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Author Topic: Conversions-Warhammer 40k  (Read 31109 times)

Cryhavok101

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Conversions-Warhammer 40k
« on: 24 October 2016, 18:51:45 »
I am putting this here rather than in one of the sub-forums, because I will be posting vehicles, battle armor, and other types of units all in this thread. As some of you may have noticed I enjoy converting material from other scifi universes into battletech units. This thread is going to be where I post all of my Warhammer 40k conversions. I will also be reporting some of the 40k conversions I have already done in this thread, just to consolidate things.

I treat these conversions more as an intuitive freeform process more than a mechanical methodology. As such some might find some of my decisions in the conversions questionable. Sometimes I will draw from specifications, sometimes lore, sometimes from in-game performance to decide how each unit should come together, and I keep messing with it until I am satisfied with how it looks. However, that means that sometimes, some things that represent something on one unit, won't be the same item on another.

While I started this thread as a place to consolidate all my Warhammer 40k conversions, I welcome anyone who wants to post their own versions of them. Also, if you think I should have done something different with a conversion, please, post your own version here.

I will consider requests to work on any unit I have not already done, however I don't promise anything.

Edit: Contents:

Tau:
Crisis Suit
Stealth Suit
Boadside Suit
Gun Drone
Piranha
Sky Ray Missile Defense Gunship
Hammerhead // Hammerhead Gunship-Alternate
Remora Drone Fighter
Fighter Craft (Barracuda, Razorshark, Sunshark)
XV-104 Riptide
XV-95 Ghostkeel
KV-128 Stormsurge
KX-139 Ta'unar
Devilfish Transport
Manta

Kroot:
Kroot Mercenaries

Eldar
Light Aspect Warrior Armor (Dire Avenger, Fire Dragon, Howling Banshee, Swooping Hawk)
Heavy Aspect Warrior Armors (Dark Reaper, Striking Scorpions, Warp Spiders, and Bonus: Wraithguard)
Militia Infantry (Guardians, Rangers, Guardian Jetbikes, Support Weapon Teams)
Tanks (Wave Serpent, Falcon, Viper, Fire Prism)
Wraithlord
Wraithknight

Imperial Guard
Baneblade
Leman Russ and Variants
Valkyrie and Variants
Light Tanks (Chimera, Basilisk, Hellhound, Hydra, Manticore, Griffon)
Infantry Formations(Standard Squad, Various Heavy Weapons Teams, Rough Riders, Storm Troopers) // alternate Fire Support Squad

Space Marines
Power Armor
Assault Armor
Devastator Armor
Terminator Armor
Assault Terminator Armor
Land Raider // Land Raider Variants
Space Marine Bike
Dreadnought
Thunderhawk Gunship and Transporter
Land Speeder and Variants
Light Vehicles (Rhino, Razorback, Predator Annihilator & Destructor, Vindicator, Whirlwind)
Scout Squad

Adeptus Sororitas
Power Armor
Seraphim Armor
Penitent Engine
Living Saint Armor
Vehicles (Immolator, Exorcist)
Arco-Flagellants

Orks
Looted Leman Russ (bottom of the post)
Squiggoths
Ork Walkers (Killa' Kan, Dreadnought, Stompa', Big Stopma')
Ork Fighta-Bommer

Tyranid
Tyranid Tyrant Guard
Hive Tyrant Omni and LAM
Termagaunts, Hormagaunts, and Gargoyles
Genestealer Brood
Lictor

Necrons
Necron Warrior
Necron Immortal
Necron Lychguard
Necron Tomb Blade

Titans
Imperial Emperor
Imperial Imperator
Imperial Warhound Scout Titan
Eldar Revenant

Imperial Knights
Imperial Knight-Errant class
Imperial Knight-Paladin class
Imperial Knight-Warden class
Imperial Knight-Gallant class
Imperial Knight-Crusader class

Affiliation
Imperium, Space Marine Sub

Space Ships
New Thread

Cryhavok101

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Tau Crisis Suit
« Reply #1 on: 24 October 2016, 18:58:13 »
Tau Crisis Suit

Code: [Select]
Tau Crisis Suit
Clan Assault Chassis
Movement: 1/1/3

Internal: 6
Armor: 48
                     Internal    Armor
--------------------------------------
Trooper 1                   1        8
Trooper 2                   1        8
Trooper 3                   1        8
Trooper 4                   1        8
Trooper 5                   1        8
Trooper 6                   1        8

Equipment                      Loc
----------------------------------
Jump Booster                   Body
Modular Weapon Mount           Body
Modular Weapon Mount           Left Arm
Modular Weapon Mount           Right Arm
Squad Support Light TAG        Body
Improved Sensors               Body
386 Pod Space                  Modular

Common Weapons include:
    Plasma Rifles at 300 kg each (Plasma Rifle)
    Advanced SRM 1s at 60 kg and an additional 10kg per missile (Missile Pod)
    Firedrake Support Needlers at 50 kg each (Burst Cannon)
    Flamer (BA) at 150 kg each (Flamer)
    Support PPCs at 240 kg each (Fusion Blaster)
Any Excess weight is used for ammo for the various weapons.




