Anyone doing conversions from other games?

Turtle

Mongoose
No game is good for everyone, and likewise, everyone doesn't play the same game.

I've recently met up with a group that primarily plays 40k, unfortunately, I don't like the 40k rules despite liking some of the armies (Tau, and Imperial Guard). Being artists, they have a lot of beautifully painted miniatues, and aren't going to give them up, especially not for a prepainted game.

So I was thinking one way to get them playing with my group is to convert over all the 40k armies to the evolution rules set. But one problem is that I don't have any 40k stuff.

Anyone here plan to do a 40k to SSTE conversion or convert some other game like AT-43?

Has anyone converted the SST armies to other games? I was thinking if a 40k to SST conversion doesn't work, I can always go the other way and convert my MI and Arachnid army to 40k.
 
So, I was thinking of a statline like this for an average space marine.

"Star Knight"
Size: 1
Move: 4"
Target 5+
Save 5+
Kill 7+
Close combat: 2xD6+1

Slugthrower
Range: 14"
Dmage: D6+1
-1 to all Armor rolls

The idea behind this conversion is that the Star Knights have very tough powered armor, and cannot be dislodged while in cover. However, their weapons have a ridiculously short range (but remember that the fire zone rules add roughly 6" to every shooting attack range). Forcing them to charge into the open where they can be killed. However the armor still makes them difficult to kill while in the open.

Their weaponry, while short ranged, is very effective with the D6+1 and -1 armor.

Their point costs would be high, meaning less of them on the table, but they'd have some special rule where the army has no shatterpoint and will fight down to the last man.

I have no idea how the space marine army is organized and what their other support units are.

"Assault Knights"
Size: 1
Move: 4"
Target 5+
Save 5+
Kill 7+
Close combat: 2xD6+2 (or maybe a d10?)

Shortened Slugthrower
Range: 10"
Dmage: D6+1

Ripper Sword
All CC attacks have a penalty -1 to armor rolls

Jump Pack
One per turn Assault Knights can make a 12" Jump special movement action, ignoring any terrain shorter than 6".


Star Knight Battle Priest
Size: 1
Move: 4"
Target 5+
Save 5+
Kill 8+
Close combat: 2xD6+1

Slugthrower
Range: 14"
Dmage: D6+1
-1 to all Armor rolls

The battle priest is a command attachment for a star knight unit that bolsters the fighting strength of any unit he is in.

For the Emperor! - A Star Knight unit with a battle priest can, once a turn, perform a special move action where after they move they may make an immediate shooting action. This is considered part of the same action and cannot be reacted to until after shooting.

Terminators would be on par with exosuits, but once again with strangely short ranged weaponry and an emphasis on close combat.

Dreadnoughts would be near Marauders in stats.

Librarians would have some variation on psi powers in SST.

Space marine vehicles would just be nightmares with how much firepower they pack.
 
Turtle said:
So, I was thinking of a statline like this for an average space marine.

"Star Knight"
Size: 1
Move: 4"
Target 5+
Save 5+
Kill 7+
Close combat: 2xD6+1

Slugthrower
Range: 14"
Dmage: D6+1
-1 to all Armor rolls

Just starting with the basic stats, I would change the Save to 3+ or at least 4+, their power armor is REAL good and thick, and they have redundant organs that allow them to ignore a fair amount major wounds.

Also, change the Slugthrower to 10" but 2D6+1.
Keep the Piercing/1 as the bolts hit then explode demolishing lighter armors.
Add that as a ready action they can shoot 20", the Slugger is not short range, just easily/best used as an assault weapon.

Compared to a PAMI trooper, they lose jump, but are tougher and better armored. Weaponry is comparable considering the range.
40 Points
 
nobody has to give up anything.

this is the beutey of prepaint, you can consentrate on your normal games but play prepaints on the side and yet always have a painted force for them.

also prepaints wont loose value as they are as they are..
 
darklord4 said:
Just starting with the basic stats, I would change the Save to 3+ or at least 4+, their power armor is REAL good and thick, and they have redundant organs that allow them to ignore a fair amount major wounds.

Also, change the Slugthrower to 10" but 2D6+1.
Keep the Piercing/1 as the bolts hit then explode demolishing lighter armors.
Add that as a ready action they can shoot 20", the Slugger is not short range, just easily/best used as an assault weapon.

Compared to a PAMI trooper, they lose jump, but are tougher and better armored. Weaponry is comparable considering the range.
40 Points

Well, I could drop the target and increase the save by a lot. Then make the weaponry more powerful and shorter ranged. Could be interesting to try, I'd have to playtest this to make sure. Not to mention I have no stats for SST Evo units to compare. Also note that there's already a way in the rules to shoot farther than your weapon's max range. It'll probably have something to do with readying and shooting, much like a unit could ready and shoot in SST to reroll misses.

One problem I see is that this army is definitely not mobile. So some playtesting will be needed. They're incredebly tough, but slow and short ranged. The MI could just bounce around them and their cover. I'll have to see how they handle shooting past max range in BFE to see if this is a viable army, as they'll rely on that ability, and support units, to hit the more mobile longer ranged enemy units.

"Star Knight" v2
Size: 1
Move: 4"
Target 4+
Save 3+
Kill 7+
Close combat: 2xD6+1

Slugthrower v2
Smoothbore high caliber explosive rounds. Devastating on direct hit, but wildly inaccurate.
Range: 10"
Dmage: 2xD6+1
-1 to all Armor rolls

I think I'll dig out my old Vor books and convert them to the evolution rules. It'd be interesting to see how such armies would work.
 
