StarGrunt 40,000

Introduction

StarGrunt 40,000 is a system for converting Warhammer 40,000 army lists into a format that will work well with the Stargrunt II rules system. More information on Stargrunt II and related games can be found at Geo Hex. Absolutely phenomenal rules systems, these games. I also have constructed an errata page for the Stargrunt II rules based on some correspondence with the author.

The idea behind these rules is that you should be able to take a Warhammer 40,00 army list, constructed normally, draw up standard Stargrunt squad information sheets, and play a more-or-less normal game of Stargrunt. Naturally, some of the special rules carry over, and the Psychic phase is copied basically wholesale, at least for now, but if you're not playing with psychic abilities you should be able to play a game with just your Codex and these coversion rules. Let me know what you think, please mail me with comments.

As per Games Workshop's draconian intellectual property policy I have to say that: This website is completely unofficial and in no way endorsed by Games Workshop Limited. Like I'd do anything for those money grubbing bastards, never mind the fact that I somehow think that a page completely devoid of graphics would be highly unlikely to be mistaken for anything by them. Don't get me wrong here, GW has done a lot of nice things, in particular their games' background histories are excellent, but I am so sick of their pricing schemes it's not funny. For more of my ranting, see my boycotting Games Workshop page. I haven't bought a GW miniature directly from them for several years now, and it's great because instead I buy from fellow gamers for 4$ a miniature.

Status

Stargrunt Chapter 3: Organising Your Forces

Command Levels

Quality

Leadership

Stargrunt Chapter 8: Confidence

Stargrunt Chapter 9: Movement

Stargrunt Chapter 10: Hidden Troops

Sensors, By Race And Armour Type

Stargrunt Chapter 11: Characters

Stargrunt Chapter 12: Armour

Stargrunt Chapter 13: Vehicles

ECM - By Race

Fire Control

Stargrunt Chapter 14: Fire Combat

Stargrunt Chapter 15: Close Combat

Stargrunt Chapter 20: Advanced And Optional

WH40K Wounds

WH40K Grenades

WH40K Initiative and SG40K Initiative Tests

WH40K Weapons List

This list will, hopefully, allow people to basically ignore the main WH40K rules entirely, except for the lack of Wargear (but I think we'll survive with out that, not to mention the lack-of-Strategy cards).

In general, I have kept it so that weapons with identical WH40K stats have idential SG40K stats, but there are exceptions. In particular, the FP has been dropped below the minimum which my algorithm generates (2) in some cases and raised in a few others. In the case of the Fleshborer, Autogun, and Needle Rifle it has been dropped to 1, and all primitives have been dropped to .5, whilst a couple have had their FP raised (shotgun, flamer). The reasons should be pretty obvious, in particular the bow, crossbow and handbow had stupid profiles.

I was really, really tempted to lower the Las weapons' FP for realism reasons, but decided that that would put several armies at an unfair disadvantage.

Basic Weapons

Name		FP	Imp	Close	Special
Autogun		1	D8
Boltgun		2	D8
Bow		.5	D4
Crossbow	.5	D6
Deathspitter	3	D10		High FP due to splatter.
Death Spinner	D8	D8	X	All pot. hits make initiative test or
					die.  Infantry support weapon, SAW.
					Cannot be fired with other weapons.
					Cover and IP do not affect range die.
Flamer		D6	D8	X	Flame weapon, Close Combat Capable,
					Infantry support weapon, SAW
Fleshborer	1	D8	X
Graviton Gun	3	-	X	Pot. hits immobilized for game.
Aux. Grenade 
  Launcher	-	-	-	NOT USED
Pack Grenade
  Launcher	D8	D8	X	Infantry Support Weapon, SAW
Handbow		.5	D6	X
Lasgun		2	D6
Meltagun	D6	D12	X	Infantry Support Weapon, Heavy
Musket		.5	D6
Needle Rifle	1	-		All Hits Wound
Ripper Gun	4	D8	X
Shotgun		3	D8	X	Close Combat Capable
Plasma Gun	3	D12		1 Turn Recharge
S. Catapult	3	D8
Storm Bolter	3	D8
Grenade Launcher-	-	-	NOT USED
Auto Launcher	-	-	-	NOT USED
Swooping Hawk
  Grenade Pack	D6	D8		Hits unit directly underneath flight

Pistols

All pistols are Close Only weapons, naturally, as well as being Close Combat Capable

Name		FP	Imp	Special
Autopistol	1	D6
Boltpistol	2	D8
Hand Flamer	D4	D8	Flame Weapon, Close Combat Capable
Laspistol	2	D6	
Neddle Pistol	1	-	All Hits Wound
Plasma Pistol	3	D10	1 Turn Recharge
Shuriken Pistol	2	D8
Stub Gun	1	D8
Web Pistol	1	-	Pot. hits immobilized for game.

