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Savage 40K

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stormwell
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Savage 40K

Post by stormwell »

Currently running the 40K Rogue Trader RPG, though really hating the system and relish every chance I get to do Savage Worlds. I've done a 40K based Savage Worlds one-shot and it seemed to work reasonably well, though got the itch for a longer game.

So I'm thinking at some point running a Savage 40K game on the site, though first I need to get it converted over.

Hence this tread to bounce ideas and hopefully get something nailed down, possibly with the aid of stuff from Savage Rifts. Stuff like weapons, gear, etc I'm aiming to sort out first before moving onto Edges and Hindrances. Probably heavily reliant on the core SWADE rules.

Credits: High Command (Patrick) for the Imperial Armoury amongst other things.

Contents

Setting Rules

Armoury Adversaries & Aliens
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Re: Savage 40K

Post by GingerGiant »

Depending on the scope of the game, Las weapons can be more common. This has piqued my interest. I’m going to go dig up my copies of Dark Heresy now.
GingerGiant, of GingerGiant#6877 fame.

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stormwell
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Re: Savage 40K

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Setting Rules

Arcane Backgrounds: Psionics and Weird Science are the suggested Arcane Backgrounds for Savage 40K.

Conviction

Dynamic Backlash

Gritty Damage

More Skill Points
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Re: Savage 40K