Crisis Assault Armor

The premier battlesuit of the elite warriors of the  Tau Third Sphere Expansion forces, the Crisis Assault Armor is a deadly combatant. With three modular weapon mounts and 386kg of space, it can be configured for a variety of roles. Despite being a 2 ton assault frame, it is surprisingly agile, outpacing nearly anything it's size thanks to it's jump booster letting it jump a whooping 90 meters, the gold standard of battle armor mobility with clan and inner sphere armors.

The base chassis comes standard with 8 points of armor, enough to survive a large laser blast the same as inner sphere standard, along with improved sensors and a squad support light tag, letting it operate in a search and destroy role quite effectively.

There is no real primary configuration, with a plethora of variations seen regularly in use. Instead it has a standard list of weapons that The Tau Empire makes available to it's warriors for these suits. With 386kg and 3 modular mounts, there is a lot of room for variation, especially if enterprising inner sphere mercenaries got their hands on these.

Cryhavok101

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Tau Stealth Armor
« Reply #2 on: 24 October 2016, 19:22:31 »
Tau Stealth Armor

Code: [Select]
Tau Stealth Suit
Clan Medium Chassis
Movement: 1/1/3

Internal: 6
Armor: 48
                     Internal    Armor
--------------------------------------
Trooper 1                   1        8
Trooper 2                   1        8
Trooper 3                   1        8
Trooper 4                   1        8
Trooper 5                   1        8
Trooper 6                   1        8

Equipment                      Loc
----------------------------------
Improved Sensors               Body
Basic Stealth                  Arms
Camo System                    Body
Improved Sensors               Body
Battleclaw                     Right Arm
Machine Gun                    Left Arm




The Lone wolfs of the Third Sphere Expansion forces, stealth suits were designed to disrupt enemy supply lines and operate behind enemy lines. It is less modular than the Iconic Crisis suit, but that is appropriate for a specialist system like this.

With the same level of protection as a Crisis suit, 8 points, the basic stealth armor of this medium battle armor, combined with the camo system make this suit very difficult to target at the best of times, and even harder to kill. Those are what allows it to operate behind enemy lines so well.

With it's 90 meter jump range, it can move quickly and unhindered by most terrain. It's improved sensors help ensure it is never surprised and can get away from any traps the enemy might lay unscathed (and jumping 3 gives basically the same to-hit penalty to the enemy as standing still with this setup).

Unfortunately, it's only armament is a fixed standard machine gun on the right arm, which, while very effective against infantry, is not spectacular against anything else. Still, for it's mission of disrupting the enemy's rear lines, it is particularly effective, and many an enemy has been forced to retreat only to find nothing left to retreat to.

They have a secondary role as scouts, and are effective in that role as well, however despite their stealth abilities and relatively decent armor, they are not very good in a stand up fight, and endeavor to avoid such situations.

Cryhavok101

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Tau Broadside Battlesuit
« Reply #3 on: 24 October 2016, 19:34:55 »
Tau Broadside Battlesuit

Code: [Select]
Tau Broadside Suit
Clan Assault Chassis
Movement: 2

Internal: 6
Armor: 60
                     Internal    Armor
--------------------------------------
Trooper 1                   1        10
Trooper 2                   1        10
Trooper 3                   1        10
Trooper 4                   1        10
Trooper 5                   1        10
Trooper 6                   1        10

Equipment                      Loc
----------------------------------
Improved Sensors               Body
Detachable Weapon Pack         Body
Detachable Weapon Pack         Body
Detachable Weapon Pack         Right Arm
Detachable Weapon Pack         Left Arm
Modular Weapon Mount           Body
Modular Weapon Mount           Body
Modular Weapon Mount           Right Arm
Modular Weapon Mount           Left Arm
Spotlight                      Body
Basic Manipulators             Right Arm
Basic Manipulators             Left Arm
790 KG of Pod Space

Prime
2 Plasma Rifles
2 AP Gauss Rifles

A
2 Advanced SRM 3s w/6 shots each
2 AP Gauss Rifles

B
2 Plasma Rifles
2 LRM 3 w/3 shots each

C
2 Advanced SRM 3s w/6 shots each
2 LRM 3 w/3 shots each




The Tau Third Sphere Expansion force's premier fire support battle armor is a dangerous foe to anyone. It's primary weakness being it's slow speed, often only getting up to 10 kph on the ground due to the weight and bulk of the weapons it carries (and the detachable weapon packs), however it can jetison it's weapons to reach 20 kph in an emergency.

