d20 Warhammer 40,000 Website

1192 posts / 0 new
Last post
This is the forum for discussion of the d20 Warhammer 40,000 game. I have a website up with all of the work I did (mostly when I was at Uni - a lot of this is 5 years old now). The discussion is not limited to my own conversions. Any and all subjects about roleplaying in the gothic millenium are welcome - including alternate homebrews and design paradigms.

Welcome to the Dark Millenium!

---------------

Since this is the most requested thing. Here are some alternate firearm and armour rules. Instead of using the clunky DR/DRT mechanic. Here is an Urban Arcana modelled Defense Bonus + Damage Reduction so that armour gives you a bit of both system. Additionally here is a new weapon list with altered armour penetration values. Armour penetration reduces the targets DR from Armour. I am using the words Hardness in place of DR so that weapons with high armour penetration are also more effective against vehicles - a ruling which I happen to like. Feel free to alter this to DR and keep Hardness invulnerable if you wish.

Additional Change: The "Rapid Fire" weapon type has been removed. Instead all Rapid Fire weapons are now Automatic weapons with there ranged reduced by 15ft. So the only difference between a Stormbolter and a Boltgun now is 15ft of range. (45ft instead of 60ft). This is because since 4th edition of 40k players can move and rapid fire their weapons (so the difference between rapid-fire and assault 2 is really just a question of range). It is also because the ruling I had before (if you moved that turn it was semi auto if you didn't it was auto) did not gel well with the d20 rules.

Without further ado. NEW WEAPONS.

[b]Firearm Dmg Critical Range RoF Wt. Type AP[/b]<br /> <br /> --Personal Firearms--<br /> Autogun 2d6 x2 60 ft. Auto 6 lb. Piercing 0<br /> Autopistol 2d4 x2 30 ft. Auto 4 lb. Piercing 0<br /> Boltgun 2d10 x3 45 ft. Auto 11 lb. Explosive 4<br /> Boltpistol 2d8 x3 30 ft. Semi 5 lb. Explosive 3<br /> Fleshborer 2d6 x2 40 ft. Semi 9 lb. Slashing 4<br /> Lasblaster 2d8 19-20 60 ft. Auto 11 lb. Energy 4<br /> Lasgun 2d8 19-20 45 ft. Auto 7 lb. Energy 2<br /> Laspistol 2d6 19-20 30 ft. Semi 3 lb. Energy 1<br /> Needle Pistol 2d8 x2 45 ft. Single 6 lb. Energy 2d6<br /> Pulse Rifle 2d12 x2 75 ft. Auto 10 lb. Energy 4<br /> Pulse Carbine 2d10 x2 30 ft. Auto 8 lb. Energy 4<br /> Ripper Gun 2d12 x2 60 ft. Auto 17 lb. Piercing 2<br /> Shuriken Gun 2d10 19-20 40 ft. Auto 8 lb. Slashing 4<br /> Shuriken Pistol 2d8 19-20 20 ft. Auto 5 lb. Slashing 3<br /> Slugga 2d6 x2 30 ft. Semi 4 lb. Piercing 0<br /> Shoota 2d8 x2 45 ft. Auto 10 lb. Piercing 0<br /> Sniper Rifle 2d12 x2 120 ft. Single 21 lb. Energy 2d6<br /> Shotgun 2d8 x2 40 ft. Semi 7 lb. Piercing 0<br /> Shotgun, exec. 2d10 x2 90 ft. Single 8 lb. Piercing 4<br /> Splinter Rifle 2d8 x3 45 ft. Auto 7 lb. Piercing 4<br /> Splinter Pistol 2d8 x2 30 ft. Semi 4 lb. Piercing 3<br /> Stormbolter 2d10 x3 60 ft. Auto 16 lb. Explosive 4<br /> Stubgun 2d6 x2 40 ft. Semi 4 lb. Piercing 0<br /> Stubpistol 2d4 x2 20 ft. Semi 2 lb. Piercing 0<br /> <br /> --Special Weapons--<br /> Assault Cannon 3d12 x2 120 ft. Turbo 85 lb. Piercing 7<br /> Autocannon 3d20 x2 120 ft. Auto 50 lb. Piercing 6<br /> Blaster 2d20 x2 30 ft. Single 7 lb. Atomic 10<br /> Burst Cannon 2d12 x2 45 ft. Turbo 26 lb. Energy 4<br /> Cyclone Launcher3d20 x2 180 ft. Auto 95 lb. Explosive 8<br /> Flamer 3d6 - 20ft C Single 9 lb. Fire 2<br /> Fusion Gun 2d20 x2 30 ft. Single 13 lb. Atomic 10<br /> Grenade Launcher* x2 90 ft. Single 8 lb. * *<br /> Hand Flamer 2d6 - 15ft L Single 4 lb. Fire 1<br /> Heavy Bolter 2d12 x3 120 ft. Turbo 65 lb. Explosive 6<br /> Heavy Flamer 6d6 - 30ft C Single 40 lb. Fire 4<br /> Heavy Stubber 2d12 x2 120 ft. Auto 55 lb. Piercing 3<br /> Lascannon 2d100 19-20 180 ft. Semi 70 lb. Energy 10<br /> Meltagun 2d20 x2 30 ft. Single 12 lb. Atomic 10<br /> Missile (frag) 3d10 x2 150 ft. Single 20 lb. Explosive 3<br /> Missile (krak) 3d20 x2 150 ft. Single 20 lb. Explosive 7<br /> Missile (plasma)2d20 x2 150 ft. Single 20 lb. Atomic 9<br /> Multi-Melta 3d20 x2 60 ft. Single 44 lb. Atomic 10<br /> Plasma Cannon 2d20 x2 120 ft. Single 60 lb. Atomic 10<br /> Plasma Gun 2d20 x2 45 ft. Auto 13 lb. Atomic 10<br /> Plasma Pistol 3d12 x2 30 ft. Semi 5 lb. Atomic 10<br /> Plasma Rifle 2d20 x2 45 ft. Auto 12 lb. Atomic 10<br /> Rail Gun 3d100 x2 210 ft. Single 90 lb. Piercing 10<br /> Reaper Launcher 2d12 x2 100 ft. Auto 24 lb. Explosive 8<br /> Scatter Laser 2d12 x2 90 ft. Hyper 30 lb. Energy 4<br /> Splinter Cannon 2d10 x2 60 ft. Hyper 19 lb. Piercing 4<br /> Webspinner * - 20ft C Single 18 lb. Slashing *

