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![[Post New]](/s/i/i.gif) 2008/11/10 03:25:11
Subject: 40k Add-On for Starship Troopers (1st ed)
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Decrepit Dakkanaut
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I thought it would be interesting to draw up some army lists for using Warhammer 40k models with the Starship Trooper rules (1st edition). Now, the Starship trooper rules are very different from the Warhammer 40k rules, and sometimes there won't be a direct 1:1 correspondence available for translating 40k army lists in Starship Troopers, which is alright but requires some discussion of the Starship Troopers rules to give people unfamiliar with the game an idea of what's being talked about.
Starship Troopers, like Warhammer 40k, is based around a game turn composed of two player turns. In a player turn the players pick a unit and resolve two actions. These actions include
1. Move
2. Shoot
3. Artillery Fire
4. Charge
5. Ready
Ready is an action that has no corresponding action in 40k, it is used to prime models to improve shoot, use special actions, use special movement modes, use certain weapon, remote detonate set explosives, etc.
During the opposing player's turn, models can react to models that finish an action within 10". Models can run out of ammo during reactions, and if they finished their turn on a Ready action in preparation for next turn, that readiness is disrupted if they react. Models can react any number of times; but besides Shoot reactions, most reactions are army specific, and some can be improved by having previous made a Ready action. The number of reactions made won't affect the number of actions a model can take.
Pre-measuring is allowed, and all distances are measured to a point on the model, rather than to the edge of a base. On humanoid models this is conveniently the head. Along with a Size characteristic that defines Point Blank Range, this makes basing pretty much a moot point except for filling spaces. In which case if Size 1 is 20-25mm, at 10-20mm per additional unit of size. Models are at point blank range when within the size rating of the larger model. A size 1 model is at point blank range within 2" of the centre of a size 2 model.
Unlike 40k, units do not have coherency. This is provided by being within 6" of a designated Leader model. A non-leader model outside of this command radius cannot engage in actions, and won't move when reacting. Part of the game is pushing models out of command so that the enemy force either cannot act effectively, or they are easily mopped up. Independent and Leader models can join units in actions if within command, make their own actions, or even form new units out of stragglers. How your army deals with the death of leader units depends on army-specific rules.
Characteristics include:
Value, comparable to points value in 40k
Size, defines point blank range, interactions with terrain and line of sight
Move, how far the model goes in Move or Charge actions, not including special movement modes (Flying, Jumping, etc)
Close Combat, a set of options for attacking at point blank range after a charge
Target, a theshold number for attacks against a model. If they meet this number, and the model fails an armour or dodge save, then the model is out of action.
Save, this can be just an armour save thresold to resist target number hits, or a dual armour save and dodge save threshold
Kill, another threshold number for attacks against a model, If they meet this number, no armour saves allowed, and fails a dodge save, then the model is out of action. Against a multi-hit model it counts as two hits.
Traits, basically a heading for special rules that the model has, such as special movement modes, and so on.
Weapon Characteristics include:
Name, the usual
Range, the weapon's effective range
Damage, the dice rolled when the weapon participates in an attack
Type, affecting its ammunition consumption, whether the crew has to be readied to use it, etc.
Traits, affecting what it can do, and how it engages the enemy, like if it fires a stream, has a large lethal zone. Atomic munitions are killshot weapons, for example, killing models on the roll of their target number.
Games of Starship Troopers are constructed as engagements, wherein the two players not only have the material that they bring to the game, the points value of their force, but also a Priority Level, and a Tactic that is being used. The Priority level represents whether the forces are garrison forces, response units, or attackers, with home-ground advantage going to the lower priority levels. There a table for finding out what sort of mission the combined Priority levels are going to fight over.
Tactics include Attack, Defend, and Probe, and there's a table defining the set-up that is used depending on what both sides choose. In addition, tactics affect what can be held in reserve, and who gets to choose the deployment zone.
Game turns are set, but my group always played variable length games because there's certain implications about how games work when players know how long the game is going to last.
Army lists in Starship Troopers are about platoon-level, so about a quarter of the company-sized forces we're used to in 40k.
The list includes:
Designation of Leaders, and chain of command
Command Range
Higher Command, special options open to officers
Loss of Higher Command, what happens when the guys in charge get offed. Obviously much worse for hierarchies than swarms...
Alert Status Reactions, besides the generic Shoot.
Heroic Traits, including Qualities, Talents (psychic powers), or special Training
And then there's Support, various assets such as Command, Emplacement, and Aerospace support.
Command Assets include: Advisors, WMDs, etc. Usually depend on taking advisors or officers.
Aerospace Assets include: Ortillery, Air Strikes, Tactical Bombing, Retrieval Boats
Emplacements Assets include: Bunkers, Ammunition Dumps. Emplacements, and emplaced weapons
The actual lists are broken up into particular kinds of platoon, or swarm, including Basic units, upgrades, costs, and the assets that each list has access to at each priority level.
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![[Post New]](/s/i/i.gif) 2008/11/10 03:39:26
Subject: 40k Add-On for Starship Troopers (1st ed)
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Decrepit Dakkanaut
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So, Space Marines.
I like to think of Space Marine Companies as broken down into Platoons, each of which is commanded by a Lieutenant.
Thoughts, ideas, etc?
