Warhammer 40K roleplaying system ideas

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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

Are you saying the ability is too good, or just commenting that it sounds like the one thing in the world that would ever stop such arguments? We could only hope, but I imagine there will always be Nerd Rage.

Psyker

Psykers are those who exhibit psykic powers., In this case, they are those who are aligned with the Imperium. Some Psykers go on to become Inquisitors.

Hit Die: d6
Weapon Proficiencies: All Simple and Force Weapons
Armour Proficiencies: All Light and Medium
Skill Points per Level: 6+Int
Base Attack Bonus: Poor
Saving Throws: Poor Fortitude and Reflex, Good Will

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[br]Level:  Benefit:[br]01      Discipline, Aura[br]02      Slippery Mind[br]03      Aura[br]04      Discipline, Psykic enhancement +1[br]05      Class Access (Inquisitor), Bonus Feat: any [Psykic][br]06      Aura, Psykic enhancement +2[br]07      Discipline[br]08      Force Weapon[br]09      Aura, Bonus Feat: any [Psykic][br]10      Discipline, Psyker Armour[br]11      Psykic enhancement +3[br]12      Aura, Bonus Feat: any [Psykic][br]13      Discipline[br]14      Psykic enhancement +4[br]15      Aura, Warp Sight (Su)[br]16      Discipline[br]17      Bonus Feat: any [Psykic][br]18      Aura, Warp Jump (Su)[br]19      Discipline[br]20      Psykic enhancement +5, Open the Warp (Su)[br]


Discipline: You gain Basic access to a Psykic Discipline. If you already have Basic access, you gain Advanced access. If you already have Advanced access, you gain Expert access. All Disciplines grant one special ability, and a list of Psykic powers that can be cast, according to your level. Basic access allows them to be cast once per minute each. Advanced access allows them all to be cast twice per minute each. Expert access allows them to be cast at will, and once per minute one may be cast as a Swift action. The save DC for all Psykic powers is 10 + half your level + your Charisma modifier.

Aura: You gain a Psykic aura. You can only ever have one aura up at a time, and activating, deactivating, or swapping auras takes a Swift action. Consider these to be the buff spells, without the stupidity of Cleric-Archers.

Psykic Enhancement: Any one item you have (generally armour or a weapon) at a given moment has an innate enhancement bonus equal to the given number. The moment it leaves your hand, it loses the bonus. Changing the bonus from one item to another is a Swift action.

Force Weapon: You are given a Force Weapon of your choice as a gift, for your own use. If something happens to it, you can arrange for a replacement within a week, although carelessness on your part may result in you being required to purchase the replacement. In general, the Force weapon should have an enhancement bonus equal to that which your Psykic enhancement would provide.

Psyker Armour: At this level, you have proven your loyalty, and are not only allowed to grow your hair, but are also gifted with a Nemesis Suit of Psyker Armour. This mesh armour bonds with you and is powered by your psykic energy. The benefits granted by the Nemesis suit increase with your level.

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[br]Level: Benefit Granted:[br]10     Mesh armour +2[br]12     Enhances Intelligence by +2[br]14     Mesh armour +3, DR 5/-[br]16     Enhances Constitution by +2[br]18     Mesh armour +4[br]20     Fast Healing 5[br]


Warp Sight: As a constant ability, you are able to see all creatures moving through the Warp, along with all active Psykic effects.

Warp Jump: As a move action at will, you may briefly hop through the warp, transporting yourself to any unoccupied space within 30 feet. As an Immediate action at will, you may attempt to jump into the warp for just a fraction of a second, providing a 50% miss chance against yourself against one attack.

Open the Warp: This is a dangerous ability, yet also extremely powerful. Once per minute, you may either open a Warp gate (treat as a Gate spell or something?) to travel through, or attempt to banish a foe into the warp. This ability forces them to make a Will save (DC 10 + half your level + your Charisma modifier). On a failed save, they are immediately hurled into the Warp. On a successful save, they must make a Fortitude save. If that is failed, they are partially banished, taking 2d6 damage per level and being Dazed for one round. Every time the first use of this ability is activated, there is a 5% chance of a Daemon being summoned. Usually, the Daemon is of an appropriate CR for the party to fight.
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JonSetanta
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Re: Warhammer 40K roleplaying system ideas

Post by JonSetanta »

It was more of a joke that Space Marine fans tend to be the most verbal, most loud, and most inarticulate about their fandom.
The change I suggested is just some mechanics as ammo for that trend.
-__- V

I'm a Tyranid fan, tho. So I'll butt out.
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Koumei
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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

In that case, I'm going to need to draw on your knowledge when it comes to the monster section, seeing as I know so little about them. I know there are little bastards (ZERG RUSH KEKEKEKEKE), huge bastards and Genestealers aka Space Marine Killers.


Assassin:

The secretive Officio Assassinorum trains the best to be deadly killers. At first, you are a generic assassin, but then at level 6 you actually join a House and gain specific abilities.

Hit Die: d8
Weapon Proficiencies: All Simple and (Imperial) Martial
Armour Proficiencies: All Light and Medium
Skill Points per Level: 8+Int
Base Attack Bonus: Good
Saving Throws: Good Fortitude and Reflex, Poor Will

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[br]Level:  Benefit:[br]01      Death Attack 2d6, Favoured Enemy[br]02      Death Attack 3d6, Talent[br]03      Death Attack 4d6, Bonus Feat: any [Combat][br]04      Death Attack 5d6, Talent[br]05      Death Attack 6d6, House, Poison Use and Access [br]


Death Attack: As a full-round action, you may attack a foe who is flat-footed or flanked and not immune to Sneak Attack. If you successfully hit, you deal the listed extra damage.

Favoured Enemy: Select one of the following: Humans, Abhumans, Orks, Eldar, Daemons, Tau, Tyranids
Against creatures of the selected type, you gain a bonus to hit equal to your Intelligence bonus, and deal extra damage equal to your level. Additionally, you gain a +2 insight bonus to AC against them.

