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.

Victory Points Space Marines Rank

Sergeant Commander and 4 Space Marines Blips Value 10 1 Heavy Weapon Commander Armor 2 1 Order Card Movement 6 Life Points 6 Lieutenant Commander and 4 Space Marines

Primus 2 Heavy Weapon Power Glove & Power Axe and Bolt Pistol 2 Order Cards Lieutenant Commander and 5 Space Marines Power Sword Senioris 2 Heavy + 1 Extra Heavy Weapon Firing 3 Order Cards Captain Commander and 5 Space Marines Hand to Primus 3 Heavy + 1 Extra Heavy Weapon Hand Standard 3 Order Cards Captain Commander and 6 Space Marines Weapon All Hand to Hand Heavy Bolter Senioris 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards Bolter Firing Losses Firing Value 5 Honor Badges Equipment Cards Honor Badges Armor 2 Hand to Hand to None Four Movement 6 Hand Hand One Five Value 10 Two Six Heavy Weapons Armor 2 Three Seven Movement 4 Four or More Eight

Assault Missile Plasma Cannon Launcher Gun

Firing Firing Firing

Hand to Hand to Hand to Hand Hand Hand Combat Effectiveness Table Total number rolled may be split Anything in target square will receive Fires straight line horizontal, vertical or between any visible targets. total number of both dice. Any miniature diagonal. Anything in line of fire receives 100 Impressive . The Command Staff would like to give you the means to achieve further in adjacent square will receive number attack from both die. on highest roll. 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 Value 10 efficiency. You earn 3 Honor Badges. Armor 2 (Tarantula 6) 30-59 Honorable . You have clearly demonstrated your ability in battle. Your superiors Extra Heavy Weapons Movement 4 (Tarantula 6) encourage you to demonstrate your potential. You earn 2 Honor Badges.

Fusion Gun Conversion Beam Las-Cannon Tarantula 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 Young recruits from the academy are assigned to your unit. You start the next mission Eliminated with a rookie Sergeant rank without Honor Badges.

Firing Firing Firing (Three Shots) Winning the game results in automatic promotion to the next rank. Four Honor Badges can be turned in for a Hand to Hand to Hand to Armor Rating: 6 single promotion. Hand Hand Hand Firing Explodes with contact with wall (Three Shots) Throw separately for each -1 -1 Concentrated miniature in line of fire -6 -5 -4 -3 -2 -1 Fire -1 -1 -1 Hand to Hand Arc of Fire Concentrated Fire

Victory Points Terminator Marines Rank

Sergeant Commander and 4 Space Marines Blips Value 15 1 Heavy Weapon Commander Armor 3 1 Order Card Movement 4 Life Points 6 Lieutenant Commander and 4 Space Marines

Power Sword & Storm Bolter Primus 2 Heavy Weapon 2 Order Cards Lieutenant Commander and 5 Space Marines Senioris 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards Captain Commander and 5 Space Marines Firing Primus 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards Hand to Captain Commander and 6 Space Marines Thunder Hammer Hand Senioris 3 Heavy + 2 Extra Heavy Weapon & Storm Shield 4 Order Cards Bolter Losses Honor Badges Equipment Cards Honor Badges None Four Value 15 Standard Weapon Armor 3 One Five Movement 4 Two Six Three Seven Lighting Claws Storm Bolter & Four or More Eight Power Fist

Thunder Hammer can self-destruct. Using Terminator Armor Hand to This instantly kills Hand Firing Hand the marine and to damages everything Shield Armor Hand Hand to A Space Marine player can choose to equip his squad with Terminator armor instead of taking four equipment Increase surrounding it Hand cards. A Terminator squad has one Commander, three Terminators and one Terminator with a heavy weapon. Value 15 Value 15 Heavy Weapons Armor 3 Librarian Armor 3 The Commander always has a storm bolter and a power sword. The Terminators may carry a storm bolter Movement 4 Movement 4 and power fist, a pair of lightning claws, or a thunder hammer and storm shield. The Terminator with the

Assault Cannon & heavy weapon has a power fist and may carry a heavy flamer or an assault cannon. Heavy Flamer & Force Axe & Power Fist Power Fist Storm Bolter You must choose which weapons each miniature will carry at the start of the game.

