40k Character Creation

23
8/4/2019 40k Character Creation http://slidepdf.com/reader/full/40k-character-creation 1/23 This is the work of a Savage Worlds Fan, and I make no claims to ownership concerning the concepts or original world depicted in the pages below. Savage Worlds is the product of Pinnacle Entertainment, and Warhammer 40k is the product of Games Workshop. I recommend that you check both of them out for more information. My only request is that should you edit and republish, or otherwise derive your own work from mine here, that you credit me as the original source of this document. I'd also appreciate it if you posted any thoughts and comments online at RadiationSings.com. This game references the Savage Worlds game system, available from Pinnacle  Entertainment Group at www.peginc.com . Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. Thanks! -Jonathon Volkmer Introduction In the grim dark future, there is only war! At least, that’s the underlying theme of the Warhammer 40k universe. In this campaign, however, you’ll be fighting a different kind of war. As part of an Inquisitorial Entourage, you fight constantly to uproot and destroy the three great enemies of the Imperium of Man: Xenos, Malleus, and Hereticus. That is to say, aliens, daemons, and heretics. All characters within the campaign must be humans, although you may encounter aliens from time to time. Basic character creation works exactly the same as in Savage Worlds in that you start out with $500 (or Imperial Eagles), One Edge, 5 Attribute points, and 15 Skill points. However,  because characters in the 40k universe are often larger than life, you have the option of taking an additional Major Hindrance to gain 2 Hindrance points. This is in addition to the required 1 Major and 2 Minor Hindrances that all characters must take (the Hindrance points from these is already calculated in. For 2 Hindrance points you can gain a new Edge or raise an Attribute 1 die type. For 1 Hindrance point you can gain an additional Skill point or double your starting money. New Skills Will This is the skill Psykers use to manifest their warp abilities. It is linked to Spirit.  Knowledge (Astronavigation) This is the skill used by a ship’s pilot or Astropath to calculate a course through the Empyrean. It is linked to Smarts. New Edges  No character may have more than one Adeptus Edge. Untouchable (Background)

Transcript of 40k Character Creation

Page 1: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 1/23

This is the work of a Savage Worlds Fan, and I make no claims to ownership concerning the

concepts or original world depicted in the pages below. Savage Worlds is the product of 

Pinnacle Entertainment, and Warhammer 40k is the product of Games Workshop. I

recommend that you check both of them out for more information.

My only request is that should you edit and republish, or otherwise derive your own work from mine here, that you credit me as the original source of this document. I'd also appreciate

it if you posted any thoughts and comments online at RadiationSings.com.

This game references the Savage Worlds game system, available from Pinnacle

 Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and 

trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle

makes no representation or warranty as to the quality, viability, or suitability for purpose of 

this product.

Thanks!-Jonathon Volkmer 

Introduction

In the grim dark future, there is only war!

At least, that’s the underlying theme of the Warhammer 40k universe. In this campaign,

however, you’ll be fighting a different kind of war. As part of an Inquisitorial Entourage, you

fight constantly to uproot and destroy the three great enemies of the Imperium of Man:

Xenos, Malleus, and Hereticus. That is to say, aliens, daemons, and heretics.

All characters within the campaign must be humans, although you may encounter aliens fromtime to time.

Basic character creation works exactly the same as in Savage Worlds in that you start out

with $500 (or Imperial Eagles), One Edge, 5 Attribute points, and 15 Skill points. However,

 because characters in the 40k universe are often larger than life, you have the option of taking

an additional Major Hindrance to gain 2 Hindrance points. This is in addition to the required

1 Major and 2 Minor Hindrances that all characters must take (the Hindrance points from

these is already calculated in.

For 2 Hindrance points you can gain a new Edge or raise an Attribute 1 die type. For 1

Hindrance point you can gain an additional Skill point or double your starting money.

New Skills

Will 

This is the skill Psykers use to manifest their warp abilities. It is linked to Spirit.

 Knowledge (Astronavigation)

This is the skill used by a ship’s pilot or Astropath to calculate a course through the

Empyrean. It is linked to Smarts.

New Edges

 No character may have more than one Adeptus Edge.

Untouchable (Background)

Page 2: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 2/23

Requirements: Novice, Arcane Resistance

You are a psychic dead spot in the world, and as such are highly resistant to the powers and

abilities of even the strongest psykers. Everyone within a SBT centered on you gains a +6 to

resist Psyker powers and +6 armor against direct damage from Psyker attacks. Unfortunately

the deadening aura you emit puts everyone you meet on edge. You suffer a -3 to Charisma. A

character with Untouchable may not also take Arcane Background (Psyker) (or vice versa).This edge replaces Improved Arcane Resistance.

Adeptus Astartes (Background, Adeptus)

Requirements: Novice

You are ranked among the mightiest and most feared of all human warriors: the Space

Marines! Genetically engineered to be the most lethal soldiers the human race has ever seen,

the Space Marines are the Imperium’s first, and often last, line of defense. At character 

creation, you start with a d8 in Vigor and a d6 in Strength, the Brawny and Fast Healer 

Edges, and a d6 in Guts. To compensate for the extreme advantage this gives you over other 

 players (with the equivalent of 30 Experience), you advance only every 10 XP until you reach100 XP. Of course, you also have to take orders from your higher ranking battle-brothers, not

to mention the Inquisitor.

