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 e!. "bsolutely #henomenal rules systems, these games. I also have constructed an errata #age for the Stargrunt II rules based on some corres#ondence with the author. $he idea behind these rules is that you should be able to take a Warhammer 40,00 army list, constructed normally, draw u# standard Stargrunt s%uad information sheets, and #lay a more&or&less normal game of Stargrunt. 'aturally, some of the s#ecial rules carry over, and the (sychic #hase is co#ied basically wholesale, at least for now, but if you)re not #laying with #sychic abilities you should be able to #lay a game with *ust your +ode! and these coversion rules. ,et me know what you think, #lease mail me with comments. "s #er Games Worksho#)s draconian intellectual #ro#erty #olicy I have to say that- $his website is com#letely unofficial and in no way endorsed by Games Worksho# ,imited. ,ike I)d do anything for those money grubbing bastards, never mind the fact that I somehow think that a #age com#letely devoid of gra#hics would be highly unlikely to be mistaken for anything by them. .on)t get me wrong here, GW has done a lot of nice things, in #articular their games) background histories are e!cellent, but I am so sick of their #ricing schemes it)s not funny. /or more of my ranting, see my boycotting Games Worksho# #age. 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 40 a miniature. Status
• • • •

Stargrunt +ha#ters .one- 1,2,3,4,55,56,51,54,57,60,50&.rones Stargrunt +ha#ters ,eft- 58,52,53,54, and .rones Stargrunt +ha#ters Irrelevant- 5,6,4,7,8,56,66,61,64,67,68 'ote that by irrelevant I mean that those cha#ters are not effected by any W 409 s#ecial rules or conversions.

Stargrunt Chapter 3: Organising Your Forces Command Levels
• • •

"ll command level definition must be done before the game starts and must be available to your o##onent u#on re%uest. S%uads must be organi:ed into #latoons. ;ach (latoon must contain at least 1 s%uads, unless you)re only #laying with one #latoon.

When a s#ace marine unit hits shaken.eadershi# of 1. Stargrunt Chapter $: %ovement • • • M?4 in W 409 translates to 8FB. Aeings that do not have to take Areak tests are given no +onfidence marker. ualit! • • • • >ntrained ? <WS @ AS=B6 C? 6. "fter that. S#ace Marine Shaken Eule. If forced to engage in $ . eavy wea#ons encumber whole s%uad <shift movement down one=. the ne!t dro# in +. S#ecialist s%uads and vehicles may. Leadership • • • W 409 . If one of WS or AS is 0. Infiltration as #er normal for W 409. Such beings cannot carry wea#ons or engage in $ . rounded u#. W 409 ..d ? 2 or 3 gives an SG409 . rounded u#.. although they can certainly be attached to a s%uad.8 in SG409. do not divide by two. etc. Shift for each 6F difference in M as a##ro#riate. as a##ro#riate. Shift u# one for each <I&<<WS @ AS=B6=B6=. Stargrunt Chapter &0: 'idden (roops Sensors. 1 or more s%uads= is on table. and #robaby should. $he theory here is that any beings with uncommonly fast reaction times also will be better $ combatants and can fire faster. "ll leaders must be designated as such and distinguishable in some way. and are unaffected by all the rules related to +onfidence. Shift u# one for each <<WS @ AS=B6=&6.d D 3 gives an SG409 . W 409 . otherwise he is the (latoon leader.e. (latoons leaders must be W 409 characters. has no effect. Stargrunt Chapter ": Con#idence • • • Aeings with Immunity to (sychology are immune to the effects of Su##ression.• • • • $he army leader may be the +om#any +ommander if at least one full #latoon <i. o#erate outside the #latoon command structure as com#any&level forces.eadershi# of 5.d C 2 gives an SG409 .eadershi# of 6. )! *ace +nd +rmour (!pe . a being with WS of 0 dies immediately unless s#ecial rules a##ly.

