Adapting Savage Worlds rules for a Warhammer 40K campaign involves
several steps to capture the unique elements of the Warhammer universe
while maintaining the fast-paced gameplay of Savage Worlds. Here’s a
guide to help you get started:
### 1. **Setting Rules**
- **Setting Creation**: Use the Savage Worlds setting creation guidelines
to detail the Warhammer 40K universe. Focus on the grimdark
atmosphere, the themes of survival, and the constant warfare.
- **Faction Influence**: Define the major factions (Imperium, Chaos, Eldar,
Orks, etc.) and their influence on the world. Each faction can have specific
bonuses or abilities.
### 2. **Character Creation**
- **Archetypes**: Create character archetypes based on Warhammer roles
(e.g., Space Marine, Imperial Guardsman, Rogue Trader, Psyker). Assign
appropriate skills, attributes, and edges.
- **Edges**: Introduce custom edges for unique abilities relevant to the
Warhammer universe, like "Psyker Powers," "Combat Stimulants," or "Ork
Toughness."
- **Hindrances**: Include hindrances that reflect the grim nature of the
setting, such as "Haunted by the Past" or "Zealot."
### 3. **Combat and Gear**
- **Weapons and Armor**: Adapt weapon stats from Warhammer 40K,
maintaining balance with Savage Worlds. Consider the damage, range,
and special qualities (e.g., AP for armor penetration).
- **Gear**: Include iconic Warhammer gear, like power armor, lasguns,
and grenades, with appropriate Savage Worlds mechanics.
- **Vehicle Rules**: Utilize Savage Worlds vehicle rules to represent tanks,
aircraft, and other vehicles from the Warhammer universe.
### 4. **Psykers and Powers**
- **Psyker Mechanics**: Create a system for Psykers, using Savage Worlds
powers but adapting them to fit Warhammer themes (e.g., psychic
phenomena, corruption).
- **Warp Influence**: Introduce mechanics for the dangers of using
psychic powers, such as gaining "Corruption" points that can lead to
negative effects.
### 5. **Advancement and Experience**
- **Experience Points**: Use the Savage Worlds experience system but
incorporate Warhammer themes, like gaining Renown or Favor from
factions.
- **Character Growth**: Allow characters to gain special abilities or traits
that reflect their experiences in the Warhammer universe.
### 6. **Encounters and Enemies**
- **Creatures and NPCs**: Adapt Warhammer 40K creatures and enemies
using Savage Worlds stats, focusing on their unique abilities and
characteristics.
- **Encounters**: Design encounters that reflect the brutal and chaotic
nature of Warhammer 40K, emphasizing large-scale battles and moral
dilemmas.
### 7. **Narrative Focus**
- **Grimdark Themes**: Emphasize the setting's tone by incorporating
moral complexities, survival against overwhelming odds, and the futility of
war.
- **Story Arcs**: Create campaign arcs that reflect Warhammer lore, such
as fighting a Chaos incursion, exploring an ancient Eldar artifact, or
dealing with Ork invasions.
Adapting the "Wild Die" mechanic from Savage Worlds for a Warhammer
40K campaign can enhance the flavor and thematic elements of the
setting. Here’s how you can adjust it:
### 1. **Understanding the Wild Die Mechanic**
In Savage Worlds, the "Wild Die" is an additional die rolled alongside a
character's skill or attribute die. If the Wild Die rolls higher, it can be used
instead of the regular die, providing a chance for greater success.
### 2. **Adapting the Wild Die for Warhammer 40K**
#### **a. Thematic Flavor**
- **Name the Wild Die**: Consider renaming the Wild Die to fit the
Warhammer 40K theme. Options could be "Faith Die," "Chaos Die," or
"Fate Die," depending on the character's background.
- **Narrative Impact**: Emphasize that the Wild Die represents the
unpredictable nature of the Warhammer universe, where fate and the
warp can significantly influence outcomes.