Brave (Combat)

Requirements: Novice, Spirit d8+

There’s not much out there that fazes you. Your character has +1 Grit.

Take the Hit! (Combat)

Requirements: Novice, Vigor d10+

Characters with this Edge are good at rolling with punches, are lucky, have fate on their side,or are perhaps just really tough. They add +2 to Soak rolls made to eliminate wounds.

Sucker Punch (Combat)

Requirements: Seasoned, Fighting d8+, Intimidation or Taunt d6+

The character doesn’t know the meaning of the words “fair fight.” If he succeeds in a Test of 

Will against an adjacent opponent, the character receives a free Fighting attack. This attack 

does not incur a multi-action penalty.

Combat Sense (Combat)

Requirements: Seasoned, Fighting d8+, Notice d8+

This character is adept at fighting and keeping track of multiple foes. Opponents gain noGang Up bonus against him.

Dirty Fighter (Combat)

Requirements: Novice, Fighting d8+, Agility d6+, Smarts d6+

You know every trick in the book, and aren’t afraid to use them all! You gain a +2 on all

Smarts and Agility Tricks during melee combat.

Really Dirty Fighter (Combat)

Requirements: Seasoned, Dirty Fighter 

 Not only did you write the book, you left a few things out for your own personal use.You may spend a Benny to automatically get the drop on any one target in melee.

Page 3: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 3/23

Savant (Professional)

Requirements: Novice, two or more Knowledge skills at d8+

This edge replaces the Scholar Edge from the Savage Worlds Core Book.

Interrogator (Professional)Requirements: Novice, Smarts d8+, Intimidate d6+, Persuasion d6+

Few people can keep secrets from one such as you, trained by the Inquisition in the fine art of 

interrogation. Gain a +2 on all Intimidate and Persuasion rolls. Also, you have +2 to Smarts

rolls to detect when another person is lying.

Adeptus Mechanicus (Professional, Adeptus)

Requirements: Novice, Repair d6+, Knowledge (Computers) d6+

Trained by the Imperial techpriests, you know some small portion of the Machine God’s

secrets. You gain a +2 on Repair rolls and any Knowledge rolls made concerning technology.

In addition, you may be able to call on support from other members of Adeptus Mechanicus.

Adeptus Arbites (Professional, Adeptus)

Requirements: Novice, Investigation d6+, Streetwise d6+

You are a member of the elite Imperial law enforcement corps known as the Adeptus Arbites.

Thanks to years of training and field experience, you gain a +2 on all Investigation and

Streetwise rolls. In addition, you may be able to call on support from other members of the

Arbites.

New Hindrances

Thin Skinned (Major)You’ve never dealt with pain very well. You suffer an extra -1 penalty when wounded (so -2

at one wound, -3 at two wounds, etc.).

Warped Dreams (Major)

Every night the Warp calls out to you in your dreams, tormenting you terribly. You have one

less Benny because of your constantly tired state.

Slow (Major)

During Initiative, draw two cards and act on the lower one, unless one of them is a Joker (in

which case, lucky you). A Slow character may not also have the Quick Background Edge,

although Level Headed cancels out with this Hindrance.

Timid (Major)

You never really learned how to talk back, and have trouble holding your own in most

conversations, especially with strangers. Take a -2 when rolling for a Test of Will

(Intimidate, Taunt, Persuasion).

Grim Servant o’ Death (Major)

As described in the Deadlands: Reloaded sourcebook.

Heartless (Minor)You may not enjoy killing, but you don’t let it stand in the way of your goals either.

Page 4: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 4/23

Psychic Frailty (Minor)

You are particularly susceptible to Psychic powers, and suffer a -2 on all rolls made to resist

them.

Slowpoke (Minor)You suffer a -1 to Pace and when rolling to run. This stacks with Lame and similar 

Hindrances.

Tenderfoot (Minor)

 Not everyone is cut out to deal with the horrors assailing mankind. You suffer a -1 to Grit.

This Hindrance may be bought off by sacrificing an Advancing opportunity.

Gear

Ranged Weapons

Ranged Weapons come in three categories: Pistol, Basic, and Heavy. A Pistol may be held

and fired in one hand. A Basic weapon may be held and fired one- or two-handed, althoughfiring one-handed results in a -1 to Shooting due to the weapon’s unbalancing weight. Heavy

weapons must be held in two hands to fire.

 Las Weapons

Name Range RoF Shots Damage Notes Weight Cost

Laspistol12/24/

481 30 2d6 Pistol 6 30

Lasgun(MP)

15/30/60

1 60 2d6 Basic 10 75

Lasgun

(NP)

12/24/

481/3RB 60 2d6 Basic 10 75

Lasgun

(TP)

12/24/

481 60 2d6

Basic; May increase damage by +2 by

expending an extra shot; Max: 2d6+412 75

Long

Rifle

20/40/

801 40 2d8 Basic; Snapfire; 15 100

Multi-

laser 

15/30/

603RB/3 30 3d6 Heavy; Snapfire; Auto or 3RB only 20 200

 Projectile Weapons

Name Range RoF Shots Damage Notes Weight Cost

Autopistol12/24/

481/3 20 2d6 Pistol; Auto 8 100

Page 5: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 5/23

Autogun12/24/

481/3 30 2d8 Basic; Auto 15 200

Revolver 15/30/

601 6 2d6+1 Pistol; AP 2; Reload 1 turn 6 75

Stubber 12/24/

481/2 15 2d6+1 Pistol; AP 2; Auto 6 150

Heavy

Stubber 

12/24/

483RB/3 40 3d6

Heavy; AP 2; Auto or 3RB only;

Reload 1 turn20 350

Assault

Cannon

12/24/

483RB/5 45 2d8+1

Heavy; 3RB or Auto only; AP 4;

Reload 2 turns30 1000

HuntingRifle

20/40/80

1 10 2d8+1 Basic; AP 2 15 200

 Naval

Pistol

12/24/

481 6 2d6+1

Pistol; AP 2; Reload 1 turn; counts as

a melee weapon (Str+d4 damage)10 Mil.

