Non-powered Infantry in Legions of SteelOriginally posted on
mlangsdo's pageAn unplaytested idea on how to use non-powered infantry figures in Legions
of Steel (at least until the real rules come out in Stormfront).
Frame
The basic non-powered infantry frame is:
-2 GM (weak armor)
Walk 4/Run 8/Sprint 12
UPV: 7
- The Infantry frame is immune to EMP.
- The Infantry frame may be upgraded to a -1 GM with ballistic armor,
but it loses its Sprint capability.
- The Infantry frame may not be equipped with Energy or Heat weapons
due to its inability to incorporate a fusion power pack.
- The Infantry frame is not as strong as Powered Infantry; it receives a
weapon's CC modifier at all ranges.
- The Infantry frame is unencubered by Powered Armor and is harder to
pick up
on sensors, therefore it is able to take better advantage of cover--all
cover modifiers are doubled against Direct Fire weapons (so hiding around a
corner gives +2 instead of +1 cover, and woods give +1 per 1" instead of +1
per 2"). Note that this advantage does not pertain to Obscurement devices
or to AOE attacks.
- Infantry may not use Heavy Deadbolt Launchers, Wrist Rockets, Tokarev
Heavy Pistols, or any weapon with a -3 CC modifier.
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Generic Weapons
Weapon ROF PB+ PB S M L X UPV Cost
Machine Pistol 2 - - - - 10 15 10 PS/10 LOS
(flechette Pistol)
SMG 2 - - - 3 15 25 20 PS/25 LOS
(PpSH)
Assault Shotgun 3 - - - - 10 20 20 PS/27 LOS
(Scattergun)
Assault Rifle 1 - - - - 25 35 20 PS/20 LOS
(Deadbolt Launcher)
Flamethrower+ 2 - - 5 10 15 20 20 PS/26 LOS
(SS-2000)
Machine Gun* 2 - - - - - 25 20 PS/25 LOS
(AK Rifle)
+Affects impact and surrounding 8 squares. Scores a kill on 6+. Continuous
burn-see rules.
*the Machine Gun may be attached to a Gyroscopic Harness. This increases
it's attack value by 2 (Medium out to 25) and reduces the figure’s movement
to Walk 3/Run 6 (no sprint option).
Examples: The Colonial Marines
Marine: 27 PS/32 LOS UPV
-1 GM
Walk 4/Run 8
SMG
Smartgunner: 27 PS/32 LOS UPV
-1 GM
Walk 3/Run 6
Machine Gun
Flamethrower: 27 PS/33 LOS UPV
-1 GM
Walk 4/Run 8
Flamethrower
E-Loaders
Any energy or heat weapon may be operated by two figures simultaneously as
per normal e-loader rules. The e-loader may not fire a secondary weapon,
however, as he is too busy monitoring the power generator for dangerous heat
levels.
Crew Served Weapons
2 Infantry figures may both operate a crew-served weapon, which is any
ordinance weapon with a CC of -3 or more.
Both Infantry figures must always be in base-to-base contact, or else the
Crew-Served Weapon is dropped.
It costs a stationary fire action from both Infantry figures to set up a
crew-served weapon. As long as the two Infantry figures remain in
base-to-base contact and stationary, the crew-served weapon may be fired
normally.
The infantry figures may break down the crew-served weapon at no cost, by
simply moving.
The cost of Infantry figures carrying a crew-served weapon is the cost of
two Infantry frames plus the cost of the weapon.
Generic Crew Served Weapons
Weapon ROF PB+ PB S M L X UPV Cost
ATGM* 1 - - - - 75 - 20 PS/5 LOS
(AT-4)
MMG 3 - - - 25 40 55 31 PS/31 LOS
(RPK)
*Overkill - 2 dice at 5+
Examples
Plasma Team: 39 PS/80 LOS UPV
-1 GM
Walk 4/Run 8
Plasma Projector+E-loader
ATGM Team: 34 PS/19 LOS UPV
-1 GM
Walk 4/Run 8
ATGM
Machine Gun Team: 45 PS/45 LOS UPV
-1 GM
Walk 4/Run 8
Medium Machine Gun