Quick links to the sections of this document.
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.
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:
The following minor deletions have been made:
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.
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.
In 40K an army consists of five distinct unit types:
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:
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.
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 | Die Type | Examples |
|---|---|---|
| PRIMITIVE | D4 | Ancient-Mediaeval Lost Worlds/Tribal/Feral |
| BASIC | D6 | Orks, Imperial Guard, Tyranids |
| ENHANCED | D8 | Marines, Eldar, Chaos, Squats |
| SUPERIOR | 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 walkie-talkie, 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 blind-spots or magnetic anomalies on an alien world that could divert a guided missile or scramble an enemy's communication, if only for one activation.
This should be scenario- or army-dependent. As a guideline:
NOTE: More examples are needed above.
Applicable 40K USRs (see section 7): Fearless, Preferred Enemy, Stubborn
Back to Contents.
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.
In 40K 5th edition, all Infantry move at 6", so they all have 6"/D6x2 for their Mobility.
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 Range | Quality Die | Troop Type | Creature Type | Examples |
|---|---|---|---|---|
| <= 10 | D4 | UNTRAINED | FEEBLE | Tyranid Spore Mine |
| 11 - 16 | D6 | GREEN | WEAK | Gretchin, Tau Shield Drone, Imperial Guard Conscript |
| 17 - 23 | D8 | REGULAR | DANGEROUS | Eldar, Marines, Imperial Guard (i.e. most humans), Ork Boyz |
| 24 - 30 | D10 | VETERAN | VICIOUS | Ork Warboss, Space Marine Captain, Eldar Exarch |
| > 30 | D12 | ELITE | MONSTROUS | Tyranid Hive Tyrant, Squat Warlord, 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.
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).
| Sv | Armour Value Die | Examples |
|---|---|---|
| - | D4 | No armour, basic battledress, normal clothing |
| 6,5 | D6 | Ork Armour, IG Flak, Mesh, Eldar Guardian |
| 4 | D8 | Carapace, some Aspect Armour, Ork 'Eavy Armour, Marine Scout Armour |
| 3 | D10 | Marine Powered Armour, some Aspect Armour, Squat Exo Armour |
| 2 | D12 | Terminator Armour, Ork Mega Armour |
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.
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)
Sample Space Marines stat lines
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Apothecary | 23 | 6/D6x2 | D8 | 2 | D10 | CO | Equipped with Medi-pack |
| Assault Marine | 22 | 12/D12x2 | D8 | 2 | D10 | CO | Jump Infantry |
| Captain | 29 | 6/D6x2 | D10 | 1 | D10 | CO | Combat Tactics [1]. W=3< |
| Space Marine | 22 | 6/D6x2 | D8 | 2 | D10 | CO | - |
Sample Agents of the Imperium stat lines
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Inquisitor Lord | 24 | 6/D6x2 | D10 | 1 | D10 | CO | Equipped with porta-rack. W=3 |
| Storm Trooper | 18 | 6/D6x2 | D8 | 2 | D8 | CO | - |
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 Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Commissar | 22 | 6/D6x2 | D8 | 1 | D6 | CO | High Motivation. Summary Execution [1]. W=2 |
| Conscript | 15 | 6/D6x2 | D6 | 3 | D6 | CO | - |
| Guardsman | 17 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Ogryn | 24 | 6/D6x2 | D10 | 2 | D6 | CO | W=3 |
Sample Eldar stat lines
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Avatar | 41 | 6/D6x2 | D12 | 1 | D10 | CO | W=4 |
| Dire Avenger | 21 | 6/D6x2 | D8 | 2 | D8 | CO | - |
| Guardian | 18 | 6/D6x2 | D8 | 2 | D6 | CO | - |
Sample Dark Eldar stat lines
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Warrior | 21 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Wych | 22 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Archon | 31 | 6/D6x2 | D12 | 2 | D6 | CO | W=3 |
Sample Orks stat lines
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Ork Boy | 18 | 6/D6x2 | D8 | 2 | D6 | CO | USR: Furious Charge. Mob Rule [2] |
| Ard Boy | 18 | 6/D6x2 | D8 | 2 | D8 | CO | USR: Furious Charge. Mob Rule [2] |
| Nob | 22 | 6/D6x2 | D8 | 2 | D6 | CO | W=2 |
Sample Tau stat lines
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Fire Warrior Shas'la | 15 | 6/D6x2 | D6 | 2 | D8 | CO | - |
| Kroot | 19 | 6/D6x2 | D8 | 2 | D4 | CO | - |
| Crisis Shas'el | 25 | 6/D6x2 | D10 | 2 | D10 | 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 | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Squat | 18 | 4/D4x2 | D8 | 2 | D6 | CO | - |
| Minor Hero | 28 | 4/D4x2 | D10 | 1 | D8 | CO | W=2 |
| Major Hero | 33 | 4/D4x2 | D12 | 1 | D8 | CO | W=3 |
Sample Chaos Space Marines stat lines
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Abaddon | 39 | 6/D6x2 | D12 | 1 | D12 | CO | W=4 |
| Chaos Space Marine | 22 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Terminator | 23 | 6/D6x2 | D8 | 1 | D12 | CO | - |
| Berzerker | 24 | 6/D6x2 | D10 | 2 | D10 | CO | - |
Sample Tyranids stat lines
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Warrior | 22 | 6/D6x2 | D8 | 1 | D6 | CO | Synapse Creature [1]. W=2 |
| Gaunt | 18 | 6/D6x2 | D8 | 3 | D6 | CO | Low Motivation if out of Synapse range. |
| Genestealer | 23 | 6/D6x2 | D8 | 1 | D6 | CO | - |
Sample Xenos stat lines
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Enslavers | 24 | 6/D6x2 | D10 | 1 | D4 | CO | Psyker. W=3 |
| Ambull | 26 | 6/D6x2 | D10 | 2 | D8 | CO | Can tunnel and deployed as hidden. W=3 |
| Lashworm | 9 | 6/D6x2 | D4 | 3 | D4 | CO | Attacks cover 2" range from base |
| Catachan Brainleaf | 11 | 6/D6x2 | D6 | 3 | D4 | CO | Deploy as hidden |
| Creeper | 19 | 6/D6x2 | D8 | 3 | D4 | CO | Attacks cover a 6" range from base. W=3 |
For a full list, see SGII Statlines and Xenos Statlines.
These SGII statlines were generated from CSV files by the scripts statline_generator and statline_generator_xenos respectively.
Back to Contents.
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.
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.
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 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.
Obviously, these rules will need a lot more work.
Back to Contents.
Fleet, Move Through Cover, Skilled Rider, Relentless, Slow and Purposeful, Turbo Boosters, Infiltrate, Scouts, Rage
Back to Contents.
Eternal Warrior, Feel No Pain, Vulnerable to Blasts/Templates, Swarms, Stealth, Stubborn, Fearless, Tank Hunters.
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).
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.
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.
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.
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.
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.
Counter-attack, Eternal Warrior, Feel No Pain, Furious Charge, Hit and Run, Preferred Enemy, Stubborn, Fearless
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).
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.
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.
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
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.
This section attempts to convert the 40K USRs to SGII terminology and effects.
Back to Contents.
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:
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 |
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 | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Bolt pistol | D8 | 1 | Pistol | 12 | Close Only |
| Boltgun | D8 | 3 | Rapid_Fire | 24 | - |
| Flamer | D8 | 1 | Assault | Template | Terror |
| Plasma gun | D12 | 4 | Rapid_Fire | 24 | Gets Hot! |
| Laspistol | D6 | 1 | Pistol | 12 | Close Only |
Ork Weapons
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Big shoota | D8 | 3 | Assault | 36 | - |
| Grot blasta | D6 | 1 | Assault | 12 | Close Only |
| Shoota | D8 | 2 | Assault | 18 | - |
| Slugga | D8 | 1 | Pistol | 12 | Close Only |
Chaos Marine Weapons
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Storm bolter | D8 | 2 | Assault | 24 | - |
| Bolt Pistol | D8 | 1 | Pistol | 12 | Close Only |
| Havoc Launcher | D10 | D8 | Heavy | 48 | Blast Twin-linked |
Eldar Weapons
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Avenger shuriken catapult | D8 | 2 | Assault | 18 | - |
| Shuriken catapult | D8 | 2 | Assault | 12 | Close Only |
| Bright lance | D12 | D10 | Heavy | 36 | Lance |
Dark Eldar Weapons
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Dark Lance | D12 | D10 | Heavy | 36 | - |
| Splinter Pistol | D6 | 1 | Pistol | 12 | Close Only |
| Splinter Rifle | D6 | 3 | Rapid_Fire | 24 | - |
Necron Weapons
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Gauss Flayer | D8 | 3 | Rapid_Fire | 24 | - |
| Gauss Blaster | D10 | 2 | Assault | 24 | - |
| Particle Whip | D12 | D12 | Ordnance | 24 | Blast |
Tau Weapons
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Pulse Rifle | D8 | 3 | Rapid_Fire | 30 | - |
| Pulse Carbine | D8 | 1 | Assault | 18 | Pinning |
| Vespid Neutron Blaster | D10 | 1 | Assault | 12 | Close Only |
| Kroot Rifle | D8 | 3 | Rapid_Fire | 24 | - |
Tyranid Weapons
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Deathspitter | D8 | 3 | Assault | 18 | - |
| Fleshborer | D8 | 1 | Assault | 12 | Close Only |
| Impaler Cannon | D12 | 3 | Assault | 24 | - |
Some weapons that got dropped in later versions of 40K.
