SpaceCrusade redesign

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7/24/2019 SpaceCrusade redesign http://slidepdf.com/reader/full/spacecrusade-redesign 1/14 Close Assault! Any of your Marines armed with Bolters may re them AND attack in hand-to-hand combat this turn. Discard this card after use. BLOOD ANGELS l  ORDER Move It! Each of your Marine miniatures may move twice. They may move, re, and then move again, OR move twice before or after ring. Discard this card after use. BLOOD ANGELS l  ORDER Fire! Each of your Marine miniatures may re twice. They may re, move, and then re again, OR re twice before or after moving. Discard this card after use. BLOOD ANGELS l  ORDER Photon Grenades! Any Alien miniatures you attack in hand-to-hand combat this turn must roll one die less (the strongest one) than normal. Discard this card after use. BLOOD ANGELS l  ORDER Blind Grenades Play this card at the end of your turn. The Alien player may not attack any of your miniatures on his next turn. Discard this card after use. BLOOD ANGELS l  EQUIPMENT Bionic Arm Your Commander may re-roll one die whenever attacking in hand-to-hand combat, to try to improve his score. Remains in use for the entire mission. BLOOD ANGELS l  EQUIPMENT Bolt Pistols All your Marines armed with Bolters are also carrying Bolt Pistols and may roll one extra light weapons die in hand-to-hand combat. Remains in use for the entire mission. BLOOD ANGELS l  EQUIPMENT Force Field Your Commander is wearing a force eld generator which increases his armour value to 3. Remains in use for the entire mission. BLOOD ANGELS l  EQUIPMENT Close Assault Blades All your Marines with Bolters may attack diagonally in hand-to-hand combat. Opponents roll one die less (the strongest one) than normal in hand-to-hand combat against them. Remains in use for the entire mission. BLOOD ANGELS l  EQUIPMENT Design by Mikael Brodu, based on Space Crusade components and rules (©MB 1991) - Version 2.0

Transcript of SpaceCrusade redesign

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Close Assault!

Any of your Marines armed with

Bolters may re them AND attack in

hand-to-hand combat this turn.

Discard this card after use.

BLOOD ANGELS l ORDER

Move It!

Each of your Marine miniatures may

move twice. They may move, re,

and then move again, OR move twice

before or after ring.

Discard this card after use.

BLOOD ANGELS l ORDER

Fire!

Each of your Marine miniatures may

re twice. They may re, move, and

then re again, OR re twice before

or after moving. Discard this card

after use.

BLOOD ANGELS l ORDER

Photon Grenades!

Any Alien miniatures you attackin hand-to-hand combat this

turn must roll one die less (the

strongest one) than normal.

Discard this card after use.

BLOOD ANGELS l ORDER

Blind Grenades

Play this card at the end of yourturn. The Alien player may not attack

any of your miniatures on his next

turn. Discard this card after use.

BLOOD ANGELS l EQUIPMENT

Bionic Arm

Your Commander may re-roll one diewhenever attacking in hand-to-hand

combat, to try to improve his score.

Remains in use for the entire

mission.

BLOOD ANGELS l EQUIPMENT

Bolt Pistols

All your Marines armed with Bolters

are also carrying Bolt Pistols and

may roll one extra light weapons die

in hand-to-hand combat. Remains in

use for the entire mission.

BLOOD ANGELS l EQUIPMENT

Force Field

Your Commander is wearing a force

eld generator which increases his

armour value to 3. Remains in use

for the entire mission.

BLOOD ANGELS l EQUIPMENT

Close Assault Blades

All your Marines with Bolters may

attack diagonally in hand-to-hand

combat. Opponents roll one die less

(the strongest one) than normal in

hand-to-hand combat against them.Remains in use for the entire mission.

BLOOD ANGELS l EQUIPMENT

Design by Mikael Brodu, based on Space Crusade components and rules (©MB 1991) - Version 2.0

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Melta Bomb

Any one of your Marine miniatures

may roll two extra heavy weapons

dice in a hand-to-hand combat

attack. Discard this card after use.

