Tuesday, January 23, 2024

We Do Not Exist

 APOCRYPHAL SECTOR 

aka WE DO NOT EXIST

A not-in-any-way Chapter Approved 40k RPG.



THE PREMISE

It's hard to remember. You all have partial amnesia.


There was a battle against the forces of Chaos. Back when Chaos meant something--specifically when it meant the enemy might suddenly get another 2000 points to spend on its army because it rolled well on some d1000 table someone wrote after coming home trashed from a Napalm Death gig in Surrey--when zoats still roamed the universe, when squats ran the forges, before every space marine chapter had its own codex 90 novels and a fanfic, when mixed forces of DIY mercenaries and monsters battled in basements far outside the dominion of the great Workshop. 

Anyway: Chaos came for you all equally--marine and eldar, squat and ork, man and astroman. There was a great battle, there were few survivors. 



You are one of the handful. You have to get home. You have to warn them. You have no ship.


Your only allies are weird jerks.


RULES

-This game runs basically like standard old school D&D (whichever version you prefer) but with a few extra self-explanatory stats.

-Hi-tech armor works like existing D&D armor except 1) Pre-modern weapons are useless against it and 2) Hi-tech armor has its own hit points you gotta get through before the target takes any damage. Once those hit points are depleted it retains its armor class but can be hit by primitive weapons (its got holes in it).


-There's a Sanity Points mechanic that works like hit points. Once your sanity points are gone you can act but can’t do anything useful for your party or yourself until the end of the session. However, at that point your sanity points reset to max next session and you’re “fine”. That is: the game has you dealing with sanity but its not Call of Cthulhu where you can lose the entire game by going insane.

-Equipment / Scavenging is an ability score. It both determines starting equipment and modifies rolls in-game to find useful stuff. 

-Rolling a 1 to hit means your weapon jams. Take a full round to unjam. If it’s a weapon that can’t jam, like a sword, that means it breaks. Equipment scarcity is a big part of this game.

-Psi powers work as Old School spells of the same/similar name unless otherwise noted. I’m using these ‘cause they’re free online. As with old school D&D, these abilities basically work once per day.

-Psykers can try to use powers on the list  for their class that they don’t have "reliably" or use their reliable powers more than once per day—but then they gotta make a successful Willpower test against a target of 15 or else they lose d4 Sanity points and Something Bad Happens according to a big random table I haul out, derived from the one in the new Rogue Trader. Basically something awful and warpy happens.

-Right now the rules are for a mini-campaign of 3-4 sessions so there’s no scheme for advancement which allows for a few simplifications

-Saving throws are an ability score check against a GM-chosen target number

-Most things that would be under “skills” are also an ability score check against a GM-chosen target number. So like stealth is an Agility/Dexterity check.

-If you're in hand-to-hand combat (ie you've hit or been hit at least once) then you get automatically hit if you leave unless you're a harlequin wearing a pivot belt or you roll a Dex check target 15.

-Equipment that can't be bought off the list but is generated with a PC (Space Marine power armor, harlequin masks, etc) is assumed to require special training to use that you don't have unless its part of your class.

-The game assumes PCs who are skilled enough to be handling the highly-specialized There Is Only War universe of Warhammer 40k so they have basic competence in survival skills, so if you’ve got high intelligence, you’ve got bushcraft, etc.

-Pilot Skill is what you use to pilot anything from a chopper to space cruiser. The first time you encounter an unfamiliar vehicle, however, if you fail that roll you just don't know how to pilot that thing. It is modified by Dex or Int bonus depending on the vehicle.

-When in doubt about something (does killing someone with a grenade set off their grenades?) D4: 1-Worst answer for the PCs 2-Kinda bad 3-Kinda good 4-Best answer for the PCs


STATS

Generate all these ability scores like D&D—3d6 unless otherwise noted, with a max of 18:

These are the 9 ability scores:

Strength

Toughness / Constitution

Agility / Dexterity

Intelligence

Willpower

Fellowship / Charisma

Perception

Equipment / Scavenging

Technical Ability

Everything works like old school D&D unless otherwise noted. So, like, high Dex adds to your missile to-hit etc.