Talent: At levels 2 and 4, you gain a talent from the list below:

-Bonus Feat: You gain any feat you qualify for as a bonus feat.

-Insightful Strike: As part of any attack, you may make a Sense Motive check with a DC equal to 10 + the CR of the target. Success grants you a +4 bonus to hit, and adds your Intelligence bonus to damage dealt.

-Pattern Reading: As an Immediate action, you may make a Sense Motive check with a DC equal to the attack roll of your attacker. If successful, you gain a +4 Dodge bonus to AC.

-Hated Enemy: Double all bonuses you gain against your Favoured Enemy.

-Wounding Strike: Whenever you strike your Favoured Enemy, you deal 1 Con damage. If you also have Hated Enemy, you instead deal 2 Con damage.

-Crippling Strike: Whenever you strike your Favoured Enemy, you deal 1 Str damage. If you also have Hated Enemy, you instead deal 2 Str damage.

House:
You are now allowed to join an Assassin house. You must select one of the following:
Callidus: +4 competence bonus to Disguise, Class Access: Callidus Assassin
Culexus: +4 competence bonus to Intimidate, Class Access: Culexus Assassin
Eversor: +4 competence bonus to Acrobatics, Class Access: Eversor Assassin
Vindicare: Bonuses to Stealth and Notice increase by +1, Class Access: Vindicare Assassin
Venenum: +4 Competence bonus to Persuade, Class Access: Venenum Assassin
Vanus: ???

Poison Use and Access: You gain the ability to apply poison to a weapon as a Swift action, and with no risk to yourself. Additionally, you are supplied with poison based on your level. You gain one dose per day (an estimated allowance given in advance for missions) of each kind you can use.

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[br]Level: Poison Allowed:[br]05     "Hallucinogen", "Scare"[br]07     "Slow", "Choke"[br]10     2d4 Dex/2d4 Dex[br]12     "Stun"[br]15     2d6 Str/2d6 Str[br]18     2d6 Con/3d6 Con[br]20     Coma/Death[br]
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JonSetanta
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Re: Warhammer 40K roleplaying system ideas

Post by JonSetanta »

Not to intentionally disappoint, but I don't actually play 40k. Or rather I tried to literally half a lifetime ago but couldn't keep up such an expensive habit.

Here's where I get info today, though 3 years ago I would always be surrounded by 40k fans whilst playing Magic:

http://wh40k.lexicanum.com/wiki/Tyranid ... r][br]They are pretty much Zerg, so I'd recommend using a d20 Future StarCraft adaptation. There's a project over at WOTC forum but probably archived now, a little Googling might turn it up.

Starting advice: make a Tyranid template and apply it to various MM creatures, then shift features such as attacks and ability scores around slightly.
No one can tell that a Genestealer came from an orc with Tyranid-template and 4 arms, for instance.
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Re: Warhammer 40K roleplaying system ideas

Post by cthulhu »

I'm liking it so far! I will make nitpicks without positive contributions however!

A) Exterminus. From a fluff perspective every inquisitor can do this. And legion of the damned are totally free entities that only show up when (if) they feel like it. So maybe move the fluff up to level 6 and add another talent in there.

There is actually a chapter of space marines that does the exterminus stuff specifically, but I cannot remember what they are called.

(I see all inquistors as psykers, but I'm not actually sure if thats cannon?)

Also various imperial psykers take terrible oaths and have terrible things done to them in return for various psyker powers, like astropaths having their sense of sight, smell and taste burnt out. Maybe you could add the option for psykers to make a sacrifice in return for more power. Possible sacrifices range from swearing fealty to a demon to gouging out your eyes and in return you get another psyker sphere thing. To prevent overpoweredness of death you might limit when they can do this, or specifically say gm fiat blahblah.

Just throwing that out there.
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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

That's more constructive criticism if you ask me. I'll look into that, swap the abilities around a bit... and I'll do a little research as to the Inquisitors.

For now... Rogue Traders!

Rogue Trader:

Rogue Traders are those who are in it for the money. Space pirates, smugglers, people who defy the laws in their greedy quests. That being said, they are often hired by the Imperium to get jobs done.

Hit Die: d8
Weapon Proficiencies: All Simple, Martial for one race, and 1 Exotic weapon
Armour Proficiencies: All Light and Medium
Skill Points per Level: 6+Int
Base Attack Bonus: Medium
Saving Throws: Poor Fortitude, Good Reflex and Will

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[br]Level:  Benefit:[br]01      Swindle Exotic Weapon, Wealth, Tricks of the Trade (Skills)[br]02      Talent, Swift Charm (Ex)[br]03      Swift Sanctuary (Ex), Dodge Bonus +1[br]04      Bonus Feat: any feat you qualify for[br]05      Talent, Income I[br]06      Assistance, Dodge Bonus +2[br]07      Swindled Armour[br]08      Talent, Tricks of the Trade (Feats)[br]09      Bonus Feat: any feat you qualify for, Dodge Bonus +3[br]10      Weapon Tricks[br]11      Talent, Income II[br]12      Tricks of the Trade (Equipment), Dodge Bonus +4[br]13      Swindled Vehicle[br]14      Talent[br]15      Bonus Feat: any feat you qualify for, Dodge Bonus +5[br]16      Income III[br]17      Talent, Masterful Escape[br]18      Dodge Bonus +6[br]19      Swindled Space Hulk[br]20      Talent, Lethal Roulette[br]


Swindle Exotic Weapon: You gain a stolen Exotic Weapon of any variet without an enhancement bonus. As you continue to gain levels, you figure out more of its power, and gain additional abilities with it. Note: The benefits only apply to the weapon.