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![[Post New]](/s/i/i.gif) 2008/11/11 21:09:57
Subject: 40k Add-On for Starship Troopers (1st ed)
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Decrepit Dakkanaut
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Okay, a bit late. I was going to add something yesterday but I got distracted and lost what I was writing. Trying again:
Space Marine Scouts
Value:?
Size: 1
Move: 1
Close Combat: D6+1
Target: 5+
Save: 4+/6+
Kill: 7+
Traits:
- Move Through Cover/4"
Space Marine Scouts can move through difficult terrain easily and swiftly.
- Scouts
Space Marine Scouts can enter from any board edge when entering from reserves.
- Infiltrators
Space Marine Scouts can be deployed within 6" of the center line of the board.
- And They Shall Know No Fear
Space Marine Scouts can always choose not to flinch from a hit, but take a hit should they choose not to flinch, as if they had flinched into impassible terrain.
Weapons
Standard Weapons
Bolt Pistol, Rng:12", Dmg:1xD6+1, Type: Squad, Traits: None
Shotgun, Rng:12", Dmg:1xD10, Type: Squad, Traits:
Bolt Gun, Rng:24", Dmg:2xD6+1, Type: Squad, Traits: Auto
Close Combat Weapons
Combat Blade, Close Combat, As User, Type: -, Traits: Parry
Chainsword, Close Combat, As User, Type: -, Traits: Parry, Piercing/1
Power Sword, Close Combat, As User, Type: -, Traits: Parry, Piercing/3
Power Fist, Close Combat, Dmg:1xD10, Type: -, Traits: Piercing/3
Heavy Weapons
Sniper Rifle, Rng:36", Dmg:1xD6, Type: Squad, Traits: Accurate, Piercing/1
Missile Launcher, Rng:48",Dmg:As Munition, Type: Pack, Traits: As Munition
Heavy Bolt Gun, Rng:36", Dmg:4xD6+1, Type: Pack, Traits: AA, Auto, Piercing/1
Munitions
Frag Grenades, Dmg:1xD6, Type: Pack, Traits: LZ(2+), Ready
Krak Grenades, Dmg:1xD10, Type: Pack, Traits: Ready
Frag Missiles, Dmg:3xD6, Traits: LZ(2"), Accurate
Krak Missiles, Dmg:1xD10, Traits: LZ(1"), Piercing/2
Melta Bombs, Dmg:2xD10, Type: Pack, Traits: LZ(1"), Killshot
Hellfire Shells, Dmg:3xD6, Traits: LZ(2"), Ready
That leaves Combat Squads and Combat Tactics. I think Combat Squads is best covered with a Command rule by which a Space Marine Officer or Sergeant can, with a ready action, designate a leader in a squad. Combat Tactics, I think, is best covered by a generic Space Marine Reaction similar to the Mobile Infantry Beat Feet. Basically an opportunity to run away when the going gets stupid!
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This message was edited 2 times. Last update was at 2008/11/11 21:14:27
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![[Post New]](/s/i/i.gif) 2008/11/12 16:41:27
Subject: 40k Add-On for Starship Troopers (1st ed)
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Longtime Dakkanaut
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Makes me wish I had a copy of these rules. Sounds similar to Stargrunt, though, which is a combat simulator that I do appreciate.
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What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money
"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell
DA:70+S+G+M++B++I++Pw40k94-D+++A+++/mWD160R++T(m)DM+
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![[Post New]](/s/i/i.gif) 2008/11/12 20:13:07
Subject: 40k Add-On for Starship Troopers (1st ed)
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Decrepit Dakkanaut
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It shouldn't be that hard to find cheap 2nd hand copies.
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![[Post New]](/s/i/i.gif) 2008/11/12 21:08:04
Subject: 40k Add-On for Starship Troopers (1st ed)
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Decrepit Dakkanaut
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Chain of Command
Although any Space Marine can theoretically take command of a company, such anarchic leadership is anathema to the Adeptus Astartes. Without suitable deference to authority, to a higher power, heresy is not far behind. With that in mind, the Codex Astartes assigns a strict chain of command.
Space Marine Leaders
Each squad is composed of Battle-Brethren and led by a Brother Sergeant, who in turn defers to a Brother-Lieutenant who leads the detachment. Brother-Lieutenants report directly to Company Masters or Brother-Captains, who in turn are under the authority of the Chapter Master or Abbot.
- Battle-Brothers can be designated by a Sergeant to lead a combat squad.
- Brother-Sergeants are unit leaders.
- Brother-Lieutenants can be unit leaders.
- Brother-Captains can be unit leaders.
- Brother-Lieutenants, Brother-Captains, Librarians, and Chaplains are considered officers.
Space Marine Command Range
The Space Marine command range is the standard 6". Thanks to each Space Marine being able to immediately step into his superior's position, Space Marines do not suffer if all officers in a Space Marine force have been taken out of action.
Higher Command
Besides the established command structure of the Chapter, there are a number of special offices that can accompany the Battle-Brethren into company, including the officers of the Reclusiam, the Chaplaincy, the officers of the Librarium, the Embedded Media, the officers of the Forge, combat engineers and technicians, and the Apothecary, or Medicae.
Space Marine Brother-Lieutenants and Brother-Captains have access to two special Ready actions of Battlefield Ordination and Rites of Battle.