Close Combat Weapons

Shift is the amount that carrying this weapon in close combat shifts your die by. Note that this is cumulative, but only two weapons can be used at most.

Name		Shift	Special
Banshee Mask	-	If wearer is attacker, defender shifts down by 2 
			first round only
Knife,Sword,...	1
Bonesword	2
Chainsword	2
Chainfist	3
Harlequin's
  Kiss		1	All Casualties Dead
Crozius Arcanum	2
Lighning Claws	3
Mandiblaster	-	1 hit delivered before combat as from S. Catapult
Power Axe	2
Power Fist	3
Power Maul	2
Power Sword	2
Rough Rider
  Lance		2	Discard after first round
Thunder Hammer	3
Frag and Krak
  Grenades	1	Must be bought seperately from +1 FP bonus.
Others		As FP	Includes Pistols, Shotgun, Flame Weapons.

Infantry Support Weapons

All these weapons are Crew Served Heavy Weapons unless carried by vehicles, dreadnoughts, or terminators.

FP of 1 means the ammo must be specially loaded. Use of that ammo must be declared and one shot fired, which cannot (obviously) be added to small arms fire.

Name		FP	Imp	Special
Assault Cannon	D12	D12
Autocannon	D8	D12
Heavy Bolter	D6	D10
 Hellfire Shell	1	-	Hits wound on armour roll of 2+, living only
Heavy Stubber	D6	D8
Shuriken Cannon D6	D10
 Shrieker Ammo	1	D10	All wounds: Unit must CL check at TL 2.
				2D6 random movement each round,
				if doubles rolled victim replaced with 2"
				artillery burst, impact D6.  Living only.

Heavy Weapons

Name		FP	Imp	Special
Terminator
  Cyclone	D10	D12
Heavy Flamer	D8	D10	Close, Not Crew-Served
Hvy Plasma, Low	D4	D12
	High	D10	D10	1 turn recharge
Heavy Webber	D10	-	Hits imobillized for game
Lascannon	D12	D12
Multimelta/2	D12	D12	Only size 2 and up, size 2 crew served
Multilaser	D6	D10

Grenades

Cloud grenades are handled more simply than WH40K. The reason for this is that in WH40K clouds can move. This makes no sense: anything that moves a gaseous mass (i.e. wind) will also disperse it.

Name		Imp	Area	Special
Plasma		D10	1.5"	-
Meltabomb	D12	-	Only usable on vehicles, dreadnoughts, PA
				troops in base-to-base contact, for troops
				and dreadnoughts must win close combat first.
Radiation	D10	D3"	Size of effect recorded in secret.
Anti-plant	-	2"	Completely destroys all plant life.
Blind		-	2"	No shooting or moving through cloud,
				4+/D6 chance cloud disappears each turn
Choke		-	1.5"	Troops not in PA do nothing for turn on 4+/D6.
				4+/D6 chance cloud disappears each turn
Hallucinogen	-	1.5"	Troops not in PA do nothing for game on 4+/D6.
				Alternatively, use WH40K Wargear book list on
				page 59, it's really funny and cool.
Photon Flash	-	1.5"	Armour roll, if beats 5 no effect, if beats
				3 dazzled, if 3 or less blinded.  No effect
				on heavy PA or enclosed vehicles.  Dazzled
				is as blind for 1 turn only.  Blinded troops
				either stay still or move randomly, cured on
				a 4+/D6, test each turn.  Blinded lose CC.
Scare		-	2"	Non-PA troops affected on 2+/D6, act as broken
				until rolling 5+/D6,test at beggining of turn.
Smoke		-	2"	As blind, but no effect on sensors or psykers
Tanglefoot	-	3"	Move at half rate in area, vehicles also
				have direction when leaving area indicated by
				clockface method.