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Imperial Armory

Las Weapons: Laser or “las” weapons are the most numerous weapons found in the Imperium. Based on reliable technology, they are cheap to manufacture and easy to maintain. Las weapons work by emitting short, sharp pulses of laser energy from high-storage fast-discharge capacitors with a flash of light and a distinctive snap like the cracking of a whip. Virtually all members of the Imperial Guard are well versed in the operation of these armaments. Many soldiers develop a personal relationship with their weapons, as they spend every moment of every day with their trusted rifle in easy reach.
  • Laspistol, 15/30/60, 2d6, AP: 2, ROF: 1, Shots: 30, Mass: 1.5kg, Common
    • Cauterize, No Recoil, Reliable
    Las Carbine, 15/30/60, 2d6, AP: 2, ROF: 4, Shots: 60, Mass: 2.5kg, Common
    • Cauterize, No Recoil, Reliable
    M36 Lasgun, 30/60/120, 3d6, AP: 2, ROF: 3, Shots: 60, Minimum Strength: d6, Mass: 4kg, Common
    • Cauterize, Lasgun Overcharge, No Recoil, Reliable
    Laslock, 12/24/48, 3d8, AP: 2, ROF: 1, Shots: 1, Mass: 4kg, Plentiful
    • Cauterize, No Recoil, Overheat
    Long Las, 50/100/200, 3d8+2, AP: 6, ROF: 1, Shots: 40, Min Strength: d8, Mass: 4.5kg, Scarce
    • Cauterize, Heavy Weapon, No Recoil, Reliable, Snap Fire. They are almost always fitted with a scope.
    Triplex Pattern Lasgun, 30/60/120, 3d6, AP: 2, ROF: 3, Shots: 60, Minimum Strength: d6, Mass: 4.5kg, Rare
    • Cauterize, No Recoil, Reliable
      Precision Mode: When fired in this mode the weapon is RoF 1, use three Shots, add +4 to the damage roll, and apply the Snapfire and Mega Damage qualities.
    Bullpup Lasgun, 25/50/100, 3d6, AP: 2, ROF: 3, Shots: 60, Minimum Strength: d6, Mass: 3.5kg Average
    • Cauterize, Lasgun Overcharge, No Recoil, Reliable
    Hot-shot Laspistol, 10/20/40, 2d6, AP: 6, ROF: 1, Shots: 40, Minimum Strength: d6, Mass: 4kg Rare
    • Cauterize, No Recoil, Reliable, Reload 4 (Uses a 10kg Backpack for energy source)
    Hot-shot Lasgun, 15/30/60, 3d6, AP: 6, ROF: 1, Shots: 30, Minimum Strength: d8, Mass: 6kg Rare
    • Cauterize, No Recoil, Reliable, Reload 4 (Uses a 10kg Backpack for energy source or can use the 25kg Backpack for 80 shots)
    Man Portable Lascannon, 150/300/600, 4d10, AP: 30, ROF: 1, Shots: 5, Min Strength: d12, Mass: 55kg Very Rare
    • Cauterize, Heavy Weapon, No Recoil, Reliable, Reload 2 (Separate 25kg Power Pack), Squad Support Weapon.
    M41 Multi-laser, 50/100/20, 3d6+4, AP: 4, ROF: 4, Shots: 100, Minimum Strength: d12, Mass: 35kg Very Rare
    • Cauterize, No Recoil, Reliable, Reload 2 (Separate 25kg Power Pack), Squad Support Weapon.
Solid Projectile Weapons: Commonly known as slug-throwers, these weapons are exceedingly plentiful across the Imperium. Most alien races have their own versions as well, for both technology and manufacture are fairly simple. Citizens of all types commonly carry one kind or another for their basic protection or livelihood.
  • Autopistol Pistol, 10/20/40, 2d6, AP: 1, ROF: 3, Shots: 18, Mass: 1.5 kg., Average
    • Reliable
    Stub Automatic Pistol, 10/20/40, 2d6, AP: 1, ROF: 1, Shots: 9, Mass: 1.5 kg., Average
    • Reliable, Three Round Burst
    Stub Revolver Pistol, 10/20/40, 2d6, AP: 1, ROF: 1, Shots: 6, Mass: 1.5 kg., Plentiful
    Hand Cannon Pistol, 12/24/48, 2d8, AP: 2, ROF: 1, Shots: 5, Min Strength: d6, Mass: 3 kg., Scarce
    • Reliable
    Sniper Rifle, 50/100/200, 2d10, AP: 4, ROF: 1, Shots: 20, Min Strength: d8, Mass: 5kg., Scarce
    • Reliable, Heavy Weapon, Snap Fire, They are almost always fitted with a scope.
    Autogun, 25/50/100, 2d8, AP: 2, ROF: 3, Shots: 5, Min Strength: d6, Mass: 5kg., Average
    • Reliable, Some Rare models include an optional Three Round Burst mode.
    Shotgun (Pump-Action), 12/24/48, 1–3d6, AP: 0, ROF 1, Shots: 12, Min Strength: d6, Mass: 5kg Average
    • Reliable, Shotgun (See SWADE, page 105), Reload: 1 with Quick loader, 1/action by hand.
    Double Barrel Shotgun, 12/24/48, 1–3d6, AP: 0, ROF 1, Shots: 2, Min Strength: d6, Mass: 5kg Average
    • Reliable, Shotgun (See SWADE, page 105)
    Combat Shotgun, 12/24/48, 1–3d6, AP: 0, ROF 3, Shots: 18, Min Strength: d8, Mass: 6.5kg Scarce
    • Reliable, Shotgun (See SWADE, page 105), Reload 2 (Drum Magazine)
    Ripper Gun, 12/24/48, 1–3d8, AP: 0, ROF 3, Shots: 48, Min Strength: d8, Mass: 35kg., Common
    • Melee Hardened (Does St+d8 in close combat), Ogryn-Proof, Reliable, Shotgun (See SWADE, page 105; Slugs do 2d12, AP 2), Reload 3 (Massive Drum Magazine)
    Heavy Stubber, 30/60/120, 2d8+1, AP: 2, ROF 3, Shots: 75, Min Strength: d8, Mass: 30kg Rare
    • Ogryn-Proof, Reliable, Reload 2 (Ammo Belt or Drum Magazine), Squad Support Weapon
