Pen & Paper - Spielsysteme > Savage Worlds Conversions
Savage Fading Suns
Schalter:
Die SCs müssen auf die Hilfe der anderen Truppen auf Stigmata bauen, um ihre Ziele zu erreichen. Diese Truppen sind alliierte Extras unter Kontrolle der SCs, wenn sie für Missionen ausgewählt werden. Sie können von den Spielern nach Belieben geschaffen werden, und beginnen mit 4 Advances auf dem Seasoned Rank wie SCs auch.
Hier sind erste Beispiele:
Levitating Monk
Der Eskatonische Orden ist allgegenwärtig vertreten in Darmak Station und auch in vielen der Siedlungen. Hier haben die theurgischen Künste der Mystiker einstmals dafür gesorgt, dass sie von der Kirche legitimiert wurden. Viele Kleriker des Ordens zieht es auch weiterhin nach Stigmata, um den Kampf fortzuführen. Ihre levitierenden Mönche haben telekinetische Kräfte, und sind wackere Verbündete, wenn okkulte Unterstützung gebraucht wird.
Species: Human; Faction: Escatonic Order; Faith: Escatonic; Languages: Urthish
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Faith d10, Fighting d6, Healing d4, Notice d6, Occult d6, Persuasion d8, Stealth d6
Pace: 8 (d8 Running Die); Parry: 5; Toughness: 9 (4)
Edges: Arcane Background (Miracles), Fleet-Footed, Free Runner (telekinetic jumps), Extraction (sudden levitations), Power Points
Hindrances: Curious (find out the mysteries of Stigmata), Pacifist (Minor: Wont attack humans), Vow (Minor: Escatonic Order)
Psi Powers: Bolt (Light Beam), Havoc (Telekinetic Wind), Protection (Telekinetic Field).
Power Points: 15
Gear: Synthsilk armor (+4).
Die Modelle für die Levitating Monks haben wir aus der Grundbox von Rise of Moloch von CMON.
Imperial Marines
Neben den schlecht ausgerüsteten Heerscharen, die das Rückgrat der Streitkräfte auf Stigmata ausmachen und die nicht viel mehr als ein Kettenhemd und ein Schwert ihr Eigen nennen, gibt es auch die besser trainierten und ausgerüsteten Marines, welche die SCs bei manchen Feldzügen unterstützen können.
Species: Human; Faction: Empire; Faith: Urth Orthodox; Languages: Urthish
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Electronics d4, Fighting d8, Intimidation d6, Notice d4, Persuasion d4, Repair d4, Shooting d8, Stealth d6, Survival d4
Pace: 6; Parry: 6; Toughness: 13 (6)
Edges: Brave, Brawny, Soldier
Hindrances: Loyal (Comrades), Obligation (Major: Empire), Ruthless (Minor)
Gear: Infantry Battle Suit (Armor +6); Imperial Marines are equipped with SMGs and short swords, plus weapons as displayed by the model (chainsaw or minigun); first aid kit, flashlight, radio, water purification kit, trail gear.
Als Modelle verwenden wir die Soldaten aus Zombicide Invader: Black Ops.
Peacekeeper Golem
One of the more common machine units still fielded by the Empire, the Peacekeeper Golems are used to pacify uprisings in bigger settlements, secure travelled roads, and guard spaceships. They cannot speak and only communicate in buzzing and beeping noises.
Species: Golem; Faction: Empire; Faith: -; Languages: -
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d10, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Electronics d6, Fighting d6, Intimidation d6, Notice d6, Repair d6, Shooting d8, Stealth d4
Pace: 5 (d4 Running Die); Parry: 5; Toughness: 10 (2)
Edges: -
Hindrances: Outsider (Major: Most superstitious humans loathe golems), Vow (Major: Programmed for service to the Empire)
Special Abilities:
• Armor 2: Metal plating.
• Construct: Constructs add +2 when attempting to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe or eat and are immune to disease and poison, don’t Bleed Out, and Wounds are removed with Repair instead of Healing with no “Golden Hour.”
• Fearless
• Scanners: Peacekeeper golems have Low Light Vision and get a +1 bonus on their Notice rolls to spot something.
• Size +2
• Solar Cells: The golem must be in bright light for an hour out of every 24. Without the required contact, the golem becomes Fatigued each day until Incapacitated. A day after that, it shuts down completely. Each hour spent recovering in light restores a level of Fatigue.