These are expressed as pure bonuses (+1, +2 etc):

Weapon/Melee Skill

Ballistic/Missile Skill

Pilot Skill

Armor Class is just like D&D, the ascending version (except, as before, high tech armor has its own hit points in addition to adding armor points).

Hit Points equal Constitution

Sanity Points equal Willpower

Starting Equipment Credits equal Equipment / Scavenging

Everyone gets a knife and some kind of pack.

Keep track of ammo—there isn’t a lot of it.












CLASSES



Assassin 

-Agility/Dexterity score is 12+d6


-Pick one

+2 to Weapon/Melee Skill and +1 Ballistic/Missile Skill

or

+2 to Ballistic/Missile Skill and +1 Weapon/Melee Skill


-Ranged or melee, your sneak attacks do double damage


-Pick four items

Armoured bodyglove

Chameleoline Cloak

Night Cloak

Grapnel

Multikey

Crossbow (and 20 bolts)

Needle pistol (and two 6-round clips)

Needle rifle (and two 6-round clips)

Mono-sword


LEVEL UP: 

Add +1 to Ballistic/Missile Skill

OR

+1 Weapon/Melee Skill

OR

+1 to Pilot skill

OR

Make sneak attacks multiply by one more factor (x2 becomes X3, x3 becomes x4 etc)

OR

+1 to Agility





from here and here




Astropath

-Pick five reliable psi powers

Command

Detect Chaos (Chaos includes psi-powers)

Invisibility to Chaos (as Invisibility to Undead)

Attract Chaos (as Attract Undead)

Remove Fear

Cause Fear

Charm Person

Comprehend Languages

Identify

Message

Incapacitate (as Sleep)

ESP


Astropaths are always vaguely aware of chaotic or psi energy in the vicinity.


LEVEL UP: Add +1 to any of the 3 skills (Weapon, Ballistic, Pilot) or add a psi power.



Chaplain/Cleric/Missionary


-Willpower score is 12+d6


-Medkit


-Your skill allows you to heal d4 hp+your level without a medkit

or double normal hp+level with one


-Pick three:

2 points in any of the ability scores

or

Fellowship is 12+d6

or

Bless once per day (as the spell)

or

Inquisitor power armor 

+1 Str

+1 Toughness

(stats can’t go over 20)


LEVEL UP:

Add +1 to any of the 3 skills (Weapon, Ballistic, Pilot)

or

add one to Fellowship, or to Willpower.

Eldar Pirate


-Agility/Dexterity score is 12+d6


-Perception score is 12+d6


-Add 5 points in any of the ability scores (Eldar can have Dex up to 20)


-Pilot Skill +4


LEVEL UP: Add +1 to any of the 3 skills (Weapon, Ballistic, Pilot)

or

2d4 points of equipment.


Eldar Harlequin

-Agility/Dexterity score is 14+d6

-Technical Ability is d4+d4+d6 


-Pick one

Trouper: +2 to Weapon/Melee Skill plus Harlequin’s Kiss (-2 to hit vs armor, silent, d12 damage)

or

Death Jester: +2 to Ballistic/Missile Skill plus Shrieker Cannon (reload after each shot,

target takes d12 and, if dead, wanders d10’ in a random direction and then explodes for d10 to everyone in 10’)

or

Shadow Seer: +1 to Weapon/Melee Skill or Ballistic/Missile Skill plus

choose one reliable psi power from any of the ones here. Seers are always

vaguely aware of chaotic or psi energy in the vicinity.


-Pick five: 

-Functioning pivot belt (leap up to twice Str in feet, get out of melee combat free)

-Dex +1 (Eldar can have Dex up to 20)

-Functioning Harlequin’s Mask (Willpower test vs 10 not to flee from close combat)

-Harlequin’s kiss (see above)

-Web gun

-Chainsword

-Power Fist

-4 grenades

-Shuriken pistol

-(Shadow seer only) Another reliable psi power    

LEVEL UP: Add +1 to any of the 3 skills (Weapon, Ballistic, Pilot)

or

Agility or Seers can add a psi power.


Eldar Warlock 

-Willpower 12+d6 (Eldar can have Dex up to 20)

-Choose four reliable psi powers from any of the ones here

-Eldar Witchblade: d10+(Willpower bonus) hp damage

-Warlocks are always vaguely aware of chaotic or psi energy in the vicinity.