And new ARMOUR.

[b]Name Type Defense DR Penalty Max Dex Spd Wt[/b]<br /> Leather Jacket Impr. 1 0 0 8 30 4<br /> Leather Trenchcoat Impr. 1 1 0 8 30 15<br /> Bulletproof Vest Light 1 2 0 8 30 2<br /> Bulletproof Trenchcoat Light 2 2 0 8 30 17<br /> Studded Armour Light 2 1 -1 7 30 20<br /> Metal Armour Light 2 3 -2 6 25 40<br /> Flak Shirt Light 3 2 -1 7 30 10<br /> Full Flak Armour Light 3 3 -1 7 30 20<br /> Imperial Mesh Light 3 4 0 8 30 15<br /> Eldar Mesh Light 4 3 0 8 30 10<br /> Advanced Mesh Medium 4 4 0 8 30 20<br /> Light Carapace Medium 4 5 -2 6 25 30<br /> Heavy Carapace Medium 5 5 -3 5 25 35<br /> Advanced Carapace Medium 5 6 -4 4 25 40<br /> Scout Power Armour Medium 6 6 0 8 30 80<br /> Sister Power Armour Heavy 6 7 0 6 25 100<br /> Tactial Power Armour Heavy 7 7 0 8 30 150<br /> Combat Power Armour Heavy 8 7 0 8 30 200<br /> Ablative Power Armour Heavy 7 8 0 8 30 240<br /> Adv. Power Armour Heavy 8 8 0 8 30 280<br /> Artificier Armour Heavy 8 10 0 8 30 300<br /> Terminator Armour S Heavy 9 10 -4 4 20 600<br /> Tactical Dreadnought A S Heavy 10 10 -6 2 20 800

*heartily endorses*
Wow, Im not really in to Warhammer but that is still a very nice site, put some work in to that. Thanks for sharing.
*heartily endorses*

*seconds the motion*
This looks great. I suggest that you create a PDF or RTF with all of your info on it and hand it out for free. Really good work.
He's gonna make the PDF/RTF when the whole dealy's finished- right now, it's something of a WIP.
Ooh... Grey Knights...

