
WARHAMMER 40.000: THE ROLEPLAYING GAME
======================================

By Simone Gatti and Roberto Di Meglio
Translated by Marco Bizzarri and Claudia Rege Cambrin
Appended to and updated by Michael Andersen and Ian Ward

        +---------------------------------------------------------------------+
        | Give me one thousand men fool enough to want to conquer hell...     |
        |                                      and we'll conquer hell!"       |
        |                                               - Warmaster Solon     |
        +---------------------------------------------------------------------+

 Since we started being in confidence with the tabletop game of Warhammer 40000 , 
we've been feeling the need for its roleplaying version.  Indeed, the impression was 
as if Games Workshop intended WH40K to be a roleplaying game rather than a tactical 
game, as suggested by many sections of the Rogue Trader (the first edition).  After a 
few years, and after that Necromunda, the transposition cited by many White Dwarf 
articles, appeared to be just another set of rules for urban fights, the need for 
roleplaying the wonderful characters of the dark and charming universe of the 41st 
millenium has become unbearable.  For this reason, just after the release of the new 
edition, we started working.

 The following pages come from our desire to play true campaigns of WH40K and to 
roleplay our characters, which fight, sweat blood, and (in particular) shoot, not for 
an inner hope for ransom but for their survival.

1 The Dilemma
=-=-=-=-=-=-=

 When we had to decide whether to adopt the tri-dimensional game rules (with a few 
changes, such as an increase of PC wounds), or to adapt the Warhammer Fantasy Roleplay 
rule set, we chose, after a lot of game-testing, the second option.

 Rather than by the imminent release of the italian translation, Martelli da Guerra, 
this choice was affected by the possibility to exploit the available advancement 
system for characters (the careers), that had been already tested by many RPG players.   
Actually, we didn't want "to put too much meat on the fire", at the same time 
retaining some coherence with the GW production.

 In spite of this, the work has immediately shown itself as rather large.  The list of 
all the new basic and advanced careers of the 41th millenium, with their Advancement 
Schemes and descriptions, would have occupied too much space; from this the necessity 
to compress in this first article a set of rules which allows to start playing at 
once, but only using characters based on the Army Lists created for the wargame.  
Obviously, since both simple soldiers and very powerful characters are presented in 
the Army Lists, an since their cost is useless in the RPG, the gamemaster will have to 
state some criteria to select the characters suitable for the scenario you're going to 
play.  However in the future, always on these pages, we will present the character 
generation system.

 Let's start to create our character step by step, drawing it from an Army List; the 
sample character for each section of this article is an ex-Space Marine, based on the 
Codex of the second edition of WH40K.

2 The Character Profile
=-=-=-=-=-=-=-=-=-=-=-=

 As all the players of WH40K know, the profile of each character (i.e., its base 
characteristics, as Strength or Intelligence), be it a commander or a soldier, is 
expressed by mean of its stats, ranging from 0 to 10.  We have now to convert such 
stats into percentage terms, making reference to tables 1 and 2.

+--------+--------------+--------------+-------------+--------------------+
| Stats  |  WS          |  BS          |  W          |  Ld, Int, Cl, WP   |
+========+==============+==============+=============+====================+
|    1   |  17 (13+d8)  |   9 (6+d6)   |   5 (1+d6)  |   2 (d4)           |
|    2   |  25 (21+d8)  |  17 (13+d8)  |  11 (7+d6)  |   6 (4+d4)         |
|    3   |  33 (29+d8)  |  25 (21+d8)  |  17 (13+d6) |  10 (8+d4)         |
|    4   |  41 (37+d8)  |  34 (30+d8)  |  23 (20+d6) |  14 (12+d4)        |
|    5   |  49 (45+d8)  |  43 (39+d8)  |  29 (26+d6) |  18 (16+d4)        |
|    6   |  57 (53+d8)  |  52 (48+d8)  |  35 (32+d6) |  24 (20+d6)        |
|    7   |  65 (61+d8)  |  62 (57+d10) |  41 (38+d6) |  29 (26+d6)        |
|    8   |  73 (69+d8)  |  72 (67+d10) |  47 (44+d6) |  43 (29+4d6)       |
|    9   |  81 (77+d8)  |  83 (77+d10) |  53 (50+d6) |  66 (49+5d6)       |
|   10   |  90 (5+d8)   |  93 (89+d8)  |  59 (56+d6) |  89 (78+2d10)      |
+--------+--------------+--------------+-------------+--------------------+
Table 1: Stats conversion table

 NOTES:
 * The first value is the mean of the characteristics, which can be rolled following 
the method between parenthesis;
 * The Movement, Strength and Toughness remain the same; ffl the Initiative is ten 
times WH40K I; ffl Attacks (A) remain unchanged.  Remember the Attacks are used only 
for the melee, never for ranged attacks.
 * Dex and Fel have no corresponding characteristics in the WH40K rules, and will be 
determined randomly (see below).

 If you want to use characters from the Army List of WH40K, Second Edition, you also 
need to roll some characteristics, fundamental for the RPG, which lack in the new 
edition.  These are: Cl, Int, WP, Dex and Fel.  To determine these five 
characteristics, make reference to table 2.  Optionally, you can also base yourself on 
the Ld score and use the previous conversion table to generate also these other 
characteristics.

+-------+-----------+-----------+-----------+-----------+
|       |           |   Space   |           |           |
|       |  Humans   |  Marines  |   Eldar   |   Squat   |
+=======+===========+===========+===========+===========+
|  Dex  |  2d10+20  |  2d10+30  |  2d10+30  |  2d10+10  |
|  Int  |  2d10+20  |  2d10+30  |  2d10+40  |  2d10+20  |
|  Cl   |  2d10+20  |  2d10+30  |  2d10+40  |  2d10+40  |
|  WP   |  2d10+20  |  2d10+30  |  2d10+30  |  2d10+40  |
|  Fel  |  2d10+20  |  2d10+20  |  2d10+30  |  2d10+10  |
+-------+-----------+-----------+-----------+-----------+
Table 2: New stats generation table

 EXAMPLE
 Kurt Kruger is an ex-Space Marine, who fought in the ranks of the Blood Angels.  He 
left his company against the will of his captain (he is, in short, a deserter), 
because he was tired of killing Space Orks on all the fronts of the galaxy, with the 
sign of the Chapter printed on his armour.  Now he just wanders through the darkest 
streets of the most corrupt cities of the most infamous planets of the galaxy, 
searching for a purpose for his life, different from the blood streaming from the 
wounds of his enemies.  Kurts' original Profile is the following: M:4, WS:4, BS:4, 
S:4, T:4, W:1, A:1, Ld:8.  After rolling the dice according to the previous tables, 
Kurt new Profile is: M:4, WS:43, BS:35, S:4, T:4, W:6, I:40, A:1, Dex:33, Ld:44, 
Int:38, Cl: 40, WP:35, Fel:29.  In this case we didn't use the previously described 
optional rule on the Ld: Int, Cl WP and Fel were rolled.

3 Classes and Skills
=-=-=-=-=-=-=-=-=-=-

 We divided all the categories of characters in four large classes matching, more or 
less, those of WFRP: the Soldiers, i.e. those who work (or have worked) in some army; 
the Rogue, i.e. those who live on the fringe of the society, careless of the laws of 
their home planet (not people out of the jurisdiction of the Empire, otherwise all the 
Eldar would be Rogues); the Explorers, i.e. those who have space voyages, such as the 
colonizers and the settlers; last, the Academics, comprehending beings with psychic 
powers, the technicians and generally the cultured people.