LEVEL UP: Add +1 to any of the 3 skills (Weapon, Ballistic, Pilot) or a psi power.

Hive Gang Member 

-Perception score is 12+d6

-Pick one

Brat Gang: 12+d6 Equipment/Scavenging 12+d6 Fellowship

Scavvy Gang: 12+d6 Equipment/Scavenging 12+d6 Technical Ability

Psyker Gang: see Psyker Renegade instead

Mutant Gang: see Mutant Renegade instead

Other Gangs: Add 4 points in any of the ability scores

-Pick one

Add 4 points in any of the ability scores

or

Add 3 points in any of the ability scores and take Pilot Skill +2

or 

Add 3 points in any of the ability scores and a motorcycle

-Gang members have d4 friends in the Apocryphal Sector. Mark them off as you meet them. 


LEVEL UP: Add +1 to any of the 3 skills (Weapon, Ballistic, Pilot)

or

to any ability score (each can only be upgraded once).


Mechanicus 


-Technical Ability is 12+d6


-Equipment/Scavenging score is 12+d6


-Mechanicus can fix broken stuff given time, including patching armor at a rate of

restoring d4 of the armor’s hp per day.


-Pick three

Close combat mechadendrite: Make a second melee attack per round


Weapon mount mechadendrite: Make a second shooting attack per round with

chosen weapon


Utility mechadendrite: +2 to climbing, lifting and any other noncombat task

that’d be aided by having another arm


Hover: You float d6 inches off the grounda any given time


Enhancement implant: Add +2 to any ability score except Fellowship or

Equipment/Scavenging score. This may be taken more than once

(Enhancements can take scores up to 20).


Feedback screech: Everyone in hearing distance must save or be only able to

defend next round—doable once every 10 minutes


Controlled electroshort: Everyone in 10’ must save or be only able to defend

next round—doable once every 10 minutes.


LEVEL UP:

Add +1 to any of the 3 skills (Weapon, Ballistic, Pilot) or +1 to Technical Ability

or

Equipment/Scavenging.










Mutant Renegade

(Mutants can have stats up to 20)

-Fellowship / Charisma is d6+2d4

-Roll d100 for Obvious Mutation on the table at the end of this doc

if it confers only a +1 to a stat, add +1 in any of the ability scores

if it confers no benefit, add 2 points in any of the ability scores

if it confers only a hindrance, add 4 points in any of the ability scores

-Roll d100 for 2nd Obvious Mutation

if you want it, take it

if not, roll on the Benefit Table and take that result instead

if you want it and it confers no benefit roll on the Benefit Table and take that result as well

-Roll d100 for 3rd Obvious Mutation

if you want it, take it

if not, roll on the Benefit Table and take that result instead

if you want it and it confers no benefit roll on the Benefit Table and take that result as well

-Roll d100 for 4th Obvious Mutation

if you want it, take it

if not, roll on the Benefit Table and take that result instead

if you want it and it confers no benefit roll on the Benefit Table and take that result as well

-Roll d100 for 5th Obvious Mutation

if you want it, take it

if not, roll on the Benefit Table and take that result instead

if you want it and it confers no benefit roll on the Benefit Table and take that result as well

-Roll d100 for 6th Obvious Mutation

if you want it, take it

if not, roll on the Benefit Table and take that result instead

if you want it and it confers no benefit roll on the Benefit Table and take that result as well


Mutant Renegade Benefit Table

1 +2 Equipment / Scavenging due to life on the run

2 +1 Strength due to mutation

3 +1 Intelligence due to mutation

4 +1 Agility / Dexterity due to mutation

5 +1 Toughness / Constitution due to mutation

6 +1 Perception due to mutation

7 Pilot Skill +2 due to life on the run

8 Blood substitution: blood is made of something that does d4 damage to

    anyone near when wounded

9 Mutant can only survive on something not considered food (GM’s choice)

10 The mutant is rubbery and can contort its body +1 AC, +1 Agl/Dex, and can

    fit through narrow openings

11 Chamelon skin (as if wearing chameleoline)

12 Stinging touch, anyone touching the mutant is stung as if by a jellyfish, save or

    be unable to do anything but defend next round


In exchange for -1 in any ability score you can be a member of a mutant gang and

    have d4 friends in the Apocryphal Sector. Mark them off as you meet them.