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Autogun | D8 | 2 | Rapid_Fire | 32 | SGII Low-tech assault rifle |
| Handflamer | D8 | 1 | Assault | 4 | Terror, 3 shots only, Close Only |
| Webber | -- | -- | Pistol | 8 | Hits immobilised for rest of game, Close Only |
| Heavy Webber | -- | -- | Heavy | 24 | 2" area. Hits immobilised for rest of game |
| Graviton Gun | -- | -- | Assault | 16 | 1.5" area. Hits shift MOBILITY DOWN ONE for rest of game |
A full list can be found in SGII - 40K Weapons .
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.
Many interesting grenade types were dropped from later editions of 40K. Here are some suggested SGII equivalents.
| Name | IMPACT | AREA | SPECIAL |
|---|---|---|---|
| Frag | D6 | 1.5" | - |
| Krak | D10 | -- | - |
| Melta | D12 | 1" | Use on vehicles, dreadnoughts, buildings |
| Plasma | D10 | 1.5" | - |
| Toxin | D12 | 1.5" | - |
| Knockout | D6 | 1.5" | - |
| Stumm | D6 | 1.5" | 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. |
| Radiation | D10 | D3" | Radius of effect must be secretly recorded. Rad-suits provide complete protection. Power/Aspect/Terminator/Crisis/Broadside armour may not (scenario specific). |
| Haywire | D8 | 1.5" | Use on vehicles, dreadnoughts. Roll as for vehicles; may lead to suspension damage, immobilised or destruction (or at least out-of-action until repaired). |
| Photon | -- | 1.5" | 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. |
| Anti-plant | -- | 1.5" | Destroys all plant-matter. |
| Blind | -- | 1.5" | No shooting or moving through the cloud. If in the area, troops act as blinded by Photon grenade. Sensors/ECM are blocked. |
| Smoke | -- | 1.5" | As Blind grenade but Sensors/ECM are not blocked. |
| Choke | -- | 1.5" | Power/Aspect/Terminator/Sealed Suit/Crisis/Broadside troops are immune. All others may do nothing that turn on a D6 roll of 4+. |
| Hallucinogen | -- | 1.5" | 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+. |
| Scare | -- | 1.5" | Power/Aspect/Terminator/Sealed Suit/Crisis/Broadside troops are immune. Other troops make Quality test and confidence drops to Broken if failed. |
| Tanglefoot | -- | 2" | Move at half rate in area, vehicles also have direction when leaving area indicated determined on D12" |
Back to Contents.
Back to Contents.
Included here are some of the interesting bits from Rogue Trader that got missed out of later editions.
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 radiation-proof.
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.
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.
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.
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.
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.
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; energy-scanner.
Back to Contents.
The following areas still need to be addressed
I'm sure there are many others!
There will be more to come after these rules have been tested.
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.
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.
Army Tech Level: Enhanced (D8) Army Motivation: High
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Apothecary | 23 | 6/D6x2 | D8 | 2 | D10 | CO | Equipped with Medi-pack |
| Assault Marine | 22 | 12/D12x2 | D8 | 2 | D10 | CO | Jump Infantry |
| Captain | 29 | 6/D6x2 | D10 | 1 | D10 | CO | Combat Tactics [1]. W=3 |
| Chaplain | 24 | 6/D6x2 | D10 | 1 | D10 | CO | USR: Fearless. Liturgies of Battle [2]. W=2 |
| Master of the Forge | 24 | 6/D6x2 | D10 | 1 | D12 | CO | Tech Level D10 with reroll. W=2 |
| Company Champion | 24 | 6/D6x2 | D10 | 2 | D10 | CO | - |
| Honour Guard | 23 | 6/D6x2 | D8 | 1 | D12 | CO | - |
| Librarian | 25 | 6/D6x2 | D10 | 2 | D10 | CO | Psyker. W=2 |
| Scout | 22 | 8/D8x2 | D8 | 2 | D8 | CO | USRs: Infiltrate, Move Through Cover, Scouts |
| Scout Sergeant | 23 | 8/D8x2 | D8 | 2 | D8 | CO | USRs: Infiltrate, Move Through Cover, Scouts |
| Servitor | 17 | 6/D6x2 | D8 | 2 | D8 | CO | Mindlock [3] |
| Space Marine | 22 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Techmarine | 22 | 6/D6x2 | D8 | 2 | D12 | CO | Tech Level D10 |
| Terminator | 23 | 6/D6x2 | D8 | 2 | D12 | CO | USR: Slow and Purposeful |
| Veteran Sergeant | 23 | 6/D6x2 | D8 | 2 | D10 | CO | - |
Back to Contents or Sample Unit Stat Lines.
Army Tech Level: Enhanced (D8) Army Motivation: High
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Castellan | 28 | 6/D6x2 | D10 | 2 | D10 | CO | W=2 |
| Cenobyte | 19 | 6/D6x2 | D8 | 2 | D8 | CO | - |
| Emperors Champion | 27 | 6/D6x2 | D10 | 1 | D12 | CO | W=2 |
| Initiate | 22 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Marshal | 29 | 6/D6x2 | D10 | 1 | D10 | CO | W=3 |
| Neophyte | 20 | 6/D6x2 | D8 | 2 | D8 | CO | - |
Back to Contents or Sample Unit 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.
Army Tech Level: Enhanced (D8) Army Motivation: High
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Chaplain | 28 | 6/D6x2 | D10 | 2 | D10 | CO | W=2 |
| Company Master | 29 | 6/D6x2 | D10 | 1 | D10 | CO | W=3 |
| Interrogator-Chaplain | 29 | 6/D6x2 | D10 | 1 | D10 | CO | W=3 |
| Librarian | 28 | 6/D6x2 | D10 | 2 | D10 | CO | Psyker. W=2 |
| Ravenwing Biker | 22 | 6/D6x2 | D8 | 2 | D10 | CO | Jetbike mounted? |
| Veteran | 23 | 6/D6x2 | D8 | 2 | D10 | CO | - |
Back to Contents or Sample Unit Stat Lines.
Army Tech Level: Enhanced (D8) Army Motivation: High
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Wolf Guard Battle Leader | 29 | 6/D6x2 | D10 | 2 | D10 | CO | W=2 |
| Blood Claw | 20 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Blood Claw Biker | 20 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Fenrisian Wolf | 19 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Grey Hunter | 22 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Iron Priest | 28 | 6/D6x2 | D10 | 2 | D12 | CO | Tech Level D10. W=2 |
| Long Fang | 22 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Rune Priest | 29 | 6/D6x2 | D10 | 2 | D10 | CO | Psyker. W=2 |
| Thrall | 18 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Wolf Guard | 23 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Wolf Lord | 30 | 6/D6x2 | D10 | 1 | D10 | CO | W=3 |
| Wolf Priest | 29 | 6/D6x2 | D10 | 1 | D10 | CO | W=2 |
Back to Contents or Sample Unit Stat Lines.
