Fantasian Army List

by Peter Bogdasarian

This is the second of a series of Warzone armylists covering the Legions of Steel Game. Several notes should apply for those unfamiliar with the Warzone universe:

  1. LOS figures are generally equipped better than their Warzone counterparts. They pack more munitions, including heavy anti-armor weaponry.
  2. The Sprint Skill : Allows a Warzone figure to take an additional movement action each turn.
  3. ITS : Allows a Warzone figure to take an additional attack action each turn per system.
  4. These rules are NOT intended to get you out of buying the basic Planetstorm / LOS material, so no unit desc., etc.
  5. Electro-Magnetic Pulse Weapons
    Roll 1d20 when a figure is hit by an EMP weapon:
    1 to 5 Success No Penalty
    6 to <=LD Success Place a Dazed counter on the figure (lose wait action -2 MW -2 CC). Remove all Dazed counters during the initiative phase.
    >LD Place a Stunned counter on the figure (lose wait action). The figure loses its next turn - remove the stunned counter when it is activated at a cost of all its actions.
    19-20 The figure loses 1 wound + receives a stunned counter.


Army Rules

Denied!: Black Empire units do not use conventional mega-corporation equipment.

"Speyd ind violentz, Violentz ind Speyd.": Fantasians may take a special "Hit & Move" action. They may move up to their MV-1 and fire once at a -4 to their MW. This counts as a use special powers action and thus may only be taken once per turn.

Note: Star* stands for Starshina. All Starshinas are individual models.


CC MW PW LD AC W ST MV A Cost
Riflemen 12 12 -- 12 3 1 0 4 22 12
Sergeant 14 14 -- 14 3 1 0 4 22 18
Star* 15 15 -- 15 4 2 0 4 22 31
Weapons: AK, MASLAW, 2 Gauss Grenades
Structure: Varies by unit. One Fantasian per squad may replace his AK+MASLAW with a heavy weapon.

CC MW PW LD AC W ST MV A Cost
Stormtrooper 13 11 -- 13 3 1 0 4 22 13
ST Sergeant 15 13 -- 13 3 1 0 4 22 19
ST Star* 16 14 -- 16 4 2 0 4 22 32
Weapons: PPSH submachinegun, 2 Gauss Grenades
Structure: Varies by unit. One Fantasian per squad may replace his PPSH with a heavy weapon.

CC MW PW LD AC W ST MV A Cost
Drop Trooper 13 12 -- 13 3 1 1 2 28 22
DT Sergeant 15 14 -- 15 3 1 1 2 28 28
DT Star* 16 15 -- 16 4 2 1 2 28 41
Special Abilities: Do Not Rout.
Weapons: AK, MASCAW, Powerspike.
Structure: Varies by unit. One Drop Trooper per squad may replace his AK+MASCAW with a heavy weapon.

CC MW PW LD AC W ST MV A Cost
Ghon Politz 13 13 -- 13 3 1 1 3 26 23
Weapons: One of the following: AGS-17, PKM or RPK.
Structure: Two Ghon Politz accompany a Kommisar. They must remain within command distance of all times and activate when he is activated. Ghon Politz may also be formed into leaderless squads of 6. Ghon Politz squads only entitle you to have T-85s or Kommisars as individual models for their alloted figure.

CC MW PW LD AC W ST MV A Cost
GBA Starshina 16 16 -- 16 4 2 1 3 26 42
Weapons: PKM, 2 Sagger Missiles, 2 Gauss Grenades.
Structure: One GBA Starshina accompanies a Kommisar. He must remain within Command Distance of the Kommisar at all times and is activated when the Kommisar is activated.

CC MW PW LD AC W ST MV A Cost
Kommisar 16 16 -- 16 4 2 1 3 26 48
Special Abilities: A Kommisar has a 12" Command Distance. Any Fantasian unit failing a panic check within the Kommisar's Command Distance may reroll its check.
Equipment: Two Tokarev Heavy Pistols, 2 Sagger Missiles, 2 Gauss Grenades.
Structure: Individual.