*drools*
I've said it before, but ill say it again.
Skritti, that is one fraggin awesome job. i worship your warhammer rendition.
good job, PM me if you make it into a PDF
Thanks guys!

Also updated Ork and Eldar Warmachines. Quite cool.
That is quite awesome.

Excellent work!

Edit:
However, I would approach things a bit differently. Personally, I think that Warhammer 40K actually has more in common with D&D than D20 Modern. If it were up to me, I'd eliminate the generics (strong hero, fast hero, etc.) and structure it more like D&D. For example, I would make things like the Space Marine and Grey Knight base classes, to reflect the fact that generally they are trained from a very early age in those abilities, so I don't totally see how they could have levels in other classes.
I think the weapon damage is abit much. And I would like stats for vehicles with out the drivers.
And where the snot is the landraider? Good lord man you can't have a space marine section without a landraider, especially since you lead the war machine section for the marines with a picture of the danged thing.
However, I would approach things a bit differently. Personally, I think that Warhammer 40K actually has more in common with D&D than D20 Modern. If it were up to me, I'd eliminate the generics (strong hero, fast hero, etc.) and structure it more like D&D. For example, I would make things like the Space Marine and Grey Knight base classes, to reflect the fact that generally they are trained from a very early age in those abilities, so I don't totally see how they could have levels in other classes.

In V 0.5 (before V1 was done) I had things just like that. I designed some 70 odd classes. I think I still have them some place. Frankly it was stupid and too restricting ultimately your decision of 'race' effectively determined which 'classes' were available. As a Space Marine you could only be a 'Battle Brother', 'Scout' or 'Librarian'. This system is much more flexible.

A level 10 Marine can be Fast 4/Tough 4/Smart 2 and is obviously very different from a level 10 Marine that is Strong 4/Fast 4/Dedicated 2.

But in the end in the old system they both would have been Marine Battlebrother 10. Booooring!

The first Marine looks like a tough ranged marine, maybe a heavy weapons guy. The second marine (because of his strong levels) probably prefers close assault and is likely equipped with pistols.

The first marine is practical and has a good set of Imperial knowledge (high Int for Smart levels) while the second is more faithful and might be hoping to become a chaplain some day (Dedicated).

So you see the d20 Future system is ultimately better than the D&D system. Designing this I've actually come to the conclusion that with detailed advanced classes d20 Modern is better at D&D than D&D could be. Crazy I know, but I'll swear by it...

EDIT: If you're looking for a basic 'marine fighter' class try Soldier.

The Strong 3 / Soldier 7 build is pretty damn close to the old Battle Brother 10 build funnily enough.

xrp3: Which weapons? You may want to check the Equipment -> Weapons -> Converting Weapons sections. I spent a lot of time deliberating and there are good reasons why I chose the values I did. But feel free to offer alternatives.

Beleriphon: YOU ARE SO CORRECT!!!! I'M A BAFFOON! Consider the Land Raider in the works. I'll have it up in a couple of days. Slaps forehead at the unthinkable.
xrp3: Which weapons? You may want to check the Equipment -> Weapons -> Converting Weapons sections. I spent a lot of time deliberating and there are good reasons why I chose the values I did. But feel free to offer alternatives.

Well I'm talking about the strength 9 and 10 weapons. You jumped from 3d20
to 2d100. 5d20 and 6d20 would have been better (and more allowable in games).
On the vehicles, did you use a standard table for the driver's stats? And if you did, can you post it or tell me where it is?
The reasons I went from 3d20 to 2d100 is due to the 'Burst' rules. There's a more detailed justification for this in the document. Here it is in brief:

The Falcon GravTank has a weapon called the pulse laser. Str 9, Heavy 1D3. Average is 2. In d20-40k, think of this is a Lascannon weapon with the auto descriptor. Would you sacrifice 4 on attacks to make 6d20 --> 8d20? Not worth it. But 2d100 --> 4d100. Same applies to the auto-railgun the earth caste are no doubt secretly developing. It was a curiosity of the burst system that I had to keep scaling up damage dice. Plus don't forget that on a D6 roll of 1 a lascannon fails to wound (kill) a snotling in 40k. It guess he just gets singed. Its like rolling a 2 on 2d100.

