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:

  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!: 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:

  1. All Command Units are individual models and may take give orders actions. The number of Command Units may not exceed the number of squads.
  2. 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

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