#### **b. Special Effects**
- **Critical Success**: If the Wild Die rolls a 6 (or the highest result), allow
for a "Critical Success." This could mean additional benefits, like extra
damage, a moment of inspiration, or a narrative bonus.
- **Warp Influence**: If a character rolls a 1 on the Wild Die, introduce a
"Warp Phenomenon" effect. This could lead to chaotic or unintended
consequences, reflecting the instability of the Warp.
#### **c. Faction-Specific Modifications**
- **Different Wild Die Types**: Depending on the faction, the Wild Die
could have different effects. For example:
- **Imperial Psyker**: Their Wild Die might allow them to reroll failed
psychic powers.
- **Ork**: Their Wild Die could represent the "Waaagh!" energy, giving
them extra bonuses in combat.
- **Eldar**: Their Wild Die might allow them to predict enemy actions,
granting defensive bonuses.
### 3. **Integration with Other Mechanics**
- **Combining with Other Rolls**: Consider allowing the Wild Die to
interact with other mechanics, such as Fate Points or Destiny Rolls, to
further engage with the setting's themes.
- **Character Growth**: As characters progress, you might allow them to
upgrade their Wild Die, reflecting their growing prowess and experience in
the grimdark universe.
Creating custom Edges for different Warhammer 40K factions in a Savage
Worlds campaign can add depth and flavor to character creation. Here are
some examples of Edges tailored to specific factions:
### 1. **Imperium of Man**
#### **a. Space Marine**
- **Astartes Resilience**: You gain +2 to Vigor rolls and can ignore the first
wound you take in combat.
#### **b. Imperial Guard**
- **Battlefield Tactics**: Once per session, you can reroll a failed skill
check related to tactics or strategy, representing your training and
experience in the field.
#### **c. Inquisitor**
- **Inquisitorial Authority**: You can command NPCs to obey your orders,
and any attempt to resist is at -2. This reflects your status and authority
within the Imperium.
### 2. **Chaos**
#### **a. Chaos Space Marine**
- **Warp Infused**: Once per encounter, you can add +1d6 to a single
damage roll, representing the power of the Warp coursing through you.
#### **b. Cultist**
- **Zealous Fanatic**: You gain a +2 bonus to all Spirit rolls made to resist
fear or intimidation, driven by your unwavering devotion to Chaos.
#### **c. Sorcerer**
- **Dark Sorcery**: You can select one additional power from the list of
standard Savage Worlds powers, reflecting your mastery of forbidden
knowledge.
### 3. **Eldar**
#### **a. Craftworld Eldar**
- **Fate’s Chosen**: Once per session, you can reroll a single die when
making a crucial decision or action, representing the Eldar’s connection to
fate.
#### **b. Dark Eldar**
- **Fearsome Reputation**: You gain +2 to Intimidation rolls, reflecting the
terror your kind inspires in others.
#### **c. Harlequin**
- **Dance of Death**: You can add +1 to your Parry as long as you are
moving in combat, representing your agile and elusive fighting style.
### 4. **Orks**
#### **a. Ork Boy**
- **Waaagh! Energy**: Once per encounter, you can add +1d6 to your
damage roll, fueled by the collective Waaagh! energy of your fellow Orks.
#### **b. Mekboy**
- **Mechanic Genius**: You gain a +2 bonus to any Repair rolls, and you
can create or modify one piece of equipment per session at a reduced
cost.
#### **c. Weirdboy**
- **Waaagh! Power**: You can attempt to cast a single power from the
power list, but every time you do, you must roll on the Wild Magic table
(or create a custom table) for unpredictable effects.
### 5. **Necrons**
#### **a. Necron Warrior**
- **Living Metal**: You gain +2 to recover from wounds and can ignore the
first wound you take in each combat encounter.
#### **b. Cryptek**
- **Technomancy**: You can reroll any failed Tech rolls once per session,
representing your advanced understanding of Necron technology.
