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Blood Angels, Imperial Fists & Ultramarines

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Blood Angels, Imperial Fists & Ultramarines

Postby Gold Bearer » Sunday May 13th, 2018 3:56pm

Each squad has three advanced equipment cards that are added to the others and replace one of the standard equipment cards (along with being able to take two extra equipment cards) once they reach the highest rank of captain senorius (it doesn't do anything in the standard game).

If you want to bring in the advanced equipment cards early you could use an earlier rank and push the number of order cards back one for that rank and each rank after or you could just allow them to trade in four honour badges at captain primus to reach captain senorius, which you can't normally do.

You could also add the two advanced equipment cards that aren't replacements to the sets from the beginning and just add the replacement one along with being able to take two extra equipment cards at captain senorius or an earlier rank, or allow up to six honour badges.



BLOOD ANGELS

Orders

Photon Grenades
Enemies attack back with one less dice (white dice if they use both) in hand to hand combat this turn.

Close Assault
Bolter marines can move once, shoot once and attack in hand to hand combat once this turn in any order.


Equipment

Force Field
The commander has an armour value of three when being shot.

Bionic Arm
The commander can reroll one dice in hand to hand combat.

Close Assault Blades
Bolters can attack diagonally in hand to hand combat forcing the target to attack back with one less dice (white dice if they use both).


Advanced Equipment
Replace Bionic Arm.

Chainsword
Replaces the Power Sword allowing the commander to attack diagonally in hand to hand combat forcing the target to attack back with one less dice (white dice if they use both) and can be used to attack bulkheads destroying them on any score higher than zero with one red dice rolling the rest of the dice if it scores zero.

Advanced Bionic Arm
Allows the commander to reroll one red dice and one white dice in hand to hand combat.

Suspensor
One heavy weapon marine has a maximum movement of six squares.

Blood Angels Marine.jpg



IMPERIAL FISTS

Orders

By Sections
Marines either move twice and can't attack or shoot twice and can't move this turn.

Heavy Weapon
One heavy weapon marine can move twice and shoot twice this turn in any order.


Equipment

Combi-Weapon
The commander's Heavy Bolter can be fired as a Plasma Gun.

Bionic Eye
The commander can reroll one dice when shooting.

Suspensors
Heavy weapons have a maximum movement of six squares.


Advanced Equipment
Replace Combi-Weapon.

Advanced Combi-Weapon
Same as the Combi-Weapon except it can also be fired as a Melta Gun that fires in the same way as a Plasma Gun except you to roll four red dice with the total on the first square and the power is reduced by one for each square after the first.

Gladius Knife
Replaces the commander's Combat Knife giving him three white dice in hand to hand combat with the Heavy Bolter.

Command Targeter
Placed on the commander's Heavy Bolter allowing one dice to be rerolled when shooting, the same dice can't be rerolled twice if used with Bionic Eye.

Imperial Fists Marine.JPG



ULTRAMARINES

Orders

By Sections
Marines either move twice and can't attack or shoot twice and can't move this turn.

Close Assault
Bolter marines can move once, shoot once and attack in hand to hand combat once this turn in any order.


Equipment

Medi-Kit
Can be used once per mission during your own turn to fully heal the commander.

Digital Weapons
The commander can reroll one dice in hand to hand combat and when shooting.

Bioscanner
Allows you to inspect three blip tokens during each of your turns.


Advanced Equipment
Replace one Targeter.

Gladius Knives
Marines with heavy weapons (not the Heavy Bolter) and extra heavy weapons (not the Tarantula) roll an extra white dice in hand to hand combat.

Enhanced Targeter
Can be placed on Bolters or a heavy weapon allowing them to reroll two dice (not the same dice twice) when shooting.

Advanced Targeter
Can be placed on Bolters, a heavy weapon, an extra heavy weapon (not the Tarantula) or the commander's gun allowing one dice to be rerolled when shooting, the same dice can't be rerolled twice if used with Digital Weapons.

Ultramarines.jpg



Universal Cards

Orders
Move It: Marines can move twice and attack once this turn in any order.
Fire: Marines can shoot twice and move once this turn in any order.

Equipment
Bolt Pistols: Bolter marines roll an extra white dice in hand to hand combat.
Blind Grenades: Can be used once per mission during your own turn preventing any members of your squad being attacked during the alien player's next turn.
Melta Bomb: Can be used once per mission during your own turn allowing you to roll two extra red dice when you attack in hand to hand combat.
x2 Targeters: Can be placed on Bolters or a heavy weapon allowing them to reroll one dice when shooting.
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:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Combined Spells: viewtopic.php?f=38&t=2454

Wanna learn martial arts? Check out my youtube channel, tutorials coming soon. The best fight scenes ever from the best series ever: https://youtu.be/2kaBOsSM8zk

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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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