space crusade unit cards version 1 - zen...
TRANSCRIPT
Space Crusade Unit Cards
Version 1.0 The following pages contain information boards which can be used with the basic Space Crusade rules. They can enhance your Space Crusade game or be used with the Space Crusade rules to play a simplified and fast pace Warhammer 40k type game. These cards are meant to be glued to foam-board and cut out for easy use. The idea and design for these cards were originally presented on the BricoLudo Website at http://languedeserpent.free.fr. The following cards are obviously a blatant copy of both the idea and design of BricoLudo’s original Consoles, but with some refinements, additions and translation into English.
Space Marines
Commander
Standard Weapon
Heavy Weapons
Extra Heavy Weapons
Rank Victory Points
Combat Effectiveness Table
100 Impressive. The Command Staff would like to give you the means to achieve further exploits for the glory of the Empire. You earn 4 Honor Badges.
60-99 Perfect. You have cold blood on the field of operation. Your superiors appreciate your efficiency. You earn 3 Honor Badges.
30-59 Honorable. You have clearly demonstrated your ability in battle. Your superiors encourage you to demonstrate your potential. You earn 2 Honor Badges.
10-29 Acceptable. You performed well, but we must do better to be noticed in the hierarchy. You earn 1 Honor Badge.
0-9 Failure. Your squad has been reassigned and replaced with fresh troops. You lose all your veteran soldiers. You have been demoted to Sargent and lose all Honor Badges.
Squad Eliminated
Young recruits from the academy are assigned to your unit. You start the next mission with a rookie Sergeant rank without Honor Badges.
Winning the game results in automatic promotion to the next rank. Four Honor Badges can be turned in for a single promotion.
Sergeant Commander and 4 Space Marines 1 Heavy Weapon 1 Order Card
Lieutenant Primus
Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards
Lieutenant Senioris
Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards
Captain Primus
Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards
Captain Senioris
Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards
Honor Badges Equipment Cards
None Four
One Five
Two Six
Three Seven
Four or More Eight
Blips
Losses Honor Badges
Power Glove & Power Sword
Power Axe and Bolt Pistol
Heavy Bolter
Bolter
Assault Cannon
Missile Launcher
Plasma Gun
Fusion Gun Conversion Beam Las-Cannon Tarantula
Throw separately for each miniature in line of fire
Explodes with contact with wall
Concentrated Fire
Concentrated Fire
Firing (Three Shots)
Firing (Three Shots)
Value 10 Armor 2 Movement 6
Value 10 Armor 2 Movement 4
Value 10 Armor 2 (Tarantula 6)Movement 4 (Tarantula 6)
Life Points 6
Value 5Armor 2 Movement 6
Hand to Hand
All Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Firing Firing
Firing Firing Firing
Firing Firing
Firing
Total number rolled may be split between any visible targets.
Anything in target square will receive total number of both dice. Any miniature in adjacent square will receive number on highest roll.
Fires straight line horizontal, vertical or diagonal. Anything in line of fire receives attack from both die.
Arc of Fire
Armor Rating: 6
-1 -1
-1
-1 -1
-2 -3 -4 -5 -6
-1
Terminator Marines
Commander
Standard Weapon
Librarian Heavy Weapons
Rank Victory Points
Using Terminator Armor
A Space Marine player can choose to equip his squad with Terminator armor instead of taking four equipment cards. A Terminator squad has one Commander, three Terminators and one Terminator with a heavy weapon. The Commander always has a storm bolter and a power sword. The Terminators may carry a storm bolter and power fist, a pair of lightning claws, or a thunder hammer and storm shield. The Terminator with the heavy weapon has a power fist and may carry a heavy flamer or an assault cannon. You must choose which weapons each miniature will carry at the start of the game.
Sergeant Commander and 4 Space Marines 1 Heavy Weapon 1 Order Card
Lieutenant Primus
Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards
Lieutenant Senioris
Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards
Captain Primus
Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards
Captain Senioris
Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards
Honor Badges Equipment Cards
None Four
One Five
Two Six
Three Seven
Four or More Eight
Blips
Losses Honor Badges
Power Sword & Storm Bolter
Bolter
Thunder Hammer & Storm Shield
Lighting Claws Storm Bolter & Power Fist
Assault Cannon & Power Fist
Heavy Flamer & Power Fist
Force Axe & Storm Bolter
Total number rolled may be split between any visible targets.
Similar to Missile Launcher, but everything in blast radius receives full damage.