-Battlefield Ordination is undertaken by a Space Marine Brother-Lieutenant or Brother-Captain, allowing a Battle-Brother to be designated as a unit-leader, and enabling them to either lead a combat squad on their own, or to lead a squad if its Sergeant is taken out of action. The promotion lasts for the rest of the game.
-Rites of Battle is undertaken by a Space Marine Brother-Lieutenant or Brother-Captain, allowing any Space Marines on the board that have had their Readiness broken by a reaction to behave as if they had been ready. Note that Space Marine models must have previously made a Ready action to benefit from this action.
The Chaplaincy has its own special Ready actions, primarily directed towards motivating the brethren, and encouraging acts of fanatical violence: The Litanies of Hate, and the Honour of the Chapter.
-The Litanies of Hate are undertaken by a Chaplain, allowing Space Marine models that subsequently charge that turn the option of re-rolling any close combat attacks.
-The Honour of the Chapter is undertaken by a Chaplin, allowing Space Marine models that are out of command range to subsequently make a single move action towards the closest leader model.
Apothecaries also have a special Ready action called the Chapter's Due.
-The Chapter's Due is undertaken by Apothecaries and then only if within point blank range of a Space Marine that has been wounded but not killed. Roll a D6. On a roll of 1 the model is killed but does not count towards casualties inflicted on the Space Marines. On roll of 2-4, the model remains in its wounded state. On a roll of 5-6, the model regains a hit and is in fighting shape again.
Space Marine Alert Status Reactions
The Chapters of the Adeptus Astartes are violent fanatics, but they're not stupid, and have reactions besides the generic Shoot reaction. Accomplished assault troops, they're not afraid to hold their ground or even counter-assault the enemy, but they know when to withdraw in the face of superior force. Space Marine models on Alert Status have the option of using Combat Tactics or Counter-Charge reactions as well as the Shoot reaction.
-Combat Tactics: Any Space Marine model on Alert Status can take a single Move reaction when an enemy unit completes an action within 10". Models that are readied can use a special movement mode when making a Combat Tactics reaction is the player wishes.
-Counter-Charge: Any Space Marine model on Alert Status can use a Charge reaction when enemy models complete an action within 10" of them. These reactions are treated exactly like a Charge action.
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![[Post New]](/s/i/i.gif) 2010/07/22 21:42:21
Subject: Re:40k Add-On for Starship Troopers (1st ed)
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Fresh-Faced New User
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Hi there,
At first I would like to say sorry, that I revive this old thread. I have found this thread accidental by my search for ideas for my SST-Mod. Because I was very impressed by the core rulebook of "Starship Troopers" and I play Warhammer 40k for a long time, so I get the idea to put these both things together.
Unlike planned than here, I have chosen a different starting point for my reflections. The base forms the post-Klendathu-Mod ( http://forum.evocommand.com/viewtopic.php?t=2464&start=0&postdays=0&postorder=asc&highlight=) from Galatea and his team. These guys have done a really good job with this mod and I recommend everyone to look at this mod, even if you only deal with the SST-rules. I will draw therefore, for the traits and changes in most of this mod. I also want to make the mod so that it is still playable with the regular SST, so games like MI against Space Marines are possible.
As in this thread, I have considered to transfer the Space marine as first into the SST-rules. Indeed, I have chosen not the Cap Troopers from the power Suit Platoons as a base for the Space Marines unit profile, but the Exosuit Troopers with their heavy fight suits. As you could see in the following I changed some values of the unit profiles in compare to the Exosuits. Also by the transference of the weapons I have chosen another way and don't transfer the values one by one from the 40k-rules.
Accordingly I have raised the points cost for the regular Space Marines. However, the Space Marine survived longer on the battlefield and is more like the background. Remember this is the elite of the human race. I am still at a very early stage in terms of work and I have not written a full army list. But I have already written down something and would like to introduce them here.