Firing Firing Firing

Hand to Hand to Hand Hand Hand to Hand

Total number rolled may Similar to Missile Launcher, be split between any but everything in blast radius visible targets. receives full damage.

Victory Points Space Marine Scouts Rank

Sergeant Commander and 4 Space Marines Blips Value 10 1 Heavy Weapon Commander Armor 1 1 Order Card Movement 8 Life Points 6 Lieutenant Commander and 4 Space Marines

Primus 2 Heavy Weapon 2 Order Cards Bolt Pistol & Chainsword Lieutenant Commander and 5 Space Marines Senioris 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards Captain Commander and 5 Space Marines Primus 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards Captain Commander and 6 Space Marines Firing - Max range 12 Senioris 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards Hand to Losses Hand Honor Badges Equipment Cards Honor Badges None Four One Five Value 5 Two Six Standard Weapons Armor 1 Three Seven Movement 8 Four or More Eight

Bolt Pistol & Combat Knife

Firing - Max range 12 Using Scout Marines

Hand to Hand 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.

Value 10 You can choose to dive prone after the Alien player has said that he will make a ranged attack but before the Heavy Weapons Armor 1 dice are rolled. Only the Space Marine Scouts that are being attacked are allowed to dive prone. Movement 6 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. Heavy Bolter & Combat Knife 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. Firing

Firing Hellfire Shell requires one turn to reload. Target square receives full damage. Hand to Adjacent squares receive damage from Hand the highest roll.

Victory Points Ultramarines Rank

Sergeant Commander and 4 Space Marines Blips Value 10 1 Heavy Weapon Armor 2 Commander 1 Order Card Movement 6 Life Points 6 4 Equipment Cards

Lieutenant Commander and 4 Space Marines Power Glove & Power Axe and Bolt Pistol Primus 2 Heavy Weapon 2 Order Cards Power Sword 5 Equipment Cards Firing Lieutenant Commander and 5 Space Marines Senioris 2 Heavy + 1 Extra Heavy Weapon Hand to 3 Order Cards Standard Hand 6 Equipment Cards Captain Commander and 5 Space Marines Weapon All Hand to Hand Heavy Bolter Primus 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards Bolter Firing 7 Equipment Cards Losses Firing Value 5 Captain Commander and 6 Space Marines Honor Badges Armor 2 Hand to Hand to Senioris 3 Heavy + 2 Extra Heavy Weapon Movement 6 Hand Hand 4 Order Cards 8 Equipment Cards Value 10 Heavy Weapons Armor 2 Movement 4

Assault Missile Plasma Cannon Launcher Gun

Firing Firing Firing

Hand to Hand to Hand to Hand Hand Hand Combat Effectiveness Table Total number rolled may be split Anything in target square will receive Fires straight line horizontal, vertical or between any visible targets. total number of both dice. Any miniature diagonal. Anything in line of fire receives 100 Impressive . The Command Staff would like to give you the means to achieve further in adjacent square will receive number attack from both die. on highest roll. 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 Value 10 efficiency. You earn 3 Honor Badges. Armor 2 (Tarantula 6) 30-59 Honorable . You have clearly demonstrated your ability in battle. Your superiors Extra Heavy Weapons Movement 4 (Tarantula 6) encourage you to demonstrate your potential. You earn 2 Honor Badges.

Fusion Gun Conversion Beam Las-Cannon Tarantula 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 Young recruits from the academy are assigned to your unit. You start the next mission Eliminated with a rookie Sergeant rank without Honor Badges.

