Savage Worlds WH40K
Savage Worlds WH40K
concepts or original world depicted in the pages below. Savage Worlds is the product of Pinnacle
Entertainment, and Warhammer 40k is the product of Games Workshop. I recommend that you
check both of them out for more information.
My only request is that should you edit and republish, or otherwise derive your own work from
mine here, that you credit me as the original source of this document. I'd also appreciate it if you
posted any thoughts and comments online at RadiationSings.com.
This game references the Savage Worlds game system, available from Pinnacle Entertainment
Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are
copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no
representation or warranty as to the quality, viability, or suitability for purpose of this product.
Thanks!
-Jonathon Volkmer
Introduction
In the grim dark future, there is only war!
At least, thats the underlying theme of the Warhammer 40k universe. In this campaign, however,
youll be fighting a different kind of war. As part of an Inquisitorial Entourage, you fight
constantly to uproot and destroy the three great enemies of the Imperium of Man: Xenos,
Malleus, and Hereticus. That is to say, aliens, daemons, and heretics.
All characters within the campaign must be humans, although you may encounter aliens from
time to time.
Basic character creation works exactly the same as in Savage Worlds in that you start out with
$500 (or Imperial Eagles), One Edge, 5 Attribute points, and 15 Skill points. However, because
characters in the 40k universe are often larger than life, you have the option of taking an
additional Major Hindrance to gain 2 Hindrance points. This is in addition to the required 1
Major and 2 Minor Hindrances that all characters must take (the Hindrance points from these is
already calculated in.
For 2 Hindrance points you can gain a new Edge or raise an Attribute 1 die type. For 1 Hindrance
point you can gain an additional Skill point or double your starting money.
New Skills
Will
This is the skill Psykers use to manifest their warp abilities. It is linked to Spirit.
Knowledge (Astronavigation)
This is the skill used by a ships pilot or Astropath to calculate a course through the Empyrean. It
is linked to Smarts.
New Edges
No character may have more than one Adeptus Edge.
Untouchable (Background)
You may spend a Benny to automatically get the drop on any one target in melee.
Savant (Professional)
Requirements: Novice, two or more Knowledge skills at d8+
This edge replaces the Scholar Edge from the Savage Worlds Core Book.
Interrogator (Professional)
Requirements: Novice, Smarts d8+, Intimidate d6+, Persuasion d6+
Few people can keep secrets from one such as you, trained by the Inquisition in the fine art of
interrogation. Gain a +2 on all Intimidate and Persuasion rolls. Also, you have +2 to Smarts rolls
to detect when another person is lying.
Adeptus Mechanicus (Professional, Adeptus)
Requirements: Novice, Repair d6+, Knowledge (Computers) d6+
Trained by the Imperial techpriests, you know some small portion of the Machine Gods secrets.
You gain a +2 on Repair rolls and any Knowledge rolls made concerning technology. In addition,
you may be able to call on support from other members of Adeptus Mechanicus.
Adeptus Arbites (Professional, Adeptus)
Requirements: Novice, Investigation d6+, Streetwise d6+
You are a member of the elite Imperial law enforcement corps known as the Adeptus Arbites.
Thanks to years of training and field experience, you gain a +2 on all Investigation and
Streetwise rolls. In addition, you may be able to call on support from other members of the
Arbites.
New Hindrances
Thin Skinned (Major)
Youve never dealt with pain very well. You suffer an extra -1 penalty when wounded (so -2 at
one wound, -3 at two wounds, etc.).
Warped Dreams (Major)
Every night the Warp calls out to you in your dreams, tormenting you terribly. You have one less
Benny because of your constantly tired state.
Slow (Major)
During Initiative, draw two cards and act on the lower one, unless one of them is a Joker (in
which case, lucky you). A Slow character may not also have the Quick Background Edge,
although Level Headed cancels out with this Hindrance.
Timid (Major)
You never really learned how to talk back, and have trouble holding your own in most
conversations, especially with strangers. Take a -2 when rolling for a Test of Will (Intimidate,
Taunt, Persuasion).
