Space Crusade Unit Cards Version
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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) Extra Heavy Weapons 30-59 Honorable . You have clearly demonstrated your ability in battle. Your superiors 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 Primus 3 Heavy + 1 Extra Heavy Weapon Heavy Bolter 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) Extra Heavy Weapons 30-59 Honorable . You have clearly demonstrated your ability in battle.