Army Tech Level: Enhanced (D8) Army Motivation: High
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Arco-flagellant | 19 | 6/D6x2 | D8 | 2 | D4 | CO | - |
| Crusader | 18 | 6/D6x2 | D8 | 2 | D8 | CO | - |
| Daemonhost | 30 | 6/D6x2 | D10 | 2 | D4 | CO | W=4 |
| Death Cult Assassin | 25 | 6/D6x2 | D10 | 2 | D4 | CO | W=2 |
| Henchman | 17 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Imperial Assassin | 28 | 6/D6x2 | D10 | 1 | D4 | CO | W=2 |
| Inquisitor | 22 | 6/D6x2 | D8 | 2 | D8 | CO | Equipped with porta-rack. W=2 |
| Inquisitor Lord | 24 | 6/D6x2 | D10 | 1 | D10 | CO | Equipped with porta-rack. W=3 |
| Priest | 20 | 6/D6x2 | D8 | 2 | D4 | CO | W=2 |
| Storm Trooper | 18 | 6/D6x2 | D8 | 2 | D8 | CO | - |
| Warrior Henchman | 18 | 6/D6x2 | D8 | 2 | D8 | CO | - |
Back to Contents or Sample Unit Stat Lines.
Army Tech Level: Enhanced (D8) Army Motivation: High
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Grand Master | 30 | 6/D6x2 | D10 | 1 | D12 | CO | W=3 |
| Grey Knight | 23 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Brother-Captain | 24 | 6/D6x2 | D10 | 1 | D12 | CO | - |
| Grey Knight Terminator | 24 | 6/D6x2 | D10 | 1 | D12 | CO | - |
| Justicar | 24 | 6/D6x2 | D10 | 2 | D10 | CO | - |
Back to Contents or Sample Unit Stat Lines.
Army Tech Level: Enhanced (D8) Army Motivation: High
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Battle Sister | 18 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Canoness | 25 | 6/D6x2 | D10 | 1 | D10 | CO | W=3 |
| Celestian | 20 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Celestian Superior | 21 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Mistress | 21 | 6/D6x2 | D8 | 1 | D8 | CO | - |
| Palatine | 23 | 6/D6x2 | D8 | 2 | D10 | CO | W=2 |
| Seraphim | 20 | 12/D12x2 | D8 | 2 | D10 | CO | Jump Infantry |
| Seraphim Superior | 21 | 12/D12x2 | D8 | 2 | D10 | CO | Jump Infantry |
| Sister Repentia | 20 | 6/D6x2 | D8 | 3 | D8 | CO | - |
| Sister Superior | 19 | 6/D6x2 | D8 | 2 | D10 | CO | - |
Back to Contents or Sample Unit Stat Lines.
Army Tech Level: Basic (D6) Army Motivation: Medium
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Commissar | 22 | 6/D6x2 | D8 | 1 | D6 | CO | High Motivation. Summary Execution [1]. W=2 |
| Conscript | 15 | 6/D6x2 | D6 | 3 | D6 | CO | Low Motivation |
| Guardsman | 17 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Hardened Veteran | 18 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Hardened Veteran Sergeant | 19 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Heroic Senior Officer | 24 | 6/D6x2 | D10 | 2 | D6 | CO | W=3 |
| Junior Officer | 18 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Ogryn | 24 | 6/D6x2 | D10 | 2 | D6 | CO | W=3 |
| Ogryn Bone'ead | 25 | 6/D6x2 | D10 | 2 | D6 | CO | W=3 |
| Ratling | 16 | 6/D6x2 | D6 | 3 | D6 | CO | USR: Infiltrate. Go To Ground [2] |
| Rough Rider | 17 | 8/D8x2 | D8 | 2 | D6 | CO | USR: Fleet. Cavalry |
| Sanctioned Psyker | 15 | 6/D6x2 | D6 | 2 | D6 | CO | Psyker |
| Senior Officer | 23 | 6/D6x2 | D8 | 2 | D6 | CO | W=2 |
| Veteran Sergeant | 18 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Stormtrooper | 18 | 6/D6x2 | D8 | 2 | D8 | CO | - |
| Stormtrooper Veteran Sergeant | 19 | 6/D6x2 | D8 | 2 | D8 | CO | - |
| Techpriest Enginseer | 17 | 6/D6x2 | D8 | 2 | D10 | CO | Tech Level D8 |
The author does not own the most up-to-date Imperial Guard, Daemonhunters, Witch-hunters, 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.
Army Tech Level: Enhanced (D8) Army Motivation: High
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Autarch | 30 | 6/D6x2 | D10 | 1 | D10 | CO | W=3 |
| Avatar | 41 | 6/D6x2 | D12 | 1 | D10 | CO | W=4 |
| Dark Reaper | 21 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Death Jester | 24 | 6/D6x2 | D10 | 2 | D4 | CO | - |
| Dire Avenger | 21 | 6/D6x2 | D8 | 2 | D8 | CO | - |
| Exarch | 25 | 6/D6x2 | D10 | 2 | D10 | CO | - |
| Farseer | 25 | 6/D6x2 | D10 | 1 | D4 | CO | Psyker. W=3 |
| Fire Dragon | 21 | 6/D6x2 | D8 | 2 | D8 | CO | - |
| Guardian | 18 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Harlequin | 23 | 6/D6x2 | D8 | 2 | D4 | CO | - |
| Howling Banshee | 21 | 6/D6x2 | D8 | 2 | D8 | CO | - |
| Phoenix Lord | 36 | 6/D6x2 | D12 | 1 | D12 | CO | W=3 |
| Ranger | 19 | 6/D6x2 | D8 | 3 | D6 | CO | - |
| Shadowseer | 23 | 6/D6x2 | D8 | 2 | D4 | CO | - |
| Shining Spear | 21 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Striking Scorpion | 21 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Swooping Hawk | 21 | 6/D6x2 | D8 | 2 | D8 | CO | Jump Infantry |
| Troupe Master | 23 | 6/D6x2 | D8 | 1 | D4 | CO | - |
| Warlock | 20 | 6/D6x2 | D8 | 2 | D4 | CO | Psyker |
| Warp Spider | 21 | 6/D6x2 | D8 | 2 | D10 | CO | Jump Infantry |
| Wraithguard | 25 | 6/D6x2 | D10 | 1 | D10 | CO | - |
| Wraithlord | 38 | 6/D6x2 | D12 | 1 | D10 | 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.
Army Tech Level: Enhanced (D8) Army Motivation: High
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Archon | 31 | 6/D6x2 | D12 | 2 | D6 | CO | W=3 |
| Beastmaster | 22 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Dracon | 26 | 6/D6x2 | D10 | 2 | D6 | CO | W=2 |
| Grotesque | 18 | 6/D6x2 | D8 | 3 | D4 | CO | W=2 |
| Haemonculus | 23 | 6/D6x2 | D8 | 2 | D6 | CO | W=2 |
| Hellion | 22 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Hellion Succubus | 23 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Incubi Master | 24 | 6/D6x2 | D10 | 2 | D10 | CO | - |
| Incubi | 22 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Mandrake | 21 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Reaver | 24 | 6/D6x2 | D10 | 2 | D8 | CO | - |
| Reaver Succubus | 25 | 6/D6x2 | D10 | 2 | D8 | CO | - |
| Scourge | 21 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Sybarite | 22 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Warrior | 21 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Warp Beast | 20 | 6/D6x2 | D8 | 3 | D6 | CO | - |
| Wych | 22 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Wych Archite | 32 | 6/D6x2 | D12 | 2 | D6 | CO | W=2 |
| Wych Dracite | 27 | 6/D6x2 | D10 | 2 | D6 | CO | W=2 |
| Wych Succubus | 23 | 6/D6x2 | D8 | 2 | D6 | 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.