• Weakness (Electricity): The golem suffers a –4 penalty to resist an Electricity effect. If the golem suffers an attack based on Electricity, the penalty acts as a bonus to damage.
• Weakness (Magnetism): The golem suffers a –4 penalty to resist a Magnetism effect. If the golem suffers an attack based on Magnetism, the penalty acts as a bonus to damage.
Gear: Machine gun arm (Range 30/60/120, Damage 2d8+1, RoF 3, AP 2, Shots 4000; no Recoil penalty), tool set, large backpacks and carrying harnesses for loot.
Daughter of the Crucible
Within the convent of St. Naretha in Darmak Station developed a militant unit of nuns who secretly accepted high tech and guns to face the Symbiot threat directly instead of only by prayers.
Species: Human; Faction: Urth Orthodox Church; Faith: Urth Orthodox; Languages: Urthish, Latin
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Academics d4, Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d6, Notice d6, Persuasion d4, Repair d4, Shooting d8, Stealth d6
Pace: 8 (d8 Running Die); Parry: 6; Toughness: 10 (4)
Edges: Ambidextrous, Attractive, Brave, Fleet Footed, Two-Gun Kid
Hindrances: Heroic (Defend those in need, especially women and children threatened by Symbiots or occult dangers), Vow (Major: Urth Orthodox church), Ruthless (Minor: Religious fanatic)
Special Abilities:
-
Gear: Synthsilk armor (Armor 4), plastic leg protectors (Armor 4, Str+d4), 2 revolvers (Range 12/24/48, Damage 2d6+1, RoF 1, 6 shots), nun’s hood, prayer beads
Und Helebardiere dürfen eigentlich nicht fehlen. Die sind so basic, dass sie als Novice-NSCs ausreichen.
Halberdier
In many small settlements there are little regiments of brave guards or trained militia, whose traditional weapon of choice is the halberd.
Species: Human; Faction: -; Faith: Urth Orthodox; Languages: Urthish
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d8, Intimidation d6, Notice d6, Persuasion d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 8 (3)
Edges: Brave, Soldier
Hindrances: Vow (Major: Service to the Empire or individual settlement)
Special Abilities:
-
Gear: Chainmail armor (Armor 3), steel helmet (Armor 4), halberd (Str+d8, Reach 1, two hands), short sword (Str+d6)
Schalter:
Symbioten
In den meisten Missionen stellen die Gestaltwandler des mysteriösen "Lebensnetzes" sich den SCs entgegen. Symbioten kommen nach Szenariovorgabe oder nach Kartenziehung ins Spiel.
Die Anzahl der Gegner hängt in den meisten Szenarien von der Kartenfarbe ab (Kreuz=1, Karo=2, Herz=3, Pik=4).
Entwicklungsstufe 1
- 2 – Kultist
- 3 – Symbioten-Kultist
- 4 – Rote Karte: Gnat Swarm; Schwarze Karte: Creeper Swarm
- 5 – Shredder
- 6 – Xenomoth
Entwicklungsstufe 2
- 7 – Gunner Bug
- 8 – Slasher Bug
- 9 – Genereaver
Entwicklungsstufe 3
- 10 – Rote Karte: Defense Psycho Bug; Schwarze Karte: Attack Psycho Bug
- Bube-Dame – Symbiot Warrior
- König – Symbiot Trooper
Entwicklungsstufe 4
- As – Rote Karte: Wraith Bug; Schwarze Karte: Symbiot Tank
Gestaltwandel
Wenn eine Art von Symbiot einen Joker als Aktionskarte erhält, gestaltwandelt die gesamte Einheit sofort in eine zufällige nächsthöhere Entwicklungsstufe. (Viele Szenarien geben fest vor, welche Schwarmkreatur die jeweils nächste Entwicklungsstufe ist, so dass keine Zufallskarte gezogen werden muss.)
Wenn außerhalb des Spiels nicht genügend Modelle dieser Art übrig sind, um alle Modelle aus der betreffenden Einheit auszutauschen, werden die restlichen mit Modellen einer zufälligen anderen Symbioten-Spezies derselben neuen Entwicklungsstufe von außerhalb des Spiels ausgetauscht.