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[br]Level: Ability:[br]04     Enhancement +1, Quickdraw[br]08     Enhancement +2, +4 Initiative when wielded[br]12     Enhancement +3, take 1 attack of opportunity per day for any or no reason[br]16     Enhancement +4, all attacks of opportunity are critical threats[br]20     Enhancement +5, all critical hits deal an extra 10d6 points of damage[br]


Wealth: Just by dint of being wealthy, you are better at getting things. Once per day you may perform one of the following:
-Impress: By flaunting your wealth and using wealthy garb, you can gain a +2 Circumstance bonus to Persuade or Gather Information during one social encounter or event. At levels 10 and 20 this increases by +2

-Bully: You can threaten people, and because you're rich, it has weight. You can gain a +2 Circumstance bonus to one non-combat Intimidate check. At levels 10 and 20 this increases by +2

-Bribe: With a small bribe, you can get out of trouble for one misdemeanor, or get yourself access to a low-security area. At level 10 you can get out of a series of misdemeanors, or reduce one felony to a misdemeanor, or get access to a medium-security area. At level 20 you can get out of a felony or gain access to a high-security area. Maximum security area like the Golden Throne, and charges of Heresy by Inquisitors are still out.

-Procure: You can get your hands on items worth a number of credits equal to your level multiplied by 10, however they must be used by the end of the day.

You needn't choose the same option each day.

Tricks of the Trade: You are too clever by half, and can pretend to know things you really don't. At the end of the day, sometimes you even fool reality.
-Skills: Once per day you can make a skill check as though you possessed maximum ranks in it, even if you possess no ranks in the skill.

-Feats: Once per hour, for one round you can gain the benefits of any one [COmbat] feat that you do not possess. Activating this is a Free action that can be taken on anyone's turn.

-Equipment: Once per minute, as a Swift action, you may treat a single piece of equipment as though it had an enhancement bonus equal to your level divided by 4, rounded down. This lasts for one full round. If it has any special abilities locked within it, you can unlock them for this duration.

Talent: As you gain levels, you gain a series of talents that define your fighting style.
-Aura: you gain a single Psykic Aura. Your caster level is equal to your character level At level 10 you gain another Aura.

-Tricky: Your movement increases by 10 feet. At level 5, you gain a 30' Climb speed. At level 10, you can turn corners when charging. At level 15, your movement does not provoke attacks of opportunity. At level 20, you may take two 5' steps per round and your speed increases by another 10 feet.

-Hardy: You gain hit points equal to your level. At level 5, you gain Damage Reduction 5/-. At level 10, you gain Fast Healing 3. At level 15, you gain Regeneration 1/Psykic or Warp. At level 20 you become immune to Ability Damage and Drain.

-Angry: You gain Rage dice equal to one quarter (round up) of your level. At level 10, you may Smite one foe per minute, dealing an extra amount of damage equal to double your level. At level 20, once per day you may automatically deal maximum damage.

-Lucky: You gain a Luck bonus on saving throws equal to your level divided by three, rounded up. At level 10, once per minute as a Swift action you may add your level as a bonus on one saving throw or your Armour Class for one attack. At level 20, once per day you may instantly negate any one attack as an Immediate action.

-Sneaky: You gain Sneak Attack dice equal to half your level (round down).

-Charming: The DC of your Swift Charm and Swift Sanctuary increases by +2. At fifth level, you can cast Dominate as a Swift action, lasting for 1 full round (same DC). At tenth level, you may cast mass charm as a Swift action, lasting for three rounds (same DC). At level 15, you may cast Greater Command as a Swift Action, lasting for three rounds (same DC). These can each be used once per hour. At level 20, you can cast Mind Rape as a Full Round Action, lasting for one day (same DC). This can be cast once per day. These are all Extraordinary abilities, using your gift at psychology.

-Natural Leader (6th level or higher): You gain Leadership and Command. At levels 10, 15 and 20 you gain another Leadership Feat, or the Landlord feat.

-Combat Training: Your BAB changes to Good. At levels 10 and 20, you gain a bonus [Combat] feat.

-Psykic: You gain Basic access to one Psykic Discipline. At levels 7 and 15, you gain access to another (or may upgrade your existing Discipline access). At level 10 you gain Class Access: Psyker.

-Legacy: Select one Exotic Weapon you possess. It becomes a Legacy weapon, with all rituals performed. You must simply gain levels to unlock the abilities at no cost.

-Unarmed Fighter: Your unarmed attacks gain an enhancement bonus equal to your level divided by 3 (round up), and deal lethal damage at your option. At level 5, the damage increases by one size category. At level 10, any target struck must make a Fortitude save (DC 10 + half your level + your Strength modifier) or be Stunned for one round. At level 15, your Unarmed strikes deal one point of Dexterity damage each time they strike. You may also perform an unarmed charge attack that deals double damage. At level 20, you can spend a Standard action to make a single attack roll against every target you threaten. Those struck must all make a Reflex save (same DC as the stun) or fall prone and be knocked back 10 feet.

Swift Charm: Once per minute, you may spend a Swift action to Charm a target as though casting Charm Person. The save DC is 10 + half your level + your Charisma modifier. If successful, they are Charmed for one round, long enough for you to fast-talk them.

Swift Sanctuary: Once per hour, you may spend a Swift action to activate a Sanctuary effect on yourself for three rounds. The save DC is the same as Swift Charm.

Dodge Bonus: This bonus is applied to your Armour Class.

Income: At 5th level, you gain an additional 5,000 credits thanks to interest and blackmarket sales performed through contacts in the background. At level 11, you gain another 30,000 credits, and at level 16, another 100,000 credits.

Assistance: Starting at 6th level, you can always get the assistance of somebody. At any downtime you can send people away and hire new ones, or replace the dead. Your helper is an NPC with a level no higher than two less than your own. At character level 14, you may get a second helper of the same level as the first.

Swindled Armour: At seventh level, you can gain any one special piece of armour that you are proficient with, excluding Terminator Armour. It carries an enhancement bonus equal to your level divided by 4, rounded down.

Weapon Tricks: Any melee weapon you wield has its reach extended by 5 feet, without affecting squares you can normally reach. Any ranged weapon you wield has an additional 30 feet added to each range increment. You can wield two-handed weapons one-handed, weapons too large (by one size) two-handed, and light weapons two-handed (with the usual benefits for wielding a weapon 2-handed) if you so wish.

Swindled Vehicle: At level 13, you gain one vehicle of any kind other than space/warp vessels. This is yours, and you even get a pilot for free (equivalent of a level 5 Human Imperial Guard).

