d20 Warhammer 40,000 Website

Post/Author/DateTimePost
#1

Skrittiblak

Jan 09, 2005 16:17:36
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 *
#2

toptomcat

Jan 12, 2005 19:23:57
*heartily endorses*
#3

zombiegleemax

Jan 16, 2005 22:00:00
Wow, Im not really in to Warhammer but that is still a very nice site, put some work in to that. Thanks for sharing.
#4

zombiegleemax

Jan 17, 2005 9:54:18
*heartily endorses*

*seconds the motion*
#5

zombiegleemax

Jan 21, 2005 1:11:00
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.
#6

toptomcat

Jan 21, 2005 5:41:39
He's gonna make the PDF/RTF when the whole dealy's finished- right now, it's something of a WIP.
#7

egglord

Jan 21, 2005 8:09:44
Ooh... Grey Knights...

*drools*
#8

ltdeathsauce

Jan 21, 2005 14:33:40
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
#9

Skrittiblak

Jan 29, 2005 9:45:34
Thanks guys!

Also updated Ork and Eldar Warmachines. Quite cool.
#10

somrandomguy

Jan 29, 2005 11:20:12
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.
#11

xrp3_robot

Jan 29, 2005 23:35:44
I think the weapon damage is abit much. And I would like stats for vehicles with out the drivers.
#12

Beleriphon

Jan 30, 2005 0:24:12
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.
#13

Skrittiblak

Jan 30, 2005 4:16:48
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.
#14

xrp3_robot

Jan 30, 2005 11:36:11
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?
#15

Skrittiblak

Jan 30, 2005 15:58:11
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.
#16

zombiegleemax

Jan 30, 2005 16:14:17
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
#17

xrp3_robot

Jan 30, 2005 16:51:13
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.
#18

bluntpencil2001

Jan 30, 2005 17:36:42
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).
#19

Skrittiblak

Jan 31, 2005 14:33:55
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.
#20

Skrittiblak

Feb 02, 2005 14:54:38
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.
#21

toptomcat

Feb 02, 2005 18:25:29
You must be getting pretty popular. Data transfer allocation exceeded not thirty minutes into the hour.
#22

derlykanthrop

Feb 03, 2005 14:24:10
:OMG!
#23

zombiegleemax

Feb 04, 2005 2:12:10
Any chance that we'll see Squigs and Squiggoths in the Ork section? Or will they be in the "Monster" section?
#24

Skrittiblak

Feb 05, 2005 4:46:35
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.
#25

zombiegleemax

Feb 05, 2005 8:40:41
Ignore
#26

zombiegleemax

Feb 05, 2005 14:48:28
I have the new Codex: Chaos Space Marines as well.

The defiler is 'piloted'/'driven' by a bound daemon
#27

Skrittiblak

Feb 06, 2005 3:38:16
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.
#28

zombiegleemax

Feb 06, 2005 3:51:51
Robotics:

Be sure to include some sample Servitors, Servo Skulls, Tau Drones, etc
#29

master_of_dragons_02

Feb 06, 2005 4:44:48
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
#30

toptomcat

Feb 07, 2005 13:05:53
Yeah, S.E.- it'd probably be best to just edit that post away and Private Message Skritti the stats.
#31

Beleriphon

Feb 07, 2005 13:34:04
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.
#32

toptomcat

Feb 09, 2005 19:24:14
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.
#33

zombiegleemax

Feb 09, 2005 19:39:16
Use D&D rules and multiclass?
#34

zombiegleemax

Feb 09, 2005 23:09:17
or...use d20 rules and multiclass sans experience loss.
I'd say he'd have a bunch of prestige classes. He IS perfection...
#35

ltdeathsauce

Feb 09, 2005 23:11:10
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?
#36

Beleriphon

Feb 09, 2005 23:31:02
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).
#37

zombiegleemax

Feb 10, 2005 0:02:30
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.
#38

ltdeathsauce

Feb 10, 2005 14:14:39
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.
#39

Skrittiblak

Feb 10, 2005 15:06:38
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.)
#40

toptomcat

Feb 10, 2005 16:44:16
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.
#41

zombiegleemax

Feb 10, 2005 20:05:16
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.
#42

toptomcat

Feb 10, 2005 20:09:57
My suggestion: Come up with a massive Space Hulk-based 40k 'dungeon crawl'.
#43

zombiegleemax

Feb 10, 2005 20:17:02
Taking a look at the Starships section.

1 mile is 5280 feet. So a 3-mile long ship covers a 32x32 square space. Not a 6x6.

The size listed for the Starfort seems a bit off compared to the 10x10 space...

Unless d20 40k uses larger squares for starships than d20 Future.

Finally, the crew compliment for the Rogue TRader vessel seems to be a bit off. The novel Farseer gives the impression that the crew of a Rogue Trader's ship to be in the hundreds, if not thousands.
#44

toptomcat

Feb 10, 2005 20:21:52
It really depends on the Rogue Trader, doesn't it? They aren't exactly a homogonous lot, and neither, I imagine, are their ships.
#45

zombiegleemax

Feb 10, 2005 21:04:02
Some Rouge Traders had vast fleets, which darkened the skies of the alien worlds they visited, others had a single starship which hopped from system to system trading with anyone they met.
#46

Skrittiblak

Feb 15, 2005 1:32:14
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.

Thanks Toptomcat. You've written some of the coolest new feats and abilities for the game. I don't feel I properly thanked you for the bipod rules which are stupendous. This feat will also make its way into the book.

nick012000: For the Rogue Trader ship ship I have actually read Farseer and I know the ship you're referring to. I purposely made a smaller ship just to make it a ship that a player might some day aspire to purchase. I already have enough mind-bogglingly large 3 mile ships.

On another note; you're correct about my mistake on ship sizes. I'll have to edit that. I suspect the d20 future ship rules weren't designed really for the sort of huge crafts they make available in Battlefleet Gothic.

~~~~~~~~~~~~~

Toptomcat: I might do that.

'Space Hulk' a one-time site-based adventure for 4 level 5-6 characters using the d20-40k homebrew rules system.

Well the ad looks snazzy. Now if only it would just poof! and make itself with no effort on my part.

~~~~~~~~~~~~~

Antar000: My advice is that before you start making a website you start making a rulebook. Write it in Microsoft Word or if you don't like to format headings and stuff even Notepad. (Mighty Notepad! I use this more than you might think; though mostly for HTML editing.)

When you have some rules you think people will like properly organized into headings and subheadings and are confident you want to share your designs with the world save it as a webpage.

That's why Word is useful. My original website was done in straight HTML; the new one (because I'm lazy) is just a word document. I just clicked File -> Save As -> Html Document. Okay the secret's out.

If you want to add images create a directory called images in the same folder as the html file you just made. Right click the html file and open with Notepad. You'll see the html.

In between the paragraphs of choice stick a handy . Now you have a picture along with your text.

I don't promise the most attractive website in the world; but this'll get the rules you want online the fastest possible. Oh yeah. You need to upload them somewhere unless you have a dedicated webserver in the house. You don't? Okay, use Geocities or some other free site.

Anyone else have advice to add? I'll offer more advice when I finish polishing all the rules. Because when its all done in local I will develop...

...d20-40k V3!!!! It won't be any difference from V2 rulewise; but I'll make the website an actual website rather than a word document posing as a website.
#47

zombiegleemax

Feb 15, 2005 23:14:04
Toptomcat: I might do that.

'Space Hulk' a one-time site-based adventure for 4 level 5-6 characters using the d20-40k homebrew rules system.

Well the ad looks snazzy. Now if only it would just poof! and make itself with no effort on my part.

Use the Dwarven Kingdom map from the old Map-a-week feature of the DnD site, and fill the rooms with Orks and Genestealers.
#48

Skrittiblak

Feb 16, 2005 13:15:34
And as a special surprise the BBEG is an Ork Warboss/Genestealer Patriach Hybrid.

Ooh. This should be a computer game...
#49

toptomcat

Feb 16, 2005 14:31:22
Now, should we put the models into Warcraft 3 or code the proper features into Dawn of War? :D
#50

Skrittiblak

Feb 25, 2005 12:27:13
If I had more time and the technical skill modding Warcraft III would be awesome... :D
#51

ltdeathsauce

Feb 26, 2005 13:55:21
Hey Skritti,
Do you have any Tyranid stats?
I plan to use some tyranids for my upcoming game(which your in line for)
Also, to voice an opinion,
I remember tyranids being treated as monsters in the original D40K
I think that they should be Races, like marines or orks, then just give them levels of strong or fast.

hope that made sense
#52

Skrittiblak

Feb 26, 2005 17:20:51
Tyranids are monsters of the Alien Beast type. (Identical in other words to the Magical Beast of the D&D game.) The Tyranids have now been added to the website.

EDIT: Tyranids can't take class levels because they are not sentient. They are alien beasts whose only instinct is to feed. If you want to think of the whole race as sentient fair enough (hive mind I know) but I don't want to confuse people into thinking a termegant character makes sense.

Tyranids are the only race in all of 40k that can truly not be played in d20. It's like playing a zerg hydralisk or an ALIEN or a Starship Troopers 'bug'. It just doesn't work.
#53

zombiegleemax

Feb 26, 2005 22:18:12
Excellent Stuff!!!!!! Why not just use Merchant Men for the RT ships? Great Idea with the Spacehulk adventure! By the way, Imperial cruisers are ~4 KILOMETERS long, I've no idea how long that is in miles, though.
I think that Space Marine should definately be a template-just specify that it can only be used on 'pure' male humans (but the Tyrant Guard may just be an exception to that...). Can we get a conversion system from Inquisitor to D20? And, for all us BFG players, a conversion system? I'm working on nutting out the Lunar, and Mars class (battle) cruisers-with the Tyrant as a guide, its reasonably easy, but Vengeance...etc will prove more difficult without...

The D20-40k site is undoubtably one of the best sites on the net!

Just checking, are you Daniel S. (won't put the last name for privacy reasons)?

Thanks in advance,

Ryltar Thamior.
#54

zombiegleemax

Feb 27, 2005 15:05:54
Your website has really turned me on to the WH 40K setting. I was wondering if anybody could recommend a novel or a core book so that I could learn more about the 40k world?

I know that another company has plans to de a new rpg based on the series but honestly I dont want another rule book, I want a world book (and stats for D20 rules like Skrittiblak's doing).

Again I must demand that this is turned into a pdf or text file so that I can enjoy your hard work at my leisure. Great Stuff.
#55

zombiegleemax

Feb 27, 2005 15:09:44
Well the core rule book for the system has bits of the history and flavour of the setting. However the actual 40k game is large scale conflicts rather than roleplaying.
#56

Skrittiblak

Mar 01, 2005 14:59:09
The D20-40k site is undoubtably one of the best sites on the net!

Just checking, are you Daniel S. (won't put the last name for privacy reasons)?

Thanks in advance,

Ryltar Thamior.

Thank you!

Yeah, I'm Daniel. Don't worry about the privacy issue. I don't mind people knowing my name. (In fact I thought it was in my profile...)

Crazy as it sounds I prefer people to call me Skrit or Skritti when I'm on forums. I've been using the same screen name for chat/forums/blogs since I was about 13 and I'm very fond of Skrittiblak.

Skrittiblak was the general of my first WHFB Skaven army. Hehe.

The secret's out! My email addy is Skrittiblak(a)yahoo.com.

I check all of them fairly regularly. I'm pretty open to suggestions regarding the website and always accept edits; but I'm afraid I've been really busy with work so it may take a while to get back to you on certain things.

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

Re: BFG / Inquisitor. I unfortunatly never developed a good system for converting the BFG rules, at least not to the extent that I developed them for 40k. And I have a naughty confession: I've never played Inquisitor. :embarrass

BUT! Like I said, I'd be really happy to accept any new material.

-----------

With regards to the PDF everyone's been asking for. It's in the works!!!

Yay! Brett R. is helping me (ok no, doing it all himself) put together a PDF. I'm sure if you're all nice he'll have a beautiful PDF for everyone in no time. Of course I have to get my act together and finish it.

I should perform some major-domo updates this weekend.
#57

Skrittiblak

Mar 01, 2005 15:00:59
Your website has really turned me on to the WH 40K setting. I was wondering if anybody could recommend a novel or a core book so that I could learn more about the 40k world?

I know that another company has plans to de a new rpg based on the series but honestly I dont want another rule book, I want a world book (and stats for D20 rules like Skrittiblak's doing).

Again I must demand that this is turned into a pdf or text file so that I can enjoy your hard work at my leisure. Great Stuff.

I reccomend picking up the Warhammer 40000 4th edition rulebook. The artwork is way cool...
#58

toptomcat

Mar 01, 2005 15:21:02
I'll see if I can get my paws on an Inquisitor rulebook and hammer out a conversion. Might take a while, though.
#59

zombiegleemax

Mar 01, 2005 22:54:10
check one of the websites or another, I believe it's easier to get to from the UK GW site, but they have some 90 pages of rulebook in PDF for free on there, for Inquisitor.
#60

zombiegleemax

Mar 02, 2005 2:55:39
Go to the Games-workshop site, go to the specialist games link, go to the Inquisitor (or Battlefleet Gothic, or Epic...etc), then go to a The Living Rulebook, or TLR on some sections. This has the FULL (i.e. Flavour, Crunch, and Art) version of each rulebook, broken up handily. Very nice people, the SG team! Too bad that Furies and Starhawks won't get statted up (no rules apart from speed ever published). Ah well, should have Mars, and Lunar soon...
#61

toptomcat

Mar 02, 2005 14:46:15

That's very, very, very, very, very unlike them, dontchathink?
#62

Skrittiblak

Mar 03, 2005 16:43:46
LOL! I was aware of the specialist games site (its where I got the BFG rules) but having never played Inquisitor I was nervous about doing a conversion none-the-less.

Re Toptomcat's shock: I suspect they weren't making enough rulebook sales to warrant the cost of publishing for the specialist games lines.

BUT I suspect since GW models are quite highly priced that they're still making money from the BloodBowl/BFG/Necromunda/Epic lines.

Solution: Give the books away for free.

I guess that means there won't be many remakes of specialist games.
#63

toptomcat

Mar 03, 2005 22:52:00
*reels*
I just spent the last five or seven hours solid doing a primitive Inquisitor conversion- characters, talents, psychic powers, equipment, everything in the rulebook. My brain feels like I've wrapped it around a brick.
Here ya go. Input welthing. Wellcosh. Comewell. Welcome.
...
Nyurgh.
...
INQUISITOR/d20WH40k CONVERSION v. 0.1 ALPHA

CHARACTARISTICS:
Str: Divide Strength by 5 to get approximate Str score
Con: Divide Toughness by 5 to get approximate Con score
Dex: Divide Initiative by 4.5 to get approximate Dex score
Int: Divide Sagacity by 5 to get approximate Int score
Wis: Divide the average of Willpower and Nerve by 5 to get approximate Wis score
Cha: Divide Leadership by 6 to get approximate Cha score


TALENTS:
A character with the Acrobatic talent generally has high ranks in Jump and Tumble.
A character with the Ambidextrous talent generally has the Ambidextrous feat.
A character with the Blademaster talent often has ranks in the Gladiator advanced class.
A character with the Catfall talent generally has high ranks in Jump and Tumble.
A character with the Deadeye Shot talent generally has feats from the Point Blank Shot tree.
A character with the Deflect Shot talent might have talents from the Duck and Weave Fast hero talent tree, eight levels of the Blade Dancer advanced class, the Elusive Target feat, or other similar abilities.
A character with the Dodge talent generally has the Dodge feat.
A character with the Fast Draw talent generally has the Quick Draw feat.
A character with the Feint talent generally has some ranks in bluff and/or the Improved Feint feat.
A character with the First Strike talent generally has the Quick Draw and/or Improved Initiative feats.
A character with the Force of Will talent generally has the Iron Will feat.
A character with the Furious Assault talent might have the Heroic Surge feat.
A character with the Gunfighter talent might have feats from the Two-Weapon Fighting tree and/or levels in the Gunslinger advanced class.
A character with the Heroic talent generally has the Action Boost feat.
A character with the Hipshooting talent might have the Shot on the Run feat.
A character with the Leader talent generally has talents from the Charismatic Hero's Leadership talent tree.
A character with the Lightning Reflexes talent might have Heroic Surge or Improved Initiative.
A character with the Medic talent generally has high ranks in Treat Injury, and might have ranks in the Field Medic advanced class.
A character with the Nerves of Steel talent generally has the Iron Will feat.
A character with the Quickload talent generally has the Quick Reload feat.
A character with the Rock Steady Aim talent...probably has an interesting new feat. I'll stat it up later.
A character with the True Grit talent generally has the Tough Hero's Remain Concious talent.

PSYCHIC ABILITIES:
A character with psychic powers always has a Psychic Level of at least one.
There is no Detection power: it is replaced with the Psychic Sense skill.
A character with Gaze of Death might know Psychic Bolt, Scorching Ray, Lightning Bolt, or any other offensive psychic power that could be described as eminating from the eyes.
A character with Blood Boil might know a 6th or 7th-level ranged version of Slay Living, or any other ranged save-or-take-damage spell with fairly high-powered and grisly effects.
A character with Choke might know Hold Person, Daze, or similar ranged non-lethal powers.
A character with Enfeeble might know Ray of Enfeeblement.
A character with Hammerhand...probably knows a new power. I'll stat it up later.
A character with Regenerate probably knows a power or powers from the Cure tree.
A character with Storm of Lightning probably knows Chain Lighting.
A character with Warp Strength probably knows Bull's Strength.
A character with Demoralise might know Doom, Hold Person, or Cause Fear.
A character with Distraction probably knows Daze.
A character with Embolden might know Remove Fear.
A character with Enforce Will probably knows Command or Suggestion.
A character with Mesmerism probably knows Enthrall or Hold Person.
A character with Mind Scan probably has a power identical to DnD's Detect Thoughts. Probably ought to add that to the list, Skritti.
A character with Psychic Shriek probably knows Daze or Hold Person.
A character with Psi-Track probably has a 60ft burst power with charactaristics of Detect Warpflux, Scan, and Clairaudience/Clairvouyance. I'll stat it up later.
A character with Puppet Master probably has a limited version of Dominate Person. I'll stat it up later.
A character with Telepathy probably has a short-ranged, broadcast-option of DnD's Sending. I'll stat it up later.
A character with Terrify probably knows Cause Fear.
A character with Machine Empathy probably knows Shatter, Knock, and possibly other powers as well.
A character with Psychic Impel or Telekinesis probably knows Telekinesis.
A character with Psychic Shield probably knows Steel-Flesh.
A character with Psychic Ward probably knows Forcefield.
A character with Blinding Flash probably knows Flare.
A character with Burning Fist...probably knows a 2nd level, duration 1 min-level, fire-damage version of Shocking Grasp.
A character with Fireball probably knows Fireball
A character with Firestorm might know Wall of Fire, Hellfire, Incendiary Cloud, Fire Storm, or just know Fireball and have one or more applicable metapsychic feats.
A character with Banishment probably knows Banishment or Dismissal.
A character with Instability might know Blink or a 6th or 5th-level version of Ethereal Jaunt that makes the caster visible, gives a -4 penalty to his Hide checks, and makes it impossible for him to cast until its dismissal.
A character with Sanctuary probably knows a 4th level power that combines the damaging features of Fire Shield (changing the fire damage to untyped) and the defensive features of Mystic Circle against Xenogen against daemons and Warp creatures only.
A character with Teleportation probably knows Warp Jump.
A character with Vortex of Chaos probably knows Vortex.
EXOTIC ABILITIES:
A character or creature with Invulnerable probably has natural armor or Hardness.
A character or creature with Shadow probably has Hardness and takes double damage from psychic attacks.
A character or creature with Impervious probably has Hardness or natural armor bypassed by holy and/or silver weapons.
A character or creature with Cloak of Darkness probably has the mutation Ultraviolet Allergy, constant one-quarter concealment, and a +5 racial bonus to Hide checks.
A character or creature with Void-chill forces any within 5 ft to make a DC 13 Fortitude save every round or take 1d6 points of cold damage, and takes double damage from fire.
The Familiar ability is covered by existant rules.
A character or creature with Fearsome probably has Frightful Presence- the feat or the creature ability.
Frenzy needs no adaptation, as it is more a state of mind than an ability and fully possible under current rules.
A character or creature with Regeneration probably has either Fast Healing or actual Regeneration.
A character or creature with Spit Acid can spit acid as described under the Space Marine racial entry.
A character or creature with Terrifying probably has Frightful Presence with a high save DC.
A character or creature with Vampirism...needs special rules, possibly identical to those of a DnD Vampire, or a d20m Vampire
A character with Word of the Emperor has Frightful Presence with unusual flavor text.
A character with Wyrd...probably has a new feat. I'll stat it up later.
EQUIPMENT
Only equipment not present in the weapons tables is covered.

A Triplex pattern lasgun reduces the attack roll penalty for Double Tap or Burst Fire by 1, and is a DC 20 purchase. It is otherwise identical to a lasgun.

A long rifle can be replicated by giving a normal lasgun the rangefinding laser scope gadget.

A revolver is a special type of stubpistol that has a d6 damage die, holds six shots, is Medium size, has a Single RoF and takes a full-round action to re-load. Its purchase DC is the same as the stubgun.

A Naval pistol is like a revolver that adds 1 to damage when used for a pistol whip.

A duelling pistol is essentially a Mastercraft stubgun.

A sawed-off shotgun is a Medium shotgun with a range inc of 20 ft and an ammo capacity of one shell.

A pump action combat shotgun is the listed shotgun.

An automatic combat shotgun is a standard shotgun with the Autofire gadget.

Flechette ammunition is Scatter Shot ammo for non-shotguns, and is Purchase DC +4.
Hellfire bullets do +1 per die acid damage. Inferno bullets do +1 per die fire damage. They cannot be stacked and are Purchase DC +2.
Kraken Penetrator bolt rounds are Hi-AP rounds.
Metal Storm frag shells are Scatter Shot for ordinary boltguns, and are effectively Flechette ammunition (see above)

Inferno shells suffer a -2 per die damage penalty, but force the target to make a Reflex save DC 15 or catch fire.

Stalker silenced shells are effectively bolter ammunition that allow the firer to act as if he posessed a flash suppressor and silencer, but still don't mask the 'bang' as the bolt explodes in the target. They suffer a -2 per die damage penalty and are Purchase DC +4.

Belt ammunition is available for bolters and heavy bolters but not bolt pistols: it effectively obviates re-loading if a long enough belt is posessed, but makes the bolter jam, requiring a full-round action to clear, if a natural 1 is rolled on the attack roll. It's DC 12 for a 20-round belt, and they can be linked together more or less indefinitely.

The bolt carbine is intermediate in size between the bolt pistol and boltgun: it is 7 lb, Purchase DC 20, does 2d8 damage, has a range of 40 ft and the Rapid Fire RoF, and holds two magazines.

The inferno pistol is a pistol-sized melta weapon. It is Purchase DC 24, deals 2d12 damage with a x2 crit, has a range increment of 20 feet, RoF of Single, Weight of 8 lb, Type of Atomic, and DRP of 4. It uses special, miniaturized atomic power packs that have five charges each and are DC 23 purchases. Like all melta weapons, it requires the High Energy Weapons Proficiency feat to operate as well as the Personal Firearms Proficiency feat.

Thermal lances and flame cannons don't seem to have a practical purpose, being largely intermediate versions of certain weapon types without any logic as to their existance. I'm not converting them.

An Exterminator is a flamer attatched to any other weapon with the Combi-Weapon gadget.
A graviton gun requires no proficiency to operate, and if the operator succeeds at a ranged touch attack, the target is stunned for (3d4-Strength bonus) rounds, Fort DC 15 halves. It has a range increment of 30 ft, and has a maximum range of five range increments.
The handbow is a bow with the Collapsable gadget.
A bolas launcher increases the range increment on a bolas to 20 ft, but changes it from a thrown to a projectile weapon with a +8 trip modifier. This denies the user their Strength bonus to damage but extends its maximum range to ten increments. It is a DC 13 purchase.
The neural shredder causes any caught in a 20ft cone to make a Will save (DC 15) or suffer 1d4 points each of temporary Wis, Int and Dex damage. It is a DC 35 purchase, and requires special ammunition costing DC 15 per five shots.
A psycannon is a special boltgun (DC 25) that requires special ammunition (DC 15/6 shots), and deal an additional 2d10 points of damage to psykers and an additional 3d10 points of damage to daemonic creatures.
A Hrud Fusil requires a separate Xenos Weapons Proficiency feat, and has the following statistics.
Purchase DC X, 2d12 damage, crit x2, range inc 30 ft, RoF Single, wt 13 lb, type Atomic, DRP 5. It also requires the High Energy Weapons Proficiency feat to operate and overheats in the same manner as a plasma gun.
A Kroot long rifle requires the appropriate Xenos Weapons Proficiency feat, and it has the following statistics:
Purchase DC X, 2d12 damage, crit 19-20/x2, range inc 30 ft, RoF Single, wt 10, type Energy, DRP 1.
The Xenarch death arc is essentially an autofire-only weapon with the autofire ROF, 2d4 damage, horrendous range and...feck it. The Xenarch death arc is hereby dubbed the Xenarch tickle cannon, and does not appear in this conversion.
Daemon weapons are essentially the Intelligent weapons of DnD, but are inherantly malevolent. They have an approximate Ego value of (Willpower/4.5) and have widely variable purchase DCs. All are extremely expensive. They can never be power weapons, chain weapons or similar. They are so extremely powerful that they should probably be unavailable to player characters.

A Bound weapon may be drawn at any time as a free action, and if dropped or lost can be returned to the character's hands as a move action. For each round the character the character is separated from his weapon, he must make a Will save (DC 16) or take 1d6 damage.
A 'Breathe' weapon enables the weilder to breathe anywhere. The weilder cannot be suffocated and is immune to vaccum and inhaled poisons.
A Brain Leech weapon causes a point of Intelligence damage to any target it hits and deals damage to.
A Corruptor weapon can cast Poison as a touch attack three times per day.
A Daemonbane weapon casts Banishment on any daemon it strikes, save DC Cha-linked, unlimited times per day.
When weilded, a Deathlust weapon continuously effects its weilder as per the 3rd-level psychic power Rage, and forces them into an animalistic mindset, causing them to mindlessly charge into melee and attack until all enemies are dead. A Will saving throw (DC = item's Ego) is required to sheathe the weapon.
A Deflection weapon grants the user the Dodge Bullets ability of an 8th level Blade Dancer.
An Enfeeble weapon deals 1 point of temporary Con damage per 5 points of damage it causes to anyone it hits, lasting 1 round only. A critical hit makes the damage last normally.
An Entrance weapon can cast a version of Doom with a 5ft range and a duration of a full round, unlimited times per day. Save DC Cha-linked.
A Fiery Blast weapon essentially incorporates a hand flamer as the Combi-Weapon gadget.
A Flight weapon is a weapon of Throwing and Returning (see DnD for the Throwing enchantment, Urban Arcana for the Returning one.)
A Gnawing weapon deals an extra 1d6 peircing damage that is not multiplied on a critical hit.
A Lashing weapon is a reach weapon that can strike adjacent opponents. If it is already a reach weapon, it extends its reach by 5 ft.
A Magic Absorption weapon grants Power Resistance 30.
A Magical Force weapon counts as a Force weapon of its type, the attack/damage roll equal to the bonus of the imprisoned daemon's highest ability score (not to exceed +5)
A Mind Stealer weapon deals one point each of temporary Int, Wis and Cha damage when it hits and deals damage, DC 15 Will save negates.
A Resurrection weapon grants the weilder Regeneration 2 and the Tough Hero's Remain Concious talent. It grants no further bonus to those who already have the talent.
A Screaming weapon literally screams when drawn, granting the weilder the Frightful Presence ability but using the imprisoned daemon's Cha bonus in place of the weilders.
A Warpflame weapon is a Flaming weapon as per Urban Arcana rules, and deals an additional 1d6 points of fire damage with each strike that is not multiplied by a critical hit.
A Vampyre weapon deals 1d4 points of temporary Con damage every time it hits and deals damage.
Super-frag and Super-krak grenades are High-EX Frag and Krak missiles, respectively.
An anti-plant grenade kills all normal plants in its 20ft radius, and deals 4d12 damage to any unnaturally resiliant plants or plant creatures (Reflex DC 15 halves, if applicable.) Purchase DC 12.
A gas grenade disperses a given inhaled toxin throughout its 15ft radius. Purchase DC = poison's DC + 4.
A blind grenade completely obstructs line of sight: its area is completely opaque. Any within its area of effect are treated as blind until they leave. Its 10ft radius shrinks by 5ft every two rounds. It is a DC 10 purchase.
A staisis grenade stops time at its center. Those within 5ft of its detonation are completely parylized, and outside forces cannot interact with them- they cannot be shot, targeted, tickled or anything else. Those within 10ft of its detonation are affected as per the slow power (no additional save) as time temporarily slows down for them. After 1d4+1 rounds, the first effect dissapears, and the second effect's area is reduced to 5ft- so anyone in the first area is merely slowed, and anyone in the second is free. The grenade's effects dissapear entirely after a further 1d4+1 rounds.
The field can be avoided entirely with a DC 15 Reflex save: those that succeed are displaced to the nearest unoccupied, safe square outside of the area of effect.
A staisis grenade is a DC 29 purchase.
Photon flash grenades are treated as flash-bangs.
Ceramite armor grants the wearer Fire Resistance 10, and has Purchase DC +5.
Reflective armor's DR is treated as four higher vs. las weapons, and has Purchase DC +2.
There are no mechanics for armor destruction in d20m, so ignore Ablative armor.
Helmets of the appropriate type are considered to be included with given types of armor, and grant no additional protection.
Suppression shields are effectively power mauls with built-in riot shields. If you squint a bit.
Purchase DC 25/10
Mirror shields are +1 to defense vs. energy weapons and +1 Purchase DC.
Storm shields are Mastercraft +3 riot shields.
A refractor field gives the user a +2 deflection bonus against ranged attacks, and its glowing field gives -5 to any Hide checks made while the shield is active.
It is Purchase DC 25.
A conversion field gives the user a +3 deflection bonus against ranged weapons, and flash as a flash-bang grenade (user immune) when an attack that would have dealt 10 or more damage targets the character.
It is Purchase DC 35.
A displacer field effectively gives attacks targeting the character a 50% miss chance as it teleports the user out of the way of attacks. When an attack is negated by the field it safely teleports the user 5 ft in a random direction.
It is Purchase DC 55.
Pentagrammic wards continuously project the Sanctuary psychic power (detailed earlier), psyker level 10.
They are Purchase DC 47.
Hexagrammic wards grant the wearer/user SR 22.
They are Purchase DC 50.

Bloodfire is a VERY lethal toxin. Its stats are as follows: Type Injury, Save DC 20, initial damage 1d4 Con, secondary damage 1d4 Con, Purchase DC 25, Restriction Illegal (+4). Its secondary damage continues being dealt once per minute until the character makes the Fortitude save or the poison is otherwise negated.
A rangefinder is the equivilant of a rangefinding laser scope.
An infrascope is the equivilant of an electro-optical scope.
A motion predictor negates the +2 bonus to Defense a running character recieves, and adds one to the Purchase DC of the weapon.
Cyber-mastiffs are treated as wolves with Int 1 and a +3 natural armor bonus to Defense.

Character notes:
Inquisitor characters are, in general, extremely competent: except in strange cases, building an Inquisitor character on less than 28 points or on less than 5 levels is undoable. 10-15 levels/ECL is probably ideal.

Arcoflagellants, daemonhosts, and certain mutants and fanatics are more-or-less unplayable as player characters, being mentally unable to participate in the simplest interaction.

Note that Inquisitor equipment is generally quite a bit higher-powered than the standard stuff in the rulebook. Don't consider the equipment here buyable unless you ask your DM first, and don't think you have to port your character over with every bit of equipment he had in Inquisitor for him to be as powerful or more powerful in the d20 version.

(Executioner rounds may need to be re-tooled, Skritti. The Inquisitor rulebook says they're far more than mere bolt rounds for shotguns: they vastly extend range, have seeking systems and deal more than double damage.)
(According to the book, meltaguns lose damage with range. -2 damage per range increment might be appropriate.)
(Skritti: 'splinter' or 'needle' weapons seem not to be the specialized sniper-stun las weapons you describe, but instead launch crystalline slivers laced with a given toxin.)
(Skritti, I know you had rules for neurally linked equiment somewhere, but I can't seem to find it. At any rate that's d20Wh40k's equivilant of the listed Mind Impulse Unit.)

....*dies*
#64

zombiegleemax

Mar 04, 2005 13:38:31
oh...
my...
lord...
you have far too much free time on your hands, and I commend you for it.
As for needle weapons, it depends. The space marine needle rifle is just a sniper rifle. Needlers (like what the eversor has coaxial to his bolter) use a laser to aim a small sliver of metal or crystal, and the laser's pulse helps guide it, propel it, adn help it penetrate armor. However, if there was a needle rifle that worked the same way, it would seem to fall between the two, a rifle that uses photon impulse to propel and guide a shard of poisonous somethingorother.
#65

toptomcat

Mar 04, 2005 15:12:59
Here's my conversion of the promised things.

ROCK STEADY AIM
Prerequisites: Wis 13, Far Shot, Dead Aim
Benefit: The character can retain the benefits of Dead Aim and similar abilities while mobile. They can make a single move or five-foot step without losing the benifit of Dead Aim. However, they still lose the benefits if they make a double move or run, or utilize exotic forms of movement (like a Jump, Tumble or Climb check)
This does allow a character with the Sniper prestige class to use any of their Dead Aim-dependent abilities while moving as described.
Normal: A character loses the benefits conferred by the Dead Aim feat if he moves at all.

Hammerhand
Transmutation
Arcane/Innate 3, Mystic 2
Components: V, S
Casting time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving throw: Fort negates (harmless)
This potent psychic power hardens the caster's hands and makes them as heavy as adamantine, strengthening his arms and making him capable of deadly unarmed strikes.
Your fists are now natural weapons, so you are considered armed when attacking with them, and they can be affected by psychic powers and other effects that enhance or improve natural weapons. You can choose to deal nonlethal damage with your fists, taking the standard -4 penalty on your attack roll.
Your fists work just like the natural weapons of many monsters. You can make an attack with one fist or a full attack with two fists at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks- you simply have two claw attacks at your normal attack bonus.
The fists deal lethal bludgeoning damage with a DRP of 0: Small fists deal 1d6, Medium 1d8, and Large 2d6.
The Combat Martial Arts feat tree or other similar effects do not apply to attacks with the fists, since their new weight and mass makes them unsuitable for anything but simple bludgeoning.

Psi-Track
Divination
Level: Mystic 6, Arc/Inn 7
Components: V, S, M/MF
Casting Time: 1 full-round action
Range: 60 ft.
Area: Spherical emanation centered on caster
Duration: Concentration, up to 1 minute/ level (D)
Saving Throw: Will negates (see text)
Power Resistance: No
You can detect a number of different things within the spell's area. It effectively functions like the Detect Warpflux, Detect Psychic Presence, and Detect Thoughts except for the area, duration and level...and also as a Status spell affecting all allies in the spell's area that also affects enemies on a failed Will save.

Telepathy
Level: Mystic 2, Arc/Inn 2
Components: None, purely mental action
Casting time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: All creatures in a 400 ft. + 40 ft./level radius centered on you; see text
Effect: Mental message delivered to subjects
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
You send a telepathic message of up to fifteen words to all creatures within range. You can include or exclude from this broadcast any creature you can see, as well as any creature that you know or know of. Telepathy is strictly a one-way exchange from you to the subjects. If you do not share a common language, the subjects “hear” meaningless mental syllables.

WYRD
The character has a natural talent for one particular power.
Prerequisites: Any two metapsychic feats, Psychic Affinity, psyker level 8+
Benefit: Choose one power. You no longer need to roll Psychic checks to cast that power only.
Normal: A Psychic check is required to cast any power (except those with DCs too low to fail.)
#66

ltdeathsauce

Mar 08, 2005 11:09:41
I posted these on the Sci-Fi Forums, but though Id put them over here also...

Space Rats

Giant rat creatures, they nonetheless posses incredible abilities in certain circumstances. they are effectively Skaven in Space.

Size: Medium
Speed: 40ft (SpaceRats are blindingly fast by human standards)

Ability Score Adjustments: -2 Strength, +6 Dexterity, -2 Intelligence, +2 Wisdom, -2 Charisma

Skill Adjustments: none
Starting Feats: 2
Bonus Proficiencies: Simple Weapon Proficiency; all Space Rats are trained in the use of Basic things that cut.

Ranks:
Level 1–5 Character :: Ratling
Level 6–10 Character :: Razor Tooth
Level 11–15 Character :: RatLord
Level 16–20 Character :: Big Cheese


IMAGE(http://uk.games-workshop.com/tau/railrifle/images/pathfinders.jpg)
Saw this on the main website, here
Rail Rifle 36"
6
3
Heavy 1, Causes Pinning

D20 Stats
Rail Rifle,
3d12 Damage
90' Range
Single ROF.
DRP: 4
Does the same blowback thing as the Concussion rifle in D20future, its done per 3 damage however, and applies by damage rolled, not damage taken. this makes armor protect you from the damage, but you can still get blown back.
#67

Skrittiblak

Mar 11, 2005 16:46:15
I really dig the rail rifle. It should probably use the Special Weapons Proficiency (launchers) because of the recoil involved and the Personal Firearms Proficiency. It does a lot of damage after all...
#68

ltdeathsauce

Mar 11, 2005 21:17:04
Launchers sounds appropriate.
there range is kinda small, but they make up for it in damage
#69

zombiegleemax

Mar 11, 2005 21:40:45
In the book and game Fire Warrior, the rail rifle seems to have very little recoil. Or possibly it's Kais' 'natural' skill. However, being Tau technology, I would think the internal compensators would be highly advanced. It would not eliminate the recoil, but certainly reduce it.
#70

gunrock

Mar 11, 2005 23:09:04
In the book and game Fire Warrior, the rail rifle seems to have very little recoil. Or possibly it's Kais' 'natural' skill. However, being Tau technology, I would think the internal compensators would be highly advanced. It would not eliminate the recoil, but certainly reduce it.

That was a Tau rail weapon, the one being discussed is a rat-thing rail weapon. Different designs and intentions.
What you said isn't wrong, it's just about something else entirely.
#71

Skrittiblak

Mar 12, 2005 7:15:34
I actually think Ltdeathsauce was simul-posting a Tau rail-rifle and ratkin as a race. Lol! It's a weird post; but I certainly assume he means the rail-rifle as tau gear.

In the book and game Fire Warrior, the rail rifle seems to have very little recoil. Or possibly it's Kais' 'natural' skill. However, being Tau technology, I would think the internal compensators would be highly advanced. It would not eliminate the recoil, but certainly reduce it.

True. But its a question of balance. Currently the best Imperial 'personal firearm' is the boltgun at 2d10 explosive damage. The best overall personal firearm is the pulse rifle at 2d12 energy damage.

Suddenly you make available ot the tau a 3d12 damage piercing weapon. Consider that you can customize it with the general weapon mod rules to have an 'automodule' and some 'high armour piercing ammo' boosting the DRP to 5 and you're looking at 5d12, DRP 5 burst that can wipe out a Chaos Space Marine Lord in a heartbeat. All at the cost of a feat you can acquire at first level.

Nope. I'm afraid the rail rifle (like plasma-guns, melta guns, fusion pistols, grenade launchers, and heavy weapons) needs some kind of special weapons proficiency.
#72

zombiegleemax

Mar 12, 2005 9:55:04
Profieceny and a prohibitive cost.
#73

eeto

Mar 18, 2005 21:00:31
hey well im a fan of both D20 and Warhammer this is a great campain setting. iv been over the site alot of times and enjoy the large amount of resources you guys have added. Im not shore if any of u have done anything on Tyranids so for my campain i have started generating Gaunts and warriors they are just a low level party im dm for, so iv made the bugs relativly easy. but like in dnd you can advance them as desired!

here is an example of my gaunts so far! they still havnt been game tested! i should be doing that on tuesday! ne suggestions feel free.

Ripper Swarm: CR 1/10; Diminutive Sized Aberration; HD 1/4d8+0; HP 1; Mass 10; Init +2 ; Spd 30ft.;Defense 18, Touch 14, Flat Footed 14 (+4 Size, +2 Dex, +2 Natural); BAB +0, Grab -17; Atk +1 Melee (1d4+1 Claw); FS 1ft. by 1ft.;Reach 5ft.; SQ Hive Creature, Blast Vulnerability; AL Neutral, Neutral; SV Fort +0 Ref +3 Will -1; Str 12 Dex 14 Con 10 Int 2 Wis 8 Cha 8
Skills: Survival + 3, Hide +4
Feats: None.
Advancement: None.

The Hormagaunt is single-minded in its engineered purpose of closing with the foe and eviscerating it with its scythe-like claws. They are very fast and seemingly undefeatable, constantly moving in restless swarms that seem to be made of nothing but ripping claws and ridged amour plates. This large beast looks similar to a mixture between a praying mantis and a large dog, with its two sets of upper limbs are equipped with well-developed claws and its lower legs are long and powerful.

Hormagaunt: CR 1; Medium Sized Aberration; HD 2d8+2 ; HP 11; Mass 14; Init +2 ; Spd 40ft.; Defense 14, Touch 12, Flat Footed 12 (+2 Dex, +2 Natural); BAB +1, Grab +4; Atk +4 melee (1d8+3 Scything Talons) or +2/+2 (1d8+2, 2 Scything Talons (DRP 1)); FS 5ft. by 5ft.;Reach 10ft.; SQ Hive Creature; AL Neutral, Neutral; SV Fort +5 Ref +5 Will -1; Str 16 Dex 14 Con 14 Int 2 Wis 8 Cha 8
Skills: Climb + 4, Jump + 4, Survival + 3, Hide +4
Feats: Two-Weapon Fighting
Advancement: By HD

The Termagaunt is agile, fast, cunning and deadly despite its small size relative to other Tyranids, Most commonly equipped with the basic fleshborer weapon symbiote. Similar in size and shape of the Hormagaunt the Termagaunts are used as ranged troops.

Termagaunt: CR 1; Medium Sized Aberration; HD 2d8+0; HP 9; Mass 10; Init +4 ; Spd 40ft.; Defense 15, Touch 13, Flat Footed 12 (+3 Dex, +2 Natural); BAB +1, Grab +2; Atk +2 Melee (1d4+2 Claw) or +5 Ranged (2d6+2 Fleshborer (DRP 2)) ; FS 5ft. by 5ft.;Reach 5ft.; SQ Hive Creature; AL Neutral, Neutral; SV Fort +2 Ref +7 Will -1; Str 12 Dex 16 Con 10 Int 2 Wis 8 Cha 8
Skills: Climb + 3, Jump + 3, Survival + 3, Hide +7
Feats: Point Blank Shot
Advancement: By HD

Genestealers are the vanguard of the Tyranid hive, created to seek-out and undermine potential pray worlds by infiltration. Genestealers are legendarily ferocious close combat opponents, deadly claws, capable of ripping through adamantium.

Genestealers: CR 4; Medium Sized Monstrous Humanoid; HD 4d8+2; HP 31 ; Mass 14; Init +3; Spd 30ft.;Defense 17, Touch 13, Flat Footed 14 (+3 Dex, +4 Natural); BAB +4, Grab +5; Atk +5 Melee (1d6+4 19-20/x3 Rending Claws) or +3/+3 (1d6+2 19-20/x3 Rending Claws); FS 5ft. by 5ft.;Reach 5ft.; SQ Brood Telepathy; AL Neutral, Neutral; SV Fort +4 Ref +8 Will +1; Str 16 Dex 16 Con 14 Int 12 Wis 10 Cha 8
Skills: Survival +2, Move Silently +8 ,Hide +8 , Jump +8 , Climb +10
Feats: Stealthy, Two-Weapon Fighting
Advancement: By Class (Strong/Fast)

Yea i seem 2 be getting some problems! i started writing them on a mac then emailed them 2 a mate who did some alterations then got it back and it was a .wps? and this dosnt open on macs so iv lost my alot of work and the page was jumbled so not shore if these are as i made them :S. Yea another thing i found it hard 2 work out CR's for creatures? any one have any house rules or nething?

well give us any feed back, ill keep doing the rest of the nids, and if ya want ill post them in a word document or something. would b sweet to see them on the 40k website with some other example npcs from other races.

cool, well cya all l8a
Eeto
#74

Skrittiblak

Mar 19, 2005 6:47:40
Current Tyranid rules (they haven't appeared on the site yet - maybe this weekend).

Tyranid Creatures

Tyranid Traits Special Rules
Hive Mind (ex): The Tyranid race has a single cohesive mind, as if it were all one entity, and the mind of this racial being is called the Tyranid hive mind. All tyranid creatures are ‘synapse points’ for the hive mind and can connect to other tyranids ‘synapse point’ simply be being in close proximity to them. Being within this synaptic range allows the two tyranid creatures to be in constant psychic communication. The higher level synaptic creatures effectively command the lower level ones. The synaptic range for the hive mind varies depending on the creature; a Hive Tyrant’s psychic presence extends further than a termagant’s for instance. To determine whether two creatures are affected by the rules for hive mind add the two ranges together – if they are a distance apart equal to or less than their combined synapse range then they are communicating and under the effect of hive mind rules. If one is aware of a particular danger they all are. If one in the group is not flat-footed none of them are. No tyranid in the mind is considered flanked unless all of them are. Genestealers have a much better developed telepathy than most tyranids. For the purpose of other Tyranids they have a synapse range of 200 feet.
Immune to Psychology (ex): Hive Tyrants, Carnifexes, Lictors and Tyranid Warriors are all immune to fear effects. Any hive mind creature within the synapse range of one of these creatures is also immune to fear effects.
Immune to Disease and Poison (ex): Tyranids are immune to all natural diseases and poisons.
Aura of Fear (ex): Tyranids of Large size or larger cause fear as described in the Enemy Without: Demons section above.
Multi-limbed (ex): All tyranids of have six limbs, normally four fore-limbs and two legs but not always. In the case of many forelimbs tyranids can multi-weapon fight in the same manner as humans can two-weapon fight.

Hive Tyrant
The Hive Tyrant is a large and massively powerful creature. It resembles a Tyranid Warrior in a similar way that the Genestealer Patriarch is a larger and more powerful Genestealer, though whether they were deliberately created this way or merely evolved to a higher form is uncertain. Like all Tyranids, they seem able to mutate rapidly, and several different physical characteristics have been reported. The Hive Tyrant is highly psychic, and its relationship to the hive mind is closer than even that of the Tyranid Warriors. Little is known for certain about the complex relationships between these creatures, but some of the Imperial Techno-magi believe the Hive Tyrants are the consort-minds of the hive queen that forms the repository of the hive fleets own collective consciousness. If this is true, the Hive Tyrants embody the hive mind completely, but their destruction does not diminish it in any way.

Hive Tyrant: CR 17; Large Alien Beast (Tyranid); HD 16d10+112; hp 200; Mas 25; Init +6; Spd 50ft; Defense 25, touch 15, flat-footed 25 (-1 size, +6 Dex, +10 psychic forcefield); BAB +16; Grap +30; Atk +24 melee (2d8+8 [drp 5] 19-20, bonesword) or +22 ranged (3d20 [drp 3], venom cannon) or +18 ranged (5d20 [drp 3], venom cannon burst); Full Atk +24/+19/+14 melee (2d8+8 [drp 5] 19-20, bonesword) or +22/+22/+17+/+17/+12/+12 melee (2d8 + 8 [drp 5] 19-20, two boneswords) or +22/+17/+12 ranged (3d20 [drp 3], venom cannon) or +18/+13/+8 ranged (5d20 [drp 3], venom cannon burst) or +22/+22/+17/+17/+12/+12 melee (2d8 + 8 [drp 5] 19-20, two boneswords) and +16/+11/+6 ranged (5d20 [drp 3], venom cannon burst); Reach 10ft; AL: Tyranid; SQ: Tyranid Traits, Synaptic range 500 feet, Fear Aura DC 26, DR/DRT: 20/+2; Alien Hardness: 10; Fort +18, Ref +17, Will +9; Ld +3; Str 26, Dex 22, Con 25, Int 22, Wis 18, Cha 27.
Skills: Concentration +28, Hide +19, Intimidate +28, Knowledge (warp) +28, Listen +31, Move Silently +23, Search +23, Survival +23, Powercraft +23, Spot +31.
Feats: Combat Casting, Multiweapon Fighting, Improved Multiweapon Fighting, Advanced Multiweapon Fighting.
Mutations: Long and Strong Legs, Prehensile Tail
Psychic Powers
The Hive Tyrant can manifest certain psychic powers at will. Using them is a standard action as normal. No psychic check is required. They manifest automatically. The powers are:
The Quickening, Telekinesis, Web, Psychic Scream, Primal Horror*

*Note that since primal horror can be cast at will it is ever present on the Hive Tyrant.


Carnifex
The Carnifex is known as the Screamer Killer by warriors of the Imperium because of the high-pitched scream it makes as it rushes forward, scything its razor-edged killing arms. Its massive, rounded body is extremely tough, having a chitinous hide which protects it from damage and a shape that allows it to withstand tremendous pressures.

A Carnifex is a living engine of destruction evolved for use in shock assaults, space ship boarding actions and massed battles where it can smash through almost any obstacle, whether it is a defensive line, enemy tanks or a fortified position. The assault of these creatures is terrifying to behold: a primeval and irresistable force which smashes men and vehicles aside like childrens toys.

Carnifexes are armed with four great sicle-shaped claws of diamond hard chitin, bone and cartilege. The combined assault of these mighty scythes is powerful enough to rip even through amourplas and ceramite with ease. Carnifexes also have the capacity to energise a form of bio-plasma in their gut via rasping plates in their throats, the source of their high-pitched scream. An electrical field around the claws holds the incandescant plasma ball until it is launched at the target.

Carnifex: CR 18; Large Alien Beast (Tyranid); HD 18d10+201; hp 290; Mas 35; Init +2; Spd 30ft; Defense 11, touch 11, flat-footed 9 (-1 size, +2 Dex); BAB +18; Grap +35; Atk +31 melee (3d100+26 [drp 5], bonescythe) or +20 ranged (2d12 [drp 3], 10ft radius blast, bioplasma); Full Atk Atk +31/+26/+21/+16 melee (3d100+26 [drp 5], bonescythe) or +20/+15/+10/+5 ranged (2d12 [drp 3], 10ft radius blast, bioplasma); Reach 10ft; AL: Tyranid; SQ: Tyranid Traits, Synaptic range 100 feet, Fear Aura DC 23, DR/DRT: 25/+2; Alien Hardness: 20; Fort +22, Ref +7, Will +8; Ld +3; Str 44, Dex 15, Con 32, Int 12, Wis 16, Cha 18.
Skills: Listen +25, Spot +25, Survival +23.
Feats: Power Attack, Cleave, Great Cleave, Endurance, Toughness, Increased Massive Damage Threshold, Alertness.
Weapons
Bonescythe: The Carnifex has 4 electrically charged scythes, one on each arm, but he counts as making a single ‘pinch’ attack with all four. The damage and attack are aggragated as a single attack dealing 3d100 damage plus double his strength modifier. The Carnifex cannot multiweapon fight or otherwise separate the attacks made by individual bone scythes.
Bioplasma: The Carnifex vomits forth this psychic acid. It has a range of 210 feet and can be targeted either at an opponent (using their AC dealing 2d12 damage with no reflex save on the target struck and splashing targets in a 10 foot radius) or against an area of the ground (DC 10) and splashing all targets. If splashed a targets get a Reflex save DC 15 to save half the damage.


Tyranid Warriors
The Tyranid hive fleets consist of millions of space craft, each home to thousands of creatures evolved from the bubbling geno-organs of the ships reproductive chamber. All of these creatures are born to srve the single entity that is the ship, and the ship itself only exists as part of the entity that is the fleet.

All Tyranid creatures are held in a common psychic bond that enables them to act together as one organism. Individual Tyranids have no distinct minds like humans and other creatures. A Tyranid simply fulfils the functions assigned to it by the greater hive mind or overmind. The smaller mindless creatures are unthinking and instinctive, but larger more complex creatures can make decisions appropriate to them.

The Tyranid Warriors are among the most important Tyranids. Not only are they large and powerful fighters in their own right, but they also act as psychic resonators, amplifying the psychic bond of the hive mind and transmitting its power to the smaller, less receptive creatures around them. When the Tyranids begin to swarm the Tyranid Warriors become the focal points of the hive mind. Like officers marshalling their armies, the Tyranid Warriors lead the lesser creatures into battle, directing their troops to the appointed stations in the greater plan.

Tyranid Warriors have a thick chitinous hide and six limbs, four of them taloned claws. They are often orange, pink or red in colour.

Tyranid Warrior: CR 11; Large Alien Beast (Tyranid); HD 9d10+54; hp 103; Mas 23; Init +3; Spd 40ft; Defense 12, touch 12, flat-footed 9 (-1 size, +3 Dex); BAB +9; Grap +17; Atk +13 melee (1d8+4 [drp 0], lashwhip) or +12 ranged (3d12 [drp 3], 20ft radius blast, barbed strangler); Full Atk +11(x6) melee (1d8+4 [drp 0], lashwhip) and +10/+5 ranged (3d12 [drp 3], 20ft blast, barbed strangler); SQ: Tyranid Traits, Synaptic range 100 feet, Fear Aura DC 19, DR/DRT: 10/+2; Alien Hardness: 5; Fort +12, Ref +6, Will +6; Ld +1; Str 18, Dex 16, Con 23, Int 17, Wis 16, Cha 21.
Skills: Hide +13, Move Silently +17, Spot +17, Listen +17, Survival +15
Feats: Multiweapon Fighting, Improved Multiweapon Fighting, Alertness, Stealthy.
Weapons
Lashwhip: The lashwhip does not allow iterative attacks. Instead it grants 3 attacks at the targets full base attack on a full attack action. The Tyranid warrior above has two lashwhips and multi-weapon fighting. He thus can make 3 attacks with each lashwhip he carries for a total of 6 attacks.
Barbed Strangler: Like a Bioplasma attack this attack can be directed against a specific individual dealing 3d12 damage on him for sure and splash to everyone around. Or it can be targeted against a square which has a defense of 10 and only deal splash damage. The reflex DC for half is 15.

Lictors
Lictors rove ahead of Tyranid ground swarms seeking out pockets of enemy resistance to be eradicated and native life forms to be absorbed. Lictors are often referred to by Imperial troops as Spooks or Mantis Stalkers because of their unnerving behavioural patterns and combat techniques. Lictors are intelligent and possess highly developed sensory organs so they can see, smell, hear and taste their prey long before it becomes aware of their presence.

They appear to be a specialist mutation of Tyranid Warriors are are highly adapted to survival in hostile environments and a predator/stalker role. Stalking Lictors exude a pheromone trail which draws other Tyranid creatures in their wake. A larger concentration of prey stimulates a stronger pheromone response and brings a larger group of trailing Tyranids.

Lictors are well adapted for dealing death with a whole arsenal of bio-weaponry which includes mantis-like upper claws, venemous talons, feeder tentacles and barbed flesh hooks. The Lictors feeder tentacles are tipped with sharpened bony plates and are used to lobotomise victims so that the Lictor can absorb their genetic data and immediate memories by consuming their brains. The exceptionally powerful upper claws are edged with fractal chitin and the lower talons have venom channels containing a deadly haemotoxin.

The flesh hooks are the most unusual of the Lictors weapons. They are formed out of carbon-based chitin with a mono-molecular edge and are attached to lengths of exceptionally tough muscle fibre situated between the ribs. The hooks are fired by a sharp intercostal muscle spasm and allow Lictors to snare their victims from a distance. The flesh hooks are sometimes used as grapnels, allowing Lictors to scale vertical surfaces at great speed.

Lictors are covered with tiny chemeleonic scales which shift their colour and texture to match the creatures surroundings. These make Lictors exceedingly difficult to spot except at very close range. The Lictors body gives off little heat and it is capable of remaining completely motionless for days if necessary so even energy and motion devices are often baffled by the Lictors exceptional stealth.

Lictor: CR 11; Large Alien Beast (Tyranid); HD 9d10+54; hp 103; Mas 23; Init +3; Spd 40ft; Defense 12, touch 12, flat-footed 9 (-1 size, +3 Dex); BAB +9; Grap +21; Atk +13 melee (1d10+4 [drp 0], heavy bone claw) or +12 ranged (3d4 [drp 0], fleshhooks); Full Atk +13 melee (1d10+4 [drp 0], 2 heavy bone claws) and +13 melee (1d6+2 [drp 0] 2 light bone claws) or +12/+7 ranged (3d4 [drp 0], fleshhooks); SQ: Tyranid Traits, Synaptic range 1,000 feet, Fear Aura DC 19, invisibility, fleshhooks, scent, DR/DRT: 10/+2; Alien Hardness: 5; Fort +12, Ref +6, Will +6; Ld +1; Str 18, Dex 16, Con 23, Int 17, Wis 16, Cha 21.
Skills: Hide +21, Move Silently +25, Spot +23, Listen +23, Survival +15
Feats: Multiattack, Improved Multiattack, Improved Grapple, Stealthy.
Special
Skills (ex): The lictor has a +8 racial bonus on Listen, Spot, Hide and Move Silently checks.
Scent (ex): See the d20 Modern book page 228. The Lictor’s scent range is extended to 200 feet.
Flesh Hooks (ex): Lictors have flesh hooks which extend up to 30 feet. These hooks can grapple a target and move him towards the lictor at a rate of 10 feet per round. Anyone caught in these flesh hooks is affected by the Lictor’s invisibility and disappears from sight. A lictor has two flesh hooks. If both flesh hooks hit then the lictor gets a +2 circumstantial bonus on grapple checks.
Invisibility (ex): A lictor is permanently affected the invisibility psychic power. Whenever he attacks he becomes visible for one full round. Maintaining grapples do not count as attack actions for the lictor, but initiating one (either by approaching or through flesh hooks) does.



GAUNTS

Termagants
Although smaller in size than many other Tyranids, the Termagant is fast, cunning and deadly. It is commonly called a Hunter-Slayer by the troops of the Imperial Guard. The Termagants powerful body swoops low to the ground for speed, and enables it to follow the narrow arterial passages of the hive ships. Like Tyranid Warriors and Genestealers it has six limbs and a chitinous outer shell which glistens with sticky secretion.

The Termagant is most commonly armed with a symbiote weapon called a Fleshborer, which spits a grub-like nodule which hurls itself at its target, manic jaws whirling and biting like an animated apple core. Its entire life energy is expended in a few brief seconds of destruction.

Termagant: CR 11; Small Alien Beast (Tyranid); HD 3d10+3; hp 19; Mas 13; Init +2; Spd 30ft; Defense 13, touch 13, flat-footed 11 (+1 size, +2 Dex); BAB +3; Grap +0; Atk +5 melee (1d6+1 [drp 0], claw) or +6 ranged (3d6 [drp 2], RoF: single, fleshborer); Full Atk +5 melee (1d6+1 [drp 0], 2 fore claws) and +5 melee (1d6+1 [drp 0], 2 mid claws); SQ: Tyranid Traits, Synaptic range 30 feet, DR/DRT: 5/+2; Fort +4, Ref +3, Will +3; Ld +0; Str 13, Dex 14, Con 13, Int 8, Wis 15, Cha 6.
Skills: Listen +5, Spot +5
Feats: Multiattack, Improved Multiattack.


Gargoyles
Gargoyles are vicious winged monsters that are often the first parts of the Tyranid swarms seen in battle. They range ahead of the swarm either flying in broods or clinging to the bellies of the great Harridan brood mothers as they flap ponderously through the skies. Their primary purpose seems to be seeking out the enemy an sowing terror and confusion amongst them. Thus fire and the flap of the Gargoyles membranous wings procede the Tyranid hordes, driving the enemy out into the open to be absorbed by the swarm.

Gargoyles physically resemble Termagants in many aspects such as body mass, cranial capacity and the configuration of their medial armour plates. This makes it likely they are both evolved from a single creature or that Gargoyles were derived from the Termagants DNA template. Gargoyles have wide leathery wings, raking claws and barbed tails. Though they have six limbs the lower pair have atrophied to little more than stumps. Their jaws have been adapted by a symbiotic creature so that they can squirt flaming bile at a considerable distance. This flame spurt is used to set fires and burn the enemy out of defensive positions.

Their is some speculation as to whether Gargoyles fulfil a specific role on the hive ships - it has been postulated that their purpose is to destroy cancerous growths in the ship with burning fluid and patch wounds with their broad pinions. It is more likely that they flock together in lofty chambers deep in the bowels of the ship and hibernate like Tyranid Warriors. Gargoyles seem so well adapted to bringing terror and death it is hard to imagine them doing anything else.

Gargoyle: CR 11; Small Alien Beast (Tyranid); HD 3d10+3; hp 19; Mas 13; Init +2; Spd 60ft fly; Defense 13, touch 13, flat-footed 11 (+1 size, +2 Dex); BAB +3; Grap +0; Full Atk as a flamethrower; SQ: Tyranid Traits, Synaptic range 30 feet, DR/DRT: 5/+2; Fort +4, Ref +3, Will +3; Ld +0; Str 13, Dex 14, Con 13, Int 8, Wis 15, Cha 6.
Skills: Listen +7, Spot +7
Feats: Alertness, Run



Hormagaunts
Great swarms of Hormagaunts are employed in wave attacks against the enemy in battle, often being used to exhaust the defenders before the main attack is launched. Hormagaunts are extraordinarily single minded in their purpose of closing with their foe and eviscerating them with their scythe-like claws, bounding forward regardless of pain or injury. They are very fast and seemingly indefatigable, constantly moving in restless swarms which seem to be made of nothing more than rippling claws and ridged plates.

Hormagaunts appear to be another genetic manipulation of the Termagant genus. This bio-form is bigger, more upright with the two sets of upper limbs equipped with well-developed claws for ripping and piercing. The lower legs are long and powerful, tucking up beneath the body when the creature is at rest but flicking out to drive it forward in a series of bounding leaps as it attacks.

The Hormagaunt has a simple digestive tract and sustains itself by draining body fluids from its victims. It stops only briefly to feed, however, as its highly active metabolism constrains it to constantly seek out and attack fresh victims.

There have been reports of Hormagaunts being dropped on planets in mycetic spores similar to the drop pods used by Space Marines. Once they have landed the Hormagaunts act as instinctive terrorists, constantly searching for and attacking native life forms. Hormagaunts are also unusual because they appear to reproduce independently of the Dominatrix. They will lay hundreds of eggs
just below the surface of a planet before their short lifespan is over, making Hormagaunt infestation a serious problem on planets raided by the Tyranids.

Hormagaunt: CR 11; Medium Alien Beast (Tyranid); HD 6d10+6; hp 19; Mas 13; Init +2; Spd 40ft; Defense 16, touch 16, flat-footed 10 (+6 dex); BAB +6; Grap +9; Atk +12 melee (1d10+3 [drp 0], claw); Full Atk +12 melee (1d10+3 [drp 0], 2 fore claws) and +10 melee (1d10+3 [drp 0], 2 mid claws) and +8 melee (1d8+1 [drp 0] bite); SQ: Tyranid Traits, Synaptic range 30 feet, pounce, bounding leap, DR/DRT: 7/+2; Fort +7, Ref +11, Will +3; Ld +0; Str 17, Dex 22, Con 15, Int 4, Wis 13, Cha 6.
Skills: Hide +12, Move Silently +11, Listen +5, Spot +5
Feats: Stealthy, Multiattack, Spring Attack.
Special
Pounce (ex): If a hormogaunt leaps upon a foe in the first round of combat, it can make a full attack even if it has has already taken a move action.
Bounding Leap (ex): A hormogaunt can charge up to 3 times his normal move range rather than just twice his normal move range.


Ripper Swarms
As the Tyranids overrun the defences of a planet they rapidly assimilate the genetic imprint and biomass of every living thing on that world. Once all resistance has been eliminated the world is stripped down to bare rock and then all of its moisture, atmosphere and nutrients are absorbed by the hive fleet. In the initial phases of this process millions of voracious Tyranid organisms are released all over the planet. They move across its surface multiplying and consuming everything in their path, leaving an empty and desolate wasteland behind them. Eventually these organisms are reabsorbed by the hive mind and re-evolved to perform different functions, depending on the genetic imprints they have absorbed.

These organisms are extremely varied but amongst the most common are those known to the Imperial forces as Rippers. Rippers have serpentile bodies around half a metre in length which terminate in a broad head. The head portion is split by a broad maw full of row upon row of exceedingly sharp ripping hooks and razor edged bony ridges which it uses to slice and tear organic matter. Rippers are energetic and persistent so they are quite capable of pulling down creatures many times their own size. Huge swarms of Rippers are often seen on the battlefield, advancing on the heels of Tyranid assault forces.

Ripper: CR 11; Tiny Alien Beast (Tyranid); HD 1d10+1; hp 6; Mas 13; Init +2; Spd 20ft; Defense 12, touch 12, flat-footed 12 (+2 size, +0 Dex); BAB +1; Grap -6; Full Atk +2 melee (1d4+1 [drp 0], bite); SQ: Tyranid Traits, Synaptic range 10 feet, DR/DRT: 4/+1; Fort +3, Ref +2, Will +2; Ld +0; Str 12, Dex 10, Con 13, Int 2, Wis 15, Cha 6.
#75

Skrittiblak

Mar 19, 2005 6:49:03
Genestealers will probably merit a whole other section to themselves including hybrids and 'generation' rules.

Hope its useful to you.

EDIT: The CRs are incorrect. I have an updated version somewhere but can't find it anywhere...
#76

zombiegleemax

Mar 19, 2005 12:58:18
Hey Skritt, any chance you have a printable version of this somewhere?

BTW, I am in love with your conversion. I tried to do something similar this summer, but lacked the motivation. Awesome job.
#77

Skrittiblak

Mar 19, 2005 15:04:09
It's being developed as we speak but currently we have only the first chapter.
#78

zombiegleemax

Mar 19, 2005 20:41:24
Just wondering...
Our D20 40k campaign is currently focused on thwarting rebel IGs (amoung other things). What stats would you give to the Imperial Guard?
We were thinking, maybe 2nd level ordinaries for regular IGs, 5th level ordinaries for Sgts, and 6th level (NOT ordinaries for) Vet. Sgts, as it takes something truly special to end up a) a sergeant, b) surviving long enough to be a veteran sergeant.

Are we right?

Also, does anyone have any ideas for stats for Metal Storm, Kraken, or Hellfire (...etc) ammo for bolt weapons?
#79

toptomcat

Mar 19, 2005 21:16:24
I am not Skritti but I will give a few suggestions.
3rd level Strong/Tough/Fasts for ordinary Guard, 6th level Strong2/Tough2/Fast2 ordinaries for Sgts, and 6th+ level variable-build heroes for Vets. Adjust as needed for specifics: add a level of Strong for Hardened Fighters, for example- or add a level of Fast for Light Infantry.
#80

zombiegleemax

Mar 19, 2005 23:59:29
Just wondering...as I don't have in my possesion (currently), any BFG ships, could someone furnish me with 3D dimensions (to the nearest inch) of BFG ships? Also, does anyone have any idea as to Nicassar stats? I ran across the Dhow stats, and, since Tau are going to crop up in my campaign soon, I will need stats for citizens of the Empire.
#81

Skrittiblak

Mar 20, 2005 9:06:37
Both of your outlines look pretty good for Imperial Guard.

For a truly tough veteran sergeant you could even give him more heroic levels than 6; or perhaps give him some levels in an advanced class (like soldier) or accompany him by an ogryn with the 'bodyguard' class.

That may be nigh unkillable for mid-level heroes though.

As for the Nicassar, I'm afraid not only do I not have stats for them, but I also haven't the foggiest what a Nicassar is...

Their ships appeared as part of the Tau empire in BFG but they never appeared in 40k. According to Gavin Thorpe however they can't survive in normal gravity conditions so they wouldn't be able to make an appearance in the 40k tabletop battlegame.

Its not a lot of information to go on; but I'm imaging them as some light-framed, zero-g psychic creatures with really huge fragile heads. But really its up to you.

Ultimately these things exist only as ships for BFG so how you choose to portray them in your game is your call - especially since there's no 'official' resources to rely on.
#82

Skrittiblak

Mar 20, 2005 9:08:33
Metal Storm, Kraken, or Hellfire (...etc) ammo for bolt weapons?

I believe the sage and brilliant Toptomcat has an Inquisitor conversion a few pages back which includes these ammo types. Let's have a look...

EDIT: He did indeed!

Hellfire bullets do +1 per die acid damage. Inferno bullets do +1 per die fire damage. They cannot be stacked and are Purchase DC +2.
Kraken Penetrator bolt rounds are Hi-AP rounds.
Metal Storm frag shells are Scatter Shot for ordinary boltguns, and are effectively Flechette ammunition (see above)

Good going TopT!
#83

zombiegleemax

Mar 21, 2005 1:22:07
Thanks to all!!!
Might note that there are other ships for the BFG tau than just those done by Forge World (tho' they appear to only be sold in the U.S.A. ).
No idea as to rules for them...

Just bumping the part of my earlier post about ship sizes to the nearest inch, as we're currently using cubes/rectangles of card for ships, and I need to know for everything!

Fantastic work, guys!

P.S. I don't think that a lvl 6+ vet.sergeant with Ogryn bodyguard is going to be a problem for my group-the current record ammont of damage delt in 1 round by just 1 of them is 96hp .
#84

zombiegleemax

Mar 22, 2005 15:26:47
I'm just a little worried about the psychic drawbacks. Here's two specific concerns and some possibilites.

Seems to me that (1) having to roll a power check and (2) having the chance of losing your character to a daemon everytime you use one of of your stronger powers balances out the fact that psychers can wear armor.

Also, I'm worried that Mystic psychers are unduly hurt by this. It is difficult to use your powers to become a melee powerhouse when u have all these penalties to your physical stats. Yet this is the bread and butter of cleric-type divine casters in D&D.

Maybe if a character didn't add his/her level to psychic sense checks, the ability penalty's wouldn't be warranted? Then the dc's would have to be adjusted slightly.

Another possibility. Maybe certain feats are required to use Arcane/Innate powers while armored. They could be modelled after the similiar ability the Warmage and other classes get?
#85

FLAKPANZER

Mar 22, 2005 16:30:19
Great job with this Skrittiblak.
#86

Skrittiblak

Mar 23, 2005 13:24:29
Another possibility. Maybe certain feats are required to use Arcane/Innate powers while armored. They could be modelled after the similiar ability the Warmage and other classes get?

Since the tabletop battlegame almost exclusively features armoured psykers its a safe assumption that there's no special difficulty associated with wearing armour.

I understand what you're saying about the Mystic psyker (Seer Advanced Class).

However they get more HP (1d8 instead of 1d4) than all the other psykers and they also have 3/4 BAB instead of 1/2 BAB.

That's pretty good. The 'toll of psyking' is heavy; but remember powered armour boosts physical stats and that you only take the penalties in the stats you don't like.

A Mystic Melee Powerhouse could suffer points in Dex and Con and still retain a very impressive Strength (and obviously BAB). A Mystic Sniper (what a word...) might retain a high dex and suffer penalties to Strength or Con. A Mystic Meatwagon might keep his Con high.

I had considered dropping 'The Toll of Psyking' for the Seer class because Cleric's in D&D can wear armour.

Ultimately however Mystic powers are not that much weaker than Arcane powers and I just felt by doing that I was unduly favouring the Seer advanced class versus the Warlock and Magos advanced classes.
#87

ymdar

Mar 24, 2005 6:32:52
This is amazing! :D
#88

zombiegleemax

Mar 25, 2005 11:52:44
Because I feel that all your hard work needs to put to test I am thinking of running a 8th level Inquisitor and/or Space Marine campaign. If I was to start one up (I would need about 4 to 6 people) and write up an adventure or two would anyone at all be interested in playing?
#89

gunrock

Mar 25, 2005 12:25:28
I'm interested. I'm not sure if I can play, but I'm deffinately interested.
#90

toptomcat

Mar 25, 2005 12:28:14
I would be interested, and I can play.
#91

ymdar

Mar 25, 2005 14:21:15
I'd be interested too. I only have to read the material presented
And uh...I may have some problems with the roleplaying parts. (English is not my mother tounge ) If that's no problem with you...I'm in :D
#92

zombiegleemax

Mar 25, 2005 14:54:27
English is not my mother tounge

No problem at all, your English is pretty good, much better than some people on the Internet.

So that's 3 people interested. One more and I'll make a post in the RP forums.
#93

zombiegleemax

Mar 26, 2005 1:41:46
I was just thinking, Skriti, you should add a sanity point system. I mean, if a warp horror ripped a hole in reality and pulled its bloated, sickly-green decaying flesh through this point sigularity that defied time, space and pyhsics, and then proceeded to give me the finger before liqefiying (sp?) into a large blob of off-white Jello(tm) I would be slightly disturbed.


(Yes, I have been reading H.P. Lovecraft, why do you ask?)
#94

toptomcat

Mar 26, 2005 1:54:21
HAH!
Very strange you should ask. Our online game was going to use the Unearthed Arcana Sanity rules, for a time.
#95

gunrock

Mar 26, 2005 8:16:11
I was just thinking, Skriti, you should add a sanity point system. I mean, if a warp horror ripped a hole in reality and pulled its bloated, sickly-green decaying flesh through this point sigularity that defied time, space and pyhsics, and then proceeded to give me the finger before liqefiying (sp?) into a large blob of off-white Jello(tm) I would be slightly disturbed.


(Yes, I have been reading H.P. Lovecraft, why do you ask?)

Frightful Pressence seems more appropriate to me. Sure, I'll be disturbed right now, but I'm a big bad Space Marine that fights the forces of the chaos gods about twice a week.
People can get used to almost anything given some time. Especially the heroic percentage that makes up PCs (and that Lovecraft never touched upon).
#96

Skrittiblak

Mar 26, 2005 14:06:40
Because I feel that all your hard work needs to put to test I am thinking of running a 8th level Inquisitor and/or Space Marine campaign. If I was to start one up (I would need about 4 to 6 people) and write up an adventure or two would anyone at all be interested in playing?

I would love to participate in such a game. Might I reccomend PMing Leaping Shark about starting it in his brand spanking new d20 Sci/Fi Forum here at the Wizards boards?

Alternatively you might wish to start one in the d20 Modern Adventures board. There are few rules there. Just post an adventure and roll with it!

===================================

SANITY

Initially I was going to include rules for Sanity checks, particularly since Chaos and the Warp really lend 40k to a Horror-Sci/Fi setting. On the other hand I found that it was just an extra rule to remember and I ended up using it too infrequently.

Ultimately sanity can be represented by making Will saves without having to create the infrastructure for a specialty rules system specifically designed to handle mental stability under particularly disturbing/scary/stressful circumstances.
#97

zombiegleemax

Mar 27, 2005 1:13:17
I'm composing a message to LeapingShark. I realized that I have yet to create a name for the campaign. Hmmm, I'm going to call it "The Chosen".

Allright, I'm setting the max at 6 players. I need AT LEAST one Inquisitor.

The Inquisitor recieves a message from the Adeptus at Terra to check an Earth-sized agriworld. The Inquisitor is told that Kyria's last tithe was 'lacking' and that he should put the fear of the Emperor back into the planetary governor. He is given a small retinue of Adeptus Astartes (Space Marines) and shuttled down to the planet from his small craft (parked at the Orbital Space Station).

The Inquisitor enters the governor's court unhinderd, his appointment is his supreme authority. Before the Governor (A plain looking, if somewhat short man, 5'9", sandy hair, hazel eyes) is a cloaked figure. As the Inquisitor enters he feels something strange, a almost tangible twisting of the Warp. The figure swivels around and gazes out from under the cloak at the Inquisitor. Two piercing, hypnotic red eyes stare past the armour and the flesh and look right into his soul. The figure brings up it's hands and pulls the hood back, revealing...

Allright, I'm going to stop there, do not want to reveal to much ^_^

Character creation is 4d6 drop the lowest 7 times. Discard the lowest result. Space Marines add the sickeningly amazing modifers they get. More than one Inquisitor is allowed. All marines must be of the same Chapter. Which can be decided later (If no one cares enough to choose, I would like to use the Knights Templar. The Knights Templar are to the Ordo Hereticus as the Grey Knights are the Ordo Malleus).
Everything else is by the book.

Sound okay?
#98

Skrittiblak

Mar 27, 2005 2:30:45
Sure sounds great. I'd be interested in snagging the role of the Inquisitor. I'd also be interested in having a personal retinue. Not in the sense of NPCs but on the off-chance the players would like to play non-space-marine characters they can be my personal companions I've selected for their unique skills.

Ordo Hereticus it is! I'm going to start building a character soon. I'll PM you when I'm done.

-Skritti

EDIT: I was considering playing the role of a Xanthist Inquisitor:

Show
Xanthites
Xanthism is one of the oldest philosophies of the Inquisition, named after Inquisitor-Master Zaranchek Xanthus who was executed as a heretic in the early 32nd millennium. Xanthus was accused of Chaos worship, and although he professed his innocence strongly, he was eventually burnt by a team of fellow Inquisitors. throughout, Xanthus had maintained that he remained pure, though he admitted that he did on occasion utilise the forces of the Warp and Chaos to achieve his goals. It was his firm stance that such power could be harnessed without the spiritual corruption of the wielder that was to be later picked up on by other Inquisitors. It is the ultimate goal of the Xanthites to harness the power of Chaos for Mankind. They believe that Chaos cannot be defeated, for it is merely a reflection of humanity itself. However, those energies and powers created by its existence can be turned back for the benefit of humanity, rather than being an enemy. This does not mean that they advocate giving in to Chaos, but rather to capture the essence of Chaos and turn it to useful rather than destructive purposes. In the same way as the Warp (and so Chaos) allows Warp travel, Astrotelepathy and psykers to work on Mankind’s behalf, so too can other facets of Chaos be controlled, tamed to the Emperor’s Will by the Xanthites. Xanthites investigate all aspects of the Warp and Chaos, investing its power into themselves where possible, destroying it only when necessary. They will use Chaos-tainted artefacts, daemon-weapons, books of Chaos lore and other heretical items, utilising the powers and abilities of these weapons and tools to combat the incursions of Chaos, heretics and aliens. Xanthites are commonly seen amongst the Inquisition as arrogant and dangerous, toying with powers they do not fully comprehend. Puritanical Inquisitors have a particular loathing for Xanthites, who they see as the most dire. However, as one of the oldest philosophies of the Inquisition, and including among their number some of the most learned and powerful Inquisitors, it is a brave or rash Inquisitor who will stand alone against the Xanthites. Most often, as was the case with Xanthus himself, a cell of Inquisitors will form a common cause against a particular Xanthite in an effort to expose his perceived heresies and to deal justice. Their dealings with daemons and the Warp leads many Xanthites and Horusians to become members of the Ordo Malleus, and they quite frequently build up associations with Chaos cults. They have been known to create sects of their own which are concerned with unravelling ancient mysteries and delving into arcane lore and knowledge.
#99

ymdar

Mar 27, 2005 6:26:19
I'll be a Space Marine (of course. I'm a HUGE fan of Ian Watson's WH40K novels). Since Space Marines have a LA +5, my 'build' will be a Strong2/Fast1 :D (I'll go for Helix Warrior or Gunslinger later)
Details will be PMed when I'll finish it. Starting Equipement?
Details on Knights Templar?
#100

gunrock

Mar 27, 2005 9:44:19
I'd also be interested in having a personal retinue. Not in the sense of NPCs but on the off-chance the players would like to play non-space-marine characters they can be my personal companions I've selected for their unique skills.

I was thinking of making a Tracker type character using the Outcast background and the Scent mutation. A being dedicated to finding a target so that it can be dealt with appropriately. And one that can go places a Space Marine would simply blast his way into.
If this is a bad idea then uber-death machine Space Marine, here I come. If this is not a bad idea then I'd like to build it.
#101

Skrittiblak

Mar 27, 2005 15:46:19
I was thinking of making a Tracker type character using the Outcast background and the Scent mutation. A being dedicated to finding a target so that it can be dealt with appropriately. And one that can go places a Space Marine would simply blast his way into.
If this is a bad idea then uber-death machine Space Marine, here I come. If this is not a bad idea then I'd like to build it.

I really dig that idea, but we'll have to see how our GM feels. He's definitely the kind of character my Inquisitor would want on his retinue. A human 'bloodhound' of sorts. Cool.
#102

gunrock

Mar 27, 2005 15:50:16
A human 'bloodhound' of sorts. Cool.

Exactly. :D
I really dig that idea, but we'll have to see how our GM feels. He's definitely the kind of character my Inquisitor would want on his retinue.

Excellent. I'm glad there won't be any problems with your end of it, and that it is true to the setting. As long as I get to build it, all is right.
#103

zombiegleemax

Mar 27, 2005 18:43:51
Regarding Mutations:
Space Marines cannot have any mutations (good or bad) as they have been screened before being indocrinated. Any mutations must be minor and subtle.

Regarding Cybernetics, Bionics and Gene Therapy:
Space Marines cannot have cybernetics. Obviously Techmarines are the exception to this rule. Any character able to purchase them can have Bionics (For a Space Marine it would be like your Chapter made one, however to balance the game you must still buy it). Any character, except Space Marines, who can afford it may undergo Gene Therapy.



One of the intersting things about Inquisitor games is that an Inquisitor has the authority to walk into an armoury and pull Lascannons off their racks without paying. As such, all members of the warband have access to ALL IMPERIAL WEAPONS, eventually.

At the beginning the Space Marines are either equipped with a bolters or a bolt pistol, as well as a Chainsword. One Marine may have a melta or plasma weapon, another marine may have a heavy weapon (this will be kept in the Inquisitor's shuttle until needed). The Inquisitor can have any Imperial weapons, but must purchase any Xenos tech (including Jokera digi-weapons). Inquisitors, please to do not purchase heavy artillery, you won't have the room to use it anyway. . Warband members have the same restrictions as the Inquisitor. Oh, and free monodaggers for all!

Space Marines would have Tactical Power Armour. I will outline the Knight's Templar in another post, a little later. But...
The Knights Templar has a very pure geneseed, almost every organ has survived the test of the millenia, only the Phase 19 (Betcher’s Gland) implant has mutated beyond use. The Phase 15 (Neuroglottis) only provides a +1 to survival checks and Phase 12 (Sus-an Membrane) implant is currently inactive (but is still implanted). They have the same bonuses as the Black Templars chapter.

Backgrounds:
Adeptus Mechanicus - 'Cause
Administratum - Someone has to make sure those Adeptus follow the rules
Adventurer - 'Cause
Archiver - Invited to record the story of a legend to be.
[insert noun] Worlder - Your special skills have caught the eyes of the powers that be.
Imperial Guard - Inquisitors have the authority to requisition anyone they want.
Law Enforcement - Same as above.
Magos Biologis / Medic - Even the most skilled warriors incur injuries.
Outcast - Some are recalled, some seek redemption, others wish to set wrongs right.
Psyker-Child - Misunderstood, you lived alone, or at least cut off from humanity, but after the teachings of Scholastica Psycana you understand how must contribute to humanity.
Religious - When the word is not enough take up the sword!
Underhiver (Gang Member) - Though uncivilized some are skilled.

Umm, I don't think it needs to be said but, everything about your character should be 'good'. No daemons, no warp mutations, no tentacles, no horns, you get the idea.

And Skritti, that non-combat build is fine.

If anyone has questions about the campagin feel free to contact me at rwijub(at)gmail.com

More information to come later.

More EDITS:
I know that Marines get their gear from the Chapter, but do Inquisitor's purchase their gear? Or can they just take anything they want?
#104

Skrittiblak

Mar 28, 2005 0:01:56
I know that Marines get their gear from the Chapter, but do Inquisitor's purchase their gear? Or can they just take anything they want?

Inquisitors and Space Marines both have to purchase gear for reasons of game balance. However a first level Inquisitor gets the 'Inquisitorial Seal' class ability that grants him a +10 bonus on all Requisition checks (see d20 Modern book) and allows him to treat Requisitioned items as acquired items (eg: he doesn't have to return them). This is to represent his powers of influence.

Likewise we can expect Marines also to requisition such gear as Powered Armour and Boltguns. This gear doesn't belong to them though, it belongs to the chapter.
#105

ymdar

Mar 28, 2005 2:52:14
And when will we be seeing a .pdf or at least a .doc or .rtf version?

EDIT: I think I can make a .rtf version myself
#106

toptomcat

Mar 28, 2005 7:14:48
I'll be in with a Space Marine Tough Hero 3 going Thrasher.
Skritti- is the Flamer Medium or Large?
#107

zombiegleemax

Mar 28, 2005 13:06:11
Inquisitors and Space Marines both have to purchase gear for reasons of game balance. However a first level Inquisitor gets the 'Inquisitorial Seal' class ability that grants him a +10 bonus on all Requisition checks (see d20 Modern book) and allows him to treat Requisitioned items as acquired items (eg: he doesn't have to return them). This is to represent his powers of influence.

Likewise we can expect Marines also to requisition such gear as Powered Armour and Boltguns. This gear doesn't belong to them though, it belongs to the chapter.

'K.

Requisition Roll for Space Marines:
1d20 + 8 (Character Level) + (Misc Mods)

Requisition Roll for Inquisitors:
1d20 + 8 (Character Level) + (Misc Mods) + 10 (Inquisitorial Seal)

Requisition Roll for others:
1d20 + 8 (Character Level) + (Misc Mods)

There was a 'Table o' Requisition Modifiers' here, but it refused to format properly. Please refer to file 'msrdequipmentbasics.rtf' for requisitioning rules.
Unless there are requisition rules on the website, in which case I am a blind moron.

Regarding action points: Find out how many you would have if you had not spent a single one, and then half that number. This is your action point total.
#108

ltdeathsauce

Mar 28, 2005 20:41:58
I didnt say anything
#109

zombiegleemax

Mar 28, 2005 20:46:08
Ltdeathsauce: 'K.

That gives us, two marines, a techmarine, a tracker type dude and an inquisitor.

I was wondering. Should we use the point buy method outlined on http://www.geocities.com/skrittiblak/charcreation/ccsummary.htm or should we roll 4d6.takeHighest(3) 7 times?

Err...and, Skritti, do you have a character sheet built yet? Or should I try and edit the d20 modern one?
#110

ltdeathsauce

Mar 28, 2005 20:52:55
I editted above, think a terminator would be okay?
#111

zombiegleemax

Mar 28, 2005 21:07:41
If you could manage to requisitition the Terminator/Tactical Dreadnought armour (Which are the EXACT SAME!!!), the storm bolter and w/e else you want/need.

Another thing to the powers that be (TopT and Skritti), the Powered Armour has a alot of stuff in it. Auto-sense, like 5 different vision modes (Infrared being just one) and other cool things. (Personal communicators, air scrubbers, speakers). Should I use the gadget system to build a 'correct' power armour suit?
#112

ltdeathsauce

Mar 28, 2005 21:42:28
For the gadgets, Id just put everything in it, and recommend that it's added to the armor.
no matter how much equipment you pile on, it shouldnt put the DC op any past what it already is.

Also, skritti added Tac Dread and Dread armor as seperate so that there were more then one kind of SuperHeavy Armor.
#113

ltdeathsauce

Mar 28, 2005 23:08:12
character is up, and has armor!
#114

zombiegleemax

Mar 28, 2005 23:19:40
All righy, on a different topic.
I began transferring the website into .rtf documents. As I was doing so I discovered hideous, hideous grammatical flaws. Everything will be good for the .rtf though.
[insert 13 lines of manical laughter]

EDIT:
Errr... Lt. how do you plan on using two power fists and a storm bolter?
#115

lord__mccraggeasp

Mar 29, 2005 1:04:45
Maybe he has an integral storm bolter in his powerfist? Or maybe he just stole the Gauntlets of Ultramar from Marneus Calgar? Anywho, I'll have my marine ready momentarily. I take it we're using the Flesh Tearers Chapter (From Death Sauce's post)?
#116

zombiegleemax

Mar 29, 2005 2:08:44
*pokes Deathsauce*

The Knights Templar has a very pure geneseed, almost every organ has survived the test of the millenia, only the Phase 19 (Betcher’s Gland) implant has mutated beyond use. The Phase 15 (Neuroglottis) only provides a +1 to survival checks and Phase 12 (Sus-an Membrane) implant is currently inactive (but is still implanted). They have the same bonuses as the Black Templars chapter.

The marines are from the Knights Templar. They are to the Ordo Hereticus as the Grey Knights are to the Ordo Malleus.

I originally wanted to use the Black Templar bonuses but I realized that the Knights Templar were more 'Inquisitive', they are not a scapel, to be aimed by the Adeptus.

Knights Templar focus to rooting out heresies, and stamping them out. Millions have died in their purges, falling before the holy bolters of their chapter. Entire worlds have burned, entire systems have been silenced, but this is just a beginning, for the Knights Templar have been given a task so immense that they will never finish it.

The Knights Templar are less orthodox in their methods, deviating from Codex procedures as needed. Their actions portray them as more fanatical than any of the other chapters, but in reality they are enjoy their task no more than any other chapter.

The Knights Templar are divided into 10 companies. The 1st Company is an elite Terminator company, only the best are inducted into this company. The 10th Company is home to the recruits of the chapter. The 10th is commonly referred to as the Scout Company.

Each Company has their own complement of attack and support craft and warmachines. The Knights Templar have exactly 1000 marines at any given time. When a marine is KIA a scout who is ready to advance becomes a marine and the search for a new recruit begins.

At any given time three or more companies will be located on the Chapter's homeworld of Nerisca IV. The Chapter also has strongholds on Tetran III and Huranis IX. Huranis IX is an ice world, located on the edge of the Huranis system, it has surface temperatures of 40-100 K during the 'night'. Each stronghold usually has a company garrisoned there. All 5 of the garrison companies are always ready for action should the Ordo Hereticus require it.

The other 5 companies roam the galaxy in their strike craft. Moving from system to system. Insuring that tithes are paid and that proper respect to the Emperor is observed. Many squads of Knights Templar are 'loaned' to Ordo Hereticus Inquisitors. Strangly enough, the Knights Templar have an abnormally high number of psykers in their ranks.

Knights Templar gain:
+2 to Knowledge (Chaos) checks and +2 to Knowledge (Warp) checks OR +2 to Knowledge (Chaos) checks and +2 to Knowledge (Psychology) checks

Knights Templar are known to be silent, cold and efficient warriors. To date no Templar has ever died. The Ordo Hereticus and the Chapter note the Marine as Missing in Action, rather than Killed in Action.
#117

zombiegleemax

Mar 29, 2005 2:12:31
I'll edit the above when I make more stuff up. In mean time, please use the point buy method describes on the webpage. HOWEVER! If you wish you may roll. Your choice, however, you must stick with the option you choose.
#118

zombiegleemax

Mar 29, 2005 11:11:43
Hey folks,

I would love to get in on this. I've been a 40K fan
since the days of Rogue Trader. If there are no
objections, I'll work on a character this evening
and get it posted up later tonight.

I have only had a chance to look over the rules
on the website briefly, but I'll do that over the
next couple of hours and get familiar.

I didn't see a Commissar in a brief glance of the
website as a something that was detailed, but if
if Skrittiblak has some notes on how a Commissar
would work, and if lonesoldier says it's OK, I would
love to play that. If not, I'll work up Space Marine
character.

Lonesoldier - I forwarded you an email as well.

Thanks.
#119

zombiegleemax

Mar 29, 2005 14:35:23
Mumakil I sent you a reply.

NO MORE PEOPLE! We are full, 8 players was more than I wanted in the first place. I guess I will have to make the campaign that much harder...

Since LeapingShark is a big meanie and won't respond to my PM I'm going to create the board in "d20 Modern Games". I'll give you guys the URL once I get the thread up.
#120

zombiegleemax

Mar 29, 2005 15:06:40
Thanks Lonesoldier.

I sent a response email.

I'll play either a Commissar character, or another
Space Marine for the squad. Whichever character
will fit better into the campaign. I'll enjoy either
one.
#121

Skrittiblak

Mar 29, 2005 15:46:44
Stop!

Ok everyone. We shouldn't really be voicing or responding to character-related questions here. (Except I\ll answer TopT's flamer question cuz I like him and his question is easy: 'medium').

We shouldn't be posting character sheets here. Its my fault cuz I started by writing my build; but we're having the effect of veering this generally off-topic which was to get some feedback, additions, advice on the website.

Soon the pregame setup will be up and we'll all be able to ask all the questions we want and get all the answers we want regarding lonesoldier's game.

Whooo.... sorry to be a party pooper....
#122

zombiegleemax

Mar 29, 2005 15:48:36
XD Reply sent, Mumakil.

Okay we actually have 7 people:

Slot 1) Gunrock (Tracker)
Slot 2) Toptomcat (Space Marine)
Slot 3) Ymdar (Space Marine)
Slot 4) Skrittiblak (Inquisitor)
Slot 5) Ltdeathsauce (Space Marine)
Slot 6) Lord__McCragge=ASP= (Space Marine)
Slot 7) Mumakil (Commisar or Space Marine)
Slot 8) OPEN!

I'll open an 8th slot. I'm hoping that the 8th player will be Marine, that way we will have 5 or 6 marines (which is about a squad). So, I have posted the thread up at this URL. Post your character sheets.

The fight for the Emperor's soul:
http://boards1.wizards.com/showthread.php?t=403873

M4d n1nj4 3di7z:
Skritti's right. I have effectivly de-railed this thread. All questions about the game, character sheets. Meaningless chatter, etc should be posted in the pregame setup thread.
#123

ltdeathsauce

Mar 29, 2005 17:16:56
Right, sorry skritti
#124

toptomcat

Mar 29, 2005 18:12:27
Nit-pick: the bonus the Occulobe grants to Spot checks should probably be racial, not innate.
#125

zombiegleemax

Mar 30, 2005 3:23:00
I can't play, but would like the adventure, once you're done writing/playing it-my group (by virtue of living within a block of each other), can manage 8 hour sessions-so writing that ammount of material every week can be a real killer!
#126

toptomcat

Mar 30, 2005 7:12:54
Nit-pick #2: the vehicles all have maximum Hit Points for their Hit Dice. Is that intentional?
#127

Skrittiblak

Mar 31, 2005 4:17:02
TopT's nitpicks...

1.) You are probably correct, since its a racial trait... I can change that.

2.) That's intentional. I've altered War Machines to make them functionally more similar to Starships.
#128

ltdeathsauce

Mar 31, 2005 23:20:35
dont know if you know this already, but the "other war machines" section is a little funky.

the title for the page is imperial war machines, and the Tetra's make a reference to Khans giving strength boni after their stat block.

cheers


EDIT:
also, the vehicle main page is titled "starships of the dark millenium"
#129

derlykanthrop

Apr 01, 2005 2:13:44
Will there be a "Creatures" section or something similar, covering all kind of nasties like Tyranids, Daemons, etc. ?
I'd really like to see d20 stats for the Lord of Change and Eldar Avatar :D
#130

toptomcat

Apr 01, 2005 7:04:08
Yeah. Page-title problems are a problem. Other areas:
The Mutation General Rules and Formats page is titled Hiding Physical Deformities.
I'll edit this to include more when you get your bandwidth back. :D
#131

ikkaan

Apr 01, 2005 10:05:58
I love what Skritti has written, but i feel a little lost (i have to wait gamemastering in my group since we´re occupied with playing an other campaign)...i miss the old cash-counting for instance...it may be nostalgia, but keeping track of money was easier for me. And the armor-system is very complicated....my wishes would be that items should have an alternate price in credits/dollars whatever and that the ranged-combat armor system is broken down in a easier manageable way...but maybe i ask to much.
#132

zombiegleemax

Apr 01, 2005 12:52:19
Are you guys having problems with bandwidth?
I have two extra 100 megabytes web space that is basically empty. The PHP/MySQL database is a nazi, but I don't think that matters for you. The URL is like:

http://lonesoldier.freespaces.com/ (This has my name, not as good)
http://worldforge.freecoolsite.com/ (Better)

I do not use these any more. If you want to move in, just ask and I'll clean out my old web page and you can just import your files in.

Worldforge, the second URL, supports FTP!!! I think you need FTP.
#133

xrp3_robot

Apr 01, 2005 13:51:17
Hey Skrittiblak, are you going to make stats for the Tau's armor or the drones that the Tau use? I can post the non d20 stats if you want.
#134

lord__mccraggeasp

Apr 02, 2005 8:51:47
A few comments and questions about Ogryn.

First they seem nearly unplayable. Not because they are over-powered, but because they are severely penalized for very little gain. It looks as though you have based them on Ogres, but have an additional -4 to their Wisdom. They may not be intelligent, nor socially adept, but they are competent warriors. You even have some as bodyguards for hq units (I forget the name of the Ogryn bodyguard and the Catachan Special Character he guards).

As written they gain +0 overall for their stats. Anyone whose played an Ogre and didn't roll six eighteens knows that a -4 to Int and Cha is a huge step to overcome, and adding a -4 to their remaining mental stat almost guarantees that they won't see the light of play.

Another thing is that in modern creatures who are played by PCs receive no Racial HD, they simply use the LA given. You would still receive the BAB and Saves from those Monstrous HD, you would simply gain them as Racial Bonuses. Putting them on Racial HD and the level adjustment gives makes their Stat situation even more apparent. I couldn't justify to myself playing an Ogryn with one level of a class compared to an Imperial Guardsman with his standard issue flashlight and pointy stick.

Also by penalizing their Wisdom you make anyone who thinks of playing one nearly incapable of getting burst fire (Wis 13 needed). As they receive Ripper Gun Proficiency, which only fires on Auto, it would be nice to have Burst Fire as an option. In addition to this you may wish to give them Advanced Firearms Proficiency as a bonus feat. The reasoning behind this is that the Ripper Gun fires only on auto, plus this way Ogryns needn't gain proficiency with all firearms (by taking PFP) in order to utilize their preferred weapon to it's fullest. This will aid them in gaining more melee oriented feats to accentuate their high strength.

I've tried making an Ogryn in a few different ways, all based on a 32 point buy. In order to make one who can tie his own shoes, my Physical Stats suffered horribly. Even in 40k you need a Cha higher than 6, and to make yourself useful you need a usable intelligence and wisdom for making decisions. By removing the penalty to Wisdom this will be mostly cured.

Another thing is their Charisma. It isn't strictly their physical beauty, but their Physical Presence and confidence in themselves. You could remove the negative 4 to Charisma and replace it with penalties to dealing with non-Ogryns in social situations. That way the big powerful Ogryn with his Ripper Gun can still Intimidate the gretchin with a dagger. Ogryn shouldn't be penalized on their Cha for the same reason Orks gain bonuses. It's the Orks confidence in himself and his ability to cow the rest into following him that grants him that bonus to Cha.

You may also wish to consider allowing them the human skill points per level as they are mutations of humans, aren't they? I've never flipped through a Guard codex to check. In all the builds I made for an Ogryn I was trying to get it into the Thrasher Advanced Class (A natural for the Ogryn right?). It took a full SIX levels of Tough in addition to their Racial HD and Level Adjustment just to Qualify for it. I had the 6 ranks in Concentration (Tough ONLY) and Survival. He also had another 4 skill points remaining and spent them on Spot. So at eleventh level he could get his first level in an advanced class? That just seems wrong. Due to their lack of skill points and Intelligence penalty Ogryns will not be able to enter any advanced class before tenth effective level. This, of course, is going on the assumption of most advanced classes requiring 6 skill points in multiple (2+) skills to enter. There are some like Soldier that work off of 3 skill points. Soldier is made for Strong characters to get into as soon as possible and so take into account their pitiful skill points per level so the prerequisite number is lessened to 3.
Characters should be able to gain an advanced class by taking three classes and penalizing all of a races mental stats veritably insures thay won't be able to.


Again trying to base Ogryn off Ogres, I think their Con could stand to be +8. Don't all Ogryn have multiple wounds in 40k? 2 or four? I know the special one may be an exception, but I believe he does have 3 or four wounds. That deserves a substantial constitution increase to represent. They should also average out stronger and tougher than any space marine.


Finally their Str should be able to make them simply stronger than any human and space marine. Giving them a +12 to Str will allow them to supercede any human's starting stat on a point buy just b leaving it as an 8 in the str (giving them a 20). That seems a little more appropriate for their Strength. This will also keep their natural Strength above that of Space Marines in their power armor. As it should be. Though they could easily be monstrously powerful, they will then lose out on their other stats by pumping so many points into str. As for rolling their stats up, keep in mind the rest of the players will be rolling their stats too. So SMs with natural 22 strs won't be too uncommon. That's then a 24 in their armor, well the Ogryn is still over powering them at 30 cause he rolled an 18 too.

In short Ogryn are too difficult to make into a playable character that can still take advantage of their High Strength Bonus. STR should not be their dump stat, just so they can make halfway intelligent decisions.


Taking a 32 point buy to make an Ogryn as they are currently:

Str: 25 (8pts)
Dex: 10 (4pts)
Con: 19 (8pts)
Int: 8 (4pts)
Wis: 10 (6pts)
Cha: 6 (2pts)

Boo. He's no Stronger or Tougher than any self-respecting space marine. He's alos horribly inept at carrying himself with any confidence.

Taking a 32 Point Buy to make an Ogryn with the changes I've suggested:

Str: 26 (6pts)
Dex: 10 (4pts)
Con: 23 (8pts)
Int: 8 (4pts)
Wis: 14 (6pts)
Cha: 12 (4 pts)

That looks more respectable. He'll average out stronger than Space Marines in their armor, as they should be yeah? He still won't be as tough as a SM in his armor, but that could be remedied by boosting his con bonus to +10. I'd reccomend keeping it at +8 though, so that players won't focus completely on horrific str values. ;) He hasn't the hand-eye coordination they do, but he can represent a cunning challenge to face by having a high enough Wisdom to be such an adversary to Eldar and Chaos Marines.

So overall they would be gaining the following stat bonuses:
Str +12
Dex -2
Con +8
Int -4
Wis +0
Cha +0

They'd retain their DR of 10 / +2, Large Size, Ripper Gun Proficiency, and gain Advanced Firearms Proficiency. All totaled I could see a +2 Racial to hit and +3 Racial to fortitude saves as being just fine for a level adjustment of 3-4.
+14 overall stat increase, but they take negatives to specific interaction skills with races other than their own.
Racial bonuses to hit and fort and Racial bonus feats.....
I could see a Level Adjustment of Four. Their high str and racial to hit will keep them in the game for making serious combatants, while keeping them from being overly powerful.


Okay...that's my thoughts on Ogryn. Now to branch off, not too far, to the Tough Characters new DR system. I came to a quandry while making so many Tough Ogryn characters. How does a creature's natural DR work with a Tough character's Talent?
I'm a Tough Ogryn and I have Tough's DR 4 / +3, so am I stuck with that over my 10 / +2? Or does the DR 4 stack with my DR 10, and the DRP +3 now replaces my original DRP +2?
That would stand to make the most sense. The DR value stacks with the creatures natural DR value. And once the DRP value from the Tough Talent surpasses the creatures natural DRP value it replaces it.
So Ogryn at with each DR Talent:
DR 2 / +1 would boost the Ogryn's to: DR 12 / +2
DR 4 / +3 would boost the Ogryn's to: DR 14 / +3
DR 6 / +5 would boost the Ogryn's to: DR 16 / +5
It's simplistic and works across the board with any creature's starting DR and DRP values.

I'll comment on other things as I read through them. I'd like to see the Ogryn approach a playable race and be good at what they are supposed to be good at. I. E. they tear through enemies in melee as few others can.
#135

lord__mccraggeasp

Apr 02, 2005 8:58:32
Just read this from xrp3_robot:

Hey Skrittiblak, are you going to make stats for the Tau's armor or the drones that the Tau use? I can post the non d20 stats if you want.

NO!
BAD Robot!
Do not post any stats from Warhammer. Games Workshop gets EXTREMELY angry when people do this. They WILL get involved too. They have shut down many forums for doing such things in the past. Please share these stats with Skritti, or anyone else, over an IM system or through e-mail. Don't tease the hungry bear with a t-bone wrapped around your arm.
#136

xrp3_robot

Apr 02, 2005 14:21:25
NO!
BAD Robot!
Do not post any stats from Warhammer. Games Workshop gets EXTREMELY angry when people do this. They WILL get involved too. They have shut down many forums for doing such things in the past. Please share these stats with Skritti, or anyone else, over an IM system or through e-mail. Don't tease the hungry bear with a t-bone wrapped around your arm.

Alright, you don't have to yell. I was going to post stats only if Skrittiblak didn't have the Tau codex. But it would be better to pass them along in yahoo messenger or in an e-mail.
#137

gunrock

Apr 02, 2005 14:29:37
I'm looking at the weapons and I'm seeing the damage types and I am confused. Ballistic damage no longer exists. Why is that?

Many weapons do "Energy" damage. What type of energy? Is it the type most favorable to the target (i.e. I have acid resistance so it counts as acid energy) or is it a generic type that overcomes all ressitances? If it is the latter, why do you tempt Tough heroes into wasting a talent on a useless ressitance?

Explosive type damage. In the d20 modern Core rulebook all non-shrapnel explosives do Concussion type damage. Did you simply rename the type, or is this an actual change to the rules (i.e. would concussion resistance still apply)?

Also, Atomic energy. Is that because you want nothing to resist those weapons? If so, why not have them do an undescribed type of damage (like the Disruptors from d20 Future)?
#138

lord__mccraggeasp

Apr 03, 2005 1:09:00
Sorry xrp3_robot, didn't mean to sound hostile. I just wanted to make sure you didn't post them. It'd be a shame to lose this board over something like that.


Back to Skritti's Warhammer 40K d20:

Alternate Races; Races of the Imperium.

I like how the Sisters of Battle have been done, but you may consider a +3 Level Adjustment to them. They are receiving all the bonus feats that Space Marines do, and so have quite an advantage over regular characters. At Eighth level (been building most of these things at the same level our game will run at) a SOB whose Occupation grants her a Feat will have 14 Feats . Even Space Marines end up with Eleven. If not for the bonus feats then for the Monk AC bonus, that applies in all armors (As the Sister's Faith should). I really like this idea, but it does help to make a SOB that much more survivable than your average joe (Especially under an Armor = DR system).


Ratlings:

These would work best if setup mechanically as Halflings are. Small, +2 Dex -2 Str.
+2 on Climb and Move Silently makes sense, but to make those permanent class skills is too much. Just give them the bonus because they are inherently good at these two skills.
Give them a +2 to fortitude saves versus Poisons and Diseases (No Luck bonus to saves like Halflings).
Keep em small.
This would make them a playable race. As it is the Con Penalty, more than the Str, makes their Damage Threshold FAR too low to be played seriously with any kind of combat.


Squats:

Ah Squats.
+2 Str , -2 Dex , +2 Con , -2 Charisma
They are shorter than humans and walk around with Heavy Weaponry like it's nothing, they deserve a Str Boost of some kind.
They should also get Stability.


Officio Assassinorum Operatives:

They're cool, but not that cool.
They're about as strong as a SM in his power armor, so +6 Str.
They're as coordinated as a SM as well, but they're extra dodgy. So a +6 Dex, along with that +4 Dodge Bonus (whenever not flat-footed or helpless) and the bonus to Initiative of +4 would be fine.
They do have multiple wounds, mostly to keep from seeing grown men cry as their beloved 100+ pt model is layed low by a single lasgun butt to the face from an IG mook. +6 Con here will be fine.
Intelligence is about a +4.
Wisdom should be at a +4. This more than their Intelligence aids the Assassins in their fights.
Charisma should be a +4.
Give each Temple a further Stat bonuses appropriate to their temple.
They should not receive proficiency with all weapons. They should receive Personal Firearms, Advanced Melee Weapons, Light Armor, Oathbound and Iron Will.
They Must select an appropriate Allegiance with Oathbound.
Starting Feats: 2


Level Adjustment: Assassins should have a Level Adjustment between 6 and 8. I'll come back to this later after more thought, and reading through the appropriate books about determining LAs.
They all recevie +30-34 for stat adjustments (The Culexus may be different), gain 5 bonus feats, and each has a number of abilities that are taught to them by their temples.


Temples:

Callidus:
Cha +4 as the masters of Infiltration and Deception that is justified.
Racial Bonus to Disguise, Bluff, Gather Information, Jump and Tumble of +4.
Can always take ten on Tumble, Disguise and Bluff checks even when under duress, or otherwise not allowed to.

Receives Proficiency with C'Tan Phaseblades (This should certainly be a restricted Weapon Feat, much the way Power Fist weapons are).

C'Tan Phaseblade: Purchase DC: 40 Requisition ONLY (And only one at a time)
Light Melee Weapon
Deals 4d8 DRP +5 Critical of (19-20) 2
Ignores 5 points of Hardness.


Proficiency with Neural Shredder Special Weapon: Purchase DC: 35

Size: Medium
Single Shot
Range: 20' cone
Damage: 6d6 Will Save (DC 18) for Half.
Has enough chrages Per Fuel Cell to fire Five shots.

Poison Blades: Purchase DC: 25
Advanced Melee Weapon, no further Proficiencies needed.
Light Melee Weapon.
Deals 2d10 Damage DPR +1
Critical of (19-20) 2.
Each hit that damages an opponent forces a DC 16 Fortitude Save. Initial Damage of 1d10 Str; Secondary Damage of 1d10 Con.
The blade requires re-coating after Three Successful Hits, whether they damage the opponent or not. These blades are typically wielded in addition to a C'Tan Phaseblade, though not necessarily at the same time.
This way they'll get three hits to make the poison work it's magic and can't reapply it very readily in a fight (unless you're crafty ;) ).

Eversor:
No further Stat Mods
Gains an Ability Boost special ability, due to the system that pumps all those drugs and such into his body making him the flailing circle of death.
Useable a number of times per day equal to his ECL + Con Modifier. So it is useable a fair number of times per day.
Ability Surge Gains the Following Stat Increases:
+4 Str, +4 Dex, +4 Con
The Eversor also gains a bonus to Speed of 10'
Lasts for a number of rounds equal to 4 + New Con Modifier.
At the end of each use the Eversor Assassin is Fatigued.
May Use One Ability Surge per encounter. Eversor Assassins may Use another ability surge when Fatigued but become Exhausted when the surge ends.
If used when they are Exhausted they must pass a Fortitude Save (DC: 25 + 2 per consecutive use while still exhausted ) or immediately drop to Zero Hit Points as the drugs overhwelm their system.
Once an Eversor Assassin's HP drop to -10 or lower their body immediately explodes (for whatever reason; I've never known exactly why).
Immediately upon reaching -10 HP or lower, the Eversor's Body explodes in a Fifteen Foot Radius. This explosion deals X d10 Damage to all in the burst where X is equal to the Eversor's Level (not ECL) (DRP of Zero).
All Eversor Assassins have Two-Weapon Fighting as a bnous feat (They must still meet the prereqs on this one though).
Eversor Assassins receive an Exotic Melee Proficiency with the Neuro Gauntlet.
This is a One-Handed weapon that can be used with Weapon Finesse. It operates as a Power Weapon with DRP of 5. It deals 5d6 points of damage and ignores Ten Points of Hardness. And has a critical threat range of (19-20) 2.



Vindicare: The quintessential Sniper.
Dex +4
Vindicare Assassin's Gain access to the Exitus Rifle and Pistol, as well as specialized ammunitions.
Whenver the Vindicare uses a ranged weapon with which he is proficient he treats the weapon as having a threat range of 1pt more (20 becomes 19-20, 19-20 would become 18-20) and the multiplier increases by one.

Spy Mask: (Couldn't they have thought of a better name for this?)
Optics in the suit reduce the cover bonus to AC of anything the Vindicare targets by 2. This does NOT work if the target has Full Cover.
Contains a HUD.
The Spymask also incorporates Targeting Software of +2, a rangefinding and electro-optical binoculars (Which count as Rangefinding and EO scopes for both the Exitus Rifle and Exitus Pistol.

Stealth Suit:
This Chameleonic Suit grants the following benefits to a Vindicare Assassin at all times.
+8 on Hide Checks.
1/4 Cover to AC only (not Reflex Saves). If the Vindicare is already behind cover the suit improves his cover bonus to AC by +2.

Marksmen:
May make a knowledge Tactics check to determine targets of value. The Assassin may take a Full-Round action to use the optics in his mask to view and identify all potential targets and their worth (i.e. who is in charge, who is using the Lascannon sitting on the table, etc.).

Assassin:
Any massive damage save forced by a Vindicare with a ranged weapon (excluding explosives like Krak Missiles and Frag Missiles and such) has a DC equal to the 5 + Damage Dealt.

Exitus Rifle: Purchase DC: 45
Ten Round Box, Single Shot ONLY.
Range Increment (prior to scopes) of 120'
Damage: 4d10 DRP +5
Critical Threat of x2 (In the Vindicare's hands it is 19-20 x3)
Size: Large
This Weapon has Adjustable Fittings and a Scope Mount. Any scope mounted must link up to the Spy Mask HUD. Comes with a Video Scope that links to the Spy Mask HUD.
Also contains a Variation on the Voice Recognition System. Each Exitus rifle is fitted to it's user. It IDs the person attempting to use it by their genes and will only operate with it's intended user.

Specialized Ammunition:
May Requisition these from the Temple Armory.
***WARNING*** GMs should not dole these out to Vindicares, be they PCs or NPCs.
These Rounds are available only to Vindicare Assassins through their temple and will only work when fired from an Exitus Rifle. They may not be further modified.


Shield Breaker:
This Round Deals 4d10
It ignores All Cover Bonuses to AC (Target may still have concealment from Total Cover).
It also ignores any and all AC and DR from Psychic Shielding, Force Fields, and What have you.
Basically the target receives his Class Bonus and other appropriate modifiers such as Dex, or Con for Thrashers, or Dex plus Wis for Sisters of Battle, and so on.


Turbo-Penetrator:
This Round Deals 8d10 But CANNOT Crit.
If this round is used to target a vehicle it ignores an amount of hardness equal to the damage rolled.


Hellfire:
This round is treated as being a Mater Work Round of +3 To Hit / +3 To DMG
It therefore deals 4d10+3 DRP +5
If the Vindicare succeeds on the attack roll with this round the target will take another 2d10 DRP +5 on the next round.


Exitus Pistol: Purchase DC: 30
Twelve Round Box, Semi-Automatic
Range Increment (prior to scopes) of 50'
Damage: 2d12 DRP +5
Critical Threat of x2 (In the Vindicare's hands it is 19-20 x3)
Size: Medium
This Weapon has a scope mount. Any scope mounted must link up to the Spy Mask HUD.


The Assassins NEED to be differentiated more to reflect their different purposes.



I'll have to comment on the Eversor when I have fully read the Psychic Sections. Again let me know what your thoughts are.
#139

Skrittiblak

Apr 03, 2005 4:30:54
Ikkaan
d20 Future has a Purchase DC to $ conversion system you can use. I believe it is in the SRD. If it isn't I can PM you a copy of this table.

lonesoldier
I am in fact having terrible bandwidth difficulties with my new website. I went from being hosted by McGill Uni when I was a student to quickly scrapping together a Geocities site since they stopped hosting me without warning. I need to redesign the site for navigability. I would be very interested in some alternate hosting plans. You have my email address so you can email me with any advice.

xrp3_robot
I have the Tau codex (and every other except the new Chaos one) and the Tau section including their various armours, gun drones, equipment, sample NPCs and history is all done. Its not uploaded yet because I don't have the space and because I need to modify some things as the Tau section was written in Uni for Edition 1 of d20-40k and a couple of things have changed.

The same goes for the following sections: Necrons, Orks, Assassins, Tyranids, Eldar, Animals & Monsters. Animals & Monsters is being based largely on the 'creature-feature' section of the new 40k website. Some of those critters are quite cool. Also old classics like the Ambull and Necromunda Ripperjack are there.

I apologize for not having added these sections yet. Its been nearly a month since I last did a major update, but I'm finding it more difficult to find time these days.

Lord__McCragge=ASP=
Ogryns.... I hadn't realized how harsh the Wisdom penalty was. I'll certainly reconsider it. There is currently a character playing an Ogryn in the game Dark Millenium being run on Real Adventures, and he seems to have been able to play him without any significant difficulties.

Natural Armour (and I thought I wrote this in the guide to DR/DRT system but perhaps not) stacks by taking upper DRT values and aggregate DR values. That means 3/+2 stacks with 4/+3 by becoming 7/+3. You guessed correctly when you noted:
DR 2 / +1 would boost the Ogryn's to: DR 12 / +2
DR 4 / +3 would boost the Ogryn's to: DR 14 / +3
DR 6 / +5 would boost the Ogryn's to: DR 16 / +5

As I noted above, I have actually worked on some Assassin gear and rules myself; most of which are near identical to yours. The Alternate Races section, while having mostly accurate stats was never really going to be the end point. I had planned mini-codexes for most races with related feats and gears.

Time and bandwidth constraints have prevented me from doing so thus far. I'll see about getting the popular Tau section up sometime this coming week.
#140

lord__mccraggeasp

Apr 03, 2005 9:31:51
Could you pop a link in to that game for me Skritti? I'm new to these boards and rather horrible at navigating them at the moment.

I just don't see how Ogryns could be played (with any sense of awareness) as they are. Their stats balance out to plus zero. They have nice DR, but don't have the extra feats and skill points needed to progress into advanced classes.

In one part of your site it is instructed that characters be built using the 25 point buy (elite array). So on a 15, 14, 13, 12, 10, 8 an Ogryn will have a terrible time keeping himself useful without having to sacrifice his higher scores, that should go to Str and Con, and using them to retain half-way useful mental stats.
There's no problem with playing characters with 8s in all their mentals...in D&D. In the D&D setting you can get away with being a dumb brick that simply smashes everything that looks at him funny. In modern though social interaction and technology are forced onto you. Yeah you can RP with it, but typically that will just lead to your Ogryn's death.
I was making suggestions toward making Ogryns more useful, more survivable, and more capable of maintaining their self-awareness and self-confidence.
The weakest Ogryn should still be stronger than any human at first level. Their Toughness follows directly behind.
They aren't the most coordinated, so the -2 Dex is appropriate. They are pretty dumb as far as smarts, so -4 Int. They, however, are perceptive, cunning, and don't deserve a Wisdom Penalty. Very few things do. Like Space Wolf Blood Claws or Khornate Berserkers, cause well...they do.
Ogryn really do deserve a Con that keeps them above pretty much everything else. +8 does that. It seems like a lot, but it really is appropriate.
If you gave all Ogryn a penalty to social interaction skills (i.e. all charisma based checks, excluding Intimidate) of -2 then they must still overcome the same penalty of a -4 to Charisma. This way they will retain their confidence in that they're bigger and a heck of a lot stronger than you and so can smash you into paste, and they will actually be able to convey that effectively.
Not mush is sadder than watching a hulking Ogryn pointing his Ripper Gun at some Chaos cultist and the wets himself from laughter instead of fear.

The suggestion of the Bonus Feat for Advanced Firearms Proficiency is so that Ogryn can ACTUALLY use their gun the way it's made. You may as well give them Adv PFP if you're going to give them Ripper Gun Prof, because otherwise they'll have to take PFP to get Adv PFP in order to use their gun. Seems a bit silly.

As far as the DR stacking, you may well have written it in somewhere else. It'd help to have it in the Tough Talent as a note though.

One other thing that struck me as curious:
Why are Power Fists Light melee weapons? And why are Thunder Hammers 2-handed?
If PFs were made light for finessing then that's not very good . If you want the more dexterous races who may actually finesse a weapon that acts like a PF, make theirs Light. PFs should really be One-Handed.
Also, you may with to include the "Armed to the Teeth" feat from Ultra Modern Firearms. Prereq: Two-Weapon Fighting
Benefit:
Allows you to fight with a ranged and melee weapon with your two-weapon fighting feat. Otherwise you can't. They'd have to be both melee or both ranged.
This would be fun to see Gunslinger Space Marines with Bolt Pistols and Power Fists using Close Combat shot with their off-hand, and slapping some Orks around with the PF

Thunder Hammers are one handed weapons though. They are intended to be utilized with another close combat weapon (bolt pistol) or a Storm Shield.

Let me know what you think.
#141

zombiegleemax

Apr 03, 2005 10:04:20
Thunder Hammers are one handed weapons though. They are intended to be utilized with another close combat weapon (bolt pistol) or a Storm Shield.

This is partially correct though not quite. Terminators can wield them in one hand with the storm shield in the other however everyone else has to use them with two hands. I think maybe power armoured people can use them one handed also not sure on that. Plus the thunderhammer is listed as a two handed weapon in the codexs.
#142

gunrock

Apr 04, 2005 18:23:39
I didn't mean to sound whiney or demeaning, I'm just honestly curious as to why the damages were set the way they have been.

I mean, I didn't even mention the "energy always ignores Damage Reduction" issues because in Warhammer it's easiest if you make it work the way you've chosen. I'm just curious as to why the (in my view) unneccessary changes to damage types were made. Otherwise, if I ever run one of these, I'll have to change them all back to normal types and that's a lot of typing that I'd rather not do. ;)
#143

zombiegleemax

Apr 05, 2005 0:44:47
Considered making rank a repurchasable feat? You may be an exceptional soldier, but get passed on promotion for personal reasons and/or have no desire to take rank and responsibility.
#144

lord__mccraggeasp

Apr 05, 2005 0:48:12
This is partially correct though not quite. Terminators can wield them in one hand with the storm shield in the other however everyone else has to use them with two hands. I think maybe power armoured people can use them one handed also not sure on that. Plus the thunderhammer is listed as a two handed weapon in the codexs.

Codex Space Marines (New and Old), Daemon Hunters, and Space Wolves:
Thunder Hammers are One-Handed Weapons.
Please tell me what codex THs are listed as two-handed weapons.

As for Terminators being able to wield them one-handed:
The "T" or "*" or whatever each codex uses as the symbol is to specify which items can be used in Terminator Armor. It does NOT specify items that MUST be wileded by someone in Terminator Armor.
Skritti's site states nothing about who can wield Thunder Hammers depending on what armor they are in. This is why I asked, as Thunder Hammers should be one-handed weapons.
#145

zombiegleemax

Apr 05, 2005 7:47:31
I just read Xenos and Malleus of the Eisenhorn series and was inspired to build a Daemonhost 'race'. I kind of used the Space Marines as loose guidance for it. If anyone sees any flaws, particularly in the LA, please say so, every comment is appreciated .

The Daemonhost

Level Adjustment: +5
Size: Medium.
Ability Score Adjustments: +4 Strength, +4 Dexterity, +4 Constitution, +4 Intelligence, +4 Wisdom, +4 Charisma.
Skill Adjustments: None
Starting Feats: 2
Extra Starting Hit Dice: A Daemonhost gains 2 Hit Dice (2d8 hit points). The Daemonhost’s Constitution modifier applies to each Hit Die when determining hit points.
Bonus Feats: Iron Will, Great Fortitude, Lightning Reflexes

Frightful Presence: When the Daemonhost uses this ability, all opponents within 10 feet who have fewer levels than the Daemonhost must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the Daemonhost’s Charisma modifier. The Daemonhost can use the ability once per round as a free action.
A successful save indicates that the opponent is immune to the Daemonhost’s use of this ability for 24 hours. This ability does not affect creatures with an Intelligence of 3 or lower.

