WH40K Open rules set and systems Some of the descriptions are threadbare and can be referenced back to the book examples, this is done to save space in this document and it functions as an outline only. I might be able to type fast, but if you've got the books then you'll soon figure out those references. 1: Characteristics Pg 2 2: Home Worlds Pg 2 3: Character History Pg 3 4: Career Pg 4 4.1 Advanced Careers Pg 7 5. Aptitudes Pg 11 5.1 Characteristic Aptitudes and Skill Advances Pg 12 5.2 Talent Advances and Tier 1 Talents Pg 13 5.3 Tier 2 Talents Pg 14 5.4 Tier 3 Talents Pg 15 5. Spend Experience Pg 16 6. Fate Points Pg 16 7. Cell Influence Pg 17 8. Equipment Pg 17 Specialist Rules Psykers and Powers Pg 18 Alternate and Elite Careers Pg 19 Disclaimer- This is a fan's set of house rules for private use only, no challenge to FFG or Games Workshop is implied or intended. I bought all your books (even the Deathwatch ones!) and as a result I'm quite poor, so give me a break and don't send lawyers after me. To Players and GM's, make of them what you will but give credit where it's due and this will require tailoring to your group's taste, a fair amount of really subjective interpretation, fiddling and jiggering to suit. But after all, that's why we're roleplayersand not nerd-raging in an MMO on some dark server on the internet. A lot of the thought-experiment that went into this borders on the conservative so PC's can't get too rockin and unstoppable straight out of the gate, if they do, shoot them with a las cannon and adjust/ban things for consistency while they're re rolling.
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WH40K Open rules set and systemsSome of the descriptions are threadbare and can be referenced back to the book examples, this is done to save space in this document and
it functions as an outline only. I might be able to type fast, but if you've got the books then you'll soon figure out those references.
1: Characteristics Pg 2
2: Home Worlds Pg 2
3: Character History Pg 3
4: Career Pg 4
4.1 Advanced Careers Pg 7
5. Aptitudes Pg 11
5.1 Characteristic Aptitudes and Skill Advances Pg 12
5.2 Talent Advances and Tier 1 Talents Pg 13
5.3 Tier 2 Talents Pg 14
5.4 Tier 3 Talents Pg 15
5. Spend Experience Pg 16
6. Fate Points Pg 16
7. Cell Influence Pg 17
8. Equipment Pg 17
Specialist Rules
Psykers and Powers Pg 18
Alternate and Elite Careers Pg 19
Disclaimer-
This is a fan's set of house rules for private use only, no challenge to FFG or Games Workshop is implied or intended. I bought all your
books (even the Deathwatch ones!) and as a result I'm quite poor, so give me a break and don't send lawyers after me.
To Players and GM's, make of them what you will but give credit where it's due and this will require tailoring to your group's taste, a fair
amount of really subjective interpretation, fiddling and jiggering to suit. But after all, that's why we're roleplayers and not nerd-raging in an
MMO on some dark server on the internet. A lot of the thought-experiment that went into this borders on the conservative so PC's can't
get too rockin and unstoppable straight out of the gate, if they do, shoot them with a las cannon and adjust/ban things for consistency
For untold billions the humble are locked into their destiny and career with a few rising above the teeming hordes to a station of note,
though more than few go sliding backwards into obscurity too!
Pick from the Outcast, Fringe or Imperium options and then ONE of the options underneath it.
Outcast
As part of or having associated with outlawed elements of society, you had best hide that past or risk having it pop back up to haunt you,
probably when you least want it. Despite flaws in your morality, the Inquisition always has a limited use for your kind as firsthandknowledge of those it often wishes to hunt.
These careers are meant for specialist deployments and players with a good knowledge of the 40K universe as they have backgrounds,
behaviour, special game effects and equipment that differentiate them from the standard careers. Requires the GM's approval as they
have an impact on games in some areas which will have to be taken into account when designing adventures.
Navigator
Vital members of the Imperium are those who bear the ancient navigator gene which was created as a stable mutation some 25,000 years
ago in the dark ages of technology. Without them there would be no warp-travel beyond 5 light year jumps and the Imperium of Man
would come to an abrupt halt. While caged somewhat into performing this vital service, they are protected under a number of edicts whichputs them outside of imperial law under some circumstances and are a rare resource an Inquisitor is lucky to have at their disposal.
