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View Full Version : d20 40k by way of SWSE



Darth Stabber
2009-04-27, 02:46 PM
So going over the 40k rpg I was less than impressed. Then I realized that with a slight amount of modification SWSE could be modified to go from space opera to Grimdark.

The Force and psychic abilities are fairly interchangeable, i just need to add a risk mechanic (bad things happen when you roll a one). Maybe a few more force powers that could give Chaos Sorcerers the needed abilities (or as the GM i could just make it all up on the spot). Bring over some 3.5 demons, devils and aberrations to sit in as chaos Daemons. Expanded Force related feat and talent selection to increase the possible power level of high power psykers. Straight up removal of the Jedi Class (if you still want it, be a soldier and take force feats) and all the attendant force focused prestige classes, except force adept, who would undergo a few (minor) changes to fit the fluff.

Weapons are a fairly easy shift, just alter some damage dice (2d4 for lasguns, 3d6 for bolters, and such), and alter availability, and exoticness. I mean if you need a lascannon, it seems remarkably similar to a Blaster Cannon. As far as weapons go use lightsabers to simulate power weapons, and reduce the die size to simulate Chainswords. Remove the dex requirement for TWF (since everyone Sgt or Higher seems to be able to do it.)

Other technology would require simple shift. The best way to do this would be to make Mechanics take 2 skill choices, and to remove the knowledge technology, or to do anything effectively you must have both trained, roll both and succeed on both. Space ships already exist in SWSE, all you have to do is require a Psyker to do hyperdrive and add a screwup chance should the Psyker fail. Cybernetics need a retool, given their commonality, and the fact that Psychic abilities can be augmented by cybernetics (rather than weakend by it).

Classes mostly already fit (except Jedi), but Prestige classes require a fair rework. Also need a Space Marine prestige class (probably based on d20 future's helix warrior), along with a revamp of cybernetics. The marines class would be attainable at lvl 2-3, and would probably be required to be pretty high level to be a full battle brother. Other things that will probably be PRC's: Battle sister, Sanctioned Psyker (rework of force adept), Inquisitor(probably Noble/Soldier based with Psyker prereq), Rogue Trader, Adeptus Arbitus, Commissar, Tech adept, various aspect warriors, Various Ork boys, and all and sundry others. Base classes: noble, scout, soldier, scoundrel, hive gangster(different enough from soldier to warrant a separate class) and priest.

Races severly complicate the issue, thought all human is assumed, other races need to be added. Playable races: Human(possibly including Ogryns and Ratlings) Eldar, Orks, Tau(actually 5 different races), Kroot, and maybe Squats (just to Flip the bird to GW).

Anyone have any thoughts or suggestions.

Edwin
2009-04-28, 10:34 AM
I loved the SWSE rules. And I've always found the Warhammer 40k universe most.. interesting. But, I've never found an opportunity to try it out, with the exception of the very first 40k computer game. *Which, incidentally, were not all that great. Entertaining, but not breath-taking.

Anyway, I'd like to participate in such a project, as I am not a entirely unskilled as a homebrewer. I do not, as I said, have that much knowledge regarding the 40k universe. I'll get working on eating up all that juicy info I can find on the subject, and see if I can help you out.

That is assuming you're still in to this. Give me a shout.

SurlySeraph
2009-04-28, 09:51 PM
That'll work just fine. Or, if you're lazy, someone's already homebrewed a d20 Warhammer 40K (http://www.geocities.com/skrittiblak/). It uses Vancian casting, which I don't think represents 40K psykers as well as SWSE Force powers do.

Darth Stabber
2009-04-29, 08:33 AM
I would need to redo the darkside force powers as well, since most of the ones listed as darkside currently would be perfectly ok in 40k. Force powers needed

Summon Daemon (at it's base level summons a bloodletter, spend a force point to summon a Juggernaut, spend a destiny point to summon a blood thirster for example)
Bind Daemonic artifact
Bind Daemon Host

New Base Class Tech Adept:
hp: lvl 1-15+con, lvl2+=4
skills: Choose 5+int
Initiative, Knowledge(any), Mechanics, pilot, perception, treat Injury

Feats: Light armor, Pistols, advanced melee, tech specialist
Bonus Feat list: Skill training(any), Skill Focus(any), Weapon Prof(any), Weapon Focus(any), cybernetic surgery, Surgical expertise, vehicular combat, and Armor prof(any)
Talents: Fringer(scout), Outlaw tech(SagaEdition.com), Spacer(scoundrel), Slicer(scoundrel)

Darth Stabber
2009-04-29, 09:05 AM
Sample Imperial Guardsmen
Imperial Guard Trooper CL 1

Medium Human soldier 1
Force 5; Chaos 0
Languages: Low Gothic

Defenses Ref 17 (flat-footed 15), Fort 14, Will 10
hp 32; Threshold 14

Speed 6 squares
Melee unarmed +2 (1d6+2) or
Melee bayonet +2 (1d8+2) or
Melee bayonet +2 (1d8+3) with both hands
Ranged Lasgun +2 (2d8) or
Ranged Lasgun -3 (2d8) with Autofire
Base Atk +1; Grp +2

Abilities Str 12, Dex 12, Con 12, Int 10, Wis 8, Cha 10
Talents Melee Smash
Feats Armor Proficiency (Light, Medium), Martial Arts I, Toughness, Weapon Proficiency (pistols, rifles, simple)
Skills Climb +6, Endurance +5, Initiative +6, Perception +4
Possessions Lasgun, bayonet, Flak armor (+4 armor), breath mask, comlink, ration pack (x3), lasgun powerpack (x3), Infantrymen's uplifting Primer.

Sgt
Imperial Guard sgt CL 3

Medium Human soldier 3
Force 6; Chaos 0
Languages Low Gothic

Defenses Ref 17 (flat-footed 15), Fort 16, Will 13
hp 50; Threshold 16

Speed 6 squares
Melee unarmed +4 (1d6+2) or
Melee Chain sword +4 (2d6+2) or
Melee Chain sword +4 (2d6+3) with both hands
Ranged Laspistol +4 (2d6+1)
Base Atk +3; Grp +4
Special Actions Battle Analysis

Abilities Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10
Talents Armored Defense, Battle Analysis
Feats Armor Proficiency (Light, Medium), Dual Mastery I, Martial Arts I, Toughness, Weapon Proficiency (advanced melee, pistols, rifles, simple)
Skills Climb +7, Endurance +7, Initiative +7, Perception +6
Possessions Laspistol, Chain sword, Flak armor (+4 armor), breath mask, comlink, ration pack (x3), pistol clip (x4), Infantrymen's Uplifting Primer.