BLOOD ANGELS l EQUIPMENT

Targeter

Mark one of the four weapon boxes

on your Scanner. Any of your

Marines who use this weapon may

re-roll one die after ring, to try to

improve the score. Remains in use

for the entire mission.

BLOOD ANGELS l EQUIPMENT

Targeter

Mark one of the four weapon boxes

on your Scanner. Any of your

Marines who use this weapon may

re-roll one die after ring, to try to

improve the score. Remains in use

for the entire mission.

BLOOD ANGELS l EQUIPMENT

By Section!

Each of your Marine miniatures mayEITHER move twice OR re twice.

They may not move AND re.

Discard this card after use.

IMPERIAL FISTS l ORDER

Heavy Weapon!

One of your heavy weapon Marinesmay move twice and re twice. This

may be done in any order.

Discard this card after use.

IMPERIAL FISTS l ORDER

Fire!

Each of your Marine miniatures mayre twice. They may re, move, and

then re again, OR re twice before

or after moving. Discard this card

after use.

IMPERIAL FISTS l ORDER

Move It!

Each of your Marine miniatures may

move twice. They may move, re,

and then move again, OR move twice

before or after ring.

Discard this card after use.

IMPERIAL FISTS l ORDER

Blind Grenades

Play this card at the end of your

turn. The Alien player may not attack

any of your miniatures on his next

turn. Discard this card after use.

IMPERIAL FISTS l EQUIPMENT

Bionic Eye

Your Commander miniature may

re-roll one die whenever he res,

to try to improve his score.

Remains in use for the entire

mission.

IMPERIAL FISTS l EQUIPMENT

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Bolt Pistols

All your Marines armed with Bolters

are also carrying Bolt Pistols and

may roll one extra light weapons die

in hand-to-hand combat. Remains in

use for the entire mission.

IMPERIAL FISTS l EQUIPMENT

Melta Bomb

Any one of your Marine miniatures

may roll two extra heavy weapons

dice in a hand-to-hand combat

attack. Discard this card after use.

IMPERIAL FISTS l EQUIPMENT

Combi-Weapon

To use this card your Commander

miniature must have the Heavy

Bolter. He may then re the Heavy

Bolter normally OR as if it were a

Plasma Gun. Remains in use for the

entire mission.

IMPERIAL FISTS l EQUIPMENT

Suspensors

All your Marines with heavy weaponsmay move as though they have

Bolters. Remains in use for the

entire mission.

IMPERIAL FISTS l EQUIPMENT

Targeter

Mark one of the four weapon boxeson your Scanner. Any of your

Marines who use this weapon may

re-roll one die after ring, to try to

improve the score. Remains in use

for the entire mission.

IMPERIAL FISTS l EQUIPMENT

Targeter

Mark one of the four weapon boxeson your Scanner. Any of your

Marines who use this weapon may

re-roll one die after ring, to try to

improve the score. Remains in use

for the entire mission.

IMPERIAL FISTS l EQUIPMENT

Close Assault!

Any of your Marines armed with

Bolters may re them AND attack in

hand-to-hand combat this turn.

Discard this card after use.

ULTRAMARINES l ORDER

Move It!

Each of your Marine miniatures may

move twice. They may move, re,

and then move again, OR move twice

before or after ring.

Discard this card after use.

ULTRAMARINES l ORDER

Fire!

Each of your Marine miniatures may

re twice. They may re, move, and

then re again, OR re twice before

or after moving. Discard this card

after use.

ULTRAMARINES l ORDER

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By Section!

Each of your Marine miniatures may

EITHER move twice OR re twice.

They may not move AND re.

Discard this card after use.

ULTRAMARINES l ORDER

Blind Grenades

Play this card at the end of your

turn. The Alien player may not attack

any of your miniatures on his next

turn. Discard this card after use.

