Gears of War [Archive] - Wizards Community

Post/Author/DateTimePost
Rojo

11-19-06, 09:28 PM
Of course I haven't played it yet. I hope some of you haved.

Let me hear what you got.

10/10/06 update: Though it doesn't look feasable (anytime soon) for me to get a 360 or Gears of War. I trying to compile a list so I may run a dungeon delve using GoW.

ps Thank You Thomar_of_Uointer & ieattrollsforbreakfast.
Thomar_of_Uointer

11-21-06, 01:35 AM
Before having played it, I would say "use D20 Future". After having played it some, I say you should use D20 Future.

Very bloody, "flat" level design (compared to most titles out there, but maybe Mario has spoiled me), interesting to see a game where your squad is as strong as you are and can be revived, but it's no Halo 2.
ieattrollsforbreakfast

11-22-06, 02:48 PM
d20 Modern will probably have all you need, with a few additions of your own. From what I've played, Gears doesn't seem to need anything the high PL end of d20 Future, but the low PL end would probably be useful in converting some weapons, armour and items.
The Locust shouldn't be too hard to stat out either, I'll have a go at that when I get some free time (and finish the game :P).
ieattrollsforbreakfast

12-09-06, 06:50 PM
We don't get many details about the locust in the game, but here's my take on the drones:

Drone Racial Traits
-+2 Strength, +4 Constitution, -2 Charisma: Drones are strong and tough, but lack people-skills.
-Medium: As medium creatures, drones have no special bonuses or penalties due to their size.
-Drone base land speed is 30ft.
-Darkvision: Drones can see in the dark up to 60ft.
-Natural Armour: A drone’s thick skin grants it a +1 natural armour bonus.
-Improved Damage Threshold: Drones gain Improved Damage Threshold as a bonus feat.
-Light Sensitivity: Drones are dazzled in bright sunlight or within the radius of a daylight spell.
-Level Adjustment: +1

They are a little on the low side of LA +1, but it probably won't matter much since I doubt they'll see use as player characters.
Theron Guards and General RAAM are also easily covered with those stats. Theron Guards would simply be mid-level drones, possibly heroes, but probably not, while RAAM would be a high level (hero) drone.
I'll stat out some drones with those stats, and try wretches (and lambent wretches) next.
Thomar_of_Uointer

12-09-06, 08:06 PM
Don't forget light sensitivity. By the flavor, all of the aliens hate sunlight to some degree.

Mmm... Now I want to do the breserkers...
ieattrollsforbreakfast

12-10-06, 06:55 PM
Don't forget light sensitivity. By the flavor, all of the aliens hate sunlight to some degree.

Mmm... Now I want to do the breserkers...

Hmm...I never got the impression that the locust hated sunlight, do you have a source for that? I guess something as simple as light sensitivity isn't such a stretch, anyway, they do live underground after all (though that Immulsion is pretty bright).
If we're going to give them light sensitivity, we should probably boost the Con bonus to +4 would help balance that out a bit.

I've statted up a pretty standard drone, no frills attached (included light sensitivity, but not extra Con). I've given it an AK-47 since we haven't statted out any weapons yet. I've much more experience with D&D than d20 Modern, so if I've made any mistakes let me know.

Locust Drone (CR 2)
Drone tough ordinary 2
NE medium humanoid (locust)
Init +2; Senses darkvision 60ft.; Listen -1, Spot +1
Languages 1
============================
Defense 17, touch 14, flat-footed 15
(+2 Dex, +1 natural, +2 class, +2 tactical vest)
hp 19 (2 HD)
Mas 22
Fort +6, Ref +2, Will +0
Weakness light sensitivity (dazzled in sunlight)
============================
Speed 25ft. (5 squares); base 30ft.
Melee rifle butt +3 (1d6+3)
Ranged AK-47 +3 (2d8)
Space 5ft.; Reach 5ft.
Base Atk +1; Grp +3
============================
Abilities Str 15, Dex 14, Con 19, Int 10, Wis 8, Cha 10
Feats Improved Damage Threshold (B), Personal Firearms Proficiency (B), Advanced Firearms Proficiency
Skills Demolitions +4, Knowledge (tactic) +1, Intimidate +2, Spot +1
Occupation military (class skills: Demolitions, Knowledge (tactics))
Possessions AK-47, tactical vest

This stat block made me realise something...what languages do locust speak? The Gears can understand them, so that means at least speak the same language as humans (not necessarily English, since its not set on Earth), but is there a Locust language as well? It seems for the games there isn't (RAAM says 'serve the Queen' to the other locust, and the Theron Guards whisper 'hostiles' when you first encounter them).
ieattrollsforbreakfast

12-10-06, 07:11 PM
Wretch time!

