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11251 No. 11251 ID: 4dc2d2

Has anybody ever had any experience with homebrewing 40k into GURPS? I have maybe an hour or two put into and I was wondering if anybody else was also working on something like this or if it has been done before.

Any criticism on what I have done so far is also appreciated. Please excuse the EXTREMELY work-in-progress formatting.

https://www.dropbox.com/s/exdnlekzf4136ry/GURPS%2040k%20skills%20and%20equipment.pdf?dl=0
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No. 11252 ID: 4dc2d2
File 147605635789.png - (1.04MB , 565x729 , campaign sheet.png )
11252

I'm looking for lots of random tables and in-depth differences between different forgeworld patterns of equipment.

I don't know much about xenos so any advice on templates/rules for them would be awesome.
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No. 11284 ID: a107fd

First, save yourself a lot of trouble and start from Ultra-Tech. Most of the weapons are there, or close enough. A bolter is just a gyroc weapon loaded with 18.5mm APHEX. The Imperium of Man at it's height was TL 10, 'Nids and the Eldar are both TL 11, the Necrons are TL12, and the Tau are TL 9 but they don't need an Unusual Background to buy Engineer skills and their infrastructure isn't FUBAR. Orks are approximately TL 10 but many, maybe most, have Quick Gadgeteer and/or TL-transcending wildcard skills.

Looking over your Gets Hot rules, for result 6, 4d6 burning damage per round seems excessive, given that 1d6-1 per round corresponds to "entire body on fire." Even 1d6 burning damage, directly to the hand, would be enough to present a serious risk of the gunner being left with a charred stump.
Similarly, for result 7, why not just use the fragmentation rules?

If you're treating power swords as cutting damage plus follow-up, power fists should probably be crushing damage plus follow-up, since it's the same basic mechanism, instead of a multiplier to thrust damage which I'm not sure there's a precedent for. Combine it with the sleeve exoskeleton (from Ultra-Tech) when somebody's using one without powered armor.
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