Regeneration: This ability makes the Daemonhost impervious to most types of damage. Any damage dealt to the Daemonhost that falls below its massive damage threshold doesn’t reduce its hit points, unless that damage is of a type it is specifically vulnerable to, like psychics, blessed weapons and silver weapons. Massive damage that doesn’t match the Daemonhost’s vulnerability reduces its hit points, but such damage automatically heals at 2 hit points per round. When the Daemonhost takes massive damage from an attack type it isn’t vulnerable to, a failed save renders it dazed for 1 round (instead of reducing it to –1 hit points).
Damage the Daemonhost is vulnerable to deals damage with every successful attack. Such damage can’t be regenerated, and massive damage from such an attack follows the normal massive damage rules.
Regeneration doesn’t provide any benefit against attack forms that don’t deal hit point damage. Regeneration also doesn’t restore hit points lost by suffocation.
Regenerating Daemonhosts can regrow and reattach severed body parts. Severed parts that aren’t reattached wither and die normally. Regeneration continues to work no matter how low the Daemonhost’s hit points drop, restoring lost hit points from any damage other than from attack forms the Daemonhost is specially vulnerable to

Psyker: A Daemonhost draws energies directly from the warp. For this reason a Daemonhost has the Innate Gift and Innate Mastery feats. A Daemonhost counts as a level 2 character for determining the amount of psyker levels he can have.

Warp sensitivity: A Daemonhost is tapped into the warp and can feel psychic disturbances very easy. He has a +4 innate bonus on Psychic Sense, which is a permanent class skill. Also, if the Daemonhost has 5 or more ranks in Psychic Sense, it gets a +2 synergy bonus on spot and listen checks. They also get 60ft. Darkvision.

Talons: A Daemonhost’s hands end in razor sharp claws or nails. These are counted as natural weapons that deal 1D12 slashing damage with x3 multiplier and a DRP of 1.

Warp spawn: Daemons are creatures from the warp, sustaining themselves on the flow of the Immaterium. Therefore, they have no need to eat, sleep or otherwise sustain itself, except it has to be able to breathe. It still needs to rest for spells.

Telepathic: A Daemonhost can send messages via the Warp, much like astropaths can. This has a range of 100 miles.
#146

zombiegleemax

Apr 05, 2005 8:17:58
It looks cool, but I want Skrittiblak's okay. Is it balanced for it's LA?
#147

zombiegleemax

Apr 05, 2005 8:51:24
I really wouldn't know. I wanted to add in some restrictions on Wargear and such, but I didn't really know how to put that. I also don't know how many Daemonhust actually use wargear..I think I read about Cherubael disguised in armour, but I don't know if that was an illusion or not.
#148

lord__mccraggeasp

Apr 05, 2005 9:33:32
Koppain, don't forget to determine the Damage Reduction Penetration value for the Daemonhost's claw attacks. Zero or one would be appropriate.

I'll go through and tell you my ideas and concerns about the template and it's use in our current game.

Ability Score Adjustments:

Str: +12 They're a heck of a lot stronger than Space Marines.
Dex: +4 They're just as dextrous though.
Con: +6 They have multiple wounds, but are just as tough as a SM otherwise.
Int: +0 They aren't much smarter than the average bear.
Wis: +4 Insights gained from having a Daemon inside your mind.
Cha: +2 You're scary, but not terribly so.

Type: Outsider (Warp, Humanoid)

Skill adjustments: These fit more under abberation. They should not receive the bonus skill point that all the classes have worked into their descriptions.

Starting Feats: One. They shouldn't receive a Human Bonus Feat.

Size: Medium

Bonus Feats: Iron Will is good. Their Racial bonuses to all saves are enough to keep you from needing the other two feats though.
Innate Gift is good, but they don't need the Innate Mastery.

Bonus HD: Bonus HD in Modern severely penalizes that character. If you want them to have specific HD for when they are encountered as monstrous NPCs, go for it. Otherwise those extra HD are best left in a bag somewhere else.
They'd be more appropriate on 3 HD (Outsider), and therefore have the following "Racial" Bonus:

HD: 3d8 Outsider Hit Die (Constitution Modifier Applies) [These HD Do NOT count toward overall Character Level]
To Hit: +3

Racial Abilities:

Darkvision: 60'

Frightful Presence: As per the Feat.

Regeneration:
Has a Regeneration of 2.
All damage dealt to the Daemonhost is treated as subdual unless the damage type is of the following:
Any Psionics, Silvered Weaponry, Properly Blessed Weaponry.
Subdual Massive Damage is worked out as per the d20 Modern rules for such an event.
Massive Damage that does lethal damage to the Daemonhost, forces a Massive Damage Save as per the d20 Modern rules. If it fails it immediately falls to -1 HP, and is unconscious.

Psyker: Has the Innate Gift Feat. Daemonhosts also receive a racial +4 to Psychic Sense. (Which btw is not a Permanent Class Skill; use an appropriate starting background for that)

Warp Sensitivity:
While the Daemon Host has at least one power for the day reamining he gains the following:
+2 to Listen and Spot.
+4 Dodge Bonus to AC. This is gained from using the Warp to Deflect Incoming Attacks.

Warp Spawn:
As outsiders from the Warp they need only breathe. They have no need for sleeping, eating, or drinking.

Telepathic: Can send messages through the Warp as astropaths (involving all necessary checks, which there should be).

Natural Attacks:
Two Claws that deal 1d12 damage (19-20) 2; and have DRP 1.

Ability Surge:
The Daemonhost may spend an action point to activate this ability once per day, per two character levels.
When activated the Daemonhost gains a bonus of +4 to both Strength and Constitution for a number of rounds equal to it's newly modified Constitution Modifier.
While using an ability surge the Daemonhost has a -2 to it's AC. When the Surge ends (The Daemonhost may end the surge prior to when it would normally end) the Daemonhost is Fatigued.

Host requirements:
Daemonhosts may have ABSOLUTELY NO Cybernetics, Gene Therapy, or Bionic Limbs.
The Cybernetics interfere with their connection to the Warp, the Gene Therapy makes the body too unstable to remain in, and the Bionic Limbs shouldn't be a choice as they can reattach or regrow their limb due to Regenration.

Level Adjustment: +6
It has +28 to it's stats, Racial Bonus to Hit of +3 and the additional 3d8 HP. Gains two Bonus Feats, has natural weapons, special abilities, doesn't have to eat drink or sleep...
I'd say a +6 would be in keeping with that.


As to playing one:
VERY FEW Space Marines would ever fight alongside a Daemon. That's why no Grey Knights are allowed with them, and as the Knights Templar seem to be the Ordo Hereticus' version of the Frey Knights, so you'd need to get Lonesoldier's okay on that.
The Commissar and my character would probably feel the same way as most anyone who serves the Emperor's cause and would seek to purge any Daemons, let alone work alongside one. This can be circumvented by an Inquisitor Ordering him to work with it, though the Commissar may yet protest it.
Just things to keep in mind. Our group is becoming more and more diverse, so as long as everyone agrees on working to allow this mechanically, we can RP how we feel about having to work with a Daemon

Let me know what you feel about the changes and we'll discuss any issues you may have with them. After all we're here to help.
#149

lord__mccraggeasp

Apr 05, 2005 11:14:02
Alrighty, trying to make a d20 Death Cult Assassin:

Size: Medium
Type: Human
Level Adjustment: +2 (Maybe +3)
Ability Adjustments:

Str: +4 As Strong as a SM out of his armor.
Dex: +4 As Dextrous as a SM.
Con: +2 As tough as most Sisters of Battle
Int: +0 No need for a boost here; their intelligences vary with each assassin and cult.
Wis: +2 They are perceptive and cunning.
Cha: +2 They are very deadly and are aware of this fact.

Skill Adjustments: None needed, they are Humans.
Starting Feats: 2, they are Humans.
Bonus Feats:
Proficiency with all Needle Weaponry and Advanced Melee Weapons.
Proficiency with Light Armor.

"Racial" Features:
+2 Dodge Bonus to AC. Death-Cult Assassins are adept at dodging attacks from their oppoenents.

Fearless: Death-Cult Assassins are immune to Fear Effects.

Infiltrator: Death-Cult Assassins have a racial +2 to Hide and Move Silently. They also have a racial +2 to Bluff, Diplomacy, Intimidate, and Sense Motive.

Fanaticism: Death-Cult Assassin's are fanatically devoted to their cause. When reduced to negative hit points they are not unconscious and may move and act normally. Each round they continue to lose one hp as normal. They may take a full-round action to try and stabilize as normal. If they do stabilize they may move normally, but cannot run, and any physical exertion (such as attacking something, jumping around, etc) will tear open their wounds and the Death-Cult Assassin will resume bleeding out one hp per turn.

Death-Cult Assassin Weapons:

Death-Cultist Power Sword:
Damage: 3d6
Critical: 19-20 x2
DRP: 5
Type: Slashing
Size: One-Handed
Special: May use Weapon Finesse with this weapon.
Purchase DC: 30


Death-Cultist Whip-Scythe:
Damage: 3d4
Critical: 20 x4
DRP: 2
Type: Slashing and Piercing
Size: One-Handed
Special:
Has a reach of 15'.
May use Weapon Finesse. May make Disarm and Trip attempts, and gains a +2 on either. If tripped during a failed trip attempt the wielder may drop the weapon to avoid being tripped.
Purchase DC: 25

Death-Cult Armor:

Death-Cultist Mesh:
Type: Light
DR: 14 / +2
Non-Proficiency DR: 2 / +2 (If you don't know how to use the wrist guards to deflect incoming blows you don't get nearly the amount of protection)
Max Dex: +8
Speed: 30'
Armor Check Penalty: -0
Weight: 8 lbs
Purchase DC: 30


Input and advice welcome.
#150

ltdeathsauce

Apr 05, 2005 11:21:20
Death cult,
+4 LA, according to Savage species, and some mock fights I conducted.

Daemonhost,
way way way to good!
two great axes for Natural attacks?
Regeneration (which is even better in modern)?
also, Psychic powers are more akin to 3.5 magic then psionics.
Id give'em a +8 grand total LA. if you keep the racial hit dice, then its not as a appealing, so change the LA to +7, but then they have Hitdice, so ECL of 10. Id rather be a Dark Eldar.
#151

Skrittiblak

Apr 05, 2005 13:38:40
The thread with the Ogryn player is Dark Millenium here which might also be fun to read the back story of too.

Powerfists are 'light' weapons because they always form part of a powered-arm unit. They cover the targets entire armour and like powered armour are wired into the arm so they don't conflict with the arm's movement. Effectively they weigh nothing for the character.

Thunderhammers on the other hand are very heavy and can be TWF only be very strong Space Marines.

Gunrock

Begads! I missed your post completely. I wasn't avoiding you. Promise!

Okay so why did I change damage.

I want a minimum amount of damage 'types' so we can handle things like resistances in a fairly generic way. 40k incorporates a number of different weapons and it would be silly to have a unique damage type ('flaying disinitigration' for necron weapons 'spinning shurikens' for Eldar catapults etc...) for each gun.

So here we go all firearms are:

PIERCING (weapons primary damage form is piercing - Stubgun, Autogun)
SLASHING (weapons fire slashing discs - Shuriken Catapult)
BLUDGEONING (weapons hammers you - Squat Thudd Gun)
ENERGY (weapon is laser based - Lasgun, Pulse Rifle, Hellgun, Needle Rifle)
ATOMIC (weapon is an advanced sci-fi energy type - Plasma Gun, Meltagun, Gauss Rifle, Dark Matter Gun)
EXPLOSIVE (weapons bullets explode - Boltgun, Missile Launcher)

Characters do not get Concussion resistance against Explosive damage type weapons.

Characters get Damage Reduction as normal against all of the above damage types.

They even get damage resistance against the following special 'elemental' damage types in this game since all DR is some kind of armour.

Cold, Fire, Electricity, Sonic.

Hope that helps.

Level Adjustment: +7
It has +28 to it's stats, Racial Bonus to Hit of +3 and Saves of +3 each. Gains two Bonus Feats, has natural weapons, special abilities, don't have to eat drink or sleep...
I'd say a +7 would be in keeping with that. MAYBE a +6, but then I'm not familiar with the rules of assigning level adjustments so I'll leave it up to Gunrock to do that for me.

That seems about right to me too. Maybe +6.
#152

lord__mccraggeasp

Apr 05, 2005 14:36:12
Okay had a talk with Gunrock, and he pointed out to me that these critters aren't suppose to get their bonuses to saves from racial HD. And that they ARE supposed to get their HP from the Racial HD, they just don't count toward overall level. So with this new found knowledge I will edit the Daemonhosts then return here to reply to Deathsauce.
#153

zombiegleemax

Apr 05, 2005 14:39:57
I love yours way more than mine, and not only because it's better. To be honest, I didn't know much of creating races (I still don't) and most of the special rules (especially racial hit dice) slipped my grasp.

As for the two axes for natural attacks: Perhaps include some severe penalties for using weapons/armour, I don't see them using those much.

Some questions: The rules you give below Regeneration, do they replace it or are they in addition to Regeneration?
When are you psionically focused?
When you look at Psionic levels, what level is it? Are they level 3, or does the gift only kick in at level LA + 1?
Telepathy, I don't think Astropaths need a check to make it and a Daemonhost would 'know' the Warp better than them, why does he need to check?

As to playing one:
I didn't intend on letting it show really well he is a Daemonhost, especially not in the beginning. Using a robe/cloak or something other eerie 40k-style. For the rest, lonesoldier will have to give the OK, but it would require some hefty role-playing. OR all the characters should be a bit 'radical' themselves too, or perhaps be on really, really good terms with gladius...
#154

lord__mccraggeasp

Apr 05, 2005 15:08:45
Powerfists are 'light' weapons because they always form part of a powered-arm unit. They cover the targets entire armour and like powered armour are wired into the arm so they don't conflict with the arm's movement. Effectively they weigh nothing for the character.

True as that may be, for purposes of game balance they should really be one-handed.
Gunrock

Begads! I missed your post completely. I wasn't avoiding you. Promise!

Okay so why did I change damage.

I want a minimum amount of damage 'types' so we can handle things like resistances in a fairly generic way.

Which is a fine goal, but you seem to have gone in the opposite direction by adding 3 new types (Atomic, Energy, and Explosive).
40k incorporates a number of different weapons and it would be silly to have a unique damage type ('flaying disinitigration' for necron weapons 'spinning shurikens' for Eldar catapults etc...) for each gun.

Again, you will find me in total agreement.
So here we go all firearms are:

PIERCING (weapons primary damage form is piercing - Stubgun, Autogun)
SLASHING (weapons fire slashing discs - Shuriken Catapult)
BLUDGEONING (weapons hammers you - Squat Thudd Gun)
ENERGY (weapon is laser based - Lasgun, Pulse Rifle, Hellgun, Needle Rifle)
ATOMIC (weapon is an advanced sci-fi energy type - Plasma Gun, Meltagun, Gauss Rifle, Dark Matter Gun)
EXPLOSIVE (weapons bullets explode - Boltgun, Missile Launcher)

I would suggest the following changes:
Ballistic All non-explosive slug weapons do this type (stubguns, autoguns)
Slashing Edged weapons, shrapnel based explosives (example: frag grenades) and shuriken guns (and others as appropriate).
Bludgeoning Hammers, fists, etc.
Piercing All weapons that work by stabbing into a person's fleshy parts (rapiers, bows, needle guns, etc.)
Fire Flamers, plasma weapons, lasers, melta-guns, hell guns, and all other guns whose damage is based purely on heating something to dangerous temperatures.
Concussion All explosive non-shrapnel weapons (bolters, krak grenades, etc.)
Energy A generic type of damage that ignores all energy resistances (GAUSS weapons, Dark Matter weapons).

This way you add one type of damage (one that already existed in D20 Future) and keep the Tough Hero's Energy resistance talents at least mildly useful.

Once again, this is Gunrock using a borrowed PC and account.
#155

zombiegleemax

Apr 05, 2005 15:16:39
True as that may be, for purposes of game balance they should really be one-handed.

Perhaps do something similar as with Bastard Swords, apply a minimun Strength score for it the be wielded one handed. That way, most Power Armoured characters could wield a Thunderhammer and Stormshield without a problem.
#156

Skrittiblak

Apr 05, 2005 16:21:18
But.... that's identical in number to what I had....

But you've added Ballistic and dropped Atomic.

I felt it important to distinguish between low-power energy (Energy) and stuff like plasma and melta weapons (Atomic) because most Atomic weapons have special effect regarding Hardness and some aliens might be laser resistant but not say 'meltagun-resistant'.

And there is no way I'm making the standard weapon of the Imperial Space Marine (Boltgun) deal a damage type that can be ignored with an appropriate Tough Hero Talent. :D

I also really don't like putting meltaguns and lasguns in the same damage type.

So I'll probably (uh, definitely) leave the damage types as is on the website; not least of all because I spent a long, long time deliberating before I settled on the ones I did.

6 impact types + 6 elemental types
Impact: Piercing, Slashing, Bludgeoning, Energy, Atomic, Explosive
Elemental: Acid, Fire, Cold, Electrical, Sonic, Concussion

Anyway its a d20 homebrew, so if you don't like the damage types I've selected its really easy to change. :P

EDIT: I'm also sticking to the philosophy that my firearms (being the standard sort of weapon) never deal elemental damage. This also helped me decide how to allineate.

Concussion therefore occurs from 'nonlethal' type attacks as well as from special 'concussion' grenades or as a partial damage from other kinds of regular explosive grenades.

Fire can be dealt by a flamer and flame grenade as well as natural fire sources.

There is no cryogenic rifle; but if a race used it as a standard instead of specialty weapon I'd have it deal Atomic not Cold damage. For a rare weapon I might consider cold.

Basically where weapons are basic firearms I picked from among these:

Piercing, Slashing, Bludgeoning, Energy, Atomic, Explosive

Since ballistic firearms are going out of fashion I've dropped ballistic finding it easier to uses piercing (which I had to include anyway, by merit of the fact that piercing melee weapons exist). 6 seemed like a small number of non-elemental damage types and this array lets me cover all the 40k weapons I came across.

Moreover since I've been using them for several years I've grown fond of these 6. In all honesty this is one of those things thats unlikely to change in future editions of d20-40k, so I hope I've done a decent job of justifying these damage types.

EDIT: Begads! I forgot! One of the central reasons for the creation of the 'Atomic' energy type was as an easy way to delineate which weapons would require the Special Weapons Proficiency (High Energy Weapons) feat! Obviously if you have a choice between a 2d6 damage laspistol and 2d12 - 3d12 damage plasma pistol you better have a pretty clear distinction between what the plasgun deals and what the lasgun deals. If you see 'Atomic' you know that at least two extra feats are required (Advanced Firearms (prereq) and Special Weapons). This way those beardy munchkins that want to deal mega damage from a pea-sized weapon have to put an investment in first.

Atomic was an important addition. And again. Laser = Fire damage is a bad idea; because it makes an Ogryn tough hero immune to it. If I wanted that I would have added "Resistant to Firearms" as a talent. Remember that laser weapons are as common place as ballistic weapons today in 40k and I don't see a Ballistic Resistance in the Energy Resistant talent tree.

No, no, the 6 impact damage types are good, solid and tested damage types I've come to know and love.
#157

Skrittiblak

Apr 05, 2005 16:24:57
True as that may be, for purposes of game balance they should really be one-handed.

This on the other hand is a very true statement and is something I am liable to change. I hadn't really considered how much it would hurt game balanced to put one of the highest damage weapons in the 'light' category - I somehow had just considered the practical difficulties associated with lifted such a weapon. But one-handed seems to make much more sense to me now.

Thanks.
#158

gunrock

Apr 05, 2005 19:24:39
Moreover since I've been using them for several years I've grown fond of these 6. In all honesty this is one of those things thats unlikely to change in future editions of d20-40k, so I hope I've done a decent job of justifying these damage types.

I have at least two replies to everything else you've said. This is the one arguement you've made in which I agree that your premise is true and that the form of your arguement is valid. As such I shall drop the discussion of damage types.

However, if you are interested in the responses I am willing to share them. If you are not, that's fine too.
#159

toptomcat

Apr 06, 2005 7:08:30
Just out of curiosity, what section of the rules is next?
#160

Skrittiblak

Apr 06, 2005 16:29:25
The Xeno Sections is next! Probably going to put up Tyranids and Necrons first as they are clearly useful evil baddies.

Followed by the Tau and special Imperial units like Assassins.

Followed by Genestealers and Animals. Then finally Orks and Eldar.
#161

Skrittiblak

Apr 06, 2005 16:30:48
I have at least two replies to everything else you've said. This is the one arguement you've made in which I agree that your premise is true and that the form of your arguement is valid. As such I shall drop the discussion of damage types.

However, if you are interested in the responses I am willing to share them. If you are not, that's fine too.

No please! I am very open to arguments! I just thought I'd forewarn you, before we get too deep, that this was one of the 'bases' I covered early on, so its one of the least likely things to change. If you're aware and want to argue anyway in the hopes of persuading me, by all means!
#162

lord__mccraggeasp

Apr 06, 2005 23:54:22
Addendum added to the Daemonhost to prevent twinking it too much more than should be possible.
#163

gunrock

Apr 07, 2005 11:26:33
But.... that's identical in number to what I had....

Actually, it's not. You have six impacts and five elementals (since Concussion / Sonic are the same thing) for a total of 11. I have four physicals and six energies for a total of 10.
But you've added Ballistic and dropped Atomic.

And I've dropped Explosive.
I felt it important to distinguish between low-power energy (Energy) and stuff like plasma and melta weapons (Atomic) because most Atomic weapons have special effect regarding Hardness and some aliens might be laser resistant but not say 'meltagun-resistant'.

Which is a neat idea but you've already eliminated Hardness from the game. With your system, Damage Reduction, Natural Armor, and Armor all do the same thing: they reduce the damage of all forms of attack (including Energy types, which previously ignored DR).
And there is no way I'm making the standard weapon of the Imperial Space Marine (Boltgun) deal a damage type that can be ignored with an appropriate Tough Hero Talent. :D

First, to ignore a Boltpistol, a character would need a Constitution score of 50 (+20) since the resistance is only equal to the Constitution modifier. For a Boltgun he'd need a Con of 58. Second, your Natural Armor talent already allows this to a similar degree (at least the first 2 points once maxed out).
I also really don't like putting meltaguns and lasguns in the same damage type.

Be that as it may, they do the same sort of thing.
Quick Physics Lesson for those who may need it.
Fire damages things by transferring energy in the form of heat. This increases the movement rate of molecules in a bit of matter, and eventually causes an increased rate of chemical reaction and a breaking of molecular bonds. The chemical reaction is combustion and the breaking of bonds is melting.
Lasers transfer energy by intense light. This is similar to using a magnifying glass to focus sunlight. This energy transfer causes molecules to move faster, increasing temperature and resulting in heat. This leads to chemical reactions (combustion) and breaking of bonds (melting).
Plasma is basically a collection of excited gas atoms. They have been ionized but the electrons are still floating in the cloud. This means that they have two ways of transfering energy to an object. One is heat (because all plasma forms at very high temperatures) resulting in the combustion and melting as described above. The other is displacing the target molecules by impact. The gas ions slam into the target at such velocities that they cause the outer layers of the target to bounce away.
End Lesson The above isn't perfect because a) these are very complex ideas and I'm trying to keep them simple and b) I am not a Physics PHd (though I did consult one) so some of my statements are not 100% accurate. However they are close enough.
The above shows that a match, a magnifying glass, a laser and a bit of plasma do the majority of their damage in the same way, although the delivery method differs dramatically. The only quirk is the penetration ability of Plasma, which is a non-issue in your system (DRP already covers that).
So I'll probably (uh, definitely) leave the damage types as is on the website; not least of all because I spent a long, long time deliberating before I settled on the ones I did.

I hope you don't, it complicates things needlessly.
Anyway its a d20 homebrew, so if you don't like the damage types I've selected its really easy to change. :P

True but many people look for guides when they make homebrew stuff. Your site seems like an obvious guide, so it is very likely that they will use things you do as guidelines in their creations. As such, I want your site to be as close to perfect as possible since it will (hopefully) improve the quality of all that is based upon it.
EDIT: I'm also sticking to the philosophy that my firearms (being the standard sort of weapon) never deal elemental damage. This also helped me decide how to allineate.

A firearm is "A weapon, especially a pistol or rifle, capable of firing a projectile and using an explosive charge as a propellant." I would qualify is as "firing a ballistic, non-explosive projectile" but that is a personal prefference. Besides, the types of damage dealt has already been rendered obsolete. All damage (energy or physical) is treated as physical damage by your system. DR applies as thuroughly to Acid as it does to Slashing. The only question one asks with your system is "what is the DRP?" Since Armor, Natural Armor, and Damage Reduction all apply to all attack forms, there really is no need to differentiate damages except as a guide to flavor text. You could have each weapon deal a unique type of damage or all of them deal the same type and it would have no effect upon your system. As such, energy resistance is redundant and should simply be removed.
Concussion therefore occurs from 'nonlethal' type attacks as well as from special 'concussion' grenades

As is appropriate.
or as a partial damage from other kinds of regular explosive grenades.

Explosives work by releasing chemical bonds (and the energy in them) and then affect things in one of two manners. Either it send a large amount of shrapnel at the target, slicing it to ribbons / gibblets, or it relies on the concussive forces released into the surrounding medium (usually Air or Water) to crush the target. These are already defined by the d20 system as Slashing and Concussion/Sonic damages.
Aside: Sonic/Concussion should be one group since any sound based attack would rely on the concussive energy of the moving medium (Air) to transfer damaging forces to the target. Hence, they work in the same way and do the same type of damage.
Fire can be dealt by a flamer and flame grenade as well as natural fire sources.

Which is correct. See the rant about lasguns and meltaguns for why this list should be much larger.
There is no cryogenic rifle; but if a race used it as a standard instead of specialty weapon I'd have it deal Atomic not Cold damage. For a rare weapon I might consider cold.

Why is that? Do you intend for the Tau Lightning Gun (which doesn't exist but easily could) to do electricty or atomic? If atomic, then why not let the flamethrower deal atomic? They all hurt things by inflicting the indicated type of energy change. Flame- transfer energy in the form of heat, causing combustion and melting. Cryonic- transfer energy in the form of heat away from the target causing it to become denser and more solid than before. Lightning- transfer energy in the form of electricity into the target causing all the same problems as getting struck by a natural lightning bolt.
Since ballistic firearms are going out of fashion I've dropped ballistic finding it easier to uses piercing (which I had to include anyway, by merit of the fact that piercing melee weapons exist).

The problem I have with this is that bullets damage a living target in three ways. First, there is the blunt force trauma of having an object impact the flesh and all the stuff underneath it. This feels remarkably like being hit with a sledgehammer swung by Paul Bunyan and is akin to being struck by the bullet from a sling. Second is the deep penetrating wounds caused by the bullet traveling through the vital organs. Third is the hydrostatic shock caused by having an object travel at such high speeds through the organs. This last causes organs to expand or contract in ways that are often fatal. The first two are good arguements for either Bludgeoning or Piercing damage, but the third doesn't fit any of the existing damage types; this was solved by inventing a fourth physical damage type: ballistic.
6 seemed like a small number of non-elemental damage types and this array lets me cover all the 40k weapons I came across.

As I've implied, your avoidance of elementals has no basis in physics and is pointless with your system of damage and damage reduction.
Moreover since I've been using them for several years I've grown fond of these 6.

The one arguement that I'm willing to concede to you. :D
EDIT: Begads! I forgot! One of the central reasons for the creation of the 'Atomic' energy type was as an easy way to delineate which weapons would require the Special Weapons Proficiency (High Energy Weapons) feat!

Um... That is where your extensive weapon tables come in. And a bit of house-ruled common sense for the things not on the site.
Obviously if you have a choice between a 2d6 damage laspistol and 2d12 - 3d12 damage plasma pistol you better have a pretty clear distinction between what the plasgun deals and what the lasgun deals.

There is, the damages. The stats (according to precedent) don't reflect how the weapon deals damage to the target, they reflect the effect the damage has on the target.
If you see 'Atomic' you know that at least two extra feats are required (Advanced Firearms (prereq) and Special Weapons). This way those beardy munchkins that want to deal mega damage from a pea-sized weapon have to put an investment in first.

Once again, I say "Weapons Tables that indicate what Proficiency the weapon requires."
Atomic was an important addition. And again. Laser = Fire damage is a bad idea; because it makes an Ogryn tough hero immune to it.

First, he already is thanks to his Natural Armor. Second, due to the redundancy that you have made the Energy Resistance tree be, it should be removed from the game. Also, aren't Ogryn supposed to be inhumanly tough walking tanks?
If I wanted that I would have added "Resistant to Firearms" as a talent. Remember that laser weapons are as common place as ballistic weapons today in 40k and I don't see a Ballistic Resistance in the Energy Resistant talent tree.

Yes you did. It was called the "Damage Reduction" talent tree. It granted Resistance Ballistic, Bludgeoning, Piercing, and Slashing. That's why it was second tier. I know you saw it because you converted it into the "Natural Armor" talent tree (which does the same thing).
No, no, the 6 impact damage types are good, solid and tested damage types I've come to know and love.

And they could be 6,000 types if you wanted them to be and they'd be just as balanced by your system. But since we both want a minimum of damages, I strongly suggest my list of types. I'd only use 9 types but the destruction of the fabric of reality is unique enough that I'm willing to add one more type (Energy).
#164

ltdeathsauce

Apr 07, 2005 12:04:11
wow.
that was extremely informational and insightful
#165

gunrock

Apr 07, 2005 12:09:19
wow.
that was extremely informational and insightful

Thank you.
I try, and sometimes I even succeed, at being informative and clear. Usually it's just a babbling mess of incoherent sounds. ;)
#166

toptomcat

Apr 07, 2005 13:53:15
Here's an argument in favor of the 'babbling mess' front: DR does not, in fact, apply to energy damage.
#167

zombiegleemax

Apr 07, 2005 14:04:39
One little nit-pickish small thing. Sonic damage isn't always the same as concussion damage. Things like really high or low pitched tones (or some types of music) can do some serious damage as well by resonating certain organs to pulp, or splitting your ear-drums.
#168

lord__mccraggeasp

Apr 07, 2005 14:39:13
TopTomCat:
The only real problem with DR being overcome by Energy is that then ye old lasgun plinks right through Power Armor every time.

Gunrock's problem comes down to this:

There are a lot of damage types that don't need differentiation from Fire. Plasma, Meltas, Flamers all fit under Fire. In Skritti's 40k d20 setting no energy type overcomes DR just because it's an energy type. It overcomes DR because it has been assigned a DRP value appropriate for it's lethality.

Example under normal energy rules:
Stupid IG with Lasgun hits Captain Cortez in his advanced power armor and rolls max damage. Captain Cortez takes 12 damage from fire, and thinks "Why is my armor crap?"

Now under Skritti's system of DR:
Stupid IG with Lasgun hits Captain Cortez in his advanced power armor and rolls max damage. Captain Cortez takes 0 damage from (energy or fire, depending on whether or not she feels compelled to change it), and thinks "My power fist would look nice coming through the other side of your skull."

The second example also brings up the point that anyone in good enough armor is immune to a lot of weaponry in the first place. Space Marines actually dying from chainswords? Probably not very quickly at all :D

Koppain:
It's still the "Concussive" forces of the sonic made attack that is hurting you. Think of it more as rapid waves of force (concussive force no less) that is destroying your insides.
#169

zombiegleemax

Apr 07, 2005 14:50:20
Sorry, but, nuh-uh. Example: An eldar has made some really nifty piece of equipment. It is a huge amplifier that generates a specific frequency. This frequency is specifically designed to make the human heart resonate in the chest cavity, pulpifying it in the process...Now that can't be said to be concussion damage, right?
#170

Skrittiblak

Apr 07, 2005 15:56:14
On 3 seperate occasions you quote 'Physics' as being your reason for your opinions.

I don't really need physics lessons - having taken Physics at IB-level and later living with a Physics Major at Uni for 3 years.

I think you have to be insane to consider 'physics' a justification for anything that occurs in 40k - a sci-fi setting that has more to do with Fantasy than Science.

If you're looking for Hard Science you should really find another setting. I'm not going to give everything Fire damage just because stuff heats up.

I'm going to look for gameplay reasons for various damage types.

PIERCING, BLUDGEONING, SLASHING are principal damage types of the D&D melee weapons. I'll keep these. Even in your setting you keep them.

FIRE is elemental damage. For balance reasons I don't want to give a standard weapon damage that can be resisted by the basic Tough hero talent tree.

That talent tree was designed to resist elemental (rare) damage. For whatever reason the designers of the d20 Modern game felt this was balanced alongside the Damage Reduction talent tree even though elemental damage was very rare in d20 Modern.

I am retaining that philosophy for d20-40k. I won't be assigned Fire or Cold or Electricity as standard damage types.

------

Ok that said - you know have to pick damage types for the following weapons: Autoguns, Boltguns, Lasguns, Plasma Guns, Melta Guns.

Seem hard without breaking my principal game design philosophies?

Nope.

With Piercing, Bludgeoning, Slashing, Explosive, Energy and Atomic you can cover all the damage types. Drop the physics angle. Damage types are specifically for game-playability. Some Monsters may have "slashing resistance" while others may have "vulnerable to atomic weapons". These are the best broad categories.

And no; physics doesn't justify putting Meltaguns and Fusion Pistols in the same category as the lasgun.

The Lasgun fires a simple primitive 'energy ray' (no physics here!) while the Fusion Gun fires a highly intense beam of radioactive fusion cooking blasts! Sounds 'atomic' to me! :D

Game balance is more important than scientific accuracy to me so the 'physics' argument holds no water.

Especially in a setting with daemons and psykers...
#171

toptomcat

Apr 07, 2005 15:59:55
Yeah, actual laser weapons wouldn't really be practical battlefield weapons what with mirrors and refraction and diffusion and all kinds of other headaches.
#172

gunrock

Apr 07, 2005 16:37:24
My biggest problem with "Damage: Atomic" is that I'm expecting radiation rules, and Fort saves against cancer.

As for your anger, calm down. I was explaining the real life qualities that lead to my decisions. The physics lesson was for those who needed it (as I said). Since you don't need it, feel free to ignore it.

You have yet to answer any of my reasons in a rational manner. So, you have yet to convince me of anything.

TopTomcat: in 40,000 years I'm fairly certain that someone came up with a solution to those problems (the odds are in favor of it).
#173

toptomcat

Apr 07, 2005 16:48:23
True, but most likely a weapon without those kind of inherant problems would be the norm. You can make an auto that functions very well off of steam power, but internal combustion is easier to make work in that sort of application so it's what is used.
#174

zombiegleemax

Apr 07, 2005 20:41:38
Laser weapons- :D has horrible image of lascannon shooting at necron-reflects off, and blows up land raider on the other side of the battlefield :D LOL. I've always invisaged Melta weapons as acting sort-of like the intense burst of heat a nuclear weapon gives off, but concentrated.

To introduce something apart from long-ranged death to the thread...
Anyone got any idea as to what could be used as background music in a D20 40k campaign? We currently use the Halo soundtracks, and some Mettalica (Creaping death sound like it would work excellently as a necron theme).

Thanks in advance,

Ryltar Thamior.
#175

zombiegleemax

Apr 08, 2005 0:29:30
Gothic/Opera/Choir music. Ever played Warhammer 40: Chaos Gate for the PC? The voices singing praise to the Emperor in Latin as the background music is what I'm taking about. I Have got to find an mp3 of that stuff.

AVE IMPERATOR!

EDIT: Do not hurt me for mentioning the PC Warhammer games...
#176

lord__mccraggeasp

Apr 08, 2005 3:06:27
The Little Richard song from Predator for anything on Catachan :D

Koppain:
Sorry, but, nuh-uh. Example: An eldar has made some really nifty piece of equipment. It is a huge amplifier that generates a specific frequency. This frequency is specifically designed to make the human heart resonate in the chest cavity, pulpifying it in the process...Now that can't be said to be concussion damage, right?

It's not the sound that makes the heart pulp, it's the concussive waves of forced air generated by the device producing the sound.

Sound Waves travel through the body. That is the device producing the "noise" is doing so by "forcing" air out and causing it to resonate at different frequencies. This is actually just a pushing of the air at different levels of speed, slowly makes low frequency noises, quickly results in the high frequencies.
By doing so it sends these waves of forced air through one's body. If done so at an appropriate speed it can cause the internal organs to be torn apart through the back and forth pulling generated by these waves.
That is concussive force. If someone blows an airhorn into your ear it hurts like heck because it forces a lot of air into your ear and that air is wavering at a very high frequency.
Thus all Sonic Damage is actually dealt by the Concussive forces generated by the device producing the noise.
I.E. you don't feel the sound, per se, you feel the concussive forces of the waves and you HEAR the sound produced by the device.

Now there's concussive based weapons, like HE Grenades, that act to Force air or water outward to actually crush the target. Then there's the Sonic Weaponry which makes concussive force by producing a something sonic, but whose damage is strictly concussive.

The two are inseperable and that is why they are grouped together. Not all Concusion Damage is Sonic, but all Sonic Damage is Concussive.
Make sense now?


Skritti:
On 3 seperate occasions you quote 'Physics' as being your reason for your opinions.

I don't really need physics lessons - having taken Physics at IB-level and later living with a Physics Major at Uni for 3 years.

I think you have to be insane to consider 'physics' a justification for anything that occurs in 40k - a sci-fi setting that has more to do with Fantasy than Science.

He was showing the physics to anyone who wanted to see how he was arriving at his point. He's not trying to belittle anyone or show anyone up, he just wants everyone to understand where he's coming from.

Also 40K is based a great deal on Science, as it is Sci-Fi. Now Warhammer Fantasy, that's got magic and all sorts of whatnots in it. But anywho...

I believe he was getting at the following:
Lasguns to Hellguns to Plasma Weapons to Meltas could all be classified as Fire Type weaponry.
The reason he is saying you do not need a distinction between Las Weaponry and Plasma / Melta Weaponry is that your system of Damage and Damage Reduction Penetration Values already show the distinctive power levels of
these three types of weapons.
Lasguns are obviously the weakest at 2d6 DRP 1, Plasmas and Meltas shine at multiple d12s and d20s with DRP 5. As such he merely suggested combining all into the fire type so that the Tough Hero's Energy Resistance Tree would still function in a useful manner.
This way Tough Heroes can ignore a tad of Lasgun / Hell Gun fire, and still get burnt to a crisp from the more powerful Fire Based Weaponry.
One way you could integrate the Talent tree is to have it stack with whatever DR the Tough Hero has from talents and armor and all that.
This way a Tough 3 with a Con of 16, Fire Resistance and DR Talent of 2 / +1 with his Full Flak Armor of 8 / +2 would have the following DR:
Against all Attacks: 10 / +2
Against Fire Based Attacks: 13 / +2
Gaining that little extra DR from his Talent can really help out.

Also anyone in Power Armor (Excluding Scout Power Armor) is already immune to Lasgun Fire, and anyone in Sister Power Armor or better is immune to the Longsword Based Chainsword. If the guy swinging it has a Str Bonus and rolls max Damage on that 2d8 then he gets to deal his Str bonus to me as his reward. Doesn't sound too different from a Tough Hero getting to ignore a Lasgun's blast because his armor and energy resistance to fire happened to reduce it to little or no damage.

All in all it was geared toward game balance and simplification, not as an insult to you or anyone else. As the Tough Hero's Energy Resistance Talent Tree stands right now, it isn't useful except against flamers. They seem to be the only thing dealing damage in an energy type that appears on the Tough Talent Tree.

As to Exlosives and whether they should deal Concussion / Sonic, or Slashing, or Explosive...
All examples of explosive weapons in the Modern Books are either Sonic / Concussion or Slashing. This is decided by whether the weapon's damage is derived from the warhead detonating and causing an violent expansion and contraction of air to make it Sonic / Concussion, or if the weapon detonates a small charge that sends fragments of shrapnel (whatever it may be made of) flying out into an area to make it a Slashing Weapon.
Example:
Fragmentation Grenades send out little ribbons of metal at extremely high velocities. They do not explode in great firey bursts, though there is heat generated by the charge detonating. This causes the damage to result more from the slashing of the metal ribbons flying through the air than the small Sonic / Concussion effect generated by the detonator setting the explosive off.

This relates easily to Bolters and how their ammunition affects targets. The round deals the majority of it's damage through the use of the round exploding inside the target it has penetrated into. This is most likely Sonic / Concussion Damage.

A Bolt will do anywhere from 2-16 for Pistols and 2-20 for Bolters without any ammo modifications. Again this is something that normal armor can fully negate if the person firing the bolt round rolls poorly for damage. Heck anyone in Combat Power Armor can ignore the first ten points of it. That's an average of 4 and 5 for the pistol, so it's ignored completely on an above average scale. Average damage of 5 and 6 on the Bolter, it's dealing a single point of damage on average.
If you allow them to be Sonic / Concussion to stack with armor and change the Bolter to Sonic / Concussion Damage it can be mostly ignored, if not completely.
But I can already Ignore all Damage from Bolt Pistols and all but 4 points from Bolters. A Tough Hero who can use the Combat Power Armor is doing that.
Anyone in Tactical Dreadnought Armor is completely ignoring the Bolter altogether.
Granted these examples do make use of Space Marine Power Armor, but they do serve as examples of ways to ignore specific weapons.

As far as the ballistic damage type, it's the one that best describes slug ammunition used in firearms. The round flattens upon impact and deals Bludgeoning damage by spreading it's impact area over a wider portion of the body, the round then pierces the flesh and proceeds into the organs. Here it begins to travel at another angle (up, down, left, right whichever it decides to do given the resistance encountered by your bones, organs, and the rest of your internal construction). In doing so it pulls organs and other tissues along it's path, and though it may do so only for an inch or so that is enough distance to cause the walls of those organs and tissues to break giving you the third part of the damage.
This is why bullets were made Ballistic Damage, because there is a lot more than anyone factor going on at a time to simplify it as Bludgeoning or Piercing.

I'm tired now and feel like doing something else. I hope that this helps to clarify some of Gunrock's stances and that you'll give some further consideration to how to simplify the damage types and the benefits therein.

I'm always up for discussion, but only the constructive kind. Keep in mind that we're making attempts to help you balance out and even give some designs to your d20-40K system. We give your our thoughts and opinions and will attempt to discuss them as best one can on a post-by-post basis.

By the way I've only just now had the chance to begin looking over the link you posted for me (TY for doing so).
I found the Ogryn and his stats. A Charisma of 4 is almost unplayable by the d20 rules. 3s being the lowest any stat can be for a playable character. I'll give you my opinions and such once I've looked over it, but that 4 Charisma worries me.
#177

Skrittiblak

Apr 08, 2005 12:35:06
Gothic/Opera/Choir music. Ever played Warhammer 40: Chaos Gate for the PC? The voices singing praise to the Emperor in Latin as the background music is what I'm taking about. I Have got to find an mp3 of that stuff.

AVE IMPERATOR!

EDIT: Do not hurt me for mentioning the PC Warhammer games...

That was the single best Warhammer Music I have ever heard. "DOMINATUS ULTRAMARINI!!!!" I can still hear the chanting now. Great stuff. But I think you would have a tough time downloading that music.

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

As for your anger, calm down. I was explaining the real life qualities that lead to my decisions. The physics lesson was for those who needed it (as I said). Since you don't need it, feel free to ignore it.

You have yet to answer any of my reasons in a rational manner. So, you have yet to convince me of anything.

Text has the effect of conveying emotion when non exists. I used defensive language, but thats not to suggest I'm 'angry' or even upset. You have a right to your opinion.

I think you're mistaken as to point 2 however. I think I've been quite rational.

I just think we're arguing on two different fronts. You clearly want damage types that are accurate representations of the 'science behind the weapon'. I want damage types that allow me to easily classify similar classes of weapons for the purpose of monster resistances.

I also decided early on in the game design process that having standard weapons dealing elemental damage would make have troubling effects on game balance.

At Con 18 (higher with a dwarf or ogryn) lets say Con 20 to push the point further. A character has complete immunity to 5 points of damage from 90% of the weapons.

The lasgun is the standard firearm of the Imperium. Not the boltgun. Imperial Guard units carry lasguns. PDF units carry lasguns. Imperial nobility carry laspistols.

DR 5 is only available as a Tier 3 (effectively) Tough Hero feat.

So I'll be clear concise and short about this:

1.) I will not give standard firearms elemental damage because I'm uncomfortable with the balance repercussions.

2.) Your pro-fire arguments do not override or avoid point 1. Your clearly not interested in Point 1. So the argument becomes moot.

3.) The argument can proceed where you provide alternate damage types for standard firearms. Or we can argue that the Elemental Resistance Talent Tree is useless over on the d20 Modern boards. (Who takes Acid Resist in d20 Modern you ask; I don't know is my response - I'm trying to transfer the current balance over to d20-40k not question the original design.)

4.) If you dislike the name 'Atomic', I must confess I'm kind of with you there and I had for a long time considered simply calling it 'High Energy' but I didn't like the ring it had.

I do think I'm being rational. I just don't think we're interested in the same thing from the damage types so we're um 'resistant' to each others arguments.
#178

gunrock

Apr 08, 2005 13:29:19
I'll take these in the order I can most easily deal with them.
4) So we both agree that it's a poor name. Okay. Now we just have to think of a good name (Hooray for thesaurii).

2) I am very concerned about point 1, However, you are correct that my fire arguements do avoid it for the time being.

1) I too would be uncomfortable with the balance issues, yet D20 Future has every form of elemental damage being done by "standard" weapons of various PLs (even handguns can deal fire / ballistic with the proper ammunition). Like you, I am assuming that official products are balanced and if I can't see the balance then it is a lack on my part. Since Future is official, it is balanced according to our common assumption.
#179

gunrock

Apr 08, 2005 13:31:25
3) The usefulness of the Energy Resistance tree is dependant on the rules used. You are not using standard rules. Therefore, questioning the impact that your changes have on the existing balance is what I am trying to do, and what we should all be doing. We have both assumed that the Energy Resistance tree is balanced in core D20 Modern. Your system violates several tennents of d20 systems (that DR applies only to physical damage, not to energy types) by allowing the DR of armor to apply to the one energy you still use (flamers). This means that all the factors that affect the balance of energy damage (including energy resistance) need to be re-examined. That is why I mentioned the tree.

Aside: I'd suggest removing the (now useless) Stamina Talent as well. It is a second tier talent that is surpassed by the first tier Fast Healing talent. And if Stamina and the Fast Healing trees stack then I now have a character that heals 16 hp per level, or the maximum possible that the character could have (wit a 20 Con).
#180

zombiegleemax

Apr 08, 2005 13:59:04
Uhm, how about subatomic? Seeing as how the weapons break down constituent atomic bonds to make the enemy into so much nothing?
That way, it's not too much to change (3 freakin' letters), still sounds similar, but doesn't have the same connotations as atomic might.
#181

Skrittiblak

Apr 08, 2005 14:12:08
1) I too would be uncomfortable with the balance issues, yet D20 Future has every form of elemental damage being done by "standard" weapons of various PLs (even handguns can deal fire / ballistic with the proper ammunition). Like you, I am assuming that official products are balanced and if I can't see the balance then it is a lack on my part. Since Future is official, it is balanced according to our common assumption.

Call me cynical; but I had considerably more doubts about the adequate play-testing of d20 Future. I didn't have those same doubts with d20 Modern which seemed pretty rock-solid. You will find a few notes (like in the cybernetics section) where I've curbed the possibilities because of dangerous 'looping' that could go on.

Cybertaker is no longer a feat you can take with a feat implant. You also can't take Windfall to gain the 'unlimited wealth loop' that a few people noted as a loophole in d20 Future.

That said, I have as you can clearly see pretty much taken all the d20 Future stuff and put it in d20-40k.

You'll notice Gene Therapy is quite expensive in d20-40k. Another modification I made due to my concerns of balance (from my experiences playing d20 Future mostly).

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

Stamina: My bad. That was supposed to be a defunct talent replaced by the Fast Healing talent tree! I'm repairing that right away.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Some other potential damage types:
(Some are cheesy, but what the heck - these popped into my head.)

"Subatomic" (kudos Antar)
"Disintegration"
"Annhialiation"
"Fusion"
"Microwave"
"Inferno"
"High Energy"
"Nuclear"
"Destructive"
"Apocalyptic"
#182

gunrock

Apr 08, 2005 15:17:45
I always thought that gene-therapy was balanced out by all those fort saves (a failure is temporary -1 Con, didn't heal till after the therapy). The monetary aspects were relatively minor, the risk of death relatively major. I suppose if you allow PCs to bypass that stage then it would be unbalancing.

The cyber-loops were, I'm fairly certain, closed by house-rules during playtest and someone forgot to add them to the main book (editting errors plague the core book as well). What is unforgiveable is not adding them to the SRD.

However, neither of these points addresses the issue of energy damage from common projectile weaponry. Nor do they address the issues of Energy Resistance and it's place in your d20-40K. Since these are the issues I've raised, I'd like to see your response, if any, to them.

I'll hold off on the naming thing for the time being.
#183

zombiegleemax

Apr 08, 2005 15:25:54
Resonant -- resonance is the motion of atoms while their bonds are kept the same, generating heat and thus creating instability in a target. Now, I don't quite know what weapons would create this kind of damage, but anything that requires some kind of prolonged weapon focus upon a target would do. This could be used to replace microwave, as it works similarly and also doesn't mess with the radiative concerns and technical jibberjabber than microwaves could possibly cause.
Warp -- This is the energy of pure chaos and immaterium, either captured and used to destroy the enemy (as with a librarian) or set loose upon them in an orgy of pain (obviously chaos). This would be more based upon the less-than-scientific warpspace energy than anything else, but would be a good way to add damage to force weapons, psycannon bolts, and Dæmonic weapons than many others, giving it a mystical feel. This would do extra against Dæmons, but they would deal it out as well, capturing the infighting and violent nature of dæmons well.
These, of course, are just suggestions, so you don't have to take them at more than face value. As for some of those suggestions you put up, skritti, they seem to be more descriptors of amount of damage than anything else. I can see inferno as being something like plasma, superheated to the point where it doesn't cause burns, but instead just...sublimates the target, heat turning them directly from solid to gas. Null damage would be a good one to have too, and I think that heavy gauss weaponry might use this sort of technology, just stopping all atomic motion and bonds from even existing, doing damage in a manner that is not flashy, just poof and the enemy is gone, turned into a fine atomic dust on the wind. Others, though, like Apocalyptic, don't seem to really define a type of damage, just something that'd do, say, 10d% to a 100-ft. radius. Just some thoughts.
#184

Skrittiblak

Apr 08, 2005 16:03:03
However, neither of these points addresses the issue of energy damage from common projectile weaponry. Nor do they address the issues of Energy Resistance and it's place in your d20-40K. Since these are the issues I've raised, I'd like to see your response, if any, to them.

I'll hold off on the naming thing for the time being.

The place of Energy Resistance in the d20-40k setting is the same as it should take in d20 Modern setting. It provides an unnaturally high degree of resistance to elements that a subject would be exposed to by nature of his environment.

Vats of acid, burning buildings, lightning storms, falling into a frozen lake or sticking your head beside a pair of speakers locked in a feedback cycle are all examples of natural phenomena that deal elemental damage types. Spells or in our case 'psychic powers' are an additional common source of elemental damage types.

Weapons should not (IMO) deal this sort of damage because it effectively makes the Energy Resistance tree a superior (albeit with earlier availability) form of the Damage Reduction or natural armour tree.

Where possible therefore I try to avoid using elemental damage types. The obvious exception of course is the flamer (fire damage) because well it covers you with fire so, um, its kind of hard not to call it fire damage. Considering it is actual fire. Plus the flamer is 'canon' to d20 Modern and has been left largely unaltered from its original state.

Finally I don't think anyone would claim the flamer is a standard bit of wargear. Its unusual firing method, the fact that there are few associated feats to improve flamer use, and the fact that it doesn't require personal firearms proficiency effectively relegate it to being a unique 'shock-value' weapon.

Which is fine. Consider that in Warhammer 40,000 Tabletop Battle flamers are limited in number to one per squad. If you're looking for me to further address the "issue of energy damage from common projectile weapons" I'm at my wits end. I think I've done as good a job as can be expected in explaining my view on those damage types and why I've chosen to avoid them where possible. Beyond this I don't know what else to say.

(Well of course aside from the fact that Meltaguns and Lasguns are too different in terms of effects, proficiency requirements and ammunition needs to be lumped in the same damage type category. But you don't like that line of argument it seems.)

You asked if I had responses (if any) to your issues. These are my responses. I apologize if they're not good enough.

Energy Resistance talent tree is protection against largely natural and psychic phenomena, not against standard melee and ranged attacks (other talent trees exist for that purpose).

Likewise Necrons are vulnerable to meltaguns in 40k because they ignore "we'll be back rules". With the new damage types I can make Necrons vulnerable to 'Atomic' weapons (which bypass their fast healing) without making them vulnerable to 'fire' weapons which would, um, be too broad a list.

I could make them specifically vulnerable to 'melta' weapons and simply create a damage type for each existing weapon "melta", "fusion", "plasma", "inferno", "emp", "quasar", etc... but as I've stated I'd really like to minimize the number of damage types.

I hope thats enough of a response, I can't think of how to get more detailed than this.

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

Antar: Thanks again for alternate suggestions. "Inferno" damage is looking more and more appealing, particularly after your note that "plasma, superheated to the point where it doesn't cause burns, but instead just...sublimates the target."

Then again I may just keep Plasma and Melta weapons 'atomic' in damage type just because its been like that for the last three years... Or perhaps we'll hold a vote for a good damage type name; since it seems 'atomic' isn't a very popular damage type.
#185

toptomcat

Apr 08, 2005 18:09:12
Aside: I'd suggest removing the (now useless) Stamina Talent as well. It is a second tier talent that is surpassed by the first tier Fast Healing talent. And if Stamina and the Fast Healing trees stack then I now have a character that heals 16 hp per level, or the maximum possible that the character could have (wit a 20 Con).

It's not ENTIRELY useless. Stamina takes care of 'healing' in general, encompassing temporary ability damage and similar effects, while Fast Healing is specifically regulated to HP.
#186

gunrock

Apr 08, 2005 19:24:58
Weapons should not (IMO) deal this sort of damage because it effectively makes the Energy Resistance tree a superior (albeit with earlier availability) form of the Damage Reduction or natural armour tree.

Yet Tasers and Stun Guns deal this type of damage and my Modern games are full of those weapons. I see no reason that 40K should be different.
Finally I don't think anyone would claim the flamer is a standard bit of wargear.

It is if you're a Sister of Battle.
Well of course aside from the fact that Meltaguns and Lasguns are too different ... to be lumped in the same damage type category. But you don't like that line of argument it seems.

It's not that I have any emotional attachment to this line of arguement, it's just that I'm not agreeing with it. If you could explain some way in which they are different in terms of their effects on the target, besides intensity which I've already mentioned, then I might agree with you. Until you can do that I say that they are the same as far as D20 is concerned.
These are my responses. I apologize if they're not good enough.

I won't hold it against you.
#187

madscientist_02

Apr 08, 2005 22:16:21
I always pictured the difference between lower power lasguns and meltaguns is the same as the difference between a pistol and a .50BMG. Same general effect, but the specifics are way different.
#188

toptomcat

Apr 08, 2005 22:50:10
I never really pictured meltaguns as having any visible beam, but that's just my mental image.
#189

lord__mccraggeasp

Apr 09, 2005 1:42:57
Go play FireWarrior. Games Workshop had a lot to do with the weapon design and whatnot in that. Meltaguns project a stream of heat about 30' long and whatever it hits it sets on fire. GW took a pretty intensive role in the design and execution of that game, so I suspect that how the weapons work in it is about as close as the 40k designers had in mind. Even Bolters only have single and two round burst fire modes
It's a difficult game to get all the highest ranks in, but it can be pretty fun.

MadScientist!!:
I always pictured the difference between lower power lasguns and meltaguns is the same as the difference between a pistol and a .50BMG. Same general effect, but the specifics are way different.

That's the point Gunrock's been trying to get across. But Skritti has decided that she wants different damage types to make it simpler when constructing rules for Necrons and other things (Which is a good point for making a seperate damage type).
#190

zombiegleemax

Apr 09, 2005 1:53:15
That was the single best Warhammer Music I have ever heard. "DOMINATUS ULTRAMARINI!!!!" I can still hear the chanting now. Great stuff. But I think you would have a tough time downloading that music.

Download? I don't need to stinking download. I have those files on my HDD.

C:\Program Files\RandomGames\Chaos Gate\Wav\music_combat_x.wav
where x is a number between (and including) 1 to 10.

I have all 10 combat songs of the Ultramarines. 10 litanies of praise to the Immortal Emperor. BLESSED BE!
#191

Skrittiblak

Apr 09, 2005 6:10:53
I never really pictured meltaguns as having any visible beam, but that's just my mental image.

Thats accurate according to some sources actually. (If I recall correctly) according to to the Necromundan short story 'Devil in a Bottle' from Inferno the meltagun is 'beamless' except for a faint disruption of light where the air is cooked.

Or at any rate the model shown in that short story was beamless. I imagine there's more than one forge temple that manufactures Meltaguns and Necromunda Pattern meltaguns are probably different from say Ophelia Pattern. But that's how I always pictured them as well.

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

Lonesoldier: Don't suppose you could Gmail me those .wav files. Those songs were fabulous and I've long since lost my copy of Chaos Gate...

~~~~~~~~~~~~~~~~~~~~~~

Gunrock: I'm still not liking Fire damage for Lasguns, Meltaguns, Plasma Guns, Flamers, Pulse Rifles and 90% of the sci-fi type 'beam' weapons. I understand fundamentally they heat stuff up but as I've stated before I don't think scientific accuracy is really an issue in 40k. I think we're going to have to agree to disagree on this, we're not really persuading each other here.
#192

zombiegleemax

Apr 09, 2005 10:48:23
Skritti: I'll see what I can do. ;)
#193

gunrock

Apr 09, 2005 10:54:03
as I've stated before I don't think scientific accuracy is really an issue in 40k.

And I feel that scientific accuracy is a large part of all Science-Fiction settings. They make some assumptions about things we either don't know or know differently, and then they use hard science for everything else. That mix of hard science and fuzzy science makes the susspension of disbelief easier.
I think we're going to have to agree to disagree on this, we're not really persuading each other here.

No, I guess we're not. Oh well, maybe some other folks will be convinced.
#194

Skrittiblak

Apr 09, 2005 15:03:19
And I feel that scientific accuracy is a large part of all Science-Fiction settings. They make some assumptions about things we either don't know or know differently, and then they use hard science for everything else. That mix of hard science and fuzzy science makes the suspension of disbelief easier.

Not sure I agree with you. Space elves, space orcs and squats (which I still love) plus daemons and magical - um I mean psychic - powers pretty much screams Space Arcana. There is no doubt that Warhammer 40,000 is a Fantasy setting transplanted into a space opera.

I'm not saying that makes it suffer in any way. There's plenty of cool non-sciency space opera type worlds that have a huge following. Star Wars comes to mind. With Jedi and Midichloreens and whatnot.

In my mind what makes the suspension of disbelief so easy for Warhammer 40,000 is that its a world I have known since I was knee-high to a grasshopper; there's a wealth of readily available information in the universe and best of all, it feels like its grounded in some kind of real-world historical backdrop. (The Inquisition, the middle ages, the threat of heresy and the dominance of religion all breathe a sort of medieval atmosphere.)

I'm not sure establishing the dodgy science behind the gravitic adjusters that propel shurikens forward in the eldar buanna necessarily improve suspension of disbelief. On the contrary focusing on the science often creates some doubt in the setting because reliance on science is not Warhammer 40k's strong suit. Warhammer 40,000 excels at atmosphere, history and richness of detail. Not on the scientific justification for warp travel.

But that's just my 2 cents.
#195

gunrock

Apr 09, 2005 15:12:42
There is no doubt that Warhammer 40,000 is a Fantasy setting transplanted into a space opera.

Of course there is, or you wouldn't have to even say that. ;)
I'm not sure establishing the dodgy science behind the gravitic adjusters that propel shurikens forward in the eldar buanna necessarily improve suspension of disbelief.

Doubt no more. It improved mine. One person is all it takes to make it so, as with all particular statments (i.e. "there is at least one ___ in the universe").

But I understand your point and am willing to accept that there is no way I can convince you that your childhood impressions are wrong. So, I shall not try to do so.
#196

Skrittiblak

Apr 09, 2005 15:30:55
Yes.... I must admit that as with all arguments I had initially suspected I could, given the opportunity to be persuasive enough, eventually convince you to look at the other side and come to appreciate the cleverness of the 'Atomic' damage type.

Alas, it seems you're as set in your ways as I am. :D

I look forward to gaming with you in The Fight for the Emperor's Soul. If you have any other doubts or concerns I'll readily discuss them with you; and I promise I'm generally more 'shiftable' on many subjects than I have been on the damage type discussion. So don't give up hope and think I'm some kind of unmovable stone that's too close to his work to see errors in it.

#197

toptomcat

Apr 09, 2005 16:11:46
...space opera...

I don't know if it strictly qualifies as a space opera, either. Space operas generally aren't dystopic.
#198

Skrittiblak

Apr 09, 2005 17:26:03
You've helped me generate my new slogan!

d20-40k! Discover the dystopic space opera!

I think you've hit the nail on the head. A space opera is so called because it is an opera or story. The goal of the background to Warhammer 40,000 was to create a universe ideal for a wargame.

A universe of death and slaughter and grand scale. Massive xenophobic terror and general oppression. So by turning it into an RPG we've gone and made the first dystopic space opera....

:D
#199

xmatch

Apr 09, 2005 19:31:12
I love the context of warhammer 40k.. it is just a big ol' silly universe just ripe for the killin'

which is good an all..
except when you have played variations of it in an rpg format for sometime.. and you realise, it can be pretty damned depressing.
#200

zombiegleemax

Apr 09, 2005 21:10:26
Operas are dystopic and brutal. I mean, take Wagner. At the end of the Ring cycle, there are young maidens with their own rheingeld, thus forshadowing the whole bloody, sordid, tragic affair to repeat itself. Space opera? Sure. Space Wagner, it is. Filled with betrayal, pain, suffuring, revenge, and hopelessness. Maybe it doesn't have the lust aspects that are in Das Rheingeld, but hey, nobody's perfect. It's filled with bombastic tragedy and overreaching darkness. And let's not forget how many Chaos legionnaires have horned helmets, and how very Nordic the Space wolves are.
#201

gunrock

Apr 09, 2005 21:20:00
How about we rename Atomic damage as Irresistible damage. That would answer so many questions and would seem to carry the feel you are after.

Gunrock =
#202

Skrittiblak

Apr 10, 2005 4:29:24
Too many people would associate it with the advertisment The High Lords of Terra made for the Inquisitor Inferno Pistol. Their slogan was:

"No one can withstand the irresistable allure of an Inferno Pistol!"

Crazy stuff... :P
#203

zombiegleemax

Apr 10, 2005 6:11:55
I've got one tiny question. I just need it explained, then I'll probably be like: "Ooooh! He's right!", but now I'm more like: "In the name of the Emperor, why is that?"

Why is a energy cell for a lasgun the same price as the lasgun itself? Why is it so expensive?
#204

Skrittiblak

Apr 10, 2005 9:55:59
A cell can be recharged by plugging it into a wall socket and comes with enough charges typically for 20 shots.

I guess I bumped up the price for an energy cell because it has unlimited shots (if you plug it into a wall regularly). This make the cell a one-time purchase, instead of bolt and auto ammo which you have to keep a large supply of.

A lasgun becomes a very low maintenance weapon. You never need to buy new ammo, the ammo has negligable weight so it doesn't encumber your character and with various mods it can be even more effective. (I'm partial to the solar charger mod myself.)

That said DC 16 seems unnecessarily steep now that I think of it, but I've never had any complaints about it before. It should probably be DC 14 so wealthy people can buy it without taking the 1 point hit to their wealth.

I'll see about changing that. I should also lower the DC for a Small Atomic Powerpacks since for some inexplicable reason its the same as for a Large Atomic Powerpack.

I'll edit this post when I've updated the figures appropriately.

EDIT: Okay. I officially updated the purchase DCs to 14 and 18 respectively. That should make the energy cell more affordable and the atomic powerpack too, but still keep the deadly meltagun out of reach for most low-level characters.
#205

gunrock

Apr 10, 2005 20:09:51
Type: Construct (living construct): As living constructs, Necrontyr have the following traits and immunities.
-Necrontyr have a Constitution score.
-Necrontyr with Intelligence scores are not immune to mind-affecting abilities.
-Necrontyr are immune to Poison, Sleep effects, Paralysis, Disease, Nausea, Fatigue, Exhaustion, effects that cause the Sickened condition, and Energy drain.
-Necrontyr are vulnerable to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
-Necrontyr can be affected by abilities that target living creature and by abilities that target consturcts.
-Necrontyr act differently when reduced to 0 or fewer hp. At 0 they are disabled like any character. Between 0 and -10 they are inert (unconcious and helpless). They are stable and do not lose additional hp unless more damage is dealt.
-Necrontyr do not need to eat, drink, sleep, or breathe.
#206

gunrock

Apr 10, 2005 20:22:27
Special Qualities:
Not Dead Yet (Ex) Most Necrontyr are covered in nanites that repair most damage. This has the following game effects. All damge is nonlethal damage, and follows all rules for nonlethal damage, except for weapons with DRP of 4 or higher. Such weapons deal lethal damage and follow all the rules for Massive damage.
Fearless (Ex) - "And the dead have nothing to fear." Necrontyr are immune to fear effects.
Level Adjustment: Not Applicable. Many Necrontyr lack Intelligence scores, making them unplayable. The rest are not suited to PC use due to Necron culture.

Originally I posted the Not Dead Yet as the regeneration of D20 Modern, as shown by the MSRD Troll. I editted it to allow Necrontyr to be knocked unconcious, only to rise and kill all since that better fits their natures. If you want to rename it to it's traditional table top version, that's fine.
#207

gunrock

Apr 10, 2005 20:36:41
Medium Construct (living consturct)
Hit Points: 25 (3d10 + 9)
MDT: 16
Init: +3
Defense: 13 (13 Touch, 10 Flat-footed)
DR: 18 / +4
BAB / Grap: +2 / +6
Attack: ranged +7 GAUSS rifle (2d10, x2, DRP 2, ignores 5 points of hardness) or melee +7 Claws (2d6, x2, DRP 2)
FS / Reach: 5 ft. by 5 ft. / 5 ft.
SQ: Necron traits, Not Dead Yet, Fearless, Natural Armor
Allegiance: Death of all life, C'tan
Saves: Fort +4, Reflex +4, Will +1
Abilities: Str 18, Dex 17, Con 16, Int -, Wis 10, Cha 1
Feats: Advanced Firearms Proficiency, Personal Firearms Proficiency, Simple Weapons Proficiency, Special Weapons Proficiency (High Energy)
#208

zombiegleemax

Apr 13, 2005 4:35:12
Just reporting on the Squat question.
http://www.40konline.com/community/index.php/topic,70533.0.html
http://www.criticalhit.co.uk/w40krp/WD111_Squats.shtml
The first URL is for a thread with a chat transcript with Jervis Johnson which should clear up any problems about the nature of Squats relative to Demiurg.
The second is a ton of background info on Squats, from WD111.

Please don't kill off the Squat! They may have been just SLIGHTLY stupid in 40k, but they had potential-after all, when the Squats were around, EVERYTHING was atleast SLIGHTLY stupid.
#209

Skrittiblak

Apr 16, 2005 2:42:43
Not Dead Yet (Ex) Most Necrontyr are covered in nanites that repair most damage. This functions as the ability Regneration. All damge is nonlethal damage, and follows all rules for nonlethal damage, except for weapons with DRP of 4 or higher. A Necrontyr regenerates 8 points of nonlethal damage each round.

You may want to check out the way nonlethal damage works in modern. This ability doesn't quite make sense as you've posted it.

Also 40k doesn't use an Armour Piercing mechanic to ignore Regeneration so I'll probably avoid that as well. Necrons don't regenerate against high damage weapons and power weapons. I was thinking of making them vulnerable to "Disruption" attacks and "Atomic" attacks.

Ryltar: Thanks for the linkies! Everything is still slightly tongue in cheek every now and then: "I'll be back!"
#210

gunrock

Apr 16, 2005 7:35:01
You may want to check out the way nonlethal damage works in modern. This ability doesn't quite make sense as you've posted it.

Ture but I don't like how insanely powerful Modern's regeneration is. Nor does it fit the "I get knocked down, but I get up again, you're never goin to keep me down" quality that Necrontyr have. What I need to do is remove the healing rate. Then, if you do Massive damage with a non-DRP 4+ weapon you knock it out or daze it. 1 to 4 rounds later it tries to kill you some more. So, editting I go.
Also 40k doesn't use an Armour Piercing mechanic to ignore Regeneration so I'll probably avoid that as well. Necrons don't regenerate against high damage weapons and power weapons. I was thinking of making them vulnerable to "Disruption" attacks and "Atomic" attacks.

But this is much, much easier. Think about it and how easy it is before you just say, "No, it's stupid."
#211

gunrock

Apr 16, 2005 8:17:30
Reasons for simplicity:
1) Of the weapons already statted up, the ones that are supposed to kill Necrons are all DRP 4 or 5. However, not all of them (ex: Missile Launcher with Krak grenades) deal Disruption or Atomic damage.
2) If GW creates a new weapon that ignores the "We'll be Back" rules that you would want to classify as something other than Atomic or Disruption you can do so and still blast Necrons into tiny pieces.
3) Since I'm already looking at DRP to kill stuff, this makes life so much easier as a player and as a GM. I only have to look at the one piece of information that I use to determine if I hurt them or not, since they have Natural Armor I'm looking at it anyway.

Please don't say "Nope, bad idea" just because I'm the one saying it. I know you're better than that, but sometimes these irrational dislikes sneak up on us human beings. Right, done ranting now.
#212

Skrittiblak

Apr 16, 2005 10:15:23
Hmmm.... how about DRP 5 then instead of DRP 4? Most weapons that can insta-kill have a DRP 5 anyway (except - again - for the krak missile, but this will never be perfect).

Plus Necrons should be a pretty high CR (they're more powerful than Space Marines and I would stick the average Brother Marine a Level 3 + stat mods). Consider beefing up the stats a bit. Here's the original Necron from Edition 1 of d20-40k. As with most stuff from Edition 1 the rules are too complicated and they need streamlining. If you're looking to do the Necrons this may help.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Necron Warrior: CR 6; Medium Construct; HD 6d10+10; hp 43; Mas –; Init +2; Spd 30ft; Defense 15, touch 12, flat-footed 13 (+2 dex, +3 disruption field); BAB +4; Grap +6; Full Atk +6 melee (1d6+2 [drp 0], slam) or +10 ranged (2d10 [drp 2], gauss rifle); Reach 5ft AL: Necron; SQ: self-repair, teleport, disrupt, DR/DRT: 20/+4 (natural); Fort –, Ref +4, Will –; Ld +0; Str 15, Dex 14, Con –, Int 6, Wis 14, Cha 8.
- Skills: Listen +13, Spot +13
- Feats: Altertness, Point Blank Shot, Double Tap, Necron Wps Proficiency.

Special
Construct Traits: Necrons pass all Will saves they are required to make and are immune to poison, sleep, paralysis, stunning, disease and necromancy effects. Any effect that requires a fort save is harmless to a Necron. They are not subject to critical hits, energy drain, nonlethal damage, ability damage, ability drain or the effects of massive damage. Unlike other constructs, Necrons are skilled constructs and gain 4 skill points per level.
Self-Repair (Ex): The necron repairs hit points at an exceptionally fast rate. They heal a number of hit points a round equal to their hit dice. (So the necron above heals 6 hit points per round). This ability also makes necrons impervious to most types of damage. Necrons can reconstruct or reattach severed body parts. Severed parts that aren’t re-attached phase-out and return to the necron homing pylon to be re-used. Self-repair continues to work no matter how low the necron’s hit points drop restoring lost hit points from any damage. The only exception is that weapons which ignore or affect hardness apply those harness modifiers to the self-repair rate. A necron cannot repair damage from a melta-gun for instance. The Necron Lord (see below) has a fast healing rate of 28, but if he is hit by a dark lance or a blaster, he can only heal that damage at a rate of 10 per round (both dark lances and blasters reduce hardness to 10). If a weapon ignores 5 points of hardness, it reduces the necron’s capacity to repair damage from that weapon by 5 points per round. The only way to really kill Necrons therefore is to use highly specialized weaponry. Necron that have taken permanent damage can be repaired by a skilled expert. A DC 15 repair check repairs 1d4 hit points.
Teleport (Ex): The necron body is covered with tiny mites that allow teleportation. Any time a Necron is at serious risk he will phase-out and teleport to the nearest necron homing pylon. This could be in the Necron ship, in the Necron tomb or elsewhere. This teleporting can also be used in conjunction with other units such as the Monolith which has an internal pylon to rapidly teleport necrons across the battlefield. Necron lords carry special gear (called a veil of darkness) that is used to teleport to empty areas without homing pylons. All the parts of the necron can teleport in this way. Any severed limbs, dropped gauss rifles or fallen circuitry that was once part of the Necron will phase-out and return to the home pylon if it is not collected and reattached in 10 minutes. These nanites are also in constant communication; all necrons are simultaneously aware of each other within a given detachment of necrons. If one Necron is aware of a particular enemy they all are. They follow the same rules as a Hive Mind (see the Tyranid section) for the purpose of flanking and being caught flat-footed. Futhermore there is a default emergency teleportation algorithm the Necrons use to ensure they can always safely make it home. Whenever a detachment drops to 25% of its original volume the entire army (including all the injured), teleport back to home base.
Disrupt (Ex): All Necrons create a minor disruption field. This causes electronics to malfunction when they are close. Boltgun bolts are less likely to detonate, flash-lights flicker on and off, power weapons power-down unexpectedly and monitors show static. This disruption field around them provides a bonus forcefield defense equal to half their hit dice.

Warrior Gear
Gauss Rifle: This is a rapid fire longarm with a range increment of 60ft that deals 2d10 damage and has a damage reduction penetration of 2. The attack deals energy damage and has an exceptionally large critical range of 18-20. It has a ‘flaying’ special rule aswell. Anytime a gauss rifle scores a critical hit it ignores all hardness.
Targeting System: The necron has a complex targeting system. It confers a +1 bonus to attack rolls made with a gauss rifle, and a +3 mastercraft bonus for necron design. This lends a total bonus of +4 on all ranged attack rolls made with the gauss rifle. This is included in the statistics above.
#213

Skrittiblak

Apr 16, 2005 10:18:27
I can actually email you the complete Necron section as it was on the original website including statistics for:

Immortals, Lords, Wraiths and Pariahs.

However they need redoing before I put them up and work is soaking up all my time.

If you want to do something completely fresh that I had my mind on adding to the site I can email you stuff that was never completed (even in Edition 1) and just sort of got stuck aside.

In any case you look really eager to help so mail me (daniel.saier(a)gmail.com) and we'll see if we can't polish off the Necron (or some other section) and get it up in the next couple of weeks.
#214

gunrock

Apr 16, 2005 16:22:50
Hmmm.... how about DRP 5 then instead of DRP 4? Most weapons that can insta-kill have a DRP 5 anyway (except - again - for the krak missile, but this will never be perfect).

Well, you've got 3 to 5 weapons statted that are DRP 4, and as far as I can tell they all kill Necrons dead.
Plus Necrons should be a pretty high CR (they're more powerful than Space Marines and I would stick the average Brother Marine a Level 3 + stat mods).

Ah! I was assuming level 1 for the average Battle-Brother, making Necron Warriors equal in almost every regard (except longevity :evillaugh).

As for the rest of this, you have my e-mail.

P.S. That is one ing long Sig you have.
#215

Skrittiblak

Apr 17, 2005 10:57:58
3 or 4? What examples other than the rocket launcher are there? Aren't most S8 weapons AP 2 = DRP 5? Hmmm... maybe I missed some.

As for the sig - well it was more of a process in self-discovery. I might take it down. I added it because I wanted to do a statistical breakdown. Seems I'm a bit of min-maxer. You'll notice Fast is the most common class even though I hate it.

I've also got Dex as top stat and Cha as least used. Thats interesting too. I suspect it says something about the balance of the game; or perhaps just about me as a player.
#216

gunrock

Apr 17, 2005 12:11:42
I'd say it means you play too many combat-heavy games, not enough interaction heavy games. :D For those, Cha is the min/max stat.
#217

Skrittiblak

Apr 25, 2005 5:39:36
UPDATE!

I've gone ahead and uploaded ALL the source material I had on my comp. A lot of it hasn't been converted to the new edition.

But fortunately its 95% usable and I get a lot of demands for NPC stats. So there you have it!

If you need Ork stats, Eldar stats, Tau stats --- all there!

Hope you like it.

~~~~~~~~~~~~~~~~~~~~~~

+ + Source Files Added + +

Imperial Source Files
Eldar Source Files
Genestealer Cult Files
Kroot Source Files
Liber Daemonica Files
Necron Source Files
Ork Source Files
Tau Source Files
Tyranid Source Files
#218

toptomcat

Apr 25, 2005 9:44:08
:D
COMMENCE CELEBRATION!
Now I have to read through all this for comments
#219

ikkaan

Apr 27, 2005 4:29:32
I was thinking about the Alien Weapons proficency...a human would have to get the proficiency to use eldar weapons. An Eldar character could only use shuriken guns i presume ? Every other weapon would be a alien weapon to him, confining him to a incredibly small selection of usable weaponry...is that right ?
#220

Skrittiblak

Apr 27, 2005 16:24:49
Eldar also have lasblasters, laspistols, and long rifles as personal firearms (aside from shuriken pistols and shuriken catapults).

An eldar-specific campaign should probably include a list of common eldar sidearms. Since the Imperium is better defined (because of things like Necromunda) weapons like the Autopistol and the Stubgun which are out of use in the Imperial military are still known to 'exist' in the universe.

All we have about the eldar from Games Workshop is what's in the Codex which = eldar military grade weapons.

The eldar equivalent of a stubgun could be a simple 'spark-pistol'. Fortunately since you'll probably have few eldar characters this is only a bridge to cross (with regards to weapon design) if you're running a 100% eldar campaign.

In any case a -4 non proficiency penalty on eldar using Imperial weapons seems generally correct.

When you're using to firing laspistols and gyroscopically stabilized shuriken weapons suddenly firing a weapon with the kick-back of a crude imperial autopistol is bound to throw your shot off.

EDIT: If I haven't helped remember its your game. You can easily rule that eldar (being the more sophisticated race) are automatically proficient with Imperial firearms but not visa-versa.
#221

ikkaan

Apr 28, 2005 3:57:36
Okay, the question was aimed to point out an unclear rule (at least for me), but you as the rules wizard took all the fun - exhaustive answer i would say Thanks !
#222

toptomcat

Apr 28, 2005 19:42:20
I've found something amazingly useful. One and a half megs, pretty old document, but contains exactly the sort of detailed information on the WH40k setting that we need.
You have an E-mail.
#223

General_Felire

Apr 30, 2005 0:45:50
Great job on the website, but I have a question. Were you planning on adding information on the Tryanids.

In addition, do you plan on making stats for the Emperor. Maybe at different times in history. I know it would be like making a god, but damm it would be awesome.
#224

Skrittiblak

May 04, 2005 16:10:51
For Tyranid stuff: click on Source Files -> Tyranid Source Files

I don't know why I called the bad guys section like that.

I think its more likely that I write up stats to other critters (more Tyranid ones, general aliens, etc...) than stats for individuals like the Emperor.

I just think they'd be more usable in a game; and less people would be inclined to argue with me about the stats. :D
#225

duke_qa

May 07, 2005 9:15:11
at last a wh40k RPG, been looking for one of these for a long time.

sorry for being a perfectionist in the rest of the post though, but this work deserves the best :P.

1. warp jumps in wh40k the way i see it, isnt instantly. your rules atm spend alot of time on preparations before the journey, but in many books(gaunts ghosts, eisenhorn etc.) warp travel can be looked upon as a travel below the sea more or less. you jump from one dimension, and you float around as a boat in a great sea in the other dimension, until you are in a point in the warp which has the same geographical coordinates as you wanted to go to in the material universe.

in eisenhorn, they are practically in warp space for several years when they have to travel big distances, while in the 1st book of gaunts ghost, the are regrouping to another sector with a navy ship, which takes proximately 14 days. at the time you read about Gaunt looking at the shields, protecting them from the energies and fouler things outside the ship, and crewmembers being nervous about the entities in the warp.

it would also allow people who messed up while out in the warp to fight some nasty daemons if they somehow manages to screw up the shields. :D




psycic powers: this one im a bit more for giving a completely rehash. lets start with the fluff reason:

psykers in 40k = people which can cast magic with their minds= sorcerers in d&d and most likely modern(i dont have the d20 modern rules, but im thinking of getting my hands on it :P )

sorcerers in 40k = people who have found books with ancient spells and information about how to use the warp without really being a psyker, the books usually invite chaos to wreak havoc upon its users = wizards in d&d(just more evil)

your "arcane" psykers uses psychic tomes, which basically for me isnt very correct compared to the fluff. books with spells in are considered sorcery in the 40k-universe, and the emperor himself have said that this is not something to trifle with, as it gives people who are not meant to have psychic powers access to it, in which case they can easily be ensnared by chaos(read about the thousand sons space marines, thats more or less where this all started)

what would be cool would be some stats for such books though, so those who want to "take a shortcut" to greater powers could go for these books, but make the side-effects scary :D.



also another thing that might have been cool, im not sure where i found this info, but it might have been inquisitor. basically its another way of doing "THE PSYCHIC CHECK".

basically, the more spells you were casting, the more of the warp starts to break into reality because of the spells. the warp is, among other things, a sort of radiation which affects the material realm where it is. if there is alot of warp energies floating into the material realm, the more likely is it that people will get affected/mutated by it, and daemons will notice that something is going on.

im not sure how this game works yet, so i wont try to make any rules for you on that. but basically any spell which affects the material realm(those who affect the warp would most likely not cause too much warp to flow into reality, i.e. mental ones or something like that)

basically though, it would have an effect on the area around people. a warp storm would also probably cause an increase in the amount of warp seeping into reality, but not so much that people are starting to bleed from the nose and eyes and convulst into big unspeakable things. but a proper spell would most likely have this indirect effect on people nearby, and it would certainly cause people who might be possible hosts for daemons to become a threat.


anyway, i could keep on spamming here, but that would only be myself venting air, and it wouldnt be very constructive... so i will now say that you have done a great job on this, and i hope that you will continue updating and adding more 40kish stuff to it :D
#226

kzin

May 07, 2005 13:17:15
1. warp jumps in wh40k the way i see it, isnt instantly.

It's not just the way you see it. It's the way 40k presents it. Warp travel is not instantaneous. The subjective time of the jump (the time passage witnessed by those on the ship) and the objective time of the jump (the time passage in the rest of the universe) can vary widely, and they can vary from each other. I seem to recall one example where they talk about how a ship that makes a bad jump can end up missing from the real world for 1000's of years, appear from having been lost and the inhabitants of the ship have only lived a few months of time. Or visa versa.


I think the rules being presented here are great, but I have a few small issues with them. I wish that they were doing things the d20Modern way, instead of making lots of small changes. For example, it's one thing to do Armor as DR -- that's actually a "standard d20 variation" (see Unearthed Arcana) ... but they way it is done here is _completely_ out of left field, adding in armor penetration rules, etc.

On the one hand, there is the fact that WH does things differently (as the case is made in the rules on this web page), where some weapons ignore some of the "armor save". But the point is that WH handles armor in one way and d20 handles armor in a different way. Rather than try to make d20 to armor the WH way, why not just use d20's armor rules as they are? It's not like d20's handling of Plate armor doesn't work. You don't need to add new rules to d20 in order to have Plate armor that does what it needs to.

I would, instead, have given some weapons a special property that allows them to ignore 1 to 4 points of armor based DR, or something like that. It doesn't require an entirely new set of armor mechanics, with every weapon having a new property, and then having to evaluate a new _forumula_ for every damage roll (which I expect will HUGELY slow down game play).

(and, besides, the new damage formula appears to be incomplete -- it doesn't match the examples, it looks like there are one or two terms missing from the formula)

Don't get me wrong, I think the penetration rules are interesting. I just don't think they're necessary to a WH40K conversion, they look cumbersome to actually use during combat, and I think the formula (at least) needs to be proof read and/or clarified. I would have done the WH40K conversion without them, and then given them as a separate, optional, set of rules for use, if you wanted to.


(oh, and, on the "at last", there have been earlier d20 WH40K conversions, I just think this was the first to use d20Modern instead of the non-Modern version of d20)
#227

zombiegleemax

May 07, 2005 18:26:17
I agree with duke Qa and kzin.
Just letting everyone know...
BWC-archives has a ton of card templates for 40k vehicles-it makes encounters so much easier when you don't have to just rely on your miniatures collection!
#228

ikkaan

May 07, 2005 20:08:56
BWC Archives ? Link ?

Well, i also agree on the point on calculating using that formula for armor penetration. I haven´t tested it till now (i plan on having my players make characters monday and play the game the following week the first time), but i guess it will slow down the game...even i managed to mix up the abbreviations Now back to Photoshop, i´m preparing some fancier character sheets (yes, you get to use them when i´m done...)
#229

zombiegleemax

May 08, 2005 3:45:52
Here it is. You could have googled it, but I sympathize with laziness (I am, certainly). http://games.groups.yahoo.com/group/BWC-Archive/
Very useful! Admittedly you need cardboard to fit in your printer...but it is exceptionally worth it-especially if you need =][= scale vehicles (just x2 size...or so). Thnx for the Character sheets (when they're done!).
#230

zombiegleemax

May 08, 2005 4:51:30
Another few useful yahoo groups:
http://games.groups.yahoo.com/group/WH40KCardTanks/
http://games.groups.yahoo.com/group/40k_fluff/

And others:
http://www.germy.co.uk/fprpg.htm this is apparently useful...will check.
#231

Skrittiblak

May 08, 2005 8:49:51
1. warp jumps in wh40k the way i see it, isnt instantly. your rules atm spend alot of time on preparations before the journey, but in many books(gaunts ghosts, eisenhorn etc.) warp travel can be looked upon as a travel below the sea more or less. you jump from one dimension, and you float around as a boat in a great sea in the other dimension, until you are in a point in the warp which has the same geographical coordinates as you wanted to go to in the material universe.

in eisenhorn, they are practically in warp space for several years when they have to travel big distances, while in the 1st book of gaunts ghost, the are regrouping to another sector with a navy ship, which takes proximately 14 days. at the time you read about Gaunt looking at the shields, protecting them from the energies and fouler things outside the ship, and crewmembers being nervous about the entities in the warp.

You are correct. Warp travel is not instantaneous. Recently read over the fluff bible. 100 lightyears of distance takes about 3 weeks in warp space. This is a mechanic I will probably change. Ultimately however you'll find your players probably don't want to roleplay the weeks (months?) of travel times to get from one distant part of the universe to another so implementing an 'instantaneous' mechanic might be useful for gameplay purposes. Then again it might not. I promise to incorporate realistic warp-space travel times into the Navigation mechanic in any case.

psycic powers: this one im a bit more for giving a completely rehash...

your "arcane" psykers uses psychic tomes, which basically for me isnt very correct compared to the fluff. books with spells in are considered sorcery in the 40k-universe, and the emperor himself have said that this is not something to trifle with, as it gives people who are not meant to have psychic powers access to it, in which case they can easily be ensnared by chaos(read about the thousand sons space marines, thats more or less where this all started)

what would be cool would be some stats for such books though, so those who want to "take a shortcut" to greater powers could go for these books, but make the side-effects scary.

My objective in most of these cases was to keep the existing rules the same. Psychic powers = magic essentially. I felt most players familiar to d20 would be familiar with the D&D magic system and I tried to 'port' it over in its entirety. Creating an entirely new psychic system would be cumbersome and require player's to learn new stuff. As kzin points out I've already complicated the rules with the Damage Reduction mechanic. (Which I'll get to later.)

I think the rules being presented here are great, but I have a few small issues with them. I wish that they were doing things the d20Modern way, instead of making lots of small changes. For example, it's one thing to do Armor as DR -- that's actually a "standard d20 variation" (see Unearthed Arcana) ... but they way it is done here is _completely_ out of left field, adding in armor penetration rules, etc....

Don't get me wrong, I think the penetration rules are interesting. I just don't think they're necessary to a WH40K conversion, they look cumbersome to actually use during combat, and I think the formula (at least) needs to be proof read and/or clarified. I would have done the WH40K conversion without them, and then given them as a separate, optional, set of rules for use, if you wanted to.

Ok you've caught me out. In 90% of the games I've played with the rule system I designed DR/DRT and DRP cause the most confusion. Once people are familiar with the rules the difficulty is reduced but ultimately gameplay is slowed down a bit.

I will be simplifying the rules eventually. Work concerns have basically required me to put a stand-still on all non-work stuff including the development of this RPG but put simply the easiest thing to do is to simply assign a Damage Reduction value for all armour (rather than two values).

Each weapon will also be given a Damage Reduction Piercing (as now) but instead it will be a simple subtraction.

For instance:

Power Armour might have a DR of 20. A boltgun might have a DRP of 10. Powered armour would have a DR 10 (20 - 10) versus a Boltgun.

The subtraction mechanic is far simpler than the fractional one and will be very easy to come to grips with. I'll see about getting a temporary table up on this thread. I'm also toying with the idea of variable DRPs (eg 1d8+5 DRP) but that might just result in too many dice being rolled.

The reason I want to include a DRP value is that I feel the Armour Piercing mechanic is a very integral part of the 40k tabletop battlegame and my early efforts to use the classic d20 (armour as defense bonus) failed to succesfully do this. In fact I found the armour as defense very un-40k with space marines avoiding hits like assassins.

Dodging and Armour need to be differentiated in 40k. Plus the availability of forcefields (conversion, refractor, displacer etc...) means there are other ways of boosting Defense through equipment.

I should also point out that I don't yet have a functioning forcefield mechanic so they're not currently in the equipment list.
#232

Skrittiblak

May 08, 2005 9:19:44
For those of you looking to simplify the Damage Reduction mechanic here's a quick and rough alternative:


Leather Jacket-------------- 1<br /> Leather Trenchcoat---------- 2<br /> Bulletproof Vest------------ 3<br /> Bulletproof Trenchcoat------ 4<br /> Studded Armour-------------- 5<br /> Metal Armour---------------- 6<br /> Flak Shirt------------------ 7<br /> Full Flak Armour----------- 8<br /> Imperial Mesh--------------- 9<br /> Eldar Mesh------------------ 10<br /> Advanced Mesh--------------- 11<br /> Light Carapace-------------- 12<br /> Heavy Carapace-------------- 13<br /> Advanced Carapace----------- 14<br /> Scout Power Armour---------- 15<br /> Sister Power Armour--------- 16<br /> Tactial Power Armour-------- 17<br /> Combat Power Armour--------- 18<br /> Adv. Power Armour----------- 20<br /> Ablative Armour------------- 20<br /> Artificier Armour----------- 24<br /> Terminator Armour----------- 28 + Hardness 5<br /> Tactical Dreadnought Armour- 30 + Hardness 10<br /> <br /> -------------------------------------------------<br /> <br /> DRP 1 = -5 DR<br /> DRP 2 = -10 DR<br /> DRP 3 = -15 DR<br /> DRP 4 = -20 DR<br /> DRP 5 = -100% DR
HERE

Skrittiblak

May 08, 2005 10:54:59
IMPORTANT UPDATE!!!!!

Manhattan of the WotC boards has put together a nifty PDF which I'll be hosting here.

Uh. HERE.
#234

zombiegleemax

May 08, 2005 11:08:40


Note that it's about 10Mb and 900 pages. If you're on dial-up, it may take a while.

It hasn't been proof-read in full yet, so if you come across any problems with the document, please PM me.
#235

Skrittiblak

May 08, 2005 16:16:40
We may be overloading the system with downloads because of bandwidth limits on the free sites I'm using...

EDIT: Try here as well. MIRROR. Problem is, its a very big file.

OR this.
#236

duke_qa

May 08, 2005 17:03:09
My objective in most of these cases was to keep the existing rules the same. Psychic powers = magic essentially. I felt most players familiar to d20 would be familiar with the D&D magic system and I tried to 'port' it over in its entirety. Creating an entirely new psychic system would be cumbersome and require player's to learn new stuff. As kzin points out I've already complicated the rules with the Damage Reduction mechanic. (Which I'll get to later.)

yeah i agree that it will demand alot more of the players, but i personally think that it would be a great next step to make things closer to the 40k universe as possible, and not use the typical d&d spells and abilities(well perhaps the metamagic feats could be re-used, hard to make up a pair of new ones there really). the threat that it might become too advanced for someone might be a correct statement, but the fruits it would bear probably would outweight the negative parts.


let me try to make an example of a new "perils of the warp" rule:

the DM rolls for how much rogue warp energy is released into reality, each time a spell is cast;
[correct this if it doesnt bring an proper average, i not too good at calculating chance]
lvl0 spells: 2d6 (average 7)
lvl1 spells: 4d6
lvl2 spells: 6d6
lvl3 spells: 8d6
lvl4 spells: 10d6
lvl5 spells: 12d6
lvl6 spells: 14d6
lvl7 spells: 16d6
lvl8 spells: 18d6
lvl9 spells: 20d6
lvl10 spells: 22d6 (average 77 [i think])

this score is cumulative, so the more spells cast, the bigger the number gets.

the amount of points deside how high the threat level is for psykers and blunts alike(although blunts are at a smaller risk being affected by the daemonic forces in the warp, they will be damaged by huge amounts of rogue warp energy).
level 0: 0-34(normal)
level 1: 35-69(mild warp radiation)
level 2: 70-139(moderate warp energies loose)
level 3: 140-279(high levels of the warp besieging reality)
level 4: 280-540(dangerous amounts of warp, visual rogue energy floating around)
level 5: 540-1079(laws of physics does not apply anymore)
[one could add more levels if one wants more interactivity, but the max should be around 1080 points]



each of these levels would affect people in different ways, psykers will be more vulnerable to be attacked by daemons while the rogue warp energy levels are high. normal non-psykers/blunts also have a tendency to be indirectly affected by the warp, all from feeling nauseated, headaches, and other mental illnesses, to more disturbing effects as blood coming out from the nose, eyes and ears(telltale sign of someone killed with psychic powers is blood coming out of the head).


also, after a little while the warp energies will start to fade out. thus when there hasnt been psychic activities which doesnt create rogue warp energy for prox 5 rounds, 10% of the warp energy dissipates for each round.

there should be spells which can affect the amount of rogue warp energy, and perhaps even leech it to other spells. there are imperial psykers who specialize in psychic dampening, which would with no doubt have a good ability to soak up psychic energy, either direct spells or rogue warp energy. also technological parts should be able to do something about these things, as we have those shields on spaceships which protects them through the warp...

hmm, while i remember, when someone dies, their soul would most likely have some sort of effect on this aswell, as the energies of the soul is released into the warp. there is a reason that all the chaos gods enjoy death :D.


this is basically a crude translation from something i wrote back a few months, and it lacks what kind of effect it would have on the psykers and non-psykers, but its at least how it more or less the mathematical part would work. i hope that it might inspire you to have a look at the "magic" system one day when theres time, because i know this will require ALOT of time to make properly
#237

ikkaan

May 09, 2005 16:45:04
An unclarity i encountered yesterday: In the weapons section, column "Rate of Fire" is an entry named "R.F." - is that rapid fire, is it different from the "Auto"-Rate or is it something completely different ?

PS: Over all the rules discussions and changes i nearly forgot *how* bad i wanted to gm a group with this background...so i should not forget to slime a little bit as we germans say...thanks skritti for your astounding work (while having a real job which can also be stressful)
#238

zombiegleemax

May 10, 2005 6:12:54
Hi there. The explanations for the different rates of fire can be found here, at the end of the page. I hope this helps
#239

toptomcat

May 10, 2005 7:16:20
Essentially, if you don't move it's fully automatic, if you do it's semiautomatic.
#240

toptomcat

May 10, 2005 7:22:55
None of the DL sources for the PDF work, and your site doesn't even have the bandwidth to get all the text files at once...
*bing*
Why don't we BitTorrent it?
#241

zombiegleemax

May 10, 2005 7:43:59
I plan on torrenting it in the near future. However, right now it needs a little bit of proof-reading.

People with large-capacity email addresses like (gmail or yahoo) could PM me or Skrittiblak and we can send them copies that way.
#242

toptomcat

May 10, 2005 15:07:23
How big is it?
#243

zombiegleemax

May 10, 2005 17:17:25
Roughly 10 meg. I think the images may be pumping up the size a bit.

I can send the .tex files to anyone with a pdflatex compiler. I imagine that's not a lot of you, though.
#244

toptomcat

May 10, 2005 17:28:45
.tex? Huh?
Is that the raw, editable form of a .pdf?
#245

zombiegleemax

May 10, 2005 19:29:22
Roughly 10 meg. I think the images may be pumping up the size a bit.

This was why I chose not to do images in my PDF file yet. (go to www.d20projects.com to see it... feel free to register, you have to in order to download it, and you can contact Durrant or Aussiegamer there about getting a forum of your own for your projects)
#246

zombiegleemax

May 11, 2005 6:01:22
.tex? Huh?
Is that the raw, editable form of a .pdf?

It's a bit like writing in html. You type it all out in a raw text file, then run it through the compiler, which produces a pdf file.

Here's the wikipedia entry on LaTeX. It tends to be included as standard on most Linux and Unix machines, but you'll have to download something like MiKTeX to run it on Windows.
#247

zombiegleemax

May 11, 2005 12:50:44
This was why I chose not to do images in my PDF file yet. (go to www.d20projects.com to see it... feel free to register, you have to in order to download it, and you can contact Durrant or Aussiegamer there about getting a forum of your own for your projects)

Smart choice. I shall jaunt over there and have a look.
#248

Skrittiblak

May 12, 2005 2:18:27
If anyones curious its pronounced 'Law-Tex' not 'Lay-Tex' a mistake I made early on which was met with an orgy of laughter from the Linux users around me.
#249

kzin

May 12, 2005 19:54:39
If anyones curious its pronounced 'Law-Tex' not 'Lay-Tex' a mistake I made early on which was met with an orgy of laughter from the Linux users around me.

Actually, it's pronounced lah-tek.
#250

zombiegleemax

May 14, 2005 17:08:59
"The Imperium is nazi-Germany and soviet Russia
put together, with the spanish inquisition thrown in for good measure..."
-N J

A really good way of explaining the Imperium...no?
#251

Skrittiblak

May 15, 2005 2:58:13
Soviet Russia? Nah... not even close. Germany? Too modern / too educated. (Thats what makes what happened so mind-bogglingly horrifying - these were intelligent men - not religious fundies like in the Spanish Inquistion.)

The closest thing you said was the Spanish Inquisiton. Ultimately though, I always think the best way to describe the Imperium is to think of it as the Dark Ages.

The Imperium is gripped in age of madness and mysticism. Here, a quote from the fluff bible that sums it up:

"In many respects it is a time of superstition, in which a great and unfathomable technology has been enslaved to the forces of mysticism and madness. To the ordinary humans of these times, the peasants in the fields and the warriors amongst the stars, scientific thought represents an abhorrent perversity; a corruption of honour and religious virtue. Even to those few humans who deal with the material of technology, the science and the magic have become largely inseparable; the warp engine must have runes upon its side, the laser gun requires the blessing of the Gods of Battle.
This is a universe in which the gods, mysticism and magic are real. For this is a time of great change within humanity itself, a time when more and more humans are developing powers and a vision far beyond those of their ancestors. Humans developing these abilities are known as psychics, or psykers, and by many less flattering names - the most common being that of witch. Psykers are men and women who have the ability to transcend the normal laws of space, placing them in touch with great universal forces which lie far beyond the understanding of their kin. Their gifts defy explanation; telepathy, telekinesis, illusion, and countless others. Many ordinary humans attribute these powers to a divine origin. Some psykers claim their powers enable them to tap forces which he under the control of entities existing outside of the real universe - beyond normal time and space. Others seek a rational explanation for these phenomena - but this is not a rational age and they are few and their voice is weak."


Basically you need to represent a society like the Imperium's you need to go way further back than Soviet Russia and Nazi Germany. These two are 20th Century! You need to think of the Imperium as the German city-states during the times when Rome was being sacked by the Goths and the Vandals.

Each state (planet?) was practically autonomous save for one unifying thing. The church. Which held in its hands a terrific power because they controlled the paranoia and superstition that Europe was rank with at the time. Warhammer 40,000 is a throw back to these mad deluded periods of our history.
#252

duke_qa

May 15, 2005 14:55:31
well i can see some of the things that he says would fit; the soviet thingy is the most diffuse, basically the closest to it is that the planets in the imperium has to pay alot of taxes so that the imperium can produce weaponry and other things(and probably the amount of corruption there is within communism would also be apparent).

the nazism i would rather put closer towards fascism, but there is naturally parts of both around. the imperial cult preaches against aliens as the only pure thing is the human body. mutants, both psychically and physically, are usually hunted, but they are allowed to exist in places where religion aint too important...well at least the physically mutated ones(necromunda has plenty of these, but its rarely you see some global cleansing there, because there are more dangerous threats around the galaxy).

The word fascism has come to mean any system of government resembling Mussolini's, that
* exalts nation and sometimes race above the individual
* uses violence and modern techniques of propaganda and censorship to forcibly suppress political opposition
* engages in severe economic and social regimentation
* engages in corporatism
* implements totalitarianism

most of these asterix's fit for the imperium, the ones im not sure about would be corporatism and "engages in severe economic and social regimentation"

that they were intelligent and educated beings usually isnt the main point in 40k, there are people who are educated, but the average joe is probably a bit above Baldwick[black adder henchman if you don't know him] in charisma and intelligence :P
#253

Skrittiblak

May 16, 2005 17:32:16
I actually agree with everything you said, except:

* uses violence and modern techniques of propaganda and censorship to forcibly suppress political opposition

I don't think the Imperium uses a lot of propoganda - its more of a religious indoctrination thing. Censorship is a big yes though. Perhaps you're right though.

After all the eagle (the Imperial's symbol) was one of the symbols both Germany and Italy adopted during the rise of fascism. I guess the eagle (proud, impressive, domineering) is a good animal for a totalitarian state.
#254

duke_qa

May 17, 2005 10:39:01
i would say that the ecclesiarch is the Goebbles of the imperium. having good control over the mob is very important when you got an empire which is uncounted billions large.
#255

xmatch

May 17, 2005 11:33:16
I would more or less think that the Imperium is ruled much like the Romans (during the imperial times, not the republic) were. You have different religious sects that all owe allegiance to the almight Emperor. Even the description of the Emperors shining light in the void could be considered much like the roads of ancient times (All roads lead to Rome) and thats how many navigated back then and in WH40K, as well.. the Eagle was a strongly represented throughout the empire.

The orcs are much like the germanic barbarians.. the Eldars, much like the persians.. you name it, its pretty much represented in WH40K. However thats a bias of mine since the epics of fantasy or sci-fi take roots in ancient historical lore in a lot of my games.
#256

zombiegleemax

May 17, 2005 12:24:10
I guess the eagle (proud, impressive, domineering) is a good animal for a totalitarian state.

That is an interesting observation with the way the US is moving politically at this time...
#257

gunrock

May 17, 2005 12:28:03
That is an interesting observation with the way the US is moving politically at this time...

See, this is about a half an inch from violating the Code of Conduct. That's why I didn't say it, I don't want this thread to be locked and deleted.

No further current, real world political discussions.
#258

Skrittiblak

May 17, 2005 12:52:24
Nerdvana: Oops! Sorry, I honestly didn't make that association when I posted. I apologize to anyone who thought the eagle comment was directed at the US. I feel like a dumbass. Gunrock is right, if you have real world political opinions there are probably better places for them.

xMatch: Heh! One just needs to look at the Ultramarines range to see that your point about Warhammer 40,000 being an Empire similar to the Roman one is dead on. Thats probably where the two-headed eagle comes from in fact.
#259

xmatch

May 17, 2005 14:15:51
Well.. lets just put it this way.. watching Troy (which I actually thought was a good movie contrary to a lot of my friends opinions), all I could do was think how this would play in WH40K. The thousand ship fleet heading to conquer a rival.. the myrmidons (aka, Space Marines) were the first to charge the beaches. How well organized everything had to be in order to conduct a battle.

You have an epic story.. which.. is what WH40K is all about.

A real interesting conversion is having The Odyssey as your point of reference in a Warhammer 40k theme.. it plays out interestingly well. Just substitute here and there as you see fit and you'll have an interesting campaign.

Or for those who are a bit less romantic in their epics.. try the Roman Campaign into England to beat back the barbarian hordes and establish a stronghold that divides the island in half. Instead of Julius Ceaser you have young Charismatic Leader of the Imperium who is leading his legions to victory in the name of glory for the Emperor.

As well.. you have Spartacus and his war on the empire. (though this doesn't mean that the pcs work for the Chaos, they could just be slaves turned revolutionaries). You have Christianity being introduced to the masses, turning the empire into a christian state.
You have so much to draw upon for campaign ideas with WH40k its nearly insane.

As well the setting allows for other things.. like the Spanish Inquisition.. the witch hunts.. perhaps even the Witch Trials of the new world, where as the Imperium has recently come upon a new portion of space never before explored and colonization happens en mass.. however with the extreme distance from the emperor, the torch of the Imperium may be dim and the chaos blooms around these newly colonized worlds..

Check out a good history book on Roman History and military campaigns, you'd find it worth your time.
#260

xmatch

May 17, 2005 14:17:48
Also.. on a final note.. it caught me funny when I noticed that the Imperial Legions all carry banners into battle.. something, that.. well, practically started with the Romans on a large scale.
#261

zombiegleemax

May 17, 2005 14:18:22
See, this is about a half an inch from violating the Code of Conduct. That's why I didn't say it, I don't want this thread to be locked and deleted.

You are right. My bad. I was just pointing out the animal's breadth of use.
#262

duke_qa

May 17, 2005 15:08:44
hm, i really feel like pushing a bit about that political thingy(in a constructive manner that is), but i don't want to go there if it affects this thread...



anyway, one thing i've been a bit bothered about tonite(no, no more psychic stuff as of yet :p):

defence, is there objects that can effect your defence value without messing around too much with the dex modifier too much? as armor is not a part of your defence anymore, but used as DR, armor is better at stopping damage, and weapons are better at dealing damage. thus a guy who doesnt have too much armor(and then most likely, not too much HP) would in theory have a worse day at work than the tough hero-space marine with 20con.

i know that fast heroes get better defence bonuses, but thats just like each time you level. armor you can build on and patch up and add +3 bonuses to among other things. what i would like to see is some things that has bonuses to defence directly, so that armor is not your first choice of avoiding damage.

for instance, a proper callidus assasin would be able to dogde and weave around bullets, and combat drugs should give some people a proper matrix-trip :p. [i.e. some cybernetic implants which gives bonus to initiative could also give bonus to defence.]

also, such things should be effected by the armor that the user wears, so that for example a "matrix-drug" doesnt work if the character is wearing an armor that has a max dex limit of 6. that way, people in power-armor wouldnt be able to do a bullet-dodge move.


to sums things up, in a grim dark future, not everyone wants to take a lascannon-shot to their chest :P
#263

zombiegleemax

May 17, 2005 15:31:57
I would think that anything which would make you harder to hit would affect Defense. i.e., the harlequin's holo-field, etc...Look at the Grey Knights' shrouding and the like...you could concievably have a holographic projector that does the same thing, or combat drugs which boost your dex and reflexes, providing an extra bonus to Reflex saves and Defense.
Use your imagination, eh.
#264

Skrittiblak

May 17, 2005 15:52:52
defence, is there objects that can effect your defence value without messing around too much with the dex modifier too much? as armor is not a part of your defence anymore, but used as DR, armor is better at stopping damage, and weapons are better at dealing damage.

Yes. Here's a list:

Chameleoline (concealment), Precognition Cybernetic Implants, Holo-Fields, Displacer Fields, Void Field, Refractor Fields, Iron Halos, Rosarius Fields, Projectile Deflectors - uh -

Basically aside from the concealment one and the precognition implant the answer is forcefields.

Uh. Here's the real answer.

I don't have any forcefields up on the site yet. So here's a temporary Forcefield List:

Projectile Deflector: +1 Defense
Refractor Field: +2 Defense
Rosarius Field: +3 Defense
Displacer Field: +4 Defense
Iron Halo: +5 Defense
Powerfield (imperial): +6 Defense
Holo-field (eldar): +6 Defense
Void Field (eldar): +7 Defense
Salamander Mantle (imperial): +8 Defense
Dark Eldar Shadow Field: +10 Defense
Kustom Forcefield (ork): +2d6 Defense (roll at the beginning of each round)
Tau Shield Drone: +3 Defense*
Tau Shield Generator: +5 Defense
*multiple drones stack defense bonuses

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

Also the following shields are commonly used:

Small Shield: +1 Defense
Medium Shield: +2 Defense
Arbiter Riot Shield: +3 Defense
Marine Combat Shield: +4 Defense
Crusader Combat Shield: +5 Defense
Terminator Storm Shield: +6 Defense
Squat Force Shield: +8 Defense
#265

Skrittiblak

May 17, 2005 15:53:58
PROBLEM!

Unlike armour, I don't have any kind of scaled feat system, so the only thing preventing your players from snagging the very best shield/forcefield is their budget.

Use with care. ;) A character who manages to buy a Salamander Mantle, a Storm Shield and has a +5 Precog chip will be sporting a +19 Def bonus. And that's without chameleoline... wow! No feats required.

Anyone with advice on balancing forcefields is welcome to offer council.
#266

gunrock

May 17, 2005 17:01:18
Only let the bonuses go up to +3. 3 seems to be the magic number in Modern. MC stops at +3, enhancement bonuses stop at +3.
#267

Skrittiblak

May 17, 2005 17:35:37
The struggle is that there's more than 3 different kinds of shields / forcefields to put in the game.

The forcefields/shields range from 6+ invulnerable saves (riot shield /refractor), to 5+ invulnerable saves (combat shield / holo-field), to 4+ (storm shield / rosarius), to 3+ (wraith forcefield / force dome) to even a 2+ invulnerable save (dark eldar shadowfield).

That's just game stuff. The difference is more fine-tuned when you read the fluff about the various forcefields and shields carried. Surely I can't represent all the variation using only one of three numbers?
#268

toptomcat

May 17, 2005 19:11:04
So make three kinds of force fields, ranging from +1 to +3, and make them masterwork-able.
#269

zombiegleemax

May 18, 2005 3:54:36
Just posting a good link...

www.damnatus.com

A 40k movie project (seems to be going good...better than that ill-fated Exile Films production).
These guys even have a soundtrack out (which is SO getting played at the next D20 40k game I G.M.!!!).

Yet again, I implore you not to go the Revisionist route with regard to our friends the Squat/Demiurg.
#270

fatal_error

May 18, 2005 10:47:08
The struggle is that there's more than 3 different kinds of shields / forcefields to put in the game.

The forcefields/shields range from 6+ invulnerable saves (riot shield /refractor), to 5+ invulnerable saves (combat shield / holo-field), to 4+ (storm shield / rosarius), to 3+ (wraith forcefield / force dome) to even a 2+ invulnerable save (dark eldar shadowfield).

That's just game stuff. The difference is more fine-tuned when you read the fluff about the various forcefields and shields carried. Surely I can't represent all the variation using only one of three numbers?

Well, I'm pretty sure the dark eldar shadowfield could be best represented by a miss chance rather than a bonus to defense. Given its incredible save, perhaps the shadowfield gives you 'full concealment' so you have a 50% miss chance when attacking someone wearing it?
#271

duke_qa

May 18, 2005 13:33:35
but then again, anything that aint getting through the defence does miss the character altogether. a good list that is, should balance things out a bit when armor doesnt apply to the defence.
#272

Skrittiblak

May 18, 2005 17:04:21
Fatal Error: Fair point that. I had just planned on (as a general rule) armour = Dr, and invulnerable armour = Defense Bonus.

I guess the shadow field in particular (due to fluff reasons) is more appropriately handled as a concealment bonus than as a forcefield bonus. Even though the name shadow field suggests, you know, some kind of field. :D

Yet again, I implore you not to go the Revisionist route with regard to our friends the Squat/Demiurg.

I'm sorry. So scatterbrained.... What would you like me not to revise? Their general presence?

Thanks for the Damnatus link. I forgot about that. I remember seeing an article about it but I had never seen the trailer.
#273

duke_qa

May 19, 2005 10:18:03
one thing about shields in 40k is that they have a nasty tendency to implode at the wrong times, either because of problems with the generator, or because the shield has taken too much damage and overloads the generator.

there probably should be a feat for proficiency for the forcefields, and the forcefields should be divided into different groups:
*simple forcefield profiency (+1 - 3 forcefields )


*advanced forcefield profiency (+4 - 6 forcefields)


*exotic forcefield profiency (+7 - ? forcefields, you probably have to choose this feat for each forcefield above) [prerequisite: advanced forcefield profiency]







hehe, i like things that is a bit advanced, so the next part would be typically me(compulsory):

shields needs to be turned on to be effective. unless the owner has cubernetic implants connected to control the fields, it would require an move action to start up the shield.

crude forcefields have a nasty tendency to make alot of noise, alot of energies would float around the owner, making it difficult to recognize him. any spot check vs users with crude forcefields gets a +10, listen checks +6. there would be bonuses to a disguise check because of the blurring effect of the field, but that depends on the situation(how often do you check who's coming for you with a forcefield on anyway).
crude shields also affect the users senses, -5 to spot and listen checks



normal fields have a tendency to make a charging sound as you start them up, giving targets nearby a +2 to listen checks that round. the field is however invisible as long as it isnt hit by something.

advanced/exotic fields
flawless technology doesnt make alot of noise. people trying to hit a target with such fields might not even realise the target has a shield on. -6 on spot checks when trying to find out if the target has a forcefield.



even more diffuse rules which i personally would love to play around with :p :

forcefield breakdowns:

a forcefield needs to be maintained if it is to save someone's skin. a knowledge[technology] check is required after a certain amount of activations where it was used.(i.e. a +3 forcefield should be checked after each 3rd activation). each activation over the allotted time subtracts 1 from the last knowledge[technology] roll for the forcefield. this check requires prox 30 minutes.

if a forcefield is forced to take too many shots, it might turn itself off, or if murphy is your friend, implode without warning. if a shot that normally would have hit the target if it wasnt for the forcefield(i.e a character which has 23 in defence, including a forcefield which gives +3 defence, is attacked and the attacker rolls 22, he hits the forcefield), the forcefield is soaking damage. Depending on the amount of defence the shield gives the user, you can calculate how many times it can be hit before it needs to take a stability check(i.e. a +3 shield can take 3 hits before becoming unstable)

PS. certain weapons might cause the forcefields for take more hits than there are shots. grenades would most likely have the same effect as 2 shots, a large artillery shell might give around 3-4 shots...


the stabilisation roll consists of the last knowledge[technology] roll that was rolled for the forcefield, (including any subtractions because of an excess amount of activations), and the defence bonus of the forcefield. the DM desides the DC, depending on the weapons fired at the forcefield.
[example]
small arms: DC 8
medium arms: DC 12
heavy weaponry: DC 18
heavy ordnance DC 26
incredible scary weapons: DC 36

if the DC is passed, the shield manages to withstand the punishment.
if the roll is <10 under the DC, the forcefield deactivates to cool down
if the roll is >10 under the DC, the forcefield implodes, doing [forcefield defence bonus]d10 [erm, whatever damage the implosion spell would do]damage.
#274

Skrittiblak

May 19, 2005 14:07:00
WOW! This is the kind of jiucy forcefield ruling we needed.

I know, I know, there are a lot of complicated rules already - but if simplicity means poor balance, by all means make things complex!

I'll have a look at designing some good forcefield rules using your outline strategy.

I'm particularly pleased at how you've justified having varying feat levels. Somehow the idea that forcefields need activating, know-how and that they make noise(!) really never crossed my mind.

This is really original; and the dodgy mechanics makes for some quality 40k ambient stuff.

Thanks, duke.
#275

xmatch

May 19, 2005 14:50:39
Would that also be a good rule to supplement to the startship shields?
#276

toptomcat

May 19, 2005 16:00:27
Those need to be streamlined somewhat. In particular, the mechanic used to see if a blast would have hit the user were it not for the field requires too much extra bookkeeping. I might have a crack at it later...
#277

duke_qa

May 19, 2005 16:12:50
1.no problem. as long as some of my gibbering can be used, im pleased.



2.hmm, the usual cause of ships going down often is because the shield generators stop working and the shield implodes, so thats a possibility, but then again, there would have to be a certain amount of damage caused to the generators first. although the part about stealth and noise probably wouldnt count when it comes to superheavy starships(hehe, unless you're one hell of an sneaky bastard that is, hehe i can imagine the scenario)




3.well, the system would be relatively easy to find out, since you most likely would have to write down the two different defence values you got because the forcefield needs to be activated to be used, and have a tendency to deactivate now and then. basically a forcefield should be considered a double edged sword. it can indeed stop the most grievous wounds, but when it fails, you're lucky to be alive afterwards. im more nervous that the knowledge check might be a bit more work than figuring out if the forcefield gets hit or not.






another thing i've realised, the dark eldar wyches has a 4+ invurnerable save when in close combat, known as "wych dodge"(don't have the codex around, just the army builder).

it might become overkill in the end, but would it be feasible with different feats that give people extra defence bonuses?

"Dodge Bullets

At 8th level, the Blade Dancer can use his weapon to deflect missiles in the air, including arrows, spears, bolts, and bullets. This is a supernatural ability and costs an action point to activate.

The Blade Dancer may spend an action point to allow a Reflex save (DC 20). If he succeeds, he avoids a specific ranged attack. If used successfully against a grenade attack the grenade automatically scatters (as normal rules) and then explodes."



this one is perhaps pretty close to that, when one thinks about it. but considering that a lvl 20 fast hero/blade-dancer would have a class bonus of +14 to defence, saying that he has like 16 in dexterity wouldnt be too imprudent, thus giving him a +3 in dex modifier.

a total defence of 27 at lvl 20, and then you can add forcefields on top of that again, which can give the character a +7 bonus if he's a nasty dark eldar, thus having 34 in defence.

i might pull back my theory on adding more stuff that gives bonuses to defence, if this sounds like a properly reasonable number for people.



then again, with some more advanced rules on forcefields, people might be a bit more careful about using them all too often, so other things that helps out might be needed. but personally i might think that there wouldnt be much need for more help to defence.
#278

zombiegleemax

May 20, 2005 3:06:43
With regard to Squat/Demiurg, I just ask that they be kept around on the site, and if feasible, given a section on the Source Files (you can find plenty of Squat codexes for 3rd edition online).

With regard to this whole eagle thing...unless I am much mistaken, the Eagle has been a symbol of power for millenia. The Double Headed Eagle came in to use when the Empire partly split, each head symbolising an Emperor.
When the Western Empire fell, the East kept the symbol, which is why it winds up as an Albanian symbol, and as a symbol of Turkey, but also for the scattered remnants of the Byzantian Empire (which is to say, small monestaries all throughout Eastern Europe and the Eastern Mediteranean which still refuse to acknowledge Byzantia's fall, and consider themselves outside national control). Makes you wonder as to the Emperor's origins, if he uses a Double Headed Eagle as opposed to a regular Eagle, or a Fascii (spelling?) (a symbol of ancient rome, Fascism, as well as Mussolini's Roman Empire, but also sitting in I think Congress in the U.S. [ominous]).
#279

duke_qa

May 20, 2005 18:21:35
note on damage: The damage dice are similar to those of d20 Modern, but it is assumed that with better medicine and better technology weapons of the Dark Millenium are less likely to effectively kill their target despite being superior.

hmm, a friend of mine tried out the rules, but he found the damage reduction to be too powerful. sending two space marines against each other(DR of 18, bolters does 2d10 damage, average 11, around 10% chance of doing 1-2 points of damage) was pretty useless. frag grenades bounces off mesh armor and the likes like dust, which doesnt really make sence compared to the 40k system(even lasguns can bring down a terminator with enough shots).

i havent tried it out myself yet, but i got a bad feeling that weapons might not do enough damage, or the DR is just too powerful...

i like the idea that armor would work like damage reduction, but constantly reducing damage is just gonna cause aggravation when people have weapons which barely does damage to an opponent...



one thing that comes to mind here is the rules about soaking damage from the old vampire; the masquerade rulebooks. you get a certain amount of dice that represent your armor, and the more successes the more you soak(its really a thrill to roll soak damage, since you can either live or die because of it :P). it might be a possibility, but then again, the rules are just getting more and more advanced.
#280

Skrittiblak

May 22, 2005 15:25:49
If you read a little bit before in the thread you'll find that armour is one of the things I'll be streamlining.

I also intend to add more NPC stats.

Keep in mind most Space Marines fire double taps or some even burst shots. All Space Marines probably have point blank shot. So they'll be doing 2d10+1 rather than 2d10 even on a single shot.

A DR of 18/4 is reduced to 9 by DRP 2 so if you calculate double taps as being 3d10+1 or 17 average and bursts being 4d10+1 or 23 average you're looking at marines that deal 8 or 14 points average damage per shot.

Some marines get multiple shots per round if they're high level. (Of course that means they have more HP as well!)

Anyway, the power of armour will be somewhat reduce, but mostly the gameplay will be speeded up and simplified.
#281

ikkaan

May 22, 2005 20:41:45
Okay, the charsheets are ready. I have some supersized Photoshop files or i could export them in another format - maybe manhattan could relieve me of the task of making pdf´s from it ? (if yes , mail me under the adress i gave last time) My players were satisfied with them, lets see what you guys think

My first session GM`ing D20 WH40K begins tonight, and i still have so many holes in my story...you could fly a black fortesss through it - bwah

One more question: I noticed the Navigator advanced class gives mystic psyker levels. That means this character can navigate through the warp, is most likely a noble member of society, gaze you to hell and back with his third eye and casts spells. I guess i will have to cut his abilitys back or the rest of the group will give *me* gazing attacks of burning GM death. Is it balanced if i change those Mystic Psyker Levels into freely selectable Bonus Feats ? I never noticed Navigators using Psychic Powers in the novels...
#282

Skrittiblak

May 23, 2005 16:22:04
Yeah sure. I gave them the mystic caster levels partly because I felt someone with that kind of knowledge of the warp might be able to manipulate it but mostly because I felt it was a weak advanced class.

Clearly not in your opinion though! Whatever helps your games balance. If it works out better tell me; you are correct in asserting that Navigators in books don't typically display additional psychic powers. (Although it is part of the fluff that Heir Apparents are psychic.)
#283

duke_qa

May 24, 2005 4:29:52
ooh, sheets... toss them somewhere on the net when you are able, i want to see :D


If you read a little bit before in the thread you'll find that armour is one of the things I'll be streamlining.

I also intend to add more NPC stats.

mm, i read that you've simplified the DRT/DRP rules back there. But i hope that someone who has played it would be so kind to put in some feedback on whether the DR is too powerful compared to the damage that weapons do. Because im just going on a witchunt with feedback just from one guy...


personally i think that one way of fixing it would be to make the DR less constant, either by making a d20 roll with a different DC for each type of armor.
Armor profiency and other things that would affect the users skills in using the armor would give bonuses to the DC, or if the enemy has some sort of skills which makes him able to hit better, would probably give the user penalties on the roll.

[most likely this will cause combat to become much longer:
1st player1 rolls to hit, then player 1 has to roll damage. then player 2 can at the same time more or less just roll the dice to see if his armor does soak the damage. if it does, he has to find out what kind or DRT/DRP ratio it has, and the start calculating, and then subtract from his HP
*pro's with this kind of system:
-armor isnt giving constant DR, which is a bit unrealistic, since a player could get lucky and hit a weak spot or flesh somewhere
*con's with this kind of system:
-makes things even more advanced
-could (or most likely will) confuse players
]



sorry for posting propositions for rules in each of my posts, it must be one of those mental glitches people get now and then.
#284

zombiegleemax

May 24, 2005 15:45:59
I just noticed that running the PDF through Adobe's PDF Optimizer in Acrobat cuts almost 2MB off the file size. Might save you guys some bandwidth.

