Warhammer 40,000 : The Role-playing Game - by Simone Gatti and Roberto Di Meglio - translated by Marco Bizzarri and Claudia Rege Cambrin "Give me one thousand men fool enough to want to conquer hell... and we'll conquer hell!" - Warmaster Solon Since we started being in confidence with the tabletop game of Warhammer 40000, we've been feeling the need for its role-playing version. Indeed, the impression was as if Games Workshop intended WH40K to be a role-playing game rather than a tactical game, as suggested by many sections of the Rogue Trader (the first edition). After a few years, and after that Necromunda, the transposition cited by many White Dwarf articles, appeared to be just another set of rules for urban fights, the need for role-playing the wonderful characters of the dark and charming universe of the 41st millennium has become unbearable. For this reason, just after the release of the new edition, we started working. The following pages come from our desire to play true campaigns of WH40K and to role play our characters, which fight, sweat blood, and (in particular) shoot, not for an inner hope for ransom but for their survival. The dilemma When we had to decide whether to adopt the tri-dimensional game rules (with a few changes, such as an increase of PC wounds), or to adapt the Warhammer Fantasy Roleplay rule set, we chose, after a lot of game-testing, the second option. Rather than by the imminent release of the Italian translation, Martelli da Guerra, this choice was affected by the possibility to exploit the available advancement system for characters (the careers), that had been already tested by many RPG players. In spite of this, the work has immediately shown itself as rather large. The list of all the new basic and advanced careers of the 41st millennium, with their Advancement Schemes and descriptions, would have occupied too much space; from this the necessity to compress in this first article a set of rules which allows to start playing at once, but only using characters based on the Army Lists created for the wargame. Obviously, since both simple soldiers and very powerful characters are presented in the Army Lists, an since their cost is useless in the RPG, the GM will have to state some criteria to select the characters suitable for the scenario you're going to play. However in the future, always on these pages, we will present the character generation system. Let's start to create our character step by step, drawing it from an Army List; the sample character for each section of this article is an ex-Space Marine, based on the Codex of the second edition of WH40K. The Character Profile As all the players of WH40K know, the profile of each character (i.e., its base characteristics, as Strength or Intelligence), be it a commander or a soldier, is expressed by mean of its stats, ranging from 0 to 10. We have now to convert such stats into percentage terms, making reference to the table 2. __________________________________________________________ | Stats | WS | BS | W | Ld, Int, Cl, WP | |_______|__________|__________|__________|_________________| | 1 |17 (13+d8)| 9 (6+d6) | 5 (1+d6) | 2 (d4) | |_______|__________|__________|__________|_________________| | 2 |25 (21+d8)|17 (13+d8)|11 (7+d6) | 6 (4+d4) | |_______|__________|__________|__________|_________________| | 3 |33 (29+d8)|25 (21+d8)|17 (13+d6)| 10 (8+d4) | |_______|__________|__________|__________|_________________| | 4 |41 (37+d8)|34 (30+d8)|23 (20+d6)| 14 (12+d4) | |_______|__________|__________|__________|_________________| | 5 |49 (45+d8)|43 (39+d8)|29 (26+d6)| 18 (16+d4) | |_______|__________|__________|__________|_________________| | 6 |57 (53+d8)|52 (48+d8)|35 (32+d6)| 24 (20+d6) | |_______|__________|__________|__________|_________________| | 7 |65 (61+d8)|62(57+d10)|41 (38+d6)| 29 (26+d6) | |_______|__________|__________|__________|_________________| | 8 |73 (69+d8)|72(67+d10)|47 (44+d6)| 43 (29+4d6) | |_______|__________|__________|__________|_________________| | 9 |81 (77+d8)|83(77+d10)|53 (50+d6)| 66 (49+5d6) | |_______|__________|__________|__________|_________________| | 10 |90 (85+d8)|93 (89+d8)|59 (56+d6)| 89 (78+2d10) | |_______|__________|__________|__________|_________________| Table 1: Stats conversion table Notes : -the first value is the mean of the characteristics, which can be rolled following the method between parenthesis; - the Movement, Strength and Toughness remain the same; - the Initiative is ten times WH40K I; - Attacks (A) remain unchanged. Remember the Attacks are used only for the melee, never for ranged attacks. - Dex and Fel have no corresponding characteristics in the WH40K rules, and will be determined randomly (see below). If you want to use characters from the Army List of WH40K, Second Edition, you also need to roll some characteristics, fundamental for the RPG, which lack in the new edition. These are: Cl, Int, WP, Dex and Fel. To determine these five characteristics, make reference to the table 2. Example : Kurt Kruger is an ex-Space Marine, who fought in the ranks of the Blood Angels. He left his company against the will of his captain (he is, in short, a deserter), because he was tired of killing Space Orks on all the fronts of the galaxy, with the sign of the Chapter printed on his armour. Now he just wanders through the darkest streets of the most corrupt cities of the most infamous planets of the galaxy, searching for a purpose for his life, different from the blood streaming from the wounds of his enemies. Kurt's original Profile is the following : M:4, WS:4, BS:4, S:4, T:4. _______________________________________________ | | Humans | Space Marines | Eldar | Squat | |____|________|_______________|________|________| |Dex |2d10+20 | 2d10+30 |2d10+30 | 2d10+10| |____|________|_______________|________|________| |Int |2D10+20 | 2d10+30 |2d10+40 | 2d10+20| |____|________|_______________|________|________| |Cl |2d10+20 | 2d10+30 |2d10+40 | 2d10+40| |____|________|_______________|________|________| |WP |2d10+20 | 2d10+30 |2d10+30 | 2d10+40| |____|________|_______________|________|________| |Fel |2d10+20 | 2d10+20 |2d10+30 | 2d10+10| |____|________|_______________|________|________ Table 2: New stats generation table W:1, A:1, Ld:8. After rolling the dice according to the previous tables, Kurt's new Profile is: M:4,WS:43, BS:35, S:4, T:4, W:6, I:40, A:1, Dex:33, Ld:44, Int:38, Cl: 40, WP:35, Fel : 29. In this case we didn't use the previously described optional rule on the Ld: Int, Cl WP and Fel were rolled. Classes and Skills We divided all the categories of characters in four large classes matching, more or less, those of WFRP: Soldiers, i.e. those who work (or have worked) in some army; Rogues, i.e. those who live on the fringe of the society, careless of the laws of their home planet (not people out of the jurisdiction of the Empire, otherwise all the Eldar would be Rogues); Explorers, i.e. those who travel in space, such as colonists and settlers; Academics, comprehending beings with psychic powers; comprising technicians and generally cultured people. First of all you have to decide