Using Warhammer 40K "FireTeam" as proxies for Space Crusade

After a half off sale after Christmas, I got myself three copies of "Warhammer 40,000: Fire Team" which judging by reviews is kind of a mediocre game (but a praiseworthy attempt to simplify Killteam which itself was an attempt to simplify 40K itself for beginners). It advertised itself as not requiring glue for the figures (and had them a nice pretty blue instead of gray, plus some necrons in a dull gray and some "scarabs" which I had to look up what they were in the lore). The cards are kind of boring and there are too many tokens, plus there's a hex board you're supposed to put tiles on. It got mixed reviews, saying the game is weighted in favor of the Space Marines (of course, people often say things like that in these types of games). Anyway, I wanted to use the assets for my own purposes, practicing my painting and using them as proxies, drawing inspiration from the Space Crusade computer game as well as the German "StarQuest" localization.
In response to the question asked by Anderas here (includes pictures of the minis painted thus far):
He actually has a chainsword in his left hand and the plasma pistol in his right. The pieces are somewhat interchangeable (not nearly as easy as Space Crusade) so I can give him a helmet instead of "unmasked." There is a right hand that is an empty hand gesturing but also a bolter in the left hand. So I could make him dual wielding, and even make the Chainsword "stowed" (normally he has the helmet tied to his belt).
I know I can do whatever I want, but using the information provided in the White Dwarf magazine (issues 134, 145):
Commander (would presumably be given 6 squares of movement and 2 armor value, 6 life points):
Plasma Pistol (range of no more than 12 squares): 2 heavy (red) dice for firing. Total value of the dice is applied to all figures within the single line of sight.
(Everybody else, probably 6 squares of movement, 2 armor value and 1 life point each):
"Heavy" Bolt pistol. This weapon doesn't exist in Space Crusade. There's a "storm bolter," "bolt pistol," "bolter" and heavy bolter (the heavy bolter in the magazine is different from the commander weapon in the core set). So I could pick. In the "Space Marine Scout" section of 134 they give both the Scout commander and Scout marine "bolt pistol" which they limit to 12 squares within LOS, but the Commander version is 1 red + 1 white, while the regular soldier it's 2 white. No reason is given for the difference.
Chainsword: This one is easy, it's 1 red + 1 white in melee.
Taking away the Chainsword would mean melee of 2 light (white) dice.
So using a squad like this in place of one of the regular factions would be great for the Blood Angels. It would goof up the equipment a little. I figure a targeter would have to apply to either the Plasma or the Bolter. The Commander IS the heavy weapons guy, but in theory you could give the Plasma pistol to one other soldier. No missile launcher or assault cannon for the squad (as if you never picked them). Everyone would be stronger in Melee. "Suspensors" for Imperial Fists would be useless, unless you decided to say it made everyone faster (8 squares?) even though in the base game it only makes heavy weapons guys normal speed (instead of reducing their movement to 4).
I guess stronger melee in return for sacrificing their heavy weapon abilities.
I painted them as three squads: (GSG-Musketeer aka Imperial Fights in yellow; GSG-Tiger aka Blood Angels in red; and GSG-19 aka Ultramarines in blue). Each consists of 1 Commander and four marines (15 total good guys).
Their opponents are three squads of Necrons (Androids), which I spray painted in bright silver, metallic beige/gold, and white ("glow in the dark" just for fun, I don't plan to actually play in the dark). Each consists of 10 Necrons, half with long rifle type weapons (single barrel with big axes on the end plus two bayonets) and the other half with shorter double barrel ("shotgun") type weapons (that have only the two bayonet blades). I may adjust their stats from the type in Space Crusade. 30 Total Necrons. Plus each squad has 3 "scarab swarms" (each unit is seven little robot beetles I guess that can attack or self destruct). So a total of 9 Swarms.
White Dwarf 145 gives an example (from one mission only) where Androids have different stats ("experimental" androids):
*Movement 5 (normally 4)
Armor value 2 (unchanged)
*Firing 1 red + 2 white (normally 3 white)
Melee/Hand to Hand 2 red (unchanged)
They also say these are prone to malfunctions so if the "Android fault" card is drawn from the Alien Event Deck when any Androids are revealed on the board (not blips) roll 1 red die for each Android and for each 3 rolled, that Android is removed from the board (with no points awarded).
"On the board" I am interpreting to mean the entire four boards (everything, in other words), not just the particular board section where the Space Marines are at the moment for that turn.
I also have 12 of the "Gale Force 9" (an expansion box for "Another Glorious Day in the Corps" Aliens board game which is pretty pricey/rare these days) Xenomorph Warriors. They are in basic black but I think I will paint them in irridescent paint (color shifting purple/green) and use them as proxies for Gene Stealers. Since there are so many of them I may print out some custom tiles for these and the other enemies (normally there are only 4 androids, and the three gene stealers are only spawned by Alien Event cards).