Is there any chance of getting a .rtf or .doc version to try reducing it from ~900 pages?
#285

zombiegleemax

May 25, 2005 2:04:58
Come to think of it...that is odd with regard to the Imperium using a Double Eagle (that was a humerous typo in an SRD I downloaded....)-does the Emperor have a partner in power?

Just thinking...you may want to consult Rogue Trader if in doubt over quite a few things...
Admittedly, they changed things a tonne, but there was a lot of stuff of worth there, and wargear...etc.

P.S. Skrittiblank: Permission for the D20 Warhammer project to use your Daemon and Squig work for our D20 mod on the fantasy boards?
#286

ikkaan

May 25, 2005 9:38:24
I read the following: CriticalHit about Interstellar Fleets

So, traveling outside the systems range of interplanetary debris takes several weeks and a single jump takes additional two weeks. this makes for a good number of one and a half month maybe ? And in real-time a range of time from two months to over a year has passed.

I am thinking what this means for the game. The crew ages slower than planetary populations. They age similar to other spaceship crews who keep jumping around...So they can and will meet other spaceship crews they met earlier but it is completely possible that after some 20 jumps older people they met on a planet are dead. 10-20 jumps more and their families and supporting organizations may have changed completely. This is the price for traveling through space.

Sorry for ranting, i´m thinking how this may affect gameplay and if there are more difficulties i haven´t thought of. Any ideas, comments ?
#287

Skrittiblak

May 25, 2005 13:36:10
If you're applying these rules you have to consider the impact on a military campaign.

If you are called to a system being subjected to a Tyranid invasion and arrive a year later is the invasion still underway? Have the Tyranids won? Have they held out without you.

This applies to any situation in which time is an issue. A year is a hell of a long time to faff around travelling. :D

-Skritti
#288

zombiegleemax

May 25, 2005 14:29:25
This seems to disagree with most of the fiction which puts hops in the month range.
#289

duke_qa

May 25, 2005 15:50:28
i think there is no minimum to how long you have to stay inside the warp. it all depends on the risks you take really. that seems to be the 100% guaranteed way of getting safely from one spot to another. also, not every ship has the same disadvantages as trade-ships. military vessels would most likely be able to jump in a bit closer to planets, because they got heavier shielding, more skilled navigators, more urgent tasks at hand etc etc.

its not uncommon for ships coming out of the warp to directly engage with hostiles in orbit around a colonized planet, so i presume that you can practically

but the traveltime seems to be pretty correct though... ie. you have no clue what time it is when you have been in the warp for a few weeks. all depending on which way of the warp current you fly, the longer it would take both in the warp and outside it imo.(if you go with the currents of the warp, you move more quickly, but thats not always an option... the currents i think starts from the middle of the galaxy and flows out the same directions as the spiral starfogs. basically, one way from point A to point B can take twice as long as from point B to point A, or vice versa depending on the currents. remember that warp currents is as stable as plutonium, so its not always the case.)
#290

zombiegleemax

May 26, 2005 10:54:16
I'll give the character sheets a go. Email the images to me, and I'll see what I can do.

As for cutting the page length down, there are a few ways to go. One is for me to adjust the layout style. Another is to print two pages to one sheet. Yet another (and one I recommend) is to print only the chapters you actually need on a regular basis.

I currently have the file in .tex format and .pdf. You're all more than welcome to have a go at re-editing the .tex files in order to try to compress it if you like. Just PM me an email address.
#291

Skrittiblak

May 26, 2005 12:56:48
Sure you can use the stuff, Ryltar! I like to think of the gaming community as an anarcho-syndicalist commune - taking ideas from each other is our bread and butter. You can use anything on the website or elsewhere of mine without asking for permission. That's what its there for!
#292

zombiegleemax

May 27, 2005 21:45:14
Thanks in abundance!!!
Just re-iterating a request for Squat source-files.
Also, I was thinking of there being Kroot and Genestealer templates for the site.
#293

Skrittiblak

May 28, 2005 2:38:50
At the end of the Genestealer Cult section there are various templates. What sort of template would you like to see for the Kroot?

Kroots don't really alter other people they just change themselves. Kroot are ideal to use the Mutations on - but I'm not sure if they would work as a template.
#294

zombiegleemax

May 28, 2005 6:20:58
Well, I mean for random Kroot that end up existing...for example, someone on the Shaper Council Yahoo! list came up with the idea of a Krootogre!!!
It's feasible with Kroot+dead ogryn...?!!

Did some checking on the 40k fluff...turns out that there ARE 1/2 eldar...shock horror!!!

Haven't seen any actual Squigs on the site (although they were more of a Fantasy thing...).

Also, You may want to have stats for a few more Imperial Vehicles...(the dearly departed Griffon springs to mind...).

There's a few editing mistakes about...but mostly cosmetic (Predator stats mentioned for the Baneblade...etc.), and nothing important.

Glad to see that the rules are Downloadable!!!

Still one of the best sites on the net!!!
#295

Skrittiblak

May 28, 2005 17:23:25
Did some checking on the 40k fluff...turns out that there ARE 1/2 eldar...shock horror!!!

Now this is really interesting. Care to point me to the fluff. That's a 'must include' if they exist. Halfbreeds have a very RPGish quality to them. Especially since the heroes I encourage people to play in an RPG represent anomalies and not stereotypes.
#296

zombiegleemax

May 28, 2005 21:49:00
It was on the 40k fluff Yahoo! group somewhere...am trying to find link...(rrr bloody history...).
Just wondering if there was a set conversion from Epic to D20 40k (If there are THAT many Warlord and Reaver Titan cardstock things about...).
Also, if you could get rules for Imperial Knights...they sound like a very workable concept!!!
#297

zombiegleemax

May 29, 2005 19:30:19
One thing I noticed that was missing was a "derringer" weapon class. That is, pistol weapons cut down to make them more concealable.


What do you think about this as an option?

Derringer
---------

Any pistol weapon (except shuriken pistols) may be purchased as derringers. These are the only projectile weapons that can be fitted with a "spring load" feature. These weapons are also significantly harder to detect on a "pat-down".

Range Increment: Halved for all weapons.
Ammunition Capacity: Two shots, with the exception of bolt weapons, which have only one shot (bolts are big!). Weapons ordinarily equipped with high and low power settings may only use low power.
Reloading Normal Weapons: Manual--no magazines are used (like a revolver).
Reloading Energy Weapons: Their powerpacks are integral to the weapon. A connector is supplied so that they may be recharged by connecting to other energy power packs (and draining them) or another power supply. Recharge rate is one charge per minute.
Reloading Atomic Weapons: Their powerpacks are integral to the weapon. A connector is supplied so that they may be recharged by connecting to other atomic power packs (and draining them). Recharge rate is one charge per ten minutes.
Repairing Weapons: If the weapon has no integral power pack, then repair is at +2DC, given its miniaturisation. If the weapon has an undamaged integral power pack, then the repair is at +5 DC. If the weapon also has a damaged integral power pack, then rolls are required for both repairing the weapon and the power pack. These are at +10DC, and require a working replacement power pack to be salvage for parts, which will be broken in making the repair.
Cost DC: As original pistol.
#298

ikkaan

May 30, 2005 3:20:54
Manhattan made some funky pdf from my charsheet-graphics. You can either PM him or me if you want them.
#299

Skrittiblak

May 30, 2005 7:04:10
Manhattan: You are aware of the deadliness of letting PCs (or NPCs!) walk around with Derringer Plasma Pistols right?

Yeah I though so:

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

Oh and send me the character sheets! I'll host! Linkify. We'll figure it out.

Still haven't decided what to do with the mamma-jamma file...
#300

ikkaan

May 30, 2005 10:22:37
Unless the effect is scaled down i see a problem with the idea of plasma-derringers: this weapon has no real barrel und the plasma-chamber is mostly depicted as a huge, bulbous blob of a gun. I would say it´s not feasible to make heavy weapons concealable...concealable-ish...but a bolter could be some sort of short tube with a flared base for putting it against the hip, looking like a small mortar, but better concealable similar to a pistol in size.
#301

ikkaan

May 30, 2005 10:55:59
Regarding Eldar-Human halfbreeds, look here. and search for "Chief Librarian Astropath IlIiyan Nastase".

As it seems very old fluff points out that eldar and humans are able to breed. The idea of having such a halfbreed serve with space marines is pure comedy as always (it contradicts my view of the warhammer universe) but it could be useful if employed seldomly. It has the potential for tragic characters.

Why can such halfbreeds exist ? Well, here the explanation "the old ones used the same template" will suffice i think...humans and eldar are not so different on the genetic level.
#302

Skrittiblak

May 30, 2005 11:13:39
WOW! That proves it. I might actually snag that bit of fluff and use it in the d20-40k half-eldar section.

Time to come up with a new race methinks!
#303

zombiegleemax

May 30, 2005 15:42:01
Manhattan: You are aware of the deadliness of letting PCs (or NPCs!) walk around with Derringer Plasma Pistols right?

Yeah I though so:



Actually, they're not much worse than normal plasma pistols, plus you can't reload them quickly and they're a total ***** to fix once they overheat. A power decrement might be a good idea in general, though.
#304

zombiegleemax

May 30, 2005 16:13:59
BTW, I got bored and tried making a .torrent file. It contains the new charsheet and the full rules. Skrittiblak and I have the file right now, so contact either of us to start downloading!


(Assuming it works, that is. )
#305

zombiegleemax

May 30, 2005 23:42:25
If people look back awhile, I suggested 1/2 eldar...and the idea went down faster than a Thunderbolt on fire.

Just wondering if Skrittiblank (or anyone else, for that matter), had a conversion system for Epic to D20 (Thunderbolts...etc.).

Also just wondering about a few of the old Robots, and maybe Imperial Knights and other titans (Reavers, Warlords...).
#306

Skrittiblak

May 31, 2005 2:58:07
I apologize to you that your half-eldar idea was shot down when in fact you were absolutely right! I guess alot of us assume mistakenly that if we haven't seen it, it doesn't exist. I don't have an adequate conversion system for Epic. I wish I did. Neither do I for Battlefleet Gothic (possibly more important) but I believe some other members of the boards are working on BFG conversions.

-Skritti
#307

Skrittiblak

May 31, 2005 3:53:02
OK GUYS!

Here we go. This is the first time I use SaveFile but it offers 50megs and looks more reliable the Ripway (free as always - cuz you know I don't actually wanna pay for any of this stuff...)

LINK TO FILES

It contains; the character sheet; the Torrent; and a ZIP file containing the PDF (so somewhat compressed).

Tell me if it works or if I somehow need to activate sharing or something. (Again first time I use this host.)

-Skritti
#308

toptomcat

May 31, 2005 7:24:29
Yeah, that worked. Thanks muchly.
#309

Skrittiblak

May 31, 2005 8:23:47
You even downloaded the ZIP? Yes! All hail the power of HTTP. Cool. I'm less worried about not enough people having the torrent file to upload to make it actually faster than HTTP.
#310

ikkaan

Jun 02, 2005 7:17:32
Something the wh40k-gm´s might find useful: a mindmap of the races you players could encounter. The ones with the red arrows are linked to articles in the web. My thought was to make small subpages for the application with d20-values...i guess it would be a huge project and we certainly dont have enough information on the minor species.

Species Map

Have a look, and tell me what you think.
#311

duke_qa

Jun 02, 2005 10:22:51
certainly that would be a sweet thing to have. i would love to see a bunch of stats collected in such a system, but its gonna take some time, thats for sure.
but most of the time you can find good references to monsters in the monster manual, so you don't have to do everything from scratch.
#312

masada

Jun 02, 2005 10:37:06
Adding your site to the d20 Modern Resource list... Great stuff.
#313

toptomcat

Jun 02, 2005 19:46:51
I'm coming up with an 'errata' as I am wont to do, and finding a lot of minor things that I didn't the first time...mostly grammar and consistancy stuff. It'll be really big.
#314

duke_qa

Jun 03, 2005 20:05:24
one thing i noticed(well, more or less one of my future players), the pariah mutation doesnt have the clause that you can't be an psyker. as a pariah is a souless person which causes great harm to psykers, while being a psyker is basically a mutation on your soul which causes you to affect the warp in a different way. thus you shouldnt be able to take psyker abilities or anything psyker-like when using that...
#315

toptomcat

Jun 05, 2005 16:54:29
I'm not sure if you're going to thank me or curse me for this next set of corrections: it's over 50 pages and counting.
#316

duke_qa

Jun 06, 2005 8:33:20
sounds good, i havent started my game yet, and im pretty sure that i won't be printing out all the rules. hmm, have to get a laptop...
#317

ikkaan

Jun 06, 2005 9:42:25
Yeah, right...i am eagerly awaiting the corrected version - then i´m going to burn through a pile of paper and print it out. I used a laptop for the last two gaming sessions. And it has not been fun (for me). I winged more than i wanted since finding a page is taking too much time. I plan to print it double sided and refill my cartridges...this way its not costing a fortune. Or i print it at work...
#318

Skrittiblak

Jun 06, 2005 12:36:18
Hey everyone. Thanks for the continued support. I apologize for the lack of updates. Its the first time in ages I've been able to access the internet; and technically I'm at work.

I've updated my profile for my new location. In a week my new apartment gets NOOSnet (wtf? silly french names) and then I should be able to check regularly from home again.
#319

toptomcat

Jun 06, 2005 16:25:13
The PDF does have a 'search' function activated with 'Ctrl+F". It's been tremendously helpful in my continued editing. I'm up to about p. 315.
#320

zombiegleemax

Jun 07, 2005 10:02:38
I can send you the .tex files if you want, you know. The tables are hard to follow in that format, but the plain text might be helpful...
#321

toptomcat

Jun 07, 2005 19:20:20
No, the current document is fine, if quite long. Since finals are coming up, however, it's quite likely that I won't be able to finish until the end of the month.
#322

zombiegleemax

Jun 08, 2005 4:13:52
Lets see that list of Species...probably have to wait until Ordo Xenos codex comes out (I had thought before the new edition came out, that it would have been in January...as up till 4th ed., they had been releasing 1 every year in January...). Does anyone have any idea as to the racial traits of these 1/2 Eldar'n'Humans?

Also, does anyone have any idea why they keep refering to Honsou as a 'half-breed' in Storm of Iron (I've read 2 extracts, but GW stopped restocking it, so I couldn't buy it).
#323

zombiegleemax

Jun 08, 2005 4:22:38
Also, not much in Imperial source files 'bout Inquisition things...

It just hit me! Deathwatch as P.C.s!!! A small team of alien hunters carrying out the sort of things ascribed to the Deathwatch in WD (infiltrating Necron Tomb-Complexes to plant bombs, call down exterminatus...), and the stuff Terminators used to do in the days of Space Hulk!!!

If anyone has read the Dark Millenium section on Kill Teams...you have (roughly) a way of quickly generating short adventures...string a few together, and watch things happen.
#324

toptomcat

Jun 08, 2005 6:51:41
Will you run such a game?
#325

ikkaan

Jun 08, 2005 8:40:53
What do you think ? Maybe i´m missing a small bonus, something unique...
----------------------------
Eldar/Human Halfbreed

Halfbreeds look more stocky than the usually tall and slender eldar. Their facial accents and slightly pointed ears make them quickly identifyable as non-human/non-eldar characters.

Speed: Halfbreed Base Speed essentially the human base speed

Attributes:
+2 DEX
+1 INT
+1 CHA

Skills: +1 Listen, +1 Move Silently

Special:

-Dulled Shining Soul
Halfbreeds have a higher presence in the Warp as humans, but not the elegant glow of purebreed eldar. Thus all psykers get a +2 bonus when trying to detect halfbreeds using the "Psychic Sense" ability.

-The worst of two Worlds
Halfbreeds are neither recognized as human nor as eldar (humans show high distrust for xenos, resulting in a -4 to all Diplomacy and Gather Information Checks for the character, Eldar feel pity for halfbreeds, regarding to them as "Lost Souls" since Waystones don´t work for them. The Character gets a +1 on all Diplomacy and Gather Information Checks in an all-eldar environment.)
#326

ikkaan

Jun 08, 2005 8:47:58
How would one make a bonesinger character (essentially an eldar psychic engineer) ?
#327

Skrittiblak

Jun 08, 2005 9:44:31
Ikaan: The easy option is to take levels of the Smart Hero basic class and then multiclass between Sanctioned Psyker and Engineer (to really get the most of those points you're going to put into Int).

Or if you're really crazy and you feel that the designaion of BoneSinger is specialized enough you can do this: create you're own advanced class! Then submit it to me. If I like it, I'll put it in the eldar section.
#328

zombiegleemax

Jun 09, 2005 4:34:29
Might run that kinda game w/ my home group...
That Kill-Team stuff might come in handy...
Like the 1/2 eldar so far!
Bonesinger should be an independant Advanced class, I think...
Are you sure that 'stones don't work for 1/2s?
#329

ikkaan

Jun 09, 2005 4:44:35
Without an advanced class the bonesinger would be a psyker with several craft-skills (even mechanical)...so he would simply construct things but not buying parts - not so nice.

I think i´ll make an advanced class with few levels.
#330

ikkaan

Jun 09, 2005 9:25:36
The uselessness of waystones was an idea...the bright soul of an eldar would be somewhat shaded over with the dull aura of a human. In my opinion halfbreeds take a tragic aspect in roleplaying, so the knowledge of their soul being lost to slaneesh makes them different from humans, most eldar and the dark eldar. The halfbreed is unique in this way as he/she knows that they face a grisly end no matter what they do. If you have other ideas tell me.
#331

zombiegleemax

Jun 10, 2005 16:47:09
Good news for encounters in 40k...I think.
http://uk.games-workshop.com/warhammer40000/creatures/1/
-a few more encounters.

I would have thought the 'stones worked for anyone with a soul, but I may be wrong...will probably check. However, that is an interesting way to give them tradgedy...
I would have thought that the Eldar would have considered them abominations, and would have them discriminated against on Eldar ships and Craftworlds...but then again, the Eldar (at least most of them) would probably be wiser than that.
#332

zombiegleemax

Jun 10, 2005 21:23:24
http://www.darkmillennia.net/index.htm
There's a galaxy map, amoung other things here.

Also, if anyone saw the Kroot Merc's article a few years back, with 'green' Kroot (more Ork), what would Kroot which have high propensities of other races be like? Eldar Kroot would probably be more agile, smarter, and have more numerous Psykers. Human Kroot, Tau Kroot? Any ideas? My group is going to be running into quite a few, and some variety might be nice.
#333

toptomcat

Jun 11, 2005 1:44:26
Liberal use of the Mutation rules might be advisable.
#334

zombiegleemax

Jun 11, 2005 16:49:54
If dark eldar have been mentioned earlier, then i am too lazy to have found them, but....
-2 charisma may not be exactly correct, considering the intimidation of dark eldar is able to force even space marines to submit in the past (i have read alot of articles and texts upon the races).
and to get the full history of dark eldar...
in the timewhen the eldar race as a whole, ruled the galaxies, the farseers saw the coming of the eye of terror, and many ships were created in a desperate attempt to escape......
those that did, became known as craftworlds, and the eldar changed their ways to survivalists.... becoming what we know of them now
the eldar who did not flee, and decided to stay where their homes are... most were destroyed. however the world of commargh (i dont know if that's spelt right...) was thrown into a new place, either the warp, the webway, or somewhere unknown.. and the eldar who stayed in it continued their old practices. (and this is why im proud to have called my old dark eldar army, the "true eldar")
there are, although the big GW folks havnt made it official (or agreed for that matter, keeping their mysterious ways) rumours that the incubi are linked with the Kaela Mensha Khaine (i think it is) and the other aspects.. that the dark eldar continue to worship the gods that the new eldar have avoided, and that slaanesh may in fact be one of the eldar gods (although this is a vry small idea).

anyway i hope this helps put dark eldar into perspective, after all... they PWN all other races in survival.. and coolness of looks...

plus if u want any more otherwise irrelevent game info about histories etc, just ask :D
#335

zombiegleemax

Jun 12, 2005 0:12:49
And to further the mystery, there is VERY good reason to believe that Araha (or however it's spelled), father of the Striking Scorpions, is now the Father of the Incubi.
It's worth mentioning further than the mutation from the energies in the city of Commoragh have caused the Dark Eldar to become a bit crueller and more twisted, just as worlds near the Eye of Terror become twisted and perverted mockeries of whatever they once were.

However, the Harlequins are the true survivalists. They can spend unlimited time in the Webway, they do not fear she who thirsts (Slaanesh), and they live freely with both the Dark, Craftworld, and Exodites as they please. I think looking up the tentative harlequin stats on the GW site is worth it, and will help one see the harlequins as one of the most powerful races out there.

Well, I guess that's about it from me for now, so toodles!
#336

zombiegleemax

Jun 14, 2005 5:35:23
http://www.solegends.com/citrt/
A gallery of some of the old Rogue Trader models-brings back memories...

Probably useful for some of the stuff in the beastiary (like the Ambull for instance...). Also, if you could get hold of some of those minies, they'd be VERY useful.
#337

ikkaan

Jun 14, 2005 9:13:17
Some thoughts for the day to envigorate this forum :-)

The group i´m running is composed as follows: A Navigator as a rogue trader with a small ship, his trusted squat mechanic and two stranded xenos, a female eldar psyker and a tau warrior. Through certain circumstances the navigator would like to keep these xenos as additional crew. I ruled that rogue traders have exclusive rights to employ whatever tech and personnel they want, as stated in the carta of the imperial navy (so he could theoretically fly an eldar ship with green blobs as crew). Now...i guess he has to "register" the xenos as his crew or they would be shot on sight by the arbites. What rights should these "abominable rehearsing citizens" have or not have ?
#338

toptomcat

Jun 14, 2005 15:28:30
Rogue traders are by definition illegal, so he can do whatever he wants providing he doesn't get caught. As for chartered traders, it would probably change depending on what planet and legal jurisdiction they found themself on...laws could range from shoot-on-sight to perhaps keeping them as slaves to just letting them roam about.
#339

ikkaan

Jun 15, 2005 13:07:09
erm...not ROGUE trader but rogue TRADER...i was referring to the hereditary charter a merchantl could get (by virtually joining the imperial fleet) that gives him rights to cross segmentum borders and make contact with alien cultures and explore new trade routes. Sorry, i wanted to post a link to criticalhit to show that this type of charter is supported fluff-wise, but i cant find it. If "rogue traders" are supposed to make contact with new cultures it makes no sense to eliminate his trading partners on sight, even on planets with a stricter view of the law.

- my guess was that they get special papers to get around the arbites, but i think i´ll give them a harsh treatment. if they are caught doing forbidden they are most likely given a beating and transferred to the next inquisitorial post.

- how would imperial citizen "joe" react ?

- how would a member of the ecclesiarchy react ?

- redaxe orks are known to pact with humans, as are renegade eldar. would you think of this contacts as some sort of star wars-type (like keeping the xenos scum in the worst sectors of a city, harsh racial prejudices) or more like a seldom encounters that need to be silent to not attract the arbites ?
#340

zombiegleemax

Jun 17, 2005 20:01:50
The Ecclesiarchy would shoot on sight (or call for substantial back-up).
Yet again, it all depends on the planet for Imperial Citizens...most would run screaming (Contact with Xenos is, after all, a crime punishable by death...).
The Arbites could be gotten around as you said, but it would be quite hard.
The Xenos mentioned COULD disguse them selves in public (full coverings for the Tau, covering the ears and walking with a slouch and a limp for the Eldar), although this would probably be quickly blown. Except in VERY SPECIAL CIRCUMSTANCES, Xenos are shot on sight (although, it appears that 1/2 eldar and Kroot may not necessarily be treated such...). They would not be allowed to settle down in a city (although, they might anyway...). However, on the fringe/frontier of Imperial territory, anything goes-Water Caste traders do operate on fringe Imperial worlds, Blood-Axe Orks are bribed with weapons to attack other threats, Kroot fight alongside Imperial Guard, Squat work as Tech-Priests (although, they aren't Xenos, per say), and Eldar occasionally co-operate (or just blow their erstwhile allies to pieces). About the only place where other races are accepted, is the Tau empire.
#341

Skrittiblak

Jun 19, 2005 16:08:43
However, on the fringe/frontier of Imperial territory, anything goes-Water Caste traders do operate on fringe Imperial worlds, Blood-Axe Orks are bribed with weapons to attack other threats, Kroot fight alongside Imperial Guard, Squat work as Tech-Priests (although, they aren't Xenos, per say), and Eldar occasionally co-operate (or just blow their erstwhile allies to pieces).

I think this is true - and a good note for people that are looking for multi-species games. The further you are from the centre of the galaxy the less stringent is Imperial law. On frontier systems humans trade with orks occasionally, Eldar pirates (like Yriel) were not unknown to hire aliens for there hit and runs and generally the prejudice is more internalized and less institutionalized.

If that makes any sense, .
#342

zombiegleemax

Jun 20, 2005 5:54:34
I remember thinkin/reading (can't remember which...LoL) about independant Human kingdoms/duchies/demesnes.../etc. They'd probably have a fairly tolerant attitude (I sense an adventure idea...), so long as enough 'entry tax' was paid.

There was that story a while back in WD dealing with a famous action of the Tallarn IG (and eldar) that mentioned pacts of Friendship being swapped...Hmm...

And then there was that part in Blood Claw, where the spirits of the dead Eldar were helping the Space Wolves defeat that Nurgle thing...

And (i think in Ghostmaker), the Eldar helped Gaunt's Ghosts against more Chaos (are we seeing a pattern here...?),

And then there was the whole Ichar IV thing...

I believe that the Eldar were helping the Imperium in the Gothic Sector...

The Kroot, we all know about...

It seems that an alliance of necessity means that Humanity is almost (...) always the lesser evil.
#343

zombiegleemax

Jun 20, 2005 12:47:39
Eldrad Ulthuan informed the Emperor about the Horus Heresy.
Of course, he didn't listen, but that's a moot point.
The Imperium fights Chaos above all else, and the Tyranids, Orks, and Necrons are everyone's enemy, so it's not like they would dislike them for that.
The Eldar feel a protectiveness towards the Tau, though, and because of that one would think that in Tau space, the Eldar and Humans would clash.
#344

toptomcat

Jun 20, 2005 12:50:34
Up to about p. 405, now, well into the spells, and finals end tomorrow. Expect a finished errata by the end of the month.
#345

ikkaan

Jun 21, 2005 4:09:52
Hurrah !
#346

zombiegleemax

Jun 22, 2005 22:06:42
:D :P
yay i love 40k i have been lookin for something like this for so long
:OMG!
i'll have to start a campain with my brother...
maybe my dad
#347

zombiegleemax

Jun 22, 2005 22:31:15
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

Truthery
#348

Skrittiblak

Jun 24, 2005 17:08:58
Up to about p. 405, now, well into the spells, and finals end tomorrow. Expect a finished errata by the end of the month.

Toptomcat is a golden God! :D We'll add his errata to the site when its done.
#349

zombiegleemax

Jun 26, 2005 4:15:38
Great...
I have well-balanced stats for Adeptus Mechanicus and Titans for 40k...
Anyone want posted (as it ain't (mostly) GW, they hopefully won't mind...)?
#350

Skrittiblak

Jun 26, 2005 7:07:48
Sure I'd love to see the posted stats for your Titans. As it stands I'm not pleased with the way I handled Titans. I might 'convert' them into d20 Future Mecha eventually anyway.

I'm not sure what you mean by balanced Adeptus Mechanicus though. Unless you have NPC stats which is cool.
#351

zombiegleemax

Jun 27, 2005 4:50:27
By Balanced Adeptus Mechanicus, I meant stuff for an armylist...
Turns out that a few 'dedicated' guys put together and playtested a whole lot of units for a Codex: Adeptus Mechanicus...
Skitarii, Tech-Guard, Magos (Magii?), the old Support Weapons, Electro-Priests...but I digress.

Please don't do Titans as Mecha...they really are more like Tanks...with legs...

If you've read the old TITAN/IMPERIOUS DICTATO series...that sorta doesn't work w/ Mecha in the Japanese sense (I'm assuming that that's what they did for D20 Future?)

Warhound Scout Titan-
Front 14, Side 13, Rear 12, Size: War Machine Speed: Normal, Crew: Adeptus Titanicus personnel consisting of Princeps, Moderati, Tech-Priest Engineer, & 2 Servitors, Weapons: 2 main, Structure Points: 3, Void Shields: 2, Options: Can field 2 weapons of any kind except plasma destructor, any triple-barreled weapon , special weapons and deathstrike missiles. The Warhound automatically has the Holy Icon vehicle upgrade due to its very nature.

Front 14, Side 14, Rear 13, Type: Tank Size: War Machine Speed: Normal Crew: Adeptus Titanicus personnel consisting of Princeps, Moderati, Tech-Priest Engineer, & 2 Servitors, Weapons: 3 main Structure Points: 6 Void Shields: 4, Options: Can field 3 weapons of any kind except the plasma destructor and deathstrike missiles. The Reaver automatically has the Holy Icon vehicle upgrade (built into its points cost) due to its very nature.

Warlord Front 14, Side 14, Rear 13, Type: Tank Size: War Machine Speed: Heavy Crew: Adeptus Titanicus personnel consisting of Princeps, Moderati, Tech-Priest Engineer, & 2 Servitors Weapons: 4 main Structure Points: 9 Void Shields: 6 Troops transport: 10 (it can be characters fighting aboard the Titan, support Techpriests or troops)
Options: Can field 4 weapons of any kind. The Warlord automatically has the Holy Icon vehicle upgrade (built into its points cost) due to its very nature.

TITAN SPECIAL RULES (From Imperial Armour update 2004) Minimum Range: A Titan may not target units within 12". Targeting: As a Super-Heavy vehiclea Titan can target different units with its weapons. Void Shields: Each void shield counts as having an Armour Value of 12. If the Titan has any Void shields operating then roll to penetrate void shield rather than the vehicle. If a hit scores a glancing or penetrating hit then the void shield is overloaded and taken down - no additional damage is caused. Only when a Titan has no void shields left do you roll against its own Armour Value and then roll for damage for glancing or penetrating hits as normal for a Super-Heavy vehicle. Void shields have no effect in close combat. At the start of its turn a Titan can attempt to regenerate downed void shields. Roll a D6 for each downed void shield, it is regenerated on a roll of 6. Titan Tank Shock: Enemy infantry must test at -1 to their Leadership if they are tank Shocked by aTitan. The enemy unit may still use the `Death or Glory' special rule. Leg Armour: Titans has its thickest armour protecting its vulnerable legs. Troops on the ground which assault aTitan can usually only attack its legs or feet, and therefore all close combat attacks against a Titan are resolved against Armour Value 14, regardless of which direction the attacks come from. Troops which have jump packs or that can fly ignore this rule and use the Armour Value of whichever facing they are attacking. Titan Stomp!: Unlike other vehicles attacked in close combat, a Titan can fight back, using its weight and size to kick and stomp enemies. It will make 1 attack against any model in base contact with it in the Assault phase. The Titan has a Weapon Skill of 1, an Initiative of 1, and a Strength of 6 for a Warhound, 7 for a Reaver and 8 for a Warlord. Due to the Titan's massive size there is no Armour Save allowed against these attacks (except for Invulnerable Saves) and against vehicles roll 2D6+ST for armour penetration adding both dice together. Opponents that fight a round of close combat against the Titan and fail to destroy it (quite a likely occurrence!) automatically fall back unless they are a vehicle or another war machine. Titans never pursue or consolidate – they remain stationary. Engineer Repairs: Every Titan has a Techpreist as part of its crew, aided by servitors and Servo-skulls to keep the Titan running smoothly. At the start of his turn the Enginseer may attempt to repair damage to the Warhound. If theTitan has its engines damaged, weapon destroyed or field destroyed, one of these defects (chosen by the Techpreist) is fixed on a roll of 5+. Note, the lechpriest is always aided by a Servitor dedicated to the task, so gains a +1 to the roll (on his own he would require a 6 to fix the damage, if he is aided by more servitors the roll is modifies accordly and if there is more Techpriests in the titan everyone can attempt a repair).

Note: This stuff is by a guy called Jose...he appears to be a bit of a Titan nut, having built his own Warlord! I did next to nothing (save editing to put here). Now that that's out of the way...weapons next.
#352

ikkaan

Jun 27, 2005 7:16:23
Uhoh...what a big, mean looking pile of stats :D

I have some idea for a changed navigator-class without the psychic powers. Tell me what you think (i only changed the class features, not the bab or anything else):

Lvl. 1: Navigate, Intrigues Everywhere I
Lvl. 2: Gazing Eye
Lvl. 3: Spaceship Professional, I have seen hell
Lvl. 4: Stun Stare
Lvl. 5: Intrigues Everywhere II
Lvl. 6: Spaceship Professional
Lvl. 7: Temporal Flux
Lvl. 8: Navigate x10
Lvl. 9: Spaceship Professional, Warp Block
Lvl. 10: Death Stare

Intrigues Everywhere I
The diplomatic struggles between the navigator-houses force navigators to learn the trades of diplomacy. Their vast knowledge gives them +2 on diplomatic checks.

Spaceship Professional
Navigators learn a lot about different starships. Every time a navigator gains the spaceship professional feature he may select a feat related to starships only.

I have seen hell
Every navigator has witnessed the evil touch of chaos on his travels, which is a horrifying experience. But time dullens the effect and navigators construct an effective mind-shield, protecting them against demonic influences. Navigators are thus resistant to chaos, they get a +3 bonus on all Will Saves and Spell Saving Throws against demonic influences.

Intrigues Everywhere II
As they progress in power, more finely tuned knowledge of manipulation are used between navigators and contractors or merchants. Their diplomatic check bonus raises to +4.

Temporal Flux
The navigator is able to shape the powers of the immaterium to change time itself. Thus, the navigator can get a +2 on his own initiative check or -2 on a single other opponents initiative check which he must declare on his initative turn.

Warp Block
The warp eye of the navigator projects a cone of destabilized warp-space. The dc´s of psychic checks in the area of sight are modified by +5. The navigator may do this 2 times a day, and the ability lasts for 4 minutes.
#353

zombiegleemax

Jun 30, 2005 5:33:18
Ok...no weaps yet, been rather busy-(grr...infernal exams...rrr)...

But, a while back, I generated some World Outlines (i.e. prefab worlds in case my players ended up needing somewhere to go).

There was one or two for each type, I think...will take a while to find (some went missing...)...

If people want them, I'll put 'em up.
#354

toptomcat

Jun 30, 2005 21:44:58
The Spells chapter has me going insane. I can't near finish by morning...so here's my work so far. This'll change.

TABLE OF CONTENTS:
In all four Chaos Gift entries, correct '(chaos)' to '(Chaos)'

INTRODUCTION:
Perhaps change the word 'compute' to 'intuit' in the Eldar's description?

Perhaps change the phrase "fighting capacity" to "fighting prowess" or "ferocity" in the Kroot's description?

Change 'most notable' to 'most notably,' in the intro

Add a comma after 'Moreover'

Add a period after 'use,' and start a separate sentence with 'With the help of the...' Alternatively, add a colon after 'use.'

Change 'I am able' to 'I have been able'

Character Creation Summary
Intro: Add a comma after 'Handbook'
Add a comma before and after 'of course'

2.2: Perhaps change 'a number of races are available to play as' to 'a number of playable races are available.'
(Check: everyone STARTS off or everyone START off?)
Add commas before and after 'as you play on'
Add a comma after 'squats'
Capitalize the races?

2.3: Change 'outline' to 'outlined'

2.4: Perhaps change ' they will work too' to 'they will also work'

2.5: Clarify 'maximum hit points' by adding a parenthetical (that is, the character's HP are not rolled and are instead treated as if the maximum possible roll had been made)

2.6: Clarify 'from the same source' ruling. Is it the SAME source or the same TYPE of source?
Correct 'bonuses to AC' to 'bonuses to Defense'
Capitalize 'defense' in 'will not add any bonus to defense' and 'Armour does not add to your defense'

2.7: Perhaps change 'small legs' to 'small legs or other impediments to speed'

2.9: Change 'in your character sheet' to 'on your character sheet'

2.10: Change 'this replaces Reputation' to 'this replaces the Reputation mechanic normally used in d20 Modern.'
Perhaps change 'see the Leadership rules in the Rules section' to 'see the Leadership entry in the Rules section' to avoid repitition.

2.15: Some attempt at mechanics description is made that should be made in the Skills section, and it's not made clear that twice as many skill points are required to get the same rank for cross-class skills.

2.16: Perhaps change "two feats or more depending on your background" to "two feats, with possible additional feats gained through class or background."

2.17: Replace 'you character's credit bonus' with 'your character's credit bonus'
Replace 'credit is identical to credit in d20 Modern' to 'credit is identical to Wealth in d20 Modern.'
Perhaps clarify by adding ", an abstract measure of your character's current purchasing power" at the end of the first sentence.


Basic Character Classes:
Is it really neccesary to number the talents? Most don't come in any particular sequence. Bulleting them might be better.
Under the Class Skills entries for the Dedicated and Charismatic heroes, a few Knowledge skills are listed that they can't take: they are missing spaces, as in "Knowledge:Racial" vs. "Knowledge: Racial."

3.2: Perhaps alter the formatting so that the chapter heading starts a new page.
Replace 'Overrun checks' with 'Trip checks during Overrun attempts'

3.3: Perhaps alter the formatting so that the chapter heading starts a new page.
Perhaps rename Duck & Weave +1, +2 etc. to Duck & Weave, Improved Duck & Weave, and Advanced Duck & Weave to be more consistent with existing talents.
In the Duck & Weave talents, correct three instances of 'AC' to 'Defense'.

3.4: In what manner does the Natural Armor talent stack with worn armor? Is the formula (Natural DR + Armor DR)/highest DRT? (Natural DR + Armor DR)/average DRT, rounded however? Something more exotic?

3.5: Perhaps replace 'mentally archive a credit of information' with 'mentally store an archive of information.'
Does the Xenos-Lore talent suddenly apply to a new xenos species when the Smart Hero's intelligence modifier goes up, or does he forget all he knows about one species when it goes down? It'd probably be best to fix it when the talent is gained.

3.7: The formatting on the Innate Power talent tree is messed up.

3.5, 3:6, 3:7:
Perhaps re-word the (descriptor) Power talent tree. 'An additional Arcane Psyker level' would work better for clarity purposes than 'an Arkane Psyker level of 2,' just because someone with Improved Arcane Power and one of the psyker Feats has a psyker level of 3, not 2.
Replace 'easily identifyable as a psyker' with 'easily identifiable as a psyker' in all of the little warning blurbs following the Power talents.

Starting Backgrounds:
In the intro paragraph, add a comma after "may be well-travelled"

In the intro paragraph, perhaps replace "a one-time competence bonus for that skill of +1" with "a one-time competence bonus of +1 for that skill."

In the intro paragraph, special xenos backgrounds are alluded to, and they are listed as backgrounds under the xenos species in the Source Files, but they aren't actually present anywhere in the book.

4.1 Use of the second person in the intro paragraph is inconsistent with many of the other backgrounds. Perhaps change "Most likely you hail from a Forge World" to "Most likely a character with this background hails from a Forge World." Alternatively, re-write all other backgrounds to use the second person.
Change 'techpriest' to 'techpriests' in the opening paragraph.

4.2: Knowledge (Physical Sciences) might be somewhat out of place: Sense Motive, as the counterpart to Diplomacy, might fit better.
Capitalize Trade in Knowledge(trade)

4.4: Perhaps change "adorn themselves with long flowing scripts" to "adorn their clothes with long flowing scripts," unless tattoos are routine.

4.6: Endurance and Self-Reliance make appropriate bonus feats, even though no one would take them.

4.7: Remove the extra space before "which" and add a comma after it. Remove the extra space before 'tactical reasons' and add a comma after it.

4.9: Separate "blackpowder" into two words.
Replace 'are regressed' with 'have regressed.'
Perhaps Advanced Melee Weapons Proficiency is somewhat inappropriate, considering all 'archaic' melee weapons are considered simple and no actual 'advanced' melee weapons can be found on a feral world.
Drive doesn't really work.

4.11: 'credity' sounds really akward: unless it is established canon 40k slang, I'd advise its replacement with 'rich' or 'wealthy.'
Replace 'a capacity for reading people' with 'an inclination for reading.'
Disguise works for Garden Worlder? Spot?

4.12: See 4.11's note about 'credity'
Add a comma before and after 'for instance'
Knowledge (Business) is mentioned in the skills: correct to Knowledge (Trade.)
Knowledge(Civics) is mentioned in the skills, which no longer exists: an ideal replacement seems to be Knowledge (Administratum).
Knowledge(History), which no longer exists, is mentioned in the skills: perhaps replace with Knowledge (Imperium)

4.13: Knowledge (Technology) might be better replaced with Repair, to reflect the more practical and less theoretical focus of technical knowledge a soldier is likely to have.
Gather Information also seems somewhat out of place.

4.14: The Craft skills seem a little weird.

4.15: Replace 'medecine' with 'medicine'
Dehyphenate 'psycho-therapy', unless it means something different in this setting than it does normally
The Credit Bonus might be a bit too high.

4.16: Add a comma before 'with angry gangs...' and after 'hardened Arbiters'.
Does Knowledge (Galactic Events) fit? Knowledge(Technology)?

4.17: Replace the comma after 'very few are' with a colon
Replace 'born indebted too' to 'born indebted to'
Add a comma after 'rewarding life'
I don't know about Knowledge (Earth & Life Sciences) or Craft (Pharmaceutical).
This makes mention of the apparantly-removed Aircraft Operation feat: if it is restored, then it can be left alone, but if Aircraft Operation is made a subtype of Warmachine Operation this will need to be revised.

4.18 Remove 'is' from 'The Navy is contains'
Change 'well-groomed man' to 'well-groomed men'
Remove 'such' from 'such a navy outpost'
See above comments on 'credity'

4.19 If MOST Outcasts are mutants, not ALL, perhaps some benefit could be exchanged for the mutation points.

4.20 Add a comma before and after 'unsurprisingly'
Add a comma after 'themselves'
Replace 'knowing the talents will develop' with 'by those who know their talents will develop.
Again, the second person's use should be corrected or made universal.

4.21 Add a comma after 'experts in religious studies'

4.22 Add a comma after 'to guide them.'

4.24 Add a comma after 'Tarot deck'.
Revise last sentence to "Seers' power stems from faith rather than training, but they remain psykers."
Capitalize 'eldar'

4.25 Correct 'particular adept as' to 'particularly adept so as'
Capitalize 'navy'?
Knowledge (Popular Culture), which no longer exists, is listed in the skills: since the closest equivilent, Knowledge (Galactic Events), is also present, delete it.

4.26 De-capitalize 'Urban'
Correct 'ever seen the sun and live their...' to 'ever seen the sun, and most live their...'

4.27 See previous comments on 'credity.'
Run-on sentence, try to split it up.

SKILLS
Certain skills should be more difficult to employ when applied to alien creatures or environments. I suggest adding footnotes to various skills detailing +5 DC modifiers as follows:
+5 DC modifier to any Computer Use check employing a xenos computer system. +10 DC modifier to any attempt to perform an action involving both Imperial and Xenos computers (for example, trying to transfer a file from an Eldar to an Imperial computer)
+5 DC modifier to any Craft skill attempting to reproduce a xenos art form or device (for example, synthesizing a poison often used by Dark Eldar, or creating a sculpture identical to that produced by an Eldar bonesinger)
+5 DC modifier to any Demolitions attempt involving Xenos-produced explosives
+5 or higher DC modifier to any attempt to use the Diplomacy skill on Xenos
+5 DC modifier to any Disable Device attempt made to disable a xenogen security system
+5 DC modifier to any Drive checks made while driving a xenogen vehicle
+5 DC modifier to any attempt to fake a xenos-written document
+5 or higher DC modifier to any attempt to Gather Information in a xenos community
+5 DC modifier to any attempt to use Handle Animal on a xenos animal
+5 DC modifier to any attempt to Indimidate a xenos
+5 DC modifier to any attempt to Investigate a crime in a xenos community
+5 DC modifier to any attempt to apply Knowledge (psychology) to a xenos, if applicable at all
+5 DC modifier to any attempt to apply Knowledge (trade) to all-xenos transactions or business (human-xenos trade suffers no such penalty)
+5 DC modifier to any attempt to apply Knowledge (administratum) to xenos law or politics
+5 DC modifier to any attempt to apply Knowledge (galactic events) to internal xenos affairs
+5 or higher DC modifier to any attempt to apply Knowledge (life and earth sciences) to xenos physiology, organisms, fossils or geology
+5 DC modifier to any attempt to apply Knowledge (physical sciences) when utilizing xenos data or scientific literature, xenos mathematics, or duplicating xenos engineering.
+5 DC modifier to any attempt to apply Knowledge (streetwise) in a xenos city.
+5 DC modifier to any attempt to use Knowledge(tactics) when commanding xenos troops, or battling a type of xenos completely unknown to the character.
+5 DC modifier to any attempt to apply Knowledge(technology) to xenos tech.
+5 DC modifier to any attempt to Perform to an entirely or mostly xenos audience.
+5 DC modifier to any attempt to Pilot a xenos craft.
+5 DC modifier to any attempt to Repair a xenos item.
+5 DC or higher modifier to Reaserch checks when only xenos reaserch materials are available.
+5 DC attempt to Ride a xenos creature.
+5 DC attempt to apply Sense Motive to a xenos.
+5 DC or higher modifier to any attempt to use Survival in an alien environment.
+5 DC modifier to any attempt to swim in significantly alien fluid (much lighter or heavier than water)
Modifiers for applying Treat Injury to xenos are already accounted for.
Corrolary to the suggestion:
A pair of feats, Xenos Familiarity and Xenos Mastery, having as a pre-req the Xenos Lore talent and seven and twelve ranks of Knowledge (Xenos) respectively, could reduce these penalties to +2 and eliminate them entirely, again respectively.

5.3.4
A minor suggestion: to reflect the decaying state of most of the Imperium's computers and ritualization of interface techniques, increasing the DCs for all Computer Use checks by 5 might be appropriate.
Some description of how different it is to use a 40k computer than to use a modern one is in order.

5.3.8-5.3.9
Some more examples on what's Advanced, Super Advanced et cetera seem in order, including vehicle, and ammunition examples.

5.3.8: Under the Craft (electrical) table, capitalize 'navigators'.

5.3.18: In the table, capitalize race names?

5.3.19: Correct 'Surface Vehicle Operation' to 'Warmachine Operation' and slightly modify the list of special vehicle types to reflect the categories of Warmachine.

5.3.29
In the entry for Knowledge(Warp), replace "all comes under" with "all come under"
In the entry for Knowledge(Psychology), replace "behavioural" with "behavioral"
There's really no reason to take more than 5 ranks in Knowledge (Trade), except in very specific circumstances...scaling synergy bonus?
Knowledge (Chaos) should, perhaps, be a separate skill rather than being treated as a racial group.
In the description for Knowledge (Warp), capitalize 'navigators'.

5.3.32
In the entry for Navigators, add a comma after 'called the Warp Eye'
Perhaps replace 'the special navigate class feature' with 'the special class feature navigate'
Correct '...through the warp the difficulty increases by 1...' to '...through the warp the Difficulty Class increases by 1...'
Correct 'the difficulty for any jump is DC 10' to 'the difficulty for any jump is base DC 10'
Put single quotes around 'light' in the description of the Astronomican. Also, if possible, specify its range.
Capitalize the last word of the 'Failure!' section, 'navigator'.

5.3.33- A list of the various categories of Perform skills, while mentioned in the text, does not actually appear. When it is produced, attempt to customize the list for the setting, subtracting any that seem inappropriate and adding any new art forms detailed in the fluff.

5.3.34- This makes mention of the apparantly-removed Aircraft Operation feat: if it is restored, then it can be left alone, but if Aircraft Operation is made a subtype of Warmachine Operation this will need to be revised.

5.5.36-37: The table for Psychic Sense DCs is right in the middle of the Read/Write Language descrip.

5.3.38: Again, some more specific examples on what counts as simple, moderate, complex or advanced would be very nice.
In the Repair Starships and Robots section, correct 'mecha' to 'walker or Titan.'

FEATS
I thought you liked my Power Fist Mastery feat, yet it isn't here. Is that an oversight, or did you decide not to include it?
With Aircraft Operation removed, there's no feat to allow the operation of atmospheric aircraft. Either re-introduce it or make it a subdivision of the Warmachine Operation feat.

6.2.2- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.

6.2.9- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes.
Correct 'nonproficient penalty' to 'nonproficiency penalty'

6.2.11- Add a comma after 'in addition'

6.2.12- Add a comma after 'in addition'

6.12.13- I think this is supposed to be labeled 'Archaic Melee Weapons Proficiency,' which shouldn't be here anyway since archaic weapons are treated as simple in this system.

6.2.14- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes.

6.2.23- You may wish to add a footnote to this that Builder can apply to xenos-type Craft skills at the GM's discretion (for example, whatever skill bonesinging ends up being.)

6.2.24- Correct 'deasl' to 'deals' in the turbomatic burst desrip
Also, you may wish to amend the footnote about how autofire is different from burst fire to include the changes to autofire turbomatic and hypermatic firearms make, as has been done with all mentions of bursts already.

6.2.26- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes.

6.2.28- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes.
The cohort table comes only after a pair of feat decriptions, rather than being right next to the Cohort feat description..
Correct "The cohort can never exceed 2 less than your own level" to "The cohort's level can never exceed 2 less than your own.
Correct 'he can never exceed 3 levels less than your own' to 'his level can never exceed 3 less than your own.'

6.2.29- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core D&D feat, but d20 Modern feats use this format without exception.

6.2.35- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.

6.2.36- If any of the mentioned Perform skills end up being eliminated from the list to be produced (see 5.5.33), also eliminate them from this feat description. Stand-up comedy seems the most inappropriate.

6.2.37- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.

6.2.38- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.

6.2.39- Correct "the character may take a full-round action to line up your shot" to "the character may take a full-round action to line up his or her shot."

6.2.43- Replace 'firearm' with 'ranged weapon' and 'bullet' with 'round of ammunition' or simply 'round:'' lasguns and the like do not quite qualify as firearms and do not use bullets, but can still be double tapped.

6.2.48- Replace 'firearm or archaic ranged weapon' with 'non-throwing ranged weapon' for the same reason as above.

6.2.49- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes.

6.2.51- Interesting suggestion- Frightful Presence successor feat that replaces Charisma with Leadership/Reputation?

6.2.68- Add a comma after 'in addition'

6.2.69- Add a comma after 'in addition'

6.2.71- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes.

6.2.75- Low Profile doesn't really make sense anymore, with the Reputation mechanic replaced by leadership. Before, it made the character less likely to be recognized, but now it simply hampers him.

6.2.76- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.
The text says that a mastercraft suit of armor improves the armor's equipment bonus to Defense, but armor no longer grants one.

6.2.80- Add a comma after 'in addition'

6.2.81- Add a comma after 'in addition'

6.2.83- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.
Possibly 'open up' this feat to allow characters to be Oathbound to allegiances other than the Imperium?

6.2.85- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.
Possibly change or add world types to reflect world types common in WH40k (i.e. death world, hive world...) instead of generic world types given

6.2.88- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes.
Add a comma after 'in combat'
Add a comma after 'lightning claws'

6.2.90- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes.

6.2.93- Possibly re-name to reflect the change of Reputation to Leadership.

6.2.95- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.
Correct all four instances of 'mecha' to 'walker or Titan', including the one in the table

6.2.96- The Salvage chart is right in the middle of the Shot on the Run feat description.

6.2.98- Does this work with lasguns, melta guns, plasma guns etc? Bolts? If so, replace 'bullet' with 'weapon's discharge,' or something less unweildy if it could be found.


6.2.99- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.

6.2.102- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.

6.2.103- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.

6.2.104- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.

6.2.105- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.

6.2.106- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.

6.2.107- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.

6.2.108- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.

6.2.116-117- the Trustworthy feat description separates the Track table from the Track feat description.

6.2.119- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.

6.2.121- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.
Given the gargantuhuge population of many hive cities, a 10,000,000+ category might be good to add to the table.

6.2.125- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes.

6.2.126- It is probably unneccesary to separate 'light melee weapon' and 'light advanced melee weapon.' Advanced melee weapons are still melee weapons, so 'light melee weapon' is all that's really neccesary.

6.2.128- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes.
Possibly re-word first sentence to 'The character has a talent for operating large weapons that his frame could not normally handle.'
Also, it says it gives +2 to Strength for the purpose of carrying Heavy Weapons without a tripod or mount- so does it stack with bipods and/or suspensors?

6.2.131- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.
Capitalize race names?

6.2.132- Correct second person to third to be more consistent with existing feat writeups- in other words, replace 'you' with 'the character' and make all neccesary grammatical changes. Yes, I know it's a core d20F feat, but it's still inconsistent with the even-more-core d20M feat writeups.

6.3.4- Correct 'metamagic feats' to 'metapsychic feats'

6.3.6- Correct 'metamagic feats to 'metapsychic feats'
Remove the mention of sorcerors, bards, clerics and druids.

MUTATIONS AND CHAOS GIFTS
Intro paragraph:
Add a comma after 'identifying features'
Add a comma after 'more flexibility'
Add a comma after 'in the case of chaos gifts'
Capitalize 'chaos' in 'in the case of chaos gifts'
Re-word last sentence of first paragraph, possibly by removing 'rather than experienced'
Correct 'common place' to 'commonplace'
Add a comma after 'For one thing'
Correct 'radiating' to 'irradiating'
Change semicolon after 'they live on' to a period
Change 'but frankly' to 'However,'
Change 'and really wild mutations' to 'especially really wild mutations'
Capitalize 'eldar'
Add a comma after 'Eye of Terror'
Is warp flux one word or two?
Change 'they may grant' to 'they may range from'
Change 'extraordinary abilities or effect subtle' to 'extraordinary abilities or subtle effects'
Change 'consequences of radiation/warp exposure' to 'consequences of exposure to radiation or that warp'

7.1: Move the 'however' at the end of the next-to-last-sentence to the beginning of that sentence. Make sure there's a comma after it, as in 'However, a creature may still have...'

7.3 In the Cosmetic Mutations section, add a comma after 'in some fashion.'
Also in the Cosmetic Mutations section, add commas before and after both instances of 'however.'
Also in the Cosmetic Mutations section, correct 'peoples' to 'people's'
Also in the Cosmetic Mutations section, change 'category of attitude' to 'attitude category'.

7.4.4
Correct opening paragraph to 'You glow a colour of your choice in the dark.'

7.4.20- Is it really neccesary to specify eyestalk color? If the player wants magenta eyestalks, let them.

7.4.27-30- In the heading, capitalize 'chaos'

7.4.41- decapitalize 'latent-psyker'
Add a comma after 'but'
Perhaps change 'read mind ability' to 'mind-reading ability'
Change 'throws off' to 'grants complete immunity to' (that is the intention, no?)
Re-word final sentence as follows: "Additionally, psykers wishing to use the Psychic Sense skill on the character must pass a DC 50 Psychic Sense check to recognize him as warp-touched or a mutant."
Change 'it is an undetectable...' to 'and it is an undetectable...'

7.4.44- You're sure only humans can be Pariahs? The fluff supports this? Also, add a footnote saying that they can't be psykers.

7.4.76- Isn't 'immaterium' normally capitalized?

7.4.77- Correct 'your body has difficult' to 'your body has difficulty'

7.5 Perhaps put the mutation type in parentheses, the way it is now looks a little jarring.

7.6 "In truth the power of Chaos swelled tremendously in ancient times when the war-cries of the Eldar in their bloody war against an ancient enemy they called the Yngir (who call themselves the C'Tan) and then again more recently during the birth of Slaanesh and the creation of the Eye of Terror."
In that sentence, it's not clear exactly what the war-cries of the Eldar did.
Add a comma after 'in the dark millenium'
Correct 'such historic figures Horus' to 'such historic figures as Horus'
In 'the road to depraved evil however rarely', add commas before and after 'however.'
Correct 'characters ruin' to 'character's ruin.'
Change the semicolon after 'any number of Chaos Gifts' to a comma
Add a comma after 'the same Chaos Gift twice'

7.1.1- correct 'Equipments section' to 'Equipment section'
Add a comma after 'normal drug addiction rules'

7.7.2- Italicize 'detect psychic presence'
Correct 'characters' to 'character's'

7.7.3- Remove the second 'become' in the first sentence
Correct 'its' to 'it's'
'More pleasurable to lie down than to stand up' is a sentence fragment: try adding 'They consider it' to the beginning of the sentence.
Capitalize 'craft' in 'craft checks'
In the next-to-last-sentence, add a comma after 'however'

7.7.4- Correct 'cultists reaks of death' to 'cultist reeks of death'
Change 'Anyone within 60 ft must pass...' to 'Anyone within 60 feet of the cultist when he gets excited must pass...'
Correct 'anyone in range to use the scent special ability' to 'anyone in range with the scent special ability'
'This is not a passive ability so it is not always active' is somewhat unclear: 'This ability is only active when the cultist is excited' might be better.
Add a comma after "dealt with once"

7.7.5- Does 'the axe can be concealed' mean that this Chaos Gift grants a magical concealment ability, or that it can be concealed as a normal handaxe?
Clarify: 'draws blood' = 'deals damage'?
Add a comma after 'Furthermore'
Remove the hyphens from 'hand-axe' and 'great-axe'
Correct 'melee weapon, 1d12 damage [drp 4]' to 'simple weapon, 1d12 damage [DRP 4]'

7.7.6: Perhaps change 'to hide one's mutation' to 'to conceal it'?
Move the 'however' in the last sentence to the beginning of the sentence, and add a comma ater it
Add a comma after 'more intelligent'

7.7.7 Delete 'until the target is a blackened husk': add a separate sentence saying 'Targets killed through this HP drain become blackened husks.'
Add a comma after 'break the Black Kiss'
Move the 'however' in the next-to-last sentence from the middle to the beginning of the sentence, and add a comma after it.
Change 'the character needs to be pinned' to 'the target needs to be pinned'
Add a comma after 'forcibly administer the kiss'

7.7.9
Capitalize 'small' in 'smaller than small size'
Delete the colon after 'on his person'
'a sort of depression' sounds funky...try a 'deep depression' or something like that.

7.7.10- What key ability score is used for the save DC of a non-psyker?
Italicize 'cloud of darkness' in the first sentence.'
Add a comma after 'if not'

7.7.11- Correct 'worshippor' to 'worshipper'
Add a comma after 'of Nurgle'
Capitalize 'defense'
Change 'close combat' to 'melee combat'

7.7.12- Is the collar obviously a Collar of Khorne, with glowing runes and metal spikes and such, or can it be something more subtle like a low-key choker?
Just to be clear, immune as in 'unbeatable power resistance' or completely immune to all magical effects whatsoever?

7.7.13- Capitalize 'tzeentch' in 'living daemon of tzeentch'
Correct 'upt a +10 phase bonus to defense' to 'up to a +10 phase bonus to Defense'
Capitalize 'defense' in 'the phase bonus to defense', in '+3 phase bonus to Defense', and in 'They get a +10 bonus to defense'
Is the strength of the Disc fixed at the level the character receives it at, as is suggested by the line 'the strength of the Disc gifted is relative to the power of the character who rides the disc', or does it go up when his level does?
The disc is referred to as 'the screamers' in the Phasing ability descrip, as well as the Scream ability descrip.

7.7.14- perhaps change 'deals' to 'inflicts'
Correct 'hardnens' to 'hardens'

7.7.15- Correct 'permenant' to 'permanent'

7.7.16- Correct 'Characters' to 'character's'
Correct 'enemys' to 'enemy's'

7.7.17- At what ratio does the Credit gain convert to food? A week's worth per point, for example?

7.7.19- Anyone's die, or just those made by the player? Perhaps make it identical to the Swindler's Cheat Fate class feature: its wording is a lot clearer than this.

7.7.20- Correct 'sorcer' to 'sorceror'
Change 'gets the Wild Mystic Power for free' to 'gets Wild Mystic Power as a bonus feat'

7.7.21- Add a comma after 'hardened'
Perhaps change 'other DRs' to 'other sources of DR'

7.7.22- Dehyphenate 'class-features'

7.7.23 Correct 'birds' to 'bird's'
Change 'he weighs loses a fourth of his current weight' to 'his weight drops by 1/4 of normal'
Perhaps delete the parenthetical note after 'has a fly speed' as unneccesary
Correct 'maneouverability' to 'maneuverability'
Add a comma after 'however'
Change 'the character takes a -3 penalty on massive damage threshold' to 'the character's massive damage threshold decreases by 3'

7.7.24- Should 'Immaterial' be capitalized?
Put single quotes around the second 'blink'
Italicize the third 'blink'
Need the 5 minutes be continuous?
Add this to the end of the last sentence: ', except for its duration.'

7.7.25
Add a comma after 'younger'

7.7.26
Change 'this causes' to 'causing'

7.7.27: Should 'Followers' really be capitalized? Should 'Character?'
Reguardless of capitalization, change 'Slaanesh Followers' to '(F)followers of Slaanesh'
Can this let the Slaaneshi warrior grapple two targets at once?
Change 'make a grapple check' to 'grapple a foe'

7.7.28- Add a period after 'increased in size', start a new sentence without parentheses at 'his pals may notice', add a comma before 'but no one,' correct 'whose' to 'who's', and change 'never met him before' to 'didn't know the character before his transformation'
Capitalize 'chaos' in 'chaos cultist'

7.7.29- correct 'this causes' to 'causing'

7.7.30- correct 'Fortitude check' to 'Fortitude save'

7.7.31- correct 'suffers hit points' to 'suffers hit point damage'
How long does the 'temporary' modifier to Initiative last? Until the hit points are healed?

7.7.32- A forcefield would more appropriately give a deflection bonus to Defense, not insight.
Capitalize 'defense'

7.7.33- Perhaps change 'temporarily rage uncontrollably' to 'temporarily fly into an uncontrollable rage'
Add a comma before 'fueling him'
Correct 'surged' to 'raged'

7.7.34- Is this treated as a 'normal' mutation or a Chaos Gift for the purposes of Disguise checks?

7.7.35- Add a space between '120' and 'feet'
Correct 'if you cannot see a target' to 'if you attack a target you cannot see'

7.7.36- Correct 'walls and clothes and faces' to 'walls, clothes, and faces'

7.7.37- Why suddenly switch to feminine pronouns?

7.7.38- correct 'ssize' to 'size'

7.7.41- decapitalize 'Saves,' change 'Initiative scores' to 'Initiative rolls' or 'his Initiative score'

7.7.43- change "except that all levels count as class levels' to 'except that character level is used in place of class level.'
Capitalize 'medium-sized'

7.7.44: Perhaps condense as follows: "The character gets a ranged 'scream' attack, dealing 1d8 points of DRP 5 sonic damage. It has a range increment of 30 ft and a maximum range of 90ft."
Also, wouldn't a burst or cone work better for a 'scream' attack than the more focused attack detailed here?

7.7.45- Again, what key ability score is used for the save DC of a non-psyker?

7.7.46- perhaps put single quotes around 'gift'

7.8- Arranging these tables to put them side-by-side rather than putting them in a single column would probably be easier to read.

ALTERNATE RACES
Intro paragraph: I think it's Fighta-Bomma, not Fighta-Bommer, but Ork language isn't exactly set.
Change the period after 'highest bidder' to an ellipse (...) and de-capitalize the next word.
Change "all players are of the same race" to "all characters are of the same race"
Add a comma after 'mercenaries above'
Add a comma after 'for balance purposes'
Change 'an advanced party might that' to 'an advanced party might feel that'
Perhaps change 'less concerns about inequities statistically speaking' to 'less concerns about statistical inequalities'
Add a comma after 'in any case'
Add a colon after 'for all races'
Add a comma after 'all races however'
Change 'play from the same race' to 'play as the same race'
Change 'here are the list of races' to 'here is the list of races'
Capitalize race names.

8.1.1: What exactly do you mean by 'different stages?' Clarify.

8.1.2: Change 'walking around in them' to 'walking around on them'
Perhaps change the last sentence in the Skill Adjustments section to 'Additionally, because of their Monsterous Humanoid Hit Dice, Ogryn get (Int + 2) x 5 skill points selected from the following list:
Climb, Jump, Listen, Spot, Swim, Survival'
Correct "Fortitude" to "Fortitude saves"
Correct 'reach of ten foot' to 'reach of ten feet'

8.1.3: Change the comma after 'their names' to a colon
Correct 'they are very dextrous' to 'are very dextrous'
Add commas before and after 'due to their small size'
Add a comma after 'weaker than humans'
In the Bonus Skills section, correct 'a good at getting around' to 'good at getting around'
In the Level Adjustment section, change the comma after '+0' to a colon

8.1.4
Retitle 'Squats/Demiurges'
Remove the 'The' in front of 'Games Workshop'
Add a comma after 'from their line of armies'
Add a comma after 'out there'
In the Bonus Skills section, correct 'Craft checks' to 'Craft skills'
In the Level Adjustment section, change the comma after '+0' to a colon

8.1.5
Perhaps spell out all the numbers in the intro paragraph (i.e. change '7 and a half feet' to 'seven and a half feet' and '1 for every' to 'one for every'
In the Special Abilities section, add a comma after 'extremely complicated'
In the Phase 1 section, perhaps change 'plus 5' to '+5'
In the Phase 2 section, correct 'tubular shaped or' to 'tubular shaped organ'
In the Phase 2 section, change 'whose small size' to ': its small size'
In the Phase 4 section, correct 'Fortitude checks' to 'Fortitude saves.'
In the Phase 5 section, dehyphenate 'golf-ball.'
In the Phase 5 section, possibly capitalize 'larraman cells'
In the Phase 5 section, add a comma after 'Once in contact with air'
In the Phase 5 section, correct 'causes Marine's to heal' to 'causes Marines to heal'
In the Phase 6 section, decapitalize 'Into'.
In the Phase 6 section, add a comma after 'normal sleep entirely'
In the Phase 6 section, add a comma after 'If he chooses to'
In the Phase 7 section, add commas before and after 'including grass'
In the Phase 7 section, correct 'Fortitude checks' to 'Fortitude saves'
In the Phase 8 section, add a comma after 'Incidentally'
In the Phase 8 section, capitalize 'space marine'
In the Phase 9 section, correct 'Fortitude bonus' to 'bonus on Fortitude saves'
In the Phase 9 section, correct 'Fortitude checks' to 'Fortitude saves'
In the Phase 10 section, an innate bonus on Spot checks seems wrong: a racial bonus might be better.
In the Phase 11 section, add commas before and after 'and even filter'
In the Phase 12 section, no actual game statistics are given for the hibernation state. Does it slow HP loss at negative HP or stop it completely? Does the hibernator age? How long does it take to enter and exit the state? Is a Will save or Concentration check required?
In the Phase 13 section, correct 'is hemispherical and black.' to 'the melanochrome is hemispherical and black.'
In the Phase 13 section, add commas before and after 'if neccesary'
In the Phase 13 section, correct 'fortitude checks' to 'Fortitude saves'
In the Phase 14 section, add a comma after 'circulatory system'
In the Phase 13 section, correct 'Fortitude checks' to 'Fortitude saves'
In the Phase 14 section, a mention is made of the organ's use rendering the Marine unconcious, but no actual mention is made of exactly how, when, and how long that happens.
In the Phase 15 section, the use of the 'it' pronoun might be a little off. Marines are neuter, but they invariably start as male, and display many secondary male charactaristics. Also, a racial bonus may be better than an innate one.
In the Phase 16 section, some protection against the effects of vacuum is alluded to, but none is actually granted.
In the Phase 16 section, correct "Fortitude checks" to "Fortitude saves"
In the Phase 18 section, decapitalize 'Indefinitely'
In the Phase 19 section, add a comma after 'Space Marines only'
In the Dark Angels and Successor Chapters section, remove the word 'further' in 'further +2 bonus to Will saves'
Does the Space Wolves' bonus to Listen stack with or replace the one granted by Lyman's Ear? Specify.
In the Imperial Fists and Crimson Fists section, add a comma after 'of the chapters'
In the Black Templars section, add a comma after 'Imperial Fists,' and correct 'deamon' to 'daemon'
In the Blood Angels section, correct 'life category' to 'age category'
In the Blood Angels section, start a new line with 'Red Thirst and Black Rage'
In the Blood Angels section, add dashes before and after 'DC 10 the first time and +1 each following time'
In the Blood Angels section, correct 'then he must take a Will save' to 'he must make a Will save'
In the Blood Angels section, change 'until he heaches -10 HP and then he'll die. There is no unconcious stage.' to 'receives the ferocity special ability, allowing them to fight without penalty even while disabled or dying.'
In the Blood Angels section, add a comma after 'Futhermore'
In the Iron Hands section, correct 'are like to recruit' to 'prefer to recruit,' and add a comma after 'unlike other chapters'.
In the Ultramarines section, correct 'their's' to 'theirs'.
In the Salamanders section, add 'than normal Marines' after 'more technologically adept.' Add a comma before 'but the high gravity'. Change 'on Nocturne' to 'on their homeworld Nocturne'. Add a comma after 'also.'
In the Raven Guard section, add commas before and after 'The Bird', and add a comma after 'utmost importance' and 'up close.'
In the Level Adjustment section, change the comma after '+5' to a period.

8.1.6
Intro: Add a comma after 'absolute'
Add commas before and after 'reinstating the Administratum'
Change 'such a dominance' to 'such dominance'
Add a comma after 'genetically engineered'
Add commas before and after 'nor are they extremely tall'
Change 'tend to be superior in physical abilities than ordinary humans' to 'tend to be physically superior to ordinary humans'.
In the Order section, start a new line with 'Non-Militant Order'
In the Non-Militant Order section, capitalize 'sisters'
In the Non-Militant Order section, correct 'Sister of Battles' to 'Sister of Battle's'
In the Order of the Valorious Heart section, correct 'learnd' to 'learned'.
In the Level Adjustment section, add a period after '+2'.

8.1.7
Intro:
Correct 'exterted' to 'exerted'
'Human' is perhaps not the best word to apply to these lethal monstrosities: 'race' or 'Imperial race' might be better.
In the Special Training section, start a new line with 'Proficient:'.
In the Assasin's Temple section, start a new line with 'Calludis:'.
In the Vindicare section, correct '+1 to critical range' to '+1 to critical threat range'
In the Level Adjustment section, add a period after '+10', and perhaps change 'very difficult' to 'nearly impossible.'
In the Special Training section, correct 'AC' to 'Defense'

8.2: Correct 'palid' to 'pallid' and add a comma after 'otherise specified'.
Capitalize the 'eldar' in the first sentence
General note: The Level Adjustment for Eldar is variously given as +1 or +0, and the write-ups for the 'other' Eldar like Exodites and Dark Eldar seem to conflict with each other. This section needs work.

8.2.1: Correct 'civillians' to 'civilians'
Add a comma before denoted
Capitalize the second 'guardians' in the second sentence
Add a comma after 'art of combat'
Capitalize 'eldar' in the last sentence

8.2.2: Perhaps change 'sense of personality' to 'sense of self'
Decapitalize 'Mental Predations'
In the Special section, start new lines with 'Shining Souls' and 'Supernatural Senses'.
In the Level Adjustment section, add a comma after 'ancient'
Capitalize 'eldar' in the last sentence

8.2.3:
In the intro, capitalize Eldar in the start of the second sentence.
In the intro, feminine third person pronouns are used, while second person pronouns are used in much of the below. Choose one and stick with it.
In the intro, capitalize 'eldar' near the start of the second sentence.
It is impossible to change occupations at 6th level...and occupations are referred to as Backgrounds in this setting anyway.
The Eldar Path feat descrip is a mechanical, grammatical bloody mess: I reccommend re-doing it to be more consistent with current mechanics and to clarify and streamline it. Follow the following reccomendations only if you decide to keep it in its current form.
In the Eldar Path feat descrip, decapitalize 'Adult', 'Below' and 'Spell-casting.'
In the Eldar Path feat descrip, correct 'learnd' to 'learned'
In the Eldar Path feat descrip, start a new line with '1) Aspect Warior'.
In the Eldar Path feat descrip, correct 'take a will save' to 'make a Will save'
In the Eldar Path feat descrip, change 'at the characters choosing' to 'of the character's choosing'.
In the Eldar Path feat descrip, capitalize 'eldar' in 'Also, as an exarch, most eldar...'
In the Eldar Path feat descrip, the taking of a Knowledge Seeker Path says that it grants the ability to cast spells as a Mystic Psyker, but does not actually grant that benefit.
In the Eldar Path feat descrip, 'Peaceful Existence' and 'Crucial Existence' special abilities are mentioned but not adequately described. It doesn't seem to be able to make up its mind if it's a feat, a class, more than one class, a modification to the spellcasting rules...
In the Eldar Path feat descrip, correct 'take levels in any Spell-casting Class' to 'gain psychic levels by any means'
In the Eldar Path feat descrip, correct all instances of 'spells' to 'powers'.


8.2.4: Mandating an occupation for a racial branch is an unprecidented and clumsy mechanic.
Decapitalize 'Penalty.'

8.2.6: In the intro, capitalize 'eldar' in 'eldar pirates'.
In the intro, add a dash after 'forgotten Eldar god'
In the intro, correct 'tore open' to 'torn open'
In the intro, probably decapitalize 'Him.'
In the intro, capitalize 'chaos' in 'daemons of chaos'

8.2.7: It would probably be better to prohibit taking tech-based skill points and feats at first level rather than completely prohibiting them.

8.2.8- Add commas before and after 'they walk through the webway'
The intro paragraph is repeated twice.
#355

toptomcat

Jun 30, 2005 21:46:18
8.3- Add a comma after 'close to humans' in the intro.

8.3.1- In the Ability Score Adjustments section, correct 'at all time.' to 'at all times.'

8.3.2- Isn't it 'orky,' not 'orkoid'?
Add a comma after 'Though not stupid'
Change 'and their lack of strength' to 'and lack of strength'
Correct 'arguable less stupid' to 'arguably less stupid'
Can the -2 penalty to BAB reduce it to below zero?
In the Special section, start a new line with 'Clear Mine Field.'
In the Special section, capitalize 'Worthless fighter:', 'spot', and 'disable device'.
In the Special section, correct 'disbaling' to 'disabling.'

8.3.3
Change 'height are extremely feeble' to 'height, and are extremely feeble'
Correct 'everyones' to 'everyone's'
Can Utterly Useless reduce base attack bonus to below zero?
Utterly Useless' name is in bold, a charactaristic shared by none of the other charactaristics under Special in any other race. Either bold them all or de-bold Utterly Useless.
In the Special section, correct 'AC' to 'Defense'

8.4.
Correct 'A new species' to 'They are a new species'
All of the 'average rank' tables look a little akward. Perhaps deleting the 'or' and putting a comma before 'translated' on all the tables would be better.

8.4.1
Decapitalize 'Nasal Slit'
There is no such thing as a 'natural' bonus. Make their bonus on saves against psychic powers untyped or racial, not a brand new type.

8.4.2
Add commas before and after 'as they run the military'

8.4.4
Add a period after the intro sentence.

8.4.5
Add something to keep the intro sentence from being a fragment: simply adding 'Tau Earth Caste are' after 'The' would work.

8.4.6
The ability score flavor text used for the Earth Caste is duplicated here, probably unintentionally.

8.4.7
Add something to keep the intro sentence from being a fragment: simply adding "The Kroot are" to the beginning would work.

8.5
In the Gender section, note that Space Marines can only be male.

ADVANCED AND PRESTIGE CLASSES
Intro:
Correct 'its' to 'it's'
Change the semicolon after 'general abilities' to a dash
Delete the 'or' before 'a ratling sniper'
Change the comma after 'and so on' to a dash
Change 'like Adeptus Mechanicus Engineer' to 'like an Adeptus Mechanicus Engineer'
Add a comma after 'Beastmaster Wyrd'
Add a comma after 'for this reason'
Capitalize 'modern' in 'modern-based games'
Change 'You will also find here however' to 'However, you will also find here'
Change 'This means' to 'This means that'
Add a comma after 'Never the less'

In many of the tables for the advanced classes, the heading for the 'Class Features' column reads 'Class Features Features'. Correct.

9.2.1- Knowledge(Civics), which no longer exists, is listed as a pre-req: an ideal replacement seems to be Knowledge (Administratum).
Knowledge(theology and philosophy) is listed as a pre-req: correct to Knowledge(religion)

9.2.2- In the Animal Companion ability descrip, a lot of exotic animals are alluded to...stats for them would be nice at some point.
In the Animal companion capabilities table, delete 'share spells'
In the Devotion line of the Animal Companions ability descrip, correct 'Enchantment spells and effects' to 'Enchantment powers and effects'.
In the Psychic Armour line of the Animal Companions ability descrip, capitalize 'defense'.

9.2.3 Perhaps change the formatting so that '9.2.3 Blade Dancer' starts a new page
Knowledge(History), which no longer exists, is listed as a class skill: perhaps replace with Knowledge (Imperium)
Knowledge (Popular Culture), which no longer exists, is listed as a class skill: since the closest equivilent, Knowledge (Galactic Events), is also present, delete it.
In the Sample Blade Dancers section, capitalize the second 'eldar'.
Exotic Melee Weapon Proficiency, which no longer exists, is listed as a bonus feat. Change to Advanced Melee Weapons Proficiency?
Do las blasts count as 'missiles' for the purposes of Dodge Bullets? How about melta beams? Specify.
In the Sample Blade Dancers section, correct the first 'Harlequin's' to 'Harlequins'.

9.2.5: In the Sample Bounty Hunters section, capitalize 'eldar'
In the intro, capitalize 'adeptus arbiters', and perhaps correct 'arbiters' to 'Arbites'
In the intro, add a comma after 'reguardless'
In the Swift Tracker ability descrip, correct 'a -10 when' to 'a -10'
In the Favored Enemy ability descrip, add a colon after 'in some cases', and add a comma after 'for instance'
In the Favored Enemy ability descrip, correct 'that falls into categories' to 'that falls into both categories'
In the Favored Enemy ability descrip, the line beginning 'Since humans are the most common foe...' should start after the table, not before.
In the Evasion ability descrip, change the comma after 'Evasion Talent' to a colon

9.2.6: In the Sample Dogfighters section, capitalize 'space marine thunderhawk', and possibly also 'navy'

9.2.7: Perhaps change the formatting so that '9.2.7 Dreadnought' starts a new page
Weapon Handling would be ideal to add to the bonus feat list.
In the Sample Dreadnoughts section, make it clear that the Space Marine inside the dreadnought is dead...the way it is currently makes it sound like a dreadnought is something you can just hop into and take for a spin.
Power Fist Proficiency might be good to add to the bonus feats.

9.2.8- In the Superior Repair ability descrip, correct three instances of 'mecha' to 'walker or Titan'
In the Weapon Upgrade ability descrip, correct both instances of 'mecha' to 'walker or Titan'
In the Sample Engineers section, capitalize 'eldar'
This makes mention of the apparantly-removed Aircraft Operation feat: if it is restored, then it can be left alone, but if Aircraft Operation is made a subtype of Warmachine Operation this will need to be revised.
Surface Vehicle Operation is listed as a bonus feat: correct to Warmachine Operation
In the Craft XP Reserve ability descrip, correct '100 his Engineer class level' to '100 x his Engineer class level'

9.2.9- In the Explorer Lore ability descrip, correct 'magic or psionic item' to 'psychic item'
Knowledge (theology and philosophy) is listed as a pre-req: correct to Knowledge (religion).
Knowledge(History), which no longer exists, is listed as a pre-req: perhaps replace with Knowledge (Imperium). It is also present in the Explorer Lore ability descrip.
In the Explorer Lore table, capitalize 'eldar'
In the Sample Explorers section, capitalize 'eldar'
Exotic Melee Weapon Proficiency, which no longer exists, is listed as a bonus feat. Change to Advanced Melee Weapons Proficiency?
This makes mention of the apparantly-removed Aircraft Operation feat: if it is restored, then it can be left alone, but if Aircraft Operation is made a subtype of Warmachine Operation this will need to be revised.
The little note next to 'Skill Points' about how non-humans get fewer skill points would be a good thing to put on all of the advanced classes.
In the Explorer Lore ability descrip, capitalize 'lore' in several instances of 'Explorer lore check'
In the Explorer Lore table, capitalize 'necron'.
Exotic Firearms Proficiency, which no longer exists, is listed as a bonus feat. Change to Special Weapons Proficiency?

9.2.10- Surface Vehicle Operation is listed as a bonus feat: correct to Warmachine Operation.

9.2.11- Given the melee focus officers seem to have in the 40k universe, it might be a good idea to add Advanced Melee Weapons Proficiency to the bonus feat list.

9.2.12- The Minor and Major Breakthrough class features seem somewhat out of place now that Leadership has replaced Reputation.
In the Sample Field Scientists section, correct 'prodig' to 'prodigy'

9.2.13: In the Sample Gladiators section, capitalize 'dark eldar' and 'eldar'
Exotic Melee Weapon Proficiency, which no longer exists, is listed as a bonus feat. Change to Advanced Melee Weapons Proficiency?
The picture makes me burst out laughing every time I see it. Can you change it?
In the intro paragraph, change "Urban Arcana SRD based on the" to "Urban Arcana SRD, and is based on the"
In the intro paragraph, correct 'class ability imbue weapon" to "imbue weapon class ability"
In the intro paragraph, italicise 'shatter'
In the intro paragraph, perhaps decapitalize 'Gladiators', and absolutely decapitalize 'Pit Fighters'
In the intro paragraph, add a comma after 'Pit Fighters'
It's not really neccesary to say 'Weapon Focus with an advanced melee or regular melee weapon': 'Weapon Focus with a melee weapon' will do just as well.
Why is Craft (Structural) a class skill?
In the Weapon Specialization ability descrip, capitalize 'weapon focus
In the Weapon Stun ability descrip, remove the comma after 'nonlethal damage', and add 'normal' before '-4 penalty'. Also, change 'his or her' to 'her', since feminine pronouns are in use throughout.
Why does Increased Weapon Critical only apply to advanced melee weapons?
Power Fist Proficiency might be good to add to the bonus feats.

9.2.14: In the Sample Gunslingers section, add commas before and after 'however', and change 'double plasma pistol carrying Fallen Angel' to 'double-plasma-pistol-carrying Fallen Angel'.

9.2.15: Exotic Firearms Proficiency, which no longer exists, is listed as a bonus feat. Change to Special Weapons Proficiency?
Surface Vehicle Operation is listed as a bonus feat: correct to Warmachine Operation.
In the Special section, correct 'altered genetically somewhat' to 'somewhat genetically altered'.
In the Special section, capitalize 'warrior' in two instances of 'Helix warrior'.
In the Special section, note that Space Marines and Sisters of Battle have already met this pre-req and require no further agumentation to take levels in Helix Warrior.
Power Fist Proficiency might be good to add to the bonus feats.

9.2.16: In the Sample Infiltrators section, capitalize 'space marine', and perhaps remove 'ratling sniper'. No ranged-weapon-centric bonus feats or class features and +5 BAB make a mighty poor sniper.

9.2.17: Reguardless of a lack of bonus feats, 1d10 HP/level, a wide class skill selection, 7+Int sp/level, full BAB, all good saves, psyker progression, full Defense, and full Leadership is insanely powerful, even without factoring in the gimme-all-your-stuff goodness of the Inquisitorial seal, the own-personal-army cheese of Retinue, or the FP-on-steroids effect granted at 10th. This needs to be toned way down. It'd be powerful enough without any class features at all.
In the intro paragraph, perhaps delete or clarify 'The young inquisitor is training to become a full inquisitor.'

9.2.18: In the Class Information section, correct 'Investigar' to 'Investigator'.
It might be a good idea to up the minimum DC for using Discern Lie on an alien to 15, due to differences in body language and the like.

9.2.19- In the Summon Familiar ability descrip, correct 'magically linked' to 'psychically linked'
In the Speak with Magos familiar ability descrip, correct 'magical help' to 'psychic help'
In the intro paragraph, add a comma after 'd20 Modern SRD'
In the intro paragraph, add a comma after 'd20-40k universe'
In the intro paragraph, correct 'spell-casting classes' to 'power-casting clases'
In the Arcane Psychic Level section, perhaps change "Scolastic Psykana" to "Scolastic Psykana or a similar institution."
In the Alertness ability descrip in the Familiar Basics section, change 'When a familiar is within arm's reach' to 'When his familiar is within arm's reach'
I don't think dire animals exist in d20-40k. If I'm right, delete the paranthetical note dealing with them in the Speak with Animals of Its Kind ability descrip in the Familiar Basics section.
In the Scry on Familiar ability descrip in the Familiar Basics section, italicize 'scrying' in 'scrying power'
In the Arcane Serum ability descrip, perhaps change 'no higher than the Magos's class level' to 'no higher than the Magos's psychic level'
In the Arcane Serum ability descrip, correct 'experience points to brew a potion' to 'experience points to brew a serum'
If the Magus makes a gland with Arcane Serum, wouldn't it be able to dispense and redispense the serum more or less indefinitely? Close this loophole!
Now that metapsychic feats are available in the Feats section, unlike d20 Modern, it is no longer neccesary to re-describe Maximize Power as the d20 Modern Mage must: simply state that the Magus gains Maximize Power as a bonus feat.
In the Power Resistance paragraph of the Familiar Ability Descriptions section, perhaps change 'powercaster' to 'psyker'


9.2.20: Knowledge (Popular Culture), which no longer exists, is listed as a class skill: since the closest equivilent, Knowledge (Galactic Events), is also present, delete it.
In the class skills, correct Knowledge(Behavioral Sciences) to Knowledge(Psychology)
In the Charm Person ability descrip, italicise 'charm person'
In the Sample Manipulators section, capitalize both instances of 'tau', change the comma after 'Ethereal Caste Prince' to a colon, and add commas before and after 'though'.
In the Hidden Allegiance ability descrip, correct 'even from spells and abilities' to 'even from psychic powers and abilities', and correct 'as applicable for the ability or spell' to 'as applicable for the ability or power'.
In the Daze ability descrip, correct 'spell-like ability' to 'power-like ability', and italicize 'daze' in 'identically to the daze psychic power'.


9.2.21: Knowledge (Philosophy) is listed as a class skill: as Knowledge (Religion) is also listed, delete it.
Knowledge (Popular Culture), which no longer exists, is listed as a class skill: since the closest equivilent, Knowledge (Galactic Events), is also present, delete it.
In the Sample Martial Artists section, capitalize 'dark eldar'
Exotic Melee Weapon Proficiency, which no longer exists, is listed as a bonus feat. Change to Advanced Melee Weapons Proficiency?
In a core d20 Modern setting, this class is fine, perhaps a tiny bit overpowered: in d20-40k, where the best melee weapons deal not 2d6 but 4d6 DRP 5, it needs some more juice. Perhaps raising the die type for each Living Weapon upgrade by 1 (so 1d8 at first level, 1d10 at 4th, and 1d12 or 2d6 at 8th) and adding a class feature similar to that of the Gladiator's Shatter would do it.

9.2.22- In the Death Stare ability descrip, correct 'fortitude check' to 'save'
Intro:
Perhaps change 'so canon to 40k' to 'so integral to the 40k setting'
Correct 'subsect' in 'subsect of the Navis Nobile' to 'subsection'
Add a comma after 'Navis Nobile' in 'subsect of the Navis Nobile'
Perhaps change 'the other members of the Nobile-ordinary humans.' to 'the other, ordinary members of the Nobile.'
Is 'warpspace' one word or two?
Correct 'spacecrafts' in 'it is this ability that allows human spacecrafts' to 'spacecraft'
Correct 'ket' in 'ket the Tau to such a small area' to 'kept'
Correct 'vanished' in 'the Third Eye generally vanished' to 'vanish'
Add a comma after 'the eyelids shrink'
Add a comma after 'any of the Great Families'
Change 'even go so far as to try' to 'go so far as to try'
Correct 'influence' in 'all sorts of dangerous influence' to 'influences'
Add a comma after 'when he dies'
Add a comma after 'fully functional'
Correct 'important' in 'Most important, they start to fight' to 'importantly'
Add a comma after 'as Heirs Apparent are killed' and 'change even more'
Add a comma after 'the Palace of the Navigators'
Add a dash after 'Navigator biology'
Dehyphenate 'no-one' in 'no-one doubts its importance'
Add a comma after 'Paternova is installed'
Add a comma after 'In fact'
Add a comma after 'always see the warp'
In the Hit Die line of the Class Information section, capitalize 'navigator'

In the Skills line of the Requirements section, correct 'Knowledge (the warp)' to 'Knowledge (Warp)'
In the Hit Die line of the Class Information section, correct 'The navigator' to 'Navigators'
Why is Craft (Structural) a class skill?
In the Navigate ability descrip, quite a lot of information is included that is also included in the Navigate skill description. Just say 'see the description of the Navigate skill for further details.'
In the Mystic Powers ability descrip, correct 'everytime' to 'every time'
In the Mystic Powers ability descrip, correct 'to a total of 7 or more' to 'to a total of 6 or more'. 1 + 5 = 6, not 7. :-p
In the Gazing Eye ability descrip, add a comma after 'Starting at second level'
Why do the gaze attacks affect all creatures within 20 feet? Wouldn't it work better as a cone effect rather than a burst?
All the eye attack descriptions say they can't affect other creatures with gazing eyes, yet the flavor text says that Navigators occasionally duel with those powers. Edit for consistency.
In the Stun Stare ability descrip, add a comma after 'starting at fourth level'.
As written, the Gazing Eye and Stun Stare can both be used at the same time, since they're both free actions and don't disallow it. That should probably be fixed, unless you want them to be that powerful.
In the Navigate x10 ability descrip, add a comma after 'starting at eight level' and after 'also'.

9.2.23- In the intro section, correct 'With countless prayers, innumerable ceremonies' to 'With countless prayers and innumerable ceremonies'
In the Imperial Faith ability descrip, perhaps change 'cult leaders on every planet' to 'cult leaders on almost every planet'.
In the The Emperor; The Humanist section of the Imperial Faith ability descrip:
Change the comma after 'warrior/vengeful aspect' to a colon.
Change 'he can be worshipped' to 'he can also be worshipped'
Add a comma after 'the power of Chaos' and after 'terrible living conditions'.
Change 'pity not persecution' to 'pity and not persecution'.
Change 'run orphanages and hospices' to 'runs orphanages and hospices'
Add a colon after 'they are needed'
Add a comma after 'always much appreciated'
Correct 'Humanist often travel widely' to 'Humanists often travel widely'
Correct 'the populations' to 'the populace' or 'the people'
Change two instances of 'should be broken' to 'would be broken'
In the The Emperor; The Warrior section of the Imperial Faith ability descrip:
Change 'heroism is not lost' to 'heroism are not lost'
Add commas before and after 'in doing so'
Change 'And this could be in many different ways.' to 'Such combination of beliefs could express in many different ways.'
Add a comma after 'practices within the Diocese'
Correct 'some regiments may worship' to 'however, some regiments may worship'
Correct 'Most officers of the Imperial Guard, like the Space Marines,' to 'Like the Space Marines, most officers of the Imperial Guard
De-capitalize 'Warrior Cults'?
Correct 'Traditional Warrior Cults are practised' to 'Warrior Cult traditions are practised'
Change the comma after 'primitive by any means' to a colon
Add a comma after 'In some cases' and 'In other cases'
Correct 'command of a superior rank' to 'command of one of superior rank'
Add a comma after 'enemies of humanity' and 'interests of humanity'
Correct 'Gets one of the following bonus feats' to 'A Preacher who worships the Emperor in his Warrior aspect gets one of the following bonus feats'
In the The Emperor; The Protector section of the Imperial Faith ability descrip:
Add a comma after 'same treatment although', 'Again', and 'Then'.
Correct 'class abilites' to 'class abilities'

9.2.24- Correct 'To qualify to become a Preacher' to 'To qualify to become a Rebel' in the Requirements line, and correct 'The Preacher's class skills' to 'The Rebel's class skills' in the Class Skills line.
In the intro section, capitalize 'libraries' in 'Cyber-libraries'?
In the intro section, add commas after 'receive his reward' and 'on Daven'.
In the intro section, correct 'lodges' to 'lodge'
In the intro section, add commas after 'Legio Cybernetica', 'Across the Imperium', 'During the War', and 'years since then'.
In the intro section, hyphenate ''like minded' in 'like minded men'.
In the intro section, add commas after 'quite successful', 'at their disposal', and 'development of warp travel'.
In the intro section, correct 'longers' in 'and even longers to travel' to 'longer'
In the intro section, add a comma after 'Under the circumstances'
In the intro section, correct 'humanities' in the last line to 'humanity's'
In the Rebel Storeroom ability descrip, perhaps change 'Rebel Storeroom' to 'Rebel Stockpile' or something. 'Storeroom' sounds like that closet in the back where we keep the extra mops . 'Stockpile' sounds more like it'll have weapons, armor, or grenades.
In the Rebel Storeroom ability descrip, clarify the ability's effect: does '25% discount' mean that the Purchase DC is 25% lower?
In the Manipulate ability descrip, all the extra description really isn't neccesary: just says it works like Charm Person with the given save DC and duration.

9.2.25- Knowledge (Philosophy) is listed as a class skill: as Knowledge (Religion) is also listed, delete it.
In the class skills, correct Knowledge(Behavioral Sciences) to Knowledge(Psychology)
Is it just me, or does the guy in the picture look a little like Doctor Strange in battle armor?
In the intro section, add a comma after 'System Reference Document'.
In the intro section, change the comma after 'masters of mysticism' to a colon
In the intro section correct 'the by far safest' to 'by far the safest'
In the intro section, add a comma after 'however'
In the intro section, perhaps change 'really calm' to 'very calm', and also perhaps change 'empty mind' to 'focused mind'.
In the intro section, change 'Seers typically are' to 'Seers are typically'
In the intro section, perhaps change 'guidance counsellors' to 'trusted counsellors'. Schools have guidance counsellors.
The first four recognized faiths were described earlier, in the Preacher section, but the Redemptionist Cult and Machine Cult deserve further discussion.
In the Holy Symbol paragraph of the Allegiance section, change 'so for instance' to 'for instance,'.
In the Turning Damage paragraph of the How Turning Works section correct two instances of 'undead' to 'daemon'.
Now that metapsychic feats are available in the Feats section, unlike d20 Modern, it is no longer neccesary to re-describe Maximize Power as the d20 Modern Mage must: simply state that the Magus gains Maximize Power as a bonus feat.

9.2.26- Knowledge(History), which no longer exists, is listed as a class skill: perhaps replace with Knowledge (Imperium)
Knowledge (Popular Culture), which no longer exists, is listed as a class skill: since the closest equivilent, Knowledge (Galactic Events), is also present, delete it.
In the Sample Soldiers section, capitalize 'dark eldar' and 'eldar'
Exotic Melee Weapon Proficiency, which no longer exists, is listed as a bonus feat. Change to Advanced Melee Weapons Proficiency?
Exotic Firearms Proficiency, which no longer exists, is listed as a bonus feat. Change to Special Weapons Proficiency?
Power Fist Proficiency might be good to add to the bonus feats.
In the Sample Soldiers section, capitalize 'tau', and perhaps add a Space Marine example.

9.2.27- In the Sample Space Monkeys section, capitalize 'eldar' and 'harlequin'
That picture makes me crack up every time I see it. Keep it, it's perfect.

9.2.28- In the Sample Speed Demons section, capitalize 'eldar' and 'dark eldar'

9.2.29- In the Sample Street Warriors section, add commas before and after 'like Tau and Eldar'.

9.2.30- Knowledge (civics), which no longer exists, is listed as a class skill: Knowledge(Administratum) seems appropriate. Knowledge(business) is listed as a class skill: it's been replaced by Knowledge(trade).
Knowledge (Philosophy) is listed as a class skill: as Knowledge (Religion) is also listed, delete it.
Knowledge(History), which no longer exists, is listed as a class skill: perhaps replace with Knowledge (Imperium)
Knowledge (Popular Culture), which no longer exists, is listed in the skills: since the closest equivilent, Knowledge (Galactic Events), is also present, delete it.
In the Sample Swindlers section, capitalize 'eldar' and 'dark eldar'
In the class skills, correct Knowledge(Behavioral Sciences) to Knowledge(Psychology)
There's a little note next to the Action Points section explaining why a Swindler gets more Action Points per level than other Advanced Classes, but he does not actually get any more Action Points.

9.2.31- In the Skilled Salvager ability descrip, correct 'mecha' to 'walker or Titan'
In the Expeditious Salvager ability descrip, correct 'mecha' to 'walker or Titan'
Knowledge (Popular Culture), which no longer exists, is listed in the skills: perhaps correct to Knowledge(Galactic Events).
In the intro paragraph, capitalize 'eldar' in 'eldar bonesingers', and 'tau' in 'tau earth caste engineers'.
Exotic Melee Weapon Proficiency, which no longer exists, is listed as a bonus feat. Change to Advanced Melee Weapons Proficiency?
Exotic Firearms Proficiency, which no longer exists, is listed as a bonus feat. Change to Special Weapons Proficiency?
In the class skills, correct Knowledge(Behavioral Sciences) to Knowledge(Psychology)
In the intro paragraph, add commas after 'use of the techpriest class' and 'of the Adeptus Mechanus'
Correct 'then there is no "Sample Techpriests"' to 'there is no "Sample Techpriests"'
In the Necron Archaotech ability descrip, change 'ancient potent race' to 'ancient race'
In the Necron Archaotech ability descrip, correct 'Adeptus Mechancius' in 'Adeptus Mechancius keeps hidden' to 'Adeptus Mechanicus'
In the Necron Archaotech ability descrip, add a comma after 'craft 'archeotech' gear'


9.2.32- In the Sample Thrashers section, capitalize 'eldar' and 'dark eldar'

9.2.33- Knowledge (civics), which no longer exists, is listed as a class skill: Knowledge(Administratum) seems appropriate.
This makes mention of the apparantly-removed Aircraft Operation feat: if it is restored, then it can be left alone, but if Aircraft Operation is made a subtype of Warmachine Operation this will need to be revised.
In the class skills and prerequisite skills, correct Knowledge(Behavioral Sciences) to Knowledge(Psychology)
In the Target Species ability descrip, close the quotes around 'target species'.
In the Target Species ability descrip, the line starting 'Since humans are the most common foe' should begin after, not before, the table.
In the Target Species ability descrip, add a comma after 'most common foe', and one after 'Imperial Doctrine'.
In the Swift Tracking ability descrip, correct 'move a full speed' to 'move at full speed'.

9.2.34-In the Summon Familiar ability descrip, correct 'magically linked' to 'psychically linked'
In the Summon Familiar ability descrip, correct 'magical beast' to 'alien beast' or another appropriate equivilent
In the Summon Familiar ability descrip, perhaps correct 'master' to 'mistress' if you want to consistently use feminine pronouns for the Witch
In the Share Powers familiar ability descrip, perhaps correct 'magical beast' to 'alien beast' or another appropriate equivilent
In the Speak with Witch familiar ability descrip, correct 'magical help' to 'psychic help'
In the Mix Serum ability descrip, correct 'experience points to brew a potion' to 'experience points to brew a serum'
In the intro paragraph, correct 'She has not learned these spells,' to 'She has not learned these powers:'
In the intro paragraph, correct 'she is born with them' to 'she was born with them'
In the intro paragraph, change 'Witchs and Warlocks, also called unsanctioned psykers, because of their lack of formal training, are seen as the most susceptable to the temptations of Chaos' to 'Witches and Warlocks, also called unsanctioned psykers, are seen as the most susceptable to the temptations of chaos because of their lack of formal training.''
In the table, delete the asteresks and footnote saying that innate power gains at every level, and just let the text speak for itself, as with the Arch-Psyker. It looks 'cleaner' that way.
In the Innate ability descrip, add a comma after 'by 10 to 13 or more'.
In the Attacks section of the Familiar Basics ability descrip, change 'all his classes' to 'all her classes'.
In the Familiar Ability Descriptions section of the Familiar Basics ability descrip, change 'arcane psychic level' to 'innate psychic level'.
In the Alertness line of the Familiar Ability Descriptions section, change 'While a familiar is within arm's reach' to 'While her familiar is within arm's reach'.
In the Emphatic Link paragraph pf the Familiar Ability Descriptions section, change "an emphatic link with his familiar' to 'an emphatic link with her familiar' and change 'that his familiar does' to 'that her familiar does.'
In the Deliver Touch Powers paragraph of the Familiar Ability Descriptions section, change 'she can designate his familiar' to 'she can designate her familiar'.
I don't think dire animals exist in d20-40k. If I'm right, delete the paranthetical note dealing with them in the Speak with Animals of Its Kind ability descrip in the Familiar Basics section.
In the Power Resistance paragraph of the Familiar Ability Descriptions section, perhaps change 'powercaster' to 'psyker'
In the Scry on Familiar line of the Familiar Ability Descriptions section, italicise 'scrying' and change 'scry on his familiar' to 'scry on her familiar'.
The heading for the Conceal Mind ability descrip is messed up.
In the Scribe Scroll ability descrip, change 'You can create a scroll of any psychic power you know' to 'The Witch can create a scroll of any psychic power she knows', and change 'you must expend the material component' to 'she must expend the material component'.
If the Witch makes a gland with Arcane Serum, wouldn't it be able to dispense and redispense the serum more or less indefinitely? Close this loophole!
In the Scribe Tattoo ability descrip, correct 'create tattoos on his body' to 'create tattoos on her body', and add a comma after 'Unlike scrolls'.
Now that metapsychic feats are available in the Feats section, unlike d20 Modern, it is no longer neccesary to re-describe Maximize Power as the d20 Modern Mage must: simply state that the Witch gains Maximize Power as a bonus feat.

9.2.35: Knowledge (Philosophy) is listed as a class skill: as Knowledge (Religion) is also listed, delete it.
Knowledge(History), which no longer exists, is listed as a class skill: perhaps replace with Knowledge (Imperium)
In the class skills, correct Knowledge(Behavioral Sciences) to Knowledge(Psychology)
In the Sample Xenophiles section, add a comma after 'That said' and after 'Tyranid seers'. Also, capitalize 'ultramarine', correct 'obsessors' to 'obcessors', and correct 'there object of study' to 'their object of study.'
Start a new page with '9.2.35 Xenophile'
In the Xenoresistance ability descrip, correct 'spell-like' to 'power-like'


9.3: Capitalize 'navigators'.

9.4: The headings of the class tables have the same problem in this section as the last.

9.4.1- In the description of Psychic-Like Ability, correct 'metamagic feat' to 'metapsychic feat'
In the intro paragraph, correct 'largely belowed' to 'largely borrowed'
Possibly change all instances of 'Psychic Potence' to 'Psychic Potency'
In the example for Psychic Level stacking, correct 'is treated as a Mystic Psyker' to 'is treated as a Level 17 Mystic Psyker'.
Does the use of Eldritch Fire require a Psychic Check?
In the Mastery of Countering entry in the Psychic Potence power descrip, italicize both instances of 'reflect power'
In the Greater Power entry in the Psychic Potence ability descrip, correct 'caster level' to 'Psychic Level' and add a colon after 'only)'.
In the Greater Power entry in the Psychic Potence ability descrip, correct 'spells per day' to 'powers per day'

9.4.2: In the intro paragraph, capitalize 'mandrakes' in 'Dark Eldar mandrakes'?
In the Death Attack ability descrip, capitalize 'fortitude' in 'coup fortitude save'

9.4.3: In the intro paragraph, change 'neither completely untrained and a danger to themselves' to 'neither completely untrained nor a danger to themselves'.
What are Primaris Psykers?
In the intro paragraph, add a comma after 'In short' and after 'prepared in this way'.
In the intro paragraph, correct 'psykercould' to 'psyker could'.
In the intro paragraph, correct 'many years training' to 'many years of training'.
In the Special area of the Requirements section, capitalize both instances of 'psychic sense' and correct the first instance of 'psychic sense' to 'psychic sense check'.
In the Telepathy ability descrip, put single quotes around 'talk'.
In the Telepathy ability descrip, italicize 'detect thoughts'.
In the Telepathy ability descrip, correct 'blind fight feat' to 'Blind-fight feat'
In the Telepathy ability descrip, capitalize both instances of 'defense', and correct '-4 on attack and defense will not go away' to '-4 on attack rolls and defense'.
In the Local Astropath ability descrip, perhaps change 'but only from within his range' to 'in the same range'.

9.4.4- In the intro paragraph, add commas before and after 'therefore'.
In the intro paragraph, correct 'Space Marine Force Leader' to 'Space Marine Force Commander'
In the intro paragraph, add a comma after 'Dark Eldar Archons'.
In the Undaunted ability descrip, correct 'he project an undaunting aura' to 'he projects an undaunting aura'.
In the Ally ability descrip, allusion is made to penalties for cohort death which the Cohort feat itself fails to mention.
The Inspire Greatness ability descrip is very vague. What's the range?
Correct the 'Route the Enemy' ability name to 'Rout the Enemy'.
In the Route the Enemy ability descrip, correct 'deal damage' to 'deals damage', add a comma after 'this Will save', and rather than saying that the enemy can rally himself as a full round action, say that he is dazed for 1 round following the double move away from the commander. Specify what happens when no escape route is available.

9.4.5: In the intro paragraph, correct 'as well as psyker' to 'as well as psykers'.
In the intro paragraph, change 'All have enough psyker power however' to 'However, all have enough psychic power'.
In the intro paragraph, start a new sentence with 'these elite warriors'.
In the Arcane Powers ability descrip, move basically everything you have there to the intro paragraph and adapt the text from the Arch-Psyker instead of using this.
In the Arcane Powers ability descrip, correct 'thing the knight's are given' to 'thing the knights are given'.
The Libra Daemonicus ability assumes the favored enemy bonus is at +2 to start with: however, higher bonuses are available from certain class features. Re-write it so it grants a +3 to the favored enemy bonus rather than fixing it at +5.
The Nemesis Weapon ability descrip should probably not allow the enemy to add their Wisdom rather than Dexterity to Defense if it would actually increase it.
In the Nemesis Weapon ability descrip, capitalize 'defense' in 'a bonus to defense'.
In the Psychic Blast ability descrip, change 'and afflicts the Knight' to 'and its use afflicts the Knight'.

9.4.6: In the intro paragraph, capitalize 'navigators' in 'master navigators' and 'navigator' in 'fully fledged navigator'
In the intro paragraph, correct 'Heir Apparents' to 'Heirs Apparent'.
In the Navigate ability descrip, correct 'Heir Apparents' to 'Heirs Apparent'.
In the Crusted ability descrip, correct 'Heir Apparents' to 'Heirs Apparent'.
In the Navigate ability descrip, change 'A navigator by 8th level gets the Navigate x10 special ability' to 'A Navigator gets the Navigate x10 special ability by 8th level.'
In the Navigate ability descrip, capitalize 'apparents' in 'Heir apparents also get an insight bonus'
In the Crusted ability descrip, hypenate 'no pressure'.
In the Crusted ability descrip, correct 'vaccuum space' to 'the vacuum of space'
In the Crusted ability descrip, correct 'Cold Resist' to 'Cold Resistance'
Dehyphenate the Large-size ability name
In the Large-size ability descrip, add a comma after 'ugly' and 'large size'.
In the Large-size ability descrip, capitalize 'large'.
In the Zero-G Training ability descrip, correct 'Zero-G Traning' to 'Zero-G Training', and change 'allows them' to 'allows the Heir Apparent'.
In the Large-size ability descrip: correct 'AC' to 'Defense'

9.4.10: In the first sentence, correct 'Sorceror of Slaanesh' to 'Sorceror of Nurgle'
In the required skills section, capitalize 'chaos' and 'nurgle'
In the Vile Charisma ability descrip, capitalize 'charisma' in 'charisma score' and 'use his charisma score', and capitalize 'constitution' in 'used his constitution': also possibly capitalize 'grandfather' in 'like the grandfather himself'.
In the Vile Charisma ability descrip, add a comma after 'like the grandfather himself', after 'current Constitution score', and after 'higher Constitution'.
The Bloated Girth ability descrip is somewhat unclear.
In the Blessed of Nurgle ability descrip, add commas after 'disease riddled', 'Rather', and 'disease and poison'.
In the Blessed of Nurgle ability descrip, correct 'disease riddled' to 'disease-ridden'.
In the Vile Charisma ability descrip, correct 'innate spells' to 'innate powers'
In the Nurgle Powers ability descrip, correct 'Nurgle spell list to the spells' to 'Nurgle power list to the powers'


9.4.11: In the required skills section, capitalize 'warp' and 'slaanesh'.
In the No Wisdom ability descrip, capitalize 'wisdom' in 'wisdom score' and 'uses his wisdom score', and capitalize 'dexterity' in 'had higher dexterity' and 'uses his dexterity': also possibly capitalize 'prince of pleasure' in 'the prince of pleasure himself'.
In the No Wisdom ability descrip, add a comma after 'like the prince of pleasure himself', after 'current Dexterity score', and after 'higher dexterity'.
In the Mortal Sight ability descrip, capitalize 'move silently'.
Drop the Sudden Power ability entirely and replace it with something else; On the front of Seers, you haven't made 'inflict' spells an option to spontaneously cast, and on the front of Witches, who can and should also take this class, this provides no benefit at all.

9.4.12: In the required skills section, capitalize 'warp' and 'tzeentch'.
Revise the Staff of Tzeentch to be DRP 5, or else don't describe it as a Force Weapon: all listed Force Weapons are DRP 5.
In the Staff of Tzeentch ability descrip, add a comma after 'ancient', 'gnarled', 'In addition', and 'is carried'.
In the Staff of Tzeentch ability descrip, correct 'counts as Force Weapon' to 'counts as a Force Weapon'. Also, correct 'range of all spells doubled' to either 'range of all powers are doubled' or 'range of all powers doubles'.
In the Staff of Tzeentch ability descrip, perhaps change 'spells previously marked as Touch now extend over 30 feet' to 'the Sorceror of Tzeentch can use powers with a range of touch on a target up to 30 feet away. The Sorceror of Tzeentch must make a ranged touch attack.'
In the Vast Mind ability descrip, correct 'such as Vast Mind' to 'such a Vast Mind'.
In the Vast Mind ability descrip, change the semicolon after 'without limits' to a comma, and correct 'spell's' to 'powers'.
In the Vast Mind ability descrip, change 'prepares spells as normal, but he can now learn any spells' to 'prepares powers as normal, but he can now learn any powers'

PSYKERS & PSYCHIC RULES
In the second paragraph of the intro section, add commas before and after 'mechanically'.
In the third paragraph of the intro section, add a comma after 'Also'.
In the third paragraph of the intro section, correct 'Psionic' to 'Psionics'.
In the third paragraph of the intro section, add commas before and after 'for those of you that are familiar with the D&D magic rules'
In the fourth paragraph of the intro section, possibly change 'changed completely' to 'changed'.
In the fourth paragraph of the intro section, add a comma after 'familiar with D&D'.
In the fourth paragraph of the intro section, correct 'potential damage on the psyker' to 'potential damage to the psyker'.
'Psychic check' is alternately capitalized and non-capitalized. Choose one and stick with it, editing any inconsistent capitalizations to fit the standard.

10.1.1- In the Prepared Psychic power Retention section, correct 'magic items' to 'psychic items'
In the Powers Copied from Another's Psychic Tome or Scroll section, correct two instances from 'magic scroll' to 'psychic scroll'
In the Saving Throw Difficulty Class section, replace 'wizard', 'sorcerer', 'bard', 'cleric', 'druid', 'paladin' and 'ranger' with appropriate terms.
In the intro paragraph, add a comma after 'the Imperial Guard'.
In the Gaining Arcane Psyker Levels section, add a comma after 'can cast arcane psychic powers', after '20 normal levels', after 'beyond 20 levels', after 'really balanced' after 'in any case', and after 'epic levels'.
In the Gaining Arcane Psyker Levels section, correct 'The Arch-Psyker/Ordo Xenos/Ordo Hereticus prestige classes' to 'The Arch-Psyker/Ordo Xenos/Ordo Hereticus/Sorceror of Tzeentch/Grey Knight prestige classes', and edit the explanation and table below to account for these multiple ways to be a level 20 arcane psyker.
The Bonus Psychic Powers heading and descrip should be after the Arcane Psychic powers per day table, not before.
In the Power Slots section, correct 'The various character class tables' to 'Table 10.2'.
In the How to read Arcane Powers section, italicize 'understand psychic presence'.
Whoa, whoa, whoa! Each psychic power requires a terabyte of terminal storage space?! That's insanely huge! A 2000 dpi rendering of the ceiling of the Sistine Chapel would take less space!
In the Materials and Costs section of the Writing a New Power into a Terminal part, add commas after 'However' and 'equipment section'.
In the Materials and Costs section of the Writing a New Power into a Terminal part, correct 'psychically bond himself to it' to 'psychically bond herself to it', change 'performed by someone' to 'performed by someone else', and correct 'shuts down irrevocable' to 'shuts down irrevocably'.
In the Storing a New Power in a Brain Engram section, change 'favouring instead cybernetic treatment' to ', favoring cybernetic treatment instead.' Also correct 'cybernetic piece' to 'cybernetic implant', and add a comma after 'cybernetic slot', 'is in the brain', 'in brain engrams', 'half an hour', and 'not an our'.

10.1.2: In the intro paragraph, correct 'draw upon there' to 'draw upon their'
In the intro paragraph, add a comma after 'a mystic force', and 'case of the Imperium'.
In the Gaining Mystic Psyker Levels section, add a comma after 'can cast mystic psychic powers' and after '20 normal levels'.
In the Gaining Mystic Psyker Levels section, correct 'The Arch-Psyker, Navigator, or Astropath prestige classes' to 'The Arch-Psyker/Navigator/Astropath/Sorceror of Slaanesh/Heir Apparent prestige classes', and edit the explanation and table below to account for these multiple ways to be a level 20 mystic psyker.
In the intro paragraph to the Psychic Powers section, add a comma after 'casts psychic powers', 'powers in advance', and 'uniquely'.
In the Time of Day section, correct 'he must do so' to 'she must do so' and 'he must wait' to 'she must wait'.
In the Psychic power Selection and Preparation section, add a comma after 'ahead of time', 'prayer and meditation', and after 'mystic powers list'.
In the Power Slots section, correct "The character class tables show' to 'Table 10.5 shows'.
In the Power Slots section, add a comma after 'still gets the slots'.
In the Brain Engrams section, add a comma after 'case of the mystic psyker', 'For instance', and 'normal cybernetic rules'.
In the Psychic Powers section, correct both instances of 'spells' to 'powers' in 'Mystic Psyker knows all the spells in the Mystic Psychic Power list and can prepare any of the spells'.


10.1.3: In the intro paragraph, correct the period after 'Wyrds' to a comma, and decapitalize 'Other'.
In the intro paragraph, capitalize 'chaos' in 'seduced by chaos'
In the intro paragraph, correct 'become incredibly easily as powerful' to 'easily become as powerful'
In the intro paragraph, correct 'The Arch-Psyker prestige class' to 'The Arch-Psyker or Sorceror of Nurgle prestige classes', and edit the explanation and table below to account for this alternative way to be a level 20 innate psyker.
In the Psychic Powers section, add a comma after 'ahead of time'
In the Psychic Powers section, correct 'he gains one or more' to 'she gains one or more', and correct 'in place of one he already knows' to 'in place of one she already knows'.
In the Scrolls and Psychic Tomes section, correct 'he must follow the rules' to 'she must follow the rules'.
In the Brain Engrams section, add a comma after 'case of the innate pyker', 'for instance', and 'normal cybernetic rules'.

10.1.4- In the description for countering, correct 'metamagic' to 'metapsychic'
In the Vigorous Motion section, perhaps change 'jeep' to a setting-appropriate vehicle
In the intro paragraph to the Countering section, delete 'of course'
In the How Counters Work bit of the Countering section, change 'Psychic powercraft check' to 'Psychic check', or perhaps 'Psychic Sense check' or even 'Knowledge (warp)' check.
In the Psychic Level section, change 'psychic power's power' to 'psychic power's potency'
The rule in the Psychic Level section DOES allow Psychic Level 26 to be reached with the proper combination of feats.
I reccomend re-writing the opening paragraph of The Psychic Power's Result: it sounds too informal, and is too jarringly diferent from the rest of the 'core' 'magic' rules. A suggestion:
'Despite their similarities, casting a psychic power in d20-WH40k is not as simple or as risk-free as it is in Dungeons and Dragons or d20 Modern. An additional step is neccesary to cast a psychic power, one that could result in backlash damage or even daemonaic posession. Every casting of a psychic power puts the caster at serious risk!'
In the second paragraph of the The Psychic Power's Result section, add a comma after 'psychic power is cast' and after 'due to a psychic check failure'.
In the first paragraph of the The Psychic Check section, add a comma after 'automatic failure for P
sychic Checks'.
In the Failing the Psychic Check section, correct 'racked with pain' to 'wracked with pain', add a comma after 'Additionally and after 'take physical form', and capitalize 'contitution' in 'and the 2 constitution' as well as the daemon names.
In the Special Psychic Power Effects section, add a period after 'psychic powers in question'.
In the Attacks paragraph of the Special Psychic Power Effects section, add a comma after 'don't damage opponents' and after 'are not attacks'.
In the Same Effect with Differing Results paragraph of the Combining Psychic Effects section, change 'dipsychic powered' to 'nullified'.

10.1.5: In the first sentence, remove the period after 'Psykers', and possibly decapitalize it.
In the intro section, correct 'can'y replicate' to 'can't replicate'
In the intro section, correct 'assures you are' to 'ensures you are'
In the intro section, change 'or indeed armored librarians in general' to 'and, indeed, armored psykers in general'
In the intro section, add a comma after 'tabletop battlegame', 'For this reason', and 'in d20-40k'
The text refers to psychic level, but the table refers to character level. Which is it? Choose and edit accordingly.
#356

toptomcat

Jun 30, 2005 21:48:28
10.2.1: In the Calling subdivision of the Conjuration descrip, capitalize 'chaos' in 'daemons of chaos'.
In the [Descriptor] subdivision of the Transmutation descrip, capitalize 'chaos' in 'acid, air, chaos, cold...'
In the [Descriptor] subdivision of the Transmutation descrip, correct 'alignment' to 'allegiances'
In the intro paragraph, correct both instances of 'Also explains' to 'Also, it explains'
The references to other planes of existence in the Abjuration and Conjuration designation descrips are perhaps setting-inappropriate, considering the only other plane of existence as such in WH 40k is the Immaterium/Warp. Perhaps correct 'another plane of existence' to 'the Immaterium'.
In the Creation designation descrip, correct 'psychic holds the creation together' to 'psychic power holds the creation together', correct 'assembled through psychic' to 'assembled through psychic power', and correct 'depend on psychic' to 'depend on psychic power'.
In the Verbal component descrip, italicize 'silence' in 'silence psychic power'
In the Target or Targets paragraph of the Aiming a Psychic Power section, add a period after 'such psychic powers'.
In the Timed Durations paragraph of the Duration section, correct 'the psychic goes away' to 'the power goes away'
In the Permanent line of the Duration section, correct 'nullify psychic' to 'nullify.'
In the Voluntarily Giving up a Saving Throw paragraph of the Saving Throw section, correct 'resistance to psychic' to 'resistance to psychic powers'
In the Itels Surviving After a Saving Throw paragraph of the Saving Throw section, correct 'whatever damage the attack deal' to whatever damage the attack dealt'.
In the Items Affected by Psychic Attacks table, correct 'nd' to '2nd'.
In the Figment paragraph of the Illusion descrip, correct 'a figment's AC' to 'a figment's Defense'
In the Saving Throw Difficulty Class paragraph of the Saving Throw section, delete the mentions of DnD classes and substitute the proper mentions of Arcane, Innate, and Mystic Psykers.