Dueling

Pistol

15/30/

601 2 2d6

Pistol; Perfectly Weighted (+1 to

Shooting)6 200

DB

Shotgun

15/30/

601-2 1-2 3d6 Basic; Auto 14 350

Sawn-off 

Shotgun

10/20/

401-2 1-2 3d6

Basic; Auto; No penalty for firing

one-handed11 300

PA

Shotgun

15/30/

601 8 3d6 Basic 16 500

Auto

Shotgun

12/24/

481/2 20 3d6 Basic; Auto 18 750

Special Projectile Ammo

Name Notes Cost

Flechette Halves range, but increases damage by 2d4.

15 per 

 box of 

50

Dumdum AP -4, Damage +4

20 per 

 box of 

50

Manstopper AP +2, Damage +2 Mil.

Page 6: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 6/23

Shotguns Only ------ ------

Scatter Range becomes 5/10/20; damage becomes 5d6 at short range, 3d6 at medium

range, and 1d6 at long range

12 per 

 box of 

20

Executioner Shooting +2 Arbites

Inferno +1d6 Fire damage, and may ignite flammables Mil.

 Bolt Weapons

Name Range RoF Shots Damage Notes Weight Cost

Bolter I10/20/

40

1/2 15 2d10 Basic; AP 4; Auto; Straight Mag 20 Mil.

Bolter II12/24/

481/3 30 2d10

Basic; AP 4; Auto; Belt Fed (Jams on a

Shooting roll of 1 regardless of Wild

Die; requires 2 turns to clear)

20 Mil.

Bolter 

III

12/24/

481/2 20 2d10 Basic; AP 4; Auto; Sickle Mag 20 Mil.

Bolter 

IV

12/24/

48

1/2 40 2d10

Basic; AP 4; Auto; Drum Mag (Jams on

a Shooting roll of 1 regardless of Wild

Die; requires 2 turns to clear)

22

Bolt

Pistol

15/30/

601/2 12 2d10 Pistol; AP 4; Auto 10 Mil.

Storm

Bolter 

12/24/

481/3 30 2d10 Basic; Snapfire; AP 4; Auto 25 Mil.

Bolt

Carbine

15/30/

601 20 2d10 Basic; AP 4; Auto 18 Mil.

Heavy

Bolter 

20/40/

801/3 40 3d10 Heavy; Snapfire; AP 4; Auto 30 Mil.

Special Bolter Ammo

Name Notes Cost

Kraken Penetrator AP +6 Military

Metal Storm Damage +1d10; AP -2 Military

Inferno Shell +1d6 Fire damage; may ignite flammables Military

Page 7: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 7/23

Stalker Silent and has no muzzle flare: does not give away the firer’s position when

in StealthMilitary

Melta Weapons

Name Range RoF Shots Damage Notes Weight Cost

Meltagun 7/14/21 1 5 5d10

Basic; Snapfire; loses 2d10 of damage

at each range increment; Reload 2 full

turns

22 800

Inferno

Pistol7/14/21 1 3 3d10

Pistol; loses 1d10 of damage at each

range increment; Reload 1 full turn10 500

Multi-

melta 7/14/21 1 5 7d10

Heavy; Snapfire; loses 2d10 of damage

at each range increment; Reload 2 fullturns

30 Mil.

Thermal

Lance

12/24/

361 1 4d10

Basic; Snapfire; loses 1d10 of damage

at each range increment; Reload 1 full

turn. May be used as a staff in melee.

20 500

 Plasma Weapons

Name Range RoF Shots Damage Notes Weight Cost

Plasma

Gun

10/20/

401 10 3d10

Basic; Snapfire; on a Shooting roll of 1

(on either die), the player must check the

Plasma Malfunction Table below

25 600

Plasma

Pistol

10/20/

401 10 2d10

Pistol; on a Shooting roll of 1 (on either 

die), the player must check the Plasma

Malfunction Table below

10 400

Plasma

Blaster 

15/30/

601 14 3d10

Basic; Snapfire; on a Shooting roll of 1

(on either die), the player must check the

Plasma Malfunction Table below

27 800

 Plasma Malfunction

D6 Results

1-2EXPLODES! The weapon is destroyed and the character counts as having

shot himself (for resolving damage).

3-4Critical Overheat! The character drops the weapon and it may not be

 picked up for 1d10 rounds.

Page 8: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 8/23

5-6 Overheat! The character drops the weapon.