Unlike a Psyker, the Navigator doesn't incur perils of the warp when they use their sanctioned powers, however they are limited to only
learning navigator powers and can only pick up navigator mutations.
As scout Marines, the proto-marine is still learning their vocation, however they do have some considerable training which they're
expected to master and make their own in their service to the chapter to be considered a marine.
The full details for their special abilities are in the DW MRB
Apothecary- Medicae Special: Guardian of Purity or Create Toxins or Enhance Healing
Assault- Swift Attack Special: Wings of Angels or Wrathful Descent
Devastator- +5 Ballistic Skill Special: Immovable Warrior or Unrelenting Devastation
Librarian- Psyniscience Special: Psy Rating 2, Pick 2 x Psy Techniques from the DW MRB (Bound Psyker)
Tactical- Command Special: Bolter Mastery or Tactical Expertise
Techmarine- Tech-Lingua, Tech Use Special: Improve Cover and Blessed by the Omnissiah (Mechanicus Implants)
Equipment
As an Astartes the character has access to some truly formidable equipment that is worth a planetary governors ransom. The marine is
accountable for its upkeep and maintenance; if it is lost or destroyed it will be a very long walk to get something like it again and a very
unhappy chapter when he gets back!
Scout Armour- Carapace (AP7 Body & Arms) Bodyglove (AP 5 Legs)
+10 to Stealth, +10 to resistance vs NBC and Corrosives, -10 to being Detected by Mechanical means, Vox-Caster (75km range)
Interlocutor Beacon (10km range ID signal) Auto-Injector Cuff: +5 to resist Toxin attacks, 2 x pain blockers (Ignore critical damage 1D10rds)Stim-Injector (auto-activates upon being stunned in 1D5rds)
Cameoline Cloak +20 Stealth when stationary
Backpack containing- Medical Kit, Glow-Globe, Water Canteen, 3 days food, Darksight Goggles
A marine accumulate 'Influence' as he adventures with an acolyte cell, however, this is later converted into 'Renown' which will let him use
more advanced weapons and equipment depending on the missions he is set, some will be issued as-required. The Inquisitor will have the
keys to the vault and final say on what's issued as there is a limited amount under their discretionary deployment to the scout.Typical primary weapons can include-
Chainsword(s), Godwyn Pattern Bolter, Astartes Heavy Bolters, Flamers, Launchers, Las cannons, Astartes Shotguns along with most
weapons and ammunition which don't have a Renown requirement.
Working with Humans
The GM should issue some equipment to Human players if he feels they're dominated or completely reliant on the Angel of Death's sheer
firepower, but at the end of the deployment, it has to be returned. After all, if the Inquisitor has a Space Marine deployed, (even one who's
a scout) then the threat/danger level is accordingly indexed to take that into account.
Likewise, the player marine has to understand that they are going to stick out like a sore thumb and may compromise the Acolyte cells
activities in certain situations and be prepared to keep a discrete distance until needed. Eventually the humans will catch up to roughly
match the Marine in the field as they get their own, better equipment but at start they will rely on him to do a lot of the heavy combat.
Grey Knights
While they do form a vital part of the Ordo Malleus's militant arm, they are only deployed as a full-marine and under conditions which
could only best be described as 'too far gone'. This system does take into account Scout Marines will grow up to be Space Marines and be
running around in full power armour with handheld weapons of mass destruction some day, (in fact quite a few adventures could involve
them retrieving it from the hands of the unworthy), a Grey Knight is even better equipped in some ways than a Space Marine!
Currently not in the scope of lowly acolyte adventures, maybe later with high level characters that have the necessary experience to keep
up with one. That is not to say that the Grey Knights can't be deployed as NPC's after Acolytes light up the target, the subsequent purging
of the area of any witnesses as part of the Grey Knight insertion means they might not survive unless their Inquisitor really likes them...
Operate* Agility/Intelligence* Field Craft 106Parry Weapon Skill Defence 107
Perform* Fellowship Social 85
Psyniscience Perception Psyker 107
Secret Tongue Intelligence General 86
Scholastic Lore* Intelligence Knowledge 108
Scrutiny Perception General 108
Security Intelligence Tech 109
Slight of Hand Agility Knowledge 109
Stealth Agility Field Craft 110
Survival Perception Field Craft 110
Tech Use Intelligence Tech 110
Trade* Intelligence General 111
* Specialist Skill and will have sub-skills listed in its description that are bought individually Skills start at basic +0 based off their guiding Aptitude, each cumulative increase will give them a +10, up to a +30 at Expert Rank
Some skills marked with an asterisk are sub-skills and have individual advances on each one.
