UNE Army List

by Peter Bogdasarian

This is the fifth of a series of Warzone armylists covering the Legions of Steel Game. Several notes should apply for those unfamiliar with the Legions of Steel 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.
  6. Yes, the UNE Behemoths pack an insane amount of firepower. They haven't got the expected amount of armor or wounds though, so you'll just have to deal with them before they deal with you.
  7. UNE Heavy Weapons no longer require loaders.


Army Rules

Communications Network: UNE Officers may take give orders actions to any friendly unit on the board, regardless of LOS or distance.

Denied!: UNE Forces do not use standard megacorporate equipment.

Earth Dogs Die Hard!: UNE Forces never have an armor save worse than an 8 or less, regardless of the damage of the weapon used against them.


UNE Unit Organization - I've split most UNE Forces into Half-Sections, instead of full ones. I suppose that one could use them in full section units, but these would be EXPENSIVE!


All UNE Troops have Corporals/Sergeants and Warrant Officers/Lieutenants, bought using the following profile adjustments to the base profile (use the base profile for BOTH of them). All Warrant Officers & Lieutenants are individual models.

CC MW PW LD AC W ST MV A Cost
Sergeant +2 +2 -- +2 -- -- -- -- -- +6
Lieutenant +3 +3 -- +3 +1 -- -- -- -- +14


CC MW PW LD AC W ST MV A Cost
Assault Trooper 13 14 -- 13 3 1 2 2 28 29
Special Abilities: Do Not Rout.
Equipment: B-3 Grenade Launcher / R.A.M. Laser Combi-Weapon.
Structure: Sgt + 2-4 Assault Troopers. No Heavy Weapons.

CC MW PW LD AC W ST MV A Cost
Assault Support Platform (Behemoth RXS) 15 15 -- 15 3 2 3 3 26 120
Special Abilities: An ASP has 2 I.T.S. actions, and may use these as additional wait actions, reserved for fire actions only. The I.T.S. systems may not fire the same weapon. ASPs are large models.
Equipment: All of an A.S.P.'s equipment is included in its base cost. It has 2 Linked Auto-RAM Lasers (both weapons may be fired for one action), Caliope rocket launcher, Auto-GL, 2 TOW-7 missiles and Fade To Grey Grenades.
Structure: A.S.P.s are individual models.

CC MW PW LD AC W ST MV A Cost
Commando Trooper 13 13 -- 13 3 1 1 3 24 22
Special Abilities: Commando Training.
Equipment: LZ-9 Blaster, SK-111 K-Pulse Grenade, T-19 Forcewall Grenade.
Structure: Sgt + 2-4 Commando Troopers. One Commando Trooper may replace his Blaster and Grenades with a heavy weapon.

CC MW PW LD AC W ST MV A Cost
Heavy Assault Trooper (Behemoth RXS) 15 15 -- 15 3 2 3 3 26 120
Special Abilities: A Heavy Assault Trooper has 2 I.T.S. actions, and may use these as additional wait actions, reserved for fire actions only. The I.T.S. systems may not fire the same weapon. Heavy Assault Troopers are large figures.
Equipment: All of a Heavy Assault Trooper's equipment is included in its base cost. It has one Auto-RAM Laser, Auto-Grenade Launcher, 2 Close-Defense Plasma Projectors, a SPLAT Close Assault Weapon and Fade To Grey Grenades.
Structure: Heavy Assault Troopers are individual models.

CC MW PW LD AC W ST MV A Cost
Pioneers 12 12 -- 14 3 1 2 3 24 30
Special Abilities: Pioneers have a damage 14 close combat attack. They get a +3 to lock and unlock from close combat. Their extra close combat attack may be used as a secondary weapon.
Equipment: All Pioneers have 2 SMART Mines and 2 Micro-Satchel Charges included in their base points cost. They carry Blaster Carbines.
Structure: Sgt + 2-4 Pioneers. Pioneers do not carry heavy weapons.

CC MW PW LD AC W ST MV A Cost
Power Infantry 12 14 -- 13 3 1 1 3 24 19
Equipment: RZ-3 RAM Laser and TOW-7 Missile.
Structure: Sgt + 2-4 Infantry. One Infantryman may replace his weapons with a B-3 Grenade Launcher/RAM Laser. Another Infantryman may replace his weapons with a heavy weapon.

CC MW PW LD AC W ST MV A Cost
Heavy Assault Trooper (Behemoth RXS) 13 13 -- 13 3 1 0 4 22 28
Special Abilities: Recce Commandoes have the Commando Training, Target Designation and Stealth Special Abilities. (TD: Target Designation Skill: A unit with this skill may take a Use Special Powers action in an attempt to designate a target for other troops. It may designate a unit at a distance in inches equal to twice its MW skill. To successfully designate the target, it must roll equal to or under its MW skill. Modify the MW skill for the target's cover, and the stealth (-4 to hit) and combat reflexes skills. UNE Units are +2 to hit and +1 to damage a designated target. A target remains designated until the end phase of the turn in which it was designated.)
Equipment: Recce Commandoes carry LZ-3 Blasters and two T-19 Forcewall Grenades.
Structure: Sgt + 2-4 Recce Commandoes. Recce Commandoes do not carry heavy weapons.