I'm working on an army list for Hydrissians. The figs are from Alpha Forge a US company. I hope to have the list done by the end of the month.
 
I have done the basics with BF evo, which is the same basic rules as SST evo..

Zombies evo-s
Ghost recon evo-s
Stargate evo-s

And i will work on xcom and halo too...

As you can see i have taken the Evo rules and added a ahooting skill and one based on morale, for suppression, so now human skill is added to evo system.

Only the human element has changed alittle, the tanks and other Big units stay the same, so if you don`t like the new ACC AND TRA scores, don`t use them.

Zombies evo-s, have rules for fear etc, ghost recon more on types on weapons with ammo rules,etc....

Alan
ps.. all files on yahoo group called mongoose mods
 
Oh yeah Soulman, I meant to post this last time you mentioned the Xcom mod but it completly slipped my mind and I only just found the link amongst the hundreds of book marks I've been hoarding:

http://babylon.alphacomplex.org/~xcom/

Maybe some use if you haven't already seen it?
More of a boardgame then a wargame but there might be some ideas you can pay homage to :D
 
Thanks indeed, i have seen it, too hard for me..!!!!

XCOM-EVO, or incursion as i like to call it, will be modern day armies and special forces against the terrors from the skies...!!!!

Xcom alien stats already done, so i should start something on the weekend, its mainly ghost recon rules, with added horror bits from my zombie game, and the tech armour/metal table from my stargate system...

I also have the new SST EVO rules with me for any other ideas also....

Theirs a new 360 game coming out called
blackstate area 51....

Special forces checking out a small usa town at night, and aliens attack, monsters look cool....

Just have to think about a tech table for found alien weapons etc...

Should have it up on monday, if the stress i`m getting this week, does not get in the way this weekend of course....

Thanks for the reply...
Watch the skies
 
Damn man, flesh out these things a bit before moving on. Your brain is going to overload with all these conversions. :P
 
Hi T , my brain does hurt with all these ideas, i have also been playtesting a new mongoose game as well, another big hit when it comes out, maybe people saw something at the open day.....

I will add jaffa for stargate on satuday, so anybody with figs can try it out and letme know what they thing...

Ghost recon system looks good, and the new air drone and mule i have added can also be used for standed BF, in my EVO-S system it also has spare ammo for when people run out etc....

Need to add the mex army, for GRAW 2 players out there....

I cannot flesh out any air rules etc, as i`m not sure i can give then info away, so i`m sticking to the basic rules to not get into trouble etc...!!

Xcom with be fun, i may write a simple ufo down mission....

Nobody has said about my new suppression system so far, i guess they will try it out more, now that the figs and tanks are out...
Alan
 
While toying around with more 40k and Vor conversions. I realized that I could add a morale system to this game simply by including such a rule on the unit stat card.

For example, space marines would fight to the death, of course. But imperial guard are known for breaking in the 40k universe. So to represent that I just give them a morale rule that affects only them.

Or, say for a more realistic style WW2 evolution conversion, morale could be a global rule.

One thing I don't know how to handle is armies with a lot of unit options.

I'm hoping to look at stats for the upcoming Forth, which were supposed to have a lot of options per fighting machine to represent their individualist nature.
 
I put together a load of rules here on SST ages ago but they have been lost in time (Cosmic Crusade it was called, Space Knights vs the Panzees).
There is a very simple system for converting forty kay stats to SST that I worked out, if I can find where I put it I'll post it here. :)
The easiest way to do it that I've found is to use the conversion system keeping the forty kay points. I tryed it with some friends and it worked fine. :)
 
I'm working on a Spugs list. My background fluff is that they are enemies of the Arachnids. While both are "Bugs", during the evolution of the species the Spugs developed along a technological path as opposed to the Arachnids who create biological solutions to environmental threats.

Because they use technology and have some cultural mechanisms similar to humans, Spugs are one of a few fringe aliens that the Federation does not officially recognize. To do so could undermine the propaganda the Federation uses to galvanize support for the war against the Arachnids. Spugs are allies of the Skinnies but are still mostly a mystery to SICON.

In battle against the Arachnids the Spugs prefer to use surgical raids. They target the Arachnid command and control. So the Spug attack method is not dissimilar to that of the MI. One difference is the logistics of waging an attack on the Arachnids. Spug fleet assets are very fast but poorly shielded vessels. They will rapidly enter the orbit of an Arachnid base, deploy a large number of disposable orbital support satelites and then Spug ground teams. The ships then leave the threat area leaving the ground teams to disrupt the Arachnids through the use of commando raids with the support of guided bomb and laser satelites called in from the Spug teams directly onto Arachnid defenses. Spugs are also adept at tunnel fighting and frequently are sent below the surface to find and destroy Brain Bugs and Queens. The Spugs do not follow the annihilation methods of the humans when dealing with Arachnids, taking a more pragmatic approach of denying the other Bugs the cohesion necessary to encroach on neighboring Spug colonies. Some Arachnid workers are even found among Spug colonies working and tended by their Spug masters rather than being controlled by an Arachnid Brain Bug, Overseer, or Queen.
 
Interesting idea, would be neat to mention something like a war of ideology, where the spugs are all thinking individuals and they take offense to the way the bugs treat their other species.
 
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