LEVEL UP: Add +1 to any of the 3 skills (Weapon, Ballistic, Pilot) or roll as if 6th Obvious Mutation above.


Navigator


-Pilot Skill +2


-Add 1 point in any of the ability scores


-Lidless Stare—If the navigator uses this ability, everyone must save or suffers

    1d10+ the Navigator’s Willpower bonus in Sanity Point damage. Anyone taking

    damage from this power is also Stunned for 1 round as they are ripped with agony.

    Like any psi power, its unreliable after once per day.


-Pick 3 reliable psi powers:


Detect Chaos (Chaos includes psi-powers)

Invisibility to Chaos (as Invisibility to Undead)

Attract Chaos (as Attract Undead)

Cause Fear

Incapacitate (as Sleep)

Sanctuary

Silence 15’ Radius

Summon

Force of Forbidment

Find the Path

Lose the Path

Navigators are always vaguely aware of chaotic or psi energy in the vicinity.


LEVEL UP: Add +1 to any of the 3 skills (Weapon, Ballistic, Pilot) or +add a psi power.








Ork


(Orks can have Str and Toughness up to 20)

-Toughness/Constitution is 12+d6


Pick four:

+d4 in any of the ability scores

or

+2 Equipment / Scavenging

or

Pilot Skill + 2 and +1 Technical Ability

or

+2 Willpower 

or

Use any psi power but not reliably

or

+2 Strength


Any weapon owned by the ork at start of play will never jam, though rolling a 1 does

    have fumble effects.



LEVEL UP: Add +1 to any of the 3 skills (Weapon, Ballistic, Pilot) or +1 Toughness.








Psyker Renegade

-Add 2 points in any of the ability scores


-Pick 4 reliable psi-powers:

Command

Cure Light Wounds

Cause Light Wounds

Detect Chaos (Chaos includes psi-powers)

Invisibility to Chaos (as Invisibility to Undead)

Attract Chaos (as Attract Undead)

Remove Fear

Cause Fear

Charm Person

Comprehend Languages

Message

Incapacitate (as Sleep)

ESP

Charm Person

Target (as Faerie Fire)

Hold Portal

Darkness

Telekinetic thrust (as Magic Missile)

Shield


Psykers are always vaguely aware of chaotic or psi energy in the vicinity.


In exchange for -1 in any ability score you can be a member of a psyker gang and

    have d4 friends in the Apocryphal Sector. Mark them off as you meet them.


LEVEL UP: Add +1 to any of the 3 skills (Weapon, Ballistic, Pilot) or +1 to Technical Ability or add a Psi Power.



Rogue Trader


-Perception score is 12+d6


-Equipment / Scavenging is 12+d6


-Pilot Skill +2


-Add 5 points in any of the ability scores


LEVEL UP: Add +1 to any of the 3 skills (Weapon, Ballistic, Pilot) or +1 to Perception.
















Sisters of Battle 


-Toughness / Constitution score is 12+d6


-+2 to Weapon/Melee Skill and +1 Ballistic/Missile Skill

or

+2 to Ballistic/Missile Skill and +1 Weapon/Melee Skill


-Sororitas Power Armor (power armor can take a stat up to 20 max):

+1 Str

+1 Toughness

+1 Dex


-Pick two:

Bolter

Chainsword or chainaxe

Flamer

Heavy flamer

Jump Pack

Bolt pistol


LEVEL UP:

Add +1 to any of the 3 skills (Weapon, Ballistic, Pilot)

or

+1 to Toughness/Constitution or Willpower.


Space Marine 


-Toughness / Constitution score is 14+d6


-Strength score is 14+d6


-Intelligence is d6+2d4


-Fel/Cha is d6+2d4


-Space Marine Power Armor (power armor can take a stat up to 20) :

+2 Str

+2 Toughness


Pick two:

Bolter

Chainsword or Chainaxe

4 Grenades

Jump Pack

Magnet boots

Power Fist

+1 Ballistic Skill

+1 Weapon Skill


LEVEL UP:

Add +1 to any of the 3 skills (Weapon, Ballistic, Pilot)

or

+1 to Toughness/Constitution or Strength.