Firing
Value 15 Armor 3 Movement 4
Value 15 Armor 3 Movement 4
Value 15 Armor 3 Movement 4
Life Points 6
Hand to Hand
Hand to Hand Hand
to Hand Hand to
Hand
Hand to Hand
Hand to Hand Hand
to Hand
Firing Firing
Firing
Shield Armor Increase
Firing
Thunder Hammer can self-destruct. This instantly kills the marine and damages everything surrounding it
Value 15Armor 3 Movement 4
Space Marine Scouts
Commander
Standard Weapons
Heavy Weapons
Rank Victory Points
Using Scout Marines
Space Marine Scouts are very agile and can try to dive out of the way of ranged attack. The only exception is the Scout carrying the heavy bolter, who is too weighted down by the weapon to be able to dodge. You can choose to dive prone after the Alien player has said that he will make a ranged attack but before the dice are rolled. Only the Space Marine Scouts that are being attacked are allowed to dive prone. Move the Space Marine Scout up to one square and place him on his side in the square to show that he is flat on the floor. This may mean the opponent can’t attack, as he can’t see the Space Marine Scout in the new square. If this is so, the attack is wasted and cannot be used to attack another target. While on his side the Space Marine Scout can’t move and is not allowed to dive prone again. He rolls one less dice in hand-to-hand combat. However, his armor value goes up to 2 and he is much more difficult to hit. You may choose to stand a Space Marine Scout up when you next move him. A Space Marine Scout that has to stand up may only move 6 squares instead of his normal move of 8 squares.
Sergeant Commander and 4 Space Marines 1 Heavy Weapon 1 Order Card
Lieutenant Primus
Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards
Lieutenant Senioris
Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards
Captain Primus
Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards
Captain Senioris
Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards
Honor Badges Equipment Cards
None Four
One Five
Two Six
Three Seven
Four or More Eight
Blips
Losses Honor Badges
Bolt Pistol & Chainsword
Bolt Pistol & Combat Knife
Heavy Bolter & Combat Knife
Hellfire Shell requires one turn to reload. Target square receives full damage. Adjacent squares receive damage from the highest roll.
Value 10 Armor 1 Movement 8
Value 5Armor 1 Movement 8
Value 10 Armor 1 Movement 6
Life Points 6
Hand to Hand
Hand to Hand
Firing
Hand to Hand
Firing
Firing - Max range 12
Firing - Max range 12
Ultramarines
Commander
Standard Weapon
Heavy Weapons
Extra Heavy Weapons
Rank Victory Points
Combat Effectiveness Table
100 Impressive. The Command Staff would like to give you the means to achieve further exploits for the glory of the Empire. You earn 4 Honor Badges.
60-99 Perfect. You have cold blood on the field of operation. Your superiors appreciate your efficiency. You earn 3 Honor Badges.
30-59 Honorable. You have clearly demonstrated your ability in battle. Your superiors encourage you to demonstrate your potential. You earn 2 Honor Badges.
10-29 Acceptable. You performed well, but we must do better to be noticed in the hierarchy. You earn 1 Honor Badge.
0-9 Failure. Your squad has been reassigned and replaced with fresh troops. You lose all your veteran soldiers. You have been demoted to Sargent and lose all Honor Badges.
Squad Eliminated
Young recruits from the academy are assigned to your unit. You start the next mission with a rookie Sergeant rank without Honor Badges.
Winning the game results in automatic promotion to the next rank. Four Honor Badges can be turned in for a single promotion.
Sergeant Commander and 4 Space Marines 1 Heavy Weapon 1 Order Card 4 Equipment Cards
Lieutenant Primus
Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards 5 Equipment Cards
Lieutenant Senioris
Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards 6 Equipment Cards
Captain Primus
Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 7 Equipment Cards
Captain Senioris
Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards 8 Equipment Cards
Blips
Losses Honor Badges
Power Glove & Power Sword
Power Axe and Bolt Pistol
Heavy Bolter
Bolter
Assault Cannon
Missile Launcher
Plasma Gun
Fusion Gun Conversion Beam Las-Cannon Tarantula
Throw separately for each miniature in line of fire
Explodes with contact with wall
Concentrated Fire
Concentrated Fire
Firing (Three Shots)
Firing (Three Shots)
Value 10 Armor 2 Movement 6
Value 10 Armor 2 Movement 4
Value 10 Armor 2 (Tarantula 6)Movement 4 (Tarantula 6)
Life Points 6
Value 5Armor 2 Movement 6
Hand to Hand
All Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Firing Firing
Firing Firing Firing
Firing Firing
Firing
Total number rolled may be split between any visible targets.
