Want to attack a DnD group, looking for rules.

By Seether00, in Dark Heresy

I was looking around and couldn't find a simple rule set for this:


My friend is running a D&D campaign, we want to have my Dark Heresy group do a sort of cross over combat after they pop out of warp portal of some sort.

Anyone who can point me in the right direction?

Something like a simple d20 conversion or something.

Seether00

I'd advise dropping the dreadful d20 rules and just going with Dark Heresy.

Whatever D&D world you have will fit in as a feral or medieval world (presumably overrun with psykers to purge (wizards)).

I once mixed my Warhammer Fantasy game wiht my Dark heresy game: a strange mix that made, but it mamanged to float due to player complicity.

I doubt you'll get satisfying results from trying to do a conversion of some kind. The systems are too different.

I would recommend that, instead of trying to come up with some formula, just stat them up based on relative power levels and what you think is appropriate. (All right, this Arbite's got 47 Toughness. I'd say that's about 19 Constitution.) This will probably give you a more satisfying encounter, since you can also tweak what you want to suit the level of your players, and also save a good deal of headache.

Another option would be to take the character concepts that the players have come up with in DH, abandon their stats entirely, and create D&D characters using those concepts as guidelines for selecting skills and feats, distributing stats, and so on.

Well the thing is we can't just do it in Dark Heresy because we are actually invading a Dnd group's game. So its going to be their characters against ours around the same table.

Well, once the Bolt rounds start flying, it shouldn't take too long to get back to your 40K game. Also, almost all of your 40K weapons will bypass any armor they are wearing. Magic armor may count as non primitive.

ItsUncertainWho said:

Well, once the Bolt rounds start flying, it shouldn't take too long to get back to your 40K game. Also, almost all of your 40K weapons will bypass any armor they are wearing. Magic armor may count as non primitive.

And once your psykers get going, there really won't be much left for the space marines to eat...

Can rust monsters affect ceramite?

Hey Seether00

A few years ago there was huge effort from the D20 modern community to convert WH40K to the d20 system

I just found the thread here

Look at post #1180 there is a link to a fan made "40k to D20" PDF.

I didn't have time to look at it but it sure looks thorough.

Hope it helps

Sounds like fun!

If the DnD characters survive for more than3 rounds I´ll be impressed happy.gif

To be the token Skeptic, a single, well played D&D Wizard/Sorcerer/Druid/Cleric/Caster could probably kill a DH party. The power levels are not similar at all. Guns only level the playing field so much before magical walls of invisible force start poping up. Still, might be fun to watch all the non casters go down in flames.

talsine said:

To be the token Skeptic, a single, well played D&D Wizard/Sorcerer/Druid/Cleric/Caster could probably kill a DH party. The power levels are not similar at all. Guns only level the playing field so much before magical walls of invisible force start poping up. Still, might be fun to watch all the non casters go down in flames.

Except if there is a Null in the group. Then all the casters are done for. All the magic armor and weapons are useless against him in melee, as he would suppress their effects.

I would love to see a wizards face as someone just stats walking through his wall of force like there was nothing there.

ItsUncertainWho said:

talsine said:

To be the token Skeptic, a single, well played D&D Wizard/Sorcerer/Druid/Cleric/Caster could probably kill a DH party. The power levels are not similar at all. Guns only level the playing field so much before magical walls of invisible force start poping up. Still, might be fun to watch all the non casters go down in flames.

Except if there is a Null in the group. Then all the casters are done fore, and all the magic armor and weapons are useless against him.

Assuming that D&D would use the same mechanics behind their magic, which there is no reason to think so. :P

I am all in favor of 40k winning as I've never played D&D and have little interest in it; but .. I have heard they tend to get some pretty crazy abilities.

Rakiel said:

Assuming that D&D would use the same mechanics behind their magic, which there is no reason to think so. :P

I am all in favor of 40k winning as I've never played D&D and have little interest in it; but .. I have heard they tend to get some pretty crazy abilities.

Anti-Magic Zone for the win!

Well, when you convert to DnD then you will have to make sense of the DH characters.

First things first: The stats, hp's etc. I don't see much problem for the stats. Hp and level is easy as well. Make it the same as the DnD players.

Converting gear: Technology is similar to Magic. It is more powerful then the mundane stuff and most peasants can't see the difference between a lasgun and a wand of magic missiles. Treat the Hi tech gear as Magical weaponry. Idem with Hi tech weaponry. A mono knife could be a dagger +1, a flak armour could be a chainmail +2, a Chainsword would be magical lnogsword and so on. Ranged weaponry is a bit harder to convert. Since lots of DH weapons do little damage per shot but have tremendous firepower. You could treat a stubber or a flamer as an AOE attack similar to a Fireball and so on.

For Psychic powers, read through the descriptions and assigns spells that look similar to them.

Enjoy the experiment.

I've played in games where two completely different systems have been crossed, we went for a different approach, instead of converting to a single system, the players used the system they were playing in, so a DH chars you would role as if they were DH Creatures to kill, and vice versa, they would treat you a D&D monsters. The only problem with I can see if they have a fair amount a HP and you have about 20 wounds a mage is going to wipe the floor with you with fireball, but then you'd still get your dodge to ignore the dam. As your armour isn't D&D armour you count as having a AC of 10 like wise their armour grants them no protection at all.

Normally when this happens chaos is the only winner.