Wretch (CR 1/2)
Usually CE Small aberration (locust)
Init +3; Senses darkvision 60ft.; Listen -1, Spot +1
Languages -
============================
Defense 15, touch 14, flat-footed 12
(+3 Dex, +1 size, +1 natural)
hp 5 (1 HD)
Mas 12
Fort +1, Ref +3, Will +1
Weakness light sensitivity (dazzled in sunlight)
============================
Speed 30ft. (6 squares); climb 15ft.
Melee 2 claws +3 (1d3) and bite +1 (1d4)
Space 5ft.; Reach 5ft.
Base Atk +0; Grp -4
============================
Abilities Str 11, Dex 17, Con 12, Int 6, Wis 8, Cha 9
Feats Multiattack, Weapon Finesse (B)
Skills Jump +2, Spot +1
Advancement 2-3 HD (Small)

That was a quicky, but I think it represents them fairly well. I almost gave them Move Silently...but they really aren't very good at that.
FatherJoe

12-10-06, 09:26 PM
I took a look at the weapons for the game in it's strategy guide, and when damage is compared to the average HP of a soldier, the damages come out like this:
Lancer AR: 2d4
Hammerburst: 2d4+2
Gnasher: same as any shotgun
Longshot: same as .50 cal
Boomshot: Ok, this got abit confusin'. This gun fires a single projectile that splits on impact into several explosives. I'm not sure on how to calculate it.
TorqueBow: same as LAW
Snub: 2d6
Boltok: 2d8
WARNING: these numbers are very, very rough. For once, don't trust my logic. Otherwise, trust my logic on anything else.
Thomar_of_Uointer

12-10-06, 10:21 PM
I took a look at the weapons for the game in it's strategy guide, and when damage is compared to the average HP of a soldier, the damages come out like this:
Lancer AR: 2d4
Hammerburst: 2d4+2
Gnasher: same as any shotgun
Longshot: same as .50 cal
Boomshot: Ok, this got abit confusin'. This gun fires a single projectile that splits on impact into several explosives. I'm not sure on how to calculate it.
TorqueBow: same as LAW
Snub: 2d6
Boltok: 2d8
WARNING: these numbers are very, very rough. For once, don't trust my logic. Otherwise, trust my logic on anything else.

Use D20 Modern. 2d4 damage is a joke for a fully automatic rifle.

The lancer is a full auto rifle with the attached weapon gadget (chainsaw). The hammerburst is a burst-fire rifle. The longshot is a sniper rifle. The boomshot is a grenade launcher. The torquebow is a unique weapon, basically with two firing modes (a weak attack that glances off, and a strong attack that requires a few moments to ready the weapon and imbeds itself in the target). The snub and boltok are just pistols.
ieattrollsforbreakfast

12-11-06, 01:07 PM
I agree with Thomar for the weapons, it's just a case of finding good analogues in D20 Modern.

Another monster: the Dark Wretch.
Why they're called dark wretches I'll never know...sure, they might have darker skin, but they glow!

Dark Wretch (CR 2)
Usually CE Small aberration (locust)
Init +3; Senses darkvision 60ft.; Listen -1, Spot +1
Languages -
============================
Defense 17, touch 14, flat-footed 14; Dodge
(+3 Dex, +1 size, +3 natural)
hp 15 (3 HD)
Mas 14
Fort +2, Ref +4, Will +2
Weakness light sensitivity (dazzled in sunlight)
============================
Speed 30ft. (6 squares); climb 15ft.
Melee 2 claws +5 (1d3+1) and bite +3 (1d4+1 plus 1d4 fire)
Space 5ft.; Reach 5ft.
Base Atk +2; Grp -1
============================
Abilities Str 12, Dex 17, Con 14, Int 6, Wis 8, Cha 9
Feats Dodge, Multiattack, Weapon Finesse (B)
Skills Jump +5, Spot +1
Advancement 4-5 HD (Small)
============================
Lambent (Ex) Dark wretches glow, imposing a -20 penalty on Hide checks. In addition, dark wretches in complete darkness give off shadowy illumination in a 10ft. radius.
Explosive (Ex) When a dark wretch is killed the Imulsion in its body explodes, immediately dealing 2d8 points of fire damage to all creatures within 5ft of the wretch, with a Reflex save DC 13 for half damage. The save DC is Constitution-based.
Thomar_of_Uointer

12-11-06, 01:32 PM
Gah! I hated those things, don't chainsaw them on anything beyond the first difficulty.
Okay, here's something I really hate. The swarm attack is capable of forcing a massive damage save, so it looks accurate. Just use multiple swarms (like the game had during the night levels) for full effect.


