) Maximal: (Facing Front/Left/Right, Range 800m, Heavy, S/–/–, 3d10+26 E, Pen 10, Clip —, Reload —, Blast [16] Volatile)
 
Special Rules
Damage Control
 
 
 
 
Thor - Heavy Assault Walker
 
Type:Walker                            Tactical Speed: 10m
Cruising Speed: 38 kph           Manoeuvrability: -
Structural Integrity: 100           Size: Immense
Armor: Front 120, Side 100, Rear 80
Vehicle Traits: Combat Walker, Walker, ENVIRONMENTALLY SEALED, Reinforced Hull, Rugged, Super-heavy Walker, Titanic Critical Hits, Reinforced Hull, Void Shield
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
Thor Close Combat Weapon (Melee, 2d10+30 E, Pen 6, Power Field, Unwieldly) / Melee, 2d10+15 I, Pen 0, Unwieldly
• 2 Thor's Hammer's (350m; S/–/-; 4d10+30 X; Pen 5; Clip  - ; Reload  - ; Reliable, Twin-Linked)
• Javelin Missile Launcher (500m; S/2/4; 2d10+10 X; Pen 0; Clip 20; Reload Full;Blast [25]) anti-air
• 4 250mm Punisher Cannons (500m;S/-/-; 4d10+10 X; Pen 0; Clip 20; Reload 2 Full; Blast [4], Concussive [8] ) anti-air
*Notes  - The thor attacks a single ground unit or structure using the cannons on its back. The Thor can only target one unit or location, which it does continually, stunning a target within 350m range for 6 seconds while inflicting 1250 damage. The Thor is otherwise rendered helpless while the ability is in use.
 
 
Special Rules
Damage Control, Immortality Protocol
 
 
 
 
Odin - Super-Heavy Siege Walker
 
Type:Walker                            Tactical Speed: 10m
Cruising Speed: 38 kph           Manoeuvrability: -
Structural Integrity:  200          Size: Titanic
Armor: Front 140, Side 120, Rear 100
Vehicle Traits: Combat Walker, Walker, ENVIRONMENTALLY SEALED, Reinforced Hull, Rugged, Super-heavy Walker, Titanic Critical Hits, Reinforced Hull, Void Shields (3)
Crew: 1 Driver
Carrying Capacity:None
 
 
Weapons
• 2 twin-linked T800 cannons (350m;S/-/-; 5d10+50 X; Pen 0; Clip - ; Reload - ; Blast [4], Concussive [8], Twin-Linked, 150 damage to buildings )
• Hellfire Missile Launcher (500m; S/2/-; 2d10+17 X; Pen 0; Clip 80; Reload 3 Full;Blast [5], Concussive [3])
• 4 330mm Punisher Cannons (650m;S/-/-; 4d10+40 X; Pen 0; Clip 30; Reload 2 Full; Blast [6], Concussive [12] )
 
Special Rules
 
 
 
---------------------------------------------
 
SCV - T-280 Space Construction Vehicle
 
Type:Walker                            Tactical Speed: 10 m
Cruising Speed: 56 kph           Manoeuvrability:  -
Structural Integrity: 10             Size: Enormous
Armor: Front 15, Side 10, Rear 10
Vehicle Traits: Walker, ENVIRONMENTALLY SEALED, Unnatural Strength (x2), Unnatural Toughness (x2)
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
• 2 MANIPULATOR MECHADENDRITEs (Melee, 1d10+2 I, )
• Fusion cutter (5m, 1d10+SB E, Pen 2 )
 
 

 

 

Anything beyond this point is highly experimental, caution adviced, if you can make better PLEASE post for all our sakes.
 
 
Reaper - jet-pack equipped infantry
 
Type:Walker                            Tactical Speed: 10 m
Cruising Speed: 58 kph           Manoeuvrability:  -
Structural Integrity:  -               Size: Hulking
Armor: Head 7, Body 8, Arms 8, Legs 7
Vehicle Traits: Walker, ENVIRONMENTALLY SEALED
Crew: -
Carrying Capacity:None
 
Weapons
• 2 P-45 Reaper pistols (225m; S/-/-; 1d10+10 X; Pen 2; Clip 20; Reload Full; Reliable)
• Fusion cutter (5m, 1d10+SB E, Pen 2 )
 
Special Rules
U-238 Rounds 50m range increase, +7 damage(special munition, isnt in the guns stats)
Jump Pack
 
 
 
 
Ghosts - Covert Operative
 
Type:Walker                            Tactical Speed: 10m
Cruising Speed: 45 kph           Manoeuvrability: -
Structural Integrity: 25             Size: Enormous
Armor: 10 All + Psy Rating
Vehicle Traits: Combat Walker, Walker, ENVIRONMENTALLY SEALED, Reinforced Hull, Rugged, Unnatural Strength (x2), Unnatural Toughness (x2)
Crew: -
Carrying Capacity:None
 