which of these four classes the character you want to play belongs to. Logically speaking, each character taken from an Army List should be a Soldier, and serve in an army, but we suggest some flexibility: even an Inquisitor, before the Empire enlisted him, can have had a Rogue past on his home planet. Moreover, he is certainly also an Academic, because he has psychic powers. In practice, he has characteristics from each of the three classes. With a bit of imagination we can suppose, for example, that an Imperial Guard, tired of his life as a soldier, deserted and started exploring the space with a stolen spaceship : here we have an Explorer born from the stats of an Imperial Guard! Think of each character as belonging to the class corresponding to his current job, but also feel free to create multi-class characters, with more skills and trappings at hand. However, try to not use very powerful characters, because they quite always have remarkable role-playing problems, and troubles in joining a group (think about playing the role of an Eldar Avatar, the incarnation of a god!). To determine the number of skills available to your character follow the procedure on the WFRP manual on page 17, once rolled the age of the character as indicated on page 16 . Every Space Marine should have therefore, on average, 3-4 random skills, rolled on the Soldier Skills Table. Each player can also choose for his character three more skills, from all the WFRP skills and the ones we describe below. Heroic characters The heroic characters, as described on page 68 of the new Rulebook of WH40K, naturally have more skills than the common ones, because of their longer experience on the field and their superior abilities. To simulate this, each Champion will choose 2 more skills, each Hero 4 more ones and a Mighty Hero (e.g. Imperial Assassin, or a Commander) will choose 6 more skills. The same is for the Psykers: +2 for the Psyker Champions, +4 for the Master Psykers and +6 for the Psyker Lords (the Inquisitors!). Soldiers Explorers _____________________________ _______________________________ | D100 | Skill | | D100 | Skill | |______|______________________| |______|________________________| |01-06 | Ambidextrous | |01-04 | Ambidextrous | |______|______________________| |______|________________________| |07-13 | Specialist Weapon | |05-10 | Heraldry | |______|______________________| |______|________________________| |14-15 | Disarm | |11-16 | Astronomy | |______|______________________| |______|________________________| |16-20 | Luck | |17-22 | Culture Classification | |______|______________________| |______|________________________| |21-25 | Drive motorcycle | |23-25 | Luck | |______|______________________| |______|________________________| |26-30 | Spot ambush | |26-28 | Drive Motorcycle | |______|______________________| |______|________________________| |31-33 | Read/Write | |29-35 | Read/Write | |______|______________________| |______|________________________| |34-39 | Very Strong | |36-40 | Operate Complex vehicle| |______|______________________| |______|________________________| |40-44 | Very Resilient | |41-42 | Very Resilient | |______|______________________| |______|________________________| |45-48 | Silent Move, Rural | |43-50 | Space Navigation | |______|______________________| |______|________________________| |49-52 | Silent Move, Urban | |51-55 | Warp Navigation | |______|______________________| |______|________________________| |53-55 | Fleet Footed | |56-63 | Direction Sense | |______|______________________| |______|________________________| |56-62 | Pilot | |64-65 | Fleet Footed | |______|______________________| |______|________________________| |63-68 | Lightning Reflexes | |66-70 | Pilot | |______|______________________| |______|________________________| |69-75 | Repair(Weapons/Armrs)| |71-72 | Lightning Reflexes | |______|______________________| |______|________________________| |76-80 | Sixth Sense | |73-77 | Linguistics | |______|______________________| |______|________________________| |81-85 | Climb Sheer Surface | |78-83 | Repair (Vehicles) | |______|______________________| |______|________________________| |86-91 | Marksmanship | |84-85 | Climb Sheer Surface | |______|______________________| |______|________________________| |92-96 | Acute hearing | |86-90 | Sixth Sense | |______|______________________| |______|________________________| |97-00 | Excellent Vision | |91-94 | Acute Hearing | |______|______________________| |______|________________________| |95-00 | Technology Evaluation | |______|________________________| Table 3: Soldier and Explorer Skills Rogues Academics _____________________________ _______________________________ |D100 | Skill | |D100 | Skill | |______|______________________| |______|________________________| |01-04 | Ambidextrous | |01-03 | Ambidextrous | |______|______________________| |______|________________________| |05-08 | Blather | |04-08 | Heraldry | |______|______________________| |______|________________________| |09-10 | Sing | |09-12 | Astronomy | |______|______________________| |______|________________________| |11-15 | Corrupt | |13-17 | Blather | |______|______________________| |______|________________________| |16-17 | Dance | |18-23 | Bureaucracy | |______|______________________| |______|________________________| |18-20 | Forgery | |24-25 | Sing | |______|______________________| |______|________________________| |21-25 | Luck | |26-30 | Custom Lore | |______|______________________| |______|________________________| |26-30 | Flee! | |31-35 | Warp Lore | |______|______________________| |______|________________________| |31-34 | Drive Motorcycle | |36-40 | Cryptography | |______|______________________| |______|________________________| |35-38 | Very Strong | |41-42 | Dance | |______|______________________| |______|________________________| |39-42 | Very Resilient | |43-50 | Luck | |______|______________________| |______|________________________| |43-48 | Silent Move Rural | |51-53 | Flee! | |______|______________________| |______|________________________| |49-53 | Silent Move Urban | |54-58 | Supernumerate | |______|______________________| |______|________________________| |54-57 | Fleet Footed | |59-65 | Read/Write | |______|______________________| |______|________________________| |58-65 | Pilot | |66-67 | Very Strong | |______|______________________| |______|________________________| |66-68 | Lightning Reflexes | |68-69 | Very Resilient | |______|______________________| |______|________________________| |69-75 | Street Fighting | |70-72 | Silent Move Rural | |______|______________________| |______|________________________| |76-79 | Climb Sheer Surface | |73-75 | Silent Move Urban | |______|______________________| |______|________________________| |80-86 | Dodge Blow | |76-80 | Pilot | |______|______________________| |______|________________________| |87-91 | Sixth Sense | |81-85 | Lightning Reflexes | |______|______________________| |______|________________________| |92-96 | Acute Hearing | |86-90 | Climb Sheer Surface | |______|______________________| |______|________________________| |87-00 | Excellent Vision | |91-95 | Sixth Sense | |______|______________________| |______|________________________| |96-00 | Acute Hearing | |______|________________________| Table 4: Rogue and Academic Skills New skills and modified skills In this section we describe both the new skills, explicitly created for the science fantasy setting of WH40K, and those which, taken from the fantasy RPG, have been a little adapted to the Universe of the 41st Millennium. Acrobatic Manoeuvres This skill substitutes the skill Trick Riding; it allows to drive a vehicle at its extreme. This skill can't be used by itself, and the skills Pilot, Drive Motorcycle or Operate Complex Vehicles are required. The character has to make a Risk Test only for those manoeuvres to the limits of the impossibility, and in these cases it has an additional bonus of +10% to the Test. Alien Culture Lore This skill is parallel to the three previous ones and to the following one. It is the typical skill of people who have travelled for a long time, or of an historian. Its range of use can be very large: if the character succeeds in an Int test, it allows to speak or to understand the fundamental traits of other languages, to know racial cults, etc. Astronomy Apart from the clearly greater knowledge of the universe available to the PCs in WH40K with respect to WFRP, the difference between this skill and the original one is that, in this case, the character can recognise celestial bodies and constellations, generally known, also on a star chart or on an electronic display and not only observing them from the surface of a planet! Astronomy is not enough to be able to make space voyages, for which further skills are necessary (see Space Navigation). Bureaucracy The characters with this skill are familiar with most of the bureaucratic systems. With a Int Test they can understand the fundamental bureaucratic mechanisms on a planet not known, starting from some information. They can also easily handle the administrative quibbles regarding their home planet. In the case of a planet under imperial control, the knowledge will extend to the bureaucracy of the whole Empire. The skill gives a +10% on the Bluff, Corrupt, Gossip and Find Job Tests in environments where the bureaucracy has a fundamental role, such as public offices. Culture Classification A character with this skill can evaluate the evolution degree of the inhabitants of a planet or of a specific area. By mean of comparison with other known races, the character can, with a few elements, understand the administration form adopted by those people and their social evolution. The skill gives a +10% bonus on Comprehend Languages and Bargain tests. Custom Lore This skill substitutes the Etiquette of WFRP. The character has a particular ability to locate the main characteristics of usages and customs of people, by mean of past experiences. This skill allows to tread foreign lands without looking like a stranger, and gives a +10% bonus to all Fellowship Tests, comprehending Bluff and Gossip. Dodge Ranged Weapons This skill is similar to the Dodge Blow Skill of WFRP, which is used only in melee combat. With a successful I Test a character can Dodge a firearm or a ranged shot. The following modifiers are applied : 10, if Sustained Fire is used; -10 for each inch of area of an Area Weapon. Drive Motorcycle This skill substitutes the WFRP Riding Skill, but if some of your characters are born on planets where the horse is still used as a mean of transport, you are free to retain the Riding Skill. This skill allows to drive all the two- or three-wheeled vehicles, plus the hoverbykes (you only need handlebars and a saddle!). The character has a +10% bonus on the Risk Tests made while he is driving. Drive Wheeled/Tracked vehicles Characters with this skill can drive on any kind of terrain wheeled or tracked vehicles, be they camions, tanks (Land Raider, Rhino, etc.) or Ork Battle Wagons. The PC has +10% bonus on Risk Tests made while driving these vehicles. Electromechanical Manipulation It substitutes the Engineering Skill of WFRP, since, even though engineers still exist (almost always Squats), designing doesn't exist anymore, but only reproduction and modification of already existing technologies. For example, you need this skill to build the Combi-Weapon. The PC with this skill have a +10% on all the Build Tests regarding electric, electronic and mechanical devices. Electronic Infiltration Characters with this skill can infiltrate, with a computer and a telecommunication device, the few databanks remained on the planets ruled by the Imperium. An Int Test is required for systems with particular protections. Forgery This skill allows the creation of a forgery of any kind of document, be it magnetic, electronic or on sheep skin. The character must have his working instruments at hand and of 1D4 hours. The quality of the fake can be determined with a Int test. Legend Lore In the universe of WH40K, much historical knowledge is handed down via spoken word as legends; characters with this skill know most of these traditions. Some examples of legends are: the battle between Horus and the Emperor, and the lives of the Primarchs of the Space Marines. Usually the use of this skill requires a Int Test. A character with this skill can choose a specialisation, (e.g. the history of Blood Angels), for which the Test is not required. Martial Arts This skill is the evolution of Street Fighting skill. It is a very powerful skill, therefore it counts as two normal skills (when the PC is created) or it costs 200 EP, when acquired during the advancement (if the character already has the Street Fighting skill, 100 EP are enough). A character with Martial Arts has a +10 to the WS and +10 to I when involved, unarmed, in a melee; if he has already the Dodge Blow skill, he has a Dodge Blow roll with a +10 bonus; finally, he ignores all the modifiers for the unarmed combat, just as with the Street Fighting skill. Operate Complex Vehicles This skill allows to pilot spaceships, titans, or other means of large dimension. The character must choose the specific kind of mean of the WH40K universe. This skill however does not allow a single character to operate a mean requiring a crew of more than one people. The character has a +10% on the Risk Test made while he is operating. Pilot Characters with this skill can drive hover crafts, vehicles with anti-G systems and any other kind of non-earthly vehicle used for the movement within the atmosphere. The PC has +10% bonus on Risk Tests made while piloting. Repair The ability to put back in working order the devices is fundamental in the universe of WH40K, where most of the building skills are lost. With this skill a character can repair even seriously damaged mechanisms, unless irreplaceable spare pieces are missing. The Repair Skill has three different branches (corresponding to three different skills): Weapons and armours, Vehicles, Electronic Instruments. Smith With this skill it is possible to slightly modify the size and the shape of armours without servo systems and not