Masterful Escape: Once per minute, you may perform a Dimension Door to within 50 feet as a Supernatural Ability. You may choose to add a Fog Cloud or Acid Fog to this, represented by throwing a smoke bomb or acid grenade to the ground as you vanish. For the following three rounds, your movement speed increases by 50 feet and you gain the benefits of Freedom of Movement.

Swindled Space Hulk: At level 19, you manage to get your hands on a Space Hulk, along with the minimum crew needed to pilot it. At this point, the Multiverse is yours to explore.

Edit: If your DM seriously doesn't want you getting a Space Hulk because it isn't appropriate for the game, you instead have a bunch of allies who have access to a number of high-power space vessels. You could even choose to have this option if you don't want the Space Hulk. Heck, if you're not IN the Space Hulk and it isn't doing anything useful for you, you could have it do this option for you to make it relevant. Once per day, you can order a full blitz, where a 50' radius area of a target point within 1 mile per level gets bombarded. Everything without Full Cover from above takes 3d6 damage per level (Reflex Half, DC 10 + half your level + your Intelligence modifier) and must make a Fortitude Save (same DC) or be Dazed for 2d6 rounds. Everyone with Full Cover takes half of this damage (Reflex none), and must make an additional Reflex save or be trapped beneath rubble, held prone and helpless until the situation changes. Flammables are ignited.

Lethal Roulette: As a Standard action, once per five rounds you may make a special attack. You take a -5 penalty on the attack roll,however if you hit you immediately deal a critical hit (for every point away from 20 the threat range extends, add 1 to the multiplier) and the target must make a Fortitude save (DC = 10 plus half your level plus your Intelligence modifier) or die instantly. Anyone who survives your Roulette is immune for 24 hours.
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Koumei
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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

Well, seems that Inquisitors don't have to be Psykers (though many are), as I suspected from what I remember of the Inquisitor game, and Exterminatus can be performed in many fun ways. I'll keep the summon (though change it a little) and attack forms at that stage, but they can have the fluff "Planet goes boom" feature as soon as they're a fully-fledged Inquisitor.
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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

Ganger

As a member of one of the prominent hiveworld gangs, you actually have what it takes to make it big. Gang members still don't have what it takes to go head to head with Space Marines, but this provides your big break into the big wide world.

Hit Die: d10
Weapon Proficiencies: All Simple and [Human] Martial
Armour Proficiencies: All Light and Medium
Skill Points per Level: 4+Int
Base Attack Bonus: Good
Saving Throws: Good Fortitude and Reflex, Poor Will

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[br]Level:  Benefit:[br]01      Dead Hard, Uncanny Dodge (never flat-footed)[br]02      City Fighter, Improvised Weapons[br]03      Problem Solver[br]04      Bonus Feat: any [Combat][br]05      Combat Trick, Know the Law[br]06      Rite of Membership, Special Move[br]


Dead Hard: You gain Damage Reduction 1/- and a +2 bonus on saving throws against Poison and Disease. At levels 6, 11 and 16, the DR increases by 1 and the bonus increases by +2. At level 20, you have DR 5/- and are immune to Poison and Disease.

City Fighter: You are adept at fighting in cities, gaining a +4 bonus on Jump and Balance checks, as well as being able to take ten on these skills. Additionally, you gain a Climb speed of twenty feet and can Slow-fall when near walls or scaffolding. At tenth level, you can Dimension Door 30 feet as a Move Action from any position of (terrain-based) Cover or Concealment to another.

Improvised Weapons: You suffer no penalty for wielding improvised weapons, and can always find something within arm's reach that can be used as one. At 15th level, any improvised weapon you wield has a +3 enhancement bonus just because you're wielding it.

Problem Solver: You gain one of the following abilities.

-Bribery: You can spend 250 credits to bribe someone, granting a +4 circumstance bonus to Persuade. Additionally, as a standard action you can convince someone out of combat to wait just long enough for you to try reasoning with them. This is a language-dependant ability.

-Imposing Badass: You gain a +2 bonus on Intimidate checks, and can make a Demoralise attempt as a free action at the beginning of any combat or conversation.

-Distraction: You can grant anyone else a -4 circumstance penalty to Notice for one round as a Swift action. Additionally, you can Fascinate someone outside of combat for as long as you talk to them, forcing them to make a Will Save to resist (DC 10 + half your level + your Charisma modifier).

-Perfect Disguise: You gain a +4 bonus on disguise checks, and can, when disguised, make a Persuade check opposed by Sense Motive, to get the target to believe they remember you favourably and to provide information or perform a minor favour.

-Contacts: You gain a +4 bonus on Gather Information checks, and whenever you hear about someone, you may immediately make a Gather Information check (DC 15-30 based on how well-known they are) tolearn useful information about them.

-Percussive Maintenance: You may make an attack roll instead of an "Operate Machinery" check to perform field repairs. You gain a +3 bonus to this roll. This does deal a point of damage to the device, however. On the other hand, it only takes one Standard Action to make it work.

-Zeal: You gain a +2 bonus to Know: Imperium and Know: Chaos. You can also gain the attention of any crowd of people who are not attending to anything urgent by standing still and shouting out about your faith. You must make a Know: Imperium check, with a DC of 15. If you succeed, you keep their attention for a minute. For every 2 you defeat the DC by, you hold their attention for another minute.

Combat Trick: You gain one of the following combat tricks.

-Ammo Burn: You may cause an ammunition case to explode, acting as a frag grenade (bullets/bolts) or plasma grenade (plasma). The percentage of ammo remaining determines the percentage of base damage dealt. At level 5, you can combine two to explode simultaneously. At level 10, you can rig it to continue burning for an additional round. At level 15, you can connect up to four together, and at level 20, you can do the same with Melta ammunition to create melta bombs.