It has heavier armor than it's sister armor the crisis suit, at 10 points even er large lasers and PPCs won't take it out immediately. Like all tau battlesuits, this one comes equipped with improved sensors, and builds on that by adding a mounted searchlight as well.

This may all seem underwhelming on an assault armor, until you review it's weapons. It has four modular weapon mounts, with configurations linking them in pairs, the shoulder pair and the arm pair. Each pair has two options a warrior can choose from. The shoulders can mount either a pair of plasma rifles in detachable weapon packs, or it can mount 2 advanced SRM 3s with 6 shots each, also in detachable weapon packs. Meanwhile the arm pair can be equipped with either a pair of devastating AP Gauss weapons, or 2 LRM 3s with 3 salvos each, typically armed with semi guided ammunition.

Cryhavok101

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Tau Gun Drone
« Reply #4 on: 24 October 2016, 19:45:05 »
Tau Gun Drone

Code: [Select]
Type: "Enforcer" Drone
Chassis Type: VTOL (small)
Mass: 750 Kg
Equipment Rating: E/X-X-F/E

Equipment
Chassis/Control(Tech Level E): 154 kg (Armored, Omni)
Engine/Trans(Tech Level E): Electric (Fuel Cell) 17 kg
Cruise MP: 3
Flank MP: 5
Fuel: 2000 kilometers, 5 kg
Armor (BAR 10): 6 points Ferro Lamellor (498 kg)
     Rotor-2
     Everywhere Else-1
Advanced Fire Control 2 kg

Weapons and Ammo: 54 kg Pod Space, 4 slots
Nose-2 Mauser 1200 LSS (22 kg) w/ 12 clips (4 kg) TM pg 350 OR aToW pg 267
Nose-2 Grenade Launcher (10 kg), 4 Clips of ammo (40 grenades) (18kg) TM pg 351 OR aToW pg 273

Crew: 0
Cargo: 0

Notes: equipped with Smart Robotic Control System



I didn't originally post this as the Tau Gun Drone, but I designed it shortly after the Crisis, Stealth, and Broadside suits, and very much had the Tau Gun drone in mind as I put it together. I think it's performance is actually higher than the original gun drone's though, due to the variety and usefulness of grenades in battletech.

Designed to to accompany battle armored troops into battle, the Enforcer drone is a tiny, slow moving VTOL, with an armored shell that renders it all but immune to small arms fire thanks to it's BAR 10 and the properties of Ferro-Lamellor armor. It's low speed was chosen to match battle armor speeds, since it was intended to accompany those squads, I felt saving the weight would be more useful than a faster engine; and though speed could improve the design, I feel satisfied with it's low speed.

It's designed as an omni so it's weapons can be configured differently. The Mauser 1200 LSS was chosen because I was imagining this strafing infantry, and partly because I needed to use up weight. The Grenades Launchers, and the compact grenade launchers on the Mauser 1200 LSS, are there both as an AoE weapon and as a utility, for smoke munitions (or anything else you can load into them). If I had had more space I would have also put a Searchlight on it as well, but the ferro-lamellor armor used enough space that I couldn't... it is worth it though.

Designed with a combination of "battle armor sized drone" and "make a nasty fight for some A Time of War players" in mind, in my experience it functions wonderfully for it's purpose.

I have never gotten around to calculating it's c-bill cost, or it's battle value, but in a mech fight, I am not so sure it is worth much at all, so /shrug. Approximately 4 mech scale damage, at infantry ranges, and being destroyed by 3-4 or more damage, at slow speeds. Still, I am fairly certain if you matched weight with a swarm of these versus a mech, it would probably be painful for the mech, but most AoE will eat them alive.

The part of the design that amuses me the most: the Mauser 1200 has vibroblades, so this silly thing can even just stab you.

Cryhavok101

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Space Marine Power Armor
« Reply #5 on: 24 October 2016, 20:14:23 »
Space Marine Power Armor

Code: [Select]
Space Marine Power Armor
Clan Chassis

Movement: 3/3

Internal: 5
Armor: 40
                     Internal    Armor
--------------------------------------
Trooper 1                   1        8
Trooper 2                   1        8
Trooper 3                   1        8
Trooper 4                   1        8
Trooper 5                   1        8

Equipment                      Loc
----------------------------------
Armored Glove                  Left arm
Armored Glove                  Right arm
Power Pack                     Body
Extended Life Support          Body
Improved Sensors               Body
Mission Equipment (175 kg)     Body
Squad Support Weapon (1000 KG)




The Space Marine Power Armor, of the elite warrior commands of the Imperium, is an ancient design, dating back longer than the Imperium has records (they are really bad at records). Primarily a strength Enhancing Armored Suit, it provides a number of support systems, including environmental protections, and sensors, along with the capacity to carry a wide array of kit, allowing the Warrior equipped with the suit to carry whatever they need to for any situation.