 First of all you have to decide which of these four classes the character you want to 
play belongs to.  Logically speaking, each character taken from an Army List should 
belong to the Soldier class, and serve in an army, but we suggest some flexibility: 
even an Inquisitor, before the Imperium enlisted him, can have had a Rogue past on his 
home planet.  Moreover, he is certainly also an Academic, because he has psyonic 
powers.  In practice, he has characteristics from each of the three classes.  With a 
bit of imagination we can suppose, for example, that an Imperial Guard, tired of his 
life as a soldier, deserted and started exploring the space with a stolen spaceship: 
here we have an Explorer born from the stats of an Imperial Guard!

 Think of each character as belonging to the class corresponding to his current job, 
but also feel free to create multiclass characters, with more skills and trappings at 
hand.  However, try to not use very powerful characters, usually indicated in the Army 
List as unique pieces, because they quite always have remarkable role-playing 
problems, and troubles in joining a group (think about playing the role of an Eldar 
Avatar, the incarnation of a god!).

 To determine the number of skills available to your character follow the procedure on 
the WFRP manual, once rolled the age of the character as indicated on page.  Every 
Space Marine should have therefore, on average, 3-4 random skills, rolled on the 
Soldier Skills Table.  Each player can also choose for his character three more 
skills, from all the WFRP skills and the ones we describe below.

 The heroic characters, as described on page 68 of the new Rulebook of WH40K, must 
have, of course, more skills than the common ones, because of their longer experience 
on the field and their superior abilities.  To simulate this, each Champion will 
choose 2 more skills, each Hero 4 more ones and a Mighty Hero (an Imperial Assassin, 
or a Commander, for example) will choose 6 more skills.  The same is for the Psykers: 
+2 for the Psyker Champions, +4 for the Master Psykers and +6 for the Psyker Lords 
(the Inquisitors!).

4 Skills
=-=-=-=-

 In this section we describe both the new skills, explicitly created for the sci-fi 
setting of WH40K, and those which, taken from the fantasy RPG, have been a little 
adapted to the Universe of the 41th Millenium.

--Soldiers--
+---------+----------------------------++---------+----------------------------+
|  D100   |  Skill                     ||  D100   |  Skill                     |
+=========+============================++=========+============================+
|  01-06  |  Ambidextrous              ||  07-13  |  Specialist Weapon         |
|  14-15  |  Disarm                    ||  16-20  |  Luck                      |
|  21-25  |  Drive Motorcycle          ||  26-30  |  Spot Ambush               |
|  31-33  |  Read/Write                ||  34-39  |  Very Strong               |
|  40-44  |  Very Resilient            ||  45-48  |  Silent Move Rural         |
|  49-52  |  Silent Move Urban         ||  53-55  |  Fleet Footed              |
|  56-62  |  Pilot                     ||  63-68  |  Lightning Reflexes        |
|  69-75  |  Repair (Weapons/Armours)  ||  76-80  |  Sixth Sense               |
|  81-85  |  Scale Sheer Surface       ||  86-91  |  Marksmanship              |
|  92-96  |  Acute hearing             ||  97-00  |  Excellent Vision          |
+---------+----------------------------++---------+----------------------------+

--Explorers--
+---------+----------------------------++---------+----------------------------+
|  D100   |  Skill                     ||  D100   |  Skill                     |
+=========+============================++=========+============================+
|  01-04  |  Ambidextrous              ||  05-10  |  Heraldry                  |
|  11-16  |  Astronomy                 ||  17-22  |  Culture Classification    |
|  23-25  |  Luck                      ||  26-28  |  Drive Motorcycle          |
|  29-35  |  Read/Write                ||  36-40  |  Operate Complex Vehicles  |
|  41-42  |  Very Resilient            ||  43-50  |  Space Navigation          |
|  51-55  |  Warp Navigation           ||  56-63  |  Direction Sense           |
|  64-65  |  Fleet Footed              ||  66-70  |  Pilot                     |
|  71-72  |  Lightning Reflexes        ||  73-77  |  Linguistics               |
|  78-83  |  Repair (Vehicles)         ||  84-85  |  Climb Sheer Surface       |
|  86-90  |  Sixth Sense               ||  91-94  |  Acute Hearing             |
|  95-00  |  Technology Evaluation     ++---------+----------------------------+
+---------+----------------------------+ =======================================

--Rogues--
+---------+----------------------------++---------+----------------------------+
|  D100   |  Skill                     ||  D100   |  Skill                     |
+=========+============================++=========+============================+
|  01-04  |  Ambidextrous              ||  05-08  |  Blather                   |
|  09-10  |  Sing                      ||  11-15  |  Bribe                     |
|  16-17  |  Dance                     ||  18-20  |  Forgery                   |
|  21-25  |  Luck                      ||  26-30  |  Flee!                     |
|  31-34  |  Drive Motorcycle          ||  35-38  |  Very Strong               |
|  39-42  |  Very Resilient            ||  43-48  |  Silent Move Rural         |
|  49-53  |  Silent Move Urban         ||  54-57  |  Fleet Footed              |
|  58-65  |  Pilot                     ||  66-68  |  Lightning Reflexes        |
|  69-75  |  Street Fighting           ||  76-79  |  Scale Sheer Surface       |
|  80-86  |  Dodge Blow                ||  87-91  |  Sixth Sense               |
|  92-96  |  Acute Hearing             ||  87-00  |  Excellent Vision          |
+---------+----------------------------++---------+----------------------------+

--Academics--
+---------+----------------------------++---------+----------------------------+
|  D100   |  Skill                     ||  D100   |  Skill                     |
+=========+============================++=========+============================+
|  01-03  |  Ambidextrous              ||  04-08  |  Heraldry                  |
|  09-12  |  Astronomy                 ||  13-17  |  Blather                   |
|  18-23  |  Bureaucracy               ||  24-25  |  Sing                      |
|  26-30  |  Custom Lore               ||  31-35  |  Warp Lore                 |
|  36-40  |  Cryptography              ||  41-42  |  Dance                     |
|  43-50  |  Luck                      ||  51-53  |  Flee!                     |
|  54-58  |  Super Numerate            ||  59-65  |  Read/Write                |
|  66-67  |  Very Strong               ||  68-69  |  Very Resilient            |
|  70-72  |  Silent Move Rural         ||  73-75  |  Silent Move Urban         |
|  76-80  |  Pilot                     ||  81-85  |  Lightning Reflexes        |
|  86-90  |  Scale Sheer Surface       ||  91-95  |  Sixth Sense               |
|  96-00  |  Acute Hearing             |+---------+----------------------------+
+---------+----------------------------+ =======================================

 * Acrobatic Manoeuvres
 This skill substitutes the Horse Acrobacy, and it allows to drive a vehicle at its 
extreme.  This skill can't be used by itself, and the skills Pilot, Drive Motorcycle 
or Operate Complex Vehicles are required.
 The character has to make a Risk Test only for those manoeuvres to the limits of the 
impossibility, and in these cases it has an additional bonus of +10% to the Test.

 * Alien Culture Lore
 This skill is parallel to the three previous ones and to the following one.  It is 
the typical skill of people who have travelled for a long time, or of an historian.  
Its range of use can be very large: if the character succeeds in an Int test, it 
allows to speak or to understand the fundamental traits of other languages, to know 
racial cults, etc.