So here my reflections for the Weapons list (not complete - CC-Weapons are missing):
Weapon list
Name: Sniper Rifle
Range: 40 Inch
Damage: D10+2
Trait: Accurate - Sniper – Ready – Heavy/Slow
Name: Bolt pistol
Range: 15 Inch
Damage: D6+2
Trait: Piercing/2 - Multihit
Name: Bolter
Range: 30 Inch
Damage: 2x D6+2
Trait: Piercing/2 - Auto - Multihit
Name: Heavy Bolter
Range: 40 Inch
Damage: 3x D6+3
Trait: Piercing/2 - Auto - Multihit - Ready - Heavy/Slow
Name: Storm bolter
Range: 30 Inch
Damage: 3x D6+2
Trait: Piercing/2 - Auto - Multihit
Name: Flamer
Range: 8 Inch (entspricht etwa der GW-Flameschablone)
Damage: D6
Trait: Piercing/1 - Flame - LZ (Stream)
Name: Heavy Flamer
Range: 8 Inch
Damage: D6+1
Trait: Piercing/2 - Flame - LZ (Stream) - Ready - Heavy/Slow
Name: Flamestorm cannon
Range: 8 Inch
Damage: D6+2
Trait: Piercing/3 - Flame - LZ (Stream) - Ready - Heavy/Slow
Name: Plasma pistol
Range: 15 Inch
Damage: D10
Trait: Piercing/2 - Retaliate
Name: Plasma gun
Range: 30 Inch
Damage: D10+2
Trait: Piercing/2 - Retaliate
Name: Plasma cannon
Range: 40 Inch
Damage: D10+2
Trait: Piercing/3 - Retaliate - LZ (3 Inch/ LoS) - Ready - Heavy/Slow - Multihit
Name: Meltagun
Range: 10 Inch
Damage: D10+4
Trait: Piercing/5 - LZ (Stream) - Multihit
Name: Multi-melta
Range: 20 Inch
Damage: D10+4
Trait: Piercing/5 - LZ (Stream) - Multihit - Ready - Heavy/Slow
Name: Assault cannon
Range: 30 Inch
Damage: 3x D6+1
Trait: Piercing/2 - Auto - AA - Ready - Heavy/Slow
Name: Autocannon
Range: 50 Inch
Damage: 2x D10
Trait: Piercing/2 - Auto - AA - Ready - Heavy/Slow
Name: Laser cannon
Range: 50 Inch
Damage: D10+3
Trait: Piercing/2 - Beam (4) - Ready - Heavy/Slow
Name: Missle launcher - Frag
Range: 60 Inch
Damage: D6
Trait: Piercing/1 - LZ (3 Inch) - Ready - Heavy/Slow
Name: Missle launcher - Spreng
Range: 60 Inch
Damage: D10+3
Trait: Piercing/3 - LZ (1 Inch) - Ready - Heavy/Slow
Name: Cyclone-Raketenwerfer - Fragment
Range: 60 Inch
Damage: 2x D6
Trait: Piercing/1 - LZ (3 Inch) - Ready - Heavy/Slow
Name: Cyclone missile launcher - Krak
Range: 60 Inch
Damage: 2x D10+3
Trait: Piercing/3 - LZ (1 Inch) - Ready - Heavy/Slow
Name: Typhoon missile launcher - Frag
Range: 60 Inch
Damage: 2x D6
Trait: Piercing/1 - LZ (3 Inch) - Ready - Heavy/Slow
Name: Typhoon missile launcher - Krak
Range: 60 Inch
Damage: 2x D10+3
Trait: Piercing/3 - LZ (1 Inch) - Ready - Heavy/Slow
Unit Profile:
Captain:
Value: 300-400
Size: 1
Move: 6 Inch
CC: 2xD10
Target: 7+
Save: 3+ / 4+
Kill: 10+
Traits: Hits/4 - Piercing/1 - Shoot on the run - No Flinch - Specilist - Independent - Veteran - Parry - Force Leader
Scout Sergeant:
Value: 80-100
Size: 1
Move: 6 Inch
CC: 2xD6+1
Target: 4+
Save: 4+ / 5+
Kill: 9+
Traits: Hits/2 - Shoot on the run - No Flinch - Specilist - Stealthy (7 Inch) - Low Profile (0) - Veteran - Parry
Scout Marine:
Value: 60-80
Size: 1
Move: 6 Inch
CC: D6+1
Target: 4+
Save: 4+ / 5+
Kill: 8+
Traits: Shoot on the run - No Flinch - Specilist - Stealthy (7 Inch) - Low Profile (0)
Tactical Sergeant:
Value: 120-150
Size: 1
Move: 6 Inch
CC: 2xD6+2
Target: 5+
Save: 3+ / -
Kill: 10+
Traits: Hits/2 - Shoot on the run - No Flinch - Specilist - Independent - Veteran - Parry
Tactical Space Marine:
Value: 100
Size: 1
Move: 6 Inch
CC: D6+2
Target: 5+
Save: 3+ / -
Kill: 10+
Traits: Hits/2 - Shoot on the run - No Flinch - Specilist - Independent - Veteran
Assault Sergeant:
Value: 150-210
Size: 1
Move: 6 Inch
CC: 2xD6+2
Target: 5+
Save: 3+ / -
Kill: 10+
Traits: Hits/2 - Jump/18 Inch - Piercing/1 - Shoot on the run - No Flinch - Specilist - Independent - Veteran - Parry
Assault Space Marine:
Value: 130-160
Size: 1
Move: 6 Inch
CC: 2xD6+2
Target: 5+
Save: 3+ / -
Kill: 10+
Traits: Hits/2 - Jump/18 Inch - Shoot on the run - No Flinch - Specilist - Independent - Veteran - Parry
Devastator Sergeant:
Value: 150-210
Size: 1
Move: 6 Inch
CC: 2xD6+2
Target: 5+
Save: 3+ / -
Kill: 10+
Traits: Hits/2 - Shoot on the run - No Flinch - Specilist - Independent - Veteran - Parry
Devastator Space Marine:
Value: 130-160
Size: 1
Move: 6 Inch
CC: D6+2
Target: 5+
Save: 3+ / -
Kill: 10+
Traits: Hits/2 - Shoot on the run - No Flinch - Specilist - Independent - Veteran
Terminator Sergeant:
Value: 220-300
Size: 2
Move: 5 Inch
CC: 2xD10
Target: 6+
Save: 2+ / -*
Kill: 10+
Traits: Hits/3 - Piercing/2 - Heavy Amour* - Stable Weapon Platform - Shoot on the run - No Flinch - Specilist - Independent - Veteran - Parry
Terminator:
Value: 200-250
Size: 2
Move: 5 Inch
CC: D10
Target: 6+
Save: 2+ / -*
Kill: 10+
Traits: Hits/3 - Piercing/2 - Heavy Amour* - Stable Weapon Platform - Shoot on the run - No Flinch - Specilist - Independent - Veteran
Close Combat Terminator Sergeant:
Value: 220-300
Size: 2
Move: 5 Inch
CC: 2xD10
Target: 6+
Save: 2+ / -*
Kill: 10+
Traits: Hits/3 - Piercing/2 - Heavy Amour* - Stable Weapon Platform - Shoot on the run - No Flinch - Specilist - Independent - Veteran - Parry
Close Combat Terminator:
Value: 200-250
Size: 2
Move: 5 Inch
CC: 2xD10
Target: 6+
Save: 2+ / -*
Kill: 10+