Thats not perfect I know. But I had a hard time balancing it. Ideally I'd like 2d50 and 3d50. But those dice don't exist... Some places sell a d30 but again I could hardly make that standard... So I don't know. Any other ideas?

As for Driver Stats. They can be found on page 111 of d20 Future. Warmachines use the same crew quality tables that Starships use.
Nice rules, i'll need to take a bit more of a detailed look but from what i've seen its pretty good.

Good work :D
Thats not perfect I know. But I had a hard time balancing it. Ideally I'd like 2d50 and 3d50. But those dice don't exist... Some places sell a d30 but again I could hardly make that standard... So I don't know. Any other ideas?

As for Driver Stats. They can be found on page 111 of d20 Future. Warmachines use the same crew quality tables that Starships use.

Well if you go here you can roll dice that are not made, like the d50s. Just put the die type in the bottom left.
And thank you for the driver stats.
I think that Space Marine should be a template that is required after being chosen to join them, since Space Marines are usually extremely tough specimens of normal humans normally from Feral or Feudal worlds in the Imperium. I would make Space Marine either an acquired template or prestige class.

My point is that a newly initiated Space Marine scout, before he has been genetically altered, would NOT have zero experience, but should already be tougher than most trained Imperial Guardsmen (note: most Imperial Guardsmen would be 'ordinaries', all marines would be heroes.).

I feel that the bonuses to the mental stats are a bit too much too. I would give them bonuses to Spot, Listen, Intimidate etc however. I feel that Space Marines are known for their combat skills, not their diplomacy (In fact many chapters mottos revolve around: Kill All Aliens, Heretics, Mutants and Anyone Who Says Otherwise).
Ok; I notice 2 points in BluntPencils comment which I'll respond to seperately.

"I feel that the bonuses to the mental stats are a bit too much too. I would give them bonuses to Spot, Listen, Intimidate etc however."

"Each was engineered to be a leader among men, a warrior and a hero; a mighty warlord whose martial prowess was only matched by his charisma and mental prowess."

Ok, I've received several remarks about Space Marines being stupid killing machines. It is my opinion (and this obviously depends on the interpretation of the world so obviously they should be different in your campaign if you feel otherwise) that the Space Marine is the pinnacle of human existance. That they are physically and mentally superior to ordinary humans in every way. The fact that they are xenophobic and that they are killers is more a reflection of the universe they live in than anything else. They certainly have a greater breadth of knowledge than ordinary men (the history of the Imperium is written into their minds when they are genetically altered), have better intuition, sense of hearing etc and what man in his right mind would not be awed/respectful/obediant when faced with a Space Marine. The mental stat bonuses reflect my opinions of the Space Marines as a race.

"I think that Space Marine should be a template that is required after being chosen to join them, since Space Marines are usually extremely tough specimens of normal humans normally from Feral or Feudal worlds in the Imperium. I would make Space Marine either an acquired template or prestige class.

My point is that a newly initiated Space Marine scout, before he has been genetically altered, would NOT have zero experience, but should already be tougher than most trained Imperial Guardsmen (note: most Imperial Guardsmen would be 'ordinaries', all marines would be heroes.)."


These are good points and I agree with you in most places. Making them a template seems flawed because that would sound like any race could take the Marine template. Since only one kind of Marine exists (the human marine) and all are the same a race makes more sense than a template.

However what you say about XP 0 and prestige classes is true. Completely true. Plus it would be fun to play a game in which players start as ordinary humans and become Space Marines.

