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Terran Ghost

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  1. My take on Terran weapons would be such (all stats are for common FMJ munitions) 1) Revolver Class = pistol, Range = 30 m, RoF - S/-/-, Dam = 1d10+3I, Pen =0, Clip = 6, Rld = 2 Full, Weight = 1kg, Special = Reliable, Avail = Common "Based on long, true and tested principles of combustion firearms, .357 caliber revolver packs a punch against unarmored opponents, however it would have problems against heavier armour and tough zerg hides" 2) Shotgun Class = basic, Range = 30 m, RoF - S/-/-, Dam = 1d10+4I, Pen=0, Clip = 6, Rld = 2 Full, Weight = 4 kg, Special = Scatter, Reliable, Avail = Plentiful (with Buckshot) Class = basic, Range = 30 m, RoF - S/-/-, Dam = 1d10+4I, Pen=3, Clip = 6, Rld = 2 Full, Weight = 4 kg, Special = Reliable, Avail = Plentiful (with Armour-piercing slugs) "True, tried and used by generations before, this simple, yet reliable combustion-based pump-action shotgun, allowed for civilian handling is cheap in production and easy in maintenance, that's why it remains a common hunting and self-defence on fringe worlds and remote colonies" 3) Autogun Class = basic, Range = 100 m, RoF - S/3/10, Dam = 1d10+3I, Pen=0, Clip = 45, Rld = Full, Weight = 4.5 kg, Special = -, Avail = Common "Confederacy-designed combustion automatic rifle, firing low-calibre caseless munitions. Is generally being replaced with gauss-based firarms on central worlds of Terran Dominion, however remains quite common in hands of police forces on fringe worlds, various local militias and on black market" 4) Light gauss rifle Class = basic, Range = 100 m, RoF - S/3/-, Dam = 1d10+3I, Pen=0, Clip = 60, Rld = Full, Weight = 5 kg, Special = Overcharge*, Avail = Average (Normal mode) Class = basic, Range = 100 m, RoF - S/3/-, Dam = 1d10+4I, Pen=2, Clip = 60, Rld = Full, Weight = 5 kg, Special = Unreliable, Overcharge*, Avail = Average (Overcharge mode) "AGR-14 gauss based assault rifle, having generally replaced aged combustion-based rifles in hands of police forces on central worlds. While firing in normal mode it functions similarly to it's combustion cousin, however, if needed the rifles firing coils could be overcharged, producing more powerful shots, but at a price of heavier recoil and less reliable workings of the discharge capactiators" * Overcharge: Light gauss rifle could be set to fire in overcharge mode, gaining +1 Damage and 2 Penetration, but also gaining Unreliable quality. 5) Gauss rifle Class = basic**, Range = 120 m, RoF - S/3/10, Dam = 1d10+4I, Pen=4, Clip = 150, Rld = Full, Weight = 15 kg, Special = -, Avail = Average "8mm caliber C-14 gauss rifle, standard arm for modern power-armoured infantrymen" ** Counts as Heavy weapon if used without power armour. 6) Canister rifle Class = basic, Range = 200 m, RoF - S/-/-, Dam = 1d10+9X, Pen=8, Clip = 10, Rld = Full, Weight = 8,5 kg, Special = Accurate, Felling (4), Targeting laser***, Avail = Near unique "C-10 canister rifles, long remaining the standard weapon of choice for the dreaded Ghost programm operatives. This rifle fires 20mm armour-piercing explosive slugs over long ranges, making quick work of any enemy if the shooter is skilled" *** Targeting laser: This weapon could be used (it's standard attack aside) in a special action, in which it's user illuminate a target of choice with an intergated laser rangefinder. The telemetry relayed to allied units could be used to drastically improve accuracy of any guided muntions from shoulder-lauched to heavy cruise missiles, mounting bunker-buster or even tactical nuclear warheads. If targeting laser is engaged, any allied players firing guided missile-based weaponry against illuminated targets may re-roll any failed rolls to hit.
  2. Since this is supposed to be a whole archeotech starship, shouldn't it invariably bring attention of the Priesthood of Mars (that are Adeptus Mechanicus) to the player's rogue trader?
  3. And why should it offend anyone? Rather nice attempt of total conversion. However, a few question do arise 1) Why are "Core worlds" and "Korhal" different backgrounds, since Korhal IS actually one of the "Core Terran Worlds" of Koprule sector? 2) Haven't found CMC armour among the list. Not added yet? 3) Why normal (gunpowder-based) autogun is in fact stronger than gauss assault rifle and on par with C-14 gauss rifle (weapon designed to do tricks like penetrating CMC armor or dealing enough damage to put zerg creatures "out of commission"). PS: My take, it would better be damage = 1d10+3I, Pen = 0 for the autogun, damage = 1d10+3I, Pen = 2 for the gauss assault rifle and Damage = 1d10+4I. Pen=4 for the C-14.