Weapons
C-10 rifle (300m; S/2/-; 3d10+15 X; Pen 5; Clip 20; Reload 2 Full; -)
 
Special Rules
1min cloak/3min charge
Stealth Field Generator: The Stealth Suit’s Stealth Field Generator is always in one of two modes—Active or Passive. The mode may be changed as Free Action from one turn to the next.
In Passive Mode, all Tests of any sort to detect the Stealth Suit and any Ballistic Skill Tests to hit the Stealth Suit suffer a –10 penalty (senses other than sight are unaffected). In Active Mode, any sort of Test to detect the Stealth Suit and all Weapon Skill or Ballistic Skill Tests suffer a –30 penalty (this penalty applies to all senses, including those augmented by auto-senses, scopes, and similar devices). Anyone attempting to locate a Stealth Suit may attempt an Awareness Test (keeping in mind the above penalties). Passing this test by one or more degrees of success will alert the character that his sensors are being interfered with by the Stealth Suit’s systems. If the test is passed by one or more Degrees of Success, the searcher will be aware of the Stealth Suit’s interference with his sensors, but otherwise he will not detect its effects.
EMP Shot
This ability drains 50 shields from all shielding in the area of effect. This includes units on the same side as the ghost. Shield upgrades have no effect. The EMP field has a range of 500m and an area-of-effect of 75m. Cloaked units are revealed for a short time. Burrowed units are not.
Snipe
Deals 4d10+20 damage + 5d10+10 vs Psyker and Daemonic trait units, ignoring armor.
 
 
 
 
Spectre -  Special Forces Operative
 
Type:Walker                            Tactical Speed: 10m
Cruising Speed: 55 kph           Manoeuvrability: -
Structural Integrity: 15             Size: Enormous
Armor: 8 All + Psy Rating
Vehicle Traits: Combat Walker, Walker, ENVIRONMENTALLY SEALED, Reinforced Hull, Rugged, Unnatural Strength (x2), Unnatural Toughness (x2)
Crew: -
Carrying Capacity:None
 
Weapons
AGR-14 rifle (300m; S/2/-; 3d10+10 X; Pen 10; Clip 20; Reload 2 Full; -)
 
Special Rules
1min cloak/3min charge
 
 
 
 
Marauder-5-4 Armored Infantry Suit /Heavy assault infantry
 
Type:Walker                            Tactical Speed: 10m
Cruising Speed: 45 kph           Manoeuvrability: -
Structural Integrity: 25             Size: Enormous
Armor: Front 30, Side 25, Rear 20
Vehicle Traits: Combat Walker, Walker, ENVIRONMENTALLY SEALED, Reinforced Hull, Rugged, Unnatural Strength (x2), Unnatural Toughness (x2)
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
2 Quad K12 grenade launchers (300m; S/-/-; 2d10+15 X; Pen 15; Clip 100; Reload 2 Full; -)
Melee, 1d10+10 I, Pen 0, Unwieldly
 
Special Rules
 
 
 
 
Hammer Marauder-5-4 Armored Infantry Suit /Heavy assault infantry
 
Type:Walker                            Tactical Speed: 10m
Cruising Speed: 45 kph           Manoeuvrability: -
Structural Integrity: 35             Size: Enormous
Armor: Front 35, Side 30, Rear 25
Vehicle Traits: Combat Walker, Walker, ENVIRONMENTALLY SEALED, Reinforced Hull, Rugged, Unnatural Strength (x2), Unnatural Toughness (x2)
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
2 Mediators (300m; S/-/-; 3d10+15 X; Pen 15; Clip 120; Reload 2 Full; -)
Melee, 1d10+10 I, Pen 0, Unwieldly
 
Special Rules
 
 
 
 
Firebat-CMC-660 /Specialized anti-infantry attacker
 
Type:Walker                            Tactical Speed: 10m
Cruising Speed: 45 kph           Manoeuvrability: -
Structural Integrity: 25             Size: Enormous
Armor: Front 30, Side 25, Rear 20
Vehicle Traits: Combat Walker, Walker, ENVIRONMENTALLY SEALED, Reinforced Hull, Rugged, Unnatural Strength (x2), Unnatural Toughness (x2)
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
2 Perdition flamethrowers (100m; S/-/-; 2d10+10 X; Pen 0; Clip 75; Reload 2 Full; Flame, Spray,)
Melee, 1d10+10 I, Pen 0, Unwieldly
 
Special Rules
 
 
 
