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Old 08 Sep 2009, 02:11   #1 (permalink)
Kroot Warrior
 
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Default Warhammer 40k dnd

So me and my friends found the new space hulk game and immediately my friend turned to me and said, "Dude, this would be an awesome start to a warhammer 40k dnd campaign." And so the quest began. It took some additions to the setting of 40k but we've worked out a scenario where Humans, orks, eldar and tau can be in the same group. Because obviously if you play orks you're going to want to be an ork, and if you play guard you're going to want to play a human. Here's what I've worked up so far, it's all 3.5 edition and very rough and subject to change so far.

The Horizon Alliance
The Horizon Alliance is an organizations made up mostly of eccentrics on the edge of their former societies or criminals seeking asylum. They are a group of
traders who do business on the very most outer reaches of populated space. Here, the universe's conflicts are still present but in lower numbers than other
parts of it. They send out teams of traders that are usally composed of several races to ensure that groups ability to trade with whoever they come across.

Human
Every once in a while a squad of imperial gaurd is seperated from the rest of their
forces and end up with a dead comissar(Either by their doing or anothers). These individuals
usually end up either returning, getting killed for incompetance, or the less deadly option:
making their way to the Horizon Alliance and etching out a living as traders.

Stats
+4 to one stat

Humans may select an extra feat at first level.

Fighting spirit-1/day, when a human misses, that human may re-roll his to hit roll.

Xenophobia-humans are usually still a tad xenophobic from their days in the emperium. Humans get +1/2 their level to hit against a race of their choosing.

Tau
The Tau, because of their nature, are more inclined to send their troops to the horizon alliance. Because of this, the Tau make up most of the Horizon
Alliance. Despite this, the water caste keeps pressure on the group to assimalate entirely into the Tau empire. Not all Tau are so friendly to the Horizon
Alliance however. For some reason the majority of the Farsight Enclave loathes the Horizon alliance.

+2 dex
+4 int
-2 con
-2 str

Quick learners- 1/day, when a Tau fails at upgrading a weapon he may re-roll his failed check.

Hawk eyes- A tau's range with guns is increased by 50%, rounded down

Tau cannot be psychers, but get +2 vs. all psycher powers.

Tau cannot use rigged Eldar weapons.

Eldar
I don't know a lot about eldar so I have no idea, but they seem like cool chaps to me!
+4 dex
+2 cha
-2 con
-2 str

Eldar move 2 spaces more than other races.

Fleet of foot- 1/day an eldar may move twice instead of shooting.

Latent Psychers- All buffs eldar recieve last for 50% longer, rounded down.

Ork
Ork loota clans will sometimes send out representatives to the Horizon Alliance. These are usually some of the least violence-inclined ork, though
crews with orks usually like to make frequent stops to satisy their companion's need for more 'fightin'.

Stats
+2 str
+4 con
-2 int
-2 cha

WAAAAGGH- 1/day the ork may release a terrifying battle cry. This gives the ork +1/2 his level to hit and all enemy units within 5 ft. get -1/2 the ork's
level to hit

Nice Job, doc!-When healing an ork, the DC is reduced by 3 and the amount healed is increaced by 1/2 the ork's level.

tank, tank, tank, tank...-Critical failures do not affect orks.

lets get to the fighin'-Orks are unaffected by diplomacy checks.


Classes I'd like to implement:

#!=Level required to put points into skill
(Shooty class)
1!Double Shot- as long as no enemies are adjacent, you may give up your move action to fire your gun at -3 to hit. Penalty -1 for each extra point in this
skill. -/4
1!Sniper Shot- as long as no enemies are adjacent to you, you may give up your move to add +2 to hit with your next attack. If the attack hits, the target
is stunned. The hit bonus increases by 1 for every extra point in this skill. -/4

2!Running shot-as part of your attack action, you may move one square. -/1

2!

