Legions of Steel Army List
by Peter Bogdasarian
This is the fourth of a series of Warzone armylists covering the Legions of
Steel Game. Several notes should apply for those unfamiliar with the
Warzone universe:
- LOS figures are generally equipped better than their Warzone
counterparts. They pack more munitions, including heavy anti-armor weaponry.
- The Sprint Skill : Allows a Warzone figure to take an additional
movement action each turn.
- ITS : Allows a Warzone figure to take an additional attack action each
turn per system.
- These rules are NOT intended to get you out of buying the basic
Planetstorm / LOS material, so no unit desc., etc.
- 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!: LOS forces may not use standard A.I. upgrades as presented in the
Dawn of War compendium.
Disruptor Weapons: Anyone wounded by a disruptor weapon does not
immediately lose a wound. Instead, place a Disrupted! counter next to the
subject. Whenever it is activated, roll 1d20 - on a roll of 1-8, the
figure is instantly killed, regardless of its remaining wounds. A.I.s are
not affected by Disruptor Weapons.
Fixed A.I.s: LOS A.I.s do not run amok.
Legions of Steel Unit organization - LOS forces follow a great deal of very
silly organizational structures, so here's my take on it. Squads are
purchased as normal and are the standard LOS force - everyone hangs within
Command distance of one another, etc. with two exceptions:
- All Command Units are individual models and may take give orders
actions. The number of Command Units may not exceed the number of squads.
- At the start of its activation, a squad may designate one of its
members as "Detached" - he is considered an individual model with regards
to command distance.
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Cost |
| C1 Succubot |
14 |
14 |
-- |
15 |
4 |
1 |
0 |
4 |
22 |
37 |
|
Special Abilities: Command Unit
Weapons: Deadbolt Carbine, SPAZ Rockets
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Cost |
| C2 Centurion |
15 |
15 |
-- |
16 |
4 |
2 |
3 |
3 |
24 |
50 |
|
Special Abilities: Command Unit, Nachtmacher Field - A Centurion may spend
one action to turn this field on or off. While it is active, the Centurion
is at a -4 to its CC+MW, as are any enemies attacking the Centurion.
Weapons: One Blitzer grenade, Heavy Deadbolt Launcher, SPAZ Rockets
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Cost |
| G1 Nightmare |
12 |
12 |
-- |
12 |
3 |
1 |
1 |
3 |
24 |
23 |
| G1A Nightmare |
13 |
12 |
-- |
12 |
3 |
1 |
1 |
3 |
24 |
24 |
| G1B Nightmare |
10 |
14 |
-- |
12 |
3 |
1 |
1 |
3 |
24 |
34 |
|
Weapons (G1): Deadbolt Launcher, Nachtmacher grenades.
Weapons (G1A): Scattergun, Nachtmacher grenades.
Weapons (G1B): Thumper (all grenades)
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Cost |
| G3 Predator |
12 |
14 |
-- |
13 |
3 |
1 |
2 |
3 |
26 |
29 |
| G3A Predator |
15 |
11 |
-- |
13 |
3 |
1 |
2 |
3 |
26 |
29 |
| G3B Predator |
11 |
15 |
-- |
13 |
3 |
1 |
2 |
3 |
26 |
29 |
|
Weapons (G3): Ice Rifle, Prometheus Bombs + Disruptor Grenades
Weapons (G3A): SPAZ Rockets, Protoplasmic Lacerator, Prometheus Bombs +
Disruptor Grenades
Weapons (G3B): Deadbolt Launcher, Thumper (all grenades)
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Cost |
| G4 Gremlin |
10 |
10 |
-- |
10 |
3 |
1 |
0 |
3 |
20 |
10 |
|
Special Abilities: Small Model.
Weapons: Deadbolt Carbine.
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Cost |
| G5 Stalker |
14 |
14 |
-- |
14 |
3 |
2 |
2 |
4 |
24 |
40 |
|
Special Abilities: Large Model, Sprint Skill.
Weapons: Deadbolt Launcher, Nachtmacher Grenades, Claws, WASP Missile Pack.
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Cost |
| G6 SniperBot |
10 |
14 |
-- |
13 |
3 |
1 |
0 |
4 |
22 |
23 |
|
Weapons: Deadbolt Carbine, WASP Missile Pack.
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Cost |
| Mark I Assault Fiend |
15 |
15 |
-- |
14 |
3 |
2 |
5 |
4 |
26 |
47 |
Mark IAI Assault Fiend |
14 |
16 |
-- |
15 |
3 |
2 |
5 |
4 |
26 |
48 |
|
Special Abilities: Large Model.
Weapons (Mk. I): Napalm X Flame Weapon, Power Trident, Molecular Bayonet.
Weapons (Mk. IAI): Hellfire Cannon, Claws.
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Cost |
| Mark II Assault Fiend |
16 |
14 |
-- |
15 |
3 |
2 |
4 |
5 |
24 |
50 |
| Mark IIAI Assault Fiend |
14 |
16 |
-- |
15 |
3 |
2 |
4 |
5 |
24 |
50 |
|
Special Abilities: Large Model, Command Unit.
Weapons (Mk. II): Thunder Lance, Power Halberd.
Weapons (Mk. IIAI): Heavy Deadbolt Launcher, Power Mace.
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Cost |
| Mark III Assault Fiend |
14 |
14 |
-- |
14 |
3 |
4 |
6 |
3 |
28 |
60 |
| Mark IIIAI Assault Fiend |
14 |
14 |
-- |
14 |
3 |
4 |
6 |
3 |
28 |
60 |
|
Special Abilities: Giant Model, ITS System (+1 Fire action).
