By Robert Kaye

 

This article is used to allow you to convert any Warhammer Fantasy Battle army into a 40K army, so that you can finally pit your favourite armies against or alongside each other even though they were designed for different rulesets.

 

I’ve always liked Fantasy, and yet I will never play it. Even though I’m a sci-fi nut the potential of magic has always appealed to me as well as the honour of facing the foe with a blade in hand and having victory awarded to whoever was most skilled. Ironically given that this is what many fantasy armies are about the Warhammer Fantasy rules have made it a game that I can’t empathise with, since every game that I have seen involves many 4 X 4 or 4 X 5 blocks of infantry, with at least half of the troops within these blocks of infantry not fighting, even when their friends and comrades are fighting for their lives in the front rank, they stand at the back and watch them die. There also seems to be too much focus on making your opponent flee rather than on actually killing them, with much calculation on combat scores to see who won each combat based on numbers and banners. However, 40K has none of that, instead focussing on killing the opponent with everyone getting stuck into the fight, and that is why I’ve been playing 40K for over a decade and enjoy everything about it. So it struck me as I was reading through my fiancée’s Bretonnia book that I would really like to play as such an army, and that led me to thinking about finding some way to use the ace models of Warhammer with the ace rules of 40K. Although this felt like quite a bit of work and I was having a break from homemade rules for a while, I remembered that my best mate seemed pretty keen on the undead, specifically the tomb kings army, which didn’t really fit into 40k as a direct translation and I thought that this would make for a good birthday present. Therefore I’ve come up with a bit of fluff to explain how these armies appeared in the 41st millennium as well as finding a way for fantasy armies to have a chance against mechanised armies by making magic more powerful and magic weapons more common.

 

Since I only have access to a few Warhammer army lists this is best considered a Beta version of the rules. If you have any queries as to how best to translate a rule, unit or ability or you would like some clarification on part of the rules, feel free to send us a message and we’ll try to resolve it for you.

"For the Attention of His Eminence the Paternoval Envoy Pallov Terkhette

 

Re: Investigation into Sudden Increase of Warp Storm Frequency and Longevity

                Sire,

                Further to your instructions to acquire as much information as possible on the newly-arrived spate of warp storms engulfing many planets across the Imperium, a new development has occurred which I believe warrants your attention.

                It appears that many of these worlds which were hitherto lost to us have now returned to real space, and there are numerous features of these worlds which seem to be ubiquitous across each returned world.

                Firstly, each of these worlds appear to have been wiped clean of their former inhabitants and structures, and have been repopulated with a wide range of races, both human and xeno, who for an as-yet unknown reason are all in a feudal stage of development, even the eldar and ork natives.

                Secondly, despite prolonged exposure to the warp, there seems to be very little in the way of corruption of these worlds. There are various mutated creatures inhabiting these worlds, however these creatures are of the same genetic makeup on each planet, indicating natural stable species rather than mutated degenerates as one would usually expect where chaos has polluted real space.

                Thirdly, all life on these worlds appears to be not simply healthy but suffused with vitality. The repercussions of this are not simply observed from orbit by the largely green tracts of land worthy of a paradise world, but are the result of observing them in battle. Missionaries establishing contact report seeing the armies of men, who ought to have been slaughtered by the mutated beasts that they faced, tear gouges out of tank-sized monsters in the blink of an eye with simple swords, and in some cases simply wipe away arrows embedded in their flesh. One well-respected confessor stated that the physical prowess of some of the natives of these worlds matches that of the astartes themselves, though the Emperor's finest would never stoop to considering the eldar or other races as trusted allies nor worship the heathen deities that are held sacred by these savages.

                Fourthly, each world contains a small localised warp-real space tear that appears to be stable, often in a somewhat uninhabitable location. It is this that seems to be the source of the aforementioned vitality. Though matters of warpcraft are somewhat beyond me, my assistant psykers have informed me that the borders of the tear seem to be 'filtered', keeping daemonic energy within the tear and allowing warp energy to saturate the rest of the planet. It is theorised that daemons are unable to manifest outside of this portal save by forming within the tear and venturing out in physical form, as the denizens of these worlds have often encountered daemonic armies but only on foot rather than by materialising immediately prior to combat.

