#Draw Steel 40,000

19 messages · Page 1 of 1 (latest)

hallow lynx
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  1. Is mostly covered by negotiaitons. I think they would already serve you well.

  2. Should also be easy you just need to reflavor certaon kits and make a bunch of new ones.

  3. There are no vehicle combat rules right now, but they will probably come in the future.

  4. As of now mass combat in the style of Strongholds and Followers is not being talked about.
    Instead players fight normal combat and armies influence the battlefield in the same fashion as Malice abilities of monsters.

neon jackal
novel dome
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guns and melee would fall under kits right? reflavor rapid fire to be bolt gun, panther could be chainsword

neon jackal
# novel dome guns and melee would fall under kits right? reflavor rapid fire to be bolt gun, ...

Apologies. I just took a look at kits. I have not played the game before so I am still learning.

It says that Rapid Fire is for an archer, one that fires their bow quickly.

If I were to work with this as a basis, I would run into some problems pretty quickly regarding weapon diversity, such as autoguns with high rate of fire, bolters with an equivalent rate of fire but armor-piercing and overpenetration effects, lasguns, etc. I understand that damage and RoF could be tweaked, but my question was more regarding the differences in terminal ballistics for the different weapons.

If I were to make a "Bolter" Kit versus a "Autogun" Kit, how could I show the ammo customization options for both, while also representing both diegetically and mechanically the higher penetration of a bolter, for example.

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To use a real world analogy, I am speaking of how I would convert to Draw Steel the differences between 5.56 NATO and 7.62x39mm ammunition in different weapons, for example.

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I also try to avoid reflavoring, preferring to take a simulationist "mechanics represent what is actually happening" type of approach, otherwise my players get extremely frustrated because they know that there's no mechanical differences between a Rapid Fire archer and a machine gun.

novel dome
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well draw steel combat is more abilities than your weapons. so I’d recommend making classes that reflect what you’re going for. heroic resources could act as “ammunition” to do different amount of damage at different ranges, effect multiple enemies, trigger status effects as such. then you could use “kits” more like different types of power armor that give different bonus.

draw steel is a game from first principles, so get to the root of the fantasy youre going for and express it with abilities. e.g. an ability that uses a shotgun probably has a short range and targets one creature, but deals big damage and maybe causes bleeding when rolling tier 2 and 3 results.

a potential problem I see is like I said draw steel doesn’t focus much on your actual weapon, so you’d have to come up with all sorts of different abilities that work with the weapon type you’re going for

neon jackal
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I would like to thank everyone for pointing out my mistake. I will delete this post now.

unkempt plank
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nooo, I actually had so much hope about you making something that fit the Draw Steel rules to simulate 40k
That's alright though. I'm sorry that your plan fell through

zenith dove
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Ah I read further, take care!

zenith dove
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Yah

idle canyon
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alright back to my anxiety attack. later yall

novel dome
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i would be interested in contributing to a 40K conversion project. i’ve been working on my vanilla bean medieval setting but 40K in the timescape would be super cool.

MCDM is working on the Operator class so it could be worthwhile to wait for that to see their approach to a mech/power suit design

broken bolt
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Is space marine going to be an ancestry, a class, or some mixture of both? That's the question

unkempt plank
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I mean, technically there could an Astartes ancestry and then multiple different classes based on the different classes of marine