Biomorphe
Bei Jokern als Aktionskarte erhält die betreffende Einheit, wenn sie in diesem Szenario nicht in eine noch höhere Evolutionsstufe gestaltwandeln kann, einen neuen Biomorph, je nach Kartenfarbe einer neuen Ziehung:
• Pik oder Kreuz = Waffe mutiert. Hat diese Einheit Schusswaffen, wird ein neues Waffensystem (und damit eine dazugehörige neue Weakness) ermittelt auf der Tabelle Waffensystem-Biomorphe. Hat diese Einheit nur Nahkampfwaffen, werden diese von der Kraft Smite belegt (als wäre ein Wurf mit einem Arcane Skill mit Minimal-Erfolg gelungen, um die Kraft auszulösen).
• Karo=Rüstung mutiert. Die Einheit wird von der Kraft Protection belegt (als wäre ein Wurf mit einem Arcane Skill mit Minimal-Erfolg gelungen, um die Kraft auszulösen).
• Herz=Elementare Mutation. Die Einheit erhält eine neue Immunity & entsprechende Weakness anstelle ihrer vorigen (nach Biomorphe-Tabelle, aber ohne entsprechende Waffen). Diese ersetzt ihre reguläre Weakness (Arcane) in ihrem Profil.
Waffensystem-Biomorphe
Die Werte der Waffe bleiben wie im Profil angegeben, werden aber nach Kartenziehung modifiziert wie folgt.
• 2-3 – Dornenwerfer: RoF 3 und AP 1, Trapping: Pflanzen, die Einheit hat eine veränderte Weakness (-4) für Feuer und Immunity für Pflanzen (+4).
• 4 – Bioplasma-Werfer: Cone Template, bei Raise Prone, Trapping: Wasser; die Einheit hat eine veränderte Weakness (-4) für Eis und Immunity für Wasser (+4).
• 5-6 – Eisschleuder: RoF 2 und bei Raise Sloth-Effekt, Trapping: Eis; die Einheit hat eine veränderte Weakness (-4) für Feuer und Immunity für Eis (+4).
• 7-8 – Sporenspucker: bei Raise Entangle-Effekt, Trapping: Pflanzen; die Einheit hat eine veränderte Weakness für Feuer (-4) und Immunity für Pflanzen (+4).
• 9 – Dunkelmaterie-Strahler: bei Raise Effekt von Darkness-Power um das Ziel; Trapping: Dunkelheit; die Einheit hat eine veränderte Weakness für Licht (-4) und Immunity für Dunkelheit (+4).
• 10 – Tornado-Strahler: bei Raise Havoc-Effekt, Trapping: Luft; die Einheit hat eine veränderte Weakness (-4) für Erde und Immunity (+4) für Luft.
• Bube – Gravitations-Strahler: bei Raise Stun, Trapping: Erde; die Einheit hat eine veränderte Weakness für Luft (-4) und Immunity für Erde (+4).
• Dame – Säurespucker: Small Blast Template und AP 2, Trapping: Säure; die Einheit hat eine veränderte Weakness für Wasser (-4) und Immunity für Säure (+4).
• König – Glutspucker: Cone Template und Feuer-Effekt, Trapping: Feuer; die Einheit hat eine veränderte Weakness für Wasser (-4) und Immunity für Feuer (+4).
• As-Joker – Blitz-Strahler: AP 4, Trapping: Elektrizität; die Einheit hat eine veränderte Weakness für Erde (-4) und Immunity für Elektrizität (+4).
Weaknesses von Symbioten funktionieren wie üblich: +4 auf den Schadenswürfe von einer entsprechenden Quelle; -4 auf Würfe um Powers mit dem entsprechenden Trapping zu widerstehen. Immunities sind nicht umfassend, sie funktionieren hier andersherum wie Weaknesses: Vom Schaden wird 4 abgezogen, und die Symbioten erhalten +4 auf ihre Würfe, um entsprechenden Powers zu widerstehen.
Schalter:
Crawler Swarm / Gozai
Symbiosis Level 1
The smallest of symbiot creatures, these worm-like insectoids are unintelligent drones, waiting to shapechange into more complex entities. They move as swarms, driven by a relentless hunger.
Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d8, Vigor d10
Skills: Athletics d6, Fighting d6, Notice d4, Stealth d6
Pace: 8; Parry: 4; Toughness: 9 (2)
Special Abilities:
• Armor (+2): Chitin plates
• Bite: Swarms inflict hundreds of tiny bites every round to their victims, hitting automatically (instead of making a Fighting attack) and causing 2d4 damage to everyone in melee contact. Damage is applied to the least armored location (victims in completely sealed suits are immune).
• Fear: Symbiot lifeforms cause Fear to all who see them.
• Low Light Vision: No penalties for Dim or Dark Lighting.