Anything in target square will receive total number of both dice. Any miniature in adjacent square will receive number on highest roll.
Fires straight line horizontal, vertical or diagonal. Anything in line of fire receives attack from both die.
Arc of Fire
Armor Rating: 6
-1 -1
-1
-1 -1
-2 -3 -4 -5 -6
-1
Terminator Marines
Commander
Standard Weapon
Librarian Heavy Weapons
Rank Victory Points
Using Terminator Armor
A Space Marine player can choose to equip his squad with Terminator armor instead of taking four equipment cards. A Terminator squad has one Commander, three Terminators and one Terminator with a heavy weapon. The Commander always has a storm bolter and a power sword. The Terminators may carry a storm bolter and power fist, a pair of lightning claws, or a thunder hammer and storm shield. The Terminator with the heavy weapon has a power fist and may carry a heavy flamer or an assault cannon. You must choose which weapons each miniature will carry at the start of the game.
Sergeant Commander and 4 Space Marines 1 Heavy Weapon 1 Order Card 4 Equipment Cards
Lieutenant Primus
Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards 5 Equipment Cards
Lieutenant Senioris
Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards 6 Equipment Cards
Captain Primus
Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 7 Equipment Cards
Captain Senioris
Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards 8 Equipment Cards
Blips
Losses Honor Badges
Power Sword & Storm Bolter
Bolter
Thunder Hammer & Storm Shield
Lighting Claws Storm Bolter & Power Fist
Assault Cannon & Power Fist
Heavy Flamer & Power Fist
Force Axe & Storm Bolter
Total number rolled may be split between any visible targets.
Similar to Missile Launcher, but everything in blast radius receives full damage.
Firing
Value 15 Armor 3 Movement 4
Value 15 Armor 3 Movement 4
Value 15 Armor 3 Movement 4
Life Points 6
Hand to Hand
Hand to Hand Hand
to Hand Hand to
Hand
Hand to Hand
Hand to Hand Hand
to Hand
Firing Firing
Firing
Shield Armor Increase
Firing
Thunder Hammer can self-destruct. This instantly kills the marine and damages everything surrounding it
Value 15Armor 3 Movement 4
Space Marine Scouts
Commander
Standard Weapons
Heavy Weapons
Rank Victory Points
Using Scout Marines
Space Marine Scouts are very agile and can try to dive out of the way of ranged attack. The only exception is the Scout carrying the heavy bolter, who is too weighted down by the weapon to be able to dodge. You can choose to dive prone after the Alien player has said that he will make a ranged attack but before the dice are rolled. Only the Space Marine Scouts that are being attacked are allowed to dive prone. Move the Space Marine Scout up to one square and place him on his side in the square to show that he is flat on the floor. This may mean the opponent can’t attack, as he can’t see the Space Marine Scout in the new square. If this is so, the attack is wasted and cannot be used to attack another target. While on his side the Space Marine Scout can’t move and is not allowed to dive prone again. He rolls one less dice in hand-to-hand combat. However, his armor value goes up to 2 and he is much more difficult to hit. You may choose to stand a Space Marine Scout up when you next move him. A Space Marine Scout that has to stand up may only move 6 squares instead of his normal move of 8 squares.
Sergeant Commander and 4 Space Marines 1 Heavy Weapon 1 Order Card 4 Equipment Cards
Lieutenant Primus
Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards 5 Equipment Cards
Lieutenant Senioris
Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards 6 Equipment Cards
Captain Primus
Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 7 Equipment Cards
Captain Senioris
Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards 8 Equipment Cards
Blips
Losses Honor Badges
Bolt Pistol & Chainsword
Bolt Pistol & Combat Knife
Heavy Bolter & Combat Knife
Hellfire Shell requires one turn to reload. Target square receives full damage. Adjacent squares receive damage from the highest roll.
Value 10 Armor 1 Movement 8
Value 5Armor 1 Movement 8
Value 10 Armor 1 Movement 6
Life Points 6
Hand to Hand
Hand to Hand
Firing
Hand to Hand
Firing
Firing - Max range 12
Firing - Max range 12
Blood Angles
Commander
Standard Weapon
Heavy Weapons
Extra Heavy Weapons
Rank Victory Points
Combat Effectiveness Table
100 Impressive. The Command Staff would like to give you the means to achieve further exploits for the glory of the Empire. You earn 4 Honor Badges.