as #er .Su#erior <. .: +rmour • • • • • • 'o "rmour . makes sense.readnought .56= Stargrunt Chapter &&: Characters • • • "ll W 409 "ssasins and Sni#ers are SG409 Sni#ers.+M above.'one <.Aasic <.4 $arget ? Ay Eace. Eound .8 Mesh .eadershi# as #er normal.4= $roo#s In . e!ce#t for tem#late and s#ecial rule wea#ons. of course.. Stargrunt Chapter &4: Fire Com0at • Small "rms ranges as usual for SG409. Stargrunt Chapter &.readnought armourJKJ Stargrunt Chapter &3: -ehicles • • Si:e +lass ? W 409 Eam Strength & 4 "rmour +lass ? "verage /rontal "rmour B 8.own. . S#ace Marines.nhanced <.3 "s#ect I (ower .C% / )! *ace • • • .how likely are you to survive a blast that was able to shred your .nclosed Mesh. S%uats.50 . +haracters have Huality and . Grks.3= $roo#s with Scanners.• • • • Im#erial Guard.8= $roo#s in (ower "rmour.nhanced Grks.Aasic Fire Control • • • 'o $argeter ? 'one.. Gther enhancements shift u# by one.Su#erior Im#erial Guard. . $his will mean that a figure)s toughness has less and less effect as the armour gets better and better which. +haos. but in this case they may not lead and may not carry heavy or su##ort wea#ons of any kind.ldar. Gther W 409 +haracters may be named SG409 Sni#ers.56 Shift u# by one for each $D1.4 /lak .

Aolter?6. recoverable from casualties on a 4&8 on a . Aooby tra#s. round u#. Move&or&fire W 409 wea#ons which are not also heavy wea#ons sim#ly have their /( halved to re#resent their lower fire rate.ark Eea#er Eange /inder. Wea#ons that take a turn to recharged in W 409 also do in SG409. min 5. "ll missle systems from W 409 become guided missles in SG409 and are heavy wea#ons.mines are assumed to act as grenade ty#e. . ma! 56 as usual. knives. "ll su##ort wea#ons which are not slug throwers are SG eavy Wea#ons.D5 are SG409 su##ort wea#ons. Mi!ed /ields are 67!<$y#e 5 @ $y#e 6=. Im#act Lalue is S$E@4 rounded u# to the nearest 6. Wea#ons shift u# one for each <S&1=B6. i.ecoys. which gives Aasic /+. 67 #ts. but no one model may carry more than 8 missles. 2 or less rounded down.50 #ts each. Stargrunt Chapter .0: +dvanced +nd Optional • • • • • • Mine counters cost 70! the cost of the a##ro#riate grenade ty#e. Gther enhancements. are wea#ons with S of wielder. /ire (ower is number of sustained fire dice #lus 5 #lus damage.6! Grenade $y#e #er counter. Swords.!tras can be given to other models in the s%uad. /ire (ower e!am#les. given . eavy Wea#ons have no fire control unless they have a targeter.auncher. . round u#. slug throwers are considered S"Ws <S%uad "utomatic Wea#ons=. "rtificial smoke as W 409 2'403 2ounds . Move&or&fire W 409 heavy wea#ons are considered +rew&Served Wea#ons in SG409 <see rules on #g. Shuriken +ata#ult or Storm Aolter?1.• • • • • • • • • • "ll wea#ons with W 409 . etc. Eecord this bonus on the s%uad record sheet. including im#act value. Shift u# one #er <"&5=B6. .m#laced . Start with 1 counters of each misssle ty#e taken. "ll su##ort wea#ons which "E. . add 1 counters for 7 #ts. SG +lose range a##lies to any W 409 wea#on whose outside range is 58 or less.ecoy . Stargrunt Chapter &1: Close Com0at • • • • W 409 /ear and $error ? SG409 $error. where two ty#es are chosen.8.e. Ei##er Gun?4.nhanced /+. round to nearest die ty#e for su##ort wea#ons.Lehicle Wargear +ard. 10=. one for "( and one for "L.