 * Astronomy
 Apart from the clearly greater knowledge of the universe available to the PCs in 
WH40K with respect to WFRP, the difference between this skill and the original one is 
that, in this case, the character can recognize celestial bodies and constellations, 
generally known, also on a star chart or on an electronic display and not only 
observing them from the surface of a planet! Astronomy is not enough to be able to 
make space voyages, for which further skills are necessary (see Space Navigation).

 * Bureaucracy
 The characters with this skill are familiar with most of the bureaucratic systems.  
With a Int Test they can understand the fundamental bureaucratic mechanisms on a 
planet not known, starting from some information.  They can also easily handle the 
administrative quibbles regarding their home planet.  In the case of a planet under 
imperial control, the knowledge will extend to the bureaucracy of the whole Imperium.
 The skill gives a +10% on the Bluff, Corrupt, Gossip and Find Job Tests in 
environments where the bureaucracy has a fundamental role, such as public offices.

 * Culture Classification
 A character with this skill can evaluate the evolution degree of the inhabitants of a 
planet or of a specific area.  By mean of comparison with other known races, the 
character can, with a few elements, understand the administration form adopted by 
those people and their social evolution.
 The skill gives a +10% bonus on Comprehend Languages and Bargain tests.

 * Custom Lore
 This skill substitutes the Etiquette of WFRP.  The character has a particular ability 
to locate the main characteristics of usages and customs of people, by mean of past 
experiences.
 This skill allows you to tread foreign lands without looking like a stranger, and 
gives a +10% bonus to all Fellowship Tests, comprehending Bluff and Gossip.

 * Dodge Ranged Weapons
 This skill is similar to the Dodge Blow Skill of WFRP, which is used only in melee 
combat.  With a successful I Test a character can Dodge a firearm or a ranged shot.  
The following modifiers are applied: -10, if Sustained Fire is used; -10 for each 
square inch of area of an area Weapon.

 * Drive Motorcycle
 This skill substitutes the WFRP Riding Skill, but if some of your characters are born 
on planets where the horse is still used as a mean of transport, you are free to 
retain the Riding Skill.
 This skill allows to drive all the two- or three-wheeled vehicles, plus the 
hoverbykes (you only need handlebars and a saddle!).  The character has a +10% bonus 
on the Risk Tests made while he is driving.

 * Drive Wheeled-/Tracked-Vehicles
 Characters with this skill can drive on any kind of terrain wheeled or tracked 
vehicles, be they camions, tanks (Land Raider, Rhino, etc.) or Orks Battle Wagons.
 The PC has +10% bonus on Risk Tests made while driving these vehicles.

 * Electromechanic Manipulation
 It substitutes the Engineering Skill of WFRP, since, even though engineers still 
exist (almost always Squats), designing doesn't exist anymore, but only reproduction 
and modification of already existing technologies.  For example, you need this skill 
to build the Combi-Weapon.
 The PC with this skill have a +10% on all the Build Tests regarding electric, 
electronic and mechanical devices.

 * Electronic Infiltration
 Characters with this skill can infiltrate, with a computer and a telecommunication 
device, the few databanks remained on the planets ruled by the Empire.
 An Int Test is required for systems with particular protections.

 * Forgery
 This skill allows to forger any kind of document, be it magnetic, electronic or on 
sheep skin.  The character must have his working instruments at hand and of 1d4 hours.  
The quality of the fake can be determined with a Int test.

 * Legend Lore
 In the universe of WH40K many historical knowledges are handed down by word as 
legends; characters with this skill know most of these traditions.  Some examples of 
legends are: the battle between Horus and the Emperor, and the lives of the Primarchs 
of the Space Marines.
 Usually the use of this skill requires a Int Test.  A character with this skill can 
choose a specialization, (e.g.  the history of Blood Angels), for which the Test is 
not required.

 * Martial Arts
 This skill is the evolution of Street Fighting skill.  It is a very powerful skill, 
therefore it counts as two normal skills (when the PC is created) or it costs 200 EP, 
when acquired during the advancement (if the character already has the Street Fighting 
skill, 100 EP are enough).
 A character with Martial Arts has a +10 to the WS and +10 to I when involved, 
unarmed, in a melee; if he has already the Dodge Blow skill, he has a Dodge Blow roll 
with a +10 bonus; finally, he ignores all the modifiers for the unarmed combat, just 
as with the Street Fighting skill.

 * Operate Complex Vehicles
 This skill allows to pilot spaceships, titans, or other vehicles of large dimension.  
The character must choose the specific kind of vehicle of the WH40K universe.  This 
skill however does not allow a single character to operate a vehicle requiring a crew 
of more than one people.
 The character has a +10% on the Risk Test made while he is operating.

 * Pilot
 Characters with this skill can drive hovercrafts, vehicles with anti-G systems and 
any other kind of non-earthly vehicle used for the movement within the atmosphere.
 The PC has +10% bonus on Risk Tests made while piloting.

 * Repair
 The ability to put back in working order the devices is fundamental in the universe 
of WH40K , where most of the building skills are lost.  With this skill a character 
can repair even seriously damaged mechanisms, unless unreplaceable spare pieces are 
missing.
 The Repair Skill has three different branches (corresponding to three different 
skills): Weapons and Armour, Vehicles, Electronic Instruments.

 * Smith
 With this skill it is possible to slightly modify the size and the shape of armours 
without servosystems and not requiring implants (such as the Terminator Armours).
 The character needs his instruments at hand and 3d10 hours to complete his job.  
Apart from this, the skill is analogue to the one of WFRP.

 * Specialist Weapon
 This skill already exists in WFRP: it allows the character to use weapons which need 
a special training to be used, and which are used otherwise with a WS or BS of 10.  A 
character with this skill can choose from the groups described in WFRP.  There exist 
also five new groups of specialist weapons: the (E) group, comprehending the special 
Eldar Weapons; the (F) group, the Flame Weapons; the (G) group, Grenades; the (P) 
group, the Plasma Weapons; the (S) group, the Shuriken Weapons.  The group of a weapon 
is indicated next to its name, in the following tables, in the S columns.  A 
character, specialized in one of these groups of weapons, can use them with his normal 
BS.  The weapons marked with a star (*) are specialist weapon so singular that they do 
not belong to any group and to be properly used require the character to have a 
Specialist Weapon skill devoted only to that weapon.  All the Heavy Weapons and the 
Terminator Weapons follow this rule.  For the others, there are still weapons in all 
categories of Specialist Weapon of WFRP, except for the Gunpowder Weapons, Artillery 
and Incendiary: most of the firearms of WH40K are simpler to use than the primitive 
arquebuses of WFRP, and the complex ones are characterized as we said above.

 * Space Navigation (Astrogation)
 This skill allows to trace the space routes and therefore to navigate through the 
planetary systems.  However, it does not allow to voyage using Warpspace.

 * Spot Ambush
 Characters with this skill are very hard to get unprepared, thanks to their specific 
military training, and have a +10% bonus for the Hear Noise and Observation Tests 
rolled to verify if they are surprised.

 * Survival
 Characters with this skill can take sustenance from a wild and hostile environment, 
by hunting, herbs harvesting, etc.  Moreover, they know the fundamental remedies to 
resist the cold, the heat, and, in general, all the external climatic conditions.

