100 posts for my blog. A nice milestone in general.
Before
Black Industry made Dark Heresy from a somewhat mutated form of Warhammer Fantasy
Roleplay 2E (WFRP), there were two attempts to make a 40K RPG from WFRP 1E.
Quite a seminal game that solidified or created most of the core lore for
Warhammer Fantasy about the Empire and broad strokes about the rest of the
world. The egregious canon characters would have to wait for Warhammer Fantasy
Battle 4E to get created.
WARHAMMER
40000 Roleplay
Unofficial Rules
for the 41st Millenium by Colin Taber
WARHAMMER
40.000: THE ROLEPLAYING GAME
By Simone
Gatti and Roberto Di Meglio
Translated
by Marco Bizzarri and Claudia Rege Cambrin
Appended
to, edited and updated by Michael Andersen and Ian Ward
The first
attempt for a 40K RPG is two short articles in an Australian RPG magazine
called Australian Realms (AR). Really just an Ad Copy and homebrew series, for a
moment in the late 80s and early 90s, it seems to have been a source of
creativity for a country that otherwise produced very little RPG content. I’m
comparing that to a deeper Italian writeup to make a 40K RPG. The first two
chapters ended up in an RPG magazine called Kaos but the rest only came from
the internet as a series of .txt files.
First the
eras. AR made two articles about draping the 40K setting from the original
Rogue Trader (40K 1E) book over a body of WFRP 1E. Issue 8 and 9 total 8 pages
and were published Nov/Dec 1992 and Jan/Feb 1993. This is the Rogue Trader era
(RT), just before the new 2nd edition of the 40K wargame. After all
the White Dwarf articles were published in compilation volumes, vehicle and
hand to hand combat were redefined and Realm of Chaos were published. So 40K
was pretty much as is, with only the doubling down on the Grimdark to come with
40K 3E. So, despite being based on the original RT rules, they were made at a
time when 40K had post-RT developed the concept of the Horus Heresy, Daemons from
the Warp and the codification of the space marines with non-beaked helmets. The
rules mention none of these except Eldar Harliquins.
Anytime the
AR RPG mentions lore to read, it refers to the RT book. Effectively locking the
setting at that style and lore by default. The Italian version covers some 22
chapters plus appendices. This was published after the release of Codex: Necron
in 40K 3E, so after 2002. 40K was already fully developed and remains almost
unchanged.
Character Creation
The Italian
RPG features Ogryn (Ogres) as a playable species. This is noteworthy because regular
WFRP wouldn’t get around to creating official playable Ogres until I think WFRP
4E. The Italian RPG restates the entire character creation process and integrates
their changes, the AR RPG just has changes to each step marked with a page
number for when to slip in new rules or alteration. The AR RPG explicitly
removes Night Vision from all but the Eldar.
The Italian
RPG has a lot more new and specialized skills. While the AR RPG has some new, but
gameplay-wise superfluous racial trappings. AR as makes some simple adjustments
to the starting career trapping table. A random weapon starting chart is
included as there is no guarantee guns are available.
The Italian
RPG also devotes a section to converting wargame characteristics, something
that WFRP 1E relegated to the back of Apocrypha Now in 1995 but was probably published
in White Dwarf prior. Notable Space Marines are listed as effectively a separate
species for generating stat lines. In the AR RPG, they are a career you enter
and advance up in stages, like a Wizard (Psyker).
And a
massive list of changes to carers and Advanced Career listed in a table, mostly
for new trappings and some skill additions. Also Troll Slayer is now an Ambull
Slayer. A list of careers not available is explicitly because AR RPG focuses on
Imperial World campaigns. Forerunners to how Necromunda will dominate how the
setting sees Hive Cities. The disallowed careers are because they are overtly
rural, which does not preclude a less sophisticated planet.
Due to the
length, Careers are at the end.
Weapons are
slightly different. The Italian RPG benefits from having several editions of
wargear available to stat out. They end towards Weapon Strength + some number
of D6s depending on how the weapon feels it should work. Compared to the AR RPG
which keeps to a more conservative Weapon Strength + D6 (2D6 for the melta).
Likewise, armor in the Italian RPG is quite a bit higher while the AR RPG keeps
armor at a maximum of 2 AP (not including overlapping sources). There are also
lots more special rules in the Italian rulebook for specialized weapons.
If I may
make an interjection, I feel a good addition to the AR rules would be to take
the Armour Penetration straight from the rules, to emphasize how future weapons
cut through armor as the RT rule book explained. Since according to the Italian
RPG:
“The damage
inflicted by the weapons was 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.”
Psychic
powers in the Italian RPG are based on the wargame, each with detailed effects.
AR ‘s RPG says to use Wizard spells (this came out prior to Colour Magic) and RT
Psi powers. The AR RPG also says all other magic careers are possible, but some
are renamed.
The Italian
RPG devotes the rest of its chapters to lore. Most made by combining all the
previous editions, codices and White Dwarf articles together and seemingly
taking the latest source above the preceding. It’s quite detailed.