Squat 


Squats can have Toughness / Constitution scores up to 20


-Toughness / Constitution score is 12+d6


-Technical Ability is 12+d6


Pick three:

-Motorcycle and Agl/Dex+1

or

-Hoverboard and Agl/Dex+1

or

-Equipment/Scavenging score is 12+d6

or

-Add 2 points in any of the ability scores

or

-Pilot Skill + 2 and Int +1


LEVEL UP:

Add +1 to any of the 3 skills (Weapon, Ballistic, Pilot)

or

+1 to Toughness/Constitution or Technical Ability.



Void Scum —this includes all random mercenaries, scavengers, space pirates, criminals etc


-Equipment/Scavenging score is 12+d6


-Add 6 points in any of the ability scores


Pick one:

-Pilot Skill + 2 and +1 Int

-Add 2 points in any ability scores

-Add 2 points to Ballistic Skill and/or Shooting Skill

-Void scum have d4 contacts in the Apocryphal Sector. Mark them off as you meet them.

LEVEL UP: Add +1 to any of the 3 skills (Weapon, Ballistic, Pilot) or +1 to any of the 9 ability scores (works once each).


Starting Equipment is bought with Starting Equipment Credits

(again equal to Equipment / Scavenging score)

After that, all equipment is on a beg/borrow/steal system, so be careful.

There's not much out here.


Descriptions and Starting Prices:

At the start, doubling the amount of ammunition for a weapon you already have costs 5


Laser weapons

Laspistol damage: d6 damage, usable in close combat, includes clip with 2d10 charges, cost 5

Lasgun: d8 damage, includes clip with 2d10 charges, cost 5

Baleful eye laser: cybernetic eye, an extra attack for d6 damage,

    usable in close combat, never runs out of ammo, cost 12

Jokaero digital weapons: an extra attack for d8 damage, usable in close combat, never runs out

    of ammo, cost 15


Projectiles

Bolt pistol: d6 damage, usable in close combat, includes clip with 2d10 shells, cost 5

Shuriken pistol: d8 damage, usable in close combat, includes clip with 2d6 shuriken, costs 10

Needle pistol: d10 damage to unarmored targets only, usable in close combat, includes clip

    with 2d6 needles, costs 10

Needle rifle: d12+Dex bonus to damage to unarmored targets only, long range, reload each

    round, includes two 6-round clips, costs 15

Shotgun: d8 damage, +2 to hit, includes 2d10 shells, cost 5

Web Gun: Str check vs 15 to escape, failure indicates d4 damage, can be used in close combat, cost 7

Bolter: d8 damage, can hit up to 4 targets per round but -1 per target aimed at, includes 2d12

    shells, costs 10

Shrieker Cannon: reload after each shot, target takes d12 and, if dead, wanders d10’ in a random

    direction and then explodes for d10 to everyone in 10’ —not normally available



Flame weapons

Flamer: d6 damage, no to-hit roll, everyone within a cone must test vs a 15 or take damage,

    includes 3 clips with 6 shots each, costs 10

Heavy flamer: d10 damage, no to-hit roll, everyone within a cone must test vs a 15 or take

    damage, you can’t move in the same round you fire, includes 3 clips with 3 shots each, costs 10

Primitive missile weapons

Bola costs 1

Bow: d6 damage, 20 arrows, useless against hi-tech armor, costs 2

Crossbow: d6 damage, 20 bolts, useless against hi-tech armor, costs 2




Grenades

Anti-plant 20’ diameter, costs 2

Smoke 20’ diameter, costs 3

Smoke and mirrors (like smoke but blocks infra-red and electronic detection) 20’ diameter, costs 4