CC MW PW LD AC W ST MV A Cost
Riot Politz 14 12 -- 13 3 1 1 3 26 24
Special Abilities: Assault Shield - any attack against a Riot Politz trooper originating from its front 180 degrees is at a -2 damage.
Weapons: MASCAW, Riot Truncheon, 2 Gauss Grenades.
Structure: Leaderless squads of 4-6 figures.

CC MW PW LD AC W ST MV A Cost
T-85 14 14 -- 14 3 2 3 3 24 34
Special Abilities: Large Figure.
Weapons:

T-85/34: ZSU 12.6, 2 Mini Shilkas w/ AES, 5 Gauss Grenades
T-85/35: PKM, K2-Sha
T-85/36: PKM, AT-4 Spigot missiles
T-85/37: Linked KPV Cannon
Structure: Individual Model. Some daring players may want to attempt the T-85 squads presented in the rulebook...

CC MW PW LD AC W ST MV A Cost
Sniper 12 16 -- 14 3 1 0 4 22 33
Special Abilities: Crackshot, Stealth + Commando Training.
Weapons: SVD Sniper Rifle, 2 Gauss Grenades.
Structure: Individual Model.


Armory

WEAPON CR MX RM DAM Cost Notes
AGS-17 Grenade Launcher 10 20 -4 ** 14 Fires Gauss Grenades (unlim. magazine). Their cost is included in its price.
AK 12 24 -4 12 6
AT-4 Spigot 75 -- -- 16(x3) 52 Rocket Launcher, Heavy Weapon, Minimum Target Size: Large.
K2-SHA 30 60 -4 12(x3) 52 Heavy Weapon, Rocket Launcher, Use the Explosion Template.
KPV Cannon 20 40 -4 15(x2) 26 Heavy Weapon, Burstfire. Linked KPV cannon may both be fired at the same target for one action.
MASCAW 0 -- -- ** 3 Center the explosion template over the figure. Anyone caught under the template takes an EMP hit, modified by the distance. Singleshot weapon.
MASLAW 6 12 -4 12(x3) 4 Rocket Launcher, Heavy Weapon, Singleshot weapon, Minimum Target Size Large.
PKM Rifle 30 60 -4 16 16 Heavy Weapon.
Power Spike CC -- -- 14 3
PPSH Subgun 6 12 -4 12(x2) 12 Sidearm. NOT A HEAVY WEAPON!
Riot Truncheon CC -- -- ** 5 EMP Weapon.
RPG 9 18 -4 ** 10 EMP Weapon. Dynamo troopers are not required in WARZONE as they are in LOS.
RPK 25 50 -4 14(x2) 24 Heavy Weapon, Burstfire.
Sagger 36 72 -4 16(x3) 10 Rocket Launcher, Heavy Weapon, Singleshot weapon, Minimum Target Size Large.
Mini-Shilka 10 20 -4 12(x3) 20 Heavy Weapon, Burstfire. AES System - A Mini-Shilka may have its own wait action reserved for it by spending one action and placing an AES counter next to the figure.
SS-2000 F -- -- 18 40 Flamethrower.
SVD 30 60 -2 13 14 Sniper Rifle.
Tokarev Pistol 6 12 -4 14 7 Sidearm.
ZSU 12.6 Woodpecker 25 50 -4 16(x3) 42 Heavy Weapon, Burstfire.
Gauss Grenades T -- -- ** 4 A regular figure recieves 2 Gauss Grenades with purchase. A T-85 recieves 5 Gauss Grenades. (pulse) Grenade template. Anyone under the Grenade template is hit by an EMP Weapon at a +1 on the dieroll. (field) Place a Gauss Grenade Template. Flip it over at the start of the next turn and remove it at the start of the turn after that. Anyone firing through the template is at a -2 to hit. Anyone under the template or ending a move action / fire action inside it is hit by an EMP weapon, resolved at a -4 to the roll.


Peter Bogdasarian

Those who fight dragons long enough, become dragons.
If you look into the Abyss, the Abyss will look back into you.

- Frederich Nietzsche

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Jim Williamson <jim@timewarpcomics.com> ICQ# - 19820718 AIM - Smallrealties1