Mission Equipment includes many things, ranging from thrown grenades, anti-mech det-packs, remote sensor devices, medical devices, or any other esoteric equipment the soldier might need. It also includes multiple anti-personnel weapons to suit the Warrior.

The Squad Support Weapon is anything from a Heavy Medium Laser on down.

Dragon Cat

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Re: Conversions-Warhammer 40k
« Reply #6 on: 24 October 2016, 20:30:55 »
Nice designs

Cryhavok101

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Space Marine 'Assault' Armor
« Reply #7 on: 24 October 2016, 20:31:18 »
Space Marine 'Assault' Armor (note 'Assault' is a name, not a classification, in this case)

Code: [Select]
Space Marine Assault BattleArmor
Clan Medium Chassis

BV: 196
Cost: 3,905,000 C-bills

Movement: 1/3

Internal: 5
Armor: 40
                     Internal    Armor
--------------------------------------
Trooper 1                   1        8
Trooper 2                   1        8
Trooper 3                   1        8
Trooper 4                   1        8
Trooper 5                   1        8

Weapon                         Loc  Heat
----------------------------------------
Swarm Mek                      Point     0
Attack Swarmed Mek             Point     0
Stop Swarm Attack              Point     0
Leg Attack                     Point     0

Equipment                      Loc
----------------------------------
Power Pack                     Body
Extended Life Support          Body
Improved Sensors               Body
Heavy Battle Vibro Claw        Left arm
Heavy Battle Vibro Claw        Right arm
Cutting Torch                  Left arm
Space Operations Adaptation    Body
Anti Personnel Weapon Mount    Right arm
Mission Equipment (75 kg)     Body




Adapted from the Space Marine Power Armor, by the Imperium, this suit specializes in close attack, anti-mech attacks, and boarding actions. It is a very dangerous suit for anyone not in power armor of their own. Like the Power Armor, the Assault Armor comes with space to stow equipment needed for the mission, allowing for a great diversity in capabilities.

Cryhavok101

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Space Marine Devastator
« Reply #8 on: 24 October 2016, 20:50:25 »
Space Marine Devastator

Code: [Select]
Space Marine Devastator
Clan Medium Chassis

Movement: 2

Internal: 5
Armor: 40
                     Internal    Armor
--------------------------------------
Trooper 1                   1        8
Trooper 2                   1        8
Trooper 3                   1        8
Trooper 4                   1        8
Trooper 5                   1        8

Weapon                         Loc  Heat
----------------------------------------
Swarm Mek                      Point     0
Attack Swarmed Mek             Point     0
Stop Swarm Attack              Point     0
Leg Attack                     Point     0

Equipment                      Loc
----------------------------------
Power Pack                     Body
Extended Life Support          Body
Improved Sensors               Body
Armored Glove                  Left arm
Armored Glove                  Right arm
Mission Equipment (55 kg)      Body
Detachable Weapon Pack         Left arm
Modular Weapon Adaptor         Left arm
*May carry any single Battle Armor weapon whose weight including ammunition is 400 kg or less.




Like the Assault Armor, the Devastator Armor is an adaptation of the Imperium's Power Armor. Instead of having one massive squad support weapon, the Devastator Armor carries a single heavy weapon per suit, in a modular, detachable mount. This allows up to 400 KG of weapon and ammo to be carried on each suit. In addition it carries on the tradition of having space for mission equipment, allowing even these heavy weapon squads to be able to meet the variable demands any mission might have.

Cryhavok101

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Space Marine 'Terminator' Tactical Dreadnought Armor
« Reply #9 on: 24 October 2016, 21:28:33 »
Space Marine 'Terminator' Tactical Dreadnought Armor

Code: [Select]
Space Marine Terminator
Clan Assault Chassis

Movement: 2/2/1

Internal: 5
Armor: 75
                     Internal    Armor
--------------------------------------
Trooper 1                   1       15
Trooper 2                   1       15
Trooper 3                   1       15
Trooper 4                   1       15
Trooper 5                   1       15

Equipment                      Loc
----------------------------------
Heavy Battle Vibro Claw        Left arm
Basic Manipulator              Right arm
Detachable Weapon Pack         Right arm
Modular Weapon Mount           Right arm
Improved Sensors               Body
BA Myomer Booster              Body


Prime
BA LB-X AC

A
Heavy Flamer with a lot of ammo

B
LRM 5 with 9 Salvos




Much Heavier than the Imperium's other designs, the Tactical Dreadnought Armor, commonly referred to as 'Terminator Armor' is the heaviest infantry suit available to the Imperium. The Heavy Vibro Battleclaw, ensures infantry keep their distance, and massed fire from infantry will have little effect on the suit before numerous squads are wiped out due to it's armor. The suit carries a single ranged weapon, most often a BA LB-X AC, a dangerous weapon to nearly anything, ensures that no matter the enemy, the Terminator suits are a serious threat.

