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SGII FOR WARHAMMER 40,000 (5TH EDITION)

0) Introduction
a) Contents Quick links to the sections of this document.

0) Introduction 1) Army Organisation 2) Unit Stat Lines 3) Confidence and Reaction Summary 4) Movement Summary 40K Additions 5) Ranged Combat 40K Additions 6) Assault Combat 40K Additions 7) 40K Universal Special Rules 8) Equipment - Weapons 9) Equipment - Armour 10) Equipment - Other Items 11) Epilogue - including downloads 12) Appendices - Charts, Tables and Shell Scripts

b) Rant I loved Warhammer 40,000 when it was released in its Rogue Trader incarnation 20-odd years ago. I upgraded to second edition but then rather lost interest in the whole thing. I missed third edition completely and came back to the game in fourth then fifth edition. Imagine my surprise at the changes I had missed. They may have been designed to make the game more playable but, in my humble opinion, have made the game worse. Now, in 40K 5th Edition, we can have 30 shoota boys cut loose with their Assault 2 shootas (which are no more than Rogue Trader bolt guns) and roll 60D6 to hit. OR. Thirty slugga boys, with slugga/choppa, charge in to a fight. They get 2D6 (from the profile), + 1 for charging, + 1 for 2 close-combat-weapons, means 120D6 to hit! Does anyone out there think this is insane?

Then we have the 4th/5th Edition Universal Special Rules and the codex-specific rules in each army list book. Who reading this ruleset has not encountered a "USRs say X, but my codex says Y, so I win and your squad is destroyed!" situation? It takes a dreadsock to sort out this situation. So, I have officially given up on 40K and have spent some time working on Stargrunt II from Ground Zero Games. After some searching, I found this on the Net: http://www.digitalkingdom.org/~rlpowell/stargrunt.html This was a great read and gave me some ideas which I have borrowed somewhat. In addition, I've used my shell-scripting and other UNIX skills to turn as many of the statlines and weapon profiles as I can into an Internet-friendly downloadable resource. I hope you enjoy this project. c) Additions and Subtractions As far as I'm concerned, SGII is a great set of rules and I've made as few changes as possible, except to try and align 40K terminology with SGII. However one addition I have made is allowing rerolls of some dice in some circumstances. These rerolls do not change the SGII rules but allow for a little more flexibility. Some examples include:

A Targeter is a 40K enhanced weapon sight. It allows the firer to reroll the Quality die and take the higher result when firing at a point target. The total number of dice rolled is still two (Quality + Firepower) but the reroll means the firer has a better chance of scoring a hit. The Preferred Enemy rule allows a model's Quality die to be rerolled in assault combat against the listed enemy. Twin-linked weapons may roll two Firepower dice and take the higher score. Only one of the dice count when totalling up hits.

The following minor deletions have been made:

The mass of abbreviations (SAW, GMS/L, RFAC, MICV, IAVR etc). I realise these are based on real-world military terms but they gave me a headache trying to get my brain around them and made SGII less fun to read. The medical facilities built in to suits of SGII Power Armour. In SGII, this "secondchance saving throw" would be incorporated into Power, Terminator, Aspect, Crisis and Broadside suits and be far too widespread to allow a balanced game. Ammunition limits for heavy weapons like missile launchers. SGII assumes realworld sizes and carrying capacities. 40K says that 30000+ years of weapon development has made these things smaller but equally powerful. I side with 40K in this case.

d) Abbreviations
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The abbreviation RT is used for Rogue Trader, Warhammer 40,000 First edition, from which many interesting weapons, armour, equipment and races (e.g. Squats) have been dropped in later editions. This is my attempt to bring some of these lost things back to life. e) Disclaimer This document is completely unofficial and in no way endorsed by Games Workshop or Ground Zero Games. I recognise that terms such as Space Marine, Warboss, Eldar, Tau, Necron and Tyranid are trademarks of Games Workshop. Further, terminology from SGII (for example Quality, Confidence, Open and Closed shifts) are the intellectual properties of Ground Zero Games.

1) Army Organisation
a) Structure In 40K an army consists of five distinct unit types:

HQ Elites Troops Fast Attack Heavy Support

A 40K army must comprise at least 1 HQ unit and 2 Troops units. This rather blows the SGII concept of Squad/Platoon/Company/Battalion/Regiment organisation out of the water. Some armies are organised in the SGII manner (Imperial Guard) but most are not. Armies MUST be organised in some way. If they are not, they become mere rabble and could never accomplish their missions. So, to mimic some command level organisation use the following:

HQ choices have First Level (Company) command authority. Elite choices have Second Level (Platoon) command authority. Troops/Fast Attack/Heavy Support choices have Third Level (Squad) command authority.

In addition, named characters, regardless of position/role within the army's background, can also have some command authority. Usually these characters are HQ choices but some (like Ultramarines Scout Sergeant Telion who should be a Troops choice and therefore restricted to Squad command authority) could be granted command authority one level higher than normal. Famous HQ choices, including Ork Warlord Ghazkull Thraka or Ultramarines Chapter Master Marneus Calgar, could have command authority one or more levels higher than Company level, i.e. up to Battalion or even Regimental Level. This should be decided and documented before play.

Communication between designated command levels is a standard leadership roll, per SGII. b) Tech Level SGII has specific rules for ECM, Fire Control, Sensors and Guided Missiles. It seems each can vary from army-to-army and even unit-to-unit within each army. To simplify all this, assign a Tech Level to the overall army and use this for most technical tests. For example Tech Level PRIMITIVE BASIC ENHANCED SUPERIOR Die Type Examples D4 Ancient-Mediaeval Lost Worlds/Tribal/Feral D6 Orks, Imperial Guard, Tyranids D8 Marines, Eldar, Chaos, Squats D10 Tau, Necrons

This could then be shifted one level UP for each army's "technical specialists" (Techmarines, Mekboyz, Imperial Guard Tech Priests). Use the Tech Level not just for ECM and so on but for repair rolls on damaged equipment and vehicles. NOTE: 40K 5th Edition does not go into great detail about which troops carry which equipment. Orks don't have communicators, for example, and a Vox Caster is a special piece of kit carried by Imperial Guard command squads. However, each race must have some sort of Tech Level: any race capable of interstellar travel should be capable of making a walkietalkie, for example. While this does not seem applicable to primitive cultures, there must be some game balance in assigning a D4 to these races. After all, there might be radio blindspots or magnetic anomalies on an alien world that could divert a guided missile or scramble an enemy's communication, if only for one activation. c) Motivation This should be scenario- or army-dependent. As a guideline:

LOW: animals, Gretchin, non-synapse-controlled Tyranids. MEDIUM: Most troops of all races. HIGH: All Marines, Imperial Demonhunters/Witch-hunters, Chaos, Tyranids.

NOTE: More examples are needed above. Applicable 40K USRs (see section 7): Fearless, Preferred Enemy, Stubborn Back to Contents.

2) Unit Stat Lines


The idea is to translate the 40K stat lines to something that can be used in SGII but keeping the "40k-flavour" of a stat line without the on-table counters.

a) Mobility (M) In 40K 5th edition, all Infantry move at 6", so they all have 6"/D6x2 for their Mobility.

Normal Troops: 6"/D6x2. Light Troops: 8"/D8x2 (e.g. Scouts, Kommandos, Eldar Rangers) 8"/D8x2. Jump Infantry: Up to 12"/D12x2 (See the RT Jump Pack rules in the Equipment section). Slow Power Armour: 6"/D6x2 (e.g. Terminator, Imperial Power Armour, Eavy Armour). Fast Power Armour: 8"/D8x2 (e.g. Eldar Aspect Armour, Tau Crisis Suits). Beasts/Cavalry/Riding Lizards: 8"/D8x2.

b) Quality (Q) Quality is needed for combat and the following SGII tests: Communication, Action Transfers, Rallying, Remove Suppression, Panic Tests, Confidence Tests, Reaction Tests. The question is: how to translate 40K stats to this? Start by totalling the model's "combat stats": WS, BS, S, T, W, I, A . These are supposed to measure the model's inate skills at ranged and assault combat plus how well they dish-out and take damage. (Ld and Sv will be used for different purposes later) and rate the stats as follows. Stat Quality Troop Type Creature Type Examples Range Die <= 10 D4 UNTRAINED FEEBLE Tyranid Spore Mine Gretchin, Tau Shield Drone, Imperial 11 - 16 D6 GREEN WEAK Guard Conscript Eldar, Marines, Imperial Guard (i.e. 17 - 23 D8 REGULAR DANGEROUS most humans), Ork Boyz Ork Warboss, Space Marine Captain, 24 - 30 D10 VETERAN VICIOUS Eldar Exarch Tyranid Hive Tyrant, Squat Warlord, > 30 D12 ELITE MONSTROUS Eldar Wraithlord NOTE: 40K allows many Monstrous Creatures which aren't trained soldiers by any stretch of the imagination. More descriptive terms for such creatures are shown in the chart above. c) Armour Value (AV) Based on the 40K Sv value of the model's armour. Note that no shift is applicable due to the model's Toughness (T is used as part of the Quality calculation and should not be counted twice).
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Armour Value Examples Die - D4 No armour, basic battledress, normal clothing 6,5 D6 Ork Armour, IG Flak, Mesh, Eldar Guardian Carapace, some Aspect Armour, Ork 'Eavy Armour, Marine Scout 4 D8 Armour 3 D10 Marine Powered Armour, some Aspect Armour, Squat Exo Armour 2 D12 Terminator Armour, Ork Mega Armour Sv If a model is equipped with energy armour and/or an Invulnerable Save then it gets its normal physical armour save (as above) and, if that fails, gets its 40K Invulnerable Save on D6. This seems the simplest option. Some such saves are listed in the Equipment - Armour section. Dreadnoughts are now classed as Vehicles, rather than very heavy armour. d) Leadership Value (LV)

40K Ld <= 6: gives an SGII LV of 3. (e.g IG Conscript, Gretchin, Gaunts). 40K Ld = 7, 8, 9: gives an SGII LV of 2 (e.g. Orks, Marines, Eldar, Imperial Guard). 40K Ld => 10 : gives an SGII LV of 1. (e.g. Space Marine Captains, Necrons, Tyranid Warriors).

e) Confidence Level (CL) To avoid a lot of mucking around at the start of the game, all units should start with a Confidence Level of CONFIDENT (CO). This can degrade over time. Degraded Confidence affects the actions a unit can take. However, you may still use the starting Confidence rules described in SGII to add some realism to the game (which 40K sorely lacks). Applicable 40K USRs (see section 7): Fearless, Stubborn, They Shall Know No Fear (Space Marine specific) f) Sample Unit Stat Lines Sample Space Marines stat lines Name Apothecary Assault Marine Captain Space Marine 40K Stat Total Mobility 23 6/D6x2 22 12/D12x2 29 6/D6x2 22 6/D6x2 Quality LV D8 2 D8 2 D10 1 D8 2 AV D10 D10 D10 D10 CL Special CO Equipped with Medi-pack CO Jump Infantry CO Combat Tactics [1]. W=3< CO -

Sample Agents of the Imperium stat lines Name Inquisitor Lord 24 Storm Trooper 18 Sample Battle Sisters stat lines Name 40K Stat Total Mobility Quality LV AV CL Special Battle Sister 18 6/D6x2 D8 2 D10 CO Sister Superior 19 6/D6x2 D8 2 D10 CO Sample Imperial Guard stat lines Name 40K Stat Mobility Quality LV AV CL Total 6/D6x2 6/D6x2 6/D6x2 6/D6x2 D8 D6 D8 D10 1 3 2 2 D6 CO Special 40K Stat Total Mobility Quality LV AV CL 6/D6x2 6/D6x2 D10 D8 1 2 D10 CO Special

Equipped with porta-rack. W=3 D8 CO -

Commissar 22 Conscript 15 Guardsman 17 Ogryn 24 Sample Eldar stat lines Name Avatar Dire Avenger Guardian Name Warrior Wych Archon

High Motivation. Summary Execution [1]. W=2 D6 CO D6 CO D6 CO W=3 AV D10 D8 D6 CL Special CO W=4 CO CO -

40K Stat Total Mobility Quality LV 41 6/D6x2 D12 1 21 6/D6x2 D8 2 18 6/D6x2 D8 2

Sample Dark Eldar stat lines 40K Stat Total Mobility Quality LV 21 6/D6x2 D8 2 22 6/D6x2 D8 2 31 6/D6x2 D12 2 AV CL Special D6 CO D6 CO D6 CO W=3 Special USR: Furious Charge. Mob Rule D6 CO [2] USR: Furious Charge. Mob Rule D8 CO [2] D6 CO W=2

Sample Orks stat lines Name 40K Stat Total Mobility Quality LV AV CL Ork Boy 18 Ard Boy 18 Nob 22 6/D6x2 6/D6x2 6/D6x2 D8 D8 D8 2 2 2

Sample Tau stat lines Name Fire Warrior Shas'la Kroot Crisis Shas'el 40K Stat Total Mobility Quality LV 15 6/D6x2 D6 2 19 6/D6x2 D8 2 25 6/D6x2 D10 2 AV D8 D4 D10 CL Special CO CO CO W=3

Sample Necrons stat lines Name 40K Stat Total Mobility Quality LV AV CL Special Warrior 20 6/D6x2 D8 1 D10 CO Scarab Swarm 16 6/D6x2 D6 1 D6 CO W=3 Sample Squats stat lines Name Squat Minor Hero Major Hero 40K Stat Total Mobility Quality LV 18 4/D4x2 D8 2 28 4/D4x2 D10 1 33 4/D4x2 D12 1 AV CL Special D6 CO D8 CO W=2 D8 CO W=3 AV D12 D10 D12 D10 CL Special CO W=4 CO CO CO -

Sample Chaos Space Marines stat lines Name Abaddon Chaos Space Marine Terminator Berzerker 40K Stat Total Mobility Quality LV 39 6/D6x2 D12 1 22 6/D6x2 D8 2 23 6/D6x2 D8 1 24 6/D6x2 D10 2

Sample Tyranids stat lines Name Warrior Gaunt 40K Stat Total 22 18 Mobility Quality LV AV CL 6/D6x2 6/D6x2 6/D6x2 D8 D8 D8 1 3 1 Special

Genestealer 23 Sample Xenos stat lines Name Enslavers Ambull Lashworm Catachan Brainleaf Creeper

D6 CO Synapse Creature [1]. W=2 Low Motivation if out of Synapse D6 CO range. D6 CO -

40K Stat Mobility Quality LV AV CL Special Total 24 6/D6x2 D10 1 D4 CO Psyker. W=3 Can tunnel and deployed as 26 6/D6x2 D10 2 D8 CO hidden. W=3 Attacks cover 2" range from 9 6/D6x2 D4 3 D4 CO base 11 19 6/D6x2 6/D6x2 D6 D8 3 3 D4 CO Deploy as hidden D4 CO Attacks cover a 6" range from base. W=3

For a full list, see SGII Statlines and Xenos Statlines.