• Shapechange: A Symbiot can change into a random Symbiot creature of the next level (usually it does so on a Joker Action Card in combat).
• Swarm: Parry +2. Because the swarm is composed of scores of creatures, cutting and piercing weapons do no real damage. Bludgeoning weapons and most Powers (like Bolt) do half damage (half the damage total, rounding down). Area effect weapons work normally, and a character can stomp to inflict his damage in Strength each round.
• Weakness (Arcane): Symbiots get a -2 modifier to rolls to resist Powers. Damage-causing Powers do an additional +2 damage against Symbiots.
Gear: -
Tactics:
• When there is no adjacent target, move towards the closest possible target.
• When a target is adjacent (at the beginning of the Action / after the move), make a Bite attack.
Absorber-Bases als Crawler-Schwärme, und Termaganten als Gunner Bugs, alles von Games Workshop
Gunner Bug / Gantazaibo
Symbiosis Level 2
Light-weight, six-legged insectoids, armed with a primitive weapon organism that shoots chitinous fragments, but is capable of shapeshifting into an energy weapon.
Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d4, Intimidation d8, Notice d4, Shooting d6, Stealth d6
Pace: 6; Parry: 4; Toughness: 7 (2)
Special Abilities:
• Armor (+2): Chitin plates
• Bite: Str+d4
• Fear: Symbiot lifeforms cause Fear to all who see them.
• Low Light Vision: No penalties for Dim or Dark Lighting.
• Shapechange: A Symbiot can change into a random Symbiot creature of the next level (usually it does so on a Joker Action Card in combat).
• Weakness (Arcane): Symbiots get a -2 modifier to rolls to resist Powers. Damage-causing Powers do an additional +2 damage against Symbiots.
Gear: Small weapon organism (Range 15/30/60, RoF 1, Damage 2d6) with random ranged weapon biomorph.
Tactics:
• When there is no adjacent target but a target in line of sight, make a Shooting attack.
• When there is no adjacent target but a target in line of sight, move towards the closest possible target and stop when having reached its line of sight, make a Shooting attack if 2+ Gunner Bugs are able to do so.
• If a target is adjacent at the beginning of the Action, make a Bite attack.
• If no target is adjacent after the move but within line of sight, make an Intimidation Test, if only one Gunner Bug is able to do so.
Schalter:
Xenomoths / Gimgozai
Absurd-looking, fluttering horrors, swooping down from the wasteland sky to attach themselves to their prey with their fleshy wings, and bite with their oval maws. As long as the swarm keeps moving, they create a mesmerizing effect, making it hard to hit any single individual.
Symbiosis Level 1
Attributes: Agility d10, Smarts d4(A), Spirit d4, Strength d4, Vigor d6
Skills: Athletics d10, Fighting d6, Intimidation d8, Notice d4, Stealth d8, Taunt d6
Pace: 12 (flying), 3 (crawling); Parry: 5; Toughness: 6 (2)
Special Abilities:
• Armor (+2): Chitin plates
• Bite: Str+d6; if a Bite Attack hits with a raise, the Xonomoth attaches itself and the target is automatically Entangled (it can’t become Bound in this manner).
• Fear: Symbiot lifeforms cause Fear to all who see them.
• Flight: Xenomoths can fly with Pace 12, but have no Running Die.
• Hypnotic Swarming: As long as at least one other Xenomoth is within 1‘‘, a Xenomoth can only be hit at a -2 modifier in ranged or melee combat.
• Low Light Vision: No penalties for Dim or Dark Lighting.
• Shapechange: A Symbiot can change into a random Symbiot creature of the next level (usually it does so on a Joker Action Card in combat).
• Size -1
• Weakness (Arcane): Symbiots get a -2 modifier to rolls to resist Powers. Damage-causing Powers do an additional +2 damage against Symbiots.
Gear: -
Tactics:
• When there is no adjacent target, move towards the closest possible target.
• When a target is adjacent (at the beginning of the Action / after the move), make a Bite attack.
• When already attached to an Entangled target, automatically do Bite damage.
• If no target is adjacent after the move but within line of sight, make a Taunt Test.
Xenomoths aus Zombicide Invader von CMON, und Shredders aus Hordes von Privateer Press.
Shredder / Go’orn
These dog-sized carnivores are nothing but sharp fangs and horns, sprinting toward any possible targets and sinking their teeth into them. They are practically mindless, existing solely to bite, rend, and tear, without any regards for their own safety.