Army Tech Level: Basic (D6) Army Motivation: Medium
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Ard Boy | 18 | 6/D6x2 | D8 | 2 | D8 | CO | USR: Furious Charge. Mob Rule [2] |
| Big Mek | 22 | 6/D6x2 | D8 | 2 | D6 | CO | Tech Level D8 plus reroll. W=2 |
| Burna Boy | 18 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Flash Git | 22 | 6/D6x2 | D8 | 2 | D8 | CO | W=2 |
| Gretchin | 13 | 6/D6x2 | D6 | 3 | D4 | CO | Low Motivation. Minesweepers [1] |
| Kommando | 20 | 8/D8x2 | D8 | 2 | D6 | CO | USRs: Infiltrate, Move Through Cover |
| Loota | 18 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Meganob | 22 | 6/D6x2 | D8 | 2 | D12 | CO | USRs: Furious Charge, Slow and Purposeful. Mob Rule [2]. W=2 |
| Mek | 18 | 6/D6x2 | D8 | 2 | D6 | CO | Tech Level D8 |
| Nob | 22 | 6/D6x2 | D8 | 2 | D6 | CO | USR: Furious Charge. Mob Rule [2]. W=2 |
| Ork Boy | 18 | 6/D6x2 | D8 | 2 | D6 | CO | USR: Furious Charge. Mob Rule [2] |
| Painboy | 22 | 6/D6x2 | D8 | 2 | D6 | CO | USR: Grants Feel no Pain to the unit it is with. Equipped with Urty Syringe. W=2 |
| Runtherd | 22 | 6/D6x2 | D8 | 2 | D6 | CO | W=2 |
| Stormboy | 18 | 12/D12x2 | D8 | 2 | D6 | CO | Jump Infantry |
| Tankbusta | 18 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Warboss | 28 | 6/D6x2 | D10 | 2 | D6 | CO | USR: Furious Charge. Mob Rule [2]. Waaagh! [3]. W=3 |
| Weirdboy | 22 | 6/D6x2 | D8 | 2 | D6 | CO | Psyker. W=2 |
Back to Contents or Sample Unit Stat Lines.
Army Tech Level: Superior (D10) Army Motivation: Medium
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Broadside Shas'ui | 20 | 8/D8x2 | D8 | 2 | D12 | CO | W=2 |
| Broadside Shas'vre | 22 | 8/D8x2 | D8 | 2 | D12 | CO | W=2 |
| Crisis Shas'el | 25 | 6/D6x2 | D10 | 2 | D10 | CO | W=3 |
| Crisis Shas'o | 29 | 6/D6x2 | D10 | 1 | D10 | CO | W=4 |
| Crisis Shas'ui | 20 | 6/D6x2 | D8 | 2 | D10 | CO | W=2 |
| Crisis Shas'vre | 19 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Ethereal | 21 | 6/D6x2 | D8 | 1 | D4 | CO | W=2 |
| Fire Warrior Shas'la | 15 | 6/D6x2 | D6 | 2 | D8 | CO | - |
| Fire Warrior Shas'ui | 16 | 6/D6x2 | D6 | 2 | D8 | CO | - |
| Gun Drone | 16 | 6/D6x2 | D6 | 2 | D8 | CO | - |
| Kroot | 19 | 6/D6x2 | D8 | 2 | D4 | CO | - |
| Kroot Hound | 19 | 6/D6x2 | D8 | 2 | D6 | CO | - |
| Krootox Rider | 25 | 6/D6x2 | D10 | 2 | D6 | CO | W=3 |
| Marker Drone | 17 | 6/D6x2 | D8 | 3 | D8 | CO | - |
| Shaper | 23 | 6/D6x2 | D8 | 2 | D6 | CO | W=3 |
| Shield Drone | 13 | 6/D6x2 | D6 | 3 | D4 | CO | - |
| Sniper Drone | 17 | 6/D6x2 | D8 | 2 | D8 | CO | - |
| Spotter | 16 | 6/D6x2 | D6 | 2 | D8 | CO | - |
| Stealth Shas'ui | 17 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Stealth Shas'vre | 19 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Strain Leader | 22 | 6/D6x2 | D8 | 2 | D6 | CO | W=4 |
| Vespid Stingwing | 20 | 6/D6x2 | D8 | 3 | D6 | 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.
Army Tech Level: Superior (D10) Army Motivation: High
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Flayed Ones | 23 | 6/D6x2 | D8 | 1 | D10 | CO | USRs: Infiltrate, Move Through Cover. Terrifying Visage [1] |
| Destroyer | 21 | 6/D6x2 | D8 | 1 | D10 | CO | - |
| Immortal | 21 | 6/D6x2 | D8 | 1 | D10 | CO | - |
| Lord | 28 | 6/D6x2 | D10 | 1 | D10 | CO | W=3 |
| Warrior | 20 | 6/D6x2 | D8 | 1 | D10 | CO | Phase Shift [2], Wraithflight [3] |
| Wraith | 28 | 6/D6x2 | D10 | 1 | D4 | CO | - |
| Pariah | 23 | 6/D6x2 | D8 | 1 | D10 | CO | USRs: Fearless. Soulless [4] |
| Scarab Swarm | 16 | 6/D6x2 | D6 | 1 | D6 | CO | USRs: Vulnerable to Blasts/Templates. W=3 |
| Nightbringer | 42 | 6/D6x2 | D12 | 1 | D8 | CO | W=5 |
| Deceiver | 39 | 6/D6x2 | D12 | 1 | D8 | CO | W=5 |
| Tomb Spyder | 23 | 6/D6x2 | D8 | 1 | D10 | CO | USR: Fearless. Artificer [5]. W=2 |
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.
Army Tech Level: Enhanced (D8) Army Motivation: High
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Squat | 18 | 4/D4x2 | D8 | 2 | D6 | CO | - |
| Champion | 22 | 4/D4x2 | D8 | 2 | D6 | CO | - |
| Minor Hero | 28 | 4/D4x2 | D10 | 1 | D8 | CO | W=2 |
| Major Hero | 33 | 4/D4x2 | D12 | 1 | D8 | CO | W=3 |
| Warlord | 33 | 4/D4x2 | D12 | 1 | D8 | CO | W=3 |
| Warlord Exo | 33 | 4/D4x2 | D12 | 1 | D10 | CO | W=3 |
| Hearthguard | 21 | 4/D4x2 | D8 | 1 | D8 | CO | - |
| Hearthguard Exo | 21 | 4/D4x2 | D8 | 1 | D10 | CO | - |
| Engineer Guildmaster | 28 | 4/D4x2 | D10 | 1 | D8 | CO | Tech Level D10 with reroll. W=2 |
| Ancestor Lord | 38 | 4/D4x2 | D12 | 1 | D8 | CO | Psyker. W=4 |
| Warrior | 18 | 4/D4x2 | D8 | 2 | 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.
Army Tech Level: Enhanced (D8) Army Motivation: High
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Abaddon | 39 | 6/D6x2 | D12 | 1 | D12 | CO | W=4 |
| Ahriman | 29 | 6/D6x2 | D10 | 1 | D10 | CO | W=3 |
| Aspiring Champion | 23 | 6/D6x2 | D8 | 1 | D10 | CO | - |
| Aspiring Sorcerer | 23 | 6/D6x2 | D8 | 1 | D10 | CO | Psyker |
| Berzerker | 24 | 6/D6x2 | D10 | 2 | D10 | CO | - |
| Biker Champion | 23 | 6/D6x2 | D8 | 1 | D10 | CO | - |
| Chaos Biker | 22 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Chaos Lord | 30 | 6/D6x2 | D10 | 1 | D10 | CO | W=3 |
| Chaos Space Marine | 22 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Chaos Spawn | 22 | 6/D6x2 | D8 | 1 | D4 | CO | W=3 |
| Chosen | 22 | 6/D6x2 | D8 | 1 | D10 | CO | - |
| Daemon Prince | 36 | 6/D6x2 | D12 | 1 | D10 | CO | W=4 |
| Fabius Bile | 30 | 6/D6x2 | D10 | 1 | D10 | CO | W=3 |
| Greater Daemon | 33 | 6/D6x2 | D12 | 1 | D4 | CO | W=4 |
| Huron | 30 | 6/D6x2 | D10 | 1 | D10 | CO | W=3 |
| Khorn | 34 | 6/D6x2 | D12 | 1 | D10 | CO | W=3 |
| Lesser Daemon | 19 | 6/D6x2 | D8 | 1 | D4 | CO | - |
| Lucius | 32 | 6/D6x2 | D12 | 1 | D10 | CO | W=3 |
| Noise Champion | 24 | 6/D6x2 | D10 | 1 | D10 | CO | - |
| Noise Marine | 23 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Obliterator | 24 | 6/D6x2 | D10 | 2 | D12 | CO | W=2 |
| Plague Champion | 22 | 6/D6x2 | D8 | 1 | D10 | CO | - |
| Plague Marine | 21 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Possessed | 24 | 6/D6x2 | D10 | 1 | D10 | CO | - |
| Possessed Champion | 25 | 6/D6x2 | D10 | 1 | D10 | CO | - |
| Raptor | 22 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Skull Champion | 25 | 6/D6x2 | D10 | 1 | D10 | CO | - |
| Sorcerer | 29 | 6/D6x2 | D10 | 1 | D10 | CO | Psyker. W=3 |
| Terminator | 23 | 6/D6x2 | D8 | 1 | D12 | CO | - |
| Terminator Champion | 24 | 6/D6x2 | D10 | 1 | D12 | CO | - |
| Thousand Son | 22 | 6/D6x2 | D8 | 2 | D10 | CO | - |
| Typhus | 30 | 6/D6x2 | D10 | 1 | D12 | CO | 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 | Khorne | Nurgle | Slaanesh | Tzeentch | Independent |
|---|---|---|---|---|---|
| 1 | Animosity Psychology | Confusion Psychology | Panic Psychology | Fear Psychology | Stupidity Psychology |
| 2-6 | No Gift | No Gift | No Gift | No Gift | No Gift |
| 7 | Rage USR | Immune to all Diseases and Poisons | Hit and Run USR | Cause Fear (TL1) Psychology | Counter-attack USR |
| 8 | Frenzy Psychology | Feel No Pain USR | Hatred Psychology | Psyker | Night Vision/Enhanced Senses USR |
Back to Contents or Sample Unit Stat Lines.