  4. In fact his rebellion IS about idealism. As far as info from Encyclopaedia Calixia is correct, governor Malaki Vess isn't a motivated by heretical notions (that is Chaos worship), nor his rebellion is for sake of increasing his own wealth and(or) power, his rebellion is about averting Zweihan's World's population's lives utterly ruined.
  5. In fact the Imperium as a whole impose some limited set of rules/obligations on its planets and their population. These are - do not worship Chaos or have any dealings with known enemies of the Imperium - pay the Tithe - do not enter into deals with the aliens - all psykers must be either granted Emperor's mercy or turned over to the Black Ships as long as these rules are followed, the Adeptus Terra allow a world in question to have it's own culture, laws and type of government. So a planetary government could have a system of guaranteed personal rights for it's citizens. However, if one draws the attention of the Imperium, little rights are available generally. For example, an inquisitor typically have the power to judge and execute any Imperial citizen on spot (however, this should be noted that 99.9% of Imperial population may never met an inquisitor in person during their lifetimes) and even in Adeptus Arbitres proceedings the accused will usually not be entitled to defense counsel or have the right to appeal sentence handed out by one of the Arbitres judges).
  6. Well, it is commonplace to be badly misguided over the real penetration power for rifle-class bullets (say, 7,62mm NATO). However, such rounds are known to punch about 10-12cm through brick walls when out on 200 meters range from the target. Second, is the attitude about lasgun and las-weapons. For me, it is the absolute imperative (per my own understanding of Wh40K setting's canon) that lasgun shots are no less lethal than real-life bullets shot from an AK-47 and I absolutely refuse to settle for anything less. So making the lasgun overtly weak against clearly primitive armour isn't fair up to me - such "armour" as chainmail suits or feudal world plate should produce little damage against lasgun's shots as it would be per WH40K's lore. PS: I know about "flashlight" jokes, however that is not about comparing the lasgun to modern assault-rifle grade weapons, but about comparing the lasgun to more powerful weapons, present in the tabletop game's weargear lists (like comparing it to bolter or plasma gun). According to these I seem to miss the "primitive armour" rule, that did the thing right. PS: It will be even more accurate to differentiate altogether armour's effectiveness against different sources of damage. Say, a common flak vest may be able to stop autopistol's bullets but do little to stop las-weapons' discharges, and on the contrary, armour like crystal armour, used by the Vitrian Dragoons Imperial Guard regiments may be very effective against lasgun's shots due to it's semi-reflective outer layer. But that mechanics would surely over-complicate the game, I know.
  7. And I made some alterations to the LSW - here comes the final version However - it is still the "light machine gun for the Imperial Guard armoury" ------------------------------------------ Las weapons - Laser Support Weapon (LSW) (Heavy) First developed by Martian tech-magi in early M34, the Laser Support Weapon was to bridge the gap between common infantryman's lasgun and more heavier, tripod mounted support weapon used by heavy weapons team. More geared towards the light infantry of the Astra Militarum, LSW uses fast discharge capacitators and an powerful heat dispersal system (based of incomplete STC template recovered on Zeta-123C) to provide full-auto covering fire (it should be noted that no provisions for special single-shot mode been made), when needed while having a relatively low weight. To make it easier to use and supply, Laser Support Weapon was designed specially to be fed from twin standard lasgun power packs, being used consequently by the discharge capacitators. Like the common lasgun, LSW power could be adjusted, however it is prone to overheating when used on highest possible power of shots. Such weapon is supplied standartly to many Imperial Guard's light infantry regiments, but is rare among the "civilian market". Laser Support Weapon benefit from variable setting rule. When fired on overcharge it gains +1 damage, but use two times the power for the shot, reducing the ammo capacity to 60. When fired on overload more it gains +2 damage and +2 penetration, however using 4 times the power (reducing the clip to 30 shots) and gains "Overheat" quality. Range- 100m RoF- -/-/5 Dam- 1d10+3I Pen- 0 Clip- 120 Rld- 2 Full Wt- 12kg Avail- Rare Special- - Real World Comparisons- light machhine guns
  8. Well, since 1d10+4I is the damage for things like heavy stubber or Armageddon-pattern autogun listing such damage for anything resembling real-world low caliber assault rifle ammo (like 5,45x39mm or 5,56x45mm) looks well, strange to me. More look like while "regular" autogun is roughly an equivalen to real-world AK-47/AKM assault rifles, your Stub-rifle would be that of a higher-caliber battle rifle like the real world FN FAL or H&K G3. Las weapons - Laser Support Weapon (LSW) First developed by Martian tech-magi in early M34, the Laser Support Weapon was to bridge the gap between common infantryman's lasgun and more heavier, tripod mounted support weapon used by heavy weapons team. More geared towards the light infantry of the Astra Militarum, LSW uses fast discharge capacitators to provide full-auto covering fire (it should be noted that no provisions for special single-shot mode been made), when needed while having a relatively low weight. To make it easier to use and supply, Laser Support Weapon was designed specially to be fed from twin standard lasgun power packs, being used consequently by the discharge capacitators. Like the common lasgun, LSW power could be adjusted, however it is prone to overheating when used on highest possible power of shots. Such weapon is supplied standartly to many Imperial Guard's light infantry regiments, but is rare among the "civilian market". Laser Support Weapon benefit from variable setting rule. When fired on overcharge it gains +1 damage, but use two times the power for the shot, reducing the ammo capacity to 60. When fired on overload more it gains +2 damage and +2 penetration, however using 4 times the power (reducing the clip to 30 shots) and gains "Overheat" quality. Range- 100m RoF- -/-/10 Dam- 1d10+3I Pen- 0 Clip- 120 Rld- 2 Full Wt- 8kg Avail- Rare Special- - Real World Comparisons- light machhine guns
  9. While lasguns still have 0 ? Isn't very logical, since bows and crossbows are mostly a primitve weapons, either produced on feral/feudal worlds or jury-rigged from scrap-metal by low-level underhive criminal elements.