Grim Servant o Death (Major)
As described in the Deadlands: Reloaded sourcebook.
Heartless (Minor)
You may not enjoy killing, but you dont let it stand in the way of your goals either.
Psychic Frailty (Minor)
You are particularly susceptible to Psychic powers, and suffer a -2 on all rolls made to resist
them.
Slowpoke (Minor)
You suffer a -1 to Pace and when rolling to run. This stacks with Lame and similar Hindrances.
Tenderfoot (Minor)
Not everyone is cut out to deal with the horrors assailing mankind. You suffer a -1 to Grit. This
Hindrance may be bought off by sacrificing an Advancing opportunity.
Gear
Ranged Weapons
Ranged Weapons come in three categories: Pistol, Basic, and Heavy. A Pistol may be held and
fired in one hand. A Basic weapon may be held and fired one- or two-handed, although firing
one-handed results in a -1 to Shooting due to the weapons unbalancing weight. Heavy weapons
must be held in two hands to fire.
Las Weapons
Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Laspistol
12/24/48
30
2d6
Pistol
30
Lasgun
(MP)
15/30/60
60
2d6
Basic
10
75
Lasgun
(NP)
12/24/48
1/3RB
60
2d6
Basic
10
75
Lasgun
(TP)
12/24/48
60
2d6
12
75
Long Rifle
20/40/80
40
2d8
Basic; Snapfire;
15
100
Multilaser
15/30/60
3RB/3
30
3d6
20
200
Projectile Weapons
Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Autopistol
12/24/48
1/3
20
2d6
Pistol; Auto
100
Autogun
12/24/48
1/3
30
2d8
Basic; Auto
15
200
Revolver
15/30/60
2d6+1
75
Stubber
12/24/48
1/2
15
2d6+1
Pistol; AP 2; Auto
150
Heavy
Stubber
12/24/48
3RB/3
40
3d6
20
350
Assault
Cannon
12/24/48
3RB/5
45
2d8+1
30
1000
Hunting Rifle
20/40/80
10
2d8+1
Basic; AP 2
15
200
Naval Pistol
12/24/48
2d6+1
10
Mil.
Dueling
Pistol
15/30/60
2d6
200
DB Shotgun
15/30/60
1-2
1-2
3d6
Basic; Auto
14
350
Sawn-off
Shotgun
10/20/40
1-2
1-2
3d6
11
300
PA Shotgun
15/30/60
3d6
Basic
16
500
Auto
Shotgun
12/24/48
1/2
20
3d6
Basic; Auto
18
750
Notes
Cost
Flechette
15 per
box of
50
Dumdum
AP -4, Damage +4
20 per
box of
50
Manstopper
AP +2, Damage +2
Mil.
Shotguns
Only
------
------
Scatter
Range becomes 5/10/20; damage becomes 5d6 at short range, 3d6 at medium
range, and 1d6 at long range
12 per
box of
20
Executioner
Shooting +2
Arbites
Inferno
Mil.
Bolt Weapons
Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Bolter I
10/20/40
1/2
15
2d10
20
Mil.
Bolter II
12/24/48
1/3
30
2d10
20
Mil.
Bolter III
12/24/48
1/2
20
2d10
20
Mil.
Bolter IV
12/24/48
1/2
40
2d10
22
Bolt
Pistol
15/30/60
1/2
12
2d10
Pistol; AP 4; Auto
10
Mil.
Storm
Bolter
12/24/48
1/3
30
2d10
25
Mil.
Bolt
Carbine
15/30/60
20
2d10
Basic; AP 4; Auto
18
Mil.
Heavy
Bolter
20/40/80
1/3
40
3d10
30
Mil.
Notes
Cost
Kraken
Penetrator
AP +6
Military
Metal Storm
Damage +1d10; AP -2
Military
Inferno Shell
Military
Stalker
Silent and has no muzzle flare: does not give away the firers position when in
Stealth
Military
Melta Weapons
Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Meltagun
7/14/21
5d10
22
800
7/14/21
3d10
10
500
Multimelta
7/14/21
7d10
30
Mil.