 * Technological Evaluation
 Thanks to this skill, with a few clues, a character can understand the highest degree 
of technological development reached by a culture.
 This skill gives also a +10% bonus on Bargain and Evaluate Tests regarding 
technological handyworks.

 * Warp Lore
 The Warp is a parallel dimension, almost unknown, but used to cover the great 
distances of the space.  A character with this skill has an idea of the creatures 
haunting the Warp and of its laws.
 This skill works as the Daemon Lore skill of WFRP.

 * Warp Navigation
 A character with this skill can drive the spaceships through the Warp, without the 
risk of coming to a far and hostile planet! This skill is, indeed, a genetic mutation, 
and can be acquired only at the generation of the character, not by using EP.  The 
Warp Navigation Skill is a psychic power, but those who have it never have other 
psychic powers.

 EXAMPLE
 The player, with the GM, decides that Kurt Kruger, as a deserter, belongs to the 
Rogue class.  Rolling 1d4+1 (Kruger is 29 years old) we get a 3, which is the number 
of skills to be randomly determined on the Rogue Table.  So, rolling three times the 
percentage dice we get the following skills: Drive Motorcycles (33), Flee! (30), and 
Very Resilient (41).  Now the player can choose three more skills; in our case, they 
are Repair (weapons and armours), Dodge Ranged Weapons and Survival.


5 FATE POINTS
=-=-=-=-=-=-=-=-=

 Since our heroes will be the main characters of battles most of times lethal, it is 
useful to give some more chance to the players to keep untouched (so to speak!) their 
favorites at least for some game session.  And so the Fate Points come into play, for 
all aspects exactly alike to those of the Fantasy RPG.  So, when characters are 
created Humans will have 1d3+1 Fate Points (1d3-1 for the Space Marines), Eldar 1d3-1 
and Squats 1d3.  The Fate Points are handled by the Game Master exactly as described 
in the paragraph Fate Points, on page 15 of WFRP.  If a character has a standard 
profile for his race, he gains one Fate Point more; a Champion gains no more Fate 
Points than normal.  An Hero has one Fate Point less than normal (one minimum).  A 
Mighty Hero has two Fate Points less than normal (zero minimum).

 As an optional rule you can suppose that a character can retain a weapon or a piece 
of equipment as heritage of his past experience in an army corps (e.g., the Terminator 
Armour for Terminator Space Marines), at the cost of 1 Fate Point.  Obviously, 
following this system, the more powerful characters will have to randomly determine 
all their weaponry, unless the game master decides for a different solution.

 EXAMPLE
 For the Fate Points of Kurt Kruger, since he is a Space Marine, we roll a 1d3-1, and 
we get 2.  We decide to use the optional rule, which states Kurt can keep his Blood 
Angels Power Armour without rolling the dice, at the cost of 1 Fate Point.  So, Kurt 
remains with 1 Fate Point.

6 WEAPONS AND EQUIPMENT
=-=-=-=-=-=-=-=-=-=-=-=

 This is perhaps the most important section for those who want to roleplay a warrior 
of the 41th Millenium.  What would have remained of the brave Inquisitor Sabathius, 
surrounded by ferocious and pitiless Genestealers, if he hadn't had by his side a 
snarling Chainfist and worn his reliable and impenetrable Terminator Armour? This is 
the moment to equip and to arm your character, at least enough to let him survive in 
the hostile recesses of a galaxy haunted from every kind of monstrosity.  Let's try to 
avoid making the WH40K RPG a game exclusively of violent and fruitless combats, which, 
in the long distance, tires in every roleplay game.  Everybody would like, at least in 
a first moment, to be able to transform their character in a walking arsenal, but we 
think it is more correct to equip the character following their field experience.  The 
system here presented requires from you a little good sense, because of its 
flexibility.

 Approximately, you've only to browse the tables in the following pages and choose the 
weapons you most like, then you roll to see if your character has them.  And here his 
also your common sense, since, if you want to role-play a Space Marine on active 
service, you should choose a simple Bolter.

 You have, for your character, five [[D6?]] choices available that you can distribute 
among the various categories of equipments (Pistols, Armours, etc.): this means that a 
character can also take with himself more than one equipment piece belonging to the 
same category.  You've then to roll a percentage dice for each choice, consulting the 
availability column for that piece of equipment (taking into account also the 
character race): in this way you can determine whether you obtained what you wanted or 
not.  If the result is negative, you are free to roll for a new object, always 
remaining in the same category.  It can happen also, but it is very improbable, that 
you try all the equipment pieces within one category without succeeding to take even 
one because of unlucky rolls: in this case you have to change category and try again 
all the options, following with the same criterium until you get a success, or until 
you have again to change category.  The character is not obliged to get two equal 
weapons; if this happens, simply re-roll the dice choosing another weapon, excluding 
from the list those already in your hands.

 If the character has been taken from the Army List and is an Hero, you have more 
options available, as follows:
 * Champion    +2 options
 * Hero        +4 options
 * Mighty Hero +6 options

--Base Weapons--
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Type        |  S. | Avail.      |  I   To Hit  |  Dam.       |  S.F.  |  Blast  |
+==============+=====+=============+==============+=============+========+=========+
|  Autogun     |  -  | 20% Eldar   |   -   +10/0  |  3+1d6      |   -    |    -    |
|              |     | 60% others  |              |             |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Boltgun     |  -  | 30% Eldar   |   -   +10/0  |  4+1d6[+1]  |   -    |    -    |
|              |     | 80% others  |              |             |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Bow         |  -  | 30%         |   -   0/-10  |  3+1d6      |   -    |    -    |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Crossbow    |  -  | 20%         |   -   0/-10  |  4+1d6 (1)  |   -    |    -    |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Flamer      |  F  | 20% Eldar   |   -    0/0   |  4+1d6[+2]  |   -    |    -    |
|              |     | 30% others  |              |     (2)     |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Gravitn Gun |  *  |  5%         |  -20  +10/0  |  Spec. (3)  |   -    |   2m    |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Grenade     |  *  | 30%         |  -20  0/-10  |  Var. (4)   |   -    |   Var.  |
|    Launcher  |     |             |              |             |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Handbow     |  -  | 15%         |  -20  0/-10  |  4+1d6[-1]  |   -    |    -    |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Las Gun     |  -  | 90%         |  +10  +10/0  |  3+1d6[+1]  |   -    |    -    |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Melta Gun   |  -  | 30% Eldar   |  -20  +10/0  |  8+3d6[+4]  |   -    |    -    |
|              |     | 10% others  |              |             |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Needle      |  -  | 10%         |   -   +10/0  |  1+1d6[+1]  |   -    |    -    |
|       Rifle  |     |             |              |     (5)     |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Ripper Gun  |  -  | 15%         |   -  +60/-20 |  4+1d6      |   2    |    -    |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Plasma Gun  |  P  | 25%         |   -   +10/0  |  7+1d6[+2]  |   1    |    -    |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Shotgun     |  -  |  5% Eldar   |  +20  0/-10  |  4+1d6      |   -    |   (6)   |
|              |     | 35% others  |              |             |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Shuriken    |  S  | 85% Eldar   |   -   +10/0  |  4+1d6[+2]  |   1    |    -    |
|    Catapult  |     | 10% others  |              |             |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Storm Boltr |  *  | 90% Term.   |   -   +10/0  |  4+1d6[+1]  |   1    |    -    |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Swooping Hawk     | 10% Eldar   |   -     -    |   Var. (4)  |   -    |  Var.(4)|
|  Grenade Pack|  E  |             |              |             |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+

 NOTES - BASIC WEAPONS
 (1) One round to load, one round to shoot
 (2) The damage caused is fire damage (see WFRP on page 0).  The target gets fire 50% 
of the cases.
 (3) When hit by a Graviton Gun, the target must roll 1d10; if the result is higher 
than his toughness, the victim dies because of the weight increase, otherwise is 
prone(?) for 1d6 hours.
 (4) Roll on the grenades table to determine ammunition.
 (5) It works as the needle pistol (see table ??).
 (6) With machinegun ammunition, 3+1d6 and an area of effect of 2 m radius.