60-99 Perfect. You have cold blood on the field of operation. Your superiors appreciate your efficiency. You earn 3 Honor Badges.
30-59 Honorable. You have clearly demonstrated your ability in battle. Your superiors encourage you to demonstrate your potential. You earn 2 Honor Badges.
10-29 Acceptable. You performed well, but we must do better to be noticed in the hierarchy. You earn 1 Honor Badge.
0-9 Failure. Your squad has been reassigned and replaced with fresh troops. You lose all your veteran soldiers. You have been demoted to Sargent and lose all Honor Badges.
Squad Eliminated
Young recruits from the academy are assigned to your unit. You start the next mission with a rookie Sergeant rank without Honor Badges.
Winning the game results in automatic promotion to the next rank. Four Honor Badges can be turned in for a single promotion.
Sergeant Commander and 4 Space Marines 1 Heavy Weapon 2 Order Card 3 Equipment Cards
Lieutenant Primus
Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards 4 Equipment Cards
Lieutenant Senioris
Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards 5 Equipment Cards
Captain Primus
Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 6 Equipment Cards
Captain Senioris
Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards 7 Equipment Cards
Blips
Losses Honor Badges
Power Glove & Power Sword
Power Axe and Bolt Pistol
Heavy Bolter
Bolter
Assault Cannon
Missile Launcher
Plasma Gun
Fusion Gun Conversion Beam Las-Cannon Tarantula
Throw separately for each miniature in line of fire
Explodes with contact with wall
Concentrated Fire
Concentrated Fire
Firing (Three Shots)
Firing (Three Shots)
Value 10 Armor 2 Movement 6
Value 10 Armor 2 Movement 4
Value 10 Armor 2 (Tarantula 6)Movement 4 (Tarantula 6)
Life Points 6
Value 5Armor 2 Movement 6
Hand to Hand
All Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Firing Firing
Firing Firing Firing
Firing Firing
Firing
Total number rolled may be split between any visible targets.
Anything in target square will receive total number of both dice. Any miniature in adjacent square will receive number on highest roll.
Fires straight line horizontal, vertical or diagonal. Anything in line of fire receives attack from both die.
Arc of Fire
Armor Rating: 6
-1 -1
-1
-1 -1
-2 -3 -4 -5 -6
-1
Terminator Marines
Commander
Standard Weapon
Librarian Heavy Weapons
Rank Victory Points
Using Terminator Armor
A Space Marine player can choose to equip his squad with Terminator armor instead of taking four equipment cards. A Terminator squad has one Commander, three Terminators and one Terminator with a heavy weapon. The Commander always has a storm bolter and a power sword. The Terminators may carry a storm bolter and power fist, a pair of lightning claws, or a thunder hammer and storm shield. The Terminator with the heavy weapon has a power fist and may carry a heavy flamer or an assault cannon. You must choose which weapons each miniature will carry at the start of the game.
Sergeant Commander and 4 Space Marines 1 Heavy Weapon 2 Order Card 3 Equipment Cards
Lieutenant Primus
Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards 4 Equipment Cards
Lieutenant Senioris
Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards 5 Equipment Cards
Captain Primus
Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 6 Equipment Cards
Captain Senioris
Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards 7 Equipment Cards
Blips
Losses Honor Badges
Power Sword & Storm Bolter
Bolter
Thunder Hammer & Storm Shield
Lighting Claws Storm Bolter & Power Fist
Assault Cannon & Power Fist
Heavy Flamer & Power Fist
Force Axe & Storm Bolter
Total number rolled may be split between any visible targets.
Similar to Missile Launcher, but everything in blast radius receives full damage.
Firing
Value 15 Armor 3 Movement 4
Value 15 Armor 3 Movement 4
Value 15 Armor 3 Movement 4
Life Points 6
Hand to Hand
Hand to Hand Hand
to Hand Hand to
Hand
Hand to Hand
Hand to Hand Hand
to Hand
Firing Firing
Firing
Shield Armor Increase
Firing
Thunder Hammer can self-destruct. This instantly kills the marine and damages everything surrounding it
Value 15Armor 3 Movement 4
Space Marine Scouts
Commander
Standard Weapons
Heavy Weapons
Rank Victory Points
Using Scout Marines
Space Marine Scouts are very agile and can try to dive out of the way of ranged attack. The only exception is the Scout carrying the heavy bolter, who is too weighted down by the weapon to be able to dodge. You can choose to dive prone after the Alien player has said that he will make a ranged attack but before the dice are rolled. Only the Space Marine Scouts that are being attacked are allowed to dive prone. Move the Space Marine Scout up to one square and place him on his side in the square to show that he is flat on the floor. This may mean the opponent can’t attack, as he can’t see the Space Marine Scout in the new square. If this is so, the attack is wasted and cannot be used to attack another target. While on his side the Space Marine Scout can’t move and is not allowed to dive prone again. He rolls one less dice in hand-to-hand combat. However, his armor value goes up to 2 and he is much more difficult to hit. You may choose to stand a Space Marine Scout up when you next move him. A Space Marine Scout that has to stand up may only move 6 squares instead of his normal move of 8 squares.