ULTRAMARINES l EQUIPMENT

Bio-Scanner

At the beginning of each of your

turns you may inspect three blip

tokens anywhere on the board to see

what they are. Remains in use for the

entire mission.

ULTRAMARINES l EQUIPMENT

Bolt Pistols

All your Marines armed with Boltersare also carrying Bolt Pistols and

may roll one extra light weapons die

in hand-to-hand combat. Remains in

use for the entire mission.

ULTRAMARINES l EQUIPMENT

Medi-Kit

The Medi-Kit will restore all yourCommander’s life points. It may

not be used if they have just been

reduced to zero. Discard this card

after use.

ULTRAMARINES l EQUIPMENT

Digital Weapons

Your Commander may re-roll one diewhenever he attacks, either when

ring or in hand-to-hand combat, to

try to improve his score. Remains in

use for the entire mission.

ULTRAMARINES l EQUIPMENT

Melta Bomb

Any one of your Marine miniatures

may roll two extra heavy weapons

dice in a hand-to-hand combat

attack. Discard this card after use.

ULTRAMARINES l EQUIPMENT

Targeter

Mark one of the four weapon boxes

on your Scanner. Any of your

Marines who use this weapon may

re-roll one die after ring, to try to

improve the score. Remains in usefor the entire mission.

ULTRAMARINES l EQUIPMENT

Targeter

Mark one of the four weapon boxes

on your Scanner. Any of your

Marines who use this weapon may

re-roll one die after ring, to try to

improve the score. Remains in usefor the entire mission.

ULTRAMARINES l EQUIPMENT

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Recon!

You may inspect up to 5 blip tokens

anywhere on the board to see what

they are. You may swap the location

of any number of them. Discard this

card after use.

RAVEN GUARD l ORDER

Move It!

Each of your Marine miniatures may

move twice. They may move, re,

and then move again, OR move twice

before or after ring.

Discard this card after use.

RAVEN GUARD l ORDER

By Section!

Each of your Marine miniatures may

EITHER move twice OR re twice.

They may not move AND re.

Discard this card after use.

RAVEN GUARD l ORDER

To Battle!

Each of your Marine miniature mayattack in hand-to-hand combat twice.

They may attack, move, and then

attack again, OR attack twice before

or after moving. Discard this card

after use.

RAVEN GUARD l ORDER

Recon Drone

At the beginning of each of yourturns you may reveal one blip token

anywhere on the board and replace

it by the corresponding miniature.

Remains in use for the entire mission.

RAVEN GUARD l EQUIPMENT

Jump Pack

All your miniatures may move an

extra square every turn.

Remains in use for the entire mission.

RAVEN GUARD l EQUIPMENT

Lightning Claws

All your Marines armed with Bolters are

equipped with Lightning Claws. They roll

two heavy weapons dice in hand-to-handcombat, instead of two light weapons

dice, but they can not re. Remains in usefor the entire mission.

RAVEN GUARD l EQUIPMENT

Ghost Suit

Your Commander may always movethrough squares occupied by enemy

miniatures, as long as he can nish

his move on an empty square.

Remains in use for the entire mission.

RAVEN GUARD l EQUIPMENT

Melta Bomb

Any one of your Marine miniatures

may roll two extra heavy weapons

dice in a hand-to-hand combat

attack. Discard this card after use.

RAVEN GUARD l EQUIPMENT

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Targeter

Mark one of the four weapon boxes

on your Scanner. Any of your

Marines who use this weapon may

re-roll one die after ring, to try to

improve the score. Remains in use

for the entire mission.

RAVEN GUARD l EQUIPMENT

By Sections!

Each of your Marine miniatures mayEITHER move twice OR re twice.

They may not move AND re.

Discard this card after use.

SALAMANDERS l ORDER

Move it!

Each of your Marine miniatures maymove twice. They may move, re,

and then move again, OR move twice

before or after ring. Discard this

card after use.

