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Transcript of 40k Character Creation
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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)
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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.
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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.
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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
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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.
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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
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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.
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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.
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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.
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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
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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.
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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.
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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
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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.
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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
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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
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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)
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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.
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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:
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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.)
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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
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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)
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Chronometer
Data Slate
Voxlink