SpaceCrusade redesign
Transcript of SpaceCrusade redesign
7/24/2019 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