#### **c. Overlord**
- **Commanding Presence**: You can grant an ally within 10 yards a +1
bonus to their next attack roll, reflecting your ability to inspire and lead.
### 6. **Tyranids**
#### **a. Tyranid Warrior**
- **Bio-Adaptation**: You can select one combat-related Edge from the
standard list, representing your ability to adapt to different combat
situations.
#### **b. Genestealer**
- **Stealthy Predator**: You gain a +2 bonus to Stealth rolls, reflecting
your ability to move unseen and strike from the shadows.
#### **c. Hive Tyrant**
- **Hive Mind Connection**: You can communicate telepathically with any
Tyranid creature within a certain range, allowing for coordinated attacks
and strategies.
Adapting Psyker mechanics and Warp Influence for a Warhammer 40K
campaign in Savage Worlds can add an exciting layer to gameplay,
reflecting the risks and powers associated with psychic abilities. Here’s
how you can structure these mechanics:
### Psyker Mechanics
#### 1. **Psyker Character Creation**
- **Psyker Edge**: Introduce a custom Edge for Psykers that grants access
to psychic powers. For example:
- **Psyker**: You are a psychic individual. Choose one power from the
Savage Worlds Powers list. You can add additional powers as you gain
experience, but each power must be justified thematically.
#### 2. **Power Levels**
- **Psyker Levels**: Divide Psyker powers into tiers, such as Basic,
Intermediate, and Advanced, to reflect the growth of a Psyker's abilities.
Players can unlock new tiers as they progress.
#### 3. **Power Points and Casting**
- **Power Points**: Use the standard Power Points system for casting
powers. Psykers may have a larger pool of Power Points than normal,
reflecting their innate psychic ability.
- **Casting Rolls**: Psykers must make a Spirit roll when casting a power.
A success allows them to use the power as intended, while a failure may
lead to complications.
### Warp Influence
#### 1. **Warp Phenomena**
- **Warp Roll**: Whenever a Psyker casts a power, they roll a Wild Die in
addition to their Spirit roll. If the Wild Die rolls a 1, it triggers a Warp
Phenomenon.
- **Warp Phenomenon Effects**: Create a table of potential effects that
can occur when the Wild Die rolls a 1. Examples include:
- **Psychic Feedback**: The Psyker takes damage equal to half their
Spirit die.
- **Warp Entities**: A minor daemon or warp entity manifests, causing
chaos for 1d4 rounds.
- **Uncontrolled Power**: The power backfires or affects allies instead of
enemies.
- **Manifestation of Fear**: Nearby creatures must make a Spirit roll or
become shaken due to the psychic disturbance.
#### 2. **Corruption Points**
- **Corruption Mechanic**: Introduce a Corruption Points system. Psykers
accumulate Corruption Points each time they roll a 1 on the Wild Die or if
they overuse their powers.
- **Consequences of Corruption**: Accumulating Corruption Points leads to
negative effects, such as:
- **Psychic Instability**: At certain thresholds, the Psyker may experience
mental unbalance, suffering penalties to Spirit rolls.
- **Warp Influence**: The Psyker may attract the attention of chaos
entities, leading to random encounters or complications.
- **Physical Changes**: As corruption increases, the Psyker may develop
noticeable physical traits, reflecting their connection to the Warp.
#### 3. **Purging Corruption**
- **Redemption and Purification**: Characters can seek redemption by
engaging in quests, prayers, or rituals to purify their souls, reducing their
Corruption Points. This can involve narrative elements like seeking the
help of a powerful Inquisitor or undergoing a dangerous ritual.
In a Warhammer 40K-themed Savage Worlds campaign, distinguishing
between Sanctioned and Unsanctioned Psykers can add significant depth
to character development and gameplay. Here’s how you can structure
these two types of Psykers:
### Sanctioned Psykers
Sanctioned Psykers are individuals who have undergone rigorous training
and testing by the Imperial authorities, typically the Adeptus Astra
Telepathica. They are allowed to use their powers, albeit under strict
supervision.