                This saturation of these feudal worlds is likely to be the source of the unusual weapons employed by their forces as well as their vitality and higher proportion of psykers. It seems that their armed forces employ weapons with potency fuelled by belief itself. The bearer of such a weapon is strengthened by his self-belief, so that if he feels as if he can carve through tank armour, he can. Further to this, the leaders of such armies not only have their weapons fuelled by their own belief, but of the reputation of their weapon, so a "magic weapon" (as they are referred to by the native peoples) that was purported to have been wielded by a great hero will be even more potent, and such a weapon that is reputed to be particularly adept at slaying a certain type of foe will enable the bearer to live up to such beliefs, thus reinforcing that reputation. This belief works both ways however, so if the bearer of a magic weapon capable of damaging a tank attacks a soldier in flak armour he will be aware that that armour has protective qualities and that armour will be effective to some extent against the impact.

                Pending further enquiry the imperial policy on these worlds is as yet undecided. Some quarters claim that the untainted powerful weapons found on these worlds are a gift from the Emperor in these dark times. Others claim that there can be no peace between those who tolerate xenos and witches and deny the divinity of the Emperor. Only time will tell whether these 'mystic worlds' as this type of planet has been classified will be for the benefit of the Imperium or to its detriment.

                Should further developments pertinent to this matter arise I shall of course immediately inform your eminence.

                Your obedient servant,

                                Lokis Tramain, High Adept of the Navis Nobilite"

  

Points Values

The points values of Warhammer units in 40K can be determined by the following chart:

Units with a Save of 3+ or better, units with 3 or more Wounds/model (apart from monstrous creatures and independent characters) and psykers divide their Warhammer points cost by 2.

Chariots, Special, Rare and Heroes & Lords without psychic powers that do not already come under the above category divide their Warhammer points cost by 3.

Core units that do not already come under the above categories divide their Warhammer points cost by 2.

Swarms always divide their points costs by 10.

Cost of options for units are also divided by the relevant no. after the total Warhammer points for the unit has been calculated.

Always round fractions up.

Minimum points cost is 3pts/model for T3 or worse unarmoured units & 4pts/model for T4+ or armoured units.

Treat Toughness 1-3 models without armour as costing at least 6pts/model if later divided by 2 and at least 9pts/model if later divided by 3.

Treat Toughness 4+ models and models with armour as costing at least 8pts/model if later divided by 2 and at least 12pts/model if later divided by 3.

Although these sound complicated, it actually makes things simpler when you actually start to write up the army list.

In addition to the above modifications, special character costs are halved.

 

Force Organisation

Core Units are Troops choices.

Lords and Heroes are HQ choices. 1-2 Heroes may be taken as a single HQ choice, and they can be different types of Hero. Characters that cannot be the army's general become Elites choices.

Units that use up more than one slot such as a Lord and a Hero slot or a Rare and a Special slot only use 1 slot and are Unique.

0-1, 0-2 etc. units are no longer 0-1/0-2 and become Elites choices. Rare units also become Elites choices. These apply even if the unit flies or moves 7" or more. However, if a unit is limited to 1 per character then it becomes an HQ choice as a bodyguard that does not use up a slot instead.

War machines and large targets become Heavy Support choices.

Special units that can fly and/or have a movement of 7 or more become Fast Attack choices.

Special units that have not become Fast Attack or Heavy Support become Elites choices.

Units described as having no maximum size (e.g. 10+) now have a maximum squad size of triple their minimum size.

All Heroes and Lords are independent characters unless accompanied by a bodyguard.

 

Squad Coherency

Squads do not have to form ranks or other formations and can be deployed with squad members up to 2" apart from each other.

 

Movement

The Move value changes the unit type. Movement 1-3= Slow & Purposeful, Movement 4= Normal, Movement 5-6= Fleet, Movement 7-8= Beasts & Cavalry, Movement 9-10= Beasts & Cavalry plus the Scout ability.

Cavalry with barding do not suffer a movement penalty.

Models described as moving at half speed (e.g. due to a magical effect) move as if in difficult terrain.

All models move like 40k, and do not wheel or perform other WHFB manoeuvres.

 

Shooting

Ranged weapons are AP- apart from Armour-Piercing attacks and ranged weapons which ignore armour saves, which are AP 2.

The following are adaptations of Warhammer weapons into 40K terms. Since powerful weapons in 40K such as railguns and lascannons only inflict 1 hit even against unarmoured infantry, weapons which normally pierce through ranks have been modified to bring them more into line. Since they are designed to impale units they have been given a blast marker to enable them to inflict more hits on units.