Cryhavok101

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Space Marine Assault Terminator Armor
« Reply #10 on: 24 October 2016, 21:44:02 »
Space Marine Assault Terminator Armor

Code: [Select]
Space Marine Assault Terminator Armor
Clan Assault Chassis

BV: 332
Cost: 10,767,500 C-bills

Movement: 3/3/1

Internal: 5
Armor: 75
                     Internal    Armor
--------------------------------------
Trooper 1                   1       15
Trooper 2                   1       15
Trooper 3                   1       15
Trooper 4                   1       15
Trooper 5                   1       15

Weapon                         Loc  Heat
----------------------------------------
Swarm Mek                      Point     0
Attack Swarmed Mek             Point     0
Stop Swarm Attack              Point     0
Leg Attack                     Point     0

Equipment                      Loc
----------------------------------
Heavy Battle Vibro Claw        Left arm
Heavy Battle Vibro Claw        Right arm
BA Myomer Booster              Body
BA Myomer Booster              Body
BA Myomer Booster              Body
Improved Sensors               Body
Space Operations Adaptation    Body




The Imperium only made one variation of the Terminator Armor. Dubbed the "Assault Terminator" by it's designers, it was terrifying for the conventional infantry forces it faced, being practically invulnerable. It's primary, and only, mode of attack is to run up to an enemy and destroy them in the most violent and bloody way imaginable. More a weapon of fear than anything else.

The inner sphere has little to fear from this unit, for the most part... unless you are infantry, or a spaceship's crew. Being set up for pure melee combat on an assault class armor means it can't do leg or swarm attacks, and it's lack of jump capability hinders it's ability to close with an enemy. It is little threat to a battlemech, and really requires transport to get around anywhere.

Despite not having jump jets, it is rather agile for an assault battle armor, being able to run at over 30 kph.

Cryhavok101

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Space Marine Landraider
« Reply #11 on: 24 October 2016, 22:34:31 »
Space Marine Landraider

Code: [Select]
Space Marine Landraider
100 tons 

Movement: 3/5 (Tracked)
Engine: 300 XXL

Internal: 40
Armor: 280 (Ferro-Lamellor)
                     Internal    Armor
--------------------------------------
Front                      10       84
Right                      10       70
Left                       10       70
Rear                       10       56

Weapon                         Loc  Heat
----------------------------------------
Large Chem Laser (ST) (Clan)    RS     6
Large Chem Laser (ST) (Clan)    RS     6
Large Chem Laser (ST) (Clan)    LS     6
Large Chem Laser (ST) (Clan)    LS     6
Rotary AC/2                     FR     1
Vehicular Grenade Launcher      FR     1
Vehicular Grenade Launcher      RS     1
Vehicular Grenade Launcher      LS     1
Vehicular Grenade Launcher      RR     1

Ammo                           Loc Shots
----------------------------------------
VGL Chaff Grenade              None     1
VGL Chaff Grenade              None     1
VGL Chaff Grenade              None     1
VGL Chaff Grenade              None     1
Large Chemical Laser Ammo       BD    10
Large Chemical Laser Ammo       BD    10
Large Chemical Laser Ammo       BD    10
Large Chemical Laser Ammo       BD    10
Rotary AC/2 Ammo                BD    45
Rotary AC/2 Ammo                BD    45

Equipment                      Loc
----------------------------------
Sponson Turret                  RS
Sponson Turret                  LS
SRCS Robotics                   BD

Carrying Capacity:
Troops - 10.0 tons





The ancient Landraiders of the Imperium's Space Marines are massive tanks built to weather huge punishment while still fighting. Able to carry either 10 medium battle armor, or 5 Assault Suits, it protects it's cargo until it delivers them to any target. It even has a back-up AI that, in an emergency can take control of the vehicle and continue fighting.