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These SGII statlines were generated from CSV files by the scripts statline_generator and statline_generator_xenos respectively. Back to Contents.

3) Confidence and Reaction Summary


a) Basic System Confidence and Reaction use the same basic mechanism. The main difference between the two tests is that a failed Confidence Test reduces the unit's CL, while a failed Reaction Test does not. The basic mechanism is: Roll Quality Die vs. the squad (or squad leader's) Leadership Value (LV) modified for a Threat Level (TL), if any. A roll HIGHER than the LV+TL is a success; any other roll fails. b) RT Psychology NOTE: This might be a start point for working out "alien-human" psychological differences. Make a Reaction Test to avoid these effects if the unit is subject to them.

Frenzy: Must charge nearest enemy; shift up one die in assault combat, cannot be routed; must follow-through on retreating enemy. Fear: May not charge, routs automatically if charged, rout test if attacked by weapons it fears. Units may also cause fear, as determined before the game. If so, they have a Terror Effect (similar to flamers) which should be taken into account. Hatred: Must move towards hated enemy: must charge hated enemy as soon as in reach: cannot be routed by hated enemy. Confusion: Shift down one die for ALL tests; half movement; may not be form a detached element; no psychic attacks. Panic: Make a Reaction test if attacked while already in close assault. If the test is failed, the unit's Confidence Level immediately drops one level. Stupidity: Units affected by stupidity take a Reaction Test at the beginning of its activation. If it fails one of the following effects apply: it stops fighting even if in an assault combat; it forgets its orders and makes a combat move in a random direction but not towards an enemy unit; the unit remains stationary, staring blankly into the sky. Animosity: A unit cannot cooperate with one or more units on its own side. It must make a Reaction Test if there are friendly units within charge reach or two range bands, unless enemy troops are closer. If the Reaction Test is failed, the unit must shoot at or attempt to charge the friendly unit.

c) Alien Psychology SGII was designed to simulate SF combat between human armies, where the psychology is not that much different from today. Alien races were to be the subject of a supplement which
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was to address the typical "humans in funny suits as aliens" stereotypes seen in many SF movies and literature. 40K doesn't even attempt that but here are some very limited suggestions on how some 40K races might react in different situations.

Space Marines are trained not to grieve over fallen comrades until after the battle is won. A Space Marine unit would not take confidence tests if receiving casualties. Eldar are a bit different. The Eldar race is dying out. Each Eldar trooper slain will never be replaced by the natural birth rate. Eldar might be driven into a frenzy to retrieve their fallen comrades' spirit stones or have their confidence shattered if they take even one casualty. Orks don't seem to care either way. So long as there are enough Boyz they are Fearless and don't mind taking a kicking if the enemy is stronger than they are. However, Orks are known to bear a grudge, so the Animosity rules above could apply. Chaos Marines, again, don't care about fallen comrades. However they may be subject to Frenzy and Hatred and even Confusion or Stupidity, depending on their Chaos allegiance and patron-demons. Necrons are killing machines so would not take confidence tests on receiving casualties particularly if they have the (insane) "We'll be back!" rule. However, the "Phase out" rule could be applied as a lowering of CL to Routed, as the Necron Warriors flee the battle. Tyranids are vicious alien monsters. They do not care about casualties, as any dead Tyranids are reabsorbed and rebuilt after the battle. These creatures may be subject to Frenzy. Lesser Tyranids may be subject to Stupidity, Confusion or Fear if out of contact ("Synapse Range") with a more powerful creature. Tau are not great at 40K close combat. They may be subject to Fear (when charged) or Panic if charged while already in assault combat.

Obviously, these rules will need a lot more work. Back to Contents.

4) Movement Summary 40K Additions


a) 40K Troop Types Special Rules

Jump Infantry: Jump Infantry can cross intervening terrain with no penalty. See the RT Jump Pack rules in the Equipment section 10b for more information. Stealthy Units: Space Marine Scouts, Eldar Rangers, Ork Kommandos and so on can be placed and played as SGII Hidden Units.

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Mounted Troops: 40K allows cavalry on the future battlefields and such riders are also permitted in SGII. Cavalry, riding lizards and similar creatures have a D8"/D8x2 Mobility die.

b) Applicable 40K USRs (see section 7) Fleet, Move Through Cover, Skilled Rider, Relentless, Slow and Purposeful, Turbo Boosters, Infiltrate, Scouts, Rage c) Special Weapons

Pistol, Assault and Rapid Fire: may move and fire as normal. 40K Heavy Weapons: May move OR fire. If the figure or squad moves, the weapon may not be fired. Turning to aim does not count as movement, however. Optionally, troops with heavy weapons are slowed down 1 die type (usually down to 4"/D4x2) unless wearing Power, Mega, Aspect, Terminator, Crisis or Broadside Armour. The Relentless and Slow and Purposeful USRs can negate the move-or-fire restriction; troops equipped with Suspensors (described in the Equipment section 10) can negate the Mobility restriction but not the move-or-fire restriction (unless armoured as above as well!). Ordnance Weapons: must be vehicle- or platform-mounted. If platform-mounted (e.g. Ork Kannon or Eldar grav-platforms) Mobility die is reduced one die type.

Back to Contents.

5) Ranged Combat 40K Additions


a) Applicable 40K USRs (see section 7) Eternal Warrior, Feel No Pain, Vulnerable to Blasts/Templates, Swarms, Stealth, Stubborn, Fearless, Tank Hunters. b) Multi-wound Models If a model has more than one Wound on its 40K profile, it may take more than one wound before it dies. These wounds need to be recorded on the unit roster. In APPENDIX 1 (WH40K 5th Edition to SGII Stat Lines) these wound totals have been added to the Special column for all models with more than one 40K Wound. For example, a Space Marine Captain has three Wounds in 40K. If the Captain takes two wounds, he is OK. The third wound will put him out of the fight (or until attended by a Medic). c) Area Weapons (40K Blast weapons) 40K uses a lot of area-effect or blast weapons. How to hit a single point if firing individually and not as support fire to the rest of the squad's small arms fire? This is particularly important for, say, Space Marine Devastator Squads and those troops equipped with some of the more interesting grenade types from RT.

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Missile must be targeted at a single recognisable point (e.g. a figure in the target unit, a corner of a building) but not simply at an empty patch of ground. Firer rolls Quality Die + Firepower Die. Target rolls its Range Die. MISS (attacker's rolls both > target's roll) = missile is completely off target. MINOR HIT = missile deviates D6" at D12 o'clock; only count missile's firepower into squad's small-arms if the deviation still lands covering the target unit. MAJOR HIT = spot on!

d) Close Only Weapons NOTE: The specification of "Close Only" for some 40K weapons was entirely the designer's choice, based on what seemed right and could be scripted easily when converting 40K stats to SGII. Please feel free to ignore this restriction if it seems wrong. Small-arms fire in SGII allows some weapons to fire quite long distances, based on the Quality of the trooper firing. A Space Marine (Quality 8) could fire a boltgun to range bands of 8", 16", 24", 32" and 40", which significantly exceeds the maximum 40K range of a boltgun (24"). This is not a problem as we are playing SGII, not 40K. However, Pistols and some short ranged weapons have a "Close Only" range limitation. In SGII this would mean they are only effective to one range band, as determined by the firer's Quality. Of course this has a negative impact on some weapons and troops. For example, an Eldar Guardian is armed with a Shuriken Catapult with a 40K range of 12". However, the SGII "Close Only" rule would restrict this Guardian to a one range band, or just 8" which obviously reduces the effectiveness of this trooper. To counteract this, the weapon may be fired into the next range band higher to a maximum of its listed range. The Guardian's range bands are 8", 16", 24", 32" and 40". He may fire the Shuriken Catapult to its maximum range of 12", which is within the second range band, but not up to 16" (the furthest distance of the second range band). The other side of the coin is the Imperial Guard Hot-shot Laspistol. This has a maximum 40K range of 6". If fired by a Commissar with Quality D8, whose first range band should be 8", the Hot-shot Laspistol is still restricted to its maximum 6" range, rather than the 8" permitted by the Commissar's Quality. e) Allocating Casualties SGII allows very detailed casualty allocation. This works well in small games but slows down larger ones. These ideas combine some of SGII's ideas with those from 40K.

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For ranged combat use the SGII "Quick and Dirty" casualty allocation rules. Any models wounded are assumed to be out of the fight for the rest of the game or until attended by a medic. As per 40K, the player whose squad has taken the casualties can decide which models are removed. f) Ammunition Supplies for Heavy Weapons SGII recommends missile launchers and similar have a supply of only three missiles per launcher. 40K does not apply such limits except in very rare cases. Accordingly, in these rules you may assume an unlimited ammunition supply for missile and grenade launchers. 30000+ years of weapon development have made such missiles smaller but no less powerful than their modern (in this case ancient) counterparts. Back to Contents.

6) Assault Combat 40K Additions


a) Applicable 40K USRs (see section 7) Counter-attack, Eternal Warrior, Feel No Pain, Furious Charge, Hit and Run, Preferred Enemy, Stubborn, Fearless b) Multi-wound Models If a model has more than one Wound on its 40K profile, it may take more than one wound before it dies. These wounds need to be recorded on the unit roster. In APPENDIX 1 (WH40K 5th Edition to SGII Stat Lines) these wound totals have been added to the Special column for all models with more than one 40K Wound. For example, a Space Marine Captain has three Wounds in 40K. If the Captain takes two wounds, he is OK. The third wound will put him out of the fight (or until attended by a Medic). c) Close-assault Specialists A model's basic number of attacks from its 40K statline have already been factored in when determining the model's Quality. For those troops who carry more than one close-combat weapon (Ork Boyz with Slugga/Choppa, Assault Marines with Bolt Pistol/Chainsword, among others), SHIFT UP ONE in assault combat. d) Grenades in Assault Troops equipped with Frag, Krak, Stikkbombs, Plasma and Photon grenades are assumed to throw these as they start an assault. SHIFT UP ONE on the turn they initiate a charge. This has no effect if they are charged. d) 40K Power Weapons Power weapons in 40K allow no armour save. In SGII, there is no armour save allowed in any close assault. Use the following rules for power weapons

Shift up one die for power weapon equipped troops in close assault.

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Troops that lose a combat (i.e. are "down" and marked with a white skull marker) roll D6 to see if they survive: 1-3 = Dead; 4,5 = Wounded; 6 = OK. (This wound-chart is deadlier than the normal assault combat wound chart.)

e) Mounted-vs-foot Combats If a Mounted trooper attacks an Infantry trooper, shift the Mounted trooper's Quality die UP one, to simulate the height advantage. If attacking another Mounted trooper, or a model of approximately equal size, there is no shift applicable. Back to Contents.

7) 40K Universal Special Rules


This section attempts to convert the 40K USRs to SGII terminology and effects.