-Dive Attack: When leaping at a foe from higher ground, you perform a charge attack that deals double damage. Additionally, unless your foe can make a Reflex save (DC equals your attack roll), they take the falling damage you would take, and fall prone. If they succeed, you instead take half the falling damage and land prone. At level 5, you receive a +4 bonus to hit. At level 10, you deal an additional 2d6 damage, at level 10 this increases to +4d6. At level 15, they are Dazed for a round if they fail the Reflex save, and at level 20, you can attack all within 5' of the target as well in a splash attack.

-Slide: When charging, you can ignore difficult terrain and avoid all attacks of opportunity. You gain a +4 bonus to hit, and gain a free Trip attack with a +4 bonus. At level 5, you can continue on up to ten feet past them, hitting and tripping additional targets. At levels 10 and 15, you deal an additional 2d6 damage to anyone you hit. At level 20, you move in a line attack with a length equal to your double-move distance, and attacking all in the path.

-Ground and Pound: When grappling a foe, you can make a Grapple attack to force the enemy prone. You may then deal double your regular unarmed damage. Until your opponent can break free or you release them, you continue to automatically deal the same damage each round. At levels 5, 10 and 15, you add 2d6 damage to this amount. At level 20, they must pass a Fortitude save each round (DC equals 10 + half your level + your Strength modifier) or be Stunned for a round.

-Choke: When grappling a foe, if you successfully pin them, you can cut off their air supply and they begin to suffocate. After three rounds, they must start making Foritude saves (DC = 10 + half your level + your Strength modifier) against falling unconscious. At level 5, choking also deals 2d6 damage. At level 10, this happens after only one round. At level 15, the damage increases to 4d6. At level 20, they must make a second Fortitude save or else their neck is broken, rendering them prone and permenantly helpless.

-Molotov: You can mix up a molotov grenade as a Move Equivalent Action. It must be used within one round, or else it explodes in your hands. It functions as an inferno grenade. At levels 5 and 10 it burns for an additional round. At level 15 it explodes in a 15 foot radius, and at level 20 it deals 1d6 per two character levels.

-Fury: Any time a foe strikes you in melee, you enter a fury, dealing extra damage on your next attack against them equal to 1d6 per level. This attack must be made in the next round to count.

-Hidden Blades: You can secret hidden blades on your body. If a foe grapples you, or vice versa, they automatically take 2d6 slashing damage. At level 5, they also take 1 Con damage and must pass a Fortitude save (DC 10 + half your level + your Int modifier) to continue grappling you. At levels 10 and 15, the damage increases by 2d6. At level 20, you may make a special slice attack in a grapple that deals double the usual slicing damage (12d6 plus 2 Con) and blinds the foe for one round if they fail the Fort save.

-Sneak Attack: You gain sneak attack dice equal to half your level, round up.

Know the Law: You gain a +3 bonus on Know: Law, and can make opposed Know: Law checks with Arbiters to convince them to ignore any activity you are performing against any target who is not in the Imperium (such as other gangs). This provides you with Class Access: Arbiter.

Rite of Membership: In a brutal ritual, you are accepted into a gang. This provides you with assistance when needed, and allows you access to equipment reserved for your gang. At this stage, you need to do something else with your life. You gain Class Access (Psyker), and if in your teen years, Class Access (Scout Marine). If you multiclass into Psyker, you gain a bonus [Psykic] feat. If you multiclass into Arbiter, you gain a bonus [Combat] feat. If you multiclass into Scout Marine, you gain a lose all other Class Access but gain Class Access (Space Marine) one level earlier than normal.

Special Move: Select one weapon, combat trick or special tactic (Bullrush, trip, feat-enabled tactics etc). That attack now deals, once per round, an additional amount of damage equal to 1d6 per two levels (round down).
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Re: Warhammer 40K roleplaying system ideas

Post by JonSetanta »

Koumei wrote:Swindled Space Hulk: At level 19, you manage to get your hands on a Space Hulk, along with the minimum crew needed to pilot it. At this point, the Multiverse is yours to explore.


Ehhh I'm reluctant to inform you but in Anime d20/BESM this never worked out so well.

Entitlement abilities, guaranteeing the possession of an item.

Same thing with any ability granting roles or leadership over other characters, it sometimes creates problems when a player is told "no" because the DM has other plans for a setting, but the very rules back up the player's argument (even though it will 'wreck the campaign'.

At least IMO a character should be seperate from the items.
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Re: Warhammer 40K roleplaying system ideas

Post by Cielingcat »

Could you format things with bold and such, so I can actually read them?

Anyway, my opinions. For one, some classes simply don't go very far. A Ganger can compete with a Space Marine scout, but he isn't even playing the same game as a real Space Marine. Past level 5 he seriously has to do something like be a Psyker just to matter, because the people who can actually compete with a Marine are super-trained Assassins or Eldar Aspect Warriors.
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Re: Warhammer 40K roleplaying system ideas

Post by cthulhu »

Cielingcat at [unixtime wrote:1190176176[/unixtime]]Could you format things with bold and such, so I can actually read them?

Anyway, my opinions. For one, some classes simply don't go very far. A Ganger can compete with a Space Marine scout, but he isn't even playing the same game as a real Space Marine. Past level 5 he seriously has to do something like be a Psyker just to matter, because the people who can actually compete with a Marine are super-trained Assassins or Eldar Aspect Warriors.


This was kinda the point I was driving at about there being 3 tiers of classes. There are real badass gangers of badassery in the fluff, so great, a ganger class that goes for 20 levels. Then you don't actually have to even pretend to balance them vertically up the tiers.

I guess I should put my money where my mouth is and throw down something resembling what I think a space marine looks like.
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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

None of the abilities are supposed to provide leadership over other PCs, although I suppose if you get a Space Hulk then either it stays docked or everyone is on it and you're acknowledged as Captain.

Hrm. It's a tricky one. While I think they seriously should get something like that (and you're practically in the part of the game where either the PCs are deciding where they want the plot to go, or the threat is so great that you can't fly away from it, that if X isn't stopped, the Universe asplodes), perhaps that does cause problems.

I'll need to think about something appropriately awesome to give them.

I'll go and Bold things, sure, and I guess I'll have the Ganger cap out at a low level and provide access to Arbiter (which could be an Advanced class that links into Inquisitor), Psyker and maybe one other.

