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Feral Armies

Ferals & Medievals

I could go on and on with fluffy content about how there are a billion billion worlds in the galaxy, and most of them are populated by atavistic, grunting natives who inevitably get purged by the valiant forces of the Imperium.  But you know all that.

The important thing is, how can you use Warhammer Fantasy models for 40K scenarios?

Fantasy models make great feral or medieval aliens, lost colonists, etc.  One easy way to do it is to base the statline and point cost on an existing 40K troop type.  For example, if you want to run a scenario where your roommate's Space Marines get ambushed by a bunch of rebellious natives with flintlocks (ie, Empire Handgunners), then treat them like Imperial Guardsmen with autoguns (any slugthrowing gun in 40K is pretty much an autogun).   Check out the link at left for ideas on converting entire armies.

Armor

 The difficulty in straight translation like this is that the Fantasy models end up being, well, too powerful.  As useful as that Knight's armor is going to be on his medieval world, it's not going to stand up to bolter fire, let alone a starcannon.  Conversely, a longbow is not going to be able to easily pierce power armor (if at all).  With the third edition's AP system, this is easily rectified.  Examples follow on the table below:

Fantasy armor 40K pts cost 40K save
shield 2 pts 4+ in assault
light armor -- 6+
light & shield 2 pts 6+/4+ assault
heavy armor 1-2 pts 5+
heavy & shield 3-4 pts 5+/4+ assault
Chaos armor 10 pts? 3+
barded steed 3 pts +1 step

Recall that in 40K being mounted does not add to your save.  For the lighter armors, I have not given a points cost, as they are a) armors that come standard on most 40K troops, and b) relatively useless against missile weapons (as Ork players will know).  I am assuming that even the fanciest medieval plate armor will not hold a candle to carapace armor when it comes to deflecting lasers.

Cavalry and Chariots

Making a model into cavalry (ie, 12" move with a 6" assault) usually doubles the cost of the model.  You may wish to give cavalry the "trot" ability, as per Rough Riders.  You could count Chariots as "bikes" (move 12", assault 6", +1T to model) for about +20 points, or maybe as small vehicles, much like a Wartrukk (armor 10 all-round, 30 points, fast?).

Missile Weapons

Below are some ideas on translating Fantasy weaponry (specifically missile weapons).  Please note that a lot of these are "heavy" weapons due to reload time, and there are no "rapid fire" weapons.

Weapon Pts? Range Type S AP
Bow* 1 18" Assault 1 3 -
Crossbow** 2 18" Heavy 1 4 6
Longbow 2 24" Assault 1 3 -
Javelin*** 1 12" Assault 1 3 6
Pistol 1 12" Assault 1 4 6
Handgun** 2 18" Heavy 1 4 6
Warplock pistol 3 12" Assault 1 4 5
Jezzail 5 24" Heavy 1 4 5
Warpfire thrower 15 24" Heavy 1 6 3

* = includes Short Bow.

** = I have made the Crossbow and the Handgun (Flintlock) essentially the same here, for simplicity's sake.

*** = Javelin could include Skaven throwing stars, throwing axes, etc.

Melee Weapons

For the most part, anything you encounter in a Fantasy army is going to be a close-combat weapon in 40K.  If you have a lot of troops with double-handed weapons, take a look at the rules for the 'Uge Choppa in the Ork codex (+2 S, strike last like a power fist).  Even things like Gromril weapons can be accommodated (maybe count them as Choppas, reducing armor saves to 4+?).    Perhaps the general's blade, reputed to be "magical", is actually a surviving example of a two-millenia-old Imperial power weapon.  Lances should double initiative when charging.

 

 

 

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Last modified: February 23, 2001