#### **1. Character Creation**
- **Psyker Edge**: Sanctioned Psykers begin with the **Psyker** Edge,
allowing access to a list of approved psychic powers.
- **Training Benefits**: They gain additional benefits reflecting their
training:
- **Controlled Powers**: They may reroll one failed Spirit roll when
casting a power per session, representing their disciplined training.
- **Mental Fortitude**: They receive a +2 bonus to resist mental effects
and fear, reflecting their conditioning against the horrors of the Warp.
#### **2. Power Limitations**
- **Approved Powers**: Sanctioned Psykers can only choose from a
specific list of powers approved by the Imperium. This could include
combat-focused and utility powers but exclude more chaotic or dangerous
ones.
- **Reporting Requirements**: They must report any unusual psychic
phenomena or corruption to their superiors, which can lead to narrative
hooks or complications.
#### **3. Consequences of Failure**
- **Sanctioned Status Risks**: If a Sanctioned Psyker rolls a 1 on their Wild
Die, they may face repercussions, such as:
- **Inquisition Attention**: The Inquisition may intervene if they suspect
the Psyker is losing control or becoming corrupted.
- **Discipline**: They might receive punitive measures from their
superiors, such as temporary loss of powers or being sent on dangerous
missions to prove their loyalty.
### Unsanctioned Psykers
Unsanctioned Psykers are individuals who possess psychic abilities but
have not been approved or controlled by the Imperium. They are often
considered dangerous and are hunted down as a result.
#### **1. Character Creation**
- **Psyker Edge**: Unsanctioned Psykers also begin with the **Psyker**
Edge, but they have access to a broader range of powers, including those
considered dangerous or chaotic.
#### **2. Increased Risk and Reward**
- **Wild Magic Table**: Unsanctioned Psykers may roll on a Wild Magic
table when casting powers, leading to unpredictable results. This table can
include both beneficial and detrimental effects.
- **Power Overload**: If they overuse their powers (e.g., exceeding their
Power Points), they risk attracting unwanted attention from Chaos or
causing a Warp Surge.
#### **3. Corruption and Influence**
- **Corruption Points**: Unsanctioned Psykers accumulate Corruption
Points more easily. They may gain them not only from failed powers but
also from using their abilities too frequently.
- **Warp Influence**: They are more susceptible to the temptations of
Chaos, and their powers may come with additional penalties, such as the
risk of madness or physical mutations.
#### **4. Narrative Hooks**
- **Hunted Individuals**: Unsanctioned Psykers are often pursued by the
Adeptus Arbites, Inquisitors, or other agents of the Imperium. This can
create engaging storylines where they must evade capture.
- **Chaos Temptation**: They might receive offers of power from Chaos
entities, leading to moral dilemmas and character development
opportunities.
Allowing a player to start as a Space Marine in a Savage Worlds campaign
can certainly elevate the power level of the character. Here’s how to
effectively balance this while maintaining the integrity of the game:
### 1. **Character Creation Guidelines**
#### **a. Restricted Access**
- **Approval Process**: Require the player to work closely with the GM to
create a Space Marine character, ensuring that they fit within the
campaign's narrative and tone.
- **Limited Background**: Space Marines are elite warriors; they should
have a defined backstory, including their Chapter, training, and any
significant events that shaped them.
#### **b. Attribute and Skill Adjustments**
- **Starting Attributes**: Allow the player to start with higher base
attributes, such as:
- Strength: d8 or higher
- Vigor: d8 or higher
- Agility: d6 (reflecting their bulk and power armor)
- **Skills**: Give them a few extra points to allocate to skills that reflect
their training, especially in combat-related skills (e.g., Shooting, Fighting,
Knowledge (Tactics)).
### 2. **Custom Edges**
#### **a. Space Marine Edges**
- **Astartes Resilience**: Space Marines gain +2 to Vigor rolls and can
ignore the first wound they take in combat.