10.2.2- In the description for Mind Blank, correct 'mental/emotional magic' to 'mental/emotional powers'
In the description for Magos' Disjunction, correct 'Dispels magic' to 'Nullifies powers'
In the intro sentence, correct 'these two kinds of powers' to 'these kind of powers'. They aren't really separate.
In the descriptions for Summon Monster 1-9, capitalize 'immaterium'?
In the description for Arcane Lock, correct 'Psychicly' to 'Psychically'
Several of the spell descriptions list a spell as on p.XXX. Are those ones that haven't been written yet?
In the description for Knock, correct 'psychicly' to 'psychically'
In the description for Misdirection, correct 'inations' to 'divinations'
In the description for Prescience, correct 'competency' to 'competence'
In the description for Displacement, possibly change change 'miss subject 50%' to 'miss subject 50% of the time'
In the description for Phantasmal Killer, correct 'ion' to 'illusion'
In the description for Warp Jump perhaps change 'short distance' to 'a short distance' or 'short distances'.
In the description for Move Earth, correct 'Digs tres' to 'Digs trenches'.
In the description for Haste, correct 'AC' to 'Defense'.
In the description for Rage, correct 'AC' to 'Defense'.
In the description for Slow, correct 'AC' to 'Defense'.
In the description for Purge Psyker, correct 'all spells available' to 'all powers available'.
In the description for Assail, correct 'A baleful teleportation spell' to 'A baleful teleportation power'
In the description for Storm of Wrath, correct 'chain lightning spell' to 'chain lightning power'
In the description for Forcefield, capitalize 'defense'
In the description for Psychic Shield, capitalize 'defense'


10.2.3. In the description for Force Weapon, correct 'magic weapon' to
'force weapon' or 'enchanted weapon'
In the description for Detect Psychic Presence, edit to be consistent with the Arcane version (since they're identical)
In the description for Force Weapon, delete the mention to 'magic weapon'.
In the descriptions for Summon Monster 1-9, capitalize 'immaterium'?
In the description for Consecrate, correct 'making daemons and same-race psykers stronger' to 'making daemons weaker and same-race psykers stronger'
In the description for Desecrate, correct 'making daemons and xenogen psykers weaker' to 'making daemons stronger'.
In the description for Find Traps, capitalize 'search' in 'search checks'.
In the description for Prescience, correct 'competency' to 'competence'
Perhaps Steel Shape should be changed to Metal Shape, considering the many and various kinds of metals used in the Imperium?
Several of the spell descriptions list a spell as on p.XXX. Are those ones that haven't been written yet?
In the description for Break Enchantment, correct 'antments' to 'enchantments' (this is a really weird series of typos)
Nullify Xenogen is probably not the best name for the power, considering that Nullify is what we're calling 'dispel' or its equivilant. Find another?
In the description for Protection from Xenogen, correct 'AC' to 'Defense'.
In the description for Slow, correct 'AC' to 'Defense'.
In the description for Haste, correct 'AC' to 'Defense'.
In the description for Flame Strike, correct 'ine fire' to 'divine fire'
In the description for Squish, correct 'weirdboy's' to 'weirdboys' or 'weirdboyz'. Also correct 'spell' to 'power'.
In the description for Lesser Restoration, correct 'Dispels' to 'Nullifies'
In the description for Invisibility Purge, correct 'Dispels' to 'Nullifies'
In the description for Assail, correct 'A baleful teleportation spell' to 'A baleful teleportation power'
In the description for Guide, capitalize 'defense'
In the description for Mantle of Protection, capitalize 'defense'

10.2.3 In the description for Nullification Field, correct 'negates magic' to 'nullifies psychic power'

10.2.6 In the description for Fly, correct 'the magic fails slowly' to 'the power fails slowly'
In the description for Destruction, capitalize 'eldar' in 'ancient eldar verses'
In the description for Detect Xenogen, capitalize 'eldar' in 'eldar give off an ancient radiance.'
In the description for Ressurection, capitalize 'eldar' in 'dead eldar are placed' and in 'eldar souls are very bright'
In the description for Mirror Image, correct 'drink potions when you drink a potion' to 'drink serums when you drink a serum'
In the description for Augury, correct 'cleric' to 'psyker'
In the description for Miracle, correct two instances of 'cleric' to 'psyker'
In the description for Desecrate, capitalize 'chaos' in '-3 chaos penalty', '+1 chaos bonus', '-6 chaos penalty', and '+2 chaos bonus'.
In the description for Glyph of Warding, redefine good, evil, chaos, and law as alleigiances, not alignments.
In the description for Teleport, capitalize 'chaos' in 'food for hungry gods of chaos'.
In the description for Alter Self, correct 'alignment' to 'allegiances'.
In the description for Antipathy, correct three instances of 'alignment' to 'allegiance'.
In the description for Baleful Polymorph, correct 'alignment' to 'allegiances'.
In the description for Binding, correct 'alignment' to 'allegiances'.
In the description for Forbiddance, correct 'alignments' to 'allegiances'.
In the description for Helping Hand, correct 'alignment' to 'allegiances'.
In the description for Misdirection, correct 'alignment' to 'allegiance'.
In the description for Phase Door, correct 'alignment' to 'allegiances'.
In the description for Programmed Image, correct 'alignment' to 'allegiance'.
In the description for Protection from Xenogen, correct 'alignment' to 'allegiances'.
In the description for Psychic Mouth, correct 'alignment' to 'allegiance'
In the description for Speak with Dead, correct 'alignment' to 'primary allegiance'
In the description for Symbol of Death, correct 'alignment' to 'allegiances'
In the description for Sympathy, correct three instances of 'alignment' to 'allegiance'.
In the description for Fire Trap, correct 'nullify psychic' to 'nullify.'
In the description for Lesser Globe of Invulnerability, correct 'nullify psychic' to 'nullify.'
In the description for Hold Portal, correct 'nullify psychic' to 'nullify.'
In the description for Magos' Disjunction, correct 'nullify psychic' to 'nullify.'
In the description for Nullify, correct four instances of 'nullify psychic' to 'nullify.'
In the description for Resiliant Sphere, correct 'nullify psychic' to 'nullify.'
In the description for Teleport Object, correct 'nullify psychic' to 'nullify.'
In the description for Teleport Object, correct 'nullify psychic' to 'nullify.'
In the description for Arcane Lock, correct 'psychicly' to 'psychically'
In the description for Hold Portal, correct 'psychicly' to 'psychically'
In the description for Instant Summons, correct 'psychicly' to 'psychically'
In the description for Invisibility, correct 'psychicly' to 'psychically'
In the description for Nullification Field, correct 'psychicly' to 'psychically'
In the description for Blade Barrier, correct 'AC' to 'Defense'.
In the description for Blink, correct 'Dexterity bonus to AC' to 'Dexterity bonus to Defense'
In the description for Cat's Grace, correct 'AC' to 'Defense'.
In the description for Blade Barrier, correct 'cover' to 'one-half cover'
In the description for Forcecage, correct 'cover' to 'one-half cover'
In the description for Web, correct 'cover' to 'one-half cover'
In the description for Acid Splash, correct 'drp 3' to 'DRP 3'
In the description for Blade Barrier, correct 'drp 0' to 'DRP 0'
In the description for Delayed Blast Firebell, correct 'drp 3' to 'DRP 3'
In the description for Air Walk, correct 'the psychic fails slowly' to 'the power fails slowly'.
In the description for Animal Growth, add a comma after 'natural armour of 15/+1'
In the description for Animate Objects, clarify what exactly qualifies as a 'psychic material': if nothing comes to mind, delete its mention.
The table for the statistics of Animated Objects is given only after the Animate Rope and Antipathy psychic powers, not right after the Animate Object psychic power.
Is the typical rope in the 40k setting hemp? I doubt it. If so, edit the entry for a typical rope's stats in the Animate Rope power descrip to fit the typical strength of a typical 40k synthetic/whatever rope.
In the description for Arcane Mark, delete the mention to the no-longer-existant Gem of Seeing.
In the description for Banishment, change 'Power Resistance (if any), the saving throw' to 'Power Resistance (if any), and the saving throw'
In the description for Banishment, correct 'DC 14 pruchase' to 'DC 14 purchase'
In the description for Banishment, probably remove the setting-inappropriate mention of vellum
In the description for Blink, perhaps change 'on the Immaterium' to 'in the Immaterium', and change several instances of 'Material Plane' to 'material world'.
In the description for Ethereal Jaunt, change both instances of 'Material Plane' to 'material world'
In the description for Rope Trick, change 'Material Plane' to 'material world'
In the description for Blink, clarify that the rules applying to immaterial creatures do not apply to Blinking creatures.
In the description for Blink, start a new line with 'Failed Psychic Checks', add a comma after 'into the Immaterium', '5 or more points', 'while grappled', and after '10 points or more'.
In the description for Blink, capitalize 'medium' in 'medium-sized daemon'
In the description for Acid Fog, italicize 'Acid fog' and 'solid fog'.
In the description for Aid, italicize 'Aid'
In the description for Air Walk, italicize 'air walk' in 'if the air walk psychic power is nullified', 'You can cast air walk', and 'to move with the aid of air walk'.
In the description for Air Walk, correct 'an nullification field' to 'a nullification field'
In the description for Alarm, italicize 'Alarm' in 'Alarm sounds a mental...', italicize 'silence' in 'silence psychic power', and italicize 'permanency' in 'permanency psychic power'
In the description for Animate Objects, start a new line with 'Level: Mystic 6', and italicize 'Animate objects' in 'Animated objects can be made permenent...' and also italicize 'permanency' in 'permanency psychic power'.
In the description for Animate Rope, italicize 'animate rope' in 'animate rope psychic power'.
In the description for Antipathy, correct 'Antipathy counters and nullifies Sympathy' to 'Antipathy counters and nullifies sympathy
In the description for Arcane Eye, add commas before and after 'say' in 'through say a vortex grenade'.
In the description for Arcane Lock, italicize 'arcane lock' in 'An arcane lock psychic power', 'your own arcane lock', and 'remove an arcane lock.' Also italicize 'nullify' in 'nullify or knock psychic power', and italicize 'knock' in 'nullify or knock psychic power' as well as 'A knock psychic power does not'. Also correct 'DC 8 wealth check' to DC 8 Credit check'
In the description for Augury, correct two instances of 'DC 8 wealth check' to 'DC 8 Credit check'
In the description for Agury, correct 'A cleric who gets the "nothing" result' to 'A seer who gets the "nothing" result'
In the description for Contingency, correct 'DC 24 wealth check' to 'DC 24 Credit check'
In the description for Baleful Polymorph, italicize 'polymorph' in 'As polymorph,'
In the description for Bane, italicize both instances of 'Bane', as well as 'bless'
In the description for Banishment, italicize 'banishment' in 'a banishment psychic power', and 'dismissal' in 'the dismissal psychic power'.
In the description for Bear's Endurance, Mass, italicize 'Mass bear's endurance' and 'bear's endurance'.
In the description for Bestow Curse, italicize 'break enchantment', 'miracle', 'remove curse', 'bestow curse', and 'remove curse'.
In the description for Binding, italicize all instances of any power names, including 'binding', 'suggestion', 'charm person', 'dominate monster', 'dominate person', 'antipathy', 'nullify', 'nullification field', and 'Mage's disjunction'.
In the description for Binding, correct 'Mage's disjunction' to 'Magos' disjunction'.
In the description for Binding, change 'extraplanar' to 'warp'
In the description for Binding, change 'You can't dispel a binding psychic power' to 'You can't nullify a binding psychic power'
In the description for Blade Barrier, italicize 'blade barrier' in 'A blade barrier provides cover'
In the description for Bless, italicize both instances of 'Bless' and one of 'bane'.
In the description for Blink, italicize 'Blink' in 'Blink is a very dangerous spell', and both italicize and decapitalize it in 'purposely dispels Blink'.
In the description for Blink, correct 'purposely dispels Blink' to 'purposely dismisses Blink'
In the description for Blink, correct 'Blink is a very dangerous spell' to 'Blink is a very dangerous power'.
In the description for Blur, italicize 'see invisibility', 'true seeing', and 'blur' in 'the blur effect'.
In the description for Break Enchantment, italicize 'Break enchantment' in 'Break enchantment can reverse...' and in 'break enchantment does not remove the curse from the item'. Also italicize 'nullify' in 'nullified by nullify',
In the description for Bull's Strength, Mass, italicize 'bull's strength'.
In the description for Burning Hands, correct 'the character Psychic Level' to 'the character's Psychic level'
In the description for Calm Emotions, italicize 'calm emotions' in 'calm emotions can stop raging creatures' and 'when the calm emotions psychic power ends'. Also italicize 'bless' and 'rage' in 'bless and rage'.
In the description for Cat's Grace, Mass, italicize 'cat's grace'.
In the description for Cause Fear, italicize 'Cause fear' and 'remove fear' in 'Cause fear counters and nullifies remove fear'.
In the description for Continual Flame, correct 'counter and dispel darkness' to 'counter and nullify'
In the description for Explosive Runes, correct 'attempting to dispel or erase the runes' to 'attempting to nullify or erase the runes'
In the description for Entropic Shield, capitalize 'defense'
In the description for Fly, correct 'dispelling a spell effectively ends it' to 'nullifying a power effectively ends it', and correct 'if the fly spell is dispelled' to 'if the fly power is nullified'.
In the description for Forbiddance, change 'Nullify does not dispel' to 'Nullify does not end'
In the description of Forbiddance, why does the difference of allegiance in one particular have the exact same effect as difference of allegiance in two?
In the description for Meld into Bulkhead, change 'effect is dispelled' to 'effect is nullified'
In the description for Nullification Field, change 'does not dispel it' to 'does not cancel it'
In the description for Nullify, change all instances of 'dispel' to 'nullify' or 'nullification' as desired
In the description for Nullify, Greater, change 'dispel check' to 'nullify check' or 'nullification check' as desired, and change 'dispel any effect' to 'nullify any effect'
In the description for Nullify Xenogen, change 'automatically dispel' to 'automatically nullify'
In the description for Prismatic Wall, change 'cannot dispel the wall' to 'cannot nullify the wall'
In the description for Prying Eyes, change 'caught in an area dispel' to 'caught in an area nullification'
In the description for Rope Trick, change 'begun dispelling the rope trick' to 'begun, nullifying the rope trick'
In the description for Rope Trick, change 'dispels rope trick before' to 'nullifies or dismisses rope trick before'
In the description for Chain Lightning, italicize 'lightning bolt' in 'Unlike lightning bolt,', italicize 'chain lightning' in 'chain lightning strikes one object', and correct 'All Chain Lightning damage is DRP 4' to 'All chain lightning damage is DRP 4'
In the description for Charm Monster, italicize 'charm person'
In the description for Charm Monster, Mass, italicize 'charm monster' and 'mass charm monster'.
In the description for Chill Touch, correct 'casting of the spell' to 'casting of the power'.
In the description for Circle of Death, italicize 'circle of death'.
In the description for Cloudkill, italicize 'fog cloud' in 'similar to a fog cloud' and 'Unlike a fog cloud'
In the description for Command, Greater, italicize 'command' in 'functions like command'.
Some Difficulty Class modifier to the Psychic Check to cast Commune as the caster gets further and further away from Terra and the Astronomican's source may be appropriate.
In the description for Commune, correct 'the entity's knowledge' to 'the Emperor's knowledge'
In the description for Commune, the last sentence is run-on. Split it up, maybe like this: 'The Astronomican is the god-mind of the Emperor, fuelled by hundreds of sacrificed psykers each day. Because of this, it is generally pretty receptive to clued-in Seers, but if you lag, discuss the answers, or go off to do anything else, the psychic power ends.'
In the description for Commune, correct 'Purchas DC 3' to 'Purchase DC 3'.
In the description for Comprehend Languages, italicize 'secret page', 'illusiory script', 'Comprehend languages', and 'permanancy' in the last paragraph.
In the description for Cone of Cold, italicize 'Cone of cold'
In the description for Consecrate, capitalize 'librarian' in 'Space Marine librarian'
In the description for Consecrate, capitalize 'credit check' in 'DC 8 credit check'
In the description for Contingency, italicize all instances of 'contingency'
In the description for Continual Flame, italicize 'continual flame'
In the description for Control Water, italicize 'control water' in 'the control water psychic power'
In the description for Control Weather, italicize 'Control weather' in 'Control weather can do away'
In the description for Create Food and Water, italicize 'purify food and water'.
In the description for Create Food and Water, perhaps replace 'clean rain water' with 'distilled water' to avoid confusion when psykers are in unusual planetary environments.
In the description for Create Water, perhaps replace 'clean rain water' with 'distilled water' to avoid confusion when psykers are in unusual planetary environments.
In the description for Cure Critical Wounds, italicize 'cure light wounds'
In the description for Cure Critical Wounds, Mass, italicize 'mass cure light wounds'
In the description for Cure Light Wounds, change 'created by an immaterial effluvium' to 'composed of immaterial effluvium'
In the description for Cure Light Wounds, Mass, italicize 'mass cure light wounds'
In the description for Cure Minor Wounds, italicize 'cure light wounds'
In the description for Cure Moderate Wounds, italicize 'cure light wounds'
In the description for Cure Moderate Wounds, Mass, italicize 'mass cure light wounds'
In the description for Cure Serious Wounds, italicize 'cure light wounds'
In the description for Cure Serious Wounds, Mass, italicize 'mass cure light wounds'
In the description for Dancing Lights, italicize 'permanancy' in 'permanancy psychic power'
In the description for Darkness, italicize 'Darkness' in 'Darkness counters or nullifies'.
In the description for Darkness, change 'counters or nullifies' to 'counters and nullifies'
In the description for Darkvision, italicize 'permanancy' in 'permanancy psychic power'
In the description for Daylight, change 'counters or nullifies' to 'counters and nullifies'
In the description for Daze Monster, italicize 'daze' and 'daze monster'.
It might be appropriate to make Death Knell a Chaos power.
In the description for Death Ward, italicize 'Death ward' in 'Death ward does not protect'
In the description for Deathwatch, capitalize 'astronimican' in 'Tuning into the astronimican', and italicize 'Deathwatch' in 'Deathwatch sees through'
In the description for Deeper Darkness, italicize 'darkness' in 'functions like darkness', as well as 'Daylight' and 'Light' in 'including Daylight and Light'.
In the description for Deep Slumber, italicize 'sleep'
In the description for Delayed Blast Fireball, italicize 'fireball' in 'functions like fireball'
In the description for Delay Poison, italicize 'Delay poison' in 'Delay poison does not cure'
In the description for Desecrate, correct '+2 hit points per HD for undead in the area' to '+2 hit points per HD for daemons in the area'|
In the description for Desecrate, italicize 'summon monster' in 'anyone who casts summon monster', as well as 'Desecrate' and 'consecrate' in 'Desecrate counters and nullfies consecrate.'
In the description for Desecrate, correct 'or other spell that summons daemons' to 'or other power that summons daemons'
In the description for Destruction, italicize 'destruction' in 'subject of destruction', and add a comma after it.
In the description for Detect Paths, correct 'cracks in thr floor' to 'cracks in the floor'. Also correct 'think of an exit from a prison find alternate routes out of enclosed environments.' to 'think of an exit from a prison, or find alternate routes out of enclosed environments'.
In the description for Detect Psychic Presence, correct 'detect psychic presence auras' to 'detect psychic presences' or 'detect psychic auras'. Also correct 'school of psychic' to 'psychic school' and correct 'multiple types of psychic' to 'multiple types of psychic power'.
In the description for Detect Psychic Presence, italicize 'detect psychic presence' in 'detect psychic presence indicates the stronger of the two', as well as in 'If detect psychic presence is cast and directed at such a location', and in 'while detect psychic presence is active', and in 'Detect psychic presence can be made permanent'
In the description for Detect Psychic Presence, correct 'such as the search check required against the Witches hidden mind' to 'such as the Search check required against the Witch's hidden mind'.
In the description for Detect Psychic Presence, italicize 'permanency' in 'permanency psychic power'.
Perhaps rename the first table for Detect Warpflux from 'Different strength creatures' warp flux' to 'Warp flux strength by creature Hit Die'
In the description for Detect Warpflux, correct 'An undead aura lingers' to 'A daemonic aura lingers'
In the description for Detect Xenogen, correct 'orks give of' to 'orks give off', and correct 'humans shine off' to 'humans shine with'.
In the description for Detect Xenogen, add a comma after 'psychic scent of hunters'
In the description for Detect Xenogen, italicize 'detect xenogen' in 'if detect xenogen is cast and directed'
In the description for Detect Xenogen, correct 'the spell indicates an aura dim strength' to 'the power indicates an aura of dim strength'
In the description for Detect Xenogen, correct 'When casting this spell you must nominate' to 'When casting this power you must nominate', correct 'stunned for 1 round and the spell ends' to 'stunned for 1 round and the power ends',
In the description for Dimensional Anchor, italicize 'blink, warpjump, gate, planet shift, teleport', italicize 'gate, teleportation circle', and italicize 'Dimensional anchor' in 'Dimensional anchor does not prevent'
In the description for Dimensional Anchor, correct 'technological equivalent (terminator internal teleporters,' to 'technological equivilents (Terminator internal teleporters,'
In the description for Dimensional Lock, italicize 'blink, warpjump, planet shift, teleport', and italicize 'gate, teleporation circle', and italicize 'dimensional lock' in 'Once dimensional lock is in place'.
In the description for Dimensional Lock, correct 'technological equivalent (terminator internal teleporters,' to 'technological equivilents (Terminator internal teleporters,'
In the description for Discern Location, italicize 'discern location' in 'A discern location psychic power', and 'Discern location circumvents' and also italicize 'mind blank' in 'mind blank psychic power'.
In the description for Discern Location, decapitalize 'Dinivation' in 'The Dinivation will reveal', and add a comma after 'name for the planet'.
In the description for Disintegrate, correct ', a wall of force,' to ', such as a wall of force,'
In the description for Disintegrate, add a comma after 'armoured targets'
In the description for Dismissal, correct 'teleports the target up d100 x 10 miles' to something like 'teleports the target up to d100 x 10 miles'. Teleporting straight up even ten miles is pretty much an instant-death situation, and I don't think that's the idea.
In the description for Displacement, italicize 'True seeing' in 'True seeing reveals its true location'.
In the description for Divination, italicize 'augury' in 'Similar to augury' and 'As with augury', and italicize 'divination' in 'divination psychic power'.
In the description for Divination, correct 'unless specific psychic' to 'unless a specific psychic effect'
In the description for Dominate Monster, italicize 'dominate person'
In the description for Dominate Person, italicize 'Protection from xenogen' in 'Protection from xenogen or a similar psychic power'.
In the description for Eagle's Splendor, correct 'Innate pskers (and other psykers' to 'Innate psykers (and other psykers'
In the description for Eagle's Splendor, Mass, italicize 'eagle's splendor'
In the description for Earthquake, italicize 'earthquake' in 'When you cast earthquake', 'an earthquake psychic power', and in 'Earthquake causes a cliff to crumble'.
Does Earthquake work when inside very large spaceships?
In the description for Emperor's Edict, italicize 'Emperor's edict' in 'within the area of an Emperor's edict psychic power' and 'are unaffected by Emperor's edict'.
In the description for Endure Elements, italicize 'endure elements' in 'A creature protected by endure elements', and in 'Endure elements doesn't provide any protection'.
Due to the existence of planets with temperatures exceeding that of Endure Elements' stated extremes of -50 and 140 degrees, a second-level version with unlimited protection against environmental temperature extremes while still providing no actual protection from fire or cold damage might be advisable to create.
In the description for Energy Drain, italicize 'enervation'.
In the description for Enervation, italicize 'enervation' in 'the negative levels from enervation'.
In the description for Enlarge Person, italicize 'Enlarge person' in 'Enlarge person counters and nullifies' and 'Enlarge person can be made permanent'. Also italicize 'reduce person' in 'counters and nullifies reduce person', and italicize 'permanency' in 'a permanency psychic power'.
In the description for Enlarge Person, Mass, italicize 'enlarge person', and correct 'spell' to 'power'.
In the description for Erase, italicize 'erase' in 'Erase removes writings', italicize 'explosive runes' in 'remove explosive runes', italicize 'glyph of warding' in 'a glyph of warding', italicize 'arcane mark' in 'or an arcane mark', italicize 'illusory script' in 'but not illusory script', and italicize 'symbol' in 'symbol psychic power'. Also italicize 'explosive runes' and 'glyph of warding' in 'if you fail to erase explosive runes, a glyph of warding, or similar power,'
In the description for Ethereal Jaunt, clarify exactly what happens to a character defeated by a daemon.
In the description for Ethereal Jaunt, correct 'Ethereal Jaunt is a very dangerous spell' to 'Ethereal Jaunt is a very dangerous power'
In the description for Etherealness, italicize 'ethereal jaunt', and clarify exactly what happens to a character defeated by a daemon.
In the description for Etherealness, correct 'a very dangerous spell' to 'a very dangerous power'.
In the description for Explosive Runes, italicize 'nullify' and 'erase' in 'nullify or erase psychic power'
In the table for Eyebite, correct 'Eyebit effects' to 'Eyebite effects', and italicize 'remove disease', 'heal', and 'remove curse' in the Sickened paragraph of the description.
In the description for Fabricate, italicize 'fabricate' in 'fabricate psychic power', and correct 'This spell does not allow you to craft things beyond you knowlegde' to 'This power does not allow you to craft things beyond your knowledge'
In the description for Fabricate, correct 'article made with the spell' to 'article made with the power'
In the description for False Vision, italicize 'major image' in 'major image psychic power'
In the description for Feather Fall, add a comma after 'at this speed' and after 'reguardless'.
In the description for Feather Fall, italicize 'Feather fall' in 'Feather fall instantly changes' and 'Feather fall works only upon free-falling objects', and correct 'in a very low-g environment feather-fall' to 'in a very low-g environment feather fall'
In the description for Feeblemind, italicize 'heal', 'miracle', and 'feeblemind' in 'until a heal or miracle psychic power is used to cancel the effect of the feeblemind'.
In the description for Find the Path, italicize 'glyph of warding' in 'proper word to bypass a glyph of warding.'.
In the description for Find Traps, italicize 'find traps' in 'Note that find traps grants no ability'
Assign a DRP, probably 5, to the damage dealt on a successful save against Finger of Death.
In the description for Fireball, italicize 'fireball' in 'A fireball psychic power'.
In the description for Fire Storm, italicize 'fire storm' in 'When a fire storm psychic power is cast'.
In the description for Fire Trap, italicize 'fire trap' in 'Fire trap creates a fiery explosion', 'A fire trap can ward', 'When casting fire trap', 'does not bypass a fire trap', and 'such as fire trap are hard to disable'. Also italicize 'knock' in 'a knock psychic power does not bypass', and 'nullify' in 'An unsuccessful nullify'.
In the description for Flame Strike, italicize 'flame strike' in 'A flame strike produces a vertical column'.
In the description for Flaming Sphere, italicize 'flaming sphere' in 'A flaming sphere rolls over barriers' and 'A flaming sphere winks out'.
In the description for Flare, italicize 'flare'.
In the description for Fly, italicize 'fly' and correct 'spell' to 'power' in 'Using a fly spell', 'The subject of a fly spell', 'if the fly spell is dispelled'. Also italicize 'Fly' in 'Fly can function in deep space', and correct 'attack or cast spells' to 'attack or use powers' and correct 'Should the spell duration expire' to 'Should the power duration expire'
In the description for Hypnotism, change 'enspelled' to 'hypnotised'
In the description for Insect Plague, correct 'fireball spell' to 'fireball power', and correct 'disperses the insects and ends the spell' to 'disperses the insects and ends the power'.
In the description for Locate Creature, correct 'This spell functions like' to 'This power functions like', correct 'this spell locates' to 'this power locates', correct 'This spell can locate' to 'This power can locate', and correct 'Running water blocks the spell' to 'Running water blocks the power', and correct 'polymorph spells' to 'polymorph powers'.
In the description for Meld into Bulkhead, correct 'the spell fails and is wasted' to 'the power fails and is wasted', and correct 'cast spells on yourself' to 'use powers on yourself', correct 'If the spell's duration expires' to 'If the power's duration expires', and correct 'The following spells harm you' to 'the following powers harm you'
In the stat column for Miracle, correct 'Spell Resistance' to 'Power Resistance'
In the description for Miracle, correct 'any mystic spell' to 'any mystic power', correct 'any other spell' to 'any other power', correct 'the harmful effects of certain spells' to 'the harmful effects of certain powers', correct 'A duplicated spell allows' to 'A duplicated power allows', correct 'saving throws and spell resistance' to 'saving throws and power resistance, correct 'save DCs are as for a 9th-level spell' to 'save DCs are as for a 9th-level power', correct 'miracle duplicates a spell that has an XP cost' to 'miracle duplicates a power that has an XP cost', correct 'miracle spell duplicates a spell' to 'miracle spell duplicates a power', and correct 'for some uses of the miracle spell' to 'for some uses of the miracle power' Also, correct '100 gp' to its equivilant Purchase DC.
In the description for Moment of Prescience, correct all four instances of 'spell' or 'spell's' to 'power' or 'power's' as appropriate.
In the description for Mystic Circle Against Xenogens, correct 'interrupting the spell or moving out of the circle' to 'interrupting the power or moving out of the circle'
In the description for Nullify, correct all three instances of 'spell' to 'power'. All instances are in the last sentence of the 'Note' section of the first paragraph.
In the description for Refuge, correct 'The psychic check for this spell is made in secret' to 'The psychic check for this power is made in secret'
In the description for Regenerate, correct 'cure spell' to 'cure powers'
In the description for Reverse Gravity, correct 'This spell has special properties' to 'This power has special properties', correct 'If the spell is cast on a low-G world the spell reverses' to 'If the power is used on a low-G world the power reverses', and correct 'This spell can be used to create artificial gravity pockets' to 'This power can be used to create artificial gravity pockets'd
In the description for Scan, correct 'Scan is a favoured spell' to 'Scan is a favoured power'
In the description for Scrying, correct 'of operating through the sensor: detection spells,' to 'of operating through the sensor: detection powers,'
In the description for Scrying, Greater, correct 'function reliably through the sensor: detection spells,' to 'function reliably through the sensor: detection powers,'
In the stat column for Soul Bind, correct 'Spell Resistance' to 'Power Resistance'
In the description for Soul Bind, correct 'nullifying the spell' to 'nullifying the power'
In the description for Warp Jump, correct 'even short ones like those from this spell' to 'even short ones like those from this power'
In the description for Miracle, correct both instances of 'cleric' to 'psyker'.
In the description for Telekinesis, correct both instances of 'wizard' to 'arcane psyker' and both instances of 'sorceror' to 'innate psyker'
In the description for Wall of Ice, correct '10th-level wizard' to '10th-level psyker'
In the description for Forbiddance, italicize 'warp' and 'teleport' in 'such as warp and teleport'.
In the description for Forbiddance, italicize 'nullify' in 'Nullify does not', and italicize 'forbiddance' in 'a forbiddance effect unless' and in 'overlapping forbiddance effect'.
In the description for Forbiddance, correct 'rare blessed artifactes' to 'rare blessed artifacts'
In the description for Forcecage, correct 'Like a wall of force psychic power, a forcecage resists nullify, but it is vulnerable to a disintegrate psychic power.' to 'Like a wall of force psychic power, a forcecage resists nullify, but it is vulnerable to a disintegrate psychic power.'
In the description for Forcecage, italicize 'wall of force' in 'similar to a wall of force psychic power'
In the description for Forcefield, italicize 'Forcefield' and 'psychic bolt'.
In the description for Force Weapon, correct 'Psychic weapon' to 'Force weapon'
In the description for Force Weapon, Greater, correct 'like psychic weapon' to 'like force weapon'
In the description for Foresight, italicize 'foresight' in 'Once foresight is cast,'
In the description for Fox's Cunning, Mass, italicize 'fox's cunning'
In the description for Freedom, italicize 'slow', 'temporal staisis', and 'web'.
In the description for Freedom of Movement, correct 'psychic that usually impedes movement' to 'psychic powers that normally impede movement'
In the description for Freedom of Movement, italicize 'solid fog', 'slow', and 'web'.
In the description for Freezing Sphere, italicize 'freezing sphere' in 'Freezing sphere creates', in 'If the freezing sphere strikes', and in 'the freezing sphere bursts'
In the description for Gaseous Form, correct 'Silent Psychic power and Still Psychic power' to 'Silent Psychic Power and Still Psychic Power'
In the description for Gate, italicize 'gate' in 'Casting a gate psychic power', 'As a mode of warp travel, a gate psychic power', and 'The second effect of the gate psychic power'. Also italicize 'planet shift' in 'functions much like a planet shift psychic power'
In the description for Lesser Geas, italicize 'lesser geas' in 'a lesser geas places a psychic command', 'prevented from obeying the lesser geas', 'resumes obeying the lesser geas', 'A lesser geas (and all ability score penalties)' and 'Nullify does not affect a lesser geas.'
In the description for Lesser Geas, change the comma after 'subvert some instructions' to a period
In the last paragraph of the description for Lesser Geas, italicize 'break enchantment', 'remove curse', 'miracle', and 'Nullify'
In the description for Geas/Quest, italicize both instances of 'lesser geas'. In the last paragraph, italicize 'remove curse', 'break enchantment', and 'miracle.'
In the description for Geas/Quest, italicize 'geas/quest' in 'does not attempt to follow the geas/quest', 'attempts to resume the geas/quest', 'ends a geas/quest psychic power only if', and 'does not end a geas/quest'.
In the description for Ghost Sound, italicize 'Ghost sound' in 'Ghost sound allows you', 'The noise a ghost sound psychic power produces', 'Ghost sound can enhance', and 'Ghost sound can be made permanent'. Also italicize 'silent image' in 'effectiveness of a silent image psychic power' and 'permanency' in 'permanency psychic power'.
In the description for Globe of Invulnerability, italicize 'lesser globe of invulnerability'
In the description for Lesser Globe of Invulnerability, italicize 'lesser globe of invulnerability' in 'does not include the area of the lesser globe of invulnerability' and in 'to determine whether lesser globe of invulnerability stops it'. Also italicize 'nullify' in 'targeted nullify' and 'area nullify'.
In the description for Glyph of Warding, italicize 'glyph of warding' in 'A glyph of warding can guard a bridge or passage', in 'allows you to identify a glyph of warding', 'Psychic traps such as a glyph of warding', and 'or 28 for glyph of warding',
In the description for Glyph of Warding, correct 'is subject to the psychic it stores' to 'is subject to the power it stores'
In the description for Glyph of Warding, delete the mention of good, evil, law, and chaos, and add a clause stating that allegiance can also be a trigger.
In the description for Glyph of Warding, italicize 'Mislead, polymorph, and nondetecton', excluding the 'and'. Also italicize 'Understand psychic script'
In the description for Glyph of Warding, Greater, italicize 'glyph of warding'
In the description for Grease, italicize 'grease' in 'A grease psychic power'
In the description for Guards and Wards, italicize 'arcane locked' in 'All doors in the warded area are arcane locked', italicize 'web' in 'identical to those created by the web psychic power, italicize 'silent image' in 'is covered by a silent image to appear', italicize 'Dancing lights' in 'Dancing lights in four corridors', italicize 'psychic mouth' in 'A psychic mouth in two places', italicize 'stinking cloud' in 'A stinking cloud in two places', italicize 'gust of wind' in 'A gust of wind in one corridor or room', italicize 'suggestion' in 'A suggestion in one place' and 'receives the suggestion mentally', italicize 'nullify' in 'A nullify cast on a specific effect', and italicize 'Magos' disjunction' in 'A successful Magos' disjunction destroys'
In the description for Guards and Wards, italicize 'guards and wards' in both instances of 'as long as the guards and wards psychic power lasts', as well as in 'destroys the entire guards and wards effect.'
In the description for Guards and Wards, correct 'radiates strong psychic' to 'radiates strong psychic power'
In the description for Gust of Wind, italicize 'gust of wind' in 'within a gust of wind effect', 'A gust of wind can't move a creature', 'in the area of a gust of wind', 'a gust of wind can do anything', and 'Gust of wind can be made permanent'. Also italicize 'permanency' in 'permanency psychic power'.
In the description for Harm, italicize 'harm' in 'Harm charges a subject' and 'harm deals half this amount'. Also put 'harm acts like heal on the same line as 'If used on a daemonic creature,'
In the description for Haste, delete the reference to the no-longer-existent weapon of speed. Also italicize 'haste' in 'Multiple haste effects don't stack. Haste nullifies', and italicize 'slow' in 'nullifies and counters slow'.
In the description for Heal, correct 'adverse conditions affecting the
Target: ability damage'
to 'adverse conditions affecting the target: ability damage'
In the description for Heal, italicize 'Heal' in 'Heal enables you to channel' and in 'Heal does not remove negative levels'. Also put 'heal instead acts like harm on the same line as 'If used on a daemonic creature,'.
In the description for Heal, Mass, italicize 'heal'.
In the description for Helping Hand, change 'such as level, alignment, or class' to 'such as level, allegiance, or class'
In the description for Heroism, Greater, italicize 'heroism'
In the description for Hold Monster, italicize 'hold person'
In the description for Hold Monster, Mass, italicize 'hold person'
In the description for Hold Person, Mass, italicize 'hold person'
In the description for Hold Portal, italicize 'knock' and 'nullify'.
In the description for Illusiory Script, italicize 'nullify' in 'If successfully nullified by nullify', and italicize 'true seeing', 'understand psychic script', and 'comprehend languages' in 'can be read by a combination of the true seeing psychic power with the understand psychic script or comprehend languages psychic power'. Also perhaps provide some sort of guide on how long it takes to write a given number of pages, and whether or not it can be applied to terminal files and the like.
In the description for Imbue with Psychic Ability, correct 'even multiple castings of imbue with psychic power ability' to 'even multiple castings of imbue with psychic power'. Also italicize 'imbue with psychic ability' in the quote above, in the table name, in 'Once you cast imbue with psychic ability', in 'dismiss the imbue with psychic ability psychic power', and in 'current number of active imbue with psychic ability psychic powers'. Also perhaps replace 'must have humanlike hands' with 'must have hands or manipulators resembling that of the original caster'.
In the description for Implosion, italicize 'Implosion'.
In the description for Imprisonment, italicize 'imprisonment' in 'When you cast imprisonment'. Also italicize 'temporal stasis' in 'see the temporal stasis psychic power', italicize 'locate object' in 'a locate object psychic power', italicize 'discern location' in 'but discern location does', and italicize 'miracle' in 'A miracle psychic power will not free the recipiant'. Also, remove the mention of the no-longer-existant crystal ball.
In the description for Incindiary Cloud, italicize 'incindiary cloud', both instances of 'fog cloud', and 'cloudkill'.
In the description for Inflict Critical Wounds, italicize 'inflict light wounds'
In the description for Inflict Critical Wounds, Mass, italicize 'mass inflict light wounds'
In the description for Inflict Light Wounds, Mass, italicize 'mass influct light wounds', and perhaps change 'Negative energy' to 'Warp energy'
In the description for Inflict Minor Wounds, italicize 'inflict light wounds'
In the description for Inflict Moderate Wounds, italicize 'inflict light wounds'
In the description for Inflict Moderate Wounds, Mass, italicize 'mass inflict light wounds'.
In the description for Inflict Serious Wounds, italicize 'inflict light wounds'.
In the description for Inflict Serious Wounds, Mass, italicize 'mass inflict light wounds'
In the description for Insanity, italicize 'confusion', 'Remove curse', 'insanity', 'Greater restoration', 'heal', and 'miracle'.
In the description for Insect Plague capitalize 'defense' in 'reguardless of defense'
In the description for Forcefield, capitalize 'defense'
In the description for Righteous Might, capitalize 'defense' in '+3 psychic bonus to your defense'. ALso correct 'this damage reduction becomes +6 defense' to 'this bonus to Defense becomes +6'
In the description for Shield of Faith, capitalize 'defense' in '+2 deflection bonus to Defense'
In the description for Instant Summons, italicize 'understand psychic script'
In the description for Invisibility, correct 'employ psychic to do so' to 'employ psychic powers to do so'
In the description for Invisibiltiy, italicize 'bless' in 'psychic powers such as bless', and italicize 'permanency' in 'with a permanency psychic power'.
In the description for Invisibility, Greater, italicize 'invisibility'
In the description for Invisibility, Mass, italicize 'invisibility'
In the description for Invisibility Sphere, italicize the first instance of 'invisibility'
In the description for Knock, italicize 'knock' and 'arcane lock'.
In the description for Lightning Bolt, italicize 'tesla', and correct 'material focus' to 'focus'
In the description for Locate Creature, italicize 'locate object', 'mislead', 'nondetection', and 'polymorph'.
In the description for Locate Object, italicize 'Polymorph any object'
In the description for Magos' Disjunction, italicize 'nullify' and both instances of 'nullification field'
Why does the bite of the Magos' Faithful Hound ignore armor and damage reduction?
In the description for Magos Hand, correct 'mage hadn' to 'magos hand' in 'too delicate for mage hand', and capitalize all instances of 'magos hand'
In the description for Major Creation, italicize 'minor creation', possibly provide guidelines for the creation of high-tech devices, and replace the mention of adamantine, alchemical silver, and mithral for more setting-appropriate rare metals.
In the description for Major Image, italicize 'silent image'.
In the description for Make Whole, italicize 'mending' and 'make whole', and possibly delete the mention of rods, staffs, and wands.
In the description for Mantle of Protection, italicize 'protection from xenogens', 'confusion', and 'mantle of protection'.
In the description for Mark of Justice, italicize 'bestow curse', 'break enchantment', 'miracle', and 'remove curse'. Possible alternate name: Emperor's Mark? The 40k universe isn't big on justice :-)
In the description for Meld Into Bulkhead, italicize all instances of 'meld into bulkhead', and broaden the definition from 'wall of metal' to 'wall' or 'wall of advanced material'- otherwise the example given, ceramite, doesn't fit. Also italicize 'Steel-shape' and 'passwall'.
In the description for Mending, italicize 'mending'.
In the description for Mending, change 'more complex metal' to 'more complex material'
#357

toptomcat

Jun 30, 2005 21:50:10
In the description for Mending, italicize 'mending'.
In the description for Mending, change 'more complex metal' to 'more complex material'
In the description for Meteor Swarm, italicize 'Meteor swarm' and 'fireball'
In the description for Mind Blank, italicize 'Mind blank', 'miracle', and 'arcane eye'.
In the description for Mind Fog, italicize all instances of 'mind fog'
In the description for Minor Creation, italicize 'minor creation'.
In the description for Minor Image, italicize 'silent image'.
In the description for Miracle, correct 'senes' in 'senes the Emperor's will' to 'sense'
In the description for Miracle, change 'almost reach and talk to him' to 'reach out and talk to him'.
In the description for Miracle, italicize all instances of 'miracle', and also 'feeblemind' and 'insanity'.
In the description for Miracle, change 'all your and their gear' to 'along with all of your and their gear'.
In the description for Misdirection, italicize 'misdirection', 'detect xenogen', 'detect psychic presence', 'discern lies', 'augury', 'detect thoughts', and 'clairvoyance'.
In the description for Misdirection, correct 'alignment' to 'allegiance'
In the description for Misdirection, correct 'divination psychic' to 'divination powers'
In the description for Mislead, italicize 'improved invisibility' and 'major image'
In the description for Mnemonic Enhancer, italicize 'mnemonic enhancer'
In the description for Moment of Prescience, correct 'caster level' to 'psychic level', and italicize 'moment of prescience'
In the description for Move Earth, italicize 'move earth'
In the description for Mystic Circle against Xenogens, italicize all instances of 'protection from xenogen', 'mystic circle against xenogens', 'dimensional anchor'
In the description for Mystic Vestment, clarify what exactly the enhancement bonus applies to- the Damage Reduction of the armor, probably.
Does Neutralize Poison also make the subject immune to radiation for the duration, just as it does for poisons?
In the description for Neutralize Poison, italicize 'delay poison'.
In the description for Nightmare, give the damage dealt a DRP- probably 5, due to the damage's psychic nature.
In the description for Nondetection, italicize 'clairaudience/clairvoyance', 'locate object', 'nondetection', and 'detect psychic presence'.
In the description for Nondetection, delete the mention of the no-longer-existant crystal ball.
In the description for Nullification Field, italicize all instances of 'nullification field', 'nullify', 'wall of force', 'prismatic sphere', and 'prismatic wall'.
In the description for Nullification Field, correct 'imbued with psychic during' to 'imbued with psychic power during'
In the description for Nullify, italicize all instances of 'nullify' (not 'nullified' or 'nullifies' or similar)
In the description for Nullify, Greater, italicize 'nullify', 'greater nullify', and 'remove curse'.
In the description for Nullify Xenogen, correct 'xeno-creatures of the typed touched' to 'xeno-creatures of the type touched', and correct 'enchantment power cast or affecting the xenogen' to 'enchantment power cast by or affecting the xenogen'.
In the description for Nullify Xenogen, italicize 'nullify' and 'nullify xenogen'
In the description for Obscure Object, italicize 'scrying' in 'the scrying psychic power', and delete the mention of the no-longer-existant crystal ball.
In the description for Obscuring Mist, correct '5 feet away has concealment' to '5 feet away has one-half concealment'
In the description for Obscuring Mist, italicize 'gust of wind', 'fireball', 'flame strike', and 'wall of fire'.
In the description for Overland Flight, italicize 'fly' in 'a fly psychic power'
In the description for Owl's Wisdom, italicize 'owl's wisdom'
In the description for Owl's Wisdom, Mass, italicize 'owl's wisdom'
In the description for Passwall, italicize 'passwall'
In the description for Permanency, italicize 'permanency' and 'nullify'
In the description for Permanent Image, italicize 'silent image'
In the description for Persistant Image, italicize 'silent image'
In the description for Phantasmal Killer, italicize 'phantasmal killer', and delete the mention of the no-longer-existant helm of telepathy
In the description for Phantom Trap, italicize 'phantom trap'
In the description for Phase Door, italicize 'phase door', 'nullify', 'permanency', and 'passwall', delete the mention of the no-longer-existant gem of true seeing.
In the description for Planet Shift, correct 'on the intended plane' to 'on the intended planet', and clarify whether it works on starforts.
In the description for Polymorph Any Object, italicize 'polymorph', 'baleful polymorph', and 'steel-flesh'.
In the description for Polymorph, italicize 'alter self', and delete the mention of the possibly setting-inappropriate giant type if desired.
In the description for Power Word Blind, italicize 'power word blind'.
In the description for Power Word Kill, italicize 'power word kill'
In the description for Power Word Stun, italicize 'power word stun'
In the description for Prestidigitation, italicize...the power's name. I'm not typing that twice.
In the description for Prismatic Sphere, italicize 'prismatic wall' and 'permanency'.
In the description for Prismatic Wall, italicize 'prismatic wall', 'nullification field', 'Nullify', 'permanency', and 'greater nullify'. and correct 'the psychic needed to negate' to 'the power needed to negate'.
In the description for Prismatic Wall, delete the mention of the no-longer-existant rod of cancellation.
In the description for Prismatic Wall, correct 'mage's disjunction/' to 'magos' disjunction'
In the description for Programmed Image, italicize 'silent image', and correct 'alignment' to 'allegiance'.
Protection from Bullets doesn't cover lasguns: neither does Protection from Energy. Either make a new spell to cover them or roll them into Protection from Bullets and re-name the power to something sufficiently inclusive.
In the description for Protection from Energy, italicize 'protection from energy' and 'resist energy'.
In the description for Protection from Xenogen, italicize 'detect xenogen', 'dominate person', and 'protection from xenogen'
In the description for Prying Eyes, italicize 'Nullify'
In the description for Prying Eyes, Greater, italicize 'prying eyes' and 'true seeing'.
You may wish to create a version of Psybolts for las/atomic weapons.
In the description for Psychic Mouth, replace 'alignment' with 'allegiances, and italicize 'psychic mouth' and 'permanency'.
In the description for Psychic Power Immunity, italicize 'psychic power immunity' and 'greater psychic power immunity'
In the description for Psychic Power Immunity, Greater, italicize 'psychic power immunity' and 'greater psychic power immunity'
In the description for Psychic Shield, italicize 'psychic shield', re-type the bonus granted since armor no longer gives bonuses to Defense, and correct 'Unlike mundane armor, mage armor' to 'Unlike mundane armor, psychic shield'
In the description for Pyrotechnics, italicize 'Pyrotechnics'
In the description for Rainbow Pattern, italicize 'Rainbow Pattern'
In the description for Rebound, italicize 'rebound'
In the description for Reduce Person, italicize 'reduce person' and 'enlarge person'.
In the description for Reduce Person, Mass, italicize 'reduce person'
In the description for Refuge, correct 'You create powerful psychic' to 'You create powerful psychic energy' and italicize 'refuge'
In the description for Regenerate, italicize 'regenerate' and correct 'Unlike cure spell' to 'Unlike cure spells'
In the description for Remove Blindness/Deafness, italicize 'remove blindness/deafness' and 'blindness/deafness'.
In the description for Remove Curse, italicize 'remove curse' and 'bestow curse'.
In the description for Remove Disease, italicize 'remove disease'.
In the description for Remove Fear, italicize 'remove fear' and 'cause fear'.
In the description for Remove Paralysis, italicize 'slow'
In the description for Resistance, italicize 'resistance' and 'permanency'.
In the description for Resist Energy, italicize 'resist energy', and 'protection from energy'.
In the description for Restoration, Lesser, italicize 'Lesser restoration'.
In the description for Restoration, italicize 'lesser restoration' and all instances of 'restoration'.
In the description for Restoration, Greater, italicize 'lesser restoration' and 'Greater restoration'.
In the description for Ressurection, italicize 'ressurection' in 'A psyker with ressurection can quickly' and in "Ressurection is a very costly power to cast". Also change '10 years added onto the caster's life' to 'the caster's age is increased by 10 years'.
In the description for Reverse Gravity, capitalize 'earth' in 'equivalent to normal earth gravity'. Also, clarify: if a xenos casts the power, and is used to a higher- or lower- G environment, does it reverse gravity at the manitude they're 'used to'?
In the description for Rope Trick, italicize 'rope trick', and capitalize 'medium' in '1d3 medium-sized daemons'
In the description for Scan, decapitalize and italicize 'Wall of Force'
Does a Servitor, being partly organic, register on a Scan?
In the description for Scare, italicize 'cause fear'.
In the description for Scintillating Pattern, italicize 'scintillating pattern'.
In the description for Scry, italicize 'message'. Also, it's somewhat unclear: can a failure because the subject is on another planet be distinguished from a failure because the subject passed his save?
In the description for Scry, Greater, italicize 'scrying', 'message', 'understand psychic script', and 'tongues'.
In the description for See Invisibility, italicize 'See invisibility' and 'permanency'.
In the description for Seeming, italicize 'disguise self'.
In the description for Sending, italicize 'sending'.
In the description for Sequester, italicize 'invisibility' and 'sequester'.
In the description for Shatter, italicize 'Shatter'
In the description for Shout, italicize 'shout' and 'silence'
In the description for Shout, Greater, italicize 'shout'
In the description for Shrink Item, italicize 'shrink item' and 'permanency'.
In the description for Slay Living, specify a DRP for the damage taken on a successful save (probably 4)
In the description for Sleep, italicize 'sleep'
In the description for Slow, italicize all instances of 'slow' and 'haste'.
In the description for Solid Fog, italicize 'fog cloud', 'solid fog', and 'permanency'.
In the description for Soul Bind, italicize 'clone', 'ressurection', 'true ressurection', 'miracle', and 'soul bind'.
In the description for Speak with Dead, replace 'alignment' with 'primary allegiance', and italicize 'speak with dead'.








11.2.3: Correct both instances of 'spell' to 'power' in the Net descrip


11.2.5 Correct 'Fortitude check' to 'Fortitude save' in the Harlequin's Kiss descrip
Capitalize 'eldar' in the Web of Skulls descrip
Capitalize 'harlequin's' in the Powerblades descrip
Correct both instances of 'spell' to 'power' in the last sentence of the first paragraph of the Web of Skulls descrip
Correct 'Class bonus to defense' to 'class bonus to Defense' in the Harlequin's Kiss descrip
Capitalize 'defense' in 'equipment and forcefield bonuses on defense' in the Wychblade descrip

11.3.4: Capitalize 'eldar' in the lasblaster/lasgun/laspistol descrip
Capitalize 'eldar' and 'guardians' in the Shuriken Gun/Shuriken Pistol descrip
Capitalize 'dark eldar' in the Splinter Rifle/Splinter Pistol descrip

11.3.5: Capitalize the first 'eldar' in the Fusion Gun descrip
Capitalize 'eldar' in the Reaper Launcher descrip
Capitalize 'eldar' and 'guardian' in the Scatter Laser descrip
Capitalize 'dark eldar' in the Splinter Cannon descrip

11.3.6: Correct '9th level spell Vortex' to '9th level power Vortex' in the Vortex Grenade descrip

11.5: Capitalize 'eldar' in 'an eldar, or an ork...'

11.5.2: Capitalize 'dark eldar' in 'meltaguns and dark eldar blasters'.

11.5.6: Capitalize all instances of 'defense' in Example 2 and in the Phase Blade descrip

11.5.8: Capitalize both instances of 'defense' in the Phase Blade descrip

11.6.1: Capitalize 'defense' in 'armor as a defense bonus to armor as damage reduction' in the intro paragraph
Capitalize 'defense' in 'plenty of things that can give you a bonus to defense' and in '+0 to the player's defense score' in the What's the difference? paragraph

11.6.3: In the description for the Terminator and Tactical Dreadnought Armour Teleportation and Hardness Rules, correct 'drp' to 'DRP'

11.6.4: Capitalize 'eldar' in the Chameloline descrip

11.7.1 In the entry for Alcohol, correct several instances of 'Fortitude check' to 'Fortitude save' and simply 'check' to 'save.'
In the entry for Boost, correct 'Fortitude checks' to 'Fortitude saves'.
In the entry for Cigarettes, correct 'fortitude checks' to 'Fortitude saves'.
In the entry for Gland, correct 'Fortitude check' to 'Fortitude save'
In the entry for Uppers, correct 'Fortitude checks' to 'Fortitude saves'
In the third sentence of the entry for Alcohol, capitalize 'eldar'
In the entry for the Chameloline Cloak, capitalize 'eldar'
In the entry for the Hackcard, capitalize 'adeptus mechanus'
In the entry for Spook, capitalize 'chaos' in 'acquire a chaos power'.
In the Purchase DC line preceding the equipment table, correct 'Wealth check' to 'Credit check'
In the entry for the Webgun, correct 'DC 4 Wealth check' to 'DC 4 Credit check'
In the really creepy entry for the Cherubim, correct 'one extra spell per day at the highest available spell level' to 'one extra power per day at the highest available power level'
In the entry for Spook, change 'effective spell caster level' to 'psyker level'
In the entry for the Psyber Eagle, capitalize 'defense'

11.8.6: In the entry for Artificial Lungs (superior), correct 'Fortitude checks' to 'Fortitude saves'.

11.8.7: In the entry for the Precognition Mindchip, capitalize 'defense' in 'equipment bonuses to defense'

11.9.1: In the entry for the Motorized Heavy Bolter Teams, capitalize 'defense' in 'class bonus to defense' and in 'the vehicle cannot move, so the defense drops to 10'.
In the entry for the Imperial Basilisk, capitalize 'defense' in 'class bonus to defense'.
In the entry for the Leman Russ Demolisher Battletank, capitalize 'defense' in 'class bonus to defense'.

11.9.2: In the entry for the Space Marine Combat Bike, capitalize defense in 'one quarter cover (+2 defense and' and in 'speed bonus to defense as well'

11.9.3: In the entry for the Vyper Jetbike, capitalize 'eldar' in both instances of 'eldar range-finding scope'.
In the entry for the Falcon Grav Tank's engine, capitalize 'eldar' in 'standard eldar engine type.'
In the entry for the Fire Prism Grav Tank's engine, capitalize 'eldar' in 'standard eldar engine type.'
In the entry for the Eldar Warwalker, capitalize 'defense' in 'its +7 defense bonus from its void-fields'.

11.9.4: In the description for the Hellion Skyboard, correct 'Reflex check' to 'Reflex save'
In the description for the Dark Eldar Reaver Jetbike, correct 'Reflex check' to 'Reflex save'
In the description for the Hellion Skyboard, capitalize 'defense' in 'confers his Dexterity bonus to defense onto his skyboard' and in 'applies it to his own defense instead'.

11.9.5: In the intro for the Ork Death-Kopta, capitalize 'eldar'

11.9.9: In the entry for the Chaos Defiler, capitalize both instances of 'defense' in 'does not have a class defense bonus but has an equivilent profane bonus to defense'.

11.10.2: In the second paragraph of the Eldar Wraithship's descrip, capitalize both instances of 'eldar'
In the entry for the Eclipse Class Eldar Cruiser's Launch Bays, capitalize 'eldar'

11.10.3: In the entry for the Kustom Forcefield posessed by the Ork Space Hulk, Hammer Class Ork Battle Kroozer, and Terror Class Ork Launch Ship, correct 'defense' to 'miss' in 'provides a concealment defense chance'

11.10.7:
In the entry for Photon Sails, capitalize 'eldar' in 'eldar Photon Drive Pylon'
In the entry for the Wraithbone Core, capitalize 'eldar' in 'eldar pilots' and in the Purchase DC entry.
In the intro section, correct 'Wealth check against the engine's purchase DC' to 'Credit check against the engine's purchase DC'


11.10.8: In the entry for Eldar Wraithbone, capitalize 'eldar' in 'every eldar spacecraft' and 'precious to the eldar'
In the intro section, correct 'Wealth check against the armour's' to 'Credit check agains the armour's'

11.10.9: In the entry for the Eldar Displacer Field, capitalize 'eldar'
In the description for the Holo-Field, capitalize 'eldar' in 'never faced the eldar before', '4 out of 5 eldar', 'on the eldar turn', 'An eldar mine may be given a holo-field.', and 'This is eldar technology and generally unavailable'.
The entry for the Repair Drones/Wraith Spiders, capitalize 'eldar' in 'Any eldar spacecraft'
In the entry for the Void Field, capitalize 'eldar' in the Purchase DC entry.
In the intro section, correct 'Wealth check against the system's purchase DC' to 'Credit check against the system's purchase DC'
In the entry for the Magnetic Field, capitalize 'defense'.
In the entry for the Particle Field, capitalize 'defense' in '+6 defense bonus'.

11.10.10: In the entry for the Crystal Targeting Matrix, capitalize 'eldar' in 'Any eldar starship' and in the Purchase DC entry.
In the entry for the Multi-Tracker, correct 'eldar gear' to 'Tau gear' in the Purchase DC entry.
In the intro section, correct 'Wealth check against the sensor system's purchase DC' to 'Credit check against the sensor system's purchase DC'

11.10.11: In the entry for the Webway Comm Channel, capitalize 'eldar' in the first sentence and in the Purchase DC entry.
In the intro section, correct 'Wealth check against the system's purchase DC' to 'Credit check against the system's purchase DC'

11.10.12: In the intro section, correct 'Wealth check against the weapon's purchase DC' to 'Credit check against the weapon's purchase DC'

12.3.1 In the Other Modifiers section for Defense, correct 'magical effects' to 'psychic effects.'
In the Saving Throws section, correct 'magical attack' to 'psychic attack'
In the Saving Throw Types section, correct 'magical effects' to 'psychic effects'
In the Equipment Bonus subsection of the Defense section, capitalize 'defense' in 'considered an 'energy bonus' to defense', in 'they get a 'shield bonus' to defense', and in 'gains a 'concealment' bonus to defense'

12.3.3 In the description for a Free Action, correct 'ceasing to concentrate on magic spell' to 'ceasing to concentrate on a psychic power', and eliminate the note about magic's possible inavailability.

12.3.12: In Table 12.12, capitalize 'defense'

12.4.30: In the intro section, correct 'Wealth check against the ship's base purchase DC' to 'Credit check against the ship's base purchase DC'

12.4.31: In the Titanic Size section, capitalize 'defense' in '-16 penalty to defense'

12.5.4: In the Vehicle Speed section, correct 'Tracked vehicles never gain speed bonus to defense' to 'Tracked vehicles never gain speed bonuses to Defense'

12.5.8: In the Speed Bonus area of the Defense section, capitalize 'defense' in 'appropriate defense modifier'

12.5.26: In the intro section, correct 'Wealth check against the vehicle's base purchase DC' to 'Credit check against the vehicle's base purchase DC'

12.5.28: In the Round Down Movement section, capitalize 'eldar' in 'like an eldar with all various speed-boosting talents'

13.1: Capitalize 'eldar' in 'the spirits of dead eldar'
'Wraithguard' is variously capitalized and un-capitalized. Choose one and edit this mention of it if neccesary.

13.2: Capitalize 'eldar' in 'eldar wraithguard', 'soul of a dead eldar', and 'all-eldar'.
'Wraithguard' is variously capitalized and un-capitalized. Choose one and edit these eight mentions of it if neccesary.

13.2.2: Capitalize 'eldar' in 'what the eldar did before he died'
'Wraithguard' is variously capitalized and un-capitalized. Choose one and edit these twenty-four mentions of it if neccesary.

13.3.1: In the intro section, correct 'Wealth check against the frame's purchase DC' to 'Credit check against the frame's purchase DC'

13.3.2: In the intro section, correct 'Wealth check against the frame's purchase DC' to 'Credit check against the frame's purchase DC'

13.3.3: In the intro section, correct 'Wealth check against the frame's purchase DC' to 'Credit check against the frame's purchase DC'

13.3.4: In the intro section, correct 'Wealth check against the frame's purchase DC' to 'Credit check against the frame's purchase DC'

13.3.5: Capitalize 'eldar' in 'an eldar soul can operate', 'special eldar tools', and 'non-eldar characters'.
In the intro section, correct 'Wealth check against the frame's purchase DC' to 'Credit check against the frame's purchase DC'

13.3.6: Capitalize 'necron' in 'To build a necron "frame" from scratch', 'The necron repairs hit points', 'makes necrons impervious', 'necron homing pylon', 'necron's hit points', 'A necron cannot repair damage', 'The necron body is covered', 'nearest necron homing pylon', 'rapidly teleport necrons', 'All the parts of the necron', 'all necrons are simultaneously', and 'given detatchment of necrons'.
In the intro section, correct 'Wealth check against the frame's purchase DC' to 'Credit check against the frame's purchase DC'
Correct 'a bonus forcefield defense equal to half their hit dice' to 'a bonus to Defense equal to half their Hit Dice'

13.4: In the intro section, correct 'Wealth check against the purchase DC' to 'Credit check against the purchase DC'

13.5: In the intro section, correct 'Wealth check against the manipulator's purchase DC' to 'Credit check against the manipulator's purchase DC'

13.6.1: In the Integrated Armour section, correct 'Wealth check' to 'Credit check'

13.7: In the intro section, correct 'Wealth check against the sensor system's purchase DC' to 'Credit check against the sensor system's purchase DC'

13.8.1: In the intro section, correct 'Wealth check against the software's purchase DC' to 'Credit check against the software's purchase DC'

13.8.2: In the intro section, correct 'Wealth check against the software's purchase DC' to 'Credit check against the software's purchase DC'
In the Feat Net section, correct 'Wealth check to purchase a feat net' to 'Credit check to purchase a feat net' and 'requires separate Wealth checks' to 'requires separate Credit checks'.

13.9: In the intro section, correct 'Wealth check against the upgrade's purchase DC' to 'Credit check against the upgrade's purchase DC' 'successful Wealth check' to 'successful Credit check'

13.10: In the intro section, correct 'Wealth check against the accesory's purchase DC' to 'Credit check against the accessory's purchase DC'

13.11.3: The Crowd Suppression Robot has Exotic Firearms Proficiency, which no longer exists. Change to Special Weapons Proficiency?

13.11-14.9: In all of the statblocks, wherever 'drp' appears, correct to 'DRP'

14.1.1: In the descriptions of the Rosarius Field and Storm Shield in the Special Arbiter Gear section, captialize 'defense'.

14.1.2 In the Racial Special Qualities entry for the Space Wolf Bloodclaw, correct 'Fortitude checks' to 'Fortitude saves'.
In the Skills entry for the Space Wolf Bloodclaw, capitalize 'space marine'
In the Racial Special Qualities entry for the Black Templar Initiate, correct 'Fortitude checks' to 'Fortitude saves'.
In the Skills entry for the Black Templar Initiate, capitalize 'space marine'
In the Racial Special Qualities entry for the Blood Angel Veteran Assault Marine, correct 'Fortitude checks' to 'Fortitude saves'.
In the Skills entry for the Blood Angel Veteran Assault Marine, capitalize 'space marine'
In the Racial Special Qualities entry for the Dark Angel Veteran Devastator Marine, correct 'Fortitude checks' to 'Fortitude saves'.
In the Skills entry for the Dark Angel Veteran Devastator Marine, capitalize 'space marine'
In the Racial Special Qualities entry for the Salamander's Brother-Lexicanium, correct 'Fortitude checks' to 'Fortitude saves'.
In the Skills entry for the Salamander's Brother-Lexicanium, capitalize 'space marine'
In the Skills entry for the Black Templar Initiate, capitalize 'chaos' in 'Knowledge (chaos)'
In the Racial Special Qualities entry for the Black Templar Initiate, capitalize 'chaos' in 'Knowledge (warp and chaos)'.
In the Skills entry for the Dark Angel Devastator Marine, capitalize 'chaos' in 'Knowledge (chaos)'
In the Posessions entry for the Salamander's Brother-Lexicanium, correct 'the following spells' to 'the following powers'
Correct the name of the Spells Prepared section of the Salamander's Brother-Lexicanium to be Powers Prepared.
In the Posessions entry of the Salamander's Brother-Lexicanum, capitalize 'defense' in 'Iron Halo (+6 forcefield defense)'

14.1.4: Delete the outdated Servitors section entirely

14.1.8:
In the Special entry for the Beastman, capitalize 'chaos' in 'chaos blessed', and correct 'AC' to 'Defense'.
In the Posessions entry for the Ratling Sniper, correct 'AC' to 'Defense', and correct '+3 to hit and damage' to '+3 to hit' or '+3 to damage'.
In the Feats entry for the Adeptus Astra Recruited Wyrd, correct 'Enlarge Spell' to 'Enlarge Power'.
Re-name the Spells Known and Spells per Day sections of the Adeptus Astra Recruited Wyrd to be Powers Known and Powers per Day. Also corrrect both instances of 'spells' in the newly-renamed Powers Per Day section to 'powers'.


14.1.9: In the Illegal Shipping section, capitalize 'navigators' in 'There are navigators who will work'

14.1.11: In the last paragraph of the The Callidus Temple section, correct 'Fortitude check' to 'Fortitude save'
In the description of the Psych-out Grenades carried by the Culexus Assasin, change 'dispels all psychic powers' to 'nullifies all psychic powers'
In the description of the Etherium/Force Matrix carried by the Culexus Assasin, correct all instances of 'spell' or 'spells' to 'power' or 'powers' as appropriate.
In the description of the Exitus Ammunition issued by the Vindicare Temple, capitalize 'defense' in 'ignores forcefield bonus to defense'
In the description of the stealth suit and spy mask issued by the Vindicare Temple, capitalize 'defense' in '+10 camouflage bonus to defense'
In the description of the polymorphine drug used by the Callidus Temple, capitalize 'defense' in '+20 bonus to defense for camouflage'

14.1.9: The Navis Nobile Merchant lists Knowledge (business) as a skill: correct to Knowledge(trade). Make sure to re-designate his Educated feat appropriately, too.

14.2.9: In the description of the Exodite Hunting Lance carrried by an Exodite Dragon Knight, correct 'fortitude check.' to 'Fortitude save.'
In the statblock of the Exodite Dragon Knight, capitalize 'eldar' in '10/+2 (eldar mesh);'
In the description of the Exodite Hunting Lance carrried by an Exodite Dragon Knight, capitalize 'eldar'.
In the description of the Exodite Raptor, capitalize 'defense'

14.2.10: In the description of the Mid-Level Dark Reaper, capitalize 'eldar' in both instances of 'eldar mesh armour' and both instances of 'eldar aspect armour'.
In the description of the Mid-Level Dire Avenger, capitalize 'eldar' in 'eldar apect warrior,' 'eldar aspect armour', and 'eldar mesh armour.' Also capitalize 'guardians' in the shuriken catapult description.
In the description of the Mid-Level Fire Dragon, capitalize 'eldar' in both instances of 'eldar mesh armour,' and both instances of 'eldar aspect armour'.
In the description of the Howling Banshees, capitalize 'eldar' in 'eldar shuriken catapult,' both instances of 'eldar mesh armour', and both instances of 'eldar aspect armour.'
In the description of the Banshee Mask carried by the Howling Banshees, correct 'Fortitude check' to 'Fortitude save'.
In the description of the Mid-Level Striking Scorpion, capitalize 'eldar' in 'eldar shuriken catapult,' both instances of 'eldar mesh armour', and both instances of 'eldar aspect armour.'
In the description of the Low-Level Swooping Hawk, capitalize 'eldar' in 'eldar mesh armour.'
In the description of the Striking Scorpion Exarch, capitalize 'eldar' in 'eldar shuriken catapult,' both instances of 'eldar mesh armour', and both instances of 'eldar aspect armour.'
In the description of Ay'Adun Farseeer of Alaitoc, capitalize 'eldar' in 'Knowledge(eldar)', 'eldar shuriken catapult', and 'eldar mesh armor'
In the Eldar and death section, note that 'Wraithguard' is variously capitalized and un-capitalized. Choose one and edit this mention of it if neccesary.
In the description of Ay'Adun Farseer of Alatoc, correct the name of the 'Spells Prepared' section to 'Powers Prepared'.
In the description of the Banshee Mask carried by the Howling Banshees, capitalize 'defense' in 'additional to the loss of Dex bonus to Defense'

14.2.11: In the description of Urthwi Druch, capitalize 'eldar' in 'eldar mesh armor'.
In the description of Urthwi Druch, capitalize both instances of 'dark eldar' in the Shadow Field gear descrip.
In the description of the Knowledge(torture) skill posessed by Urthwi Druch, capitalize 'dark eldar'.
In the description of Urthwi Druch, correct 'Knowledge (the warp)' to 'Knowledge (Warp)'
In the description of the Sample Dark Eldar Wych on Hellion Skyboard, capitalize 'dark eldar' in 'dark eldar SQ', and capitalize 'eldar' in 'eldar mesh armor'. Also, delete the description of the Hellion Skyboard and Blaster and just say the Wych has one, since the stats are given elsewhere in the Equipment chapter.
In the description of Urthwi Druch, correct the name of the 'Spells Known' section to 'Powers Known'.

14.2.12: Delete the description of the Harlequin's Kiss- it's already in the Equipment section.
In the intro sentence of the Special Harlequin Gear section, capitalize 'harlequins'
In the Holo-Suits paragraph in the Special Harlequin Gear section, capitalize 'harlequins'
In the Mask of Fear paragraph in the Special Harlequin Gear section, capitalize all three instances of 'harlequin'
In the Mid-Level Mime's statblock, capitalize 'harlequin's' in all three instances of 'harlequin's kiss', as well as 'harlequin' in 'harlequin gear'
In the Shadowseers paragraph of the intro section, correct 'cast spells' to 'use psychic powers'
In the Holo-Suits paragraph in the Special Harlequin Gear section, capitalize 'defense' in '+4 cover bonus to defense' and in 'to further increase defense'.
In the Domino-Field line in the Special Harlequin Gear section, capitalize 'defense'.

14.4.1: In the description of Kroot Shaper Agordo Zael, capitalize 'eldar' in both instances of 'eldar fusion pistol', 'Knowledge(eldar)', and 'corpse of an eldar psyker'.
In the description of Kroot Shaper Agordo Zael, correct the name of the 'Spells Prepared' section to 'Powers Prepared'.

14.5: In the intro paragraph, capitalize 'chaos' in 'daemons of chaos' and 'chaos legions'.

14.5.5: In the description of the Staff of Change carried by the Lord of Change, correct 'Fortitude check' to 'Fortitude save'.
In the description of the Plaguesword carried by the Great Unclean One, correct 'Fortitude check' to 'Fortitude save'.
In the description of the Energy Drain ability posessed by the Daemonette, correct 'Fortitude check' to 'Fortitude save'.
In the description of Nurgle's Rot, correct 'Fortitude check' to 'Fortitude save'
In the description of the Daemonic Traits shared by all Daemons, capitalize 'chaos' in 'languages of chaos'.
In the description for the Staff of Tzeentch carried by the Lord of Change, change 'dispelled or nullified' to 'nullified'
In the description of the Mystic Powers ability posessed by the Keeper of Secrets, change 'cast spells' to 'use psychic powers'
In the description of the Free Arms ability posessed by the Keeper of Secrets, change both instances of 'spell' to 'power'
In the description of the Psychic Powers ability posessed by the Lord of Change, correct 'Spell DC' to 'Save DC'
In the description of the Staff of Tzeentch carried by the Lord of Change, correct 'spell like effect' to 'power-like effect'
In the description of the Psychic Powers ability posessed by the Great Unclean One, correct both instances of 'spells' to 'powers'
In the description of the Vile Charisma ability posessed by the Great Unclean One, change 'spell-casting' to 'psychic power use'
In the description of the Mystic Powers ability posessed by the Daemonettes, correct 'spells' to 'powers'
In the description of the Feats posessed by the Flamers, correct both instances of 'spell' to 'power'
In the description of the Fireball ability posessed by the Flamers, correct 'Spell-like' to 'Power-like'
In the description of Nurgle's Rot, correct 'including Nurgle spells' to 'including Nurgle powers'
In the description of the Strength in Numbers ability posessed by the Pink Horror, correct 'can cast spells' to 'can use powers'
In the description of the Innate Powers ability posessed by the Pink Horror, correct all instances of 'spells' or 'spell' to 'powers' or 'power' as appropriate.
In the description of the Strength in Numbers ability posessed by the Blue Horror, correct 'cannot cast spells' to 'cannot use powers'
In the description of the Bonus Feat ability posessed by the Blue and Pink Horrors, correct 'subdual damage' to 'nonlethal damage'
In the description of the Phasing ability posessed by the Screamers/Discs, capitalize 'defense'.

14.5.6: In the description of the prerequisites for the Daemon Prince template, capitalize 'chaos' in 'gifts of chaos'
In the Defense line of the Daemon Prince template, capitalize 'defense'.

14.6.10 In the description of the Self-Repair ability posessed by the Necron Warrior, capitalize 'necron' in 'The necron repairs hit points', 'So the necron above', 'makes necrons impervious', 'necron homing pylon', 'necron's hit points', 'A necron cannot repair', and 'necron's capacity to repair damage'.
In the description of the Teleport ability posessed by the Necron Warrior, capitalize 'necron' in 'The necron body is covered', 'nearest necron homing pylon', 'rapidly teleport necrons', 'All the parts of the necron', 'all necrons are simultaneously', and 'a given detatchment of necrons'.
In the description of the Targeting System ability posessed by the Necron Warrior, capitalize 'necron' in 'The necron has a complex' and in 'for necron design'.
In the description of the Super Heavy ability posessed by the Necron Lord, capitalize 'necron' in 'A necron lord'.
In the description of the Phylectory carried by the Necron Lord, capitalize 'necron' in 'A necron with a phylectory'.
In the description of the Disrupt ability posessed by the Necron Warrior, correct 'bonus forcefield defense equal to half their hit dice' to 'bonus to Defense equal to half their Hit Dice'
In the description of the Phase Shifter carried by the Necron Lord, capitalize 'defense'
In the description of the Phasing ability posessed by the Wraith, capitalize 'defense' in '+5 phasing bonus to defense'

14.7.3: In the description of the 'Urty Syringe carried by the Average Mad Doc, correct 'fortitude check' to 'Fortitude save' and specify a DC.
In the description of the Kustom Forcefield carried by the Kustom Mekaniak, capitalize 'defense'

14.7.5: In the description of Nazgrot Uglarb, correct 'Knowledge (the warp)' to 'Knowledge (Warp)'
In the description of Nazgrot Uglarb, correct 'Spells Known' to 'Powers Known'.
In the description of the Smoke ability posessed by the Cyboar, capitalize 'defense'

14.8.1: In the intro paragraph, capitalize 'navigators' in 'skilled navigators and captains'.

14.8.7: The Por'vre or Tau Water Caste Magister lists Knowledge(business) as a skill: correct to Knowledge(trade).
In the description of the Por'vre or Tau Water Caste Magister, capitalize 'eldar' in 'eldar mesh.'
The Kor'la and Kor'vre have the apparantly-removed Aircraft Operation feat: if it is restored, then it can be left alone, but if Aircraft Operation is made a subtype of Warmachine Operation this will need to be revised.
The Kor'la and Kor'vre have the Surface Vehicle Operation feat: correct to Warmachine Operation
In the description of the XV15 Crisis suit carried by the Shas'vre in SV15 crisis suit, capitalize 'defense' in 'provides a +5 bonus on defense'
In the description of the XV88 Crisis suit carried by the Shas'el in SV88 crisis suit, capitalize 'defense' in '-1 penalty to attacks and defense'
In the description of the Shield Generator carried by the Shas'el in SV88 crisis suit, capitalize 'defense'.
In the description of the XV8 Crisis suit carried by the Shas'o in XV8 crisis suit, capitalize 'defense' in '-1 penalty to attacks and defense'.


14.9.4:
In the Bioplasma entry for the Carnifex, correct 'AC' to 'Defense', and probably scale down the range of 210 feet (!!!)
In the description of the Barbed Strangler carried by the Tyranid Warrior, capitalize 'defense'

General:
In order to make this a 'single cohesive roleplaying package' as is the stated goal of the project, some more information is needed. The mechanics are crystal clear for those who have previously played d20 Modern, but in order to make it a complete package the data from the MSRD files "Ability Scores,""Creature Overview," "Death, Dying and Healing," and certain elements from "Condition Summary," "Creature Types," "Defense," "Environment and Hazards," "Equipment Basics," "FX Basics"... We have a lot of cool stuff, but the effort to include EVERYTHING would probably balloon the already-gargantuan document to over a thousand pages. Reevaluate that goal?

Also, if the rules are still to be included, it might be advisable to include some basic concepts before the main rules chapter. Many concepts, like ability modifiers, are mentioned hundreds of pages before they are properly explained.

Do touch attacks even exist any more, with armor granting DR instead of a Defense bonus? A different mechanic may be required.

The term 'firearm' is tossed around quite a bit, as in terms such as 'Personal Firearms Proficiency', but it doesn't really fit things like lasguns and splinter pistols, even though all or most mechanics referring to 'firearm' should apply to both of them. Should it be changed to a more all-inclusive term?

There are many, many instances of the word 'Warp' being uncapitalized, but it probably should be. Run a search-replace throughout the whole thing.

What kind of bonus to Defense do forcefields grant? An energy bonus? A forcefield bonus?

Painful as it may be, the psychic powers will eventually have to be redesigned to allow for xenos psykers.
#358

toptomcat

Jun 30, 2005 21:53:26
*pant pant pant*
...
There ya go. I am a grammar ninja, a mechanics monster and a spelling samurai!
Comments welcome.
#359

zombiegleemax

Jun 30, 2005 23:27:01
Amazing, brother-scribe. Your faith in the emperor has guided your hand well. Be sure not to let thine talents, remarkable as they are, fall to the ruinous powers of chaos.
And that is not to be capitalized as it represents the force that is chaos, as well as a refusal to give it any merit whatsoever.
#360

ikkaan

Jul 01, 2005 3:53:22
Astounding Errata Toptomcat . I have three additional ideas, i don´t know if these are feasible.

- Make a separate Document including the rules from the MSRD that didn´t change for wh40k, like death, healing,etc. - for optional download ? This way it won´t balloon the main document which can stay as small as possible.

- Put the rules for psionics and spells into a separate document (as it will also be more often used by players searching for spell stats.) Personally i have no problem with the generic or imperialized spell-descriptions.

- I used the alternative armor mechanic a few times and i like it better. Could the table be included as an alternative rule in the euipment section ?
#361

zombiegleemax

Jul 01, 2005 7:34:14
Bloody hell, Toptomcat! That's some impressive work!

When I get a chance, I shall fix the pdf document accordingly.
#362

Skrittiblak

Jul 01, 2005 9:14:37
Holy crap Tomptomcat! That's amazing. I can't thank you enough.

I think it's time I redesign the website from the ground up. I just wish I had more time...
#363

duke_qa

Jul 01, 2005 20:57:16
pretty sweet that looks, im glad i didnt have to do that.


my first session is up, and i would dare to say that the general public enjoyed it.

basically people started off at lvl 1, two smart heroes and one dedicated who focuses on healing only. one smart hero is gonna develop into an lvl20 arch psyker, which also is an heir of the ruling house of a planet in a sector. the other guy is gonna develop into a grey knight if he manages to get that far.

they started in a spaceship after being on a small "pilgrimage" or business trip terra, which was on its way back to their original sector. it comes out of warp space, and people are generally happy about it. but after a short time, a astropath comes running and says he needs some help to get to a shuttle so he can get off the ship before it explodes. this ends up with the group and 70 other persons caught on a god-forsaken desert planet which was given the exterminatus extremis a thousand years earlier. because the space-ship explosion caused a minor rift in warp/reality, the astropath is not able to communicate with other planets in the sector. and the scene is set! :D


basically what they met on the planet are mutated snakes, and feral humans who have gotten snake-like mutations after eating snakes for a thousand years. its a minor miracle that they didnt kill them on sight when they realized this though. they were giving me reasons such as "thats gonna bring down the roof on us.", hehe, the npc preacher among the marooned doesnt agree on that :p.


one night after 10-15 days, they see that someone is enhancing the warp-rift by sending warp lightning up from one of the humidity collector towers out in the desert, into the rift far out in space. when they get there, they get their hands into a person who has been using a combination of an altar and a lightning rod to prolong the staying of the warp rift. he was a bit tough really, but a few rays of enfeeblement has a nice ability to immobilize people. after failing one listen check while they were checking for some stash, they hear some sort of gurgling sounds. they turn around and see the bloodstain from where they killed the guy, going up along one wall and up into the ceiling. there a pink horror arrives(and this is probably what caused most aggravation this evening, because i believed that the "CR2" actually would mean that they were ok for 2 lvl2 people to kill. that thing is not a CR2 for such characters!). basically, the only guy able to hurt it is the arch psyker wannabe who only has a few spells left. the smart hero-going-to-become-a-greyknight, needed a 19 to hit, and then he would have to get through the armor of +8 DR - not very useful.

basically i had to use my omnipotent DM powers to give the melee player a temporarily bless to his greatsword as they started to run. turning it into a +4 forceweapon until the daemon did the trick, and now i got a relatively good history hook for the future :p. although the desperation not trying to kill my pc's glows throught it like an atomic explosion.




the players were quite pleased with the system generally, the wealth system is new to us all, and that worked pretty well, as long as one is making sure that people aint abusing it. gettin +8 DR flakjacket or something like that on lvl1 is gonna mess things up. armor is a system which we felt most uncomfortable with on the whole.

one thing that we came up with that we most likely are gonna put in as house rules, half the DR for armor, and add some armor to defense aswell. this would in our opinion balance out those situations where you have no chance of killing something because your weapons arent doing anything against them, by adding a bit more luck into the picture.

i was fearing that the psychic rule would mess things up if players werent able to get enough skillpoints into the psychic sense skillclass. But it worked out pretty well, nobody generally had a big chance of being attacked by daemons, and only once did someone fail the check(that was naturally against the daemon, also, the two players who weren't pacifists tried to use action points on their rolls against it, but they both rolled 1s on the d20 ).

if anything, it might be a bit too stable. im considering making some rules for us where using alot of psychic powers would cause the checks to become trickier. naturally, psychic dampeners and other things would be able to affect these things.

but on the whole. i must say great work. its good there are people out there who have made this possible for us to test out! ye should be proud!
#364

zombiegleemax

Jul 02, 2005 6:29:34
He's Right (deserves Capital for Emphasis :P)!
A salute to Skrittiblank, and Chief Priest of Grammatical Order Toptomcat...some of those typos were exceedingly confusing/annoying!

Several things...

Firstly, isn't it necessary to have a Black Carapace to wear Terminator or Power Armour (not 'civilian' power armour)?

Secondly, perhaps Metric is the best way to go-all the 40k stuff I can think of off the top of my head/bookshelf uses metrics...and it ain't too hard if we convert everything straight off the site...
#365

Skrittiblak

Jul 05, 2005 11:28:44
Thanks duke_Qa, thats some of the most thorough gaming feedback I've gotten on d20-40k.

I'll look into streamlining the armour rules some. Maybe Toptom has some suggestions.
#366

toptomcat

Jul 05, 2005 16:02:21
Perhaps getting rid of the DRT mechanic would work- some weapons could merely bypass half or all of armor DR. It'd be quite a bit simpler.
#367

duke_qa

Jul 06, 2005 19:48:37
i've always liked the soaking/armour save roll. we all should know this one. basically you get a bunch of attacks against you, and you have a chance at rolling a dice and perhaps ignoring all of the damage. this would be a little less predictable than DR, and would make things more interesting.


for example, one armor has the ability to soak 2d4 damage, which should give an average of 5 in DR, but you could get as much as 8 or as little as 2, and this usually variable enough to get some interesting settings. how mastercrafting would work on this type of armor should perhaps be considered differently than normally, because an +1 to +3 would greatly enhance any low-end armor really, but thats just my opinion.


also, certain feats probably would decrease or increase the chance for soaking damage aswell. (chink in the armour, armour profiency etc...), but i've got no clue on how it could be done in a proper way atm...


hmm, but also, adding some small numbers to the defence of a character when wearing a certain type of armour would be advisable i fear. it only seems fair that if the DR is variable, then hitting should also be a bit more variable, just in case some big-ass weapon is being fired at you, you still should have a chance to avoid major damage if it just grazes your armour. and with a terminator armour for example, the ratio of flesh and armor is a bit unbalanced :p

basically i could imagine a Full Flak Armour (8/+2) could easily have been converted into a 2d4/+2 and would give 3 to defence (average 5 on DR, the rest goes to the defence)

most likely most of the math here is completely wrong(ie. making things work even worse), so dont take what i type literally. the concept is the main thing here.
#368

zombiegleemax

Jul 06, 2005 20:19:09
Just found this project the other day when i was thinking about doing a 40k/hackmaster based game for a laugh.

I'm currently GMing a Hackmaster campaign every thursday night and was thing about stating up a bi weekly game of something else on a tuesday, a few of my friends used to play Necromunda on a regular basis so was thinking a 40k theme but this looks like it will do the job nicely :P

Has anyone done any work on putting the data into PCGen?

If noone has i might make a start on it, I did a lot of playing with the data files last time i ran a d20 based game.

I was going to run my game using a few rules pinched from hackmaster, mainly to 20hp kicker and penetration. It seems to me that starting out characters will get killed rather easily. In hackmaster everything gets +20 hp's to start but all dice penetrate on the max on the die. i.e. you roll a 6 on a d6 you get to roll it again and add the result -1 to the total, it actually works very well. (i'm probably also going to use the hackmaster crit system but it's very complicated)

Keep up the good work guys!

Kambuk
#369

toptomcat

Jul 07, 2005 8:15:30
duke_Qa's idea

Mutants and Masterminds, the d20 superhero system, actually has a very similar system.
#370

zombiegleemax

Jul 08, 2005 4:51:53
Just bumping my comments...
Yay or Nay on Metric...it'd work better.
Yay or Nay on Marine Power Armour and Terminator Armour needing a Black Carapace?
#371

toptomcat

Jul 08, 2005 11:55:46
@Metric: Maybe we could do a dual-stats thing- give everything in 'imperial/metric' format.
@Black Carapace: There should probably be Marine and Terminator equivilants that work without it, possibly at +1 Purchase DC.
#372

zombiegleemax

Jul 08, 2005 13:31:09
Regular power armor should have an equivalent that is sans-black-carapace. Terminator armor, given its rarity and value, should require a black carapace, and be VERY illegal for non-space marines to have. Something like, no amount of licensing avaliable to get it, and make it have a purchace DC or about 40.
#373

toptomcat

Jul 08, 2005 18:35:21
Perhaps requiring a Black Carapace could be a mechanically treated as a gadget that applies a negative modifier to the Purchase DC- no more than one or two.
#374

zombiegleemax

Jul 09, 2005 1:00:29
Hrm...
I was reading the codices and realized that it's mainly the black carapace that keeps the armor moving around the marine. if the underskin moves, the armor's adamantine coils move. Pretty much, they're in tandem. If there is no black carapace used, I'd lower the speed and max dex, sort of giving a seni-nonproficiency bonus. You'd have to actually push on the armor to get it moving, because there's nothing under your skin telling the armor to go. It'd still be powered, and it would still provide all the benefits of that protection, just without the mobility and dexterity that the Space Marines and Sisters of Battle have. Therefore, speed w/o the black carapace would be lowered down to about 20 feet (at most) and I'd rule that no max dex bonus is applied, as it becomes nearly as unwieldly as a full suit of armor. Of course, even a Space Marine would have much difficulty if his armor's power supply was cut off...But that's my $0.02, to be sure.
#375

duke_qa

Jul 09, 2005 12:24:57
hmm, the black carapace should be a must for heavier types of power-armor. the sisters of battle power armor doesnt require such plugins, but i bet its an advantige to have some sort of cybernetic plugins to decrease reaction times on those aswell.

also, doesnt the black carapace require a ton of gene therapy and cerebral training and conditioning to grow and connect to the nervous system? it would be very tricky to get your hands on all that unless you we're some sort of BBEG :p.
#376

zombiegleemax

Jul 09, 2005 12:47:01
I'm not sure. All I know is that the SoB have the black carapace, and it's the only Space Marine modification that is allowed outside oftheir hallowed monestaries. So I think it'd be easier to get and implant. It would still be tough, but it requires very little genetic modification, just cutting you open and sliding plastic sheets under your skin.
#377

duke_qa

Jul 09, 2005 19:27:55
the black carapace is specially designed for the space marines i believe, its the last implant that they get, and i believe that it wouldnt work if they didnt have all the gene-therapy, extra organs and mental conditioning to cause these organs to grow correctly.

but minor cybernetic implants seems plausible, but sisters of battle shouldnt be able to jump into the sort of power armor that the astartes uses with their enchantments. they havent been that much genetically engineered.
#378

zombiegleemax

Jul 09, 2005 20:30:16
I thought SoB were not genetically engineered.

Power Armour w/out a BC would be like moving around in a suit of Cement (Ceramite, Plasteel, Adamantium...etc.). It is only thru the BC that the thing moves... that's why u don't usually see Inquisitors wandering around in Power Armour (they use Civilian Power Armour, instead...). I don't have the fluff etc. here with me, but isn't it that it is that Power Armour is superior to Civilian Power Armour (in terms of benefits...etc.).
#379

zombiegleemax

Jul 10, 2005 0:45:21
I thought SoB were not genetically engineered.

They're not. Placing a thin sheet of plastic woven with metallic fiber is hardly a genetic enhancement.

Power Armour w/out a BC would be like moving around in a suit of Cement (Ceramite, Plasteel, Adamantium...etc.). It is only thru the BC that the thing moves... that's why u don't usually see Inquisitors wandering around in Power Armour (they use Civilian Power Armour, instead...). I don't have the fluff etc. here with me, but isn't it that it is that Power Armour is superior to Civilian Power Armour (in terms of benefits...etc.).

Well, yes and no. There definitely is an advantage to having a Black carapace, but regular power armor still has motive force. It's like one of those handicapped-accessable doors. either press the button and it opens (black carapace) or push it open enough that it starts to open (this works on most doors of this type). The servos need a push to tell them to move X or Y direction, I'd think. Civilian power armor would still be military-restricted, and it would be inferior. You would be as slow and cumbrous as a Terminator, if not more so, without the enhancements that Tactical Dreadnought Armor provides. So I'd say that Space Marine/Sister of Battle Power Armor is designed to be used with the black carapace, whereas most other power armor is not.
Furthermore, I'd say that if something is damaged in Black Carapace-using armor (say the system in the armor which senses the Black Carapace) the armor requires a strength check each round to use, and is only as good or worse than non-BC armor: 20ft. speed, -10 check penalty, +1 max dex at most (these are just what I'd expect to be the penalties, and are not official in any way), but still with full DR value. This would represent pushing the motors with minimal support from the system and no support from your Black Carapace.
Non-BC power armor would not require a strength check to use because it is designed and powered to be pushed a little, but still is unwieldly: (again, unofficial) 20 ft. speed, -8(6?) check penalty, +1 max dex. That way, it balances out in terms of the Adeptas Astartes' and Sororitas' equipment versus regular military equipment, but both would still provide identical protection from damage.
That sound fair? I've gone through as much fluff as I could, as well as drawn some conclusions about the universe and the armors' constructions.
#380

duke_qa

Jul 10, 2005 10:38:44
They're not. Placing a thin sheet of plastic woven with metallic fiber is hardly a genetic enhancement.

not really, its more like a advanced sub-layer skin:

"Phase 19 - Black Carapace. This is the last and the most distinctive implant. It looks like a film of black plastic when it's growing in the tanks. This Is removed from its culture-solution and cut into sheets which are implanted directly beneath the skin of the Marine's torso. Within a few hours the tissue expands, hardens on the outside, and sends invasive neural bundles deep inside the Marine. After several months the carapace will have fully matured and the recipient is then fitted with neural sensors and transfusion points cut into the hardened carapace. These artificial 'plug-in' points mesh with features integral to the powered armour, such as the monitoring, medicinal and maintenance units. Without the benefit of a black carapace a Space Marine's armour is relatively useless."


it might not be a directly gene-enhancing organ, but its an extra organ nonetheless, and adding extra organs to your body would probably be looked upon as biological engineering, which is pretty much the same.

this phase i personally think is important for the black carapace


"Phase 2 - Ossmodula. This is a tubular shaped or whose small size belies its complex structure. The ossmodula monitors and secretes hormones affecting epiphiseal fusion and ossification of the skeleton. At the same time, the specially engineered hormones encourage the forming bones to absorb ceramic based chemicals administered in the Marine's diet. Two years following implantation, this will have caused considerable strengthening of the long-bones, extreme ossification of the chest cavity (caused by growth of the ribs forming a solid mass of inter-laced bone plates) and a general increase in the size of the recipient's skeleton."



basically, the black carapace is like putting extra nervous system into the skin around the space marines chest cavity. which already has been turned into a complete hardened shell by the ossmodula. i dunno if the chest has anything to do with the integration of the BC, but it seems likely to me that it would allow the black carapace to fasten itself better than on a normal ribcage.

what i fear here if you let people use the standard black carapace is that if civilian power armor needs it, then there is not a big problem moving on to the bigger types of power armor with no handicaps. im all for having some sort of cybernetic implants which allow you to control the civilian power armor in a more advanced way, but the black carapace is a bit more exclusive.
#381

toptomcat

Jul 10, 2005 11:47:14
Nowhere does the Ossmodula mention the Black Carapace.
Nowhere does the Black Carapace mention the Ossmodula.
I think it's pretty clear they aren't related...
#382

zombiegleemax

Jul 10, 2005 13:53:21
right. in several fluffs it says that the black carapace is the only one used outside of the space marines, as in the SoB. ONLY. This, of course, means that it is self-contained.
#383

duke_qa

Jul 10, 2005 19:25:05
there is no direct link between the ossmodula and the black carapace, as there are no direct connection between the other organs. but after what i'm aware of, certain implants are important for the efficiency of the space marine. spitting acid is one of those who really isnt necessarily, and i bet that you probably could live without the ossmodula, but then your bones would be very fragile compared to other marines.




Implantation goes hand-in-hand with chemical treatment, psychological conditioning and sub-conscious hypnotherapy. All of these are essential If the Marine is to develop properly.

Chemical Treatment - Until his initiation, a Marine must submit to constant tests and examinations. The newly implanted organs must be monitored very carefully imbalances corrected, and any sign of maldevelopment treated. This chemical treatment is reduced after completion of the initiation process, but it never ends. Marines undergo periodic treatment for the rest of their lives in order to maintain a stable metabolism. This is why their power armour suits contain monitoring equipment and drug dispensers.

Hypnotherapy - As the super-enhanced body grows, the recipient must learn how to use his new skills. Some of the implants, specifically the phase 6 and 10 implants, can only function once correct hypnotherapy has been administered. Hypnotherapy is not always as effective as chemical treatment, but it can have substantial results. If a Marine can be taught how to control his own metabolism, his dependence on drugs is lessened. The process is undertaken in a machine called a hypnomat. Marines are placed in a state of hypnosis and subjected to visual and aural mages in order to awaken their minds to their unconscious metabolic processes.

there is no direct link connecting the black carapace to these implants and chemicals, but it does say that chemical and hypnotherapy is needed for some of the organs to work properly. considering the vital importance of the black carapace for a space marine to control his power-armor, it would only be prudent to say that you would need more than just the black carapace to wear a space marine power-armor.


anyway, for another viewpoint, here is a picture of a space marine without armor and a sister of battle(sorry that i couldnt find a better picture than that. but if you take my word on it, in warhammer monthly #87 i think it was, you see more of the body, and i can say that there is no sign of the black carapace there.)

IMAGE(http://www.imagemonster.org/files/NxC39335.jpg)


what i do know from one of these comics is that sisters of battle does have plugs for wires and stuff. they were in her neck, and i presume a few further down the back, but there is no sign of a black carapace like that we see on that space marine.


my conclusion: cybernetic implants to control the SoB power-armor? sure, but it doesnt need to be the black carapace. by all means, if you get your hand on one(which most likely would be extremely more tricky than getting a space marine armour), it should work. the black carapace is in my eyes a part of a big symbiosis which is the superhuman adeptus astartes, and should be restricted to those who have been through a majority of those treatments that they get. below that, normal cybernetic implants connected to your brain should do the trick.

just my 2 tentative cents
#384

zombiegleemax

Jul 10, 2005 19:41:06
Im trying to start a Inquisitorial campaign and was wondering if anyone had made up house rules or if i am blind and cant read, on Untouchables???

If you have some that would be awesome since i have a player hellbent on making one, just thought I could get an opinion on the matter.
#385

toptomcat

Jul 11, 2005 14:26:31
What exactly are Untouchables?
#386

zombiegleemax

Jul 11, 2005 14:33:39
Untouchables are the antithesis of the psyker. Most humans are not psykers, but they have some psychic energy surrounding them. Untouchables are a "void" of psychic energy and well act like ysalmiri from the Star Wars Thrawn Triology.
#387

toptomcat

Jul 11, 2005 17:49:55
Sounds an awful lot like a Pariah, for which there are rules for in the Mutations section.
#388

zombiegleemax

Jul 11, 2005 20:57:11
Or a Culexis Assassin, or a Harlequin Solitaire.
A soulless void in the warp.
#389

duke_qa

Jul 12, 2005 12:02:24
yeah, its the pariah mutation. its not as powerful as it should have been though imo, but its just a minor mutation here though. the best thing probably would have been turning it into a supernatural ability or as a template which evolves with the characters level(pariahs arent too powerful to begin with, they need a sort of training to work properly).


Pariah (minor)

The character is a Pariah; a mutation found only in humans which occurs when a human is born with no soul. This is extremely frightening to psykers that sense souls because the character feels invisible or untouchable. Even an untrained Pariah can steal the energy from a psyker. Pariahs are the mutants chosen to become the feared Culexus assassins.

MP Cost: 1.

Benefit: A Pariah gets a +6 bonus on saves against psychic attacks and can deal 1d6 points of damage to a psyker simply by succeeding on a touch attack. They can also deal 1d6 damage by grappling a psyker and continue to deal 1d6 for each round that they sustain the grapple.

Special: Pariah is never a natural mutation.

pariahs in the Eisenhorn triology and Ravenor are practically totally immune against all sorts of psychic attacks. they most likely should have had the same abilities as a construct has. they also usually have a area around them which stops most sorts of psychic activity aswell, effectively working as a cloaking device against scrying psykers and mental attacks.

im not saying that pariahs can't be affected by psychic powers though. Eisenhorn tried a gamble by using one of his pariahs to stop a great psychic threat, but the amount of psychic power involved was too much for the pariah.
#390

zombiegleemax

Jul 12, 2005 13:01:04
It shouldn't be humans-only. if you look on the GW site, and go to the harlequin test codex, you'll see that the Solitaires have the similar soulless rule. While it's common in humans (not really, but compared to other races...), it can occur in Eldar, too. I wonder if the Tau could be at all considered minor Pariahs, as they have no psychic presence in the warp, which is why they were only just discovered. They're not like a shadowy blot, but they just aren't there, psychically null.
#391

duke_qa

Jul 12, 2005 15:13:22
yeah, you probably can find it on other races aswell. the tau arent directly pariahs, but yeah, they are not as easily affected by the warp and mental spells as other creatures more strongly connected to the warp are.

pariahs seems to be the exact opposite of an psyker though. they might be considered soulless, but how do they still live without a soul? personally i see pariahs as the extreme opposite of psykers. a soul in the warp is like a little light. a psykers soul is like a sun compared to the normal man, and the Tau race's soul is barely like a spark from a sigarette compared to other races. but the pariah is not a light, he is darkness. he is a void, which is incredible rare in the immaterium, which is a dimension of energy, a place where there is supposed to be something all over the place, no matter what.


one way of looking upon it could be saying that a psyker looks like a sun in the warp, while a pariah looks like a black hole. one spreads energy, while the other drains it.
#392

toptomcat

Jul 12, 2005 15:32:35
Perhaps an Advanced or Prestige class could be designed around the mutation. Any voulenteers?
#393

duke_qa

Jul 12, 2005 15:55:21
its a bit of a pity that it should be something selected when starting the character then. you don't just grow such a rare mutation overnight. to change your soul in such a dramatic way probably would kill you outright anyway.

perhaps making it a advanced class where the requisites is the pariah mutation from the first lvl. any other prereq's should be relevant too, but im not too sure about what they should be. depends on how advanced this class would be.
#394

zombiegleemax

Jul 12, 2005 18:17:04
Two things...

Firstly, a Feat for the Pariah mutation (one of those only available @ first level, like the Spellcasting Prodidgy feat from the FRCS).

Lesser Pariah [Psycic, or Mutation]
Prerequisite: [insert here...i'm thinking something to do w/ Wis]
Benefit: You gain the effects of the Pariah (minor) mutation.
Special: Must be 1st Level.

Pariah [Psycic, or Mutation]
Prerequisite: Must have the Lesser Pariah feat.
Benefit: You gain the effects of the Pariah mutation.


Secondly,

In Loco Implantus [Armour]
Prerequisite: 16 Str or greater, experience in Powered Armour.
Benefit: You can utilize Powered Armour (non-civilian) without a Black Carapace. The penalities are now: [a reduction in penalties to 1/3 original].
Ordinarily: Substantial penalities are applied ([insert penalites here]) for using Powered Armour w/out a Black Carapace.

Improved In Loco Implantus [Armour]
Prerequisite: 18 Str or greater, In Loco Implantus feat.
Benefit: You can utilize Powered Armour (non-civilian) w/out a BC to a far greater degree. The penalities are now: [a reduction in penalities to half original].

Greater In Loco Implantus [Armour]
Prerequisite: 20 Str or greater, 16 Dex or greater, Improved In Loco Implantus feat.
Benefit: You can utilize Powered Armour (non-civilian) w/out a BC to a far greater degree. The penalities are now: [a reduction in penalities to 1/3 original].

This feat tree also allows the use of Civilian Armour with [1/2 penalites for In Loco Implantus; 1/3 penalites for Improved In Loco Implantus; and No penalties for Greater In Loco Implantus], and Ork Mega-Armour [no idea].
#395

zombiegleemax

Jul 12, 2005 18:35:35
http://www.mactire.com/joshua/gw/wargear/
might prove useful
#396

zombiegleemax

Jul 12, 2005 23:09:32
Ok this is what i have so far. Need some suggestions for bonus feats. The table did not come out right pasted but the bottom number in level is the leadership bonus



Distaff/Untouchable


Lesser Pariah [Psychic, or Mutation]
Prerequisite: [insert here...i'm thinking something to do w/ Wis]
Benefit: You gain the effects of the Pariah (minor) mutation.
Special:
-Must be 1st Level.
-Cannot be of the Smart or Dedicated Hero Class
-Cannot choose the: Psyker-Child, Rogue Psyker, Seer backgrounds
-Upon choosing this feat character receives a -2 cha to their max charisma

Pariah [Psychic, or Mutation]
Prerequisite: Must have the Lesser Pariah feat.
Benefit: You gain the effects of the Pariah mutation.
Special: Upon reaching 7th level if the character chooses he may take this feat, but only at 7th level. If character chooses any levels in the Smart or Dedicated Hero class, they are not eligible for this feat.


Requirements:

Attack Bonus: +7

Feats: Lesser Pariah, Pariah, Weapon Focus (any)

Skills: Survival 6, Knowledge (Streetwise) 6

Class Information: The following information pertains to the Blade Dancer advanced class.

Hit Die: Distaff/Untouchables gain 1d8 hit points per level. The character’s Constitution modifer applies

Action Points: Distaff/Untouchables gain a number of action points equal to 5 + one-half their character level, rounded up, everytime they advance a level in this class

Class Skills: The Distaff/Untouchable class skills (and the key ability for each skill) are:

Computer Use (Int), Concentration (Con), Demolitions (Int), Drive(Dex), Hide (Dex), Knowledge (Popular Culture)(Wis), Knowledge (Streetwise)(Wis), Listen (Wis), Move Silently (Dex)

Skill Points: 4+ Intelligence Modifier

Class Features: The following features pertain to the Distaff/Untouchable advanced class.

Class Level Base Atck Fort Save Reflex Save Will Save Class Features Defense Bonus Leadership Bonus
1st +0 +1 +1 +1 Amplified Psyhic Dmg +1 +0
2nd +1 +1 +1 +2 Psyker Shield 1 +1 +0
3rd +1 +2 +1 +3 Bonus Feat +2 +0
4th +2 +2 +2 +4 Defender 1 +2 +1
5th +2 +3 +2 +4 Psyker Shield 2 +3 +1
6th +3 +3 +2 +5 Bonus Feat +3 +1
7th +3 +4 +3 +6 Defender 2 +4 +2
8th +4 +4 +3 +7 Psyker Shield 3 +4 +2
9th +4 +5 +4 +7 Bonus Feat +5 +2
10th +5 +5 +4 +7 Psychic Silence +5 +3


Amplified Psychic Damage: Upon reaching 1st level Untouchable your modifier for you touch attack vs psyker grows. Instead of dealing 1d6 dmg when successful touch attack, the Distaff/Untouchable gets 2d6 dmg on touch attacks. A grapple attack still deals 1d6 dmg on initial grapple, but the damage increment applied to the attack goes up by 1d6 each round to a maximum of 6d6.

Psyker Shield 1: This ability allows the Distaff/Untouchable to have a “Psychic Deadzone” within a 5ft radius of the player. Any psychic characters within this radius take no damage, but the DC for all psychic abilities is upped by 3 for every turn within this radius. It takes however many turns the psychic character was in the area to return to normal DC for casting. (Ex Caster was within the shield for 3 combat rounds, an additional 9 DC would be added to each spell, and after the first combat round outside of shield the additional DC modifier would be 6)

Defender 1: Using his abilities to help another, a Distaff/Untouchable can project his “void” outside of his shield radius up to 25 ft. However while doing this the Distaff/Untouchable must take no combat action, movement or action, as well as make a concentration check, DC 5/10/15/20/25 (range from caster). Upon loss of concentration, the Distaff/Untouchable cannot attack, and moves at one half base movement speed.

Psyker Shield 2: This ability allows the Distaff/Untouchable to have a “Psychic Deadzone” within a 10ft radius of the player. Any psychic characters within this radius take no damage, but the DC for all psychic abilities is upped by 3 for every turn within this radius. It takes however many turns the psychic character was in the area to return to normal DC for casting. (Ex Caster was within the shield for 3 combat rounds, an additional 9 DC would be added to each spell, and after the first combat round outside of shield the additional DC modifier would be 6)

Defender 2: Using his abilities to help another, a Distaff/Untouchable can project his “void” outside of his shield radius up to 50 ft. However while doing this the Distaff/Untouchable must take no combat action, movement or action, as well as make a concentration check, DC 5/10/15/20/25 (range from caster). Upon loss of concentration, the Distaff/Untouchable cannot attack, and moves at one half base movement speed.

Psyker Shield 3: This ability allows the Distaff/Untouchable to have a “Psychic Deadzone” within a 15ft radius of the player. Any psychic characters within this radius take no damage, but the DC for all psychic abilities is upped by 3 for every turn within this radius. It takes however many turns the psychic character was in the area to return to normal DC for casting. (Ex Caster was within the shield for 3 combat rounds, an additional 9 DC would be added to each spell, and after the first combat round outside of shield the additional DC modifier would be 6)

Psychic Silence: Upon reaching 10th level as a Distaff/Untouchable the character has harnessed their anti-psysker energy to the point that they might use it as a horrific, and awful weapon. To use this ability the character must declare that they are using this ability at the beginning of a new combat round (ie before first initiative goes). Upon doing this any psychically tuned characters/monster can sense a build up of negative energy and will focus their attack on the character using Psychic Silence. Upon reaching the turn of the character using this ability, a shockwave is sent out in a 75ft radius of the caster. All character who do not have at least the lesser pariah talent, take 2d6 non lethal damage, and those who are psychically tuned take 4d6 dmg, 1d4 temp intelligence damage, 1d4 temp Wisdom damage, and are thrown to the ground dazed for 3 rounds. After this ability goes off, the Distaff/Untouchable takes 2d4 temp consititution damage, 2d4 temp strength damage, and is knocked unconscious for 2d6 hours.
#397

duke_qa

Jul 13, 2005 6:08:25
hmm, a very good start i must say, but im not too happy about the psyker shield. its pretty close to how it would work, but i rather think that the effects wouldn't linger that long if you are a psyker and you are inside his radius. think about those who would try to use the untouchable to cloak themselves, but still be combat able. they would walk around helpless for several minutes after leaving the shield.


suggestions to fix it:

"the fear for the soulless": Give psykers who have to enter a untouchables "dead-zone" a Will save dc 10+untouchables wis (or whatever they will use), 1/2 untouchable's lvl + psykers spellcaster level, or be shaken until they leave it again. all social skills are also affected by this dead-zone, so any social skill rolls within the dead-zone will automatically take a -x where the -x is the amount of extra dc the psychic shield has /2 (only the intial number; except intimidate, which takes it as a +). this depends on which lvl of psychic shield the character has. if the character doesnt have psychic levels, he feels uncomfortable, but doesnt need to take a check.

Psyker Shield 1: 5ft radius, dc upped by 6 per round (max 30)
Psyker Shield 2: 10ft radius, dc upped by 10 per round (max 50)
Psyker Shield 3: 15ft radius, dc upped by 14 per round (max 70)



also remember, its not only the ones who comes inside the dead-zone who are affected by it. those who are outside and try to affect people inside with mental psychic attacks, would get the extra dc on his psychic check that the characters inside the field has aquired(depending on how long he has been in there). the untouchable would have the maximum of his level all the time.

if a psyker leaves the dead-zone, his DC is returned to normal after one round (in case the untouchable moves at a different order in initiative, the rest will be able to run after them before they lose their shield too), but also enemy psykers DC against him returns to normal, and he can be targeted by mental attacks again.


also important to notice: if any opposing psyker or psyker inside the shield tries to cast a spell, and they fail the psychic check by 1-9,they've only failed the attack. if failed with 10 or more, they take 1d20/2 nonlethal damage. if they are not able to roll above the DC on the psychic skill check during influence of an untouchable, they won't even be able to try to cast the spell. their powers are drained.(this means that if a psyker with 29 in psychic sense tries to scry on another psyker within the dead-zone, but the other psyker has a untouchable with psychic shield lvl 2, and he has been within the psychic shield for more than 5 rounds, the other psyker doesnt stand a chance to find him. but alas, if the psyker within the untouchables field also has 29 in psychic sence, he is not able to cast a single spell until he's outside of it, and he must take a "fear for the soulless" check when entering, or be shaken until he comes out again)





thats the main thing, other things that are nice to know about:


-limiter; cybernetic implant to halt the untouchables psychic-shield. connected to the brain, switch on the outside to control it. it reduces the radius to 0 feet, but the untouchable still gets the affection of it, and touch attacks still do damage.
Type: Internal.
Hardness/Hit Points: –/5.
Base Purchase DC: 25.



there probably is something else here aswell, but i have to check on the dinner, or else im gonna get lynched. but i like the start though, great work!
#398

zombiegleemax

Jul 13, 2005 12:55:52
Minor spelling changes and Added the new info that duke put in. Thanks for the help!! Also need ideas on Bonus Feats for the class. A clarification i think the con modifier should be used as the base modifier for this class, because the character is not acting as a "void" passively anymore, and by trying to use these abilities an immense toll is taken by the body not the mind.

I just thought i would modify your limiter a bit..

limiter; cybernetic implant to halt the untouchables psychic-shield. connected to the brain, switch on the outside to control it. By turning on the Limiter, the Untouchable negates any psychic void within his radius (Psychic Shield level), but all abilities granted to the Untouchable for being a psychic void still apply(touch attack, psychic silence, defender)
Type: Internal.
Hardness/Hit Points: –/5.
Base Purchase DC: 25.






Distaff/Untouchable


Lesser Pariah [Psychic, or Mutation]
Prerequisite: [insert here...i'm thinking something to do w/ Wis]
Benefit: You gain the effects of the Pariah (minor) mutation.
Special:
-Must be 1st Level.
-Cannot be of the Smart or Dedicated Hero Class
-Cannot choose the: Psyker-Child, Rogue Psyker, Seer backgrounds
-Upon choosing this feat character receives a -2 cha to their max charisma

Pariah [Psychic, or Mutation]
Prerequisite: Must have the Lesser Pariah feat.
Benefit: You gain the effects of the Pariah mutation.
Special: Upon reaching 7th level if the character chooses he may take this feat, but only at 7th level. If character chooses any levels in the Smart or Dedicated Hero class, they are not eligible for this feat.


Requirements:

Attack Bonus: +7

Feats: Lesser Pariah, Pariah, Weapon Focus (any)

Skills: Survival 6, Knowledge (Streetwise) 6

Class Information: The following information pertains to the Distaff/Untouchable advanced class.

Hit Die: Distaff/Untouchables gain 1d8 hit points per level. The character’s Constitution modifier applies

Action Points: Distaff/Untouchables gain a number of action points equal to 5 + one-half their character level, rounded up, every time they advance a level in this class

Class Skills: The Distaff/Untouchable class skills (and the key ability for each skill) are:

Computer Use (Int), Concentration (Con), Demolitions (Int), Drive(Dex), Hide (Dex), Knowledge (Popular Culture)(Wis), Knowledge (Streetwise)(Wis), Listen (Wis), Move Silently (Dex)

Skill Points: 4+ Intelligence Modifier

Class Features: The following features pertain to the Distaff/Untouchable advanced class.

Class Level Base Atck Fort Save Reflex Save Will Save Class Features Defense Bonus Leadership Bonus
1st +0 +1 +1 +1 Amplified Psyhic Dmg +1 +0
2nd +1 +1 +1 +2 Psyker Shield 1 +1 +0
3rd +1 +2 +1 +3 Bonus Feat +2 +0
4th +2 +2 +2 +4 Defender 1 +2 +1
5th +2 +3 +2 +4 Psyker Shield 2 +3 +1
6th +3 +3 +2 +5 Bonus Feat +3 +1
7th +3 +4 +3 +6 Defender 2 +4 +2
8th +4 +4 +3 +7 Psyker Shield 3 +4 +2
9th +4 +5 +4 +7 Bonus Feat +5 +2
10th +5 +5 +4 +7 Psychic Silence +5 +3


Amplified Psychic Damage: Upon reaching 1st level Untouchable your modifier for you touch attack vs psyker grows. Instead of dealing 1d6 dmg when successful touch attack, the Distaff/Untouchable gets 2d6 dmg on touch attacks. A grapple attack still deals 1d6 dmg on initial grapple, but the damage increment applied to the attack goes up by 1d6 each round to a maximum of 6d6.

Defender 1: Using his abilities to help another, a Distaff/Untouchable can project his “void” outside of his shield radius up to 25 ft. However while doing this the Distaff/Untouchable must take no combat action, movement or action, as well as make a concentration check, DC 5/10/15/20/25 (range from caster). Upon loss of concentration, the Distaff/Untouchable cannot attack, and moves at one half base movement speed.

Defender 2: Using his abilities to help another, a Distaff/Untouchable can project his “void” outside of his shield radius up to 50 ft. However while doing this the Distaff/Untouchable must take no combat action, movement or action, as well as make a concentration check, DC 5/10/15/20/25 (range from caster). Upon loss of concentration, the Distaff/Untouchable cannot attack, and moves at one half base movement speed.

Psychic Silence: Upon reaching 10th level as a Distaff/Untouchable the character has harnessed their anti-psysker energy to the point that they might use it as a horrific, and awful weapon. To use this ability the character must declare that they are using this ability at the beginning of a new combat round (ie before first initiative goes). Upon doing this any psychically tuned characters/monster can sense a build up of negative energy and will focus their attack on the character using Psychic Silence. Upon reaching the turn of the character using this ability, a shockwave is sent out in a 75ft radius of the caster. All character who do not have at least the lesser pariah talent, take 2d6 non lethal damage, and those who are psychically tuned take 4d6 dmg, 1d4 temp intelligence damage, 1d4 temp Wisdom damage, and are thrown to the ground dazed for 3 rounds. After this ability goes off, the Distaff/Untouchable takes 2d4 temp consititution damage, 2d4 temp strength damage, and is knocked unconscious for 2d6 hours.

Emptiness of the Void: Psykers who have to enter a untouchables "dead-zone" make a Will save dc 10+untouchables con bonus+1/2 untouchable's lvl + psykers spellcaster level, or be shaken until they leave it again. All social skills(Skills using the CHA modifier) are also affected by this dead-zone, so any social skill rolls within the dead-zone will automatically take a -x where the -x is the amount of extra dc the psychic shield has /2 (only the intial number; except intimidate, which takes it as a +). The range of this emptiness is dependant on the characters Psychic Shield levels. If the Character doesn’t have an levels in psychic powers they do not make the check, but however feels very uncomfortable and has a sense something is not right.

Psyker Shield 1: 5ft radius, dc upped by 6 per round (max 30)
Psyker Shield 2: 10ft radius, dc upped by 10 per round (max 50)
Psyker Shield 3: 15ft radius, dc upped by 14 per round (max 70)

Special Rules:

If a psyker leaves the dead-zone, his DC is returned to normal after one round (in case the untouchable moves at a different order in initiative, the rest will be able to run after them before they lose their shield too), but also enemy psykers DC against him returns to normal, and he can be targeted by mental attacks again.

Any opposing psyker or psyker inside the shield tries to cast a spell, and they fail the psychic check by 1-9,they've only failed the attack. if failed with 10 or more, they take 1d20/2 nonlethal damage. If they are not able to roll above the DC on the psychic skill check during influence of an untouchable, they won't even be able to try to cast the spell and their powers are drained.(this means that if a psyker with 29 in psychic sense tries to scry on another psyker within the dead-zone, but the other psyker has a untouchable with psychic shield lvl 2, and he has been within the psychic shield for more than 5 rounds, the other psyker doesnt stand a chance to find him. but alas, if the psyker within the untouchables field also has 29 in psychic sence, he is not able to cast a single spell until he's outside of it, and he must take a "emptiness of the void" check when entering, or be shaken until he comes out again)
#399

duke_qa

Jul 13, 2005 17:43:09
hmm, im not too good on making feats. yeah, don't expect an norwegian to have perfect english, so some grammar fixes are probably needed. i got to go study in a english country when im done with my current degree to get my english skills up to date.



anyway, all this talk about nullifying psykers reminds me of another topic which is relevant; psychic dampeners. this can be all from mental training to mechanical devises, and the black ships have plenty of troops which have such implants and weaponries that helps them fight psykers.

im not 100% sure how these would work compared to untouchables though. they are easier to obtain though, so they shouldnt be as powerful as a untouchable is. the psych-out grenade is pretty close to how the mechanical things would work.


hmm basically a dampener would work as a weapon aswell. it would work like a normal weapon, but when being within 10 feet of a psyker, it would increase the psychic check's DC with 10. being touched by such a weapon automatically drains a psyker for one spell of his highest level, and does 1d6 extra damage to him.

also, i think that if one is under affection of a psychic spell, touching a dampener would remove the spell. there should perhaps be a check involved here though...

edit:
urgh, the website just went down because of limits luckily i've got the files in pdf, but its not as easy as the website.
#400

zombiegleemax

Jul 15, 2005 4:56:58
Just putting in a request for anything at all that may be useful for an Ordo Xenos campaign. Ideas, etc. would be gleefully accepted!

Also, has that MASSIVE ammount of work Toptomcat did on converting Inquisitor stuff to D20 been added to the site?

Finally, might I suggest that DnD spells aren't used as psykic powers-instead, the psykic powers from the Chaos, Witch/Daemon-Hunter (Inquisition), Space Marine, Imperial Guard, and perhaps Eldar codices be used (once converted), as well as the Psykic powers from Inquisitor.
#401

zombiegleemax

Jul 15, 2005 14:46:14
Well, I made hallucinogen grenades for my d20 future, based off of those from =I=. If you want them, I'll post them.
#402

duke_qa

Jul 16, 2005 15:05:28
hmm, ordo xenos. important topics; eldar, dark eldar, xenophiles, genestealers, deathwatch marines.

the main thing about inquisitor before the action can commense is to do some investigation. find out who knows something, find out who they learned it from, interrrogate target for information, repeat. try to keep lose ends together, and make sure you don't let the hunter become the hunted by giving the hunted too much feedback about who's hunting them. if they find out, they are most likely gonna set a trap, either just smalltime, or something more epic depending on the situation and the manpower. some prey might even flee once they realise that they are being chased, and discretion is heavily recommended in such scenarios(tau sympathisers, eldar information sources)

bad xenos scenarios:


dark eldar xenophiles are interesting, and make excellent cult-leaders of sorts. usually combined with some nasty xeno-technology(spider limbs/lower body was used on a dark eldar/human cult-leader that eisenhorn defeated.). their motives might be well hidden or very unclear.
sometimes its just a selfish cult who kidnaps and tortures victims. sometimes they might be on the look for an ancient artefact that would help the dark eldar in become more effective in their piratical raids. sometimes it could even be gathering intelligence about military positions and logistics, to help the main piratical strike teams to attack and capture wictims.


genestealers are pretty straightforward; find the cult which speaks about the "great mother" or something about a great deity coming to bless the cult and the planet in the near future. genestealers have only one thing they worry about, and that is turning the local populace into more tyranid puppets. in this case, there would be different phases an inquisitor comes into the picture:
phase 1(1-10 years). genestealer(s) just arrrived, barely got any cult members, or any cult at all. interrogate scum in the city to find out where the monsters have been seen lately.
phase 2(11-30 years). genestealers got a relatively large cult. alot of people are infected, but they are still a part of the cult, so it shouldnt be a big problem routing them out. more generations of genestealers have been spawned, so more trouble really.
phase 3(31-50 years). genestealer generations have come so far that there are human tyranids walking around and living undercover so to speak. major amounts of people are loyal to the cult, and it could have been turned into a part of the local ecclesiarch. finding out information about the cult could prove hazardous as most likely alot of the humans around could be genestealers or sympathizers in disguise. this is when things turn into more than one session of killing. unless you got some instant tyranid spotter auspex, you are gonna be walking around just killing people who are loyal to the cult. there could be genestealer maguses around, but not likely
phase 4(50+). the planets genestock has been overwhelmed by the tyranid parasites, and practically all humans on the planet would be loyal and fight to the death if the genestealer magus(es) commanded them to. cleansing the planet would no longer be the main assignment, an exterminatus would be the best option here. one should worry more about the local planets and system.


i dunno if necrons would go under ordo xenos, but i just put it in here:
"When digging into the rock of the planet, archeologists/some other unlucky guys found some ancient portal which seems not human in nature. it covers the entrance into a long dark cave, where all who have entered has not returned, and electric epquipment seems to be malfunctioning around there. can the inquisitor and his retinue find out what happened to the people who went inside? is there lost technology and wealth from an ancient civilization in there? Or is there an slumbering foe who the imperium does not want to wake up again?"

another version i think im gonna run because its just nice:

"we've lost contact with astveen XIIV, the local agriworld. there were some brief emergency messages from astropaths which started at different times, but they all stopped exactly 1 hour after the first message arrived."

-upon arriving on the planet, there seems to be nobody around, as if everybody has gone to bed. searching the houses brings up that someone left in a hurry. tracks can be found moving out in a certain direction, impressions of an hurried escape can be seen all over the place. the tracks spread out after a few kilometers of town, where all footsteps run in different directions, and suddenly just dissapear. huge harvester-machines the size of mountains stand as huge monoliths out in the freshly cut fields. small villages all have the same sign of refugees running away, and suddenly disappearing. where there have been great amounts of population, there is not even a trace of buildings. where hive cities and military fortresses were, there is only dust and the smell of ash.
-one evening they spot a silouette in the horizon. when they get there, theres nothing but a charred spot and a smell of ozone in the air. was this a survivor who got taken down right before they got here? in that case, where are those who took him, and why didnt they take them aswell?
- there is another monolith up against the horizon, but this time its not one of the harvester machines. it looks more like a great pyramid, and it seems like it has risen from the ground, as the ground is elevated several kilometers away.
-once they arrive at the pyramid, they can see that there have been alot of people walking into the pyramid, why they have done so, they do not know.
-inside, the smell of old dust and stone has been muffled by the smell of sweat and blood. there are traces of blood after people who have been walking for too long. the deeper into the pyramid one goes, the worse the smell becomes. did they come in here to die?
-[insert climax here](can't expect me to fill it all in, can you :p)
-this planet is no longer a place to be, escape is the only option, if you don't consider death a better deal.




tau and eldar are a bit more in the grey, since they usually arent the main evil races which wants to eliminate the imperium, but they might be a good way of getting your players into the 40k feeling (thou shall not suffer the alien to live).

eldar doesnt often want much to do with humans most of the time. they usually go their own paths. but if they need help that their own race cannot give them, they often try to get humans to help them. after all, they usually have a common enemy in chaos.

tau usually wouldnt try to infiltrate deep into imperial territory, as they have trouble hiding. but they have no trouble hiring and getting humans to turn to their cause. tau is also most likely to help out indirectly by creating xeno-technology that traders would be very interested in getting their hands on. certain seeds and plants genetically enhanced to create food or other rare substances that are popular in worlds where imperial law and religion isnt the strongest powers around.
#403

zombiegleemax

Jul 16, 2005 20:11:32
Thanks enourmously!

Whered u get the stuff for the second Necron thing...might see use...(o o)
I___I
#404

Skrittiblak

Jul 17, 2005 3:30:34
Distaff/Untouchable

Harlon: This is a really cool looking class - and I think I might add it to the advanced classes section of the website soon.

I'll probably change the name of the class to simply 'Untouchable'. The reason being that Pariah obviously is the name of the mutation so we wouldn't want the same name and distaff is merely Inquisitor Eisenhorn's organization of untouchables.

Other than that I could probably include it 'as is'. Due to time restraints, its unlikely I'll be able to do it until next weekend.
#405

Skrittiblak

Jul 17, 2005 3:34:27
tau usually wouldnt try to infiltrate deep into imperial territory, as they have trouble hiding. but they have no trouble hiring and getting humans to turn to their cause. tau is also most likely to help out indirectly by creating xeno-technology that traders would be very interested in getting their hands on. certain seeds and plants genetically enhanced to create food or other rare substances that are popular in worlds where imperial law and religion isnt the strongest powers around.