SALAMANDERS l ORDER

Fire!

Each of your Marine miniatures mayre twice. They may re, move, and

then re again, OR re twice before

or after moving. Discard this card

after use.

SALAMANDERS l ORDER

Flamethrowers!

All your Marine miniatures who re

this turn roll an extra heavy weapons

die if the target is no farther than

6 squares away. Discard this card

after use.

SALAMANDERS l ORDER

Remote Lock

At the beginning of each of your turns you may

lock one door anywhere on the board (if it isopen, close it). That door will remain locked

until the beginning of your next turn, or until

a Marine player opens it. You may not lock the

same door two turns in a row. Remains in usefor the entire mission.

SALAMANDERS l EQUIPMENT

Terminator Armour

All your Marines with heavy weapons

may move 5 squares instead of 4.

Also, if they lose in hand-to-hand

combat, the damage they recieve is

reduced by 1. Remains in use for theentire mission.

SALAMANDERS l EQUIPMENT

Blind Grenades

Play this card at the end of your

turn. The Alien player may not attack

any of your miniatures on his next

turn. Discard this card after use.

RAVEN GUARD l EQUIPMENT

Blind Grenades

Play this card at the end of your

turn. The Alien player may not attack

any of your miniatures on his next

turn. Discard this card after use.

RAVEN GUARD l EQUIPMENT

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Control Override

Your Commander takes control ofany one Android or Dreadnought he

can see until the end of your turn. The

Commander may not move or attack

this turn, but you may do so with the

controlled miniature. Discard this card

after use.

SALAMANDERS l EQUIPMENT

Blind Grenades

Play this card at the end of your

turn. The Alien player may not attack

any of your miniatures on his next

turn. Discard this card after use.

SALAMANDERS l EQUIPMENT

Incendiary Bomb

Instead of ring this turn, any one of yourMarine miniatures can throw an Incendiary

Bomb as if ring with the Missile Launcher.

After damage is resolved, place a Fire Marker

on each empty square in the area of effect.Until the beginning of your next turn, Fire

Markers block movement and line of sight.

Discard this card after use.

SALAMANDERS l EQUIPMENT

Bolt Pistols

All your Marines armed with Boltersare also carrying Bolt Pistols and

may roll one extra light weapons die

in hand-to-hand combat. Remains in

use for the entire mission.

SALAMANDERS l EQUIPMENT

Targeter

Mark one of the four weapon boxeson your Scanner. Any of your

Marines who use this weapon may

re-roll one die after ring, to try to

improve the score. Remains in use

for the entire mission.

SALAMANDERS l EQUIPMENT

Targeter

Mark one of the four weapon boxeson your Scanner. Any of your

Marines who use this weapon may

re-roll one die after ring, to try to

improve the score. Remains in use

for the entire mission.

SALAMANDERS l EQUIPMENT

Psy Focus!

You may play two Psy Power

cards this turn. Discard this

card after use.

GREY KNIGHTS l ORDER

Move It!

Each of your Marine miniatures may

move twice. They may move, re,

and then move again, OR move twice

before or after ring.

Discard this card after use.

GREY KNIGHTS l ORDER

Fire!

Each of your Marine miniatures may

re twice. They may re, move, and

then re again, OR re twice before

or after moving. Discard this card

after use.

GREY KNIGHTS l ORDER

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By Section!

Each of your Marine miniatures may

EITHER move twice OR re twice.

They may not move AND re.

Discard this card after use.

GREY KNIGHTS l ORDER

Combat Psyker

Your Commander is a Psyker and

can use Psy Powers. When you pick

this card during the setup of the

game, take two Combat Psy Power

cards. Discard this card after use.

GREY KNIGHTS l EQUIPMENT

Aegis Suit

To use this card your Commandermust have the Bolt Pistol and Power

Axe. His base move is 4, but his armour

value is 3. He loses one life less whenhe is defeated in hand-to-hand combat.Remains in use for the entire mission.

