Lets see what armour stats if it should have everything a termi should have or not in my up coming game one of them is beginning rewarded
Cataphract Tactical Dreadnought armour
Eh ... I'd say armor value of a set of terminator, no protective field, same sort of downsides as terminator armor (lack of mobility, and reduced agility/dexterity), black carapace doesn't reduce size penalties. Maybe allow for making a called shot to specifically bypass the cataphract armor and go straight to their regular armor.
Probably be somewhat easier to obtain than full-up Terminator armor.
Head-13
Torso-14
Left/Right Arm- 13
Left/Right Leg- 13
35% Shields if crux is on it
12 ft tall
ill get to fixing it later i need to get back to work
Well, it's a Heresy suit of armour, so based on maintenance it could have lost some of it's hardware, but overall it's a "heavy" suit of terminator armor (similarly to how MKIII armour is a reinforced, specialized pattern not meant to fully replace MKII); it is known for having heavier plating and/or better shielding (lower invulnerability save, so something like a force field rating of 45), with the side effect of being even more unwieldy (A further -10 to agility, or an additional penalty to move speed). They are also all superbly ancient; no one except the Custodes, Salamanders or the Iron Hands should probably be maintaining them in any numbers since the Heresy, with the Iron Hands being extremely recalcitrant towards letting them go (those that remain are all that is left of the original Morlocks; they represent the darkest days of the chapter); the Deathwatch might be able to get their hands on a few, but they should be kept for extremely dangerous missions, where you fear to send normal terminators.
Since its heavier bulkier and with propa' shielding we could make it feel more Mk3-ish and give it:
Head - 13 with gorget aka Mk8 and only headshots from the front
Torso/Arms/Legs - 15 with back armor being 13
Shield protection rating of 45-50, with SM disliking this armor for its bad agility we should add bad agility like no black carapace size penalties negation and, lets say, no triggered movement like knockback, sliding, being pushed, assassin strikes etc and with marines disliking it it should be easier to get. Maybe 50 req for the suit itself instead of 60.
Im not the fan of DW's terminator armor rules since the penalties make it borderline usable so I wouldn't add any extra agility penalties. Moving 6m per round could be extremely punishing if there is a tiniest possibilty that roflstomping some enemies would not work or if there is some problem with your ranged weapon. U dont want Lightning Claws guys being laughed at and poked to death by every single not stationary enemy, dont you?
I was always interested in this - how do you do the TT conversions? Are there some basic mathematical formulas to do the heavy lifting, and you smooth the rough edges later with game balance in mind, or is it purely based on intuition and comparison with existing DW gear?
Also, if Termie armour, what about the Tartaros? God forbid I use one in my games, there's enough bling available for the team as it is, but I'm interested in the conversion mechanics.
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I was always interested in this - how do you do the TT conversions? Are there some basic mathematical formulas to do the heavy lifting, and you smooth the rough edges later with game balance in mind, or is it purely based on intuition and comparison with existing DW gear?
Well, that's how I do this;
Note: My version of stats increase the faster, the higher they go; some players and GM's do not like it and call it "power creep". Be warned, in this system, S10 weapons are really dangerous!
Weapon Strength
:
- I can't think of any S1 or S2 weapon right now, so I'll leave them. But propably it would be 1d5 and 1d10 accordingly.
- S3 = 1d10+2(Civilian pistol) to 1d10+5(Hand cannon/heavy stubber)
- S4 = 1d10+8(Ork Weapons) to 1d10+9(Bolters).
- S5 = 1d10+12 (Heavy Bolter, Tau Burst Cannon)
- S6 = 2d10+8 (Multilaser, Tau Plasma)
- S7 = 3d10+7 (Autocannon, Tau Missile Pod)
- S8 = 4d10+10 (Melta, Krak Missile)
- S9 = 5d10+20 (Lascannon)
- S10 = 6d10+30 (4E Railgun)
Things worth noticing:
First, some weapons have differences based on individual cases (Flamers have lower Damage, but they have Flame special rule; Bolters have the same damage as other S4 weapons, but they have Tearing to show that they're a little bit better than standard S4.
Second, damage scales up the faster, the higher it is. Difference between S3 and S4 is ~5; difference between S9 and S10 is 1d10+10. Also, there is a small difference between S4 and S5. However, I find this working surprisingly well despite that. I'm using this system in my campaign for a long time and it seems to be fine.
Weapon's Armor Penetration:
AP0 = AP0
AP6 = AP2
AP5 = AP4
AP4 = AP5/6
AP3 = AP7
AP2 = AP14
AP1 = AP20
Few points. Yes, they again scale faster the higher they go. And, also worth noticing, AP3 is slightly weaker than 3+ save, and the same goes for AP4 and 4+ save, as you'll see in a moment. This is again intentional.
