LoS UPVUnpowered InfantryAliens in LoSColonial Marines in LoSAliens vs Marines in LoSWH40K in LoS
Rules for COLONIAL MARINES in Legions of Steel

Originally posted on mlangsdo's page
written by Tony H. Lin (tlin@carson.math.ucla.edu)
   (standard disclaimer:  Legions of Steel is copyright Global
   Games.  Aliens is trademark Twentieth Century Fox.  What's
   left is copyright Tony Lin)

All Colonial Marines walk 4, have 1 kill, and a +2 general modifier.  Colonial
Marines use the equivalents of Fantasian weapons:  a pulse rifle is a PPSH,
a flamethrower is a SS2000, a smartgun is an RPK.  Marine grenades are weak
versions of K-pulse grenades with a -1 general modifier.  Finally, the
standard marine sidearm is a pistol, which is a ROF 1 UNE flechette pistol.

Pulse Rifle Marine:  pulse rifle, 2 grenades, pistol      38 UPV's
Flamethrower Marine:  flamethrower            40 UPV's
Smartgun Marine:  smartgun               41 UPV's
Colonial Marine Corporal:  pulse rifle Marine + 1 leadership   68 UPV's
Colonial Marine Sergeant:  pulse rifle, 1 leadership, 1 hero   93 UPV's

Now, a "Standard" Colonial Marine Squad is
   2 Pulse Rifle Marines      76 UPV's
   3 Flamethrower Marines          120 UPV's
   2 Smartgun Marines           82 UPV's
        1 Sargeant                      93 UPV's
        1 Corporal                      68 UPV's
   1 Drop ship pilot with flame.   40 UPV's
   1 Drop ship pilot with p. rifle 38 UPV's
                                       517 UPV's

The corporal can have also have a shotgun as a close defense weapon for
an extra 25 UPV's; assume the ranges are the same as a close defense plasma.  
Or, the Corporal can be given one hero point, also for 25 UPV's.  Either of
these changes brings the total cost of a squad up to 542 UPV's.

Option rule:  Ammo rules.

The Marines were always running out of ammo at the worst possible
moment.  Our rules simulate the same tension.  Whenever a Marine
takes a normal shot, roll 1d6; whenever a Marine autofires, roll 2d6;
whenever a Marine sets up suppression fire, roll 1d6.  A "6" means
the Marine has "low ammo"; a second "low ammo" result means the
Marine "runs out of ammo".  Place markers by Marines with low ammo;
place other markers by Marines who have run out of ammo.  A shot taken
as a weapon runs out of ammo is taken at a -1 to hit; furthermore,
no shots are allowed from that weapon until it is reloaded.  It takes
a fire action to reload; reloading may be done even if the weapon has
not run out of ammo.  (The Marine can also use his or her sidearm,
if available.)  Note that it is possible for a Marine to run out of
ammo on a single autofire shot.  If the Marine runs out of Ammo while
suppressing, the suppression is not set up.

While suppressing, an additional ammo roll must be made for each enemy
figure entering the suppression zone, up to three rolls; if three rolls
are successfully made, no more ammo rolls are taken (although any
entering figure is of course still attacked).  If the ammo roll
indicates "out of ammo" while suppressing an enemy target, then the
final shot is taken at -1 to hit, and the suppression ends.
At the beginning of the Marine player's turn, before removing the
suppression counters, make 3-(# of enemies attacked) ammo rolls ...
so if no enemies were attacked, roll 3d6; if two enemies were attacked,
make only one additional roll.  As before, a die coming up "6" means
the Marine either has low ammo or has run out of ammo.