Kryll are vicious night predators that will ravenously attack anything that moves. They tend to hunt in gigantic, city-sized swarms.

Kryll Swarm CR 2
N Tiny vermin (swarm)
Init +4; Senses darkvision 120'; Listen +8, Spot +9

AC 17 (+2 size, +4 Dex, +1 natural armor), touch 16, flat-footed 13
hp 42 (12 HD), half slashing and piercing damage
Immune mind-affecting, swarm traits
Weakness light aversion, swarm traits
Fort +7, Ref +8, Will +5

Speed fly 50' (Good)
Swarm attack (3d6) plus distraction
Space 10'; Reach 0'
Base Atk +9; Grp -4

Abilities Str 1, Dex 19, Con 8, Int -, Wis 12, Cha 3
SQ darkvision 120', light aversion, vermin traits, swarm traits
Feats -
Skills Listen +8, Spot +9

Light Aversion (Ex): Kryll use highly sensitive organs to navigate at night. Bright ultraviolet light can permanently blind an individual kryll. Direct sunlight (or anything of similar brightness) deals 5d6 damage to a swarm for each round of exposure (or more for effects that deal damage, such as a searing light spell), and a swarm destroyed in this manner becomes crippled and dies of starvation after a few hours.
Kryll always avoid bright light in any form. A lantern is sufficient to ward off kryll within its illumination (not its area of shadowy illumination), but any directional light like a flashlight will only deter kryll from attacking from a specific direction.

Swarm Traits (Ex): A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Attack (Ex): Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover.
Damage reduction sufficient to reduce a swarm attack’s damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm.
Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 15) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
ieattrollsforbreakfast

12-11-06, 03:11 PM
Kryll look good! They're less deadly than those in the game, but for them to be useable that's probably a good thing.
Then again, when a city-sized group of swarms all ready an action to move into a creature's space when it moves into darkness...things will get messy!

I'm going to try Boomers next, I think.
Thomar_of_Uointer

12-11-06, 03:16 PM
Kryll look good! They're less deadly than those in the game, but for them to be useable that's probably a good thing.
Then again, when a city-sized group of swarms all ready an action to move into a creature's space when it moves into darkness...things will get messy!

I'm going to try Boomers next, I think.

Well, with D20 Modern's massive damage rules, anything that deals 3d6 damage is life-threatening. A swarm of about 300 kryll may be something a small group could deal with using only guns, but a swarm of 3,000,000 is an environmental hazard!
ieattrollsforbreakfast

12-11-06, 03:35 PM
That's true...nasty little things, aren't they?

As promised, boomer traits:

Boomer Racial Traits
-+4 Strength, +6 Constitution, -2 Intelligence, -2 Charisma: Boomers are powerful, but are slow thinkers and lack people-skills.
-Medium: As medium creatures, boomers have no special bonuses or penalties due to their size.
-Boomer base land speed is 30ft.
-Darkvision: Boomers can see in the dark up to 60ft.
-Natural Armour: A boomer’s thick skin grants it a +2 natural armour bonus.
-Improved Damage Threshold: Boomers gain Improved Damage Threshold as a bonus feat.
-Light Sensitivity: Boomers are dazzled in bright sunlight or within the radius of a daylight spell.
-Racial Hit Dice: A boomer begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, Will +0.
-Racial Skills: A boomer’s humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Demolitions, Listen, Search and Spot.
-Racial Feats: A boomer’s humanoid levels give it one feat.
-Level Adjustment: +1

How do they look?
ieattrollsforbreakfast

12-14-06, 06:26 PM
Two more monsters:

Seeder (CR 8)
Usually LE Huge aberration (locust)
Init +6; Senses darkvision 60ft.; Listen +9, Spot +9
Languages –
Aura jam communications
============================
AC 21, touch 9, flat-footed 20
(+1 Dex, -2 size, +12 natural)
hp 82 (11 HD); Mas 50; DR 10/-
Fort +8, Ref +5, Will +9
Weakness light sensitivity (dazzled in sunlight)
============================
Speed 30ft. (6 squares)
Melee 2 slams + 15 (2d6+8)
Space 15ft.; Reach 10ft.
Base Atk +8; Grp +20
Atk Options Power Attack
Special Actions Spit Nemacyst
============================
Abilities Str 26, Dex 14, Con 16, Int 8, Wis 14, Cha 9
SQ monstrous damage threshold
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Power Attack,
Skills Listen +9, Spot +9
Advancement 12-22 HD (Huge)
============================
Jam Communications (Ex) Seeders disrupt all radio communication within 500ft.
Spit Nemacyst (Ex) A seeder can spawn a nemacyst as a full-round action. The nemacyst appears in the seeder’s space and acts immediately. Nemacyst spawned by a seeder act on the seeder’s initiative count.
Monstrous Damage Threshold (Ex) A seeder’s massive damage threshold is equal to 50 or its Constitution score, whichever is higher.

Nemacyst (CR 2)
Always N Small aberration (locust)
Init +4; Senses darkvision 60ft.; Listen +1, Spot +1
============================
AC 17, touch 15, flat-footed 13
(+4 Dex, +1 size, +2 natural)
hp 10 (2 HD); Mas 12
Immune mind-affecting effects
Fort +6, Ref +3, Will +6
============================
Speed Fly 40ft. (perfect)
Space 5ft.; Reach 5ft.
Base Atk +1; Grp -5
Special Actions Explode
============================
Abilities Str 6, Dex 18, Con 12, Int -, Wis 12, Cha 1
============================
Explode (Ex) As a free action a nemacyst can cause itself to explode, dealing 5d6 points of fire damage to all creatures within 15ft, with a Reflex save DC 15 for half damage. A nemacyst explodes when reduced to 0 Hit Points or below.
greatfrito

12-23-06, 05:36 AM
Though this is kind of a revival of this thread, I was actually 'bout to do this myself (I just got to play Gears this week, and it screamed "D20 Future" to me the whole time).

Oddly, I never got down to races, just equipment stats. Seems fitting here, where all the biological stuff has been gone over, but the equipment seems still in the air.

Anyways, what I have done:

Gears of War Weapons and Armor

Lancer Assault Rifle

Damage: 2d6
Critical: 20
Damage Type: Ballistic
Range Increment: 80 ft.
Rate of Fire: S, A
Magazine: 60 box
Size: Large
Weight: 10 lb.
Purchase DC: 26
Restriction: Mil (+3)

Chainsaw Bayonet [Exotic Melee]
Damage: 3d6
Critical: 20
Damage Type: Slashing
Size: Large


Snub Pistol

Damage: 2d4
Critical: 20
Damage Type: Ballistic
Range Increment: 30 ft.
Rate of Fire: S
Magazine: 20 box
Size: Medium
Weight: 5 lb
Purchase DC: 16
Restriction: Lic (+1)


Gnasher Shotgun

Damage: 2d8
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft.
Rate of Fire: Single
Magazine: 8 int
Size: Large
Weight: 7 lb
Purchase DC: 15
Restriction: Lic (+1)


Longshot Sniper Rifle

Damage: 2d10
Critical: 20
Damage Type: Ballistic
Range Increment: 100 ft.
Rate of Fire: Single
Magazine: 5 box
Size: Large
Weight: 10 lb.
Purchase DC: 22
Restriction: Mil (+3)


Hammerburst "Locust Rifle"

Damage: 2d6
Critical: 20
Damage Type: Ballistic
Range Increment: 60 ft.
Rate of Fire: S (see Special below)
Magazine: 40 box
Size: Medium
Weight: 8 lb.
Purchase DC: 16
Restriction: Lic (+1)
Special: This weapon can only be fired on a 4-round burst setting. When used with the Burst Fire feat, it fires only four bullets instead of five and can be used with only four bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if you use this weapon without the feat, you make a normal attack and the extra 3 bullets are wasted.