Incidentally, should I bother with the Sisters of Battle later on? At first I was tempted to say "Like Space Marines, but with breasts." but there are enough differences. No Terminators, more jetpacks, flame throwers and weapons with chains, for a start.
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Re: Warhammer 40K roleplaying system ideas

Post by cthulhu »

Thats just 'gear' though. Really? I'm thinking you are doing terminator as a prestige class, so they could just.. not take it.
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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

True. I could seriously just provide a few paragraphs on what to change if your a Sister of Battle, and allow a few different Prestige Classes and different gear. Considering that, for the most part, "what gear you can easily get your hands on, based on who you are." is going to be in the Equipment chapter, it should be easy.
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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

A couple of classes made bold, an alternative ability offered for the Space Hulk, and the Ganger cut down and changed a little (some abilities made available early so that they can still be chosen).

Are Space Marines still able to be chosen and made from existing people, or are they now home-grown only? Because maybe that's another option for high level Gangers - the high-ups say "You know, you're dead 'ard, and you have five testicles. You'd only need to grow a couple extra to have the right amount to be a Space Marine. We're going to give you some gene therapy, come this way."
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Re: Warhammer 40K roleplaying system ideas

Post by cthulhu »

Marines are typically recruited while they are young so they can 'grow into' their genetic enhancements, in the space marine series they main characters start out in the sort of 14-16 year old bracket.

But they where also gangers at that time, and killing people and stuff.

In the spacewolf material they are recruiting great hunters and other types when they are young, and the white scars recruit at a sort of inter tribal Olympics.

Other places recruit from deathworlds and stuff. So as far as I can see space marine entries are young hardcases found in various unsavory places.
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Re: Warhammer 40K roleplaying system ideas

Post by Cielingcat »

Sisters of Battle lack the genetic enhancements of Space Marines, and are basically nuns in power armor. While they have the same equipment as a Marine, they aren't capable of punching through a light tank and therefore cannot be modeled with Space Marine stats.

Anywho, here's a power scale to give you an idea of what goes where.

1: An Ork
2: An Eldar Guardian
3: A small squad of Guardsmen
4: An Eldar Dire Avenger or a Lesser Daemon
5: A Space Marine
6: A Chaos Space Marine
7: An Eldar Aspect Warrior
8: A Khorne Berzerker
9: An Ork Nob
10: A Space Marine Seargent
11: A Chosen of Chaos
12: An Eldar Exarch, a Space Marine Terminator
13: A Chaos Terminator
14: An Obliterator
15: An Eldar Autarch
16: An Eldar Farseer, Ork Warboss, Alpha level Psyker, or Chaos Lord
17: A Daemon Prince other than the former Primarchs
18: Kharn the Betrayer, Lucius the Eternal
19: Ahriman, Typhus, Eldrad
20: Abaddon the Despoiler, Asurmen (Dire Avenger Pheonix Lord), the Deciever
21+: A Primarch of the Space Marine Legions, one of the Fallen Primarchs, or the weakened Nightbringer
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Re: Warhammer 40K roleplaying system ideas

Post by Username17 »

The big problem with modelling the 40K universe in a Role Playing Game is that you can't play with the whole universe. You can't have a party with a space marine and a guardsman in it - that would suck a lot. Even in the miniatures game, a space marine with a bolter is worth about 2.5 Guardsmen with lasguns in an assault and in the fluff he's worth four to fifty times that at least.

Characters don't level up from being a guardsman to being a space marine. The space marines are genetically modified a long time ago and train for years and years to be arbitrarily better than anyone else.

So to make an RPG enjoyable and modestly fair, you'd have to pick a power level and make everyone play within that power level. Here are some possibilities:
  • Power Level A (~8 points): Players are Veteran Guardsmen, Tau citizens, Eldar Guardians, Dark Eldar Codpiece Models, Ork Boyz, Kroot Warriors, or Hive Gang Heavies.

    Power Level B (~16 points): Players are Space Marines, Seraphim, Eldar Aspect Warriors, Tau Pathfinders, Ork Specialists, Dark Eldar Mandrakes, or Human Psykers.

    Power Level C (~28 points): Players are Guard Officiers, Space Marine Specialists, Eldar Exarchs, Cult Marines, Dark Eldar Incubi, Ork Nobz, or Tau Crisis Suit wearers.

    Power Level D (~50 points): Players are Imperial Assassins, Space Marine Champions, Daemons, Terminators, Librarians, Light Vehicle Operators, Farseers, or special characters.


Once you decide on your power level you can actually go level based or skill based. But either way, recall that there's no real way to get out of our power level. Sure, a Space Marine will eventually become a Veteran Sgt. and get a Power Fist and maybe even a relic forcefield projector or something and cost a lot of points on the battlefield (more than he's worth by a huge margine), but his basic stat line really doesn't change that much. When he gets up in the morning on his first day a Hivetyrant will rip him in half a an afterthought and when he's covered in ancient relics taken from a thousand worlds - a Hive Tyrant will rip him in half as an afterthought.

That's the core thing about the 40K universe that makes it very different from other systems where RPGs are centered. While there is a huge power disparity between various groups of people, there actually isn't much character advancement.

So if you did it in d20 style you'd have to wrestle with the fact that people basically can't go up more than a single level after character generation (you can learn new skills, but your rank caps are fixed pretty much from the start). If you use Shadowrun as an engine you'll have to grapple with the fact that there are other people in the game who roll a lot more or less dice than the PCs ever will. That means that you'll have to use a lot more of the dice range than Shadowrun does (if a Guardian has attribute and skill caps of 7, an Aspect Warrior has attribute and skill minimums of 5 and maximums of probably 11).

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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

Thanks guys. You're helping quite a lot. I need to do a lot more reading up on stuff, but that's simple enough. My sister has offered to let me borrow her Dark Eldar Codex when I get around to them. I mean, the base race will just be "As Eldar, but with different options and skills", and then it'll be a case of making up random classes and shit.