Have also added in the RT skills which don't appear in BC or OW that were not aggregated into any other skill or are specialist enough to
You get the following amount of experience to spend on Skills, Talents and Characteristic advancements.
Standard Career 1000xp Advanced Career 750xp Space Marine 500xp
You can have up to +30 in a single Skill and up to 4 x +5 Advances in a single characteristic
Psy Rating is spent as an Allied cost Tier 3 Talent and bought as many times as the characters Willpower Bonus
Psy Powers are bought as per XP cost listed in RT and DW MRB's
Psy Powers from the DH MRB and sourcebooks cost 150xp for Minor and 350xp for Major (Detailed Later in Psy Powers)Navis Powers from the RT MRB and Sourcebooks cost 500xp for each taken (new power or advance) and roll for Navis mutations
You cannot learn Psy Powers from the BC MRB without some serious in-play circumstances and repercussions!
Faith Powers (Blood of Martyrs is the most contemporary example) Cost 350xp each and normal pre-requisites and mechanics apply
Skills and Talents from Black Crusade rules set
Overall Black Crusade is a consolidation of the Skills in the other games and to be used as the most up to date example. Some talents and
abilities from Black Crusade are not relevant or outside the scope of starting Dark Heresy characters in this system. Anywhere it says to
spend an Infamy point to manifest or use an ability- substitute Fate Point
Over time they accumulate another 10 Influence through deeds brave and dastardly, so their total would be 28
During the real inquisition, the church and certain inquisitors made some good coin and political power by picking on minority groups and
taking all their property, threatening others with an accusation of witchcraft and/or heresy. Life isn't much different in 40k, just don't expect
it to work unless you can back up your threats... or your influence will decrease as no one respects you!
Once an acolyte cell starts getting into the 70-80 ballpark figure of Cell Influence they are considered to be serious up-and-comers and may
be approached by various factions with promotions and possibly even someone getting a rosette of their own, however unlike Ascension,
you will work your arse off for these positions.
8: Equipment and Acquisitions
Starting characters get ONE acquisition which can be an item of RARE or lesser availability from the BC, DH or RT MRB's and their
sourcebooks. For the Scout Marine, he gets a chapter trapping (pg 169 DW MRB or DW sourcebooks) and it will probably be the only piece
of equipment he actually owns and the rest of his acquisitions are detailed in the Scout Marine section.
Acquiring equipment, people and resources are as per the BC Rules set.
Expendables
At start everyone has 3 x Magazines of the standard ammunition or charge-packs for each of their projectile weapons that they own.
That is fixed and replenished when they have time to resupply.
If they need more ammunition, it has to be acquired through Influence during the course of the game or in downtime. When a player
acquires a special or another set of standard ammunition it means they get +1 magazine of that ammunition forever, each game session.
Grenades/missiles- You get 3 x Grenades of that type which can be carried at any one time, make a 2nd acquisition and it doubles to 6 x ifthey're the same or 3x more of a different type. If they are for a launcher, then they are 1 x Magazine worth.
Drugs- as Grenades, you get 3 x doses per acquisition that can be replenished as normal
Guns, Armour and Melee weapons
If you acquire a melee weapon or armour, it's always in a useable condition until lost or destroyed.
Guns come with 3 x magazines of standard ammunition when acquired (different types of ammo are obtained as above) are replenished
when they can resupply.
Weapon Downgrades are fine and a way of getting something 'fancy'... which sometimes blows up and kills your character.
Accessories, Equipment and Salvage
Bought separately and equipped according to the rules (eg: 1 type of weapon sight at any one time) and equipment functions until it is
destroyed or lost, in which case it will need to be required.
Equipment or weapons obtained from fallen enemies and theft will function with whatever is left in the tank, magazine(s) and their power
supplies. After that if the PC wishes to keep using the equipment they will need to make an acquisition roll at +30 (you already have the
hard part) to keep it running or in ammunition. This is not usually necessary for very simple pieces of equipment or weapons.