Thermal
Lance
12/24/36
4d10
20
500
Plasma Weapons
Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Plasma
Gun
10/20/40
10
3d10
25
600
Plasma
Pistol
10/20/40
10
2d10
10
400
Plasma
Blaster
15/30/60
14
3d10
27
800
Plasma Malfunction
D6
Results
12
EXPLODES! The weapon is destroyed and the character counts as having shot himself (for resolving
damage).
34
Critical Overheat! The character drops the weapon and it may not be picked up for 1d10 rounds.
56
Flamer Weapons
Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Hand Flamer
Cone
2d8
12
750
Flamer
Cone
2d10
20
1000
Heavy
Flamer
Cone
2d10+2
28
Mil.
Exterminator
Cone
2d10
+10
Mil.
Thrown Weapons
Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Throwing
Axe
2/4/8
Str+d6
15
Throwing
Knife
2/4/8
Str+d4
10
Throwing
Star
2/4/8
Str+d4
5 stars = 1
lb.
20
Exotic Weapons
Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Needle
Rifle
20/40/80
2d6
15
Mil.
Needle
Pistol
12/24/48
2d5
Mil.
Graviton
Gun
10/20/40
Special
25
Mil.
Neural
Shredder
Cone
Special
10
Mil.
Webgun
10/20/40
10
Special
15
Mil.
12/24/48
30
2d6
23
Mil.
Range
RoF
Shots
Damage
Notes
Weight
Cost
Frag Grenade
5/10/20
3d6
SBT; Thrown
42
Krak Grenade
5/10/20
3d8
MBT; Thrown
Mil.
Smoke
Grenade
5/10/20
30
Photon
Grenade
5/10/20
25
Gas Grenade
5/10/20
Special
Varies
Plasma
Grenade
5/10/20
2d10
50
Grenade
Launcher
12/24/48
Varies
20
Mil.
Aux. Grenade
Launcher
10/20/40
Varies
+10
Mil.
Rocket
Launcher
24/48/96
4d10
25
Mil.
Melee Weapons
Blades and bludgeoning weapons are common all across the Imperium, and many conflicts are
resolved using well-placed steel.
Standard Weapons
Name
Damage
Knife
Short Sword
Notes
Weight
Cost
Str+d4
Str+d6
25
Sword
Str+d8
50
Axe
Str+d6
30
Flail
Str+d6
Ignores Shields
40
Spear
Str+d6
30
Staff
Str+d4
10/--
Hammer
Str+d6
12
60
Great Axe
Str+d10
AP 1; two-handed; Parry -1
13
75
Great Hammer
Str+d10
15
80
Knuckle Dusters
Str+d4
10
Armored Gauntlet
Str+d6
20
Improvised (Rifle
butt, etc.)
Str+d4
-1 to Fighting rolls
Chain Weapons
Name
Damage
Notes
Weight
Cost
Chainfist
Str+d8
AP 2
120
Chainsword
Str+d10
AP 2
12
150
Chain-axe
Str+d12
AP 2; Parry -1
15
155
Eviscerator
Str+d12+1
AP 4
20
Mil.
Power Weapons
Name
Damage
Notes
Weight
Cost
Power fist
Str+d8
AP 4
Mil.
Power sword
Str+d10
AP 4
Mil.
Power axe
Str+d12
10
Mil.
Power hammer
Str+d12
12
Mil.
Power knife
Str+d6
AP 4
Mil.
Shock Weapons
Name
Damage
Notes
Weight
Cost
Shock
maul
Str+d8
On a successful hit, the target must make a Vigor roll (at -2 with a
Fighting raise) or be shaken.
20
175
Neural
Whip
Str+d6
200
Electroflail
Str+d6
Ignores Shields; On a successful hit, the target must make a Vigor roll
(at -2 with a Fighting raise) or be shaken.