Army Tech Level: Basic (D6) Army Motivation: Medium
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Beast of Nurgle | 19 | 6/D6x2 | D8 | 1 | D4 | CO | W=2 |
| Bloodcrusher | 24 | 6/D6x2 | D10 | 1 | D8 | CO | W=2 |
| Bloodletter | 20 | 6/D6x2 | D8 | 1 | D4 | CO | - |
| Bloodthirster | 41 | 6/D6x2 | D12 | 1 | D8 | CO | W=4 |
| Daemon Prince | 35 | 6/D6x2 | D12 | 1 | D4 | CO | W=4 |
| Daemonette | 20 | 6/D6x2 | D8 | 1 | D4 | CO | - |
| Flesh Hound | 19 | 6/D6x2 | D8 | 1 | D4 | CO | - |
| Fury | 17 | 6/D6x2 | D8 | 1 | D4 | CO | - |
| Great Unclean One | 33 | 6/D6x2 | D12 | 1 | D4 | CO | W=5 |
| Keeper of Secrets | 44 | 6/D6x2 | D12 | 1 | D4 | CO | W=4 |
| Khorne Herald | 27 | 6/D6x2 | D10 | 1 | D4 | CO | W=2 |
| Lord of Change | 34 | 6/D6x2 | D12 | 1 | D4 | CO | W=4 |
| Nurgle Herald | 23 | 6/D6x2 | D8 | 1 | D4 | CO | W=2 |
| Nurglings | 16 | 6/D6x2 | D6 | 1 | D4 | CO | W=3 |
| Pink Horror | 16 | 6/D6x2 | D6 | 1 | D4 | CO | - |
| Plaguebearer | 16 | 6/D6x2 | D6 | 1 | D4 | CO | - |
| Screamer | 16 | 6/D6x2 | D6 | 1 | D4 | CO | - |
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.
Army Tech Level: Basic (D6) Army Motivation: High
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Biovore | 18 | 6/D6x2 | D8 | 3 | D6 | CO | W=2 |
| Broodlord | 33 | 6/D6x2 | D12 | 1 | D8 | CO | Synapse Creature [1]. W=3 |
| Carnifex | 27 | 6/D6x2 | D10 | 1 | D10 | CO | W=4 |
| Gargoyle | 18 | 6/D6x2 | D8 | 1 | D6 | CO | - |
| Gaunt | 18 | 6/D6x2 | D8 | 3 | D6 | CO | USR: Move Through Cover. Low Motivation if out of Synapse range. |
| Genestealer | 23 | 6/D6x2 | D8 | 1 | D6 | CO | USRs: Fleet, Infiltrate, Move Through Cover |
| Hive Tyrant | 31 | 6/D6x2 | D12 | 1 | D10 | CO | Synapse Creature [1]. W=4 |
| Hormagaunt | 20 | 6/D6x2 | D8 | 3 | D6 | CO | USR: Move Through Cover. Low Motivation if out of Synapse range. |
| Lictor | 27 | 6/D6x2 | D10 | 1 | D6 | CO | W=2 |
| Ravener | 26 | 6/D6x2 | D10 | 1 | D6 | CO | W=2 |
| Ripper Swarm | 18 | 6/D6x2 | D8 | 1 | D6 | CO | USR: Move Through Cover. Low Motivation if out of Synapse range. W=3 |
| Spore Mine | 6 | 6/D6x2 | D4 | 3 | D4 | CO | - |
| Tyrant Guard | 29 | 6/D6x2 | D10 | 1 | D10 | CO | W=2 |
| Warrior | 22 | 6/D6x2 | D8 | 1 | D6 | CO | Synapse Creature [1]. W=2 |
| Zoanthrope | 22 | 6/D6x2 | D8 | 1 | D12 | CO | Synapse Creature [1]. W=2 |
Back to Contents or Sample Unit Stat Lines.
All the Xenos stat lines here are based on Rogue Trader.
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Astral Hound | 20 | 6/D6x2 | D8 | 2 | D4 | CO | Psyker |
| Enslavers | 24 | 6/D6x2 | D10 | 1 | D4 | CO | Psyker. W=3 |
| Psychneuein Adult | 28 | 6/D6x2 | D10 | 1 | D4 | CO | Psyker. W=2 |
| Psychneuein Grub | 12 | 6/D6x2 | D6 | 1 | D4 | CO | Psyker |
| Vampires | 34 | 6/D6x2 | D12 | 1 | D4 | CO | Psyker. W=3 |
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Ambull | 26 | 6/D6x2 | D10 | 2 | D8 | CO | Can tunnel and deployed as hidden. W=3 |
| Carnivorous Sand Clam | 19 | 6/D6x2 | D8 | 3 | D4 | CO | Deploy as hidden |
| Catachan Devil Small | 30 | 6/D6x2 | D10 | 1 | D6 | CO | W=4 |
| Catachan Devil Medium | 36 | 8/D8x2 | D12 | 1 | D6 | CO | W=6 |
| Catachan Devil Large | 44 | 10/D10x2 | D12 | 1 | D6 | CO | W=8 |
| Catachan Face Eater | 14 | 6/D6x2 | D6 | 1 | D4 | CO | Deploy as hidden |
| Crawler | 14 | 6/D6x2 | D6 | 3 | D4 | CO | Deploy as hidden |
| Crotalid | 19 | 6/D6x2 | D8 | 2 | D6 | CO | May appear at random. W=3 |
| Cthellean Cudbear | 31 | 6/D6x2 | D12 | 1 | D6 | CO | W=3 |
| Dinosaur Small | 26 | 6/D6x2 | D10 | 3 | D4 | CO | W=5 |
| Dinosaur Medium | 31 | 6/D6x2 | D12 | 3 | D4 | CO | W=6 |
| Dinosaur Large | 34 | 8/D8x2 | D12 | 3 | D4 | CO | W=7 |
| Ferro-beast | 20 | 6/D6x2 | D8 | 2 | D6 | CO | Attacks metal-bearing enemies. W=2 |
| Giant Insectoid Small | 17 | 4/D4x2 | D8 | 2 | D4 | CO | May fly |
| Giant Insectoid Medium | 21 | 6/D6x2 | D8 | 2 | D4 | CO | May fly. W=2 |
| Giant Insectoid Large | 25 | 8/D8x2 | D10 | 2 | D4 | CO | May fly. W=3 |
| Giant Spider Small | 20 | 4/D4x2 | D8 | 1 | D4 | CO | Fling webs as per Webber |
| Giant Spider Medium | 24 | 6/D6x2 | D10 | 1 | D4 | CO | Fling webs as per Webber. W=2 |
| Giant Spider Large | 28 | 8/D8x2 | D10 | 1 | D4 | CO | Fling webs as per Heavy Webber. W=3 |
| Grox | 26 | 6/D6x2 | D10 | 2 | D6 | CO | W=3/td> |
| Gyrinx | 15 | 6/D6x2 | D6 | 2 | D4 | CO | Psychic pets |
| Horse Riding | 14 | 8/D8x2 | D6 | 3 | D4 | CO | May be ridden |
| Horse Draught | 16 | 8/D8x2 | D6 | 3 | D4 | CO | May pull Ordnance weapons but shift Mobility down one die (to D6). W=3 |
| Horse War | 16 | 8/D8x2 | D6 | 3 | D4 | CO | May be ridden and can attack |
| Lashworm | 9 | 6/D6x2 | D4 | 3 | D4 | CO | Attacks cover 2 range from base |
| Riding Lizard | 26 | 8/D8x2 | D10 | 3 | D4 | CO | May be ridden. W=3 |
| Yamnan Mimic | 15 | 6/D6x2 | D6 | 3 | D4 | CO | Shape changers! |
| Ptera-squirrel | 15 | 6/D6x2 | D6 | 3 | D4 | CO | May fly |
| Razorwing | 17 | 6/D6x2 | D8 | 3 | D4 | CO | Flyers acting in flocks |