Armor:
- = No Armor
6+ = 2 Armor
5+ = 4 Armor
4+ = 6 Armor
3+ = 9 Armor (SM have 8 everywhere and 10 on Body, usually, depending on what Mark is it)
2+ = 13 Armor (Artificer Armor has 10 everywhere and 12 Body, Terminator has 12 everywhere and 14 Body)
Creature's Strength:
- S2 = 20 Strength
- S3 = 30 Strength
- S4 = 40 Strength and Unnatural (x2) (Yes, I'm still using x2 instead of +4 most of the time, but it's not much of a difference here), effectively SB8
- S5 = 50 Strength and Unnatural (x3), effectively SB15
- S6 = 60 Strength and Unnatural (x4), effectively SB24
- S7 = 70 Strength and Unnatural (x5), effectively SB35
And so on. This way, Strength is close to Weapon Strength, although it does scale faster on higher levels (S8, S9 and S10). But there aren't too many S9 creatures out there anyway, and if your players are fighting 3E Nightbringer, they deserve some trouble. Also, damage in CC is less random compared to Ranged, which can be good or bad (less dice = more stable damage, but smaller chance for RF, balanced by higher Damage output overall).
Worth noticing: These are just a basic framework. There are exceptions. For example, in my book, Scouts have TB6; Marines TB8; Veterans/Terminators/Sternguard/Vanguard TB10; Capitans TB12. The same applies to other creatures.
Toughness:
- T2 = 20 Toughness
- T3 = 30 Toughness
- T4 = 40 Toughness and Unnatural (x2) (Yes, I'm still using x2 instead of +4 most of the time, but it's not much of a difference here), effectively TB8
- T5 = 50 Toughness and Unnatural (x3), effectively TB15
- T6 = 60 Toughness and Unnatural (x4), effectively TB24
- T7 = 70 Toughness and Unnatural (x5), effectively TB35
Again, few important points. SM have True Grit, which others do not - that's because I like my SM as a "special snowflake". So, that's probably going to change based on your perception of SM.
Jump between T4 and T5 is bigger than between Weapon Damage S4 and S5, but it's intentional - from my experience, Heavy Bolters/Tau weaponry and such still hurt T5 creatures, it's just a little bit of boost toward T5 creatures compared to S5 weapons. Works good, so I do not want to change that.
Wounds:
- 1 Wound = 10-15 Wounds. SM are again an exception, having around 20-25 Wounds
- 2 Wounds = 20-25 Wounds
- 3 Wounds = 35-40 Wounds
- 4 Wounds = 50-60 Wounds
- 5 Wounds = 70-85 Wounds
- 6 Wounds = 90-110 Wounds
And few notes. Again, Wounds are scalling up faster when they go higher. This is again intentional, to make bigger monsters more capable in combat.
Vehicle Armor:
Note: Open-Topped removes 4 points of Armor.
AV10 = 20 Armor (can be hurt by Bolters, but not too easy), 20 Structural Integrity
AV11 = 24 Armor (can be hurt by Heavy Bolters and Tau Burt Cannons), 30 Structural Integrity
AV12 = 30 Armor (can be hurt by Multi-Laser), 40 Structural Integrity
AV13 = 36 Armor (can be hurt by Krak Missile), 50 Structural Integrity
AV14 = 42 Armor (can be hurt by Lascannons), 60 Structural Integrity
Note: This does not take Super-Heavy into concern. Super-Heavy Vehicles add +8 Armor everywhere and double their Structural Integrity. This also appliers to indestructible Land Riders.
You can use statistics and Mathammer to make more calculations, but these vehicles suit my vision - tough, dangerous, but can be taken down in a volley of sustained fire or few lucky shots. Also, because of RF, vehicles can be hurt even if they have some Structural Integrity left.
If anyone's interested I can make a topic when I show my full calculations, including Agility, Movement, Willpower, Fellowship and such.
If anyone's interested I can make a topic when I show my full calculations, including Agility, Movement, Willpower, Fellowship and such.
As a matter of fact, I'd like to see it, if it's no bother to you.
I'll add it to my Alanverse post here
https://community.fantasyflightgames.com/topic/187782-alanverse-unified-rules/
soon. Give me some time and it will be done, I promise
. However, bear in mind that this is my version and I know a lot of people will disagree with it, so feel free to make any adjustments of your own.
However, we went a little bit off-top. I would stat Cataphract Armor like this:
13 All, 15 Body. Enchanced Strength +25. Auto-Senses +5. No Black Carapace, so enemies have normal bonus to hit for Size. Also no Dodge in this armor, like in normal Terminator. I also don't think we should add any penalties to it, Core Terminator Armor is already balanced enough. Lack of Black Carapce seems to be enough.
50 Field Rating would certainly help. So All 13, Body 15, 50 Rating Force Fields with normal Overload (1-10), but no Black Carapace, no Assasin Strike. 'Ere we go.