Savaged Warhammer 40K




Author's Note
The following material, especially the Equipment and Technology section, has been done with the precious help of Marco Viggi. This conversion would not have been possible without joining our forces.



Races of the Imperium


Space Marines (+4)


They are the Emperor's Chosen, the Champions of Mankind: born to a human woman, they are raised to be the greates warriors of the Imperium and their bodies are enhanced in order to achieve perfection and amazing power. Once they were unified in mighty legions, but due to a traitor among them their forces drove the galaxy into war and so they were split into Chapters, quasi-monastic orders where the SMs spend days praying and training for war.

"Hail to the Emperor!"

Benefits
  • Extra Novice Edge
  • Strength starts at d8 (max d12+2)
  • They Shall Know No Fear (+2 to Guts rolls)
  • Vigor starts at d8 (max d12+2)

Drawbacks
  • Loyal
  • Overconfident
  • Vow (Major - Serve the Emperor)

Chapter Specific Traits
  • Blood Angels
    • Berserk
    • Habit (Major - Blood Drinking)
  • Blood Ravens
    • Minor Psyker (Detect Arcana, 5 PP)
    • Obsession (Knowledge)
  • Dark Angels
    • Hardened (Guts d6)
    • Racial Enemy (Fallen Angels)
  • Grey Knights
    • Minor Psyker (Smite, 5 PP)
    • Vow (Major - Purge the Unclean)
  • Space Wolves
    • Keen Sight (+2 to Notice rolls based on sight)
    • Vengeful (Minor)
  • Ultramarines
    • Charismatic (+2 Charisma)
    • Heroic

Eldar (+2)


These ancient beings are surrounded by mystery: once they were a proud and powerful race, but somehow they fell from grace and now most of them are little more than space pirates even if their leaders, warlocks and farseers, are still keepers of arcane knowledge. The Eldars are a fading people, but they will not go without fighting.

Benefits
  • Agility starts at d6
  • Fleet-Footed
  • Innate Psionics (can acquire Arcane Background (Psionics) even after character creation)
  • Low Light Vision

Drawbacks
  • Outsider
  • Stubborn
  • Thin Skin (-1 Toughness)

Squats (+2)


They said the Squats are descendants of long lost humans on heavy gravity worlds, but in reality they could be a true race, with ancient traditions and strong affinity with machines and technology. They honor their ancestors and despise witchcraft in any form.

Benefits
  • Stout (+2 vs. Test of Wills)
  • Tough Skin (+1 Toughness)
  • Vigor starts at d6

Drawbacks
  • Short (-2 Pace, Running Die is d4)
  • Stubborn



Professional Edges


Chaplain

Requirements: Seasoned, Space Marine, Spirit d10+, Fighting d8+
Benefits: You have been chosen to be one of the hallowed warrior priests of your Chapter. Your litanies guide your battle brothers into battle and strengthen their spirits. You and your allies gain a +2 bonus to Guts rolls.

Daemonhunter

Requirements: Novice, Grey Knight, Arcane Background (Psionics), Spirit d8+, Fighting d8+, Psionics d6+
Benefits: This Edge works as the Champion Edge from the core book and replaces it.

Emperor’s Chosen

Requirements: Novice, Arcane Background (Psionics), Spirit d8+, Psionics d6+
Benefits: This Edge works as the Holy Warrior Edge from the core book and replaces it.

Inquisitor

Requirements: Seasoned, Human, Smarts d8+, Spirit d8+, Intimidation d8+, Investigation d6+, Knowledge (Aliens, Daemons or Heretics) d6+, Notice d8+, Streetwise d6+
Benefits: You have joined the much feared Inquisition and you belong to one of its main Orders, Hereticus, Malleus or Xenos. When opposing the forces your Order fights, you get a +1 to all Trait rolls; you always get a +2 to Intimidation rolls when dealing with members of the Imperium.

Inquisitor Lord

Requirements: Legendary, Inquisitor, Smarts d10+, Spirit d10+, Guts d8+, Intimidation d10+, Investigation d8+, Knowledge (Aliens, Daemons or Heretics) d8+
Benefits: You have risen among the ranks of one of the Inquisition main Orders, Hereticus, Malleus or Xenos. When opposing the forces your Order fights, you get a +2 to all Trait rolls; you always get a +4 to Intimidation rolls when dealing with members of the Imperium. You can invoke an Exterminatus.

Space Marine Librarian

Requirements: Novice, Space Marine, Arcane Background (Psionics), Smarts d8+, Knowledge (Arcana) d8+, Psionics d6+
Benefits: Having been trained to be one of the most powerful psykers in the Imperium, each raise a Librarian gets on his Psionics roll reduces the cost of the power by 1 Power Point. The Librarian must have the points available to use the power in the first place before rolling.