Firing Firing Firing (Three Shots) Winning the game results in automatic promotion to the next rank. Four Honor Badges can be turned in for a Hand to Hand to Hand to Armor Rating: 6 single promotion. Hand Hand Hand Firing Explodes with contact with wall (Three Shots) Throw separately for each -1 -1 Concentrated miniature in line of fire -6 -5 -4 -3 -2 -1 Fire -1 -1 -1 Hand to Hand Arc of Fire Concentrated Fire

Victory Points Terminator Marines Rank

Sergeant Commander and 4 Space Marines Blips Value 15 1 Heavy Weapon Armor 3 Commander 1 Order Card Movement 4 Life Points 6 4 Equipment Cards

Power Sword & Storm Bolter Lieutenant Commander and 4 Space Marines Primus 2 Heavy Weapon 2 Order Cards 5 Equipment Cards Lieutenant Commander and 5 Space Marines Senioris 2 Heavy + 1 Extra Heavy Weapon Firing 3 Order Cards 6 Equipment Cards Hand to Captain Commander and 5 Space Marines Thunder Hammer Hand Primus 3 Heavy + 1 Extra Heavy Weapon & Storm Shield 3 Order Cards Bolter 7 Equipment Cards Losses Captain Commander and 6 Space Marines Honor Badges Senioris 3 Heavy + 2 Extra Heavy Weapon Value 15 4 Order Cards Standard Weapon Armor 3 8 Equipment Cards Movement 4

Lighting Claws Storm Bolter & Power Fist

Thunder Hammer can self-destruct. Using Terminator Armor Hand to This instantly kills Hand Firing Hand the marine and to damages everything Shield Armor Hand Hand to A Space Marine player can choose to equip his squad with Terminator armor instead of taking four equipment Increase surrounding it Hand cards. A Terminator squad has one Commander, three Terminators and one Terminator with a heavy weapon. Value 15 Value 15 Heavy Weapons Armor 3 Librarian Armor 3 The Commander always has a storm bolter and a power sword. The Terminators may carry a storm bolter Movement 4 Movement 4 and power fist, a pair of lightning claws, or a thunder hammer and storm shield. The Terminator with the

Assault Cannon & heavy weapon has a power fist and may carry a heavy flamer or an assault cannon. Heavy Flamer & Force Axe & Power Fist Power Fist Storm Bolter You must choose which weapons each miniature will carry at the start of the game.

Firing Firing Firing

Hand to Hand to Hand Hand Hand to Hand

Total number rolled may Similar to Missile Launcher, be split between any but everything in blast radius visible targets. receives full damage.

Victory Points Space Marine Scouts Rank

Sergeant Commander and 4 Space Marines Blips Value 10 1 Heavy Weapon Commander Armor 1 1 Order Card Movement 8 Life Points 6 4 Equipment Cards

Lieutenant Commander and 4 Space Marines Primus 2 Heavy Weapon Bolt Pistol & Chainsword 2 Order Cards 5 Equipment Cards Lieutenant Commander and 5 Space Marines Senioris 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards 6 Equipment Cards Captain Commander and 5 Space Marines Firing - Max range 12 Primus 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards Hand to 7 Equipment Cards Losses Hand Captain Commander and 6 Space Marines Honor Badges Senioris 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards 8 Equipment Cards Value 5 Standard Weapons Armor 1 Movement 8

Bolt Pistol & Combat Knife

Firing - Max range 12 Using Scout Marines

Hand to Hand 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.

Value 10 You can choose to dive prone after the Alien player has said that he will make a ranged attack but before the Heavy Weapons Armor 1 dice are rolled. Only the Space Marine Scouts that are being attacked are allowed to dive prone. Movement 6 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. Heavy Bolter & Combat Knife 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. Firing

Firing Hellfire Shell requires one turn to reload. Target square receives full damage. Hand to Adjacent squares receive damage from Hand the highest roll.