 Flamer Weapons

Name Range RoF Shots Damage Notes Weight Cost

Hand Flamer Cone 1 4 2d8

Pistol; 50% chance of igniting

flammable targets; 2 turn reload; Fire

(ignores partial armor)

12 750

Flamer Cone 1 6 2d10

Basic; Snapfire; 50% chance of 

igniting flammable targets; 2 turn

reload; Fire (ignores partial armor)

20 1000

Heavy

Flamer  Cone 1 8 2d10+2

Heavy; Snapfire; 50% chance of 

igniting flammable targets; 2 turnreload; Fire (ignores partial armor)

28 Mil.

Exterminator Cone 1 1 2d10

Must be fitted to a basic weapon;

50% chance of igniting flammable

targets; 2 turn reload; Fire (ignores

 partial armor)

+10 Mil.

Thrown Weapons

Name Range RoF Shots Damage Notes Weight Cost

Throwing

Axe2/4/8 - - Str+d6 May also be used in melee combat. 5 15

Throwing

Knife2/4/8 - - Str+d4 May also be used in melee Combat 2 10

Throwing

Star 2/4/8 - - Str+d4

Often dipped in various poisons.

Easily concealed.

5 stars

= 1 lb.20

 Exotic Weapons

Name Range RoF Shots Damage Notes Weight Cost

 Needle

Rifle

20/40/

801 6 2d6

Basic; A successful hit forces the

target to make a Vigor check (at -2

with a Shooting raise), or die instantly.

15 Mil.

 Needle

Pistol

12/24/

481 6 2d5

Pistol; A successful hit forces the

target to make a Vigor check (at -2

with a Shooting raise), or die instantly.

8 Mil.

Page 9: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 9/23

Graviton

Gun

10/20/

401 6 Special

Basic; SBT; Everyone in the template

must make a Strength (at -2 with a

Shooting raise) check or be shaken for 

1d4 rounds.

25 Mil.

 Neural

Shredder Cone 1 5 Special

Pistol; Everyone in the template must

make a Smarts or Spirit (whichever is

higher) check versus the Shooting roll.

Failure shakes the target, and failure by

4 or more indicates instant death.

10 Mil.

Webgun 10/20/40

1 10 Special

Basic; A hit restrains the target

 partially, causig -2 to Pace and skills

linked to Agility and Strength. A raise

fully restrains the target: he cannot

move or use skills linked to Agility or 

Strength. He may make a Str. or Agi.

Roll at -2 to break free. Other 

characters may attempt to free the

target with a Str. roll at -2

15 Mil.

Psycannon12/24/

481 30 2d6

Basic; Double damage to Psykers and

Triple damage to Daemons23 Mil.

Grenades and Launchers

Name Range RoF Shots Damage Notes Weight Cost

Frag

Grenade5/10/20 - - 3d6 SBT; Thrown 1 42

Krak 

Grenade5/10/20 - - 3d8 MBT; Thrown 1 Mil.

Smoke

Grenade5/10/20 - - -

MBT; Creates a cloud of smoke that

obscures vision for 2d4 rounds1 30

Photon

Grenade5/10/20 - - -

MBT; All in range must make a Vigor 

roll or be Shaken for 1d3 rounds.1 25

Gas

Grenade5/10/20 - - Special

Gas Grenades can have a variety of 

effects; consult your GM.1 Varies

Plasma

Grenade5/10/20 - - 2d10 MBT; Ignores Armor; Fire 1 50

Grenade

Launcher 

12/24/

48 1 6 Varies

Heavy; Any combination of up to 6

grenades may be loaded; Snapfire 20 Mil.

Page 10: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 10/23

Aux.

Grenade

Launcher 

10/20/

401 2 Varies

Must be fitted to a basic weapon; Any

combination of up to 2 grenades may

 be loaded

+10 Mil.

Rocket

Launcher 

24/48/

96 1 1 4d10 MBT; AP 20; Snapfire 25 Mil.

Melee Weapons

Blades and bludgeoning weapons are common all across the Imperium, and many conflicts

are resolved using well-placed steel.

Standard Weapons

Name Damage Notes Weight Cost

Knife Str+d4 1 5

Short Sword Str+d6 5 25

Sword Str+d8 8 50

Axe Str+d6 2 30

Flail Str+d6 Ignores Shields 8 40

Spear Str+d6 Two-handed; Parry +1, Reach 1 8 30

Staff Str+d4Two-handed; Parry +1; Reach 1; may be a wooden staff 

fashioned by hand, or a metal one purchased5 10/--

Hammer Str+d6 AP 2 vs Hard Armor; Parry -1 12 60

Great Axe Str+d10 AP 1; two-handed; Parry -1 13 75

Great

Hammer Str+d10

AP 4 vs Hard Armor (Carapace, Power, Shields); two-handed;

Parry -115 80

Knuckle

DustersStr+d4 1 10

Armored

GauntletStr+d6 3 20

Improvised

(Rifle butt,

etc.)

Str+d4 -1 to Fighting rolls - -

Chain Weapons

Page 11: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 11/23

Name Damage Notes Weight Cost

Chainfist Str+d8 AP 2 5 120

Chainsword Str+d10 AP 2 12 150

Chain-axe Str+d12 AP 2; Parry -1 15 155

Eviscerator Str+d12+1 AP 4 20 Mil.

 Power Weapons

Name Damage Notes Weight Cost

Power fist Str+d8 AP 4 2 Mil.

Power sword Str+d10 AP 4 8 Mil.

Power axe Str+d12 AP 4; Parry -1; two-handed 10 Mil.

Power 

hammer Str+d12 AP 4; Parry -1; two-handed 12 Mil.