    M34 Autocannon, 50/100/200, 2d10+1, AP 4, ROF 3, Shots: 20, Min Strength: d10, Mass: 40kg Very Rare
    • Always in Bursts, Ogryn-Proof, Reliable, Reload 32 (Drum Magazine), Squad Support Weapon
Bolt Weapons: The bolter is the premier weapon of the Imperium, and in itself a sign of status and respect. Many are ancient heirlooms passed through generations as part of a family’s sacred heritage. While most models are designed for the super-human Space Marines, some are specially crafted with smaller grips and lighter construction for normal humans. These are rarely as exquisitely fashioned as Astartes weapons but are much easier to operate for the vast majority of the Emperor’s subjects. Cheaper models can also be found on black markets and backwater planets, but generally fail quickly due to the specialised nature of their ammunition. Loud and brutal, they are a terrifying weapon to see in action. Bolter weapons fire self-propelled mass-reactive shells called bolts, set to explode just after penetration for maximum lethality. Overall they are superb if temperamental devices requiring skilled maintenance using only the most proper rituals and blessings. Bolter ammunition is expensive and difficult to manufacture, and only the elite of the Imperium have ready access. The standard bolter round is .75 calibre with a super-dense metallic core and diamantine tip; other variant shells exist for specialized purposes, such as penetrating armour plating or conducting silent assassinations.
  • Bolt Pistol 12/24/48 2d8 AP: 4 ROF: 1, Shots: 8, Min Str. d6, Mass: 3.5 kg., Rare
    • Special: Explosive Rounds, Hyperkinetic
    Bolt Gun 24/48/96, 3d8, AP: 4, ROF: 2, Shots: 24, Min Str d8, Mass: 7kg, Very Rare
    • Special: Explosive Rounds, Hyperkinetic
    Storm Bolter 24/48/96 3d8 AP: 4 ROF: 4, Shots: 60, Min Strength: d12, Mass: 40 kg., Very Rare
    • Special: Explosive Rounds, Hyperkinetic, Always in Bursts, SnapFire, Reload 2
    Heavy Bolter 50/100/200 4d8 AP: 10, ROF: 4, Shots: 60, Min Strength: d12+2, Mass: 40 kg., Very Rare
    • Special: Explosive Rounds, Hyperkinetic, Always in Bursts, Squad Support Weapon, Reload 2
Melta Weapons: Melta weapons emit devastatingly intense but short-ranged blasts of heat which can melt through almost any material. Also known as cookers or melters, most types of melta induce highly pressurized gases from an ammunition canister into an unstable sub-molecular state and direct the resulting energies down the barrel. Melta usage is accompanied by a distinctive hissing sound as the beam boils away the water in the air, then a roaring blast as the beam reduces the target to charred scraps or molten slag. Meltas are the premier anti-armour weapons, and few if any vehicles can withstand their power.
  • Inferno Pistol (Mars) 5/10/20 2d10 AP: 6, ROF: 1, Shots: 3, Min Str d4, Mass: 2.5 kg, Very Rare
    • Special: Melta!, No Recoil, Overheat
    Meltagun (Mars) 10/20/40 3d10 AP: 9, ROF: 1, Shots: 5, Min Str d8, Mass: 40 kg, Rare
    • Special: Melta!, No Recoil, Overheat, Reload 2
    Meltagun (Mezoa) 10/20/40 3d10 AP: 9, ROF: 1, Shots: 10, Min Str d8, Mass: 46 kg, Rare
    • Special: Melta!, No Recoil, Overheat, Reload 3
    Thermal Lance (Mars) Heavy 10/20/40 5d10 AP: 30, ROF: 1, Shots: 2, Min Str d10, Mass: 40 kg, Rare
    • Special: Melta!, No Recoil, Overheat, Snap Fire, Reload 2
    Multi-Melta (Mars) Heavy 30/60/12 4d10 AP: 12, ROF: 1, Shots: 10, Min Str d12, Mass: 40 kg, Very Rare
    • Special: Melta!, No Recoil, Overheat, Reload 2, Snap Fire, Small Blast Template
Plasma Weapons: Plasma weapons represent an almost-lost art for the Imperium, their secrets known to but a handful of the inner circle of the Adeptus Mechanicus and their tech-adept artisans. Existing weapons must be carefully maintained and passed down generation to generation with each operator carefully ensuring all proper blessings of the Machine God are bestowed before use.
Plasma weapons work using hydrogen fuel suspended in a photonic state in either fuel flasks or backpack containers. As the fuel is fed into the miniature fusion core inside the weapon, the hydrogen energises into a plasma state, held in the core by powerful magnetic confinement fields. When fired, the fields dilate open and the plasma is ejected via a linear magnetic accelerator in a bolt of superheated matter akin to a solar flare in appearance and temperature. For this reason, plasma weapons are also known as “sun guns.”
  • Plasma Pistol 7/15/30 2d10+2 AP: 0, ROF: 1, Shots: 10, Min Str d6, Mass: 4 kg, Very Rare
    • It Burns, Overheat, Maximal
    Plasma Gun 20/40/80 3d10+3 AP: 0, ROF: 1, Shots: 10, Min Str d8, Mass: 4 kg, Very Rare