Victory Points Blood Angles Rank

Sergeant Commander and 4 Space Marines Blips Value 10 1 Heavy Weapon Armor 2 Commander 2 Order Card Movement 6 Life Points 6 3 Equipment Cards

Lieutenant Commander and 4 Space Marines Power Glove & Power Axe and Bolt Pistol Primus 2 Heavy Weapon 2 Order Cards Power Sword 4 Equipment Cards Firing Lieutenant Commander and 5 Space Marines Senioris 2 Heavy + 1 Extra Heavy Weapon Hand to 3 Order Cards Standard Hand 5 Equipment Cards Captain Commander and 5 Space Marines Weapon All Hand to Hand Heavy Bolter Primus 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards Bolter Firing 6 Equipment Cards Losses Firing Value 5 Captain Commander and 6 Space Marines Honor Badges Armor 2 Hand to Hand to Senioris 3 Heavy + 2 Extra Heavy Weapon Movement 6 Hand Hand 4 Order Cards 7 Equipment Cards Value 10 Heavy Weapons Armor 2 Movement 4

Assault Missile Plasma Cannon Launcher Gun

Firing Firing Firing

Hand to Hand to Hand to Hand Hand Hand Combat Effectiveness Table Total number rolled may be split Anything in target square will receive Fires straight line horizontal, vertical or between any visible targets. total number of both dice. Any miniature diagonal. Anything in line of fire receives 100 Impressive . The Command Staff would like to give you the means to achieve further in adjacent square will receive number attack from both die. on highest roll. 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 Value 10 efficiency. You earn 3 Honor Badges. Armor 2 (Tarantula 6) 30-59 Honorable . You have clearly demonstrated your ability in battle. Your superiors Extra Heavy Weapons Movement 4 (Tarantula 6) encourage you to demonstrate your potential. You earn 2 Honor Badges.

Fusion Gun Conversion Beam Las-Cannon Tarantula 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 Young recruits from the academy are assigned to your unit. You start the next mission Eliminated with a rookie Sergeant rank without Honor Badges.

Firing Firing Firing (Three Shots) Winning the game results in automatic promotion to the next rank. Four Honor Badges can be turned in for a Hand to Hand to Hand to Armor Rating: 6 single promotion. Hand Hand Hand Firing Explodes with contact with wall (Three Shots) Throw separately for each -1 -1 Concentrated miniature in line of fire -6 -5 -4 -3 -2 -1 Fire -1 -1 -1 Hand to Hand Arc of Fire Concentrated Fire

Victory Points Terminator Marines Rank

Sergeant Commander and 4 Space Marines Blips Value 15 1 Heavy Weapon Armor 3 Commander 2 Order Card Movement 4 Life Points 6 3 Equipment Cards

Power Sword & Storm Bolter Lieutenant Commander and 4 Space Marines Primus 2 Heavy Weapon 2 Order Cards 4 Equipment Cards Lieutenant Commander and 5 Space Marines Senioris 2 Heavy + 1 Extra Heavy Weapon Firing 3 Order Cards 5 Equipment Cards Hand to Captain Commander and 5 Space Marines Thunder Hammer Hand Primus 3 Heavy + 1 Extra Heavy Weapon & Storm Shield 3 Order Cards Bolter 6 Equipment Cards Losses Captain Commander and 6 Space Marines Honor Badges Senioris 3 Heavy + 2 Extra Heavy Weapon Value 15 4 Order Cards Standard Weapon Armor 3 7 Equipment Cards Movement 4

Lighting Claws Storm Bolter & Power Fist

Thunder Hammer can self-destruct. Using Terminator Armor Hand to This instantly kills Hand Firing Hand the marine and to damages everything Shield Armor Hand Hand to A Space Marine player can choose to equip his squad with Terminator armor instead of taking four equipment Increase surrounding it Hand cards. A Terminator squad has one Commander, three Terminators and one Terminator with a heavy weapon. Value 15 Value 15 Heavy Weapons Armor 3 Librarian Armor 3 The Commander always has a storm bolter and a power sword. The Terminators may carry a storm bolter Movement 4 Movement 4 and power fist, a pair of lightning claws, or a thunder hammer and storm shield. The Terminator with the

Assault Cannon & heavy weapon has a power fist and may carry a heavy flamer or an assault cannon. Heavy Flamer & Force Axe & Power Fist Power Fist Storm Bolter You must choose which weapons each miniature will carry at the start of the game.