Sergeant Commander and 4 Space Marines 1 Heavy Weapon 2 Order Card 3 Equipment Cards
Lieutenant Primus
Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards 4 Equipment Cards
Lieutenant Senioris
Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards 5 Equipment Cards
Captain Primus
Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 6 Equipment Cards
Captain Senioris
Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards 7 Equipment Cards
Blips
Losses Honor Badges
Bolt Pistol & Chainsword
Bolt Pistol & Combat Knife
Heavy Bolter & Combat Knife
Hellfire Shell requires one turn to reload. Target square receives full damage. Adjacent squares receive damage from the highest roll.
Value 10 Armor 1 Movement 8
Value 5Armor 1 Movement 8
Value 10 Armor 1 Movement 6
Life Points 6
Hand to Hand
Hand to Hand
Firing
Hand to Hand
Firing
Firing - Max range 12
Firing - Max range 12
Imperial Fists
Commander
Standard Weapon
Heavy Weapons
Extra Heavy Weapons
Rank Victory Points
Combat Effectiveness Table
100 Impressive. The Command Staff would like to give you the means to achieve further exploits for the glory of the Empire. You earn 4 Honor Badges.
60-99 Perfect. You have cold blood on the field of operation. Your superiors appreciate your efficiency. You earn 3 Honor Badges.
30-59 Honorable. You have clearly demonstrated your ability in battle. Your superiors encourage you to demonstrate your potential. You earn 2 Honor Badges.
10-29 Acceptable. You performed well, but we must do better to be noticed in the hierarchy. You earn 1 Honor Badge.
0-9 Failure. Your squad has been reassigned and replaced with fresh troops. You lose all your veteran soldiers. You have been demoted to Sargent and lose all Honor Badges.
Squad Eliminated
Young recruits from the academy are assigned to your unit. You start the next mission with a rookie Sergeant rank without Honor Badges.
Winning the game results in automatic promotion to the next rank. Four Honor Badges can be turned in for a single promotion.
Sergeant Commander and 4 Space Marines 2 Heavy Weapon 2 Order Card 2 Equipment Cards
Lieutenant Primus
Commander and 4 Space Marines 3 Heavy Weapon 2 Order Cards 3 Equipment Cards
Lieutenant Senioris
Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 4 Equipment Cards
Captain Primus
Commander and 5 Space Marines 3 Heavy + 2 Extra Heavy Weapon 3 Order Cards 5 Equipment Cards
Captain Senioris
Commander and 6 Space Marines 3 Heavy + 3 Extra Heavy Weapon 4 Order Cards 6 Equipment Cards
Blips
Losses Honor Badges
Power Glove & Power Sword
Power Axe and Bolt Pistol
Heavy Bolter
Bolter
Assault Cannon
Missile Launcher
Plasma Gun
Fusion Gun Conversion Beam Las-Cannon Tarantula
Throw separately for each miniature in line of fire
Explodes with contact with wall
Concentrated Fire
Concentrated Fire
Firing (Three Shots)
Firing (Three Shots)
Value 10 Armor 2 Movement 6
Value 10 Armor 2 Movement 4
Value 10 Armor 2 (Tarantula 6)Movement 4 (Tarantula 6)
Life Points 6
Value 5Armor 2 Movement 6
Hand to Hand
All Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Firing Firing
Firing Firing Firing
Firing Firing
Firing
Total number rolled may be split between any visible targets.
Anything in target square will receive total number of both dice. Any miniature in adjacent square will receive number on highest roll.
Fires straight line horizontal, vertical or diagonal. Anything in line of fire receives attack from both die.