Shortbows: Range 18" S 3 AP - Assault 1

Bows: Range 24" S 3 AP - Assault 1

Longbows: Range 30" S 3 AP - Assault 1

Crossbows: Range 30" S 4 AP - Heavy 1

Repeater Crossbows: Range 24" S 3 AP - Assault 2

Slings: Range 18" S 3 AP - Rapid Fire

Throwing Stars/Knives /Javelins: Range 6" S 3 AP - Assault 1

Throwing Axes: Range 6" S 4 AP - Assault 1

Handguns: Range 24" S 4 AP 5 Heavy 1

Pistols: Range 12" S 4 AP 5 Pistol

Breath Weapon*: Range Template S 4 AP 5 Assault 1

Cannons*: Range varies S 10 AP 2 Ordnance 1 Blast

Cannons (Grapeshot): Range Template S 1 AP D6 Heavy 1 Poisoned (4+)

Giant Bows*: Range 48" S 6 AP 2 Heavy 1 Blast

Stone Throwers*: Range 12-60" S 8 AP 2 Ordnance Barrage 1 Large Blast

*Note that the Range, Strength and AP varies from army to army, and these stats are examples to help determine the weapon's 40K profile.

War Machine crews count as Artillery units, only with the weapon having Toughness and Wounds instead of an Armour Value.

 

Assault

Models described as having impact hits when they charge have Furious Charge instead.

Units do not have charge responses such as stand & shoot.

Models with 4+ Wounds that are not man-sized or mounted are monstrous creatures.

 

Close Combat Weapons

Single-handed weapons are close combat weapons.

2-handed weapons such as halberds and 2-handed axes are close combat weapons that can only be used in 2 hands and confer +1 Strength.

Spears and pikes are 2-handed weapons that confer +1 Initiative instead of Strength.

Lances confer +2 Initiative and +1 Strength if charging into close combat for the first close combat phase only.

Note that armour saves are not modified by the Strength of the attack, although magic items such as biting blades can still reduce armour saves.

 

Magic

All magic, magical items, magic weapons and magical units treat the Ld value of the attacking model(s) as its Strength value unless this would make the attack weaker. Note that Strength bonuses or penalties are applied after the Strength is boosted by the Ld value.

Magic is treated in the same way as psychic powers and can be defended against in the same way e.g. psychic hoods, shadow in the warp etc.

Casting values become Ld modifiers when casting psychic powers as follows: 4-5+ No modifier, 6-7+ -1 Ld, 8-9+ -2 Ld, 10-11+ -3 Ld, 12-13+ -4 Ld, 14-15+ -5 Ld. E.g. when attempting to cast the Comet of Casandora a psychic test must be passed at -4 Ld.

Modifiers to cast spells become modifiers to Ld for psychic tests such as a +1 to cast the lore of Life becomes +1 Ld when attempting to cast a Life-based psychic power. This bonus may lead to the Ld being higher than 10 for the purpose of taking psychic tests.

Items or abilities that increase the number of power dice that can be used to cast a spell become additional dice to pass a psychic test, with the lowest 2 dice scores being used to determine the result. If the model uses an item that generates power dice and is unable to cast psychic powers then these dice may be distributed to other psykers who haven't yet used their powers.

The magic level shows how many psychic powers that the psyker has. The psyker may cast all of his/her powers and does so in their own shooting phase.

Spells that may be cast at different levels have their psychic test dice rolled first and then the power level of the psychic power is chosen based on the result of what succeeds.

Magic described as a magic missile requires the psyker to roll to hit using its BS.

Magic Resistance dice translate into invulnerable saves against psychic powers, magic weapons & items and special close combat weapons such as power weapons. These saves are taken in addition to armour saves just like a Feel No Pain save. Magic Resistance (1) confers a 5+ psychic save, (2) confers a 4+ psychic save, (3) a 3+ psychic save, (4) a 2+ psychic save and (5) or more immunity to these attacks.

Any unit with bonuses to dispel counts as having a psychic hood.

Dispel scrolls and magic items that count as modified dispel scrolls have a range of 24".

For the purpose of magic abilities, vehicles count as war machines, transport vehicles count as chariots, special close combat weapons count as magic weapons

The Steed of Shadows allows a normal-sized infantry model to move as if jump infantry.

The Hunter's Spear becomes a blast weapon rather than impaling multiple models.

 

Magic Weapons

All unit champions equipped with at least 1 weapon have access to common magic items.