Counter-attack: The unit need not take a Confidence Test if assaulted. Eternal Warrior: Fated to survive. May ignore the first KILL roll from fire combat (i.e. Impact Roll > 2xArmour Roll) and/or the first DEAD roll in assault combat (i.e. loses a combat and rolls 1-2 on the D6 effect roll). Fearless: The unit may ignore Threat Levels in Confidence and Reaction Tests. Feel No Pain: Shift Armour Die up one if shot at. If already at AV D12, this ability allows a reroll of the Armour Die. If losing an assault, roll D6: 1 = Dead; 2-3 = Wounded; 4-6 = OK. Fleet: Shift Mobility die one die type up (usually up to D8). Furious Charge: Shift Quality up one die on the charge. If Quality already at D12 (either innate or for other special rules) this rule allows the Quality die to be rerolled. Hit and Run: May break off from an assault without taking a Confidence Test. Infiltrate: May be deployed as Hidden Units. Move Through Cover: Count Poor terrain as Clear. Night Vision/Acute Senses: Counts as Enhanced Sensors (D8) when spotting hidden units. If already classed as having Enhanced Sensors, shift up one die type (to D10). Preferred Enemy: In close combat, roll an extra Quality die against the preferred enemy and take the higher roll. Rage: Must move towards the nearest enemy and assault as soon as possible. Relentless: May move-AND-fire Heavy Weapons. Scouts: After all deployment is complete, Scouts may make a normal move before the first activation. If both sides have Scouts roll 1D6 for each scout unit and the highest roll may make the first move (reroll ties).
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Skilled Rider: Count Poor terrain as Clear and Difficult terrain as Poor. This assumes Bikes are High-mobility wheeled vehicles, Jetbikes are Grav vehicles and horses, riding lizards etc count as Normal Infantry. Slow and Purposeful: Count as Relentless but must roll two Mobility dice and take the higher roll to determine distance moved. For a combat move, multiply the higher roll by 2. Stealth: Trained to make best use of cover and always count as In Position when fired at or on the first round in which they are assaulted. Stubborn: Count has having HIGH Mission Motivation, therefore does not test for first suppression, taking casualties, abandoning casualties. Swarms: Tiny creatures which count as having Stealth (in position) but are also Vulnerable to Blasts/Templates. Tank Hunters: Shift Impact up one die type when firing at or assaulting vehicles. If attacked by a vehicle (e.g. 40K Tank Shock) automatically passes any associated Confidence or Reaction test. Turbo Boosters: Bikes or Jetbikes equipped with boosters may move 24" (twice the normal 12" for all vehicles) but may not shoot. If shot at, the firer's Quality die is shifted down one level to account for aiming at fast moving targets. Vulnerable to Blasts/Templates: For infantry, shift Armour Die down one level if hit by area-effect weapons (e.g. frag missiles, flamers, Tyranid Venom Cannon). For vehicles, penetrating hits destroy the vehicle if the attacker's roll is greater than the vehicle's armour roll (rather than twice the armour roll).

Back to Contents.

8) Equipment - Weapons
a) Converting 40K weapons to SGII Technically, any 40K "Heavy" weapon that is carried by an infantry squad is a Support Weapon. Any weapons which should be vehicle or platform mounted would qualify as SGII Heavy Weapons. Optionally, those weapons restricted to Terminators would also be an SGII Heavy Weapon. To translate 40K weapon profiles from Name, Range, Strength, Armour Piercing, Type, ROF, Special Features to SGII ratings of Name, Range Limit, Firepower, Impact The following conversion rules-of-thumb may be used:

All 40K Pistols have "Close Only" range limitation.

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All 40K weapons with Range 12" have "Close Only" range limitation. All 40K Template weapons can have Fear/Terror power. All 40K Ordnance weapons are vehicle-mounted SGII Heavy Weapons. Ordnance weapons follow SGII Artillery Fire rules.

Conversion Tables Base Impact and Firepower STR Base Impact Base Firepower 1 D4 0.5 2 - 3 D6 1 4 - 6 D8 1 7 - 9 D10 2 10 D12 3 Impact shift by Armour Piercing AP Impact Shift - -1 6,5 None 4,3 +1 2 +2 Firepower shift by Rate of Fire ROF Firepower Shift 1 0 Rapid,2 +1 3 +2 4+ +3 Shift by Type Weapon Class Firepower Shift Impact Shift> Heavy +1 +1 Ordnance +2 +1 b) Sample Weapons Following these rules and using the bash script weapon_converter following are some examples of converted weapons: Imperial Weapons (Space Marines, Imperial Guard, Imperial Agents) Weapon Bolt pistol Boltgun Flamer Impact Firepower Type Range Special D8 1 Pistol 12 Close Only D8 3 Rapid_Fire 24 D8 1 Assault Template Terror
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Plasma gun D12 Laspistol D6 Ork Weapons Weapon Big shoota Grot blasta Shoota Slugga

4 1

Rapid_Fire 24 Pistol 12

Gets Hot! Close Only

Impact Firepower Type D8 3 Assault D6 1 Assault D8 2 Assault D8 1 Pistol

Range Special 36 12 Close Only 18 12 Close Only Range Special 24 12 Close Only 48 Blast Twin-linked Range Special 18 12 Close Only 36 Lance

Chaos Marine Weapons Weapon Storm bolter Bolt Pistol Havoc Launcher Eldar Weapons Weapon Avenger shuriken catapult Shuriken catapult Bright lance Dark Eldar Weapons Weapon Dark Lance Splinter Pistol Splinter Rifle Weapon Gauss Flayer Gauss Blaster Particle Whip Tau Weapons Weapon Pulse Rifle Pulse Carbine Vespid Neutron Blaster Kroot Rifle Tyranid Weapons Weapon Deathspitter Fleshborer Impact Firepower Type Range Special D8 3 Assault 18 D8 1 Assault 12 Close Only
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Impact Firepower Type D8 2 Assault D8 1 Pistol D10 D8 Heavy

Impact Firepower Type D8 2 Assault D8 2 Assault D12 D10 Heavy

Impact Firepower Type D12 D10 Heavy D6 1 Pistol D6 3 Rapid_Fire Impact Firepower Type D8 3 Rapid_Fire D10 2 Assault D12 D12 Ordnance

Range Special 36 12 Close Only 24 Range Special 24 24 24 Blast Range Special 30 18 Pinning 12 Close Only 24 -

Necron Weapons

Impact Firepower Type D8 3 Rapid_Fire D8 1 Assault D10 1 Assault D8 3 Rapid_Fire

Impaler Cannon D12

Assault 24

c) RT Weapons Some weapons that got dropped in later versions of 40K.

Weapon Autogun Handflamer

Impact Firepower Type Range Special D8 2 Rapid_Fire 32 SGII Low-tech assault rifle D8 1 Assault 4 Terror, 3 shots only, Close Only Hits immobilised for rest of game, Webber --Pistol 8 Close Only Heavy 2" area. Hits immobilised for rest of --Heavy 24 Webber game 1.5" area. Hits shift MOBILITY Graviton Gun --Assault 16 DOWN ONE for rest of game A full list can be found in SGII - 40K Weapons . d) 40K Special Weapons Rules The 40K special weapons rules govern the wide variety of weapons in the 40K universe. Some make sense, others do not and some allow tiny varitions in a weapon's effects that are only rarely used. These exceptions make can 40K difficult to play. The special weapons rules are: Rapid Fire, Assault, Heavy, Pistol, Ordnance, Template, Normal Blast, Large Blast, Pinning, Gets Hot!, Twin-linked, Rending, Sniper, Barrage, Melta, Lance. These special rules translate to SGII terminology as follows.

Rapid Fire, Assault and Pistol: standard SGII small-arms but Pistols have the "Close Only" range limitation. Heavy Weapons: May move OR fire (turning to aim does not count as movement). Optionally, shift Mobility down one die type. Template: have the Terror power (whether a flamer or stream of Tyranid grubs is irrelevant: both can squeeze between gaps in armour and are equally nasty). Blast Weapons: have a 3" diameter (1.5" radius). Large Blast Weapons: have 5" diameter (2.5" radius). Pinning weapons: Reaction Test (TL2). Move towards nearest cover if failed. Sniper: Units hit by sniper fire are automatically suppressed, even if they suffer no casualties. Rending: Double the Impact roll vs. all targets.
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Twin-linked: at point-targets roll two Firepower dice and take the highest; at dispersed targets, count the Firepower twice. Barrage: High trajectory fire. Use SGII rules for Artillery. Lance: Downgrade vehicle Armour Value one level. Melta: Double the Impact roll against vehicles if firing from less than half range. Gets Hot!: If Firepower die roll is 1 or 2 the weapon has overheated and may not fire next turn. Optionally, if Impact vs. Armour roll wins, the firer is wounded. Ordnance: Very heavy weapons which must be vehicle- or platform-mounted.

e) RT Grenades Many interesting grenade types were dropped from later editions of 40K. Here are some suggested SGII equivalents. Name Frag Krak Melta Plasma Toxin Knockout Stumm IMPACT D6 D10 D12 D10 D12 D6 D6 AREA 1.5" -1" 1.5" 1.5" 1.5" 1.5" SPECIAL Use on vehicles, dreadnoughts, buildings Power/Aspect/Terminator/Crisis/Broadside/Sealed Suit troops are immune. Others are debilitated for the turn (shift all tests down 1) if they fail a Quality test at target number 4. Radius of effect must be secretly recorded. Rad-suits provide complete protection. Power/Aspect/Terminator/Crisis/Broadside armour may not (scenario specific). Use on vehicles, dreadnoughts. Roll as for vehicles; may lead to suspension damage, immobilised or destruction (or at least out-of-action until repaired). No effect on Power/Aspect/Terminator/Crisis/Broadside armour. Make save if eye-protection worn. Otherwise roll Quality: 1-3 Blinded; 4-5: Dazzled for D3 turns; 6-8: Dazzled 1 turn; 9+ OK Blinded troops may move randomly or stay still and automatically lose assaults. Dazzled troops shift down 1 for all actions and movement. Destroys all plant-matter. No shooting or moving through the cloud. If in the area, troops act as blinded by Photon grenade. Sensors/ECM are blocked. As Blind grenade but Sensors/ECM are not blocked. Power/Aspect/Terminator/Sealed Suit/Crisis/Broadside troops are immune. All others may do nothing that turn on a
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Radiation

D10

D3"

Haywire

D8

1.5"

Photon

--

1.5"

Anti-plant Blind Smoke Choke

-----

1.5" 1.5" 1.5" 1.5"

Hallucinogen --

1.5"

Scare Tanglefoot

---

1.5" 2"

D6 roll of 4+. Power/Aspect/Terminator/Sealed Suit/Crisis/Broadside troops are immune. All others may do nothing for the rest of the game on D6 roll of 4+. Power/Aspect/Terminator/Sealed Suit/Crisis/Broadside troops are immune. Other troops make Quality test and confidence drops to Broken if failed. Move at half rate in area, vehicles also have direction when leaving area indicated determined on D12"

Back to Contents.

9) Equipment - Armour
a) Armour Value D4 (40K Sv -)

None Basic Battle Dress Normal Clothing/Skin/Fur

b) Armour Value D6 (40K Sv 5+ or 6+)


RT Flak RT Mesh RT Primitive Plate Armour (shift Mobilty die down one due to encumbrance) Eldar Guardian and Ranger Armour Imperial Guard Flak (all models) Ork Flak Squat Flak Dark Eldar (Archon, Dracon, Hellion, Mandrake, Scourge, Sybarite, Warrior) Shield (shift AV up 1 if combined with other armour)

c) Armour Value D8 (40K Sv 4+)


RT Flak+Mesh (shift Mobilty die down one due to encumbrance) Carapace Armour (Squat and Imperial Guard) Dark Eldar Reaver Eldar Armour (Dire Avenger, Fire Dragon, Howling Banshee, Swooping Hawk) Ork 'Eavy Armour (Flash Gitz, 'Ard Boyz, Nobs)

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Tau Fire Warrior (Shas'la, Shas'ui) Space Marine Scout Armour (Scouts and Sergeants) Imperial Guard Stormtroopers (and Veteran Sergeants)

d) Armour Value D10 (40K Sv 3+)


Space Marine Power Armour Battle Sister Power Armour Chaos Space Marine Power Armour Eldar Armour (Dark Reaper, Exarchs, Shining Spear, Striking Scorpion, Warp Spider) Squat Exo Armour Tau Crisis Suits (all types)

e) Armour Value D12 (40K Sv 2+)


Ork Mega-armour Space Marine Terminator Armour Space Marine Artificer Power Armour Chaos Space Marine Terminator Armour Tau Broadside Armour (Shas'ui, Shas'vre)

f) Energy Armour and Invulnerable Saves


RT Refractor Field D6 5,6 RT Conversion Field D6 4,5,6 (plus blinding flash with diameter equal to the Firepower of the weapon that hit the shield) RT Displacer Field D6 4,5,6 (and displaced D6" at D12 o'clock) RT Stasis Field (automatically saves but model is out for one full turn) Iron Halo D6 4,5,6 Rosarius D6 5,6 Cybork Body D6 5,6 Combat Shield 6 Terminator Storm Shield 3,4,5,6

Back to Contents.