How to use the Scarab Swarms? Maybe as a card, or maybe as an ability to "launch" them by Necrons? I have a longer term plan to reprint all of the SC cards, with some extras, possible a "search" deck (the equivalent of a treasure deck for this game, combined with the use of furniture).
In response to the question asked by Anderas here (includes pictures of the minis painted thus far):
He actually has a chainsword in his left hand and the plasma pistol in his right. The pieces are somewhat interchangeable (not nearly as easy as Space Crusade) so I can give him a helmet instead of "unmasked." There is a right hand that is an empty hand gesturing but also a bolter in the left hand. So I could make him dual wielding, and even make the Chainsword "stowed" (normally he has the helmet tied to his belt).
I know I can do whatever I want, but using the information provided in the White Dwarf magazine (issues 134, 145):
Commander (would presumably be given 6 squares of movement and 2 armor value, 6 life points):
Plasma Pistol (range of no more than 12 squares): 2 heavy (red) dice for firing. Total value of the dice is applied to all figures within the single line of sight.
(Everybody else, probably 6 squares of movement, 2 armor value and 1 life point each):
"Heavy" Bolt pistol. This weapon doesn't exist in Space Crusade. There's a "storm bolter," "bolt pistol," "bolter" and heavy bolter (the heavy bolter in the magazine is different from the commander weapon in the core set). So I could pick. In the "Space Marine Scout" section of 134 they give both the Scout commander and Scout marine "bolt pistol" which they limit to 12 squares within LOS, but the Commander version is 1 red + 1 white, while the regular soldier it's 2 white. No reason is given for the difference.
Chainsword: This one is easy, it's 1 red + 1 white in melee.
Taking away the Chainsword would mean melee of 2 light (white) dice.
So using a squad like this in place of one of the regular factions would be great for the Blood Angels. It would goof up the equipment a little. I figure a targeter would have to apply to either the Plasma or the Bolter. The Commander IS the heavy weapons guy, but in theory you could give the Plasma pistol to one other soldier. No missile launcher or assault cannon for the squad (as if you never picked them). Everyone would be stronger in Melee. "Suspensors" for Imperial Fists would be useless, unless you decided to say it made everyone faster (8 squares?) even though in the base game it only makes heavy weapons guys normal speed (instead of reducing their movement to 4).
I guess stronger melee in return for sacrificing their heavy weapon abilities.
I painted them as three squads: (GSG-Musketeer aka Imperial Fights in yellow; GSG-Tiger aka Blood Angels in red; and GSG-19 aka Ultramarines in blue). Each consists of 1 Commander and four marines (15 total good guys).
Their opponents are three squads of Necrons (Androids), which I spray painted in bright silver, metallic beige/gold, and white ("glow in the dark" just for fun, I don't plan to actually play in the dark). Each consists of 10 Necrons, half with long rifle type weapons (single barrel with big axes on the end plus two bayonets) and the other half with shorter double barrel ("shotgun") type weapons (that have only the two bayonet blades). I may adjust their stats from the type in Space Crusade. 30 Total Necrons. Plus each squad has 3 "scarab swarms" (each unit is seven little robot beetles I guess that can attack or self destruct). So a total of 9 Swarms.
White Dwarf 145 gives an example (from one mission only) where Androids have different stats ("experimental" androids):
*Movement 5 (normally 4)
Armor value 2 (unchanged)
*Firing 1 red + 2 white (normally 3 white)
Melee/Hand to Hand 2 red (unchanged)
They also say these are prone to malfunctions so if the "Android fault" card is drawn from the Alien Event Deck when any Androids are revealed on the board (not blips) roll 1 red die for each Android and for each 3 rolled, that Android is removed from the board (with no points awarded).
"On the board" I am interpreting to mean the entire four boards (everything, in other words), not just the particular board section where the Space Marines are at the moment for that turn.
I also have 12 of the "Gale Force 9" (an expansion box for "Another Glorious Day in the Corps" Aliens board game which is pretty pricey/rare these days) Xenomorph Warriors. They are in basic black but I think I will paint them in irridescent paint (color shifting purple/green) and use them as proxies for Gene Stealers. Since there are so many of them I may print out some custom tiles for these and the other enemies (normally there are only 4 androids, and the three gene stealers are only spawned by Alien Event cards).
How to use the Scarab Swarms? Maybe as a card, or maybe as an ability to "launch" them by Necrons? I have a longer term plan to reprint all of the SC cards, with some extras, possible a "search" deck (the equivalent of a treasure deck for this game, combined with the use of furniture).