Sunday, April 1, 2012

LOS D10 Homemade Rules

So, now, after LOS returned to my thoughts, I've decided to post here my LOS D10 Rules.
These rules were created in 2002 - I think - and were initially created to use troops without armour. The mud boys that had to defend a colony from the Machines. I just can't find the stats for these poor infantrymen any more. Good for them. Still, here are the rules. If you want the PDF, I uploaded it in the LOS Yahoo page for those who want it. They're here.
Legions of Steel D10 Conversion
Introduction These home rules create some modifications in the original rules and stats of LOS, but the core system remains the same.  
These rules were made with three objectives: introduce rules to create in a balanced way new troops without armour, to make troop activation more tactical, and finally to differentiate hitting a target and damaging it. It makes the players roll an additional die, but I think that it is worth doing it. Others will say that it breaks the simplicity and beauty of the game. And they are right too.
 In the D10 system the rules that were changed are described below, following the continuity of the Rules of engagement book sold with the second LOS box. The stats for weapons are at the end of this document. Some rules are from the Advanced Rules book. I hope you like it.  

The Rules
 1.0. Turn Sequence.  
1.1. Initiative. The players roll 1D10 and add Leadership. The player that won chooses a figure to act. Than the player that lost the initiative chooses another. A player can choose one of his figures or a figure from the other player. A player can spend a Leadership counter to deny the choosing of a figure. Then the other player must choose another figure.    
2.0. Leadership. Leadership can be assigned during the action phase, to a figure that is about to act. Leadership must be assigned before the figure acts and when assigned it cannot be taken back.    
4.0. Combat. Kill Number. The kill number is the base number to hit an enemy figure. The change here is the number to hit and some of the to-hit modifiers. The other mechanics remain the same.  
Point Blank Plus Point Blank Short medium Long Extreme
2 3 4 6 8 10
General Modifiers. These suffer a change. They are for size and not for armour. It's easier to hit a Behemoth PDA than it is to hit a Gremlin.
Figure Modifier  
Commando 0  
Assault Commando +1  
Pioneer +1  
Nightmare 
0 Assault Fiend Mk 1 +1
 Assault Fiend Mk 2 +1
 Assault Fiend Mk 3 +2  
Behemoth +1  
Predator 0  
Door +1  
Force wall +1  
Gremlin -2  
Succobot -1  
Reecee Commando -1  
SniperBot -1  
X1 Runaway -2  

Damage. This is where the LOS stats suffer a little change. 
Hard core fans: now it's the time to stop reading...  
Each figure has a Damage number that must you must roll equal or higher to make damage and kill. 
But the different weapons have a Damage modifier (see below) that will modify the die roll.   

Figure Armor  
Commando 6  
Assault Commando 7  
Pioneer 7  
Nightmare 6  
Assault Fiend Mk 1 8  
Assault Fiend Mk 2 7  
Assault Fiend Mk 3 9  
Behemoth 8  
Predator 7  
Door 7  
Force wall 8  
Gremlin 4  
Succobot 5  
Reecee Commando 5  
SniperBot 5 X1 
Runaway 5  

Grenades. The working system of grenades remains the same, with the D10 variation and a -2 for side arcs. You can see it below.
10
10 10 9 10 10
10 10 9 9 8 9 9 10 10
10 10 9 9 8 8 7 8 8 9 9 10 10
9 9 8 8 7 7 6 7 7 8 8 9 9
8 7 7 6 6 5 6 6 7 7 8
10 9 6 6 5 5 4 5 5 6 6 9
10 9 8 5 4 4 3 4 4 5 8 9 10
10 9 8 7 6 3 3 2 3 3 6 7 8 10 10
10 9 8 7 6 5 2 1 2 5 6 7 8 9 10
10 9 8 7 6 5 4 3 M 3 4 5 6 7 9 9 10
10 9 8 7 6 5 3 2 3 5 6 7 8 8 10
10 9 8 7 6 5 5 4 5 5 6 7 8 9 10
10 9 8 8 7 7 6 7 7 8 8 9 9
10 9 10 9 9 8 9 9 10 9
10

Hand-to-Hand Combat. 
A Commando with a pistol in his hands, or a power knife, should be able to defend himself against a machine. Hard to do but possible. The change in the rules is to illustrate this. When someone initiates a HtH combat there is a contested roll. Both players roll the number of D10 equal to the RoF of the weapon their using and adding their Pen/HtH Combat modifier and other pertinent modifiers. They choose the better die and compare it with the adversary die. If a hit is achieved, the winner will roll damage against armour again using the Pen/HtH. All UNE figures that aren't equipped with a HtH weapon have a Combat Power Knife and all Machine figures that aren't equipped with a HtH weapon use their Claws/Fangs to attack.  
Modifiers:  
+1 if initiated HtH  
+1 per adjacent friendly unit with target.  
-1 if Gremlin  
+1 if assault fiend, assault Commando, Pioneer and Behemoth  