    • It Burns, Overheat, Maximal, Reload 2
    Plasma Cannon 30/60/120 4d10+4 AP: 0, ROF: 1, Shots: 10, Min Str d12, Mass: 4 kg, Very Rare
    • It Burns, Overheat, Maximal, Reload 3, Squad Support Weapon, Medium Blast Template
Flame Weapons
Flame weapons project fire upon their foes and generally use a fuel referred to as promethium, though it can also be a home-made concoction or other chemical brew depending on the local technology level. Most are a mono-propellant fuel that ignites via a smaller pilot flame at the tip of the barrel, though some flamers use binary hypergolic fuels. Once produced, the intense jet that spurts from the barrel creates a torrent of liquid fire, which spreads out in an inferno that burns even underwater, leaving enemies hard pressed to put out the fire.
  • Hand Flamer Range: N/A Template 2d12 AP: 0, ROF: 1 template, Clip: 2, Min Str d6, Mass: 3.5 kg, Rare
    • It Burns, Burst (Flamer) Template
    Flamer Range: N/A 3d12 AP: 0, ROF: 1 template, Clip: 6, Min Str d8, Mass: 4 kg, Scarce
    • It Burns, Burst (Flamer) Template, Reload 2
    Heavy Flamer Range: N/A 3d12+3 AP: 0, ROF: 1 or 2 templates, Shots: 10, Min Str d6, Mass: 4 kg, Rare
    • Always in Bursts, It Burns, Burst (Flamer) Template, Snap Fire, Reload 3
    Inferno Cannon 10/20/40 4d12+4 AP: 0, ROF: 1, Shots: 50, Min Str d12+4, Mass: 4 kg, Rare
    • It Burns, Large Blast Template, Squad Support Weapon
Grenades: The explosives listed here can either be thrown by hand or loaded in a grenade launcher as grenades. Handheld grenades activate when their safety pin is pulled, then detonate a few seconds later. Grenades are thrown with the Athletics skill at the Ranges listed below, cannot make use of Extreme Range, and may be Evaded; see the Hot Potato, Cooking, and Covering rules under More on Grenades in Savage Worlds. Many have the appearance of long, rounded cylinders.
Grenade Launcher, 18/36/72, Damage by Grenade, ROF: 1, Shots: 6, Min Str d8, Mass: 12kg, Average
  • Ogryn-Proof, Reload 2
  • Anti-Plant Grenade, 5/10/20, 5d12, AP: 0, LBT, Mass: 0.5kg, Rare
    • Ogryn-Proof, Damages only Flora.
    Blind Grenade, 5/10/20, Blinding Chaff, LBT, Mass: 0.5kg, Rare
    • Ogryn-Proof, Blinding Chaff: Creates an area of smoke in a LBT that obscures vision (–4) and sensors that normally penetrate smoke.
    Fire Bomb Grenade, 5/10/20, 3d8, AP: 0, SBT, Mass: 0.5kg, Plentiful
    • It Burns, Ogryn-Proof
    Fragmentation Grenade, 5/10/20, 3d6, AP: 0, MBT, Mass: 0.5kg, Common
    • Ogryn-Proof
    Krak Grenade, 5/10/20, 3d8, AP: 16, SBT, Mass: 0.5kg, Rare
    • Ogryn-Proof
    Plasma Grenade 5/10/20, 3d12, AP: 0, SBT, Mass: 0.5kg, Very Rare
    • Not in the Imperial Arsenal. Used by various Xenos.
    Photon Flash Grenade, 5/10/20, Photon Flash, SBT, Mass: 0.5kg Rare
    • Ogryn-Proof, Photon Flash: Those in the blast radius must roll Vigor or suffer -2 penalty to all actions requiring sight, or -4 with a raise. The victims automatically try to shake off the effect with a Vigor roll as a free action at the end of their following turns. Success removes 2 points of penalties, and a raise removes the effect entirely.
    Smoke Grenade, 5/10/20, Smoke Field, LBT, Mass: 0.5kg, Common
    • Ogryn-Proof, Smoke Field: Creates an area of smoke in a LBT that obscures vision (–4).
    Stun Grenade, 5/10/20, Flash Bang, LBT, Mass: 0.5kg, Common
    • Ogryn-Proof, Flash Bang: Targets must make a Vigor roll (at –2 with a raise) or be Stunned (see SWADE page 106).
Chain Weapons
Chainsword, Str+d8+2, AP: 4, Minimum Strength: d6, Mass: 6kg, Average
  • Tearing, Balanced
Eviscerator, Str+d10+2, AP: 4, Minimum Strength: d10, Mass: 15kg Very Rare
  • Tearing, -1 to Parry, Two Hands
Power Weapons
Power Fist, Str+d6+4, AP: 6, Minimum Strength: d8, Mass: 13kg, Very Rare
  • Power Field, -1 to Parry, Counts as a Natural Weapon for Edges, Requires Power Armor or a 25kg Power Backpack
Power Sword, Str+d8+4, AP: 6, Minimum Strength: d6, Mass: 3kg, Very Rare
  • Balanced, Power Field
Power Axe, Str+d10, AP: 6, Minimum Strength: d8, Mass: 6kg, Very Rare
  • Power Field, -1 to Parry
Power Maul, Str+d6+4, AP: 4, Minimum Strength: d6, Mass: 3.5kg, Very Rare
  • Power Field, Stun Mode: Touch Attack (see Savage Worlds), the victim must check Vigor at –2 (–4 with a raise) or be Stunned.
Omnissian Axe, Str+d10+2, AP:6, Minimum Strength: d10, Mass: 8kg, Extremely Rare
  • Power Field, -1 to Parry, Two Hands
Force Weapons
Power Sword, Str+d8+4, AP: 8, Minimum Strength: d6, Mass: 5kg, Near Unique
  • Balanced, Force, Sanctified
Force Staff, Str+d10+4, AP: 8, Minimum Strength: d6, Mass: 2kg, Extremely Rare
  • Balanced, Force, Sanctified, Two Hands
Low-Tech Weapons
(as per SWADE p. 72). Many are Ogryn-Proof