requiring implants (such as the Terminator Armours). The character needs his instruments at hand and 3d10 hours to complete his job. Apart from this, the skill is analogue to the one of WFRP. Space Navigation This skill allows to trace the space routes and therefore to navigate through the planetary systems. However, it does not allow to voyage using the Warpspace. Specialist Weapon This skill already exists in WFRP: it allows the character to use weapons which need a special training to be used, and which are used otherwise with a WS or BS of 10. A character with this skill can choose from the groups described in WFRP. There exist also five new groups of specialist weapons : (E) group, comprehending the special Eldar Weapons; (F) group, the Flame Weapons; (G) group, the Grenades; (P) group, the Plasma Weapons; (S) group, the Shuriken Weapons. The group of a weapon is indicated next to its name, in the following tables, in the S columns. A character, specialised in one of these groups of weapons, can use them with his normal BS. The weapons marked with a star (*) are specialist weapon so singular that they do not belong to any group and to be properly used require the character to have a Specialist Weapon skill devoted only to that weapon. All the Heavy Weapons and the Terminator Weapons follow this rule. For the others, there are still weapons in all categories of Specialist Weapon of WFRP, except for the Gunpowder Weapons, Artillery and Incendiary : most of firearms of WH40K are simpler to use than the primitive arquebuses of WFRP, and the complex ones are characterised as we said above. Spot Ambush Characters with this skill are very hard to get unprepared, thanks to their specific military training, and have a +10% bonus for the Hear Noise and Observation Tests rolled to verify if they are surprised. Survival Characters with this skill can take sustenance from a wild and hostile environment, by hunting, herbs harvesting, etc. Moreover, they know the fundamental remedies to resist the cold, the heat, and, in general, all the external climatic conditions. Technological Evaluation Thanks to this skill, with a few clues, a character can understand the highest degree of technological development reached by a culture. This skill gives also a +10% bonus on Bargain and Evaluate Tests regarding technological handiwork. Warp Lore The Warp is a parallel dimension, almost unknown, but used to cover the great distances of the space. A character with this skill has an idea of the creatures haunting the Warp and of its laws. This skill works as the Daemon Lore skill of WFRP. Warp Navigation A character with this skill can drive the spaceships through the Warp, without the risk of coming to a far and hostile planet! This skill is, indeed, a genetic mutation, and can be acquired only at the generation of the character, not by using EP. The Warp Navigation Skill is a psychic power, but those who have it never have other psychic powers. Example : The player, with the GM, decides that Kurt Kruger, as a deserter, belongs to the Rogue class. Rolling 1d4+1 (Kruger is 29 years old) we get a 3, which is the number of skills to be randomly determined on the Rogue Table. So, rolling three times the percentage dice we get the following skills: Drive Motorcycle (33), Flee! (30), and Very Resilient (41). Now the player can choose three more skills; in our case, they are Repair (weapons and armours), Dodge Ranged Weapons and Survival. Fate Points Since our heroes will be the main characters of battles most of times lethal, it is useful to give some more chance to the players to keep untouched their favourites at least for some game session. And so the Fate Points come into play, for all aspects exactly alike to those of the Fantasy RPG. So, when the characters are created the Humans will have 1d3+1 Fate Points (1d3-1 for the Space Marines), the Eldar 1d3-1 and the Squats 1d3. The Fate Points have to be handled by the Game Master exactly as described in the paragraph Fate Points, to page 15 of WFRP. If a character has a standard profile for his race, he gains one Fate Point more; a Champion gains no more Fate Points than normal. An Hero has one Fate Point less than normal (one minimum). A Mighty Hero has two Fate Points less than normal (zero minimum). As an optional rule you can suppose that a character can retain a weapon or a piece of equipment as heritage of his past experience in an army corpse (e.g., the Terminator Armour for the Terminator Space Marines), at the cost of 1 Fate Point. Obviously, following this system, the more powerful characters will have to randomly determine all their weaponry, unless the GM decides for a different solution. Example : For the Fate Points of Kurt Kruger, since he is a Space Marine, we roll a 1d3-1, and we get 2. We decide to use the optional rule, which states Kurt can keep his Blood Angels Power Armour without rolling the dice, at the cost of 1 Fate Point. So, Kurt remains with 1 Fate Point. Weapons and Equipment This is perhaps the most important section for those who want to role-play a warrior of the 41st Millennium. What would have remained of the brave Inquisitor Sabathius, surrounded by ferocious and pitiless Genestealers, if he hadn't had by his side a snarling Chainfist and worn his reliable and impenetrable Terminator Armour? This is the moment to equip and to arm your character, at least enough to let him survive in the hostile recesses of a galaxy haunted from every kind of monstrosity. Let's try to avoid making the WH40K RPG a game exclusively of violent and fruitless combats, which, in the long distance, tires in every role-play game. Everybody would like to transform their character in a walking arsenal, but we think it is more correct to equip the character in accordance with their field experience. The system here presented requires from you a little of good sense, because of its flexibility. You have, for your character, five choices available that you can distribute among the various categories of equipment (Pistols, Armours, etc.) : this means that a character can also take with himself more than one equipment piece belonging to the same category. You've then to roll a percentage dice for each choice, consulting the availability column for that piece of equipment (taking into account also the character race) : in this way you can determine whether you obtained what you wanted or not. If the result is negative, you are free to roll for a new object, always remaining in the same category. It can happen also that you try all the equipment pieces within one category without succeeding to take even one because of unlucky rolls : in this case you have to change category and try again all the options, following with the same criteria until you get a success, or until you have again to change category. The character is not obliged to get two equal weapons; if this happens, simply re-roll the dice choosing another weapon, excluding from the list those already in your hands. If the character has been taken from the Army List and is an Hero, you have more options available, as follows : Champion +2 options Hero +4 options Mighty Hero +6 options ___________________________________________________________________________ |Basic weapons | | | |Type S. Avail. I To Hit Dam. S.F. Blast | |___________________________________________________________________________| |Autogun 20% Eldar +10/0 3+D6 | | 60% others | |___________________________________________________________________________| |Boltgun 30% Eldar +10/0 4+D6[+1] | | 80% others | |___________________________________________________________________________| |Bow 30% 0/-10 3+D6 | |___________________________________________________________________________| |Crossbow 20% 0/-10 4+D6 (1) | |___________________________________________________________________________| |Flamer F 20% Eldar 0/0 4+D6[+2](2) | | 30% others | |___________________________________________________________________________| |Graviton Gun* 5% -20 +10/0 Special(3) 2m | |___________________________________________________________________________| |Grenade Lnchr* 30% -20 0/-10 Variable(4) Variable | |___________________________________________________________________________| |Handbow 15% -20 0/-10 4+D6[-1] | |___________________________________________________________________________| |Las Gun 90% +10 +10/0 3+D6[+1] | |___________________________________________________________________________| |Melta Gun 30% Eldar -20 +10/0 8+3D6[+4] | | 10% others | |___________________________________________________________________________| |Needle Rifle 10% +10/0 1+D6[+1](5) | |___________________________________________________________________________| |Ripper Gun 15% +60/-20 4+D6 2 | |___________________________________________________________________________| |Plasma Gun P 25% +10/0 7+D6[+2] 1 | |___________________________________________________________________________| |Shotgun 5% Eldar +20 0/-10 4+D6 (6) | | 35% others | |___________________________________________________________________________| |Shuriken S 85% Eldar +10/0 4+D6[+2] 1 | |Catapult 10% others | |___________________________________________________________________________| |Storm Bolter* 90% Terminator +10/0 4+D6[+1] 1 | |___________________________________________________________________________| |Swooping Hawk | |Grenade Pack E 10% Eldar Variable(4) Variable(4) | |___________________________________________________________________________| Table 5 : Basic Weapons (1) One round to load, one round to shoot. (2) The damage caused is fire damage (see WFRP on page 80). The target gets fire 50% of the cases. (3) When hit by a Graviton Gun, the target must roll D10; if the result is higher than his Toughness, the victim dies because of the weight increase, otherwise is pinned to the ground for D6 hours. (4) Roll on the grenades table to determine ammunition. (5) It works as the needle pistol (see table 6). (6) With machine-gun ammunition, damage is 3+D6 and an area of effect of 2 yards radius. ___________________________________________________________________________ | Heavy weapons | | | |Type S. Avail. I To Hit Dam. S.F. Blast | |___________________________________________________________________________| |Assault* 20% -10/0 5D6[+3] 3 | |Cannon Terminator | |___________________________________________________________________________| |Auto Cannon* 5% Eldar -20/0 8+3D6[+3] 1 | | 15% others | |___________________________________________________________________________| |Heavy Bolter* 10% Eldar -30 -20/0 5+2D6 2 | | 40% others | |___________________________________________________________________________| |Heavy Flamer* 25% -30 -20/0 5+D6[+3](2) | | Terminators | |___________________________________________________________________________| |Heavy Plasma* 15% -30 -20/0 | | Gun | | - low energy 7+2D6[+2] 3m | | - high energy 10+5D6[+6](3) 3m | |___________________________________________________________________________| |Heavy Stub* 5% Eldar -30 -20/0 4+D6[+1] 2 | | Gun 35% others | |___________________________________________________________________________| |Heavy Webber* 20% -30 -20/0 Special(4) 4m | |___________________________________________________________________________| |Las Cannon* 15% -30 -10/0 9+7D6[+6] | |___________________________________________________________________________| |Multi-melta* 5% Eldar -30 -10/0 8+13D6[+4] 4m | | 15% others | |___________________________________________________________________________| |Missile* 25% -30 -20/0 (5) | | Launcher | | - Super Krak 15% 8+5D6[+6] | | - Frag 50% 4+D6[+1] 4m | | - Melta 20% 8+3D6[+4] 2m | | - Blind 30% Special 4m | | - Anti Plant 15% Special 4m | | - Plasma 30% 5+D6[+1] 3m | |___________________________________________________________________________| |Multi-laser* 20% -30 -10/0 6+2D6[+1] | |___________________________________________________________________________| |Shuriken* 40% Harlequins -30 -10/0 5+2D6[+3](6) | | 15% other Eldar | |___________________________________________________________________________| |Terminator* 15% Terminator -10/+10 8+5D6[+6] (8) | | Cyclone Lnchr (7) | |___________________________________________________________________________| Table 6 : Heavy Weapons (1) With Hellfire shell it does not have sustained fire, makes 3D6[+2] damages, regardless of Toughness, (not of armour) to organic creatures. Other targets within 4m may be hit. (2) It causes fire damage (see WFRP, page. 80). The target takes fire in the 50% of cases. (3) After shooting at high energy, Heavy Plasma Gun needs 5 round to recharge. (4) Cast a web with a radius of 2" (5 yards?). The targets are blocked (see Web Pistol in the Pistol table). (5) Roll again to see the kind of ammunition. (6) With Shrieker ammunitions, roll D6+3. If the damage is higher than the armour, the victim is affected from the serum. (7) It can be used only by a character with Terminator Armour. If the character does not use the laser designator to target, if has -20/0 to hit but it can shoot also with another weapon. (8) Cyclone launchers have 12 missiles, and it can fire 1-3 missiles per round (at the same target). Area of effect is equal to 1m for each missile fired. _____________________________________________________________________ |Melee weapons | | | |Type S. Avail. I To Hit Dam. Parry | |_____________________________________________________________________| |Banshee Mask E 5% Eldar Special(1) No | |_____________________________________________________________________| |Blades and Saws 95% S[+D6] Yes | |_____________________________________________________________________| |Chainfist* 40% Terminator 10+2D6[+6] Yes | |_____________________________________________________________________| |Chainsword* 65% 4+D6[+1] Yes | |_____________________________________________________________________| |Harlequin's Kiss E 30% Harlequin Special(2) No | | 10% Eldar | |_____________________________________________________________________| |Lighting Claws* 65% Terminator 8+2D6[+5] No | |_____________________________________________________________________| |Mandiblaster E 30% Eldar +20 D6[+2] No | |_____________________________________________________________________| |Power Axe 40% | | - 2 