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Formula's to calculate stats from 40k to netepic http://www.tacticalwargames.net/taccmd/viewtopic.php?f=159&t=32650 |
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Author: | SquatWarlord [ Fri Sep 15, 2017 10:04 pm ] |
Post subject: | Formula's to calculate stats from 40k to netepic |
Hi this how I calculate stats from 40k to netepic. It is a work in progress to fit it to a d6 and balance it for playablility I have consolidated it to this post. Each idea/change works with the other ideas/changes proposed. I am using a blend of 7th and 8th edition 40k stats. I am not trying to change any of the core rules. I have modified 2 PD and cover to work slightly differently. Weapons, formations, point values and ranges will be changed. 7th had armour values and penetration rolls for each weapon. HULL POINTS I took this idea out as being too complex to use for smaller vehicles. I do think superheavy tanks should get 2 hits. WEAPON RANGES Some weapon ranges have been updated in 8th I am converting them to cm like the current netepic ranges so a 72 inch battlecannon = 75cm range. Small arms on infantry lasguns etc are being changed to 40k ranges so a 24inch bolter = 25cm range in netepic. Points values for infantry will be reduced accordingly. POINT DEFENCE PD range should equal infantry small arms range 25cm. PD is only for vehicles/walkers/orc squiggoths PD should be able to be used as normal ranged weapon (should fire in the normal order phase of the unit) if the unit is not in closecombat. PD should always get to first fire when charged by an enemy. PD hits on a 5+ and is affected by cover modifier. Each 2stormbolter,4bolters,2heavybolter,2heavystubba etc = 1PD round up. Baneblade = 4PD Rhino= 1PD COVER I hate rolling 2 dice to hit stuff in cover. So I changed it. The math works out to the same % but it is much more fluid in play. All cover is a-1 to hit (This is accounted for in every other idea/update I am using so you never have to roll 2 dice to hit.) Medium cover gives a fixed 6 save (the cover was hit) Heavy cover gives a fixed 5+ WEAPONS RANGE: as close to 40k as possible rounded up to metric Battlecannon 72inch = 75cm lascannon 48inch = 50cm bolters 24 inch = 25cm SAVE modifiers: based on strength Str 2-5 save modifier = 0 Str 6-7 save -1 Str 8-9 save -2 Str 10 save -3 Light D save -4 Heavy D save -5 Now in 8th the changed the destroyer weapons to having strength so a volcano cannon a Dweapon in 7th went to either 25str or 30 str depending on which titan. In 7th they used a destroyer weapon (vehicles) or a heavy destroyer weapon (titans,) Destroyer weapons auto penetrated armour( not much fun so it was changed for 8th) I made example a plasma destructor -6 armour save down to a -5 . Why to give the "game" some balance a 1+ superheavy has no chance to save, that is NOT fun. In 40k weapons need to roll to wound and no matter how good the weapon is they miss on a 1 = 16.67% So I gave the 1+ armour save vehicles an equal (16.67%)chance to save and hull points for balance. This is not such a significant difference as now these D weapons can do more than one hull point a turn. TITAN weapons Alot of the original stuff is not listed and will have to be coverted. 8th edition classifies Volcano cannons and others as macro weapons meaning they cannot be fired while moving. A warlord volcano cannon has a 180cm range and is super nasty. To balance this gun(yes I will use the new range) Macro weapons only get full range if stationary otherwise they get half range 90cm if on advance orders. SHOOTING Netepic seems to like some weapons better than others Some weapons like a shadowswords ( Balisticskill 3) volcano cannon hits on 3+ save -4 A Leman Russ BS3 hits on a 5+save -2 Does not make sense so I took the Balistic skill of imperial guard as the base 3BS hits on 5+ Orks hit on 5+ bs 2 So that means every 2 points of balistic skill over 3 adds one pip to hit rolls BS 2,3 = 5+ BS 4,5 = 4+ These 2 lines cover 90% of the troops in 40k. Named characters get another +1 +2 to hit a large building (direct fire)(This is to shoot the building not anyone inside) +1 to hit a small building (direct fire) This works with the above cover idea -1 to hit = at worst a 6 (no more 2 dice to hit.) Is it simple yes but the individual weapons on each model will add the detail you are looking for. Direct fire weapons with templates (not arty) in 40k are great vrs infantry so I added shooting modifiers to hit infantry depending on the gun. Some weapons will be better