Power knife Str+d6 AP 4 2 Mil.

Shock Weapons

Name Damage Notes Weight Cost

Shock maul Str+d8On a successful hit, the target must make a Vigor roll (at -2

with a Fighting raise) or be shaken.20 175

 Neural Whip Str+d6

Parry -1; Reach 1; Ignores Shields; On a successful hit, the

target must make a Vigor roll (at -2 with a Fighting raise) or be

shaken.

5 200

Electro-flail Str+d6

Ignores Shields; On a successful hit, the target must make a

Vigor roll (at -2 with a Fighting raise) or be shaken. 8 140

 Force Weapons

Force Weapon is a template that may be added to any standard weapon. Normally, this

weapon is no different from any other of its type; in the hands of a Psyker it can become far 

more lethal. Whenever a Psyker strikes a foe with a Force Weapon he makes a Will check at

-2 (or with no penalty on a Fighting raise). If the Psyker succeeds, the weapon deals an extra

1d10 of damage. Force weapons also deal double damage against Daemons.

Armor 

Armor comes in a variety of different styles, but the basic designs are fairly universal.

Page 12: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 12/23

 Body Armor 

Name Armor Notes Weight Cost

Flak Armor +3 Torso, limbs 15 100

Carapace

Armor +6 Full body, Pace -2 30 300

Power 

Armor +10 Full body; Strength +1 die type 10 Mil.

Mesh Armor +4 Torso, limbs 18 200

Stealth Suit +1This padded dark grey suit fades easily into shadows, giving the

user a +2 on Stealth rolls.12 180

Pot Helm +3 50% chance of protecting from headshots 5 50

Open

Plasteel

Helm

+5 75% chance of protecting from headshots 9 100

Closed

Plasteel

Helm

+6 Protects from headshots 10 125

 Armor Alterations

Name Notes Cost

CeramiteThe armor protects against Fire-based attacks. The armor gains +2 against Melta,

Plasma, and Flamer weapons.+50

Reflective The armor gains +2 against Las weapons. +30

Ablative

This armor variation absorbs wounds whenever the wearer would take them, but

doing so reduces its armor bonus by 1 per wound. When the bonus is reduced to

0, the armor is useless.

+20

Bonded

This variation combines one or more of the options listed above. The total cost is

equal to the combined cost of the alteration, -10 for each beyond the first. So

Ablative Reflective Ceramite Armor would cost an additional 80.

Varies

Shields

Shield bonuses only apply to the front and left/right of a character (depending on the arm

holding the shield). The shields below are rated as if made from wood/plastic. If made from

reinforced wood/plastic, they gain +1 Armor; if made from metal or armaplas, they gain +2

Armor. Double the cost in the former case, and triple it in the latter.

Page 13: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 13/23

Name Armor Notes Weight Cost

Buckler +1 Parry +1; may still use hand freely 10 15

Small Shield +2 15 20

Large Shield +3 May be used to provide partial cover on one side 20 30

Tower 

Shield+4 May be used to provide cover on one side 30 50

Bionics and Implants

Sometimes, flesh alone is not enough to wage the war against mankind’s enemies. Where

flesh fails, medical science now allows humanity to fight on through the use of prosthetic

limbs, and bionic implants. The prices listed are for Crude Implants. Average ones cost

double, and Advanced cost triple. Highly Advanced cost four times as much when available.

 Bionic Body Parts

Name Notes Cost

Single Leg

Crude: Pace -1

 Average: +1 Armor 

 Advanced: +1 Armor, Pace +1

1000

Pair of Legs

Crude: No effect

 Average: +1 Armor, Pace +1

 Advanced: Armor +1, Pace +2

1500

Arm

Crude: Strength of d8, -1 on Skill rolls when using it

 Average: +1 Armor, Strength d10

 Advanced: +1 Armor, Strength d12, you never count as unarmed

1200

Head

Crude: +1 Armor 

 Average: +2 Armor, +2 on Vigor rolls against poison gasses

 Advanced: +3 Armor, Immune to Poison gas, can survive in a vacuum

800

 Bionic Organs

Name Notes Cost

Lungs

Crude: -2 on Vigor rolls made to resist Fatigue

 Average: +2 on Vigor rolls against poison gasses

 Advanced: Immune to poison gas, can hold breath twice as long

2000

Heart

Crude: -2 on Vigor rolls

 Average: No effect

 Advanced: +2 to resist poisons and toxins

2500

Page 14: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 14/23

Brain

Crude: -2 on Smarts and Smarts-based skill rolls

 Average: at the start of every session, make a Smarts check at -2; a failure

indicates a glitch and the character acts as though having a Crude Brain

 Advanced: As Average, but without the -2 penalty

 Highly Advanced: The character gains a +1 on all Smarts and Smarts-based skillrolls

3000

 Bionic Senses

These may be used to replace damaged ears, eyes, noses, or even to repair one’s sense of taste

or touch. With Crude senses (Cost: 500-1000) the character suffers a -2 on all Notice rolls

involving the Bionic sense. With Average senses (Cost: 1000-1300), the senses function

normally. With Advanced senses (Cost: 1500-2000), the character gains a +2 bonus on

 Notice rolls involving the Bionic sense.