Special Rules:
Always in Bursts: Ignore the Bullets Per Rate of Fire; each firing uses one ammunition
Balanced: Adds +1 to Parry while weilding this weapon.
Cauterize: Anyone Incapacitated by a laser blast adds +2 to his Vigor rolls to keep from Bleeding Out.
Explosive Rounds: These weapons deal Heavy Damage, and +2d4 damage on a raise.
Force: Force weapons act as a Power Weapon normally. In the hands of a Psyker, they also increase Damage and Armor Piercing by an additional +2 and the Damage type changes to Psyker Energy. This is included in the weapon's profile already. Force weapons cannot be destroyed by a power weapon’s field.
Hyperkinetic: Bolt Weapons ignore Sloped Armor. (Optional, pulled from Railgun)
It Burns: Weapons with this quality are Heavy Weapons and targets hit by them Catch Fire (See the Fire Hazard in SWADE p. 127).
Lasgun Overcharge: Certain Lasguns have a variable setting option, allowing it to fire higher-powered bursts. Weapons fired in this mode are RoF 1, use three Shots, add +1 to the Shooting roll, +3 to the damage roll, and apply the Snapfire and Mega Damage qualities.
Maximal: This weapon has an additional mode of fire which converts its range to that of a burst (flamer) template. It deals its damage to all targets caught in the blast, who may evade as normal.
Melta!: All Meltas are Heavy Weapons. If a target without Heavy armor is Wounded by the weapon (may Soak normally), the victim determines Injury per the Gritty Damage Setting Rule and rolls Vigor; failure combined with a limb hit completely disintegrates the limb, failure combined with a head or torso hit causes an immediate roll on the Death & Defeat table.
No Recoil: Meltas ignore the Recoil penalty.
Ogryn-Proof: Those with the All Thumbs Trait can use this weapon with no penalties.
Overheat: On a roll of 1 on any Shooting die, this weapon overheats and inflicts it's damage on the person firing it. The wielder may choose to avoid taking the damage by dropping the weapon. Dropping a weapon is a Free Action. A weapon that overheats must spend the round afterwards cooling down and may not be fired again until the second round after overheating.
Power Field: A field of power wreathes weapons with this Quality, increasing their Damage and Penetration by 2 and deal Heavy Damage. This is included in the weapon's profile already. When Breaking Things (SWADE p. 98), weapons with this quality ace normally. Weapons with the Force, Warp, and Natural Weapon Qualities are immune to this secondary effect.
Razor Sharp: On a raise, double this weapon's AP.
Reliable: Based on tried and true technology, Reliable weapons seldom fail. Reliable weapons only jam on a critical failure and can be cleared as an action.
Sanctified: These weapons are blessed against the forces of Chaos. Any Damage inflicted by a Sanctified weapon counts as Holy Damage, and are effective against some Daemonic and Warp creatures.
Squad Support Weapon: This weapon always fire at their maximum Rate of Fire and is subject to Snap Fire penalties.
Tearing: Raise adds d8 damage; Critical Failures hit the wielder.
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Re: Savage 40K

