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Made in us
Fresh-Faced New User



Pascagoula, MS

I had another thread over in a different forum and I believe it was a little misplaced for the input I'm trying to get so hopefully the forum mods won't mind. What I'm looking for is constructive criticism on a conversion I'm working on. I was not happy with the other systems available (Dark Heresy, Deathwatch, Rogue Trader) and decided to make a meshable system with the codices available, its a rough copy right now, but please tell me what you think.

I wanted to run Warhammer 40k, but wasn't big on the other systems available. Here's my conversion, its in the works but playable. Let me know what you think or ask questions so I can append them to the FAQ section. Thanks for your interest!

New World of Darkness Conversion for Warhammer 40k to Role Playing Game Rules.
You will need a NWoD corebook and any of the codices you are including.
1. Create Concept
2. Attributes: 5/4/3 The 5th point in any attribute costs double.
3. Skills: 11/7/4 The 5th point in any skill costs double.
4. Select 3 skill specialties, a +1 on very specific tasks. Ie. Rhino Engines, Las Pistol Maintenance, Laceration Treatment, etc.
5. Add Racial Template
6. Determine Advantages
7. Defense = lowest of Dexterity or Wits
8. Health = stamina + size (5 for most humans)
9. Initiative = dexterity + composure
10. Speed = Strength + Dexterity +5
11. Willpower = Resolve + Composure
12. Virtue and Vice – choose one of each (Charity, Faith, Fortitude, Hope, Justice, Prudence, Temperance) (Envy, Gluttony, Greed, Lust, Pride, Sloth, Wrath)
13. Merits – Take up to 7 points of Merits, the 5th point costs double.
14. Morality – Base Value 7, 0 and you fall to Chaos.
1. System Notes – If a question about rules interpretation comes up, side with the one that favors NWoD. Willpower should be substituted for leadership in interpretations. D6 to D10 Quick Conversion for rolls. Ie. 4+ to trigger night fighting roll a d10 on results of 7-10 reroll.
2. Language – Each race has its own language and dialect. It is recommended to take alien languages of party members.
3. Equipment – (Reference page 139 NWoDC)
a. Codex Weapons use their NWoD counterparts for equipment bonus, durability, size, magazine size, and cost, except where the weapon gives a bonus to the user’s strength where it grants that bonus.
b. Codex Weapons have additional Costs equal to their Damage Rating minus their NWoD counterpart Damage. These costs may be monetary or require special Advantages such as good reputation, licenses, black market, or security clearance or a combination thereof.
c. Codex Ballistics weapon’s strength requirement equals the damage of the weapon, unless the weapon uses non-traditional ammunition or is a missile.
d. Ballistics Range
Conversion of NWoD Ranges to inches, weapons fall into categories
Revolver, Pistol, Shotgun, Crossbow 12/24/48
SMG Small and Large 18/36/72
Assault Rifle 24/48/96
Rifle 36/72/144
e. Conversion of Codex Ballistic Weapons
Same as Codex. Rapid Fire and Assault/Heavy X (where x is a number) weapons have the autofire special rule see page 160. Heavy Weapons require an aim action or have a -4 penalty, after which they may begin to accrue bonuses for aim. Rending Weapons – such as sniper rifles and Harlequin Kisses have the 9 again rule.
f. Power Weapons – calculate the penetration of power weapons 7-AP, to find how many points of armor the weapon ignores. Page 61 of 6th Edition WH40k Rulebook. Cost +2;
g. Codex Armors - calculate 7-SV=X to find how many points of armor conferred by the equipment. An armor's strength requirement and resource cost is ½ x + 1, rounded down. All Codex armors of value of 2 or more are bulletproof, unless the ap value of the weapon is greater than the armor. Invulnerability saves are never negated by Armor Penetration.
4. Vehicles –
a. Codex Vehicles
Armor Penetration – AP 3 or worse causes no additional affect to vehicles, however if damage is caused AP 2 causes 1 more damage, AP 1 cause 2 more damage, additionally Open topped vehicles loose an additional point. Size = 15 + 1 Per point of front armor over 10. Durability = 3 + 1 Per point of front armor over 10 (Facing Dependant)
5. FAQ
Melta adds 1d6 to penetration, roll a d10 and 1-6 is added as an additional equipment bonus, 7-10 reroll.
Poisoned Ballistic Weapons – Damage 2; some have the auto fire special rule; wounds on X+, 7 – (x) = y; Y is the Toxicity (see 181).
Poisoned Blades – Damage as base weapon; wounds on X+, the toxicity is 7 – (X); Y is the Toxicity (see 181).
New Merits:
Vehicle: * to **** - You may begin with a racial dedicated transport and optional equipment up to 50 points worth per Merit Point spent, you may and divide these points on multiple vehicles or purchase spare weapons and equipment to store. Unspent converted points are lost after character creation. For *** Merit Points you may purchase an interplanetary vessel that includes a docking bay for 2 vehicles and 3 weapon turrets of your choice (chosen from dedicated transport options); treat this vehicle as having the size of 3 dedicated transports of the base model; you may purchase spare vehicle options at the same cost for dedicated transports for further Merit Points. You may also permanently liquidate resources to receive this merits effects, given circumstances allow.
Psyker ***** - you may take a primaris power from a psykic discipline available to your race.
Psykic powers are calculated by rolling Willpower plus the strength of the power, with powers without a damage use willpower alone. For Powers like psychic shriek subtract the enemies willpower pool from the caster's, any remaining successes are taken as damage. Additional psychic powers may be purchased for 10 points per warp charge in the cost. Botching a psychic power activation causes an aggravated wounds equal to the number of 1's rolled and failing a psychic roll causes a lethal wound.


Racial Templates:
Eldar: -1 Merit Points, +1 Fast Reflexes, +1 Fleet of Foot, +1 Quick Draw; Fall From Grace – an Eldar who drops to 1 Morality becomes a Dark Eldar though until then, they are not Chaos Immune;
Dark Eldar: Degenerate – Periodically Dark Eldar must inflict pain and suffering on living beings or they begin to age rapidly taking one unhealable bashing per day; Psychic Vampirism – for each level of damage inflicted roll a d10 for each 8 recover 1 bashing damage of degeneration; Chaos Immunity – Dark Eldar are immune to the compulsions of chaos and cannot drop below 1 morality furthermore a fully fed Dark Eldar may ignore his derangements; as Eldar.
Human: +2 Allies, Barfly, or Contacts in any combination.
Necron: Cannot be psykers, -2 Merit Points; Quick Healer; Immortality – cannot die of old age.
Ork: Red Paint Job – if wearing red or driving a red vehicle Fleet of Foot +1, Gun Slinger or Stunt Driver, -1 Merit Points;
Space Marine Equivalent – Giant +1 size thus +1 Health level (See Merit p.112), -2 Merit Points;
Tau: Pristinely Unpsykic – Iron Stomach, a Tau may never take Psychic Powers and is immune to Chaos Degeneration Effects and Chaos Compulsions; Tau have no Shadow in the Warp.
   
 
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