Though largely similar to the
summary on page 12 of the d20 Modern Handbook, this section allows you to
quickly detect differences between the d20 Modern game and the d20 Warhammer 40,000
game (hereafter referred to as d20-40k). This summary (as well as most of the
book) tends to assume you will be playing a human (Imperial) character, but
that, of course, is not the only possibility.
Strong, Tough, Fast, Dedicated, Smart
or Charismatic are your choices.
Select Race
In d20 Warhammer 40,000 a number of
races are available to play as. I recommend that everyone starts off as a human
for their first game as they learn the rules. However as you play on you may
want to experiment with ratlings, squats and orgyn or even tau and eldar. Once
you have your race and class picked you should have a decent character concept
in mind.
Generate and
Assign Ability Scores
Use any of the methods described in
the d20 Modern Handbook or in other d20 sources. I personally recommend
point-buy rather than rolling because it is more ‘fair’, but any method will
do. The point-buy method is outline below.
Your character’s ability scores all
start at 8. You have 25 points to spend to increase these scores, using the
costs shown below.
Score |
Cost |
Score |
Cost |
8 |
0 |
14 |
6 |
9 |
1 |
15 |
8 |
10 |
2 |
16 |
10 |
11 |
3 |
17 |
13 |
12 |
4 |
18 |
16 |
13 |
5 |
|
|
Each class offers a number of talents
to choose from at 1st level. Note that the talents for d20-40k have been
changed from their original d20 Modern counterparts to integrate them better
with the world setting. Feel free to use the original versions if you choose
to, they will work too.
At first level a character starts
with maximum hit points. Future hit point gains are rolled. As a variant you
can choose not to roll but use ‘average’ hit points when you gain a level.
Though most gamers prefer rolling I like the ‘fairness’ of the average method.
To determine your character’s
Defense, add the following numbers together:
10 + Class Bonus + Dexterity
modifier
If your character wears armour it
will not add any bonus to defense. This is an important change from not only
d20 Modern but all d20 systems. Armour does not add to your defense, it instead
adds to your Damage Reduction. Damage Reduction is available to players in
several forms – like bonuses to AC, Damage Reduction bonuses stack so long as
they do not arise from the same circumstance (ie; you cannot add two armour
bonuses to Damage Reduction). More information on Damage Reduction later.
All human players start with a
speed of 30 feet. Some races, such as the Eldar, are fleet of foot and gain a bonus
to their movement speed. Other races, such as the Ratlings, have small legs and
have a penalty. If this is the case it will be noted in the appropriate racial
section.
Unless you have a
feat or class benefit Initiative is normally equal to your dexterity modifier.
Base Attack Bonus
Your character’s class determines
your base attack bonus. Record this in your character sheet in the space
provided.
This replaces Reputation.
Characters in d20-40k do not have a reputation. In a galaxy with a hundred
billion stars it is rather difficult to gain any kind of reknown except in
certain circles. The concept of reputation does not apply the same way as it
does on Earth. Too many people live in ignorance of the world around them to be
aware of even the most earth-shattering occurance. Leadership instead is a
characteristic that allows you to acquire followers and contacts and lead them
effectively in battle. See the Leadership rules in the Rules section of this
book.
Your class
determines your base saving throw bonuses. To these numbers add the modifiers
for the associated abilities as follows:
For Fortitude, add
your Constitution modifier.
For Reflex, add your
Dexterity modifier.
For Will, add your
Wisdom modifier.
Some feats or class
features can increase these values even higher.
Melee / Ranged Attack Bonuses
To determine your melee attack
bonus add your Strength modifier to your base attack bonus. For your ranged
attack bonus add your Dexterity modifier to your base attack bonus. These
bonuses apply to attacks made with close-combat weapons (like powerswords and
clubs) and to attacks made with ranged weapons (like autopistols and
lascannons) respectively.
Your character starts play with 5
action points. Games which start characters at higher levels than 1 only use
APs gained on their final level.
Your Gamesmaster will determine
which starting Backgrounds are available for the campaign. Select a starting
background from that list choosing the one that best fits your character
concept. You can find a full list of backgrounds later in this document. These
backgrounds replace, but are otherwise identical in function, to the
occupations you are required to select from in the d20 Modern game.
Your characters
class and Intelligence modifier determine how many skill points you have to buy
skills. Skills are measured in ranks. Each rank adds +1 to skill checks made
with a specific skill. Some skills are considered to be class skills for your character’s
class. All other skills are considered to be cross-class skills. Your starting
background may give you additional class skills. Skills are described in
chapter 5. At first level you can take up to 4 ranks in class skills for 4
skill points or up to 2 ranks in a cross-class skill for the same number.
Select Feats
You start play with two feats or
more depending on your background. Select these feats from the list in Chapter
6: Feats.
Assign Starting
Credit and Buy Gear
Your starting background and the
result of a 2d4 roll determine you character’s credit bonus. Some feats and
other modifiers add to this bonus as well. Credit is identical to credit in d20
Modern. The name has been changed to Credit since Imperial subjects refer to
money as ‘creds’. This is just an atmosphere thing. Feel free to call Credit
Checks, Weath Checks if your familiar with Modern.
As in d20 Modern you should decide
what your character looks like; what his allegiances are; what his beliefs are regarding
the Imperium and what has happened to him in the past and the like. Pass this
information on to your Gamesmaster so that he can incorporate it into his
campaign.