140
Force Weapons
Force Weapon is a template that may be added to any standard weapon. Normally, this weapon is
no different from any other of its type; in the hands of a Psyker it can become far more lethal.
Whenever a Psyker strikes a foe with a Force Weapon he makes a Will check at -2 (or with no
penalty on a Fighting raise). If the Psyker succeeds, the weapon deals an extra 1d10 of damage.
Force weapons also deal double damage against Daemons.
Armor
Armor comes in a variety of different styles, but the basic designs are fairly universal.
Body Armor
Name
Armor
Notes
Weight
Cost
Flak Armor
+3
Torso, limbs
15
100
Carapace Armor
+6
30
300
Power Armor
+10
10
Mil.
Mesh Armor
+4
Torso, limbs
18
200
Stealth Suit
+1
This padded dark grey suit fades easily into shadows, giving the
user a +2 on Stealth rolls.
12
180
Pot Helm
+3
50
Open Plasteel
Helm
+5
100
Closed Plasteel
Helm
+6
10
125
Armor Alterations
Name
Notes
Cost
Ceramite
The armor protects against Fire-based attacks. The armor gains +2 against Melta, Plasma,
and Flamer weapons.
+50
Reflective
+30
Ablative
This armor variation absorbs wounds whenever the wearer would take them, but doing so
reduces its armor bonus by 1 per wound. When the bonus is reduced to 0, the armor is
useless.
+20
Bonded
This variation combines one or more of the options listed above. The total cost is equal to
the combined cost of the alteration, -10 for each beyond the first. So Ablative Reflective
Ceramite Armor would cost an additional 80.
Varies
Shields
Shield bonuses only apply to the front and left/right of a character (depending on the arm holding
the shield). The shields below are rated as if made from wood/plastic. If made from reinforced
wood/plastic, they gain +1 Armor; if made from metal or armaplas, they gain +2 Armor. Double
the cost in the former case, and triple it in the latter.
Name
Armor
Notes
Weight
Cost
Buckler
+1
10
15
Small Shield
+2
15
20
Large Shield
+3
20
30
Tower Shield
+4
30
50
Notes
Cost
Single Leg
Crude: Pace -1
Average: +1 Armor
Advanced: +1 Armor, Pace +1
1000
Pair of Legs
Crude: No effect
Average: +1 Armor, Pace +1
Advanced: Armor +1, Pace +2
1500
Arm
1200
Head
Crude: +1 Armor
Average: +2 Armor, +2 on Vigor rolls against poison gasses
Advanced: +3 Armor, Immune to Poison gas, can survive in a vacuum
800
Bionic Organs
Name
Notes
Cost
Lungs
2000
Heart
2500
Brain
3000
Bionic Senses
These may be used to replace damaged ears, eyes, noses, or even to repair ones sense of taste or
touch. With Crude senses (Cost: 500-1000) the character suffers a -2 on all Notice rolls involving
the Bionic sense. With Average senses (Cost: 1000-1300), the senses function normally. With
Advanced senses (Cost: 1500-2000), the character gains a +2 bonus on Notice rolls involving the
Bionic sense.
Implants
Name
Notes
Cost
Psi-booster
This implant increases activity in the part of the brain which controls Psychic
ability. The user gains a +1 on all Will rolls.
750
MIU
This implant represents a neural link-up between the character and a piece of
equipment, allowing him to operate it by thought alone out to a range of 1km.
This may be applied to ships, the Adeptus Mechanicus Titans, or shoulder
mounted weaponry.
800
Implant
Weaponry
1000 + cost
of weapon
Mechadendrites
Adeptus
only
Combat Stimms
Combat drugs come in a few different varieties, and have varying effects. In addition, there are
three main ways to introduce stimms into ones system.
Inhaler
One deep breath is all it takes! Announce at the start of the turn that the inhaler is used. The
effects of the stimm come into effect immediately but only last for 1d3 rounds. Inhalers are good
for 10 uses.