- **Combat Mastery**: Choose one combat skill (e.g., Shooting or Fighting)
to gain a +2 bonus, reflecting their superior training.
- **Fearsome Presence**: Enemies must make a Spirit roll to avoid being
shaken when facing a Space Marine in combat.
#### **b. Chapter-Specific Edges**
- Allow the player to choose a Chapter-specific Edge that provides unique
abilities or bonuses (e.g., Blood Angels might gain an Edge related to
melee combat, while Ultramarines might have tactical bonuses).
### 3. **Equipment and Gear**
#### **a. Power Armor and Weapons**
- **Starting Equipment**: The Space Marine begins with iconic gear, such
as:
- Power Armor: Provides a bonus to Toughness (e.g., +2) and may have
built-in systems (like enhanced sensors or a rebreather).
- Bolter or Chainsword: Standard weaponry that deals additional damage
(e.g., Bolters could deal 2d8 damage).
#### **b. Limited Resources**
- **Power Points**: If the character has psychic abilities (e.g., if they are a
Librarian), start with a limited number of Power Points to balance their
combat prowess.
### 4. **Roleplaying Considerations**
#### **a. Narrative Constraints**
- **Expectations of Behavior**: Space Marines are bound by their
Chapter’s doctrines. They should maintain a sense of honor and duty,
which can lead to roleplaying opportunities and conflicts.
- **Isolation**: They may face difficulties relating to standard characters
due to their heightened abilities and training, creating interesting
dynamics within the party.
#### **b. Enemy Scaling**
- **Challenge Rating**: Adjust encounters to ensure that the challenges
faced by the Space Marine (and the rest of the party) remain engaging
and appropriately leveled. This may involve introducing tougher enemies
or more complex scenarios.
### 5. **Gameplay Balance**
#### **a. Experience and Advancement**
- **Experience Points**: Consider granting the Space Marine fewer
experience points compared to the rest of the party to balance their
greater power level. This can help prevent them from becoming too
dominant too quickly.
#### **b. Consequences of Power**
- **Inquisitorial Scrutiny**: The presence of a Space Marine may attract
unwanted attention from the Inquisition or other factions, leading to
unique story arcs and complications.
- **Moral Dilemmas**: The Space Marine’s power may come with ethical
challenges, such as the burden of leadership or the temptation to engage
in brutal warfare.
### Conclusion
By implementing these guidelines, you can allow a player to start as a
Space Marine while maintaining balance within the game. This approach
will enrich the narrative and gameplay experience, ensuring that the
character's power complements the story rather than overshadowing it.
Creating Chapter-specific Edges for Space Marines can enhance the
uniqueness of each Chapter while reflecting their lore and characteristics
from the Warhammer 40K universe. Here are some examples:
1. Ultramarines
Tactical Genius
Effect: You gain a +2 bonus to all Knowledge (Tactics) rolls. Additionally,
once per session, you can grant an ally within 10 yards a +1 bonus to
their next action.
2. Blood Angels
Red Thirst
Effect: When you are in combat, you gain +1 to damage rolls for every
wound you have taken, reflecting your ferocity in battle. This can stack up
to +3.
3. Space Wolves
Wolf's Fury
Effect: Once per encounter, you can reroll a failed Fighting or Shooting
roll. If you succeed on the reroll, you gain an additional +1d6 damage on
that attack, representing your savage nature.
4. Dark Angels
Inner Circle
Effect: You have access to forbidden knowledge. Once per session, you
can automatically succeed on a Knowledge (Occult) roll, gaining insights
that can be crucial in dire situations.
5. Imperial Fists
Siege Master
Effect: You gain a +2 bonus to all rolls related to demolitions,
fortifications, and siege tactics. You are also immune to penalties from
difficult terrain when in a defensive position.
6. Raven Guard
Shadow Strike
Effect: You gain a +2 bonus to Stealth rolls. Additionally, when attacking
from stealth, you deal an extra 1d6 damage.
