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.
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.
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
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.
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.
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.
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
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.