Space Marine Terminator

Requirements: Veteran, Space Marine, Hard to Kill, Level Headed, Fighting d10+, Shooting d10+
Benefits: The character has proven his valor and he has been given the honor of wearing a Terminator Armor. While he is inside the suit he has the Harder to Kill and Improved Level Headed Edges.



Technology


Armors

Name
Armor
Weight
Cost
Note
Light armor
2
8
300
Covers entire body
Flak armor
4
12
600
Covers entire body
Carapace armor
6
20
1000
Covers entire body
Scout armor
6
25
4000
Covers entire body
Power armor
10
100
30K
Powered, Heavy Mount
Artificer armor
13
150
100K
Powered, Heavy Mount
Terminator armor
16
220
800K
Powered, Heavy Armor, Heavy Mount, Cannot Run
Storm Shield
8
6
10K
Only slow attacks (no shots), cumulative with other armor
Combat Shield
-
8
25
+1 Parry, leave hands free
Notes
  • Powered: this armor protect the entire body, have audio sensors on the ears, and visual sensors feeding back to a screen inside the helmet. They are hermetically sealed, providing air from oxygen tanks concealed in the rear, and are powered by long-life batteries, each lasting 72-hours; recharging from a special recharging unit takes 6 hours. Every suit contains a comm-unit with a 5-mile range and increases user's Strength by one step. The weight of the armor is negligible to the wearer, as the servos allow him easy movement. However, it does become important when moving over weak surfaces, such as ice or wooden floorboards.
  • Heavy Mount: this armor can carry a heavy weapon and has special systems that can fix the user to the ground without needing of mounting or dismounting it. This has no practical effect apart from the commodity of carrying all the weapon on a single person. Terminators can also fire the turn they move.

Equipment


(TO DO...)

Weapons


The Adeptus Mechanicus works fervently to produce deadly weapons blessed by the Machine God: prayers and rituals are performed daily to appease the mighty spirit and then the forged tools are dispathed to the remote corners of the Imperium to help in the endless wars for survival.

Ranged Weapons

Name
Range
Damage
ROF
Cost
Weight
Shots
AP
Notes
Autocannon
36
3d10
2

90
100
5
Semiauto, HW
Boltgun
24
2d8+1
3
450
10
30
3
Auto, Str d6
Bolt pistol
12
2d6+1
1
200
4
6
2
Semiauto
Flamer
Cone
2d10
1


6
-
Str d6, Flame
Grenade (frag)
5
3d6
1
75

5
-
MBT, thrown
Grenade (krak)
5
3d8
1


5
5
Thrown, HW
Heavy bolter
36
2d10+1
3
1000
84
200
5
Auto, Fix, HW
Assault cannon
24
2d12+1
4

75
300
5
Auto, Fix, HW
Heavy flamer
C or 12
2d10
1


6
-
S8,Snap,Flame,HW
Heavy stubber
36
2d8+1
3

25
200
4
Str d8, Snap, Auto
Hellpistol
12
2d6
1
200
4
17
2
Semiauto, Reliable
Hellgun
24
2d8
3
400
8
30
3
Auto,3RB,Reliable
Lasgun
24
2d8
3
400
8
30
2
Auto,3RB,Reliable
Laspistol
12
2d6
1
200
3
17
1
Semiauto, Reliable
Lascannon
50
4d10+2
1

90
10
14
Fix, HW 40
Meltagun
12
3d12
1

15
10
20
Str d8, melta
Missile (frag)
48
3d6
1


1
2
LBT, Fix
Missile (krak)
24
4d8+2
1


1
8
Fix, MBT or HW30
Mortar
24
4d8
1


1
-
MBT, Snap, HW
Multi laser
36
3d8
3


60
2
Auto, Fix, HW
Multi melta
24
4d8+2
1

60
10
20
Fix, melta
Plasma cannon
36
3d10
1

70
10
16
Fix, hot, SBT, HW
Plasma gun
24
3d8+2
1

15
10
14
hot, Str d8, HW
Plasma pistol
12
2d10+1
1

6
10
8
hot
Ripper gun
24
2d8+1
3

15
30
2
Str 8, auto, reliable
Shotgun
12
1-3d6
1-2
150
11
2
1
+2 Shooting
Sniper rifle
50
2d8
1
750
20
5
4
Snapfire, toxin
Storm bolter
24
2d8+1
4