7. White Scars
Hit and Run
Effect: You can make a single attack and then move up to 10 yards
without provoking attacks of opportunity. This reflects your fast and
mobile combat style.
8. Salamanders
Flame of Vengeance
Effect: You gain a +1 to damage rolls with flame-based weapons (e.g.,
flamers, melta guns). Additionally, you can ignore the first point of armor
when attacking with these weapons.
9. Iron Hands
Machine Empathy
Effect: You gain a +2 bonus to all Repair rolls and can ignore penalties
for using non-standard technology or equipment.
10. Deathwatch
Specialist Training
Effect: Choose one combat skill (e.g., Shooting, Fighting, or Throwing).
You gain a +2 bonus to rolls with that skill, reflecting your training in
diverse combat scenarios.
Representing a Tech-Priest or an Adeptus Sororitas in a Savage Worlds
campaign requires creating unique mechanics, Edges, and narrative
elements that capture the essence of these factions from Warhammer
40K. Here’s how you can structure each:
## Tech-Priest
### 1. **Character Creation**
- **Attributes**: Focus on high Smarts and Spirit, reflecting their technical
expertise and unwavering faith.
- **Skills**: Prioritize skills like Repair, Knowledge (Technology), Knowledge
(Arcana), and Shooting.
### 2. **Edges**
#### **Tech-Priest**
- **Effect**: You gain the **Psyker** Edge, allowing access to a specific list
of powers related to technology and machine manipulation (e.g., "Control
Machine," "Blast").
#### **Machine Empathy**
- **Effect**: You gain a +2 bonus to Repair rolls and can ignore penalties
for using non-standard technology.
#### **Cybernetic Enhancements**
- **Effect**: Choose one cybernetic enhancement that provides a bonus
(e.g., +1 Toughness, +1 to a specific skill). This can represent bionic limbs
or sensory enhancements.
### 3. **Special Abilities**
- **Blessing of the Machine God**: Once per session, you can
automatically succeed on a Repair or Tech-related roll, reflecting your
deep connection with technology.
- **Machine Spirit**: You can attempt to communicate with a machine or
device to gain insights or control over it. This can be a Smarts roll opposed
by the machine's inherent complexity.
### 4. **Negative Edges**
- **Obsessive Collector**: You are obsessed with acquiring technology and
relics, causing you to neglect personal relationships. You suffer a -2
penalty to social interactions with non-Mechanicus characters.
## Adeptus Sororitas
### 1. **Character Creation**
- **Attributes**: Focus on high Spirit and Agility, reflecting their devotion
and martial prowess.
- **Skills**: Prioritize skills like Fighting, Shooting, Persuasion, and Faith-
related skills (such as Knowledge (Religious)).
### 2. **Edges**
#### **Sister of Battle**
- **Effect**: You gain the **Combat Edge**, allowing you to reroll one
failed attack per session.
#### **Faithful Warrior**
- **Effect**: You gain +2 to all Spirit rolls when resisting fear or
intimidation effects, reflecting your unwavering faith.
#### **Acts of Faith**
- **Effect**: Once per session, you can call upon your faith to gain an
automatic success on a single skill roll. This can be used for combat or
support actions.
### 3. **Special Abilities**
- **Divine Protection**: Once per encounter, you can grant an ally within
10 yards a +2 bonus to their next trait roll, representing the guiding
influence of the Emperor.
- **Martyrdom**: If you fall in battle, your sacrifice inspires nearby allies,
granting them a +1 bonus to their next action.
### 4. **Negative Edges**
- **Zealotry**: Your fervent beliefs can lead to a -2 penalty to Persuasion
rolls when dealing with non-believers or heretics, as you struggle to
understand their perspective.
- **Inflexible Doctrine**: You may find it difficult to adapt tactical plans in
the heat of battle, suffering a -2 penalty to Knowledge (Tactics) rolls when
outside your prescribed doctrines.