 
Devildog Firebat-CMC-660 /Specialized anti-infantry attacker
 
Type:Walker                            Tactical Speed: 10m
Cruising Speed: 45 kph           Manoeuvrability: -
Structural Integrity: 55             Size: Enormous
Armor: 40, Side 35, Rear 30
Vehicle Traits: Combat Walker, Walker, ENVIRONMENTALLY SEALED, Reinforced Hull, Rugged, Unnatural Strength (x2), Unnatural Toughness (x2)
Crew: 1 Driver
Carrying Capacity:None
 
Weapons
2 Firestorm flamethrowers (50m; S/-/-; 2d10+17 X; Pen 0; Clip 85; Reload 2 Full; Flame, Spray,)
Melee, 1d10+10 I, Pen 0, Unwieldly
 
Special Rules
 
 
 
 
CMC-300 Powered Combat Suit
 

Size: Hulking
Armour: All 6 (Head 5)
NBC Shielding: +10 Resistance(Radiation)
Aural Directional Enhancers: +10 Sound-based Awareness Tests
Full life support: With the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered.
Magnetized Boot Soles: Can be activated to provide the equivalent of Magboots.
Enhanced protection: Provides AP 9 to the Head and AP 10 to all other Locations.
HUD: A Heads-Up Display (HUD) is built into the visor. Its features include infra-red vision, a "navigation mode" which superimposes a map of surrounding terrain and pinpoints prominent features, targeting systems,gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound is capable of displaying life support as a percentage and the amount of ammunition in a soldier's equipped weapon, the ability to detect motion to some extent, and a data system which, with the appropriate link, can let the user 'jack in' to video and data feeds, the information scrolling across the visor(+10 Tech Use). The visor itself may be lowered/raised and/or (un)polarized at the user's discretion, though will automatically (un)polarize based on the intensity of light hitting it. Colors that can result include black and gold.
Integrated communication system.
Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered. Bio-monitor and Injectors: If the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits:
• +10 to Tests resisting the Toxic Quality and similar poison effects.
• The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
• If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
Shoulder and/or chest mounted illuminators. The spectrum is determined via voice activation.
Structural Support: -1 to Fatigue and +20 To Strength and Agility, 6m fall dampeners
Recoil Suppression: Provides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat.

 

 

 

Thats all from me enjoy and help if possible to make it better,

Please and Thank you,

There is no potato for you for this long post


Edited by Marrok, 28 January 2014 - 06:09 AM.

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#2 Kshatriya

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Posted 29 January 2014 - 08:33 AM

Jeez some of these weapons, I don't even. Multiple d10s and high static bonus, I don't know how that's "balanced" set against 40k vehicles that fulfill the same role.



#3 Marrok

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Posted 29 January 2014 - 08:52 AM

Jeez some of these weapons, I don't even. Multiple d10s and high static bonus, I don't know how that's "balanced" set against 40k vehicles that fulfill the same role.

 

Its a literal conversion from the games stats i found online, plus its to different worlds, of course they would have different everything in materials, application, etc,...

So of course its gonna maybe be of the top, i mean their equivalent for IG is power armour MARINES. (Plus less worry about the warp and !$!%)



#4 bogi_khaosa

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Posted 29 January 2014 - 11:36 AM

Must of these vehicles can't damage themselves. :)


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#5 Kshatriya

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Posted 29 January 2014 - 04:27 PM

 

Jeez some of these weapons, I don't even. Multiple d10s and high static bonus, I don't know how that's "balanced" set against 40k vehicles that fulfill the same role.

 

Its a literal conversion from the games stats i found online, plus its to different worlds, of course they would have different everything in materials, application, etc,...

 

 

Well, the fluff doesn't matter when we're talking mechanics. Don't take this the wrong way - but what applicability do you see for this? If you plan to put the Confederacy inside the Imperium as an old human colony to bring back, that's a cool idea. i'd just contest human-sized marines carrying weapons head and shoulders above Astartes. Starcraft human tech is at or below Imperial tech in most cases. 



#6 Marrok

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Posted 30 January 2014 - 02:00 AM

 

 

Jeez some of these weapons, I don't even. Multiple d10s and high static bonus, I don't know how that's "balanced" set against 40k vehicles that fulfill the same role.

 

Its a literal conversion from the games stats i found online, plus its to different worlds, of course they would have different everything in materials, application, etc,...

 

 

Well, the fluff doesn't matter when we're talking mechanics. Don't take this the wrong way - but what applicability do you see for this? If you plan to put the Confederacy inside the Imperium as an old human colony to bring back, that's a cool idea. i'd just contest human-sized marines carrying weapons head and shoulders above Astartes. Starcraft human tech is at or below Imperial tech in most cases. 

 

 

 

or as ancient STC, besides again i state its a literal conversion if you think you can balance thinks out, please do so






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