• • Wounds should be recorded on the S%uad sheet.ach wound above one allows an SG Wound result to be ignored. )asic 2eapons 'ame "utogun Aoltgun Aow /( 5 6 . In general. no hit is a dud. but decided that that would #ut several armies at an unfair disadvantage. $o get both you have to buy them twice. 'ote that I)m treating 9rak grenades as though they were /rag because 9rak grenades make absolutely no sense at all. the target esca#es.3 . crossbow and handbow had stupid #rofiles. 2'403 Initiative and SG403 Initiative (ests • • W 409 Initiative can. but there are e!ce#tions. If the score is 7 or better. not to mention the lack&of&Strategy cards=. otherwise the test is failed. flamer=. allow #eo#le to basically ignore the main W 409 rules entirely. Minor hit deviates <clockface method= by . e!ce#t for the lack of Wargear <but I think we)ll survive with out that. In the case of the /leshborer. in #articular the bow.as wea#ons) /( for realism reasons. I was really. 2'403 2eapons List $his list will.3 . ho#efully. Aasic effect is to act as artillery fire with given area and im#act.4 +lose S#ecial .7. "ll other ty#es act as a +lose only su##ort wea#on. whilst a cou#le have had their /( raised <shotgun. really tem#ted to lower the . 2'403 Grenades • • /rag and 9rak grenades add 5 to /( <as though they were from an overBunder launcher= O* shift u# the user)s close combat die by one. the /( has been dro##ed below the minimum which my algorithm generates <6= in some cases and raised in a few others. In #articular.4F.7 Im# . . " test I have come u# with that has a##ro!imately the same odds as the W 409 roll&over&initiative test is to roll the troo# %uality die. raise the troo# %uality die. if out of #ro#ortion with the WS and AS of the troo#s. I have ke#t it so that wea#ons with identical W 409 stats have idential SG409 stats. and all #rimitives have been dro##ed to . $his is the StarGrunt 409 Initiative $est. Ma*or hit strikes the s#ecified #oint. "utogun. $he reasons should be #retty obvious. and 'eedle Eifle it has been dro##ed to 5.

Infantry su##ort wea#on..3 .56 . hits make initiative test or die.eaths#itter . Close Com0at 2eapons Shift is the amount that carrying this wea#on in close combat shifts your die by.3 M M M & M M M M M igh /( due to s#latter.7 6 .8 . "ll its Wound +lose +ombat +a#able 5 $urn Eecharge 'G$ >S.8 . Infantry Su##ort Wea#on.8 . 'ote that this is cumulative. 'G$ >S. /lame wea#on.8 . S"W.8 1 . S"W (ot.8 5 1 6 .3 .3 M /lamer /leshborer Graviton Gun "u!. hits immobili:ed for game. but only two wea#ons can be used at most. +annot be fired with other wea#ons.as#istol 6 'eddle (istol (lasma (istol Shuriken (istol Stub Gun 5 Web (istol /( .+rossbow .auncher "uto .eath S#inner .auncher andbow . hits immobili:ed for game.3 & . +lose +ombat +a#able.3 . +ata#ult Storm Aolter Grenade . naturally.7 5 4 1 1 1 1 & & . S"W Infantry Su##ort Wea#on.50 .4 .3 .7 .3 & S#ecial /lame Wea#on.50 .8 . Grenade .8 5 1 & .56 . +lose +ombat +a#able "ll its Wound 5 $urn Eecharge (ot. Infantry su##ort wea#on. as well as being +lose +ombat +a#able 'ame "uto#istol 5 Aolt#istol 6 and /lamer .8 & .3 & & .3 .auncher Swoo#ing awk Grenade (ack . defender shifts down by 6 ..3 5 Im# ..auncher (ack Grenade .3 & & .3 . its unit directly underneath flight eavy & & 4istols "ll #istols are +lose Gnly wea#ons.asgun Meltagun Musket 'eedle Eifle Ei##er Gun Shotgun (lasma Gun S.3 . 'ame Aanshee Mask Shift & S#ecial If wearer is attacker. 'G$ >S.3 . "ll #ot. +over and I( do not affect range die.