I am unlikely to make a Space Marine class. That said however I would like to point out that a very useful tool exists for just this kind of racial transformation. If you have a copy of Savage Species you can very easily do a racial regression of the Space Marine race. You can then apply those traits over the level adjustment evenly. When your human characters level up they become slowly more Space Marine culminating in full stat bonuses and the black carapace so they can wear Marine Power Armour.

By applying the race as a 'class' over a number of levels equal to the normal level adjustment you effectively morph the characters over a few levels into Space Marines creating the effect you are seeking. You could lengthen the transformation process by forcing them to take levels in regular classes every other level. This means all Space Marines will have a number of Class levels equal to their Level Adjustment. Or some other similar idea.

I'll consider putting a note or a regression/class in the Playing Seperate Races section. I'll probably finish up some other areas first.

Thanks for the input though.
LAND RAIDER UPDATE!!!

Apologies to Beleriphon for this incredible oversight on my part.

The land raider is now up on the website. Its very tough. Certainly the toughest vehicle I've designed so far.
You must be getting pretty popular. Data transfer allocation exceeded not thirty minutes into the hour.
:OMG!
Any chance that we'll see Squigs and Squiggoths in the Ork section? Or will they be in the "Monster" section?
They should be in the ork section when I get around to it. Probably this weekend actually.

HELP NEEDED: I don't have the new Chaos Codex. If anyone could either give me the stats of a Chaos Defiler (or design d20-40k stats) it would be greatly appreciated. The Defiler is up in the Other Warmachines section but I don't have any scores for it. It is a single man walker and probably daemon posessed in part so assume an ace crew if you want to design the stats.
Ignore
I have the new Codex: Chaos Space Marines as well.

The defiler is 'piloted'/'driven' by a bound daemon
The Defiler should be up! The titans will be up later today as well. Then I'll move on to Robotics which should be more or less 90% from the SRD.

Which means; source material / NPC stats / and some of the stuff that made d20 40k v1 so much fun will finally make an appearance.
Robotics:

Be sure to include some sample Servitors, Servo Skulls, Tau Drones, etc
i have new chas codex

Defiler

Armour<br /> WS BS S Front Side Rear I A<br /> 2 4 8 12 12 10 4 2

Armed with Battle Cannon, Reaper Auto Cannon, Heavy flamer.
Counts as a Monsterous Creature in Close Combat
May have Havoc Launcher or Living Veichle Upgrade instead of Flamer
Reaper Auto Cannon can be replaced with twin linked heavy bolters or twin linked Lascannons

Anything else you need just gimme a shout.

You should be very careful! GW doesn't like posting even single stats or rules on messageboards. I don't know if they're aware of this board, but those boards dedicated to their systems are in constant danger of being closed if things like this happen. Just a friendly warning...

Master of Dragons
Yeah, S.E.- it'd probably be best to just edit that post away and Private Message Skritti the stats.
The Defiler should be up! The titans will be up later today as well. Then I'll move on to Robotics which should be more or less 90% from the SRD.

Which means; source material / NPC stats / and some of the stuff that made d20 40k v1 so much fun will finally make an appearance.

Don't forget those Space Marine character, can't do without getting some stats for Marneus Calgar. Or if you want to go totally nuts try doing stats for The Emperor at the height of the Horus Heresy. I remember GW acutally doing up stats for the Emperor and the primarchs then running those 20 or so characters vs a 5000 point Ork army. The orks got turned into pasty green goo.
That'd probably be hampered a little bit by the fact that the system stops at Level 20. I'd put the Emperor at his height at around ECL 35-40.
Use D&D rules and multiclass?
or...use d20 rules and multiclass sans experience loss.
I'd say he'd have a bunch of prestige classes. He IS perfection...
Ah, Question or two...
As Skritti knows I have a character using two powerfists. I just learned that it take combat martial arts to take Powerfist prof.
Why on earth is that?
Isnt a Powerfist used more like a club or mallet then a unarmed attack?
They arent weapons of finesse, they just rip and shred.
IMO they just make it so that the above average soldier can shred tanks and walls.

Any help would be appreciatted.


P.S. I think a strength requirement would be good, probably 15. but CMA?
Ah, Question or two...
As Skritti knows I have a character using two powerfists. I just learned that it take combat martial arts to take Powerfist prof.
Why on earth is that?
Isnt a Powerfist used more like a club or mallet then a unarmed attack?
They arent weapons of finesse, they just rip and shred.
IMO they just make it so that the above average soldier can shred tanks and walls.