Revolver

Damage: 2d10
Critical: 20
Damage Type: Ballistic
Range Increment: 30 ft.
Rate of Fire: S
Magazine: 6 cyl
Size: Medium
Weight: 5 lb.
Purchase DC: 18
Restriction: Lic (+1)


Gear Suit

Type: Medium, Tactical
Equipment Bonus: +4
Nonprof. Bonus: +2
Max Dex Bonus: +4
Armor Penalty: -2
Max Speed: 20 ft.
Weight: 8 lb.
Purchase DC: 14
Restriction: Lic (+1)



And in addition to the equipment stuff (which I'll update when I finish the remainder - probably not until after Christmas Day though), I've tossed together a few "default" NPC Gears.

C.O.G. Gear (Ordinary)

Human Strong 2/Tough 2
CR 3; Medium-size human; HD 2d8+2d10+12; hp 32; Mas 16; Init +2; Spd 20 ft.; Defense 20, touch 16, flat-footed 18 (+2 Dex, +4 Class, +4 Equipment); BAB +3; Grap +4; Atk +5 ranged (2d6, Lancer) or +0 melee (3d6+1, Chainsaw Bayonet); Full Atk same; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +9, Ref +2, Will +1; AP 0; Rep +0; Str 13, Dex 14, Con 16, Int 8, Wis 12, Cha 10.
Occupation: Military (bonus class skills: Hide, Knowledge(tactics); bonus feat: Personal Firearms Proficiency)
Skills: Hide +9, Knowledge(tactics) +7.
Feats: Armor Proficiency(light), Armor Proficiency(medium), Simple Weapons Proficiency, Weapon Focus(lancer assault rifle).
Possessions: Lancer Assault Rifle, 300 rounds, Snub Pistol, 40 rounds, Combat Knife, Gear Suit, 1 day rations.


C.O.G. Gear (Heroic)

Human Strong 2/Tough 2/Soldier 1
CR 5; Medium-size human; HD 2d8+3d10+17; hp 42; Mas 16; Init +2; Spd 20 ft.; Defense 21, touch 17, flat-footed 19 (+2 Dex, +5 Class, +4 Equipment); BAB +3; Grap +4; Atk +6 ranged (2d6, Lancer) or +0 melee (3d6+1, Chainsaw Bayonet); Full Atk same; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +10, Ref +3, Will +1; AP 2; Rep +0; Str 13, Dex 14, Con 16, Int 8, Wis 12, Cha 10.
Occupation: Military (bonus class skills: Hide, Knowledge(tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb +3, Hide +10, Knowledge(tactics) +8, Listen +4, Spot +4, Swim +3.
Talents: Extreme Effort, Robust.
Feats: Armor Proficiency(light), Armor Proficiency(medium), Simple Weapons Proficiency, Athletic, Advanced Firearms Proficiency, Great Fortitude, Weapon Focus(lancer assault rifle).
Possessions: Lancer Assault Rifle, 300 rounds, Snub Pistol, 40 rounds, Combat Knife, Gear Suit, 1 day rations.


More to (eventually) come...
marcoasalazarm

12-23-06, 05:39 PM
I made a Locust Rifle of my own (M-16 w/40-shot clip (sorry, haven't seen the game, so dunno the actual clip size), Additional Weapon Gadget, and D20 Future Gear's Chainsword in an underbarrel housing).

Pretty cool, BTW. If someone's interested in how I saw those grenades (more like Bolas, from where I'm standing), they're over on the D20 Future Threads.
SilverBones

01-07-07, 05:41 PM
This stat block made me realise something...what languages do locust speak? The Gears can understand them, so that means at least speak the same language as humans (not necessarily English, since its not set on Earth), but is there a Locust language as well? It seems for the games there isn't (RAAM says 'serve the Queen' to the other locust, and the Theron Guards whisper 'hostiles' when you first encounter them).

Locust also communicate in hisses an clicks. ALthough this may not be their main form of communication, you can also gather that most insects communicate with smells and pheremone emmissions. Although capable of communicating in voice, I think most of their stuff is done outside of normal human perception.

I am really interested in heading into a Gears of War d20 game. Anyone still up for that?
marcoasalazarm

01-09-07, 06:21 PM
I haven't played the game, but have seen the concept. Pretty 'Pitch Black'.
SilverBones

01-11-07, 02:43 AM
The Kryll are VERY pitch black.

I have now played and completed the game three times, and I am thinking of putting a PDF together for a small Gears of War D20 game, so does anyone else here mind if I use some of the stats posted if I credit you? Obviously I may make a few changes if balance issues and the like do not fit or if playtesting brings up some problems, but in essence, you guys seems to have really put some thought into this.
Thomar_of_Uointer

01-11-07, 11:54 AM
The Kryll are VERY pitch black.