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10) Equipment - Other Items


Included here are some of the interesting bits from Rogue Trader that got missed out of later editions. a) Basic Kit Breathing Apparatus: Gives immunity to Choke, Knockout, Scare gases and hard vacuum. Various types e.g. gas masks, nose filters, bionic lungs or even gills (allows breathing underwater). Power/Aspect/Terminator/Crisis/Broadside armour are assumed to include breathing apparatus of a type suitable to that armour and the race that makes it. Communicator: from the basic walkie-talkie, throat-mikes and ear-beads, tiny commlinks built into helmets, up to backpack rigs with planet-wide transmission/reception capability. Assume that all suits of Power/Aspect/ Terminator/Crisis/Broadside armour have these built in and for all other races that there is at least one per squad (unless Orks have to shout REALLY LOUD). Flash Protection: Various types including visors, goggles, eye-drops and built in to Power/Aspect/Terminator/Crisis/Broadside armour. Give a D6 save of 4,5,6 vs. blinding attacks. Infravision devices: Allow the wearer to see body heat, through soft cover, in darkness or through smoke but NOT Blind grenades. May be goggles, visors or (rarely) built into Power/Aspect/Terminator/Crisis/Broadside armour. Count as Enhanced Electronic Sensors (D8) when trying to spot hidden troops. Las-cutter: Impact D12 when used to attack buildings/vehicles. Very heavy, shift Mobility down 1 die type. A low-tech Ork equivalent is the Burna. Sealed suit: A loose-fitting gas- and virus-proof suit which is worn over the trooper's normal clothing. Grants immunity to gas and virus grenades. However, if the wearer is hit (but not wounded) in combat, make a Tech Level roll vs. Target number of 3. If this is failed (i.e. roll <= 3) the suit is punctured and useless until repaired. If the target is hit AND wounded, assume the suit is automatically punctured. This level of protection is assumed to be built in to Power/Aspect/Terminator/Crisis/Broadside armour. Rad suit: A loose-fitting radiation-proof suit which is worn over the trooper's normal clothing. Grants immunity to rad grenades and other background or weaponised radiation sources. However, if the wearer is hit (but not wounded) in combat, make a Tech Level roll vs. Target number of 3. If this is failed (i.e. roll <= 3) the suit is punctured and useless until repaired. If the target is hit AND wounded, assume the suit is automatically punctured. Note: Power/Aspect/Terminator/Crisis/Broadside armour are not necessarily considered radiationproof. Cameleoline: Mimetic-camouflage fabric or paint that blends with its background, rendering the wearer almost invisible. If a hidden trooper is equipped with Cameleoline and a spot attempt is made, the wearer rolls TWO quality dice and takes the higher result to compare against the spotter's quality and sensor dice rolls.

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RT Jump Pack: Maximum jump distance is 12" and can clear obstacles up to human height. Higher obstacles can be cleared with a corresponding decrease in horizontal distance (typically 8" for single-storey buildings or 4" for higher obstacles). Make combat moves of 1D12x2, 1D8x2 and 1D4x2 respectively. To land "on target" make a Quality roll for the unit, target number 2 (+0 TL for an 12" long jump; +1 for 8" medium jump; +2 for a 4" high jump). If this roll fails, the unit deviates from the target point by D6" at D12 o'clock. If making a combat move and one of the dice roll a 1, then one of the squad lands badly and may take a wound. Roll Impact of D8 vs. the jumper's Armour Value. If Impact > Armour, the jumper is wounded. RT Flight Pack: May be controlled manually or by spinal/neural/psychic link from Power/Aspect/Terminator/Crisis/Broadside Armour. Can lift one human-sized flyer and some kit (including one heavy weapon). Mobility die D12. Combat move D12x2. Can hover in place. If attempting risky manoeuvres, make a Quality die test with a base target of 2. Threat Levels can be agreed in play. RT Gravity-chute: the 40K paratrooper's kit. The wearer can be air-inserted from a flying vehicle at any height and will land safely. Roll a Quality die test, Target number 2, to see if the unit lands at the designated point. If this roll is failed, the unit will scatter 2D6" at D12 o'clock and may land in poor or impassable terrain. Porta-rack: a torture and interrogation device. If used to interrogate captive enemy, the questioner may count his Quality die one higher to account for the device's effects. b) Technical Kit Bioscanner: Detects lifeforms within a range of 10" and a 4" diameter from the chosen point. Counts as Enhanced Electronic Sensors (D8) when trying to spot hidden troops. If the army or the user is already at this Tech Level (D8) or higher, shift one level up when equipped with this device (maximum D12). Energy Scanner: Detects energy emissions within a range of 10" and a 4" diameter from the chosen point. Counts as Enhanced Electronic Sensors (D8) when trying to spot hidden vehicles. If the army or the user is already at this Tech Level (D8) or higher, shift one level up when eqipped with this device (maximum D12). Rad-counter: Detects radiation and strength within a range of 18" and a 4" diameter from the chosen point. Targeter: The firer may reroll the Quality die (taking the higher result) when firing a weapon equipped with a targeter at a point target. Suspensor: Small anti-grav devices which may be attached to weapons and other gear to neutralise weight penalties. One suspensor is needed to offset one Mobility die penalty. c) Medical Kit Medi-pack: Battle-field first aid kit. Heal wounds, neutralise drugs or counter the effects of gas weapons. Comes in many forms, from the Narthecium and Reductor of the Space Marine Apothecaries, through an Ork Painboy's Urty Syringe, to the swarms of healing microbes and insectoids of the Tyranids.
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Frenzon drugs: Injected or ingested before or during the battle to cause fear, hatred, confusion or frenzy (perhaps others) in the taker. Immune: A drug which provides short term (e.g. 24 hours or one standard day) immunity to disease (but not poison). Stimulant: A wake-up drug which cancels confusion effects. Stumm antidote: Negates the incapacitating effects of stumm gas. Websolvent: Used to disolve webbing from web pistols and heavy webbers. All troops equipped with Webbers or Heavy Webbers have a supply of this solvent. d) Bionics Arm: Shift one die up in close assault due to the crushing strength of the arm. Such bionics may also include a built in weapon (hand flamers are a favourite!) Leg: Shift one die up in close assault due to the incredible round-house kicks these limbs can deliver. If the model has two bionic legs, it may jump up to 12" horizontally or 6" vertically. Ears: Count as Enhanced Sensors (D8) when attempting to spot hidden enemy units. If the user is already at this Tech Level or higher, shift one die UP (maximum D12). Eyes: Count as Enhanced Sensors when attempting to spot hidden enemy units. If the user is already at this Tech Level or higher, shift one die UP (maximum D12). May also have one built-in function chosen from: infra-vision; targeter; flash-protection;bio-scanner; energyscanner. Back to Contents.

11) Epilogue - including downloads


a) To Do List The following areas still need to be addressed

Vehicles Psykers Alien Psychology

I'm sure there are many others! There will be more to come after these rules have been tested. b) Download If you like what you've seen here, you may wish to download the entire ruleset as a PDF file. SGII meets 40K pdf format ruleset. Simply right click on the above link and select Save As.
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c) Questions, Comments and Flames If you have any questions or comments about these rules, please email me at the address below: colinabrett@yahoo.co.uk Please keep flames to a minimum but I will happily accept constructive criticism. I'm particularly interested in any extensions to these rules, especially for those armies whose 40K Codex I don't own. (And I'm definitely not buying!) Colin Brett Back to Contents.

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12) Appendices - Charts, Tables and Shell Scripts

APPENDIX 1: WH40K 5TH EDITION TO SGII STAT LINES


Space Marines stat lines
Army Tech Level: Enhanced (D8) Army Motivation: High 40K Stat Total Apothecary 23 Assault Marine 22 Captain 29 Name Chaplain Master of the Forge Company Champion Honour Guard Librarian Scout Scout Sergeant 24 24 24 23 25 22 23 Mobility Quality LV AV CL 6/D6x2 D8 12/D12x2 D8 6/D6x2 D10 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 8/D8x2 8/D8x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 D10 D10 D10 D8 D10 D8 D8 D8 D8 D8 D8 D8 2 2 1 1 1 2 1 2 2 2 2 2 2 2 2 Special

D10 CO Equipped with Medi-pack D10 CO Jump Infantry D10 CO Combat Tactics [1]. W=3 USR: Fearless. Liturgies of D10 CO Battle [2]. W=2 Tech Level D10 with reroll. D12 CO W=2 D10 CO D12 CO D10 CO Psyker. W=2 USRs: Infiltrate, Move D8 CO Through Cover, Scouts USRs: Infiltrate, Move D8 CO Through Cover, Scouts D8 CO Mindlock [3] D10 CO D12 CO Tech Level D10 D12 CO USR: Slow and Purposeful D10 CO -

Servitor 17 Space Marine 22 Techmarine 22 Terminator 23 Veteran Sergeant 23

And They Shall Know No Fear: All Space Marine characters and units never test for panic (like veterans/elites), ignore first suppression test (due to High motivation) and ignore the first drop in Confidence (from whatever source). Combat Squads: Any Space Marine squad can form a detatched element at any time without spending an action (though the player should still state it's happening). Further, activating detatched Marine elements do not need a successful action transfer from the squad leader. [1] Combat Tactics: With a Captain on-table, any Space Marine unit may choose to fail any Confidence or Reaction test and abide by the result. This does not require a Communications Test. [2] Liturgies of Battle: allow the Chaplain (and his unit) to reroll Quality dice on the turn they initiate an assault
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[3] Mindlock: If not controlled by a Techmarine, Servitors must make a Quality roll (TN3) or do nothing that turn Space Marines have, in some ways, been downgraded to a Quality of REGULAR, rather than the more realistic (if 40K could be described as such) VETERAN or ELITE Quality. This is because SGII would not field an entire army of highly skilled power armoured troops. Rather, instead of a Space Marine strikeforce, an SGII "Army of the Imperium" would consist of Imperial Guard Platoon(s) with an attached squad of Space Marines as their elites. Hopefully, by sticking to the SGII principle of "most troops are REGULARS with Quality of D8", 40K-SGII will gain some game balance. Also this restores some of the original 40K background. There are one million worlds in the Imperium and 1000 Marine Chapters of 1000 Brother Marines. That's one million Space Marines or one to guard each world. An entire Battle Company of Marines would not be deployed to a single warzone unless the situation was desperate. The Space Marine special rules, adapted from 40K to SGII terminology, will hopefully make REGULAR Marines more special than the REGULAR grunts of other armies. If, however, you want to play an "Army of the Imperium", base your force on Imperial Guard or their allies, and field a couple of Marine squads with their Quality upgraded to VETERAN or ELITE.

Back to Contents or Sample Unit Stat Lines.

Space Marine Black Templars stat lines


Army Tech Level: Enhanced (D8) Army Motivation: High Name Castellan Cenobyte Emperors Champion Initiate Marshal Neophyte 40K Stat Total Mobility Quality LV 28 6/D6x2 D10 2 19 6/D6x2 D8 2 27 6/D6x2 D10 1 22 6/D6x2 D8 2 29 6/D6x2 D10 1 20 6/D6x2 D8 2 AV D10 D8 D12 D10 D10 D8 CL Special CO W=2 CO CO W=2 CO CO W=3 CO -

Back to Contents or Sample Unit Stat Lines.

Space Marine Blood Angels stat lines


Army Tech Level: Enhanced (D8) Army Motivation: High Army Tech Level: Enhanced (D8) Army Motivation: High Name 40K Stat Total Mobility Quality LV AV CL Special Death Company 23 6/D6x2 D8 2 D10 CO Back to Contents or Sample Unit Stat Lines.

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Space Marine Dark Angels stat lines


Army Tech Level: Enhanced (D8) Army Motivation: High Name Chaplain Company Master Interrogator-Chaplain Librarian Ravenwing Biker Veteran 40K Stat Total Mobility Quality LV 28 6/D6x2 D10 2 29 6/D6x2 D10 1 29 6/D6x2 D10 1 28 6/D6x2 D10 2 22 6/D6x2 D8 2 23 6/D6x2 D8 2 AV D10 D10 D10 D10 D10 D10 CL Special CO W=2 CO W=3 CO W=3 CO Psyker. W=2 CO Jetbike mounted? CO -

Back to Contents or Sample Unit Stat Lines.

Space Marine Space Wolves stat lines


Army Tech Level: Enhanced (D8) Army Motivation: High Name Wolf Guard Battle Leader Blood Claw Blood Claw Biker Fenrisian Wolf Grey Hunter Iron Priest Long Fang Rune Priest Thrall Wolf Guard Wolf Lord Wolf Priest 29 20 20 19 22 28 22 29 18 23 30 29 40K Stat Total Mobility Quality LV AV CL 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 D10 D8 D8 D8 D8 D10 D8 D10 D8 D8 D10 D10 2 2 2 2 2 2 2 2 2 2 1 1 D10 CO W=2 D10 D10 D6 D10 CO CO CO CO Tech Level D10. W=2 Psyker. W=2 W=3 W=2 Special

D12 CO D10 D10 D6 D10 D10 D10 CO CO CO CO CO CO

Back to Contents or Sample Unit Stat Lines.

28

Agents of the Imperium stat lines


Army Tech Level: Enhanced (D8) Army Motivation: High Name 40K Stat Total 19 18 30 Mobility Quality LV AV CL 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 D8 D8 D10 D10 D8 D10 D8 D10 D8 D8 D8 2 2 2 2 2 1 2 1 2 2 2 D4 CO D8 CO D4 CO W=4 D4 CO W=2 D6 CO D4 CO W=2 Equipped with porta-rack. D8 CO W=2 Equipped with porta-rack. D10 CO W=3 D4 CO W=2 D8 CO D8 CO Special

Arco-flagellant Crusader Daemonhost Death Cult 25 Assassin Henchman 17 Imperial Assassin 28 Inquisitor Inquisitor Lord 22 24

Priest 20 Storm Trooper 18 Warrior Henchman 18

Back to Contents or Sample Unit Stat Lines.