Arc of Fire
Armor Rating: 6
-1 -1
-1
-1 -1
-2 -3 -4 -5 -6
-1
Terminator Marines
Commander
Standard Weapon
Librarian Heavy Weapons
Rank Victory Points
Using Terminator Armor
A Space Marine player can choose to equip his squad with Terminator armor instead of taking four equipment cards. A Terminator squad has one Commander, three Terminators and one Terminator with a heavy weapon. The Commander always has a storm bolter and a power sword. The Terminators may carry a storm bolter and power fist, a pair of lightning claws, or a thunder hammer and storm shield. The Terminator with the heavy weapon has a power fist and may carry a heavy flamer or an assault cannon. You must choose which weapons each miniature will carry at the start of the game.
Sergeant Commander and 4 Space Marines 2 Heavy Weapon 2 Order Card 2 Equipment Cards
Lieutenant Primus
Commander and 4 Space Marines 3 Heavy Weapon 2 Order Cards 3 Equipment Cards
Lieutenant Senioris
Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 4 Equipment Cards
Captain Primus
Commander and 5 Space Marines 3 Heavy + 2 Extra Heavy Weapon 3 Order Cards 5 Equipment Cards
Captain Senioris
Commander and 6 Space Marines 3 Heavy + 3 Extra Heavy Weapon 4 Order Cards 6 Equipment Cards
Blips
Losses Honor Badges
Power Sword & Storm Bolter
Bolter
Thunder Hammer & Storm Shield
Lighting Claws Storm Bolter & Power Fist
Assault Cannon & Power Fist
Heavy Flamer & Power Fist
Force Axe & Storm Bolter
Total number rolled may be split between any visible targets.
Similar to Missile Launcher, but everything in blast radius receives full damage.
Firing
Value 15 Armor 3 Movement 4
Value 15 Armor 3 Movement 4
Value 15 Armor 3 Movement 4
Life Points 6
Hand to Hand
Hand to Hand Hand
to Hand Hand to
Hand
Hand to Hand
Hand to Hand Hand
to Hand
Firing Firing
Firing
Shield Armor Increase
Firing
Thunder Hammer can self-destruct. This instantly kills the marine and damages everything surrounding it
Value 15Armor 3 Movement 4
Space Marine Scouts
Commander
Standard Weapons
Heavy Weapons
Rank Victory Points
Using Scout Marines
Space Marine Scouts are very agile and can try to dive out of the way of ranged attack. The only exception is the Scout carrying the heavy bolter, who is too weighted down by the weapon to be able to dodge. You can choose to dive prone after the Alien player has said that he will make a ranged attack but before the dice are rolled. Only the Space Marine Scouts that are being attacked are allowed to dive prone. Move the Space Marine Scout up to one square and place him on his side in the square to show that he is flat on the floor. This may mean the opponent can’t attack, as he can’t see the Space Marine Scout in the new square. If this is so, the attack is wasted and cannot be used to attack another target. While on his side the Space Marine Scout can’t move and is not allowed to dive prone again. He rolls one less dice in hand-to-hand combat. However, his armor value goes up to 2 and he is much more difficult to hit. You may choose to stand a Space Marine Scout up when you next move him. A Space Marine Scout that has to stand up may only move 6 squares instead of his normal move of 8 squares. .
Sergeant Commander and 4 Space Marines 2 Heavy Weapon 2 Order Card 2 Equipment Cards
Lieutenant Primus
Commander and 4 Space Marines 3 Heavy Weapon 2 Order Cards 3 Equipment Cards
Lieutenant Senioris
Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 4 Equipment Cards
Captain Primus
Commander and 5 Space Marines 3 Heavy + 2 Extra Heavy Weapon 3 Order Cards 5 Equipment Cards
Captain Senioris
Commander and 6 Space Marines 3 Heavy + 3 Extra Heavy Weapon 4 Order Cards 6 Equipment Cards
Blips
Losses Honor Badges
Bolt Pistol & Chainsword
Bolt Pistol & Combat Knife
Heavy Bolter & Combat Knife
Hellfire Shell requires one turn to reload. Target square receives full damage. Adjacent squares receive damage from the highest roll.
Value 10 Armor 1 Movement 8
Value 5Armor 1 Movement 8
Value 10 Armor 1 Movement 6
Life Points 6
Hand to Hand
Hand to Hand
Firing
Hand to Hand
Firing
Firing - Max range 12
Firing - Max range 12
Eldar
Exarch
Standard Weapon
Heavy Weapons
Rank Victory Points
Combat Effectiveness Table
105 Your victory is that of the Eldar race as a whole. Your praises are sung throughout the galaxy. You gain 3 levels of recognition.