Firing Firing Firing

Hand to Hand to Hand Hand Hand to Hand

Total number rolled may Similar to Missile Launcher, be split between any but everything in blast radius visible targets. receives full damage.

Victory Points Space Marine Scouts Rank

Sergeant Commander and 4 Space Marines Blips Value 10 1 Heavy Weapon Commander Armor 1 2 Order Card Movement 8 Life Points 6 3 Equipment Cards

Lieutenant Commander and 4 Space Marines Primus 2 Heavy Weapon Bolt Pistol & Chainsword 2 Order Cards 4 Equipment Cards Lieutenant Commander and 5 Space Marines Senioris 2 Heavy + 1 Extra Heavy Weapon 3 Order Cards 5 Equipment Cards Captain Commander and 5 Space Marines Firing - Max range 12 Primus 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards Hand to 6 Equipment Cards Losses Hand Captain Commander and 6 Space Marines Honor Badges Senioris 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards 7 Equipment Cards Value 5 Standard Weapons Armor 1 Movement 8

Bolt Pistol & Combat Knife

Firing - Max range 12 Using Scout Marines

Hand to Hand 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.

Value 10 You can choose to dive prone after the Alien player has said that he will make a ranged attack but before the Heavy Weapons Armor 1 dice are rolled. Only the Space Marine Scouts that are being attacked are allowed to dive prone. Movement 6 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. Heavy Bolter & Combat Knife 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. Firing

Firing Hellfire Shell requires one turn to reload. Target square receives full damage. Hand to Adjacent squares receive damage from Hand the highest roll.

Victory Points Imperial Fists Rank

Sergeant Commander and 4 Space Marines Blips Value 10 2 Heavy Weapon Armor 2 Commander 2 Order Card Movement 6 Life Points 6 2 Equipment Cards

Lieutenant Commander and 4 Space Marines Power Glove & Power Axe and Bolt Pistol Primus 3 Heavy Weapon 2 Order Cards Power Sword 3 Equipment Cards Firing Lieutenant Commander and 5 Space Marines Senioris 3 Heavy + 1 Extra Heavy Weapon Hand to 3 Order Cards Standard Hand 4 Equipment Cards Captain Commander and 5 Space Marines Weapon All Hand to Hand Heavy Bolter Primus 3 Heavy + 2 Extra Heavy Weapon 3 Order Cards Bolter Firing 5 Equipment Cards Losses Firing Value 5 Captain Commander and 6 Space Marines Honor Badges Armor 2 Hand to Hand to Senioris 3 Heavy + 3 Extra Heavy Weapon Movement 6 Hand Hand 4 Order Cards 6 Equipment Cards Value 10 Heavy Weapons Armor 2 Movement 4

Assault Missile Plasma Cannon Launcher Gun

Firing Firing Firing

Hand to Hand to Hand to Hand Hand Hand Combat Effectiveness Table Total number rolled may be split Anything in target square will receive Fires straight line horizontal, vertical or between any visible targets. total number of both dice. Any miniature diagonal. Anything in line of fire receives 100 Impressive . The Command Staff would like to give you the means to achieve further in adjacent square will receive number attack from both die. on highest roll. 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 Value 10 efficiency. You earn 3 Honor Badges. Armor 2 (Tarantula 6) 30-59 Honorable . You have clearly demonstrated your ability in battle. Your superiors Extra Heavy Weapons Movement 4 (Tarantula 6) encourage you to demonstrate your potential. You earn 2 Honor Badges.

Fusion Gun Conversion Beam Las-Cannon Tarantula 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 Young recruits from the academy are assigned to your unit. You start the next mission Eliminated with a rookie Sergeant rank without Honor Badges.