Grey Knights stat lines


Army Tech Level: Enhanced (D8) Army Motivation: High Name Grand Master Grey Knight Brother-Captain Grey Knight Terminator Justicar 40K Stat Total Mobility Quality LV 30 6/D6x2 D10 1 23 6/D6x2 D8 2 24 6/D6x2 D10 1 24 6/D6x2 D10 1 24 6/D6x2 D10 2 AV D12 D10 D12 D12 D10 CL Special CO W=3 CO CO CO CO -

Back to Contents or Sample Unit Stat Lines.

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Battle Sisters stat lines


Army Tech Level: Enhanced (D8) Army Motivation: High Name Battle Sister Canoness Celestian Celestian Superior Mistress Palatine Seraphim Seraphim Superior Sister Repentia Sister Superior 40K Stat Total Mobility 18 6/D6x2 25 6/D6x2 20 6/D6x2 21 6/D6x2 21 6/D6x2 23 6/D6x2 20 12/D12x2 21 12/D12x2 20 6/D6x2 19 6/D6x2 Quality LV D8 2 D10 1 D8 2 D8 2 D8 1 D8 2 D8 2 D8 2 D8 3 D8 2 AV D10 D10 D10 D10 D8 D10 D10 D10 D8 D10 CL Special CO CO W=3 CO CO CO CO W=2 CO Jump Infantry CO Jump Infantry CO CO -

Back to Contents or Sample Unit Stat Lines.

Imperial Guard stat lines


Army Tech Level: Basic (D6) Army Motivation: Medium Name Commissar 40K Stat Mobility Quality LV AV CL Total 22 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 8/D8x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 D8 D6 D8 D8 D8 D10 D8 D10 D10 D6 D8 D6 D8 D8 D8 D8 D8 1 3 2 2 2 2 2 2 2 3 2 2 2 2 2 2 2 D6 CO Special

Conscript 15 Guardsman 17 Hardened Veteran 18 Hardened Veteran 19 Sergeant Heroic Senior Officer 24 Junior Officer 18 Ogryn 24 Ogryn Bone'ead 25 Ratling 16

High Motivation. Summary Execution [1]. W=2 D6 CO Low Motivation D6 CO D6 CO D6 CO D6 D6 D6 D6 CO CO CO CO W=3 W=3 W=3 USR: Infiltrate. Go To Ground [2] USR: Fleet. Cavalry Psyker W=2 -

D6 CO D6 D6 D6 D6 D8 CO CO CO CO CO

Rough Rider 17 Sanctioned Psyker 15 Senior Officer 23 Veteran Sergeant 18 Stormtrooper 18 Stormtrooper Veteran 19 Sergeant Techpriest Enginseer 17

D8 CO D10 CO Tech Level D8

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[1] Summary Execution: If a Confidence Test is failed, the Commissar executes the Squad leader and assumes command. Confidence does not drop that turn [2] Go to Ground: Ratlings always count as In Position when in cover

The author does not own the most up-to-date Imperial Guard, Daemonhunters, Witchhunters, or Chapter-specific Space Marine Codexes, so the above special rules may no longer be in effect. If you would like to contribute to this project, please see my contact details in the Epilogue section. Back to Contents or Sample Unit Stat Lines.

Eldar stat lines


Army Tech Level: Enhanced (D8) Army Motivation: High Name Autarch Avatar Dark Reaper Death Jester Dire Avenger Exarch Farseer Fire Dragon Guardian Harlequin Howling Banshee Phoenix Lord Ranger Shadowseer Shining Spear Striking Scorpion Swooping Hawk Troupe Master Warlock Warp Spider Wraithguard Wraithlord 40K Stat Total Mobility Quality LV 30 6/D6x2 D10 1 41 6/D6x2 D12 1 21 6/D6x2 D8 2 24 6/D6x2 D10 2 21 6/D6x2 D8 2 25 6/D6x2 D10 2 25 6/D6x2 D10 1 21 6/D6x2 D8 2 18 6/D6x2 D8 2 23 6/D6x2 D8 2 21 6/D6x2 D8 2 36 6/D6x2 D12 1 19 6/D6x2 D8 3 23 6/D6x2 D8 2 21 6/D6x2 D8 2 21 6/D6x2 D8 2 21 6/D6x2 D8 2 23 6/D6x2 D8 1 20 6/D6x2 D8 2 21 6/D6x2 D8 2 25 6/D6x2 D10 1 38 6/D6x2 D12 1 AV D10 D10 D10 D4 D8 D10 D4 D8 D6 D4 D8 D12 D6 D4 D10 D10 D8 D4 D4 D10 D10 D10 CL Special CO W=3 CO W=4 CO CO CO CO CO Psyker. W=3 CO CO CO CO CO W=3 CO CO CO CO CO Jump Infantry CO CO Psyker CO Jump Infantry CO CO W=3

The author does not own the most up-to-date Eldar Codex, so can't adapt any special rules to this SGII army. If you would like to contribute to this project, please see my contact details in the Epilogue section. Back to Contents or Sample Unit Stat Lines.

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Dark Eldar stat lines


Army Tech Level: Enhanced (D8) Army Motivation: High Name Archon Beastmaster Dracon Grotesque Haemonculus Hellion Hellion Succubus Incubi Master Incubi Mandrake Reaver Reaver Succubus Scourge Sybarite Warrior Warp Beast Wych Wych Archite Wych Dracite Wych Succubus 40K Stat Total Mobility Quality LV 31 6/D6x2 D12 2 22 6/D6x2 D8 2 26 6/D6x2 D10 2 18 6/D6x2 D8 3 23 6/D6x2 D8 2 22 6/D6x2 D8 2 23 6/D6x2 D8 2 24 6/D6x2 D10 2 22 6/D6x2 D8 2 21 6/D6x2 D8 2 24 6/D6x2 D10 2 25 6/D6x2 D10 2 21 6/D6x2 D8 2 22 6/D6x2 D8 2 21 6/D6x2 D8 2 20 6/D6x2 D8 3 22 6/D6x2 D8 2 32 6/D6x2 D12 2 27 6/D6x2 D10 2 23 6/D6x2 D8 2 AV D6 D6 D6 D4 D6 D6 D6 D10 D10 D6 D8 D8 D6 D6 D6 D6 D6 D6 D6 D6 CL Special CO W=3 CO CO W=2 CO W=2 CO W=2 CO CO CO CO CO CO CO CO CO CO CO CO CO W=2 CO W=2 CO -

The author does not own the most up-to-date Dark Eldar Codex, so can't adapt any special rules to this SGII army. If you would like to contribute to this project, please see my contact details in the Epilogue section. Back to Contents or Sample Unit Stat Lines.

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Orks stat lines


Army Tech Level: Basic (D6) Army Motivation: Medium 40K Stat Mobility Total Ard Boy 18 6/D6x2 Big Mek 22 6/D6x2 Burna Boy 18 6/D6x2 Flash Git 22 6/D6x2 Gretchin 13 6/D6x2 Name Kommando 20 Loota Meganob Mek Nob Ork Boy Painboy 18 22 18 22 18 22 8/D8x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 Quality LV AV CL D8 D8 D8 D8 D6 D8 D8 D8 D8 D8 D8 D8 2 2 2 2 3 2 2 2 2 2 2 2 2 2 2 2 2 D8 D6 D6 D8 D4 CO CO CO CO CO Special USR: Furious Charge. Mob Rule [2] Tech Level D8 plus reroll. W=2 W=2 Low Motivation. Minesweepers [1] USRs: Infiltrate, Move Through Cover USRs: Furious Charge, Slow and Purposeful. Mob Rule [2]. W=2 Tech Level D8 USR: Furious Charge. Mob Rule [2]. W=2 USR: Furious Charge. Mob Rule [2] USR: Grants Feel no Pain to the unit it is with. Equipped with Urty Syringe. W=2 W=2 Jump Infantry USR: Furious Charge. Mob Rule [2]. Waaagh! [3]. W=3 Psyker. W=2

D6 CO D6 CO D12 CO D6 CO D6 CO D6 CO D6 CO D6 CO D6 CO D6 CO D6 CO D6 CO

Runtherd 22 Stormboy 18 Tankbusta 18 Warboss Weirdboy


6/D6x2 D8 12/D12x2 D8 6/D6x2 D8 6/D6x2 6/D6x2 D10 D8

28 22

[1] Minesweepers: Gretchin Mobz may clear minefields (not normally possible in SGII) but lose 3D6 Grots in the process. [2] Mob Rule: Boyz Mobs with more than 11 Boyz are Fearless. This normally applies to all Orkz but this limitation is for a bit of game balance. [3] Waaagh!: Declared by the Warboss once per game on any activation after the first. All Furious Charge units get Fleet of Foot on that turn but if the combat move roll is a 1, a Boy takes a wound (Impact D8 vs. Armour Value).

Back to Contents or Sample Unit Stat Lines.

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Tau stat lines


Army Tech Level: Superior (D10) Army Motivation: Medium Name Broadside Shas'ui Broadside Shas'vre Crisis Shas'el Crisis Shas'o Crisis Shas'ui Crisis Shas'vre Ethereal Fire Warrior Shas'la Fire Warrior Shas'ui Gun Drone Kroot Kroot Hound Krootox Rider Marker Drone Shaper Shield Drone Sniper Drone Spotter Stealth Shas'ui Stealth Shas'vre Strain Leader Vespid Stingwing 40K Stat Total Mobility Quality LV 20 8/D8x2 D8 2 22 8/D8x2 D8 2 25 6/D6x2 D10 2 29 6/D6x2 D10 1 20 6/D6x2 D8 2 19 6/D6x2 D8 2 21 6/D6x2 D8 1 15 6/D6x2 D6 2 16 6/D6x2 D6 2 16 6/D6x2 D6 2 19 6/D6x2 D8 2 19 6/D6x2 D8 2 25 6/D6x2 D10 2 17 6/D6x2 D8 3 23 6/D6x2 D8 2 13 6/D6x2 D6 3 17 6/D6x2 D8 2 16 6/D6x2 D6 2 17 6/D6x2 D8 2 19 6/D6x2 D8 2 22 6/D6x2 D8 2 20 6/D6x2 D8 3 AV D12 D12 D10 D10 D10 D10 D4 D8 D8 D8 D4 D6 D6 D8 D6 D4 D8 D8 D10 D10 D6 D6 CL Special CO W=2 CO W=2 CO W=3 CO W=4 CO W=2 CO CO W=2 CO CO CO CO CO CO W=3 CO CO W=3 CO CO CO CO CO CO W=4 CO -

The author does not own the most up-to-date Tau Codex, so can't adapt any special rules to this SGII army. If you would like to contribute to this project, please see my contact details in the Epilogue section. Back to Contents or Sample Unit Stat Lines.

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Necrons stat lines


Army Tech Level: Superior (D10) Army Motivation: High Name 40K Stat Mobility Quality LV AV CL Total 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 D8 D8 D8 D10 D8 D10 D8 D6 D12 D12 D8 1 1 1 1 1 1 1 1 1 1 1 D10 CO D10 D10 D10 D10 D4 D10 CO CO CO CO CO CO Special USRs: Infiltrate, Move Through Cover. Terrifying Visage [1] W=3 Phase Shift [2], Wraithflight [3] USRs: Fearless. Soulless [4] USRs: Vulnerable to Blasts/Templates. W=3 W=5 W=5 USR: Fearless. Artificer [5]. W=2

Flayed Ones 23 Destroyer Immortal Lord Warrior Wraith Pariah Scarab Swarm Nightbringer Deceiver Tomb Spyder

21 21 28 20 28 23 16 42 39 23

D6 CO D8 CO D8 CO D10 CO

[1] Terrifying Visage: enemies shift Quality die down one in assault combat [2] Phase Shift: Grants 3: Invulnerable save on D6 [3] Wraithflight: treat all terrain as clear/good but can't stop in impassable terrain. [4] Soulless: Causes fear (TL2) in all units within 8" [5] Artificer: Make Scarabs. Needs Tech Level roll (TN3). If failed the Spyder takes a wound. We'll Be Back (optional): A wounded/damaged Necron (other than Scarab Swarms) may attempt to self-repair on its unit's next activation. Make a Tech Level test, Target Number 3. Modify this with a Threat Level of +1 if hit by Blast or Gets Hot! weapons, +2 hit by Power, Heavy or Melta Weapons, +3 if hit by Ordnance Weapons. If successful (i.e. roll higher than 3+TL) the Necron gets back into the fight. Phase Out (optional): If the We'll Be Back rule is in use, any Necron squad reduced to 25% of it starting strength has its Confidence immediately drop to Routed and vanishes from the battlefield.

The author does not own the most up-to-date Necron Codex, so the above special rules may no longer be in effect. If you would like to contribute to this project, please see my contact details in the Epilogue section. Back to Contents or Sample Unit Stat Lines.

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Squats stat lines


Army Tech Level: Enhanced (D8) Army Motivation: High Name Squat Champion Minor Hero Major Hero Warlord Warlord Exo Hearthguard Hearthguard Exo Engineer Guildmaster Ancestor Lord Warrior 40K Stat Total 18 22 28 33 33 33 21 21 28 38 18 Mobility Quality LV AV CL 4/D4x2 4/D4x2 4/D4x2 4/D4x2 4/D4x2 4/D4x2 4/D4x2 4/D4x2 4/D4x2 4/D4x2 4/D4x2 D8 D8 D10 D12 D12 D12 D8 D8 D10 D12 D8 2 2 1 1 1 1 1 1 1 1 2 D6 D6 D8 D8 D8 D10 D8 D10 CO CO CO CO CO CO CO CO Special

W=2 W=3 W=3 W=3 Tech Level D10 with D8 CO reroll. W=2 D8 CO Psyker. W=4 D6 CO -

There has been no official Squat Codex ever (as far as I am aware). The above stats are derived from RT and 40K Second Edition, just before the Squats were annihilated. If you would like to contribute to this project, please see my contact details in the Epilogue section. Back to Contents or Sample Unit Stat Lines.