Injector Implant
An injector normally takes one action to activate and Will continue to have an effect until it is
turned off with another action. The amount of a combat stimm in an injector is measured in terms
of rounds worth of use. A normal Injector starts with 20 rounds of use.
Gland
A character with a stimm gland is permanently affected by the combat drug. It cannot be turned
off and Will last for the entire game. Characters with glands have counteractive stabilizers and
decontaminants in their bloodstream to stave off the many debilitating effects associated with
combat stimms. A character with a gland dispenser Will avoid any negative side effects of their
combat stimms if they pass a Vigor test at the beginning of every session.
Combat Stimms
Name
Dispensers
Notes
Cost
Slaught
Inhaler
Injector
This stimm grants the benefits of the Alertness and Quick Edges, but a user is
at -2 to Smarts and Knowledge rolls for the remainder of the session.
200
250
Psychon
Inhaler
Gland
This stimm grants the user +2 Fighting, Damage, and Toughness, but they
suffer a -2 Parry.
340
460
Reflex
Inhaler
Injector
Gland
While under the influence of this stimm, a character never acts on less than an
8 during combat. Unfortunately, they also suffer a -2 to resist Pyshic powers
and influence.
220
300
500
Barrage
Injector
This particularly nasty drug grants the user +2 steps to Strength, Vigor, and
Agility while under the influence. Unfortunately, after every use he must make
a Vigor roll or suffer a permanent loss of one die type to all physical attributes.
190
Spook
Injector
A character using this stimm gains 5 Power points and a single novice level
580
Inhaler
450
Spur
Injector
Gland
370
510
De-tox
Inhaler
Injector
Gland
De-tox grants the user +2 on Vigor rolls made to resist the effects of poison
gasses and toxins.
100
130
200
Other Equipment
Gunsights
Name
Notes
Cost
Range
Finder
This sight accurately displays the distance to the target, halving penalties due to medium
or long range when the character takes an Aim action.
50
Infrascope
This scope grants the user the benefit of Heat Vision when taking an Aim action.
50
Laser Sight
20
Auspexes
This is the collective name for all of the scanners and detectors in use across the Imperium. Some
common ones include the following.
Name
Notes
Cost
Bioscanner
Grants the user a +2 on Notice rolls to locate any organic creature within 25 squares.
60
Motion
Tracker
The Motion Tracker allows the user to make a Notice roll to pinpoint the location of any
movement within a 25 square range. If a target is moving very slowly, this Notice roll is at
-2.
50
PsiTracker
This arcane device reads shifts in warp space, detecting the souls of those nearby. A user
may make a Spirit or Will check to determine the location of all sentient beings within 20
squares.
Mil.
Other Gear
Name
Notes
Weight
Cost
Backpack
--
Bedroll
--
Canteen
10
5 full/1
empty
Chronometer
A wrist watch.
1/2
12
Code-scrambler
300
Data slate
40
Gas Mask
50
Igniter
A lighter.
--
Lantern
15
Medi-pak
This kit grants the user +2 on Healing skill rolls. It may be restocked
and is good for 5 uses before restocking is necessary.
100
Obscura smokes
20=1/2
10
Pict-recorder
10
80
Pict-recorder,
miniature
1/2
135
Spectacles
--
50
Re-breather
This device contains its own air supply (2 hours) and allows
comfortable breathing in a variety of toxic atmospheres.
175
Regicide
20
Rope
50 length
25
Solvent
Voxlink
--
100
Vox-bug
--
200
Arcane Backgrounds
Psykers
Arcane Background (Psyker)
Requirements: Novice
By Imperial decree all Psykers are required to be registered with the Imperial Ministorum on
penalty of death. Now, whether youre registered or unregistered is up to you, but by being part
of an Inquisitorial entourage, youd be taking quite the risk if you werent. Anyways, Psykers get
their power by tapping into the Warp of Chaos, the great Immaterium as its called. They start out
with 10 Power Points and two Powers from the Savage Worlds Core Book.