Also, I love how an entire small squad of Imp. Guard are required to rank third-last. Those guys are *meant* to suck.

Dire Avenger

Having chosen the Path of the Warrior, you have become more adept at stabbing/shooting people in the face before they've even turned their safety off. And you'll do it again, too.

Hit Die: d10
Weapon Proficiencies: All Simple and (Eldar) Martial
Armour Proficiencies: All Light
SKill Points per Level: 6+Int
Base Attack Bonus: Good
Saving Throws: Good Ref, Poor Fort and Will

Code: Select all

[br]Level:  Benefit:[br]01      Leaping Charge[br]02      Speed of Thought, Improved Delay[br]03      Rapid Readjustment, Combat Stance[br]04      Bonus Feat: any [Combat][br]05      Class Access (Aspect Warriors), Movement Bonus +10'[br]06      Rapid Dodge, Combat Stance[br]07      Foil Action[br]08      Bonus Feat: any [Combat][br]09      Combat Stance[br]10      Class Access (Autarch), Pounce, Movement Bonus +10'[br]


Leaping Charge:
You do not provoke attacks of opportunity when charging. As long as you possess at least 1 rank in Jump, you can ignore difficult terrain when you charge. If you have at least 4 ranks in Jump, you can automatically cross any obstacles 5' long or less as long as they are no more than 5' high. With at least 6 ranks in Jump you can double these numbers. With at least 8 ranks in Jump you can add an additional 20 feet to your charge distance. If you possess at least 13 ranks in Jump, you can leap over an opponent as you strike, continuing to move in the same direction after your charge. If you possess at least 18 ranks in Jump, you can attack every foe you reach in this line.

Speed of Thought:
You may add your Intelligence modifier, if positive, to your Initiative. At level ten, you gain an extra attack each round against any foe you can reach who is currently flat-footed due to having not yet acted in the first round. At level 20, you simply get an extra attack each round against any flat-footed foe.

Improved Delay:
As per the Fighter from Races of War.

Rapid Readjustment:
You gain an additional 5' step of adjustment every round, regardless of any other movement you take.

Combat Stance:
Select one of the following stances. Assuming a stance is a Swift action. Changing stances is a Swift action. You can end a stance as a Free action.

-Rapid: When making a full attack, you may gain an additional attack by accepting a -2 penalty to hit with each attack (including this extra one). At level 10, you no longer need to make a full attack to gain this benefit. At level 15, you gain yet another extra attack, though all take a massive -2 penalty to damage.

-Defensive: While in this stance, you gain a +2 Dodge bonus to AC and saving throws. At level 10, this increases to +4, and at level 15, it increases to +6.

-Focused: While in this stance you forego all extra attacks. In any circumstance in which you would be entitled to extra attacks, you instead gain a +3 bonus to hit for every attack sacrificed, and 2d6 bonus damage for every attack sacrificed. At level 10, the critical threat range of your attack increases by 1 for each attack sacrificed (this occurs after any doubling). At level 15, the critical multiplier of your attack increases by 1 for eacg attack sacrificed (again, occuring after any multipliers).

-Cunning: You gain Sneak Attack dice equal to your level divided by 3 (round up).

Movement Bonus:
Your movement speed increases by the listed amount.

Rapid Dodge:
As long as you make a Move action each round, you may add your Intelligence modifier as a Dodge bonus to your AC.

Foil Action:
As per the Fighter from Races of War.

Pounce:
You gain the Pounce special Attack.
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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

Frank, we've already noticed that some things can't exist in the same world as each other, so decided to go with a halfway option: some things will always just suck (such as Guardsmen), and they simply are relegated to NPC status, or they are short classes that have to turn into other things (a Ganger either stops being relevant at 6th or becomes a Psyker, Arbitor or Scout Marine). Some things can seriously grow over 20 levels (Scout --> Marine --> Terminator --> Terminator Captain or whatever) and others are good at all levels (Inquisitor).

Most monsters won't grow. A Genestealer will always be CR X, and so some people are always going to be killed by them, others will eventually see a day where they will always kill Genestealers.

It's not exactly as the 40K Universe paints it, but we're acknowledging it while still making allowances for "it's a game". But I can see more games having restrictions put on them ("Only these races and classes, starting level X").
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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

Warlock

You tread the Path of the Seer, and as such, use Psykic powers to aid you in battle and out. Mostly in.

Hit Die: d6
Weapon Proficiencies: All Simple
Armour Proficiencies: All Light
SKill Points per Level: 6+Int
Base Attack Bonus: Medium
Saving Throws: Good Ref and Will, Poor Fort

Code: Select all

[br]Level:  Benefit:[br]01      Discipline, Precognitive Defence (Su)[br]02      Precognitive Offence (Su), First Strike (Su)[br]03      Discipline, Psykic Barrier (Su)[br]04      Insight (Ps)[br]05      Class Access (Dire Avenger), Bonus Feat: any [Psykic][br]06      Discipline, Improved Psykic Barrier (Su)[br]07      Precognitive Movement (Su)[br]08      Improved Precognitive Offence (Ps), Sense the Weakness (Su)[br]09      Discipline, Improved Insight (Su)[br]10      Class Access: Farseer, Bonus Feat: any [Psykic][br]


Discipline:
At levels 1, 3, 6 and 9 you gain Basic acess to a Psykic Discipline, or can upgrade an existing Discipline to Advanced (or from Advanced to Expert).

Precognitive Defence:
You may add your Charisma bonus as a Dodge bonus to Armour Class, thanks to knowing when you are going to be attacked.

Precognitive Offence:
Once per round, you may add your Charisma bonus to a single attack and damage roll.

First Strike:
You may add your Charisma modifier as a bonus to your Initiative.

Psykic Barrier:
You may add your Charisma modifier to any one saving throw. You can change the save as a Swift action.

Insight:
Once per hour you may make a single skill check or ability check with a +2 bonus. At levels 8, 12, 16 and 20 this bonus increases by +2.

Class Access: If you do become a Dire Avenger, you do not gain Class Access (Aspect Warriors) at level 5, and may take Psykic Feats instead of Combat Feats as bonus feats (at your option).