Chaos Space Marines stat lines


Army Tech Level: Enhanced (D8) Army Motivation: High Name Abaddon Ahriman Aspiring Champion Aspiring Sorcerer Berzerker Biker Champion Chaos Biker Chaos Lord Chaos Space Marine Chaos Spawn Chosen Daemon Prince Fabius Bile Greater Daemon Huron Khorn 40K Stat Total Mobility Quality LV 39 6/D6x2 D12 1 29 6/D6x2 D10 1 23 6/D6x2 D8 1 23 6/D6x2 D8 1 24 6/D6x2 D10 2 23 6/D6x2 D8 1 22 6/D6x2 D8 2 30 6/D6x2 D10 1 22 6/D6x2 D8 2 22 6/D6x2 D8 1 22 6/D6x2 D8 1 36 6/D6x2 D12 1 30 6/D6x2 D10 1 33 6/D6x2 D12 1 30 6/D6x2 D10 1 34 6/D6x2 D12 1
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AV D12 D10 D10 D10 D10 D10 D10 D10 D10 D4 D10 D10 D10 D4 D10 D10

CL Special CO W=4 CO W=3 CO CO Psyker CO CO CO CO W=3 CO CO W=3 CO CO W=4 CO W=3 CO W=4 CO W=3 CO W=3

Lesser Daemon Lucius Noise Champion Noise Marine Obliterator Plague Champion Plague Marine Possessed Possessed Champion Raptor Skull Champion Sorcerer Terminator Terminator Champion Thousand Son Typhus

19 32 24 23 24 22 21 24 25 22 25 29 23 24 22 30

6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2

D8 D12 D10 D8 D10 D8 D8 D10 D10 D8 D10 D10 D8 D10 D8 D10

1 1 1 2 2 1 2 1 1 2 1 1 1 1 2 1

D4 D10 D10 D10 D12 D10 D10 D10 D10 D10 D10 D10 D12 D12 D10 D12

CO CO CO CO CO CO CO CO CO CO CO CO CO CO CO CO

W=3 W=2 Psyker. W=3 W=4

The author doesn't have any of the Chaos Codex supplements so can't adapt any of the special rules here. However, Chaos players may wish to try this random generation chart instead. Roll a D8 for each squad or character on the following chart depending on the Chaos affiliation of the army. D8 Roll 1 2-6 7 Khorne Animosity Psychology No Gift Rage USR Frenzy Psychology Nurgle Confusion Psychology No Gift Immune to all Diseases and Poisons Feel No Pain USR Slaanesh Panic Psychology No Gift Tzeentch Independent

Fear Psychology Stupidity Psychology No Gift Counter-attack USR Night Vision/Enhanced Senses USR

No Gift Cause Fear Hit and Run (TL1) USR Psychology Hatred Psychology Psyker

Back to Contents or Sample Unit Stat Lines.

Chaos Daemons stat lines


Army Tech Level: Basic (D6) Army Motivation: Medium Name Beast of Nurgle Bloodcrusher Bloodletter Bloodthirster Daemon Prince Daemonette 40K Stat Total Mobility Quality LV 19 6/D6x2 D8 1 24 6/D6x2 D10 1 20 6/D6x2 D8 1 41 6/D6x2 D12 1 35 6/D6x2 D12 1 20 6/D6x2 D8 1
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AV CL Special D4 CO W=2 D8 CO W=2 D4 CO D8 CO W=4 D4 CO W=4 D4 CO -

Flesh Hound Fury Great Unclean One Keeper of Secrets Khorne Herald Lord of Change Nurgle Herald Nurglings Pink Horror Plaguebearer Screamer

19 17 33 44 27 34 23 16 16 16 16

6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2

D8 D8 D12 D12 D10 D12 D8 D6 D6 D6 D6

1 1 1 1 1 1 1 1 1 1 1

D4 D4 D4 D4 D4 D4 D4 D4 D4 D4 D4

CO CO CO CO CO CO CO CO CO CO CO

W=5 W=4 W=2 W=4 W=2 W=3 -

The Chaos Gifts chart above can be used to add some character (beyond teeth and claws) to the daemons. Back to Contents or Sample Unit Stat Lines.

Tyranids stat lines


Army Tech Level: Basic (D6) Army Motivation: High Name Biovore Broodlord Carnifex Gargoyle Gaunt Genestealer 40K Stat Mobility Quality LV Total 18 6/D6x2 D8 3 33 6/D6x2 D12 1 27 6/D6x2 D10 1 18 6/D6x2 D8 1 18 23 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 D8 D8 D12 D8 D10 D10 D8 D4 D10 D8 D8 3 1 1 3 1 1 1 3 1 1 1 AV CL D6 D8 D10 D6 CO CO CO CO Special W=2 Synapse Creature [1]. W=3 W=4 USR: Move Through Cover. Low Motivation if out of Synapse range. USRs: Fleet, Infiltrate, Move Through Cover Synapse Creature [1]. W=4 USR: Move Through Cover. Low Motivation if out of Synapse range. W=2 W=2 USR: Move Through Cover. Low Motivation if out of Synapse range. W=3 W=2 Synapse Creature [1]. W=2 Synapse Creature [1]. W=2

D6 CO D6 CO D10 CO D6 CO D6 CO D6 CO D6 CO D4 D10 D6 D12 CO CO CO CO

Hive Tyrant 31 Hormagaunt 20 Lictor Ravener Ripper Swarm Spore Mine Tyrant Guard Warrior Zoanthrope

27 26 18 6 29 22 22

[1] Synapse Creature: controls lesser Tyranid beasts. Range = Quality Die type. Controlled creatures have High Motivation.

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Back to Contents or Sample Unit Stat Lines.

APPENDIX 2: XENOS STAT LINES


All the Xenos stat lines here are based on Rogue Trader.

Warp Creatures stat lines


Name Astral Hound Enslavers Psychneuein Adult Psychneuein Grub Vampires 40K Stat Total Mobility Quality LV 20 6/D6x2 D8 2 24 6/D6x2 D10 1 28 6/D6x2 D10 1 12 6/D6x2 D6 1 34 6/D6x2 D12 1 AV CL Special D4 CO Psyker D4 CO Psyker. W=3 D4 CO Psyker. W=2 D4 CO Psyker D4 CO Psyker. W=3

Alien Creatures stat lines


Name Ambull Carnivorous Sand Clam Catachan Devil Small Catachan Devil Medium Catachan Devil Large Catachan Face Eater Crawler Crotalid Cthellean Cudbear Dinosaur Small Dinosaur Medium Dinosaur Large Ferro-beast 40K Stat Total 26 19 30 36 44 14 14 19 31 26 31 34 20 Mobility Quality LV AV CL 6/D6x2 6/D6x2 6/D6x2 8/D8x2 D10 D8 D10 D12 2 3 1 1 1 1 3 2 1 3 3 3 2 2 2 2
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Special Can tunnel and deployed as hidden. W=3

D8 CO

D4 CO Deploy as hidden D6 CO W=4 D6 CO W=6 D6 CO W=8 D4 CO Deploy as hidden D4 CO Deploy as hidden D6 CO May appear at random. W=3 D6 CO W=3 D4 CO W=5 D4 CO W=6 D4 CO W=7 Attacks metal-bearing enemies. D6 CO W=2 D4 CO May fly D4 CO May fly. W=2 D4 CO May fly. W=3

10/D10x2 D12 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 8/D8x2 6/D6x2 4/D4x2 6/D6x2 8/D8x2 D6 D6 D8 D12 D10 D12 D12 D8 D8 D8 D10

Giant Insectoid 17 Small Giant Insectoid 21 Medium Giant Insectoid 25

Large Giant Spider Small Giant Spider Medium Giant Spider Large Grox Gyrinx Horse Riding

20 24 28 26 15 14

4/D4x2 6/D6x2 8/D8x2 6/D6x2 6/D6x2 8/D8x2 8/D8x2 8/D8x2 6/D6x2 8/D8x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 6/D6x2 4/D4x2

D8 D10 D10 D10 D6 D6 D6 D6 D4 D10 D6 D6 D8 D6 D4 D8

1 1 1 2 2 3 3 3 3 3 3 3 3 1 1 3

D4 CO Fling webs as per Webber D4 CO Fling webs as per Webber. W=2 D4 CO D6 CO D4 CO D4 CO D4 CO D4 D4 D4 D4 D4 D4 CO CO CO CO CO CO Fling webs as per Heavy Webber. W=3 W=3/td> Psychic pets May be ridden May pull Ordnance weapons but shift Mobility down one die (to D6). W=3 May be ridden and can attack Attacks cover 2 range from base May be ridden. W=3 Shape changers! May fly Flyers acting in flocks Swimmers acting in Swarm shoals. Vulnerable to Blasts/Templates Vulnerable to Blasts/Templates Attack by electric shocks. Slow moving. W=3

Horse Draught 16 Horse War Lashworm Riding Lizard Yamnan Mimic Ptera-squirrel Razorwing Rippy-fish Swarm Sunworm 16 9 26 15 15 17 12 4 20

D4 CO D4 CO D4 CO

Alien Plants stat lines


Name Catachan Brainleaf Creeper Floater Gas Fungus Rain Spores Spiker Spinethorn 40K Stat Mobility Quality LV AV CL Total 11 19 2 9 9 14 14 4/D4x2 0 4/D4x2 0 0 0 0 0 0 D6 D8 D4 D4 D4 D6 D6 D4 D4 3 3 3 3 3 3 3 3 3
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Special

D4 CO Deploy as hidden. W=3 D4 CO D4 CO D4 CO D4 CO D4 CO D4 CO D4 CO D4 CO Attacks cover a 6 range from base. W=3 Float on winds or in random direction Release 2 poison gas clouds if wounded Poison spores scatter over 3 area Attack Range 6. Wounded models turn into Spikers. W=2 Count as poor terrain and cause wounds with Impact D6 Count as Difficult terrain Count as Difficult terrain

Sponge Weed 5 Tangle Fungus 5

Thermotropic Vine

4/D4x2 0

D4 D12

3 3

Venus Mantrap 35

Count as Difficult terrain drawn to heat 20-30m tall. Six attacks. Wounds D4 CO cause entrapment. W=4 D4 CO

Back to Contents or Sample Xenos Stat Lines.

APPENDIX 3: 40K TO SGII WEAPON STATS


Space Marines SGII Weapon Stats
Weapon Assault cannon Astartes grenade launcher (Frag) Astartes grenade launcher (Krak) Autocannon Auxiliary grenade launcher (Frag) Auxiliary grenade launcher (Krak) Bolt pistol Boltgun Conversion beamer Conversion beamer Conversion beamer Cyclone missile launcher (Frag) Cyclone missile launcher (Krak) Deathwind launcher Dragonfire bolts Flamer Flamestorm Heavy bolter Heavy flamer Hellfire round Hellfire shell Kraken bolt Lascannon Meltagun Missile launcher (Frag) Missile launcher (Krak) Impact Firepower Type D12 D12 Heavy D6 D10 D12 D6 D10 D8 D8 D10 D12 D12 D10 D12 D10 D8 D8 D12 D12 D10 D4 D6 D10 D12 D10 D10 D12 3 3 D12 1 1 1 3 D8 D10 D12 D8 D12 D8 3 1 D8 D10 1 2.5 D4 3 D12 2 D6 D10
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Range Special 24 Rending Blast Blast Close Only Close Only Close Only Blast Blast Blast Blast -

Rapid_Fire 24 Rapid_Fire 24 Heavy Assault Assault Pistol Rapid_Fire Heavy Heavy Heavy Heavy Heavy Heavy 48 12 12 12 24 up to 18 18 to 42 42 to 72 48 48 12

Large Blast Close Only Rapid_Fire 24 Ignores Cover Assault Template Terror Heavy Template Terror Heavy 36 Assault Template Terror Rapid_Fire 24 Poisoned (2+) Heavy 36 Blast Poisoned (2+) Rapid_Fire 30 Heavy 48 Assault 12 Melta Close Only Heavy 48 Blast Heavy 48 -

Multi-melta Plasma cannon Plasma gun Plasma pistol

D12 D12 D12 D12

D10 D10 4 2 2 D6 2 D12 D12 D10 D8 D12 3

Heavy 24 Heavy 36 Rapid_Fire 24 Pistol Assault Heavy Assault Heavy Heavy Heavy Heavy Heavy 12 12 36 24 60 60 60 48 48

Shotgun D8 Sniper rifle D10 Storm bolter D8 Thunderfire cannon (Surface) D10 Thunderfire cannon (Airburst) D10 Thunderfire cannon D10 (Subterranean) Typhoon Missile launcher D10 (Frag) Typhoon Missile launcher D12 (Krak) Vengeance round D10 Back to Contents or Sample Weapons.