| Rippy-fish | 12 | 6/D6x2 | D6 | 1 | D4 | CO | Swimmers acting in Swarm shoals. Vulnerable to Blasts/Templates |
| Swarm | 4 | 6/D6x2 | D4 | 1 | D4 | CO | Vulnerable to Blasts/Templates |
| Sunworm | 20 | 4/D4x2 | D8 | 3 | D4 | CO | Attack by electric shocks. Slow moving. W=3 |
| Name | 40K Stat Total | Mobility | Quality | LV | AV | CL | Special |
|---|---|---|---|---|---|---|---|
| Catachan Brainleaf | 11 | 4/D4x2 | D6 | 3 | D4 | CO | Deploy as hidden. W=3 |
| Creeper | 19 | 0 | D8 | 3 | D4 | CO | Attacks cover a 6 range from base. W=3 |
| Floater | 2 | 4/D4x2 | D4 | 3 | D4 | CO | Float on winds or in random direction |
| Gas Fungus | 9 | 0 | D4 | 3 | D4 | CO | Release 2 poison gas clouds if wounded |
| Rain Spores | 9 | 0 | D4 | 3 | D4 | CO | Poison spores scatter over 3 area |
| Spiker | 14 | 0 | D6 | 3 | D4 | CO | Attack Range 6. Wounded models turn into Spikers. W=2 |
| Spinethorn | 14 | 0 | D6 | 3 | D4 | CO | Count as poor terrain and cause wounds with Impact D6 |
| Sponge Weed | 5 | 0 | D4 | 3 | D4 | CO | Count as Difficult terrain |
| Tangle Fungus | 5 | 0 | D4 | 3 | D4 | CO | Count as Difficult terrain |
| Thermotropic Vine | 5 | 4/D4x2 | D4 | 3 | D4 | CO | Count as Difficult terrain drawn to heat |
| Venus Mantrap | 35 | 0 | D12 | 3 | D4 | CO | 20-30m tall. Six attacks. Wounds cause entrapment. W=4 |
Back to Contents or Sample Xenos Stat Lines.
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Assault cannon | D12 | D12 | Heavy | 24 | Rending |
| Astartes grenade launcher (Frag) | D6 | 3 | Rapid_Fire | 24 | Blast |
| Astartes grenade launcher (Krak) | D10 | 3 | Rapid_Fire | 24 | - |
| Autocannon | D12 | D12 | Heavy | 48 | - |
| Auxiliary grenade launcher (Frag) | D6 | 1 | Assault | 12 | Blast Close Only |
| Auxiliary grenade launcher (Krak) | D10 | 1 | Assault | 12 | Close Only |
| Bolt pistol | D8 | 1 | Pistol | 12 | Close Only |
| Boltgun | D8 | 3 | Rapid_Fire | 24 | - |
| Conversion beamer | D10 | D8 | Heavy | up to 18 | Blast |
| Conversion beamer | D12 | D10 | Heavy | 18 to 42 | Blast |
| Conversion beamer | D12 | D12 | Heavy | 42 to 72 | Blast |
| Cyclone missile launcher (Frag) | D10 | D8 | Heavy | 48 | Blast |
| Cyclone missile launcher (Krak) | D12 | D12 | Heavy | 48 | - |
| Deathwind launcher | D10 | D8 | Heavy | 12 | Large Blast Close Only |
| Dragonfire bolts | D8 | 3 | Rapid_Fire | 24 | Ignores Cover |
| Flamer | D8 | 1 | Assault | Template | Terror |
| Flamestorm | D12 | D8 | Heavy | Template | Terror |
| Heavy bolter | D12 | D10 | Heavy | 36 | - |
| Heavy flamer | D10 | 1 | Assault | Template | Terror |
| Hellfire round | D4 | 2.5 | Rapid_Fire | 24 | Poisoned (2+) |
| Hellfire shell | D6 | D4 | Heavy | 36 | Blast Poisoned (2+) |
| Kraken bolt | D10 | 3 | Rapid_Fire | 30 | - |
| Lascannon | D12 | D12 | Heavy | 48 | - |
| Meltagun | D10 | 2 | Assault | 12 | Melta Close Only |
| Missile launcher (Frag) | D10 | D6 | Heavy | 48 | Blast |
| Missile launcher (Krak) | D12 | D10 | Heavy | 48 | - |
| Multi-melta | D12 | D10 | Heavy | 24 | Melta |
| Plasma cannon | D12 | D10 | Heavy | 36 | Blast Gets Hot! |
| Plasma gun | D12 | 4 | Rapid_Fire | 24 | Gets Hot! |
| Plasma pistol | D12 | 2 | Pistol | 12 | Gets Hot! Close Only |
| Shotgun | D8 | 2 | Assault | 12 | Close Only |
| Sniper rifle | D10 | D6 | Heavy | 36 | Sniper |
| Storm bolter | D8 | 2 | Assault | 24 | - |
| Thunderfire cannon (Surface) | D10 | D12 | Heavy | 60 | Blast |
| Thunderfire cannon (Airburst) | D10 | D12 | Heavy | 60 | Blast Ignores Cover |
| Thunderfire cannon (Subterranean) | D10 | D10 | Heavy | 60 | Blast Tremor |
| Typhoon Missile launcher (Frag) | D10 | D8 | Heavy | 48 | Blast |
| Typhoon Missile launcher (Krak) | D12 | D12 | Heavy | 48 | - |
| Vengeance round | D10 | 3 | Rapid_Fire | 18 | Gets Hot! |
Back to Contents or Sample Weapons.
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Big shoota | D8 | 3 | Assault | 36 | - |
| Boomgun | D12 | D12 | Ordnance | 36 | Large Blast. Vehicle/Platform Mounted |
| Burna | D8 | 1 | Assault | Template | Terror |
| Dakkagun | D10 | 2 | Assault | 18 | - |
| Deffgun | D12 | D12 | Heavy | 48 | - |
| Grot blasta | D6 | 1 | Assault | 12 | Close Only |
| Grotzooka | D10 | D10 | Heavy | 18 | Blast. Vehicle/Platform Mounted |
| Kannon (frag) | D10 | D6 | Heavy | 36 | Blast. Vehicle/Platform Mounted |
| Kannon (shell) | D12 | D10 | Heavy | 36 | Vehicle/Platform Mounted |
| Killkannon | D12 | D12 | Ordnance | 24 | Large Blast. Vehicle/Platform Mounted |
| Kustom mega-blasta | D12 | 2 | Assault | 24 | Gets Hot! |
| Lobba | D10 | D8 | Heavy | 48 | Blast. Vehicle/Platform Mounted |
| Rokkit launcha | D10 | 2 | Assault | 24 | - |
| Shokk attack gun | D12 | D10 | Heavy | 60 | Large Blast |
| Skorcha | D10 | 1 | Assault | Template | Terror |
| Shoota | D8 | 2 | Assault | 18 | - |
| Snazzgun | D8 | 1 | Assault | 24 | - |
| Slugga | D8 | 1 | Pistol | 12 | Close Only |
| Zzap gun | D12 | D6 | Heavy | 36 | Vehicle/Platform Mounted |
Back to Contents or Sample Weapons.