Firing Firing Firing (Three Shots) Winning the game results in automatic promotion to the next rank. Four Honor Badges can be turned in for a Hand to Hand to Hand to Armor Rating: 6 single promotion. Hand Hand Hand Firing Explodes with contact with wall (Three Shots) Throw separately for each -1 -1 Concentrated miniature in line of fire -6 -5 -4 -3 -2 -1 Fire -1 -1 -1 Hand to Hand Arc of Fire Concentrated Fire

Victory Points Terminator Marines Rank

Sergeant Commander and 4 Space Marines Blips Value 15 2 Heavy Weapon Armor 3 Commander 2 Order Card Movement 4 Life Points 6 2 Equipment Cards

Power Sword & Storm Bolter Lieutenant Commander and 4 Space Marines Primus 3 Heavy Weapon 2 Order Cards 3 Equipment Cards Lieutenant Commander and 5 Space Marines Senioris 3 Heavy + 1 Extra Heavy Weapon Firing 3 Order Cards 4 Equipment Cards Hand to Captain Commander and 5 Space Marines Thunder Hammer Hand Primus 3 Heavy + 2 Extra Heavy Weapon & Storm Shield 3 Order Cards Bolter 5 Equipment Cards Losses Captain Commander and 6 Space Marines Honor Badges Senioris 3 Heavy + 3 Extra Heavy Weapon Value 15 4 Order Cards Standard Weapon Armor 3 6 Equipment Cards Movement 4

Lighting Claws Storm Bolter & Power Fist

Thunder Hammer can self-destruct. Using Terminator Armor Hand to This instantly kills Hand Firing Hand the marine and to damages everything Shield Armor Hand Hand to A Space Marine player can choose to equip his squad with Terminator armor instead of taking four equipment Increase surrounding it Hand cards. A Terminator squad has one Commander, three Terminators and one Terminator with a heavy weapon. Value 15 Value 15 Heavy Weapons Armor 3 Librarian Armor 3 The Commander always has a storm bolter and a power sword. The Terminators may carry a storm bolter Movement 4 Movement 4 and power fist, a pair of lightning claws, or a thunder hammer and storm shield. The Terminator with the

Assault Cannon & heavy weapon has a power fist and may carry a heavy flamer or an assault cannon. Heavy Flamer & Force Axe & Power Fist Power Fist Storm Bolter You must choose which weapons each miniature will carry at the start of the game.

Firing Firing Firing

Hand to Hand to Hand Hand Hand to Hand

Total number rolled may Similar to Missile Launcher, be split between any but everything in blast radius visible targets. receives full damage.

Victory Points Space Marine Scouts Rank

Sergeant Commander and 4 Space Marines Blips Value 10 2 Heavy Weapon Commander Armor 1 2 Order Card Movement 8 Life Points 6 2 Equipment Cards

Lieutenant Commander and 4 Space Marines Primus 3 Heavy Weapon Bolt Pistol & Chainsword 2 Order Cards 3 Equipment Cards Lieutenant Commander and 5 Space Marines Senioris 3 Heavy + 1 Extra Heavy Weapon 3 Order Cards 4 Equipment Cards Captain Commander and 5 Space Marines Firing - Max range 12 Primus 3 Heavy + 2 Extra Heavy Weapon 3 Order Cards Hand to 5 Equipment Cards Losses Hand Captain Commander and 6 Space Marines Honor Badges Senioris 3 Heavy + 3 Extra Heavy Weapon 4 Order Cards 6 Equipment Cards Value 5 Standard Weapons Armor 1 Movement 8

Bolt Pistol & Combat Knife

Firing - Max range 12 Using Scout Marines

Hand to Hand 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.

Value 10 You can choose to dive prone after the Alien player has said that he will make a ranged attack but before the Heavy Weapons Armor 1 dice are rolled. Only the Space Marine Scouts that are being attacked are allowed to dive prone. Movement 6 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. Heavy Bolter & Combat Knife 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. Firing .

Firing Hellfire Shell requires one turn to reload. Target square receives full damage. Hand to Adjacent squares receive damage from Hand the highest roll.