I ran a game on the boards when I had more time that had a tacit agreement between the Imperial Commander of a moon-world and the Tau to take over the Imperial planet together.

The world was trading increased power for being a bigger part of the Tau empire. The secrets started to come out when the PCs were forced to fight humans equipped with Tau gear.

Eventually I was going to have to the Tau themselves appear and attack the world outright. Unfortunately I've had to stop the campaign because of work demands.

TopT was in the campaign and can tell you how it felt as a player to be up against the Tau - and whether or not they meshed well with the dark world of 40k.

Tau are certainly one of the more challenging races to use as bad guys because they are not black and white evil like the Tyranid or Chaos. These guys have motivations and emotive responses. They are psychologically more similar to humans than the eldar are (IMO) and this makes them rewarding villains (or allies?).
#406

duke_qa

Jul 17, 2005 7:17:16
Whered u get the stuff for the second Necron thing...might see use...(o o)
I___I

from my mind mostly. the gods of the necron usually demands souls of different kinds, and human souls are very strong in the warp, which makes a tasty snack. thats more or less how a necron attack would be though. if necrons awoke under an imperial planet, there would be no survivors more or less. if you are lucky when arriving, most of the necrons might have gone back into stasis, so it wouldnt be too bad, but you probably would find patrols and ancient necron buildings that have come out of the ground. its a pretty good "scary" scenario, as you could drop off the players in a small ghost village, and put some wraiths and flayed ones in there(hmm, no flayed ones in the sourcefiles? just take the wraith and remove the phasing thing and perhaps reduce the strength/attack bonuses a bit). you can have alot of fun with teleporting :D "you see someone walk in between two houses" "i run after him" "once you turn around the corner, you see nothing but ragged remains of skin from a human" "crap" "make a listen check" " "



Tau are certainly one of the more challenging races to use as bad guys because they are not black and white evil like the Tyranid or Chaos. These guys have motivations and emotive responses. They are psychologically more similar to humans than the eldar are (IMO) and this makes them rewarding villains (or allies?).

hmm, if you manage the players to roleplay loyal imperial characters, it should be interesting. eldar is a bit strange, and i personally don't know too much about their psychê- probably should check that out. but yeah, tau is a bit more in the grey.
#407

zombiegleemax

Jul 19, 2005 0:18:16
I've been tweaking Daniel's core rules in preparation for a game in a month or so. One of the characters, after reading the Eisenhorn stuff, declared for playing an Untouchable. With that in mind, I added the following Exotic (GM permission required) Feats to the game...

Untouchable (initial) [Exotic]
Prerequisite: Game Master approval
Benefit: The character is utterly immune to psychic powers and can not be detected by psychic methods. Any within 9 feet (3m) radius are similarly affected. All psychic powers within this area are nullified (Psykers within this area can not use their powers). Psykers, daemons and warp entities within the 9 foot (3m) radius have all characteristics halved for when taking action against the untouchable.
Special: Unfortunately, the untouchable’s condition means that people are disturbed by his or her presence. As such, the character suffers a penalty of –2 to Charisma for any attempt to communicate with anyone inside the 9 feet (3m) radius of their influence who isn’t also an untouchable or a pariah. The Untouchable is fearsome to all psykers. A character with the untouchable feat can never have any kind of psychic ability.

Pariah (initial) [Exotic]
Prerequisite: Game Master approval
Benefit: The character is utterly immune to psychic powers and can not be detected by psychic methods. Any within a 21 feet (7m) radius are similarly affected. All psychic powers within this area are nullified (Psykers within this area can not use their powers). Psykers, daemons and warp entities within the 21 foot (7m) radius have all characteristics halved when taking action against the pariah. In addition, these beings must pass a Will test at the start of each round they are within the pariah’s span of influence or suffer d6 damage Any psyker, daemon or warp entity in physical contact with a Pariah suffers an automatic d6+6 points of damage.
Special: Such is the revulsion caused by the pariah’s condition that the character halves his Charisma when attempting to communicate with anyone within their 21 feet (7m) radius of influence who isn’t also an untouchable or a pariah. The Pariah is fearsome towards non-psykers and to psykers. A character with the Pariah feat can never have any kind of psychic ability.

I chose to approach these as feats mostly because this didn't seem like a trained talent. It seemed like you were either on of these folks, or not. Figured any training that would be received would be in other activities (a la Eisenhorn books) such as stealth, arms, etc.

Also, push here was to bring the 'untouchable' nature of these characters to life. Hence, the fearsome effect and the damaging effect.
#408

zombiegleemax

Jul 19, 2005 0:57:04
That is why we created the advanced class, and the feats i listed. I like what you have, but it just doesnt make it in my estimation. Having a advanced/prestige class stacked with the untouchable feat is a bit much. That is why i made pre-requiset feats only availible at certain levels and so much so that they are not too powerful if someone does choose to not take the advanced class
#409

zombiegleemax

Jul 19, 2005 2:15:58
Bwahaha!!!
Found a good site on the Kroot, and another on the Hrud!!!
Once I post the AM for people to convert, the Hrud will be done!!!
Hrud that aren't Skaven clones!!!
#410

zombiegleemax

Jul 19, 2005 19:37:12
I didn't take to what was posted as a 'class' for similar reasons. My goal in the feats I've developed is to make the untouchable/pariah condition more of burden than a boon. Hence the proximity issues, the 'fearsome' aspect, and the absence of any trainable abilities. Conversely, I didn't think that it would be appropriate to bar Untouchables/Pariahs from Smart, Dedicated, or Charismatic Hero classes...instead, I've banned characters with either of these feats from ever having psyker abilities of any sort [In my game this means they are barred from anything in the Innate Power Tree, Transcendent Power Tree (was Mystic), Arcane Power Tree.]

In addition, for my tastes, the character would need to be fairly reviled due to the cloud of 'negativity' that seems to surround them. To represent that, I've added something more than a cursory -2 CHA modifier (which didn't seem like much of a counter balance to the nullificiation abilities to me). Also, to me, both Untouchable and Pariah should be something that exists from birth...not something that is acquired later.

Good stuff though, I like the shield ideas...just not for this application. Perhaps I'll adapt them into a type of telekinetic power.
#411

zombiegleemax

Jul 19, 2005 23:53:33
Recently had an idea while doing a history assignment...
Nazi Germany's WWII policies could (w/ a bit of work) be altered to the Imperium.

Specifically, as subsets of the Inquisition, Mutant extermination and Alien extermination brigades. The Mutant extermination brigades are relatively simple, and people have probably thought of them already. However, the Alien extermination brigades are a little more complex. When the Tau were first discovered (6000+ years ago), they were little more than savages-If there was a better co-ordinated Imperial response, Alien Extermination brigades would be called in. They would land, set up concentration, labour, and extermination camps (perhaps in the same complex), and proceed to round up the natives. First, they would do this by co-ercion-gifts to the local chieftens for slaves...followed by promises of a better land...followed by strange disapearences...followed by 'approaching army from other tribes envious of your prosperity-we will help you evacuate'...followed by simple rounding up and shooting on the spot. This process, which is time-consuming, and may be expensive in man-power, is only used when Exterminatus is not an option for cleansing a world of Alien Taint. It is better suited for clearing out Mutants...and concentrating them in ghettos to be taken out at will.

But...this would make an interesting target for a mission by Eldar or Tau PCs, or a rescue operation by other races.



On a differant note, did anyone come up w/ reliable rules for converting Inquisitor to D20?
#412

duke_qa

Jul 20, 2005 19:54:30
hmm, doesnt sound to "imperialistic" for me, creating consentration camps and such things. what i would find more likely is that they would create a small satelite space with enough weaponry to wipe out all xeno lifeforms on the planet, have something in backup to threaten with. and then they could just drop a small bomb which takes out a city with a few millions in it.

then they send a message that if they do not coerce and pay the imperium all that they can manage to collect in 10 years, they will annihilate their world. most likely some races would refuse out of principle, and i guess that in that case the imperium would have created a virus of sorts which kills only the lifeforms that are a threat to humans. killing off the competition and sending in pioneers to terraform whats left. if the race is too hard to get rid of with viruses, they would just void-nuke the entire planet to smithereens and be done with it. no point in leaving the tumour if it can grow.

if they however do agree, and tear themselves to shreds under the imperial ultimatum. what is their guarantee that they won't be annihilated after that? they could ask them for permission to give them more resources(as im sure if they werent smart enough to realize that the imperials would blow them to bits once they had given them the resources, they wouldnt be considered a threat imo)... it sure would have wet my whistle if i was an imperial commander or something like that. and you could perhaps grow a culture where the xeno species actually doesnt believe there is something else than hard work for the great terrible force in the sky, and they do not hesitate to do it. dystopia is always nice.





and on the untouchable topic; i believe that no matter how you play a untouchable, you are gonna be loathed by almost anyone you meet. notice the relatively hefty handicaps on certain social rolls, -3,-5,-7 per 3rd lvl i believe. now if you are active in a social circle this will have a pretty devastating effect, so it should be pretty negative. but using the untouchable mutation for something good is what the untouchable are there for. or else they would just be one minor mutation :p
#413

zombiegleemax

Jul 20, 2005 23:53:17
As I said, better for mutants...
However, I doubt that the Imperium would actually be able to develope a virus to specifically destroy one race...
#414

duke_qa

Jul 21, 2005 16:21:33
was something in a battle in white dwarf lately where there was a mission for a inquisitor to get off a tyranid-infested planet with a toxin which would have been able to kill the that tyranid fleet. so they do in theory have the ability to create such toxins, but its not cheap.
#415

zombiegleemax

Jul 21, 2005 20:25:32
(No I'm not dead : / )

Well, with a million world's resources at it's desposal I would think that the Imperium would be able to create a bio-toxin tailored to a specific race. Though the tyranids ability to rapidly evolve would prove a deterrent. Within two or three generations (which is insanly quick for the 'nids) they would probably build up an immunity and/or resistance to any commonly used substance/material.

concentration, labour, and extermination camps (perhaps in the same complex)

I can't find the exact quote but it goes something like,
"Suffer not the unclean to live"
Or such.

EDIT:
Just read the rest of your post, Ryltar, nevermind. Sounds like what they would do.
#416

backstabbist

Jul 21, 2005 20:40:14
Is it really Work on a biotoxin, and antidote, tailor made for a species, or just looking back at our own diseases that have vaccines, and finding one the species in question has no vaccine for. Like spraying mars with Polio, cause we have a vaccine & they probably dont.
#417

zombiegleemax

Jul 25, 2005 11:16:34
Errr, did I actually send anyone the .tex files I used to create the .pdf? If anyone's got them, would they please send them to me?

I'm recovering from a catastrophic hard drive crash.
#418

ikkaan

Jul 26, 2005 4:17:01
No Backup ? Aaaargh
#419

zombiegleemax

Jul 26, 2005 14:40:10
Can you make those ".tex" files from the .pdf? Reverse the process?
#420

zombiegleemax

Jul 28, 2005 14:07:33
I don't think so. I've heard of utilities that can strip .pdf to plain text, but replacing the formatting would take forever.

It'd probably be quicker to start from scratch.
#421

toptomcat

Jul 28, 2005 16:33:23
Google can do the PDF-to-text thing, but you're right- the formatting would be impossible to replace.
#422

zombiegleemax

Jul 29, 2005 7:27:50
Has the info on the sites been "ported" to pdf?

I unfortunately have limited time online and can't really afford to download all pages. Can someone PM me if there is a pdf version out?

As of now, I've only downloaded a few pages to read. Looks good!
#423

zombiegleemax

Jul 29, 2005 12:13:16
I have the original .pdf. It's basically the first draft, without all those changes that have been suggested implented yet.
#424

zombiegleemax

Jul 29, 2005 19:40:41
Just wondering...
What equip would a Deathwatch squad need?
Grenades, bolters, CCWs, Power Armour...are obvious, but what else?

Also, where are those rules for Hellfire rounds, Kraken Bolts...etc..
#425

zombiegleemax

Jul 30, 2005 8:26:48
Been doing the data files for PCGen, got them nearly done. Have got most of the Advanced/Prestige classes to go but have done most of the rest of it.

Just doing the Chaos gifts and got to the:

Foul Pendant:

A Tzeentch sorcer gets a +2 on psychic checks. A non-sorcerer gets the Wild Mystic Power for free.

I can't find any reference to Wild Mystic Power anywhere else other than in one Example Kroot I think it was.
I checked the web site and the PDF, anyone have a vague idea what it's supposed to be?

Kambuk
#426

Skrittiblak

Aug 01, 2005 15:38:48
Thats a slip-in of the original edition Wild Mystic Power was the original name for the Mystic Studies feat.

Another errata to go in TopT's list.
#427

duke_qa

Aug 02, 2005 15:57:51
hmm, the website, is it gonna go through some changes in the near future? like getting away from the commercials and getting a bit more advanced design?

not that im directly complaining about the plain text and stuff, its the way it should be when you are searching for stuff. But im no fan of the commercials, and i bet you can find plenty of server space with people who hosts forums and such things. i bet theres tons of 40k forums/sites out there who would be willing to put up room for this kind of thing.

also, getting a dedicated forum to it would perhaps increase the amount of feedback and creativity flows of the players. most of the stuff im using/gonna use in my setting is in .doc files, so it wouldnt be a great deal of work for me to digitize it and turn it into a campaign. i believe that having players who create and upload new monsters that are relevant to the 40k setting would be a very valuable resource indeed.

the sourcefiles right now are good enough for this and that, but if you want to create a campaign where you for example only kill daemons and relevant monsters, you are gonna need more than those in the sourcebooks. and if a DM already has run such a campaign, and has created a bunch of monsters, wouldnt it be great if he had the option to add those to the main website for other DM's to use?
#428

zombiegleemax

Aug 02, 2005 21:24:58
Another thing for the errata...
The Navigator Advanced class has no Bonus Feat list....

Hope to have the data file done enough for people to download it and test it by the weekend.

Kambuk
#429

zombiegleemax

Aug 02, 2005 22:17:49
Oh joy, oh rapture. I managed to retrieve a copy of the .tex files!

I'll have a look at going through the errata as soon as I have some free time.
#430

zombiegleemax

Aug 03, 2005 4:22:42
Several things...

Did someone do all that stuff for Deathwatch?

I think I said this before, but perhaps a move away from having DnD spells as psycic powers...I accept that this may not quite work until all the new codexes are released, but what with the minor poweres (WD 256, I think), the powers from Codex:Chaos Space Marines, C.: Daemon Hunters, C.: Witch H., C.: I.G., and C.SM, something should be able to be done. Also, conversions from the novels might be in order. Perhaps powers should be done like Psyonics (sp?)?
#431

duke_qa

Aug 03, 2005 10:38:19
well, there are tons of ways to interpret things, and personally i don't think that the amount of spells available to normal dnd spellcasters is a very bad idea. naturally psionics would perhaps be closer to how psykers work, but do they have enough spells?

as long as one interprets the spells as some sort of psychic ability, it works pretty well.
#432

zombiegleemax

Aug 07, 2005 17:37:42
Just looking at making up some ork NPC's and the example ones don't tie up with the rules too well.....

I don't see Ork World starting occupation described anywhere so that may be where some of the bits are described.

The example Ordinary orks seem to have way to many feats.

Does Ork world grant Toughness and Metal/Heavy armor proficency?

Example below
Average Mad Doc (Dedicated Ord. 4)
• CR 3; Medium-size humanoid; HD 4d6 + 16(con) + 9 (toughness); hp 39; Mas 19; Init -3; Spd 20ft;
Defense 10, touch 10, flat-footed 10 (-3 dex, +3 class); BAB +3; Grap +6; Full Atk +6 melee (1d4 [drp
0], ’urty syringe); Reach 5ft AL: Ork; SQ: Ork skills, waaagh!, DR/DRT: 10/+3 (eavy arma); Hardness:
10 (cybork body); Fort +7, Ref -2, Will +5; Ld +1; AP: 0; Str 14, Dex 4, Con 19, Int 8, Wis 14, Cha 12.
• Background:Ork World.
• Skills: Gather Info -4, Diplomacy -4, Intimidate +12, Craft (pharmaceutical) +8, Treat Injury +11.
• Feats: Toughness, Improved Toughness, Medical Expert, Surgery, Ork Proficiencies.

According to the Stat block he is proficent in eavy arma normally requiring at least 2 feats, normally he would have 2 feats at 1st level and one at 3rd so i can see they must be coming from the background.

Also

Toughness, Improved Toughness, Advanced Toughness, Ork’s Toughness
(x2). = +69 hps how is this broken down?

Toughness +3
Advanced Toughness +6
Improved Toughness +12
Ork’s Toughness +24

Seems to be about right

Does, Ork Proficiencies grant every orky type thing at 1st level? The racial description 8.3.1 seems to state they only get studded and slugga to start with. Perhaps they should get more as they gain levels? OK for NPC's but if anyone wants to let an Ork PC into their campaign might get a bit out of hand.


Thanks,

Kambuk

p.s. work in progress data files for PCGEN 5.8.0 can be downloaded from

http://itcl.afraid.org/40kDatafiles.zip
#433

Skrittiblak

Aug 12, 2005 16:42:52
For those of you looking for more frequent (uh - I mean occasional) updates to the site I've given TopT administrative priveleges and he'll be taking over maintenance.

The PCGen files look really cool. I used to use that alot until Wizards tightened the regulations and forced them to take a lot of meat out of it.
#434

zombiegleemax

Aug 15, 2005 4:16:14
Just wondering...
Are Necrons Living Constructs, or just Constructs?
#435

zombiegleemax

Aug 16, 2005 0:18:17
http://itcl.afraid.org/40kDatafiles.zip

a few tweaks nothing major.
mainly bug fixes, output sheets should have more accurate bonuses to hit etc for 2 weapon fighting etc.

Kambuk.
#436

darth_railus

Aug 21, 2005 8:07:54
I have been (well, since Dec 01) converting Warhammer 40,000 to an RPG format, currently using Modern and Unearthed Arcarna, as well as Inquisitor and Rogue Trader as the basis (Previous attempts included GURPS and Rifts - nup, don't bother with 'em!). So far, the race of humans and tau are complete, as well as the vehicles of the Imperial Guard, Tau, Imperial and Tau weapons, And Imperial Classes (both social and Character) have been completed and playtested. And alas, it works.

Anyone interested is viewing what I have so far is free to email me and ask for a copy of the current data (little fluff at this point); the reasons for not directly posting are a) copyright, both Black Library and D20, and b) my own creative control.

As a sample:

Bolter: Range Increment 40m, 4D8+4, crit range 20, Multifire capable, Large (10kg). If the wielder has a STR > 15, the weapon is treated as one size category smaller, and the weapon adds +1/damage die to confirm a critical threat (known as rending). It is an Exotic weapon.

conversly:

Meltagun: Range increment 8m, 8D6, Crit range 20, Large weapon (15Kg). The weapon adds +1 per damage die to confirm critical hits, and ignores the first 30 points of damage reduction.

Powered weapons: as base weapon, decrease the damage die TYPE, increase the Amount by 1 ie Power sword = 2D6. Powered weapons don't ignore DR like Lightsabres, they just boost damage (honestly!)

Using Savage Species as a basis, a Space Marine of the God Emperor of Mankind is a +6 CR 0-lvl presitgue class - the prerequisites need to be met in character generation (I use this quite frequently). The pre-reqs are high (STR, CON, CHA >16, WIS <14, max on hit die), as this allows the DM control as to whether pc's can go a Space Marine (I personally recommend then as NPC's only). The CHA pre-req is due to the utter belief an aspirant must possess in ones self as well as the Emperor. They gain several bonus feats unique to their race (yup, new race), for example: Black Caraprace (lvl 3) : the fine layer of black film inserted under the skin of an aspirant allows the Space Marine to gain full benefit of Power Armour, Ignoring the DEX penalties associated (-8), as the Black Capapace allows Space Marines to 'feel' through their armour, as if it was skin...

Proficiencies are heavily altered, as befits the universe and training (Auto, Las, Exotic, Class: Heavy, Class: Assault(Circumstantial on class), Indirect, Tank, Simple, Powered, Force). Classes have benefits and limits placed on them with equality; the basis being 'more uberness = more responsibility". The Action Point system, as well as vitality/wound damage are used, and 'dark side' points have a better system with which to track the players. In regards to armour, it protects against VP damage too - fear the Marines! And yes, it expands to Epic levels (how could it not?), and is very prestigue class heavy (only 2 human classes expand to 20 levels, the IG and the Adeptus Sororitas, as a member never leaves).

Next are Orks and Tyranids, as well as completing Psykics (Easy to use, but full of risk and damnation for both user and possibly party). Anyone native to Perth, Australia (yup, we have the internet now ;)) is encouraged to reply, as I'm looking for a 3rd group to assist in playtesting.

Any criticism/thoughts/design requests (done the vehilces)/etc is more than welcome; I do intend (in not-so-near future) to publish the collected work as a fan-volume for D20 modern (copyright stuff), assistants/well-wishers can at their discression be noted as playtesters.

'Both Emperors deplore The Alien, are powerful psykers, and have many minions at their disposal. Only One has continued this for 57 millenia".
#437

Skrittiblak

Aug 25, 2005 2:04:05
Darth Ralius: Have you check out my d20-40k as a source for ideas by the way?

That's what most of the thread is about. ;)
#438

zombiegleemax

Aug 25, 2005 2:57:23
I must say...I like Darth Railus' stuff!

Bwahahaha...it does Metric!!!

The ideas of the old Racial pre-req.s for SMs is excellent!!! It nicely reflects the fact that they're pre-selected for ability before the first implant...


BTW, what are those Two Emperors?
#439

zombiegleemax

Aug 25, 2005 3:03:14
In the same sense. Why does the Imperial Seal/Eagle have two heads? Especially if the Imperium hates mutants?

I say double-headed eagles are mutants.
#440

ikkaan

Aug 25, 2005 6:25:39
Yesterday i saw Sin City (please note that this is just a reference, don´t hijack this thread or we´ll send the inquisition...) and the first time marv is rampaging out of the hotel i thought that this is the perfect embodyment of a wh40k space marine (not the top-notch type but a hardened veteran). Strong, nearly indestructible, always having the will to fight on, a brawler without fear. I could imagine rourke playing the part of dorn (similarly masked as in sin city) in a (hypothetical) 40k-movie, bashing though a mass of traitor marines, chainsword buzzing though torsos of a screaming chaos marine, a bolter coughing its load in the general direction of the enemy, his face covered in blood - silently his thoughts as a voce in the background "For the emperor. I bring death in your name...father."

Sorry, it just took me over. Proceed.
#441

darth_railus

Aug 25, 2005 20:12:29
Ok here goes:

1: yes, I did look at your (Skrittiblak's) collected work saw some interesting diff's and things in common.

2: I use the racial pre-reqs to keep things in check; my players/playtesters unanimously agreed that Space Marines are NPC's. I use alot of 0-lvl Prestigue classes to reflect varients on classes (for example, the Imperial Officer, with the selection of a single feat @ 1st level, becomes the Imperial Commissar).

3: the Two Emperors: The Emperor, and Emperor Palpaltine (funny, but seriously, he's not old enough ;) )

4: I used metric, as Australias D20 books are in Metric. Are the SW D20 books in the US in Imperial?

5: The Imperial Aquila (Eagle) has a specific design: each 'spoke' from it's wings represents on Imperial Organisation: The Administration, Inquisition, Adeptus Mechanicus, etc. The design is pre-Heresy: The right Head represents the Emperor, the left is was Horus. After the Heresy, the left head had it's eye closed to represent Horus' betrayal.

6: Want a good 40k movie? Reportedly, it was a group of British fans who wrote the script for Event Horizon, basing it's flight as the first warp flights (notice: no Navis Nobile navigator), and documents the shennanigans that follow.

7: have been working on psychic powers; making then skill-based (similar to force powers). Will post playtesting results when completed.
#442

zombiegleemax

Aug 25, 2005 22:06:54
4: I used metric, as Australias D20 books are in Metric. Are the SW D20 books in the US in Imperial?

d20 modern books are in imperial measures (and the five foot blocks of goodness), while our SW d20 books are also in metric measures (2 meter blocks of amazing). Skiritti's conversion however was designed off the d20 modern game (this is the d20 modern forums after all)

5: The Imperial Aquila (Eagle) has a specific design: each 'spoke' from it's wings represents on Imperial Organisation: The Administration, Inquisition, Adeptus Mechanicus, etc. The design is pre-Heresy: The right Head represents the Emperor, the left is was Horus. After the Heresy, the left head had it's eye closed to represent Horus' betrayal.

Wow, thanks, I did not know that.

7: have been working on psychic powers; making then skill-based (similar to force powers). Will post playtesting results when completed.

Strangly enough, this is one the reasons I don't play SWd20, I don't like how force powers are handled. (I also didn't like how the old psionic system for D&D was handled, what with the stat pre-reqs)
#443

zombiegleemax

Aug 26, 2005 2:50:29
The books over the Tasman certainly aren't in Metric!

I had thought that the Imperial Eagle was just an outgrowth of the old Imperial Eagle of Byzantium (i.e. the one on the albanian flag...etc.).

Where'd u get that bit of fluff?
#444

zombiegleemax

Aug 26, 2005 3:32:12
Lets do a small exercise, let list them organizations. This would be a great list to have anyway, if anyone knows the offical names. That rocks.

Adeptus Astartes
Adeptus Mechanicus
Adeptus Sorista (spelling?)
Administration
Inquisition
Imperial Guard (and Navies and other military arms)
League of Blackships
Navis Nobilite
Offico Assassinorum (spelling?)

Any more?

EDIT: Curse you tripod! Thrice-bedamned warpspawn!
#445

toptomcat

Aug 26, 2005 20:17:39
The various Orky Clans...
#446

zombiegleemax

Aug 26, 2005 20:32:54
The various Orky Clans...

Imperial organizations.

Would the High Lords of Terra merit a spoke? Or are they part of the Administratum?
#447

darth_railus

Aug 26, 2005 20:54:34
Adeptus Mechanicus - Self Explainitory.
Adeptus Terra (often refered to as the Administratum) - Buerocrats.
Adeptus Ministorum - Priesthood.
Adeptus Custodites - Emperors Guard.
Adeptus Arbites - Equivilent of the FBI.
Adeptus Astra Telepathica - Psykers.
Officio Assassinorum - Self Explainitory.
Adeptus Astartes - Space Marines.
Adeptus Sororitas - Sisterhood.
The Inquisition - Emperors Agents.
Imperial Army - The Emperors Hammer.
Imperial Navy - The Emperors Fleet(s).

I think that's all 12. Some will point out "There's 18 spots" - there are 12 High Lords, whose stations are represented on the Eagle:

• The Master of the Administratum
• The Inquisitorial Representative
• The Ecclesiarch of the Adeptus Ministorum
• The Fabricator General of the Adeptus Mechanicus
• The Grand Provost Marshal of the Adeptus Arbites
• The Paternoval Envoy of the Navigators
• The Master of the Astronomican
• The Grand Master of the Officio Assassinorum
• The Master of the Adeptus Astra Telepathica
These nine posts are virtually sacrosanct. Should they become empty due to death or retirement, it is usual for the successor to the title to become High Lord. The position of Inqusistorial Representative is not held by any specific Inqusistor, but the seat is retained for whichever individual is sent on behalf of the Inquisition. Similarly, the place of the Paternoval Envoy is open to whoever might be the Envoy of the Paternova of the current ruling family of Navigators. The remaining three posts are most likely to be filled from amongst the following mighty officals:
• Lord Commander of the Segmentum Solar
• Lord Commander Militant of the Imperial Guard
• Cardinal(s) of the Holy Synod of Terra
• The Abbess Sanctorum of the Adepta Sororitas
• Captain-General of the Adeptus Custodes
• Chancellor of the Estate Imperium
• The Speaker for the Chartist Captains

Where do I get the fluff - :D played this game far too long.

As for the Psyker powers/force powers - the one I use is similar, but also reflects the danger of using Psykic powers (critical failure, unless the char has the feat 'soulbound'...etc). It also reflects the tax on the body by using such powers (using the VP/WP system aswell).

Any fluff qns? never been stumped before... ;)
#448

zombiegleemax

Aug 26, 2005 21:40:00
Allright, hear is one I've heard rumours about.

Is Robout Guillman, the Ultramarine Primarch and author of the Codex Astartes really dead?

One source said that ever year his wounds in the statis field seem to be recovering, while another says all the statis field does is make sure his body does not decompose.
#449

darth_railus

Aug 28, 2005 5:57:21
His body is in a 'different' statis field to The Emperors: The Golden Throne also needs to link to the Astronomicon, etc. It is reported that many of the thousands of the devoted that visit the Hall of Heroes on Ultramar claim to see the wound on Roboute's neck heal (although no visible healing has been detected in the thousands of years he has been interned).
#450

Skrittiblak

Sep 04, 2005 7:36:14
On the Modern boards someone linked this site.

It's in French and based on D&D 3.5 rather than Modern / Future but its easily the most complete and most elegantly put together set of d20-40k PDFs I've seen.

This puts any work I've done to shame. Perhaps we can all work on translating this some time.
#451

ikkaan

Sep 05, 2005 4:51:28
1.) It´s in French...
2.) I find that the d20 modern-system is far more modular than the 3.5 system. My 5 cents.
3.) I´ll try to read it, but since i´m not fluid in #1.) i´ll not be able to make sense of it.
4.) It looks nicer than your pdf. Nevertheless we will never have problems with copyright since the d20 modern wh40k pdf does not use copyrighted images.
But the goal is clear: We need better formatting
5.) Nobody will put your work to shame. Ever. Congrats from my group which is playing fine with the ruleset. But we´re not in powerplay, so we have pretty low level chars at the moment...
4.) It hurts my eyes if i see someone displaying swords the wrong way. First he places the edge downwards. Second, he places the wakizashi on the lower stand. Third, the sageo (the cord wrapped around the saya [sheath] is bound in a way used only for display which means he´s not actually doing something with these swords or he doesn´t know better).

PS: How the hell can anyone with some common sense write all of this in french ? No offense on france or its language, but it would be like if someone had the idea of writing a supplement in zulu. I locks the majority of the roleplaying-community out.
#452

ikkaan

Sep 05, 2005 19:56:33
See what i made the last four hours. I´m going to bed now, i´m really tired

Star Map [1.4 MB ZIP]

(Before anyone says something: i found the background image on the web and found that the milky way has five arms: Sagittarius, Centaurus, Cygnus, Perseus and Orion. The images in the Codexes are somewhat different...sometimes an arm missing or only three...difficult. The Map is the closest thing i could make. I´m sure there are errors and i should probably change the icons for different types of planets.-> future project).
#453

jediranger

Sep 05, 2005 21:59:57
Hey I just recently got into the Warhammer 40k game and I think it looks pretty good. I really appreciate what you've done Skrittiblak. Just wanted to thank you for it.

I do have some postive comments though.

While looking through the recent Space Marines minis on here, I came across the Ultramarines Tyranid Hunters.

Just a Idea for stats would be Strong 3/Tough 3/Fast 3/Bug Hunter 3.
Maybe NPC stats for the Dreadnought like the Tau XV88 Crisis Suit. Strong 4/Tough 4/Dreadnought 2 maybe.

Again I really like what you've done. Great Job. :D
#454

gavinfoxx

Sep 05, 2005 22:16:35
I think D20 Modern is better for this than D&D 3.5... better use of class progression, rather than "here's some classes all the way to 20, but if you want to be at all powerful, you're better picking and choosing a bunch of classes and prestige classes, but that messes up the flavor and everything, so you shouldnt do it, even though its more powerful..."

ARRGGHHH

Anyway, I think you should take inspiration from this guide, but you probably want to take a look at their ideas and do your own ideas anyway, cause I think yours is better...
#455

ikkaan

Sep 08, 2005 17:18:48
The 40k-starmap is updated...link

If you like this map, print it out and pin it to your wall...i´m going to sleep now...too tired.
#456

zombiegleemax

Sep 08, 2005 22:10:56
Your map, for lack of better words:

"rox0rs my box0rs!oneoneone"
#457

zombiegleemax

Sep 09, 2005 5:59:47
May just be me, but having just gone thru some of my old Inquisitor articles in WD, and on the net, seems the best way to do D20 40k w/out needing an army...(lets just say they went into a warzone against my judgement-I GM with a loose hand sometimes), is to have the party running as an Inquisitor et. co. Put the most experienced player as the Inquisitor, and have other players flesh out the reutine (sp?). Or, the other two ideas were...Deathwatch Kill Team, or Terminator squad in a Hulk Clearance(a 40k dungeoncrawl...think someone might have suggested that...).
#458

duke_qa

Sep 09, 2005 11:41:33
its one of the options. the biggest trouble with the 40k universe is that not everybody knows how it really works when theres not war. and war is more or less what goes on in the tabletop.

problem is that roleplaying doesnt focus on war in the same way as the 40k tabletop does(a bit more commando and social interaction involved here). So if you want something interesting, you need cultural information about the imperium, people, races etc etc which isnt too relevant to the tabletop 40k, thus not prioritized too much.


playing a game with an inquisitor is ultimately one of the best ways of running a game of 40k rpg. inquisitors have a job to protect the imperium from the dangers that lurk in the dark of the galactic void. the way they do the dirty work depends on the situation, either by manipulation of people or through brute force. secrecy is important for inquisitors as the enemies of the imperium are legion, and can strike from any direction through any means. a threat to an inquisitor doesnt need to be a threat to the imperium. its the ones who are a threat to the imperium that are the main worries to inquisitors.




anyway, there are plenty of other possibilities aswell;

hive-city gangs; fight your way up from the slums and build social networks with the guilds and houses of the hive city for trading. knowledge is key, know who has found a ancient piece of archeotect and when they're selling it, or learning that another gang is sneaking in for some loot and pillage on your turf, is vital for survival. ruthless instincts and grim determination will bring you up on the food-chain.(search for necromunda, should have all the rules you need to think up a good way of doing this)

space looters; rogues, looters and pioneers which travels in makeship sub-interstellar spaceships to excavate valuable scraps of metal from ancient space-battles centuries past, hit and run on trade-ships which arrives from the warp, or investigating space hulks for ancient technology or knowledge. live on one of the asteroids which has been inhabitated for millenia by people who doesnt bother too much about the laws of the imperium. Or create your own base of operations where you let people to stay for trading or social interaction, you never know when a old man with some ancient map for lost wealth might drop by looking for muscle to help him out.

explorers/rogue traders; fly into the unknown with pioneers from other planets to start new colonies for the imperium. the imperium stretches a million planets, but all those stars combined wouldnt barely light up enough to be seen from outside the galaxy. man must always go to enlighten the dark and unknown places of the universe. explore and categorize systems and habitable for the imperium, then bring people in for colonization.


there are ton's of stuff one could build on here. please make your own if you have some, i prolly could have made a few more...
#459

Skrittiblak

Sep 09, 2005 17:33:01
The 40k-starmap is updated...link

If you like this map, print it out and pin it to your wall...i´m going to sleep now...too tired.

THAT MAP IS AMAZING!

I'm going to host it on the page tomorrow morning. Truly brilliant stuff. I bow to you.
#460

ikkaan

Sep 09, 2005 19:11:15
Hi Skritti, long time no see :-)

No Problem, though i´m going to make this also as an imagemap with mouseovers and little infoboxes showing the most nessesary info about the marked systems...but the map underwent some changes...hopefully it will be done soon:

corrections:
- death planets are now dead planets
- tyrian is now tyran
- hivefleet leviathan now has an arrow to better show its vector
- gryphonne iv position changed
- Dioscis Theta (Squat Homeworlds) position changed
- corrected position of the veiled region

These were major concerns, i think now it looks plausible.
#461

darth_railus

Sep 09, 2005 20:26:41
First, great map. Really needed one - about to start on warp transit rules/system (I'm not fond of SWD20 hyperspace rules, they don't quite work for me).

Secondly, I have to agree that the way Inquisitor encourages a narrative style of game suits an RPG better, with 'standard' characters (an Inquisitor, desperado's/fanatics, etc). A PC party comprising Space Marines really works against the basis of a WH40K RPG - that the 'unseen' servants of The Emperor are just as important as the mighty Adeptus Astartes. When you consider it, the Adeptus Astartes come in 2 colours: Black and White (far too resolute to sit on the fence), while an Inquisitor, or a Rogue Trader (remember them :D ) have alot more shades of grey, and therefore more Role-Playing opportunities. I say (frequently and often) if the PC's want to run a xenocidal SM kill-team, encourage them to play the table-top game. It also adds to the 'cinematics' of the game, and a WH40K RPG is a strong cinematic game - underdogs trying to overcome huge odds or die gloriously, etc.

Third, to those of you in the US, is there a strong anti-40K sentiment in the gaming communities over there? I've spoken to a few US residents about other gaming-related concerns, and they were all very strongly opposed to Games-workshop as a principal, without being able to give a concise reason (I assumed that they didn't appreciate the pricing structure, however they played Magic).

Forth: could I please get some feedback on the rules my group uses for charging: in 40K and Inquisitor, charging is usually the better option, while in D20 recieving a charge tends to be better (unless you have Dire charge, etc).
With this in mind, as well as the expectancy of squad-level combat (again, fine balance between playing an RPG and the table-top game) I created some rules to add to the cinematics of an assault (we relly needed them when my PC's took part in a city-fight campiagn, where assaults are more practical than shooting through dense cover).

My rules for Charging and Fear are as follows:
(If you guys wanna use 'em, fine, but please acknowledge 'em - a) we worked hard on them, and b) there still in testing! ). Also, please note that some additional rules are needed for this, I will endevor to brief these as an appendix. Again, these rules are home-brewed, use 'em with respect.

Charging: when units collide (single character or a true unit), the squad leaders attempt to 'psyche' each other to gain an advantage. The charging unit Squad Leader makes a charisma check, with any modifiers for being fear (see below), etc with an addition of +2 per member of the unit (this +2 increases by their INVERTED size modifier ie +1 for large creatures (total = +3), and -1 for small creatures (total = +1).) . This sets the DC for the opposing squad leader, whom makes a will save on behalf of the squad to hold their position (adding modifiers from race/class, unit size (+2/member, increased by the Inverted Size modifier rule, etc) (certain units, such as one possessing a Commisar, will be able to hold on regardless, due to racial/class bonuses, etc). Compare these results: if the defender FAILS by 10 or less, the squad suffers a -2 penalty to all rolls in the ensuing combat. If the defenders fail by more than 10, the flee (again, a Commisar has the option to change this as a class bonus). The cowardly fleeing takes place LAST, as the squad is shaken by charging, impending doom. the charging unit gains their normal charging bonuses (including bonuses for Furious charge, etc), in ADDITION to an attack of opportunity on the poor fools whom are fleeing ie: attack of opportunity, then full charge attack. The defenders are running, they do not get to attack this round. Yes, this does spell doom for the defenders, HOWEVER, if they do survive, standard combat continues (the defenders do NOT suffer the above -2 penalty to rolls, as they may just believe that they can pull this off...).

If the Defender WINS the 'psyche-out' roll, they gain a standard action before the charge is resolved - they can use this to lure the squad into an ambush, or just plain lay into them. The defender automatically gains initiative for the first round of combat.

Let's say 12 traitor guardsmen, over-zealous in their Martial Pride (ie Khorne followers) want to charge into 6 waiting Tau on a hill. The squad leader (+1 CHA, +(11*2 for ADDITIONAL members) = 23+D20 roll of 9 = 32, -2 going uphill = 30) attempts to psyche out the Shas'Ui leading the squad (Will = +5, +12 (six TOTAL members), +4 (Bonded Feat) + higher ground (+2) = 23 + D20 roll of 12 = 35. The poor traitors expect to get cut to ribbons by pulse rifle fire, when the Tau fall back behind cover, to let their Kroot allies countercharge.

This set of rules may seem overly complicated, but I feel they reflect the nastyness of close-quarters fighting in a futuristic setting, where ranged weapons go hand-in-hand/talon/claw/tenticle with melee weapons.

Fear:
[ I use several levels of fear, usually racial in nature, to represent a critters combat aura:
Natural fear (such as from Orks, Marines, Ogryns, 'nids - any 'big' etc) imposes a +/- 4 mod (always in favour of the possessor of the talent),

Unnatural fear (Daemons + other Warp entities) applies the same modifier cumulativly: ie, the Avatar of Kaine gets +8 to its Charisma check when charging Guard, while they suffer -8 (ouch!). Please note: Orks, 'nids, and Marines (both loyalists and traitor) are immune to Natural fear.

The last level of fear is Absolute fear - checks automatically favour the possessor of the talent (pariahs are about the only possessor of a talent that scares Greater Daemons).].

Ah. All done
#462

zombiegleemax

Sep 10, 2005 0:07:35
if ya dont mind, im gonna steal some o these rules and classes for my apocolypse game. i would make a 40k game, but my friends are anti-tabletop wargames
#463

Skrittiblak

Sep 10, 2005 7:44:49
Lim'Dul: I don't mind at all - that's why they're there. If I didn't want people to use my advanced classes I wouldn't put them online. :D

Darth: Interesting rules. The charging rules seem only applicable in squad vs squad combat - I wonder if in an RPG that occurs that often. The fear rules seem a very good idea (I can never find good ways to introduce effective and realistic fear rules) - I wonder if orcs should really be immune to fear though. 40k-wise they have the same Leadership as humans, certainly the book suggests an Ork may be overwhelmed with panic. As a race genetically engineered for war they must surely have a minimal instinct for self preservation.

On the other hand Orks don't feel fear in large groups though (they have that cooperative psychic aggression thing) so maybe a special rule about groups of orks instead of orks in general.

Ikkaan: I actually have the official 40k map and I think yours feels much more real. Tell me when you get it done and I'll host it on the d20-40k site.
#464

jediranger

Sep 10, 2005 14:35:59
Here is one of my NPCs in a small rpg game I plan to run. Just thought I'd share. I know theres probably a few mistakes but don't rip me up for it.

Brother Cassius
IMAGE(http://relicuniverse.com/albums/dow_concept_art/ultramarinecommander.sized.jpg)
Space Marine Sergeant (Strong. 2/Tough. 2/Fast. 1) CR 9; Medium Sized human; HD 2d8+10 and 2d8+10 and 1d10+10; hp 47; Mas 25; Init +4; Spd 30ft; Defense 21, touch 22, flat-footed 18 (+4 dex, +8 class); BAB +4; Grap +9; Atk +9 ranged (2d10+1 mastercraft boltgun) or +9 Melee (2d8 Chainsword);Full Atk (4d10+1 Burst Fire Boltgun) ;DR/DRT: 18/+4; Reach 5ft; AL: Ultramarines Chapter,Leadership +2; Fort +9, Ref +6, Will +3; Ld +0; Str 21, Dex 18, Con 20, Int 15, Wis 16, Cha 13.
Background: Mining World (Intimidate,Drive)
Skills: Balance +9, Climb +8, Drive +5 ,Investigate +8, Intimidate +5, Jump +8, Knowledge (space marine) +7, Knowledge (Imperial) +7, Knowledge (warp) +7, Knowledge (chaos) +5, Listen +5, Sense Motive +7, Spot +5, Survival +5.
Feats: Armour Proficiencies (light, medium, heavy), Pistols Proficiency, Longarms Proficiency, Advanced Melee Weapons Proficiency,Burst Fire, Power Attack.
Posessions: Tactical Power Armour (stat and skill bonuses included), Mastercraft Boltgun (+1 to hit) with 39 rounds, and Chainsword.
Racial Special Qualities: (Ultramarines)The Ultramarines and their succesor chapters gain a +2 bonus to Leadership because their’s is one of the most influential chapters.
#465

Skrittiblak

Sep 10, 2005 14:44:47
Hmmm... I don't think he has enough feats. Space Marines automatically get all of the following:

Armour Proficiencies (light, medium, heavy), Pistols Proficiency, Longarms Proficiency, Advanced Melee Weapons Proficiency.

So you've given him Advanced Firearms but he should have an additional starting feat (2 starting feats like human) and a 3rd level feat.

Maybe Point Blank Shot and Double Tap? Or perhaps Burst Fire and something else (Power Attack for some melee punch?) since he has taken Advanced Firearms.
#466

darth_railus

Sep 11, 2005 6:06:34
Skrittiblak: Yeah, squad vs squad. It doesn't happen often, but it does happen (a unit of traitor guard vs the PC's, for example). Orks are immune to fear: they were the result of eugenics to create an efficient race to combat the necrons. They just don't comprehend fear. Their leadership stat in the tabletop game reflects their..... mental prowess. It's less of a fear, more of a "lets get more boyz" thing. It is rumoured (and nothing more) that in their revised codex, they may have a rule similar to "And They shall know no fear", based on their squad size (their fearlessness is based on their numbers).
#467

Skrittiblak

Sep 11, 2005 9:04:24
Yeah, yeah. I know the new history of the orks (and the older, sillier one with the Brain Boyz) and know that they're genetically engineered for combat. But sometimes running away is the right thing to do. Engineering a 'fear' instinct sort of makes sense.

Gorkamorka talked about Orks that lived alone as being really insecure. Orks need to be in mobs to feel tough. I think that an Ork faced with even a half-dozen termegants would flee and run if he didn't have some boyz with him.

Plus at the end of the day a solo ork boy does have a leadership of 7 in 40k. So on his own he's not much braver than a man stat-wise.

But that's just my opinion. ;)
#468

zombiegleemax

Sep 12, 2005 5:04:03
Brain Boyz=Old Ones (or, technically, Slaan...but...).

If you think that was silly, Goffik Rokkers (sp?) were an Ork troop type, I believe...

The map (although I haven't checked it in a while) sounds good, and most certainly was when I was last there.

Marines probably should keep to being NPCs-where's the roleplaying in charging at the enemy yelling "FOR THE EMPEROR!!!" ?
#469

ikkaan

Sep 12, 2005 7:14:40
The Brain Boyz are not the Slaan...they are an extinct orkoid form...
#470

ymdar

Sep 12, 2005 7:21:20
The 40k-starmap is updated...link

If you like this map, print it out and pin it to your wall...i´m going to sleep now...too tired.

Cool picture.
#471

Skrittiblak

Sep 12, 2005 15:06:22
The Brain Boyz are not the Slaan...they are an extinct orkoid form...

That's right. Actually in the 2nd ed fluff they gave you the impression that the Snotlings were actually the brain boys before they discovered hallucinogenic mushrooms or some such rubbish that made them all really stupid. I must admit that while sometimes I miss the silly orks of 2nd ed the more menacing orks of 3rd ed are way cooler IMO.

In any case in the Necron codex they make it clear that the new story line is that the Old Ones genetically engineered the Krork race to be their front line soldiers against the Necrons.

It's funny because the race of Eldar were also genetically altered by the Old Ones to be the psychically perfect race. This means that in the new story line Eldar and Orks once fought side-by-side.

Weird.

EDIT: Of course we all know Orks wuz really made by Gork and Mork wot gave da boyz dere 'ardness and dere cunning. Dat iz way 'umies don't stand a chance and da boyz iz gonna stomp da ooniverse flat!

-Sorry, got carried away.
#472

jediranger

Sep 12, 2005 15:28:52
Is anybody playing a Warhammer 40k rpg game?
#473

ikkaan

Sep 13, 2005 3:29:17
Is anybody playing a Warhammer 40k rpg game?

Have you read the thread ?
#474

darth_railus

Sep 13, 2005 3:45:58
The brain boyz were the snotlings, until the ork troopers consumed the 'fungis of knowledge', a mushroom that activites genetic material in all greenskins granting the appropreate knowledge, hence the randomness in orks for 'brainboyz', suck as the Mekboyz, Painboyz, etc - all random genetics.

>It's funny because the race of Eldar were also genetically altered by the Old >Ones to be the psychically perfect race. This means that in the new story >line Eldar and Orks once fought side-by-side.

It's apparent from the fluff that the Eldar don't hate the orks as much as humans; they accept their existance, almost tolerating them - I guess they know and understand why they are in the universe.
#475

jediranger

Sep 13, 2005 13:50:08
I have I was just wondering how peoples game have worked out.
#476

Skrittiblak

Sep 13, 2005 15:37:53
I have an archive of a 40k game I ran on Real Adventures for about a year. It's kind of interesting. Somewhere on this thread I have some simplified DR rules. I think in terms of pure gamespeed (and maybe even balance!) these are actually better to the ones on the website.

But ultimately a game like d20-40k relies on a careful and prepared GM. Like D&D there is plenty of room for dangerous high-level play (both unbeatable heroes and unkillable monsters). To challenge your PCs without annhialating them requires for you to check that the type of Monster you are using is a fair challenge above and beyond the CR.

Eldar psykers are more powerful if the PCs have no psykers of their own (no dispels). Daemons are more potent if the PCs have no daemon-slaying weapons (because of the daemonic damage reduction). Like in D&D you have to make sure you don't mismatch and end up with half your party dead.

Preparation is the key.

Also good story-telling. Don't fall into the trap of making the story too black and white Chaos vs Imperium. Don't be afraid to mix it up a little or challenge the background - its YOUR game and YOU are the GM. The world is secondary to your opinion of it and don't let players that know the world better than you (and there may be such) tell you what is what.

I've seen this more in Forgotten Realms than in d20-40k (probably because I'm pretty darn familiar with 40k) but I can imagine this being a problem if your players are bigger fans than you are.

Remember YOU are the boss.

So to summarize my checklist to good d20-40k gaming would be.

1.) Fair challenges (prepare before hand).
2.) Good (non black and white) story telling. Make it interesting.
3.) Don't be afraid to challenge the setting. Remember GM is KING.
#477

darth_railus

Sep 15, 2005 7:00:58
Your guidelines are intersting: the 3 guidelines your group used are similar to the ones my group decided upon, with a few (large) chamges:

1.) Fair challenges (prepare before hand).
I was asked to run the game in theme with the universe, therefore, the challanges are as rough and real as the universe itself - no pulling punches with CR garbage (Old school gaming here).

2.) Good (non black and white) story telling. Make it interesting.
Lots of moral reasoning, shades of grey, etc. Leave the point-and-click killing for PC RPG's.

3.) Don't be afraid to challenge the setting. Remember GM is KING.
My players hold the canon of the 41st mil. very close to their hearts (several employees in the game, you see...); while it is left for expansion, NO ALIEN SPACE MARINES!!! (seriously, even out of game, they will class those whom suggest it as a heretic).

The majority of encounters have been human in nature - forcing heretics from a planet, rival Inquisitors, Underhivers, etc. One encounter with an Excorcist, that needed subduing (subdue a space marine.... was memorable), one daemonhost whom had taken control of a facility, and escaping a disintegrating hulk while evading stealers. Not too much focus on the xenos, rather, the many shades of grey within the Imperium (the name we gave our system).
#478

Skrittiblak

Sep 15, 2005 13:39:22
NO ALIEN SPACE MARINES!!!

I said "challenge the game" not "spit in its face and stomp on it." I agree - no alien space marines. :D
#479

duke_qa

Sep 15, 2005 18:39:14
depends on how he did it, they could be infected by some sort of tyranid critter who eats peoples brains and takes over the bodies. also, enslavers are known to control people after what i know. chaos is naturally not human, i would define daemons as a alien species which is more remote from most physical species, but ironically often very closely connected to them.
#480

zombiegleemax

Sep 15, 2005 21:35:51
Wait, aren't Tyrant Guards (Or w/e) derived from Space Marine genestock? I know Zanthropes (sp?) are from the Eldar genestock.
#481

Skrittiblak

Sep 16, 2005 10:39:11
I think they are the Tyranids effort to replicate the effectiveness of marines (who are encased in ceramic armour). The actual genetic material probably comes from some kind of turtle-like animal. (Marine genetic material wouldn't really work well for growing a crusty shell since the crusty shell of the marine's is artificial.) But that's more of a personal opinion than hard canon GW fact.
#482

zombiegleemax

Sep 17, 2005 4:58:54
There is speculation amoungst Imperial Xenobiologists, that Tyrant Guard are indeed based on marines (kinda confirmed in the ChAp talk w/the designers after the 3rd Ed 'Nid 'dex). However, such speculation is suppressed, as...if the 'Nids can and do use Marine genetic stock, they are in effect using the Emperor's genetic stock...
#483

Skrittiblak

Sep 18, 2005 4:56:06
You're correct. I'm not disagreeing with you. I'm uh, challenging the system, like I encouraged earlier. I just like to think that the Tyranids are emulating human tactics by biological means.

But yeah, you're right, the fluff supports the fact that Tyrant Guards have Marine genetic material.
#484

darth_railus

Sep 21, 2005 4:53:50
nothing wrong with nids+marines, they are the same universe. It's the concept of a WOOKIE space marine, and the lame-arse justification used that got up my goat. Heresy, I says....
#485

duke_qa

Sep 21, 2005 18:12:46
well, you could just say it was a space wolf with a bit too much wulfen in it :p
#486

zombiegleemax

Sep 21, 2005 18:27:17
Sorry to get off the topic of wookies (btw, I skimmed the thread and couldn't see where this came from?)

I was just curios as to how old the pdf version is now? I'd like to start printing some of it off so it's easier to prepare a game, but I'd be good if it wasn't too old by the time I get around to it.

Also, I've noticed a few things while making some npc's. There is a lot of mention of an aircraft operation feat, yet there is none listed in the feat section.. the same thing with some of the skills.. Actually I think the answer may have just occured to me; do we look in the modern book for that feat and the missing skills?

If we're trying to make a gun pilot, it seems a bit..repetitive to have to get the aircraft operation feat, and then the starship operation feat for the same class (ultralight, etc). Would it make sense that there be one feat, that would allow you to use aircraft/spacecraft of the same class; for example if you have ultralight and light aircraft operation feats, the feat I propose would allow you to operate ultralight and light spacecraft...
#487

zombiegleemax

Sep 21, 2005 18:38:20
Personally, I would have the Spacecraft Op feat superced the Aircraft Op feat. A space pilot has to worry about the Geller fields, spatial stuff, and everything a normal pilot has to do.
#488

zombiegleemax

Sep 21, 2005 19:11:07
It's really hard to simplify things like this, I'm actually from a flying background and given its a fictional setting, I don't know how well simply having the feat totally superceeded would balance out since IMO there are a number of things that may not be taught for spacecraft operation that otherwise would be in atmospheric flight; but then again with a decent enough pilot skill one should be able to be cope.. (Which I guess kinda hints at having some kind of feat or else facing a skill penalty)
#489

ikkaan

Sep 22, 2005 4:27:27
Flying Starships means flying a starship in all conditions. A Pilot with the Starship Operation Feat knows how to fly a starship in athmospheric conditions (the Aircraft Operation Feat can not be applied here as it isn´t an Airplane). Someone with the Starship Operation Feat does not know how to fly an Airplane since he lacks the Knowledge of how to safely fly something that is not using brute force of thrusters to propel it forward and he is not proficient with the more direct controls of a cessna or ultralight.

Characters with the Aircraft Operation feat cannot fly a starship, not even in athmospheric conditions. Twice as many controls and no idea what to do.
#490

zombiegleemax

Sep 22, 2005 4:46:29
So what then constitutes an aircraft in the 40k world? All the flyers from the game have been listed as spacecraft...
#491

darth_railus

Sep 22, 2005 4:54:32
Through the Praxeum sub-forums, there was a chick who was delighted that her GM allowed her Wookie Space Marine (complete with Bolter) in a game. I'm all for freedom of choice, but seriously...
#492

zombiegleemax

Sep 22, 2005 9:39:20
So what then constitutes an aircraft in the 40k world? All the flyers from the game have been listed as spacecraft...

That's because most thing in wh40k can work in space. However, a good example is the Thunderhawk Gunship (or the Imperial Guard Bomber).
#493

Skrittiblak

Sep 22, 2005 17:22:37
Tau and Eldar have a lot of aerial crafts too - and lets not forget my favourite Ork Fighta-bommaz.

I actually plan one day to run a game called Deff Skwadron on the d20 Modern Games forums in which every character has to make an ork fighta-bommer pilot and the team has to go on daring (read 'suicidal') raids.
#494

zombiegleemax

Sep 22, 2005 20:57:35
Gah! Almost all of them are aircraft!
The only ones I can think of off hand htat aren't are the Vulture Lightning, and Valkyrie...and I'm not sure about htose either! Manta...check; Fighta-Bomba...check; Thunderhawk...check; Marauder...check; Thunderbolt...check.
#495

zombiegleemax

Sep 22, 2005 21:49:16
As a continuation of my thoughts in my previous post:

A lot of ships are able to achieve escape velocity! Does anyone know what types of engines they use? Fusion/Fisson?
#496

Beleriphon

Sep 23, 2005 0:40:56
Gah! Almost all of them are aircraft!
The only ones I can think of off hand htat aren't are the Vulture Lightning, and Valkyrie...and I'm not sure about htose either! Manta...check; Fighta-Bomba...check; Thunderhawk...check; Marauder...check; Thunderbolt...check.

Spacemarine Thunderhawk drop ships are designed to be launched from battle barges and can be used to either ferry marines and heavy equipment to the ground, or can be used as boarding ships when assaulting enemy vessels. Outside of the fighters and ships detailed in Battlefleet Gothic GW has made no effort to detail these vessels.
#497

Beleriphon

Sep 23, 2005 0:45:10
You're correct. I'm not disagreeing with you. I'm uh, challenging the system, like I encouraged earlier. I just like to think that the Tyranids are emulating human tactics by biological means.

But yeah, you're right, the fluff supports the fact that Tyrant Guards have Marine genetic material.

Keep in mind that marine genetic material provides more than a heavy shell, it provides increased strength, toughness, and a general level of killiness in the subject. Marines are only barely human, so it follows that tyrant guards are only barely tyranids in terms of genetic make up.
#498

Skrittiblak

Sep 28, 2005 16:00:44
So I recently designed a new Warhammer 40k Nurgle Chaos Army - not that I have a chance to play really any more except summer vacations.

But it struck me that the Liche Lord Terminus from the Privateer Press "Iron Kingdoms" game makes an amazing Nurgle Demon Prince. I was thinking of statting him out for d20 as well to be a BBEG in a possible upcoming campaign...
#499

ikkaan

Sep 29, 2005 3:44:16
More...more...keep it coming.... :D

I worked on the 40k-starmap, you can reach it via the Link in my signature (inset for the eye of terror, shortinfo on mouse-rollover for obscurus systems, cooridnate-counter for clearing up positions)
#500

black_kestrel

Oct 03, 2005 14:15:24
WOW! This is the kind of jiucy forcefield ruling we needed.

I know, I know, there are a lot of complicated rules already - but if simplicity means poor balance, by all means make things complex!

I'll have a look at designing some good forcefield rules using your outline strategy.

I'm particularly pleased at how you've justified having varying feat levels. Somehow the idea that forcefields need activating, know-how and that they make noise(!) really never crossed my mind.

This is really original; and the dodgy mechanics makes for some quality 40k ambient stuff.

Thanks, duke.

Just a thought but you may want to split force fields into three categories:

Defense Bonus (most force fields)
Concealment (for those granting cover saves)
Fortification (for invulnerable saves, though I'd change the progession to light 25%, medium 50% and heavy 75%)

Just my 2 cents
#501

black_kestrel

Oct 03, 2005 14:31:14
And now something completely different. I've always like the 40k setting, but never cared for the war game rules. I picked up Dawn of War a month ago and have been spending a good chucnk of my time playing it. It inspired to look at 40k again and I've developed a soft spot for the Tau. The copy of the d20-40k rules that I have only includes the the Tetra. Having picked up Imperial Armour III the other day I've been inspired to convert some vehicles. Note that I've used the D20 Mecha rules when creating the designs. Also it doesn't follow the d20-40k rules for DRP (mostly becuase I'm not done reading through the file yet)

Name: Hammerhead
Type: Vehicle
MP Cost: 710 MP
Size: Huge (Long 8.2m)
Hit Points: 47 (54 MP)
Occupancy: 3 operators, no cargo (30 MP)
Hardness: 25 (125 MP)
Defense: 8 (0 MP)
Strength: n/a
Speed: Air 70 kph, ceiling 100 feet (119 MP)
Tactical Speed: Air 116m (77 pc scale squares, 8 chase squares)
Initiative: -2 (0 MP)
Manuever: -2 (0 MP)
Special Abilities: Tactical Radio (Secure 1), ECM (Defensive +3), GPS, NBC Filter, Sensor - Low-light Optics, Optics (2 miles), Stabilisation Gear, Targeting System (+1 Railgun and Burst Cannons) (55 MP)
Exotic Abilities: None
Mecha Defects: Hover Vehicle, Noisy, Reduced Endurance (a few hours) Start-up Time (1 minute) (-22)
Weapons
Quantity Name Dam ROF RI Ammo Qualities Restrictions MP Cost
1 Railgun* 8d10 SS 300 ft. 30 Armor-Piercing x2 None 176
- Sub-munition 4d12 SS 300 ft. 15 Blast x4 Alternate Ammo, Less Ammo 13
2 Burst Cannon* 4d10 A 75 ft. 1000 Automatic, Extra Ammo x3 Short Range 160

Thoughts?
#502

zombiegleemax

Oct 05, 2005 19:59:31
Those are certainly some good stats...detailed!

The thread is in excess of 500! Something good must have happened!
#503

black_kestrel

Oct 06, 2005 15:45:29
Those are certainly some good stats... detailed!

Part of that is due to the ruleset I used and the rest is courtesy of Imperial Armor Volume 3. As I look at it the stats, it's no better than a T-72 so expect a revision soon.

Also my copy of Cyberspace came in. Anyone interested in seeing a Skitaari?
#504

Skrittiblak

Oct 06, 2005 16:24:42
VERY!

I still haven't acquired a copy of cyberscape. I suspect it will revolutionize the adeptus mechanicus.
#505

ikkaan

Oct 06, 2005 16:34:58
I had some time to make an inset for the tau empire on the 40k-spacemap (visually unimpressive). I have some problems making a 2D-Display of the 3D-Sphere in the tau codex, maybe someone can pinpoint the errors i made (via pm). I also started to make tooltips for shortinfo in the obscurus-sector, so it is far from complete.
#506

black_kestrel

Oct 06, 2005 16:44:17
VERY!

I still haven't acquired a copy of cyberscape. I suspect it will revolutionize the adeptus mechanicus.

Between Cyberscape and Blood & Circuits - Cybernetics there is everything you'll ever need. Cyberscape for a bunch of very cool gadgets and cyberware. B&C - Cybernetics for some well thought out and balanced design rules. I'll try and post the Skitaari tomorrow or Sarurday.

Ikaan

What software are you using for your starmap?
#507

zombiegleemax

Oct 06, 2005 19:19:57
I really gotta get my hands on Taros!

For the Skitarri (SP?), htey would appear to be normal IG in terms of stats, with the exception of cybernetic enhancement (6+ inv. sv.), and would be better equipped. For those of us in the Asia-Pacific region, we've seen skitarii done in this month's WD. Otherwise, http://games.groups.yahoo.com/group/AdeptusMechanicus/ and http://adeptus-mechanicus.monsite.wanadoo.fr have some good pictures if necessary.

I can't wait for the release of the Adeptus Mechanicus into D20!
#508

Skrittiblak

Oct 08, 2005 6:10:04
Thanks for the links Ryltar. Speaking of units to stat out, apparently the Tau are getting some new units.

IMAGE(http://img.photobucket.com/albums/v739/Vegemighty/Vespid.jpg)

Anyone know anything about these guys?
#509

black_kestrel

Oct 08, 2005 14:27:19
I really gotta get my hands on Taros!

For the Skitarri (SP?), htey would appear to be normal IG in terms of stats, with the exception of cybernetic enhancement (6+ inv. sv.), and would be better equipped. For those of us in the Asia-Pacific region, we've seen skitarii done in this month's WD. Otherwise, http://games.groups.yahoo.com/group/AdeptusMechanicus/ and http://adeptus-mechanicus.monsite.wanadoo.fr have some good pictures if necessary.

I can't wait for the release of the Adeptus Mechanicus into D20!

I've been doing a lot of research and I found several excellent resources, including an unofficial COdex from one of the guys at GW. Unfortunately that means I won't post anything yet. I'm busily assimilating the knowledge I've gained into the Altar of Knowledge. Once that's done I'll post some stats
#510

toptomcat

Oct 08, 2005 14:51:37
Looks...like Tyranids managed to 'assimilate' Tau.
#511

black_kestrel

Oct 08, 2005 15:40:28
It's possible or they could be another alien that the Tua have assimiltated, like the Kroot. If they are Tyrannic Tau I'd guess that the absolute obedience inspired by the Ethereal caste must over-ride the control of the Hive Mind
#512

Skrittiblak

Oct 08, 2005 15:53:58
Hehe. I think they just look tyranidy because of the bug-like carapaces and their stingers.

In fact Vespid clearly comes from the Italian (maybe Latin as well) Vespa for wasp. The stingers, feet and wings suggest these aliens are basically big bipedal wasps.

I suspect they'll have some kinky story to them but basically I suspect as Kestrel points out they are a race like the Kroot or the enigmatic Nicassar (and their pesky Dhows) that have become part of the Tau empire. With all these new races the Tau are rapidly becoming a "Dogs of War" army, which is cool because I always wanted to see something like that in 40k.
#513

zombiegleemax

Oct 08, 2005 20:46:09
I saw some pictures/explanation of them a while back.

Apparently they're supposed to be "marine-killers" in function...I suppose that means they're tough w/ good weapons.

Ah well, I suppose we'll just have to wait for the Tau Empire codex later this year (I think...) .
#514

Skrittiblak

Oct 09, 2005 2:34:16
I was actually hoping for a revised Eldar codex before a redux on the more recent Tau codex. Ah well...
#515

black_kestrel

Oct 09, 2005 3:24:00
Hopefully the new Tau Codex will help fix thier appalling weakness in melee. The Kroot are nice, but even Imperial Gaurdsmen carry close-combat weapons. You'd think with all the material that says the Tau are learning from from thier engagements with the Imperium that they would be inteligent enough to add bayonets to thier pulse rifles/carbines.
#516

duke_qa

Oct 09, 2005 19:55:46
i personally think that giving tau more close combat weapons would make them unbalanced compared to other races, because the already got some of the nastiest ranged weapons in the game. if they are to become too good at close combat, the other races are in for some trouble.



curses, i who was hoping for an ork codex. hell, even an eldar codex would have been more interesting than a tau codex. *mumbles curses about capitalistic anti-creativity oriented businessplans etc etc.*
#517

black_kestrel

Oct 10, 2005 3:53:13
i personally think that giving tau more close combat weapons would make them unbalanced compared to other races, because the already got some of the nastiest ranged weapons in the game. if they are to become too good at close combat, the other races are in for some trouble.

I agree with you. I just don't want them to completely suck at it. I'm going to stop posting on the subject as it is getting close to hijacking the thread.
#518

zombiegleemax

Oct 22, 2005 7:17:45
Don't visit the D20 modern boards very much.....but i will be now.

Awesome work to all who have contributed so far to this most awesome project...we have always used a altered version of the WHFRP rules, for 40k rp....
But this is just awesome.

/bowhead
#519

ikkaan

Nov 05, 2005 19:06:25
Yippie...completed the tooltip-info for the 40k-map (see my site). Let me know if i should add some info or correct something.
#520

zombiegleemax

Nov 05, 2005 22:34:44
Yippie...completed the tooltip-info for the 40k-map (see my site). Let me know if i should add some info or correct something.

#521

Skrittiblak

Nov 06, 2005 3:24:26
I've added a link from the d20 Wh40k Website to the starmap.

Unfortunately your site appears down right now so I can't see it.
#522

ikkaan

Nov 06, 2005 16:17:42
My server seems to fail me constantly.

You have a PM from me.
#523

Skrittiblak

Nov 06, 2005 16:30:19

Lone soldier is right!

#524

zombiegleemax

Nov 07, 2005 0:05:44
Here's something I thought of but have not really seen on the boards. How appropriate would a Canine Moreau be as a potential space marine? Or would one be better off making a human and finding someway of adding certain bits of mutation from the main D20 Future be a better way to go? And for his faction, I would have him be a part of, in some capacity, the Space Wolves. I have my eyes on the Helix Warrior and Dreadnought advanced classes for him to grow into. And to start off? Strong or Tough Hero at some point I think that it was explained that Space Marines were created through super science from volunteer normal humans. Or am I barking up a wrong tree?
#525

Skrittiblak

Nov 07, 2005 4:17:01
Canine moreau probably isn't far off. Strong and Tough hero is very appropriate for a Space Wolf (who are a warrior people at heart).

Space Wolves (I apologize if you know this already) are recruited in the Feral World of Fenris.

Fenris is a world of swords, axes and longboats. Its a vicious deadly world, habited by dragons and huge wolves. The Space Wolves appear to the native and primitive warrios of Fenris as angels in the sky, metal-clad wolfman who descend on ancient craft to collect the bravest warriors at the end of epic battles.

Warriors selected by the Space Wolves are implanted with the Space Marine gene-seed that pushes them to over 7 feet in height and causes them to develop all the enhancements of a Space Marine. Space Wolves are implanted with a brain-implant that gives them a good memory of the history of the Imperium and familiarizes them with the technologies of man.

Finally the Space Wolves are injected with the Canis Helix that gives them their keen instinct, their long fangs, their perfect sense of smell and so on. A large number of the Space Wolves never survive the mutations that ravage their bodies when injected with the Canis Helix and end up large feral werewolves for the rest of their days.

Only those that surivive the rigorous training of the Space Wolves and the injection of the Canis Helix are able to become fully fledged Blood Claws (young space wolf pups - if you will.) The process of training and gene therapy is very lengthy.