...everything including the Kitchen Sink
Because unless there is someone helping you carry all those bits and pieces, your armour and guns, PC's will try to get away with it and the
weight allowance rules for what you can carry will be strictly enforced. (See page 42 of the BC MRB)
Common sense also applies.
Carrying 2 basic weapons, 2 pistols, 2 melee weapons, 3 grenades and wearing armour is about the limit of having anywhere to still being
able to ready and reload those weapons in a combat situation.
In the case of a heavy weapon, you carry it, 1 pistol, 3 grenades and 1 melee weapon which you can ready easily.
Variations on the above theme are fine, if you can draw where all the stuff is on your character, you can do it!
Anything else will need to be lugged around in a backpack, take four times as long to get it out and quick draw doesn't apply.
The costs for powers and Psy-Rating is detailed in the Spend Experience section and all conventional Psykers will be of the Bound variety.
That's not to say you can't play an unbound witch, it's just that the Imperium has entire fleets full of stormtroopers (and worse) dedicated
to your capture and about 99% of its population dedicated to burning you alive if the Black ships don't get you first.
Once more for the potential psykers-
Focus Power test Willpower test + 5% for every point of Psy rating being used.
Fettered 1/2 Psy Rating (Round up) and no perils
Unfettered Full Psy Rating and chance of perils on a Double on the dice and +10% chance of perils
Push Up to +3 to Psy Rating with a +5% chance of perils every +1 Psy Rating allocated
Sustaining Powers +10 to all rolls on the Psychic Phenomena table, decrease Psy rating by 1 per Power sustained
(Aside from that, read the BC MRB)
Making the Dark Heresy Psy Powers work with this System (if you don't have the Only War beta)
Because some things like Pyromancy are just too much fun to live without, the others like Telekinesis Telepathy and Divination already
exist in RT which shares similar powers. If they don't exist in that system, then they can in this. Discipline Mastery no longer exists.
BC Power Format Description
Name: The power’s name.
Value: This number represents the amount of Experience required to learn the power.
Prerequisites: Some techniques require the psyker to have learnt another power to use this on
Action: The Focus Power Action to activate the power. This is usually a Action (free, half, full etc)Focus Power: This states the Characteristic used in Focus Power Tests to activate this power (normally Willpower)
The difficulty of the power is also noted here.
Range: The range at which the power can be used is usually expressed in metres or kilometres
Sustained: This states whether the power can be sustained ( No, Free Action, Half Action, or Full Action)
Description: This details the power’s effects, including variable effects that the psyker’s Psy Rating, or the DoS
Psychic Phenomena: Some powers cause alternate or additional Psychic Phenomena. If the power uses only the normal
Psychic Phenomena rules, this section will be absent.
DH Power Format Description
Name Unchanged
Threshold Is now Focus Power and remains Willpower for simplicity
Focus Time Is now Action as describedSustained Is still Sustained -As described in the DH details if it can or cannot be sustained
Range is still Range -As described in the DH details and based on DoS instead of Overbleed
Overbleed Is now Description and where it refers to #Points, is now DoS to achieve further effects
Filling in the Blanks for DH powers to function it requires the following-
Value: As stated- 150xp for Minor Powers, 350xp for Major Powers
Prerequisites: Largely irrelevant unless mentioned in the DH Power description you need to learn (_) to use this
Focus Test is Opposed Needs to clarified depending on the power, some can be resisted with Tests (Willpower or Physical)
Refer to the DH Thresholds for the powers
If it is under Threshold 10 its at +0
If it is over Threshold 10 its at -10
If it is over Threshold 20 its at -20
Psychic Phenomena: Largely irrelevant unless mentioned in the DH Power description, however it can be used to put in any
special psychic power phenomena effects like stuff being set on fire.
Example DH Psy Power converted over-
Name: Firestorm Value: 350xp
Prerequisites: None Action: Half Action
Focus Power: Willpower (-10) Range: 50m
Sustained: No
Description:
Does 1D10+5 in a 6m Blast Radius, every additional DoS adds +1D10 Damage, can be dodged and resisted with Armour and Toughness
Phenomena: Has the Flame property
Note Carefully
Dark Heresy had extensive Errata on the Psy powers because some where simply too powerful and had ridiculously low thresholds to
get off (eg- Seal Wounds had its Threshold increased from 11 to 20!) and some are simply not going to be allowed because they were
just crazy in the first place. Some of the DW and BC stuff is headed for the nerfbat too, so be warned.