if I recall correctly, the Devastator is also referred to in the captions to the illustrated story in the rulebook. I think it's either meant to be a Plasma Gun or a generic term for 'heavy weapon' (because 'Devastator squad' is the Warhammer 40K term for Space Marine squads equipped with lots of heavy weapons). We always used to count it as a heavy bolter though...
Anyway, In an ideal word, that event card would be called 'More Dakka'.
In other news, I finally managed to scrounge up all the pieces for my old Space Crusade set -- it's only taken me 17 years, two incomplete boxes off eBay and a lot of begging on wargaming forums.

Managed to get a couple of games in with my cousins over Christmas. Ahh the memories!... and curse those fiddly wall clips!
Cousins were quite taken with it too (and quickly learned to fear the Dreadnought), especially the younger brother. The older sister remains adamant that HeroQuest is better.
For the hand to hand combat, we didn't like the idea of Marines dropping like flies whenever a Gretchin so much as sneezed on them, so we tried a house rule: You have to roll higher than the other model
and roll higher than their Armour value to wound them. There's precedent for this in Mission: Dreadnought (you have to roll to beat the Armour value of inanimate objects like bulkhead doors). This made the Marines' armour of 2 more appropriately tough to get past.
However, it also caused a few problems. Gretchin only roll one white die, so they can't ever beat a Marine using this rule. Also, Blood Angel close assault blades reduce their opponent's dice by 1, so the other aliens who normally roll 2 white dice (Orks and Chaos Marines) would suffer the same inability to hurt Marines. A pretty impressive result for sticking a slightly heavier-than-usual sharp bit of metal onto the end of your gun. On the other hand, ordinary Marines would stand absolutely no chance of damaging the Dreadnought in close combat.
To get around this, we tried ruling that you had to roll
equal or greater than your foe's Armour value (and roll higher than them). This means Gretchin can fluke a hit on a Marine if they roll a 2, other aliens stand a chance if the BAs have close assault blades, and Marines can fluke hits on Dreadnoughts if they roll a double 2.
It all sounds good in theory, but we haven't really played enough to know if it's worthwhile yet.
by the way, Goblin-King, awesome work with the magnetised Marines over in the showcase

I've thought about magnetising mine, but have decided to glue them instead. All that mucking about with extra sets means I have just enough spare Marines for every weapon variant. Including Mission: Dreadnought, as long as nobody's insane enough to take a maxed-out squad with five bolters...