I have now played and completed the game three times, and I am thinking of putting a PDF together for a small Gears of War D20 game, so does anyone else here mind if I use some of the stats posted if I credit you? Obviously I may make a few changes if balance issues and the like do not fit or if playtesting brings up some problems, but in essence, you guys seems to have really put some thought into this.

No problem. I would recommend statting up the kryll as a monster (as the encounter block works best for characters and quick reference).


Oh, I would like to note something on alien weapons. All of the Locust weapons are alien weapons (things like the torque bow come to mind), and should be designated as such. I also think that Cog soldiers would have the Alien Weapon Proficiency feat.
Jedi_Dare_lonestar

01-11-07, 02:04 PM
i like all the things you have all but down there is only a couple things that i can see that you don't have ( please for give me for the miss spellings)

Hammer Of Dawn
Damage:6d12
Range:5ft radius
Price:-
Weight: 3lb

The Hammer of Dawn is a weapon that can only be issued to you (or found if you like), there is one kep element to using the hammer of dawn and that is that it requires a satlaite over the charters position

Satlaite States (NPC)
Speed: 3 squars
Max Use: 8 times a day

The satlaite can only be used so many times befor it needs to cool down and recharge its soaler core

The last thing i can see that anyone has forgotten was a creater called a "Corpeser" its a huge spider looking thing and i could guess the states but i think i'll play again and repost and i don't mind if you use my stuff or not i would just ask you give me a copy of the DPF thanks
Thomar_of_Uointer

01-11-07, 09:11 PM
The last thing i can see that anyone has forgotten was a creater called a "Corpeser" its a huge spider looking thing and i could guess the states but i think i'll play again and repost and i don't mind if you use my stuff or not i would just ask you give me a copy of the DPF thanks

The corpsers were almost never seen in-game. I think the one you did fight simply got pushed into Imulsion instead of slain. I can imagine a Hammer of Dawn might be able to take it down.

However, the Hammer of Dawn was a plot device. It was used to take down "boss" type monsters which you would normally have no hope of defeating, and it quit working whenever you got into a real fight or when it was good for dramatic tension.
Jedi_Dare_lonestar

01-12-07, 02:07 PM
True you don't realy slay the Corpser it was in the game so there for it should be in with the rest of the stuff as for the Hammer of Dawn it was a useable weapon so that should be in there as well


Sorry about my Hammer of Dawn stats from before i was rushed with the distance on that weapon is should be look like this

Distance: no target closer than 30 ft

for every 5ft closer to the user the user takes 1d12 points of damage
SilverBones

01-12-07, 08:47 PM
Also, there was that huge bloody thing that tears down Fenix’s house, though I don’t think they ever came up with a name… if it did, then it is not mentioned in the game itself. I may go and purchase the Game Guide tomoz so I can get all the official names and terms.

Also, we need some kind of career or class for a COG fighter, as I am sure they are very specialist troupes in bug hunting. I am in the process of making a feat for the ‘Active reloading’ which basically involves rolling a dice... if they pass, they get a bonus to damage, if it is failed, then they botch the reload. A bit risky, but worth it in a pinch.

Anyone know where I can get some GoW fluff to put in the PDF for some background? Also any pictures of the guns would be great.
Thomar_of_Uointer

01-13-07, 01:50 AM
Also, there was that huge bloody thing that tears down Fenix’s house, though I don’t think they ever came up with a name… if it did, then it is not mentioned in the game itself. I may go and purchase the Game Guide tomoz so I can get all the official names and terms.

Also, we need some kind of career or class for a COG fighter, as I am sure they are very specialist troupes in bug hunting. I am in the process of making a feat for the ‘Active reloading’ which basically involves rolling a dice... if they pass, they get a bonus to damage, if it is failed, then they botch the reload. A bit risky, but worth it in a pinch.

Anyone know where I can get some GoW fluff to put in the PDF for some background? Also any pictures of the guns would be great.

I would simply put active reloading under the very flexible and ambiguous Action Point mechanic.

Hmm. GOW was pretty low on fluff, more plot was in the manuals than anything else.
http://www.gamespot.com/features/6161208/index.html
ieattrollsforbreakfast

01-14-07, 04:04 PM
Also, there was that huge bloody thing that tears down Fenix’s house, though I don’t think they ever came up with a name… if it did, then it is not mentioned in the game itself. I may go and purchase the Game Guide tomoz so I can get all the official names and terms.