For more details you should pick up William King's aptly named "Space Wolf" novel.

~~~~~~~~~~~~~~~~~~~~~~~~~

I ran a Space Wolf campaign which started as a D20 Fantasy Campaign. Everyone played a guy with an axe or sword (one played a smart hero with Magical Heritage and the intent to become a Rune Priest).
Then as the game progressed they were recruited by Space Wolves and finally ended up fighting Tyranids with chainswords and bolters.

It was very cool.
#526

zombiegleemax

Nov 13, 2005 14:28:48
How about decreasing the damage reduction of armor by one point for each point that the atacker had over the opponents defense?

For example: I shoot someone with an atack roll of 18, i needed a 14 to hit, i will hit my target in some softer spot, making his dmg reduction four points worse when rolling for damage.

I think this would bring not only that kind of randomness in armor that some people wanted but also reward high atack rolls.I this way if you hit a chaos space marine wearing tactical power armour with a boltgun (2d10 vs efective dmg reduction 9) you could ignore the armour by hitting with an atack roll nine points above the chaos space marine defense(imagine the shoot going through an unprotected area thanks to your deadly aim

This is the general ,untested idea.For balancing, adjustions can be made, like reducing one point of armor for each two points above the targets defense, or maybe only starting to ignore points of armor when an atack roll goes over the target defense+4...

In a critical hit only the threat roll would apply to this mechanic...

I will try to find a balanced way of doing this, and test it when i start the campaign, but i would apreciate any comments and sugestions...what do you think?
#527

Skrittiblak

Nov 13, 2005 15:04:50
That sounds like a very good idea. In general one of the difficulties of armour as DR is that you sometimes get situations where a character becomes 'invulnerable' eg a Space Marine Terminator vs Nurgle Cultist with Pointed Stick.

Sure maybe it make sense that the cultist can't penetrate with his stick, but you do want to allow for that 'fluke chance' that the pointed stick goes in through the eyepiece.
#528

zombiegleemax

Nov 13, 2005 17:41:43
I don't know if you could use this idea.

I have two types of armour: hard and soft, for personnel.

Hard armour: High AC (4+) but low DR (only up to 10 max)
Soft armour: Low AC (0 to 3max) but High DR (basically unlimited but I set it around the pistol damage for the light version at the same PL)

Soft armour- all damage is transferred to the wearer as non-lethal at 2:1 rate.

I use non-lethal like D&D 3.5 subdual not modern non-lethal.
#529

zombiegleemax

Nov 14, 2005 16:58:40
Or, you could just have armour give you hardness...rather appropriate for Power Armour and Terminator Armour, and it meshes well with vehicle rules...
#530

zombiegleemax

Nov 14, 2005 21:02:41
But that would mean messing up all the rules for armour done so far . I personnaly like very much of the damage reduction system done by Skrittiblak, in which he very elegantly adapted it to work with the enormously varied weapon strengths of the warhammer 40k universe.

In the 40K universe we have all kinds of warfare technology, from primitive stone age barbarians hurling rocks at each other to millenium-old galactic empires with plasma weapons and railguns.The game mechanics must be able to reflect that fact, that some weapons simply cut through some armours like a knife through hot butter while that same weapon may bounce off harmessly against a certain type of armour.

I dont think this system its too time consuming either.It doesnt involve rolling any more dice and the efective Dr can be put on a simple chart in the char sheet.(which i found sadly missing in that such cool char sheet...)

The only "issue" i can see is the situations of total or near total invulnerability that sometimes happen with a system of armour reduction .Imagine that your dear boltgun is out of ammo and now you must face that imperial guardsmen with a stubpistol. he is wearing a flak shirt, giving him a dmg reduction of 7 versus the 2d4 of your weapon.Youre an excelent shooter and hit him easily only to do 1 dmg... Now he counteratacks with his laspistol and hits.youre wearing heavy carapace armour(dmg reduction 12 vs 2d6 laspistol).Not much of that a tense fight...

I know that there are feats like double tap and pointblank shot...but you do see the point?

Im sure one of my players would say " since my bullets barely scratch his armour i will shoot on an unprotected or weaker spot" .In my system this will be abstractly represented on his atack roll, which not only will mean a "hit" or "miss" but also actually let you do more damage when you(by luck or skill) do more precise hits.(overcome the targets defense by greater and greater points)

feats like weapon focus, deadly aim, pointblank shot(etc...) would gain more meaning since a weapon proficient character would still have a chance of inflicting damage versus good armour

Cover and all the means to gain defense would be more rewarding since you know that you can be hurt, even inside that power armour.
Combat would become more tactical ,since that +2 from flanking could also mean +2 to damage.The struggle to gain the upper hand in atack vs-defense would be greater

I will keep all the rules, only add this: Ignore one point of damage reduction for each point that the atack roll goes over the targets defense+4.The +4 is to define an area of general hit(means that if you have defense 14, being hit with an atack roll of 14-18 lets you use all your armour, you were hit in the strongest, most exposed areas of your armour)

To know how much armour reduction is used simply subtract the atack roll to the targets defense+4 (for example: atack 23 - 18(defense 14+4)= 5 points subtracted).Simple and fast enough

This rule isnt going to make the Emperor close down his armour producing plants because for the most cases only a few points of armour would be deducted(if any...).Good armour still is good armour!!!To reduce the efectiveness of tactical power armour(14 vs drp1) to half with a lasgun against a defense of 20 you must hit with a 31!!

With all this rambling im trying to use my experience as GM(years and years of constant game-frenzy along with sixteen(2 groups) friends that live in the same town and happen to have the same kick with RPGs) to make this game more enjoyable.I will start to play soon.Expect some feedback ;) .
#531

Skrittiblak

Nov 15, 2005 13:16:08
Aussie: That's an interesting approach. I actually really like the idea of armour turning damage into non-lethal damage. I have been intending to rework the damage rules for quite some time.

Gonçalo: Your system is quite good. I will probably simplify the DR rules when I next update - basically giving each armour a simple Hardness and giving each weapon an Hardness Piercing value. So a Hardness 10 armour hit by an HP 4 weapon is Hardness 6. By getting rid of the 'threshold' (+1, +2 and so on) values I can really make the system less complex - and I think people will appreciate that.
It would be easy to slap your ruling on top of that. I'd be tempted do something like for every 2 points which your attack roll exceeds the enemies armour the enemy suffers a -1 DR.
This also means that high HP weapons will slice through vehicles more easily, which is cool.

Ryltar: I do armour as Hardness - in the case of things that give you invulnerable saves. In the future (see above), it is likely that all armour will just provide a Hardness.
#532

zombiegleemax

Nov 15, 2005 14:43:58
hardness is supposed to be for non-living things, as creatures in armour can still be cooked or frozen by attacks normally, unless they have sealed suits with some form of environmental control.

Sure the armour might get damaged but the thing inside will still be.
#533

zombiegleemax

Nov 15, 2005 16:36:40
Hello all.

Just wanted to drop a line and state that I've an online group playing the D20 Warhammer game (as written by Skrittiblak), for several months now. I've not done much in the way of modifying things.

Presently, the party consists of a Sister of Battle, Eldar-Exarch (With Inquisition Dispension), Squat Engineer using a Dreadnaught-like vehicle, with an Ogryn bodyguard, and an Astropath-Judge. Sure, I had to go in and develope some mission equipment from the sourcebook I DL'ed several months ago, but it's been a blast!

Presently, the party is aboard a Spacehulk possessed by a daemonic-prince of Chaos Undivided (they've met the Tzeentch and Nurgle forces already), seeking a Standard Template Construct system rumored to be aboard.

Anyhow, I've no real comments on improvements. Just wanted to extend my THANKS to Skrittiblak for compilation and such. Prior to locating the sourcebook, I was developing my own (similar), but gave it up due to time constraints and complexity.

12th level Warhammer D20 Campaign: www.dndgamer.com (Game Area 12)
#534

zombiegleemax

Nov 15, 2005 18:47:28
Well, i personally prefer a "threshold" system. It really reflects well the existence of several grades of weapon strengths.Complicated?In what?You just have to look on the chart(which you put on your char sheet,on your armour stats) and see the reduction your armour gives vs the weapon DRP...

Maybe the confusion comes from the fact that the system has a formula behind it : (damage-DR(DRP-[DRP/DRT])
But why the fuss?The formula isnt going to be used during the game itself!You wont have to do that math when you get hit!
Game designers use formulas all the time, and in the final product we only see their result expressed on very simple charts and tables.

Or maybe people get confused with the nomenclature like DRT and DRP...

For players(and normally for GMs too), the system is working like this:

You got an armour, say, an heavy carapace, you write down its stats in your character sheet, including this :

Efective damage reduction


0 1 2 3 4



12 8 4 0 0



During the game when you are hit you go to a small table like that in your character sheet and see what are the damage reduction you will apply.Using the heavy carapace and being hit by an DRP (call it weapon strength if you prefer) of 0 allows you to reduce 12 points of its damage.If you are hit by a weapon of DRP of 2 (like a boltgun) then according to table you reduce its damage in four points.
A DRP 3 weapon (hum, DRP really starts to sound a bit too technical... ) is simply too powerfull for your poor armour to hold off.Better run for cover!!

I think this is an elegant , fast and simple system.You are hit!What is the weapon?ok, look to the char sheet and apply that number...easy as that!

It is possible that the formula used may not be the "best one", but to know that play the game and "feel" its numbers.Then give some feedback...
I know i will.... ;)

Im happy with the system as it is but if you really believe you will get it improved...well, im looking forward to see it then!
#535

Skrittiblak

Nov 16, 2005 2:33:50
Gonçalo: This was, of course, my opinion when I wrote the armour rules originally. Unfortunately, the armour is the part of my rules that has been criticized the most - so my assumption is, if enough people criticize it, there's something wrong or its too complicated.

Maybe I'll offer an alternative "Simple Armour" rules. I don't know.
#536

zombiegleemax

Nov 16, 2005 12:42:16
% of Damage Reduction Applied vs. Damage.

[table]
D/R Penetration 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Damage Reduction Threshold
1 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0%
2 50% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0%
3 66% 33% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0%
4 75% 50% 25% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0%
5 80% 60% 40% 20% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0%
6 83% 66% 50% 33% 16% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0%
7 85% 71% 58% 43% 28% 14% 0% 0% 0% 0% 0% 0% 0% 0% 0%
8 88% 75% 63% 50% 38% 25% 13% 0% 0% 0% 0% 0% 0% 0% 0%
9 89% 78% 66% 56% 44% 33% 22% 11% 0% 0% 0% 0% 0% 0% 0%
10 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% 0% 0% 0% 0% 0%
11 91% 82% 73% 64% 54% 45% 36% 27% 18% 9% 0% 0% 0% 0% 0%
12 92% 83% 75% 66% 58% 50% 42% 33% 25% 17% 8% 0% 0% 0% 0%
13 92% 85% 77% 69% 62% 54% 46% 38% 31% 23% 15% 8% 0% 0% 0%
14 93% 86% 79% 71% 64% 57% 50% 42% 36% 29% 21% 14% 7% 0% 0%
15 93% 87% 80% 73% 66% 60% 53% 47% 40% 33% 27% 20% 13% 7% 0%

[/table]
#537

zombiegleemax

Nov 16, 2005 19:47:41
Its like they say...in the grimm universe of Warhammer 40K there is only war!(and some room for nice roleplay too ;) )
All the races in the galaxy want to slaughter each other...badly!
Things get blown up!Blood spills everywhere!Imagine an assault squad clashing with the enemy, armed with chainswords!Heads will roll!Limbs will fly!

Combat in this game should be gory and messy.Flavor in combat is something extremely important!It makes the fights memorable, dynamic and fun!I always have used critical hit effects for my d&d games.The system has been the same for years and it has been proved quite balanced and alot of fun!

See how it works(it isnt complicated at all ):

When someone gets to do a critical hit, roll a d20 to see the hit location(multiply damage normally and such)

1-4 right leg
5-8 left leg
9-11 abdomen
12 chest
13-15 right arm
16-18 left arm
19 neck
20 head

If the damage is 25% or more of hit point maximum that body part is damaged
If the damage is 50% or more of hit point maximum that body part is incapacitated(crushed,cut...)
If the damage from this critical hit is less than 25% of hit point maximum ignore all this.The damage done wont be enough to cause specific injuries.


To avoid specific injuries you then roll a fortitude save with a DC of 5+half the damage taken

If you fail the Save:

Damaged penalties:

leg - - -1 to move rate(stacks with similar),
abdomen- - internal injuries, -2 to move rate
chest- - internal injuries,carrying cap to 3/4, -1 to all physical rolls
neck- bleeding for 2hp/round until healed
arm - - -2 to all rolls which require the use of that arm
head - - loses next action, -1 to all rolls

Incapacitated penalties:

leg-- -3 to move rate,cant run,-4 to agility like rolls
abdomen -- -4 to move rate,cant run, massive internal injuries
chest-- massive internal injuries,carrying capacity halved,-2 on atack
arm-- arm disabled, item held is dropped
neck-- massive bleeding(5 hp/turn),
head-- youre at -1 hit points


if you have internal injuries roll 1d10(for massive injuries multiply effect by 5):

1- loss of 1 hp per week
2- loss of 1 hp per day
3- loss of 1 hp per 12 hours
4- loss of 1 hp per 6 hours
5- loss of 1 hp per 3 hours
6 - loss of 1 hp per 2 hours
7- loss of 1 hp per 1 hour
8- loss of 1 hp per 10 rounds
9- loss of 1 hp per round
10- loss of 2 hp per round

this has worked pretty well for me in last years, for all levels of characters(but we mostly have played d&d).It is gives more colour to combats and gives an oportunity to (ocasionnally)deal with non-abstract damage.(instead of always trying to deplete vast reservoirs of enemy hit points before anything significant "really" happens...)

Since criticals are suposed to be rare this rule doesnt slows down the game.
Sure,the game becomes more dangerous.But is that bad?

Also all this is hit point-dependent,since the damage of the critical must be at least 25% of the targets maximum hit points, only then a Fort save is required.Even then, only high damage criticals will make tough DCs (the DC is 5+half the damage taken...).
And dont forget you cant spend action points if you think youre in trouble...

As an another optional rule you could use the hit location and effects system whenever someone took massive damage(instead of the oficial rule:to drop to -1).It is also an uncommon enough ocurrence(so it doesnt slows down the game either...)


Next post...Critical misses!...sometimes weapons jams,grenades dont detonate and you seem to keep doing friendly fire!!! :D
#538

zombiegleemax

Nov 17, 2005 13:54:27
The campaign i have been running we have been using the penetration system from hackmaster.
Anytime you roll max on a die you get to roll it again and add the result -1, if you roll max again you do it again another die -1.

i.e 2d6 come up 4 and 6 you reroll the 6 get another 6 so add that to the 10 -1 for a total of 15 and roll again getting a 3 adding that -1 for a total of 17

This means anything has the potential to get through any armor if you are lucky enough (just watch out for people with loaded die)

We also have been using the Kicker from hackmaster so everything gets +20 hp's

Works very well, i would hate to try playing 1st level pc's without the kicker....

Kambuk
#539

zombiegleemax

Nov 17, 2005 15:05:08
Nice...that reminds me when i played Shadowrun, rerolling 6s...

In RPGs rules there are a lot of good enough aproaches to the same problems.

Skrittiblak why dont you create a chapter on your site for "optional rules"?
Every gaming group is different, every GM has his concept of gameplay.Some like playing with more detailed rules while others like their games more "abstract" and "simple".
Sure ,house rules can be done but your site is now a reference to many players and GMs, which have their own playing style.By offering alternative systems on the mechanics that have shown to be the most discussed and having optional rules for those who want "something more" i think everyone that visited your site would find something to their taste.And would find all the tools to fit their games to their style.
#540

zombiegleemax

Nov 17, 2005 19:11:41
I would say "Don't" as it will lead to on going problems. Get the system the way you like it and then maybe after that worry about what everyone else would like it like.

If others want something so bad then let them start a new system for their rules.

Sure listen to them and maybe if you think it fits your system then adapt yours. I do this.

This is IMHO.
#541

Skrittiblak

Nov 18, 2005 16:03:34
I would say "Don't" as it will lead to on going problems. Get the system the way you like it and then maybe after that worry about what everyone else would like it like.

While in general I tend to agree we've had so many discussions about armour on this thread that it really might be worth while to have a 'simple' and 'advanced' armour rules.

One set that better reflects the armour rules in Warhammer 40,000 - and one that is simplified for people who are more d20 buffs and like how things are streamlined in this system.
#542

zombiegleemax

Nov 21, 2005 11:55:13
Aussigamer i understand your concern, my suggestion for "optional rules" is only for the "long term",after all the "standard" rules are done, and covering only some key points, like the damage reduction system (ill say it again, i like the current one ;) ).

Rulebook almost totally printed... :D
#543

Skrittiblak

Nov 22, 2005 16:56:59
To those that don't know, Ork90 has started a d20 Warhammer 40,000 game over at d20 Modern Games.

If you don't know people that are into 40k but want to give the RPG a chance, here's your chance to play in a Play By Post game.

The game thread is here.

It's his first time as a GM in a play by post format; so we should all go easy on him.
#544

zombiegleemax

Nov 25, 2005 0:25:58
Heh Skritti do you mind if I take your rules and, how to say this politely, neaten them up? It's (sort of) full of grammatical errors and whatnot. I want to make a nice downloadable zipped hyperlinked version. (instead of the massive linear pdf)
#545

Skrittiblak

Nov 25, 2005 7:08:27
Heh Skritti do you mind if I take your rules and, how to say this politely, neaten them up? It's (sort of) full of grammatical errors and whatnot. I want to make a nice downloadable zipped hyperlinked version. (instead of the massive linear pdf)

Please, please, do! The bulk of this stuff was written 4-5 years ago and I have never taken the time to clean it up.

My capacity with html and things has improved by leaps and bounds but since web design is largely what I do for a living now I've just been way, way too lazy to fix this.

If you're up for it then, well, this is the coolest news ever! :D
#546

zombiegleemax

Nov 25, 2005 20:47:09
The potential of the 40k setting is so huge!!!!

you have as many "non-imperium" human civilizations as you want(due to warp-storms or sheer distance...)

you can freely add as many alien races as you want (the illithids and their ogre slaves!!!!yes...i read elyssium nebula and i liked!! :D )

You can add every single type of tech you can remember of and make it an technological artifac of ancient times, some type of alien tech or even standard stuff from another "forgotten" human civilization.

All the core 40K setting by itself....the warp being the "other face" of the universe...the gotic dark-aged feel of the human imperium, where citizens have no rights, only duties...the inquisition...the tyranids...the eldar...thousand year old artifact battleships..."purge the alien, the mutant, the unclean"...cyber-punk styled hive city gang wars...my mind is about to explode with all this potential!!!

I love this setting!!!
#547

zombiegleemax

Nov 25, 2005 21:15:45
I'm with goncalo. Skrittiblak really had a wiz-banger of an idea when he made this and now I'm totally hooked!
#548

Skrittiblak

Nov 26, 2005 14:32:33
Yeah, all the campaigns I've run have been really different.

1.) Space Wolf - started as a D20 Fantasy game and then they 'discovered' the Imperium. Very cool.

2.) Curse of the Yngir - game featuring 2 adeptus mechanicus, a forgeman and a number of partners; revolved around the mystery of the C'Tan called the Dragon and Necrons. Mysterious eldar were involved. Cool!

3.) Xeno-Hunters - played with an Inquisitor. Was basically like Bug Hunters. The players had to kill Tyranids. Had a brief round 2 vs orks before the game fizzled out.

4.) Underhive - name speaks for itself. Everyone played a gang member from the Underhive.

And this just scratches the surface of quest ideas. The trick is to pick a plan and stick to it. You can get carried away and try to do everything at once if you're not careful.
#549

zombiegleemax

Nov 26, 2005 15:48:08
Are you thinking of starting a new one? If so, can I join in? I think I'm starting to get the hang of this .
#550

Skrittiblak

Nov 26, 2005 16:16:09
Not a play-by-post - at least not any time soon. I might have the time for a pen & paper one but since I imagine you don't live anywhere near Paris then probably not.

The same applies to Gonçalo, I noticed you asked him if you could join his game. But he lives in Portugal (you can see it in his Location dealio on his profile). He's like the only guy on this forum whose in my timezone.

Btw, Gonçalo, são você português ou um expatriate?
#551

zombiegleemax

Nov 26, 2005 17:01:17
Oh. Well, I live in california and as far as gaming groups go, we're alittle sparse on the pickings out here(mostly family members, still lots of fun though).











Uh... sprechen sie... Espanol?
#552

zombiegleemax

Nov 26, 2005 17:23:42
All the people I know from California are on Xbox Live.

(I think Skritti's talking in Portuguese.)
#553

zombiegleemax

Nov 26, 2005 17:29:13
Well, not all of us.


I know, just jokin'.
#554

zombiegleemax

Nov 27, 2005 12:14:34
Im 100% portuguese.

I remember reading somewhere that you wasnt born in France.Right?

One question.How does the Golden Throne look?has it some sort of design?or is it simply a bulky,complicated machine?
#555

Skrittiblak

Nov 27, 2005 13:01:35
That's right. I was actually born in Stavanger, Norway but the passport I carry is an Italian one. :D

My life is confusing, I'm always curious when I'm on forums like this if I'll ever happen across another nomad. You never know.

~

To my knowledge there is no definitive picture. Maybe in one of the old Rogue Trader books. But I don't recall exactly.

I suspect there is a 'chair-like' quality to it, and that the Emperor (or his preserved body) is seated (strapped?) to it. The rest of the Throne is anyone's interpretation.

Here's one.
#556

zombiegleemax

Nov 27, 2005 13:56:34
Personally, I thought the golden throne was to be some kind of massive psionic device inside the imperial palace on holy terra. As far as looks go, I've always imagined a humongous conglomoration of massive golden gears around a high, shining throne with the emperor being incased in a crystaline block of solidified psychic energy.
#557

zombiegleemax

Nov 27, 2005 14:34:04
I know a couple of details.

The Golden Throne is an archaic life-support device that the Emperor is entombed in. The Golden Throne is the most protected location in the entire Imperial Palace on Terra. The Goldren Throne is not just the Throne of the Emperor, there are literally hundreds of rooms filled with pulsing bio-machinery that actually expands into other rooms, albet slowly.

Anyone remember that picture in the 3rd Edition Big Black Book that has those, like, thousands steps on the pyramid? And the POV is at the base of the pyramid? Well, at the top of that is the Throne-Room.

I have reason to believe that the Golden Throne was created using the Emperor's Throne, and the Throne-rooms are where all the Imperial forces were gathered before they teleported into Horus' battle-barge. That means those thousand steps up is where Primarch Sanginus held the gate until the last marines managed to retreat up the stairs, and where Sanginus snapped a Bloodthirster's spine over his knee.
#558

toptomcat

Nov 27, 2005 15:54:28
The fluff actually hints that the Emperor as such is dead, and the High Council of Terra is perpetuating the charade to cover it up.
#559

Skrittiblak

Nov 27, 2005 15:58:12
The fluff actually hints that the Emperor as such is dead, and the High Council of Terra is perpetuating the charade to cover it up.

That's straight out of Inquisitor. That was the bomb of a conspiracy they dropped with the release of the game. No one came out and said it, but you're right the suggestion is certainly there.

Which begs the question - if the Emperor is dead, what is supporting the Astronomican? Just the daily sacrifice of the psykers coming off the blackships?

The setting is full of these little notions. Like the idea that the Adeptus Mechanicus secretly worship a C'Tan. That's really cool to me.
#560

zombiegleemax

Nov 27, 2005 18:13:01
I really like the idea of the imperium using Chaos to solidify their regime.all the worlds that oppose and contest imperial law are said to be corrupted by chaos.All voices claiming for things like "human rights" are silenced,for they are the result of deamonic whispers.The spread of chaos is proposedly exaggerated by a thousand-fold to justify uncountable attrocities and to strenghten the iron grip of the Imperium

I see great scientists, philosophers, artists, being put to the fires of the inquisition,as well as the heretics that try to defend them

But there are distant worlds, with forgotten human civilizations that use scientific reasoning, respect human rights(and maybe even alien rights).Many such civilizations,refusing to abide to imperial law, have been destroyed in the history of the Imperium.The Church would say that their ways of life and beliefs would ultimately cause the colapse of the Imperium and the consequent extinction of the human race.

In my setting i will have a human faction,a union of several worlds,that doesnt abide by the Imperium.They will have a more typical sci-fi feel.In a galaxy full of wars the Imperium sees them, for now,as less than a threat, heretic rebels to be punished.If the PCs hear about them they will hear tales of traitors to the imperium,evil civilizations corrupted by the foul entities that lie in the warp,humans that wish to destroy everything the imperium stands for(true, in part... )

What would happen when someone, belonging to this revolutionary faction,tried to give his point of view to the PC characters(which are full of imperial desinformation and propaganda).I will love to see their reaction, their choices.Will they even listen?will someone suddenly draw his gun screaming "die heretic scum!"(i have a few players that i easily imagine doing that ) Will they think that are indeed in a presence of someone trying to lure them to the grasp of the chaos entities?Or will they see the imperium as a opressive regime that brought humanity to a ten-thousand year long dark age and join the "rebels"?

None of my players really knowns the warhammer 40K setting so it will be interesting to see how they will adapt their beliefs and playing styles to the society of the imperium.

I hate black and white worlds.In my d&d campaing(5 years of continuous play with my two groups :D )i have things like a war between good churches,PC paladins having to kill elves who were defending a artifac sacred to them, because they needed it to avoid great harms,i try to have villans that have their reasons to do evil deeds, not just because they are the evil bad guys and such.

I think the real world is hard(and interesting) because it is grey, not black and white.i try to make my rpg worlds hard and interesting too.

And this setting is really nice for that!It was created for a wargame but the potential for roleplay is enormous.
#561

duke_qa

Nov 27, 2005 19:47:21
That's right. I was actually born in Stavanger, Norway but the passport I carry is an Italian one.

muah, its the darkness of norway that has tainted your soul to be weak for the grim and dark future of 40k :p


anyway, theres a bit of stuff happening around here by the looks of things. i like what you are doing Gonçalo, the critical hit system is something i have been looking around for myself, and the armour reduction depending on how well you hit is good. i believe that i thought about that one time aswell, but i can't really remember anymore.



if you are to update the armour system in the near future, don't forget to try to implement the shielding theories that we came up with earlier aswell... not that they should affect a change to the normal armor system so much, but it might be nice to have it in there.
#562

zombiegleemax

Nov 27, 2005 22:03:51
Gonçalo:
Yeah, ain't it cool? Sorry about this but I'm a stickler for detail. The Imperial "Church" is called the Ecclesiarchy or the Adeptus Ministorum. And the Religion (like "Christianity") is called the Imperial Cult.

Everyone!
I would like to bring attention to the Warhammer 40K Wiki. Located at http://warhammer40k.wikicities.com/wiki/Main_Page , this a growing location for the gathering of information regarding the Background information. The Wiki is just in its infancy, so lets help it along!
#563

zombiegleemax

Nov 28, 2005 18:04:34
Interesting idea with alternate human factions (nice to see Humans who can think for themselves rather than turning to the Tau...). Had a similar idea myself several months ago...for a uniqe 40k army...

Regarding the Golden Throne:
Ok. That pic from the Black Book /may/ be the actual throne. There's about a paragraph in the Eye of Terror novel on the Thronre-room and such, but it never gets closer than a few meters away...(a golden sphere or summat...) so we never see inside of it. However, we do know that the entrance is HUGE...the book has titans standing in there, and CLOUDS forming in the rafters!

Aparently, the Imperial Palace is built over what used to be the UK, and the Throne is above Nottingham...(surprise, surprise).

Astropaths need to be bound to the Emperor...so if he's not there...?
=][= always seemed to imply to me that the Emperor coulda been resurected... . And then there was the Thorian thing... We have REALLY gotta port some of that info to D20:40k!

There's still an actual throne-room, I think (or at least, there was 5,000 years ago...).

This could be interesting speculation fodder!

I'm with you guys about the immense potential of D20 40k!
One of the only settings where huge Ogre-like creatures with clubs, humans with flint-locks, strange aliens with advanced weaponry, ancient vehicles, and strange men in red robes with name-tags (no wait, those are the staffers)...ok strange men in red robes with metal sticking outta them meet.
#564

madscientist_02

Nov 28, 2005 21:24:12
I thought of a neat little way to fix the "stubgun can't hurt the armor" problem. If the target has a DR against your weapon, you can choose to aim for an exposed part. This would add the DR against your weapon to the AC of the target, showing that you are trying to hit the face instead of the chest. Note that it is the DR against *your* weapon, since a weapon with higher armor peircing capabilities could aim for the parts with less armor like the arms or crotch instead of the face.
#565

toptomcat

Nov 28, 2005 21:30:20
Called shots in d20 are a supertanker of worms that you really don't want to open. Trust me on that.
#566

madscientist_02

Nov 28, 2005 21:38:22
this isn't called shots as in "I want to shoot him in the eye". This is just an option to turn his DR into AC.
#567

toptomcat

Nov 28, 2005 22:02:26
It defeats the purpose of making armor DR to begin with.
#568

madscientist_02

Nov 28, 2005 22:19:38
It defeats the purpose of making armor DR to begin with.

Not quite. It provides a (I hope) realistic decision a character must make based on his weapon. In the case of the DR 7 armor, a character with a 2d4 damage laspistol is going to want to eat up the +7 AC (which is quite steep) and try and shoot him in the face, while a person with a shotgun with explosive rounds is simply going to eat the DR 7 and pound shell after shell into his chest.

The DR's Skritti gave these armours are also going to make eating the AC quite challenging for most characters.
#569

zombiegleemax

Nov 29, 2005 7:04:41
The system that i proposed, and that i will use in my games,is pretty much simililar to that.In that mechanic you are always including the concept "if-only-i-could-hit-in-a-softer-spot" on the atack rolls.I dont know if you have seen it Madscientist, if not, take a look and see what you think.Its on the previous page of this thread.
#570

duke_qa

Nov 29, 2005 12:27:50
Gonçalo's system is better i believe. why? because his system makes it mandatory how people damage others.

Ignore one point of damage reduction for each point that the atack roll goes over the targets defense+4. The +4 is to define an area of general hit

if you make it optional if you can shoot "around" the armour completely, people are gonna take advantige of it(once you become high enough level you are gonna see most people shooting others in the eyes because of high Attack bonuses and low defense values).

Gonçalo's system on the other hand takes care of that by making it dynamically drop the DR depending on how well you hit, which is much more balanced because a 20th lvl character with a drp-free gun can in theory slaughter a 1st level bastard with some armour like candy... hell, even a 10th level character will be pwned because his defense and armour will probably not be enough to stop the damage that small gun in the hands of an elite shooter will have. also stuff like flanking will affect how well you hit, which is natural...
#571

Skrittiblak

Nov 29, 2005 13:13:54
I have to agree, Goncalo's system is pretty groovy.

Though I might make it +5 instead of +4... that little point might make all the balance difference.
#572

duke_qa

Nov 29, 2005 18:28:05
im not a hardcore dnd calculator so i can't really say anything on the +4 or +5, but it sounds reasonable enough.


there are some worries that this system might undermine people who go for heavy armor from my players though. any thought about how this will work out for them? one of the main problems with this system is that if its gonna have the DRP/DRT system aswell, it makes armour pretty darn useless in late games.

personally im more for inserting a proper armour system like this one above, and getting rid of the DRP system. its a part of 40k, but its too abstract to be brought into DnD imo. give powerweapons other abilities than the DRP, like more damage and higher crit range, but to ignore armor altogether is very hard to balance well.

it kinda reminds me of epic, because there its usually about who can dish out the most damage in the shortest amount of time, killing the enemy before he can strike back at you. it doesnt make things feel intense to me...
#573

toptomcat

Nov 29, 2005 18:33:38
I think someone firing single shots from a lasgun or bolter shouldn't be able to touch someone in power armor, full stop.
#574

zombiegleemax

Nov 29, 2005 18:38:37
I will start my campaing this week .(it has been hard to convince some of the guys to pause our d&d campaing and try out something they almost never heard off.). I have to seriously hook them on the very start or else they will dont want to "waste precious d&d time" playing other stuff.(really ,we are playing for such a long time and with such commitment in the same d&d campaing that sometimes happens thing like this:" I(real me) walk in the nightclub,see one of my players,he comes by and say with a very stressed look " listen man , im desperate, youve got to help me on this"... and i say : "what??what happened?" "Its those zenths man, they found out im working for the Count, i know it!!I got to get out of there man!!!"....

Anyway i hope i can get them to really feel the thing about d20 40k.
With enough gaming sessions i will able to give some good feedback on balance issues that may exist.

One question: I always have used the d&d optional rule of rolling for defense
d20+(defense-10), its an option that comes in the dmg.anyone else does it in their games?
#575

duke_qa

Nov 29, 2005 19:04:15
I think someone firing single shots from a lasgun or bolter shouldn't be able to touch someone in power armor, full stop.

http://uk.games-workshop.com/download/popup.htm?/spacemarines/artwork/images/10-big.jpg

i like to think like that about powerarmor aswell, but it rarely is the case. as you can see from that concept (which comes from the official space marine gallery here)
those space marines looks pretty shot up here and there. by the looks of the craters and amount of them, those are from bolter rounds.

fluff says one thing about marines, and the tabletop another. its quite fun to read about chaos space marines who just idly walk around with their bolters killing guardsmen without taking a scratch from their puny guns, but one marine vs 10-20 lasguns usually means death in game terms and also in fluff terms sometimes (first book of the gaunts ghosts series, we got a iron warrior which was being very die-hard, and needed to be shot like 20 times into a hole in the chest before a bunch of them ran forward and bayonetted what was left...)
#576

toptomcat

Nov 29, 2005 19:25:39
One Marine vs. 10-20 lasguns. We're proposing a mechanic for individual lasguns to have a measurable effect on an armored Marine, but I think it should only happen on a critical hit with fairly high rolled damage.
#577

duke_qa

Nov 29, 2005 19:49:01
lets see...


Imperial Guard Trooper (Strong Ord. 1/Tough Ord. 2) CR 2;
Full Atk +4 ranged (2d8 [drp 1] Lasgun)

VS

Black Templar Initiate (Brother) (Strong Ord. 2/Fast Ord. 2/Tough Ord. 2)CR 11;
Defense 22, touch 22, flat-footed 18 (+4 dex, +8 class)
DR/DRT: 18/+4;


the guardsman will be doing the shooting. he has a +4 to hit. he needs 18 to hit at all, he won't be removing any DR from the space marine, and he can't damage the space marine at all... victory for the space marine who nugded the guardsman to his death.

depending on how you calculate your crits though, a critical hit confirm is usually added to the original score(thats how we do it anyway, dunno if this is a houserule or official one). say that he rolled a 20 on the first roll, and a 18 on the confirm, he confirmed the crit. he got a 38, which unfortunately reduces the space marines DR with only 11 points, which leaves 7. 9x2 points average damage, and the space marine gets 12 points of damage :p. thats a hit in the eye perhaps, but its bloody harmless to the marine. if he was flat footed though because of an large amount of guardsmen around, he would have taken 14 points of damage from that crit.


personally i think this system looks should be pretty balanced though. a lasgun can in theory damage a space marine if wielded correctly, but if youre a normal guardsman... good night, good fight!
#578

toptomcat

Nov 29, 2005 20:05:43
What about melee weapons, though? You effectively add Strength to damage twice.
#579

duke_qa

Nov 29, 2005 20:16:55
yeah i concur on that. i've been wondering if there would have to be a different buffer for strength-based attacks on armour, because they do as you say get more damage against it.
#580

toptomcat

Nov 29, 2005 20:26:38
That adds another level of complication, though.
#581

duke_qa

Nov 29, 2005 20:29:14
if we can simplify the drp/drt, then it would be worth it i believe...
#582

zombiegleemax

Nov 29, 2005 20:45:52
I think someone firing single shots from a lasgun or bolter shouldn't be able to touch someone in power armor, full stop.

Well, and they normally wont(hum,they may scratch the painting a little... )

Lasgun average damage: 8
Boltgun average damage: 10

Combat power armour dmg reduction vs lasgun(drp1) : 15
Combat power armour dmg reduction vs boltgun(drp2) : 10

You can actually do some damage using the system "less dmg reduction with good hits", but not much.(If someone is using power armour, then it surely has a decent defense)And the only one capable of "touching someone in power armour with a lasgun"would be someone really heroic, elite.
Also dont forget the amount of hit points that someone that wears such powerfull armour supposedly has.Such single shots, even fired by great foes would be felt like bruises,the person inside the armour feeling little more than the mere impact of the shots in his powerfull protection.

About the DRP system...i like and i will surely give it a nice try.I think it is simple, fast and actually contributes to game balance.Making powerful weapons do more damage or having bigger threat ranges will greatly mess with game balance.Not only the pratical result with lesser armours would be the same (ignore its dmg red, since you are making more dmg) but that weapons would be even more powerful and lethal.

Game balance is the ultimate responsibility of the GM.The rules most help a lot also, but if you play rpgs like d&d you know that things like deciding encounter chalenge ratings,the amount of rewards(experience, treasure, magical items...)and such, are things crucial for a good RPG experience.
Put lvl 1 orcs with AC 14 vs your 15th level PCs with atack bonuses of +30...strange hum?
Or some lvl1 goons with studded armours vs your 10th level space marines...
The game present no challenge and will ultimately bore the players.

Also If every PCs can get their hands on ultimately powerful weapons, then something is very wrong, and the problem isnt with the rules.
Look at really powerful gear the same way as you would with d&d magical items.(And you really must, since powerful imperial gear are sacred,hundred-year old artifacts).
Make an aquisition of a plasma gun something really memorable and important.
The d&d equivalent for a weapon such as a plasma gun would be something like a longbow+6,capable of ignore all types of dmg reductions.A d&d DM should now the balance implications of the stuff he hands to the PCs,likewise,a good GM in d20 40k should also be careful on this matter too.
#583

duke_qa

Nov 29, 2005 20:53:36
well i have to agree its alot about how kind you are to your PC's, personally i sent them crashlanding onto a post-apocalyptic world with ancient hive-cities and deserts as far as the eyes can see, which keeps them pretty restricted atm on where they get their stuff. but i don't see that lasting for long though, they have a oncoming zombie horde of 3-5000 shambling against their crash-site around this time, its gonna be an interesting fight :p


but i personally believe that when you start getting access to plasma-weapons and whatnot around lvl 15, you usually have a attack bonus of around 15 aswell. and normal defense for people around that level is around 22-25... and with heavy armour they lose some dex bonus to that, giving the enemy over 50% chance of doing serious damage... it just seems to me that its a disaster waiting to happen somehow...
#584

toptomcat

Nov 29, 2005 21:14:42
Plasma weapons and whatnot at level 15?
I think you're overestimating the impact of high Purchase DCs...
#585

zombiegleemax

Nov 29, 2005 21:34:12
but i personally believe that when you start getting access to plasma-weapons and whatnot around lvl 15, you usually have a attack bonus of around 15 aswell. and normal defense for people around that level is around 22-25... and with heavy armour they lose some dex bonus to that, giving the enemy over 50% chance of doing serious damage... it just seems to me that its a disaster waiting to happen somehow...

Youre forgetting that at that time, you can have high level psykers in your group(and you may fight some too...)
That means powers like Acid Fog, Mass hold person,Resillient sphere,Power word blind,Mass invisibility,Dominate person, to name just a few...(that plasma gun suddenly turns out to be a lot less scary... )

If you want to go to the offensive on that plasma gun guy why not show him something like Disintegrate,Prismatic Spray , Finger of Death, Insanity, etc , etc...

If you dont know these spel...er...powers, go see for yourself

In a high magic setting like d&d and 40K ,weapons wont be your greatest concern ;)
#586

toptomcat

Nov 29, 2005 21:51:52
At least, not until the orbital strikes begin... :D
#587

zombiegleemax

Nov 29, 2005 22:05:14
From 40k table-top rulebook :


The ancient technology required to construct plasma weapons is only known by an inner circle of Adeptus Mechanicus artisans and Munitions adepts.Few are constructed today, and each is individualy crafted and blessed by th Machine God before being allowed into service.Most Space Marine Chapters continue to maintain a few plasma weapons in their armoury, revering them as ancient and irreplaceable weapons from a former age

Ill say it again:
This sort of weapons are supposed to be treated like "actual d&d-like magical items"(and powerfull ones)!Handling them simply as "equipment" to be "bought and sold" will not only turn a game unbalanced but very " non-warhammer 40K"!
I guess the trouble arises from the fact that this sort of items are displayed in a table alongside some weapons that are indeed of common manufacture(and much less power) and with a price that,almost saying "come and buy me".Who would sell a really good magical item in d&d?its very very rare thing to happen, and the same should happen to weapons as advanced(and rare) as the plasma gun.
#588

ikkaan

Nov 30, 2005 4:41:12
Most High-Tech is not available to imperial citizens and has to be "required" through other means. I made an Excel-File for my players which only includes stuff that can actually be bought, but they´ll have to go through whatever i plan to get the nifty stuff. Bolters and Plasma guns are not in this list, also no armor better than full flak. I would also rule that an not-space marine party would get harassed pretty quick if they walked around the local spaceport like the michelin-man toting bolters and wmd´s. If you have it it does not mean the arbites are content with that.

We play using the static Damage Reduction Table posted somewhere earlier in the thread which actually works. I think incorporating the Attack Roll: Defense+5 = -1 on Damage Reduction of the Armor will be okay.
#589

duke_qa

Nov 30, 2005 7:35:51
yes i do have to agree that you have some nasty psykers out there that can kill people without big troubles. and it will be unlikely that alot of players will get their hands on the bigger guns for quite a while...


so i'll leave the drp/drt for now i guess, by the looks of things people believe it still would work. im a bit worried about melee players being able to do alot more damage than other players to armoured enemies though.




anyway, is there anything about enchanting weapons and armour in the dnd modern rules? i always find it fascinating to mess about creating custom magical weapons whenever i can really :D. would it be something the ecclesiarchy would be able to do(they do bless weapons i know, but i havent seen any proof of this making them more effective on a general plane), or would it be chaos only?


one thing i've been wondering is that if one wants to "enchant" weapons on the imperial side, you would need to find ancient archeotect to implement into weapons, turning them effectively into powerweapons more or less(or just finding an ancient weapon with those stats you want... as its unlikely you'll find someone who can make such fine weapons). i know gaunt's powersword is red hot and covered in flames as he wields it, but there are also powerswords and other powerweapons which has crackling lightning-like energy floating around them...

it probably would be hell to modify the current rules for powerweapons though to fit the enchantments and stuff like that though, so it might be more work than its worth, but enchantments and special abilities is something that always gets me running when im playing :D
#590

toptomcat

Nov 30, 2005 7:59:12
Dude. Force weapons.
#591

duke_qa

Nov 30, 2005 8:57:59
thats not my point really. naturally you got force weapons with the +5 modifiers and stuff, but where is the fun in that?

its like having a custom chopper or something when you get them customized.. it feels alot better to have a original weapon than a standarized weapon which in theory should be an ancient artifact from the dawn of time...


"oh this weapon i got from a ancient psyker that i killed 300 years ago"

"huh, looks just like my weapon really..."
#592

zombiegleemax

Nov 30, 2005 11:56:46
im a bit worried about melee players being able to do alot more damage than other players to armoured enemies though.

Combat in the 40K involves a lot of melee.Pratically every warrior always carries some type of melee weapon.Warfare has greatly changed through the centuries, and close combat engagements are now a constant ocurrence.
It is used as a way to disrupt enemy formations,to gain an edge versus foes using only ranged weapons.It is also considered the most honorable aspect of war (true imperial heroes charge fearlessly into the enemy ranks,cutting his way through,showing them the might of the emperor sons!)

The rules must reflect the fact that melee combat is an advantage to gain!You can do a lot of damage, and you gain lots of atacks of opportunity but it is that edge,that advantage that still allows melee as a viable tactic, and is essential in the 40k spirit.(the picture of a warrior with a gun in a hand and a sword in the other)

"Our weapons are useless...In the name of the Emperor ...charge!!!!"
#593

Skrittiblak

Nov 30, 2005 12:29:49
We play using the static Damage Reduction Table posted somewhere earlier in the thread which actually works. I think incorporating the Attack Roll: Defense+5 = -1 on Damage Reduction of the Armor will be okay.

This will be the standard way of doing things when work becomes way-relaxed and I have all the time in the world to edit the rules and make a new website.

Which is another way of saying never.

~

TopT raises a good point about Goncalo's system and melee, btw.
#594

duke_qa

Nov 30, 2005 14:24:13
as a friend of mine says, the main problem doesnt lie with the fact that a melee-oriented player has advantiges in close combat. a melee player is only dangerous in melee, while ranged weapons and psykers are dangerous all the bloody time.

if you are playing an smart enemy, and you are nothing but a power-weapon wielding gang of thugs, you are bound to get stuck in a ambush and shot to pieces before you really are able to get into the thick of it.

or as someone noted up here when i was going against the drp/drt system, a few spells like Insanity, Finger of Death or Wail of the Banshee will stop most close combat madmens in a short run.
#595

toptomcat

Nov 30, 2005 15:17:08
im a bit worried about melee players being able to do alot more damage than other players to armoured enemies though.

That's sort of a feature of the system already, what with Power Weapons and all.
#596

zombiegleemax

Nov 30, 2005 15:53:28
well, if you want to survive, playing a specialized character(melee, ranged or psychic...)(especially at high levels) you must work as team.A good PC group must be well balanced.It is the only sure way to overcome the diferent challenges you will face.Also highly specialized characters, while powerfull when doing their thing, are very weak when the circumstances are unfavorable.The rules are very multiclass friendly.Use them to make your character have few weak points.If you do choose to specialize, then youll have to rely on your allies on some ocasions.

The armour in 40K allows for someone to survive the volley of shots while charging to the enemy.Psychers can instantly teleport powerful melee warriors into the heat of the battle or render them invisible.Once in middle of the enemy formation,skilled melee warriors(with feats like Power Attack,Great Cleave,Combat Reflexes(...), a decent weapon and a good amount of strenght)will make short work of any ranged-oriented foes.Your ranged weapons should provide the necessary support to your breve melee warriors,cutting to pieces any opposition.

When your group faces a powerful psyker, call your own psyker to protect you.Concentrate all your firepower on him.Dont give him time nor space to do his stuff.


TopT raises a good point about Goncalo's system and melee, btw.

You mean the point of "adding strength twice"?(In the attack roll, helping to reduce the armour and in the damage itsef)

I dont see it as something very significant.I want melee to be powerfull(while balanced, of course...).99% of melee damage is DRP 0.You always have to face maximum armour protection.One handed melee weapons do only one damage dice.A strong charater will have +1 to +4 strength bonus.Average melee damage fall in the 6-9 range.Average melee fighters dont often get more than 5 points of diference in their atacks vs their enemy defense.
Only when that happens will you be "adding strength twice", but that falls in the concept, youre hitting hard on a softer spot of the armour(slashing the sides of your enemies body, avoiding to hit the stronger-looking plates of his armour and such).
In the abstract d20 combat system, adding your strenght bonus to the attack roll, doesnt represent only that youre hacking and slashing with more power(and, in the standard d20 armour system,being more able to bypass your opponent protection and "hit")but also represents more control over your weapon, due to sheer muscle.You have more capability then, to lift, move and "aim" your melee weapon to the point you desire.

But the only real way to say if all the rules are decently balanced is to play...play a lot!
#597

toptomcat

Nov 30, 2005 16:46:33
...).99% of melee damage is DRP 0

That's not how I'm seeing things. About half of the character's I've seen played on these boards have had some form of advanced melee weapon.

You may also be failing to account for the Strong Hero's talent tree for penetrating damage reduction,
#598

duke_qa

Nov 30, 2005 17:13:45
a good archer in dnd can get a range of 1000+ feet with small penalties with the right equipment and spot checks.

consider the poor guy with a two-handed mace running against him 60 feet per round... he needs like 14-15 rounds before he can charge the guy! by that time most people would have been poked to death by nasty-looking arrows.



but i do agree that drp0 weapons are not 99% of the case, not unless you are stuck on a medieval planet or worse. but as mentioned above, if you got problems with melee fanatics killing all the opposition, get the opposition further away and some nasty ranged weapons :P.

ranged weapons does after all have alot more punch than most melee weapons...
#599

zombiegleemax

Nov 30, 2005 17:24:09
Youre right i forgot to count on that.Speaking of it, in think that talent is a bit unbalanced, and will tend to get abused.When you look at the other Strong talent trees you realize that everyone will choose "overcome damage reduction".At only 5th level you always ignore 6 points of armour and hardness !I think its too much...
Anyone thinks the same?

About Power weapons...half the characters had some type of it?
Well...thats a matter of GM type of play...if they can play balanced games using lots of "Super Weapons"...
But the standard thing for 40K is that weapons like Power Swords are very rare.Adquiring one should be the goal of an adventure or such...
#600

toptomcat

Nov 30, 2005 18:15:53
Overcome DR unbalanced? Possibly in 40k, where armor is DR, but even then it's a near thing- and it certainly isn't unbalanced in core Modern.
#601

zombiegleemax

Nov 30, 2005 20:30:14
In the core modern rules the Ignore Hardness talent tree progression is one point per talent, for a maximum of 3.The talent also states that it is meant to overcome hardness of objects, not any damage reduction(like the ones that some creatures possess)

In the d20 40K rules the progression is doubled,ignoring 2 points of hardness per talent, for a maximum of 6.The talent allows to ignore not only hardness but also damage reduction.

The diference between the two talents on the core modern and d20 40k rules is HUGE.In 40K we use armour as dmg reduction,making this a totally "must have "talent.(also because of those 2 points per talent).

I think it is very unbalanced. I suggest two things for that:

Keep the "core" progression of 1 point per talent(the talent still remains very very good to possess).
Or increase the prerequisites for the talents.



Just my sincere opinion...
#602

ltdeathsauce

Nov 30, 2005 20:47:00
Actually, the core talent ignores 2 per level. Errata is good to read.
#603

zombiegleemax

Nov 30, 2005 21:01:34
Thanks for the help ;)

Well,but that really doesnt change anything(besides the fact i must pay more attention to the core rules errata :P )

The progression is like the "core rules", but i dont think it should, since the talent is much, much more powerfull...
#604

Skrittiblak

Dec 01, 2005 1:32:18
When TopT says it certainly isn't balanced in Modern he isn't saying its too good. He's saying its too crappy.

No one ever takes the Ignore Hardness talent tree in Modern. (And with good reason, Melee Smash is way more useful.)

By increasing the amount of uses ignore DR has we effectively are making it a talent people actually want to take.

IMO it is balanced.

EDIT 2: If the progression was 1, 2, 3 it would be identical to Melee Smash, but not applicable to units without armour. Eg: Worse; provably worse mechanically, and no one would take it.

There is a reason the silly talent was erratad. If people take the talent then I feel I've done my job well. Many people will take Melee Smash anyway and rely on a powersword to bust up armour.
#605

black_kestrel

Dec 01, 2005 8:17:59
I don't know, Ignore Hardness has it uses. I have a NPC that uses it to absolutely crush his opponent's weapons with Sunder and its related feats. I also have a duelist in a HG d20 who uses it to great effect in the arena (admittedly its someplace where melee is almost a certainty). Just depends on your character concept.
#606

toptomcat

Dec 01, 2005 15:30:45
Ignore Hardness is useful for:
Sunder specialists.

Melee Smash is useful for:
Sunder specialists.
Everybody else.
#607

black_kestrel

Dec 01, 2005 16:14:58
Ignore Hardness is useful for:
Sunder specialists.

Melee Smash is useful for:
Sunder specialists.
Everybody else.

Mostly true, Ingnore Hardness is also useful for anyone who expects to face something that has hardness in melee. In the case of d20 Modern this applies to vehicles and mecha. Hell you can use it to aid breaking down doors and such. While it may not be applied to as many situations as melee smash, it isn't just for Sunder specialists.
#608

zombiegleemax

Dec 01, 2005 16:16:10
Yes, i know that he meant it its kind of crappy.

You will see a lot of people dying (critticaly injured with my house rules )due to massive damage from melee weapons, if keeping the talent as it is

a level 5 strong character with a chainsword used with both hands , the ignore damage reduction talents chosen, a +4 strenght bonus will do an average dmg of 14, automatically ignoring 6 points of any armour.Power attack will also be very usefull, since everyone has less defence,you are still very likely to hit while using power atack.And those extra points of dmg come in handy to overcome the (few , if any...)points of armour the poor guy still has.

Anyone not using some strong armour will die pretty fast

I defend the ideia of deadly melee combat in 40K(just see some my earlier posts ), but that seems unbalanced to me as it is.


Many people will take Melee Smash anyway and rely on a powersword to bust up armour.

Who would do something like that at the early levels?I mean, to dont choose the Ignore dmg reduction talents and choose Melee Smash, praying to one day to get a Power weapon(a very rare weapon...)

But the best way is to play and see...
#609

toptomcat

Dec 01, 2005 20:34:47
A level 5 Strong Hero with a chainsword and 18 Strength shouldn't be very dangerous?
#610

duke_qa

Dec 02, 2005 7:33:44
hmm

bab:+5
strength: +4
overcome damage reduction talent lvl3: 6
longsword with chainsword upgrade: 2d8(19-20x2)

so he gets a attack bonus of 9, gets averagely around 19 to hit. most other cr5 "monsters" i've found has defense around 13-15, so its likely that this guy will be doing quite a bit of damage to those, as he often will hit with more than 5 and cause even more DR to dissapear.(as soon as he gets up to +6 of the opponents defense, he technically takes away 7DR, which is quite alot.)...

but i can't really say that this one seems completely unbalanced though, he is effective yes, but he can only be this effective up close... if he can't get there he's in trouble, and if the enemy is a defense bastard with no armor, it doesnt really help him at all to have those DR-remover talents.
#611

toptomcat

Dec 02, 2005 7:39:20
Compare it to sneak attack- another powerful ability balanced by the limited context of its application. This is somewhat less powerful, but the context in which it is useful is wider.
#612

zombiegleemax

Dec 02, 2005 15:10:37
Heres some of the changes and house rules(most of them years-old, from my games of d&d) that i will use in my games of d20 40K.

Weapon speed factor:

All weapons have an initiative modifier based on their size

Tiny weapons: none
Small weapons: -1
Medium weapons:-2
Large weapons: -4
Huge weapons: -8


People that played d&d 2nd edition remember the concept of weapon speed.Here,we always have used this simplified version of it for 3rd edition.In my opinion wizards simplified the combat rules too much in 3rd ed,by removing the weapon speed factor.We use this house rule for years and it does its job really well, reflecting the speed diference between an atack with a dagger and with a greatsword, or with a pistol and longarm.It also removes the strange thing about combats involving characters with lots of attacks(in a duel between 2 warriors with,say, greatswords, the one that wins initiative makes all four blows before the other guy has a chance to act)by including the weapon initiative modifier on each attack( the guy atacking first would do his second attack at -4 initiative count, and so on...)
The weapon size modifier is relative to users own size( a huge sword used by a large character, is like a large weapon for him, and has a speed factor of -4)

Striking for soft-points in armour:

I will include the if-only-i-could-hit-softer-points-in-my-enemies-armour concept(something all characters would want to do in a battle) )in the all the atack rolls with the following rule:

Reduce armour by one point for every point the atacker goes over the opponents defense+5

We have been discussing and adjusting this one in this thread.I think it will contribute to a better gameplay involving the system with armour giving damage reduction.

Critical hit tables and specific effects:

I already have posted this but i will do it again:

When someone gets to do a critical hit, roll a d20 to see the hit location(multiply damage normally and such)

1-4 right leg
5-8 left leg
9-11 abdomen
12 chest
13-15 right arm
16-18 left arm
19 neck
20 head

To avoid specific injuries you then roll a fortitude save with a DC of 5+half the damage taken

If the damage is 25% or more of hit point maximum that body part is damaged
If the damage is 50% or more of hit point maximum that body part is incapacitated(crushed,cut...)
If the damage from this critical hit is less than 25% of hit point maximum ignore all this.The damage done wont be enough to cause specific injuries.

If you fail the Save:

Damaged penalties:

leg - - -1 to move rate(stacks with similar),
abdomen- - internal injuries, -2 to move rate
chest- - internal injuries,carrying cap to 3/4, -1 to all physical rolls
neck- bleeding for 2hp/round until healed
arm - - -2 to all rolls which require the use of that arm
head - - loses next action, -1 to all rolls

Incapacitated penalties:

leg-- -3 to move rate,cant run,-4 to agility like rolls
abdomen -- -4 to move rate,cant run, massive internal injuries
chest-- massive internal injuries,carrying capacity halved,-2 on atack
arm-- arm disabled, item held is dropped
neck-- massive bleeding(5 hp/turn),
head-- youre at -1 hit points


if you have internal injuries roll 1d10(for massive injuries multiply effect by 5):

1- loss of 1 hp per week
2- loss of 1 hp per day
3- loss of 1 hp per 12 hours
4- loss of 1 hp per 6 hours
5- loss of 1 hp per 3 hours
6 - loss of 1 hp per 2 hours
7- loss of 1 hp per 1 hour
8- loss of 1 hp per 10 rounds
9- loss of 1 hp per round
10- loss of 2 hp per round

As an another optional rule you could use the hit location and effects system whenever someone took massive damage(instead of the oficial rule:to drop to -1).It is also an uncommon enough ocurrence(so it doesnt slows down the game either...)


Overcome damage reduction talent tree

I have changed the prerequisites for the advanced talent tree for my games.It is now like this:

Advanced Overcome Damage Reduction: The Strong hero ignores up 6 points of Damage Reduction or Hardness whenever he makes an attack against an armoured foe or object respectively.

Prerequisites: Overcome damage reduction, improved overcome damage reduction, one other talent from either the Extreme Effort talent tree or the Melee Smash talent tree



enough for now, i will post the rest of it later.Have to see my Sporting Lisbon ;)
#613

toptomcat

Dec 02, 2005 15:21:07
Have you read Skip Williams' excellently phrased argument against weapon speed factors in 3.x?
#614

duke_qa

Dec 02, 2005 16:39:06
i guess im too fresh to remember those rules, i only started after 3.5 started to come out.

but by the looks of it they seem a bit time-consuming to worry about. theres plenty of other things to worry about than the initiative modifier being affected by weapon types...
#615

zombiegleemax

Dec 02, 2005 21:09:52
I know it's not my place, but perhaps we should keep this thread for the discussion of D20-40k, rather than proposed additions to the D20 rules, and house-rules.
#616

toptomcat

Dec 02, 2005 22:38:36
My sentiments exactly.
#617

Skrittiblak

Dec 03, 2005 4:29:13
FORCEFIELDS AND ARMOUR AS HARDNESS

Just putting two earlier posts together.

I don't have any forcefields up on the site yet.

Forcefield List:

Projectile Deflector: +1 Defense
Refractor Field: +2 Defense
Rosarius Field: +3 Defense
Displacer Field: +4 Defense
Iron Halo: +5 Defense
Powerfield (imperial): +6 Defense
Holo-field (eldar): +6 Defense
Void Field (eldar): +7 Defense
Salamander Mantle (imperial): +8 Defense
Dark Eldar Shadow Field: +10 Defense
Kustom Forcefield (ork): +2d6 Defense (roll at the beginning of each round)
Tau Shield Drone: +3 Defense*
Tau Shield Generator: +5 Defense
*multiple drones stack defense bonuses

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

Also the following shields are commonly used:

Small Shield: +1 Defense
Medium Shield: +2 Defense
Arbiter Riot Shield: +3 Defense
Marine Combat Shield: +4 Defense
Crusader Combat Shield: +5 Defense
Terminator Storm Shield: +6 Defense
Squat Force Shield: +8 Defense

=========================================================

Hardness bonus rather than DR bonus provided by armour.

Leather Jacket-------------- 1
Leather Trenchcoat---------- 2
Bulletproof Vest------------ 3
Bulletproof Trenchcoat------ 4
Studded Armour-------------- 5
Metal Armour---------------- 6
Flak Shirt------------------ 7
Full Flak Armour------------ 8
Imperial Mesh--------------- 9
Eldar Mesh------------------ 10
Advanced Mesh--------------- 11
Light Carapace-------------- 12
Heavy Carapace-------------- 13
Advanced Carapace----------- 14
Scout Power Armour---------- 15
Sister Power Armour--------- 16
Tactial Power Armour-------- 17
Combat Power Armour--------- 18
Adv. Power Armour----------- 20
Ablative Armour------------- 20
Artificier Armour----------- 24
Terminator Armour----------- 28 + 5 defense
Tactical Dreadnought Armour- 30 + 10 defense

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

DRP 1 = Ignore 5 points of Hardness
DRP 2 = Ignore 10 points of Hardness
DRP 3 = Ignore 15 points of Hardness
DRP 4 = Ignore 20 points of Hardness
DRP 5 = Ignore ALL points of Hardness
#618

Skrittiblak

Dec 03, 2005 4:32:48
I have to say - as much as I liked the original rules - I do like the simplicity of the above system.

It means:

1.) The Strong heroes Ignore Hardness talent would go unchanged.

2.) No DRP rating for weapons. Instead we swap this rating for an ignore hardness rating allowing for more specific values.

Eg: Lasgun (HP 4)
Splinter Rifle (HP 5)
Boltgun (HP 6)

Instead of blandly giving them all DRP 2.

Cool no?
#619

zombiegleemax

Dec 03, 2005 7:41:57
I'd personally suggest giving armor a defence bonus (smaller than the normal one though) in addition to their hardness as it puts in something more you can change, but that might just be me.
#620

duke_qa

Dec 03, 2005 13:08:20
remember that if you use the rules that says opponents defense+5+x= -x in opponents hardness, which basically turns hardness into a sort of defense. it all depends on how much damage you do and what armour the enemy has though. but thats half the fun. what if a guy has some sort of armour that takes alot more punishment than you expected it to do, or you underestimated the guy's ability not to get hit because he had some runty armour on himself, but suddenly he started up a forcefield :D


anyway, i like the new rules, they look like they are easier to get into. giving different weapons different Armour Penetrations/AP (think that sounds better than HP, which can quickly get confusing :p)


Is there any chance of getting a sort of handicap on stealth-based checks while using a spesific type of forcefield? like most imperial ones are pretty noisy, but the holo-fields of the eldar and dark eldar might give a bonus to their stealth checks :D


i can't wait to test out these new rules, they look kickass :D
#621

toptomcat

Dec 03, 2005 13:57:08
Hrm...
I think I've got an idea to keep forcefields, shields, and combat gear et al. from getting all that out of hand, while making the Purchase DCs of Xenos weapons available to all. What about implementing d20 Modern's Restriction and Legality system?
#622

duke_qa

Dec 03, 2005 14:44:03
well the advantiges of forcefields should definately be nerfed somehow so you can't powerplay yourself into some invincible killing machine.


my initial thought about this was that the better the opponent hit the forcefield, the bigger the drainage of the batteries, and ultimately, implosion. but this is pretty much something you don't want to do everytime someone hits or shoots after you... so perhaps thats something to add to a critical hit system for force-fields users :p


feats seems to me to be the best way of going, and some risky non-proficiency rules if you are unlucky...
#623

zombiegleemax

Dec 03, 2005 15:53:13
I know it's not my place, but perhaps we should keep this thread for the discussion of D20-40k, rather than proposed additions to the D20 rules, and house-rules.

Sure, i see your point,but i dont mean to just start throwing up alternatives to the existing d20 rules.By posting those house-rules i was sharing my points of view on some issues that are being discussed for 40K(melee combat,armour system...).I was showing how i will personnally deal with them in my games of d20 warhammer 40k, with the intent of "hopefully helping on some of those issues".

By posting rules(and i wasnt proposing anything...) for d20 40k, and sharing some ideas for it i think i am "discussing" d20-40k, which is the very purpose of this thread, isnt it?


I knew i was going for a minefield when i posted rules for weapon speed :D

Have you read Skip Williams' excellently phrased argument against weapon speed factors in 3.x?

This argument?

Since a D&D combat round is an abstraction of a variety of feints, attacks, parries, etc. there is no correlation between the size or weight of a weapon and how soon in the initiative order that weapon should score a hit that inflicts damage. Weapon speed factors have been removed from the game in 3rd Edition.

Thats a very non-consensual thing, to have weapon-speed -factor or not.I have my reasons to use it, but i understand those who dont.
I will certainly use it in a setting like 40K.With lots of heavy-high powered weapons,accounting for the charging up time of melta-guns, the delay time of heavy-bolters, etc,will contribute a lot to game-balance.
I have a ton of other reasons.But im not saying that those that dont use speed factor are wrong.I simply dont want to keep such thing "abstract".
#624

toptomcat

Dec 03, 2005 16:13:41
No, no, there was more to it than that. It was essay length, I'll see if I can find it...
#625

Skrittiblak

Dec 03, 2005 16:39:56
anyway, i like the new rules, they look like they are easier to get into. giving different weapons different Armour Penetrations/AP (think that sounds better than HP, which can quickly get confusing :p)

Ah yes! But those gits over at WotC made AP = Action Points.

I don't want to confuse by having two acronyms with the same name. I'd rather DRP (Damage Reduction Penetration) or HP (Hardness Penetration) just to avoid using an acronym that already has a meaning. But you are absolutely right, I prefer AP as well.

Curse you Wizards! Curse you!

~

I'd personally suggest giving armor a defence bonus (smaller than the normal one though) in addition to their hardness as it puts in something more you can change, but that might just be me.

I thought about this. This is my official stance.

Warhammer 40,000, the tabletop game, has two kinds of saves. Vulnerable and Invulnerable.

In D20-40K:
Vulnerable saves add to Hardness (or DR in the old system).
Invulnerable saves add to Defense.

Because forcefields are always invulnerable, and because many armours like Terminator armour have an invulnerable bonus, and because shields provide an invulnerable bonus and because camouflage sometimes provides an invulnerable bonus and then you can get an invulnerable dodge bonus from a precognition chip well then lets just say there's no shortage of equipment bonuses to defense.

There are many, many ways to increase your defense through equipment. Plus people already have high defense in Modern based games thanks to Class defense bonus.

Giving a defense bonus to armour is just overkill.

If you want Hardness, wear armour. If you want a defense boost, wear a forcefield. Or get both. And be a badass.
#626

zombiegleemax

Dec 03, 2005 17:12:54
That sounds like good policy, keep up the good work.
#627

zombiegleemax

Dec 03, 2005 17:35:26
If all armour will give hardness, and weapons penetrate hardness , what will be the diference between personal and vehicle armour?
#628

toptomcat

Dec 03, 2005 17:39:38
Must there be one?
#629

zombiegleemax

Dec 03, 2005 18:34:53
With the rules as they are, something must be done, i think.


According to them:

War-machine armour is designed to absorb damage more effectively than ordinary armour. Instead of providing a damage reduction that is penetratable by a sufficiently potent weapon war-machine armour provides an invulnerable sort of damage reduction called hardness.
Subtract a war-machine’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the war-machine takes no damage. DRP has no effect on hardness.

The system is(was?)done in a way, in which vehicle armour reduces the damage from all weapons, even the DRP5 ones.



Landspeeder

Hardness: 10
Hit Dice: 3d10 (30 hp)

If:

DRP 1 = Ignore 5 points of Hardness
DRP 2 = Ignore 10 points of Hardness
DRP 3 = Ignore 15 points of Hardness
DRP 4 = Ignore 20 points of Hardness
DRP 5 = Ignore ALL points of Hardness

People will just start blowing up landspeeders and such with they handguns.




I am missing something?
#630

toptomcat

Dec 03, 2005 19:16:05
'hardness from personal armor'?
#631

zombiegleemax

Dec 03, 2005 19:37:11
Did you see the recent posts by Skrittiblak?
#632

toptomcat

Dec 03, 2005 19:42:00
It wasn't a question, it was a tentative suggestion on how to revise the wording in Skritti's ruling.
#633

zombiegleemax

Dec 03, 2005 20:15:56
Yes, we surely must have a "hardness" and a "damage reduction".Skritti should clarify that if he wants to implement that system.
#634

duke_qa

Dec 03, 2005 21:13:21
apparently this just means that alot of the vehicles out there needs to get powered up a bit with the new rules on hardness. either that or vehicles gets a different type of armor that can take a few more punches than other armors.





on the topic of acronyms, yeah, HP, AP, whatever, it all sounds weird if you don't know where to put them. but there shouldnt be any problem seing the difference on action points and armor piercing/penetration.(see? it even covers more than i originally thought!)

firstly, if a player says "i use one AP on this attack roll", or "what kind of AP does that gun have?", or "i give him 32 damage with my AP 5 gun". you quickly understands what he is doing. they are used in different situations, and should be easy enough to keep separated. HP on the other way is for me Health Points, something which sometimes is very vital. "pc: what kind of HP does that gun have?" "dm:what? is it broken?", or "pc: i just shot that guy and gave him 32 damage with HP 5..." "dm: woot? you gave him health?" :p
#635

zombiegleemax

Dec 04, 2005 16:29:08
But even if the hardness of vehicles is adjusted, you will have DRP5 weapons ignoring it all...

Just call damage reduction(or something similar) to personnal armour, and hardness (or whatever) to vehicle armour.
#636

Skrittiblak

Dec 04, 2005 16:45:45
Shoot! I didn't realize HP was health!

Alas! You beat me. AP it is.

=========================================================

Armour as Hardness (continued)

When playing with armour as Hardness (which is nifty) weapons will suddenly have varying abilities to punch through not just power armour, but also through vehicle armour.

This makes a lot of sense, since a Lascannon is a considerable better anti-tank weapon than a Heavy Bolter and this is represented by more than just sheer damage. This is represented by the weapon's AP value.

Since weapons now have an increased capacity for penetrating vehicle armour vehicle armour should be improved somewhat.

Specifically vehicle armour should increase:

Defense Score
Hardness
Hit Points

~

A Lasgun has a -5 Hardness modifier. A Boltgun a -10.

A Boltgun can score glancing hits on a Landspeeder in Warhammer 40,000, while a Laspistol cannot penetrate.

When calculating the Hardness of a Landspeeder we should then imagine a Vehicle that can take 2d8 points of damage and reduce it to 0 in almost all cases even with a -5 to its Hardness.

A Hardness of 15 is suitable.
You can add 1/2 this number round down (7) to Defense.
You can add this same value to Hit Points.

~

Thus if in d20-40k a Land Raider had 30 hp before, it now has 45, with a Hardness of 15 and a +7 to defense. Suitably more dangerous. Assuming the Land Speeder is a good 'template' vehicle, you can safely multiply all given hardness values by 150% to balance for the new system.

Hopefully this should usher a new era of d20-40k gameplay. And maybe I'll update all the vehicles appropriately as well... Of course this is completely untested, but I think this slight modification would bring vehicles back up to their old quality.

I like (prefer) the idea of using a single Damage Reduction standard. This means there is no distinction between Hardness and DR. In fact DR would no longer really exist.

The Tough Talent tree would be called the Hardness Talent Tree. Appropriate since Tough characters are often "Well 'ard".
#637

toptomcat

Dec 04, 2005 17:11:45
My advice is to playtest it extensively before you make it part of these. It's a deeply fundamental change to the system.
#638

zombiegleemax

Dec 04, 2005 17:33:41
I agree...
#639

Skrittiblak

Dec 05, 2005 13:14:52
Me three - I was just throwing some options out there to simplify the system.
#640

duke_qa

Dec 06, 2005 11:13:15
hmm, so a dreadnought would look something like this:


Type: Walker


Size: Huge (-2 size)

Defense: 21 (new rules =[(21/2)+21] 31 defense)
Flat-footed Defense: 17 (hmm, this doesnt make sense to me though, dex modifier is +6, so why only -4?)
Hardness: 40(new rules =[(40/2)+40] 60 hardness )
Hit Dice: 6d10 (60 hp) (new rules= 90 hp)
Initiative Modifier: +6
Crew: 1 (ace +12)
Class Bonus: +7
Dex/Str Modifier: +6/+12*
Attack Bonus: +8/+3


DRP 1 = Ignore 5 points of Hardness
DRP 2 = Ignore 10 points of Hardness
DRP 3 = Ignore 15 points of Hardness
DRP 4 = Ignore 20 points of Hardness
DRP 5 = Ignore ALL points of Hardness

the main problem i see here is that the tabletop rules doesnt have any drawbacks for vehicles and weapons with high AP. armour saves and armour penetration is generally designed to work on the weaker types of armour like power armour and the likes. but tanks again don't get any handicaps from it, they basically soak up the damage it can, but if its a bad hit, it barely does anything to the tank.

what im saying is that ignoring ALL points of hardness for a vehicle is risky business, although i see where it would be wise. the plasma pistol does have a chance to take out a dreadnought because it ignores all hardness, but what about a land raider? a plasma pistol is not supposed to get through its armour, because of its low strenght, but it will definately do so with these rules. it just will take a while...

what i think is that most anti-tank weapons that we have in the rules have enough damage potential to get over the hardness values with some good dice, even if it does have to worry about hardness or not. my suggestion is to make the drp5 around 60, and give heavier tanks a bit more armour than those rules would give them... to stop people with plasma pistols from shooting down land raiders and bigger things.


(
land raider:
Defense: 15 (22 new rules)
Hardness: 46 (69 new rules)
Hit Dice: 16d10 (160 hp) (240 new rules)
)
#641

zombiegleemax

Dec 06, 2005 15:10:49
My suggestion is to leave the rules about damage reduction and hardness as they are.They work!Whats the complication about having damage reduction and hardness anyway?Any d20 player is used to the concept of having hardness on vehicles and anything that has tank-like armour.
If someone really doesnt like the DRP/DRT system, then use:

DRP 1 = Ignore 5 points of Damage reduction
DRP 2 = Ignore 10 points of Damage reduction
DRP 3 = Ignore 15 points of Damage reduction
DRP 4 = Ignore 20 points of Damage reduction
DRP 5 = Ignore ALL points of Damage reduction

And it wont be necessary to mess up with the rules
#642

duke_qa

Dec 06, 2005 20:08:12
i didnt say i wanted to remove the hardness from anything, i just said that i believe giving weapons the ability to "remove ALL hardness" from any target might be a bit too powerful at times.

the reason why i think so is because vehicles in 40k generally is only affected by the strength of the gun shooting at them. a weapon can have st4 ap 2 which makes it a excellent anti infantry weapon TT-wise, but useless against vehicles because that AP2 doesnt mean anything for a vehicle...all that matters is that the weapon strength is strong enough to glance/penetrate a vehicle's armour.


thats why i believe that removing ALL hardness would be unwise on vehicles spesifically. thats also why i think that around 50-60 is a good number for the DRP 5 to be put. it makes most vehicle armour go away, but if theres a vehicle with a bit more hardness and you got a gun which doesnt really do alot of damage, its most likely gonna be soaked by the armor...
#643

zombiegleemax

Dec 06, 2005 20:32:30
I think you missunderstood me.I was talking about the alternative rules suggested by skrittiblak:

Hardness bonus rather than DR bonus provided by armour.

and this:

DRP 1 = Ignore 5 points of Hardness
DRP 2 = Ignore 10 points of Hardness
DRP 3 = Ignore 15 points of Hardness
DRP 4 = Ignore 20 points of Hardness
DRP 5 = Ignore ALL points of Hardness

I wasnt talking of removing hardness...By the contrary, im talking about keeping the way armour bonuses work as it is (damage reduction for "personnal armour" and hardness for vehicles).


And i see that we share the same concerns about skritti alternative system:


just said that i believe giving weapons the ability to "remove ALL hardness" from any target might be a bit too powerful at times.

the reason why i think so is because vehicles in 40k generally is only affected by the strength of the gun shooting at them. a weapon can have st4 ap 2 which makes it a excellent anti infantry weapon TT-wise, but useless against vehicles because that AP2 doesnt mean anything for a vehicle...all that matters is that the weapon strength is strong enough to glance/penetrate a vehicle's armour.

And not just a bit, giving weapons the ability to ignore vehicle armour would completely mess up with the game system.

My point is: i think the armour system is fine as it is( on the site).I just recommend using also the good hits-mean-less-armour rule.If any change is to made, it would be only minor adjustions on the numbers here and there( and even that, only after some good game feedback).
#644

duke_qa

Dec 07, 2005 9:29:32
personally i believe that the "good hits means less DR" rule is also a part of these new rules. although it won't matter much against vehicles most of the time, and it won't really change the system for normal combat either.

we had DRP and DRT there aswell, and this system just simplifies the amount of numbers you need to roll around. its easier to say that a weapon ignores 5 points of your armour hardness than saying its a drp 1 weapon, which means the player has to find out from a list how much of his armor he loses for that armour. theres no big difference there on the new rules compared to the old ones...
#645

zombiegleemax

Dec 07, 2005 10:17:44
we had DRP and DRT there aswell, and this system just simplifies the amount of numbers you need to roll around. its easier to say that a weapon ignores 5 points of your armour hardness than saying its a drp 1 weapon, which means the player has to find out from a list how much of his armor he loses for that armour. theres no big difference there on the new rules compared to the old ones...

There is on BIG diference. The diference between ignoring damage reduction or ignoring hardness.
#646

Skrittiblak

Dec 07, 2005 13:58:57
The consensus is that armour should always provide DR and not Hardness. This probably makes sense.

Sometimes I have funny urges - on reflection this idea probably has some mechanical repercussions that aren't what we're looking for.

In any case a simplified DR system might be favoured by certain players.
#647

zombiegleemax

Dec 07, 2005 19:10:11
I still think that armours such as Powered armour, and especially Terminator armour should provide hardness...
Ah well.
#648

duke_qa

Dec 08, 2005 10:17:44
is there any reason not to change the armour "back" from hardness into DR, and making weapons AP ignore armour DR?

personally i don't see the big problem with that.


also, this might be a fun part though, this way we can make certain weapons have holy AP and ignore daemon DR aswell... grey knights and other anti-daemon people should have plenty of that kind of weapons lying around...
#649

Skrittiblak

Dec 08, 2005 14:11:41
Whoah! That's crazy. Next thing you know we'll be using fancy symbols to identify AP types.

The Evangelists Psy-Bolter
Reinhard the Evangelist carried this hefty storm bolter. It has the following special AP values.
5; 4; 11.

(Holy AP 5, Fire-Resistance Reduction 4, Hardness Reduction 11)
#650

zombiegleemax

Dec 08, 2005 15:23:05
Now that's an interesting idea...
"Magic" item/relic type things. Lets see more!
#651

toptomcat

Dec 08, 2005 16:18:38
I think most such items are daemonic.
#652

duke_qa

Dec 08, 2005 18:17:25
i like that magic reference, but i believe that if one was to make such a system there would most likely not be that many kinds of different DR and AP.


not that i've gone any deep into the planning of these rules, but some quick drafts would not be out of the question...(edit, most of this is just bull though for any rules about DR)


Chaos DR:all armour blessed by the ruinous powers have Chaos DR. blessings of daemonic energies could in theory be affected by rituals and sacrifices and generic bloodshed. the more the follower follows the creed of his chaos god, the more bonuses he would gain.(lotsa nice things one could add here :P)
examples of stuff which might use this kind of DR:
*blessed by gods of chaos
*chaos space marine power armour
*daemonically possessed tanks
*amulets and glyphs
*anything which can be desecrated really...

Chaos AP: in the battle against reality, the ruinous powers knows that there are others playing the same game out there, and they know how to make weapons work more effectively against people blessed by such powers. Chaos AP works against Holy DR.
weapons might be:
* weapons forged by daemons in the warp itself
* daemons possessing weapons and other means of destruction, specializing the weapon to work against blessed people.


holy DR: psykers who follow the path of purity are often considered the exact opposite of the chaos powers. if chaos is the residue of evil from all souls(and there is alot of that around), then the psykers who manages to use the powers considered good are the true heroes in a dark galaxy.
examples of stuff which might use this kind of DR:
*blessed by great powers from the immaterium(the emperor,saints, eldar gods etc)
*armour used by heroes
*remains of holy persons/relics, small amulets
*incredible what can be holy.

Holy AP: the main goal of most holy psykers is to drive back the arch-enemy of chaos. the two energies are after all the magnetic opposites of each other, and will always be so until one has been wiped out of existance. Holy AP reduces Chaos DR.
weapons might be:
*the touch of a saint(a touch attack makes sense here imo. makes Chaos DR go away for a few rounds by excorsising daemons)
*prayers of faith (probably a bit like "powerword: lose-DR")
*smiting(we all love to smite, its a reason that warhammer 40k is called warhammer after all)
*holy weapons from fallen heroes
*etc. etc.



the simplest way to implement this would probably be through adding an extra cost to the initial credit buy(or more epic means), which i have very little knowledge about.


im not sure about other DR-bonuses or AP-bonuses though... i was thinking a necron VS adeptus mechanicus techno battle, but most of that goes into forcefields i believe, which already have good rules...

but fire and cold and poison and whatnot might be a nice touch to add, as long as it makes sense and it costs cash... but then we might need to add that kind of damage system to weapons aswell





I think most such items are daemonic.

there are plenty of situations where imperial saints are fighting the forces of chaos, and there are plenty of relics that contains holy forces that has been forgotten through the millenia.
#653

toptomcat

Dec 09, 2005 11:48:50
I think the current AP system is difficult enough to integrate as is. It's already the most fundamental change made from normal d20 Modern: to make it more complicated invites disaster.
We're going for maximum ease of pick-up-and-play, here.
#654

duke_qa

Dec 09, 2005 13:15:29
yeah i concur that it would get messy quickly. also the use for such a system as mentioned above is extremely limited.


so anyway, where were we?
#655

Skrittiblak

Dec 13, 2005 8:01:59
I am currently composing a list of all the 40k weapons and ammo and giving them an Armour Piercing value in the form of DR or hardness reduction. This should be useful for people who want to implement this system.
#656

Skrittiblak

Dec 16, 2005 12:57:47
NEW RULES (revisited)

Forcefield List:

Projectile Deflector: +1 Defense
Refractor Field: +2 Defense
Rosarius Field: +3 Defense
Displacer Field: +4 Defense
Iron Halo: +5 Defense
Powerfield (imperial): +6 Defense
Holo-field (eldar): +6 Defense
Void Field (eldar): +7 Defense
Salamander Mantle (imperial): +8 Defense
Dark Eldar Shadow Field: +10 Defense
Kustom Forcefield (ork): +2d6 Defense (roll at the beginning of each round)
Tau Shield Drone: +3 Defense*
Tau Shield Generator: +5 Defense
*multiple drones stack defense bonuses

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

Also the following shields are commonly used:

Small Shield: +1 Defense
Medium Shield: +2 Defense
Arbiter Riot Shield: +3 Defense
Marine Combat Shield: +4 Defense
Crusader Combat Shield: +5 Defense
Terminator Storm Shield: +6 Defense
Squat Force Shield: +8 Defense

=========================================================

Armour provides a fixed Damage Reduction. This value is reduced by a weapon's AP.

Leather Jacket-------------- 1
Leather Trenchcoat---------- 2
Bulletproof Vest------------ 3
Bulletproof Trenchcoat------ 4
Studded Armour-------------- 4
Metal Armour---------------- 5
Flak Shirt------------------ 5
Full Flak Armour------------ 6
Imperial Mesh--------------- 7
Eldar Mesh------------------ 8
Advanced Mesh--------------- 9
Light Carapace-------------- 10
Heavy Carapace-------------- 11
Advanced Carapace----------- 12
Scout Power Armour---------- 13
Sister Power Armour--------- 14
Tactial Power Armour-------- 15
Combat Power Armour--------- 16
Adv. Power Armour----------- 17
Ablative Armour------------- 18
Artificier Armour----------- 20
Terminator Armour----------- 20 + 5 defense
Tactical Dreadnought Armour- 25 + 5 defense

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

A weapon's AP or armour piercing directly reduces DR provided by armour.

Melee Weapon Armour Piercing Scores.

Choppa---------------------- Special*
'Uge Choppa----------------- Special*
Harlequin's Kiss------------ 0
Simple Weapon--------------- 0
Chainweapon----------------- 2
WychBlade------------------- 4
Monoweapon------------------ 8
Lashwip--------------------- 10
Eviscerator----------------- 12
Web of Skulls--------------- 15
Agoniser-------------------- 18
Powermaul------------------- 20
Bonesword------------------- 30
Chainfist------------------- 30
Force Weapon---------------- 30
Lightning Claws------------- 30
Powerblades----------------- 30
Powerfist------------------- 30
Powerglove------------------ 30
Powerklaw------------------- 30
Powerweapon----------------- 30
Punisher-------------------- 30
Thunderhammer--------------- 30

*Damage Reduction is halved versus a choppa or 'uge choppa.

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

A weapon's AP or armour piercing directly reduces DR provided by armour.

Personal Firearms Armour Piercing Scores.

Autopistol------------------ 0
Slugga---------------------- 0
Shoota---------------------- 0
Stubpistol------------------ 0
Autogun--------------------- 1
Stubgun--------------------- 1
Shotgun--------------------- 2
Laspistol------------------- 3
Lasgun---------------------- 4
RipperGun------------------- 5
Lasblaster------------------ 6
Executioner Shotgun--------- 7
Hellpistol------------------ 7
Splinter Pistol------------- 7
Fleshborer------------------ 8
Hellgun--------------------- 8
Splinter Rifle-------------- 8
Boltpistol------------------ 9
Shuriken Pistol------------- 9
Boltgun--------------------- 10
Shuriken Catapult----------- 10
Pulse Carbine--------------- 11
Pulse Rifle----------------- 11
Needle Pistol--------------- 1d20
Needle Rifle---------------- 1d20

Special Weapon Armour Piercing Scores.

Webspinner------------------ 0
Hand Flamer----------------- 3
Flamer---------------------- 4
Heavy Stubber--------------- 5
Frag Missile---------------- 7
Heavy Flamer---------------- 8
Splinter Cannon------------- 9
Scatter Laser--------------- 10
Burst Cannon---------------- 12
Assault Cannon-------------- 13
Autocannon------------------ 14
Heavy Bolter---------------- 15
Cyclone Launcher------------ 16
Reaper Launcher------------- 18
Krak Missile---------------- 20
Plasma Pistol (low)--------- 21
Blaster--------------------- 22
Plasma Missile-------------- 23
Plasma Gun (low)------------ 24
Plasma Pistol (high)-------- 24
Fusion Gun------------------ 25
Meltagun-------------------- 25
Plasma Cannon (low)--------- 25
Tau Plasma Rifle------------ 26
Plasma Gun (high)----------- 28
Lascannon------------------- 30
Plasma Cannon (high)-------- 30
Railgun--------------------- 30
#657

duke_qa

Dec 18, 2005 7:25:21
yay, those looks like they should work. good with something giving us a bit of defense aswell now, both through forcefields and shields of different types, and not to forget the precog chips.
#658

zombiegleemax

Dec 18, 2005 16:26:30
That's good!

BTW, I was doing a bit of idle reading in Yahoo groups, and stumbled upon an article from RT about technology in the Imperium, as well as language that might be useful.
#659

zombiegleemax

Dec 18, 2005 16:57:49
Skritti:
Impressive.

Ryltar:
Linky?
#660

ikkaan

Dec 19, 2005 4:16:09
Sorry, i don´t understand. The Armour now has a hardness bonus, but the weapons lower DR ? Is that a typo ?
#661

Skrittiblak

Dec 19, 2005 7:31:55
That's a typo! By popular vote - Hardness is reserved for vehicle and armour provides a DR.

Though I think it would be cool to up all vehicle Hardness by say 20 and then use one unique system (Hardness) for both infantry damage reduction and vehicle damage reduction.
#662

gavinfoxx

Dec 19, 2005 11:48:43
I was reading through this, and is there any way to add your wisdom bonus as well as your dexterity bonus to your to hit with a ranged weapon?
#663

toptomcat

Dec 19, 2005 12:53:44
Why?
You can do it once a round with an AP and the Faith talent...
#664

Skrittiblak

Dec 19, 2005 15:22:21
I was reading through this, and is there any way to add your wisdom bonus as well as your dexterity bonus to your to hit with a ranged weapon?

Hmm... I don't know of any ability off hand that permits you to do this. But if such a feat or class ability exists in another d20 book I see no reason why you should have difficulty importing it to d20 40k.

Or as TopT points out, the Faith talent is not far from this.
#665

zombiegleemax

Dec 19, 2005 16:15:03
I was reading through this, and is there any way to add your wisdom bonus as well as your dexterity bonus to your to hit with a ranged weapon?

Have you tried the "Zen Archery" feat from D&D's Complete Warrior. It might need a little fixing (it is meant to be used with bows and by monks).
#666

gavinfoxx

Dec 19, 2005 19:11:43
Well, I know about zen archery, but I was thinking that shouldn't that be a little... different... for playing WH:40K D20?

And why?

Tau fire warrior, duh!

=D

I'm trying to figure out a way to optimize a Tau PC that takes "long range death" to the extreme that his species is known for!

Been looking at fast, gunslinger, sniper (from urban arcana WE... sniper should REALLY be in this game in one way or another...) .. but I'm trying to figure out a way for him to get +16 BAB by level 20... hmmm...
#667

Skrittiblak

Dec 20, 2005 2:53:46
It doesn't fall under the Open Gaming License so I couldn't include it in my list of advanced classes but the Modern Player's Companion from Green Ronin (which is a great supplement, by the way) includes one called the Dead Shot.

Check that out.
#668

gavinfoxx

Dec 20, 2005 14:29:36
It doesn't fall under the Open Gaming License so I couldn't include it in my list of advanced classes but the Modern Player's Companion from Green Ronin (which is a great supplement, by the way) includes one called the Dead Shot.

Check that out.

Cant you, uhm, make your own sniper class?

What classes from what books would you think fit well in the universe?

Are there any classes or sorts of classes that you want to add? Any sorts of feats?
#669

zombiegleemax

Dec 20, 2005 15:43:54
Zen Archery is quite balanced as it is. It shouldn't be changed other than the wording & name. It definately shouldnt be changed to add wisdom AND dex; every player will choose it just for its power gaming worth.

Cant you, uhm, make your own sniper class?
What classes from what books would you think fit well in the universe?

I know there's a class construction kit out for normal d20, if you're soon keen for a sniper class then why don't you try and make one yourself? Or better yet support developers and get the book Skrittiblak mentioned.

Everyone has their own view on the setting, if you do some browsing I'm sure you'll find enough yourself that fit well, and then come tell the rest of us ;)
#670

Skrittiblak

Dec 22, 2005 16:35:10
Cant you, uhm, make your own sniper class?

The only custome classes I made (like Preacher and Rebel) and all the psychic classes like Seer and Sanctioned Psyker and Wyrd I made because they were specific to the 40k setting.

A sniper class is more general - usable in any d20 system. I didn't feel it fell under my 'setting' specifically, so if players want a sniper like advanced class I'll suggest Dead Shot from Modern Players Companion.

Its a good class. No need to reinvent the wheel. I won't be making a Sniper calls specifically for the 40k setting. Sorry!

#671

zombiegleemax

Jan 02, 2006 23:50:03
It's probably a good sign when the thread starts getting posted to less-fewer problems...

I think there's a Sniper PrC in one of the Web Enhancements for Modern.

I still think Terminator Armour (and perhaps Power Armour) should provide Hardness...

BTW, new vehicle from Forge World-a small lander type thing, light shuttle/cargo...you get the idea.
#672

valeshdemon

Jan 12, 2006 1:23:55
I was just wondering if anyone has a site, or has info on a good place i can find background info on it. I've always been interested in the setting, but never had the monies to invest in it...
#673

zombiegleemax

Jan 12, 2006 2:49:16
just go to a search engine and look up the WH40k fluff bible. It's not current, and doesn't get into the specifics of some races, but it's a solid piece of work. The rest kinda requires the 40k rulebooks, and those are both pricey and non-Wizards content.
#674

valeshdemon

Jan 12, 2006 10:17:57
Thanks! :D
#675

Skrittiblak

Jan 15, 2006 4:48:37
I assume you've already read the 'source files' section on my website. That includes a bunch of 40k fluff as well.
#676

valeshdemon

Jan 15, 2006 21:09:55
i think so, i just wanted a little more info

I plan on running a WH40k game in another system, BESM, so i need background info since all i got to go on is the computer game. The info for the D20 version i saw on the site was really good however.
#677

duke_qa

Jan 22, 2006 8:24:53
time to make some noise again, i don't like that these forums are too quiet.


one thing first, is there any thoughts about making a custom forum(/website) for these rules? it would have been a nice way of making people share resources and talk about both dnd and 40k(theres plenty of websites out there who would be interested no doubt).

secondly, i'm reading through the psionic rules right now, and i don't really see a very good reason for not trying to add them somehow to the rules as proper psykers (with the exception that its alot of bloody work that is.).


or perhaps a different question, i've played dnd for a short while, and in that time i've seen plenty of strange power-characters based on strange prestige classes and sub-sub-sub-races who have very specific abilities. but i've never really seen a proper psionic player, but for one who played a mindflayer one session. is there something about psionics that has eluded me?
#678

zombiegleemax

Jan 22, 2006 17:33:04
The main problem with psionics in Dnd is that it isn't incorporated into the core ruleset. So the player and/or DM needs to buy a whole new book, for very little gain, and on top of that have the time to digest the rules before their use. From what I've seen, psionics is essentially just another form of magic; (divine, arcane, nature). Although admittingly that mind-knife or whatever class looks pretty cool. A friend actually bought the book, and we haven't used it once in like 18 months
#679

Skrittiblak

Jan 23, 2006 2:25:49
I second this opinion. Its pretty much the reason I went with the magic system instead of the psionics system in 40k.

There's nothing broken about the new psionics rules, there just not as well known.

That said, if anyone wants to convert various psionic classes to 40k I am all ears.
#680

duke_qa

Jan 23, 2006 16:21:05
The main problem with psionics in Dnd is that it isn't incorporated into the core ruleset. So the player and/or DM needs to buy a whole new book, for very little gain, and on top of that have the time to digest the rules before their use. From what I've seen, psionics is essentially just another form of magic; (divine, arcane, nature). Although admittingly that mind-knife or whatever class looks pretty cool. A friend actually bought the book, and we haven't used it once in like 18 months

well it depends if your DM says so or not. if the DM says that psionics and arcane magic is two different things, you could get in trouble once you start with spell-resistanse and psion-resistance. quite handy if you manage to fool the dm into having a difference and you are the psionic guy, quite easy to take care of high-level magicians that way :p

but yes, the parallells between arcane and psionics are there so that people can use the same immunities against arcane on psionics, which i believe is wise, or else psionics would have been dangerous at times. "im immune to mind affecting spells!" "but this is telepathy" "doh!".

the soulknife yeah, he looked kinda kickass with his HD of d10 and summoning of weapons and rogue-like skills. mindblade is what they call the weapon he can create with his mind.

There's nothing broken about the new psionics rules, there just not as well known.

That said, if anyone wants to convert various psionic classes to 40k I am all ears.

i'll look into it, there is something about psionics that makes more sense for me in 40k than "magic". (mostly as im a thousand sons player and i know that the way wizards and sorcerers works in d20 is more or less the same way that ariman and other sorcerers in those chaos-worshipping circles would work. spells and arcane stuff is an ancient art looked upon as heretical by the imperium, but probably used alot by chaos and eldar). also, with the power point system one can make some interesting rules for how perils of the warp "works", among other things :p
#681

Skrittiblak

Jan 29, 2006 13:57:40
There are also a bunch of people working on a skill based magic system at the Urban Arcana board. I think the thread was started by Illius Warrior Pope. I think thats something that mechanically would fit very well in a 40k setting as well.

Admittedly it would require a lot of work on the GMs part to make it work smoothly.
#682

uller999

Jan 31, 2006 20:21:06
I just wanted to say that your Warhammer 40k document is one of the coolest D20 addendums or conversion documents I have ever seen. Its simply incredible how much work and detail went into it. I want to commend you on the document all 900 odd pages of it. Your truly do the world justice and for this kind of work I hope somebody has you on payroll
#683

zombiegleemax

Feb 07, 2006 14:26:50
..
#684

zombiegleemax

Feb 07, 2006 14:27:46
I just finished reading the past 23 pages of this thread, and am perusing the PDF that I downloaded from Skritti’s site. So let me begin by saying, WOW! That is one hell of a lot’a work, kudos to you, and to all the other people on this thread how helped him.

I am a long time fan of both D20 Modern & Waehammer 40K & I had entertained the idea of putting together my own d20 version of 40k, but was always too daunted but the size of the task. But now I don’t have to! Thankyou all! I full intend to use this system (with some minor, personal style-based alterations) to run some 40k-D20 for my friends.

I also noticed the large amount of discussion that has gone on about the DRP/DRT system, which, as I understand it, is supposed to represent the ‘Armour Save’ ‘Armour Penetration’ mechanic. Maybe I missed something in the early discussions, but DR doesn’t strike me as very appropriate parallel. In 40K a successful Armour Save negates all the damage dealt by any given attack, regardless of how much damage that attack would normally deal. Where as DR just reduces the amount of damage taken (though it can be reduced to zero). Furthermore if you fail the Armour Save you take the full brunt of the weapons damage, just as if you had no armour at all, but DR still reduces the weapon’s damage. On top of this is Penetration rules, which I understand the DRP/DRT is meet to address, but I still think that is more a ‘band-aid’ solution.

The systems of 40K & D20 are very different so any attempt to make them correlate will be difficult, this I understand, and have thought a great deal about how to solve such problems (mainly while reading of the past 23 pages of posts).

Now I’m not going to say the system DRP/DRT is inherently bad or unbalanced, don’t have enough experience with it to make that call. But I have come up with an alternate mechanic that seems to me a better middle ground between 40K & D20. This is just food for thought, I am not asking Skritti to change his system, or saying his system is flawed.

Firstly armour reverts to its original state in d20 modern, providing an ‘Equipment or Armour’ bonus to defense, possibly as follows (rough approximation):

40k Armour save Armour Bonus
6+ | +2
5+ | +4
4+ | +6
3+ | +8
2+ | +10

Then each ranged weapon gains an additional stat; lets call it, Penetration Value (or PV) (Ha! The gods of acronyms can bite me!), it could be converted from the usual 40K AP value as follows:

40k AP D20 PV
6 | 2
5 | 4
4 | 6
3 | 8
2 | 10

Now whenever a character makes a ranged attack you check the PV against the target’s Armour Bonus. If the PV is equal to or higher than the target’s Armour Bonus you resolve the attack as a Touch Attack (hence negating or ‘penetrating’ the target’s armour). If the PV is lower than the targets armour bonus the target treats the attack as normal.

This is only the rudimentary beginnings of these rules, & they would need much clarification and expansion, (such as all power weapons have a PV of 10, what exact bonus different armours provide & PV do weapons have, etc), and may not, in the long run, actually be workable. But, as I said above, food for thought.

PS, After all that I must make a guilty confession: I personally like the basic idea of armour as DR, it’s just with the way 40K works, that doesn’t translate very well.
#685

Skrittiblak

Feb 08, 2006 4:55:40
PS, After all that I must make a guilty confession: I personally like the basic idea of armour as DR, it’s just with the way 40K works, that doesn’t translate very well.

In a game where weapons do a lot of damage and where heroes get a class bonus to defense treating armour as DR seemed more 'balanced' somehow. I'm not sure why I felt this was more like 40k but you raise a very good point; conceptually perhaps armour as defense bonus may be more appropriate to a 40k setting.

Somehow I had never looked at it that way.
#686

toptomcat

Feb 08, 2006 7:40:46
Besides, in a game with class defense bonuses, a Fast 10/Tough 10 focusing on Defense in power armor that granted Defense would be utterly unhittable. It'd be unbalancing.
#687

zombiegleemax

Feb 08, 2006 18:36:37
Besides, in a game with class defense bonuses, a Fast 10/Tough 10 focusing on Defense in power armor that granted Defense would be utterly unhittable. It'd be unbalancing.

Firstly nothing is ‘Unhittable’ as a natural roll of 20 always hits, (but that's just me being pedantic).

Sesondly, lets look at this ‘Unhittable’ proposition, let’s call him a ‘Primed Defender’. So what is his AC like; well he gets a +8 from Fast Hero, +5 from Tough Hero (note: I don’t think any advanced class has better), and then a +8 Armour Bonus from his Power Armour (approximate, as things have not been stated out yet).

10+8+5+8 = 31

Therefore a Fast 10/Tough 10 has a defence of 31 + whatever Dex bonus is allowed by power armour.

At the opposite end of the scale is a ‘Primed Attacker’ She cares more about actually hitting than the damage she deals so she is looking for the best BAB combination. She probably has Strong Hero 10/Martial Artist 10 (or other full BAB advanced class) and hence she has the full BAB (+10 from Strong Hero, +10 from Martial Artist) Hence she has +20 to hit + full bonus from Str or Dex (depending on ranged attack or melee attack).

So, even if we ignore the respective Ability Score Bonuses, & feats that may or may not have been taken, the Primed Attacker stills needs only an 11 or better on the dice to hit the Primed Defender, which is a 50% chance. Even Terminator armour (approx +10 Armour bonus) is only going to decrease the chance to hit by 10%. Furthermore if the Primed Attacker picks up a PV 8 weapon (or a power weapon), she is suddenly making touch attacks & hitting on a 3 or better (OMG!).

(y’know, when I started writing this, I didn’t think it would come out so much in favour of the Attacker).

The real problem will be at lower levels, where the Armour Bonus will be a bigger deal, as attack focused characters won’t have had time to beef up their attack roll, (hmm I wonder what tha above characters would look like at level 10, or level 5).

It should also be noted that in the D&D game I’m currently running I have a PC with an AC of 37 (don’t ask :P) at level 11. Next session I’m using a CR 11 creature against the party (straight from the 3.5 MM) that has +27 to hit.
#688

toptomcat

Feb 08, 2006 19:21:18
First of all, +8 would be dramatically conservative for power armor. Mideval full plate grants +8.
Add shields, Duck & Weave, Combat Expertise, DMA, Dodge, Elusive Target, force fields, etc. and things begin to tilt in favor of the defender again.
#689

Skrittiblak

Feb 09, 2006 6:15:44
> "First of all, +8 would be dramatically conservative for power armor."

I agree! As far as I am concerned the

"Forced Entry Unit" that provides a +9 defense bonus in d20 Modern provides as good a personal protection as Imperial Guard Full Flak Armour.

Mesh armour is way more advanced than anything we have on the market today and power-armour is just. Well now. Its a whole new category...

Remember Flak Armour has a 1/3 chance of ignoring all damage from an autogun. That's 41st millenium version of the HK-G3. That's how good it is. The Imperial Guard don't mess around. Stuff in the future is advanced.

Of course I can see Hagen's perspective from a balance perspective. Offer >8 and it becomes very unbalancing very quickly. There's a reason d20 Future put Boost armour at Defense +7.
#690

zombiegleemax

Feb 09, 2006 22:07:03
Hey, im not sure how on topic this is but if you guys could help me out it would be much appreciated.
I've played warhammer 40k for some time now and often ill use a small amount of minituresm, enough for a small scirmish match, and play with RPG like rules. However i made up all of the rpg elements myself, the combat and such still plays like the regular 40k 4th ed. skirmish game in many aspects. I try to keep it simple and fun to play with my friends with shorter attention spans
I was wondering if 1st) these rules can be used with the minitures (im guessing no)
2nd) What are some good rulesets that allow play as i have previously mentioned.

TYIA,
xJolt
#691

Skrittiblak

Feb 10, 2006 13:24:34
1.) Yes, these rules can be used with miniatures. In fact miniatures are encouraged in most d20 games during battle to help people know where their foes are. Remember that the d20 rules assume a 'square grid' battle arena. There are no rulers or range markers, all distances are given in terms of feet and each square is 5ft x 5ft.

You would be best off picking up a copy of d20 Modern to understand the miniatures combat system in d20 if you come from a 40k background; my site may not be enough.

2.) Any ruleset can allow you to use miniatures. If you want to specifically use 40k combat rules then the only rpg elements that you will need to bring in will be some kind of skill system to determine the results of lock-picking, balancing, jumping, sneaking around etc... I don't how easy this would be to do from scratch. Inquisitor is pretty close to an RPG in many ways, you may want to try that.

Cheers.
#692

zombiegleemax

Feb 10, 2006 16:28:09
Err, Skritti, no offence but when did the Imperium start equipping it’s low level, rank & file grunts (of whom there are ‘untolled millions’) with Forced Entry Units. Sure it’s been 40000 years, but the progress of tech hasn’t exactly run in a straight line. Maybe carapace armour could be equated to a Forced Entry Unit, but Flak?

“The most powerful protection available is built into this suit, which consists of a heavy torso jacket with ceramic plates over the chest and back, neck and groin guards, arm protection, and a helmet. Heavy and cumbersome, this armour is generally only donned by tactical officers heading into a dangerous assault.” – D20 Modern core rule book, pg 111

“Flak armour is made from high-tensile padded fabric, usually in the form of a sleeveless jacket that covers the upper torso…it offers minimal protection against low powered weapons…” – Necromunda Rulebook, pg 61 (Dated, I know but still cannon 40K, & the only actual description of flak I could find on short notice).

Anyway, setting that aside, all this has got me to thinking, just how good is armour in 40K & in d20 Modern? How do the two systems stack up? Yeah, I know, I (and others) have already said that the systems are very different, and hard to compare, but I figure that it is worth trying to draw some parallels.

So I decided to run some numbers, making a few basic assumptions; hit point damage in d20 equates to having to make a ‘to wound’ roll in 40K (lets call both incidents ‘taking damage’), that armour saves could be taken before ‘to wound’ rolls, without skewing the analysis against armour, BS of 3 & BS of 4 are by far the most common BS values in the 40K game and assume weapons being used do not penetrate the armour being discussed.

Before reading on, ask yourself: Does the 3+ armour save represent what power armour should be?

…ok, now that you’ve asked yourself that…

Here are the results:
When being attacked in 40K by a BS 3 attacker while wearing Flak Armour a target will ‘take damage’ 33.3% of the time, as opposed to 50% if he weren’t wearing flak armour, hence the flak armour decreases the chance of being hit by ~16.7% (50-33.3).

In d20, each +1 to defence decreases the chance of being hit by 5%, hence Flak armour equates (in the above example) with a defence bonus of +3 (or +4 if you’re being generous).

But wait, what if the attacker has BS4, what then? Well, I looked at that too…

When being attacked in 40K by a BS 4 attacker while wearing Flak Armour a target will ‘take damage’ 44.4% of the time, as opposed to 66.7% if he weren’t wearing flak armour, hence the flak armour decreases the chance of being hit by ~22.2% (66.7-44.4).

Which amounts to a Defence bonus of +4 (or +5 if you’re being generous).

OK, so how about power armour?

When being attacked in 40K by a BS 3 attacker while wearing Power Armour a target will ‘take damage’ 16.7% of the time, as opposed to 50% if he weren’t wearing Power armour, hence the Power armour decreases the chance of being hit by ~33.3% (50-16.7).

Which amounts to a Defence bonus of +7 (or +6 if you’re being stingy).

When being attacked in 40K by a BS 4 attacker while wearing Power Armour a target will ‘take damage’ 22.2% of the time, as opposed to 66.7% if he weren’t wearing Power Armour, hence the Power Armour decreases the chance of being hit by ~44.5% (66.7-22.2).

Which amounts to a Defence bonus of +9 (or +8 if you’re being stingy).

So, given the above, the best values to assign Flak Armour & Power Armour, if you wanted a direct parallel between the two rule systems, would probably be +4 for Flak & +8 for Power Armour.

At this point there are several things I’d like to point out:

1 – The above, offcourse, ignores any of the flavour text associated with either of the types of armour, and will probably leave characters feeling (if not necessarily being) inadequate.

2 – The process above is not perfect; feel free to take issue with any of my math or the assumptions made, though if you do please post a ‘better’ way of making the comparison.

3 – I know the above actually supports the Armour Bonus values I postulated in my original post, which is a bit suspicious, please trust me when I say that was unintentional.

4 – I apologise if this is getting a bit ‘Beardy’ (is there a similar term in role-playing?), feel free to tell me to shut up if this hasn’t been constructive.

(PS: Strangly, i cant seem to any current 40K stats for the autogun, was it left out of the most recent addition(s))
#693

Skrittiblak

Feb 11, 2006 3:12:47
I think you can find the autogun somewhere in the Wargear book. Anyway, an autogun is the same as a lasgun except that it has an AP of -.

Nice maths. You may be onto something. Certainly +1 - +9 is the most balanced way to do things.

I do suspect that Flak Armour as it is described in 40k would be considered a Medium Class armour in d20.

The flak armour description in the Warhammer 3rd Ed rulebook was a little more kind to it - I guess in the underhive they use bits of flak but not full flak armour as worn by Imperial Guard. Also note in Necromunda the save was 6+ for Flak Armour and new for Imperial Guard it has become 5+ making it as good as Eldar mesh. The fluff for eldar mesh leaves no shadow of a doubt that it is superior to any body armour we can make today. This is clearly for balance reasons, Guard never made their saves in new addition because of the new AP rules so its safe to assume Flak < Full Flak < Mesh IMO. I've actually added many more categories of armour than exist in 40k if you check the armour section of the d20-40k website.

My opinion is Full Flak, cheap as it may be to manufature in the Forge Temples of the Adeptus Mechanicus, is very good at stopping bullets. Maybe I exaggerated by saying Forced Entry Unit, but we are at least looking at a Medium armour, with Ork Studded Armour and Partial Flak (6+s) as Light Armour and Carapace types as Heavy Armour. Power armour would be classed as d20 Future type Powered Armour and Terminator Armour is in a class of its own (superpowered?).

So I would look at putting Leather Jacket ~1, Ork Studded ~2, Light Flak ~4, Full Flak Defense Bonus ~5, Imperial Mesh Defense Bonus ~6, Eldar Mesh Defense Bonus ~7, Carapace Defense bonus ~8, Scout Power Armour ~10, Power Armour ~12, Artificer Armour ~14, Terminator Armour ~16.

This is just the way my mind works. The number crunching has all been internalized. No maths to back this up. Just fluff.
#694

duke_qa

Feb 13, 2006 13:11:43
kinda have to agree with Hagen here...
if we look at the armor saves in 40k compared to the ones in D&D, they are relative similar. roll a dice, get over/under a certain value and you do damage. fail the roll and you fail the damage.

as much as i have been for the 'DR armor', it seems to me to cause trouble when converting monsters from the SRD and generic balance of combat. its nearly impossible to cause low-level monster to do damage to a pc with a relatively powerful armor.(think i got a character with DR8 from an armor fighting zombies, there wasnt much chance of doing damage there).

as much as i hate to say this, as i love modding stuff(i use most of my spare time modelling,unwrapping,texturing and sometimes animate 3dmodels for 40k-computermods, aswell as arguing/making up alot of strange ideas like in these forums...), the DR rules seems to cause alot of trouble for people who are more used to the normal systems. personally i believe that originality through special advanced classes and feats makes the game more than the armor system.



speaking of which. i kinda got into starting on the psionic conversion. i also got one of my roleplaying buddies online at last. he's in my 40k game and has a thing for slaneesh and chaos generally, but is playing a imperial psyker in that game, focusing on ray of enfeeblement as it was highly effective on large targets. anyway, my psionics are coming along. but we created a advanced class/prestige class called the Aspiring champion, basically he is a chaos warrior which have been noticed by the chaos gods, and blessed by them.
most likely this paste will look like hell as its written in notepad, but i'll try and see how it looks...

[b]Aspiring Champion &#8211; Daemon Prince[/b]<br /> <br /> For those who have truly embraced the lure of chaos, there are a few who are blessed with<br /> the attention of the chaos gods themselves. Persons who qualify for such glory can be <br /> anything from guard regiment commanders who have betrayed the Imperium, charismatic cult <br /> leaders with a following who would do anything in their name, and chaos space marine lords <br /> who wish for nothing more than to ascend into daemonhood. One thing that binds all of these <br /> together is the wish for power beyond the means of mere humans, and they must indeed go <br /> further than anyone else in their quest for power. Because to please a god of chaos is a <br /> task that requires great skill, and if you first have gotten the attention of a dark god, <br /> the last thing you want to do is to disappoint him.<br /> <br /> Requirements:<br /> Intimidate 6 ranks, Knowledge warp 6 ranks, Knowledge daemons 6 ranks.<br /> 3 gifts from your Patron.<br /> <br /> <br /> <br /> Hit Die<br /> <br /> Gains 1d10 hit points per level. The character&#8217;s Constitution modifier applies.<br /> <br /> Class Skills<br /> <br /> Balance (Dex), Bluff (Cha), Concentration (Con), Craft (all) (Int), Diplomacy (Cha), Drive <br /> (Dex), Intimidate (Cha), Investigate (Int), Knowledge (all) (Int), Listen (Wis), Psychic <br /> Sense (Int), Read/Write and Speak Language (none), Ride (Dex), Spot (Wis), Survival (Wis), <br /> Tumble (Dex).<br /> <br /> <br /> Skill Points at Each Level: 6 + Int modifier<br /> <br /> The Aspiring Champion<br /> Class Base Fort Ref Will Special Defense Leadership<br /> Level Attack Save Save Save<br /> 1 +0 +2 +2 +2 Patron&#8217;s Blessing +1 +2<br /> Tainted Essence<br /> 2 +1 +3 +3 +3 Tainted Essence +2 +2<br /> 3 +2 +3 +3 +3 Tainted Essence +3 +3<br /> 4 +3 +4 +4 +4 Tainted Essence +4 +3<br /> 5 +3 +4 +4 +4 Patron&#8217;s Blessing +5 +4<br /> Tainted Essence<br /> 6 +4 +5 +5 +5 Tainted Essence +6 +4<br /> 7 +5 +5 +5 +5 Tainted Essence +7 +5<br /> 8 +6 +6 +6 +6 Tainted Essence +8 +5<br /> 9 +6 +6 +6 +6 Tainted Essence +9 +6<br /> 10 +7 +7 +7 +7 Daemon Prince +10 +6<br /> Patron&#8217;s Blessing<br /> Tainted Essence<br /> <br /> CLASS FEATURES<br /> <br /> The following features pertain to the Apsiring Champion advanced class.<br /> <br /> Tainted Essence: Your body grows stronger as you ascend towards daemonhood<br /> Ability Damage<br /> Lvl Bonus Reduction<br /> 1 +2 str 1/-<br /> 2 +2 dex 2/-<br /> 3 +2 con 3/-<br /> 4 +2 int 4/-<br /> 5 +2 cha 5/-<br /> 6 +4 str 6/-<br /> 7 +2 dex 7/-<br /> 8 +2 con 8/-<br /> 9 +2 int 9/-<br /> 10 +2 dex 10/-<br /> <br /> <br /> Patron&#8217;s Blessing: <br /> There are four chaos gods to worship, all have different paths.<br /> <br /> To claim the different stages of patrons blessing you must either sacrifice a number people <br /> to your patron(see table beneath), or do something else in the name of the chaos god that <br /> would please him just as much. <br /> Stage Khorne Slaanesh Nurgle Tzeentch<br /> 1 8 6 7 9<br /> 2 800 600 700 900<br /> 3 80000 60000 70000 90000<br /> <br /> [i](all up to the DM though, but it should be epic...)[/i] <br /> <br /> In addition you must perform some service to deserve the Final Blessing. if this is not done<br /> by the time you reach lvl 10 you instead turn into a minor daemon or worse, having <br /> disapointed your patron.<br /> <br /> <br /> God Lvl 1 <br /> <br /> Khorne: + 5 DR to all armor <br /> <br /> Slaanesh: + 1 psyker lvl <br /> <br /> Nurgle: + 1 psyker lvl <br /> <br /> Tzeentch: + 1 psyker lvl <br /> <br /> <br /> God Lvl 5 <br /> <br /> Khorne: + 5 defense <br /> <br /> Slaanesh: + 1 psyker lvl <br /> <br /> Nurgle: + 1 psyker lvl <br /> <br /> Tzeentch: + 1 psyker lvl<br /> <br /> <br /> God Lvl 10<br /> <br /> Khorne: + 4 Str, you gain an additional + 5 to your natural DR, making it 15/- instead of 10/-<br /> <br /> Slaanesh: No Wisdom; You drop Your Wisdom score and use your Dexterity score in place of it.<br /> If your Wisdom is higher raise Dexterity until it reaches Wisdom, then drop Wisdom.<br /> <br /> Nurgleile Charisma; You drop your Charisma score and use your Constitution score in place<br /> of it. If your Charisma is higher raise Constitution until it reaches Charisma, then drop Charisma.<br /> <br /> Tzeentch: Strength of Mind; You drop Your Intelligence score and use Your Strength score in<br /> place of it.If your Intelligence is higher raise Strength until it reaches Intelligence, then drop Intelligence.<br /> <br /> Daemon Prince:<br /> You become a Daemon Prince, an outsider. You gain the daemon traits as described below and <br /> you also gain a bite attack and two claw attacks if you did not already possess them, for <br /> damage se table below.<br /> <br /> There is also a 25 % chance that you gain wings and a 25% chance that you grow one size <br /> category larger, as a result of your dark blessing.<br /> <br /> Also if you cast spells you no longer have to worry about the psychic sense check.<br /> After all, You're a daemon.<br /> You no longer can benefits from cybernetics or gene therapy.<br /> <br /> <br /> Daemonic Traits: All daemons have the following traits:<br /> -Immunity to disease and poison and psychological effects including psychic fear.<br /> -Acid, cold, electricity and fire resistance 10.<br /> -Telepathy.<br /> -All daemons speak the 4 languages of chaos as well as Eldar, Gothic, Ork and Tau.<br /> -Aura of Fear: failed save means enemies flee or fight at -4 attack and damage if they<br /> cannot flee. Save DCs are (Charisma + 1/2 hd + 10). Fear has a range of 80&#8217;.<br /> <br /> <br /> Damage Table:<br /> Size Bite Damage Claw Damage <br /> Small 1d4 1d3<br /> Medium 1d6 1d4<br /> Large 1d8 1d6<br /> Huge 2d6 1d8<br /> Gargantuan 2d8 2d6<br /> Colossal 4d6 2d8
#695

Skrittiblak

Feb 13, 2006 13:38:50
Hey, hey! Looking good!

Most especially, nice use of the Holy Numbers of the four powers in the Patron's Blessing section.

My only doubt - is this not a bit powerful?

(Ok, ok, I admit it, the Inquisitor is a bit powerful too... :D )
#696

zombiegleemax

Feb 14, 2006 16:50:32
I love the work being done on Warhammer 40k D20, but since the project is so far along, could i suggest a much smaller font for the book, as it stands my copy is something around a thousand pages! i would like to continue running games in the Dark Millinium without toting around my computer [not too mention you wouldn't want to publish a document that big].

i must say i finished my first campaign using 40k, and it was awesome. my second i have ever finished, ever! Thanks a million for the excellent work!

oh and happy V Day to all out there. :D

C Love
#697

ikkaan

Feb 15, 2006 8:04:46
I didn´t participate a lot in the last time, that may be because i master a roleplay-heavy story since i downloaded the d20-rules for 40k. We play twice a month which isnt much but my players seem to have fun all the way. They will reach level 4 soon which is also not so fast as other groups progress but i didnt want to make previous errors and give the players too much too early so i am steadily giving them stuff to play with. Important to me is the continuity and having a good story. I knew my players would like to play Space Marines (Chaos Space Marines...yeaah....Blood for the Blood God!) but i thought it would get stale soon...so its more sort of a "Firefly"esque - Crew of a rogue trader encountering aliens and chaos, sometimes being scrutinized by the inquisition, the ship always in need of repairs. I will try and make a short overview of my story and post it here for your amusement soon :-) Would be nice to hear what other peoples ideas and plots are.
#698

duke_qa

Feb 15, 2006 13:13:33
might be powerful, its basically based off the daemon-prince template. if i can remember correctly we based it a bit off the inquisitor and added new stuff to be more chaos oriented. basically a daemon-prince would be a inquisitors biggest nemesis, so it kinda makes sense that they have something in common.

Its a bit less spell-oriented, 3 psykerlvls over 10 class lvls, but he should indeed be doing alot of damage in close combat, or anything else for that matter. making him a space marine on top would be painful.

Anyway, the aspiring champion/daemon-prince is pretty close to what an inquisitor is(rare). it is not too common that the great gods of chaos takes enough interest in one single mortal. when it happens its sure to be a interesting time both for friends and foes(think kratos in 'God of War', he's pretty much an aspiring champion. enemies shooting arrows and he's just standing there looking at them while some other poor guy is talking to him, then getting hit by arrows that otherwise would hit kratos. being favoured by the gods usually helps out in such situations.).


one of my theories for future chaos-oriented classes would be a 'possessed' advanced class. if you say that the aspiring champion is a bodyguard of a king, then the possessed would be something like a officer in that kings army.

He would let daemons possess his body to gain bonuses from them(a bit more advanced than the +4 ability modifier that normal d&d possession gives though). depending on his experience with possession, the more power he can gain from letting daemons possess his flesh, but if he tries to bite over more than he can chew, he better be prepared for the consequenses.
Basically there are different possession bonuses for each class level, and whenever he wants the bonuses from a higher-level possession he has to make a few saves to avoid mutation or the loss of his soul altogether. if a 1st level possessed asks/allows his daemon to bless him with 10th lvl bonuses(naturally, schizophrenia and divided personalities should be a must on such a character), he should really kiss that body and soul goodbye :p

i think the gameplay of such a character would be close to a sort of barbarian, just that he gains ability bonuses through cooperation with a daemon that wants his body and soul just as much as anything else. its a tight rope to balance on to put it that way, and could bring up some interesting situations. also a thing to remember, depending on what kind of daemon you focus on, you would get different bonuses, making this class quite universal for all kinds of characters. khorne for your standard melee smash and crush, nurgle for some morbid powers, dubius blessings and constitution, Slaneesh might be the most common type of possessed, dexterity and dark secrets is their game, tzeentch for those who wants unlimited knowledge and magical power.
#699

Skrittiblak

Feb 17, 2006 3:55:52
Would be nice to hear what other peoples ideas and plots are.

I had one memorable game in which everyone played Space Wolves and starting as barbarian type characters (d20 Fantasy type stuff) and we went through the whole 'becoming a Space Marine' story line. It was one of my favourite games.

~

I had another in which there was a reluctant team assembled to investigate the deaths of a number of Arbiters on a world that was concealing a terrible secret related to the Necrons. That was quite fun, but sadly came to an end before the climactic battle with the true Necrons ever came about. The team would run into Eldar investigating the Necrons - I had a fun time making the eldar a creepy menacing alien race; different from what we're used to in RPGs. They functioned very well as bad guys.

~

Right now I am running a game called Xenoscope about a team working with an Inquisitor that is in the midst of uncovering a secret coven of chaos worshippors! Obviously some sort of Xenos will be involved or I would not have named the game Xenoscope.
#700

zombiegleemax

Feb 17, 2006 3:59:00
Hmm. Some good stuff!

Getting back to d Armour...

Flak, yes, I'd say ~+6. We'll remember that in the game, bullets and las-bolts can (maybe) bounce off... it takes rocket-propelled large-calibre shells to actually just go straight thru...

Power... Well, it should /really/ be something special! That's how I'd justify its craziness-its /so/ rare!

Apart from a bonus of +12 or more... also give it either DR (sticking to Skritti's rules), or Hardness (going by my own oppinion)... although there prolly isn't too much differance...


Keep up the good work!
#701

zombiegleemax

Feb 18, 2006 15:43:52
Ok, Well I’ve started actually ‘stating up’ armour & weapons for a Defence Bonus/Penetration Value system. I will post it in it’s completion when it is done as an alternative to the DRP/DRT system Skritti has already put forward.

(Disclaimer: I am neither asking, nor expecting Skritti to adopt these rules for his ‘core d20-40K’ ruleset, I am merely going to offer these rules here as an alternative.)

Offcourse, I’m having some problems with just how to put these rules together. At the outset the most balanced range of Defence bonuses that armour should offer is from +1 to +9 (as per the standard d20 modern rules, even in d20 future the best bonus is only +10). However the introduction of the Penetration Values to weapons means that lighter armour (like flak & mesh) is much less valuable as many ‘standard’ weapons can penetrate them. Furthermore even armour that provides a +9 is not as good in 40k when there are people with plasma guns & power weapons wandering around (ok, not all encounters will have them but a player who spent so long getting that suit of power armour is going to feel disappointed when it proves to be useless against such weapons).

So, at the moment, I’m thinking I’ll beef up the armour bonuses, so that while the armour may not always be useful, it is at least dam useful when it is. Also I’m thinking I’ll add small amounts of conventional DR to some armour to represent how durable such armour is & to again compensate for Penetration Values of weapons. (and now I’ve come full circle; adding DR back into the Mix, oh well :P).

Something like this (very simplified at the moment)…

Armour Save ~ Defence Bonus & DR
6+ ~ +3 & -
5+ ~ +6 & - (Thankyou Ryltar & Skirtti)
4+ ~ +8 & 1/-
3+ ~ +10 & 3/-
2+ ~ +12 & 5/- (much higher than a +12 would be too unbalancing IMO, hence the DR to make it still ver good armour)

There are a few other problems as at the momment as well, for instance: in this system armour provides no bonous against area effect weapons (or autofire), but it does in 40K. I have no idea how to sort this out, and any sudgestions would be welcome.

As an aside, Skritti said "Power armour would be classed as d20 Future type Powered Armour and Terminator Armour is in a class of its own (superpowered?)." I think rather than making a 5th class of armour i'll just note that Terminator Armour requires both the Heavy Armour Proficiency & the Powered armour proficiency.

BTW guys, thanks for the positive feedback so far.
#702

zombiegleemax

Feb 19, 2006 3:27:16
I keep telling you... Hardness.
Adn then have power weapons ignore hardness.
It eliminates those problems.
#703

duke_qa

Feb 20, 2006 10:15:34
Ok, Well I’ve started actually ‘stating up’ armour & weapons for a Defence Bonus/Penetration Value system. I will post it in it’s completion when it is done as an alternative to the DRP/DRT system Skritti has already put forward.

remember to take a look at the newer versions of DR/AP armor earlier in this thread . i believe those numbers are pretty good.("Reduce armour by one point for every point the atacker goes over the opponents defense+5." the basic rule for that system, and AP on guns takes away DR from armor)


also worry about the forcefields, since they give defense bonuses aswell. so if you want to change armor back to AC-bonus, beware of that. perhaps just turn it around and make it DR :D
#704

ikkaan

Feb 24, 2006 7:56:02
Im spinning a thought in my head for some time...melee weaponry is a central element in 40k (See the "Significance of Weaponry thread over at warseer : Thread ), the sword for the knightly and lightning claws for chaos...And the image of a sword-wielding Marine is a strong one often seen in 40K Artwork.

My players tend to use Lasrifles a lot. They simply have no reason to use other weaponry (most fights dont last long enough to have them change clips...maybe i am tactically inept). How do i encourage them to use swords ?
#705

duke_qa

Feb 24, 2006 11:29:51
it all depends on the person and the background really. if they are guardsmen i don't really expect them to run around with swords and other melee weapons. normal humans usually wants the "easiest" way to kill someone, and a gun is by far one of the easiest ways these days.

but i concur that 40k is alot about swords and melee, powerweapons are popular because they are better at penetrating armor than firearms of the same level might be. besides, when you are attacking a squadron of enemies with firearms, its gonna be hell for them to get a clear shot of you without shooting any of their buddies. also, put them into tight areas where melee users has a good chance at threatening multiple enemies("Threatened Squares: You threaten all squares into which you can make a melee attack, even when it is not your action. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. ").
#706

Skrittiblak

Feb 24, 2006 13:38:25
The best way to encourage melee combat is to pit your enemies against foes that force them into it.

Assume the PCs are charge by a pack of Khornate Cultists with chainaxes. The cultists are dealing considerable damage with each attack but since they wear nothing but a flimsy robe and are fairly low-level they go down pretty easy.

A PC engaged with such a foe could fire his lasgun, but doing so would incur a -4 attack penalty (remember in d20 Modern any longarm fired within 5 feet of a foe suffers a -4 penalty, pg 99) and provoke an attack to boot. He could fire a pistol but even then without the Gunslinger's close combat shot ability you will provoke an attack of opportunity.

Against this kind of high damage, low toughness foe provoking attacks of opportunity is not clever - even if the player deals more average damage with his rifle. In this situation (remember dropping a rifle is a free action that provokes no attack of opportunity and drawing a weapons is a move action that provokes no attack of opportunity) whipping out your chainknife or monoblade suddenly looks good. Heck, even stabbing them with the bayonet of your lasgun is more reliable; at 1d6+2 damage for a 14 Str character you can kill a low level Strong in a 3 rounds.

If you fire your rifle you might kill in one hit but you are being attack twice every round and the -4 may cause you to miss several times.
#707

joni-san

Feb 25, 2006 13:53:40
Does anybody have any ideas on statting out the Vespid? I know we don't have the stats yet but we do know a few things.

*They can't communicate with the Tau without technology.
*They have Fleet of Foot and "Jump" capability (=Flight in D20?)

I'd wager that +2 dex and a bonus to Jump would be a good start. Maybe Natural Armor because of the exoskeleton?

In addition, has anyone read the Xenology book? There's lots of fluffy goodnes in there.
#708

Skrittiblak

Feb 25, 2006 15:21:07
I have plans to stat out the Vespid as soon as the new Tau book comes out.

I would probably give them a fly speed instead of a jump bonus. You could use the Menace Manual "Mothmen" as a template for them for now, until we get some more official rules.

They are probably Large creatures; just judging from the model size. I suspect they will be too tough to function as PCs unless you are willing to take a crazy level adjustment (sort of like Space Marines).
#709

duke_qa

Feb 25, 2006 18:35:30
hmm, vespid, i dunno how much fun that would be. but it shouldnt be too tricky to make a template of them. problem might be that they don't use normal weapons alot.
#710

toptomcat

Mar 01, 2006 13:05:15
Everyone really ought to hold your horses re: statting out the Vespids. We don't even know if they're individually sentient yet, do we?
#711

Skrittiblak

Mar 01, 2006 15:18:45
Hehe, I know nothing except the minis clearly put them at Large size. And they have wings. So I would give them a fly speed.

Both of these two factors make them bad for PC races - but perfect for any campaign in which the Tau are a potential foe. Nudge, nudge, TopT.

Ooh! The giveaway! :D
#712

zombiegleemax

Mar 03, 2006 2:59:45
I thought if points weren't included it was alrite...

Sorry about that.
#713

toptomcat

Mar 03, 2006 14:22:25
Probably ought to take the statblock down. GW's lawyers combine all the most charming features of pit bulls, cruise missiles, and mustard gas.
#714

duke_qa

Mar 05, 2006 16:32:55
mmm, mustard gas... :P


vespids might be some nice enemies yeah. big and bulky and buggy, and some sort of wings. combine wings with guns and pc's on the ground trying to get into cover and you got a annoying monster.
#715

zombiegleemax

Mar 15, 2006 16:12:21
Just wanted to say. Awesome work. 892 pages is great. Only thing I could not find was a massive damage rule. What page is it on in the documunt (40k) since you used the d20 modern srd it is in there? Dave2
#716

Skrittiblak

Mar 16, 2006 7:45:13
I don't know off hand the page number - but massive damage is always equal to a character's Constitution score. This has been unchanged from the d20 modern system reference document.
#717

zombiegleemax

Mar 16, 2006 13:12:42
Hmm still not able to find it. I know what it is from the modern book. Is it in the warhammer 40k d20? It is not in damage section unless overlooked it. Did not see it in character generation either in 40k d20. May have been left out.

Have you considered adding an optional rule for massive damage to represent the gritty nature of 40k. Somthing like Massive damage save is DC 10 plus half the damage dealt (round up). If saved failed reduced -1 hit points.

Dave2
#718

zombiegleemax

Mar 18, 2006 1:21:59
okay, it's because I just got it, but the new black library book, Xenology, is chock-full of gribbly alien technical analysis and the like. It's a startlingly good read too, with nice illustrations and all that dandy stuff. maybe pick it up, stat some races?
#719

Skrittiblak

Mar 18, 2006 3:03:09
My house rule for massive damage has always been that the DC = 15 or damage dealt, whichever is higher.

So if a Meltagun deals 3d20 points of damage (avg 31.5 hit points) the DC is around 31.5 each time. Harsh I know - but you've been hit by a meltagun!

This is very gritty and makes players very easy to take down with heavy weapons. Use at your own risk!

Antar0000: I plan to pick up the Xenology book as soon as I have a chance. (Probably when I go up to the UK in April).
#720

Ishorn

Mar 19, 2006 13:58:11
I do not know if anyone cares but Black Industries has the right to publish a Warhammer 40K RPG. There will be three books (or games). The first book will be Xenos the basic game, the second Rogue Trader intermediate game, and Death Watch the advanced game. These will be using the Warhammer Fantasy RPG rules and will be published 18 monthes apart. The first book is scheduled for release in March 2007 as part of the 40k 20 year celebration. This was announced at GAMA this week and there is a press release at Black Industries web site.
20 years is along time but 1 more seems longer.
#721

duke_qa

Mar 20, 2006 18:26:29
yeah, the xenology book is quite sweet, some strange aliens there, most of them gives you a kinda insectoid feeling though. the hrud is cool, shadow-skin or something on him which makes him very hard to spot, bogeyman incarnate.

hmm, proper 40k rpg rules, using the warhammer fantasy rules... hmm i can't say i have tried those rules before, but it might be a good thing to try something different for once. if not, the books sure should have some good fluff to work with.
#722

Skrittiblak

Mar 21, 2006 16:27:41
I do not know if anyone cares but Black Industries has the right to publish a Warhammer 40K RPG. There will be three books (or games). The first book will be Xenos the basic game, the second Rogue Trader intermediate game, and Death Watch the advanced game. These will be using the Warhammer Fantasy RPG rules and will be published 18 monthes apart. The first book is scheduled for release in March 2007 as part of the 40k 20 year celebration. This was announced at GAMA this week and there is a press release at Black Industries web site.
20 years is along time but 1 more seems longer.

Hmm... I was contacted by Black Industries about this a couple years ago. They said when the books became available they would have to request I take the website down.

Anyway, if I am contacted again you will all be the first to know. It would certainly be sad... d20-40k is now seeing its 3rd year.
#723

ikkaan

Mar 22, 2006 6:39:50
IF they contact you again we should rename the project and ban the word "Warhammer" from it. All other similarities are purely coincidential.

EDIT: After some more thought...your project will be really hard to kill...almost impossible. As long as there is a non-profit pdf of the rules somewhere on the web...
#724

duke_qa

Mar 22, 2006 17:55:28
hmm, have to store the website somewhere then :p

it should be very hard for them to stop you legally though, as long as its free it doesnt really hurt...
#725

Skrittiblak

Mar 23, 2006 2:15:29
Well, if they feel a free alternative RPG could damage their sales they might push for it.

They do have exclusive rights to print a 40k based roleplaying game.
#726

toptomcat

Mar 23, 2006 6:07:51
Key word: print.
#727

duke_qa

Mar 23, 2006 13:42:09
i don't see the problem really. they have access to the rights of 40k, they can get the freedom to add new things to the universe, they get to create books with hopefully the great design that we all are used to getting from the 40k universe.

how a small free website for a handbook which converts some stats and has some background information could be a threat to that i don't really see.

besides, few knows about this site anyway, do you know how many people has used the site as of late?
#728

Skrittiblak

Mar 23, 2006 16:42:19
I don't know. I have 1,789 downloads of the full document. Which isn't all that many really.
#729

zombiegleemax

Mar 26, 2006 17:47:19
when you had the info for the new race out of the tau book. Have you considered adding your variant massive damage rule and the armor absorbs damae rule to the pdf? Dave2
#730

Skrittiblak

Mar 27, 2006 10:04:12
There won't be an update of the PDF until I do an update of the site... and that depends largely on time and other things.

Toptomcat at one stage had agreed to pick up some site maintenance but I believe he too has found it too much work.

The short answer is that they are unlikely to make it into the PDF any time soon. Perhaps 6 months from now, when I am hoping to have more free time I will look into doing some much needed updates and maintenance on the site.

-Skritti
#731

marcoasalazarm

Mar 29, 2006 15:09:19
Now there's a funny thing... I started to think of WH 40K for my own setting.
#732

Skrittiblak

Apr 06, 2006 15:18:24
Guys! Horrible news! We were on the secon page. The second page!

Outrageous!

Yes this is a bump.
#733

ikkaan

Apr 07, 2006 4:07:32
It's kinda stalling...i had to stop gamemastering because my group dissolves (job, training, girlfriend,etc.). Maybe i will pick it up in a few months.
#734

exodusgm

Apr 14, 2006 15:45:29
This is what I hoped my conversion would one day look like.

I shall play this, and honor your efforts.
#735

ikkaan

Apr 20, 2006 6:22:55
Duh. Second page again. And all this since the new Tau Codex came out and i don´t now zilch about the warhammer tabletop-rules...

Maybe we should invest in a rules mechanic that attracts more players to liven up the discussion ?
#736

toptomcat

Apr 20, 2006 7:41:36
Oh, come on. If you want this to stay off the second page, then contribute something that people want to talk about.

Such as this: even though a lot of good work has been done towards it, there's still a lot of things with fairly generic names- such as psychic powers and gear lifted from d20 Future. Can some of the boardies help us come up with some bastard Latin names for 'em to jazz things up a little?
#737

zombiegleemax

Apr 20, 2006 20:12:23
Well, I *used* to be able to speak Latin... tell me what you want and I can probably do it.

If we wanna keep it off the 2nd pg., we should keep converting! Ships need work, etc.
#738

toptomcat

Apr 20, 2006 20:25:34
Essentially anything without a setting-specific name. For example, anything in the Equipment section except:
Adamantite travel case
Administratum field bag
Any of the 'Terminals'
Vox-caster
Narthecium
Autosenses
Chameleoline Cloak
Psychic Hood
Any of the drugs, auspexes, servo-skulls and familiars

Bonus points if the name is from an official 40k novel or sourcebook.
#739

Skrittiblak

Apr 23, 2006 7:50:59
Okay, I'll give it a shot:

Camera (Still/Video) = Visiocorder
Digital Audio Recorder = Voxcorder
Display Goggles = Autovisor / Autogoggles (no?)
Hackcard = STC Algorithm Card (STC for the Standard Template Construct).
Chemical Kit = Chempack
Demolitions Kit = ?
First Aid Kit = ?
Medical Kit = Medipack
Advanced Medical Kit = Trauma Kit
Fast User Medkit = Narthecium
Electrical Kit = Haywire Kit (just sounds more 'unique'... I don't know)
Disguise Kit = Plastiflesh Kit (?)
Grappler Tag = Grapnel (from Necromunda - ooh bonus points)
Night-vision Goggles = Blacksun Lenses (okay Blacksun is a Tau thing)
Battery Flood Light = Searchlight (named as the vehicle upgrade - better than d20 Modern's name)
Gas Mask = Tox Gill or Tox Breather might be cooler sounding.
#740

zombiegleemax

Apr 24, 2006 2:34:12
Narthecium actually means "Medical Chest" in Latin, and Auspex actually means sooth-sayer...

Harvest Inquisitor if necessary. I'm workng my way thru another Gaunt's Ghosts novel at the moment. But only the really arcane stuff needs th Latin treatment. Everything else will just have slang names.

For those spellbooks for psykers, Cerax means wax tablet I think... I"m not sure. You could also use Tabula.
#741

exodusgm

Apr 24, 2006 19:10:36
My first episode of d20_40K took place on a "Servitor World" of Naogeddon, Hephaestus. The PCs (Fast4 (aiming for gunslinger) and a Fast2/Tough2 (who wants to be a Dreadnaught)) were on the lookout for Abellatra Xenophon, a wanted renegade with about a Mega-credit on her pretty little head.

Hephaestus supplies Naogeddon with raw minerals and breathing gases. The planet's economy is centered around deep mining operations and atmosphere processors. Good place to hide if you're wanted by every gun-toting wanna-be bounty hunter in Segementum Obscura.

After an hour of role-played streetwise checks, the PCs ended up at The Hole, a party-vault run by one Balthazar Gint, who was not only harboring an Ork bodygaurd, but Arbellatra herself. The PCs' rival, Krawl the Kroot (a Sanctioned Bounty Hunter himself) "distracted" everyone at the party with a plasma charge in the DJ booth as the PCs opened fire on Gint, Gunraug and Xenophon.

Combat began, Gint went down, the Ork bought the farm hard after his Shoota rolled a 1, and Arbellatra ducked into a bolt-hole.

PCs and Krawl gave chase through a rusting underground maze, only to end up in a vehicle bay with several hover-haulers. Arbellatra made it to one and sped off down the tunnel. Krawl pursued, and lastly, the PCs.

Next episode, the PCs will endure a grinding chase through the darkness after their prey, aided by my customized "Mining Tunnel Random Hazard Table" and quick-fire GMing style.

I'll make 'em sweat every foot.

Thank you, Skrit, for making this possible!

(Anyone in Indy wanna join the game? We have 4 open slots!)
#742

zombiegleemax

Apr 24, 2006 21:50:48
Nice! That gives me a few ideas!

Perhaps, if we have time, someone could come up with adventure ideas or hopefully a full adventure maybe? It'd make things much easier on people like me who really don't have the creative energy after daily labour to work on things.
#743

zombiegleemax

Apr 25, 2006 6:14:50
the Imperial Guard codex has a section on terms commonly used for items I think...
#744

Steel_Rabbit

Apr 25, 2006 19:27:04
I was looking through this site (the classes particularily) and it begs the question, does he even know what Warhammer 40,000 is?!
#745

toptomcat

Apr 25, 2006 19:32:38
The 'classes' are d20 Modern core, and pretty much immutable. Do you mean the Prestige Classes?
#746

exodusgm

Apr 25, 2006 19:52:51
I was looking through this site (the classes particularily) and it begs the question, does he even know what Warhammer 40,000 is?!

Whatcha mean? Should he have made a class for every kind of miniature in the army lists? Or do it more realistically, and allow some variation? Frankly, I think he kicked serious butt on it, and tomorrow, we're gonna play it again... it's a hit!!
#747

Skrittiblak

Apr 27, 2006 7:14:54
I was looking through this site (the classes particularily) and it begs the question, does he even know what Warhammer 40,000 is?!

Can you be more precise with your issues? Is it the advanced classes you object to?

If its the Basic Classes then I apologize. This is the d20 Modern approach and an adaptation of this nature requires that you be flexible.

Honestly their are only two approaches to 40k. Classless or d20 Modern style 'generic' classes. I did once try to do a D&D style 40k, with a class for every possible 'type'. In the end I went insane. This has been really great for me, I've found that d20 easily adapts to just about any system.

If it isn't the basic classes I am genuinely curious as to your qualms.
#748

bakomusha

Apr 27, 2006 7:16:02
dude awesome, in the morning ill show it to my friends, and ive been trying to get them to play any other table top rpg, but to no luck(incuding trying with a metal gear d20-modern, and a arcanum d20-past, but no luck, but they are big fans of down of war thanks!
#749

Skrittiblak

May 03, 2006 3:28:54
Thanks for the kudos Bako, if you do run a game; please do let me know what worked and didn't work for you.
#750

exodusgm

May 03, 2006 5:36:40
My second episode went down just fine. The PCs had a great deal of fun with the Hover-Hauler Mining Tunnel section, and my son's character stole an Arbites' motorcycle. Character backstories are still rooted heavily in the army lists, but maybe that's just from playing 40K for 15 yrs...who knows?
#751

ikkaan

May 22, 2006 5:04:38
I have something to bring to your attention: "The last warhulk" (an alternity star-drive adventure) is very easily adaptable to a rogue trader/warhammer 40k roleplaying campagin. A definite go in regards of adaptibility and branching of the storyline. It revolves around a forgotten warship with a controlling ai (well...make that an servitor brain) that repaired itself and is taking course on its original target (which isn´t really a target anymore). The heroes need to take it out...nicely written adventure.
#752

Skrittiblak

May 22, 2006 17:19:29
Nice! Where can we pick up this adventure module? Is this a PDF thing or a an old fashioned booklet thing?
#753

cypher_zero

May 22, 2006 19:17:56
Below is a post from a different thread that I thought warranted being posted here. The origional thead is here: http://boards1.wizards.com/showthread.php?p=9220568#post9220568

(sorry, i don't know the code for how to make links on this forum. I'm really only familar with html. If someone wants to point me to where i can find the code....)

What I've done is a tad different from what you did using the modern rules. The game is still DnD at it's core and could probably be better described as a W40K Campaign Setting than anything else. I thought about going with the D20 modern rules for it, but I'm much more familar with DnD and I don't like the way money is handled or the guns. For instance a beretta does 3d6 balistic damage. While it may be fairly realistic, I don't think it works very well for DnD. Actually, I don't think it's all that realistic since a single bullet probably doesn't do much more damage that a single arrow (unless the 3d6 is multiple bullets and I don't know what I'm talking about, but like I said, not that familar with d20 modern), and hence should probably only do something like 1d10 or 2d4 or something. Plus, if you allow a level 1 wizard to have a gun, why's he going to bother with evocation spells?

I also like the spread of classes that are available in DnD. With the D20 modern you have your "Strong hero, etc." but I like classes that are more clearly defined and have their own unique flavor. Last time I counted, in just the books I have, there are over 20 player classes with 20 levels to them. Not to mention countless prestige classes and other things.

The way the game was played when I playtested it was this: The PCs were on a world that had come under Space Ork attack 3 years in the past and they had slowly been killing off the human inhabitants who, while being adept with magic and swords and such had never seen or even concevied of guns. The Imperial Guard shows up and starts fighting with the Orks and takes over what is left of the human populace. The PCs were a group of adventures that had been off serving as local guides for the Imperial Guard and upon returning home find the place in ruins and most of the people killed (Orks are to blame). The IG (Imperial Guard) is there trying to set up defences against future invasions and charge the PCs with finding some of their soldiers that had been capured by the Orks. All the PCs were natives to the planet and by Imperial decree were not allowed guns unless in the employ of the IG. In this way I gave the PCs something to work towards. They eventually joined up with the IG as an "elite tatical squad" and the game progressed from there.

It is worth noting that I as a DM I am very strict about what I allow to fall into my PCs hands and have never once had the problem of them being overpowered due to the items they possess. Hence, they weren't carrying heavy bolters at level 3.

As far as the actual game mechanics went, I played them true to DnD allowing any DnD character class (though a few with minor modifications. i.e. the artificer from ebberon became a "tech-priest") but what class you chose could have various in-game ramifications. The imperium dosen't worry about a sword slinger, but if you can draw power from the Warp (either through magic or psionics) then they kept a close eye on you. Races I dealt with by saying that the humas of this world had bred themselves into a caste system: Elves were the Upper-class, the rulers and nobles; Humans the commoners; Dwarves the warriors, Half-Orks the savages (they weren't realy half Ork they were just a minor mutation that made them less intelligent and stronger. The imperium didn't determine the mutation to be extreme enough to warrant a purge.); Half-Elves the result of a mingling of the Upper and Commoners peoples; Gnomes were tinkerers; and halflings were Lower-class. When the Imperium took over they destroyed the caste system forcing a mingling of all these different types. I also included cyborgs into the game using the Warforged from Ebberon as a base and making a few different types with different penalties and bonus to ability scores.

So yea. That was the basis for the way my "play-test" went.

In my game, Space Marines didn't actually come into play. I had expected that some or all of the players might want to be Space Marines eventually. The way the campaign went the PCs wound up working for the forces of Chaos (one of them was on his way to becoming a Demon Prince) and so never became Space Marines. I had decided prior to the campaign that in the event that they did become Space Marines I would simply add a template that gave them abilities of Space Marines. If you're interested I could post it here (gotta find it first). Leave a reply here if you are.
#754

Skrittiblak

May 23, 2006 1:58:47
Hey cypher.

First some help. To make a link highlight the text you want to be a link. Click the IMAGE(http://boards-mi.wizards.com/images/editor/createlink.gif) create link gif. You'll get a pop-up. Paste the link in there.

Okay now I'll answer some of your point with my opinions.

For instance a beretta does 3d6 balistic damage.

Nope... It actually does 2d6. A derringer does 2d4. The best handgun (Desert Eagle) does 2d8.

Additionally, and most importantly, the Feats in d20 Modern are more appropriate. There is a feat called Double Tap that allows you to fire two bullets as a single attack action for +1 dice of damage. (A double-tapped beretta does 3d6).

Even if you are basing your campaign on D&D I suggest you go through the Modern System Reference Document and port over some gun-related feats.

I also like the spread of classes that are available in DnD.

Ah yes! Classic. I totally understand; you don't like the 'generic' classes. I totally see your point.

If you don't like them, you could 'default' players into an Advanced Class and still play using the rules I wrote. My list of advanced classes are: Ambassador, Beastmaster Wyrd, Blade Dancer, Bodyguard, Bounty Hunter, Dogfighter, Dreadnought, Engineer, Explorer, Field Medic, Field Officer, Field Scientist, Gladiator, Gunslinger, Helix Warrior, Infiltrator, Inquisitor, Investigator, Magos, Manipulator, Martial Artist, Navigator, Preacher, Rebel, Seer, Soldier, Space Monkey, Speed Demon, Street Warrior, Swindler, Techpriest, Thrasher, Tracer, Witch / Warlock, Xenophile

There are also a few 40k Prestige Classes as well.

Not bad, huh?

Anyway you shouldn't discount modern on the grounds of 'unfamiliarity'. Many of the things you like in D&D exist in modern. (Prestige Classes for instance).
#755

ikkaan

May 23, 2006 8:04:34
The copy i have of "The Last Warhulk" is a hardcopy, no pdf i know of...
#756

zombiegleemax

May 23, 2006 11:39:37
Hello i am kinda new here as a member of this community, have been a lurker for a while tho.

I love the WH40k Universe, have played a few years. Play as Space Marines.

I found the material at the Site to be a greate help for the WH40k Universe, since i play using the d20 rules for most or all of my rpg gaming.

I was reading the material at the Site and found some problems.

1 check the digital eye. it has some problems with it deal with the ear instead.

2 typo errors.

3 there is a typo or a error dont know which in the source area dealing with a NPC. Think the Npc is a something / Preacher.

Like the idea concerning DR.

Otherwise keep the good work going and hope to see more of it in the future.
#757

cypher_zero

May 23, 2006 21:35:37
Actually, as far as porting gun feats and such over, I already did that, but guns were never a major thing in my campaign, mostly due to the classes that the characters chose. I haven't yet had an oppurtunity to read over the entirety of your version, but needless to say, I'm partial to my own. When I designed my campaign I intended it to take place in the 40K universe, though not nessicarily on the forefront of battle as the tabletop game is played. I wanted my players to exist in the 40K universe but by the same time, it doesn't revolve around them. It's hard to explain exactly what I mean but it works something like this: In most campaigns (DnD or otherwise) the PCs tend to be a main focal point. The world exists for them and revolves around them. Their actions take the forfront, even at an early level, so that they are the ones that are shaping the destiny of the world. This is not true of my campaigns. The world is mine (as the DM) and exists separate of the PCs. They are players in it, but the world can and will exist without them. They aren't the heros that have to save the world repeatedly with each challenge becoming greater than the last. Eventually they may become powerful enough to where they do shape the fate of the world, but until then they are just people in it the same as the NPCs. This is what I was trying to emphasize in my game. I didn't let them start off as Space Marines because (at least according to how I translated W40K to DnD) a single Space Marine already has the power to be a world-shaper on his own. What I mean is, if you were to drop a Space Marine stripped of all his armor and weapons on a world he would rise to the top to become a powerful leader or warrior. If you read through the fluff on how Space Marines are recruited, you'll read that there is often a trial by combat, or some other means by which the recruit proves his worth and worthiness of becoming a Space Marine. To me, it did not make sense then to let a character start off a such. They would have to earn it and eventually endure their own trial by combat. In this way, making a "Space Marine Prestige Class" or a template that you have to earn makes more sense than letting a player be a Marine at first level. This is obviously just one example and I will elaborate more on my thinking as far as the other races are concerned and other things in due time if you wish.
#758

Skrittiblak

May 24, 2006 2:04:35
2 typo errors.

3 there is a typo or a error dont know which in the source area dealing with a NPC. Think the Npc is a something / Preacher.

There are loads of typos. Toptomcat took the time to give me a jumbo 'typo' list at one stage. But I never passed over the website for lack of time (and I my more recent project has - I must confess - taken precedence in terms of time expenditure).

But! I intend to! Some day... far in the future maybe. :D


This is what I was trying to emphasize in my game. I didn't let them start off as Space Marines because (at least according to how I translated W40K to DnD) a single Space Marine already has the power to be a world-shaper on his own.

I am beginning to think you haven't actually looked at my effort. The website can be pretty ugly; you can download the PDF here. Space Marines are ECL +5. Let me repeat +5. That means a Level 6 Imperial Guard is equal to a Level 1 Space Marine.

Space Marine is a race in my game. If you scroll down to the bottom of the Space Marine page, you will see the following warning:
Level Adjustment: +5, Warning: It is very difficult to balance a Space Marine with any ‘LA: +0’ character.

It sounds like you're making assumptions about this d20-40k without actually looking through it.
#759

cypher_zero

May 25, 2006 18:19:19
In all honesty, I haven't taken that big a look at it aside from just browsing over the basics. I keep intending to, but between working 11 hours a day and my other obligations (including sleep) I just haven't had the time. With some luck, I'll get around to it this weekend. Sorryif it seems like I'm making false assumptions.
#760

zombiegleemax

Jun 09, 2006 16:13:19
I have a question: In game Terms, what would it take for a Space Marine character to become a member of the Deathwatch of the Ordo Xenos?
#761

toptomcat

Jun 10, 2006 13:53:43
Probably some degree of Knowledge: Xenos, at a minimum.

Optional extras could include levels in Xenophile or a level of Tracer for Target Species.
#762

Skrittiblak

Jun 11, 2006 3:10:50
The Death Watch feels like it should be a prestige class. Try adapting the Grey Knight class to meet your needs.
#763

zombiegleemax

Jun 11, 2006 4:09:05
Ah, the Deathwatch. Well, I have a couple tabletop squads of them, so I'll put in my two pence. They have True Grit, so perhaps the "monkey grip" feat from various D&D sources, in which you can use a 2-handed weapon one-handed I'd place this as an early class feature. Regular 2-weapon fighting should be a prerequisite, so that they can get improved at a later point, thus enabling them to use a bolter (full-sized) and a chain/power/force sword/axe/insert weapon here at the same time. They'd definitely need a lot of ranks in both Knowledge(Xenos) and possibly the track feat. favored enemy or something, like tracer or xenophile as toptomcat suggested seem very good. Finally, they'd need to be able to requisition their specialty ammunition and weaponry. So I'd agree with skritti, that it should be a prestige class, and one that might benefit from a level or two of both tracker and gunslinger.
#764

toptomcat

Jun 11, 2006 14:07:35
Here's a quick and dirty Grey Knight to Deathwatch conversion:
Replace Knowledge(Warp) requirement with Knowledge (Xenos) requirement
Replace Favored Enemy/Target Species(daemon) req with Favored Enemy/Target Species/Xenotype(any xenos) req
Eliminate psychic power requirement

Replace class Knowledge(warp, chaos) skills with Knowledge(xenos)

First level ability: Eighth-level Dreadnought's 'Heavy Artillery' ability, possibly renamed 'True Grit'
Second through fifth level abilities: Stackable or separatable Favored Enemy (as the Bounty Hunter's ability, except a favored enemy can be selected more than once, with stacking bonuses.)

This may be somewhat underpowered for a prestige class with such stiff requirements. If playtesting finds it to be so, then consider adding the Xenophile's Xenodefense and/or Xenoresistance abilities, or a bonus to Requisition checks in the vein of the Inquisitor.
#765

zombiegleemax

Jun 11, 2006 18:43:24
I agree with you guys. Prestige Class all the way. Thanks . I was also thinking of evil campaigns, where characters can play as such things as:

Chaos Space Marines
Orks
Dark Eldar

Of course, there would have to be some exceptions, like:

Necrons
or
Tyanids

You know, brainless species. Also also, wouldn't it be interesting to play as a Tau from the Farsight Enclave? You know, O'shovah's splinter faction. Wouldn't Tau characters from his warband be more focused around close quarters combat than the usual long range hoopla the Tau are known for?
#766

toptomcat

Jun 11, 2006 19:26:55
'Evil' campaigns? More like 'Xenos' campaigns. The Imperium has the rough moral standing of Nazi Germany.
It only appears good because it fights factions of the moral caliber of Mordor.
#767

Skrittiblak

Jun 12, 2006 2:02:47
I agree with Toptomcat. There are no good guys in 40k. Only bad guys and really bad guys. ;)

Even playing an Imperium campaign you are dealing with characters that have very little qualms about killing. An Inquisitor believes himself an agent of the Emperor - which in our terms is like being an agent of God.

They will order an Exterminatus on a planet to cleanse it of a Chaos infestation even when millions of innocent lives will be lost. I don't even believe the average Inqusitor would lose much sleep for killing that many innocents.
#768

toptomcat

Jun 12, 2006 6:47:08
As I recall, the way they eventually dealt with Hive Fleet Leviathan was to declare Exterminatus on every world in its path, starving them into redirecting into a huge section of Ork worlds.
#769

zombiegleemax

Jun 12, 2006 11:35:50
Right, forgot. Talk about 'totalitarian society'. Oh well, it's a swing in a different direction. For instance:

Khorne Berzerker: Strong 6/ Gladiator 4

One word: O-U-C-H, Ouch! Give him Two-weapon fighting and a couple of Chain-Axes and you double your pain. And I don't want to think about what ceratain mutations would do to him. Ugh...
#770

zombiegleemax

Jun 28, 2006 1:46:23
I like it. I'm a Necron player myself, but I'm looking to get into a small Cadian force. I can totally see myself making a Cadian PC and then tossing it all on the table for a huge battle. Nice! Now the question to me is (might have been mentioned, have to go back and read), when running combat, would we use the GW 40K rules or adapt WotC's miniatures Battles rules instead?
#771

Skrittiblak

Jun 28, 2006 3:26:00
OOOH!

Now you've got me thinking! I'm going to have to write a conversion rule for taking a d20-40k character and converting him to a 40k unit (points cost and all) so you can use your d20-40k character in a tabletop Warhammer 40,000 game!

Thats a brilliant idea!
#772

toptomcat

Jun 28, 2006 9:04:20
They'd have to be more guidelines then actual rules...a point-to-point conversion would be unmanagably difficult.
#773

ikkaan

Jun 28, 2006 12:22:43
After months of not giving my group the creeps i managed to get some replacement players. Finally ! The cast so far:

-A new rogue-trader Navigator taking control of the crew his older Brother left.
-An alcoholic PDF Field Surgeon, discharged without honors (classic)
-A Squat engineer who does not believe in the Machine-God...
-A renegade Tau Fire Warrior, pleading loyalty to the old captain
-A female shipwrecked Eldar Guardian with beginning psychic potential

Plus a mute but sentient crystal emanating emotions of superiority over the crew. Does not actually do something useful but is highly entertaining for the GM...and a timesink for the crew to talk to.

Now to my questions:
- I cant find Aspect armor in the ruleset - can you give me a direction ? Is it available in different protection grades ?
- Carapace Armor...is that what the better IG troops like cadian Stormtroopers wear ?
- Warp Spider teleporters work analogous to the ones in Terminator Armour ? Or better ?
#774

toptomcat

Jun 28, 2006 14:25:18
Who uses Aspect armor? I'm not familiar with the term.
#775

ikkaan

Jun 28, 2006 17:03:30
For example the Mid-Level Dark Reaper example character on Page 811. There is a feat i cannot find anywhere else in the d20 40k ruleset, named "Eldar Aspect Armour" (named after the Eldar Aspect Warriors).

It says this feat can be taken by anyone who is proficient with eldar mesh armour. Ok with me.

In fact there are examples for some Eldar Aspects, but not for all. I would have estimated that Warp spiders have the same heavy armor as Dark Reapers (but what are the stats for this armor ? Is it Carapace or Powered Armor, and if, which one ?), use the Webspinner (page 513) , have Teleporters like the ones in Terminator Armour (page 532).

The Mid-Level fire Dragon on page 811 has heavy ablative aspect armour...this leads me to think that aspect armour is a sort of powered armour?
#776

toptomcat

Jun 28, 2006 17:08:24
Ah. Skritti hasn't given us stats on the Xenos armor yet.
Personally, I think it's high time.
#777

ikkaan

Jun 29, 2006 2:12:53
I don´t TT, so i have no clue for the stats.

I read the rules for taking aspects...i think i understood how it works, but maybe someone can clarify. If an eldar takes the aspect of a seer (which he can only do if he takes levels as a dedicated hero) and later adopts himself to a warrior aspect (which only requires him to have the aspect armour feat and proficiency with the aspects weapon) - he can´t use his psionic powers while being attuned to the warrior aspect, right ? So essentially eldar that adopt aspects are re-configurable characters that need to switch (by meditating 24 hrs) between aspects to use the benefits of their chosen aspect ?

Or i missunderstood the concept of aspects and e.g. Fire Dragons are free to cast powers, which would be unfluffy...or surprising. It would go on par with human psykers who can wear heavy armour when casting, but this seems to be forbidden in the eldar ways (their seers and warlocks wear light armour for some reason, but i can´t put a finger on it).

EDIT: After looking into to rules one more time i see the following mechanics working in the archetypes, maybe we can fix this up ?

- Aspect Warriors (Do not need to take medium, heavy and superheavy armour proficiencys. Light armour proficiency and then the Aspect Armour Feat is enough for all Aspect Armours. Definitely THE boon of being an Aspect Warrior.)

-Warlocks (able to wear Rune Armour. Seers that previously wandered on a warrior path cannot accept the Warlock mask (p. 815) because Warlocks needs arcane power levels, and Seers have mystic power levels...Strange)

-Seers (get nothing, but Farseers get Farsight...seems a bit weak, but maybe Seers can wear Rune Armour as well?)

-Striking Scorpions (get Mandiblasters, Holofield)

-Swooping Hawks (nothing in the Archetypes, will get jump packs ?)

-Banshees (Banshee Mask)

-Fire Dragons (Fusion Gun, Ablative Aspect Armour)

-Dire Avenger (found nothing, should have nifty targeting optics...?)

-Dark Reaper (Reaper Missile Launcher, Reaper Targeting Matrix)

My suggestion would be to have three different Aspect Armours: light, medium and heavy. These can be obtained in different optics with addons for the different aspects. Warlocks and Seers wear Eldar Mesh with added Runes (with an effect...i have no idea what that could be). Noone else is able to wear this rune armour. Do we need superheavy aspect Armour ? Is there an Aspect wearing superheavy Armour ?
#778

Skrittiblak

Jun 29, 2006 3:09:21
Now to my questions:
- I cant find Aspect armor in the ruleset - can you give me a direction ? Is it available in different protection grades ?
- Carapace Armor...is that what the better IG troops like cadian Stormtroopers wear ?
- Warp Spider teleporters work analogous to the ones in Terminator Armour ? Or better ?

1.) Eee.. Uh... Yeah. No Xenos-armour rules as of yet. As TopT points out I never wrote the offiical stats for Xenos-armour... BUT if you check the eldar section all eldar NPCs are statted out including their armour. (So if you are using Dark Reaper Aspect Armour just dig up the Dark Reaper NPC listing.) Problem is Dark Reaper Armour also comes with a Reaper Targeting Array and HUD and so on which is not represented in the NPC file.

2.) Carapace Armour goes as far back as Rogue Trader. Its the armour worn by the Adeptus Arbites - the policing force of the Imperium. It appeared again in Necromunda where it was popular among gang leaders. In 40K it is a 4+ save. Carapace Armour is similiar in quality to Imperial Guard "special unit" 4+ armour but is more restricting on movement. To represent IG Special Armour you are better off taking Mastercraft (+1 DRT) Imperial Mesh to represent it.

3.) Warp Spider teleporters work much better! Again - I don't believe I have actual rules...

We can work on some house rules right here. Let me just say that Warp Spider Teleporters effectively allow you to perform a "Dimension Door" spell as a move action. This is effectively 'too good' for player characters, IMO.
#779

ikkaan

Jun 29, 2006 6:46:18
1.) Eee.. Uh... Yeah. No Xenos-armour rules as of yet. As TopT points out I never wrote the offiical stats for Xenos-armour... BUT if you check the eldar section all eldar NPCs are statted out including their armour. (So if you are using Dark Reaper Aspect Armour just dig up the Dark Reaper NPC listing.) Problem is Dark Reaper Armour also comes with a Reaper Targeting Array and HUD and so on which is not represented in the NPC file.

Ok, now its official...i am stupid. I could have looked after their armor bonuses for DR/DRT...

3.) Warp Spider teleporters work much better! Again - I don't believe I have actual rules...We can work on some house rules right here. Let me just say that Warp Spider Teleporters effectively allow you to perform a "Dimension Door" spell as a move action. This is effectively 'too good' for player characters, IMO.

I agree on the "too good" part.

@Skritti: Did you read what i wrote about changing aspects ? Am i right about that a former seer won´t be able to use his powers when adopting a warrior aspect ? I know - it´s my game, i just want an unbiased opinion if this would be too harsh on a player.

EDIT: I am bored at work - so i keep thinking about it. Trading your psionic powers for maybe the best heavy integrated armour in the known universe is a good trade. Isn´t it ? Especially if it is able to teleport.
#780

Skrittiblak

Jun 29, 2006 8:54:14
I did read your post last time you made it but I must have forgotten to respond. I definitely think its in keeping with eldar psychology to force them to sacrifice their psychic powers when adopting the warrior aspect. After all an eldar follows a path to the abandonment of all other study. An eldar who follows the Path of Aspect Warrior only thinks, breathes and feels martial/military values. I believe practicing psychic powers would be an incorrect distraction. This is why Aspect Warriors never get psychic powers in the game where as a Chaos Space Marine Lord can take psychic powers even though he is not strictly a psychic unit. IMO of course.

So no, I don't think you are out of line.
#781

toptomcat

Jun 29, 2006 10:52:37
And just to answer an earlier question- yes, certain well-equipped Guard units do use Carapace armor.
#782

joni-san

Jun 29, 2006 19:25:30
Anyone heard about the upcoming Codex: Eldar? I heard that they are going to include the Harlequins and a new HQ choice, the Autarch. From what I've gathered the Autarch is an eldar who's dabbled in many different aspects and can choose a power from any of the aspects.

Also, when reading about the eldar paths it does seem like they can change, quite drastically even, as long as they aren't trapped on their current path like Exarchs or Seers.
#783

Skrittiblak

Jun 30, 2006 2:22:34
It would be neat if Games Workshop chose to revisit some of the fluff behind the eldar way of life. It was sorely missed in third edition.
#784

Skrittiblak

Jun 30, 2006 9:43:08
This is a very rough d20 -> 40k conversion.

WS: Base Attack + Defense + Strength / 5

BS: Base Attack + Dexterity / 5

S: See conversion below
Conversion
Str 1-3 = S 1
Str 4-7 = S 2
Str 8-13 = S 3
Str 14-19 = S 4
Str 20-25 = S 5
Str 26-31 = S 6
Str 32-37 = S 7
Str 38-43 = S 8
Str 44-49 = S 9
Str 50+ = S 10
#785

toptomcat

Jun 30, 2006 11:46:46
WS: Base Attack + Defense + Strength / 5

BS: Base Attack + Dexterity / 5

Do you mean BAB + Defense + Strength modifier and BAB + Dexterity modifier? As things are, it seems that excess weight is given to attributes.
#786

Skrittiblak

Jul 03, 2006 16:39:19
Well let's say a standard Space Marine has DEX 14 and BAB +4 thats 18/4 ~ 3.5 or about 4 which seems more or less correct.

I don't know - its a very tricky conversion to do.
#787

belly120

Jul 07, 2006 5:57:59
The Death Watch feels like it should be a prestige class. Try adapting the Grey Knight class to meet your needs.

i have been loving d20 40k your rules have given me an awsome start though i must admit to some heavy customizing Skrittiblak but thats my style I do it with everything I play so i mean no offence. I have created a deathwatch kill team prestiege class which i'll post tonight if anyones interested. I've be playing 40k for years and years so its great that there are others that like this too.
#788

toptomcat

Jul 07, 2006 22:04:19
Share your customizations. Perhaps we will find some of them productive.
#789

belly120

Jul 08, 2006 4:21:01
Share your customizations. Perhaps we will find some of them productive.

ok i'll post them when i get back from work today
#790

Skrittiblak

Jul 09, 2006 10:26:18
Yeah I'd like to see it too - but don't post it until the 11th or it will be lost in the new migration.
#791

ikkaan

Jul 10, 2006 4:31:59
Has someone considered backing up this discussion ? I mean...it would be really bad if it got lost...i will try to do it, but if someone else could do it too it would safer...
#792

belly120

Jul 10, 2006 6:14:30
Yeah I'd like to see it too - but don't post it until the 11th or it will be lost in the new migration.

ok cool. yeah back it up this has got loads of stuff i've not been able to read yet
#793

toptomcat

Jul 10, 2006 9:04:24
Done and done.
#794

belly120

Jul 10, 2006 12:46:56
Done and done.

good news!
ok well i'll post my own ideas on the 12th then. promise me you're not gonna be offended Skrittiblak because there are a fair few alterations but i'm well passionate about 40k so i have a very personal take on it as i've been playing for years so thats all it is. yours is great to be honest if i hadn't have found your rules pdf Skrittiblak my d20 gaming would have been really boring and empty.
#795

zombiegleemax

Jul 10, 2006 21:55:45
hammerheads! Where Are The Hammerheads!! What Blasphemy Has Befallen Us!! Oh The Shame. The Aun's Will Have Revenge Upon You Foolish Gue'la!! Death Be Upon You!!!!!!!
#796

belly120

Jul 11, 2006 10:39:51
hammerheads! Where Are The Hammerheads!! What Blasphemy Has Befallen Us!! Oh The Shame. The Aun's Will Have Revenge Upon You Foolish Gue'la!! Death Be Upon You!!!!!!!

TAU SUCK YOU SHALL BE CRUSHED BY THE RIGHTEOUS RATH OF THE IMPERIUM! FAILING THAT WE'LL LET THE MASSIVE TYRANID HIVE FLEET EAT YOU THEN KILL THAT AFTER YOU'VE WEAKENED IT FOR US. EMPEROR PROTECTS!

LOOK AT ANY 40K MAP AND YOU'LL SEE THE HIVE CLOSING IN
#797

toptomcat

Jul 11, 2006 10:51:06
One word for both of you-
*Decaf*.
#798

zombiegleemax

Jul 12, 2006 21:30:28
TAU SUCK YOU SHALL BE CRUSHED BY THE RIGHTEOUS RATH OF THE IMPERIUM! FAILING THAT WE'LL LET THE MASSIVE TYRANID HIVE FLEET EAT YOU THEN KILL THAT AFTER YOU'VE WEAKENED IT FOR US. EMPEROR PROTECTS!

LOOK AT ANY 40K MAP AND YOU'LL SEE THE HIVE CLOSING IN

Good Point. But Tau don't suck. The most powerful rifle and gun in the game are Tau. And they are also quite mobile with Devilfish and Battlesuits. Besides, IG are for little kids who like tanks and Space Marines are for Munchkins. That's a fact.
#799

belly120

Jul 13, 2006 3:51:43
Good Point. But Tau don't suck. The most powerful rifle and gun in the game are Tau. And they are also quite mobile with Devilfish and Battlesuits. Besides, IG are for little kids who like tanks and Space Marines are for Munchkins. That's a fact.

Then I call for a trail by Decaf I'll wager 100cr a Marine could drink more coffee then a Tau.
The truth hurts ;) Actually I quite respect Tau they are a good mobile force though i'm not that keen on kroot or tanks in general battle suits are fun if a little frustrating sometimes when a player just hides every turn but such is life.
#800

zombiegleemax

Jul 13, 2006 12:53:49
That's being a munchkin. Other examples of munchkinism:

1: Being Necron
2: IG who's troops never fire a shot
3:Actually, any and all forms of IG that don't involve infantry
4:Khorne Berserkers
#801

zombiegleemax

Jul 14, 2006 3:27:37
okay, see the boards? WIZARDS.
take it to a Warhammer not-d20 board somewhere.
sheesh.
#802

belly120

Jul 14, 2006 5:04:30
got a question on a piece of equipment i've just had a player buy.
he's playing a female death cult assassin and he bought a lycra body suit that covers his whole body and a leather bodice he then added chameleoline to the clothing and paid for it. i gave him the hide bonus for light armor but shouldn't it be higher as the suit covers his whole body maybe medium or heavy what ya think
#803

ikkaan

Jul 14, 2006 9:26:22
I dislike the style you went in here and rampaged on comparing troop types. I also dont care for race comparisons. This also applys to zaku. Wargaming is still wargaming when you use roleplaying rules. If you want to discuss wargaming please use warseer or the relic forums.

To your question: The bonus shouldn´t be higher as it needs to be balanced. You won´t be able to shoot your player as often as he deserves when the minions of evil can´t see him. But after all you are the gamemaster so you decide what is right.

As a personal remark: Sometimes GM´s allow male players to play female characters. Its something that occurs often with younger players. I am really happy it does not happen to me as a GM anymore. "lycra body suit that covers his whole body and a leather bodice"...this allows me to look deep into his soul and gives me ideas on how to corrupt him or hit him off-guard... :D

I suppose you are "Cannon" from the Relic Forums ?
#804

belly120

Jul 14, 2006 9:36:58
I dislike the style you went in here and rampaged on comparing troop types. I also dont care for race comparisons. This also applys to zaku. Wargaming is still wargaming when you use roleplaying rules. If you want to discuss wargaming please use warseer or the relic forums.

To your question: The bonus shouldn´t be higher as it needs to be balanced. You won´t be able to shoot your player as often as he deserves when the minions of evil can´t see him. But after all you are the gamemaster so you decide what is right.

As a personal remark: Sometimes GM´s allow male players to play female characters. Its something that occurs often with younger players. I am really happy it does not happen to me as a GM anymore. "lycra body suit that covers his whole body and a leather bodice"...this allows me to look deep into his soul and gives me ideas on how to corrupt him or hit him off-guard... :D

I suppose you are "Cannon" from the Relic Forums ?

no why does he post like me?
yeah i kinda feel light is enough i dunno i might make it medium not heavy because it really gets higher to off set the armour check penalty really i guess. as for war gamer come on the occasional rant slightly off subject is no biggie.
You like playing Inquisitors right or commissars I bet
And if a player wants to play a female character in a role play game thats fair enough in my book as long as they don't get all funny when there not gaming I mean you know keep an eye on them a bit!
#805

ikkaan

Jul 14, 2006 10:06:16
no why does he post like me?

Its just that he started a thread there with a similar approach...modifying skrittis rules (which is ok for me)...etc...

yeah i kinda feel light is enough i dunno i might make it medium not heavy because it really gets higher to off set the armour check penalty really i guess.

Body coverage doesn´t make a difference in armor DR (for example, it doesn´t make a difference if a character wears a helmet or not damage-wise). The same should apply for stealth.

as for war gamer come on the occasional rant slightly off subject is no biggie.

Its just that this is not a wargaming forum.

You like playing Inquisitors right or commissars I bet.

Far worse than you had imagined: I am a full-time GM and i don´t wargame.

And if a player wants to play a female character in a role play game thats fair enough in my book as long as they don't get all funny when there not gaming I mean you know keep an eye on them a bit!

I once had two guys i didn´t know before arrive at the game location with computer keyboards, silly hats and ornate staffs...they told me they wanted to look like a decker and a shaman (we played shadowrun back then). I told them run and don´t look back. Later someone pulled out a gun while we were playing to check its ammo [EDIT: This may be missunderstood: He held that gun totally out-of-character and the whole group was terrified that their fantasies of amazing gunfights would turn into a nightmarish reality show. This guy turned out to be too creepy...]. Or Girls just playing the game to hit on some guy in the group. Or guys playing girls to make a disaster of the session. I have had to put up with so much of this nonsense you cannot imagine, so my words weren´t meant to patronize you. Its just that i myself won´t be very nice to the next person trying stuff...
#806

belly120

Jul 14, 2006 11:33:30
ah i see you have seen to much by the sounds of it ;) yeah my gaming group that i dm for at the mo is all friends of mine which is a bit different i guess i know them all to some degree but i agree total strangers acting like that would be well weird and quite scarry.
full time DM? don't you ever want to just play not just dm don't get me wrong i like being the dm but i couldn't not take a break to just be a player i'd get burned out.
modifying rules is something i do mainly because i have a very personal view on virtually everything its just my way though i don't just change stuff for the hell of it thats dum i just bring stuff into line here and there with my personal opinions i don't expect everyone to like or use them as long as i'm happy with them and the players have fun thats what counts for me
#807

ikkaan

Jul 14, 2006 12:04:25
Could you please put some points into your postings? It is really complicated to read, especially for me because english is not my primary language.

I like to play, but i am picky about my GM´s. I dislike hack 'n slay and most GM´s i know don´t have any ideas beyond letting their gamers repeatedly hack monsters. Burnout is a serious topic which i avoid by mastering only two times a month (but it kicks in sometimes, thats true). My players like the "x-files" way i master 40K, with the occasional combat if nessesary. Combat is important in roleplaying games, but my opinion is that i as a player need to be motivated by the story to fight someone. I would never say "Allright, there are Orks, lets kill them, i need the practice." Those Orks need to have something my player needs or the group needs. Everything else is just mindless butchering of walking XP. My players don´t get XP for killing opponents, but for overcoming my story twists. They actually began to question their own actions afterwards some firefights...they discovered that a little more thinking would have spared them lots of HP, Ammo, healing materials, grenades and time.
#808

belly120

Jul 14, 2006 13:06:56
sounds good. my style is i run two story lines together at the mo its a spacemarine deathwatch campaign as a sub story to the main campaign based around the dark eldar hunting for a temple which may unleash a demon and the players working for the ordo xenos trying to work out the plans of the eldar which are interwoven and hidden in a big conspiracy

so they do a little combat as their human player and a lot of investigation and plot solving then let off steam as righteous marines serving justice on the foes uncovered by there human characters. its really fun because they get to meet there other charcters every so often and they don't know when they'll next get to play a marine which they all love cause there well hard.

it gets both extremes in one campaign i don't think either campaign seperatly would work they'd be to to samey i like your x files style i'm trying to get the plot twists and things into mine but i find it hard to do massive intrigue my fortae is epic battles and glorious deeds though i'm improving

english is my first language and yours is better then mine :D is that any better
#809

ikkaan

Jul 14, 2006 14:12:13
sounds good. my style is i run two story lines together at the mo its a spacemarine deathwatch campaign as a sub story to the main campaign based around the dark eldar hunting for a temple which may unleash a demon and the players working for the ordo xenos trying to work out the plans of the eldar which are interwoven and hidden in a big conspiracy

so they do a little combat as their human player and a lot of investigation and plot solving then let off steam as righteous marines serving justice on the foes uncovered by there human characters. its really fun because they get to meet there other charcters every so often and they don't know when they'll next get to play a marine which they all love cause there well hard.

Thats a nice change in pace once in a while...nice input. I might try that.

it gets both extremes in one campaign i don't think either campaign seperatly would work they'd be to to samey i like your x files style i'm trying to get the plot twists and things into mine but i find it hard to do massive intrigue my fortae is epic battles and glorious deeds though i'm improving

I try to have the action level dependent...my group is a rogue trader crew with a few assorted xenos. The Rogue Trader Character is effectively broke and aquired a small old freighter. Later he rescued a tau and an eldar which he first wanted to sell as slaves. After listening a while to what they told him he discovered that the two xenos-ships wanted to rendevous to transfer a container. They were attacked by pirates that destroyed both ships and searched the tau ship for something. The Tau happened to be able to rescue this container in his lifepod which went unnoticed by the pirates. Inside they found an eldar waystone which glowed in an unusual greenish tint and was cold to the touch. After laying a trap for the pirate ship and some pdf-supported entering action they interrogated the captain who gave them a hint to search at a system named mogan in a hive city for a bar where he made contact with his employer. They traveled there and had some struggles with arbites and hivegangs to find this rather seedy bar. They managed to agree to a meeting with the employer and were promptly captured by what looked like some sort of chaos cult. Robbed off the waystone they were carted out of the hive into the barrens to die (bound by cable binders, no shoes and no weapons - a fair chance, isn´t it ?). They fought an ambull with sharp metal pieces and made the whole die hard number in undershirt till they found a way back into the hive and past the underhive gangs (see...there is the motivation to kill the cultists...the whole journey outside made them rather angry). They followed the trail of the cult (apparently tzeenchians) to an other system where its custom to wear masks all the time because the population thinks only the emperor is clean enough to show his holy face to the universe. There they spent a whole session getting into the complicated local customs (which was rather funny) and were nearly assassinated. They had no clue how to "face" the cult because taking away someones mask is considered the most impolite act.

In the last session they finally unveiled the cult (at least a part of it) masquerading as an diplomat/off world trader living on a palace seaship through some cunning questioning. Picking up their first bolt pistol they sunk the palace and pursuited the fleeing trader (a sublevel leader) on a small motor yacht.

Next time they will get some more action and will unveil a part of the cults plan which is not locally bound, but planned for a long time. Too bad i can´t tell and discuss it since i don´t know if some members are lurking this thread.

english is my first language and yours is better then mine :D is that any better

It was easier to read, no doubt. :D
#810

belly120

Jul 15, 2006 3:42:20
that does sound great i have a rogue trader as one of my players i haven't got any xenos though which is a shame. how do xenos fit in with the rest of the worlds you visit i was a bit nervous about putting them in straight away as the imperial society is very intolerant isn't it and i wasn't sure how to keep them out of trouble.

as for running the 2 campaigns together try it, maybe try the same story from both sides thats what i'm gonna try next, pit them against themselves how much fun can we have then as DM's :D
#811

ikkaan

Jul 15, 2006 15:35:33
that does sound great i have a rogue trader as one of my players i haven't got any xenos though which is a shame. how do xenos fit in with the rest of the worlds you visit i was a bit nervous about putting them in straight away as the imperial society is very intolerant isn't it and i wasn't sure how to keep them out of trouble.

Imperial Society is highly intolerant.The rogue trader characters has licenses for keeping xenos for scientific purposes. In reality this means he holds them as slaves if someone with authority asks about them. The tau keeps himself hidden under some garish rags and the female eldar uses the "i have spock´s headband, bad makeup and a bad hair day" excuse.
#812

Skrittiblak

Jul 16, 2006 9:22:54
I've gone for the exact same approach for the game Xenoscape that I'm running on the d20 Future boards. There is an Ordo Malleus Inquisitor accompanied by a Magos Biologus of the Adeptus Mechanicus, a Tau Firewarrior, a Ratling mutant, a Daemonhost, a Priest of the Diocese of the Warrior, a Sister of Battle and a cybernetically enhanced human soldier.

Everyone but the Inquisitor and the Magos are PCs. These others are NPCs. The relationships are sometimes strained between the SoB and the Priest and the rest of the team. Obviously the Inquisitor is a Radical - but the Sister of Battle especially is fairly Puritan - which often makes for some odd in game conflict.

~

Sometimes GM´s allow male players to play female characters. Its something that occurs often with younger players.

I agree with belly120 here. Assuming you have a moderately mature gaming group I have had no issue with males playing females.

First of all - if you restrict male players to playing male characters your going to end up with an all-male crew 95% of the time - which might be unfortunate.

Second, in 40k, certain 'characters' are off-limits if you allow only male characters. Orks, for instance, are genderless. Being born from spores underground in mushroom-like pod, they are creatures that are neither male nor female. Sisters of Battle are exclusively female. Deathcult assassins with the aim of joining the Callidus Temple are almost always female. Howling Banshees are predominantly female.

Third females are useful in a medium-sized party. Especially so in 40k, which is an oppressive setting dominated by extremely potent male warriors. So tactically, in a group of players, a non Sister of Battle female is immediately disarming. Most NPCs will discount her as a threat - a terrible mistake if she turns out to be a powerful battle-psyker.

Fourth, some of my favourite all time characters have been female. Naomi Veron on Ack's "Reign of Steel" game is a Tough Hero, Astronaut. She's one of my all-time faves. In Screaming Evil's Red Dawn game (Vampire Hunting in the far future) I played a 93 year old Asian woman named Yuri Fujimitsu. She had a Strength of 6 and Dexterity of 8 but she didn't need it. She was a Smart Hero with a speciality in crafting robotics. I once ran a straight Fantasy game and had a player use a female sorceress and I don't think gender was ever an issue with him. Certainly in Xenoscape the Sister of Battle player behaves just like any of the males.

I can understand why you mention the danger of younger players. If a player is using a female character to wear skimpy clothing and thereby vicariously experience some kind of warped fantasy the game could get a little weird. That said there is no doubt that most NPCs you will face are going to be male (again military foes are almost always male) then the ability to seduce and disarm can be tactically advantageous and may not be the choice of clothing may not be the trappings of a deranged mind.

If the sexuality is derailing the game or if the player keeps talking about what he is wearing take him aside and tell him he's being disruptive. Tell him from now on he can choose to dress 'sexy' or 'modestly' but he doesn't have to provide any additionaly descriptive text and you can tell him just to roll bluff checks for disarming a foe or diplomacy checks for some other kind of seduction - without needing to know what words were said for instance. If that player is still disruptive with his character ask him to make a male and tell him your game is not going to deal with the subject matters he's interested in. Perhaps he should rent porn instead. But I don't think its a rule that should be applied to all role-players, many are able to play female characters without resorting to the 'sexy woman' road.

My 2 cents...

~

As Ikkaan said, lets keep the topic of conversation to 40k roleplaying. That said, for those curious, my 40k armies are (in order that I acquired them): a Dark Eldar force, a Sister of Battle force, an Ork force, a Salamanders Chapter Space Marine force, a Necron force and a Deathguard / Nurgle Cult force. A pretty wild collection. The ork army is very useful for roleplaying, the figs are perfect generic baddies. I acquired about 600 points of Tyranids for RPG purposes as well.
#813

Skrittiblak

Jul 16, 2006 10:42:43
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 *
#814

zombiegleemax

Jul 16, 2006 10:55:07
Have any of you made rules in regards to such a level of trauma to body parts that the characters require cybernetics?
#815

Skrittiblak

Jul 16, 2006 10:55:59
Regarding the new Armour and Weapon rules above - I'm thinking of applying a generic 'non-proficient' rule. Such as non-proficient users can still wear armour and get the armour's Damage Reduction in full. However non-proficient users get no defense bonus for wearing armour. Their lack of training means that there movement is too restricted when wearing the armour to benefit from a defense gain.