61-104 A momentous victory for the Eldar race. You gain 2 levels of recognition.
41-60 An impressive performance – the soul gems sing your praises. You gain one level of recognition.
26-40 A brave performance but you have not impressed your ancestors. You must do better on your next mission.
0-25 You have disappointed your ancestors and disgraced yourself. You must abandon the Path of the Warrior and commit yourself to a less demanding Path. In your next game you must start off with a new Avenger Exarch.
Squad Eliminated
You start the next mission with new squad and Avenger Exarch.
This table is designed for a 10 Warrior Squad. A 5 Warrior Squad gets an additional 10 points when using this table. Recognition of an Avatar results in that Exarch progressing to a new path and leaving the squad. Your squad’s Exarch will be replaced with a new Avenger Exarch for the next mission.
Avenger Exarch and 4 Eldar Warriors 2 Heavy Weapons Max 4 Equipment Cards 5 Exarch Cards 1 Order Card
Executioner Exarch and 4 Eldar Warriors 3 Heavy Weapons Max 4 Equipment Cards 6 Exarch Cards 1 Order Card
Dark Stalker Exarch and 4 Eldar Warriors 4 Heavy Weapons Max 5 Equipment Cards 6 Exarch Cards 2 Order Card
Nemesis Exarch and 4 Eldar Warriors 5 Heavy Weapons Max 5 Equipment Cards 7 Exarch Cards 2 Order Card
Avatar Exarch and 4 Eldar Warriors 6 Heavy Weapons Max 6 Equipment Cards 7 Exarch Cards 3 Order Card
Blips
Losses Honor Badges
Shuriken Pistol & Force Sword
Shuriken Catapult
Missile Launcher Shuriken Cannon Las-Cannon Firing (Two Shots)
Value 10 Armor 2 Movement 7
Value 5Armor 2 Movement 7
Value 10 Armor 2 Movement 3
Life Points 1 + Exarch Cards
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Firing may be mixed before, in middle and/or after movement
Firing
Firing
May fire twice in one turn
Shots may not be separated by movement. Everything in Line Of Site in the 4 square area receives same damage.
Hand to Hand
Anything in target square will receive total number of both dice. Any miniature in adjacent square will receive number on highest roll.
Firing (Three Shots)
Firing may be mixed before, in middle and/or after movement
Discard one card for each point of damage incurred
Orks
Ork Nob
Ork Boyz
Ork Heavy Weapons
Ork Types Victory Points
Warboss - leader of an Ork warband or tribe
Oddboyz - born with programmed DNA. Mekboyz: Ork mechanics and inventors Painboyz: Ork surgeons and doctors Weirdboys: Highly psychic Orks Runtherds: Slave-masters of Gretchin/Snotlings
Nobz - ruling class of the Ork race Mega Nobz: Nobz wearing Mega Armor Flash Gitz: equipped with exotic ranged weapons Cyborks: extensively surgically altered by Painboy Nob Bikerz: Nobz who ride into battle on Warbikes
Boyz - common form of Ork Boyz: the "standard" Orks 'Ard Boyz: heavily-armored Ork Boyz Kommandoz: work behind enemy lines Burna Boyz: has preference for flame weapons Tankbustas: equipped to take out enemy vehicles Lootaz: scavenge equipment from the battlefield Stormboyz: equipped with Jump Packs Biker Boyz: Speed-loving Orks riding Warbikes
Blips
Losses Wins
Power Klaw & Chain-Choppa Slugga &
Power Choppa
Plasma Pistol
Shoota Grot Blasta
Kustom Mega-Blasta
Full Damage to all units in target area
Value 10 Armor 2 Movement 6
Value 3Armor 1Movement 6
Value 6Armor 1Movement 4
Life Points 6
Hand to Hand
All Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Firing
Firing
Firing Firing
Firing Firing
Gretchen Value 2Armor 0Movement 8
Cannot Fire and Move in the same turn
Max range of 12 squares
Roll separately for each in line of fire
Anything in adjacent square will receive number on highest roll
Hand to Hand
Total number rolled may be split between any visible targets.