--Heavy Weapons--
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Type        |  S. | Avail.      |  I   To Hit  |  Dam.       |  S.F.  |  Blast  |
+==============+=====+=============+==============+=============+========+=========+
|  Autogun     |  -  | 20% Eldar   |   -   +10/0  |  3+1d6      |   -    |    -    |
|              |     | 60% others  |              |             |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Assault     |  *  | 20% Term.   |   -   -10/0  |  8+5d6[+3]  |   3    |    -    |
|      Cannon  |     |             |              |     (1)     |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Auto Cannon |  *  |  5% Eldar   |   -   -20/0  |  8+3d6[+3]  |   1    |    -    |
|              |     | 15% others  |              |             |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Heavy       |  *  | 10% Eldar   |  -30  -20/0  |  5+2d6      |   2    |    -    |
|      Bolter  |     | 40% others  |              |             |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Heavy       |  *  | 25% Term.   |  -30  -20/0  |  5+1d6[+3]  |   -    |    -    |
|      Flamer  |     |             |              |     (3)     |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Heavy       |  *  | 15%         |  -30  -20/0  | lo energy 7+2d6[+2]  |   3m    |
|  Plasma Gun  |     |             |              | hi energy 10+5d6[+6] |   3m    |
|              |     |             |              |          (4)         |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Heavy Stub  |  *  |  5% Eldar   |  -30  -20/0  |  4+1d6[+1]  |   2    |    -    |
|         Gun  |     | 35% others  |              |             |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Hvy Webber  |  *  | 20%         |  -30  -20/0  |  Spec. (5)  |   -    |   4m    |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Las Cannon  |  *  | 15%         |  -30  -10/0  |  9+7d6[+6]  |   -    |    -    |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Multimelta  |  *  |  5% Eldar   |  -30  -10/0  |  8+13d6[+4] |   -    |   4m    |
|              |     | 15% others  |              |             |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Missile     |  *  | 25%         |  -30  -20/0  |     (6)     |   -    |    -    |
|    Launcher: |     |             |              |             |        |         |
| * Super Krak |  -  | 15%         |   -      -   |  8+5d6[+6]  |   -    |    -    |
| * Frag       |  -  | 50%         |   -      -   |  4+1d6[+1]  |   -    |   4m    |
| * Melta      |  -  | 20%         |   -      -   |  8+3d6[+4]  |   -    |   2m    |
| * Blind      |  -  | 30%         |   -      -   |  Spec.      |   -    |   4m    |
| * Anti Plant |  -  | 15%         |   -      -   |  Spec.      |   -    |   4m    |
| * Plasma     |  -  | 30%         |   -      -   |  5+1d6[+1]  |   -    |   3m    |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Multi Laser |  *  | 20%         |  -30  -10/0  |  6+2d6[+1]  |   3    |    -    |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Shuriken    |  *  | 40% Harleqns|  -30  -10/0  |  5+2d6[+3]  |   2    |    -    |
|      Cannon  |     | 15% other Eldar            |     (7)     |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+
|  Terminator  |  *  | 15% Term.   |   -  -10/+10 |  8+5d6[+6]  |   -    |   (9)   |
|     Cyclone  |     |             |         (8)  |             |        |         |
+--------------+-----+-------------+--------------+-------------+--------+---------+

 NOTES - HEAVY WEAPONS
 (1) Risk of explosion if it jams; see Wargear, p.34.
 (2) With Hellfire shell it does not have sustained fire, makes 3d6[+2] damages, 
regardless of Toughness, (not of armour) to organic creature.  Other targets within 4 
m may be hit (see Wargear, pag.  35).
 (3) It causes fire damage (see WFRP, p.0).  The target takes fire in the 50% of 
cases.
 (4) After shooting at high energy, Heavy Plasma Gun needs 5 rounds to recharge.
 (5) Cast a web with a radius of 2" (5 yards?).  The targets are entangled (see Web 
Pistol in the Pistol table).
 (6) Roll again to see the kind of ammunition.
 (7) With Shrieker ammunitions, roll 1d6+3.  If the damage is higher than the armour, 
the victim is affected from the serum (see Wargear, p.44).
 (8) It can be used only by a character with Terminator Armour.  If the character does 
not use the laser targeteer, it has -20/0 to hit but it can shoot also with another 
weapon.
 (9) It has 20 missiles, and it can shoot one or more at the same time.  See Wargear, 
p.46.  Area of effect is equal to 1m for each missile shot.

--Melee Weapons--
+--------------+-----+-------------+--------------+-------------+---------+
|  Type        |  S. | Avail.      |  I   To Hit  |  Dam.       |  Parry  |
+==============+=====+=============+==============+=============+=========+
|  Banshee Msk |  E  |  5% Eldar   |   -     -    |  Spec. (1)  |   No    |
+--------------+-----+-------------+--------------+-------------+---------+
|  Blades/Saws |  -  | 95%         |   -     -    |  S[+1d6]    |   Yes   |
+--------------+-----+-------------+--------------+-------------+---------+
|  Chainfist   |  *  | 40% Term.   |   -     -    |  10+2d6[+6] |   Yes   |
+--------------+-----+-------------+--------------+-------------+---------+
|  Chainsword  |  *  | 65%         |   -     -    |  4+1d6[+1]  |   Yes   |
+--------------+-----+-------------+--------------+-------------+---------+
|  Harlequin's |  E  | 30% Harleqn |   -     -    |  Spec. (2)  |   No    |
|        Kiss  |     | 10% Eldar   |              |             |         |
+--------------+-----+-------------+--------------+-------------+---------+
|  Lighting    |  *  | 65% Term.   |   -     -    |  8+2d6[+5]  |   No    |
|       Claws  |     |             |              |             |         |
+--------------+-----+-------------+--------------+-------------+---------+
|  Mandiblastr |  E  | 30% Eldar   |  +20    -    |  1d6[+2]    |   No    |
+--------------+-----+-------------+--------------+-------------+---------+
|  Power Axe   |  -  | 40%         |  -  2h: -10  |  6+1d6[+3]  |   Yes   |
|              |     |             |     1h:  -   |  5+1d6[+2]  |   Yes   |
+--------------+-----+-------------+--------------+-------------+---------+
|  Power Fist  |  -  | 10% Eldar   |  -      -    |  8+1d6[+5]  |   No    |
|              |     | 20% others  |              |             |         |
+--------------+-----+-------------+--------------+-------------+---------+
|  Power Maul  |  -  | 90% Adeptus Arbiter        |             |         |
|              |     |     Judges  |  -      -    |  5+1d6[+3]  |   Yes   |
|              |     |  5% others  |              |             |         |
+--------------+-----+-------------+--------------+-------------+---------+
|  Power Sword |  -  | 50%         |  -      -    |  5+1d6[+3]  |   Yes   |
+--------------+-----+-------------+--------------+-------------+---------+
|  Sword/      |  -  | 90%         |  -      -    |  S+1d6      |   Yes   |
|   Hand Arms  |     |             |              |             |         |
+--------------+-----+-------------+--------------+-------------+---------+
|  Thunder     |  *  | 60% Term.   |  -      -    |  3d6[+5](3) |   Yes   |
|      Hammer  |     |             |              |             |         |
+--------------+-----+-------------+--------------+-------------+---------+

 NOTES - MELEE WEAPONS
 (1) In the round in which the Eldar charges, his opponent is prone: he can parry, but 
he can't attack or dodge.
 (2) If it hits, roll 1d6 (with the normal chance of additional damage).  If the 
number of damages is greater than the armour, target takes 3d6 Wounds, (regardless of 
his T) unless he can Dodge.
 (3) Regardless of armour and T.