Victory Points Rank Blips Value 10 Avenger Exarch and 4 Eldar Warriors Exarch Armor 2 2 Heavy Weapons Max Movement 7 Life Points 1 + Exarch Cards 4 Equipment Cards 5 Exarch Cards 1 Order Card Executioner Exarch and 4 Eldar Warriors Shuriken Pistol & Force Sword 3 Heavy Weapons Max Discard one card for each 4 Equipment Cards point of damage incurred 6 Exarch Cards 1 Order Card Dark Stalker Exarch and 4 Eldar Warriors May fire twice 4 Heavy Weapons Max in one turn 5 Equipment Cards Hand to 6 Exarch Cards Hand 2 Order Card Nemesis Exarch and 4 Eldar Warriors Losses Firing may be mixed before, in 5 Heavy Weapons Max middle and/or after movement Honor Badges 5 Equipment Cards 7 Exarch Cards Value 5 2 Order Card Standard Weapon Armor 2 Avatar Exarch and 4 Eldar Warriors Movement 7 6 Heavy Weapons Max 6 Equipment Cards 7 Exarch Cards Shuriken Catapult 3 Order Card

Firing

Hand to Hand 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. Value 10 41-60 An impressive performance – the soul gems sing your praises. You gain one level of Armor 2 Heavy Weapons recognition. Movement 3 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. Missile Launcher Squad You start the next mission with new squad and Avenger Exarch. Shuriken Cannon Las-Cannon Eliminated Firing Firing Firing (Three Shots) (Two Shots) This table is designed for a 10 Warrior Squad. A 5 Warrior Squad gets an additional 10 points when using Hand to Hand to Hand to this table. Hand Hand Hand 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 Firing may be mixed before, in Anything in target square will receive Shots may not be separated by middle and/or after movement Avenger Exarch for the next mission. total number of both dice. movement. Any miniature in adjacent square will Everything in Line Of Site in the 4 square receive number on highest roll. area receives same damage.

Victory Points Orks Types Blips Warboss - leader of an Ork warband or tribe Value 10 Ork Nob Armor 2 Oddboyz - born with programmed DNA. Movement 6 Life Points 6 Mekboyz : Ork mechanics and inventors

Power Klaw & Painboyz : Ork surgeons and doctors Weirdboys : Highly psychic Orks Chain -Choppa Slugga & Runtherds : Slave-masters of Gretchin/Snotlings

Power Choppa Nobz - ruling class of the Ork race Mega Nobz : Nobz wearing Mega Armor Flash Gitz : equipped with exotic ranged weapons Plasma Pistol Cyborks : extensively surgically altered by Painboy Max range of Nob Bikerz : Nobz who ride into battle on Warbikes 12 squares All Hand to Hand Boyz - common form of Ork Firing Firing Boyz : the "standard" Orks Losses 'Ard Boyz : heavily-armored Ork Boyz Wins Hand to Hand to Kommandoz : work behind enemy lines Hand Hand Burna Boyz : has preference for flame weapons Value 3 Value 2 Tankbustas : equipped to take out enemy vehicles Ork Boyz Armor 1 Gretchen Armor 0 Lootaz : scavenge equipment from the battlefield Movement 6 Movement 8 Stormboyz : equipped with Jump Packs

Biker Boyz : Speed-loving Orks riding Warbikes Shoota Grot Blasta

Firing Firing

Hand to Hand to Hand Hand

Value 6 Ork Heavy Weapons Armor 1 Movement 4

Burna Kustom Mega-Blasta Rokkit Launcha Big Shoota

Firing Firing Firing Roll separately for Firing Hand to each in line of fire Hand to Hand to Hand Hand Hand Full Damage to all Anything in adjacent Total number rolled units in target area Hand to square will receive may be split between Hand number on highest roll any visible targets. Cannot Fire and Move in the same turn

Necron

Value 10 Necron Warriors Armor 2 Movement 4

Gauss Flayer

Firing

Hand to Hand

Victory Points Genestealers Blips Value 10 Genestealers Armor 3 Movement 8

Ripping Claws & Biting Teeth Losses Wins

Hand to Hand

Victory Points Dreadnaughts Dreadnaught Types

Mark VII Blips Malevolent Class Dreadnaught Value: 25 Armor: 4 Move: 4 Weapons: Bolter Dreadnaughts take up 4 2 Heavy/Extra-Heavy Weapons spaces. Mark VI II They are able to duck and Marauder Class walk through doorways. Value: 30 Armor: 4 Move: 6 Standard Weapons: Bolter 2 Heavy/Extra-Heavy Weapons