Melta Blast Gets Hot! Gets Hot! Gets Hot! Close Only Close Only Sniper Blast Blast Ignores Cover Blast Tremor Blast Gets Hot!

Rapid_Fire 18

Orks SGII Weapon Stats


Weapon Big shoota Boomgun Burna Dakkagun Deffgun Grot blasta Grotzooka Kannon (frag) Kannon (shell) Killkannon Kustom megablasta Lobba Rokkit launcha Shokk attack gun Skorcha Shoota Snazzgun Slugga Zzap gun Impact Firepower Type D8 3 Assault D12 D8 D10 D12 D6 D10 D10 D12 D12 D12 D10 D10 D12 D10 D8 D8 D8 D12 D12 1 2 D12 1 D10 D6 D10 D12 2 D8 2 D10 1 2 1 1 D6 Range Special 36 Large Blast. Vehicle/Platform Ordnance 36 Mounted Assault Template Terror Assault 18 Heavy 48 Assault 12 Close Only Heavy 18 Blast. Vehicle/Platform Mounted Heavy 36 Blast. Vehicle/Platform Mounted Heavy 36 Vehicle/Platform Mounted Large Blast. Vehicle/Platform Ordnance 24 Mounted Assault Heavy Assault Heavy Assault Assault Assault Pistol Heavy
42

24 48 24 60 Template 18 24 12 36

Gets Hot! Blast. Vehicle/Platform Mounted Large Blast Terror Close Only Vehicle/Platform Mounted

Back to Contents or Sample Weapons.

Imperial Guard SGII Weapon Stats


Weapon Autocannon Bastion-breacher Shells Boltgun Bolt Pistol Chem Cannon Demolition Charge Eradicator Nova Cannon Executioner Plasma Cannonn Exterminator Autocannon Flamer Grenade Launcher (Frag) Grenade Launcher (Krak) Heavy Bolter Heavy Flamer Heavy Stubber Hellfury Missiles Hot-shot Lasgun Hot-shot Laspistol Hydra Autocannon Inferno Cannon Lascannon Lasgun Laspistol Meltagun Melta Cannon Missile Launcher (Frag) Missile Launcher (Krak) Mortar Multi-laser Multi-melta Impact Firepower Type D12 D12 Heavy D12 D8 D8 D8 D12 D12 D12 D12 D8 D6 D10 D12 D10 D10 D10 D8 D8 D12 D12 D12 D6 D6 D10 D12 D10 D12 D10 D10 D12 D12 3 1 D4 2 D8 D12 D12 1 1 1 D10 1 D8 D6 3 1 D12 D8 D12 3 1 2 D10 D6 D10 D6 D10 D10 Heavy Range 48 48 Blast Special

Rapid_Fire 24 Pistol 12 Close Only Heavy Template Poisoned (2+) Terror Large Blast. One Shot Assault 6 Only. Close Only Heavy Heavy Heavy Assault Assault Assault Heavy Assault Heavy Heavy Rapid_Fire Pistol Heavy Heavy Heavy Rapid_Fire Pistol Assault Heavy Heavy Heavy Heavy Heavy Heavy
43

36 6 48

Large Blast Blast Close Only Twin-linked

Template Terror 24 24 36 Template 36 72 18 6 72 Template 48 24 12 12 24 48 48 48 36 24 Blast Terror Large Blast. One Shot Only Close Only Terror Close Only Melta. Close Only Melta. Blast Blast Blast. Barrage Melta

Multiple Rocket Pod Plasma Cannon Plasma Gun Plasma Pistol Punisher Gatling Cannon Ripper Gun Ripper Pistol Shotgun Sniper Rifle Storm Bolter Vanquisher Battle Cannon

D10 D12 D12 D12 D10 D8 D12 D6 D8 D8 D12

D6 D10 4 2 D12 3 3 2 D6 2 D10

Heavy Heavy Rapid_Fire Pistol Heavy Assault Pistol Assault Heavy Assault Heavy

24 36 24 12 24 12 12 12 36 24 72

Large Blast Blast. Gets Hot! Gets Hot! Gets Hot! Close Only Close Only Sniper. Close Only Close Only Sniper -

Back to Contents or Sample Weapons.

Imperial Agents SGII Weapon Stats


Weapon Autocannon Bolt pistol Bolter Combi-stake crossbow Exorcist missile Flamer Firearms Grenade launcher (frag) Grenade launcher (krak) Heavy bolter Heavy flamer Heavy stubber Hellgun Hellpistol Hunter-killer missile Inferno pistol Lascannon Las pistol Melta gun Missile launcher (frag) Impact Firepower Type Range Special D12 D12 Heavy 48 D8 1 Pistol 12 Close Only D8 3 Rapid_Fire 24 Wounds psykers on 2+ with D6 2 Assault 24 no save D12 D12 Heavy 48 D8 1 Assault Template no cover save Terror D8 3 Rapid_Fire 24 Gets Hot! D6 D10 D12 D10 D10 D6 D6 D12 D12 D12 D6 D10 D10 1 1 D10 1 D8 3 1 D10 2 D12 1 2 D6 Assault Assault Heavy Assault Heavy Rapid_Fire Pistol Heavy Pistol Heavy Pistol Assault Heavy
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24 24 36 Template 36 24 12 Unlimited 6 48 12 12 48

Blast no cover save Terror Close Only 2D6 armour pen. within 3 Close Only Close Only 2D6 armour pen. within 6 Close Only Blast

Missile launcher (krak) Mortar Multi melta Plasma cannon Plasma gun Plasma pistol Shotgun Sniper rifle

D12 D10 D12 D12 D12 D12 D6 D8

D10 D6 D10 D10 4 2 2 D6

Heavy Heavy Heavy Heavy Rapid_Fire Pistol Assault Heavy

48 48 24 36 24 12 12 36

Blast 2D6 armour pen. within 12 Blast Gets Hot! Gets Hot! Gets Hot! Close Only Close Only 2+ to hit 4+ to wound

Back to Contents or Sample Weapons.

Chaos Marines SGII Weapon Stats


Weapon Storm bolter Autocannon Blastmaster (Varied Frequency) Blastmaster (Single Frequency) Boltgun Bolt Pistol Doom Siren Flamer Heavy Bolter Heavy Flamer Lascannon Meltagun Missile Launcher (Frag) Missile Launcher (Krak) Multi-melta Plasma Cannon Plasma Gun Plasma Pistol Reaper Autocannon Sonic Blaster Battlecannon Demolisher Cannon Havoc Launcher Impact Firepower Type D8 2 Assault D12 D12 Heavy D10 D12 D8 D8 D10 D8 D12 D10 D12 D10 D10 D12 D12 D12 D12 D12 D12 D8 D12 D12 D10 2 D10 3 1 1 1 D10 1 D12 2 D6 D10 D10 D10 4 2 D12 2 D12 D12 D8 Assault Heavy Rapid_Fire Pistol Assault Assault Heavy Assault Heavy Assault Heavy Heavy Heavy Heavy Rapid_Fire Pistol Heavy Assault Ordnance Ordnance Heavy Range 24 48 36 48 24 12 Template Template 36 Template 48 12 48 48 24 36 24 12 36 24 72 24 48 Special

pinning Blast pinning Close Only Terror Terror Terror Melta Close Only Blast Melta Blast Gets Hot! Gets Hot! Gets Hot! Close Only Twin-linked or Heavy 3 Large Blast Large Blast Blast Twin-linked

Back to Contents or Sample Weapons.

45

Eldar SGII Weapon Stats


Weapon Avenger shuriken catapult Bright lance D-cannon Death spinner Dragon's breath flamer Exarch deathspinner Firepike Flamer Fusion gun Fusion pistol Hawk's talon Lasblaster Laser lance Eldar missile launcher (krak) Eldar missile launcher (plasma) Prism cannon (focussed) Prism cannon (dispersed) Pulse laser Ranger long rifle Reaper launcher Scatter laser Singing spear Shadow weaver Shrieker cannon Shuriken cannon Shuriken catapult Shuriken pistol Spinneret rifle Star lance Starcannon Sunrifle Tempest launcher Triskele Vibro cannon Wraithcannon Impact Firepower Type D8 2 Assault D12 D10 Heavy D12 D10 Heavy D8 2 Assault D10 1 Assault D8 4 Assault D10 2 Assault D8 1 Assault D10 2 Assault D10 2 Pistol D8 3 Assault D6 2 Assault D10 1 Assault D12 D10 Heavy D12 D6 Heavy D12 D12 Heavy D12 D8 Heavy D12 D12 Heavy D12 D12 Heavy D12 D10 Heavy D10 D12 Heavy D10 D12 Assault D10 D8 Heavy D8 3 Assault D8 3 Assault D8 2 Assault D8 1 Pistol D8 1 Assault D12 2 Assault D12 D10 Heavy D6 4 Assault D12 D8 Heavy D10 3 Assault D10 D6 Heavy D12 D6 Assault Range 18 36 24 12 Template 12 18 Template 12 6 24 24 6 48 48 60 60 48 36 48 36 12 48 24 24 12 12 18 6 36 24 36 12 36 12 Special Lance Blast Close Only Terror Close Only Melta Terror Melta Close Only Melta Close Only Lance Close Only Blast Pinning Blast Large Blast Sniper Pinning Close Only Blast Pinning Close Only Close Only Pinning Lance Close Only Pinning Blast Close Only Pinning Close Only

Back to Contents or Sample Weapons.

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Dark Eldar SGII Weapon Stats


Impact Firepower Type Blaster D12 2 Assault Dark Lance D12 D10 Heavy Destructor D8 1 Assault Disintegrator (maximum) D12 D10 Heavy Disintegrator (sustained) D12 D8 Heavy Shredder D8 1 Assault Splinter Cannon D8 4 Assault Splinter Pistol D6 1 Pistol Splinter Rifle D6 3 Rapid_Fire Stinger D6 3 Assault Terrorfex D6 3 Assault Back to Contents or Sample Weapons. Weapon Range 12 36 Template 36 24 12 24 12 24 12 12 Special Close Only Terror Blast Blast Close Only Close Only Close Only Blast Close Only

Tau SGII Weapon Stats


Weapon Burst Cannon Flamer Ion Cannon Kroot Rifle Kroot Gun Markerlight Missile Pod Plasma Rifle Pulse Rifle Pulse Carbine Pulse Pistol Fusion Blaster Railgun (solid) Railgun (submunition) Rail Rifle Seeker Missile Smart Missile System Vespid Neutron Blaster Impact Firepower Type D8 3 Assault D8 1 Assault D12 D12 Heavy D8 3 Rapid_Fire D12 4 Rapid_Fire D12 D10 Heavy D12 3 Assault D12 3 Rapid_Fire D8 3 Rapid_Fire D8 1 Assault D8 1 Pistol D10 2 Assault D12 D12 Heavy D12 D12 D12 D10 D10 D8 D8 D10 D12 1 Heavy Heavy Heavy Heavy Assault Range 18 Template 60 24 48 36 36 24 30 18 12 12 72 Special Terror Pinning Close Only Melta Close Only Large Blast Hammerhead 72 only 36 Pinning Unlimited 24 12 Close Only

Back to Contents or Sample Weapons.

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Tyranids SGII Weapon Stats


Weapon Acid Spray Barbed Strangler Brainleech Worms Bio-electric Pulse Bio-plasma Containment Spines Cluster Spines Deathspitter Devourer Flamespurt Fleshborer Fleshborer Hive Flesh Hooks Heavy Venom Cannon Impaler Cannon Ripper Tentacles Rupture Cannon Spike Rifle Spore Mine Cysts Spore Mine Launcher Spinefists Stinger Salvo Stranglethorn Cannon Strangleweb Thorax Swarm (Electroshock Grubs) Thorax Swarm (Desiccator Larvae) Thorax Swarm (Shreddershard Beetles) Venom Cannon Impact Firepower Type D10 1 Assault D8 1 Assault D8 4 Assault D8 4 Assault D12 2 Assault D8 4 Assault D8 1 Assault D8 3 Assault D8 3 Assault D10 1 Assault D8 1 Assault D8 4 Assault D8 2 Assault D12 3 Assault D12 3 Assault D8 4 Assault D12 4 Assault D6 1 Assault D10 4 Assault D10 1 Assault D6 D10 D8 D6 D8 D4 D6 D10 4 4 1 1 1 0.5 1 1 Assault Assault Assault Assault Range Template 36 18 12 12 18 18 18 18 Template 12 12 6 36 24 6 48 18 N/A 48 Special Terror Large Blast Pinning Close Only Blast Close Only Large Blast Terror Close Only Close Only Rending Close Only Blast Close Only Large Blast Barrage Large Blast Twin-linked Close 12 Only 18 36 Large Blast Pinning Template Pinning Terror

Assault Template Terror Assault Template Terror Assault Template Rending Terror Assault 36 Blast

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48

Necrons SGII Weapon Stats


Weapon Gauss Flayer Gauss Blaster Gauss Cannon Heavy Gauss Cannon Gauss Flux Arc Particle Whip Staff of Light Impact Firepower Type D8 3 Rapid_Fire D10 2 Assault D12 D10 Heavy D12 D12 Heavy D12 D12 Heavy D12 D12 Ordnance D10 3 Assault Range Special 24 24 36 36 12 Close Only 24 Blast 12 Close Only

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RT Weapon Stats
A list of few weapons that have been missed from later editions of Warhammer 40,000. Weapon Autogun Handflamer Impact Firepower Type Range Special D8 2 Rapid_Fire 32 SGII Low-tech assault rifle D8 1 Assault 4 Terror, 3 shots only, Close Only Hits immobilised for rest of game, Webber --Pistol 8 Close Only 2" area. Hits immobilised for rest Heavy Webber --Heavy 24 of game 1.5" area, Hits shift MOV DOWN Graviton Gun --Assault 16 ONE for rest of game Optionally Move or Fire due to Crossbow D8 0.5 Primitive 32 low ROF Bow D6 1 Primitive 24 Handbow D6 1 Primitive 16 Optionally Move or Fire due to Musket D4 0.5 Primitive 24 low ROF Antique Pistol D4 0.5 Primitive 12 Close Only Back to Contents or Sample Weapons.