(Mellee class)

(Engineer class, all classes will be able to upgrade but this class will do it better and be able to fix/build things too)

(Speedy class)

(Psycher class)


How equipment works:
You can carry up to your strength in the weight of your equipment. One can carry more, but not have more than that equipped for use in combat. A weapon
that is race specific can be used only by the indicated race, unless rigged by an engineer class(Upgraded weapons cannot be rigged, and rigged weapons cannot be upgraded).
Items

{}=likelyhood of finding at a given trade establishment

Human specific items
{1-35}-Bolt Pistol (Q2, Wt. 4, Ammo 4, Range 3, dmg 1d6<fires 1d2 times>, crit 20/2x)
{36-49}-Grenade Launcher(krak) (Q3, Wt. 3, Range 7<3X3 aoe>, dmg 1d8, crit 19/2x)
{50-69}-Boltgun (Q3, wt. 6, Ammo 8, Range 7, dmg 1d6<fires 1d2 times>, crit 20/2x)
{70-84}-scroll (Q4, Wt.1, +1 Fortitude save, this effect can stack up to 3 times)
{85-94}-Purity Seal (Q4, Wt.1, +1 Will save, this effect can stack up to 3 times)
(Implants must first be grafted on before use. Once grafted on they are permanently attatched. Grafting on an implant requires a Heal check of DC 17+1/2 level
of the one recieving the implant.)
{95}-Heart implant(rare) +2 con, -1 str
{96}-Spinal implant(rare)+2 dex, -1 int
{97}-visual implant(rare)+3 hit, -1 wis
{98}-Muscular stimulant(rare) +2 str, -1 hit
{99}-Cortex implant(rare) +2 int, -1 cha
{100}-Interface implant(rare)Enables use of locked imperial vehicles/turrets
-Storm trooper armor(medium armor, wt. 6, +6)
-Imperial gaurd armor(light armor, wt. 4, +3)
-Power suit(Heavy armor, Wt. 8, +9; Allows use of heavy weapons. Must have used 4 SM upgrades)

Tau specific items

{0-20}-Pulse rifle (Q3, wt. 7, ammo 10, Range 10, dmg 1d8, crit 20/2x)

{21-40}-Pulse carbine (Q3, wt. 5, ammo 10, range 6, dmg 1d8, crit 20/3x)

{41-80}-Pulse Pistol(Q3, wt. 3, ammo 5, range 4, dmg 1d8, crit 20/2x)

{81-88}-Rail rifle (rare weapon) (<provoke X2 oppurtunity attacks in close combat>Q4, wt. 10, ammo 7, range 30, dmg 1d10, crit 18/3x)

{89-100}-Markerlight attachment(This item is attatched to a Tau gun(adding 1 to the weapon's weight), and may be fired instead of that weapon. Roll to hit normally,
but do no damage. Any friendly unit firing at that enemy gets a bonus to hit equal to the gun's Quality level.)

-XV0 Pathfinder gear(Light armor, wt. 4, +3)

-XV1 fire warrior armor(medium armor, wt.5, +5)

-XV15 powered suit(Rare item)(Heavy armor, Wt. 6, +7; allows use of tau-specific heavy weapons, reduces wt. of wielded weapons by 2.)

Eldar specific items

{0-35}-Shuriken catapult* (Q3, wt. 4, ammo 10, Range 7, dmg 1d6, crit 20/2x)

{36-40}-Shuriken Cannon*(Rare weapon) (Q 5, Wt. 8, ammo 12, dmg 1d4<fires 1d3 times>, crit 20/2x)

{41-45}-Fusion Gun(Rare weapon)(Q5, Wt. 7, ammo 2, Range 6, dmg 1d8<deals 2x vs vehicles>, crit 20/2x)

{46-70}-Ranger Long Rifle*(Q4, wt. 6, ammo 7, Range 30, dmg 1d10, crit 19/3x)

{71-95}-Shuriken pistol*(Q2, wt. 2, ammo 5, range 4, dmg 1d6, crit 20/2x)

{96-99}-Reaper launcher(Rare weapon)(Q5, wt. 8, ammo 2, range 14, dmg 2d6, crit 20/2x)