Heroes and Lords have access to both common magic items and the other magic items in the armoury, which are all Unique and limited to 1 per army unless stated otherwise.

All standard bearers may buy a war banner.

Special close combat weapons such as power weapons and power fists count as magic weapons for the purposes of special rules.

 

Riders

All attacks aimed at monsters (creatures with 4 or more Wounds) ridden by a humanoid model hit the monster not the rider. The rider may attack as normal in addition to the monster's attacks.

Being mounted does not confer +1 armour save, although mounts that confer an unusually high armour save bonus confer an armour bonus at 1 point lower. I.e. a mount that conferred a +2 armour save in Warhammer confers a +1 armour save bonus in 40k.

All shooting attacks aimed at chariots hit the chariot. In close combat the rider and passengers are hit unless the attacking unit wants to target the chariot instead.

 

Special Rules and Other Warhammer Translations

1+ Armour Save: Counts as a 2+ save that also confers a 5+ invulnerable save.

Always Strikes First: Counts as having Initiative 10 in close combat.

Armour-Piercing: Gains an AP value based on Strength: S3 AP 6, S4 AP 5, S5 AP 4, S6 AP 3, S7 AP 2, S8+ AP 1.

Artillery Dice: Counts as 2D6.

Causes Fear/Terror/Stupidity/Panic: These are ignored unless caused by magic or magic items. If caused by magic in some way then units wishing to charge a Fear-causing model must pass a morale check in order to move in the Assault phase. All enemy units within 6" of a Terror-causing model at the beginning of the owning player's Assault phase must take a morale check. Units that count as causing Terror also count as causing Fear. Stupid units that are capable of assaulting multiple targets in the Assault phase must pass a Ld test or have the target of their assault move chosen by the opponent. Panic tests are the same as morale checks.

Challenges: If a model has a special rule or magic item that mentions issuing challenges then before close combat dice are rolled it may choose to issue a challenge. If one or more enemy units in the assault has a squad leader or an independent character attached to it then the opponent may choose which of these responds to the challenge. For the following close combat the model that issued a challenge and the model that accepted it may only attack each other and no attacks from either side may be targeted against either model, although the rest of the models in the close combat may fight each other as normal.

Character: Counts as independent character.

Ends the magic phase: No more psychic powers or other abilities that require a psychic test may be used for the rest of that player's turn.

Ethereal: Replaces all armour saves with a 3+ invulnerable save and always moves as if in difficult terrain.

Fast Cavalry: Counts as cavalry with Scout.

Flaming Attack: Counts as Armour-Piercing. In addition if the attack uses a template or blast marker it ignores cover saves. If it doesn't and it has a Strength of 6 or more it gains the melta rule. The Avatar is immune to flaming attacks.

Flammable: Melta weapons, flamers (all types) and flaming attacks may re-roll to wound against targets with this special rule.

Fly: Is Jump Infantry and can Deep Strike. If some form of magic prevents a unit from flying then jump infantry move as infantry and jetbikes & skimmers move as slow and purposeful infantry. In addition if any of these types of units are awaiting their arrival by deep strike then they may not arrive if they would be under the effect of this magic when they landed.

Frenzy: Counts as Rage, Fearless and +1 Attack.

Hatred: Counts as Preferred Enemy.

Immune to Psychology/ Fear & Terror: Counts as Fearless.

Inflicts D3/D6/2D6/3D6 Wounds: Inflicts D3/D6/2D6/3D6 hits. Roll to wound and bypass armour separately for each hit.

Killing Blow: Counts as Rending.

Large Target: Large target creatures count as monstrous creatures.

Musician: A unit containing a musician that draws a combat (i.e. both sides count as having inflicted the same number of wounds) counts as winning the combat instead, unless the opponent has a standard or an item with a similar ability such as an instrument of chaos.

Ranks: All bonuses for ranks count as bonuses for outnumbering.

Regeneration: Counts as Feel No Pain. Also, roll for each lost wound at the beginning of the owning player's turn. Each roll of a 6 restores a lost wound.

Scout: Counts as Infiltrate.

Skirmish: Counts as Scout.

Standard: A unit containing a standard counts as inflicting 1 more wound when determining who won the combat.

Stubborn: Same as Stubborn in 40k.

Unbreakable: Counts as Fearless.

Ward save: Counts as invulnerable save.

 

Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor: Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisman world, and the Warhammer 40,000 universe are either Registered, TM and/or Copyrighted Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.