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Autocannon | D12 | D12 | Heavy | 48 | - |
| Bastion-breacher Shells | D12 | D12 | Heavy | 48 | Blast |
| Boltgun | D8 | 3 | Rapid_Fire | 24 | - |
| Bolt Pistol | D8 | 1 | Pistol | 12 | Close Only |
| Chem Cannon | D8 | D4 | Heavy | Template | Poisoned (2+) Terror |
| Demolition Charge | D12 | 2 | Assault | 6 | Large Blast. One Shot Only. Close Only |
| Eradicator Nova Cannon | D12 | D8 | Heavy | 36 | Large Blast |
| Executioner Plasma Cannonn | D12 | D12 | Heavy | 6 | Blast Close Only |
| Exterminator Autocannon | D12 | D12 | Heavy | 48 | Twin-linked |
| Flamer | D8 | 1 | Assault | Template | Terror |
| Grenade Launcher (Frag) | D6 | 1 | Assault | 24 | Blast |
| Grenade Launcher (Krak) | D10 | 1 | Assault | 24 | - |
| Heavy Bolter | D12 | D10 | Heavy | 36 | - |
| Heavy Flamer | D10 | 1 | Assault | Template | Terror |
| Heavy Stubber | D10 | D8 | Heavy | 36 | - |
| Hellfury Missiles | D10 | D6 | Heavy | 72 | Large Blast. One Shot Only |
| Hot-shot Lasgun | D8 | 3 | Rapid_Fire | 18 | - |
| Hot-shot Laspistol | D8 | 1 | Pistol | 6 | Close Only |
| Hydra Autocannon | D12 | D12 | Heavy | 72 | - |
| Inferno Cannon | D12 | D8 | Heavy | Template | Terror |
| Lascannon | D12 | D12 | Heavy | 48 | - |
| Lasgun | D6 | 3 | Rapid_Fire | 24 | - |
| Laspistol | D6 | 1 | Pistol | 12 | Close Only |
| Meltagun | D10 | 2 | Assault | 12 | Melta. Close Only |
| Melta Cannon | D12 | D10 | Heavy | 24 | Melta. Blast |
| Missile Launcher (Frag) | D10 | D6 | Heavy | 48 | Blast |
| Missile Launcher (Krak) | D12 | D10 | Heavy | 48 | - |
| Mortar | D10 | D6 | Heavy | 48 | Blast. Barrage |
| Multi-laser | D10 | D10 | Heavy | 36 | - |
| Multi-melta | D12 | D10 | Heavy | 24 | Melta |
| Multiple Rocket Pod | D10 | D6 | Heavy | 24 | Large Blast |
| Plasma Cannon | D12 | D10 | Heavy | 36 | Blast. Gets Hot! |
| Plasma Gun | D12 | 4 | Rapid_Fire | 24 | Gets Hot! |
| Plasma Pistol | D12 | 2 | Pistol | 12 | Gets Hot! Close Only |
| Punisher Gatling Cannon | D10 | D12 | Heavy | 24 | - |
| Ripper Gun | D8 | 3 | Assault | 12 | Close Only |
| Ripper Pistol | D12 | 3 | Pistol | 12 | Sniper. Close Only |
| Shotgun | D6 | 2 | Assault | 12 | Close Only |
| Sniper Rifle | D8 | D6 | Heavy | 36 | Sniper |
| Storm Bolter | D8 | 2 | Assault | 24 | - |
| Vanquisher Battle Cannon | D12 | D10 | Heavy | 72 | - |
Back to Contents or Sample Weapons.
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Autocannon | D12 | D12 | Heavy | 48 | - |
| Bolt pistol | D8 | 1 | Pistol | 12 | Close Only |
| Bolter | D8 | 3 | Rapid_Fire | 24 | - |
| Combi-stake crossbow | D6 | 2 | Assault | 24 | Wounds psykers on 2+ with no save |
| Exorcist missile | D12 | D12 | Heavy | 48 | - |
| Flamer | D8 | 1 | Assault | Template | no cover save Terror |
| Firearms | D8 | 3 | Rapid_Fire | 24 | Gets Hot! |
| Grenade launcher (frag) | D6 | 1 | Assault | 24 | Blast |
| Grenade launcher (krak) | D10 | 1 | Assault | 24 | - |
| Heavy bolter | D12 | D10 | Heavy | 36 | - |
| Heavy flamer | D10 | 1 | Assault | Template | no cover save Terror |
| Heavy stubber | D10 | D8 | Heavy | 36 | - |
| Hellgun | D6 | 3 | Rapid_Fire | 24 | - |
| Hellpistol | D6 | 1 | Pistol | 12 | Close Only |
| Hunter-killer missile | D12 | D10 | Heavy | Unlimited | - |
| Inferno pistol | D12 | 2 | Pistol | 6 | 2D6 armour pen. within 3 Close Only |
| Lascannon | D12 | D12 | Heavy | 48 | - |
| Las pistol | D6 | 1 | Pistol | 12 | Close Only |
| Melta gun | D10 | 2 | Assault | 12 | 2D6 armour pen. within 6 Close Only |
| Missile launcher (frag) | D10 | D6 | Heavy | 48 | Blast |
| Missile launcher (krak) | D12 | D10 | Heavy | 48 | - |
| Mortar | D10 | D6 | Heavy | 48 | Blast |
| Multi melta | D12 | D10 | Heavy | 24 | 2D6 armour pen. within 12 |
| Plasma cannon | D12 | D10 | Heavy | 36 | Blast Gets Hot! |
| Plasma gun | D12 | 4 | Rapid_Fire | 24 | Gets Hot! |
| Plasma pistol | D12 | 2 | Pistol | 12 | Gets Hot! Close Only |
| Shotgun | D6 | 2 | Assault | 12 | Close Only |
| Sniper rifle | D8 | D6 | Heavy | 36 | 2+ to hit 4+ to wound |
Back to Contents or Sample Weapons.
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Storm bolter | D8 | 2 | Assault | 24 | - |
| Autocannon | D12 | D12 | Heavy | 48 | - |
| Blastmaster (Varied Frequency) | D10 | 2 | Assault | 36 | pinning |
| Blastmaster (Single Frequency) | D12 | D10 | Heavy | 48 | Blast pinning |
| Boltgun | D8 | 3 | Rapid_Fire | 24 | - |
| Bolt Pistol | D8 | 1 | Pistol | 12 | Close Only |
| Doom Siren | D10 | 1 | Assault | Template | Terror |
| Flamer | D8 | 1 | Assault | Template | Terror |
| Heavy Bolter | D12 | D10 | Heavy | 36 | - |
| Heavy Flamer | D10 | 1 | Assault | Template | Terror |
| Lascannon | D12 | D12 | Heavy | 48 | - |
| Meltagun | D10 | 2 | Assault | 12 | Melta Close Only |
| Missile Launcher (Frag) | D10 | D6 | Heavy | 48 | Blast |
| Missile Launcher (Krak) | D12 | D10 | Heavy | 48 | - |
| Multi-melta | D12 | D10 | Heavy | 24 | Melta |
| Plasma Cannon | D12 | D10 | Heavy | 36 | Blast Gets Hot! |
| Plasma Gun | D12 | 4 | Rapid_Fire | 24 | Gets Hot! |
| Plasma Pistol | D12 | 2 | Pistol | 12 | Gets Hot! Close Only |
| Reaper Autocannon | D12 | D12 | Heavy | 36 | Twin-linked |
| Sonic Blaster | D8 | 2 | Assault | 24 | or Heavy 3 |
| Battlecannon | D12 | D12 | Ordnance | 72 | Large Blast |
| Demolisher Cannon | D12 | D12 | Ordnance | 24 | Large Blast |
| Havoc Launcher | D10 | D8 | Heavy | 48 | Blast Twin-linked |
Back to Contents or Sample Weapons.