GREY KNIGHTS l EQUIPMENT

Control Psyker

Your Commander is a Psyker andcan use Psy Powers. When you pick

this card during the setup of the

game, take two Control Psy Power

cards. Discard this card after use.

GREY KNIGHTS l EQUIPMENT

Bolt Pistols

All your Marines armed with Boltersare also carrying Bolt Pistols and

may roll one extra light weapons die

in hand-to-hand combat. Remains in

use for the entire mission.

GREY KNIGHTS l EQUIPMENT

Kinesis Psyker

Your Commander is a Psyker andcan use Psy Powers. When you pick

this card during the setup of the

game, take two Kinesis Psy Power

cards. Discard this card after use.

GREY KNIGHTS l EQUIPMENT

Melta Bomb

Any one of your Marine miniatures

may roll two extra heavy weapons

dice in a hand-to-hand combat

attack. Discard this card after use.

GREY KNIGHTS l EQUIPMENT

Targeter

Mark one of the four weapon boxes

on your Scanner. Any of your

Marines who use this weapon may

re-roll one die after ring, to try to

improve the score. Remains in usefor the entire mission.

GREY KNIGHTS l EQUIPMENT

Targeter

Mark one of the four weapon boxes

on your Scanner. Any of your

Marines who use this weapon may

re-roll one die after ring, to try to

improve the score. Remains in usefor the entire mission.

GREY KNIGHTS l EQUIPMENT

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Psionic Blast

Range: 8 squares.

Your Commander may not move or

attack this turn. Select an area of

effect, within range, as if you werering with the Missile Launcher. Roll

two heavy weapons dice against

each miniatures in the area of effect,

with the exception of Androids and

Dreadnoughts which are immune to

this Psy Power. Discard this card

after use.

PSY POWER l COMBAT

Psy Armour

Range: Your Commander.

Your Commander’s armour value is

increased by 1 and he loses one life

less when he is defeated in hand-to-hand combat until the beginning

of your next turn. Discard this card

after use.

PSY POWER l COMBAT

Fiery Aura

Range: Your Commander.

Your Commander may not attack

this turn. After your Commander

has nished his move for the turn,roll two heavy weapons dice against

each miniatures in the 8 squares

surrounding him. Discard this card

after use.

PSY POWER l COMBAT

Jinx

Range: 6 squares.

Your Commander may not attack

this turn. After your Commander has

nished his move for the turn, select

up to 3 Androids within range, OR

one Dreadnought within range. These

miniatures are disabled until the end

of the Alien player’s next turn. Theymay not move or attack, and roll one

less heavy weapons die if attacked in

hand-to-hand combat. Discard this

card after use.

PSY POWER l COMBAT

Mind Grip

Range: 6 squares.

Your Commander may not move or

attack this turn. Select one Alien

miniatures, which may not be an

Android or a Dreadnought. Take

control of this miniature until the

end of your turn. You may move and

attack with it as if it were one of your

own. Discard this card after use.

PSY POWER l CONTROL

Bio Control

Range: Your Commander.

Your Commander gains 3 lives (this

may not grant him more than 6

lives). Discard this card after use.

PSY POWER l CONTROL

Clairvoyance

Range: 1 room.

Select one room anywhere on the

board (corridors do not count as a

room). The Alien player must reveal

all blips in this room and place the

corresponding miniatures on the

board. Discard this card after use.

PSY POWER l CONTROL

Divination

Range: None.

You may play this card immediately

after the Alien player has revealed

an Alien Event card. This Event card

is discarded with no effect. You will

not be able to play a Psy Power card

on your next turn. Discard this card

after use.

PSY POWER l CONTROL

Purge the Vermin

Range: 5 squares.

Your Commander may not attack

this turn. After your Commander

has nished his move for the turn,

roll 1 heavy weapons die against all

the Gretchins and Orks within range

that he can see. Hidden Gretchins or

Orks that become visible after thedestruction of another miniature

are also targeted as long as they

are within range. Discard this card

after use.