--Armour and Shields--
+-------------------+--------------+------------------------------------+
|  Type             | Avail.       |  Protected Areas (1)               |
+===================+==============+====================================+
|  Primitive Armour | 10% Eldar    | 1 body [1 head, legs and arms]     |
|                   | 90% others   |                                    |
+-------------------+--------------+------------------------------------+
|  Flak Armour      | 20% Eldar    | 2 body [2 head, legs and arms]     |
|                   | 90% others   |                                    |
+-------------------+--------------+------------------------------------+
|  Mesh Armour      | 70% Eldar    | 3 body [2 head, legs and arms]     |
|                   | 40% others   |                                    |
+-------------------+--------------+------------------------------------+
|  Carapace Armour  | 30%          | 4 body [3 head, legs and arms]     |
+-------------------+--------------+------------------------------------+
|  Eldar Aspect     | 35% Eldar    |  4 body, 2 head, legs and arms     |
|           Armour  |              |                                    |
+-------------------+--------------+------------------------------------+
|  Eldar Rune Armour| 70% Eldar    |                                    |
|                   |     Warlock  | S.T.  (70 - damage)%               |
+-------------------+--------------+------------------------------------+
|  Power Armour     | 30% Imperium | 5 body and head, 4 legs and arms   |
|                   | 10% others   |                                    |
+-------------------+--------------+------------------------------------+
|  Eldar Holo Suit  | 95% Harleqn  | -10 to the WS/BS of opponent       |
|                   | 15% Eldar    |                                    |
+-------------------+--------------+------------------------------------+
|  Terminator Armour| 60% Term.    | 15 body, 12 head, 8 legs and arms  |
+-------------------+--------------+------------------------------------+
|  Squat Exo-Armour | 20% Squats   | 12 body, 10 head, 7 legs and arms  |
+-------------------+--------------+------------------------------------+
|  Refractor Field  | 30%          | S.T. (50 - damage)%                |
+-------------------+--------------+------------------------------------+
|  Conversion Field | 20%          | S.T. (70 - damage)%                |
+-------------------+--------------+------------------------------------+
|  Displacer Field  | 10%          | S.T. (90 - damage)%  (3)           |
+-------------------+--------------+------------------------------------+
|  Power Field      |  5%          | S.T. (100 - damage)% (4)           |
+-------------------+--------------+------------------------------------+
|  Primitive Shield | 40%          | 1 (all locations)                  |
+-------------------+--------------+------------------------------------+
|  Storm Shield     | 60% Term.    | S.T. (70 - damage)%                |
|                   |  5% others   |                                    |
+-------------------+--------------+------------------------------------+
|  Suppression      | 50% Adeptus  | 3 (all locations) (5)              |
|           Shield  |     Arbites  |                                    |
|                   | 10% others   |                                    |
+-------------------+--------------+------------------------------------+

 NOTES - ARMOUR
 (1) The values between square parenthesis indicate that not always it is possible to 
find the complete armour.  Each location has a 50% of probability to be protected, 
unless the GM decides for a different rule.
 (2) Protection of 3 against the effect of area weapons.
 (3) If the field activates (successful Saving Throw) the bearer is teleported by 2-12 
yards in a random direction.
 (4) It operates correctly only with ranged weapons.  Moreover, it gives a -10% to the 
WS of the bearer.
 (5) If the character charges, it automatically bestows 3+1d6 of damage.

--Pistols--
+--------------+-----+-------------+--------------+-------------+--------+
|  Type        |  S. | Avail.      |  I   To Hit  |  Dam.       |  S.F.  |
+==============+=====+=============+==============+=============+========+
|  Auto Pistol |  -  | 20% Eldar   |  +10  +10/0  |  3+1d6      |   -    |
|              |     | 60% others  |              |             |        |
+--------------+-----+-------------+--------------+-------------+--------+
|  Bolt Pistol |  -  | 30% Eldar   |  +10  +10/0  |  4+1d6[+1]  |   -    |
|              |     | 80% others  |              |             |        |
+--------------+-----+-------------+--------------+-------------+--------+
|  Hand Flamer |  F  | 20% Eldar   |  +10     -   |  4+1d6[+2]  |   -    |
|              |     |             |              |     (1)     |        |
+--------------+-----+-------------+--------------+-------------+--------+
|  Las Pistol  |  -  | 95%         |  +10 +10/-10 |  3+1d6      |   -    |
+--------------+-----+-------------+--------------+-------------+--------+
|  Needle      |  -  | 15%         |  +10  +10/0  |  3+1d6[+1]  |   -    |
|      Pistol  |     |             |              |     (2)     |        |
+--------------+-----+-------------+--------------+-------------+--------+
|  Plasma      |  P  | 20%         |  +10 +10/-10 |  6+1d6[+1]  |   1    |
|      Pistol  |     |             |  (3)         |             |        |
+--------------+-----+-------------+--------------+-------------+--------+
|  Shuriken    |  S  | 85% Eldar   |  +10  +10/0  |  4+1d6[+2]  |   -    |
|      Pistol  |     | 10% others  |              |             |        |
+--------------+-----+-------------+--------------+-------------+--------+
|  Stub Gun    |  -  | 10% Eldar   |  +10  0/-10  |  3+1d6      |   -    |
|              |     | 40% others  |              |             |        |
+--------------+-----+-------------+--------------+-------------+--------+
|  Web Pistol  |  *  | 30%         |  +10  0/-10  | Spec. (4)   |   -    |
+--------------+-----+-------------+--------------+-------------+--------+

 NOTES - PISTOLS
 (1) The damage is fire damage (see WFRP).  Target takes fire in the 50% of the cases.
 (2) Each dart of the pistol can bring three doses of a toxin (see WFRP), which takes 
effect if the weapon inflicts at least one point of damage.  Besides this, the weapon 
behaves as the others.  The available toxins are up to the GM.
 (3) The Plasma Pistol can shoot only once every other round.
 (4) If it hits, the target is entangled; each round the victim can try to free 
himself, if he scores 9 or more rolling a d6 and adding his strength; if he fails, he 
takes 1d6 damage.