Firing Firing
Hand to Hand
Burna Rokkit Launcha Big Shoota
Hand to Hand
Value 10 Armor 2 Movement 4
Hand to Hand
Gauss Flayer
Firing
Necron
Necron Warriors
Value 10 Armor 3 Movement 8
Hand to Hand
Ripping Claws & Biting Teeth
Genestealers
Genestealers
Victory Points
Blips
Losses Wins
Dreadnaughts
Dreadnaught
Standard Weapon
Heavy Weapons
Extra Heavy Weapons
Dreadnaught Types Victory Points
Blips
Losses Wins
Mark VII Malevolent Class Value: 25 Armor: 4 Move: 4 Weapons: Bolter 2 Heavy/Extra-Heavy Weapons
Bolter Mounted on Body
Assault Cannon
Missile Launcher
Plasma Gun
Fusion Gun Conversion Beam Las-Cannon
Throw separately for each miniature in line of fire
Explodes with contact with wall
Concentrated Fire
Firing (Three Shots) Firing Firing
Firing Firing Firing
Firing
Total number rolled may be split between any visible targets.
Anything in target square will receive total number of both dice. Any miniature in adjacent square will receive number on highest roll.
Fires straight line horizontal, vertical or diagonal. Anything in line of fire receives attack from both die.
Mark VIII Marauder Class Value: 30 Armor: 4 Move: 6 Weapons: Bolter 2 Heavy/Extra-Heavy Weapons Mark IX Dominator Class Value: 40 Armor: 4 Move: 4 Weapons: Bolter 4 Heavy/Extra-Heavy Weapons Mark X Marauder Class Value: 50 Armor: 4 Move: 6 Weapons: Bolter 4 Heavy/Extra-Heavy Weapons
For each point of damage your Dreadnaught incurs beyond its armor value of 4, you lose a weapon. After all weapons have been damaged, any further damage will disable the Dreadnaught.
Dreadnaughts take up 4 spaces. They are able to duck and walk through doorways.
Hand to Hand
-1 -1
-1
-1 -1
-2 -3 -4 -5 -6
-1
Chaos Space Marines
Commander
Standard Weapon
Heavy Weapons
Extra Heavy Weapons
Rank Victory Points
Combat Effectiveness Table
100 Impressive. The Command Staff would like to give you the means to achieve further exploits for the glory of the Empire. You earn 4 Honor Badges.
60-99 Perfect. You have cold blood on the field of operation. Your superiors appreciate your efficiency. You earn 3 Honor Badges.
30-59 Honorable. You have clearly demonstrated your ability in battle. Your superiors encourage you to demonstrate your potential. You earn 2 Honor Badges.
10-29 Acceptable. You performed well, but we must do better to be noticed in the hierarchy. You earn 1 Honor Badge.
0-9 Failure. Your squad has been reassigned and replaced with fresh troops. You lose all your veteran soldiers. You have been demoted to Sargent and lose all Honor Badges.
Squad Eliminated
Young recruits from the academy are assigned to your unit. You start the next mission with a rookie Sergeant rank without Honor Badges.
Winning the game results in automatic promotion to the next rank. Four Honor Badges can be turned in for a single promotion.
Sergeant Commander and 4 Space Marines 1 Heavy Weapon 1 Order Card
Lieutenant Primus
Commander and 4 Space Marines 2 Heavy Weapon 2 Order Cards
Lieutenant Senioris
Commander and 5 Space Marines 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards
Captain Primus
Commander and 5 Space Marines 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards
Captain Senioris
Commander and 6 Space Marines 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards
Honor Badges Equipment Cards
None Four
One Five
Two Six
Three Seven
Four or More Eight
Blips
Losses Honor Badges
Power Glove & Power Sword
Power Axe and Bolt Pistol
Heavy Bolter
Bolter
Assault Cannon
Missile Launcher
Plasma Gun
Fusion Gun Conversion Beam Las-Cannon Tarantula
Throw separately for each miniature in line of fire
Explodes with contact with wall
Concentrated Fire
Concentrated Fire
Firing (Three Shots)
Firing (Three Shots)
Value 10 Armor 2 Movement 6
Value 10 Armor 2 Movement 4
Value 10 Armor 2 (Tarantula 6)Movement 4 (Tarantula 6)
Life Points 6
Value 5Armor 2 Movement 6
Hand to Hand
All Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Hand to Hand
Firing Firing
Firing Firing Firing
Firing Firing
Firing
Total number rolled may be split between any visible targets.
Anything in target square will receive total number of both dice. Any miniature in adjacent square will receive number on highest roll.
Fires straight line horizontal, vertical or diagonal. Anything in line of fire receives attack from both die.
Arc of Fire
Armor Rating: 6
-1 -1
-1
-1 -1
-2 -3 -4 -5 -6
-1