PSY POWER l COMBAT

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Psychic Ram

Range: 5 squares.

Your Commander may not attack

this turn. After your Commander has

nished his move for the turn, destroy

any one closed door in range. Roll a

number of heavy weapons dice against

miniatures on the squares on the

opposite side as shown on the diagrambelow. Against Dreadnoughts, roll only

once the highest number applicable.

Discard this card after use.

PSY POWER l KINESIS

Open Portal

Range: 1 square.

Place a portal token on a square next

to your Commander. Then, during

a subsequent turn, place a second

portal token in the same way. As long

as two portals are open and on the

same board section, any miniature

(except Dreadnoughts) can movefrom one to the other as if the two

squares were adjacent. You may

permanently close the portals at the

end of any of your turns. Discard this

card after use.

PSY POWER l KINESIS

Burst of Speed

Range: 1 square.

Your Commander may not attack

this turn. After your Commander has

nished his move for the turn, selectany one of your Marine miniatures on

an adjacent square. This miniature

may perform any or all of the

following actions, in any order: re,

re again, attack in hand-to-hand

combat, move, and move again.

Discard this card after use.

PSY POWER l KINESIS

Portal markersF  i   r e m a r k  e r s 

Confusion

Range: 5 squares.

Your Commander may not attack this

turn. During the Alien player’s next

turn, all the Gretchins miniatureswithin range will not move (even those

that the Commander can not see).

They will be forced to re, and you

choose their target instead of the

Alien player. They may target other

Alien miniatures, including themselves.

The Alien player still decides in which

order his miniatures act. Discard this

card after use.

PSY POWER l CONTROL

Barricade

Range: 5 Squares.

Place an unused door on the board,

on the lines between squares (this

may be used to effectively close

an open door). This door acts in all

ways as a wall, and even if placed in

a doorway, it can not be opened by

anyone. Remove it from the boardat the beginning of your next turn.

Discard this card after use.

PSY POWER l KINESIS

Teleport

Range: Your Commander.

Before or after your Commander’s

move for the turn, you may teleport

him to any other square visible fromhis starting location and that is no

farther than 10 squares away. For

the purpose of this Psy Power, only

walls and doors block the line of

sight. Discard this card after use.

PSY POWER l KINESIS

Psy Power cards: play exactly like any other card (play at the beginning of the turn, only one card per turn. Thus, players cannot play both a

standard order/equipment card and a psy power card on the same turn. Important difference: if their Commander (who is the Psyker) is killed,

players may no longer use psy powers. Range is always determined from the Commander’s miniature.

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Alien Elite

You may pick any one Alien

miniature on the board. That

miniature may then be used 

twice this turn.

Alien Task Force

Mix up the unused Reinforcement

tokens and then pick two at random

to add to your Reinforcement pool.

Android Fault

You may not move or re any of theAndroids or Dreadnoughts this turn,

due to a control malfunction.

CommunicationsMalfunction

Choose one of the Marine players,

who may not use any Order cards 

on his next turn.

Booby Trap

A Marine steps onto a defence

charge. Pick any one Marine

miniature, not a Commander, and

make a Missile Launcher attack on

that square.

Battle Plan

Each Marine player may pick one

extra Order card.

Automated Defences

You may shoot at any one Marine orCommander miniature on a corridor

square. Roll one heavy weapons die

for this attack.

Alien Teleporter

You may swap over any two Alien

miniatures on the board.

Automated Defences

You may shoot at any one Marine orCommander miniature on a corridor

square. Roll one heavy weapons die

for this attack.

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Pick one Equipment card owned

by any one Marine player. That

Equipment card is then discarded

due to a malfunction.

EquipmentMalfunction

Mechanical Assault

All the Androids and Dreadnoughts

may move up to twice their normal

move this turn as well as attack.