-Gaurdian armor(Light armor, wt. 3, +3)

-Avenger armor(Medium armor, wt. 5, +5)

-Striking Scorpion armor(Heavy armor, Wt. 7, +7, allows use of Eldar special weapons, fleet of foot becomes 2/day)

{100}-Warlock armor(light armor, wt. 3, +2, whever rolling for the result of successful psychic power, add 1d10 to the result)

(Shuriken weapons are light, and if an enemy is hit by one they will move 1 less square on their next turn if they fail a fort save, determined by weapon
quality. Shuriken weapons are marked with a *)

Ork specific item

{}-Dakkaguns(rare weapon) (Q4 wt. 7, range 6, 4 ammo, dmg 2d4, crit 20/2x)

{}-Grot blasta (Q2 wt. 2, range 4, 3 ammo, dmg 1d4, crit 20/4x)

{}-Kustom Mega Blasta(rare weapon) (Q7 wt. 10, range 9, ammo 3, dmg 2d8, crit 19-20/0x<If 20 is rolled, then the wielder takes 2d8 damage&gt

{}-Burna (Q3 wt. 6, Range 5<line shaped aoe>, 6 ammo, dmg 1d8, crit 20/2x)

{}-Shoota (Q3, wt 6, ammo 10, dmg 1d6<fires 1d2 shots>, crit 20/3x)

{}-Slugga (Q2, wt 4, ammo 13, dmg 1d6, crit 20/3x

-Ork 'armor'(Light armor, wt. 3, +3)

-'ard boy armor(Medium armor, wt. 6, +6)

-Ork power armor(Heavy armor, wt. 10, +10, Allows use of heavy weapons, decreases move by 1)




Multi-racial items


-Flamer(Human, Eldar) (Q2 Wt. 4, range 5<line shaped aoe>, 6 ammo, dmg 1d6, crit 20/2x)

-Lasgun(any) (Q1 wt. 1, 10 ammo, dmg 1d4, crit 20/2x)

-Laspistol(any) (Q1 wt. 1, 7 ammo, rang 4, dmg 1d4, crit 20/2x)

-Shotgun(any) (Q2 wt. 4, 6 ammo, range 5, 2x2 aoe, dmg 1d6, crit 20/2x)

-grenade launcher(ork, eldar, Human)(Q2, 1 ammo, range 10, 3x3 aoe, dmg 1d8)

-Sniper Rifle(any)(Q2 Wt 8, 1 ammo, range 15, dmg 1d10, crit 19/2x)

-Grenade belt(Any)(wt 1, 3 uses, range 5, 3x3 aoe, dmg 1d8, crit 19/2x)

-Kroot Rifle(Q1 wt 4, 6 ammo, range 7, dmg 1d6, crit 20/2x)



Mellee weapons
-Chainsword(human)(wt. 5, 1d8 dmg, crit 19/2x)

-ChainAxe(Orks only)(wt. 6 1d10 dmg, crit 20/2x)

-Knife(Wt. 1, 1d4 dmg, crit 19/2x)

-Eldar Sword(eldar only)(wt.3, 1d6, crit 18/3x)

-Teleske(rare)(Eldar only, special)(wt. 3, throw 6, 1d8, crit 18/3x)



Heavy weapons/Heavy weapons are found on ships, turrets or vehicles. Characters may use these if they are trained with the use of that heavy weapon,
and may not carry such a weapon unless they are wearing power armor and the weapon is marked for use by that kind of armor\
-Burst cannon[Tau]Powered
(<provoke X2 oppurtunity attacks in close combat>Q10 Wt. 10, ammo 15, Range 8, dmg 1d6<fires 1d4 times>, crit 20/2x)

-Fusion Blaster[Tau]Powered
(<provoke X2 oppurtunity attacks in close combat>Q10 Wt. 11, ammo 6, Range 6, dmg 1d12<2d12 vs vehicles>, crit 19/2x)

