Converting Weapons from Warhammer
40,000 to d20-40k
The primary concern of a role-playing game is flexibility
for the heroes. I aim to give our primary source of heroic characters – humans
– as much equipment and modifications as possible to make each character
different or ‘customized’ when compared to a different character. A d20-40k
player that selects an Autogun as his weapon is not any Imperial Guardsman with
an autogun; he’s a special character with an autogun that may have a
rangefinding laser scope, a variable ammunition chamber and a standard
suppressor. He may even protect it with a Voice Recognition System. His armour
and other equipment will likewise be unique, as will has ability scores. In a
whole squad of Imperial Guardsmen it is quite possible that no two soldiers
will be similar. Even statistically similar guardsmen are ultimately different.
Some may hide a mutation, others may use drugs and still others will be
wealthier or less-wealthy.
A tabletop battlegame does not have this sort of scope. Its
scope is much broader. It deals with alien armies and the standard equipment
used on the mean. There is a tremendous wealth of guns and wargear that are
canon in the universe of the dark millenium that can be found in the various
Wargear sections of a Warhammer 40,000 codex. However it is not a good use of
an RPG’s resources to write out descriptions and explanations for all the
various weapons presented in the table top battlegame. However, I also
understand that players will want to use an eldar, or an ork or perhaps even a
Necron in their RPGs and they will want to know how the weapons system works.
This section aims to allow you to convert any weapon from
the Warhammer 40,000 game into a weapon in the d20-40k game without exception.
The explanations below will also be accompanied by examples. The sample weapons
being converted will be assorted Necron Weapons from Codex: Necrons &
Codex: Assassins.
WEAPON STAT BLOCKS IN WH 40,000
Warhammer 40,000 weapons have 4
categories of information. Range; Strength; AP and Type. These things can be
converted into appropriate range increments, damage amounts, DRP and rate of
fires for d20 Modern. The rest of the information; such as damage type; will
have to be defined on a per weapon basis. First however lets look at Strength to
Damage.
Strength à Damage
|
Weapon Strength |
D20 40k Damage |
Sample Weapon |
|
1 |
2d4 |
Stubpistol |
|
2 |
2d6 |
Stubgun |
|
3 |
2d8 |
Lasgun |
|
4 |
2d10 |
Boltgun |
|
5 |
2d12 |
Heavy Bolter |
|
6 |
3d12 |
Assault Cannon |
|
7 |
2d20 |
Plasma Gun |
|
8 |
3d20 |
Krak Missile |
|
9 |
2d100 |
Lascannon |
|
10 |
3d100 |
Rail Gun |
The theory behind the Table: There are three important things to balance in this table,
first is the effectiveness of weapons (stub pistol to rail gun is a big range),
second is the use of autofire, turbofire and hyperfire which increase the die
numbers. Due to this the die type (rather than the quantity of dice) had to be
steadily incremented or else you have funny effects such as say; a burst from a
bolter might deal only slightly less damage than a burst from an assault cannon.
A stubpistol it was decided early on was a modern pistol (2d4 damage) and a
krak missile was a modern LAW (10d6). 10d6 is similar in scale to 3d20. With
these two values the elegant incrementation followed. As pointed out in the
introduction to the firearms section it is safe to assume that weapons have
improved in the future and the d20 Modern weapons do more damage (are not
balanced with) d20 40k weapons. Transporting a modern weapon means reducing the
damage by a die type normally. This means a krak missile does in fact deal considerably
more damage than a LAW.
Special Cases: Though in
Warhammer 40,000 pistol weapons deal the same damage as their rifle
counterparts (boltpistol and bolter, shuriken pistol and shuriken catapult,
laspistol and lasgun) it is necessary for balance reasons that the damage of
pistol weapons be smaller than for two-handed weapons (pistols are more
flexible). For this reason pistol weapons count as being one strength lower
normally. A boltpistol deals 2d8 not 2d10 damage. A laspistol deal 2d6 not 2d8
and so on.
The same rule applies to
conveniantly small but high damage weapons such as meltaguns and dark eldar
blasters. These weapons have their strength reduced because they are extremely
potent weapons for an infantry unit to carry. Even with the reduced strength a
meltagun deals 2d20 damage. That’s no joking matter.
Samples: A Necron Gauss
Rifle has a Strength of 4. It is not too small a weapon for this kind of damage
output so we use the table as-is. 2d10 damage.
A Gauss Blaster is Strength 5. 2d12
damage.
A Heavy Gauss Blaster is Strength
6. 3d12 damage.
Range à Range Increment
|
Weapon Range |
D20 40k Range Increment |
Sample Weapon |
|
12” |
30ft |
Boltpistol |
|
24” |
60ft |
Boltgun |
|
36” |
90ft |
Heavy Bolter |
|
48” |
120ft |
Lascannon |
The formula for range increment is
(40k Range x 2.5) in feet. Assault weapons, like shuriken catapults, have their
range increased by 15 feet.
Samples: A Necron Gauss
Rifle has a range of 24” so it has range increment of 60 feet.
A Gauss Blaster has a range of 24”
and is an assault weapon so it has a range increment of 75 feet.
A Heavy Gauss Blaster has a range
of 36” and is a heavy weapon so it has a range increment of 90 feet.