handed 2h -10 6+D6[+3] Yes | | - 1 handed 5+D6[+2] Yes | |_____________________________________________________________________| |Power Fist 10% Eldar 8+D6[+5] No | | 20% others | |_____________________________________________________________________| |Power Maul 90% Judge 5+D6[+3] Yes | | 5% others | |_____________________________________________________________________| |Power Sword 50% 5+D6[+3] Yes | |_____________________________________________________________________| |Sword/Hand Arms 90% S+D6 Yes | |_____________________________________________________________________| |Thunder Hammer* 60% Terminator 3D6[+5](3) Yes | |_____________________________________________________________________| Table 7: Melee Weapons (1) In the round in which the Eldar charges, his opponent is blocked : he can parry, but he can't attack or dodge. (2) If it hits, roll D6 (with the normal chance of additional damage). If the number of damages is greater than the armour, target takes 3D6 Wounds, (regardless of his T) unless he can Dodge. (3) Regardless of armour and T. _________________________________________________________________________ |Armours and Shields | | | |Type Avail. Protected areas (1) | |_________________________________________________________________________| |Primitive Armour 10% Eldar 1 body [1 head, legs and arms] | | 90% others | |_________________________________________________________________________| |Flak Armour 20% Eldar 2 body [2 head, legs and arms] | | 90% others | |_________________________________________________________________________| |Mesh Armour 70% Eldar 3 body [2 head, legs and arms] | | 40% others | |_________________________________________________________________________| |Carapace Armour 30% 4 body [3 head, legs and arms] | |_________________________________________________________________________| |Eldar Aspect Armour 35% Eldar 4 body, 2 head, legs and arms | |_________________________________________________________________________| |Eldar Rune Armour 70% Eldar Warlock S.T. (70 - damage)% | |_________________________________________________________________________| |Power Armour 30% Imperials 5 body and head, 4 legs and arms | | 10% others | |_________________________________________________________________________| |Eldar Holo Suit 95% Harlequins -10 to the WS/BS of opponent | | 15% Eldar | |_________________________________________________________________________| |Terminator Armour 60% Terminator 15 body, 12 head, 8 legs and arms | |_________________________________________________________________________| |Squat Exo-Armour 20% Squats 12 body, 10 head, 7 legs and arms | |_________________________________________________________________________| |Refractor Field 30% S.T. (50 - damage)% | |_________________________________________________________________________| |Conversion Field 20% S.T. (70 - damage)% | |_________________________________________________________________________| |Displacer Field 10% S.T. (90 - damage)%(3) | |_________________________________________________________________________| |Power Field 5% S.T. (100 - damage)%(4) | |_________________________________________________________________________| |Primitive Shield 40% 1 (all locations) | |_________________________________________________________________________| |Storm Shield 60% Terminator S.T. (70 - damage)% | | 5% others | |_________________________________________________________________________| |Suppression Shield 50% Arbiter 3 (all locations)(5) | | 10% others | |_________________________________________________________________________| Table 8: Armours and Shields (1) The values between [ ] indicate that not always it is possible to find the complete armour. Each location has a 50% of probability to be protected, unless the GM decides for a different rule. (2) Protection of 3 against the effect of area weapons. (3) If the field activates (successful S.T.) the bearer is teleported by 2-12 yards in a random direction. (4) It operates correctly only with ranged weapons. Moreover, it gives a -10% to the WS of the bearer. (5) If the character charges, it automatically bestows 3+D6 of damage. ____________________________________________________________________ |Pistols | | | |Type S. Avail. I To Hit Dam. S.F. | |____________________________________________________________________| |Auto Pistol 20% Eldar +10 +10/0 3+D6 | | 60% others | |____________________________________________________________________| |Bolt Pistol 30% Eldar +10 +10/0 4+D6[+1] | | 80% others | |____________________________________________________________________| |Hand Flamer F 20% Eldar +10 0/0 4+D6[+2](1) | |____________________________________________________________________| |Las Pistol 95% +10 +10/-10 3+D6 | |____________________________________________________________________| |Needle Pistol 15% +10 +10/0 3+D6[+1](2) | |____________________________________________________________________| |Plasma Pistol P 20% +10(3) +10/-10 6+D6[+1] 1 | |____________________________________________________________________| |Shuriken Pistol S 85% Eldar +10 +10/0 4+D6[+2] | | 10% others | |____________________________________________________________________| |Stub Gun 10% Eldar +10 0/-10 3+D6 | | 40% others | |____________________________________________________________________| |Web Pistol* 30% +10 0/-10 Special(4) | |____________________________________________________________________| Table 9 : Pistols (1) The damage is fire damage (see WFRP, page 80). Target takes fire in the 50% of the cases. (2) Each dart of the pistol can bring three doses of a toxin (WFRP, page 81), which takes effect if the weapon inflicts at least one point of damage. Besides this, the weapon behaves as the others. The available toxins are up to the GM. (3) The Plasma Pistol can shoot only once every other round. (4) If it hits, the target is blocked; each round the victim can try to free himself, if he scores 9 or more rolling a D6 and adding Strength; if he fails, he takes D6 damage. _____________________________________________________________________ |Grenades Special Grenades | | | |Type Avail. Dam. Blast Type Avail. Blast | |_______________________________________|_____________________________| |Anti-Plant 20% Special 4m |Haywire 15% 3m | |_______________________________________|_____________________________| |Blind 25% Special 4m |Stasis 10% 4m | |_______________________________________|_____________________________| |Choke 60% Special 3m |Toxin 10% 4m | |_______________________________________|_____________________________| |Frag 60% 3+D6[+1] 4m |Virus 2% 4m | |_______________________________________|_____________________________| |Hallucinogen 10% Special 3m |Vortex 5% 4m | |_______________________________________|_____________________________| |Krak 20% 6+3D6[+3] | |_______________________________________| |Melta Bomb 10% 8+3D6[+4] | |_______________________________________| |Photon Flash 20% Special 3m | |_______________________________________| |Plasma 30% 5+D6[+2] 3m | |_______________________________________| |Radiation 10% 5D6[+3] 2-6m | |_______________________________________| |Scare 