 Implants

Name Notes Cost

Psi-booster This implant increases activity in the part of the brain which controls Psychic

ability. The user gains a +1 on all Will rolls.750

MIU

This implant represents a neural link-up between the character and a piece of 

equipment, allowing him to operate it by thought alone out to a range of 1km.

This may be applied to ships, the Adeptus Mechanicus’ Titans, or shoulder 

mounted weaponry.

800

Implant

Weaponry

Any pistol, basic, or one-handed melee weapon may be implanted to replace a

character’s hand.

1000 +

cost of 

weapon

Mechadendrites

This term covers a variety of tendril-like prosthetics used by the Adeptus

Mechanicus to aid them in construction, maintenance, and research. A

Mechadendrite may be attached anywhere the Adeptus desires, although the

lower back is most popular for purposes of balance and convenience.

These limbs give the user a +2 on Repair, Lockpicking, and other similar tasks

requiring great manual dexterity.

They may also make a melee attack (separate from the user’s, but on their 

initiative) with Strength and Fighting d8.

Adeptus

only

Combat Stimms

Combat drugs come in a few different varieties, and have varying effects. In addition, there

are three main ways to introduce stimms into one’s system.

Inhaler

One deep breath is all it takes! Announce at the start of the turn that the inhaler is used. The

effects of the stimm come into effect immediately but only last for 1d3 rounds. Inhalers are

good for 10 uses.

Page 15: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 15/23

Injector Implant

An injector normally takes one action to activate and Will continue to have an effect until it is

turned off with another action. The amount of a combat stimm in an injector is measured in

terms of rounds worth of use. A normal Injector starts with 20 rounds of use.

GlandA character with a stimm gland is permanently affected by the combat drug. It cannot be

turned off and Will last for the entire game. Characters with glands have counteractive

stabilizers and decontaminants in their bloodstream to stave off the many debilitating effects

associated with combat stimms. A character with a gland dispenser Will avoid any negative

side effects of their combat stimms if they pass a Vigor test at the beginning of every session.

Combat Stimms

Name Dispensers Notes Cost

‘SlaughtInhaler 

Injector 

This stimm grants the benefits of the Alertness and Quick Edges,

 but a user is at -2 to Smarts and Knowledge rolls for the

remainder of the session.

200

250

PsychonInhaler 

Gland

This stimm grants the user +2 Fighting, Damage, and Toughness,

 but they suffer a -2 Parry.

340

460

Reflex

Inhaler 

Injector 

Gland

While under the influence of this stimm, a character never acts

on less than an 8 during combat. Unfortunately, they also suffer a

-2 to resist Pyshic powers and influence.

220

300

500

Barrage Injector  

This particularly nasty drug grants the user +2 steps to Strength,

Vigor, and Agility while under the influence. Unfortunately,

after every use he must make a Vigor roll or suffer a permanent

loss of one die type to all physical attributes.

190

Spook Injector 

Inhaler 

A character using this stimm gains 5 Power points and a single

novice level Psyker power for the duration.

580

450

Spur Injector 

Gland

A character on Spur gains +2 on Fighting and Strength rolls.

However, he must pass a Vigor check at -2 at the end of every

session in which he used, or suffer a Fatigue level for theduration of the next session.

370

510

De-tox

Inhaler 

Injector 

Gland

De-tox grants the user +2 on Vigor rolls made to resist the effects

of poison gasses and toxins.

100

130

200

Other Equipment

Gunsights

Page 16: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 16/23

Name Notes Cost

Range Finder This sight accurately displays the distance to the target, halving penalties due to

medium or long range when the character takes an Aim action.50

Infrascope This scope grants the user the benefit of Heat Vision when taking an Aim action. 50

Laser Sight A Laser Sight grants the shooter a +1 on Shooting rolls. 20

 Auspexes

This is the collective name for all of the scanners and detectors in use across the Imperium.

Some common ones include the following.

Name Notes Cost

Bio-scanner  Grants the user a +2 on Notice rolls to locate any organic creature within 25squares.

60

Motion Tracker 

The Motion Tracker allows the user to make a Notice roll to pinpoint the location

of any movement within a 25 square range. If a target is moving very slowly, this

 Notice roll is at -2.

50

Psi-Tracker 

This arcane device reads shifts in warp space, detecting the souls of those nearby.

A user may make a Spirit or Will check to determine the location of all sentient

 beings within 20 squares.

Mil.

Other Gear 

Name Notes Weight Cost

Backpack -- 3 5

Bedroll -- 10 7

Canteen5 full/1

empty3

Chronometer A wrist watch. 1/2 12

Code-scrambler Gives the user a +2 bonus to bypass electronic locks. 1 300

Data slateA small handheld computer with a keypad and readout screen. Data

slates have a variety of functions.2 40

Gas Mask Grants immunity to Poison gasses. May not be worn with a closed

helmet.2 50

Igniter A lighter. -- 1

Page 17: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 17/23

Lantern Good lighting out to 10 squares; low light out to 15 squares. 4 15

Medi-pak This kit grants the user +2 on Healing skill rolls. It may be restocked and

is good for 5 uses before restocking is necessary.5 100

Obscura smokesAn addictive narcotic. When buzzing, it grants the user +1 on Spirit rolls

 but a -2 on Smarts rolls. A buzz from one smoke lasts for 15 minutes.20=1/2 10

Pict-recorder Captures live images; can store up to 48 hours of video. May view single

frames as stills.10 80

Pict-recorder,

miniature

Captures live images; stores up to 12 hours of video. May view single

frames as stills. Must be attached to data slate to review images. Easily

concealed.

