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Space Crusade house rules (inc Dark Angels and Space Wolves)

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Re: Space Crusade house rules (inc Dark Angels and Space Wol

Postby Gold Bearer » Friday March 6th, 2015 11:23am

slev wrote:I'm with Goblin King that you'd want the Salamanders Chapter with that set-up. I'd assume you'd want to stick to the classic nine.

As for the Space Wolves, a Frost Axe would be more "in-lore" than a Chain Axe.
Classic nine?

I was never into 40K so I don't know much about the lore, just from reading white dwarf a long time ago.

I don't think the salamanders were even around when I used to read it. So the would the dark angels be very similar to the SC blood angels then if they were true to the lore?

I was thinking a chain axe because the chain sword from Voyage Beyond already established that chain weapons attack with the same as the power weapon version but can be used to attack diagonally with the same rules as the close assault blades. What would a frost axe do. Does it freeze opponents that it hits or something like that?
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

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Re: Space Crusade house rules (inc Dark Angels and Space Wol

Postby slev » Friday March 6th, 2015 11:43am

Classic nine "loyalist" legions:

Ultramarines (blue) - Hightly tactical allrounders - classical heroes
Imperial Fists (Yellow) - Mobile Defence - Stoic Custodians
Blood Angels (red) - Lots of melee attacks - Renesance Vampires
wolves of Fenris/Space Wolves (grey) - Powerful melee attacks - Vikings
Dark Angels (dark green) - Esoteric weapons, highly strategic - Monastic templars
Raven Guard (black) - Swift movement, small focus on melee - Macarbe/gothic Arial Assault
White Scars (white) - hightly mobile, hit and run tacktics - Mongul Horde
Salamanders (bright green) - Slow, stoci, steady, lots of heat - Lizard desciples of the forge
Iron Hands (silver) - Static Defense, very shooty - Tech-heavy, like to replace their body with bionics


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Re: Space Crusade house rules (inc Dark Angels and Space Wol

Postby Gold Bearer » Friday March 6th, 2015 12:26pm

Oh okay, were they the original nine? Yea looking at that the dark angel rules would be really fitting for salamanders. Space wolves grey? I thought they were light blue. Grey knights are grey. This are the ones I had rules for, I really hope I can did them up.

Dark Angels, Space Wolves, White Scars, Grey Knights, Crimson Fists, Imperial Agents (mostly Sisters Of Battle because I don't think they were actually part of the main space marines), Imperial Guard and Squats. I didn't bother with Eldar because I knew there was an Eldar expansion, although I've never played it.

I can remember most of the unique squad upgrades for them. I had standard squad upgrades that all of them got (although the non-space marines got something different) like an extra marine and access to the fourth heavy weapon, another extra marine and access to the tarantula, a dreadnaught, a terminator squad and an improved terminator squad with a psycher. The terminator rules were from white dwarf. These are the unique squad upgrades that I can remember.

Blood Angels: Death Company.
Imperial Fists: Scout Squad.
Ultra Marines: Tactical Squad.
Dark Angels: Death Wing Squad (totally awesome ten man squad with an armour value of four and using the bone white instead of the jet black ones for the normal DA terminators).
Space Wolves: Better Dreadnaught (the bulky one as opposed to the smaller retro one they all got).
White Scars: Assault Squad (with jump packs).
Grey Knights: Avenger Squad (with those two handed nemesis h-t-h weapons).
Crimson Fists: Devastator Squad.
Imperial Agents: Can't remember.
Imperial Guard: Those tarantula like weapons that they can also use as shields.
Eldar: War Walkers.
Squats: Can't remember.

This would be the last upgrade and what they lose depends on how good this upgrade is, eg the IFs would keep everything they already had and the DAs would lose everything.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


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Re: Space Crusade house rules (inc Dark Angels and Space Wol

Postby slev » Friday March 6th, 2015 1:20pm

Gold Bearer wrote:Oh okay, were they the original nine? Yea looking at that the dark angel rules would be really fitting for salamanders. Space wolves grey? I thought they were light blue. Grey knights are grey.


Slight blue tint o the grey, but grey none the less.

Grey knights are a a blue-tinted metallic silver.


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Re: Space Crusade house rules (inc Dark Angels and Space Wol

Postby slev » Friday March 6th, 2015 1:39pm

For what it's worth, Sisters of Battle are Adetus Sorroritas, which is a seperate minitary structure fron the Adeptus Astartes.

You could similarly do the Imperial Inquisition, and Mechanicum, completing all the space-hulk-appropreate Imperial factions


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Re: Space Crusade house rules (inc Dark Angels and Space Wol

Postby Gold Bearer » Saturday March 7th, 2015 3:17am

slev wrote:For what it's worth, Sisters of Battle are Adetus Sorroritas, which is a seperate minitary structure fron the Adeptus Astartes.

You could similarly do the Imperial Inquisition, and Mechanicum, completing all the space-hulk-appropreate Imperial factions
:? I have no idea what we're you're talking about but it sounds like a good idea. :)
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Space Crusade house rules (inc Dark Angels and Space Wol

Postby Gold Bearer » Wednesday March 11th, 2015 5:50pm

Iron Hand Terminator Squad
Orders
Move It, Fire, Heavy Weapon, Close Assault (for the storm bolters).

Equipment
Bionic Heart: Commander has eight life points.
Bionic Legs: Commander can move six squares.
Bionic Arm, Bionic Eye, Blind Grenades, Melta Bomb, two Targetters.


Raven Guard Terminator Squad
Orders
Move It, Fire, By Sections, Photon Grenades.

Equipment
Armour Suspensors: All terminators including the commander can move five squares.
Prototype Storm Bolter: The commander's storm bolter attacks with two red dice.
Chain Fists: The squad's power fists are exchanged for chain fists that can attack diagonally with the same rules as the close assault blades.
Shield: The commander uses a shield on his sword arm that makes his armour value of three apply to h-t-h combat.
Blind Grenades, Melta Bomb, two Targetters.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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