Additional Powers: Hunch (from Deadlands: Reloaded), Mind Rider (from Deadlands:
Reloaded)
Whenever a Psyker rolls a 1 on their Will die (regardless of the Wild die) they suffer one of the
following backlash effects.
Backlash
d20
Result
Effect
1-4
Brain Drain: The Psykers mind is fried with energy from the Warp. Hes shaken for 1d6 rounds and
his Will drops a die type for 24 hours.
5-8
Backlash: The Warp energy overloads the Psykers nervous system, causing 3d6 damage.
9-12
Spirit Sap: The Psyker must make a Vigor roll or be incapacitated. Even on a success she suffers a
Fatigue level.
13-15
Madness: The terrible Warp energies drive the Psyker insane. He rolls for a random Dementia from
the GMs table. He must also make a Smarts roll. If failed, the Dementia is permanent. Otherwise, it
lasts for 1d6 days before he snaps out of it.
16-19
Corruption: The power is twisted by Chaos energies to have the worst possible outcome for the
Psyker.
20
Mindwipe: A part of the Psykers soul is consumed by the Warp. Lower his Will die type by 1
permanently.
Power Point to do so. Other Psykers have a +1 to resist this ability, and other Psykers with The
Will have a +2.
Astrotelepathy (Weird)
Requirements: Novice, Will d8+
An astrotelepath rapidly becomes one of the most useful members of any entourage. The reason
is this: they are capable of communicating instantly across long distances through the Warp. An
astrotelepath may send a message anywhere within a single subsector by making a Will roll. To
send a message anywhere within the current sector, this roll must be made at -2. Failure indicates
the message was lost somewhere along the way.
EXAMPLE CHARACTERS
Inquisitor Amadeus Constantine
Affiliation: Imperial Inquisition, Ordo Xenos
Just 42 standard years old, newly promoted Inquisitor Amadeus Constantine is still just
beginning what looks to be a long and illustrious career. An Amalathian by inclination, he works
to preserve the Imperium of Mankind and its institutions in order to insure the future of humanity
in the galaxy.
Constantine is a Wild Card.
XP: 60
Grit +3
Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Pace 6, Parry 7, Toughness 10 (4), Charisma 2
Fighting d8, Shooting d8, Guts d8, Notice d8, Knowledge (Imperial Politics) d8, Persuasion d8,
Intimidate d8
Hindrances: Heartless, Loyal (God-Emperor of Man), Overconfident, Vow (Major): Seek out and
destroy all enemies of the Imperium.
Edges: Brave, Charisma, Hard to Kill, Harder to Killer, Interrogator, Marksman, Dodge, Block
Gear:
Auto Shotgun (12/24/48, RoF 1/2, Shots 20, Damage 3d6+2 AP 2 (loaded with Manstopper
rounds), Auto)
Naval Pistol (12/24/48, RoF 1, Shots 6, Damage 2d6+1 AP 2, 1 turn reload, Melee weapon
(Str+d4))
Power Hammer (Str+d12 AP 6, Parry -1)
Bonded (Ceramite/Reflective) Mesh Armor (+4, protects from fire, +2 against Melta, Plasma,
Flamer, and Las weapons)
Bio-scanner Auspex (Grants the user a +2 on Notice rolls to locate any organic creature within 25
squares.)
Chronometer
Data Slate
Pict Recorder, Mini
Re-breather
Voxlink
Inquisitorial Rosette
Power Armor (+10, Strength +1 die type, Space Marine auto-senses: +2 Notice, Voxlink, rebreather)
Psychon Gland (+2 Fighting, Damage, and Toughness, -2 Parry)
Bionic Left Leg (Advanced: +1 Armor, +1 Pace)
Backpack
Bedroll
Canteen
Chronometer
Lantern
Medi-pak
Spectacles
Voxlink
Refractor Field (+8 armor vs. Ranged weapon attacks; glows slightly revealing the location of
the wearer)
Flak Armor (+3 torso and limbs)
Chronometer
Data Slate
Voxlink