### Conclusion
By implementing these mechanics, Edges, and special abilities, you can
effectively represent Tech-Priests and Adeptus Sororitas characters in your
Savage Worlds campaign. These frameworks will help capture the unique
attributes, skills, and lore of each faction, enriching the gameplay and
narrative experience for all players involved.
While there isn't a specific "Wild Magic Table" in the official Savage Worlds
rules, you can create your own version to reflect the unpredictable nature
of psychic powers, especially for Unsanctioned Psykers or other characters
using wild magic. Here’s a simple example of a Wild Magic Table that you
can use in your campaign:
### Wild Magic Table
When a character rolls a 1 on their Wild Die while casting a power, roll on
this table to determine the effect.
| Roll (d6) | Effect |
|-----------|--------|
|1 | **Backfire**: The power fails spectacularly, and the caster
suffers 1d6 damage. |
|2 | **Warp Surge**: A random warp phenomenon occurs. Roll on the
Warp Phenomena table (if you have one) or determine a chaotic effect,
such as a random enemy becoming empowered. |
|3 | **Unstable Power**: The power manifests incorrectly, affecting a
random target within range instead of the intended one. |
|4 | **Psychic Feedback**: The caster is shaken and must make a
Spirit roll to avoid being stunned for one round. |
|5 | **Chaotic Aura**: For 1d4 rounds, all creatures within 10 yards of
the caster must make a Spirit roll or become shaken due to the psychic
disturbance. |
|6 | **Unexpected Boost**: The power works but with unexpected
potency. Roll an extra damage die (e.g., if the power normally deals 2d6
damage, it now deals 2d6 + 1d6). |
### Using the Table
1. **Rolling for Wild Magic**: When a character rolls a 1 on their Wild Die
during any psychic casting, they roll on this table to determine the
outcome.
2. **Adjusting Effects**: Feel free to modify the effects to better fit your
campaign's tone and the specific powers being used.
3. **Narrative Opportunities**: Use the results to create interesting
narrative hooks, such as attracting the attention of a warp entity or
causing unintended consequences in the environment.
### Additional Resources
If you want more structured or detailed tables, you can look into various
homebrew resources or forums dedicated to Savage Worlds or
Warhammer 40K. Some fan-made supplements may also include
expanded wild magic mechanics or tables specifically designed for psychic
powers.
This customized Wild Magic Table can add an exciting element of
unpredictability to your campaign, enhancing the experience for players
using psychic abilities.
To adapt the Wild Magic Table specifically for Unsanctioned Psykers in your
Savage Worlds campaign, you can incorporate themes of chaos,
corruption, and the unpredictable nature of the Warp. Here’s a tailored
version of the Wild Magic Table for Unsanctioned Psykers:
### Unsanctioned Psyker Wild Magic Table
When an Unsanctioned Psyker rolls a 1 on their Wild Die while casting a
power, roll on this table to determine the effect.
| Roll (d6) | Effect |
|-----------|--------|
|1 | **Backfire**: The power fails catastrophically. The caster suffers
1d6 damage and becomes shaken due to the backlash of their own
psychic energy. |
|2 | **Warp Surge**: A random warp phenomenon occurs. Roll on the
Warp Phenomena table (if you have one) or create a chaotic effect, such
as a Warp entity manifesting for one round or a random environmental
change (e.g., a sudden storm or psychic disturbance). |
|3 | **Unstable Power**: The power manifests incorrectly, affecting a
random target (enemy or ally) within range instead of the intended one.
The target can make a Spirit roll to negate the effect. |
|4 | **Psychic Feedback**: The caster suffers a psychic backlash. Roll
a Spirit check; on a failure, the caster becomes confused and cannot take
any actions for one round. On a success, they are only shaken. |
|5 | **Chaotic Aura**: For 1d4 rounds, all creatures within a 10-yard
radius of the caster must make a Spirit roll or become shaken due to the
overwhelming psychic energy. Allies may also be affected. |
|6 | **Warp Influence**: The power works, but the caster must roll on
the Corruption Table (if you have one) or gain a Corruption Point due to
the influence of the Warp. Alternatively, they might attract the attention of
a minor Chaos entity, causing complications in the future. |
### Using the Table
1. **Triggering the Table**: When an Unsanctioned Psyker rolls a 1 on their
Wild Die while attempting to use a psychic power, they roll on this table to
determine the outcome.