15% Special 4m | |_______________________________________| |Smoke 70% Special 4m | |_______________________________________| |Tanglefoot 25% Special 6m | |_______________________________________| Table 10 : Grenades A successful roll on the Grenades means that the character has ten grenades of the type rolled. The specialisation is necessary for launching grenades. A successful roll on the Special Grenades table, means that the character has one grenade. The same specialisation of normal grenades is required to launch special grenades. _____________________________________________ |Various | | | |Type Avail. | |_____________________________________________| |Cameleoline 35% | |_____________________________________________| |Combi-weapon 100%(1) | |_____________________________________________| |Communicator 50% | |_____________________________________________| |Frenzon 35% | |_____________________________________________| |Jump Pack 20% | |_____________________________________________| |Medi-Pack 40%(2) | |_____________________________________________| |Scanner 25% | |_____________________________________________| |Servo-Arm 40% Technicians and Mechanics | | 5% others | |_____________________________________________| Table 11: Various Equipment (1) The character can automatically have a combi-weapon if he has obtained two weapons before. (2) A Medi-pack can heal a character every five rounds, healing D6 Wounds (up to 1 less than Maximum Wounds - this last represents scar tissue, muscle shock, et.c and heals naturally). Moreover, it can be used as medical assistance to counter the effects of a critical hit, and it gives a +30% in the cases in which there exists a possibility of recovery based on a test. Even if the Test fails, the character will be out of risk. The character treated with a Medi-pack is automatically considered as lightly wounded, unless he has sustained mutilations, in which case he is considered as seriously wounded. (3) The character has to choose to which weapon is applied. General Notes on Equipment For what concerns the damages of the above mentioned weapons, the last modifier on the right is always relative to the armour and it hasn't to be taken into account in the case you hit a man without any kind of physical protection. Optionally you can, perhaps to make the weapons a bit less lethal, take it not into account at all. For the equipment pieces belonging to specific troops, such as the Terminator Weapons and the Banshee Masks, you have to use a bit of the good sense we told about. Let's make an example: if your character belongs to a Terminator team he will surely own a Terminator Armour, you only have to determine the weaponry. If you instead want to role-play a deserter Space Marine, it can be fun to randomly determine if he still has with him his Power Armour. If the characters are bandits or mercenaries you can also assume they have had, during their career, the possibility to steal items of Special Equipment, and so feel free to roll the dice to see if you get into some specially effective weapon or armour. Remember however that the Terminator Weapons can be used only if you wear the Terminator Armour, and to wear the Terminator Armour you must have the right biomechanical implants! There exist many weapons requiring the Specialist Weapon Skill to be used, so we suggest the GM to allow players, after they have determined their actual weapons, to change a skill previously chosen, or rolled with the dice, so as to get the wanted specialisation. (Optional rule) The modifiers in the columns "I" and "To Hit" indicate the possible bonus or malus respectively to the I and To Hit (WS or BS). Such modifiers aim to balance the power of the weapon with regards to their handiness and contribute to give variety to the fights. The ranged weapons have two modifiers : Short Range (e.g. +10) and Long Range (e.g. 0 or -10). Example : Kurt Kruger has already got his armour, and so our first choice will be the attempt to get a heavy weapon (of course!). With and incredible 06 at the fourth attempt (after having failed the roll for Las Cannon, Multi-Laser and Heavy Plasma Gun) he gets an unexpected Multi-melta, a weapon of ravaging power, which Kurt will, we suppose, hide under the capacious saddle of his four-cylinder chopper (if the generous GM allows him to have one, since he has the Drive Motorcycle skill!). Since the Multi-melta is a Specialist Weapon, Kurt will have to sacrifice one of the skills he has chosen, unless he wants to shoot with a poor 10%. We then waste the Survival, so that Kurt can use the heavy weapon his normal BS. As basic weapon, Kurt gets a Boltgun at the first attempt (44 the dice roll). On the table of the melee weapons, Kurt is unlucky and succeeds in getting only a sword at his third attempt. So Kurt gets also a Bolt Pistol, this one at the first attempt on the pistol list. We exploit the fifth and last choice to obtain for Kurt a Force Field as additional defence : with a lucky 25, at the first dice roll, we get a Refractor Shield. Finally our pitiless deserter is properly equipped, ready to face all the thieves, the assassins and the hate merchants which will appear before him. ...and let there be War! The major part of the game mechanisms of WFRP (Tests, Movement, etc.) are quite sound for the WH40K universe. The most drastic modifications, obviously, regard the combat: new rules are necessary in the RPG to simulate the extremely more advanced available weapons. Overwatch : You can overwatch, performing no action when your character, according to the normal I order, should act. At any moment in the round you can declare your character fires; if this happens while an opponent is shooting at you, you have to make an I test to determine if you shoot before (if you succeed) or simultaneously (if you fail). Sustained Fire : We suggest the use of the proper dice present in the second edition of WH40K. The weapons with Sustained Fire are indicated by a number in the "S.F." column in the Equipment tables. The dice are needed to determine the number of shot bullets and the possible Jam of the weapon. If you fire at a single target with a Sustained Fire Weapon, the attacker has a +10% bonus to the BS; besides this the attack behaves as normal. In the case of multiple close targets, first you roll the Sustained dice, then you distribute the available shots among the targets, making an unmodified To Hit roll for each target. In the case of Jam, the character can make a Dex Test each round to unjam the weapon. Area of effect : For the Area Weapons (the effect radius is indicated in the column "Blast", following the criterion 1" = 2 yards) the rule is very simple: you make a single unmodified To Hit roll and all the targets within the area suffer the full effects of the weapon. Each half inch can be taken as one yard. If there're doubtful situations on the inclusion within the area of effect, you can always halve the effect of the weapon on the target, to simulate the incompleteness of the shot. The Area Weapons and those with Sustained Fire are also more