Shrapnel 40’ diameter, d6 damage, costs 4

Hallucinogen 10’ diameter, as Confusion spell at 5th level, costs 4

Krak 5’ diameter, d12 damage, costs 5

Plasma 20’ diameter, d10, costs 5

Radiation 30’ diameter, Toughness check vs 15 or take d8, costs 4


Melee Weapons

Knife: d4 + Str bonus, useless against hi-tech armor, costs 1

Sword or axe: d6 + Str bonus, useless against hi-tech armor, costs 2

Two handed melee-weapon: d8 + Str bonus, useless against hi-tech armor, costs 4

Monosword: d10 + Str bonus, costs 6

Chainsword or chainaxe: d12 + Str bonus, loud, costs 10

Power fist: d8 + doubles Strength Bonus, costs 10

Harlequin’s Kiss -2 to hit vs armor, silent, d12 damage, not normally available

Eldar Witchblade: d10+(Willpower bonus) hp damage, not normally available


Armor

Shield +1 AC, costs 1

Leather armor +2 AC, costs 2

Flak armor or chainmail +3 AC, costs 3


Hi-tech armor

Armored bodyglove +3 AC, 10 hit points, costs 5

Carapace or mesh +5 AC, 15 hit points, costs 7

Extra hi-tech armor, per piece, +1 AC up to 19 AC total max (incl Dex bonus), costs 3

Powered armor, +7 AC, 20 hit points, no penalty to Dexterity, costs 12

(Special Imperium powered armor that some PCs start with has other properties

    but those aren’t normally available)


Other gear

Cool, purely-cosmetic cosmetic mutation of choice costs 1

Regular 21st century stuff smaller than a breadbox costs 1

Night vision goggles costs 2

Telescopic scope (+1 to hit if you take a round to aim) costs 2

Gas mask costs 2

Grapnel costs 3

Void suit (spacesuit) costs 5

Medkit heals d4hp in a round, can be used once per victim per fight.

    If a target is below 0 it will save them if it can bring them above zero in the round

    immediately after they went below 0, costs 5

Night Cloak (baffles electronic detection) costs 5

Multikey (+5 to Tech test to open electronic doors) costs 6

Magnetic boots cost 6

Disguise prosthetics cost 6

Jump pack costs 10

Poison (1 dose does d10 hp if armor is penetrated) costs 10

Chameleoline cloak costs 10

Scanner implant (detects moving heat signatures within 30’) costs 10

Demolition charge does d20hp in a 20’ radius after 5 rounds of set-up and a

    successful Technology Skill test, costs 10

Prosthetic replacement (for lost body parts) costs 12

Upgrade bionics (artificial +1 to any given ability score) costs 12



Obvious Mutations

1, Extra head (+1 Int, will, per)

2, Extra arm (+1 WS and +1 Dex or +1 Str)

3, Second torso, head, arms (as 1 and 2 above)

4, Spider legs (+2 Climb)

5, Extra leg

6, Shrunken head

7, Massive head (+1 Wil)

8, Lobsterlike claw hand (+1 attack in melee for d4)

9, Massive mouth

10, Massive eye

11, Extra pair of arms (+2 WS and +1 Dex or +1 Str)

12, Face in chest

13, Headless

12, Armless

13, Legless

14, Eye instead of mouth

15, Mouth instead of eye

16, Mouth instead of ear

17, Mouth instead of hand

18, Covered in eyes (+4 Per)

19, Clawlike fingers (+1 attack in melee for d4)

20, Prehensile tail (+2 Dex)

21, Scorpionlike tail (+1 attack in melee for save or take d8 poison)

22, Fangs (+1 attack in melee for save for d4)

23, No eyes

24, Snake tail instead of legs

25, Batlike wings (fly round you make a successful Toughness test vs a 10)

25, Hole through chest

26, Cavity in chest from which smaller creatures spill

27, Froglike legs (Leap Str x 2 in feet)

28, Cat eyes

29, Goat eyes

30, Goat horns (+1 attack in melee for d4)

31, Goat face

32, Goat legs

33, Snake head for hand (+1 attack in melee for d4)

34, Asymmetrical body

35, Rotting body

36, Intestines hanging out

37, 5 foot-tongue

38, Tentacles (+1 Dex, +1 to grapple attempts)

39, Crow head

40, Covered in spines

41, Skull head

42, Heads for arms  (+2 Int, will, per)


43, Just a head with 4 tiny legs

44, Gazelle horns (+1 attack in melee for d4)

45, Gaunt, starved appearance

46, Cavities throughout body

47, Covered in boils

48, Tusks

49, Translucent skin

50, Crawling with maggots

51, Covered in ooze

52, Giant foetus with umbilical cord

53, Lower body is a giant hand 

54, Massive chest cavity lined with teeth (+1 attack in melee for d4)

55, Insect head

56, Insect legs

57, Mantis arm (+1 attack in melee for d4)

58, Fly wings (fly round you make a successful Toughness test vs a 10)