1/2 135

Spectacles Negate the penalties of the Bad Eyes minor Hindrance. -- 50

Re-breather This device contains its own air supply (2 hours) and allows comfortable

 breathing in a variety of toxic atmospheres.2 175

Regicide A popular board game, similar in concept to chess. 5 20

Rope 50’ length 5 25

Solvent Dissolves the sticky web from a Webgun and similar substances. 1 5

Voxlink Allows vocal communication between parties up to 20 kilometers in any

direction (although solid objects like buildings and mountains may

reduce this range)

-- 100

Vox-bugAllows remote surveillance of all noise within its range (a LBT).

Searchers are at a -4 to spot it when it is concealed.-- 200

Arcane Backgrounds

 PsykersArcane Background (Psyker)

Requirements: Novice

By Imperial decree all Psykers are required to be registered with the Imperial Ministorum on

 penalty of death. Now, whether you’re registered or unregistered is up to you, but by being

 part of an Inquisitorial entourage, you’d be taking quite the risk if you weren’t. Anyways,

Psykers get their power by tapping into the Warp of Chaos, the great Immaterium as it’s

called. They start out with 10 Power Points and two Powers from the Savage Worlds Core

Book.

Additional Powers: Hunch (from Deadlands: Reloaded), Mind Rider (from Deadlands:Reloaded)

Page 18: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 18/23

Whenever a Psyker rolls a 1 on their Will die (regardless of the Wild die) they suffer one of 

the following backlash effects.

 Backlash

d20

ResultEffect

1-4

 Brain Drain: The Psyker’s mind is fried

with energy from the Warp. He’s shaken

for 1d6 rounds and his Will drops a die

type for 24 hours.

5-8

 Backlash: The Warp energy overloads

the Psyker’s nervous system, causing

3d6 damage.

9-12

Spirit Sap: The Psyker must make a

Vigor roll or be incapacitated. Even on a

success she suffers a Fatigue level.

13-15

Madness: The terrible Warp energies

drive the Psyker insane. He rolls for a

random Dementia from the GM’s table.

He must also make a Smarts roll. If 

failed, the Dementia is permanent.

Otherwise, it lasts for 1d6 days before he

“snaps out of it.”

16-19

Corruption: The power is twisted by

Chaos energies to have the worst

 possible outcome for the Psyker.

20

Mindwipe: A part of the Psyker’s soul is

consumed by the Warp. Lower his Will

die type by 1 permanently.

 Psyker Only Edges

The Will (Weird)

Requirements: Novice, Spirit d8+, Persuasion d8+ Intimidate d8+

When making an Intimidate or Persuasion check, the Psyker may exert his warp-empowered

Will to strengthen his influence; the Psyker may even cause enemies to do things they would

not normally do, such as breaking cover or dropping their weapons. The Psyker gains a +2 on

any Persuasion or Intimidate roll in which he declares the use of this ability, but must expend

1 Power Point to do so. Other Psykers have a +1 to resist this ability, and other Psykers withThe Will have a +2.

Page 19: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 19/23

Astrotelepathy (Weird)

Requirements: Novice, Will d8+

An astrotelepath rapidly becomes one of the most useful members of any entourage. The

reason is this: they are capable of communicating instantly across long distances through the

Warp. An astrotelepath may send a message anywhere within a single subsector by making aWill roll. To send a message anywhere within the current sector, this roll must be made at -2.

Failure indicates the message was lost somewhere along the way.

EXAMPLE CHARACTERS

Inquisitor Amadeus Constantine

Affiliation: Imperial Inquisition, Ordo XenosJust 42 standard years old, newly promoted Inquisitor Amadeus Constantine is still just

 beginning what looks to be a long and illustrious career. An Amalathian by inclination, he

works to preserve the Imperium of Mankind and its institutions in order to insure the future of 

humanity in the galaxy.

Constantine is a Wild Card.

XP: 60

Grit +3

Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8

Pace 6, Parry 7, Toughness 10 (4), Charisma 2

Fighting d8, Shooting d8, Guts d8, Notice d8, Knowledge (Imperial Politics) d8, Persuasion

d8, Intimidate d8

Hindrances: Heartless, Loyal (God-Emperor of Man), Overconfident, Vow (Major): Seek out

and destroy all enemies of the Imperium.

Edges: Brave, Charisma, Hard to Kill, Harder to Killer, Interrogator, Marksman, Dodge,

Block 

Gear:

Page 20: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 20/23

 Auto Shotgun (12/24/48, RoF 1/2, Shots 20, Damage 3d6+2 AP 2 (loaded with Manstopper 

rounds), Auto)

 Naval Pistol (12/24/48, RoF 1, Shots 6, Damage 2d6+1 AP 2, 1 turn reload, Melee weapon

(Str+d4))

 Power Hammer (Str+d12 AP 6, Parry -1)

 Bonded (Ceramite/Reflective) Mesh Armor (+4, protects from fire, +2 against Melta, Plasma,Flamer, and Las weapons)

 Bio-scanner Auspex (Grants the user a +2 on Notice rolls to locate any organic creature

within 25 squares.)