While it's slow speed and medium range weapons will leave it at a disadvantage compared to the Inner Sphere's tanks, regardless of it's firepower, it's armor ensures that no one can ignore it. Over 20 tons of Ferro-Aluminum protect the landraider, not only from damage, but also from excessive critical damage.

marauder648

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Re: Conversions-Warhammer 40k
« Reply #12 on: 25 October 2016, 02:28:16 »
I really like these :) Excellent conversions :)
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Cryhavok101

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Re: Conversions-Warhammer 40k
« Reply #13 on: 25 October 2016, 02:37:27 »
Nice designs

I really like these :) Excellent conversions :)

Thanks, both of you. As someone who is avidly following (or catching up on) material from both of you, your praise actually means something to me  :)

Dragon Cat

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Re: Conversions-Warhammer 40k
« Reply #14 on: 25 October 2016, 03:17:43 »
They are well done I may even use one or two of them if you don't mind?

Cryhavok101

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Re: Conversions-Warhammer 40k
« Reply #15 on: 25 October 2016, 03:22:44 »
Absolutely, feel free.  O0

Anything I post is for other people to use. If I wanted to keep it to myself, it would never go online lol.

HobbesHurlbut

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Re: Conversions-Warhammer 40k
« Reply #16 on: 25 October 2016, 11:36:33 »
The one "biggest" obstacle is converting the warships of black water to AT2....they're fricking MASSIVE!
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Cryhavok101

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Re: Conversions-Warhammer 40k
« Reply #17 on: 25 October 2016, 12:08:24 »
The one "biggest" obstacle is converting the warships of black water to AT2....they're fricking MASSIVE!

Actually, I mostly ignore their original size and go with their equivalent positions in battletech. For me, the biggest problem will actually be deciding whether or not I am going to pretend tossing a bunch of armor on the prow is even remotely close to the armored ramming prows of the Imperium's warships.

HobbesHurlbut

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Re: Conversions-Warhammer 40k
« Reply #18 on: 25 October 2016, 13:04:22 »
Actually, I mostly ignore their original size and go with their equivalent positions in battletech. For me, the biggest problem will actually be deciding whether or not I am going to pretend tossing a bunch of armor on the prow is even remotely close to the armored ramming prows of the Imperium's warships.
and higher SI.
Clan Blood Spirit - So Bad Ass as to require Orbital Bombardments to wipe us out....it is the only way to be sure!

marauder648

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Re: Conversions-Warhammer 40k
« Reply #19 on: 25 October 2016, 17:08:20 »
Lots of armour, high SI, but low thrust, think Aegis for most of their cruisers IE 2/3.  Weapons, triple NAC-20's for the macro-cannons, and quad NPPC's for the lances.  for the long ranged plasma weapons on chaos ships go for big clusters of lasers.
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HobbesHurlbut

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Re: Conversions-Warhammer 40k
« Reply #20 on: 25 October 2016, 17:34:02 »
Lots of armour, high SI, but low thrust, think Aegis for most of their cruisers IE 2/3.  Weapons, triple NAC-20's for the macro-cannons, and quad NPPC's for the lances.  for the long ranged plasma weapons on chaos ships go for big clusters of lasers.
Well you can still use NL for the lance. That free up NPPC for Chaos "plasma" macro.
Clan Blood Spirit - So Bad Ass as to require Orbital Bombardments to wipe us out....it is the only way to be sure!

Cryhavok101

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Re: Conversions-Warhammer 40k
« Reply #21 on: 25 October 2016, 18:02:18 »
I was actually planning on using the Hull stats from FFG's Rogue Trader game for the most part, which should allow me to give more variable speeds and armors than the BFG tabletop would.

Cryhavok101

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Space Marine Bike
« Reply #22 on: 25 October 2016, 21:39:18 »
Space Marine Bike

Code: [Select]
Space Marine Bike
Small Support Vehicle
Bicycle, Off-road, Amphibious, Armored, Tractor
2 tons 

Movement: 7/11 (Wheeled)

Internal: 1
Armor: 4 (Class F BAR 10)

                     Internal    Armor
--------------------------------------
Front                       1        1
Right                       1        1
Left                        1        1
Rear                        1        1

Weapon                         Loc  Heat
----------------------------------------
Plasma Rifle (Man Portable)    FR      -

Ammo                           Loc Shots
----------------------------------------
Plasma Rifle (Man Portable)    BD     30

Equipment                      Loc
----------------------------------
1 Battle Armor (external)      BD
1 Pintle Seat (driver)         BD
Cargo (6 kg)                   BD
Advanced Fire Control          BD

The Battle Armor passenger is actually the driver.




Note: Quasi-legal. The Pintle seat is the driver's position, and it is external. The battle armor passenger is also external. My story is that the battle armor is the driver. Technically this is not true according to the rules it would require a driver and the passenger. I simply used the weight for the external seat, and the battle armor passenger to represent the external seat and drivers controls reinforced to be operated by a battle armored pilot.

With the slow speed of the Imperium's elite warriors, the Imperium also deploys these small support vehicles as fast attack transports. Each Power Armored warrior drives one of these bikes into battle.