That creature is called a Brumak, the name appears if you use the look button at that part of the game, I think.

Corpsers shouldn't be too difficult to stat out, either. If I have time I'll give them a go.
Jedi_Dare_lonestar

01-15-07, 01:43 PM
i was playing the game the other day when i relized that there were three things missing so far and i coundn't belive we forgot them lol

The Turrets in the game, they should be in and just for a raw idead this is what i came up with

Damge:6d8
Range:60ft (Fallout Damage - 1d8)
Wight:85lbs
Other: If not on base & is carred the used takes - 8 unless he has 2 weapon fighting ( - 2 ) and the Auto-Fire feat (- 2) /Ambdextirues/ is out of D&D and Stargate but if you allow your players take that one then ( - 2 )

Kings Ravens was the other i know most of you think there just a helacopter but i would thank they would be armed like a b**** and have fire power to match

Name:Kings Raven
Crew: 4 (2) / 1 polit and 1 gunner /
Passangers: 6
Cargo: 200 ( i'm not good with wight )
Init.: + 2
Maneuver:+ 4
Top Speed: 160 (15)
Defence: 15
Hardness: 10
Hp: 100
Size:Huge
Price: not for sale (Estmated 150,000,000)
Restriction: Mil (+3)

and the last one was Thearon Guards
I'll leave thoese up to you guys but i would like to hear what you thank on at least the Kings Reavens and the Turrets
SilverBones

01-16-07, 02:59 PM
The Theron Guard are basically more elite versions of your standard swarm I think. Add a couple hittpoints and stats, give them a torque bow and you are well away on it. Perhaps a bit more armour obviously. (Those trench-suits are freaking awesome.)

The Troika's (turrets) are simply heavy guns mounted on a post with an unbeliviable amount of ammo. probably same stats as a .50 or better in D20 Modern / Future rules.
ieattrollsforbreakfast

01-17-07, 04:14 PM
and the last one was Thearon Guards
I'll leave thoese up to you guys but i would like to hear what you thank on at least the Kings Reavens and the Turrets

As SilverBones says, Theron Guards are just more powerful drones. Use the drone stats I posted above, then give them the elite array (though I think thats default in d20 Modern) and give them more class levels. Your standard drones will probably fall in the level 1-5 region, the Theron Guards in the 6-12 region, and the generals at level 12+. After all, there seems to be no physical distinction between drones and Theron Guards, as opposed to boomers and RAAM, who are much bulkier.

Troikas, again as per SilverBones' recommendations, should be similar to heavy machine guns in d20 Modern, so 2d12 would be more appropriate than 6d8, and more in line with greatfrito's weapon stats.
Jedi_Dare_lonestar

01-20-07, 01:53 AM
i good points but i thank both could be more poweful than whan just adding some Ac. and Hp at them but like i said thats just me as for the turrets they do a lot more damage but "to Each his own" but about the Kings Ravens?
Thomar_of_Uointer

01-20-07, 01:41 PM
Huh. I thought this would be harder.

Berserkers are the females of the locusts. Their place in locust society is unknown, but all Cog reports of them in combat assure that they are hardly weaker than their male counterparts.

Berserker CR 14
NE Large humanoid (locust)
Init +5; Senses scent, blind, blindsight 10'; Listen +24, Spot -

AC 22 (-1 size, +1 Dex, +12 natural armor), touch 10, flat-footed 21
hp 139 (16 HD), DR 10/-
Resist acid 10 cold 10 electricity 10 fire 10
Weakness light aversion
Defensive abilities regeneration 10
Fort +13, Ref +6, Will +8

Speed 40'
Melee slam +20/+15/+10 (2d8+9 bludgeoning)
Space 10'; Reach 10'
Base Atk +12; Grp +25
Atk options power attack, trample

Abilities Str 28, Dex 13, Con 19, Int 2, Wis 17, Cha 3
SQ light aversion, scent, blindsight 10', regeneration 10, uncanny dodge, monstrous damage threshold
Feats Alertness, Improved Initiative, Power Attack, Improved Bull Rush, Awesome Blow, Improved Natural Attack
Skills Listen +24

Though it is blind, a berserker's keen senses more than make up for its lack of sight. It does not suffer an armor class penalty, is never flat-footed, and does not suffer from concealment against enemies within its blindsight.

