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Scouts-Red Hunters, Exorcists & Sons Of Medusa

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Scouts-Red Hunters, Exorcists & Sons Of Medusa

Postby Gold Bearer » Thursday November 17th, 2016 1:35pm

SCOUTS
Scout squads get one extra equipment card when the commander is a Lieutenant and another extra equipment card when the commander is a Captain. Scouts that aren't armed with a Hellfire Cannon (including the commander) are able to attack in between their movement. All scouts carry Light Bolt Guns in case of Equipment Malfunction or Out Of Ammo. Targeters can be fitted to equipment card weapons but can't be used by the commander. If they have two guns you can fire both if you don't move during the same turn.

Movement: 8 (6 for Hellfire Cannon). AV: 1.
Commander - Hand-Hand: 1R (Power Sword), Fire: 2W with a maximum range of twelve squares (Light Bolter).
Three Light Bolters + Combat Knives - Hand-Hand: 2W, Fire: 2W with a maximum range of twelve squares.
One Hellfire Cannon + Combat Knife - Can fire as a Heavy Bolter or as a Missile Launcher. If fired as a Missile Launcher an entire turn has to be spent reloading before it can fired as a Missile Launcher again.
Mission Dreadnought: Five extra Scouts and one-four Hellfire Cannons available if played using Mission Dreadnought.


RED HUNTERS

Orders
Perge Grenades: Any scouts can throw a grenade without using an action that attacks any type of Chaos Marine in a 3x3 area separately with 3R.
Bio Grenades: Any scouts can throw a grenade without using an action that attacks any Orks and Gretchin in a 3x3 area separately with 3R.
Move It, Fire.

Equipment
Enhanced Commander Weapons: Commander has AV2 and uses 1R+1W in hand-hand and when firing.
Shotguns: Replace Light Bolt Guns (not the commander's), 1R+2W, fires in a cone shape 1, 3, 5, 7, etc pattern and attacks targets that are both in sight and in the area of effect, roll separately for each target, a target on the first row is hit with the total of the dice, targets in the second row are hit with one less power, targets in the third row with two less power, etc.
Camo Cloaks: Increaces the AV of the commander and scouts without a Hellfire Cannon by one if they don't move.
Power Weapons: Three Light Bolt Gun scouts have their Combat Knives replaced with a Power Maul (1R+1W), Power Fist (1R+2W) and Power Axe (2R).
Grav Chutes: Increaces the movement of all squad members by one.
Light Combi-Weapons: Replace Hellfire Cannons, one of each available, Plasma: 1R+1W (Plasma Gun rules) can be fired as a Heavy Bolter (2R), Melta: 4R (Plasma Gun rules but loses two power for each square after the first) can be fired as a Bolter (2W), Incinerator: 2R (Fires in a cone shape with the total of the dice in a 1, 3, 5, 7 pattern) can be fired as a Strom Bolter (1R+1W), Flamer: 2R (targets a 3x3 area and can target out of sight squares as long as at least one of the nine is in sight) can be fired as a Heavy Bolter (2R), Icer: 1R+1W (single target in sight misses their next turn if their AV is at least equaled and are damaged as normal if their AV is beaten, (0 is still a miss) can be fired as a Heavy Bolter (2R).
Blind Grenades, Melta Bomb, x2 Targeters.


EXORCISTS

Orders
Perge Grenades: Any scouts can throw a grenade without using an action that attacks any type of Chaos Marine in a 3x3 area separately with 3R.
Haywire Grenades: Any scouts can throw a grenade without using an action that attacks mechanical targets in a 3x3 area separately with 3R.
Move It, Fire.

Equipment
Enhanced Commander Weapons: Commander has AV2 and uses 1R+1W in hand-hand and when firing.
Pistols: Three Light Bolt Gun scouts have their Combat Knives replaced by pistols that use 2W in hand-hand and for shooting (range twelve), one Plasma Pistol (Plasma Gun rules), one Flame Pistol (targets a 3x3 area and can target out of sight squares as long as at least one of the nine is in sight) and one Las Pistol (targets a 2x2 area and can fire twice with 1W).
Heavy Bolt Guns: Replace Hellfire Cannons but have the same movement rules, if you're using the weapon progression rules they improve with both the bolt weapon and Hellfire Cannon advancement rules.
Heavy Bolter: Extra scout with a Heavy Bolter (2R), maximum movement of six.
Las Gun: Extra scout with a Las Gun (3W, Las Cannon rules), maximum movement of six.
Grenade Launcher: Extra scout with a Grenade Launcher (1R+1W on the target square, the red dice on the eight surrounding squares and the white dice on the surrounding sixteen), maximum movement of six.
Blind Grenades, Melta Bomb, x2 Targeters.


SONS OF MEDUSA

Orders
Bio Grenades: Any scouts can throw a grenade without using an action that attacks any Orks and Gretchin in a 3x3 area separately with 3R.
Haywire Grenades: Any scouts can throw a grenade without using an action that attacks mechanical targets in a 3x3 area separately with 3R.
Move It, Fire.

Equipment
Enhanced Commander Weapons: Commander has AV2 and uses 1R+1W in hand-hand and when firing.
Power Chain Sword: Replaces the commander's Power Sword, treats bulkheads as having 0AV and can attack diagonally causing the opponent to roll one dice less.
Pistol: Commander's Light Bolt Gun is replaced with a Plasma Pistol (2W, standard Plasma Gun rules but with a range of 12 squares), Flame Pistol (2W, shoots a 3x3 area within 12 squares of the centre square) or Las Pistol (2W, shoots a 2x2 area with at least one square within 12 squares and can shoot twice with one white die for each shot), pistols give an extra two white dice in hand-hand.
Bolt Rifles: Replaces Light Bolt Guns and attack with 3W and an extra white dice if you move no more than half rate or an extra red dice if you don't move during the same turn.
Grapnels: Can be fired from Light Bolt Guns or Bolt Rifles (up to twelve squares), attacks as normal and if the target's AV is at least equalled they are pulled to the straightest adjacent square to the shooter.
Missile Launchers: Replace Hellfire Cannons but have the same movement rules, if you're using the weapon progression rules they improve with both the Missile Launcher and Hellfire Cannon advancement rules.
Blind Grenades, Melta Bomb, x2 Targeters.


Weapon Levels
Bolt Weapons - L2: Can fire twice at the same target if you don't move during the same turn. L3: Can fire twice and at separate targets if you don't move during the same turn.
Hellfire Cannon - L2: Can move up to three squares, fire and then move up to another three squares. L3: Can fire freely in between movement.


Dark Angels, White Scars & Crimson Fists: viewtopic.php?f=208&t=3632
Grey Knights, Salamanders & Space Wolves: viewtopic.php?f=208&t=3635
Flesh Tearers, Black Templars & Deathwatch: viewtopic.php?f=208&t=3660
Legion Of The Damned: viewtopic.php?f=208&t=3664
Iron Hand, Raven Guard & Scythes Of The Emperor Terminator Squads: viewtopic.php?f=208&t=3629
Nova Marine, Howling Griffon & White Panther Scout Squads: viewtopic.php?f=208&t=3642
Eldar, Eldar Aspect Warriors & Sisters Of Battle: viewtopic.php?f=208&t=3643
Ogryns, Squats & Ratlings: viewtopic.php?f=208&t=3637
Weapon List: viewtopic.php?f=208&t=3630
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Wanna learn martial arts? https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming soon.

Why drugs are illegal: https://www.youtube.com/watch?v=WH1B2HaInDg
Why they shouldn't be: https://www.youtube.com/watch?v=WpOADDXIZpo&t=1s
DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


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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Crossbowman
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