SGII FOR WARHAMMER 40,000 (5TH EDITION)

0) Introduction

a) Contents

Quick links to the sections of this document.

b) Rant

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.

c) Additions and Subtractions

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:

d) Abbreviations

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.

e) Disclaimer

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.

1) Army Organisation

a) Structure

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.

b) Tech Level

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 LevelDie TypeExamples
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.

c) Motivation

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.

2) Unit Stat Lines

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.

a) Mobility (M)

In 40K 5th edition, all Infantry move at 6", so they all have 6"/D6x2 for their Mobility.

b) Quality (Q)

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 RangeQuality DieTroop TypeCreature TypeExamples
<= 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.

c) Armour Value (AV)

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).

SvArmour Value DieExamples
- 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.

d) Leadership Value (LV)

e) Confidence Level (CL)

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)

f) Sample Unit Stat Lines

Sample Space Marines stat lines

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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

Name40K Stat TotalMobilityQualityLV AVCLSpecial
Battle Sister 18 6/D6x2 D8 2 D10 CO -
Sister Superior 19 6/D6x2 D8 2 D10 CO -

Sample Imperial Guard stat lines

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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

Name40K Stat TotalMobilityQualityLV AVCLSpecial
Warrior 20 6/D6x2 D8 1 D10 CO -
Scarab Swarm 16 6/D6x2 D6 1 D6 CO W=3

Sample Squats stat lines

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

3) Confidence and Reaction Summary

a) Basic System

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.

b) RT Psychology

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.

c) Alien Psychology

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.

4) Movement Summary 40K Additions

a) 40K Troop Types Special Rules

b) Applicable 40K USRs (see section 7)

Fleet, Move Through Cover, Skilled Rider, Relentless, Slow and Purposeful, Turbo Boosters, Infiltrate, Scouts, Rage

c) Special Weapons

Back to Contents.

5) Ranged Combat 40K Additions

a) Applicable 40K USRs (see section 7)

Eternal Warrior, Feel No Pain, Vulnerable to Blasts/Templates, Swarms, Stealth, Stubborn, Fearless, Tank Hunters.

b) Multi-wound Models

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).

c) Area Weapons (40K Blast weapons)

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.

d) Close Only Weapons

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.

e) Allocating Casualties

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.

f) Ammunition Supplies for Heavy Weapons

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.

6) Assault Combat 40K Additions

a) Applicable 40K USRs (see section 7)

Counter-attack, Eternal Warrior, Feel No Pain, Furious Charge, Hit and Run, Preferred Enemy, Stubborn, Fearless

b) Multi-wound Models

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).

c) Close-assault Specialists

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.

d) Grenades in Assault

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.

d) 40K Power Weapons

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

e) Mounted-vs-foot Combats

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.

7) 40K Universal Special Rules

This section attempts to convert the 40K USRs to SGII terminology and effects.

Back to Contents.

8) Equipment - Weapons

a) Converting 40K weapons to SGII

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

STRBase ImpactBase 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

APImpact Shift
- -1
6,5 None
4,3 +1
2 +2

Firepower shift by Rate of Fire

ROFFirepower Shift
10
Rapid,2+1
3+2
4++3

Shift by Type

Weapon ClassFirepower Shift Impact Shift>
Heavy +1 +1
Ordnance +2 +1

b) Sample Weapons

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)

WeaponImpactFirepowerTypeRangeSpecial
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

WeaponImpactFirepowerTypeRangeSpecial
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

WeaponImpactFirepowerTypeRangeSpecial
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

WeaponImpactFirepowerTypeRangeSpecial
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

WeaponImpactFirepowerTypeRangeSpecial
Dark Lance D12 D10 Heavy 36 -
Splinter Pistol D6 1 Pistol 12 Close Only
Splinter Rifle D6 3 Rapid_Fire 24 -

Necron Weapons

WeaponImpactFirepowerTypeRangeSpecial
Gauss Flayer D8 3 Rapid_Fire 24 -
Gauss Blaster D10 2 Assault 24 -
Particle Whip D12 D12 Ordnance 24 Blast

Tau Weapons

WeaponImpactFirepowerTypeRangeSpecial
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

WeaponImpactFirepowerTypeRangeSpecial
Deathspitter D8 3 Assault 18 -
Fleshborer D8 1 Assault 12 Close Only
Impaler Cannon D12 3 Assault 24 -

c) RT Weapons

Some weapons that got dropped in later versions of 40K.

WeaponImpactFirepowerTypeRangeSpecial
AutogunD8 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 .

d) 40K Special Weapons Rules

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.

e) RT Grenades

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.

9) Equipment - Armour

a) Armour Value D4 (40K Sv -)

b) Armour Value D6 (40K Sv 5+ or 6+)

c) Armour Value D8 (40K Sv 4+)

d) Armour Value D10 (40K Sv 3+)

e) Armour Value D12 (40K Sv 2+)

f) Energy Armour and Invulnerable Saves

Back to Contents.