Traits: Hits/3 - Piercing/2 - Heavy Amour* - Stable Weapon Platform - Shoot on the run - No Flinch - Specilist - Independent - Veteran - Parry
Rhino:
Value: 100-150
Size: 4-5
Move: 6 Inch
CC: 4xD10
Target: 7+
Save: 3+ / -
Kill: 10+
Traits: Hits/5 - Tracks/12 Inch - No Flinch - Stable Weapon Platform
Predator:
Value: 250-300
Size: 4-5
Move: 6 Inch
CC: 4xD10
Target: 7+
Save: 3+ / -
Kill: 10+
Traits: Hits/6 - Tracks/12 Inch - No Flinch - Stable Weapon Platform
Land Raider:
Value: 400-500
Size: 5-6
Move: 6 Inch
CC: 4xD10+2
Target: 8+
Save: 2+ / -
Kill: 10+
Traits: Hits/6 - Tracks/12 Inch - No Flinch - Stable Weapon Platform
So that was all that I have so far developed. As you can see the weapontype is missing this was, like in the pK mod, replaced by a corresponding trait. Here are some traits of the weapons and units that are new.
Unit Traits
Heavy Amour
Reduces the piercing by 2.
Low Profile (X)
The model has either an extraordinary low profile or excels at hiding behind the smallest scrap of cover. For purposes of Line of Sight, cover and submerging the model counts as Size X, instead of it's normal size value.
No flinch
The model simply never flinches when hit by a ranged weapon. Note that it still may be pushed back in close combat by a larger opponent.
Shoot on the run
Once per turn the model may shoot as part of a normal movement action. A model using this trait may not fire (or having fired) a second time during it's current players turn. „Shoot on the run“ may not be used as a reaction (but the model may still shoot as a reaction if it used „shoot on the run“).
Specialist
This model may act as leader of it's unit and/or take over command of it's unit if the original unit leader is killed or the unit has no unit leader at all.
Stable Weapon Platform
The model (/vehicle) may shoot one weapon group as part of a normal move action, except weapons that possess the ready or the heavy trait. The normal restriction apply (so weapons with the slow trait can only be fired once per turn). Groups of Weapons are marked like this:
-1: Main Gun
-2: LMG, Flamer
-3: Y-Rack
(not that in this example the Y-Rack may still be used in addition to i.e. the Main Gun since it has the “free” trait)
Stealthy (X), Stealthy (X/Y)
The enemies reaction range counts as X“ lower when reacting to this model. If there are two values the first one (X) is applied while the unit acts during the air phase and the later one (Y) is applied
if the unit acts as a ground unit.
Veteran
The Unit may reroll one shooting, close combat or artillery dice per action/reaction.
Weapon Traits
Beam (X)
Any model in a direct line up to the maximum weapon range will be hit. The beam will stop at models/buildings/solid terrain pieces of Size X. Beams with the Beam (∞) trait will suffer a -1 modifier for every inch of cover (not models) they pass. So a Skinnei Heavy Laser with an original damage value of D10+3 will do D10-3 damage if firing thorugh 6“ of hard cover (buldings, walls etc.).
Heavy
This weapon may not be fired during movement.
LZ (Stream)
This weapon uses the 2” broad Stream Template.
Slow
This weapon cab fire only once per Turn and may not fire during Shoot reactions.
Sniper
This weapon is extraordinary accurate. It may always allocate it's damage dice to specific models within a fire zone.
It would be nice if you take a look at my draft throw. Ideas, suggestions, Notice etc. are always welcome.
Thanks
Arkon
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![[Post New]](/s/i/i.gif) 2010/08/16 21:46:43
Subject: Re:40k Add-On for Starship Troopers (1st ed)
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Fresh-Faced New User
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Hi,
I have reworked the weaponlist and the profiles of the Space Marines. So here are my first PDF files for the weaponlist and the profiles. Unfortunately a few number of units are still missing at the moment. The scoring is not complete yet. There are also some weapons with a (?). These must still be clarified whether the values are playable or not. I would be grateful for any further suggestions, ideas and criticisms.
Greetz
Arkon
Filename |
SM - Weaponlist.pdf |
Download
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Description |
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File size |
10 Kbytes
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Filename |
SM - Profiles.pdf |
Download
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Description |
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File size |
12 Kbytes
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![[Post New]](/s/i/i.gif) 2010/08/17 00:52:31
Subject: 40k Add-On for Starship Troopers (1st ed)
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Homicidal Veteran Blood Angel Assault Marine
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I never knew that's how Starship troopers worked, I think I'm going to try to find PDF rules of it and try it out myself.