2. **Corruption Points**: If you’re using a system for tracking Corruption
Points, make sure to emphasize the risks of using psychic powers without
Sanction.
3. **Narrative Consequences**: Each effect should lead to interesting
narrative developments, such as gaining the attention of the Inquisition or
drawing the ire of a Chaos cult.
### Additional Considerations
- **Customization**: Feel free to modify the effects to better fit your
campaign’s tone and the specific powers used by the Unsanctioned
Psyker.
- **Character Development**: Use these effects to create character
growth opportunities. For example, how does the character cope with the
chaos they unleash? Do they seek to control their powers, or do they
embrace the madness?
- **Collaborative Roleplay**: Encourage players to roleplay the
consequences of their powers, reinforcing the theme of chaos and
unpredictability.
By adapting the Wild Magic Table specifically for Unsanctioned Psykers,
you can heighten the tension and drama of using psychic powers in your
campaign, reflecting the dangers inherent in the Warhammer 40K
universe.
Here are some examples of Warp Phenomena that you can use in your
Savage Worlds campaign, particularly for Unsanctioned Psykers. These
phenomena can create chaotic and unpredictable effects, enhancing the
atmosphere of the Warhammer 40K universe:
### Warp Phenomena Table
| Roll (d6) | Effect |
|-----------|--------|
|1 | **Warp Storm**: A sudden storm of psychic energy bursts into
the area. All characters within 20 yards must make a Spirit roll or become
shaken for 1d4 rounds. |
|2 | **Reality Ripple**: A localized distortion in reality occurs. For the
next round, all ranged attacks made within 10 yards suffer a -2 penalty
due to unpredictable warp influences. |
|3 | **Flickering Shadows**: Shadows come alive, causing unsettling
visions. Each character must make a Spirit roll; on a failure, they become
distracted and suffer a -2 penalty to all actions for one round. |
|4 | **Warp Entity Manifestation**: A minor warp entity briefly
manifests. Roll on a table of minor entities or create a small chaotic
creature that lasts for 1d4 rounds, causing mischief or chaos. |
|5 | **Psychic Echoes**: Unintended psychic echoes resonate
through the area. For the next 1d4 rounds, all characters must roll a d6 at
the start of their turn. On a roll of 1, they become confused and cannot
take actions for that round. |
|6 | **Corrupted Ground**: The ground beneath the characters warps
and twists. For 1d4 rounds, the terrain becomes difficult, imposing a -2
penalty to movement and requiring an Agility roll to avoid falling prone. |
### Using the Phenomena
1. **Triggering the Phenomena**: Whenever a Psyker rolls a 1 on their
Wild Die and activates a Warp Phenomenon, roll on this table to determine
the effect.
2. **Narrative Opportunities**: Each phenomenon can lead to interesting
story developments, such as characters needing to escape a Warp Storm
or dealing with the aftermath of an entity's brief manifestation.
3. **Customization**: Feel free to adjust the effects to better suit your
campaign’s needs or tone. You can also expand the table with additional
effects to reflect the unique nature of your setting.
### Additional Considerations
- **Visual Descriptions**: When a Warp Phenomenon occurs, provide vivid
descriptions to immerse the players in the chaos and unpredictability of
the Warp.
- **Player Agency**: Allow players to interact with the phenomena
creatively. For instance, they might attempt to harness a Warp Entity for a
brief moment to gain advantage, but risk drawing more chaos in the
process.
By incorporating these Warp Phenomena into your campaign, you can
enhance the unpredictable nature of psychic powers and immerse your
players in the chaotic essence of the Warhammer 40K universe.