to shoot at certain targets So a Leman Russ battle cannon hits tanks on a 5+ and is +1 to shoot infantry 4+ now. (this is where the detail comes in) ARMOUR VALUES as in the post The range on a d6 forces you to combine some of these values. For vehicles/walkers/big beasties 14 armour = 1+ 13/12 armour/toughness 9-10 creatures = 2+ 11/10 armour toughness 6-8 creatures = 3+ Infantry armour values I take mesh/flak as base armour and gets no save in this scale. carapace/light aspect = 6+ Powered armour /stronger aspect etc 5+ Terminator/ork heavy armour/ancient aspect is at least = to armour 10 but that is too strong so drop it one pip 4+ save. Fixed saves Roll once take the best save you get. (cover is separate) Some models have fixed saves in 40K so i am using their exact values in epic Terminators have a fixed 5+ save so if no save modifier use the 4+ all others 5+ Void shields/power in 7th have armour 12 and act like armour including save modifiers = 2+ save in netepic If a Destroyer weapon hits a void shield protected model each hull point of damage drops a void shield. A volcano cannon could drop 1-2 shields with one hit. CLOSE COMBAT I use this to calculate cc values. Close combat 2d6 MODIFIERS (All stack, some do not apply to certain models) Elite/veteran troops/command +1 Orcs +1 Marines +1 Marines vehicles +1 ImpGuard/eldar +0 Tyranids +1 Deamons +1 Khorne +1 Tau/gretchen -1 Special attack +1 1 cc weapon +1 (has to be better than a knife) ( X 2 for superheavy walkers) Armed with only cc weapons +2 ( X 2 for superheavy walkers) Force/power cc weapon +2 ( X 2 superheavy walkers) Two power weapons +2 ( X 2 superheavy walkers ) Bigger than human +2 Two wounds per model +1 (40k stats infantry models only) Three or more wounds per model +2 (40k stats infantry models only)(More than 6 wounds for one model) Vehicle sized (rhino) creature +4 Gargantuan creature +8 WALKERS Dreadnought +1 Heavy dreadnought +2 SUPERHEAVY WALKERS Knights +4 Light scout titans +8 Scout titans +10 Reaver/slasha/Phantoms +15 Warlords/greatgargant +20 Imperator +30 VEHICLES small guns / arty platforms -2 Small (bike) +0 Rhino/chimera/ +0 Med tank Leman Russ Predator +1 Hvy Tank (landraider) +2 Super hvy tank +6 1+ armour all round +3 ( hard to kill in cc ) 1+ frontal armour +1 Samples Ogryn ccweapon (shotgun/club) +1 large +2 Three or more wounds per model +2 = +5 Banshee eldar +0 elite +1 only cc weapons+2 special attack +1 power weapon +2 = +6 Terminator marine +1 elite +1 cc weapon +1 power weapon +2 two wounds +1 = +6 Terminator (lightning claws) marine +1 elite +1 2cc weapon +2 power weapon +2 2 Power weapons +2 two wounds +1 (+9 with lightning claws/+6 with stormhammer) Orc Nob Orc +1 2 wounds +1 veteran +1 1 ccweapon +1 = +4 Grazghkull thraka orc +1 6 wounds +2 vet +1 cc weapon +1 power weapon +2 Big +2 = +9 spacemarine dread with a power fist marine +1 vet +1 ccweapon +1 dreadnaught +1 power weapon +2 =+6 Reaver titan with a powerfist reaver +15 ccweapon +2 power +4 = +21 Landraider marine +1 hvy tank +2 all around armour +3 = +6 As you can see it is very close to the original. Titans have been buffed a bit. LORE I am trying to follow the lore. Some forces will have units removed/changed like beastmen for imperial guards (HERESY) that will be changed over to chaos. Imperial guard predators should only be for marines etc. Trolls and minotaurs = chaos ogryns chaos androids= necrons Orcs with landraiders No way the freaking marines would go on a crusade for less!! That's all for now folks |
Author: | SquatWarlord [ Sat Sep 16, 2017 1:31 am ] |
Post subject: | Re: Formula's to calculate stats from 40k to netepic |
Attachment: Attachment: Attachment: Example Omega Tank Destroyer 2 Hullpoints CAF +2 (Med tank +1, Marine +1) Move 25cm Armour save 2+ PD 2 25cm 5+ save 0 (4PD if side sponsons are heavy bolters) Main gun 2 shots 25cm range, save -1 ,4+ to hit Sustained burn 1 shot 25cm range, save -2 , 4+ to hit, +1 on hull point chart to roll again. 2 lascannon 50cm save -1 hit 4+ |
Author: | SquatWarlord [ Sat Sep 16, 2017 3:19 pm ] |
Post subject: | Re: Formula's to calculate stats from 40k to netepic |
So Gentlemen what do think of the above ideas? Does anything seem too far out? Do you think a Leman Russ etc should have 2 hullpoints or 1 hullpoint as it is now? Do you agree superheavy tank/knights need a buff? If the cover system is changed to this would it work for you? If Point defence is changed to this would it work for you? Anything else that seems weird? |
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