Chronometer 

 Data Slate

 Pict Recorder, Mini

 Re-breather 

Voxlink 

 Inquisitorial Rosette

Ulysses, the Heretic

Affiliation: Children of the Emperor 

 Nearly 200 years old, Ulysses was once an honored and deadly brother of the Adeptus

Astartes. But that was before he swore his soul to Slaanesh and Chaos. Now he serves the

evil Children of the Emperor in their quest to bring down the Imperium of Man and consumethe galaxy in Chaos. Ulysses’ very body has been twisted by the Warp taint, giving him

horns, a permanent scowl, and unhealthy looking skin stretched over his hulking muscles.

Ulysses is a Wild Card.

XP: 80

Grit +4

Agility d10, Smarts d6, Spirit d6, Strength d10 (d8), Vigor d10

Pace 7, Parry 5, Toughness 20 (10), Charisma -2

Fighting d10+2, Shooting d10, Throwing d8, Notice d6+2, Intimidation d6, Taunt d6, Guts

d6+2

Hindrances: Grim Servant o’ Death, Bloodthirsty, Ugly, Mean

Edges: Adeptus Astartes, Brawny, Fast Healer; Berserk, Combat Reflexes, Strong Willed,

Brave

Gear:

 Bolter I (10/20/40, RoF 1/2, Shots 15, Damage 2d10 AP 4, Auto)

Shock Maul (Str+d8(+2 from Psychon), On a successful hit, the target must make a Vigor roll

(at -2 with a Fighting raise) or be shaken.)

Page 21: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 21/23

 Power Armor (+10, Strength +1 die type, Space Marine auto-senses: +2 Notice, Voxlink, re-

 breather)

 Psychon Gland (+2 Fighting, Damage, and Toughness, -2 Parry)

 Bionic Left Leg (Advanced: +1 Armor, +1 Pace)

 Neci Sidra, Rogue Psyker 

A powerful unregistered Psyker, Neci (pronounced Nick-ee) has been selling her services to

the highest bidder for the last 5 years, ever since she escaped slavery working for a xenophile

gun-runner. Short and dark-skinned, with long black hair, Neci’s frail appearance belies the

terrible power of her mind.

 Neci is a Wild Card.

XP: 40

Grit +3

Agility d6, Smarts d6, Spirit d10, Strength d4, Vigor d6

Pace 6, Parry 4, Toughness 5, Charisma -2

Fighting d6, Shooting d6, Will d10+1, Notice d6, Persuasion d8, Intimidate d8, Guts d4+2

Hindrances: Bad Eyes, Thin Skinned, Illiterate, Outsider 

Edges: Arcane Background (Psyker), The Will, Brave, Danger Sense, Power Points x2, New

Power x2, Rapid Recharge

PP: 20

Powers: Bolt (1-6), Boost/Lower Trait (2), Mind Rider (3), Blast (2-6)

Gear:

 Laspistol (12/24/48, RoF 1, Shots 30, Damage 2d6)

 Force Knife (Str+d4, Whenever Neci strikes a foe with a Force Weapon she makes a Will

check at -2 (or with no penalty on a Fighting raise). If she succeeds, the weapon deals an

extra 1d10 of damage. Force weapons also deal double damage against Daemons.)

 Psi-booster (+1 on Will) Backpack 

Page 22: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 22/23

 Bedroll 

Canteen

Chronometer 

 Lantern

Medi-pak 

SpectaclesVoxlink 

Anirbas Virgil, Rogue Trader Anirbas Virgil is little different from most other Rogue Traders pursuing profit in dozens of 

subsectors across the galaxy. Except, of course, for one little thing: Virgil is what the

Inquisition calls a “xenophile.” He brokers black market deals between subversive groups

looking to purchase xenos weaponry and technology and alien races interested in all manner 

of things, from ancient artifacts to Imperium weaponry to directly destabilizing the Imperium

itself. While he himself is only the middle man in these deals, he undoubtedly has an

extensive list of contacts which could lead the Inquisition to dozens, if not hundreds, of 

heretics. Of course, Virgil is not exactly defenseless.

Anirbas Virgil is a Wild Card.

XP: 40

Grit +3

Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6

Pace 5 (d4), Parry 6, Toughness 9 (3), Charisma 2

Fighting d8, Shooting d8, Notice d8, Piloting d8+2, Driving d6+2, Guts d8, Persuasion d8

Hindrances: Overconfident, Cautious, Greedy (Major), Obese

Edges: Luck, Ace, Dirty Fighter, Really Dirty Fighter, Connections, Charismatic, Dodge,

Improved Dodge

Gear:

 Xenarch Death-arc (Basic, 12/24/48, RoF 6, Shots 24, Damage 3d4, Auto only, Reload 2

turns, 20 lbs., Laser Sight (+1 Shooting))

 Eldar Digi-Shuriken Catapult (Pistol (worn on finger), 10/20/40, RoF 3RB, Shots 33,

Damage 2d4, 3RB only, cannot be reloaded, 1 lb.)

 Dark Eldar Agoniser (3d6, Shock: On a successful hit, the target must make a Vigor check 

(at -2 with a Fighting raise) or be shaken.)

 Refractor Field (+8 armor vs. Ranged weapon attacks; glows slightly revealing the location

of the wearer) Flak Armor (+3 torso and limbs)

Page 23: 40k Character Creation

8/4/2019 40k Character Creation

http://slidepdf.com/reader/full/40k-character-creation 23/23

Chronometer 

 Data Slate

Voxlink