Improved Psykic Barrier:
You may now swap the saving throw affected as an Immediate Action.

Precognitive Movement:
You may make half a Move Action as an Immediate Action. This still only uses your Swift Action from next round, leaving you free to move as you wish.

Improved Precognitive Offence:
Once per minute, you may make an attack of opportunity, which is an automatic critical hit (with the critical modifier increasing by 1 for every point away from 20 the threat range is) against a target for any or no reason whatsoever, even on your own turn. At levels 16 and 20 you may make additional attacks of opportunity against the same target or different targets in the same round or split up among other rounds. Whatever.

Sense the Weakness:
Once per minute, you may detect an opponent's weaknesses as a Free action. They are entitled to a Will Save (DC 10 + half your level + your Charisma modifier). Failure provides you with knowledge of their saving throw totals, AC, touch AC, flat footed AC, Damage Reduction, and any energy/damage types they are immune to, resistant or weak against. Success still provides you with knowledge of their saving throw totals. Additionally, once per minute, as part of any action requiring a saving throw, you can force the target to use a different saving throw (such as forcing someone to make a Reflex save against "Charm Monster").

Improved Insight:
Once per hour you may treat yourself as being 2 levels higher for the purposes of activating a single Psykic Power - using a higher caster level and save DC, and having the option to cast a power you normally would not have access to.
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Re: Warhammer 40K roleplaying system ideas

Post by Username17 »

Frank, we've already noticed that some things can't exist in the same world as each other, so decided to go with a halfway option: some things will always just suck (such as Guardsmen), and they simply are relegated to NPC status, or they are short classes that have to turn into other things (a Ganger either stops being relevant at 6th or becomes a Psyker, Arbitor or Scout Marine).


I understand your reasoning here, I just think that your reasoning is wrong. Very wrong.

A game system has to model the "feel" of the stories it is trying to tell. And the feel of 40k is that there are Homeric power level distinctions between different combatants and that individuals don't grow out of their power bracket much if at all. There is no "1st level space marine scout" - the idea is insulting. Every single one of them can walk up to a light armored vehicle and kick it apart. Sure there are rookie scouts and they may not live up to the Emperor's standards, but they can still win every bonus stage in Street Fighter because they are still a fucking Space Marine and you are not.

If you insist on going levels 1-20, then you should embrace what levels actually do rather than try to emulate D&D in space with extra skulls. Levelled progressions exist to ensure that characters are advancing in a relatively rounded fashion and continuing to gain defensive abilities at the same time as they gain offensive abilities.

To that degree levels Five, Ten, and Fifteen for people in power bracket C simply don't match up with the same levels for people from power bracket A. They don't. One of them starts as a first level Space Marine Apothecary, and the other starts as a first level Eldar Guardian. The power overlap is nonexistant.

So how does that work? People in higher power brackets get bigger bonuses for being starting characters than people in lower power brackets. Like Epic Levels only hopefully not retarded and they fit in on the bottom of your character instead of the top.

So an Eldar Guardian is basically a punk bitch as far as a space marine is concerned. He probably walks into first level with Maximum hit points on his first hit die and three times a normal level worth of bonus skill points. Also his rank maximum is Level +3. The Space Marine Apothecary doesn't hold with that weak sauce. He gets a grip of hit points, a big Epic Attack Bonus, and his maximum Ranks are probably something like Level + 23. He gets a huge pile of skill ranks and shit to through around and he slaps a Guardian around.

I figure that the power level you probably want to be at is for a character of maybe 11-16 being about equal to a 1st level version of something off the next power shelf. A truly legendary champion of the Eldar Aspect Warriors is about equal to a starting Exarch. In fact... that's where they get starting Exarchs from the Aspect Warrior legions.

But don't insult us by having people walk in to a "40K" game only to find that their starting Marine Scout is no bigger than a Gretchin. That's insulting. It's out of genre.

It's not exactly as the 40K Universe paints it


It's not anything like how the 40k universe paints it. In the 40K universe a Carnifex will always be a Carnifex and you will always not be. That's an immutable law of the universe that even the Chaos Gods don't over step.

When you're porting settings, you must take the basics of how that universe functions into account when mapping the system on. If people in yur setting don't fly, you don't let them have 3rd level spells. If people in your settings don't become bullet proof you don't give them enough hit points to let that happen.

And in 40k, people don't advance beyond their station within a campaign. It does not happen. So you can't take the D&D assumption of level equivalency and exponential power growth and rapid advancement. That has to not happen or it's not 40K.

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Re: Warhammer 40K roleplaying system ideas

Post by Cielingcat »

Actually, Exarchs come from Aspect Warriors who become trapped in their paths. They're more awesome because the suit they wear has the souls of every other Exarch who ever wore it, and so they get all that experience.

However, there is something important to note. Eldar Aspect Warriors are individually about as badass as a Space Marine, but they get all their stuff (except Fleet and high Initiative) from training alone. And Orks can actually go from being a normal Boy to being a Warboss, and they do it by fighting.

A Space Marine can punch through a tank, but a powerful Psyker can snap a Titan in half.
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Re: Warhammer 40K roleplaying system ideas

Post by the_taken »

What we need is something like a scale to measure where any individual's power lies. I'm just throwing stuff out there. Guessing really.

Squigs are at 0.1
Grots are at 0.3 to 0.4
Guardsmen start from 0.5 and can go all the way to 2.0
Space Marines start as scouts at 1.0 and can go all the way to 2.5 before becoming a Primarch, 2.6
Genesteelers are at 1.4
Orks go from 0.8 all the way to 5.0 where the biggest one known in a community is the Warbos.

Vehicals don't become more powerful, but a crew can increase their efficiency.

So take the most awesome thing you want players to have access to and give it level 10.0, then place Space Marine at level 1.0
From there, start assigning numbers.
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Re: Warhammer 40K roleplaying system ideas

Post by Cielingcat »

You can't become a Primarch. Literally, there can only ever be one Primarch for a legion because the Primarch is the founder of that legion.
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