rubber-police
Warhammer 40,000 in Legions of Steel
Originally posted on mlangsdo's page

Warhammer 40K is a registered trademark of Games Workshop.  Legions
of Steel is a registered trademark of Global Games.  No infringement is
intended by this work.

Warhammer 40K is copyrighted by Games Workshop.  Legions of Steel is
copyrighted by Global Games.  What's left is coyprighted by Mark
Langsdorf.

I don't play Warhammer 40K, I think it is silly.  I do play Legions of
Steel.  I'm writing these rules since there are rules to play Warhammer
40K in every other game system, so why not Legions of Steel?



These rules are an attempt to convert Games Workshop's Warhammer 40K
figures into Global Game's Legions of Steel terminology.  These rules
are based off of Legions of Steel: Planetstorm and use that game's
terminology for weapon effects and general modifiers.  Unless otherwise
specified, no special rules apply to Warhammer units in Legions of
Steel.



It is suggested that Warhammer 40K figures in Legions of Steel retain
their normal point values for convenience.  This may be updated at a
later date.



These rules are not completely fleshed out, and may be expanded upon at
some later date.  They are based on a mathematical analysis of Warhammer
40K and not upon the WH40K "background" text.  Only the Warhammer 40K
boxed set and Legions of Steel, Advanced Rules, and Planetstorm were
used to construct these rules.


These rules could be played with the Planetstorm rule book, but purchase
of the Legions of Steel boxed set and Advanced rule book are highly
recommended.



General Rules

The turn sequence, initiative, movement, combat, command, and terrain  
rules are all taken directly from Legions of Steel: Planetstorm.  40K
figures can run and fire, for example, or take covering fire after moving.


Add the psychic phase to the initial phase of each turn.  Deal power cards as
per Dark Millenium and play them at any point during the turn.  Read the
ranges and areas of effect normally.


Melee weapons have a rate of fire equal to the normal number of attacks for
that figure type, plus one additional die for every 2 points of WS above 3.
Secondary weapons allow one additional close-combat fire action at RoF 1.
    Example: A Terminator armed with a power fist and a chain sword would
    have RoF 2 with the power fist and a second fire action at RoF 1 with the
    chain sword.
    [/list]



    Warhammer 40K Units: Legions of Steel Figure Profiles
    Space Marines
    The Empire of Man's Space Marines are rather dangerous against their
    normal foes, but their weapons are weak and inaccurate compared to the
    lasers and force beams of the League of Aliens and the Machines.


    The standard Space Marine tactical unit is a 10-man squad, commanded by
    a sergeant.  Up to 12 figures can be included in any one command.


    FigureMoveGen. Mod.KillsLdr PtsHero PtsCommand PtsSpecial
    Captain/Commander4+12122Has two fire actions when
    stationary
    Veteran Sergeant4+11210Has two fire actions when
    stationary
    Apothecary4+11110Has two fire actions when
    stationary
    Chaplain4+11 or 230-20Has two fire actions when
    stationary.  Cannot be affected by kill rolls of 3 or less.
    Techmarine4+11000Has two fire actions when
    stationary
    Librarian4+11-3000Has two fire actions when stationary.
    Psychic powers.
    Terminator4+12000Has two fire actions when
    stationary.  Light vehicle that moves as powered infantry.
    Trooper4+11000Has two fire actions when
    stationary
    Scout401000Has two fire actions when
    stationary
    Sergeant4+11200Has two fire actions when
    stationary
    Servitor4-21000Has two fire actions when
    stationary




    Imperial Guard
    The vast bulk of the Imperial Guard is normally fodder for the foes of the
    Imperium.  Against the Machines or the Black Empire, the Guard can only
    hope to overwhelm with numbers.


    When firing upon Rough Riders, randomize the hits between the horses and
    the men.  In the horse dies, the rider is killed on a 5+.  If the rider
    survives, the figure loses its movement and fire actions until its next
    activation, when it is pinned.  On the other hand, the dead horse
    provides light cover for the rider.


    The standard tactical unit of the Imperial Guard is a collection of up
    to 16 men led by a lieutenant.


    FigureMoveGen. Mod.KillsLdr PtsHero PtsCommand PtsSpecial
    Colonel402013
    Commissar402111
    Tech Priest401000
    Lieutenant401002
    Trooper4-21000
    Rough Rider4-21000
    Horse8-11000
    Ogryns6-11000
    Assassins6-12030Cannot be affected by kill rolls of 3
    or less.




    Orks
    Lightly armed and abysmally armored, the Orks can only hope to overwhelm
    the opponent with numbers, or somehow manage to make it into melee range.


    Ork units can include up to 24 figures in one unruly mass.

    FigureMoveGen. Mod.KillsLdr PtsHero PtsCommand PtsSpecial
    Warboss4-12023
    Standard4-11000
    Kaptin or Bigboss4-11210
    Nob4-11200
    Oddboyz4-11100
    Orks4-11000
    Gretchin4-21000
    Snotlings4-32000+1 Penalty on all kill rolls
    Stormboyz4-21010




    Eldar
    The Eldar, with the light armor and rapid movement, are roughly equivalent of
    the Fantasians.  Their shuriken catapults are somewhat like a short range
    version of the Flechette Automatic Weapon of the UNE.