Weapon Type à Rate of Fire
|
Type |
Rate of Fire |
Sample Weapon |
|
Assault 1 |
Semiautomatic |
Stubgun |
|
Heavy 1 |
Single |
Sniper Rifle |
|
Assault/Heavy 2 |
Automatic (Auto) |
Shuriken Catapult |
|
Assault/Heavy 3 |
Turbomatic (Turbo) |
Heavy Bolter |
|
Assault/Heavy 4 |
Hypermatic (Hyper) |
Splinter Cannon |
|
Pistol |
Semiautomatic |
Boltpistol |
|
Rapid Fire |
Rapid Fire |
Boltgun |
Explanations of the various rates
of fire can be found in the in the firearms section.
Samples: A Necron Gauss
Rifle is a Rapid Fire weapon. This rate of fire has been created specifically
for d20 40k.
A Gauss Blaster is Assault 2. It is
treated as a fully automatic weapon.
A Heavy Gauss Blaster is heavy 3.
It is treated as a Turbomatic weapon.
AP to DRP (Damage Reduction Piercing)
The table is inverted so AP none =
DRP 0
AP 6 = DRP 1
AP 5 = DRP 2
AP 4 = DRP 3
AP 3 = DRP 4
AP 2 or 1 = DRP 5
Samples: A Necron Gauss
Rifle is AP 5 which means it is DRP 2.
A Gauss Blaster is AP 4 which means
it is DRP 3.
A Heavy Gauss Blaster is AP 4 which
means it is DRP 3.
Converting Special Rules
Special rules need to be done on a
per-weapon basis. Generally a special rule applied to several weapons should
apply without modifications.
Example 1:
Necron weapons ‘flay’ metal. They
have a special rule that allows them to always get a glancing penetration (even
on super-heavy tanks) on a d6 roll of 6. They tear vehicles apart. The weapon
description say basically that some kind of potent electromagnetism is flaying
or disintegrating the metal. To increase the effectiveness of gauss weapons
against vehicles and object the following special rule seems fitting:
Flay Metal: The first 5
points of hardness are ignored by gauss weapons.
Example 2:
C’Tan Phaseblades ignore all
invulnerable saving throws. This effectively negates forcefields. Forcefields
are an equipment bonus on defense. The following special rule has a similar
effect in d20-40k.
Phase Blade: Phase blade
temporarily jump into warpspace before attack ignore all equipment and psychic
bonuses to defense unless they are specifically described as being a ‘force’
effect which extends into the warp. Since phaseblades ignore all equipment
bonuses to defense they effectively always make touch attacks.
Selecting Damage Type and Ammo
Capacity
The following are the main damage
types:
Piercing, Bludgeoning, Slashing,
Explosive, Concussion, Disruption, Energy, Atomic, Fire, Cold, Acid,
Electricity or Sonic.
The first three types are the most
physically obvious – bullets, hammers, knives. The next two deal with weapons
that explode or deal nonlethal concussive force. Disruption is specifically for
power weapons or advanced melee weapons. The next two are futuristic or
hyper-futuristic kinds of ranged weapon damage and the remaining types are
elemental in nature. You should select the damage type that best reflects the
weapon background and description. This is not always easy.
Example: Gauss weapons
are clearly a futuristic ‘ray’ ranged weapon. They are either energy or atomic
in type. Energy suggests a basic energy weapon that fires laser beams or other
basic ray attack.
Atomic suggests a super-futuristic
weapon. Given that Gauss weapons flay metal and that Necrons are ancient
technological experts we can safely assume that Gauss technology involves some
kind of nano-technology or manipulation of particles that exceeds the
tech-level of a simple energy weapon. The type of damage of a gauss weapon is
said to be atomic.
The Ammo Capacity of Atomic Weapon
is typically a small atomic powerpack which holds 20 charges. Necrons however
have a tube connecting to the weapon and some kind of extended pack. We can
assume that Necrons use a large powerpack that holds maybe 40 or 60. To
represent the technological power of the Necron race we’ll say the capacity is
60.
Proficiencies, Cost and Weight
Weight should be guess-timated
based on the size of the weapon on the model and the kind of ammunition it
fires. Projectile weapons tend to weigh more than non-projectile weapons.
Proficiencies are personal firearms
proficiency for firearms plus Special Weapons (launchers) if the weapon
launches something, Special Weapons (heavy weapons) if the weapon is typically
mounted on a vehicle, Special Weapons (high energy) if the weapon has the
atomic energy type of damage.
Cost should be X if the weapon is a
Xenogen or should be made the same as the DC of a similar damage weapon. Increase
the cost for rare technology even if damage is low. Xenogen weapons also
require Alien Weapons Proficiency.
|
Firearm |
Cost |
Dmg |
Crit |
Range |
RoF |
Wt. |
Type |
DRP |
|
Gauss Rifle |
X |
2d10 |
x2 |
60 ft. |
R.F. |
16 lb. |
Atomic |
2 |
|
Gauss Blaster |
X |
2d12 |
x2 |
75 ft. |
Auto |
27 lb. |
Atomic |
3 |
|
Heavy Gauss Blaster |
X |
3d12 |
x2 |
90 ft. |
Turbo |
80 lb. |
Atomic |
3 |
|
Advanced Weapon |
DC |
Dmg (M) |
Critical |
Weight |
Dmg Type |
Type |
DRP |
|
C’Tan Phaseblade |
X |
+1 dmg die |
same |
same |
Slashing only |
same |
5 |
Flay Metal: The first 5
points of hardness are ignored by gauss weapons.
Phase Blade: Phase blade
temporarily jump into warpspace before attack ignore all equipment and psychic
bonuses to defense unless they are specifically described as being a ‘force’
effect which extends into the warp. Since phaseblades ignore all equipment
bonuses to defense they effectively always make touch attacks.