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APPENDIX 4: statline_generator Bash script


This is a script used to convert 40K statlines to SGII statlines. The 40K statlines need to be in a CSV file (comma separated values) in the format shown below. I hope this is of interest to the UNIX/Linux types out there.
#!/bin/bash # # Usage: # statline_generator mystats.csv > sg2_statlines # The csv file should be of the form #CODEX SPACE MARINES,WS,BS,S,T,W,I,A,Ld,Sv,Special #Space Marine,4,4,4,4,1,4,1,8,3,#set -vx check_leadership() { ld40k=$1 if [ $ld40k -le 6 ] then lv=3 elif [ $ld40k -le 9 ] then lv=2 else lv=1 fi return } check_quality() { stats40k=$1 if [ $stats40k -le 10 ] then quality=D4 elif [ $stats40k -le 16 then quality=D6 elif [ $stats40k -le 23 then quality=D8 elif [ $stats40k -le 30 then quality=D10 elif [ $stats40k -gt 30 then quality=D12 return fi return } check_save() { 50

] ] ] ]

sv40k=$1 case $sv40k in -) av=D4;; 6) av=D6;; 5) av=D6;; 4) av=D8;; 3) av=D10;; 2) av=D12;; *) av=D4;; esac return } # # 40K Statline Variables # NAME=""; WS=""; BS=""; S=""; T=""; W=""; I=""; A=""; LD=""; SV="" # # SGII Statline Variables # base_move="6/D6x2"; base_co="CO"; total_stats=""; lv="";

quality=""; av=""

cat $1 | while read LINE do NAME=`echo $LINE | awk -F, '{print $1}' | sed -e 's/"//g'` echo $NAME | grep CODEX > /dev/null if [ $? = 0 ] then echo echo "$NAME STAT LINES" echo continue fi WS=`echo $LINE | awk -F, '{print $2}' | sed -e 's/"//g'` BS=`echo $LINE | awk -F, '{print $3}' | sed -e 's/"//g'` S=`echo $LINE | awk -F, '{print $4}' | sed -e 's/"//g'` T=`echo $LINE | awk -F, '{print $5}' | sed -e 's/"//g'` W=`echo $LINE | awk -F, '{print $6}' | sed -e 's/"//g'` I=`echo $LINE | awk -F, '{print $7}' | sed -e 's/"//g'` A=`echo $LINE | awk -F, '{print $8}' | sed -e 's/"//g'` LD=`echo $LINE | awk -F, '{print $9}' | sed -e 's/"//g'` SV=`echo $LINE | awk -F, '{print $10}' | sed -e 's/"//g'` SPEC=`echo $LINE | awk -F, '{print $11}' | sed -e 's/"//g'` total_stats=`expr $WS + $BS + $S + $T + $W + $I + $A` check_quality $total_stats check_leadership $LD check_save $SV echo NAME: $NAME \ 40kstats: $total_stats \ M: $base_move \ QUAL: $quality \ LV: $lv \ AV: $av \ CL: $base_co \ SPEC: $SPEC done

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Back to Contents or Sample Unit Stat Lines.

APPENDIX 5: statline_generator_xenos Bash script


This is a script used to convert 40K Aliens statlines to SGII statlines. The 40K statlines need to be in a CSV file (comma separated values) in the format shown below. It is similar to the statline_generator script with an additional field for the creature's special ablilities (if any). I hope this is of interest to the UNIX/Linux types out there.
#!/bin/bash # # Usage: # statline_generator_xenos my_alien_stats.csv > alien_statlines # The csv file should be of the form # CODEX XENOS STATLINES,WS,BS,S,T,W,I.A,LD,SV,SPECIAL # Ambull,5,0,5,5,3,5,3,8,4,Can tunnel and deployed as hidden #set -vx check_leadership() { ld40k=$1 if [ $ld40k -le 6 ] then lv=3 elif [ $ld40k -le 9 ] then lv=2 else lv=1 fi return } check_quality() { stats40k=$1 if [ $stats40k -le 10 ] then quality=D4 elif [ $stats40k -le 16 then quality=D6 elif [ $stats40k -le 23 then quality=D8 elif [ $stats40k -le 30 then quality=D10 elif [ $stats40k -gt 30 then quality=D12 return fi return }

] ] ] ]

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check_save() { sv40k=$1 case $sv40k in -) av=D4;; 6) av=D6;; 5) av=D6;; 4) av=D8;; 3) av=D10;; 2) av=D12;; *) av=D4;; esac return } # # 40K Statline Variables # NAME=""; WS=""; BS=""; S=""; T=""; W=""; I=""; A=""; LD=""; SV="" # # SGII Statline Variables # base_move="6/D6x2"; base_co="CO"; total_stats=""; lv="";

quality=""; av=""

cat $1 | while read LINE do NAME=`echo $LINE | awk -F, '{print $1}' | sed -e 's/"//g'` echo $NAME | grep CODEX > /dev/null if [ $? = 0 ] then echo echo "$NAME STAT LINES" echo continue fi WS=`echo $LINE | awk -F, '{print $2}' | sed -e 's/"//g'` BS=`echo $LINE | awk -F, '{print $3}' | sed -e 's/"//g'` S=`echo $LINE | awk -F, '{print $4}' | sed -e 's/"//g'` T=`echo $LINE | awk -F, '{print $5}' | sed -e 's/"//g'` W=`echo $LINE | awk -F, '{print $6}' | sed -e 's/"//g'` I=`echo $LINE | awk -F, '{print $7}' | sed -e 's/"//g'` A=`echo $LINE | awk -F, '{print $8}' | sed -e 's/"//g'` LD=`echo $LINE | awk -F, '{print $9}' | sed -e 's/"//g'` SV=`echo $LINE | awk -F, '{print $10}' | sed -e 's/"//g'` SPEC=`echo $LINE | awk -F, '{print $11}' | sed -e 's/"//g'` total_stats=`expr $WS + $BS + $S + $T + $W + $I + $A` check_quality $total_stats check_leadership $LD check_save $SV echo NAME: $NAME \ 40kstats: $total_stats \ M: $base_move \ QUAL: $quality \ LV: $lv \ AV: $av \ CL: $base_co \ SPEC: $SPEC

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done

Back to Contents or Sample Unit Stat Lines.

APPENDIX 6: weapon_converter Bash script


This is a script used to convert 40K Weapon statlines to SGII weapon profiles. The 40K statlines need to be in a CSV file (comma separated values) in the format shown below. I hope this is of interest to the UNIX/Linux types out there.
#!/bin/bash # # Usage: # weapon_converter myweapons.csv > new_sgii_weapons # The csv file used should be of the form # "CODEX ORKS",,,,,, # Name,Range,Strength,AP,Type,ROF,Special # "Big shoota",36,5,5,"Assault",3, # #set -vx get_bases() { s=$1 case $s in 1) impact=D4 ; firepower=0.5 ; support_firepower=4 ;; 2) impact=D6 ; firepower=1 ; support_firepower=4 ;; 3) impact=D6 ; firepower=1 ; support_firepower=6 ;; 4) impact=D8 ; firepower=1 ; support_firepower=6 ;; 5) impact=D8 ; firepower=1 ; support_firepower=8 ;; 6) impact=D8 ; firepower=1 ; support_firepower=8 ;; 7) impact=D10 ; firepower=2 ; support_firepower=10 ;; 8) impact=D10 ; firepower=2 ; support_firepower=10 ;; 9) impact=D12 ; firepower=3 ; support_firepower=12 ;; 10) impact=D12 ; firepower=3 ; support_firepower=12 ;; esac return } shift_impact() { wh40kstat=$1 base_impact=$2 #echo shift_impact $wh40kstat $base_impact case $wh40kstat in "-") case $base_impact in D4) impact=D4;; D6) impact=D4;; D8) impact=D6;; D10) impact=D8;; D12) impact=D10;; esac ;; 6);; # No shift for these APs 5);; # No shift for these APs 4) case $base_impact in D4) impact=D6;; D6) impact=D8;; 54

esac ;; 3) case $base_impact in D4) impact=D6;; D6) impact=D8;; D8) impact=D10;; D10)_impact=D12;; D12)_impact=D12;; esac ;; 2) case $base_impact in D4) impact=D8;; D6) impact=D10;; D8) impact=D12;; D10) impact=D12;; D12) impact=D12;; esac ;; *Heavy*) case $base_impact in D4) impact=D6;; D6) impact=D8;; D8) impact=D10;; D10) impact=D12;; D12) impact=D12;; esac ;; *Ordnance*) case $base_impact in D4) impact=D6;; D6) impact=D8;; D8) impact=D10;; D10) impact=D12;; D12) impact=D12;; esac ;; *);; esac } shift_firepower_rof() { wh40kstat=$1 base_firepower=$2 #echo shift_firepower $wh40kstat $base_firepower case $wh40kstat in 0.5) firepower=$base_firepower;; 1) firepower=$base_firepower;; "Rapid"|2) firepower=`echo "($base_firepower + 1)" | bc`;; 3) firepower=`echo "($base_firepower + 2)" | bc`;; *) firepower=`echo "($base_firepower + 3)" | bc`;; esac return } shift_firepower_type() { wh40kstat=$1 55

D8) impact=D10;; D10) impact=D12;; D12) impact=D12;;

base_firepower=$2 #echo shift_firepower $wh40kstat $base_firepower case $wh40kstat in "Rapid_Fire") firepower=`echo "($base_firepower + 1)" | bc`;; "Pistol"|"Assault") firepower=$base_firepower;; esac return } shift_support_firepower_rof() { wh40kstat=$1 base_firepower=$2 #echo shift_support_firepower $wh40kstat $base_firepower case $wh40kstat in "0.5"|1) support_firepower=$base_firepower;; 2|3) support_firepower=`echo "($base_firepower + 2)" | bc`;; *) support_firepower=`echo "($base_firepower + 4)" | bc`;; esac if [ $support_firepower -gt 12 ] then support_firepower=12 fi return } shift_support_firepower_type() { wh40kstat=$1 base_firepower=$2 #echo shift_support_firepower $wh40kstat $base_firepower case $wh40kstat in "Heavy") support_firepower=$base_firepower;; "Ordnance") support_firepower=`echo "($base_firepower + 2)" | bc`;; esac if [ $support_firepower -gt 12 ] then support_firepower=12 fi return } check_range() { e="$1" #echo check_range $e case $e in Pistol) rangelimit="Close Only";; 12) rangelimit="Close Only";; 6) rangelimit="Close Only";; Template) range="Template";; *) rangelimit="";; esac return } NAME="" RANGE="" STRENGTH="" 56

AP="" TYPE="" ROF="" SPECIAL="" impact="" firepower="" support_firepower="" rangelimit="" cat $1 | while read LINE do NAME=`echo $LINE | awk -F, '{print $1}' | sed -e 's/"//g'` echo $NAME | grep CODEX > /dev/null if [ $? = 0 ] then echo echo "$NAME SGII WEAPON STATS" echo continue fi RANGE=`echo $LINE | awk -F, '{print $2}' | sed -e 's/"//g'` STRENGTH=`echo $LINE | awk -F, '{print $3}' | sed -e 's/"//g'` AP=`echo $LINE | awk -F, '{print $4}' | sed -e 's/"//g'` TYPE=`echo $LINE | awk -F, '{print $5}' | sed -e 's/"//g'` ROF=`echo $LINE | awk -F, '{print $6}' | sed -e 's/"//g'` SPECIAL=`echo $LINE | awk -F, '{print $7}' | sed -e 's/"//g'` get_bases $STRENGTH case $TYPE in Heavy|Ordnance) # echo weapon type $TYPE shift_impact $AP $impact shift_impact $TYPE $impact shift_support_firepower_rof $ROF $support_firepower shift_support_firepower_type $TYPE $support_firepower firepower=D$support_firepower ;; *) # echo weapon type $TYPE shift_impact $AP $impact shift_impact $TYPE $impact shift_firepower_rof $ROF $firepower shift_firepower_type $TYPE $firepower ;; esac check_range $TYPE check_range "$RANGE" if [ "$rangelimit" = "Close Only" ] then SPECIAL=`echo $SPECIAL Close Only` fi if [ "$RANGE" = "Template" ] then SPECIAL=`echo $SPECIAL Terror` fi if [ "x$SPECIAL" = "x" ] then SPECIAL="-" fi

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echo "$NAME IMP: $impact FP: $firepower TYPE: $TYPE RNG: $RANGE SPEC: $SPECIAL" done

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