Any help would be appreciatted.


P.S. I think a strength requirement would be good, probably 15. but CMA?

I've always seen the powerfist (particularly when weilded by Terminators) as a weapon designed to pouned an oppenent into the ground, or just grab on and crush the life out of them. Same with with ork power claws (or Commisar Yarik's power claw/fist/thing).
Ah, Question or two...
As Skritti knows I have a character using two powerfists. I just learned that it take combat martial arts to take Powerfist prof.
Why on earth is that?
Isnt a Powerfist used more like a club or mallet then a unarmed attack?
They arent weapons of finesse, they just rip and shred.
IMO they just make it so that the above average soldier can shred tanks and walls.

Any help would be appreciatted.


P.S. I think a strength requirement would be good, probably 15. but CMA?

I am with the Lt. on this one. The power fist was created as an anti-armour weapon (whether that armour is heavy infantry or vechiles is up to the combatent). The 'point' of the Powerfist is to contact the enemy, after that the disruption field and inertia do the rest.
Yeah,
whenever we see a person in melee combat with a powerfist, they arent really "fighting" with it.
thats why they always go last in the Tabletop game.
they just kinda swing at the enemy until they're dead.
or...use d20 rules and multiclass sans experience loss.
I'd say he'd have a bunch of prestige classes. He IS perfection...

Okay. Okay. Its time for me to fess up.

I'm also spending some time working out the kinks in a d20 Modern Epic system that should take care of the Level 20 cap. I'm designing it specifically with d20-40k in mind but there's no reason (like a lot of the other material in this homebrew) that it can't be applied to other games.

I can't guarantee I'll do stats for the Emperor but I would like to do some stats for special characters. Marneus Calgar, Gazghkull mag uruk Thraka and Sly Marbo were ones I had specifically in mind.

(I know Sly Marbo is a very 'uncanon' character, but for some reasons he gives me a special kick - its such a throw-back to old-school games workshop to play stereotypes like that; like Necrons used to be The Terminator ('I'll be back') before they became more serious.)

~~~~~~~~~

At the time it made sense to require a 'FIST' weapon to require martial arts. In retrospect you are correct. I will make it an official addendum. Otherwise the character more or less is forced to take a feat he'll never use. A pre-req feat like Advanced Firearms that have little or no game effect.

I do try to avoid those when possible (honest!) but somehow the CMA requirement had escaped my attention as just that. Feel free to tell Screaming Evil there's an official ruling that the CMA feat is not required if he asks...

(It's cool to be able to give official rulings like that. Kind of empowering. I urge you all to make homebrews of your favourite gaming worlds.)
It'd be kind of interesting to have an additional feat that allow the CMA feats' threat range modifications apply to the Powerfist, so as to make unarmed prowess at least somewhat affected by them (which makes at least a little sense.) I'll stat it up.

NEW FEAT:
Power Fist Mastery
Prerequisites: Combat Martial Arts, Advanced Melee Weapons Proficiency, Str 17, Dex 17.
You have the rare mix of brute strength and coordination that allows you to maneuver a powerfist in a somewhat subtler way than just beating people to death with it.
Benefit: The threat range benefits the Combat Martial Arts tree of feats grant now apply to powerfists as well. In addition, powerfists are now considered unarmed strikes whenever it would be beneficial to you, such as in the case of certain Martial Artist class abilities.
Normal: You gain no threat range benefits for powerfists from the Combat Martial Arts tree, and it is not considered an unarmed strike.
The Necrons still are kinda silly. Well, except for maybe the flayed ones. they're just cool. :P
But whatever the case, I've been thinking of making my own homebrew site and such...Just one thing: WHERE TO BEGIN? I have everything written out, but I'm lazy and such. Help me Skritti-wan-kenobi, you're my only hope.

...And stats for characters from the inquisitor range would be cool to do, too. Especially because the Inquisitor game is actually free, if you check the website. I forget how to get there, but...yeah.
Sign In to post comments