~~~

Regarding Trauma - if you google the boards, I have written a set of 'targeting' rules that allow you to shoot specific bodyparts if you want. This can cause traumatic injuries.

By default they are not part of the core d20 40k rules.
#816

ikkaan

Jul 16, 2006 12:07:12
I am fully d'accord with the simplyfied armour rules, the last version worked very good. This one will set lethality back since it will be more difficult to hit.
#817

belly120

Jul 17, 2006 5:00:00
i thought the old armour rules we're fine the only thing i did was adust drp to make it brackets of 5 so
drp 1 = -5
drp 2 = -10
drp 3 = -15
drp 4 = -20
drp 5 = no damage reduction

surley the basic firearms damage is still a little low an auto pistol is baically an uzi so 2d6
and an autogun even looks like an m16 at 2d8 not 2d6
upping the damage slightly also makes it possible to have some impact on the damage reduction. for example i set lasgun at 3d6 and drp 1 being -5 to damage reduction use burst fire and thats 5d6 you can put the hust on basic power armour.
lets be honest terminator armour is good for more then damage reduction 10 you were really onto something with the old rules it was much more 40k then these
#818

belly120

Jul 17, 2006 6:52:35
a simple system i use for limb loss is based on a dm decision if a player takes a critical hit and is taken down into low hit points based around there actual con score as a rough guide i roll a d6

1 = head ie losing an eye
2= chest ie punctured lung
3= left arm ie loss of hand maybe
4 = right arm
5 = left leg
6 = right leg

then make a decision based on the amount of damage they took as to how bad it is for example if they took 18 points of damage to their right arm then maybe they lost a hand or if it was say 30 points of damage they lost the forearm. its a bit vague but it gives you the freedom to make an informed decision as a dm not just blindly trust a chart.

i also allow mutilations if a player is already on low hit points and fails a reflex save from frag grenades or hit by other explosive weapons such as bolter shells. though normally its only samll things like a couple of fingeres or an ear.

one of my players got mangled by a heavy stubber lost his right eye and ear and was in minus hit pionts luckily he had remain concious so used some syn flesh to fill in the holes he loved it now hes getting a well good bionic eye and ear and says he feels like a proper guard veteran now
#819

belly120

Jul 18, 2006 9:05:43
Personal Firearms damage list
las pistol = 2d8 drp 1
lasgun = 3d6 drp 1
hellgun = 3d8 drp 2
hellpistol = 2d10 drp 2
autogun = 2d8 drp 0
autopistol = 2d6 drp 0
naval pistol = 2d10 drp 1
stubgun = 2d8 drp 0
shotgun = 5d4 at 30ft x3 crit drp 1
4d4 at 60ft x2 drp 0
3d4 at 90ft x1.5 drp 0
arb. shotgun = 4d6 at 30ft x3 crit drp 1
3d6 at 60ft x2 drp 0
2d6 at 90ft x1.5 drp 0
boltgun = 2d12+4 drp 2 x3 crit
same profile for boltpistol and stormbolter
stormbolter is -1 on double tap and -3 on burst fire as it has 2 barrels
boltpistol has smaller range incraments
Slugga = 2d8 drp 0
shoota = 2d10 drp 1

DRP is brackets of -5 to damage reduction

thats basically the rules i use apart from range incraments which are higher in my games rifles tend to be incraments of 120ft so that it possible to use them at rifle ranges if players want/need to.
the higher damage balances out the high damage reduction for players and npc's. if i could wright a table i'd post it properly but i can't fit a table in properly to fit all the stuff in. sorry if it means its a bit vague. the high damage reduction is much more character full for 40k
#820

Skrittiblak

Jul 18, 2006 10:52:58
Did you ever read my explanation for converting weapons from 40k?

With advances in medicine guns of similar value do less critical damage. So an autogun = 2d8 in Modern, but 2d6 in 40k. Once I established that S3 = 2d6, I then designed a conversion table.

1 = 1d10
2 = 2d6
3 = 2d8
4 = 2d10
5 = 2d12
6 = 3d12
7 = 2d20
8 = 3d20
9 = 2d100
10 = 3d100

All of my guns are based on this. The only thing is that for pistol weapons (to reduce the power of the pistol since it is lighter and more conveniant to carry in an RPG and range is less of an issue) I reduced the Str of each pistol by 1. So Boltgun = 2d10 but Boltpistol = 2d8.

(I also made an exception for Autoguns I think. I reduced their damage for increased RoF.)