CC MW PW LD AC W ST MV A Cost
Heavy Assault Trooper (Behemoth RXS) 12 14 -- 13 3 1 0 4 22 21
Special Abilities: Rocket Rangers have the Target Designation Special Abilities. (TD: Target Designation Skill: A unit with this skill may take a Use Special Powers action in an attempt to designate a target for other troops. It may designate a unit at a distance in inches equal to twice its MW skill. To successfully designate the target, it must roll equal to or under its MW skill. Modify the MW skill for the target's cover, and the stealth (-4 to hit) and combat reflexes skills. UNE Units are +2 to hit and +1 to damage a designated target. A target remains designated until the end phase of the turn in which it was designated.) They may also spend 10 points to purchase a flight pack, giving them a flight MV of 10.
Equipment: RAM Laser and two Fade To Grey Grenades.
Structure: Sgt + 2-4 Rocket Rangers. Rocket Rangers do not carry heavy weapons.


Armory

WEAPON CR MX RM DAM Cost Notes
BS-2 Auto Grenade Launcher 15 -- -- 15(x2) -- Only mounted on Behemoth RXS. May either place one 15(x2) grenade template or two damage 15 grenade templates. Heavy Weapon.
B-3 Grenade Launcher 15 -- -- 15 26 Uses the grenade template. May be fired as a RAM Laser.
Blaster (LZ-9) 12 24 -4 14 8
Blaster Carbine 9 18 -4 14 7
Blaster Pistol 6 12 -4 14 6 Sidearm.
Caliope Rocket Launcher 30 -- -- 15(x3) 54 The Caliope may place either one Dam 15x3 grenade template, or 3 damage 15 grenade templates in contact with one another, without any overlap. Firing a Caliope costs all of a figure's actions.
Carl-G Mk. IV Launcher 30 60 -4 -- 40
CARP Round
-- -- -- 14 -- Nominate a range and add the roll of 1d6 to it. Place a large flamer template (I use a 40K heavy flamer for all my templates) extending from that point in a parrallel direction to the line of fire.
HEAP Round.
-- -- -- 18 -- Damage a single target. HEAP rounds may be aimed.
K-Pulse.
-- -- -- 14(x2) -- grenade template
EMP Round.
-- -- -- 18 -- Use the explosion template. Anyone under the template is hit by an EMP weapon. Modify the Leadership roll for the zone on the template.
XL-27 Close Defense Weapon F -- -- 16 * Only mounted on Heavy Assault Troopers
Concussion Gauntlets CC -- -- 10(x2) 2
EMP Projector F -- -- * 30 Everyone under the template suffers the effects of an EMP Weapon.
Flechette Gun S -- -- 12(x3) 24 Use the shotgun template and rules. May not be fired in close combat.
Flechette Pistol S -- -- 10 6
Heat Lance CC -- -- 14 3
Plasma Pistol F -- -- 10 10
Plasma Projector (X-26) F -- -- 18 40
RAM Carbine 15 30 -3 12 8
RAM Laser (RZ-2) 18 36 -4 12 8
RS-48 Auto-RAM Laser 30 60 -3 14(x2) 30 Heavy Weapon, Burstfire.
RAM Pistol 9 18 -4 12 5 Sidearm.
XDX-211 Scattered Plasma Assault System (SPLAT) 0 -- -- 18(x3) - Only mounted on Heavy Assault Troopers. Anyone under the explosion template, except the Heavy Assault Trooper is automatically hit. Singleshot weapon.
TOW-7 Missile 75 -- -- 14(x2) 5 Heavy Weapon, Rocket Launcher, Singleshot Weapon, Minimum Target Size: Large.
Fade To Grey Grenade T -- -- * 3 Place a grenade template centered around the detonation site. Any combat or spotting in or passing through this area is at a -2 to either MW or CC. Template weapons may be targeted through this area. The Fade to Grey 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.
Forcewall Grenade T -- -- * 4 Place a grenade template. Anyone under the template is displaced to the edge of the template (roll on the deviation table for direction). The Forcewall has one wound at armor value 28. It may not be fired through until it goes down. Single use grenade.
K-Pulse Grenade T -- -- 12 4 Place a grenade template at the site of detonation.


General Armory

Micro-Satchel Charges
One action to place. A Pioneer may spend one action to detonate any and all satchel charges on the board. This may be done as a wait action. They explode, delivering a damage 12 hit to anything under the grenade template.

SMART Mines
One action to drop. Placed with a WAIT counter. Shoots at the first A.I. to take a move action within 10" of the mine. MW (14) W (1) A (24) Small Model. Fires a Blaster Bolt (dam 14).


Peter Bogdasarian

"But I hate mobs, lynchings - they sicken me. No matter how wrong the man is, if a mob's against him, I'm for him. The only thing I ever pray to God for is a chance some day to sit down behind a machinegun with a lynching party in front of me."
- "The King Buisness", Dashiell Hammett

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