Post by stormwell »

Digital Weapons

Digital weapons, or digi-weapons as they are commonly known, are miniaturised guns which are so advanced that they can be worn on the fin er like a ring, but pack the punch of a full-sized pistol. The most compact are those manufactured by the brightly-haired, ape-like aliens known as the Jokaero, whose creations are sought after across the Imperium. Digi-weapons exist that replicate the functions of hand flamer, inferno pistols, needle pistols and hellpistols. However, each weapon can only be fi ed once, and reloading a digi-weapon is exceptionally difficult. A character can wear up to one digi-weapon per finger—not thumbs—and a digi-weapon can be fired even if the character is holding something else in his hands. Digi-weapons count as one-handed ranged weapons for the purposes of Ranged Weapons in Melee (Savage Worlds p.104).

Digi-laser 1/2/3 3d6+2 AP: 4 ROF: 1, Clip: 1, Min Str. d4, Mass: 0.5 kg., Extremely Rare

Special: Cauterize, No Recoil

Digi-melta 1/2/3 2d10 AP: 6 ROF: 1, Clip: 1, Min Str. d4, Mass: 0.5 kg., Extremely Rare

Special: Melta!, No Recoil, Overheat

Digi-needler 1/2/3 2d4 AP: - ROF: 1, Clip: 1, Min Str. d4, Mass: 0.5 kg., Extremely Rare

Special: Injection, No Recoil

Digi-flame Range: N/A Template 2d12 AP: 0, ROF: 1 template, Clip 1, Min Str. d4, Mass: 0.5 kg., Extremely Rare

Special: It Burns, Burst (Flamer) Template

Special Rules

Injection: Can deliver a payload like Poisons (SWADE p. 128) or any other liquid payload.
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Re: Savage 40K

Post by stormwell »

Body Armor
Each suit of Body Armor has a Strength Minimum listed, and the Encumbrance penalty to rolls also applies to Arcane skill rolls (including psionics).
Embedded Toughness: The advanced Body Armor of the Imperium of Man are constructed of multiple layers of protective high-tech materials layered one upon the other, which provide additional points of Toughness (Armor Piercing has no effect on Toughness). Unless noted otherwise, Body Armor does not stack with other layers of Worn Armor; see Armor in Savage Worlds.
Environmental Body Armor (EBA): EBA is fully enclosed and covers all locations. It provides immunity to disease, poison, or drowning, and +4 to resist cold, heat, electricity, and radiation—see Hazards in Savage Worlds. All EBA have basic communications (radio range five miles), air filtration systems, and five hours of emergency air.

Primitive Armor: Primitive Armor is the norm on many feudal or feral planets, the lower levels of some hives where technology is unreliable or too expensive, and many alien worlds. Protection at this level often consists of reinforced animal hides, metal plating worn over the chest, chainmail, or combinations of these and other crude methods. Primitive armor will rarely stop a lasgun hit outright, but can turn a blade and is better than no protection at all. (See Page 69 of SWADE)

Flak Armor: The most common type of armor in the galaxy is Flak Armor, as it is standard issue to the countless millions of Imperial Guardsmen. Many layers of ablative and impact absorbent material go into making each suit, enough to deflect or negate most low-level attacks such as small arms, shrapnel, and proximity blasts. Solid hits from high impact weapons can generally negate it, but given that it is relatively lightweight, cheap to produce, and dependable in most combat situations, many veterans keep using it even when offered better. Flak Armour counts as 1 armor higher against Damage from blast templates.
Flak Armor Helmets offer +4 Armor to the head, Mass: 2kg, Average Availability
Flak Armor Vests offer +4 to Torso, Mass: 5kg, Average Availability
Flak Armor Coat offer +4 to Torso and Arms, Mass: 5kg, Average Availability
Flak Armor Cloak offer +4 to Torso, Arms and Legs, Mass: 5kg, Scarce Availability
Imperial Guard Flak Armor Suits offer +4 armor to all locations (Minimum Strength: d6), Mass: 11kg, Scarce Availability;

Mesh Armor: Mesh armor is often of a high tech or even xeno design and is formed from thousands of bonded thermoplas cells linked together to create a fabric-like weave. Lightweight and surprisingly comfortable, it can withstand most impacts or heat energy by becoming briefly rigid, dissipating the force through the now stiff material.
Mesh Armor Cowl offer +3 Armor and +1 Embedded Toughness to the head, Mass: .5kg, Rare Availability
Mesh Armor Vests offer +3 Armor and +1 Embedded Toughness to Torso, Mass: 2kg, Rare Availability
Mesh Armor Coat offer +3 Armor and +1 Embedded Toughness to Torso and Arms, Mass: 1.5kg, Rare Availability
Mesh Armor Cloak offer +3 Armor and +1 Embedded Toughness to Torso, Arms and Legs, Mass: 1.5kg, Very Rare Availability
Mesh Armor Suits offer +3 Armor and +1 Embedded Toughness to Torso, Arms and Legs, Mass: 2kg, Very Rare Availability