Your system looks very interesting but it doesn't tell me how one would convert (say) a Pulse Rifle. S5, 36" range.

~~~

So basically what I'm saying is, if you find the values a little low - why not simply increase them by 1 point on the table.

Make boltguns 2d12 instead of 2d10, make Pulse Rifles 3d12. Make autoguns 2d8 and lasguns 2d10.
#821

belly120

Jul 18, 2006 11:18:33
ah i missed that ok well the way i worked it out was with comparibles from exsisting games star wars puts laser weapons at the 3d6 to 3d8 mark as does future in some cases. then based auto weapons on modern.

medical science wouldn't reduce the damage you take, it just help recover more hp during treatment surley.

as for pulse weapons i then adjusted there damage based on all the exsisting
weapons i could convert easily from other systems and then fitted them in based on their comparible stats and character in the game.

i mean a boltgun is a 65./75. cal weapon with armour piercing explosive tips its gotta do more damage then a barratt 50 at 2d12 hasn't it
one book that i used which was well useful was the old 2nd edition wargear book that has loads of fluff in to help work stuff out.

i've done the same thing as you from a different angle i still base it on the 40k strength system but based the damage higher up then you thats all and it fits in real nice with your high damage reduction my players love that

as for drp don't drop it it rules just make it brackets of -5 to damage reduction its well quick then and no one can get confused look at my post further up. trust me tweak what you got don't use that bland urban arcanna stuff anyone can dig that kak out! you got your own system, bit buggy so what its new just give it a little tweak :D
#822

Skrittiblak

Jul 18, 2006 21:58:36
Hehe. Its not that new anymore. d20-40k is about 4-5 years old now. I've done very few updates in the last 2 years, but lets just say that all evidence suggests the DRP system is the part people liked the least. That said, the brackets of 5 is a good idea. I'll update the website when I get back to Paris... I still haven't settled on any final decisions though.
#823

belly120

Jul 19, 2006 5:51:58
Hehe. Its not that new anymore. d20-40k is about 4-5 years old now. I've done very few updates in the last 2 years, but lets just say that all evidence suggests the DRP system is the part people liked the least. That said, the brackets of 5 is a good idea. I'll update the website when I get back to Paris... I still haven't settled on any final decisions though.

ha ok cool :D . man 2 years an i've only been playing it for a few months that sucks oh well i should have looked earlyer on i guess
#824

ikkaan

Jul 19, 2006 9:08:59
I tested Skrittis AP/DR system with the defense modifier last time we played (it also incorporated partial cover, the players were being chased by jetskis with built-in autoguns and were able to go to half cover on their yacht).

With their level-based defense, added dexterity and cover it was nearly impossible to shoot them...their defense was way past the magical twenty (they are 3rd level). Maybe the defense is too much...i don´t know. I will have to test this more.
#825

belly120

Jul 19, 2006 9:18:55
it happens in regular d20 as well as armour in that stacks with defence, keep using drp and damage reduction otherwise as you found your players are generally invulnerable witch is boring for them and you.
#826

Skrittiblak

Jul 20, 2006 9:23:05
Thank you for the feedback Ikkaan. Can I know what armour your PCs are using. I will tweak the defense numbers down but keep the DR numbers at roughly the same level.

In August my online d20-40k game will pick up again and I'll be able to run some test games myself.
#827

Skrittiblak

Jul 20, 2006 10:09:47
Okay, I've done it. I've scaled down the defense values (and armour values in some places). Let me know if this balances better.
#828

ikkaan

Jul 20, 2006 13:51:21
All my players are using either full flak or flak shirts and their defense values were:

15,18,18,20 (the last one was a fast hero). Nothin special about their attributes.

I´ll try your new values at monday and will give feedback then.
#829

toptomcat

Jul 20, 2006 15:52:13
Keep in mind- the heavier armors ARE unbalanced if the opposition doesn't have access to the heavier weapons.
I actually rather like the DRP system.
#830

belly120

Jul 24, 2006 7:09:28
here are some thoughts on deathwatch marines special ammo for their bolter's as i can't see any rules for them this is based on a boltgun doing 2d12+4 standard.

Kraken penatrator round: 2d12+2, drp 3, x3 critical, range inc 220ft,

hellfire rounds: 2d12+2, drp 1, x3 critical, range inc 220ft, dc15 on a hit or take further d6 of fire damage and are ignited requires dc 15 to put out. (save is for half fire damage)

double tap = 3d12+3, dc 17 reflex save or take d6 fire damage & be ignited (save is for half fire damage)

burst fire = 4d12+4, dc 19 or take 2d6 fire damage & be ignited (save is for half fire damage)

autofire = 2d12+2, dc 17 or take d6 fire damage & be ignited (save is for half fire damage)

Metal Storm: 2d12, drp 1, crit x2, range inc 220ft, 10ft blast reflex save dc15 for half
ignores cover except total cover as its an air burst round

double tap = 3d12, dc17 for half, 15ft blast, ignores cover except total cover as its an air burst round

burst fire = 4d12, dc19 for half, 20ft blast, ignores cover except total cover as its an air burst round

autofire = 2d12, dc17 for half, blast area same as auto fire profile, ignores cover except total cover, as its an air burst round.
#831

ikkaan

Jul 25, 2006 4:07:04
Hello again. My players were whining a lot about correcting their values AGAIN. :D We didn´t fight so i don´t have feedback about way it plays out.

What sprung to my mind is: Powered Armor never has a Armor check penalty. Doesn´t adding 100-300 lb of armor make it really hard to swim or tumble or balance on a tightrope ? A -4 would be more realistic here. Power Armor does not restrict movement too much, so leaving the dex bonus up is probably right. Terminator Armour should have a penalty of -6, tactical dreadnought armor -8 (they almost never tumble through opponents).
#832

belly120

Jul 28, 2006 3:20:52
Hello again. My players were whining a lot about correcting their values AGAIN. :D We didn´t fight so i don´t have feedback about way it plays out.

What sprung to my mind is: Powered Armor never has a Armor check penalty. Doesn´t adding 100-300 lb of armor make it really hard to swim or tumble or balance on a tightrope ? A -4 would be more realistic here. Power Armor does not restrict movement too much, so leaving the dex bonus up is probably right. Terminator Armour should have a penalty of -6, tactical dreadnought armor -8 (they almost never tumble through opponents).

no because its a second skin and is conected directly into the nervous system also it is powered meaning its working for you so its weight doesn't count as it carries its self.
it also has built in gravity suspensor units that lessen the weight of the whole suit so thats why it doesn't have an armour check penalty.
#833

zombiegleemax

Jul 28, 2006 6:29:53
My god this thread was a great find. I've been a long time DnD and 40k fan and the combination of the two is not only a fantastic concept but very well excecuted. I downloaded the complete rules.
#834

Skrittiblak

Jul 28, 2006 7:42:25
I sort of agree actually. It may not be supported in the fluff - but it would help balance the power armours if I could increase the dex modifier. Maybe I will add a small dex mod to the power armours.
#835

belly120

Jul 29, 2006 3:08:56
I sort of agree actually. It may not be supported in the fluff - but it would help balance the power armours if I could increase the dex modifier. Maybe I will add a small dex mod to the power armours.

the fluff about power armour in detail can be found in codex angels of death from second edition 40k. thats where all the good info on equipment and stuff can be found in 2nd ed.

i gave power armour electrical resistance 40 as its earthed and slow fall of 20ft as well.
#836

ikkaan

Jul 30, 2006 13:33:51
I sort of agree actually. It may not be supported in the fluff - but it would help balance the power armours if I could increase the dex modifier. Maybe I will add a small dex mod to the power armours.

Sorry...i don´t understand what this means now ?
#837

Skrittiblak

Aug 01, 2006 9:25:18
hehe. I have not made any changes yet... I will think about it and make some later. Back in Paris everyone!

I will probably update the website with the rules as well.
#838

belly120

Aug 01, 2006 9:31:02
hehe. I have not made any changes yet... I will think about it and make some later. Back in Paris everyone!

I will probably update the website with the rules as well.

good news! have you had a look through that stuff i emailed you yet be interested to hear what you think.
#839

ikkaan

Aug 02, 2006 4:26:07
Skritti, i know you have much to do, maybe i can help with values for xenos armor ? I would just need to know how you calculated the values of the newest AP/DR table from the codexes...

The Eldar player got his hands on some warp spider armor and she wants to wear it (even if unproficient with it). I gave it values of tactical power armor, but i guess thats too low.

Just some thoughts:

Pathfinder [Sophisticated Flak ?]
Firewarrior Armor [Sophisticated Carapace ?]
XV8 Crisis Suit [Superheavy]
XV88 Broadside [Superheavy]
xv25 Stealth [Heavy ?]

Ork Boys Armor
Ork Power Armor [Heavy]
Ork Mega Armor [Superheavy]

Warp Spider Armor [Heavy]
Striking Scorpions [Medium]
Guardians [Full Flak ?]
Dire Avengers [Medium]
Dark Reapers [Heavy]
Fire Dragons [Heavy, Flame Resistant]
Howling Banshees [Light]
Shining Spears [Light]
Swooping Hawks [Light]
Warlock Rune Armor [Light, special properties ?]
Seer Armor [Guess they wear Eldar Mesh underneath their robes, already done ?]

Sorry if this is inconsistent rambling, i want to push the topic a little...tell me if i missed some unique armors and lets discuss it.
#840

Skrittiblak

Aug 03, 2006 2:01:23
Cool beans, we should add xeno-armours to the list of course.

6+ save should be in the DR 1 - 2 range (with lower or equal Def bonus according to descriptive fluff on the armour).

5+ save should be in the DR 3 - 4 range (with lower or equal Def bonus according to descriptive fluff on the armour).

4+ save should be in the DR 5 - 6 range (with lower or equal Def bonus according to descriptive fluff on the armour).

3+ save should be in the DR 7 - 8 range (with lower or equal Def bonus according to descriptive fluff on the armour).

2+ save should be in the DR 9 - 10 range (with lower or equal Def bonus according to descriptive fluff on the armour).

So Warp Spider armour might be:

Warp Spider Armour
Class: Heavy
Defense: 6
Hardness: 8
Armour Penalty: -3
Maximum Dexterity: 4
Speed: 25

But it would include Internal Teleporters. Only an Eldar trained in the use of the armour (of the Warp Spider Aspect) can make use as the teleporter but they allow you to Dimension Door as a move-equivalent action which is an absolutely ludicrously powerful ability.

I have added Dex and Speed modifiers because obviously armour which allows you to 'port doesn't need to be otherwise as mobile. The focus is on providing an effective coccoon.

Other 3+ save aspect armour (Dark Reapers for instance) might provide lower defense or hardness.

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

You also mentioned XV8 and XV88 armour. Don't forget these (uniquely) grant bonus Wounds. My advice would be to use the d20 Future rules for Mecha to try to represent these rather than using simple armour rules.

My DC2 Wealth check on Xeno armour.
#841

ikkaan

Aug 03, 2006 3:46:01
I didn´t think of internal teleporters as spell-like gizmos, i will require the player to spend points on the navigate skill for teleporting. Then i can go and estimate deviation from the destination point by looking at the failure margin of her roll.

Looking at the image of a warp spider i see they have integrated swords (one per arm) and two additional arms for weapons ? In this case the weapons are integrated equipment and not really additional arms, or ?

I looked at some borrowed codexes and figured out which value had to be this ominous armor save (i dont play the TT, so i had no idea). Will have to visit a friend that has the tau codex.

Remarks:
- Orks always have a 6+ save - they dont really have effective armor ? Strange idea.
- Eldar Mesh and Aspect Armour has mostly the speed cap of the eldar (40 ft.). I therefore changed the Eldar Mesh entry (see Rangers).

Ok, here it goes:
Armor Proficiency Rule<br /> ----------------------<br /> Armor and shields only grants a bonus to defense if the user <br /> is proficient with this category of armor or shield.<br /> <br /> Power Armor House Rule<br /> ----------------------<br /> Power Armor that is not controlled through a black carapace implant <br /> has an additional -2 armor check penalty and its maximum dexterity <br /> bonus is halved. This only applies to imperial power armor.<br /> <br /> Force Fields Rule<br /> ----------------------<br /> Only one field may be in operation at any one time. Only two <br /> fields may be on a given person at anyone time due to interference. <br /> A higher quantity will prevent any field from operating. Activating <br /> and deactivating a field requires a standard action which does not <br /> provoke an attack of opportunity. The powerpacks used allow for an <br /> indefinite time period of useage. Prerequisite for operating a <br /> force field is the Force Field Proficiency Feat.<br /> <br /> <br /> Forcefields<br /> <br /> Name Defense DR Penalty Max Dex Spd Wt<br /> --------------------------------------------------------------------------<br /> Ablative Field<br /> Radiation, exceptional heat, severe cold, blasting winds, <br /> these things run rampant on many of the worlds in the <br /> Imperium. The Ablative Field provides a limited degree <br /> of protection against the elements, allowing the wielder <br /> to exist in relative comfort. Each field has an attunement <br /> device which requires an hour to program to the desired <br /> Element (Acid, Cold, Electric, Fire, Sonic). Once the <br /> setting is determined and the unit activated, the wielder <br /> benefits from Resistance 15.<br /> <br /> Personal Force Field - - <br /> This device is more or less a body weave of electrodes and <br /> emitters. Armour cannot be worn with this device. When <br /> activated, the user becomes sheathed in a translucent field <br /> of energy. Once the field is activated, the user gains a <br /> +10 Deflection Bonus to defense and benefits from DR 10 vs. <br /> physical attacks and 8 vs. Energy or Atomic attacks. Further, <br /> the user benefits from a heightend degree of protection, gaining <br /> a +2 Deflection bonus to Fortitude and Will saves. The <br /> translucent, crackling nature of the field provides a -5 <br /> penalty to Spot and Listen checks and a -2 penalty to Reflex <br /> Saves. This field operates as a Force Effect for purposes of <br /> Psychic Bolts, the Immaterium, and Phase weaponry. These fields <br /> are most often used by Field Officers, Commanders, and Assassins.<br /> <br /> Refractor Field (imp.) - +2<br /> Small and powerful, the Refractor is employed largely by <br /> the Imperium of Man. It works by deviating the trajectory <br /> of incoming attacks. When it is turned on the wearer is <br /> surrounded by a hazy band of light. This gives away hidden <br /> characters in the same way as weapons fire.<br /> <br /> Tau Shield Drone - +3<br /> multiple drones stack DR bonuses<br /> <br /> Tau Shield Generator - +4<br /> <br /> Iron Halo - +4<br /> The iron halo is employed by space marine chapters and<br /> is a back-mounted generator.<br /> <br /> Conversion Field (ork/imp.) - +5<br /> Known as the rosarius in the imperium, conversion fields <br /> transfer kinetic impact into light. On any round in <br /> which the field absorbs some damage, light is given off. <br /> The light generated can cause temporary blindness (DC15).<br /> The Rosarius requires Alliegiance: Ecclesiarchy or Adeptus <br /> Arbites to avoid detainment/arrest.<br /> <br /> Salamander Mantle (imp.) - +5<br /> Made from the hide of a firedrake, this cape is solely <br /> used by the salamander space marine chapter.<br /> <br /> Powerfield (ork) - +6<br /> This sort of force field has a maximum of 60 damage points <br /> it can absorb. Orkish field generators shut down after this <br /> amount of damage and need to be repaired.<br /> <br /> Void Field (imp./eldar) - +6<br /> This sort of force field has a maximum of 60 damage points<br /> it can absorb. Void fields shut down after this amout of <br /> damage and vent the excess energy. They come back online <br /> in 1D6 rounds. <br /> <br /> Kustom Forcefield (ork) - +1D8***<br /> DR is rolled at the beginning of each round<br /> <br /> C'Tan Phase Field - +8<br /> <br /> Displacer Field - -<br /> A large battery back pack is required to power this device. <br /> This is an all enclosing energy field that remains invisible <br /> until it takes effect. The field reacts to combat or shooting <br /> damage by activating a tiny warp drive mechanism located in <br /> a belt pouch. The character has a 50% chance of being moved<br /> 1D6 x 5 ft. in a random direction, receiving no damage if<br /> the displacement activated. A safety mechanism prevents <br /> the model transporting into a wall or other solid object. <br /> <br /> Holo-field (eldar) - -<br /> Eldar use this field which generates false images to disguise <br /> the wielder. The wielder gains +10 Hide and a 20% miss chance. <br /> This minor displacement provides a +1 Dodge Bonus on Reflex <br /> Saves. The Holo-field is ineffectual against Touch Attacks.<br /> <br /> Dark Eldar Shadow Field - -<br /> Dark Eldar use this field which generates a swirling shadow to <br /> hide the wielder. The wielder gains +12 Hide and a 30% miss <br /> chance. This minor displacement provides a +1 Dodge Bonus <br /> on Reflex Saves. The Holo-field is ineffectual against Touch <br /> Attacks.<br /> <br /> Stasis field - -<br /> This is an all enclosing energy field. It works on a similar <br /> principle to warp drives as used on spacecraft. The field <br /> can be turned on and then remains active until a <br /> pre-programmed timer deactivates the field. The effect is <br /> to generate complete stasis round the wearer. The user becomes <br /> etheral and cannot be harmed in any way at all, he appears <br /> transparent and hazy. While the effect lasts the character<br /> can do absolutely nothing. As far as the wearer is concerned <br /> time does not exist. The generator cannot be used for 2D6 rounds<br /> after deactivation, otherwise the character is instantly<br /> destroyed.<br /> <br /> <br /> Shields<br /> <br /> Name Defense DR Penalty Wt<br /> --------------------------------------------------------------------------<br /> Buckler Shield - 1 0 3<br /> Small Shield - 2 -1 5<br /> Medium Shield - 3 -1 8<br /> Arbiter Riot Shield - 4 -2 12<br /> Marine Combat Shield +1 5 -3 30<br /> Crusader Combat Shield +2 5 -3 45<br /> Squat Force Shield +1 6 -4 55<br /> Terminator Storm Shield +2 6 -4 50<br /> <br /> <br /> Imperial Armors<br /> <br /> Name Type Defense DR Penalty Max Dex Spd Wt<br /> --------------------------------------------------------------------------<br /> Leather Jacket Impr. 0 1 0 8 30 4<br /> Leather Trenchcoat Impr. 1 1 0 8 30 15<br /> Bulletproof Vest Light 0 2 0 8 30 2<br /> Bulletproof Trenchcoat Light 1 2 0 8 30 17<br /> Studded Armour Light 2 1 -1 7 30 20<br /> Metal Armour Light 0 3 -2 6 25 40<br /> Flak Shirt Light 2 2 -1 7 30 10<br /> Full Flak Armour Light 1 3 -1 7 30 20<br /> Imperial Mesh Light 2 3 0 8 30 15<br /> Advanced Mesh Medium 3 4 0 8 30 20<br /> Light Carapace Medium 2 5 -2 6 25 30<br /> Heavy Carapace Medium 3 5 -3 5 25 35<br /> Advanced Carapace Medium 4 6 -4 4 25 40<br /> Scout Power Armour Medium 5 6 0 8 30 80<br /> Officio Assassinorum A Medium 6 6 0 8 30 85<br /> Sister Power Armour Heavy 4 7 0 6 25 100<br /> Tactial Power Armour Heavy 5 7 0 8 30 150<br /> Combat Power Armour Heavy 6 7 0 8 30 200<br /> Ablative Power Armour Heavy 6 8 0 8 30 240<br /> Adv. Power Armour Heavy 7 8 0 8 30 280<br /> Artificier Armour Heavy 7 10 0 8 30 300<br /> Terminator Armour S Heavy 8 10 -4 4 20 600<br /> Tactical Dreadnought A S Heavy 9 10 -6 2 20 800<br /> <br /> <br /> Spyrer Rig Armor<br /> <br /> Name Type Defense DR Penalty Max Dex Spd Wt<br /> --------------------------------------------------------------------------<br /> Orrus Suit Heavy 15 14 -3 6 25 1000<br /> Requirements: Exotic Armour Proficency: Orrus Suit<br /> Purchase DC: 28<br /> Defense: 13+2 (from force field, unique bonus) <br /> <br /> Bonuses and Equipment:<br /> +2 strength (bio booster)<br /> low light vision (photo contacts)<br /> +2 on reflex saves against sudden bright flashes (photo contacts)<br /> +2 on fort saves against gasses (filtration plugs)<br /> vox caster<br /> bonus feat: Weapon Focus Crusher Fists<br /> <br /> Weapons:<br /> melee:<br /> Crusher Fists: 2d8 + str. crit. x2 drp 2. type blugeoning/slashing<br /> special: Rend: if an orrus suit user hits with 2 seperate attacks <br /> against one foe he gains a free attack at his highest modifier <br /> then deals damage at 1&amp;1/2 times his strength. can only be done <br /> once a round<br /> <br /> Ranged:<br /> Bolt Launchers: 2d10+2. drp 2. crit x3. range inc, 60ft. RoF semi.<br /> <br /> Jakara Suit Heavy 8 9 0 8 40 400<br /> Prerequisites: Exotic Armour Proficency: Jakara Suit<br /> Purchase DC: 27<br /> Defense: +1 (from buckler)<br /> <br /> Bonuses and Equipment:<br /> +2 dex (bio booster)<br /> +10 ft speed (bio booster)<br /> low light vision (photo contacts)<br /> +2 on reflex saves against sudden bright flashes (photo contacts)<br /> vox castor<br /> +2 fort saves vs gasses (filtration plugs)<br /> bonus feat: weapon focus Jakara Mono Sword<br /> <br /> Weapons:<br /> Melee:<br /> Jakara Mono Sword: 2d6 + str. crit 18-20 x2. type slashing. drp 2.<br /> <br /> Mirror Shield (buckler): the jakara operator may attempt once per <br /> round to deflect a failed ranged attack against them back at its <br /> firer. this is done by the jakara player making a reflex save after <br /> the attacker has failed to hit based on the total to hit rolled by <br /> the opponent. if she succeeds the save the shot is reflected back <br /> and the damage is dealt to the person who fired the shot. The<br /> mirror shield may also be used as a standard buckler.<br /> <br /> The shield can reflect laser, plasma, or melta based damage not balistic.<br /> If the player fights defensively she can reflect 2 attacks a round<br /> <br /> Yeld Suit Heavy 10 9 0 8 40 480<br /> Prerequisites: Exotic armour proficency: Yeld Suit<br /> Purchase DC: 29<br /> Defense: 8+2 (chameleonic coating, unique bonus)<br /> <br /> Bonuses and Equipment:<br /> vox caster<br /> low light vision (photo contacts)<br /> +2 on reflex saves against sudden bright flashes (photo contacts)<br /> +2 fort saves vs gasses (filtration plugs)<br /> bonus feat: weapon focus Yeld Laser Gauntlets<br /> +6 to hide (chameleonic coating)<br /> +2 dex (bio booster)<br /> +10ft speed (bio booster)<br /> <br /> Wings:<br /> The wings on the Yeld Suit serve many roles, primarily flight <br /> as stated above, however they are only capable of gliding <br /> up to 80ft before having to land as the Yeld is not powered flight.<br /> <br /> Weapons:<br /> Ranged:<br /> Yeld Laser Gauntlets: 3d6. range inc 100ft. drp2. crit 19-20 x2. RoF Auto.<br /> <br /> <br /> Malcadon Suit Heavy 9 9 0 8 50 380<br /> Prerequisites: Exotic Armour Proficency: Malcadon Suit<br /> Purchase DC: 29<br /> <br /> Equipment &amp; Bonuses:<br /> vox caster<br /> low light vision (photo contacts)<br /> +2 on reflex saves against sudden bright flashes (photo contacts)<br /> +2 fort saves vs gasses (filtration plugs)<br /> +20 ft speed (bio booster)<br /> +2 str (bio booster)<br /> +2 dex (bio booster)<br /> +4 jump &amp; climb (jump pistons, armour spines)<br /> <br /> Weapons:<br /> Claws: 2d4 + str. crit 19-20 x2. DRP 0.<br /> Web Spinners: See p. 515 in D20 40k PDF<br /> <br /> <br /> Squat Armor<br /> <br /> Note: Squats also employ all other imperial armor except imperial power <br /> armor and assassin armor.<br /> <br /> Name Type Defense DR Penalty Max Dex Spd Wt<br /> --------------------------------------------------------------------------<br /> Triker leather Light 1 3 0 8 30 20<br /> Characteristics: Biker clothing, light<br /> Contains: -<br /> <br /> Honor Plate Medium 5 6 -4 4 30 60<br /> Characteristics: Inscribed and blessed by the living ancestors<br /> Contains: -<br /> <br /> Exo-Armor Heavy 7 9 0 8 20 200<br /> Characteristics: Squat power armor, worn by Warlords, <br /> Master Engineers and the Squat Hearthguard.<br /> Contains: Power Fist,Stump Gun<br /> <br /> <br /> Eldar Aspect Armors<br /> <br /> Note: Proficiency for eldar aspect armor may only be gained by adopting <br /> the aspect (eldar only). Operating any integrated equipment is <br /> impossible for non-eldar characters.<br /> <br /> Name Type Defense DR Penalty Max Dex Spd Wt<br /> --------------------------------------------------------------------------<br /> Eldar Mesh Light 3 3 0 8 40 10<br /> <br /> Seer Armor/Rune Armor Medium 3 5 -1 8 40 15<br /> Characteristics: Light, doesn´t hamper casting<br /> Contains: Allows re-rolling of failed psychic checks<br /> <br /> Warp Spider Armour Heavy 6 8 -3 4 25 280<br /> Characteristics: Heavy, immobile, good Protection<br /> Contains: 2 integrated monofilament swords, Warp Jump Generator<br /> 2 additional weapon arms mounted with web spinners<br /> <br /> Warp Spider Jump Generator<br /> This device is used soley by the Warp Spider Aspect Warriors and <br /> Exarchs. It provides the wearer with the ability to make a Quickend <br /> Warp Jump (Per Warp Jump Psychic Power) with a caster level equal <br /> to the users Character Level. This device may be used Character <br /> Level plus CON Modifier times per day. As usual, only 1 Quickend <br /> power may be used in any given round. Warp Spiders are adept at <br /> making a Warp Jump, gaining a Single Attack Action, and then Warp <br /> Jumping back out of combat. This use does not provoke an attack <br /> of Opportunity.<br /> <br /> Striking Scorpion Heavy 6 7 -3 6 30 240 <br /> Characteristics: Heavy Armor, Mobile, tough close combat armor<br /> Contains: Mandiblasters (short ranged)<br /> <br /> Howling Banshees Medium 4 5 -3 7 40 65<br /> Characteristics: Very Mobile, Close Combat<br /> Contains: Banshee Mask<br /> <br /> Howling Banshee Amplification Mask<br /> A trademark of the Howling Banshee Aspect Warriors and Exarchs, <br /> the Banshee Mask takes the slightest sound and emits it as an <br /> ear-piercing, shattering scream of death. This provides the wearer <br /> with the ability to use a Quickend Shout (Per Psychic Power) with <br /> a caster level equal to the users Character Level. This device may <br /> be used Character Level plus CON Modifier times per day. As usual, <br /> only 1 Quickend power may be used in any given round. Howling <br /> Banshees are so adept at the use of these Amplifiers that their <br /> use yields the effects of the Daze Monster Psychic Power.<br /> <br /> Fire Dragons Medium 5 6 -4 4 35 75<br /> Characteristics: Short Ranged Combat, Immobile, Fire Protection<br /> Contains: DR is 7 against Fusion/Fire-Based attacks<br /> <br /> Guardian Armor Light 1 3 0 8 40 15<br /> Characteristics: Light, Mass Produced<br /> Contains: -<br /> <br /> Dire Avengers Medium 4 5 -3 5 40 30<br /> Characteristics: Middle Range Protection, Commando-Style, Combat is short ranged<br /> Contains: -<br /> <br /> Shining Spears Heavy 5 7 -3 3 25 130 <br /> Characeristics: No need for speed, ride Jetbikes<br /> Contains: -<br /> <br /> Swooping Hawks Medium 4 5 -2 7 40 60<br /> Characteristics: Mobile, Fly<br /> Contains: Wings (act as Jump Packs)<br /> <br /> Dark Reapers Heavy 6 7 -3 5 25 200<br /> Characteristics: Long Range, Heavy Support<br /> Contains: Targeting Optics<br /> <br /> Rangers<br /> wear Eldar Mesh Armor<br /> <br /> <br /> Harlequin Armor<br /> <br /> Name Type Defense DR Penalty Max Dex Spd Wt<br /> --------------------------------------------------------------------------<br /> Harlequin Jetbiker A Medium 5 6 -2 8 30 60 <br /> Characteristics: Protection for Jetbikers, Defense does not stack with<br /> Holo Suit or Domino Field Generator<br /> Contains: -<br /> <br /> Holo Suit<br /> Special: Grants three quarters cover (+7 to defense,<br /> +3 to Reflex Save, +5 on hide checks)<br /> <br /> Domino Field Generator<br /> Special: Raises the cover of the Holo Suit to nine tenths cover<br /> (+10 to defense, +4 to Reflex Save (half damage if failed,<br /> no damage if successful), +10 on hide checks)<br /> <br /> <br /> Dark Eldar Armor<br /> <br /> Name Type Defense DR Penalty Max Dex Spd Wt<br /> --------------------------------------------------------------------------<br /> Wych Armor Light 1 2 0 8 30 20<br /> Characteristics: Fast<br /> Contains: -<br /> Troop Armor Medium 4 5 0 8 30 25 <br /> Characteristics: Fast<br /> Contains: -<br /> Reaver Armor Medium 5 6 -2 8 30 60 <br /> Characteristics: Protection for Jetbikers<br /> Contains: -<br /> <br /> <br /> Tau Armors<br /> <br /> Name Type Defense DR Penalty Max Dex Spd Wt<br /> --------------------------------------------------------------------------<br /> XV15 Stealth Heavy 7 8 0 8 30 320<br /> Characteristics: Heavy Armor, hard to hit, powered armor<br /> Contains: Jetpack, integrated burst cannon, holographic disruption field <br /> <br /> Fire Warrior Armor Medium 5 6 -2 6 30 50<br /> Characteristics: Mass produced, medium protection<br /> Contains: -<br /> <br /> Pathfinder Armor Medium 4 5 -1 7 30 40<br /> Characteristics: Mass produced, medium protection<br /> Contains: -<br /> <br /> <br /> Kroot Armors<br /> <br /> Name Type Defense DR Penalty Max Dex Spd Wt<br /> --------------------------------------------------------------------------<br /> Shaper Armor Impr. 1 1 0 8 30 6 <br /> Characteristics: Made-on-the-spot, natural materials<br /> Contains: -<br /> <br /> <br /> Ork Armor<br /> <br /> Name Type Defense DR Penalty Max Dex Spd Wt<br /> --------------------------------------------------------------------------<br /> Boyz Armor Light 2 2 0 8 30 40 <br /> Characteristics: Most Ork armor has a six+ save...they all wear the <br /> same cheap stuff ?<br /> Contains: Stormboyz Armor has Jump Packs<br /> Loota Armor Medium 3 4 -2 8 30 50<br /> Characteristics: Looted, medium protection<br /> Contains: -<br /> 'ard Boyz Armor Medium 5 6 -4 5 25 70 <br /> Characteristics: Bolted together from steel plates, Melee, Tough<br /> Contains: -<br /> Mega Armor Heavy 7 8 -2 6 30 300<br /> Characteristics: Heavy, Powered Armor<br /> Contains: Power Klaw<br /> <br /> <br /> Lesser Races Armor<br /> <br /> Note: These Armors are unbalancing and mostly not wearable by other races<br /> without modification and/or taking a exotic armor proficiency feat <br /> for the amor.<br /> <br /> Name Type Defense DR Penalty Max Dex Spd Wt<br /> --------------------------------------------------------------------------<br /> Slann Relic Armor Medium 10 10 0 8 20 0.5/80<br /> Special: This armor is a relic of the long-extinct Slann Race. <br /> Its normal state is that of a small black pearl worn on a<br /> string around the neck. Once the user is attacked the<br /> armor unfolds and places a nearly impenetrable glassy<br /> black shell around the user. The armor can not be removed<br /> physically and has to be deactivated by a thought command.<br /> Until then it prohibits the user from taking certain<br /> bodily functions. The deactivation process renders the<br /> pearl inert and the armor will not activate again. <br /> <br /> Jokaero Nano-Fiber Light 2 3 0 8 30 20<br /> Special: Jokaero sometimes wear this armor, it allows them free<br /> movement even when using their dextrous arms for climbing<br /> <br /> Fraal Boarding Armor Medium 3 5 -2 5 25 40<br /> Special: Known as spacefaring tribes of pirates these armors are<br /> sometimes sold on bazaars if boarding actions were repelled.<br /> <br /> Loxoatl Blaster-Harness Medium 2 5 -2 6 30 30<br /> Special: includes two blasters from loxoatl manufacture which are<br /> fired through a cybernetic link. Use the values for the<br /> Splinter Rifle for the flechette blasters.<br /> <br /> Piscean Aqua-Armor Light 2 3 0 8 20 10<br /> Special: Grants a bonus to swim-speed of 10 ft. The Speed Value<br /> of 20 is for use on dry land.<br /> <br /> Strousii Needlechain Light 1 3 0 7 30 30<br /> Special: Shifting and rotating around the user with a sickening <br /> black glitter this armor shows off small needles <br /> protruding from the base mesh. A successful grapple <br /> (no matter if initated by the wearer or the opponent) <br /> deals 1D6 damage with an AP of 1 to the opponent.<br /> <br /> Tarellian Scale Light 1 3 -2 8 30 30<br /> Special: The Armor is made from small natural scales which the <br /> tarellians get from unknown animals. The difficulty to<br /> detect this armor with metal detectors is raised by 10.<br /> <br /> Viskeon Duel Plate Medium 4 6 -3 5 20 45<br /> Special: This armor grants a +5 hide bonus in darkness or partial<br /> darkness.<br /> <br /> Xenarch Energy-Coat Medium 0 5 0 8 30 2<br /> Special: The Energy Coat looks like a small egglike gadget and<br /> projects a forcescreen, encasing the user in crackling<br /> energy. It has energy for 30 minutes of continous operation<br /> and must be reloaded for 3 hours afterwards. It can be<br /> combined with light armors.
#842

Skrittiblak

Aug 03, 2006 7:03:29
Yep - Orks don't need to wear much armour. Their naturally high Toughness (Constitution score) will see them through.
#843

ikkaan

Aug 03, 2006 7:55:12
Surprising...i thought orks are natural mechanics with a knack for engineering. And now i get to know that they use tinfoil hats as armor...well...ok...

I will add tau armor later this day, we can discuss the armor list then. I will also look for some niches where xenos armor for lesser races would fit in (see Species Mindmap)

Spontaneous i would suggest i include some more entries for : Harlequin Armor, Slann Relic Armor, Tau, Kroot Armor (if they wear armor at all ?), Jokaero Nano-Fiber, Fraal Boarding Armor, the Loxoatl Blaster-Harness, Piscean Aqua-Armor, Strousii Needlechain, Tarellian Scale, Viskeon Duel Plate, the Xenarch Energy-Coat, Squat Infantry Armor, Squat Power Armor and Squat Engineer Armor.

More fluffy ideas ?
#844

belly120

Aug 03, 2006 9:35:50
Surprising...i thought orks are natural mechanics with a knack for engineering. And now i get to know that they use tinfoil hats as armor...well...ok...

I will add tau armor later this day, we can discuss the armor list then. I will also look for some niches where xenos armor for lesser races would fit in (see Species Mindmap)

Spontaneous i would suggest i include some more entries for : Harlequin Armor, Slann Relic Armor, Tau, Kroot Armor (if they wear armor at all ?), Jokaero Nano-Fiber, Fraal Boarding Armor, the Loxoatl Blaster-Harness, Piscean Aqua-Armor, Strousii Needlechain, Tarellian Scale, Viskeon Duel Plate, the Xenarch Energy-Coat, Squat Infantry Armor, Squat Power Armor and Squat Engineer Armor.

More fluffy ideas ?

thats a very long list squats are all dead wiped out completely by the great devourer (tyranids) so don't rush that one through. look at necromunda and do spyrer armour thats hinted at being tau made and looks well cool
#845

ikkaan

Aug 03, 2006 10:15:45
thats a very long list squats are all dead wiped out completely by the great devourer (tyranids) so don't rush that one through. look at necromunda and do spyrer armour thats hinted at being tau made and looks well cool

If Squats are wiped out depends on the timeframe of your campaign. And even if they are already "completely" wiped out (which is nearly impossible...not all squats were sitting on their homeworlds) some of their equipment will still be there.

Found the spyrer armor. I will try to make these. Basically they are powered armor with integral equipment. A toy for the rich.

Spyrer Rigs<br /> <br /> Characteristics: Self-sustaining, self-repairing, integral weaponry, power boosters<br /> <br /> Jakara Rig<br /> Characteristics: Flexible plates, Tubes and Cables, powered armor<br /> Contains: Monomolecular Sword, Mirror Shield (sends laser-based <br /> attacks back if user is not injured, forward cone), Biobooster, <br /> Skull Chip, Respirator, Photovisor, Reflex Booster, Combat <br /> Neuroware, Speed Booster<br /> Yeld Rig<br /> Characteristics: Medium/Heavy,powered armor<br /> Contains: Wings, built-in Lasers, Claws, Biobooster, Respirator, Photovisor, <br /> <br /> Combat Neuroware, Chameleon Coating<br /> <br /> Malcadon Rig<br /> Characteristics: Medium/Heavy, overlapping plates, powered armor<br /> Contains: Webspinner (2), Biobooster, Respirator, Photovisor, <br /> <br /> Combat Neuroware, Speed Booster<br /> <br /> Orrus Rig <br /> Characteristics: Medium/Heavy, powered armor, crushing and battering, slow<br /> Contains: Boltpistol (2), Force Field, Crushing Fists, Biobooster, <br /> Respirator, Photovisor, Combat Neuroware
#846

Skrittiblak

Aug 03, 2006 15:11:51
I don't know if that was intended as a guess or if you've read some of the background fluff in the Tau codex but the "Spyrer Rigs" in Necromunda are exactly that.

Though the Underhive is filled with poor juves who turn to crime to make ends meet and join a violent gang for protection from other gangers the Upper Hives of Necromunda are filled with wealth dilletantes. People with a lot of money and the means to keep things concealed often deal in illegal contraband.

This includes among things like weird drugs, heretical items also alien technology. The Spyrer Rigs are a fusion of Tau technology and Imperial archeotechnology (bits of equipment whose workings have been lost since the Dark Age of Technology).

So in fact it is the Tau (ironic that you said 'surely not'). Spyrers are rich humans who wear expensive Tau gear and hunt underhivers for Sport. The Equipment is so advanced there is virtually no risk to the upper-hivers themselves. The Yeld Rig for instance allows the user to go invisible in much the same way that a Tau in XV15 Stealth Armour can.

Not fun if you are a dirty House Delaque Gangmember with nothing but stubpistol and a trenchcoat to your name.
#847

ikkaan

Aug 03, 2006 16:58:30
I updated my previous posting, more fancy armor ideas there - still no idea what armors squats wear.

Can you point me to the bit in the tau codex that says that they deal with necromundan spyrer s ? Belly said that they were of tau manufacture. If you look at my warhammer space map you see that tau space is very far from necromunda (something in the range of 2800 light years). I know that they participated in the eye of terror campaign...i still wonder how they did this...it is a still longer distance to get there. And even longer without fast FTL drives. I don´t refuse to believe it, its just not logical.
#848

zombiegleemax

Aug 03, 2006 22:52:07
Can you point me to the bit in the tau codex that says that they deal with necromundan spyrer s ? Belly said that they were of tau manufacture. If you look at my warhammer space map you see that tau space is very far from necromunda (something in the range of 2800 light years). I know that they participated in the eye of terror campaign...i still wonder how they did this...it is a still longer distance to get there. And even longer without fast FTL drives. I don´t refuse to believe it, its just not logical.

It's in the old one, I believe, something about tau tech put in imperial-seeming devices, monitoring, etc.
I believe there was an article online or something, about how Tau sold such rigs to rogue traders, who then sold them to rich brats (not just necromundan ones, mind you). The general idea was that they had cameras inside of them, allowing signals to be transmitted to T'au from wherever they were, thus giving an intimate view of the world at large without putting any tau at risk. So it was the rogue traders with their human navigators and warp travel that did the bulk of the work. The tau just designed it all.

Edit: And tau have 'warp drives,' allowing FTL travel without using the warp per se...hyperdrives I guess you'd call them. they're still far slower than using the immaterium, and rare enough that only the largest tau ships will even come close to having them.
#849

ikkaan

Aug 04, 2006 2:57:17
I know, but tau warp travel is "snail mail" and would never carry them far away from their homeworlds.

I will see if i can come up with values for the spyrer rigs. Maybe someone can check the values of my armor list? I also added assassins armor.

EDIT: This also means the tau have a means of communication that enables a device built into a suit to transmit data over thousands of lightyears in short time...hmmm...i sense that this was not intended by the author.
#850

Skrittiblak

Aug 04, 2006 4:40:37
Could be a long time. Perhaps the feeds from Spyrer digi-cams will only hit Tau space in a few hundred years.

Who knows!
#851

belly120

Aug 04, 2006 9:03:30
i like whats been done with the spyrer rigs so far would anyone mind if i wrote these up and posted them i'll do it this weekend me and some friends are old school necromunda players so we'll work something out and post it saturday.
as for squats your only hope is second edition codexs as they were destroyed just before 3rd edition came out. according to official 40k history the squats were utterly destroyed by the way i've looked into in some detail as i used to work for games workshop.
#852

ikkaan

Aug 04, 2006 9:36:21
If you know what to do with the spyrer rigs, go ahead, i´m eager to see what you come up with. My 5 cents: They should not outclass astartes armor in aspects of protection.

Edit: Utterly destroyed is nice for people that do not care for realism, but the reasons for their "utter destruction" have holes i could drive an imperator titan through. Maybe their homeworlds are gone. Maybe their whole sub-civilization has received a shock they will never fully recover from. But the tyranids are not able to eat ALL squats. Squats are free to travel and colonize on their own. There is a significant percent of the galactic squat civilisation living elsewhere NOT in the vincinity of dioscis theta. A lot of squats live on normal imperial worlds and have families there.
#853

belly120

Aug 04, 2006 11:05:49
If you know what to do with the spyrer rigs, go ahead, i´m eager to see what you come up with. My 5 cents: They should not outclass astartes armor in aspects of protection.

Edit: Utterly destroyed is nice for people that do not care for realism, but the reasons for their "utter destruction" have holes i could drive an imperator titan through. Maybe their homeworlds are gone. Maybe their whole sub-civilization has received a shock they will never fully recover from. But the tyranids are not able to eat ALL squats. Squats are free to travel and colonize on their own. There is a significant percent of the galactic squat civilisation living elsewhere NOT in the vincinity of dioscis theta. A lot of squats live on normal imperial worlds and have families there.

ha like i said i'm an ex company man so the line was "utter destruction" though i quite agree on the utter stupidity of the idea, lost quite a few gamers as well it was a slap in the face for the many squat players.
the reason they did it was to get away from 40k just being future warhammer so theres an in sight into the hypocritical regime that is GW i've left now i was declared ex communicartis treatoris for sharing my opions on such matters :D

now i live in fear of the inquistion finding me
definatley not as protective as astartes power armour let me crunch some numbers

Edit: on tau stealth suits i assume your just going to say +20 to hide checks when that holographic thingy is activated like standard cloaking devices?
also i'll be posting spyrer armour based on full damage reduction rules so i'll do 2 sets one for that and one for armour as defense
#854

ikkaan

Aug 04, 2006 11:13:42
You worked for GW ? What position did you have ?
#855

belly120

Aug 04, 2006 11:20:00
You worked for GW ? What position did you have ?

i was a floor bod for a while then went up to deathwatch but was then declared excomunicartis (fired) i wasn't rolling over enough on stupid policies that generally made the shop an unfriendly enviroment for gamers. things like not letting gamers play on free boards on sundays because it was recruits trainning days
#856

ikkaan

Aug 04, 2006 11:30:00
Ah...i thought you were in development or marketing or something

I don´t know what you mean by "standard cloaking device", but i wrote just something that came into my mind when i wrote the stuff for the holo-suit of the harlequins. Now i realize skritti already wrote info for holo-fields in his rules (p.647, holo-field). I am unsure if the personal suits of the harlequins should have the same mechanics. It would make any encounter with a harlequin force a group-eradicating session. The players can´t hit anything and get shredded - not fun.

Where did you find this +20 modificator ?
#857

belly120

Aug 05, 2006 5:45:45
Ah...i thought you were in development or marketing or something

I don´t know what you mean by "standard cloaking device", but i wrote just something that came into my mind when i wrote the stuff for the holo-suit of the harlequins. Now i realize skritti already wrote info for holo-fields in his rules (p.647, holo-field). I am unsure if the personal suits of the harlequins should have the same mechanics. It would make any encounter with a harlequin force a group-eradicating session. The players can´t hit anything and get shredded - not fun.

Where did you find this +20 modificator ?

i ran a predator campaign, they have a cloaking device anyway in D&D there is an item that turns you invisible and they stated that gave +20 on hide checks so i've done that ever since.
#858

belly120

Aug 05, 2006 6:14:44
heres the first of my Spyrer Suits starting with the Orrus Suit:

Requirements: Exotic Armour Proficency: Orrus Suit
Purchase DC: 28

Damage Reduction:14
Armour Check: -3
Speed: 25ft
Defense Bonus (from force field) +4

Bonuses and Equipment:
+2 strength (bio booster)
low light vision (photo contacts)
+2 on reflex saves against sudden bright flashes (photo contacts)
+2 on fort saves against gasses (filtration plugs)
vox caster
bonus feat: weapon focus Crusher Fists

weapons:
melee:
Crusher Fists: 2d8 + str. crit. x2 drp 2. type blugeoning/slashing
special: Rend: if an orrus suit user hits with 2 seperate attacks against one foe he gains a free attack at his highest modifier then deals damage at 1&1/2 times his strength. can only be done once a round

Ranged:
Bolt Launchers: 2d10+2. drp 2. crit x3. range inc, 60ft. RoF semi.

so thats the first one done post what you think. but before anyone says i forgot the spyrer boost system from necromunda i haven't that can all be done as seperate upgrades from books like future tech.
if you don't know what the boost system is basically in necromunda when a spyrer gains xp it can roll on a table and get bonuses such as +1 str or rapid fire bolt launchers etc.
#859

belly120

Aug 05, 2006 6:53:02
second post this is the Jakara Suit.

Prerequisites: Exotic Armour Proficency: Jakara Suit
purchase dc: 27

Damage Reduction: 9
Speed: 40ft
armour check: 0
+1 defense (from buckler)

equipment & bonuses:
+2 dex (bio booster)
+10 ft speed (bio booster)
low light vision (photo contacts)
+2 on reflex saves against sudden bright flashes (photo contacts)
vox castor
+2 fort saves vs gasses (filtration plugs)
bonus feat: weapon focus Jakara Mono Sword

Weapons:
Melee:
Jakara Mono Sword: 2d6 + str. crit 18-20 x2. type slashing. drp 2.

Mirror Shield (buckler): the jakara operator may attempt once per round to deflect a failed ranged attack against them back at its firer. this is done by the jakara player making a reflex save after the attacker has failed to hit based on the total to hit rolled by the opponent. if she succeeds the save the shot is reflected back and the damage is dealt to the person who fired the shot.
The shield can reflect laser, plasma, or melta based damage not balistic.
If the player fights defensively she can reflect 2 attacks a round
#860

belly120

Aug 05, 2006 11:14:23
Next up is the Yeld Suit

Prerequisites: exotic armour proficency: Yeld Suit
Purchase DC: 29

Damage Reduction: 9
Speed 40ft
fly speed 40 ft (average anoeuvrability)
armour check: 0
+2 defense (chameleonic coating)

equipment & bonuses:
vox caster
low light vision (photo contacts)
+2 on reflex saves against sudden bright flashes (photo contacts)
+2 fort saves vs gasses (filtration plugs)
bonus feat: weapon focus Yeld Laser Gauntlets
+6 to hide (chameleonic coating)
+2 dex (bio booster)
+10ft speed (bio booster)

Wings:
The wings on the Yeld Suit serve many roles, primarily flight as stated above, however they are only capable of gliding upto 80ft before having to land as the Yeld is not powered flight.

Weapons:
Ranged:
Yeld Laser Gauntlets: 3d6. range inc 100ft. drp2. crit 19-20 x2. RoF Auto.

Wings: D8+1&1/2 str. drp 1. crit 19-20 x2.
#861

ikkaan

Aug 05, 2006 17:20:20
High DR, low defense...strange combination. Otherwise i think its ok. It will stay one of the most seldom encountered armors in my game anyway
#862

belly120

Aug 07, 2006 3:45:24
High DR, low defense...strange combination. Otherwise i think its ok. It will stay one of the most seldom encountered armors in my game anyway

yeah its because i'm using the original d20 40k rules where armour is purely damage reduction which i prefer as armour protects it doesnt make you harder to hit.
definately gotta run a necromunda campaign in d20 though that would be well sweet!
i recon i'm gonna make spyrer armour available in my campigns just very hard to get hold off.
#863

ikkaan

Aug 07, 2006 4:10:46
hokay...do we get to see the malcadon rig ? 8-)
#864

belly120

Aug 07, 2006 6:23:37
yes but not till i finish work unfortunately so bare with me on this one. so you recon that the other rigs look ok, i love crunching ideas on stuff like this.
how are you getting on with the eldar armour. i'd go with intergrated equipment all the way on the warp spider armour it will make it less complicated. also striking scorpions i'd say light armour the eldar use very advanced materials and rely on their agility and speed so it makes sense their armour wouldn't encumber that
#865

ikkaan

Aug 07, 2006 7:37:04
Well, heavy armor doesn´t mean its encumbering, just its protective qualities are heavy, or? And since it doesn´t make a difference for eldar aspect warrirors if the aspect armor is heavy or not (feat-wise) i think it can stay this way.

Integrated equipment is also what i thought, but i have no time to flesh it out at the moment
#866

Skrittiblak

Aug 07, 2006 8:52:25
This isn't Spyrer Rig related.

I just thought I'd let everyone know that this is The Most Replied To thread in the d20 Future forums.

Used to be the Battlestar Galactica one - but we've overtaken them by about 100 posts.

So here's a cookie!
#867

belly120

Aug 07, 2006 9:15:04
argh their is nothing worse then to many ideas and not enough time i've got that for one of my fantasy campaigns at the mo cause i'm still GM for the 40k campaign so i've barely got anything done then put work on top an its a nightmare but hey.
i'm gm tonight as part of 40k campaign, the players are deathwatch space marines and at the mo they're busy boarding a rogue trader's ship whos been aiding the dark eldar so a big fight night basically then next week hopefully they'll be back
#868

ikkaan

Aug 07, 2006 10:10:26
So this is the thread that ate god. Hooray !

Belly, i write most of my posts at work, even the values for armor were done simultaneously while working...but the integrated equipment is just piecing together stuff from existing rules mostly...i admit i am a bit lazy...
#869

belly120

Aug 07, 2006 10:35:41
ha ha another post to sly all other threads!
any way you've discovered my secret all 3 spyrer suits i crafted at work on saturday i find it fills the gap in my day but then it get busy and i couldn't get the malcadon rig posted and i left my notes at home so i'm just gonna wait can't be bothered working it out twice
#870

belly120

Aug 07, 2006 12:32:04
The Malcadon Spyrer Suit

Prerequisites: Exotic Armour Proficency: Malcadon Suit
Purchase DC: 29

Damage Reduction: 9
Armour Check: 0
Speed: 50

Equipment & Bonuses:
vox caster
low light vision (photo contacts)
+2 on reflex saves against sudden bright flashes (photo contacts)
+2 fort saves vs gasses (filtration plugs)
+20 ft speed (bio booster)
+2 str (bio booster)
+2 dex (bio booster)
+4 jump & climb (jump pistons, armour spines)

Weapons:
Claws: 2d4 + str. crit 19-20 x2. DRP 0.
Web Spinners: See page 515 in D20 40k PDF by Skrittiblak
(thats adobe pdf not planetary defence force :D ) and thanks for the cookie
#871

belly120

Aug 07, 2006 12:32:56
The Malcadon Spyrer Suit

Prerequisites: Exotic Armour Proficency: Malcadon Suit
Purchase DC: 28

Damage Reduction: 9
Armour Check: 0
Speed: 50ft

Equipment & Bonuses:
vox caster
low light vision (photo contacts)
+2 on reflex saves against sudden bright flashes (photo contacts)
+2 fort saves vs gasses (filtration plugs)
+20 ft speed (bio booster)
+2 str (bio booster)
+4 jump & climb (jump pistons, armour spines)

Weapons:
Claws: 2d4 + str. crit 19-20 x2. DRP 0.
Web Spinners: See page 515 in D20 40k PDF by Skrittiblak
(thats adobe pdf not planetary defence force :D ) and thanks for the cookie
#872

zombiegleemax

Aug 07, 2006 21:34:55
Just wanted to let everyone who's contributed to this project know how much I've appreciated all the work you've put into this project over the years--I came across it recently and it's been the perfect thing to integrate into the campaign I have planned which uses a mishmash of 40k, D&D, d20 Modern, d20 Future and Lords of the Earth rules.

Part of the fun has been trying to come up with ways to take the deeper and more personal d20/D&D style rules and convert them to use in tabletop battles--for instance, any Independent Character with the Cleave feat gets to make an extra attack for dispatching an opponent on the tabletop, just like he or she would in a completely RPG setting.

I'm finding all this integration a real challenge, but I think I'm getting a handle on it.

Still, without this to guide me in adapting 40k to d20 first, I think I would have still been at it in a couple of years...

So thanks again. :D

--Mike
#873

ikkaan

Aug 08, 2006 7:44:29
I just wrote my posting and closed the browser...hurrah !

Ok, i´ll write it again...

@belly: i included your rigs in my list posting about armors...i hope you don´t mind.
For the sake of completelyness (?) i want to have all values for the alternative AP/DR system.

Orrus: Defense 13+2 (medium defense force field, unique bonus)
Jakara: Defense 8 (DR 1 from mirror buckler, retains special properties)
Yeld: 8+2 (chameleonic coating, unique bonus)
Malcadon: 9

Does this look right ?

Shields:
The Defense values for these can´t stay as they are, otherwise we get storm terminators standing face to face swinging their hammers wildly and missing all the time...is it feasible to use them similarly to the dodge feat ? The wielder declares an opponent at the beginning of the round in whose direction he holds the shield. The shields get an DR value which only reduces damage from the declared opponent...i changed the values to what came to my mind and included a house rule...sorry if i am being incoherent.

Forcefields:
I don´t know the exact background from all these fields, but as i remember some fields make it harder to hit an opponent (thereby granting defense bonus), others slow down projectiles and dissipate energy (granting DR) and some have special effects:

Defense Bonus: Projectile Deflector, Refractor Field, Rosarius Field, Holo Field, Dark Eldar Shadow Field

DR Bonus: Iron Halo, Powerfields, Void Field, Salamander Mantle (isn´t this an armor item ?), Kustom Forcefield, Tau Shield Drone, Tau Shield Generator

Special Effect: Displacer Field (does anyone know how this works ? I read in one of the ciaphas cain novels that is places the user out of the path of the attack...maybe a percentile chance of 100% defense ?)

Can someone more adept in warhammer fluff divide the forcefields up for me ? Maybe there is a combined dr/defense field in there ?
#874

belly120

Aug 08, 2006 8:40:50
right i wrote up rules basing force fields up as purely defence as armour was damage reduction but this new system of half assed low damage reduction and stacking more defence bonus on top of class bonus really ain't my cup of tea at all. But i will try an help!

force fields of all kinds i'd use as damage reduction if i were using armour as defence

the buckler has to be defence bonus thats how normal shields work in all systems

just balance the rigs with similar armour i based the values for my damage reduction around advanced mesh for all but the orrus rig which was based of advanced carapace as they seemed the closest armour to it so whats the defence bonus for those using these new rules

yes those values look ok but use buckler as defence +1
you can see what i mean about stacking armour with defence bonus can't ya it just gets silly an no one can hit/be hit
#875

ikkaan

Aug 08, 2006 8:54:21
right i wrote up rules basing force fields up as purely defence as armour was damage reduction but this new system of half assed low damage reduction and stacking more defence bonus on top of class bonus really ain't my cup of tea at all. But i will try an help!

thanky you...its just that the rules are simpler and therefore more attractive to players that don´t want to stretch the fights to hell and back.

force fields of all kinds i'd use as damage reduction if i were using armour as defence

Also what i thought, maybe i want three forcefields with defense bonuses from +1 to +3...and the rest granting DR. But the eldar holo-field for example obviously won´t give DR.

the buckler has to be defence bonus thats how normal shields work in all systems

Well...it´s just my idea. Why do shields make i more difficult to hit someone ? In the best case they make the silhouette of the wielder larger. And most shields are not bigger than their users, so the chance of punching a hole through the shield and missing the wielder is not so high. But a shield puts an additional barrier between you and your opponent. Either the force of an attack is high enough to penetrate and hit, or not. Am i very wrong with my opinion ? Maybe i am just panicking, i don´t want to add even more defense...

Its just that shields don´t really have a big standing in 40k, but when players see that they could boost their defense just by lugging a big piece of steel they will do it...which makes my unlucky in turn...not good.

just balance the rigs with similar armour i based the values for my damage reduction around advanced mesh for all but the orrus rig which was based of advanced carapace as they seemed the closest armour to it so whats the defence bonus for those using these new rules

Then i have to downscale the DR for the DR/AP system...maybe you can tell me which armor would be similar to the rigs ?
#876

belly120

Aug 08, 2006 10:09:35
ok with shields as defence its because you are putting the shield in the way of someone as a physical barrier between you an them making you harder to hit then the shield is.

you are right about punching holes in them i decided that normal shields ie medieval style simple metal ones would offer no defence bonus against drp 1 or higher weapons as they'd just punch straight through like in the film zulu wooden shiled versus martini action rifle
rifle just punches through but shield versus spear and it makes the zulu very hard to hit (defence)

but storm shields and space marine combat shields that utilise a power field offer protection against power weapons so they would grant defence bonus against drp 1 to 5
also the highest defence bonus a shield can confer is +2 to defence so that ain't so scarry

you are right about the damage reduction making it long winded in some ways but high defence will have the same effect
instead of being able to hit an then loose some damage due to armour it becomes very hard to hit but your able to do damage every so often. its the same problem from a differnt angle

i used damage reduction but just state drp in groups of -5 to damage reduction which speeds it up more so drp 2 = -10 damage reduction

so here we go i have a lasgun that deals 3d6 at drp 1 (-5)
i shoot eldar in mesh armour with DR of 8
i roll an do 12 points of damage
he gets 3 points of DR against 12 which = 9

so it ain't to bad really an it is much more in keeping with the 40k novels where armour is always described as acting like damage reduction not defence is that any help at all and sorry for being so long winded :D
#877

ikkaan

Aug 08, 2006 11:48:57
I just posted some background questions on warseer and was rewarded with much info...and i found this

So i updated my list with much more goodies...sweet stuff :D
#878

Skrittiblak

Aug 08, 2006 15:49:07
Wow. There was an interesting game being run there. Its always cool to discover people who are playing your game online that you haven't heard about. Interesting mix of characters.
#879

ikkaan

Aug 09, 2006 3:15:53
Indeed it is :-) Cookies for you

I just found two missing weapons: The Hellgun and Hell pistol (HighEnergyLaser).
Is it safe to assume that HEL weapons step up one die from lasguns and laspistols,
have two ports for energy cells and draw 2 energy units per shot ?

EDIT: Hey skritti, are you following my trails ?
#880

belly120

Aug 09, 2006 7:06:45
Indeed it is :-) Cookies for you

I just found two missing weapons: The Hellgun and Hell pistol (HighEnergyLaser).
Is it safe to assume that HEL weapons step up one die from lasguns and laspistols,
have two ports for energy cells and draw 2 energy units per shot ?

EDIT: Hey skritti, are you following my trails ?

i stepped hellguns up to 3d8 drp 2 as appossed to the lasgun at 3d6 drp 1
they rock. "whats that" ...... "its my hellgun!" BLAM!

anyway yeah looks to be some good stuff on that site good work
#881

zombiegleemax

Aug 09, 2006 16:53:34
just like in the tabletop game, I'd prefer the hellguns to only do slightly more (if any) damage, but have a much improved DRP. I mean, AP 5 in game is pretty darn good, but if you make them more powerful, you run the risk of having a bolter substitute, which I think would be a disastrous thing. They're still las weapons, and they shouldn't do too much damage. I've always thought that they simply focused the beam better and kept it active for a fraction longer, enough to burn through most armor far better than a regulat lasweapon.
I'd maybe lower the die one step and then add another? that'd take them up to 3d6, a good amount but nothing too insane.

And as for boltguns, I'd improve the damage or the critical range or something...they're exploding rocket machine guns. That's worth something in my opinion. Even just adding a 19-20 to the x3 crit would improve them drastically.
that's my 3 cents.
#882

belly120

Aug 10, 2006 6:04:57
just like in the tabletop game, I'd prefer the hellguns to only do slightly more (if any) damage, but have a much improved DRP. I mean, AP 5 in game is pretty darn good, but if you make them more powerful, you run the risk of having a bolter substitute, which I think would be a disastrous thing. They're still las weapons, and they shouldn't do too much damage. I've always thought that they simply focused the beam better and kept it active for a fraction longer, enough to burn through most armor far better than a regulat lasweapon.
I'd maybe lower the die one step and then add another? that'd take them up to 3d6, a good amount but nothing too insane.

And as for boltguns, I'd improve the damage or the critical range or something...they're exploding rocket machine guns. That's worth something in my opinion. Even just adding a 19-20 to the x3 crit would improve them drastically.
that's my 3 cents.

your close to the mark but i run boltguns at 2d12+4 x3 on a crit so hell gun does a little less damage but on a crit the boltgun literally takes your torso off they balance out real nice
#883

ikkaan

Aug 10, 2006 6:58:29
Theoretically speaking: Which warhammer race would be most likely to build a ship like this ?

http://www.deviantart.com/deviation/32799326/

I like the style and would like my players to oppose it. Estimations of size, class and weaponry welcome :-)

EDIT: Should be a minor race...e.g. galg or fraal. Could not see this as an imperial, eldar or ork construct. The Tau have an other distinctive style. Kroot have only warspheres. Its a limited choice
#884

belly120

Aug 10, 2006 7:30:57
i do get a bit a of an experimental tau feeling to it from the lines and style its certainly not main stream tau but i think its the closest to it i dont see the fraal or galg with anything like that

i'd say some kind of cruiser sized vessel
#885

ikkaan

Aug 10, 2006 7:45:48
I just got evil Thank you belly.

A ship comissioned by a human rogue trader on a tau shipyard. The rogue trader supplied the armor plates for it (it shouldn´t look too strange if scanned, so he supplied standard stc-ceramite/adamantium armor for it). The design is completely adapted on the traders needs. Cost him an arm and a leg to get it, plus "contributions" to the greater good.

The ship has similar quirks as the spyrer rigs, including surveillance gear to spy on the trader (and his crew and also to collect astrographic information), and some cleverly disguised systems that shut down the energy if tau ships are attacked with it.

Edit: Whats so wrong with lesser races possessing ships ? It makes encounters in space so much more interesting.
#886

belly120

Aug 10, 2006 9:31:49
I just got evil Thank you belly.

Edit: Whats so wrong with lesser races possessing ships ? It makes encounters in space so much more interesting.

ha well glad to be of service. rogue trader definatley works as for other races i agree they can have ships just not any that look like that one, that was my point it doesn't look like their style of machine is all.

anyway i assume the pc's will be hunting this ship? i like the idea of him contributing to "the greater good". you gonna give it some tau style weaponry that would rock rail cannon turrets par exampla

EDIT: it has chunky turrets running down its spine actually so they look suitable for rail based armament YAY! :D
#887

ikkaan

Aug 10, 2006 10:08:43
Can´t write more exact info here :D You have a PM.

Quick thought on psyker classification and actual d20 psyker level.

Category Psyker Level<br /> <br /> Alpha 9<br /> Beta 8<br /> Gamma 7<br /> Delta 6<br /> Epsilon 5<br /> Zeta 4<br /> Eta 3<br /> Theta 2<br /> Iota 1<br /> Kappa 0
#888

belly120

Aug 11, 2006 9:13:39
there is some cool pics there i'm gonna try and use some in the next session i run
#889

ikkaan

Aug 11, 2006 10:02:21
Does anyone by chance owns the "Imperial Infantryman´s Uplifting Primer" ?
#890

belly120

Aug 11, 2006 11:25:06
Does anyone by chance owns the "Imperial Infantryman´s Uplifting Primer" ?

ha ha of course i do its my bed time reading.. :rolleye2: ....well maybe not but yes i own and read from time to time how can i help
its nice to see you getting away from all that unhealthy xenos ;)
#891

ikkaan

Aug 11, 2006 11:45:26
PM again...
#892

belly120

Aug 15, 2006 8:47:55
hi guys just a quick message to get this moving again. has anyone come up with any extra cool equipment/ items that they feel enhance their 40k i'm toying with the idea of dropping in some magic items as relics from the dark age of technology any thoughts :D
#893

ikkaan

Aug 15, 2006 9:57:43
I still have a list of collected equipment at home plus some things i noted from the old rogue trader rulebook...i still have to work on that. i´ll post a list of stuff when i have some time.

Had my players go caving yesterday...they didn´t work fast enough to meet the angry hrud there...oh well...next time :D
#894

fatal_error

Aug 15, 2006 17:10:10
About to run a WH40k game and we have an Ogryn character, which brings me to some questions of applying the weapon damage increases.

The Ogryn would use a large chain(great)axe. Large makes a greataxe go from 1d12 to 3d6, and chain makes a greataxe go from 1d12 to 2d12. Which is applied first? If size is applied first then it goes to 3d6 and adds one to 4d6, if chain is applied first it goes to 2d12 and then goes to 6d6.
#895

ikkaan

Aug 16, 2006 4:11:30
IMHO first the weapon, then the add-ons.
#896

belly120

Aug 16, 2006 9:38:54
yeah ikkann's right increase the base damage by size then add the chain ability.

caving ay my guys are still fighting as deathwatch marines on a rogue traders ship they've been crunching some dark eldar. "Would you like to discuss the protective properties of purple spandex" a quote by one of my players before rugby tackaling a dark eldar sybarite off a 20ft drop and using his bulk to crush him to death on impact. how cool is that
#897

zombiegleemax

Aug 17, 2006 1:29:56
Hi all long time lurker, Just starting a d20 40k campaign, absolutely love the rules BTW, you deserve a medal. Giong to do the rouge trader thing as it seem best for freedom and roleplay angles.

Just thought I'd let you know you've got another devotee.

Let you all know how it goes
#898

ikkaan

Aug 17, 2006 4:00:24
"Would you like to discuss the protective properties of purple spandex" a quote by one of my players before rugby tackaling a dark eldar sybarite off a 20ft drop and using his bulk to crush him to death on impact. how cool is that

Gold...

Giong to do the rouge trader thing as it seem best for freedom and roleplay angles.

Someone in the imperium seems wave those letters of free trade like he just don´t care
Just joking ! Welcome :D

Something came back to my mind when re-reading a ravenor short story. Ravenor has a member named Patience Kys (Kys for Kindred Youth Scholam, the scholam where she was raised, Patience is also a given name, not her real one) in his retinue. She is a telekine
and uses kineblades which she is able to send rotating around her at will.

The Kineblades are probably force weapons attuned to her. But how would i represent a telekine in wh40k d20 ?
#899

belly120

Aug 17, 2006 8:40:44
right well power wise she could use 5th level spell Telekinesis and at erlyer levels she could use magos hand but use meta psychic feats to empower it. thats what i'd try :D

yay more rogue traders welcome to the cause donnysmurf

to be fair an inquisitor as party leader gives a good scope for party players as they build up diverse retinues.

or try a suprise 40k campaign :evillaugh
play a d&d campaign starting them all age the ages of about 10 to 13 then have them adventure up to level 5 and as a final encounter put em up against something hard enough to kill most of them.
then have a space marine arrive (chooser of the slain) resurect them for there glorious deaths and take them into his chapter to become space marines
they cream their pants!
#900

ikkaan

Aug 17, 2006 9:07:05
Still unsure for the inquisitor part on my behalf.

You need something ?
"I require this vehicle in the name of the holy inquisition."

Found an alien planet ?
"I command exterminatus."

It can become kinda boring after a while...inquisitors are so powerful entities...

Who are the "chooser of the slain" ?
#901

belly120

Aug 17, 2006 9:53:50
Still unsure for the inquisitor part on my behalf.

You need something ?
"I require this vehicle in the name of the holy inquisition."

Found an alien planet ?
"I command exterminatus."

It can become kinda boring after a while...inquisitors are so powerful entities...

Who are the "chooser of the slain" ?

the space wolf chapter call the person who selects new initiates by that name. rune priests etc

as for inquisitors it actually isn't that bad you simply keep there power in check as they level up
so really high level characters would be able to order exterminartus but remember most of the time they will be working for a senior inquisitor who will assign mission objectives and be a plot hook device
just don't let abusive players play inquisitors otherwise you make a monster
#902

ikkaan

Aug 17, 2006 11:06:06
I know tha i actually have abusive players. The good thing is that they are able to really roleplay if their power is kept in check. Which makes me think twice before allowing them equipment.

They will level up the next session to level 4. Potentially they all have flak armor and lasguns and swords if they want plus grenades, one character is a psyker. Optionally they have one boltpistol, one sniper rifle and one force blade to bring on some punch.

I wonder when the range for carapace and boltpistols as normal armament would be reached ? I know, i am the gamemaster, but in D&D everything is so much more easier to calculate. They should be able to shrug two boltshots off before going down, otherwise shooting and not being able to endure the echo can result in frustration.
#903

belly120

Aug 17, 2006 11:46:44
I know tha i actually have abusive players. The good thing is that they are able to really roleplay if their power is kept in check. Which makes me think twice before allowing them equipment.

They will level up the next session to level 4. Potentially they all have flak armor and lasguns and swords if they want plus grenades, one character is a psyker. Optionally they have one boltpistol, one sniper rifle and one force blade to bring on some punch.

I wonder when the range for carapace and boltpistols as normal armament would be reached ? I know, i am the gamemaster, but in D&D everything is so much more easier to calculate. They should be able to shrug two boltshots off before going down, otherwise shooting and not being able to endure the echo can result in frustration.

it is a good point now when it comes to the crunch i say if they can afford something and have in game gone out of their way to find it or find someone that can i'll let them buy it.
in my campaign one guy found a possessed bolter on a cult ship at level 4 he made the chioce and in the end it became a subplot the party had to confront as it was turning him to chaos in a very subversive way

i'd say carapace maybe 6th level and bolter at say 7th saying that i have a party member that toates one at 5th but he understands the weapon makes him a target and he's prepared to take the risk. also i have bolters as excotic weapons for humans so he had to spend some feats on it before he could gain any real use from it :D
#904

ikkaan

Aug 18, 2006 6:51:42
Bolters can´t be exotic weapons for humans since commissars actually use bolt pistols and they are personal weapons...but its your game

Telekine as psyker is not a good solution. A telekine should be a fighter with some psionic talent, but not able to user powers like a psyker. It clashes when it comes to attributes. Either he has strengths in wisdom/charisma or he is the strength/dexterity man/woman. Both will not work most of the time.
#905

fatal_error

Aug 19, 2006 2:49:31
Another question about our Ogryn; how does his natural armor DR stack with armor DR? I assume they are simply calculated seperately, then added to determine the effect of the attack?
#906

Skrittiblak

Aug 20, 2006 13:11:11
Thats probably the best way to work it out, though if you find that takes too long you can have the DR with lower DRT 'add on to' the DR with the higher DRT and use th ehigher DRT for th etotal.
#907

zombiegleemax

Aug 24, 2006 14:53:37
right i wrote up rules basing force fields up as purely defence as armour was damage reduction but this new system of half assed low damage reduction and stacking more defence bonus on top of class bonus really ain't my cup of tea at all. But i will try an help!

force fields of all kinds i'd use as damage reduction if i were using armour as defence

the buckler has to be defence bonus thats how normal shields work in all systems

just balance the rigs with similar armour i based the values for my damage reduction around advanced mesh for all but the orrus rig which was based of advanced carapace as they seemed the closest armour to it so whats the defence bonus for those using these new rules

yes those values look ok but use buckler as defence +1
you can see what i mean about stacking armour with defence bonus can't ya it just gets silly an no one can hit/be hit

I had an off the wall idea how about making the defence bonus granted by armour a Cover bonus this would stop the huge defence stacking which belly120 is worried about and would mirror teh table top where people in power armour don't stand in cover because it gives them no advantage only slows them down
#908

Skrittiblak

Aug 25, 2006 7:12:25
This post was previously lost in the transfer....

Greenboy: Neat idea - but too revolutionary for me in a d20 system RPG.


Author: belly120
Date: 08-22-06 09:23 AM


not meaning to kwibble but my justification is that marines actually wield larger weapons then humans do because there bigger so a marine uses a large boltgun 2d12+4 or large long sword 2d6. so the hand grip for a marine would be bigger then for a man, its well documented in the novels, making them exotic weapons for humans.

and a commisar is a fairly high level character so he has spent the feats to use one its fairly straight forward really. :D
#909

Skrittiblak

Aug 25, 2006 7:14:28
My 2 cents on this topic:

Inquisitors and IG Sergeants routinely use bolt weapons. Necromunda gangers have no more difficulty using boltguns than lasguns.

I believe the reason IG infantry don't use boltguns is that they have a high manufacturing cost and are reserved for elite troops.

Space Marines are 7 feet tall and extra strong - in some cases they benefit from True Grit allowing them to fire the boltgun one-handed. This suggests the boltguns themselves are light for a marine character.

I don't believe the boltgun is much heavier or bulkier than a modern day HK-G3 rifle. And no one is running about firing that one-handed!

HK-G3 is personal firearms, I would put bolt weapons in the same category and reserve the exotic weapons for the really damaging stuff like Meltaguns and Plasmaguns.
#910

kronos182

Aug 25, 2006 11:10:39
I remember reading somewhere that the IG doesn't use boltguns partly because of logistic reasons.. As a lot of IG can be/are conscripts, or just don't have very good aim, giving them weapons that they can carry only limited amount of ammunition which isn't cheap in some areas isn't very cost effective. Also the soldier can only carry so much boltgun ammo cutting down how much he can kill, while the lasgun power packs can be recharged, so the soldier only needs to carry like three of them at most and still have enough ammo to fight for hours continously.
#911

ikkaan

Aug 25, 2006 12:22:10
Uh...oh...new forum? I feel wobbly....my head...mommy ?
#912

belly120

Aug 30, 2006 7:53:53
hi guys been thinkin of an idea an just wanted some feed back

i've got a marine campaign running as a side line but my players are really enjoying it an wanna do one as a main campaign so i've had an idea for armoury access.

level 1 access
character levels 1 to 8 will include the floowing weapons
boltgun (slight discount)
bolt pistol (slight discount)
simple melee weapons
frag
flamer
a slight discount on krak nades
a slight discount on chain weapons

the reason for giving a slight discount is marines have much easier access to rarer items and equipment, not a great deal off to start with just so basic kit is affordable

level 2 access
character levels 9 to 14 will include the following weapons
storm bolter (slight discount)
chain weapon (slight discount)
plasma based weapons (slight discount)
melta based weapons (slight discount)
power weapons (slight discount)
lightning claws (slight discount)

level 3 access
character levels 15 to 20
power fist etc etc

so what ya think as an idea the details aren't to vital at the mo just the concept
#913

Skrittiblak

Aug 30, 2006 15:13:06
I think its cool. You could even cut it further at 1-3, 4-6, 7-9 etc... 8 levels is a big increment to work with.
#914

ikkaan

Sep 05, 2006 4:59:08
Ah....very nice. But isn´t special equipment normally associated with heroic deeds instead of level ? Most Space Marines live really long but die without having performed insane stunts (meaning high level but not doing something special besides producing countless casualties on the enemys side).
#915

Skrittiblak

Sep 11, 2006 16:36:44
Well I've done it... I've written a Bloodthirster into the plot of my online campaign of d20-40k. Has anyone done this before?

What are your feelings about using the most powerful creature in the tabletop game in an RPG? Too deadly? Too mean on the players? Too much fun for the GM? :D
#916

toptomcat

Sep 11, 2006 20:03:16
Bring it on. I've got a plan to deal with it. :evillaugh
#917

zombiegleemax

Sep 14, 2006 18:09:18
:D It seems that the pdf has been removed from the download site. Is this temp thing? thanks Dave2
#918

Skrittiblak

Sep 15, 2006 12:48:21
Craperoni... I will have to upload it again.
#919

Skrittiblak

Sep 19, 2006 6:29:41
Ok yeah. SaveFile crashed a while ago and I've lost all my stuff except for the d20-40k main PDF file. If anyone has other stuff from that page (like the character sheet) please mail me it. Here is the new SaveFile host address:

http://savefile.com/projects/483879

-Skritti
#920

ikkaan

Sep 19, 2006 6:43:21
The charsheets i made are available here: http://ikkaan.deviantart.com/

I made some new ones a while ago. They are based on some other ones i found recently. If someone needs some fancy looking charsheets, mail me.
#921

Skrittiblak

Sep 19, 2006 9:45:48
Brilliant. Thanks Ikkaan.
#922

chuutriit

Sep 21, 2006 9:32:06
Ah yes, I would like to generally praise Skrittiblak's work here .

@Ikkaan: Hey, how are you doing? Still up to your ears in work, I guess, eh?
#923

ikkaan

Sep 22, 2006 4:42:24
Hi ChuutRiit Yes, sorta sad fact. The job is rather interesting, would be more cool if it didn´t keep me from doing more important things...like roleplaying. Well, i am still going through my routine of collecting fluff bits and pondering things for 40k, but its also accountable to some combined game mastering/work burnout.

I had a time of five years where i didn´t play, and i didn´t miss it...i´ll see how long it lasts this time.:D
#924

chuutriit

Sep 22, 2006 10:27:16
Oh, I see. Burnout you say? Evil thing, that...take your time to regenerate yourself, then! But at your job is at least interesting, I mean, that counts for something - most people aren't happy with their work, and that is undesirable if one has to spend the lion's share of their time with it. Yup. Now, let's see how my second session at DMing will be tonight ..
#925

zombiegleemax

Sep 24, 2006 13:45:21
Would anyone (the maintainers/designers) be opposed to me trying to make an SRD-esque archive? I would like to put it all into .rtfs and zip/tar them.
#926

ikkaan

Sep 24, 2006 17:15:38
Can´t speak for Skritti, but redundancy sounds good...Toptomcat could probably give you errata that were never put into the main pdf
#927

Skrittiblak

Sep 25, 2006 3:14:51
Yep - TopT has all the errata. He also has usernames / passwords to update the main site.

The truth is between work and my other project (Elysium Nebula) I'm stretched pretty thin so I'm not really updating.

I am still coming up with alternate rules and refining things though. I think the last "armour rules" were really good stuff - better than the ones on the website - so I should take the time to update that.
#928

Skrittiblak

Sep 25, 2006 3:18:48
And before I forget...

SaveFile had a crash a few weeks ago and they stopped hosting my PDFs. I had to open a new account which you can access here: http://www.savefile.com/projects/483879.

Let me know if this works for you. (I am still uploading some stuff but the big-ass PDF is there.)

-Daniel
#929

zombiegleemax

Sep 25, 2006 15:58:54
About time, good work Skritt, your a much more patiant man than I.

Though two things I noticed, I think that the damage for bolters should also be considered piercing, since if you have damage reduction against piercing weapons it would affect them just as well, and melta's should be fire damage.

That's all, other than that, your work makes me want to kiss you.
#930

ikkaan

Sep 26, 2006 4:55:03
Just read something over at the relic forums and was thinking about how it would go rules-wise.

If a character plants a bayonet on his lasgun and stabs someone...he could realistically fire his lasgun at point blank and add the shot to the knife damage. How could this work in d20? Maybe a feat with point blank as a requisite ?

Other topic: Imagine the beginning in "Saving Private Ryan". The attack on the Normandy. A classic fight situation, also often portrayed in 40k (e.g. Guardsmen holding against a ork onslaught from elevated bunker positions). Lets say Guardsman A is in one of these bunkers and is manning a static heavy bolter position with an unlimited supply of bolter shells. He only gets to shoot 10 Shots on Full Auto on his turn, or do i miss something ? Where is the happy trigger finger, burning away a half ton of bolter ammo per minute ? The orks should have to duck their heads behind cover realistically, guess i am missing a rule that would make that possible.
#931

Skrittiblak

Sep 26, 2006 6:45:44
If a character plants a bayonet on his lasgun and stabs someone...he could realistically fire his lasgun at point blank and add the shot to the knife damage. How could this work in d20? Maybe a feat with point blank as a requisite ?

Sounds like a use of the Gunslingers "Close Combat Shot" ability. These would be two seperate attacks, one melee attack to harpoon the guy and one shooting attack.

A character with two iterative attacks could say he was doing the above and it would be well within the GM's right to see that the second attack has a +2 bonus to hit (Rule 0) if the first attack hits.

I don't know if a special feat would be required.

Other topic: Imagine the beginning in "Saving Private Ryan". The attack on the Normandy. A classic fight situation, also often portrayed in 40k (e.g. Guardsmen holding against a ork onslaught from elevated bunker positions). Lets say Guardsman A is in one of these bunkers and is manning a static heavy bolter position with an unlimited supply of bolter shells. He only gets to shoot 10 Shots on Full Auto on his turn, or do i miss something ? Where is the happy trigger finger, burning away a half ton of bolter ammo per minute ? The orks should have to duck their heads behind cover realistically, guess i am missing a rule that would make that possible.

What you're looking for is suppressive fire. You can do a google search and you'll get a ton of d20 house rules for this. For some reason suppressive fire isn't in the core d20 Modern ruleset even though its a popular future/modern attack type.

Keep the enemy at bay by holding the trigger down!
#932

Skrittiblak

Sep 26, 2006 6:49:30
Here's a house rule google turned up:

Suppressive Fire
To use suppressive fire you must first have a ranged weapon with the auto-fire option. On your turn you decide which area you will cover. You can choose a cone 50ft long or an arch 25ft diameter. You then take a full round action to use it. During this time you lose your Dex bonus to AC and may only make a 5ft step. No actual attack or damage is dealt on your turn however. Instead, each character in or entering the area must make a Ref save on their turn. The DC is equal to the number of shots fired plus your DEX mod. Weapons with a three round burst fire 15 shots those with five round bursts fire 25 shots in a round. The Ref save represents diving for cover if there is half or better cover with in a five foot step the save is for full or no damage, if not then the save is for full or half damage. In this case full damage is the damage caused by one shot. Unlike most area attacks, suppressive fire has a duration. So if they do nothing but remain in cover then the result of the Ref save is all they need to worry about. If they do anything to break their cover, like shooting back or moving, they need to make a second Ref save, this time with their new cover bonus, or risk further damage as above. A maximum number of characters equal to the number of shots fired can take damage from suppressive fire. Anyone taking damage again for breaking cover also counts toward this maximum.

Thoughts? Maybe a required feat?
#933

ikkaan

Sep 26, 2006 9:38:36
Sounds very good, i don´t think anything past advanced firearms should be required. You need a weapon with a belt feed though, otherwise effective suppressive fire won´t last longer than two rounds. Could be made more interesting with a weapon jam once in a while to add realism and giving attackers the chance to lob some grenades (First Gaunts Ghosts novel. Gaunt and some Ghosts are cornered by suppressive fire, till the fire stops and Larkin says "Do you smell that ? Burning Ceramite...i think they have a jam")

Thank you for curing my curiosity :-)
#934

Skrittiblak

Sep 26, 2006 10:55:36
That smells like 2nd Edition Wh40k to me! In 2nd edition automatic weapons risked jamming, for each dice you rolled on a 1 (jam-marker actually there were special sustained fire dice but it was 1/6) the weapon jammed. It was pretty clever because you could always fire less shots if you wanted and if you chose to fire more you risked a jam.

Jams don't exist in the 40k tabletop battlegame anymore but thats probably just becuause the game has gotten faster and more stylized rather than because weapons are too advanced to jam.

That said, there are certain weapons that should never Jam. The Imperial Guard Multilaser for instance can't jam because like most laser weapons, it has no moving parts.
#935

toptomcat

Sep 26, 2006 12:20:02
The Reliability rules in Ultramodern Fireams cover jams quite nicely.
#936

ikkaan

Sep 26, 2006 16:43:00
A roll of one could be a jam. Lasers can not jam but overheat (security features would prohibit the user from firing again and damaging the weapon in the process). Weapons specially made for continuous fire won´t jam easily (machine gun). Weapons primarily made for autofire can jam (autorifle).

Lets face it: Jammed weapons are cool. Nothing beats a repeatedly cursing gunner whos frantically jostling his weapon...:-)
#937

toptomcat

Sep 26, 2006 20:00:34
Lets face it: Enemies with Jammed weapons are cool. Nothing beats a repeatedly cursing gunner whos frantically jostling his weapon...:-)

Fixed :D
#938

zombiegleemax

Sep 27, 2006 7:56:05
I should probably point out that in *real* combat, bayonetting isn't used all that often. It's generally more effective to club them with rifle-butts (something which a bayonet can get in the way of pretty sharply).

Bayonet training is more of a morale thing these days imo.
#939

ikkaan

Sep 27, 2006 9:33:47
To use a bayonet effectively you have to have more than just an introduction like the one in the uplifting imperial infantryman´s primer ("Push bayonet into the enemy. Repeat as often as neccessary.") The japanese soldiers for instance were instructed in bayonet fighting by french instructors. They decided it was too simple so they added techniques from ryus that used spears.

Complicate the technique as long as neccessary and then surprise someone I agree that it won´t be joe from the third platoon.
#940

zombiegleemax

Oct 02, 2006 19:03:38
on a side-topic... I'm looking for pictures of and meanings of various eldar runes, anyone got any links/ideas?
#941

ikkaan

Oct 03, 2006 17:16:47
I have no idea where to look for runes. But theres the Eldar Dictionary:
http://www.teuton.org/~stranger/ELDAR/
#942

zombiegleemax

Oct 03, 2006 18:30:56
I haven't read through all of 30+ pages of this thread, but I saw in the old thread that the post-post campaign went under. Has anyone considered using IRC to run a campaign? You have a real time enviroment, with a decent amount of feature when it comes to communicating or setting up events, aswell as the ability to use bots to handle dice rolls.
#943

zombiegleemax

Oct 04, 2006 4:21:56
http://www.thortrains.com/getright/drillbay1.html something for bayonet fighting incase that helps...
#944

ikkaan

Oct 05, 2006 3:37:12
Skritti, could you please correct the download link on your site ? I got a message today of someone who wasn´t able to download the stuff.
#945

Skrittiblak

Oct 06, 2006 4:15:49
I want to! But for some reason i can't log on to Geocities at the moment! Its really wierd.

I've also made a whacky discovery.

My original V1 website hosted by McGill University has mysteriously popped up again. I don't think McGill is aware of this and it'll probably be taken down if the faculty suddenly experience a massive bandwidth use because I post this, but still its pretty fun to check it out.

http://web.management.mcgill.ca/e-tech/273-434B02/saier.daniel/MainPage.htm

Hehe. Brilliant. These source sections have heaps of cool 40k images!
#946

Skrittiblak

Oct 07, 2006 3:54:10
The broken link on the website was fixed. People should be able to download the PDF from there.
#947

masterblaster

Oct 08, 2006 9:40:22
Once more Skrittiblak has made me drool like a sweaty dog! Well done!
#948

toptomcat

Oct 08, 2006 12:15:01
Hurrah for disturbing similes.
#949

ikkaan

Oct 11, 2006 3:33:01
Senior members of the 40K-Thread should have a private message.
#950

ChaoticGod

Oct 13, 2006 2:02:03
Hi guys, this has been an interesting read. Well I'm enjoying Skritti's Xenoscape game and I'm thinking of starting a 40K game of my own on the Modern boards. Just one problem . . .

I feel like a dope but I can't seem to download the files from Savefile. I have gone to the link and it says d20-40k but its not clickable. The only things I can click just take me back to the Savefile Homepage. Help?
#951

ikkaan

Oct 13, 2006 4:51:26
It worked for me when i clicked on the download button on the bottom of the page...twice. Then the download began.
#952

Skrittiblak

Oct 13, 2006 13:48:37
Grrr... I have to find a better hosting service. Problem is the PDF is quite large. :-(
#953

ikkaan

Oct 13, 2006 15:26:53
What i meant to say: It works. Its just not very convenient. Nothing to panic about.
#954

toptomcat

Oct 13, 2006 15:43:14
ChaoticGod: When you start it, zap me a PM and save a spot for me.
#955

belly120

Nov 06, 2006 9:13:36
ok i've been thinking its time more people ranted so i'm starting one.

The new eldar codex. what is the deal with this autarch pap the eldar have gone from being the wise all knowing guided by their wisdom to rambo master of a million ways.

i'm pretty sure that all the previous history and background stated the eldar dedicate them selves to one path and had to study and train and dedicate their whole life to mastering it.

now in this new codex it says that the eldar can't do this and that exarchs are virtually heritics and hated by most eldar as their close to falling to chaos or some such pap.

i mean come on whats the deal with all this re writing the history rubish.

how does this effect d20 40k?
(thats my link to allow me to post this rank about the table top game :D, but it does effect the d20 version to some degree)
#956

zombiegleemax

Nov 06, 2006 15:39:03
I haven't actually picked up the codex yet so I don't know how much has changed. I remember exarchs being feared but respected by most eldar. But you gotta remember; your game, your world. If you don't like it, change it!
#957

zombiegleemax

Nov 07, 2006 3:09:09
Alright. I've gotten must of your rules down. and I have to say first of all... Thank you. Lots of time put into this. Now I need some advice. I want the opening game of my 40k campaign to be like the opening scene of "Saving Private Ryan". Or more simply. The 1944 D-Day Invasion of Normandy. I want the PC's to be on the first wave of boats being flung inbound to a heavily fortified Beach head in an attempt to gain perminant hold on the planet. The enemy holding the beach arn't nazi but orks (close enough) To make this post short... I want the PC's to be challenged and think on there toes. Use every resource availble to them. Any idea's on how to bring this dream to life? I want it so that there's many goals once they hit the beach, Take out the cannons, climb the cliffs, cut the barbed wire fencing, take cover in craters etc... Can anybody find any maps, tools to pull something like this off? Any advice on how to make this NOT lame... Thx guys
#958

Skrittiblak

Nov 07, 2006 3:47:48
Its funny - a friend and I were discussing just that some days ago.

What I'd like to see for d20 would be 'mass battle' rules. Does anyone know if anything has been done for this? Is there a supplement we could adapt for d20-40k that deals with larger scale pitched battles?
#959

ikkaan

Nov 07, 2006 7:51:08
Eldar lifecycle as i understand is:

Child (Lvl.1-4) -> Follower of a Path (Lvl.5-n) -> Other Path (Lvl.n-n) -> Other Path(Lvl.n-n) ...-> Other Path(Lvl.n-20)

OR if he gets emotionally attached to a Path:

Child (Lvl.1-4) -> Follower of a Path (Lvl.5-n) -> Exarch (Lvl.n-20) -> Phoenix Lord (Lvl.20+, effectively Epic Level)

OR if he is one of the Menshad Kaorum:

Child (Lvl.1-4) -> Follower of a Path (Lvl.5-n) -> Exarch of Path A (Lvl.n-n) -> Exarch of Path B (Lvl.n-n)....-> Exarch of Path X (Lvl.n-20) -> Autarch (Lvl.20+, effectively Epic Level)

The Difference is in the skills and used weapons...A Phoenix Lord is just a very experienced and ages old Exarch. An Autarch is a multi-role Commander. Two different sets of skills.

[EDIT: Correction. A Autarch is a Prestige Class that could be selected if the character has wandered at least 2 aspect paths for some time. I would suggest that it is a "locked" prestige class. Like the paladin in d&d an autarch should not be able to go back to any other aspect, but be able to go back to any civilian aspect he chooses and back to autarch.]

@Skrittiblak: You mean ideas on how to run normal players in big battles ? Isn`t that better handled by storytelling ? Reality can be really harsh on characters...
#960

kronos182

Nov 07, 2006 12:30:59
Its funny - a friend and I were discussing just that some days ago.

What I'd like to see for d20 would be 'mass battle' rules. Does anyone know if anything has been done for this? Is there a supplement we could adapt for d20-40k that deals with larger scale pitched battles?

i think d&d Heroes of Battle might work, i have the book, but a friend borrowed it before i could read it. might require a little tweaking since it's d&d.. but might have some good suggestions in it
#961

zombiegleemax

Nov 07, 2006 22:51:59
No Heroes of Battle is good, but it doesn't give rules for mass battle, but finds ways around it. It tells you that the PC's should stay in the forefront while the battle rages around them. But it feels to impersonal...
#962

belly120

Nov 08, 2006 7:22:56
you want to look in complete warrior which is a a D&D book and that has rules for big battles in.
#963

Skrittiblak

Nov 08, 2006 7:31:42
The real question is would Complete Warrior or Heroes of Battle help us pull off Squid & Whale's D-Day type mission idea:

I want it so that there's many goals once they hit the beach, Take out the cannons, climb the cliffs, cut the barbed wire fencing, take cover in craters etc... Can anybody find any maps, tools to pull something like this off?

I've started a thread on the Modern boards to see if anyone has run any mass warfare battles in straight Modern. Nothing yet.
#964

toptomcat

Nov 08, 2006 7:42:01
I always just plot out how the combat would occur without the PC's interference, and if they happen to do something that would substantially change the outcome, I wing it.
If I were to give them specific objectives, I'd create a "decision tree"-type outcome table for the battle, depending on objectives accomplished.
#965

ChaoticGod

Nov 08, 2006 9:54:58
Sorry to change the subject but I have been working on my own d20 weapon and armor conversions for WH40K for the game I am planning and I was hoping for some feedback. I only have some of the ranged weapons I am planning to allow and I haven't picked PDCs yet but helpful comments would be appreciated.

Weapons and Armor


NOTE: This system does not use the Double Tap or Burstfire feats but rather the variant feats
listed below

RAPID SHOT WH40K [GENERAL]
Prerequisites: Dex 13, Point Blank Shot.
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty and must all be at the same target. You must use the full attack action to use this feat and your weapon must hold enough ammunition to fire all the shots planned. This feat may not be combined with Autofire.


MANYSHOT WH40K [GENERAL]
Prerequisites: Wis 13, Advanced Firearms Prof, BAB 6+
Benefit: As a standard action, you may make two attacks at a single opponent. Both attacks use your highest base attack bonus (with a –4 penalty) to determine success and deal damage normally.
For every five points of base attack bonus you have above +6, you may add one additional attack to the same target, to a maximum of four attacks at a base attack bonus of +16. However, each attack after the second adds a cumulative –2 penalty on all attack rolls (for a total penalty of –6 for three attacks and –8 for four). Damage reduction and other resistances apply separately against each attack fired. Your weapon must hold at a number of rounds equal to the number of attacks planned plus 3 to use this feat. This feat may not be combined with Autofire.


Personal Firearms


AM: Armor Multiplier. This is equal to a weapon's Armor Penetration value. When the weapon is fired at an armored target this is the number that the armor's base DR is multipled by. (See the Armor Chart below). This represents the weapon's ability or lack thereof to penetrate armor.

CRITICAL: When a critical hit is scored no additional dice are rolled. Whatever damage has managed to exceed the target's Armor DR is multiplied by the listed number. If no damage has gotten past the target's DR, the critical has no effect as the damage was not able to hit a vital organ or system in the first place.

PISTOL: Pistol weapons are fully automatic unless otherwise specified. They may be fired with a -4 penalty to avoid AOOs. A drawn pistol may be fired while grappling by anyone in the grapple with a successful opposed grapple check. The target may be in or outside the grapple. Targeting someone outside the grapple requires an attack roll with a -4 penalty. A boltpistol is considered a 2handed weapon unless the wielder has a Str of 15+ or takes an Exotic Weapon Proficiency.

RAPID FIRE: Rapid Fire weapons are fully automatic unless otherwise specified. The wielder of a Rapid Fire weapon may spend a move action to triple the weapon's effective range increment until the beginning of his/her next turn. The Far Shot feat would be applied to the weapons base Range first before it is tripled.

HEAVY: This weapon may only be fired with a Full Attack Action or Full Round Action.

Name Cost Damage Critical Range ROF Ammo Size Wgt Type AM

Autopistol ?? 2d8 20/x2 30ft Pistol 20box Med 5lb Ballistic 6
Autogun ?? 2d8 20/x2 30ft Rapid 30box Large 14lb Ballistic 6

Laspistol ?? 3d8 20/x3 30ft Pistol 20cell Med 6lb Fire 6
Lasgun ?? 3d8 20/x3 30ft Rapid 20cell Large 16lb Fire 6


Hellpistol ?? 3d8 20/x3 30ft Pistol 20pack Med 26lb* Fire 5
Hellgun ?? 3d8 20/x3 30ft Rapid 20pack Large 36lb* Fire 5
*includes 20lb powerpack

Boltpistol ?? 4d8 19/x2 30ft Pistol 10box Med 8lb Exp 5
Boltgun ?? 4d8 19/x2 30ft Rapid 30box Large 20lb Exp 5

Stormbolter ?? 4d8 19/x2 90ft Auto 60box Large 40lb Exp 5

Flamer ?? 4d8 ----- 30ft* Single 6bottle Large 20lb Fire 5
*fires 30ft line, 5ft wide, which becomes 10ft wide after the first 15ft. Reflex 15 for half.

Frag Grenade ?? 3d8 ---- 10ft Single ----- Small 1lb Slashing 6
hits 20ft radius, Reflex 15 for half.

Krak Grenade ?? 6d8 20/x2 10ft Single ------- Small 3lb Bludgeon 4
must hit single target, microsingularity attempts to implode target.

G Launcher ?? by type ----- 30ft Single 6cyc Large 20lb by type by type

Plasma Pistol ?? 7d8* 20/x2 30ft Pistol 6bottle Med 8lb Hi Energy 2
Plasmagun ?? 7d8* 20/x2 30ft Rapid 10bottle Large 20lb Hi Energy 2
* damage must always be rolled for this weapon, when four or more '8's are rolled within a single turn the weapon inflicts its damage on its wielder and won't fire again until repaired (DC 30) and a new containment bottle is installed. On Autofire only one '8' is needed for overload.

Inferno Pistol ?? 8d8* 20/x2 10ft Pistol/Single 10pack Med 16lb# Hi Energy 2
Meltagun ?? 8d8* 20/x2 15ft Single 20pack Large 40lb# Hi Energy 1
*this weapon's damage is halved after each range increment, 4d8, 2d8, 1d8 then zero, thus it only does full damage within it first range increment, #includes 10 or 20 lb powerpack

Sniper Laser Rifle ?? 8d8 18/x3 180ft Heavy Single 10cell Large 20lb Fire 1d6
#966

Skrittiblak

Nov 08, 2006 10:19:11
Overall I really like it. I think if I were to rework d20-40k at this point I'd go for your current approach Chaotic God. More damage dice! Lowered DR!

More killing!

Anyway - here are some quick critiques.

In 40k Tabletop Battle the difference in range between a pistol and a boltgun is very significant. In a roleplaying game it is less so because they encounters are closer range grittier fights.

I suggest having pistol weapons deal less damage than their rifle counterparts even though in 40k tabletop battle they have the same strength.

Eg:
Boltpistol 4d6
Boltgun 4d8

----

An idea. Instead of having an Armour Penetration value why don't you have a bonus damage.

Eg a lasgun has lower AP than a hellgun, so maybe a lasgun deals 3d8 points of damage while the hellgun 3d8+2. This effectively ignores 2 points of DR.
#967

ChaoticGod

Nov 08, 2006 12:19:59
I'm not sure that I was clear on how base DR and AM work.

If a lasgun(AM6) fires and hits someone in a carapace (Base DR4) the defender will actually have (AM6xDR4=24) 24 DR vs the 3d8 (avg 13.5) damage. Not very effective.

If someone were to hit the same carapace wearing character with a Krak Grenade (AM4), the defender would only have (AM4xDR4=16) 16 DR vs the 6d8 (avg 27) damage because a Krak grenade has better armor penetration than a lasgun, as most things do.

Thus while there are more damage dice because yes I think weapons should be deadlier and more reliable damage wise in the future, armor DR is not the mere 1, 2, 3 or 4 you see listed. Unless you are hit with a meltagun, RIP.

Carapace armor is probably the toughest armor I am going to have for the PCs. Most readily available armors will have Base DRs or 1, 2 or 3 thus providing less protection. Instead of lowering the DR provided for nonprof wearers I've decided to impose a pretty nasty speed penalty instead. I may even cut the MaxDex in half for nonprof wearers as well. Hmm.

I prefer armor penetration values to merely uping the damage because it follows the spirit of WH40K. Also the meltagun at 8d8 is scary enough thank you very much. And the hole that it burns through you should be pretty much the same size whether it burned a hole through some armor getting to you or not. When I converted the heavy weapons I decided that they didn't need to be in PC hands.
#968

toptomcat

Nov 08, 2006 12:25:43
I've already stated my penchant for the current DRP system, so I won't reiterate it.
#969

ikkaan

Nov 09, 2006 4:10:22
Thats why we have the alternate system which flows like quicksilver compared to the original system :-)
#970

ChaoticGod

Nov 09, 2006 7:37:24
Well I thought that this system was rather elegant. A weapon's damage is just its Str in d8s. Its AM is equal to its AP.

Light Armor has Base DR of 2, which is multiplied by an attacking weapon's AM.

Medium Armor has Base DR of 4, which is multiplied by an attacking weapon's AM.

Heavy Armor has Base DR of 6, which is multiplied by an attacking weapon's AM.


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

If someone shoots and hits they roll damage.

If you get hit you just multiply two numbers of 6 or less (weapon's AM x your DR) and subtract that from the damage that you take.

If they happen to crit then whatever damage that wasn't blocked by armor is multiplied by the weapon's crit multiplier.

That's it.

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

Heeding Skritti's advice I am thinking of lowering pistol damages to 3d8-1 and 4d8-2, etc.
#971

zombiegleemax

Nov 09, 2006 18:03:33
About hte Eldar thing... Exarchs have always been feared, and to a degree reviled in Eldar society... they represent dangerous excess and have become trapped on one path.

Also, the term 'Phoenix Lord' shouldn't be applied to just any Eldar character that reaches lvl 20+ in an aspect - Phoenix Lords are individual characters.

Finally, yes, the Autarch is a bit strange in an Eldar army, according ot the old fluff... but then again, this is the company who when considering adding Vespids to the Tau range said "Hot intellectual property"...

Oh and yes, I like the idea of extra damage dice... I mean, even a bog-standard Bolter (not that most PCs 'll have access to it early on at least) fires what effectively ammount to small rockets... and don't they explode in the target? Yes, I think somewhere around 4d8 is really in-order. Uber deadly for PCs, but meh. Ok, maybe 4d8 is a bit much..
#972

zombiegleemax

Nov 09, 2006 22:51:52
This is not relevant to my interests. You make me cry a thousand rainbows. Does anyone have any old GM notes from running a 40k game? I have no idea how much freedom to give my players. how to let them chose on there own, but still remain under the orders of a captain or comissar etc...
#973

ikkaan

Nov 10, 2006 3:33:54
To the topic of characters in warfare:
Newest Column of Save my Game ist about Tallying the Butcher's Bill.

Epic Characters are...epic. Phoenix Lords are one example. Primarchs are another. Demon Princes. I myself always saw the Epic Level system as totally exploded, but thats what it is for. Totally exploded characters. Power beyond imagination.
#974

efraker

Nov 12, 2006 2:11:47
Skrittiblak, I'm starting a play-by-(forum)post game using this campaign setting on dndonlinegames.com, and I wanted to come by and thank you for putting so much work into this.

I'm still setting up the underlying rules and if anybody has the time or inclination to go take a look at it and give me some tips, I'd appreciate it.

http://www.dndonlinegames.com/forumdisplay.php?f=3988

My current benchmarks before I open it for play:

1.) create Vespid as a playable race
2.) create backgrounds for Vespid (umm... Stingwing and Strain Leader?)
3.) stat out all of the friggin' Tau gear. Every single item, weapon, and armor needs to be at the minimum priced, and half of (lots of new stuff in Tau Empire codex) needs to be stat'd too.

If anyone has any suggestions, critiques, or is interested in playing, please send me a PM or an e-mail at [email]eric.fraker@gmail.com[/email].

Thanks everybody.
#975

efraker

Nov 12, 2006 22:47:51
Comments? Criticism?

Vespid
Speed: 30 ft
Medium

Ability Score Adjustments: +2 Dexterity, -2 Intelligence, -2 Charisma

Skill Adjustments: None

Starting Feats: 1

Natural Armor: DR/DRT of 3/+1

Wing-aided Movement: +10 racial bonus on jump checks.

Gliding: a Vespid's wings negate falling damage, and allow 20 ft of travel for every 5 ft of descent. glid speed is 40 ft (average). can't hover while gliding, can't glide with a load over light. if a vespid becomes unconscious or helpless while in midair, her wings naturally unfurl, causing her to descend in a tight corkscrew taking only 1d6 points of falling damage, no matter what the actual distance of the fall.

Flight: when a Vespid reaches 5 HD, she becomes able to fly at a speed of 40 ft (average), as long as she is carrying a light load and isn't fatigued or exhausted. a vespid can safely fly for a number of rounds equal to their Con mod (min 1 round). They can exert themselves to fly for up to twice as long, but then they are fatigued at the end of the flight. Vespids are likewise fatigued after spending a total of more than 10 minutes per day flying. Because Vespids can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).

When they reach 10 HD, Vespid's have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 ft (average), and flying requires no more exertion than walking or running.

A vespid with flight can make a dive attack. A dive attack works like a charge, but the vespid must move a minimum of 30 ft and descend at least 10 ft. A vespid can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage.

A vespid with flight can use the run action while flying, provided she flies in a straight line.

Low light vision: a vespid can see twice as far as a human in conditions of poor illumination, and retains the ability to distinguish color and detail under these conditions.

Weapon Familiarity: All Vespids are automatically proficient with the Neutron Blaster.

Automatic Language: Vespid. Vespids cannot speak by normal means, lacking the biological prerequisites to do so, and may only communicate with members of other races by mechanical or psychic means.

Bonus Languages: Tau.

Level Adjustment: +1
#976

ikkaan

Nov 13, 2006 4:11:44
Looks good, but all Vespids can fly. The hostile environment makes sure that the ones who can't fly die. It makes no sense that a biological being can't utilize its primary form of movement. It is different with birds, but only to the extent that they can´t fly as long as they have to stay in the nest.

Secondespids have to cope with very strong athmospheric environments, harsh winds, etc. They don´t use their feet much i presume. I guess you restricted their flight because there are tabletop rules that use a similar mechanic. Flying on Vespid is like walking in the park for them, no special effort. Flying in an environment of terra-esque is unbelievably easy for them, it may in fact speed them up and maximize their load to medium. I would recommend to drop the restrictions to flight time or use the con mod as a hour value.
#977

efraker

Nov 13, 2006 6:22:27
The flight limitations and glide description above are cut & pasted from Raptoran, the only LA +0, no-monstrous-HD flying race... personally I've always thought that it seemed a little off that they couldn't fly until level 5 too, but I think it's intended as a balance thing.

Perhaps flight isn't so overpowering in D20 40K as it would be in D&D because most people will have guns?
#978

ikkaan

Nov 13, 2006 10:42:20
Balance...if you think flight is such an overpowering feature, then give them a higher EL. Maybe 3? I personally do not think that it would such a strong feature. Starship and building environments may just give opportunity for a better jump, fighting outside may also give enough cover most of the time. Some environments suited for a warhammer session could lack athmosphere at all. And ranged weapons are the norm, not the exception.

It doesn´t make sense to have adult vespids crouching around till they get to level 5. 80% of the population of Vespid would be unable to fly.
#979

efraker

Nov 13, 2006 21:36:27
You've got a good point Ikkaan... but still, I'd like for it to be a palatable, playable race with +1 or +0 LA. Perhaps we're on different sides of the coin; I've always been more interested in balance than realism.

I just want balanced mechanics that don't make one mode of play intuitively preferable over another, and then engage in the procrustean endeavor of forcing them to "make sense". Once you can ensure that the numbers do work, rationalize after the fact about why. Why has always been a far less crucial question than how, I think.
#980

ikkaan

Nov 15, 2006 14:45:52
i understand. But still...80% of the vespid population are pedestrians ? ;)
#981

efraker

Nov 15, 2006 22:45:49
You're right, it is silly.

But more importantly, you're right about flight being a whole lot less important in a space hulk where all your enemies have automatic weapons than it is on the plains of Greyhawk, where our enemies have spears and arrows.
#982

toptomcat

Nov 15, 2006 23:24:31
Really, it can make you more of a target in a lot of situations.
#983

ikkaan

Nov 17, 2006 4:33:48
Plus you may get hit to negative HP through enemy fire and have to take additional falling damage (which isn´t lowered by armor if i recall correctly). That may result in having no cover, being a target for almost everyone, choosing your own range increment(well, if the environment allows it) and plummeting right away to -10 HP. And you may not wear any heavy armor...
#984

Skrittiblak

Nov 17, 2006 15:35:55
Perhaps we're on different sides of the coin; I've always been more interested in balance than realism.

I'm more on Ikkaan's side of the fence in this particular campaign setting (though I'm more on yours if I'm doing an entirely custom campaign setting).

Because of the dark and xenophobic nature of the 40k campaign setting I expect most heroes to be basic humans of some kind. Arbiters, psykers, mechanicus, scribes, xenologists etc...

Playing mixed race games is pretty rare so balance is less of a concern. The biggest concern for me would be correctly mapping the 40k 'balance' to d20. In this particular case I think full flight would be appropriate for Vespids.

Flight should not be worth more than an LA +1.

Remember that in Future games anyone can acquire a Jump Pack (Assault Marines, Seraphim, Imperial Guard Stormtroopers) and according to d20 Future jetpacks provide a 60ft fly speed. Pretty cheap too.

Since anyone can fly with equipment in 40k, its safe to assume a natural ability that grants the same thing would be less useful.

Just my 2 cents...
#985

toptomcat

Nov 17, 2006 19:52:54
It is my experience that while mixed-race games are thematically rare, and perhaps should be rarer, as a practical matter they are fairly common.
#986

Skrittiblak

Nov 18, 2006 4:00:02
Yeah - it does seem that no matter what sort of game you are running people always want to play a xenos!
#987

sthiel

Nov 19, 2006 13:24:33
At the time it made sense to require a 'FIST' weapon to require martial arts. In retrospect you are correct.

But a power fist isn't a club. It has the power to punch a hole in the side of a drop ship. Just a guess, but they aren't going to give one of these to every putz that walks through the door. You would need extensive training to keep from hurting yourself - others not to mention the Emperor's very expensive toys! So you go to scratch your back and forget the power field is on...
#988

roachman

Nov 24, 2006 1:16:54
But the powerfist is a club. the fact that you need both advanced melee weapon prof. and powerfist prof. to use it effectively signifies that you're not stupid enough to try to scratch your back with it. think about it, how does martial arts factor into hitting an enemy with something that makes your arm an articulated sledgehammer. even in the "rip a hole in the dropship" example you repeatedly bash it until you get the desired results. i think there was a feat in this tread some wheres that allowed you to apply martial arts training to the powerfist, but thats beyond simply being able to use it.

Hey Skittiblak, i noticed that the new weapon list on the first post doesn't include melee weapons. are they in the tread somewhere?
#989

toptomcat

Nov 24, 2006 12:13:51
It's partially a balance thing. You SHOULD need more than AMWP to use the most powerful class of melee weapons in the game.
#990

roachman

Nov 24, 2006 12:18:55
the fact that you need both advanced melee weapon prof. and powerfist prof. to use it effectively signifies that you're not stupid enough to try to scratch your back with it.

You need two feats to use them.
#991

salcor3052

Dec 04, 2006 12:51:03
I'm new to the thread, but have been playing 40K and D20 for years. I have only read about the first 15 pages, and the last three. A lot of info here. I have a quick question though. How does this version of D20 40K differ from the D20 40K on this french site (http://translate.google.com/translate?hl=en&sl=fr&u=http://40kd20.fumblefamily.org/&sa=X&oi=translate&resnum=7&ct=result&prev=/search%3Fq%3DD20%2B40K%26hl%3Den%26lr%3D%26rls%3DGSPA,GSPA:2006-26,GSPA:en)?

Does anyone have a translated version of their PDFs?

Salcor
#992

Skrittiblak

Dec 04, 2006 13:36:32
This version of 40k is based on d20 Future, there version of 40k is based on D&D.

Other than that there is not that much difference.
#993

zombiegleemax

Dec 05, 2006 22:24:48
Does anyone know of any online games of this happening that would accept new players? If not, does anyone feel like starting up a game? I must say I am really impressed by how well the d20 system has been adapted to the warhammer Universe.
Cheers and smiles,
Divine Virus
#994

Skrittiblak

Dec 06, 2006 13:20:12
There is a play-by-post game being played. You'd have to read the back story to get caught up. PM me for the details.
#995

belly120

Jan 02, 2007 9:38:23
hi all i'm about to run another d20 40k campaign and i'm thinking of setting it on a fringe world thats co habited by humans and tau with the party dealing with terrorist acts that are increasing the threat of war. i mite have the inquisition behind it like an extreme puritan member of the ordo xenos as the kinda bad guy.

any way ideas and feed back are always nice
#996

Skrittiblak

Jan 02, 2007 12:43:20
Kroot make excellent villains! Mercenary cannibals. Where Tau can be found, so can Kroot - but Kroot, unlike Tau, are misleading, because they don't always serve the Greater Good!
#997

zombiegleemax

Jan 02, 2007 12:48:59
Neither do the Tau. Prime example would be Commander Farsight and his followers.
#998

toptomcat

Jan 02, 2007 15:23:18
Kroot make excellent villains! Mercenary cannibals. Where Tau can be found, so can Kroot - but Kroot, unlike Tau, are misleading, because they don't always serve the Greater Good!

Good God Almighty, have I ever learned that lesson the hard way.
#999

Skrittiblak

Jan 02, 2007 23:51:53
Another fun combination:

Tall grass + Kroot Hounds

I haven't fully exploited this in the current game yet, but basically the Kroot Hounds can chase you by "scent" but you can't actually see them unless you succeed a Spot check DC 20 + Kroot Hound's hide check (+20 for the concealing grass).

Nice!

If you have a psychic shaper somewhere nearby with a few levels of Seer (my website class) or Acolyte (Modern Core) then he can heal the Hounds when they are injured. Just dart them back into the grass so the PCs lose sight of them. Heal them, and have them come back in at full HP.

Double nice!
#1000

Skrittiblak

Jan 02, 2007 23:54:24
Good God Almighty, have I ever learned that lesson the hard way.

The funny thing is that re-reading your post before they tied you up, it seems like you had suspected that the Chaos Cult might be paying them to perform the raids (and thus causing the populous to trust the Khorne defenders who 'leaped to the rescue' in the time of need) but then dismissed the idea as paranoid.
#1001

zombiegleemax

Jan 03, 2007 1:31:17
Wow. That sounds like one helluvan interesting story!

Hmm. Aeronautica Imperialis, when it's out should be good for fleshing out the aircraf


(does I GOT THE 1000 REPLY* DANCE)

*as distinct from 1000 post dance, since replies to ...Ah never mind. I was just a bit annoyed about missing out on the 1000th post. But i guess it was good that Skritti got it.
#1002

zombiegleemax

Jan 03, 2007 2:20:18
I'm new to the thread, but have been playing 40K and D20 for years. I have only read about the first 15 pages, and the last three. A lot of info here. I have a quick question though. How does this version of D20 40K differ from the D20 40K on this french site (http://translate.google.com/translate?hl=en&sl=fr&u=http://40kd20.fumblefamily.org/&sa=X&oi=translate&resnum=7&ct=result&prev=/search%3Fq%3DD20%2B40K%26hl%3Den%26lr%3D%26rls%3DGSPA,GSPA:2006-26,GSPA:en)?

Does anyone have a translated version of their PDFs?

Salcor

Any chance of finding a version IN ENGLISH??
#1003

zombiegleemax

Jan 03, 2007 14:15:27
Hi there,

I'm searching a character sheet for d20-40k, because I've lost the file and the download-page doesn't work. So is there any alternate address or another way to get the wonderful char-sheet?

greetings

Der Schnitter
#1004

ikkaan

Jan 04, 2007 7:14:36
I have a really bad one on my deviantart account:
http://ikkaan.deviantart.com/

I made one without the background crap later, send me a message if you want it.
#1005

belly120

Jan 04, 2007 10:28:56
cool i like the kroot idea i'd not thought about them thats great i've already got a cool plan to sucker punch the party especially as the party leader is a ordo xenos hard liner more fuel for his xenos hating fire.
Great much appreciated
#1006

ikkaan

Jan 04, 2007 11:23:26
Better allow them to set the grass on fire, otherwise the fight could be a little bit one-sided...
#1007

toptomcat

Jan 04, 2007 11:40:08
Hell, if they're using anything other than melee weapons and slugthrowers it's practically garuanteed to happen by accident.
#1008

Skrittiblak

Jan 04, 2007 13:22:12
I suspect you'd need a flamer to properly start a grassland fire. The heat from a laser beam is too focused.
#1009

toptomcat

Jan 04, 2007 14:54:31
A flamer. Or melta weapons. Or an (explosive, remember) bolter. Or fully-automatic lasers.
There's a lot that'll do it.
#1010

zombiegleemax

Jan 05, 2007 3:02:11
I doubt bolters would, explosives, unless incendiary, don't usually start fires. Now if it was a hellfire bolter round, then yes.
#1011

ikkaan

Jan 05, 2007 4:44:05
I actually tried to set fire to grass last year (i wanted to get rid of it and plant pre-grown lawn there). I tried using a gas burner and only succeeded to burn spots into it. Grass under 30cm in length doesn´t burn very good (DC over 20).
#1012

toptomcat

Jan 05, 2007 6:59:03
Tall grass, such as described in that encounter, can burn quite well.
#1013

ikkaan

Jan 05, 2007 7:33:22
I can agreee on that and are fully compliant, i just speak on personal experience on my behalf ;) Gasoline will help though.
#1014

belly120

Jan 05, 2007 10:07:31
a laser would set light to dry tall grass as that stuff is set alight by lightning strikes so a burst of las gun or bolter fire will cook it off no bother. if a cigerett can i think laser could
#1015

zombiegleemax

Jan 11, 2007 22:31:24
. Daemonic fire would do it for sure.

*watches as a Flamer of Tzeench belches and incinerates a nearby Cultist*

Bad Boy! No soup for you!

Flamer:*Hiiiissssss!*
#1016

dwarven_jazz_bassist

Apr 19, 2007 2:23:35
This thread needs to keep going...
#1017

joni-san

Apr 19, 2007 21:28:09
Can somebody stat up Angry Marines and/or Pretty Marines?
#1018

wanderinggod_dup

Apr 20, 2007 17:14:11
Is there a way to download all of your files?

You did a f-u-c-k-i-n-g awesome job and I'd love to use it all but when I downloaded the pdf it was only the part about the races.
#1019

Skrittiblak

Apr 21, 2007 5:31:18
Are you sure? The PDF should be the whole shi-bang...
#1020

Skrittiblak

Sep 05, 2007 14:30:46


Just to prevent this thread from getting minced...
#1021

jekolmy

Sep 05, 2007 15:53:28
You have any plans of finishing up the last couple of missing things on the site, I think there's a couple of classes left to finish... (I really have enjoyed converting that stuff for use in my game... particularly psyking)
#1022

ltdeathsauce

Sep 05, 2007 16:00:12
Wow, you still kickin around skritti?
Sheesh, I remember us RP'n online back when I was in highschool.
#1023

Skrittiblak

Sep 06, 2007 3:51:50
Hehe. Of course. I remember RPing with you when I was back in Uni.

I update my Elysium Nebula campaign setting quite regularly, but d20-40k has pretty much been put on hold. I gave the username/password of the website to Toptomcat, but he seems to have disappeared.

I still do a bunch of play-by-post stuff, just check the d20 Modern Games forum. Especially since RL makes it impossible to find the time to do tabletop stuff.

Jekolmy: Uh.... its unlikely. At this stage, it will be a miracle if I ever finish this. Plus Black Industries finally produced the official 40,000 game so I'm kind of expecting them to ask me to shut down the website at some point.

There official RPG can be found here. But of course, its not d20.
#1024

jekolmy

Sep 06, 2007 10:07:32
That's cool I just was wondering
#1025

ltdeathsauce

Sep 06, 2007 10:09:11
I update my Elysium Nebula campaign setting quite regularly, but d20-40k has pretty much been put on hold. I gave the username/password of the website to Toptomcat, but he seems to have disappeared.

I still do a bunch of play-by-post stuff, just check the d20 Modern Games forum. Especially since RL makes it impossible to find the time to do tabletop stuff.

I saw that a while back, even played a one shot in it in RL.
Quite an awesome campaign, Ill have to see how it's going now.

And Ill make sure to try that out, this old warhorse could use some more gamin.
#1026

chuutriit

Sep 21, 2007 14:52:38
Can somebody stat up Angry Marines and/or Pretty Marines?

This is relevant to my interests. SEMPER IRATUS! :D
#1027

belly120

Sep 22, 2007 6:01:09
but the core game is gonna suck look at inquisitor that sucked. can't yours just be kept on in the forums as a project for the people by the people ignoring GW and there kack none d20 RPG!!!!!!!!!!!!!!!

Come on Skritti there must be a way to keep yours goin its blatantly much better and more flexible then theirs
#1028

ikkaan

Sep 26, 2007 11:30:33
Nice to see your all are still alive and kicking. But the ruleset as it is (plus some additions we discussed in this thread which i couldn´t find a long time) make it somewhat "finished". What else would you add? It worked for me at least.
#1029

belly120

Sep 27, 2007 5:40:30
i haven't looked at the website for over a year has there been a new version of skritti's pdf released with additional stuff in since then?

how do ikkaan yeah still going just started a pre heresey campaign witch is going well what you doing at the mo
#1030

ikkaan

Sep 28, 2007 5:12:27
i had a campaign going long time, but it broke down inevtably in cause of...you guess it...no time.

I´m planning to revive it eventually with a completely new group maybe. Reserving time is a major problem (even if many people say its as easy as NOT spending time on other things like watching TV).
#1031

belly120

Sep 29, 2007 5:47:26
i know what ya mean if ya want it to be a good detailed campaign with interesting npc's and an exciting plot it does take time na time is money employee's should be made to accomodate our hobby thats the answer
#1032

duke_qa

Oct 24, 2007 13:02:48
Hey people, long time no see.
i was just checking by to see what people's opinions on 4e and if there is anyone interested in doing a updated version of "d20 warhammer 40k" for it when it comes out? would have been cool to create a proper wikipedia-based website where it would be easy to link up and create new pages about different topics.

the question might be if people would want to wait for the 4e d20 modern to come out before one starts to modify and create 40k-esque rules, but i got a relatively good feeling about 4e's design philosophy. so, is anyone interested in keeping 40k around for a new generation of D&D?
#1033

ltdeathsauce

Oct 24, 2007 13:06:51
4th edition is probably going to have very little impact on modern...
but yeah, a flashy site would be cool.
Ala Elysium Nebula :D
#1034

Skrittiblak

Oct 24, 2007 14:44:45
I did 90% of the 40k work for d20 40k back before Modern even really existed. All the monsters and stuff.

I used to have a D&D based game back in High School. Then at Uni I updated to Modern.

I would love to see a Wiki put up, but it would need a dedicated organizer. Someone who would live and breathe d20-40k for like a year, who has the final say on what is and what isn't (we can't have arguments over a Necron's stats for instance).

Once that's done we can really get cracking.

That person, I'm afraid, is not me. My dedication to 40k as a project has been flagging largely because of my other project which really feels like 'my own'.

40k is cool, but its not my intellectual property and for this reason my attention is more closely focused on my own personal campaign setting. This coupled with the fact that there is now an official 40k game published by Black Industries really makes me feel like I shouldn't put too much effort in this.

I'm happy to contribute on a Wiki to a new 40k for a new generation of gamers, but I don't plan on being a leader this time around. My 40k lore is still strong though so hopefully I can provide insight from afar...
#1035

duke_qa

Oct 24, 2007 17:29:04
4th edition is probably going to have very little impact on modern...
but yeah, a flashy site would be cool.
Ala Elysium Nebula

well they've said that there will be a 4e version of modern one day, prolly not until 2009 but it will probably be made. i am however thinking that 4e is gonna take alot from modern so it might very well be possible to use core rules and classes from 4e d&d as the basics for a 40k setting. but if they are gonna release a 4e modern rulebook i think that might be better designed for d20 40k.



skritti: i understand that time is not something that people always have access to. i feel that myself these days, i sit like 12 hours per day doing 3d-stuff during school and off school. i am however not as pessmistic as you are towards the needs for a dedicated organizer when it comes to a wikipedia site. sure there should be a tight-knit group of people on the top that has strong knowledge and dedication to the 40k-universe, and there should be people who have the final word and edit on sites. but the advantage with wikipedia is that people may make article and others may edit them.

if someone makes a new 40k monster and the admins finds it acceptable, they'll let it be as it is, if not they might tell them whats wrong with it and update it.. locking off websites for abuse is also possible when thats a problem.

the easiest way to avoid alot of trouble is making sure that guest-editing is not allowed and users have to go through a minor check before they are allowed to edit rules and the likes. but people should have the opportunity to add their own adventures, hooks and whatnot without problems.

a few examples. admins would worry about:
  • core rules
  • character classes
  • weapons and equipment
  • feats
  • most of the basic cornerstone elements like monsters, skill-checks etc etc.

normal users would worry about:
  • making non-canon scenarios/adventures within the 40k universe(as most are doing in the tabletop game)
  • creating new or existing monsters that one might encounter in the 40k-universe
  • writing adventure logs and npc-stats from their adventures online



on the topic of copyright. i can understand your fears there. i've been making mods for 40k for like 4 years now and i have never really had any problems with GW on the topic. well one time when we were trying to get a beta onto a game-magazine cd we had some trouble, but thats to be expected since people would have made money on that. a free access wiki-site where people make their own additions to the rules would be pretty harmless up to the point that it gets wildly popular. if it got that popular one might hope that GW allows someone to make a d20 source book for 40k :D
#1036

alexidrake

Oct 24, 2007 19:03:39
Url for the d20 Warhammer 40K?
#1037

duke_qa

Oct 26, 2007 19:34:33
http://www.geocities.com/skrittiblak/


anyway, talked to a friend and i'll get free hosting and domain as long as we got a google-ad or two around, which is more discrete than the current one.

question is, anyone has anything against (ww.)40kd20.com? or any better ideas?

once i get a test-server up i'll start plugging up a wiki and test its abilities, do some skin-changes and test-pages will be up and running. a proper forum will also be accessible by links, so there should be room for MORE THAN ONE THREAD! :D
#1038

Skrittiblak

Oct 27, 2007 5:25:31
www.d20-40k.com seems best.
#1039

duke_qa

Oct 27, 2007 7:35:21
well i never liked using dashes in a domain name because people easily forget its supposed to be there(and i hate using my little finger to get to it while typing fast :p). and having d2040k makes for a bad combination of numbers. i personally think that 40kd20 makes for something thats both easy to type and to say "forty-K-D-twenty "(vs "d-twenty-dash-forty-k").
Naturally it depends on which number you want to focus on. 40k and d20 last would come out as something like "warhammer 40k, using d20..?" while d20 then 40k would come out as "d20 using warhammer 40k" which is probably closer to the truth.

so basically its a question of easy type vs correct definition. i like 40kd20 because i have little trouble remembering it and typing it, though it might not be 100% true to the nature of the site.
d20-40k is not bad, its clean and is more correct, but i feel that it will take longer to type and might be harder to remember.

and no, i haven't bought the domain already :p. i just like that url alot
#1040

Skrittiblak

Oct 28, 2007 5:47:41
It just seems to be the RPG naming convention that you put the game type first:

d20: Modern
GURPS: Robots
Heroes & Hamsters: Empire of the Sith

etc...

Plus the '-' has the extra benefit that it is used on the games workshop official website (www.games-workshop.com). It could be an homage!

I'm just messing with you. You can name it whatever you like.
#1041

duke_qa

Oct 28, 2007 13:27:29
hehe, we all like to mess around. but yeah, the domain is not set in stone so people can come with suggestions and we'll put them all in a patriotic hat and pick the biggest note.

won't need a domain to test the website anyway, and i guess i can get access to serverspace and forums in less than a week. work on the design of the site and the CSS etc etc. nice to have alot of time for that.
#1042

ikkaan_the_second

Oct 29, 2007 5:48:17
Had to make a new account...damn Gleemax wouldn´t transfer my old account

Well, as far as i remember the whole d20 40k-project won´t be able to stay online any longer when the black industries books hit the market...their lawyers have sent skritte a note where they explicitly said that the project will only be allowed till the finished product is published.

Getting a new domain and putting work into it seems futile to me...or did i miss new info ?
#1043

narukagami

Oct 29, 2007 16:48:28
Well, as far as i remember the whole d20 40k-project won´t be able to stay online any longer when the black industries books hit the market...their lawyers have sent skritte a note where they explicitly said that the project will only be allowed till the finished product is published.

Wouldn't surprise me, the Games Workshop Group and its "member" companies have a long standing history of spitting in the face of their fans. Unfortunately, (many) GW fans also have a longstanding history of taking the abuse and asking for more.

Its half the reason I refuse to buy Warhammer minis retail. I'd boycott them altogether if they didn't make a decent mini. :P
#1044

duke_qa

Oct 30, 2007 11:16:57
true enough, though i would say that if the 40krp doesn't sell at all, i think it would be safe to say that people who make alternative rules for another RPG aren't the ones to blame.

perhaps the best way of getting away from that jam is to make sure that there is no 40k-d20 system availible at the time that the official game is published. after approximately half a year or so the tendencies will show if black studios game is going to live or die.
then, depending on the popularity of that system, one can easily restart the system on the basis that its good PR for the 40k universe. this would make it impossible for GW to say "this thing ruined our RPG" because we were not around in the vital first 6 months hogging google-searches.

then again, if GW with black studios manages to make a good RPG that sells well, i don't see the big meaning in recreating the rules for 4e. although it would have been fun from a design-angle, there are always other options.
#1045

ikkaan_the_second

Oct 31, 2007 6:44:52
then, depending on the popularity of that system, one can easily restart the system on the basis that its good PR for the 40k universe. this would make it impossible for GW to say "this thing ruined our RPG" because we were not around in the vital first 6 months hogging google-searches.

Errr...what ? Impossible ? It´s not about endangering their sales, it´s about infringement of their copyright. And GW is not known to encourage fan projects. You remember the "Damnatus" movie project and what happened to it? Three years of work (with consent of GW) and when it was done it was scrapped by GW by changing one paragraph in their policy. It really is that easy.

Don´t take this personally, i just want to bring the fact to mind that any work you do now may go up in flames sooner than you think.
#1046

chuutriit

Oct 31, 2007 13:39:06
Which is quite a frustrating prospect..so, as already said, it should be wise to keep a low profile for now. Nonetheless, I'd be delighted if this is kept for future occasions. Waste not, want not.

Oh, and: Hi Ikkaan. So you are still alive after all...;)
#1047

duke_qa

Oct 31, 2007 14:22:48
yeah, i thought i mentioned it that it would be smart to wait, but i apparently didnt point it out too well.

GW is not in a great position at the time being. alot of administrative mismanagement. i wouldnt want to destroy more than necessary for them by prematurely releasing something that does what they are trying to do themselves. so until we know what they are doing and figure out the lay of the land theres no reason to rush into things.

i am most likely going to be using the 4e rules for alot of generic campaigns before i start worrying about a 40k campaign anyway. but that doesn't mean that one should just forget it completely. more positive to think this got a future than the other way around.
#1048

evil_jester

Nov 05, 2007 14:27:59
me and my friends play ur d20 40k and liked it im just wondering if u ever made the chao's powers under the psykers powers.
#1049

Skrittiblak

Nov 06, 2007 15:23:51
Unfortunately the Chaos Psychic Powers was never completed. (Sorry!)

On the upside however the whole psychic system is just the standard D&D 3.5 magic system stolen whole-scale.

This means that if you want some truly evil spells for your Chaos villains you can pick up an appropriately evil D&D supplement (like The Book of Vile Darkness) and apply the rules and/or spells to your Chaos Characters.

At the end of the day Chaos Characters shouldn't really even have rules - only GM guidelines. Chaos is really evil. Demented evil. I mean, even the Imperium is kind of evil, but they're just peanuts to Chaos.

So I guess what I'm saying is that you shouldn't be playing as Chaos characters, but Chaos should feature majorly as the villains of the story. For this reason its not critical that the Chaos Powers be 'hard and fast' rules. The GM should feel free to make his chaotic villains as powerful and horrible as plot deems it necessary.

Of course that's just me. If you're sick and twisted enough to want to play a chaos character... well. Maybe you should seek some help for that. :P
#1050

duke_qa

Nov 06, 2007 16:52:24
nothing wrong in playing a chaos campaign, read alot of gaunts ghosts and eisenhorn/ravenor and you got plenty of nice inspiration. naturally depends on how chaotic you want to be, but it could easily become a dance with madness, which can be fun. using the powers of chaos to gain power, nothing new about that. problem comes when daemons start messing with your head.

i can't find his name at the moment, but the main antagonist for Ravenor is a super-intelligent cultist from a family bred over generations for intrigue and politics and cognitive skills. he is probably smarter than Ravenor, but he's not a really powerful psyker(uses someone's name to distract them with some minor psychic trick, thats basically it). loves to make plans so that one man's death causes the death of many others by researching who they are and what influences they got. so its very possible to make 'sane' chaos worshippers.
#1051

evil_jester

Nov 07, 2007 14:02:58
ok thanks that helps a lot and i do have the book of vile darkness so that is going to help out a lot i love the chaos whos dosent want to go completely mad :D
#1052

Skrittiblak

Nov 07, 2007 14:23:07
...so its very possible to make 'sane' chaos worshippers.

If by sane you mean logical sure. I would argue that a player character whose primary interest is orchestrating the deaths of others for his own personal gain not 'sane' really.

That said I have had some pretty insane campaign ideas that turned out to be tons of fun in 40k. Notably I ran a "short" one shot adventure based on Deff Skwadron.

That's right. I wrote up the six characters for my players. One played Maverork (the leader) a Fast / Charismatic (!?) Ork, one played Zagnuts (Da Wild Goose) who had straight Tough plenty of cybernetics (with optional malfunction rules) and not much in the way of piloting skills, one played the exceptional pilot guy (whose name I forget) who was all Fast, and there were three co-pilot characters. Maverork had a 'smartboy' co-pilot whose main job was to remember the details of the actual mission (Maverork rarely could remember them by himself) who was Smart / Strong, Zagnuts had a gretchin rigger who was Smart all the way, and the third pilot had Dok Butcha, a Dedicated / Strong / Combat Medic combo.

It was fun all-ork mayhem. The teams of two each piloted a dreaded FIGHTA-BOMMA!

Of course, it takes a particularly whacky GM style to do a campaign like this, and players who are willing to accept that thanks to the perils of orky tekmology their characters might not last a full adventure.
#1053

duke_qa

Nov 07, 2007 17:18:55
well there are plenty of people who kill for a living out there. naturally depends on what you get out of their deaths. power is key. sacrifice someone in the name of a dark god to gain their favor? and when you know it actually works too? sounds pretty sane to me. life is a game, and you play with the hand you got, and you play to win :D

orks would be closer to the manically insane that i really think of when i hear the word. i remember that series, had alot of fun characters. can imagine that was an intense thing to do. hehehe, must try it once
#1054

Skrittiblak

Nov 08, 2007 3:36:39
Even if you start sane, the fluff makes it pretty clear that as long as you ally yourself with dark powers you won't stay that way for very long. Anyway - we could debate this all day, I'm just saying I'll run a 'grey' campaign where the heroes are of dubious heroicness but not an 'evil' campaign where the players are clearly psychopaths.

The psychopath department is reserved for my villains.
#1055

belly120

Nov 12, 2007 11:07:12
ha you guys are a soft touch compared to one of my players. he was playing an ordo xenos inquisitor that got caught in a chaos up rising on a tau imperial co habitated world in a fringe sector near the Tau empire, he saw an opportunity and sacrificed the planet to capture a live Tau Ethereal.

billions of imperial citizens virus bombed as chaos ran rampant but he got the ethereal, tricked him murdered his body guard and made it all look the cultists were after him.

The Imperial Inquisition only psycho's need apply. heros in 40k can be total pyscho's by our standards as long as they are at least seen to achieve something for the emperor its normally enough.
#1056

duke_qa

Nov 13, 2007 17:09:55
skritti: i was going to reply on how sanity is defined by the culture you live in and your perspective on reality(which also varies alot in a universe where parallel dimensions are filled to the brim with bad stuff). but i think i got that covered in that sentence. basically, you might be insane from a standard imperial perspective, but there is plenty of fundamentalism in that society that makes them insane in the old-school direction.

so that's out of the way, i can go over to belly120's reply.
yeah, its totally legal to be a total psychopath no matter what side you are on. its the excuses and means to the ends and the ends that differ. inquisitors can wipe out planets if its the best thing for the imperium. if you consider the Sabbat worlds crusade that Dan Abnett uses most of the time, the planets the ghosts have fought on are numbered up around 12-13. and thats probably just a small percentage of the worlds taken by the enemies of the imperium in the Sabbat sector. i bet if the inquisition had the option to sacrifice one planet in exchange for stopping that chaos uprising, they wouldn't have thought about it for a second.

chaos on the other hand sacrifices such numbers to gain more power, not to keep the imperium stable. then again, you never know with chaos supporters. they could do small things, they could do great things. they could try wiping out billions of people on dozens of planets, they could try to pervert people into joining their side, or they could try to just make one guy take a left turn instead of a right turn for some unknown reason.
#1057

Skrittiblak

Nov 14, 2007 16:13:25
Skritti: i was going to reply on how sanity is defined by the culture you live in and your perspective on reality.

Um... we seem to be talking about different things here guys.

Ethical frameworks are based on societal standards. Sanity is not.

Let me put this a different way.

Chaos as defined by 40k has a real (physical, chemical) impact on the functioning of a human brain. Like drugs, if you will. Imperial dogma makes Inquisitors behave in ways today that are ethically horrendous, sure, but they are not insane.

My argument is that over time Chaos will make you insane.

Let me put some mechanics behind my words.

A worshiper of Khorne will over time gain strength, muscle mass, and power but in so doing lose intelligence. With each skull he collects for the Throne of Bone he becomes dumber. Eventually he will become a mindless slavering hulk of a creature with only the thirst for blood in his chaos-addled mind. This is when Khorne will elevate him to the lofty position of demon prince and it would be fair say that this 'man' is no longer sane in any sense of the word, irrespective of culture.

A worshiper of Nurgle will gain resilience and immunity to pain but in so doing will be drawn to disease wherever it may be found. He will find pleasure in covering himself in feces and will draw rapture from boils, warts and puss. This is because he has lost a measure of his sanity.

A worshiper of Slaanesh will be able to experience ever increasing pleasures, but in so doing will lose the ability to distinguish between pleasure and pain. Slowly but surely he will seek to mutilate himself, and tear the flesh off his bones, all because it arouses him. This is because he has lost a measure of his sanity.

A worshiper of Chaos Undivided will become stronger, more charismatic, and be able to gather followers to his twisted visions. As he grows in influence the Dark Powers will curse him with unimaginable nightmares and the only respite will be in killing innocents to appease Dark Gods. These events that affect his mind and compel him to kill without reason are due to the fact that he is no longer truly in control of his mind. It is fair to say he has lost some degree of sanity.

A worshiper of Tzeentch is a little different. Tzeentch will actually improve the sophistication of the mind of his followers. They will become more keenly aware of their surroundings and better able to predict the future. Tzeentch's curses are more subtle. Tzeentchian followers will become addicted to the arcane powers granted by the dark master and will do whatever possible to increase they psychic powers. Plus Tzeentch is also the lord of mutations. While a Tzeentchian worshiper may have a perfect mind, his body will slowly mutate until it bares no semblance to its former self. Sprouting tentacles, feathers, crab claws and often snake tails instead of legs.

Of all the above only the Tzeentchian character offers any sort of long term potential as an RPG character; but even the Tzeentchian character is decieved. Because throughout it all the Tzeentchian will believe that thanks to his relatively in tact mind he will be able, with his ever increasing power, to outwit his dark master; retain his perfect masterminded schemes to the end of days and become an immortal god of supreme proportions.

However that cannot be and all would-be Tzeentchian masters eventually must humble themselves or else face spawnhood. For their power is as a play thing to the Changer of Ways himself; and the mind of Lord Tzeentch is as fickle as it is powerful.

Forget the promise of progress and understanding. There is no road to salvation in this universe. Only an eternity of war and the laughter of thirsting gods!



That in a nut shell is why Chaos characters and Imperial character, regardless of their personal ethical beliefs, are not the same. Chaos is nuts. Really nuts. Like you think your Inquisitor is two lightbulbs short of a well-lit dining room, but really Chaos is playing in a pitch black shed with a couple of chainswords for company.
#1058

duke_qa

Nov 14, 2007 19:08:28
its fun to see the discussion develop, probably good inspiration for others too. to understand chaos one must see things from different perspectives, so this is an interesting topic.


Um... we seem to be talking about different things here guys.

Ethical frameworks are based on societal standards. Sanity is not.


[...]

My argument is that over time Chaos will make you insane.

Well it could be that i have focused a bit more on the modern version of sanity.

Sanity considered as a legal term denotes that an individual is of sound mind and therefore can bear legal responsibility for his or her actions. It is generally defined in terms of the absence of insanity. It is not a medical term, although the opinions of medical experts are often important in making a legal decision as to whether someone is sane or insane. It is also not the same concept as mental illness. One can be acting under profound mental illness and yet be sane, and one can also be ruled insane without an underlying mental illness.

Sanity outside of legal definitions has been little explored by science and medicine, as the concentration has been on illness. Dr. P.S. Graven suggested the term "un-sane" to describe a condition that is not exactly insane, but not quite sane either.

[...]

In his classic book, The Sane Society, published in 1955, psychologist Erich Fromm proposed that, not just individuals, but entire societies "may be lacking in sanity".
[...]
It is naively assumed that the fact that the majority of people share certain ideas or feelings proves the validity of these ideas and feelings. Nothing is further from the truth... Just as there is a 'Folie à deux' there is a 'folie à millions.' The fact that millions of people share the same vices does not make these vices virtues, the fact that they share so many errors does not make the errors to be truths, and the fact that millions of people share the same form of mental pathology does not make these people sane.

Sanity in its true meaning is not what we(me at least :p) are talking about. and when entire societies can be defined insane, but they still work, is it not also a cultural/ethical thing?(think nazis).

What we are thinking about is probably closer to psychosis.

Psychosis is a generic psychiatric term for a mental state often described as involving a "loss of contact with reality". Stedman's Medical Dictionary defines psychosis as "a severe mental disorder, with or without organic damage, characterized by derangement of personality and loss of contact with reality and causing deterioration of normal social functioning."[1]

People experiencing a psychotic episode may report hallucinations or delusional beliefs (e.g., grandiose or paranoid delusions), and may exhibit personality changes and disorganized thinking. This is often accompanied by lack of insight into the unusual or bizarre nature of their behaviour, as well as difficulty with social interaction and impairment in carrying out the activities of daily living.

So basically if we can agree that a psychosis is a acceptable example of a mental illness that resembles something that chaos would do to you, we can look at the bolded pieces of text above and look at the differences.


First one: derangement of personality and loss of contact with reality and detrimental social functioning. I would say yes and no to all three points. personality going to hell? Sure, but it is somewhat standard for chaotic people.

Loss of contact with reality? Well chaos worshipers apparently does mad things that doesn't make sense at all for us normal "sane" people, but you have to remember they have embraced a new dimension of life. They see things in a different light so to speak, and it doesnt have to be insane considering the "supernatural" nature of the warp.

Lastly, social functioning. I agree that if you technically lose your social skills thats a minus. But then again, for people who believe in the same thing, what sane people would consider madness might make perfect sense for themselves. And if a larger group of people understands things in the same way, even though it makes no sense for another group, its not useless insanity.


The second bolded text is more interesting, because its one which really splits your chaos worshipers in two. If you consider this sentence true, then i agree with your opinion that anyone following chaos would go insane. But think what would happen if you say that someone is aware of whats happening to their minds? Naturally chaos is chaos, so there is no such thing as 100% guarantee that you will be able to get away from its clutches. But the more you know, the more able you would be to handle it, and the more sane you would remain.



thats at least an attempt from me to try to explain how chaos works, its a bit late so it might be pretty blurry, but hell, chaos is blurry to begin with.
The gaunts ghosts book "traitor general" took up the side-effects of being on a chaos-infested planet. The ghost's emotions basically got amplified, causing minor emotions to turn into big-time dramas if they weren't careful. Since none of them succumbed to it i can only assume that with the right training and state of mind, you are able to withstand the lure to embrace the energies that trickles into your mind.

one can say that my perspective on chaos is very Tzeentch-oriented. your opinions on how the 5 major groups of chaos-followers might go through their lives is not a bad one, but its a bit generic and perhaps stereotypical.

I bet that there will be smart khorne followers with high ranks that does not jump automatically into a frenzy the moment they spot an enemy. they probably embrace that style of combat, but they don't need to be all chainaxes and battlecries.
i can also believe that there might be a doctor or a scientist-like person who would use the abilities of Nurgle to gain bonuses in their research for many things.
i believe that there might be slaneesh followers that aren't only there for the fancy feelings and touchy sensory organs. It might be a undercurrent in his personality to go for extreme emotions and feelings, but i don't think it would supress his original emotion.
tzeentchian followers, sorcerers are sane in their own way. they study spells that controls the warp. sort of a programming of the warp wouldnt you say? also, some pirate renegade who has learned a few tricks here and there about how to predict the future wouldnt automatically turn into a bird the first moment he puts his hand on a oujia-board


These events that affect his mind and compel him to kill without reason are due to the fact that he is no longer truly in control of his mind. It is fair to say he has lost some degree of sanity.

well then again, he kills for the reasons of the gods, and if they give you power wouldn't that be reason enough? But i agree that to fall too deep into the clutches of the dark gods makes your mind more like a toy for them to play with. its a fine line to walk. the gods wouldnt want you to be too powerful without their influence over you, and you wouldnt want them to have too much influence over them. if you are a incredible person who don't really need their support, but still allow them to help you, that would make for an interesting situation. think about Horus. he might have been misguided by the dark gods, but his position and heritage made him a perfect candidate for the support of the dark gods.


bah, close to 800 words without the quotes... to sum things up. i don't disagree that chaos worshippers are mad in the perspective of the imperium. but i don't want people to assume a stereotype of a mad skullclaimer just because thats what their god wants them to do. make them rational when they have to, but make their ethical judgments insane.
#1059

ikkaan_the_second

Nov 15, 2007 12:12:22
"Do not ask which creature screams in the night, do not question who waits for you in the shadow, it is my cry that wakes you in the night, and my body that crouches in the shadow. I am Tzeentch and you are the puppet that dances to my tune."

Sorry to begin my post with a citation, but i think skritti is right in some way. Being unethical does not mean that a person has fallen to chaos in 40k, i guess we are all aware of this. A lot of acts that we would consider unethical are accepted in 40k.

Either way, influence of chaos is something different. It has the typical hooks that deals with "supernatural entitys of the lowest ethical standards" (namely: demons, devils, warpdaemons etc.) always have: you give something of worth to you (or indulge in a minor act you normally wouldn´t perform) and get something in exchange. These things add up, like a haggling with a drug dealer...until you are hooked. But in 40K, you don´t control the deal, the deal controls you. Breaking the connection is impossible on a certain point and this is where the insanity begins, the use of chaos always brings an insatiable hunger after more experiences of the given type. An unbreakable addiction if you want to imagine it that way. Khorne - Bloodshed, Nurgle - Suffering, Slaanesh - Pleasure/Pain, Tzeentch - Arcane Power. Therefore i would define insanity as an individual focus. This focus separates the chaotic from the normal people.

Tzeentchian followers are a special case as their god boosts their analytic functions, but thats it. Controlling their actions in a way *not to plot and plan and use their powers for the worse of others* is not possible.

As a stern follower of the "Chaos Characters are NPC´s" - rule i should bring up another similarity : In Call of Cthulhu the idea to play a villain would never come up. The idea is pointless, the stereotype of the cthulhuian followers mind is paved with abhorrent and incomprehensible ideas, at least i would not now how to play such a character.
#1060

Skrittiblak

Nov 15, 2007 14:10:31
I bet that there will be smart khorne followers with high ranks that does not jump automatically into a frenzy the moment they spot an enemy. they probably embrace that style of combat, but they don't need to be all chainaxes and battlecries.

I beg to differ. Khorne is all about the chainaxes and battle cries. Have you forgotten that Khorne's greatest champion is Kharn the Betrayer? Kharn's claim to fame is that he slew a thousand Khorne Berzerkers because they were not bloodthirsty enough!

Kharn betrayed his fellow warriors and bathed in their blood, and for this his god rewarded him. Chaos doesn't make any sense at all. That's the whole point.

The Immaterium is made of really dangerous stuff. Imperial Navigators mutate over time until they have to be hidden from the Imperial Public by the Navis Nobilae houses. And this is only because they look upon the warp. Imagine how much more you would be affected by this unstable material if you were religiously committed to ideals that stem from the Immaterium.

The Immaterium is vital to the survival of the Imperium. Every psyker in the galaxy knows the dangers. Even one who does not actively worship chaos powers could end up the host of a demon, or worse, if they are not careful. Characters given over to the worship of Chaos are beyond hope.

They make excellent bad guys, but are not really appropriate for Player Characters.
#1061

duke_qa

Nov 15, 2007 18:56:37
if you were to play with chaos in a rpg-group, you have to avoid the stereotypes. as enemies, you don't really need to think about khornate warriors as nothing more than a world of hurt coming your way.

if i were to have a chaos-oriented group, i would invent my own minor deities for the pc's to interact with. its not likely that any low-level character is going to get a red-phone straight up the the big guys. the warp is filled with bad things, and theres no telling what you might meet.
Also remember that when you stereotype the followers of the four. chaos is supposed to be chaotic. wouldn't it make sense that there is not always a system to follow?

on the topic of navigators. they are navigators because they were mutants that were able to see into the warp and navigate it. they might become uglier with time, but i wouldn't put that solely to the warp. a mix between genes and warp is likely though.


to have a chaos-friendly campaign is not something everyone out there should try. read Ravenor and you have the basic clues for how to do it. basically, power is what drives people to play with such tools. if their chances for success are bad, they won't do it. if their chances of total enslavement are high, they will try to get away from it. its a devil and the deep blue sea situation that could get interesting if done right.
#1062

Skrittiblak

Nov 16, 2007 5:15:29
to have a chaos-friendly campaign is not something everyone out there should try. read Ravenor and you have the basic clues for how to do it. basically, power is what drives people to play with such tools. if their chances for success are bad, they won't do it. if their chances of total enslavement are high, they will try to get away from it. its a devil and the deep blue sea situation that could get interesting if done right.

First off: The Navigator mutation is definitely not genetic. Its the influence of the Warp. I think the fluff is clear on this.

I've read Ravenor and the Eisenhorn trilogy (I think I prefer Eisenhorn in fact) because I'm a big 40k geek.

They are fun books; but since they are told from the perspective of their respective Inquisitors you actually don't enter the minds of chaos villains. The Chaos villains are just as alien as anywhere else.

Also consider this. The difference between a Book and an RPG is that in a Book the storyteller (the author) controls all aspects of the story, including character behaviour. He can essentially enforce deviant character behaviour.

In an RPG the storyteller (the GM) only actually controls the scenario and the external stimuli. As a result he cannot really enforce character behaviour (except via poor rules like the Paladin Code of Conduct perhaps) so really the Player's end up having free will.

I really think this is inappropriate for Chaos characters who I feel are driven primarily by the influence of an unnatural otherworldly force.

We may have to agree to disagree here. Quite aside from the 'lack of feasibility' of playing a character given wholly over to the worship of demons and dark gods; I would have to express some measure of worry about any player that really wanted to play such a game.

Even within the puritanical mind of the unfailing Space Marine there is a capacity for softness, and maybe understanding - albeit buried under many layers of psychological conditioning and religious fervour.

I would not run a game for players who wanted to play as worshipers of Chaos. I would hesitate to run any game that condoned murder, betrayal and abuse as valid mechanisms for personal growth.

~

These are some of the games I've run in d20 40k. As you will see the characters have never played Inquisitors or other extremists, but often serve under such characters. This allows players the full range of human emotion and behaviour:


A grisly string of murders on a Forge World has one thing in common. The use of an unknown plasma-based weapon. The local Arbiters hire a team of investigators including local members of the Adeptus Mechanicus to understand the origin of this weapon. Symbols at the scenes of the crime denote Necron origins.

An Inquisitorial Retinue rooting out practitioners of Chaos. They have received an anonymous tip that the Tau warriors that attacked an Imperial rimworld were fought off by more than just shotgun weilding militia. The planet militia relied on some dark powers to fight off the invading aliens.

Imperial Guard are asked to attack what the local branch of the Inquisition inform them is a Chaos Cult, but in fact turns out to be a Genestealer Cult. The Imperial Guard fight their way into the main temple only to discover that the real threat, the genestealers, have just been set loose from the lower levels. This adventure culminates in a prey or be preyed upon finale featuring an invisible Lictor.

Four men who grow up on a Feral World have no knowledge of the Imperium when orks attack their village. In this first fight these men are the last to go down before their village is over run (only swords, axes and bows allowed at this point) and just when all hope seems lost spaceships come out of the sky to fight off the orks. It is revealed to the players that they live on the world of Fenris and that they have been chosen for their bravery to become Space Wolves. Adventure was quite long featuring adventures based on the trials a young man must overcome to become an Adeptus Astartes in the Space Wolves Chapter.

6 Ork Fighta Bomma pilots wage a bloody war with a rival ork klan. They have to stop them from building the big gargant or all hope of Da Goff Boyz winning out the day will fail. (Okay, these guys don't have the full range of emotion, but it was a one-shot adventure!)
#1063

ikkaan_the_second

Nov 16, 2007 7:37:50
First off: The Navigator mutation is definitely not genetic. Its the influence of the Warp. I think the fluff is clear on this.



I would not run a game for players who wanted to play as worshipers of Chaos. I would hesitate to run any game that condoned murder, betrayal and abuse as valid mechanisms for personal growth.

Navigators are not mutating from birth on, it happens later in their life, after prolonged exposure to the warp. And different navigators don´t experience the same mutations (even if skrittis ruleset gives a rough idea of what happens). I.e. in Star of Damocles, a navigator elects not to hide from the public and shows his blue and translucent skin without any qualms. This seems to be his only mutation till this point, and may be the only one for a long time.

And to add: It is your game, so if you really like to play a chaos-campaign...do it. But most other people would refrain from such a thing, because its not just like playing an evil vanilla D&D party. I generally rule out evil characters in all systems i ever mastered. Generally, being evil is easier, so where is the point in playing a game where only do-gooders with personal ethics would be able to stop you ? Good characters usually succeed - because we all know that the players want to be heroes. If your players want to be villains...oh well.
#1064

Skrittiblak

Nov 16, 2007 8:27:20
Ikkaan's right. I don't want to ruin anyone's fun. If you want to play a Chaos campaign, you should do so regardless of what I think about it. :D
#1065

belly120

Nov 16, 2007 10:52:51
hi guys i'm coming in from left field here, in the third soul drinker book the bleeding challice, Tellos once loyal son of dorn now Khorne worshipping scum bag traitor, is elevated to demon prince status after a huge moment of insight into the meaning of khorne.
he is stood atop a mountain of dead (all his) on a planet being torn apart by exterminartus and he see the lava from the core as blood and suddenly understands that everything is slaughter in one form or another.

its not hugely deep but he's not dumb and mindless just looking at the universe from a very twisted perspective, he see's only the need to destroy that which is weak and that is anything he can kill.
so really there is no insanity in 40k just different levels of unethicalness and different but extreme points of view.

i think chaos and player characters should be allowed as its fun to lure people as a DM, whisper false promises, lure them with level adjust abilities :evillaugh
then use the star wars rule of now your an arch evil super git your an npc :D
#1066

duke_qa

Nov 17, 2007 8:05:39
i'll not dig further into the navigator argument than that i believe my information about them comes from the Adeptus Arbites book "legacy" where you have a female navigator that i believe gives you a bit of information about how a navigator "works".
i'm not saying the warp does not mutate navigators, i'm just at the opinion that i've read fluff that also says that navigators are organizing their families in houses. They interbreed with other navigator houses to keep the navigator gene alive(and theres not too many navigator houses around so you can understand the problems there). i'll re-read that book once i get access to it and see if i can find the right passages.


And to add: It is your game, so if you really like to play a chaos-campaign...do it. But most other people would refrain from such a thing, because its not just like playing an evil vanilla D&D party. I generally rule out evil characters in all systems i ever mastered. Generally, being evil is easier, so where is the point in playing a game where only do-gooders with personal ethics would be able to stop you ? Good characters usually succeed - because we all know that the players want to be heroes. If your players want to be villains...oh well.

my players usually prefer city-campaigns when they want to play evil in normal dnd. makes for alot of politics and talk. the demand has usually been lawful though, neutral at a stretch, so i can see people's worries about starting to use chaos in a evil campaign. chaotic evil campaigns are harder because people have a mental thing about chaotic evil which says "must kill all party-members". which doesn't really work out in a coop game.

the trick with proper evil campaigns is to make sure that you got evil opponents. if you got good opponents the evil ones will just cooperate against them, and thats no fun.
Hell. in my 40k campaign i had a redeemer-like character that gathered together followers and antagonized the player characters by just being fanatic. they were on the same side and most likely their survival was dependent upon each other, so they didnt really have any options but to badmouth him. he worked as a proper foil though to show off the characters opinions on fanatism.


he is stood atop a mountain of dead (all his) on a planet being torn apart by exterminartus and he see the lava from the core as blood and suddenly understands that everything is slaughter in one form or another.

its not hugely deep but he's not dumb and mindless just looking at the universe from a very twisted perspective, he see's only the need to destroy that which is weak and that is anything he can kill.
so really there is no insanity in 40k just different levels of unethicalness and different but extreme points of view.

nice philosophical viewpoint for a Khorne follower that is :D
the 40k-universe is pretty unethical no matter which side you are on. its mostly a question about who you think is right.
#1067

Skrittiblak

Nov 18, 2007 3:01:37
the 40k-universe is pretty unethical no matter which side you are on. its mostly a question about who you think is right.

My 2 cents... (since I am in such an orky mood with the upcoming codex coming out)

"The Orks are the pinnacle of creation. For them the great struggle is won. They have evolved a society which knows no stress or angst. Who are we to judge them? We Eldar who have failed, or the Humans, on the road to ruin in their own turn? And why? Beacuse we sought answers to questions that an Ork wouldn't even bother to ask! We see a culture that is strong and despise it as crude."
-Uthan the Perverse, Eldar Philosopher
#1068

duke_qa

Nov 18, 2007 12:12:35
mm, new ork codex, hope its better than the chaos codex. although it wasnt the worst codex i've seen it could have been alot better.
#1069

Skrittiblak

Nov 18, 2007 12:48:38
The Chaos Codex was really a step in the wrong direction. Its too bad that Games Workshop is not in the habit of being more responsive, they would do better to recall the old Chaos Codex which was overpowered somewhat but very good in terms of flavour.
#1070

ikkaan_the_second

Nov 19, 2007 5:09:29
My 2 cents... (since I am in such an orky mood with the upcoming codex coming out)

"The Orks are the pinnacle of creation. For them the great struggle is won. They have evolved a society which knows no stress or angst. Who are we to judge them? We Eldar who have failed, or the Humans, on the road to ruin in their own turn? And why? Beacuse we sought answers to questions that an Ork wouldn't even bother to ask! We see a culture that is strong and despise it as crude."
-Uthan the Perverse, Eldar Philosopher

I agree. I´m reading Star of Damocles at the moment, which is highly polarising against the imperium and for the empire. It all depends on the point of view oft he narrator and the direction of the plot.

Btw, has anyone read Star of Damocles ? It has a particulary interesting bit of information about the ritual of replenishing of a warp drive, something i never head of before.
#1071

belly120

Nov 19, 2007 8:05:32
know that sounds interesting how they do it then.

orcs are crude brutes and are a stagnant species though ya got love a race that bases its whole ethical code on drunk football hooligans.

new chaos codex was a let down but its no different to the book of grudges sorry i mean the codex astartes, thank the emperor i'm a son of russ

i've just started playing in a space marine campaign based on the spartans of the 300 except it was genestealers that did for us not immortals, but now i'm back and 8 foot tall with a chain spear and a storm shield, its gonna be good
#1072

duke_qa

Nov 19, 2007 17:04:26
mm, the ork codex seems interesting, found some pre-done version of it online. not read alot of the rules yet but the point costs and the web-talk seems to show that they should be possible to use effectively. 6 points per average ork sounds like hordes of fun :D(something for a thousand sons player to consider i guess, get some horde army around).


i like the writing of Andy Hoare, Star of damocles has alot of nice 40k-details which fits the stubborness and unethical viewpoints of the Imperium, without really making the main characters look like idiots themselves. the warp-generator reloading stuff was nice, shows how much care the mechanicus has for human flesh. wonder why they didnt just use some machine to move it into the reactor.
#1073

ikkaan

Nov 20, 2007 5:21:03
mm, the ork codex seems interesting, found some pre-done version of it online. not read alot of the rules yet but the point costs and the web-talk seems to show that they should be possible to use effectively. 6 points per average ork sounds like hordes of fun :D(something for a thousand sons player to consider i guess, get some horde army around).

i like the writing of Andy Hoare, Star of damocles has alot of nice 40k-details which fits the stubborness and unethical viewpoints of the Imperium, without really making the main characters look like idiots themselves. the warp-generator reloading stuff was nice, shows how much care the mechanicus has for human flesh. wonder why they didnt just use some machine to move it into the reactor.

Don´t ask why my former account is working again...and my second isn´t working...i begin to hate gleemax.

I´ll just repost my warseer post here, maybe you also share interest in the question:

Lord Arcadius Lucian Gerrit watches as the ritual of replenishment on the warp drive of his ship is performed. Several humans in hazmat-suits carry green glowing caskets in direction of the warp drive and insert them into an opening. They walk there by foot and get dissolved by the radiation, but without a sound of pain. While the imagery fits the imperiums stance of "hit it with more manpower", i wonder...what is the stuff in the caskets ? Why is it transported by servants (or in this case: death row candidates, most likely lobotomized)? What do warp drives run on? Where does the green stuff come from (no pun intended)?

Till now i was under the impression that warp drives leech power FROM the warp , and not use some mundane power source like the plasma reaction. Am i wrong?
#1074

Skrittiblak

Nov 20, 2007 15:17:57
It's green right? Green is the colour of warpstone (or wyrdstone) phsyical manifestations of the stuff of Chaos. When the boundary between the material universe and the warp is weak there are warpstorms which rain down hail made of pure warpstuff. These chunks of glowing green stone are really dangerous (and feature majorly in Warhammer Fantasy Battle, not so much in Warhammer 40k) and I imagine the stuff can be melted down for a 'warp' drive. I don't know, its just a thought.

That would make refuelling warp drives very expensive. And difficult. I don't know how you transport the stuff without a really thick plascrete container.
#1075

duke_qa

Nov 20, 2007 17:25:29
the material in question is probably kept unknown for that very reason. it would have been a great intrusion into 40k fluff if they gave it some sort of name. the raw material that rarely needs to be recharged for the ship to be able to travel through warp space. and melts organic flesh outside large lead-coffins in mere minutes.

could be warp-based, could be something synthetic produced by some old relic kept by the adeptus mechanicus. could be the most dangerous radioactive material found in the galaxy. half the fun is the mystery though. "whatever it is, its worse than anything i know of". the imagination is good to have at times.



just saw A Clockwork Orange. i like the narration in that movie, very "in my point of view, this is normal". kinda makes me think of how Chaos oriented people would justify their actions. not that i justify what the guy does in the movie, you never are supposed to feel with that guy. but he has a insane/anti-societal point of view, and that is interesting to observe.
#1076

Skrittiblak

Nov 21, 2007 2:59:35
I see where your coming from with the Clockwork Orange analogy. I'm not saying that Chaos actions are not justifiable by a suitably cruel mind, nor even that Chaos characters can't be sympathized with. Merely that the road to damnation is absolute and that the 'loss of control' a character would experience when under the influence of fell powers is not well reflected by the mechanics of a roleplaying game.

Interestingly, in the final chapter (which Kubrik omitted in the movie) Alex reflects that he and his friends have either been killed (Georgie), fallen victim to the state (Dim's becoming a police officer) or outgrown their destructive behaviour (Pete). Alex finds that he no longer finds pleasure in "ultra-violence". Basically in the book Alex rejects his life of violence at the end of his own accord (unrelated to the treatment).

This obviously cannot happen to someone that has succumbed to Chaos. To my knowledge there are only two characters in the fluff that have fallen to Warp Influence and come out 'okayish'.

Chief Librarian Mephiston of the Blood Angels succumbed to the Black Rage. This genetic flaw exists in the Blood Angel geneseed due to their Primarch's exposure to the Warp in infancy. Only Mephiston of all the Blood Angels has recovered his sanity after going into a Black Rage.

Cypher the Fallen Angel. It is suggested that when Cypher turned he was wholly dedicated to the Dark Powers. Since then it has been suggested that he worships a Fifth (unknown) dark deity, or even that he somehow managed to reject Chaos, and now wanders the universe alone. Rejecting both the oppressive order of the Imperium and the madness of Chaos and seeking his own path of... can this exist in 40k?... moderation?

Anyway, just some food for thought.
#1077

ikkaan

Nov 21, 2007 6:27:06
Ah well, we will never know for sure...the discussion at warseer didn´t bring up anything, so i guess its just a fancy idea of the author. It could be something like warpstone or just radioactive material which was transported in a stupid fashion.

The Black Rage you mentioned is a genetic flaw, but the marines in its end stadium are insane and either get killed or interned - the danger of them falling to chaos in cause of their insanity is too high. But it´s not related to chaos influence in the first instance.

Falling to chaos or being posessed by a daemon are two different fates. Fulgrim for example was posessed, and didn´t fall to chaos entirely (he continues to exist somewhere in a corner of the mind that is now Fulgrim). Posession can be overcome theoretically (there is a space marine chapter practicing the ritual of being posessed and exorcised to strenghten their brethrens mind). A willingness to serve chaos cannot be overcome at a certain point. But if the daemon is willing to masquerade, its difficult to tell the difference. Cypher may be an example of posession and was later cleansed from the influence through unknown means. Regret for his weakness may drive him to seek out the emperor for redemption.
#1078

Skrittiblak

Nov 21, 2007 11:36:11
The Black Rage you mentioned is a genetic flaw [...clipped...] it´s not related to chaos influence in the first instance.

I've edited your quote to make it clearer how I'm responding.

The word 'genetic' here is kind of screwing us up a bit. Its not actually a genetic flaw. Its a flaw in the gene-seed. You can read more about the primarch's and the first space marine chapters elsewhere, suffice it to say that the primarch's were all sucked into the warp and spat out all over the galaxy.

The warp affected them in many ways. Sanguinous of the Blood Angels actually had mutant wings. Leman Russ of the Space Wolves had big fangs and so on. These are not 'natural' mutations in any way. Their genetic makeup has been significantly altered by warp exposure.

Space Marines are not 'children' to the Primarch. They didn't inherit his genetic material. Each is implanted with a cloned organ, based off the original primarch's organ. These organs were developed by the Emperor (who was a geneticist as well as a leader) to create the Space Marines.

Each Chapter inherits the 'warp-influenced flaw' of their Primarch. In effect, it is as if each Space Marine in the Blood Angels chapter had spent a month of his infancy in warp space and been mutated in exactly the same way.

The Black Rage is a Chaos Effect, and if they weren't stalwart defenders of humanity (and also really ded 'ard) then Inquisitors of the Ordo Hereticus would be hunting them down.

Obviously the influence of Chaos is fairly strong on the Space Marines, because they require considerable psychological conditioning to stay normal. Moreover during the Horus Heresy fully half of the Space Marines turned against the Emperor. This is a sign that maybe the warp influence in the Space Marine gene seed is very great indeed.
#1079

duke_qa

Nov 21, 2007 17:39:22
i can't recall any fluff that says that the primarchs were tainted by the warp during their kidnapping from Terra. i've always looked upon that as a sort of tug-of-war between the emperor and the dark gods. the Emperor lost his sons but neither were the dark gods able to get their hands on them either.

Sort of makes you think that even the dark gods don't got a clue about the true nature of the warp, something which is nice. words of power? doesn't sound very dark-god like to me, but it still is pretty much what you might expect from the warp.

on the topic of space marine genetics. They are superhuman but they are still human, isn't that the basics for the entire Horus Heresy? that man can always be lured with power. naturally the genes of the space marines have the blessings of the emperors genes upon them, they are still human at the core. there are probably space marine chapters who have been tainted by the warp which still are loyal to the imperium. but what is the definition of "tainted" in this case? every soul has a connection to the warp, are they tainted? the space marines are based upon powerful entities made so by the warp, does that make them tainted?

personally i feel that the death of the blood angels primarch somehow resonated within the geneseed of the legion. what Horus did to sanguinius was probably beyond any sort of pain and torture, and by such the blood angels might have been tainted by Horus's malice. to be tortured by the one man who was almost as powerful as the emperor himself, that would perhaps leave some intergenetic scars.

also, if i don't remember badly, i believe they might have salvaged Sanguinius's body to create more blood angels after his death, but i can't be sure about that one. either way the blood angels could have been affected by chaos, but not in a seductive matter.
#1080

ikkaan

Nov 22, 2007 5:09:57
Gnniaaaahhh....genetically engineered zygotes that grow into organs are carrying some warp based property? Its kind of a stretch for me to believe that. Sometimes Space Marine chapters miss propertys like the Imperial Fists missing the acid spitting, but to my knowledge only the cursed founding have additional propertys through mutation (i.e. the bone growth found on the Black Dragons chapter).

To say the black rage is something else than a mental instability caused by the Catalepsean Node, Omophagea, Occulobe or Sus-an Membrane...imho not everything needs to be explained by "the warp did it". These organs may have a fault in cause of warp influence, but the fault is completely explainable by mutation and a worldly effect. And maybe some marines say they have visions of sanguinius last moments. Great. The are clearly very devout and enlightened followers. But if they aren´t librarians, they are psychic like a brick and their visions likely come from too much meditation and not enough time on the firing range.
#1081

Skrittiblak

Nov 22, 2007 14:49:38
personally i feel that the death of the blood angels primarch somehow resonated within the geneseed of the legion. what Horus did to sanguinius was probably beyond any sort of pain and torture, and by such the blood angels might have been tainted by Horus's malice. to be tortured by the one man who was almost as powerful as the emperor himself, that would perhaps leave some intergenetic scars.

The fluff supports this:

During the terrible, bitter fighting of the Horus Heresy, the Blood Angels` Primarch, Sanguinius, was killed by the Warmaster hours in the Emperor`s assault on the traitor`s battle barge. The psycho-genetic after-effects of this trauma were not fully realized until later - the resulting Black Rage flaw had yet to be recognized.... [clipped bit]

The Flesh Tearers dropped the Blood Angels' practice of blood transfusions to new recruits when they split from the Legion after the Heresy, but by this time Sanguinius' pain had already become so bound within the Chapter's geneseed itself that they could not escape the effects of the Black Rage. Indeed, the Black Rage seems to have become more uncontrollable, perhaps because of their isolation or a change in their gene-replication practices. It has now become apparent that the Flesh Tearers' geneseed has mutated a great deal over the past ten thousand years and degenerated vastly. Every year, more and more Flesh Tearers succumb to the Black Rage, with very few being able to survive more than two hundred years before the Curse of Horus overtakes them. Cretacia has provided the Flesh Tearers with a good source of recruits in the past, as the primordial humans make excellent potential Space Marines; only a small percentage of them reject the genetic modifications that make a Space Marine superhuman, while their simple minds are easily adapted to the mental conditioning all Space Marines undergo. However, even this supply of battle brothers has proved insufficient as the Flesh Tearers defective geneseed accelerates in its degradation.

So maybe you're right and there is no 'warp effect'.
#1082

Skrittiblak

Nov 22, 2007 14:54:12
However the 2nd Ed Angels of Death Codex had this:

Perhaps the most heretical belief whispered in the shadowy corners of the Imperium is that the Primarchs were touched by Chaos from their very infancy. It is generally thought, among Imperial scholars, that the genetic predecessors of the Adeptus Astartes were indeed taken from their cryo-chambers by the powers of Chaos. Some give credibility to the belief that the powerful magics ensorcelling the infant Primarchs, wrought by the divine Emperor himself, protected them from the depravations of these powers. Yet others would have you believe that, instead of being destroyed, they were cast out to the far corners of the galaxy, denied the shelter and succour that Terra could bestow.

It seems plausible that the powers of Chaos had attempted to pervert and distort the perfect works of the Emperor, but the possibility that one or more of the Primarchs were altered by Chaos at the very beginning of their lives must surely be preposterous.

#1083

ikkaan

Nov 23, 2007 4:52:15
Its just something that can´t be proven wrong or right. How boring warhammer would be if there were no grey areas.
#1084

belly120

Nov 23, 2007 5:29:05
the soul drinker librarian Sarpedon falls to chaos even gets cool mutant spider legs as a gift then realises he's sucumb to chaos and turns back to the emperor along with most of his chapter that fell with him. the soul drinker books are awsome
#1085

ikkaan

Nov 23, 2007 10:48:53
I haven´t read the soul drinkers novels. Does he get to keep the spider legs? Guess that chapter is not welcome in the empire anymore ?
#1086

Skrittiblak

Nov 23, 2007 15:34:29
I haven´t read the soul drinkers novels. Does he get to keep the spider legs? Guess that chapter is not welcome in the empire anymore ?

It seems like Space Marines can get away with more 'chaos stuff' than other chapters.

Space Wolves are basically a bunch of werewolves. The ones you field on the tabletop have managed to fight off the effects of the Canis Helix but according to the Ben Kingsley books fully half of wannabe space wolves end up become Wulfen - half-man, half-beast.

How can anyone claim that there's no 'chaos' influence there. That wasn't part of the Emperor's 'plan' I don't think.
#1087

belly120

Nov 24, 2007 8:50:06
no it was genetic engineering by russ to give his marines the edge ie scent and ferocity. the canis helix is bio engineering as we know it but magic and mystacism to them. its not quite half the initates its several that manage to make it that far as many die before ever getting to the implant stage, and some die during that.


and yes sarpedon gets to keep is mutant legs though the chapter are being hunted as there now classed excomuncatus traitorius by the imperium
#1088

Skrittiblak

Nov 24, 2007 16:05:22
no it was genetic engineering by russ to give his marines the edge ie scent and ferocity.

That's what the Wolves want you to believe. The truth is in fact much more sinister!

:evillaugh
#1089

narukagami

Nov 24, 2007 16:24:02
Trying to make sense of GW's poorly written fluff is a futile effort, really. For every conclusion you draw based on one codex, another will contradict everything. Then they'll do an "update" that retcons everything you thought was true before...

Oh, and then there are the random bits that make no sense at all. Like how the Imperium technology is some sort of lost mystery as to how its made, especially space marine armor, but they make new designs, build new units, and improve on the tech all the time.
#1090

duke_qa

Nov 24, 2007 18:58:25
hehe, you're stuck in old fluff skritti :D

nah, anything goes as long as they keep things vague. they have evolved beyond blaming chaos the last few years, but that doesnt mean that its automatically not chaos.
#1091

Skrittiblak

Nov 25, 2007 5:09:26
hehe, you're stuck in old fluff skritti :D

Old fluff rarely ceases to be valid, even though a lot of people think it does. Point in case is the Necron Codex which stated that the Krork (Orks) were built by the Old Ones. When in 2nd Ed the Ork Codex stated the Orks were built by hyper-advanced snotlings called the Brain Boyz.

In the new ork 'dex it seems that the Brain Boyz have been around all along. The assumption (I guess) is that the Orks are descended from an engineered race the Old Ones called the Krork and the Krok and Brain Boyz are actually one and the same race.

In fact, knowing old fluff sometimes gives you insight into upcoming fluff. I knew the C'Tan as the Yngir long before they were released with their current name, because of my Masters Degree in the Eldar Myth Cycles.

Yeah, I got that degree from the University of Too Much Time on my Hands...
#1092

duke_qa

Nov 25, 2007 16:53:23
that degree is worth just as much as mine.

one fact about 40k is that we don't see alot of new information. we see alot of rewriting of old information written in the older books. sometimes revised to make more sense, sometimes basically the same. its not like we are likely to see the emperor reborn anytime soon. that would cause havok.

i remember the old inquisitor triology books where they went and talked to the emperor and ran around looking for his children. it felt dirty somehow. "how dare this author to take such liberties with a universe tens of thousand years old in the making?". whatever GW makes of fluff these days won't directly go against old fluff, but it might claim that the old fluff was written by a heretic or unreliable source, and the new info is "MUCH better and emperor-approved"(ie. new lies, different wrapping).

what i'm trying to say i guess is that we might disagree on minor things, but they are very minor compared to the big fluff items of the 40k universe. chaos with daemons mutations/**** powers with relatively un-sentient mutations/normal radiation/biological-induced mutation. pretty different, but the effect is almost the same in the end.
#1093

xanaphia_undomiel

Nov 30, 2007 18:43:29
If we give you new stuff, Skrittiblak, could you please update your website with it? I could give you, say, the stats for Tau vehicles and you could stick them there.

I understand if you want it to be only your work. But one person can only do so much, and I'd like too see other people's work in your setting, and contribute mine.
#1094

Skrittiblak

Dec 03, 2007 8:57:10
Xanaphia - post what you have here and when I have the time I'll update the website to include it.
#1095

belly120

Dec 04, 2007 6:45:51
yeah the fluff is very vague and confusing sometimes but the mystery does help make it more interesting never being sure what to trust just makes it feel more credible.
as for the point about the imperiums technology always changing thats not true its stopped advancing since the end of the great crusade, sometimes they find a relic burried deep in a forge world or in some ancient ruins that they can replicate in limited numbers but it takes hundreads of years for the imperium to really get anything sorted tech wise like the new land raider they released for apocalypse
#1096

greatone

Dec 14, 2007 21:23:40
Hello fellow gamers of 40k.

Ive been following this thread for a couple days now and was wondering if any of ya can help a fellow 40ker out.

I was just wondering if any one has created a heroforge program for 40k and where I can find a pdf version of a char sheet

Im putting some of this stuff in a star wars game Im running and need the char sheet to create a good villian for the PCs to face.
#1097

belly120

Dec 17, 2007 5:27:10
someone does as i have a pdf copy of it but i can't find a web link any more.
i found that the new saga eddition force powers make a very good basis for 40k psykers. i've just converted a load accross plus added a few that i've taken from all the 40k novels i've read
#1098

Skrittiblak

Dec 18, 2007 8:52:18
http://www.box.net/shared/qiv2c8rjic

Character sheet.

And also d20-40k in full PDF format is here:

http://www.box.net/shared/3r4l9a7m8n


-Skritti
#1099

belly120

Dec 20, 2007 9:24:24
nice one
is this the updated version of your PDF that you were busy compiling or is it still the same as the one i got a year ago?
#1100

greatone

Dec 20, 2007 11:28:37
Hey guys thanks for the stuff.

Anyways I was wondering what would be a good back drop for a 40k game.

Currently Im starting up a game using the following chars

A Black Templar Knight (PHB2 class) who will be an AstroPath
An Eldar Warlock Battle Sorcerer (PHB Class using the armored Sorcerer variant out of the UA)
A Tau going Assassin. Dont know what char class hes going to be
My char which is a Space Wolf Scout 3/Dread Commando 3 (Scout class from CA and Dread Commando from HoB)
Im thinking of changing the space wolf to an inflitrator and fast hero

The reason why I let them use D&D classes is because the classes is because the d20 modern classes kinda suck.

I was thinking for the story line that they are all working together to find a chaos artifact that holds terrible power and the Emperor wants it destoryed.

Any thoughts?
#1101

joni-san

Dec 20, 2007 15:47:49
#1102

Skrittiblak

Dec 21, 2007 6:51:11
It's the same old PDF. Sorry belly... and not to make you feel old but I reckon itw as actually two years ago (or more) that you got this PDF. Hehe.
#1103

belly120

Dec 21, 2007 9:17:07
ha ha i think your right how funny is that good memory.
what ya thoughts on the new roleplay system GW's bringing out out. my only worry is it seems a little restrictive in what you can play.
#1104

belly120

Dec 21, 2007 9:21:51
Hey guys thanks for the stuff.

Anyways I was wondering what would be a good back drop for a 40k game.

Currently Im starting up a game using the following chars

A Black Templar Knight (PHB2 class) who will be an AstroPath
An Eldar Warlock Battle Sorcerer (PHB Class using the armored Sorcerer variant out of the UA)
A Tau going Assassin. Dont know what char class hes going to be
My char which is a Space Wolf Scout 3/Dread Commando 3 (Scout class from CA and Dread Commando from HoB)
Im thinking of changing the space wolf to an inflitrator and fast hero

The reason why I let them use D&D classes is because the classes is because the d20 modern classes kinda suck.

I was thinking for the story line that they are all working together to find a chaos artifact that holds terrible power and the Emperor wants it destoryed.

Any thoughts?

the balance between these classes is gonna hurt your head with all the level adjusting you'll have to do for the 2 marines and the aliens.
then you gotta work out why the psycho indoctrinated marines who live only to kill aliens, heretics and traitors will want to not kill them on sight.
good luck wi that
#1105

Skrittiblak

Dec 23, 2007 16:24:39
ha ha i think your right how funny is that good memory.
what ya thoughts on the new roleplay system GW's bringing out out. my only worry is it seems a little restrictive in what you can play.

I downloaded the free adventure and it looks like its a really easy system to run and play. I like it actually.

But I agree, if you do want to play, say, a cadre of Tau soldiers or a mob of Orks or team of Eldar Rangers then the ruleset may not be flexible enough to handle it, at least not without some heavy customization.

I would have liked to have seen an official d20 RPG, but I guess since Hogshead have the rights that is something we'll never see.

#1106

narukagami

Dec 23, 2007 16:28:46
Supposedly future supplements will contain rules for all the various races and "classes" you can think of in the 40k universe.

Supposedly.

Anyway, I think the biggest problem people will have with 40k roleplaying is some people tend to forget that all the different races just want to eradicate each other. No exceptions. Sure they may work together briefly for a common goal, but they still want to eradicate one another.
#1107

greatone

Dec 25, 2007 1:05:25
Hey guys wheres the section on warp travel and the perils of warp travel?

I cant seem to find it anywhere in the file
#1108

Skrittiblak

Dec 25, 2007 10:09:18
Supposedly future supplements will contain rules for all the various races and "classes" you can think of in the 40k universe.

Supposedly.

Anyway, I think the biggest problem people will have with 40k roleplaying is some people tend to forget that all the different races just want to eradicate each other. No exceptions. Sure they may work together briefly for a common goal, but they still want to eradicate one another.

That's why Modern suited it so well. When you play 40k you pretty much have to play exclusively within a single race - so like all Orks, or all Marines, or all Eldar, because otherwise there would be unsolvable interparty conflicts (not to mention that there is no way of justifying how the party got together to being with).

With Modern you just take a racial template but the vague basic classes (Strong, Tough, Fast, Dedicated, Smart, Charismatic) fit for every race. It makes the system really intuitive no matter what sort of campaign you want to run.
#1109

strogg

Dec 30, 2007 19:01:56
Sorry if this is a double post but i was looking through a pdf of this and was wondering where are some of the tau's armor like xv15s and xv8s. are there stats for them or should i just improvise?
#1110

ikkaan_the_second

Jan 02, 2008 9:23:16
Urgh...skritti kept the fugly charsheets i made years ago...please have a look at my gallery at deviantart and fetch the redux charsheets from there:
http://ikkaan.deviantart.com/

Much better readable.
#1111

billthemaniac

Jan 05, 2008 17:00:31
Wait... how do we get to this website?

All there is in the thread is the weapons.
#1112

Skrittiblak

Jan 06, 2008 7:45:36
http://www.geocities.com/skrittiblak/
#1113

Prom

Jan 06, 2008 13:35:25
Hi Skrittiblak,

Do you have a d20 conversion for the Necron scarab swarm or Tomb spider?

Prom
#1114

Skrittiblak

Jan 07, 2008 15:18:53
Nope. If you go to Source Files -> Necron Files you will find rules for Warriors, Immortals, Lords, Pariahs and Wraiths.

If you need more perhaps you can use these as a starting point to design other Necron units (or even terrifying constructs of death that are altogether new!)
#1115

strogg

Jan 08, 2008 17:44:31
hmm found the stuff on the xv15 and i say most is good. however i do not thing it should grant a bonus to hide. Its stealth field is more like greater invisiblity in core dnd but of course ways to uncloak him would have to be worked out. also whats the Drt and Dr the suit grants 14/+3 like listed under the shas'la?
#1116

belly120

Jan 11, 2008 10:29:00
the bonus to hide checks is how future handles invisibility, a cloak generator like the predator has grants +20 to hide checks and yes i'd take that as the DR.
#1117

greatone

Jan 15, 2008 16:52:48
Does any one know where I can find the section about the perils of the warp and what it does to peeps who are exposed to it?
#1118

ikkaan_the_second

Jan 16, 2008 5:01:00
Raw warp exposure doesn´t need rules imho. Anything can happen. Mildest form would be mutations, Medium would be Possession and Severe would be instant death. GM´s Decision.

Possession calls for a Gs creativity. There are more forms of daemons than the 40K universe tells us. Cruel, subtle, strange, corporal, noncorporal, etc.
#1119

greatone

Jan 16, 2008 17:55:18
Raw warp exposure doesn´t need rules imho. Anything can happen. Mildest form would be mutations, Medium would be Possession and Severe would be instant death. GM´s Decision.

Possession calls for a Gs creativity. There are more forms of daemons than the 40K universe tells us. Cruel, subtle, strange, corporal, noncorporal, etc.

Thanks for that input. Ill be sure to screw over my chars when they enter the raw warp.

Plus I think I will throw in D&D devils and demons for a good twist
#1120

ikkaan_the_second

Jan 17, 2008 5:58:56
Mm...yes...maybe. Personally i dislike the whole "deamons and devils" iconography. It doesn´t fit 40K, even if some special daemons look like them. Chaos is what the mind of the spectator makes of it. Daemons take the most abhorring form possible, but they aren´t always horned devils.

Just look at horrors or tzeentch discs or daemonettes. Some may not change their former host, preferring to work subtly. Or just use the body as a skinbag full of ripped meat and broken bones to engulf the enemy.

EDIT: Now something completely different...why do the harlequins have these bloated DEX values ?
#1121

Skrittiblak

Jan 17, 2008 13:32:37
Mm...yes...maybe. Personally i dislike the whole "deamons and devils" iconography. It doesn´t fit 40K, even if some special daemons look like them. Chaos is what the mind of the spectator makes of it. Daemons take the most abhorring form possible, but they aren´t always horned devils.

Just look at horrors or tzeentch discs or daemonettes. Some may not change their former host, preferring to work subtly. Or just use the body as a skinbag full of ripped meat and broken bones to engulf the enemy.

EDIT: Now something completely different...why do the harlequins have these bloated DEX values ?

Hightest Initiative in the game = high Dex I suppose. There was a formula I used initially to calculate base stats. I think sometimes this formula led to broken results, Harlequins may be one such case.
#1122

ikkaan_the_second

Jan 18, 2008 3:26:44
Don´t worry, just a bomb i placed in the thread...i was wondering, since the eldar are genetically stable and don´t really evolve anymore, why a separate faction of them (which select from craftworlders, exodites and dark eldar without prejudice) should have different stats than the "norm" eldar.

It could be explained by either technology or a "belief boost", but neither sounds good to me.

EDIT: Even if i never got to catch skritti in icq, it says that today is his birthday. Happy Birthday!
#1123

belly120

Jan 19, 2008 6:36:05
happy birthday for yesterday skritti
the demons & devils will give a good idea for generic warp inhabitors though. demons undivided is how i'd think of them unless there traits lend to being specific to a god of chaos
#1124

duke_qa

Jan 20, 2008 6:38:14
daemons are the mindless rabble that floats around in the warp waiting for an opportunity to destroy ships and worlds through the minds of psykers and the likes. primal beasts that warp the bodies of their hosts into abominations that can turn anyone insane. slyte from the ravenor books would be a good example of your generic demon daemon :p
(
spoiler Ravenor ending
then again, he went more lovecraftian towards the end, think final fantasy spirits within or any other movie with colossal tentacles growing all over
#1125

belly120

Jan 21, 2008 10:55:44
then you have the problem of the eldar gods who although exsisted in the warp weren't inherently evil which is very confusing but gets swept under the rug
#1126

arget8

Feb 03, 2008 11:25:35
Skritti, I don't know where you find the time for all of this, but this and EN are amazing. Keep up the good work. I plan on running a campaign in both of them.
#1127

ikkaan_the_second

Feb 06, 2008 11:21:02
28/January/2008 - Black Industries Announcement
Black Industries regret to announce that Dark Heresy: Disciples of the Dark Gods out in September will be the final product to be released from Black Industries.

Kevin Rountree General Manager of BL Publishing said ‘As a result of the continued and impressive success of our core novels business, which we have built around 40K and Warhammer, we have decided to focus all of our efforts on growing this part of our business. Black Industries has seen fantastic success, most recently with Talisman and Dark Heresy. This change does not take away from that achievement rather it allows BL Publishing to focus on producing the best novels we can. This is a purely commercial decision and will enable us to carry on the huge growth that we have recently been experiencing with our novels’

For the time being Black Industries will continue to post articles in support of the products on their official website, which is a fantastic resource for scenarios and gaming tools for GM’s and players alike.

Well...an unexpected decision. DH is a game many gamers waited for (i still like the d20 system and would have only bought DH out of curiosity...even if i have no time left to play).

This decision, combined with the fuzz skritti received from GW leaves me puzzled. But I couldn´t care less about their product now.

EDIT: They will reportedly produce all the books they planned and then close down. That means Dark Heresy, Purge the Unclean, The Inquisitor's Handbook, Disciples of the Dark Gods, the GM Screen and Character Records. No Space Marines and Rogue Trader.
#1128

narukagami

Feb 06, 2008 14:08:31
The GW Group isn't exactly known for making intelligent corporate descisions. After all, not only are they scrapping a high demand (also record profiting, for them) game who's first print run sold out within 6 minutes of its street release, they also put a stop to the selling of bitz (Miniatures parts, for those who don't speak Warhammer lingo), one of their largest markets.
#1129

belly120

Feb 07, 2008 8:36:01
well allegedly GW is hemoraging money so like you said there poor corporate leadership has led them up a certain smelly creek.

anyhow the d20 modern system is far better, DH is just a big inquisitor rip off with some new packaging. typical GW taking short cuts to disaster.
#1130

evil_jester

Mar 08, 2008 12:02:16
skritti how did u stat out the war machine cuz theres few from foge world id like to use or any of the Tyranids

http://www.forgeworld.co.uk/acatalog/QUATERMASTERS_STORE_TYRANIDS_13.html

that would be cool
#1131

atanakar

Mar 12, 2008 5:57:04
Dark Heresy lives !!! I have read a press release from Fantasyy Flight Games
saying that they now have the rights to publish DH RPG material

http://www.fantasyflightgames.com/PDF/pr-2008-GamesWorkshop-Sabertooth.pdf
#1132

crwydryny

Mar 12, 2008 10:22:16
sounds like an intresting idea. I'm not really a big fan of warhammer 40K, played a game or two, and a demo of dawn of war (and a few of the associated games such as space hulk and space cruisade) but I'm not really a huge fan of it but I do like the whole story of it and the depth of the 40k universe.
this project kind of reminds me of when I tried to build a sci-fi RPG based on 1st ed D&D, merp and alternity RPG all rolled into one using idea from various games and films (including warhammer and aliens).

I've bookmarked your site so I can look at it later when i have more time and maybe I'll try playing a game with the rules soon
#1133

Skrittiblak

Mar 12, 2008 13:28:11
crwydryny: If you are not a big 40k fan, but are attracted to ambitious d20 based science fiction projects, do check out my homebrew project Elysium Nebula. There is a thread right here on these forums and there is a website for that too (http://www.elysiumnebula.com/).

That may be more of what you're looking for. ;) It is also largely inspired by old-school D&D, but transported to a space setting.
#1134

joni-san

Mar 12, 2008 18:03:15
#1135

narukagami

Mar 12, 2008 18:05:31
#1136

crwydryny

Mar 13, 2008 11:58:50
crwydryny: If you are not a big 40k fan, but are attracted to ambitious d20 based science fiction projects, do check out my homebrew project Elysium Nebula. There is a thread right here on these forums and there is a website for that too (http://www.elysiumnebula.com/).

That may be more of what you're looking for. ;) It is also largely inspired by old-school D&D, but transported to a space setting.

what I've seen so far it looks cool. kind of reminds me of fading suns. I'm always up for trying new RPGs especially ones with a good depth of backstory that can be used as a jump point for adventures.

well i think I've hijacked the thread long enough lol
#1137

q259339

Apr 09, 2008 23:22:53
Skrittiblak, outstanding job! I have been a fan of 40k for many years with several table top armies. Several folks in our gaming circle have played as well and I am now planing an IG game for us all to get our feet wet with.

Does anyone have any advise form a DM perspective?

Thank Skrittiblak for all your hard work!
#1138

ikkaan_the_second

Apr 10, 2008 14:38:21
DM tips....just some untested ones (ditched mastering long time ago):

-weapons and armour magically become available to the players and the villains when the PC´s get the feats for them (the PC´s practically have no chance if the enemy bolters/melters/rocket to oblivion)

-spacecraft fuel is expensive

-reactions to xenos party members should be somewhat more friendly in the outer rim where the watchful eye of the imperium isn´t so watchful

-incorporate massive damage and psychic hazards into the game. I bought Dark Heresy for inspiration and its full of nasty ideas to use in d20 (even if d20 is extremely versatile, the Dark Heresy background is invaluable).
#1139

ikkaan_the_second

May 05, 2008 7:54:38
Some shoddy tokens for your 40K game if you are too lazy to paint minis:

Hastily put together: Gallery of really bad tokens
#1140

bfishy

May 13, 2008 15:34:59
just got done reading through the entire website...really great stuff, awesome conversion. major kudos.

LOTS of questions though...

1) - in the description for the Dilettante (Upperhiver) starting background it says:

Upperhiver (Dilettante)

If you live in the upper hive its because you are a credity pig (or your parents were) and you are able to lead this perfect life because you’ve been exploiting the underhivers living hundreds of miles below your feet...

...bold emphasis mine, what is a credity pig? a noble family? heir? a bit more information and fluff would help me fill in some of the blanks for one of my players as she's very confused (as am i) as to what a credity pig is.

2) - do you have a historical timeline anywhere? the different ages, rise of the emperor, horus heresy? i see a bit in the imperial source material about the horus heresy and such. but not much more in terms of galactic/imperial history before, after and current. i supposed i could go back and dig out my 1st edition wh40k rulesbook and realms of chaos 1 & 2...but that's a lot of digging in dark places probably overrun with spiders...i digress...

3) - monster entries for things like ambulls...squigs...and other such flora and fauna? again, i'm probably going to have to dig a bit to unearth my old 1st ed copies...but any info you have off-hand would be awesome.

that sums it up for now. my players are chompin' at the bit to get this goin' as am i. great job!

~B-)
#1141

Skrittiblak

May 13, 2008 16:47:30
Ikkaan: Those are simple awesome! Do you have a complete zip file with them all?

Bfishy:

1. Scratching my head here too. I wrote most of this 3 or 4 years ago. I guess credity because he/she has plenty of credits (Imperial Currency) and pig because I was feeling mean.

2. I don't but I believe that redelf does. If that website still exists. You may have to do some hunting.

3. I thought I had Ambulls and Squigs actually.... Not sure where they've disappeared to. I'll have a look later this week.
#1142

bfishy

May 13, 2008 17:22:48
hehehe rock on thanks.

did some digging of my own around the interwebs...primarily wikipedia...man, lots of stuff has changed since i last played 40k...1st ed...i'm old. lol

discovered that squigs and zoats were dropped in favor of better tyranid infantry models. discovered some good stuff about necromunda and even a living rule book for the skirmish game of the same name. anyway, let me know what you dig up. i'm going to be pulling out all the ancient tomes of 1st ed. lore to see what else i can dig up.

thanks again.
#1143

Skrittiblak

May 14, 2008 12:02:13
Squigs are still around. They are just a pure ork strain now instead of a Tyranid strain created with Ork DNA.

I found it!

Ambull


The ferocious predator known as the Ambull, originates from the hot Death World of Luther MacIntyre IX. Much of its life is spent underground where it shelters from the direct heat of the sun. As a carnivore, it preys on subterranean creatures and will eat almost anything it comes across in its tunnel network. In its own habitat, the Ambull lives in family groups, constructing vast tunnel systems of remarkable complexity. They can tunnel at great speeds and can now be found on quite a few planets in the Imperium, probably as a result of cultures attempting to domesticate them. The Ambull is a large, barrel-chested creature which adopts an ape-like stance. Both arms and legs end in iron-hard claws used for tunnelling through stone. Its heavy head sports two large, sharp, tusks which it uses to assist its tunnelling and mating rituals.

Ambull: CR 4; Large Monstrous Humanoid; HD 6d8+12; hp 39; Mas 15; Init +0; Spd 40ft; Defense 12, touch 12, flat-footed 9 (-1 size, +3 dex); BAB +6; Grap +14; Atk +9 melee (2d6+6 [drp 3] gore); Full Atk +9 (2d6+6 [drp 3] gore), +4/+4 (1d8+2 [drp 2], claws); Reach 10ft, DR/DRT: 5/+3; SQ: charge 4d6+6, scent, natural cunning, darkvision 60ft, tunneler; AL: none; SV Fort: +6, Ref: +8, Will +5; Ld +0; Str 19, Dex 16, Con 15, Int 5, Wis 10, Cha 8.
Skills: Jump +8, Listen +8, Search +6, Spot +8
Feats: Great Fortitude, Power Attack.

This and more can be found here: http://web.management.mcgill.ca/e-tech/273-434B02/saier.daniel/d20-40k_Chap11.1.htm
#1144

ikkaan_the_second

May 14, 2008 12:41:10
Skritti, you have mail.

Since then i added some more tokens, and found out that downloading the whole batch is rather easy: add the gallery to your cart, then download the cart as a zip file. Nice feature.
#1145

mlionheart

Jul 06, 2008 10:58:38
I was wondering. Who's played, or DMed for a 40k campaign, and what kind of plot was it?
#1146

Skrittiblak

Feb 18, 2009 0:14:06
I thought I would dig this up from the grave before the forum gods ate it up. There's some solid gold here.
#1147

Giradius

Feb 20, 2009 12:56:30
I thought I would dig this up from the grave before the forum gods ate it up. There's some solid gold here

That's an understatement!

I was aware of the D20 Warhammer 40k project before I was aware of this thread.

I congratulate you on a superb job!

I would like to ask your opinions on slightly modifying your rules to use the Star Wars classes rather than the D20 modern ones.

Many of the advanced classes you have created can be turned into prestige classes for a system like that, do you have any tips on doing so?

I have not read any of the 40K novels but am already a big fan of the setting through the Dawn of War series and my by reading wikipedia, the problem is that the Black Library have published so much i don't know where to start, should I read the Horus Heresy first? or the Gaunts ghosts series? where do I start?

One of the things I like about the 40K setting is the lack of objective morality, it is one of the few settings where there are no clear good guys, the Tau could be argued to be the closest with their notion of "the greater good", but I read somewhere that even the Tau empire is a lot less harmonious than it appears.

I want to write a Necromunda game in the future as I think that Hive Primus is perfect for a roleplaying game.
#1148

Cyber-Dave

Feb 20, 2009 20:09:50
I would be more curious to see Warhammer 40k made into a 4e style game...

Some types of sci-fi are much better off being run as a Star Wars Saga style game. However, a Warhammer 40k RPG is perfectly suited to the 4e system. The ability to play such an RPG is part of the reason why I am so excited about Dias Ex Machina's Amethyst. I really want to play a 4e d20 Warhammer 40k RPG.

Skrittiblank, want to make one? :P
#1149

Skrittiblak

Feb 23, 2009 1:34:11
Man, I wish I had time like in the old days when I wrote this (mostly at Uni).

I am trying to do something similar to Amethyst with my own setting (Elysium) right now, and when that happens I think it would be really easy to do something similar for 40k.

So much to do, so little time. ;)
#1150

inkedmsd

Feb 25, 2009 16:20:58
I have been working on some conversion stuff for a campaign we are running and I have a bit of a snag trying to find vehicle and weapon stats for some of the Necron stuff. Currently I am trying to figure out stats for the Monolith and the Pylon. Has anyone sketched up some stats on these two yet?
#1151

radis_fireborn

May 16, 2009 22:31:18
any chance of getting the ordos for the game anytime soon? I am getting ready to run a game using your system soon and could really use that info if posible and btw I must say I love what you have done with this! I have been playing 40k and fantasy battle as well as Necromunda and BFG for years now and cant wait to run this game too.

Also any chance on eldar prestige classes like rangers or pathfinders.
#1152

Skrittiblak

Jun 13, 2009 23:54:22
Hey its cool people are still discovering this after all this time.

I'm afraid the game is more or less 'complete' now, so I don't think I'll be adding anything to it officially, but if you do develop a Ranger or Pathfinder prestige class you should absolutely post it here for others to use.
#1153

radis_fireborn

Jun 16, 2009 3:05:53
I will do that for sure I have a guy that is ready to run that thread for me to test it out and I will post updates on my game for ya also. and if anyone has ideas for my game I would love to hear them. I am running them up for a chaos(nurgle) game. I have one eldar, one human psyker(mystic) by the way I am changing the spell casting system to use points to cast spells. one sister of battle, and one human deathworlder think dune. thats my party so far.
#1154

Skrittiblak

Jul 19, 2009 23:48:27
Hey we'd all be psyched to hear about how your Nurgle campaign is working out.

~

Unrelated I recently received a PM about how to download the 40k core rules. There's a link to a PDF containing all the rules available from the website: http://www.geocities.com/skrittiblak/

Cheers.
#1155

rhialto

Jul 20, 2009 10:26:45
btw, if you want to download those, do so quickly. Geocities announced a month or so back that they are closing down all hosted sites and shutting up operations.
#1156

jekolmy

Jul 21, 2009 21:51:10
I have to say even though I don't plan on running a 40K game anytime soon... I really have to say that your 40K site has often been an inspiration for me when running a game.
#1157

Skrittiblak

Sep 17, 2009 15:16:52

Good old d20-40k. My other baby on the d20 Modern boards has also suffered from the mass formatting change. I'm looking for anyone that knows of a way to convert the old stuff to the new stuff. :/

#1158

corrael

Jan 11, 2010 16:26:29
As this is my first post on the 'new' Wizards forums (Have been staying away from them after the publication of 4e... Was a bit disappointed in it.) I'd like to be the bearer of good news. As some of you know (Any of you that were regular visitors to the site at least) geocities has now been dropped by Yahoo and thus we no longer have a site to go to. I'm not a GM, but I think we should at least put together a new site for it, hopefully with Skritti's blessing (though he's been missing for a few months at least.) Such a work deserves a good home.
#1159

tiyarn

Jan 20, 2010 21:52:06
i have been working to revamp and revive what was started by skritti. a forum has been set up for it's restoration and campaign hosting. although its still under construction, i'll be sure to post the link here once the site is complete. (i will still be updating it constantly with new content as the WH-40k universe is so large.) if any of you are interested in this, please let me know.


*edit* also, if you'd like a taste of a bit of the revamp, i can post a little something here to help with that a little...
#1160

phoatu

Jan 25, 2010 17:30:31
I'd like a taste of the revamp. I never saw the original, but i've got a die-hard WH40k friend who's also a D&D fanatic who would love to see it, and i've been wanting to get more acquainted to the WH40k-verse.

What better way to do it than through a system i already know so well?
#1161

tiyarn

Jan 26, 2010 0:05:53
the revamp uses a lot, if not all of the stuff skritt did, but also changes quite a bit and adds more then 90 new classes so far, including different warlocks for each of the main craftworlds, aspect warrior classes, 2 chapter-unique classes for the 18 space marine and chaos legions, devastator and company champions classes for SM, Havoc marines and Skull Champions, Kyune and Mont'ka feat-tracks for the tau, classes for imp guard including catachan and commissar (dont mix the two, we all know the old rule about cata's and commi's, aka "oops, sorry sir!"), relic weapons and armor, as well as legendary weapons that can be picked up... so on so forth. the list goes on. i've been working on it in my spare time for the better part of a year.

heres a little something. let me know what you guys think, i'm open to changing it if need be.:

Requirements for Khornate Berserker Class:
Chaotic Evil Alignment
Weapon Focus, Greater Weapon Focus, and Weapon Specialization (Chain Weapon [any])
Base Attack Bonus +5
Affiliation: Chaos Legions (World Eaters preferred)
at least 2 Chaos Gifts From Khorne
no Chaos Gifts from Tzeentch, Nurgle or Slaanesh

d10 hp, BaB as Strong Hero (maximum), Defense Bonus as Strong Hero

Level Progression
1. For Khorne!, Blood Rage
2. Blood for the Blood God! (1)
3. Blood Frenzy
4. Blood for the Blood God! (2)
5. Chosen of Khorne
6. Blood for the Blood God! (3)




Blood Rage
At level 1, the Khornate Berserker must make a will save every round he is in combat. (DC 10 + damage taken + number of rounds in combat) if he fails, he gains +4 str, +4 con and -4 defense. these bonuses last until then end of combat. there are no after effects. the Khornate Berserker can not intentionally fail this save. Blood Rage can not be ended voluntarily.

For Khorne!
At level 1, the Khornate Berserker's Chain weapons are treated as being +2 DRP.

Blood Frenzy
At level 3, the Khornate Berserker's mental condition weakens, giving him a -4 penalty on his wisdom.
from now on, he must make a will save every round during combat. (DC 10 + Damage Taken + Damage Dealt + number of rounds spent in combat) if he fails, he gains +10 Str, +10 Con, 5/- DR, and -8 Defense. he can no longer reconnise friend from foe and must make a will save (DC 10 + number rounds in frenzy) or attack the closest creature. these effects last for the duration of combat plus a number of rounds equal to the Khornate Berserker's level + his improved constitution modifier. Blood Frenzy can be ended voluntarily after combat is over by a will save. (DC 15 + Khornate Berserker levels)

Blood for the Blood God!
At level 2, when the Khornate Berserker deals damage, he gains +1 to attack and damage rolls for every 10 points dealt. these bonuses last for the duration of combat plus a number of rounds equal to his Khornate Berserker level + his Constitution modifier.
At level 4, when the Khornate Berserker takes damage, he gains +1 to attack and damage rolls for every 5 points of damage taken. these bonuses last for the duration of combat plus a number of rounds equal to his Khornate Berserker level + his Constitution modifier.
At level 6, the Khornate Berserker choose to take a -4 Penalty on all attack rolls this round to gain one additional attack at his highest base attack bonus.

Chosen of Khorne
at level 5, the Khornate Berserker becomes completely insane, losing his wisdom score and gaining a plus 10 bonus to his Charisma. He is now immune to Dominate, Charm, Sleep and Daze. whenever he would normally be forced to use his Wisdom stat, he uses his Charisma instead. he also gains the Axe of Khorne Chaos Gift at no cost.


this is the only class that can progress to the Skull Champion Prestige class.




there are two more levels included in the Khornate Berserker class, but i'll leave them out for now. let me know what you guys think so far. if you want, i'll run a few more things by you.


i'm also currently running a campaign under the revamp system called Ariston. i COULD set up a special zone on the d20 40k site i have if you guys wanna play a bit of it to try to get a feel for what i've done.
#1162

ryuhoshi

Jan 30, 2010 17:31:19
I would love to see more of this.  Although that level 5 ability with all of the immunities sounds like a level 10 class power, but other than that I'm very excited to see more on a D20 40k.
#1163

ryuhoshi

Jan 30, 2010 17:34:05
I ment to mention it on my previous post, but in the old D20 40k Space Marine was a race.  It seems to me that it should definitely be a prestige class instead, they all started out human and went through multiple levels of process. I mean, you could start out with a class based on the scouts from a Space Marine army; they are potential Space Marines that continually get implants and such in preperation for becoming a Space Marine.
#1164

tiyarn

Jan 30, 2010 21:49:06
although it is possible to set up the space marines as a class, that is actually counter intuitive to the game's design. it is far more easy to make it a race and have the genetic alterations gained at the certain levels. for instance, there are reportedly 19 stages, correct? my thought on this is that you could take any 4 stages at levels 1-4 each level. in short, you would have 8 alterations at 2nd level and 12 at 3rd. this would allow you to customise which genetic alterations you get while still allowing you to use a character class. further more, the black carapace (the alteration that allows the use of power armor freely) is noted to only be given to full fledged space marines. so, at 5th level, you would gain the other 2 alterations you didnt pick earlier as well as the third "Black Carapace", enabling the use of power armor freely. since the ranking system Skritti set up would indicate that a level 5 space marine is fully fledged (and that is the time when normal classes would start to come into their real power anyway. Examples found in the Wizard and Paladin classes in D&D.), it makes sense that it is that time when such benefits would be given. although this doesn't quite balance out space marines, it does force them to be a little more selective about their choices early on to ensure their own survival.  i have also modified many of the old rules for the alterations space marines are given.

now although this "progessive alteration" would be a possible add-on, it does not mean it would be a requirement, especially in a "space marine only" campaign. although i certainly think its worth exploring and i'd be willing to conduct some trials with that system to see what tweeks would be needed to make it work and ballance out.

here is one of the modified mutations that would assist in a space marine's survival.

(note: this modification was made for an SM only campaign, so has not been balanced with the other races or "progressive alteration" yet. it was also made in relation to the original space marine race as put forth by skirtti)

Larraman's Organ: when a space marine is reduced to -10 hp or below from 0+ Hp, he is allowed to make a fortitude save. (DC = 15+1 per point under -10 hp) if the save is successful, the space marine falls into a coma. a Heal Check (DC20+1 per hour spent under) can return the space marine to a stable -9 HP. the check requires 10 minutes of care and cannot take 10 or take 20. if the check fails by 4 or more, the space marine slips deeper into the coma and can no longer be revived. (although he can still be placed in a Dreadnaught)


anyway, anyone who is interested in play-testing some aspect of the game can contact me. i'll set you up on my forums in a zone where we can organize times and such to be in a chat room and run things through. although the forums i created to support my recreation and modifications for d20 40k are up, they are SERIOUSLY incomplete. i'll be keeping an eye on this forum so feel free to get in touch with me here.
#1165

p4p3rc1ip

Jan 31, 2010 0:11:58
So, Geocities is down... I was planning to start a new campaign soon, but I've lost all the old documents (Including my added vehicles, weapons and propper char sheets).

Now I noticed this trhead, and I hear see people talk about a new website. I was wondering, is there a new website where either the old, or the revamped system is available for download?


Thank you. The Emperor protects.
#1166

tiyarn

Jan 31, 2010 0:22:10
the revamp is ongoing and is currently under beta testing. as for the old one, i'm sure i can arrange for the old files to be uploaded and/or transferred to you. if they get uploaded to the revamp forums, i'll post a link to them here, even if the forums are as-yet incomplete.

i and the beta-testing core are meeting tomorrow for a go with Space Marine Verus Trigon ballance. i'll ask them if someone can upload the old files then.
#1167

p4p3rc1ip

Jan 31, 2010 0:47:24
Ok, cool!

Oh, I just remembered I created a Torrent a few years ago!

It still seems to be active, I dunno if I'm allowed to post a link to it, but just look for "d20 warhammer 40k"
#1168

ryuhoshi

Jan 31, 2010 11:03:45
I would love to playtest if you think my opinions are worth anything.  Here's what I see with the chosen implant thing: it is my understanding that the implants are in a pre-ordained order for a Space Marine.  And while I do understand the 5th level power thing isn't that also when most people come into the power to take a prestige class (advanced class in regular d20)? I'm not trying to beat a dead horse, I just have a real passion for 40k and table top and would like to help it come to it's full potential.  So, I guess it would also depend on whether or not you were using the super base classes from the d20  system (Strong hero, etc...).
#1169

tiyarn

Jan 31, 2010 11:19:41
for now, yes, we are using the base classes for d20 system. they have worked well in the past for me and until i have the time to actually go back and CHANGE EVERY LITTLE THING from square one, i'd like to stick with what Skirtti did with and build on that, changing what he did that we feel didnt quite fit. also, i'd love to have you in a play-testing session. i'm currently working on a revamp of the chapter abilities that skirtti originally made (you know, ultramarines having +2 leadership and having the black rage being CAUSED by the red thrust just kinda got my goat), so i'm dealing with a beta of those kinda things right now in ADDITION to making abillities for the Chaos Legions.

this is kinda a little demo of what i'm doing ATM:
10--Iron Hands --Loyalist --Ferrus Manus
Machine Men: an Iron Hand May take Cybernetic Implants without restriction or penalty, no matter how many implants are taken.

7--Imperial Fists --Loyalist --Rogal Dorn
Dig-in and Defend: when taking a defensive action, an Imperial Fist gains double the bonus from a Partial Defensive Action, and can take a single Attack even in Full Defense at a -8 penalty.

4--Iron Warriors --Traitor --Perturabo
Siege and Supremacy: when using a two-handed Ranged Weapon, an Iron Warrior spend an action point and a full round action to add his highest mental stat to his Attack and Damage as a Misc modifier.

1--Dark Angels --Loyalist -- Lion El'Jonson
Redemption: When fighting against any member of a "Chaos" Faction, Dark Angels get a +1/level bonus to all rolls against that faction. if the Dark Angel is against Chaos Space Marines, the bonus increases to +2/level.


thats chapter/legions 10, 7, 4 and 1. i've got more then half of them done atm. anyway, feel free to contact me at my email. (elandrieversor@yahoo.com) we can set up a time that would be good for a playtest of any aspect you'd like changed or checked into.
#1170

phoatu

Feb 02, 2010 20:31:22
My two cents on the Khorne Berzerker class: What i see looks pretty good, but the bonuses are all pretty high. Now while the drawbacks are nearly enough to balance it out, why not just settle for increasing the berzerker bonuses to +6 or +8 with equivalent bonuses to defense (and the later bonus to DR).
If it seems to work well in play without toppling the challenge of the game (without having to send enemies that other members of the party would normally stand no chance for just to challenge the zerker), then i'd retract my statement.
------------------------------------------------
Not too long ago i happened upon the torrent for what Scrittle and started reading up on it. I was hoping you'd have a site or download link for the revamps you'd been working on, Tiyarn, but then again i also assumed you had pretty much finished your revamp.
Seeing as how i want to start up my own campaign with some friends of mine i've decided to just go and do a little homebrew of my own to fit my group's tastes.

One thing we decided on (let me know what you guys think) was that we'd homebrew the psyker powers already present in 40k and turn them (as well as other unit-specific special abilities) into spell-like abilities which we will either be gained by feats, class abilities, or even a pool to pick from to define whether they're just eldar infantry or something more specialized like a warp-spider.

Reason we had that idea in the first place is that we all felt the way spellcasters and simlar units worked in WH40k wouldn't be well-portrayed using the typical d20 spellcaster rules.

P.S. Tiyarn, let me know if you ever get around to playtesting Tau. Drop me an e-mail at phoatu2@hotmail.com
#1171

tiyarn

Feb 02, 2010 21:28:48
Truthfully, i created the Khornate Berserker class as an enemy unit. although it can be taken by a player, the requirements are more steep then you think, as i made it easy to gain a small portion of a chaos god's favor. and Khorne doesnt like that, now does he? moreover, i made it unlockable only, so PCs can only take it once the game has started IF they play their cards right. (i made a lot of the new classes like that in order to balance things out and make the effort needed in taking one of the new classes a big deal.)

on the subject of Psykers, its been a source of concern for me too, as the "spell casting system" used in D&D doesnt work for 40k. what you are doing is actually the thing i've been working on for a while, and am testing out with the craftworld eldar. let me know how your experiment with it goes ^^ i'm actually interested to see how that style works for you guys.


the tau are actually low on my list for play-testing... the one thing i actually wanna try to add onto them from the original is to give them warp-resistance. besides that, when i get around to the tau its basically just gunna be a play through to see whats balanced and whats not, although i've already added Kyune and Mont'ka feat-tracks for them. (3 feats each)

and finally: the revamp will never be truly finished. someone once said "great tasks are never finished, they are only abandoned." this is one of those things. once the initial release is complete, i'll keep adding new classes and other aspects to make the game closer to the 40k universe. i have no intention of just abandoning this. not for at least a few more years when i can finally sit back and say "now THIS is a game worth playing..."
#1172

p4p3rc1ip

Feb 03, 2010 2:14:37
On the subject of Psykers, I have quite a few bits written up on that, as it was the first thing I was going to change to the game a few years ago. It's far from finished, but I'll have a look at it again, and see if my ideas are still the same...

I can post some of it here when I have refined it a bit if you like.
#1173

tiyarn

Feb 03, 2010 13:52:32
ok, i'm almost finished with the new Chapter and Legion Traits if you guys wanna see what i've got sofar. the only ones i havent written down yet are:

Word Bearers
Trait: Order of Chaos
General Idea:gain a small leadership, diplomacy and intimidate bonus against all factions. can eventually use this influence to summon lesser daemons at high levels.

Alpha Legion
Trait: Infiltration
General Idea: gains a bonus to Disguise, Sneak, Hide and Bluff based on level of character.

Blood Angels
Trait: Black Rage
General Idea: Can choose to meditate on an ability score before an Adventure, reflecting on their inner self (concentration check). if successful, they dubble the bonuses given by that ability score for the next 6 hours. if the meditation fails, they recive a vision of the horus heresy and fall to the black rage. (more details on recovering from the black rage later) (also more details about the black rage itself later)


i have made it possible to actually run a character who has fallen to the black rage, although the amount of will saves required for every action becomes staggering. i have also made a chaplain class, which can lessen the saves required at low levels or even return control completely later on.
special charaters and chapters (Ex: Mephiston and Lamenters) can actually remove the effects of the black rage entirely.  let me know what you guys think of this kinda thing so far. if you approve, i'll continue on the same track for the rest of the revamping.

PS: i'd actually like to know what you're doing with psykers as that is an issue of grave concern. many people want to play psyker chars, and i'd like to give them that ability.
#1174

p4p3rc1ip

Feb 04, 2010 1:40:05
Well, at the moment I'm very busy with univeristy so I don't have much time to work on it. I'll try to do some stuff later this week if I have some free time.

But the idea was to let psykers be able to do as much "psyking" as they want, with an ability cap depending on their psyker level, alignment, training, etc. The psyking isn't without risks though, as the psyker will get fatigued after a while (also depending on what he's "psyking"), increasing the risk of being driven mad by the warp. This would be checked by will saves with an increaing dificulty as the psyker gets more fatigued, relative to the dificulty of the ability.

"Fighting" with other psyker, as, for example discribed in the Revanor novels would be dependant on each participant's psyker level and training, and involve many will checks/saves.


A character could start with a large warp presence, thus being a high level native psyker, however, without propper training, this would also be very dangerous to the character (With the risk being posessed by the warp, and in extreme cases, by deamons).

To make things balanced and in line with the setting, training can also have drawbacks to their physical capabilities. (Think of a low level psyker being taken by the Black Ships, only to return as a psysical and emotional wreck with some abilities).

I'm still not quite sure how this would work out with PC's and increasing levels (Especially starting from a low level), as it seems obvious that these physical disadvantages can be a problem, and that gaining psyker levels can be hard to explain, fluff wise...

So, to for example, starting a lvl 1 char with a large warp presence would probably mean they're dead before they even reach lvl 3, unless taken by the black ships which would take them out of the game for a very long time (if not permanentelly), only to return as either a high level psyker with great training, or a horrible, physically deformed pile of misery.

Or, if you start with a lvl 1 char with a small warp presence, how do you explain it will automatically increase in psyker level every time it gains a level? Because as far as I know, psykers are born with it, and (unless they somehow come in contact with the warp) can only marginally increase their capabilities with training, but can't increase their warp presence itself.

#1175

loverzcry

Feb 14, 2010 20:03:32
Hey there guys, just went through the painstaking process of making an account to have this quetion answered... where's the site? D: I don't see it.
#1176

tiyarn

Feb 14, 2010 23:34:28
of course you don't. the site is incomplete and material not ready for release. (and if my girlfriend keeps pulling me away to do other things, it wont be finished for a while, but thats an other story.) i could always post it here, but i still have yet to upload of lot of stuff to it, so the forums have barely anything at all. also, the fact that my play-testers have mostly lost interest in 40k for the time kinda kills my progress... :/ so things are going a lot slower then i would like...
#1177

loverzcry

Feb 15, 2010 1:03:12
Balls... well, I'm a teenager in my last year of highschool with lots of time on my hands, and I literally worship the Emprah of mankind as my official deity, so I'd be more than happy to try and test stuff out for you. Here's my e-mail. aterlendsson@yahoo.com

P.S. Don't let your GF tote you around by the balls too much ; P I have to deal with that myself... I know how it is lol
#1178

Skrittiblak

Feb 23, 2010 14:20:47
As this is my first post on the 'new' Wizards forums (Have been staying away from them after the publication of 4e... Was a bit disappointed in it.) I'd like to be the bearer of good news. As some of you know (Any of you that were regular visitors to the site at least) geocities has now been dropped by Yahoo and thus we no longer have a site to go to. I'm not a GM, but I think we should at least put together a new site for it, hopefully with Skritti's blessing (though he's been missing for a few months at least.) Such a work deserves a good home.




Hey everyone,

I have been missing. Real life has kept me busy, and I've lost track of the things going on here on the forums.

I did want to say that you guys absolutely have my blessing to make a new d20 40k website. In fact I wanted to pass on my most frequently used email address (daniel[dot]saier[at]gmail[dot]com) in case you wanted to reach out to me and illicit feedback on a work in progress site.

These days I know a few things about web design (more so than in the old geocities days) so if I find some time I might be able to help out too.


Skritti 
#1179

marcoasalazarm

Apr 07, 2010 22:07:23
May I ask for a copy of the PDF?

marcoasalazarm@hotmail.com

I was also going to ask for permission to use the rules you made for my own campaign. This conversion, and other things, have converted me to WH40K.

Long live the Imperium!
#1180

rustam1

Apr 08, 2010 22:45:09
Hey Skrittiblak  look at what I found

rs374.rapidshare.com/files/87079610/d20_...



(add) click on the free user button to download Skritt's d20WH40K PDF
#1181

Skrittiblak

Nov 04, 2010 15:12:28
Woot... d20-40k lives.

Btw, has anyone looked at Rogue Trader from Fantasy Flight. I'm really impressed with it overall.

I've had a brief one-shot and I really like the approach of making it "Rogue Trader centric" since they and their crew make for a really interesting party of gamers in an otherwise difficult setting to RP in. 
#1182

kooseer

Jan 11, 2011 13:03:11
Hello everyone. I was looking for something like this and found references all over the web to Skrittiblak's creation. Im glad to see there was some fairly recent activity. Sadly, the rapdishare link posted does not work anymore Anyone with a working copy of this genius that can send it to me? This is an awesome project and I would love to partake in its greatness!

Hopefully it is still alive.. 
#1183

Shesheyan

Feb 23, 2011 6:20:31
Woot... d20-40k lives.

Btw, has anyone looked at Rogue Trader from Fantasy Flight. I'm really impressed with it overall.

I've had a brief one-shot and I really like the approach of making it "Rogue Trader centric" since they and their crew make for a really interesting party of gamers in an otherwise difficult setting to RP in. 



Yes I'm starting a campaign in April. We are in the process of creating the characters. The Origin Path system is excellent. My 4 players are currently working on the parts were the characters met prior to the beginning of the campaign.
#1184

Prom

Mar 01, 2011 2:09:39
Hello everyone. I was looking for something like this and found references all over the web to Skrittiblak's creation. Im glad to see there was some fairly recent activity. Sadly, the rapdishare link posted does not work anymore Anyone with a working copy of this genius that can send it to me? This is an awesome project and I would love to partake in its greatness!

Hopefully it is still alive.. 



I'd be interested also as this looks like a alot of work, but with a offical 40k rpg already on the market they most be stopping anything that might affect sales.
#1185

Stirfry90

Jul 26, 2011 16:10:49
I found a link:
rapidshare.com/files/87079610/d20_40K.pd...
#1186

Skrittiblak

Jan 11, 2012 22:22:26
*poke*

Still slightly alive. :-) 
#1187

curufaukor

Apr 04, 2012 12:35:03
*poke*

Still slightly alive. :-) 

Hey Skrittiblak! Could I get your source file for the 40k_d20.pdf? I'd love to edit to fix typos and rule inconsistencies (references to classes that were removed/changed, etc).

In addition, I've done some conversions of other material, including some Eldar and Ork stuff and would like to add. In about a year, going to be running a campaign based on this stuff.

Thanks! 
#1188

lichmewtwo

Jun 10, 2012 14:15:14
is there a website for the revamp of this game? i would love to see it.
#1189

Emirikol

Oct 29, 2012 10:41:05
*heartily endorses*

Our group is winding down our WFRP3 campaigns, so we were looking at the 40k option.  We'll check out your stuff

jh
#1190

chris_valera

Jan 09, 2013 20:26:53
I'm working on the rules for Plaguebearers from Warhammer and Warhammer 40,000. I got this far, but could use some help, as noted below.

d20 Plaguebearers

It is said that the fate of those who die of the foul disease Nurgle's Rot is to serve the Lord of Decay forever in the most disgusting form of a daemon called a Plaguebearer.

Plaguebearers are the rank and file of Nurgle's legions, but are more than a match for any man. These loathsome Lesser Daemons are crafted from the blighted soul-stuff of mortals who have been slain by Nurgle's Rot. A Plaguebearer carries the marks of Nurgle's Rot through eternity.

The Plaguebearer's body is swollen with contagion, and churning innards spill from tears in their rancid skin. What little of its skin that can be seen beneath the discharge of innumerable sores tinged with suppurant greens and vile browns. Huge black flies lay their filthy eggs on these foul daemons, and clumps of maggots crawl and clamber over their putrid hides, feeding on the putrescent matter that drips from their oozing sores. When the flied hatch, they swarm around the Plaguebear in a buzzing could of vileness and will turn upon and attack its enemies.

It has a single baleful eye and from its head sprouts a long horn. In its clawed hand the daemon carries a sword with a distorted barbed edge, dripping with noxious infection. This is the Plaguesword of Nurgle whose touch brings disease and death to mortal creatures.

STR 19
DEX 3
CON 15/19 (Mark of Nurgle)
INT 11
WIS 10
CHA 9

Will Save +9

FEAT: Plague Bearer
You carry a highly contagious disease to which you are immune, spreading disease and pestilence wherever you travel. You are a carrier for the disease Nurgle's Rot. You are immune to this particular disease. You carry this disease and may infect others.

FEAT: Mark of Nurgle
Gains +4 Con, becomes evil-aligned, can never be changed back, for any reason.

PLAGUESWORD
The Plaguesword drips with venemous slime A wound from this weapon will likely kill a mortal creature outright
Magical weapon, slashing, masterwork (+1 to hit) causes 1d10 points of damage.

(rules? cause some kind of aggravated damage, maybe 1 damage point caused becomes d3 to d6 damage caused, due to being racked by pain? Always causes max damage, since a tiny scratch hurts like a major blow? Addt'l chance of infection, catching Nurgle's Rot?)

UNNATURAL CLOUD OF FLIES
The Plaguebearer is surrounded by a black cloud of flies. When the Plaguebearers are fighting these evil buzzing creatures fly into the eyes and mouths of their enemies, clogging their ears and mouths, and crawling ip their nostrils. You suffer a -4 to hit penalty when attempting to attack a Plaguebearer. Models wearing comprehensive ear, nose and throat protection (ie, a space helmet still suffer this bonus becasue the cloud of flies still markes the target hard to hit.

NURGLE'S ROT
(Need rules for some kind of super-disease.)




DEMON TRAITS
Plaguebearers possess the following traits

- Immunity to electricity, poison, a disease-based effects of any kind.
- Resistance to acid 10, cold 10, and fire 10.
- Summon (Sp): Many demons share the ability to summon others of their kind (the success chance and type of demon summoned are noted in each monster description). Demons are often reluctant to use this power until in obvious peril or extreme circumstances.
- Telepathy.

Except where otherwise noted, Plaguebearers speak Abyssal and Infernal.

NURGLE MUTATIONS (optional)

Horn
You have a horn jutting from your forehead. A common Plaguebearer mutation.
You gain ??? (natural attack?)

Chitinous Skin
Chitinous plates that begin to grow on your flesh.
You gain a +1 natural armor bonus to Armor Class.

Single, large baleful eye
Most Nurgle Plaguebearers have this mutation
A common mutation among Nurgle. +2 to Spot checks.

Bloated Form
Your body is grossly bloated and your limbs thick with flesh.
You gain +6 hitpoints

Terrible Body Odour
You have a terrible body odour
You suffer a -2 Cha penalty.

Improved Natural Strength.
Your strength is greater than that of your peers.
You gain a +1 bonus to your Str score.

Poor Natural Strength.
Your strength is worse than that of your peers.
You suffer -1 penalty to your Str score.

Hearty Constitution.
You are well-built compared to your peers.
You gain a +2 bonus to your Con.

Fragile Constitution.
You are sickly and weak.
You suffer a -2 penalty to your Con.

Hardness
Your skin can deflect natural blows.
Non-magical attacks against the target do two less points of damage (e.g. a sword blow for five points of damage would actually inflict only three, unless it was a +1 sword - then it would do six points of damage).

Putrescent Exposed Flesh
Your skin is soft and tears easily.
Non-magical attacks against the target do two more points of damage than they would normally.

Blessed by the Gods of Chaos
You are blessed by the gods.
All rolls to hit are at +1.

Cursed by the Gods of Chaos
You are cursed by the gods.
All rolls to hit are at -1.

Fingers like Talons
The bones of your fingers have grown and hardened into talons.
You gain a natural weapons attack that deals 1d4 damage, plus your Strength modifier.

Teeth as Sharp as Needles
Your mouth is filled with hundreds of fine, pointed teeth.
You gain an additional bite attack that deals 1d3 damage, plus your Strength modifier.

Sharp Spines
Sharp taloned spines jut from your back
You gain an additional spine attack that deals d3+3 damage, plus your Strength modifier.

Bloated Form
Your body is grossly bloated and your limbs thick with flesh. You gain 5 wounds and the Sturdy
You gain +6 hitpoints, but may no longer run. Re-roll this mutation if you already have the Elongated Form or Withered Form mutations.

Withered Form
Your body is withered, your flesh hanging loosely from your bones.
The Plaguebearer suffers a -2 penalty to Con. Re-roll this mutation if you already have the Bloated Form mutation.

Hardy Form
Your body is withered, your flesh hanging loosely from your bones.
The Plaguebearer receives a +2 bonus to Con. Re-roll this mutation if you already have the Bloated Form mutation.

Strangely Jointed Limbs
Your limbs have extra joints that articulate differently to a normal human.
The Plaguebearer can squeeze into tight spaces and suffers no penalties to movement or attacks while doing so.
#1191

chris_valera

Jan 10, 2013 11:39:31
Still working on the Plaguesword, got some suggestions for Nurgle's Rot

Nurgle's Rot (Su)

Nurgle's Rot is the most foul of the countless contagions which afflict mortal beings. It is Nurgle's gift to the mortal universe. It is completely incurable, highly infectious, has a very slow course that turns the infected into bloated, rotting, corpses, and worst of all it corrupts the souls of the infected into new Plaguebearers.

It is as much a spiritual plague as a physical one, as the souls of those infected are slowly leeched into Nurgle's realm, where they appear as warty seed pods growing from cracked branches of gloomy willows. Each pod swells and ripens as the plague destroys its host in the real world and the nascent Plaguebearer feeds upon the victim's dying energies. When fully mature, the podule drops and the newly created Plaguebearer tears himself free. A mortal who resists for a significant period produces an equally long incubation period resulting in a larger, tougher and more disgusting Daemonic Herald of Nurgle. Many sufferers undertake death quests in order to be killed and avoid this fate.


Supernatural disease—slam, Fortitude DC 20, incubation period 1 minute; damage 1d6 Con. The save DC is Constitution-based.

Unlike normal diseases, Nurgle Rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Nurgle Rot is a magical and moral plague, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate Nurgle's Rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the Nurgle's Rot can be magically cured as any normal disease.

An afflicted creature who dies of Nurgle's Rot is reborn in the Realm of Chaos as a Plaguebearer.
#1192

chris_valera

Jan 10, 2013 17:42:40
I also have some new Nurgle/chaos mutations:

Feel No Pain
You can ignore pain that would cripple the strongest man.
Non-magical attacks against the character do four less points of damage (e.g. a sword blow for five points of damage would actually inflict only one, unless it was a +1 sword - then it would do six points of damage).

Pestulant Skin
Your skin is a sickly green, brown, tawny yellow, or has a sickly pale hue to it.
The character's skin is a sickly green, brown, tawny yellow, or has a sickly pale hue. The character will always be mistaken for a leper, or other infected, and will initially be shunned by any sane, thinking person.

Nurgling Familiar
A Nurgling follow you where ever you go, feeding upon the flakes of foul flesh you leave behind.
You gain the services of a Nurgling familiar. You gain +2 Con or +3 hitpoints. Stats of a Nurgling (coming soon)