Regeneration (Ex): A berserker treats all damage except for fire damage as nonlethal, and heals it at a rate of 10 points per round.

Light Aversion (Ex): A berserker's regenerative abilities slow in bright light (sunlight or stronger). It continues to treat damage as nonlethal, but heals hourly instead of each round. Also, light-based attacks, including but not limited to lasers or a searing light spell, prevent regeneration for one round.

Trample (Ex): A berserker can simply run over an opponent by moving into its space, dealing 3d6+12 damage on a failed Reflex save (DC 19, the save DC is Strength-based). A trampled creature is allowed an attack of opportunity at a -4 penalty, but automatically fails the save if he does so.

Monstrous Damage Threshold (Ex): A berserker's massive damage threshold is 20 points higher than normal.

Combat
A berserker is blind, and relies on its keen senses to track its opponents. When it hears a noise, it charges in that direction and tramples over any enemies it encounters, then moves back to beat anything that's still there to a wet pulp. If it encounters an obstacle in its way, it will alternate between attacking it and attempting to break it until it is destroyed or it hears another enemy. If it cannot hear an opponent, it will track it by scent.
Rudiger_Smith

01-29-07, 07:30 PM
Just like to say that I'm a big fan of Gears of War (can't wait for the 2nd one) and I really like what you've done with this game. I'll give a shot at statting out Brumaks, we don't know what they do, but if I look at the in game movie, I'm pretty sure its loaded with troikas, and drones. And it looks like one mutha of a dangerous melee monster.

Probably High CR, as high monsters are needed.
Thomar_of_Uointer

01-29-07, 11:39 PM
Just like to say that I'm a big fan of Gears of War (can't wait for the 2nd one) and I really like what you've done with this game. I'll give a shot at statting out Brumaks, we don't know what they do, but if I look at the in game movie, I'm pretty sure its loaded with troikas, and drones. And it looks like one mutha of a dangerous melee monster.

Probably High CR, as high monsters are needed.

I'd like to see the endboss statted up. I'm not familiar enough with D20 Modern rules to do anything with class levels reliably.
Rudiger_Smith

01-29-07, 11:46 PM
Well, the only problem with the endboss, is he can't nearly be a stough as a berserker say, as he can be killed by Lancer Assault rifle fire, whereas the berserker can only be killed by the HoD.
I think maybe the Seeder should be given a slight power boost, as CR 8 for a monster thats bigger and can take more hits than the Berserker is a little feeble for such a gargant, plus it blocks communications (man I hate those things) also, does anyone know what those Giant flying things are that you have to shoot down on the train, I at first thought they were nemacysts, but they're the small suicidal things.

Just found this thread, and even if the PDF is never made I'll probably compile the information and run a game myself. I'll try and work on some extra-snazzy rules on cover and popping out of it, firing blind/from the hip and so on.
Thomar_of_Uointer

01-30-07, 12:20 AM
Well, the only problem with the endboss, is he can't nearly be a stough as a berserker say, as he can be killed by Lancer Assault rifle fire, whereas the berserker can only be killed by the HoD.

I'd certainly say he's as tough as a berserker, likely tougher. The berserkers are easy to kill because of their weaknesses, while the endboss is a highly trained elite locust (i.e., he has lots of class levels) with pet kryll and a sniper rifle who is very dangerous (die much on the last level?) and hard to kill.

Just like in D&D, a human is easily more powerful than a troll if he has 20 levels of Fighter.
Rudiger_Smith

01-30-07, 04:00 AM
That assessment is fair enough, all I was saying is that in game, it is not possible to take a Berserker down, or indeed damage it at all with regular weapons, which Is why I said tougher. RAAM is better equipped, smarter and has ranged combat, can actually see, and can controll the Kryll, making him all round beter than the Berserker, but he can still be taken down by mere bullets.
Thomar_of_Uointer

01-30-07, 12:43 PM
That assessment is fair enough, all I was saying is that in game, it is not possible to take a Berserker down, or indeed damage it at all with regular weapons, which Is why I said tougher. RAAM is better equipped, smarter and has ranged combat, can actually see, and can controll the Kryll, making him all round beter than the Berserker, but he can still be taken down by mere bullets.

Well, when I made the berserker it was meant for a party of four level 8 characters, or a pair of level 10 characters. Quite impossible to confront head-on. Of course, once again, the Hammer of Dawn is a plot device...
marcoasalazarm

07-03-07, 03:22 PM
Bumpo.