Thanks!
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![[Post New]](/s/i/i.gif) 2010/08/17 07:18:17
Subject: 40k Add-On for Starship Troopers (1st ed)
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Fresh-Faced New User
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grayspark wrote:I never knew that's how Starship troopers worked, I think I'm going to try to find PDF rules of it and try it out myself.
Thanks!
We work on this problem...
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![[Post New]](/s/i/i.gif) 2010/09/01 07:45:48
Subject: Re:40k Add-On for Starship Troopers (1st ed)
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Fresh-Faced New User
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Hi,
a few units were missing in my list above yet. They had not received any values. Upon reflection I have come to the following proposals for the values:
Drop Pod
Value: 100-150
Size: 3
Move: Burn
CC: XXX (?)
Target: 7+
Save: 3+/5+
Kill: 10+
Traits: Hits/4
Dreadnought
Value: 250-300
Size: 3
Move: 6"
CC: 2xD10+3 (?)
Target: 7+
Save: 3+/5+
Kill: 12+
Traits: Hits/5 - Retaliate (?) - Elite - Independent - Shoot on the run - Pierce/2 - Parry (?)
Bike
Value: As rider + 75
Size: 2
Move: 6"
CC: As rider + 2
Target: 6+
Save: As rider/5+
Kill: As Rider
Traits: As Rider // Wheel/18"
Trike
Value: As rider + 100
Size: 2
Move: 6"
CC: As rider + 3
Target: 6+
Save: 3+/5+
Kill: As Rider + 1
Traits: As Rider // Hits/3 // Wheel/18"
Land Speeder
Value: 150-200
Size: 2
Move: 8"
CC: 2xD10
Target: 6+
Save: 4+/5+
Kill: 9+
Traits: Hits/3 // Hover/18"
There are some things where I'm not sure whether they make sense and fit to the fluff. Some opinions on this would be very helpful.
Greetz
Arkon
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This message was edited 1 time. Last update was at 2010/09/01 07:46:38
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![[Post New]](/s/i/i.gif) 2010/09/19 16:09:20
Subject: Re:40k Add-On for Starship Troopers (1st ed)
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Fresh-Faced New User
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Hi,
If anyone is interested how the rules of SST work, just send me a PM.
Greetz
Arkon
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![[Post New]](/s/i/i.gif) 2010/10/28 23:10:34
Subject: Space Marine - Weapon List 1.3
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Fresh-Faced New User
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Hi Community,
sorry for the long break. I would like to introduce you today my recent changes to the weapons list. I have adjusted some values and adjusted the traits for some weapons. I've also added some alternative differentiations in the types of weapons and I had developed some values for the CC-Weapons. The alternative Weapons can be found at the end of the list. As you can see I have marked some weapons with a (?). In these entries I am still unsure whether I will implement this way or I will make changes for the stats. I would like to hear some opinions on this.
Close Combat Weapons
Chain Fist (?)
Range: CC
Damage: 1x as user + W6 (?)
Traits: Piercing/3 - Slow - (?)
Chainsword
Range: CC
Damage: as user + 1
Traits: Piercing/1 - Parry
Power Fist (?)
Range: CC
Damage: 1x as user + W6 (?)
Traits: Piercing/3 - Slow - (?)
Power Weapon
Range: CC
Damage: as user
Traits: Piercing/3 - Parry
Lightning Claw
Range: CC
Damage: as user
Traits: Piercing/3 - Parry
Thunder Hammer (?)
Range: CC
Damage: 1x as user + W6 (?)
Traits: Piercing/3 - Slow - (?)
Pistols
Bolt Pistol
Range: 15"
Damage: D6+2
Traits: Piercing/2 - Multihit
Hand Flamers
Range: 8"
Damage: D6
Traits: Piercing/1 - LZ (Stream) - Flame
Plasma Pistol
Range: 15 "
Damage: D10
Traits: Piercing/3 - Retaliate
Light Weapons / Assault Weapons
Sniper Rifle
Range: 60"
Damage: D10+2
Traits: Priece/1 - Sniper - Accurate - Heavy - Slow
Bolt Gun
Range: 30"
Damage: 2x D6+2
Traits: Piercing/2 - [Auto] - Multihit
Flamer
Range: 8"
Damage: D6+1
Traits: Piercing/1 - LZ (Stream) - Flame
Meltagun
Range: 10"
Damage: D10+2
Traits: Killshot - LZ (Stream) - Multihit
Plasma Gun
Range: 30"
Damage: D10+2
Traits: Piercing/3 - LZ (1"/LoS) - Retaliate
Shotgun - Full Bullet
Range: 10"
Damage: D10
Traits: Piercing/3 - Slow
Shotgun - Shot Bullet
Range: 10"
Damage: D6+2
Traits: Piercing/1 - Spread - Slow
Storm Bolter
Range: 30"