10) Equipment - Other Items

Included here are some of the interesting bits from Rogue Trader that got missed out of later editions.

a) Basic Kit

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.

b) Technical Kit

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.

c) Medical Kit

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.

d) Bionics

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.

11) Epilogue - including downloads

a) To Do List

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.

b) Download

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.

c) Questions, Comments and Flames

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.

12) Appendices - Charts, Tables and Shell Scripts

APPENDIX 1: WH40K 5TH EDITION TO SGII STAT LINES

Space Marines stat lines

Army Tech Level: Enhanced (D8) Army Motivation: High

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

Space Marine Black Templars stat lines

Army Tech Level: Enhanced (D8) Army Motivation: High

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

Space Marine Blood Angels stat lines

Army Tech Level: Enhanced (D8) Army Motivation: High

Army Tech Level: Enhanced (D8) Army Motivation: High

Name40K Stat TotalMobilityQualityLV AVCLSpecial
Death Company 23 6/D6x2 D8 2 D10 CO -

Back to Contents or Sample Unit Stat Lines.

Space Marine Dark Angels stat lines

Army Tech Level: Enhanced (D8) Army Motivation: High

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

Space Marine Space Wolves stat lines

Army Tech Level: Enhanced (D8) Army Motivation: High

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

Agents of the Imperium stat lines

Army Tech Level: Enhanced (D8) Army Motivation: High

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

Grey Knights stat lines

Army Tech Level: Enhanced (D8) Army Motivation: High

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

Battle Sisters stat lines

Army Tech Level: Enhanced (D8) Army Motivation: High

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

Imperial Guard stat lines

Army Tech Level: Basic (D6) Army Motivation: Medium

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

Eldar stat lines

Army Tech Level: Enhanced (D8) Army Motivation: High

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

Dark Eldar stat lines

Army Tech Level: Enhanced (D8) Army Motivation: High

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

Orks stat lines

Army Tech Level: Basic (D6) Army Motivation: Medium

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

Tau stat lines

Army Tech Level: Superior (D10) Army Motivation: Medium

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

Necrons stat lines

Army Tech Level: Superior (D10) Army Motivation: High

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

Squats stat lines

Army Tech Level: Enhanced (D8) Army Motivation: High

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

Chaos Space Marines stat lines

Army Tech Level: Enhanced (D8) Army Motivation: High

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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 RollKhorneNurgleSlaaneshTzeentchIndependent
1Animosity PsychologyConfusion PsychologyPanic PsychologyFear PsychologyStupidity Psychology
2-6No GiftNo GiftNo GiftNo GiftNo Gift
7Rage USRImmune to all Diseases and PoisonsHit and Run USRCause Fear (TL1) PsychologyCounter-attack USR
8Frenzy PsychologyFeel No Pain USRHatred PsychologyPsykerNight Vision/Enhanced Senses USR

Back to Contents or Sample Unit Stat Lines.

Chaos Daemons stat lines

Army Tech Level: Basic (D6) Army Motivation: Medium

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

Tyranids stat lines

Army Tech Level: Basic (D6) Army Motivation: High

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

APPENDIX 2: XENOS STAT LINES

All the Xenos stat lines here are based on Rogue Trader.

Warp Creatures stat lines

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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

Alien Creatures stat lines

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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

Alien Plants stat lines

Name40K Stat TotalMobilityQualityLV AVCLSpecial
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.

APPENDIX 3: 40K TO SGII WEAPON STATS

Space Marines SGII Weapon Stats

WeaponImpactFirepowerTypeRangeSpecial
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.

Orks SGII Weapon Stats

WeaponImpactFirepowerTypeRangeSpecial
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.

Imperial Guard SGII Weapon Stats

WeaponImpactFirepowerTypeRangeSpecial
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.

Imperial Agents SGII Weapon Stats

WeaponImpactFirepowerTypeRangeSpecial
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.

Chaos Marines SGII Weapon Stats

WeaponImpactFirepowerTypeRangeSpecial
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.

Eldar SGII Weapon Stats

WeaponImpactFirepowerTypeRangeSpecial
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.

Dark Eldar SGII Weapon Stats

WeaponImpactFirepowerTypeRangeSpecial
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.

Tau SGII Weapon Stats

WeaponImpactFirepowerTypeRangeSpecial
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.

Tyranids SGII Weapon Stats

WeaponImpactFirepowerTypeRangeSpecial
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.

Necrons SGII Weapon Stats

WeaponImpactFirepowerTypeRangeSpecial
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.

RT Weapon Stats

A list of few weapons that have been missed from later editions of Warhammer 40,000.

WeaponImpactFirepowerTypeRangeSpecial
AutogunD8 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.

APPENDIX 4: statline_generator Bash script

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.

APPENDIX 5: statline_generator_xenos Bash script

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.

APPENDIX 6: weapon_converter Bash script

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.