Capable of operating at over 110 kph, but carrying only minimal armor, it performs it's job well. Sometimes even allowing a warrior to take additional incoming fire, by being sacrificed and taking the hit.

A fore mounted infantry plasma rifle with an advanced targeting computer controlled by the pilot also augments the warrior's own damage.

HobbesHurlbut

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Re: Conversions-Warhammer 40k
« Reply #23 on: 26 October 2016, 08:33:57 »
Well there is Battlefleet Gothic Armada PC game. Adapted for real time gameplay they have a bit more detailed stats.
Clan Blood Spirit - So Bad Ass as to require Orbital Bombardments to wipe us out....it is the only way to be sure!

Cryhavok101

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Re: Conversions-Warhammer 40k
« Reply #24 on: 26 October 2016, 09:22:49 »
I was planning on using some information from that, but since they break from lore and Orginal stats for real-time PvP balance, I wasn't planning on letting them be a primary source. Mostly just going to use them to fill in gaps where I see fit.

HobbesHurlbut

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Re: Conversions-Warhammer 40k
« Reply #25 on: 26 October 2016, 12:19:24 »
I was planning on using some information from that, but since they break from lore and Orginal stats for real-time PvP balance, I wasn't planning on letting them be a primary source. Mostly just going to use them to fill in gaps where I see fit.
What lore did they break away from? THe original stats is tabletop and you know that doesn't work very well for real time. See MWO that did the same thing BFG:A have.
Clan Blood Spirit - So Bad Ass as to require Orbital Bombardments to wipe us out....it is the only way to be sure!

Cryhavok101

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Re: Conversions-Warhammer 40k
« Reply #26 on: 26 October 2016, 12:39:14 »
If you go on their forums, there is a major Mod project that not only discusses it, but is working on changing it. It isn't really a discussion I am very interested in. Arguing about what is and isn't the 'right' way to do something for a universe that gets regularly retconed and has conflicting information on almost every area, is frankly, mentally wearying and painful.

People can go on and on about what is and isn't right for it endlessly, so for arguments sake, just assume my reasons for using one over the other amount to "because I want to".

My own headcanon for all the discrepancies in warhammer 40k's information, as far as vehicles and equipment in general, is that one sector over, they make the same thing, by slightly different methods, and as a result there are differences in performance. This is the reason I highly recommend that anyone interested in this stuff should, rather than argue that someone did it wrong, or used the wrong criteria, should post their own version. In this case both versions would be correct versions, just from different era's, built in different places, or different people. The Imperium of man at large, and the administratum in general, are not known for consistency, nor for actually having any idea what other areas are doing, so it all works out.

Quote
THe original stats is tabletop and you know that doesn't work very well for real time. See MWO that did the same thing BFG:A have.

I am not making stats for a real-time game, but a turn based game. I don't actually play MWO and have no interest in doing so. I am not going to be basing anything I do off of either of them.

Cryhavok101

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Space Marine Dreadnought
« Reply #27 on: 26 October 2016, 21:22:56 »
Space Marine Dreadnought

Code: [Select]
Space Marine Dreadnought

Type: ProtoMech
Mass: 10 tons

================================================================================
Equipment           Type                         Rating                   Mass
--------------------------------------------------------------------------------
Internal Structure: Standard                      25 points               1000 kg
Engine:             Fusion Engine                 50                      1500 kg
    Walking MP: 3
    Running MP: 5
Cockpit:            Standard                                              750 kg
Armor:              Standard Armor               AV -   51                2550 kg

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head  3              7         
                                               Torso  10             20       
                                             L/R Arm  3/3            6/6         
                                                Legs  6              12   

================================================================================
Equipment                                 Location    Heat     Damage     Mass
--------------------------------------------------------------------------------
Protomech Melee Weapon                     RA          -         +2       500 kg
AP Gauss Rifle                             LA          0         3        500 kg
Vehicular Flamer                           RA          0         3        500 kg
AP Gauss Ammo (40)                         Torso       -         -        1000 kg
Vehicular Flamer Ammo (34)                 Torso       -         -        1700 kg




When one of the Imperium's hero's fall, they are rebuilt using huge amounts of cybernetics replacing any damaged organs, and additionally equipped with a protomech interface system, and 'interred' in a Dreadnought. This allows these heroes to continue the fight, even after they should have died.

As most of the Imperium's foes use massive amounts of infantry, much of their arsenal excels at said killing infantry. The Dreadnought is no different in this regard. Equipped with not only an AP gauss, but also a vehicular flamer, conventional infantry do not last long against this protomech. In addition to those, it also bears a protomech melee weapon into battle, making it hit vehicles and mechs harder than most other protomechs would.

There are numerous variant, replacing nearly every weapon, and some even being rebuilt heavier, but this is the most common one encountered.