    Eldar units cannot consist of more than six figures.


    FigureMoveGen. Mod.KillsLdr PtsHero PtsCommand PtsSpecial
    Farseer50*2123To Kill number is never better than 4+
    Avatar62LV*6033Light Vehicle.  Moves as
    Colossus.  Immune to flame weapons.  To Kill number is never
    better than 4+.  -1 bonus on all kill rolls.
    Exarchs511030
    Warlocks50*1-2010To Kill number never exceeds
    4+
    Harlequin6-21020
    Dire Avengers501000
    Fire Dragons501000
    Howling Banshees601000
    Stinging Scorpions501000
    Swooping Hawks5-1100020" Jump movement
    Reapers401000
    Guardians and Scouts5-11000
    Guardian Leaders5-11100




    Tyranids
    The tyranids, with their fast move, carnifexes, and deadly deathspitters, plus
    their awesome hand-to-hand capabilities, are one of the few 40K forces that
    pose a significant threat to the armies of the LOA, the Machines, or the
    Black Empire.


    Tyranid units can contain up to 8 figures.


    FigureMoveGen. Mod.KillsLdr PtsHero PtsCommand PtsSpecial
    Hive Tyrant614021
    Tyranid Warriors601200
    Termangants6-21000
    Genestealers6-11000
    Carnifex62LV8100Moves as a Colossus




    Warhammer 40K Weapons: Legions of Steel Firing Chart

    WeaponRoFPB+PBSMLXLXXLNotes
    Melee Weapons
    Bonesword*-1-----
    Chainfist*+21------Ignores PI, LV General Modifiers
    Chainsword*----1--
    Lightning Claws*+1-1-----
    Mandiblaster1--1----Automatically attacks if engaged from
    front
    Power sword*-1-----
    Power Fist*1------
    Hunting Lance*-1-----
    Thunder Hammer*1*------Ignores all General Modifiers
    Sword*----1--
    Crozius Arcanum*---1---
    Hand WeaponsRoFPB+PBSMLXLXXLNotes
    Auto Pistol1----81624
    Bolt Pistol1----81624
    Hand Flamer1----On TargetEdges-Special Area Effect
    Las Pistol1----81624
    Plasma
    Pistol
    3--6182427-Can Only Fire Every Other Turn
    Shuriken
    Pistol
    1---121821-
    Stub Pistol1-----1624
    Basic WeaponsRoFPB+PBSMLXLXXLNotes
    Autogun1----122436
    Boltgun1---12243642
    Deathspitter112324450---To hit Number Only
    1-DH---2-Area Effect
    Flamer1---If
    covered
    Edges--Special Area Effect.  No
    autofire or suppression.
    Fleshborer1----162428
    Grenade
    Launcher
    1-20608090--To Hit Only
    Lasgun1-6243033--
    Meltagun4-6121821--No autofire, spreadfire, or
    suppression
    Needler1----324856On a miss by 2 or less, toxin takes
    effect
    Ogryn Ripper
    Gun
    5----6--Cannot Autofire
    Plasma Gun3-6243033--Fires every other turn.  No autofire
    or suppression
    Shuriken
    Catapult
    3---243642-
    Storm Bolter3---12243642
    Heavy WeaponsRoFPB+PBSMLXLXXLNotes
    Assault
    Cannon
    12-20325262--Roll 3 dice when firing.  If all come
    up 1, the weapon explodes, killing its user
    Heavy Bolter7----406070
    Hellfire
    Round
    1---40---To Hit with Hellfire.  No autofire or
    suppresion
    Hellfire
    Round
    1-DH--2--Hellfire Area Effect
    Heavy Flamer1--If
    covered
    Edges Only---Special Area Effect.  No Autofire or
    Suppresion
    Heavy Plasma, Low
    Power
    1--406070--Move or Fire.  To Hit Only.  No
    autofire or suppression.
    3-2-----Area Effect.
    Heavy Plasma, High
    Power
    1--7292102--Move or Fire.  To Hit Only.  No
    autofire or suppression.  Fires every other turn.
    3-2-----Area Effect.
    62------Area Effect.  Ignores PI GM.
    Heavy Stub
    Gun
    5----406070Move or Fire
    Lascannon7608090----No spreadfire, autofire, or
    suppression.  Move or Fire.  +2 versus Powered Infantry.
    Multi-Melta1-12243642--To hit only.  Move or Fire
    13--2----Area Effect.  Ignores PI GM
    Multi-las9--20608090-Move or Fire
    Shuriken
    Catapult
    7-20406070--
    Rapier111872100110---Move or Fire.  45 Degree Fire
    Arc.  No spreadfire, autofire, or suppression fire.  Ignores PI GM
    RoF2+3+4+5+6+7+8+Specials