3 .50 .. 'eav! 2eapons 'ame $erminator +yclone .ance $hunder ammer /rag and 9rak Grenades Gthers 5 6 6 5 6 1 & 6 1 6 6 6 1 5 "s /( "ll +asualties . .8 .50 S#ecial its wound on armour roll of 6@. living only "ll wounds. In#antr! Support 2eapons "ll these wea#ons are +rew Served dreadnoughts.8 random movement each round.50 . 'ame "ssault +annon "utocannon eavy Aolter ellfire Shell eavy Stubber Shuriken +annon Shrieker "mmo /( .ow igh eavy Webber .50 & .56 S#ecial +lose.first round only 9nife. 6.Sword. +ata#ult .3 .4 .56 ..56 . Shotgun. .50 eavy /lamer vy (lasma.50 . check at $. /( of 5 means the ammo must be s#ecially loaded.56 . Includes (istols.56 Im# .8 5 Im# . 6.8 5 . im#act .iscard after first round Must be bought se#erately from @5 /( bonus.8. or terminators.50 & .ead 5 hit delivered before combat as from S. eavy Wea#ons unless carried by vehicles.iving only.56 .. 'ot +rew&Served 5 turn recharge its imobilli:ed for game .50 .ighning +laws Mandiblaster (ower "!e (ower /ist (ower Maul (ower Sword Eough Eider .3 . which cannot <obviously= be added to small arms fire. Aonesword +hainsword +hainfist 1 arle%uin)s 9iss +ro:ius "rcanum . /lame Wea#ons.>nit must +.ascannon /( .56 . if doubles rolled victim re#laced with 6F artillery burst. >se of that ammo must be declared and one shot fired.

act as broken until rolling 7@B. Alinded lose ++. 'o effect on heavy (" or enclosed vehicles.8 chance cloud disa##ears each turn $roo#s not in (" do nothing for game on 4@B.e.test at beggining of turn.8.7F & . wind= will also dis#erse it. 4@B. if beats 7 no effect. 'ame (lasma Meltabomb Eadiation "nti&#lant Alind +hoke allucinogen (hoton /lash Im# . but no effect on sensors or #sykers Move at half rate in area. for troo#s and dreadnoughts must win close combat first. 4@B. Si:e of effect recorded in secret.50 & & & & & "rea 5.56 .50 . "s blind.8 .50 .8.8. it)s really funny and cool.7F 5. +om#letely destroys all #lant life. si:e 6 crew served Grenades +loud grenades are handled more sim#ly than W 409. "lternatively. use W 409 Wargear book list on #age 74.a::led is as blind for 5 turn only.7F 5. dreadnoughts.8. test each turn.8 chance cloud disa##ears each turn $roo#s not in (" do nothing for turn on 4@B. Scare Smoke $anglefoot & & & 6F 6F 1F . if 1 or less blinded. vehicles also have direction when leaving area indicated by clockface method. $his makes no sense.56 Gnly si:e 6 and u#. .MultimeltaB6 Multilaser . 'on&(" troo#s affected on 6@B. cured on a 4@B. 'o shooting or moving through cloud. $he reason for this is that in W 409 clouds can move. "rmour roll.1F 6F 6F 5. if beats 1 da::led.56 . Alinded troo#s either stay still or move randomly.anything that moves a gaseous mass <i.7F S#ecial & Gnly usable on vehicles.8. (" troo#s in base&to&base contact.

Sign up to vote on this title
UsefulNot useful