Cryhavok101

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The Emperor Class Titan
« Reply #28 on: 27 October 2016, 20:31:34 »
Today's entry is my most ridiculous design since I started designing units for battletech in the 90s. Like the bike, this unit is in a grey area, only quasi legal. This is because it uses the external cargo rules to carry half the unit on it's back, and the way I am intending it, that externally carried portion is still active, fighting from the shoulders of the base unit. Why I did this might make more sense when you see the picture of this monstrosity, so without further ado, I present:



The Emperor Class Titan

Code: [Select]
Emperor Class Titan
200 tons 
BV: 4,674
Cost: 81,061,000 C-bills

Movement: 2/2
Engine: 400 XL
Heat Sinks: 16 [32]
Cockpit: Superheavy Cockpit
Gyro: Superheavy Gyro

Internal: 298 (Endo-Steel)
Armor: 600/600 (Hardened)
                     Internal    Armor
--------------------------------------
Center Torso               60       90
Center Torso (rear)                 30
Right Torso                42       60
Right Torso (rear)                  24
Left Torso                 42       60
Left Torso (rear)                   24
Right Arm                  33       66
Left Arm                   33       66
Right Leg                  42       84
Left Leg                   42       84

Weapon                         Loc  Heat
---------------------------------------------
'Mech Mortar 8                 RA   10
HAG/40 (Clan)                  RA   8
Arrow IV (Clan)                LA   10
RISC Advanced PDS              RT   2
RISC Advanced PDS              LT   2
Light TAG (Clan)               CT   0

Ammo                           Loc      Shots
---------------------------------------------
Airburst Mortar 8 Ammo         None     4
Airburst Mortar 8 Ammo         None     4
Airburst Mortar 8 Ammo         None     4
Airburst Mortar 8 Ammo         None     4
Fuel Air Arrow IV Ammo         None     5
Fuel Air Arrow IV Ammo         None     5
HAG/40 Ammo                    None     3
HAG/40 Ammo                    None     3
HAG/40 Ammo                    None     3
HAG/40 Ammo                    None     3
APDS Ammo                      None    12
APDS Ammo                      None    12

Equipment                          Loc
---------------------------------------
Lift Hoist                         LT
Lift Hoist                         RT
Blue Shield Particle Field Damper  All


This is the base unit, a 200 ton monstrosity, with the capacity to carry unprotected, 200 more tons. The warhammer 40k version has multiple 'void shields' and with battletech lacking energy shields, I decided to use a combination of Anti-missile, Hardened Armor, and Blue Shield Particle Field Dampener to simulate them. For the Anti-missile capacity, I choose to use the RISC APDS because this 'unit' is technically 2 separate units, and that way the APDS can protect both from incoming attacks.

Sitting squarely on the base unit's shoulders is the Hardened Gun Emplacement:
Code: [Select]
Hardened Gunemplacement Structure
1 Hex
CF: 150
Armor: 150

Generator: 3.5 tons
Turret: 5 tons
Heat Sinks: Double 48(96)

Weapon                         Loc  Heat
---------------------------------------------
4 RISC Hyper Lasers            TR   24
1 Arrow IV                     TR   10

Ammo                           Loc      Shots
---------------------------------------------
Nuclear Type Ib Arrow IV       None     5
Nuclear Type Ib Arrow IV       None     5
Nuclear Type Ib Arrow IV       None     5
Nuclear Type Ib Arrow IV       None     5


Equipment                          Loc
---------------------------------------
4 Steerage Quarters 20 tons                 BD
18 ton infantry compartment        BD

The combined crew of the two units is 12, this has enough quarters (not-required) for the crew to sleep in three shifts, and if more sleep is needed, the infantry compartment can be used to (just kick out the infantry).

The 40k version has troop capacity in it's legs. That is not legal in battletech, so I put the troop capacity in this section instead. I recommend using infantry that doesn't have to climb up and down...

One last note before a bit of fluff: If you are using the rules for fully destructible terrain and terrain displacement, be very, very careful with stacking rules around this guy. Get much more weight in one hex and he will start cratering the landscape. Further be very careful in terrain softer than clear ground, as he may just start sinking into it.



Among the Largest Mechanical Monstrosities to ever stride across a planetary field of battle, the Imperium's Emperor Class 'Titans' are immensely tough units, carries their own arsenal of weapons of mass destruction, troops, and standard scale weaponry. When they are deployed, it is not because the Imperium wants to conquer anything. It is because they want a population to know that their horrific demise is not only to be delivered in person, but it is inevitable, and all consuming.


Dragon Cat

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Re: Conversions-Warhammer 40k
« Reply #29 on: 27 October 2016, 22:47:54 »
Haha insane

Talk about loose interpretation of the rules