Symbiosis Level 1
Attributes: Agility d6, Smarts d4(A), Spirit d4, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Intimidation d8, Notice d4, Shooting d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 6 (2)
Special Abilities:
• Armor (+2): Chitin plates
• Bite: Str+d6, AP 2
• Fear: Symbiot lifeforms cause Fear to all who see them.
• Frenzy: Shredders have the Frenzy Edge, as long as at least one other Shredder is within 2‘‘.
• Horn: Str+d4, AP 3
• Impale: A shredder can impale targets with its horn after a running start. If it hits after a charge (at least 3“ of movement in a straight line), the shredder does an additional +2 damage with its Horn attack.
• Low Light Vision: No penalties for Dim or Dark Lighting.
• Shapechange: A Symbiot can change into a random Symbiot creature of the next level (usually it does so on a Joker Action Card in combat).
• Size -1
• Weakness (Arcane): Symbiots get a -2 modifier to rolls to resist Powers. Damage-causing Powers do an additional +2 damage against Symbiots.
Gear: -
Tactics:
• When there is no adjacent target, move towards the closest possible target.
• When a target is adjacent after the move, make an Impale attack (if having moved 3 or more squares), and also use Frenzy with the Bite.
• When a target already is adjacent at the beginning of the Action, make a Wild Attack with the Bite, and also use Frenzy.
• If no target is adjacent after the move but within line of sight, make an Intimidation Test.
Schalter:
Slasher Bug / Zorzaibo
Symbiosis Level 2
The Slasher Bug is the melee version of the Gunner Bug, and uses its many limbs to sprint, attacking with its scythe-like claws.
Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Intimidation d8, Notice d4, Stealth d6
Pace: 8 (d8 Running Die); Parry: 5; Toughness: 7 (2)
Special Abilities:
• Armor (+2): Chitin plates.
• Bite: Str+d4
• Fear: Symbiot lifeforms cause Fear to all who see them.
• Low Light Vision: No penalties for Dim or Dark Lighting.
• Scythes: Str+d6, AP 1, Reach 1.
• Shapechange: A Symbiot can change into a random Symbiot creature of the next level (usually it does so on a Joker Action Card in combat).
• Two-Fisted: Hormagants have the Two-Fisted Edge.
• Weakness (Arcane): Symbiots get a -2 modifier to rolls to resist Powers. Damage-causing Powers do an additional +2 damage against Symbiots.
Gear: -
Tactics:
• When there is no adjacent target, move towards the closest possible target.
• When a target is adjacent after the move, make two Wild Attacks with the Scythes.
• When a target already is adjacent at the beginning of the Action, make two Attacks with the Scythes.
• If no target is adjacent after the move but within line of sight, make an Intimidation Test.
Genestealers und Hormaganten von Games Workshop als Genereaver und Slasher Bugs.
Genereaver / Xanzaibo
Symbiosis Level 2
Genereavers are among the most common types of symbiot. They like to disguise themselves as peasants and vagabonds to lure their prey into false security, then shapechanging into four-armed monsters with only a slight resemblance to humans and claws strong enough to pierce knight's armor. After tasting their prey's blood, they gain insight into its genetic code, and modify their attack strategy accordingly.
Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d6, Intimidation d8, Notice d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 8 (2)
Special Abilities:
• Armor (+2): Chitin plates.
• Bite: Str+d4. Whenever a Genereaver hits with a raise on its Bite attack, it samples the DNA of the target and automatically gains a +1 Support bonus on ist next Action. When a target is Grappled, the Genereaver automatically makes Bite damage and gets the bonus described above.
• Claws: Str+d4, AP 2
• Extra Limbs: Genereavers can make 4 attacks each Action without Multi-Action nor Off-Hand penalty and get +2 to Grappling rolls.
• Fear: Symbiot lifeforms cause Fear to all who see them.
• Low Light Vision: No penalties for Dim or Dark Lighting.
• Shapechange: A Symbiot can change into a random Symbiot creature of the next level (usually it does so on a Joker Action Card in combat).
• Weakness (Arcane): Symbiots get a -2 modifier to rolls to resist Powers. Damage-causing Powers do an additional +2 damage against Symbiots.
Gear: -
Tactics:
• When there is no adjacent target, move towards the closest possible target.
• When a target is adjacent after the move / already is adjacent at the beginning of the Action, make two Claw Attacks, and a Grapple attack with the extra arms.
• When a having already Grappled a target, automatically do Bite damage.
• If no target is adjacent after the move but within line of sight, make an Intimidation Test.
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