This is a path I started down -it's fun, but I don't *love* it. Still, I figured I'd put it here for those who want to run with it.
In the files section of the One Hour Skirmish Wargames Facebook group, John Lambshead has a "patch" for 40K style power armored infantry. This patch adds an "Infantry Armor Penetration" value which I'm not really fond of - not for the reason he isn't satisfied with it, adding numerical modifiers a la the AFV rules, but because I think in the 40K universe, as I understand it, you wouldn't have anyone on game table who *couldn't* hit a powered armored infantry person.
That's the assumption I'm starting from -which eliminates the need for numerical modifiers(except for vehicles, but I don't know anything about 40K vehicles, and since my goal is a Kill Team sized game, I'm not concerned with them). Using the dubiously legal (undoubtedly illegal) Waahpedia as well as my copy of Fire Team, I set about porting Kill Team stats into OHSW terms - i.e. card draws.
Well there were two exceptions to that.
The first is movement. Kill Team uses some weird symbol based measurement system - I guess so GW can sell official Kill Team-approved rulers. They are easy enough to convert to inches though. Whatever the value in inches is for that model in Kill Team, that's the movement rate for the model in OHSW.
The second is action points. Kill Team and Fire Team both have these - some figures can take 3 actions, some 2, and I assume there are others with 1s or 4s but I haven't seen one. I won't go into how they work in those games, but I think saying the Kill Team action points is the number of actions that model may use in a single OHSW player phase works - subject to the usual way OHSW action points work
It means that Necrons won't ever get to move twice and attack, whereas assault intecessor marines can move twice and attack (assuming the player draws a high enough card that phase). I think that fits with what I've gleaned from Fire Team as being true to the source.
Now some rambling I should have started with.
In Kill Team/Fire Team it's the weapon that determines how many attacks (seems reasonable, at least for guns), but also how likely the figure can hit the target (Weapon Skill or Ballistics Skill). The latter really should apply *to the model* with the opportunity for it to vary among models of the same type. But, I guess we'll assume in the Grim Dark Future, anyone who differs from the desired standards, for good or ill, is eliminated. The Emperor protects.
When it comes to defensive saves, the unit type matters - presumably all examples of the unit have the same armor or lack thereof. Again, there is no room for highly dexterous or accident prone individuals despite the appearance that their could be.
OHSW has individuals and so OHSW Kill Team does too. Those abilities just add/subtract to the cards drawn - which, btw, is going to be significantly more than say, a WWII game.
Rambling over. At least that rambling.
What follows is not scientific, but in a few play tests, it worked. You will want to aim for something like 10 turns though,not 4 or 5!
OHSW KT : Grim Dark Skirmish Mod
Regular One Hour Skirmish Wargames rules apply unless otherwise indicated.
Table Size: 30” x 20”
Movement: Whatever the value in inches is for that model in that game owned by that company (KT), that's the distance of one move action for the model in OHSW.
Action Points: KT APL becomes the number of actions that model may take in a given OHSW player phase.
Rule Change: In close combat, attacker draws melee attack cards, and defender draws their defense cards. As a result, melee is ONE-SIDED.
Attack Dice:
Weapon or Ballistic Skill:
For Melee weapons, multiply the attack dice “Shots” by the Cards Per Melee Attack for number to number of cards for that weapon (see examples way below).
In KT, figures have both Defense (number of dice to roll) and Save (a target value for those dice).
Defense:
Save:
Wounds:
Instead of tracking wounds, Wounds in KT give a bonus when checking for results at end of turn (Downed Check):
Wounds <9 = 1 extra card to test if out of fight.
Wounds >=10 = 2 extra cards to test if out of fight.
Example Data Cards for OHSW KT:
Armored Space Trooper with Heavy Bolt Pistol and Chainsaw:
Move: 6” Actions: 3 Defense: 3 cards
Downed Check: 2 extra cards
Heavy Bolt Pistol: Range: 6”, 2 shots, 2 cards per shot
Chainsaw: 6 cards (because 3 attacks, 2 cards per)
Shiny Living Metal Hibernating Robots:
Move: 4” Actions: 2 Defense: 2 cards
Downed Check: 1 extra card
Electric Rifle: Range-infinite, 2 shots, 2 cards per shot
Short Range Double Barreled Electric Rifle:
Range-6”, 3 shots 2 cards per shot [based on Fire Team data card]
Bayonet - 2 cards (because 1 attack, 2 cards per attack)
Hive Alien Grunt:
Move: 6” Actions: 2 Defense: 1 card
Downed Check: 1 extra card
Fleshdigger: Range - 6”, 2 shots, 1 card per shot
Claws: 1 card (because 1 attack, 1 card per)
Disease Ridden Evil Space Troopers with Bolt Rifle and Scary Knife
Move: 4” Actions: 3 Defense: 3 cards
Downed Check: 2 extra cards
Bolt rifle: Range - infinite, 2 shots, 2 cards per shot
Scary knife: 2 cards (because 1 attack, 2 cards per)
Disease Ridden Evil Space Troopers with Belcher and Scary Knife
Move: 4” Actions: 3 Defense: 3 cards
Downed Check: 2 extra cards
BElcher: Range - 6”, 3 shots, Blas, 3 cards per shot,
Scary knife: 2 cards (because 1 attack, 2 cards per)
Disease Ridden Evil Space Troopers with Plasma pistol and Energy Claw
Move: 4” Actions: 3 Defense: 3 cards
Downed Check: 2 extra cards
Plasma pistol: Range - infinite, 2 shots, 3 cards per shot
claw: 6 cards (because 3 attack, 2 cards per)