-Ion Cannon[Tau]
(Q20 ammo 4, range 80, dmg 2d8<fires 1d3 times, rolls touch attack to hit>, crit 19/3x)

-Heavy Bolter[Human]Powered(Some may not be carryable for power armored humans.)
(Q10 Wt. 11, ammo 17, Range 7, dmg 1d8<fires 1d3 times>, crit 20/2x)

-Plasma Gun[Human]Powered(Some may not be carryable for power armored humans.)
(Q10 wt. 8, ammo 7, Range 9, dmg 1d6<ignores 5 points of targets armor>, crit 19/3x)

-Lascannon[Human]
(Q20 Ammo 2, Range 80, dmg 6d12<rolls touch attack to hit>, crit 20/2x)

-D-cannon[Eldar]

-Star Cannon[Eldar]

-Scatter laser[Eldar]

-KillaKannon[Ork]

-Big Shoota[Ork]

-Zzap gun[Ork]

Equipment upgrade
upgrade DC=10+item quality. upgrade time equals 1 day+Item quality of constant work.
Depending on your race, different powers may be conferred on a weapon during an upgrade attempt.

Gun upgrade-
Every time a gun is upgraded it recieves +1 quality. Every time a gun is upgraded, it recieves a +1 bonus to hit. Every three times a gun is upgraded,
increase the dice size by 1 or the weight is decreased by 1, depending on the preferance of the upgrader.(1d4>1d6>1d8>2d4>1d10>1d12 >2d6>3d4>2d8>3d6, ect.)

Upgrading mellee weapons?
Mellee weapons ugraded 4 times become power weapons, gaining -1/+1 to their crit value. Mellee weapons upgraded 9 times become force weapons, gaining an
additional -1/+1 to their crit value and dealing an extra d10 damage. Also, Mellee weapons do not benefit from the damage increase that ranged weapons do.
Otherwise upgrading works the same for mellee weapons and ranged weapons.

NPCs/enemies

Air caste tau
+4 dex
+2 int
-2 con
-2 str
Water caste tau
+4 cha
+2 wis
-2 str
-2 con
Earth caste tau
+4 int
-2 str
Ethereal Caste tau
+4 Str
+2 cha
(Tau units take -10 to hit if attacking an ethereal, if this totals to 0 or less, the Tau does not attempt the attack at all and is dazed)
Kroot
+2 str
+4 wis
-2 int
-2 cha
Kroot can move treat forest terrain as if it were normal terrain.
Chaos Space Marine
Dark eldar
Turmagaunt

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Old 08 Sep 2009, 02:39   #2 (permalink)
Shas'El
 
Join Date: Mar 2006
Posts: 3,880
Default Re: Warhammer 40k dnd

It might be a bit easier to just do this, based on the PHB

tau=gnomes
eldar=elves
humans=humans
orks=halforcs
ratlings=halflings
squats=dwarves (yes they still exist... somewhere...)
necrons=...eh... that one is tough... no DnD character race equivalent but they would be like 'skeletons' and probably not PCs
space marines geneseed (chaos or loyalist)=some kind of template like 'aasimaar' or 'tiefling' with different stat bonuses

This is pretty much how GW made the races in 40k anyways

ccw=shortsword, light mace, handaxe, light spear, etc
chainsword or equivalent=longsword, battleaxe, heavy mace, etc
power weapon=magic +# weapon
heavy melee weapon (eviscerator, big choppa, etc)=halberd, battleaxe, greatsword, etc
heavy small arms (bolter, pulse rifle, etc) = heavy crossbow, composite bow, longbow
lighter small arms (lasgun, autogun, shotgun, etc) =light crossbow, shortbow, javs, darts, slings


armor: flak=leather/ring/scale, mesh/carapace/'scout' marine armor=chain, splint, banded, power=plate, termie=full plate

change around the names of some skills to more technologically appropriate equivalents (like 'disarm device' becomes 'short circuit' or 'ride' becomes 'skimmer pilot&#39...

all the numbers are already there for you, just change around the names of certain things. That's pretty much what they did when they made rogue trader out of the origional warhammer game.
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Old 08 Sep 2009, 17:56   #3 (permalink)
Ethereal
 
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Default Re: Warhammer 40k dnd

Take a look here...