Damage: 3x D6+2
Traits: Piercing/2 - [Auto] - Multihit
Heavy Weapons
Assault Cannon
Range: 30"
Damage: 4x D6+2
Traits: Piercing/1 - Auto
Twin-Linked Assault Cannon
Range: 30"
Damage: 8x D6+2
Traits: Piercing/1 - Auto
Autocannon
Range: 50"
Damage: 2x D10
Traits: Piercing/2
Twin-Linked Autocannon
Range: 50"
Damage: 4x D10
Traits: Piercing/2 - Auto
Heavy Bolter
Range: 40"
Damage: 3x D6+3
Traits: Piercing/2 - [Auto] - Multihit - Ready - Heavy - Slow
Twin-Linked Heavy Bolter
Range: 40"
Damage: 6x D6+3
Traits: Piercing/2 - Auto - Multihit
Cyclone Missle Launcher
Range: Missiletype
Damage: 2x Missiletype
Traits: Ready - Heavy - Slow
Missile Launcher
Range: Missiletype
Damage: Missiletype
Traits: Ready - Heavy - Slow
Typhoon Missile Launcher
Range: Missiletype
Damage: 2x Missiletype
Traits: Slow
Flamestorm Cannon
Range: 8"
Damage: D6+3
Traits: Piercing/3 - LZ (Stream) - Flame - Slow
Heavy Flamer
Range: 8"
Damage: D6+2
Traits: Piercing/2 - LZ (Stream) - Flame - Ready - Heavy - Slow
Lascannon
Range: 50"
Damage: D10+3
Traits: Piercing/3 - Beam (4) - Ready - Heavy - Slow
Twin-Linked Lascannon
Range: 50"
Damage: 2x D10+3
Traits: Piercing/3 - Beam (4) - Ready
Multi-Melta
Range: 20"
Damage: D10+4
Traits: Killshot - LZ (Stream) - Multihit - Ready - Heavy - Slow
Plasma Cannon
Range: 40"
Damage: D10+2
Traits: Piercing/3 - LZ (2"/LoS) - Multihit - Retaliate - Ready - Heavy - Slow
Support Weapons
Demolisher Cannon
Range: 30"
Damage: D10+4
Traits: Piercing/3 - LZ (3"/LoS) - Bunker Buster (D6) - Multihit - Ready - Heavy - Slow
Whirlwind Multiple Missile Launcher
Vengenance Missile
Range: 15 - 60"
Damage: D6+2
Traits: Ready - Heavy - Slow - Piercing/1 - LZ (3")
Castellan Missile (Mines)
Range: 15 - 60"
Damage: Special
Traits: Ready - Heavy - Slow - [LZ (3")]
Incendiary Castellan Missile
Range: 15 - 60"
Damage: D6+1
Traits: Ready - Heavy - Slow - Piercing/1 - LZ (3") - Flame
Missle Types
AA Missile
Range: 60"
Damage: D10+4
Traits: Piercing/2 - LZ (2") - AA only - Agile - Direct Fire
Krak Missile
Range: 60"
Damage: D10+3
Traits: Piercing/3 - LZ (1")
Frag Missile
Range: 60"
Damage: D6
Traits: Piercing/1 - LZ (2")
Melta Missile
Range: 60"
Damage: D10+2
Traits: Killshot - LZ (1") - Multihit - one-shot
Plasma Missile
Range: 60"
Damage: D6+2
Traits: Piercing/3 - LZ (2")
Grenade Types
Krak Grenade
Range: Thrown/10" / CC
Damage: D10+3
Traits: Piercing/3 - [LZ (1")]
Frag Grenade
Range: Thrown/10"
Damage: 2x D6
Traits: Piercing/1 - LZ (2")
Melta Bomb
Range: Placed/CC
Damage: D10+2
Traits: Killshot - Multihit - one-shot - remote (if placed)
Plasma Grenade
Range: Thrown/10"
Damage: D6+2
Traits: Piercing/3 - LZ (2")
Alternative Weapons Values
Dreadnought Assault Cannon
Range: 40"
Damage: 5x D6+3
Traits: Piercing/2 - Auto
Terminator Assault Cannon
Range: 30"
Damage: 4x D6+2
Traits: Piercing/1 - Auto
Destructor Autocannon
Range: 50"
Damage: 2x D10
Traits: Piercing/2
Twin-Linked Autocannon
Range: 50"
Damage: 4x D6+2
Traits: Piercing/1 - Auto
Devastator Lascannon
Range: 40"
Damage: D10+2
Traits: Piercing/3 - Beam (4) - Ready - Heavy - Slow
Annihilator Lascannon
Range: 50"
Damage: D10+3
Traits: Piercing/3 - Beam (4) - Ready
Twin-Linked Annihilator Lascannon
Range: 50"
Damage: 2x D10+3
Traits: Piercing/3 - Beam (4) - Ready
Twin-Linked Godhammer Lascannon
Range: 50"
Damage: 2x D10+4
Traits: Piercing/3 - Beam (4) - Ready
Hunter Killer Missile
Range: unlimited (?)
Damage: D10+5
Traits: Killshot - LZ (1") - one-shot
I would like to say a few words about the alternative weapons. I would like to differentiate the various weapons a bit more of each other. In essence, it concentrates on weapons used by vehicles, or by infantry in combat. I think the appreciation of the vehicle weapons, brings this out further. I would like to get some comments on that point.
Thats all for the moment.
Greetz
Arkon
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![[Post New]](/s/i/i.gif) 2010/12/12 18:28:50
Subject: Re:40k Add-On for Starship Troopers (1st ed)
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Fresh-Faced New User
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Hi,
so here are now a little update of my work. Today I will show you my approach for the rules of commanders, asset selection and my design for the PL-list. I hope the rules are ready to understand. If you find something, I must clarify, please write me.