Then there
are the bestiary (lots of creatures I’ve never heard of) and the availability of
money, food, gear and guns on a world.
Overall, I
think the Italian RPG is much closer to what we would get from a 40K RPG made
prior to Black industry. The setting as it was at the time, with the wargame
details extrapolated out into a massive list of things to acquire and careers
to explore, covering every possibility you could want from the Imperium and the
Eldar. In fact I think thi might cover nearly as much as the actual Dark Heresy
RPG, excluding some of the more specialized roles which might not have existed
in 40K circa 2002/2003, except as lines of homebrew or converted models to
represent other things.
But I think
the Australian Realms RPG is far more gameable. Not only is it much more succinct
(at the cost of more lookup). It keeps harkening back to a more freeform
setting, where the Imperium and Eldar were much more willing to cooperate and
the galaxy was not quite so rigidly defined into total Grimdark conflict. That more 2000AD meet the contents of the miniature collection era.
Both would
be fundamentally weakened by their reliance of Squats to fill out the roster of
playable characters. When even Games Workshop was keen to sweep the “silly”
stuff away from their increasingly satire-less setting. Dwarves are so integrated into the WFRP system, that they just assumed they are so required in 40K.
AR’s new
Careers:
Basic:
Squat Biker
Gang Member
Guildsmen
(Squat)
Imperial Servant
Judge’s
Squire (separate from regular Squire)
Miner
(prior to Stone & Steel for WFRP 1E)
Pirate
Test-Bed
Slave
Eldar Wander
Unrevealed
Psyker
Advanced:
Adeptus
Arbite
Administrator
Alchemist (modified)
Astropath
Cadet
Marine
Marine
Harlequin
Pirate
Captain
Pirate Lord
Technomancer
Italian RPG’s
new Careers are:
Pusher
(Basic)
Courtesan
(Advanced)
Technician (Basic)
Chronicler (Basic)
Space
Pirate (Basic)
Vehicles
Thief (Basic)
Avenger
(Unwritten)
Drug
Trafficker (Advanced)
Rogue
Psyker (Unwritten)
Settler (Basic)
Bonesinger
(Eldar) (Basic)
Aspect
Warrior (Eldar) (Advanced)
Guardian (Eldar)
(Basic)
Seer (Eldar)
(Basic)
Cipher (Basic)
Ordinate (Basic)
Curator (Basic)
Harlequin Artist
Harlequin
Soldier
Subordinate
Scribes
Prefectus (Advanced)
Recorder
Imperial
Assassin (Advanced)
Imperial
Guardsman (Basic)
Inquisitor (Advanced)
Crewman (Basic)
Preacher (Basic)
Scholastia
Psykana (Basic)
Astropath (Advanced)
Primaris
Psyker (Advanced)
Schola
Progenium
Tarot Seer
Technician
Foreman (Advanced)
Hacker (Basic)
Tech-priest
(Advanced)
Techpriest
Apprentice
Adeptus
Arbites Footman
Arbitrator (Advanced)
Genestealer-slayer
(Squat)
Tyrannid
Slayer (Advanced)
Imperial
Guard Sergeant (Advanced)
Lawman
Menial
Sniper
(Unknown)
Space Hulk
Warrior
Space
Marine Scout (Basic)
Space
Marine (Advanced)
Space
Marine Sergeant (Advanced)
Space
Marine Ancient (Advanced)
Space
Marine Techmarine (Advanced)
Space
Marine Apothecary (Advanced)
Space
Marine Chaplain (Advanced)
Space
Marine Librarian (Advanced)
Space
Marine Terminator (Advanced)
Astropilot
Settler
(Basic)
Android
Hunter (Advanced)
Mutant
Hunter (Advanced)
Spaceship
Captain (Advanced)
Exodites
Farmer
Dragon
Rider (Unknown)
Exodites (Unknown)
Missionary
Dean (Advanced)
Navigator
Navigator
Chief (Advanced)
Pedlar (Unknown)
Prospector
(Basic)
Corsair
(Unknown)
Taxi-driver
Web
Navigator (Eldar)
Fleet
Admiral (Advanced)
Sensei
(Unknown)
Commissar (Advanced)
Adeptus
Judge (Advanced)
Exarch (Advanced)
Gunner (Advanced)
Warlock
(Eldar) (Advanced)
Farseer (Eldar)
(Advanced)
Governor,
Planetary (Advanced)
Governor,
System (Advanced)
Governor,
Sector (Advanced)
Death Jester (Eldar Harl.) (Advanced)
Great
Harlequin (Eldar Harl.) (Advanced)
Solitaire (Eldar Harl.) (Advanced)
Abbot
(Schola Progenium) (Advanced)
Adeptus
Sororitas Abbess (Advanced)
Adeptus
Sororitas Sister (Advanced)
Artificer
(Eldar - Bonesinger stuck in aspect) (Advanced)
Electro-priest
(Advanced)
Engineer (Advanced)
Chemist (Advanced)
Confessor (Advanced)
Lore Warden
(Unknown)
Runepriest (Advanced)
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