Weapon Mark IX Hand to Dominator Class Hand Bolter Value: 40 Losses Mounted on Body Armor: 4 Wins Move: 4 Firing Weapons: Bolter 4 Heavy/Extra-Heavy Weapons

Mark X Heavy Weapons Marauder Class Value: 50 Armor: 4 Assault Move: 6 Missile Plasma Weapons: Bolter Cannon Launcher Gun 4 Heavy/Extra-Heavy Weapons

Firing Firing Firing

Total number rolled may be split Anything in target square will receive Fires straight line horizontal, vertical or between any visible targets. total number of both dice. Any miniature diagonal. Anything in line of fire receives in adjacent square will receive number attack from both die. on highest roll. Extra Heavy Weapons Fusion Gun Conversion Beam Las-Cannon

Firing Firing Firing (Three Shots)

Explodes with contact with wall For each point of damage your Dreadnaught incurs Throw separately for each -1 -1 Concentrated beyond its armor value of 4, you lose a weapon. After all weapons have been damaged, any further miniature in line of fire -6 -5 -4 -3 -2 -1 Fire damage will disable the Dreadnaught. -1 -1 -1

Victory Points Space Marines Rank

Sergeant Commander and 4 Space Marines Blips Value 10 1 Heavy Weapon Commander Armor 2 1 Order Card Movement 6 Life Points 6 Lieutenant Commander and 4 Space Marines

Primus 2 Heavy Weapon Power Glove & Power Axe and Bolt Pistol 2 Order Cards Lieutenant Commander and 5 Space Marines Power Sword Senioris 2 Heavy + 1 Extra Heavy Weapon Firing 3 Order Cards Captain Commander and 5 Space Marines Hand to Primus 3 Heavy + 1 Extra Heavy Weapon Hand Standard 3 Order Cards Captain Commander and 6 Space Marines Weapon All Hand to Hand Heavy Bolter Senioris 3 Heavy + 2 Extra Heavy Weapon 4 Order Cards Bolter Firing Losses Firing Value 5 Honor Badges Equipment Cards Honor Badges Armor 2 Hand to Hand to None Four Movement 6 Hand Hand One Five Value 10 Two Six Heavy Weapons Armor 2 Three Seven Movement 4 Four or More Eight

Assault Missile Plasma Cannon Launcher Gun

Firing Firing Firing

Hand to Hand to Hand to Hand Hand Hand Combat Effectiveness Table Total number rolled may be split Anything in target square will receive Fires straight line horizontal, vertical or between any visible targets. total number of both dice. Any miniature diagonal. Anything in line of fire receives 100 Impressive . The Command Staff would like to give you the means to achieve further in adjacent square will receive number attack from both die. on highest roll. 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 Value 10 efficiency. You earn 3 Honor Badges. Armor 2 (Tarantula 6) 30-59 Honorable . You have clearly demonstrated your ability in battle. Your superiors Extra Heavy Weapons Movement 4 (Tarantula 6) encourage you to demonstrate your potential. You earn 2 Honor Badges.

Fusion Gun Conversion Beam Las-Cannon Tarantula 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 Young recruits from the academy are assigned to your unit. You start the next mission Eliminated with a rookie Sergeant rank without Honor Badges.

Firing Firing Firing (Three Shots) Winning the game results in automatic promotion to the next rank. Four Honor Badges can be turned in for a Hand to Hand to Hand to Armor Rating: 6 single promotion. Hand Hand Hand Firing Explodes with contact with wall (Three Shots) Throw separately for each -1 -1 Concentrated miniature in line of fire -6 -5 -4 -3 -2 -1 Fire -1 -1 -1 Hand to Hand Arc of Fire Concentrated Fire