59, Insect eyes

60, Insect mouth

61, Arms so long they drag

62, Mandibles (+1 attack in melee for d4)

63, Joints up and down extremities (+2 dex)

64, Serpent head

65, Membranes between arms, legs and torso like a bat

66, Left or right half only 

67, Eyestalks

68, Eye on tip of tongue

69, Crawls on all fours (-4 dex)

70, Hunchback

71, No mouth

72, No visible features (senses unaffected)

73, Scales (+1 AC)

74, Mane of fingers

75, Webbed fingers

76, Cyclops

77, Half size

78, Leech mouth

79, Leech head

80, Patterned skin

81, Covered in mouths

82, Mouth full of tentacles (+1 to grapple attempts)

83, Crablike carapace (+2 AC)

84, Birdclaw feet (+1 attack in melee for d4)

85, Mantalike head

86, Wolf head  (+1 attack in melee for d4)

87, Multiple animal heads (+1 attack in melee for d6)

88, Tail with head on it 

89, Tail with animal head on it  (+1 attack in melee for d4)

90, Wolf heads for hand (+1 attack in melee for d4)

91, Bat face (+1 Per)

92, Stag head ( (+1 attack in melee for d4)

93, Claw-tipped probes for arms (+1 attack in melee for d4)

94, Upper body only, drags organs behind (-4 dex)

95, Tentacles from head (+1 to grapple attempts)

96, Obese beyond conception (-4 dex)

97, Mouth across stomach

98, Arms for legs 

99, Crab head

00, GM’s Choice









Scavenging Table: (this is for during adventures not character creation) d100

1-2 Laspistol with d6 shots or just d6 shots

3-4 Lasgun with d6 shots or 3d6 shots

5-6 Jokaero digital weapon

7-8 Bolt pistol with 2d4 bolts ot just 2d4 bolts

9-10 Shuriken pistol with 2d4 shuriken or just 3d6 shuriken

11-12 Needle pistol with d8 needles or just d20 needles

13-14 Needle rifle w/d8 needles or just d20needles

15-16 Shotgun with d10 shells or just d20 shells

17-18 Web gun with d6 shots or just d10 shots

19-20 Bolter with d12 ammo or just d20 ammo

21-22 Flamer with d6 shots or just d12 shots

23-24 Heavy flamer with d6 shots or just d10 shots

25 Bola or net

26 Bow or d6 arrows

27 Crossbow or d4 bolts

28-29 Anti-plant grenade

30-31 Smoke Grenade

32 Smoke and mirrors Grenade

33-34 Shrapnel Grenade

35-36 Hallucinogen grenade

37-38 Krak grenade

39-40 Plasma Grenade

41-42 Radiation Grenade

43 Knife or crowbar

44 Sword or axe

45 Two-handed melee weapon or nutrient paste

46-47 Monosword

48-49 Chainsword or chainaxe

50-51 Power fist

52-53 Shield or leather armor

54-55 Flak armor or chainmail

56-57 Armored bodyglove

58-59 Carapace or mesh armor

59-60 Extra hi-tech armor, d4 pieces

61-62 Night vision goggles

63-64 Telescopic sight

65-66 Gas mask

67-68 Grapnel

69-70 Void suit

71-72 Medkit or repair kit

73-74 Night cloak

75-76 Multikey

77-78 Magnetic Boots

79-80 Jump Pack

81-82 Poison

83-84 Chameleoline Cloak

85-86 Demolition Charge

87-88 Displacer Grenade (moves you d12 clock direction d6 tabletop inches,

    you’re disoriented in the next round)

89 Vortex Grenade (12’ diameter nothingness, persists, changes each round:

    1-moves d6 in a random direction, 2-grows by an inch, 3-splits in two,

    4-triples in size then disappears leaving a crater)

90 Rad suit

91-00 Roll two more times




3 comments:

Simon Tsevelev said...

I think something is wrong with the text formatting, the lines just keep going and disappear behind the gadgets on the right (reader's right) of the blog.

sara-c said...

I'm impressed that you've managed to create a more lore-friendly and playable 40k game than any of the iterations that have been officially sanctioned. Can't wait to take this for a spin. Thank you.

Baron Greystone said...

This looks like a lot of fun, thanks for sharing the ideas!