Master Control

You may open or close as many

doors on the board as you wish.

Lure of Chaos

Choose one Marine miniature,

not a Commander, and roll one

heavy weapons die. If you roll a 3,

replace the gure with a Chaos

Space Marine if available, if possible

with the same weapon.

Gretchin Bomber

Choose one Gretchin who throwsa frag grenade, instead of ring.

Treat this attack as an attack with a

Missile Launcher.

Genestealer

Place a Genestealer next to anyMarine or Commander miniature.

The Genestealer may attack and

move as normal this turn.

Genestealer

Place a Genestealer next to anyMarine or Commander miniature.

The Genestealer may attack and

move as normal this turn.

Genestealer

Place a Genestealer next to any

Marine or Commander miniature.

The Genestealer may attack and

move as normal this turn.

Frenzy!

Any one Gretchin or Ork may attack

twice in hand-to-hand combat this

turn.

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Suicide Android

Any one Android may

self-destruct after moving. If you

choose to do so, roll two heavy

weapons dice. Each miniature

adjacent to the exploding Android

is attacked with the total of the twodice. Remove the destroyed Android.

Report In

Play on one of the Marine players.

That player may not move or attack

with his Commander miniature on

his next turn, as he must report in.

Re-Deploy

You may place up to three

Blip tokens onto a board that has

been scanned. These tokens may be

taken from elsewhere on the board.

The normal rules apply as to where

these tokens may be placed.

Psychic Attack

The Mothership channels a psychicattack onto the Alien vessel. The

Gretchin and the Orks are affected

and may not move or re that turn.

Out of Ammo

Choose any one Marine

miniature armed with a heavyweapon. That miniature’s weapon

must be replaced with a Bolter.

If there is no Bolter he may only

attack in hand-to-hand combat.

Ork Mekaniak

An Ork Mekaniak uses an

experimental weapon. Any one Orkminiature may re as though he has

a Plasma Gun. The weapon, however,

blows up after ring, destroying

the Ork.

New Orders

Choose one of the Marine players,

who then may pick one extra Order

card.

Mothership Scan

Choose one of the Marine players,

who then picks one of the boards. All

Blip tokens on this board must then

be revealed.

Read out the text shown in the

Mission of Secondary Mission.

MothershipCommunication

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Blood Rage

All Gretchin and Orks miniatures

roll an extra light weapons die when

attacking this turn.

Reinforced Armour

ALIEN GUILE

Force a Marine player to reroll

all dice of a roll made against an

Android, a Dreadnought, a Chaos

Marine, or a Chaos Commander.

Discard this card after use.

Tough Hide

ALIEN GUILE

Force a Marine player to reroll

all dice of a roll made against a

Gretchin, an Ork, or a Genestealer.

Discard this card after use.

Gretchin Pack

ALIEN GUILE

When you place a Gretchin miniatureon the board after revealing the

corresponding blip token, place up

to two more on adjacent squares.

Discard this card after use.

Alien Brawler

ALIEN GUILE

Reroll all the dice of any one rollan Alien miniature just made when

ghting in hand-to-hand combat, to

try to improve its score. Discard

this card after use.

Alien Brawler

ALIEN GUILE

Reroll all the dice of any one rollan Alien miniature just made when

ghting in hand-to-hand combat, to

try to improve its score. Discard

this card after use.

Alien Sharpshooter

ALIEN GUILE

Reroll all the dice of any one roll

an Alien miniature just made when

ring, to try to improve its score.

Discard this card after use.

Alien Sharpshooter

ALIEN GUILE

Reroll all the dice of any one roll

an Alien miniature just made when

ring, to try to improve its score.

Discard this card after use.

Weapons Jammed

Choose one of the Marine players.

That player’s miniature may not re

any heavy weapons on his next turn.

Alien Guile cards: when this Event is revealed the Alien player keeps the card and draws a second Alien Event card unless it is already the second card of his turn He can