15
60
3
Str d8, Auto
Melta bomb
-
4d6
-


-
10
Melta, MBT
Demolition ch.
3
4d6
-
100

-
-
LBT, thrown, HW
Hunter killer m.
100
4d6
1

-
1
140
MBT, vehicles, HW
Typhoon mis.
48
2d10+1
1


-
3
MBT, TL
Battle cannon
100
4d8
1

-
-
30
MBT, HW
Demolisher
100
5d10
1

-
-
68
HW
Inferno cannon
C or 25
2d10
1

-
-
-
Flame, SBT, HW
Earthshaker c.
120
4d10
1

-
-
45
LBT, HW
Vengeance mis.
50
2d10+1
1

-
1
6
LBT, HW, min 12
Castellan mis.
50
-
1

-
1
-
See rules, min 12
Notes
  • SBT: small burst template
  • MBT: medium burst template
  • LBT: large burst template
  • HW: Heavy Weapon, if it has a number after it's the AP against vehicles (or other rigid armor).
  • Scope: a laser scope gives +1 to Shooting if the target is not too lighted, or +2 if the user does not move.
  • Hot: on a roll of 1 in the Shooting roll (regardless of wild die) the weapon gets too hot to function properly. It has to be cooled for one turn or another similar result would mean a weapon explosion.
  • Melta: gets HW at x2 AP under half its range.
  • Reliable: this weapon is immune to the Malfunction effect and can reroll any roll to see if the weapon malfunction or broke in any way.
  • Flame: ignores all but totally sealed armor.
  • Fix: to fire the weapon the user has to set it, so it cannot shoot if he has moved in this turn.
  • Snap: snapfire penalty, if the shooter moves the turn he shoot he gets -2 to hit.
  • Toxin: this weapon inoculates toxins. If he gets to inflict at least a Shaken result it do at least a Wound.
  • TL: twin linked weapons. Two (or more) weapons that fire at the same time and at the same target with one Shooting roll, they get +1 to hit and +1 dice of damage
  • Castellan missiles: when fired place a LBT as usual. That area now is a mine fied of Melta mines (count as Melta bombs).
  • Auto: can fire ROF attacks at -2. Every attack consumes ROF ammunitions.
  • 3RB: +2 to hit and damage if fires 3 rounds.
  • Semiauto: +1 to hit and damage with double tap (2 rounds).

Melee Weapons

Name
Damage
Weight
Cost
Min Str
AP
Notes
Hunting lance
S+1d10
10
500
d8
1
Reach 2, +4 AP, +2 dam first round, HW
Bayonet
S+1d4
1
25
-
-

Bayonet on rifle
S+1d6
1
25
-
-
Parry +1, Reach 1, malfunction
Sword
S+1d8
8
300
d6
-

Knife
S+1d4
2
50
-
-

Battle Axe
S+1d8
10
300
d8
-

Saber
S+1d6
4
200
-
-

Chainsaw
S+1d12
20
200
d6
-
1 on Fighting die (not Wild) hits the user
Ripper gun
S+1d8
15
800
d8
2
Parry -1, 2 hands
Eviscerator
S+1d12
20
200
d6
-
2 hands
Powerfist
S+1d12
15
2000
d8
15
Parry -1, HW
Thunder Hammer
S+1d12
15
4000
d8
15
Parry -1, at least Shaken if hits, HW
Lightning Claws
S+1d8
20
4000
d8
15
If used in pairs ignores off-hand penalty
Chainfist
S+1d12
15
3000
d8
15
Parry -1, AP 30 against vehicles, HW
Power Weapon


+500

+15

Force Weapon


+2000

+15
Add a Psionics roll to damage at 1 PP
Chain Weapon


+105


+2 to base damage
Whitchblade
S+1d8
8
3000
d6

Add Psionics roll to damage at 1 PP, HW
Notes
  • Malfunction: if rolls a 1 on his skill die (regardless of the Wild die) when using this weapon in close combat the weapon to which it is attached broke and is unusable as a firearm.



Enemies of Mankind


Chaos


Dark Eldars


Orks


Ork Racial traits:
Itchy Trigger Finger:
In their excitement to get in to battle, Orks often care more about making noise than hitting a target.
Orks can never advance their shooting die beyond a D6.
Big Un':
Orks have a higher muscle mass than most humans, combined with the ability to ignore wounds that would kill most men.
They gain the Brawny Edge.
Fightin' n' Killin':
Ork society is the equivient of one giant bar brawl.
They start the game with D6 in both fighting and strength.

Grot Racial Traits:
Its a grots life:
Kicked around an bullied by the larger Orks, Grots are seen as second class citezens. The constant pumling recieved at the hands of their betters makes them naturally wary of entering new situations:
They gain the ousider and catutious hinderences.
Small
Lucky
Jobber:

Grots fill the worker class roll in Ork society. They begin play with one of the following packages:

Grot Oiler/Rigger:
Born with a knowledge of mechanics this grots are drawn to mech boys and the machines they build. Note that although they can not take the Mek boy option, they can still learn the Weird Science skill normally.
Edge:
Mr Fixit
Skills:
D6 Weird Science
D6 Repair

Grot Orderly:
Born with the knowledge of Ork (and grot) physiolgy these grots follow pain boys about on thier twisted experiments.
Edge:
Healer
Skills:
D6 Healing
D6 Knowlege (Biology)


Grot Minion:
Edge:
Fleet
Skills:
Stealth d6
Fighting or Shooting d6


Necrons


Tau


Tyranids