--Grenades--
+----------------+---------+-------------+---------+
|  Type          | Avail.  |  Dam.       |  Blast  |
+================+=========+=============+=========+
|  Anti-Plant    | 20%     |  Special    |   4m    |
|  Blind         | 25%     |  Special    |   4m    |
|  Choke         | 60%     |  Special    |   3m    |
+----------------+---------+-------------+---------+
|  Frag          | 60%     |  3+1d6[+1]  |   4m    |
|  Hallucinogen  | 10%     |  Special    |   3m    |
|  Haywire *     | 15%     |  Special    |   3m    |
+----------------+---------+-------------+---------+
|  Krak          | 20%     |  6+3d6[+3]  |    -    |
|  Melta Bomb    | 10%     |  8+3d6[+4]  |    -    |
|  Photon Flash  | 20%     |  Special    |   3m    |
+----------------+---------+-------------+---------+
|  Plasma        | 30%     |  5+1d6[+2]  |   3m    |
|  Radiation     | 10%     |  5d6[+3]    |  2-6 m  |
|  Scare         | 15%     |  Special    |   4m    |
+----------------+---------+-------------+---------+
|  Smoke         | 70%     |  Special    |   4m    |
|  Stasis *      | 10%     |  Special    |   4m    |
|  Tanglefoot    | 25%     |  Special    |   6m    |
+----------------+---------+-------------+---------+
|  Toxin *       | 10%     |  Special    |   4m    |
|  Virus *       |  5%     |  Special    |   4m    |
|  Vortex *      |  5%     |  Special    |   4m    |
+----------------+---------+-------------+---------+

 NOTES - GRENADES
 A successful roll on the grenades table means that the character has ten grenades, 
one if the name is marked with a *.  The specialization is necessary for launching 
grenades.  For a detailed description of the effects of the grenades see the Wargear 
book, p.56-65.

--Miscellaneous Equipment--
+----------------+--------------+
|  Type          | Avail.       |
+================+==============+
|  Cameleoline   |  35%         |
|  Combi-weapon  | 100% (1)     |
+----------------+--------------+
|  Communicator  |  50%         |
|  Frenzon       |  35%         |
+----------------+--------------+
|  Jump Pack     |  20%         |
|  Medi-Pack     |  40% (2)     |
+----------------+--------------+
|  Scanner       |  25%         |
+----------------+--------------+
|  Servo-Arm     |  40% (Technicians and Mechanics)
|                |  20% others  |
+----------------+--------------+

 NOTES - MISC EQUIPMENT
 (1) The character can automatically have a combi-weapon if he has obtained two 
weapons before (see Wargear, p.70, to see the possible combinations).
 (2) A medi-pack can heal a character every five rounds, healing d6 Wounds.  Moreover, 
it can be used as medical assistance to counter the effects of a critical hit, and it 
gives a +30% in the cases in which there exists a possibility of recovery based on a 
test.  Even if the Test fails, the character will be out of risk.  The character 
treated with a medi-pack is automatically considered as lightly wounded, unless he has 
sustained injuries, in which case he is considered as seriously wounded.
 (3) The character has to choose to which weapon is applied.


7 GENERAL NOTES ON THE EQUIPMENT
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 * Abbreviations:
 Spec. = Special, Var. = Variable, S.F. = Sustained Fire, S.T. = Saving Throw

 * For what concerns the damage of the above mentioned weapons, the last modifier on 
the right is always relative to the armour and it hasn't to be taken into account in 
the case you hit a man without any kind of physical protection.  Optionally you can, 
perhaps to make the weapons a bit less lethal, take it not into account at all.

 * For the equipment belonging to specific troops, such as the Terminator weapons and 
the Banshee Masks, you have to use a bit of the good sense we told you about.  Let's 
make an example: if your character belongs to a Terminator team he will surely own 
Terminator armour, you only have to determine the weaponry.  If you instead want to 
roleplay a deserter Space Marine, it can be fun to randomly determine if he still has 
with him his Power Armour.  If the characters are bandits or mercenaries you can also 
assume they have had, during their career, the possibility to steal a bit of special 
equipment, and so feel free to roll the dice to see if you get into some specially 
effective weapon or armour.  Remember however that the Terminator Weapons can be used 
only if you wear Terminator armour, and to wear Terminator armour you must have the 
right biomechanical implants!

 * There exist many weapons requiring the Specialist Weapon Skill to be used, so we 
suggest the gamemasters to allow players, after they have determined their actual 
weapons, to change a skill previously chosen, or rolled with the dice, so as to get 
the wanted specialization.

 * (Optional rule) The modifiers in the columns "I" and "To Hit" indicate the possible 
bonus or malus respectively to the I and To Hit (WS or BS).  Such modifiers aim to 
balance the power of the weapon with regards to their handiness and contribute to give 
variety to the fights.  The ranged weapons have two modifiers: one for the short 
distance and one for the long one.  The range of the weapons is the same as indicated 
in the Wargear.

 EXAMPLE
 Kurt Kruger has already got his armour, and so our first choice will be the attempt 
to get an heavy weapon (of course!).  With and incredible 06 at the fourth attempt 
(after having failed the roll for Las Cannon, Multi-Laser and Heavy Plasma Gun) he get 
an unexpected Multimelta, a weapon of ravaging power, which Kurt will, we suppose, 
hide under the capacious saddle of his four-cylinder chopper (if the generous 
gamemaster allows him to have one, since he has the Drive Motorcycle skill!).  Since 
the Multimelta is a Specialist Weapon, Kurt will have to sacrifice one of the skills 
he has chosen, unless he wants to shoot with a poor 10%.  We then waste the Survival, 
so that Kurt can use the heavy weapon his normal BS.  As base weapon, Kurt gets a 
Boltgun at the first attempt (44 the dice roll).  On the table of the melee weapons, 
Kurt is unlucky and succeeds in getting only a sword at his third attempt.

 So Kurt gets also a Bolt Pistol, this one at the first attempt on the pistol list.  
We exploit the fifth and last choice to obtain for Kurt a Force Field as additional 
defence: with a lucky 25, at the first dice roll, we get a Refractor Shield.  Finally 
our pitiless deserter is properly equipped, ready to face all the thieves, the 
assassins and the hate merchants which will appear before him.


8 ...and Let There Be War!
=-=-=-=-=-=-=-=-=-=-=-=-=-

 The major part of the game mechanisms of WFRP (Tests, Movement, etc.) are quite sound 
for the WH40K universe.  The most drastic modifications, obviously, regard the combat: 
new rules are necessary in the RPG to simulate the extremely more advanced available 
weapons.

 You can overwatch, performing no action when your character, according to the normal 
I order, should act.  At any moment in the round you can declare your character fires; 
if this happens while an opponent is shooting at you, you have to make an I test to 
determine if you shoot before (if you succeed) or simultaneously (if you fail).

 Sustained Fire: We suggest the use of the proper dice present in the second edition 
of WH40K.  The weapons with Sustained Fire are indicated by a number in the "S.F." 
column in the equipment tables.  The dice are needed to determine the number of shot 
bullets and the possible Jam of the weapon.  If you fire at a single target with a 
Sustained Fire weapon, the attacker has a +10% bonus to the BS; besides this the 
attack behaves as normal.  In the case of multiple close targets, first you roll the 
Sustained dice, then you distribute the available shots among the targets, making an 
unmodified To Hit roll for each target.  In the case of Jam, the character can make a 
Dex test each round to unjam the weapon.

