Converting WH40K to d20...

Storyteller01 said:
Not looking to play it as d20. My 'nids army is doing better than expected. I'm just trying to get an idea of overall power levels.

Unfortunatly, even then, it's still more an art than a science. I've mashed together a rough way to turn most parts of the stat blocks into D&D stufff, but the biggies of Hit Dice and HP aren't anything you can do except by intuition.

I'd start with an IMperial Guardsman as a normal human, and Orks/Orcs, Gretchins/Goblins and Eldar/Elves. A Bloodthirster strikes me as a Balor, which gives us a good idea of a high level power.

Space Marines would probably be a prestige/advanced class that gives the various mutations as advnaces as you go up in level - Marines are all people of some note from their world, after all, and spend a long time in training.

As others have said, another way is just to stick with the fluff over the crunch and wing it. There's enough templates for D20 that you can often convert stuff into a more-or-less equiviliant - just be adventurous. ;-)
 

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You say d20, but do you mean d20 Modern?

In standard d20, I'd call the bad-ass Imperial Guardsman would be a warrior 2-3, whereas a Space Marine would be a 4hd monstrous humanoid, size Large, with 2-8 PC class levels and loads of peripheral abilities (poison resistance, lowlight vision, skill bonuses, etc).

I personally am not a huge fan of that d20 -> 40K conversion above.
 


Something I wrote years ago about a WH40K based character in a 3E Gamma World campaign...


This is a write up of a PC from my Overkill 3rd edition campaign. It is a conversion of a Warhammer 40,000K article that I read in an old issue of White Dwarf. The PC is a genetically engineered warrior. If you saw the film –Soldier- you have some idea of what I am presenting here. The Kurt Russell character was the 1st generation of a “supersoldier” program. In the film a 2nd generation is introduced to replace him and his fellow warriors. Mayhem ensues. What I have here is the 7th generation of such a program. The ultimate synthesis of human, nanotech, genetic engineering, biotechnology and training.
And before anyone points it out, I know that this character is a combat monster. But within the context of the campaign, especially the latter half when he was introduced, he wasn’t that out of place. He was the most combat effective member of the party though. However high powered PC’s were in abundance in that group.
The great thing about this character was that the player didn’t run him like a combat monster. When the party found this character he was still in his cryogenic storage capsule await decanting and final program. Unknown to the player or the party he was to be programmed as a Combat Commander not a Combat Drone. This didn’t come out for quite sometime and through many adventures. The military base that the capsule was in was being explored by Overkill. By the time they found it, through actions completely of there own (I mean they were called Overkill), the base was flooding with water. They opened the capsule and woke him up. They said, “Follow us.” And he did just what a good soldier does, he followed orders.
But the greatest thing was that the player emphasized the child-like aspect of this character. He was completely naive; he had no notion of the real world. He was a killing machine with a baby’s knowledge of life. A reporter once thrust a microphone into his face and he ate it. When asked why he had done that he responded, “If it wasn’t food why did you offer it to me?”
This character, that player and that campaign were some of my fondest role-playing experiences. I guess that’s a sign of my aging, I’m reminiscing about old campaigns…
So, without further ado allow me to introduce Niven-7, combat monster extrordinare…


Drone Trooper Niven-7
Multiple Environment Combat Drone (MECD 8J9934-9250-OMEGA)

Male, 2m tall, 100kg, Biological Age: 3
Hair: base white, Eyes: gold with reflective lenses
PS: 20 (+3) IN: 16 (+2)
DX: 25 (+4) MS: 12
CN: 21 (+3) CH 6 (-2)
HP: 250 AC: 4 (-20 natural)
Speed: 30 Rank:10th

MECD Invitro Organ Modifications:

Phase 1: Secondary Heart- Allows low oxygen survivability and doubles HP bonus.

Phase 2 (10): Ossmodula- Advanced ossification and reinforcement of skeletal structure, equivalent to the PM Skeletal Enhancement.

Phase 3: Biscopea- Increased muscular structure, equivalent to the PM Heightened
Physical Attribute: Physical Strength.

Phase 4: Haemastamen- Monitors Phase 2 and 3, increases blood efficiency by 50%.

Phase 5 (14): Larraman's Organ- Stores nanotech repair robots which staunch blood flow within one combat turn and begin rapid tissue regeneration, functions as PM Regeneration.

Phase 6: Catalepsean Node- Allows MECD's mind to remain active during sleep by switching off areas of the brain sequentially, MECD can not be surprised while asleep.

Phase 7 (12): Preomner- Allows MECD to consume and digest any organic material including but not limited too: plant fiber, wood, bone, leather, flesh, chitin.