Weapons (Mk. III): Hellfire Cannon, Thumper (all grenades), Protoplasmic
Lacerator.
Weapons (Mk. IIIAI): Ice Rifle, Blitzer Catapault, Electro Whip, Slaymore
Mines CAW.
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Cost |
| X1 Runaway |
12 |
-- |
-- |
12 |
3 |
1 |
0 |
5 |
22 |
20 |
|
Special Abilities: If the X1 Runaway hits its opponent in hand-to-hand
combat, roll 1d20 + the Runaway's LD against 1d20 + the opponent's LD. If
the Runaway's total is higher than its opponent's total, it takes control
of the opposing figure - move the Runaway with the opposing model.
Armory
| WEAPON |
CR |
MX |
RM |
DAM |
Cost |
Notes |
| Blitzer Grenade |
T+4 |
-- |
-- |
12(x3) |
5 |
Disruptor weapon. Singleshot weapon. Place the explosion template at the
site of detonation. Can be thrown 4" farther than normal hand grenades. |
| Blitzer Catapault |
30 |
60 |
-4 |
12(x3) |
52 |
Disruptor weapon. Rocket Launcher. Place the explosion template at the
site of detonation. |
| Claws |
CC |
-- |
-- |
10 |
1 |
Close combat weapon. |
| Deadbolt Carbine |
9 |
18 |
-4 |
12 |
4 |
Sidearm |
| Deadbolt Launcher |
15 |
30 |
-3 |
12 |
8 |
|
| Deadbolt Launcher (Heavy) |
25 |
50 |
-3 |
14(x2) |
26 |
Heavy Weapon, Burstfire. |
| Deadbolt Pistol |
6 |
12 |
-4 |
10 |
2 |
Sidearm. Any Machine may carry a Deadbolt Pistol in addition to its
regular armament. |
| Electro Whip |
3/CC |
-- |
-- |
* |
8 |
May either attack an enemy up to 3" away (using the CC skill) or be used in
Close Combat. EMP Weapon - add +2 to effect die rolls. |
| Hellfire Cannon |
22 |
45 |
-4 |
15(x2) |
24 |
Heavy Weapon, Burstfire weapon. |
| Ice Rifle |
9 |
18 |
-4 |
15 |
8 |
|
| Molecular Bayonet |
CC |
-- |
-- |
14 |
3 |
May be used as a secondary weapon by an Assault Fiend. |
| Napalm-X Flame Weapon |
F |
-- |
-- |
18 |
40 |
Flamethrower. |
| Power Halberd |
CC |
-- |
-- |
15(x2) |
7 |
+2 to Close Combat Skill. |
| Power Mace |
CC |
-- |
-- |
* |
5 |
EMP Weapon - add +2 to effect die rolls. |
| Power Trident |
CC |
-- |
-- |
16 |
4 |
|
| Protoplasmic Lacerator |
CC |
-- |
-- |
12(x*) |
7 |
x2 damage against A.I.s + inorganics, x3 damage against all other units.
May make sweep attacks. Anyone hit by this weapon, but NOT wounded, must
make an LD check or be disrupted. |
| Scattergun |
S |
-- |
-- |
12 |
8 |
Shotgun. |
| Slaymore System |
0 |
-- |
-- |
10(x2) |
5 |
Anyone within 3" of the unit - other than the unit itself is hit and must
make armor rolls. Singleshot weapon. |
| SPAZ Rockets |
6 |
12 |
-5 |
14(x2) |
14 |
Unlike standard LOS rules - SPAZ rockets do not have ammunition limits. |
| Thumper Grenade Launcher |
20 |
-- |
-- |
* |
20 |
Thumper grenade launchers may fire either Nachtmachers, Prometheus Bombs or
Disruptor Grenades. They do have interchangeable magazines and may switch
ammo types freely. |
| Thunder Lance |
* |
-- |
-- |
* |
40 |
Place a 12" long by 1" wide (by 1" high) template extending out from the
figure's base. Anyone under this template is automatically hit by an EMP Weapon. |
| WASP Missile Pack |
75 |
-- |
-- |
18 |
6 |
Lock-on, Rocket Launcher and Singleshot weapon. |
|
General Armory
Cavalry Pack Augmentation: The machine gains a +1 to its movement and the sprint skill. COST: (+8 points)
Improved Communications Systems: May be purchased for any LOS squad. Its command distance expands to 9". COST: (+5 points)
Omega Fiends Any Assault Fiend may be upgraded to an Omega Fiend. It gains a +2 CC, +2
MW and a +2 LD. It is now a command unit. However, Omega Fiends do run
the possibility of going amok when they fumble. COST: (+10 points)
Disruptor Grenade: Damage 12 disruptor weapon hit to everyone under the grenade template. COST: (5 points)
Nachtmacher: Place a grenade template centered around the detonation site. Any combat
in or passing through this area is at a -4 to either MW or CC. Template
weapons may be targeted through this area. The Nachtmacher template lasts
until the end of the next turn - i.e. the turn AFTER it is thrown. How to
represent this? Place a "2" on one side of the template, a "1" on the
other side - flip it over at the end of the turn you USED the weapon,
remove it at the end of the next turn. This really shouldn't be hard, but
considering some of the questions I've seen (RTFM!) , I thought I'd better
elaborate. COST: (4 points)
Prometheus Bomb: Damage 12 flamethrower hit to everyone under the grenade template. COST: (6 points)
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