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<blockquote data-quote="Grendel_Khan" data-source="post: 9312644" data-attributes="member: 7028554"><p>[USER=6785785]@hawkeyefan[/USER] answered most of your questions, so I'll just add that:</p><p></p><p>-I really dislike the "Wreck" action (aka skill) in Blades, which I think is the source of a lot of overlap issues, and SaV thankfully gets rid of it.</p><p></p><p>-There's a slick, fan-made 40K hack of BitD, called Blades of the Inquisition. <a href="https://bitd.gplusarchive.online/2017/05/05/blades-of-the-inquisition-final-version/" target="_blank">Check it out, it's free!</a></p><p></p><p>-That said, I think SaV could do 40K very easily, if you set it in an area where the Imperium has a pretty strong presence, and aren't your pals. The rules for Xenos, meaning a member of a species with weird enough physiology that you want to provide special mechanics for it (like as a power, beyond just making it part of the fiction) can do a lot of work—it's partly how we did a droid character in the Star Wars campaign I ran. The other part was saying, because he was a Super Battle Droid, that he was effectively always wearing a spacesuit, and usually had his arm cannons equipped—meaning two pieces of loadout locked in, giving him less flexibility in bringing other gear for a job, or looking less suspicious. SaV's existing buttons and levels are enough to not have to do much house-ruling, ime. But for any gaps you think need filling, Blades of the Inquisition could provide inspiration.</p><p></p><p>-The biggest reason SaV could work for 40K, imo, is how it easily scales to different situations and tech levels. No need to calculate a Space Marine's armor and HP—just work out, in the moment, generally how likely a PC is to slow down a Space Marine, much less hurt or kill him, given what they have available and what they're willing to risk. In FitD it's much easier than a lot of systems to resolve a scene where, for example, PCs want to try to pin some marines down or even use their clunky, heavy armor against them, in the process of getting the hell out of the situation. Or maybe they get their hands on a real-deal chainsword, and two PCs are going to do stuff to distract or knock over the marine, while the lunatic with the chainsword goes in for the kill. FitD can do that perfectly, and in a way that's satisfying for everyone, not just the person doing the main attack. You could even have a situation where the PCs are fully armored up themselves, and you don't need to worry about tons of stats—they're just now on an even playing field with similarly armored NPCs, in terms of the effect their actions will have, and the position (the risk). That scaling and flexibility seems great for a setting where you can go from over to underpowered in a blink.</p><p></p><p>-Finally, the most tweaking you might have to do is related to the Mystic playbook in SaV—they were the most work for me in the context of Star Wars. But if swapping out their Jedi-like (but not quite) combat abilities for something more directly Psyker doesn't work, the whole playbook can also just be ripped out of the game. There are enough other options, and in my campaign two players picked the same playbook (Mechanic) and to my surprise, they felt very different and it worked out great. They actually became a pint-size team—a vicious Jawa and even more vicious Ewok, waddling and sneaking around to wreak lots of havoc, no special rules for short dudes or language issues needed.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 9312644, member: 7028554"] [USER=6785785]@hawkeyefan[/USER] answered most of your questions, so I'll just add that: -I really dislike the "Wreck" action (aka skill) in Blades, which I think is the source of a lot of overlap issues, and SaV thankfully gets rid of it. -There's a slick, fan-made 40K hack of BitD, called Blades of the Inquisition. [URL='https://bitd.gplusarchive.online/2017/05/05/blades-of-the-inquisition-final-version/']Check it out, it's free![/URL] -That said, I think SaV could do 40K very easily, if you set it in an area where the Imperium has a pretty strong presence, and aren't your pals. The rules for Xenos, meaning a member of a species with weird enough physiology that you want to provide special mechanics for it (like as a power, beyond just making it part of the fiction) can do a lot of work—it's partly how we did a droid character in the Star Wars campaign I ran. The other part was saying, because he was a Super Battle Droid, that he was effectively always wearing a spacesuit, and usually had his arm cannons equipped—meaning two pieces of loadout locked in, giving him less flexibility in bringing other gear for a job, or looking less suspicious. SaV's existing buttons and levels are enough to not have to do much house-ruling, ime. But for any gaps you think need filling, Blades of the Inquisition could provide inspiration. -The biggest reason SaV could work for 40K, imo, is how it easily scales to different situations and tech levels. No need to calculate a Space Marine's armor and HP—just work out, in the moment, generally how likely a PC is to slow down a Space Marine, much less hurt or kill him, given what they have available and what they're willing to risk. In FitD it's much easier than a lot of systems to resolve a scene where, for example, PCs want to try to pin some marines down or even use their clunky, heavy armor against them, in the process of getting the hell out of the situation. Or maybe they get their hands on a real-deal chainsword, and two PCs are going to do stuff to distract or knock over the marine, while the lunatic with the chainsword goes in for the kill. FitD can do that perfectly, and in a way that's satisfying for everyone, not just the person doing the main attack. You could even have a situation where the PCs are fully armored up themselves, and you don't need to worry about tons of stats—they're just now on an even playing field with similarly armored NPCs, in terms of the effect their actions will have, and the position (the risk). That scaling and flexibility seems great for a setting where you can go from over to underpowered in a blink. -Finally, the most tweaking you might have to do is related to the Mystic playbook in SaV—they were the most work for me in the context of Star Wars. But if swapping out their Jedi-like (but not quite) combat abilities for something more directly Psyker doesn't work, the whole playbook can also just be ripped out of the game. There are enough other options, and in my campaign two players picked the same playbook (Mechanic) and to my surprise, they felt very different and it worked out great. They actually became a pint-size team—a vicious Jawa and even more vicious Ewok, waddling and sneaking around to wreak lots of havoc, no special rules for short dudes or language issues needed. [/QUOTE]
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