 Area of effect For the area weapons (the effect radius is indicated in the column 
"Blast", following the criterium 1" = 2 yards) the rule is very simple: you make a 
single unmodified To Hit roll and all the targets within the area suffer the full 
effects of the weapon.  Each half inch can be taken as one yard.  If there're doubtful 
situations on the inclusion within the area of effect, you can always halve the effect 
of the weapon on the target, to simulate the incompleteness of the shot.  The Area 
Weapons and those with Sustained Fire are also more difficult to dodge (see Dodge and 
Hide, in the following).  We suggest you, playing with models, to use the normal 
templates of the new edition of WH40K to determine the area of effect.

 When a weapon with an area of effect misses the target, use the normal rules on the 
shot dispersion (see WFRP or the WH40K rulebook, p.36-37).  In the case of Flamers, if 
the To Hit roll fails, the targets within the area of effect automatically have a 
chance to Dodge, even if they do not have the skill.

 Armour and Damage: The damages of the weapons have been obtained calculating 1d6 for 
each point of damage inflicted on average from the weapon in WH40K (for example: Las 
Cannon, damage 2d6, average 7, therefore in the RPG damage is 7d6), adding the 
strength and finally the Save Modifier.  Since a character has, on average, from 6 to 
10 wounds, and since a Boltgun causes, on average, 8.5 damages, you immediately 
understand how lethal the weapons are.  As in WFRP, armour no longer gives a Saving 
Throw, but they absorb damage.  The field forces instead still give a Saving Throw, 
expressed in percentage terms, minus the total damages inflicted by the weapon.  If 
the roll succeeds, the damage is completely absorbed.  The psychic aura (if you use 
the rules on psyonic powers of the first edition) absorb a limited amount of damage, 
equal to 10 for each level of the aura, and then they exhaust themselves.  In the case 
a character wears more than one kind of protection, the order in which they offer 
resistance to the shot is the following: force fields, armours, then psychic aura.

 Light armour, such as Mesh and Flak, can be worn under heavier armour, such as 
Carpace or Power Armour (never under Terminator Armour), with a modification of -10 to 
BS, WS and I and -1 to M.  In this case the protections of the two armours add to each 
other.  Remember also that, in the case characters find armour during an adventure, 
this armour will have a precise size, which must not diverge too much from the size of 
the character who would wear it.  The different proportions of the races are, for 
example, insurmountable limits: see also the Smith skill and the Repair (weapons and 
armours) skill.

 Dodge and Hide: Since the ranged weapons of WH40K are much more lethal, with respect 
to the bows and crossbows of WFRP, it has been necessary to introduce a proper skill 
which allows to dodge also the shot of lasers, plasma weapons, etc.  (see Dodge Ranged 
Weapons in the skill section).  Moreover, each character can choose to throw himself 
down (at the time determined by his I) without doing anything else during that round, 
to defend himself from the enemy fire which follows his I; if he has at hand a 
coverage (as a wall) behind which he can hide, he can't be hit, otherwise he's 
considered as protected (-20 to the BS of the attacker).  In the following round the 
character will have a -10 modification to the I if he wants to get up (see also the 
paragraph Prone and Static Targets, in WFRP, pag.  0, for more penalties of a prone 
character).

 Parry: A character involved in a melee combat can also parry, wasting one of his 
Attacks, as in WFRP.  The weapons with which you can parry are indicated with a number 
in the column "Parry", while you can't parry with the ones indicated with a "No".  Any 
melee weapon absorbs, parring, 1d6 damages.  If the attack damages exceed the parried 
damages, the weapon which has parried has a chance to be damaged equal to 5% for each 
exceeding damage point.  The damaged weapons are useless until they are repaired; if 
the exceeding damages are more than 20, the weapon is utterly destroyed.

 Heavy Weapons: For what concerns the Heavy Weapons, to simulate the encumbrance and 
also to limit the extreme fire power, we apply, as a base, a -20 penalty to the BS, if 
the weapon is used at short range; if used without Suspensors, apply an additional -10 
to the BS and halve the Movement of the carrying character.  The Slow factor, for the 
weapons difficult to load, is simulated with a penalty to the I.  If a character, 
using a weapon, drops to zero or less of I, he can fire only once every other round, 
at his normal I.


9 Experience and Advancement
=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 Awaiting for the complete rules on the careers in WH40K , it is possible, for the 
growth of the experience of the characters, to adopt the following rules:

 A character can learn a skill, from the random generation table of his class or the 
corresponding one in WFRP, at the cost of 100 EP.  A character can learn any other 
skill spending 100 EP, if he succeeds in an Int Test.  The profile can be advanced 
following the schemes below.  A character can start an advanced scheme only if he has 
completed the basic one of the corresponding class, spending 100 EP.  A character can 
start a basic advancement scheme at any moment, spending 100 EP.

Soldiers -- Base
M  WS  BS  S  T  W  I   A Dex  Ld Int  Cl  WP Fel
  +10 +10 +1 +1 +2 +10 +1     +10     +10

Explorers -- Base
M  WS  BS  S  T  W  I   A Dex  Ld Int  Cl  WP Fel
      +10    +1 +2 +10    +10     +10 +10 +10

Rogues -- Base
M  WS  BS  S  T  W  I   A Dex  Ld Int  Cl  WP Fel
  +10 +10       +2 +20    +10     +10 +10     +10

Academics -- Base
M  WS  BS  S  T  W  I   A Dex  Ld Int  Cl  WP Fel
                +2 +10            +20 +10 +20 +20

Soldiers -- Advanced
M  WS  BS  S  T  W  I   A Dex  Ld Int  Cl  WP Fel
  +30 +30 +2 +2 +6 +20 +2 +10 +20 +10 +30 +10 +10

Explorers -- Advanced
M  WS  BS  S  T  W  I   A Dex  Ld Int  Cl  WP Fel
  +10 +30 +1 +2 +5 +20 +1     +30 +20 +20 +20 +10

Rogues -- Advanced
M  WS  BS  S  T  W  I   A Dex  Ld Int  Cl  WP Fel
  +20 +20 +1 +1 +4 +30 +1 +30 +10 +20 +30 +10 +30

Academics -- Advanced
M  WS  BS  S  T  W  I   A Dex  Ld Int  Cl  WP Fel
  +10 +10 +1 +1 +4 +20    +30 +30 +30 +30 +30 +30


10 Conclusions
=-=-=-=-=-=-=-

 All the rules for playing, togheter with the list of all the other available skills, 
can be found in WFRP.  As we previously hinted, in this first part it was not possible 
to make room for all our work: in a future article there will appear the careers, 
complete with the advancement scheme, to allow the players to create characters ex-
novo, without committing to the Army Lists.  An article is also in preparation to 
adapt the psychic powers of WH40K to the magic system of WFRP.  Other rules, now in 
progress, concern the inter-planar voyages and Warp voyages, and the use of the 
vehicles.

 For all who are familiar with WFRP and WH40K , it shouldn't be too difficult to adapt 
the other equipment not described in this article (comprehending those available in 
Dark Millenium) to use them in the RPG, or to develop careers corresponding to the 
main figures of the universe of the 41th millenium.  Instead, we do invite you to do 
it and to send us the results of your work.  All the comments and the criticisms on 
the rules we proposed are welcome.

 Now, you've only to find a willing gamemaster, who knows about the WH40K universe, 
choose a character, adapt him to the RPG with the rules we gave you and do everything 
you can to make him live at least for two game sessions!

11 COPYRIGHT STUFF
=-=-=-=-=-=-=-=-=-

 Warhammer is a Trademark of Games Workshop.  The characteristic names of the universe 
of Warhammer 40000 cited in this article are (c) of Games Workshop.