Greetz
Arkon
Force Leader
Each Space Marine Force needed a Force Leader who coordinates the operation. Experienced Veteran Sergeants lead small operations with only a few numbers of squads. If this is an important operational target, then the chapter leadership will entrust a chaplain or a captain of company with the task. In times of greatest need and urgency, the Chapter Master will lead the operation themselves and will use all of his power and his chapter to destroy the enemies of the empire.
A model equipped with the "Force leader" trait can be selected as an operation leader. There is only one Force Leader in the army. The officer with the higher rank must be it. If multiple equal-models are in the army, the controlling player must decide before the game which model is the Force Leader. This cannot be changed during the game. The available forces depend on the rank of each model. The Force Leader can always get up to 4 basic asset selections. A higher rank officer will also receive additional selections from other assets.
Force Leader Ranking
1. Chapter Master
2. Captain
3. Chaplain
4. Veteran Sergeant
Asset Selection per Officer
Force Leader
0-4 - Basic Asset
Chaplain
0-1 - First Company Asset
0-1 - Command Asset
Techmarine
0-4 - Armory Asset
Captain
0-6 - Basic Asset
0-2 - First Company Asset
0-2 - Fleet Assets
0-2 - Command Asset
Master of the Recruits (plus Captian Selection)
0-2 - Basic Asset
Master of the Arsenal (plus Captian Selection)
0-2 - Armory Asset
Master of the Fleet (plus Captian Selection)
0-2 - Fleet Assets
Master of the Watch (plus Captian Selection)
0-2 - First Company Asset
Chapter Master
any Number/Type
Explanation
The above list indicates which choices an officer gets in the asset list. The Force Leader always gets up to 4 basic assets. According to his rank, he also has the above selections. For example, a Chaplain will receive up to one First Company Asset Selection and up to one Command Asset Selection. When the Chaplain is the Force Leader, he will receive up to 4 Basic Asset selections, up to one First Company Asset selection and up to one Command Asset Selection. Which model is the Force leader, determined by this list => Force Leader Ranking.
PL-List (PL 1 / PL 2 / PL 3)
Point Range for PL
PL 1 - 0000 to 2499
PL 2 - 2500 to 4999
PL 3 - 5000 +
HQ
1. Space Marine Chapter Master (none / none / 0-1)
- Space Marine Honour Guard
- Space Marine Chapter Champion
- Space Marine Chapter Standard Bearer
2. Space Marine Captian (none / 0-1 / 1+)
- Master of the Arsenal
- Master of the Recruits
- Master of the Fleet
- Master of the Watch
2.1 Space Marine Command Squad
- Space Marine Apothecary
- Space Marine Company Champion
- Space Marine Company Standard Bearer
3. Space Marine Chaplain (none / 0-1 / 1+)
4. Space Marine Veteran (1 / 1-5 / any Number)
Basic Asset
1. Space Marine Tactical Squad (any Number)
- Space Marine Rhino
- Space Marine Razorback
2. Space Marine Assault Squad (none / 0-1 / any Number)
- Space Marine Bike Squadron
- Space Marine Attack Bike Squadron
- Space Marine Land Speeder Squadron
3. Space Marine Devastator Squad (0-1 / 0-2 / any Number)
- Space Marine Rhino
- Space Marine Razorback
4. Space Marine Scouts (any Number)
- Space Marine Scout Bike Squadron
- Space Marine Land Speeder Storm
Command Asset
1. Space Marine Librarian (none / 0-1 / 0-3)
2. Space Marine Techmarine (none / 0-1 / any Number)
- Master of the Forge
- Servitors
3. Space Marine Dreadnought (none / 0-1 / 0-3)
- Space Marine Ironclad Dreadnought (needed a Techmarine to be selected)
First Company Asset
1. Space Marine Terminator Squad (none / 0-1 / any Number)
- Tactical Squad
- Assault Squad
2. Space Marine Veterans (none / 0-1 / any Number)
- Sternguard
- Vanguard
3. Space Marine Venerable Dreadnought (none / none / 0-1)
Armory Asset
1. Space Marine Thunderfire Cannon (none / 0-1 / 0-3)
2. Tarantula Sentry Gun (none / 0-1 / 0-3)
3. Rapier Las Sentry Gun (none / 0-1 / 0-3)
4. Space Marine Land Raider (none / none / 0-3)
- Crusader schema
- Redeemer schema
- .............................
5. Space Marine Predator (none / 0-1 / 0-3)
6. Space Marine Whirlwind (none / none / 0-3)
7. Space Marine Vindicator (none / none / 0-3)
Fleet Asset
1. Space Marine Drop-Pods (none / 0-1 / any Number)
2. Orbital bombardment (none / 0-1 / any Number)
3. Space Marine Thunderhawk (none / none / 0-1)
4. Space Marine Land Speeder Tempest (none / 0-1 / any Number)
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![[Post New]](/s/i/i.gif) 2011/03/04 12:22:24
Subject: 40k Add-On for Starship Troopers (1st ed)
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Fresh-Faced New User
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Hi Communtiy,
i'm still alive but I find no time to work on the mod at the moment. I hope that I get more free time in the next weeks to make an update of the mod.
Greetz
Arkon
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