  10. The fact is, however, that both black powder and cordite (modern-type smokeless gunpowder) do not require external oxygen to fuction - oxidizer is already part of it's composition. So - solid projectile firearms as well as lasguns most likely would work in airless environment with most likely even a boost to their effective range. PS: On the other hand, flame weapons wouldn't most likely function in vaccuum and I am still not sure about the plasma guns.
  11. Just a bit of offtopic - generally, the Imperium cares not about the type of planetary government preferred by local inhabitants, and there are generally only two reasons the discovered non-Imperial world would be judged heretics on spot - they have to either worship Chaos by their own will or willingly cooperate (or worse, coexist) with xenos.
  12. Adeptus Mechanicus are in fact more of an allied empire, than a standard Imperial Adepta. However, since the Treaty of Mars suggest cooperation between Mechanicus and Imperium proper, an Inquisitor could ask (but not give an order to) for AdMech help. Then it would boil down to 3 criterias: 1) As Bankinus already stated, the place of the techpriest, whose assistance is requested in the AdMech hierarchy. 2) The asking Inquisitor's renown and place in the Inquisition hierarchy (a novice, inherited his teacher's Inquisitorial Rosette just some time age would command less respect than a famous inquisitor lord from Ordo Malleus) 3) The compatibility between Inquisitor's aims and that of the Adeptus Mechanicus. Just one curious question - what about the relations between AdMech and the Ecclesiarchy? With the latter actively working towards introducing tech-heresy among the forge worlds' population their relationships might not be that easy...
  13. It would get more funnier that it applies a way of both ways. For example. 1) A typical ork boy have 12 wounds, toughness bonus of 6 and armor rating of 2, but only for body. That means, an ork could absorb 6 to 8 damage. A lasgun deals 1d10+3E damage on normal, and have an AP bonus of 0. That means to score any damage to ork with a lasgun on normal power setting you have to roll 4 or higher on d10 dice if a shot hit anything other than body or 6 or higher if the hit was for ork's body. The maximum possible damage that way is 7 when anything other than body is hit and 5 when a hit is to the body of ork. However, a humble lasgun could be set to overcharge shots without any sacrifilce than higher ammo cell drain. In such setting it would get 1d10+4E damage and an AP bonus of 0. Scoring damage to ork on such setting would require a dice roll of 3 or higher if anything other than body is hit, and 5 or higher for the hits to body. Maximum damage dealt would be 6 (body) to 8 (anything else). In time of neccessity a humble lasgun could be set to overload. It is somewhat prone to overheating on such setting and burns ammo cells like no tomorrow, but gets 1d10+5E damage and AP bonus of 2. That means an ork getting damaged on any roll equal of higher than 2 and could sustain a maximum of 9 damage. 2) A typical Imperial Guard infantrymen have a toughness bonus of 3 and armor rating of 4, for all body parts. That means a guardsmane could absord 7 damage. Ork shoota deals 1d10+4I damage and have an AP bonus of 0. So it would means an ork (if he hits the target that is - a shoota has Inaccurate trait and an orks BS is 24 opposed to Guardsman's 35) hits a guardsman damage would be dealt on dice roll equal or higher than 4 and the maximum damage could be equalling 7 wounds.
  14. However, while scary and resilient, they are far from being invincible. According to WH40K lore, a humble lasgun is capable of severing a human's arm with one standard shot (that's for "lasguns are weak weapons part" - they may be weak but not when compared against AK-47s or G-36s, but when compared against more powerfule 40K guns like bolters, plasma guns or Tau pulse rifles) and a headshot from a lasgun would instantly kill a common ork boy (however, it can be trickier with a nob or mek-boy, a lot trickier). RPG game mechanics invariably contain things, put there for maintaining balance (and helping the PCs from being killed with a single shot from weapons like autoguns or stub revolvers, held by low level scum).
  15. Well, the AdMech sometimes view actions differently from how it is viewed by Lex Imperialis. For example, creating Oblivion Volitors (devices, erasing personality of its victim and instatransfroming a victim into a combat servitor, loyal to Volitors' creator every whim) is a grave crime according to Lex Imperialis but only a minor tech-heresy for the AdMech with techpriests reluctant to take any action at all.
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