:shifty:
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Old 08 Sep 2009, 18:48   #4 (permalink)
Shas'El
 
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Default Re: Warhammer 40k dnd

We did one back in the rogue trader era, using actual 40k statlines (except we handled wounds differently, like 1 wound = 5 hit points, and suffering an unsaved hit caused 1d6 damage, so characters wouldn't just die). Rather than setting the whole thing up chained to the Inquisition for plot lines,, we set it up as a crew of mercanaries and rejects/survivors from other armies. This was a long time ago, and we only played a few sessions. It was fun, though. These are the character ideas used, each player controled two characters:

Eldar ranger, (lost, far from home)
imperial guard veteran from a penal legion, deserter (shot his commissar and bailed)
Ork Nob/mekboy (outcast because he challenged the warboss and lost)
former Dark Angel (outcast for suspected but unproven accusation of heresy)
Space Wolf scout sergeant (last survivor of a doomed mission)
ratling treasure hunter/entrepreneur/rogue trader, who owns the little shuttle they cruise around in
primaris psyker (escaped before being shipped off to the golden throne, very wanted)
preacher, (a pilgrim seeking to bring the Emperor's guidance to this unruly lot)


They had run ins with hive gangs (a la necromunda), arbites (since most of this motley crew are wanted), primitive ork natives, and finally got hired by the inquisition as an unofficial black ops specialist team against a genestealer cult - but we never finished that game before the semester ended and everyone went home for the summer.

to simplify points and have an 'experience' system, we allowed a +1 stat bonus any time someone made a 'level' assigned randomly, with one die roll result letting them choose which stat to raise and a few of the old special rules like 'frenzy', 'sharpshooter', 'stubborn' on the chart too. Years later, the Necromunda game used a very similar system for their campaign rules... I wonder if GW was spying on us.
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Old 08 Sep 2009, 19:52   #5 (permalink)
Shas'O
 
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Default Re: Warhammer 40k dnd

My only criticism is about your humans:

Quote:
Originally Posted by Frog

Human
Every once in a while a squad of imperial gaurd is seperated from the rest of their
forces and end up with a dead comissar(Either by their doing or anothers). These individuals
usually end up either returning, getting killed for incompetance, or the less deadly option:
making their way to the Horizon Alliance and etching out a living as traders.

Stats
+4 to one stat

Humans may select an extra feat at first level.

Fighting spirit-1/day, when a human misses, that human may re-roll his to hit roll.

Xenophobia-humans are usually still a tad xenophobic from their days in the emperium. Humans get +1/2 their level to hit against a race of their choosing.
Unless we are dealing with Space Marines. There is no way a human would have such a high bonus to all stats...and even then +2 would be sufficiant IMO.

Imperial guard would have nomal human stats ranging from 3-18 with no bonus as a base. Bionic could increase it by +1 (+2 tops), But that's it.
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Old 16 Oct 2009, 14:43   #6 (permalink)
Shas'Ui
 
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Default Re: Warhammer 40k dnd

As well, Tau eyesight isn't all that great. They see a better spectrum, but can't focus as fast. The reason their guns have such long range on the tabletop is a combination of just a freaking awesome gun and built-in targeting assists.

To not, you can already give up your attack to move again in DnD. Therefore, the Eldar power there is not so hot
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Old 16 Oct 2009, 20:17   #7 (permalink)
Shas'El
 
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Default Re: Warhammer 40k dnd

races in 40k cannot be very well 'balanced' some are just plain better than others. An Eldar, or a gene modded marine is simply just BETTER than a simple human. Its nice to balance it all out in Dnd but not very accurate for how things work in the 40k universe. I'd definitely want a huge marine guy or lightning fast eldar guy at my back in a barfight that 4 or 5 'average' humans or nearsighted tau. Thats why 40k has points costs, which Dnd doesn't.
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