Carapace Armor: Carapace Armor is generally a sign of status and is mostly worn by Imperial officers and agents. Made from molded plates of armaplas, ceramite, or other strong materials, it can cover the entire body or just sections depending on the desired level of protection. Storm Troopers, for example, wear full body suits including a helmet, while most soldiers are lucky to gain access to just a simple chestplate to wear over more comfortable mesh or flakweave suits. Some bodysuits have slots designed for simple carapace plates to be inserted in, so that the overall suits can be rapidly configured for as much or little protection as desired. Damaged plates can be more easily replaced without requiring the purchase of an entire new suit.
Carapace Helmets offer +6 Armor to the head, Mass: 2kg, Rare Availability
Carapace Chestplates offer +6 to Torso (Minimum Strength: d6), Mass: 7kg, Rare Availability
Full Body Carapace Armor Suits offer +6 armor to all locations (Minimum Strength: d8) and is EBA. Mass: 15kg, Very Rare Availability. Examples include Storm Trooper Carapace, and the favored Armor of Inquisitors and high ranking Imperial Guard Officers.

Armored Bodyglove: Armored bodygloves are a favorite for assassins, as they offer full body protection with little or no reduction in mobility. Each bodysuit is normally tailored to the wearer, and can vary in effectiveness depending on the materials used from simple flak protection levels to degrees rivalling the finest carapace armor plating. Many are simply worn underneath normal clothing or robes so as to not reveal their nature.
Armored Bodyglove offers +5 Armor Arms, Body, Legs, Custom Fit to the Wearer, Can be concealed underneath clothes, Mass: 5kg, Rare Availability

Power Armor: Like the boltgun, power armour is symbolic of the Imperium. It dates back to the original Crusades led by the Emperor to reclaim the galaxy for mankind, and has evolved over the millennia in a number of styles or marks. Suits are religiously maintained over the years as venerated objects, and some are still worn millennia after their creation. Power armour is essentially a sophisticated arrangement of thick and heavy protective plates, and uses an extensive system of muscle-like electrically motivated fibre bundles to replicate the movement of the user and augment his strength. As it is normally fully sealed with internal oxygen supplies and a rebreather, the wearer can survive even in hard vacuum for long periods. The helmet is detachable, as most users still wish at some point to see their surroundings with their own eyes. Most suits have a huge backpack containing power supplies and other auxiliary systems, such as vox-links, auto-senses, and targeters. Space Marines are the most notable users of power armour, along with Inquisitorial agents and the Adeptus Sororitas. The latter users lack the special Black Carapace implanted in Space Marines, allowing the armour to fully meld with the user. As such, many of the strength-augmenting and advanced support systems are not possible and are not installed in these lighter suits. A standard non-military power supply lasts for 1d5 hours before it needs to be replaced or recharged. You must be wearing the body, both arms, and both legs of power armour to benefit from the Strength bonus; the helmet is not required.

Light Power Armor offers +1 Embedded Toughness and +6 Armor, is EBA, and adds a +1 die step to the wearer’s Strength attribute and +2 to Pace while equipped. Minimum Strength: d8 (before the suit's boost), Mass: 40kg, Very Rare Availability.
Power Armor offers +2 Embedded Toughness and +8 Armor, is EBA, adds +2 die step to the wearer’s Strength, +4 to Pace, and increases his effective size by one step (so for example a human who is Size 0 would become Size 1). Power armor also requires a constant power supply, which must be carried by the wearer (usually as a backpack). Minimum Strength: d12+1, or d12 with the Black Carapace implant. Mass: 65kg, Very Rare Availability.
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Re: Savage 40K

Post by stormwell »

Using this to convert NPCs/Critters from the 40K d100 RPGs: https://rodneyorpheus.medium.com/conver ... b60228f71d

Da Orkz

Ork Boy

Agility: d6; Smarts: d4; Vigor: d12+2; Strength: d12+2; Spirit: d4

Skills: Athletics d4, Common Knowledge d4, Fighting d6, Intimidation d8, Notice d4, Persuasion d4, Shooting d1d4-2, Stealth d4

Pace: 6; Parry: 5; Toughness: 14 (4)

Edges: Brute, Iron Jaw, Nerves of Steel

Gear: Choppa (Str+d8), Flak Armor Vest (+4), Slugga (10/20/40, 2d8, AP 2, ROF 1, Shots: 18, Inaccurate*), Shoota (15/30/60, 2d8, AP 2, ROF 3, Shots: 30, Inaccurate*