difficult to dodge (see Dodge and Hide, in the following). We suggest you, playing with models, to use the normal templates of the new edition of WH40K to determine the area of effect. When a weapon with an area of effect misses the target, use the normal rules on the shot dispersion (see WFRP, page. 0, or WH40K Rulebook, page. 36-37). In the case of Flamers, if the To Hit roll fails, the targets within the area of effect automatically have a chance to Dodge, even if they do not have the skill. Damage and Armours : The damage of the weapons have been obtained calculating D6 for each point of damage inflicted on average from the weapon in WH40K (for example: Las Cannon, damage 2D6, average 7, therefore in the RPG damage is 7D6), adding the Strength of the weapon, and finally the Save Modifier. Since a character has, on average, 6-10 Wounds, and since a Boltgun causes, on average, 8.5 damage, it's immediately clear how lethal WH40K weapons are. As in WFRP, armour worn absorbs damage. The field forces instead still give a Saving Throw, expressed in percentage terms, minus the total damages inflicted by the weapon. If the roll succeeds, the damage is completely absorbed. The psychic auras (if you use the rules on psychic powers of the first edition) absorbs some damage, equal to 10 for each level of the aura, and then they exhaust themselves (i.e. characters run out of Psi-points). In the case a character wears more than one kind of protection, the order in which they offer resistance to the shot is the following : force fields (e.g. Conversion field armour), physical armour, then psychic auras. The light armours, as the Mesh and the Flak ones, can be worn under the heavier ones, as the Carapace or the Power Armour (never under the Terminator Armour), with a modification of -10 to BS, WS and I and -1 to the M. In this case the protection of the two armours are added to each other. Remember also that, when characters find some armour during an adventure, these armours will have a precise size, which mustn't differ too much from the physical size of the character. The different proportions of the race are, for example, insurmountable limits : see also the Smith Skill and the Repair (weapons and armour) Skill. Dodge and Hide : Since the ranged weapons of WH40K are much more lethal (with respect to the bows and crossbows of WFRP) it has been necessary to introduce a proper skill which allows to dodge also the shot of lasers, plasma weapons, etc. (see Dodge Ranged Weapons in the skill section). Moreover, each character can choose to throw himself down (at the time determined by his I) without doing anything else during that round, to defend himself from the enemy fire which follows his I; if he has at hand some cover (e.g. a wall) behind which he can hide, he can't be hit, otherwise he's considered as protected (-20 to the BS of the attacker). In the following round the character will have a -10 modification to the I if he wants to get up (see also the paragraph Prone and Static Targets, in WFRP, page. 118, for more penalties of a prone character). Parrying hand-to-hand weapons : A character involved in a melee combat can also Parry, sacrificing an Attack, as in WFRP. The weapons with which you can parry are indicated with a number in the column "Parry", while you can't Parry with the ones indicated with a "No". Any melee weapon absorbs, parrying, D6 damages. If the attack damages exceed the parried damages, the weapon which has parried has a chance to be damaged equal to 5% for each exceeding damage point. The damaged weapons are useless until they are repaired; if the exceeding damages are more than 20, the weapon is utterly destroyed. Heavy Weapons : To simulate the encumbrance and also to limit the outrageous firepower of heavy weapons, we apply, as a base, a -20 penalty to the BS. If the weapon is used at short range; if used without Suspensors, apply an additional -10 to the BS and halve the Movement of the carrying character. The Slow factor, for the weapons difficult to load, is simulated with a penalty to the I. If a character, using a weapon, drops to zero or less of I, he can fire only once every other round, at his normal I. Experience and Advancement Awaiting for the complete rules on the careers in WH40K, it is possible, for the growth of the experience of the characters, to adopt the following rules : A character can learn a skill, from the random generation table of his class or the corresponding one in WFRP, at the cost of 100 EP. A character can learn any other skill spending 100 EP, if he succeeds in an Int Test. The profile can be advanced following the schemes in Table 9. A character can start an advanced scheme only if he has completed the basic one of the corresponding class, spending 100 EP. A character can start a basic advancement scheme at any moment, spending 100 EP. Soldiers - Base WS: +10, BS: +10, S: +1, T: +1, W: +2, I: +10, A: +1, Ld: +10, Cl: +10 Explorers - Base BS: +10, T: +1, W: +2, Dex: +10, Int: +10, Cl: +10, WP: +10 Rogues - Base WS: +10, BS: +10, W:+2, I: +20, Dex: +10, Int: +10, Cl: +10, Fel:+10 Academics - Base W:+2, I:+10, Int:+20, Cl: +10, WP:+20, Fel:+20 Soldiers - Advanced WS: +30, BS: +30, S: +2, T: +2, w: +6 I:+20, A:+2, Dex:+10, Ld:+30, Int:+10, Cl: +30, WP: +10, Fel: +10 Explorers - Advanced WS:+10, BS:+30, S:+1, T:+2, W:+5, I:+20, A:+1, Ld:+30, Int:+20, Cl:+20, WP:20, Fel:+10 Rogues - Advanced WS: +20, BS: +20, S:+1, T:+1, W:+4, I:+30, A:+1, Dex:+30, Ld:+10, Int:+20, Cl:+30, WP:+10, Fel:+30 Academics - Advanced WS:+10, BS:+10, S:+1, T:+1, W:+4, I:+20, Dex:+30, Ld:+30, Int:+30, Cl:+30, WP:+30, Fel:+30 Table 12 : The advancement schemes Conclusion All the rules for playing, together with the list of all the other available skills, can be found in the WFRP. As we previously hinted, in this first part it was not possible to make room for all our work : in a future article there will appear the Careers, complete with the advancement scheme, to allow the players to create characters ex-novo, without committing to the Army Lists. An article is also in the works to adapt WH40K's psychic powers, to the magic system of WFRP. Other rules, now in progress, concern the inter-planar voyages and Warp voyages, and the use of the vehicles. For all who are familiar with WFRP and WH40K, it shouldn't be too difficult to adapt the other equipment not described in this article (comprehending those available in Dark Millennium) to use them in the RPG, or to develop careers corresponding to the main figures of the universe of the 41st millennium. Instead, we do invite you to do it and to send us the results of your work. All the comments and the criticisms on the rules we proposed are welcome. Now, you've only to find a willing GM, who knows about the WH40K universe, choose a character, adapt him to the RPG with the rules we gave you and do everything you can to make him live at least for two game sessions! Copyright Stuff Warhammer is a Trademark of Games Workshop. The characteristic names of the universe of Warhammer 40,000 cited in this article are (C) Games Workshop. - Thomas Oesterlie