Phase 8: Omophagea- Designed to absorb genetic material and extract the RNA chains held within animal tissue as a function of memory, experience or innate ability. Endows the MECD with an unusual survival trait, he can actually learn by eating. This has evolved a number of blood/flesh consuming rituals among the ranks of the MECD.

Phase 9 (X): Multiple Lung- Allows MECD to survive in toxic environments and filter out airborne particles, doubles CN saves vs. gases, allows MECD to hold breath for a number of minutes equal to CN rating at full operational levels or CN x 3 minutes if immobile.

Phase 10 (11): Occulobe- Enhances MECD vision, feline genetic material allows nightvision (moonlight as sunlight, starlight as moonlight), goldfish genetic material allows extention of vision from the infrared to ultraviolet ranges, functions as the PM Infravision and Ultravision.

Phase 11 (10): Lymans Hammer- Enables MECD to enhance and filter background noise, functions as PM Heightened Sense: Hearing.

Phase 12: Suspension Hormone Gland- Allows the MECD to place themselves into suspended animation, MECD can activate this gland at will or it can be activated automatically under certain extreme physical conditions. Suspension can be timed by the MECD or ended externally through the use of injected triggering hormones. Estimated computer projections suggest an outside time limit of 500 years or more.

Phase 13 (X): Melanochromic Organ- Automatically reacts to radiation and darkens skin pigmentation to protect MECD from harmful UV levels. Also provides limited protection from harder forms of radiation, doubling the CN saves vs. radiation.

Phase 14 (X): Oolitic Kidney- Enables the MECD to resist and breakdown poisons either digested or injected into the bloodstream, doubles the CN save vs. poisons.

Phase 15 (11): Neuroglottis- By simply tasting, a MECD can detect a wide variety of natural and artificial poisons and chemicals, functions as the PM Heightened Sense: Taste.

Phase 16: Moaria-Haklen Gland- The MECD sweats an oily, naturally cleansing chemical which coats the skin. It reduces heat or cold exposure damage by -2 RF and allows brief survival in a vacuum for a number of minutes equal to one half the CN rating.

Phase 17 (10): Carbon-Organic Subcutaneous BioMesh- A Carbon-Organic BioMesh has been implanted beneath the skin of all MECD's, this functions as both a natural armor (AC 4 (-20)) and the PM Kinetic Negation.

Phase 18: Combat Modified Adrenal Gland- Once every three hours the MECD may boost their combat bonuses for ten combat turns, doubling PS and DX bonuses. During this period the MECD will remain operational up to -20 HP, after which the MECD automatically enters Phase 12 for a three hour period.

MECD Genetic Programming:
(24) Martial Arts- doubles Attack Rank and PS or DX bonus.
(20) Concealment/Stealth- functions in urban or rural environments.
(30) Acrobatics- add Rank to all jump/leap checks.
(31) Swimming- Swim or tread water for a number of hours equal to CN plus Rank.
(20) Throwing- doubles Rank with thrown weapons, add 1/5 Rank to base damage.
(20) Weapons Master- Energy weapons (all), adds score to Rank.
(20) Weapons Master- Knifefighting, adds score to Rank.
(25) Weaponsmith- all hand held weapons to date of creation.

Additional Programs: Ambidexterity, Defending, Dodging, Nimbleness and Willpower.

Issued Equipment: Diamond/Plasteel Armor (AC 8 (-40)), Mark VII Blaster Rifle, Mark V Blaster Pistol, duralloy Combat Knife, one dozen Torc Grenades, two Mini-missiles, one dozen hydrogen cells, thirty days food concentrates, Medi-kit, duralloy grappling hook and 100m plasteel line, four duralloy Throwing Knives, Sniper Slingshot (BD 5/10, BR 40, (Crit)) and 100 plasteel slingbullets, RNA transfer kit, backpack.

Notes: leaping (running)- 26 (20), leaping (standing)- 8 (6), jumping down- 35 (18), vaulting over or springing up (running)- 8 (6), springing up (standing)- 4 (3), natural Heightened Balance score of 16.

RNA Transfer Rules
Time Since Death Gained Experience
Red 6 hours 5x
Orange 5 hours 4x
Yellow 4 hours 3x
Green 3 hours 2x
Blue 2 hours 1x
White 1 hour fail (-1 CS per attempt)
Black fail fail (spoiled sample)

Base experienced gained is 1/4 HD or Rank.
Two rolls are required; the first determines how much of a time window the MECD has, the second how much of a sample is recovered.
 

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