Special Abilities
  • Hardy
  • Resilient
  • Size 1
*Inaccurate: Due to either being badly designed or woefully made, this weapon cannot benefit from the Aim special rule (SWADE p.97).
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Re: Savage 40K

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Servitors

Battle Servitor

Agility: d4; Smarts: d4; Vigor: d12+2; Strength: d+2; Spirit: d8

Skills: Fighting d6, Notice d6, Shooting d6

Pace: 4; Parry: 5; Toughness: 15 (6)

Edges: Ambidextrous, Nerves of Steel, Rock and Roll!, Two-Fisted, Two-Gun Kid

Gear: Servo-Fist, either chain axe or shock glove and either a flamer, autogun, hellgun, heavy bolter, plasma cannon or multi-melta.

Special Abilities
  • Armour (Machine) +6
  • Construct
  • Fearless
  • Hardy
  • Night Vision
  • Resilient
Servo Skull

Agility: d6; Smarts: d4; Vigor: d4; Strength: d4; Spirit: d4

Skills: Notice d8+2, Repair d6, Shooting 1d4, Stealth d8

Pace: -; Parry: 2; Toughness: 3 (2)

Edges: Alertness, Dodge

Gear: Pistol sized weapon or tool of owner's choice.

Special Abilities
  • Armour (Machine) +2
  • Construct
  • Fearless
  • Flight: Servo Skulls fly at a pace of 6".
  • Night Vision
  • Resilient
  • Size -3
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Re: Savage 40K

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Necrons

Necron Warrior

Agility: d4; Smarts: d4; Vigor: d12; Strength: d12; Spirit: d8

Skills: Athletics d4, Fighting d6, Intimidate d8, Notice d4, Shooting d8,

Pace: 6; Parry: 5; Toughness: 15 (6)

Edges: Marksman, Nerves of Steel

Gear: Gauss Flayer (30/60/120, 2d10+2, AP 4, ROF 1, Shots: -, Gauss) & Weapon Blade (Str+d10, AP 2, Parry -1, two hands).

Special Abilities
  • Armour (Machine) +6
  • Construct
  • Fearless
  • Hardy
  • Regeneration (Fast)
  • Resilient
  • Size +1
Gauss: When an Ace is scored on the Shooting roll, double the damage done by this weapon.
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Re: Savage 40K

Post by stormwell »

The Masses of Humanity

Adept

Agility: d6; Smarts: d6; Vigor: d6; Strength: d6; Spirit: d4

Skills: Athletics d4, Common Knowledge d8, Fighting d4, Notice d4, Persuasion d4, Shooting d4, Stealth d4, Trade d4

Pace: 6; Parry: 4; Toughness: 5

Edges: -

Gear: Quills, ink bottles, parchment, data-slate.


Colonist

Agility: d6; Smarts: d4; Vigor: d6; Strength: d6; Spirit: d4

Skills: Athletics d4, Common Knowledge d4, Driving d4, Fighting d4, Notice d4, Persuasion d4, Shooting d4, Stealth d4, Trade d4

Pace: 6; Parry: 4; Toughness: 5

Edges: -

Gear: Poor quality clothing, trinket or votive item.
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Re: Savage 40K

Post by stormwell »

Starships

Think the best way to do starships is treat them like the Lodges in Rippers, various modifications providing various benefits for the party to help with their various adventures. Though will probably still use the ship creation rules in Rogue Trader, just do Savage Worlds rules for the components.

Two trains of thought regarding starship combat;

1. Run it with the Mass Battle rules, but use Dynamic Tasks for stuff like boarding actions and damage control.

The amount of Force Tokens could be based on type of ship, either using Hit Point values from Battlefleet Gothic or scaling them on type.

2. Adapt the naval combat rules from Weird Wars 2, these would be more involved than the above but require SW stats for ships and figuring out how to do weapons.

Based on Rogue Trader Lance weapons ignore armour, so could at least have the AP of these types of weapon equal whatever the armour value of their target is.

Macrocannons can apparently combine fire, so perhaps option of firing them as Linked Weapons?

Shields are an interesting one, their comparably weak compared to other scifi settings as they tend to collapse quite quickly under a barrage before recharging afterwards. Shields in the SciFi Companion are effectively a pool of extra hit points, one that regenerates when a ship hasn't been shot at in a round. Could go with a weaker version of those or say a raise on a Shooting/Gunnery roll is required to do any damage.
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