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Avenger shuriken catapult | D8 | 2 | Assault | 18 | - |
| Bright lance | D12 | D10 | Heavy | 36 | Lance |
| D-cannon | D12 | D10 | Heavy | 24 | Blast |
| Death spinner | D8 | 2 | Assault | 12 | Close Only |
| Dragon's breath flamer | D10 | 1 | Assault | Template | Terror |
| Exarch deathspinner | D8 | 4 | Assault | 12 | Close Only |
| Firepike | D10 | 2 | Assault | 18 | Melta |
| Flamer | D8 | 1 | Assault | Template | Terror |
| Fusion gun | D10 | 2 | Assault | 12 | Melta Close Only |
| Fusion pistol | D10 | 2 | Pistol | 6 | Melta Close Only |
| Hawk's talon | D8 | 3 | Assault | 24 | - |
| Lasblaster | D6 | 2 | Assault | 24 | - |
| Laser lance | D10 | 1 | Assault | 6 | Lance Close Only |
| Eldar missile launcher (krak) | D12 | D10 | Heavy | 48 | - |
| Eldar missile launcher (plasma) | D12 | D6 | Heavy | 48 | Blast Pinning |
| Prism cannon (focussed) | D12 | D12 | Heavy | 60 | Blast |
| Prism cannon (dispersed) | D12 | D8 | Heavy | 60 | Large Blast |
| Pulse laser | D12 | D12 | Heavy | 48 | - |
| Ranger long rifle | D12 | D12 | Heavy | 36 | Sniper Pinning |
| Reaper launcher | D12 | D10 | Heavy | 48 | - |
| Scatter laser | D10 | D12 | Heavy | 36 | - |
| Singing spear | D10 | D12 | Assault | 12 | Close Only |
| Shadow weaver | D10 | D8 | Heavy | 48 | Blast |
| Shrieker cannon | D8 | 3 | Assault | 24 | Pinning |
| Shuriken cannon | D8 | 3 | Assault | 24 | - |
| Shuriken catapult | D8 | 2 | Assault | 12 | Close Only |
| Shuriken pistol | D8 | 1 | Pistol | 12 | Close Only |
| Spinneret rifle | D8 | 1 | Assault | 18 | Pinning |
| Star lance | D12 | 2 | Assault | 6 | Lance Close Only |
| Starcannon | D12 | D10 | Heavy | 36 | - |
| Sunrifle | D6 | 4 | Assault | 24 | Pinning |
| Tempest launcher | D12 | D8 | Heavy | 36 | Blast |
| Triskele | D10 | 3 | Assault | 12 | Close Only |
| Vibro cannon | D10 | D6 | Heavy | 36 | Pinning |
| Wraithcannon | D12 | D6 | Assault | 12 | Close Only |
Back to Contents or Sample Weapons.
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Blaster | D12 | 2 | Assault | 12 | Close Only |
| Dark Lance | D12 | D10 | Heavy | 36 | - |
| Destructor | D8 | 1 | Assault | Template | Terror |
| Disintegrator (maximum) | D12 | D10 | Heavy | 36 | Blast |
| Disintegrator (sustained) | D12 | D8 | Heavy | 24 | - |
| Shredder | D8 | 1 | Assault | 12 | Blast Close Only |
| Splinter Cannon | D8 | 4 | Assault | 24 | - |
| Splinter Pistol | D6 | 1 | Pistol | 12 | Close Only |
| Splinter Rifle | D6 | 3 | Rapid_Fire | 24 | - |
| Stinger | D6 | 3 | Assault | 12 | Close Only |
| Terrorfex | D6 | 3 | Assault | 12 | Blast Close Only |
Back to Contents or Sample Weapons.
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Burst Cannon | D8 | 3 | Assault | 18 | - |
| Flamer | D8 | 1 | Assault | Template | Terror |
| Ion Cannon | D12 | D12 | Heavy | 60 | - |
| Kroot Rifle | D8 | 3 | Rapid_Fire | 24 | - |
| Kroot Gun | D12 | 4 | Rapid_Fire | 48 | - |
| Markerlight | D12 | D10 | Heavy | 36 | - |
| Missile Pod | D12 | 3 | Assault | 36 | - |
| Plasma Rifle | D12 | 3 | Rapid_Fire | 24 | - |
| Pulse Rifle | D8 | 3 | Rapid_Fire | 30 | - |
| Pulse Carbine | D8 | 1 | Assault | 18 | Pinning |
| Pulse Pistol | D8 | 1 | Pistol | 12 | Close Only |
| Fusion Blaster | D10 | 2 | Assault | 12 | Melta Close Only |
| Railgun (solid) | D12 | D12 | Heavy | 72 | - |
| Railgun (submunition) | D12 | D8 | Heavy | 72 | Large Blast Hammerhead only |
| Rail Rifle | D12 | D8 | Heavy | 36 | Pinning |
| Seeker Missile | D12 | D10 | Heavy | Unlimited | - |
| Smart Missile System | D10 | D12 | Heavy | 24 | - |
| Vespid Neutron Blaster | D10 | 1 | Assault | 12 | Close Only |
Back to Contents or Sample Weapons.
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Acid Spray | D10 | 1 | Assault | Template | Terror |
| Barbed Strangler | D8 | 1 | Assault | 36 | Large Blast Pinning |
| Brainleech Worms | D8 | 4 | Assault | 18 | - |
| Bio-electric Pulse | D8 | 4 | Assault | 12 | Close Only |
| Bio-plasma | D12 | 2 | Assault | 12 | Blast Close Only |
| Containment Spines | D8 | 4 | Assault | 18 | - |
| Cluster Spines | D8 | 1 | Assault | 18 | Large Blast |
| Deathspitter | D8 | 3 | Assault | 18 | - |
| Devourer | D8 | 3 | Assault | 18 | - |
| Flamespurt | D10 | 1 | Assault | Template | Terror |
| Fleshborer | D8 | 1 | Assault | 12 | Close Only |
| Fleshborer Hive | D8 | 4 | Assault | 12 | Close Only |
| Flesh Hooks | D8 | 2 | Assault | 6 | Rending Close Only |
| Heavy Venom Cannon | D12 | 3 | Assault | 36 | Blast |
| Impaler Cannon | D12 | 3 | Assault | 24 | - |
| Ripper Tentacles | D8 | 4 | Assault | 6 | Close Only |
| Rupture Cannon | D12 | 4 | Assault | 48 | - |
| Spike Rifle | D6 | 1 | Assault | 18 | - |
| Spore Mine Cysts | D10 | 4 | Assault | N/A | Large Blast |
| Spore Mine Launcher | D10 | 1 | Assault | 48 | Barrage Large Blast |
| Spinefists | D6 | 4 | Assault | 12 | Twin-linked Close Only |
| Stinger Salvo | D10 | 4 | Assault | 18 | - |
| Stranglethorn Cannon | D8 | 1 | Assault | 36 | Large Blast Pinning |
| Strangleweb | D6 | 1 | Assault | Template | Pinning Terror |
| Thorax Swarm (Electroshock Grubs) | D8 | 1 | Assault | Template | Terror |
| Thorax Swarm (Desiccator Larvae) | D4 | 0.5 | Assault | Template | Terror |
| Thorax Swarm (Shreddershard Beetles) | D6 | 1 | Assault | Template | Rending Terror |
| Venom Cannon | D10 | 1 | Assault | 36 | Blast |
Back to Contents or Sample Weapons.
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Gauss Flayer | D8 | 3 | Rapid_Fire | 24 | - |
| Gauss Blaster | D10 | 2 | Assault | 24 | - |
| Gauss Cannon | D12 | D10 | Heavy | 36 | - |
| Heavy Gauss Cannon | D12 | D12 | Heavy | 36 | - |
| Gauss Flux Arc | D12 | D12 | Heavy | 12 | Close Only |
| Particle Whip | D12 | D12 | Ordnance | 24 | Blast |
| Staff of Light | D10 | 3 | Assault | 12 | Close Only |
Back to Contents or Sample Weapons.
A list of few weapons that have been missed from later editions of Warhammer 40,000.
| Weapon | Impact | Firepower | Type | Range | Special |
|---|---|---|---|---|---|
| Autogun | D8 | 2 | Rapid_Fire | 32 | SGII Low-tech assault rifle |
| Handflamer | D8 | 1 | Assault | 4 | Terror, 3 shots only, Close Only |
| Webber | -- | -- | Pistol | 8 | Hits immobilised for rest of game, Close Only |
| Heavy Webber | -- | -- | Heavy | 24 | 2" area. Hits immobilised for rest of game |
| Graviton Gun | -- | -- | Assault | 16 | 1.5" area, Hits shift MOV DOWN ONE for rest of game |
| Crossbow | D8 | 0.5 | Primitive | 32 | Optionally Move or Fire due to low ROF |
| Bow | D6 | 1 | Primitive | 24 | - |
| Handbow | D6 | 1 | Primitive | 16 | - |
| Musket | D4 | 0.5 | Primitive | 24 | Optionally Move or Fire due to low ROF |
| Antique Pistol | D4 | 0.5 | Primitive | 12 | Close Only |
Back to Contents or Sample Weapons.
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()
{
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
Back to Contents or Sample Unit Stat Lines.
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
}
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
done
Back to Contents or Sample Unit Stat Lines.
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;;
D8) impact=D10;;
D10) impact=D12;;
D12) impact=D12;;
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
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=""
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
echo "$NAME IMP: $impact FP: $firepower TYPE: $TYPE RNG: $RANGE SPEC: $SPECIAL"
done
Back to Contents or Sample Weapons.