Hand-to-hand Weapons
Weapon RoF Pen/HtH PB+ PB S M L X
Power Trident 2 +4 - - - - - -
Combat Power Knife 1 0 - - - - - -
Claws/Fangs 2 -1 - - - - - -
X1 Runaway Jack (Special) 2 +3 - - - - - -
Power Halberd 1 +5 - - - - - -
Protoplasmic Lacerator (Special) 2 +3 - - - - - -
Concussion Gauntlets 2 +2 - - - - - -
Heat Lance 1 +4 - - - - - -

Weapons Chart
Weapon RoF Pen/HtH PB+ PB S M L X
Kill Number - - 2+ 3+ 4+ 6+ 8+ 10+
Auto Grenade Launcher 1 +3 - 10 20 30 45 60
Grenade Launcher 1 +3 - 5 10 20 30 40
AutoRAM 2 +2 - - 30 40 50 60
RAM Laser 1 +2 - - 30 40 50 60
Blaster 1 +1 - 5 15 25 35 45
Blaster Carbine 1 0 - 3 10 17 25 35
CDP 1 +2 3 5 10 15 20 25
EMP Projector 2 Special - - - - - -
Carl-G Mk4 - HEAP 1 Auto Kill - - - 30 45 60
Carl-G Mk4 – K Pulse 1 Special - - - - - -
Carl-G Mk4 – EMP 1 Special - - 15 30 45 60
Flexette Gun 3 +2 - - - 30 45 60
Hellfire Canon 2 +3 - - 20 35 45 55
Nega Sphere Generator 1 +3 - - - - - -
Deadbolt Carbine 1 0 - - 15 25 35 45
Deadbolt Launcher 1 +1 - - 25 35 45 55
Thumper 1 +2 - 7 15 25 37 50
Ice Rifle 2 +1 - 3 10 20 30 40
Thunder Lance (EMP) 2 Special - - - - - -
Napalm X 3 +3 - - 5 10 15 20
Plasma Projector 2 +2 3 5 10 15 20 25
Spaz Rockets 2 +3 3 5 10 15 20 25
SPLAT 1 +3 1 2 3 4 5 -
Wasp Missile 1 +3 - - - 75 - -
Wrist Rocket 1 +2 3 6 9 12 15 20
EMP Projector 2 Special - - - - - -
Pistol – Deadbolt (HtH) 1 +1 - - - 8 12 20
Pistol – Flexette (HtH) 2 0 - - - - 10 25
Pistol – Plas (HtH) 1 +2 - - 3 5 10 15
Pistol – RAM (HtH) 1 +1 - - - 10 15 25

Weapons Special Rules Carl-G Mk4 – K Pulse. Area of effect weapon. The kill number is given in the following table:
Range 0 1 2 3 4
Kill Number 4 5 7 9 10

Carl-G Mk4 – EMP. Area of effect weapon rules are used to determine the impact square. Roll on the EMP Effect Chart (below) to see result.
Range 0 1 2 3 4 5-6 7-8 9-10
Modifier 0 -1 -2 -3 -4 -5 -6 -7

EMP Projector – EMP projectors attack all targets in the figure forward arc. Roll two dice and choose the higher to see the effect.
Range 0-1 2-4 5-6 7-8 9-10 11-12 13-15 16-18
Modifier 0 -1 -2 -3 -4 -5 -6 -7

EMP Grenade – EMP grenades follow normal grenade rules. Range modifiers are determined from the impact square:
Range 0 1 2 3 4 5
Modifier 0 -2 -4 -5 -6 -7

Plasma Grenades – This grenade has a Kill number of 7+ in the impact area and 9+ out to a range of 3 squares. The Pen is +3. Nega Sphere Generator – All rules apply. Any figure struck by a sphere receives a kill if it fails the damage roll. The Nega Sphere has a Pen +3. Turns left on a die roll of 1-5 and right on a die roll of 6-10. Thunder Lance – It can only target one figure at the time. It is capable of automatic fire.
Range 0-5 6-9 10-13 14-18 19-22 23-26 27-30 31-35
Modifier +1 0 -1 -2 -3 -4 -5 -6

Disruptor Grenades – The Hit number number is determined by the distance to the impact square. Pen +3.
Impact Square 4  
Range 1   - 6  
Range 2   - 7  
Range 3   - 9  

Protoplasmic Lacerator – Against organic targets the ROF becomes 3.  

EMP Weapons  
Effect roll instead of kill number. See it on the EMP Effects Chart  
Roll          Effect  
3 or less  No Effect  
4-5           Dazed  
6-7           Stunned  
8 or plus  Burnout  

Modifiers: All other modifiers remain the same.  
Range: As per EMP weapon. 
See above.  
-1 if figure has 2 kills.  

Disclaimer: This rules are fan made and not for selling or any other kind of profit. Legions of Steel rights belong to their rightful owners.

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